Fire Witch
Character Name: Fire Witch
Alternate Identities: Laura Wayne
Player Name: DNPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
20 STR 10 10 20 13- HTH Damage 4d6 END [2]
28 DEX 10 54 28 15- OCV 9 DCV 9
30 CON 10 40 30 15-
10 BODY 10 0 10 11-
35 INT 10 25 35 16- PER Roll 16-
13 EGO 10 6 13 12- ECV: 4
25 PRE 10 15 25 14- PRE Attack: 5d6
20 COM 10 5 20 13-
4 PD 4 0 4/20 4/20 PD (0/16 rPD)
12 ED 6 6 12/34 12/34 ED (0/22 rED)
6 SPD 3.8 22 6 Phases: 2, 4, 6, 8, 10, 12
10 REC 10 0 10
80 END 60 10 80
45 STUN 35 10 45
6" Running 6 0 6"
2" Swimming 2 0 2"
4" Leaping 4 0 4" 203 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Come on, Aaron, let me practice in the house, it's raining outside!"
EXPERIENCE POINTS
Total earned: 424
Spent: 426
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 776
MOVEMENT
Type Total
Run 6"
Swim 2"
H. Leap 4"
V. Leap 2"
Flight 23"
DEFENSES
Type Amount
Physical Defense 4/20
Res. Phys. Defense 0/16
Energy Defense 12/34
Res. Energy Defense 0/22
Mental Defense 15
Res. Mental Defense 0
Power Defense 5
 
COMBAT INFORMATION
OCV: 9 DCV: 9
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +2 +2 Block, Abort
Defensive Block 1/2 +1 +3 Block, Abort
Disarm 1/2 -1 +1 Disarm; 30 STR to Disarm roll
Evade 1/2 -- +5 Dodge, Affects All Attacks, Abort
Jab 1/2 +1 +3 Weapon Strike
Low Sweep 1/2 +2 -1 Weapon +1 DC Strike, Target Falls
Rapid Stroke 1/2 +2 +0 Weapon +2 DC Strike
Shove 1/2 +0 +0 35 STR to Shove
Smash 1/2 -2 +1 Weapon +4 DC Strike
Takeaway 1/2 +0 +0 Grab Weapon, 30 STR to take weapon away
Trip 1/2 +1 +1 Weapon Strike; Target Falls
Weapon Bind 1/2 +1 +0 Bind, 30 STR
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
10 Distinctive Features: Half-Elf (Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)
10 Hunted: Genocide 8- (Mo Pow; Limited Geographical Area; Harshly Punish)
Notes: Following the events of 2 Jan. 2003 in Death Valley California, Genocide has been down-graded to a lesser threat and their area of operation is considerably reduced though there is no reason to expect that they have given up their campaign against mutants.
10 Psychological Limitation: Finds It Hard To Resist A Challenge (Common; Moderate)
10 Psychological Limitation: Hot-tempered (Common; Moderate)
20 Psychological Limitation: Protector of Innocents (Common; Total)
0 Reputation: Powerful Mage, 8- (Known Only To The Magic World)
15 Social Limitation: Secret ID: Laura Wayne (Frequently; Major)
10 Social Limitation: Seen Hot-Tempered (Frequently; Minor)
10 Distinctive Features: Very Good Looking (Concealable; Noticed/approached/hit on; Detectable By Commonly-Used Senses)
5 Watched: Anyone attracted to females 11- (As Pow; Watching)
100 Total Disadvantages Cost

Character Name: Fire Witch
Alternate Identities: Laura Wayne
Player Name: DNPC
SKILLS
Cost  Name
3 Acrobatics 15-
3 Acting 14-
3 Breakfall 15-
3 Bribery 14-
3 Bureaucratics 14-
3 Climbing 15-
10 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers, Military Computers) 16-
3 Concealment 16-
3 Conversation 14-
3 Deduction 16-
3 Interrogation 14-
3 Linguist
1
1) Language: Cantonese (fluent conversation)
3
2) Language: English (Idiomatic)
1
3) Language: Japanese (fluent conversation)
0
4) Language: Quenya (idiomatic)
0
5) Language: Sindarin (idiomatic)
1
6) Language: Spanish (fluent conversation)
35 Magic Research 32-
35 Magic Skill 32-
3 PS: Investigative Reporter 16-
3 Paramedics 16-
3 Persuasion 14-
3 Scholar
2
1) KS: Fire Magic 16-
2
2) KS: Magic History 16-
2
3) KS: Magic Theory 16-
2
4) KS: Magical Research 16-
2
5) KS: Research 16-
2
6) KS: The Way of the Staff 16-
2
7) KS: Tricks of the Trade 16-
Notes: This is handy reporter tricks like ferreting out people who will talk.
