Olivia O'Kane's Character Sheet
Table of Contents
- Update Log
- Strengths and Weaknesses
- Spellcasting Rules
- Current Spells
- Current Rituals
- Current Inventory
- Inventory in Storage
Update Log
- 11/27/2020 - Created page, created Crunch section
- 11/28/2020 - Updated Crunch section with inventory information, added Rituals Section
- 11/30/2020 - Added link to Fluff Section
- 12/14/2020 - Removed Fluff and Arcana ranks.
- 12/30/2020 - Removed Shadow Rush and Manipulate Shadows
- 1/11/2021 - Removed Fast Runner Strength, added Cane weakness, added additional necromantic spells
- 1/26/2021 - Re-added Shadow magic
Strengths and Weaknesses
Strengths
- Can learn spells from the Death, Matter, Mind, Space, and Prime Arcana
- Expert gardener and forager
- Knowledge of gems and minerals
- Knowledge of folklore and mythology
- Resourceful crafter
- Budgie Familiars
Weaknesses
- Cannot learn spells from the Forces, Life, Spirit, Time, or Fate Arcana
- Experiences Physical pain and stress around loud noises and large crowds
- Extremely poor
- Extremely bad at lying
- 0 Mana will cause an unavoidable meltdown
- Physically weak (Low Strength)
- Walks with a cane due to an incident involving a ball of lightning
- A regular human aside from the magic
Spellcasting Rules
Note: The Risk system is an optional method of resolving conflicts in a fair way, and is presented as an alternative to resolution to standard D20 combat rolls. All other rules save for the Risk system are mandatory
1. Olivia cannot and will never be able to change the nature of any other supernatural being through magical means
2. Magic in the presence of a non-supernatural carries the risk of spell backlash, due to the Ward that protects the town. Depending on the believability of a spell, this can range from mild to incredibly severe. As an example, Olivia attempts to pull a business card out of thin air from a jacket pocket in front of a normal, this has a high level of success because it is believable. Failure could result in the wrong business card, or even an entirely different object coming out of her pocket. Compare this to throwing a fireball, which will be entirely disbelieved by surrounding normals, resulting in a massive backlash which could include severe injury
3. Magic can be cast without the use of mana in non-combat/non-adventure scenes for storytelling purposes, however All spells cast in a combat or adventure scene must have a mana cost (See the spell list)
4. Mana regenerates at a rate of 10% per one RL day, unless a mana potion is used to boost recovery.
5. When the mana meter hits Zero, Olivia will enter into a meltdown state and will be unable to take action due to the effects of the Lie encroaching upon her, Mana regen is reduced by half for the duration of 3 days.
6. Reagents can be used to halve the magic cost of any spell, but their use increases the disbelief of nearby normals, increasing the severity of a spell backlash in their presence significantly. (see the risk system for optional rules on how this could be played)
7. All uses of magic can be detected by any supernatural creature. For Olivia, this manifests as an iridescent fractal aura similar to a Bismuth Crystal. This aura can be viewed both on any objects the spell is targeting, and from Olivia herself, making tracking its source quite easy (https://images-na.ssl-images-amazon.com/images/I/51h7twZO6aL.jpg).
The Risk System
In the Risk System, all spells are assigned a rank of difficulty based on how difficult a spell would be for a single mage, and given a dice ranking based on that difficulty ranking. 1 is considered a failure.
