Champions – Quicksilver, Minor Heroine

Despite being a scientist, Noemie Jean Montague-Dennis didn’t gain her powers in a laboratory accident or some such; they’re a psychic ability she developed in her teens – making her a “mutant”. Fortunately for her, she’s been able to pass off her minor psionic talent as simply being a specialized mage, and she’s thus avoided the attention of mutant-haters. Her basic ability is quite simple; she can take on the form and abilities (up to 70 active points, albeit with an upper limit of 20 active points in any one ability) of pretty much any extant animal – and she can change with a simple thought. (Perhaps oddly, except for the periods when she was pregnant with her kids – when she mostly avoided using her powers anyway – she always takes male animal forms. She’s never opted to explain why).

As “Quicksilver” – so named for her lightning-fast shifts – she’s often acted as a minor hero; taking elephant-form to shift a car that was pinning an accident victim, taking ferret-form to locate someone in a collapse, and so on. She’s branched out a bit since Vanguard gave her one of their armored outfits; earlier she was all too aware that – despite the impressive abilities of some animals – they were all too vulnerable to bullets.

 

Quicksilver

 

Value Characteristic Points
15/21 STR 5
15/20 DEX 15
13/16 CON 6
10/13 BODY 0
13/19 INT 3
11/14 EGO 2
9/15 PRE -1
10/22 COM 0
4/7 PD 0
3/6 ED 0
3 SPD 5
7/10 REC 0
20/32 END -3
28/34 STUN 0
Total 32

 

Points Powers END
27 Animal Power Pool (20-pt Pool); Control Cost: 10; Change Powers as 0 Phase Action: +1; No Skill Required for Change: +1; Generic Limitation (May only take powers associated with a specific animal form.): -1; Generic Limitation (Can only take the forms of currently-extant animals): -1; Champions Limitation (Must take powers – and limitations – associated with form. ): -1
13 0 End cost on Power Pool
6 +6 CP to All Attributes Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.
(6) Cheese Slice I: 1d6 Aid (All attributes) (Fade/turn, Max. 6); 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; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. 0
6 Cheese Slice II: 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 60 CP worth of customized gear. 20
52 Total Powers  

 

Points Skills, Talents, Perks Roll
3 Acrobatics 13-
3 Scientist
2 Biochemistry 13-
2 Biology 13-
2 Exobiology 13-
2 Medicine 13-
2 Zoology 13-
0 English (Native Accent); Literacy: Standard, 0
0 French (Native Accent); Literacy: Standard, 0
16 Total Skills, Talents, Perks  

 

Cost Equipment
2 Elemental Control: Microfiber Clothing (18 points) (5-pt reserve)
; All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).
a-8 Armor (8 PD/8 ED) ; Hardened: ×1, ¼; Always On: -½
b-4 Life Support Systems
(1) Life Support: High Pressure/Vacuum
(1) Life Support: High Radiation
(4) Need Not Breathe
(1) Life Support: Intense Heat/Cold
c-2 Instant Change (can look like any clothing) ; Clothes: Any Set, 10
d-2 +3 level w/Stealth (Camoflague)
4 Advanced Military Electronics Package
; Computer: Int 13, Dex 0, Spd 1 (-27 Points Base).
(1) Elemental Control: Electronics (3-pt reserve)
; All abilities Conventional Technology (-1)
a-3 Radio Listen and Transmit ; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½
b-2 Infrared Vision ; Usable By Others: Simultaneous Use, +½
c-3 Telescopic Vision (Sight, +4 to PER) ; Usable By Others: Simultaneous Use, +½
d-2 Flash Defense (Sight, 5 pts) ; Usable By Others: Simultaneous Use, +½
e-2 Flash Defense (Hearing, 5 pts) ; Usable By Others: Simultaneous Use, +½
f-2 Detect Health of User (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
g-2 Enhanced Perception (all) (+2 to PER) ; Usable By Others: Power Lost, +¼
h-3 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½
i-2 Basic Computer Functions
(1) Absolute Time Sense
(1) Inertial Locator/Bump of Direction
(1) Lightning Calculator
j-2 Detect Environmental Hazards (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
; Detects Chemical Weapons, High Radiation, Etc.
k-4 GPS/Heads-Up Map Display: Navigation 14-; Usable By Others: Power Lost, +¼
l-7 +3 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½
m-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12) 3; Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2
; This allows the user to load maps (area knowledge), mission information, and so on. All of it should be Usable By Others/Power Lost, so you can load a total of 10 points worth of information.
(3) Programs
; 1) Monitor instruments and transmit information to user and command systems
2) Place call for emergency assistance if serious health issues are detected.
3) Refuse to activate without proper identification of authorized user.-The first two programs normally run continiously after boot-up. The third runs at boot-up but shuts down once satisfied.
(1) English (Basic Conv.); Literacy: Standard, 0
!(1) Easy Interface: Computer Programming 12-; Usable By Others: Power Lost, +¼
4 +3 DEX, Monkey Belt ; Doesn’t Affect Figured: -½; Champions Limitation (Charms are normally Fragile Inobvious Accessible Foci (-.75) and are powered by Personal Magic (-.25). They cannot normally exceed 10 active points. either singly or in combination. Many powers are difficult or impossible to create as charms: consult the GM.): -1
2 Ring of Animal Empathy/Animal Handler 11-; IIF: -¼
28 Total Equipment

 

100+ Disadvantages
15 Accidental Change to a more “appropriate” animal when upset (11-)
15 Dependent NPC/Son or Daughter (Incompetent, 8-); Skills: Normal, +0
10 Endangered Species Crusader (Uncommon, Strong)
10 Public Identity
10 Terrible Liar (Infrequently, Greatly)
60 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
32 + 68 = 100 160 = 60 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
7 7 5 0 15/8 14/8 4, 8, 12

Height: 162cm (5’4″), Weight: 63kg (139 lbs), Sex: Female, Age: 34, Race: Human

 

Champions – Sapphire Star, Potential Hero/Villain

Ryan Mitchell had occasionally gotten a little use out his low-grade telekinesis. When you were trying to maneuver a small component into place, or tack balloons to the ceiling, or get your ball off a roof, it had been just the ticket. It’s occasional poltergeistic flare-ups had been annoying, but no big deal; when slowly lifting fifteen pounds was pretty much your limit the occasional loss of control usually mean nothing more than a few books getting knocked over.

