Champions: Henry Blake

   No one was quite sure how the… argument? debate? competitive dissertation? had gotten started.

   A few of it’s simplest echoes, translated into mortal words, might look something like this:

“Without Earth, there would be nowhere for the mortals to exist!”
“Without Wind, they would but corpses!”
“Without Water, they would be but dust!”
“Without Fire, they would know neither life nor purpose!”
“Without Air, there could be no thoughts passing from mind to mind!”
“Without Earth, there would be no framework to hold the mind!”
“Without Water, no thoughts could be absorbed into the mind!”
“Without Fire, there would be no imagination to create thoughts in the mind!”
“Without Earth, there would be no growth or healing!”
“Without Water, there would be no new life to need it!”
“Without…

   But it had raged for long ages. Each power adamant in its viewpoint, self-obsessed as only beings with a pure and unbalanced magical nature could be, and prepared to press it’s point for all eternity.
   Only a mortal – innately a being of compromise, of mingled powers and nuanced truths – might settle the debate – and no mystic with the raw power needed to reach the plane of quarreling elemental essences was mad enough to do so or to get involved. Why get in the middle of uselessly quarreling and mostly-incomprehensible forces in the middle of an elemental holocaust?

   Until Henry Blake.

   Henry had the innate natural power – but he was attempting a partial ritual he did not understand and was freakishly lucky (or perhaps unlucky). He called for “Elemental Power”, and opened a channel into the infinite at random. Some minor conjunction, interfering demigod, or random whim of fate directed his call.

   And the arguing essences abruptly had a mortal magician to settle the endless debate.

“But I don’t even know what you are!”

“THEN YOU SHALL LEARN”

   The essences poured power into Henry Blake. Through him, they would settle their… bet? puzzle? war?

   Henry Blake found himself infused with awesome elemental powers – which did not get along. Which harassed him. Which did not want to stop being used. Which caused trouble around him simply to FORCE him to use them.

   He joined a superhero group – or, more accurately, funded one (The Heroic Extra-Terrestrial Law Protectors) that was willing to accept almost anyone – simply to have help in dealing with his powers. So far he’s taken an opposing tack, trying to prove to the elemental forces that smaller human magics – and human wealth – is of more use to a human being than ALL OF THEM PUT TOGETHER!

   He hasn’t done too badly. Fortunately, Henry Blake was already SO rich that his credit is always good: everyone knows that Henry couldn’t POSSIBLY be short of funds – and so he never is.

Henry Blake

Value Characteristic Points
30 STR 30
23 DEX 48
18 CON 16
10 BODY 0
13 INT 3
14 EGO 8
20 PRE 10
17 COM 3
8 PD 2
8 ED 4
4 SPD 7
10 REC 0
20 END -8
34 STUN 0
  Total 123

 

Points Powers END
7 Elemental Control: Ritual of Immortality (15-pt reserve); All of these abilities are “Always On”, and readily “visible” to other mystics. This drastically inhibits attempts at stealth (-.5), attracts occasional mystical beings and agents of death who wish to challenge or carry off the user (-.5), and – since this often endangers normal people in the area – is widely regarded as black magic (-.25).  
a-7 Life Support (total)  
b-7 Armor (10 PD/10 ED)  
c-7 Regeneration (1 BODY/Turn); Champions Advantage (Broad Spectrum: Restores lost attributes and wealth penalties): +2  
d-7 Power Defense (30 pts)  
     
10 Sigil of Chaos Multipower (30-pt reserve); Activation 14- (-.5), OIF (Mystic Sigil, -.5), Gestures (-.25), Incantation (-.25), Maximum of 15 active points in a power (-.5).  
u-1 Images (Normal Sight, 4″ radius); Range: 75; Observer PER Penalty: 0, +0 1
u-1 Force Field (5 PD/5 ED) 1
u-1 Hand-to-Hand Attack (Iron Staff) (4d6, Total 10d6); Range: 0; Reduced END: Half, +¼ 1
u-1 5″ Flight (NC: 20″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 30 1
u-1 3d6 Healing 1
u-1 Instant Change; Clothes: Any Set, 10  
u-1 Telekinesis (STR 10); Range: 75; Manipulation: Coarse, +0 1
u-1 1d6 Transform (Cosmetic, Anything); Range: 60; Reduced END: Zero, +½ 0
     
