The Shadowed Galaxy and the Party of Last Resort

After fifteen sessions working together, the Shadowed Galaxy group has opted to develop a Party Template. Hey, it’s a few extra points – and those can be hard to come by in a low-level game. For a group name they have gone with “Last Resort Inc.” – although they’re hoping to become publicly known by something better.

It’s a pity that Party Templates do not work that way; unless they come up with a public name very very fast indeed, they will indeed soon be well known as “that bunch of guys you hire as a Last Resort”.

Party Disadvantages:

  • Outcast: The party is known to be heavily “infected” by Idiotic Tech – and so is unwelcome on many major inhabited worlds. This was sort of inevitable, given that their group includes an AI which generates robotic versions of various undead creatures to embody itself, a “Vampire”, a “Mummy”, and a woman with an alien crystalline symbiote, as well as several dabblers in powers that humans can’t handle very well.
  • History: With quite a few sessions behind them, the party has definitely built up some history. Sadly enough, this has led to a lot of people expecting them to do large jobs, successfully, on the cheap.
  • Obligations: Currently the group has some massive debts, mostly with respect to their vehicles, and has an assortment of NPC hirelings to protect (and pay salaries to).
  • Restriction: Characters who wish to get the benefits of the Party Template must cooperate, work towards their goals, and engage in little or no backstabbing.

With a current base level of four, this +0 Template is worth (10 CP for Disadvantages + 4 CP for a restriction over three levels) = 14 CP. That isn’t a lot – but it’s enough for some handy little bonuses. Their template will include: ..

  • A +3 Specialty in Bullet Time / Reducing Damage (1 CP).

That’s not an enormous increase in their ability to withstand damage, but it’s not at all bad for 1 CP.

  • A +3 Specialty in Armory / Life Support Systems (1 CP).

Given that most of their operations are in space, and many of the remainder are in airless locations, they might as well have cheap access to life support systems. Otherwise it’s just a required fee for playing, and those generally aren’t much fun.

  • A +3 Specialty in Stealing The Scene (Deadly Strike and Perfect Coordination). Note that this is only usable if the character has access to Stealing the Scene in the first place (1 CP).

Like it or not, the party fairly often finds themselves trying to coordinate some bizarre maneuver that’s all too likely to get them killed if they fail – and they often find themselves trying to make some critical shot too. Rather than force them all to buy Luck so that I won’t have to deal with a total party kill if their plan doesn’t work out, here’s a way that they can – when the situation is suitable – just have it work.

  • Enthusiast, Specialized and Corrupted/Only for Skill Emphasis, can only be changed by extensive retraining, provides a +2 boost to any single skill (3 CP).

This is another cheap bit – but being able to rely on the others lets them focus on their personal specialties just a bit more. So they get a small skill bonus on whatever they invest that extra time and effort in.

  • Immunity to Friendly Fire (Very Common, Major, Minor, Corrupted/only works when the party member “firing” is aware of the user’s presence, 7 CP). Stops up to 12 points of damage or gives a +4 bonus on a relevant save.

The party has become adept at placing attacks and effects so as to minimize the effects on each other – allowing them to get a lot freer about firing into melee, throwing grenades all too near their friends, and employing similar tactics. Admittedly, this lesson was learned from shooting or blowing each other up all too many times – but that’s all forgiven! they’re all friends now! Right? Right? Er… Did you HAVE to use the flamethrower on the guy who was wrestling with me?!?!

  • +1 to Vehicles, Double-Specialized for Increased Effect: only for Piloting checks, only for making up for the usual “-4″ non-proficiency penalty for using each other’s vehicles (1 CP).

Double specialization is normally a pretty big red flag – and “for increased effect” is worse – but in this instance it seems pretty reasonable. Just as importantly, no really obvious likely abuses are coming to mind for being able to give the controls of a vehicle that they’ve seen you pilot a dozen times to someone else for a bit without risking a disastrous fumble – so I’m going to allow it this time.

And that’s 14 CP. This isn’t quite as distinct a “party identity” template as I might have liked – it’s full of combat training instead of group contacts and such – but then they are PC’s and an interstellar exploration setting isn’t very conducive to developing detailed local knowledges, special contacts, and similar stuff. Tactical stuff it will just have to be.

Champions – Nightmare Shard Invictus

In the fell clutch of circumstance
I have not winced nor cried aloud.
Under the bludgeonings of chance
My head is bloody, but unbowed.

Beyond this place of wrath and tears
Looms but the Horror of the shade,
And yet the menace of the years
Finds, and shall find me, unafraid.

-William Ernest Henley, Invictus

The cities have fallen. Without the spirits of nature to draw strength from, gun restrictions, police hamstrung by regulations, and a soft and unprepared citizenry, spelled out their doom. Warnings from the REAL America had fallen on deaf ears. They had had no chance when the Enemy came – horrific aliens, breaching the borders of reality, and simply going around the few, feeble, wards that supposedly guarded those borders.

Their people were slaughtered. What was left of the military – the REAL soldiers, not the soft air force pilots and high command but the Marines, Navy SEALS, and other groups – had fallen back into the countryside, joining forces with the folk who yet remained rooted there – and who were being aided and reinforced by the spirits of the land itself.

In the face of growing resistance and ever-fewer targets, the advance slowed – but the resistance still only holds small patches of territory, and even those only by constant vigilance and endless war against the Aliens. And every so often… another center of resistance falls.

Invictus is more or less a combined parody of the post-apocalyptic invasion “Survivalist Redneck Resistance”, “Last Patrol”, and “Egotistical Magical Shapeshifter Guardians” genres – a realm where highly patriotic redneck shapeshifters (usually werewolves or tigers or other big predators) with shotguns working with tough-as-nails military patrols still hold the hills and wilds in the face of a nigh-invincible alien invasion.

No, that doesn’t really make a lot of sense. Or even a LITTLE sense. This is a Nightmare Shard. It doesn’t HAVE to make sense. It’s history and rules are whatever fits it’s internal narrative – which is the only thing giving it enough stability to survive for a time. It isn’t really very big either; the map turns back upon itself , drifts off into vagueness, or sometimes fades into another shard after you’re fifty or eighty miles into “enemy territory” – and most of the storied lands beyond the remaining human territories never really existed in the first place. There will be no aid from THERE.

