Champions – Night Templar, Leader of Aurora Ward

When your parents are demonologists, it’s fairly obvious that life is going to be a little weird. When they’re killed by demons and you swear vengeance upon hell itself, you’ve just doubled the ante. When you decide to use demonology as your weapon against the powers of darkness… you’ve pretty well taken the pot.

Night Templar has chosen to fight his war by using demonic powers to attempt to redeem demons – summoning them to earth with the intention of permanently depriving the darkness of their power while using it himself to combat other evils. Some of them seem to agree with this goal and others seem to fight it – but lies, treachery, and self-deception are endemic among demons and the truth of the matter is likely to be obscure for some time to come.

Still, when the CSIS – the Canadian Security Intelligence Service – decided that a team was needed to supplement (or perhaps compete with) the Royal Canadian Mounted Police’s Vanguard team they didn’t have all that many options. The prevalence of major (Tier 1 and Tier 2) metahumans varies between roughly one per million at the high end to one per ten million at the low end – and Canada has a little under thirty-five million. Taking out the villains, the neutrals, the committed loners, and the heroes who were already in the Vanguard… didn’t leave very many.

Wanting someone who was definitely Canadian, reasonably pragmatic, and capable, limited things even more.

They tapped Night Templar – who hadn’t, until then, been aware that the CSIS was capable of finding him. Still… being a part of a team might be useful, and he could always use chances to use his demonic power heroically.

He took the job.

Night Templar is a formidable Sorcerer – if one with a limited repertoire. His reserve of dark energies can fuel a variety of spells which go well beyond the levels that personal magic can reach, his bound demons act as a variety of gear, and he commands a single Great Invocation – the Dark Judgement of Andromalius, Judge of Hell – which provides his greatest powers.

They aren’t terribly nice ones.

His Ego-Based Martial Art is probably weirdest. While he’s using it substitute (Ego) for (Dex) for OCV and DCV, (Ego/2) for (Str) (for calculating damage and holds and such), and Mental Defense for physical defenses against him – although it also helps resist being held. Thus his Martial Strike is roughly equivalent to an Ego Attack, while his Str 45 Hold is opposed by his opponents (Strength + Mental Defense).

Night Templar

 

Night Templar

 

Value Characteristic Points
9/15 STR -1
12/14 DEX 6
18/21 CON 16
12/15 BODY 4
14/20 INT 4
27/30 EGO 34
14/20 PRE 4
10/22 COM 0
4/7 PD 1
4/7 ED 0
4 SPD 18
7/10 REC 0
24/36 END -6
29/35 STUN 0
Total 80

 