His low-grade psychic talents somewhat enhanced attributes too, but he always attributed THAT to lucky genetics.

In college he studied electronics, and mostly ignored his minor talent, until, one evening, at a slightly drunken fraternity party, one of the brothers passed around some minor items from a dig in Scandinavia and asked for opinions on what the half-a-dozen odd bits and pieces might be.

When the weird thing that looked vaguely like a warped fish with tentacles, or maybe a chunk of polished rock, got passed around, Ryan touched it – and passed out. Nobody bothered prying the thing out of his grasp when they put him to bed though.

When Ryan woke up on the morning he had a splitting headache – and when he tried to pull the aspirin to him the sudden blaze of energy around him, and the abrupt disappearance of his hangover, said that something was up.

A little experimentation showed that his little talent had turned into something quite impressive – a radiant blue kinetic aura wrapped around him and reaching out with tendrils of power to move things around.

The Archeology Professor was delighted (if confused, since the thing didn’t seem to have any notable magic to it). He’s carefully locked the thing up, since young Ryan’s abilities – now that they’d somehow been unlocked – seemed to work just fine with a common concentration-focusing talisman. Half the people on campus used those whenever they were studying.

Ryan could still go either way; he’s got college debts, and a rather poor job fixing things at a pawn shop until he graduates, and he’s got a girlfriend that he’d like to be able to indulge – and he could easily be tempted into small-scale villainy. On the other hand, he does have some ideals, and would be perfectly happy to be an equally small-scale hero if it only paid decently. A sponsored team would suit him just fine.

In the meantime, he still has weird dreams of something deep underwater calling him…

 

Sapphire Star

 

Value Characteristic Points
19/55 STR 9
13/27 DEX 9
15/18 CON 10
9/12 BODY -2
10/16 INT 0
11/14 EGO 2
14/20 PRE 4
8/20 COM -1
5/8 PD 0
3/6 ED 0
4 SPD 5
8/11 REC 0
18/30 END -6
30/36 STUN 0
Total 30

 

Points Powers END
7 Elemental Control: Psychoklinetic Aura of Tentacles (15-pt reserve); Visible (Extremely obvious and weird looking): -¼; Only in Hero ID: -¼; IIF: -¼; Extra Time: full phase, -½; Extra Time Required: Only At Startup, ½
a-11 +30 STR; Doesn’t Affect Figured: -½; Reduced END: Zero, +½; Generic Limitation (Only with “Tentacles”): -¼; Visible (Extremely obvious and weird looking): -¼. 0
b-10 +12 DEX; Visible (Extremely obvious and weird looking): -¼.
c-6 Stretching (4″, NC: 8); Non-Combat Multiplier: ×2, +0; Reduced END: Zero, +½; Linked (To Str Effect): -½. 0
d-6 Running (+10″, 16″, NC: 32″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 30; Reduced END: Zero, +½; Linked (To Str Effect): -½. 0
e-6 Force Field (10 PD/10 ED); Reduced END: Zero, +½; Linked (To Str Effect): -½. 0
6 Minor Tentacle Effects; Linked (To Elemental Control): -½; Visible (Extremely obvious and weird looking): -¼; Only in Hero ID: -¼; IIF: -¼; Extra Time: full phase, -½; Extra Time Required: Only At Startup, ½
(5) Extra Limbs (8); Number: 8
(10) Clinging (Clinging STR +0)
6 +6 CP to All Attributes Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.
(6) 1d6 Aid (All attributes) (Fade/turn, Max. 6); 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; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. 0
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 60 CP worth of customized gear. 20
64 Total Powers  

 

Points Skills, Talents, Perks Roll
0 English (Native Accent); Literacy: Standard, 0
0 French (Native Accent); Literacy: Standard, 0
3 Electronics 11-
3 Systems Operation 12-
6 Total Skills, Talents, Perks  

 

100+ Disadvantages
15 -4 on all Perception checks while powers active (Frequently, Greatly)
15 Distinctive Features: Blazing Sapphire Sunlet with Tentacles; Concealability: Concealable, 10; Reaction: Always noticed & major reaction, +5
15 Hunted by Genocide (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Claustrophobia (Common, Moderate)
15 In Love with Girlfriend (Common, Strong)
5 Somewhat Mercenary (Uncommon, Moderate)
75 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
30 + 70 = 100 175 = 75 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
9 9 5 0 18/10 16/10 3, 6, 9, 12

 

Height: 178cm (5’10”), Weight: 80kg (176 lbs), Sex: Male, Age: 22, Race: Human

 

Aurora Ward – Research: the Imp Amulets

The Imp Amulets won’t be all that difficult to analyze – but the results are unlikely to be comforting; they’re built as special-purpose AI’s, and are quite easily summoned.

Int 13 (3P), Dex 0 (-30P), Ego 3 (-14P), Spd 1 (0P).

Mind Link with Bearer; Minds: Related Group, +10; Generic Limitation (Ten Foot Range): -½; Extra Time: 5 min., -2; Extra Time Required: Only At Startup, ½; Number of Minds: 1, +0; Distance: Single Planet, +0; Dimension: Current, +0; Link with: Anyone, +0 (4P).

Elemental Control: Imp Powers (15-pt reserve); Generic Limitation (Cannot affect the truly innocent, those protected by anti-demon wards/on holy ground, ): -1; Generic Limitation (No power may have more than 45 active points.): -¼ (7P)

  • a-11P: 6d6 Mind Control; Communication: Verbal, +0; Reduced END: Zero, +½; No Range: -½.
  • b-8P: Images (Detect, Mental, 1″ radius); Range: 0; Observer PER Penalty: 5, +15; Reduced END: Zero, +½; No Conscious Control (Only disguises the amulet and it’s powers as an anti-demon ward.): -2.
  • c-16P: 2d6 Drain Ego (Return/5 min.); Range: 0; Reduced END: Zero, +½; Invisible (Invisible to Vision, Detectable by Magic and Psychic Senses): One Sense Group, +½; Affects: Single Power, +0.
  • d-7P: Armor (8 PD/8 ED); Usable By Others: Power Lost, +¼.
  • e-7P: Mental Defense (31 pts).

