Eclipsing Sunspot

Roberto da Costa was a handsome rich kid and occasionally successful womanizer at fourteen (he may well, for example, have a few half-Asgardian kids that he doesn’t know about). Brash and more impulsive than was good for someone who was tough but not armor-plated, he was a reliable, if somewhat sarcastic, friend – but was mostly distinguished from any of a thousand other good-looking super-strong types by his limitations. HIS special abilities were solar powered and ran out pretty quickly in the dark and he was just tough enough to avoid injuring himself with his own strength – and even that was only while he was powered up.

Bobby originally absorbed solar energy and used it to boost his strength and durability as well as to swiftly recover from simple injuries and to throw off the effects of Selene’s life-draining touch (and even to stun her with the energy overload). Given that be absorbed light and heat, he seemed to be fairly resistant to such effects as well. Later (and after very large power boost from Gideon’s pointless experiments on him) he learned to use his powers for flight and projecting energy blasts (Black ones. Which makes little sense even by comic book standards but does look neat). His evil twin “Reignfire” pulled the standard comic-book routine about “imagination in using your abilities is far more important than years of practice!” (Given that we’re not overrun with rock stars and super martial artist kids I’d say it’s not, but comics) and Roberto soon learned to create rains of fire, give people heat stroke or hypothermia, absorb lasers and gamma rays, and survive in space. He also seems to have become much tougher (possibly at the expense of his flight, blasting, and more subtle powers – although they may be stronger than ever but cause him to age when he uses them).

During his early days Bobby ran out of power quickly, but his ability to absorb and store power grew with time and experience – and was then super-charged by Gideon’s experiments. Currently, given that he can now absorb ambient heat energy for power, running out of energy is no longer a concern barring truly exceptional circumstances.

Socially, according to the Marvel Wiki, he’s also been the Black Rook, Black King, and Lord Imperial of the Hellfire Club, a leader in the X-Corporation, bought out A.I.M., became it’s Supreme Leader, and turned it into a legitimate organization, funded and led an Avengers team, joined forces with US Intelligence, gone independent again, and continues to control massive global business interests. That’s blatantly in the “Multi-Billionaire” range, which is doing pretty well for someone who’s inheritance was in the “Millions” range. In any case, “Bobby” really hasn’t changed his actual personality or behavior patterns very much. Why should he? Doing what he does has worked out fairly well for him up until now.

We’ll be comparing to THIS build, but that seems to leave out a lot – rather like the build for Mirage left out most of her abilities as a Valkyrie so as to fit her into “power level ten”. Ergo, I’ll mostly be using the attribute estimates, but will be adding in some stuff from his Wiki entries.

Four Color Package (24 CP):

  • This includes Superheroic Physics, Superheroic Durability, Superheroic Build, Rapid Recovery, Minor Conventions (Ready for Inspection, Comics Code, It’s Sufficient, Heroic Will, Heroic Rally, Coincidental Catch, Heroic Health, and a Minor Benefit (in her case, +2 Charisma).

Pathfinder Package Deal (Free).

Pathfinder Human (Free)

Basic Attributes: Str 14 (+2 Enh = 16, 32 when powered up, up to 48 when “surging”), Int 13, Wis 12, Con 14 (+2 Human +2 Enh = 18), Dex 14 (+1 Level +2 Enh) = 17, Cha 14 (+2 Enh = 16). (Pathfinder 25 Point Buy).

Mutant Powers:

  • Energy Absorption: Hysteria (Mutant Powers). With Extended, Warding, and Mighty, Specialized and Corrupted for Reduced Cost / must be exposed to a sudden surge or great amount of heat or solar energy (in other words, GMO) (8 CP).
  • Solar Strength: Mana-Powered Berserker with Controlled, Odinpower, Odinmight, and Enduring (21 CP): +16 Str, reduce all Stun damage taken by 4 points (a specialized increase to Damage Reduction).
  • Solar Vitality: Mana Powered Grant of Aid, Specialized for Reduced Cost and Corrupted for Increased Effect (may substitute for eating and drinking) / May only be used three times in any one-hour period, and no more than seven times per day in total (3 CP).
  • Solar Vigor: Immunity to Fatigue and Exhaustion (Common, Minor, Minor, Specialized/powered by Mana, 2 CP).
  • Solar Powers / Adept: Charisma-Based Solar and Anti-Solar Rune Magic Casting and Mastery (6 CP) plus Fast Learner, Specialized and Corrupted for Triple Effect only to keep Rune Magic Adept skills and the Sunfire Style Martial Art maxed out (6 CP), Eldritch (Even his solar effects are generally black, 0 CP), Augmented Bonus (Add Con Mod to Cha Mod for Skill Purposes, Specialized and Corrupted for Triple Effect / only for Rune Magic, only for Solar and Anti-Solar Rune Magic, 6 CP). Net Rune Magic and Sunfire Style Skills: +10 (Purchased) +3 (Charisma) +12 (Augmented) = +25 (Caster Level 12, Effects of up to Level Six, 13 Martial Techniques).
    • Sunfire Style Techniques Known (with solar bolts): +3 Attack, +2 Defenses, Prone Combat, Versatility, Rapid Shot, Sunder, Inner Strength x2, Ki Focus (+4 Constitution), and Healing Hand.
  • Energy Resistances: Opportunist: May immediately draw Mana and “cast” Fire / Radiation / Cold Resistance / Immunity effects when exposed to an appropriate attack or environmental hazard without it counting as an action, Specialized / only on himself (3 CP).
    • The “Draw Mana” part is pretty cheesy – but this is really just a way of noting “he automatically casts appropriate resistance effects every hour or two”, so it makes no real difference.
  • Solar Metabolism: Innate Enchantment: All effects Spell Level 1 x Caster Level One x Unlimited-Use Use-Activated x.7 Personal Only (If applicable). 11,100 GP net value (12 CP).
    • Boosted Attributes: +2 Enhancement Bonuses to Str, Con, Dex, and Cha (5600 GP).
    • Immortal Vigor I: +(12 + 2 x Con Mod) HP (1400 GP).
    • Deep Breath: The user need not breathe. In combination with enhanced toughness this will allow survival in space for a considerable time. (2000 GP as it is already personal-only)
    • The Party Never Ends (Level Zero): The user may indulge in intoxicants without consequences, has immense sexual stamina, and may otherwise party insatiably (700 GP).
    • Force Shield I : +4 Shield Bonus to AC (1400 GP).


  • Skill Boosters: Upgrade Human Fast Learner to 2 SP/Level (3 CP), Advanced, Improved, Augmented Bonus (Diligent Learner; Add (Con Mod) to (Int Mod) for Skill Purposes, Specialized / only adds to skill points for levels 1-5 (6 CP), +1 Int for Skill Purposes (6 CP). Adept (Expertise (Business), Expertise (Pop Culture), Networking (a Shadowed Galaxy skill) and Persuasion, 6 CP).
  • Available Skill Points: 16 (Int) + 16 (Fast Learner) + 32 (Diligent Learner) +4 (Purchased, 4 CP) = 68 SP.
  • Skills: Acrobatics 8 (+2 Sy +3 Dex = +13), Athletics 6 (+4 Str = +10, +18 when boosting Str), Deception 3 +3 Cha = +6), Expertise (Business) 10* (+2 Int = +12), Expertise (Culture) 10* (+2 Int = +12), Insight 5 (+1 Wis = +6), Intimidation 4 (+3 Cha = +7), Martial Art (Capoeira) 10 (+3 Dex = +13), Networking 10* (+3 Cha = +13), Perception 3 (+1 Wis +5 Eq = +9), Persuasion 10* (+3 Cha = +13), Speak Language 2 (English, Spanish, Latin, Portuguese, and As’kani), and Vehicles 2 (+3 Dex = +5)
    • *Half cost due to Adept.
  • +3 Specialties: Soccer (usually used with Athletics or Acrobatics to play and Expertise/Pop Culture to know the rules and plays) (1 SP), Networking (South American Businesses, 1 SP), Deception (tricking people who find him attractive, 1 SP) and Persuasion (persuading people who find him attractive, 1 SP), Expertise (Business) (Takeovers, 1 SP), Athletics (Recreational, 1 SP. Yes, this includes sex),
  • Unarmed Techniques Known: Defenses +2, Synergy (Acrobatics), Improved Grapple (No AOO, +4 to Grapple Checks, 6 CP)), Fast Grab (may initiate a Grapple with a normal melee attack (6 CP), Improved Critical, and Whirlwind Attack..

Given that Roberto has trained with Wolverine and the X-Men, Captain America, the Black Panther, Daredevil, and the Avengers, and done reasonably well, he’s probably pretty good at the unarmed combat thing.


  • BAB +6 BAB (Corrupted, does not contribute to iterative attacks, 24 CP)
  • Hit Dice: 12 (L1d12, 8 CP) +32 (L2-7d8, 24 CP) +36 (Con Mod x 9) +12 (Immortal Vigor) = 92 (Mutants & Masterminds: Toughness 11, 12 with Costume, +1 when Str Boost in use.
  • Saving Throws: +3 Fort (9 CP), +2 Ref (6 CP), +2 Will (6 CP). All +2 Resistance, net Fort +9, Ref +7, Will +5.
  • Proficiencies: Proficient with all Simple Weapons (3 CP).
  • Armor Class: 10 (Base) +4 (Dex) +4 (Armor) +4 (Shield) +2 (Martial Art) = 24.
  • Attacks
    • Unarmed: +11 or +18 (+6 BAB +4 or +11 Str +1 Magic), 1d4+5 or 1d4+12, in either case +1d6 versus robots, constructs, etc (Mutants & Masterminds 6 or 13, 8 / 15 versus robots, including Sentinels). Crit 19-20/x2, Improved Grapple, Fast Grab, and Whirlwind Attack, Magic and Adamantine.
    • Solar Blasts: +12 (+6 BAB +3 Martial Art +3 Dex), usually 12d6 (Mutants ( Masterminds 12). Versatile, Rapid Shot (may use two lower-level bolts), Sunder (may target small objects carried by others without penalty). Note that his solar powers can be greatly augmented if he has enough energy to channel.

