Champions Minor Heroes – Ahmik

It’S difficult to run a super-soldier program without a budget – but the Canadian generals felt that there had to be some answer to the American program, and there was a little money that could be diverted from other purposes. Sure, it was laughably little compared to the amount the Americans spent but the Americans kept jumping on the latest cutting-edge science when there were cheaper and more traditional ways.

The Canadian Program – Project Spearhead – focused on magic. The first successful (well, ok, semi-successful) super-soldier program in history had been the creation of the weres. With the advances in magic since then, surely something better could be done!

Unfortunately, the minor magicians that the project could afford had more enthusiasm than power or skill. They’d meant to infuse their test subjects with polar-bear spirits and raw magical power. What they actually accomplished was to imbue them with the spirits of various woodland creatures – and at that, not even with size-changing ability. Even worse, they wrecked most of their equipment doing it, including the entire facility and some stuff that would cost a fortune to replace.

It was embarrassing enough that the entire idea was quietly dropped, and the records were quickly shuffled under the rug.

Sergeant Mitchelson had distinguished career; his powers as a werebeaver might not be something that he advertised, but even his human forms accelerated healing, slightly boosted physical attributes, and resistance to injury was pretty handy. He never revealed his powers – such as they were – to anyone, including the woman he later married.

That didn’t go too well. The beaver-instincts clashed with a normal human lifestyle. The marriage didn’t last too much past the birth of first child. His military career continued for another fifteen years with some distinction – but not even a were’s regenerative abilities could handle being blown to small pieces at 16,000 feet. Simple decapitation would have been enough.

Somehow Alexandre’ knew that his father was dead. It wasn’t a big surprise; the man was an active-duty soldier taking high risk missions. He’d only seen him a few times a year since the divorce when he was three anyway – and the ensuing twelve years had been marked by little more than twice-yearly visits. Suddenly knowing could be attributed to a bit of stray magic or his father’s ghost stopping by to say goodbye (also pretty common) – if it turned out to be true at all.

The powerful urge to throw himself into the river on the way home was far more of a shock. Was it hitting him that badly? But why? The man hadn’t exactly been a big factor in his life! And it wasn’t like death was the end of anyone; ghosts hung about until they were good and ready to move on! He’d… have to talk to somebody if that kind of urge kept up!

At home the shower called him almost as strongly as the river – and revealed that he probably hadn’t been having suicidal impulses at all… It was so weird though! There were werewolves, and werelions, and several other kinds of weres – but they were all big predators, and they’d been around for ages! They were nothing like what he saw in the mirror – and a beaver tail was pretty hard to mistake for anything else.

When his Father’s effects were delivered, there was – along with a very odd shirt with all kinds of patterns sewn into it – a letter, written just in case anything weird ever happened to young Alexandre’. That explained a few things.

But everyone knew that weres were pretty powerful! He… could be a superhero!

He still hadn’t come up with a name when someone labeled him “Ahmik” – and that was good enough.

Ahmik isn’t actually very powerful. Despite the bungled ritual that attached a beaver-spirit to Sergeant Mitchelson’s bloodline he doesn’t have powers on the level of a born were; they’re on the level of a secondary – or “infected” were, and not of a terribly combative species either. He’s basically just a talented young man with a power package, and has no potential for greater power – even with his father’s Ghost Shirt (the magical substitute for powered armor). Still, that thoroughly outclasses most ordinary crooks and lets him play on the lowest rungs of the superhero ladder. As an adult, or as he gains experience, he can pick up another 25 points – but 100 points and a single power package is the limit for a normal human.




