TEXT: 1
  
  1
  Author, Cover & Design: Steven Trustrum
  Illustrator & Cover: Gary Dupuis
  Playtesters: Dominique Sumner, Jason Wright, Fables, 
  Michael Woods, R. Michael Dukes
  Product Identity
  The following items are hereby identified as Product 
  Identity, as defined in the Open Gaming License version 
  1.0a, Section 1(e), and are not Open Content. All trade-
  marks, registered trademarks, proper names (characters, 
  artifacts, places, etc.), artwork and trade dress, with the 
  exception of clip art used under permission or license.
  Power points are Product Identity of Green Ronin 
  Publishing, used with permission. Superline #4 is Product 
  Identity of Ronin Arts, used with permission.
  Declaration of Open Game 
  Content
  All text pertaining to game mechanics and statistics is 
  declared Open Game Content, meaning the archetype, 
  character and creature statistics blocks, as well as the 
  “Powers” sections of each archetype. The archetype names 
  are also declared Open Game Content, although character 
  names are not. The remaining content, along with all items 
  subject to the definition of Product Identity (see previous), 
  are the property of Misfit Studios™ and cannot be used 
  without written permission, with the exception of clip art 
  used under permission or license.
  Requires the Mutants & Masterminds RPG, Second 
  Edition, by Green Ronin Publishing for use.
  Copyright 2006, Misfit Studios. All Rights Reserved.
  Visit Misfit Studios at http://www.misfit-studios.com
  Introduction
  Introduction
  This work introduces a number of new character 
  archetypes for use in the second edition of M&M. Each 
  shares the common thread of having a mystical or 
  supernatural nature. 
  New Character 
  New Character 
  Options
  Options
  This section includes new traits. Some are already 
  employed by the included archetypes while others are 
  here because they will likely be useful to such charac-
  ters.
  Skills
  Skills
  Knowledge (stage magic) Int, 
  Specialty, Trained Only
  Card tricks, stage illusion, prestidigitation uses, and all 
  sorts of chicanery are yours to know, although carrying 
  them out may require other skills.
  Powers
  Powers
  Confession Burn
  Effect: Skills
  Action: Standard
  Range: Ranged
  Duration: Instant
  Saving Throw: Will
  Cost: 3 points per rank
  You can inflict injuries on others comparable to their 
  misdeeds in the form of an energy burst that envelopes 
  the target, damaging them to a degree related to how foul 
  their past is. The save DC is Base Damage + ranks. Base 
  Damage is at the Gamemaster’s discretion, but a guideline 
  would be the following:
  
  2
  Level of Evil
  Base 
  Damage
  No evil deeds (newborn)
  0; save is 
  automatically 
  successful
  Occasional misdeed (typical adult)
  5
  Regular misdeeds (professional criminal)
  10
  Willfully evil (willing murderer)
  15
  Downright vile (serial killer)
  20
  Adjust the Base Damage to suit conditions such the 
  actual deeds (if known), the person using the power, situ-
  ational context, and the campaign’s overall moral tone. The 
  power’s user is not aware of the base damage caused, 
  as that would give away the target’s moral impurity, which 
  should normally require an appropriate additional power to 
  do so.
  Despite appearing as flames, this power’s damag-
  ing effect isn’t (normally) actually fire and a more suitable 
  descriptor should be chosen (although fire may be applied 
  if desired.)
  Alternatively, damage can be based upon the target’s 
  degrees of the moral purity—Innocence Burn rather than 
  Confession Burn. This choice, however, must be declared 
  when the power is taken. Determine the base damage by 
  flipping the base damage table—‘downright evil’ targets 
  suffer a base damage of 0 whereas ‘no evil deeds’ has a 
  base damage of 20, for example.
  Power Feats
  Power Feats
  • 
  Alternate Powers: Innocence Burn (or Confession 
  Burn) may be selected as an alternate power, allowing the 
  character to choose from one attack to the next whether 
  they wish to target morality or immorality.
  • 
  Evaluate Misdeeds: You know the Base Damage 
  inflicted on any target you score at least a bruised result 
  against with this power.
  Enhanced (Skill)
  Effect: Skills
  Action: Reaction
  Range: Personal
  Duration: Continuous
  Cost: 1 point per rank
  One of your skills is enhanced (see M&M Chapter 3); 
  each rank in Enhanced Skill gives you +4 ranks in the skill, 
  just as though you had purchased skill ranks normally. 
  Enhancing another skill requires purchasing this power 
  separately. An Enhanced Skill can be nullified, unlike a nor-
  mal skill, but may gain additional benefits from extra effort, 
  as with any other power. The Gamemaster approves any 
  extra effort use in conjunction with your Enhanced Skill. 
  An Enhanced Skill may also have appropriate descriptors 
  applied to it, differentiating it from a normal skill, although 
  Enhanced Skill ranks still count towards the maximum skill 
  ranks of the your power level (PL + 5.) You can freely mix 
  normal and enhanced skills.
  Power Feats
  Power Feats
  • 
  Adroit: Every time Adroit is applied to the 
  Enhanced Skill, the skill’s maximum number of ranks for 
  your power level increases by 1.
  • 
  Alternate Ability: Instead of the skill’s usual key 
  ability, you select another that will apply. Gamemasters 
  have final say on allowing this as a means to ensure the 
  switch makes sense with regards to how the power works 
  and is conceptualized.
  Extras
  Extras
  • 
  Critical Skill (+1/step): If you roll a natural 20 
  on a check for this skill, you are allowed to roll another 
  20 and add the two totals together. Each additional step 
  of this extra allows yet another roll per natural 20 rolled. 
  For example, adding Critical Skill +2 to an Enhanced Skill 
  would allow two additional d20 rolls if the first two resulted 
  in natural 20s, but if the third was a natural 20 no new roll 
  would be allowed.
  • 
  Take 10 (+1): When applied to a skill that normally 
  doesn’t allow for taking 10, this extra allows it to be done. 
  The usual restrictions for taking 10 (cannot be distracted or 
  under pressure) still apply.
  • 
  Take 20 (+1): When applied to a skill that normally 
  doesn’t allow for taking 20, this extra allows it to be done. 
  The skill must allow for you to take 10 in order to apply 
  this extra, either normally or by also applying the Take 
  10 extra. The usual restrictions for taking 10 (cannot be 
  distracted or under pressure) still apply.
  Maximum Skill Ranks and Extra 
  Maximum Skill Ranks and Extra 
  Effort Option
  Effort Option
  As an aspect of extra effort, as it applies to an 
  Enhanced Skill, the Gamemaster may allow extra 
  effort to permit more skill ranks be used than the 
  power level would normally allow. Such a need is 
  most likely to come up in the case of Devices that 
  provide Enhanced Skills, such as a sensor grant-
  ing Notice ranks or an advanced tool granting ranks 
  of Craft. Extra effort will allow you to surpass your 
  power level’s normal skill rank maximum when us-
  ing the Enhanced Skill, but doing so first requires a 
  power check with a DC that is increased by +2 per 
  rank used above the normal maximum.
  
