Kheileos Skipping Stone

Kheileos Skipping Stone


Value Characteristic Points
30 STR 20
23 DEX 39
28 CON 36
23 BODY 26
18 INT 8
11 EGO 2
15 PRE 5
15 COM 2
6 PD 0
6 ED 0
5 SPD 17
12 REC 0
36 END -10
52 STUN 0
  Total 145


Points Powers END
4 Elemental Control: Serpentine Powers (10-pt reserve); Serpent-Related Powers Only (-.75), Visible (-.25), Always On (obvious anthromorphic snake, distrusted by most humans, -.5)  
a-4 Armor (7 PD/7 ED)  
b-8 Life Support (total)  
c-10 Eyes of the Serpent  
(4) Tracking Scent  
(2) Infrared Vision  
(2) Discriminatory Sense (Smell)  
(4) Detect Magic (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5  
(2) Discriminatory Sense (Detect)  
d-8 Modified Characteristic: STR; Reduced END: Zero, +½; Affects Desolidified: +½  
e-4 Regeneration (1 BODY/Turn); Regenerate: Lost Limbs and Organs, +10  
37 Multipower: Nature Magic (75-pt reserve); Nature Magic Only (-.5), 14- Activation (-.5).  
u-3 Force Field: Barkskin (15 PD/15 ED); Charges: 32, +1; Continuing Charges: 1 Minute, -3 lev 0
u-1 Change Environment: Control Plants (32″ rad.); Effect: Fixed, +0 3
u-3 3d6 Entangle (DEF 3); Range: 335; Requires sufficient natural plant matter: -½; Area Effect (Radius): 4″ radius, +1; Personal Immunity: +¼ 7
u-1 2d6 Telepathy: Speak with Animals; Doesn’t Work with Humans (and equivalent): -½; No Conscious Control: -2 1
u-3 6d6 Blast: Hunting Strike; Range: 335; Versus: PD; Affects Desolidified: +½; Penetrating: +½; Reduced END: Half, +¼ 3
u-2 6d6 Aid: Life of the Redwood (All damaged attributes) (Fade/5 min., Max. 36); Range: 0; Affects: Single Power of Special Effect, +¼ 5
u-2 Bones of the Earth  
(22) Density Increase:-6 (×64 mass); Mass: 4,160 kg/9,152 lbs; Extra PD: +6; Extra ED: +6; Extra STR: +30; Knockback: -6″; Reduced END: Zero, +½ 0
(7) 0 End Cost on Increased (+30) Strength  
u-2 5d6 Killing Attack (RKA) Banishment; Range: 375; Only works on Extradimensional Creatures who are Banished at 0 Body, Only enough to Banish: -1 7
u-1 Telekinesis: Wind Mastery (STR 20); Range: 150; Manipulation: Coarse, +0 3
6 Superleap (+6″, 12″, NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22 1
15 The Eleven Secret Coils of the Wondrous Serpents of Jade (75-pt reserve); Multipower only usable for a preset, game-master determined list of effects (this limitation cannot be bought off later, -1), recognized by knowledgeable magi (-.25), will not work against certain targets (creatures which are linked to the power source involved may take an immunity to the spells effects, -.25), visible (reveal the user’s unique magical “signature”, can be detected in use by other mystics, -.25), -1 in variable limitations (usually taken as those listed for the slot and either a 14- activation check or as incantations and gestures, -.5), Unavoidable (-.5) Side Effects/Temporary Disadvantages: The user must act to preserve the mystic “balance”, as well as the balance of nature, to promote the ways of magic, and to respect the elemental powers. He or she is also recognizably allied with primal cthonian powers, -1), Only works as long as the user maintains a shrine to the elemental forces (-.25).
The “Eleven Secret Coils Of The Wonderous Serpent Of Jade” was formalized by a tong operating somewhere in China, but versions of the spell (Usually with a one or two slot difference) have an ancient history in Egypt and the Fertile Crescent – normally associated with priests of various serpent-gods. While not necessarily “evil”, the powers tapped by this spell are certainly inhuman – and care little for ordinary human concerns. Magi who use this spell should be regarded with caution.