——————————————————————————–

Amadin Striking Hawk is a notable leader of the resistance. His Amerindian ancestry gives him a greater bond with the spirits (yep, that’s another racist stereotype, but that’s the way that this Shard runs) and allows him to use a wide variety of magic granted by the great totems. While that lacks the destructive power (and easy reloadability) of the more conventional weapons that most of his friends use, it’s versatility has been a boon to the resistance.

And yes, he’s an arrogant, chauvinistic, prejudiced, racist, domineering, asshole. He’s also brave, determined, protective, and willing to put himself in danger to protect people whom he doesn’t much like. More importantly… even if he didn’t have any worthwhile qualities, he and his equally obnoxious allies still wouldn’t deserve to spend a few millennia being slowly devoured by Lovecraftian horrors from beyond.

——————————————————————————–

Amadin’s powers are pretty straightforward; he’s been bonded with a wolf-spirit to become a Loup-Garou – a werewolf with spirit-senses. In his wolf and wolf-man forms he’s faster, stronger, tougher, and far more alert than any normal mortal He also happens to have some shamanistic magic – nothing all that powerful, but he can use his selection of minor spiritual gifts to boost himself in a variety of ways and for some special tricks even if he can’t use any individual trick more than three times per day.

As a human he’s a decent car mechanic – and something of a womanizer.

A party of Primeworlder Champions will probably find him most useful for his special senses – although whether it’s worth putting up with him to get them is an open question.

Amadin’s Loup-Garou package is pretty standard locally (with minor tweaks to represent other kinds of shapeshifters), although most of the other local Loup-Garou / werewolves are built on fewer points and have the “equipment allowance” power (and conventional weapons and vehicles) instead of his Spirit Magic multipower.

 

Amadin Striking Hawk

Value Characteristic Points
0/40 STR -10
18 DEX 24
13/23 CON 6
10/15 BODY 0
8 INT -2
11 EGO 2
15 PRE 5
12 COM 1
6/8 PD 0
5/7 ED 0
4 SPD 12
11 REC 0
46 END 0
30 STUN -12
Total 26

 

Points Powers END
2 Elemental Control; Loup-Garou Powers (5-pt reserve);

Generic Limitations (Comes with powerful wolf instincts. The “user” is highly territorial, desperately wants a pack, is inclined to chase things that run, and so on. ): -½; “User” is Touched by the Qliphoth, and must make Ego checks to resist flying into rages, considers normal people inferior, finds it hard to stop fighting, and has little empathy: -½.

a-6 Armor (8 PD/4 ED)
b-7 Regeneration (1 BODY/5 min.); Regenerate: From Death, +20; Generic Limitation (Cannot heal damage caused by magic, silver, or the natural weapons of other shapeshifters. This is commonly known.): -1
c-3 Enhanced Perception (all) (+4 to PER)
d-4 Tracking Scent; Addition (Discriminatory): +5
e-2 See The Spirit World(s) (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5
f-2 Hear The Spirit World(s) (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5
g-4 Shape Shift; Wolf/Wolfman/Human (Single Form); Reduced END: Zero, +½ 0
h-6 Running (+5″, 11″, NC: 44″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 30; Reduced END: Half, +¼ 1
i-12 1½d6 Killing Attack (HTH) (Total 3d6+1); Range: 0; Reduced END: Half, +¼ 1
j-2 Power Defense (10 pts); Automatically protects against any attempt to remove werewolf disadvantages or abilities, but only works for that.: -½
k-14 +30 STR; Reduced END: Half, +¼ 1
l-7 +10 CON
m-2 +5 BODY
n-4 Density Increase-2 (×4 mass); Mass: 208 kg/458 lbs; Extra PD: +2; Extra ED: +2; Extra STR: +10; Knockback: -2″; Reduced END: Zero, +½ 0
o-4 Survival 17- 0
12 Multipower: Spirit Magic (30-pt reserve); Generic Limitation (All slots must have three charges per day.): -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Costs END: -½
u-1 3d6 Vine Growth / Entangle (DEF 3); Range: 150 3
u-1 6d6 Healing / Mother Moon’s Touch 3
u-1 Clairsentience / Eyes of the Spider (Hearing, Sight); See: Present, +0; Dimensions: Current, +0; Range: 150″; Charges: +3, -½; Continuing Charges: 1 Minute, -3 lev. 3
u-1 Clinging / Gift of the Chameleon (Clinging STR +15); Charges: +3, -½; Continuing Charges: 1 Minute, -3 lev
u-1 Force Field / The Turtle’s Shell (15 PD/15 ED); Charges: +3, -½; Continuing Charges: 1 Minute, -3 lev 3
u-1 Stealth / Stance of the Coyote; Charges: +3, -½; Continuing Charges: 1 Minute, -3 lev 25-
u-1 Superleap / Leap of the Cricket (+30″, 38″, NC: 76″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 89 6
u-1 30″ Gliding / Wings of the Bat (NC: 60″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 89; Charges: +3, -½; Continuing Charges: 1 Minute, -3 lev
u-1 Extra-Dimensional Movement / Walk The Spirit Worlds; Dimensions: Group, +10; Charges: +6, -¾; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None 3
u-1 Darkness / Call the Night (Normal Sight, 3″ radius); Range: 150; Charges: +3, -½; Continuing Charges: 1 Minute, -3 lev 3
u-1 1d6 Killing Attack (RKA) / Summon Wasp Swarm; Range: 150; Continuous: +1; Charges: +3, -½; Continuing Charges: 1 Minute, -3 lev 3
u-1 2d6 Aid to Multipower Slots / Communing with the Spirits (Fade/month, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Charges: +3, -1¼ 3
105 Total Powers  

 

Points Skills, Talents, Perks Roll
10 +2 level w/HTH Combat
3 Mechanics 11-
2 Knowledge: Automobiles 11-
3 Seduction 12-
1 Tactics 8-
19 Total Skills, Talents, Perks  

 

75+ Disadvantages
15 Accidental Change when exposed to the Full Moon or Major Magic (11-)
15 Superpatriot (Common, Strong)
15 Feels nature is far superior to technology and cities (Common, Strong)
15 Wants to be dominant (Common, Strong)
15 Reputation: Everyone knows about werewolves (11-, Extreme)
75 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
26 + 124 = 150 150 = 75 + 75

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 4 0 16/8 11/4 3, 6, 9, 12

Height: 168cm (5’6″), Weight: 52/208kg (114 lbs/458 lbs), Sex: Male, Age: 16, Race: Human (Werewolf)

 

Champions – The Young Heroes Setting and the Gates of the Qliphoth

PART THE FIRST: ON THE STRUCTURE OF THE WORLDS

No one knows if there is something that can see it clearly – but in the spaces between the worlds, amidst the wild flux of dimensional energies and the reality storms, the world-lines of the multiverse coil like tangled threads. The myriad worlds cluster, supporting each others reality – pooling bits of history, of natural laws, or reality and continuity. The worlds of a cluster mirror each other like the strands of a cable or the members of a herd.

