Champions – Nightmare Shard Invictus

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

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

-William Ernest Henley, Invictus

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

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

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

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

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


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

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


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

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

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

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


Amadin Striking Hawk

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


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

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

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


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


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


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


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

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


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


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

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

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

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


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

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

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

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

What foes do the Champions face?

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

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

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

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



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

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

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

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

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

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

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

The Primeworlds:

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

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

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

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

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

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

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

Errant Time, Time Patrol Starship

Even a single sector of the galaxy is a lot of room for things to go wrong in. When you throw in time travel as well… things can get very complicated indeed – which is where ships like the Errant Time come in.

The Errant Time isn’t an especially large ship, and it isn’t all that heavily armed or shielded – but it has excellent internal facilities, good navigational sensors (allowing it to travel freely instead of sticking to the charted routes), and a fairly good FTL drive. It also has a time-drive capable of reaching the past, the future, and alternate probability lines with a paradox evasion circuit; when an incoming paradox is changing the current timeline the ship will automatically transport itself, it’s passengers, and it’s cargo to the new one – allowing them to try and fix the issue.

Similarly, it’s AI system is not especially powerful – but it’s got a reasonable set of databases, is equipped to detect temporal disturbances, and is a pretty good at determining the ships current location. It can’t actually run the ship for you

Still, while it’s more than a bit cramped, has a mere fifty ton cargo capacity, and- at least in its base configuration – is easily identifiable and has no stealth systems whatsoever, it’s also got the one thing that’s important to most player characters. At a mere 20 CP, it’s cheap.

Cost / Vehicle Characteristics
0 STR 10/55
0 DEX 10
-1 BODY 9/18
0 SPD 2
45 Size Increase-9: 32 hexes (1,377 sq ft), 16 inside, 32 passengers, 8″ long x 4″ wide, 50,000 kg, KB -9, DCV -2 (Mod -5)
9 DEF 5; Coverage: Complete, -0; Protects: Top and Bottom, -0
-12 Ground Movement (0″, NC: 0″, 0mph); Non-Combat Multiplier: ×2, +0

5 Elemental Control: Starship Powers (15-pt reserve); OIF (Drive and Power Systems): -½; Focus Type: Vehicular, -½; Focus Mobility: Bulky, -½; Generic Limitation (Primary Starship Systems Only): -½

  • a-5 Life Support (total)
  • b-10 Thrusters / Flight (10″, NC: 1,250″, 930mph); Non-Combat Multiplier: ×125, +30; Stall: None, -0; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½
  • c-4 Vortex Drive / Faster-Than-Light Travel (1000 LY/Year); Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½
  • d-9 Temporal Drive / Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: Any Time, +40; Extra Time: 5 min., -2; Generic Limitation (Time and Timeline Travel Only): -½; Generic Limitation (Unreliable in GMO ways.): -1; Mass Multiplier: ×1, +0; Carrying Mass: None; Trigger (Incoming Paradox): Set, +¼ (7 End)
  • e-5 Navigational Warp Sensors / Danger Sense (Out of Combat, Anywhere); Works: Out of Combat, +5; Range: Anywhere, +15; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½; Generic Limitation (Only to detect upcoming navigational hazards during high-speed travel): -2; Auxiliary Cost (Analytical; Provides data on the nature of the navigational or ship hazard): 1 (cost 5); OIF (Drive and Power Systems): -½; Focus Type: Vehicular, -½; Focus Mobility: Bulky, -½; Generic Limitation (Primary Starship Systems Only): -½ 17-
  • f-22 Computer Enhancement / Enhanced Perception (all) (+36 to PER); Generic Limitation (Only versus range modifiers): -½; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½; OIF (Drive and Power Systems): -½; Focus Type: Vehicular, -½; Focus Mobility: Bulky, -½; Generic Limitation (Primary Starship Systems Only): -½. Operators using sight and ship systems take no penalty to perception checks at ranges of up to 4,200 Kilometers, -2 for each doubling of the range beyond that.
  • g-14 Sensor Systems; Generic Limitation (Only versus range modifiers): -½; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½; OIF (Drive and Power Systems): -½; Focus Type: Vehicular, -½; Focus Mobility: Bulky, -½; Generic Limitation (Primary Starship Systems Only): -½
    • (6) 360-Degree Sensing (All); Generic Limitation (Only versus range modifiers): -½; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½; OIF (Drive and Power Systems): -½; Focus Type: Vehicular, -½; Focus Mobility: Bulky, -½; Generic Limitation (Primary Starship Systems Only): -½
      (2) Communications / Radio Listen and Transmit; Based on EGO Combat Value (No lightspeed delay, interstellar range): vs. ECV, +1; Generic Limitation (Only versus range modifiers): -½; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½
    • (6) Ship Scans / Spatial Awareness; Generic Limitation (Only versus range modifiers): -½; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½
    • (4) Detect Life Forms (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Addition (Discriminatory Sense): +5; Generic Limitation (Only versus range modifiers): -½; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½
  • h-8 2d6 Superior Facilities and Gear: Aid Skills (Fade/hour, Max. 12); Range: 0; Generic Limitation (Effects vanish instantly on leaving the ship): -½; Autofire: 5 shots, ½; Reduced END: Zero, +1; Affects: All Powers of Special Effect, +2; Generic Limitation (Provides a maximum bonus of +3 to rolls): -1. The Errant Time carries a wide variety of equipment, library data, and other gear – offering those aboard a substantial boost in the use of their various skills.
  • i-12 Shields / Force Field (15 PD/15 ED); Reduced END: Zero, +½; Hardened: ×1, ¼
  • j-5 Power Plant / END Reserve (200 END, 10 REC/turn). This is for the benefit of any equipment that the passengers bring aboard; the engines provide all the power the ship itself needs since all the ship systems are at 0 End cost anyway.
  • k-4 Internal Lights, Gravity, Etc / Change Environment (2″ rad.); Effect: Variable, +1; Reduced END: Zero & Persistent, +1; Selective Target: +¼; Generic Limitation (Only internal): -1
  • l-27 1d6 Warp Cannon Battery: Ranged Killing Attack; Range: 485; Based on EGO Combat Value: vs. ECV, +1; Champions Advantage (Does Body. Use normal DCV versus operators ECV): +2; Reduced END: Zero, +1; Autofire: 5 shots, ½; Penetrating: +1
  • m-4 Autorepair Systems / Regeneration (3 BODY/day); Regenerate: Lost Limbs and Organs, +10; Charges: 1, -2. Basically the ship can self-repair up to three points of body per day. It can repair specific systems as well, but it will take more time.

175 Vehicle Cost

100+ Disadvantages (Cost: 100/5 = 20)

  • 15 Distinctive Features: Starship; Concealability: Not Concealable, 15; Reaction: Noticed and Recognizable, +0
  • 10 Watched: Law Enforcement (8-); Capabilities: More Powerful,
  • 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
  • 20 Vulnerability: Magic (2× Effect); Attack: Common, +10
  • 20 Requires regular resupply, refueling, and skilled maintenance. (Frequently, Fully)
  • 10 2d6 Unluck (Despite how BORING space really is, weird stuff happens to or aboard the ship at regular intervals).

