Champions – The Zanti and their Elite Knight-Enforcers

Twenty-six thousand years ago the villagers of Zantu chose to escape the advancing Rho-Field by emigration. Unfortunately, they’d left it very late indeed. With most of the good locations already taken they gambled on a ritual to transport them to a new world among the stars.

As it happened, “New Zantu” was a mess. It had experienced geologically recent impact events, it had an axis of rotation nearly parallel to it’s orbital plane, it had ancient ruins which were (and are) actively hazardous to the human mind, it was nearly eight billion years old (and so short on mountains and geological activity), and it’s temperatures varied wildly even at the equator – albeit mostly between “cold” and “arctic”. Fortunately, given that the Earth had been in an Ice Age when the Zanti left, that last item was less of a shock than it might have been.

After twenty-six thousand years of isolation on a new planet with wildly different conditions and a modest starting population, the people of Zantu have – not surprisingly – become a new subtype of Humanity.

In sharp contrast to the usual rules for cold-weather adaption, modern Zanti are smaller and lighter than normal humans and substantially less robust. They aren’t even especially hairy. This is because they’ve abandoned warmbloodedness in favor of a variable body temperature that allows them to remain comfortable in temperatures of down to -40 degrees Celsius, although some functions (major growth, healing, and pregnancy) require being kept warm and they do have trouble with high temperatures.

Fairly obviously, turning their back on more than a hundred million years worth of metabolic evolution in favor of a completely new and extremely sophisticated system inside of a thousand years calls for something a bit beyond “mutation” or “adaption”. It called for the most powerful rituals that the early Zanti could manage, the death of most of the mages involved (and the loss of much of their lore), and usurping another source of power. The Zanti have poor psionic potential because most (normally about 75%) of what natural power they have is focused on keeping themselves unfrozen and functional rather than being available for use. They are susceptible to alcohol because it is – unlike many other intoxicants – a selective neural toxin, and thus indirectly disrupts their metabolism.

Lesser, and possibly natural, adaptions include a visual range extending into the ultraviolet due to changes in the protein structure of the lens of the eye, a very weak telepathic ability that makes it easy to communicate in difficult conditions by supplementing (rather than replacing) normal speech, and greater-than-average magical talent – a product of the struggle for survival, genetic drift, and an intentional breeding program.

With psychic abilities curtailed, Zantu’s limited resources (due to age and exploitation by at least one previous civilization), horrific experiences with the strange devices left by those previous utterly alien civilizations, and the sheer difficulties of their environment, Magic – the basis of their survival – became the basis for civilization on Zantu.

Eventually an individual now known as the Saint-King – apparently a natural immortal with far-greater than normal magical reserves – codified the magical arts on Zantu and brought unity to the squabbling factions, turning the energies of the Zanti to making as much of their world habitable as possible.

Fortunately the Saint-King was a fairly good man – and learned from his experiences and grew wise. Today, while most of his authority has been passed on to Zantu’s various knightly orders, democratic councils, priests, guilds, and others, he remains the titular head of the government and ruler of all Zantu – even if he very rarely does anything any longer. He seems to feel that the complexity of Zantu’s society has long since passed the era when it could be controlled by one man. For a human… that is very wise indeed.

Today, in an odd mirror of Earth, Zantu boasts an eerily similar civilization – perhaps expressing the natural cultural tendencies of human beings – save for it’s basis being personal magic, rather than technological infrastructure.

For an example of the Zanti, here we have an Elite Knight-Enforcer, including the Zanti Racial Package.

The Knight-Enforcer Guilds of Zantu are a curious cross between religious orders, mercenary companies, and emergency services. Their members usually see their duties as a calling – a vital service to the Saint-King and their world. As organizations, they compete for contracts to provide police and emergency services to various areas. As tradition, their Knight-Commanders form an advisory council for the government and organize responses to major threats and problems that cross territorial boundaries.

Recently that has come to include global defense – traditionally a preoccupation of a few theoreticians, but now apparently a practical concern.

Knight-Enforcers are pretty much the elite forces of Zantu. In comparison with Earths elite forces, they’re versatile, highly magical, skilled in search and rescue and police work – and are not especially combative or especially well armed. Zantu has never had conflicts on the scale of Earth’s recent wars, has had far less recent violence – and has never developed the weapons technology of Earth. When it comes to city services… the Knight-Enforcers are excellent. When it comes to blowing things up, Earth is way ahead.

Whether or not that is a good thing is hard to say.

