To Stand Together

(a generic adventure containing rules for Champions & Witchcraft))

 

This story/adventure module is © 2001 by Terry RW Whisenant and is presented for use with any game system, although I've included rules for both Champions, from Hero Games, and for Witchcraft, from Eden studios. I do not presume upon the rights of either of these companies, and this is not official material in any regard whatsoever. Use this adventure at your own peril!!!     -TRWW

 

Written by Terry RW Whisenant         Edited by Shana Ronayne Hickman

Terry's Website                                                 Shana's Website

 

Background | The Amulet Today | Player setup | Segments 1 2 3 4 5 6 7

After the Adventure | Statistics NPCs and other silly stuff | Download this adventure

 

 

 

This is a perfect start-up adventure for a campaign. It adds some background history to the PC world, brings in an ongoing adversary, and (most importantly) provides something that is usually very difficult to come up with in a roleplaying campaign: a reason not only to form a group, but also to stay together as such. This adventure can also be inserted into an ongoing campaign by using established or known occult groups from your game world and an older magical-based NPC. Game statistics and mechanics related things are available at the end of the adventure. The adventure is supplied in a generic format, which you could convert to any game system of your choice.

 

 

Background: 

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Once, there was a war between the pit and earth. Sumerian sorcerers battled against an otherworldly evil called Demonicus who hungered to enter our dimension and devour its energies. The Sumerians cast bindings in the form of an amulet, gambling their own life essences when the world’s mana was not enough. The amulet was fashioned to prevent interdimensional rifts from occurring and thus deny free access to ours by supernatural or otherworldly beings. It is said that something of the sorcerers still dwells within the talisman and guides the hands of those who bear it. The amulet has been passed through many protecting hands throughout the centuries, some having no known affiliations or ties other than the amulet itself. Its more ancient bearers remain a mystery and little was known about the amulet or its whereabouts until it resurfaced in the mid-nineteen forties. A modern sorcerer was tracking the movements of an occult group that was searching for the amulet. Their actions were undirected and chaotic, however, and he found it first. The occultists attacked him, and were it not for several individual superhumans that he had contacted, that night could have been his last. They found that the occultists were being controlled by the force they worshipped and also uncovered enough to know why this entity wanted the amulet so badly. In the battle with this force (which turned out to be the ancient Demonicus) they had a glimpse of what the world would be like if the amulet fell into its grasp. After the battle, these heroes took a vow to remain together to guard the amulet and prevent it from falling into the hands of the demon or his followers.  They became the hero group known as The Alliance, and settled into the role of supernatural guardians. Now, it is the nineties. The cultists of Demonicus have grown strong and are searching for the amulet. Only one of the members of Alliance still lives to thwart them. Enter the Player Characters.
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The Amulet Today

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When the members of Alliance took their vow, they broke the amulet into # (insert however many players there are in your game) pieces and each of them took one, which was then worn on a chain as a necklace. This has seemingly not affected the power of its enchantment, and has made it harder for anyone to take the amulet since all of its parts must be gathered. The amulet itself is a dimension-affecting artifact and its powers are not easily quantifiable. Its general purpose is to prevent any entity above a certain level of power from coming to our dimension in its real body. This means that low-power creatures can manifest here, but powerful entities can only send shadows or avatars of themselves. So, while Demonicus may be magnificently powerful in his natural dimension, he can only send a fraction of that power (albeit, still quite disturbingly destructive) to our world. In the hands of an occult group or evil magus, the amulet could be used to open the path for Demonicus (or any other supernatural force) to come to our dimension with all its power and abilities. The amulet could be just this and nothing more, or the GM could decide for it to have extra abilities, such as a mind-link to everyone wearing one of the pieces. It could also serve as some sort of protection against magical attacks, or the original sorcerers who sacrificed themselves to make it could still be present as voices that give out cryptic suggestions to the wearer. Keeping the players guessing will add spark and life to your campaign.

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Setting up the Players during character creation

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At least one of the characters should have a magical background and have the cultists as an enemy. She is the entry point into the adventure by providing a lever to get the other characters involved. If one of the other players asks about an appropriate enemy for this campaign or game, it would not hurt to have more than one person with the cult as an enemy.

