| 17 |
Elemental Magic:
Elemental Control, 50-point powers, (25 Active Points); all slots Requires A Skill Roll (Elemental Magic; -1/2)
|
|
| 22 |
1)
Call Upon the Elements:
Summon 4 200-point Elemental, Expanded Class of Beings Very Limited Group (Air Elemental, Earth Elemental, Fire Elemental, Water Elemental; +1/4), Loyal (+1/2) (87 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Requires A Skill Roll (Elemental Magic; -1/2)
|
9 |
| 28 |
2)
Elemental Blast:
Energy Blast 9d6, Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4), Reduced Endurance (1/2 END; +1/4) (67 Active Points); Requires A Skill Roll (Elemental Magic; -1/2)
|
3 |
| 17 |
3)
Elemental Shield:
Force Field (20 PD/20 ED), Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4) (50 Active Points); Requires A Skill Roll (Elemental Magic; -1/2)
|
5 |
| 17 |
4)
Elemental Manipulation:
Telekinesis (20 STR), Affects Porous, Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4) (50 Active Points); Requires A Skill Roll (Elemental Magic; -1/2)
|
5 |
| 18 |
5)
Elemental Flight:
Flight 15", Improved Noncombat Movement (x4), Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4), Reduced Endurance (1/2 END; +1/4) (52 Active Points); Requires A Skill Roll (Elemental Magic; -1/2)
|
2 |
| 16 |
6)
Elemental Immunity:
(Total: 50 Active Cost, 34 Real Cost) Energy Damage Reduction, 50%, Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4) (25 Active Points); Requires A Skill Roll (Elemental Magic; -1/2) (Real Cost: 17) plus Physical Damage Reduction, 50%, Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4) (25 Active Points); Requires A Skill Roll (Elemental Magic; -1/2) (Real Cost: 17)
|
|
| 4 |
One with the Elements:
Life Support (Safe in Intense Cold; Safe in Intense Heat)
|
|
| 6 |
Warding I:
Mental Defense (10 points total)
|
|
| 10 |
Warding II:
Power Defense (10 points)
|
|
| 5 |
Distinctive Features: Goth Girl
|
| 5 |
Distinctive Features: Magical Aura
|
| 20 |
Hunted: Sanction 8-
|
| 10 |
Monitored: Hero City 8-
|
| 10 |
Monitored: Nowhere Elders 11-
|
| 5 |
Rivalry: Professional (Fantasia)
|
| 15 |
Psychological Limitation: Anarchist
|
| 10 |
Psychological Limitation: Immature
|
| 15 |
Psychological Limitation: Life Is A Party
|
| 1 |
Quirk: City Girl
|
| 1 |
Quirk: Dislikes Poe
|
| 1 |
Quirk: Hates Cooking
|
| 1 |
Quirk: Wears Goth All The Time
|
| 1 |
Quirk: Worlds Biggest Death Metal Fan
|
| 10 |
Social Limitation: Disowned
|
| 15 |
Social Limitation: Harmful Secret: The Secret of Nowhere
|
| 15 |
Social Limitation: Public Identity
|
| 10 |
Unluck: 2d6
|
| 0 |
Experience Points |
Lucy "Lucretia" Oleander hated farming, hated Nowhere Ohio, and hated being kept out of what real life was like in the real world. Her sister Fantasia was allowed to leave Nowhere and go to work for Hero City, and of course the town elders complained bitterly about her leaving. However, Fantasia had a valid point. In a town full of magic users, one less certainly wouldn’t cause any issues. The town was certainly well protected. However when Lucy declared that she wanted to leave as well, the towns elders freaked out. They absolutely forbid Lucy from leaving, threatening to block her powers if she didn’t comply. No amount of begging, pleading or pouting, swayed the town elders in the least. Lucy was confined to the family farm, where the only culture she got was having her pet air elemental bring in death metal stations from far away. It was enough to drive a teenage witch insane, thought Lucy. It was almost a month behind an earth elemental plow that Lucy decided she had enough. Using a borrowed book of magic from the elders, Lucy created a simulacrum of herself which she put in her bed. Under a new moon Lucy snuck away, and hitching a ride from an air elemental made her escape. She never looked back.No more would Lucy or “Lucretia” as she likes to call herself these days would have to deal with farming, Nowhere Ohio, and being kept out of real life. Landing in Los Angeles she quickly immersed herself in the gothic lifestyle, her days among the boring magic users of Nowhere Ohio driven from her mind. Lucretia was out to finally have some fun. She has even taken on a code name, calling herself Wicca. However, most people don't think that she's a real witch, let alone the sister of Fanastia of Hero City.The town elders, however, were never fooled. They’ve kept an eye on their wayward daughter. While they might have written off Fantasia as wayward, they could certainly see that her sister was one bad apple. Especially after Lucretia took hanging out with the Lost Girls. The town elders wondered if the end of their peaceful existence, surely was coming to an end. |
Wicca is an elemental witch. Her magic revolves around the four elements (fire, water, earth, and air). Using her magic Wicca is able to summon an elemental that will loyally follow her commands. Even without summoning elementals, Wicca can project bursts of elemental energy (IE fiery blasts, hurricane force winds, torrents of water, and spears of earth). Wicca can also use the elemental magic to protect herself from most attacks. Naturally, due to her affinity with the elements, attacks that are elemental in nature of less effective against her. Wicca can also fly using her elemental magic. Lastly, Wicca can manipulate the elements, and as such pick things, or strike a foe at a distance with an elemental force. In addition to her elemental magic, Wicca has warded her body. Her warding protects her mind and from attacks that would drain power from her. Extremes in temperature have no effect on Wicca, naturally. Like her sister, Fantasia, Wicca has bonded a familiar to herself. It's a bat, which she has named Asmodeus. |