Champions – Professor Moriarty

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

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

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

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

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

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

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

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

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

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

 

Professor Moriarty

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

 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 

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

 

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

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

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

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

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

 

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

 

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

 

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

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

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

 

Champions – Jann Shadowborne

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

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

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

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

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

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

Jann Shadowborne

The Voice Of Ancient Sorrows

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

 

Points Powers END
8 2d6 40-Point Equipment Allowance Aid (Fade/month, Max. 40); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 40 CP worth of customized gear. 30
15 Bardic Talents
(3) Well-Connected
(2) Immunity to looking less than marvelous.; Frequency: Fairly Common
(2) Immunity to the need to compose or practice his music; Frequency: Fairly Common
(2) Immunity to the need for fellow performers and staff to have backup vocals, instrumentals, and basic special effects.; Frequency: Fairly Common
(2) Immunity to not having Groupies and a Butler around.; Frequency: Fairly Common
(2) Immunity to not being heard when singing. He needs no amplifiers and cannot be drowned out.; Frequency: Fairly Common
(1) Immunity to being out of style; Frequency: Rare
(1) Celebrity Legal Privileges
3 Elemental Control: Bardic Powers (6-pt reserve); Visible (Very obvious to any mage): -¼; Generic Limitation (Dimensional Vulnerability: User can be attacked from the Astral Plane without any special modifiers.): -½; Generic Limitation (User will attract spirits with problems and will be expected to undertake various missions for the great spirits): -½
a-3

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

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

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

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

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

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

 

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

 

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

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

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

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

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

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

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

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

 

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

 

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

 

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

 

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

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

 

Eclipse d20 – Playing With The Pulps Part III: More Pulp Powers, Pulp Drugs, and Pulp Archetypes

For Part I – the Basic Pulp Hero and Advanced Pulp Hero Templates – Click HERE.

For Part II – Advanced Pulp Powers Part I – Click HERE.

And to continue the list of advanced pulp powers…

  • Pressure Point Mastery/Elfshot: You may spend 1 Power as a free action to cause your unarmed strikes to inflict double-strength Elfshot effects that last for one minute.
  • Prophecy/Witchsight (GM controlled): You may see glimpses of destiny in visions, or hear mysterious voices, or read Tarot Cards, or throw the I-Ching – but you get occasional free clues, or mysterious warnings, or clairvoyant flashes, or what-have-you – but the mechanism remains the same for each individual seer.
  • Providential Privacy/Shadowweave (constant): Mundane attempts to subtly eavesdrop on you, bug or record you, follow you unnoticed, get a look at you when you’re insufficiently dressed, or read over your shoulder, automatically fail thanks to providential shadows, noises, and other interference – but the failure mode (of subtlety or information gathering) is up to the game master.
  • Razor Tongue Technique/Glamour (constant): Your body language, expressions, and words are subtle social weapons. As long as you aren’t actually in combat you can make people look like idiots, infuriate them, flatter them, sow rumors, or provoke dissension without appearing to say or do anything particularly out of line. You can make a Diplomacy, Bluff, Oratory, or Intimidate check once per round as a free action without this being apparent to anyone who does not make a will save. You may spend 1 Power as a swift action to gain one use of Pathfinder’s Antagonize, Call Truce, or Taunt feats.
  • Reaching Hand, The/The Hand Of Shadows: You may manipulate items within 60 feet as if you were using one hand with Str 12. This does not require line of sight if you know where the item to be manipulated is and provides tactile feedback, allowing you to pick locks and such with your usual skills. You may thus unbar doors, yank a vehicles steering wheel, throw a knife, or even inflict 3d6 damage to a target who fails to save by squeezing their internal organs (this will not work if they are immune to critical hits). This costs 1 power per minute of use.
  • Scent/Witchsight (constant): You gain the Scent ability. Note that, outside of combat, you can identify disguised individuals by their scent, detect and identify poisons and drugs in food, drinks or the air, locate herbs and other substances, gain a +6 bonus to locating food and water in the wild, identify wines, identify potions, and perform similar tricks.
  • Second Wind/Hyloka: You may spend 1 Power as an Immediate Action to gain (1d6+Con) (that’s Con, not Con Mod) temporary hit points – or twice that if you are wounded to the 50% mark or more. Unfortunately, these only last for ten minutes, this ability cannot be used more than once an hour, and such hit points do not provide healing, although new damage is (as usual) taken from temporary hit points first.
  • Sensory Filtering/Hyloka (constant): You may automatically filter out unwanted sensory stimuli. You cannot be blinded, stunned, or dazzled by bright lights, nauseated by odors, or influenced by torture or pain. You may also filter distractions, allowing you to do things like listen to a specific conversation in a crowded, noisy, room without penalty.
  • Shadow Meld/Shadowweave: You may spend 1 Power to cloak yourself in shadows for thirty minutes. During this time you gain a +12 Circumstance Bonus to Stealth and may hide in plain sight – but these benefits only apply if there are at least some natural shadows or dimly lit areas about.
  • Shamanic Adept/Dreamfaring: You may detect the presence of nature spirits and communicate with them. After that, it’s up to you to be persuasive, but anything from getting information on up to causing or preventing natural disasters is possible.
  • Signature Weapon/Witchfire (constant): A favored weapon or pair of weapons is infused with Power, gaining “+2″ worth of Enhancement Bonuses and/or special abilities (they do not have to include an enhancement bonus). You may apply this effect to your fists if you so desire.
  • Simulate Death/Hyloka: You may spend 3 power as an Immediate Action to enter a deep trance. In this state you need not breathe more than once per week, do not bleed, and are basically treated as an object; you are unaffected by poison, energy drain, nondestructive extremes of temperature, and so on. You may set triggers that will immediately awaken yourself (2 Power per Trigger) or can be awakened with twenty minutes and a DC 20 Heal check.
  • Soul Sight/Witchsight (constant): With a few moments of concentration you may look beyond the surface of reality to peer into the realms of the soul. Unfortunately, what this can show you will vary from game to game; in some settings you may see deeply into peoples personalities or prior incarnations or what mystical forces are influencing them. Perhaps you will see and interact with powerful spiritual entities, or lost gods Perhaps you will be able to guide the wandering dead to their final destinations. Or maybe you won’t. You can, however, spend 3 Power and a Standard Action to set a soul-link on anyone who fails to save within twenty feet. While you can only maintain (Cha Mod) soul-links at a time, until you drop such a link you will have a general idea of the target’s location and condition no matter where they go – and may get odd warnings and visions about what they’re up to. For 5 Power and a touch, you can attempt a meeting of souls – perhaps exploring deep motivations, or coming to an understanding, or getting to battle a neurosis or possessing entity. Discuss this one with your game master; this is a deeply mystical power and will mean different things in different settings.
  • Stage Magic/Hand of Shadows and Shadowweave: You get a +10 bonus to Sleight of Hand and Escape Artist and may perform elaborate feats of stage magic with Sleight of Hand, a few basic props, and either 1d4 rounds to prepare or the expenditure of one power as a swift action, and may spend one power to use Sleight Of Hand or Disable Device at a range of 20 feet.
  • Surge of Strength/Hyloka: You may spend 1 Power as a free action to gain a +10 bonus on a single strength-related check, including jumping, melee damage, or smashing things.
  • Synergistic Knowledge/The Inner Eye: You may pool the information available to every willing target within twenty feet, including things they have forgotten or clues that were never mentioned to the other characters. Everyone involved can attempt to aid whatever the best knowledge skill roll in the group is and theories may be assembled using those augmented skills and all of the available information. This requires a three full rounds and the expenditure of 3 Power. (Yes, this makes the user a convenient channel for game master exposition and for leading questions – such as “but didn’t you informant also say that…” – when some player hypothesis is wandering off into never-never land).
  • Talons/Hyloka (constant): The user’s “natural weapons” (hands and feet) are toughened enough to inflict 2d4 base damage. They are otherwise treated as normal weapons. Secondarily, the users hands are impervious to needles, rope burns, high voltage electricity, handling hot objects, and similar perils.
  • Thought Sensing/The Inner Eye: You may employ Detect Thoughts and Detect Hostile Intent at no cost. Given a minute, you may employ Object Reading or gather any psychic impressions that are present in the area.
  • Thundering Command/Glamour: You may spend 3 Power and a Standard Action to issue a short and simple command, targeting up to (Cha Mod) specific creatures within a 20′ radius within sixty feet. The effects of such commands persist for three rounds and cannot include self-harm beyond the trivial; ordering someone to provide a few hairs or a drop of blood is quite acceptable though. Exorcists are fond of “Begone!” (sending a spirit back to it’s home plane or, if it’s bound to something, back to whatever binds it), law enforcement is fond of “Drop your weapons!” or “Freeze!”, and so on. Focusing on a single target increases the save DC by two. Traditionally user’s are limited to seven specific commands. In this case they may opt to have some or all of them be Absolute Commands that can also affect inanimate objects, approximating effects of up to level two. For an example, “Open!” might make a creature open it’s mouth or open a gate, but the Absolute Command version would also be functionally equivalent to a Knock spell. Common Absolute Commands include “Burn!” (Combust) and “Shatter!” (Shatter). For that matter, “Jam!” can briefly disable guns or make doors stick,
  • Tinker/Hand of Shadows: You may spend 1 Power to accomplish a days worth of work on a device, vehicle, or similar, in one minute or to accomplish some simple repair or modification that would usually take up to fifteen minutes as a swift action.
  • Venomous Infusion/Hyloka and Witchfire: You gain a choice of seven different toxins or drugs that you may synthesize, and infuse into targets by touch at the cost of 2 Power and a Standard Action. Unfortunately, realistic toxins and drugs are enormously complicated,