  3
  Flaws
  Flaws
  • 
  Limited—restricted conditions (−1 or −2): The 
  skill can only be used under certain conditions, towards a 
  specific purpose, etc. If these conditions are only uncom-
  mon enough to be somewhat annoying and mildly incon-
  venient in their denial of full use of the Enhanced Skill, this 
  flaw is only worth −1. If the required conditions are very 
  specific, to the point of severely cutting down the Enhanced 
  Skill’s utility, this flaw is worth −2.
  Substitute (Save)
  Effect: Defense
  Action: Reaction
  Range: Personal
  Duration: Continuous
  Cost: 6 points per rank
  When called upon to perform a specified type of saving 
  throw, you may instead use the saving throw associated with 
  this power. For every rank you may substitute the power’s 
  save for another save type; being able to substituting the 
  power’s save type for a Toughness save requires 2 ranks. 
  For example, Substitute Will 2 (Toughness) would allow a 
  character to use Will saves to resist physical damage instead 
  of Toughness while Substitute Fortitude 4 (Toughness, Will, 
  Reflex) would allow a character to use a Fortitude save in 
  place of Toughness, Will or Reflex saves.
  Substituting another save for a Toughness save means 
  the new type of saving throw is limited by the PL’s usual 
  maximum Toughness modifier, but only for the purpose 
  of said substitution. For example, a PL 10 character with 
  Substitute Reflex (Toughness) and a Reflex saving throw 
  modifier of +14 would only have a +10 bonus when substi-
  tuting his Reflex save for his normal Toughness save.
  Power Feats
  Power Feats
  • 
  Tougher: Every application of this power feat 
  increases the PL’s maximum Toughness modifier solely for 
  the purpose of how much of a substituted save can ap-
  ply. For instance, a PL 10 character with Substitute Reflex 
  (Toughness) and a Reflex save bonus of +15 who takes 
  Tougher twice can substitute +12 of his Reflex bonus for 
  Toughness instead of being limited by the latter’s usual +10 
  maximum.
  Extras
  Extras
  • 
  Critical Save (+2/step): If you roll a natural 20 
  on a check for the power’s save, you are allowed to roll 
  another 20 and add the two totals together. Each additional 
  step of this extra allows yet another roll per natural 20 
  rolled. For example, adding Critical Save +4 to a Substitute 
  Save power would allow two additional d20 rolls if the first 
  two resulted in natural 20s, but if the third was a natural 20 
  no new roll would be allowed.
  Flaws
  Flaws
  • 
  Limited Uses (−1): You may only substitute saves 
  as many times per day as the modifier associated with the 
  power’s save type, with a minimum of once per day. For 
  example, a character with Wisdom 14 (+2 modifier) and 
  Substitute Will 1 (Fortitude) with this flaw could only sub-
  stitute his Will save for a Fort save twice per day. This time 
  frame may be shortened using the Progression power feat.
  • 
  One At A Time (−1): If this power applies to more 
  than one save type you can only substitute the power’s 
  saving throw type for one other type of save at a time. 
  Changing the save type requires a standard action.
  • 
  Penalized (−1/Step): When substituting saves, a 
  −1 penalty is applied to the saving throw type belonging to 
  this power per step of the flaw.
  Flaws
  Flaws
  Lethal Only (−1 Modifier)
  The attack this is applied to is only capable of inflicting 
  lethal damage.
  Nonlethal Only (−1 Modifier)
  The attack this is applied to is only capable of inflicting 
  nonlethal damage.
  Take 10/20 Extras: A Caveat
  Take 10/20 Extras: A Caveat
  Gamemasters should be careful about allowing 
  characters with Quickness or Super-Speed to take 
  a number of Enhanced Skill powers with the Take 
  20 extra just to boost their skill aptitude. Ensure that 
  any such instance fits the character’s concept and 
  isn’t merely a case of min/max’ing the character’s PP 
  returns.
  Substitute With Care
  Substitute With Care
  Gamemasters should take care with this power so 
  that players don’t use it as a cheap way to compen-
  sate for a low Toughness save or the like. To avoid a 
  min-max scenario, Gamemasters should require great 
  thought and planning when devising the concept 
  behind the power’s implementation and take care that 
  it is adhered to.
  
  4
  New Complications
  New Complications
  Amnesia
  The character has lost some or all of her memory. 
  Maybe it’s just recent memories that are gone, or the 
  character’s entire identity. The degree of amnesia deter-
  mines how often the complication is rewarded for getting in 
  the way.
  One Of Us
  The character does (or did) belong to a group that 
  stresses loyalty a great deal. Once you are in the group 
  it becomes very intrusive and is a major element in your 
  life, making it difficult to walk away without repercussions. 
  In exchange for whatever benefits there may be for mem-
  bership, you are at the group’s whim and must make the 
  organization’s priorities your own, no matter how bad it 
  may mess up other aspects of your life. Failing to comply 
  with the utmost speed and ability often means dire conse-
  quences.
  New Drawbacks
  New Drawbacks
  Cursed
  Something or someone has cursed the character di-
  rectly or perhaps his entire bloodline. Either way, the curse 
  gets in the character’s way and makes his life miserable by 
  causing something to happen all the time or perhaps only 
  under specified conditions. The more detrimental the curse 
  is, the more it will be worth. 
  Discuss the nature, origins, and limitations of the curse 
  with the Gamemaster to ensure it suits the character and to 
  devise the curse’s game mechanics. An imaginative player 
  will work the curse into his powers, especially flaws.
  A curse that is not designed into terms of game 
  mechanics or that doesn’t have enough of an affect on 
  game play should instead be employed as a complica-
  tion.
  Separate Personality
  Two or more identities exist within one body, although 
  it need not be simultaneously. Only one identity can be in 
  control at a time with the “primary” identity being the natural 
  one. This drawback can be used for everything from split 
  personalities to an alien or god-like consciousness trapped 
  within a mortal shell. On the surface, this looks much like a 
  combination of the Involuntary Transformation and Normal 
  Identity drawbacks, but it covers far more situations and al-
  lows for greater adaptability, along with handling a true split 
  of identities. Build the personalities independent of each 
  other but note there is a penalty applied to any action taken 
  by the controlling personality as it changes into another.
  The value of Separate Personality depends on sev-
  eral factors, ranging from what brings about the change 
  between personalities to how each personality is built. 
  Effectively, you must figure out this drawback twice: once 
  for the primary personality and how it changes into the sec-
  ondary personality and once for the secondary personality 
  and how it changes back to the primary personality. Apply 
  each instance to their respective personalities once this has 
  been done. It is also possible for a personality to have more 
  than one change condition, such as a secondary identity 
  that will change back to the primary personality if it calms 
  down or if trapped within a silver chain.
  If the change conditions for both personalities are 
  voluntary, the currently subdued personality can initiate a 
  mental grapple (see M&M in the Combat chapter) against 
  the personality in control with success allowing it to assume 
  control and become the dominant personality. A personal-
  ity that loses control because of a lost mental grapple may 
  in turn attempt to initiate its own to regain dominance once 
  the previous change to the other personality has complet-
  ed. A good rule of thumb is that this second mental grapple 
  cannot be initiated for as many hours as its initial mental 
  grapple roll failed by due to exhaustion caused by its loss. 
  So, losing a mental grapple contest by 5 points means the 
  personality cannot try to reassert itself for at least 5 hours.
  Separate personalities do not normally share memories 
  or thoughts. Once a personality assumes control, it entirely 
  suppresses all other personalities unless altered by adjust-
  ing the drawback’s value (see following.) 
  What If I Never Use It?
  What If I Never Use It?
  A character that takes Separate Personality but 
  never uses it, having simply built one to acquire 
  points with no intention of every employing it, should 
  have those points repealed by the Gamemaster. How 
  this is done is up to the Gamemaster, although hav-
  ing them come from points gained at the next PL is 
  the most likely method, while having the secondary 
  personality disappear entirely (“hurray, you’ve been 
  cured!”) is another, more drastic option.
  Gamemasters should never allow players to 
  benefit from taking a drawback if the player does not 
  allow it to play an active part in the game.
  
  5
  Condition/Circumstance
  Value
  Time to change personalities
  … Free action
  −4
  … Standard action
  −2
  … Full-round
  +0
  … Longer than a full-round
  + (Time 
  and Value 
  Progression 
  table rank −2)
  Voluntary Change
  −3
  Involuntary Change Will save DC to resist
  … DC 5
  −1
  … DC 10
  +0
  … DC 15
  +1
  … etc. (per +5 beyond DC 15)
  +1
  No save allowed
  +4
  Involuntary Change Condition
  … Condition is uncommon
  +2
  … Condition is common
  +1
  … Condition is very common
  +0
  PP Allocation (Per Personality) *
  … 25%
  +2
  … 50%
  +1
  … 75%
  +0
  …100%
  –2
  Penalty During Change Period
  …Cannot move or act at all
  +3
  …–8
  +2
  …–6
  +1
  …–4
  +0
  …–2
  –1
  …+0
  –3
  Primary and Other Personality Share 
  Memories **
  –1/rank
  * Rounded down. The percentage represents how many 
  of the starting PP for the character’s PL each personality 
  may use for their design. The combined total of PP al-
  located between all personalities needs to equal 100% or 
  more of the PL’s normally available amount, but no single 
  personality can have more than 100% on its own.
  ** Once the identities shift, the current identity remem-
  bers what the previous identity did; this does not give one 
  identity access to the other’s skills, feats or powers. This 
  value increases, as per the value on the Time and Value 
  Progression table, as to how many other personalities 
  share in the memories of the others. For instance, at 1 
  rank (–1) only the primary and one other identity share 
  memories. At 4 ranks (–4), up to 10 additional personalities 
  share memories. If the memory sharing is only one way 
  (the primary identity remembers what the other did but the 
  other identity can’t access the primary identity’s memories, 
  or vise versa) reduce the modifier by half (rounded down to 
  a minimum value of –1.) By doubling this value the different 
  identities may actually converse inside their shared mind 
  rather than merely access memories after the fact.
  If the value is equal to or less than 0, this drawback is 
  considered a complication instead.
  Crowd Control
  Crowd Control
  If you want more than just one additional personality, you 
  must apply this drawback again for each instance, determin-
  ing their values individually. Before you go overboard on the 
  amount of personalities, keep in mind you also have to build 
  each one. Other personalities cannot take this drawback on 
  their own except in relation to the primary personality. If the 
  Gamemaster doesn’t want to operate on the player’s good 
  faith and thinks a short rope needs to be available to keep 
  characters from using multiple personalities as a way to get 
  every character type under the sun into a single package, try 
  the following option (or a similar variation):
  Adding a third personality incurs a–1 modifier to the 
  drawback, increasing the value on the Time and Value 
  Progression table with each additional personality beyond 
  that. Apply the total for this modifier to all of the personali-
  ties. So, while it would be possible to add many personali-
  ties to a single character, the conditions under which they 
  operate would get more severe with each one beyond the 
  second just so that drawback points are still gained from 
  the personalities rather than having to pay for them as 
  though they were a power. If this option is used, ignore the 
  previous statement regarding this drawback becoming a 
  complication at a value of 0 or less and instead actually 
  charge PP to take the personalities, as though it were a 
  beneficial trait.
  As the character gains additional PP through adven-
  turing, the player must distribute the points amongst the 
  various personalities as he wishes. The personalities’ PP 
  totals do not increase automatically in relation to the initial 
  PP percentage purchased for this drawback. Gamemasters 
  may want to limit how such PP is distributed to reflect each 
  personality’s contribution to the points’ acquisition—person-
  alities that contributed far more than others should receive 
  at least twice that of any other personality, for instance.
  Slow Learner
  For some reason the character has a hard time improv-
  ing in a certain area of character development. Choose 
  what the area of slow improvement shall be from among 
  the following; the cost varies by what the character is slow 
  to learn: 
  • 
  Ability: Select one of the six abilities. Improving 
  
