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 Design – Twilight Isles – BattletechChampionsd20Legend of the Five RingsShadowrunWhite WolfOther GamesBattling Business WorldStar Wars

. Cumulative General Index. Continue reading

Sekhmet-The-Mecha

Edmund generally hasn’t let anyone know that his Mecha isn’t really “him”. He’s even gone to the extent of filtering his voice to sound feminine. Sure, that won’t work if he has to haul people inside for some reason, but – at least for the moment – it’s a near-perfect way to keep his real identity a secret.

Sekhmet-The-Mecha is a fairly formidable tank – and, as such, is capable of standing up to a pretty good battle. The fact that Edmund can easily repair it on the fly and boost it’s various abilities (even if only one at a time) can help – but Edmund is only speed four himself, and even boosted Sekhmet simply isn’t up to fighting a megavillain.

Sekhmet-The-Mecha

Vehicle Characteristics:

STR 25/35  (15 Points)
DEX 15 (15 Points)
BODY 7/9 (-3 Points)
SPD 4 (15 Points).

Vehicle Basics:

Size Increase-2: 1.2 hexes (52 sq ft), 0.6 inside, 1 passengers, 2″ long x 0.6″ wide, 400 kg, KB -2, DCV 4 (Mod -1) (10 Points).

DEF 10; Coverage: Complete, -0; Protects: Top and Bottom, -0 (24 Points).

Ground Movement (6″, NC: 12″, 18mph); Non-Combat Multiplier: ×2, +0 (0 Points). This has been included in “Running”.

Swimming (4″, NC: 8″, 12mph); Non-Combat Multiplier: ×2, +0 (4 Points).

Special Systems:

Elemental Control: Cat Mecha Powers (15-pt reserve); Focus: Inobvious Inaccessible, -¼; Focus Type: Vehicular, -½; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½ (7 Points). It takes a few moments to get the systems up and running, but after that, watch out.

  • a-5 Shrinking-2 (DCV +4, Height 0 cm/0″); Mass: 6 kg/13 lbs; Knockback increase: 6; PER Bonus: -4; Reduced END: Zero, +½; Always On: -½. Sekhmet is very small. Don’t let that fool you.
  • b-7 Clinging (Clinging STR +60). Ever try to MAKE a cat let go? At Str 95 clinging you’ll have even less luck here.
  • c-13 Running (+10″, 16″, NC: 128″); Non-Combat Multiplier: ×8, +10; Non-Combat (MPH): 119; Reduced END: Zero, +½.
  • d-7 Superleap (+20″, 25″, NC: 50″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 60; Reduced END: Zero, +½
  • e-5 Armor (10 PD/10 ED); Always On (This makes “her” very difficult to fix by conventional means): -½. Yes, this is armor with a startup time; until the system is powered up, the active plating won’t work.
  • f-7 Life Support (total)
  • g-4 30″ Gliding (NC: 60″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 89; Generic Limitation (Only to eliminate falling damage and land on “his” feet.): -1½.

Weapons Multipower (62-pt reserve); Focus: Inobvious Inaccessible, -¼; Focus Type: Vehicular, -½; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Generic Limitation (All powers must be technologically reasonable and either have charges or zero End cost. ): -¼ (25 Points).  It’s worth nothing that Edmund’s boosting ability can increase the effect of any of these by 50% when he’s doing the aiming and firing – and that he can get to OCV 11 with the mounted weapons (Dex 18, two ranged combat levels from the Computer, three Overall Levels).

  • u-2) +40 STR: Overdrive; Doesn’t Affect Figured: -½; Reduced END: Zero, +½. This will take Sekhmet’s strength up to 75 – pretty impressive for a housecat.
  • u-2) Darkness; Smoke Canister (Normal Sight, 5″ radius); Range: 310; Charges: 8, +¼; Clips: 2; Continuing Charges: 1 Turn, -2 lev
  • u-2) 3d6 NND (Shock; versus Force Field, Insulation) Energy Blast Antitheft System; Range: 280; Versus: ED; Damage Shield: +½; No Normal Defense (Electrical Insulation): +1; Autofire: 5 shots, ½; Charges: 125, +¾. This is also handy if Edmund can contrive to rub up against a bad guys legs or some such, but that’s pretty situational.
  • u-2) 12d6 Energy Blast; Concussion Shell; Range: 300; Versus: ED; Charges: 8, +0; Clips: 4. A straightforward attack that should do fairly well against midrange villains.
  • u-2) 2½d6 RKA; Mini-Missile; Range: 300; No Range Penalty: +½; Charges: 16, +0. These are most effective against drones and fleeing cars and such.
  • u-2) 1½d6 RKA; Light Machine Gun; Range: 310; Autofire: 5 shots, ½; No Range Penalty: +½; Charges: 32, +½; Clips: 2
  • u-2) 1d6+1 RKA Flamethrower; Range: 300; Continuous: +1; Area Effect (Radius): 4″ radius, +1; Charges: +4, -¼; Continuing Charges: 1 Minute, -3 lev.
  • u-2) 3d6 NND Energy Blast; Gas Mortar Shell; Range: 300; Versus: ED; Area Effect (Radius): 5″ radius, +1; No Normal Defense (Life Support): +1; Continuous: +1; Charges: 8, +0; Continuing Charges: 1 Turn, -2 lev
  • u-2) 6d6 Entangle; Netgun (DEF 6); Range: 300; Charges: 8, +0; Clips: 4. Remember that Edmund can boost this by +30 active points – enough to add “explosive” or “one hex area of effect” or some such, as well as simply boosting it to 9d6 Def 9.
  • u-2) 2½d6 Killing Attack (HTH) (Total 4d6+1); Range: 0; Reduced END: Zero, +½.

Onboard Computer System (16 Points, but paid for by Edmund).

  • INT 13; May run three programs at once. (3 Points)
  • DEX 2; Speed 1 (-24 Points)

Elemental Control: Electronic Powers (3-pt reserve); Generic Limitation (Conventional Technology): -1 (1 Point)

  • Absolute Time Sense (1 Point)
  • Inertial Locator/Bump of Direction (1 Point)
  • Lightning Calculator (1 Point).
  • Speed Reading (Disk Drives); Computer Media Only: -1 (1 Point).
  • Global Positioning System/Bump of Direction (1 Point).
  • Eidetic Memory; Extra Time Required: Only At Startup, ½; Focus: Inobvious Inaccessible, -¼; Focus Mobility: Bulky, -½; Focus Type: Vehicular, -½; Audivisual Only (DVD Recorder): -½ (2 Points).
  • Radio Listen and Transmit; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½ (3 Points).
  • Infrared Vision; Usable By Others: Simultaneous Use, +½ (2 Points).
  • Telescopic Vision (Sight, +4 to PER); Usable By Others: Simultaneous Use, +½ (3 Points).
  • Flash Defense (Sight, 5 pts); Usable By Others: Simultaneous Use, +½ (2 Points).
  • Flash Defense (Hearing, 5 pts); Usable By Others: Simultaneous Use, +½ (2 Points).
  • +2 levels with Ranged Combat / Computer Assist; Usable By Others: Power Lost, +¼ (6 Points).
  • 2d6 Aid: Programs/Databases (Fade/week, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2 (4 Points). 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.
  • Detect Environmental Hazards (+1 to PER); Time Required: Instant, +2; Range: Touch, +0 (2 Points). This detects Chemical Weapons, High Radiation, Etc.