6 2d6 Aid (Ritual Magic) (Fade/turn, Max. 90); Range: 0; Trigger: Changeable, +½; Points fade instantly after power used: -½; Fragile Focus: -¼; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Increased END: ×10, -4; Costs END: -½; Side Effects: 60/All, -1; Visible (Easily detected by other mystics at fairly long ranges): -¼; Requires exotic locations or components at the option of the game master: Half, -1; Affects: Single Power of Special Effect, +¼; Charges: 1, -1¼; Recoverable Charges: -2 lev; Extra Time: 5 min., -2; Focus: Obvious Accessible, -1; Maximum of three rituals per day and seven prepared effects.: -1; Activation (Rolled once per ritual): 15-, -¼; Ritual Magic requires a bag full of odd components (starting off with candles, chalk, parchment, incense, a brazier and charcoal, pens and ink, a wand, a knife, a mirror, oil, and a bell, even before getting into the odder stuff required for particular rituals), an hour of chanting, gesturing, and fooling about with the materials, and an activation roll. If you succeed, you’ve built up the power to be used – which can either be unleashed right away or be saved to be unleashed with a short invocation later. If you fail, the magic goes wild, with unpredictable (but generally bad) effects. 20
     
7 Modified Characteristic: STR; Reduced END: Half, +¼  
2 Running (+1″, 12″, NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 3 1
     
45 Elemental Form Multipower (225-pt reserve); Elemental Powers Only (-.5), Only one type of elemental powers at a time (-.25), requires a full phase to shift forms (-.25), powers are pushy and jealous: must make an Ego check to shut them down or stop using them, this check must be made at a -3 penalty if wanting to shift directly to another elemental form (-.5), cannot take elemental forms in opposing environments (-.25), the elemental powers sometimes harrass him to call upon them, argue with each other, or even use small manifestations of their power to make trouble in the surrounding area (-.25). The power is also independent (-2): given the proper ritual it can be transferred to a new host.  
u-2 The Earth Form (145 Points):  
(4) Density Increase-2 (×4 mass); Mass: 0 kg/0.00 lbs; Extra PD: +2; Extra ED: +2; Extra STR: +10; Knockback: -2″; Reduced END: Zero & Persistent, +1 0
(1) Extra Limbs (Six Arms) (4); Number: 4  
(9) Armor (15 PD/15 ED)  
(2) Lack of Weakness (-10 to Roll)  
(12) +40 STR; Reduced END: Zero, +½ 0
(2) Detect things in contact with the earth (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5  
  Earth Powers (80 Active Points)  
u-2 Tunneling (10″ through DEF 20); Tunnels: Left Behind, +0 2
u-2 8d6 Entangle: Encase in Stone (DEF 8); Range: 400 8
u-2 4d6 Entangle: Earth Storm (DEF 4); Range: 400; Area Effect (Any Area): 4 hexes, +1 8
u-1 Greater Earth Form  
(12) Growth-8 (×250 mass, ×6.3 height); Mass: 0 kg/0.00 lbs; Height: 0 cm/0″; Extra STR: 40; Knockback Reduction: -8; Extra BODY: 8; Extra STUN: 8; DCV Penalty: -5; PER Penalty: +5; Reduced END: Zero, +½ 0
(4) 0 End on extra 40 Str from Growth  
u-2 Darkness (Dust Storm) (Smell, Sight, 4″ radius); Range: 500; Personal Immunity: +¼; Reduced END: Half, +¼; Uncontrolled: +½ 4
     
u-2 The Air Form (150 Points)  
(12) 20″ Flight (NC: 40″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 60; Reduced END: Zero, +½ 0
(4) Mental Defense (23 pts); Add to Total  
(2) 360-Degree Sensing (Sight)  
(12) Force Field (Insubstantial Form) (20 PD/20 ED); Reduced END: Zero, +½ 0
  Air Powers (75 Active Points)  
u-1 Desolidification; Immune to Mental Powers: +20; Reduced END: Half, +¼ 3
u-1 Shrinking-5 (DCV +10, Height 0 cm/0″); Mass: 0 kg/0.00 lbs; Knockback Increase: 15; PER Bonus: -10; Reduced END: Zero, +½ 0
u-1 12d6 Energy Blast: Wind Vortex; Range: 375; Versus: PD; Reduced END: Half, +¼ 3
u-1 5d6 Energy Blast: Vacuum Sphere; Range: 375; Versus: ED; Area Effect (Radius): 5″ radius, +1; No Normal Defense (Vrs Need Not Breathe and Immunity to Vacuum): +1 7
u-1 Telekinesis (Windstorm) (STR 20); Range: 375; Manipulation: Coarse, +0; Area Effect (Radius): 5″ radius, +1; Reduced END: Zero, +½ 0
     