Minor Items:

  • Expertise (May trade AC and Attack Bonus, and Attack Bonus and Effect, 12 CP). It’s worth noting that, in Eclipse, those work both ways. You can trade AC for Attack Bonuses – or Attack Bonuses for AC. That’s quite handy when you want to fight defensively.
  • Major Privilege (Extreme Wealth, 6 CP).
  • Improved Initiative +4 (6 CP).
  • Luck with +4 Bonus Uses, Specialized and Corrupted/only usable when making a cooperative roll in support of a teammate (4 CP).
  • Luck with +4 Bonus Uses, Specialized and Corrupted/only for Saving Throws (4 CP).
  • Double Enthusiast, Specialized and Corrupted for Increased Effect / only for buying Privileges, Contacts, and Favors (Taken twice, for 12 CP worth of such things (12 CP).
  • Immunity / the time required to assign Enthusiast Points (Common, Minor, Great, Specialized and Corrupted / powered by Mana, only usable when points are currently unassigned – generally once per adventure. 4 CP).
    • In effect, Roberto can simply pull out contacts, favors, and privileges over the course of an adventure until he’s used 12 CP worth of such things – at which point his locally-available resources are exhausted for the moment, and any further attempts will take a while.
  • Minor Privilege: Access to super-technology equivalent to minor magical devices (3 CP).

Roberto is rich, and powerful, and has connections with multiple governments, intelligence agencies, criminal organizations, numerous superhero and supervillain groups, and more. That would be a LOT of power even without his mutant abilities. You never know what kind of handy connection or favor he’ll pull out when something needs to be done.

Overall Point Costs:

  • Four-Color Package: 24 CP
  • Hysteria: 8 CP
  • Solar Strength: 21 CP
  • Solar Vitality: 3 CP
  • Immunity to Fatigue: 2 CP
  • Solar/Antisolar Powers: 18 CP
  • Fire/Cold Resistance: 3 CP
  • Solar Metabolism: 12 CP
  • Skill Boosters: 21 CP
  • Skill Points: 4 CP
  • BAB: 24 SP
  • Hit Dice: 32 CP
  • Saves: 21 CP
  • Proficiencies: 3 CP
  • Minor Items: 51 CP

For a total of 245 CP

Available Character Points: 192 (Level Seven Base) +30 (Human, L1, L3, L5, and L7 Bonus Feats) +10 (Disadvantages: History, Accursed (the use of his powers is incredibly obvious due to his dark aura), ) +14 (Duties; superhero, businessman) = 246 CP. That leaves 1 CP left over. Buy a skill point or some permanent contacts or something.

Remaining Details:

Minor Four-Color Abilities: Automatically Stabilizes when below zero hit points, Solar Navigation (always knows his current latitude and longitude when exposed to the sun), Mask of Darkness (no one can make out his features when his powers are active).

As a seventh level character with a Major Wealth privilege, Bobby gains personal access to “wealth by level” at level eight – a value of 33,000 GP.

Standard X-Man Equipment Package (13,000 GP):

  • Kevlar Reinforced Costume (“Leather Armor”, but 40 GP and only 5 pounds), Masterwork (+150 GP), +1 (+1000 GP), Amulet of Tears (2300 GP. This can provide up to +36 HP per day. Throwing that into his HP total for the purposes of calculation in M&M provides Toughness 12 normally, 13 when “blasting”. Armor Crystal: a Lesser Iron Ward Diamond (2000 GP). This isn’t a big deal, but every little bit helps.
  • Advanced First Aid Kit / Healing Belt (750 GP).
  • “Pocket Secretary”/Hero Team Comlink: Satellite Smartphone with HUD and hands-free links (250 GP), Smartsearch (As per a Tome of Worldly Memory, 1500 GP), Intelligent (500 GP), Int, Wis, Chr all 10 (0 GP), 30′ senses, uses Message at will (1000 GP). Note that, since smartphones can talk anyway, there is no need to buy speech for it.
  • Reactive Contact Lenses / Raptors Mask (3500 GP).+5 to Spot (Perception), Immunity to being Blinded or Dazzled.
  • Utility Pouch: Keys, LED minilight, multitool, chalk, nylon ties, etc. All the little junk that pops up once in a blue moon (10 GP).

Other Equipment (20,000 GP):

  • Raise his Costume/Armor to +2 (+3000 GP).
  • Crystalfiber Weave: Ring of Adamant Weaponry (6000 GP).
  • Shield Generator: Vest of Resistance +2 (4000 GP).
  • Power Gloves: Body Wrap Of Mighty Strikes +1 (3000 GP) with a Least Demolition Crystal (1000 GP, +1d6 damage versus constructs, robots, etc).
  • That leaves 3000 GP – or about 60,000 Credits – worth of gear. Basically, if he wants to bring out some normal equipment he can easily afford it.

This is actually horribly inefficient compared to buying some technology – but is passive and a lot less trouble to keep track of.

As befits someone who’s had an enormous power boost, Sunspot is indeed a powerhouse – and likely to be a central pillar of any team he’s part of unless it’s got an Avengers-style lineup of characters like Thor, Iron Man, The Vision, Sersi, Quasar, Hyperion, the Scarlet Witch, and the Hulk. He’s strong, tough, fast, has versatile energy-manipulating powers, flight, wealth, resources, allies, invulnerability to several common energy types, and connections. Sure, other characters are likely to edge him out in particular fields, and he’s no mentalist or great detective – but there’s almost always SOMETHING useful he can be doing.


Eclipsing Warlock

Warlock illustrates a major problem in character conversions. Open-ended powers are fairly common in writing because you don’t have to explain exactly how the powers work to the reader until something comes up – which means that rules and limitations can be added as needed for your plot. In the comics this usually annoys selected readers – the ones who see how a particular ability could easily be used to solve a problem if it wasn’t for the fact that the character with that ability apparently knows nothing about a field that they’re supposed to be an expert in. In reality, this is usually because the writer is NOT an expert in the characters field of study, and so doesn’t know about whatever-it-is – but that does not really work as an in-setting explanation.

In a role-playing game you have to set up all those limitations in advance, know how things work, and be reasonably well aware of the possibilities inherent in any power that you let a character have. That’s why so many RPG’s wind up full of lists of “what this power can do”, and specific spells, and so on. It’s so that the game master has a good idea of what the character can do, rather than having to deal with the players pulling stuff out of nowhere.

Some game masters can handle that, but I’ve seen more than one game collapse when one of the players started asking questions. For example… one Shadowrun game collapsed when the player who happened to be a business major started asking questions about economics. (Just as another went down when a character turned out to have some actual principles). My favorite was the collapse of a Champions game when the question of “How to tell if they’re clones?” came up – and the exercise enthusiast in the group said “Well… we’re working with a team of medical experts. Take a look at the crystals in their bone structure; they develop microfractures under stress,. Those don’t heal because the crystals are inorganic and are formed during bone growth, so comparing them in high and low stress areas will tell you about their age, exercise habits, and a lot more!”

And then the player who read a lot of science magazines chimed in with “And if that doesn’t work we can check…” and gave his own list of tests to try.

Now imagine giving a bunch of college student engineers access to the ability to “mimic any technological device subject only to the technological limitations of a superhero universe.

That’s a bit of a worst-case scenario, but it isn’t pretty is it?

Ergo, this version of Warlock is going to be taking the “list” approach. It’s going to be a pretty generous list, but still a limited one.

THIS version of Warlock builds him as a self-aware construct. Unfortunately, in d20 terms, that is a poor approach. Warlock simply does not have the d20 Construct type. After all, he wasn’t good at attacking, could be stunned, could be subjected to mental effects, death effects, and (exotic) diseases, could heal on his own, could be knocked out or have his attributes drained, was subject to exhaustion, and more. He fed on electricity, and could be recharged through a standard wall socket (although he certainly did not get enough energy that way to actually power most of his tricks). I’ll take the attribute estimates though.

It’s also very hard to say how old he was, but he was apparently “born” with most of his powers. Ergo, most – if not all – of his major abilities are going to be in his technorganic racial template.

Technorganic Entity / Technarch (94 CP / +2 ECL Racial Template or +3 ECL Acquired Template):

  • Racial Attribute Modifiers: Str +2, Con +2 (24 CP).
  • Trick: Transmode Virus. Infecting someone with the Transmode Virus is a throw of the dice; you may get a chance to drain their bioelectric “lifeglow” as they transform – but they might resist the virus, develop an asymptomatic infection (as Douglas Ramsey did), resist the drain or break away before it’s complete (possibly developing their own technorganic powers as S’ym and Nastirih did), and – even if you succeeded – it only put the victims into suspended animation until they got hit with some electricity and woke up with new powers (they may or may not retain their old ones). Given that it is extremely unreliable, and that the results are more or less up to the game master, the circumstances for using this touch-attack trick is simply “when confronted with an organic target that isn’t protected from viruses” (6 CP).
  • Mana Powered Grant of Aid, Corrupted for Increased Effect / substitutes for food and water and can restore fatigue or exhaustion / requires electrical power input. If the source is a Trans-mode Virus victim, that suffices for (1 + their Con Mod) uses. Plants suffice for 1-3 depending on the size, house current suffices for 2 per turn, high voltage stuff up to five (6 CP).
  • Stardrive: Mana Powered Inherent Spell, Specialized and Corrupted for Increased Effect: Only usable out of atmosphere, is extremely fast but does take time, can be followed, and can be detected, blocked, or intercepted along the way. Greater Teleport with a +2 level advantage; you get to look around along the way (6 CP).
  • Amorphous (6 CP). Technarchs basically don’t have a “true form”.
  • Extra Limbs (6 CP).
  • Adept, Specialized for Two Skills Only (Expertise (Computers) and Technolog, 3 CP).
    • +10 to each Adept Skill (10 CP).