  6
  this ability now costs 2 PP per point of ability increase. 
  This is a Moderate drawback for abilities important to the 
  character’s concept and is Minor for those that are not. 
  Only allow a Major drawback for abilities that are leaps and 
  bounds more important to the character than all others.
  • 
  Feats: They now cost 2 PP. This is a Moderate 
  drawback if the character has a typical number of feats for the 
  game and only Minor if he has very few feats or none at all. 
  Characters that are very feat-oriented would consider it a Major 
  drawback.
  • 
  Skills: Pick any of the six abilities and any skill re-
  lated to that ability is much more difficult for the character to 
  learn—all skills of that key ability now require purchasing 2 
  ranks per each actual rank gained (in other words, 4 ranks 
  of skill now cost 2 PP or you may alternatively rule that 1 
  PP spent on skills only gains 2 ranks in stead of 4.) This is 
  a Moderate drawback for abilities with skills important to the 
  character’s concept and Minor for those that are not. Only 
  allow a Major drawback for abilities with skills that are leaps 
  and bounds more important to the character than all others.
  • 
  Power: Select a power effect type (e.g., alternation, 
  attack, mental) to apply this drawback to. The power’s base 
  cost (meaning before applying power modifiers) is doubled 
  and power feats for this power now cost 2 PP. Extras increase 
  the cost per rank by double their normal modifier but flaws re-
  main unaffected. This is a Major drawback for a power central 
  to the character’s concept, and will be either a Moderate or a 
  Minor drawback for less important powers. Normally you can-
  not take this for a power effect type your character does not 
  possess any powers for, although the Gamemaster may allow 
  this as a Minor drawback if such powers will likely be a choice 
  for the character’s future improvement.
  Like any other drawback, the Gamemaster has final say 
  over appropriateness. Allowing this drawback is not simply 
  a matter of where the player decides to spend PP during 
  character creation, but is also gambling on what the char-
  acter may or may not need in the future.
  Adjust the drawback’s value if it only applies to certain 
  abilities, skills, types of feats, specific powers, etc. If the trait 
  has multiple aspects, such as a skill that may have this caveat 
  applied in some instances and not in others, adjust the trait’s 
  value up or down accordingly to suit the situation. For ex-
  ample, if applying Slow Leaner (Int and Dex Skills; advanced 
  technology only), a skill of Drive 8 would be 8 ranks when 
  operating primitive vehicles such as horse-drawn wagons, but 
  would be considered 4 if used to operate a car. Be creative in 
  how this is applied.
  Technology Repellant
  Characters with this weakness are nearly incapable 
  of using any type of advanced technology. They suffer a 
  penalty on all Computers, Craft*, Disable Device*, Drive*, 
  Knowledge (technology), Pilot* and otherwise technology-
  related skill checks. Any Devices, equipment or the like of 
  a high-tech nature will break and become inoperable if any 
  check to use, modify or in any way interact with them fails 
  by 5 or more. These broken items require some time and 
  an appropriate repair check to fix.
  • 
  Minor: −1 penalty on tech-related skill checks, and 
  broken items require a standard action and a DC 10 Craft 
  repair check to fix.
  • 
  Moderate: −3 penalty on tech-related skill checks, 
  and broken items require a full round and a DC 15 Craft 
  repair check to fix.
  • 
  Major: −5 penalty on tech-related skill checks, and 
  broken items require 1D4+1 full rounds and a DC 20 Craft 
  repair check to fix.
  * Only with regards to checks involving advanced tech-
  nology.
  
  7
  * Distribute 6 PP amongst your abilities as you see fit
  Concept
  Concept
  Hell is full of evil souls begging for a chance to redeem 
  themselves while others just want a way out—any way out. 
  In the cosmic balance, there are those beings of Higher 
  Power who recognize that even the worst, most corrupt of 
  souls deserve a second chance. Or perhaps allowing the 
  damned to believe redemption is a viable goal is merely 
  how the Higher Powers amuse themselves. Either way, 
  from time to time Hell spits forth an entity into the mortal 
  world in search of wronging past evil.
  Because the Higher Powers do not want to make things 
  too easy, or perhaps because the nature of the entity is 
  such that it needs flesh to act, the entity must be bound to 
  a mortal host in order to complete the mission with which 
  it is charged. Typically the bound entity is further handi-
  capped by having a great deal concerning its situation 
  kept secret from it. Just what it must do and to what extent 
  is often unknown—after all, how real can redemption be if 
  it is nothing more than a finish line drawn in the proverbial 
  sand? The quest for redemption must be a constant bat-
  tle, fought in the dark with blinders on, otherwise the goal 
  and sincerity of the acts made along the way become lost. 
  Uncovering the truth behind these mysteries is as much a 
  part of the character as is the quest for redemption.
  Each bound entity is assigned a specific mission be-
  cause “stop evil” because evil abounds in the world of men, 
  so seeking it out and preventing it would be all too simple 
  for a creature with the bound entity’s powers. Climbing out 
  of Hell and back into the light can’t be a gift—it must always 
  be a long, arduous fight so that, at the end, the entity will 
  know why redemption was worth seeking and not just how 
  it was attained. To this end, the bound entity will be set 
  upon a far more focused path.
  Perhaps the entity will be tasked with finding child mo-
  lesters and bringing them to justice, or maybe its mission 
  TOUGH
  +0
  FORT
  +4
  REF
  +4
  WILL
  +4
  Skills: Acrobatics 2 (+2), Bluff 2 (+2), Climb 4 
  (+4), Craft (Choose one) 4 (+4), Diplomacy 4 
  (+4) Drive 4 (+4), Knowledge (Choose one) 4 
  (+4), Notice 4 (+4), Profession (Choose one) 
  4 (+4), Search 4 (+4), Sense Motive 4 (+4), 
  Stealth 4 (+4), Swim 4 (+4)
  Feats: Beginner’s Luck, Connected, Dodge 
  Focus 2, Equipment 4, Luck 4, Second Chance 
  (Toughness Save)
  Powers: Immunity 3 (Spiritual/Undead 
  Possession, Exorcism descriptor; Power 
  Feats: Innate), Mind Shield 10 (Paranormal; 
  Power Feats: Innate), Super-Senses 6 (Guilt 
  Awareness [radius], Magical Awareness [ra-
  dius], Paranormal Awareness [radius])
  Combat: Attack +2, Damage +0 (unarmed), 
  Defense +2, Initiative +0
  Drawbacks: Cursed (Possessed by bonded en-
  tity and compelled to “punish the guilty”; −2 PP), 
  Separate Personality (Full-round; Involuntary to 
  secondary [DC 20] when extreme guilt detected; 
  –2 Change Penalty; −2 PP)
  Abilities 6 + Skills 12 (44 ranks) + Feats 
  13 + Powers 21 + Combat 8 + Saves 12 − 
  Drawbacks 4 = 68
  Bound Entity (Mortal)
  PL 10 (PL 5)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +0
  +0
  +0
  +0
  +0
  10 *
  10 *
  10 *
  10 *
  10 *
  10 *
  TOUGH
  +0/+10
  FORT
  +4
  REF
  +5
  WILL
  +10
  Skills: Acrobatics 8 (+10), Climb 4 (+8), 
  Concentration 4 (+9), Intimidate 12 (+13), 
  Notice 4 (+9), Search 4 (+4), Sense Motive 8 
  (+13), Stealth 8 (+10)
  Feats: All-Out Attack, Blind-Fight, Diehard, 
  Fearless, Fearsome Presence 4, Improved 
  Initiative 
  Powers: Core Power (Select one of the listed 
  core powers or make your own, as befitting the 
  bound entity’s purpose and/or curse; 20 PP), 
  Immunity 17 (Life Support, Aging, Need for 
  Sleep, Starvation/Thirst, Fatigue), Secondary 
  Powers (Select two of the listed secondary 
  powers or make your own, as befitting the 
  bound entity’s purpose and/or curse; 10 PP 
  ea.), Substitute Save Will 2 (Toughness; 
  Power Feats: Innate), Super-Senses 2 
  (Tracking; Flaws: Only versus the guilty), 
  Super-Senses 4 (Danger Sense, Darkvision, 
  Detect Guilt)
  Combat: Attack +5, Damage +4 (unarmed), 
  Defense +5, Initiative +4
  Drawbacks: Cursed (Bound to mortal host 
  and compelled to “punish the guilty”; −2 PP), 
  Separate Personality (Full-round; Involuntary to 
  primary [DC 10] when punishment meted out; 
  Involuntary change to primary [no save] when 
  unconscious; –2 Change Penalty; −1 PP)
  Abilities 24 + Skills 13 (52 ranks) + Feats 
  9 + Powers 75 + Combat 20 + Saves 12 − 
  Drawbacks 3 = 150
  Bound Entity (Entity)
  PL 10 (PL 10)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +4
  +2
  +0
  +0
  +5
  +1
  18
  14
  10
  10
  20
  12
  
