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

Champions – the Apatosaurus and the Hydra



Since the group is currently having some dinosaur problems, here’s a fairly typical one…

Apatosaurs (1) cluster into small herds if possible and stack their defenses, (2) move towards the nearest large quantity of vegetation, (3) eat it, and (4) repeat – with the only major variations being “if there is a predator that can actually endanger you, move away from it” and “if it is mating season and a mate is available, mate”. Sure, there are a few other things – move away from forest fires and volcanoes, deserts are no good, and so on – but Apatosaurs are stupid by the standards of gerbils. This is because the Archosaurs were creatures of vast power. Psionic abilities tap external power sources, transform them through the user’s central nervous system, and release them. The inevitable conversion losses… reappear in the user’s central nervous system.

Thus the more powerful the psychic, the more they tend to give themselves brain damage. Archosaurs, however, had very tiny and easy-to-cool brains, a huge mass to act as a heat sink, and very widely distributed nerves – leaving them with poor control, little intelligence, and no way of producing the more subtle effects – but with enormous raw power.

Shoving the spirit of a mythological greek monster into such a body to add magic to the mix is NOT a good idea.


Value Characteristic Points
30/80 STR 20
14 DEX 12
10/34 CON 0
10/20 BODY 0
1 INT -9
5 EGO -10
20 PRE 10
2 COM -4
15 PD 9
15 ED 8
3/5 SPD 6
20/40 REC 14
68 END 0
42/152 STUN 0
Total 56


Points Powers END
10 Elemental Control: Sauropod Powers (50-pt reserve); No Conscious Control: -2; Generic Limitation (Prohibits the development of higher consciousness): -1½; Generic Limitation (Grossly obvious, fairly well-known): -½
a-10 Growth-10 (×1000 mass, ×10 height); Mass: 75,000 kg/165,000 lbs; Height: 1,680 cm/55’1″; Extra STR: 50; Knockback Reduction: -10; Extra BODY: 10; Extra STUN: 10; DCV Penalty: -7; PER Penalty: +7; Reduced END: Zero & Persistent, +1; 0
b-14 Force Field (15 PD/15 ED); Reduced END: Zero & Persistent, +1; Hardened: ×2, ½; Usable By Others: Simultaneous Use, +½; Usable by Others Number: 16, +1 0
c-11 Armor (10 PD/10 ED); Hardened: ×2, ½; Usable By Others: Simultaneous Use, +½; Usable by Others Number: 16, +1; Ranged: +½
d-14 +24 CON; Usable By Others: Simultaneous Use, +½; Usable by Others Number: 16, +1
e-14 Power Defense (40 pts); Usable By Others: Simultaneous Use, +½; Usable by Others Number: 16, +1; Hardened: ×2, ½
f-10 +100 STUN (Too stupid to go down).
3 Elemental Control: Saurian Basics (5-pt reserve); Generic Limitation (Grossly obvious, fairly well-known): -½
a-3 Need Not Breathe; Generic Limitation (While an Apatosaur holds enough air in it’s force field for several hours, it will eventually have to renew it.): -¼
b-6 Mental Defense (Too stupid to influence) (15 pts); Add to Total
c-10 Damage Reduction (Physical, 75% Resistant); No Conscious Control: -2; Generic Limitation (Prohibits the development of higher consciousness): -1½; Generic Limitation (Grossly obvious, fairly well-known): -½
d-10 Damage Reduction (Energy, 75% Resistant); No Conscious Control: -2; Generic Limitation (Prohibits the development of higher consciousness): -1½
e-3 Tracking Scent
f-7 Damage Resistance (15 PD/15 ED)
g-5 Running (+6″, 12″, NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22 2
h-5 Swimming (+12″, 14″, NC: 28″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 45 2
2 Doesn’t Eat, Excrete or Sleep; Generic Limitation (Can eat almost any plant, does sleep, but continues eating plants while doing so, excretes quite enormously.): -1
137 Total Powers  


Points Skills, Talents, Perks Roll
7 Survival 13-
7 Total Skills, Talents, Perks  


Cost Equipment
120 Hydra Powers; Independent: -2; Generic Limitation (Quite well known): -¼; Visible (Blatantly transforms the user): -¼; Generic Limitation (The Hydra-powers make the user extremely cranky, inclined ro rampage, and generally hostile, as well as being inclined to guard mystical portals to the underworld. The user will almost always be regarded as a monster. The user also attracts heroes.): -¼


The Hydra Power Package varies a good deal with what it’s summoned into of course; It would usually include a bit of growth, some defenses, and so on – but in this case the summoner chose to focus almost entirely on offensive potential. He figured that the host he was using had plenty of growth and defenses already.

(1) Extra Heads (9) ; Number: 9
(12) Regeneration (1 BODY/Turn) ; Regenerate: From Death, +20; Autofire: 5 shots, ½
(32) Multipower (120-pt reserve); Independent: -2; Generic Limitation (Quite well known): -¼; Visible (Blatantly transforms the user): -¼; Generic Limitation (The Hydra-powers make the user extremely cranky, inclined ro rampage, and generally hostile, as well as being inclined to guard mystical portals to the underworld. The user will almost always be regarded as a monster. The user also attracts heroes.): -¼
; The “Autofire” modifier on each slot means that five slots fire once each per attack.
u-3 Ink Spray / Darkness (Hearing, Sight, 1″ radius) 0; Range: 600; Usable Against Others: ×125 mass, 2¾; Personal Immunity: +¼; Uncontrolled: +½; Reduced END: Zero, +1; Active Points: 120; Autofire: 5 shots, ½; Independent: -2; Generic Limitation (Quite well known): -¼; Visible (Blatantly transforms the user): -¼
u-3 3d6 Killing Attack (RKA) 5; Range: 560; Variable Special Effects: Any, +½; Autofire: 5 shots, ½; Reduced END: Half, +½; Independent: -2
u-3 5d6 Magic Disruption Energy Blast 5; Range: 595; Versus: ED; No Normal Defense (Not being a creature of magic): +1; Reduced END: Half, +½; Active Points: 119; Area Effect (Any Area): 64 hexes, +1; Increased Area: ×8, +¾; Autofire: 5 shots, ½; Independent: -2
u-3 2d6 Drain Body Venom (Return/day) 5; Range: 525; Ranged: +½; Reduced END: Half, +½; Autofire: 5 shots, ½; Penetrating: +1; Affects: Single Power, +0; Area Effect (One-hex): 1 hex(es), +½; Independent: -2
u-3 6d6 Energy Blast 5; Range: 600; Versus: ED; Variable Special Effects: Any, +½; Area Effect (Cone): 18″ long, +1; Autofire: 5 shots, ½; Reduced END: Half, +½; Affects Desolidified: +½; Independent: -2
u-2 4d6 Killing Attack (HTH) (Total 8d6) 9; Range: 0; Autofire: 5 shots, ½; Independent: -2
(8) +4 SPD ; Generic Limitation (Only to take recoveries): –
(5) +2 SPD
(11) +20 REC
(3) Detect Entrances to the Underworld (+0 to PER) ; Time Required: Instant, +2; Range: Ranged, +5; Independent: -2
(5) Modified Characteristic (up to Str 80). : STR ; Reduced END: Half, +¼
(5) Stretching (3″, NC: 6) 0; Non-Combat Multiplier: ×2, +0; Reduced END: Zero, +½; Generic Limitation (Only for reach, no movement. ): -1
(21) +16 level w/Multipowe
120 Total Equipment


125+ Disadvantages
20 Psychological Limitation: Ignores things smaller than a house unless they’re hurting it (Very Common, Strong)
25 Psychological Limitation: Slow to comprehend anything (Very Common, Total)
20 Lives to eat plants. (All the Time, Greatly)
10 Vulnerability: Heat Stroke (2× STUN); Attack: Uncommon, +5
15 Hindbrain operates hind legs and tail (All the Time, Slightly)
25 No Hands
5 Watched: Assorted superheroes, zoologists, biologists, and so on. (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
5 Nonsapient (Infrequently, Slightly)
125 Total Disadvantages


COSTS: Char. Powers Total Total Disadv. Base
56 + 144 = 200 250 = 125 + 125


OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 / 0 2 15 40/40 40/40 3, 5, 8, 10, 12


Height: 168/1680cm (5’6″/55’1″), Weight: 75/75000kg (165 lbs/165,000 lbs), Race: Dinosaur

Superheroic Tactics

There’s a basic progression in many role-playing games; the characters start off relatively weak, and act with caution. They try to plan ahead, scout out the opposition, maximize their rewards, and minimize their risks. As they become more powerful, and more certain of surviving and escaping, some of the precautions start to fall by the wayside – and they move towards a “kick in the door” strategy of just wading in swinging.

