Champions – The Red Scarf, Mystic Adept (154 CP)

Lid with an Aramaic magical script. Earthenwar...

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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 Red Scarf’s final prepared role is as a mystic – albeit as a relatively inexperienced one. Of course, one of the great “advantages” of magic is that a relatively inexperienced magician can use ancient spells to call on forces that are far, FAR, beyond his or her ability to truly control – accepting various mystical quests and obligations along the way in exchange for that kind of raw power.

While the Red Scarf’s Mystic Adept role actually only offers access to a selection of apprentice-level basic spells (drawing on local energies rather than on greater beings) and a single greater invocation, that spell is one of the most ancient bits of magic around – and will, if he uses it much, get him entangled in a conflict that predates the formation of the solar system by many billions of years – and in the (messy) affairs of earth’s selection of young Celestial Dragons.

The Mystic Adept Package:

Attributes: +10 Constitution (20), +10 Ego (20).

54 Added Skills
(16) +2 levels with All Skills
(3) Linguist
(3) Scholar
(1) Ancient Mayan (Basic); Literacy
(1) Arabic (Basic); Literacy
(1) Aramaic (Basic); Literacy
(1) Finnish (Basic); Literacy
(1) Gaelic (Basic); Literacy
(1) Gothic (Basic); Literacy
(1) Latin (Basic); Literacy
(1) Mandarin (Basic); Literacy
(3) Knowledge / Magical Spells and Devices
(3) Knowledge / Mystical Planes
(3) Knowledge / Mystical Beings
(3) Contortionist
(3) Acrobatics
(3) Survival
(3) Animal Handler
(3) Simulate Death


60 Powers  
(5) Mental Defense (+5 Points)  


(17) Fiat Noviate, Mystical Multipower (60-pt reserve); Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Focus (Magician’s Pouch): Obvious Inaccessible, -½; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Generic Limitation (30-point maximum on powers): -½; Visible (Reveals the user’s unique magical “signature”): -¼;Since all of these powers have 30 (or sometimes 29) active points, he can run two at once. End
u-1 Detect Magic: Includes Mental Awareness, Detect/Magic instantly at range with a +6 to the perception check, and Discriminatory Sense on the Detect Magic ability, allowing detailed analysis.  
u-1 8d6 Lesser Banishing / Dispel Magic; Range: 150; Affects: Any Single Magical Power, +¼. 3
u-1 12″ Wings of the Elohim / Flight (NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 27; Reduced END: Half, +¼. 1
u-1 Evarinth’s Lesser Warding / Force Field (10 PD/0 ED); Variable Special Effects (May swap between PD. ED, MD, PD, and FD): Any, +½; Reduced END: Zero & Persistent, +1; Invisible (Invisible to normal sight, visible to psychic and mystical senses): One Sense Group, +½. 0
u-1 Will of the Magus / Telekinesis (STR 13); Range: 145; Manipulation: Fine, +10 3
u-1 Astral Projection/Extra-Dimensional Movement to various Mystic Realms (+10); Leaves Physical Body Behind: -1. 3
u-1 Aegis of the Infinite / Missile Deflection (All Ranged Attacks); Deflect Attacks: Adjacent, +½.  
u-1 The First Sephiroth / Change Environment (4″ rad.); Effect: Variable, +1 3
u-1 2d6 Invocation of Mercy / Aid to All Damaged Characteristics (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Restore Only Lost Characteristics and Powers: -½ 3

Fiat Noviate is a pretty basic “superheroic mage” package – covering the usual “Mystical Senses”, “Levitation”, “Move things around by gesturing at them”, “Spellbreaking”, “Mystic Shield”, “Astral Projection”, “Minor (and rather ill-defined) Spell of Protection” and “Weird Special Effects” that virtually define a superheroic mage. The Red Scarf also has a minor healing spell available, but every apprentice is entitled to at least one special trick. It doesn’t provide him with much raw power, but it’s also cheap enough for relatively minor would-be mages to take.

(16) The Eleven Lights of Luathon (82-pt reserve); A spell that was old when the milky way was young, the Lights channel the power of Luathon – the ancient Celestial Dragon who merged with the Great Barrier to defend the cosmos billions of years ago – through the caster’s spirit and into supernal, primordial, light. The colors that result reveal a great deal about the caster’s inner nature. Using the more dangerous lights against another mage is regarded as a grave insult – perhaps because they were designed as a weapons against creatures “of the outer darkness”, and that’s a fairly rude thing to imply about someone.Multipower only usable for a preset, game-master determined list of effects (this limitation cannot be bought off later, -1), recognized by knowledgeable magi (-.25), will not work against certain targets (creatures which are linked to the power source involved may take an immunity to the spells effects, -.25), visible (reveal the user’s unique magical “signature”, can be detected in use by other mystics, -.25), -.5 in variable limitations (usually taken as either a 14- activation check or as incantations and gestures, -.25), side effect (3d6+1 cumulative major transform; the user must assist the Firstborn upon request and must oppose the Elder Ones, -1), side effect cannot be avoided (-.5), “visible” (the user’s unique magical imprint is readily distinguishable, -.25), tends to draw supernatural foes and minions of the Old Ones (-.25). End
u-1 Change Environment/Light (8″ rad.); Effect: Fixed, +0; Reduced END: Zero, +½ 0
u-1 5d6 Flash (Normal Sight); Range: 375; Reduced END: Zero, +½ 0
u-1 4d6 Energy Blast vrs Flash Defense; Range: 375; Versus: ED; Attack vs. Flash Defense: +1½; Area Effect (Radius): 6″ radius, +1; Reduced END: Half, +¼ 3
u-1 Visual Images (Normal Sight, 16″ radius); Range: 345; Observer PER Penalty: 5, +15; Reduced END: Half, +¼; Reduced END: Zero, +½ 3
m-2 Images (Normal Sight, 16″ radius); Range: 310; Reduced END: Zero, +½; Observer PER Penalty: 5, +15 0
u-1 Revealing Light (40 Active): Detect Invisibility (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5, Detect Magic (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5Detect Mental State (+0 to PER); Time Required: Half Phase, +0; Range: Ranged, +5, Enhanced Perception: Detects (Detect, +6 to PER).  
u-1 12d6 Suppress Invisibility; Range: 375; Affect: Single Power, +0; Reduced END: Half, +¼ 3
u-1 25d6 Dispel Darkness; Range: 375; Affects: One Power, +0 7
u-1 N-Ray Vision (not through magical wards)  
u-1 6d6 Mind Control Hypnotic Light; Communication: Verbal, +0; Area Effect (Cone): 9″ long, +1; Reduced END: Zero, +½ 0
u-2 3d6 Killing Attack (RKA); Range: 395; Penetrating: +½; Reduced END: Half, +¼ 3

The Eleven Lights of Luathon was originally mentioned in Mystic Masters, a 1989 supplement for Champions. This version has the same general theme, but has been heavily rewritten – and reduced from 123 points to 29 – while changing its origin, revising it’s functions, and adding it’s various special costs. Still, I liked the name.