Doing Drugs n’ D20 – DD&D

d20 really doesn’t have a useful system for drugs. That’s partially because “Drugs are Bad” and so mostly only appeared in The Book Of Vile Darkness (oddly, I know many people who take drugs for blood pressure or other conditions without any notable evil) and mostly because realistic drugs generally have no real effect in d20 terms. After all, d20 is a system that ignores pain, the effects of major injuries, and broken bones. You can be stung by a colossal scorpion, wind up with your body having more poison than blood in it, and shrug it off with a good die roll. If marijuana makes you mellow and hungry… MAYBE that’s a +1 on will saves against certain emotion-controlling spells and a roleplaying note, but is it really worth tracking?

Fortunately, these are Pulp and Fantasy drugs, rather than realistic ones, and do have dramatic and impressive effects: Ergo…

  • Pulp and Fantasy Drugs and Toxins approximate the effects of spells of up to level two.
  • They have Alchemical effects, and provide alchemical modifiers.
  • They will not affect creatures with no constitution scores.
  • No more than three doses of a particular drug will work on any one individual in any one day. Doses after that are wasted.
  • The more powerful beneficial drugs exhaust the bodies resources. After they wear off, the user suffers Fatigue. If the user is immune to Fatigue in the first place, they won’t work.
  • Ingested substances require 2d4 rounds to take effect. Directly infused substances take effect in the round of use.
  • Pre-prepared substances are normally good for 1d4+1 days.
  • Real drugs and toxins often have a wide variety of deleterious long-term effects. In D20 being stabbed a dozen times is easily endurable and will heal up without a trace in days even without treatment. Ergo, D20 drugs have no long-term effects.
  • Addiction is not a problem either. D20 characters routinely ignore pain, stress, and comfort, stay awake for days on end, and more. If they want to quit using something, it really isn’t a problem for them.

So here are some drugs and toxins, ready to go:

  • Aggrande I through VI (Strength, Intelligence, Wisdom, Constitution, Dexterity, Charisma): Enhance Attribute +2, 1 Hour/Level Duration (The Practical Enchanter). Variants have double effect if limited to a particular purpose – boosting Strength for Carrying Capacity, Intelligence for enhanced recall (Knowledge Skills) or to raise Spell DC’s, Wisdom for Enhanced Senses or for Will Saves, Constitution for Hit Points or Fortitude Saves (or the ever-popular Sexual Capacity), Dexterity for Armor Class, or Extra AOO or Reflex Saves, and so on. Anti-Trauma: Light Revival (The Practical Enchanter, as Cure Light Wounds but will work for a few rounds after “death”).
  • Antipsychotic: Allows a madman to function relatively normally for 3d6 hours.
  • Apercept: Induce Blindness/Deafness.
  • Aphrodisiac: Suggestion (Infatuation/Have Sex). Note that other specific drugs produce other specific suggestions and so induce other moods and effects. Still, nothing has ever been as popular as the search for a genuine aphrodisiac except the search for money and power.
  • Augamenti I through VI:(Strength, Intelligence, Wisdom, Constitution, Dexterity, Charisma): Bulls Strength, Foxes Cunning, etcetera. Variants have double effect if limited to a particular purpose – boosting Strength for Carrying Capacity, Intelligence for enhanced recall (Knowledge Skills) or to raise Spell DC’s, Wisdom for Enhanced Senses or for Will Saves, Constitution for Hit Points or Fortitude Saves (or the ever-popular Sexual Capacity), Dexterity for Armor Class, or Extra AOO or Reflex Saves, and so on.
  • Bactril: Induces minor regeneration and tissue adaption, facilitating the regrowth / reconstruction of things like noses, eyes, and fingers, cosmetic surgery, and reducing the difficulty and tissue-matching needed for transplants – making such things possible with the Heal skill at reasonably low DC’s.
  • Berserkerite: Wrath (The Practical Enchanter).
  • Bloodstop: Immortal Vigor II (The Practical Enchanter).
  • Botulism: Torn Muscle (Pathfinder).
  • Cancerphage: Cures cancer given about a weeks worth of once per day doses.
  • Clarity: +4 to Perception and Knowledge Checks but -4 to Charisma Checks for the day.
  • Combat Drug: Heroism.
  • Comprehensive Immunization: Provides a wide range of inoculations.
  • Contraceptive (Hedge Magic) Lasts one day for males, one month for females.
  • Depressant: Induces Exhaustion.
  • Elixir Of Health (A.K.A. “Azoth”): Make two immediate extra saves versus a disease, each with a +5 bonus.
  • Ephemera: This drug greatly accelerates cognition. The user gets to ask (Int Mod +2) extra questions as free actions each round. In combat the user may give up two questions (presumed to be about possible openings) in exchange for a +1 Insight Bonus to an attack or a +1 Insight Bonus to their AC. The effect lasts for about ten minutes, but it seems much longer.
  • Fleshknitter: Fast Healing II (The Practical Enchanter, lasts 2d8 + Caster Level (max 10) rounds).
  • Halcyon Tonic: Cures vitamin and mineral deficiencies, +2 on all rolls against diseases for one week.
  • Hypercaf: Postpones all feelings of Fatigue or Exhaustion for a full day. Then you crash.
  • Hyperstim: Negates the effects of one negative level for twenty-four hours.
  • Immunobooster: Rite of Bodily Purity (Pathfinder). It does not require an hour to administer, but does to take effect.
  • Intoxicant: Touch of Idiocy.
  • Lethe: Confuses memories of the last hour and prevents the effective formation of new memories for another hour.
  • Lifebane: Victim must save or Heal Checks on the victim take a -12 penalty and using healing magic on the victim requires a DC 27 caster level check. This effect lasts for 24 hours.
  • Metset: Adjusts the user’s metabolic rate. May be used to induce (relatively) rapid weight loss (Heal DC 10), induce a deep coma approaching true suspended animation in a willing recipient (Heal DC 20), or reduce the aging rate to 50% of normal (Heal DC 30). A dose lasts for 1d4+1 weeks.
  • Muscle Relaxer: Ray of Enfeeblement.
  • Neurostim: Remove Paralysis.
  • Numbwort: Delay Pain (Pathfinder).
  • Paralytic: Ghoul Touch; 10 minutes/level but no odor.
  • Physiological Regulator: Soothing Word (Pathfinder)
  • Psybane: Allows the user to voluntarily suppress memories, possession, lycanthropy, and similar disorders leading to the loss of mental control for twenty-four hours.
  • Rejuvenation Serum: Lesser Restoration. No fatigue if simply used to eliminate the effects of over-indulgence (hangovers, etc) or to eliminate fatigue or reduce exhaustion.
  • Soma: Makes the user cheerful and happy for twenty-four hours.
  • Sophoric (Nightsnare, Pathfinder). No range, but the victim will remain normally asleep after the effects wear off until they awaken or are awakened naturally.
  • Soulflight: Gives a willing user strange visions, out-of-body experiences, glimpses of the afterlife, and similar experiences – none of them predictably. Usually has a subjective duration of 1d6 x 1d6 hours, lasts about an hour on the physical level.
  • Suppressant (Strength, Intelligence, Etc. -4 for one hour per level). Note that most intoxicants and hallucinogens are simply wisdom suppressants with exotic special effects. Specialized Suppressants – for example, reducing Wisdom for Perception purposes only – are doubly effective.
  • Susparin: Corrects homeostasis malfunctions, such as diabetes, hypo- or hyper-thyroidism,
  • Thermaset: Allows the user’s body to quickly adjust to livable (if possibly very uncomfortable) environmental extremes, including desert heat, arctic cold, water scarcity, and high altitudes.
  • Tranquilizer: Calm Emotions (single target, but ten minutes per level).
  • Troll Serum: User automatically stabilizes if below zero hit points and automatically stops bleeding after the first round. This effect persists for one hour per level.
  • Truth Serum: Touch of Truthtelling (Pathfinder) plus Suggestion (Babble). If the first save fails, the ongoing Suggestion effect will require a save for each question to resist answering – usually with many digressions and at excessive length.
  • Universal Antitoxin: Gain a +10 bonus versus Poison for one hour.
  • Vermifuge: Renders the user’s blood mildly poisonous to other organisms, eliminating various worms, bloodsucking insects, and other parasites for the next day. They’ll need an hourly save.

