Senca is a special-request character for a visiting player. Many of the the background characters in the campaign have no formal character sheets; there are notes on various figures, on the nature of various “gods” and their assorted minions, and on many other topics in the campaign background – but most of them will never be involved with the characters, so the details are unimportant. On the other hand, since the request fit tolerably well into what (little) information there was available from some Inuit myths – and since all characters must fit into the campaign (and never just appear or disappear) – here’s a detailed writeup on this particular shamanistic demigodling. 


Value Characteristic Points
13/19 STR 3
20/32 DEX 30
23/26 CON 26
10/13 BODY 0
13/19 INT 3
12/15 EGO 4
30/36 PRE 20
16/28 COM 3
6/9 PD 2
6/9 ED 1
6 SPD 20
9/12 REC 0
26/38 END -10
32/38 STUN 0
  Total 102


Points Powers END
60 Multipower (180-pt reserve); Whole-Object Telekinetic Powers Only (-1), All powers limited to a maximum of 15 hexes (As far as his hair can stretch, -.25), all powers must be 0 End cost, affect desolids, are limited to a maximum of 120 active points, and revolve around using his hair (-.25), Only in Hero ID (-.25), Blatantly bizarre and scary supernatural manifestation, hair contains glimpses of anything that contaminates the spirit realm (-.25).  
  Major Slots: One at a time  
u-4 Hair Grab Telekinesis (STR 40); Range: 600; Manipulation: Coarse, +0 0
u-4 Hair Grab Telekinesis (STR 23); Range: 595; Manipulation: Coarse, +0; Area Effect (Radius): 16″ radius, +1; Selective Target: +¼; Increased Area: ×2, +¼; Active Points: 119 0
u-4 12d6 Hair Strike Energy Blast; Range: 600; Versus: ED 0
u-4 6d6 Wave of Hair Energy Blast; Range: 600; Versus: PD; Area Effect (Radius): 16″ radius, +1; Increased Area: ×2, +¼; Selective Target: +¼; Armor Piercing: 1, +½ 0
u-4 Wall of Hair Force Wall (12 PD/12 ED); Range: 600; Width: 24″, +0 0
u-4 Piercing Hair  
(34) 1d6 Killing Attack (RKA); Range: 505; Explosion (Extended Area +0″/DC): +½; Area Effect (Radius): 16″ radius, +1; Increased Area: ×2, +¼; Selective Target: +¼; Penetrating: +1¾; Active Points: 101; Autofire: 5 shots, ½ 0
(7) +10 level w/This Attack  
u-4 4d6 Hair Strangle Energy Blast; Range: 600; Versus: ED; Area Effect (Radius): 20″ radius, +1; Increased Area: ×2, +¼; Selective Target: +¼; No Normal Defense (Hard Neck Armor, Innate Need Not Breathe): +1; Continuous: +1; Damage Shield: +½ 0
  Minor Slots: One Major and One Minor or up to Three Minor  
u-2 Force Field (8 PD/8 ED); Area Effect (Radius): 16″ radius, +1; Increased Area: ×4, +½; Selective Target: +¼; Active Points: 60 0
u-2 6″ Puppet Strings: Flight (NC: 12″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 27; Usable Against Others: ×1 mass, 1; Area Effect (Radius): 16″ radius, +1; Selective Target: +¼; Increased Area: ×4, +½; Active Points: 57 0
u-2 3d6 Entangle (DEF 3); Range: 300 0
u-2 +30 PRE (Weird Hair Effects)  
5 Elemental Control: Spirit Powers (15-pt reserve); Spirit Powers Only (-1), Variable Limitations -.5 (-.25), Visible (Readily Detectable, -.25), User can be attacked from the Astral Plane without any special modifiers (-.5).  
a-4 Life Support (total); Always On: -½  
b-15 Desolidification; Reduced END: Zero, +½; By default, this is on unless consciously surpressed. 0
c-6 Armor (10 PD/10 ED); Always On: -½; Hardened: ×1, ¼  
d-4 Mental Defense (33 pts); Add to Total; Always On: -½  
e-5 Astral Senses  
(3) Astral Sight (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5  
(3) Astral Hearing (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5  
f-5 Regeneration (1 BODY/Turn); Regenerate: From Death, +20; Can be shut down by destroying the summoning talisman or anchor that binds the spirit to the physical realm.  
g-5 +10 DEX  
h-4 Power Defense (30 pts); Always On: -½  
i-14 Modified Characteristic: STR; Affects Desolidified: +½; Affects Solid: +2; Reduced END: Zero, +½  
6 2d6 Aid (Shamanistic Ritual Magic) (Fade/turn, Max. 90); Range: 0; Trigger: Changeable, +½; Points fade instantly after power used: -½; Fragile Focus: -¼; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Increased END: ×10, -4; Costs END: -½; Side Effects: 60/All, -1; Visible (Easily detected by other mystics at fairly long ranges): -¼; Requires exotic locations or components at the option of the game master: Half, -1; Affects: Single Power of Special Effect, +¼; Charges: 1, -1¼; Recoverable Charges: -2 lev; Extra Time: 5 min., -2; Focus: Obvious Accessible, -1; Maximum of three rituals per day and seven prepared effects.: -1; Requires Skill Roll (using a relevant magical knowledge once per ritual): -½; Ritual Magic requires a bag full of odd components (starting off with candles, chalk, parchment, incense, a brazier and charcoal, pens and ink, odd bits of jewelry, a wand, a knife, a mirror, holy water, oil, and a bell, even before getting into the odder stuff required for particular rituals), an hour of chanting, gesturing, and fooling about with the materials, and a skill check with a relevant knowledge skill. If you succeed, you’ve built up the power to be used – which can either be unleashed immedietly, or be saved to be unleashed with a short invocation later. If you fail, the magic goes wild, with unpredictable (but generally bad) effects.
Ritual effects can have active point totals of up to 40 points if prepared anywhere, 60 if prepared at a minor nexus, 80 if prepared at a major nexus, and 90 if you have an appropriate extradimensional source of power to draw on.
6 +6 CP to All Attributes Blessing of the Northern Gods; 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
175 Total Powers  


