Here is a text version of Red
High Concept: Homeless wizard fighting his way back to sanity
Trouble: I can perceive so much, its unreal.
Do to a mental attack from the past, Red's grasp of reality can be slippery. His refusal to ask for outside help does not help the matter.
Background:
The Strange family was one of the 300 old families that originally settled austin county years ago. Red's father wants John to give up his powers and become normal again, just as he had done. When john is in trouble, his father's people have a habit of showing up with solutions to problems, Too bad the Terms are always so bad.
Aspect: Father's help has strings attached.
Father is old money, always wants to help but only if I do it his way.
Rising Conflict:
Over the years, Red has developed an overactive sense of independence, he has trouble accepting help from all but his closest allies.
Aspect: I can and will do it myself!
As a reaction to his fathers need to control, Red is stubbornly independent.
First Adventure:
When a psychomancer comes to town, Red meets with him head on. But will red succeed when the psychomancer had him as a target all along?
Aspect: We are family
Red considers trusted friends to be more important than family ties, He has developed a small group of friends he can trust, and will do anything for them.
Phase 4
Aspect: Sometimes its so bad, you can smell the crazy.
Might change this one..
Phase 5:
Aspect: Trust me, I'm the good kinda crazy
Invoke example: Red can turn on the charm while acting like an oddball, gathering goodwill because everyone thinks he is a lovable goof.
Compel example: Cops and other persons of authority can be scared by him and often try to push him out from the public eye.
Skills
5) Discipline (lots of skill because he was always good at what he did)
4) Lore (His Lore began to grow after his downfall),Alertness
3) Conviction, Investigation, Contacts
2) Intimidation,Resources (has tons of 'junk' that work fine), Athletics,Raport
1) Presence ,Endurance , Fists, Guns,Deceit
Powers
Evocation
Elements (earth, spirit, fire) Specialization in earth control + 1
Thaumaturgy
Specialization in crafting frequency
The sight
Soulgaze
Wizards constitution
Rote spells:
Buoyancy (Maneuver 4 shifts 3 for effect 1 for duration (whole scene))* This is different from the book, but was told that Fred Hicks says the book example was wrong and maneuvers created by spell act the same as maneuvers created by normal means)
Toss Object (Attack earth 5 vs athletics, picks up a nearby object and tosses it at the target) much like Grasping branches spell example needs nearby object to function.
Gravity overdrive (Earth offensive block, (requires staff) shift 6: 5 for effect, 1 for duration, acts as grapple)
Debris shield (Earth Block, 5 shift for effect)
Magic Items
Evocation Focus Items
Rod +2 power for offensive earth magic
Glove +1 power defensive spirit magic
2 Enchanted Items
Magic top hat: Provides armor 2 2/session (frequency due to Thaumaturgy specialization in frequency)
1 Potion slot:
Power levels with Rod and glove
Offensive Earth Magic Conviction 5 (3+2 from Rod), Discipline 6 (5 + 1 from specialization)
Defensive Spirit Magic Conviction 4 (3+1 from Glove), Discipline 5
All other Off/def magic: Conviction 3, Discipline 5