 

Zantu Knight-Enforcer

Value Characteristic Points
8 STR -2
11 DEX 3
13 CON 6
8 BODY -4
8 INT -2
8 EGO -4
15 PRE 5
8 COM -1
3 PD 1
3 ED 0
3 SPD 9
5 REC 0
22 END -2
20 STUN 1
Total 10

 

Points Powers END
25 Homo Zanti Racial Power Package; As usual for a power package, this does not count against the 100-point limit for normal folk and includes twice as many disadvantage points as it does powers.
(1) Coolblooded / Immunity: Infrared Detection; Frequency: Rare
(1) Life Support: Intense Heat/Cold; Generic Limitation (Cold Only, only down to about -40 C/F): -1
(2) Ultraviolet Vision; Generic Limitation (The user is highly sensitive to bright light, and will require sunglasses at even moderate illumination levels.): -½; Always On: -½
(3) Magically Oriented: their limits on Personal Magic are ten points higher than normal, but their limits on psychic abilities are ten points lower than normal
(6) Detect Magic (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Addition (Discriminatory): +5; Generic Limitation (User must concentrate at 0 DCV to get details): -¼; Generic Limitation (Requires a magic theory check to get more than “trivial/minor/major/grandiose” magic): -¼; Generic Limitation (Can be temporarily shut down or “dazzled” by exposure to high-powered magic.): -¼; Generic Limitation (Often misses minor magic unless the user is intentionally searching for them): -¼; Always On: -½
(2) Immunity: Communications Difficulties with other Zanti whom are 1) within shouting distance, 2) are well known or within line of sight; Frequency: Fairly Common; Unlike humans, Zanti have little general psychic potential – but they all have just enough of a touch of telepathy to get through to each other at vocal ranges despite blizzards, howling winds, and similar obstacles.
(10) Multipower (30-pt reserve); Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Generic Limitation (Personal Magic Only): -½
50 Homo Zanti Disadvantages
(15) Susceptibility: Heat (1d6 STUN/Turn); Condition: Common, +10
(15) Susceptibility: Alcohol (1d6 STUN/Turn); Condition: Common, +10
(20) Vulnerability: Visual Flash Attacks (2× Effect); Attack: Common, +10
25 Master of the Illiriat Erdagone ; The Illiriat Erdagone or “Symbolism of Divine Law” claims to reduce all competing religions and magical systems down to a single set of symbols and laws which not only guide magic but also how people should live as well (magical scholars and theologians today dispute these assertions, but the philosophy is still a widespread influence on Zantu).

Regardless of such philosophical details, it’s still a system for swiftly constructing spells – even if it has some trouble with more metaphysical topics.

(10) Multipower (30-pt reserve); Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Generic Limitation (Personal Magic Only): -½; This is actually doubling up the reserve of the Racial Multipower – but since personal magic is still limited to thirty active points, this is the simplest way to add it in the character builder. This means that they can keep up two spells at once.
u-1 Shields of the Saints / Force Field (6 PD/6 ED); Reduced END: Zero & Persistent, +1; Hardened: ×1, ¼; Variable Special Effects (May be allotted as desired between PD, ED, FD, and MD when cast.): Certain Group, +¼; Active Points: 30; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Generic Limitation (Personal Magic Only): -½ 0
u-1 4d6 Hand of the Saint-King / Healing; Reduced END: Zero, +½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Generic Limitation (Personal Magic Only): -½ 0
u-1 +20 Aura of Authority / PRE; Reduced END: Zero, +½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Generic Limitation (Personal Magic Only): -½
u-1 Fist of Serenity / Hand-to-Hand Attack (5d6, Total 6d6); Range: 0; Reduced END: Half, +¼; Variable Special Effects: Any, +½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Generic Limitation (Personal Magic Only): -½ 1
u-1 Grip of St. Telmerin / Telekinesis (STR 10); Range: 125; Manipulation: Fine, +10; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Generic Limitation (Personal Magic Only): -½ 2
u-1 4d6 Wrath of the Saints / Energy Blast; Range: 150; Versus: ED; Variable Special Effects: Any, +½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Generic Limitation (Personal Magic Only): -½ 3
u-1 3d6 Chains of the Heavenly Guardians / Entangle (DEF 3); Range: 150; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Generic Limitation (Personal Magic Only): -½ 3
u-1 Aura Of The Lifegiver; Area Effect (One-hex): 1 hex(es), +½; Reduced END: Zero, +½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Generic Limitation (Personal Magic Only): -½
(7) Need Not Breathe; Area Effect (One-hex): 1 hex(es), +½; Reduced END: Zero, +½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Generic Limitation (Personal Magic Only): -½
(2) Life Support: Intense Heat/Cold; Area Effect (One-hex): 1 hex(es), +½; Reduced END: Zero, +½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Generic Limitation (Personal Magic Only): -½
!(3) 1d6 Aid to Racial Sorcery Multipower Slots. (Fade/hour, Max. 6); Range: 0; Extra Time: 1 min., -1½; Generic Limitation (The Illiriat Erdagone has it’s own syntax, structure, and limitations. It deals with the physical universe. It does NOT deal with mind magic, spiritual matters, time manipulation, or calling on other powers at all well (such spells never work properly) and it only works with personal energies.): -½; Affects: Single Power of Special Effect, +¼ 1
(4) Four One-Point Racial Sorcery Multipower Slots of Choice
6 2d6 60-Point Available Equipment Allowance Aid (Fade/week, 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: ×2, +¼; Increased END: ×10, -4; Only to GM-specified items: -2; Actual point total of equipment available limited by GM decision.: -2; Must actually locate gear, availability is not automatic.: -2; This allows a character to haul along 60 CP worth of customized gear. 30
31 Total Powers  