3 Seduction 14-
3 Shadowing 16-
3 Stealth 15-
3 Streetwise 14-
2 Survival (Temperate/Subtropical) 16-
3 Teamwork 15-
1 TF: Bicycles, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
3 Trading 14-
3 Traveler
2
1) AK: Bay Area 16-
2
2) AK: Berkeley 16-
2
3) CK: Los Angeles 16-
2
4) CK: Oakland 16-
2
5) CK: San Francisco 16-
1
6) CuK: Bay Area Culture 11-
1 WF: Staffs
10 +2 with all PRE-based Skills
191 Total Skills Cost
PERKS
Cost  Name
1 Fringe Benefit: Passport
1 Fringe Benefit: Press Pass
2 Money: Well Off: $200000 per year
Notes: Actually family is Filthy Rich but prefers to make her own money and live within her means.
13 Base: Rush House
Notes: This is her own Victorian house in San Francisco.
13 Base: The Wild Hunt
Notes: Points contributed to the Wild Hunt base.
3 Well-Connected
5
1) Contact: 9th District Federal Court Judge (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity: Laura Wayne, Good relationship with Contact) 8-
5
2) Contact: California State Senator (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity: Laura Wayne, Good relationship with Contact) 8-
3
3) Contact: Oakland Mayor (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity: Laura Wayne, Good relationship with Contact) 8-
4
4) Contact: San Francisco Mayor (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity: Laura Wayne, Very Good relationship with Contact) 8-
3
5) Contact: San Francisco Police Commisioner (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity: Laura Wayne, Good relationship with Contact) 8-
5
6) Contact: US Senator (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity: Fire Witch, Very Good relationship with Contact) 8-
58 Total Perks Cost
TALENTS
Cost  Name
9 Ambidexterity (no Off Hand penalty)
3 Absolute Range Sense
3 Absolute Time Sense
2 Environmental Movement: Supreme Balance (no penalties on Balance Manevers)
3 Lightsleep
2 Trackless Stride
22 Total Talents Cost
 
POWERS
Cost  Power END
106 Fire Magic : Magic Power Pool, 90 base + 45 control cost, Only for spells she has studied or created (-1/4); all slots Spell (-1/2), Requires A Magic a Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)
0
1) Cancel Cold: Dispel Cold/Water Powers 10d6, all Cold/Water powers simultaneously (+2) (90 Active Points) Real Cost: 36
Notes: Works well on ice/water-based characters to turn everything off.
9
0
2) Cancel Cold: Dispel Cold/Water Powers 20d6, any cold/water-based power one at a time (+1/4) (75 Active Points) Real Cost: 30
Notes: Used against a single attack.
7
0
3) Cutting Torch: Killing Attack - Ranged 1d6+1, Reduced Endurance (1/2 END; +1/4), Continuous (+1), No Normal Defense (ED Force Field or Fire Powers; +1), Does BODY (+1) (85 Active Points); No Range (-1/2) Real Cost: 28
4
0
4) Dehydrate: Energy Blast 4d6, No Normal Defense (LS: Safe Enviroment: Intense Heat; +1) (40 Active Points) Real Cost: 16
Notes: 'Gently' draws the water out of the target. This manifests as heavy sweating.
4
0
5) Dessicate: Energy Blast 4d6, No Normal Defense (LS: Safe Enviroment: Intense Heat; +1), Does BODY (+1) (60 Active Points) Real Cost: 24
Notes: Not so 'gently' draws the water out of the target. This manifests as sweating blood and bleeding from every oriface.
6
0
6) Dispel Magic: Dispel 8d6+1, all magic-based powers simultaneously (+2) (75 Active Points) Real Cost: 30
7
0
7) Drain Cold: Drain Ice/Cold Powers 3d6, All Powers Simultaneously (+2) (90 Active Points) Real Cost: 36
9
0
8) Extinguish Fire: Forest Fire: Dispel Fire Powers 11d6, One At A Time (+1/4), Area Of Effect (One Hex; +1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (82 Active Points) Real Cost: 33
Notes: Mostly used to extinguish fires covering huge area such as a wild fire.
8
0
9) Extinguish Fire: Wide Area: Dispel Fire Powers 12d6, One At A Time (+1/4), Area Of Effect (5" Radius; +1) (81 Active Points) Real Cost: 32
Notes: Mostly used to extinguish structure fires.
