ANELY:
¡SUBIDA DE NIVEL!
- Tira 1d6.
- Eliges un nuevo Poder Sensitivo.
Envíame desglosados los textos de los poderes Clarividencia, Visión Remota y Proyección Astral; elegiré uno entre ellos.
- Tira 1d6: 3.
Motivo: - Tira 1d6.
Tirada: 1d6
Resultado: 3 [3]
Astral Projection
Range: Self.
Duration: 5 minutes per level of experience.
I.S.P.:,10
Through intense concentration/meditation ( 4D4 minutes of preparation) the psychic can free his mind, or inner self, from his physical body. This psychic inner self is the Astral Body, a whitish, transparent, ghost-like image of the character's physical form. A long silver thread or cord connects the Astral Body with its physical self.
If the cord is severed the character is likely to die of sudden shock as body and soul are tom asunder. There is only a 01-30% chance the Astral Self can locate its physical body without the silver umbilical cord (roll best 2 out of 3; two failures means the Astral Traveler is lost and cannot return to his body and dies with 48 hours).
The physical body lapses into a coma-like trance when the Astral Self has left it. In this state the body is completely helpless.
It can not walk, move or think. It is completely catatonic.
The hazards are threefold. First, if the physical body is killed, the Astral Body is forever lost and will die, fade away, within six hours. Second, ifthe Astral Body gets lost or captured while in the Astral Plane, the body will begin to waste away and die. (Note: One minute of our time is equal to one week in the Astral Plane.) Third, the Astral Body is vulnerable to psychic attacks and attacks from ghosts, Entities and creatures of the Astral Plane.
There are two types of Astral Projection: Sending the Astral Body into the Physical World and Sending the Astral Body into the Astral Plane (a different dimension). In both cases the human coexists in two different forms (the inert physical body and the alert spirit or Astral form), only the environment changes.
Visits to the Astral Plane are the most dangerous.
Astral Projection from the physical body into the material world creates a ghostly specter of the Astral Self which can be seen only by other psychics, young children under 13 years old, animals and most supernatural creatures. While in Astral form the character automatically gains the ability to float, fly (mach one/670 mph/1072 km maximum), see the invisible, pass through solid objects, impervious to physical harm (including cold, heat and energy), see other Astral Beings and the invisible, as well as see and hear as usual. The Astral Body cannot, however, communicate with people in the physical world except through Telepathy or Empathy, nor speak to, smell or touch anything on the material plane. The Astral Self is little more than a mute, ghostly observer. Of course, this is a great way to locate invisible supernatural Entities, as well as spy on other humans on the material plane (although limited by short sprints.
See duration).Traveling in Astral form has its own very special dangers.
While the character can see the invisible and other Astral Travelers, they can also see him. This makes him susceptible to their psychic and Astral form attacks, for two Astral Travelers can lock into hand to hand combat as if they were physical beings.
The most vulnerable target is the silver cord which is the Astral Traveler's lifeline to the physical world. Fortunately, the cord has an Astral S.D.C. which is two times that of the person's physical Hit Points and S.D.C. combined! The thread-like silver
cord is a difficult target to hit; attackers are -6 to strike. The Astral Body also has twice the Hit Points and S.D. C. of the physical body combined. This means if the character has 18 Hit Points and 28 S.D.C. both the Astral Body and its silver cord have 92 Astral S.D.C. each. Remember, magic and psychic influence have full effect on the Astral Body. This includes Exorcism, which will force the Astral Traveler to leave the immediate area (400 foot/122 m radius) and not return for 24 hours. The Astral Traveler has the same number of attacks per melee, bonuses, hand to hand, skills, knowledge and psychic powers that he or she has in the material plane.
Entering the Astral Plane is like entering the Twilight Zone. After a minute of concentration the Astral Gateway appears as a bright patch of shimmering, white light. Once the Astral Traveler passes through it, he will find himself in an endless expanse
of white light, and rolling, white clouds. There is no up or down, no bottom or top; no north or south, no land or air or sea, just
endless, slowly swirling white. Time, too, is a different or altered state, for what would seem to be a week in the Astral Plane is barely one minute in the physical world. Time andspace twisted and distorted, the Astral Traveler can fly from one end of the Earth to the other in the blink of an eye, by hopping through the Astral Plane. While this may sound wonderful, the Astral Plane has its share of monsters, madmen and dangers.
