Connections (Law Enforcement): Get help from inside group
Investigator: +2 Investigation & Streetwise; +2 Notice with evidence
Jack-of-all-Trades: Unskilled Smarts-based skill rolls at d4
Luck: +1 Bennie each game session
Powers
Spoiler:
Trappings
When Arlo uses his powers, the brief sound of television static sounds in the background, and his effected area becomes grainy, and flickering much like the image in an old B&W Television.
Armor
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Trappings: A mystical glow, hardened skin, ethereal armor, a mass of insects or worms. Armor creates a field of magical protection around a
character or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor. Whether the armor is visible or not depends largely on the trapping.
When Armor is activated, Arlo takes on the appearance of Ultraman in black and white just before the blow potentially lands for just a brief second.
Telekinesis
Rank: Seasoned
Power Points: 5
Range: Smarts
Duration: 3 (1/round)
Trappings: A wave of the hand, magic wand, steely gaze. Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.
►►Lifting Creatures: Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free. Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, or otherwise affected that round.
►►Telekinetic Weapons: A caster can use telekinesis to wield a weapon. When this occurs, the weapon’s Fighting is equal to his arcane skill, and its damage is based on the caster’s Spirit instead of his Strength. A sword that does Strength+d6 damage, for example, does Spirit+d6 when
wielded by telekinesis. The weapon otherwise functions normally, including granting bonus damage when it strikes with a raise.
►►Dropping Things: Particularly ruthless characters often use telekinesis to drop their foes or bash them into walls and the like. A creature affected by this power can be moved up to the caster’s Smarts in inches per turn in any direction. Dropped creatures suffer falling damage as usual. Victims who are bashed into walls or other solid objects suffer the caster’s Spirit+d6 as damage. If a caster with a d12 Spirit smashes an orc into a wall, for example, the orc suffers d12+d6 damage.
When this is power is used, a shimmering translucent old style B&W Television appears hovering in the air. A static image of a hand emerges to perform whatever is needed.
Teleport
Rank: Seasoned
Power Points: 3+
Range: Special
Duration: Instant
Trappings: A cloud of smoke, “phasing” out, change into a bolt of lightning. Teleport allows a character to disappear and instantly reappear up to 10” distant for each 3 Power Points spent, or 15” with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is at a –4 penalty. Failure of either roll means the teleporter hit an object of
some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage. The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.
►►Carrying Others: The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.
When this power is manifested, the image of an old television forms around Arlo, or the subject of his teleportation. And effect much like changing a channel then happens. The translucent TV then appears wherever the teleport target is, and reappears for a brief second while the subject materializes.