Loaded Databases (11 Points): Metahumans 14-, World Atlas 14-, English (Basic Conversation and standard Literacy)

Programs (6 Points); Go to specified location, Attack specified location/target, Search databases & internet, Act like a cat, Antitheft, Vehicle Diagnostics.

Base Vehicle Cost: 180 Points.

150+ Disadvantages (Cost: 150/5 = 30)

  • Hunted by Animal Control (8-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 (10 Points).
  • Watched by the Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0 (10 Points).
  • Reputation: Cat Monster (8-, Extreme) (10 Points).

30 Disadvantages Total

Champions – Sekhmet

Edmund had had a knack with vehicles as long as he could remember – but it hadn’t meant that much on a farm. Sure, it made it easy to keep the tractor, and the family car, in good repair – but he just kept quiet about it.

He moved out at sixteen (leaving the farm to his brother, who wanted it), and went into business – first vehicle repairs, then high-priced vehicle restoration, then (as his power grew), creating custom, one-of-a-kind, vehicles for the extremely wealthy – and even for some superhero groups.

By the time that his power came into full operation, he was very, very, well off indeed.

And then his daughter started to develop powers of her own – and much more direct ones at that. Worse, she wanted to go out and be a hero. A young heroine could DEFINITELY use a little parental backup – and while he didn’t exactly have “heroic” powers, he was generally competent and he had his ways.

———————————————————————————-

Even Edmund isn’t too sure how his greatest creation so far works – but “Sekhmet” somehow distorts space around itself, packing the power of a massively armed-and-armored quasi-felinoid battlemech into the space (and mass) normally occupied by a housecat – which is exactly what it looks and acts like when he isn’t piloting it.

When he wants to get into “Sekhmet” he simply touches “her” and – somehow – winds up inside, getting her weapons powered up and ready to go. When he isn’t piloting he generally keeps her in a cat-carry bag, so as to keep her handy. That way, if he hears about some major menace, hopefully he’ll be able to reach and deal with it before his daughter gets involved.

———————————————————————————-

In practical terms, Sekhmet-the-Mecha works a lot like Iron Man; the system is very tough, mounts a wide variety of weapons, a good computer system, and is extremely mobile. The fact that it appears to be a fairly normal cat, and can ride around on a team-mates shoulder… is just confusing gravy – especially when the massive weapons fire from somewhere unlocateable within “her” immediate vicinity.

Personally, Edmund has the ability to enhance, repair, and create vehicles – as well as a limited ability to interface with and (to some extent) manipulate many devices at range. Given that this allows him to seize control of vehicles at range, he can be quite a problem for other vehicle users even without his personal tank.

He also has lots of money, and isn’t at all afraid to use it.

 

Sekhmet

Value Characteristic Points
8 STR -2
18 DEX 24
13 CON 6
10 BODY 0
13 INT 3
10 EGO 0
10 PRE 0
10 COM 0
2 PD 0
3 ED 0
4 SPD 12
5 REC 0
20 END -3
21 STUN 0
Total 40

 

Points Powers END
26 Multipower (77-pt reserve); Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Focus (Tool Belt): Obvious Accessible, -1; Concentrate: 0 DCV, -½
u-2 2d6 Aid: Any one vehicle power (Fade/min., Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Reduced END: Zero, +1; Autofire: 20 shots, 1¼; Generic Limitation (Points only last as long as he is focused on that particular power.): -½

He has been known to abruptly “discover” that he has a medical bay when there are casualties to care for…

0
u-2 2d6 Aid: Restore Damaged Vehicle Systems (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Autofire: 55 shots, 3; Restore Only Lost Characteristics and Powers: -½; Reduced END: Zero, +1 0
u-1 Summon Vehicle (1 150-point creatures); Range: 0; Summon: Limited Group, +¼; Extra Time: 1 hour, -2½ 7
u-1 Machine Empathy; Ranged: +½; No Range Penalty: +½
(5) Computer Programming 14-
(6) Electronics 14-
(3) Combat Driving 14-
(3) Combat Piloting 14-
(5) Security Systems 14-
12 20-Point Total “Wealth” Multipower (90-pt reserve); Extra Time: 1 Day (-3.5), OAF (-1), Activation 14- (-.5), Must be able to go shopping or order things (-.5), Results generally do not arrive for a week or so (-1).
u-1 2d6 Aid; Buy Things (Fade/season, Max. 20); Range: 0; Affects: Single Power, +0; Difficult to Dispel: ×2, +¼; Area Effect (Radius): 12″ radius, +1; Increased Area: ×2, +¼; Selective Target: +¼; Affects All Powers Of A Related Group, But Each Must Be Enhanced Separately: +1;

This can be used to enhance the target’s Equipment Allowance (Points to spend on conventional personal equipment, usually bought as independent items. The base champions equipment pool is “0”), Vehicles, & Bases.

6
u-1 5″ Flight; Buy plane tickets (NC: 625″); Non-Combat Multiplier: ×125, +30; Non-Combat (MPH): 930; Usable By Others: Simultaneous Use, +½; Usable by Others Number: 8, +¾; Must take plane; not under own power.: -2 1
u-1 2d6 Mind Control; Advertising Campaign; Communication: Verbal, +0; Area Effect (Radius): 3000000″ radius, +1; Increased Area: ×1000000, +5; Nonselective Target: -¼; Continuous: +1; Reduced END: Zero, +½; Uncontrolled: +½; Visible: -¼; Only works on those who pay attention to media: -½; Does not count as an “Attack”: +½; Attracts Attention: -½;

This is a continent-wide campaign…

0
u-1 Summon; Place Want Ad (4 50-point creatures); Range: 0; Summon: Limited Group, +¼; Summon; Hire Employees: +¼;

One may hire a fairly sizable staff, and expect them to be reliable and loyal within reason. The “Hire” modifier covers their salaries and minor perks.

7
u-1 Send It Out For Analyasis; Discriminatory “Detect”, Variable (+2, net 24 points), +10 Perception (+30), Science, 2D6 Aid to any one (+.25) relevant technical skill, fades 1/minute (+.5, AKA; “I read the report”).
u-1 9d6 Transform (Cosmetic, Limited Class); Range: 450; Cumulative: +½; Difficult to Dispel: ×2, +¼;

Have things rebuilt. Covers cosmetic surgery, having the house painted, minor repairs, and various other makeovers. Really big jobs may take some time though.