For linked groups of worlds are stronger; where one is damaged or threatened, others support it. Worlds which stray too far from their shared essence become vulnerable. Occasionally, a new world springs into being near a cluster’s heart, and souls take up residence there. Occasionally, a world-line wanders from it’s cluster – sometimes becoming the heart of a new cluster, sometimes joining another cluster- but more often falling back into chaos and being destroyed. Memetic echoes of such events echo through the spaces between the worlds in warning, and other worlds tell tales of apocalypse – destruction and revelation in one, just as the members of a cluster tell tales of each other.

The multiverse thus favors groups of linked universes. usually clustered around one or more worlds of great strength. Those “prime” worlds, filled with powers, and wonders, support clusters of hangers-on, worlds which follow the broad sweep of their history even if they are more limited realms. Prime worlds draw on the secondary ones for stability in their structure, history, and laws – much of which they have forfeited in having rules so loose as to allow marvelous powers to their inhabitants. Secondary worlds also enjoy the stabilization of history (although that is a lesser concern to them since it is not so easily altered there in the first place) and access to empowered Champions when such are needed – for there is that which threatens.

The Earth we live on… is a secondary world. The tales told here… are of the Primeworlds and their Champions.

PART THE SECOND: THAT WHICH AIDS AND OPPOSES

As for what threatens… there are those from OUTSIDE. From the spaces which are not. Things that should have been dead for eons, things that have grown into the Qliphoth – the negative spaces left behind where worlds have died, becoming embodiments of death, decay, and futility.

They are the enemies of all creation. They hunger, and feed upon the death of worlds. They lay in wait, they besiege the gates, they slip through the gaps in the defenses – and where they lay even the faintest touch, they corrupt. Where they are invited… they empower destructive madmen, and seek a bridgehead.

They are less than dust, and yet rise to do far, far, worse than kill.

Intelligent life can open the gates – and Intelligent life can close them. Throughout the history of an intelligent species, the long battle will wax and wane – most often focused upon the prime worlds of a cluster, those which can empower champions and lend their strength to lesser worlds.

What foes do the Champions face?

  • Least among foes are the Petty Criminals – sneak-thieves, embezzlers, shoplifters, pickpockets, and even thugs and murderers. Such “enemies” are rarely all that threatening, and are not worth a heroes time if something more important is going on. There are plenty of Petty Criminals – and, since they are targets of the Qliphoth just like everyone else, they are usually more than willing to cooperate with a Champion when an actual menace is in play.
  • The Touched are all too common. It doesn’t matter exactly HOW they were exposed to the Qliphoth. Weird experiments, mystic rituals, using (whether accidently or on purpose) some talisman of device, and all kinds of accidents will work if they happen to take place at the wrong place at the wrong time. The Qliphoth grants the Touched various reality-breaching and/or destructive powers – and damages their minds to at least some degree. Super-powered obsessive vigilantes, criminals, and psychopaths are all counted among the Touched, and all help to undermine the order of the world in their own ways.
  • Warlocks – whether out of desperation, foolishness, or a (rightful or wrongful) desire to strike out – have called upon the Qliphoth willingly, and with at least some knowledge of what they were doing. Many or most believe (or believed) that they can at least mitigate the mental damage of dealing with the Qliphoth. Some of them are even right – but the mental state of those who would call on the Destroyers of All Creation for help is rarely good in the first place. Warlocks tend to become more powerful, more reckless, and less sane, as time passes.
  • The Nameless: These lost folk have been devoured – a process which often wipes them from history as if they never were if they are not simply from a lost world to start with – and are little more than concealing shells for the power of the Qliphoth. While powerful, the Nameless cannot remain in a living universe for long after their shells are destroyed unless they can cause enough local damage to it’s structure to create a Qliphothic Bridgehead – and are usually fairly easily identified by perceptive heroes. A group of Nameless can easily qualify as a potential extinction event, so it is most unwise to let them gather.
  • The Heartless: Some of those who fight gaze too long into that abyss. They become lost in the battle, forgetting the things which make the world worth defending. They are become void, the world their chessboard, and all those within it merely pawns to be played and sacrificed in the great war – even if the chessmasters are no longer sure of why they fight.

The Heartless generally do not directly serve the Qliphoth. In fact, they can be powerful patrons and allies for those who oppose it. Still, the greatest weapons against the Qliphoth are emotional and spiritual. The affirmation of life found in love, honor, idealism, youthful energy, heroism, determination, loyalty, conviction, and self-sacrifice empower the greatest Champions and multiply their efforts against the creatures of the Qliphoth (yes, they have vulnerabilities). Calculation, massive power, and a willingness to make “the hard choices” can help – but are not nearly as effective. The tactics of the Heartless rarely win in the long run, which does not stop them from trying to fix things by recruiting more pawns. After all, if they could understand the problem, they would not be Heartless in the first place.

The Heartless also make good hunteds: the desire to recruit pawns and agents can be just as pernacious as any other motive – and can complicate things a lot more than just having a captured hero put into a deathtrap. Unfortunately for any plans to fight them directly… they tend to be very experienced, obscenely powerful, and have great resources.

  • The Elemental Powers of the Natural World need humans to focus and channel their might – but make powerful allies and empowering patrons, even if they don’t understand humans all that well.
  • Then there are the Champions – heroes with any of a wide variety of cosmic exemptions from the normal rules. Sorcerers, Psychics, Mutants, Martial Artists, and more. Some abuse their power, and many of them aren’t very nice at all – but in the end all except the occasional utter nihilist are allies against nonexistence.
  • Finally, of course, there are the normal folk – caught in the middle, pretty much as always.

PART THE THIRD: PLACES TO GO

Thule:

Centuries ago a world started to drift away from the main cluster. Thule’s history slowly diverged as the shared souls that hold the clustered universes together were born into it less and less frequently and the links between it and the other worlds of the cluster stretched thinner and thinner – and began to break. Worse… it was a universe that allowed only minor powers to it’s residents. It’s chances of survival on its own to gather it’s own sheaf of variants around it, was not so good.

