Champions – Lamechial who thwarts Deception, the Adversary

By what right do I do these things?

In any trial, there are two advocates before the Judge.

I am not a defense attorney. The LORD forms the Light, and creates Darkness. The LORD makes Peace, and creates Evil. He is the LORD who does all these things. Both the Light and the Darkness and the Shadows which lie between are HIS. And in those Shadows I have walked across the centuries, testing. Some pass, surmounting temptations and obstacles, and grow. Others fail, and diminish.

But I have not heard the guiding voice of the LORD within in centuries. Is this a part of his plan? Or have I somehow been twisted to the path of division, which claims that my office is not the LORDS, and fallen? And does it matter? No longer are mortals scattered so thinly across the earth. Now, no matter where my path might lead… there are lives that I am called to touch. Some to help, some to oppose – whether in training or reality – and, far, far, too many… to avenge, expose, or punish.

There is a reason that the first thing a lot of angels say is “Do not fear.” Lamechial… does not say that very often. Miracles are not always nice.

————————————————————–

There are spirits of wrath, or mercy, and of many other aspects of humanity and the world. Most of them are pretty blatant, even if the true ultimate powers are cloaked in a myriad mysteries and masks. Lamechial… walks the shadows, both in the darkest corners of the world and in its highest courts. He is a special agent – the supernatural version of James Bond.

And Lamechial resembles James Bond more than a bit. He is old (even if, as a spirit being, he does not age), sophisticated, experienced, and has seen the worst of humanity over and over again across the centuries – although innocence can still surprise him. He is something of a cynic, but – unlike so many spirits of good or evil – does not bother himself over the little, meaningless, “sins” and indulgences. Humans are not perfect, and they cannot be expected to be.

That does not mean that they cannot be BETTER.

————————————————————–

Lamechial both is and is not an atrocity of power. He possesses a few extremely potent abilities – he can send corrupted spirits on a tour of hell, release inhibitions, grant wealth, minions, or many other benefits, and warp the world around him in a thousand marvelous ways – but the tour (however shocking) merely delays his targets by a phase, he can make only minor changes in mortal minds, he can only grant benefits in conjunction with a willing mystical pact (although the price is rarely anything more than a few favors and he can only grant 20 points worth of boosts at that), and – while he can readily change the environment around himself – in superheroic combat, making a few walls and such only goes so far. Most of his resistance to injury fails against otherworldly weapons – which pretty much every occultist on earth knows about. He is owed countless favors, but rarely more than one or two related to his current activities.

Worse… the use of his active powers twists the world about him. Mortals may receive visions, take up magic, or develop strange powers and bizarre obsessions. Magical creatures sealed away since the very dawn of time may be unleashed. Strange plots and magical interventions spring up where Lamechial passes. Such things are, after all, obstacles for people to build up their strengths overcoming – and that is his purpose.

In actual combat, Lamechial is essentially a rather light duty brick. He’s tough enough (unless someone has an otherworldly weapons) to withstand most small arms unless someone gets in a lucky shot, but he really isn’t up to fighting a serious super-hero, super-villain, or major monster. He’s more of a pulp occult investigator.

Out of combat… his most potent (and rules-abusive) power is his Perfected Expertise, which makes him (thanks to eons of experience) familiar with every active skill, reasonably well informed on virtually any topic, and competent at social skills – although, even with this power an actual hero is likely to far exceed his skill in any topic that said hero is actually interested in.

————————————————————–

The primary problem with Lamechial in a game is not his awkward powers. It’s that he doesn’t really play very well with others. He may appear to mortals and aid them in pursuit of justice or against supernatural menaces. He may tempt them with their fantasies, show them luxuries and riches, or strip away their perks. He may show evildoers the likely consequences of their foul ways, or wisely mentor almost anyone – but, like most occult agents and detectives, he’s really something of a loner.

Although I suppose you could use him as one of those annoying Stealth Mentors; “I have no choice but to surrender! Excellent! Now that you have become strong enough to overcome ME, you will have a chance against the true challenges to come!”

