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

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”).

Champions – Nimbus, Strongman of the Vanguard

Geofric Bouchard was a fairly ordinary mechanic – a very good mechanic, yes, but still quite ordinary – until a radiant ball of energy fell out of the sky on him. When the emergency services paramedics got him awake he seemed to have come through it just fine – but they took him in for a better check anyway.

That check revealed that his body had been infused , or perhaps merged, with massive amounts of psychic, magnetic, and plasma energies – enough that it should have vaporized him on the spot.  Why it had not, the attending physician-mage could not say.

Three days later, faced with a fire emergency, Geofric abruptly found himself surrounded by a massive energy-construct, impervious to the raging fire and capable of taking others inside to extend that protection to them.

It was not long before “Nimbus” was a well-known hero (it would be difficult to be much more conspicious) – and he was recruited as one of the founding members of the Vanguard shortly after that. Since then, he’s essentially acted as the team anchor – holding his section of any battlefield like a small mountain, supporting falling buildings, and wading into the worst hazards carrying his teammates along.

Since Destine has actively joined the group, he often has her accompany him; she can use the defense, and he can use the good luck she brings since his energy form is somewhat clumsy.

Nimbus possesses a single, massive, talent; he can surround himself with a blazing field of solid energy that he can manipulate at whim. In fact, he can even share it’s defensive benefits by bringing people inside with him – although space is severely limited. Unfortunately, the construct is incredibly easy to hit. Fortunately, that’s matched by its equally incredible toughtness. Naturally enough, that’s spawned a basic tactic when fighting the Vanguard; take down Nimbus BEFORE he gets a chance to activate his powers.

Nimbus

 

Nimbus

 

Value Characteristic Points
15/75 STR 5
17 DEX 21
18/33 CON 16
10/31 BODY 0
10 INT 0
15 EGO 10
20 PRE 10
10 COM 0
9/29 PD 0
7/27 ED 0
4 SPD 13
16 REC 0
20 END -23
65/71 STUN 0
Total 52

 

Points Powers END
6 Exokinetic Field Elemental Control (15-pt reserve); Concentrate: Throughout & 0 DCV, -1; Extra Time: full phase, -½; Extra Time Required: Only At Startup, ½; Champions Limitation (All or nothing; either the entire EC is active or it is not.): -¼
a-19 Growth-6 (×64 mass, ×4 height); Mass: 3,968 kg/8,730 lbs; Height: 672 cm/22’1″; Extra STR: 30; Knockback Reduction: -6; Extra BODY: 6; Extra STUN: 6; DCV Penalty: -4; PER Penalty: +4; Reduced END: Zero, +½; Addition (0 End cost applies to extra strength from growth as well. ): +12 0
b-6 Change Environment: Brilliantly Warm and Illuminated (8″ rad.); Effect: Fixed, +0; Reduced END: Zero, +½. 0
c-12 Armor (10 PD/10 ED); Area Effect (One-hex): 1 hex(es), +½.
d-6 Damage Resistance (20 PD/21 ED); Area Effect (One-hex): 1 hex(es).
e-12 Life Support (total); Area Effect (One-hex) +½.
f-10 Force Field (10 PD/10 ED); Area Effect (One-hex). 0
g-8 Mental Defense (27 pts); Add to Total; Area Effect (One-hex).
h-4 Regeneration (2 BODY/Turn); Regenerate: Lost Limbs and Organs, +10; Generic Limitation (Only affects BODY granted by Exokinetic Field): -1.
i-6 Running (+10″, 16″, NC: 32″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 30; Reduced END: Zero, +½. 0
j-6 Shape Shift (Limited Group); Reduced END: Zero, +½. Nimbus can reshape his exokinetic field, but never his actual body. 0
k-12 +30 STR; Reduced END: Zero, +½. 0
l-6 +15 CON.
m-6 +15 BODY.
n-6 +20 PD; Area Effect (One-hex).
o-6 +20 ED; Area Effect (One-hex).
p-6 Stretching (4″, NC: 8); Non-Combat Multiplier: ×2, +0; Reduced END: Zero, +½. 0
5 EC Associated powers; Linked (To Elemental Control): -½; Concentrate: Throughout & 0 DCV, -1; Extra Time: full phase, -½; Extra Time Required: Only At Startup, ½; Champions Limitation (All or nothing; either the entire EC is active or it is not.): -¼
(3) Flash Defense (Sight, 10 pts).
(2) Flash Defense (Hearing, 5 pts).
12 2d6 60-Point Equipment Allowance Aid (Fade/month, Max. 60); 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; Active Points: 119; This allows a character to haul along 60 CP worth of customized gear. 30
154 Total Powers  