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The Game is afoot

 

1.  Setting the scene

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The player who has been involved with the cultists has found clues or overheard a bit of planning which leads him to guess that the cult is planning on stealing some artifact that is magically important to them. The exact details of how he comes by this information should be custom tailored by the GM to fit the character. The cultists are planning a raid on a museum hosting a showing of ancient Assyrian artifacts. The character really has no idea which particular thing the group is looking for, and there is no information available on the artifacts that are in the show. While spying on their “not-so-secret-to-him” hideout he is somewhat astounded by the sheer number of cultists that are gearing up for this raid, and thinks that it might be a good idea to contact some other local crimefighters to help him out. This should serve as enough reason to gather the other PC’s for the start of this adventure. If not, give each character an individual reason for interest in the cult's activities and let them show up unannounced and uncoordinated (doesn’t that sound fun)?

           

The raid begins as the cultists circumvent the security on the doors and enter to converge on the piece of the amulet that is displayed in one of many glass cases. The cultists will be smashing into most of the glass cases and grabbing interesting stuff out, which should serve to confuse the PC’s and also help to explain how one of the bad guys got away with the thing they were after, without the players really knowing much about it until part two of the adventure.

 

This is really just a well-guised opportunity for the players to try out their new characters and pound some deserving NPC bad guys with their nifty powers (combat always helps break the ice and gets everyone a little more used to their characters). There should be about three times as many bad guys as good guys, just to insure that at least one of them gets away (since they shouldn't really pose much of a threat to the characters, anyway). Any cultists that the players capture might offer some clue that something big is about to happen, but really will not be very useful. The write ups for the cultists are at the end of the adventure.

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2.  The SHADE, leader of Alliance.

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At the end of the first combat, Shade shows up dramatically in a puff of smoke and sparkle. With his reputation, at least one character should recognize him. He will arrive with the words, “They were searching for one of . . . THESE.” He will then produce the sliver of the amulet that he still wears and protects, hanging on a silver chain around his neck. A quick search will reveal that the cult must have found the one that was here because it is nowhere to be seen. Shade will tell the players what he knows about the amulet (which is plenty) and all the reasons why the cult should not obtain it (which are also plenty). The piece of the amulet that was going to be in the museum’s show was donated by the granddaughter of the British hero, Crystlin, former member of The Alliance. Shade will suggest that they all retire to his home to discuss the evening's events.

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3.  Tracking the amulet.

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Shade has been aware that the cult had renewed its efforts to obtain the amulet for quite some time now, but he has been two steps behind them all the way. They have obtained all but three of the pieces. Shade wears one of those pieces and is afraid he lacks the strength to keep them from taking it, plus he is highly aware that his time is passing away. The other two are where they were left by former Alliance members. Frost spent his last years in a Tibetan monastery contemplating his life’s conflicts, and Reaper traveled extensively as a government agent and is rumored to have died on a top-secret mission. Shade has contacted the monastery and knows that Frost’s piece of the amulet is there. He has also spoken to Reaper’s family and has found out that all of his belongings are still possessed by the US government and are probably in storage somewhere. Digging through government contacts will turn up the location of a secret bunker where Reaper’s equipment and gear was stored after his death, but the contact cannot gain access to it, which means that the players will have to raid the installation themselves to get that amulet piece. The characters should go after Reaper’s piece first, because it is nearby and also because of the time delays involved in booking transportation to Tibet.

 

Retrieving Reaper’s amulet piece can be very easy or very hard. It is stored in a secret bunker that, although not of top secret status and protection, is still unknown to the general public and protected by a small garrison of soldiers. If one of the characters has some method of avoiding detection then you can make this part of the adventure a simple slide in and out with no complications. If they actually have to raid the place to get in, then throw a couple of soldiers and some guard dogs in the way, but still let them find and get away with Reaper’s possessions. (This does not mean you cannot whack them a couple of times for audacity, however.)

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4.  Encounter with Demonicus.

