Latest Material Index

Continue reading

Latest Material Index

Continue reading

Latest Material Index

. It’s once again time to get the latest material index updated and to transfer the material from the old one to the main index tabs at the top of the page. If you want the very latest material, it may be necessary to either scroll down or consult the “Recent Posts” listing-widget on the lower right. The previous Latest Materials Index can be found HERE and – for those who like to rummage at random – the full post-by-post index can be found occupying a great deal of space in the lower right column.

. Eclipse Classless d20 Character Construction Cribsheet / Sample Character ListCharacter Creation PrimerCompiled Martial Arts.

. Subindexes: RPG DesignTwilight IslesBattletechChampionsd20Legend of the Five RingsShadowrunWhite WolfOther GamesBattling Business WorldStar Wars

. Cumulative General Index. Continue reading

The Citadel, Toronto Base for the Vanguard

When you come right down to it, in these days of smartphones and flash mobs, most comic-book heroes don’t really need bases. The vast majority of them are pretty self-contained and their pre-planning mostly consists of “go to where something is happening as quickly as possible”. Sure, they may get shown training on occasion – but the results are generally far, FAR, less impressive than the results of getting hit with the plot-contrivance-of-the-week.

There are exceptions of course.

  • Heroes with no abilities suitable for travel are, perforce, either local acts or they have a vehicle – which will usually need to be faster and more elaborate than a standard car, motorcycle, or what-have-you – and which they’ll need somewhere to keep. Preferably that will be a place that’s more secure than the average garage to avoid joyriding and accidental discovery.
  • Heroes who rely on gadgetry, use laboratories, store bizarre and dangerous artifacts or mystic tomes, or some such, need a place to keep their stuff. Fortunately, this kind of hero almost always either has exceptional resources or being backed by someone with exceptional resources. Otherwise they’d never be able to get all that stuff in the first place.
  • Heroes who are publicly known may want a place to live that has some special defenses and / or will keep attacks on them from involving the neighbors. Otherwise when a giant monster comes to attack them and steps on Larry the Insurance Salesman’s car they could easily be considered liable – or a nuisance at the very least.

Still, a barn on an old farm will allow for all of that.

Heroes (or, far, FAR, more often villains) running organizations will probably want something bigger than a home office – but not necessarily all that much bigger unless they need room for their arsenals or power-armor facilities or something, and that’s fairly rare. The vast majority of heroes and villains work in small groups at best.

Pretty much nobody at all actually needs an orbital headquarters, or an enormous complex buried beneath the great pyramid, or a private dimension, or a ship the size of a city, or even a towering magical castle hidden in Tibet.

Bases, however, establish their own narrative space; they provide a fantastic-yet-familiar place for heroes to interact, allow the writers to easily bypass all the complications that come with the characters having outside friends and family, make the team a substitute family group (providing extra angst when someone is in trouble), give their enemies a convenient place to attack, and provide a spot to store the various MacGuffins that villains want (somehow, even in settings and/or systems that make it easy, the notion of “get or make your own (whatever it is this week)” never seems to occur to anyone). They’re a place in which one or more heroes will almost always be in residence, thus providing a spot for desperate people to flee to to make frantic appeals to the heroes in person rather than calling 911 or the equivalent.

Bases also define a groups “personal space” – providing a handy place for weird stuff to happen. After all, when the base turns out to be haunted, or to be a target for space aliens, or to be built over a cavern full of mole-people, or to be a mystical nexus, or gets blown up, the characters in a comic (or a game) almost always deal with it – it’s their home! – rather than just shrugging their shoulders and moving to a less bothersome location. Secondarily, no one asks why the characters are always hanging around the base, rather than being out shopping, or scattered all over the map, or out on a date, or anything like that. When the characters live in a base that insulates them from the outside world – and usually has a staff to fix their vehicles, fetch their groceries, and handle the maintenance (if such things are ever mentioned at all) – it’s a lot easier to jump straight to the interesting stuff.

Base facilities – such as laboratories, mystical libraries and relics, sapient computers, and other conveniences – are nice to think about, but they’re only actually interesting in so far as they can cause weird stuff to happen. No one wants to wait through a long, complex, analysis, while the libraries and computers only contain the information that the writer (or game master) wants the characters to have – and which he or she would thus contrive to give them anyway.

In a lot of ways, heroes and villains have bases because that’s convenient for the writer / game master, not because they actually do them a lot of good.

I usually assume that any worthwhile long-term team that wants to have a base in our local Champions games gets 2-5 (depending on their background and how long they’ve been established) points per character of “free” base. It goes along with assuming that they – given their usual hyper-competentness – don’t need to put down some mundane skill with which to make a living, just like the default zero-point level of Wealth is “middle class” – able to afford a vehicle and the occasional major expense. Characters who actually DO put some points into a base get complete (well, within setting limits) control over that those points get used for and get some influence over what else goes in. Characters who just settle for their default contribution can put in requests, but get whatever the game master gives them.

The Vanguard has been Canada’s primary (and often only) hero team for nearly thirty years – and even without any major character-contributions they’ve built up a fairly formidable base. The facility itself is located in the suburbs of Toronto, and is owned and operated by the Royal Canadian Mounted Police – which also provides the Vanguard with police powers The base itself is a modest residential/office/facility complex, with three above ground floors, two underground, and well-landscaped grounds – including a practice field (little used now that Dreamweaver can set up pocket worlds and scenarios in the realm of Dreams) and a sizeable heated swimming pool.

  • DEF 10 (24P), BODY 7 (5P), Size 11, 1,024 hexes (44,073 sq ft), DCV -11 (22P)
    Grounds 3,600 hexes (2P), Location (Suburb) (5P)

Special Facilities:

  • Arboreal Library (40P)
  • Biological Science Node (50P)
  • Power Plant / END Reserve (60 END, 12 REC/turn) (18P)
  • Surface-Effect Anti-Teleport Force Field (5 PD/5 ED); Hardened: ×2, ½; Invisible (To visual detection. Apparent to energy scans and mental awareness.): One Sense Group, +½; Focus: Inobvious Inaccessible, -¼; Focus Type: Base, -1 (2 End, 9P). Since this is a base power it applies to all doors, walls, and windows, inside and out.
  • Antispying Wards / Darkness vrs Clairsentience; Focus: Inobvious Inaccessible, -¼; Focus Type: Base, -1; Reduced END: Zero & Persistent, +1 (9P).
  • Antispying Wards / Darkness vrs N-Ray Vision. Focus: Inobvious Inaccessible, -¼; Focus Type: Base, -1; Reduced END: Zero & Persistent, +1 (9P).
  • Surveillance Cameras / Normal Vision; IIF: -¼; Activation (Limited Coverage): 12-, -¾; Focus Type: Base, -1 (2P).
  • Surveillance Cameras / Infrared Vision; IIF: -¼; Activation (Limited Coverage): 12-, -¾; Focus Type: Base, -1 (2P).
  • Radar System (External) / Radar Sense; Activation (Limited Coverage): 14-, -½; Focus: Obvious Inaccessible, -½; Focus Type: Base, -1; Generic Limitation (External Only): -½ (4P).
  • Long Range Radar / Telescopic Sense (Radio, +8 to PER); Activation (Limited Coverage): 14-, -½; Focus: Obvious Inaccessible, -½; Focus Type: Base, -1; Generic Limitation (External Only): -½ (3P).
  • Internal Atmosphere / Need Not Breathe; Focus: Inobvious Inaccessible, -¼; Focus Type: Base, -1 (4P).
  • Temperature Control / Life Support: Intense Heat/Cold; Focus: Inobvious Inaccessible, -¼; Focus Type: Base, -1 (1P).
  • Shielded Walls / Life Support: High Radiation; Focus: Inobvious Inaccessible, -¼; Focus Type: Base, -1 (1P).
  • Spatial Seal / Extra-Dimensional Movement to Pocket Realm; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Generic Limitation (Must be actively maintained; the base drops back into normal reality if it is not. ): -½; Focus: Obvious Inaccessible, -½; Focus Type: Base, -1 (2 End, 7P). This moves the base just a bit “apart” from normal space. From the outside it looks like a big, nigh-impenetrable, shield. From the inside it looks like a big, nigh-impenetrable bubble. No amount of physical force will penetrate it; you need to use Extra-Dimensional Movement or Transdimensional.
  • Base Staff (16, 50 pts, 25 Disad.); Number: 16, +20 (35P). These are mostly employed by the RCMP, and covers everyone from the cook and maintenance staff on up through the guards, research aides, and police liaisons.
    Contact / Government Liaison; Usefulness: Normal, +0 8- (1P).

Base Facilities:

  • Scientist (3P).
  • Alchemy Lab 11- (1P).
  • Chemistry Lab 11- (1P).
  • Criminology Lab 11- (3P).
  • Cybernetics Lab 11- (1P).
  • Electronics Shop 11- (3P).
  • Infirmary / Paramedic Facility 11- (3P).
  • Mechanics Shop 11- (3P).
  • Medical Lab 11- (1P).
  • Metallurgy Lab 11- (1P).
  • Surveillance Lab 11- (3P).
  • Tactical (Briefing) Room 11- (3P).
  • Weapons Shop 11- (3P).