 

Points Skills, Talents, Perks Roll
10 +2 level w/With Racial Sorcery Multipower
6 Any two of Bureaucratics, Concealment, Criminology, Forensics, Shadowing, Streetwise at 12-
3 Conversation 12-
3 Persuasion 12-
2 Systems Operation (Reliquaries); Generic Limitation (Reliquaries Only): -½ 11-
3 Scholar
1 Knowledge Skill of Choice 11-
1 Zantu Law 11-
1 Zantu Police Procedures 11-
1 Zantu Faith 11-
1 Magical Theory 11-
1 Zantu Reliquaries 11-
1 Dark Magic 11-
0 Money (Middle-Class)
0 Zantu (Native Accent); Literacy: Standard, 0
34 Total Skills, Talents, Perks  

 

Cost Equipment
12 Knight-Enforcer Uniform; Always On: -½; Focus: Obvious Inaccessible, -½; Generic Limitation (Conventional Zantu Magitech Only): -1; Visible (Blatantly easily recognizable): -¼
(30) Armor (10 PD/10 ED)
(5) Flash Defense (Sight, 5 pts)
(5) Power Defense (5 pts)
6 Witness Gem; Always On: -½; Focus: Obvious Inaccessible, -½; Generic Limitation (Conventional Zantu Magitech Only): -1
; Just as on Earth, Zantus police find communications, and audiovisual records of what they’ve found, very useful. Unlike earthly systems, a Zantu Witness Gem records the user’s actual sensory input – which has it’s points, but makes it nearly impossible to use image-enhancement, voiceprinting, and similar earthly techniques – or to focus in on things on the fringe of the user’s awareness.
(5) “Radio” (Maginet) Listen and Transmit
(10) Audiovisual Recording / Eidetic Memory
(3) Absolute Time Sense
12 Minor Equipment Multipower (30-pt reserve); Generic Limitation (Conventional Zantu Magitech Only): -1; Variable Limitations (Various OAF): -1, -½
u-1 Binoculars / Telescopic Sense (Sight, +10 to PER) ; Generic Limitation (Conventional Zantu Magitech Only): -1; Variable Limitations (Various OAF): -1, -½
u-1 1d6 Hibernation Drug / Transform (Induced Hibernation) (Minor, Single Object) 0; Range: 150; Cumulative: +½; Continuous: +1; Penetrating: +½; Charges: +3, +0; Continuing Charges: 1 Hour, -5 lev; Generic Limitation (Conventional Zantu Magitech Only): -1; Variable Limitations (Various OAF): -1, -½
Zantu Law Enforcement has trouble disarming suspects. Ergo, anyone potentially troublesome tends to be doped instead.
u-1 Rescue Wrap: Force Field (3 PD/12 ED) 0; Charges: +3, -½; Continuing Charges: 1 Minute, -3 lev; Generic Limitation (Conventional Zantu Magitech Only): -1; Variable Limitations (Various OAF): -1, -½
u-1 Flaresticks: Change Environment / Illuminated (32″ rad.) 0; Effect: Fixed, +0; Charges: +3, +0; Continuing Charges: 1 Hour, -5 lev; Generic Limitation (Conventional Zantu Magitech Only): -1; Variable Limitations (Various OAF): -1, -½
u-1 1d6 Adamant Blade / Killing Attack (HTH) (Total 1d6) 3; Range: 0; Penetrating: +½; Armor Piercing: 1, +½; Generic Limitation (Conventional Zantu Magitech Only): -1; Variable Limitations (Various OAF): -1, -½
u-1 Morphic Counteragent; Generic Limitation (Conventional Zantu Magitech Only): -1; Variable Limitations (Various OAF): -1, -½

A Morphic Antidote is an alchemical concoction that acts as a true universal antidote – but only for one toxin at a time. You inject it into a victim, it automatically detects what is hurting them, and it turns into a counteragent for that toxin or disease.