First, the distortion of place and time makes it extremely difficult to find the material world and return to your dormant, physical body. Even trying to follow the silver cord can lead to nowhere when in the Astral Plane.
Being attacked by strange creatures is a constant threat in the Astral Plane. Entities, Astral energy beings and elemental creatures of magic live in the Astral Plane or travel through it. These beings are usually hostile, evil forces. While the Astral Body cannot touch or communicate with the material world, it is quite solid to other inhabitants of the Astral Plane. The Astral Body is also vulnerable to magic and psychic powers, as well as physical assault by Astral beings and other Astral Travelers.
The energy which composes the Astral Plane is responsive to thoughts and desires, so the strongest Astral Beings can mentally
or magically control what a small area might look like.
This means that the Astral Plane is made up of thousands or even millions of tiny "Astral Kingdoms" adrift within the vast whiteness. Exactly what these kingdoms look like is up to the creatures who created them. Some may look like a modern city, others castles or forests, while still others, a frightening landscape.
Perhaps this is where legends of visitations to Heaven and Hell originate? It is always wise to avoid an Astral Kingdom, because only the most powerful Entities and Astral Beings can create and maintain them.To return from the Astral Plane to the physical body, roll on the following table: Each roll will determine the Astral Traveler's state of mind and sense of direction. The percentile dice can be rolled up to three times per melee round (15 seconds).
The player must roll "definitely certain" to successfully return.
The player may keep trying until he succeeds or time elapses.
Location of the Physical Body
Roll Percentile Dice to Return from the Astral Plane:
01-30%: Hopelessly Lost (roll again).
31-50%: Uncertain, Confused (roll again).
51-76%: Fairly certain of location; on the right track (roll again).
77-00%: Definitely certain of location. (Whew! Made it back).
Astral travel with a partner is a much safer way to travel, because if one can find his body, he can lead the other character back to the physical plane with him.
Note: Traveling on the material plane in Astral form is infinitely easier than the Astral Plane. To find the physical body the character need only return to where he left it. If it has been moved or hidden, the Astral Self can sense its location with a 01-60% efficiency (roll once per melee round, one success means he knows where it is).
Clairvoyance
Range: Self; although the vision could pertain to people or places thousands of miles away.
Duration: Two melee rounds (30 seconds) per level of experience.
I.S.P.: 6.
Base Skill: 60% +2% per level of experience. A failed roll means the psychic received no insight whatsoever.
Clairvoyance is the ability to glean information about people, places and events beyond what the normal five senses can provide.
It can also be used on places of power and objects that are magical, cursed or possessed or inhabited by supernatural forces. The difference between Clairvoyance and Precognition, is that Clairvoyance almost always deals with the here and now, what has happened in the past to bring us to our present situation, what's happening now, and what's about to happen within the next few minutes. Precognition always deals with the future.
Any one of the following Clairvoyant abilities/focuses can be used when Clairvoyance is activated. When that ability/focus is done, the power ends and the psychic has to spend more I.S.P. to work a different Clairvoyant focus. Note: Sometimes the power doesn't work (must roll under Base Skill) and other times there's nothing bad or troublesome to be revealed or anything going on to know.
Clairvoyant Awareness. Knowing the telephone is about to ring, that someone is at the door, guessing a number someone else is thinking, knowing where to look to find something (misplaced car keys, notebook, pen, a clue perhaps), or that the police are waiting down the street, tum left here to avoid a traffic jam, slow down because the car in front of you is about to suddenly swerve or brake, don't let the Fire Walker use the power of "X" because it will have devastating results, put that item away before someone breaks it (and someone will within 2D6 melee rounds), or finding yourself worried about a particular danger or monster or problem are ALL Clairvoyant flashes of insight. There is no reason the character should have known or considered them as likely to happen except that his E.S.P. radar is working on full power. This is what happens when the psychic activates the Clairvoyance ability to focus on himself and what he is doing at the moment. Bonuses: It also provides the following bonuses: +2 to Perception Rolls, +2 on initiative, and + 1 to parry, dodge, roll with impact and pull punch.