Base Cost: 282 Points

182+ Disadvantages

  • Dependent NPC: The Crazy Cat Lady Next Door (Normal, 11-) (15P).
  • Dependent NPC: Random individual needing assistance (Normal, 11-) (15P).
  • Hunted: Mystic Villians who want to capture or use the place. (8-) (15P).
  • Watched: The Canadian Government and Press (8-) (10P).
  • Watched: Various Supervillians (8-) (5P).
  • Public Identity (10P).
  • Reputation: Reliable Hero Team Headquarters (14-) (15P).
  • 3d6 Unluck (15P).

Disadvantages Total: -100 Points.

Net Cost: 182/5 = 36 Points.

Champions – Night Templar, Leader of Aurora Ward

When your parents are demonologists, it’s fairly obvious that life is going to be a little weird. When they’re killed by demons and you swear vengeance upon hell itself, you’ve just doubled the ante. When you decide to use demonology as your weapon against the powers of darkness… you’ve pretty well taken the pot.

Night Templar has chosen to fight his war by using demonic powers to attempt to redeem demons – summoning them to earth with the intention of permanently depriving the darkness of their power while using it himself to combat other evils. Some of them seem to agree with this goal and others seem to fight it – but lies, treachery, and self-deception are endemic among demons and the truth of the matter is likely to be obscure for some time to come.

Still, when the CSIS – the Canadian Security Intelligence Service – decided that a team was needed to supplement (or perhaps compete with) the Royal Canadian Mounted Police’s Vanguard team they didn’t have all that many options. The prevalence of major (Tier 1 and Tier 2) metahumans varies between roughly one per million at the high end to one per ten million at the low end – and Canada has a little under thirty-five million. Taking out the villains, the neutrals, the committed loners, and the heroes who were already in the Vanguard… didn’t leave very many.

Wanting someone who was definitely Canadian, reasonably pragmatic, and capable, limited things even more.

They tapped Night Templar – who hadn’t, until then, been aware that the CSIS was capable of finding him. Still… being a part of a team might be useful, and he could always use chances to use his demonic power heroically.

He took the job.

Night Templar is a formidable Sorcerer – if one with a limited repertoire. His reserve of dark energies can fuel a variety of spells which go well beyond the levels that personal magic can reach, his bound demons act as a variety of gear, and he commands a single Great Invocation – the Dark Judgement of Andromalius, Judge of Hell – which provides his greatest powers.

They aren’t terribly nice ones.

His Ego-Based Martial Art is probably weirdest. While he’s using it substitute (Ego) for (Dex) for OCV and DCV, (Ego/2) for (Str) (for calculating damage and holds and such), and Mental Defense for physical defenses against him – although it also helps resist being held. Thus his Martial Strike is roughly equivalent to an Ego Attack, while his Str 45 Hold is opposed by his opponents (Strength + Mental Defense).

Night Templar

 

Night Templar

 

Value Characteristic Points
9/15 STR -1
12/14 DEX 6
18/21 CON 16
12/15 BODY 4
14/20 INT 4
27/30 EGO 34
14/20 PRE 4
10/22 COM 0
4/7 PD 1
4/7 ED 0
4 SPD 18
7/10 REC 0
24/36 END -6
29/35 STUN 0
Total 80

 

Points Powers END
16 Demonic Energy Reserve: END Reserve (160 END, 4 REC/turn); Visible (Detectable by magical means, generally seen as black magic): -¼
29 Demonic Invocation I: The Dark Judgement of Andromalius / Multipower (87-pt reserve); Generic Limitation (See Notes): -2; Multipower only usable for a preset, game-master determined list of effects (this limitation cannot be bought off later, -1), recognized by knowledgeable magi (-.25), will not work against certain targets (creatures which are linked to the power source involved may take an immunity to the spells effects, -.25), visible (reveal the user’s unique magical “signature”, can be detected in use by other mystics, -.25), commonly regarded as dark magic (-.25). Net -2.
u-2 Shadowing The Light; Generic Limitation (See Notes): -2
(15) +6 level w/Overall Level; Generic Limitation (Only to outperform experts in their own fields, is incredibly irritating.): -1; Generic Limitation (See Notes): -2
(7) +20 PRE; Generic Limitation (See Notes): -2
u-1 Reaching Through The Night; Based on EGO Combat Value: vs. ECV, +1; Generic Limitation (See Notes): -2; There are several ways that you could look at “Based On ECV” when applied to martial arts. In this case, it simply substitutes the user’s Ego for his or her dexterity when using the style and inflicts damage against mental defenses using (Ego/2) as Strength rather than against physical defenses. This doesn’t affect the user’s speed or figured characteristics other than base OCV and DCV.
(3) Martial Block (Canny Deflection) (OCV +2, DCV +2); Based on EGO Combat Value: vs. ECV, +1; Generic Limitation (See Notes): -2
(3) Martial Strike (Pressure-Point Strike) (OCV +0, DCV +2, 9d6); Based on EGO Combat Value: vs. ECV, +1; Generic Limitation (See Notes): -2
(2) Martial Throw (OCV +0, DCV +1, 7d6+v/5); Based on EGO Combat Value: vs. ECV, +1; Generic Limitation (See Notes): -2
(2) Martial Grab (Nerve Lock) (OCV -1, DCV -1, STR 45); Based on EGO Combat Value: vs. ECV, +1; Generic Limitation (See Notes): -2
(2) Flying Tackle (OCV +0, DCV -1, 7+v/5); Based on EGO Combat Value: vs. ECV, +1; Generic Limitation (See Notes): -2
(3) Crush (OCV +0, DCV +0, 11d6); Based on EGO Combat Value: vs. ECV, +1; Generic Limitation (See Notes): -2
(3) Takeaway (Numbing Strike) (OCV +0, DCV +0, STR 45); Based on EGO Combat Value: vs. ECV, +1; Generic Limitation (See Notes): -2
(11) +4 DC for Martial Attacks; Based on EGO Combat Value: vs. ECV, +1; Generic Limitation (See Notes): -2
u-2 2d6 Dark Pacts / Aid: Bestow a total of forty points worth of quasi-demonic powers. (Fade/hour, Max. 40); Range: 0; Trigger: Changeable, +½; Invisible: To All Senses, +1; Affects: Single Power of Special Effect, +¼; Extra Time: 5 min., -2; Generic Limitation (See Notes): -2 3
u-3 5d6 The Masquerade / Mental Illusions; Area Effect (Radius): 96″ radius, +1; Increased Area: ×32, +1¼; Reduced END: Half, +¼; Generic Limitation (See Notes): -2 4
u-3 14d6 Judgement / Mental Illusions; Reduced END: Half, +¼; Generic Limitation (See Notes): -2; While this only works against those who are guilty of SOMETHING, that’s pretty much universal. It might not work against infants, but who cares? 3
u-3 14d6 Voice of Command / Mind Control; Communication: Verbal, +0; Reduced END: Half, +¼; Generic Limitation (See Notes): -2 3
u-3 Calling The Hunt / Summon Nightmare Hounds (4 80-point creatures); Range: 0; Champions Advantage (Summoned creatures are generally obedient, but no more than two sets may be active at any one time.): +½; Summon: Single Type, +0; Generic Limitation (See Notes): -2 8
36 Demon-Summoner Magic / Multipower (80-pt reserve); Incantation: Instant Power, -¼; Focus (Sigil of the Abyss): Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable magi): -¼; Generic Limitation (No more than 40 active points in a slot.): -¼
u-1 Dark Summoning / Summon (Demon) (1 0-point creatures); Range: 0; Summon: Limited Group, +¼; Extra Time: 1 hour, -2½; Incantation: Instant Power, -¼; Focus (Sigil of the Abyss): Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable magi): -¼; Generic Limitation (No more than 40 active points in a slot.): -¼ 4
u-2 3d6 Gaze of Pain / Ego Attack; Reduced END: Half, +¼; Variable Limitations: -½, -¼; Incantation: Instant Power, -¼; Focus (Sigil of the Abyss): Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable magi): -¼; Generic Limitation (No more than 40 active points in a slot.): -¼ 1
u-2 Grasp of the Abyss / Telekinesis (STR 15); Range: 200; Manipulation: Fine, +10; Reduced END: Half, +¼; Incantation: Instant Power, -¼; Focus (Sigil of the Abyss): Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable magi): -¼; Generic Limitation (No more than 40 active points in a slot.): -¼ 1
u-2 Shield of the Dark Ones / Armor (10 PD/10 ED); Hardened: ×1, ¼; Active Points: 37; Incantation: Instant Power, -¼; Focus (Sigil of the Abyss): Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable magi): -¼; Generic Limitation (No more than 40 active points in a slot.): -¼
u-2 Cloak of Shadows / Darkness (Hearing, Sight, 1″ radius); Range: 250; Personal Immunity: +¼; Reduced END: Half, +¼; Active Points: 50; Area Effect (Radius): 3″ radius, +1; Incantation: Instant Power, -¼; Focus (Sigil of the Abyss): Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable magi): -¼; Generic Limitation (No more than 40 active points in a slot.): -¼ 2
u-1 1d6 Hell Forge / Transform: Demon to Artifact (Major, Limited Class); Range: 185; Cumulative: +½; Penetrating: +½; Reduced END: Half, +¼; Extra Time: 1 turn, -1; Incantation: Instant Power, -¼; Focus (Sigil of the Abyss): Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable magi): -¼; Generic Limitation (No more than 40 active points in a slot.): -¼; This ability “forges” a demon into an item built on up to 20 points. While in this form the demon acts rather like an item of conventional technology and suffers from few of it’s normal limitations.The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground. Altogether, this gives such items an extra -1/2 limitation. 1
u-2 4d6 Adamant Chains / Entangle (DEF 4); Range: 200; Incantation: Instant Power, -¼; Focus (Sigil of the Abyss): Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable magi): -¼; Generic Limitation (No more than 40 active points in a slot.): -¼ 4
u-2 2d6 Blade of Night / Killing Attack (HTH) (Total 3d6); Range: 0; Reduced END: Half, +¼; Incantation: Instant Power, -¼; Focus (Sigil of the Abyss): Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable magi): -¼; Generic Limitation (No more than 40 active points in a slot.): -¼ 1
u-2 The Gates of Hell / Extra-Dimensional Movement to any “lower plane”; Dimensions: Group, +10; Time Travel: None, +0; Mass Multiplier: ×4, +10; Carrying Mass: 200; Incantation: Instant Power, -¼; Focus (Sigil of the Abyss): Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable magi): -¼; Generic Limitation (No more than 40 active points in a slot.): -¼ 4
15 Demonic Equipment Multipower (45-pt reserve); Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
u-1 Privacy Scanner: Detect: Bugs, Microphones, Phone Taps, and other Sensors (+15 to PER); Time Required: Half Phase, +0; Range: Ranged, +5; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
u-1 3d6 First Aid Kit: Aid to all damaged powers and attributes (Fade/turn, Max. 18); Range: 0; Affects: All Powers of Special Effect, +2; Restore Only Lost Characteristics and Powers: -½; Charges: 12, -¼; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 0
u-1 9d6 Not-Batarangs / Energy Blast; Range: 225; Versus: PD; Charges: 8, +0; Recoverable Charges: -2 lev; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 0
; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
Items paid for with Equipment Pool; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
u-1 Flares: Change Environment/Brightly Lit (64″ rad.); Effect: Fixed, +0; Charges: 6, +¼; Continuing Charges: 5 Minutes, -4 lev; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 0
u-1 2d6 Knockout Drops: Energy Blast; Range: 200; Versus: ED; No Normal Defense (vrs not ingesting or being injected with it, alien metabolism.): +1; Continuous: +1; Charges: +12, +1; Continuing Charges: 1 Hour, -5 lev; Extra Time: full phase, -½; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 0
u-1 6d6 Concussion Grenade Stun-Only Energy Blast; Range: 225; Versus: PD; Explosion (Extended Area +0″/DC): +½; OAF: -1; Charges: +12, -¼; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 0
u-1 Rescue Wrap; Usable By Others: Power Lost, +¼; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(8) Force Field (5 PD/15 ED); Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev; Usable By Others: Power Lost, +¼; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 0
(4) Need Not Breathe; Usable By Others: Power Lost, +¼; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(1) Life Support: Intense Heat/Cold; Usable By Others: Power Lost, +¼; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(1) Life Support: High Radiation; Usable By Others: Power Lost, +¼; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
u-1 2d6 Flash Pellets (Normal Sight); Range: 200; Area Effect (Radius): 2″ radius, +1; Charges: 12, -¼; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 0
u-1 Sniffer Wand; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(2) Discriminatory Sense (Smell); Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(7) Enhanced Perception (Smell, +10 to PER); Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(3) Tracking Scent; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
u-1 Breaching Charges: Tunneling (3″ through DEF 13); Charges: +8, -½; Tunnels: Left Behind, +0; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 0
u-1 Water Systems; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(5) Swim Fins and Thrusters: Swimming (+10″, 12″, NC: 48″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 60; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 2
(3) Need Not Breathe; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(1) Life Support: Intense Heat/Cold; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(1) Life Support: High Pressure/Vacuum; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
u-1 Bugs/Tracers: Radio Listen and Transmit; Ranged: +½; Usable Against Others: ×1 mass, 1; Charges: +8, +1½; Continuing Charges: 1 week, -8 lev; Transmits Only: -1; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
u-1 Demonic Track Shoes; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(3) Clinging (Clinging STR +0); Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(6) Running (+5″, 11″, NC: 44″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 30; Reduced END: Half, +¼; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 1
(4) Superleap (+12″, 15″, NC: 30″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 36; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 2
u-1 Multibinoculars with Parabolic Mike; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(6) Binoculars: Telescopic Sense (Sight, +12 to PER); Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(5) Telescopic Sense (Hearing, +10 to PER); Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(2) Infrared Vision; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(2) Ultraviolet Vision; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
6 Character Cheese Slice I: +6 CP to All Attributes Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.
(6) 1d6 Aid (All attributes) (Fade/turn, Max. 6); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero & Persistent, +1; Always On: -½; Personal Only: -1; Increases maximums only, does not speed healing: -1; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. 0
6 1d6 Character Cheese Slice II: 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 60 CP worth of customized gear. 20
144 Total Powers  