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When the characters return to Shade’s house to plan their trip to Tibet, they will be attacked by (½ their own number) of hastily assembled mages of the cult plus 10-15 cultists, who have just found out that two pieces of the amulet are present there. Towards the end of this fight, Shade will reel and clutch his head. His eyes will glow a bright burning red and he will groan, “It’s Demonicus!” He will stumble about while fighting against this attempted possession, and any cultist able to do so will flee with Reaper’s piece of the amulet. Otherwise, all the cultists will simply leave at this point.

 

After a couple of moments of strain, Demonicus will gain control of Shade and stand his ground. Shade will be noticeably stronger and more powerful in his movements while possessed. “You want to stand in my way, heros? It’s easier to stand beside me . . . I favor those who help me. Join me.” Demonicus will describe how the world is going to change once he comes, and will generally rant and rave about his power and greatness ad infinitium, yadda yadda yadda. If the players will not join him, then he will attack them with Shade’s body, all the while daring them to smash down their friend's body. If they hit him, he will chortle about how “great that felt” and “why don’t you break Shade’s other arm?”. He will keep control of Shade’s body for about 10-12 turns of combat before he has to retreat from it. Shade will fall to the ground motionless as the spirit leaves him.

 

The wear and tear of having the creature in his body has done much damage to Shade’s aged body. He is weak and speaks softly and slowly. He knows he is dying and has only moments left. He tells the characters to take his piece of the amulet and stop the cultists from gaining the last piece from Tibet (Frost's piece). He gives the characters the keys to his home and tells them how to contact his family, and that they are welcome to stay there for the time being. He asks that they promise to try to stop the cult and to guard the amulet from them. Shade smiles at the players -- and dies.

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5.  Picking up the pieces.

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The only member of Shades family that he has left is his granddaughter, Charlene Charleston.  When the characters contact her, she will take care of arranging everything for her grandfather, and also will come meet them at her grandfather’s (now her) house. She knows all about Shade and has a pretty good clue as to what is happening. Although she excelled at learning sorcery from him, he forbade her to pursue anything resembling his lifestyle. Being a fairly decent judge of character and knowing the importance of what the characters are doing, she will offer them free usage of her house. Charlene will support the characters in anything involving the cult or her grandfather.

 

Charlene is aware of a huge flux of magical energy being channeled to a specific spot in Tibet, and she is sure it is the cult of Demonicus trying to utilize the powers of the amulet with just the pieces they have in their possession. The characters can only hope that the cult has not already taken the hidden piece from the monastery. Charlene advises the characters that there is a specific ritual in her grandfather's books to attune the pieces of the amulet to the bearer, which is required to make its enchantment work at it’s strongest since it’s broken into pieces. When they obtain the full amulet and return here, she will walk them through the procedure.

 

Final passage to Tibet is finalized and the players can head out to the resting place of the only other piece of the amulet of which they are aware. An easy arrangement provides a guide to take them to the old monastery and the monks are waiting for them.

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6. Battle around the world.

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The trip to Tibet is easy and probably pleasant except for the characters worrying about the amount of time it takes to get there. For giggles, give the characters trouble with airport security and customs (just how do they get that glowing staff onboard? Hope it was not in the suitcase that accidentally went to Yorkshire . . . and whose armor-piercing bullets are these?). Anyway . . . as the players start approaching the monastery they will have an ominous feeling of being watched.

 

The sky will turn dark and their guide will tell them in broken-English that a storm is coming. Throw in some lightning and stinging gusts of ice, and you have some atmosphere started for the next scene.

 

The monastery is dead silent and there is no sign of anyone at the entrance or about the grounds. As the characters draw further into the main halls of the place they will detect strange sounds coming from somewhere deeper inside. The cultists are here already and are conducting some sort of ritual. Bound and gagged monks lay inside the center of a diagram on the floor and a large pulsing dark form is coalescing above them as the cultists chant. All the missing pieces of the amulet are here, floating in a large area of light some twenty feet off the ground, near the dark shape. As the characters gain sight of this, they realize that the shape seems to be taking on a solid form. It will gesture at them, and roar in a voice they recognize as Demonicus. It should be fairly easy for the players to bonk a couple of the cultists and disrupt the spell that is summoning Demonicus. The dark shape will falter and lose solidity. After a moment, it will leap upon one of the cultists who will scream, and then transform into a fifteen-foot tall, red-skinned, horned, demonic figure --an avatar of Demonicus.