 

Points Skills, Talents, Perks Roll
0 English (Native Accent); Literacy: Standard, 0
0 French (Native Accent); Literacy: Standard, 0
10 +3 level w/HTH Combat; Champions Limitation (OCV Only): -½
9 Mechanics 14-
19 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
(6) Easy Interface: Computer Programming 12-; Usable By Others: Power Lost, +¼
5 3d6 Advanced First Aid Kit / Healing 1; Champions Limitation (Once per set of injuries.): -½; OAF (First aid satchel): -1; Champions Limitation (Cannot be used while Elemental Control is active): -½
4 Shrinking / Compaction Amulet-1 (DCV +2, Height 84 cm/2’9″) 1; Mass: 7¾ kg/17 lbs; Knockback Increase: 3; PER Bonus: -2; Linked (To Elemental Control): -½; Concentrate: Throughout & 0 DCV, -1; Extra Time: full phase, -½; Extra Time Required: Only At Startup, ½
31 Total Equipment

Nimbus carries other equipment as needed – but it’s most often support gear, supplies, and rescue gear.

125+ Disadvantages
10 Public Identity
10 Distinctive Features: Giant glowing energy-automaton; Concealability: Easily, 5; Reaction: Always noticed & major reaction, +5
5 Dependent NPC: Destine (Slightly Less Powerful, 11-); Skills: Useful, -5
15 Reputation (14-)
20 Code Against Killing (Common, Total)
15 Honorable (Common, Strong)
15 Code of Chivalry (Common, Strong)
10 Watched: Canadian Government, Press (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
100 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
52 + 173 = 225 225 = 100 + 125

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 / 2 / 8 5 27 57/48 55/49 3, 6, 9, 12

 

Height: 168/672cm (5’6″/22’1″), Weight: 62/3968kg (136 lbs/8,730 lbs), Sex: Male, Age: 38, Race: Human

Champions – On Interstellar Teleportation

Since it was asked… this is a fourth edition game and there are restraints on both active points and some powers in particular.

The Emergence Campaign timelines and background material mentions mass interstellar migrations – but limits the active point totals available to even the mightiest characters to 120 active points or less, and even THAT is awfully hard to get to. The effective limit is usually 90 active points.

The trouble is that 90 – or even 120 – active points in Teleportation just won’t get you that far. A sixty-point teleport power focused on long range gets up to a little over three miles. 90 points gets you two hundred miles and 120 points will give you global range – just for you. While that’s probably a good thing as far as keeping the campaign reasonably sane goes, and it avoids having heroes and villians popping in and out of orbital bases and distant lands at whim, it’s not going to allow interstellar travel in any reasonable amount of time. So just how do those interstellar jaunts work?

They’re a combination of Extra-Dimensional Movement to the corresponding point in an “empty”, but life-friendly, dimension, some FTL travel there (with the special effect that only a few instants of time seem to pass during the trip) and a return to normal space at the end.

At the absolute minimum, you can get away with that personally at a mere twenty active points in each effect – just barely within the range of possibility for a normal mortals personal magic. Of course a normal mortal using that sort of effect will generally be restricted to using pre-existing weak points in any dimensional wards which happen to be up (since they can’t afford to add Armor-Piercing to their dimensional travel spell), and will need some sort of cross-dimensional perception or some other special ability to navigate. An appropriate Detection, Trans-Dimensional Senses and a decent Navigation Skill, or simply very high skills in astronomy and navigation, will all do.

The cheapest version of a group transport using that system is to add a one-hex area effect (for 30 active points in each ability) to each of the active powers. You can add the “stargate” travel effect if it makes you happy at no cost.

Sure, the actual transport speed is only 32 times the speed of light, but it won’t seem long at all. If you really MUST be drawn to mars on a strange beam of light and look for Dejah Thoris, go right ahead.

If you’re using ambient magic at 40 active points, you can up the speed to 250 times the speed of light – and can spare the power to break through most dimensional wards on arrival and departure.

If you want to take a small horde… now you have problems. For that you’re going to want Radius and Extended Radius. If you go for the 80 active points you can get using ambient magic at a major power nexus with a focusing structure (or from major-league psionic powers), you can get a radius of 1024 meters – about 3.3 square kilometers. Allowing some room for their goods, you can still get a few hundred thousand, or maybe even a million or so into that space.