 

Points Skills, Talents, Perks Roll
2 City Knowledge / Montreal 11-
3 Breakfall 12-
3 Acting 13-
3 Bureaucratics 13-
3 Concealment 13-
3 Criminology 13-
3 Deduction 13-
3 Electronics 11-
3 Knowledge: Demonology 13-
3 Knowledge/Sorcery 13-
3 Persuasion 13-
3 Shadowing 11-
3 Security Systems 13-
3 Stealth 12-
5 Is considered to be a “Demon Lord” (or at least to have an in with some) and is generally respected by demons.
20 Follower (4, 50 pts, 0 Disad.); Number: 4, +10
5 Base: 25
30 +3 level w/Overall Level
101 Total Skills, Talents, Perks  

 

Cost Equipment
4 Elemental Control: Demonic Tabard Powers (10-pt reserve); Focus: Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable Magi): -¼; Generic Limitation (The demon may be banished, and the item destroyed by subjecting it to an exorcism or a holy attack. It is inactive on sacred ground. ): -½
a-4 Armor (7 PD/7 ED) ; Generic Limitation (Not effective versus light-based or holy effects): -¼; Focus: Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable Magi): -¼; Generic Limitation (The demon may be banished, and the item destroyed by subjecting it to an exorcism or a holy attack. It is inactive on sacred ground. ): -½
b-3 N-Ray Vision ; Generic Limitation (Only to see souls): -1; Focus: Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable Magi): -¼; Generic Limitation (The demon may be banished, and the item destroyed by subjecting it to an exorcism or a holy attack. It is inactive on sacred ground. ): -½
c-4 10″ Flight (NC: 20″) 2; Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 30; Generic Limitation (Employs physical wings – requires space, may be restrained, etc): -½; Focus: Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable Magi): -¼; Generic Limitation (The demon may be banished, and the item destroyed by subjecting it to an exorcism or a holy attack. It is inactive on sacred ground. ): -½
4 Advanced Military Electronics Package
; Computer: Int 13, Dex 0, Spd 1 (-27 Points Base).
(1) Elemental Control: Electronics (3-pt reserve)
; All abilities Conventional Technology (-1)
a-3 Radio Listen and Transmit ; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½
b-2 Infrared Vision ; Usable By Others: Simultaneous Use, +½
c-3 Telescopic Vision (Sight, +4 to PER) ; Usable By Others: Simultaneous Use, +½
d-2 Flash Defense (Sight, 5 pts) ; Usable By Others: Simultaneous Use, +½
e-2 Flash Defense (Hearing, 5 pts) ; Usable By Others: Simultaneous Use, +½
f-2 Detect Health of User (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
g-2 Enhanced Perception (all) (+2 to PER) ; Usable By Others: Power Lost, +¼
h-3 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½
i-2 Basic Computer Functions
(1) Absolute Time Sense
(1) Inertial Locator/Bump of Direction
(1) Lightning Calculator
j-2 Detect Environmental Hazards (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
; Detects Chemical Weapons, High Radiation, Etc.
k-4 GPS/Heads-Up Map Display: Navigation 14-; Usable By Others: Power Lost, +¼
l-7 +3 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½
m-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12) 3; Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2
; This allows the user to load maps (area knowledge), mission information, and so on. All of it should be Usable By Others/Power Lost, so you can load a total of 10 points worth of information.
(3) Programs
; 1) Monitor instruments and transmit information to user and command systems. 2) Place call for emergency assistance if serious health issues are detected. 3) Refuse to activate without proper identification of authorized user. The first two programs normally run continiously after boot-up. The third runs at boot-up but shuts down once satisfied.
(1) English (Basic Conv.); Literacy: Standard, 0
(4) Easy Interface: Computer Programming 13-; Usable By Others: Power Lost, +¼
11 Demonic Equipment Multipower Gadget Slots (0kg)
30 Total Equipment