  8
  will be as grandiose as saving all humanity from the millen-
  nia-spanning conspiracy of a supernatural brotherhood that 
  has twisted mankind’s design since the dawn of history. 
  The Gamemaster may opt to make the character’s mis-
  sion more general than the latter (such as is the case with 
  the Hangman’s rather broad parameters of punishing the 
  “guilty”), but even then care should be employed in quali-
  fying who fits these parameters by instituting degrees of 
  eligibility. Using the Hangman as an example, a shoplifter 
  may be worthy of a scare from the entity and a stern warn-
  ing not to slip farther into darkness, but a stone-cold killer 
  would definitely warrant more drastic attention. The player 
  and Gamemaster should work together to decide where the 
  line is drawn, although the Gamemaster may want to alter 
  this as the game progresses to suit the changing nature of 
  the entity’s existence as new information about their past 
  and mission are learned.
  Origins
  Origins
  The bound entity is usually one that has previously 
  run up a rather impressive tally of sin and evil, whether as 
  a mortal or a supernatural being. Spirits are often facing 
  punishment for their deeds in the traditional sense: they 
  are in Hell and looking for a way out, forcing them to strike 
  a deal with a Higher Power to earn their redemption or are 
  otherwise stuck in a position where the binding seems a 
  better deal. A supernatural entity, on the other hand, is far 
  more open as to why the binding occurred. Like a damned 
  spirit, the most likely reason is the creature is being offered 
  a chance at redemption or being granted the chance to 
  achieve something beneficial for “time served” bound to the 
  mortal.
  How the binding happened is also important. Did 
  the mortal find something and unwittingly set in motion 
  events that caused the entity to be bound to him? Is the 
  mortal predestined to contain the entity, perhaps as the 
  latest in a long line of such living prisons, or did some-
  one else (perhaps a parent or guardian?) strike a deal 
  that sacrificed the host’s freedom in exchange for power 
  or an otherwise unattainable favor? In short, was the 
  binding a matter of fate or was it blind luck? These are 
  answers that will only come during the quest to separate 
  the two.
  Powers
  Powers
  A bound entity’s powers are almost entirely centered 
  upon their purpose. For instance, the example (admittedly 
  broad) purpose provided in the archetype is “punishing the 
  guilty,” so the character would choose powers that build 
  upon that theme.
  Core Power Examples (all are 
  supernatural; 20 PP)
  Electrocution: Electrical Control 8 (Power Feats: 
  Alternate Power—Confuse, Dazzle [auditory], Strike, Stun)
  Essence of the Innocent: Cosmic Energy Control 8 
  (Power Feats: Alternate Power—Animate Objects, Boost, 
  Create Object, Teleport)
  Fear of the Damned: Emotion Control 10 (Fear; 
  Extras: Cone [100 ft.], Selective Attack; Flaws: Fear only, 
  Sense-Dependent [eye contact])
  Hellfire: Hellfire Control 9 (Power Feats: Split Attack, 
  Alternate Power—Strike)
  Stare of the Damned: Confession Burn 9 (Power 
  Feats: Affects Insubstantial, Evaluate Misdeeds; Flaws: 
  Sense-Dependent [eye contact])
  Secondary Power Examples 
  (all are supernatural; 10 PP)
  Blinding Justice: Dazzle 5 (Visual)
  Enhanced Ability 10 (Select one or more ability and 
  divide this power amongst them)
  Enhanced Core Power 10 (Select 10 Alternate Powers 
  for your core power)
  Justice’s Long Reach: Snare 4 (Power Feats: 
  Reversible, Tether; Extras: Regenerating; Flaws: Feedback)
  Justice’s Watchman: Strike 8 (Power Feats: Subtle, 
  Triggered [commit a “sufficiently immoral” deed])
  Improvement
  Improvement
  Perhaps the most obvious way to improve the character 
  is to buy off its drawbacks, especially Cursed and Separate 
  Personality. This is not without consequences, however, 
  because if you take away these drawbacks the character’s 
  concept largely falls apart. While getting rid of his unwanted 
  guest will likely be the mortal host’s ultimate goal, this is not 
  something that should be a mere matter of saving up the 
  requisite amount of PP. Although there are several imagi-
  native ways to get rid of these drawbacks and not have 
  the character lose his powers entirely, if forethought is not 
  taken to prepare and set-up such a major character event, 
  Hey, Why No Favored Opponent 
  Hey, Why No Favored Opponent 
  (guilty) Feat?
  (guilty) Feat?
  Yes, taking Favored Opponent (guilty) seems like 
  a natural step for this archetype, but using “guilty” as 
  a creature type is way too general and wide a brush 
  to be painting with as a default addition. If a player 
  wants to fiddle with how the points are spent and add 
  this feat (with the Gamemaster’s permission), that’s 
  all well and good, but the writer did not want to sug-
  gest that such a broad category should be the norm 
  for an archetype, something that is designed to set a 
  baseline for the particular character concept across 
  standard campaign types.
  
  9
  the latter is exactly what will happen if the curse is done 
  away with: the entity and mortal will both go their separate 
  ways.
  To ensure the character continues, and to maintain both 
  plot and character continuity, the events leading up to get-
  ting rid of the bonded entity’s curse should be planned well 
  in advance and slowly introduced into the game so that it 
  is something that can co-exist alongside the game’s overall 
  goals, ensuring none of the other players feel their charac-
  ters are overshadowed by the needs of this character. The 
  events leading up to undoing the curse should play out as a 
  quest, especially for answers and knowledge that unrav-
  els the mysteries surrounding the curse and the entity. 
  Once these answers have been found, 
  everything is primed for the climactic 
  removal of the curse.
  Beyond the drawbacks that are 
  so intrinsic to the bonded entity’s 
  concept, the character should 
  concentrate on expanding his core 
  power or acquiring new ones of a simi-
  lar theme, representing the continu-
  ing struggle to unravel the enigma 
  of the archetype’s existence and 
  the power that is gained as the 
  answers slowly revealed.
  Variations
  Variations
  The following are possible variations of 
  the bound entity archetype. Within any 
  of the variations, another way to 
  tinker about with the character 
  is adjusting the particulars of 
  the Cursed and/or Separate 
  Personality drawbacks. Adjust the 
  personality point distribution, condi-
  tions of change, change DCs, etc., and/or 
  the curse’s nature.
  Alternate Purpose
  Alternate Purpose
  “Punishing the guilty” may be the archetype’s de-
  fault raison d’être, but it need not by the only justifica-
  tion for the bound entity. Indeed, altering the archetype’s 
  purpose is perhaps the most common variation you’ll en-
  counter because there are so many reasons why the entity 
  may be cursed and bound to a mortal host, some of which 
  are far more specific than punishing something as broad as 
  “the guilty.” Perhaps there is an entity charged with hunt-
  ing down pedophiles while another could be responsible 
  for avenging the deaths of American soldiers slain in battle. 
  Similarly, the entity need not have been trapped in Hell (or 
  the like), but could have come from any number of dimen-
  sions or realities with just as many reasons for being bound 
  to a mortal host. Use your imagination.
  Amnesiac
  Amnesiac
  Who is the entity? What is the entity? The host under-
  goes an event that causes him to be bound to the entity, 
  but neither knows why, nor do they know what the entity’s 
  identity truly is. All that is known is there is a purpose 
  involved; the entity feels compelled to do something (the 
  default being the punishing of the guilty), but doesn’t know 
  why. The first step to separating the entity from the host will 
  be finding out the entity’s identity and why it can’t remem-
  ber who or what it is.
  Bound By Evil
  Bound By Evil
  Not all bindings are born from a 
  desire to create an (often unwilling) 
  agent for justice. Indeed, it’s entirely 
  possible an evil creature conducted the 
  binding. Likely scenarios for this varia-
  tion include the bound entity having made 
  a mistake or similarly failing while trying 
  to escape into the mortal realm, 
  trapping them in their host, or 
  an attempt by an evil power to 
  create an agent that similarly went 
  awry. In such cases, the bound entity 
  may ironically have to act contrary to 
  its nature and purpose as the only 
  way to eventually attain its freedom. 
  A constant battle of wills between the 
  entity and host personalities is almost 
  certain and adds a level of role-playing 
  to the game that can be great fun and 
  highly amusing (after all, the player 
  will essentially be playing out a battle 
  with himself.)
  Born to the Cause
  Born to the Cause
  Instead of the entity being a 
  damned spirit or hellish, super-
  natural creature, it is a manifestation of the 
  cause it serves. In many ways, such a varia-
  tion of the bound entity will resemble the 
  avatar archetype (see Metahuman Mystics 
  & Supernatural Supers #1) because the 
  entity is an aspect of something much 
  bigger than either mortal or supernatural 
  consciousness—it is part of a cause or moral 
  mission, such as the pursuit of justice or revenge.
  Such entities will likely be incredibly passionate, raw 
  and emotionally unstable because they do not have any 
  mortal experience to buoy them. They are an elemental 
  personality confined within a fragile, mortal form they don’t 
  truly understand how to interact through. Social skills? 
  What are they? Personal relationships? Say what? The 
  mission is all consuming. The cause is the entity’s reason 
  for existence.
  
