Showing posts with label conversions. Show all posts
Showing posts with label conversions. Show all posts

Thursday, May 6, 2010

Willow & Tara: Mutants & Masterminds

Willow and Tara: M&M Conversions

A while back my semi-regular Willow and Tara game was coming to an end.  I had just finished the second season, "Season of the Witch" and wanted to work on a third season.  But for this season I wanted to do something different. I wanted to change to a new system.  Nothing against Cinematic Unisystem, I love it in fact.  But I had been eating and breathing it for years. I also tried out BESM and liked a lot of it and experimented a bit with Fudge, Fate and True 20 (more on all of those in later posts).

I had been toying around with the idea of them teaching at a school for “gifted youngsters” for some time before all of this. I honestly thought though I’d do it in BESM. But since by 2006 the girls were already living in or near Boston (for many reasons that seemed to converge at once) the idea firmed up when I saw that MDSnowman (from the Atomic Thinktank) had put his version of Freedom City in Massachusetts (his is much farther south).

I had just done a conversion of Erzsébet Báthory and had a great idea.  What if Bathory had taken over Claremont and Duncan Summers went to Willow and Tara for help.  My "mini series" "A Mid-Semester's Nightmare" was born.  I kept the school fairly non-descript in-case I later converted back to another system. But M&M just seemed to work very well.

So it was settled, Willow and Tara are teaching or working at Claremont Academy. It’s possible I could still work in my BESM and other ideas with this, but this was my start.  As things progressed though, we switched systems from M&M, to Marvel super Heroes, had a brief flirt with BASH and even Witch Girls Adventures.  None though ever really worked out they way I liked.  You have seen the WGA versions, I might post the others as well.

So here are my witches in their Mutants and Masterminds guises for the short lived mini-series.  These versions of the girls are post "The Dragon and the Phoenix".  So it is many years later and Tara is alive and her and Willow are well and living together.



Willow Rosenberg “The Witch”
Quote: “Wow. And here I thought my high school was weird.”

PL: 11 (165 pp)

Abilities: STR: 9(-1) DEX: 11(0) CON: 11(0) INT: 18(+4) WIS: 16(+3) CHA: 17(+3)

Skills: Acrobatics 8 (+8) , Bluff 4 (+7), Climb 4 (+3), Computers 15 (+19), Concentration 10 (+13), Craft(Chemical) 9 (+13), Craft(Electrical) 6 (+10), Craft(Mechanical) 2 (+6), Diplomacy 1 (+4), Disable Device 4 (+4), Disguise 0 (+3), Drive 2 (+2), Escape Artist 2 (+2), Gather Information 9 (+9), Handle Animal 1 (+4), Intimidate 4 (+7), Investigate 7 (+11), Knowledge (Arcana/Magic) 15 (+19), Knowledge (Chemistry) 8 (+14), Knowledge (Math) 8 (+14), Knowledge (Physical Sciences) 8 (+14), Language (English, French, Greek, Hebrew, Latin) (4), Medicine 4 (+7), Notice 7 (+10), Perform (Ritual) 7 (+10), Pilot 0 (0), Profession (Computer Analyst) 2 (+5), Ride 0 (0), Search 0 (+4), Sense Motive 0 (+3), Sleight of Hand 0 (0), Stealth 0 (0), Survival 0 (3), Swim 0 (-1)
Saves: Toughness +11 Fortitude +5 Reflex +5 Will +6

Feats: Attractive, Ambidexterity, Ritualist

Powers: Magic 16 (Telekinesis 16, Telepathy 11, Astral Projection (dimensional only) 11, Lightning bolt 11, Force Field 32, Magical Sight 32)

Combat: Attack +9 (Meele +9, Ranged +9) Defense +19 (+13 Flat-footed) Init +0

Drawbacks: Minority (Lesbian Jewish Wicca)

Real Name: Willow D. Rosenberg
DOB: August 1, 1981 (Age 23 in Summer 2005 when game takes place)
Identity: Public, but unknown as a witch
Occupation: Part time computer instructor at Claremont Academy; Private Computer Security Systems Analyst.

Height 5’3”, Weight 110lbs, Eyes Green, Hair Red


Tara A. Maclay “The Sorceress”
Quote: “I am not teaching Defense Against the Dark Arts. I know they don’t have it, I am just saying.”

