Champions – Boreas of the Vanguard

Remi Gagnon was talented – one of the very, VERY, few humans who could shape their magic freely, rather than being limited to specific, well-studied, effects. An advanced degree in magical studies was almost inevitable.

Professor Gagnon taught, deciphered and studied ancient tomes of magical lore, served as a consultant to the authorities on mystical matters, and relaxed with camping and hiking trips with his friends. He was never much for actual wilderness skills – but that hardly mattered when you could compose small magics on the fly.

Disaster struck during one hiking trip. Conventional personal magics might allow him to escape the onrushing avalanche – but it would mean leaving his friends to die. In desperation Remi tried an ancient invocation that he’d been studying – the Fifth Light of Luathon – to raise a shield capable of withstanding the avalanche. In the face of onrushing doom, why not try a spell out of legend?

And Luathon answered his call. Remi’s spirit stood before the gaze of a cosmic power, and was filled with a miniscule fraction of it’s might.

The fifth light parted the avalanche – and Remi saw a choice. He might occasionally call upon the kindly power of Luathon and continue much as he was – or he could call upon it freely, and accept a role as one of his world’s guardians.

Remi made his choice a few weeks later – and studied additional invocations.

Today, Professor Gagnon – as Boreas – is one of Canada’s most respected sorcerers and a founding member of the Vanguard. He has, however, retired from his university position; his new tendency to attract arcane trouble would put the students and other faculty in too much danger if he was to continue teaching.

 

Boreas / Remi Gagnon

 

Value Characteristic Points
8/14 STR -2
18/23 DEX 24
20/23 CON 20
8/11 BODY -4
10/16 INT 0
14/17 EGO 8
15/21 PRE 5
8/20 COM -1
4/7 PD 1
4/7 ED 0
4 SPD 12
11/14 REC 10
43/55 END 1
24/30 STUN -1
Total 73

 