What with the various variations on aphrodisiacs (or general mood-influencing drugs), augmentations and suppressants, that should easily provide you with eighty or so drugs to work with – which should be more than enough.

  • Ventriloquism/Witchfire: You may create noises, including voices, music, footfalls, and even deafening roars or claps of thunder (fortitude save or deafens for 1d4+1 rounds), anywhere within a sixty foot radius. Extremely loud noises, or very complex ones (including music and equivalents of Shatter and Sound Burst) cost 1 power to generate, voices and simple noises of reasonable volume have no cost.
  • Visage Of The Dragon/Glamour: You may spend 2 Power as a part of an Intimidation check to target all non-allies within a sixty foot radius. If you focus on a single target and succeed you may cause them to freeze in terror as long as you continue to concentrate and they are not blatantly distracted (perhaps by the interposition of a barrier, or being attacked) from your terrifying visage.
  • You Cheat!/Witchsight: You almost invariably win at games of chance and can find any game that happens to be in the vicinity. This can be a good social gateway – no one will mind much if you join in, win twenty dollars, and buy everyone a round of drinks – but using this gift to get large quantities of money tends to attract a LOT of hostility. Unfortunately, you cannot try to turn a situation into a game to get a guaranteed win; betting your companion that you will win a solo fight against thirty opponents is not a game of chance.

Obviously enough, when you get a set of five powers for your investment, a lot of characters will have themed sets. To cover those here are thirty sets of themed abilities for making quick characters or gathering inspiration.

  1. Academic: Defining Aura (famous world-class expert with invaluable expertise and impeccable credentials), Focused Mind, Synergistic Knowledge, I Planned For This Contingency, and Instant Inclusion.
  2. Artiste: Defining Aura (Celebrity Artist, to be pampered and indulged), Grandiose Gesture, Impeccable Image, Instant Inclusion, and Razor Tongue Technique.
  3. Cavalier Cowboy: Adroit Cavalier, Forced March, Greased Lightning, Visage Of The Dragon, and Second Wind.
  4. Doctor: Bioawareness, Defining Aura (Noncombatant healer; an authorative physician and an amazing expert to be recruited if possible), Mystic Adept (Healing), Simulate Death, Venemous Infusion, and You Cheat!
  5. Dragonborn: Blinding Flash, Elemental Mastery, Gliding, Longevity, and Ventriloquism.
  6. Ghost Hunter: Elemental Mastery, Ghost Strike, Medium, Mystic Adept (Dreamfaring), and Soul Sight.
  7. Interrogator: Analytical Gaze, Handwriting Analysis, Lay Of The Land, Sensory Filtering, and Thought Sensing.
  8. Jungle Lord/Lady: Animal Companion, Animal Friend, Outrun The Fireball, Scent, and Surge Of Strength.
  9. Mafia Don: Defining Aura (A deadly criminal mastermind, with wealth, favors, and minions to call upon and a deserved reputation for dealing harshly with those who cross him), I Planned For This Contingency, Inspiring Presence, Instant Inclusion, and Providential Privacy.
  10. Martial Artist: All-Around Sight, Athletic Paragon, Focused Mind, Pressure Point Mastery, and Talons.
  11. Master Investigator: Analytical Gaze, Bioawareness, Handwriting Analysis, Lay Of The Land, and Providential Privacy.
  12. Mechanic: Demolitions, Intuitive Operator, My God That’s A Big Gun, Signature Weapon, and Tinker,
  13. Mercenary: Forced March, Outrun The Fireball, Perfect Healing, Second Wind, and My God That’s A Big Gun.
  14. Munitions Master: Blinding Flash, Demolitions, Kangaroo Pouch, My God That’s A Big Gun, and Signature Weapon.
  15. Mystic: Gliding, Draught Of Eternity, Hypnosis, Mystic Adept (Shadowweave), and Ventriloquism.
  16. Night Phantom: Adhesion, Gliding, Providential Privacy, Sensory Filtering, and Visage Of The Dragon.
  17. Officer: Inspiring Presence, I Planned For This Contingency, Papers Please, Thundering Command, and Visage Of The Dragon.
  18. Operator or Special Agent: A Thousand Faces, Kangaroo Pouch, Demolitions, Impeccable Image, and Signature Weapon.
  19. Orator: Grandiose Gesture, Inspiring Presence, Linguistic Acquisition, Papers Please, and Ventriloquism.
  20. Physical Adept: Athletic Paragon, Draught Of Eternity, Mind Over Body, Perfect Healing, and
  21. Psychic Master: Cloud The Senses, Focused Mind, Prophecy, The Reaching Hand, and Thought Sensing.
  22. Shadow Walker: A Thousand Faces, Cloud The Senses, Darkness, Darksight, and Shadow Meld.
  23. Shaman: All-Around Sight, Ghost Strike, Shamanic Adept, Soul Sight, and Thundering Command.
  24. Socialite: Defining Aura (Utterly harmless, if extremely good-looking, and wealthy party-goer who should be invited to all the best parties and have their expenses paid), Venomous Infusion, Grandiose Gesture, Instant Inclusion, and Razor Tongue Technique.
  25. Speedster: Athletic Paragon, Clouds Above The Earth, Evasive Jinx, Greased Lightning, and Outrun The Fireball.
  26. Stage Magician: Blinding Flash, Stage Magic, Simulate Death, Hypnosis, and Grandiose Gesture.
  27. Street Urchin: Defining Aura (Young, Innocent, Trustworthy, and other descriptives of choice), Demolitions, Evasive Jinx, Lay Of The Land, and You Cheat!
  28. Survivor: Forced March, Outrun The Fireball, Perfect Healing, Second Wind, and Venomous Infusion (usually rare herbs).
  29. Tenacious Bruiser: Athletic Paragon, Forced March, Greased Lightning, Second Wind, and Surge of Strength.
  30. Wandering Exorcist: Focused Mind, Ghost Strike, Medium, Prophecy, and Thundering Command.