 

125+ Disadvantages
50 Psychological Limitations
(15) Code Against Killing (Uncommon, Total)
(10) Vengeful (Uncommon, Strong)
(15) Overconfidence (Very Common, Moderate)
(10) Psychological Limitation( Lost on the Path of Redemption): tries to get into heaven by acts of “good” for purely selfish and evil reasons. (Uncommon, Strong)
(15) Paranoid (Very Common, Moderate)
15 Hunted (Demons he has angered/attacked) (11-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted (watched by the government for shady deals with demons) (11-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Only Watching, ×½; Punishment: Harsh, 0
10 Hunted (Criminals and Cultists) (11-); Capabilities: Less Powerful, 5; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted: Anti-Demon activists, holy men, etc. (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
5 Hunted (watched by Demons he has made aliences with) (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Only Watching, ×½; Punishment: Harsh, 0
10 Reputation (Competent.Martial Artist and Crime fighter (11-)
; most dangerous in hand to hand and known for apearing from shadows with way too much knowledge, but does not kill
15 Phys. Lim. (Demonic Contracts) (Infrequently, Fully)
; He has some demonic contracts and can make new ones by a quirk of some metaphysics. He cannot vilolate them. He cannot turn on his allied demons or abandon them. He has some demonic interpetations of morals enforced this way. Demons really do not get the way morals should work. Most of these only interfere with dealing with demons and not humans since the demons do not trust anyone to not be evil to them.
10 Vulnerability (Holy Damage) (2× STUN); Attack: Uncommon, +5
15 Dependent NPC (lesser demons he is sheltering and helping to defect) (Incompetent, 8-); Skills: Normal, +0
15 Secret Identity
10 Phys. Lim. (can be bound by holy symbols and treats ones with demon wards on them as imovable objects) (Infrequently, Greatly)
15 Distinctive Features: Strange Aura; Concealability: Not Concealable, 15; Reaction: Noticed and Recognizable, +0
10 2d6 Unluck
200 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
80 + 245 = 325 325 = 200 + 125

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 10 0 24/17 24/17 3, 6, 9, 12

 

Sex: Male, Age: 28, Race: Human/Canadian, Appearance: Uses a Cross made of stars as his logo on everything. Somewhat dresses like a knight in kevlar and plastic draped in shadow.

Science Node (10 point Computer)

A Science Node is a computer and a lab full of apparatus, all devoted to a particular field of science. While the exact list of sciences and the functions of the Synthesis System will vary depending on what the system is dedicated to, the general build is always the same. This example is devoted to the Biological Sciences, although it does cover some related fields for when it’s analyzing things with the multiscanner systems.

Computer: 0 Dexterity (-30P), 23 Intelligence (13P), 1 Speed (0P).

(4P) Multiscanner Multipower (20-pt reserve); Extra Time: 5 min., -2; OAF: -1; Focus Mobility: Bulky, -½

  • u-1 Psionic Analysis / Detect Psionic Energies (+6 to PER); Time Required: Half Phase, +0; Range: Touch, +0; Addition (Discriminatory): +5.
  • u-1 Genetic Analysis / Detect Genetic Structures (+6 to PER); Time Required: Half Phase, +0; Range: Touch, +0; Addition (Discriminatory): +5.
  • u-1 Biochemical Analysis / Detect Biochemicals (+6 to PER); Time Required: Half Phase, +0; Range: Touch, +0; Addition (Discriminatory): +5.
  • u-1 Physical Analysis / Detect Physical Structure (+6 to PER); Time Required: Half Phase, +0; Range: Touch, +0; Addition (Discriminatory).
  • u-1 Electron Microscope / Microscopic Vision (×1000000).
  • u-1 N-Ray Vision / X-Ray Scanner.

(4P) Biosynthesis System Multipower (20-pt reserve); Extra Time: 1 hour, -2½; OAF: -1; Focus Mobility: Bulky, -½; The system does need to be plugged into a serious power supply to make this multipower work; simply being on the power grid will not do.

  • u-1 1d6 Biochemical Synthesis / Transform: Stock Chemicals to Biochemicals (Major, Limited Class) (2 End).
  • u-1 1d6 Genetic Manipulator and Genesis Vat / Transform Cell Sample to Desired Organism (Major, Limited Class).This is a small facility, and normally produces eggs, infants, and so on (2 End).
  • u-1 1d6 Genesplicing / Transform for minor “tweaks” to living organisms (Minor, Limited Class) (2 End).
  • u-1 Regeneration Induction (1 BODY/5 min.); Usable By Others: Power Lost, +¼; Usable by Others Number: 8, +¾; Regenerate: Standard, +0.

Computer Powers Elemental Control (1-pt reserve) (1P)

  • a-2 Internet Access / Radio Listen and Transmit; Focus Mobility: Bulky, -½; IIF: -¼; Generic Limitation (Wireless Internet Only.): -½
  • b-2 Absolute Time Sense
  • c-2 Lightning Calculator
  • d-4 Eidetic Memory; Generic Limitation (Only for computer data and programs.): -1
  • e-1 Speed Reading; Generic Limitation (Only for computer data and programs.): -1
  • f-2 Cramming; Generic Limitation (Only for computer data and programs.): -1

Skills and Programs:

  • Scientist (3 P).
  • Biochemistry 14- (2P).
  • Biology 14- (2P).
  • Biophysics 14- (2P).
  • Ecology 14- (2P).
  • Electronics Engineering 14- (2P).
  • Genetics 14- (2P).
  • Medicine 14- (2P).
  • Microbiology 14- (2P).
  • Parapsychology 14- (2P).
  • Pharmacology 14- (2P).
  • Physics 14- (2P).
  • Cryptography 14- (3P)
  • Programs (7P):
    • Database Search
    • Multiscanner Operation
    • Biosynthesis Operation
    • Encrypt/Decrypt
    • Genetic Extrapolation
    • Synthesize Counteragent
    • Report with Summary

COSTS: Char: -17, Disadv: 0, Powers: + 67, Total = 50 (10 Point Computer).

The Arboreal Library – the Tree of Knowledge

The Arboreal Library is one of the greatest collections of mystical, and mystically-related, works in existence – containing tens of thousands of tomes, many of them unique. At least as importantly, the enchantments of the library will bring you books on any topic it has available on request – although delving into it’s depths for an hour or two is even better. As handy bonuses, the library contains a ritual room equipped to back personal magics with ambient magic and an enchanted mirror that reveals magical threats to the earth – as well as being a wifi hot spot.

Unfortunately, the libraries massive collection of mystical lore makes it a major target for mystical villains and dimensional invaders who don’t want their secrets revealed or who want some part of the information that (they think) it contains.

Computer, Int 13 (3P), Dex 0 (-30P), Spd 1 (0P).

Special Powers:

  • Mystic Mirror / Danger Sense (Against All Attacks, Anywhere); Massive, Immobile OAF (Mystic Map/Mirror).): -2, No Conscious Control / Often does not react to minor threats.: -2, Only reveals magical threats: -1. 8P, 18- check.
  • Mystic Librarian / Telekinesis (STR 10); Range: 185; Manipulation: Fine, +10; Reduced END: Zero, +½; Massive, Immobile OAF (Library Building): -2; No offensive capabilities: -½; Actual Str is only 5: -½. 9P.
  • Ritual Circle / Aid to any one Personal Magic Effect (Fade/min., Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Massive, Immobile OAF (Ritual Room): -2; Reduced END: Zero, +½; Extra Time: 1 hour Only At Startup, -1 ¼, Gestures: -¼; Incantation -¼; Visible (puts up a major magical aura.): -¼; Cannot raise any power above 40 active points: -½; Generic Limitation (Target is the one who must take the time, perform the gestures, and incantations:: -¼. 7P
  • Internet, Radio, and Television / High Range Radio Hearing; Generic Limitation (Massive, Immobile OAF (Library Building)): -2. 3P

Library Stacks; Generic Limitation (Massive, Immobile OAF (Library)., only provides information that the game master is willing to give you.). Total of 33P

  • +4 level w/Knowledges and Sciences; Extra Time (Must do deep research): 1 hour, -2½; Generic Limitation (Library user must do the research with the “computer”): -¼; Massive, Immobile OAF (Library), only provides information that the game master is willing to give you: -2. The package includes Scholar and Scientist.
  1. Alchemy and Brewing; 14-
  2. Archelogy and Ancient Civilizations; 14-
  3. Astral Dimensions and Imaginal Realms; 14-
  4. Astrology and Prophecy; 14-
  5. Cryptozoology and Magical Creatures; 14-
  6. Cults and Faiths; 14-
  7. Death and the Undead; 14-
  8. Demonology and Angelogy; 14-
  9. Extradimensional Powers and Horrors; 14-
  10. History and Maps; 14-
  11. Linguistics and Translating Dictionaries; 14-
  12. Lycanthropy and Self-Transformation; 14-
  13. Magic Theory and it’s Development; 14-
  14. Magical Artifacts; 14-
  15. Magical Places and Megalithic Magic; 14-
  16. Magical Traditions of Earth; 14-
  17. Mythology and The Hundred Realms; 14-
  18. Occult Warfare and Tactics; 14-
  19. Paleontology and Archosaurs; 14-
  20. Parapsychology and Psionics; 14-
  21. Prehuman Magic; 14-
  22. Ritual Magic in Theory and Practice; 14-
  23. Spells and Powers of Ambient Magic; 14-
  24. Spells and Granters of Invocation Magic; 14-
  25. Spirits and Channeling; 14-
  26. The Healing Arts, Magical and Otherwise;-
  27. The Ancient Ones and their Pacts; 14-
  28. Theology and Religion; 14-

Understands Vocal Commands (2P)

  • English (Fluent Conv.); Literacy: Standard, 0; Only understands, cannot speak: -½
  • French (Fluent Conv.); Literacy: Standard, 0; Only understands, cannot speak: -½

Programs (5P).

