Hamadi Giles Strength: 3 Dexterity: 5 Constitution: 3 Intelligence: 5 Perception: 5 Willpower: 6 Experience Record (: -------------------------------------------------------------- Gun Fu 5 -> 6 (12 points) Sorcery 2 -> 3 (5 points) Acrobatics 4 -> 5 (10 points) Enchanter 3 -> 4 (5 points) Quality Points: 25 (Base) + 10 (Drawbacks) + 15 (Carried-over Experience) = 40 Quality/Drawback Level (Cost) --------------------------------------------------------------- Mystic Investigator 5 (5) Attractiveness 2 (2) Resources (Wealth) 2 (4) Photographic Memory - (2) Hard to Kill 3 (3) Psychic Visions 1 (1) Occult Library (Good) - (2) Contacts (Useful info, Supernatural) - (2) Sorcery 3 (10 +5xp) Psychometry - (4) Enchanter 4 (15 +5xp) Minority (Gay) +1 (-9) Obligation (Clients) +1 (-8) Adversary (Demonic rival) +3 (-5) Impaired Senses (Sight) +1 (-4) Honorable +1 (-3) Mental Problems (Cruelty) +1 (-2) Recurring Nightmares (Memories of jobs) +1 (-1) Secret (Mystic investigator work) +1 (0) Skill Level ---------------------------------------------------------------------- Acrobatics 5 Art 2 Computers 2 Crime 3 Doctor 1 Driving 1 Getting Medieval 2 Gun Fu 6 Influence 2 Knowledge 3 Kung Fu 1 Languages (English, Arabic, Ancient Egyptian) 2 Mr. Fix-It 0 Notice 4 Occultism 8 Science 1 Sports 0 Wild Card 0 [Spells:] From BtVS Corebook - None From Magic Box - Reverse Witch's Spells (pg. 65) Expectations Fulfilled (pg. 67) Scapula of Protection (pg. 67) Glamour (pg. 69) Spell of Secret Protection (pg. 69) Break the Wards of Magic (pg. 71) Light of Guidance (pg. 71) Ionize Air (pg. 72) Ignite Fire (pg. 74) Tirer la Couture (pg. 74) Hold Person (pg. 76) Weaken (pg. 79) Magical Disguise (pg. 80) Quick Illusion (pg. 80) Remove Bonds (pg. 81) Spell of Location (pg. 81) Tyr's Warding Hand (pg. 83) From Angel Corebook - Exorcism (pg. 153) Speak with Loa (pg. 155) Unique Spells - "Vajra: Agni" Casting Time: Lengthy Ritual (-1), Quick Castable (+1) Scope: Noticeable (+1) Duration: Short/1 Turn per success (-1) Effects: Manipulating/Transforming, Major (+3) Power Level: 3 Description: This is an enchantment that empowers a projectile weapon with elemental energy; it's named after the Vedic term for a divine weapon and the god of flame, Agni. It lasts one turn per success, and while the enchantment lasts, the weapon's shots (bullets or arrows or crossbow bolts or slingstones, etc.) change into a bolt of fiery sunlight when shot. Thus a gun can damage a vampire, etc. The shot only does as much damage as it would normally do, but it can overcome damage reduction. Incidentally, the weapon puts on a nifty lightshow, with a magic sigil of colored light appearing over the 'point' of the weapon (the tip of an arrow, the barrel of a gun, etc.) right when it's fired. There are similar versions of this spell named for different gods: "Vajra: Shiva" - Ice shots "Vajra: Indra" - Electrical shots "Vajra: Asura" - Shots retain their damage type but are consideed "blessed" "Channel Karma" Casting Time: Ritual (0) Scope: Noticeable/1 living being (+1) Duration: Long/1 hour per Success (+1) Spell Reqs: Unusual Ingredient/Powdered Jade (-1) Effects: Miscellaneous, Major (+2) Power Level: 3 Description: Accelerates the effects of spiritual karma on a single target. If the recipient is generally good or does positive, constructive acts on a regular basis, they receive temporary Good Luck: +1 per two Success Levels rolled. If the recipient is generally bad or does destructive things on a regular basis, they receive temporary Bad Luck: 1 level per two Success Levels rolled. Someone with track records of both is affected by both; if they are equally good or bad (i.e., a saint) they get nothing. If they're more good than they are bad, the levels of Bad Luck cancel out an equal number of levels of Good Luck; if they're worse than they are good, the levels of Good Luck cancel out equal levels of Bad Luck. The spell requires, among other things, a palmfull of crushed, high quality jade. "Grace of Kuan-yin" Casting Time: Ritual (0), Quick Castable (+1) Scope: Noticeable/1 Person (+1) Duration: One minute per success, while concentrating (0) Spell Reqs: Difficult Use/Must stay in one place with arm extended (-1) Effects: Manipulating/Transforming, Major (+3) Power Level: 4 Description: The caster holds out his/her hand and a magic seal of light appears there. As long as the caster concentrates on keeping it up, any hostile magic thrown at it with a Power Level less than the number of successes rolled bounces back at the caster. The sigil is a shield, not a barrier, so it must be interposed between the spell and the caster. The sigil moves along the path of the caster's hand, but the caster must stay in one place and chant a sutra to keep the spell active. If a spell more powerful than the sigil can handle hits it, it shatters and affects the caster normally.