 

It will produce a huge flaming sword and advance on the characters. “YOU cannot stop ME! Even in this little body that I show you now, I am more than capable of BURNING YOUR SOULS!” Demonicus will alter space-time and teleport this whole combat around the world to a different place every 10 seconds or so. All of these places should be scary, dangerous, funny, or provide lots of innocent bystanders (all of these things if somehow possible). My suggestions are: The middle of a 10-12 lane interstate with dozens of cars (and buses/gas trucks/motorcycles) moving every second of the combat (one suggestion: Demonicus + flaming sword + gas truck . . . that was A LOT of fun), onboard a 747 passenger jet, the middle of a Mall, and (of course) the costume contest at a science fiction convention (have a macho, fantasy-garbed fighter whack Demonicus with a rattan sword). Make up your own -- teleport the characters into just about the worst scenarios you can imagine (the interior of a volcano is probably going too far, but an earthquake is just fine).

 

While all this is happening, the amulet pieces will still be free-floating above the teleporting combat. Simply grabbing them won’t help (they have to be ritually bound to somebody to work correctly), but if one of the players thinks to put all the pieces together, this will reinforce the enchantment and force Demonicus to leave. If this does not occur, then one of two things will happen: 1) Demonicus will overstay his welcome in this dimension. Although the amulet does not prevent him from sending a shadow of himself here, it does prevent it for staying very long. If things are dragging on, or the characters are really getting whacked, have Demonicus screech, “NOOO.... NOT YET!” and be sucked out through a dimensional hole. 2) If the characters do enough damage to Demonicus then his shadow body will give in and collapse. As he is evaporating, he will threaten the characters, “I’ll get you, my pretties . . . and your little dog, too!” Or whatever sounds appropriate.

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7. Finale!

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This is a good time to untie the poor monks, pick up whatever is left, and head home. Back at Shade’s house, Charlene will guide the characters through the ritual of binding the individual pieces to each of them and suggest that they use her house as an operating base. She offers some financial backing and offers to change up the place somewhat as a meeting place and/or research library (she really wants the characters to stay and work together). Now it’s up to the players to decide that they do have a good reason for their characters to be together.

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8. And where from here . . .

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There are tons of loose ends that are handy to use for designing the adventures for your campaign. There are certainly dozens of scenarios I have not considered.

 

I.          Shade 2? Charlene Charlston decides to pull out her granddad’s old grimoires and magical tools and do the thing he always forbade, but ghosts seem to haunt her as she is attacked by creatures and villians her grandfather destroyed in his prime. Is she cursed? Is someone taking revenge on Shade's descendents? Or does the other side sense the threat she poses to their nefarious ways?

 

II.         Demonicus? Major recurring baddy. He is like luggage . . . you keep him forever. What the devil (snicker) has our old buddy, Demonicus, got up his sleeve next? Sure, he can’t just nuke the characters at will, but he sure can annoy the dickens out of     them. Maybe, he is making lots of little demonic clones of the characters, or perhaps he does not want to wait 50 years for them to all die of old age so he can try to get the amulet again. Then again, there are those major power deals he could be doing with all of the characters other enemies. One thing: He loves Dependents -- they’ve gotta be good for something.

 

III.       The original Shade? What happens to ancient sorcerers when they die? It seems for the most part that they like to stick around and keep an eye on things. He could occasionally show up and wander through the house like Obi-wan Kenobi. It could happen only in times of danger, or when he needed to offer sage advice to the characters, or he could be a regular guest in the house that the characters soon (yawn) got so used to that they just ignored him most of the time. He could have no effect on the real world, or he could still be a dangerous, powerful force. It’s up to you.

 

IV.       It’s your world now. Anything you can think of could turn out to be the focus of           months of play. Have fun!

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Statistics/NPCs/And other silly stuff

These NPCs are intended for a more normal level of play, but some games are just more high-powered than others, so you might have to tweak these characters some. We have some suggestions for tweaking and they come under the heading: The Big Bad World.