Multipower: Demon Magic (25-pt reserve); Usable By Others: Power Lost, +¼; Generic Limitation (Only usable by others, not by the AI itself.): -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼ (15P).

  • u-1: 1d6+1 Killing Attack (RKA): Infernal Blast versus ED; Range: 150; Reduced END: Half, +¼, 1 End.
  • u-1: 2d6 Entangle / Iron Chains (DEF 2); Range: 125 (2 End).
  • u-1: Telekinesis (STR 10); Range: 155; Manipulation: Fine, +10 (3 End).
  • u-1: 1½d6 Killing Attack (HTH) (Total 1½d6); Range: 0 (3 End).
  • u-1: 2d6 Aid Magic (Fade/min., Max. 20); Range: 0; Reduced END: Half, +¼; Affects: Single Power of Special Effect, +¼, Generic Limitation (Requires 1/2/4/8 users to achieve +5/10-/15/20 points): -½; Generic Limitation (Cannot boost other “Aid Magic” powers.): -¼ (1 End).

Skills, Talents, Perks:

  • 12- Ritual Magic; Usable By Others: Simultaneous Use, +½ (4P).
  • French (Native Accent); Literacy: Standard (Native, 0P).
  • English (Native Accent); Literacy: Standard, 0 (Native 0P).
  • Programs; Usable By Others: Simultaneous Use, +½ (7P).
    • Riot: Set fires, attack designated target groups, cause chaos and destruction.
    • Attack Specified Target.
    • Delay Specified Target.
    • Participate as Supporting Ritualist.
    • Gather on Signal.
    • Act (Fairly) Normally
    • Basic Operations: Run Behavioral Program, Drain and Control Bearer, Be Worn.

Disadvantages

  • Finds it hard to pass up chances for demonic mischief (Common, Moderate, -10P)
  • Hatred of Holy Men and Places (Common, Strong, -15P)
  • Cannot directly harm the innocent – or direct it’s bearer to do so (Uncommon, Total); Situation: Uncommon, +5; Intensity: Total, +10 (-15P).
  • Duties; Subject to orders from the Lords Of Hell (Uncommon, Strong); Situation: Uncommon, +5; Intensity: Strong, +5 (-10P).

Net Cost: Powers + 91, Attributes -41, Disadvantages -50 = 0 Points.

Aurora Ward – Research; “Tyrannon the Conqueror”

For Samhain’s research, there’s a fair amount of information on “Tyrannon the Conqueror” available – at least presuming that he consults Boreas and some of the other available magicians. That’s the trouble with having a huge reputation disadvantage…

During the retreat into the Hundred Realms ahead of the Rho-Field desperate groups (including the usual procrastinators) attempted to colonize a number of unpromising dimensions. Muspel – a realm of blazing energy, of quasi-living Avatars of various kinds of magic, and of drifting islands of rock floating in the void – was one of them. With magic it was survivable – but the initial refuges were small, and perilous, and a great deal of work to create or expand. Still, the Rho-Field made a return to Earth impossible. Humanity survived in Muspel – although, as happened in so many of the hundred realms, the children born there were infused with Muspel’s energies; those who could not adapt died – and such forced evolution soon produced yet another human variant.

Generations later, the greatest mages of Muspel found a way to merge themselves with the realms Avatars of Magic – becoming near-immortal beings of vast power, each with near-complete control over the type of magic that their Avatar embodied. Between them, the new, conscious, Avatars organized the drifting islands of land and the tiny colonies they hosted into mighty continents with livable environments. The people of Muspel multiplied and spread across the new lands – but conflicts arose, and the Avatars were drawn in. There was war and destruction until one of the most powerful Avatars – an entity of living, devouring, mystic flame, linked to the central fires of the realm – found a way to subsume other Avatars. That Avatar soon reigned as Tyrant over the entire dimension, having subsumed all the other Avatars who resisted his rule and bound the rest.

That Avatar has been known to the various people’s of the earth by many names – but is most commonly known among Magicians as Tyrannon the Conqueror.

Tyrannon still seeks to consume and expand – and so drawing more matter into Muspel to expand his people’s lands and resources has been an ongoing project. Ultimately he would like to draw in the major planets of the solar system – using their transformed mass to expand Muspel’s semi-Dyson surface around the mystical central fire which is both himself and the realms core. Thus he would expand his domain, make room for enormous numbers of additional people, and shape his essence towards it’s final form.

Unfortunately, for a dimensional transfer of that magnitude to succeed, Tyrannon needs an avatar on the planet in question and control of much of its magical energy – either through the control of it’s energy nexi through the efforts of dedicated followers there or through it supporting a large, accepting, and worshipful, population to anchor his magic. As long as the Rho-Field prevented the colonization of the solar system, that made Earth the only available planetary candidate – although this may now be changing.

Tyrannon did manage to snatch a few asteroids across the millennia, but thanks to the efforts of its own governments, heroes, and mages, the Earth has eluded his grasp. That hasn’t discouraged him though; he’s no longer very human, and a drive to expand is a part of his nature. Tyrannon’s power thus presents an ever-present magical threat to the stability of the solar system.

For the common folk, life in Muspel is actually pretty good. The technological level is renaissance at best, but the magical arts are well-developed, extremely common, and make up for quite a lot. Their distant overlord-god handles most of his own affairs with his unsurpassed magical might – requiring little of his people beyond peace and their psychic support to help him maintain control of the subsumed Avatars. It is ultimately a limited existence – Muspel is still a pocket-dimension, even if (with enough matter) it will eventually be the equivalent of a Dyson Sphere and the constant use of magic both runs into limits and shortens adepts lives – but few people really insist on infinite horizons. “More than they could see in an extended lifespan” is usually quite enough to satisfy them.

Life in Muspel under Tyrannon might, arguably, have been a reasonable choice in comparison to life under some of the roman emperors, or for many medieval peasants, and for desperate tribal folk – and so the Cult of Tyrannon has often attracted adherents, although it’s far less popular in modern times. Allowing the Earth to be drawn into Muspel and restructured would ultimately be a dead end – a stagnant retreat from reality (as well as producing a high rate of infant deaths until the adaption process was complete) – but it would hardly be unendurable.