8
0
10) Extinguish Fire: Dispel Fire Powers 20d6, One At A Time (+1/4) (75 Active Points) Real Cost: 30
7
0
11) Fiery Prison: Killing Attack - Ranged 2d6, Costs END Only To Activate (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1) (82 Active Points); Targets Only Take Damage If They Touch Cage Wall Or Move In/Out Of The Affected Hex (-1/2) Real Cost: 27
Notes: Manifests as a fiery dome covering the target.
7
0
12) Fire Ball: Energy Blast 8d6, Area Effect: Radius (+1) (80 Active Points); Side Effects (2d6 to anything flanmmable; -1/4) Real Cost: 29
Notes: Tends to set anything flammable on fire.
8
0
13) Fire Blast: Energy Blast 15d6 (75 Active Points) Real Cost: 30
Notes: This is a more general concentration of fire.
7
0
14) Fire Bolt: RKA 5d6 (75 Active Points) Real Cost: 30
Notes: No doubt about it, she wants something turned to ash. This is a really intense concentration of fire.
7
0
15) Fire Flight: Flight 23", x16 Noncombat, Reduced Endurance (1/2 END; +1/4) (76 Active Points) Real Cost: 30
3
0
16) Fire Mastery: Suppress Flame Powers 6d6, All Powers Simultaneously (+2) (90 Active Points) Real Cost: 36
9
0
17) Fire Sight: Clairsentience (Sight Group), Increased Arc Of Perception (360 Degrees) (25 Active Points); Fire to fire only (-1) Real Cost: 7
2
0
18) Flashfire: Sight Group Flash 18d6 (90 Active Points) Real Cost: 36
9
0
19) Flashfire Burst: Sight Group Flash 14d6, Explosion (+1/2), Nonselective Target (-1/4) (87 Active Points) Real Cost: 35
9
0
20) Hynotic Flames: Mind Control 12d6, Telepathic (+1/4) (75 Active Points); Target Must See The Flame (-1), Single Command 'Stare into the Flame' (-1/2) Real Cost: 19
7
0
21) Immolation: Killing Attack - Ranged 3d6, Indirect (Any origin, always fired away from attacker; +1/2), Lingering up to 1 Turn (+1/2) (90 Active Points); No Knockback (-1/4), Not vs Targets In Or Under Water (-1/4) Real Cost: 30
Notes: Yup, she is looking for ash here as this will burn for 6 phases.
9
0
22) Immunity To Fire: Desolidification , Costs END Only To Activate (+1/4), Invisible Power Effects (Fully Invisible; +1) (90 Active Points); Only To Protect Against Fire/Heat Powers (-1), Cannot Pass Through Solid Objects (-1/2), Takes Knockback (-1/2) Real Cost: 20
8
0
23) Kindle Fire: Killing Attack - Ranged 1 point, Sticky (Only Affects Flammables; +1/4), Costs END Only To Activate (+1/4), Indirect (Any origin, always fired away from attacker; +1/2), Uncontrolled (+1/2), Continuous (+1) (17 Active Points); Limited Range (20") (-1/4) Real Cost: 6
2
0
24) Pyrokinesis: Telekinesis (30 STR) (45 Active Points); Only Works On Fire (-1) Real Cost: 13
4
0
25) Skin of Flame: RKA 2d6, Costs END Only To Activate (+1/4), Damage Shield (+1/2), Continuous (+1) (82 Active Points) Real Cost: 33
7
0
26) Suppress Cold: Suppress 7d6+1, Effects Cold-based Powers (+1/4), Area Of Effect (5" Radius; +1) (83 Active Points) Real Cost: 33
8
0
27) Wall of Flame: Force Wall (7 PD/7 ED; 6" long and 1" tall) (Alterable Size, Varying Dimensions), Costs END Only To Activate (+1/4) (75 Active Points) Real Cost: 30
6
40 Magesight, +3 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting
Notes: This allows her to sense any magic within her range of perception. She is able to ascertain exactly the type and power of the magic as well as it's specific location.
0
31 Heat Shield: Force Field (16 PD/22 ED), Costs END Only To Activate (+1/4); Gestures (-1/4), Incantations (-1/4)4
18 Wizard's Staff: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2); OAF (-1), Hand-To-Hand Attack (-1/2) plus +2 OCV with Magical Attack Spells and Mastery of the Staff; OAF (-1)
Notes: Her staff, unlike Narel's, is pretty mundane only allowing her to increase her targetting with her magic and by design, allow her to wield it more efficiently in hand-to-hand combat. While it is durable, it can be shattered with sufficient force.
