Apex Campaign, Star Fleet Timeline Cluster, Augment Victory Timeline. The Augment IV Racial Package

The human mind is built on ancient neural patterns – deep instincts, systems that process sensory information, logical and emotional feedback loops that keep it running, and even the patterns of motor neurons that operate the body. If you change any of those too much… the mind warps and changes, taking on a new form. The result is unpredictable, often no longer functional at all, and never much like a normal human being even when it still functions – and, so far, it has never been sapient. No one is quite sure why that’s true, but (at least in the Apex setting) there seems to be a component beyond mere physical reality.

So there are limits. You can transfer an existing mind into a mostly-artificial body – but if you want a NEW mind to develop properly… there has to be a childhood. You can make the senses sharper, or even very slightly expand their range – but not much past the limits of normal human potential or even an existing mind will soon go mad. There need to be bones, and muscles, and various internal organs. You can boost intelligence and reaction time somewhat, and you can enhance durability and strength considerably – but not too much or instabilities will soon develop.

And, at least so far… redesigned humans only develop more-or-less normally if they are born to existing redesigned humans. Trying to leave out a recognizably-human set of parents, infancy, and childhood, leads to failure at best and rampaging monsters at worst. At least the first generation (no second generation births have yet occurred) have to have transferred minds.

That need for growth, development, and maintenance along human lines is pretty limiting for the engineering too. You can’t just install bigger parts; they have to GROW in situ – for which you need something analogous to a circulatory system to transport materials, as well as something analogous to a metabolism and to both taste and smell (and eating thanks to those copied-over instincts). Sure, most of the bone structure can be magnetically-reinforced nanotubes and diamond with reinforcing magnetic fields instead of calcium – but it still has to grow and be filled with channels to integrate it into the circulatory system. The electro-contractile muscles and tendons may be stronger (and powered by the electrical energy delivered by the “nerves”), but the layout – and ways in which the arrangement doesn’t bend – is much the same. Joint locks work almost as well (given that they are generally stronger and tougher) on augmented humans as they do on regular ones. The skin may incorporate tougher polymers and resist chemicals a lot better, but it still has to grow, stretch, heal, and shed itself.

Fourth generation Augments were little more than speculations at the beginning of the Eugenics Wars (A.K.A. WWIII). While prototypes of limited parts of the technology where in testing, no complete design (let alone implementation) was available. Thanks, however, to an open-ended time loop engineered by one or more members of the so-called Q Continuum, development of the Type IV design continued – albeit with only a single sample and a small research team that spent most of their time catching up on what they did last time – through 281,223 iterations of the relevant several-year section of the loop before Armand, Blueblood, and Scotty intervened to prevent further looping. While progress – especially during the later loops – was infinitesimal each time, that many loops eventually resulted in a fully-developed design. Combining a through understanding of the physical side of the human brain, advanced genomic and proteomic systems, computers, cybernetics, and nanotechnology, researchers were eventually able to complete a full rebuild of the human body – including a virtualized and optimized brain replacing the old-style natural neural network, am optically-based peripheral nervous system, and superconducting energy storage system fed by a high efficiency fuel cell.

Unfortunately, attempting to generalize from the original single test case has left the basic design in the “open beta-testing” phase as bugs and issues are worked out.

Perhaps worst of all, Type IV Augmentation only seems to work on Star Fleet Timeline Terrans – the “reality-manipulating” homid subspecies – and cuts off all access to magic, psionics, temporal manipulation, and all the other natural-law-violating tricks of the “natural” races.

Name: Type IV Augment

Val Char Cost
8/30 STR -2
13/20 DEX 9
9/20 CON -2
7 BODY -6
8/30 INT -2
11 EGO 2
10 PRE 0
15 COM 2
7 PD 1
7 ED 3
3/4 SPD 0
10 REC 0
0 END -20
32 STUN 0

Characteristic Rolls: STR: 11/15-, DEX: 12/13-, CON: 11/13-, INT: 11/15-, EGO: 11-, PER: 19/23-. Run: 6″, Swim: 2″, Jump: 6″, Lift: 76kg/1600kg

Cost Powers END/Roll

6 Elemental Control: Artificial Body (15-pt reserve); Generic Limitation (User may not develop Psionic or Magical Abilities): -½; Generic Limitation (Cannot alter or improve these abilities): -1

  • a-10 3d6 Aid to Attributes (Fade/5 min., Max. 22); Range: 0; Affects: All Powers of Special Effect, +2; Generic Limitation (Str, Dex, Con, Body, Int, and Spd Only.): -1; Generic Limitation (Does not heal damaged attributes.): -½; Generic Limitation (Effect does not stack with buying up base attributes above “10” or with buying up speed at all, cannot take speed above 4 in any case.): -½. 5 End when activated.
  • b-5 Power System: END Reserve (180 END, 12 REC/turn); Side Effects (When an Augment takes BODY damage, a roll of 15+ will detonate their power reserves, causing a 3d6 physical killing explosion centered on them. ): 60/All,
  • c-4 Armor (8 PD/8 ED); Always On (User is immune to normal medical techniques and healing powers.): -1; Hardened: ×1, ¼; Linked (To Attribute Enhancement): -½.
  • d-6 Life Support (total); Generic Limitation (Technological Limitations: Provides high resistance and duratbility, not immunity.): -½; Costs END: -½; Reduced END: Half, +¼.
  • e-5 Enhanced Perception (all) (+8 to PER); Linked (To Augmented Attributes): -½; Champions Advantage (Can record sensory input. ): +¼.

Integrated Electronics; Linked (To augmented attributes): -½

  • (2) Absolute Time Sense
  • (2) Ambidexterity
  • (2) Bump of Direction
  • (7) Eidetic Memory
  • (2) Lightning Calculator
  • (2) Perfect Pitch
  • (2) Speed Reading

Package Disadvantages

  • 5 Distinctive Features: Android; Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0
  • 20 Normal Characteristic Maxima
  • 10 Unable to interbreed with normal life forms, greatly reduced fertility even with other Augment IV’s, usually need “repair” effects rather than “healing” effects (Infrequently, Greatly)
  • 10 Cannot buy off restrictions on magical and psionic powers. (Infrequently, Greatly)
  • 5 Cannot buy up Body (Infrequently, Slightly)
  • 30 Susceptibility to Technology Nullifying Effects (1d6 STUN and BODY/Phase); Condition: Uncommon, +5. Note that this drastically restricts the range of universes that they can function in.

As normal for Apex racial packages, the “package” disadvantages are only counted at half value – leaving the Augment IV baseline “Race” with a grand total of zero points, just like the other races.

OCV: 7; DCV: 7; ECV: 4; Mental Def.: 0; Phases: 3, 6, 9, 12, PD/rPD: 15/8; ED/rED: 15/8

As perhaps befits a superhero campaign, the Apex game currently involves the primary timeline (consisting of several merged timelines, with – courtesy of Blueblood – the Astral Vortex that the Ethereal Cataclysm had left in place of the lost pacific continent of Mu replaced by Equestria and a scattering of other cartoon and anime locations), the Primary Mirrorverse, traces of an alternate Timeline and Mirrorverse that are proving difficult to remerge with their primaries, a timeline where the planet was collapsed into a Black Hole (the ongoing efforts to get rid of that thing are apparently giving rise to a likely future Shadow Universe), the High Astral (a source of mystical energy), an assortment of Afterlives in the Middle Astral, the Lower Astral domain of the Elder Ones, the Exile pocket realm (apparently located between the Middle and Lower astral), and Mars. Kicking around those areas (and wandering back and forth in time) the group has revived the Rolassin and the Ethereals, brought the Freshwater and Saltwater Lemurians, out of hiding, and restored the Hyberboreans to go with the existing Atlanteans, and the Africaans species, as well as several relic species of presapient Homids. Mars, of course, has it’s five sapient species as well, all now revived from extinction or near-extinction.

In the Star Trek universe next door there are several alternate timelines, including one where the Augments won the Eugenics Wars (courtesy of the player characters) and one where they lost – both with Elder Martians, possibly with something on Venus, and with the full selection of Star Trek aliens.

Hero System – Artifact Smartphones

And as a whimsical bonus for today… it’s Blueblood‘s Artifact Smartphone, for those times when you just HAVE to stay in touch.

Not surprisingly, a Smartphone is purchased as exactly what it is – a Computer. In fact, it’s a not particularly powerful computer. Still, even the basic zero-point model is has all the usual Smartphone functions and – as a magical artifact – is capable of getting onto pretty much any network from pretty much anywhere in the multiverse, can control your household gadgets, can straighten your desk, can fetch you coffee, and can feed local languages (and some other stuff) directly into your head.

Advanced models are quite another thing altogether. At a cost of four, five, or six points they can have all kinds of functions, even if they DO tend to drain the supplemental battery at great speed. Blueblood has never bothered to upgrade though; he generally prefers to use his own powers.

Smartphone Computer

Value Characteristic Points
8 INT -2
1 SPD 0
Total -32

 

Points Powers END
32 Artifact Smartphone (0 Points)
(2) Elemental Control: Electronics (4-pt reserve); Usable By Others: Power Lost, +¼; OAF (Phone): -1
a-4 Radio Listen and Transmit; Datalink: +½; Cellular / WiFi / Bluetooth Service Only: -1; No Range Penalty: +½; Transdimensional: Any Dimension, +1,

This will let you connect to any network from pretty much anywhere.

b-2 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½, Limited Storage Space: -½.
c-2 Images (Normal Sight); Reduced END: Zero, +½; No Range: -½; Generic Limitation (Screen Only): -4; Observer PER Penalty: 0, +0. 0
d-6 Pocket Secretary and Remote Control / Telekinesis (STR 10); Manipulation: Fine, +10; Reduced END: Zero, +½; Strength 0 Only: -2; Maximum range of 6 Hexes: -¼; Only functions as a secretary – operating devices, fetching coffee, sketching, etc: -2. 0
e-5 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; Reduced END: Zero, +½.

This allows the user to load maps (area knowledge), languages, databases, 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.

0
f-6 Basic Computer Functions
(2) Internal Clock / Absolute Time Sense.
(2) GPS/Bump of Direction.
(2) Calculator / Lightning Calculator.
(1) File Loading / Speed Reading; Computer Files Only: -1.
(0) Camera (Eyes)
(0) Microphone (Ears)
(0) Speakers (Voice)
(2) High Fidelity Playback / Mimicry 11-
(0) Touchscreen (Touch)
g-5 Standard Software:
(2) Security Features / Immunity To Unauthorized Use; Frequency: Common.
(1) Voice Mode / English (Or language of choice) (Fluent Conversation); Literacy: Standard, 0.
(1) Office Software / Professional Skill: Secretary. 11-
(1) Media Library / Knowledge Skill Digital Media. 11-
(1) Games Library: Professional Skill / Entertainer. 11-
(1) Map Database / Knowledge Geography. 11-
(1) Virtual Object/Image/Map Generator / Professional Skill Artist. 11-
(0) For Translation, local maps, and databases, use the “Aid” to load an appropriate skill.
32 Advanced Artifact Smartphone (2/7/All Multipower functions for 4/5/6 points).
(4) Superior Battery / END Reserve (64 END, 4 REC/turn); Focus (Phone): Obvious Accessible, -1; Generic Limitation (Only for use by user; The phone cannot use this power): -¾; Usable By Others: Power Lost, +¼.
(16) Special Functions / Multipower (48-pt reserve); Focus (Phone): Obvious Accessible, -1; Generic Limitation (Only for use by user; The phone cannot use these powers): -¾; Usable By Others: Power Lost, +¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½
u-1 Security Override / Security Systems; Ranged: +½; Costs END (4 per use): -½ 21-
u-1 Systems Override / Systems Operation; Ranged: +½; Costs END (4 per use): -½. 21-
u-1 Air / Water Vehicle Controller / Combat Piloting; Ranged: +½; Costs END (4 per use): -½. 21-
u-1 Ground Vehicle Controller / Combat Driving; Ranged: +½; Costs END (4 per use): -½. 21-
u-1 Holoimager / Images versus Sight (Hearing, Sight, 2″ radius); Range: 215; Observer PER Penalty: 3, +9; Increased END: ×2, -½. 8
u-1 6d6 Regeneration Ray / Standard Healing; Ranged: +½. 5
u-1 Environmental Field / Life Support (total); Area Effect (One-hex): 1 hex(es), +½; Costs END (4 per phase): -½.
u-1 Shields / Force Field (10 PD/10 ED); Area Effect (Radius): 3″ radius, +1. 4
u-1 1d6 Reality Reprogramming / Transform (Major, Anything); Range: 205; Increased END: ×2, -½; Cumulative: +½. 8
u-1 Summon Pokemon (1 50-point creatures); Range: 0; Summon: Limited Group, +¼; Increased END: ×2, -½.

Training your Pokemon effectively is up to you.

 

12

u-1 Beam Me Up: Extra-Dimensional Movement to the Enterprise (or another specific locale); Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×4, +10; Carrying Mass: 200; Increased END: ×2, -½. 8
u-1 3d6 Disintegrator Beam/Killing Attack (RKA); Range: 280; Increased END: ×2. 12
32 Total Powers  

 

Hero System – Animate Object

Animate Object is a bit of a mess even in d20, where the spell and the resulting creatures are standardized. In the hero System, where no such standardization applies, such effects are a bit of a nightmare. Ergo, here we have Blueblood’s version – which summons up some wisps of magical telekinetic force which wrap themselves around relevant items and infuse them with a standardized amount of power – turning them into thirty point items of equipment.

While there is some enhancement involved, these are, however, fairly normal items; you can’t animate a doctors bag and expect it to heal your wounds. You can, however, animate a slab of rock and expect it to block attacks on you.

In game terms, the “Animation” is a “summon” effect – although it’s “summon an animating force” rather than “summon a creature”.

Animate Object Spell

  • STR o (-10 CP)
  • DEX 18 (24 CP): OCV 6, DCV 6 + 6 (Shrinking)
  • CON 0 (-20 CP)
  • BODY 2 (-16 CP)
  • INT 3 (-7 CP)
  • EGO 2 (-16 CP)
  • PRE 10 (0 CP
  • COM 0 (-5 CP)
  • PD 0 (0 CP)
  • ED 0 (0 CP)
  • SPD 4 (12 CP)
  • REC 0 (0 CP)
  • END 0 (0 CP)
  • STUN 2 (0 CP)

Elemental Control: Animate Object Spell (10-pt reserve); Entire creature dispelled if one or more powers disrupted or runs out): -1; Visible (Eldritch glow around item being animated. ): -¼ (4 CP)

  • Telekinesis (STR 20) with Fine Manipulation, +10; Charges: 1, -½; Continuing Charges: 1 Hour, -5 lev; Only to wield the item they are conjured to animate): -1; (8 CP).
  • Shrinking-3 (DCV +6, Height 15 cm/6″); Knockback Increase: 9; PER Bonus: -6; Charges: 1, -½; Continuing Charges: 1 Hour, -5 levels (7 CP).
  • 2d6 Aid to Equipment Allowance (Item being animated) (Fade/hour, Max. 30); Range: 0; Generic Limitation (Only to pay for a specific piece of more-or-less conventional gear): -1; Autofire: 10 shots, ¾; Charges: 10, -¼; Affects: Single Power of Special Effect, +¼; Generic Limitation (Only GM-Approved Equipment): -1 (9 CP).
  • Force Field (15 PD/15 ED); Charges: 1, -½; Continuing Charges: 1 Hour, -5 levels (7 CP).
  • Power Defense (20 pts); Charges: 1, -½; Continuing Charges: 1 Hour, -5 levels (4 CP).
  • Mental Defense (20 pts); Add to Total; Charges: 1, -½; Continuing Charges: 1 Hour, -5 levels (4 CP).
  • +22 PRE Defense; Generic Limitation (Only to defend against presence attacks) (4 CP).
  • 12″ Flight (NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 36; Charges: 1, -½; Continuing Charges: 1 Hour, -5 levels (5 CP).

This could be considered cheese – after all, this packs everything that the “creature” does into a single elemental control and includes several “special” powers at that – but they do all effectively cost endurance (thus the one continuing charge limitation) and it’s hard to get much more of a tightly-linked group of powers than “these are the effects of a single spell, if any part of it fails, the entire spell does” and “it’s reasonably difficult to break”.

Run 0 (-12 CP), Swim 0 (-2 CP)

Disadvantage: No limbs, speech, or normal reflexes (All the Time, Fully) (-25 CP).

Net Cost: (-38) Attributes, 38 (Powers), -25 (Disadvantage).

Basically the spell is a wisp of light that wraps itself around the item being animated and causes it to fly around and act “on it’s own”. The “Aid” power basically means that all such objects have a standard (30) point base cost and are OAF. Animated objects are generally helpful, if not too bright, and so are purchased with a +1/4’th advantage for being reasonably cooperative.

Possible Animated Objects

Large Furniture (Sofa, Dining Table, Lounge):

  • Hand-to-Hand Attack (10d6, Total 14d6) 0; Range: 0; Reduced END: Zero, +½ (22 CP)
  • Armor (3 PD/3 ED) ; Usable By Others: Simultaneous Use, +½; Usable by Others Number: 2, +¼ (8 CP).

Large furniture can kick or ram quite effectively and provides a certain amount of cover. Unfortunately, most attacks will go straight through them, with very little loss of power.

Net / Bush / Tree / Rope / Carpet / Cloth / Chain

  • +6 DC for Martial Attacks (12 CP).
    • Fast Strike (OCV +2, DCV +0, 12d6) (2 CP).
    • Flying Tackle (OCV +0, DCV -1, 10+v/5) (1 CP).
    • Choke Hold (OCV -2, DCV +0, Grab, 5d6 NND) (2 CP).
    • Martial Grab (OCV -1, DCV -1, STR 60) (1 CP).
    • Martial Disarm (OCV -1, DCV +1) (2 CP).
    • Nerve Strike (OCV -1, DCV +1, 5d6 NND) (2 CP).
    • Martial Throw (OCV +0, DCV +1, 10d6+v/5) (1 CP).
    • Weapon Bind (OCV +1, DCV +0, STR 60) (2 CP).
  • +2 levels with HTH Combat (5 CP).

Items like these are surprisingly effective, especially when “wielded” with a telekinetic strength of twenty. With multiple ends and flexibility they can strike, entangle, and squeeze in a bewildering variety of ways.

Shield / Slabs of Rock / Interposing Objects

  • Armor (10 PD/10 ED) Usable By Others: Simultaneous Use, +½ (22 CP).
  • Flash Defense (Sight, 6 pts); Usable By Others: Simultaneous Use, +½ (4 CP).
  • Power Defense (6 pts); Usable By Others: Simultaneous Use, +½ (4 CP).

Large solid objects that get in the way of attacks are simple, straightforward, and surprisingly effective. They may not be able to stop heavy attacks, but they can certainly blunt them.

Axe, Sword, Spear, Pole Arm, Etc.

  • 1½d6 Killing Attack (HTH) (3d6 with telekinetic strength); Reduced END: Zero, +½ (18 CP).
  • +2 levels with All Combat; Usable By Others: Simultaneous Use, +½ (12 CP).

Animated melee weapons are simple, straightforward, and quite dangerous – partially in their own right and partially because they are pretty good at supporting another fighter.

Statue / Manaquin / Tin Man / Scarecrow / Large Doll / Etc

  • +20 STR; Doesn’t Affect Figured: -½; Charges: 1, -½; Continuing Charges: 1 Hour, -5 levels (7 CP).
  • +20 STR (Only for HTH Combat); -½, Doesn’t Affect Figured: -½; Charges: 1, -½; Continuing Charges: 1 Hour, -5 levels (6 CP).
  • +1 level w/Overall Level (Aide); Usable By Others: Simultaneous Use, +½ (7 CP)
  • +5 levels with HTH Combat; Generic Limitation (OCV Only): -½ (10 CP).

Perhaps the most classic of all animated objects, humanoid (or at least vaguely humanoid) automatons are versatile and know no pain or hesitation, making them surprisingly good in a fight and even of some use as aides.

Fire Extinguisher

  • Multipower (45-pt reserve); Fire Extinguisher Functions Only: -½, 2 Hex Maximum Range -¼ (16 CP).
    • u-1: 3d6 Flash (Normal Sight); Area Effect (One-hex) +½; Charges: +16.
    • u-1: 6d6 Suppress (Fire); Affect: Single Power of Special Effect, +¼; Charges: 8, +¼; Continuing Charges: 1 Minute, -3 levels.
    • u-1: 4d6 Transform Air to a coating of Ice (Minor, Single Object); Charges: 16, +0.
    • u-1: Darkness 3″ Radius (Extinguisher Powder) versus Smell and the Sight Sense Group, 8 Charges lasting 1 Turn Each.
  • +4 levels with Extinguisher (6 CP).
  • Hand-To-Hand Attack +2d6 at 0 End Cost (4 CP).

The Fire Extinguisher is a bit silly, but it can actually be fairly effective in making life awkward for many opponents. And if all else fails, it can simply bludgeon people.

Kevlar Clothing / Light Armor / Superhero Costume

  • +10 STR; Charges: 1, -½; Continuing Charges: 1 Hour, -5 levels, Usable By Others: Power Lost, +¼ (4 CP).
  • Armor (8 PD/8 ED); Usable By Others: Simultaneous Use, +½; Charges: 1, -½; Continuing Charges: 1 Hour, -5 levels (12 CP).
  • Running (+12″); Charges: 1, -½; Continuing Charges: 1 Hour, -5 levels; Usable By Others: Power Lost, +¼ (10 CP).
  • Superleap (+14″); Charges: 1, -½; Continuing Charges: 1 Hour, -5 levels (4 CP).

The Living Clothing / Armor is an old joke, but if it’s durable enough, it can actually be a surprisingly effective boost.

Heavy Pistol/Bow/Crossbow/Gyrojet Pistol/Etc

  • 2d6 Ranged Killing Attack (RKA); Range: 225; Reduced END: Zero, +½ (22 CP).
  • +3 levels with Ranged Combat (8 CP).

Simple and effective, the job of this object is simply to shoot at its targets. Why the ammunition never runs out is something of a mystery, but it IS magic.

Grenade Launcher

  • Multipower (45-pt reserve); Generic Limitation (Grenades only): -½ (18 CP).
    • u-1: 2d6 Fragmentation Grenade: Ranged Killing Attack; Range: 225; Explosion: +½; Charges: 12, -¼.
    • u-1: 6d6 Concussion Grenade: Stun Only Energy Blast. Range: 225; Versus: PD; Explosion: +½; Charges: 12, -¼.
    • u-1: 6d6 Inciendary Grenade: Energy Blast, Range: 225; Versus: ED; Explosion: +½; Charges: 12, -¼
    • u-1: Smoke Grenade: Darkness (Smell, Sight, 3″ radius); Range: 225; Charges: 4, -¼; Continuing Charges: 1 Minute, -3 levels.
    • u-1: 3d6 Tangler Grenade: Entangle (DEF 3): Range: 225; Explosion: +½; Charges: 12, -¼.
  • +4 level w/Grenades (10 CP).

The Grenade Launcher isn’t a very powerful weapon by Hero System standards – but it’s reasonably versatile surprisingly accurate at hitting a target hex (that telekinetic control again), and is great for dealing with crowds of mooks.

Missile Launcher / Anti-Tank Weapon

  • Multipower (60-pt reserve); Generic Limitation (Missles Only): -½ (24 CP).
    • u-2: 4d6 Shaped Charge Missile Killing Attack (RKA); Range: 300; Charges: 16, +0.
    • u-2: 12d6 Plasma Jet Missile Fire Energy Blast; Range: 300; Versus: ED; Charges: 16, +0.
    • u-2: 8d6 Inciendary Energy Blast: Range: 300; Versus: ED; Explosion: +½; Charges: 16, +0.

The Missile Launcher is one of the most powerful conventional personal weapons around, but is – of course – meant to target vehicles. Trying to shoot people is surprisingly hard. Normal missile launchers don’t usually have forty-eight missiles available, but once again, magic.

Confronted with a hostile army, Blueblood has opted to learn a spell to let him deploy the equivalent of his own platoon. It isn’t – and really can’t be – enough to handle an army, but it should be useful in a variety of lesser situations.

Champions – Trottingham Palace

Trottingham Palace IIAnd for a break, here we have a Hero System base that’s less an adventuring accessory and more a home.

Trottingham Palace is blatantly otherworldly. It isn’t just that it’s grounds include some four square miles of beautiful, well-tended, forest, hills, streams, and fields, or the picturesque reflecting lake, or even the impractical architecture. Anyone but a botanist would find it easy to miss the fact that tropical, temperate, and northern plants grow side by side, bearing delicious fruit and beautiful foliage and blossoms all at the same time with no respect for the season. It’s the fact that the entire area is more than a little psychomorphic, responding on behalf of it’s residents and guests. For good or ill the environment supports unpredictable moments of cartoon physics, empowers cliches and tropes, provides dramatic lightning and sound effects (including background music, which makes it hard to sneak around), provides and erases paths and picnic spots and trysting nooks, and changes seasons to suit. There are far more beautiful vistas, gardens, orchards, and general landscaping, and a lot more friendly “Disney” style critters, than can reasonable be fit into the actual area.

That’s because the place has…

  • Shapeshifting. It can rearrange its rooms, grounds, and general structure as needed. Do you need a snowy ski slope? There you are!
  • Instant Change. It can redecorate, alter the landscaping, mow the lawns, provide furniture, make the plants bloom, create or remove paths, add or remove streams, fords or bridges, and set up for special events or clean things up at a moments notice.
  • Life Support. While this does provide subtler benefits (noted below), the most obvious one is that the weather and temperature are always managed and the air is always clean, pure, and pleasantly scented. Similarly, food and drinks are always quickly and easily available.
  • Regeneration. Thanks to a quirk in the rules, this can be applied to both the base itself (quickly and easily doing the maintenance and making repairs) and to the Residents – making everyone in the area effectively unkillable, swiftly healing any injuries, regenerating lost limbs, and so on. In combination with the Life Support function… diseases, radiation, and similar difficulties are all swiftly negated and aging past adulthood is slowed to a crawl.
  • “Darkness”. This effect provides privacy, ensuring that personal affairs will remain just that.
  • Summoning. This effect provides a basic staff – zero point characters (with up to 25 points in disadvantages). There are competent cooks, butlers, nannies, gardeners/garden guides, teachers, and so on.
  • Dimensional Gateway (The Amazon Worldmall): Despite it’s wilderness location, the palace is basically “handy for the shops”; residents can easily drop by the fabulous Amazon Worldmall (basically the imaginary-realm combination of Amazon.Com, assorted Darknet Markets, Ebay, and so on) to do their shopping with no delivery delay. Blueblood currently insists that family members who want to buy or sell things take along an informed escort lest they get into trouble or try to buy a dragon or something.
  • Detect Life. This is basically a combination of a security system of sorts – keeping track of who’s where on the estate – and a child monitoring setup.
  • Mind Link: Blueblood and his family have a direct link with the estate, allowing them direct control over it’s functions, letting them communicate with each other – and allowing mothers to easily monitor their kids.
  • Dimensional Gateway (the TARDIS). Since Blueblood is currently hopping around the multiverse with Cronus, he’d normally be hard to reach – but the TARDIS basically contains it’s own pocket dimension. Making this work has included spending a point on the TARDIS (to add some “personal immunity” to it’s own defenses), but it was well worth it.
  • Finally, the Aid power allows the palace to add facilities as needed – although it can only maintain 24 points worth at a time. That’s not a lot if you want to add major systems, defenses capable of stopping superheroes, or anything similar – but it’s very good for adding more or less conventional educational or recreational facilities. Have a couple of kids gotten interested in astronomy this week? An 8- (amateur) observatory / library costs a mere 1 point. Upgrading to basic university quality (11-) raises that cost to 2 points. Similarly, a sports center, film studio, daycare setup, occult laboratory, or craft center can be added the same way – and at the same cost. More complex items – a water park, carnival, fair, marina and some small boats to sail around the lake or ride the rapids in – may cost a few more points.

