Champions – The Children Of Voso

Six hundred years ago the Archdaemon Voso, “The Leopard President”, was little more than an image in a magician’s mind – a mental construct into which could be poured the darker energies of the human racemind to give them form. “He” proved useful to that mage – and so that mage taught his apprentices about Voso, drawing on their imaginations to strengthen and improve his personal daemon. The apprentices took notes – including the fact that Voso, like any phantasm, could be strengthened by offering him the attention and dreams of human Children

They encrypted and hid those notes of course. The use of daemons was less than popular where it wasn’t likely to get you killed. Inevitably, it wasn’t all that long before an ambitious young mage using those notes got it very, very wrong – and offered Voso a small, cheap, slave-child, as a blood sacrifice instead of simply teaching the kid about Voso.

Voso acquired a soul – and, not too surprisingly, inherited a certain resentment of the magician who had killed “him” horribly. As the mage made further “offerings”, and his power increased, Voso found a way to introduce that mage to a fate far worse than death. Still, Voso had now been established as a mighty power, an Archdaemon who could readily be paid off with captives and cheap slave-children.

For a time, he did indeed devour them – but having a soul, he was no longer entirely bound by how he was imagined. Keeping them… was far more profitable (and a great deal less gross). Making the occasional talented one a dark mage in his service or assigning them as familiars to those who called upon him… was enormously profitable, and kept him in the minds of many magi.

Today Voso is the Demon President Of Spamming; he attempts to get talented youngsters to call him and make pacts with him by sending them books of demonology, tempting Emails, and similar mass-marketing tactics (he is rumored to have introduced the “Nigerian Prince” Email scam). Those who do… he infuses with demonic energies and teaches dark magic to, drawing on the powers of the underworld. He then either uses them as agents, rents them out, or outright sells them as familiars and as magical beasts and aides.

As with most such pacts, a child with sufficient potential can break free of Voso’s control eventually, although they will retain their powers. What they do after that… is up to them.

 

Children of Voso

 

Value Characteristic Points
13/19 STR 3
18/23 DEX 24
10/13 CON 0
10/13 BODY 0
10/16 INT 0
11/14 EGO 2
10/16 PRE 0
8/20 COM -1
4/7 PD 0
2/5 ED 0
3 SPD 2
6/9 REC 0
20/32 END 0
25/31 STUN 0
Total 30

 

Points Powers END
4 Package Deal: Demonic Infusion Elemental Control (15-pt reserve); Always On: -½; Generic Limitation (User has problems with demon wards, finds touching holy objects painful and distracting , belongs to their demonic master, etc.): -1; Demon Magic Powers Only (-.5), Visible (Obvious to Occultists as Black Magic, -.25), Attracts local holy men and similar characters (-.25).
a-4 Armor (10 PD/10 ED)
b-4 Regeneration (1 BODY/Turn); Regenerate: From Death, +20
c-7 Shape Shift (Animal and Part-Aniimal Forms) (Limited Group); Reduced END: Zero & Persistent, +1. 0
d-6 Shrinking-2 (DCV +4, Height 0 cm/0″); Mass: 0 kg/0.00 lbs; Knockback Increase: 6; PER Bonus: -4; Reduced END: Zero & Persistent, +1; Linked (Only with appropriate shapeshift): -½. 0
e-4 Growth-3 (×8 mass, ×2 height); Mass: 0 kg/0.00 lbs; Height: 0 cm/0″; Extra STR: 15; Knockback Reduction: -3; Extra BODY: 3; Extra STUN: 3; DCV Penalty: -2; PER Penalty: +2; Reduced END: Zero & Persistent, +1; Linked (Only with appropriate shapeshift): -½. 0
f-9 2d6 Aid to Animal Powers suited to Current Form (Fade/min., Max. 16); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero & Persistent, +1; Active Points: 51; Generic Limitation (Points vanish instantly on assuming a new form): -½. 0
g-4 Power Defense (20 pts); Hardened: ×2, ½.
h-4 Life Support (total).
i-4 3d6 Aid (Study Spells to add Multipower Slots) (Fade/day, Max. 20); Range: 0; Active Points: 40; Extra Time: 5 min., -2; Concentrate: 0 DCV, -½; Activation: 15-, -¼; Affects: Single Power of Special Effect, +¼. 4
21 Demonic Sorcery Multipower (62-pt reserve); Concentrate 1/2 DCV (-.25), Gestures and Incantations (-.5), Side Effects (Bonded to Master, Steadily more Corrupt, -.5), Side Effects cannot be avoided (-.5), Requires a Full Phase (-.5), Visible (Obvious Black Magic, -.25), Using more than 20 active points requires at least 3 other cultists active in the immediate area (-.5).
u-2 Dance Of Time; Generic Limitation (Cannot be used more than twice per turn.): -½; This is simple; the user is transported a few moments into the past and teleported a short distance – enough to interpose themselves between an attacker and his or her target (thus taking the attack) or to take some other action effectively instantly, as needed.
(11) Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: Single Date, +20; Mass Multiplier: ×1, +0; Carrying Mass: None. 4
(6) 10″ Teleportation (Long Range 10″); Increased Range: ×1, +0; Long Range: 10″; Long Range (miles): 0.01; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0. 2
u-2 3d6 Entangle (DEF 3); Range: 300; Area Effect (One-hex): 1 hex(es), +½; Active Points: 60; Affects Desolidified: +½ 6
u-2 4d6 Energy Blast; Range: 300; Versus: ED; Area Effect (Radius): 4″ radius, +1; No Normal Defense (Holy Powers): +1 6
u-2 8d6 Aid Magic (Fade/turn, Max. 48); Range: 0; Affects: Single Power of Special Effect, +¼; Generic Limitation (Total may not exceed 60 active points): -½; Reduced END: Half, +¼ 2
u-2 5d6 Ego Attack; Reduced END: Half, +¼ 2
u-2 10d6 Energy Blast: Demon Flame; Range: 310; Versus: ED; Reduced END: Half, +¼ 2
u-2 Force Wall (8 PD/8 ED); Range: 300; Reduced END: Half, +¼; Width: 12″, +0; Hardened: ×1, ¼ 2
u-2 10d6 Mind Control; Communication: Verbal, +0; Reduced END: Half, +¼ 2
u-2 10″ Teleportation (Long Range 80″); Increased Range: ×8, +15; Long Range: 80″; Long Range (miles): 0.10; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0; Area Effect (One-hex): 1 hex(es), +½; Selective Target: +¼ 2
u-2 Change Environment (8″ rad.); Effect: Variable, +1; Reduced END: Zero, +½ 0
u-2 Telekinesis (STR 20); Range: 300; Manipulation: Fine, +10; Reduced END: Zero, +½ 0
6 +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 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
105 Total Powers  

