Walpurga Winterwald (alpha name?)
Backstory: A high ranking member of the occult thule organisation since 1915, Walpurga knew a different Hitler. Hitler the occultist and magus, who rose through the ranks of politics with the helps of arcane arts. Sadly, being a good mage does not make you a good strategist, so Hitler instead relied on Walpurga to bring him the lance of Longinus, until the bitter end. After finding that the arc of the covenant was indead just a box in which stone tablets were stored, a sacred relic, but ultimately mundane, and quickly being able to dismiss the christian version of the story of the lance of Longinus a lie, Walpurga soon stumbled upon legends of a so called god-killing-spear that went far beyond anything the bible would dare to write. To be able to reach it, she'd need a certain artifact, entombed in the ice of antarctica, or so certain contacts from "the great emptiness" had told her. Needless to say, the reality rewriting properties of the Nexus serpents let her spend the last few decades as a teddy bear made nof seagrass. Alucards recent...well, fuck-ups led to the end of the nexus serpent, returning Walpurga to her form. Being of sharp mind and resilient, she is now quick on the uptake on what she had missed.
Exp: 460
Stats: 116/116
Hea: 11 (+1) [36]
Man: 17 (+1) [36]
Spe: 15 (+1)
Skl: 15 (+1)
Str: 5 (+5)
Mag: 24 (+1+2)
Def: 14 (+3)
Res: 14 (+3)Perk: Übermensch +1 to all rolls, also +1 to health and mana. It's in the genes guys.
Level-5-Perk: Hidden.
Equipment: Luger-08 +4 to damage
ESP-meter, measures various sources of magic with a satisfying whuuuuuu
Experimentalwaffe A-39: Gottes Hand. Gloves woven with various magical metals and leather from magical creatures, covered in nordic runes +2 to magic rolls
Bombs:
Spring Breeze- Heals all Allies for 1dX HP where X is User's MAG.
Dark Cloud- Creates a cloud of darkness that reduces visibility and increases chance to Dodge by 20%
Light Bringer- Creates a flash of bright light that reduces hit chance by 20% and may inflict Blind (affected has a 10% chance to miss.)
Poppy Jack- Hops about for single turn before detonating, dealing 1d30 AoE damage that ignores armor. Those hit may make a SPD vs SKL check to avoid taking damage.
Clock Work- Creates a 10 HP Clockwork Egg that lasts 2 turns, which it then hatches. If the egg is broken before 2 turns, It summons a 16 stat Clock Work Minion to attack your enemies with. If the egg hatches, it summons a 48 stat Steamwork Minion that explodes upon death dealing 1d20 damage AoE that ignores armor. MAG VS RES check to avoid damage.
Skull Lord- Deals 1dX Wither AoE damage (X is user's MAG) and 20% to inflict Wither (-5 damage for 2 turns.) Standard MAG vs RES to damage.
Siphon Box- Detonates and siphons Mana from all enemies that fail SKL vs SPD. Maxes at 30 MP
Nova totem- Creates a Pulsing fire totem that adds +5 Fire damage to all Allies attacks until destroyed. When Destroyed, unleases a pulse of energy that deals 1d20 Fire damage that ignores armor. MAG vs RES to avoid damage.
Ability: Telekinesis, moving matter with ones mind. Requires initial vision on the object to be moved to get a grip on it, afterwards can be moved even without vision as long as concentration is
maintained. Obviously if you don't see where you are moving it, accuracy becomes more or less guesswork.
Example acts:
Neglieable: Move objects approximately the size and weight of an apple, Telekinetic punches, tripping etc.
Minor: Move objects approximately the size and weight of a human, weaker grapples (speed and skill debuffs, scaling pending), small AoE shockwaves to throw people back (damage like negliable, possibly problems related to being thrown across the room), raising people into the air and dropping them, moving yourself in a flight-like manner for a short time, telekinetic shield (+2 damage reduction, 2 mana on activation, then 1 mana upkeep), telekinetic shotgun (more or less accelerating a handfull of gravel), fine manipulation that requires concentration.
Medium: move objects approximately the size and weight of a motorcycle, immobilisation of targets that rely on moving their limbs across a surface to move (by lifting them off that surface and more or less pinning them there), stronger shockwaves, stronger shield (+3, 4 mana start, then 1 upkeep), compression (for choking, possibly breaking ribs, etc). Same as above on 2 targets.
major: move objects approximately the size and weight of a car, even stronger shockwaves, even stronger shield (+5, 6 start, 2 upkeep), twisting motions (major damage, long lasting debuffs for almost guaranteed dislocated and broken joints, same as above on 2 targets, above above 3 targets. Drawback, take 1d3 damage, nosebleed.
enormous: move objects approximately the size and weight of a bus, yet stronger shockwaves, yet stronger shield (+7, 4 start, 2 upkeep), drawing and quartering (grab someone by the limbs, move them all in different motions. if damage is high enough, GM may decide on the actual result, guaranteed enormous damage (well, if the dice play along) and debuffs from fucked up extremities. Same as above on 2, above above 3, above above 4 targets etc. Large drawback: Immobile until next action.
even bigger: etc etc
if Walpurga has a good idea where something is, but can not see it, spell is raised two categories, if she is not even sure what she is doing, 4 categories