Foxfire

   Aaron Fulke, A.K.A. “Foxfire”, is one of the more powerful youngsters at the orphanage these days. In fact, thanks to the number of characters who have enhanced him – and the number of unusual experiences he’s undergone – he’s fairly close to his adult abilities already.
.

Aaron Fulke

Value Characteristic Points
9/15 STR -1
13/27 DEX 9
13/25 CON 6
8/20 BODY -4
13/37 INT 3
8/11 EGO -4
9/15 PRE -1
11/23 COM 0
3/6 PD 0
4/7 ED 0
3/5 SPD 1
7/10 REC 0
24/36 END -10
36/42 STUN 0
  Total -1

 .

Points Powers END
68 Werefox Package  
(3) Elemental Control: Werefox Powers (9-pt reserve); Whether as deceased humans bonded with foxes or humans bonded with fox-spirits, the Werefox Package remains much the same; Werefoxes are mystically conspicious and show a variety of physical signs of their condition (Visible, -.25), their powers are always on (and thus always remain conspicious and otherwise troublesome, -.5), the EC is limited to classical werefox powers only (-.5), leaves them subject to social discrimination against werecreatures (-.25), and allows them to be affected by astral beings without any special power advantages (-.25).  
a-6 Regeneration (1 BODY/5 min.); Regenerate: From Death, +20  
b-3 Armor (6 PD/6 ED)  
c-3 Astral Sight, Hearing, and Scent  
d-3 Enhanced Perception (all) (+6 to PER)  
e-3 Enhanced Sight  
(3) Detect (See) Astral and Magical Energies (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5  
(2) Ultraviolet Vision  
f-3 Enhanced Scent  
(3) Tracking Scent  
(2) Discriminatory Sense (Smell)  
g-3 Shape Shift; Fox/Foxman/Human (Single Form); Reduced END: Zero, +½; Side Effects; Animalistic Instincts.: 30/Half, -½; Difficult to Dispel: ×4, +0.5 0
h-3 Shrinking-1 (DCV +2, Height 71 cm/2’4″); Mass: 4 kg/8.80 lbs; Knockback Increase: 3; PER Bonus: -2; Linked (Withshapeshift to Full Fox Form): -½; Reduced END: Zero, +½; Difficult to Dispel: ×4, +½ 0
i-3 Running (+6″, 13″, NC: 26″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22; Reduced END: Zero, +½ 0
j-5 Damage Reduction (Physical, 50% Resistant); Not vrs Obsidion, Dead Bone, or Magic: -1  
k-5 Damage Reduction (Energy, 50% Resistant); Not vrs fire or mystical attacks: -1  
l-2 Power Defense (18 pts); Only protects against attempts to remove or modify werefox powers: -1  
m-3 Mental Defense (Memory and Personality Hardwiring) (20 pts); Add to Total  
n-4 +2 SPD  
o-3 +9 CON  
p-3 +9 BODY  
q-3 +6 DEX  
r-3 +18 INT  
s-4 Modified Characteristic: STR; Affects Desolidified: +½; Transdimensional (Astral/Earth): Single Dimension, +½; Reduced END: Zero, +½  
     
120 Werefox Package Disadvantages  
(20) Animal Instincts (Very Common, Strong); The White Necromancer has gone to soem trouble to moderate this problem – essentially applying a long-term mind-control effect to surpress them – but they’re still there underneath.  
(15) Susceptibility:Antimagical Effects (1d6 STUN/Phase); Condition: Uncommon, +5  
(15) Phys. Lim. Attracts supernatural menaces. (Frequently, Greatly)  
(10) Susceptibility: Original cause of death (1d6 STUN/Turn); Condition: Uncommon, +5  
(10) Accidental Change: To half-human if mind controlled or overstressed (11-)  
(10) Vulnerability: Dead Bone and Obsidion (1½× STUN and BODY); Attack: Uncommon, +5  
(10) Vulnerability: Silver Weapons (1½× STUN and BODY); Attack: Uncommon, +5  
(10) Impeded by magically warded areas (Frequently, Slightly)  
(10) Reputation: Everyone knows about Weres. (11-)  
(10) Hunted: Appropriate Hate Group (8-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0  
     
27 Sorcery Power Pool (20-pt Pool); Control Cost: 10; Change Powers as 0 Phase Action: +1; Requires Skill Roll (Sorcery Skill roll to Cast): -½; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Not usable in full fox form: -¼; With a total of -2 in limitations, the pool can support a total of three powers at once without further limitations. As a minor supernatural being, Aaron may eventually be able to power spells of 30-35 active points with his personal energies.  
10 2d6 Tap Ambient Mana (Aid to any single magical power). (Fade/min., Max. 20); Range: 0; Affects: Single Power of Special Effect, +¼; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Autofire: 5 shots, ½; Reduced END: Zero, +1; Trigger (When invoking Rathma): Set, +¼; Self Only: -½; Linked (To selected power from power pool): -½; Champions Limitation (Aids necromantic Effects Only): -1; Limited by Ambient Magic Level: -1 0
     
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
2 2 Points towards buying the Channeling Stones directly  
     