About the only entirely stable location is the small, semi-public campground and tangle of “nature” trails and gardens on one corner of the grounds, where hikers, passing visitors, and other guests can stay to visit. Given that a few hours visit will cure virtually any disease or injury, doing so is rapidly becoming more popular.

For Blueblood, of course, the place isn’t really a “base” for his adventures. It’s a home, a place for his herd and offspring to stay where they will have every advantage, an environment that reminds him of Equestria, and a bit of noblesse oblige. While supernatural regeneration, perfect healing, and so on is easily available in the Apex setting for those with exceptional power, plenty of money, or good health programs, such things are all too often out of reach for the poor and powerless. Ergo, there’s a corner of the estate set aside for them to come and visit for a few hours and get it for free.

Trottingham Palace

Basic Structure: Defense 6 (12P) and Body 6 (4P). Force-field reinforcement raises the defense to 17.

Area: 2,500 Hexes / 107,600 sq ft, DCV -12 (26P).

Grounds: 2,560,000 hexes (four square miles) (10P).

Location: Distant, Deep Wilderness (15P)

Elemental Control: Ward Major (22-pt reserve); Inobvious Inaccessible Immobile Base Focus (A crystal room full of runes and carvings in the basement where a nexus of ley lines comes together, -2.25).

  1. Protective Spells / Force Field (11 PD/11 ED); Hardened: ×2, ½; Reduced END: Zero, +½; Generic Limitation (Does not protect occupants, only the structure): -1 (5P).
  2. Healing Aura / Regeneration (2 BODY/5 min.); Regenerate: From Death, +20; Variable Special Effects (Points can go to any damaged attribute or ability): Certain Group, +¼ (7P).
  3. Privacy Wards / Darkness (Hearing, Sight, Unusual Senses); Range: 0; Reduced END: Zero, +½; Generic Limitation (Only to prevent spying from the outside): -1; Always On: -½ (4P).
  4. Summon Staff (1 0-point creatures); Range: 0; Active Points: 45; Summon (Suitable palace staff): Limited Group, +¼; Extra Time: 1 min., -1½; Champions Advantage (Summons reasonably loyal staff): +¼; Charges: 16, +0; Generic Limitation (Maximum of 80) (4P). The palace always has competent (14-) teachers, child caretakers, butlers, cooks, and similar types about. They will, however, generally simply vanish (going home) if seriously attacked.
  5. 2d6 Aid to Base Facilities (Fade/day, Max. 24); Range: 0; Extra Time: 1 turn, -1; Mundane facilities only. Trottingham cannot add things like new dimensional gates or special powers, although it can add labs, libraries, swimming pools, and similar as needed: -1; Reduced END: Zero, +½; Affects: Single Power of Special Effect, +¼ (5P).
  6. Mind Link: Blueblood and Family; Minds: Related Group, +10; Number of Minds: 64, +30; Distance: Any, +5; Dimension: Any, +5; Link with: Anyone, +0; Extra Time: 5 min., -2; Extra Time Required: Only At Startup, ½. (7P).
  7. Gate to the Amazon Market / Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: None, +0; Area Effect: 1 hex, +½; Continuous: +1; Reduced END: Zero, +½; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½; Doesn’t actually move the base, just makes a portal: -1; Open at both ends: -1 (5P). The Amazon Market is the manifested realm of Amazon.Com – where you can buy and sell pretty much anything and get it delivered instantly.
  8. Gate to the TARDIS / Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: None, +0; Area Effect: 1 hex, +½; Continuous: +1; Reduced END: Zero, +½; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½; (Doesn’t actually move the base, just makes a portal: -1; Open at both ends: -1 (5 P).

Secondary Ward Effects (Same focus limitation):

  • Magical Housekeeping / Instant Change; “Clothes”: Any Set, 10; Extra Time: 1 min., -1½; Focus Mobility: Immobile, -1; Focus Type: Base, -1; Focus: Inobvious Inaccessible, -¼ (2P). On the scale of an estate, this covers gardening, landscaping, furniture, and so on.
  • Security Systems / Detect Life Forms (+6 to PER); Time Required: Instant, +2; Range: Touch, +0; Addition (Discriminatory): +10 (8P)
  • Environmental Control / Life Support (total) (9P). The groves and gardens provide food and water, thick stone walls (and air conditioning), and magical wards protect the occupants against most hazardous environments – and the healing aura reduces their aging to a tiny fraction of normal after adulthood and protects them from disease, radiation, and most other problems (9P).
  • Shape Shift (Limited Group); Only to rearrange rooms and layout: -1; Reduced END: Zero, +½ (7P)

Other Items:

  • Antiques, Stores, and Valuables / Money (Filthy Rich); Focus Mobility: Bulky, -½; Focus Type: Base, -1; Focus: Obvious Accessible, -1 (4 P)
  • Entertainment Centers / High Range Radio Hearing and Internet Access; Focus Mobility: Immobile, -1; Focus Type: Base, -1; Focus: Obvious Accessible, -1 (2 P).
  • We Are Not Touching This One / Diplomatic Immunity (5P). The local authorities are NOT going to chase magic ponies in cartoonland. Even if they thought that there was any point, or that it was practical, their younger offspring would never let them hear the end of it.
  • Local Police Powers (2P). Given that the place is way out in the wilderness, that Blueblood is technically a divine entity, and that the police generally are not going to go in there anyway, Bluebloods magic pony rent-a-cops may adorably scold anyone they please.

Base Cost: 155 Points

25+ Disadvantages (Cost: 25/5 = 5)

  • 15 Distinctive Features: Fabulous Fantasy Palace
  • 10 Occasional Manifestations of Cartoon Physics (Frequently, Slightly)
  • 10 Clichés and Tropes have power on the grounds (Frequently, Slightly)
  • 10 Background Effects. There is background music, dramatic thunder on que, lighting effects, and so on, making it hard to sneak and providing a +2 die bonus on presence attacks. (Infrequently, Greatly)
  • 5 Overrun with “Disney Critters” (Infrequently, Slightly)
  • 15 Watched: Local Authorities (14-)
  • 10 Watched: Local Titans (8-)
  • 20 Vulnerability: Siege Weapons (2× BODY)
  • 20 Dependent NPC: Kid or Kids (Incompetent, 11-)
  • 15 Dependent NPC: Mare or Mares (Normal, 11-)

130 Disadvantages Total

A Wandering Enterprise

And – for a break from the assorted Eclipse-build superheroes… it’s a somewhat silly godling from the Apex setting, where any entity with that gets a notable presence in humanities collective consciousness, and can claim a reasonably unique domain, may turn up…

The wormhole spun ever larger, the brighter flares absorbed into the ember-red filaments of entropic energy that spun out, devouring the nearby stars. Galactic death in slow motion, feeding into a churning void. Yet… there were subtle hints of a path through the whirling chaos, a way to reach the center and – perhaps – to stop the galactic decay.

And the Enterprise led the way, cutting short its five-year mission in search of renewal.

But the time-distortion of the vortex delayed things too much. By the time that the Enterprise erupted from unreality into the offices of Paramount Television on Apex, the original cast and crew were long gone – and six additional television series, thirteen feature films, and an endless stream of toys, books, and games had appeared, feeding the mythology at the expense of its stability.

So now the Enterprise has a NEW mission – to complete its old one, even if the tales must be told in animated form, and to spread the pure doctrine of Roddenberry.

 

Enterprise

Value Characteristic Points
10 STR 0
14 DEX 12
18 CON 16
10 BODY 0
18 INT 11
14 EGO 8
15 PRE 5
10 COM 0
5 PD 3
5 ED 1
4 SPD 16
6 REC 0
18 END -9
24 STUN 0
Total 60

 

Points Powers END
0 Minor Titan Racial Package
(20) Physical Limitation: Shaped By Belief. Titans may be powerful in their fields, but they are limited to a single, and invariably fairly straightforward, domain. A Spirit of Invention makes gadgets and – possibly – provides grants and teaches. Similarly, the spirit of Memorial Day is a formidable soldier, has lots of weapons, and can operate military vehicles – but that’s about it . (Frequently, Fully)
(20) Mental Characteristic Maxima of 15 (-20 Points). People never really think that their “gods” are really much smarter, or more perceptive, or whatever, than they are – no matter what their theme is. The God of Knowledge may have a lot of knowledge skills, but he or she normally won’t actually be much smarter than the average person. If there’s any one thing that the Titans find annoying about their relationship with mortals… this may be it. (All the Time, Greatly)
(20) Psychological Limitation: Themed. Titans aren’t even CAPABLE of getting seriously off-theme. A war god won’t be negotiating, the healing goddess won’t be building gadgets, and the god of justice won’t be letting criminals go, no matter how necessary it may be (Common, Total)
(12) Regeneration (1 BODY/week); Regenerate: From Death, +20
(3) Immune to Aging
15 Domain: 15 Points worth of abilities appropriate to their domain.
(13) 3d6 The Science Department: Aid: Sciences, Languages, Etc. (Fade/hour, Max. 20); Range: 0; Affects: Single Power of Special Effect, +¼; Charges: 16, +0; Concentrate: 0 DCV, -½; Extra Time: 1 turn, -1 0
(2) Contact: Trekkies; Usefulness: Normal, +0 11-
5 Elemental Control: Starship Powers (15-pt reserve); Generic Limitation (Original Series Powers Only): -½; Concentrate: 0 DCV, -½; Concentrate: Throughout & 0 DCV, -1
a-5 Life Support (total)
b-5 Shields / Force Field (10 PD/10 ED); Reduced END: Zero, +½ 0
c-5 Outer Hull / Armor (10 PD/10 ED)
d-5 8″ Impulse Drive / Flight (NC: 32″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 48; Reduced END: Zero, +½ 0
e-5 Sensors / Detect Plot Coupons (+10 to PER); Time Required: Instant, +2; Range: Ranged, +5
f-7 Tractor Beams: Telekinesis (STR 10); Range: 185; Manipulation: Fine, +10; Reduced END: Zero, +½ 0
g-5 Faster-Than-Light Travel (1000 LY/Year)
h-5 Engineering Department / Regeneration (1 BODY/min.); Regenerate: From Death, +20
20 Multipower (60-pt reserve); Generic Limitation (Original Series Powers Only): -½; Concentrate: 0 DCV, -½; Concentrate: Throughout & 0 DCV, -1
u-2 4d6 Phaser Killing Attack (RKA); Range: 300; Charges: +8, +0; Clips: 4 0
u-2 4d6 Phasers On Stun Energy Blast; Range: 300; Versus: ED; No Normal Defense (Versus Force Fields): +1; Area Effect (Radius): 4″ radius, +1; Charges: +8, +0; Clips: 4 0
u-2 1d6 Photon Torpedoes Killing Attack (RKA); Range: 300; Area Effect (One-hex): 1 hex(es), +½; Autofire: 5 shots, ½; Penetrating: +½; Armor Piercing: 1, +½; Charges: 250, +1 0
u-2 Send An Away Team Summon (4 40-point creatures); Range: 0; Summon: Limited Group, +¼; Active Points: 60; Charges: +8, +0; Clips: 4 0
u-2 1d6 Synthesizers / Transform tp Supplies (Major, Limited Class); Range: 280; Area Effect (One-hex): 1 hex(es), +½; Autofire: 5 shots, ½; Reduced END: Zero, +1; Cumulative: +½ 0
u-1 Navigational Sensors
(3) 360-Degree Sensing (Unusual Senses)
(8) Spatial Awareness
(5) Detect Interstellar Environment (+2 to PER); Time Required: Instant, +2; Range: Ranged, +5
(3) Detect Course (+1 to PER); Time Required: Half Phase, +0; Range: Ranged, +5
10 High Range Radio Hearing
5 Flash Defense (Sight, 5 pts)
5 Mental Defense (8 pts); Add to Total
-12 Running (-6″, 0″, NC: 0″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): -18 1
-2 Swimming (-2″, 0″, NC: 0″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): -6 1
84 Total Powers  

 

Points Skills, Talents, Perks Roll
10 +3 level w/Ranged Combat; OV only, -½
3 Navigation 11-
3 Knowledge: The Galaxy 12-
16 Total Skills, Talents, Perks  

 

100+ Disadvantages
10 Public Identity
10 Reputation: The Enterprise (11-)
20 Distinctive Features: Tiny Starship; Concealability: Not Concealable, 15; Reaction: Always noticed & major reaction, +5
20 No limbs (All the Time, Greatly)
60 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
60 + 100 = 160 160 = 60 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5* 5 8 25/20 25/20 3, 6, 9, 12

*Effectively 0; the Enterprise generally takes hits to it’s shields, rather than avoiding being hit.

Height: 122cm (4’0″), Weight: 48kg (106 lbs), Race: Starship

OK, this is silly – but it actually fits the setting and I found the idea amusing – so why not?

My Little Pony Index II

Ponies have continued to be a fairly popular topic – so here’s an updated subindex for pony-related material. There’s a fair amount of background and three major categories of ponies in the herd though – d20 ponies built using the Supheroic World Template (everyone gets free Mana equal to their Con Mod each round), Ponies built to Alzrius’s standards (compatible with 3.5, Pathfinder, and Ponyfinder), and Hero System Ponies (we use 4’th edition, but it’s not like NPC’s need a lot of updating).

Eclipse d20 Ponies (My Versions):

Background Material:

Building Pony Characters / Examples:

Hero System Ponies:

Thanks to terribly bad luck and some summonings, some ponies from the (normally imaginary) magical land or Equestria are running about in the current Champions game. Oh well. Superheroic Mages have turned lose much sillier and more destructive things.

  • Prince Blueblood and the Cartoon Powers Package: Prince Blueblood the Navigator, standard “Toon” powers, and why Celestia tolerates him.
  • Apple Bloom: Alchemist, trap-maker, and (very) minor earth-mage. For when you want to film “home alone” in Equestria.
  • Scootaloo: Scout, weathermage, and junior speedster. Note that – since normal humans with no wings at all can learn flight magic in the setting, this version of Scootaloo CAN fly. She just can’t steer too well yet…
  • Sweetie Belle: Junior sorceress, singer, and just too cute to stop. For all the Cutie Mark Crusaders “Awwww… We’re not in trouble are we?” moments.
  • Trixie Lulamoon and the Alicorn Amulet:  Trixie the Minor Sorceress, a discussion of Traveling Performers – and the power of the Alicorn Amulet.
  • Apex – Prince Blueblood Escapes From My Little Pony: An upgraded Prince Blueblood as a hero of the Apex setting. The role of the nobility in the government of Equestria. Blueblood finds his purpose – and it’s being an arrogant ass.

Alzrius’s Eclipse d20 Ponies:

Alzrius built his ponies so as to fit into “standard” d20 games – whereas I used the “Superheroic” world template because it would allow my builds to reproduce the things that the ponies did on the show. Of course, that means that my builds will only work well in games based on the assumptions of Equestria; they won’t do so well in basic games. For those, courtesy of Alzrius, we have…

  • The Pony Races:  Earth Ponies, Pegasi, and Unicorns.
  • The Elements of Harmony:  Built as Eclipse Relics.
  • Rarity:  Starting off the series at level one! Commentary: Using the Elements of Harmony to cover the characters occasional incredible stunts.
  • Princess Celestia: As she generally appears on the show – as a ninth-level mentor-type who explains why she can’t handle things.
  • Adagio of the Sirens: Unreformed, still at large, and needing only an enchanted gem to make a comeback.
  • Lex Legis (And his Picture): Alzrius’s original character – and a very “gray” potential opponent. He has an upgrade here: The Dark Side of the Horse
  • Notes on Zecora: A discussion of just how much power – or lack thereof – is needed to build Zecora. Comments: My take on Zebras.
  • The Journal of the Two Sisters – and lapses in logic therein. Comments: Unicorn populations and birthrates, basic demographics – and why the “Unicorns losing their magic” story makes no sense in any terms.
  • Iliana, the Ponyfinder Queen: An examination of how to use Eclipse to customize – and slightly upgrade – a Ponyfinder queen to fit her history.
  • Lashtada, Ponyfinder Goddess:  As set up using The Primal Order for second edition.
  • Sonata Dusk: As appearing in his Fanfiction.
  • A Magical Medieval Society: Equestria: Building equestrian society using “A Magical Medieval Society”.
  • Baby Got Backlash: Flurry Heart and Magical Surges
  • Tempest Shadow: The movie antagonist escapes into d20, rather than remaining to face the friendship…

My Alzrius-Styled Eclipse Ponies:

Alzrius Pony Notes:

If and when additional pony-related material gets posted on this blog or Alzrius’s blog, I’ll try to link it here.

Eclipse: The Codex Persona is available in a Freeware PDF Version, in Print, and in a Paid PDF Version that includes Eclipse II (245 pages of Eclipse races, character and power builds, items, relics, martial arts, and other material) and the web expansion. Here’s a Featured Review of it and another Independent Review.

The Practical Enchanter can be found in a Print Edition (Lulu), an Electronic Edition(RPGNow), and a Shareware Edition (RPGNow).  There’s an RPGNow Staff Review too.

Champions – Ares Reborn

The untamed violence of war is not what it was. In a world of drones, snipers, carpet bombing, trenches, machine guns, and mortars… individual strength, and courage, and personal skill means a lot less than it did. Even looking back into history, personal battle skills and the terrible joy of battle lust began to fade long, long, ago. Even at the time of the Trojan War… organized warfare under the aegis of Athena was beginning to surpass personal valor.

The Romans improved things for quite some time – but twisted things more towards the virtues of an organized soldier. There was strength in their worship – but a subtle disconnect as well.

Eventually, on the blood-soaked battlegrounds of the first world war… valor meant almost nothing. To survive, one cowered in trenches, or crawled to the attack, darting from cover to cover to avoid the machine gun fire, hoping that you would not inhale a lethal dose of mustard gas, and – preferably – killing with stealth and surprise, rather than valiant challenge.

And Ares fell to Athena, was slain, and was cast into the formless void of fallen Titans – his connection to the greater aspects of his portfolio, as well as his old persona, lost.

But then Jann – the Voice Of Ancient Sorrows, a channel for the fallen – meddled recklessly, as he so often does. He called upon powers far beyond his control or understanding – opening a way for Ares (if weakened and cut off from his original sources of power) to return to the world and bond with a new aspect of war.

Jann, for his own reasons, has cheerily set about getting this new version of Ares hooked up with a new myth – one that’s surprisingly ubiquitous, but which has never really drawn a Titan to take it up. That’s because, under normal circumstances, they are too independent for this particular semi-faceless role. Still, there’s plenty of unclaimed belief and myth there – even if Ares WILL have to put up with being mostly known as “Sarge”.

Sarge, of course, is a pragmatic, tough-as-nails, career military man. Grand strategies and determining objectives are not for him; his task is to take a squad into battle and carry out whatever mission he’s been given. Fortunately, he’s got enough weapons to equip a battalion, is an expert in small unit tactics, and is pretty tough.

Ares is not entirely happy with his new tendency to let other people set the agenda – but it’s a LOT better than the condition he was in just a little while ago and this mythos… has a surprising amount of raw power behind it (thanks to appearing in virtually every war movie ever made) and is a fabulous step up from being lost in the formless void searching for a new role to step into.

Ol’ Sarge, Incarnation of Ares

Value Characteristic Points
25 STR 15
23 DEX 39
23 CON 26
10 BODY 0
13 INT 3
11 EGO 2
15 PRE 5
8 COM -1
5 PD 0
5 ED 0
4 SPD 7
10 REC 0
36 END -5
35 STUN 0
Total 91

 

Points Powers END
0 Minor Titan Racial Package
(20) Physical Limitation: Shaped By Belief. Titans may be powerful in their fields, but they are limited to a single, and invariably fairly straightforward, domain. A Spirit of Invention makes gadgets and – possibly – provides grants and teaches. Similarly, the spirit of Memorial Day is a formidable soldier, has lots of weapons, and can operate military vehicles – but that’s about it . (Frequently, Fully)
(20) Mental Characteristic Maxima of 15 (-20 Points). People never really think that their “gods” are really much smarter, or more perceptive, or whatever, than they are – no matter what their theme is. The God of Knowledge may have a lot of knowledge skills, but he or she normally won’t actually be much smarter than the average person. If there’s any one thing that the Titans find annoying about their relationship with mortals… this may be it. (All the Time, Greatly)
(20) Psychological Limitation: Themed. Titans aren’t even CAPABLE of getting seriously off-theme. A war god won’t be negotiating, the healing goddess won’t be building gadgets, and the god of justice won’t be letting criminals go, no matter how necessary it may be (Common, Total)
(12) Regeneration (1 BODY/week); Regenerate: From Death, +20
(3) Immune to Aging
16 Domain: 15 Points worth of ablities appropriate to their domain.
(16) +2 level w/All Combat
1 Overcost on his Domain Powers, above
20 Multipower (75-pt reserve); Generic Limitation (Infantry Powers Only): -½; Visible (Mystically Conspicuous to Other Titans): -¼; Side Effects (Various Hunteds): 30/Half, -½; Generic Limitation (Side Effects cannot be avoided): -½; Variable Limitations: -1, -½; Generic Limitation (Cannot subdivide the points in the reserve, even if a slot does not use all of them): -½
Portfolio Powers
u-1 2d6 Righteous Wrath: Aid to All Physical Attributes (Fade/min., Max. 20); Range: 0; Affects: All Powers of Special Effect, +2; Autofire: 5 shots, ½; Reduced END: Zero, +1; Generic Limitation (Aid to self only): -½; Extra Time: full phase, -½; Only in Hero ID: -¼; Visible (Creates quite a flare of magical power): -¼

Net: +20 Str, +2 OCV, +2 DCV, +10 Con, +10 PD, +10 ED, +2 Spd, +10 Recovery, +40 Endurance, +20 Stun.

0
u-1 2d6 Campaign Outfitting: Aid to Papers, Maps, Languages, Vehicles, More Multipower Slots, Etc (Fade/day, Max. 50); Range: 0; Extra Time: 1 min., -1½; Generic Limitation (Only between missions or when a source is available)): -1½; Affects: Single Power of Special Effect, +¼

In general, outfitting for a campaign will include a low-level military vehicle (Jeep, APC, or similar), maps and a GPS (Area Knowledge), the local Language, an ID and any necessary permits/orders, MRE’s, a tent, and whatever other specialty gear (or multipower weapons slots) is appropriate for the job.

2
u-1 Commando Training
(4) +4 level w/HTH Combat; Only in Hero ID: -¼; Visible (Creates quite a flare of magical power): -¼; Generic Limitation (Must be struck in melee before this can be activated): -½
(11) Hand-to-Hand Attack (6d6, Total 7½d6); Range: 0; Variable Advantage: Max. Advantage 1, +2

Total of 9d6 when Str boosted to 45. Can also just be 0 End and do 15d strikes under similar circumstances.

5
u-1 Small Unit Tactics
(15) +2 level w/All Combat; Area Effect (Radius): 128″ radius, +1; Selective Target: +¼; Increased Area: ×32, +1¼; Reduced END: Zero, +½; Uncontrolled: +½; Generic Limitation (Only works on people who are willing to listen to his orders): -½; Generic Limitation (Lasts a maximum of five minutes after he stops shouting): -½
u-1 Plot Armor; Focus (Wrist Bracer): Obvious Inaccessible, -½; Activation: 14-, -½; Charges: 16, +¾; Continuing Charges: 1 Minute, -3 lev
(7) Force Field (10 PD/10 ED) 0
(4) Power Defense (10 pts)
(4) Mental Defense (12 pts)
General Equipment
u-1 Flares: Change Environment/Brightly Lit (32″ rad.); Effect: Fixed, +0; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev 0
u-1 2d6 Heavy Pistol/Bow/Crossbow/Gyrojet: Killing Attack (RKA); Range: 150; Charges: +8, +0; Clips: 4 0
u-1 Entrenching Tool / Tunneling (1″ through DEF 8); Extra Time: 1 turn, -1; Focus (Entrenching Tool): Obvious Accessible, -1; Tunnels: Left Behind, +0 1
u-1 6d6 Concussion Grenade Stun-Only Energy Blast; Range: 225; Versus: PD; Explosion (Extended Area +0″/DC): +½; OAF: -1; Charges: +12, -¼ 0
u-1 2d6 Fragmentation Grenades: Killing Attack (RKA); Range: 225; Explosion (Extended Area +0″/DC): +½; Charges: 8, -½; OAF: – 0
u-1 6d6 Inciendary Grenade: Energy Blast (Fire); Range: 225; Versus: ED; Explosion (Extended Area +0″/DC): +½; OAF: -1; Charges: +8, -½ 0
u-1 1d6+1 Light Machine Gun: Killing Attack (RKA); Range: 300; Autofire: 5 shots, ½; Area Effect (Radius): 4″ radius, +1; Charges: 60, +½; OAF: -1; Extra Time: full phase, -½

Yes, a machine gun fires a lot faster than this, it just rarely hits the same target more than this.