Next time around on this; other pulp abilities – including how to acquire early modern-style vehicles.

Eclipse d20 – Playing With The Pulps Part II: Pulp Powers

For Part I – the Basic Pulp Hero and Advanced Pulp Hero Templates – Click HERE.

The first, and largest, option for Advanced Pulp Heroes is Pulp Powers – the weird abilities that make many of them just a bit more than human. For an awful lot of those powers the mechanism of choice is Witchcraft. At its base Witchcraft is low-powered, low-cost, and very versatile – which means that it can easily be specialized in particular functions to make it medium powered (just right for pulp powers) while maintaining it’s low cost. That’s important because pulp heroes generally aren’t of particularly high level and rarely grow in power all that much – so unlike a baseline d20 character they don’t go from “slightly above ordinary” to “stronger than most classical gods” over the course of their careers.

And the next step in basic Witchcraft is a simple feat – The Secret Order. So we can take that ability and build what we want as…

Pulp Powers/The Secret Order: +5 Basic Abilities, +4 Power (6 CP). Where saves are relevant, they have a DC of (16 + User’s Cha Mod). This gives our Advanced Pulp Hero a choice of five pulp powers, either drawn from the list below or built from the basic witchcraft abilities using these powers as examples.

It’s worth noting that the special effects are up to the user; if you want Venomous Infusion to be represented by a pouch full of vials and needles, then so be it. Do you carry bottles of special adhesives to use the Adhesion effect? Use C’hi powers? Or weird technology? Go right ahead; changing what your powers look like is quite acceptable.