They may start out that way if combat is mostly non-lethal, is fought to first blood or something other than death, or if the game master subscribes to the “balanced encounter” theory and there’s basically very very little chance of them losing – which winds up with the old “Combat as Sport and War” dichotomy.

Superheroes are a little different for a couple of reasons – but the most basic is that Superheroes aren’t out to get anything for themselves. They’re there to defend the general public, not to get rich, or to accomplish secret missions, or to rule the world, or to really do anything particularly proactive. They’re maintaining the status quo, rather than going out to change things. Superheroes are fundamentally reactive -and that makes for an equally fundamental chance in their tactics. Their villainous opponents pop up with a plan, and the superheroes try to stop them. Even worse… superheroes generally have no idea of what their opponents current insane objective is, what allies and powers the villains have this time, or of where or when the battle is going to occur. They’re all too often going in completely blind – but they don’t dare give the villains time, so they go in anyway.

In the real world, and for most RPG characters, that would be a recipe for suicidal battles and total defeat. Fortunately, superheroes are incredibly durable. Even better, super-villains are usually more than a bit crazy, rather uncooperative (and thus tend to come in smaller groups), tend to stick to themes, and – while they often have more power than the heroes – their powers tend to be very specific or have other weird limitations.

Thus the basic superhero tactical plan tends to be “we go in, rely on our incredible defenses to survive the enemies initial attacks, traps, or what-have-you, and improvise a plan once we have some idea of what we’re up against”. They’ll usually be pressed hard at first, and may even be thrown back or defeated – but they have defenses rather than reserves, and will survive the various villainous surprises. Once they have some idea of what they’re up against, and what they need to be doing, they will bounce back, coordinate their attacks, move to stop the bad guys plans (whatever they may be), and pull out a victory.

Now circumstances may alter that basic plan a bit.

  • If they’re actually attacking a known target for once – such as a secret base – they usually add a brief list of objectives such as “take the control chamber”, “don’t let the boss escape”, “prevent them from activating the cosmic mega-cannon”, and so on.
  • If they’ve got known opponents, those with relevant powers may get some specialized defenses ready (well, it’s Infernus… I’ve got my fire protection spell running and a water-blast ready), there may be a few targets assigned (you go after Megasmashman… you’re the only one we’ve got who can keep him busy!), and they may actually have some idea of what they’re trying to stop – but it’s still urgent; super-villains can do a LOT of damage very quickly if left on their own.
  • If the heroes know when and where the fight will be, they’ll likely try to evacuate civilians in advance and maybe even try to bring in some allies.
    When they know who they’ll be fighting, or if some of their powers complement each other nicely, there may even be some teamwork assignments (Gigavolt! You absorb his electrical attacks while I hit him with my knockout arrows!), but they tend to be pretty basic.

And that’s about it. You almost never see much of the way of superheroic contingency plans unless you have a character with a related power, such as precognition. Even then, you don’t see any actual plans being made, what you see is a character with a power that allows them to occasionally pull out just what they need. That’s an easy enough power to give a superhero – but in a game the mechanics aren’t going to have anything to do with “planning”. Either the game master will provide a list and try to work the stuff on it into later events (tricky, but fun if you can pull it off and the player doesn’t miss his or her cues) or it’s just a way of letting the character defer a few decisions until they’d actually be taking effect.

There’s actually a good reason for that. When you might, at any moment, wind up in the dimension of Teddy Bears, where the Koala King will force you to resolve your differences with your opponents with an eucalyptus leaf eating contest, tactical exercises get kind of awkward. SWAT teams may train in handling hostage situations – but no one expects them to train for “the floor is abruptly flooded with lava, while a dozen fire elementals appear randomly about the area and start attacking”. In the real world… stuff like that doesn’t happen.

In a superhero universe, stuff like that happens all the time.

That’s why most superhero plans can be summarized in a single sentence. For superheroes… “They haven’t spotted us – so we’ll follow them back to their hideout, watch the hideout to see who comes and goes, and then track and investigate those people so that we can try to take down the entire organization” is an extremely elaborate plan (and one that is usually only possible for a group that is actually on the offensive and has both investigative skills and police powers).

Since they’re on the offensive, that plan can even be extended with a few basic contingencies – whether to fall back or attack if spotted, who will move in to stop the bad guys and who will form a perimeter / evacuate civilians if the bad-guy group they’re observing gets up to something horrible, and where to fall back to if they have to retreat. Contingency plans much beyond that though will inevitably get lost in an endless maze of ever-remoter possibilities – and there’s only so much “time” available, whether that “time” is measured by the page count in a comic book, the run time of a cartoon, or the length of a game session.

In more urgent situations – when it’s “the villains are attacking (whatever)” there usually isn’t much time for planning beyond “we go in and stop them”, “really tough guys lead”, and “sneaky guys try to get the drop on them” – which really amounts to “use your powers appropriately”.

Similarly, that’s why superhero “training” focuses on developing their special powers, generic combat skills practice, and working up ways to combine their powers with those of their current teammates, rather than on tactics for dealing with particular situations. You can count on your own powers first, on your personal combat skills second, and on your teammates third – but you can’t count on the environment, setting, or situation at all. There are just too many powers that can change those things in the blink of an eye out there.

To pull a quote from The Practical Enchanter (and from an old gaming group)…

“Right. We’ve got two groups of incoming hostiles and civilians to evacuate. Talisien, raise a storm, we’re going to need cover. Ironstar, power up the old warpgate; Starblade can get it programmed. Orealis, you-“ -Captain Valor

”Why is he always in charge?” -Ironstar

“Because he had a plan before the rest of us had even counted up the power signatures on the scanner display?” -Orealis

Champions meets My Little Pony – Prince Blueblood and the Cartoon Powers Package

Recently the members of Aurora Ward – in their own eccentric fashions – were helping to put together a coalition of mostly-good and somewhat-good imaginary entities to help drive back the advance of some of the very worst ones in areas where pure good could not reach. They touched several realms along the way, including the Pirate Seas, the Anime Worlds – and the Pony Realm.

There Ameobo – shapeshifting, magic-absorbing, and able to split off miniature versions of himself as weaker minions – got cast as Queen Chrysalis, while Armageddon was General Armageddon, her Pegasus General. In the confusion of not following the plot, Armageddon wound up (thanks to 10d6 of Unluck) accidentally “married” – and mystically linked – to Prince Blueblood.

Whether either of them liked it or not.

Drawn over to Earth in Aurora Ward’s wake, Prince Blueblood is currently a junior editor at the paper where Armageddon works in his secret identity.

Prince Blueblood is not so bad as all THAT. Yes, he IS a bit snobbish and vain – but if he was truly useless and unendurable, Celestia has had a LOT of practice in shipping annoyances off to jobs where she will never have to deal with them again. Confronted with what was – at first glance – just another social climbing, gold-digging, girl – obsessed with FASHION in a minimal-clothing world of all useless things – he turned up his “obnoxious snob” routine to the maximum and promptly drove her off.

Unfortunately, in a reality shaped by the thoughts of the shows audience, that left him with all kinds of ill-wishes raining down upon his head.

Personally, Blueblood is a decent tactician (a distinct rarity in a world of cartoon ponies), a reasonably skilled commander, knows a few basic unicorn and military spells, and has the compass-related magic of his cutie mark – the ability to locate things, to find routes, to teleport himself and others short distances, and to modify distances to gain tactical advantages. He’s no professional superhero – but he is a competent mage-commander with a package of cartoon powers to back it up with. There are worse allies.

That doesn’t mean that he isn’t pretty upset about all this.