0
u-1 4d6 LAW Missile Launcher: Killing Attack (RKA); Range: 300; OAF: -1; Charges: 8, -½ 0
u-1 4d6 Sword: Killing Attack (HTH) (Total 5½d6); Range: 0; Focus (Sword): Obvious Accessible, -1 6
u-1 15d6 Assault Cannon: Energy Blast; Range: 375; Versus: PD; Focus: Obvious Accessible, -1; Focus Mobility: Bulky, -½; Extra Time: full phase, -½; Charges: 6, -¼; Clips: 4 0
u-1 2d6 Claymore Mine: Killing Attack (RKA); Range: 375; Area Effect (Cone): 14″ long, +1; Increased Area: ×2, +¼; Trigger: Set, +¼; OAF: -1; Focus Mobility: Immobile, -1; Extra Time: full phase, -½ 7
u-1 1d6+1 Flamethrower: Killing Attack (RKA); Range: 350; Area Effect (Radius): 5″ radius, +1; Penetrating: +½; Continuous: +1; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev; OAF: -1; Focus Mobility: Bulky, -½ 0
u-1 2d6 Heavy Machine Gun: Killing Attack (RKA); Range: 335; Autofire: 5 shots, ½; Armor Piercing: 1, +½; Charges: 16, +¼; Clips: 4; OAF: -1; Extra Time: full phase, -½; Focus Mobility: Immobile, -1 0
u-1 2d6 Surface to Air Guided Missile: Killing Attack (RKA); Range: 3000; No Range Penalty: +½; Armor Piercing: 1, +½; Increased Maximum Range: ×25, +½; OAF: -1; Charges: 8, -½; Extra Time: full phase, -½; Focus Mobility: Bulky, -½ 0
2 Light Power Armor Elemental Control (6-pt reserve); All abilities -.5 OIF (Power Armor), -1 (Conventional Technology Only), -.25 (Visible: power armor is pretty obvious).
a-10 Armor (12 PD/8 ED); Hardened: ×1, ¼; Always On: -½
b-2 Flash Defense (Sight, 12 pts)
c-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
d-2 Running (+4″, 10″, NC: 20″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 12; Reduced END: Zero, +½ 0
e-2 Superleap (+12″, 17″, NC: 34″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 36 2
62 Total Powers  

 

Points Skills, Talents, Perks Roll
16 +2 level w/All Combat
3 Combat Driving 14-
3 Stealth 14-
3 Survival 11-
0 English (Native Accent); Literacy: Standard, 0
0 Greek (Native Accent); Literacy: Standard, 0
2 German (Fluent Conv.); Literacy: Standard, 0
27 Total Skills, Talents, Perks  

 

100+ Disadvantages
10 Vengeful (Uncommon, Strong)
20 Extremely Violent (Very Common, Strong)
10 Public Identity
15 Reputation (14-)
5 Rivalry: Tacticians; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0
10 2d6 Unluck
20 Hunted: Divine Enemies (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
90 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
91 + 89 = 180 190 = 90 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 4 12 17/12 13/8 3, 6, 9, 12

 

Height: 182cm (6’0″), Weight: 73kg (161 lbs), Sex: Male, Race: Titan

Champions – Dr Cronus

Old Gods Take New Names.
A Myth Entombed In Dusty Tomes Lies Fallow.
Its Titan Bound, Its Might Fading.
While Lesser Figures Of Ancient Tales
Still Mostly Formless, And Full With Possibility.
Seize Easily On New Tales And Forms
While Elders Fade And Formlessness Creeps In.
Each In Their Turn, Across The Ages.
The Fading And Rebirth, The Cycle Turns
Old Gods Take New Names.

The shape was new, and it’s powers still limited – but the tales were many, the followers a mighty host, and legends only grow stronger as the years pass. An elder master of time, the last of a primal race of reality-masters… it was a near-perfect fit.

Old Gods Take New Names.

And at an English museum-shrine, a Titan stepped forth from a blue Police Box. Doctor Cronus – the last Doctor that would ever be needed – had come forth from legend into reality.

Doctor Cronus is fairly new to this incarnation, but so far it’s going quite well. Being stuck with the TARDIS is something of a pain though. After all, the things actual function is to separate you from most of your allies and resources, prevent you from planning ahead, dump you into potentially deadly situations where the fate of the universe relies on you with little or no information to go on, and trap you there until you fix said situation. Attracting swarms of powerful enemies is just icing on the cake. Does it occasionally acting as a plot coupon and an excuse to play tourist REALLY make up for that? Especially in a setting where time travel isn’t particularly difficult in the first place?

 

Doctor Cronus

Value Characteristic Points
13 STR 3
14 DEX 12
13 CON 6
10 BODY 0
18 INT 8
11 EGO 2
15 PRE 5
10 COM 0
5 PD 2
5 ED 2
3 SPD 6
6 REC 0
24 END -1
24 STUN 0
Total 45

 

Points Powers END
0 Minor Titan Racial Package
(20) Physical Limitation: Shaped By Belief. Titans may be powerful in their fields, but they are limited to a single, and invariably fairly straightforward, domain. A Spirit of Invention makes gadgets and – possibly – provides grants and teaches. Similarly, the spirit of Memorial Day is a formidable soldier, has lots of weapons, and can operate military vehicles – but that’s about it . (Frequently, Fully)
(20) Mental Characteristic Maxima of 15 (-20 Points). People never really think that their “gods” are really much smarter, or more perceptive, or whatever, than they are – no matter what their theme is. The God of Knowledge may have a lot of knowledge skills, but he or she normally won’t actually be much smarter than the average person. If there’s any one thing that the Titans find annoying about their relationship with mortals… this may be it. (All the Time, Greatly)
(20) Psychological Limitation: Themed. Titans aren’t even CAPABLE of getting seriously off-theme. A war god won’t be negotiating, the healing goddess won’t be building gadgets, and the god of justice won’t be letting criminals go, no matter how necessary it may be (Common, Total)
(12) Regeneration (1 BODY/week); Regenerate: From Death, +20
(3) Immune to Aging
15 Domain: 15 Points worth of ablities appropriate to their domain.
(3) Absolute Time Sense
(3) Speed Reading
(3) Lightning Calculator
(3) Resistance (+3 to EGO Rolls)
(1) Immunity to Temporal Paradoxes; Frequency: Rare
(1) Immunity to Timeline Shifts; Frequency: Rare
(1) Immunity to Temporal Distortion; Frequency: Rare
25 Timelord Multipower (50-pt reserve); Side Effects: Attracts opponents from across all space and time, has to travel by Tardis, obliged to gratuitously meddle. 60/All, -1
u-3 2d6 Regenerative Energies: Aid to All Physical Attributes (Fade/turn, Max. 20); Range: 0; Affects: All Powers of Special Effect, +2; Active Points: 52; Autofire: 5 shots, ½; Charges: 32, +¼ 0
u-1 Clairsentience (Hearing, Sight); See: Future, +20; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev; No Conscious Control: -2; Dimensions: Current, +0; Range: 250″ 0
u-2 25″ Moment Out Of Time / Teleportation (Long Range 25″); Increased Range: ×1, +0; Long Range: 25″; Long Range (miles): 0.03; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0; Charges: +16, +0 0
u-1 2d6 Aid to Knowledge Skills (Fade/day, Max. 32); Range: 0; Charges: +8, -½; Affects: Single Power of Special Effect, +¼; Generic Limitation (Very Limited Conscious Control; The GM picks 16 points worth of skills and the user picks the other 16 – but the user may only change his choices at one point per week. ): -1

The Doctor generally knows a lot – but, oddly enough, never enough to really derail his current adventure.

0
u-1 Shape Shift (Various Humanoid Forms) (Limited Group); Charges: 1, +¼; Continuing Charges: 1 week, -8 lev; Generic Limitation (Only to periodically take on a new appearance and personality, which will then last for years or decades. ): -2; Difficult to Dispel: ×16, + 0
u-2 4d6 Telepathy; Reduced END: Zero, +½; Transdimensional: Any Dimension, +1

The Doctor occasionally receives messages, or gets into touch with someone, across space and time.

0
u-2 Warp Probability: Luck (10d6); Charges: +8
u-1 Summon TARDIS (1 100-point creatures); Range: 0; Summon: Single Type, +0; Generic Limitation (Always the same TARDIS, so problems carry over): -1; Generic Limitation (Only works when convenient for the plot or the current plotline is resolved. ): -1; Charges: +4, -1 0
u-2 Detect Dimensional Location and Structure (+20 to PER); Time Required: Half Phase, +0; Range: Ranged, +5
u-1 1d6 Mental Manipulation: Transform (Minor, Limited Class); Range: 0; Cumulative: +½; Reduced END: Zero, +1; No Range: -½; Autofire: 5 shots, ½

This is routinely used to acquire languages if the convenient “tardis translation effect” is not available.

0
u-2 +40 PRE; Charges: +8, +0; Continuing Charges: 1 Turn, -2 lev
u-2 1d6 Tinker: Transform random bits to any needed device (Major, Limited Class); Range: 245; Cumulative: +½; Autofire: 10 shots, ¾; Charges: 125, +¾ 0
7 Elemental Control: Timelord Powers (10-pt reserve); Side Effects (Often recognized, attracts weirdness): 30/Half, -½
a-4 Life Support (total); Generic Limitation (Greatly slows the effects of hostile environments, diseases, etc, and mitigates the effects to some extent, but does not stop them.): -2; Generic Limitation (Only works against things that a normal human would find survivable for at least a minute. ): -2
b-2 Detect:Temporal Effects and Locations (+5 to PER); No Conscious Control: -2; Side Effects (Has difficulties dealing with fixed points in time, paradoxes, etc.): 30/Half, -½; Time Required: Instant, +2; Range: Ranged, +5
c-7 Armor (7 PD/7 ED)
d-7 Enhanced Perception (all) (+7 to PER)
e-7 Mental Defense (22 pts); Add to Total
79 Total Powers  

 

Points Skills, Talents, Perks Roll
40 +4 level w/Timeline Selection / Overall Level
10 Eidetic Memory
3 Immunity: Any distinction between attribute rolls and skills; Frequency: Common

This is downright abusive. On the other hand… you can achieve exactly the same result with a small Aid to Any Skill, or a Skill Power Pool, or in several other ways – and skills generally aren’t all that important in a setting where actual powers appear.

3 Simulate Death
56 Total Skills, Talents, Perks  

 

Cost Equipment
But where is the sonic screwdriver? It’s a penlight case, filled with a bunch of random bits and pieces. Thanks to his “Tinker” power it can be readily transformed into any needed small gadget up to a maximum of 25 active points. This also keeps it from being used for EVERYTHING, since he has a limited number of uses of that ability each day.
0 Total Equipment

 

100+ Disadvantages
5 Dependent NPC: Random Companion (Normal, 8-); Skills: Useful, -5

These actually appear on a 14- or so, but often do not get into trouble, merely providing a target for more exposition.

20 Hunted: Daleks, Cybermen, Etc. (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Code of Chivalry (Common, Strong)
15 Honorable (Common, Strong)
15 Overconfidence (Very Common, Moderate)
5 Prankster (Uncommon, Moderate)
15 Reputation: Timelord (11-, Extreme)
10 Watched: Practically Everyone (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
100 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
45 + 135 = 180 200 = 100 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 4 22 12/7 12/7 4, 8, 12

 

The Doctor is annoyingly omnicompetent, and can pop up anywhere to be a bother – but he really isn’t all that powerful in superhero terms; in a lot of ways he’s more of a pulp hero than anything else – albeit an intellectual version rather than the usual two-fisted fighter.

 

Apex – Prince Blueblood Escapes From My Little Pony

And today… I’m going to turn Prince Blueblood of Equestria into a hero in the Apex setting – mostly because the thought amuses me.

Equestria… `is a patchwork nation. Why not? It’s inhabited by a species of instinctively-harmonious, spontaneously-helpful, extremely mobile, rather high powered, and incredibly productive creatures that exercise an astounding level of control over it’s environment. It’s rather gently ruled and guided by a very powerful, prophetic, several-thousand-years experienced, and incredibly tolerant and kind, near-immortal. Equestria doesn’t really NEED efficiency, large-scale organization, or to iron out the wrinkles in their government. The country works just fine as a collection of geographically-organized city-states that just let the magic of harmony manage their public affairs.

After all, if Harmony can organize dozens of ponies, and the local wildlife, and weather, into spontaneous, intricately choreographed, musical numbers… organizing a gathering, or traffic patterns, or a rescue operation, is no great task.

Thus every local system – and silly title that ponies have used to try and impress each other over the last couple of millennia (not counting the confused length of time spent in the Age of Discord) – has continued through the centuries because there’s no reason to change the traditions.

And so we have Blueblood the 42’nd, Prince of Canterlot and Environs (and thus City Administrator and Gala Organizer, as if either of those jobs actually calls for him to do anything), Commander of the Canterlot Guard (all eighty-odd of them; ponies aren’t big standing armies so they mostly function as city staff), distant relative of Celestia and Luna (inevitably, after several millennia, sharing that honor with most of the rest of the country – although his bloodline is close enough to show some minor enhancements), Duke of Burgandneigh, Keeper of the Sapphire Keys, Supreme Mugwump, and a half a dozen other meaningless titles. He’s a competent mage (in a city hosting dozens of brilliant mages, Celestia’s School for Gifted Unicorns, and the Royal Sisters themselves), a decent tactician and military commander (in a society that generally has no wars or even border disputes), a fair diplomat (although any important ambassador deals with Celestia and Luna directly), a magical scout and pathfinder (in the center of civilization in a well-explored and thoroughly pegasi-mapped world), a reasonably good manager (in a world that needs no management) – and generally entirely useless. He can’t even organize fire services (pegasi make rain to do that) or the rescue of cats from trees (any unicorn can do that). About his only real “task” is pointing the occasional stray kid back to where they’re supposed to be, playing crossing guard (which means a lot less in a world where most deliveries are by air, there are no riding animals to act up, and there are no powered vehicles), soothing the occasional upset or drunk pony, and tossing pies at the Flim-Flam brothers until they go away.

Blueblood spent a lot of time stewing in his own juices, getting drunk, indulging his vanity, and making fools of pests (Sadly, he automatically assumed that Rarity was a status-seeking pest) for his own amusement. Why is he a arrogant, entitled, snob? What else is his job FOR? His only ACTUAL function is to be annoying and thus ensure that everypony will be thankful that Equestria is run by Celestia and Luna instead of the traditional nobility. Utopia doesn’t NEED governmental competence. It just needs enough petty annoyances to maintain a proper emotional balance.

Then, during yet another pointless day, he sensed a NEW Path. A crack in the barriers for him alone, a way… from imagination into reality.

And Blueblood walked that path – and on Apex he found a realm where there was finally a USE for his talents. A world where people actually NEEDED guidance, and organization, and rescue, and negotiations, and patrons. A realm where he was a powerful mage with rare abilities, where his wealth genuinely meant something – and where he could antagonize people simply by existing.

In fact, his ability to find any desired route soon made him a valuable pilot for Cronus, A.K.A. “The Doctor”, since he can usually get the TARDIS to where they actually want to go.

He’s still a douche though.

Bluebloods talents include being a wealthy aristocrat (for him that’s actually a power – a basic part of his portfolio as a Titan; he has wealth, fine houses, local contacts, and contacts with various magical forces everywhere he goes), a selection of minor abilities that go with being a Titan and a Cartoon, and his Unicorn Magic – Telekinesis, the ability to enhance himself that goes with his strong Alicorn Bloodline, Pathfinding, and a selection of cartoon magic spells capable of causing many silly effects.

Blueblood is pretty powerful for the setting; he’s using a bunch of cheap “aid” powers to squeeze in a bunch of perks, his cartoon spells, and some attribute boosts without paying much for them. On the other hand, he’s got a fair number of points sunk into things like High Society, “”Bureaucratics, Immunity to Hair Damage, Always Looking Good, Background Music and Sound Effects, exotic languages to snub people in, being resistant to attempts to get rid of him, and so on. He’s an adventurous socialite, not a combat specialist.

Princeps Augustus Blueblood II

Value Characteristic Points
18/30 STR 8
14/18 DEX 12
18/24 CON 16
8/14 BODY -4
8/20 INT -2
8/14 EGO -4
18/30 PRE 8
8/32 COM -1
6/12 PD 0
4/10 ED 0
3/4 SPD 6
10/16 REC 0
24/48 END -6
32/44 STUN 0
Total 33

 

Points Powers END
0 Minor Titan Racial Package
(20) Physical Limitation: Shaped By Belief. Titans may be powerful in their fields, but they are limited to a single, and invariably fairly straightforward, domain. A Spirit of Invention makes gadgets and – possibly – provides grants and teaches. Similarly, the spirit of Memorial Day is a formidable soldier, has lots of weapons, and can operate military vehicles – but that’s about it . (Frequently, Fully)
(20) Mental Characteristic Maxima of 15 (-20 Points). People never really think that their “gods” are really much smarter, or more perceptive, or whatever, than they are – no matter what their theme is. The God of Knowledge may have a lot of knowledge skills, but he or she normally won’t actually be much smarter than the average person. If there’s any one thing that the Titans find annoying about their relationship with mortals… this may be it. (All the Time, Greatly)
(20) Psychological Limitation: Themed. Titans aren’t even CAPABLE of getting seriously off-theme. A war god won’t be negotiating, the healing goddess won’t be building gadgets, and the god of justice won’t be letting criminals go, no matter how necessary it may be (Common, Total)
(12) Regeneration (1 BODY/week); Regenerate: From Death, +20
(3) Immune to Aging
15 Domain: 15 Points worth of abilities appropriate to their domain.
(10) Money (Wealthy)
(5) Member of Aristocracy
7 Elemental Control: Cartoon Powers (15-pt reserve); Generic Limitation (Cartoon Pony Powers Only): -½; Always On: -½
a-10 Armor (12 PD/12 ED)
b-7 Regeneration (1 BODY/Turn); Regenerate: From Death, +20

Note that – with two DIFFERENT forms of regeneration from death – it’s almost impossible to make Blueblood STAY dead.

c-4 Images: Background music and sound effects (Hearing, 16″ radius); Range: 150; Observer PER Penalty: 0, +0; Reduced END: Zero & Persistent, +1; No Conscious Control: -2 0
d-7 Life Support (total)
e-7 Power Defense (30 pts)
f-7 Cartoon Immunities
(1) Looking Good: Immunity to being messed up for more than a few seconds; Frequency: Fairly Common
(1) What Gravity? Immunity to Falling until lack of support is brought to his attention; Frequency: Fairly Common
(1) In My Pocket, Why? Immunity to having to have pockets to carry stuff in.; Frequency: Common
(1) Sure I’m Perfectly Normal (Immunity to Species Prejudice)l: Gets treated as just another human in most non-comedic ways; Frequency: Common
(1) Clothing? Immunity to being considered insufficiently dressed; Frequency: Fairly Common
(1) Rated G: Immunity to Indecent Exposure; Frequency: Fairly Common
(1) The Sounds of Harmony: Immunity to the need to compose or practice topical songs; Frequency: Fairly Common
(1) I Can Handle That: Immunity to not having normal hands; Frequency: Common
(0) All Devouring: Immunity to reasonable limits on how much they can swallow at one time.; Frequency: Rare
(0) There’s A Hole: Immunity to solid matter provided that it LOOKS like there is a hole in it and the user is not responsible for that.; Frequency: Rare
(1) Yes, It’s Suitable: Immunity to having to wear appropriate clothing to stay warm, dry, etc.; Frequency: Fairly Common
(0) It’s a permanent: Immunity to hair damage save by bladed weapons; Frequency: Rare
(1) Immunity to Over-Indulgence, Hangovers, and Similar Consequences; Frequency: Fairly Common
(1) Immunity to Communications Problems (Can be understood in any language provided he speaks slowly, gestures, etc) ; Frequency: Common
(1) Immunity to Paradox; Frequency: Fairly Common

Often a necessity when traveling with Cronus.

(1) Immunity to Not Getting His Messages; Frequency: Common

Blueblood gets his mail. texts, and email wherever and whenever he goes!

(1) Immunity to not having tickets; Frequency: Fairly Common

Blueblood can always get into nightclubs, shows, concerts, and theater performances.

g-5 2d6 Aid to Equipment Allowance (Fade/week, Max. 30); Range: 0; Extra Time: 1 hour, -2½; Generic Limitation (Only to pay for role-appropriate, provided, or generally available gear): -1; Activation: 11-, -1; Affects: Single Power of Special Effect, +¼; Generic Limitation (Only GM-Approved Equipment): -1 3
25 Multipower: Cartoon Unicorn Magic (50-pt reserve); Generic Limitation (Unicorn Pony Magic Only): -½; Generic Limitation (Easily disrupted by a blow to the horn, horn restraints, or similar): -½
Basic Telekinesis
u-2 Telekinesis (STR 15); Range: 240; Manipulation: Fine, +10; Reduced END: Zero, +½ 0
u-2 8d6 Energy Blast: Telekinetic Blast; Range: 250; Versus: PD; Reduced END: Half, +¼ 2
u-2 Force Field Dome (8 PD/8 ED); Area Effect (Radius): 3″ radius, +1; Reduced END: Zero, +½; Uncontrolled: +½ 0
u-2 Hand-to-Hand Attack (12d6, Total 18d6); Range: 0; Reduced END: Half, +¼ 2
Arcane Aristocrat
u-1 2d6 Important Personage: Aid to Local Contacts, Favors, Followers, and Privileges (Fade/week, Max. 24); Range: 0; Active Points: 48; Reduced END: Half, +¼; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½ 1
u-1 2d6 One Of The Best People: Aid to Local Perks, Vehicles, Languages, Local Knowledges, and Bases (Fade/week, Max. 24); Range: 0; Active Points: 48; Reduced END: Half, +¼; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½ 1
u-1 Detect Social Events and Appropriate Behaviors (+12 to PER); Time Required: Instant, +2; Range: Ranged, +5
u-2 2d6 Royal Lineage: Aid to All Attributes (Fade/hour, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Half, +¼ 2
Pathfinder
u-1 Detect Route (+6 to PER); Variable Special Effects: Certain Group, +¼; Time Required: Half Phase, +0; Range: Ranged, +5, Based on EGO Combat Value: vs. ECV, +1
u-1 Detect Distance and Direction to desired item (+3 to PER); Time Required: Half Phase, +0; Range: Ranged, +5; Based on EGO Combat Value: vs. ECV, +1
u-2 Change Environment: Manipulate Direction and Distance (16″ rad.); Champions Advantage (Limited Variable Effect): +¼; No Range: -½; Trigger: Set, +¼; Reduced END: Half, +¼

While employing his signature spell Prince Blueblood may, once per segment, gratuitously either expand or reduce the distance between two things within his area of effect by up to 8″. For example, he could decree that a character was 8″ further from the center of that fireball that had just gone off, or that the evasive martial artist was 6″ closer (and thus effectively adjacent) to his friend the brick, or that someone was off to the side of that attack that would have otherwise hit them.

2
u-2 10″ Teleportation (Long Range 160″); Increased Range: ×16, +20; Long Range: 160″; Long Range (miles): 0.20; Mass Multiplier: ×4, +10; Fixed Locations: 0; Floating Locations: 0 2
Advanced Arcana
u-1 Atherium Lens; Detect Magic (+5 to PER); Time Required: Instant, +2; Range: Ranged, +5; Addition (Discriminatory): +5
u-2 13d6 Dispel Magic; Range: 245; Affects: Any Single Power of Special Effect, +¼ 5
u-2 6d6 Suppress Magic; Range: 225; Affect: Single Power of Special Effect, +¼; Reduced END: Half 2
u-2 2d6 Student of Magic: Aid to Multipower Slots (Fade/week, Max. 24); Range: 0; Reduced END: Half, +¼; Affects: Single Power of Special Effect, +¼ 1
Common Cartoon Magics:
u-1 +45 Hammerspace Mallet: PRE; Generic Limitation (Only for Presence Attacks): -½; Charges: 12, -¼

As a rule, the “mallet” provides +3d6 for Exhibiting a Power and Extremely Violent Action, but only works on small groups. He can also try to induce a song-and-dance number, but this often takes negative modifiers even after he gets a couple of bonus dice for his personal background music and special effects.

u-1 Portable Hole: Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Area Effect (One-hex): 1 hex(es), +½; Continuous: +1; Side Effects (Opens both ways; things can climb out of the hole just as easily as they go in.): 60/All, -1; Generic Limitation (Side effects cannot be avoided.

Yes, this is classic, inconsistent, cartoon; things go in, sometimes they come back out at full speed with no time passing when the hole is put down again, other times you can hide. It mostly depends on what’s funniest at the moment.

5
u-1 Picture Travel: Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Area Effect (One-hex): 1 hex(es), +½; Continuous: +1; Side Effects (Opens both ways; things can climb out of the hole just as easily as they go in.): 60/All, -1; Generic Limitation (Side effects cannot be avoided.): -½

Yes, this spell allows the user to run into paintings, television programs, and similar artistic creations.

5
u-1 Pocket Palace: Extra-Dimensional Movement (Wonderland); Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Area Effect (One-hex): 1 hex(es), +½; Continuous: +1; Side Effects (Opens both ways; things can climb out of the hole just as easily as they go in.): 60/All, -1; Generic Limitation (Side effects cannot be avoided.): -½

Well, you wouldn’t expect him to travel without a comfortable bed and a place to keep his stuff would you?

5
u-1 I’ll Hide In Here: Shrinking-5 (DCV +10, Height 4.125 cm/1.62″); Mass: 0.0022583 kg/0.00 lbs; Knockback Increase: 15; PER Bonus: -10; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev; Generic Limitation (Only allows the user to hide in absurdly silly ways – putting on a lampshade and pretending to be a lamp, ducking behind small trees or into boxes, or even just draping a tarp over themselves. It has no other effects. ): -2

This is “The Life Of Brian” hiding. The mechanical effect is becoming tiny and ducking behind a chair leg or some such. The Special Effect is more “hang a lampshade over his horn, strike a pose, and pretend to be a lamp” – whereupon everyone overlooks him.

0
u-1 Emigrate To Equestria: Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Area Effect (Radius): 8″ radius, +1; Increased Area: ×4, +½; Generic Limitation (Only works on living creatures): -1; Concentrate: 0 DCV, -½

The “Defense” is not wanting to get out. This is very good for rescue work and such though. Two hundred kids trapped in a burning nightclub? Spend +10 endurance to push this to a 64 meter radius and everyone who doesn’t want to burn winds up in a happy cartoon utopia until brought back to safety.

5
u-1 Making Camp: Change Environment / Comfortable Habitable, Power On, Etc (8″ rad.); Effect: Fixed, +0; Reduced END: Zero & Persistent, +1; Extra Time: 1 turn, -1 0
u-1 2d6 Pie In The Face / Flash (Normal Sight); Range: 200; No Normal Defense (Versus vision able to see through pie): +1; Charges: 6, -¾ 0
u-1 1d6 Toonification Transform (Cosmetic, Limited Class); Range: 250; Cumulative: +½; Area Effect (Radius): 8000000″ radius, +1; Increased Area: ×4000000, +5½; Reduced END: Zero, +1; Autofire: 10 shots, ¾; Extra Time: 1 turn, -1; Concentrate: 0 DCV, -½

This transform gives things a cartoonish aspect. People often become funny animal people, buildings get silly floor plans, and EVERYTHING looks like a cartoon. This is basically appearances-only, and has a big “based on personality” factor, but it can transfer up to 5 points to a relevant ability – either set by the user or by the nature of the transformation. Thus if someone becomes a raven-person, they may trade around a few points to pick up 5 points worth of Gliding.

This is also often used to “adopt a pony”…

0
u-1 10d6 Described Reality / Mental Illusions; Visible (Mental Illusions can be seen by others): -¼; Charges: +12, -¼; Generic Limitation (Illusions must be described verbally, and will not work on targets outside the range for such or who are unable to hear.): -¾; Generic Limitation (Requires a Persuasion skill check at it’s base rank.): -¼

This is a classic “modify reality around the target” effect – imposing a bit of the malleability of a cartoon on reality. Unfortunately, the effect is very fragile; a strong will can easily overcome it.