Points Powers END
16 Demonic Energy Reserve: END Reserve (160 END, 4 REC/turn); Visible (Detectable by magical means, generally seen as black magic): -¼
29 Demonic Invocation I: The Dark Judgement of Andromalius / Multipower (87-pt reserve); Generic Limitation (See Notes): -2; 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), commonly regarded as dark magic (-.25). Net -2.
u-2 Shadowing The Light; Generic Limitation (See Notes): -2
(15) +6 level w/Overall Level; Generic Limitation (Only to outperform experts in their own fields, is incredibly irritating.): -1; Generic Limitation (See Notes): -2
(7) +20 PRE; Generic Limitation (See Notes): -2
u-1 Reaching Through The Night; Based on EGO Combat Value: vs. ECV, +1; Generic Limitation (See Notes): -2; There are several ways that you could look at “Based On ECV” when applied to martial arts. In this case, it simply substitutes the user’s Ego for his or her dexterity when using the style and inflicts damage against mental defenses using (Ego/2) as Strength rather than against physical defenses. This doesn’t affect the user’s speed or figured characteristics other than base OCV and DCV.
(3) Martial Block (Canny Deflection) (OCV +2, DCV +2); Based on EGO Combat Value: vs. ECV, +1; Generic Limitation (See Notes): -2
(3) Martial Strike (Pressure-Point Strike) (OCV +0, DCV +2, 9d6); Based on EGO Combat Value: vs. ECV, +1; Generic Limitation (See Notes): -2
(2) Martial Throw (OCV +0, DCV +1, 7d6+v/5); Based on EGO Combat Value: vs. ECV, +1; Generic Limitation (See Notes): -2
(2) Martial Grab (Nerve Lock) (OCV -1, DCV -1, STR 45); Based on EGO Combat Value: vs. ECV, +1; Generic Limitation (See Notes): -2
(2) Flying Tackle (OCV +0, DCV -1, 7+v/5); Based on EGO Combat Value: vs. ECV, +1; Generic Limitation (See Notes): -2
(3) Crush (OCV +0, DCV +0, 11d6); Based on EGO Combat Value: vs. ECV, +1; Generic Limitation (See Notes): -2
(3) Takeaway (Numbing Strike) (OCV +0, DCV +0, STR 45); Based on EGO Combat Value: vs. ECV, +1; Generic Limitation (See Notes): -2
(11) +4 DC for Martial Attacks; Based on EGO Combat Value: vs. ECV, +1; Generic Limitation (See Notes): -2
u-2 2d6 Dark Pacts / Aid: Bestow a total of forty points worth of quasi-demonic powers. (Fade/hour, Max. 40); Range: 0; Trigger: Changeable, +½; Invisible: To All Senses, +1; Affects: Single Power of Special Effect, +¼; Extra Time: 5 min., -2; Generic Limitation (See Notes): -2 3
u-3 5d6 The Masquerade / Mental Illusions; Area Effect (Radius): 96″ radius, +1; Increased Area: ×32, +1¼; Reduced END: Half, +¼; Generic Limitation (See Notes): -2 4
u-3 14d6 Judgement / Mental Illusions; Reduced END: Half, +¼; Generic Limitation (See Notes): -2; While this only works against those who are guilty of SOMETHING, that’s pretty much universal. It might not work against infants, but who cares? 3
u-3 14d6 Voice of Command / Mind Control; Communication: Verbal, +0; Reduced END: Half, +¼; Generic Limitation (See Notes): -2 3
u-3 Calling The Hunt / Summon Nightmare Hounds (4 80-point creatures); Range: 0; Champions Advantage (Summoned creatures are generally obedient, but no more than two sets may be active at any one time.): +½; Summon: Single Type, +0; Generic Limitation (See Notes): -2 8
36 Demon-Summoner Magic / Multipower (80-pt reserve); Incantation: Instant Power, -¼; Focus (Sigil of the Abyss): Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable magi): -¼; Generic Limitation (No more than 40 active points in a slot.): -¼
u-1 Dark Summoning / Summon (Demon) (1 0-point creatures); Range: 0; Summon: Limited Group, +¼; Extra Time: 1 hour, -2½; Incantation: Instant Power, -¼; Focus (Sigil of the Abyss): Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable magi): -¼; Generic Limitation (No more than 40 active points in a slot.): -¼ 4
u-2 3d6 Gaze of Pain / Ego Attack; Reduced END: Half, +¼; Variable Limitations: -½, -¼; Incantation: Instant Power, -¼; Focus (Sigil of the Abyss): Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable magi): -¼; Generic Limitation (No more than 40 active points in a slot.): -¼ 1
u-2 Grasp of the Abyss / Telekinesis (STR 15); Range: 200; Manipulation: Fine, +10; Reduced END: Half, +¼; Incantation: Instant Power, -¼; Focus (Sigil of the Abyss): Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable magi): -¼; Generic Limitation (No more than 40 active points in a slot.): -¼ 1
u-2 Shield of the Dark Ones / Armor (10 PD/10 ED); Hardened: ×1, ¼; Active Points: 37; Incantation: Instant Power, -¼; Focus (Sigil of the Abyss): Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable magi): -¼; Generic Limitation (No more than 40 active points in a slot.): -¼
u-2 Cloak of Shadows / Darkness (Hearing, Sight, 1″ radius); Range: 250; Personal Immunity: +¼; Reduced END: Half, +¼; Active Points: 50; Area Effect (Radius): 3″ radius, +1; Incantation: Instant Power, -¼; Focus (Sigil of the Abyss): Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable magi): -¼; Generic Limitation (No more than 40 active points in a slot.): -¼ 2
u-1 1d6 Hell Forge / Transform: Demon to Artifact (Major, Limited Class); Range: 185; Cumulative: +½; Penetrating: +½; Reduced END: Half, +¼; Extra Time: 1 turn, -1; Incantation: Instant Power, -¼; Focus (Sigil of the Abyss): Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable magi): -¼; Generic Limitation (No more than 40 active points in a slot.): -¼; This ability “forges” a demon into an item built on up to 20 points. While in this form the demon acts rather like an item of conventional technology and suffers from few of it’s normal limitations.The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground. Altogether, this gives such items an extra -1/2 limitation. 1