Prince Blueblood

Value Characteristic Points
13/25 STR 3
8/12 DEX -6
12/18 CON 4
8/14 BODY -4
8/20 INT -2
8/14 EGO -4
13/25 PRE 3
8/32 COM -1
5/11 PD 0
2/8 ED 0
3 SPD 12
7/13 REC 0
24/48 END 0
27/39 STUN 0
Total 5


Points Powers END
35 Cartoon Character Package Deal
(7) Elemental Control: Cartoon Powers (15-pt reserve); Generic Limitation (Cartoon Pony Powers Only): -½; Always On: -½
a-7 Armor (10 PD/10 ED)
b-7 Regeneration (1 BODY/Turn); Regenerate: From Death, +20
c-4 Images: Background music and sound effects (Hearing, 16″ radius); Range: 150; Observer PER Penalty: 0, +0; Reduced END: Zero & Persistent, +1; No Conscious Control: -2 0
d-5 Cartoon Immunities
(1) Looking Good: Immunity to being messed up for more than a few seconds; Frequency: Fairly Common
(1) What Gravity? Immunity to Falling until lack of support is brought to his attention; Frequency: Fairly Common
(1) In My Pocket, Why? Immunity to having to have pockets to carry stuff in.; Frequency: Common
(1) Sure I’m Perfectly Normal: Gets treated as just another human in most non-comedic ways; Frequency: Common
(1) Clothing? Immunity to being considered insufficiently dressed; Frequency: Fairly Common
(1) Rated G: Immunity to Indecent Exposure; Frequency: Fairly Common
(1) The Sounds of Harmony: Immunity to the need to compose or practice topical songs; Frequency: Fairly Common
(1) I Can Handle That: Immunity to not having normal hands; Frequency: Common
(0) All Devouring: Immunity to reasonable limits on how much can be swallowed at one time.; Frequency: Rare
(0) There’s A Hole: Immunity to solid matter provided that it LOOKS like there is a hole in it and the user is not responsible for that.; Frequency: Rare
(1) Yes, It’s Suitable: Immunity to having to wear appropriate clothing to stay warm, dry, etc.; Frequency: Fairly Common
(0) It’s a permanent: Immunity to hair damage save by bladed weapons; Frequency: Rare
(1) Immune to Aging
(1) Immune to Disease
(1) Life Support: High Radiation
e-5 2d6 Aid to Equipment Allowance/Bases/Etc (Fade/week, Max. 30); Range: 0; Extra Time: 1 hour, -2½; Generic Limitation (Only to pay for role-appropriate, provided, or generally available gear): -1; Activation: 11-, -1; Affects: Single Power of Special Effect, +¼; Generic Limitation (Only GM-Approved Equipment) 3
70 Cartoon Disadvantages
(20) Hunted: Fans of the Show (11-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
(20) Driven by strong, but fairly simple, straightforward, and constant motivations (Very Common, Strong)
(10) Distinctive Features: Cartoon Character; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0
(10) Public Identity
(5) Incapable of causing Body damage, cannot develop killing attacks (Infrequently, Slightly)
(5) Rivalry: Related Characters; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0
20 Multipower: Unicorn Magic (50-pt reserve); Generic Limitation (Unicorn Pony Magic Only): -½; Generic Limitation (Only Basic Spells and those related to his Compass Rose Cutie Mark): -½; Generic Limitation (Easily disrupted by a blow to the horn, horn restraints, or similar): -½
Basic Unicorn Magic
u-2 Telekinesis (STR 15); Range: 240; Manipulation: Fine, +10; Reduced END: Zero, +½ 0
u-2 8d6 Energy Blast: Telekinetic Blast; Range: 250; Versus: PD; Reduced END: Half, +¼ 2
u-2 Force Field Dome (8 PD/8 ED); Area Effect (Radius): 3″ radius, +1; Reduced END: Zero, +½; Uncontrolled: +½ 0
u-2 6d6 Suppress Magic; Range: 225; Affect: Single Power of Special Effect, +¼; Reduced END: Half, +¼ 2
Cutie Mark Magic
u-1 Detect Distance and Direction to desired item (+3 to PER); Time Required: Half Phase, +0; Range: Ranged, +5; Based on EGO Combat Value: vs. ECV, +1; Variable Special Effects: Any, +½
u-1 Detect Route (+6 to PER); Variable Special Effects: Certain Group, +¼; Time Required: Half Phase, +0; Range: Ranged, +5
u-2 10″ Teleportation (Long Range 160″); Increased Range: ×16, +20; Long Range: 160″; Long Range (miles): 0.20; Mass Multiplier: ×4, +10; Fixed Locations: 0; Floating Locations: 0 2
u-2 Change Environment: Manipulate Direction and Distance (8″ rad.); Effect: Variable, +1; No Range: -½; Trigger: Set, +¼; Reduced END: Half, +¼ 

While employing his signature spell Prince Blueblood may, once per segment, gratuitously either expand or reduce the distance between two things within his area of effect by up to 8″. For example, he could decree that a character was 8″ further from the center of that fireball that had just gone off, or that the evasive martial artist was 6″ closer (and thus effectively adjacent) to his friend the brick, or that someone was off to the side of that attack that would have otherwise hit them.

13 Running (+4″, 10″, NC: 40″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 18 2
12 +12 CP to All Attributes Great Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.
(12) 2d6 Aid (All attributes) (Fade/turn, Max. 12); 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; Difficult to Dispel: ×2, +¼; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. 0
59 Total Powers  


Points Skills, Talents, Perks Roll
10 Money (Wealthy)
5 Member of Aristocracy
3 High Society 14-
3 Conversation 14-
3 Bureaucratics 14-
3 Persuasion 14-
3 Seduction 14-
3 Tactics 13-
3 Bump of Direction
36 Total Skills, Talents, Perks  


Cost Equipment
18 Lucky Charms (Luck) (10d6); OAF (Assorted Good Luck Charms): -1; Fragile Focus: -¼; Linked (With Unicorn Magic): -½
2 Additional Multipower Slot: 5d6 Entangle, 16 Charges, 0 End. OIF (Telekinetically-hurled Bolos). (0kg)
2 Additional Multipower Slot: Sphere of Light (3d6 NND (Vrs not being a demonic entity) Energy Blast, 3″ Radius, 1/2 Endurance Cost (1), OIF – Sacred Sun Symbol, (0kg)
2 Elemental Control: Enchanted Royal Armor (5-pt reserve); OIF (Symbolic Barding): -½; Visible (Magic Armor): -¼; Generic Limitation (Passive Protective Effects Only): -½
a-2 Armor (4 PD/3 ED)
b-2 Power Defense (10 pts)
c-2 Mental Defense (13 pts)
30 Total Equipment


100+ Disadvantages
50 10d6 Unluck
15 Mystically linked to Armageddon (Frequently, Greatly)
15 Snob (Common, Strong)
10 Loyalty to Equestria (Uncommon, Strong)
5 Slightly reduced manual dexterity (Infrequently, Slightly)
5 Watched: Equestrian Nobility (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Limited, -5; Only Watching: ×½; Punishment: Mild, -5
100 Total Disadvantages


COSTS: Char. Powers Total Total Disadv. Base
5 + 95 = 100 200 = 100 + 100


OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
4 4 5 13 25/14 21/13 4, 8, 12

Height: 132cm, (4’4″), Weight: 74kg, (163 lbs), Sex: Male, Race: G4 Unicorn Pony

Yes, this is likely a little more magically powerful – and far more boosted – than most baseline ponies. I’m presuming that he IS a member of the royal family and that things are stepped up a notch because the base setting is a superhero universe where magic is common enough that people can take courses in it in high school.

Champions – Kyinn, The Friendly Eldritch Horrors


The Kyinn are one of the universe’s elder species, at least six billion years old (and possibly nearly twice that). Why they have not yet Transcended is an open question, although it’s possible that their existence in a universe which is blatantly ill-suited to them, or their apparent immunity to boredom, is having some delaying effect.

They seem to be best adapted for life on gas giant worlds; they move by flying, thrive in a rather cold reducing atmosphere (although they are capable of tolerating others), draw much of their metabolic energy from atmospheric electrical discharges, and are far more tolerant of temperature variations than humans – to the extent of being able to operate (albeit
slowly) at temperatures approaching -180 degrees celsius and even being able to survive being frozen solid, provided that it occurs slowly enough for them to shut hemselves down and go into archival mode. Existing on worlds with more earthlike atmospheres requires that they periodically absorb small quantities of various gases (or, according to some reports… salads).

Physically the Kyinn consist of a matrix of gases typical of jovian-style reducing-atmosphere worlds, compressed and contained by magical fields anchored to a material core – preferably a chunk of nickel-iron or similar material. Their “metabolism” employs electrical energy (absorbed periodically) along with hydrogen, ammonia, hydrogen sulfide, methane, water, nitrogen, ethane, acetylene, and modest amounts of other compounds and elements to build up complex, information-storing, organic molecules.

The Kyinn – or at least the ones “built” on sufficiently stable material cores – seem to be functionally immortal; as long as there is a bit of ambient magic and electrical energy, they seem to be able to sustain themselves indefinitely – and apparently quite happily. Kyinn do not seem to suffer any ill-effects from thousands, or even many millions, of years of imprisonment. If and when released… they simply go on about their business (another argument for them being constructs or at least EXTREMELY alien).

