Tezenelia: An Envoy To Sovehles
Exiled Nano who Siphons Power
Might: 15, Speed: 14, Intellect: 17
Edges 0 / 1 / 2
Loner: No benefit when you get help with a task from another character who is trained or specialized in that task
Inability: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. The difficulty of any task involving social interactions is increased by one step.
Practiced With Light Weapons: You can use light weapons without penalty. If you wield a medium weapon, increase the difficulty of the attack by one step. If you wield a heavy weapon, increase it by two steps.
TRAUMATIZED: It’s a permanent condition where whenever particularly horrific deaths happen in front of Axandra, she needs to make a level 2 check to not lose her action for the next round. PTSD.
- Foraging, hunting, and finding safe places to rest or hide
Onslaught (1 Intellect point):
You attack a foe using energies that assail either his physical form or his mind. In either case, you must be able to see your target. If the attack is physical, you emit a short-range ray of force that in inflicts 4 points of damage. If the attack is mental, you focus your mental energy to blast the thought processes of another creature within short range. This mindslice in inflicts 2 points of Intellect damage (and thus ignores Armor). Some creatures without minds (such as automatons) might be immune to mindslice. Action.
Hedge Magic (1 Intellect)
You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can’t use hedge magic to harm another creature or object. Action.
Scan (2 Intellect)
You scan an area equal in size to a 10-foot (3-meter) cube, including all objects or creatures within that area. The area must be within short range. Scanning a creature or object always reveals its level (a measure of how powerful, dangerous, or difficult it is). You also learn whatever facts the GM feels are pertinent about the matter and energy in that area. For example, you might learn that the wooden box contains a device of metal and synth. You might learn that the glass cylinder is full of poisonous gas, and that its metal stand has an electrical field running through it that connects to a metal mesh in the floor. You might learn that the creature standing before you is a mammal with a small brain. However, this esotery doesn’t tell you what the information means. Thus, in the first example, you don’t know what the metal and synth device does. In the second, you don’t know if stepping on the floor causes the cylinder to release the gas. In the third, you might suspect that the creature is not very intelligent, but scans, like looks, can be deceiving. Many materials and energy fields prevent or resist scanning. Action.
Drain Machine (2 Intellect points)
You can drain the power from an artifact or device you touch, allowing you to regain 1 point per level of the device. You can use this point to restore your Might Pool or Speed Pool. You regain points at the rate of 1 point per minute and must give your full concentration to the process during this time.
Tier 1 – Drain Creature (2 Intellect points).
You can drain the power from a living creature you touch, allowing you to regain 1 point per level of the creature. You can use this point to restore your Might Pool or Speed Pool. You regain points at the rate of 1 point per minute and must give your full concentration to the process during this time, meaning that the creature probably has to be subdued in some fashion, because it loses 3 points of health for every point you gain. Creatures drained of all their health die. (PCs drained lose points from their Pools.) Action to initiate.
Tier 2 – Speed Recovery (3 Intellect points):
You adjust a creature’s normal regenerative ability so that he recovers more quickly. One creature you choose within short range makes a recovery roll without having to spend the time to do so. Action.
Adaptation (2+ Intellect points):
You adapt to a hostile environment for 28 hours. As a result, you can breathe safely, the temperature doesn’t kill you (though it might be extremely uncomfortable or debilitating), crushing gravity doesn’t incapacitate or harm you (though, again, you might be seriously hindered), and so on. In extreme environments, the GM might increase the cost of activating this esotery to a maximum cost of 10 Intellect points. Roughly speaking, the cost should equal the amount of damage you would sustain in a given round. For example, if you enter a hostile environment that would normally deal 6 points of damage per round, using Adaptation to avoid that damage costs 6 points. You can protect other creatures in addition to yourself, but each additional creature costs you the same number of Intellect points as it costs to protect you. Thus, if it costs 6 points to protect yourself, it costs 12 more to protect two other people. This esotery never protects against quick, instantaneous threats, like an attack with a weapon or a sudden explosion of re. Action to initiate.
Fire and Ice (4 Intellect points):
You cause a target within short range to become either very hot or very cold (your choice). If affected, the target suffers 3 points of ambient damage (ignores Armor) each round for up to three rounds, although a new roll is required each round to affect the target. Action to initiate.
Perhaps it’s hard to leave one life behind in favour for another, especially when the former one is a life you cherish deeply, but when you disappear for a month and return without a memory of what occurred to you during your absence—with an ability you surely did not acquire of your own free will—how you feel about abandoning your past life doesn’t matter. You don’t have much of a choice. Still, for a few months after her tearful return, Axandra is able to keep her new abilities a secret between herself and her half brother, Kaizer. But after a careless moment when she accidentally siphons some of his power, her secret is exposed and she is exiled from her community, treated as a stranger with a target between her eyes if she ever returns. So she wanders far and away, away from all the secrets, to make a life of her own where she’ll keep to herself.
Axandra’s still foolish, and makes a dire mistake in forgetting her vow to never leave an impression on those she meets. Banished again, but this time with a crime against a noble family, she’s sent to Sovehles to wait out her sentence, and to lessen a damning scandal of her own design. Still, she tries not to think on it too deeply, instead focusing on a cherished recording device she carries everywhere, of which she will never drain, but only fill, as it reminds her of a life she was forced to give up long ago, and a life she can never have.