Thus Azor, who jumped his tribal followers a sizeable part of the way across the galaxy – some 78,000 light years – lost nearly two and a half thousand years doing it. Of course, neither he nor his followers knew or cared about that.

The inhabitants of Zantu, who jumped a mere two hundred and forty light years or so away from Earth as it was approaching the Rho-Field lost between seven and eight years on the trip – not that they cared either, although they may have known.

Small groups can go a lot faster of course; jumping a small embassy group from Zantu to Earth using an ancient device with 80 active points meant 40 points of FTL in a radius – for four light years an hour, or a trip time of about two and a half days.

Can you speed things up even more without more active points? Yes, of course you can; if you can navigate the dimensions with great skill (or just get very VERY lucky) you may wind up in a dimension where FTL is unusually easy or where space is “smaller” – effectively multiplying your speed, possibly to the point of near-instantaneous travel. Unfortunately, that sort of bonus is only available at the whim of the game master.

And now the players will know why most interstellar travel is by ship. Ships don’t have to pay for area effects, and so they can be considerably faster than purely magical means of travel.

Champions – Destine of the Vanguard

Tracy Gillingsford achieved notoriety at age nine, when she – having been used to cheat in various casinos by her parents – because the youngest defendant to be persecuted under the new (and soon hastily adjusted) laws against the use of psychic abilities in criminal enterprises.

As far as her powers go, Destine is a reasonably strong telepath, possesses a talent for shifting probabilities to favor her friends and inconvenience her enemies – and is exceptionally skilled in the use of her telepathy, capable of holding individuals with fairly powerful mental abilities paralyzed, although that will force her to concentrate on that task to the exclusion of most other activities.

While that was underway her mandatory sentence was quietly commuted to being placed with “suitable” foster parents – the Vanguard.

While “Destine” is still not quite seventeen, she’s become a valued member of the team by the simple expedient of using her invisibility talent to sneak along on missions – and quietly staying well out of the way while bending probability on her friends behalf.

 

Destine

 

Value Characteristic Points
8/13 STR -2
11 DEX 3
13 CON 6
10 BODY 0
13 INT 3
23 EGO 26
10 PRE 0
10 COM 0
2/8 PD 0
3/9 ED 0
3/6 SPD 9
5 REC 0
18 END -4
21 STUN 0
Total 41

 