PL: 11 (165 pp)

Abilities: STR: 12(+1) DEX: 9(-1) CON: 12(+1) INT: 16(+3) WIS: 18(+4) CHA: 16(+3)

Skills: Acrobatics 4 (+3), Bluff 4 (+7), Climb 2 (+3), Computers 4 (+7), Concentration 6 (+10), Craft (Alchemical) 4 (+7), Diplomacy 6 (+9), Disable Device 0 (+3), Disguise 0 (+3), Drive 3 (+2), Escape Artist 1 (0), Gather Information 4 (+7), Handle Animal 4 (+7), Intimidate 4 (+7), Investigate 2 (+5), Knowledge (Arcana) 15 (+18) , Knowledge (Theology/Philosophy) 8 (+11), Knowledge (Art) 4 (+7), Language (Greek, Japanese, Latin, Spanish), Medicine 4 (+8) , Notice 6 (+10), Perform (Rituals) 4 (7), Perform (Painting) 4 (7), Perform (Song and Dance) 4 (7), Pilot 0 (-1), Profession (HS Teacher) 5 (+9), Ride (Horses) 6 (+5), Search 6 (+9), Sense Motive 6 (+10), Sleight of Hand 2 (1), Stealth 4 (3), Survival 6 (+10), Swim 0 (+1)
Saves: Toughness +11 Fortitude +5 Reflex +5 Will +6

Feats: Attractive, Fearsome Presence (to Demons and Vampires only), Ritualist

Powers: Magic 14 (Telekinesis 14, Magical Sight 14, Astral Projection 2), Healing 5 (by touch).

Combat: Attack +9 (Meele +8, Ranged +10) Defense +18 (+12 Flat-footed) Init -1

Drawbacks: Minority (Lesbian Wicca)

Real Name: Tara A. Maclay
DOB: 11/07/1980 (24 in Summer 2005 when game takes place)
Identity: Public, but unknown as a witch
Occupation: Youth Counselor and Art instructor at Claremont Academy

Height 5’5”, Weight 125lbs, Eyes Blue, Hair Blond



Notes:
As usual, I am going with “The Dragon and the Phoenix” versions of these characters.
Briefly: Tara is back, Season 7 never happened, they defeated Leviathan. This would be the start of my Series 3 with Willow and Tara.

Neither are strong physical fighters, here or in Unisystem, so that converts well enough.

No dynamic Powers. I opted, for a couple of reasons, not to give Willow and Tara dynamic magic powers. Partially because they start this series as semi-retired but mostly I have something in mind for them later and dynamic magic plays a role in that.
Tara has healing separate from her Magic array same as her Unisystem counterpart. This plus her fearful presence to vampires and demons are the remains of her divine power as a Keribum (Kerubim). Tara also Magical Sight to cover her Empath and Sight qualities from Unisystem, but to better emulate it I might pull it out of her Magic array.

To mimic the Cinematic Unisystem magic better you can add Fade to the magical effects.

Casting together. 

In my games Willow and Tara can cast together to produce phenomenal effects via Anamchara Quality. In M&M this would be a special power or a special feat. In either case the results would be the same, Willow and Tara add their Magic levels together when casting together.


Links
My version at the Atomic Think Tank, http://www.atomicthinktank.com/viewtopic.php?t=14876
Also have a look at Narsil's builds for Willow and Tara on the Atomic Think Tank.


Friday, April 30, 2010

Willow & Tara: WitchCraft RPG

I thought it would be nice on the Eve of Beltane to discuss my two favorite witches in my favorite witch rpg.

Back in the Spring/Summer of 2001 I started up a new game.  I had just purchased the WitchCraft RPG core about 16 months prior and I was looking for something new.  That something came to me in the guise of Willow and Tara.  I had been watching Buffy for a bit and I really enjoyed the character of Willow.  When she got together with fellow witch Tara I thought they were perfect.  I had become very involved in the online Willow/Tara fandom so I created a game, focusing on just them.


The game would focus on just these two, no one else from the show (which I would soon become an ex-fan of, but that is a different story).  Plus it gave me something to try out in a modern setting, something I have not done since my days with Chill.

The trickiest part of developing game stats of any fictional character that belongs to someone else is knowing how to strike a balance between the game's rules and the fictional pottrayal. A lot of "artisitc" license needs to be used in order to get a good fit. For example, how do you determine what some one's strength is when there is little to no on screen evidence? What spells would the girls have?

In the end I decided to play it a little loose, but I love where these stats ended up.  In many ways this is who Willow and Tara are to me, not the characters on TV or comics, but the ones that were my characters since that day back in May 2001 that I decided they needed their own chance to shine.