Thule’s version of the Second World War was twisted, and dark, even beyond what most of the worlds in the primary cluster experienced. Madmen, either unknowing or uncaring that they were ultimately dooming their world, called upon the Qliphoth with rivers of blood, and turned what answered against their enemies. The armies and champions of that world defeated those fools in the end – but it was a pyrrhic victory, and the lights of their reality began to go out as darkness descended.

The touch of the Qliphoth corrupted. Dark cults, twisted mockeries of humanity, and outright horrors stalked the world. Civilization – and the bonds which held Thule stable – began to fail. The Qliphoth gradually corroded the structure, unity, and coherence of the realm. Its history became debatable, its very nature began to vary from place to place as its reality was undermined more and more.

Eventually… Thule shattered. All that remains now is an incoherent swarm of fragments of reality – each tiny worldlet reasonably consistent internally (if small) – but each facing immanent doom via some Qliphothic nightmare. Each a Shard of Nightmare.

The only hope for the inhabitants of a Nightmare Shard is to either escape to a stable universe (and hope that the path can be sealed behind them) or to somehow merge their shard with a stable universe and hope that its Champions will accept their presence and can seal off the potential bridgehead

Nightmare Shards are ultimately a dilemma; they are too small to be stable. Even if you fight off the zombie horde, or alien invasion, or persuade the protective werewolf tribe to shelter you, or deal with the failing reactor that provides the only warmth in a sunless world… another menace will rise. How far will you risk your own world to save a handful of people from another? Will you try to save the entire shard, or just the people in it?

Nightmare Shard characters are normally built on a 75-point base with a grand total of 100 to 150 points after disadvantages. Any super-powers must be relatively subtle, technological, or classical supernatural so as to fit in with their origin shard.

The Primeworlds:

For the Primeworlds the slow fall of Thule offered a small benefit; it relieved the pressure on the worlds remaining in the cluster. With the dimensionally-local monsters of the Qliphoth tearing at easy prey… the attacks elsewhere lessened. In many cases to the point where the battles were mere border skirmishes at the very edges of the world. With the forces of the Qliphoth held back, the Touched became rare – and fewer would-be Warlocks could manage the initial contact. With little need… fewer Champions were created.

It wasn’t exactly a golden age, but it was calm enough to let most of the world pretty much forget about the Champions and major super powers for a century or so. The Primeworlds are a little bit better than Earth – shinier, better technology, and nicer all around. There weren’t a lot of famines, or major wars, or other nonsense.

And then – just a few months ago – Thule shattered. Refugees and assorted horrors started to flee to the Primeworlds. The eternally-hungering forces of the Qliphoth turned their attentions back to the Cluster as well, attacking both directly and through their empowerment of Touched and Warlocks. New Champions were needed – and so they came into being.

Today in the Primeworlds old legends are made manifest, the Heartless move their pieces once more according to their own visions, and confusion reigns. It is a new heroic age – and the new Champions have little to guide them; the vast majority of the older Champions are long since retired or dead of old age.

Primeworld Characters are starting superheroes – usually with powers that aren’t entirely reliable yet, are highly limited, or which they do not yet know how to use. They’re built on a 100 point base, with up to 150 points worth of disadvantages – but cannot actually spend more than 180 points to start with. Unspent points will come in to play as they gain experience – tripling what they get for their first adventure and doubling awards after that until they’ve exhausted their unspent points. Many of them are fairly young as well.

The Secondary Worlds are defined by their limits. They may allow low-grade psychic powers and magic, or shapeshifters and lycanthropes, or impossibly-skilled weaponmasters, or advanced computer technology, or “steampunk” stuff, and they may be a few centuries behind or ahead – but everything in one of them is restricted to things that fit the local “theme”. The major elements of their history – their languages, nations, and so on – remains much the same as well. Other than that… they come in an immense variety.

Secondary World Characters are normally built on a hundred point base with up to fifty points worth of disadvantages and must always follow the themes of their origin world. They can grow beyond those restrictions if they spend a lot of time in the Primeworlds however.

Sekhmet-The-Mecha

Edmund generally hasn’t let anyone know that his Mecha isn’t really “him”. He’s even gone to the extent of filtering his voice to sound feminine. Sure, that won’t work if he has to haul people inside for some reason, but – at least for the moment – it’s a near-perfect way to keep his real identity a secret.

Sekhmet-The-Mecha is a fairly formidable tank – and, as such, is capable of standing up to a pretty good battle. The fact that Edmund can easily repair it on the fly and boost it’s various abilities (even if only one at a time) can help – but Edmund is only speed four himself, and even boosted Sekhmet simply isn’t up to fighting a megavillain.

Sekhmet-The-Mecha

Vehicle Characteristics:

STR 25/35  (15 Points)
DEX 15 (15 Points)
BODY 7/9 (-3 Points)
SPD 4 (15 Points).

Vehicle Basics:

Size Increase-2: 1.2 hexes (52 sq ft), 0.6 inside, 1 passengers, 2″ long x 0.6″ wide, 400 kg, KB -2, DCV 4 (Mod -1) (10 Points).

DEF 10; Coverage: Complete, -0; Protects: Top and Bottom, -0 (24 Points).

Ground Movement (6″, NC: 12″, 18mph); Non-Combat Multiplier: ×2, +0 (0 Points). This has been included in “Running”.

Swimming (4″, NC: 8″, 12mph); Non-Combat Multiplier: ×2, +0 (4 Points).

Special Systems:

Elemental Control: Cat Mecha Powers (15-pt reserve); Focus: Inobvious Inaccessible, -¼; Focus Type: Vehicular, -½; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½ (7 Points). It takes a few moments to get the systems up and running, but after that, watch out.

  • a-5 Shrinking-2 (DCV +4, Height 0 cm/0″); Mass: 6 kg/13 lbs; Knockback increase: 6; PER Bonus: -4; Reduced END: Zero, +½; Always On: -½. Sekhmet is very small. Don’t let that fool you.
  • b-7 Clinging (Clinging STR +60). Ever try to MAKE a cat let go? At Str 95 clinging you’ll have even less luck here.
  • c-13 Running (+10″, 16″, NC: 128″); Non-Combat Multiplier: ×8, +10; Non-Combat (MPH): 119; Reduced END: Zero, +½.
  • d-7 Superleap (+20″, 25″, NC: 50″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 60; Reduced END: Zero, +½
  • e-5 Armor (10 PD/10 ED); Always On (This makes “her” very difficult to fix by conventional means): -½. Yes, this is armor with a startup time; until the system is powered up, the active plating won’t work.
  • f-7 Life Support (total)
  • g-4 30″ Gliding (NC: 60″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 89; Generic Limitation (Only to eliminate falling damage and land on “his” feet.): -1½.