75 Disadvantages Total

Herodotus, the onboard AI:

Val / Char / Cost
23 INT 13
8 EGO -4
0 DEX -30
1 SPD 0

Characteristic Rolls: STR: 9-, DEX: 9-, CON: 9-, INT: 14-, EGO: 11-, PER: 14-

Cost Powers END/Roll

  • 15 Detect Temporal Disturbances (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Transdimensional (Through Time. “Range Modifiers” are based on how far in the past or the future the disturbance is.): Single Dimension, +½
  • 3 Detect Current Location (+0 to PER); Time Required: Half Phase, +0; Range: Touch, +0

Cost Skills, Talents, Perks Roll
10 Universal Translator; Generic Limitation (Written Material Only): -1 14-
3 Absolute Time Sense
3 Cryptography 14-
3 Scholar
2 History 14-
2 Alternate Timelines 14-
2 Paratemporal Equipment 14-
2 Galactigraphy 14-
2 Current Dimensional News 14-
2 Astronomy 14-
2 Immunity to Temporal Shifts; Frequency: Fairly Common

0+ Disadvantages
15 Highly Protective of Existing Timelines (Common, Strong)
15 Always Obeys Orders of Superiors (Very Common, Moderate)

ECV: 3; Mental Def.: 0; Phases: 7

Costs: Char: -21, Disad:30, Powers: + 51, Total: = 30

Aurora Ward Index III

Session Logs:

  • Session I: Team formation, the arrival of Ahmik, a Cultist, a Powerstone, and introducing the Imaginal Wars.
  • Session II: Settling into the Silverhold, the arrival of Syphon, Training Exercises, Demonic Attacks, and a Flower Exhibition.
  • Session III: Imp Amulets, the departure of Syphon and the arrival of Mini-Max, the Book of Niberius, and Invocation Magic.
  • Session IV: Captain Thunder, Candyland, The Auction, Night Templar gets Possessed, Demon Summonings, and Sapphire Star.
  • Session V: The Mandate and the Wyrm Crown, the Night Auction, encounters with Plunder, Fear, Destruction, and Wraith Sword.
  • Session VI: Fear, Destruction, and Vengeance. Entering and Leaving the Realm of Opposites. Considering the Archmage and Chi’an Lung.
  • Session VII: The Wrath of the Wendigo, the Transformation of Antiquity.
  • Session VIII: Visiting Children, Niberius and Godzilla, Weaponizing Love, and the Demon Amulets.
  • Session IX: Investigating the Demon Amulets, Landscaping with Belial, Demonic Ensoulment Rituals,
  • Session X: Disabling the Rite, Boreas, Belial, and Mini-Max. Blood and Souls, the Counterspell, seeking the Archmage.
  • Session XI: Through the Chinese Hells, the Pool of Life, the Archmage Besieged.
  • Session XII: Relief Forces, the Dragons of the East,
  • Session XIII: Entrapment, Meeting the Archmage, Encountering the Orb.
  • Session XIV: A dinner, some history, the Orb – and into the Heart of Darkness.
  • Session XV: Departing the Archmage, a curious device indeed, Ameobro and the Animal Spirits, the Gates of Faerie.
  • Session XVI: Encounters with the Fey, Encountering Malwyn, Illusions and Reality, rescuing Samuel.
  • Session XVII: Ceara and Samuel, Malwyn shows his ire, investigating disappearances, magical contractors, the dangerous room, bumping heads with Belial.
  • Session XVIII: A dealing with demons, the Wendigo Camp, Bearageddon, a dealing with the dead, news of the assault.
  • Session XIX: Battle at the Silverhold, the Black Summons and the Light of Luathon, Driving with the Dead.
  • Session XX: Discussions with the Wind, Captain Massacre Attacks, Ameobrat fails to evade the Sniper, Dimensional Incursions, the Crimes of Captain Mayhem, Night Templar versus the Dark Knight and his Imps, Funniest Home Videos.
  • Session XXI: Tracing Malwyn, Murders in the Darkness, Discussions with the Seelie and Unseelie Fey, Encounters with the Orthallen.
  • Session XXII: Near Space Defense, Battles with Malwyn and the Battered Women, Belial’s Press Conference, Tracing NSD.
  • Session XXIII: My Evil Twin Skippy lives in My Evil Mirror House, the river rising, battles with the alternates, the escape of the Dark Knight and Munchkin, false equipment.
  • Session XXIV: Zantu Deliberations, visiting Saturn, the Archives of the Arith Vaya, the Glacial Guardian, into the frozen depths, debating with Darvian.
  • Session XXV: Explaining Ameobro, introducing the Dragon Circle, Runestones, Survivalism and the Codex Naberius, Voso, the Demon Thief of Magical Children.
  • Session XXVI: Bargains with Belial, Demonic Web Pages, Orabus the Equine Prince, Battling Voso, buying Demonic Children, Secrets of the Arith Vaya.
  • Session XXVII: Dealing with Demonic Children, Night Templar and the Angels of Wrath, Red Soulstone and Space Marines
  • Session XXVIII: The Press Conference, Malphas and Mayhem.
  • Session XXIX: The History of Mars, the Skorel and the Arith Vaya, interviewing Doctor Promethean, the Ghosts of Mars, True Necromancers.
  • Session XXX: The Shrine of Rathma, Bobby the White Necromancer, speculations on canned meat, Doctor Promethean again, Saurians for Mars.
  • Session XXXI: Feeding Ghosts, Piper and the Bombardment Epoch, descending the Axis Mundi, observing the destruction of Mars.
  • Session XXXII: Return from History, retrieving a Helmstone.
  • Session XXXIII: Spider Ships, Psychic Experiments, and Martian Possessions.
  • Session XXXIV: Issues on Earth – mercenaries, robotic law enforcement, and pegasus interviews. Megachurches, soulstone, the Indestructible Man, and Demonic Pants. Future Lawbots, investigating disappearances, and childish invocations.
  • Session XXXV: Murders of days long past, Haywire and the Future, Illiri, Mana Drains, Elder Spells, and Realtors, and the Pit of the Kyinn.
  • Session XXXVI: Johannus-not-a-ghost, Investigating the Kyinn.
  • Session XXXVII: Setting up the Space Marines and the Horsemen to collide.
  • Session XXXVIII: The Horsemen and the Space Marines.
  • Session XXXIX: Planning for Zantu, Ormarr the Obtuse, Colonel Ashford and his Psychic Sidekicks, the Galactic Bus, Ancient Air Defense.
  • Session XL: Into the Ancient Base on Zantu.
  • Session XLI: Ancient Chaos, Battle in the Control Chamber, Planetary Cataclysm and Reconstruction.
  • Session XLII: Samhain’s Self-Arrest, Search and Rescue, Trial of the Century, Ormarr on FTL, Invocations at Ceara’s School, Night Templar’s Child Endangerment Case, on the news with Belial, Armageddon shorts out, Voso lord of Spam.
  • Session XLIII: Demonic Danger Rooms, decontaminating Armageddon, Deplatypusing Captain  Mayhem, The Transtemporal Villain Swarm.
  • Session XLIV: The Goetic Council, Ambassadorial Portfolios, Armageddons Unholy Pants, and Vapula the Irritant.
  • Session VL: Voyage to Tibet, Niberios and North Korea, Battle at the Archmage’s, Arcane Considerations, and Signing Off on Time Travel.
  • Session VLI: A conference on restraints, summoning the Doctor, Go-fers and Grabboids, Antione and Illari, Gastion Emerys, Timewalker, and the oncoming horde.
  • Session VLII: Tracing Illari, Considering Syphon and Mini-Max, molten miniatures, collecting the Sniper.
  • Session VLIII: Ordering Weapons, a dealing with Dragons, Potions of Drunkenness, and the Bane Mummies explained.
  • Session IL: Researching the Racemind, The Nordic Realms.
  • Session L: Into the Nordic Realms, Modgud and the river Gjoll, Heimdall and Bifrost, the Wolves and the Gods, Loki, Jormungand, and Hela. Samhain contemplates moving out.
  • Session LI: The Fury at the Norsemen, disruptions on Zantu, ambassadors to the Pirate and Pony realms, Armageddon accidentally marries Prince Blueblood, Ameobro acquires some Changelings.
  • Session LII: Antione and the Kyinn, Surveillance Efforts, Pegasus and Perseus II, Amazon’s, Athena, and Icos. Introducing the Titanosaurs.
  • Session LIII: The Hydrasaur. Battle at Thunder Bay, Illari’s Projects.
  • Session LIV: Investigating the Genetics Lab, tracing the Titanosaurs.
  • Session LV: Ferret War Dance and the Ferret King, Battling the Titanosaurs.
  • Session LVI: Arach the Black, Forgemage, the Minotaur, the Zantu Survey.
  • Session LVII: Illari and the fight at the club.
  • Session LVIII: Titanosaurs Worldwide, the Battle of New York Harbor.
  • Session LIX: Interlude; Ceara summons the Cutie Mark Crusaders.
  • Session LX: Concluding the Battle of New York Harbor.
    • It’s worth noting that these logs are 1) summarized in places (especially conversations) and 2) from a particular characters viewpoint; they don’t tend to get into much detail on what the other characters are up to.