  • Monitor/Display Mystic Mirror Warnings
  • Listen to Voice Commands. Otherwise cycle Maintenance and Book Care Programs
  • Locate and Deliver Tome (Basic Skill Check)
  • Perform Library Maintenance
  • Care For and Re-shelve Books

COSTS: Char: -27P, Disadv: 0P, Powers:+ 67P. Total: 40P (8P to buy).

Champions – Boreas of the Vanguard

Remi Gagnon was talented – one of the very, VERY, few humans who could shape their magic freely, rather than being limited to specific, well-studied, effects. An advanced degree in magical studies was almost inevitable.

Professor Gagnon taught, deciphered and studied ancient tomes of magical lore, served as a consultant to the authorities on mystical matters, and relaxed with camping and hiking trips with his friends. He was never much for actual wilderness skills – but that hardly mattered when you could compose small magics on the fly.

Disaster struck during one hiking trip. Conventional personal magics might allow him to escape the onrushing avalanche – but it would mean leaving his friends to die. In desperation Remi tried an ancient invocation that he’d been studying – the Fifth Light of Luathon – to raise a shield capable of withstanding the avalanche. In the face of onrushing doom, why not try a spell out of legend?

And Luathon answered his call. Remi’s spirit stood before the gaze of a cosmic power, and was filled with a miniscule fraction of it’s might.

The fifth light parted the avalanche – and Remi saw a choice. He might occasionally call upon the kindly power of Luathon and continue much as he was – or he could call upon it freely, and accept a role as one of his world’s guardians.

Remi made his choice a few weeks later – and studied additional invocations.

Today, Professor Gagnon – as Boreas – is one of Canada’s most respected sorcerers and a founding member of the Vanguard. He has, however, retired from his university position; his new tendency to attract arcane trouble would put the students and other faculty in too much danger if he was to continue teaching.

 

Boreas / Remi Gagnon

 

Value Characteristic Points
8/14 STR -2
18/23 DEX 24
20/23 CON 20
8/11 BODY -4
10/16 INT 0
14/17 EGO 8
15/21 PRE 5
8/20 COM -1
4/7 PD 1
4/7 ED 0
4 SPD 12
11/14 REC 10
43/55 END 1
24/30 STUN -1
Total 73

 

Points Powers END
22 The Will of Ymir (90-pt reserve); Multipower only usable for a preset, game-master determined list of effects (this limitation cannot be bought off later, -1), recognized by knowledgeable magi (-.25), will not work against certain targets (creatures which are linked to the power source involved may take an immunity to the spells effects, -.25), visible (reveal the user’s unique magical “signature”, can be detected in use by other mystics, -.25), -.5 in variable limitations (usually taken as either a 14- activation check or as incantations and gestures, -.25), side effect (Disadvantages, -.5), side effect cannot be avoided (-.5).The disadvantages it inflicts are that the user must act to sustain the proper cycles of the world (the seasons, life and death, etc), especially in their downward aspect when it is time. They must oppose the powers of destruction, and restrain the wrathful – and they will attract the malevolent attention of the powers of fire and destruction. While the Will of Ymir is a fundamentally neutral force, if they choose a light aspect they must protect the young and oppose the forces of darkness. If they choose a dark aspect they must oppose the forces of light and promote unfettered competition and war among men and beasts.
u-2 6d6 Ice Creation / Transform; freeze air and water in any shape (Minor, Limited Class); Range: 450; Reduced END: Half, +¼. This can be used to create walls, entangle people, and so on; the total is Def 3, Body as rolled. 3
u-2 Wind Mastery / Telekinesis (STR 48); Range: 450; Manipulation: Coarse, +0; Reduced END: Half, +¼. 3
u-2 Summon Winter / Change Environment (Cold, Ice, Snow, etc) (8000″ rad.); Effect: Fixed, +0; Reduced END: Half, +¼. 3
u-2 6d6 Absolute Zero Ray / Killing Attack (RKA); Range: 450. 9
u-2 2d6 Grand Sphere of Frost / Entangle (DEF 2); Range: 450; Area Effect (Radius): 500″ radius, +1; Increased Area: ×125, +1¾; Affects Desolidified: +½; Reduced END: Half, +¼. 4
u-2 14d6 Ice Ram / Energy Blast; Range: 435; Versus: PD; Reduced END: Half, +¼. 3
u-2 15″ Wind Melding / Teleportation (Long Range 7,500″); Increased Range: ×500, +45; Long Range: 7,500″; Long Range (miles): 9.32; Mass Multiplier: ×8, +15; Fixed Locations: 0; Floating Locations: 0. 3
u-2 Summon Ice Giants (4 100-point creatures); Range: 0; Champions Advantage (They like to fight and are reasonably obliging): +½; Summon: Single Type, +0. 9
16 The Eleven Lights of Luathon (82-pt reserve); A spell that was old when the milky way was young, the Lights channel the power of Luathon through the caster’s spirit and into supernal, primordial, light. The colors that result reveal a great deal about the caster’s inner nature. Using the more dangerous lights against another mage is regarded as a grave insult – perhaps because they were designed as a weapons against creatures “of the outer darkness”, and that’s a fairly rude thing to imply about someone.Multipower only usable for a preset, game-master determined list of effects (this limitation cannot be bought off later, -1), recognized by knowledgeable magi (-.25), will not work against certain targets (creatures which are linked to the power source involved may take an immunity to the spells effects, -.25), visible (reveal the user’s unique magical “signature”, can be detected in use by other mystics, -.25), -.5 in variable limitations (usually taken as either a 14- activation check or as incantations and gestures, -.25), side effect (3d6+1 cumulative major transform; the user must assist the Firstborn upon request and must oppose the Elder Ones, -1), side effect cannot be avoided (-.5),  tends to draw supernatural foes and minions of the Old Ones (-.25), user may not employ truly “black” magic (-.25).
u-1 Change Environment/Light (8″ rad.); Effect: Fixed, +0; Reduced END: Zero, +½ 0
u-1 5d6 Flash (Normal Sight); Range: 375; Reduced END: Zero, +½ 0
u-1 4d6 Energy Blast vrs Flash Defense; Range: 375; Versus: ED; Attack vs. Flash Defense: +1½; Area Effect (Radius): 6″ radius, +1; Reduced END: Half, +¼ 3
u-1 Visual Images (Normal Sight, 16″ radius); Range: 345; Observer PER Penalty: 5, +15; Reduced END: Half, +¼; Reduced END: Zero, +½ 3
u-1 Force Wall (12 PD/12 ED); Range: 375; Width: 15″, +0; Reduced END: Half, +¼ 3
u-1 Revealing Light (40 Active)
(2) Detect Invisibility (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5
(2) Detect Magic (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5
(2) Detect Mental State (+0 to PER); Time Required: Half Phase, +0; Range: Ranged, +5
(2) Enhanced Perception: Detects (Detect, +6 to PER)
u-1 12d6 Suppress Invisibility; Range: 375; Affect: Single Power, +0; Reduced END: Half, +¼ 3
u-1 25d6 Dispel Darkness; Range: 375; Affects: One Power, +0 7
u-1 N-Ray Vision (not through magical wards)
u-1 6d6 Mind Control Hypnotic Light; Communication: Verbal, +0; Area Effect (Cone): 9″ long, +1; Reduced END: Zero, +½ 0
u-2 3d6 Killing Attack (RKA); Range: 395; Penetrating: +½; Reduced END: Half, +¼ 3
15 The Eleven Secret Coils Of The Wonderous Serpent Of Jade (75-pt reserve); Multipower only usable for a preset, game-master determined list of effects (this limitation cannot be bought off later, -1), recognized by knowledgeable magi (-.25), will not work against certain targets (creatures which are linked to the power source involved may take an immunity to the spells effects, -.25), visible (reveal the user’s unique magical “signature”, can be detected in use by other mystics, -.25), -1 in variable limitations (usually taken as those listed for the slot and either a 14- activation check or as incantations and gestures, -.5), Unavoidable (-.5) Side Effects/Temporary Disadvantages: The user must act to preserve the mystic “balance”, as well as the balance of nature, to promote the ways of magic, and respect the elemental powers. He or she is also recognizably allied with primal cthonian powers, -1), Only works as long as the user maintains a shrine to the elemental forces (-.25).The “Eleven Secret Coils Of The Wonderous Serpent Of Jade” was formalized by a tong operating somewhere in China, but versions of the spell (Usually with a one or two slot difference) have an ancient history in Egypt and the Fertile Crescent – normally associated with priests of various serpent-gods. While not necessarily “evil”, the powers tapped by this spell are certainly inhuman – and care little for ordinary human concerns. Magi who use this spell should be regarded with caution.
u-1 Brethern of the Coils: Summon Venemous Serpents (125 50-point creatures); Range: 0; Summon: Single Type, +0; Charges: +8, -½; While these are ordinary snakes, they’re fairly dangerous due to their venom. Thanks to “The Wonderous Dominion”, below, the caster usually needn’t worry about control. Snakes don’t have much in the way of Int or Ego 0
u-1 4d6 The Wonderous Dominion: Mind Control; Communication: Telepathic, +¼; Damage Shield: +½; Reduced END: Zero, +½; Uncontrolled: +½; Area Effect (Radius): 6″ radius, +1; Only versus serpents: -1 0
u-1 15d6 Gaze of the Serpent: Mind Control; Communication: Verbal, +0; Charges: +8, -½ 0
u-2 The Subtle Fang; OIF (Serpent Bracers): -½
(8) Hand-to-Hand Attack (10d6, Total 12½d6); Range: 0; Reduced END: Zero, +½; OIF (Serpent Bracers): -½ 0
(5) +6 level w/HTH Combat; OIF (Serpent Bracers): -½
u-1 The Serpent’s Tongue; Extra Time: full phase, -½
(1) Seduction; Extra Time: full phase, -½ 13-
(1) Persuasion; Extra Time: full phase, -½ 13-
(1) Oratory; Extra Time: full phase, -½ 13-
(12) +22 level w/With these skills; Extra Time: full phase, -½
u-1 +3 Harness The Serpent: SPD; OIF (Serpent Bracers): -½; Charges: +8, +¼; Continuing Charges: 1 Minute, -3 lev; Difficult to Dispel: ×16, +1
u-1 3d6 Vipergout/Energy Blast; Range: 375; Versus: ED; No Normal Defense (Vrs Need Not Eat or Immunity to Serpent Venom): +1; Continuous: +1; Uncontrolled (Continues to affect victims until they’re treated with Antitoxin, are treated medically at -4, or an hour passes.): +½; Area Effect (Cone): 12″ long, +1; Reduced END: Zero, +½; Charges: +8, -½ 0
u-1 Telekinesis/The Crushing Coils (STR 50); Range: 375; Manipulation: Coarse, +0; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev; Grab/Crush Only: -1 0
u-1 15d6 Energy Blast/The Serpent’s Strike; Range: 375; Versus: PD; OIF (Serpent Bracers): -½; Charges: 16, +0 0
u-1 Scales Beneath the Skin; 6x 1-hour charges (+.5). Note that the package need not all be used; the magus may simply grow scales or turn into a man-sized snake if he (or she) so desires. This does, however, require a full phase (-.5)
(4) Force Field (10 PD/10 ED) 2
(2) Shape Shift: Serpent (Single Form) 1
(2) Shrinking-1 (DCV +2, Height 89½ cm/2’11″); Mass: 9¾ kg/21 lbs; Knockback Increase: 3; PER Bonus: -2 1
(1) Infrared Vision
(1) Instant Change (Clothing adapts or vanishes); Clothes: One Set, 5
u-1 1d6 Transform/The Serpents Wiles (Major, Anything); Range: 375; Cumulative: +½; Reduced END: Zero, +½; Penetrating: +½; Difficult to Dispel: ×4, +½; Invisible: To All Senses, +1; While this has a wide range of applications, it can’t really turn a target into “anything”. It’s restricted to subtly twisting both people and items to suit it’s user’s purposes; Living things can be bound to your will, subtly modified, or convinced of almost anything. Unliving things can be imbued with minor, subtle, powers and altered in many inobvious ways. For example, salt could be enchanted to act as a wide variety of drugs and compounds 0
24 Sorcery / Variable Power Pool (20-pt Pool); Control Cost: 10; Generic Limitation (Must gesture and chant to cast spells.): -½; Variable Limitations: -½, -¼; Requires Skill Roll (Magic Theory): -½; Boreas is well aware that his defenses are weak – and so will usually be running a small persistent force field. He also tends to run a little flight, so that he can stay above any physical combat. Most of the time he uses an OIF (Focusing Amulet) to fulfill his variable limitations.
6 Character Cheese 1/2 Slice: +6 CP to All Attributes Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.
6 Character Cheese 1/2 Slice: 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 30 CP worth of customized gear. 20
129 Total Powers  