  • A Thousand Faces/Shadowweave: You may spend 1 Power to gain a +12 bonus on Disguise checks for thirty minutes. During this time you may disguise yourself or change disguises as a Standard Action without penalty and gain a similar bonus to attempts to imitate voices.
  • Adhesion/Witchfire (constant): You can cause items you touch to stick together. You may perform small repairs (as per Mending), add +10 to the DC of escaping any bindings you apply, gain a +6 bonus on any rolls to hang onto creatures or things or to keep your footing, and may employ a Spider Climb effect at will.
  • Adroit Cavalier/Hyloka and Glamour (constant): Any mount you ride gains the benefits of Personal Haste (The Practical Enchanter), Surefooted Stride, Jump, and Fast Healing I, all cast at your level, while you gain a +10 bonus to Ride checks. If you keep a personal mount for a week or more, those benefits will remain in force for it for up to forty-eight hours between contacts. Your mount will come when called, can perform any “trick” without training, and needs only one-quarter the usual amount of food, rest, air, and water.
  • All-Around Sight/Shadowweave (no cost, works until deactivated): Subtly guiding light to the user’s eyes allows the user to see in all directions. He or she cannot be flanked and gains a +4 bonus to Perception, but suffers a -4 penalty on saves against gaze attacks.
  • Analytical Gaze/Hyloka: You may spend 1 Power to commit up to five minutes worth of material to memory with photographic exactness – making it easy (at least with an advanced pulp heroes augmented intelligence) to deduce things like a targets likely profession, the presence of hidden weapons, the tiny inconsistencies that may indicate a disguise, likely guard routes and blind spots in surveillance, and similar elements. As a side effect, you do not need a spell book, may sketch or draw what you’ve seen with great precision, can read off all the titles of a shelf of books you merely glanced at from memory, and may perform many similar stunts.
  • Animal Companion/The Inner Eye (constant): You have a vague link with a normal animal with a range of about a mile. Within that range you can get bits of what it sees and hears and you can influence it with Animal Handling rolls. If something happens to it (including dying of old age) you will need at least a month to replace it and will probably be upset.
  • Animal Friend/The Inner Eye (constant): The user can gain simple clues, warnings, and even some facts from observing animals and can get simple messages across to them. Thus observing frightened birds might reveal an ambush and Lassie can both reveal that Little Timmy is down the well and be sent to fuss at the main house, and perhaps bring additional aid.
  • Athletic Paragon/Hand Of Shadows (constant): You gain a +4 bonus on Acrobatics, Climb, Fly, Ride, Swim, and Martial Arts based on Str or Dex (this does increase the number of techniques that you know) in each such art, +10 feet/round to all of your movement rates, subtract six dice from any falling damage you take, and can never become overweight or out of shape.
  • Bioawareness/Witchsight (constant): You are a walking lie detector. When you focus on a target within 20′ you become aware of their heartbeat, eye movements, any pains they may be feeling, whether or not they are sweating, and similar responses. You gain a +10 bonus to Sense Motive, a +6 bonus to Heal, and can easily tell if someone is merely pretending to be unconscious or dead, when people are nervous, and if they are ill or drugged.
  • Blinding Flash/Shadowweave: You may spend 1 Power as a standard action to create a burst of light equivalent to the effects of a Pyrotechnics spell cast on a fire source. While this has only a sixty foot range, you are automatically immune to the effects.
  • Cloud The Senses/Glamour: You gain a +6 bonus on your Social Skills and may subtly influence perceptions; you may “set the theme” of the immediate setting (adding minor descriptive items to it – adding a dry wind, a tumbling tumbleweed, appropriate subtle “background noises”, and other “western” cliches, or setting up a haunted house with creaking doors, flickering shadows, chill drafts, and cobwebs. This adds +4 to the DC of penetrating any deception which matches the theme), With concentration you can erase your presence from other minds; for 1 Power per Minute you can use the Pathfinder version of Cloud Minds, at an effective power point total equal to your level.
  • Clouds Above The Earth/Hand Of Shadows: You may spend one power to create footing (small force disks) where none exists for one minute. During this time you may walk silently and without putting pressure on the floor, stand on water, and perform similar stunts.
  • Cultivated Blandness/Shadowweave (constant): You may make a Disguise check each morning; the result is the DC of the will save needed to recall any details about your name, face, or voice. This does not, however, interfere with memories of what you actually did – just of your identity. If you opt to present yourself as a generic member of a group, those you encounter must save successfully before they can become suspicious.
  • Darkness/Shadowweave: You may spend 1 Power and a Swift Action to render normal vision useless within a radius of up to 20 feet. If this is an ability, it centers on you and moves with you for up to ten minutes. If it is device (such as a smoke bomb) the effect is immobile and only lasts for three rounds, but you may place the effect anywhere within sixty feet as long as you have line of sight and get three uses per Power expended.
  • Darksight/Witchsight (constant): You get 120′ Darksight.
  • Defining Aura/Glamour (constant): You may give yourself a brief personal description; those who interact with you will accept it as the truth, and react accordingly, unless they make their saving throw. Once chosen, your description will not change without months of work. For example, you could be “A deadly criminal mastermind, with wealth, favors, and minions to call upon and a deserved reputation for dealing harshly with those who cross him” – and watch people get out of your way, try and curry favor with you, and cower in fear if you seem upset. Be “A wealthy playboy whom every woman secretly wants, with loads of money and a reputation for throwing marvelous get-togethers and attending every social function” and watch the invitations pour in, doormen wave you into exclusive clubs, and bartenders and caterers gladly run a tab for you. Play the role of an incredibly brilliant scientist, a great detective, or whatever you wish. Sadly, if you act too far out of character, a new save can be made every day.
  • Demolitions/Infliction: You may spend one minute and 3 Power to rig up a stationary explosion that inflicts triple the normal Infliction damage in up to a 10′ radius. Unfortunately, such lash-ups are too fragile to be thrown, although they can be rigged up with various triggers, such as when a car starts.
  • Draught Of Eternity/Hyloka (constant): You age extremely slowly, if at all. You may spend 1 power to heal 1d6 points of attribute damage or drain as a free action once per round. As a side effect, if you are more than sixty years old and still adventuring, you will find that people will believe almost any story about your exploits and abilities.
  • Elder Sorcery/Various (normally villains only): This is any single Basic Witchcraft Ability, Specialized for Double Effect/requires gestures and incantations, calls upon terrible elder beings and occasionally lets them or their minions slip into the world, is widely recognized as terrible black magic, requires occasional sacrifices to or missions for the eldritch powers that back it. (Witchcraft is generally fairly low-powered. Doubling up a basic ability this way gets it up to the lower-mid power level as far as basic d20 goes – but in a pulp setting this tends to be the terrifying upper limit of magical power.)
  • Elemental Mastery/Witchfire: While it’s a distinct rarity in the pulps (and a transitional phase towards more modern superheroes), a very few pulp characters can control elemental forces. What makes them distinctly “pulp”, however, is that these abilities tend to be relatively weak, but versatile; a Firemaster may be able to generate weak blasts and bolts of flame within a very limited radius – but he or she can also weld, heat their coffee, generate heat to shrug off cold weather, melt an incoming fusillade of bullets, snuff out flames, and provide light. Someone with cold powers might create a chill mist, prevent explosives from detonating, shatter metal, protect themselves from heat or cold, extinguish fires, preserve specimens, or spread a film of ice over nearby surfaces. In general, the user must select a specific type of energy to manipulate and may create effects within their field equivalent to Cantrips without cost, may create first level effects as Standard Actions for 1 Power. The elemental forces may also be employed defensively as an Immediate Action for 2 Power, reducing the effects of an appropriate incoming attack or group of attacks by 1d6 per level (to a minimum of zero).
  • Evasive Jinx/Elfshot (constant): Anyone within a two block radius who is actively pursuing you must save on the first round and every four rounds thereafter or suffer some minor, transient, hindrance – someone getting in the way, a flat tire, a minor accident, being tripped, or some similar difficulty. Similar Jinx abilities may be developed for other activities – such as Theft and Burglary or (if the game master is willing to allow it) even Combat.
  • Focused Mind: You may spend 1 Power at any time to gain the results of a DC 25 Autohypnosis check, to regain your Psionic Focus, or to throw off a Confused, Dazed, or Stunned condition.
  • Forced March/Hyloka (constant): You may go for up to a week without food or water, up to three days without sleep, and up to three minutes without air, with no penalty. Thereafter penalties accumulate normally. As a side effect, you gain the Endure Elements and Longstrider effects.
  • Ghost Strike/Dreamfaring (constant): You and your attacks effectively have the Ghost Touch property. You may spend 1/2/3 Power to briefly phase a small/large/complete portion of your body into the Ethereal plane; this can be used to get things out of sealed boxes, reach through doors to unlock them, or even to step through walls.
  • Gliding/The Hand Of Shadows: If conscious, you may control your falls – moving up to 15′ per 5′ of fall and taking no damage when you land. Strong winds may make it hard to make progress upwind, but can be used to gain height. This has no cost and does not require an action.
  • Grandiose Gesture/Glamour: You may spend 2 Power as an Immediate Action to get everyone in a sixty foot radius who fails to save to focus their attention on you this round. You gain a +2 to +6 (GMO) bonus on the DC of the save if you actually do something attention-grabbing or very dramatic. If you keep speaking, you create an effect similar to the Enthrall spell.
  • Greased Lightning/Hyloka (constant): You gain a +3 bonus to Initiative checks and may perform minor “super speed” tricks such as getting a fire started by friction in mere moments, moving the shells in a shall game too fast for anyone to track, using a sword to put your initial on someone’s chest, or shuffling and dealing cards in mere moments.
  • Handwriting Analysis/The Inner Eye: Given a few minutes to examine a sample of someone’s handiwork – a sample of their handwriting, something they built, a piece of art they created, or a house they decorated – you can recognize other examples of their handiwork, create a profile of them (getting a good idea of their traits, behaviors, and personality), and may make a Perception check to try to obtain a (very) general physical description of them.
  • Hypnosis/Glamour: You may spend one power as a standard action to Hypnotize (as the spell) up to 4d4 levels of creatures. If you choose a single target, they may be given a Suggestion (classics include inducing temporary delusions (“You are a chicken!”), getting them to answer questions, getting them to remember things that didn’t happen (“You met with a Dragon that demanded…”), inducing a Delayed Suggestion (“When the clock strikes two in the morning, open the south gate”) although this allows a second save when it activates, and even undo the effects of other mind-affecting abilities (allowing a new save).
  • I Planned For This Contingency!/Glamour and The Inner Eye: As a free action you may spend 3 Power to create a near-instant psychic conference. This lets the players take a five minute break to plan, solve some puzzle, or what-have-you – although the usual special effect is “we planned for this in advance”. Secondarily, for the next one minute, everyone in the group receives a pair of +2 Insight Bonuses which they may elect to apply to any two of Attacks, An Attribute, Damage, Checks, Saves, or Armor Class – although the choice is fixed for the duration once made.
  • Illusion Projection: You may spend 1 Power as a standard action to generate the equivalent of a Minor Image anywhere to which you have line of sight within sixty feet.
  • Impeccable Image/Multiple (constant): You look good at all times. Your clothing is clean, your hair styled, your manners impeccable, and your manner suave. You can automatically fit into any social gathering and never make faux pas. Any accusers tend to be seen as lying villains and your actions are generally seen in the best possible light. Any legal or social troubles are automatically reduced by one level in severity and you are an extremely credible witness. If there are any rolls involved in such things you gain a +6 bonus.
  • Inspiring Presence/Glamour (constant): Every ally within 30 feet gains a +1 Morale Bonus to attacks, weapon damage, saves, and checks. You may spend 3 Power and a Standard Action to increase this bonus to +2 for 3d6 rounds or to counter fear and/or negative morale effects.
  • Instant Inclusion/The Inner Eye: You have an amazing knack for finding friends, both new and old. You may call on up to (Base Cha/2) character points worth of Contacts and Favors during each adventure without having actually purchased them and may make Gather Information checks in a mere ten minutes.
  • Intuitive Operator/Witchsight (constant): You know how to properly operate any device you come across. This does not necessarily mean that you have any idea what it DOES, but you intuitively know what to do to make it work. You enjoy a +6 bonus on any rolls to operate a vehicle or otherwise operate machinery.
  • Kangaroo Pouch/Shadowweave (constant): You gain a +20 Circumstance Bonus on any attempts to conceal objects around your person and may employ Call Item at the 100 GP level up to once per round.
  • Lay Of The Land/Witchsight: You may sense what you would have learned if you had taken the time to search an area throughly, gone through a stack of books to research a topic, or spent an hour interrogating a suspect or checking their computer files – effectively substituting a moments glance for several hours of effort. Even better, this does not disturb the area and gives no external sign of what you’re doing. It does not, however, obviate the need for the relevant skill checks and costs 1 Power each time you use it.
  • Linguistic Acquisition/The Inner Eye: If you can spend five minutes in the company of someone who speaks or reads a language (and who isn’t shielding their mind against you) you may expend 1 Power to pick up that language. If you wish to maintain it, you must spend 1 power per day – although contact with the source is no longer necessary unless you let it drop. If you maintain it for thirty days or more, you may “forget” and old language and substitute the new one for it permanently.
  • Longevity/Hyloka (constant): Aging has little effect on you; you do not suffer attribute penalties for middle age until old age, do not suffer old age penalties until you are venerable, and are treated as having obtained the greatest possible result + 1d (of whatever type the roll normally uses) for your maximum age. Thanks to your many experiences, three times per day you may apply a +4 Insight Bonus to any in-game roll, this does not require an action. Yes, this overlaps with Draught of Eternity; this is for characters who are just extraordinarily healthy and vigorous, not semi-immortal.
  • Medium/Dreamfaring: You may sense the presence of the dead (constant) or – given something linked to a deceased individual – hold a seance. This requires the expenditure of 2d4 Power which the spirit, if it chooses to appear at all, may draw on to power witchcraft effects of its own. Most spirits are willing to talk to a medium, even if it’s only to mock and threaten them, and they generally don’t know (or won’t admit to knowing) anything that they didn’t know in life.
  • Mind Over Body/Hyloka: You possess an utterly unnatural ability to manipulate your physical form. You may contort and compress your flesh to achieve a +12 bonus on Escape Artist checks at no cost, fit yourself into a container capable of holding your volume (about 100 liters or 3.5 cubic feet) for 1 Power/Hour, squeeze through cracks, crevices, and pipes as small as four inches in diameter (2 power per 30 feet or part thereof), or temporarily suppress your Constitution Score (taking on the attributes of a “creature” with no constitution score, including picking up size-based HP and losing any constitution-based bonus hit points) for 3 Power for one minute. All of these require a Standard Action.
  • My God That’s A Big Gun/Infliction: Specialized and Corrupted for Triple Effect (three times the base damage) /requires an especially prepared material focus (worth 100 GP), can only be used three times per session. Yes, you can pull out your rarely-used missile launcher, wand of disruption, death ray, or similar every so often.
  • Mystic Adept/Various: You have one Basic Witch Ability in unmodified form. This is rare, and no heroic pulp character will have more than one such general ability. Basic Witchcraft is simply too flexible to fit into
  • Outrun The Fireball/Hand Of Shadows: Once per minute you may spend 6 Power as an Immediate Action to accomplish some incredible acrobatic stunt powered by telekinesis as well as musculature. You may dart across a rooftop to grab someone who has just fallen off before they fall, reach the ground fifteen floors below by safely by “bouncing” back and forth between two buildings, snatch a parachute, dive out of a plane, catch up with someone who’s falling while you put your parachute on, grab them, and open your chute dramatically close to the ground, or run up a wall, tumble over your opponents, and reach the self-destruct button before they can fire their city-destroying death ray. You cannot, however, directly attack or interfere with anyone who’s unwilling while accomplishing this maneuver.
  • Papers Please/Glamour: You may spend a Standard Action to attempt to convince up to six people that you do indeed have proper authorization for whatever you’re up to. Sadly, those who save will not be convinced and cannot be affected again for at least an hour.
  • Perfect Healing/Hyloka (constant): You can slowly heal from any injury that you can survive for an hour or more – although the process of regrowing a leg, or healing a major traumatic brain injury, or similar injuries may require months. Permanent attribute drain is treated as attribute damage and negative levels never become permanent.