After this I went on to work on the Buffy the Vampire Slayer RPG.  It should be no suprise then that the Willow and Tara stats that appear there are not that much different than my own.  I can be quite vocal in play tests.

Of course the show took a turn into suck, but game remained.  It was converted over to the Buffy system, and then eventually the Ghosts of Albion system.  Willow and Tara are as much a part of Ghosts of Albion as William and Tamara.
This work also allowed me to meet, work with and remain friends with Christopher Golden and Amber Benson.

No too bad for a little game focusing on two girls that happen to be witches and in love with each other.

Since that time I have also tried to convert the girls to a number of systems, each in hope to see how they manifest and how well does that system do to match my style of modern supernatural horror role-playing.  I will detail all that in future posts. Each one advances the girls through the various campaigns / seasons they have gone through.  "The Dragon and the Phoenix", where Tara is returned to life and a central figure in the season long arc in an alternate Season 7.  "Season of the Witch", where Willow, Tara and Tara's father must solve a 25 year old mystery that effects everyone's future and "Generation HEX" where the next generation is raised after the Earth-changing events of SotW.

Until then here are the WitchCraft versions.  These represent the girls while they are still on the show.

Willow Rosenberg
Wicce Seeker of Knowledge/Student
Gifted

Age: 20 (circa 2000/2001), Ht: 5'3", Hair: Red, Eyes: Green

Attributes: Str 1 Dex 2 Con 2 Int 5 Per 2 Wil 3
Life Points 28
Endurance 23
Speed 8
Essence 20

Channeling Level: 8

Qualities & Drawbacks: Gifted (+5), Essence Channeling (+4), Addiction, Magic (-2), Attractiveness (+1), Covetous (-1, Ambitious), Emotional Dependency (-1), Fear of Rejection (-1), Hard to Kill (+1), Honorable (-1), Minority, Lesbian (-1), Minority, Witch (-1)(though it should be noted that Willow does not view herself as a minority in either case.), Resources (-2, Hurting).

Skills: Computers (4), Computer Hacking (4), Computer Programming (3), Electronics (1), Engineering, Robotics (2), Humanities, Psychology (1), Magic Theory (1), Instruction (1), Medicine, General (1), Occult Knowledge (2), Research (3), Rituals, Wicce (2), Trance (1).

Powers: Flame (3), Farsee (2), Search Person (2)* (4 if that person is Tara), Physical Shield (2), Create Ward (3), Soulfire Blast (3), Float (2), Sending (2), Mindtalk, Strength and Art (3), Mindhands, Strength and Art (2), Mindfire strength (3), art (1), Visual Illusion (2).

Possessions: Laptop, books on magic, spell components, Doll's Eye Crystal focus (adds 1 to Channeling).


Tara Maclay
Wicce Student Gifted
Age: 20 (circa 2000/2001), Ht: 5'5", Hair: Blonde, Eyes: Blue


Attributes: Str 2 Dex 2 Con 2 Int 3 Per 3 Wil 4
Life Points 28
Endurance 23
Speed 8
Essence 40


Channeling Level: 4

Qualities & Drawbacks: Gifted (+5), Essence Channeling (+2), Increased Essence Pool (+5), Artistic Talent (3), Cowardly (-1)*, Emotional Dependency (-2), Fear of Rejection (-2), Hard to Kill (+1), Honorable (-2), Minority, Lesbian (-1), Minority, Witch (-1)(though it should be noted that Tara does not view herself as a minority in either case.), Resources (-2, Hurting).

Skills:Cooking (2), Craft, Candle Making (2), Craft, Simple Crafts (2), Humanities, Art History (2), Humanities, Psychology (1), Magic Bolt (3), Magic Theory (3), Myth and Legend, Folk Magic (1), Occult Knowledge (2), Research (3), Rituals, Wicce (2), Singing (2), Survival, Urban (2), Trance (2), Dancing (2)

Powers: Influence Emtional State (1), Blessing of Protection (2), One with the Land (2), Flame (2), Search Person (2)* (4 if that person is Willow), Percieve True Nature (2), Visual Illusion (4), Create Ward (3), Float (2), Sending (1).

Possessions: Books on magic, spell compontents, crystal ball.

*I do want to point out that I don't consider Tara a coward here, it is just she knows she has strengths and picking up an axe and swinging it at a demon is not one of them. (that comes later).

