Astara Windlock
Female Human Unordered
Unordered Rank: None

Astara is a comely and very pale-skinned, dark-haired girl with ruby-colored lips and hazel eyes. Since childhood, she has been sensitive to the various inter-dimensional currents, which also led to her awakening of psychogenic ability as well. Because of these characteristics, she has tended to stay in her own home alone, using her powers of Parascopic Viewing instead of her own eyes, to enjoy viewing the world. When she does leave her house, due to her reputation, people often avoid her, while a small number of males are actually quite fond of her appearance. She is uninterested in liasons, however, completely wrapped up in her study of the paranormal, as well as the magical, which is her usual reason for leaving her house. Occasionally, people approach her with requests to help them using her Psychogenic abilities, or even to find inter-dimensional portals - for this reason, Astara is sometimes known as Astara of the Inter-Dimensional Portals.

WeaponHarmHarm ClassRadius/
Range
Speed ClassPrecision Bonus
Dagger, Long1-20Penetration1/403/2+10/+0
Knife1-20Penetration1/402+0

ArmorProtectionSpeed LossHealth
Cloth, Full Garment7166

Knack: None.

Quirk: None.

Base Ratings:
Health: 66
Precision: 35
Speed: 14.5
Intellect: 25
AEPs: 58

Abilities:
Enchantment 58
Divination 46.4
Psychogenic 34.8
Panprobability 26.4
Weapons 10

Disaster Avoidance:
Speed x 2: 29
Speed x 3: 43
Speed x 4: 58

Movement:
Walking: 19 feet/ABC
Trotting: 57 feet/ABC
Running: 114 feet/ABC

Equipment:
$25,000 in Coin of the Realm
Knife, Throwing, Pair
Dagger, Long, with Sheath
Backpack, Pouch, Belt, Pair
Pouch, Shoulder, with Sling, all Leather
Armor, Cloth Garment, Full
Shoes
Cloak, Dark, with Hood
Material Tablet with 4 Activations
Material Tablet with 2 Activations

Astara's Enchantment Powers

Phantom Self (Very Minimal)
Time Cost: 1 sec. Power Cost: 2 AEP

This Power creates a seemingly substantial duplicate of the enchanter. This phantom image can sustain harm equal to 20% of the enchanter�fs health before the energy fades and it is gone; furthermore, it has what amounts to -16 armor protection as regards harm inflicted upon it. The phantom self can, as the enchanter wills, do one of three things, variation possible during the time the energy lasts: 1) walk (rather stiffly) away at up to normal speed, 2) stand relatively motionless and gesture or point, or 3) collapse and lay prove without moving. The energy of the enchantment lasts for 10 to 20 ABCs of time. Until it fades, however, the Phantom Self seems real, will appear as a corpse if appropriate.

Shooting Stars (Very Minimal)
Time Cost: 1 sec. Power Cost: 2 AEP

This Power enables the enchanter to direct a cloud of shimmering sparks of energy five-feet in radius in the direction indicated by pointed finger, is within sight of and up to 240 feet distant. There are 10 such energy sparks in the cloud, and each target within the radius indicated will be impacted by one or more of them, with the central target being struck by one-half (five) of these glowing energy missiles. Each bit of energy delivers 1d2 points of harm ignoring any and all forms of armor protection, supernatural forms

Personal Armor 3 (Low Moderate)
Time Cost: 3 sec. Power Cost: 4 AEP

This enchantment endures for 1.5 to 2.5 hours. During this period, the enchanter has low moderate armor protection provided by Extraordinary energy. 6 points of Harm delivered to the subject so protected are negated. The enchantment will absorb up to 90 points of harm thus before it is exhausted. It works only alone, without other like enchantment or other Extraordinary activation, and any similar personal protection enchantment placed upon the subject after this is in place cancels its protection. No buckler, shield, or any Extraordinary item of protection and be used by a subject in conjunction with this Power. Only non-metallic body armor, ordinary or Extraordinary in nature, that is worn will be effective.