Points Powers END
15 Psychic Elemental Control (26-pt reserve); Champions Limitation (Only works on active, living, minds): -½; Variable Limitations: -½, -¼
a-9 Sense Minds; Champions Limitation (Only to detect minds, blocked by Ego Defence 15+.): -1; Champions Limitation (Only works on active, living, minds): -½; Variable Limitations: -½, -¼
(7) N-Ray Vision; Champions Limitation (Only to detect minds, blocked by Ego Defence 15+.): -1; Champions Limitation (Only works on active, living, minds): -½; Variable Limitations: -½, -¼
(4) 360-Degree Sensing (Sight); Champions Limitation (Only to detect minds, blocked by Ego Defence 15+.): -1; Champions Limitation (Only works on active, living, minds): -½; Variable Limitations: -½, -¼
(4) Telescopic Sense (Sight, +7 to PER); Champions Limitation (Only to detect minds, blocked by Ego Defence 15+.): -1; Champions Limitation (Only works on active, living, minds): -½; Variable Limitations: -½, -¼
b-15 Probability Maniplulation/Two Overall Levels; Area Effect (Radius): 24″ radius, +1; Increased Area: ×8, +¾; Linked (Must be able to sense the minds to be affected.): -½; Selective Target: +¼; Champions Limitation (Only works on active, living, minds): -½; Variable Limitations: -½, -¼
c-11 Probability Manioulation/Luck (4d6); Area Effect (Radius): 24″ radius, +1; Increased Area: ×8, +¾; Champions Limitation (Only works on active, living, minds): -½; Variable Limitations: -½, -¼; Linked (Must be able to sense the minds to be affected.): -½; Selective Target: +¼; Champions Limitation (Only works on active, living, minds): -½; Variable Limitations: -½, -¼
d-20 4d6 Probability Manipulation/Unluck; Area Effect (Radius): 32″ radius, +1; Increased Area: ×8, +¾; Linked (Must be able to sense the minds to be affected.): -½; Selective Target: +¼; Reduced END: Zero, +½; Champions Limitation (Only works on active, living, minds): -½; Variable Limitations: -½, -¼ 0
24 Telepathy Multipower (65-pt reserve); Telepathy-Based Powers only (-.5), -.5 in Variable Limitations (usually OIF Mindgem), requires a full phase (-.5) of 0 DCV concentration (-.5).
u-2 Telekinesis (STR 13); Range: 285; Manipulation: Coarse, +0; Based on EGO Combat Value: vs. ECV, +1; Reduced END: Zero, +½; Invisible (to Sight. Visible to Mental and Mystical Senses): One Sense Group, +½ 0
u-2 8d6 Mental Illusions; Reduced END: Zero, +½ 0
u-2 8d6 Mind Control; Communication: Verbal, +0; Reduced END: Zero, +½ 0
u-2 8d6 Telepathy; Reduced END: Zero, +½ 0
u-1 1d6 Transform” Mental Manipulation (Minor, Limited Class); Range: 185; Penetrating: +½; Cumulative: +½; Active Points: 37; Reduced END: Zero, +½; Invisible: To All Senses, +1 0
u-1 2d6 Energy Blast: Invoking the Id; Range: 200; Versus: ED; Continuous: +1; No Normal Defense (Psionic Telepathy or other Mental Powers): +1; Reduced END: Zero, +½; Uncontrolled: +½ 0
u-2 3d6 Mind Control: Suggestion Field; Communication: Telepathic, +¼; Active Points: 64; Area Effect (Radius): 48″ radius, +1; Increased Area: ×16, +1; Reduced END: Zero, +½; Invisible (Mental Senses also): One Sense Group, +½ 0
u-2 Clairsentience (Normal Sight, Hearing); See: Present, +0; Dimensions: Current, +0; Reduced END: Zero, +½; Range: 600″ 0
u-1 Psychometry
(9) Detect Psychic Impressions (+11 to PER); Time Required: Half Phase, +0; Range: Touch, +0
(2) Discriminatory Sense (Detect)
u-2 Universal Translator; Area Effect (Radius): 4″ radius, +1; Reduced END: Zero, +½; Champions Limitation (Only between active minds): -1 14-
u-2 Invisibility: Pay-No-Attention Field (Hearing, Sight, No Fringe); Not vrs Mental Defense 10+: -½; Reduced END: Zero, +½; Active Points: 60 0
10 Mental Defense (15 pts); Add to Total
13 +3 SPD; Generic Limitation (Only for using mental powers): -1; Variable Limitations: -½, -¼
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
142 Total Powers  

 

Points Skills, Talents, Perks Roll
27 Mentatics; Linked (Only with Psychic Telekinesis): -½
; Since Mentatics is opposed by the Ego and Ego Defense instead of Strength and PD, it can be quite effective on many physically difficult characters.
(3) Martial Block (OCV +2, DCV +2); Linked (Only with Psychic Telekinesis): -½
(2) Martial Grab (OCV -1, DCV -1, STR 38); Linked (Only with Psychic Telekinesis): -½
(3) Martial Strike (OCV +0, DCV +2, 7½d6); Linked (Only with Psychic Telekinesis): -½
(3) Martial Escape (OCV +0, DCV +0, STR 43); Linked (Only with Psychic Telekinesis): -½
(16) +3 DC for Martial Attacks; Based on EGO Combat Value: vs. ECV, +1; Linked (Only with Psychic Telekinesis): -½
6 Mindgem: 30-Point Computer Follower: Basic Skillwires
; Computer: Int 18, Dex 0, Speed 1. Programs: Skill Program Menu (May run up to three additional skill programs at the same time) and System Check/Reset. Base Cost: -20.All Skills usable by others, power lost (+.25), May only keep 3 skills other than overall levels active at one time (-.5), Requires a full phase to change active skill programs (-.25).
0 Skill Programs
(30) +3 level w/Overall Level
0 English (Native Accent); Literacy: Standard, 0
0 French (Native Accent); Literacy: Standard, 0
3 Scholar
1 Knowledge/Psychic Phenomena 11-
1 Knowledge/Spirits 11-
1 Knowledge/The Criminal Underworld 11-
1 Knowledge/Metahumans 11-
1 Knowledge/Politics 11-
1 Knowledge/Psionics 11-
42 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 12-; Usable By Others: Power Lost, +¼
8 Combined Powers Slot; IAF (Shield Generator on Belt.): -½
(4) +6 ED ; IAF (Shield Generator on Belt.): -½
(4) +6 PD ; IAF (Shield Generator on Belt.): -½
3 +5 STR 1; Doesn’t Affect Figured: -½
; Included to make the martial arts totals come out right.
30 Total Equipment