A Clairvoyant Reading on a Person: Looking at a specific person with the intent of getting a "read on him" gives the psychic vague yet impressive knowledge about the individual's past and currerit state of mind. The Reading, for example, reveals if the character is currently or has been recently ill and whether the illness was insignificant (a cold, minor injury) or serious (sick in bed for days with the flu, or worse). In addition, the Reading will reveal if the subject has had a hard or easy life, been successful or not, wealthy or poor, and whether that is about to soon change. The psychic can also tell if the subject of the reading is basically a good, selfish or evil person, if he misses a loved one who has died anytime in his life, if a loved one has died in the last year, if the person is in love or recently broke up, if he is worried or troubled about something (though not exactly what), and if he is considering something contrary to his alignment or nature (commit a crime out of desperation or blackmail, commit suicide, etc.) or if he is possessed (though the psychic may not let on that he or she knows the subject is possessed).
A Clairvoyant Reading of a Location: The Psychic just knows things about the place. That it is, or is not, the place where so and so was killed or something bad happened. That the victim was killed someplace else and the body left at this location, or that the place has been used (or not) for magical rituals or blood sacrifice, or a place where a dimensional portal has been opened. The psychic can also sense if there has been a history of violence or tragedy at the location or whether it is a happy place full of "good vibes." Physically going from room to room, or place to place within a given location, the psychic can tell if the "vi be" changes from happy to sad, or good to evil in a specific room/place. He can also tell if there has been recent (within the last six months) physical changes and sense if there is a secret door or hiding place in the room. He may also feel if something is wrong and that he (and his teammates) should be careful, prepared for trouble or leave. This "bad feeling" could indicate impending trouble from a foe or monster or something more mundane (but potentially problematic) like the owner coming home or the authorities showing up to question their activity, or ticket or arrest them.
"Bad feelings" might also inspire the character to use another psychic ability, like Presence Sense or See the Invisible, or Sense Magic, etc. It should also ready him for combat and to draw a weapon or slow down and look around with much, much, more care and attention. Bonuses: Taking a "bad feeling" seriously gives the psychic the following bonuses: +3 to Perception Rolls, + 1 on initiative, and+ 1 to parry, dodge, roll with impact and pull punch. Note: It is the G.M. who should alert the character that he has a "bad feeling" about this or that.
A Clairvoyant Flash of Insight about Others: The psychic can use Clairvoyance to get a flash of insight about someone he knows or some event that is happening right now or which he is about to participate in soon (later that same day), or a place he plans on visiting soon (later that same day). The psychic enjoys a + 10% bonus if he has in his hand a personal belonging of the individual (a ring or other jewelry, a favorite book, handkerchief, necktie, or even a gift the psychic received from the person) or something which came from the place. A flash of insight can be a sudden feeling that somebody is in need (" ... something's wrong. lt's .. .it's .. .Janet! I've got to go see her!"). It can also be a sudden realization about the meaning of a clue, or a sudden idea, or an inexplicable feeling about something, such as fire, or a break-in, or vandalism or an accident. The feeling is so strong that the psychic's heart may start to race and adrenaline pump to drive home the sense of urgency or importance. Again it may inspire the character to take immediate action rather than wait till later as he had originally intended, or to be prepared for trouble (+ l on initiative, + 1 to dodge) or be more cautious and alert (+2 on Perception Rolls). Not every situation is trouble, and the insight may also show that everything is fme, the person or people are safe, or happy, or that everything is coming along just fine, he and his comrades are on the right track - the psychic just knows it. Similarly, the character may get a bad or good feeling about something he or one of his teammates is doing, or about to do (within 20 minutes).