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
     
62 Current Equipment:; Microfiber Clothing plus other items as available.  
0 Monopole’s Electronics Package; Computer: Int 13, Dex 0, Spd 1 (-27 Points Base). This particular system is installed in a headband / mask, which uses smartfibers to adjust to the wearer shapechanging.  
(1) Elemental Control: Electronics (3-pt reserve); All abilities Conventional Technology (-1)  
a-2 Radio Listen and Transmit; Usable By Others: Simultaneous Use, +½  
b-2 Infrared Vision; Usable By Others: Simultaneous Use, +½  
c-2 Flash Defense (Sight, 5 pts); Usable By Others: Simultaneous Use, +½  
d-2 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½; Items must be intentionally stored in limited memory space: -1  
e-1 Basic Computer Functions  
(1) Absolute Time Sense  
(1) Lightning Calculator  
f-1 GPS/Heads-Up Map Display: Navigation; Usable By Others: Power Lost, +¼ 12-
g-2 +1 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½  
h-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2; This allows the user to load maps (area knowledge), mission information, and so on. All of it should be Usable By Others/Power Lost, so you can load a total of 10 points worth of information. 3
(2) Programs; 1) Monitor instruments and transmit information to user and command systems. 2) Replay information/database search. Both programs normally run continiously after boot-up.  
(4) Easy Interface: Computer Programming; Usable By Others: Power Lost, +¼ 16-
(5) Elemental Control: Ring of Protection (8-pt reserve); All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).  
a-11 Armor (8 PD/8 ED); Hardened: ×1, ¼; Always On: -½  
b-5 Life Support  
(7) Need Not Breathe  
(2) Life Support: High Pressure/Vacuum  
(2) Life Support: Intense Heat/Cold  
(12) Focusing Amulet: +10 points to Power Pool; The Focusing Amulet activates the rest of the user’s potential personal magical power – in this case, up to the 30-active point limit for a supernaturally-enhanced human. It is an Inobvious, Inacessible, Focus.  
(6) 2d6 Wellstone: Aid Endurance (Fade/turn, Max. 12); Range: 0; Affects: Single Power, +0; Charges: 6, -¼; Recoverable Charges (Must recharge after use.): -2 lev; IIF (Amulet): -¼; Trigger (Running out of Endurance): Set, +¼; Restore Only Lost Characteristics and Powers: -½ 0
(7) +6 Channeling Stones: DEX; Doesn’t Affect Figured: -½; OIF (Channeling Stones): -½; Linked (To Power Pool): -½; The Channeling Stones, when powered by the magical spillover from the use of his power pool, allow Aaron’s visualization of how he wishes to move to guide his actions, reducing the limitations of physical muscles.  
(12) Sash of Mobility (25-pt reserve); See Notes: -1; OIF (-.5), Movement Powers Only (-.5).  
u-1 Running (+1″, 13″, NC: 416″); Non-Combat Multiplier: ×32, +20; Non-Combat (MPH): 60; See Notes: -1 1
u-1 Superleap (+16″, 19″, NC: 38″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 60; Reduced END: Half, +¼; See Notes: -1 2
u-1 5″ Flight (NC: 80″); Non-Combat Multiplier: ×16, +15; Non-Combat (MPH): 149; See Notes: -1 1
u-1 10″ Teleportation (Long Range 20″); Increased Range: ×2, +5; Long Range: 20″; Long Range (miles): 0.02; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0; See Notes: -1 2
51 Total Powers  

 .

Points Skills, Talents, Perks Roll
3 Sorcery (Variable Power Pool Control) 16-
2 +2 level w/Single Skill: Sorcery; Champions Limitation (Necromantic Spells Only): -1  
3 Scholar  
2 Knowledge: Necromancy 16-
2 Knowledge: Politics 16-
2 Knowledge: History 16-
3 Stealth 14-
17 Total Skills, Talents, Perks  

 .

25+ Disadvantages
  Personal Disadvantages
10 Phys. Lim; Underage (Frequently, Slightly)
10 Psychological Limitation: Curious, Immature, Enthuiastic, Wants to come along (Common, Moderate)
5 Rivalry: Other Kids; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0
5 Driven to help ghosts (Uncommon, Moderate)
5 Watched: Rathma and the White Necromancer (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Mild, -5
5 Distinctive Features: Kid; Concealability: Not Concealable, 15; Reaction: Noticed and Recognizable, +0; Not especially important: -2
5 Poor
   
45 Total Disadvantages

 .

COSTS: Char.   Powers   Total Total   Disadv.   Base
  -1 + 68 = 67 70 = 45 + 25

 .

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
9 9 / 11 4 20 20/14 21/14 3, 5, 8, 10, 12

   Story: Aaron was one of the orphaned youngsters that the White Necromancer took on as apprentices during the Darkstorm War – and shortly before his own death. Like the other younger students, he was passed on to the second White Necromancer, along with a large portion of the elder’s power. Aaron was killed by a summoned archosaur, but remained anchored to the Crypt of Rathma as a ghost until the new White Necromancer found a way to join his spirit to that of a fox, restoring him to life as a fox werehuman. Aaron, having been extensively trained, as well as being augmented by a War God, by the White Necromancer, by the ghostly energies of the Astral Plane, and by pooling his strengths with a second spirit, is suprisingly powerful for a kid – although he is approaching his limits (100 CP plus one power package) as a relatively normal human being. As an adult he’ll probably buy off a few disadvantages, upgrade his power pool to 30 points (13) (and dump the Focusing Amulet in favor of Upgrading the Wellstone), upgrade his Ambient Mana Tap to 3d6/+30 Max (5), and spend the remaining 15 points on some additional skills and a few strategic attribute enhancements.

   Height: 142cm (4’8″), Weight: 32kg (70 lbs), Sex: Male, Age: 9, Race: Werefox

   Appearance: Aaron is – physically – a handsome silver fox in his natural form. He’s quite comfortable that way, but finds being human or an anthromorphic fox a lot more convenient for most things. As a human, he’s a slightly dusky-skinned youngster with green eyes and silver hair who looks a bit older than his actual age.

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