Value Characteristic Points
14/30 STR 4
15/20 DEX 15
13/21 CON 6
8/16 BODY -4
13/19 INT 3
11/14 EGO 2
13/19 PRE 3
10/22 COM 0
6/9 PD 0
4/7 ED 0
3/4 SPD 5
10/13 REC 0
36/48 END 0
37/43 STUN 0
Total 34


Points Powers END
50 Werebeaver Powers
(1) Language: Beaver (Basic Conv.); Literacy: Standard, 0
(2) Elemental Control; Werebeaver Powers (5-pt reserve)
a-4 Armor (6 PD/4 ED)
b-6 Regeneration (1 BODY/5 min.); Regenerate: From Death, +20; Activation: 11-, -1; Unless decapitated.
c-2 Supernatural Senses
(2) Enhanced Perception (all) (+2 to PER)
(2) Ultraviolet Vision
d-3 Shape Shift; Beaver/Beaverman/Human (Single Form); Reduced END: Zero, +½; Side Effects; Animalistic Instincts.: 30/Half, -½ 0
e-3 Damage Reduction (Physical, 25% Resistant); Not vrs Silver, Magic: -1
f-3 Damage Reduction (Energy, 25% Resistant); Not vrs fire or mystical attacks: -1
g-2 Swimming (+7″, 19″, NC: 18″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 21; Reduced END: Zero, +½ 0
h-2 +1 Killing Attack (HTH Bite) (Total ½d6); Range: 0; Reduced END: Zero, +½; Penetrating: +½ 0
i-2 Power Defense (10 pts); Automatically protects against any attempt to remove werebeaver disadvantages or abilities: -½
j-4 +10 STR; Reduced END: Zero, +½ 0
k-2 +1 SPD
l-2 +5 CON
m-2 +5 BODY
n-2 Survival 14-
o-1 Need Not Breathe; Champions Limitation (Can hold his breath for several minutes, no longer.): -1
p-7 Hand-to-Hand Attack (5d6, Total 11d6); Range: 0; Reduced END: Zero, +½ 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
66 Aid Enhancements
(4) +3 BODY; Doesn’t Affect Figured: -½
(6) +12 COM
(4) +3 CON; Doesn’t Affect Figured: -½
(4) +2 DEX; Doesn’t Affect Figured: -½
(3) +3 ED
(6) +3 EGO
(6) +12 END
(6) +6 INT
(3) +3 PD
(6) +6 PRE
(6) +3 REC
(6) +6 STR 1
(6) +6 STUN
6 2d6 60-Point Available Equipment Allowance Aid (Fade/week, 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: ×2, +¼; Increased END: ×10, -4; Only to GM-specified items: -2; Actual point total of equipment available limited by GM decision.: -2; Must actually locate gear, availability is not automatic.: -2; This allows a character to haul along 60 CP worth of customized gear. 30
60 Equipment List
(2) Ghost Dance Shirt (5-pt reserve); Generic Limitation (Shamanic Powers Only): -½
a-6 Armor (6 PD/4 ED); Hardened: ×1, ¼; Always On: -½; Generic Limitation (Shamanic Powers Only): -½
!b-2 Life Support: Intense Heat/Cold; Short term and subject to upper limits: -1; Generic Limitation (Shamanic Powers Only): -½
c-3 +3 level w/Stealth (Camoflague); Generic Limitation (Shamanic Powers Only): -½
(10) Ghost Dance Shirt Totemistic Multipower (20-pt reserve); Generic Limitation (Shamanic Powers Only): -½
u-1 Running (+5″, 11″, NC: 22″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 15; Generic Limitation (Shamanic Powers Only): -½ 2
u-1 Swimming (+10″, 19″, NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 30; Generic Limitation (Shamanic Powers Only): -½ 2
u-1 Superleap (+5″, 11″, NC: 22″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 15; Generic Limitation (Shamanic Powers Only): -½ 1
u-1 Detect Spirits (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Generic Limitation (Shamanic Powers Only): -½
u-1 Detect Magic (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Generic Limitation (Shamanic Powers Only): -½
u-1 Climbing; Generic Limitation (Shamanic Powers Only): -½ 15-
u-1 Demon Ward: Change Environment/Holy (Basic Spell) (2″ rad.); Effect: Fixed, +0; Generic Limitation (Shamanic Powers Only): -½ 1
u-11 Equipment Multipower (40-pt reserve); Generic Limitation (Shamanic Powers Only): -½; -1/2 Variable Limitations: various OAF’s, -1 Conventional Technology Only limitation. As a rule, characters should select a multipower reserve that suits them – 20 (8), 40 (16), 45 (to accomadate the Grenades and/or Tranqualizer Rifle, 18), 60 (24), or 75 (30) points and slots to match.
u-1 Binoculars: Telescopic Sense (Sight, +10 to PER); Generic Limitation (Shamanic Powers Only): -½
u-1 Survival Pack (Survival Skill); Charges: 1, +¼; Continuing Charges: 1 week, -8 lev; Generic Limitation (Shamanic Powers Only): -½ 17-
u-1 Wrist Grapnel and LIne: Swinging (+12″, NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 36; Reduced END: Half, +¼; Generic Limitation (Shamanic Powers Only): -½ 1
u-1 4d6 Bolos: Entangle (DEF 4); Range: 200; Charges: +8, -½; Generic Limitation (Shamanic Powers Only): -½ 0
u-1 2d6 First Aid Kit: Aid to all damaged powers and attributes (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Restore Only Lost Characteristics and Powers: -½; Charges: 12, -¼; Generic Limitation (Shamanic Powers Only): -½ 0
u-1 Flares: Change Environment/Brightly Lit (32″ rad.); Effect: Fixed, +0; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev; Generic Limitation (Shamanic Powers Only): -½ 0
u-1 Smoke Grenades: Darkness (Normal Sight, 1″ radius); Range: 135; Area Effect (Radius): 8″ radius, +1; Increased Area: ×8, +¾; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev; Generic Limitation (Shamanic Powers Only): -½ 0
u-1 4d6 Taser: Electrical Energy Blast; Range: 200; Versus: ED; No Normal Defense (Vrs resistant energy defense): +1; OAF: -1; Charges: +16, +0; Generic Limitation (Shamanic Powers Only): -½ 0
11 Common Charms; 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.
(4) Armor: Warding Talisman (4 PD/2 ED)
(4) +3 DEX, Monkey Belt; Doesn’t Affect Figured: -½
(2) 5″ Levitation: Gliding (NC: 10″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 15
(1) Contraceptive Amulet: Immunity/Parenthood; Frequency: Common
12 Total Powers  