Outside of the basic boosts, Warlock could apparently transform his body to emulate virtually any technological device or vehicle – provided, of course, he knew how they worked, that he had sufficient internal resources to keep his core functions online while emulating whatever-it-was, that he had sufficient fine control to emulate the required precision, that his technorganic flesh could emulate the required material properties and structures, that he thought of it, and that the writers wanted it to work.

Really, I suspect that there was a reason that his “vehicle” and “power armor” forms were really just him with a passenger compartment – although the fact that his “mutant power” was pacifism and a desire to be nice was probably a limiting factor too.

Warlocks exact limitations remain pretty much unknown, since his major displays of “power” were 1) competing with the Impossible Man as to who could look more impressive (there was a lot of teleporting during that, but that may well have been the Impossible Mans doing) and 2) trying to stop the Beyonder, upon whom his energy attacks were completely ineffectual.

Now there may have been later character development, but he was dead until fairly recently – so I’m going to assume that what I recall from his original New Mutant days is still close enough. And from what I remember, in actual practice Warlock often turned into (cartoonish) vehicles for his friends to travel in, became power armor for Cypher (apparently providing strength, a direct computer interface, protection, and sensory information), used tendrils of himself as probes, and occasionally smacked people – with getting much bigger and a few energy-weapon options for serious emergencies.

And that was about it as far as emulating technology beyond car-jacks and such went. Really, Warlock acted as if he had a not-especially enormous library of built-in options and simply mixed and matched to suit his current needs. Ergo, that’s what I’m going to give him.

  • Powering Up: Natural Magic(s): Reality Editing and Spell Enhancement, Specialized for Increased Effect and Corrupted for Reduced Cost / only to affect his innate enchantments / technological gear, only to amplify the effects, effects are fixed with each one of his abilities, only gets (Int Mod) boosts per system, effects are low mana cost but of brief duration; in effect (and to avoid assigning and then tracking a wide variety of durations) he simply gets to allo (Con Mod x 3) Booster Points between his various abilities each round (8 CP).
  • Advanced Tech: Innate Enchantment can normally be used to buy the equivalent of mundane equipment – but it’s rarely worth bothering with in fantasy based games. With that 1-to-20 GP-to-Credits conversion ratio and both d20 Modern and Future in play however… mundane equipment is suddenly a LOT more attractive. Still, even superheroes don’t automatically have access to super-technology, so I’m going to treat having access to the d20 Future lists to “buy” stuff from as a an Immunity / normal limits on equipment availability (Very Common, Major, Great (for +4 Tech Levels over the usual PL4 base), Specialized and Corrupted / only for Innate Enchantment purposes, any systems that require ammunition or fuel must have it supplied by normal purchases, 10 CP).

This is actually the first character on the site to use a classical “exploit” – combing through various d20 books to find some rules that were never meant to work together and combining them in a thoroughly abusive fashion. In this case it’s Innate Enchantment, the GP-to-Credits conversion rule, and searching through a pile of d20 Future equipment lists and Cybernetics to get really cheap bonuses. Of course… this is a pacifistic support character in a superhero setting, where many or most problems are solved by fighting. Getting him a lot of cheap high-tech “gear” to use probably isn’t going to unbalance anything very much.

It was somewhat amusing to do it once, but it was terribly time-consuming and I don’t think that I’d care to do it again.

  • Quasi-Magical Functions:
    • Masters Touch (Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use Activated x.7 Personal Only = 1400 GP), Specialized and Corrupted for Increased Effect / he has no need for proficiency with any of his built-in technology. Boosts: 1/2/3 grants a +2/3/4 competence bonus with any rolls involved in using a specified item.
    • Boosted Str and Con: +2 Base (2800 GP, Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use Activated x.7 Personal Only): Boosts: +1/2/3 to raise the bonus for one of the affected attributes to +4/+6/+8.
    • Enlarge (mostly used to become a vehicle. Spell Level One x Caster Level One x 2000 GP Unlimited-Use Use Activated x.7 Personal Only = 1400 GP): Boosts: +15 Reach, grow an additional size category,
  • Technical Functions:
    • AudioVideo Camera (33 GP): Boosts: Telescopic Pickups, Ultrahigh Resolution, Voice Analysis
    • Blackout Goggles (60 GP). 60′ Darksight. Boosts: 120′ feet, Electromagnetic Field Detection, Frequency Filtration.
    • Boost Armor (DC 18) with Gravlight (+4 DC), Environmental Seal (+4 DC), and Segmented I (+2 DC) : +7 Armor, +5 Max Dex, Armor Penalty 0, Speed +10, +4 Str, +2 Reflex Saves. (1000 GP). Boosts: Extra +6 Str, Extra +5 AC, Extra +2 on Reflex Saves and +20 Ground Movement.
    • Cargo Capacity: 4000 Lbs (5 GP). Boosts: Exotic Environment (Below Freezing, Vacuum, Odd Atmosphere, Etcetera), Provisioning (air, food, water, etc). Suspension (unresisting creatures can be put into suspended animation).Note that, while cargo can easily be accommodated, any actual cargo will still count against the user’s encumbrance.
    • Cellular Interceptor (250 GP). Boosts: Tap Nearby Hardline, Signal Trace, Line Monitoring.
    • Chemical Kit (33 GP, +2): Boosts: Increased Quantity, Medical Synthesis, +10 to Roll.
    • Class-II (Starship) Sensor Array (DC 27, 750 GP): High Resolution Video, Infrared, Electromagnetic Sensors, Radiation Detection, LADAR Detection. DC 15 computer use check to determine location and general nature of those in the area, identify and locate all visible hazards, identify major weapons and defenses, survey and analyze the environment. Boosts: Tracking (can follow other “vehicles”), Orbital Survey (a detailed evaluation of astronomical stars, planets, etc, allowing them to be mapped, various characteristics identified, and their biospheres (if any) to be examined), and Navigation (+10 on relevant checks).
    • Desktop Computer (175 GP). Boosts: Automatic Piloting, +10 to Technology, Personal Backup (in case someone erases some of his memories, or there’s a major trauma he wants to forget).
    • Force Shield (325 CP): DR 10/-, Boosts: Total DR 15/-, Double Energy Resistance, 10′ Radius.
    • Grappling Tether (5 GP): A “Tractor Beam” that locks on to something up to 200 feet away. Boosts: Extreme (Space) Range, Repulsion (Str + 6), 20′ Radius Effect.
    • Hologram/Audio Player/Recorder (10 GP). Boosts: Extreme Scale, Extreme Volume, High Fidelity (can be mistaken for reality, but only requires a DC 15 perception check to spot the illusion at a glance. Any careful inspection reveals it).
    • Hoverpack (45 GP): Flight, 80/Perfect. Boosts: Orbital Launch/Reentry, Supercruise (for long range travel), Submersible.
    • Intellipicks (14 GP): Opens Mechanical Locks and Maglocks (Roll Disable Device at +20), Boosts: Disable Electronic/Computer Locks, Security Scan, Spoof Security Sensors.
    • Microscope (50 GP). Boosts: Diagnostic Scan, Bioanalysis, Materials Analysis.
    • Microtorch (10 GP): Arcwelder/Cutter, 2d10 Touch Attack. Boosts: Double Damage, Taser (Fort Save, DC – Damage + 4 or paralyzed 1d4 +1rounds, can also disrupts gear), Arclight (blinding light in a 60′ cone, DC 16 reflex check to avoid 1d4+1 rounds of blindness when it comes on).
    • Neural Computer Link (450 GP). Computer Use and Research checks become free actions. Boosts: +10 on roll, Wireless Access, Secure Channel.
    • Neural Recorder (25 GP): Can record sensory information and thoughts so others can experience them. Boosts: Transmit Experiences (Short Range), Memory Probe (+5 to Save DC), Psionic Analysis.
    • Portable Environment Generator (14 GP): According to it’s listing, this works under “any conditions”. I’m going to presume that it normally does NOT work deep underwater, in space, in high-radiation zones, and so on. Boosts: Mobile, Severe Environment (toxic atmosphere, high radiation levels, underwater, etc), and Deadly Environment (requires Severe Environment, covers deep water, space conditions, corrosive atmospheres, and so on. It will require further boosts to do things like survive inside a star).
    • Power Backpack (Fusion Generator , 4 GP). Boosts: Power External System (1-3 depending on the external systems scale).
    • Silent Suit (60 GP): +10 to Stealth, Boosts: +15, Chameleon Weave, Simulate Clothing.
    • SmartPhone (5 GP). Boosts: Voice Mask, Spoof Identity, Emergency Beacon.
    • Traveler’s Any-Tool (250 GP) (Universal masterwork tools). Boosts: Powered (Work x5), Automated (Work x 20, requires Powered), and Enhanced (Additional +3 to checks),
    • Universal Communicator (3 GP): Send and receive audio, visual, and digital information. Boosts: Extreme Range, Burst Transmission/Flash Download, and Transmission Editing.
  • Cybrenetics”. Specialized for Half Cost / cannot be “Boosted”. Having these causes him to take 50% more damage from electrical attacks. Moreover, since a creature can only support (Con Mod +1) cybrenetic un-miniaturized “implants” before beginning to acquire negative levels, to survive becoming a technoorganic creature (with three implants that count) a target must have a base Constitution of 12+ or be above first level.
    • Anti-Flare Implants (Miniaturized/does not count against implant limit, 500 GP)
    • Data Archive: All skills are class skills, +4 to Knowledges (375 GP).
    • Luminous Skin (Miniaturized/does not count against implant limit, 2 GP).
    • Neuron Booster I (+2 Int, 38 GP)
    • Subcutaneous Body Armor, Heavy: +8 Natural Armor. DC 25 (225 GP)
    • Twitchfiber I (+2 Dex, Miniaturized/does not count against implant limit, 88 GP).
  • Melee Weaponry:
    • Chainsword: 2d8, Crit 19-20, Slashing (45 GP)
    • Concussion Rod: 2d8, Crit 20/x2 (45 GP)
      • Standard Melee Weapon Boosts: Double Damage, Adamantine, Merciful
  • Ranged Weaponry:
    • Concussion Rifle with Heavy Stun (Fort DC 18) Module: 2d10, every 5 throws back 5 (90 GP)
    • Disintegrator 3d8, Crit 20/x2, Energy, 50′ Increment (250 GP)
    • Variable Charge Pulse Rifle, 3d10, Crit 20/x2, 80 Ft (325 GP)
      • Standard Ranged Weapon Boosts: Double Damage, 20′ Radius, Extreme (Space) Range.
  • Special Weapon:
    • Gravity Snare (45 GP): DC 13 Reflex Save to avoid 1d6 rounds of being unable to move. Escape Artist DC 40 or Str DC 30 to escape. 30′ Range Increment. Boosts: Extreme (Space) Range, 20′ Radius, Antivehicle.