u-2 4d6 Adamant Chains / Entangle (DEF 4); Range: 200; Incantation: Instant Power, -¼; Focus (Sigil of the Abyss): Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable magi): -¼; Generic Limitation (No more than 40 active points in a slot.): -¼ 4
u-2 2d6 Blade of Night / Killing Attack (HTH) (Total 3d6); Range: 0; Reduced END: Half, +¼; Incantation: Instant Power, -¼; Focus (Sigil of the Abyss): Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable magi): -¼; Generic Limitation (No more than 40 active points in a slot.): -¼ 1
u-2 The Gates of Hell / Extra-Dimensional Movement to any “lower plane”; Dimensions: Group, +10; Time Travel: None, +0; Mass Multiplier: ×4, +10; Carrying Mass: 200; Incantation: Instant Power, -¼; Focus (Sigil of the Abyss): Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable magi): -¼; Generic Limitation (No more than 40 active points in a slot.): -¼ 4
15 Demonic Equipment Multipower (45-pt reserve); Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
u-1 Privacy Scanner: Detect: Bugs, Microphones, Phone Taps, and other Sensors (+15 to PER); Time Required: Half Phase, +0; Range: Ranged, +5; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
u-1 3d6 First Aid Kit: Aid to all damaged powers and attributes (Fade/turn, Max. 18); Range: 0; Affects: All Powers of Special Effect, +2; Restore Only Lost Characteristics and Powers: -½; Charges: 12, -¼; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 0
u-1 9d6 Not-Batarangs / Energy Blast; Range: 225; Versus: PD; Charges: 8, +0; Recoverable Charges: -2 lev; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 0
; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
Items paid for with Equipment Pool; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
u-1 Flares: Change Environment/Brightly Lit (64″ rad.); Effect: Fixed, +0; Charges: 6, +¼; Continuing Charges: 5 Minutes, -4 lev; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 0
u-1 2d6 Knockout Drops: Energy Blast; Range: 200; Versus: ED; No Normal Defense (vrs not ingesting or being injected with it, alien metabolism.): +1; Continuous: +1; Charges: +12, +1; Continuing Charges: 1 Hour, -5 lev; Extra Time: full phase, -½; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 0
u-1 6d6 Concussion Grenade Stun-Only Energy Blast; Range: 225; Versus: PD; Explosion (Extended Area +0″/DC): +½; OAF: -1; Charges: +12, -¼; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 0
u-1 Rescue Wrap; Usable By Others: Power Lost, +¼; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(8) Force Field (5 PD/15 ED); Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev; Usable By Others: Power Lost, +¼; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 0
(4) Need Not Breathe; Usable By Others: Power Lost, +¼; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(1) Life Support: Intense Heat/Cold; Usable By Others: Power Lost, +¼; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(1) Life Support: High Radiation; Usable By Others: Power Lost, +¼; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
u-1 2d6 Flash Pellets (Normal Sight); Range: 200; Area Effect (Radius): 2″ radius, +1; Charges: 12, -¼; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 0
u-1 Sniffer Wand; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(2) Discriminatory Sense (Smell); Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(7) Enhanced Perception (Smell, +10 to PER); Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(3) Tracking Scent; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
u-1 Breaching Charges: Tunneling (3″ through DEF 13); Charges: +8, -½; Tunnels: Left Behind, +0; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 0
u-1 Water Systems; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(5) Swim Fins and Thrusters: Swimming (+10″, 12″, NC: 48″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 60; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 2
(3) Need Not Breathe; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(1) Life Support: Intense Heat/Cold; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(1) Life Support: High Pressure/Vacuum; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
u-1 Bugs/Tracers: Radio Listen and Transmit; Ranged: +½; Usable Against Others: ×1 mass, 1; Charges: +8, +1½; Continuing Charges: 1 week, -8 lev; Transmits Only: -1; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
u-1 Demonic Track Shoes; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(3) Clinging (Clinging STR +0); Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(6) Running (+5″, 11″, NC: 44″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 30; Reduced END: Half, +¼; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 1
(4) Superleap (+12″, 15″, NC: 30″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 36; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½ 2
u-1 Multibinoculars with Parabolic Mike; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(6) Binoculars: Telescopic Sense (Sight, +12 to PER); Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(5) Telescopic Sense (Hearing, +10 to PER); Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(2) Infrared Vision; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
(2) Ultraviolet Vision; Generic Limitation (The demon may be banished, and the item destroyed, normally, or by subjecting it to an exorcism or a holy attack. Such items are inactive on sacred ground.): -½
6 Character 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) 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 Character Cheese Slice II: 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
144 Total Powers  