 

Points Skills, Talents, Perks Roll
5 +1 level w/with Multipower
5 Total Skills, Talents, Perks  

 

Cost Equipment
8 Demonbeast Leather Armor (4 PD/4 ED) ; Focus: Obvious Inaccessible, -½
4 +3 DEX, Monkey Belt ; Doesn’t Affect Figured: -½
2 Merchant’s Pin: Specific Language (Completely Fluent w/accent); Literacy: Standard, 0
1 Running: Belt of the Gazelle (+1″, 7″, NC: 14″) 1; Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 2
3 Theives Tools: Lockpicking 14-
4 Tome of Secrets
(1) Knowledge / Magic 14-; IAF: -1; Extra Time: 1 min., -1½
(1) Knowledge / Demonology 14-; IAF: -1; Extra Time: 1 min., -1½
(1) Knowledge / Alchemy and Brewing 14-; IAF: -1; Extra Time: 1 min., -1½
(1) Knowledge / True Names 14-; IAF: -1; Extra Time: 1 min., -1½
1 Navigation 11-; Focus (Sextant): Obvious Accessible, -1; Extra Time: 1 turn, -1
1 Supply Bag (Survival) 11-; Focus: Obvious Accessible, -1
24 Total Equipment

 

50+ Disadvantages
15 Distinctive Features: Faintly red-glowing slit-pupiled eyes, feline features, pointed teeth, slight talons, slightly sulfurous scent.; Concealability: Concealable, 10; Reaction: Always noticed & major reaction, +5
15 Hunted: Exorcists, Witch Hunters, Et Al. (8-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted: Militant Angels and Similar Beings (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Mystically Linked to Voso and their Masters (Frequently, Greatly)
25 Always Obeys Orders of Superiors (Very Common, Total)
10 Reputation: Demonic Agents and Familiars. (8-, Extreme)
10 Prankster (Common, Moderate)
15 Demonically Mischievous (Common, Strong)
20 Normal Characteristic Maxima
15 Blatantly Underage (Frequently, Greatly)
10 Watched: The Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
15 Generally unfamiliar with the modern world. (Frequently, Greatly)
180 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
30 + 110 = 140 230 = 180 + 50

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 / 12 5 0 21/14 19/14 4, 8, 12

 

Appearance: The “Children of Voso” appear as slightly demonic looking kids – usually pretty old-fashioned ones.

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2 Responses

  1. […] The Children Of Voso: The demon-touched children recruited and trained by Voso. […]

  2. […] The Children Of Voso: The demon-touched children recruited and trained by Voso. […]

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