A Clairvoyant Vision is like seeing a brief snippet of film from a movie or a dream. Often all the details are not clear, or they are so very, very focused and limited that it's hard to see the larger event or picture. For example, that vision might be the screaming face of a stranger, or a tattoo or emblem without any context, or a hand smashing through the window of a door and undoing the lock and the door opening- end of vision. The psychic may recognize the door as his home or office or buddy's place, etc., or not. Likewise, he may get a vision of someone following a friend or lurking in the shadows waiting to do . . . what?! The psychic doesn't know, but the image is accompanied by a bad feeling or sensation of dread or fear or opportunity (a chance to get the lurker), if only he can figure out where the location is or find the friend/victim before trouble strikes.
The Problem with Visions. Clairvoyant visions the psychic gets while he is awake or remembers from his dreams, are usually inconclusive. Meaning they either offer something out of context or he can't tell if the feeling or vision shows the present/ now, the immediate future (under an hour), or the near future (two to 48 hours from now), but the potential danger or opportunity is there if he can take advantage of it (warn that person, set a trap, etc.). For example, "the psychic is asleep or in a Clairvoyant Trance, thinking about his friend Janet. Suddenly, the mind is flooded with an image of Janet rushing down a crowded street. It's dusky, like morning, twilight or evening.
She seems very upset. The traffic light changes to amber. Janet races into the street, ignoring the light. It turns red. There's a
car, squeal of tires, Janet screams. The image ends. Is Janet hurt? Did she get out of the way? Has she been killed? Unknown.
But the danger is clear. There are also other hints of information: The time of day, Janet seeming upset, rushing, the weather conditions, etc. The clairvoyant glimpse relays information, but it's not clear. The psychic has no way of knowing without trying to contact or find Janet. Of course, he has the advantage of recognizing the potential danger as it begins to unfold and may be able to avoid it, stop it, or change the outcome, assuming it's not already too late.A clairvoyant vision may also be a peculiar noise/sound, a face, or a specific image, like a particular door, object or monster.
Thinking about Janet and seeing the face of a demon could indicate that she may be attacked by such a creature. Rushing to her side and staying with her might delay the attack, cause the creature to give up, or when it attacks, Janet, the Clairvoyant and allies are prepared for it and they fight it off or destroy it.
Game Masters: Be careful of revealing too much. Use the examples provided as a guide. Remember, these are brief glimpses bout the present, past or possible future, not a motion picture or an event written in stone. Current events and intervention can change the future, or at least the outcome of the events.
The Clairvoyant State of Mind. To perform this psi-ability, the character must put himself into a Clairvoyant state of mind. A sort of pseudo-trance in which he opens himself to psychic vibrations, emotion and paranormal energy. While in this state of awareness, the psychic can NOT engage in any other activities, combat or use any other psychic ability. To do so breaks the Clairvoyance and feelings and images instantly stop. It takes 2D4 melee rounds (30-120 seconds) of concentration before the character can use Clairvoyance. Remember, a failed base skill roll means nothing happens, but still bums up the 6 I.S.P. and time. Note: While in a Clairvoyant state, the psychic is completely open to Telepathic and Empathic communication from outside sources (other psychics, ghosts, etc.).
Remote Viewing
Range: Self.
Duration: 2D6+6 second flash of insight or vision of current events.
I.S.P.: 20
Saving Throw: Special. Other psychics can feel or sense when somebody is trying to observe them and can try to resist it by concentrating (uses up one I.S.P.); standard save vs psionic attack (in this case, psionic intrusion). Failure means the psychic is seen via Remote Viewing. Success means the psychic trying to view is blocked, and he knows that the target has deliberately done so. The target of this power gets no impression from being viewed remotely and has no idea why he is being watched or by whom.
To use this power, the psychic needs a photo or video image to focus on, even if he knows the person or place intimately.
When focused on a particular person, the psychic can see in his mind what the person is doing at that moment for 2D6+6 seconds.
