Champions – The Ferret King (Child)

All Jeremy knows is that a really WEIRD thing showed up while he was at the playground, said that he was “King of the Ferrets”, gave him a cardboard crown, made him all glowy for a few moments, and started to giggle madly before vanishing. And everyone has been all weirdly SLOW since then, but ferrets will bring him candy!

And he was at school a couple of days later, and then Frank (who was eight and a little bigger) stole his pudding-cup and candy bar during lunch while he wasn’t looking, and his friends came out to pinch and bounce on Frank and to bring HIM more candy, and then people started yelling and there was running and yelling and excitement and candy and weasels! HAPPY HAPPY WEASELS EVERYWHERE! YAY WEASELS!

And soon – thanks to Ceara calling her father Samhain – there were SUPERHEROES too!

And a yucky blob, but it didn’t eat him, so that was all right.

Aurora Ward was not amused! (Well, OK… maybe they were amused given the complete lack of actual injuries or danger, but they tried to keep their faces straight) – and a little postcognitive divination showed… that Jeremy had encountered an absurd Chimera – octopus parts, fish parts, bear parts, lion parts, bird parts, bat parts, and more – which had appeared, wrapped the area in a bit of illusion to avoid general notice, used some fairly powerful chaos-transformation magic on Jeremy (classical trickster-spirit stuff) – and then had teleported away again. Unfortunately, as usual, the spirit-binding was straightforward (if power-intensive) to set up and nigh-impossible to undo. Jeremy had ferret-powers, and some sort of invocation calling on the “Great Ferret”, and that was that.

But there weren’t any geasa on the boy, or curses, or anything else. Someone had simply decided to give a small boy ferret powers and left him to his own devices.


Additional divinations eventually revealed that the Montreal area had also been “gifted” with “Kings” for Rats, Dogs, and Raccoons – as well as with “Queens” for Seagulls, Cats, Garter Snakes, and Squirrels. All, presumably, of similar ages – albeit cloaked well enough to be hard to locate until they acted up a bit…

Coyote? Loki? Spider? Anansi? Lugh? Nanabozho?

Drat it! There were just too many trickster-spirits out there!

Or maybe only one with a lot of masks. Given the Archetype, it was kind of hard to tell.

Unsurprisingly, Aurora Ward has shunted Jeremy into some special classes – as well as restraining his invocation magic a bit. He’s just a bit too volatile…


Jeremy Robinson, The Ferret King


Value Characteristic Points
8/14 STR -2
14/32 DEX 12
13/28 CON 6
8/20 BODY -4
8/14 INT -2
15/18 EGO 10
9/15 PRE -1
13/25 COM 1
3/6 PD 0
5/8 ED 0
4/8 SPD 0
8/11 REC 0
24/36 END -13
37/43 STUN 0
Total 7


Points Powers END
2 Elemental Control: Wereferret Powers (9-pt reserve); Generic Limitation (Side effects of hyperactivity, ADD, mini-ferocity, eating a LOT, liking raw meat, getting hungry very fast.): -½;

Whether as deceased humans bonded with animals or humans bonded with animal spirits, the Wereferret Package remains much the same; Wereferrets are mystically conspicuous and show a variety of physical signs of their condition (Visible, -.25), their powers are always on (and thus always remain conspicuous and otherwise troublesome, -.5), the EC is limited to classical wereferret powers only (-.5), leaves them subject to social discrimination against werecreatures (-.25), and allows them to be affected by astral beings without any special power advantages (-.25).