0
u-1 1d6 High Speed Work; Transform (to finished project) (Major, Limited Class); Range: 0; Cumulative: +½; Autofire: 5 shots, ½; No Range: -½; Charges: 120, +¾; Extra Time: full phase, -½

This, of course, allows him to build small projects, board up windows, rebuild car engines, and so on at incredible speeds.

0
u-1 Summon Balloon Animal (1 50-point creatures); Range: 0; Summon: Limited Group, +¼; Charges: 12, -¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Visible (Loud Squeaky Noises): -¼

This basically covers any kind of normal animal, even if they are cartoonish and summoned by making balloon animals at high speed.

0
u-1 1d6 Raiding The Thought Bubble / Transform Thought-Images to Supplies (Major, Limited Class); Range: 0; Cumulative: +½; Reduced END: Zero, +1; Autofire: 5 shots, ½; No Range: -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Activation: 14-, -½

Someone envisions what they need – and Blueblood reaches into their thought bubble and pulls it into reality.

0
u-1 On Every Channel: High Range Radio Hearing; Based on EGO Combat Value: vs. ECV, +1; Armor Piercing: 4, +2; Focus (Lapel Microphone): Obvious Inaccessible, -½; Charges: +4, +¼; Continuing Charges: 1 Hour, -5 lev, Concentrate: ½ DCV, -¼

Yes, this allows him to get on every display and speaker within a nigh-unlimited radius that isn’t quadruple-hardened against interference or behind a force wall that blocks mental effects.

u-2 Change Environment: Genre (16″ rad.); Effect: Fixed, +0; Charges: 6, +¼; Continuing Charges: 5 Minutes, -4 lev; Champions Advantage (Those who do behave in accordance with the new genre suffer a -2 to their rolls and DCV): +½; Champions Advantage (Limited Range of Variations): +¼

Yes, it can become a musical, and everyone must sing and engage in spontaneous choreographed dances, or you can make it a western, or various other genres.

0
u-2 5d6 Unluck / Murphy’s Law of Commentary; Ranged: +½; Area Effect (One-hex): 1 hex(es), +½; Charges: +16, +0

“Oh yeah, like THAT’S going to work…” – and then, of course, things go terribly wrong.

0
u-2 11″ Umbrella Transport / Flight (NC: 88″); Non-Combat Multiplier: ×8, +10; Non-Combat (MPH): 131; Charges: 8, +½; Continuing Charges: 5 Minutes, -4 lev; OAF (Umbrella (Produced with each casting, but must be held to fly)): -1

You unfurl an umbrella, grasp it firmly, blow into it – and are carried off into the heavens. periodic further puffing is expected.

0
u-2 10d6 Unicorn Healing 5
u-2 Cartoon Violence / Tactile Images (Normal Sight, Unusual Senses, 1″ radius); Range: 250; Observer PER Penalty: 10, +30; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev

This produces an illusory energy attack and makes the target thereof FEEL like they’ve been horribly injured or maimed. That goes away a few minutes later. The usual effects are things like being run over by a truck, having a huge rock fall on you, or being exploded.

0
13 Running (+4″, 10″, NC: 40″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 24

Well, he IS an equine.

2
118 Total Powers  

 

Points Skills, Talents, Perks Roll
10 +2 level w/With Multipower
3 High Society 15-
3 Conversation 15-
3 Bureaucratics 15-
3 Persuasion 15-
3 Seduction 15-
3 Tactics 13-
3 Bump of Direction
1 Singing 8-
1 Dancing 8-
1 Time Machines
0 English (Imitate Dialects); Literacy: Standard, 0
24 Common Important Personage Perks
(0) Followers: Assorted Minor Staff (1, 0 pts, 0 Disad.); Number: 1, +0
(3) Well-Connected
Primary Contacts
(3) Chronus; Usefulness: Extremely, +2 11-
(2) Purity; Usefulness: Normal, +0; Champions Advantage (Organizational or Conceptual Contact): +1; Charges: 7, +0; Recoverable Charges (Must do return favors): -2 lev 11-
(2) Healing; Usefulness: Normal, +0; Champions Advantage (Organizational or Conceptual Contact): +1; Charges: 7, +0; Recoverable Charges (Must do return favors): -2 lev 11-
(2) The Arts; Usefulness: Normal, +0; Champions Advantage (Organizational or Conceptual Contact): +1; Charges: 7, +0; Recoverable Charges (Must do return favors): -2 lev 11-
(2) Wealth; Usefulness: Normal, +0; Champions Advantage (Organizational or Conceptual Contact): +1; Charges: 7, +0; Recoverable Charges (Must do return favors): -2 lev 11-
(2) Construction; Usefulness: Very, +1 11-
Secondary Contacts
(2) (The) Authorities; Usefulness: Very, +1; Champions Advantage (Organizational or Conceptual Contact): +1; Charges: 3, -¾; Recoverable Charges (Must do return favors): -2 lev 11-
(1) Occultists; Usefulness: Normal, +0; Champions Advantage (Organizational or Conceptual Contact): +1; Charges: 3, -¾; Recoverable Charges (Must do return favors): -2 lev 11-
(1) (His) Cult; Usefulness: Normal, +0; Champions Advantage (Organizational or Conceptual Contact): +1; Charges: 3, -¾; Recoverable Charges (Must do return favors): -2 lev 11-
(1) Corporate (Investor); Usefulness: Normal, +0; Champions Advantage (Organizational or Conceptual Contact): +1; Charges: 3, -¾; Recoverable Charges (Must do return favors): -2 lev 11-
(1) Business Community; Usefulness: Normal, +0; Champions Advantage (Organizational or Conceptual Contact): +1; Charges: 3, -¾; Recoverable Charges (Must do return favors): -2 lev 11-
(1) (The) Upper Crust; Usefulness: Normal, +0; Champions Advantage (Organizational or Conceptual Contact): +1; Charges: 3, -¾; Recoverable Charges (Must do return favors): -2 lev 11-
(1) Celebrity; Usefulness: Normal, +0; Champions Advantage (Organizational or Conceptual Contact): +1; Charges: 3, -¾; Recoverable Charges (Must do return favors): -2 lev 11-
24 Common One Of The Best People Perks
(5) Diplomatic Immunity / Considered A Minor Divinity
(5) Splendid Mansion: 25
(3) Impressive Mode of Transport

Depending on the current era, this may be a fine carriage, a splendid yacht, a chauffeured limousine, or any of a dozen other conveyances. There’s always at least a minibar though.

(2) Private Investigator License
(1) Press Pass
(3) Linguist
(1) French (Fluent Conv.); Literacy: Standard, 0
(1) German (Fluent Conv.); Literacy: Standard, 0
(1) Japanese (Fluent Conv.); Literacy: Standard, 0
(1) Spanish (Fluent Conv.); Literacy: Standard, 0
(1) Mandarin (Fluent Conv.); Literacy: Standard, 0
34 Total Skills, Talents, Perks  

 

Cost Equipment
18 Lucky Charms (Luck) (10d6); OAF (Assorted Good Luck Charms): -1; Fragile Focus: -¼; Linked (With Unicorn Magic): -½
2 Telescopic Sense (Sight, +2 to PER) ; Focus (Monocle): Obvious Inaccessible, -½
2 Elemental Control: Enchanted Royal Armor (5-pt reserve); OIF (Symbolic Barding): -½; Visible (Magic Armor): -¼; Generic Limitation (Passive Protective Effects Only): -½
a-2 Armor (4 PD/3 ED)
b-2 Mental Defense (13 pts) ; Add to Total
c-2 Flash Defense (Sight, 10 pts)
1 High-End Smartphone (0kg)
29 Total Equipment

 

100+ Disadvantages
5 1d6 Unluck
5 2d6 Unluck (Only for being spotted by children and dogs); Generic Limitation (Only to be noted by children, dogs, etc.): -1
15 Overconfidence (Very Common, Moderate)
15 Vain Snob (Common, Strong)
20 Code Against Killing (Common, Total)
10 Distinctive Features: Cartoon Character; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0
18 Half Value Due To Temporal Restrictions; Generic Limitation (Only applies in some time periods): -1
(8) Considered a walking blasphemy against most of the worlds major religions. (Common, Strong); Situation: Common, +10; Intensity: Strong, +5; Generic Limitation (Only applies in some time periods): -1
(5) Public Identity; Generic Limitation (Only applies in some time periods): -1
(5) Hunted: Fans who dislike him (8-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0; Generic Limitation (Only applies in some time periods): -1
88 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
33 + 152 = 185 188 = 88 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 / 16 5 13 28/16 25/15 3, 6, 9, 12

It is a law of nature, known since ancient times. There can be but one Titan to one Concept. Myths and tales may speak of a hundred different Thunder Gods, but all of them are aspects of the Storm Titan. There may be some subordinate entities – the Spirit of the Alps may maintain it’s independence of Towering Stone, the Titan of Mountains, for the moment – but it is local, lesser, and all too likely to be soon absorbed. Once a role is filled… there is no space for another to enter in.

Thus the others could not come. Sun, Moon, Love, Scholarship, Magic, Honesty, Strength, Loyalty, Speed, Kindness, Mercy, Generosity, Art, The Trickster, even Greed, Darkness, Jealousy, Illusion, Nightmare, Chaos, Ambition, and even Jealousy… all those roles are long since claimed. There are no openings for them to use, no cracks for them to use to pour themselves out of the realms of the imagination and into reality. Such roles… are merely taken up by the existing Titans.

And thus I have surpassed the others at last.

Until now there has never been a Titan of Arrogant, Entitled, Wealthy, Assholes. No sizeable group of people has ever found it necessary to join together to imagine a magical embodiment of such folk – perhaps because blatant examples are all too common in reality. Even today, many of them appear in tales, books, radio broadcasts, movies, and television programs, but most of those reach limited audiences – or have a real actor playing them to bar the way for any would-be taker of the role.

But now that I am here… as a Unicorn I have more associations than just arrogance, wealth, and a touch of Noblesse Oblige. I am a Guardian of the Innocent, an Avatar of Purity and Healing, and a Channel for the Magic of Light – and Cartoons.

Regardless of how annoying I am… You Shall Not Harm Them.

Princeps Augustus Blueblood upsets quite a lot of people. While more than a few “My Litttle Pony” fans are pretty upset that, of all the characters from the show, HE is the only one who has managed to manifest – and that that situation is all too likely to continue.

Far more fundamentally however… most of Apex’s major religions revolve around the worship of various Titans – and Bluebloods mere EXISTENCE says some pretty blasphemous things about where Apex’s gods have come from, how they have developed, and the sources of their power. While Blueblood may not actually be at fault for dragging all that into the open, there’s still a good bit of “shoot the messenger and forget the message” going on.

Height: 132cm (4’4″), Weight: 74kg (163 lbs), Sex: Male, Race: G4 Unicorn Pony

Appearance: Blueblood normally – and not at all surprisingly – looks a LOT like the stock images of Prince Blueblood from My LIttle Pony because that’s who he is. He has, however, added a monocle, just to be contrary.

 

Champions – Junior Lt. Ulrich “Firestorm” Grant

Junior Lt. Grant is a bit of an odd case; he’s very talented with personal boosting “C’hi Powers”, deadly accurate, as fast as greased lightning, able to manage a flight harness, and can handle a more-than-maximum equipment loadout – but he’s got a woeful tendency to follow his own judgement, jumps into situations, and the usual special forces powers and training are beyond him. He simply doesn’t fit into most of the usual Afrikans military slots.

On the other hand, being assigned as a glorified babysitter to weird idiots seems a bit beneath him – not that he’ll open his mouth about THAT.

Lt. Grant is a splendid example of “I have things that go BANG” as a character concept – a fairly normal, if well-trained and fairly high end special forces, human with a plentiful supply of military gear. He’s built as a starting character for the Apex setting, and thus at the peak end of what you can expect any normal organization to field. He doesn’t do much except combat of course, but – for his job – he doesn’t really need to. He’d be right at home in a lot of action movies. He’ll usually be running at OCV and DCV 9, with three levels to switch between them in ranged combat. Of course, since he wears a flight harness, he can usually avoid hand to hand quite readily. 

Junior Lt. Ulrich “Firestorm” Grant

Value Characteristic Points
18/38 STR 8
18 DEX 24
13 CON 6
10 BODY 0
10 INT 0
11 EGO 2
15 PRE 5
12 COM 1
6 PD 2
6 ED 3
4 SPD 12
7 REC 0
16 END -5
26 STUN 0
Total 58

 

Points Powers END
0 Afrikans Racial Package
(20) Physical Limitation: Elemental Powers Only. Afrikans can create and maintain advanced “conventional” technologies (which do indeed require a bit of magic to keep working in the face of supernatural resistance) and can manipulate the various elements, the states of matter, and the elemental forces of life and death (Frequently, Fully)
20 Normal Characteristic Maxima
(20) Psychological Limitation: Pyramidal Psychology. Afrikans form large organizations easily, but have difficulties handling internal feedback within those organizations and with understanding systems involving it. Dominant leaders thus tend to hear only what they want to – and so less-dominant subgroups resort to factional infighting to advance their ideas. Groups of Afrikans have been known to obey obviously stupid orders simply because they came from the top – and may select very poor leaders and then follow them blindly. (Very Common, Strong)
(15) +3 level w/Ranged Combat
(15) 30-Point Equipment Allowance; An equipment allowance is spent on more-or-less conventional gear; each point invested in the equipment allowance allows the purchase of two points worth of equipment, bases, or vehicles – up to a normal maximum of 15 points invested. Beyond that, you can use an Aid effect to boost your equipment allowance and Afrikans characters get a racial boost.

Atlantean characters with an equipment allowance normally have at least half of it invested in weird magical stuff, but the effects are much the same.

Titans and Demi-titans normally cannot buy an equipment allowance.

18 Advanced Afrikans Warrior Multipower (40-pt reserve); Variable Limitations: -1½, -¾; Generic Limitation (All powers must be 0 End Cost and work on Charges): -½
u-1 2d6 Packing A Full Kit: Aid to Equipment Allowance (Fade/week, Max. 24); Range: 0; Affects: Single Power, +0; Extra Time: 1 min., -1½; Charges: 12, -¼ 0
u-1 2d6 Second Wind: Aid to All Damaged Attributes (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Restore Only Lost Characteristics and Powers: -½; Charges: +8, -½; Trigger (4 Body or less): Set, +¼; Trigger (Unconscious): Set, +¼; Generic Limitation (Only works for the user, not others): -½ 0
u-1 Lightning Reflexes: +4 Speed; Only for taking extra movement in each phase, -1.5.; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev; Gestures: Instant Power, -¼; Activation: 15-, -¼
u-1 Forced March: +4 Speed; Only for making an extra attack each phase, -1.5. The Special Effect is usually a weapon in each hand; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev; Activation: 15-, -¼; Gestures: Instant Power, -¼
u-2 Adrenaline Rush; Charges: 6, +0; Must allow at least an hour to pass between uses.: -½; Continuing Charges: 1 Minute, -3 lev
(8) +20 STR; Doesn’t Affect Figured: -½; Generic Limitation (Only for combat purposes; cannot life massive weights, rip apart entangles, etc.): -½ 0
(13) Force Field (5 PD/5 ED); Invisible (Sight and Hearing. Detectable by Medical and Mystical Senses): Two Sense Groups, +¾; Hardened: ×1, ¼ 0
15 Equipment Allowance (30 + 24 Boost +30 Race = 84)
9 Hard Training: Modified Characteristic: STR; Reduced END: Half, +¼
6 Marathon Running (+2″, 8″, NC: 16″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 6; Reduced END: Zero, +½ 0
9 Enhanced Perception (all) (+3 to PER)
63 Total Powers  

 

Points Skills, Talents, Perks Roll
15 +3 level w/Equipment Multipower
9 +3 level w/Flight Harness
1 French (Basic Conv.); Literacy: Standard, 0
1 German (Basic Conv.); Literacy: Standard, 0
3 Combat Driving 13-
2 Professional Skill: Military 11-
5 Stealth 14-
3 Professional Skill: Bodyguard 12-
5 Tactics 12-
1 Active Duty Military ]Passport
3 Basic Strike (OCV +1, DCV +0, 9½d6)
4 Martial Block (OCV +2, DCV +2)
4 Martial Dodge (OCV –, DCV +5)
3 Martial Grab (OCV -1, DCV -1, STR 48)
59 Total Skills, Talents, Perks  

 

Cost Equipment
15 Equipment Multipower (45-pt reserve); Variable Limitations (Various Obvious Accessible Foci): -1, -½; Conventional Equipment Only: -1; Full Power Only: -¼; Gestures (Must be able to use gear): Instant Power, -¼
Heavy Pistols
u-1 9d6 Physical Energy Blast (Rubber Bullets) 0; Range: 225; Versus: PD; Charges: +8, +0; Clips: 4
u-1 4d6 NND Energy Blast (Gas Pellets) 0; Range: 200; Versus: ED; No Normal Defense (Vrs Need Not Breathe): +1; Charges: +8, +0; Clips: 4
u-1 4d6 Entangle (Glue Pellets) (DEF 4) 0; Range: 200; Charges: +8, +0; Clips: 4
u-1 3d6 Killing Attack (RKA) (Depleted Uranium Slugs) 0; Range: 225; Charges: +8, +0; Clips: 4
Grenades
u-1 6d6 Incendiary Grenades: Fire Energy Blast 0; Range: 225; Versus: ED; Explosion (Extended Area +0″/DC): +½; Charges: +16, +0
u-1 Smoke Grenades: Darkness (Radar, Sight, 1″ radius) 0; Range: 225; Area Effect (Radius): 4″ radius, +1; Increased Area: ×2, +¼; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev
u-1 2d6 Fragmentation Grenades: Killing Attack (RKA) 0; Range: 225; Explosion (Extended Area +0″/DC): +½; Charges: +16, +0
Flare Pistols
u-1 Fired into Air: Change Environment/Light (2″ rad.) 0; Effect: Fixed, +0; Area Effect (Radius): 250″ radius, +1; Increased Area: ×250, +2; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev
u-1 9d6 Fired Into Something: Flame Energy Blast 0; Range: 225; Versus: ED; Charges: +8, +0; Clips: 4
u-1 3d6 Fired into a Hex: Visual Flash (Normal Sight) 0; Range: 225; Area Effect (One-hex): 1 hex(es), +½; Charges: +8, +0; Clips: 4
Other Devices
u-1 Extending Staff: Hand-to-Hand Attack (5d6, Total 12½d6) 0; Range: 0; Reduced END: Zero, +½
u-1 1d6+1 Combat Knife: Killing Attack (HTH) (Total 2½d6) 0; Range: 0; Reduced END: Zero, +½; Armor Piercing: 1, +½;
u-1 Bugs/Tracers: Radio Listen and Transmit ; Ranged: +½; Usable Against Others: ×1 mass, 1; Charges: +8, +1½; Continuing Charges: 1 week, -8 lev; Transmits Only: -1
u-1 Binoculars: Telescopic Sense (Sight, +7 to PER) ; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½
u-1 Demolitions Kit 19-
u-1 Survival Pack (Survival Skill) 17-; Charges: 1, +¼; Continuing Charges: 1 week, -8 lev
u-1 Lockpicking Kit: Lockpicking 19-
u-1 Security Systems Kit 19-
u-1 Breaching Charges: Tunneling (2″ through DEF 12) 0; Charges: +8, -½; Tunnels: Left Behind, +0
u-1 4d6 Thermite Pencils: Energy Blast/Fire 0; Range: 200; Versus: ED; Explosion: +½; Time Delay: +¼; Trigger (Radio Signal): Set, +¼; Charges: +8, -½
u-1 2d6 Knockout Drugs: Energy Blast 0; Range: 200; Versus: ED; No Normal Defense (vrs not ingesting or being injected with it, alien metabolism.): +1; Continuous: +1; Charges: +12, +1; Continuing Charges: 1 Hour, -5 lev; Extra Time: full phase, -½
u-1 Wrist Grapnel and LIne: Swinging (+23″, NC: 46″) 2; Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 68; Reduced END: Half, +¼; Reduced END: Zero, +½
8 Flight Harness Multipower (30-pt reserve); OIF (Flight Harness): -½; Requires a minute or so to strap the thing on: -¼; Limited Fuel Reserve: 2-3 hours straight flight, half that much dogfighting. No long-range flights.: -¼; Restrainable: Must have room to extend the wings: -½; Will not work underwater, in vacuum, etc.: -¼; Flight powers only: -1
u-1 12″ Flight (NC: 24″) 1; Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 36; Reduced END: Half, +¼
u-1 5″ Flight (NC: 160″) 1; Non-Combat Multiplier: ×32, +20; Non-Combat (MPH): 238
2 Elemental Control: Advanced Uniform (5-pt reserve); Focus: Obvious Inaccessible, -½; Conventional Technology Only: -1
a-8 Armor (8 PD/8 ED) ; Hardened: ×1, ¼; Always On: -½
6 Sensory Enhancements
(5) Infrared Vision
(5) Ultraviolet Vision
(5) Radio Listen and Transmit
4 Shielded Senses
(5) Flash Defense (Sight, 5 pts)
(5) Flash Defense (Hearing, 5 pts)
67 Total Equipment

 

100+ Disadvantages
10 No Code Versus Killing (Common, Moderate)
15 Always Obeys Orders of Superiors (Very Common, Moderate)
20 Honorable (Common, Total)
10 Public Identity
10 Reputation: Special Forces Soldier (11-)
15 Watched: Superiors (14-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
15 Active Service Duties (Common, Strong); Situation: Common, +10; Intensity: Strong, +5
10 Phys. Lim. Terrible Liar (+5 bonus to anyone trying to spot it) (Frequently, Slightly)
15 Phys. Lim. Only good at personal boosting magic, nothing else. (Infrequently, Fully)
120 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
58 + 122 = 180 220 = 120 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 4 0 19/13 19/13 3, 6, 9, 12

Height: 179cm (5’10”), Weight: 64kg (141 lbs), Sex: Male, Age: 22, Race: Afrikans

 

Champions – Professor Moriarty

Creator of Americas Unlimited, Engineer of a dozen freeware secure peer-to-peer encrypted communications networks, Enabler of Social Protest, Father of Spam, Inventor of the Pop-Up Ad, Patron of LOLCats, Financier of TVTropes, Designer of Denial Of Service Attacks, Data Harvester, Hacker Extraordinaire, Trans-humanist…

The charge was Computer Hacking. Many people thought that it should have been an awards ceremony instead. Others felt that the charge should have been Crimes Against Humanity.

But when they came to take him to trial, Professor Moriarty was dead in his cell – smoke rising from where some sort of implant in his skull had turned itself into a piece of slag.

Despite the ever-multiplying rumors of murder, and coverups, and thefts of the Professor’s secret technologies… the death was ruled a suicide, and most of Moriarty’s secrets apparently died with him.

But within the digital seas, Professor Moriarty’s uploaded consciousness swam, riding the datastreams around the world.

Special orders were placed. Backups were created. Automated systems hummed to life – and soon enough the Professor had a new “body” – and opened his now-digital eyes upon the physical world once again.

Professor Moriarty’s Digital Wizardry is no stronger than it ever was – but now he can make all of it work in the physical world and he possesses the flashing speed of a computer to back his skills. His spells may be weak, but he can unleash five of them every phase – and can take an extra phase to cast defensive spells up to twice a turn whenever he needs it. If some massive attack is coming in… well, five layered Force Walls can often take a lot of the sting out of it. Personally, he’s hard to hit anyway, since a lot of attacks will go right through his holographic “body” (if the +6 DCV for “shrinking” would cause them to miss) without causing him any trouble at all.

Professor Moriarty is seriously stretching the rules in a number of places. As far as the setting goes, his Digital Wizardry might fall under “technology” – but it might be necessary to consider him a “priest” of a rather strange Titan. Similarly, he’s really pushing the limits of what fits into an Equipment Allowance; those are supposed to be for more-or-less “normal” equipment – and his Holoemitter is pretty obviously not very conventional. Duplication is not supposed to be set up to completely cover it’s own cost,  allowing an endless stream of duplicates. Finally, of course, putting “autofire” on a multipower so as to use a bunch of extra effects each phase – and buying triggered extra phases to use with it – is a pretty weird build.

On the other hand, his spells are fairly weak and ARE explainable. The setting – where even stone knives are partially products of magic, gadgets quit working in the hands of people who haven’t got a large enough “equipment pool” to empower them, and major weapons and systems are limited by their operators abilities – hasn’t really got a good definition of what “normal” equipment is. He’s only using the “duplication” to build the classic computer-character “if you don’t get all my backups, I’ll be back!” ability – which is not only very classic (just ask Ultron/Mechannon) but is also fairly useless since comic book characters rarely die or stay dead anyway. The triggered actions is to build another classic comic wizard bit – throwing up a shield before the big attack hits, even if it was by surprise (writers let them do this because otherwise comic book magicians tend to be normal humans – so if a big surprise attack actually hits, they’ll be a smear on the wall and the story will be over) – and if it’s good enough for Dr Strange, Dr Fate, and Zatana, it’s good enough for Moriarty. Finally, the autofire multipower… The effect makes sense, but the only other way I can think to build it is to buy an enormous boost to speed (well above what the game allows) and throw all kinds of limitations on it – creating a convoluted mess.

Overall, I think he’d be fun – which is, of course, the entire point of playing, and so what’s really important.

 

Professor Moriarty

Value Characteristic Points
13 STR 3
18 DEX 24
13/25 CON 6
10 BODY 0
18 INT 8
14 EGO 8
15 PRE 5
13 COM 1
3 PD 0
5 ED 0
4 SPD 12
8 REC 0
16 END -17
30 STUN 0
Total 50

 

Points Powers END
0 Afrikans Racial Package
(20) Physical Limitation: Elemental Powers Only. Afrikans can create and maintain advanced “conventional” technologies (which do indeed require a bit of magic to keep working in the face of supernatural resistance) and can manipulate the various elements, the states of matter, and the elemental forces of life and death (Frequently, Fully)
20 Normal Characteristic Maxima
(20) Psychological Limitation: Pyramidal Psychology. Afrikans form large organizations easily, but have difficulties handling internal feedback within those organizations and with understanding systems involving it. Dominant leaders thus tend to hear only what they want to – and so less-dominant subgroups resort to factional infighting to advance their ideas. Groups of Afrikans have been known to obey obviously stupid orders simply because they came from the top – and may select very poor leaders and then follow them blindly. (Very Common, Strong)
(15) +3 level w/Ranged Combat
(15) 30-Point Equipment Allowance; An equipment allowance is spent on more-or-less conventional gear; each point invested in the equipment allowance allows the purchase of two points worth of equipment, bases, or vehicles – up to a normal maximum of 15 points invested. Beyond that, you can use an Aid effect to boost your equipment allowance and Afrikans characters get a racial boost.