  10
  10
  Mortal Punishment
  Mortal Punishment
  In a turn of events, for this variation it is the mortal who 
  is being punished. Whether bound with an entity of benevo-
  lent or malicious intent, the mortal host is forced upon a 
  path he would certainly like to avoid but cannot due to the 
  curse. As punishment for his misdeeds or as a repercus-
  sion of meddling with supernatural forces beyond his ability 
  to control, the mortal must share his body with the entity, an 
  entity that can serve either good or evil purposes (as best 
  suit’s the game and the character concept), but will be an 
  inconvenience (to understate the matter) either way.
  Prisoner
  Prisoner
  There is no deal to be had, no mission to be followed 
  and no redemption to be found in the entity’s binding to the 
  host. The arrangement is purely one of restricting, restrain-
  ing and punishing the entity. The mortal’s shell is nothing 
  more than a prison to prevent the entity from acting upon 
  its own will and power freely. This means both the entity 
  and host will be looking for a way to split from the other, 
  although their goals and means will almost certainly clash.
  A mortal of conscience won’t want to unleash the entity 
  he’s bonded to if it means letting it loose to wreak its evil 
  upon the world, while a malicious entity won’t care what 
  harm its quest for freedom brings to the host, his loved 
  ones, or the world at large. This adds an entirely new depth 
  to the archetype’s quest because the mortal won’t just be 
  looking for a way to free himself, but also a way to do so 
  while imprisoning his unwanted hitchhiker somewhere else, 
  meanwhile the bound creature will likely want to deliver 
  some last bit of revenge upon its host before freeing itself 
  as a measure of payback for interfering with its plans.
  Of course, things will play out entirely different if the 
  imprisoned entity is not malicious at all but is instead a 
  servant or aspect of good and righteousness. Who impris-
  oned the entity and why are perhaps the most important 
  questions. It could have been an evil enemy looking to get 
  a foe out of the way without upsetting some sort of balance 
  by outright destroying the entity, or perhaps the entity bent 
  some rule about non-interference in the mortal world and 
  has been sentenced to suffer an ironic punishment by its 
  bosses. The mortal and entity will likely get along well (or 
  not, if the host is evil or not interested in joining the fight 
  against evil), but will probably want to get their separate 
  lives back. Of course, there’s always the chance the mortal 
  and entity will realize they are stronger together than they 
  are apart and find a way to turn the intended punishment to 
  their mutual benefit.
  Voluntary Repenting
  Voluntary Repenting
  As a change of pace, the evil entity bound to the host 
  has done so of his own accord out of a genuine desire to 
  repent past sins—penance isn’t merely a ticket to freedom 
  but is a path to peace of mind and spirit. Something has 
  caused this supernatural, once-agent-for-evil to change its 
  ways and if the only (or most suitable) way to do so is by 
  binding itself to a mortal, then so be it. This doesn’t neces-
  sarily mean the host was willing, however, possibly creat-
  ing the conundrum of how far the entity can truly repent if 
  it may only attempt to do so by effectively raping the soul 
  of a living, sentient being? In such cases, part of the game 
  should be spent developing the relationship between entity 
  and mortal as the former attempts to convince the latter 
  to stop fighting its attempts to redeem itself and become 
  a willing participant in the war against evil. In this case, 
  the Cursed drawback will likely be removed, otherwise the 
  concept behind it will have to be altered to better suit the 
  circumstances.
  ”While I may personally admire your 
  ingenuity with a knife and the tenacity 
  needed to achieve such an impressive 
  body count, I‛m afraid justice demands 
  your soul be rendered until Hell‛s burn-
  ing pits.”
  Darren Sampson was a typical high-school freshman—
  well, except that he was incredibly smart, not very athletic, 
  and seemed to be the target of every jock and bully on 
  campus. It didn’t matter that he had a very big heart and 
  all he ever wanted to do was help people. Bullies didn’t 
  care how many homes Darren helped build for the poor, 
  jocks thought it funny Darren spent so many hours help-
  ing in soup kitchens, and the ladies actually thought it was 
  funny “Choir Boy” wore outdated and raggedy clothes 
  because he gave most of his money to charity. It is a tes-
  tament of his goodwill that he never thought of revenge, 
  only a desire to make such people realize there are more 
  important things to life than cars, sex, booze and parties.
  One night, while coming back from a cold night of 
  walking the streets to hand out blankets to the homeless, 
  Darren saw the glow of a building fire several blocks away. 
  It was an old church he knew many street people used 
  as a shelter during the cold winter. Without a thought for 
  himself, he rushed in and began ushering people out. Then 
  he heard a shout from down in the basement. A shout that 
  paradoxically sounded … BLISSFUL!
  Rushing down the smoldering stairs, Darren saw a wiz-
  ened man, wrapped in tattered rags. The fire was intense, 
  apparently having started in the church’s ancient coal basin 
  where it seemed the old man had been burning wood to 
  keep warm. That’s when Darren noticed the noose around 
  the man’s neck. It looked like it had torn while the man had 
  been trying to hang himself, probably snapping and caus-
  