The image appears as ifthe character were looking down through a skylight. He sees only a glimpse of things and may not remember all the details. Likewise, he may not see other people outside his line of vision, because the focus is a particular person, not the entire room. If the target is moving, walking, or driving, the remote viewer will know this and follow along for a few seconds, although he may not have a clear idea of his surroundings, but enough of an impression to recognize it if he sees it personally.
The character may also Remote View a specific place such as a small to medium-size room, a comer in a playground or field, a specific entrance to a building, a particular section of an alley, etc., but not an entire house, office building, stadium, street, etc.
As before, he must have a photograph, video or frame of film to focus upon. For 2D6+6 seconds, the psychic will see whatever
occurs in that small area of that particular place, In the alternative, the psychic can use Remote Viewing to catch glimpses/images that tell something about the subject of the viewing. In this instance, he must have 2-4 specific questions, such as, "is so and so alive ... " Then the image of the character smiling as he walks through the area appears, or flashes of a brutal attack, blood, and a falling body (indicating death), and so on, appear for an instant in answer to his query. In either case, the psychic cannot look at the same person or place via Remote Viewing again for another 24 hours.
ANELY:
- Recuerda que faltaba escoger un poder para completar la subida de nivel.
- Si se puede usar el desfase de tiempo para entrenar Habilidades o otros en el Plano Astral, elegiría Proyección Astral.
- De no ser así, elegiría Clarividencia.
Hoja de Personaje de Shadowtown I: Corazones Oscuros.
ANELY DEDRION.
Fecha: 20 de enero de 2020.
Nombre Oficial: Anely Dedrion.
Nombre Verdadero: Anely Dedrion.
Jugador: Vader.
Raza: Humana de raza blanca (caucásica). Nacionalidad: Columbia del Norte.
Trasfondo: Retornada. Camarera veterana. Le gustaría terminar sus estudios de educación física y marcharse de la ciudad, pero no sabe si es siquiera posible (probablemente no). Sabe demasiado para estar tranquila y se siente un tanto desesperada.
Alineamiento: Con Escrúpulos (en la primera y segunda vida fue Con Principios. Esta tercera ha evolucionado a Con Escrúpulos. El cambio viene movido un poco por la idea de evitar que esta nueva vida termine igual que las anteriores. Si para eso tiene que traspasar un poco los límites está dispuesta a hacerlo. Aunque igual le cuesta un poco.).
Clase: Psíquica Sensitiva: Nivel: 2.
Experiencia: 3860. Experiencia siguiente Nivel (Psíquica Sensitiva): 4481.
Profesión original: Camarera. Fue Estudiante de Educación Física en su primera vida y en la segunda. En la tercera se le dio bien el atletismo en el instituto de secundaria.
Sexo: Femenino.
Fecha de nacimiento: 15 de diciembre del 1995. Signo del zodíaco: Sagitario.
Edad Real: 23.
Edad Aparente: 20.
Altura: 1’75 m.
Peso: 68 Kg.
Ojos: Marrón oscuros, casi negros.
Cabello: Rubio. Ondulado y largo hasta la mitad de la espalda aproximadamente.
Complexión: Normal. Piel: Blanca.
Mano Diestra: Derecha.
Lugar de Nacimiento: Shadowtown.
Familia: Algo que han tenido en común las tres vidas de Anely ha sido su familia. En las tres la dejaron tirada. Su madre murió al dar a luz a Anely. No la culpaba directamente, pero Anely sentía que su padre nunca la había tratado con el amor que profesaba a sus dos hermanas. Cuando Anely cumplió los 18, su padre escapó de la ciudad con sus dos hermanas y su segunda mujer. Al menos le dejó la casa. Pero hablando de familia. Aunque quizá no se lo haya dicho directamente. Hazel y Marcus son para ella como sus padres (aunque por edad no pudieran ser). Se podría decir, que son las personas más importantes para ella.
Disposición: Anely es una persona sincera y alegre. Siempre trata de hacer que "El Diablo" sea un sitio seguro y agradable para todos los trabajadores. Siente la necesidad de ayudar a los demás cuando lo necesitan. Sólo tiene una amiga, desde la infancia (Laura Brystol*), pero se ha convertido en alguien muy importante. Algunos podrían decir que incluso es obsesivo. Tiene momentos en los que parece que todo eso es fachada, y se viene abajo. Como si cargara con un peso demasiado grande para sus hombros.