 

Points Skills, Talents, Perks Roll
10 +2 level w/With Magic
7 Magic Theory 16-
3 Cryptography (read ancient languages) 12-
3 Knowledge /The Hundred Realms 12-
23 Total Skills, Talents, Perks  

 

Cost Equipment
2 Elemental Control: Microfiber Clothing (5-pt reserve)
; All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).
a-8 Armor (8 PD/8 ED) ; Hardened: ×1, ¼; Always On: -½
b-4 Life Support Systems
(1) Life Support: High Pressure/Vacuum
(1) Life Support: High Radiation
(4) Need Not Breathe
(1) Life Support: Intense Heat/Cold
c-2 Instant Change (can look like any clothing) ; Clothes: Any Set, 10
d-2 +3 level w/Stealth (Camoflague)
4 Advanced Military Electronics Package
; Computer: Int 13, Dex 0, Spd 1 (-27 Points Base).
(1) Elemental Control: Electronics (3-pt reserve)
; All abilities Conventional Technology (-1)
a-3 Radio Listen and Transmit ; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½
b-2 Infrared Vision ; Usable By Others: Simultaneous Use, +½
c-3 Telescopic Vision (Sight, +4 to PER) ; Usable By Others: Simultaneous Use, +½
d-2 Flash Defense (Sight, 5 pts) ; Usable By Others: Simultaneous Use, +½
e-2 Flash Defense (Hearing, 5 pts) ; Usable By Others: Simultaneous Use, +½
f-2 Detect Health of User (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
g-2 Enhanced Perception (all) (+2 to PER) ; Usable By Others: Power Lost, +¼
h-3 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½
i-2 Basic Computer Functions
(1) Absolute Time Sense
(1) Inertial Locator/Bump of Direction
(1) Lightning Calculator
j-2 Detect Environmental Hazards (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
; Detects Chemical Weapons, High Radiation, Etc.
k-4 GPS/Heads-Up Map Display: Navigation 14-; Usable By Others: Power Lost, +¼
l-7 +3 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½
m-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12) 3; Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2
; This allows the user to load maps (area knowledge), mission information, and so on. All of it should be Usable By Others/Power Lost, so you can load a total of 10 points worth of information.
(3) Programs
; 1) Monitor instruments and transmit information to user and command systems
2) Place call for emergency assistance if serious health issues are detected.
3) Refuse to activate without proper identification of authorized user.-The first two programs normally run continuously after boot-up. The third runs at boot-up but shuts down once satisfied.
(1) English (Basic Conv.); Literacy: Standard, 0
(6) Easy Interface: Computer Programming 13-; Usable By Others: Power Lost, +¼
4 +3 DEX, Monkey Belt ; Doesn’t Affect Figured: -½
4 Mental Defense / Iron Will Amulet (12 pts) ; Add to Total; Focus (Mystic Amulet): Obvious Accessible, -1
When not on missions Boreas tends to be equipped with a Library (“Computer”) full of mystical lore and an enhancing ritual circle.
30 Total Equipment

 

125+ Disadvantages
10 Public Identity
10 Watched by Canadian Government, Press (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Only Watching, ×½; Punishment: Harsh, 0
20 Code Against Killing (Common, Total)
15 Cannot Tell a Lie (Uncommon, Total)
15 Hunted: The Wendigo (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Reputation: Expert mage. This tends to attract people with magical problems, consultations with the police, requests to investigage odd magical artifacts and phnoumena, and even occasional would-be “challengers”. (11-)
20 Normal Characteristic Maxima
100 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
73 + 152 = 225 225 = 100 + 125

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 / 10 6 12 15/8 15/8 3, 6, 9, 12

Height: 179 cm (5’10″), Weight: 78 kg (172 lbs), Sex: Male, Age: 48, Race: Human

Appearance: The Professor is obviously middle-aged, if well preserved, and is slightly heavyset. He tends to dress in comfortable suits, although he concedes to tradition with a cloak and mystical amulet, both of which are often used as foci for his personal spells.