Still, while Tyrannon may not be an incarnation of evil, he (she? it?) is detached from human concerns, vastly arrogant and prideful, considers himself to be the supreme power of the cosmos, does not handle defiance, opposition, or “betrayal” well, keeps his promises, and tends to think that – while he may suffer setbacks – he cannot ultimately lose. Such attitudes have repeatedly proven to be weaknesses, but Tyrannon, almost by definition, will never learn.

Tyrannons powers have a few notable strengths; his ability to sustain hundreds of aspects at a time, his vast powers of “ambient”-magic sorcery drawing on the focused energies of Muspel’s Avatars, his considerable physical might, and his mastery of the magical flame that is his most fundamental power. He has a few equally notable weaknesses; he cannot leave Muspel for long without losing control of his subsumed Avatars, he cannot bring too many aspects of himself together in any one place without them merging, he needs powerful individuals to act as anchors for him when he wishes to project his powers into other dimensions, and he is unable to intervene on any truly massive scale in any area which is not currently under his dominion.

Aurora Ward – Research; The “Darkmage”

Aldulf (or possibly Ahdulf or Arwulf), better known in popular culture as the “Darkmage”, was one of the major ambient-magic magi of the last thousand years – and is a fairly complex figure; arguments still continue as to whether he was a “hero” or a “villain” (although most academics would avoid either term). He was born in England somewhere between 1020 and 1050 AD, apparently as a natural near-immortal – likely a low-grade psychic “mutant” drawing a trickle of energy from one of Earth’s planetary energy fields. From what little evidence is available he lived as a fairly ordinary peasant farmer for sixty or seventy years, until his agelessness spawned rumors of witchcraft and demonic pacts. The ensuring mobs forced him to flee into the wilderness and (possibly) led him to cultivate hedge wizardry. At some point around 1115-1140 AD Aldulf was captured by the Cult of Tyrannon, who attempted to use him as a host for an Aspect of Tyrannon the Conquerer. Aldulf – unlike normal human hosts – did not burn out and die from the power-overload. Astoundingly enough, he not only contained the power, but he also somehow (possibly with external aid) managed to resist Tyrannon’s will and escape the cult. For good or ill, however, he had been infused with a tiny portion of Tyrannon’s energies and would have to constantly resist Tyrannon’s attempts to subvert him.

With his new sorcerous powers Aldulf spent centuries opposing the Cult of Tyrannon – possibly equating Tyrannon with Satan (the Judeo-Christian imaginal avatar of evil, not to be confused with Satan II, the talk-show host). At some point he embarked on a campaign to seal various mystic nexi around the world to prevent the Cult of Tyrannon from tapping them – and reserving those energies strictly for his own use. Whether or not this was a good idea, and how much influence Tyrannon had on the decision if it was not, continue to be topics for scholarly analysis. During this period Aldulf gathered a considerable mystical library and a wide selection of mystical relics and devices as well. He was, however, apparently unable to learn any invocations save those associated with Tyrannon, which he refused to use.

When magic levels began to increase in the early 1900’s Aldulf’s arcane power increased at the same rate. By 1940 it was sufficient to join the White Necromancer, Blade, and the Indestructible Man in opposition to Nazi necromancy. By the 1990’s it had increased by a factor of several thousand over his original base – which he apparently found hard to handle (there is some evidence for him finding it “intoxicating”) and also increased the difficulty of resisting Tyrannon. By the 1990’s he was notably unstable – using his now-vast powers in ill-considered ways with ever-increasing recklessness, not least of which was joining the “superhero” group known as the Mandate. While he successfully dealt with the Wyrm Crown and the Seven Horsemen (among many other opponents), he also accidentally unleashed the Darkstorm on the Earth and was involved with several lesser, disasters – most notably the Kyinn Escape, some escapades with Oberon, and a mess with Huitzilopochtli. Most of the immediate effects of such episodes were, however, overshadowed by the attacks by the “mutant”-hunting machines from the Silver Twilight realm.

At some point during the Twilight War Aldulf lost his centuries-long battle against Tyrannons ever-increasing influence. Now effectively possessed he began to prepare what has become known as the “Darkstorm War” (the Darkstorm actually had very little to do with it, but there is little use in fighting popular terminology) – a global attempt to use the energy nexi he’d taken control of across the centuries to bring Tyrannon to Earth and place the world under his control. Once under Tyrannonj’s control, the Earth would be merged into Muspel. The war included some major disasters in China, a variety of planetary-scale magical manipulations (some opposed by Chi’an Lung) and at least one set of nuclear launches to divert his opponents.

The war concluded with a massive confrontation at the Eye of the World – a mystical weak point in the barriers between Earth and the Hundred Realms – between Aldulf/Tyrannon, a collection of cultists and allied villains, several groups of heroes, and not a few villains who’d elected to join the Earth’s defense – whether out of good sense or in pursuit of the amnesty and rewards that had been placed on Aldulf’s head.

During the battle against Tyrannon Aldulf’s comatose spirit was re-awakened by the massed efforts of several mystical heroes – and opted to depart for the higher realms, thus breaking Tyrannon’s link to Earth. The Mandate – first allies, then enemies, then allies again – conducted a funeral service for Aldulf at the Eye of the World, although little or no trace of his body remained.

While the “Hauntsman” – a member of the Mandate – took up the Wings of Nightmare (the one major artifact that Aldulf had used throughout his career) quite a few other devices and books of magic were claimed by the various victors after the battle, and several caches have been located since. Debate continues on whether or not it was wise of the Darkmage to seal away so much magic or whether it would have been better for the people of the earth to learn to deal with it gradually. Lacking a qualitative survey of alternate timelines that particular debate is likely to remain unresolved.

See Also: The Mandate, White Necromancer II, Night Watch, The Hauntsman, The Chauffeur, The Warlock, Chi’an Lung, Affrighter, and Artifacts (Darkmage).

Champions – Captian Yueh Mii Hym (or “Mayhem”)

As Captain Yueh Mii Hym tells it, he is one of the Empire of Man’s most successful – and annoying – small-scale pirates (those which command fleets are not considered small-scale). While he carefully avoids killing, he has few qualms about crippling a target vessel’s engines for long enough to board, incapacitate the crew, and steal everything that isn’t nailed down (although, in a few cases, he has left items of sentimental value, come to the rescue of troubled vessels, or spared cargoes because their owners could prove that they were orphans).