That comes to a total of 11,204 GP and a total Innate Enchantment cost of 12 CP. While 12 CP is the usual limit, that will let him eventually learn to emulate another 296 GP worth of gear – most likely a few weapons that use ammunition (which he will have to stock.) or some special gadgets such as a DNA sequencer or some such.

Template Disadvantage: Xenophobia. Technorganic Creatures begin speaking only their own, racial, language and are generally unsure that any organic creature can be classified as being truly intelligent (-3 CP).

That comes out to a total of 94 CP – a +2 ECL race.


Warlock / Douglock / Current Magus of the Technarchy

Level Four Stellar Explorer, +2 ECL Race (Technarch) = ECL 6.

  • Superheroic World Template (gets Mana equal to his (Con Mod) to use each round, free).
  • Four-Color Package (24 CP). This includes Superheroic Physics, Superheroic Durability, Superheroic Build, Rapid Recovery, Minor Conventions (Ready for Inspection, Comics Code, It’s Sufficient, Heroic Will, Heroic Rally, Coincidental Catch, Heroic Health, and a some Minor Benefits (in his case three cantrip effects, see below).
  • Pathfinder Package Deal (+2 to Int)
  • Technarch Racial Template (Above): +2 ECL.

Basic Attributes: Str 14 (+4 Eq +2 Racial +2 Enh = 22), Int 14 (+2 Racial +2 Eq = 18), Wis 12, Con 16 (+2 Race +2 Enh = 20), Dex 14 (+2 Eq +1 Level = 17), Cha 8

All of Warlock’s special abilities are inherent in his racial template and the four-color template.

Available Skill Points: (Int Mod x 7, free) = 28 SP.

Skills: Expertise (Computers) 4 (+10 Race, usually +10 Eq), Investigation 2, Perception 5, Speak Language (English, 1), Stealth 1 (+10 Eq), and Technology 1 (+10 Race) = 14 SP. That leaves him with 14 unspent skill points. A small Martial Art with Whirlwind Attack and Improved Grapple might be in order – he did once grab a bunch of the Avengers at one time – but it was with surprise, so it might not count.


  • BAB +2, Corrupted / does not contribute to iterative attacks (8 CP).
  • Hit Dice: 20 (L1, d20, 16 CP) + 8 (L1, 2d4, 16 CP) + 16 (L2-4, d8’s, 12 CP) + (Con Mod x 6) = 62 HP (plus Force Field) (Mutants and Masterminds Toughness +9. +12 with Force Field).
  • Saving Throws:
    • Fortitude +4 (12 CP) +5 (Con) +1 (Res) = +10
    • Reflex +4 (12 CP) +3 (Dex) +2 (Eq) +1 (Res) = +10
    • Will +6 (18 CP) +1 (Wis) +1 (Res) = +8
  • Proficiencies: None. His species does not normally use external equipment.
  • Armor Class: 10 (Base) +7 (Armor) +8 (Natural) +3 (Dex) = 28
  • Attacks:
    • Melee +8 (+2 BAB +6 Str, possible competence bonus or more Str), Damage Transmode Virus or by weapon, current Size, and current Str modifiers (Mutants and Masterminds, anything up to +12 damage, can be armor-piercing)
    • Ranged +5 (+2 BAB +3 Dex, plus possible competence bonus)

Minor Items

  • Minor Favors: The X-Groups (3 CP).
  • Extraordinary Returning: Warlock can return from having his “lifeglow” drained, or even from being disintegrated – but it takes him being infused with a lot of lifeglow to do it quickly; most of the time it will take months or years (12 CP).
  • Immunity/Seduction (Uncommon, Minor, Major) (3 CP). Being fundamentally sexless will do this for you.

Point Costs:

  • Four-Color Package: 24 CP
  • BAB: 8 CP
  • Hit Dice: 44 CP
  • Saves: 42 CP
  • Minor Items: 18 CP

Total: 136 CP

Available Character Points: 120 (Level Four Base) +10 (Disadvantages: History, Enemies, Broke and Pacifist) +12 (Restrictions: non-unique external Armor, Weapons, and Equipment) +12 (L1 and L3 Feats) = 154 CP.

That leaves 18 CP left over – enough for three feats. Since I haven’t seen the character since his return, I’ll just leave those to cover anything that I’ve left out.

Finishing Touches:

  • Warlocks minor four-color powers are Resistance (+1 Resistance Bonus on Saving Throws), Know Direction (given his sensors and navigational abilities being able to sense magnetic north is not too important, but he can), and Stabilize (Karma automatically stabilizes if knocked below zero hit points).
  • Wealth By Level: Warlock is theoretically entitled to 2000 GP worth of stuff after applying his “broke” disadvantage – but he really has nothing much to spend it on anyway. He’s basically a living space probe. What is he going to spend money on? Bribing Captain Kirk to stop spouting cheesy contradictions at him to try and make him malfunction?
    • He might or might not carry the standard X-Man “First Aid Kit”, but he certainly does not wear the usual uniform, even if he often fakes it.

I initially considered buying Warlock Immunity / Effects Targeting Normal Life Processes (Very Common, Severe, Great, Specialized / can be affected by electronics-disrupting powers as if they were targeting his metabolism, can be “hacked” with appropriate abilities, still subject to exotic “poisons” and “diseases” targeting technorganic creatures, requires small quantities fo raw materials (and a fair amount of electrical energy) on a regular basis, and so on. Notably, however, he does not need life support in space (18 CP). However, given his environmental seal and other abilities… he does not really need it.

Warlock… is potentially very dangerous, but the pacifism pretty effectively limits that – so for the most part he serves as transportation and to provide utility powers. There’s nothing wrong with that of course, but it’s not the most exciting role to actually play. Personally I’d tend to speculate on a racial history AS an evolution of a crashed technorganic starship – it would certainly seem to fit, right down to his preference for having a “pilot” – but there’s really no way to be sure.

Eclipsing Karma

Karma was a war refugee, abuse victim, caretaker for her younger siblings, and – on a loose “team” of kids – the “adult” one. She had the ability to possess other people, although it put her into a trance at first, She could apparently drain their life energy too, although this was only mentioned in her backstory, and never happened again. Since it was with a sibling, presumably something special was going on. Later she developed the ability to keep functioning to some degree while possessing people and even to possess a lot of people at once. She apparently has some secondary telepathic powers and psionic resistance, but has never really developed those abilities.

Unfortunately, that made her a boring, BORING, character. She was the controlled adult one, the one who was trying to forget a past that was full of misery instead of searching enemies (OK, she had a crimelord uncle, and so what? She’s part of a superhero team) and thus was avoided when it came up, and she had a power that mostly took her out of action and either won (opponent controlled!) or failed (they resist!) in a single moment despite the writers occasional attempts to add some suspense with “psychic struggles” to gain or maintain control, defensive devices that other characters had to remove, and “I cannot hold him long!”.

So, like most characters with “win or useless” powers, Karma makes occasional appearances, but never stays in any given book for long. She was even, in about the most predictable “twist” in the history of comics, possessed herself for a considerable period. Who could EVER have guessed that a character called “Karma” who possessed people would wind up getting possessed?

According to THIS Mutants & Masterminds build Karma has Str 14, Int 16, Wis 16, Con 16, Dex 13, and Cha 10. I’m going to give her Str 10 instead, simply because she shows no signs at all of being stronger than average. (I’m not sure that being handed a job as a secretary so that she could support her younger siblings while studying at Xavier’s justifies Int 16 either, but eh…).

  • Superheroic World Template (gets Mana equal to her (Con Mod) to use each round, free).
  • Four Color Package (24 CP). This includes Superheroic Physics, Superheroic Durability, Superheroic Build, Rapid Recovery, Minor Conventions (Ready for Inspection, Comics Code, It’s Sufficient, Heroic Will, Heroic Rally, Coincidental Catch, Heroic Health, and a some Minor Benefits (in her case three cantrip effects, see below).
  • Pathfinder Package Deal (Free).
  • Pathfinder Human (Free)

Basic Attributes: Str 10, Int 16 (this covers her languages), Wis 14 (+2 Enh +2 Human = 18), Con 16, Dex 12 (+1 Level = 13), and Cha 10 (+2 Enh = +12). Pathfinder 25 Point Buy.

Innate Enchantment: All Spell Level One-Half or One x Caster Level One x 2000 GP Unlimited-Use Use-Activated x .7 Personal Only (when applicable). 8000 GP Value = 9 CP.

  • Detect Psionics: (1000 GP)
  • Enhanced Attribute: +2 Wis (1400 GP).
  • Enhanced Attribute: +2 Cha (1400 GP).
  • Akhasic Library (Skill Mastery): +3 Competence Bonus on Int-Based Skills (1400 GP).
  • Alertness (Skill Mastery): +3 Competence Bonus on Wis-Based Skills (1400 GP).
  • Force Shield I: +4 Shield Bonus to AC (1400 GP).

There’s really not that much justification for this – and none at all for the Force Shield – but some skill bonuses aren’t really a big deal either and she needs SOMETHING to give her a little protection while she stands around in a trance. It may not be a required secondary power, but it comes close.