 

Lamechial who thwarts Deception,

the Adversary

Value Characteristic Points
10/45 STR 0
8/23 DEX -6
13/40 CON 6
10 BODY 0
13 INT 3
11 EGO 2
25 PRE 15
17 COM 3
10 PD 1
8 ED 0
4 SPD 7
17 REC 0
80 END 0
40 STUN -13
Total 18

 

Points Powers END
23 Shadow Magic Multipower (70-pt reserve); Variable Limitations (Commonly IAF (Amulet) or OIF (Ring)): -½, -¼; Visible (Blatantly obvious to other supernatural beings): -¼; Side Effects (Has weird, cumulative, effects on those around. ): 30/Half, -½; Generic Limitation (Side effects cannot be avoided.): -½; Concentrate: ½ DCV, -¼; Only in Hero ID: -¼
u-1 Sorcerer’s Eyes / Detect Magic (+7 to PER); Time Required: Instant, +2; Range: Ranged, +5; Addition (Discriminatory / Analytical.): +5
u-1 2d6 Walker of Ages / Aid to Favors and Contacts. (Fade/week, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Generic Limitation (May only “pull out” one contact and two favors in any one week.): -½; Reduced END: Zero, +½ 0
u-1 2d6 Balm of Gilead / Aid to all damaged powers and abilities (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2 3
u-1 Glimpse of the Abyss / Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Usable Against Others (Only works on those at serious risk of winding up in hell): ×1 mass, 1; Generic Limitation (Sends victim on an astral tour of hell. This seems to last for hours, but actually requires only an instant (they lose a phase), after which the victim is returned to his or her body. It will not work again on the same victim for at least a week.): -1½ 4
u-1 1d6 Wages of Sin: Drain Perks (Return/century); Range: 0; Affects: Single Power of Special Effect, +¼; Penetrating: +1; Generic Limitation (Cannot drain more than 20 points in total from the target’s Perks. ): -1 5
u-2 Soulsight
(10) Stench of the Lie / Detect Deception (+10 to PER); Time Required: Instant, +2; Range: Ranged, +5
(10) Heartsight / Detect Surpressed Desires (+10 to PER); Time Required: Instant, +2; Range: Ranged, +5
u-2 Fiat Materia / Telekinesis (STR 30); Range: 345; Manipulation: Fine, +10; Reduced END: Half, +¼ 2
u-2 1d6 Call the Shadows / Transform: Remove Inhibitions, induce gloating, cause confessions, or other minor mental changes (Minor, Limited Class); No Range -1/2, Cumulative: +½; Area Effect (Radius): 6″ radius, +1; Increased Area: ×2, +¼; Champions Advantage (Exemption: can leave up to (ECV) targets unaffected): +½; Autofire: 20 shots, 1¼; Reduced END: Zero, +1; Penetrating: +1 0
u-2 2d6 Aid: Grant Wishes (Fade/century, Max. 20); Range: 0; Affects: Single Power of Special Effect, +¼; Variable Special Effects: Certain Group, +¼; Generic Limitation (Target must willingly accept a mystically binding bargain (a 20-point disadvantage)): -1

It is important to note that Lamechial does NOT want your soul, or to deprive you of your free will. He is MUCH more likely to call upon you to take in an orphaned child, to help straighten out someone else, to turn away from an illegal business and donate to charity, or otherwise to try and improve matters on earth – to strive, in some small way, to become a better person.

5
u-2 Visions Through The Mirror / Clairsentience (Hearing, Sight); See: Past, +20; Reduced END: Half, +¼; Dimensions: Current, +0; Range: 500″; Generic Limitation (Cannot see into truly sacred places.): -¼ 2
u-2 15″ Gates of the Nephelim / Teleportation (Long Range 1,875″); Increased Range: ×125, +35; Long Range: 1,875″; Long Range (miles): 2.33; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0 3
u-2 Warp Reality / Change Environment (8″ rad.); Effect: Variable, +1; Reduced END: Zero & Persistent, +1; Uncontrolled: +½, No Range: -½

This power manipulates the setting; If Lamethial wishes to fix a broken window, open some doors, or create a hole in a wall this will do it – as it will transform a room into a cavern full of gems, or a harem, or turn an area into a maze. He can even add in “extras” – minor spirits or bored souls acting in appropriate unimportant roles. The net effect is somewhat dreamlike.

And yes, that’s powerful, and quite likely outside the scope of “Change Environment” – but how would you build that power?

0
u-2 2d6 Heavenly Sword (No longer carried) Killing Attack (HTH) (Total 4d6); Range: 0; OIF (Blade): -½; Reduced END: Half, +¼; Armor Piercing: 1, +½; Affects Desolidified: +½

Lamechail is not primarily a warrior, and – these days – carrying a sword around is quite conspicuous, while having a car handy is much more generally useful. Thus Lamechial has put his celestial sword and armor safely away in magical storage, It is unlikely that anything short of an apocalypse scenario would or otherworldly invasion or some such make him get them out again.