Risk Ranks
- Trivial (1d20)
- Easy (1d12 OR 1d20 - 8)
- Moderate (1d10 OR 1d20 - 10)
- Challenging (1d8 OR 1d20 - 12)
- Risky (1d6 or 1d20 - 14)
- Dangerous (1d4 or 1d20 - 16)
- Hubristic (1d2 or 1d20 - 18)
Optional Risk Rules
1. Using the reagent rules above, the use of reagents would push any given spell up 1 risk level
2. The presence of another mage assisting with the spell only reduces the risk rank, the more mages, the more ranks reduced, down to a minimum of Easy
Current Spell List
1. Name: Portal Pockets
- Sphere: Matter
- Risk Level: Trivial (1d20)
- Energy Cost: 5% of Mana
- Description: The mage reaches into their pockets and creates a mundane item of their choice, so long as it can feasibly fit into a pocket. This can be scaled up, but it requires a larger vessel, more mana, and and upgrade in Risk level
2. Name: Spectral Ping
- Sphere: Prime
- Risk Level: Easy (1d12)
- Energy cost: 10% of Mana
- Description: the mage pings the area around them in a 10 meter radius, spells, natural magical items or supernaturals detected will manifest the Mage’s aura for a duration of one turn. Normals will experience the ping as a slight, mysterious breeze. This cannot be used to detect anyone who is actively hiding a supernatural effect
3. Name: Lesser Jinx
- Sphere: Matter/Death
- Risk Level: Easy (1d12)
- Energy cost: 10% of Mana
- Description: Usable only on mundane, simple objects, lesser jinx causes them to fail or break in some manner. Cannot be used to pick locks
4. Name: Transmutation
- Sphere: Matter
- Risk Level: Trivial to Hubristic
- Energy cost: 5% to 75% of mana
- Description: Exactly what it says on the tin, the transmutation of one substance to another. Difficulty and mana cost depends on the amount of material being transmuted, and the value of the transmuted item. Living creatures cannot be transmuted
5. Name: Alter Object
- Sphere: Matter
- Risk Level: Challenging (1d8)
- Energy cost: 20% of mana
- Description: Alters the physical properties of a mundane item, such as making it have more mass
6. Name: Magic Missile
- Sphere: Prime
- Risk Level: Moderate (1d10)
- Energy cost: 15% of mana
- Description: Shoots three darts of pure arcane energy.
7. Name: Necrotic Haze
- Sphere: Death
- Risk Level: Trivial (1d20)
- Energy cost: 10% of Mana
- Description: Creates a haze that sucks the vitality from living beings or sources of energy (Electricity, flame, etc)
7. Name: Shadow Rush
- Sphere: Death
- Risk Level: Trivial (1d20)
- Energy cost: 10% of Mana
- Description: Throws a shadowy ball of energy to sap the life of an opponent
7. Name: Manipulate Shadows
- Sphere: Death
- Risk Level: Trivial (1d20)
- Energy cost: 5% of Mana
- Description: Allows the user to manipulate shadows, can be used to lengthen, or deepen the shadow to allow hiding.
Current Rituals
1. Name: Runecraft
- Sphere:Prime/Matter
- Risk Level: Moderate (1d10)
- Energy Cost: 2x the Base spell amount
- Material Cost: Soft Clay
- Ritual tools required: Arcane Focus, Ritual Circle.
- Description: By doubling the cost of a spell, it can be stored in a runestone for later use. This can also be used for other people's spells, and thus would allow a one time use of spells that can otherwise not be used.
2. Name: Homeric Evocation
- Sphere:Death
- Risk Level: Moderate (1d10)
- Energy Cost: 40%
- Material Cost: Fresh Blood, Graveyard dirt, Salt
- Ritual tools required: Black Candles, Handbell, Ritual Bowl.
- Description: Based off the Katabasis of Odysseus in the works of Homer, the Homeric Evocation summons the shades of the dead and allows them to speak to the summoner through the ritual sacrifice of blood.
Current Inventory
These are items Olivia can be expected to have on her at all times. These refresh every day.
- Wallet with at least 25 dollars
- Medical Marijuana Card
- Flip Phone
- Glass Pipe
- Assorted Snacks x 2
- 1/2 Oz Medical Marijuana
- Rolling papers
- Lighter
- Cane
Inventory in Storage
These are items that Olivia has in her trailer, she can retrieve these at any time, or start a scene with them, provided she has access to the trailer
- Ritual Dagger
- EMF Reader
- Journal
- Budgie Familiar x3
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