9
u-1 “I’ll have my people look into that”; +9 “Overall Levels”;

Effective roll of 20- on any job which you can hire someone to do for you and report back on. EG; Hiring a detective agency.

u-1 Change Environment; Get Some People In Here… (32″ rad.); Effect: Variable, +1; Reduced END: Zero, +½; Uncontrolled: +½;

You may call in servants, caterer’s, interior decorators, moving men, etc, to supply food, a pavalion, furniture, background music, clean up the area, set it up as a playground, etc, etc, etc. Minor effects are usable more quickly then usual; it doesn’t take long to deliver food.

0
52 Total Powers  

 

Points Skills, Talents, Perks Roll
30 Vehicle (The Sekhmet): 150
30 +3 level w/Overall Level
16 Follower (Computer) (1, 80 pts, 0 Disad.); Number: 1, +0
3 Combat Driving 13-
3 Engineering 12-
3 Bureaucratics 11-
3 Combat Piloting 13-
88 Total Skills, Talents, Perks  

 

Cost Equipment
15 Armored Costume; Focus: Inobvious Inaccessible, -¼; Generic Limitation (Conventional Technology): -1
(8) Armor (6 PD/6 ED)
(3) Built In Smartphone: Radio Listen and Transmit ; Champions Advantage (Smartphone Functions): +½
(2) Protective Goggles: Infrared Vision
(2) Protective Goggles: Flash Defense (Sight, 5 pts)
5 Stetson Hat / Mental Defense (10 pts) ; Add to Total; IAF (Circuit Band in Hat): -½
20 Total Equipment

 

100+ Disadvantages
20 Normal Characteristic Maxima
5 Dependent NPC: Daughter (A minor hero) (Slightly Less Powerful, 8-); Skills: Normal, +0
5 Distinctive Features (Eccentric Beard, Hair, Etc); Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0
10 Hunted: The Voltron Group (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Mild, -5
; This bunch of minor power-armor villains want him to pilot their escape vehicles.
15 Secret Identity: Edmund Variff
10 Watched: The Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
5 Reputation: Wealthy Eccentric (8-)
20 Code of Chivalry (Common, Total)
15 Overconfidence (Very Common, Moderate)
10 Prankster (Common, Moderate)
115 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
40 + 140 = 180 215 = 115 + 100

 

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

 

Champions – the Cloud Commanders Cloud Beasts

The Cloud Commander’s clouds aren’t really all that powerful in superhero terms – but en mass they can help each other aim, create winds to turn their gliding into something akin to flight, pester people with personalized weather, and join together to form massive “vehicles”.

Individually, they’re quite strong enough to carry someone around indefinitely and easily – allowing the Commander to ride a single cloud about. That neatly compensates for the fact that using most of his abilities requires a rull phase; he can focus on using his powers while his cloud-steed handles the mobility side of things.

Overall, they’re a pretty formidable set of minions for a teenager to have at his command.

 

Cloud Beast

Value Characteristic Points
0/20 STR -10
17 DEX 21
18 CON 16
8 BODY -4
3 INT -7
3 EGO -14
10 PRE 0
5 COM -2
4 PD 0
4 ED 0
4 SPD 13
8 REC 0
36 END 0
23 STUN -4
Total 9

 

Points Powers END
10 Elemental Control: Cloud Powers (15-pt reserve); Always On: -½
a-10 30″ Gliding (NC: 60″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 89
b-10 Shape Shift (Cloud and Mist Forms) (Limited Group); Generic Limitation (They’re clouds. They can come in many shapes, and squeeze through small holes and such, but they’re clouds. ): -1; Reduced END: Zero & Persistent, +1 0
c-10 Stretching (6″, NC: 12); Non-Combat Multiplier: ×2, +0 3
d-23 +20 STR; Affects Desolidified: +½; Reduced END: Zero & Persistent, +1 0
e-10 Armor (10 PD/10 ED)

Attacks tend to go right through, without hurting them – an odd special effect for armor, but it works.

f-10 Mental Defense (Vapor Brained) (31 pts); Add to Total
g-5 Regeneration (1 BODY/day); Regenerate: From Death, +20
18 Multipower (50-pt reserve); Concentrate: Throughout & 0 DCV, -1; Extra Time: full phase, -½; Generic Limitation (Only in-atmosphere): -¼
u-2 8d6 Energy Blast (Lightning); Range: 250; Versus: ED; Reduced END: Half, +¼ 2
u-2 Hand-to-Hand Attack (Storm Buffet) (9d6, Total 13d6); Range: 0; Affects Desolidified: +½; Reduced END: Half, +¼ 2
u-2 Change Environment (Weather Conditions) (8″ rad.); Reduced END: Half, +¼; Champions Advantage (Can generate minor (plus or minus two) modifiers on appropriate rolls.): +¼; Effect: Variable, +1 2
u-2 1d6 Drain (Gases, Smokes, Etc) (Return/min.); Range: 0; Autofire: 25 shots, 1½; Reduced END: Zero, +1; Active Points: 50; Trigger (When in the area of an appropriate effect): Set, +¼; Affects: Single Power of Special Effect, +¼; Penetrating: +¾

Clouds can rapidly dissipate or suck up gases, smoke, and other vaporous area-effect effects that touch them. Each can can only suck up one effect at a time though; it has to spit it out (in harmless shreds) before it can suck up another.

0
u-2 2½d6 Killing Attack (RKA) (Lightning); Range: 250; Reduced END: Half, +¼ 2
2 Helpful Weather
(17) +2 level w/All Combat; Usable By Others: Simultaneous Use, +½; Ranged: +½; Usable by Others Number: 4, +½; Reduced END: Zero, +½
u-1 Sense the Atmosphere
(4) Tracking Scent
(2) Discriminatory Sense (Smell)
(11) Enhanced Perception (Smell, +15 to PER)
u-2 Desolidification; Reduced END: Half, +¼ 2
121 Total Powers  

 

Points Skills, Talents, Perks Roll
20 +4 level w/Multipower
20 Total Skills, Talents, Perks  

 

100+ Disadvantages
20 Phys. Lim; No Fine Manipulation (Frequently, Fully)
15 Distinctive Features: Clouds; Concealability: Not Concealable, 15; Reaction: Noticed and Recognizable, +0
40 Vulnerability: Heat and Flame (2× STUN and BODY); Attack: Common, +10
75 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
9 + 141 = 150 175 = 75 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 1 31 14/10 14/10 3, 6, 9, 12

 

Champions – The Cloud Commander

The heavens wept. Lightning struck from each point of the ancient compass rose, thundering twenty-four times in a final salute.