Unfortunately, the Emperor does not react well to being made a fool of or mocked. With the Empire increasingly “hot”, the good (if naughty) Captain Yueh has researched and employed forbidden techniques, learning to channel the energies of Chaos through himself to breach the barriers between the dimensions – departing the star-reefs of the chaos cluster for the curiously-stable realm of Earth…

 

Captain Yueh Mii Hym

 

Value Characteristic Points
14/20 STR 4
21/23 DEX 33
13/31 CON 6
12/15 BODY 4
12/18 INT 2
13/16 EGO 6
10/16 PRE 0
10/22 COM 0
7/10 PD 3
7/10 ED 1
6 SPD 29
10/13 REC 0
56/68 END 0
36/72 STUN 0
Total 88

 

Points Powers END
24 Multipower: Lots of Guns! (60-pt reserve); OAF (Various Guns): -1; Gestures (Must be able to dramatically flourish guns): Instant Power, -¼; Champions Limitation (Takes a half-phase to change guns.): -¼
u-1 3d6 Neural Disruptor / Drain: Speed (Return/turn); Range: 0; Affects: Single Power, +0. 3
u-2 Repulsion Gun / Superleap (+12″, 16″, NC: 32″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 54; Autofire: 5 shots, ½; Charges: 250, +1; Active Points: 42; Usable Against Others (Not versus Clinging, Density Increase, or flight.)): ×1 mass, 1. 0
u-1 4d6 Goober Gun / Entangle (DEF 0); Range: 300; Sticky: +½; Entangle with No DEF: -1½; Charges: 16, +0. 0
u-2 3d6 Flare Gun / Flash (Normal Sight); Range: 0; No Range: -½; Area Effect (Cone): 6″ long, +1. 6
u-1 Change Environment: Gravity (32″ rad.); Effect: Fixed, +0; Active Points: 30. 3
u-2 Gravity Inverter / Telekinesis (STR 15); Range: 300; Manipulation: Coarse, +0; Area Effect (Radius): 4″ radius, +1; Selective Target: +¼; Uncontrolled: +½; Active Points: 60; Champions Limitation (Only to invert gravity): -1; Charges: +8, +0; Continuing Charges: 1 Turn, -2 lev. 0
u-2 9d6 Concussion Blaster / Energy Blast; Range: 280; Versus: ED; Charges: +32, +¼; Active Points: 56; Beam Attack: -¼. 0
Possible Additional Guns (can be taken with points from Aid power)
u-2 1d6 Molecular Disruptor / Drain ED (Return/hour); Range: 0; Affects: All Powers of Special Effect, +2; Autofire: 10 shots, ¾; Reduced END: Zero, +1. 0
u-2 Ultraglue Gun / Clinging (Clinging STR +30); Continuous: +1; Sticky: +½; Charges: 8, +¼; Continuing Charges: 1 Minute, -3 lev.
u-2 6d6 Blamethrower / Mind Control; Communication: Verbal, +0; Limited Power (Single Command only (Argue with Allies), Limited Range, Based on OCV versus DCV, not ECV, ): Half, -1; Area Effect (Radius): 3″ radius, +1. 6
u-2 Chasm Gun / Tunneling (6″ through DEF 6); Tunnels: Left Behind, +0; Ranged: +½; Area Effect (One-hex): 1 hex(es), +½. 1
u-1 2d6 Foamcrete Gun / Entangle (DEF 2); Range: 250; Autofire: 10 shots, ¾; Charges: +32, +¼; Area Effect (One-hex): 1 hex(es), +½; Active Points: 50; Champions Limitation (Only to make walls): -1½. 0
u-2 3d6 Gas Pistol / Energy Blast; Range: 260; Versus: ED; Area Effect (One-hex): 1 hex(es), +½; No Normal Defense (Versus Self-Contained Breathing): +1; Autofire: 5 shots, ½; Charges: 60, +½. 0
u-2 1d6 Anorganic Acid Gun / Killing Attack (RKA); Range: 300; No Range Penalty (Versus being alive): +½; Continuous: +1; Champions Advantage (NND that does Body): +1; Charges: 12, +½; Continuing Charges: 1 Minute, -3 lev. 0
u-2 Anti-light Gun / Darkness (Mental Awareness, Sight, 5″ radius); Range: 300; Charges: 8, +0; Continuing Charges: 1 Turn, -2 lev. 0
u-1 1d6 Splunge Gun / Transform Air to Whipped Cream (Minor, Single Object); Range: 175; Area Effect (Radius): 1″ radius, +1; Increased Area: ×1, +0; Autofire: 5 shots, ½; Active Points: 35; Reduced END: Zero, +1. 0
u-2 6d6 Oil Slick Gun / Suppress Running; Range: 300; Affect: Single Power, +0; Continuous: +1; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev. 0
u-1 Microjump Gun / Faster-Than-Light Travel (32 LY/Year); Usable Against Others (Only works on Ships and natural FTL travelers): ×1 mass, 1; Charges: +4, +0; Continuing Charges: 5 Minutes, -4 lev; Extra Time: full phase, -½. This curious beam causes FTL travelers to temporarily lose control of their power…
5 2d6 Even More Guns / Aid to Multipower Slots (Fade/week, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Champions Limitation (Only usable with access to a weapons lab or advanced weapons market.): -1; Requires Skill Roll (Invention Skill): -½ 3
50 Biooboosting Powers
(10) END Reserve (180 END, 2 REC/turn); OIF (Bio-Booster Bands): -½; Generic Limitation (Extremaly Draining To Use): -½; The Biobooster Bands allow their user to tap into deep reserves of energy, channeling it into accomplishing incredible feats. Exactly WHAT feats depends on the user; practically anyone will be able to accomplish feats of speed and strength, those charged with magical, psychic, or dimensional energies will often have more exotic options.Unfortunately, tapping those deep reserves comes at a price.If the reserve is down by less then ten points there is no effect. At eleven to thirty the user suffers a -1 to OCV and DCV as the shakes set in. At -31 to -50 it’s a -1 to all die rolls. at -51 to -80 it’s -2 on all die rolls, at -81 to -110 the user’s effect Str, Con, and Body are all reduced by five, at -111 to -140 the user must succeed in a Con check (with the penalties) or be unable to act in any given phase. At -141 to 170 it’s succeed in a Con check each phase or pass out. At -171 or more a failure will result in a long term coma . At zero the user will die.
(22) BioBooster Multipower (60-pt reserve); Focus (Bio-Booster Bands): Obvious Inaccessible, -½; Increased END: ×3, -1; Generic Limitation (All powers must draw on End battery, with all it’s limitations): -¼
Physical Boosts
u-2 2d6 Accelerated Thievery / Drain (Multipower Slots) (Return/min.); Range: 0; Affects: Single Power of Special Effect, +¼; No Normal Defense (Versus NOT having removable foci for your multipower slots.): +1. In a blur, Captian Mayhem removes gadgets and tosses them away. 15
m-2 Making An Escape / Running (+15″, 21″, NC: –); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): –; No Non-Combat: -¼. 12
u-1 Boosted Evasion / Missile Deflection (All Ranged Attacks, None, OCV 8); Deflect Attacks: At Range, +1; Deflection Bonus: 0; Costs END: -½; OCV: 8. 12
m-4 +20 Accelerated Reflexes / DEX; Costs END: -½. 18
m-2 +30 Mighty Effort / STR; Doesn’t Affect Figured: -½. 9
m-2 Power Block / Force Field (20 PD/10 ED). 9
u-1 Retaliatory Strike / Hand-to-Hand Attack (6d6, Total 8½d6); Range: 0; Damage Shield: +½. 9
Dimensional Traveler Boosts
u-1 Between The Worlds / Desolidification. 12
u-2 The Walls of the Worldds / Force Wall (10 PD/10 ED); Range: 250; Width: 10″. 15
u-1 The Long Stride / Extra-Dimensional Movement; Dimensions: Any, +20; Time Travel: None, +0; Mass Multiplier: ×8, +15; Carrying Mass: 400; Extra Time: 1 min., -1½. 15
69 Space Armor
(10) Elemental Control: Armor (15-pt reserve); OIF: -½
a-10 Armor (10 PD/10 ED); OIF: -½
b-10 Force Field (20 PD/20 ED); Ablative: -1; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev; OIF: -½ 0
c-10 +15 CON; OIF: -½
d-10 +30 STUN; OIF: -½
10 Sensory Unit; OIF (Armor): -½
(5) Ultraviolet Vision
(5) Infrared Vision
(5) Radio Listen and Transmit
9 Life Support; OIF (Armor): -½
(5) Breathe in Unusual Environment
(3) Life Support: High Pressure/Vacuum
(3) Life Support: High Radiation
(3) Life Support: Intense Heat/Cold
6 Cheese Slice I: +6 CP to All Attributes Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.
(6) Cheese Slice II: 1d6 Aid (All attributes) (Fade/turn, Max. 6); 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; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. 0
165 Total Powers  