Kyinn reproduction requires a solid chunk of dense material, around which one or more (preferably a group) of “adult” Kyinn will intentionally construct another specimen – an involved and difficult process that requires a good deal of time and magic as well as “copying over” a great deal of information to the new specimen. While there is a “childhood” period, it’s relatively brief compared to most higher life forms and involves relatively little “education”. It’s mostly a time in which the new Kyinn gets its “inherited” information sorted out and (possibly; communication with the Kyinn is extremely limited) develops it’s own personality and traits. Alternatively, they can reproduce by “adoption” – converting other creatures to their own structure and metabolism. Unfortunately, such “hybrids” tend to gradually go mad (or possibly simply develop into full-fledged Kyinn) – although their mentalities may be recognizable for many centuries. Still, the temptation of near-immortality has been known to bring in willing recruits.

While little can be said to be impossible given the scale of the universe, and it is possible that – at some point – the Kyinn re-engineered themselves, most observers feel that the evolution of such a species is fabulously unlikely. Thus most biologists classify the Kyinn as either incredibly sophisticated constructs or true artificial intelligences. They are considered to likely be patterned after the Elder Ones, rather than following the natural patterns of life in this universe.

Their “natural” capabilities include flight (and possibly sublight interstellar flight), some shapeshifting (they are basically amorphous after all), exquisite sensitivity to atmospheric vibrations and composition, natural air-magic, the ability to exert fairly strong concussive forces by touch (via relaxing the magical field that keeps their internal pressures under control for an instant), some ability to absorb electrical energy to strengthen themselves, and minor resistance to most forms of injury – although if you exceed that tolerance their underlying structure is quite fragile. They are more powerful than baseline humans – but, at least as individuals, they are generally no match for superheroes.

Very little is understood about the culture of the Kyinn; they seem to be permanently happy, they tend to be quietly expressionistic, absorbing other races and transforming their worlds atmospheres when the opportunity arises – but they have been known to intervene on behalf of endangered worlds. While it is speculated that they simply believe that it would be a terrible shame for something to happen to a world before its inhabitants got a chance to become Kyinn, there’s no real evidence for or against that idea.

Unfortunately, the Kyinn are extremely vulnerable to the influence and powers of the Elder Ones – to the point where exposure to even moderate levels of “Darkstorm” energies can have major effects on their behavior and outright possession is not uncommon. Thanks to this, and to their tendency to absorb other species and their worlds, the Kyinn make difficult neighbors – to the point where it’s generally seen as best to seal them away if that is at all possible.

Value Characteristic Points
5 STR -5
18 DEX 24
13 CON 6
5 BODY -10
8 INT -2
11 EGO 2
10 PRE 0
0 COM -5
2 PD 1
2 ED -1
3 SPD 2
4 REC 0
26 END 0
15 STUN 0
Total 12
Points Powers END
4 Elemental Control: Gaseous Form (10-pt reserve); Generic Limitation (User is blatantly alien, akin to the Elder Ones rather than to any natural life form): -½; Generic Limitation (User is extremely vulnerable to the Darkstorm energies, to possession by the Elder Ones, and to their manipulation and corruption): -½; Generic Limitation (Considered a pest species by most of the universe): -½
a-4 10″ Flight (NC: 20″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22 2
b-3 Shape Shift (Limited Group; Variously “blob” shapes, with or without tentacles); Generic Limitation (Always semi-translucent, somewhat ill-defined, and usually a bit smelly): -½ 2
c-4 Damage Reduction (Physical, 50%).
d-3 Force Field (5 PD/5 ED); Reduced END: Zero & Persistent, +1; Always On. 0
e-4 Pressure Wave Hand-to-Hand Attack (7d6, Total 8d6); Range: 0. 2
f-7 Life Support (total); Generic Limitation (Does require small amounts of electrical energy and various gases from time to time.): -¼; Generic Limitation (Subject to upper and lower limits: Kyinn can handle a considerably larger range of base temperatures, pressures, and radiation levels than humans, but it’s nowhere near “survive on Pluto” or “swim in the core of the Sun”.): -¼.
g-4 Wind and Pressure Control Telekinesis (STR 14); Range: 105; Manipulation: Coarse, +0. 2
h-6 2d6 Transform Gases (Minor, Limited Class); Range: 125. 2
i-9 4d6 Aid: Air Magic (Fade/hour, Max. 42); Range: 0; Affects: Single Power of Special Effect, +¼; Trigger: Changeable, +½; Extra Time: 1 min., -1½; Maximum of seven prepared effects.: -½; Increased END (2 per turn over the one-minute usage time): ×5, -2; Visible (Extremely alien power signature): -¼.This ability is used to create new Kyinn, although the process is difficult, requires time and skill, and cannot be attempted very often. 25
j-8 Windreading
(8) Spatial Awareness; Generic Limitation (Not effective in excessive turbulence, underwater, or in vacuum): -½.
(3) 360-Degree Sensing (Unusual Senses); Generic Limitation (Not effective in excessive turbulence, underwater, or in vacuum): -½.
k-4 Sound Manipulation;
(4) Ventriloquism. 15-
(4) Mimicry. 15-
l-4 Enhanced Perception (Hearing, +10 to PER).
m-4 Detect Atmospheric Composition (+5 to PER); Addition (Analytic): +5; Time Required: Instant, +2; Range: Touch, +0.
n-4 2d6 Absorption (Electrical to any one Attribute) (Fade/hour, Max. 12); Extra Time (Only effective once per day): 1 day, -3½; Affects: All Powers of Special Effect, +2.
-12 Running (-6″, 0″, NC: 0″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): -13 1
60 Total Powers  
Points Skills, Talents, Perks Roll
1 Immunity to Boredom; Frequency: Rare
1 Immunity to normal limits of verbal information transfer with each other while touching; Frequency: Rare
3 Stealth 13-
3 Simulate Death
2 Cramming; Generic Limitation (Only for languages): -1
0 Language: Kythin (Native Accent); Literacy: Standard, 0
10 Total Skills, Talents, Perks  
100+ Disadvantages
20 No comprehension of normal life forms (Frequently, Fully)
The Kyinn do not comprehend the thought-patterns or emotions of “normal” creatures: They do not see why EVERYONE does not want to become a Kyinn, and apparently think they are helping out by generously turning people into more Kyinn and transforming their worlds to suit their new forms.
10 Cannot reproduce sexually; must “construct” new Kyinn (Infrequently, Greatly)
15 Subject to warding and containment magic (“Change Environment”) keyed to their extradimensional nature. (Infrequently, Fully)
5 Permanently Happy (Infrequently, Slightly)
30 Vulnerability: Extreme Heat and Cold (1½× STUN and BODY); Attack: Very Common, +15
5 Vulnerability: Magic Disruption (1½× Effect); Attack: Uncommon, +5
15 Distinctive Features: Gaseous Tentacle Monsters; Concealability: Concealable, 10; Reaction: Always noticed & major reaction, +5
10 Reputation: World-Consuming Gaseous Horrors (8-, Extreme)
30 Susceptibility to Platinum and related Chemical Catalysts (1d6 STUN and BODY/Phase); Condition: Uncommon, +5
15 Hunted: The Firstborn (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Mild, -5
20 Vulnerability: Knockback, Being Thrown About, Etc (2× Effect); Attack: Common, +10
175 Total Disadvantages
COSTS: Char. Powers Total Total Disadv. Base
12 + 70 = 82 275 = 175 + 100
OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 4 0 7/5 7/5 4, 8, 12

As eldritch horrors from beyond go… the Kyinn are, in their own way, quite friendly. They just have no real concept of “boundaries” or “not melding with people”. Why WOULDN’T any thinking being not want to be become a part of the Kyinn? The Kyinn are the happiest people of all, and are close enough to immortal so that any “individual” (whatever that means when they can use their air magic to share memories) can continue to enjoy being a Kyinn for billions and billions of years! Life is PERFECT, except for those pesky people who (for some crazy reason) don’t WANT them absorbing every other lifeform in the cosmos while being open to the Elder Ones. Silly people! You try and do some folks a favor…

Height:188cm (6’2″), Weight: 36kg (79 lbs)

Appearance: By default the Kyinn are swirling blobs of translucent tinted gas, their slightly “fuzzy” surface defined by the faint glow of magic. They usually seem slightly egg-shaped, if you can envision an egg made of a vortex of wind with an assortment of tentacles coming out of it.