 

Points Skills, Talents, Perks Roll
2 City Knowledge / Montreal 11-
3 Breakfall 12-
3 Acting 13-
3 Bureaucratics 13-
3 Concealment 13-
3 Criminology 13-
3 Deduction 13-
3 Electronics 11-
3 Knowledge: Demonology 13-
3 Knowledge/Sorcery 13-
3 Persuasion 13-
3 Shadowing 11-
3 Security Systems 13-
3 Stealth 12-
5 Is considered to be a “Demon Lord” (or at least to have an in with some) and is generally respected by demons.
20 Follower (4, 50 pts, 0 Disad.); Number: 4, +10
5 Base: 25
30 +3 level w/Overall Level
101 Total Skills, Talents, Perks  

 

Cost Equipment
4 Elemental Control: Demonic Tabard Powers (10-pt reserve); Focus: Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable Magi): -¼; Generic Limitation (The demon may be banished, and the item destroyed by subjecting it to an exorcism or a holy attack. It is inactive on sacred ground. ): -½
a-4 Armor (7 PD/7 ED) ; Generic Limitation (Not effective versus light-based or holy effects): -¼; Focus: Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable Magi): -¼; Generic Limitation (The demon may be banished, and the item destroyed by subjecting it to an exorcism or a holy attack. It is inactive on sacred ground. ): -½
b-3 N-Ray Vision ; Generic Limitation (Only to see souls): -1; Focus: Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable Magi): -¼; Generic Limitation (The demon may be banished, and the item destroyed by subjecting it to an exorcism or a holy attack. It is inactive on sacred ground. ): -½
c-4 10″ Flight (NC: 20″) 2; Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 30; Generic Limitation (Employs physical wings – requires space, may be restrained, etc): -½; Focus: Obvious Inaccessible, -½; Visible (Detectable as demonic magic by knowledgable Magi): -¼; Generic Limitation (The demon may be banished, and the item destroyed by subjecting it to an exorcism or a holy attack. It is inactive on sacred ground. ): -½
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
(4) Easy Interface: Computer Programming 13-; Usable By Others: Power Lost, +¼
11 Demonic Equipment Multipower Gadget Slots (0kg)
30 Total Equipment

 

125+ Disadvantages
50 Psychological Limitations
(15) Code Against Killing (Uncommon, Total)
(10) Vengeful (Uncommon, Strong)
(15) Overconfidence (Very Common, Moderate)
(10) Psychological Limitation( Lost on the Path of Redemption): tries to get into heaven by acts of “good” for purely selfish and evil reasons. (Uncommon, Strong)
(15) Paranoid (Very Common, Moderate)
15 Hunted (Demons he has angered/attacked) (11-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted (watched by the government for shady deals with demons) (11-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Only Watching, ×½; Punishment: Harsh, 0
10 Hunted (Criminals and Cultists) (11-); Capabilities: Less Powerful, 5; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted: Anti-Demon activists, holy men, etc. (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
5 Hunted (watched by Demons he has made aliences with) (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Only Watching, ×½; Punishment: Harsh, 0
10 Reputation (Competent.Martial Artist and Crime fighter (11-)
; most dangerous in hand to hand and known for apearing from shadows with way too much knowledge, but does not kill
15 Phys. Lim. (Demonic Contracts) (Infrequently, Fully)
; He has some demonic contracts and can make new ones by a quirk of some metaphysics. He cannot vilolate them. He cannot turn on his allied demons or abandon them. He has some demonic interpetations of morals enforced this way. Demons really do not get the way morals should work. Most of these only interfere with dealing with demons and not humans since the demons do not trust anyone to not be evil to them.
10 Vulnerability (Holy Damage) (2× STUN); Attack: Uncommon, +5
15 Dependent NPC (lesser demons he is sheltering and helping to defect) (Incompetent, 8-); Skills: Normal, +0
15 Secret Identity
10 Phys. Lim. (can be bound by holy symbols and treats ones with demon wards on them as imovable objects) (Infrequently, Greatly)
15 Distinctive Features: Strange Aura; Concealability: Not Concealable, 15; Reaction: Noticed and Recognizable, +0
10 2d6 Unluck
200 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
80 + 245 = 325 325 = 200 + 125

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 10 0 24/17 24/17 3, 6, 9, 12

 

Sex: Male, Age: 28, Race: Human/Canadian, Appearance: Uses a Cross made of stars as his logo on everything. Somewhat dresses like a knight in kevlar and plastic draped in shadow.

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