 

Points Skills, Talents, Perks Roll
6 30-Point Computer Follower: Basic Skillwires
; Computer: Int 18, Dex 0, Speed 1. Programs: Skill Program Menu (May run up to three additional skill programs at the same time) and System Check/Reset. Base Cost: -20.All Skills usable by others, power lost (+.25), May only keep 3 skills other than overall levels active at one time (-.5), Requires a full phase to change active skill programs (-.25).
49 Skill Programs
(60) +6 level w/Overall Level
(5) Combat Piloting 15-
(3) Cryptography 13-
20 Runestone (Helmstone)
8 Vehicle: 40
10 Money (Wealthy)
5 Inventor
; Controls his Power Pool
14-
8 +4 level w/All Ranged Attacks; Generic Limitation (Takes effect at 1/phase spent aiming): -½
; targeter: Cancels Ranged Penalties
0 Galactic (Language) (Native Accent); Literacy: Standard, 0
2 French (Fluent Conv.); Literacy: Standard, 0
2 English (Fluent Conv.); Literacy: Standard, 0
3 Knowledge/Alien Races 13-
3 Knowledge/Space Ships and Tactics 13-
3 Paramedic 13-
2 Immunity: Never suffers any ill effects from hangovers, bad rotgut, and alien intoxicants.; Frequency: Fairly Common
72 Total Skills, Talents, Perks  

 

125+ Disadvantages
15 Dependent NPC (Incompetent, 8-); Skills: Normal, +0
10 Rivalry: All other Space Pirates; Situation: Professional, 5; Position: Superior, +5; Rival: NPC, +0
20 Vulnerability to Sonics (1½× STUN and BODY); Attack: Common, +10
20 Hunted: Viper (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted: Empire of Humanity (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted: The United Space Corps (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
20 Code Against Killing (Common, Total)
15 Greedy (Common, Strong)
15 Overconfidence (Very Common, Moderate)
10 Distinctive Features; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0
10 Dependence (2d6/Turn); Substance: Very Common, +5; Generic Limitation (Stabilizes at 1 Body): -½
10 Public Identity
10 Reputation: Incredible Nuisance (11-)
15 Phys. Lim.: Can’t Ignore Pleas for Help (Infrequently, Fully)
200 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
88 + 237 = 325 325 = 200 + 125

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 5 0 20/10 20/10 2, 4, 6, 8, 10, 12

 

Champions – Agincourt and his Den

The Oracle didn’t lecture very often. Her heroic career was enough to keep her pretty busy and her topic was rather esoteric; personal magic might be very limited, but it was relatively easy and safe, as well as being well-known and well-understood.

If you wanted to wield the great magics, you wanted to seek out the ancient secrets of invocation magic.

Ambient magic – only recently generally available, with wildly varying power levels depending on where you were but all too often little more powerful than personal magic, dangerous, poorly-understood, and mostly a lost art – didn’t attract a lot of practical interest. Sure, there were some uses for rituals and such, but few wanted to bother with it. when they could get into a well-established degree program in personal magic.

Tony Anderson found the notion fascinating however – and it could be more powerful than personal magic, at least for any normal human, without going into debt to weird entities like Invocations. He went to every lecture in the series and managed to attract Oracle’s attention long enough for a few practical lessons.

It still took a lot of practice, but he graduated with a certification in two major medical spells – generalized effects that were well beyond the capabilities of 99% of personal-energy mages.

He did quite well for himself with them – and didn’t reveal that he’d mastered several other spells and the ability to construct powerful magical talismans.

Montreal didn’t have all that high a crime rate – but occasional weird creatures and metahuman battles made up the difference and kept his services in demand.