Atlantean characters with an equipment allowance normally have at least half of it invested in weird magical stuff, but the effects are much the same.

Titans and Demi-titans normally cannot buy an equipment allowance. Not being material beings to start with, they have problems with material gadgets.

101 Digital Wizardry
(13) Multipower (30-pt reserve); Variable Limitations: -½, -¼; Requires Skill Roll: -½; Side Effects (Usually a 3d6 Stun Drain, but all sorts of weird things can happen.): 30/Half, -½
u-1 1d6 TVTropes / Transform Air to Steel (Major, Limited Class); Range: 130; Reduced END: Zero, +½ 0
u-1 2d6 Dazzling Graphics / Energy Blast; Range: 150; Versus: ED; No Normal Defense (Flash Defense 6+, Blindness): +1; Reduced END: Zero, +½; Area Effect (One-hex): 1 hex(es), +½ 0
u-1 2d6 Pop-Up Ad / Flash (Normal Sight); Range: 150; Reduced END: Zero, +½ 0
u-1 Firewall / Force Wall (2 PD/2 ED); Range: 150; Width: 6″, +0; Reduced END: Zero, +½; Variable Special Effects (PD, ED, MD, PD, FD): Certain Group, +¼; Uncontrolled: +½; Hardened: ×3, ¾ 0
u-1 3d6 Restore Function / Standard Healing; Ranged: +½; Reduced END: Zero, +½ 0
u-1 2d6 Lolcats / Entangle (DEF 2); Range: 150; Reduced END: Zero, +½ 0
u-1 Antivirus / Force Field (6 PD/6 ED); Usable By Others: Power Lost, +¼; Hardened: ×1, ¼; Reduced END: Zero, +½; Uncontrolled: +½ 0
u-1 Computer Graphics / Images versus Sight (Normal Sight, 1″ radius); Range: 150; Observer PER Penalty: 0, +0; Usable Against Others: ×1 mass, 1; Reduced END: Zero, +½; Uncontrolled: +½ 0
u-1 Denial Of Service / Superleap (+5″, versus clinging, not being mobile); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 30; Usable Against Others: ×1 mass, 1; Ranged: +½; Reduced END: Zero, +½ 0
u-1 10″ IP Masking / Teleportation (Long Range 10″); Mass Multiplier: ×1, +0; Reduced END: Zero, +½ 0
u-1 Virtual Reality / Images versus Physical Sensations (Detect, 1″ radius); Range: 150; Observer PER Penalty: 0, +0; Usable Against Others: ×1 mass, 1; Reduced END: Zero, +½; Uncontrolled: +½ 0
u-1 Images: The Primary Target (Mental Awareness, 1″ radius); Range: 150; Observer PER Penalty: 0, +0; Usable Against Others: ×1 mass, 1; Reduced END: Zero, +½; Uncontrolled: +½ 0
u-1 IP Tunneling (3″ through DEF 3); Ranged: +½; Reduced END: Zero, +½; Tunnels: Left Behind, +0

This makes instant pits. Sadly, it only works where the ground is reasonably soft.

0
u-1 1d6 Echo Chamber / Transform: Air to Whipped Cream (Minor, Single Object); Range: 150; Reduced END: Zero, +½; Area Effect (Radius): 4″ radius, +1; Increased Area: ×4, +½ 0
u-1 ½d6 Script Kiddie / Transfer: Body to End Battery (Returns 5/turn, Maximum: 3); Range: 150; Affects: Single Power, +0; Reduced END: Zero, +½; Ranged: +½; Penetrating: +½; Armor Piercing: 1, +½
u-1 1d6 Wyrm / Transform (Modify Behaviors / Programming, Minor, Limited Class); Range: 110; Cumulative: +½; Active Points: 22; Reduced END: Zero, +½ 0
u-1 Virtual Machine / Need Not Breathe; Area Effect (One-hex): 1 hex(es), +½; Reduced END: Zero, +½; Uncontrolled: +½; Ranged: +½
u-1 Bot Flood / Darkness (Normal Sight, 1″ radius); Range: 150; Usable Against Others: ×1 mass, 1; Uncontrolled: +½; Reduced END: Zero, +½

This can effectively put a sphere of darkness around someone’s head and eyes.

0
u-1 2d6 Encryption / Suppress Language; Range: 150; Affect: Single Power of Special Effect, +¼; Reduced END: Zero, +½; Uncontrolled: +½; Invisible (To Hearing and Sight): Two Sense Groups, +¾

Yes, this changes it so that everything the target tries to say or write is gibberish, but at the same time fixes it so that no one can see or hear this. They will say apparently-reasonable things, but those things will have nothing to do with what they intended to say. Don’t think about that too hard.

0
u-1 2d6 Spam / Ego Attack; Reduced END: Zero, +½

Only Moriarty can defeat his foes with ads for cheap viagra, penis enlargement, and Nigerean Princes…

0
u-1 2d6 CPU Hog / Aid to All Physical Attributes (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2 3
u-1 2d6 Ebay / Aid to Equipment Allowance (+36 net Points) (Fade/day, Max. 18); Range: 0; Affects: Single Power, +0; Charges: +16, +0 0
u-1 Computer Programming; Ranged: +½; Reduced END: Zero, +½ 19-
u-1 Demolitions; Ranged: +½; Reduced END: Zero, +½ 17-
u-1 Google Maps / Combat Driving; Ranged: +½; Reduced END: Zero, +½

It is really annoying to have Moriarty take control of your vehicle during a high-speed chase.

19-
u-1 Autopilot / Combat Piloting; Ranged: +½; Reduced END: Zero, +½ 19-
u-1 Cryptography; Ranged: +½; Reduced END: Zero, +½ 19-
u-1 Electronics; Ranged: +½; Reduced END: Zero, +½ 17-
u-1 Forgery (Digital); Ranged: +½; Reduced END: Zero, +½

Want to swamp Youtube with forged videos of your enemy doing something reprehensible? Here’s how!

17-
u-1 Gambling (Online); Ranged: +½; Reduced END: Zero, +½

The “Good” Professor is quite capable of bringing internet gambling directly to you! Complete with the horrendous house odds and ability to charge your credit card directly.

17-
u-1 Professional Skill: Internet Research; Ranged: +½; Reduced END: Zero, +½ 24-
u-1 Security Systems; Ranged: +½; Reduced END: Zero, +½ 19-
u-1 Systems Operation; Ranged: +½; Reduced END: Zero, +½ 19-
(10) Autofire on Multipower; Variable Limitations: -½, -¼; Requires Skill Roll: -½; Side Effects: 30/Half, -½
(8) +2 Computer Reflexes / SPD; Trigger (Only to respond to an attack): Set, +¼; Generic Limitation (Only to use Multipower): -1; Generic Limitation (Only for defensive applications): -1

Twice per turn, Moriarty can interrupt an incoming attack to cast five defensive spells – most often Force Walls, but sometimes life support, or force fields which will persist for a while to boost him and his allies, will be a better choice.

(12) +8 level w/Multipower Attacks; Generic Limitation (Only to allow each multipower use in an autofire burst to be rolled independently, without penalty.): -1
(7) Duplication: Reloading From Backup (1 180-point forms); Generic Limitation (Only one duplicate actually exists at a time): -4; Extra Time: 1 week, -4; No Conscious Control: -2
(5) Mind Link (The Internet); Minds: One Specific Mind, +5; Number of Minds: 1, +0; Distance: Single Planet, +0; Dimension: Current, +0; Link with: Anyone, +0
(13) Digital Wizardry (Control Skill). In general, each slot requires a check at -3 – although his focusing crystal generally makes up for that. 18-
101 Total Powers  

 

Points Skills, Talents, Perks Roll
10 +2 level w/Multipower
10 Money (Wealthy)
6 +2 level w/Flight
3 Conversation 12-
29 Total Skills, Talents, Perks  

 

Cost Equipment
6 Elemental Control: Holoemittter (12-pt reserve); Always On: -½; Focus: Inobvious Accessible, -½

The Emitter is usually concealed within Moriarty’s “body”.

a-25 Shrinking-3 (DCV +6, Height 19¼ cm/8″) 0; Mass: 0.1210938 kg/0.27 lbs; Knockback Increase: 9; PER Bonus: -6; Reduced END: Zero & Persistent, +1; Invisible (Sight): One Sense Group, +½; Generic Limitation (Does not modify perception checks).

The holoemitter is fairly small. The quasi-physical “body” it creates is not. This leads to many apparent hits on him going right through with no effect.

b-6 Buy off “No Physical Body” Limitation
c-6 Armor (8 PD/8 ED). It’s a tough little gadget.
d-12 12″ Flight (NC: 24″) 0; Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 36; Reduced END: Zero, +½
e-6 +12 CON
5 +3 level w/Focusing Crystal: Digital Wizardry; Focus: Inobvious Inaccessible, -¼
66 Total Equipment

 

100+ Disadvantages
25 Phys. Lim. No Physical Body (All the Time, Fully)
10 Public Identity
10 Reputation (11-)
15 Distinctive Features: Hologram Traits; Concealability: Not Concealable, 15; Reaction: Noticed and Recognizable, +0
15 Overconfidence (Very Common, Moderate)
10 Prankster (Common, Moderate)
85 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
50 + 130 = 180 185 = 85 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 / 12 5 0 11/8 13/8 3, 6, 9, 12

Original Attributes: Height: 154 cm (5’1″), Weight: 62 kg (136 lbs), Sex: Male, Age: 42, Race: Afrikans

All right; Professor Moriarty here wasn’t at all what I was intending to post – but for some reason I just couldn’t get him out of my head until I put him online. Maybe he’s a bit more “real” than I originally intended…

 

Apex – The Playable Races Part II; Ethereals, Titans, Priests and Titanspawn, Monsters, and Relics

The Ethereals – popularly, if possibly wrongly, classified as Australopithecus Astralus – apparently rose to full sapience on the minor continent of Mu (the remains are now known as New Zealand) roughly 1,100,000 years ago. Less than 150,000 years later Mu was obliterated in a catastrophe of unknown nature* – leaving behind only ghostly astral echoes of its people and lands to haunt thousands of square miles of unstable reality. Given that the nature and appearance of those traces seems to be highly observer-dependent, the Ethereals may remain something of a mystery for a long time to come.

*Despite it being popularly described as an “explosion”, whatever the Ethereal Catastrophe was it apparently obliterated most of a minor continent. While there were undoubtedly explosive elements, a simple explosion large enough to do so would have been at least as catastrophic as the Permian-Triassic Extinction Event – and would not have left the matter in the area infused with reality-altering astral forces (they must be anchored to the planetary crust somehow, since the area moves with the planet). More importantly, in the less than one million years since the Ethereal Catastrophe at least four species (even if two are presumed extinct and one nearly went extinct) have risen to full sapience – yet there is no apparent evidence of sapience during the previous three hundred million years. Evidently something changed – and the obvious dividing line was the Ethereal Catastrophe. Whether that disaster it was the result of an attempt to expand the borders of an overly-restrictive astral overlay (they never managed to expand much beyond Mu), an attempt by the Ethereals to transcend into some facsimile of immortal godhood or to merge astral and normal space into a more “obliging” configuration, or some sort of an experiment that went out of control, it seems likely that it changed the rules for sapience somehow. After all, the Hyperboreans achieved full sapience less than two hundred thousand years later – an eyeblink in evolutionary time.

(Minor) Titan Racial Package

The Titans are primarily astral entities, and are known to be simultaneously empowered, limited, shaped, and bound to the physical world by the stories, beliefs, and wills of the various material sapient races. As such, they commonly appear as “Gods”, “Nature Spirits”, and similar mythic entities. Their abilities are wide ranging, and they may possess both massive personal power and the ability to manipulate events on a wide scale – but Titans vary greatly in both their individual power level and in their individual themes.

Thanks to their astral nature and the resulting lack of physical traces, the earliest known evidence of the Titans existence comes from the quasi-mindful artifacts of the Hyperboreans – and at that point the two were already hostile. It is widely speculated that the Titans origins are tied to the Ethereals or the Ethereal Catastrophe – whether they are transformed (“ascended”?) Ethereals, creations of the Ethereals (perhaps their talents allowed them to create astral entities to focus their powers and carry out their wills?), simply survivors, ascended ideas given independence in the catastrophe, or accidental creations of the disaster depends on who is speculating today and how drunk they are.

Given the widespread worship of the Titans it’s very impolitic to point it out – but the Titans fought the Hyperboreans and apparently drove them to extinction, say very little about the fate of the Lemurians but certainly didn’t help them out, apparently encouraged or caused the geological disasters which nearly exterminated the Atlanteans, and have created a variety of monsters to plague the Afrikans species. It’s actually pretty difficult to avoid concluding that a lot of them are downright hostile towards sapient material life forms. Whether that is something innate, because they dislike being shaped and bound by a bunch of mortals, or because of any of a thousand other possible reasons, remains unknown.

  • Physical Limitation: Shaped By Belief. Titans may be powerful in their fields, but they are limited to a single, and invariably fairly straightforward, domain. A Spirit of Invention makes gadgets and – possibly – provides grants and teaches. Similarly, the spirit of Memorial Day is a formidable soldier, has lots of weapons, and can operate military vehicles – but that’s about it (Frequently, Fully, -20 Points).
  • Mental Characteristic Maxima of 15 (-20 Points). People never really think that their “gods” are really much smarter, or more perceptive, or whatever, than they are – no matter what their theme is. The God of Knowledge may have a lot of knowledge skills, but he or she normally won’t actually be much smarter than the average person. If there’s any one thing that the Titans find annoying about their relationship with mortals… this may be it.
  • Psychological Limitation: Themed. Titans aren’t even CAPABLE of getting seriously off-theme. A war god won’t be negotiating, the healing goddess won’t be building gadgets, and the god of justice won’t be letting criminals go, no matter how necessary it may be (Common, Total, -20 Points).
  • Divine Immortality: Regenerate From Death (Requires one week, 12 Points) plus Life Support/Immune to Aging (3 Points). Titans are basically living ideas; their physical forms aren’t especially vital to them. Barring very special violence inflicted with astral weapons (or personal weaknesses) they are functionally immortal.
  • Domain: +15 points worth of abilities appropriate to their domain. Most will have a multipower with assorted special abilities in it. Larger-scale influence is usually best represented as a Fringe Benefit or Contact, since it tends to be both subtle and to have very little effect on actual play.
    • Half-Titans are all too common – but given the “shaped by belief and expectations” nature of the Titans, are generally simply members of the other parents species (always Afrikans or Atlantean as far as is known) with “Shaped by Belief” (basically limiting their special powers to a particular theme) replacing the usual racial power-type restriction.

It is theorized that a major driving force in the war between the Hyperboreans and the Titans was that the Hyperboreans wanted to “obtain the power of the gods” – who were effectively massive foci of pure mental energy – enough to fuel any kind of artifact that the Hyperboreans could possibly want.

Major Titans use the same basic package, but have a lot more points to play with. They aren’t playable characters simply because most of them are thousands of years old and you can’t afford to build one on a starting characters point allowance.

The Titanspawn and Priests are fundamentally much the same; they’re what happens when a Titan infuses a bit of its power into a material lifeform. Interestingly, this is hereditary if it’s done to non-sapients, but is not in sapient beings. Presumably their existing astral link interferes somehow.

  • A Priest simply replaces their racial power restriction with Physical Limitation: Patrons Powers Only. A priest may have take up to three domains as contacts – perhaps “Battle”, “Rage”, and “Storms” – and work magic within those domains and request large-scale, if relatively subtle, favors of them. On the downside, they must offer regular worship, sacrifices, and service to their patrons (Frequently, Fully, -20 Points).
  • A new Priest may convert any previously-existing racial magical abilities into magics that suit his or her domain, and may, optionally, gain ten extra points worth of such abilities. These probably come with 20 points worth of strings though.

Titanspawn vary wildly, from unique monsters to minor races. In general, an animal infused with a Titan’s power gains sapience, magical powers derived from the Titan who granted them their power and an extended lifespan.

  • Physical Limitation: A Titanspawn may use magic (or have special powers) drawn from up to three domains, at least two of which must fall within their species creators purview (Frequently, Fully, -20 Points).
  • Psychological Limitation: Animal Instincts. Titanspawn are very strongly driven by the instincts of the original animal – and are further driven by mortal stereotypes of monsters and the role for which they were created (Very Common, Strong, -20 Points).
  • Distinctive Features: In general, not concealable and with a strong reaction. As a side effect, any character who recognizes their type is likely to know a good deal about their abilities (Always Notices and Major Reaction, Not Concealable, -20 Points).

Sample: Centaur Package

Centaurs were a joint project of Hera and Zeus, and are the results of infusing their powers into horses. They were apparently meant to be fast skirmishers (and occasional kidnappers) to harass Afrikans settlements and traveling groups. Thanks to their access to the Family domain they are one of the more prolific Titanspawn types, and have a number of actual tribes. Modern centaurs mostly exist on the fringes of society and are more or less at peace with the Afrikans-Atlantean alliance – if only because, at this point, they would be readily exterminated otherwise.

  • Elemental Control: Equine Powers. 5 Point Reserve, -.5 limitation: equine powers only.
    • Growth x 3, 0 End Cost, Always On, Physical (-.5) = 7 Points
    • Running +3″, Noncombat x4, Half End Cost, Four Legs; Not usable if ground obstructed (-.5) = 4 Points.
    • 4d6 Hand To Hand Attack (Hooves) = 5 Points.
    • +4 to All Perception Rolls = 5 Points.
    • Hardened Damage Resistance, 10 PD and 10 ED = 5 Points.
  • All Centaurs have an instinctive familiarity with the Survival skill = 1 Point.
  • Base Attributes: Str +3, Dex -2, Con +3, Ego -2 (0 Points).

Centaurs may select three domains from among Archery, Wind, Stars, Strength, Speed, Family, and Knowledge – an unusually wide array of choices for a Titanspawn (five options to choose from, or just having three fixed domains, is more typical).

Monsters are modified members of the basic sapient species – these days, they almost exclusively have an Afrikans base. The Atlantean (and the presumed Hyperborean and Lemurian) monsters are pretty much extinct – although there could always be a survivor hanging on somewhere even after hundreds of thousands of years. Magic is like that.

Werebeast (Afrikans Variant) Racial Package:

Werebeasts were meant to lurk within Afrikans tribes and disrupt the unity that was their major survival mechanism. Unfortunately for the Werebeasts, this turned out to be a poorly chosen tactic; the Afrikans tribes proved to be quite good at detecting the predators in their midst (So mortals weren’t pretty much indistinguishable after all! Who knew?) and rapidly pushed the uncooperative ones out into the wilderness – or at least to the fringes of society. Even worse in some ways, the same instability that let them shapeshift led to some Werebeasts adapting to function socially and to others becoming linked to animal types that were quite unsuitable to their intended role. Werecervines and Werebeavers simply were not very threatening compared to the original wereleopards, weretigers, werewolves, etcetera. (Modern tales of weredinosaurs have yet to be confirmed as anything more than an urban legend – thankfully).

Modern Werebeasts tied to larger predators still lean towards their original terroristic purpose, although a few (for example, many werefoxes) do function socially – but when serial killers or multiple disappearances pop up the local Afrikans populace and authorities are quick to become suspicious that a werebeast is involved.

  • Physical Limitation: Shapeshifting and Life/Death Powers Only. Werebeasts have lost their connection to most of the Elemental Powers – and to Technology – in favor of the ability to enhance and transform their physical bodies. This was a better deal back before technology because so prevalent and so powerful, but can still be passed down to offspring. It tends to be a bit random however, and a Werebeast may unexpectedly appear in a family that merely has a werebeast as a distant ancestor (Frequently/Fully, -20 Points).
  • Normal Mental Characteristic Maxima (-10 Points).
  • Psychological Limitation: Animalistic Instincts. While these depend a good deal on the Werebeast’s animal affinity, they’re always troublesome – and may require checks to avoid reacting instinctively. They also mean that Werebeasts are never found in groups past the pride/pack/flock/whatever – and thus cannot develop any form of civilization (Common, Strong, -15 Points).
  • Physical Limitation: A Werebeast shows more and more signs of whatever his or her animal affinity is as he or she uses more of his or her special powers (Frequent, Slightly, -10 Points).
  • Accidental Change: Circumstances vary, but all Werebeasts show at least an 8- chance to change under some circumstances even if they aren’t using their special powers (-5 Points).
  • Elemental Control: Werebeast Powers (5-pt reserve); Generic Limitation (All powers involve some shapeshifting, and will give away the user’s nature. ): -½ (3 Points).
    • Regeneration (1 BODY/Turn) (3 Points). Many Werebeasts are more powerful than this – some can even rise from the dead unless slain by silver – but even at it’s base this is a major advantage.
    • Damage Resistance (10 PD/10 ED), Not versus silver weapons: -½ (2 Points).
    • +8 STR; Reduced END: Half, +¼ (3 Points)
    • +4 DEX; Doesn’t Affect Figured: -½ (Basically only for calculating OCV and DCV) (3 Points)
    • +5 CON; (3 Points).
    • Enhanced Perception (all) (+4 to PER) (5 Points).
    • 2d6 Aid to an Animal-Based Martial Art (Fade 1 Point/5 minutes, Max. 24); Personal Only -1/2, Increased Endurance x2 (4 Endurance) (8 Points). This ability allows a werebeast to draw on the instinctive combat skills of its animal aspect – picking up a “martial art” specific to its animal type given a few seconds to shift. At least for the predator affinities that often includes Killing Strike (4 Points), +2 DC (8 Points), +1 Level with Killing Strike (2 Points), Fast Strike (4 Points) and six points worth of maneuvers of choice. (Yes, Werebeasts generally take a several-second long transformation sequence to reach their full power).

This is actually a pretty cheesy elemental control – half the things in it really don’t belong in that structure – but “boosted hand to hand fighter” is rather less important than it used to be in the face of modern military technology.

Vampire (Afrikans Variant) Racial Package:

Like Werebeasts, Vampires are pretty classical; they are undead corpses which have returned to feast on the blood/flesh/life force/souls/whatever of the living. They are cold, ruthless, predatory, and quite uncooperative. A few old and powerful ones may control lesser vampires, but for the most part the natural size of a coven of vampires is one. As Afrikans “tribal” groups have grown to absurd size, vampires – with their tendency to fight with each other over territory and to haunt lonely wilds between cities – have become less generally menacing. Still, an elder vampire can perform feats of magic that few can match.

  • Physical Limitation: Sorcerous Powers Only. Vampires display a wide variety of mystical abilities, but all of them are active effects, drawing on energy stolen from others. While they are cut off from natural sources of power, vampires are thus capable of some unusually potent effects (Frequently/Fully, -20 Points).
  • Psychological Limitation: Deathly Predator. Vampires are severely anti-social, predatory, have an extremely hard time with social relationships, and tend to view everyone else as being beneath them – perhaps because it makes it easier to act as a ruthless predator. They generally do not tolerate rival vampires (Common, Strong, -15 Points).
  • Normal Mental Characteristic Maxima (-10 Points).
  • Physical Limitation: Undead. They do not heal naturally (they need to use a healing spell on themselves), cannot eat, and so on (Frequent, Slightly, -15 Points).
    • Many Vampires are vulnerable to Sunlight and Silver or to other classical problems, but they vary a great deal beyond the basics. Such vulnerabilities seem to be based on their own beliefs. They all have at least -20 points worth of such problems however – usually paying for a selection of multipower slots, invariably including the aforementioned healing spell.
  • Elemental Control: Basic Vampire Powers. 10 Point Reserve, all powers Visible and Well Known (-.5 total) (7 Points).
    • Sorcery Multipower Reserve: 20 points. This may be added to to exceed the usual setting limits by 20 points – raising the basic forty point limit to sixty points or even sixty-five for very old and experienced vampires (7 Points).
    • Endurance Reserve, 220 Points (8 Points). This powers everything in the Multipower and their Life Support ability.
    • 1 Pip HKA (1/2d6 with strength) linked to 2d6 Aid (restores 4d6 End to the reserve if the user’s attack inflicts at least one point of damage), both at 0 End Cost (8 Points). Note that this is not always painful; being drained of vital energy by a Succubus can be extremely pleasurable – but it is still death by vampirism.
    • Total Life Support: Requires 4d6 End per day to maintain activity despite this power, if it is not maintained the Vampire will sink into a coma for many years (-,5) (10 Points).

That Elemental Control is also a bit cheesy – but I suppose that’s a defining characteristic of monsters.

“Relics” are archaic non-sapient Hominidae species ancestral to the genera Homo found in various locations around the world – most notably Australopithecus and Paranthropus. While they do possess such advanced skills as use of fire, boat making, and limited language, these all appear to be largely instinctual behaviors on some level and not evidence of true sapience (which, at least in the setting, involves mental access to the Astral Plane). It is theorized that, while sapience is dependent on intelligence, intelligence does not appear to be dependent on sapience. Relics – like other primates such as Chimpanzees, Bonobos, and Gorillas – are not playable. Occasional crossbreeds have been created however (usually thanks to a Titan meddling). Those which survive, and are truly sapient, can simply be treated as members of the other parents species, albeit likely ones with a few odd knacks, an odd attribute distribution, and an excuse for any number of disabilities.

Apex – The Playable Races Part I; The Hominidae

Apex is an experimental setting focused on exploring very different types of intelligence – races which simply do not think like humans do. That’s somewhat awkward – it’s hard to properly play characters who don’t think like you do – but it seems worth considering. The game is set up using Hero System Rules (4’th Edition) for the moment because Spellweaver – who’s been writing it up – finds that easier to work with.

Afrikans – the youngest of the current fully sapient races – evolved in Africa, and spread to the rest of the world with surprising speed. They’re currently dominant because most of the other races became extinct or near-extinct long ago and are basically the local version of Homo Sapiens – as Homo Sapiens might be if full sapience was dependent on a link with the Astral plane that limited the spread of sapient species but which can also be tapped into to power magic. Unfortunately, the nature of the magic available to any given race is strictly limited by the underlying structure of the minds using it – meaning that each race can only use a limited selection of abilities.

  • Physical Limitation: Elemental Powers Only. Afrikans can create and maintain advanced “conventional” technologies (which do indeed require a bit of magic to keep working in the face of supernatural resistance) and can manipulate the various elements, the states of matter, and the elemental forces of life and death (Frequently/Fully, -20 Points).
  • Normal Characteristic Maxima (-20 Points). As fairly normal humans, Afrikans characters have attributes in the normal human ranges.
  • Psychological Limitation: Pyramidal Psychology. Afrikans form large organizations easily, but have difficulties handling internal feedback within those organizations and with understanding systems involving it. Dominant leaders thus tend to hear only what they want to – and so less-dominant subgroups resort to factional infighting to advance their ideas. Groups of Afrikans have been known to obey obviously stupid orders simply because they came from the top – and may select very poor leaders and then follow them blindly. (Very Common, Strong, -20 Points)
  • +3 Levels with Ranged Combat (15 Points). Afrikans have explored a unique evolutionary niche as projectile predators (originally rock-throwers) – hunting considerably larger and stronger prey while remaining out of their effective reach. This has driven a massive evolutionary expansion in their brain, simply because the precise timing required for accurate throwing requires averaging across extremely large numbers neurons – since, as individuals, neurons are extremely inaccurate timers.
  • Basic Equipment Allowance: 15 Points (15 Points). Even if they start with nothing at all, an Afrikans character will very soon have at least the basics – being easily capable of turning rocks, sticks, hides, and fiber into weapons, protective armor, and other gear. That isn’t that hard even without their natural magic, and is remarkably easy with it.
  • Afrikan NPC’s have baseline attributes of 8, for -25 Points. This pays for basic skills and things.