u-3 The Fire Form (150 Active Points)  
(12) 4d6 Energy Blast; Range: 300; Versus: ED; Damage Shield: +½; Area Effect (One-hex): 1 hex(es), +½; Reduced END: Zero & Persistent, +1 0
(2) Flash Defense (Sight, 10 pts)  
(2) 5″ Flight (NC: 10″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 15 1
(2) 2d6 Absorption (Energy to Stun) (Fade/turn, Max. 12); Affects: Single Power, +0  
(6) +10 DEX  
(6) +3 SPD; Net: +4 Speed  
  Fire Powers (75 Active Points)  
u-1 4d6 Killing Attack (RKA); Range: 375; Reduced END: Half, +¼ 3
u-1 3d6 Flash (Normal Sight); Range: 375; Area Effect (Radius): 5″ radius, +1; Armor Piercing: 1, +½ 7
u-1 10d6 Energy Blast; Range: 375; Versus: ED; Explosion (Extended Area +0″/DC): +½ 7
u-1 5″ Flight (NC: 80000″); Non-Combat Multiplier: ×16000, +65; Non-Combat (MPH): 119,040 1
u-1 Change Environment (Hot and Lit) (500″ rad.); Effect: Fixed, +0; Reduced END: Zero, +½ 0
     
u-3 The Water Form (150 Points)  
(9) Armor (15 PD/15 ED)  
(9) 3d6 Energy Blast; Range: 225; Versus: ED; No Normal Defense (Vrs Need Not Breathe or Breath Water): +1; Damage Shield: +½; Reduced END: Zero, +½ 0
(6) Stretching (4″, NC: 32); Non-Combat Multiplier: ×8, +10 3
(4) Missile Deflection (All Ranged Attacks, None, OCV 8); Deflect Attacks: Normal, +0; Deflection Bonus: 0; OCV: 8  
(2) Running (+5″, 12″, NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 15 2
  Water Powers (75 Active Points)  
u-1 5d6 Energy Blast: Smothering Wave; Range: 375; Versus: ED; Area Effect (Line): 20″ long, +1; No Normal Defense (Need not Breathe or Breath Water): +1 7
u-1 20d6 Dispel Fire Effect; Range: 375; Affects: Any Single Power of Special Effect, +¼ 7
u-1 Force Wall Wall of Water (15 PD/15 ED); Range: 375; Width: 15″, +0 7
u-1 Telekinesis (Carrying Wave) (STR 20); Range: 375; Manipulation: Coarse, +0; Uncontrolled: +½; Reduced END: Zero, +½; Affects Desolidified: +½ 0
u-1 Invisibility (Vapor Form) (Hearing, Sight, No Fringe); Reduced END: Zero, +½ 0
     
147 Total Powers  

 

Points Skills, Talents, Perks Roll
15 Money (Filthy Rich)  
     
20 +2 level w/Overall Level  
5 Bureaucratics 14-
3 Combat Driving 14-
3 Combat Piloting 14-
3 Linguist  
1 German (Fluent Conv.); Literacy: Standard, 0  
1 Russian (Fluent Conv.); Literacy: Standard, 0  
1 Spanish (Fluent Conv.); Literacy: Standard, 0  
1 French (Fluent Conv.); Literacy: Standard, 0  
1 Japanese (Fluent Conv.); Literacy: Standard, 0  
54 Total Skills, Talents, Perks  

 

100+ Disadvantages
10 Accidental Change if exposed to elemental magics (11-)
20 Hunted: Demon (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
20 Hunted: Viper (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted: The Black Druid (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
20 Overconfidence (Very Common, Strong)
15 Hates to fall back on his elemental powers (Common, Strong)
15 Constantly shows off wealth (Very Common, Moderate)
10 Public Identity (Mining Magnate)
20 Vulnerability: Attacks opposing his current elemental form (1½× STUN and BODY); Attack: Common, +10
10 Distinctive Features: Snobbish, Conceited; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0
20 Normal Characteristic Maxima
15 Cannot do fine work in elemental forms (Infrequently, Fully)
15 Cannot speak in elemental forms (Frequently, Greatly)
200 Total Disadvantages

 

COSTS: Char.   Powers   Total Total   Disadv.   Base   Exp.
  123 + 201 = 324 324 = 200 + 100 + 24

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 / 18 5 23 53/45 53/45 3, 6, 9, 12

 

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