Weapons Multipower (62-pt reserve); Focus: Inobvious Inaccessible, -¼; Focus Type: Vehicular, -½; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Generic Limitation (All powers must be technologically reasonable and either have charges or zero End cost. ): -¼ (25 Points).  It’s worth nothing that Edmund’s boosting ability can increase the effect of any of these by 50% when he’s doing the aiming and firing – and that he can get to OCV 11 with the mounted weapons (Dex 18, two ranged combat levels from the Computer, three Overall Levels).

  • u-2) +40 STR: Overdrive; Doesn’t Affect Figured: -½; Reduced END: Zero, +½. This will take Sekhmet’s strength up to 75 – pretty impressive for a housecat.
  • u-2) Darkness; Smoke Canister (Normal Sight, 5″ radius); Range: 310; Charges: 8, +¼; Clips: 2; Continuing Charges: 1 Turn, -2 lev
  • u-2) 3d6 NND (Shock; versus Force Field, Insulation) Energy Blast Antitheft System; Range: 280; Versus: ED; Damage Shield: +½; No Normal Defense (Electrical Insulation): +1; Autofire: 5 shots, ½; Charges: 125, +¾. This is also handy if Edmund can contrive to rub up against a bad guys legs or some such, but that’s pretty situational.
  • u-2) 12d6 Energy Blast; Concussion Shell; Range: 300; Versus: ED; Charges: 8, +0; Clips: 4. A straightforward attack that should do fairly well against midrange villains.
  • u-2) 2½d6 RKA; Mini-Missile; Range: 300; No Range Penalty: +½; Charges: 16, +0. These are most effective against drones and fleeing cars and such.
  • u-2) 1½d6 RKA; Light Machine Gun; Range: 310; Autofire: 5 shots, ½; No Range Penalty: +½; Charges: 32, +½; Clips: 2
  • u-2) 1d6+1 RKA Flamethrower; Range: 300; Continuous: +1; Area Effect (Radius): 4″ radius, +1; Charges: +4, -¼; Continuing Charges: 1 Minute, -3 lev.
  • u-2) 3d6 NND Energy Blast; Gas Mortar Shell; Range: 300; Versus: ED; Area Effect (Radius): 5″ radius, +1; No Normal Defense (Life Support): +1; Continuous: +1; Charges: 8, +0; Continuing Charges: 1 Turn, -2 lev
  • u-2) 6d6 Entangle; Netgun (DEF 6); Range: 300; Charges: 8, +0; Clips: 4. Remember that Edmund can boost this by +30 active points – enough to add “explosive” or “one hex area of effect” or some such, as well as simply boosting it to 9d6 Def 9.
  • u-2) 2½d6 Killing Attack (HTH) (Total 4d6+1); Range: 0; Reduced END: Zero, +½.

Onboard Computer System (16 Points, but paid for by Edmund).

  • INT 13; May run three programs at once. (3 Points)
  • DEX 2; Speed 1 (-24 Points)

Elemental Control: Electronic Powers (3-pt reserve); Generic Limitation (Conventional Technology): -1 (1 Point)

  • Absolute Time Sense (1 Point)
  • Inertial Locator/Bump of Direction (1 Point)
  • Lightning Calculator (1 Point).
  • Speed Reading (Disk Drives); Computer Media Only: -1 (1 Point).
  • Global Positioning System/Bump of Direction (1 Point).
  • Eidetic Memory; Extra Time Required: Only At Startup, ½; Focus: Inobvious Inaccessible, -¼; Focus Mobility: Bulky, -½; Focus Type: Vehicular, -½; Audivisual Only (DVD Recorder): -½ (2 Points).
  • Radio Listen and Transmit; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½ (3 Points).
  • Infrared Vision; Usable By Others: Simultaneous Use, +½ (2 Points).
  • Telescopic Vision (Sight, +4 to PER); Usable By Others: Simultaneous Use, +½ (3 Points).
  • Flash Defense (Sight, 5 pts); Usable By Others: Simultaneous Use, +½ (2 Points).
  • Flash Defense (Hearing, 5 pts); Usable By Others: Simultaneous Use, +½ (2 Points).
  • +2 levels with Ranged Combat / Computer Assist; Usable By Others: Power Lost, +¼ (6 Points).
  • 2d6 Aid: Programs/Databases (Fade/week, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2 (4 Points). This allows the user to load maps (area knowledge), mission information, and so on. All of it should be Usable By Others/Power Lost, so you can load a total of 10 points worth of information.
  • Detect Environmental Hazards (+1 to PER); Time Required: Instant, +2; Range: Touch, +0 (2 Points). This detects Chemical Weapons, High Radiation, Etc.

Loaded Databases (11 Points): Metahumans 14-, World Atlas 14-, English (Basic Conversation and standard Literacy)

Programs (6 Points); Go to specified location, Attack specified location/target, Search databases & internet, Act like a cat, Antitheft, Vehicle Diagnostics.

Base Vehicle Cost: 180 Points.

150+ Disadvantages (Cost: 150/5 = 30)

  • Hunted by Animal Control (8-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 (10 Points).
  • Watched by the Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0 (10 Points).
  • Reputation: Cat Monster (8-, Extreme) (10 Points).

30 Disadvantages Total

Champions – Sekhmet

Edmund had had a knack with vehicles as long as he could remember – but it hadn’t meant that much on a farm. Sure, it made it easy to keep the tractor, and the family car, in good repair – but he just kept quiet about it.

He moved out at sixteen (leaving the farm to his brother, who wanted it), and went into business – first vehicle repairs, then high-priced vehicle restoration, then (as his power grew), creating custom, one-of-a-kind, vehicles for the extremely wealthy – and even for some superhero groups.

By the time that his power came into full operation, he was very, very, well off indeed.

And then his daughter started to develop powers of her own – and much more direct ones at that. Worse, she wanted to go out and be a hero. A young heroine could DEFINITELY use a little parental backup – and while he didn’t exactly have “heroic” powers, he was generally competent and he had his ways.