Background Materials:

The Cast:

Ponies Of The Eclipse – Queen Chrysalis

For today, thanks to a request that seemed appropriate for Halloween, it’s Queen Chrysalis from My Little Pony; Friendship Is Magic.

Of course, the problem here is that Queen Chrysalis appears in only two episodes, spends most of what little screen time she gets in disguise, and even then is mostly either being rude (and grossly out of character for Candace), singing, or gloating. That means that she only displays a handful of powers, some of which are very plot-specific. What’s more, for a shapeshifting infiltration expert she didn’t do much research on her target. Not knowing about Shining Armor’s sister? Really? Isn’t that like trying to infiltrate Microsoft without being able to recognize Internet Explorer and Microsoft Office?

OK. I’ll assume that Chrysalis is normally a lot more competent than that and was simply in a big rush or something. I think it’s also reasonable to assume that she’s had a rough and adventurous life, that she’s several centuries old, and that she’s a fairly potent mentalist. Still, while Chrysalis is a major villain, in a generally low-level world like Equestria, that doesn’t really imply being of a very high level. Luna’s build only required level eight, and Alzrius built Celestia at level nine. Moreover, Chrysalis had to be hopped up on love to beat Celestia, so level seven seems fair – and she gets the Low-Level Adventurer Template, just like everyone else.

To summarize the low-level adventurer template, those affected get:

  • A -3 penalty on unskilled skill checks.
  • Very slow level advancement, by direct session-based character point awards rather than experience points. Succeeding in goals helps, but killing things and taking their stuff does not.
  • The status of valuable trouble magnets – they’re rare and find trouble everywhere they go.
  • A +3 bonus on five skills which suit their backgrounds and training. Sadly, this cannot be applied to active magical skills.
  • Extra hit points equal to [12 + (2 x Con Mod)].
  • Two minor special talents. For the full list see the Template, for Queen Chrysalis we’ll take Hard Training (Constitution) (a +2 bonus to her constitution) and Enduring (gaining a +1 bonus on saves) – useful, if subtle and unspectacular, bonuses.

To summarize the Changeling Racial Template Modifiers:

  • Quadruped: Changelings lose half their ground movement if they can’t use all four legs and take a -4 penalty on anything requiring two hands.
  • Attribute Shift: -2 Dex, +2 Con
  • Limited Shapeshift: A physical version of Disguise Self. It does not affect clothing or gear. This is not detectable by psionics or magic.
  • Virtual Equipment: Changelings do not need to actually have basic tools, simple melee weapons, mundane light or medium armor, or clothing to gain it’s benefits and/or relevant appearance. As a side effect they are considered proficient with all such “manifested” items.
  • Innate Enchantments (Spell Level One, Caster Level One): Goo Splat, Goo Mastery, Greater Mage Hand, Sustenance, and one other of choice which may be swapped out given a couple of weeks. Innate enchantments stack with external effects.
  • Changelings may buy four skills (Bluff, Disguise, Sense Motive, and Speak Language) for half cost and gain a +4 Racial Bonus to all those skills.
  • Flight, 30′, with perfect maneuverability. Will not function if the user’s wings are entangled, damaged, or otherwise restrained (although, weirdly enough, as long as the user’s wings are free to move, it doesn’t matter if they are actually moving), is subject to dispelling, antimagic, and similar effects, and makes the user magically conspicuous
  • Love Drain 5/Day: As per Bestow Curse – but the target must be experiencing the emotion of Love or Friendship and the effect fades over the next few days whether removed or not. Victims do get a save, but do not notice making it and the “curse” leaves no traces beyond emotional draining. Each time she “feeds” by successfully cursing someone, she gains 3d “love points”. If the qualifying emotion was true romantic love use d12’s, for true friendship or familial love use d8’s, for crushes and abstract love (groups, comic books, whatever) use d6’s, and for casual affection or lust use d4’s. She can store up to (Chr x Con) Love Points. In general, staying alive costs two points a day – one for their innate Sustenance effect, one for simply functioning. If they’re trying to heal up, it’ll cost another one. Changing forms costs one, as does holding a form for a few hours (three for a day). Finally, using their Innate Enchantments other than Sustenance costs one per five minutes or part thereof.
  • Physical and Magical Hysteria. These run on “Love Points” and only work when the user is at at least 80% of their “love capacity”.
  • Changelings do NOT gain the benefit (a constant supply of Mana) of the Superheroic World Template.

Changelings are a +0 ECL Race – but a version of the “Alicorn” part of the “Alicorn Template” seems fairly appropriate; Chrysalis is pretty blatantly a corrupted/evil alicorn.

Changeling Alicorn Template (32 CP / +1 ECL Acquired Template)

  • Metamagical Theorems: Amplify (3 CP), Elemental Manipulation (3 CP), Lacing (3 CP), and Stabilize (3 CP), all Specialized: only usable with love-powered magic, makes the user a primary target, makes you bigger and more conspicuous,
  • Streamline x4, Corrupted, no more than four levels worth of metapsionics in total may be applied to any one power unless the user has fused their powers with another Alicorn, in which case four levels from each Alicorn involved may be applied, Specialized as above (8 CP). Chrysalis has an even distribution of +2 levels worth of each available, up to that maximum total of four.
  • +2 Constitution (12 CP).