I started each character out with the number of points aloted to starting Gifted characters. Then to figure out how they advanced through Episode 100, The Gift, I gave them 1 point per episode. I thought that it would be a good average to use. I also gave Tara the benefit of the doubt of having more points. She did come in to play until episode 66, Hush, but we know that she has been a witch longer than Willow and may have had some formal training from her mother or grandmother. Plus Tara has been living on her own for much of her adult life.

I used this same logic in playtests and in determining other characters for other Unisystem games.

Everything has a start and mine was right here.

This was the genesis of nearly 10 years of gaming, playtesting and frankly a lot of text generated by myself. In a very real sense my freelancing career began with these two.  My game writing began with other witches, but these two helped me to get published.

Thursday, April 29, 2010

Liches in Classic Unisystem

“I want to tell you a story.”

That was how she began our conversation so many years ago. I was annoyed, I wasn’t looking for a story, I was looking for answers. For years I had been searching obscure occult tomes for a shred of proof that there was something else out there; something no longer human and unbelievably ancient.

“Do you know of Immortals?” she asked, knowing full well I did. I would not have spent 10 years and travelled to length and breadth of the Earth if I had not heard of something. I would not now be sitting here in this small cottage in France if I had not actually seen some proof.

She was old, that was certain, but how old I could not begin to fathom. I had learned of her just few months ago. I attempted many times to contact her, but she had no phone, let alone email, and her address was not even known by the local post. So I travelled here and searched this pastoral countryside till I found her. She would not receive me and sent me away many times. Finally, after weeks, she allowed me a visit. My French was halting, but I was surprised (though I don’t know why) to discover she spoke English. She invited me to her home. Again I was surprised, no, I was dumfounded. In her possession were occult tomes and texts that many scholars search a life-time for only to discover one such artefact and consider themselves successful. Here tomes of unbelievable worth and antiquity were lying about as if they were a copy of the morning news or some tacky romance novel. There was a nervousness in the air, like I walked into a surreal alien world. Everything looked normal; normal that is, if this were a hundred years ago. Several clues were apparent to me then, but in my haste to learn what she knew I ignored them, or simply did not recognize them for what they were.

“Essence” she continued “is not just the key to life, but life itself. Do you agree?” I nodded affirmative. My throat was dry from my journey here and she had not offered me a drink. Unheading, or just uncaring for my discomfort she carried on. “Then is it any surprise that there are those whose lives are unnaturally long due to essence?” Again I indicated I agreed. I began to re-evaluate how old she really was.

“Essence then extends life.” She said and as a means of illustrating she drew out a long thread. She was treating me as if I were a child, but yet something held my tongue back. “It can lengthen life, but at cost. Most agree, the Wicce in particular, that the cost is too high. Others begin to feel that inventible pull towards Geburah, a wariness of the soul that no mortal sleep can cure, they slip away quietly, hardly a whisper.” She paused.

“There are others. Very, very few. Who never hear the call, never feel the wariness of the soul and they continue.” She turned and handed me an old tome, our fingertips briefly brushed and I felt a cold so profound, so aching, that I feared I would never be warm again.

“You may have this. But I doubt you will like what you read.”

I practically ran back to the hotel room. I was drained, exhausted beyond anything I could remember. I wanted to read that book, but when I got back I fell to bed.

I read that horrible tome, the ancient German difficult, but I struggled on. After a couple hundred or so pages sleep conquered me.

I awoke two days later to the hotel manager banging on my door, swearing at me in French. The book was gone. I went back to that small home but found nothing and no sign of life. As quickly as I could I began copy what I could remember from memory. Some images were blurry, on the edge of consciousness, others had burned themselves so deeply into my psyche that I doubt I will ever be the same.

Along with the nightmares I had been given the answers I sought.

I had spoken to a lich.

Lich
15-point Supernatural Quality

Prerequisites: The Gift, Intelligence or Will of 6 or greater, construction of a phylactery and potion. Must be a living human (no bast, vampyres, ghost, etc.)

There are those that are born immortal or gain unnaturally long lives due to Essence. There are those that covet this, or fear death so much that they seek out fell arcane means to extend their lives. These rare creatures are known as Liches.

Lich comes from the old middle English word Lyche, which means corpse. Indeed the lich is often very corpse like. A mere husk of a human form, the lich is most often a skeleton with dried leather like flesh drawn tightly over the bones. Its eyes are gone, replaced by pin points of malevolent red light. Some hair remains, in thin wispy strands and its hands have curved into talons with long yellowed fingernails. Liches can also appear as human, they are still powerful magicians and can alter their appearance.