3
7 Perfected Essence Elemental Control (20-pt reserve); Visible (Blatantly obvious to sensitives as a spirit entity.): -¼; Side Effects (Comes with numerous supernatural responsibilities and missions along with various supernatural opponents.. ): 30/Half, -½; Generic Limitation (Side effects cannot be avoided.): -½; Generic Limitation (Will not function in the divine realms of non-Judaeo-Christian gods. ): -¼; Only in Hero ID: -¼
a-6 Armor (14 PD/14 ED); Generic Limitation (Bypassed by Otherworldly Weapons): -1

If Lamechial is expecting a major battle against otherworldly opponents he may retrieve his divine armor – a 2-point bit of equipment that buys off the “not versus otherworldly weapons” limitation on his “natural armor” – but these days he usually finds owning a CAR a lot more useful and far, FAR, less conspicuous.

b-7 Perfected Health / Regeneration (1 BODY/Turn); Regenerate: From Death, +20; Addition (Repairs any damaged attribute or ability): +10
c-9 +35 STR; Reduced END: Half, +¼ 1
d-12 +27 CON
e-9 +15 DEX
f-5 2d6 Perfected Expertise / Aid to Skills (Fade/5 hours, Max. 12); Range: 0; Generic Limitation (Target gains an 8- base in all skills, 11- in knowledges, and his or her base Presence Check in all Presence-Based Skills only): -½; Generic Limitation (Self Only): -½; Affects: All Powers of Special Effect, +2 4
g-9 Life Support (total); Area Effect (One-hex): 1 hex(es), +½
5 Damage Resistance (5 PD/5 ED)
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
117 Total Powers  

 

Points Skills, Talents, Perks Roll
37 +6 level w/Immortal Expertise / Overall Level; Costs END: -½; Reduced END: Half, +¼; Visible (Shadow Magic Signature): -¼; Generic Limitation (Will not function in the divine realms of non-judeo-christian gods. ): -¼
7 Money (Wealthy); Generic Limitation (Has no apparent source, no history, and no financial records. ): -½

Lamechial’s wealth is fundamentally based on his “Warp Reality” power, which allows him to fill empty rooms with whatever he pleases – as long as it has no significant point cost. He handles the legal concerns with his usual inherent skill, but people do notice and wonder…

1 Noted Occult Authority
45 Total Skills, Talents, Perks  

 

Cost Equipment
12 Sigil of Metatron / Sorcery Power Pool (10-pt Pool); Control Cost: 5; IAF (Sigil of Metatron on his Tie-Clasp): -½; Gestures: Instant Power, -¼; Variable Limitations: -½, -¼

For the most part this covers a little light levitation and some holy-radiance “special effects”. He’s not exactly an expert sorcerer. His power manipulation skill is Knowledge / Enochian Rune Magic, which his Perfected Expertise gives him a base of 11- in.

6 Sigil of Michael; IAF (Warding Amulet): -½

Given that much of Lamechial’s business has always been with more or less ordinary mortals, he has rarely needed special defenses – but a bit of guidance from Michael is helpful in dealing with unexpected attacks.

(3) Mental Defense (7 pts) ; Add to Total
(3) Power Defense (5 pts)
3 High End Smartphone (0kg)
5 Penthouse Base: 25

There may be a bit of vanity involved, and Lamechial enjoys a comfortable lifestyle as much as anyone else – but the real draw is the symbolism of watching over the world from on high. That… just appeals to him. And it’s handy to have a place to keep your stuff too.

4 High End Sports Car: 20
30 Total Equipment

 

100+ Disadvantages
20 Reputation: The Adversary (14-, Extreme)
20 4d6 Unluck
20 Ruthlessly Inhuman (Very Common, Strong)
15 Honorable (Common, Strong)
15 Code of Chivalry (Common, Strong)
10 Public Identity

Lamechial, as an Adversary, may lie – but only as a part of a test or to serve a greater purpose. He makes no particular effort to conceal his identity – although he also makes no particular effort to prove it either.

15 Hunted: Minions of Moloch (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted: A “white” mage. (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Few mortal records, and those are spread over centuries. (Infrequently, Greatly)
135 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
18 + 162 = 180 235 = 135 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 4 7 24/19 22/19 3, 6, 9, 12

 

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