There really isn’t much of any information at all available here. Chrysalis is a pretty good singer, is presumably fairly tough, and doesn’t show any startling disabilities – but neither does she show any particularly fabulous intelligence, alertness, strength, or speed. Those holes in her limbs look like a weakness when it comes to physical strength though. Ergo, Constitution and Charisma are her best attributes and Strength her weakest, with the others splitting up whatever’s left over. So, using 32-Point Buy Base Attributes, that gives here a base of: Str 8, Int 12, Wis 12, Con 16, Dex 12, and Chr 16. After her racial and template modifiers that gives her.

Attributes: Str 8, Int 12, Wis 12, Con 22, Dex 10, Chr 16. That also gives her a “Love Capacity” of 352 Love Points – a rather impressive amount!

Available Character Points: 168 (Level Six Base) + 12 (Duties as the Changeling Queen) + 10 (Disadvantages: Compulsive/Villainous gloating and explaining, Irreverent, and Outcast) + 18 (L1, L3, and L6 Feats) = 208 CP

Basic Purchases (76 CP):

  • Warcraft (BAB): +3 (18 CP).
  • Hit Points / Dice: 12 (L1, d12, 8 CP) + 26 (L2-6, d8, 20 CP) +12 (Template) + 48 (8x Con Mod) = 98 HP.
  • Armor Class 10 (Base) + 0 (Dex) +5 (Armor) + (Martial Art) =
  • Initiative +0 (Dex)
  • Movement: 40′
  • Save Bonuses:
    • Fortitude: +1 (3 CP) +6 (Con) +1 (Template) = +8
    • Reflex: +2 (6 CP) +0 (Dex) +1 (Template) = +3
    • Will: +3 (9 CP) +1 (Wis) +1 (Template) = +5
  • Skill Points: 12 (Purchased, 12 CP) +9 (Int) +18 (Fast Learner at level minus two) = 39 SP.

Other Abilities (132 CP):

  • Fast Learner, Specialized in Skill Points for Double Effect (6 CP). Taken with disadvantage points at birth to maximize the benefits.
  • 10 Levels of Spontaneous-Caster Adept (Mentalist), Specialized for Increased Effect (All spell / power knowledge slots are treated as one level higher and powers may be powered with Love Points – but the list comes with no Power or Spell Slots) (60 CP).
    • Available Spells:
      • 6 L1: Energy Ray (A), Inertial Armor (A), Force Screen (A), Entangling Ectoplasm, Attraction (A), Disable (A).
      • 4 L2: Elfsight, Body Equilibrium, Knock, Cloud Mind.
      • 3 L3: Dismiss Ectoplasm, Body Adjustment (A), Dispel Psionics (Magic).
      • 2 L4: Dimension Door, Power (Love) Leech (A).
  • 10 Levels of Spontaneous-Caster Adept (Mentalist) with No Caster Levels, Specialized for Increased Effect (All slots are treated as one level higher and may be powered with Love Points rather than Power)/comes with no Power, Corrupted for Reduced Cost/telepathic powers only (20 CP).
    • Available Spells
      • 6 L0: Mindlink (A), Charm (A), Conceal Thoughts, Daze (A), Demoralize (A), Empathy (A).
      • 4 L1: Brain Lock (A), Suggestion (A), Read Thoughts, Aversion (A).
      • 3 L2: Major Image (Special), Emotion (Special), Psionic Blast
      • 2 L3: Dominate (A), Modify Memory.

Combined with her innate metapsionic enhancements, this makes Chrysalis a formidable psionic adept – at least as long as her supply of Love holds out. Unfortunately, while her potential output is higher than ordinary ponies can manage, ponies draw on a limitless flow of power. A minute or two at her peak power output will exhaust Queen Chrysalis, while ponies can keep spending mana indefinitely. If she’s going to fight ponies… she has to strike hard and win fast.

  • Ritual Magic (Psionics) (6 CP) with Power Words, Specialized for Increased Effect (can store psionic rituals and ONLY psionic rituals, at a “cost” of 1, 2, or 3 “spell levels” worth of capacity for minor/major/grandiose rituals (6 CP). That gives her a storage capacity of seven “levels” of rituals – enough for her to haul out the occasional very-specialized effect with little difficulty.

“Sink through the ground until you land in the Underdark” seems like an awfully specific and fairly high-level effect to learn – but it would be a simple enough ritual. Personally, I’d assume that Chrysalis prepared it as a backup plan to deal with Cadance if taking Shining Armor’s form and saying “Dear? I’d like to show you something down this way!” didn’t work. It did – so she had the effect in reserve to use on Twilight. I’d peg “Send to the Underdark” as a Major ritual, calling for two of her storage slots.

  • Leadership, with Strength in Numbers and Horde, Specialized/normal changelings never get beyond level one unless they’re fed MASSIVE amounts of Love to enable them to hit level two (6 CP). Chrysalis may have a few level two types (the ones with helmets) in her entourage, but for the most part she just has a swarm of fairly generic first level changelings.
  • +8 daily Bonus Uses on her Bestow Curse / Feed on Love ability (4 CP).
  • Arcane Block with Riposte (12 CP). This – with a little luck – will allow her to intercept Celestia’s shot with her own and strike back.
  • Luck with +2 Bonus Uses (9 CP).
  • Create Relic, Specialized/only for points from Enthusiast, must work in a magical location (3 CP), Enthusiast, Specialized and Corrupted for Increased Effect (3 CP worth)/only for creating relics, two-point relics maximum (3 CP).

There really isn’t any justification for this, but it’s a convenient way to allow Chrysalis to prepare for missions; she can forge a relic to give herself a few extra powers, to protect herself against a specific threat – or to cover some new power that pops up on the show if she should happen to reappear.

Skills (39 SP):

  • Bluff +9 (4 SP) +3 (Cha) +4 (Racial) +3 (Template) = +19
  • Disguise +9 (4 SP) +3 (Cha) +4 (Racial) +3 (Template) = +19
  • Sense Motive +9 (4 SP) +1 (Wis) +4 (Racial) = +14
  • Speak Language +9 (4 SP) +1 (Int) +4 (Racial) = +14
  • Concentration +6 (6 SP) +6 (Con) +3 (Template) = +15
  • Perform/Sing +2 (2 SP) +3 (Cha) = +5
  • Martial Art / The Adaptive Way +8 (8 SP) +6 (Con) +3 (Template) = +17
    • Known Techniques: Toughness IV (DR 4/-), Blinding Strike, Mind Like Moon, Sneak Attack II, and Vanishing.
  • Intimidate +5 (5 SP) +3 (Cha) +3 (Template) = +11
  • Spot +2 (2 SP) +1 (Wis) = +3

Chrysalis usually relies on the massed efforts of her minions to gather information for her rather than trying to get it herself – but every once in a while (such as “how Candace acts) they get it all wrong.

Chrysalis is a superb spy, an expert infiltrator, and a decent assassin – but she isn’t really a combat monster. Of course, given that she was going up against thoroughly peaceful ponies, she didn’t really need to be. Pumped up on love, she could easily boost her caster level up to sixteen – well above Celestia’s.

This is all pretty speculative of course – there’s no help for it when there’s so little actual information to go on – but it does cover what we do know and the rest ought to be reasonably plausible. Until there’s an episode which goes into more detail on Chrysalis and her Changelings this is probably about the best I can do.

Ponies of the Eclipse – Changeling Speculations

And it’s another pony question…

You say that there really isn’t enough canon information on changelings to write up the race – and Queen Chrysalis’s plan seemed unworkable anyway. So what would your speculations look like?