  11
  11
  ing him to hit the coal bin and spill some of the flame onto 
  dirty rags or the like, starting the fire. Darren failed to notice 
  there was no other sign of any rope having been attached 
  to the ceiling’s rafters—he was too busy rushing through 
  the rising flames to save the aged gent.
  As his savior drew close, the man turned and gave 
  Darren a smile that would stick with the boy for the rest of 
  his years. Even as the dirty rags the man wore began to 
  burn and his greasy hair started smoking from the heat, 
  the smile never left his face. “Free!” he said with com-
  plete happiness. “At long last, I’m free!”
  And that’s when he took the noose from around his neck 
  and placed it around Darren’s before he could be stopped. 
  Darren didn’t remember anything after that except dark-
  ness.
  Jamethon Godard was happy. Having been granted a 
  judgeship by the new powers, he now found himself in a 
  position to strike back against all the nobles and landown-
  ers that had ever looked down upon him as though he were 
  something to wipe off their feet. With the Revolution had 
  come a shift in power, and some of that power was now in 
  his hands: the power of life and death.
  In France’s heated fury, it wasn’t too picky over who 
  TOUGH
  +0
  FORT
  +4
  REF
  +4
  WILL
  +5
  Skills: Acrobatics 2 (+2), Bluff 2 (+2), Climb 
  4 (+4), Computers 8 (+11), Craft (electronic) 
  8 (+11), Diplomacy 4 (+4) Drive 4 (+4), 
  Knowledge (physical sciences) 8 (+11), Notice 
  4 (+5), Profession (short order cook) 4 (+5), 
  Search 4 (+7), Sense Motive 4 (+5), Stealth 4 
  (+4), Swim 4 (+4)
  Feats: Beginner’s Luck, Connected, Dodge 
  Focus 2, Equipment 4, Luck 4, Second Chance 
  (Toughness Save)
  Powers: Immunity 3 (Spiritual/Undead 
  Possession, Exorcism descriptor; Power 
  Feats: Innate), Mind Shield 10 (Paranormal; 
  Power Feats: Innate), Super-Senses 6 (Guilt 
  Awareness [radius], Magical Awareness [ra-
  dius], Paranormal Awareness [radius])
  Combat: Attack +2, Damage +0 (unarmed), 
  Defense +2, Initiative +0
  Drawbacks: Cursed (Possessed by bonded 
  entity and compelled to “punish the guilty”; −2 
  PP), Separate Personality (Full-round; 50% 
  PP; Involuntary to secondary [DC 20] when 
  extreme guilt detected; –2 Change Penalty; −2 
  PP)
  Abilities 8 + Skills 16 (60 ranks) + Feats 
  13 + Powers 21 + Combat 8 + Saves 12 − 
  Drawbacks 4 = 74
  Darren “Choir Boy” 
  Sampson (Mortal)
  PL 10 (PL 5)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +0
  +0
  +3
  +1
  +0
  10
  10
  10
  16
  12
  10
  TOUGH
  +0/+13
  FORT
  +6
  REF
  +5
  WILL
  +14
  Skills: Acrobatics 8 (+10/+13), Climb 4 
  (+8/+10), Concentration 4 (+9), Intimidate 12 
  (+13), Notice 8 (+13), Search 4 (+4), Sense 
  Motive 8 (+13), Stealth 8 (+10/+13)
  Feats: All-Out Attack, Attack Specialization 
  (ropes) 2, Blind-Fight, Chokehold, Diehard, 
  Fearless, Fearsome Presence 4, Improved 
  Initiative, Move-By Action, Takedown Attack
  Powers: Confession Burn 9 (Stare of the 
  Damned; Power Feats: Affects Insubstantial, 
  Evaluate Misdeeds; Flaws: Sense-Dependent 
  [eye contact]), Enhanced Dexterity 6, 
  Enhanced Strength 4,  Immunity 17 (Life 
  Support, Aging, Need for Sleep, Starvation/
  Thirst, Fatigue), Knowledge of the 
  Condemned 4 (Variable power—skills only, 
  one at a time [4 PP/rank base]; Flaws: Only 
  skills possessed by those who have suffered 
  damage from his Stare of the Damned in the 
  past week and is limited to the maximum of 
  that person’s ranks) (see Ronin Arts’ Superline 
  #4 for information on Variable Power), Leaping 
  2, Snare 6 (Hangman’s Ropes; Power Feats: 
  Reversible, Tether; Extras: Regenerating), 
  Substitute Save Will 2 (Toughness; Power 
  Feats: Innate), Super-Movement 1 (Swinging), 
  Super-Senses 2 (Tracking; Flaws: Only versus 
  the guilty), Super-Senses 4 (Danger Sense, 
  Darkvision, Detect Guilt)
  Combat: Attack +7/+11 (ropes), Damage +4/+6 
  (unarmed), Defense +7, Initiative +4
  Drawbacks: Cursed (Bound to mortal host 
  and compelled to “punish the guilty”; −2 PP), 
  Separate Personality (Full-round; 100% PP; 
  Involuntary to primary [DC 10] when punish-
  ment meted out; Involuntary change to primary 
  [no save] when unconscious; –2 Change 
  Penalty; −1 PP)
  Abilities 24 + Skills 14 (56 ranks) + Feats 
  14 + Powers 101 + Combat 28 + Saves 17 − 
  Drawbacks 3 = 195
  Then Hangman (Entity) PL 13 (PL 13)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +4/+8
  +2/+5
  +0
  +0
  +5
  +1
  18/22
  14/20
  10
  10
  20
  12
  
  12
  12
  went to visit Madame Guillotine, so long as they were told 
  the death was revenge for everything they’d endured and 
  they’d be better off afterward. If a noblewoman wanted to 
  save her husband, she would show him her gratitude (and 
  even then Godard would often still kill the man, just for a 
  lark), and if a landowner wanted to escape Godard’s district 
  he’d better pay in gold. Life was good, even if it was built on 
  the death of others. Even amongst a time of such horrors, 
  Jamethon Godard stood out as a corrupt, masochistic brute 
  whose reputation for the love of a neck snapping from a 
  hangman’s noose rather than a quick pop under the drop-
  ping blade was well-known.
  But even the best of times must come to an end.
  After blackmailing and bedding a particularly beautiful 
  and tenacious noblewoman and killing her husband any-
  way, his comeuppance came in the form of a dagger be-
  tween the shoulder blades. One moment Jamethon Godard 
  thought himself living all the joys life had to offer and the 
  next he was falling into an abyss of dark rock and blazing 
  fire where his soul was hung from a burning tree to twist in 
  a fiery wind for nearly two centuries.
  During a day like any other (as near as time can be told 
  in Hell)—his breath struggling to come and simultaneously 
  burning in his lungs with sulfurous smoke—a flashing blade 
  suddenly soared above his head, cutting the rope. Even 
  as he choked to inhale the air that had been denied him 
  so long, a raspy voice whispered in his ear from behind. 
  “You’ve been given a second chance, Jamethon. A second 
  chance to be a deliverer of justice. Take my words to heart: 
  you don’t want to disappoint me this time around.”
  And with that, Jamethon Godard found himself flung up 
  and out of the abyss.
  When the darkness finally receded, Darren found him-
  self slumped in an alley, garbage strewn about him and a 
  harsh smell filling the night. It smelled familiar, like burned 
  steak only … not. Then Darren noticed the bodies in the 
  garbage around him. Obviously gang members of some 
  sort (from what he could tell by the remains of their uni-
  formly colored clothing), each of the men was scorched and 
  quite clearly dead.
  Not knowing how and not knowing why, Darren did 
  know he was somehow responsible for their deaths. He 
  could feel it, deep in his big, benevolent heart and deeper 
  yet in his soul. As he took the rope from around his neck, 
  he could tell it would be no simple thing getting rid of it. It 
  would be not be easy cleansing himself of the darkness. 
  Even though he didn’t yet know the questions, Darren 
  decided there and then to do whatever it would take to find 
  the answers.
  Concept
  Concept
  Part badass, part hardcase, part detective, part arcan-
  ist, and all very, very mortal, a crusader would otherwise 
  be like any other Average Joe off the street if events hadn’t 
  Skills: Bluff 8 (+9), Concentration 8 (+11), 
  Craft (mechanical) 4 (+7), Diplomacy 8 (+9), 
  Escape Artist 4 (+5), Gather Information 8 
  (+9), Intimidate 2 (+3), Investigate 6 (+9), 
  Knowledge (arcane lore) 10 (+13), Knowledge 
  (streetwise) 6 (+9), Knowledge (theology and 
  philosophy) 8 (+11), Language (Latin, choose 
  3 more), Notice 8 (+11), Profession (choose 
  one) 4 (+7), Search 8 (+11), Sense Motive 10 
  (+13), Sleight of Hand 2 (+3)
  Feats: Artificer, Connected, Contacts, 
  Diehard, Evasion 2, Luck 4, Master Plan, 
  Ritualist, Well-Informed
  Powers: Device 4 (Choose a “trademark 
  devices” built for 3 PP/rank), Luck Control 
  3 (Power Feats: Innate; Extras: Burst [15 
  ft.], Selective Attack; Flaws: Unreliable), 
  Quickness 4 (x25; Power Feats: Innate; 
  Flaws: Only for Artificer and Ritualist), 
  Sensory Shield 6 (Mental), Super-Senses 
  15 (Magical awareness, mental awareness, 
  supernatural awareness, detect demons, 
  detect magic, detect psionics, detect spirits 
  [all detect senses as free action and ranged]), 
  Spell Knowledge 3 (Variable power—magic 
  descriptor only, one trait at a time [4 PP/
  rank base]; Power Feats: Accurate, Affects 
  Insubstantial, Dimensional; Extras: Move ac-
  tion; Flaws: Requires a Knowledge [arcane 
  lore] Check, Tiring) (see Ronin Arts’ Superline 
  #4 for information on Variable Power)
  Combat: Attack +3, Damage +1 (unarmed), 
  Defense +4, Initiative +1
  Drawbacks: Power Loss (Variable Power; 
  when unable to speak and gesture to cast 
  spells;  −1 PP)
  Complications: Choose one. Addiction, 
  Enemy, Hatred, Obsession, Responsibility and 
  Secret are perhaps the most obvious choices.
  Abilities 22 + Skills 27 (108 ranks) + Feats 
  13 + Powers 61 + Combat 14 + Saves 14 − 
  Drawbacks 1 = 150
  TOUGH
  +2
  FORT
  +7
  REF
  +5
  WILL
  +8
  Crusader
  PL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +1
  +1
  +2
  +3
  +3
  +1
  12
  12
  14
  16
  16
  12
  