In a hidden citadel, the final sparks of a smoldering hearthfire cooled, the brandy spilled from the fallen snifter was a mere damp spot on the luxurious carpet – and the open bottle had been left to evaporate.

Lord Henry Richart, for ninety-seven years Grand Marshal of the Aerial Legion, hero of a hundred battles, and eighty-four years in the body, had embarked upon his final voyage. This time, with his flesh no longer able to bear the burden of his spirit, no matter how great his skill to lay a course between the worlds – and no matter how mighty the storm that offered a gate – there would be no returning.

Without the grand old man’s indomitable will to bind them to the realms of form, his coat, hat, and cutlass – the panoply of the Storm King – faded once more into the astral realms.

Thunder rumbled distantly, seeking.

—————————————————————————-

Across the world, where storms were raging, youngsters dreamed.

Where there was a lack of fantasy and wonder, they slept serene.

Fire and thunder spoke, and the frightened woke to seek comfort.

The fog rose, and those without a firm moral compass lost their way.

The wind howled, and only the daring held the wheel.

Horrors rose from the depths, faint memories of those from Outside and the War in Heaven – the spawn of the Qliphoth. Even in memory… terrible beyond anything that the remaining youngsters had ever faced.

Many faltered, and woke in tears – but a few – so very few – of the bravest defied the darkness and stood against the horrors – rallying the Storm around themselves, and leading the attack.

One did so with near-instinctive skill, and was chosen.

—————————————————————————-

The boy had wanted to “camp out” in the hedgerows for the night – and there was no harm in that. Nothing short of a hurricane or tornado would bring the old lean-to down – and the house wouldn’t stand up to something like that any better.

Niels had always loved storms – but it was very late, and he had fallen asleep watching a rather nice one.

Not too surprisingly, it had gotten into his dreams, turning them strange and terrible – but he had not woken. The storm did not master him.

In the realms beyond, Lord Richart smiled, and reached out to the physical realm a final time, passing the mantle and a few words of encouragement to a new champion.

A bolt of lightning blazed down, shattering the turf roof, heavy logs, and supporting stones of the lean-to like a handful of toothpicks. The boy – powerless no longer – woke amidst the smoldering ruins of the lean-to, and stepped forth, a corona of sparks turning the rain to steam around him.

The Grand Marshal of the Aerial Legion had fallen, and The Cloud Commander was risen in his place. It would be many years before his powers would approach the Grand Marshals – but every new champion faced that upward path.

—————————————————————————-

Niel’s power is already formidable. He can control the weather, whip objects around in tornado-like winds, summon the lightning and the thunder, channel his voice through the weather (a very dramatic trick), walk the winds, and even return to life if slain by tapping into the power of a great storm from the other side. He can summon up the Coat, Blade, and Hat of Storms, even if he has yet to properly integrate them into his personal power.

Perhaps most importantly… he can infuse his power into clouds, granting them many of the attributes of living things – and making them strong and solid enough to carry him along. (He usually has about half of the sixteen he can currently control group up and act as his “ship” while the others help him out.

On the other hand, he still hasn’t even ATTEMPTED to explain what’s going on to his parents – and he isn’t all THAT personally durable.

Cloud Commander

Value Characteristic Points
15 STR 5
15 DEX 15
23 CON 26
10 BODY 0
10 INT 0
11 EGO 2
10/50 PRE 0
10 COM 0
3/19 PD 0
5/21 ED 0
4 SPD 15
8 REC 0
32 END -7
30 STUN 0
Total 56

 

Points Powers END
30 Multipower: Weather Summoning (67-pt reserve); Only in Hero ID: -¼; Gestures: Instant Power, -¼; Extra Time: full phase, -½; Visible (Blatantly obvious to other weather-manipulators for miles around): -¼
u-3 Summon Cloud Beasts (16 75-point creatures); Range: 0; Summon: Single Type, +0 6
u-2 1d6 Transform (Weather) (Minor, Limited Class); Range: 325; Cumulative: +½; Area Effect (Radius): 500″ radius, +1; Increased Area: ×250, +2; Reduced END: Zero, +1; Autofire: 10 shots, ¾; Generic Limitation (Still costs 1 End per die used. Number of dice needed depends on how big a change is being made. ) 0
u-3 Telekinesis (Wind) (STR 35); Range: 325; Manipulation: Coarse, +0; Reduced END: Half, +¼; Active Points: 65 2
u-3 10d6 Energy Blast (Lightning); Range: 310; Versus: ED; Reduced END: Half, +¼ 2
u-3 2d6 Flash (Thunderclap) (Hearing, Sight); Range: 335; Area Effect (Radius): 4″ radius, +1; Reduced END: Half, +¼ 3
u-3 Hand-to-Hand Attack (Storm Strike) (11d6, Total 13d6); Range: 0; Reduced END: Half, +¼; Affects Desolidified: +½ 2
u-2 Voice Of The Storm
(18) +40 PRE
(4) Can be heard in a very large radius
4 Elemental Control: Storm Powers (6-pt reserve); Only in Hero ID: -¼; Visible (Blatantly obvious to other weather-manipulators for miles around): -¼
a-4 12″ Gliding (NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 36
b-9 Regeneration (1 BODY/hour); Regenerate: From Death, +20; Generic Limitation (Can only regenerate from death when a major storm passes nearby): -½
2 Instant Change; Clothes: One Set, 5; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Generic Limitation (Absurdly dramatic bolt of lightning from the sky draws lots of attention): -½
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
74 Total Powers  

 

Points Skills, Talents, Perks Roll
3 Oratory 19-
17 Follower (16, 75 pts, 0 Disad.); Number: 16, +20; Generic Limitation (Only to maintain control of his cloud-beasts): -1
3 Money (Well Off); Generic Limitation (Must periodically go off and dig up more buried treasure to maintain this): -½
3 Tactics 11-
3 Navigation 11-
1 Knowledge: History 8-
30 Total Skills, Talents, Perks  

 

Cost Equipment
5 Coat of the Kraken Elemental Control: (8-pt reserve); Focus: Obvious Inaccessible, -½

With experience, the Cloud Commander will find it easy to migrate this over to his Elemental Control – integrating the currently-externalized item into his personal powers.

a-5 +16 PD ; Focus: Obvious Inaccessible, -½
b-5 +16 ED ; Focus: Obvious Inaccessible, -½
c-5 Damage Resistance (16 PD/16 ED) ; Focus: Obvious Inaccessible, -½
5 Thunderbolt, the Cutlass of Storms
(2) Additional Multipower Slot: 4d6+1 HKA (Energy, 6 End), OAF Sword
(3) 2d6 Aid (Endurance) (Fade/turn, Max. 12) 0; Range: 0; Affects: Single Power, +0; Charges: +3, -1¼; Focus (Cutlass): Obvious Accessible, -1
5 The Hat of the Storm King
(5) Detect Atmospheric Phenomenon (+0 to PER) ; Time Required: Instant, +2; Range: Ranged, +5; OAF (Really Cool Hat): -1
30 Total Equipment