Oh well. The other pony articles stuck closely to known information from the show (and there isn’t much on changelings), but speculations don’t call for a lot of hard information – so I’ll speculate a bit about ponies and changelings.

  • It’s quite obvious that ponies produce love.

In general though, creatures don’t produce things they don’t need other than waste products. If love is one of the great powers of Equestria (and no one is being paid to haul it away), then it’s safe to say that love is not a waste product.

Is love different from friendship? What we call “love” often contains elements of sexuality and possessiveness – but then we have “friends with benefits”. Perhaps the most succinct real-world definition that I’ve come up with is that you find the welfare and happiness of your friends important to your own, while you find the welfare and happiness of those you love necessary to your own. They’re different in degree, not kind. Of course, in Equestria… love / friendship is a measurable force, a source of raw magical power, and an actual principle of the universe.

  • So do ponies use love and friendship?

Why yes, yes they do. They bind together (huge!) families with it, use it to handle animals, and – if they must – can use it to fuel their natural magic, boosting it considerably. Love lets Big Macintosh bounce around towing a house with no effort at all, restores enchanted friends, and defeats small armies.

  • Do ponies produce more love than they need?

Evidently they do; they certainly seem to have plenty to spare most of the time. Look at Fluttershy’s relationship with Angel Bunny or Rainbow Dash with Gilda. It definitely looks like the Ponies are on the giving ends of those relationships – and they’re always ready to add still more friends and family and forgive their enemies.

So, “Love” in Equestria is an emotionally sticky and bonding power reserve that their society can spare a fair amount of if it’s not otherwise being drained. Love attracts creatures and makes them into friends and allies. It’s addictive. It fills you with energy. According to the metaphors you can be sweet on someone, they’re your honey, it’s like drowning in golden syrup…

There are actually an awful lot of similarities there. A swarm of bees can, if given access to plentiful sources of nectar and pollen and sheltered from creatures that want to steal their food reserves, produce a good deal more honey then they need. Enough for the humans who aid and protect them to quietly get a share without hurting the hive. Whether that’s symbiosis, parasitism, or farming is a semantic argument, and really rather unimportant.

So lets think about changelings. At the most basic…

  • Changelings are parasites (or possibly symbiotes). What’s more, they’re long-term and successful ones; they weren’t even really noticed for many centuries (although the fact that Candace could name them and not have to explain says that they were at least rumored).

That means that they derive their energy from what their host species can fairly readily spare (or they couldn’t pass unnoticed). Thus, if one parasite even approaches the power level of the host species, then they must be VERY heavily outnumbered.

That fits. Queen Chrysalis almost certainly brought most of her swarm (save, perhaps, for a home guard and the kids) along on her invasion. After all, if she needed their help they’d be no use at home and if she had other major projects going on, why not do the invasion later? Sure, Shining Armor may have been a great source of love – but he was only one stallion. Why take the extra risk of going in without every possible advantage, or of going in to Canterlot at all, when she could simply scoop up a dozen sets of newlyweds from across Equestria at any time? After all, to quote Queen Chrysalis herself.

“Equestria has more love than any place I’ve ever encountered. My fellow changelings will be able to devour so much of it that we will gain more power than we have ever dreamed of!”

That doesn’t sound like Shining Armor was particularly unique even if he was a royal treat. It also says something else that’s very important. It says either “refugees” or “nomadic” – and either of those says “no cities”, “poor”, and more than a bit “desperate”. People don’t become nomads or refugees because all is well and they have plenty of everything.

So. Changelings as a group are vastly weaker than ponies. On an individual basis they get beaten quite readily – and there weren’t enough of them to really swarm and control Canterlot effectively or they wouldn’t need to go in for the random-blasts-and-panic approach. Yet Canterlot is a very small piece of Equestria even if it is the capital. It’s also one of the better defended locations in Equestria.

A takeover could never work. So what was Chrysalis’s original – and presumably sane – plan?

if Twilight hadn’t fouled things up, Chrysalis would never have been revealed (a pretty basic goal in a species so adapted for infiltration). She’d have “married” Shining Armor and (presumably) gone on the scheduled honeymoon with him – likely with the intent of allowing her “army” to quietly drain all the love being poured out at the reception and of later brainwashing Candace and leaving her to nurse Shining Armor back to health after an “illness”. That would allow her and her swarm to escape with a huge store of love with no one the wiser (after all… being exhausted, having a headache, and needing a day to recover is pretty routine after a citywide party). A resources-raid on a massive scale “to feed her people”. After all, why else keep Candace? And why then stash Twilight with her? Was there any likely reason besides to brainwash them and return them later to preserve changeling secrecy?

Then Twilight pulled the big reveal and that plan went down the drain. Chrysalis then revealed her army and “intention” of taking over Equestria – no matter how obviously impossible that was when we think about it. Why would she do that? Why did her army need to break Shining Armors shield when she could have just had him drop it or let them in in advance? Why were there so few Changelings outside the shield? After all, there seemed to be more blocking the way to the Elements than there were in the entire army that broke in. Were they there in advance? Perhaps Chrysalis’s “plan” wasn’t what it appeared to be? What was she actually trying to accomplish?

Well, announcing that she and her Changelings were there to conquer Equestria would keep the guards focus on defending the city and its people – not on keeping her soldiers from rescuing her or on pursuing her swarm after they were “driven off”. Keeping every ponies eyes on a comparative handful of changelings in the sky would keep them from paying too much attention to her disguised ground forces. In turn, as ponies frantically sought to find, rescue, and protect their loved ones in the confusion those disguised ground forces could harvest vast amounts of love before running. That wouldn’t be a bad backup plan. It would give her a good shot at pulling a clean retreat with a sizeable profit out of complete disaster.

Then she had to engage Celestia, who (quite unexpectedly) didn’t rush off to rally her guard and defend her city. Perhaps Celestia knew about Changelings and was only surprised to actually be attacked by one? Regardless… Chrysalis obviously didn’t think that she’d win that fight. She was taken aback at the prospect of fighting Celestia, was blatantly apprehensive, closed her eyes at first, was blinking in shock when her magic overpowered Celestias, and even ANNOUNCED that Shining Armors love was even more powerful than she’d thought; “it had made her powerful enough to defeat Celestia!”.

That’s a pretty clear statement that she’d thought that she WOULDN’T be able to defeat Celestia – and an admission that “taking over Equestria” had never actually been a part of her plans.

Still, with Celestia down and Luna wherever Luna was the swarm didn’t have to run immediately! New plan! Have the swarm grab every bit of love (and anything else useful) that they possibly could before the inevitable retreat! Now that they’d lost secrecy… the swarm would need every resource it could get since it would have to run a long ways to find a refuge. Why else would Chrysalis send her personal guard to go and feed while she was in a room full of enemies? If she actually expected to hold Canterlot, what was the rush?

Unfortunately, as it turned out, Changelings might eat love, and power their magic with it – but Chrysalis at least didn’t actually understand it, or what ponies could do with it. If she had, how could Candace and Shining Armor have surprised Chrysalis with a rather basic (and thoroughly cliche) “Our Love Empowers Us!” effect? What did Chrysalis say? “What a lovely, but absolutely ridiculous, sentiment!”?

