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Alchemiss
| Dex: 05 | Str: 02 | Bod: 04 | Motivation: Thrill of Adventure |
| Int: 06 | Wil: 05 | Min: 07 | Occupation: Adventurer, College Student |
| Inf: 07 | Aur: 04 | Spi: 09 | Resources {or Wealth}: 006 |
| Init: 018 | HP: 065 |
Skills: Occult: 08
Advantages: Attractive
Connections: Freedom Force (High)
Drawbacks: Attack Vulnerability: Fear / Intimidation (-3 CS); SIA (Man-Bot)
Rituals: The following rituals are often used by Alchemiss:
- Arcane Bolt
Effect: Energy Blast: 08
Casting Time: Instant (normal action)
Necessary Components: none
Special Restrictions: none
- Purgatory
Effect: Dimension Travel: 08
Casting Time: Instant (normal action)
Necessary Components: none
Special Restrictions: Banishment only; the power lasts half as many phases as the RAP’s from the attack.
- Repulsion
Effect: Telekinesis: 07
Casting Time: Instant (normal action)
Necessary Components: none
Special Restrictions: Only to toss an enemy back.
- Aloft
Effect: Telekinesis: 08
Casting Time: Instant (normal action)
Necessary Components: none
Special Restrictions: Area of Effect; tosses EVERYTHING within the area of effect besides her straight up. Use the total weight of everything and everyone around to determine the height they are thrown to.
- Gate Disruption
Effect: Neutralize: 12
Casting Time: 4 phases
Necessary Components: none
Special Restrictions: Neutralize only works on the Warp power, or Dimension Travel powers that manifest as gateways.
- Blessed Aegis
Effect: Force Field: 06
Casting Time: Instant (normal action)
Necessary Components: none
Special Restrictions: Completely ineffective against melee range attacks.
- Wings of the Goddess
Effect: Flight: 04
Casting Time: Instant (normal action)
Necessary Components: none
Special Restrictions: none
- Alteration
Effect: Mutation: 09, Enchantment: 06
Casting Time: Instant (normal action)
Necessary Components: none
Special Restrictions: Enchantment can only add to a target’s RV against a power that does actual continuous damage, such as Poison Touch or Disintegrate, for any phase AFTER the initial attack. Mutation does not follow the normal table, but instead uses the following table:Roll Effect 1 No effect 2 +1 CS RV vs Radiation, Acid 3 +2 cs RV vs Fire/heat, Acid; +1 CS RV vs Electric -2 CS RV vs Cold 4 +2 cs RV vs Cold, +1 cs RV vs Electric, -2 CS RV vs Fire/heat 5 +2 cs RV vs Crushing, +1 cs RV vs Piercing, Radiation; -1 CS RV vs Electrical 6 +2 cs RV vs Crushing, +1 CS RV vs Piercing; -1 CS RV vs Heat, Cold, and Acid 7 +2 cs RV vs Piecing, +1 CS RV vs Crushing, Heat, Cold, Electrical, and Radiation 8 +1 cs RV vs Piecing, Crushing, and Cold, -1 CS RV vs Heat 9 +2 cs RV vs Radiation, +1 cs RV vs Crushing; -2 CS RV vs Piercing, -1 CS RV vs Heat, Cold, Acid 10 +1 cs RV vs Piercing, Cold, Electrical; -1 cs RV vs Fire, Radiation, Acid Both effects last a number of phases equal to the RAP’s of Mutation. Should Mutation fail, Enchantment does not take effect. This power cannot stack on itself. Both Mutation and Enchantment MUST be used at the same time.
- Hex
Effect: Paralysis: 9
Casting Time: Instant (normal action)
Necessary Components: none
Special Restrictions: Paralysis does not immediately take effect. Instead, for the next 3 AP’s of time after the spell is cast, it is held in abeyance. Should the target attempt any hostile action, or use any superhuman power of any kind that affects another, the Paralysis immediately takes effect and the caster makes the normal roll for the power.