The path to lichdom is fraught with peril. To begin the prospective lich must have a strong will or intellect to pursue this path. A strong constitution is favorable, but not required. Only Human Gifted may become liches. Other undead cannot transform into a lich; though it should be noted that there has been a rumor of vampyric liches. There is also some debate on whether other supernatural creatures, such as Bast or Ferals, or immortals can become liches.

The first step is to locate a book or tome with the knowledge. This book includes the rituals and incantations needed, the ingredients of the potion and directions for making the phylactery or soul object to house the lich’s soul. One such tome is known to exist, Das Buch des Leiche. Written in the early 14th century in a crude form of old High German, it is difficult to read and understand. A more common translation, The Book of Liches, is full of errors and will more likely kill the user outright. There are other tomes certainly, but they are only rumored to contain the necessary ritual, potions or materials. Once the proper tome is discovered most occult scholars agree it contains three important pieces of knowledge; construction and empowerment of the lich’s phylactery, the brewing of the poisonous draught, and the ritual of transformation.

The Phylactery
The Soul Cage or Phylactery is a small box or otherwise hollow object about the size of a fist. All reported cases have been made of lead. Lead is used for it’s dark, energy absorbing color and most likely for its malleability.
The would be lich needs to construct this himself or have one made for this purpose.
The Phylactery requires a Consecration Invocation to create the vessel and restrict it only to that caster. The magician must then atune the phylactery by the use of the Soul Projection Invocation and project his soul into the phylactery. This ritual is a perversion of Atlantean Arcana for empowering and energy crystal.
The would be lich must pour all of his Essence (except for 1-5 points) into the Phylactery. He must then regain all of this lost Essence normally before proceeding.

The Potion
On the lunar month before transformation the would be lich needs to brew the poison that will actually kill him. The poison consists of arsenic, belladonna, the venom of a poisonous snake or spider, the blood of a vampyre and the blood of a human whose life has been extended due to essence, or a true immortal or manifested demonic creature. Rendered down in this vile alchemical concoction are the silks of 13 Death’s Head moths (sp. Acherontia styx styx; Acherontia atropos styx). The potion then must ferment for 27 days in an air-tight container and never be exposed to light. Even the light of a single candle will be enough to render it useless. It is still quite toxic, just not suitable for use in the ritual.

The Ritual
The ritual of transformation is what binds the would be lich’s body to this world and his soul to the Phylactery hereafter.
The ritual though is largely unknown. One must discover it in one of the few books known to contain the proper ritual, and not one one of the many books that contain the false ritual. There are many faulty copies and some outright forgeries.
An Occultism check with 10 Success Levels is enough to determine if the ritual is legitimate, but not enough to determine why it might be wrong.
The ritual itself requires at least level 5 in one of the Necromancies listed in the WitchCraft core, but Death Mastery is the most common.
The ritual takes 24 hours to cast and the would be Lich looses 5 points of Essences permanently. If they are interrupted at any point they must start over anew. This includes brew a new potion and loosing another 5 points of Essence.
At the end of the casting the prospective lich drinks the potion and dies. If everything was performed correctly then they will rise as a Lich in three days. If not then they are dead.

Once the new Lich awakens they have the following:

Immortal, Nerves of steel, Photographic Memmory, Acute Senses (hearing and vision), Chill of the Grave (GoA)* (3), Ghostly Fear (GoA)*, Enhanced Vision Darkvision, Hard to Kill (3)
Intelligence +1, Will +2, Occultism/Occult Knowledge skill +2

Disabled senses (taste and smell), Delusions of Granduer, Obsessions (accumulate more knowledge), Unattractive, Inhuman form, Essence Dependence

*These qualities are found in the Ghosts of Albion Roleplaying Game. They are Cinematic but can be used in a Classic Unisystem game with no issues. They cost the listed Quality Points in either Quality or Metaphysics. Either costs 1 Essence point to use.

Like a Vampyre a Lich cannot replace their own Essence. They must spend an Essence point each day to retain their ability to mimic life and any Metaphysics they perform also deplete their Essense. Unlike Vampyres a Lich can absorb ambient Essence, but no more than 5 points per day. This is often why a Lich can be found in Essence rich areas. As long as they are pursuing more mundane research a Lich can persist unchanged and never requiring Essence for years.