Her primary mutant power is also pretty easy:

  • Mana Powered Inherent Spell (Psionic Power) I: Psychic Bolt (Up to (Wis Mod) targets within medium range take 4d6 damage, save for nonlethal damage. User may allow an automatic save (she usually does, effectively making this “take 4d6 nonlethal”)) (6 CP).
  • Mana Powered Inherent Spell (Psionic Power) II: Dominate, Corrupted for Increased Effect (user may spend up to 3 Mana/12 Power on Augmentations regardless of level) / user is subject to sensory feedback from those controlled; if they are hurt the user must save or be dazed, if they are killed the user suffers 1d4 damage to a random attribute) (6 CP).
  • Mana Powered Inherent Spell (Psionic Power III): Tower Of Iron Will (6 CP).

There’s not a lot of justification for this either, but there is a certain amount of “able to resist other telepaths” there, so why not?

  • 3d6 Mana, Specialized for Reduced Cost / only to power “Psychic” Effects (9 CP).

Basically, a small reserve so that she can augment her Dominate effects.

  • Rite of Chi with +4 Bonus Uses, Specialized and Corrupted / only to refill the Mana pool, above, maximum of 1d6 per hour (4 CP).

Skill Points: Upgrade Human Fast Learner to +2 SP/Level (3 CP). Plus Fast Learner, Specialized in Skills for +2 SP/Level (6 CP). Adept (Acrobatics, Athletics, Insight, and An Vinh Martial Art are purchased at half cost (6 CP). That’s 28 SP at Level One, +7 SP per Additional Level = 49 SP at Level Four.

  • Skills: Acrobatics 7* (+8), Athletics 7* (+7), Deception 4 (+5), Expertise (History) 2 (+8), Expertise (Hunting) 4 (+10), Expertise (Teaching) 4 (+10), Expertise (Philosophy/Theology) 4 (+10), Expertise (Treatment/Medicine) 2 (+8), Insight 7* (+14), Investigation 2 (+8), Martial Art (An Vinh, a wisdom-based empty-hand style 7* (+14), Perception 4 (+10), Persuasion 2 (+3), Rune Magic (Telepathy, Wis Based, Mastery and Casting 2 (+8), for telepathic effects of up to second level at caster level four, 4), and Stealth 3 (+6) = 49 SP.
  • An Vinh Techniques (7): Attack +3, Strike, Blinding Strike, Weapon Kata (Longsword), Expertise (may trade AC for Attack and Vice-Versa).


  • BAB: +3 BAB (Corrupted, does not contribute to iterative attacks, 12 CP), Canny Strike (Finesse, 6 CP). Uses (Wis Mod) in place of (Str Mod) in melee combat.
  • Hit Dice: 6 (L1d6, 2 CP) +9 (L2-4d4) +12 (Con Mod x 4) = 27 (Mutants & Masterminds: Toughness 6, 9 with Costume).
  • Saving Throws: +2 Fort (6 CP), +2 Ref (6 CP), +5 Will (15 CP). All get +1 Resistance. Net Totals: Fort +6, Ref +5, Will +10.
  • Proficiencies: Proficient with all Simple and Martial Weapons (9 CP).
  • Armor Class: 10 (Base) +3 (Dex) +3 (Armor) +4 (Shield) = 20. May transfer up to +5 from Attacks when unarmed or fighting with a longsword.
  • Attacks
    • Unarmed +3 (BAB) +4 (Wis) +3 (M. Art) = +10, Dam 1d4 (Base) +4 (Wis) (Mutants and Masterminds, Damage 5, Improved Critical).
    • Longsword: +3 (BAB) +4 (Wis) +3 (M. Art) = +10, Dam 1d8+4 (Wis) with Longsword. (Mutants and Masterminds, Damage 7, Improved Critical).
    • Psychic Bolts: Three targets, 4d6, save for nonlethal. (Mutants and Masterminds, Affliction 7).

Minor Items

  • Minor Favors: The X-Groups (3 CP).
  • Privilege: Gets her X-Man outfit for free, Corrupted/Fixed Benefit (2 CP).
  • Immunity/The Minimum Level Requirement for Controlled Use Of Magic (Very Common, Major, Major, Specialized and Corrupted / only for the use of Innate Spells (Powers), only for the use of the three specific innate spells which make up her talent (5 CP). This lets her keep her mutant talent under control as if she was six levels higher than she actually is – allowing her to use her three effects without fear of backlash or failure.

Point Costs:

  • Four-Color Package: 24 CP
  • Innate Enchantment: 9 CP
  • Inherent Powers: 18 CP
  • Mana Reserve: 13 CP
  • Skills: 15 CP
  • BAB: 18 CP
  • Hit Dice: 2 CP
  • Saving Throws: 27 CP
  • Proficiencies: 9 CP
  • Minor Items: 10 CP

Total Cost: 137 CP.

Available Character Points: 120 (Level Four Base) +10 (Disadvantages, History, Prejudice (Mutant Lesbian Immigrant), Enemy) +8 (Duties to Family) = 138 CP.

That leaves her with one extra character point. Go ahead and stick it into some skill she ought to be familiar with.

Finishing Touches:

  • Minor Four-Color Powers: Resistance (+1 Resistance Bonus on Saving Throws), Know Direction (After all that desert wandering, it’s hard to get Karma lost), and Stabilize (Karma automatically stabilizes if knocked below zero hit points).
  • Wealth By Level: 6000 GP:
    • Gifts of the Norns: Everlasting Rations (350 GP), Everfull Mug (200 GP), Travelers Cloak (1200 GP), Chronocharm of the Horizon Walker (Half move as a swift action 1/Day, 500 GP), Chronocharm of the Celestial Wanderer (Reroll a perception check 1/day, 500 GP ), Chronocharm of the Grand Master (+5 AC versus as ranged attack as an immediate action 1/Day, 500 GP), Boots of Landing (Always land on feat, reduce falling damage by 2d6, 500 GP). That leaves 2250 GP for other stuff.

There’s not a lot of justification for her having much of any non-standard gear along – but I’m going to assume that the Norns still favor her a bit and there’s nothing there that would be unusual for an unequipped superhero to do…

Standard X-Man Equipment

  • Kevlar Reinforced Costume (“Leather Armor”, but 40 GP and only 5 pounds), Masterwork (+150 GP), +1 (+1000 GP), Amulet of Tears (2300 GP. This can provide up to +36 HP per day. Armor Crystal: a Lesser Iron Ward Diamond (2000 GP). This isn’t a big deal, but every little bit helps.
  • Advanced First Aid Kit / Healing Belt (750 GP).
  • “Pocket Secretary”/Hero Team Comlink: Satellite Smartphone with HUD and hands-free links (250 GP), Smartsearch (As per a Tome of Worldly Memory, 1500 GP), Intelligent (500 GP), Int, Wis, Chr all 10 (0 GP), 30′ senses, uses Message at will (1000 GP). Note that, since smartphones can talk anyway, there is no need to buy speech for it.
  • Reactive Contact Lenses / Raptors Mask (3500 GP).+5 to Spot (Perception), Immunity to being Blinded or Dazzled.
  • Utility Pouch: Keys, LED minilight, multitool, chalk, nylon ties, etc. All the little junk that pops up once in a blue moon (10 GP).


Karma is very sad. This version has had a substantial upgrade on her skills, has been given a defensive and secondary offensive aspect to her power, can actually use her low-grade telepathy, knows how to use weapons, and now… makes a very good secretary for a superhero group and a passable investigator. Her basic flaw, however, remains exactly the same; she’s got a binary win / fail power with boring effects and no real action to it and is quite fragile. It’s that lack of OPTIONS that allows her to be built as a mere level four character. She’s got one trick. It’s a fairly powerful trick mind you, but her focus is still extremely narrow.

Secondarily, of course, she hasn’t really been a regular character anywhere and her appearances have been few and far between. Ergo, she hasn’t gone up in level all that much (like it or not, “leveling up” is a fairly good approximation of character development – they gradually overcome old limitations, develop new skills, tricks, and abilities, and strengthen their old powers as they make appearances (“go on adventures and earn experience”). Thus she’s still only level four.

Eclipsing Mirage

Danielle Moonstar or “Dani”, A.K.A. Mirage (or, briefly, “Psyche”)

Level Six Psychic Illusionist with a +1 ECL Valkyrie / Vakyrja Template, for ECL 7.

Mirage was fairly straightforward: originally she could manifest images of things that you feared or desired and thus either frighten / distract you or make you happy / confused. As she gained control, she could get more subtle about it. She also had some rapport with animals and soon developed a mental link with Wolfsbane.

And that was well and good. She had no actual offensive abilities outside of being decent (for a teenager) with a bow and knife, but she revealed secrets, confused targets, created diversions, got an overview of things through animal eyes, and scared groups of minions quite well. She worked very nicely in an investigative team.

Later on she developed the ability to manifest other images as well, becoming a useful general illusionist.

Still later she became a Valkyrie / Valkyrja (getting herself a flying horse, high resistance to soul- and death-related magic, the ability to sense death coming, and the ability to “fight off death” (basically being able to keep people alive if she “won a duel with death”. Usually she did, but sometimes she lost – and sometimes Death arrived peacefully and told her that it would be a bad idea to fight because the injuries were beyond mending). That still wasn’t much of a tactical power though.

Eventually a power-altering device upgraded her illusions to be able to manifest as quasi-real things – although she’d been stated to have that potential very early on. That didn’t last that long since it made a bunch of plotlines awkward, but she had fun with it for a bit.

Currently she’s had her mutant powers removed – although, in fact, looking at some current pictures… she seems to have simply traded in her illusions for membership in SHIELD (giving her access to advanced tech and spy gadgets) and the ability to have more weapons on her than a dozen heavily armed men could normally carry.

Anyway, we’ll be seeing how the Eclipse version (using the Superheroic World Template) stacks up to the Mutants & Masterminds version over HERE.

First up, it’s the elephant in the room. Becoming a Valkyrie / Valkyrja is actually a very big deal. Sure, they were only minor goddesses – but they traditionally had some fairly major powers, even if Marvel’s writers only bring them up on rare occasions.