0
12 Strength Of Will: Mental Defense (15 points total)0
10 Elvish Eyes: Sight Group Flash Defense (10 points)0
10 Elvish Eyes: Ultraviolet Perception (Sight Group), Discriminatory0
10 Elvish Immunity: Life Support (Immunity All terrestrial diseases and biowarfare agents)0
5 Elvish Immortality: Life Support (Longevity Immortal)0
5 Elvish Physiology: Power Defense (5 points)0
5 Thermal Vision: Infrared Perception (Sight Group)0
252 Total Powers Cost
EQUIPMENT
Equipment END
The Wild Hunt Comm Unit: Mind Link , Anyone With A Comm Unit, Any distance, No LOS Needed, Number of Minds (x32); Only With Others Who Have Mind Link (-1), Affected As Radio And Hearing Group, Not Mental Group (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4) plus Contact: Spock (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 18- plus Teleportation: Floating Fixed Location (1 Locations); IIF (-1/4)
Notes: This All-in-One unit provides communications between team mambers, provides access to Spock, and provides Location beacon for Teleporter use. It has been 'paid' for by the Wild Hunt Base.
0
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Mastery of The Staff
4
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5
2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4
3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll
4
4) Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5
5) Jab: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
3
6) Low Sweep: 1/2 Phase, +2 OCV, -1 DCV, Weapon +1 DC Strike, Target Falls
4
7) Rapid Stroke: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike
4
8) Shove: 1/2 Phase, +0 OCV, +0 DCV, 35 STR to Shove
5
9) Smash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
5
10) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 30 STR to take weapon away
3
11) Trip: 1/2 Phase, +1 OCV, +1 DCV, Weapon Strike; Target Falls
4
12) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 30 STR
0
13) Weapon Element: Staff
50 Total Martial Arts Cost

Character Name: Fire Witch
Alternate Identities: Laura Wayne
Player Name: DNPC
APPEARANCE
Hair Color: Deep Red
Eye Color: Blue Green
Height: 5' 6"
Weight: 120 lbs
Description:
Laura is a stunningly beautiful redhead standing about 5" 6" and weighting 120 pounds.
BACKGROUND
Fire Witch was born in the inter-dimensional city of Cinnabar and, like her brother Ghost Archer, is the half elven, daughter of Rilia, an Elven sorceress and Joram, a human Horse Lord warrior. She came to the current world when she was but four years old to escape the murderous intent of her oldest brother. Taken into the home of William and Harriet Wayne, she and her brother found a loving home and the two were assimilated into a society far different from the one into which they were born. Already with some magical training under her belt, she was encouraged to continue practicing by Archer but after two attempts to burn down the house, her new parents put a stop to it. It was about this time that Archer began his camping trips into the mountains of Northern California. At first he had trouble convincing the Waynes to allow him to take Laura along to allow her to practice her magic but the second fire in two weeks changed their minds. Several years of peaceful, uneventful training followed but at last Fire Witch reached her untutored potential.
The murder of her parents and her own serious injuries ended her childhood at only fourteen. With her brother appointed her legal guardian the two moved to Los Angeles in search of a teacher of Laura and college for Archer. After high school, Laura entered UCLA and majored in Journalism, graduating at the top of her class. Her training and inquisitive mind has made her the premier investigative reporter for the Bay Area's largest newspaper. She is highly respected by her peers and has even turned down several high profile jobs on the East Coast to remain in the City and with her brother. Ghost Archer has never kept secrets from his sister and though she is a member of the Wild Hunt, she spends most of her time practicing her magic and doing the job she loves, reporting. Much of her work has led to arrests or Wild hunt involvement.
With the arrival of Narel from their biological parents' home dimention, Laura at last had a mentor. With her quick mind and innate magical abilities, Laura rapidly matched Narel's power level in fire magic. He has tried to expand her magical affinity for other elements but it appears her mother's absolute mastery of fire has limited her to the one element.
POWERS/TACTICS
Fire Witch has been under the tutalage of Narel for some years and has progressed remarkably, giving her a far wider variety of spells but she is limited to fire-based spells. Physically she has been blessed with her mother's Noldor heritage and is considerable stronger and faster than a normal, even superbly trained, human. St her brother's insistence she has been working with him most of her life, developing her Mastery of the Staff form of martial arts.
PERSONALITY/MOTIVATION
Laura has a fiery personality, much as one would expect from a Fire Witch. She has a sharp, concise mind and a nose for trouble. Her curiosity seems to be matched only by her complete confidence in her own powers. Always she will take up the cause of the poor and down-trodden.
