Children of the Silver Twilight

Value Characteristic Points
9/15 STR -1
13/15 DEX 9
13/16 CON 6
8/11 BODY -4
13/19 INT 3
8/11 EGO -4
9/15 PRE -1
12/24 COM 1
3/6 PD 0
3/6 ED 0
3 SPD 7
6/9 REC 0
26/38 END 0
23/29 STUN 0
Total 16
Points Powers END
7 Shrinking-1 (DCV +2, Height 0 cm/0″); Mass: 0 kg/0.00 lbs; Knockback Increase: 3; PER Bonus: -2; Reduced END: Zero, +½; Always On: -½; Physical “Ability”: -½ 0
2 Running (+1″, 7″, NC: 14″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 2 1
6 2d6 60-Point Available Equipment Allowance Aid (Fade/week, Max. 60); 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: ×2, +¼; Increased END: ×10, -4; Only to GM-specified items: -2; Actual point total of equipment available limited by GM decision.: -2; Must actually locate gear, availability is not automatic.: -2; This allows a character to haul along 60 CP worth of customized gear. 30
6 +6 CP to All Attributes Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.
(6) 1d6 Aid (All attributes) (Fade/turn, Max. 6); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero & Persistent, +1; Always On: -½; Personal Only: -1; Increases maximums only, does not speed healing: -1; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. 0
66 Aid Enhancements
(4) +3 BODY; Doesn’t Affect Figured: -½
(6) +12 COM
(4) +3 CON; Doesn’t Affect Figured: -½
(4) +2 DEX; Doesn’t Affect Figured: -½
(3) +3 ED
(6) +3 EGO
(6) +12 END
(6) +6 INT
(3) +3 PD
(6) +6 PRE
(6) +3 REC
(6) +6 STR 1
(6) +6 STUN
7 Sorcery Multipower (20-pt reserve); Activation: 14-, -½; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Any individual child usually has Images, Force Field, Telekinesis, and two others. They are likely to reach the 40-point level eventually.
u-1 Images (Normal Sight, 1″ radius); Range: 50; Observer PER Penalty: 0, +0; Activation: 14-, -½; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼ 1
u-1 Force Field (5 PD/5 ED); Activation: 14-, -½; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼ 1
u-1 Force Wall (4 PD/4 ED); Range: 100; Width: 4″, +0; Activation: 14-, -½; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼ 2
u-1 Telekinesis (STR 7); Range: 50; Manipulation: Coarse, +0; Activation: 14-, -½; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼ 1
u-1 5d6 Dispel Magic; Range: 95; Affects: Any Single Power of Special Effect, +¼; Activation: 14-, -½; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼ 2
u-1 1d6 Transform (Cosmetic, Anything); Range: 50; Activation: 14-, -½; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼ 1
u-1 2d6 Energy Blast: Purifying Light; Range: 50; Versus: ED; Activation: 14-, -½; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼ 1
u-1 4d6 Healing; Activation: 14-, -½; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼ 2
u-1 Eyes of the Mage; Activation: 14-, -½; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼
(4) Detect Magic (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Activation: 14-, -½; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼
(1) Enhanced Perception (Normal Sight, +2 to PER); Activation: 14-, -½; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼
(2) Discriminatory Sense: Detect Magic (Detect); Activation: 14-, -½; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼
3 Three additional spells
16 Sample Equipment Items; Microfiber Clothing plus other items as available.
(2) Elemental Control: Microfiber Clothing (5-pt reserve); All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).
a-8 Armor (8 PD/8 ED); Hardened: ×1, ¼; Always On: -½
b-4 Life Support Systems
(1) Life Support: High Pressure/Vacuum
(1) Life Support: High Radiation
