Occupation: Inventor -------------------- (-1 per level) Property: Tests And Analyses - Between sessions, you may examine and analyze any substance that you possess, determining (to a degree determined by your level of Tests And Analyses) its origin, properties, and potential uses. May not be purchased above level 3. (-1) Attack: No One Understands My Genius... *sob* (Soul) – Your target can’t bring him/herself to harm you because you are so upset. He/she must do everything reasonable in his/her power to make you feel better. (-1) Ability: Material Refinement [body] (No Challenge) – Through various arcane techniques, you may activate this Ability to process, refine, and extract a raw material into something truly usable for your work. Roses into rose water, for instance, or iron into steel. (-1 per use) One Use: Bizarre Experiments [one use] (No Challenge) - Alter a willing or incapacitated subject in any desired manner. Generally requires some time, even days or weeks, and also the acquisition of various exotic materials; thus, planning ahead is a good idea. (-1) Recovery: They Said I Was Mad! – Whenever someone remarks on how mad, erratic, or unstable you seem to be, Recover a point of Mind or Soul, your choice. Once per person per session. (-1 per level) Influence: Inventions (-2) Modifier: Inventions -> Gadgets And Gizmos - Once per between-session period, you may expend one or more points of Influence: Inventions to attempt to gain access to a new Attack or Ability at normal cost based on devices that you have created. The more points spent, the more potent the resulting Attack/Ability is likely to be, and the more reasonable its CP cost. (1* per level) Flaw: Insanity - After determining your Motivations for a session, you must bring them to the GMs, who will make certain alterations whose severity and weirdness is determined by your level of Insanity. May not be purchased beyond level 3. --- -1 CP or 1* to continue past this point --- (0, -1, -2, ...) Property: Subcutaneous Wire Mesh - You are at a bonus equal to your level of Subcutaneous Wire Mesh to your total as a main participant in Body combat in Charged Locations. This bonus may not exceed the amount of Charge in the Location. (-2) Attack: Flow Induction (Mind) - Using electromagnetic forces, you are able to manipulate the brain-waves of the weak-willed! Give the target a temporary Motivation of your choice that lasts for the remainder of the session. He/she need not follow this Motivation if it conflicts with any of his/her actual Motivations, and furthermore, he/she may expend a point of Mind whenever he/she wishes to deviate from it in a specific instance. (-1) Ability: Energy Infusion [soul] (No Challenge) – Repair a broken or malfunctioning device. This may also be used on a willing (damaged) character who has the “Device” Trait, although results are somewhat unpredictable. (-1 per use) One Use: Magnetic Field Alignment (Mind vs. Integrity Challenge Required) - Only other Inventors may assist you in this challenge. If successful, target Location gains the following Property: "Charged - The initiator of an Ability challenge deriving from a device is at +[your base Mind] to his/her total in this Location." This Property will gradually dissipate at a rate of -1 per session. Multiple uses are not cumulative, although this Ability may be used to replenish a Charged Location to full. (-1) Recovery: Copper-Laced Clothing - You may use the Recoveries of Charged Locations once per hour instead of once per session. (-1 per use) Influence: Forces And Energies (-2) Modifier: Forces And Energies -> Wielder Of Unimaginable Forces - You may expend one or more points of Influence: Forces And Energies in Body combat to add +2 to your side's total per point spent, even when assisting someone else. (1* per level) Flaw: Sensitivity To Aethereal Vibrations - Due to the delicate energies and forces involved in your work, it is very sensitive to shifts and surges in aethereal energy. Accordingly, each session, you will be given a number between 0 and your level of Sensitivity To Aethereal Vibrations. You are at a penalty in all challenges (except those taking place in Charged Locations) equal to this number when you are a main participant. --- -2 CP or 2* to continue past this point --- (-1) Property: Wild Intuition - You may expend points of Soul to add to your total in Mind challenges, including combat. (-1) Attack: FOOLS! (Mind) – Your target, as well as everyone else present without the “Dark” Trait, is so intimidated by the sheer dramatic power of your madness that he/she, along with everyone who aided him/her in this combat, must flee the Location and not return for at least five minutes! (-2) Ability: Brilliant! [mind] (No Challenge) - When you've witnessed someone doing something particularly brilliant, unusual, and inspiring, you may activate this Ability to allow him/her to Recover all attribute points expended to accomplish it. Once per person per session. (-1 per use) One Use: A Stroke Of Genius (No Challenge) - A wildly improbable crackpot scientific theory of yours becomes true, if perhaps only as it applies to you and your work. For instance, you could realize that gravity is really just the inverse of air pressure, and then create flying machines by using giant fans to blow air away from them and filling their tanks with some rare metal known for its density (and thus the lack of air contained within it). (-1) Recovery: Truer Words Have Never Been Spoken – When someone praises you highly, recover a point of Soul. Once per person per session. (-1 per use) Influence: Creativity (-1) Modifier: Creativity -> Inspiration Strikes - When not involved in a challenge, you may expend a point of Influence: Creativity to Recover two points of Mind and/or Soul in any combination. (2*) Flaw: Megalomania – You fly into an egotistical rant at the drop of a hat. If anyone ever says anything that implies that you’re not the most brilliant person who ever lived, you must try to convince him/her otherwise, and may not recover Soul for the remainder of the session until you have done so.