Basic Kyinn – even with another twenty points spent on customization – really aren’t all that formidable. A well-equipped competent-normal human has a pretty good chance to take one out – but they do have more than enough standard disadvantages for the occasional higher-powered specimen to achieve fairly high power levels. While this isn’t too common it does happen – and is perhaps one of the best arguments for them being truly “alive”, whatever their origin.

Champions – Hel, the Hidden One, Avatar of Death

Hel, the Hidden One, Queen of the Underworld, Guide and Guardian of the Dead, Goddess of Death, Arbiter of the World’s End.

Ages past, when three tribes of the North sought refuge among the Limbs of Yggdrasil, the powerful among them took on aspects of Ymir – and so gained some control over the forces which governed existence upon the World Tree. The Aesir aligned themselves with the powers of will and magic, the Vanir with fertility and the local powers of individual biome-realms, and the Jotun with the forces of the elements.

But one of the great powers, the entropic force that flowed into the realm of destruction, Niffelheim, and from there beyond the borders of existence, none sought to claim. With that failing, the spirits of the newcomers were not properly bound to the flow of life and death – and so they wandered, confused and lost.

But Hel, a sickly daughter of Loki who masked her weakness, and the slow failing of her body, with her own spells, came forward. She mastered that power, and paid the price. She opened her eye to death, accepted the dying as the only children that she would ever have – giving guidance to those who departed, and structure to those who lingered. Accepting also the fear of those who did not understand, the visions of destruction, the shadow of death in every life and triumph, and the chill of the grave within herself.

Hel is not pleasant company for the living. Her presence brings with it shadow, her gaze carries the weight of a billion cries, and her heart has heard  ons of hopeless pleas, for some things are not within her powers – and others she would rather were not.

And still the lives pass, a cascade of fading sparks against the darkest night.

Like Death itself, Hel is a dark mirror in stillness, utterly implacable, concerned with the necessities of the future and the natural order, teaching hard lessons – and often oddly kind. She can rejoice in the joy of a child – but if that child must fall to the dictates of fate, or to forestall some greater doom… then so shall it be, and she will not withold her hand. For men, gods, places, cities, idealogies, philosophies, and worlds all must pass – and until her own time comes, it is her task to guide them on their way.

If she holds out her hand to you… then take it. If it is in aid, rejoice! And if it is to guide your passing… there will be no escape in any case.


Value Characteristic Points
18/30 STR 8
19/23 DEX 27
18/24 CON 16
12/18 BODY 4
23/35 INT 13
18/24 EGO 16
18/60 PRE 8
12/36 COM 1
6/12 PD 0
6/12 ED 2
6 SPD 31
10/16 REC 0
36/60 END 0
36/48 STUN 0
Total 126


Points Powers END
7 Elemental Control: Avatar of Death (15-pt reserve); Visible (Blatantly obvious to other mages and sensitives): -¼; Generic Limitation (All powers are dark, mysterious, and scary): -¼; Generic Limitation (Life and Death Related Powers Only): -½
a-11 1d6 The Face Of Modgud / Transform (Cosmetic, Limited Class); Range: 0; Autofire: 20 shots, 1¼; Affects Desolidified: +½; Transdimensional: Group of Dimensions, +¾; No Conscious Control: -2; Always On: -½; No Range: -½; Invisible: Two Sense Groups, +¾; Reduced END: Zero & Persistent, +2; No Normal Defense (Only works on those who are soon to die): +1; Cumulative: +½; Area Effect (Radius): 16000000″ radius, +1; Increased Area: ×4000000, +5½This transformation eliminates the pain of the dying, purifies spirits which are about to depart, lets them slough off lesser bonds, shows them their possible paths – and allows them to step into the afterlife smoothly and easily. Now that Hel is once more active – and present on Earth – her influence will gradually spread across the Earth and it’s various secondary dimensions. 0
b-10 Sight Of The Darkened Eye: Clairsentience (Hearing, Sight); See: Future, +20; Dimensions: Current, +0; Range: 250″; Reduced END: Zero, +½; No Conscious Control: -2; Generic Limitation (Only for seeing dread warnings): -2Hel forsees death, disaster, and destruction. While she may attempt to stop it if she wishes, she will need to attend in her “official capacity” if she cannot. 0
c-9 Queen Of The Dark Realm: Summon Self (1 250-point creatures); Range: 0; Summon: Single Type, +0; Trigger (When Slain): Set, +¼; Active Points: 100; Extra Time: 1 week, -4; Charges: +3, -1¼; No Conscious Control: -2Barring very special methods, Hel is impossible to kill; she will simply return a week or so later. 0
d-14 The Realms Of The Dead: Extra-Dimensional Movement; Dimensions: Group, +10; Time Travel: None, +0; Variable Limitations: -½, -¼; Mass Multiplier: ×64, +30; Carrying Mass: 3200; Concentrate: 0 DCV, -½; Extra Time: full phase, -½ 6
e-10 3d6 Tap The Lore of the Dead / Aid to Skills (Fade/hour, Max. 24); Range: 0; Affects: Single Power of Special Effect, +¼ 3
f-8 Voices Of The Dead; Generic Limitation (As Hel can see and understand the dead, so they can see and understand her – and will often appeal to her for help.): -½
(8) Detect Death-Related Energies (+2 to PER); Addition (Analytic): +5; Time Required: Instant, +2; Range: Ranged, +5
(6) Detect Spirits (+2 to PER); Time Required: Instant, +2; Range: Ranged, +5
g-6 +30 The Dark Command / PRE; Generic Limitation (Only for intimidation versus the living, works normally against the dead and unensouled imaginal beings.): -½
h-7 Regeneration (1 BODY/Turn); Regenerate: From Death, +20
i-7 Mental Defense (35 pts); Add to Total
j-7 Power Defense (30 pts)
k-7 Life Support (total)
l-7 Armor (10 PD/10 ED)
m-26 3d6 Aid: The Magics of Life and Death (Fade/turn, Max. 50); Range: 0; Affects: Single Power of Special Effect, +¼; Generic Limitation (Personal Only): -1; Reduced END: Zero, +1; Autofire: 10 shots, ¾ 0
70 Variable Power Pool: Personal Magic (40-pt Pool); Control Cost: 20; Change Powers as 0 Phase Action: +1; Variable Limitations: -½, -¼; Visible (Blatantly touched by death magic, signature reveals various details about the user): -¼; No Skill Required for Change: +1; Restricted Type of Powers Available (Sorcery Only): -½; 

Hel normally maintains a bit of Flight – enough to avoid falls and to conceal her limp – and a subtle low-level protective force field. She deals with most casual problems with her social skills, reserving her greater powers for situations of true importance.

