Champions – Clarity Aldane, Magical Contractor

Even as a child, Clarity Aldane had a talent; she saw, heard, and could communicate with spirits – the lingering dead, nature spirits, minor fey, and all the other astral and/or imaginal entities that came along.

Of course, in the emergence… those talents were as well-recognized as any other. Just as another child might be encouraged to develop a talent for sports, or art, Clarity was encouraged to develop her occult gifts – earning her occult merit badges, getting private lessons from Madame Vosser, and taking all the paranormal courses her high school offered.

She proved an apt student of both shamanistic and ritualistic magic, and completed her bachelor of science degree in ritual magic with honors – earning her certification to work with major power nexi.

Since graduating Clarity has served as a magical consultant and spirit-translator for the Royal Canadian Mounted Police as well as an independent contractor for those needing specialized magical services.

Clarity is usually well-prepared, with several prepared spirit-spells and major rituals in reserve – although they tend to be a bit generic unless she knows what she might be going up against in advance. For most situations she simply relies on channeling spirit-energies through her wand. That’s relatively crude, basic, and tiring, but it’s more than a match for most minor magical difficulties.

Personally, Clarity is well aware that she’s relatively young for her profession, and tends to try to make up for it with crisp efficiency and no-nonsense business suits.


Clarity Aldane


Value Characteristic Points
8 STR -2
11 DEX 3
13 CON 6
8 BODY -4
13 INT 3
11 EGO 2
15 PRE 5
12 COM 1
2 PD 0
3 ED 0
2 SPD -1
5 REC 0
26 END 0
19 STUN 0
Total 13


Points Powers END
3 Elemental Control: Spiritualist Powers (6-pt reserve); Visible (Very obvious to any mage): -¼; Visible (Readily Detectable, -.25), (-.5).
a-3 Mental Defense (14 pts); Add to Total; Always On.
b-6 Astral Senses.
(4) Astral Sight (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Always On.
(4) Astral Hearing (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Always On: -½.
c-2 Power Defense (12 pts); Always On: -½; Generic Limitation (Only versus magical and spirit attacks): -½.
d-4 2d6 Aid: Shamanic Magic (Fade/turn, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Trigger: Changeable, +½; Points fade instantly after power used: -½; Extra Time: 1 min., -1½; Maximum of three rituals per day and seven prepared effects.: -1; Increased END (2 per turn over the one-minute usage time): ×5, -2. 10
e-2 Extra-Dimensional Movement; The Astral Plane; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Extra Time: 1 turn, -1; Generic Limitation (Leaves physical body behind): -1; Increased END: ×5, -2. 10
f-3 2d6 Aid: Knowledge of some exotic topic or future threat (Fade/week, Max. 12); Range: 0; Generic Limitation (Her knowledge comes in the form of symbolic visions, odd prophecies, and vague warnings.): -2; No Conscious Control: -2; Affects: Single Power of Special Effect, +¼; Generic Limitation (Visions and premonitions are often rather overwhelming.): -1. 3
g-3 Detect Psychic Phenomena (+1 to PER); Time Required: Instant, +2; Range: Ranged, +5.
6 2d6 Aid (Ritual Magic) (Fade/turn, Max. 90); Range: 0; Trigger: Changeable, +½; Points fade instantly after power used: -½; Fragile Focus: -¼; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Increased END: ×10, -4; Costs END: -½; Side Effects: 60/All, -1; Visible (Easily detected by other mystics at fairly long ranges): -¼; Requires exotic locations or components at the option of the game master: Half, -1; Affects: Single Power of Special Effect, +¼; Charges: 1, -1¼; Recoverable Charges: -2 lev; Extra Time: 5 min., -2; Focus: Obvious Accessible, -1; Maximum of three rituals per day and seven prepared effects.: -1; Requires Skill Roll (using a relevant magical knowledge once per ritual): -½; Ritual Magic requires a bag full of odd components (starting off with candles, chalk, parchment, incense, a brazier and charcoal, pens and ink, odd bits of jewelry, a wand, a knife, a mirror, holy water, oil, and a bell, even before getting into the odder stuff required for particular rituals), an hour of chanting, gesturing, and fooling about with the materials, and a skill check with a relevant knowledge skill. If you succeed, you’ve built up the power to be used – which can either be unleashed immediately, or be saved to be unleashed with a short invocation later. If you fail, the magic goes wild, with unpredictable (but generally bad) effects.
Ritual effects can have active point totals of up to 40 points if prepared anywhere, 60 if prepared at a minor nexus, 80 if prepared at a major nexus, and 90 if you have an appropriate extradimensional source of power to draw on.
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 60 CP worth of customized gear. 20
38 Total Powers  