Points Powers END
22 The Will of Ymir (90-pt reserve); 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 (Disadvantages, -.5), side effect cannot be avoided (-.5).The disadvantages it inflicts are that the user must act to sustain the proper cycles of the world (the seasons, life and death, etc), especially in their downward aspect when it is time. They must oppose the powers of destruction, and restrain the wrathful – and they will attract the malevolent attention of the powers of fire and destruction. While the Will of Ymir is a fundamentally neutral force, if they choose a light aspect they must protect the young and oppose the forces of darkness. If they choose a dark aspect they must oppose the forces of light and promote unfettered competition and war among men and beasts.
u-2 6d6 Ice Creation / Transform; freeze air and water in any shape (Minor, Limited Class); Range: 450; Reduced END: Half, +¼. This can be used to create walls, entangle people, and so on; the total is Def 3, Body as rolled. 3
u-2 Wind Mastery / Telekinesis (STR 48); Range: 450; Manipulation: Coarse, +0; Reduced END: Half, +¼. 3
u-2 Summon Winter / Change Environment (Cold, Ice, Snow, etc) (8000″ rad.); Effect: Fixed, +0; Reduced END: Half, +¼. 3
u-2 6d6 Absolute Zero Ray / Killing Attack (RKA); Range: 450. 9
u-2 2d6 Grand Sphere of Frost / Entangle (DEF 2); Range: 450; Area Effect (Radius): 500″ radius, +1; Increased Area: ×125, +1¾; Affects Desolidified: +½; Reduced END: Half, +¼. 4
u-2 14d6 Ice Ram / Energy Blast; Range: 435; Versus: PD; Reduced END: Half, +¼. 3
u-2 15″ Wind Melding / Teleportation (Long Range 7,500″); Increased Range: ×500, +45; Long Range: 7,500″; Long Range (miles): 9.32; Mass Multiplier: ×8, +15; Fixed Locations: 0; Floating Locations: 0. 3
u-2 Summon Ice Giants (4 100-point creatures); Range: 0; Champions Advantage (They like to fight and are reasonably obliging): +½; Summon: Single Type, +0. 9
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 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),  tends to draw supernatural foes and minions of the Old Ones (-.25), user may not employ truly “black” magic (-.25).
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
u-1 Force Wall (12 PD/12 ED); Range: 375; Width: 15″, +0; Reduced END: Half, +¼ 3
u-1 Revealing Light (40 Active)
(2) Detect Invisibility (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5
(2) Detect Magic (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5
(2) Detect Mental State (+0 to PER); Time Required: Half Phase, +0; Range: Ranged, +5
(2) 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
15 The Eleven Secret Coils Of The Wonderous Serpent Of Jade (75-pt reserve); 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), -1 in variable limitations (usually taken as those listed for the slot and either a 14- activation check or as incantations and gestures, -.5), Unavoidable (-.5) Side Effects/Temporary Disadvantages: The user must act to preserve the mystic “balance”, as well as the balance of nature, to promote the ways of magic, and respect the elemental powers. He or she is also recognizably allied with primal cthonian powers, -1), Only works as long as the user maintains a shrine to the elemental forces (-.25).The “Eleven Secret Coils Of The Wonderous Serpent Of Jade” was formalized by a tong operating somewhere in China, but versions of the spell (Usually with a one or two slot difference) have an ancient history in Egypt and the Fertile Crescent – normally associated with priests of various serpent-gods. While not necessarily “evil”, the powers tapped by this spell are certainly inhuman – and care little for ordinary human concerns. Magi who use this spell should be regarded with caution.
u-1 Brethern of the Coils: Summon Venemous Serpents (125 50-point creatures); Range: 0; Summon: Single Type, +0; Charges: +8, -½; While these are ordinary snakes, they’re fairly dangerous due to their venom. Thanks to “The Wonderous Dominion”, below, the caster usually needn’t worry about control. Snakes don’t have much in the way of Int or Ego 0
u-1 4d6 The Wonderous Dominion: Mind Control; Communication: Telepathic, +¼; Damage Shield: +½; Reduced END: Zero, +½; Uncontrolled: +½; Area Effect (Radius): 6″ radius, +1; Only versus serpents: -1 0
u-1 15d6 Gaze of the Serpent: Mind Control; Communication: Verbal, +0; Charges: +8, -½ 0
u-2 The Subtle Fang; OIF (Serpent Bracers): -½
(8) Hand-to-Hand Attack (10d6, Total 12½d6); Range: 0; Reduced END: Zero, +½; OIF (Serpent Bracers): -½ 0
(5) +6 level w/HTH Combat; OIF (Serpent Bracers): -½
u-1 The Serpent’s Tongue; Extra Time: full phase, -½
(1) Seduction; Extra Time: full phase, -½ 13-
(1) Persuasion; Extra Time: full phase, -½ 13-
(1) Oratory; Extra Time: full phase, -½ 13-
(12) +22 level w/With these skills; Extra Time: full phase, -½
u-1 +3 Harness The Serpent: SPD; OIF (Serpent Bracers): -½; Charges: +8, +¼; Continuing Charges: 1 Minute, -3 lev; Difficult to Dispel: ×16, +1
u-1 3d6 Vipergout/Energy Blast; Range: 375; Versus: ED; No Normal Defense (Vrs Need Not Eat or Immunity to Serpent Venom): +1; Continuous: +1; Uncontrolled (Continues to affect victims until they’re treated with Antitoxin, are treated medically at -4, or an hour passes.): +½; Area Effect (Cone): 12″ long, +1; Reduced END: Zero, +½; Charges: +8, -½ 0
u-1 Telekinesis/The Crushing Coils (STR 50); Range: 375; Manipulation: Coarse, +0; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev; Grab/Crush Only: -1 0
u-1 15d6 Energy Blast/The Serpent’s Strike; Range: 375; Versus: PD; OIF (Serpent Bracers): -½; Charges: 16, +0 0
u-1 Scales Beneath the Skin; 6x 1-hour charges (+.5). Note that the package need not all be used; the magus may simply grow scales or turn into a man-sized snake if he (or she) so desires. This does, however, require a full phase (-.5)
(4) Force Field (10 PD/10 ED) 2
(2) Shape Shift: Serpent (Single Form) 1
(2) Shrinking-1 (DCV +2, Height 89½ cm/2’11”); Mass: 9¾ kg/21 lbs; Knockback Increase: 3; PER Bonus: -2 1
(1) Infrared Vision
(1) Instant Change (Clothing adapts or vanishes); Clothes: One Set, 5
u-1 1d6 Transform/The Serpents Wiles (Major, Anything); Range: 375; Cumulative: +½; Reduced END: Zero, +½; Penetrating: +½; Difficult to Dispel: ×4, +½; Invisible: To All Senses, +1; While this has a wide range of applications, it can’t really turn a target into “anything”. It’s restricted to subtly twisting both people and items to suit it’s user’s purposes; Living things can be bound to your will, subtly modified, or convinced of almost anything. Unliving things can be imbued with minor, subtle, powers and altered in many inobvious ways. For example, salt could be enchanted to act as a wide variety of drugs and compounds 0
24 Sorcery / Variable Power Pool (20-pt Pool); Control Cost: 10; Generic Limitation (Must gesture and chant to cast spells.): -½; Variable Limitations: -½, -¼; Requires Skill Roll (Magic Theory): -½; Boreas is well aware that his defenses are weak – and so will usually be running a small persistent force field. He also tends to run a little flight, so that he can stay above any physical combat. Most of the time he uses an OIF (Focusing Amulet) to fulfill his variable limitations.
6 Character Cheese 1/2 Slice: +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 Character Cheese 1/2 Slice: 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 30 CP worth of customized gear. 20
129 Total Powers  