Cosas que ama: El café. Los momentos de paz y tranquilidad acompañada de los suyos. Esa sensación que inunda todo cuando has ayudado a alguien.
Cosas que odia: Barry Halmes y su cuadrilla de corruptos. El alcohol y las drogas. Su propio vínculo demoníaco y la posibilidad de que alguien más caiga en uno de ellos. La soledad.
Religión: Cristiana creyente en la primera vida. Abandonó sus creencias en la segunda tras su primer regreso. Ahora no sabe qué o en qué creer. Si los demonios existen, ¿Quiere decir que hay también uno o varios Dioses? O quizá tan sólo sean los cuerpos malditos de los antiguos indígenas que buscan un mundo en el que nunca llegamos a sus tierras.
Elementos del Corazón:
Descripción: Falta.
Velocidad: 21 m por Ataque (85 m. por Asalto). Aproximadamente 14 casillas por Acción de Movimiento.
Carga: Peso:
- Acarreo: 67'5 Kg.
- Levantar: 135 Kg.
- Arrojar: Distancia +4'5 m, objetos varios: mitad de esa distancia.
Puntos de Golpe: 23+1D6. SDC: 48.
Recuperación de HP (Puntos de Golpe) y SDC: 1) Tratamiento no profesional, primeros auxilios: 2 HP/día y/o 4 SDC/día. 2) Tratamiento profesional: 2 HP/día los dos primeros días, y 4 HP/día después, y 6 SDC/día.
Atributos:
|
Característica: |
Actual |
Modificadores |
|
Inteligencia |
15 |
+0% Habilidades |
|
Resistencia Mental |
13 |
+0 TS Demencia y Psiónica |
|
Carisma |
8 |
0% de inspirar confianza o intimidar |
|
Fuerza |
15 |
+0 Daño SDC |
|
Destreza |
15 |
+0 s/p/d |
|
Resistencia Física |
17 |
+5% Coma/ Muerte +1 TS Veneno y Magia |
|
Belleza |
12 |
0% de encantar/ impresionar |
|
Velocidad |
17 |
340 m/min., 20'4 Km/h, 21 m/AT |
PPE: 6. ISP: 10.
Tiradas de Salvación: +3 TS Horror Factor, +5% Coma/Muerte, +2 TS Magia, +1 TS Enfermedad y Veneno, +3 TS Posesión, TS psiónica 10+, TS demencia 12+. Adicionalmente: +3 TS contra drogas que alteran la mente, encantamientos mágicos y confusión mental.
Iniciativa: Total: +0.
Percepción: Total: +3 (por Psíquica Sensitiva).