 

1.  Shade. Sorcerer, former leader of Alliance.

Description: White male. 87 years old. 6 feet tall. 175 pounds. Short white beard and short white crew-cut hair.  Chris Charleston learned sorcery in India in the thirties from a temple protector, and became interested in the physical effects on the world caused by tapping into the natural mana fields. He found that certain magicks changed reality when they were used and he set about to prevent them from occurring. That was how his involvement with some of the darker cults began, and he soon had scores of enemies from muddling with their rituals. He first donned his cloak and took up the staff in the early forties, mostly to protect his identity from those who might use it to harm his loved ones. He had many encounters with the cult built up around Demonicus and this led to the formation of the gifted group, Alliance, which became the mainstay of his whole life. Chris is an affable fellow, who gets along fairly instantly with strangers. He loves his granddaughter most intensely, as she is the only surviving member of his family.

 

Champions Statistics: 

STR:10  INT:18  CON:15  BODY:10  DEX:18  EGO:35  PRE:25  COM:14 

PD:3  ED:4  SPD:4  END:55  REC:10  STUN:25 

Disadvantages: Enemy: Cultists of Demonicus 8-, Vow: Thwart Demonicus,

Powers/Skills: Sorcery Power Pool (75 points), Sorcery Control Skill 22-, Enhanced Sense: Detect Magic 18-, 1 Overall Level, 3 Offensive Levels w/Sorcery Power Pool, 2 skill levels Staff, Weapon Skill: Staff, Knowledge Skill: Occult 18-, Knowledge Skill: Magic Theory 20-,

Staff: (Obvious, Accessible Foci): Hand Attack+6d6, Power Defense (15) Magic Attacks, Mental Defense (15), Missile Deflection/Reflection (only vs. Magic Ranged Attacks) 18-, Absorption 10d6 (only vs. Magic Attacks) goes to Sorcery Power Pool.

Cloak: (Inobvious, Accessible Foci): Armor (8 PD/15 ED), Teleport 10” (X8 non-combat), Invisibility vs. All Senses (one ten-minute charge per day)

Favored Power Pool Uses: Forcefield (25 pd/ 25 ed, 0 end cost), Aura Blast (7d6 NND, doesn’t affect things without a ‘soul’ / the unliving), Mind Scan and Telepathy. Enhanced Senses.

The Big Bad World: Add 50 END only useable for the Sorcery Power Pool, Bump the Sorcery Power Pool to 90 points, Add penetrating to the Staff’s Hand Attack, Cloaks Armor (12 PD/20 ED), Teleport 20”, Invisibility (0 end, take away the charges)

 

Witchcraft Statistics: 

STR:2  DEX:4  CON:2  INT:5  PER:4  WILL:5

LIFE:26  END:32  SPEED:12  ESSENCE:72

Qualities: Resources 2, Charisma +3, Honorable 1, Nerves of Steel,

Drawbacks: Adversary Cultists of Demonicus,

Skills: Anthropology 4, Dodge 3, First Aid 4, Latin 3, Magic Theory 5, Occult Knowledge 5, Research 4, Stealth 3

Powers: Essence Channeling 5, Gifted , Increased Essence Pool, Cleansing 4, Consecration 3, FarSight 4, Gateway 3, Insight 3, Lesser Healing 4, Shielding 4, Soulfire 4, Spirit Mastery 4, Levitate 3, Empowerment 3, Greater Healing 3.

The Big Bad World: Increase CON to 3/WILL to 6,  Increased Essence Pool +30, Add 1 or 2 to all Metaphysics.

 

2.  Occult members. Strange fanatics from around the globe.

Description: All colors of people, but mostly white males. 14+ years old. Folks you wouldn’t want in the hot tub with you, for the most part. These are just not the brightest people in the world to begin with. Hint: They joined a demon-worshipping cult.

 

Champions Statistics:  

STR:12  INT:11  CON:13  BODY:10  DEX:13  EGO:11  PRE:15  COM:10

PD:4  ED:4  SPD:3  END:26  REC:6  STUN:25

Disadvantages:  Fanatic: Demonicus, Enemy: most of the sensible world 8-,

Powers/Skills:  Weapon Familiarity: Small Arms, KS: Occult 11-, Armed with .45 handguns usually (2d6 RKA, OAF),

The Big Bad World: Add bulletproof armor (6 PD/6 ED), Some grenades (3d6 RKA Explosions), Bump PRE to 18, STUN to 35, Take away the handguns and give them machineguns.