  13
  13
  conspired to sweep her up in something way out of her 
  league. Usually, the waters of circumstance are so far over 
  a crusader’s head she has to doggy paddle well past the 
  point of exhaustion just to keep from drowning, let alone 
  make any headway. And yet the crusader perseveres—she 
  pushes forward and continues to fight the good fight de-
  spite her many limitations (especially when compared to 
  most other hero archetypes that are designed to perform 
  better in a stand-up fight.) That is what sets her apart more 
  than anything else.
  Crusaders aren’t your typical face-to-face, balls-to-the-
  wall combat types. They aren’t overflowing with power 
  (mystical or otherwise), and are almost always trying 
  to catch up to events while constantly stuck in the 
  role of the underdog. She must make the most of 
  what resources she has, and that means careful 
  planning and quick thinking, not to men-
  tion developing a network of people who 
  share a similar interest in the occult and 
  can provide information and tips (even if 
  only at a cost.) In fact, a crusader’s great-
  est weapons are often her varied contacts, 
  wits and stoic will, all of which are needed to 
  face the overwhelming odds and fearsome 
  existence that is her daily lot. It doesn’t hurt 
  that luck also seems to be on her side more 
  often than not.
  Using what skills she has, the crusader is 
  devoted to fighting the supernatural and dark 
  mystical arts, be the danger human or oth-
  erworldly in nature. She doesn’t’ have much 
  in the way of real power at her beck and 
  call—certainly nothing comparable to most of 
  her foes—but still finds a way to get the job 
  done. She is a flawed hero and, indeed, is an 
  ideal character type to add complications so as 
  to better underscore just how mortal and flawed 
  she is.
  Origins
  Origins
  The character’s story will vary depending on 
  how she got involved with fighting the supernatural. 
  Did she join up willingly out of a simple and pure 
  need to do good and protect others from things hu-
  manity at large refuses to admit exist, or was she coerced 
  by some greater power (mortal or otherwise) as a way to 
  purchase redemption, peace of mind or salvation? Perhaps 
  she was born to the role as the latest generation of a famil-
  ial legacy or maybe it was just dumb, blind fate that forced 
  her hand. It’s also possible the whole thing was just one big 
  mistake or misunderstanding.
  And how did the character come by her powers? Was 
  she pursuing the occult when something she uncovered 
  (forcibly or voluntarily) brought her into the war between 
  Light and Darkness, or did she begin delving into arcane 
  mysteries following a life-altering experience with the 
  supernatural? Do her powers come relatively easy (as far 
  as this character concept allows) or are they so alien to her 
  they are an extreme effort to use (in which case worsen the 
  flaws and drawbacks), making their operation more a mat-
  ter of luck and surviving the incredible strain as it is of skill 
  or ability? Either way, why exactly is it so?
  The driving theme behind the crusader is that of a 
  mortal biting off more than she can chew, and that goes 
  as much for how her powers work, her goals are set, and 
  the enemies she ends up facing as it does for the way she 
  conducts herself.
  Powers
  Powers
  Most of a crusader’s abilities come 
  from knowledge she’s scavenged here 
  and there during her many battles against 
  the Darkness. A ritual learned here from 
  an arcane text taken as a spoil of war, a demon 
  bone taken from there to ward of evil, and so on. 
  She often finds using this knowledge as much 
  a struggle as fighting the supernatural because 
  the crusader’s training (if any) is incomplete or 
  haphazard, or because her resources har-
  ness magics no mortal was meant to wield. 
  As such, a crusader’s magic will be hamstrung 
  in some way; you’ll notice the archetype’s 
  Variable Power requires a Knowledge (arcane lore) 
  check in addition to the power check, and is also 
  Tiring. Combined, these two flaws illustrate the 
  crusader’s ineptitude at performing non-ritualized 
  magic—sure, she can usually pull it off, but not 
  without a good deal of effort. Such limitations 
  are the crusader’s hallmark.
  Crusader Trademark 
  Device Examples (Easy 
  to lose; built as a 20 PP 
  Device)
  Chalice of Belmoze: Healing 10 (Magic); Extra 
  effort applies to the user. Drinking of the chalice’s 
  limitless water heals.
  Redigore’s Cloak: Protection 10 (Magic; Extras: 
  Impervious; Flaws: Ablative), Mind Shield 10 (Magic); 
  Extra effort applies to the user. Protects the wearer’s body 
  and mind.
  Sword of the Grand Master: Strike 9 (Magic; Power 
  Feats: Affects Insubstantial, Mighty; Extras: Penetrating); 
  Extra effort applies to the user.
  Zodiac Ring: Shapeshift 3 (Magic; Power Feats: 
  Alternate Powers—Mimic, Morph; Flaws: Limited to 
  Zodiak-theme, Standard Action); Extra effort applies to the 
  device. Allows the wearer to assume shapes and powers 
  related to the Zodiak.
  
  14
  14
  Crusader Ritual Examples 
  (built using the Ritualist 
  feat)
  Banish: Nullify 10 (Versus Summon [magic descrip-
  tor]; Extras: Nullifying Field [50 ft.], Selective Attack; Flaws: 
  Requires Knowledge [arcane lore] check to first identify 
  subject; 10 PP)
  Exorcism: Nullify 10 (Versus Possession [magic de-
  scriptor]; Extras: Nullifying Field [50 ft.], Selective Attack; 
  Flaws: Tiring; 10 PP)
  Hell Walk: Super-Movement 1 (Dimensional 
  Movement [Hell]; 2 PP)
  Protection Circle: Protection 10 (Extras: Burst [up to 
  50 ft.], Impervious; Flaws: Immobile, Only versus summoned 
  beings; 10 PP); a circle of salt protecting those within.
  Reveal the Hidden: Nullify 10 (Magic; Affects all magic 
  simultaneously; Extras: Nullifying Field [+0, 50 ft.]; Flaws: 
  Only nullifies Invisibility and Shapeshift; 10 PP)
  Spirit Walk: Astral Form 5 (Magic; Flaws: Tiring; 20 PP)
  Crusader Charm and Relic 
  Examples (built using the 
  Artificer feat or added as a 
  Device)
  Angel Tears (Device 2; 6 PP): Strike 9 (Magic; Power 
  Feats: Incurable; Extras: Poison; Flaws: Only versus de-
  mons, undead and like creatures of supernatural darkness; 
  10 PP); normally found in a glass vial, this is a far more 
  potent version of holy water because it doesn’t require the 
  target have a weakness.
  Cerebus’ Tooth (Device 3; 9 PP): Nauseate 5 (Magic; 
  pain; Extras: Alternate Save [Will], Burst [25 ft.]; Flaws: 
  Only versus demons; 15 PP); causes demons discomfort 
  and pain.
  Demon Fire (Device 2; 6PP): Hellfire Control 5 
  (Magic; 10 PP); kept in a lead-lined container, it bursts out 
  when the container is opened. Glass containers with lead 
  coatings within are often used.
  Holy Water (Device 2; 6 PP): Strike 9 (Magic; Power 
  Feats: Incurable; Extras: Poison; Flaws: Only versus 
  creatures with a weakness for holy water; 10 PP); normally 
  found in a vial.
  Judas’ Coin (Device 2; 6 PP): Environmental Control 
  10 (Magic; Distraction DC 10; Flaws: Only when willingly 
  taken); whoever accepts the coin is constantly distracted by 
  their greed.
  Improvement
  Improvement
  A crusader survives by her wits and luck as much as by 
  anything else, and so adding feats that directly improve her 
  chance of survival or allow her a better chance of overcom-
  ing great odds, such as Second Chance, Ultimate Effort and 
  Uncanny Dodge (not to mention some additional Luck), are 
  a good idea. If the Gamemaster and player both agree the 
  story can accommodate such a thing, it may also be a good 
  idea to take on a sidekick. This is usually some wannabe 
  hanger-on or apprentice who will act as a foil for the crusad-
  er and her quirky plans. Taking Fearless wouldn’t hurt, either.
  So far as abilities go, improving Intelligence and 
  Wisdom are important considering the skills that are cen-
  tral to this character’s concept, while buying some more 
  Charisma would also help if the crusader is being played 
  as a shyster as much as (or more than) a hero. Dexterity is 
  also important for keeping the character alive, but too much 
  Constitution or Strength will make the character seem less 
  an arcane champion and detective, and so purchasing 
  some protective powers to boost the crusader’s Defense 
  and Toughness would also be a good idea.
  Buying off flaws is another option, but one that should 
  be carefully considered. The character’s concept hinges 
  on her human weaknesses and ineptitudes, and remov-
  ing those will remove much of the crusader’s charm and 
  identity. A crusader who tosses magic about as safely and 
  competently as she sneezes becomes just another varia-
  tion on the mystic archetype rather than a character with a 
  concept and design all its own. Allowing crusaders to over-
  come just one of their powers’ flaws should be granted as 
  a great reward and should not be a matter of merely having 
  enough PP to do so.
  Variations
  Variations
  The following are possible variations of the crusader ar-
  chetype. Other likely ways to change the archetype include 
  being more specific with its magical abilities, focusing on a 
  particular spell or series of rituals, rather than keeping the 
  Spell Knowledge Variable Pool. Tinkering with the skills 
  and feats is yet another way to fine tune the character to 
  suit your needs, especially for some of the more divergent 
  variations to follow.
  Holy Warrior
  Holy Warrior
  You have been summoned to do battle with the Forces 
  of Darkness by a calling from on high. Whether born to the 
  fight, trained by the Church, or having picked up the banner 
  of your own will, you are a Soldier of God (or some similar 
  divine force for good) whose devotion is as much a weapon 
  as the blessed rites and relics you wield. Holy warriors are 
  totally devoted to their cause and will not use the Enemy’s 
  weapons and tools, even against the Darkness, and would 
  rather die than do so. Their cause is just and if God feels 
  their time has come, they must meet their maker with a 
  clear conscience. For this reason, all a holy warrior’s mag-
  ics will be divine in nature rather than truly arcane (unless 
  the Church has its own form of magic that it keeps secret 
  so as not to be confused with “witchcraft.”)
  