 

100+ Disadvantages
10 Accidental Change: To “hero” form when exposed to large electrical discharges. (11-)
15 Accidental Change: During Major Storms (11-)
10 Dependent NPC: Parent or Relative (Normal, 8-); Skills: Normal, +0
15 Hunted: The Quilipothic Realms (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Watched: The Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
15 Phys. Lim: Underage, In School (Frequently, Greatly)
15 Models his persona on old pirate and naval movies (Very Common, Moderate)
15 Always keeps his word (Uncommon, Total)
10 Major Ham (Common, Moderate)
10 Does not take most villians seriously. (Common, Moderate)
15 Secret Identity
140 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
56 + 104 = 160 240 = 140 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 4 0 19/16 21/16 3, 6, 9, 12

 

Champions – Lanyard the Psychopomp

Some people are simply driven. They push themselves harder, they scale Mount Everest, they swim the English Channel, they run back-to-back marathons, they take up fencing, and parkour, and weightlifting, and they try to do more than one of those things at a time

And all too often they get over-excited and they take thoughtless risks.

Realizing that you weren’t quite going to make the building-to-building jump was a bad moment.

Realizing that it was five stories down to solid concrete – and that you were headed for months in the hospital if you didn’t die on the spot – was worse.

At that moment you would have given almost ANYTHING for someone to catch you. – but somehow, when those bony hands grabbed your forearms, and your hands closed reflexively around the dark-cloaked figures skeletally-thin arms… it was even worse.

And then your rescuer pulled you up to the roof, and the concealing hood fell away from the grinning skull – and you were fairly sure that it was the worst – and last – moment of your life that you would ever have.

But… despite the fact that you should obviously be as dead as mutton in the market, your breath was warm, your heart was pounding frantically – and you didn’t see your corpse sprawled in the street below.

—————————————————————————–

There were always those who were lost. Spirits without any enough of an affinity for any given realm to draw them there, those anchored by some unfulfilled goal or desire, and those entrapped in one or another binding.

They didn’t HAVE to go – but SOMEONE needed to drop by every so often and offer to guide them onwards – and if someone was binding spirits who wished to depart, action had to be taken.

There were things that waited to attack, possess, and even steal spirits away from their proper destinations. They needed to be fought.

There were those touched by Death or by the Spirit World and in need of council.

Psychopomp. A Guide and Guardian of the dead. A link between the living world and what lay beyond. Someone living beyond their time, outside of the pronouncements of fate and with a foothold in either world.

The first job benefit was surviving your first death unharmed. The second was acquiring many of the powers of a major spirit with little effort. The third was getting to play hero in your off-time if you so desired. The fourth?… Gaetan doesn’t yet know what it is – but even if he suspects that there is more to come, at the moment he really doesn’t care. The job is important, and fulfilling, and comes with cool perks. For the time being… that’s quite enough.

—————————————————————————–

“Lanyard” actually has developed most of his basic powers to full effectiveness. He may not yet have realized the potential for adding “Regenerate from Death” and “Life Support” to his ghostly powers, (and has yet to add a fine manipulation transdimensional TK slot to let him open doors and such) and he may still be reliant on a (rather vulnerable) magical device for much of his offense and defense – but he’s got most of the simpler powers down, even if he does need a lot more practice (levels and attribute boosts) with them.

That’s actually pretty powerful. While he does have his vulnerabilities, Lanyard can attack from another dimension – meaning that quite a lot of opponents will have no way to affect him. Those who can, however, can fairly easily take him out – which will leave him stranded, out of reach of most possible allies. Worse, he can be attacked by creatures that few other characters can even detect, much less affect.

Either way, having Lanyard in play will call for some careful juggling on the part of the game master.

Lanyard

Value Characteristic Points
20 STR 10
18 DEX 24
13 CON 6
10 BODY 0
13 INT 3
10 EGO 0
10/30 PRE 0
13 COM 1
5 PD 1
5 ED 2
4 SPD 12
7 REC 0
26 END 0
18 STUN -9
Total 50

 

Points Powers END
26 Ectoplasmic Multipower (65-pt reserve); Variable Limitations: -½, -¼; Visible (Easily detected by spiritualists, mages, and other mystics in a wide radius): -¼; Generic Limitation (Dimensional Vulnerability: User can be attacked from the Astral Plane without any special modifiers.): -½; Generic Limitation (User will attract spirits with problems and will be expected to undertake various missions for the great spirits): -½
u-2 4d6 Energy Blast / Spirit Blast; Range: 300; Versus: ED; Reduced END: Half, +¼; Transdimensional (May affect either the Material or Spirit World): Group of Dimensions, +¾; No Normal Defense (Being a robot, having necromantic powers, or being undead (both the living and the truly dead may be affected however)): +1 2
u-2 3d6 Entangle / Ectoplasmic Bonds (DEF 3); Range: 300; Reduced END: Half, +¼; Transdimensional (May affect either the Material or Spirit World): Group of Dimensions, +¾ 2
u-2 1d6 Drain Movement / Mists of Nightmare (Return/5 min.); Range: 0; Affects: All Powers of Special Effect, +2; Area Effect (Radius): 5″ radius, +1; Reduced END: Half, +¼; Penetrating: +¾; Transdimensional (May affect either the Material or Spirit World): Group of Dimensions, +¾ 3
u-2 2d6 Entangle / Unable to Flee (DEF 2); Range: 325; Area Effect (Radius): 5″ radius, +1; Entangle Damage: Entangle and Target Both Take Damage, +¼; Reduced END: Half, +¼; Transdimensional (May affect either the Material or Spirit World): Group of Dimensions, +¾; Active Points: 65 3
u-3 Telekinesis / Ectoplasmic Aura (STR 20); Range: 335; Manipulation: Coarse, +0; Reduced END: Zero, +½; Transdimensional (Spirit to Material and Vice-Versa): Group of Dimensions, +¾ 0
4 Elemental Control: Ghostly Powers (10-pt reserve); Visible (Easily detected by spiritualists, mages, and other mystics in a wide radius): -¼; Generic Limitation (Dimensional Vulnerability: User can be attacked from the material plane as if desolid while in the Spirit Realm and can be attacked from the Spirit Realm as if he was there at any time. ): -½; Generic Limitation (User will attract spirits with problems and will be expected to undertake various missions for the great spirits): -½
a-12 15″ Teleportation / Ghostly Stride (Long Range 60″); Increased Range: ×4, +10; Reduced END: Half, +¼; Long Range: 60″; Long Range (miles): 0.07; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0; Generic Limitation (Only functions in the Spirit Realms): -1 1
b-4 Clinging (Clinging STR +30)
c-3 Extra-Dimensional Movement / The Spirit Plane; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Generic Limitation (Still affected by mental attacks from either dimension and magic that affects desolids, detectable by Mental Awareness): -1 2
d-3 Detect (Seeing) (+1 to PER); Time Required: Instant, +2; Range: Ranged, +5; Transdimensional (Spirit Realm / Material World and Vice Versa): Group of Dimensions, +¾; Generic Limitation (Builds on already-existing normal sight and exposes the user to sense-affecting light-based attacks): -1
e-3 Detect (Hearing) (+1 to PER); Time Required: Instant, +2; Range: Ranged, +5; Transdimensional (Spirit Realm / Material World and Vice Versa): Group of Dimensions, +¾; Generic Limitation (Builds on already-existing normal hearing. Exposes the user to hearing-based flash attacks and sensory-based sonic attacks): -1
f-3 Detect (Touch) (+4 to PER); Time Required: Instant, +2; Range: Touch, +0; Transdimensional (Spirit Realm / Material World and Vice Versa): Group of Dimensions, +¾; Generic Limitation (Builds on normal sense of touch and exposes the user to tactile illusions and such.): -1; Always On: -½
g-4 +20 PRE
h-3 Images / Ghostly Manifestation (Hearing, 1″ radius); Range: 110; Reduced END: Zero, +½; Transdimensional (May appear on the Spirit or Material Realm): Group of Dimensions, +¾; Generic Limitation (Only to generate an image of himself, in his equivalent location, although minor “ghostly” tweaks may be applied. ): -1½; Observer PER Penalty: 0, +0 0
i-3 Images / Ghostly Manifestation (Normal Sight, 1″ radius); Range: 110; Reduced END: Zero, +½; Transdimensional (May appear on the Spirit or Material Realm): Group of Dimensions, +¾; Generic Limitation (Only to generate an image of himself, in his equivalent location, although minor “ghostly” tweaks may be applied. ): -1½; Observer PER Penalty: 0, +0 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
85 Total Powers  

