Zachary Zann

   Zacchary, like his little sister, is both more and less than human: he’s a creation of Eris, a goddess of strife and chaos. The greek “gods” have been a mess for millenia; finding it difficult to successfully raise children in their shifting, chaotic, dimension, they started trying to artificially age them to adulthood. After a generation or so of this – and the superficial, one-note personalities that resulted – a few of those artificially-aged adults started just grabbing the occasional stray soul and stuffing it into a magically-created body with nothing more than a few vague impressions of a past to build on. Not all such creations are necessarily doomed –  some do manage to grow beyond whatever passing emotion they were created to express – but their odds are never very good.

   Zachary, created to restore the good old days – when quarrels were settled with blades instead of lawyers – may have it even harder than most.


Value Characteristic Points
12/18 STR 2
12/24 DEX 6
13/16 CON 6
16/27 BODY 12
13/19 INT 3
12/23 EGO 4
20/26 PRE 10
17/29 COM 3
8/11 PD 4
8/11 ED 5
5 SPD 18
7/10 REC 0
18/30 END -4
32/38 STUN 0
  Total 69

Points Powers END
15 Elemental Control: Encouragement (40-pt reserve); Extra Time: full phase, -½; Limited Power Types/Encouragement Powers Only (-.50), Incantation/Instant Power (-.25), Concentrate 1/2 DCV to activate (-.25). Full Phase required (-.50), Only works on people who can hear and understand him (-.50).  
a-29 2d6 Aid: Heroic Inspiration (Fade/min., Max. 30); Range: 0; Affects: All Powers of Special Effect, +2; Area Effect (Radius): 80″ radius, +1; Selective Target: +¼; Autofire: 10 shots, ¾; Limited Power (Does not affect self): Seriously, -½; Increased Area: ×8, +¾; Reduced END: Zero, +1; Extra Time: full phase, -½ 0
b-20 This is the way! +4 Overall Levels; Usable By Others: Power Lost, +¼; Requires Skill Roll (Presence Check): -½; Area Effect (Radius): 12″ radius, +1; Selective Target: +¼; Increased Area: ×2, +¼; Does not affect self: -½; Extra Time: full phase, -½  
c-15 1d6 That Can’t Stop Us! Drain (Return/min.); Range: 0; Active Points: 80; Affects: All Powers of Special Effect, +2; No Normal Defense (Does not affect Invocation Magic): +1; Autofire: 15 shots, 1; Area Effect (Radius): 48″ radius, +1; Increased Area: ×8, +¾; Reduced END: Zero, +1; Extra Time: full phase, -½; This drain removes the NND modifiers from all affected powers: the power will still function, but it will no longer be NND. 0
5 Elemental Control: Eris’s Child (8-pt reserve); Easily detectable magically (-.25), Side Effects: Attracts rival demigodlings (-.25).  
a-11 Life Support (total); Half speed when forced to use this to resist an attack.: -½  
b-14 5d6 Mind Control: Everybody’s Grudge; Communication: Telepathic, +¼; Always On: -½; No Conscious Control: -2; Personal Immunity: +¼; Reduced END: Zero, +½; Generic Limitation (Causes fights): -1; Limited Power (Affects people with grudges): Seriously, -½; Invisible (to Telepaths): One Sense Group, +½; No Normal Defense (Victims must actually be willing to fight or argue): +1 0
c-15 5d6 Mind Control: Hit That Guy!; Communication: Verbal, +0; No Normal Defense (Not Being in a Superhero Battle): +1; Activation (Presence Roll): 12-, -¾; Incantation: Instant Power, -¼; Limited Power (Only Directs Target): Half, -1; Reduced END: Zero, +½ 0
d-21 Force Field (10 PD/10 ED); Always On: -½; Reduced END: Zero, +½; Invisible: To All Senses, +1 0
e-5 Power Defense (16 pts)  
f-4 +8 BODY; Doesn’t Affect Figured: -½  
g-5 +8 EGO  
h-5 1d6 Aid: Speak Language (Fade/week, Max. 6); Range: 0; Takes several phases or turns when first exposed to a new (not encountered in the last week) language.: -½; Self Only: -1; Affects: All Powers of Special Effect, +2 2
i-15 +10 Effective DEX: Combat Luck  
15 Wrath of the Hydra (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 13½d6); 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  
!(-1) Seduction; Extra Time: full phase, -½ 11-
!(-1) Persuasion; Extra Time: full phase, -½ 11-
!(-1) 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 80 cm/2’7″); Mass: 6½ kg/14 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
39 Gear and Equipment  
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 13-
(2) 9-Point Combat Dress Elemental Control: (5-pt reserve); All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).  
a-5 Armor (8 PD/4 ED); Hardened: ×1, ¼; Always On: -½; Activation: 14-, -½  
b-2 +3 level w/Stealth (Camoflague)  
16 Normal Gear  
(9) 3d6 Flash: Camera (Normal Sight); Range: 150; Charges: +1, -1¼; Clips: 3; Focus: Obvious Accessible, -1; Focus Applicability: Universal 0
(7) +4 level w/Pocket Tool Kit: Bonus to relevant skills; OAF (Tool Kit): -1; Extra Time: 1 turn, -1; Engineering, Repair, Basic Electronics  
10 Charms and Talismans  
(4) Armor: Warding Talisman (4 PD/2 ED)  
(5) Luck Charm (2d6)  
(1) Running: Belt of the Gazelle (+1″, 7″, NC: 14″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 4 1
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
218 Total Powers


Points Skills, Talents, Perks Roll
20 +2 level w/Overall Level  
3 Gambling 11-
0 Ancient Greek (Native Accent); Literacy: Standard, 0  
23 Total Skills, Talents, Perks


125+ Disadvantages
20 Hunted: Dagger (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
25 Hunted: Athena, Hera, and Aphrodite (11-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Reputation: Annoying Groupie (14-)
10 Destitute
20 Hits on Girls (Very Common, Strong)
15 Code Against Killing (Common, Strong)
10 Dependent NPC (Slightly Less Powerful, 11-); Skills: Normal, +0
15 Cannot Tell a Lie (Uncommon, Total)
20 Always asks for autographs (Very Common, Strong)
15 Overconfidence (Very Common, Moderate)
20 Phys. Lim.: Stunned by naked women for 1 action (Frequently, Fully)
15 Hunted: Tabloids (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Mild, -5
200 Total Disadvantages


COSTS: Char. Powers Total Total Disadv. Base
  69 + 241 = 310 325 = 200 + 125


OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 / 10 8 0 33/22 27/16 3, 5, 8, 10, 12


Height: 160cm (5’3″), Weight: 52kg (114 lbs), Sex: Male, Age: 1, Race: Human


One Response

  1. […] Elemental Control (Enhancement) (118) *Borrowed heavily from the Zachary Zann build on Thoth’s blog. […]

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