Atlanteans are closely related to the Neanderthals, and reached full sapience amidst the World Tree forests on the subcontinent of Atlantis (an uplifted section of the mid-Atlantic ridge). As melee pack hunters and gatherers, their drive to intelligence was slower and more erratic than that of Homo Sapiens; improved pack tactics have a less direct link to increasing brain capacity. Their development of full sapience was thus a genetic quirk amongst a rather small isolated group. With their new access to psionic abilities, including the generation of energy weapons and personal protections, these “True” Atlanteans rapidly assumed near-total control of their subcontinent – but their relatively small and concentrated population remained extremely vulnerable to natural (and unnatural) disasters. After narrowly evading extinction, the remnant Atlantean population is expanding rapidly in partnership with Afrikans.

  • Physical Limitation: Symbolic Powers Only. For Atlanteans, names, symbols, and concepts carry a reality of their own, rather than, as they are for the other races, being something who’s “reality” exists strictly within their heads. As such, they may employ psionic abilities, manipulate symbols to empower rituals and sorceries, and employ memetic and nymic effects – most famously, altering the properties of materials by naming them. Sadly, this leaves them unable to effectively work with “independent” forces that lack symbolic aspects. (Frequently, Fully, -20 Points)
  • Normal Mental Characteristic Maxima, Physical Characteristic Maxima are increased by 50%: (-15 Points). Thanks to subtle psionic enhancement of their physical forms, Atlanteans can achieve routinely achieve levels of strength, speed, and durability that Afrikan individuals can only reach with the aid of powerful boosting effects – and can use their own temporary boosting effects to go well beyond those levels.
  • Psychological Limitation: Patterned Mentality. Atlanteans think in complex interacting patterns, rather than linearly. They organize themselves in complex networks of semi-independent clans and – amongst may other social effects – this leaves them unable to clearly separate products from their creators, making the idea of an assembly line or multistage manufacturing incomprehensible to them. This effectively limits their technology to what can be personally crafted (peaking at about the level of Imperial Rome) and their large-scale organizations to being personally run by unusually dominant groups. Worse, persistently disruptive elements are considered existential threats, rather than annoyances, leading to genocidal wars (Very Common, Total, -25 points).
  • Pattern Dance: When working with systems that involve many interacting factors – and ONLY when working with such systems – Atlanteans gain the benefits of two Overall Levels (EG: Not for Acrobatics – unless, perhaps, to make up for penalties from trying to perform in a ships rigging in a storm – or for breakfall, climbing, computer programming, concealment, contortionist, etc. They are, however, generally usable in melee (but rarely ranged, and certainly not for target shooting or sniping) combat, Oratory (and other performing arts), and for things like ecosystem dynamics, weather prediction, medicine, genetic manipulation, magneto-hydro-dynamics, neural network tuning, and other similarly complex or chaotic systems that prove to be difficult to adequately model with a reductionist mindset (-.25 limitation, 16 Points).
  • Attribute Bonuses: Str +5 (5 points), Con +3 (6 points), plus Damage Reduction 3/3 on PD/ED (3 points).
  • Atlantean/Afrikans Crossbreeds are possible (especially with a bit of Atlantean genetic meddling). Such individuals may swap out the physical limitation in their package and one of their two secondary benefits, but otherwise lean towards one race or the other. Such individuals are usually sterile with either parental species barring additional genetic meddling (which generally results in offspring typical of the other parent’s species, if often with genetic flaws), may face racism from both parental species, and are very, very, rare, with the oldest just now coming of age since it took some decades to work out how to make it possible in the first place.

Lemurian Racial Package (Reconstructed, Presumed Extinct):

The semi-aquatic Lemurians appeared on “Lemuria” (the exposed, and somewhat larger, Kerguelen Plateau) during an active uplift event and a severe global sea level minimum. Their rise to sapience was apparently triggered by a pressing need to adapt to a very rapidly changing landscape and shifting climate, favoring active thought over instinct. Unfortunately, with most of the Kerguelan Plateau currently deep under the arctic ocean and only a few of what would have been the most desolate peaks exposed as arctic islands, information on the Lemurians is very hard to come by. It is generally believed that the Lemurians went extinct when rising sea levels and subsidence left their microcontinent underwater and uninhabitable.

  • Physical Limitations: Harmonic Manipulation Only. Lemurians possessed the ability to gradually mold the world to their desires, patiently reshaping it’s landscape and species to suit their needs. While this is a broad-ranging and potent ability, it is anything but fast. Secondarily, it allows the user of Megalithic Magic, shaping the ley lines of the Earth into potent effects via massive stone constructs (Frequently, Fully, -20 Points).
  • Normal Physical Characteristic Maxima (-20 Points). The Lemurians were apparently fairly normal primates physically and did little or no “hunting” – unless you count fishing, clamming, and other forms of riverine and shoreline aquiculture.
  • Physical Limitation: Asymbolic. Lemurians are incapable of even comprehending advanced symbolism; they do not and cannot have a language as the current races understand them, They view their world as a series of unique events, rather than by sorting things into categories and narratives. For them, “consistency” was a feature of personalities and of their own works, not of the natural world (Frequently, Fully, -20 Points).
  • Harmonic Shaping: 1d6 Cumulative Minor Transformation, to any (natural-seeming) variation desired, affecting up to a 4″ radius, no range, requires one week per die roll (7 Points).
  • Telepathy, 3d6, Half (0) End Cost (+.25), Only to communicate images, emotions, and gestalt impressions (-1) (9 Points). An augmented function of already-enhanced mirror neurons, the Lemurians possessed empathy at the telepathic level.
  • Swimming, +3 (3 Points).
  • Immunity/Needing to Breathe more than once every few minutes (2 Points).
  • Immunity/Penalties for functioning in water (2 Points).
  • Immunity/Requiring basic implements. Lemurians were capable of giving temporary form to liquids, allowing them to serve as effective tools (3 Points) – making it easy to fish without nets, fish spears, lines, or even coracle-like “boats” since such things could simply be shaped from the water around them. (This could also be bought as a highly limited transformation ability, but it really isn’t worth the trouble).
  • Immunity/requiring records to transmit their cultural information. The Lemurians possessed a limited “racial mind”, and needed little education to function (2 Points).
  • Whether the Lemurians are actually extinct remains unknown; given their abilities, it is entirely possible that some decided to adapt to the ocean depths, or escaped into artificially-generated pocket dimensions or environments. Similar abilities have occasionally been observed in “defective” Afrikans specimens, although never to the full extent of the abilities listed here. Unfortunately, such individuals are invariably incapable of effective communication.

Hyperborean Racial Package (Reconstructed, Presumed Extinct, A.K.A “Giants”, “Jotun”, “Golden Lords”, “Bridge Builders”, etc):

The Hyperboreans (possibly a derivative of Paranthropus Robustus?) arose on the arctic landmass of Hyperborea (corresponding to the Lomonosov and Alpha Arctic Ridge systems, with some elements of the Mendeleev Ridge and the Chukchi Plateau, mostly forming a ring around the Makarov Basin) when geothermal activity gave rise to a local northern temperate climate. They had a morphology resembling a gracile gorilla, but were far more massive – averaging between ten and twelve feet tall. Socially, they were apparently extensively influenced by their instinctive competitiveness, uniting only under particularly dominant individuals and operating in roving bands when not under such control. Oddly enough, a Hyperboreans effective mental capacity is highly variable: while they can use their connection with astral space to “supercharge” their neural structure – potentially gaining vast intelligence in short bursts – their neural structure is poorly organized when not so supplemented, leaving them somewhat apelike much of the time. If a Hyperborean declares that “The Time For Debate Is Passed!” he or she probably really, REALLY, means it.

  • Physical Limitation: Materialism only. Hyperboreans are capable of manipulating the physical properties of matter and of imbuing it with mental energy (given a sufficient source), but they cannot access other powers. Such imbued constructs range from simple talismans imprinted with knowledge, energy, and possessing minor powers based on the material up to full-scale golem-style automatons – something well beyond the abilities of the other races. Secondarily, they can create and maintain midlevel technologies, such as steam engines (Frequently, Fully, -20 Points).
  • Mental Characteristic Maxima of 25, Physical of 15. Their great size provides some inherent benefits, but it also places considerable stress on their biological systems (-15).
  • Physical Limitation: For Hyperboreans mental energy is a very limited resource that they must spend to theorize, engage in complex debates, design structures, or otherwise perform mental labors – and their supply is relatively limited and slow to recover. Treat this as an Endurance Reserve, with a maximum reserve of (Con x 10) endurance and a recovery rate of 5/hour, 10-20 per hour in the presence of a Titan, depending on power level. The exact cost of various mental labors is up to the game master, but their mental energy is always a resource that must carefully managed. As a side effect, Hyperboreans tend towards very direct and simple solutions (regardless of how much physical effort they may involve) and their mere presence is troublesome for Titans, who find them quite draining. More skillful Hyperboreans can focus their energy reserves into simple astral blasts, shields, and weapons – making them quite effective (if very swiftly exhausted) when fighting astral entities.
    • This may in fact be a self-protective adaption, developed after the Ethereal cataclysm – allowing a Hyperborean to shut down vulnerable higher mental processes in the face of astral disruptions and to operate effectively outside of the areas with the astral overlays that allow full sapience.
  • Growth, 3 Levels, 0 End Persistent Always On and Physical (-.5); it cannot be turned off, means needing a lot of food, creates massive physical stresses (as noted above), and so on (15 Points).
  • Materials Manipulation Variable Power Pool (12 Points), Only to take on the properties of various materials or to imbue them with psychic energies (-5), must have a source for psychic energies (-.25), must touch the material to be affected or to copy its properties (-.5). requires a full phase to change (-.25) (14 Points), +1 Point towards the Control Skill (8- Base. 1 Point).
  • It is quite possible that some Hyperboreans are still around – whether having transferred their minds into golems, having taken on the nature of stone and entered stasis until conditions improve, or still surviving clustered around deep sources of geologic heat. Given their tendency to suppress thought and curiosity in the areas about them, they would be extremely easy to overlook.

Champions – Jann Shadowborne

Jann Shadowborne (well, James Anders, but that would never do for a stage name) always saw things a bit… differently. Even more so than a knack for small magics could explain. His imaginary friends occasionally did things, and one taught him a handful of songs from a hundred and twenty years ago – and then one autumn day led him down a dirt lane which wasn’t there, to a burning farmhouse where his suddenly-vanished friends voice was calling frantically from inside as someone else inside screamed and pounded on the door.

The charm seven-year-old James used for getting into the pantry to get sweets sufficed to unjam the door – but the scene faded away as his soot-covered coughing friend and his mother stumbled out.

James never saw that particular “imaginary” friend again – but in a crumbling nearby graveyard, the blurred inscriptions on two century-old graves shifted, one adding three and the other six decades to the date of death – and one changed from a simple child’s stone to a memorial to a long life, well lived.

James is fundamentally a channel. He is drawn to unbalanced energies, the restless dead, and similar disruptions of the natural order to draw their energies into focus, bind and regulate them – and ultimately restore balance. Wherever he goes, those forces flood into him – filling his mind with strange lore and ancient imperatives and his body with echoes of powers long faded He (and even his companions) can even be drawn into the pocket-realms of those echoes – or across time to intervene in the originating events. A small part of that excess power amplifies his knack for music – expressing and offering catharsis for the unbalanced concerns or sorrows of a crowd, releasing the lingering echoes of an ancient battle in a martial pean and perhaps bringing peace, and easily learning and performing music long lost. The rest he has learned to control by focusing it into a “medicine bag”, which allows him to control how it is released – making him a mid-level spellcaster as well, even if his magic is more than a bit unstable. Perhaps most importantly, he can earn and claim occasional favors from the spirits of the Land, Sea, Sky, Beasts, Plants, and the Dead – although this is a very limited resource and may have it’s own exotic consequences, given their tendency to see him as an odd-jobs contractor.

By the time he was eleven, his musical career was well underway – although his (primary?) career as an occult investigator attracted far less public notice.

James is one of my favorite character types; he comes with a limitless number of built-in plot hooks, is an open channel for games master exposition, may be called on by mysterious forces for all sorts of exotic jobs, lets the entire party be sucked into all kinds of weird situations that they need to solve before they can easily leave, and – while he is a fairly powerful and versatile mage – can easily be shut down temporarily and has the potential for causing magical accidents when you need a bit of a complication. He has a reason to travel, and can have a comfortable lifestyle anywhere – but can’t just throw money at problems (in his case because he’s underage, and so it’s held in trust for when he becomes a legal adult). He does want to improve the world – but doesn’t have overriding specific goals because characters with goals like that tend to get a bit focused on them when they see a chance to move towards them (which is often pretty awkward in group play).

Jann Shadowborne

The Voice Of Ancient Sorrows

Value Characteristic Points
15 STR 5
17 DEX 21
23 CON 26
10 BODY 0
10 INT 0
14 EGO 8
15 PRE 5
10/36 COM 0
6 PD 3
6 ED 1
4 SPD 13
8 REC 0
36 END -5
30 STUN 0
Total 77

 

Points Powers END
8 2d6 40-Point Equipment Allowance Aid (Fade/month, Max. 40); 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 40 CP worth of customized gear. 30
15 Bardic Talents
(3) Well-Connected
(2) Immunity to looking less than marvelous.; Frequency: Fairly Common
(2) Immunity to the need to compose or practice his music; Frequency: Fairly Common
(2) Immunity to the need for fellow performers and staff to have backup vocals, instrumentals, and basic special effects.; Frequency: Fairly Common
(2) Immunity to not having Groupies and a Butler around.; Frequency: Fairly Common
(2) Immunity to not being heard when singing. He needs no amplifiers and cannot be drowned out.; Frequency: Fairly Common
(1) Immunity to being out of style; Frequency: Rare
(1) Celebrity Legal Privileges
3 Elemental Control: Bardic Powers (6-pt reserve); Visible (Very obvious to any mage): -¼; Generic Limitation (Dimensional Vulnerability: User can be attacked from the Astral Plane without any special modifiers.): -½; Generic Limitation (User will attract spirits with problems and will be expected to undertake various missions for the great spirits): -½
a-3

2d6 Aid: Channel Of The Unsettled Past (Fade/week, Max. 12); Range: 0; Generic Limitation (His knowledge generally comes in the form of symbolic visions, odd prophecies, and vague warnings.): -2; No Conscious Control: -2; Affects: Single Power of Special Effect, +¼; Generic Limitation (Visions and premonitions are often rather overwhelming.): -1; Visible (Very obvious to any mage): -¼; Generic Limitation (Dimensional Vulnerability: User can be attacked from the Astral Plane without any special modifiers.).

In most places, the past lies quiet.The distant echoes of a farmers tread, of a tryst in the orchard, of a mighty storm… all blend quietly into the song of the earth. Even death and violence fade. A man slain in a duel, the blood of both predator and prey… echo but faintly.

But sometimes the past stirs. Where things are undone, and might reawaken. Ghosts who yet attempt to accomplish some task, echoes of terrible powers, those slain with lives unlived… may stir, and rise, and walk. Things, places, and times may all host such forces.

Jann Darkborne is a channel for those echoes, a call to awaken, and a chance for them to speak and discharge the forces that hold him. Through him come final farewells, ancient warnings and calls to battle, and the final flowering of powers that cannot rest.

And even channeling a lot of the raw power into his Spirit Pouch, that can be quite a bother – and a chance to offer rest.

3
b-6 2d6 Aid: / Spirit Favors (Fade/month, Max. 36); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 day, -3½; Increased END: ×4, -1½; Generic Limitation (May only accumulate six points worth of favors each with the spirits of the Land, Sea, Sky, Beasts, Plants, and the Dead. ): -½; Generic Limitation (Must do favors for the spirits – making small offerings, spending time playing or singing at appropriate locations, etc. ): -1; Generic Limitation (Spirit Favors cost a base of three points each. With the Well-Connected modifier, this means he can have three with each group): -1; Visible (Very obvious to any mage): -¼; 12
c-2 Mental Defense (15 pts); Add to Total; Always On: -½; Visible (Very obvious to any mage): -¼;
d-3 Detect Occult Phenomena (+1 to PER); Time Required: Instant, +2; Range: Ranged, +5; Visible (Very obvious to any mage): -¼.
e-5 Astral Senses; Visible (Very obvious to any mage): -¼
(4) Astral Sight (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Always On: -½; Visible (Very obvious to any mage): -¼
(4) Astral Hearing (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Always On: -½; Visible (Very obvious to any mage): -¼
f-2 Power Defense (12 pts); Always On: -½; Generic Limitation (Only versus magical and spirit attacks): -½; Visible (Very obvious to any mage): -¼
g-2 Extra-Dimensional Movement; The Astral Plane; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Extra Time: 1 turn, -1 10
h-3 +26 COM (Ethereal Good Looks); Visible (Very obvious to any mage): -¼
52 Total Powers  

 

Points Skills, Talents, Perks Roll
30 +3 level w/Overall Level
4 Musician 13-
2 Gaelic (Fluent Conv.); Literacy: Standard, 0
2 Area Knowledge: The Spirit Realms 11-
3 Scholar
1 Knowledge: Magic 11-
1 Knowledge: The Astral Realms 11-
1 Knowledge: Literature 11-
1 Knowledge: Spirits 11-
1 Knowledge: Psychic Phenomena 11-
1 Knowledge: History 11-
1 Knowledge: Occult Literature 11-
1 Knowledge: Music 11-
1 Professional License: Occultist
1 Passport
51 Total Skills, Talents, Perks  

 

Cost Equipment
22 Pouch of Echoes; Focus: Obvious Accessible, -1; Generic Limitation (Removing the pouch will soon cause him to start generating weird magical effects as his excess power discharges through him at random. ): -½
(3) END Reserve (60 END, 2 REC/turn) ; Focus: Obvious Accessible, -1;

The power of the restless past channels itself through Jann – but the energies of minor disturbances and unsettled nature need little attention; they need merely be stored, to dissolve into pure power once more.

(18) Multipower (80-pt reserve); Activation: 15-, -¼; Side Effects (Weird Stuff Happens – or Drain 3d6 Stun and apply 6d6 healing to an opponent who is attuned to whatever unbalanced forces are in the area.): 60/All, -1; Generic Limitation (No spell may exceed 40 active points): -½; Variable Limitations: -½, -¼; Focus: Obvious Accessible, -1
u-1 2d6 Aid: Adding Multipower Slots (Fade/day, Max. 24) 2; Range: 0; Affects: Single Power of Special Effect, +¼
Commonly Added Multipower Slots
Offensive Spells
u-1 1d6+1 Athame: Killing Attack (HTH) (Total 2d6); Range: 0; Reduced END: Half, +¼; Affects Desolidified: +½ 1 End
u-1 3d6 Chains Of Sythil: Entangle (DEF 3) 1; Range: 185; Reduced END: Half, +¼ 1 End
u-1 4d6 Invoke The Storm: Energy Blast 4; Range: 200; Versus: ED; Variable Special Effects: Any, +½; Area Effect (One-hex): 1 hex(es), +½ 4 End
u-1 4d6 Psychic Blast: Ego Attack  4 End
u-1 11d6 Word Of Dismissal: Dispel Magic 4 End
u-1 2½d6 Lance of Winter: Killing Attack (RKA) 4 End
Defensive Spells
u-1 Ward of Gaia: Force Wall (10 PD/6 ED) 4 End
u-1 Air Sphere / Need Not Breathe ; Area Effect (One-hex): 1 hex(es), +½; Reduced END: Zero & Persistent, +1; Uncontrolled: +½
u-1 Feywarding: Force Field (15 PD/15 ED); Continuing Charges: 1 Minute, -3 lev; Trigger (Appropriately attacked when not up): Set, +¼; Charges: +6, +0
u-1 Invisibility (Hearing, Sight); Reduced END: Half, +¼ 1 End
u-1 Deep Trance; Charges: 1, +1; Continuing Charges: 1 year, -11 lev; Generic Limitation (You cannot do anything save astral projection and meditation and such while maintaining the effect.): -2
(2) Doesn’t Eat, Excrete or Sleep
(1) Immune to Aging ; Charges
(1) Immune to Disease
(3) Need Not Breathe
Mobility Spells
u-1 10″ Eagles Wings: Flight (NC: 320″); Non-Combat Multiplier: ×32, +20; Non-Combat (MPH): 476 2 End
u-1 Lightning Speed
(7) Running (+10″, 16″, NC: 32″) 0; Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 30; Reduced END: Zero, +½
(2) Clinging (Clinging STR +0)
Utility Spells
u-1 Atherium Lens; Detect Magic (+5 to PER) ; Time Required: Instant, +2; Range: Ranged, +5; Addition (Discriminatory): +5
u-1 Sorcerer’s Will: Change Environment (8″ rad.); Effect: Variable, +1 4 End
u-1 The Deep Lore: Change Environment (2″ rad.) 0; Increased Area: ×1, +0; Effect: Variable, +1; Reduced END: Zero & Persistent, +1; Uncontrolled: +½; Difficult to Dispel: ×2, +¼; Increased Area (Maximum radius of 4″): ×2, +¼

Common uses for this include illumination and air conditioning, keeping off the rain, and minor effects – but they can also include things like shutting all the doors and windows and turning on the alarms (or the reverse), making the area holy, or even “Casting The Circle”.

“The area within the ritual circle is set apart from the world. Within it the world is no longer a place of science (or the normal rules of Champions and it’s predictable, calculated, power). It is a place of wonder and wild magic, where runes, herbs, mantras, and all the rest of the occult paraphernalia actually have power. Within the circle… the wild magic of intuition and guesswork reigns, true love’s tears may wake the dead, omens and visions appear, and spirits move through dreaming realms. Here, where wonder and horror lurk at every turn and a child’s illness is not influenza but his spirit gone wandering, is an animalistic world of spirits, not of logic. In short, it’s magic driven by roleplaying rather then character points. It’s never the same twice – but it is fairly easy to get away with little stuff.”

u-1 Lesser Phantasm: Images (Hearing, Sight, 4″ radius); Range: 175; Observer PER Penalty: 0, +0; Reduced END: Half, +¼ 1 End
u-1 Hand Of The Mage: Telekinesis (STR 15); Range: 200; Manipulation: Fine, +10; Reduced END: Half, +¼ 1 End.
u-1 8d6 Grace of The Waters: Healing 4 End
u-1 Deep Sight
(4) N-Ray Vision (Not through force barriers)
(4) Detect Traps (+5 to PER) ; Time Required: Instant, +2; Range: Ranged, +5
u-1 2d6 Lesser Conjuration: Transform (Major, Limited Class) 4; Range: 185 4 End

This produces a large variety of minor tools and items – a crowbar, a bundle of torches, some rope, and so on.

Vocal Powers
u-1 1d6 Song Of Catharsis: Transform: Induce spiritual catharsis and release (Minor, Limited Class); Range: 200; Area Effect (Radius): 16″ radius, +1; Increased Area: ×16, +1; Reduced END: Half, +¼; Cumulative: +½ 2 End
u-1 2d6 Tongue Of Angels: Aid to Acting, Conversation, Oratory, Persuasion, Seduction, and Musician (Singing), (Fade/hour, Max. 12); Range: 0; Reduced END: Half, +¼; Affects: All Powers of Special Effect, +2 2 End
u-1 2d6 Song of Sleep: Energy Blast; Range: 200; Versus: ED; No Normal Defense (Deafness, Earplugs, Hard Helmets): +1; Area Effect (Radius): 32″ radius, +1; Increased Area: ×16, +1 4 End
8 Armor / Tough Leather Clothing (4 PD/4 ED) ; OIF (Leather Clothing): -½
9 1d6+1 Automatic Pistol: Killing Attack (RKA) 0; Range: 100; Charges: +8, +0; Clips: 4; Gestures: Instant Power, -¼; Focus: Obvious Accessible, -1
1 High-End Smartphone (0kg)
40 Total Equipment

 

100+ Disadvantages
10 Public Identity
15 Reputation: Boy Band Bard (14-)
10 Underage (Infrequently, Greatly)
10 Dependent NPC: Current Girlfriend (Normal, 8-); Skills: Normal, +0
15 Overconfidence (Very Common, Moderate)
15 Feels compelled to help out restless spirits (Very Common, Moderate)
15 His presence occasionally triggers the formation of vortex-gates, pulling him and anyone in the area into some historical situation, pocket-world echo of reality, or astral plane that makes it hard to escape back to normal reality without undertaking some sort of fix-it quest. (Infrequently, Fully)
10 Watched: The Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
100 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
77 + 103 = 180 200 = 100 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 5 15 25/19 25/19 3, 6, 9, 12

 

Height: 165 cm  (5’5″), Weight: 54kg (119 lbs), Sex: Male, Age: 15

Appearance: Jann is an late adolescent young man, slightly thinner and shorter than average for his age, and with an ethereal, idealized, quality. He usually wears fringed leather, for a slightly wild-boy look.

 

Champions – Dylan “Redstone” Williams, Pulp Jungle Warrior

Despite his social gaffes, his predatory stance, and savage energy, Dylan “Redstone” Williams was not raised by wolves.

He was, in fact, raised by Cats – to be precise, the African Leopard Men, a secretive tribe of feline shapeshifters who – for reasons unknown – chose to adopt and raise a stray child, rather than simply ignoring him or turning him over to someone else. Perhaps they had enough magic beyond their felithropic talents to detect his potential, perhaps the small defiant boy somehow impressed them, perhaps it was a simple whim – but regardless of their reasoning, they took him in after his parents, and most of the rest of the Safari group, were massacred in one of the inter-tribal disputes endemic to Africa.

He never did learn to shapeshift like his mentors. His Northern European heritage was not closely enough bound to the cat-totem for THAT – but that same lack of an affinity allowed him to learn to draw on the strengths of many different creatures.

He was ten when he earned the name “Redstone” – killing his first poacher, a man who was shooting at one of his young feline friends, by crushing his skull with a rock.

By the time he was fourteen, and an adult by the standards of the tribe, he had dealt with many more poachers and plunderers – and the tales had spread across Africa.

By the time he was twenty there were whispers of an unkillable phantom of the jungle, of a wild man, of a king of the beasts – and that the Leopard Men had found a leader to help them resist the colonial powers.

None of that was really true of course – Dylan was mortal, and raised within a tribe (even if they did live in the deep jungle). He influenced animals, but did not rule them – and his power wasn’t THAT much greater than that of the average Felinothrope, and was still less than that of their elders. Still, he had far easier access to colonial society, and could bring them a lot of helpful information.