Points Skills, Talents, Perks Roll
0 English (Native Accent); Literacy: Standard, 0
0 French (Native Accent); Literacy: Standard, 0
3 Deduction 13-
10 +1 level w/Overall Level
5 Money (Well Off)
5 Computer Programming 14-
3 Electronics 11-
3 Stealth 13-
29 Total Skills, Talents, Perks  


50+ Disadvantages
90 Werebeaver Disadvantages
(15) Animalistic Instincts (Very Common, Moderate)
(20) Vulnerability to Traps (2× STUN and BODY); Attack: Uncommon, +5
(30) Vulnerability to Fire (1½× STUN and BODY); Attack: Very Common, +15
(5) Reputation: Everyone knows SOMETHING about Were’s (8-)
(10) Compulsive Builder (Uncommon, Strong)
(10) Accidental Change when immersed in water (11-)
15 Secret Identity
10 Reputation: Wannabe Hero (11-)
10 Underage (Frequently, Slightly)
15 Code Against Killing (Common, Strong)
10 Code of Chivalry (Common, Moderate)
60 Total Disadvantages


COSTS: Char. Powers Total Total Disadv. Base
34 + 41 = 75 110 = 60 + 50


OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
7 7 5 0 25/16 17/10 3, 6, 9, 12

(134 lbs), Sex: Male, Race: Human


6 Responses

  1. That is quite a fun character. Werebeaver indeed.

    • Ah, the many joys of magical accidents and ill-understood meddling… Just as amusingly, his existence implies that there may be some were-squirrels, were-raccoons, were-weasels, and other forest-critter were’s about – even if not very many of them.

  2. […] Ahmik: An enthusiastic, heroic, young… were-beaver. […]

  3. […] Ahmik: An enthusiastic, heroic, young… were-beaver. […]

  4. […] Ahmik: An enthusiastic, heroic, young… were-beaver. […]

  5. […] Ahmik: An enthusiastic, heroic, young… were-beaver. […]

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