And then said sentiment smacked her and her entire army over the horizon. Evidently it wasn’t so ridiculous after all.

That’s all we see of Changelings until season five, when a single one turns up at Cranky Doodle Donkey’s and Matilda’s wedding (presumably to collect some excess love) – and is only scary to foals. And this is a species that panicked at a rabbit stampede. Evidently the ponies have become experienced with Changelings – likely some were scattered around Equestria undisguised after A Canterlot Wedding – and now find a changeling less frightening than a swarm of rabbits, despite their invasion attempt and Chrysalis’s defeat of Celestia. What could have convinced them of that?

Perhaps they found out that it was true? After all, an intelligent species who’s lives depend on your species being happy, safe, prosperous, and filled with love, is somewhat less than menacing.

Shining Armor attended Cranky and Matilda’s wedding too, and he didn’t care that there was a Changeling there either – and if anyone would have reason to be paranoid about Changelings, it would be him.

So… it’s rather hard to believe that Changelings never discovered ponies before – or would have failed to realize that a land full of them would have lots of love about. Why couldn’t Chrysalis take the quiet route and just harvest love across the land via infiltration? None of the OTHER races seemed to be aware enough of Changelings to stop them. Ergo… whatever was stopping her was either something innate to the land or its inhabitants (in which case we have to ask what suddenly happened to let Chrysalis in) or it would have to be… other Changelings.

You know, Equestria seems to have few border problems. All of it’s monsters are pretty readily handled. The neighbors never try to take over. It’s almost like something subtle and hidden is quietly manipulating the neighboring griffins, dragons, and other races to keep Equestria peaceful and full of love.

Such a force would probably stay well away from Canterlot though; that’s where those ultra-powerful, highly-experienced, and all-too-perceptive Alicorns hang out. Going near them on a regular basis would be an incredible security risk for any secretive group.

And there’s a rational reason for Chrysalis to be making the equivalent of a smash-and-grab in-and-out raid on Canterlot. Equestria is already the territory of one or more other, stronger, Changeling hives who are doing their best to stay secret and keep “their” pony love-bees happily producing as much extra love as possible.

Perhaps Celestia knew more about changelings then they thought – and thus was very startled to be attacked by a changeling; they’d been quietly protecting her borders, slipping her information, and messing up foreign notions about attacking Equestria for millennia while making no fuss at all. Why would they abruptly change that strategy when it was working so well? How was she to know that Queen Chrysalis was an outsider with no stake in the current system?

And thus – at least speculatively – Chrysalis fouled up a strategy that had been working for more than a thousand years. It’s no wonder that Chrysalis has never appeared again. She’s probably in a lot of trouble.

Now, for actual changeling statistics…

  • Quadruped / “Accursed” (-3 CP): Changelings only move at half ground speed when they can’t use all four legs. They can use one hoof as if they were hooking a forearm around something, one forehoof and their mouth as if they were a hand, and may use both forehooves and their mouth as if they were a hand-and-a-half (-4 penalty on anything which requires two hands). As some slight compensation, this does provide the usual quadruped bonuses (+10 ground movement and increased carrying capacity, along with a +4 against Bull Rush). Fortunately, rings, boots, and so on adapt to fit anyone – so there are no changes in their behavior for changelings even if they can wear magical horseshoes in their “boots” slot.
  • Attribute Shift /-2 Dex, +2 Con: Changelings are fast and coordinated enough, but – when you come right down to it – hooves and mouths just aren’t quite as good as hands when it comes to fine work (6 CP).
  • Shapeshift (Specialized, only as a prerequisite, 3 CP), Variants (Specialized, only to alter their personal appearance. While physically-based, this is essentially equivalent to Disguise Self and does not affect clothing or gear – although it does provide a +10 bonus to Disguise (or Deception or whatever the appropriate skill is in the system in use) checks, 3 CP).

This is one of the defining changeling abilities – which makes it all the more annoying that it’s rather unclear as to how it works. On the show changelings imitate various ponies. In the comics they can take small animal forms. That would make infiltration and feeding easy and the invasion pointless, so here it’s ponies and similar creatures (such as the shows versions of griffins and hippogriffs) only. Similarly, if they could interbreed with ponies I’d expect there to be plenty of halfbreeds – so either they can’t or their shapeshifting extends to their genes, and “crossbreeds” are always either true changelings or true (whatever). Importantly, they cannot readily tell the difference between another Changeling in disguise and a pony, as demonstrated repeatedly in the fight with the mane six. That’s also a big strike against the “hivemind” notion, which will thus not be appearing in this writeup.

  • Changelings (or at least the ones on active military operations) appear to have fangs, horns, and exoskeletons. They probably share at least a part of other ponies resistance to weather, and they can manifest clothing (and presumably basic tools) as needed. That’s Immunity/having to actually have basic tools, simple melee weapons, mundane light or medium armor, and clothing to gain it’s benefits and/or relevant appearance. (Very Common, Minor, Minor, 8 CP). Proficient with all Simple Weapons, Light and Medium Armor, Corrupted/only applies to items “gained” via this immunity, not to potentially superior or enchanted real items (8 CP). Note that they can’t lend stuff to other people or leave it behind; it’s a manifestation of themselves, not actual items.

Changelings don’t need winter outfits, hammers, saws, trowels, shovels, picks, chisels, knives, lockpicks, breastplates, shortswords, or similar gear. They have pockets (despite not appearing to have any) and can appear with hats, elaborate clothing, and similar fashion accessories at will too. (On duty Chrysalis’s soldiers apparently normally default to a “Breastplate”, “Shortsword”, and basic black under any disguise, but other groups may vary). This is very useful to “normal” changelings. It lets them essentially carry a fair chunk of their civilization with them even as they migrate, ready themselves for war without industries or preparation time, and stretch their cash – but it’s no match for pony magic, strength, and toughness. It also isn’t much use past the first few levels, after which mundane equipment becomes a minor expense at most.

Given that this is Eclipse, Changelings are free to upgrade their Immunity to the Major level (+4 CP), allowing them to add Martial Melee Weapons and Mastercraft Qualities to their “virtual equipment”. At the “Great” level (another +12 CP) they may add Special Material Qualities to their “equipment” and produce Alchemical Items as needed.

  • Innate Enchantment: All of these abilities are Spell Level One, Caster Level One, Unlimited-Use Use-Activated (x 2000 GP). With a net cost of 9,400 GP, this costs (10 CP).
    • Goo Splat (Conjuration, L1): The caster may project a glob of goo equivalent to a Tanglefoot bag – although it may also be used as normal glue / cement, in which case it’s permanent since it isn’t being splattered over an area. Fire, or almost any form of attack magic, will eliminate the stuff in moments though.
    • Goo Mastery (Transmutation, L1): The caster may polymerize a goo splat into a mixture of silk-and-resin composite, forming the stuff into ropes, simple nets and restraints, a gripping aid (gain a Climb speed of 10, the Climb skill bonus also applies to holding onto things, resisting bull rushes, and similar checks), a wall finish, hull patches, storage containers, or similar items. The stuff still will not stand up to fire or attacking magic though.
    • Greater Magic Hand: This lets them manipulate objects and pretend to be a Unicorn reasonably well.
    • Sustenance: Reduces the need to eat, sleep, drink, and breathe to one-quarter normal. As long as a changeling has enough love, it needs very little other sustenance Unlike the other effects, this is a personal-only ability, costing only 1400 “GP”.
    • One first-level spell of choice – commonly Charm Person, Sleep, Color Spray, or some similar effect
  • Enthusiast, Specialized for Double Effect and Corrupted for Reduced Cost: Only for Innate Enchantments, takes several weeks of study to change the spell. This provides 2000 GP worth of Innate Enchantment – enough for another first level spell or a couple of cantrips (2 CP).