 

Points Skills, Talents, Perks Roll
10 +2 level w/With Ectoplasmic Multipower
3 Acrobatics 13-
4 Knowledge / the Spirit Realms 13-
3 Federal/National Police Powers
1 Recognized in the Spirit Realms as an Agent of Death
0 English (Native Accent); Literacy: Standard, 0
2 Spanish (Fluent Conv.); Literacy: Standard, 0
2 Spirit Speech (Fluent Conv.); Literacy: Standard, 0
25 Total Skills, Talents, Perks  

 

Cost Equipment
28 Varangian Wraithstone; OAF (Wraithstone Amulet): -1; Visible (Easily detected by mages, mystics, and similar as spirit magic): -¼
(15) Armor (5 PD/5 ED)
(10) Mental Defense (12 pts) ; Add to Total
37 Ectoplasmic Mastery; Martial Art usable only with Ectoplasmic Aura Telekinesis
(3) Basic Strike / Hammer of the Underworld (OCV +1, DCV +0, 10d6)
(4) Killing Strike / Ectoplasmic Hangman (OCV -2, DCV +0, 2½d6 HKA)
(3) Martial Grab / Paralysis of the Grave (OCV -1, DCV -1, STR 50)
(4) Martial Disarm / Entropic Wave (OCV -1, DCV +1)
(4) Nerve Strike / Breath of the Dead (OCV -1, DCV +1, 4d6 NND)
(3) Martial Throw / Hurtling Through the Void (OCV +0, DCV +1, 8d6+v/5)
(16) +4 DC for Martial Attacks / The Icy Hand of Death
2 Radio Listen and Transmit / Smartphone ; Focus: Obvious Accessible, -1; Extra Time: 1 turn, -1; Champions Advantage (Smartphone Functions): +½
30 Total Equipment

 

100+ Disadvantages
15 Works for Death, and so must guide lost souls, seek out those who become undead or are unnaturally bound, or who return improperly. (Common, Strong); Situation: Common, +10; Intensity: Strong, +5
10 Hunted by Black Necromancers (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Watched: The Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
10 Watched: Death (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
15 Secret Identity (Gaetan Chaput)
10 Accidental Change (His Ghostly Manifestation ability will start revealing his nature) in the presence of undead or powerful necromancy (11-)
10 Dependent NPC: Family Member (Normal, 8-); Skills: Normal, +0
20 Normal Characteristic Maxima
20 No Code Against Killing ((After all, he knows that Death is just a beginning) (Very Common, Strong)
10 Hatred of those who misuse the powers of Death (Uncommon, Strong)
10 In Love with thje Lady Mortura (Another servant of Death, but a much older and more experienced one). (Uncommon, Strong)
10 Susceptibility to Exorcisms (1d6 STUN/Turn); Condition: Uncommon, +5
150 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
50 + 110 = 160 250 = 150 + 100

 

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

 

Champions – Vortex

It was the dream again. Terrible creatures were pouring into his neighborhood – into his HOUSE! – and no matter where he tried to hide, or how hard he fought, he was being driven back, against the wall. Trapped, as the jaws (and stranger organs) came closer and closer! Where were his allies? He had to get away! He couldn’t let them get him! He tried desperately to push them away, to retreat further – and suddenly there was an electric tingling, a sudden surge, and a terrible noise, and he was falling backwards into the nothingness!

—————————————————————————–

Young Andres Carrillo dazedly opened his eyes to darkness and confusion – until his Father flung open his door and hit the lights. Most of his bed and mattress was just GONE – there was nothing left but sheared-off bits of the corners – and he was lying, most uncomfortably, on top of the shoes that had been underneath it.

The noise had been real enough – but it would be quite a while before the Carrillo’s figured out what had happened to their young sons bed.

—————————————————————————–

A few years later Andres had become used to his slowly-growing power – and his parents had learned to listen for the muffled “pops” of broccoli disappearing into the void, the faint sizzle of a disintegrating touch inscribing stuff on solid objects, and the howl of wind carrying leaves, snow, or trash into oblivion.

Fortunately money meant that their home could be well-isolated and that they could use private – well-paid and tight-lipped – tutors until Andre was old enough to reliably keep his abilities secret.

There were a few close calls, but the fact that his protective field – merely a more limited version of his disintegration field, but one that he practiced with until he could keep it on in his sleep – was dead black and basically featureless helped a lot.

It also tended to impress people, which came in VERY useful when a teenaged Andres took up being a minor superhero in his spare time. His parents, quite sensibly, didn’t try to stop him – for all they knew it was destiny or something – but they did make VERY sure that he had some sensible protective gear and a best-available-quality first aid kit. Yes, Andres seemed to recover from any injury with amazing speed – but he couldn’t share that gift with other people and you never knew when something would go wrong.

They still worried when he left for college to study architecture (a skill he has put to practical use several times locating secret doors, rooms, and passages, as well as in determining where he can safely blast holes in walls without risking a collapse) – but doesn’t every parent worry about things like that? Andres, at least, was well able to look after himself.