———————————————————————————-

Even Edmund isn’t too sure how his greatest creation so far works – but “Sekhmet” somehow distorts space around itself, packing the power of a massively armed-and-armored quasi-felinoid battlemech into the space (and mass) normally occupied by a housecat – which is exactly what it looks and acts like when he isn’t piloting it.

When he wants to get into “Sekhmet” he simply touches “her” and – somehow – winds up inside, getting her weapons powered up and ready to go. When he isn’t piloting he generally keeps her in a cat-carry bag, so as to keep her handy. That way, if he hears about some major menace, hopefully he’ll be able to reach and deal with it before his daughter gets involved.

———————————————————————————-

In practical terms, Sekhmet-the-Mecha works a lot like Iron Man; the system is very tough, mounts a wide variety of weapons, a good computer system, and is extremely mobile. The fact that it appears to be a fairly normal cat, and can ride around on a team-mates shoulder… is just confusing gravy – especially when the massive weapons fire from somewhere unlocateable within “her” immediate vicinity.

Personally, Edmund has the ability to enhance, repair, and create vehicles – as well as a limited ability to interface with and (to some extent) manipulate many devices at range. Given that this allows him to seize control of vehicles at range, he can be quite a problem for other vehicle users even without his personal tank.

He also has lots of money, and isn’t at all afraid to use it.

 

Sekhmet

Value Characteristic Points
8 STR -2
18 DEX 24
13 CON 6
10 BODY 0
13 INT 3
10 EGO 0
10 PRE 0
10 COM 0
2 PD 0
3 ED 0
4 SPD 12
5 REC 0
20 END -3
21 STUN 0
Total 40

 

Points Powers END
26 Multipower (77-pt reserve); Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Focus (Tool Belt): Obvious Accessible, -1; Concentrate: 0 DCV, -½
u-2 2d6 Aid: Any one vehicle power (Fade/min., Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Reduced END: Zero, +1; Autofire: 20 shots, 1¼; Generic Limitation (Points only last as long as he is focused on that particular power.): -½

He has been known to abruptly “discover” that he has a medical bay when there are casualties to care for…

0
u-2 2d6 Aid: Restore Damaged Vehicle Systems (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Autofire: 55 shots, 3; Restore Only Lost Characteristics and Powers: -½; Reduced END: Zero, +1 0
u-1 Summon Vehicle (1 150-point creatures); Range: 0; Summon: Limited Group, +¼; Extra Time: 1 hour, -2½ 7
u-1 Machine Empathy; Ranged: +½; No Range Penalty: +½
(5) Computer Programming 14-
(6) Electronics 14-
(3) Combat Driving 14-
(3) Combat Piloting 14-
(5) Security Systems 14-
12 20-Point Total “Wealth” Multipower (90-pt reserve); Extra Time: 1 Day (-3.5), OAF (-1), Activation 14- (-.5), Must be able to go shopping or order things (-.5), Results generally do not arrive for a week or so (-1).
u-1 2d6 Aid; Buy Things (Fade/season, Max. 20); Range: 0; Affects: Single Power, +0; Difficult to Dispel: ×2, +¼; Area Effect (Radius): 12″ radius, +1; Increased Area: ×2, +¼; Selective Target: +¼; Affects All Powers Of A Related Group, But Each Must Be Enhanced Separately: +1;

This can be used to enhance the target’s Equipment Allowance (Points to spend on conventional personal equipment, usually bought as independent items. The base champions equipment pool is “0”), Vehicles, & Bases.

6
u-1 5″ Flight; Buy plane tickets (NC: 625″); Non-Combat Multiplier: ×125, +30; Non-Combat (MPH): 930; Usable By Others: Simultaneous Use, +½; Usable by Others Number: 8, +¾; Must take plane; not under own power.: -2 1
u-1 2d6 Mind Control; Advertising Campaign; Communication: Verbal, +0; Area Effect (Radius): 3000000″ radius, +1; Increased Area: ×1000000, +5; Nonselective Target: -¼; Continuous: +1; Reduced END: Zero, +½; Uncontrolled: +½; Visible: -¼; Only works on those who pay attention to media: -½; Does not count as an “Attack”: +½; Attracts Attention: -½;

This is a continent-wide campaign…

0
u-1 Summon; Place Want Ad (4 50-point creatures); Range: 0; Summon: Limited Group, +¼; Summon; Hire Employees: +¼;

One may hire a fairly sizable staff, and expect them to be reliable and loyal within reason. The “Hire” modifier covers their salaries and minor perks.

7
u-1 Send It Out For Analyasis; Discriminatory “Detect”, Variable (+2, net 24 points), +10 Perception (+30), Science, 2D6 Aid to any one (+.25) relevant technical skill, fades 1/minute (+.5, AKA; “I read the report”).
u-1 9d6 Transform (Cosmetic, Limited Class); Range: 450; Cumulative: +½; Difficult to Dispel: ×2, +¼;

Have things rebuilt. Covers cosmetic surgery, having the house painted, minor repairs, and various other makeovers. Really big jobs may take some time though.

9
u-1 “I’ll have my people look into that”; +9 “Overall Levels”;

Effective roll of 20- on any job which you can hire someone to do for you and report back on. EG; Hiring a detective agency.

u-1 Change Environment; Get Some People In Here… (32″ rad.); Effect: Variable, +1; Reduced END: Zero, +½; Uncontrolled: +½;

You may call in servants, caterer’s, interior decorators, moving men, etc, to supply food, a pavalion, furniture, background music, clean up the area, set it up as a playground, etc, etc, etc. Minor effects are usable more quickly then usual; it doesn’t take long to deliver food.

