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 |
Filed under: Background, Character Sheets | Tagged: Background, Champions, Character Sheets, Role Playing Game, RPG, Super Villain Groups |
I’ve been thinking we ought to contact them and see how mad/reasonable they are.
To clarify: we ought to see just how “pure” they want to make the Americas. I’m betting they want to eliminate almost everyone of major European descent, but at this point that includes, well, most American Indians as well. If we can basically get them to bargain themselves down to a tiny portion of the population, we may actually be able to convince there aren’t enough “natives” even to exist anymore. Or possible find another point to negotiate.
It is, after all, going to very hard to do anything about them otherwise and they have a tendency to keep unleashing major calamities.
I suspect they are several thousand years too far gone to negotiate with. And that’s not including the near genocide of their descendants. Pointing out that there are no purebreds left is likely to simply move them on to “exterminate everyone” as a sort of revenge thing.
I’ve considered the idea that we could try to set up a native/nature reserve in the wilds of Canada to watch over since there is plenty of space. But the issue there is that I doubt you’ll get more than a handful of volunteers to join them. Even this is tantamount to recognizing the claims of the invaders in their mind.
I think the best idea ultimately is to consider how to force them to move on. Maybe a gathering of the elders of the remaining tribes to speak with them might work, or it might force the idea that the remaining natives have been “contaminated” by Europeans too much and need to be purged as well.
Well, that’s more or less a “you will have to see”. At least you know that they aren’t totally inflexible; they’ve managed to master a branch of modern magic – and at least you know that they aren’t inclined towards gratuitous random massacres.
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