—————————————————————————–

Andre’s powers are fairly straightforward: he can annihilate matter and energy – although his fine control certainly leaves something to be desired. He can destroy what he touches, open great holes through obstacles, levitate himself with the howling winds resulting as the air rushes in to replace what he has disintegrated, and he can annihilate air to generate pressure waves and implosions. Even better, when he destroys material, a portion of it’s energies flows into HIM – swiftly restoring any injuries he has suffered.

On the downside, he is anything but stealthy – and is well known for accidentally annihilating clues. He’s also more than a bit accident prone, a likely a consequence of injuries healing so quickly that he forgets to worry about safety.

 

Vortex

Value Characteristic Points
15 STR 5
18 DEX 24
13 CON 6
10 BODY 0
13 INT 3
11 EGO 2
15/30 PRE 5
15 COM 2
3 PD 0
3 ED 0
4 SPD 12
6 REC 0
20 END -3
25 STUN 0
Total 56

 

Points Powers END
25 Disintegration Multipower (62-pt reserve); Variable Limitations: -½, -¼; Only in Hero ID: -¼; Visible (Absurdly attention-grabbing: creates howling winds vanishing into the darkness, small items being swept up, lights dimming, black lightning, etc. ): -¼; Generic Limitation (Occasionally accidentally obliterates small objects in the vicinity – such as car keys, clues, maps, doorknobs, utensils, food, and so on. ): -¼; Generic Limitation (Disintegration Effects Only): -½
u-2 3d6+1 Disintegrating Palm: Killing Attack (HTH) (Total 4d6+1); Range: 0; Reduced END: Half, +¼; Active Points: 62 2
u-2 Tunneling (12″ through DEF 12); Tunnels: Left Behind, +0 2
u-2 3d6 Black Lightning of Disintegration / Killing Attack (RKA); Range: 280; Reduced END: Half, +¼ 2
u-2 20″ Flight (NC: 160″); Non-Combat Multiplier: ×8, +10; Non-Combat (MPH): 238; Reduced END: Half, +¼; Generic Limitation (He is being carried along by the wind going into his disintegration field, which he projects ahead of him. This makes it hard to see ahead of him and requires dexterity checks to maneuver, ): -½ 2
u-2 3d6 Air Implosion Energy Blast; Range: 300; Versus: ED; Area Effect (One-hex): 1 hex(es), +½; No Normal Defense (Force Field, Life Support versus Pressure): +1; Active Points: 60; Autofire: 5 shots, ½; Reduced END: Zero, +1 0
u-2 Telekinesis / Vacuum Tendrils (STR 33); Range: 305; Manipulation: Coarse, +0; Reduced END: Half, +¼ 2
3 Elemental Control: Disintegration (6-pt reserve); Only in Hero ID: -¼; Visible (Absurdly attention-grabbing: creates howling winds vanishing into the darkness, small items being swept up, lights dimming, black lightning, etc. ): -¼; Generic Limitation (Occasionally accidentally obliterates small objects in the vicinity – such as car keys, clues, maps, doorknobs, utensils, food, and so on. ): -¼
a-4 +15 PRE; Linked (Linked to Force Field): -½
b-10 Force Field (6 PD/6 ED); Reduced END: Zero & Persistent, +1 0
c-2 12″ Gliding (NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 36; Generic Limitation (Only to avoid falling while Multipower is diverted from Flight.): -1
d-10 2d6 Aid: Damaged Abilities (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero, +½; Trigger (Whenever he uses his Disintegration Multipower and there is matter around to affect.): Set, +¼; Generic Limitation (Only works on himself): -½; Only in Hero ID: -¼; Generic Limitation (Healing Only): -½ 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
5 Instant Change; Clothes: One Set, 5
77 Total Powers  

 

Points Skills, Talents, Perks Roll
5 Money (Well Off)
10 +2 level w/Multipower
3 Acting 15-
6 Architecture 15-
3 Bureaucratics 15-
27 Total Skills, Talents, Perks  

 

Cost Equipment
22 Armored Costume; Focus: Inobvious Inaccessible, -¼; Generic Limitation (Conventional Technology): -1
(8) Armor (6 PD/6 ED)
(3) Built In Smartphone: Radio Listen and Transmit ; Champions Advantage (Smartphone Functions): +½
(1) Architectural Reference Program: +3 to Architecture
(2) Protective Lenses: Infrared Vision
(2) Protective Lenses: Flash Defense (Sight, 5 pts)
(2) Morphic Fibers / Instant Change ; Clothes: One Set, 5
(4) Need Not Breathe / Oxygen Supply
1 Good Sneakers / Running (+1″, 7″, NC: 14″) 1; Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 3; OIF: -½
3 3d6 Generic Healing / First Aid Kid 0; Focus (First Aid Kit): Obvious Accessible, -1; Charges: +6, -¾; Concentrate: 0 DCV, -½; Concentrate: ½ DCV, -¼; Extra Time: 1 turn, -1; Gestures: Instant Power, -¼
4 Vehicle / High End Sports Car: 22
30 Total Equipment

 

100+ Disadvantages
15 Terrible Liar. +5 Bonus to any rolls to detect him lying. (Frequently, Greatly)
20 Honorable (Common, Total)
10 Carouser (Uncommon, Strong)
15 Secret Identity (Andres Carrillo)
10 Dependent NPC: Current Girlfriend (Normal, 8-); Skills: Normal, +0
10 Dependent NPC / Family Member (Normal, 8-); Skills: Normal, +0
5 1d6 Unluck
10 Watched: Police (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
10 Hunted; Barevi Gang (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
; The Barevi Gang sells drugs, fences stolen goods, and otherwise subsists just above the street-gang level. They might hire some low-grade villainous muscle if something REALLY big comes up.
5 Doesn’t like crowds. (Uncommon, Moderate)
10 Vulnerability: “Cosmic” Energies (1½× STUN and BODY); Attack: Uncommon, +5
5 Accidental Change if Clothing involuntarily removed (8-)
125 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
56 + 104 = 160 225 = 125 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 4 0 15/12 15/12 3, 6, 9, 12

 

Vortex is straightforward enough – although he’d very difficult to wear down with that Aid power. On the other hand… a really good shot will take him out all at once, which still leaves him reasonably vulnerable.

Also, making just-getting-started superhero characters is definitely helping battle my writers block. Go superheroes!

Champions – Soul Mirror

Falling.

High “above” the shattered constructs of thought and magic boiled away into the void of the deep astral, between the realms of dreams and imagination, the broken remains of psychic shields and weapons were returning to the swirling mists of potentiality from which they had been drawn.

Falling.

Guardian and Destroyer, Deva and Asura, ancient enemies – and once again, far too evenly matched. Wounded and depleted, immortal, yet with little power remaining.

Falling.