Tony got sick of it. It’d be better to try and prevent some of those injuries in the first place! He quietly made himself some talismans and put his archery hobby to good use – taking the name “Agincourt” out of annoyance with the french-language separatists and setting out to make the late night streets of Montreal a little safer.

A few injuries later he contacted the Vanguard and – while he couldn’t qualify for full membership – he did help out a few times and convinced them to let him have some of their standard-issue body armor and electronics system.

Unfortunately, Tony lacks the raw talent to surpass normal human limits. Still, his spellcasting is extremely useful even with those limits, he can craft a wide variety of magical arrows to use, and he’s very fast and skilled with his bow. Altogether he’s a quite creditable – if ultimately minor – hero.

Agincourt

 

Value Characteristic Points
13 STR 3
18/21 DEX 24
13 CON 6
10 BODY 0
10 INT 0
8 EGO -4
10 PRE 0
10 COM 0
4 PD 1
4 ED 1
3/6 SPD 2
6 REC 0
26 END 0
20 STUN -4
Total 29

 

Points Powers END
10 +3 SPD; Generic Limitation (Only for firing arrows): -1; Focus (Bow): Obvious Accessible, -1
12 2d6 60-Point Equipment Allowance Aid (Fade/month, Max. 60); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; Active Points: 119; This allows a character to haul along 60 CP worth of customized gear. 30
10 Ambient Magic Sorcery Multipower (30-pt reserve); Concentrate: 0 DCV, -½; Visible (Creates a substantial magical flare when casting): -¼; Variable Limitations: -½, -¼; Generic Limitation (Ambient Magic Limitations): -½; Extra Time: full phase, -½. Often uses OIF (Ring) or IAF (Amulet) for variable limitations.
u-1 6d6 Breath of Life / Healing. Extra Time: full phase, -½ 3
u-1 1d6 Lifeshaping / Transform (Major, Limited Class); Range: 150; Active Points: 30; Reduced END: Half, +¼; Cumulative: +½. 1
u-1 Fingers of the Wind / Telekinesis (STR 10); Range: 125; Manipulation: Fine, +10. 2
u-1 Ward of Wind /. Armor (10 PD/10 ED); Concentrate: 0 DCV, -½; Visible (Creates a substantial magical flare when casting): -¼; Variable Limitations: -½, -¼; Generic Limitation (Ambient Magic Limitations): -½. Activation is rolled per hit, not for casting
u-1 The Storm Fist / Hand-to-Hand Attack (5d6, Total 6½d6); Range: 0; Uncontrolled: +½; Reduced END: Zero, +½, 0
u-1 15″ Lightning Gate / Teleportation (Long Range 15″); Increased Range: ×1, +0; Long Range: 15″; Long Range (miles): 0.02; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0. 3
u-1 Eyes of the Zephyr / Clairsentience (Hearing, Sight); See: Present, +0; Dimensions: Current, +0; Range: 150″. 3
u-1 Cloak of Air / Invisibility (Hearing, Sight). 3
u-1 8d6 Dispel Magic; Range: 150; Affects: Any Single Power of Special Effect, +¼. 3
41 Total Powers  

 

Points Skills, Talents, Perks Roll
15 +5 level w/Shooting Arrows
5 Money (Well Off)
3 Arcane Bowyer/Fletcher 13-
3 Medicine 12-
3 Streetwise 11-
0 English (Native Accent); Literacy: Standard, 0
1 French (Basic Conv.); Literacy: Standard, 0
30 Total Skills, Talents, Perks  

 

