Space Dragon
While intangible: immune to physical attacks; Toughness 6 against energy. Equipment and other Device powers inactive.
Hindrances
- Arrogant (Major): Ancient and brilliant, she dismisses younger beings and seeks to prove her superiority against the greatest opposition.
- Dependency (Major): She needs one hour of unshielded cosmic-ray exposure in each 24 hours. Without it, she takes one level of Fatigue per day until Incapacitated; an hour of proper exposure restores the Dependency Fatigue.
Edges
Power sets
37 PP per set · 8 PP for additional sets · Power Limit 22 (12 for Armor + Toughness)
Only one set is active. Switch with a Focus roll as an action. With the Transformation Hindrance, roll only once for the transformation and switch. On a critical failure, the chosen set is unavailable for the rest of the encounter (SPC p. 47).
Agility d8 · Smarts d12 · Spirit d10 · Strength d6 · Vigor d8
37 / 37 PP in this set. These stats apply while this set is active. The main traits and defences follow this preview.
Available in every set
- Super Attribute (Smarts)(2 PP)Range: Self•Duration: Permanent+1 die step.Trapping: An ancient alien intellect.
- Super Attribute (Agility)(2 PP)Range: Self•Duration: Permanent+1 die step.Trapping: Celestoid reflexes.
- Spacer(2 PP)Range: Self•Duration: PermanentSurvive in space and underwater; ignore zero-G penalties. No environmental resistance or combat immunity.Trapping: Cosmic adaptation.
Sorcerer / black dust
- Super Skill (Focus)Level 6(6 PP)Range: Self•Duration: Permanent+6 die steps.Trapping: Ancient Celestoid discipline.
- ArmorLevel 2(1 PP)Range: Self•Duration: Permanent+4 Armor.Trapping: Nano-engineered cape.Modifiers: Device
- Super Sorcery(4 PP)Range: Special•Duration: SpecialSpend a Benny to stunt any power within the campaign Power Limit. Active powers last two rounds; passive powers five. Use the stunted power’s activation and modifiers. Requires Occult d10.Trapping: Ancient Celestoid rituals and temporary spells.
- Intangibility(4 PP)Range: Self•Duration: Sustained•Activation: Focus d12+4Pass through barriers. Physical attacks cannot affect you or be made while intangible. Energy Power Types, including Mental and Magic, work in both directions. Carried items stop working; carried beings drop. Become intangible as an action, tangible as a free action. Powers Down on loss of concentration. At contact: oppose Focus with Athletics or Vigor; inflict one Wound, two on a raise. Critical Failure wounds you instead.Trapping: A visible cloud of black dust.Modifiers: Requires Activation: Focus roll as an action; Powers Down on loss of concentration
- Flight(2 PP)Range: Self•Duration: PermanentFly at Pace 6 (4 MPH). In confined spaces, being Shaken, Stunned or Wounded requires Athletics at -2 to avoid a collision.Trapping: Drifting black dust.
- Mind Control(7 PP)Range: 12"/24 yd•Duration: Sustained•Activation: Focus d12+4Focus success on a visible target: Spirit resists (-2 on a raise). Control one mind; commands must be received (silent orders need Telepathy). Harm to the subject/loved ones or violation of core ethics/duties: Smarts at -2 (-4 on the initial Focus raise); success refuses the order, a raise breaks free. Powers Down on loss of concentration.
More rules
Any resistance raise gives +2 future resistance this encounter.
Failed Focus: -2 on further attempts on that mind this encounter; Critical Failure bars them.
Trapping: Silent Mental domination through Telepathy.Modifiers: Strong - Teleport(5 PP)Range: 12"/24 yd•Duration: Instant•Activation: Focus d12+4An action. Visible destination: no roll; previously seen: Focus; unseen: -4. Failure: Shaken; Critical Failure: Stunned. Touch willing passengers: Focus at -1 each; they share failures. No solid spaces. Traverse: -2 up to 1,000 miles, -4 across the planet; unseen adds -4. Failed Traverse prevents Teleport for the encounter.Trapping: Folding space to rescue her team.Modifiers: Traverse
- Telepathy(2 PP)Range: 24"/48 yd•Duration: PermanentCommunicate silently with chosen intelligent minds in range.Trapping: The mental command channel for Mind Control in black-dust form.
Gear
- Nano-engineered cape (the purchased Armor power device)
- Fancy outfit
- Molecular Knife Str+d4+2 · AP 2Cannot be thrown; Carried, not equipped
Advances
- Attribute: Spirit d8 -> d10
- New Edge: Elan
- New Edge: Quick
- Attribute: Smarts d10 -> d12
- New Skill: Research d4
- Skill: Research d4 -> d6 & Fighting d6 -> d8
- Skill: Notice d4 -> d6 & Persuasion d4 -> d6
- Attribute: Vigor d6 -> d8