(3) (Variable) Immunity; Frequency: Common; Usable By Others: Power Lost, +¼; Usable by Others Number: 32, +1¼; Variable Special Effects (Toxin Antidote): Certain Group, +¼; Generic Limitation (Conventional Zantu Magitech Only): -1; Variable Limitations (Various OAF): -1, -½
(9) Detect Toxins and Diseases (+6 to PER) ; Addition (Discriminatory): +5; Time Required: Instant, +2; Range: Touch, +0; Generic Limitation (Conventional Zantu Magitech Only): -1; Variable Limitations (Various OAF): -1, -½
u-1 Barrier Disruptor / Tunneling (1″ through DEF 9) 1; Tunnels: Left Behind, +0; Generic Limitation (Conventional Zantu Magitech Only): -1; Variable Limitations (Various OAF): -1, -½
u-1 2d6 Pocket Toolkit / Aid to Relevant Skill (Fade/min., Max. 12) 0; Range: 0; Autofire: 5 shots, ½; Affects: Single Power of Special Effect, +¼; Reduced END: Zero, +1; Generic Limitation (Simply provides a +4 bonus on relevant skills): -½; Generic Limitation (Conventional Zantu Magitech Only): -1; Variable Limitations (Various OAF): -1, -½
u-1 1d6 Order-Restoring Wand / Transform (Cleans, puts things away, straightens up the area, and gets everyone neat and tidy) (Cosmetic, Limited Class) 0; Range: 150; Cumulative: +½; Area Effect (Radius): 16″ radius, +1; Increased Area: ×8, +¾; Autofire: 25 shots, 1½; Reduced END: Zero, +1; Generic Limitation (Conventional Zantu Magitech Only): -1; Variable Limitations (Various OAF): -1, -½
u-1 6d6 Concussion Bolt Wand / Stun Only Energy Blast 3; Range: 150; Versus: PD; Generic Limitation (Conventional Zantu Magitech Only): -1; Variable Limitations (Various OAF): -1, -½
u-1 3d6 Flash Gem (Normal Sight) 0; Range: 150; Charges: +16, +0; Generic Limitation (Conventional Zantu Magitech Only): -1; Variable Limitations (Various OAF): -1, -½
10 Police Cycle / Running (+5″, 11″, NC: 352″) 2; Non-Combat Multiplier: ×32, +20; Non-Combat (MPH): 179; Focus: Obvious Inaccessible, -½; Generic Limitation (Conventional Zantu Magitech Only): -1; Focus Mobility: Bulky, -½
9 2d6 Cartridge System / Aid to Magic (Fade/turn, Max. 20) 0; Range: 0; Clips: 4; Charges: 8, +0; Autofire: 5 shots, ½; Trigger (Added word in spellcasting): Set, +¼; Affects: Single Power of Special Effect, +¼; Active Points: 28; Generic Limitation (Only aids personal magic spells): -½; Generic Limitation (Clips are charged with the user’s personal magic; they are useless to anyone else and take a long time to recharge): -¼; Generic Limitation (Only works on the person who “charged” the system in the first place): -¼; Generic Limitation (Recharging Cartridges is a long and laborious process.): -¼; Generic Limitation (ALWAYS Autofires four “shots” per spell; each Cartridge can thus boost two spells, which must be cast within the same turn.): -¼; Focus (Discharge Unit and Cartridge Pouch): Obvious Inaccessible, -½; Visible (Extremely conspicuous magically): -¼
60 Total Equipment

 

50+ Disadvantages
10 Knight-Enforcer Code of Conduct (Uncommon, Strong)
10 Active Duty, Subject to Assignment and Guild Discipline (Common, Moderate); Situation: Common, +10; Intensity: Moderate, +0
5 Family and Social Committments (Uncommon, Moderate)
25 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
10 + 65 = 75 75 = 25 + 50

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
4 4 3 0 13/10 13/10 4, 8, 12

 

 

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3 Responses

  1. Definitely a more effective build than what I had managed to cobble together.

    • OH well. I have had many years more practice with building Champions characters – and with hammering on game systems to make them do what i want.

  2. […] The Zanti and their Elite Knight-Enforcers: A rewrite on the Zantu Racial Package and their Elite Law Enforcement / Emergency Responders. […]

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