CAMPAIGN USE
DESIGN NOTES
Created: Sat, 14 Mar 2026 11:02:09

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Fire Witch
Character Name: Fire Witch
Alternate Identities: Laura Wayne
Player Name: DNPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
20 STR 10 10 20 13- HTH Damage 4d6 END [2]
28 DEX 10 54 28 15- OCV 9 DCV 9
30 CON 10 40 30 15-
10 BODY 10 0 10 11-
35 INT 10 25 35 16- PER Roll 16-
13 EGO 10 6 13 12- ECV: 4
25 PRE 10 15 25 14- PRE Attack: 5d6
20 COM 10 5 20 13-
4 PD 4 0 4/20 4/20 PD (0/16 rPD)
12 ED 6 6 12/34 12/34 ED (0/22 rED)
6 SPD 3.8 22 6 Phases: 2, 4, 6, 8, 10, 12
10 REC 10 0 10
80 END 60 10 80
45 STUN 35 10 45
6" Running 6 0 6"
2" Swimming 2 0 2"
4" Leaping 4 0 4" 203 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Come on, Aaron, let me practice in the house, it's raining outside!"
EXPERIENCE POINTS
Total earned: 424
Spent: 426
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 776
MOVEMENT
Type Total
Run 6"
Swim 2"
H. Leap 4"
V. Leap 2"
Flight 23"
DEFENSES
Type Amount
Physical Defense 4/20
Res. Phys. Defense 0/16
Energy Defense 12/34
Res. Energy Defense 0/22
Mental Defense 15
Res. Mental Defense 0
Power Defense 5
 
COMBAT INFORMATION
OCV: 9 DCV: 9
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +2 +2 Block, Abort
Defensive Block 1/2 +1 +3 Block, Abort
Disarm 1/2 -1 +1 Disarm; 30 STR to Disarm roll
Evade 1/2 -- +5 Dodge, Affects All Attacks, Abort
Jab 1/2 +1 +3 Weapon Strike
Low Sweep 1/2 +2 -1 Weapon +1 DC Strike, Target Falls
Rapid Stroke 1/2 +2 +0 Weapon +2 DC Strike
Shove 1/2 +0 +0 35 STR to Shove
Smash 1/2 -2 +1 Weapon +4 DC Strike
Takeaway 1/2 +0 +0 Grab Weapon, 30 STR to take weapon away
Trip 1/2 +1 +1 Weapon Strike; Target Falls
Weapon Bind 1/2 +1 +0 Bind, 30 STR
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
10 Distinctive Features: Half-Elf (Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)
10 Hunted: Genocide 8- (Mo Pow; Limited Geographical Area; Harshly Punish)
Notes: Following the events of 2 Jan. 2003 in Death Valley California, Genocide has been down-graded to a lesser threat and their area of operation is considerably reduced though there is no reason to expect that they have given up their campaign against mutants.
10 Psychological Limitation: Finds It Hard To Resist A Challenge (Common; Moderate)
10 Psychological Limitation: Hot-tempered (Common; Moderate)
20 Psychological Limitation: Protector of Innocents (Common; Total)
0 Reputation: Powerful Mage, 8- (Known Only To The Magic World)
15 Social Limitation: Secret ID: Laura Wayne (Frequently; Major)
10 Social Limitation: Seen Hot-Tempered (Frequently; Minor)
10 Distinctive Features: Very Good Looking (Concealable; Noticed/approached/hit on; Detectable By Commonly-Used Senses)
5 Watched: Anyone attracted to females 11- (As Pow; Watching)
100 Total Disadvantages Cost

Character Name: Fire Witch
Alternate Identities: Laura Wayne
Player Name: DNPC
SKILLS
Cost  Name
3 Acrobatics 15-
3 Acting 14-
3 Breakfall 15-
3 Bribery 14-
3 Bureaucratics 14-
3 Climbing 15-
10 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers, Military Computers) 16-
3 Concealment 16-
3 Conversation 14-
3 Deduction 16-
3 Interrogation 14-
3 Linguist
1
1) Language: Cantonese (fluent conversation)
3
2) Language: English (Idiomatic)
1
3) Language: Japanese (fluent conversation)
0
4) Language: Quenya (idiomatic)
0
5) Language: Sindarin (idiomatic)
1
6) Language: Spanish (fluent conversation)
35 Magic Research 32-
35 Magic Skill 32-
3 PS: Investigative Reporter 16-
3 Paramedics 16-
3 Persuasion 14-
3 Scholar
2
1) KS: Fire Magic 16-
2
2) KS: Magic History 16-
2
3) KS: Magic Theory 16-
2
4) KS: Magical Research 16-
2
5) KS: Research 16-
2
6) KS: The Way of the Staff 16-
2
7) KS: Tricks of the Trade 16-
Notes: This is handy reporter tricks like ferreting out people who will talk.