And next time around on this topic… the rest of the Advanced Pulp Powers List, Pulp Drugs, and some Pulp Archetypes.

Champions – Dylan “Redstone” Williams, Pulp Jungle Warrior

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

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

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

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

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

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

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

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

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

——————————————————-

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

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

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

——————————————————-

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

 

Dylan “Redstone” Williams, the Lion King

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

 

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

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

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

 

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

 

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

 

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

 

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

 

Champions – Lamechial who thwarts Deception, the Adversary

By what right do I do these things?

In any trial, there are two advocates before the Judge.

I am not a defense attorney. The LORD forms the Light, and creates Darkness. The LORD makes Peace, and creates Evil. He is the LORD who does all these things. Both the Light and the Darkness and the Shadows which lie between are HIS. And in those Shadows I have walked across the centuries, testing. Some pass, surmounting temptations and obstacles, and grow. Others fail, and diminish.

But I have not heard the guiding voice of the LORD within in centuries. Is this a part of his plan? Or have I somehow been twisted to the path of division, which claims that my office is not the LORDS, and fallen? And does it matter? No longer are mortals scattered so thinly across the earth. Now, no matter where my path might lead… there are lives that I am called to touch. Some to help, some to oppose – whether in training or reality – and, far, far, too many… to avenge, expose, or punish.

There is a reason that the first thing a lot of angels say is “Do not fear.” Lamechial… does not say that very often. Miracles are not always nice.

————————————————————–

There are spirits of wrath, or mercy, and of many other aspects of humanity and the world. Most of them are pretty blatant, even if the true ultimate powers are cloaked in a myriad mysteries and masks. Lamechial… walks the shadows, both in the darkest corners of the world and in its highest courts. He is a special agent – the supernatural version of James Bond.

And Lamechial resembles James Bond more than a bit. He is old (even if, as a spirit being, he does not age), sophisticated, experienced, and has seen the worst of humanity over and over again across the centuries – although innocence can still surprise him. He is something of a cynic, but – unlike so many spirits of good or evil – does not bother himself over the little, meaningless, “sins” and indulgences. Humans are not perfect, and they cannot be expected to be.

That does not mean that they cannot be BETTER.

