Jason Byrum

   When Huitzilopitchli was young, the White Necromancer was already an ancient figure, a legendary guardian from the end of the dreamtime, he who had hidden the world from the final death. While only the most learned of sages and powerful of sorcerers touched upon lore so old – necromancy woven so deep into the earth – the sleeping consciousness and vast power of the White Necromancer could still be felt by those who dealt with the primal depths of magic.

   When he awakened to battle the dimension-warping might of Azor as the Rho-Field approached, the powerful young mage who would later be known as a war god witnessed the side effects, and a few of the direct blows, in that battle – but Azor was driven from the earth and barriers raised and the White Necromancer returned to his long sleep, to await the dawning of a new age of magic.

   Sealed away in the hundred realms, the surviving ancient mage-lords, or “gods”, of humanity mostly did not notice when the White Necromancer woke again to deal with a madman who poured out rivers of blood to power his magic.  The magical shocks of the Darkstorm War were, however, enough to draw the attention of even the most insensitive mage-lords – and Huitzilopitchli, now a Mage-Lord, a God of War, Death, and Judgement, saw the White Necromancer – after 100,000 years – pass his power to an apprentice and pass himself into death.

   When the chance came, he opted to test that Apprentice – to take the measure of the new White Necromancer and see if he understood the necessity of heroism and the responsibility of his power. Jason was a foolish youngster and a natural follower – and not someone he would ordinarily have judged against – he had already volunteered himself to be bonded with a spirit and used. Huitzilopitchli bonded a jaguar-spirit to the boy’s spirit, bound the resulting werecat to the service of the new White Necromancer, and sat back to observe. Would the new White Necromancer take this unwanted youngster who had been thrust upon him into his care and take responsibility for him and for his safety, or would he treat the boy as a disposable unwanted imposition?

   He was quite pleased when the new White Necromancer opted – after some hesitation – to fully accept the responsibilities of his power, and took Jason under his wing. He sent along the Ward of Stone that he’d had ready if the boy’s new master had chosen such a course.

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Jason Byrum

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Value Characteristic Points
14/30 STR 4
25/30 DEX 45
13/16 CON 6
10/18 BODY 0
7/13 INT -3
3/6 EGO -14
24/30 PRE 14
12/24 COM 1
4/7 PD 0
4/7 ED 1
4 SPD 5
7/10 REC 0
16/28 END -5
30/38 STUN 0
  Total 54

 .

Points Powers END
2 Elemental Control: Feline Powers (10-pt reserve); Feline Powers Only (-1), Powers under control of owner, not character (-1), Side Effects (Docile, Loyal to Owner. Well-Behaved, Property, -1), Side Effects cannot be avoided (-.5).  
a-2 Growth-2 (×4 mass, ×1½ height); Mass: 248 kg/546 lbs; Height: 249 cm/8’2″; Extra STR: 10; Knockback Reduction: -2; Extra BODY: 2; Extra STUN: 2; DCV Penalty: -1; PER Penalty: +1; Reduced END: Zero & Persistent, +1 0
b-6 Running (+10″, 16″, NC: 64″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 60; Reduced END: Zero, +½ 0
c-2 Shape Shift (Single Form); Reduced END: Zero & Persistent, +1; Human/Cat-Boy/Big Cat. Minor variations apply. 0
d-4 1d6+1 Killing Attack (HTH) (Total 2½d6); Range: 0; Reduced END: Zero, +½ 0
e-3 Feline Senses  
(1) Discriminatory Sense (Smell)  
(2) Tracking Scent  
(1) Ultrasonic Hearing  
(1) Ultraviolet Vision  
f-2 Enhanced Perception (all) (+7 to PER)  
g-2 Armor (7 PD/7 ED)  
h-2 Mental Defense (21 pts); Add to Total  
i-5 Power Defense (33 pts); Always On: -½; Only protects Feline Powers, not other abilities: -1; Hardened: ×1, ¼  
j-2 Superleap (+14″, 20″, NC: 40″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 42; Reduced END: Zero, +½ 0
     
  Other Feline Package Powers  
5 Instant Change; Clothes: One Set, 5; Clothing/Nude/Collar and/or Leash. Normally works automatically, but owner may override at will.  
12 Regeneration (1 BODY/Turn); Regenerate: From Death, +20; Regeneration relies on the White Necromancer: -½; Regeneration from Death must be actively powered by the White Necromancer: -1  
3 Regeneration: Restores Feline Powers if Drained or Neutralized (1 BODY/Turn); Regenerate: Standard, +0; Activation: 8-, -2  
2 Swimming (+2″, 4″, NC: 8″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 6 1
3 Immune to Aging  
     
7 Modified Characteristic: STR; Reduced END: Half, +¼  
5 Mind Link: The White Necromancer; Minds: One Specific Mind, +5; Number of Minds: 1, +0; Distance: Single Planet, +0; Dimension: Current, +0; Link with: Anyone, +0; Controlled by White Necromancer, not him.: -1; Champions Advantage (Transtemporal: Often knows what his master is going to want a few minutes in advance.): +1  
5 Doesn’t Eat, Excrete or Sleep; He still likes to, but doesn’t have to.  
     