 

Witchcraft Statistics: 

STR:3  DEX:3  CON:3  INT:2  PER:3  WILL:3

LIFE:34  END:32  SPEED:12  ESSENCE:17

Qualities: Qualities!?

Drawbacks: Cruel 1 (at least), Also possibly Covetous, Cowardly, Obsessed and/or Zealots.

Skills: Brawling 2, Dodge 3, Guns 3 (whatever gun you arm them with), Occult Knowledge (Demonicus) 1, Stealth 3

Powers: Nope.

The Big Bad World: Increase STR to 4/DEX to 4/CON to 4/PER to 4/LIFE to 42/END to 38/SPEED to 16/ESSENCE to 20. Increase Brawling skill to 3, Dodge to 4 & Guns to 4. Give 'em submachineguns.

 

3.  Cult Mages. Powerful, strange fanatics from around the globe.

Description: All colors of people, but mostly white males. 30+ years of age. Big-bad-bully-bubba-with-a-raygun. The kind of folks who wonder what’s inside their new pet puppy. These guys aren’t the brightest in the world either, but they’re in charge.

 

Champions Statistics: 

STR:13  INT:13  CON:15  BODY:11  DEX:15  EGO:15  PRE:20  COM:10

PD:4  ED:4  SPD:4  END:40  REC:10  STUN:35

Disadvantages:  Fanatic: Demonicus, Enemy: most of the sensible world 8-,

Powers/Skills: Sorcery Power Pool (30 points), Sorcery Control Skill 13-, KS: Occult 13-

Favored Power Pool Uses: Forcefield (15/15), Soul Blast (2d6 RKA), Teleport 15”

The Big Bad World:  Bump CON to 18, DEX to 18, EGO to 20, PRE to 25, PD to 6, ED to 8, END to 50, STUN to 45, Sorcery Power Pool to 45 points, add Mystical Protection (an enchantment: Armor 8 pd/8 ed), add a wand focus with (OAF: Magic Energy Blast 9d6/ed,  Mental Defense-10 points).

 

Witchcraft Statistics: 

STR:3  DEX:3  CON:3  INT:4  PER:3  WILL:4

LIFE:34  END:35  SPEED:12  ESSENCE:35

Qualities:  None to speak of.

Drawbacks: Covetousness 2+, Cruel 1+,  Zealot

Skills: Brawling 2, Dodge 3, Guns 3, Magic Theory (Demonicus) 3, Occult Knowledge (Demonicus) 3, Stealth 3

Powers: Essence Channeling 3, Gifted, Increased Essence Pool, Affect the Psyche 2, Elemental Fire 3, Gateway 1, Lesser Curse 1, Shielding 2, Soulfire 1.

The Big Bad World: Increase PER to 4/WILL to 5/END to 38/ESSENCE to 50. Increase Essence Channeling to 4, Raise all Metaphysics by 1 or 2.

 

4.  Demonicus avatar. Otherworldly entity bent on world destruction.

Description: (usually) Male. Infinitely old. Red-skin. Large horns. Cloven feet. Big Sword. Flames. You get the picture. Big in the “death and destruction - I’m going to eat your soul” scene. Loves to pontificate about his plans for parboiling everyone.

 

Champions Statistics: 

STR: 60 INT:25  CON:30  BODY:30  DEX:25  EGO:30  PRE:50  COM:-10

PD:15  ED:10  SPD:6  END:75  REC:20  STUN:100

Disadvantages:  Physical Inability to remain in Earthly realm for extended periods, Can only enter Earthly realm by possession of a body, Inability to enter consecrated places or land,

Powers/Skills:  Occultism 25-, Innate Magic Power Pool (60 points), Innate Magic Control Skill 18-, Armor (15 pd/15 ed), HKA 3d6 (Huge Flaming Sword), Power Defense (15 points), Mental Defense (15 points), Run +9” (15” total), Teleport 40”, Knockback Resistance –12”, +3 Overall levels.