3 Seduction 14-
3 Shadowing 16-
3 Stealth 15-
3 Streetwise 14-
2 Survival (Temperate/Subtropical) 16-
3 Teamwork 15-
1 TF: Bicycles, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
3 Trading 14-
3 Traveler
2
1) AK: Bay Area 16-
2
2) AK: Berkeley 16-
2
3) CK: Los Angeles 16-
2
4) CK: Oakland 16-
2
5) CK: San Francisco 16-
1
6) CuK: Bay Area Culture 11-
1 WF: Staffs
10 +2 with all PRE-based Skills
191 Total Skills Cost
PERKS
Cost  Name
1 Fringe Benefit: Passport
1 Fringe Benefit: Press Pass
2 Money: Well Off: $200000 per year
Notes: Actually family is Filthy Rich but prefers to make her own money and live within her means.
13 Base: Rush House
Notes: This is her own Victorian house in San Francisco.
13 Base: The Wild Hunt
Notes: Points contributed to the Wild Hunt base.
3 Well-Connected
5
1) Contact: 9th District Federal Court Judge (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity: Laura Wayne, Good relationship with Contact) 8-
5
2) Contact: California State Senator (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity: Laura Wayne, Good relationship with Contact) 8-
3
3) Contact: Oakland Mayor (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity: Laura Wayne, Good relationship with Contact) 8-
4
4) Contact: San Francisco Mayor (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity: Laura Wayne, Very Good relationship with Contact) 8-
3
5) Contact: San Francisco Police Commisioner (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity: Laura Wayne, Good relationship with Contact) 8-
5
6) Contact: US Senator (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity: Fire Witch, Very Good relationship with Contact) 8-
58 Total Perks Cost
TALENTS
Cost  Name
9 Ambidexterity (no Off Hand penalty)
3 Absolute Range Sense
3 Absolute Time Sense
2 Environmental Movement: Supreme Balance (no penalties on Balance Manevers)
3 Lightsleep
2 Trackless Stride
22 Total Talents Cost
 
POWERS
Cost  Power END
106 Fire Magic : Magic Power Pool, 90 base + 45 control cost, Only for spells she has studied or created (-1/4); all slots Spell (-1/2), Requires A Magic a Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)
0
1) Cancel Cold: Dispel Cold/Water Powers 10d6, all Cold/Water powers simultaneously (+2) (90 Active Points) Real Cost: 36
Notes: Works well on ice/water-based characters to turn everything off.
9
0
2) Cancel Cold: Dispel Cold/Water Powers 20d6, any cold/water-based power one at a time (+1/4) (75 Active Points) Real Cost: 30
Notes: Used against a single attack.
7
0
3) Cutting Torch: Killing Attack - Ranged 1d6+1, Reduced Endurance (1/2 END; +1/4), Continuous (+1), No Normal Defense (ED Force Field or Fire Powers; +1), Does BODY (+1) (85 Active Points); No Range (-1/2) Real Cost: 28
4
0
4) Dehydrate: Energy Blast 4d6, No Normal Defense (LS: Safe Enviroment: Intense Heat; +1) (40 Active Points) Real Cost: 16
Notes: 'Gently' draws the water out of the target. This manifests as heavy sweating.
4
0
5) Dessicate: Energy Blast 4d6, No Normal Defense (LS: Safe Enviroment: Intense Heat; +1), Does BODY (+1) (60 Active Points) Real Cost: 24
Notes: Not so 'gently' draws the water out of the target. This manifests as sweating blood and bleeding from every oriface.
6
0
6) Dispel Magic: Dispel 8d6+1, all magic-based powers simultaneously (+2) (75 Active Points) Real Cost: 30
7
0
7) Drain Cold: Drain Ice/Cold Powers 3d6, All Powers Simultaneously (+2) (90 Active Points) Real Cost: 36
9
0
8) Extinguish Fire: Forest Fire: Dispel Fire Powers 11d6, One At A Time (+1/4), Area Of Effect (One Hex; +1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (82 Active Points) Real Cost: 33
Notes: Mostly used to extinguish fires covering huge area such as a wild fire.
8
0
9) Extinguish Fire: Wide Area: Dispel Fire Powers 12d6, One At A Time (+1/4), Area Of Effect (5" Radius; +1) (81 Active Points) Real Cost: 32
Notes: Mostly used to extinguish structure fires.