u-1 Brethern of the Coils: Summon Venemous Serpents (125 50-point creatures); Range: 0; Summon: Single Type, +0; Charges: +8, -½; While these are ordinary snakes, they’re fairly dangerous due to their venom. Thanks to “The Wonderous Dominion”, below, the caster usually needn’t worry about control. Snakes don’t have much in the way of Int or Ego 0
u-1 4d6 The Wonderous Dominion: Mind Control; Communication: Telepathic, +¼; Damage Shield: +½; Reduced END: Zero, +½; Uncontrolled: +½; Area Effect (Radius): 6″ radius, +1; Only versus serpents: -1 0
u-1 15d6 Gaze of the Serpent: Mind Control; Communication: Verbal, +0; Charges: +8, -½ 0
u-2 The Subtle Fang; OIF (Serpent Bracers): -½  
(8) Hand-to-Hand Attack (10d6, Total 16d6); Range: 0; Reduced END: Zero, +½; OIF (Serpent Bracers): -½ 0
(5) +6 level w/HTH Combat; OIF (Serpent Bracers): -½  
u-1 The Serpent’s Tongue; Extra Time: full phase, -½  
!(0) Seduction; Extra Time: full phase, -½ 11-
!(0) Persuasion; Extra Time: full phase, -½ 11-
!(0) Oratory; Extra Time: full phase, -½ 11-
(12) +22 level w/With these skills; Extra Time: full phase, -½  
u-1 +3 Harness The Serpent: SPD; OIF (Serpent Bracers): -½; Charges: +8, +¼; Continuing Charges: 1 Minute, -3 lev; Difficult to Dispel: ×16, +1  
u-1 3d6 Vipergout/Energy Blast; Range: 375; Versus: ED; No Normal Defense (Vrs Need Not Eat or Immunity to Serpent Venom): +1; Continuous: +1; Uncontrolled (Continues to affect victims until they’re treated with Antitoxin, are treated medically at -4, or an hour passes.): +½; Area Effect (Cone): 12″ long, +1; Reduced END: Zero, +½; Charges: +8, -½ 0
u-1 Telekinesis/The Crushing Coils (STR 50); Range: 375; Manipulation: Coarse, +0; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev; Grab/Crush Only: -1 0
u-1 15d6 Energy Blast/The Serpent’s Strike; Range: 375; Versus: PD; OIF (Serpent Bracers): -½; Charges: 16, +0 0
u-1 Scales Beneath the Skin; 6x 1-hour charges (+.5). Note that the package need not all be used; the magus may simply grow scales or turn into a man-sized snake if he (or she) so desires. This does, however, require a full phase (-.5)  
(4) Force Field (10 PD/10 ED) 2
(2) Shape Shift: Serpent (Single Form) 1
(2) Shrinking-1 (DCV +2, Height 84 cm/2’9″); Mass: 8.125 kg/18 lbs; Knockback Increase: 3; PER Bonus: -2 1
(1) Infrared Vision  
(1) Instant Change (Clothing adapts or vanishes); Clothes: One Set, 5  
u-1 1d6 Transform/The Serpents Wiles (Major, Anything); Range: 375; Cumulative: +½; Reduced END: Zero, +½; Penetrating: +½; Difficult to Dispel: ×4, +½; Invisible: To All Senses, +1; While this has a wide range of applications, it can’t really turn a target into “anything”. It’s restricted to subtly twisting both people and items to suit it’s user’s purposes; Living things can be bound to your will, subtly modified, or convinced of almost anything. Unliving things can be imbued with minor, subtle, powers and altered in many inobvious ways. For example, salt could be enchanted to act as a wide variety of drugs and compounds 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
18 Usual Equipment  
(4) Concealed Kevlar Bodysuit: Armor (4 PD/2 ED); IIF: -¼; Conventional Technology: -1  
(3) Flash Defense (Sight, 5 pts); OIF (Dark Glasses): -½  
11 Common Charms (Select up to 10 active points if desired); Charms are normally Fragile Inobvious Accessible Foci (-.75) and are powered by Personal Magic (-.25). They cannot exceed the limits for personal energy magic. Many powers are difficult or impossible to create as charms: consult the GM.  
(4) Armor: Warding Talisman (4 PD/2 ED)  
(2) 5″ Levitation: Gliding (NC: 10″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 19  
(5) Luck Charm (2d6)  
132 Total Powers  