(4) Need Not Breathe
(1) Life Support: Intense Heat/Cold
c-2 Instant Change (can look like any clothing); Clothes: Any Set, 10
Possible Items:
(15) 23 Point Photon Manipulator Gun (Multipower) (30-pt reserve); OAF (Gun, -1). While this is more or less a toy in superhero terms, it’s still a favorite toy.
u-1 Images (Normal Sight, 16″ radius); Range: 150; Observer PER Penalty: 0, +0; Reduced END: Zero, +½; Uncontrolled: +½ 0
u-1 3d6 Flash (Normal Sight); Range: 150; Charges: 16, +0 0
u-1 6d6 Mind Control: Hypnotic LIghts; Communication: Verbal, +0; Charges: 16, +0 0
u-1 Force Wall: Solid Light (3 PD/3 ED); Range: 150; Width: 6″, +0; Reduced END: Zero, +½; Uncontrolled: +½ 0
u-1 3d6 Suppress Darkness; Range: 150; Affect: Single Power, +0; Uncontrolled: +½; Reduced END: Zero, +½ 0
u-1 6d6 Energy Blast: Stun Only Dazzling Lights; Range: 150; Versus: ED; Charges: 16, +0 0
u-1 Lensing
(7) Telescopic Sense (Sight, +10 to PER)
(7) Microscopic Vision (×100000)
u-1 3d6 Entangle: Chains of Light (DEF 3); Range: 150; Charges: 16, +0 0
20 20-Point Mystical Axe
(15) Multipower (30-pt reserve); OAF: Axe (-1)
u-1 ½d6 Killing Attack (HTH) (Total 1d6); Range: 0; No Normal Defense (Vrs not being a supernatural monster): +1; NND that does Body: +1 3
u-1 Missile Deflection (All Ranged Attacks, None, OCV 10); Deflect Attacks: Normal, +0; Deflection Bonus: 5, 10; OCV: 10
u-1 Change Environment: Holy (4″ rad.); Effect: Fixed, +0; Reduced END: Zero & Persistent, +1 0
u-1 10″ Teleportation (Long Range 20″); Increased Range: ×2, +5; Long Range: 20″; Long Range (miles): 0.02; Mass Multiplier: ×2, +5; Fixed Locations: 0; Floating Locations: 0 2
(1) Mystical Intelligence: 5-Point AI (1, 5 pts, 0 Disad.); Number: 1, +0; Int 13, Ego 10, Dex 0, Spd 1. Mental Defense 9, Mind Link with Owner, 20 points worth of assorted magical knowledges and minor powers – including a small ability to heal it’s owner once per day.
(6) Assorted Charms, Talismans, Grimoire: Extra Sorcery Multipower Slots
40 Total Powers
Points Skills, Talents, Perks Roll
2 Hobby Skill 11-
2 Knowledge: Magic 11-
2 Knowledge: Superheroics 11-
3 Skill of Choice
10 +1 level w/Overall Level
19 Total Skills, Talents, Perks
0+ Disadvantages
5 Distinctive Features: Small Child; Concealability: Not Concealable, 15; Reaction: Noticed and Recognizable, +0; Not especially important: -2
15 Hunted: Genocide (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Phys. Lim; Underage (Frequently, Slightly)
5 Poor
10 Phys. Lim. Attracts supernatural menaces. (Frequently, Slightly)
10 Psychological Limitation: Curious, Immature, Enthuiastic, Wants to come along (Common, Moderate)
5 Psychological Limitation: Wants nifty superpowers (Uncommon, Moderate)
5 Rivalry: All other children; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0
10 Preferred Sacrafice (Uncommon, Strong); Situation: Uncommon, +5; Intensity: Strong, +5
; Oddly, while most demons, dark powers, and weird rituals call for specific sacrafices and components, a human sacrafice can stand in for almost any of them. Nobody knows why – but there’s always a ready market for disposable humans.
75 Total Disadvantages
COSTS: Char. Powers Total Total Disadv. Base
16 + 59 = 75 75 = 75 + 0
OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 / 7 4 0 14/8 14/8 4, 8, 12

One Response

  1. Cloned and genetically modified to serve as psychic-energy batteries by the Genocide Machines, the Children of the Silver Twilight were rescued by The Mandate and the Loa superhero groups – but, thanks to their modified genetics and enhanced power-potentials needed some special handling.

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