<div class="floatright">(http://i1233.photobucket.com/albums/ff383/Idariel1/Animacharacter1.jpg)</div><strong>Name</strong>:  Brynn<br/><strong>Player</strong>: Idariel<br/><strong>Class</strong>: Wizard/Mentalist<br/><strong>Race</strong>: Nephlim Dukzarist ( )<br/><strong>Ethnicity:</strong><br/><br/><strong>Appearance</strong>10<br/><strong>Size</strong>11<br/><br/><strong>Agility</strong>6 +5<br/><strong>Constitution</strong>8 +10<br/><strong>Dexterity</strong>9 +10<br/><strong>Strength</strong>4 -5<br/><strong>Intelligence</strong>9 +10<br/><strong>Perception</strong>4 -5<br/><strong>Power</strong>10 +15<br/><strong>Willpower</strong>10 +15<br/><br/><strong>Resistances</strong><br/>Physical 30 +10 +15 =+55<br/>Disease 30 +10 +15 =+55<br/>Venom 30 +10 +15 =+55<br/>Magic 30 +15 +35 =+80<br/>Psychic 30 +15 +15 =+60<br/><br/><strong>Merits:</strong><br/>2 Access to Any Psychic Discipline<br/>2 The Gift<br/>2 Points of magical merits.<br/><br/><strong>Flaws</strong>:<br/>1 Code of Conduct (Code of Honor)<br/>1 Magic: Requires Chanting<br/>1 Magic: Requires Gestures<br/><br/><span class="bbc_u"><strong>Magic: </strong> </span><br/><strong>Zeon</strong>135+100+? =235<br/><strong>Magic Accumulation</strong>:  50<br/><strong>Magic Projection</strong>:  40+10  =50<br/><br/><span class="bbc_u"><strong>Psychic Potential:</strong></span><br/><strong>Psychic Points</strong>: 13/<br/><strong>Psychic Projection: </strong>40+10 =50<br/><br/>Mental Communication<br/>Level: 1 Action: Active Maintenance: Yes<br/>Description: The psychic can mentally have a conversation with a person who is located a distance away. The Psychic should at least know the person‘s approximate position. Unlike other powers, Mental Communication does not require a Psychic Projection Roll to reach the target. The maximum distance that the Psychic may reach is defined by the level of success.<br/>Effects:<br/>20     Routine          Fatigue 2<br/>40     Easy          Fatigue 1<br/>80     Moderate       100 meters<br/>120    Difficult       500 meters<br/>140    Very Difficult       1 kilometer<br/>180    Absurd           10 kilometer<br/>240    Almost impossible    100 kilometer<br/>280    Impossible       1,000 kilometer<br/>320    Inhuman       5,000 kilometer<br/>440    Zen          Any distance<br/><br/>Mental Restraint<br/>Level: 1 Action: Active Maintenance: Yes<br/>Description: The psychic is able to impose by this ability<br/>a very basic prohibition, preventing the affected individual to perform an action determined by the Psychic. Only active actions can be prohibited, that is, actions that require the conscious will of the character, but not passive actions performed by mere reaction. The victim can resist this effect by exceeding a PSR against a number indicated the difficulty reached. They also have the right to an additional resistance whenever they attempt to perform the prohibited action. If the Restraint is too vague or extremely limits the freedom of<br/>Subject, they can apply a +20 bonus to their controls.<br/>Effects:<br/>20    Routine         Fatigue 4<br/>40    Easy          Fatigue 2<br/>80   Moderate      80 PSR<br/>120    Difficult         100 PSR<br/>140   Very Difficult       120 PSR<br/>180   Absurd          140 PSR<br/>240   Almost impossible    160 PSR<br/>280    Impossible       180 PSR<br/>320    Inhuman         200 PSR<br/>440    Zen          220 PSR<br/><br/>Mental Research<br/>Level: 2 Action: Active Maintenance: Yes<br/>Description: Allows the psychic look into the thoughts and memories of an individual. They may seek specific situations or thoughts if they wish. It is up to Game Director's discretion to decide the number of rounds required to obtain the desired information, depending on what is hidden in the memory of the subject. The psychic will only not only have access to knowledge held by the person concerned, but will be able to penetrate into memories altered by supernatural means. The affected can resist against the number indicated by the difficulty reached, and is entitled to a new Resistance every 5 rounds.<br/>Effects:<br/>20   Routine          Fatigue 6<br/>40    Easy          Fatigue 4<br/>80   Moderate        Fatigue 2<br/>120   Difficult         100 PSR<br/>140       Very Difficult       120 PSR<br/>180   Absurd          140 PSR<br/>240   Almost impossible    160 PSR<br/>280    Impossible       180 PSR<br/>320    Inhuman         200 PSR<br/>440   Zen          240 PSR<br/><br/>Control Fire<br/>Level: 1 Action: Active Maintenance: Yes<br/>Description: Controls the growth and size of a fire with an amount of intensities indicated by the difficulty reached. As an example, the character can direct the growth of a village fire, pushing it and ignoring the cabins they do not want to see burned. It also allows modeling the shape and color of the flames. This may be used on a creature attuned to fire, or an elemental, with a chance of controlling them. If used in this way, the being may resist against the difficulty indicated.<br/>Effects:<br/>20    Routine         Fatigue 2<br/>40    Easy          Fatigue 1<br/>80    Moderate       4 intensities / 80 RF<br/>120    Difficult       6 intensities / 100 RF<br/>140    Very Difficult       8 intensities / 120 RF<br/>180    Absurd          12 intensities / 140 RF<br/>240    Almost impossible    16 intensities / 160 RF<br/>280    Impossible       20 intensities  / 180 RF<br/>320    Inhuman       25 intensities / 200 RF<br/>440    Zen          30 intensities / 240 RF<br/><br/>Raise Temperature<br/>Level: 2 Action: Active Maintenance: Yes<br/>Description: The psychic has control over the ambient temperature and may increase it considerably within a wide radius. Both the area concerned, and the amount of temperature can be altered depending on the difficulty reached.