Points Skills, Talents, Perks Roll
30 +10 level w/With Hair  
3 Knowledge: Inuit Lore 13-
3 Knowledge: Spirits 13-
3 Survival 11-
3 Trading 16-
3 High Society 16-
3 Interrogation 16-
48 Total Skills, Talents, Perks  


125+ Disadvantages
25 Distinctive Features: Eskimo Godling with lengthy moving hair full of spirits; Concealability: Not Concealable, 15; Reaction: Extreme, +10
15 Distinctive Features: Reeks of the depths of the sea; Concealability: Not Concealable, 15; Reaction: Noticed and Recognizable, +0
15 Overconfidence (Very Common, Moderate)
10 Vengeful (Uncommon, Strong)
20 Knows himself to be a god, Expects appropriate respect from mortals (Very Common, Strong)
5 Enraged by mistreatment of the environment (8-, 14-); Circumstances: Common, +10
20 Little understanding of the modern world (All the Time, Greatly)
5 Spirits occasionally excape from hair into the physical world, – inluding the spirits of mortal sins. (Infrequently, Slightly)
15 Hunted: The Great Beasts (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted: Dark Nature Spirits (8-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted: Demon (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
5 Hunted: Shamans who want to send him back to the spirit world (8-); Capabilities: Less Powerful, 5; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Public Identity: Easily researched godling
10 Reputation: Shamanistic Godling (8-, Extreme)
5 Rivalry: Other Godlings; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0
10 Vulnerability: Spirit Magic (1½× STUN and BODY); Attack: Uncommon, +5
200 Total Disadvantages


COSTS: Char.   Powers   Total Total   Disadv.   Base
  102 + 223 = 325 325 = 200 + 125


OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
11 11 5 33 27/18 27/18 2, 4, 6, 8, 10, 12


   Story: Long, long, ago Senca was a sacrifice – an offering to the gods of the sea in apology for the depredations of men, made in hopes that the gods would once again send the creatures of the sea to feed the villages. Senca was accepted – and assigned to intercept the angry spirits of slain creatures, and the dark spirits created by human sins, before they disturbed the places of the gods. Now magic is waking, the spirits grow in strength – and it is time for Senca to once more walk among men, rather than haunting the fringes of the Astral Plane.

   Height: 190cm (6’3″), Weight: 63kg (139 lbs), Sex: Male, Age: 8000, Race: Empowered Human Spirit

   Appearance: Tall, slender, and with constantly-swirling white hair – full of glimpses of terrifying spirits – which trails off ten or fifteen feet even when his powers are not in use. His eyes are black spheres, his skin has the pallor of the drowned, and his unkempt nails are near-talons. He is an obvious supernatural being, and a terrifying one.



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