Habilidades:
|
Habilidades de Profesión (Atleta Amateur) |
Total |
INT |
Aumento |
Mod. Var. |
|
Baile |
45% |
+0% |
+5/N |
+10 |
|
Conducir Automóvil |
69% |
+0% |
+3/N |
+6 |
|
Kayak y Canoa |
68% |
+0% |
+5/N |
+13 |
|
Leer y Escribir Nativo: Inglés |
86% |
+0% |
+2/N |
+4 |
|
Lenguaje Nativo: Inglés |
93% |
+0% |
+1/N |
+4 |
|
Matemáticas Básicas |
85% |
+0% |
+3/N |
+10 |
|
Nadar |
75% |
+0% |
+5/N |
+20 |
|
Primeros Auxilios |
60% |
+0% |
+5/N |
+10 |
|
Habilidad Física: Acrobacias |
- |
- |
- |
- |
|
Habilidad Física: Atletismo General |
- |
- |
- |
- |
|
Habilidad Física: Correr |
- |
- |
- |
- |
|
Habilidad Física: Gimnasia |
- |
- |
- |
- |
|
* Base: Habilidad de Trepar |
40% |
+0% |
- |
- |
|
* Base: Habilidad de Sigilo |
30% |
+0% |
- |
- |
|
* Caminar por la Cuerda |
63% |
+0% |
+3/N |
- |
|
* Saltos Mortales |
75% |
+0% |
+5/N |
- |
|
* Sentido del Equilibrio |
65% |
+0% |
+5/N |
- |
|
* Trabajar Paralelas y Anillas |
63% |
+0% |
+3/N |
- |
|
* Trepar la Cuerda/Rappel |
82% |
+0% |
+2/N |
- |
|
Habilidades Electivas |
Total |
INT |
Aumento |
Mod. Var. |
|
Saber: Fantasmas y Entidades |
35% |
+0% |
+5/N |
- |
|
Saber: Mitología |
35% |
+0% |
+5/N |
- |
|
Saber: Monstruos y Demonios |
35% |
+0% |
+5/N |
- |
|
Saber: Paranormal y Psiónica |
35% |
+0% |
+5/N |
- |
|
Habilidad Cuerpo a Cuerpo: Experta (cuesta 2 habilidades electivas) |
- |
- |
- |
- |
|
Habilidades Secundarias |
Total |
INT |
Aumento |
Mod. Var. |
|
Detectar Emboscada |
35% |
+0% |
+5/N |
- |
|
Hostelería (y Hogar) |
40% |
+0% |
+5/N |
- |
|
Reparaciones Generales y Mantenimiento |
50% |
+0% |
+5/N |
- |
|
Trabajo Físico |
- |
- |
- |
- |
|
Habilidad de Armas: Contundentes |
- |
- |
- |
- |
|
Gana 1 Habilidad Secundaria a Niveles: 4, 8, y 12 |
- |
- |
- |
- |
Rasgos y Aptitudes:
Combate: Experta.
Habilidades con Armas:
Poderes psiónicos: Base ISP: 1D6+6 al Nivel 1. Gana +2 ISP por Nivel de experiencia empezando con el Nivel 2. (x2, x4, x6, x10). Cada vez que usa un poder psíquico, gasta una cierta cantidad de ISP (Inner Strength Points). Cuando agota todos sus ISP, requiere sueño o meditación para recuperarlos. Si no le quedan, no puede usar ninguna aptitud psíquica que requiera ISP para activarse. Los multiplicadores entre paréntesis indican el nivel de ISP incrementados dependiendo de la amenaza sobrenatural.
Total de ISP (N2): 12.
Poderes:
Conciencia Clarividente: Saber que va a sonar el teléfono, o que hay alguien en la puerta, adivinar un número que otro está pensando, saber a dónde mirar para encontrar algo, o que hay policías esperando más adelante en la calle, o por dónde ir para evitar lo peor del tráfico, etc. Son todo posibles usos de este poder de percepción extra sensorial. Debe activar el poder y centrarse en sí misma y en lo que está haciendo en ese momento. Además, proporciona los siguientes bonos: +2 a Tiradas de Percepción Rolls, +2 a Iniciativa, y +1 a Parada, Esquiva, y Rodar con el Impacto.
Lectura Clarividente en una Persona: Mirar a una persona específica intentando obtener una “lectura”, le permite hacerse una vaga idea acerca del pasado de ese individuo y de su actual estado mental. Revela si está, o ha estado recientemente, enfermo, si esa enfermedad era importante. Además, la lectura revelará si el sujeto ha tenido o no una vida difícil, exitosa, o si ha sido rico o pobre, y si eso cambiará pronto. El poder también permite saber si el individuo es básicamente una buena persona, o si es malvada o egoísta, si ha perdido a un ser querido, ha tenido una ruptura reciente, o si está preocupada por algo, o si está poseída.