Favored Power Pool Uses: Flame blast (2d6 RKA, Area Affect Cone), Invisibility, Flame Damage Shield (2d6 Killing, Penetrating).

The Big Bad World: He’s pretty frightening already, but bump STR to 75, CON to 38, BODY to 35, DEX to 28, PRE to 65, PD to 20, ED to 15, SPD to 7, END to 90, REC to 25, STUN to 150. Add 50% damage reduction PD/ED Killing, Bump Power Pool to 75 points, KB Resistance to –20”.

 

Witchcraft Statistics: 

STR:18  DEX:3  CON:30  INT:12  PER:12  WILL:15

LIFE:250  END:194  SPEED:66  ESSENCE:300

Powers: The Demonicus avatar may be assumed to have any metaphysics and seer powers you deem appropriate. His most common powers involve moving through space and time along with everyone in his vicinity, plus fire and heat abilities (he may be surrounded by a constant sheath of flame doing d6 x 5(15) points of damage to anyone coming in contact with him, or he may have a huge flaming sword, which does d12 x 18 (108), or you may want to stick to no more than rending and shredding, d4 x 18 (36) points of damage. His avatar host can't take the energies coursing through it though, and will often expire quickly. He is not invulnerable to any kind of damage other than fire, his human host goes on long past when it would otherwise be destroyed, but that's it.

The Big Bad World: I don't think it will be necessary to make Demonicus more powerful, perhaps less.

 

5.  Charlene Charleston. Shade’s granddaughter. Sorceress.

Description: White female. 27 years old. 5 feet 8 inches tall. 120 pounds. Long brown hair. Bright green eyes. Charlene longs to dare to take up her grandfathers life, although he has specifically had the “no-way, Jose” speech with her. She teaches art at the local deaf college and half-heartedly pursues her own ‘career’. She is very jealous of other gifteds, but will go out of her way to help them if possible. She consciously tries not to get close to any of the characters, but always ends up failing miserably by jumping right into conversations. She could make an interesting PC if someone was without a character at some point.

 

Champions Statistics: 

STR:11  INT:17  CON:15  BODY:11  DEX:18  EGO:21  PRE:20  COM:18

PD:3  ED:4  SPD:4  END:35  REC:8  STUN:30

Disadvantages:

Powers/Skills: American Sign Language 16-, Art 16-, Sorcery Power Pool (40 points), Sorcery Control Skill 18-, Enhanced Sense: Detect Magic 14-, 1 offensive level with Sorcery Power Pool, Weapon Skill: Staff, KS: Occult 14-, KS: Magic Theory 15-,

Favored Power Pool Uses: Invisibility, Enhanced Senses, Ego Attack 4d6, Telepathy 8d6, Mind Scan 8d6, Magic Blast (8d6 energy), Forcefield (20/20, she willingly pays the END for the higher def)

The Big Bad World: Bump SPD to 5, EGO to 23, PRE to 25, STUN to 35, Sorcery Power Pool to 60 points, Add Judo package to skills, Mental Defense-10 points.

 

Witchcraft Statistics: 

STR:3  DEX:4  CON:3  INT:4  PER:4  WILL:4

LIFE:34  END:35  SPEED:14  ESSENCE:42

Qualities: Artistic Talent (painting/drawing), Attractive +2, Resources 2

Drawbacks: Adversary Cultists of Demonicus, Honorable 1

Skills: Computers 3, Computer Hacking 2, Computer Programming 3, Dodge 2, Driving (car) 2, Fine Arts (drawing, painting, computer graphics) 4, Fine Arts (sculpture, metal smithing, jewelry) 3, First Aid 2, Guns (handgun) 2,  Latin 3, Magic Theory 2, Occult Knowledge 2, Research 4, Stealth 4

Powers: Essence Channeling 4, Gifted , Increased Essence Pool, Cleansing 2, Consecration 1, FarSight 2, Gateway 1, Insight 1, Lesser Healing 2, Shielding 2, Soulfire 2, Spirit Mastery 2, Levitate 1.

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