<br/>Effects:<br/>20    Routine          Fatigue 6<br/>40    Easy          Fatigue 4<br/>80    Moderate       Fatigue 2<br/>120    Difficult       Fatigue 1<br/>140    Very Difficult       +5 ° C / 1 kilometer radius<br/>180    Absurd          +10 ° C / 5 kilometer radius<br/>240    Almost Impossible    +15 º C / 10 kilometer radius<br/>280    Impossible       +20 º C / 25 kilometer radius<br/>320    Inhuman       +30 ° C / 50 kilometer radius<br/>440    Zen          +40 º C / 100 kilometer radius<br/><br/><br/><br/><span class="bbc_u"><strong>Vulnerable</strong></span>: heat.<br/>I am considering a Vulnerability to heat (defined as she does not properly ground out or 'disperse' the magical heat she wields) and her somatic requirements to be based on runic magic, so that she draws the rune in the air, and says its name correctly … thus a longer, more complex spell would require more runes and more names. It would look pretty in print of they glowed, but I don't know how debilitating that would be in game terms …<br/><br/><span class="bbc_u"><strong>For Chanting/Gestures:</strong></span><br/>I would like to define this as a version of runic magic, wherein she must draw the rune (in the air, sand, frost, etc.) and speak the runes name to gain the effect. Thus the more complex the spell, the more runes she must draw and invoke. I am thinking it would look beautiful in print if the runes glowed but I am not certain how debilitating that would be in this system.<br/><br/>Brynn is the daughter of wealthy but otherwise unimportant parents, looking to do a little bit of social climbing, and so she was sent to one of the best schools, where she met ...<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Dukzarist</div><div class="spoiler_body">You're extremely resilient.<br/>You're healthy and attractive, you can see in the dark<br/>Your naturally inclined towards psychic powers of fire, and magical powers of darkness<br/>You heal fast and need little sleep or food.  <br/>Steel can cause you pain and pure iron can do worse. but only if it touches you directly. <br/>Both our girls probably only slept a few hours a night all their lives </div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Other Nephilim</div><div class="spoiler_body">Nephlim.  <br/>Sylvian are the light elves, beautiful, resilient, and magical.<br/><br/>Dukzarist are the elves of darkness and fire, achingly beautiful, stronger than any other race save for their vulnerability to metal.<br/><br/>Daimah are cat-girls who know the feelings of plants and animals and heal quickly in the woods.  <br/>Jayan are giants with third eyes that see teh spirit world.<br/><br/>Ebudan are angelic champions sent from Heaven to undo terrible evils.  If they do, their wings return.<br/><br/>Daiajani are stealthy doppelgangers who walk in shadows, their faces are forgotten by any who do not know their true name.<br/><br/>(legend unknown to my character)<br/>"And man forgot …No one is able to say why it happened, or how.  Perhaps some sort of natural phenomenon erased our memories.  Perhaps we broke a rule of some unknown Power, and we were punished for that.  Perhaps, simply put, we did it to ourselves.  <br/><br/>Like small children, reduced to something little more than animals, we roamed throughout centuries while our arrogant civilization tumbled down around us.  Everything turned to ruins.  The ruins turned to dust, and the dust was taken by the wind.  The world had a different name then.  <br/>But no one remains to remember it. <br/><br/>At some point man caught Their attention.  Why?  We will never know.  Perhaps something in our nature attracted them to us.  It is also possible that we woe them with our silent cries.  They did not belong to this word.  <br/><br/>They came from far away, and their arrival split the sky and fragmented the earth.  For a time, the unknown observed us closely, studying who we were and what we had become.<br/><br/>They were fascinated in their own way by our condition.  These beings could not decide between intervening, or , on the other hand, remaining hidden and letting evolution continue unaltered.  In the end they chose something unexpected.  They created their own work inspired by us.<br/><br/>Thus the Duk'zarist were born.  They were a perfected version of man, dually shaped from the darkness of our ignorant years and the fire they hoped would light their way.  In them, the principle human feelings were increased.  They were gifted with great powers, but at the same time, they carried a tremendous weakness. <br/><br/>However the greatest difference that distinguished them from us was rooted deep within their very essence.  Their souls even though made in the image and likeness of ours, were more closely bound to the spiritual world than ours.  Thus they possessed supernatural powers that, with time, we would once again call magic.<br/><br/>And thus, from one day to the next, they walked beside us.  And ever since that sunrise, we would never be alone again.<br/><br/>The Others found inspirations for their creations in the things that man forgot.  The Sylvan were made more from our fantasies than our extremes.</div></div>