 

Points Skills, Talents, Perks Roll
10 +2 level w/With Magic
7 Magic Theory 16-
3 Cryptography (read ancient languages) 12-
3 Knowledge /The Hundred Realms 12-
23 Total Skills, Talents, Perks  

 

Cost Equipment
2 Elemental Control: Microfiber Clothing (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 continuously after boot-up. The third runs at boot-up but shuts down once satisfied.
(1) English (Basic Conv.); Literacy: Standard, 0
(6) Easy Interface: Computer Programming 13-; Usable By Others: Power Lost, +¼
4 +3 DEX, Monkey Belt ; Doesn’t Affect Figured: -½
4 Mental Defense / Iron Will Amulet (12 pts) ; Add to Total; Focus (Mystic Amulet): Obvious Accessible, -1
When not on missions Boreas tends to be equipped with a Library (“Computer”) full of mystical lore and an enhancing ritual circle.
30 Total Equipment

 

125+ Disadvantages
10 Public Identity
10 Watched by Canadian Government, Press (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Only Watching, ×½; Punishment: Harsh, 0
20 Code Against Killing (Common, Total)
15 Cannot Tell a Lie (Uncommon, Total)
15 Hunted: The Wendigo (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Reputation: Expert mage. This tends to attract people with magical problems, consultations with the police, requests to investigage odd magical artifacts and phnoumena, and even occasional would-be “challengers”. (11-)
20 Normal Characteristic Maxima
100 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
73 + 152 = 225 225 = 100 + 125

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 / 10 6 12 15/8 15/8 3, 6, 9, 12

Height: 179 cm (5’10”), Weight: 78 kg (172 lbs), Sex: Male, Age: 48, Race: Human

Appearance: The Professor is obviously middle-aged, if well preserved, and is slightly heavyset. He tends to dress in comfortable suits, although he concedes to tradition with a cloak and mystical amulet, both of which are often used as foci for his personal spells.

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4 Responses

  1. […] Boreas: A powerful Mage, a master of Invocation and Personal Magic. […]

  2. […] Boreas: A powerful Mage, a master of Invocation and Personal Magic. […]

  3. […] Boreas: A powerful Mage, a master of Invocation and Personal Magic. […]

  4. […] Boreas: A powerful Mage, a master of Invocation and Personal Magic. […]

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