8
0
10) Extinguish Fire: Dispel Fire Powers 20d6, One At A Time (+1/4) (75 Active Points) Real Cost: 30
7
0
11) Fiery Prison: Killing Attack - Ranged 2d6, Costs END Only To Activate (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1) (82 Active Points); Targets Only Take Damage If They Touch Cage Wall Or Move In/Out Of The Affected Hex (-1/2) Real Cost: 27
Notes: Manifests as a fiery dome covering the target.
7
0
12) Fire Ball: Energy Blast 8d6, Area Effect: Radius (+1) (80 Active Points); Side Effects (2d6 to anything flanmmable; -1/4) Real Cost: 29
Notes: Tends to set anything flammable on fire.
8
0
13) Fire Blast: Energy Blast 15d6 (75 Active Points) Real Cost: 30
Notes: This is a more general concentration of fire.
7
0
14) Fire Bolt: RKA 5d6 (75 Active Points) Real Cost: 30
Notes: No doubt about it, she wants something turned to ash. This is a really intense concentration of fire.
7
0
15) Fire Flight: Flight 23", x16 Noncombat, Reduced Endurance (1/2 END; +1/4) (76 Active Points) Real Cost: 30
3
0
16) Fire Mastery: Suppress Flame Powers 6d6, All Powers Simultaneously (+2) (90 Active Points) Real Cost: 36
9
0
17) Fire Sight: Clairsentience (Sight Group), Increased Arc Of Perception (360 Degrees) (25 Active Points); Fire to fire only (-1) Real Cost: 7
2
0
18) Flashfire: Sight Group Flash 18d6 (90 Active Points) Real Cost: 36
9
0
19) Flashfire Burst: Sight Group Flash 14d6, Explosion (+1/2), Nonselective Target (-1/4) (87 Active Points) Real Cost: 35
9
0
20) Hynotic Flames: Mind Control 12d6, Telepathic (+1/4) (75 Active Points); Target Must See The Flame (-1), Single Command 'Stare into the Flame' (-1/2) Real Cost: 19
7
0
21) Immolation: Killing Attack - Ranged 3d6, Indirect (Any origin, always fired away from attacker; +1/2), Lingering up to 1 Turn (+1/2) (90 Active Points); No Knockback (-1/4), Not vs Targets In Or Under Water (-1/4) Real Cost: 30
Notes: Yup, she is looking for ash here as this will burn for 6 phases.
9
0
22) Immunity To Fire: Desolidification , Costs END Only To Activate (+1/4), Invisible Power Effects (Fully Invisible; +1) (90 Active Points); Only To Protect Against Fire/Heat Powers (-1), Cannot Pass Through Solid Objects (-1/2), Takes Knockback (-1/2) Real Cost: 20
8
0
23) Kindle Fire: Killing Attack - Ranged 1 point, Sticky (Only Affects Flammables; +1/4), Costs END Only To Activate (+1/4), Indirect (Any origin, always fired away from attacker; +1/2), Uncontrolled (+1/2), Continuous (+1) (17 Active Points); Limited Range (20") (-1/4) Real Cost: 6
2
0
24) Pyrokinesis: Telekinesis (30 STR) (45 Active Points); Only Works On Fire (-1) Real Cost: 13
4
0
25) Skin of Flame: RKA 2d6, Costs END Only To Activate (+1/4), Damage Shield (+1/2), Continuous (+1) (82 Active Points) Real Cost: 33
7
0
26) Suppress Cold: Suppress 7d6+1, Effects Cold-based Powers (+1/4), Area Of Effect (5" Radius; +1) (83 Active Points) Real Cost: 33
8
0
27) Wall of Flame: Force Wall (7 PD/7 ED; 6" long and 1" tall) (Alterable Size, Varying Dimensions), Costs END Only To Activate (+1/4) (75 Active Points) Real Cost: 30
6
40 Magesight, +3 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting
Notes: This allows her to sense any magic within her range of perception. She is able to ascertain exactly the type and power of the magic as well as it's specific location.
0
31 Heat Shield: Force Field (16 PD/22 ED), Costs END Only To Activate (+1/4); Gestures (-1/4), Incantations (-1/4) 4
18 Wizard's Staff: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2); OAF (-1), Hand-To-Hand Attack (-1/2) plus +2 OCV with Magical Attack Spells and Mastery of the Staff; OAF (-1)
Notes: Her staff, unlike Narel's, is pretty mundane only allowing her to increase her targetting with her magic and by design, allow her to wield it more efficiently in hand-to-hand combat. While it is durable, it can be shattered with sufficient force.
