Champions – The Wendigo

The “Wendigo” (it’s unknown what they actually call themselves, if anything) are a loose group of ancient undead shamen – tribal guardians and ancestors. Within the Rho-Field they could offer little more than dreams, advice, and a bit of magical aid to living tribal shaman. Now that magic has returned to something approaching its full, ancient, power they can form bodies for themselves (even if they are long dead and withered bodies) and walk the earth once more.

And after the various tragedies of the European conquest of North America they are NOT happy.

The Wendigo have no particular objections to killing people – they know quite well that death is not as big a deal as most people make it out to be – but they have no desire to fill up astral space with a horde of upset ghosts either. They want the Europeans to pack up their civilization and go back to their own homelands. After that, the various “native peoples” of North America will (at least as they see it) return to their “proper” lifestyles as tribal hunter-gatherers (OK, a bit of agriculture is acceptable).

No, this has no chance whatsoever of working, but it’s not like any reasonable spirit would hang around for tens of thousands of years either.

The Wendigo possess some pretty formidable powers – but they’re rigid, unbending, and quite uncreative about using them. Similarly, they’re almost impossible to transform or affect mentally, but they’re comparatively simple to blast until they fall apart and have to return to the spirit world to make new bodies for themselves. They have fairly recently deciphered the mysteries of ritual magic though – it’s only taken them half a millennium – and are gradually exploring it’s possibilities in light of their own mission.

 

Typical Wendigo

 

Value Characteristic Points
30 STR 20
18 DEX 24
30 CON 40
6 BODY -8
10 INT 0
10 EGO 0
20 PRE 10
0 COM -5
15 PD 9
15 ED 9
4 SPD 12
12 REC 0
60 END 0
Total 111

 

Points Powers END
11 Undead Body Elemental Control (22-pt reserve); Always On: -½; Generic Limitation (Grossly visible, horrible undead, etc.): -½
a-19 Takes No Stun; Loses: Body Only, 60.
b-19 Damage Reduction (Physical, 75% Resistant).
c-19 Damage Reduction (Energy, 75% Resistant).
d-11 Damage Resistance (15 PD/15 ED).
e-11 Mental Defense (46 pts); Add to Total.
f-9 Regeneration (3 BODY/hour); Regenerate: From Death, +20; Generic Limitation (If returning from death, only does so at some terribly inconvenient location and it takes a lot longer.): -½; Always On: -½.
g-11 Power Defense (44 pts).
19 END Reserve (240 END, 4 REC/turn); Generic Limitation (Can only be recovered at major power nexi): -½
46 Multipower (80-pt reserve); Generic Limitation (Shamanistic Powers of the North Only): -½; Variable Limitations: -½, -¼
u-5 8d6 Heat Drain Energy Blast; Range: 400; Versus: ED; No Normal Defense (Not being classically warm-blooded, powers based on fire or ice): +1. 8
u-4 Change Environment: Northern Winter (2000″ rad.); Effect: Fixed, +0; Reduced END: Half, +¼. 3
u-5 8d6 Entangle: Ice Bonds (DEF 8); Range: 400. 8
u-3 Desolidification Returning to the Spirit World; Reduced END: Zero, +½. 0
u-5 Summon The Great Beasts (4 120-point creatures); Range: 0; Active Points: 80; Summon (Animals of the North): Limited Group, +¼. 8
u-5 16d6 Energy Blast: Ice Storm; Range: 400; Versus: ED. 8
u-1 Extra-Dimensional Movement: Astral Space; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None. 2
u-4 5″ Riding the Night Winds; Flight (NC: 2500″); Non-Combat Multiplier: ×500, +40; Non-Combat (MPH): 3,720; Active Points: 75; Reduced END: Zero, +½. 0
20 Life Support (total); Linked (to Elemental Control): -½
20 N-Ray Vision / Spirit Sight
8 Detect Magic (+0 to PER); Time Required: Half Phase, +0; Range: Ranged, +5
5 2d6 Aid: Spirit Quest to Add Multipower Slots (Fade/day, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Concentrate: 0 DCV, -½; Activation: 14-, -½; Increased END: ×3, -1 6
5 5″ Gliding (NC: 10″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 15
6 2d6 Aid (Ritual Magic) (Fade/turn, Max. 90); Range: 0; Trigger: Changeable, +½; Points fade instantly after power used: -½; Fragile Focus: -¼; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Increased END: ×10, -4; Costs END: -½; Side Effects: 60/All, -1; Visible (Easily detected by other mystics at fairly long ranges): -¼; Requires exotic locations or components at the option of the game master: Half, -1; Affects: Single Power of Special Effect, +¼; Charges: 1, -1¼; Recoverable Charges: -2 lev; Extra Time: 5 min., -2; Focus: Obvious Accessible, -1; Maximum of three rituals per day and seven prepared effects.: -1; Requires Skill Roll (using a relevant magical knowledge once per ritual): -½; Ritual Magic requires a bag full of odd components (starting off with candles, chalk, parchment, incense, a brazier and charcoal, pens and ink, odd bits of jewelry, a wand, a knife, a mirror, holy water, oil, and a bell, even before getting into the odder stuff required for particular rituals), an hour of chanting, gesturing, and fooling about with the materials, and a skill check with a relevant knowledge skill. If you succeed, you’ve built up the power to be used – which can either be unleashed immediately, or be saved to be unleashed with a short invocation later. If you fail, the magic goes wild, with unpredictable (but generally bad) effects.
Ritual effects can have active point totals of up to 40 points if prepared anywhere, 60 if prepared at a minor nexus, 80 if prepared at a major nexus, and 90 if you have an appropriate extradimensional source of power to draw on.
20
271 Total Powers  

 

Points Skills, Talents, Perks Roll
10 +1 level w/Overall Level
12 +4 level w/Entangle, Ice Blast, and
3 Navigation 11-
3 Survival; Generic Limitation (Only to offer advice): -1 13-
3 Scholar
3 Knowledge: Tribal Lore 13-
3 Knowledge: The Ancient Days 13-
3 Knowledge; The Spirit World 13-
3 Knowledge; The North 13-
0 Proto-Amerindian (Native Accent); Literacy: Standard, 0
43 Total Skills, Talents, Perks  

 

125+ Disadvantages
5 Little to no understanding of technology (Infrequently, Slightly)
20 Desire to return to a Tribal Civilization (Very Common, Strong)
20 Desire to reclaim North America for the Amerindians (Common, Total)
10 Rigid and Unchanging (Common, Moderate)
25 Knows no Fear (Very Common, Total)
15 Vulnerability to Fire and Explosives (1½× BODY); Attack: Very Common, +15
15 Hunted: The Vanguard (8-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted; Heroic Mystics (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Watched: Death (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
10 Dependent NPC: Tribesman or Tribal Shaman (Normal, 8-); Skills: Normal, +0
10 Destitute
25 Distinctive Features: Ancient Undead Corpses; Concealability: Not Concealable, 15; Reaction: Extreme, +10
20 No sense of taste or smell, limited sense of touch (All the Time, Greatly)
10 Public Identity
20 Reputation: Undead Crazy Elder Shamans (14-, Extreme)
100 Villain Bonus
300 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
111 + 314 = 425 425 = 300 + 125

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 3 46 15/15 15/15 3, 6, 9, 12