Valkyrie / Valkyrja (32 CP / +1 ECL Acquired Template):

Classically the Valkyrja CHOSE the slain, shaped the course of battles and the destinies of men, granted health and fortune, or brought misery and death. They were spirits of Death, War, and Battle – servants of Odin and Freyja, yes, but extensions of their power and powers in their own right. In the Marvel Universe the Valkyrja tap into the Odin-Power – and, as a group, have been shown (in “What if the New Mutants stayed in Asgard?”) stripping Hela of her power and status and empowering Danielle Moonstar as the Asgardian goddess of death in her place. Going by that and by the old stories… being a Valkyrja offers a lot more power than Mirage has ever really used. It’s too bad that she doesn’t really know that.

  • Occult Sense/The Forces of Death: May sense the coming and presence of Death (both the entity and the process), and communicate with Death and the Dead (6 CP).
  • Grant Of Aid, Mana Powered, Specialized and Corrupted for Increased Effect (Uses mana at one point per use, works up to three rounds after death has technically occurred) / Only for “doing battle with Death”, only to get those affected to stable condition (not good health), occupies the user during the rounds it’s used (6 CP). In effect, if a Valkyrja is near someone who has just been mortally injured or slain, she can fight death for their life – spending up to the next three rounds (and probably all the mana she gets during that period) on Grant of Aid. If she can “heal” them enough for them to reach normal stability during that time, they will live. If not… she loses her duel with death, and they die (although she is unharmed save for the waste of time). Technically, Valkyrja can also do battle for their OWN lives – making them pretty tough to kill.
  • Blessing, Specialized and Corrupted/only to allow the use of Grant of Aid on others (2 CP).
  • Privilege: May arrange a peaceful and easy passing and a smooth transition into a the afterlife or into a suitable reincarnation for those under their (3 CP). Valkyrja can escort the dying into the realms of death, making their passage easy and offering a choice of destinations.
  • Weave of the Norns: Adept (Wisdom-Based Death Rune Magic and Destiny Rune Magic, both Mastery and Casting in Each, 6 CP). +4 in each Adept Skill (8 CP). Valkyrja can, of course, build this up – but even the least skilled start with some abilities along these lines, even if they never use them much.
    • In Mirage’s case that’s +7 all around – enough for first level spells and caster level three if she was really aware of those powers. At the moment, any use of these powers is likely to be unintentional.
  • Spell Resistance, Specialized for Increased Effect / only against Death and Soul Magic (6 CP). This provides a resistance of (10 + 2 x Level). It can be upgraded with a further +10/+20 at the cost of another 6/12 (3/6 after the template specialization) character points.
  • Bearers Of The Dead: Immunity to Dimensional Barriers (Very Common, Severe, Major, Specialized and Corrupted / only to interact “physically” with spirits and move between the realms of the living and the dead (instead of all dimensions), costs 2 Mana to activate for one minute) (5 CP). Valkyrja in non-superheroic settings will need to modify this slightly or buy some mana.
  • Spectral Stride: Shapeshift with the Shape of Death and Incorporeal Forms enhancements, Specialized and Corrupted/only to take Incorporeal Form, costs 2 Mana per round maintained. Note that if the user opts to remain incorporeal and on the edges of the realms of death, he or she will be effectively invisible, just like any other unmanifested spirit (6 CP). Valkyrja in non-superheroic settings will need to modify this slightly or buy some mana. Classically this was mostly used to remain unseen while awaiting the outcome of duels and such, but the Valkyrja could get in pretty much anywhere; no place in the mortal realms was barred to the handmaidens of Death.
  • Immunity to Aging (Uncommon, Major, Minor, 4 CP). While not truly immortal, Valkyrja can expect to live for many centuries with little sign of the passing years.
  • Companion: A Mystic Mount with a +2 ECL Template, 12 CP): Typically an Asgardian Horse with a variant on the Spirit Fetch template (less Favors, more Wings and Flying).
  • Contact: Death (2 CP). Valkyrja get to know Death the Entity – and it hasn’t got many friends. It’s usually quite willing to talk. It also rather approves of people putting up a good fight, and bears no ill-will for being “defeated”. After all, that’s really only “Just a moment, OK?” from its prospective.

At 64 CP this would normally be a +2 ECL template, but Valkyrja are…

  • Drawn to death. They will often find themselves called to attend and escort heroes to their rewards, to guide those dying untimely, to shape the course of fights, to teach lessons to young warriors, and to help calm the unquiet dead.
  • Automatically entangled in the various Asgardian, Death-God, and Demonic disputes over the Dead and intervention in the material plane.
  • Expected to be highly skilled in combat, A Valkyrie must be skilled in several different weapons and must maintain a BAB of at least 3/4’th their level to use their powers.
  • Generally regarded as servants and harbingers of death. Most people will NOT be happy to see a Valkyrja and often blame or attack them for things that are in no way their fault.

This counts as a Specialization that reduces the cost to 32 CP – a +1 ECL Acquired Template.

Four Color Package (24 CP):

  • This includes Superheroic Physics, Superheroic Durability, Superheroic Build, Rapid Recovery, Minor Conventions (Ready for Inspection, Comics Code, It’s Sufficient, Heroic Will, Heroic Rally, Coincidental Catch, Heroic Health, and a Minor Benefit (in her case, +2 Charisma).

Pathfinder Package Deal (Free).

Pathfinder Human (Free)

Basic Attributes: Str 12 (+2 Totem = 14), Int 13 (+1 Level = 14), Wis 14 (+2 Human = 16), Con 14 (+4 Totem +2 Enh = 20), Dex 14 (+4 Totem = 19), and Cha 14 (+2 Four-Color Minor Power = 16). Pathfinder 25 Point Buy.

Danielle needs an attribute booster, mostly because she’s almost always been either lacking in effective offensive powers (especially when she’s fighting robots) or powered down – and so the writers have usually given her the “badass normal” treatment (making her skilled enough to hold her own against millennia-old asgardian warrior women). Since it works when she’s powered down this can’t be a “mutant” ability – but she is Amerindian (and proud of her heritage), spent years training with a Shaman with significant magical ability, and showed an immediate rapport with a wolf-shapeshifter – declaring her her “soulmate”. Ergo, she’s channeling her spirit animal – in her case, obviously, a wolf. That’s Shapeshift, with the Attribute Modifiers, Hybrid Form, Clear Speech, and Variants (human appearance) modifiers, Specialized/a single animal form only and Corrupted/cannot actually Change Forms, for a net cost of 9 CP. This, of course, is one of the cheapest exploits in Eclipse – but is most helpful to physical-combat focused characters of races that don’t get a lot of bonuses to their physical attributes and fits into a superhero setting very readily indeed given the number of animal-themed characters running about in them. Her Wolf Totem grants her Str +2, Con +4, Dex +4, +2 Natural Armor, Trip (automatic attempt with a melee attack), Track, and Move +10.


  • Upgrade Human Fast Learner to +2 SP/Level (3 CP). Net Skill Points: (Int Mod + 2) x (Level + 3) +12 (12 CP) = 48 at Level Six.
  • Tribal Heritage: Adept, pays half cost for Athletics, Expertise (Cheyenne Heritage), Intimidation, and Martial Art / The First Rays Of Heavenly Fire, 6 CP). All at a base of +9 (18 SP). Totals of Athletics +13, Expertise +11, Intimidation +12, and First Rays +12
  • Other Skills: Acrobatics 2 (+6), Deception 3 (+6), Expertise (SHIELD Agent) 3 (+6), Insight 5 (+8), Investigation 4 (+6), Martial Arts (Generic Hero Style, Str) 2 (+6), Perception 5 (+8), Stealth 4 (+8), and Vehicles 2 (+6). (30 SP).
    • Bow Techniques (6): Attack +3, Instant Stand, Rapid Shot, and Inner Strength.
    • Unarmed Techniques (3): Attack +2, Improved Disarm.

Mutant Powers: Fast Learner, Specialized in Skills for +2 SP/Level, Corrupted / only to keep this set of Adept skills maxed out (4 CP), Adept (Wisdom-Based Rune Magic, both Casting and Mastery for Beastmastery and Illusion, Beastmastery Specialized for Increased Effect / telepathic effects only, no summonings/transformations/etc, 6 CP). Augmented Bonus (Add Con Mod to Wis Mod for skill purposes, Specialized for Double Effect/Only for Rune Magic, 6 CP). Total: 9 (Level + 3) +3 (Wis) + 10 (2 x Con Mod) = +22. Caster Level 11, Effect Level 5 for Illusions, x1.5 for Beastmastery.

  • Her Illusions were originally mostly Figments based on strongly-emotional memories pulled from her target’s memories. These days she can give them a certain degree of reality with shadow magic and create illusions that can bring joy, induce potentially lethal levels of fear, and pull off a wide variety of other tricks.
  • Her Illusions were originally Corrupted for Increased Effect (sometimes “cast themselves” when she didn’t want them to), but she’s since bought that off – so her actual upper limits haven’t changed that much.
  • When “Depowered” this turns into Rune Magic: Weapons (mostly guns, knives, and various trick arrows) and Rune Magic: Spy Gadgets (Corrupted/only small and subtle stuff, she does not rate “James Bond” spy cars and such).

Soulmates: Mindspeech with Mindlink and Sense Sharing, may be established at any range with Rahne Sinclair / Wolfsbane (+1 CP), Specialized and Corrupted for Reduced Cost / ONLY with Rahne, only really works well in her Hybrid or Full-Wolf form, does not extend past death (or didn’t; now that Dani is a Valkyrja, who knows?), relies on her mutant Beastmastery and stops working if that does (4 CP).

This was the second half of a wonderful scouting combination; Mirage gets the general layout from mice, rats, birds, pets, and the other small animals that are found everywhere humans are, Wolfsbane slips in inconspicuously and gets any needed details, and Mirage relays them to the rest of the team. The fact that it was almost never used was kind of disappointing.