Cost Equipment
14 Bow and Magic Arrows (60-pt reserve); Charges may only be regained by making new arrows in an area of sufficient ambient magic -½, OAF (Bow, -1), Variable Limitations -.5 (Per Slot, 8 Charges unless otherwise noted, -.25), Gestures (-.25), All powers must work on charges (-.25), Real Archery: will not work underwater, hindered by strong winds, etc (-.25), Arrow and “Trick Arrow” effects only (-.5).
u-1 4d6 Killing Attack (RKA) 0; Range: 300.
u-1 12d6 Stun Energy Blast: Blunt Arrow 0; Range: 300; Versus: ED.
u-1 6d6 Entangle Web Arrow (DEF 6) 0; Range: 300.
u-1 3d6 Flash Arrow (Normal Sight) 0; Range: 300; Area Effect (Radius): 3″ radius, +1.
u-1 Missile Deflection: Weighted Arrow (Arrows, None, OCV 17) ; Deflect Attacks: At Range, +1; Deflection Bonus: 10, 20; OCV: 17.
u-1 4d6 Aid to All Damaged Characteristics, Healing Arrow (Fade/turn, Max. 24) 0; Range: 0; Affects: All Powers of Special Effect, +2.
u-1 Darkness Arrow of the Night (Normal Sight, 1″ radius) 0; Range: 225; Area Effect (Radius): 250″ radius, +1; Increased Area: ×125, +1¾, Charges: +8, +¾; Continuing Charges: 1 Hour, -5 lev; Activation: 14-, -½.
u-1 Tunneling: Disintegrating Arrow (12″ through DEF 12) 0; Tunnels: Left Behind, +0.
u-1 8d6 Energy Blast Incendiary Arrow 0; Range: 300; Versus: ED; Explosion (Extended Area +0″/DC): +½,
u-1 12d6 Suppress Flight/Gravity Arrow 0; Range: 300; Affect: Single Power, +0; Charges: 3, -½; Continuing Charges: 1 Minute.
u-1 16d6 Dispel Magic Arrows 0; Range: 300; Affects: Any Single Power of Special Effect, +¼.
u-1 Extra-Dimensional Movement: Astral Arrow 0; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Usable Against Others: ×1 mass, 1; Ranged: +½; Usable by Others Number: 4, +½.
u-1 12d6 Energy Blast: Lighting Arrow 0; Range: 300; Versus: ED.
u-1 6d6 NND Energy Blast: Magic Disrupting Arrow 0; Range: 300; No Normal Defense (Not being a creature of magic).
u-1 2d6 Drain vrs All Characteristics, Enervation Arrow (Return/turn) 0; Range: 0; Affects: All Powers of Special Effect, +2.
u-1 Stretching: Grapple Arrow (12″, NC: 24) 0; Non-Combat Multiplier: ×2, +0; Charges: +4, -¼; Continuing Charges: 1 Minute, -3 lev; Activation: 14-, -½; Generic Limitation (Charges may only be regained by making new arrows in an area of sufficient ambient magic.): -½
2 Elemental Control: Microfiber Clothing (18 points) (5-pt reserve)
; All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).
a-8 Armor (8 PD/8 ED) ; Hardened: ×1, ¼; Always On: -½
b-4 Life Support Systems
(1) Life Support: High Pressure/Vacuum
(1) Life Support: High Radiation
(4) Need Not Breathe
(1) Life Support: Intense Heat/Cold
c-2 Instant Change (can look like any clothing) ; Clothes: Any Set, 10
d-2 +3 level w/Stealth (Camouflage)
4 Advanced Military Electronics Package
; Computer: Int 13, Dex 0, Spd 1 (-27 Points Base).
(1) Elemental Control: Electronics (3-pt reserve)
; All abilities Conventional Technology (-1)
a-3 Radio Listen and Transmit ; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½
b-2 Infrared Vision ; Usable By Others: Simultaneous Use, +½
c-3 Telescopic Vision (Sight, +4 to PER) ; Usable By Others: Simultaneous Use, +½
d-2 Flash Defense (Sight, 5 pts) ; Usable By Others: Simultaneous Use, +½
e-2 Flash Defense (Hearing, 5 pts) ; Usable By Others: Simultaneous Use, +½
f-2 Detect Health of User (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
g-2 Enhanced Perception (all) (+2 to PER) ; Usable By Others: Power Lost, +¼
h-3 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½
i-2 Basic Computer Functions
(1) Absolute Time Sense
(1) Inertial Locator/Bump of Direction
(1) Lightning Calculator
j-2 Detect Environmental Hazards (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0; Detects Chemical Weapons, High Radiation, Etc.
k-4 GPS/Heads-Up Map Display: Navigation 14-; Usable By Others: Power Lost, +¼
l-7 +3 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½
m-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12) 3; Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2; This allows the user to load maps (area knowledge), mission information, and so on. All of it should be Usable By Others/Power Lost, so you can load a total of 10 points worth of information.
(3) Programs;
1) Monitor instruments and transmit information to user and command systems
2) Place call for emergency assistance if serious health issues are detected.
3) Refuse to activate without proper identification of authorized user.-The first two programs normally run continuously after boot-up. The third runs at boot-up but shuts down once satisfied.
(1) English (Basic Conv.); Literacy: Standard, 0
(9) Easy Interface: Computer Programming 13-; Usable By Others: Power Lost, +¼
4 +3 DEX, Monkey Belt ; Doesn’t Affect Figured: -½; Champions Limitation (Charms are normally Fragile Inobvious Accessible Foci (-.75) and are powered by Personal Magic (-.25). They cannot normally exceed 10 active points. either singly or in combination. Many powers are difficult or impossible to create as charms: consult the GM.): -1
2 5″ Gliding (NC: 10″) ; Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22; Focus (Amulet of the Owl): Obvious Accessible, -1
58 Total Equipment

 

50+ Disadvantages
15 Secret Identity
5 Reputation: Minor Hero (8-)
15 Overconfidence (Very Common, Moderate)
15 Code Against Killing (Common, Strong)
10 Code of Chivalry (Common, Moderate)
60 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
29 + 71 = 100 110 = 60 + 50

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
7 7 3 0 12/8 12/8 2, 4, 6, 8, 10, 12

 

Height: 178cm (5’10”), Weight: 60kg (132 lbs), Sex: Male, Age: 26, Race: Human

 

The Den (a 0-point base):

The Den is fairly typical for metahumans who work out of their apartments; it’s a back room with access to a small side-terrace, containing a book-nook and small library, a couple of cabinets for his costumes, gear, and tools, a fold-out workbench for making and enchanting bows and arrows – and a few special items, in his case a focus for the mystical nexus beneath the building to empower his enchantments. The desk doubles as his home office, and comes with a comfortable chair, a common (zero-point) computer and internet, radio (including a police scanner), and various comforts. “Security” consists of good locks on the doors and cabinets and not telling anyone that there’s anything much in there.

When Agincourt departs in his costumed identity, he employs his invisibility spell and gliding amulet to depart unremarked from the terrace. He usually returns the same way. There are definite holes in that sort of security, even doing so at night, but it’s worked so far.

DEF 4 (6P), BODY 6 (4P), Size 0, 6 hexes (258 sq ft) (0P), DCV -4, Grounds 3 hexes (0P), Location (City,  16’th floor apartment, 0P)

  • Magical Nexus: 7 2d6 Nexial Focus: Aid to any one magical ability when tapped (Fade/hour, Max. 30); Range: 0; Reduced END: Zero, +½; Extra Time: 1 min., -1½; Activation: 11-, -1; Focus: Obvious Accessible, -1; Affects: Single Power of Special Effect, +¼; Focus Type: Base, -1; Generic Limitation (Attuned to Enchantment): -½; Generic Limitation (Cannot boost any power above 60 active points.): -½ 0
  • Nice Den – well furnished, quiet, TV/Radio/Internet, and so on (3P).
  • Arcane Bowyer/Fletcher Gear; Focus (Fold-out tool cabinet and workbench): Inobvious Accessible, -½; Focus Type: Base, -1 15- (2P).
  • Small Library, Extra Time: 5 min., -2 (8P).
    • (2) Medicine; Extra Time: 5 min., -2 16-
    • (2) Enchantment; Extra Time: 5 min., -2 16-
    • (1) Ambient Magic; Extra Time: 5 min., -2 13-
    • (1) The Occult; Extra Time: 5 min., -2 13-
    • (1) Superheroic Law; Extra Time: 5 min., -2 13-
    • (1) Literary Classics; Extra Time: 5 min., -2 13-

Base Cost: 30 Points.

Disadvantages (Cost: 0/5 = 0)

  • 15 Secret Identity: No one knows that this is a base and he must hide his coming and going.
  • 10 Watched: Landlady (14-): Get too loud, disruptive, or weird and she will want to know the reason why.
  • 5 Reputation: Building is known for weird events. (8-)

Disadvantages Total: -30 Points. Net Cost = 0/5 = 0 Points.