0
52 Total Powers  

 

Points Skills, Talents, Perks Roll
30 Vehicle (The Sekhmet): 150
30 +3 level w/Overall Level
16 Follower (Computer) (1, 80 pts, 0 Disad.); Number: 1, +0
3 Combat Driving 13-
3 Engineering 12-
3 Bureaucratics 11-
3 Combat Piloting 13-
88 Total Skills, Talents, Perks  

 

Cost Equipment
15 Armored Costume; Focus: Inobvious Inaccessible, -¼; Generic Limitation (Conventional Technology): -1
(8) Armor (6 PD/6 ED)
(3) Built In Smartphone: Radio Listen and Transmit ; Champions Advantage (Smartphone Functions): +½
(2) Protective Goggles: Infrared Vision
(2) Protective Goggles: Flash Defense (Sight, 5 pts)
5 Stetson Hat / Mental Defense (10 pts) ; Add to Total; IAF (Circuit Band in Hat): -½
20 Total Equipment

 

100+ Disadvantages
20 Normal Characteristic Maxima
5 Dependent NPC: Daughter (A minor hero) (Slightly Less Powerful, 8-); Skills: Normal, +0
5 Distinctive Features (Eccentric Beard, Hair, Etc); Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0
10 Hunted: The Voltron Group (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Mild, -5
; This bunch of minor power-armor villains want him to pilot their escape vehicles.
15 Secret Identity: Edmund Variff
10 Watched: The Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
5 Reputation: Wealthy Eccentric (8-)
20 Code of Chivalry (Common, Total)
15 Overconfidence (Very Common, Moderate)
10 Prankster (Common, Moderate)
115 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
40 + 140 = 180 215 = 115 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 3 10 8/6 9/6 3, 6, 9, 12

 

Champions – the Cloud Commanders Cloud Beasts

The Cloud Commander’s clouds aren’t really all that powerful in superhero terms – but en mass they can help each other aim, create winds to turn their gliding into something akin to flight, pester people with personalized weather, and join together to form massive “vehicles”.

Individually, they’re quite strong enough to carry someone around indefinitely and easily – allowing the Commander to ride a single cloud about. That neatly compensates for the fact that using most of his abilities requires a rull phase; he can focus on using his powers while his cloud-steed handles the mobility side of things.

Overall, they’re a pretty formidable set of minions for a teenager to have at his command.

 

Cloud Beast

Value Characteristic Points
0/20 STR -10
17 DEX 21
18 CON 16
8 BODY -4
3 INT -7
3 EGO -14
10 PRE 0
5 COM -2
4 PD 0
4 ED 0
4 SPD 13
8 REC 0
36 END 0
23 STUN -4
Total 9

 

Points Powers END
10 Elemental Control: Cloud Powers (15-pt reserve); Always On: -½
a-10 30″ Gliding (NC: 60″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 89
b-10 Shape Shift (Cloud and Mist Forms) (Limited Group); Generic Limitation (They’re clouds. They can come in many shapes, and squeeze through small holes and such, but they’re clouds. ): -1; Reduced END: Zero & Persistent, +1 0
c-10 Stretching (6″, NC: 12); Non-Combat Multiplier: ×2, +0 3
d-23 +20 STR; Affects Desolidified: +½; Reduced END: Zero & Persistent, +1 0
e-10 Armor (10 PD/10 ED)

Attacks tend to go right through, without hurting them – an odd special effect for armor, but it works.

f-10 Mental Defense (Vapor Brained) (31 pts); Add to Total
g-5 Regeneration (1 BODY/day); Regenerate: From Death, +20
18 Multipower (50-pt reserve); Concentrate: Throughout & 0 DCV, -1; Extra Time: full phase, -½; Generic Limitation (Only in-atmosphere): -¼
u-2 8d6 Energy Blast (Lightning); Range: 250; Versus: ED; Reduced END: Half, +¼ 2
u-2 Hand-to-Hand Attack (Storm Buffet) (9d6, Total 13d6); Range: 0; Affects Desolidified: +½; Reduced END: Half, +¼ 2
u-2 Change Environment (Weather Conditions) (8″ rad.); Reduced END: Half, +¼; Champions Advantage (Can generate minor (plus or minus two) modifiers on appropriate rolls.): +¼; Effect: Variable, +1 2
u-2 1d6 Drain (Gases, Smokes, Etc) (Return/min.); Range: 0; Autofire: 25 shots, 1½; Reduced END: Zero, +1; Active Points: 50; Trigger (When in the area of an appropriate effect): Set, +¼; Affects: Single Power of Special Effect, +¼; Penetrating: +¾

Clouds can rapidly dissipate or suck up gases, smoke, and other vaporous area-effect effects that touch them. Each can can only suck up one effect at a time though; it has to spit it out (in harmless shreds) before it can suck up another.

0
u-2 2½d6 Killing Attack (RKA) (Lightning); Range: 250; Reduced END: Half, +¼ 2
2 Helpful Weather
(17) +2 level w/All Combat; Usable By Others: Simultaneous Use, +½; Ranged: +½; Usable by Others Number: 4, +½; Reduced END: Zero, +½
u-1 Sense the Atmosphere
(4) Tracking Scent
(2) Discriminatory Sense (Smell)
(11) Enhanced Perception (Smell, +15 to PER)
u-2 Desolidification; Reduced END: Half, +¼ 2
121 Total Powers  

 

Points Skills, Talents, Perks Roll
20 +4 level w/Multipower
20 Total Skills, Talents, Perks  

 

100+ Disadvantages
20 Phys. Lim; No Fine Manipulation (Frequently, Fully)
15 Distinctive Features: Clouds; Concealability: Not Concealable, 15; Reaction: Noticed and Recognizable, +0
40 Vulnerability: Heat and Flame (2× STUN and BODY); Attack: Common, +10
75 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
9 + 141 = 150 175 = 75 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 1 31 14/10 14/10 3, 6, 9, 12

 

Champions – The Cloud Commander

The heavens wept. Lightning struck from each point of the ancient compass rose, thundering twenty-four times in a final salute.

In a hidden citadel, the final sparks of a smoldering hearthfire cooled, the brandy spilled from the fallen snifter was a mere damp spot on the luxurious carpet – and the open bottle had been left to evaporate.

Lord Henry Richart, for ninety-seven years Grand Marshal of the Aerial Legion, hero of a hundred battles, and eighty-four years in the body, had embarked upon his final voyage. This time, with his flesh no longer able to bear the burden of his spirit, no matter how great his skill to lay a course between the worlds – and no matter how mighty the storm that offered a gate – there would be no returning.

Without the grand old man’s indomitable will to bind them to the realms of form, his coat, hat, and cutlass – the panoply of the Storm King – faded once more into the astral realms.

Thunder rumbled distantly, seeking.

—————————————————————————-

Across the world, where storms were raging, youngsters dreamed.

Where there was a lack of fantasy and wonder, they slept serene.

Fire and thunder spoke, and the frightened woke to seek comfort.

The fog rose, and those without a firm moral compass lost their way.

The wind howled, and only the daring held the wheel.

Horrors rose from the depths, faint memories of those from Outside and the War in Heaven – the spawn of the Qliphoth. Even in memory… terrible beyond anything that the remaining youngsters had ever faced.

Many faltered, and woke in tears – but a few – so very few – of the bravest defied the darkness and stood against the horrors – rallying the Storm around themselves, and leading the attack.

