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.

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4 Responses

  1. […] Agincourt, Archer-Hero – and his Den: A mystical archer and his zero-point apartment/base. […]

  2. […] Agincourt, Archer-Hero – and his Den: A mystical archer and his zero-point apartment/base. […]

  3. […] Agincourt, Archer-Hero – and his Den: A mystical archer and his zero-point apartment/base. […]

  4. […] Agincourt, Archer-Hero – and his Den: A mystical archer and his zero-point apartment/base. […]

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