1010 Sample Boosted Effects
(90) 1d6 Mistress Of Shadows / Transform Imaginal Realm (Major, Limited Class); Range: 450; Cumulative: +½; Area Effect (Radius): 8000″ radius, +1; Increased Area: ×8000, +3¼Given a few moments, this allows Hel to transform the imaginal realms of the dead as she desires. Normally her realm is dark, but autumnal, pleasant, and starlit. 9
(90) Summon Skeletal Warriors (250 100-point creatures); Range: 0; Summon: Single Type, +0.The hordes of the dead – or at least animated versions of mortal remnants – are at Hel’s command. They aren’t all that effective in a superhero fight, but can serve other purposes than combat. Sadly, they are not too bright. 9
(90) 6d6 HKA Hand of Glory (Total 8d6); Range: 0;The touch of Hel can inflict many ills if she so desires – but simple destruction is usually all that is required. 9
(60) 2d6 Chill of the Grave / Energy Blast; Range: 0; Versus: ED; Area Effect (Radius): 448″ radius, +1; Increased Area: ×64, +1½; Autofire: 45 shots, 2½; No Range: -½; Invisible: To All Senses, +1; Reduced END: Zero, +1; No Normal Defense (Full Life Support or other Immortality, Necromantic or Life-Based Powers, Not Being Alive): +1.Life, heat, and strength all mean little against death – and will drain away before it’s power. Few mortals can stand against the presence of Hel unleashed. 0
(80) 4d6 Meeting Death’s Gaze / Entangle (DEF 4); Range: 400; Based on EGO Combat Value: vs. ECV, +1Only the strong of mind will break from meeting the gaze of Death without aid. Most will stand in dread fascination. 8
(90) Reveal (Detect) Karmic Destiny (+5 to PER); Usable Against Others: ×4 mass, 1½; Time Required: Instant, +2; Range: Ranged, +5; Based on EGO Combat Value: vs. ECV, +1; Continuous: +1This effect shows its targets – in detail – what likely awaits them both in life and beyond the grave if they continue their current course. It is strongly slanted towards negative consequences however; it will not show you the pleasures that might come of your criminal lifestyle – but it will let you experience the betrayals, overdoses, prison time, wounds, miserable death, and horrific afterlife which such a lifestyle makes all too likely.
(90) The Embrace of the Ancestors / Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Area Effect (Radius): 256″ radius, +1; Increased Area: ×64, +1½; Usable Against Others: ×1 mass, 1The Embrace of the Ancestors raises a shining, hemispherical, dome of swirling mist – a ward capable of withstanding enormous forces, whether to shield the area inside or to contain something terrible. Any effect that cannot cross dimensional boundaries will not penetrate the ward. 9
(90) Within The Presence Of Destruction / Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: None, +0; Addition (Time Travel; Forward, one second per second while sustained.): +10; Usable Against Others: ×1 mass, 1; No Normal Defense (Versus being a natural, non-imaginal, non-extradimensional inhabitant of the local universe.): +1; Mass Multiplier: ×1, +0; Carrying Mass: None;When it comes to things which do not belong in the current universe, their time in it is always approaching an end – and endings are within the dominion of death. With this power Hel can hold such a creature out of time – leaving it entrapped and harmless, if quite invulnerable, as long as she maintains the effect. 9
(90) 2d6 Eternal Stillness / Suppress Natural Disaster; Range: 450; Affect: Single Power of Special Effect, +¼; Area Effect (Radius): 20000″ radius, +1; Increased Area: ×4000, +3; Penetrating: +½; Autofire: 5 shots, ½; Difficult to Dispel: ×2, +¼; Continuous (Ends when the forces that would otherwise drive the disaster quiet. ): +1; Reduced END: Zero, +1; Uncontrolled: +½Natural Disasters too fade and still with time and entropy – and so it is within the power of Death to still the winds and waters and to quiet the shaking and erupting of the earth, even if it may take a few moments for such things to yield to the user’s authority. 0
(60) 18d6 The Voice of the Dead / Aid to three-point skill levels in Conversation, Interrogation, and Persuasion,. (Fade/turn, Max. 108); Range: 0; Affects: Single Power, +0; Generic Limitation (Levels only work versus entities that fear death.): -½ 9
(90) Barring The Path / Regeneration (1 BODY/Turn); Regenerate: From Death, +20; Usable By Others: Simultaneous Use, +½; Area Effect (Radius): 20″ radius, +1; Increased Area: ×4, +½Whether this is a spell of life or of withholding death, the effect is much the same; as long as this effect is sustained, none within it’s reach can truly die – a very handy effect for those who simply need time to recover.
(90) 1d6 The Viral Wind / Transform (Minor, Limited Class); Range: 450; Cumulative: +½; Area Effect (Radius): 64″ radius, +1; Increased Area: ×16, +1; Continuous: +1; Reduced END: Zero & Persistent, +1; Uncontrolled: +½; Sticky: +½; Penetrating: +1; Invisible: Two Sense Groups, +¾; Difficult to Dispel: ×4, +½This spell subtly rewrites the genetics of a particular type of target – contagiously. Casting it will send a wind of change sweeping across the world – instigating an illness, bestowing some immunity, or making some other subtle biological change. While such effects are never particularly major, spreading a plague – or stopping one – can be a most useful talent. 0
12 +12 CP to All Attributes Great Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.
(12) 2d6 Aid (All attributes) (Fade/turn, Max. 12); 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; Difficult to Dispel: ×2, +¼; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. 0
218 Total Powers  


Points Skills, Talents, Perks Roll
30 +3 level w/Overall Level
10 Base: Niffelheim: 50
10 Vehicle: Nagalfar: 50
3 Professional Skill: Queen 16-
3 Conversation 21-
3 High Society 21-
3 Interrogation 21-
3 Scholar
2 Knowledge: Shipwright 16-
2 Knowledge: The Realms Of Death 16-
2 Knowledge: Mythology 16-
2 Knowledge: Mythic Creatures 16-
2 Knowledge: Magic Theory 16-
2 Knowledge: The Hundred Realms 16-
2 Knowledge: Dark Futures 16-
0 Old Norse (Native Accent); Literacy: Standard, 0
0 English (Native Accent); Literacy: Standard, 0
2 Japanese (Fluent Conv.); Literacy: Standard, 0
81 Total Skills, Talents, Perks  


125+ Disadvantages
20 Dependent NPC: Spirits of the Dead (Incompetent, 11-); Skills: Normal, +0
15 Reputation: Death Goddess (11-, Extreme)
10 Distinctive Features: Goddess of Death (Aura of Decay, Pallid Skin, Cold Touch, Etc); Concealability: Easily, 5; Reaction: Always noticed & major reaction, +5
15 Susceptibility to Healing Powers (1d6 STUN/Turn); Condition: Common, +10
5 Undead Physiology; -3 on taste, smell, and touch perception checks (Infrequently, Slightly)
5 One Eye (Or at least one that looks only into death)
10 Public Identity
30 Vulnerability to Flame (1½× STUN and BODY); Attack: Very Common, +15
10 Cold and Calculating (Common, Moderate)
15 Feels responsible for the care of the dead (Common, Strong)
20 Cannot Tell a Lie (Common, Total)
5 Tries to offer comfort from the prospective of an ancient death goddess (Uncommon, Moderate)
5 1d6 Unluck
15 Hunted: Dark Necromancers (11-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Watched: Death (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
10 Hunted: The Knights of God (8-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
200 Total Disadvantages


COSTS: Char. Powers Total Total Disadv. Base Exp.
126 + 299 = 425 425 = 200 + 125 + 100


OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 8 35 22/10 22/10 2, 4, 6, 8, 10, 12


Height: 145cm (4’9″), Weight: 43kg (95 lbs), Sex: Female, Age: 27, Race: Jotun, Avatar of Death

Appearance: Hel usually appears as a young nordic woman, with dark hair and eyes of utter blackness. An aura of cold and decay surrounds her, as does an awareness of death. Those who peer past her minor illusions will see that one eye – the one which sees only death – is white and dead, while one half of her body seems oddly sagging and still, moving only jerkily, like the victim of a major stroke.

 Hel has one of the standard pieces of cheese – the great blessing to her attributes. Otherwise… Hel is a powerful mage within her specialties, but she really isn’t much of a combatant; she’s the ruler of an afterlife-realm and a guide for the dying. Sure, she COULD unleash terrible things that would cast vast amounts of damage, but she generally has no reason to.

Champions – Jormungand-Aegir, the Midgard Serpent

Jormungund-Aegir, the World-Serpent

It was the nature of the realm.
Energies flowed between the twin points of Creation and Destruction.
A cascade of matter, and energy, and mana – the stuff of life.
A vortex of potentiality, that created and destroyed without end.
Between the dipoles of Muspelheim and Niffelheim, the Ginnungagap.

And life stirred.
Where the chill of destruction brought order to the chaos, Ymir woke.
A vast and formless being, a consciousness within the vortex of chaos.
Woden, Vili, and Ve – Knowledge, Will, and Power – arose in Ymir.
And there was growth. Matter was bound to life and consciousness.
Within the Ginnungagap, Ymir became Yggdrasil, the World Tree.
It’s branches taking the power of Muspelheim, it’s roots passing it into Niffelheim.
To bridge the fire and the ice came that which endured.

With the energies of the Ginnungagap channeled and muted.
Smaller lives burgeoned within the branches of the great tree.
Drawing upon the powers and spirits of nearby Earth.
Adopted Biomes bloomed like twinkling stars.
Glittering fruit on Yggdrasil’s myriad limbs.
New aspects rose, governing the myriad forces of the elements and of life.

Fertility and Growth
The Light and Fire of Creation.
The Cold and Darkness of the Unmaking.
The Rushing waters and their Depths.
Life and Death.

And then came a time of desperation.
The Great Mages of the Aesir, the Vanir, and the Jotun sought refuge within the branches.
The seized upon the Aspects, Binding them to their Wills to find safety within Yggdrasil.
A time of Strife and Alliance.
And Men passed, as Men Will.
Yet the Imperishable Aspects to which they were bound could not.
The Destiny of the Gods – Ragnarok – had both Come and was Yet To Be.

For someday, a power greater than Theirs will once more open the way between Life and Death, to grant renewal to those stranded upon the borderline.

And now Aurora Ward and the White Necromancer of the Mandate have, indeed, opened the way once more.

Ages past, Jormungand-Aegir, Son of Loki, took upon himself the mastery of the waters and the deeps, of the storm that shakes the branches – and of the waters which carry the lifeblood of civilization. As do the waters, he has two faces – the Midgard Serpent, the storm that swallows up the world, and Aegir, the father of commerce, who bears the wonders of the world upon his waves.