For the invasion the army was using…

Kinetic Aura (Evocation, L1): The caster may make a straight-line full move at 5x normal speed., During the move he or she is protected by a glowing force shield (+4 Shield Bonus to AC). Of he or she runs into anything, whatever it is will take 1d6 damage per 50 feet which the caster has moved to a maximum of 2d6 (resilient unanchored things like most creatures), 3d6 (unanchored hard objects or anchored/trapped resilient things), or 4d6 (anchored hard objects). The caster is not harmed by the collision.

A few Changelings learn Ritual Goo Magic (Ritual Magic, Specialized in Goo-Related Effects, 3 CP) – allowing them to make prisoner-containment pods, healing goo, and artificial limbs, to turn excess love into easily stored jellied love candies, and to manage some other low-powered but handy magical constructs and effects – but this isn’t a very big branch of ritual magic. That is, of course, why it’s also so cheap.

  • Immunity/stacking limitations when combining innate enchantment effects with external effects (common/minor/trivial; only covers level 0 or 1 effects) (2 CP).
  • Immunity/the normal XP cost of racial innate enchantments (uncommon/minor/trivial) (1 CP).

Changelings are born with their innate enchantments, and need not pay any extra experience for them (or for those they add and drop with Enthusiast). If the Pathfinder Package deal is in use, this cost will not apply – and changelings gain an additional +2 racial bonus to Disguise.

  • Adept: Changelings may buy four skills (using a condensed skill list: Deception, Persuasion, Sense Motive, and Speak Language) for half cost (6 CP) and gain a +4 Racial Bonus to all those skills (8 CP).
  • Winged Flight: One level of Celerity with the Additional modifier (Flight, 30′ base, perfect maneuverability), Specialized for reduced cost: will not function properly if the user’s wings are entangled, damaged, or otherwise restrained (although, weirdly enough, as long as the user’s wings are free to move, it doesn’t matter if they are actually moving), is subject to dispelling, antimagic, and similar effects, and makes the user magically conspicuous (9 CP).

Changelings can feed on love, or at least Chrysalis directed them to do so and stated that, if they got a lot of extra love, they’d become far more powerful (although exactly what powers would be getting a boost outside of “magic” is never clearly defined). They’re also generally presumed to need some to live and more to use their magic. Sadly, we have no details and only one example; Shining Armor. Worse, that involved Chrysalis feeding slowly and avoiding discovery in a rather public situation, and may well be unusual. Secondarily, Chrysalis had mind-control abilities, but there’s no indication that normal changelings usually do; they had to settle for simple captures. I’d also note that they evidently can’t feed on lust or abstract appreciation; otherwise they’d have no need for the invasion in the first place. A shapeshifter can get plenty of those pretty much anywhere.

In any case, Shining Armor was left very tired, unable to use his magic, and possibly rendered more suggestible – but he was still in love with Cadence and he made a full recovery in very short order (albeit with Candace’s help). Being drained apparently wasn’t really that serious.

  • Since we don’t really know exactly what this does, I’m going to buy it as Inherent Spell/Bestow Curse, with +4 Bonus Uses, Specialized and Corrupted: target must be experiencing the emotion of Love or Friendship and the effect fades over the next few days whether removed or not (4 CP). That lets “love draining” inflict whatever effects the GM feels is appropriate – and explains why Shiny was so devastated; he’d probably been cursed a dozen times.
  • For the power-bump from having lots of love, throw in Physical and Magical Hysteria, Specialized for Increased Effect (runs on “love points” (see below) rather than Power) and only works when the user is at at least 80% of their “love capacity”, only works with “love points” (12 CP).
  • Finally I’ll throw in Traceless Changeling Magic, Specialized for Increased Effect (hides that the victims are making saving throws) / only applies to their Curse Bestowing and Shapeshifting (6 CP). That makes their shapechanging pretty much undetectable and keeps feeding victims from noticing that they’re making saving throws and being cursed on a failure.

And that’s about it. We don’t know if changelings have additional magic, or what kind of society they have, or how they reproduce, or if they have non-combatants in their population, or how they learn, or if there are other queens (although my speculation is that there are), or even if (barring the comic books) the entire Changeling Army was simply conjured up by Chrysalis while the real Changelings stayed safe at home. We do know that Chrysalis can mind-control at least four ponies at a time, and – when hyped up on love/magic – can out-blast Celestia (or at least outblast what Celestia is willing to do when in a city surrounded by friends). So she’s better at combat magic than Celestia – which isn’t necessarily saying that much; Celestia is no warlord. Chrysalis can also project energy blasts capable of destroying hats, exert some form of mind control, and had some way to banish Twilight to the tunnels below Canterlot – although that may have been something she did with special preparations.

Overall the basic Changeling Racial Template has a base cost of 85 points – a +2 ECL species (there’s even enough room to throw in Occult Sense / Darksight (6 CP) and another instance of Enthusiast to make them more magically versatile without raising the ECL if you think it’s justified). Changelings, however, suffer from a couple of really severe disadvantages:

  1. They are cut off from the flow of Mana in the world. They do NOT gain (Con Mod) free mana points to use every round. This… is crippling, and it’s the game mechanical explanation for why the pony races grossly outpower them in the end. Changelings have some neat tricks and can pull equipment out of nowhere. Ponies have an endless font of raw magical power to draw on. It’s James Bond versus Superman.
  2. They are reliant on draining love to power their magic and survive. For a mechanic, each time they “feed” by successfully cursing someone, they gain 3d “love points”. If the qualifying emotion was true romantic love use d12’s, for true friendship or familial love use d8’s, for crushes and abstract love (groups, comic books, whatever) use d6’s, and for casual affection or lust use d4’s. They can store up to (Chr x Con) Love Points. In general, staying alive costs two points a day – one for their innate Sustenance effect, one for simply functioning. If they’re trying to heal up, it’ll cost another one. Changing forms costs one, as does holding a form for a few hours (three for a day). Finally, using their Innate Enchantments other than Sustenance costs one per five minutes or part thereof.

That reduces a Changeling’s net racial cost to 28 CP – a +0 ECL race. If you’re using them in a world without the Superheroic Template that first limitation becomes meaningless, increasing their base cost to 57 points – a +1 ECL race. Finally, if you eliminate the love dependence (or just make it a roleplaying note), they’re a +2 ECL race.

Overall, this version of Changelings makes for wonderful spies – but getting into a straight fight with Ponies is simply not their thing. The “Invasion” bit was Chrysalis’s last resort – and she was probably pretty desperate at that point.

Champions – Stinger, Tier 2 Villain/Victim

Samuel Martin was not having a good day. That wasn’t his fault; he lived in a a superhero universe and sometimes things just got !@#$% WEIRD.

This was one of those days.