Wounded and depleted. No longer having the power to sustain themselves in the higher realms. Cloudy dreams, mathematical constructs, heavens and hells, tales and legends, whirling past like dry leaves in a burning whirlwind, some smoldering and near-forgotten, others blazing bright.

None solid enough.

Far below… the worlds of matter. The realms of souls incarnate. Where even weak and injured spirit-beings might find a host, a soul to infuse with their remaining power – and to rest and heal with throughout a mortal lifetime.

A myriad sparks burned, calling.

FALLEN.

—————————————————————————————

And, for just a moment, a spark of holy fire burned within a child’s eyes, briefly eclipsing the antics of the Coyote and the Roadrunner.

But Dyhana’s mother, who could find no cause and nothing wrong when she came to check on her daughter, dismissed the sudden flash of light as a bit of lightning, or electrical surge, or some headlights shining in the window. It was nothing to worry about.

But deep within, there burned a new awareness of higher realms.

—————————————————————————————

She knew that her parents and siblings had their rough edges early on – but she gently made them aware of their faults, and guided them. Everyone mixed the Light and the Darkness – and that was the way that it should be here, in Malchut-Assiah – but the Light was to be fed, and strengthened, and the Darkness restrained.

Most people were lost in denial, in unawareness of their inward selves – focused almost entirely on the physical world, rather than on the spirit.

And she knew that she should have patience – but that could be ABSOLUTELY INFURIATING! So many people were shallow-self-centered, and believed whatever was easiest most convenient for them! Such a PAIN!

—————————————————————————————

Dhyana’s powers are straightforward – at least according to Hindu mysticism; she can see the state of your soul, determine it’s attachments and drives – and share a part of that insight. Those she focuses upon with unshielded minds will find themselves drained of their will to resist and open to her mental influence.

Other than that… she’s accepted a few rewards for assisting the authorities with her special senses (useful even if she does insist on being anonymous about it), had them put on “pay to bearer” pre-paid credit cards, and has purchased a padded kevlar suit. If she’s going to get out in harms way, something tells her that getting physically hurt is VERY dangerous.

Whether or not Dhyana – or “Soul Mirror” – hosts a Deva who guides or an Asura who forces… is yet to be discovered.

Soul Mirror

Value Characteristic Points
8 STR -2
15 DEX 15
18 CON 16
10 BODY 0
10 INT 0
18 EGO 16
15 PRE 5
12 COM 1
2/10 PD 0
4/12 ED 0
4 SPD 15
6 REC 0
18 END -9
23 STUN 0
Total 57

 

Points Powers END
13 Mirror Of The Soul (40-pt reserve); Activation: 14-, -½; Side Effects (Finding out something that you would REALLY rather not know): 30/Half, -½; Generic Limitation (Only mental Detections versus only one target at a time. ): -1
u-1 Detect Personality Flaws (+5 to PER); Usable Against Others: ×1 mass, 1; Ranged: +½; Time Required: Instant, +2
u-1 Detect Ignorance and Poor Logic (+5 to PER); Usable Against Others: ×1 mass, 1; Ranged: +½; Time Required: Instant, +2
u-1 Detect Likely Fate if you continue your current course (+5 to PER); Usable Against Others: ×1 mass, 1; Ranged: +½; Time Required: Instant, +2
u-1 Detect what explanation or password someone will find acceptable (+15 to PER); Active Points: 40; Time Required: Instant, +2; Range: Ranged, +5
u-1 Detect what a person is trying to hide from you (+15 to PER); Active Points: 40; Time Required: Instant, +2; Range: Ranged, +5
u-1 Detect motivations and aspirations (+15 to PER); Active Points: 40; Time Required: Instant, +2; Range: Ranged, +5
u-1 Detect fetishes, fantasies, and what they will find arousing. (+15 to PER); Active Points: 40; Time Required: Instant, +2; Range: Ranged, +5
24 1d6 Soul-Stunning Gaze: Drain (Ego) (Return/hour); Range: 300; Autofire: 10 shots, ¾; Based on EGO Combat Value: vs. ECV, +1; Ranged: +½; Reduced END: Zero, +1; Affects: Single Power, +0; Champions Advantage (Ego Effect that does “Body”): +1; Extra Time: full phase, -½; Concentrate: 0 DCV, -½; Generic Limitation (Ego is reduced only versus the effects of her multipower): -¼; Variable Limitations: -½, -¼ 0
19 Soul Stunning Gaze Side Effects Multipower (52-pt reserve); Linked (To Ego Drain): -½; Extra Time: full phase, -½; Concentrate: 0 DCV, -½; Variable Limitations: -½, -¼
u-2 7d6 Mental Illusions; Reduced END: Zero, +½ 0
u-2 7d6 Mind Control; Communication: Verbal, +0; Reduced END: Zero 0
u-2 7d6 Telepathy; Reduced END: Zero, +½ 0
u-2 1d6 Transform / Mental Editing (Major, Limited Class); Range: 245; Based on EGO Combat Value: vs. ECV, +1; Reduced END: Zero, +½; Cumulative: +½ 0
u-2 2d6 Mental Paralysis Entangle (DEF 2); Range: 250; Based on EGO Combat Value: vs. ECV, +1; Reduced END: Zero, +½ 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
79 Total Powers  

 

Points Skills, Talents, Perks Roll
24 +12 level w/Soul Draining Gaze
24 Total Skills, Talents, Perks  

 

Cost Equipment
15 Protective Costume; OIF (Costume): -½
(8) +8 ED
(8) +8 PD
(6) Damage Resistance (6 PD/6 ED)
3 Money (Well Off); OIF (Prepaid “bearer” Credit Card): -½
18 Total Equipment

 

100+ Disadvantages
20 Normal Characteristic Maxima
10 Underage (Frequently, Slightly)
10 Watched: The Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
20 Code Against Killing (Common, Total)
20 SERIOUSLY disappointed in most people (Very Common, Strong)
10 Withdrawn (Uncommon, Strong)
15 Secret Identity (Dhyana Joshi)
15 Susceptibility: Using her powers on demons and similar creatures of incarnate evil; (2d6 STUN/Turn); Condition: Uncommon, +5
120 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
57 + 103 = 160 220 = 120 + 100

 

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

Female, 92 Lbs, 5’0, of Indian extraction.

 

Soul Mirror’s powers are not really a good set for a hero. Her major attacks are pretty much all-or-nothing; if she targets a low-ego character with no mental defenses… she can almost certainly drain his or her Ego down to zero for the next hour, leaving them totally unable to escape her mental paralysis. Worse, her talents can cause massive (and quite undefined in game terms) psychological disturbances, and can force the game master to come up with all kinds of personal information on minor NPC’s at the drop of a hat. I don’t mind that much – but it would be VERY well advised to check with your game master first and see if he or she is willing to put up with that before copying that little multipower.

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