Lectura Clarividente de un Lugar: Sabe cosas acerca del lugar. Por ejemplo, si en ese sitio murió alguien o pasó algo malo. Si una víctima murió en otro lugar y luego fue dejada en ese. Si el lugar ha sido usado o no, para rituales mágicos o sacrificios de sangre, o si es el lugar donde se abrió un portal dimensional. También puede saber si ha habido en ese lugar una historia de tragedia o de violencia, o si es un lugar feliz. Yendo de habitación en habitación puede tratar de captar los contrastes y diferencias por zonas. También puede sentir si ha habido cambios físicos en los últimos seis meses, o si hay una habitación secreta o escondrijo. También sabe si algo va mal en ese lugar y tendrían que prepararse para problemas o si deberían marcharse. Las malas sensaciones pueden inspirarle para tratar de usar otros poderes psíquicos adicionales. Bonos: +3 en Tiradas de Percepción, +1 a Iniciativa, y +1 a Parada, Esquiva, y Rodar con el Impacto.
Impresión Clarividente Sobre Otros: Puede usar el poder para obtener una impresión sobre alguien que conoce, o en un evento que está sucediendo en ese momento y en el que va a participar pronto, o un sitio hacia el que se dirige. Tiene un bono de +10% si tiene en su mano alguna pertenencia del individuo, o algo que proceda de ese lugar. Sabrá si tiene que prepararse para tener problemas (+1 a Iniciativa y Esquiva), o si debe tener más cautela y alerta (+2 en Tiradas de Percepción). El poder también permite saber si las cosas van bien o el sujeto está a salvo.
El Estado Mental Clarividente: Puede ponerse en ese estado mental, un pseudo-trance en se abre a vibraciones psíquicas, energía emocional y paranormal. En este estado no puede realizar ninguna otra actividad, combatir, ni usar ningún otro poder psíquico. Eso rompe el trance. Necesita tomarse 2d4 Asaltos de concentración antes de poder usar una Clarividencia. Una tirada fallida en la Habilidad Base significa que no pasa nada, pero sigue gastando los 6 ISP y el tiempo. Nota: En un estado clarividente está totalmente abierta a comunicaciones empáticas o telepáticas de fuentes externas.
Daños sufridos:
Permanentes:
Temporales:
Demencias:
Equipo Transportado:
Capacidad de carga: 67'5 Kg. Total de carga transportada: xx'x Kg.
Equipo en la Taquilla de “El Diablo Se Fue de Fiesta”:
Equipo Asignable por Misión:
Dinero:
Propiedades:
Características de las armas:
|
ARMA |
ATAQUE |
PARADA |
DAÑO |
ALCANCE |
I/F |
MUNICIÓN |
|
Sin Armas |
+0 |
+4 |
1d4+0 SDC |
CC |
- |
- |
|
Bate |
+1 |
+5 |
1d8+0 SDC |
CC |
- |
- |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Recortada dos cañones |
-6 |
NA |
6d6 SDC (x2 si doble) |
18 m |
1 o 2 |
2 |
Notas: Los alcances efectivos lo son empleando miras telescópicas o visores o similares.
CONTROL DE MUNICIÓN:
ARMA TIROS RESTANTES
- X ............................................................................ x,
VEHÍCULOS:
Refugio actual:
- Pequeño piso alquilado en el Distrito Lemure, en Shadowtown. Tiene dos compañeras de piso a las que ya conoció en su primera vida, pero que no parecen recordar nada (son Sarah y Lauri Lent).
Hazañas y Logros: Total: 0.
Notas:
ENEMIGOS DERROTADOS: Total: 0.
DERROTAS SUFRIDAS: Total: 0.
Puntos de Golpe: 23,
SDC: 48,
ISP: 12.
ANELY DEDRION:
- Tu rendimiento narrativo del mes de julio de 2025 ha sido del 63%. - Franja Narrativa Azul. Además, obtuviste la Posición de BRONCE en el Podio de Honor mensual de la partida para el mes de julio 2025.
- Tu rendimiento narrativo del mes de agosto de 2025 ha sido del 40%. - Franja Narrativa Verde.
- La Comaster decidió otorgarte bonificación en agosto.
- Acumulas un total de 4860 PX.
- Acumulas el equivalente a 26 horas de entrenamiento (de 72).
RECOMPENSA ADICIONAL DE OCTUBRE: +0 PX.