  • BAB +7 BAB (Corrupted, does not contribute to iterative attacks, 28 CP), +1 BAB with Bows (2 CP).
  • Hit Dice: 12 (L1d12, 8 CP) +14 (L2-6dd, 0 CP) +30 (Con Mod x 6) = 56 (Mutants & Masterminds: Toughness 8, 11 with Costume).
  • Saving Throws: +3 Fort (9 CP), +4 Ref (12 CP), +5 Will (15 CP). Fort +8, Ref +8, Will +8, all +2 Resistance (see Equipment) for +10 Total.
  • Proficiencies: Proficient with all Simple and Martial Weapons and Light Armor (12 CP).
  • Armor Class: 10 (Base) +4 (Dex) +3 (Armor) +2 (Natural) +5 (Enduring Combatant / Improved Augmented Bonus: adds (Con Mod) to (Dex Mod) for calculating AC, 12 CP) = 24.
  • Attacks
    • Bow: +8 (BAB) +4 (Dex) +3 (Martial Art) -2 (Rapid Shot) = +13/+13, 1d6+4 (+1 Magic +4 Str) +1d6 versus Evil Outsiders, Crit 20/x3.
    • Unarmed: +7 (BAB) +4 (Str) +2 (Martial Art) = +13, 1d4+4, plus automatic improved trip attempt.

Minor Items:

  • Martial Arts I: May inflict 1d4 damage in HTH, is considered armed when “unarmed” (3 CP).
  • Expertise x2: AC and Attack, Attack and Damage/Effect (12 CP).
  • Immunity/the normal limits of Intimidation. Mirage may opt to inflict a Dazed condition for one round with a successful Intimidation check (Common, Minor, Trivial, 2 CP).
  • Minor Favors: SHIELD (3 CP), X-Groups (3 CP).
  • Immunity/Fear (Common, Minor, Major, 6 CP).
  • Track (Wilderness, using Cheyenne Heritage, 3 CP).
  • Privilege: Unlike most heroes, Mirage actually has access to magical gear (3 CP).
  • Privilege: Salaried (Secret Agent, Hero Team Member, Etc) (3 CP).

Total Costs:

  • Four-Color Package: 24 CP
  • Wolf Totem: 9 CP
  • Skills & Mutant Powers: 19 CP
  • 12 Extra Skill Points: 12 CP
  • Mindlink with Rahne: 4 CP
  • BAB: 30 CP
  • Hit Points: 18 CP
  • Saving Throws: 36 CP
  • Proficiencies 12 CP
  • Armor Class: 12 CP
  • Minor Items: 38 CP

Grand Total: 214 CP.

Available Character Points: 168 (Level Six Base) +24 (Human, L1, L3, and L5 Bonus Feats) +10 (Disadvantages: History, Enemies (Originally the Demon Bear, later various) ) +12 (Duties; superhero, agent) = 214 CP

For the remaining details:

  • Four Color Minor Power: +2 Charisma (as previously noted).
  • With a +1 ECL Template on top of being Level Six, she’s entitled to 23,500 GP worth of gear. In Mirage’s case she has the standard “X-Man” package (13,000 GP):
    • Kevlar Reinforced Costume (“Leather Armor”, but 40 GP and only 5 pounds), Masterwork (+150 GP), +1 (+1000 GP), Amulet of Tears (2300 GP. This can provide up to +36 HP per day. Throwing that into his HP total for the purposes of calculation in M&M provides Toughness 12 normally, 13 when “blasting”. Armor Crystal: a Lesser Iron Ward Diamond (2000 GP). This isn’t a big deal, but every little bit helps.
    • Advanced First Aid Kit / Healing Belt (750 GP).
    • “Pocket Secretary”/Hero Team Comlink: Satellite Smartphone with HUD and hands-free links (250 GP), Smartsearch (As per a Tome of Worldly Memory, 1500 GP), Intelligent (500 GP), Int, Wis, Chr all 10 (0 GP), 30′ senses, uses Message at will (1000 GP). Note that, since smartphones can talk anyway, there is no need to buy speech for it.
    • Reactive Contact Lenses / Raptors Mask (3500 GP).+5 to Spot (Perception), Immunity to being Blinded or Dazzled.
    • Utility Pouch: Keys, LED minilight, multitool, chalk, nylon ties, etc. All the little junk that pops up once in a blue moon (10 GP).
    • And some individual items with the remaining 13,500 GP: +1 Composite Longbow (Str +4) (2800 GP), Medicine Pouch (+2 Constitution, 4000 GP), Least Fiendslayer Crystal (1000 GP), +2 Vest of Resistance (4000 GP), and Boots Of The Mountain King (1500 GP).
  • That leaves some 200 GP (about four thousand dollars) for minor supplies – although her salary covers a rather good lifestyle.

Mirage is still primarily a team booster and illusion-crafter – a very useful member of a team, but not the one you turn to to defeat a rampaging menace. Oddly enough, in her “Depowered” mode, she’s actually a lot more destructive (capable of pulling out all kinds of guns, grenades and other explosives, missile launchers, and advanced energy weapons as well as various “spy gadgets” as needed) – if far less sneaky.

The fact that she can almost always save a dying teammate if she can devote a few rounds to it – being able to pull them back to stability from an average of negative 150 hit points, 40 points of Constitution (or other attribute) drain, or being energy drained to level (-14) – is pretty handy too.

Eclipsing Magma

Magma – Amara Juliana Olivians Aquillav or possibly Allison Crestmere – was originally set up as a youthful citizen of a lost roman colony in South America who had been sent out into the jungle to keep her safe from Selene. That was weird, but between magic, alternate timelines, dimensional rifts, teleportation, mutants, Gods, Eternals, Celestials, and so on… hardly anything can be said to be implausible.

In any case, Selene eventually caught her, drained her life-force, and threw the corpse into a lava pit – whereupon she promptly rose from the dead as a volcanic avenger. Selene was forced to skip out and the New Mutants got a new member – taking the “Blaster” slot to provide some much-needed firepower. Shortly after that, however, she left to join the Hellions and hooked up with Empath – showing a taste for “bad boys” that would be a continuing theme.

Shortly thereafter the whole “roman colony” was revealed to be kidnapped-and-brainwashed British citizens (a reveal which is sometimes respected and sometimes ignored depending on the writer). Since then, Magma has appeared here and there, but never for very long. She’s also had (and apparently enjoyed) a date with Mephisto, including dinner in hell next to a lake of fire. She later dumped him. I don’t know whether that’s foolhardy or the most gutsy relationship ploy in history, but it’s certainly SOMETHING and will SURELY never come back to haunt her.

Magma is actually pretty simple to build in Eclipse because she’s a standard fantasy archetype; a youngster with a powerful talent for a particular type of magic (“mutant power”) and poor control of it. Given it’s limited applicability, she backs it up with some basic weapons and survival skills. If she was in a fantasy world where such things are usually limited use, she’d be part of a party of adventurers looking for treasure hordes. In a setting where the power flows freely she’s a superhero – or possibly a public menace (if it’s possible to tell the difference).


Basic Attributes:

  • According to THIS BUILD… she’s pretty much a straight-fourteens kind of gal. I’ll be bumping her Constitution up by +2 though to get her more Mana to work with.
  • Net Attributes: Str 12 (+2 Enh, 14), Int 14, Wis 13 (+1 at L4, 14), Con 14 (+2 Enh, 16), Dex 14 (+2 Pathfinder Human, 16), and Cha 14 (Pathfinder 25 point buy). The +1 from her level… probably goes to her Constitution. It will be handy there later.
  • BAB +5, Corrupted/does not contribute to iterative attacks (20 CP). +1 BAB, also Specialized in Swords (2 CP).


According to the build, these are Acrobatics 3, Athletics 2, Close Combat (Sword) 2, Deception 2 (+4, +6 Attractive), Expertise (Politics) 2, Expertise (History) 4, Expertise (Survival) 4, Insight 2, Intimidation 4, Perception 3, Persuasion 2 (+4, +6 Attractive), Ranged Combat (Magma) 3, and Unarmed Combat 3. As usual, I’m not sure what the point of many of those are. Like it or not… the basic variability of a d20 swamps small bonuses and you only need a +1 to use skills that cannot be used untrained.

Of course, this build will need more skills than THAT.

  • Upgrade Human Fast Learner to +2 SP/Level (Purchased at L(-2) with human bonus feat points, 3 CP). With her Intelligence, this will provide her with 16 SP at L1 and 4 SP/Additional Level. At level four that gives her at least 28 SP to spend.
  • Adept / Living in a a “lost colony in a jungle” (Initial half purchased at L(-2) with remaining points from Human Bonus Feat, then at L0; pays half cost for Expertise / History, Expertise / Survival, Martial Arts / Legionary Skirmisher Combat, and Intimidation, 6 CP). For simplicities sake, I’m going to assume that she’s keeping these skills maxed out. At level four, that costs 14 SP and gives them a base bonus of +7.

Geomantic Mastery:

  • Instinctive Volcanology: Fast Learner (Specialized in Skills for +2 SP/Level, Corrupted/may only be used to keep this set of Adept skills maxed out, 4 CP), Adept/(pays half cost for Rune Magic / Wisdom-Based Geomancy, Casting and Mastery, Martial Art/Vulcanism, and Expertise/Geology, 6 CP). This keeps these four “instinctive” skills at (Level +3) automatically.
  • Skill Emphasis (Geomancy Casting, 3 CP).
  • Her +10 Casting and +9 Mastery of Geomancy is Specialized for Increased Effect (Effective total bonus of +20/+18 (Caster Level 10, up to fourth level effects maximum) / use causes earth tremors and other unwanted geological disturbances, effective skill decreases by one each time it is used when the user is not in contact with the ground or a solid surface connected to the ground or by two per use in space, may lose control of her powers when emotionally stressed. It’s important to note that Amara doesn’t yet actually have the Mana for anything beyond third level effects – but that with the Four-Color Package she can affect considerable areas.

It’s worth noting that “dangerously uncontrollable power” is a lot more of a limitation in Eclipse than in Mutants & Masterminds (or even the original comics) because Eclipse acknowledges that people die. In fact, they OFTEN die. You caused an earthquake? In Mutants & Masterminds and in the comics… you will never hear about the infant who was sliced to ribbons by a descending rain of broken glass from a shattered window or the frail grandmother who was crushed beneath a falling bookcase. In Eclipse, as in most of the more “realistic” systems, that sort of thing will happen. Similarly… the “good guys” are NOT guaranteed to win in the end and uncontrollable powers can (and WILL) get companions killed. Fortunately, however, that aspect will not translate over.