Dylan visited Europe for a time to learn of those colonial powers, and to claim his parents substantial (albeit not particularly awesome) estate – but soon returned to Africa, and his jungles. He did not venture beyond Africa again until the renewed assaults of the Qliphoth made it all too obvious that the Jungle could not stand alone; to defend it meant defending the rest of the world as well.

And Dylan stepped forth. Whether it will be to grow into a mighty champion of the world or to perish remains to be seen.

——————————————————-

Dylan’s powers are fairly straightforward. He’s a pulp hero, he has great strength, and considerable toughness, and he can tap into a variety of animalistic powers – including the ability to influence and communicate with animals. That isn’t an especially powerful mix when compared to most modern heroes – but he’s reasonably versatile and is doing pretty well in his milieu.

Of course he’s VERY heavily influenced by the totem spirits that he calls upon, and his reputation for antsocial behavior is well earned.

Dylan’s build relies rather heavily on a particular set of “side effects” – (Side Effects (Animal Instincts, Territorial, Arrogant, Must be Alpha Male, Will not back down from a challenge. Protective of his “Kingdom”. Obvious wild man) – basically a set of stereotypical behavior patterns. This is more than a bit cheesy, but it also controls a good deal of his behavior and creates endless difficulties for him – making him a rather difficult hero.

——————————————————-

Yes, yes, stereotypes… The “Pulps” were mass-produced as cheaply as possible, and peaked a century ago. Even at the time, if a character type in them wasn’t a stereotype to start, it soon would be.

 

Dylan “Redstone” Williams, the Lion King

Value Characteristic Points
0/43 STR -10
18 DEX 24
23/28 CON 26
11 BODY 2
13 INT 3
11 EGO 2
15 PRE 5
15 COM 2
9 PD 0
7 ED 1
4 SPD 12
15 REC 0
32 END -12
47 STUN 0
Total 55

 

Points Powers END
2 Elemental Control: Pulp Hero (5-pt reserve); Generic Limitation (No power may exceed 10 active points.): -¾; Visible (Obvious pulp hero.): -¼
a-2 Armor: Only a flesh wound! (4 PD/3 ED)
b-2 +10 PRE: I’ve seen worse!
c-2 Mental Defense: Unconquered Will (12 pts); Add to Total
d-2 +5 CON: Tough As Nails
e-2 Regeneration (1 BODY/hour); Regenerate: Standard, +0
f-2 Resistance (+10 to EGO Rolls)
17 Mowgli Multipower (52-pt reserve); Linked (To Strength): -½; Side Effects (Animal Instincts, Territorial, Arrogant, Must be Alpha Male, Will not back down from a challenge. Protective of his “Kingdom”. Obvious wild man. ): 60/All, -1; Generic Limitation (Side effects cannot be avoided.): -½
u-1 +40 PRE / The Lion’s Roar; Generic Limitation (Only 50% effective on humans and other intelligent races.): -½
u-1 Cat Climbing / Clinging (Clinging STR +5); Active Points: 12
u-1 Monkey Swinging (+20″, NC: 40″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 60; Reduced END: Half, +¼ 2
u-1 2d6 Bloody Fang / Killing Attack (HTH) (Total 4d6); Range: 0; Reduced END: Half, +¼

He normally uses a weapon for this – but a stick or chunk of rock will do, so there’s no limitation.

1
u-1 2d6 Killing Attack (RKA); Range: 225; Reduced END: Zero, +½; Generic Limitation (Requires a knife, spear, javelin, bow, or other primitive weapon.): -¼ 0
u-1 Cheetah Running (+10″, 16″, NC: 64″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 60; Reduced END: Zero, +½; Active Points: 37 0
u-1 +10 Gorilla Strength; Doesn’t Affect Figured: -½; Reduced END: Zero, +½; Generic Limitation (Only for combat purposes; cannot life massive weights, rip apart entangles, etc.): -½ 0
u-1 +5 DEX / Mongoose Reflexes; Doesn’t Affect Figured: -½
u-1 Beast Senses / Enhanced Perception (all) (+5 to PER)
u-1 Otter Darting / Swimming (+10″, 12″, NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 30; Reduced END: Zero, +½ 0
u-1 5d6 Beast Speech / Telepathy; Generic Limitation (Only to communicate with animals): -½; Reduced END: Zero, +½ 0
u-1 2d6 Call of the Wild / Mind Control (Summon Animals); Communication: Telepathic, +¼; Area Effect (Radius): 1000″ radius, +1; Reduced END: Half, +¼; Increased Area: ×500, +2¼; Generic Limitation (Only works on animals.): -1; Active Points: 47 2
u-1 Jungle Lord
(2) Acrobatics 14-
(3) Mimicry 14-
(3) Survival 14-
(2) Tracking 14-
(2) Seduction 14-
22 +43 Strength of the Elephant; Reduced END: Half, +¼; Side Effects (Animal Instincts, Territorial, Arrogant, Must be Alpha Male, Will not back down from a challenge. Protective of his “Kingdom”. Obvious wild man. ): 60/All, -1; Generic Limitation (Side effects cannot be avoided.): -½ 2
5 Damage Resistance (5 PD/5 ED)
1 Immune to Aging; Generic Limitation (Ages quite slowly, but does age.): -1
72 Total Powers  

 

Points Skills, Talents, Perks Roll
10 +2 level w/Mowgli Multipower
5 Money (Well Off)
5 Knowledge: Jungles 14-
3 High Society 12-
3 Paramedic 12-
3 Bump of Direction
3 Lightsleep
0 English (Native Accent); Literacy: Standard, 0
0 Yoruba (Native Accent); Literacy: Standard, 0
1 Bantu (Basic Conv.); Literacy: Standard, 0
33 Total Skills, Talents, Perks  

 

100+ Disadvantages
10 DNPC: Girlfriend(s) of the Week (Normal, 8-); Skills: Normal, +0
15 No Code Against Killing (Common, Strong)
15 Overconfidence (Very Common, Moderate)
10 Represents the interests of the Leopard Man society (Uncommon, Strong)
10 Womanizer (Common, Moderate)
10 Enraged: Plunderers of the Natural World (11-, 11-); Circumstances: Common, +10
10 Public Identity
10 Reputation: Crazy “Jungle King” (11-)
5 Rivalry: Anyone else who was “raised by animals”; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0
10 Watched: The Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
20 8d6 Unluck; Generic Limitation (Only applies for running into lost tribes, evil plots, bizarre monsters, and so on. He doesn’t quite inhabit the same world as everyone else. ): -1
15 Hunted: Nature Exploiting Syndicate (8-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted: Mercenaries (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
150 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
55 + 105 = 160 250 = 150 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 4 12 13/9 10/8 3, 6, 9, 12

 

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

 

Champions – Yu Qilin, the Jade Unicorn, Archmage of the Pulp Orient

Yu Qilin – “Jade Unicorn” – has been the Archmage of the Orient, the “Dragon of the East”, the protector of the Celestial Empire, and Rìchu Qíshì (Guardian of the Sunrise , he-who-ensures-that-the-Sun-rises-upon-the-Celestial-Kingdom-each-day) for more than a hundred years. Each passing day has deepened his understanding of the Yin and Yang flows of universal energy that he calls upon, although a mere few centuries is barely enough to scratch the surface. He has been privileged to wear the Pinyan Coat of the Pheonix King, which incorporates some of the Feathers of an Immortal – and thus bestows long life, resistance to injury, and certain other benefits of the true immortals upon any mortal who wears it.

It’s worth noting that the Coat of the Phoenix King is NOT a sober item; it is embroidered with dragons, phoenixes, blossoming chrysanthemums, and mystic symbols, in brilliant emerald, ruby, gold, silver, and sapphire threads that seem to have been spun from jewels and fire. “Stealth” is fairly obviously not his thing.

He is one of the most powerful mages in the “pulp” world – and, while he is generally a “good guy”… his primary duty is the protection of China. Where that duty clashes with the heroes and guardians of the west and can be quite ruthless. Believing as he does in reincarnation, when he judges bandits, street gangers, and similar petty “trash” he does not hesitate to send them off to their next incarnation if they cannot be readily reformed or placed under supervision. The most vicious and evil he sentences to the Chinese Hells, there to be reforged into something more useful – and to win their redemption in service. This is rumored to be the source of the beasts he calls on to fight for him.

Across the centuries he has aided dozens of heroes in battle against mystic menaces and things from beyond the earth – the Tyrant Saurian Kings, the Ku She Clan, the Hei Biao Dracolich, the Triads, the Nightfall Fleet, the Razor-Winged Storm

And then there was a pause. For decades there was little more than petty crime and vulgar human grabs for power and wealth to deal with. There were villains of course, even some with a bit of true personal power (such as the Blood Adept, Pol Pot) – but the epic threats of the previous century appeared no more.

And Yu Qilin focused on his studies. He had reached a plateau, the deeper mysteries apparently beyond his grasp – yet somewhere, somehow, he would find a key. Many of the elder heroes were passing, when the storms returned once more… he would have to be prepared.

——————————————————————————-

Yu Qilan knows aspects of eight of the sixty-four great spells of the Book of Changes personally – and can access more both through the Dragon Gauntlets and through his mastery of ritual magic.

  • The Thousand Venoms masters the art of alchemical toxins. Yu Qilan can induce strange and terrible illnesses, strange compulsions, and bizarre transformations – and almost everyone is vulnerable, although this power may take some time to take effect.
  • The Gates of Kunlun allows him to summon beasts to his service – powerful lions or tigers, swarms of wasps, giant spiders, faithful steeds, and a wide variety of other beasts.
  • The Visions of Li Kao allow him to see and hear what is happening in distant locations – and even to peer into the future, although the future is always cryptic.
  • The Earth Spiders Web sticks it’s victims to the whatever they happen to be touching with Str 45 (it’s based on HIS strength) – quite enough to hold most people still, although powerful bricks will manage easily.
  • The Mists of the White Snake are for long range travel – a teleportation effect that spans up to a hundred miles. Given a few moments… Yu Qilan can almost always successfully retreat from a losing battle.
  • The vapors of The Elixir of Immortality can heal virtually any injury, refresh flagging energies – and affect everyone that Yu Qilin wishes to heal within forty-six feet – a boon for any group he assists.
  • The Transformation of Wujing can be called upon when he MUST engage in a physical battle – lending him great speed, and strength, and a skin of iron. Unfortunately, the effect has a serious flaw; to infuse mere mortal flesh with such strength and speed requires calling upon a powerful spirit of the heavens – and sometimes there is a price for their assistance.
  • The Gates of Fusang – his last and most terrible personal spell – can cast those nearby into the underworld, there to either fight their way out, to succumb to its demonic inhabitants, or to escape through their own magics. Of course, it’s pretty unreliable and can’t be used very often…

His Taoist Rituals enable him to access other magics – including extremely powerful ones – but preparing such a ritual requires about half an hour and he can only store the results of a few (eight, or one for each of the great Trigrams) such rituals at any one time. Still, combined with his personal spells… given time, he can accomplish a vast number of feats.

The spells granted by his Dragon Gauntlets vary – but the six listed are reasonably common:

  • The Eye of Erleng Shen is a reasonably powerful mental blast, capable of affecting those in a fair radius. While it is unlikely to defeat any powerful figure, it can easily clear away minor foes.
  • The Chant of Creation allows Yu Qilin to reshape the local environment – adding, removing, and changing features of the landscape, buildings, and similar features within an area up to one kilometer across. It is a spell of terrible power, allowing him to erect walls and labyrinths, change the course of rivers, create or destroy citadels, raise crops and forests, or open roads. Yu Qilin treats this spell with the utmost respect when he has access to it at all, and usually settles for smaller changes to the environment – walls and such – rather than trying to redesign cities and citadels. He isn’t much of an architect, and knows it.
  • Veiling the Sun’s Eyes lays impenetrable darkness across an area, also providing the user with a mystic sense of his or her surroundings – and is mostly useful for escaping, although it’s sometimes a tactical option if he has no allies in the area who need to see.
  • The Light of the Ten Suns is a straightforward – indeed, an almost trivial, spell, creating a mighty burst of magical illumination. Yu Wilin suspects that it has some deeper meaning, or else is simply drawing on the primal light.
  • The Unbroken Grasp of the Underworld grows vines of iron-like wood from the Earth, entrapping most weaker creatures beyond any hope of escape – leaving them no choice save to await the Bailiffs of the Underworld.
  • Finally, The Dreams of the Moon allows the creation of large-scale, detailed, audiovisual illusions – a useful tactic in many situations, even if one that’s quite incapable of harming anyone.

——————————————————————————-

For a pulp magician Yu Qilin is fearsomely powerful; his spells have active point totals far above the norm for a pulp campaign, he can defeat a small army of normal folks, he can rebuild and restructure massive areas, and much, much, more.

Of course his spells generally require gestures and incantations and extra time – so it’s fairly easy to throw a spike into his wheels. Even more importantly… he has no mighty shields, tactical-level teleportation, invisibility, or blasts of power. He has only one spell that actually inflicts damage – and that is a limited-use, stun-only, mental blast, and only powerful in that it can affect groups. He has one spell that makes him a light-duty brick – but that spell has a substantial choice of leaving him stuck with awkward extra missions, so he avoids using it if he can.

He has spells that make people ill, summon normal animals (while annoying, a couple of lions or some such really aren’t really too much of a bother for a set of pulp heroes or superheroes), provide cryptic visions, hinder movement, allow him to escape, allow him to heal injuries, let him send people on their own private adventure, manipulate the battlefield, make it hard to see, very briefly flashblind enemies, entrap single targets, and create illusions. Those are useful and versatile effects – but, while he has many ways to hinder and manipulate his foes… he lacks any way to actually fight them directly if they’re much past being normal humans.

Yu Qilin NEEDS a team. He’s superb backup for other heroes though – and he should be kept that way. Don’t let him buy a force field and a big energy blast and become just like every other superheroic mage. He’s much more interesting the way he is.

Still, with the return of the great menaces, Yyu Qilin may be on the verge of breaking that 180-point cap and reaching the mysteries that lay beyond.

 

Yu Qilin (Jade Unicorn)

Value Characteristic Points
15 STR 5
15 DEX 15
13/18 CON 6
10 BODY 0
13 INT 3
14 EGO 8
10 PRE 0
13 COM 1
4 PD 1
4 ED 0
4 SPD 15
7 REC 0
20 END -8
27 STUN 0
Total 46

 

Points Powers END
33 Taoist Sorcery Multipower (92-pt reserve); Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Variable Limitations (Each slot already has at least -1 in limitations, leaving only another -1/2 – usually an OIF/Magical Rings): -1½, -¾; Extra Time: full phase, -½
u-2 1d6 The Thousand Venoms: Transform: induce illness, poisoning, or hypnotic transformations (Minor, Limited Class); Range: 450; Invisible: To All Senses, +1; No Normal Defense (Full Life Support): +1; Champions Advantage (NND that does body): +1; Cumulative: +½; Continuous: +1; Uncontrolled (Shut down by an appropriate set of medical treatments): +½; Autofire: 10 shots, ¾; Reduced END: Zero & Persistent, +2; Activation: 14-, -½; Concentrate: 0 DCV, -½ 0
u-2 Gates of Kunlun / Summon Beasts (2 80-point creatures); Range: 0; Summon: Limited Group, +¼; Champions Advantage (All animals are considered trained by him): +½; Charges (Even he will only have so many beasts handy): +8, -½; Generic Limitation (Earthly beasts only – although oversized versions and swarm-creatures are all right.): -½ 0
u-2 Visions of Li Kao / Clairsentience (Hearing, Sight); Reduced END: Zero, +½; See: Future, +20; Dimensions: Current, +0; Range: 1,000″; OAF (Seeing Crystal): -1; Generic Limitation (Glimpses of the future are always confusing prophecies, not simple visions.): -½ 0
u-2 The Earth Spider’s Web / Clinging (Clinging STR +30); Usable Against Others: ×1 mass, 1; Area Effect (Radius): 160″ radius, +1; Increased Area: ×32, +1¼; Personal Immunity: +¼; No Range: -½; Concentrate: 0 DCV, -½
u-2 10″ Mists of the White Snake / Teleportation (Long Range 80,000″); Increased Range: ×8000, +65; Long Range: 80,000″; Long Range (miles): 99.42; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 1, 5; Generic Limitation (Only for long-range transport, not tactical teleportation): -1 2
u-2 4d6 Elixir of Immortality / Aid to all damaged atributes and abilities (Fade/turn, Max. 24); Range: 0; Affects: All Powers of Special Effect, +2; Trigger (When severely injured or distressed. ): Set, +¼; Charges: 8, -½; Selective Target: +¼; Area Effect (Radius): 7″ radius, +1; OIF (Philosophers Stone Ring): -½ 0
u-2 Transformation of Wujing; Charges: 3, -¼; Continuing Charges: 5 Minutes, -4 lev; Trigger (Getting into a serious melee): Set, +¼; Burnout: 14, -¼; Side Effects (User winds up owing a notable service to heaven, and will have to undertake some sort of mission to restore the use of this spell): 30/Half, -½; IAF (Sacred Symbol of Wujing): -½
(7) +8 DEX; Charges: 3, -¼; Continuing Charges: 5 Minutes, -4 lev; Trigger (Getting into a serious melee): Set, +¼; Burnout: 14, -¼; Side Effects (User winds up owing a notable service to heaven, and will have to undertake some sort of mission to restore the use of this spell): 30/Half, -½; IAF (Sacred Symbol of Wujing): -½
(7) +25 STR; Charges: 3, -¼; Continuing Charges: 5 Minutes, -4 lev; Trigger (Getting into a serious melee): Set, +¼; Burnout: 14, -¼; Side Effects (User winds up owing a notable service to heaven, and will have to undertake some sort of mission to restore the use of this spell): 30/Half, -½; IAF (Sacred Symbol of Wujing): -½ 0
(6) Force Field (12 PD/8 ED); Charges: 3, -¼; Continuing Charges: 5 Minutes, -4 lev; Trigger (Getting into a serious melee): Set, +¼; Burnout: 14, -¼; Side Effects (User winds up owing a notable service to heaven, and will have to undertake some sort of mission to restore the use of this spell): 30/Half, -½; IAF (Sacred Symbol of Wujing): -½ 0
u-2 Gates of Fusang / Extra-Dimensional Movement; Dimensions (The Chinese Afterworlds): Group, +10; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Usable Against Others: ×1 mass, 1; Area Effect (Radius): 7″ radius, +1; Selective Target: +¼; Active Points: 97; Charges: 3, -1¼; Focus (Golden Key hanging from belt): Inobvious Accessible, -½; Activation: 11-, -1; Concentrate: 0 DCV, -½ 0
u-1 3d6 Eight Trigram Taoist Ritual Magic (Fade/turn, Max. 90); Range: 0; Affects: Single Power of Special Effect, +¼; Trigger: Changeable, +½; Extra Time: 1 min., -1½; Activation: 11-, -1; Generic Limitation (May only have eight pre-prepared ritual effects at a time): -½; Generic Limitation (Ability goes away after one activation.): -½ 3
Common Slots from the Dragon Gauntlets

These are mostly when anticipating combat; if he isn’t he’s likely to have a utility spell or two handy.

u-2 5d6 Eye of Erleng Shen / Energy Blast; Range: 0; Versus: ED; Based on EGO Combat Value: vs. ECV, +1; Area Effect (Radius): 12″ radius, +1; Selective Target: +¼; Increased Area: ×2, +¼; No Range: -½; Charges: +8, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Variable Limitations (Each slot already has at least -1 in limitations, leaving only another -1/2 – usually an OIF/Magical Rings): -1½, -¾; Extra Time: full phase, -½ 0
u-2 1d6 Chant of Creation / Transform Landscape and Structures (Major, Limited Class); Range: 0; Cumulative: +½; Area Effect (Radius): 250″ radius, +1; Increased Area: ×125, +1¾; Autofire: 10 shots, ¾; Charges: 125, +¾; No Range (Only works in a radius around him.): -½; Concentrate: 0 DCV, -½ 0
u-2 Veiling The Sun’s Eyes; Charges: 3, -½; Continuing Charges: 1 Minute, -3 lev; Focus (Bag of Alchemical Dust): Obvious Inaccessible, -½; Focus Expendability: Hard to Acquire, -¼; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Variable Limitations (Each slot already has at least -1 in limitations, leaving only another -1/2 – usually an OIF/Magical Rings): -1½, -¾; Extra Time: full phase, -½
(6) Spatial Awareness; Charges: 3, -½; Continuing Charges: 1 Minute, -3 lev; Focus (Bag of Alchemical Dust): Obvious Inaccessible, -½; Focus Expendability: Hard to Acquire, -¼
(2) 360-Degree Sensing (Spatial Awareness) (Unusual Senses); Charges: 3, -½; Continuing Charges: 1 Minute, -3 lev; Focus (Bag of Alchemical Dust): Obvious Inaccessible, -½; Focus Expendability: Hard to Acquire, -¼
(13) Darkness (Hearing, Sight, 5″ radius); Range: 0; No Range: -½; Charges: 3, -½; Continuing Charges: 1 Minute, -3 lev; Focus (Bag of Alchemical Dust): Obvious Inaccessible, -½; Focus Expendability: Hard to Acquire, -¼ 0
u-2 3d6 Light of the Ten Suns / Flash (Detect, Sight); Range: 450; Area Effect (Radius): 8″ radius, +1; Increased Area: ×2, +¼; Charges: 12, -¼; Focus (Bag of Alchemical Dust): Obvious Inaccessible, -½; Focus Expendability: Hard to Acquire, -¼ 0
u-2 9d6 Unbroken Grasp of the Underworld / Entangle (DEF 9); Range: 450; Generic Limitation (Only works on creatures within 3″ of the ground): -¼; Generic Limitation: -¼; Charges: +6, -¾ 0
u-2 Dreams of the Moon / Images (Hearing, Sight, 16″ radius); Range: 440; Observer PER Penalty: 8, +24; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev; OAF (A Mirror): -1 0
2 Elemental Control: Pulp Hero (5-pt reserve); Generic Limitation (No power may exceed 10 active points.): -¾; Visible (Obvious pulp hero.): -¼
a-2 Armor: Only a flesh wound! (4 PD/3 ED)
b-2 +10 PRE: I’ve seen worse!
c-2 Mental Defense: Unconquered Will (13 pts)
d-2 +5 CON: Tough As Nails
e-2 Regeneration (1 BODY/hour); Regenerate: Standard, +0
f-2 Resistance (+10 to EGO Rolls)
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
70 Total Powers  

 

Points Skills, Talents, Perks Roll
15 Money (Filthy Rich)
10 +2 level w/Multipower
2 Diplomatic Immunity; Generic Limitation (Only in the Chinese Spirit Worlds): -1
3 Scholar
1 Knowledge: Alchemy and Magical Artifacts 11-
1 Knowledge: China 11-
1 Knowledge:History 11-
1 Knowledge: Sorcery 11-
1 Knowledge: The Magical Realms 11-
1 Knowledge: Magical Beings 11-
1 Knowledge: Mystic Artifacts 11-
3 Linguist
0 Mandarin (Imitate Dialects); Literacy: Standard, 0
2 Wu (Completely Fluent w/accent); Literacy: Standard, 0
1 English (Fluent Conv.); Literacy: Standard, 0
1 Arabic (Fluent Conv.); Literacy: Standard, 0
Yu Qilin has plenty of servants and minions – but in game terms they’re all built on zero points with a couple of disadvantages, and are pretty ineffectual compared to any hero. They were good at kidnapping DNPC’s and such back in the 20’s when the west often saw Yu Qilin as being a villain or some such though. Similarily, he has plenty of “bases” too, but they are – once again – built on zero points with a couple of disadvantages, and don’t actually cost him anything.
44 Total Skills, Talents, Perks  

 

Cost Equipment
25 Pinyan of the Pheonix King; OIF (Pinyan – a Chinese-Style Jacket): -½; Side Effects (Watched by the Phoenix King and the Eyes of Heaven, ): 30/Half, -½; Generic Limitation (Side Effects cannot be avoided. ): -½; Visible (The magical aura of the Celestial Phoenix Feathers in the garment are obvious to any mage. The coat itself is absurdly conspicuous.): -¼
(5) 5″ Flight (NC: 10″) 0; Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 15; Reduced END: Zero, +½
(4) Running (+4″, 10″, NC: 20″) 0; Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 12; Reduced END: Zero, +½
(5) Armor (5 PD/5 ED)
(11) Life Support (total)
5 2d6 The Dragon Guantlets: Aid to Taoist Sorcery Multipower Slots (Fade/week, Max. 12) 0; Range: 0; Affects: Single Power of Special Effect, +¼; Charges: +3, -1¼; Extra Time: 1 hour, -2½; OIF (Dragon Gauntlets): -½; Generic Limitation (Game Master allots half the granted points.): -1; Autofire: 5 shots, ½
30 Total Equipment

 

100+ Disadvantages
20 Normal Characteristic Maxima
5 Dependent NPC (Daughter) (Slightly Less Powerful, 8-); Skills: Normal, +0
10 Dependent NPC: Descendant (Normal, 8-); Skills: Normal, +0
5 Distinctive Features: Dresses as an Ancient Chinese Sorcerer-Priest; Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0
10 Hunted: Assorted other Occultists (They want the Pinyan of the Phoenix King). (11-); Capabilities: Less Powerful, 5; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
20 No Code Against Killing (Common, Total)
15 Honorable (Common, Strong)
15 Reputation: Elder Chinese Sorcerer-Judge (11-, Extreme)
10 Watched: Western Heroes (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
15 Superpatriot (Uncommon, Total)
125 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
46 + 114 = 160 225 = 125 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 5 13 13/9 12/8 3, 6, 9, 12

 

Champions – Doctor Wyoming Smith

Doctor Wyoming Smith likes to claim that “Indiana Jones” is based on him – and, at least within the setting, he might be right. He should be pretty recognizable either way. Regardless of his true origin, Dr Smith is pretty much at the upper end of things for a normal human pulp hero. While his “powers” and skills are hardly impressive by the standards of a Champion, they’re expert-plus by normal standards – and their breadth is impressive. About the only things he’s not all that good at are electronics, computers, and electronic systems – and if he’s coming out of his semi-retirement, he’ll probably get those sorted out in short order.

——————————————————————————

Unlike most “young heroes”, Doctor Smith was born in 1899 – and if it wasn’t for his drastically- slowed aging, he’d be long past his (apparent) late 30’s. Over decades of adventuring, he’s lived a long and full life. He’s had children, and grandchildren, and he’s found friends – and made enemies – all over the world. He’s spent much of that time in the shadows, dealing with the things that most people would rather ignore – and now that those things are out in the open again, his role is being thrown into prominence once again.