Liches then can be played as sort of intelligent Zombies, taking any Quality or Drawback that a Zombie can including those regarding feeding. Liches normally do not feed on flesh but rare conditions (or badly translated rituals) do happen. Liches may also take appropriate Qualities, Drawbacks and Powers that are open to Vampyres or Ghosts.

Like Ghosts, Liches can “see” emotional states. Due to their gifted background they can also see magic and lines of magical force.

Reducing a Lich to 0 Life Points does not kill it, but it does force it’s life force back into their Phylactery. Reducing the Lich to zero Essence Points forces it back to it’s Phylactery as well, but then it must slowly rebuild their Essence at the rate of 1 per day till they reach their maximum. A lich can then re-enter their body and re-animate it. If their body has been destroyed then they enter any corpse within 100 yards of their Phylactery.

If a Lich is somehow reduced all the way to -10 Life Points then their body must make a Survival Test. Failure results in the body being destroyed.

To destroy a Lich one must reduce it to zero Life or Essence points, find and destroy their Phylactery and destroy the body. For this reason Liches often keep a false Phylactery while their real one is safely hidden and surrounded by corpses and animated dead to guard it.

A Lich may regenerate 1 Life Point per Con score per day. This costs the Lich 1 extra Essence Point.

For Classic Unisystem.  WitchCraft RPG, All Flesh Must Be Eaten, or Armageddon. 

Sunday, July 19, 2009

Witch Girls Adventures: Willow and Tara

It really was only a matter of time before I did this.

Witch Girls Adventures is my new favorite system, and of course Willow & Tara are long time favorites of mine. Instead of presenting them like I normally do, I am going with the girls at about the time they met.






I used the rules right out of the book, with the updates for 18 year-olds. I like how they turned out, not a direct translation from their Unisystem stats (Willow and Tara), but really nice.

So here they are. Willow and Tara for Witch Girls Adventures.


Willow Rosenberg

Witch Outsider

Body: d6
Mind: d8 +1
Senses: d8
Will: d12
Social: d6
Magic: d10

Life Points: 10
Reflex: 9
Resist Magic: 14
Zap Points: 21

Skills (Rank)
Computers d8 +7 (+1 from Brainiac)
Fix-Electronics d8 +5 (+1 from Brainiac)
Fix-Mechanical d8 +4 (+1 from Brainiac)
Mythology d8 + 3 (+1 from Brainiac)
Plucky d8 +2
Science d8 + 7 (+1 from Brainiac)

Casting d10 + 6
Focus d12 + 4
Herbalism d8 +2 (+1 from Brainiac)
Mysticism d8 +5

Talents
Brainiac
Zap Happy

Heritage
Attuned (MTR +1)

Magic
Alteration 2, Conjuration 1, Cybermancy 3, Divination 1, Illusion 2, Mentalism 2, Offense 2, Protection 2
Signature Spell: Move

Equipment
Dolls Eye Crystal (-1 Zap)


Tara Maclay

Witch Insider

Body: d6
Mind: d6
Senses: d8
Will: d10
Social: d6 +1 (Empath)
Magic: d10

Life Points: 12
Reflex: 11
Resist Magic: 15
Zap Points: 20

Skills (Rank)
Acting d6 +2 (+1 from Empath)
Art d6 +3
Basics d6 +2
Computers d6 +1
Hear d8 +2
Mythology d6 + 6
Singing d6 +5 (+1 from Empath)

Casting d10 +5
Cryptozoology d6 +2
Focus d10 +3
Magical Etiquette d6 +4
Mysticism d6 +3
Potions d10 +2

Talents
Goody-Goody (+1 to casting rolls to beneficial spells)
Meek (+1 to mundane skill rolls when unobserved)

Heritage
Empath*

Magic
Alteration 3, Divination 4, Elementalism 2, Healing 1, Mentalism 4, Protection 2
Signature Spell: Levitate

Equipment
Cat – Miss Kitty Fantastico

New Heritage: Empath
Empaths are very much in tune with the ebb and flow of emotions. She is the first to know when a friend is experiencing joy, but also when she is feeling mental anguish. People are naturally drawn to the Empath knowing that she does understand.
Advantages: The Empath gains 1 rank of Divination and her Social is +1.
Disadvantages: So tied in the emotions around her the Empath is at -2 to casting Curses and Offensive spells.

I added Empath since it seemed like a no-brainer to me. Tara's an empath.