Normally working for the Department of Agriculture was a pretty decent job; as an entomologist he worked with beekeepers, evaluated pesticides, checked on insects that bothered crops, and occasionally – as now – acted as a consultant for the local animal control officers. They didn’t know WHAT kind of swarm they had on their hands.

Unfortunately, there was a reason for that; it was a demonic locust-scorpion swarm summoned from the depths of the imaginal realms to spy and assassinate – and with the defeat of it’s summoner in a super-battle a couple of towns over, it was slowly fading back into those depths. It swarmed the silly little man who thought that a protective suit, a few small charms, and a degree would let him investigate it with impunity of course. It wouldn’t take more than a few moments to strip the flesh from his bones and an innocent human always made a nice snack.

It shouldn’t have been POSSIBLE for the swarm’s venom to catalyze a change in a human that would make him compatible with the energies of the Swarm and lead to its absorption – but Frost was nearby. Still, the mutation, and merger, was anything but smooth. What awoke in the hospital a few days later lacked the full power of the Hellswarm – but it also lacked pretty much ALL of Doctor Martin’s sanity. Instead, the hospital staff was confronted with Stinger, King of the Insects and Defender of all that was Chitinous and Scurrying.

Unfortunately, the nurses stern and authoritative tones did very little to keep Stinger from bailing out the window and gliding off to pursue his war against the evil spiders who had been devouring his subjects for countless ages!

Stinger fell in with Frost and Deathsinger a few days later. They… were about the only creatures he’d encountered (other than bugs, whom even he realized weren’t very bright) to whom he felt some sort of connection.

Not that his sample size was very large, but what’s an Insect King to do?

Even barring his nonsensical goals and vulnerability to diversion, Stinger isn’t a particularly effective villain. He’s a generalist, and unless he’s able to catch someone off-guard, that means that anyone who sticks to their area of competence is going to out-class him – and he hasn’t got a wide enough variety of powers to always target weaknesses.

On the upside, since his disability is work-related, and occurred on the job, Doctor Martin is eligible for governmental health care, workman’s compensation, and similar programs. Since he’s clearly insane there are attempts to get him treatment whenever he’s captured – but given that he and his teammates invariably escape within a week or two, no one has ever had much luck at it. There usually isn’t even time to get them into court.

Appearance: While the details vary between appearances somewhat since his “mutation” isn’t entirely stable, Stinger pretty much always displays his insectoid eyes, locust wings, antennae, mandibles, and bladelike chitin extrusions. His “Costume” is generally made up of the loudest possible Hawaiian shirts and fabrics. He apparently feels that this will either let him blend in or will attract a queen. Either way, it does not seem to work.


Value Characteristic Points
39/45 STR 29
19/21 DEX 27
23/26 CON 26
10/13 BODY 0
12/18 INT 2
11/14 EGO 2
14/20 PRE 4
10/22 COM 0
9/12 PD 0
5/8 ED 0
5 SPD 21
14/17 REC 0
18/30 END -14
45/51 STUN 0
Total 97
Points Powers END
23 Multipower (62-pt reserve); Generic Limitation (Insect Powers Only): -¾; Side Effects (Turns the user into a freaky insect person, makes them believe that they are an insect.): 30/Half, -½; Generic Limitation (Side effects cannot be avoided): -½
u-2 5d6 Webbing / Entangle (DEF 5); Range: 310; Reduced END: Half, +¼ 2
u-1 2d6 Chitin Blades / Killing Attack (HTH) (Total 4d6); Range: 0; Reduced END: Zero, +½ 0
u-2 Summon Insect Swarms (2 32-point creatures); Range: 0; Reduced END: Half, +¼; Active Points: 61; Summon: Limited Group, +¼

Insect Swarms can harass normal people, freak out those with phobias, make it hard to see in areas, and even make low-powered venom attacks – but aren’t really all that effective.

u-2 Venom / Hand-to-Hand Attack (5d6, Total 7½d6); Range: 0; No Normal Defense (Versus Immunity to Poison, Silicon Metabolism, being a Robot, etc.): +1; Reduced END: Zero, +½; Uncontrolled: +½; Continuous: +1 0
11 Elemental Control: Insect Powers (20-pt reserve); Generic Limitation (Insect Powers Only): -¾
a-13 Chitin Armor (18 PD/10 ED)
b-10 2d6 Master of the Hive / Mind Control; Communication: Telepathic, +¼; Area Effect (Radius): 500″ radius, +1; Increased Area: ×250, +2; Reduced END: Zero & Persistent, +1; Generic Limitation (Only works on insects): -1½

Most insects have about a -10 Ego

c-9 40″ Membranous Wings / Gliding (NC: 80″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 149; Generic Limitation (Physical wings – must be able to spread them, not be entangled, have enough room, etc.): -½
d-12 Sonar Sense
(9) Active Sonar
(6) 360-Degree Sensing (Hearing)
(6) Enhanced Perception (Sonar, +5 to PER)
6 +6 CP to All Attributes Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.
(6) 1d6 Aid (All attributes) (Fade/turn, Max. 6); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero & Persistent, +1; Always On: -½; Personal Only: -1; Increases maximums only, does not speed healing: -1; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. 0
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
15 Equipment:
(7) 2d6 Nectar Reserve / Aid to Endurance (Fade/turn, Max. 12); Range: 0; Affects: Single Power, +0; Trigger: Set, +¼; IIF: -¼; Charges: +8, -½ 0
(8) Sticky Gloves and Boots / Clinging (Clinging STR +0); IIF: -¼
97 Total Powers  
Points Skills, Talents, Perks Roll
3 Scientist
2 Entomology 13-
2 Ecology 13-
1 Biochemistry 11-
0 English (Native Accent); Literacy: Standard, 0
8 +4 level w/Gliding
15 +3 level w/Multipower
31 Total Skills, Talents, Perks  
125+ Disadvantages
25 Believes himself to be King of the Insects, and their defender (Very Common, Total)
15 Hatred of Spiders, Pesticide Manufacturers, and anything else that kills large numbers of bugs (Various types of bats and birds are also on his list), (Common, Strong)
10 Obsessed with insects (Uncommon, Strong)
10 Vulnerability to Pheromones (2× Effect); Attack: Uncommon, +5
10 Public Identity
15 Hunted: Police (11-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Distinctive Features: Bug Person; Concealability: Concealable, 10; Reaction: Always noticed & major reaction, +5
100 Total Disadvantages
COSTS: Char. Powers Total Total Disadv. Base
97 + 128 = 225 225 = 100 + 125
OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
7 7 5 0 30/18 18/10 3, 5, 8, 10, 12

If it should matter to anyone, Stinger’s original design was Str 40, Dex 21, Con 20, Body 15, Int 23, Ego 10, Pre 20, Com 10, PD 20, ED 15, SPD 5, Rec 15, End 40, Stun 45, EC/Insect Powers (Gliding 21″, 5d5 Entangle at 1/2 End, 2d6 HKA and 1/2 End), active sonar, half end cost/str, +1 level with EC, +4 levels with Gliding, 306 points. He’d gained odd powers (but no physical transformation) through being attacked by bugs in the Amazon, and turned to crime for some reason or other. As usual, there’s nothing much but the general idea (insect powers, boosted strength) left from that.

Height: 180cm (5’11”), Weight: 74kg (163 lbs), Sex: Male, Age: 36, Race: Transformed Human