Some possibles: Sherlock Holmes, Lara Croft, James Bond, Emma Peel, Mina Harker (LXG movie version), the Shadow, Tarzan, Modesty Blaise.
Born after 1760.
None of your characters have ever had any children.
You have 100 points plus ten points of Resources/Talents for free. R/Ts are for things that don't necessarily flow from the Attributes (weapon masters are not normally great pickpockets, and vice versa) and/or talents of extraordinarily (and scenario-useful; World's Greatest Whittler is mere background info) magintude.
Frex: Bond's R/T -- Drive/Pilot 4 (drive or pilot anything, magnificently), Seduction 1 (he's very good but it's not likely to be super useful in this scenario), Contacts 2, Wealth 1 (rich), Technology Use 2 (can use or puzzle out most things, even with advanced and secret gadgets).
- Resources/Talents: 1 pt. = Occasionally Useful, 2 pts. = Useful, 4 pts. = Very Useful.
- Stuff is limited to plus or minus 4 points too.
- Languages: 12 for free, +12 per point.
AVAILABLE POWERS\\
Evelyn found this sadhu who'd developed these really useful techniques....
Power Words from this list at normal cost:
- Magic Negate
- Psychic Defense
- Psychic Disrupt
- Neural Disrupt
- Resume True Form (dispels illusions, can mess with Shapeshifting)
- Defensive Luck
- Process Snuff
- Spark
- Burst of Magic (usable to parry some spells, if your Warfare is up to it)
- Weaken Structure (used on a gun being fired, it usually jams or breaks)
- Burst of Psyche
- Burst of Strength (adds Psyche to Strength)
- Chill (Evelyn uses it on drinks, also distracting)
Shadow Magic
- Hermetic (ceremonial), Voodoo, Wicca, etc. 1, 2 or 4 points, depending on how useful it is. Note that it's all slow, usually involves elaborate rituals or lots of other people or touchy, unreliable spirits. Some effects can be set up ('hung', more or less -- placed in a one-shot item) in advance.
* Basically figure that you have some extra sensitivity to magic and that you are good for 1, 2 or 4 good tricks during the game. Four one-shot spells or expendible gadgets, not four different superpowers. Some sort of reasoning (handwaving, BS) linking effect X to your type of magic would be good.
Partial Shapeshifting If you can come up with a good reason. Roughly 5 points per SS trick. Frex: Mina Harker (LXG version) who really thought she was a vampire for some years after Drac put the bite on her.
Mesmerism Mainly thinking of The Shadow but others might have learned: Half again the cost of your Psyche to use it at range.
Innate Shadow Shifting You can follow Shadow Paths (natural or otherwise) you come across. Free. For +1 point you can find one particular nearby shadow pretty easily and reliably. Clayton/Tarzan would have that for Talking Ape World.
ATTRIBUTES The standard four.
Strength, so far as lifting goes, is matched to some definite numbers.
- Amber Strength: lift 200 lbs one handed, 400 overhead, leg lift 800.
- Add 20 lbs (overhead lift) per point above Amber. Chaos = 200 lbs overhead. (For a benchmark, Corwin would have at least 40 points in Strength, Random 30, in order to leg-lift and lug Flora's two-ton Mercedes SEL 6.3 out of the mud.)
Endurance Benchmarks: Chaos = a marathoner, Amber = can run 2 marathons back-to-back, each + 10 points = add another.
I'll be using
Ranks on this basis:
- +1 Rank is a slight edge, a *hard* fight, easily lost,
- +2 Ranks is still a serious fight, loseable,
- +3 Ranks is an easy fight,
- +4 Ranks -- almost impossible to lose.
As actual bidding is not possible, being First Ranked in something does Not give you more than being the best. Or equal to the best. No 1.5's, just equals. I'll let people know what the top stats are.