Points Skills, Talents, Perks Roll
5 +1 level w/Occult-Related Skills
1 Professional License: Spiritualist
1 Professional License: Ritual Mage
5 Profession: Mystic 14-
3 Access to a major mystical nexus
3 Scholar
3 Knowledge: Magic 13-
3 Knowledge: Spirits 13-
3 Knowledge: Psychic Phenomena 13-
1 Knowledge: History 11-
1 Knowledge: Occult Literature 11-
1 Knowledge: Invocations 11-
1 Knowledge: The Imaginal Realms 11-
1 Knowledge: Law 11-
3 Enchantment 11-
35 Total Skills, Talents, Perks  


Cost Equipment
5 Atherium Lenses; Detect Magic (+0 to PER) ; Time Required: Instant, +2; Range: Ranged, +5; Focus (Glasses): Obvious Accessible, -1
12 Spirit Wand; Multipower (30-pt reserve); Focus (Wand): Obvious Accessible, -1; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼
u-1 Change Environment (4″ rad.) 3; Effect: Variable, +1.
u-1 Change Environment (2″ rad.) 0; Effect: Variable, +1; Charges: +6, +1; Continuing Charges: 1 Day, -7 lev.
u-1 3d6 Entangle Mystic Chains (DEF 3) 3; Range: 150.
u-1 Force Wall (6 PD/6 ED) 3; Range: 150; Width: 6″, +0.
u-1 10″ Flight (NC: 80″) 2; Non-Combat Multiplier: ×8, +10; Non-Combat (MPH): 60.
u-1 Images (Hearing, Sight, 4″ radius) 3; Range: 150; Observer PER Penalty: 0, +0.
u-1 Invisibility (Hearing, Sight) 3.
u-1 4d6 Energy Blast 3; Range: 150; Versus: ED; Variable Special Effects: Any, +½.
u-1 Force Field (15 PD/15 ED) 0; Continuing Charges: 1 Minute, -3 lev; Charges: +6, +0.
u-1 Telekinesis (STR 10) 2; Range: 125; Manipulation: Fine, +10.
u-1 6d6 Healing 3.
u-1 8d6 Dispel Magic 3; Range: 150; Affects: Any Single Power of Special Effect, +¼.
u-1 3d6 Ego Attack 3.
30 Total Equipment


50+ Disadvantages
15 Vulnerability: Mental Powers (1½× Effect); Attack: Very Common, +15
5 Reputation: Psychic Expert, Medium (8-)
10 Paranoid: Mystical Entities (Uncommon, Strong)
15 Code Against Killing (Common, Strong)
5 Distinctive Features: Crisp Businesswoman; Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0
10 Public Identity
5 Watched: Various Spiits (11-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Mild, -5
10 Powers affected by ambient magic limitations (Infrequently, Greatly)
75 Total Disadvantages


COSTS: Char. Powers Total Total Disadv. Base
13 + 73 = 86 125 = 75 + 50


OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
4 4 4 14 17/15 18/15 6, 12


Height: 155cm (5’1″), Weight: 56kg (123 lbs), Sex: Female, Age: 26, Race: Human


3 Responses

  1. […] Clarity Aldane: Magical Contractor and ritual specialist […]

  2. […] Clarity Aldane: Ritualist and magical contractor. […]

  3. […] Clarity Aldane: Ritualist and magical contractor. […]

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