He isn’t really aware that he’s started a new stage in his life; he was more or less at his limits – but now, as a Champion, he can continue to develop. Unlike most of the kids he hasn’t yet shown any new powers, but it is pretty much certain that he will. Until then… Doctor Smith will defend himself and advise the reckless youngsters who have been entrusted with the burdens of the defense.

——————————————————————————

Doctor Smith was requested – but another reason for building him was because I went looking for an existing adaption and found one built on 720 points – and inferior to this version in almost every way (notably, by having no “pulp powers” or equipment at all). Yes, it was for a later edition that increased the cost of skills (a mistake, since skills are already over-expensive when compared to the cost of building a near-infallible “skill multipower” with small powers that can do the same things almost instantly) – but 720 points? That’s really kind of excessive for a fairly normal human, even if you throw in a bit of plot armor, iron will, rapid “between scenes” healing, and other cinematic touches – which the build didn’t. 

Overall, Doctor Smith can play the wise mentor and handle almost any situation calling for mundane skills. He can defeat basic humans by the score – but isn’t really up to fighting serious superhumans. On the other hand… he can handle all your needs for local contacts all by himself. That’s not a bad power all by itself.

 

Wyoming Smith

Value Characteristic Points
15 STR 5
15 DEX 15
13/18 CON 6
10 BODY 0
13 INT 3
11 EGO 2
15 PRE 5
13 COM 1
4 PD 1
4 ED 0
3 SPD 5
7 REC 0
20 END -8
27 STUN 0
Total 35

 

Points Powers END
2 Elemental Control: Pulp Hero (5-pt reserve); Generic Limitation (No power may exceed 10 active points.): -¾; Visible (Obvious pulp hero.): -¼
a-2 Armor: Only a flesh wound! (4 PD/3 ED)
b-2 +10 PRE: I’ve seen worse!
c-2 Mental Defense: Unconquered Will (12 pts)
d-2 +5 CON: Tough As Nails
e-2 Regeneration (1 BODY/hour)
f-2 Resistance (+10 to EGO Rolls)
13 Pulp Fisticuffs Multipower (30-pt reserve); Generic Limitation (Martial Arts Powers Only): -½; Generic Limitation (Slots may not contain more than 15 active points. He may thus use two slots at a time): -½; Visible (Obvious pulp hero.): -¼
m-1 +10 STR: Expert at Leverage; Doesn’t Affect Figured: -½; Reduced END: Zero, +½; Generic Limitation (Only for combat purposes; cannot lift massive weights, rip apart entangles, etc.): -½ 0
m-1 Hand-to-Hand Attack / Fists of Steel (3d6, Total 6d6); Range: 0; Reduced END: Zero, +½ 0
m-1 Hand-to-Hand Attack Stunning Strike / Joint Lock (2d6, Total 3½d6); Range: 0; No Normal Defense (Vrs bulky body armor, amorphous or animated-solid body,, or otherwise not having nerves to strike at.): +1; Reduced END: Zero, +½ 0
m-1 ½d6 Killing Attack (HTH) / Bone Breaker (Total 1d6+1); Range: 0; Reduced END: Zero, +½ 0
m-1 +5 DEX / Practiced Brawler
m-1 Running / Light On His Feet (+5″, 11″, NC: 22″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 11; Reduced END: Zero, +½ 0
m-1 Superleap / Mighty Leap (+5″, 8″, NC: 16″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 11; Reduced END: Zero 0
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
4 2d6 Aid: To local knowledges and contacts (Fade/week, Max. 12); Range: 0; Extra Time: 1 hour, -2½; Activation: 14-, -½; Side Effects (An old enemy turns up.): 30/Half, -½; Charges: +3, -1¼; Affects: Single Power of Special Effect, +¼; Generic Limitation (Effects are fixed for any given area; once it is established that you know the greater Los Angeles area at 11- and have two contacts there, this will change only if the GM opts to change it.): -½; This “power” allows the user to have a selection of local knowledges and contacts pretty much everywhere he or she goes – but the deeper the user’s knowledge of an area, the more likely that there’s an old enemy around somewhere. 0
1 Immune to Aging; Generic Limitation (Ages very slowly compared to a normal human, but does age): -1
45 Total Powers  

 

Points Skills, Talents, Perks Roll
30 +6 level w/Overall Level; Side Effects (User is hotly pursued by nefarious groups that want to use his or her skills and is regularly dragged into bizarre adventures.): 30/Half, -½; Generic Limitation (Side effects cannot be avoided.): -½
28 Basic Skills
(1) Acrobatics 8-
(0) Acting 8-
(1) Animal Handler 8-
(1) Breakfall 8-
(1) Bribery 8-
(1) Bureaucratics 8-
(0) Climbing 8-
(1) Combat Driving 8-
(1) Combat Piloting 8-
(0) Concealment 8-
(0) Conversation 8-
(1) Criminology 8-
(1) Cryptography 8-
(0) Deduction 8-
(1) Demolitions 8-
(1) Disguise 8-
(1) Forensic Medicine 8-
(1) Gambling 8-
(1) High Society 8-
(1) Interrogation 8-
(1) Lockpicking 8-
(1) Mechanics 8-
(1) Navigation 8-
(1) Oratory 8-
(0) Paramedic 8-
(0) Persuasion 8-
(0) Profession: Teacher 8-
(1) Riding 8-
(1) Security Systems 8-
(1) Seduction 8-
(0) Shadowing 8-
(1) Sleight of Hand 8-
(0) Stealth 8-
(1) Streetwise 8-
(1) Survival 8-
(1) Tactics 8-
(1) Tracking 8-
(1) Trading 8-
8 Transport Familarities
(2) Ground Vehicles
(2) Air Vehicles
(2) Riding Animals
(2) Water Vehicles
8 Language Skills
(3) Linguist
(0) English (Imitate Dialects); Literacy: Standard, 0
(1) French (Fluent Conv.); Literacy: Standard, 0
(1) German (Fluent Conv.); Literacy: Standard, 0
(1) Spanish (Fluent Conv.); Literacy: Standard, 0
(1) Ancient Egyptian (Fluent Conv.); Literacy: Standard, 0
(1) Mayan (Fluent Conv.); Literacy: Standard, 0
8 Knowledge Skills
(3) Scholar
(1) Geography 11-
(1) Art 11-
(1) Law 11-
(1) Mythology 11-
(1) Music 11-
(0) Popular Culture 8-
(0) Museums of the World 8-
12 Sciences
(3) Scientist
(1) Anthropology 11-
(1) Archaeology 11-
(1) Architecture 11-
(1) History 11-
(1) Linguistics 11-
(1) Literature 11-
(1) Occultism 11-
(1) Paleontology 11-
(1) Sociology 11-
3 Perks
(1) Assorted Degrees
(1) Passport
(1) International Driver’s License
3 Talents
(3) Lightsleep
100 Total Skills, Talents, Perks  

 

Cost Equipment
4 1d6+1 Pistol: Ranged Killing Attack 0; Range: 100; OAF: -1; Charges: +6, -¼; Clips: 4; Gestures: Instant Power, -¼; Independent: -2; Visible (Must often be left behind): -¼; Generic Limitation (Takes one phase per round to reload. ): -¼
5 Whip: Stretching (3″, NC: 6) 0; Non-Combat Multiplier: ×2, +0; OAF (Whip): -1; Reduced END: Zero, +½; Generic Limitation (Whip: Cannot push, or force things to one side, no noncombat multiplier, etc.): -½; Independent: -2
8 Lucky Hat (Luck) (6d6); Focus (Hat): Inobvious Accessible, -½; Independent: -2; Only in Hero ID: -¼
1 Absolute Time Sense (Wears a Watch).; OAF (Watch): -1
!2 Leather Jacket: Armor (1 PD/1 ED) ; OIF (Adventuer’s Outfit): -½
20 Total Equipment

 

100+ Disadvantages
10 Reputation: Adventuring – and Meddlesome – Archeologist (11-)
5 Rivalry: Other Adventurous “Archeologists”; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0
15 Dependent NPC: Girlfriend / Sidekick (Normal, 11-); Skills: Normal, +0
5 Dependent NPC Father or Associate (Slightly Less Powerful, 8-); Skills: Normal, +0
20 Hunted: Malevolent Government/Occult Organization of the day. (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Watched: The Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
10 4d6 Unluck; Generic Limitation (Only for randomly running into old enemies): -1
15 Code of Chivalry (Common, Strong)
15 Cannot bear to destroy historical artifacts and knowledge (Common, Strong)
20 No code versus killing (Common, Total)
125 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
35 + 145 = 180 225 = 125 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 4 12 9/5 8/4 4, 8, 12

 

Champions – Nightmare Shard Invictus

In the fell clutch of circumstance
I have not winced nor cried aloud.
Under the bludgeonings of chance
My head is bloody, but unbowed.

Beyond this place of wrath and tears
Looms but the Horror of the shade,
And yet the menace of the years
Finds, and shall find me, unafraid.

-William Ernest Henley, Invictus

The cities have fallen. Without the spirits of nature to draw strength from, gun restrictions, police hamstrung by regulations, and a soft and unprepared citizenry, spelled out their doom. Warnings from the REAL America had fallen on deaf ears. They had had no chance when the Enemy came – horrific aliens, breaching the borders of reality, and simply going around the few, feeble, wards that supposedly guarded those borders.

Their people were slaughtered. What was left of the military – the REAL soldiers, not the soft air force pilots and high command but the Marines, Navy SEALS, and other groups – had fallen back into the countryside, joining forces with the folk who yet remained rooted there – and who were being aided and reinforced by the spirits of the land itself.

In the face of growing resistance and ever-fewer targets, the advance slowed – but the resistance still only holds small patches of territory, and even those only by constant vigilance and endless war against the Aliens. And every so often… another center of resistance falls.

Invictus is more or less a combined parody of the post-apocalyptic invasion “Survivalist Redneck Resistance”, “Last Patrol”, and “Egotistical Magical Shapeshifter Guardians” genres – a realm where highly patriotic redneck shapeshifters (usually werewolves or tigers or other big predators) with shotguns working with tough-as-nails military patrols still hold the hills and wilds in the face of a nigh-invincible alien invasion.

No, that doesn’t really make a lot of sense. Or even a LITTLE sense. This is a Nightmare Shard. It doesn’t HAVE to make sense. It’s history and rules are whatever fits it’s internal narrative – which is the only thing giving it enough stability to survive for a time. It isn’t really very big either; the map turns back upon itself , drifts off into vagueness, or sometimes fades into another shard after you’re fifty or eighty miles into “enemy territory” – and most of the storied lands beyond the remaining human territories never really existed in the first place. There will be no aid from THERE.

——————————————————————————–

Amadin Striking Hawk is a notable leader of the resistance. His Amerindian ancestry gives him a greater bond with the spirits (yep, that’s another racist stereotype, but that’s the way that this Shard runs) and allows him to use a wide variety of magic granted by the great totems. While that lacks the destructive power (and easy reloadability) of the more conventional weapons that most of his friends use, it’s versatility has been a boon to the resistance.

And yes, he’s an arrogant, chauvinistic, prejudiced, racist, domineering, asshole. He’s also brave, determined, protective, and willing to put himself in danger to protect people whom he doesn’t much like. More importantly… even if he didn’t have any worthwhile qualities, he and his equally obnoxious allies still wouldn’t deserve to spend a few millennia being slowly devoured by Lovecraftian horrors from beyond.

——————————————————————————–

Amadin’s powers are pretty straightforward; he’s been bonded with a wolf-spirit to become a Loup-Garou – a werewolf with spirit-senses. In his wolf and wolf-man forms he’s faster, stronger, tougher, and far more alert than any normal mortal He also happens to have some shamanistic magic – nothing all that powerful, but he can use his selection of minor spiritual gifts to boost himself in a variety of ways and for some special tricks even if he can’t use any individual trick more than three times per day.

As a human he’s a decent car mechanic – and something of a womanizer.

A party of Primeworlder Champions will probably find him most useful for his special senses – although whether it’s worth putting up with him to get them is an open question.

Amadin’s Loup-Garou package is pretty standard locally (with minor tweaks to represent other kinds of shapeshifters), although most of the other local Loup-Garou / werewolves are built on fewer points and have the “equipment allowance” power (and conventional weapons and vehicles) instead of his Spirit Magic multipower.

 

Amadin Striking Hawk

Value Characteristic Points
0/40 STR -10
18 DEX 24
13/23 CON 6
10/15 BODY 0
8 INT -2
11 EGO 2
15 PRE 5
12 COM 1
6/8 PD 0
5/7 ED 0
4 SPD 12
11 REC 0
46 END 0
30 STUN -12
Total 26

 

Points Powers END
2 Elemental Control; Loup-Garou Powers (5-pt reserve);

Generic Limitations (Comes with powerful wolf instincts. The “user” is highly territorial, desperately wants a pack, is inclined to chase things that run, and so on. ): -½; “User” is Touched by the Qliphoth, and must make Ego checks to resist flying into rages, considers normal people inferior, finds it hard to stop fighting, and has little empathy: -½.

a-6 Armor (8 PD/4 ED)
b-7 Regeneration (1 BODY/5 min.); Regenerate: From Death, +20; Generic Limitation (Cannot heal damage caused by magic, silver, or the natural weapons of other shapeshifters. This is commonly known.): -1
c-3 Enhanced Perception (all) (+4 to PER)
d-4 Tracking Scent; Addition (Discriminatory): +5
e-2 See The Spirit World(s) (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5
f-2 Hear The Spirit World(s) (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5
g-4 Shape Shift; Wolf/Wolfman/Human (Single Form); Reduced END: Zero, +½ 0
h-6 Running (+5″, 11″, NC: 44″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 30; Reduced END: Half, +¼ 1
i-12 1½d6 Killing Attack (HTH) (Total 3d6+1); Range: 0; Reduced END: Half, +¼ 1
j-2 Power Defense (10 pts); Automatically protects against any attempt to remove werewolf disadvantages or abilities, but only works for that.: -½
k-14 +30 STR; Reduced END: Half, +¼ 1
l-7 +10 CON
m-2 +5 BODY
n-4 Density Increase-2 (×4 mass); Mass: 208 kg/458 lbs; Extra PD: +2; Extra ED: +2; Extra STR: +10; Knockback: -2″; Reduced END: Zero, +½ 0
o-4 Survival 17- 0
12 Multipower: Spirit Magic (30-pt reserve); Generic Limitation (All slots must have three charges per day.): -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Costs END: -½
u-1 3d6 Vine Growth / Entangle (DEF 3); Range: 150 3
u-1 6d6 Healing / Mother Moon’s Touch 3
u-1 Clairsentience / Eyes of the Spider (Hearing, Sight); See: Present, +0; Dimensions: Current, +0; Range: 150″; Charges: +3, -½; Continuing Charges: 1 Minute, -3 lev. 3
u-1 Clinging / Gift of the Chameleon (Clinging STR +15); Charges: +3, -½; Continuing Charges: 1 Minute, -3 lev
u-1 Force Field / The Turtle’s Shell (15 PD/15 ED); Charges: +3, -½; Continuing Charges: 1 Minute, -3 lev 3
u-1 Stealth / Stance of the Coyote; Charges: +3, -½; Continuing Charges: 1 Minute, -3 lev 25-
u-1 Superleap / Leap of the Cricket (+30″, 38″, NC: 76″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 89 6
u-1 30″ Gliding / Wings of the Bat (NC: 60″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 89; Charges: +3, -½; Continuing Charges: 1 Minute, -3 lev
u-1 Extra-Dimensional Movement / Walk The Spirit Worlds; Dimensions: Group, +10; Charges: +6, -¾; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None 3
u-1 Darkness / Call the Night (Normal Sight, 3″ radius); Range: 150; Charges: +3, -½; Continuing Charges: 1 Minute, -3 lev 3
u-1 1d6 Killing Attack (RKA) / Summon Wasp Swarm; Range: 150; Continuous: +1; Charges: +3, -½; Continuing Charges: 1 Minute, -3 lev 3
u-1 2d6 Aid to Multipower Slots / Communing with the Spirits (Fade/month, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Charges: +3, -1¼ 3
105 Total Powers  

 

Points Skills, Talents, Perks Roll
10 +2 level w/HTH Combat
3 Mechanics 11-
2 Knowledge: Automobiles 11-
3 Seduction 12-
1 Tactics 8-
19 Total Skills, Talents, Perks  

 

75+ Disadvantages
15 Accidental Change when exposed to the Full Moon or Major Magic (11-)
15 Superpatriot (Common, Strong)
15 Feels nature is far superior to technology and cities (Common, Strong)
15 Wants to be dominant (Common, Strong)
15 Reputation: Everyone knows about werewolves (11-, Extreme)
75 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
26 + 124 = 150 150 = 75 + 75

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 4 0 16/8 11/4 3, 6, 9, 12

Height: 168cm (5’6″), Weight: 52/208kg (114 lbs/458 lbs), Sex: Male, Age: 16, Race: Human (Werewolf)

 

Champions – The Young Heroes Setting and the Gates of the Qliphoth

PART THE FIRST: ON THE STRUCTURE OF THE WORLDS

No one knows if there is something that can see it clearly – but in the spaces between the worlds, amidst the wild flux of dimensional energies and the reality storms, the world-lines of the multiverse coil like tangled threads. The myriad worlds cluster, supporting each others reality – pooling bits of history, of natural laws, or reality and continuity. The worlds of a cluster mirror each other like the strands of a cable or the members of a herd.

For linked groups of worlds are stronger; where one is damaged or threatened, others support it. Worlds which stray too far from their shared essence become vulnerable. Occasionally, a new world springs into being near a cluster’s heart, and souls take up residence there. Occasionally, a world-line wanders from it’s cluster – sometimes becoming the heart of a new cluster, sometimes joining another cluster- but more often falling back into chaos and being destroyed. Memetic echoes of such events echo through the spaces between the worlds in warning, and other worlds tell tales of apocalypse – destruction and revelation in one, just as the members of a cluster tell tales of each other.

The multiverse thus favors groups of linked universes. usually clustered around one or more worlds of great strength. Those “prime” worlds, filled with powers, and wonders, support clusters of hangers-on, worlds which follow the broad sweep of their history even if they are more limited realms. Prime worlds draw on the secondary ones for stability in their structure, history, and laws – much of which they have forfeited in having rules so loose as to allow marvelous powers to their inhabitants. Secondary worlds also enjoy the stabilization of history (although that is a lesser concern to them since it is not so easily altered there in the first place) and access to empowered Champions when such are needed – for there is that which threatens.

The Earth we live on… is a secondary world. The tales told here… are of the Primeworlds and their Champions.

PART THE SECOND: THAT WHICH AIDS AND OPPOSES

As for what threatens… there are those from OUTSIDE. From the spaces which are not. Things that should have been dead for eons, things that have grown into the Qliphoth – the negative spaces left behind where worlds have died, becoming embodiments of death, decay, and futility.

They are the enemies of all creation. They hunger, and feed upon the death of worlds. They lay in wait, they besiege the gates, they slip through the gaps in the defenses – and where they lay even the faintest touch, they corrupt. Where they are invited… they empower destructive madmen, and seek a bridgehead.

They are less than dust, and yet rise to do far, far, worse than kill.

Intelligent life can open the gates – and Intelligent life can close them. Throughout the history of an intelligent species, the long battle will wax and wane – most often focused upon the prime worlds of a cluster, those which can empower champions and lend their strength to lesser worlds.

What foes do the Champions face?

  • Least among foes are the Petty Criminals – sneak-thieves, embezzlers, shoplifters, pickpockets, and even thugs and murderers. Such “enemies” are rarely all that threatening, and are not worth a heroes time if something more important is going on. There are plenty of Petty Criminals – and, since they are targets of the Qliphoth just like everyone else, they are usually more than willing to cooperate with a Champion when an actual menace is in play.
  • The Touched are all too common. It doesn’t matter exactly HOW they were exposed to the Qliphoth. Weird experiments, mystic rituals, using (whether accidently or on purpose) some talisman of device, and all kinds of accidents will work if they happen to take place at the wrong place at the wrong time. The Qliphoth grants the Touched various reality-breaching and/or destructive powers – and damages their minds to at least some degree. Super-powered obsessive vigilantes, criminals, and psychopaths are all counted among the Touched, and all help to undermine the order of the world in their own ways.
  • Warlocks – whether out of desperation, foolishness, or a (rightful or wrongful) desire to strike out – have called upon the Qliphoth willingly, and with at least some knowledge of what they were doing. Many or most believe (or believed) that they can at least mitigate the mental damage of dealing with the Qliphoth. Some of them are even right – but the mental state of those who would call on the Destroyers of All Creation for help is rarely good in the first place. Warlocks tend to become more powerful, more reckless, and less sane, as time passes.
  • The Nameless: These lost folk have been devoured – a process which often wipes them from history as if they never were if they are not simply from a lost world to start with – and are little more than concealing shells for the power of the Qliphoth. While powerful, the Nameless cannot remain in a living universe for long after their shells are destroyed unless they can cause enough local damage to it’s structure to create a Qliphothic Bridgehead – and are usually fairly easily identified by perceptive heroes. A group of Nameless can easily qualify as a potential extinction event, so it is most unwise to let them gather.
  • The Heartless: Some of those who fight gaze too long into that abyss. They become lost in the battle, forgetting the things which make the world worth defending. They are become void, the world their chessboard, and all those within it merely pawns to be played and sacrificed in the great war – even if the chessmasters are no longer sure of why they fight.

The Heartless generally do not directly serve the Qliphoth. In fact, they can be powerful patrons and allies for those who oppose it. Still, the greatest weapons against the Qliphoth are emotional and spiritual. The affirmation of life found in love, honor, idealism, youthful energy, heroism, determination, loyalty, conviction, and self-sacrifice empower the greatest Champions and multiply their efforts against the creatures of the Qliphoth (yes, they have vulnerabilities). Calculation, massive power, and a willingness to make “the hard choices” can help – but are not nearly as effective. The tactics of the Heartless rarely win in the long run, which does not stop them from trying to fix things by recruiting more pawns. After all, if they could understand the problem, they would not be Heartless in the first place.

The Heartless also make good hunteds: the desire to recruit pawns and agents can be just as pernacious as any other motive – and can complicate things a lot more than just having a captured hero put into a deathtrap. Unfortunately for any plans to fight them directly… they tend to be very experienced, obscenely powerful, and have great resources.

  • The Elemental Powers of the Natural World need humans to focus and channel their might – but make powerful allies and empowering patrons, even if they don’t understand humans all that well.
  • Then there are the Champions – heroes with any of a wide variety of cosmic exemptions from the normal rules. Sorcerers, Psychics, Mutants, Martial Artists, and more. Some abuse their power, and many of them aren’t very nice at all – but in the end all except the occasional utter nihilist are allies against nonexistence.
  • Finally, of course, there are the normal folk – caught in the middle, pretty much as always.

PART THE THIRD: PLACES TO GO

Thule:

Centuries ago a world started to drift away from the main cluster. Thule’s history slowly diverged as the shared souls that hold the clustered universes together were born into it less and less frequently and the links between it and the other worlds of the cluster stretched thinner and thinner – and began to break. Worse… it was a universe that allowed only minor powers to it’s residents. It’s chances of survival on its own to gather it’s own sheaf of variants around it, was not so good.

Thule’s version of the Second World War was twisted, and dark, even beyond what most of the worlds in the primary cluster experienced. Madmen, either unknowing or uncaring that they were ultimately dooming their world, called upon the Qliphoth with rivers of blood, and turned what answered against their enemies. The armies and champions of that world defeated those fools in the end – but it was a pyrrhic victory, and the lights of their reality began to go out as darkness descended.

The touch of the Qliphoth corrupted. Dark cults, twisted mockeries of humanity, and outright horrors stalked the world. Civilization – and the bonds which held Thule stable – began to fail. The Qliphoth gradually corroded the structure, unity, and coherence of the realm. Its history became debatable, its very nature began to vary from place to place as its reality was undermined more and more.

Eventually… Thule shattered. All that remains now is an incoherent swarm of fragments of reality – each tiny worldlet reasonably consistent internally (if small) – but each facing immanent doom via some Qliphothic nightmare. Each a Shard of Nightmare.

The only hope for the inhabitants of a Nightmare Shard is to either escape to a stable universe (and hope that the path can be sealed behind them) or to somehow merge their shard with a stable universe and hope that its Champions will accept their presence and can seal off the potential bridgehead

Nightmare Shards are ultimately a dilemma; they are too small to be stable. Even if you fight off the zombie horde, or alien invasion, or persuade the protective werewolf tribe to shelter you, or deal with the failing reactor that provides the only warmth in a sunless world… another menace will rise. How far will you risk your own world to save a handful of people from another? Will you try to save the entire shard, or just the people in it?

Nightmare Shard characters are normally built on a 75-point base with a grand total of 100 to 150 points after disadvantages. Any super-powers must be relatively subtle, technological, or classical supernatural so as to fit in with their origin shard.

The Primeworlds:

For the Primeworlds the slow fall of Thule offered a small benefit; it relieved the pressure on the worlds remaining in the cluster. With the dimensionally-local monsters of the Qliphoth tearing at easy prey… the attacks elsewhere lessened. In many cases to the point where the battles were mere border skirmishes at the very edges of the world. With the forces of the Qliphoth held back, the Touched became rare – and fewer would-be Warlocks could manage the initial contact. With little need… fewer Champions were created.

It wasn’t exactly a golden age, but it was calm enough to let most of the world pretty much forget about the Champions and major super powers for a century or so. The Primeworlds are a little bit better than Earth – shinier, better technology, and nicer all around. There weren’t a lot of famines, or major wars, or other nonsense.

And then – just a few months ago – Thule shattered. Refugees and assorted horrors started to flee to the Primeworlds. The eternally-hungering forces of the Qliphoth turned their attentions back to the Cluster as well, attacking both directly and through their empowerment of Touched and Warlocks. New Champions were needed – and so they came into being.

Today in the Primeworlds old legends are made manifest, the Heartless move their pieces once more according to their own visions, and confusion reigns. It is a new heroic age – and the new Champions have little to guide them; the vast majority of the older Champions are long since retired or dead of old age.

Primeworld Characters are starting superheroes – usually with powers that aren’t entirely reliable yet, are highly limited, or which they do not yet know how to use. They’re built on a 100 point base, with up to 150 points worth of disadvantages – but cannot actually spend more than 180 points to start with. Unspent points will come in to play as they gain experience – tripling what they get for their first adventure and doubling awards after that until they’ve exhausted their unspent points. Many of them are fairly young as well.

The Secondary Worlds are defined by their limits. They may allow low-grade psychic powers and magic, or shapeshifters and lycanthropes, or impossibly-skilled weaponmasters, or advanced computer technology, or “steampunk” stuff, and they may be a few centuries behind or ahead – but everything in one of them is restricted to things that fit the local “theme”. The major elements of their history – their languages, nations, and so on – remains much the same as well. Other than that… they come in an immense variety.

Secondary World Characters are normally built on a hundred point base with up to fifty points worth of disadvantages and must always follow the themes of their origin world. They can grow beyond those restrictions if they spend a lot of time in the Primeworlds however.