  • That leaves Acrobatics 3, Athletics 2, Deception 2, Expertise (Politics) 2, Insight 2, Perception 3, and Persuasion 2. She also speaks English, Portuguese, Latin, and – I’d presume – at least one or two of the local tribal languages of Brazil, so I’m adding +2 SP in Speak Language to cover that along with a couple of +3 Specialities: Deception (tricking people who find her attractive, 1 SP) and Persuasion (persuading people who find her attractive, 1 SP). That requires that she buy 6 SP (6 CP).

Unusually for someone who’s a primary blaster, Amara has two martial arts – so here they are.

  • Legionary Skirmisher Combat (Dex based): Total Bonus +13
    • While the Roman Legions were famous for their tightly-organized formations, they weren’t blind to the value of variegated, loosely-organized skirmishers – and they efficiently trained them as well, teaching them to move in and out, to strike hard and fall back, and to take any cheap shot with a foot, offhand, elbow, or other body part that they could get in hopes of setting up for a finishing blow with their actual weapon.
  • Requires: Weapon Specialist (+1 BAB specifically with Swords).
  • Basics: Attack 4, Defenses 4, and Strike.
  • Advanced and Master Techniques: Unarmed Kata (also usable unarmed), Sunder, Improved Disarm, and Expertise (trade AC Bonuses for Attack Bonuses or Vice Versa)
  • Occult Techniques: Focused Blow, Inner Strength, Healing Hand, and Light Foot.
  • Known Techniques: Attack 3, Unarmed Kata, Sunder, Inner Strength, and Healing Hand.
    • The Roman Legions were eminently practical; if it offered an advantage, then so be it! In a universe where the martial arts really can can provide strange power… the upper levels of their combat training will surely include at least a few useful tricks.

  • Vulcanism (Magma Blast Attacks) Dex-Based Martial Art: Total Bonus: +13
    • This is the inherent art of volcano spirits. Most elemental spirits don’t have an instinctive martial arts style, but Volcano Spirits are just a bit more violent than most spirits.
  • Requires: Ability to regularly project blasts of magma.
  • Basics: Attack 4, Toughness 4, and Synergy/Expertise (Geology).
  • Advanced and Master Techniques: Lava Bomb (Improved Critical), Flowing Magma (Instant Stand), Pyroclastic Cloud (Whirlwind Attack), and Earth Awareness (Mind Like Moon).
  • Occult Techniques: Leaping Fire (Vanishing), Earthfire Heart (Inner Strength), Entomb (Paralyze), and Stoneskin (Iron Skin).
  • Known Techniques: Attack 3, Lava Bomb, Pyroclastic Cloud, Earthfire Heart, and Entomb.

Superhero systems aren’t big on skills. Save for the Martial Arts, skills aren’t visually exciting – and they are often easily supplanted by fairly trivial powers (especially in a buy-what-you-wish RPG. Lets see. I can replace acrobatics, breakfall, climbing, jumping, parachuting, and swimming with just a bit of a highly-limited Flight power that I won’t have to roll to use and can use all I wish to. Is there any reason why I WOULDN’T do that? Or just hitch a ride with my flying teammate? Or teleport?). Mutants & Masterminds kind of painted itself into a corner here; the writers wanted combat skills to work like other skills. Sadly, in almost every superheroic setting, combat skills are much more important and useful than other skills – so combat skills set the price and non-combat skills became seriously overpriced. Eclipse, on the other hand, makes skills cheaper, and pretty much an automatic part of a character, so as to keep them more competitive with other powers since skill-users needed a boost anyway.

Geomantic Affinity:

  • Innate Enchantment, all Spell Level One x Caster Level One x 2000 GP Unlimited Use Use Activated x .7 Personal Only where applicable. 9000 GP net value, 10 CP.
    • Earth Power: +2 Str (1400 GP).
    • Bones of Stone: +2 Con (1400 GP).
    • Heart of Fire: Fire Resistance 20 (1400 GP).
    • Pulse of the World: Geology Sense (2000 GP). This allows the user to detect faultlines, tremors, caverns, veins of exotic minerals, ley lines, and similar features of the earth with basic perception checks as if looking for normally-visible geological features of similar scale.
    • Magma Manipulation: Weapon Mastery: Magma Bolts (+4 to BAB) (1400 GP).
    • Earthwarding: As per Mage Armor, +4 Armor Bonus to AC, (1400 GP).

Volcanic Transformation:

  • Mana-Powered Shapeshift with Elemental Forms, Specialized and Corrupted/Magma Elemental Form Only, no attribute shifts (3 CP). As Magma Elemental: Darkvision 60, +7 Natural Armor, vulnerable to cold, immune to Bleeding, Paralysis, Poison, Sleep, and Stunning, not vulnerable to Critical Hits or Flanking, Immune to Precision Damage, does not Breathe, Eat, or Sleep, Burrow 20′, Earth Glide, Burn, Tremorsense, Immunity to Fire, Lava Pool 1/Day.
  • Opportunist / may automatically shift to Elemental Form when she would be injured by fire, earth, or stone (thrown into a blast furnace, buried in an avalanche, breathed on by a dragon with fire breath, etc, Specialized/has no control over this, 3 CP).
  • Opportunist / may automatically switch to Elemental Form when invoking a Geomantic effect of level two or above, Specialized / has no control over this (3 CP).
  • Returning, Specialized and Corrupted/her body must be exposed to really extreme heat, such as a pool of magma, a blast furnace, or a rocket exhaust (2 CP).
  • Mana Powered Grant Of Aid, Specialized / only usable when directly exposed to sources of extreme heat other than her own powers (3 CP).


  • Hit Dice: 12 (L1d12, 8 CP) +17 (L2-4d8, 12 CP) +12 (Con Mod x 4) = 41. In Mutants & Masterminds that gives her a base Toughness of 7.4, rounding to 7.
  • Saving Throws: Fortitude +2 (6 CP), Reflex +1 (3 CP), Will +2 (6 CP) all +1 Resistance = Fort +6, Reflex +5, Will +5,
  • Proficiencies: Light Armor, all Simple and Martial Weapons (12 CP).
  • Armor Class 10 (Base) +4 (Armor) +3 (Dex) +7 (Natural, Magma Form Only) = 17 (Human), 24 (Magma Elemental). (Mutants & Masterminds Dodge/Parry DC 24.
  • Attacks: Geomancy (Lava Attacks +5 BAB +3 Dex +3 Martal Art +4 Competence for +15 to attacks where relevant (area effects and such do not require attack checks, usually about 10d6). (In Mutants and Masterminds… +15, Effect Rating 10). Sword or Unarmed +11 (+6 BAB +2 Str +3 Martial Art), Damage 1d8+2 (Str) for Sword, 1d4+2 for Unarmed, Mutants & Masterminds +11, effect rating 5 for Sword, 3 for Unarmed). As a magma elemental, anyone she attacks in HTH or who attacks her unarmed or with a natural weapon suffers 1d4 fire damage and may catch fire (In Mutants & Masterminds Flame Aura 2, may be boosted with her Geomancy).

Minor Items:

  • Favors from Mephisto (3 CP). Note that a GREAT deal of caution is advised here.
  • Expertise: Trade attack bonus for damage (6 CP).

Overall Point Costs:

  • Four-Color Package: 24 CP
  • BAB: 22 CP.
  • Skills: 28 CP.
  • Geomantic Affinity: 10 CP
  • Volcanic Transformation: 12 CP
  • Hit Dice: 20 CP
  • Saving Throws: 15 CP
  • Proficiencies: 12 CP
  • Minor Items: 9 CP.

Total: 152 CP.

  • Available Character Points: 120 (Level Four Base) +10 (Disadvantages: History, Hunted, Compulsive/drawn to “Bad Boys”) +18 (Human Bonus, L1 and L3 feats) +4 (Restrictions on Metal Armor / she can’t manage to shapeshift it, and so it tends to burn up when she takes her magma elemental form) = 152 CP.

For remaining details… we have a minor effect or two to add from the Four Color Package and her Wealth-By-Level equipment.

  • For her minor effect, her geomantic knacks allow her to ignore movement penalties for difficult terrain (Feather Stop, L1). She usually uses this when traversing the rubble she throws up, but used to use in in the jungle a lot
  • At level four she’s entitled to 6000 GP worth of personal gear. For that she has…
    • Solar Talisman of Resistance +1 (1000 GP). (A from her father gift in token of her resistence to Selene).
    • Advanced First Aid Kit / Healing Belt (750 GP). OK; they don’t actually show all the characters carrying these, but they SHOULD. I shall presume an asbestos pouch to help it survive touching her in magma elemental form.
    • “Pocket Secretary”/Hero Team Comlink: Satellite Smartphone with HUD and hands-free links (250 GP), Smartsearch (As per a Tome of Worldly Memory, 1500 GP), Intelligent (500 GP), Int, Wis, Chr all 10 (0 GP), 30′ senses, uses Message at will (1000 GP). Note that, since smartphones can talk anyway, there is no need to buy speech for it.
    • Unfortunately, the usual armored costume is of little use to her and the usual reactive contact lenses tend to burn up given that wrapping them up in asbestos is quite impractical. Ergo… she doesn’t use as much equipment as most of the others do.

Amara is powerful, but suffers from poor control, relative fragility when she gets hit effectively, and being incredibly conspicuous – as well as a nasty tendency to set everything around her on fire when she uses her powers. Worse, with the four-color package in play… losing control of her powers can easily result in major earthquakes or worse. Finally, of course, she’s made relatively few major appearances, has never stuck with a team for very long, and even got her history gratuitously written out of existence. Given all that, it shouldn’t be at all surprising that she’s the lowest level New Mutant so far.

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…

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.

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
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.

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.

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.

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?

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.

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.

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”…

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.

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.

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.

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.

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.

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.

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.

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.

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

Well, he IS an equine.

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.