Quicktime (Low Moderate)
Time Cost: 3 sec. Power Cost: 4 AEP

This preternatural Power enables the activator, and all associated individuals designated within a four-foot radius of him or her, to either move at three times the normal movement rate or else act twice as fast in attacking, with even normal activation time of Powers being reduced to one half (rounded up) when this energy is active. The Power persists for 2-5 ABCs and can not be extended.

Mirdoleb's Shadow Swarm (Moderate)
Time Cost: 4 sec. Power Cost: 5 AEP

By activation of this perternatural Power an enchanter/necrourge can, if the light conditions are such that strong shadows are present, create a score of small, Shadowy figures that appear out of nearby shadows. The Shadow Swarm creatures are only quasi-real, brought forth by a gate created between the material dimensions and dimensions based on anti-energy. Thus, these small shadow creatures can not be attacked by any means. The Power affects only one subject within sight and not more than 30 feet distance of the activator, lasts for 2 ABCs realtime. The target creature can attempt to avoid the assault of the Shadow Swarm each ABC by checking gainst four times Speed Base Rating.
If the target succeeds in avoiding the swarming shadowlings, it suffers 9-12 points of Harm, disregarding all armor, and will have an attack penalty of 20 for 2 ABCs thereafter because of the effect of the shadows' negative force.
If the target fails to avoid the swarming shadowlings, it suffers 9-12 points of Harm, disregarding all armor, each fo the 2 ABCs of the Power's persistence, can do nothing during that time, and will have a penalty of 20 on all Ability use for two additional ABCs thereafter.

Blue Bolts (Good)
Time Cost: 5 sec. Power Cost: 6 AEP

This is a preternatural Power that causes a hail of energy bolts to streak through an area of 30 feet width and 60 feet length. Upon activation it's nearest edge appears at any distance up to 100 feet removed from the enchanter, as the activator desires and directs. Whatever is in the area of effect will be struck by one or more bolts, each inflicting 1-2 preternatural Harm disregarding normal armor. Very small targets will take 1-3 bolts, small targets 1-6 bolts, man-sized targets 2-8 bolts, large targets 3-12 bolts, and very large targets 4-16 bolts.

Astara's Psychogenic Powers

Nictoscopy

This Extraordinary Power provides the capacity to see in a lightless place as if it were a dark, heavily clouded afternoon. This enables vision clearly to 300 feet distance, less clearly to 3,000 feet. It requires a transition time of three seconds realtime-one ABC-to switch from this visual capacity to normal eyesight and vice versa.
This costs 10 Activation Energy Points (AEPs) to activate, but thereafter use does not require any such eenrgy and will persist for up to 10 hours time.

Parascopic Scrying

This Extraordinary Power gives the capacity to see over great distance and through material barriers that would otherwise preclude such visual capacity. The activation time is four ABCs. This Power enables the activator to see clearly, as if viewing the scene from a 20 foot distance without being barrred by intervening substance, according to the visual capacity of the individual as defined by the otherwise existing conditions. Seeing through a wall might reveal only darkness, if illumination is lacking there and the indivudual would otherwise not be able to see.
Parascopic sense operaties as follows in regards to its range: A well-knwon person, place, or thing sqquares the base range. The base range is 10,000 miles minus 1,000 miles for each of the following: five feet of stone, one foot of wood, one inch of metal other than lead or gold, and/or one-tenth inch of lead or gold. The range is reduced by one magnitude for 10 years of time displacement, each probability displacement in the same dimensional set, and for each successive different set of other-dimensional matrix displacement (elemetnal, para-elemental, astral, ethereal).
This Power costs a base of 10 Activation Energy Points (AEPs) to emply in oder to view for up to one minute realtime what lies beyond the screening distance and/or material. Thereafter, the energy fades, and no further Parascopic Scrying is possible without reactivation.

Self Levitation

This Extraordinary Power gives the capacity to levitate oneself and all gear worn and carried, save if the activator is so bound as to preclude this Power being effective. This is accomplished at will, requires a one-ABC activation period, and involves a levitation rate of triple the normal rate-nine feet per ABC realtime. If concentration is broken, the levitated subject is instantly affected by gravity.
The cost is one Activation Energy Point (AEP) per ABC of levitating, rising, or "floating."

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