Points Skills, Talents, Perks Roll
3 Scientist  
6 Biology 17-
6 Zoology 17-
3 Animal Handler 11-
1 Biochemistry 11-
1 Biophysics 11-
1 Ecology 11-
1 Exobiology 11-
1 Genetics 11-
1 Occultism 11-
3 Survival 11-
1 Theology 11-
3 Tracking 13-
3 Acrobatics 14-
1 Follower (1, 5 pts, 0 Disad.); Number: 1, +0
; Snake Spirit Familiar
35 Total Skills, Talents, Perks  


125+ Disadvantages
15 Distinctive Features; ; Concealability: Concealable, 10; Reaction: Always noticed & major reaction, +5
; Scales (green with a white stripe down the spine), snakelike eyes, fangs (though he’s obviously not venomous, they’re kind of archetypal), naturally tricolor hair, dandelions growing in interesting places.
15 Beacon: (Common, Strong); Situation: Common, +10; Intensity: Strong, +5
; Animal-spirits and other snake-folk tend to instinctively recognize his blood and the source of his power. While it’s not always a bad thing to be considered a demigod, it can be awkward, and many of them like to seek him out for favors, as a way to get into the good graces of his father, or other awkward or troubling events.
20 Hunted: Alien Tentacle-Bear Things (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
; A sprawling extra-dimensional civilization, Kheileos had no problem beating the crap out of a small scouting force and insulting them thoroughly in the process, because they were trying to fucking well eat him at the time.
20 Hunted: Knights of God (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
; Token hate group! There’s a fairly low chance they’d recognize him as a demigod, really, but the whole snake symbolism tends to sit badly with rabid fundigelicals.
10 Hunted: Some Criminal Organization (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
; Some knowledge about one of the universes he was looking at is valuable to them. Being supervillains, this *always* means “valuable enough to kill”. Thankfully, they seem to be relatively small-time.
20 Psychological: Craves Excitement (Very Common, Strong)
15 Psychological: Unusual Instincts (Very Common, Moderate)
; Predatory instincts (hide-and-ambush variant), prefers large meals of fresh meat, moderate constrictor instinct, moderately diminished social urge, likes trees and being in trees. Usually not strong enough to interfere with human life.
10 Vengeful (Uncommon, Strong)
15 Reputation: Snakelike (11-, Extreme)
10 Rivalry: Other Demigodlings; Situation: Professional and Romantic, 10; Position: Equal, +0; Rival: NPC, +0
; Animalistic pantheons tend to like having kids, and a lot of those kids tend to like getting one over on their peers. Kheileos has been mostly ignored before he tries superheroing on a regular basis, and snakes don’t do dominance, but he’s competitive by nature regardless.
15 Vulnerability: Fire (1½× STUN); Attack: Very Common, +15
10 Vulnerability: Powers of Death (1½× STUN and BODY); Attack: Uncommon, +5
; Obviously, this doesn’t mean “killing attack”- this means magic and related powers that draw from symbols of death (or unlife, or corruption, or negative energy, or whatever name you want to give to the things directly opposed to powers of life and nature).
10 Public Identity
; Like it or not, Kheileos is pretty easily recognizable – and in his initial outings hasn’t made any effort to either conceal his identity or even wear a costume.
5 Poor
; Student loans. Alas.
190 Total Disadvantages


COSTS: Char.   Powers   Total Total   Disadv.   Base
  145 + 167 = 312 315 = 190 + 125


OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 / 10 4 0 21/15 17/11 3, 5, 8, 10, 12

   Story: Kheileos was born in Florida to a normal human mother and… some kind of wood-elemental snake god. His life was, surprisingly, mostly normal. Outside of the incredible physical power he grew into and some of the senses, most of his powers went unnoticed through school. Instead, Kheileos went to school to become a biologist. Until one day…

Height: 168cm (5’6″), Weight: 65kg (143 lbs), Sex: Male, Age: 23

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