Champions – Tinker of the Vanguard

Even as a child, Chumana had a knack for getting things to work – and to work exceptionally well. She didn’t know it then, but that applied to her own physiology as well – making her quite an exceptional child; strong, clever, quick, extremely good-looking, and wonderfully healthy.

Her latent psionic talent for enhancing systems might have stayed that way, making her extremely talented, but not really superhuman (or at least not enough so to attract much of any notice) – until she was caught up in the Twilight War. While relatively few robotic units reached Canada, when they detected her talents she instantly became a major target; with her energies channeled into their robotic forces the power gain would be substantial.

The energy transfer-pod they put her in pushed her erratic unconscious talent into full operation – but, fortunately for everyone, she was rescued before the robotic horde managed to exploit her very much.

During the escape, it became obvious that she could push vehicles far beyond their normal limits and get results out of ordinary weaponry that no one else could duplicate. Taking out an armored combat bot with a stick was simply not something that a normal person could do.

By the time the situation settled down, “Tinker” had settled in as a valued member of the Vanguard – although she’s still sort of surprised at that. She has a hard time believing that her talent is anything all that special.

 

Tinker / Chumana Hakidonmuya

 

Value Characteristic Points
9/15 STR -1
18/26 DEX 24
15/18 CON 10
10/13 BODY 0
14/20 INT 4
11/14 EGO 2
9/15 PRE -1
11/23 COM 0
5/8 PD 2
5/8 ED 2
6 SPD 32
6/9 REC 0
18/30 END -6
26/32 STUN 0
Total 68

 

Points Powers END
29 2d6 Technological Enhancement Aid any single Gadget Function (Fade/turn, Max. 42); Range: 0; Autofire: 10 shots, ¾; Trigger: Set, +¼; Reduced END: Zero, +1; Active Points: 81; Activation: 14-, -½; Affects: Single Power of Special Effect, +¼; Visible (Major psionic signature): -¼; Generic Limitation (Cannot increase any targeted device beyond 84 active points): -¼; Generic Limitation (Only works on devices that Tinker is personally using.): -¼; Generic Limitation (Only works on technological devices): -¼; Champions Limitation (Boost fades instantly when Tinker switches targets): -¼; In effect, Tinker may select any one gadget at the start of her phase; until the start of her next phase it gets a 42 point boost to it’s active point total – provided that she makes the activation check. 0
23 Gadget Pool (Variable Power Pool) (20-pt Pool); Control Cost: 10; OAF (Various Gadgets): -1; Restricted Type of Powers Available (Technological Gadgets Only): -½; Visible (Blatantly obvious psionic ability): -¼; Gestures: Instant Power, -¼; Tinker can pick up virtually any item and, as long as it has at least some vague utility for a purpose, get at least twenty active points out of it. This, however, usually requires an “invention” skill check.

Given that, however, she can use Firecrackers as grenades, flash pellets, smoke pellets, or to deafen people, trash can lids as shields, cigarette lighters as flamethrowers, and so on.

20 Common Gadgets; Champions Limitation (Gadget pool limitations, as above.): -2
(3) Magnification System / Find Weakness with Staff; Attack Type: One, +0; Champions Limitation (Gadget pool limitations, as above.): -2 11-
(7) Static Charge Generator / Force Field (5 PD/5 ED); Reduced END: Zero & Persistent, +1; Champions Limitation (Gadget pool limitations, as above.): -2 0
(2) 5″ Fringed Sleeves / Gliding (NC: 10″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22; Champions Limitation (Gadget pool limitations, as above.): -2
(3) Climbing Gloves / Clinging (Clinging STR +0); Champions Limitation (Gadget pool limitations, as above.): -2
(3) Screening Cap / Mental Defense (13 pts); Add to Total; Champions Limitation (Gadget pool limitations, as above.): -2
(2) Track Shoes / Running (+2″, 8″, NC: 16″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 9; Reduced END: Half, +¼; Champions Limitation (Gadget pool limitations, as above.): -2 1
15 Equipment Multipower (42-pt reserve); OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼; In general, all of these can be doubled with her enhancement power.
; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼
Combat Staff; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼
u-1 Thrusting Strike: Hand-to-Hand Attack (8d6, Total 10d6); Range: 0; Reduced END: Half, +¼; Armor Piercing: 1, +½; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 2
u-1 Missile Deflection (All Ranged Attacks, None, OCV 13); Deflect Attacks: Adjacent, +½; Deflection Bonus: 4, 8; OCV: 13; Active Points: 42; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼
u-1 Pole Vault Superleap (+10″, 13″, NC: 26″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 45; Reduced END: Zero, +½; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 0
u-1 Spinning Staff Block: Force Wall (6 PD/6 ED); Range: 185; Champions Limitation (Can only protect one hex): -½; Reduced END: Half, +¼; Width: 7″, +0; Active Points: 37; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 1
u-2 Quarterstave Form; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼
(7) +4 level w/HTH Combat; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼
(8) Hand-to-Hand Attack (6d6, Total 9d6); Range: 0; Reduced END: Half, +¼; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 1
; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼
Multi-Magazine Repeating Crossbow; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼
u-1 1½d6 Basic Quarrel / Killing Attack (RKA); Range: 185; Armor Piercing: 1, +½; Charges: +8, +0; Clips: 4; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 0
u-1 8d6 Concussive Quarrel / Energy Blast; Range: 200; Versus: ED; Charges: +8, +0; Clips: 4; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 0
u-1 2d6 Multi-Pellet Gas Quarrel / Energy Blast; Range: 200; Versus: ED; Area Effect (Radius): 3″ radius, +1; No Normal Defense: +1; Autofire: 5 shots, ½; Charges: +24, +½; Clips: 4; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 0
u-1 4d6 Bolo Quarrel / Entangle (DEF 4); Range: 200; Charges: +8, +0; Clips: 4; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 0
; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼
u-1 Flares: Change Environment/Brightly Lit (32″ rad.); Effect: Fixed, +0; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 0
u-1 2d6 Knockout Drops: Energy Blast; Range: 200; Versus: ED; No Normal Defense (vrs not ingesting or being injected with it, alien metabolism.): +1; Continuous: +1; Charges: +12, +1; Continuing Charges: 1 Hour, -5 lev; Extra Time: full phase, -½; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 0
u-2 Pocket Tool Kit; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼
(7) +4 level w/With all tool-related skills; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼
(5) 1d6 Transform / Rebuild machines and devices into other machines and devices (Minor, Limited Class); Range: 85; Cumulative: +½; Active Points: 17; Requires Skill Roll (Invention): -½; Generic Limitation (Must provide a semi-plausible explanation): -½; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 2
u-1 Breaching Charges: Tunneling (2″ through DEF 12); Charges: +8, -½; Tunnels: Left Behind, +0; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 0
u-1 2d6 First Aid Kit: Aid to all damaged powers and attributes (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Restore Only Lost Characteristics and Powers: -½; Charges: 12, -¼; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 0
u-1 Smoke Grenades: Darkness (Normal Sight, 1″ radius); Range: 135; Area Effect (Radius): 8″ radius, +1; Increased Area: ×8, +¾; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev; OAF (Various Gadgets): -1; Champions Limitation (Requires a full phase to switch gadgets): -½; Gestures: Instant Power, -¼ 0
6 +6 CP to All Attributes Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.
(6) 1d6 Aid (All attributes) (Fade/turn, Max. 6); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero & Persistent, +1; Always On: -½; Personal Only: -1; Increases maximums only, does not speed healing: -1; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. 0
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 30 CP worth of customized gear. 20
96 Total Powers  

 

Points Skills, Talents, Perks Roll
20 +2 level w/Overall Level
5 Inventor 14-
3 Acrobatics 14-
3 Breakfall 14-
3 Bugging 13-
3 Computer Programming 13-
3 Security Systems 13-
3 Stealth 14-
3 Systems Operation 13-
3 Combat Driving 14-
1 Combat Piloting 8-
Martial Arts: these work just fine with her staff…
4 Martial Block (OCV +2, DCV +2)
4 Martial Strike (OCV +0, DCV +2, 5d6)
3 Martial Throw (OCV +0, DCV +1, 3d6+v/5)
61 Total Skills, Talents, Perks  

 