For an age is ending and the cycle turns. The Lords of War will no longer reign supreme, the wolf-age approaches, and the old ways shall pass into history.

Personally, Jormungand is a rather pleasant and youthful-seeming man – but it isn’t a good idea to get him upset. As an “apocalyptic monster” he can be pretty hard to stop. As the Lord of the Oceanic Abyss his domain is the great depths, and all that lies within them, passes over them, or arises from them.


Value Characteristic Points
0/120 STR -10
21 DEX 33
10/40 CON 0
15/57 BODY 10
13 INT 3
11 EGO 2
30 PRE 20
15 COM 2
12 PD 0
8 ED 0
6 SPD 29
20/50 REC 0
80 END 0
95/107 STUN 0
Total 89


Points Powers END
9 Elemental Control: Apocalyptic Monster Powers (30-pt reserve); Generic Limitation (Colossal Serpent Powers Only): -½; Visible (Extremely magically conspicuous.): -¼; Generic Limitation (Quasi-independent; powers he doesn’t use often enough occasionally wander off to empower others and make trouble on their own.): -1; Generic Limitation (User is a primordial godling, and will tend to encounter related myths, draw strange challengers, be sucked into mythic events, attract awkward cultists, and similar problems.): -½
a-9 +30 CON
b-9 +60 STR 6
c-9 +30 BODY
d-9 +30 REC
e-7 +6 SPD
f-9 Armor (16 PD/16 ED); Hardened: ×1, ¼
g-9 Regeneration (2 BODY/Turn); Regenerate: From Death, +20; Autofire: 5 shots, ½
h-9 Force Field (10 PD/10 ED); Reduced END: Zero & Persistent, +1; Hardened: ×4, 1 0
i-8 Growth-12 (×4000 mass, ×16 height); Mass: 240,000 kg/528,000 lbs; Height: 2,672 cm/87’8″; Extra STR: 60; Knockback Reduction: -12; Extra BODY: 12; Extra STUN: 12; DCV Penalty: -8; PER Penalty: +8; Generic Limitation (Turns him into a giant serpent.): -½ 6
j-9 4d6 Killing Attack (HTH) (Total 8d6); Range: 0 6
k-9 Power Defense (40 pts); Hardened: ×2, ½
l-9 Damage Reduction (Physical, 75% Resistant)
m-9 Damage Reduction (Energy, 75% Resistant)
n-9 4d6 Aid: Add Any +set of Advantages totaling +1 or less to Str 60 (Fade/turn, Max. 24); Range: 0; Affects: Single Power of Special Effect/strength enhancements, +¼; Autofire: 10 shots, ¾; Reduced END: Zero, +1 0
o-9 Running (+30″, 36″, NC: 72″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 134 7
p-12 Swimming (+60″, 62″, NC: 496″); Non-Combat Multiplier: ×8, +10; Non-Combat (MPH): 1,071 12
q-11 1d6 Divine Venom / Drain Body (Return/hour); Range: 0; Area Effect (Cone): 88″ long, +1; Increased Area: ×8, +¾; Difficult to Dispel: ×4, +½; Continuous (Deactivates with antidotes.): +1; Reduced END: Zero & Persistent, +1; Penetrating: +1½; Affects: Single Power, +0; Generic Limitation (Only takes effect once per minute): -1 0
10 Clinging (Clinging STR +0)
7 2d6 Aid: Add Sea, Storm, or Earthquake-related Elemental Control slot. (Fade/hour, Max. 18); Range: 0; Activation: 14-, -½; Increased END: ×5, -2; Affects: Single Power of Special Effect, +¼ 10
15 Mental Defense (17 pts); Add to Total
30 Life Support (total)
25 Spatial Awareness
10 360-Degree Sensing (Unusual Senses)
3 Mental Awareness
6 2d6 Aid: Produce Minor Gadgets (Fade/min., Max. 20); Range: 0; Affects: Single Power of Special Effect, +¼; Generic Limitation (Only to produce ordinary gear that has been shipped by, or lost at, sea. ): -1; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Activation (When this ability fails to “activate” it actually produces something quite useless): 11-, -1 1
270 Total Powers  


Points Skills, Talents, Perks Roll
35 +7 level w/HTH Combat
10 Money (Filthy Rich); Generic Limitation (Jormungand’s wealth manifests as salvage and resources from the sea, which is often quite awkward.): -½
9 Professional Skill: Annoying Thor and Odin 18-
3 Scholar
4 Knowledge: Mythology 14-
4 Knowledge: The Oceans 14-
1 Knowledge: Antiques 11-
1 Knowledge: Ships 11-
1 Knowledge: The Imaginal Realms 11-
3 Survival 11-
2 Professional Skill: Brewer 11-
0 Old Norse (Native Accent); Literacy: Standard, 0
0 English (Native Accent); Literacy: Standard, 0
2 Japanese (Fluent Conv.); Literacy: Standard, 0
66 Total Skills, Talents, Perks  


125+ Disadvantages
20 Berserk when fighting Thor or Odin (11-, 8-, Berserk); Circumstances: Uncommon, +5
10 Hunted: Various Monster-Slayers (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted: Thor (8-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted: Oceanic Rivals (Whether Hero or Villain) (11-); Capabilities: Less Powerful, 5; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Overconfidence (Very Common, Moderate)
15 Greedy (Common, Strong)
20 Possessive of the Oceans and all within (Very Common, Strong)
10 Loyalty to Loki (Common, Moderate)
10 Public Identity
15 Reputation: Apocalyptic Serpent (11-, Extreme)
5 Rivalry (Dragons); Situation: Romantic, 5; Position: Equal, +0; Rival: NPC, +0
5 Rivalry (Sibling) Fenris; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0
15 3d6 Unluck
10 Accidental Change (Growth turns off, reverting to Aegir) when Propitiated (11-)
20 Distinctive Features: Apocalyptic Norse Monster; Concealability: Concealable, 10; Reaction: Extreme, +10
5 Dependent NPC: Various daughters (Slightly Less Powerful, 8-); Skills: Normal, +0
200 Total Disadvantages


COSTS: Char. Powers Total Total Disadv. Base Exp.
89 + 336 = 425 425 = 200 + 125 + 100


OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
7 7 / 0 4 17 38/26 34/26 2, 4, 6, 8, 10, 12


Height: 167/2672cm (5’6″/87’8″), Weight: 60/240000kg (132 lbs/528,000 lbs), Sex: Male, Age: 27, Race: Protohuman / Avatar of Water

Like all our Champions characters, Jormungand is allowed one big slice of cheese – in his case loading all those characteristics and powers that wouldn’t normally be allowed in there (no matter how much it fits) into an Elemental Control. In actual combat, he’s pretty hard to stop; given that he automatically recovers 50 points of Stun and Endurance on each of his actions, his massive damage reduction, and the assorted tricks he can play with his basic 60 Strength, defeating him physically is just not in the cards for most groups. He is, however, fairly vulnerable to mental powers

The Chronicles of Heavenly Artifice CXCIII – Forging Chaos

Back in his workshop in Aden – another speciality factory-cathedral manse of course – Charles was considering. He WAS very good at artifacts, but for these he would need the assistance of a Raksha – and preferably one who’d originated out in chaos without his meddling rather than a Mardi Gras Raksha. A high power level would be best; proficiency in shaping went with that, although a reasonable level of sanity might or might not. It would be best if they actually were a reasonably skilled artificer, although knowing how to play the drums was obviously more important. Having some reasonably content (if heavily mutated) humans under their control would also be useful. It would help provide the link via a few prayers.

He asked Kierroth if he had any advice; it seemed like he’d be looking for an Entertainer / Worker noble, whether by notifying freeholds or by sending out a call – and it would be best to have something to offer the noble in return for such aid. He was sure that the price one of his peers would ask is going to be steep. Raksha don’t meddle with Primordials unless they’re certain they can get the better end of the deal. He had to admit that that was very likely with Charles though.

(Charles) “Well, I can make them some artifacts and things!”

That WAS his purview, and they did have benefits that fey treasures didn’t.

Still, he had books to read, geomantic artifacts to make (he still needed some of those for the Song of Creation)), manses to build (to expand Aden) – and, for that matter, various girls climbing into his bed.

Malinda kept saying that would lead to all kinds of complications, but nothing too odd had happened so far! Maybe she meant later?

It wasn’t long before the Balgrogs and Kickaha reported that he had some visitors aboard!