a-5 Regeneration (1 BODY/5 min.); Regenerate: From Death, +20
b-2 Armor (6 PD/6 ED)
c-2 Enhanced Perception (all) (+6 to PER)
d-2 Enhanced (Astral) Sight
(2) Detect (See) Astral and Magical Energies (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5
(1) Ultraviolet Vision
(1) Enhanced Perception (all) (+2 to PER); Generic Limitation (Visual Only): -½
e-2 Enhanced Scent
(2) Tracking Scent
(1) Discriminatory Sense (Smell)
(1) Enhanced Perception (all) (+2 to PER); Generic Limitation (Scent Only)
f-2 Shape Shift; Ferret/Ferretman (well, kid)/Human (Single Form); Reduced END: Zero, +½; Side Effects; Animalistic Instincts.: 30/Half, -½; Difficult to Dispel: ×4, +0.5 0
g-2 Shrinking-1 (DCV +2, Height 53 cm/1’9″); Mass: 2.625 kg/5.78 lbs; Knockback Increase: 3; PER Bonus: -2; Linked (With shapeshift to Full Ferret Form): -½; Reduced END: Zero, +½; Difficult to Dispel: ×4, +½ 0
h-2 Running (+6″, 36″, NC: 72″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 36; Reduced END: Zero, +½ 0
i-4 Damage Reduction (Physical, 50% Resistant); Not vrs Obsidian, Dead Bone, or Magic: -1
j-4 Damage Reduction (Energy, 50% Resistant); Not vrs fire or mystical attacks: -1
k-2 Power Defense (18 pts); Only protects against attempts to remove or modify wereferret powers: -1
l-2 Mental Defense (32 pts); Add to Total.
m-8 +4 SPD
n-4 +12 CON
o-2 +9 BODY
p-10 +16 DEX
q-6 Modified Characteristic: STR; Affects Desolidified: +½; Transdimensional (Astral/Earth): Single Dimension, +½; Reduced END: Zero, +½; Penetrating: +1.
20 Ferret Totem Invocations Multipower (82-pt reserve); Generic Limitation (Ferret Related Powers Only): -1; Generic Limitation (No more than one-half the pool points in any one effect.): -¼; Extra Time: full phase, -½; Extra Time Required: Only At Startup, ½; Generic Limitation (Must be in were-ferret form to use.): -¼; Variable Limitations (Commonly OIF (Ferret Crown) or Gestures and Incantations or Activation Check): -½, -¼; Visible (Extremely magically conspicuous and fairly obvious to totemistic magi): -¼; Generic Limitation (Only works in places where ferrets (or other weasels) could reasonably be. ): -¾;

Unlike most invocations it may eventually be possible for Jeremy to develop some new abilities. That’s because he’s personally bonded to the Ferret Totem, not just to a ferret spirit.

u-2 Summon Magic Ferrets (32 0-point creatures); Range: 0; Reduced END: Zero, +½; Summon: Single Type, +0 0
u-2 2d6 Ferret Swarm War Dance / Energy Blast; Range: 410; Versus: PD; Active Points: 82; Variable Advantage: Max. Advantage 5¾, +6¾; Reduced END: Zero, +½

Commonly NND (Versus Immunity to Pain, Desolidification, being made of metal, rock, or similar, +1), Area Effect/Radius, x8 Increased Area (56′ Radius, +1 3/4), Autofire 15 Shots (+1), Reduced Endurance Zero (Another + 1/2 due to Autofire), with an additional +1 1/2 Variable Advantage.

u-2 Ferret Swarm Dig/ Tunneling (9″ through DEF 9); Tunnels: Not Left Behind, +10 0
u-2 1d6 Curse of The Ferret King / Transform to Ferret (Major, Single Object); Range: 410; Cumulative: +½; Trigger: Changeable, +½; Autofire: 15 shots, 1; Uncontrolled: +½; Continuous: +1; Reduced END: Zero, +1 0
u-2 Running with the Ferrets
(18) Body Surfing The Ferret Wave (+24″, 36″, NC: 72″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 143; Reduced END: Zero, +½ 0
(2) Clinging (Clinging STR +0)
u-2 4d6 The Ferret King / Mind Control versus Ferrets; Communication: Telepathic, +¼; Area Effect (Radius): 40″ radius, +1; Increased Area: ×8, +¾; Uncontrolled: +½; Reduced END: Zero, +½ 0
u-2 The Ferret Masque / Images (You cannot see or hear well because there are ferrets in your face and squeaking in your ears and all over the place) (Hearing, Sight group, 16″ radius); Range: 400; Observer PER Penalty: 0, +0; Reduced END: Zero, +½; Uncontrolled: +½; Continuous: +1 0
u-2 4d6 The Ferret Strikes: Aid / Martial Arts Skills (Fade/min., Max. 38); Range: 0; Generic Limitation (Personal Only): -½; Affects: Single Power of Special Effect, +¼; Reduced END: Zero, +1; Autofire: 5 shots, 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 30 CP worth of customized gear. 20
111 Total Powers  