————————————————————–

Lamechial both is and is not an atrocity of power. He possesses a few extremely potent abilities – he can send corrupted spirits on a tour of hell, release inhibitions, grant wealth, minions, or many other benefits, and warp the world around him in a thousand marvelous ways – but the tour (however shocking) merely delays his targets by a phase, he can make only minor changes in mortal minds, he can only grant benefits in conjunction with a willing mystical pact (although the price is rarely anything more than a few favors and he can only grant 20 points worth of boosts at that), and – while he can readily change the environment around himself – in superheroic combat, making a few walls and such only goes so far. Most of his resistance to injury fails against otherworldly weapons – which pretty much every occultist on earth knows about. He is owed countless favors, but rarely more than one or two related to his current activities.

Worse… the use of his active powers twists the world about him. Mortals may receive visions, take up magic, or develop strange powers and bizarre obsessions. Magical creatures sealed away since the very dawn of time may be unleashed. Strange plots and magical interventions spring up where Lamechial passes. Such things are, after all, obstacles for people to build up their strengths overcoming – and that is his purpose.

In actual combat, Lamechial is essentially a rather light duty brick. He’s tough enough (unless someone has an otherworldly weapons) to withstand most small arms unless someone gets in a lucky shot, but he really isn’t up to fighting a serious super-hero, super-villain, or major monster. He’s more of a pulp occult investigator.

Out of combat… his most potent (and rules-abusive) power is his Perfected Expertise, which makes him (thanks to eons of experience) familiar with every active skill, reasonably well informed on virtually any topic, and competent at social skills – although, even with this power an actual hero is likely to far exceed his skill in any topic that said hero is actually interested in.

————————————————————–

The primary problem with Lamechial in a game is not his awkward powers. It’s that he doesn’t really play very well with others. He may appear to mortals and aid them in pursuit of justice or against supernatural menaces. He may tempt them with their fantasies, show them luxuries and riches, or strip away their perks. He may show evildoers the likely consequences of their foul ways, or wisely mentor almost anyone – but, like most occult agents and detectives, he’s really something of a loner.

Although I suppose you could use him as one of those annoying Stealth Mentors; “I have no choice but to surrender! Excellent! Now that you have become strong enough to overcome ME, you will have a chance against the true challenges to come!”

 

Lamechial who thwarts Deception,

the Adversary

Value Characteristic Points
10/45 STR 0
8/23 DEX -6
13/40 CON 6
10 BODY 0
13 INT 3
11 EGO 2
25 PRE 15
17 COM 3
10 PD 1
8 ED 0
4 SPD 7
17 REC 0
80 END 0
40 STUN -13
Total 18

 

Points Powers END
23 Shadow Magic Multipower (70-pt reserve); Variable Limitations (Commonly IAF (Amulet) or OIF (Ring)): -½, -¼; Visible (Blatantly obvious to other supernatural beings): -¼; Side Effects (Has weird, cumulative, effects on those around. ): 30/Half, -½; Generic Limitation (Side effects cannot be avoided.): -½; Concentrate: ½ DCV, -¼; Only in Hero ID: -¼
u-1 Sorcerer’s Eyes / Detect Magic (+7 to PER); Time Required: Instant, +2; Range: Ranged, +5; Addition (Discriminatory / Analytical.): +5
u-1 2d6 Walker of Ages / Aid to Favors and Contacts. (Fade/week, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Generic Limitation (May only “pull out” one contact and two favors in any one week.): -½; Reduced END: Zero, +½ 0
u-1 2d6 Balm of Gilead / Aid to all damaged powers and abilities (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2 3
u-1 Glimpse of the Abyss / Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Usable Against Others (Only works on those at serious risk of winding up in hell): ×1 mass, 1; Generic Limitation (Sends victim on an astral tour of hell. This seems to last for hours, but actually requires only an instant (they lose a phase), after which the victim is returned to his or her body. It will not work again on the same victim for at least a week.): -1½ 4
u-1 1d6 Wages of Sin: Drain Perks (Return/century); Range: 0; Affects: Single Power of Special Effect, +¼; Penetrating: +1; Generic Limitation (Cannot drain more than 20 points in total from the target’s Perks. ): -1 5
u-2 Soulsight
(10) Stench of the Lie / Detect Deception (+10 to PER); Time Required: Instant, +2; Range: Ranged, +5
(10) Heartsight / Detect Surpressed Desires (+10 to PER); Time Required: Instant, +2; Range: Ranged, +5
u-2 Fiat Materia / Telekinesis (STR 30); Range: 345; Manipulation: Fine, +10; Reduced END: Half, +¼ 2
u-2 1d6 Call the Shadows / Transform: Remove Inhibitions, induce gloating, cause confessions, or other minor mental changes (Minor, Limited Class); No Range -1/2, Cumulative: +½; Area Effect (Radius): 6″ radius, +1; Increased Area: ×2, +¼; Champions Advantage (Exemption: can leave up to (ECV) targets unaffected): +½; Autofire: 20 shots, 1¼; Reduced END: Zero, +1; Penetrating: +1 0
u-2 2d6 Aid: Grant Wishes (Fade/century, Max. 20); Range: 0; Affects: Single Power of Special Effect, +¼; Variable Special Effects: Certain Group, +¼; Generic Limitation (Target must willingly accept a mystically binding bargain (a 20-point disadvantage)): -1

It is important to note that Lamechial does NOT want your soul, or to deprive you of your free will. He is MUCH more likely to call upon you to take in an orphaned child, to help straighten out someone else, to turn away from an illegal business and donate to charity, or otherwise to try and improve matters on earth – to strive, in some small way, to become a better person.

5
u-2 Visions Through The Mirror / Clairsentience (Hearing, Sight); See: Past, +20; Reduced END: Half, +¼; Dimensions: Current, +0; Range: 500″; Generic Limitation (Cannot see into truly sacred places.): -¼ 2
u-2 15″ Gates of the Nephelim / Teleportation (Long Range 1,875″); Increased Range: ×125, +35; Long Range: 1,875″; Long Range (miles): 2.33; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0 3
u-2 Warp Reality / Change Environment (8″ rad.); Effect: Variable, +1; Reduced END: Zero & Persistent, +1; Uncontrolled: +½, No Range: -½

This power manipulates the setting; If Lamethial wishes to fix a broken window, open some doors, or create a hole in a wall this will do it – as it will transform a room into a cavern full of gems, or a harem, or turn an area into a maze. He can even add in “extras” – minor spirits or bored souls acting in appropriate unimportant roles. The net effect is somewhat dreamlike.

And yes, that’s powerful, and quite likely outside the scope of “Change Environment” – but how would you build that power?

0
u-2 2d6 Heavenly Sword (No longer carried) Killing Attack (HTH) (Total 4d6); Range: 0; OIF (Blade): -½; Reduced END: Half, +¼; Armor Piercing: 1, +½; Affects Desolidified: +½

Lamechail is not primarily a warrior, and – these days – carrying a sword around is quite conspicuous, while having a car handy is much more generally useful. Thus Lamechial has put his celestial sword and armor safely away in magical storage, It is unlikely that anything short of an apocalypse scenario would or otherworldly invasion or some such make him get them out again.