One did so with near-instinctive skill, and was chosen.

—————————————————————————-

The boy had wanted to “camp out” in the hedgerows for the night – and there was no harm in that. Nothing short of a hurricane or tornado would bring the old lean-to down – and the house wouldn’t stand up to something like that any better.

Niels had always loved storms – but it was very late, and he had fallen asleep watching a rather nice one.

Not too surprisingly, it had gotten into his dreams, turning them strange and terrible – but he had not woken. The storm did not master him.

In the realms beyond, Lord Richart smiled, and reached out to the physical realm a final time, passing the mantle and a few words of encouragement to a new champion.

A bolt of lightning blazed down, shattering the turf roof, heavy logs, and supporting stones of the lean-to like a handful of toothpicks. The boy – powerless no longer – woke amidst the smoldering ruins of the lean-to, and stepped forth, a corona of sparks turning the rain to steam around him.

The Grand Marshal of the Aerial Legion had fallen, and The Cloud Commander was risen in his place. It would be many years before his powers would approach the Grand Marshals – but every new champion faced that upward path.

—————————————————————————-

Niel’s power is already formidable. He can control the weather, whip objects around in tornado-like winds, summon the lightning and the thunder, channel his voice through the weather (a very dramatic trick), walk the winds, and even return to life if slain by tapping into the power of a great storm from the other side. He can summon up the Coat, Blade, and Hat of Storms, even if he has yet to properly integrate them into his personal power.

Perhaps most importantly… he can infuse his power into clouds, granting them many of the attributes of living things – and making them strong and solid enough to carry him along. (He usually has about half of the sixteen he can currently control group up and act as his “ship” while the others help him out.

On the other hand, he still hasn’t even ATTEMPTED to explain what’s going on to his parents – and he isn’t all THAT personally durable.

Cloud Commander

Value Characteristic Points
15 STR 5
15 DEX 15
23 CON 26
10 BODY 0
10 INT 0
11 EGO 2
10/50 PRE 0
10 COM 0
3/19 PD 0
5/21 ED 0
4 SPD 15
8 REC 0
32 END -7
30 STUN 0
Total 56

 

Points Powers END
30 Multipower: Weather Summoning (67-pt reserve); Only in Hero ID: -¼; Gestures: Instant Power, -¼; Extra Time: full phase, -½; Visible (Blatantly obvious to other weather-manipulators for miles around): -¼
u-3 Summon Cloud Beasts (16 75-point creatures); Range: 0; Summon: Single Type, +0 6
u-2 1d6 Transform (Weather) (Minor, Limited Class); Range: 325; Cumulative: +½; Area Effect (Radius): 500″ radius, +1; Increased Area: ×250, +2; Reduced END: Zero, +1; Autofire: 10 shots, ¾; Generic Limitation (Still costs 1 End per die used. Number of dice needed depends on how big a change is being made. ) 0
u-3 Telekinesis (Wind) (STR 35); Range: 325; Manipulation: Coarse, +0; Reduced END: Half, +¼; Active Points: 65 2
u-3 10d6 Energy Blast (Lightning); Range: 310; Versus: ED; Reduced END: Half, +¼ 2
u-3 2d6 Flash (Thunderclap) (Hearing, Sight); Range: 335; Area Effect (Radius): 4″ radius, +1; Reduced END: Half, +¼ 3
u-3 Hand-to-Hand Attack (Storm Strike) (11d6, Total 13d6); Range: 0; Reduced END: Half, +¼; Affects Desolidified: +½ 2
u-2 Voice Of The Storm
(18) +40 PRE
(4) Can be heard in a very large radius
4 Elemental Control: Storm Powers (6-pt reserve); Only in Hero ID: -¼; Visible (Blatantly obvious to other weather-manipulators for miles around): -¼
a-4 12″ Gliding (NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 36
b-9 Regeneration (1 BODY/hour); Regenerate: From Death, +20; Generic Limitation (Can only regenerate from death when a major storm passes nearby): -½
2 Instant Change; Clothes: One Set, 5; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Generic Limitation (Absurdly dramatic bolt of lightning from the sky draws lots of attention): -½
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
74 Total Powers  

 

Points Skills, Talents, Perks Roll
3 Oratory 19-
17 Follower (16, 75 pts, 0 Disad.); Number: 16, +20; Generic Limitation (Only to maintain control of his cloud-beasts): -1
3 Money (Well Off); Generic Limitation (Must periodically go off and dig up more buried treasure to maintain this): -½
3 Tactics 11-
3 Navigation 11-
1 Knowledge: History 8-
30 Total Skills, Talents, Perks  

 

Cost Equipment
5 Coat of the Kraken Elemental Control: (8-pt reserve); Focus: Obvious Inaccessible, -½

With experience, the Cloud Commander will find it easy to migrate this over to his Elemental Control – integrating the currently-externalized item into his personal powers.

a-5 +16 PD ; Focus: Obvious Inaccessible, -½
b-5 +16 ED ; Focus: Obvious Inaccessible, -½
c-5 Damage Resistance (16 PD/16 ED) ; Focus: Obvious Inaccessible, -½
5 Thunderbolt, the Cutlass of Storms
(2) Additional Multipower Slot: 4d6+1 HKA (Energy, 6 End), OAF Sword
(3) 2d6 Aid (Endurance) (Fade/turn, Max. 12) 0; Range: 0; Affects: Single Power, +0; Charges: +3, -1¼; Focus (Cutlass): Obvious Accessible, -1
5 The Hat of the Storm King
(5) Detect Atmospheric Phenomenon (+0 to PER) ; Time Required: Instant, +2; Range: Ranged, +5; OAF (Really Cool Hat): -1
30 Total Equipment

 

100+ Disadvantages
10 Accidental Change: To “hero” form when exposed to large electrical discharges. (11-)
15 Accidental Change: During Major Storms (11-)
10 Dependent NPC: Parent or Relative (Normal, 8-); Skills: Normal, +0
15 Hunted: The Quilipothic Realms (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
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 Phys. Lim: Underage, In School (Frequently, Greatly)
15 Models his persona on old pirate and naval movies (Very Common, Moderate)
15 Always keeps his word (Uncommon, Total)
10 Major Ham (Common, Moderate)
10 Does not take most villians seriously. (Common, Moderate)
15 Secret Identity
140 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
56 + 104 = 160 240 = 140 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 4 0 19/16 21/16 3, 6, 9, 12