Points Skills, Talents, Perks Roll
20 Followers: Ferrets (16000, 0 pts, 0 Disad.); Number: 16000, +70; Generic Limitation (Very limited sapience): -1; Generic Limitation (Very limited control): -½; Generic Limitation (Enthusiastic, bouncy, and generally harmless): -½; Generic Limitation (Falls asleep at random): -½
0 English (Native Accent); Literacy: Standard, 0
0 French (Native Accent); Literacy: Standard, 0
3 Sleight of Hand 15-
3 Acrobatics 15-
3 Contortionist 15-
3 Stealth 15-
38 Basic Ferretstrike Martial Art
(20) +5 DC for Martial Attacks
(4) Fast Strike (OCV +2, DCV +0, 9½d6)
(3) Martial Grab (OCV -1, DCV -1, STR 49)
(3) Martial Throw (OCV +0, DCV +1, 7½d6+v/5)
(4) Martial Block (OCV +2, DCV +2)
(4) Martial Escape (OCV +0, DCV +0, STR 54)
32 Total Skills, Talents, Perks  


Cost Equipment
2 Elemental Control: Safety Vest (5-pt reserve); OIF (Vest): -½; Visible (Obviously Magical): -¼; Generic Limitation (Passive Protective Effects Only): -½
a-6 Armor (6 PD/6 ED)
b-2 Power Defense (10 pts)
c-2 Mental Defense (32 pts)
d-2 Need Not Breathe
5 Healer’s Pouch Multipower (20-pt reserve); Focus: Obvious Accessible, -1; Extra Time: 1 turn, -1; Increased END: ×2, -½; Gestures: Instant Power, -¼
u-1 4d6 Healing
u-1 2d6 Transform / Removes minor rashes/stings/scrapes/etc (Cosmetic, Limited Class)
u-1 1d6 Remove Magic Drain (Return/min.) 4; Range: 0; Penetrating: +½; Affects: Single Power of Special Effect, +¼
4 5″ Fall Safety Belt / Gliding (NC: 10″) ; Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 30; Trigger (Falling): Set, +¼; Uncontrolled (When triggered): +½; Generic Limitation (Only for avoiding injury from falls): -1; Focus (Safety Belt): Obvious Inaccessible, -½
3 High-End Smartphone (0kg)
1 LED Flashlight (0kg)
30 Total Equipment


100+ Disadvantages
20 Seven years old (All the Time, Greatly)
20 Code Against Killing (Common, Total)
15 Overconfidence (Very Common, Moderate)
15 Thoughtless (Common, Strong)
15 Gets easily overexcited or into a “sugar rush”; during which he is quite frantic, talks too fast to understand, and acts like a little nutcase. (Frequently, Greatly)
15 Accidental Change when over-excited or upset (11-)
10 Susceptibility to Speed Drains (2d6 STUN/Effect is Instant); Condition: Uncommon, +5
10 Public Identity
5 Rivalry: Other Animal Magi; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0
5 Watched: Authorities (11-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Mild, -5
5 Watched: Parents (14-); Capabilities: Less Powerful, 5; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Mild, -5
5 Watched: Aurora Ward (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Mild, -5
5 Poor (His allowance is not very big…)
5 Reputation: Since the news reports, Jeremy is – at least locally – often recognized as “that hyper kid with ferrets” (8-)
150 Total Disadvantages


COSTS: Char. Powers Total Total Disadv. Base
7 + 143 = 150 250 = 150 + 100


OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
11 11 / 13 6 32 18/12 20/12 2, 3, 5, 6, 8, 9, 11, 12

Height: 106cm (3’6″), Weight: 21kg (46 lbs), Sex: Male, Age: 7, Race: Human Wereferret

Appearance: Jeremy is a very cute (thanks to the usual shapeshifter appearance upgrades) little kid who’s just as cute when he turns into a humanoid weasel…

The cheese is strong with Jeremy; not only does he have the usual two cheese slices (the attribute-boosting aid and the equipment pool) but he’s got a multipower with massive limitations and an elemental control stuffed full of pretty much everything he needs. Of course, that’s also par for the course for Tier-2 types; being gratuitously limited to a maximum total of 225 points regardless of experience gives them implicit permission to break into the cheese larder – and being a child built on zero points plus disadvantages makes his budget even tighter. Of course that’s one major reason for having the Tiers in the first place; it gives the point-efficiency types a place to play – while the more normally built characters can keep up fairly easily because they can have a lot more points to play with.