3
7 Perfected Essence Elemental Control (20-pt reserve); Visible (Blatantly obvious to sensitives as a spirit entity.): -¼; Side Effects (Comes with numerous supernatural responsibilities and missions along with various supernatural opponents.. ): 30/Half, -½; Generic Limitation (Side effects cannot be avoided.): -½; Generic Limitation (Will not function in the divine realms of non-Judaeo-Christian gods. ): -¼; Only in Hero ID: -¼
a-6 Armor (14 PD/14 ED); Generic Limitation (Bypassed by Otherworldly Weapons): -1

If Lamechial is expecting a major battle against otherworldly opponents he may retrieve his divine armor – a 2-point bit of equipment that buys off the “not versus otherworldly weapons” limitation on his “natural armor” – but these days he usually finds owning a CAR a lot more useful and far, FAR, less conspicuous.

b-7 Perfected Health / Regeneration (1 BODY/Turn); Regenerate: From Death, +20; Addition (Repairs any damaged attribute or ability): +10
c-9 +35 STR; Reduced END: Half, +¼ 1
d-12 +27 CON
e-9 +15 DEX
f-5 2d6 Perfected Expertise / Aid to Skills (Fade/5 hours, Max. 12); Range: 0; Generic Limitation (Target gains an 8- base in all skills, 11- in knowledges, and his or her base Presence Check in all Presence-Based Skills only): -½; Generic Limitation (Self Only): -½; Affects: All Powers of Special Effect, +2 4
g-9 Life Support (total); Area Effect (One-hex): 1 hex(es), +½
5 Damage Resistance (5 PD/5 ED)
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 30 CP worth of customized gear. 20
117 Total Powers  

 

Points Skills, Talents, Perks Roll
37 +6 level w/Immortal Expertise / Overall Level; Costs END: -½; Reduced END: Half, +¼; Visible (Shadow Magic Signature): -¼; Generic Limitation (Will not function in the divine realms of non-judeo-christian gods. ): -¼
7 Money (Wealthy); Generic Limitation (Has no apparent source, no history, and no financial records. ): -½

Lamechial’s wealth is fundamentally based on his “Warp Reality” power, which allows him to fill empty rooms with whatever he pleases – as long as it has no significant point cost. He handles the legal concerns with his usual inherent skill, but people do notice and wonder…

1 Noted Occult Authority
45 Total Skills, Talents, Perks  

 

Cost Equipment
12 Sigil of Metatron / Sorcery Power Pool (10-pt Pool); Control Cost: 5; IAF (Sigil of Metatron on his Tie-Clasp): -½; Gestures: Instant Power, -¼; Variable Limitations: -½, -¼

For the most part this covers a little light levitation and some holy-radiance “special effects”. He’s not exactly an expert sorcerer. His power manipulation skill is Knowledge / Enochian Rune Magic, which his Perfected Expertise gives him a base of 11- in.

6 Sigil of Michael; IAF (Warding Amulet): -½

Given that much of Lamechial’s business has always been with more or less ordinary mortals, he has rarely needed special defenses – but a bit of guidance from Michael is helpful in dealing with unexpected attacks.

(3) Mental Defense (7 pts) ; Add to Total
(3) Power Defense (5 pts)
3 High End Smartphone (0kg)
5 Penthouse Base: 25

There may be a bit of vanity involved, and Lamechial enjoys a comfortable lifestyle as much as anyone else – but the real draw is the symbolism of watching over the world from on high. That… just appeals to him. And it’s handy to have a place to keep your stuff too.

4 High End Sports Car: 20
30 Total Equipment

 

100+ Disadvantages
20 Reputation: The Adversary (14-, Extreme)
20 4d6 Unluck
20 Ruthlessly Inhuman (Very Common, Strong)
15 Honorable (Common, Strong)
15 Code of Chivalry (Common, Strong)
10 Public Identity

Lamechial, as an Adversary, may lie – but only as a part of a test or to serve a greater purpose. He makes no particular effort to conceal his identity – although he also makes no particular effort to prove it either.

15 Hunted: Minions of Moloch (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted: A “white” mage. (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Few mortal records, and those are spread over centuries. (Infrequently, Greatly)
135 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
18 + 162 = 180 235 = 135 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 4 7 24/19 22/19 3, 6, 9, 12

 

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

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

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

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

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

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

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

——————————————————————————-

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

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

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

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

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

——————————————————————————-

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

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

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

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

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

 

Yu Qilin (Jade Unicorn)

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

 

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

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

u-2 5d6 Eye of Erleng Shen / Energy Blast; Range: 0; Versus: ED; Based on EGO Combat Value: vs. ECV, +1; Area Effect (Radius): 12″ radius, +1; Selective Target: +¼; Increased Area: ×2, +¼; No Range: -½; Charges: +8, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Variable Limitations (Each slot already has at least -1 in limitations, leaving only another -1/2 – usually an OIF/Magical Rings): -1½, -¾; Extra Time: full phase, -½ 0
u-2 1d6 Chant of Creation / Transform Landscape and Structures (Major, Limited Class); Range: 0; Cumulative: +½; Area Effect (Radius): 250″ radius, +1; Increased Area: ×125, +1¾; Autofire: 10 shots, ¾; Charges: 125, +¾; No Range (Only works in a radius around him.): -½; Concentrate: 0 DCV, -½ 0
u-2 Veiling The Sun’s Eyes; Charges: 3, -½; Continuing Charges: 1 Minute, -3 lev; Focus (Bag of Alchemical Dust): Obvious Inaccessible, -½; Focus Expendability: Hard to Acquire, -¼; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Variable Limitations (Each slot already has at least -1 in limitations, leaving only another -1/2 – usually an OIF/Magical Rings): -1½, -¾; Extra Time: full phase, -½
(6) Spatial Awareness; Charges: 3, -½; Continuing Charges: 1 Minute, -3 lev; Focus (Bag of Alchemical Dust): Obvious Inaccessible, -½; Focus Expendability: Hard to Acquire, -¼
(2) 360-Degree Sensing (Spatial Awareness) (Unusual Senses); Charges: 3, -½; Continuing Charges: 1 Minute, -3 lev; Focus (Bag of Alchemical Dust): Obvious Inaccessible, -½; Focus Expendability: Hard to Acquire, -¼
(13) Darkness (Hearing, Sight, 5″ radius); Range: 0; No Range: -½; Charges: 3, -½; Continuing Charges: 1 Minute, -3 lev; Focus (Bag of Alchemical Dust): Obvious Inaccessible, -½; Focus Expendability: Hard to Acquire, -¼ 0
u-2 3d6 Light of the Ten Suns / Flash (Detect, Sight); Range: 450; Area Effect (Radius): 8″ radius, +1; Increased Area: ×2, +¼; Charges: 12, -¼; Focus (Bag of Alchemical Dust): Obvious Inaccessible, -½; Focus Expendability: Hard to Acquire, -¼ 0
u-2 9d6 Unbroken Grasp of the Underworld / Entangle (DEF 9); Range: 450; Generic Limitation (Only works on creatures within 3″ of the ground): -¼; Generic Limitation: -¼; Charges: +6, -¾ 0
u-2 Dreams of the Moon / Images (Hearing, Sight, 16″ radius); Range: 440; Observer PER Penalty: 8, +24; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev; OAF (A Mirror): -1 0
2 Elemental Control: Pulp Hero (5-pt reserve); Generic Limitation (No power may exceed 10 active points.): -¾; Visible (Obvious pulp hero.): -¼
a-2 Armor: Only a flesh wound! (4 PD/3 ED)
b-2 +10 PRE: I’ve seen worse!
c-2 Mental Defense: Unconquered Will (13 pts)
d-2 +5 CON: Tough As Nails
e-2 Regeneration (1 BODY/hour); Regenerate: Standard, +0
f-2 Resistance (+10 to EGO Rolls)
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 30 CP worth of customized gear. 20
70 Total Powers  

 

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

 

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

 

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

 

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

 

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