Age: 16, Occupation: None
Lila is known as "that" girl around town. People cross over to the other side of the street when she walks by. They whisper about her in the hallways at school. On the bus, she sits in the back, always with an empty seat beside of her.
Strange things are known to happen around her. Billy Wallberden fell off of the train tressel after he made fun of her at lunch, one day. Then, there was that strange fire which burn Mr. Gardener's legs in Chemistry class. Most people were glad to see Mr. Gardener go, though. They always said he was a bit too familiar with the girls at school.
Mostly, Lila keeps to herself, but she is strongly attached to her mother - Mary Ann Burkett. If it wasn't for her mother, Lila would have been most likely run out of town by now. But most people see Mary Ann as one of the town's elders. Lila is quite aware of her own powers. When she was little, she was deathly afraid of them. However, as she grows older, as her rage against her own isolation and distance from everyone grows, so does her boldness with her psychic abilities.
Lila Burkett, Level 5 Wyrd
STR 8
DEX 10
CON 16
INT 14
WIS 18
CHA 8
Initiative: +2; Defense: 12; Speed 30
SAVES: Fort +3; Ref +0; Will +4
Skills: Bluff +4, Computers +4, Diplomacy +2, Escape Artist +2, Handle Animal +2, Intimidate +4, Knowledge (Current Events) +4, Knowledge (Forbidden Lore) +4, Knowledge (Local) +6, Knowledge (Occult) +6, Perception +8,
Feats: Combat Expertise, Silent Spell, Power Attack
Class Abilities
- Weapon and Armor Proficiency: The wyrd begins with no proficiencies in armor or weapons of any kind.
- Triggered Prophecy: A wyrd may always transform a Lore token (Data, Clue, Gnosis, or Wariness ) into a Foresight token. As with most characters, a wyrd may only have one Lore token at a time.
- Angles of Time 1 (Su): You receives a +2 foresight bonus to initiative checks.
- Angles of Time 2 (Su): You can spend a Foresight token to re-roll any d20 roll you make, even after the GM explains what the results of the roll will be. The results of the second roll are final.
Whenever Lila uses a power, she can tax herself to enhance its effects (see below). Taxing herself means that she take a point of Constitution damage, which must heal naturally over time.
- Telekinesis (Su): Lila can manipulate objects up to 90 feet away. She may tax herself to extend the range to 900 feet for one round. Objects under her influence can move 60 feet per round. At this level of ability, wyrds can manipulate objects or people with the same level of manipulation as a pair of human hands. Thus, she might type on a keyboard or pull the trigger on a gun. Her telekinetic strength is considered 22 for the purposes of determining what she can lift. If Lila attacks with her power, she has to pick up an object to do so, and does 1d8+6 damage. Lila may perform a disarm, sunder, grapple, trip, or bull rush with her power, but it means she has to tax herself.
- Firestarter (Su): Lila can manipulate the latent energies in the air, causing unattended objects to spontaneously combust. Anyone in the same 5-foot space as the ignition takes 2d4 + 9. Victims may make a Reflex save for half damage. Invoking this power is a standard action and may normally be only used once per encounter. Lila may tax herself to invoke it additional times in a single encounter.
Background Abilities
- Willfull: +2 to all Will saves (already factored in).
- Paranoid: +2 to Perception checks, but a -2 to all Sense Motive checks (already factored in).
- Through the Mind of Madness: Haunted characters have had their minds tortured more than most. They only take one-half of all Sanity damage.
- Haunted event - The haunted character may declare that something supernatural happens. What exactly happens is given broad purview, since the nature of a character hauntings vary. What the player is allowed to do is to set-up what is happening in the supernatural event. However, the GM is the one who concludes how the event concluded. For example, the haunted character might declare that all of the furniture in the room starts to rise, but the GM might conclude the even with the furniture attacking everyone in the room - friend or foe alike.