  • There was a mass of golden fire that had popped up in one of the concert halls and plucked the orchestra’s drums up into itself (It had a nice rhythm, though!.
  • A rather imposing looking avian lady had arrived at the Mardi Gras Manse.
  • And General Koiiyana (the rabbit-army guy whom Charles had met earlier) had responded to the message – although he hadn’t actually come aboard.

There might be more later; Charles hadn’t really explained much beyond the fact that he was making some high-end artifacts dealing with Wyld powers, and was willing to pay with more artifacts and/or immunity to calcification and the ability to respire in creation at a substantial rate, for a couple of day’s assistance (from individuals meeting thus-and-such requirements) in making them.

He went to see the golden fire with the drums first. Gothmug approved! The beat was not at all bad – although they had to be careful approaching that concert hall. The vibrations were making the ground rattle even outside, and golden light was spilling from the windows and doorways. It wasn’t much trouble for Charles and Gothmug – but it was quite a problem for nearby mortals and supernaturals without eye and ear protection.

And yes, that was an amorphous golden flame infused with rhythm and the beat, playing the entire drum section! That was some impressive drumming!

(Charles) “Hello there! That’s very good!”

He wasn’t sure about the humans – but the drums and power level seemed high enough, and he could always get the human input from someone else!)

(Drums, in Morse Code) “Are you the one who sent that message? You are very small and fleshy, but the drums are of fine enough quality.”

(Charles) “Yes I am! I’ll need about a day of your time to make things… What do you need in payment?”

(Drums, still in Morse) “I must spread the beat everywhere! Even into the things that cannot hear or feel!”

(Charles) “Hrm… EVERYWHERE is a bit large! To a really large audience then? If they remember it, they will produce secondary echoes for a very long time to come!”

It looked like… its definition of “audience” included the environment, too. Ideally, even the stones should dance!

(Charles) “How about a specialty manse for the performance? It can be an amplifier and have all kinds of music-related powers and share those with you everywhere!”

Drums found that awfully tempting – but held out long enough to get Charles to throw in some anti-silence measures (and the drums; they had a really good resonance and the sticks weren’t melting or shattering like a lot of them did). His flame-and-music assumption made silence effects quite awkward however interesting and fun it was!

Hm. Perhaps throw in “producing instruments” as a minor power?

Next up… it was General Koiiyana, the rabbit fellow! Charles had saved him a lot of trouble retrieving his brother’s birthday present – those rabbit-soldier poppets. He wasn’t in Kadia, but he had responded to Charles’s message. He wanted Charles to drop by and have a meeting!

Well, why not? It looked like… he was in the cabin of some craft, having his tea. He was very rabbity, as always. Charles brought along a selection of herbal teas with a randomizer so that which one would always be a surprise!

The craft… turned out to be a giant rabbit flying fortress, crewed by rabbit airmen and pilots a lot like the ones that Charles had returned to him!

(Koiiyana) “Ah, Aden! Thank you for replying… what a pleasant gift. I do like a good herbal tea.”

(Charles) “Ah good! And I like the flying fortress… Is it by any chance the Ether Bunny?”

(Koiiyana) “No no, the Moon Jumper. It’s my own design.” (Although he had an aide write that one down – and sank into thought)

(Charles) “Also good!”

(Koiiyana): “I was wanting to stretch myself a little. My Brother, President Noriishana, is back to being an Imperial Raksha thanks to you and is leaving me alone for the time being. Thus, no need to build vehicles to protect myself! Tell me a little more about this project of yours!”

(Charles) “Well… Fundamentally it’s a big repair project! But to make it work I need assistance from some very old powers indeed – so I want to make some artifacts to pay them for it!”

(Koiiyana) “Ah, maintenance! A chore to be sure, but not as much for one such as yourself. What are you repairing?”

Well it wasn’t much of a secret any more at this point!

(Charles) “Yu-Shan and some chunks of the universe!”

(Koiiyana) “The Celestial City… or the Celestial Plain? I’ve heard some bizarre things from the Unshaped, you know, and it’s a distinction.”

(Charles, happily) “Both!”

(Koiiyana) “Hmm…” (He leaned back in his seat) “You’re going to keep that Gallery of Captured Dreams in check, yes? One such as myself would no doubt get its attention. Its? She? He? I suppose it’s immaterial with devas.”

(Charles) “I think I might be able to get some of the people there free of it… And it kind of is!”

(Koiiyana) “Wouldn’t that be nice… hmm. I could loan you some of my troops and craft. The crew might not look it, but some of them were originally of human birth. You human born are so malleable without that divine power! And the craft… well, I’d need at least one to command from! I doubt your project will go unopposed, and the Plain is just like Creation for calcification!”

(Charles) “Well, that should work! And Immunity to Calcification and related menaces is part of the payment!”

(Koiiyana) “Hrm. You can do that… could you give it to Brother, too? If I had THAT, and he didn’t, it might cause another (cringing) incident.”

(Charles) “Certainly! But he’d either have to come to see me or wait until I dropped by to see him!”

(Koiiyana) “I suppose I could stall him. I warn you, though, he loves big tastes and big entrances, so be ready if you want him to visit!”

(Charles) “Thank you for the warning there!”

(Koiiyana) “And a nasty temper!”

(Charles) “Well… THAT can probably be managed if he wants something from me!”

(Koiiyana) “Yes… well, let me know when you need me and my men! And do get those Shapeless free!”

(Charles) “I shall see what I can do!”

And it was off to see the Avian figure! It was a rather stunning emu-like lady poking around in the Mardi Gras Manse, asking questions and examining the merchandise. She made Charles feel just a little funny again! Pesky Primordials, making the standards of beauty so universal! Still, for once having multiple aspects might prove a defense… If she got too distracting, he could always run on computer HERE for a bit and let some of the girls distract him from HER. Still, that wasn’t necessary at the moment…

(Charles, somewhat hesitantly) “Er… Hello?”

She looked up at him, and met his eyes – and the gaze was quite enthralling!

(Nimue, Radiance of the Heavens) “Hello. I am Nimue, Radiance of the Heavens… Are you the master of this place? You’re younger than I thought. But that isn’t necessarily a bad thing. This place has a child’s imagination about it.”

(Charles) “Well yes! And I do like making things… Can I help you?”

(Nimue) “I had heard that you needed assistance with a project. You had some most fascinating requirements for it… what were you going to make?”

(Charles) “A few devices to tap some of the greater creative powers of the Wyld mostly – to empower solipsism and multipresence mostly!

(Nimue) “What a fascinating idea.” (Scooting in closer) “Surely you wouldn’t be using these on yourself? Especially the solipsism.”

Oh dear! She was being even more appealing now!

(Charles) “I might make a set for that too – but it’s somebody else that might need them!”

(Nimue) “Well, if you insist on making them… I can help you! I’m good at dealing with creative things.”

She casually adjusted a nearby musical note so that it played tones that you couldn’t normally hear in Creation.

(Nimue) “You don’t need to play the drums if you can do that.”

(Charles) “Well, the drums are more of a metaphysical requirement – but the creative abilities could really help! It should only take a day or two though. So… what were you looking for?”

(Nimue) “I would like some time with…” (She delicately touched his chest with a finger -and there was that funny feeling again) “you.”

(Charles, becoming more than a bit flustered) “Uhrrm… doing what?”

(Nimue, looking mildly disappointed for a moment) “Oh, all manner of things. In bed, even”

(Charles) “Er… blank checks are a little… worrying! Tell you what… if you’ll talk to Malinda about what you have in mind, I’m quite willing to accept her judgment on the matter.”

Malinda… was a little concerned about this one; whatever Nimue’s narrative was, she’d very much like a romantic involvement with Charles! She’d like a token of his affection, and sympathetic links weren’t good things to give out to fey! That was just WEIRD! Even if Nimue knew for sure what Charles was that would be worrisome – and if she was that willing to gamble on a mystery things might get very odd indeed! Still, there was no point in evading her; any stone or flower from Aden was as much a part of Charles as any link he could create (or you could just get some human to pray) – and she apparently wasn’t intending to use any horribly addictive charms or anything.

Secondarily… she wanted Charles to make her an artifact – although she didn’t much care what! It just had to be an artifact, made specifically for her. Charles would doubtless give her some extra defenses of course, but that was just Charles being Charles – and he made personalized artifacts for anyone who asked for them anyway.

Malinda approved, if rather reluctantly – and Nimue gave Charles a deep kiss. That left him pretty fuzzled! The girls who’d moved in on him weren’t so… weaponized!


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