Champions – The Red Scarf: Dark Avenger (147 CP)

The Red Scarf’s second prepared role is a shadow figure of the night, expressing the physical aspects of darkness as his technical genius package expresses the intellectual aspects of the air. Such is the power of faerie when filtered though a mortal host.

As the Dark Avenger, the Red Scarf is an expert at stealth and a channel for the darkness; his mere presence tends to create and deepen shadows, while contact with his mind – sometimes, but not always – will allow primal darkness to flood into the unfortunate telepath. More importantly, he can channel the greater darkness, forging simple artifacts of solid darkness, moving through shadows in an instant, and even plucking secrets that should have been safely hidden in the depths of a victims personal mental darkness.

The Red Scarf’s roles allow him to add up to sixty points worth of attributes, abilities, and skills to his basic suite of abilities – although each role takes time to build and is subject to game-master approval:

The Dark Avenger Package:

Attribute Modifications: +15 Presence (15), +10 Strength (10), +5 Ego (10).

54 Added Skills End
(10) +5 level w/Cloak of Shadows – Stealth, Interrogation, and Shadowing; Costs END: -½ 1
(10) +5 level w/Eyes of the Night – Streetwise, Tracking, and Sleight of Hand; Costs END: -½ 1
(3) Security Systems  
(3) Seduction  
(3) Sleight of Hand  
(3) Interrogation  
(3) Streetwise  
(3) Tracking  
(3) Stealth  
(3) Shadowing  
(10) Danger Sense (In Combat, Self), 11-  


58 Added Powers End
(7) Elemental Control / Darkness Powers (20-pt reserve); No Conscious Control: -2  
a-7 Create Shadows Everywhere (Change Environment) (16″ rad.); Reduced END: Zero, +½; Effect: Fixed, +0; No Range: -½; Personal Immunity: +¼. 0
b-7 2d6 And the Night Shall Enter In (Energy Blast); Range: 200; Versus: ED; Damage Shield: +½; Based on EGO Combat Value: vs. ECV, +1; Reduced END: Zero, +½; No Normal Defense (Vrs NOT making contact with his mind): +1. 0
(26) Darkforce Multipower (65-pt reserve); Darkness Powers Only: -½; Gestures: Instant Power, -¼; Side Effects (3d6 Stun Drain): 30/Half, -½; Activation 14-, Only to determine if side effects activate; the power always works: -¼  
u-2 1d6 Forge of Night / Transform air to Solid Darkness (Major, Limited Class); Range: 320; Transform wears off in an hour unless maintained, can be dispelled by light effects of 40+ active point: -¾; Fine details limited by Int check: -½; Cumulative: +½; Active Points: 64; Autofire: 5 shots, ½; Continuous: +1; Reduced END: Zero, +1. Solid Darkness is Def 5, body as rolled. 0
u-2 Open the Gates of Darkness (Darkness) (Radar, Sight, 1″ radius); Range: 300; Area Effect (Radius): 4″ radius, +1; Active Points: 60; Charges: 32, +1; Continuing Charges: 1 Minute, -3 lev; 0
u-2 21″ Vanishing Nightfall Stride (Teleportation) (Long Range 84″); Increased Range: ×4, +10; Active Points: 65; Long Range: 84″; Long Range (miles): 0.10; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0; Generic Limitation (Not through solid matter): -½; Reduced END: Half, +¼; 2
u-1 6d6 Threatening Interrogation; Concentrate: ½ DCV, -¼; Extra Time: 1 min., -1½; No Normal Defense (Target must be helpless): +1; Incantation: Constant Power, -½; Gestures: Constant Power, -½. 6
u-2 Grasping Shadows / Telekinesis (STR 40); Range: 300; Manipulation: Coarse, +0. 6
u-2 3d6+1 The Ebon Blade / Killing Attack (HTH); Range: 0; Reduced END: Half, +¼. 2


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