Cost Equipment
2 Elemental Control: Microfiber Clothing (5-pt reserve)
; All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).
a-8 Armor (8 PD/8 ED) ; Hardened: ×1, ¼; Always On: -½
b-4 Life Support Systems
(1) Life Support: High Pressure/Vacuum
(1) Life Support: High Radiation
(4) Need Not Breathe
(1) Life Support: Intense Heat/Cold
c-2 Instant Change (can look like any clothing) ; Clothes: Any Set, 10
d-2 +3 level w/Stealth (Camoflague)
4 Advanced Military Electronics Package
; Computer: Int 13, Dex 0, Spd 1 (-27 Points Base).
(1) Elemental Control: Electronics (3-pt reserve)
; All abilities Conventional Technology (-1)
a-3 Radio Listen and Transmit ; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½
b-2 Infrared Vision ; Usable By Others: Simultaneous Use, +½
c-3 Telescopic Vision (Sight, +4 to PER) ; Usable By Others: Simultaneous Use, +½
d-2 Flash Defense (Sight, 5 pts) ; Usable By Others: Simultaneous Use, +½
e-2 Flash Defense (Hearing, 5 pts) ; Usable By Others: Simultaneous Use, +½
f-2 Detect Health of User (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
g-2 Enhanced Perception (all) (+2 to PER) ; Usable By Others: Power Lost, +¼
h-3 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½
i-2 Basic Computer Functions
(1) Absolute Time Sense
(1) Inertial Locator/Bump of Direction
(1) Lightning Calculator
j-2 Detect Environmental Hazards (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
; Detects Chemical Weapons, High Radiation, Etc.
k-4 GPS/Heads-Up Map Display: Navigation 14-; Usable By Others: Power Lost, +¼
l-7 +3 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½
m-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12) 3; Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2
; This allows the user to load maps (area knowledge), mission information, and so on. All of it should be Usable By Others/Power Lost, so you can load a total of 10 points worth of information.
(3) Programs
; 1) Monitor instruments and transmit information to user and command systems
2) Place call for emergency assistance if serious health issues are detected.
3) Refuse to activate without proper identification of authorized user.-The first two programs normally run continiously after boot-up. The third runs at boot-up but shuts down once satisfied.
(1) English (Basic Conv.); Literacy: Standard, 0
(4) Easy Interface: Computer Programming 13-; Usable By Others: Power Lost, +¼
7 +6 DEX, Monkey Belt ; Doesn’t Affect Figured: -½
29 Total Equipment

 

125+ Disadvantages
10 Public Identity
15 Dependent NPC: Son (Incompetent, 8-); Skills: Normal, +0
20 Code Against Killing (Common, Total)
20 Hunted: Genocide (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Overcurious (Very Common, Moderate)
10 Excessive Self-Doubt (Common, Moderate)
10 Watched by Canadian Government, Press (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Only Watching, ×½; Punishment: Harsh, 0
100 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
68 + 157 = 225 225 = 100 + 125

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
9 9 5 13 21/13 21/13 2, 4, 6, 8, 10, 12

Height: 156cm (5’1″), Weight: 52kg (114 lbs), Sex: Female, Age: 27, Race: Human

Appearance: Tinker is a short, slender, amerindian woman. Her “costume” mostly consists of her toolbelt and vest of many pockets – both loaded with her various gadgets and small items to be assembled into more. Outside of that, she tends to exploit the “any clothing” properties of her Microfiber Clothing (standard issue in the Vanguard) to change her “costume” (and normal outfits) at whim.

Champions – The Silverhold (Dixie Island, Montreal)

The Silverhold of Aurora Ward occupies a small island in the St. Lawrence River, about two thousand feet off the shore of Montreal proper. Centuries ago the island was supposedly used by Native American shaman to conduct rituals and vision-quests, but during the colonial era it became the private estate of the Merrow family, complete with a small mansion and reasonable well-kept grounds.

With the disappearance of the Merrow family in the early 1800′s it was occupied for a time by their increasingly distant relatives, but the essential inconvenience of a one-household island, the costs of maintenance, and a distinct surplus of uncanny events, eventually led to it’s abandonment. It enjoyed some popularity over the next few decades as a stopping spot for picnicking boaters, but title fell to the City of Montreal due to unpayed back taxes.

A little over two years ago the crumbling mansion was nearly razed in a conflict between the Wendigo and the Vanguard, who were rescuing the Wendigo’s child-sacrifices. With the proposal for Aurora Ward, it was decided that the island would make a near-ideal base. It was reasonably well isolated, far enough from the shore to keep supervillain trouble away from Montreal proper, isolated enough to ward off most curiosity-seekers, offered sufficient room, belonged to the city without dispute, and was weird enough to make the notion of having a superhero team watching it attractive.

A spate of construction later and Aurora Ward had a shiny new base, some crumbling outbuildings, a modest dock, and tolerably well-maintained grounds.

Base Characteristics:

  • DEF 15 (39 P)
  • BODY 12 (10 P)
  • Size 12, 1,600 hexes (68,864 sq ft), DCV -12 (24 P). Split over four 22 x 20 floors with a central well.
  • Grounds 6,000 hexes (roughly 100 x 60) (2 P)
  • Location (Suburb) (5 P)

Base Powers:

  • Danger Room:  18d6 Mental Illusions; Focus Type: Base, -1; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Focus: Obvious Inaccessible, -½; Champions Limitation (Powers limited to within the danger room): -½ (26 P, 9 End).  Variable Power Pool (30-pt Pool); Control Cost: 15; Focus Type: Base, -1; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Focus: Obvious Inaccessible, -½; Champions Limitation (Powers limited to within the danger room): -½; No Skill Required for Change: +1 (39 P, variable End).
  • Security System; Clairsentience (Hearing, Sight); See: Present, +0; Dimensions: Current, +0; Range: 9,600″; Focus: Obvious Accessible, -1; Focus Mobility: Immobile, -1; Requires Skill Roll (Systems Operation): -½; Reduced END: Half, +¼  (21 P,  3 End).
  • Dimensional Nexus/6d6 Aid to Dimensional Effects (Fade/hour, Max. 40); Range: 0; Affects: Single Power of Special Effect, +¼; IAF (Various ritual components): -½; Champions Limitation (Requires various rituals to use purposefully.): -½; Champions Limitation (Will not raise active point totals above 80 points): -½; Focus Type: Base, -1; Side Effects (Weird mystic things happen): 60/All, -1; Extra Time: 1 min., -1½ (11 P, 6 End).
  • Mystical Energy Reserve / Endurance Reserve (60 END, 12 REC/turn); IIF: -¼; Focus Type: Base, -1 (8 P).
  • Mystic Link / High Range Radio Hearing; Based on EGO Combat Value: vs. ECV, +1; Focus Mobility: Immobile, -1; Focus (Ansible): Obvious Accessible, -1
    3    High Range Radio Hearing (Conventional); Focus Mobility: Immobile Focus -1 (7 P).
  • Holodisplay; Images (Hearing, Normal Sight, 1″ radius); Range: 75; Reduced END: Zero, +½; Observer PER Penalty: 0, +0; Champions Limitation (Obvious semitransparent projection): -2   (5 P, 0 End).
  • Shadow Realm Gate / Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Champions Limitation (Only affects those leaving, not the entire base..): -1; IIF: -¼; Focus Type: Base, -1   (6 P, 2 End). Vehicles and individuals exiting the base may pass into the Shadow Realm – a dark reflection of the normal world, where everything is darker and edgier. For example – organized crime runs the city. Oddly enough, actions taken in the mirror world tend to be reflected in reality, and vice-versa.

Staff (16 x 50 point competent normals with disadvantages as normal, 30 P)

Base Facilities:

  • +3 level w/Overall Level (Only for the labs/shops/etc and danger room effects.): -½ (20 P)
  • 2    Alchemy Lab    11-
  • 2    Chemistry Lab    11-
  • 2    History Library    11-
  • 2    Occult Library    11-
  • 2    Parapsychology Lab    11-
  • 2    Meteorology Lab    11-
  • 1    English signs and notices (Basic Conv.); Literacy: Standard, 0
  • 1    French signs and notices (Basic Conv.); Literacy: Standard, 0
  • 3    Criminology Lab    11-
  • 3    Mechanics / Machine Shop    11-
  • 2    Vehicle Shop    11-
  • 2    Enchantment Lab    11-
  • 2    Medical Lab    11-
  • 2    Spell Programming Lab    11-
  • 2    Zantu Ethernet/Earth Internet Data Link    11-
  • 3    Systems Operation Consoles    11-
  • 2    Pseudopod Painting Studio    11-
  • 3    Electronics Lab    11-
  • 3    Tactics Briefing Room    11-
  • 3    Ventriloquism / Public Address System    11-
  • 2    Weapons Laboratory    11-

Base Cost: 302 Points.

172+    Disadvantages (Cost: 172/5 = 34 points)

  • 20    Distinctive Features: Blatant Superhero Base, Extraterrestrial Consulate/Enclave, Monster Hangout, Etc
  • 10    Dependent NPC: Random Zantu Staff Member (Normal, 11-)
  • 10    Dependent NPC: Random Earth Staff Member (Normal, 11-)
  • 20    4d6 Unluck: Mystical Nexus
  • 10    Hunted: Mystics who want to use the nexus (8-)
  • 15    Hunted: Extradimensional Intruders (8-)
  • 15    Watched by various governments (14-)
  • 10    Small Island Base, mildly awkward to access or expand.  (Frequently, Slightly)
  • 20    Vulnerability to Fire (2× BODY)

Disadvantages Total = 130

The Silverhold is a fairly formidable base – but it has enough problems to keep a team busy without even leaving it’s walls half the time. Samhain contributed 20 points towards it’s cost, each of the other characters is contributing three – and two have been provided by their backers (since the Mystic Nexus is more a source of trouble than something the characters really wanted “installed”).

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