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 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
     
52 Likely Equipment  
(2) Elemental Control: Microfiber Clothing (5-pt reserve); All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).  
a-8 Armor (8 PD/8 ED); Hardened: ×1, ¼; Always On: -½  
b-4 Life Support Systems  
(1) Life Support: High Pressure/Vacuum  
(1) Life Support: High Radiation  
(4) Need Not Breathe  
(1) Life Support: Intense Heat/Cold  
c-2 Instant Change (can look like any clothing); Clothes: Any Set, 10  
4 Advanced Military Electronics Package; Computer: Int 13, Dex 0, Spd 1 (-27 Points Base).  
(1) Elemental Control: Electronics (3-pt reserve); All abilities Conventional Technology (-1)  
a-3 Radio Listen and Transmit; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½  
b-2 Infrared Vision; Usable By Others: Simultaneous Use, +½  
c-3 Telescopic Vision (Sight, +4 to PER); Usable By Others: Simultaneous Use, +½  
d-2 Flash Defense (Sight, 5 pts); Usable By Others: Simultaneous Use, +½  
e-2 Flash Defense (Hearing, 5 pts); Usable By Others: Simultaneous Use, +½  
f-2 Detect Health of User (+1 to PER); Time Required: Instant, +2; Range: Touch, +0  
g-2 Enhanced Perception (all) (+2 to PER); Usable By Others: Power Lost, +¼  
h-3 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½  
i-2 Basic Computer Functions  
(1) Absolute Time Sense  
(1) Inertial Locator/Bump of Direction  
(1) Lightning Calculator  
j-2 Detect Environmental Hazards (+1 to PER); Time Required: Instant, +2; Range: Touch, +0; Detects Chemical Weapons, High Radiation, Etc.  
k-4 GPS/Heads-Up Map Display: Navigation; Usable By Others: Power Lost, +¼ 14-
l-7 +3 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½  
m-4 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; 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. 3
(3) Programs; 1) Monitor instruments and transmit information to user and command systems. 2) Place call for emergency assistance if serious health issues are detected. 3) Refuse to activate without proper identification of authorized user. The first two programs normally run continiously after boot-up. The third runs at boot-up but shuts down once satisfied.  
(1) English (Basic Conv.); Literacy: Standard, 0  
(4) Easy Interface: Computer Programming; Usable By Others: Power Lost, +¼ 12-
(3) +3 BODY, Amulet of Life  
(4) +3 DEX, Monkey Belt; Doesn’t Affect Figured: -½  
(5) Demon Ward: Change Environment/Holy (2″ rad.); Effect: Fixed, +0 1
(15) Ward of Stone (23-pt reserve); OIF: Amulet  
u-1 2d6 Aid (Standard Healing) (Fade/turn, Max. 12); Range: 0; Affects: Single Power, +0; Charges: 64, +½; Autofire: 5 shots, ½; Trigger (When bearer injured): Set, +¼ 0
u-1 Force Field (5 PD/5 ED); Invisible: To All Senses, +1; Charges: 2, +¼; Continuing Charges: 1 Day, -7 lev 0
u-1 +2 SPD; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev  
u-1 Hand-to-Hand Attack (4d6, Total 10d6); Range: 0; Reduced END: Zero, +½ 0
u-1 Missile Deflection (All Ranged Attacks, None, OCV 10); Deflect Attacks: Normal, +0; Deflection Bonus: 0; OCV: 10  
     
     
80 Total Powers  

 .

Points Skills, Talents, Perks Roll
3 Professional Skill: Servant/Bodyguard 15-
3 Survival 11-
3 Stealth 15-
3 Acrobatics 15-
12 Total Skills, Talents, Perks  

 .

25+ Disadvantages
  Package Disadvantages:
15 Accidental Change to Feline when mind controlled (14-)
15 Must have owner and master (Common, Strong)
15 Always Obeys Orders of Superiors (Very Common, Moderate)
10 Distinctive Features: Subordinate, always addresses owner as “Master”, etc.; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0
10 Watched: Aztec War God (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
10 Public Identity
   
  Personal Disadvantages
15 Self-sacrificing bodyguard, must attend master (Frequently, Greatly)
10 Easily Led (Common, Moderate)
10 Mystically linked to the White Necromancer (Infrequently, Greatly)
5 Overconfidence (In Master) (Uncommon, Moderate)
5 1d6 Unluck
5 Enraged: When the White Necromancer injured (8-, 14-); Circumstances: Common, +10
125 Total Disadvantages

 .

COSTS: Char.   Powers   Total Total   Disadv.   Base
  54 + 92 = 146 150 = 125 + 25

 .

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
10 10 / 9 2 21 27/20 27/20 3, 6, 9, 12

.

   Story: Jason was always a bit quiet, easily led, and of average intelligence at best: When a slightly-older friend started towing him along to spend time with the skinheads, he made a good follower – and an easy victim for possession. In the aftermath, and for reasons of his own, Huitzilopochtli judged and transformed him, binding him to the White Necromancer as a servant and bodyguard.

  Notes: As a more-or-less normal human, Jason can have one acquired power package (the 75-point cat-boy package in his case), up to 50 experience points, and up to 50 points in disadvantages.

   Height: 166/249cm (5’5″/8’2″), Weight: 62/248kg (136 lbs/546 lbs), Sex: Male, Age: 15, Race: Modified Human

   Appearance: Human/Cat-Boy/Big Cat per current form. His charms are normally hung around his neck.

 

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