0
12 Strength Of Will: Mental Defense (15 points total) 0
10 Elvish Eyes: Sight Group Flash Defense (10 points) 0
10 Elvish Eyes: Ultraviolet Perception (Sight Group), Discriminatory 0
10 Elvish Immunity: Life Support (Immunity All terrestrial diseases and biowarfare agents) 0
5 Elvish Immortality: Life Support (Longevity Immortal) 0
5 Elvish Physiology: Power Defense (5 points) 0
5 Thermal Vision: Infrared Perception (Sight Group) 0
252 Total Powers Cost
EQUIPMENT
Equipment END
The Wild Hunt Comm Unit: Mind Link , Anyone With A Comm Unit, Any distance, No LOS Needed, Number of Minds (x32); Only With Others Who Have Mind Link (-1), Affected As Radio And Hearing Group, Not Mental Group (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4) plus Contact: Spock (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 18- plus Teleportation: Floating Fixed Location (1 Locations); IIF (-1/4)
Notes: This All-in-One unit provides communications between team mambers, provides access to Spock, and provides Location beacon for Teleporter use. It has been 'paid' for by the Wild Hunt Base.
0
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Mastery of The Staff
4
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5
2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4
3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll
4
4) Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5
5) Jab: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
3
6) Low Sweep: 1/2 Phase, +2 OCV, -1 DCV, Weapon +1 DC Strike, Target Falls
4
7) Rapid Stroke: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike
4
8) Shove: 1/2 Phase, +0 OCV, +0 DCV, 35 STR to Shove
5
9) Smash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
5
10) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 30 STR to take weapon away
3
11) Trip: 1/2 Phase, +1 OCV, +1 DCV, Weapon Strike; Target Falls
4
12) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 30 STR
0
13) Weapon Element: Staff
50 Total Martial Arts Cost

Character Name: Fire Witch
Alternate Identities: Laura Wayne
Player Name: DNPC
APPEARANCE
Hair Color: Deep Red
Eye Color: Blue Green
Height: 5' 6"
Weight: 120 lbs
Description:
Laura is a stunningly beautiful redhead standing about 5" 6" and weighting 120 pounds.
BACKGROUND
Fire Witch was born in the inter-dimensional city of Cinnabar and, like her brother Ghost Archer, is the half elven, daughter of Rilia, an Elven sorceress and Joram, a human Horse Lord warrior. She came to the current world when she was but four years old to escape the murderous intent of her oldest brother. Taken into the home of William and Harriet Wayne, she and her brother found a loving home and the two were assimilated into a society far different from the one into which they were born. Already with some magical training under her belt, she was encouraged to continue practicing by Archer but after two attempts to burn down the house, her new parents put a stop to it. It was about this time that Archer began his camping trips into the mountains of Northern California. At first he had trouble convincing the Waynes to allow him to take Laura along to allow her to practice her magic but the second fire in two weeks changed their minds. Several years of peaceful, uneventful training followed but at last Fire Witch reached her untutored potential.
The murder of her parents and her own serious injuries ended her childhood at only fourteen. With her brother appointed her legal guardian the two moved to Los Angeles in search of a teacher of Laura and college for Archer. After high school, Laura entered UCLA and majored in Journalism, graduating at the top of her class. Her training and inquisitive mind has made her the premier investigative reporter for the Bay Area's largest newspaper. She is highly respected by her peers and has even turned down several high profile jobs on the East Coast to remain in the City and with her brother. Ghost Archer has never kept secrets from his sister and though she is a member of the Wild Hunt, she spends most of her time practicing her magic and doing the job she loves, reporting. Much of her work has led to arrests or Wild hunt involvement.
With the arrival of Narel from their biological parents' home dimention, Laura at last had a mentor. With her quick mind and innate magical abilities, Laura rapidly matched Narel's power level in fire magic. He has tried to expand her magical affinity for other elements but it appears her mother's absolute mastery of fire has limited her to the one element.
POWERS/TACTICS
Fire Witch has been under the tutalage of Narel for some years and has progressed remarkably, giving her a far wider variety of spells but she is limited to fire-based spells. Physically she has been blessed with her mother's Noldor heritage and is considerable stronger and faster than a normal, even superbly trained, human. St her brother's insistence she has been working with him most of her life, developing her Mastery of the Staff form of martial arts.
PERSONALITY/MOTIVATION
Laura has a fiery personality, much as one would expect from a Fire Witch. She has a sharp, concise mind and a nose for trouble. Her curiosity seems to be matched only by her complete confidence in her own powers. Always she will take up the cause of the poor and down-trodden.
CAMPAIGN USE
DESIGN NOTES
Created: Sat, 14 Mar 2026 11:02:09

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