 

125+ Disadvantages
20 Code Against Killing (Common, Total)
10 Fear of Crowds (Common, Moderate)
20 Honorable (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
30 Vulnerability: Physical Killing Attacks (2× STUN); Attack: Very Common, +15
100 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
41 + 184 = 225 225 = 100 + 125

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
4 4 8 15 16/8 17/8 2, 4, 6, 8, 10, 12

Sex: Female, Age: 16

 

Champions – Aurora Ward

Over the past seventy years the power level of psionics and magic has increased exponentially – and, for some reason, a disproportionate amount of the resulting chaos has been focused on a relatively small number of countries – those known for their “cutting edge” technologies and reactionary traditional enclaves, their social mobility, and their prosperity.

From Canada’s point of view, that translates to relative calm compared to the boiling insanity to be found in the united states. While they have their black magicians, crazed psionics, and other weirdness – and heroes to oppose them – they are neither so numerous nor so powerful as those found south of their border.

For years, a single premier team with substantial governmental support – Vanguard (the known current members include Scale, Destine, Nimbus, Tinker, Boreas, Piper, and Dreamweaver) – has sufficed. While they are far from the most powerful heroes around, they are well-organized and practiced in working as a team.

Since the Darkstorm, the Twilight War, the attack of Tyrannon the Conqueror, and contact with the Kraggan Interstellar Federation, Vanguard has no longer been sufficient. Unfortunately, more powerful metahumans have a nasty tendency to be less stable – as shown by the fact that at least two of those events were apparently brought about by powerful metahumans. Nevertheless, the Canadian Government is now sponsoring a second team, Aurora Ward, where it is placing some of the more… eccentric, but high-powered and at least somewhat benign, heroes and quasi-heroes.

Aurora Ward:

Primary Base: The “Silverhold”, Montreal, Canada. A rather small island, once a historical estate with a reputation for strange events now – after extensive renovation due to damage taken during a confrontation between Vanguard and the Wendigo – taken over by the city government.

Current Membership: Amoebro, Armageddon, Captian Yu, Night Templar (official team leader), and Samhain.

  • Ameobro is a protoplasmic blob, resembling a human-sized amoeba, who was found when the lower levels of the Silverhold were reopened. After some initial confusion the amiable amoeba wound up fitting into the group at least as well as most of it’s more human members. His origin is unknown.
  • Armageddon channels the power of a Spirit of Light into fairly classic “Flying Brick” abilities, and is presumably inhabiting a human host. Many people find his choice of code-names more than a bit disturbing, despite his claims to be a Spirit of Mercy.
  • Captain Yu (Sometimes known as Captain Mayhem) is another alien, albeit apparently one with personal reasons for his visit instead of official ones. A new arrival, his abilities are as yet mostly unknown.
  • Night Templar is a mysterious figure, but is – at least to judge from the accent – native to Canada. His talents seem to revolve around his skills as a Detective, some supernatural approximation of Martial Arts, and rather arcane gadgetry. His identity is presumably known to the government.
  • Samhain is a formidable alien mage (apparently from an offshoot human race) on some sort of goodwill mission to the United Nations. Faced with a shortage of powerful heroes, the Canadian Ambassador called in a few favors to get him assigned to Aurora Ward – an assignment which his staff is treating as a consulate.

(Likely) Major Enemies: The Wendigo (a group of unpleasant undead), the Nightwraiths, Praetor and his Cybermonkeys, Dantalion, Malphas, and Voso (Demons), the Reptons (a reptile-psionic themed group), and Wildway, Niagara, and Bairnstormer (local villains).

Major Involvements: The Enlightenment (a group of strange spirits, including Andromalius, Orobas, and Zagan), the Zantu (Samhain’s homeworld) Factions, and the Imaginal Realms.

Known Sponsors: Darvian Lokikaarme (supplies equipment), the City Council of Montreal, and the Vanguard Foundation.

Given the presence of Armageddon, Samhain, and Night Templar, the current Aurora Ward group has a strong mystical bent – one reason why Montreal was pleased to offer them their current base, which is notorious for mystical disturbances. The unofficial reason is, of course, to chase American problems back into America. How successful they’ll be at that remains to be seen.

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