  15
  15
  Profiteer
  Profiteer
  Although she fights the good fight against supernatural 
  evil and all manner of forces from Beyond, the profiteer 
  does not necessarily do so out of a desire to help her fel-
  lows. Instead of fighting out of a sense of magnanimous 
  grace, the profiteer looks to come into some manner of 
  personal gain for their efforts, be it actual cash by charging 
  clients to fight evil on their behalf or acquiring all sorts of 
  arcane knowledge and relics to horde or sell.
  Reluctant Hero
  Reluctant Hero
  You never asked to get dragged into a shadow war 
  against supernatural evils, but that’s where you find your-
  self. Whether you’re beholden to someone, desperately 
  need to redeem yourself, or are otherwise forced to use 
  your magic and wits against the Forces of Darkness, you 
  do so with the same grudging and grumbling dedication as 
  unwilling conscripts have done for millennia. The difference 
  here is you’re not fighting other men such as yourself—you 
  fight creatures born before Time, before light, before such a 
  thing as good knew what it was not to be evil. Nobody said 
  you had to like it but every day you have to shoulder the 
  proverbial rifle and march to war.
  Secret Society
  Secret Society
  These crusaders belong to a secret society (often one that 
  is incredibly old and deeply rooted in history, even if the world 
  at large doesn’t know it) that seeks to fight the supernatural. 
  Most will have groomed warriors to suit their needs from long 
  association with loyal families while others will supplement 
  their troops by bringing worthy, fresh blood into the fold. The 
  most effective secret societies are usually those that have 
  carefully cultivated financial and arcane resources through the 
  centuries to aid in their battle, although this need not be so; 
  some operate more like a network of agents sharing informa-
  tion and fighting each battle as it comes rather than spending 
  what little money they have on forming vast webs that feed 
  them intelligence from all corners of the globe. 
  Not all fight the good fight out of altruistic intent, howev-
  er, but rather serve purposes of their own that do not have 
  humanity’s best interests at heart. In such cases, it is likely 
  the character won’t yet be of sufficient authority within the 
  organization to know its true goals; as a foot soldier fight-
  ing on the front lines, the crusader will be told just enough 
  to make her think she’s fighting the good fight and anything 
  that could possibly compromise her masters’ true purpose 
  will be kept out of reach.
  The complication, One of Us, is pretty much a necessity 
  for this variation of the crusader.
  ”Switch on to this, ya demon wanker. 
  We can do this one o‛ two ways: the 
  easy way or the ‘ard way. The ‘ard 
  way will end up hurtin‛ the both o‛ us, 
  so bin it before it gets nasty.”
  Born to a Dublin priest and a devout mother, Eva’s left 
  calf bears a crucifix-like birthmark both parents heralded as 
  a sign of great and holy things to come. Little did they know 
  how truly prophetic, if twisted, their belief was. The birth-
  Skills: Bluff 8 (+10), Concentration 12 
  (+17), Craft (mechanical) 4 (+9), Diplomacy 
  8 (+10), Escape Artist 4 (+6), Gather 
  Information 12 (+14), Intimidate 6 (+8), 
  Investigate 14 (+19), Knowledge (arcane 
  lore) 18 (+23), Knowledge (streetwise) 10 
  (+15), Knowledge (theology and philosophy) 
  16 (+21), Language (Latin, choose 7 more), 
  Notice 12 (+17), Profession (choose one) 
  4 (+9), Search 12 (+17), Sense Motive 14 
  (+19), Sleight of Hand 10 (+14)
  Feats: Artificer, Connected, Contacts, 
  Diehard, Evasion 2, Fearless, Luck 4, 
  Master Plan, Ritualist, Second Chance (mind 
  control), Uncanny Dodge, Ultimate Save 
  (Toughness), Well-Informed
  Powers: Device 4 (Blessed Gun), Luck 
  Control 3 (Power Feats: Innate; Extras: Burst 
  [15 ft.], Selective Attack; Flaws: Unreliable), 
  Quickness 4 (x25; Power Feats: Innate; 
  Flaws: Only for Artificer and Ritualist), Sensory 
  Shield 6 (Mental), Super-Senses 15 (Magical 
  awareness, mental awareness, supernatural 
  awareness, detect demons, detect magic, 
  detect psionics, detect spirits [all detect senses 
  as free action and ranged]), Spell Knowledge 
  3 (Variable power—magic descriptor only, one 
  trait at a time [4 PP/rank base]; Power Feats: 
  Accurate, Affects Insubstantial, Dimensional; 
  Extras: Move action; Flaws: Requires a 
  Knowledge [arcane lore] check, Tiring) (see 
  Ronin Arts’ Superline #4 for information on 
  Variable Power)
  Combat: Attack +3, Damage +2 (unarmed), 
  Defense +5, Initiative +1
  Drawbacks: Power Loss (Variable Power; 
  when unable to speak and gesture to cast 
  spells;  −1 PP)
  Complications: Addiction (cigarettes and 
  alcohol), Reputation (con man and charlatan)
  Abilities 39 + Skills 43 (172 ranks) + Feats 
  17 + Powers 61 + Combat 16 + Saves 20 − 
  Drawbacks 1 = 195
  TOUGH
  +3
  FORT
  +9
  REF
  +8
  WILL
  +13
  Eva Cross
  PL 13
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +2
  +2
  +3
  +5
  +5
  +2
  14
  14
  16
  20
  20
  15
  
  16
  16
  mark had branded Eva as a fated warrior in the ceaseless 
  battle against the powers of Darkness and evil, whether 
  she wanted to undertake the fight or not.
  Even as a young child, Eva always felt there was some-
  thing else—something sinister—around every corner and 
  behind every door, and this sense of foreboding and doom 
  only became more malicious and tangible as she got older. 
  She had as much of a knack for bad, inexplicable things 
  to befall her as she had a knack for getting out of such 
  situations. Her nerves could only take so much, driving her 
  to smoke and drink as a young teen. She got into endless 
  trouble, much to her parents’ mortification, a shame that 
  ended for them when all three were in an accident that 
  killed the old priest and his wife. The accident and the near-
  death experience it gave her also peeled back the final veil 
  for Eva, revealing to her a world of dark magics, angels 
  and demons when she saw the Dark Powers come for her 
  parents’ souls and she failed to fend them off.
  Since that first loss against evil, Eva has thrown herself 
  into the war with a vigor matched only by her fiery temper, 
  caustic manners and taste for the grape. A shattered, bat-
  tered warrior of Light, Eva now marches across the world, 
  undoing Darkness’ work wherever she finds it, secretly hop-
  ing to one day redeem her parents’ lost souls, or at least 
  avenge them.
  Eva’s trademark magical item is the Blessed Gun: 
  Hellfire Control 6 (Holy fire; Power Feats: Affects 
  Insubstantial, Dimensional; Extras: Alternate Save [Will]); 
  Extra effort applies to the device. This weapon looks some-
  what like a gilded, crucifix-shaped pump shotgun engraved 
  with everything from prayers to angelic scripture, and fires 
  flames drawn down from Heaven.
  Concept
  Concept
  Not all magic needs to call upon the cosmic ether and 
  alter reality to fit the caster’s will. Instead, a magician uses 
  trickery, charm, misdirection and sleight of hand to carry 
  out the illusion of magic—the reflexes and wits needed to 
  conjure a coin from behind an amazed child’s ear can be 
  just as useful against a supervillain if the right tools are on 
  hand and the magician has both the necessary smarts and 
  courage. Still, lacking true magic and limited by the extent 
  of her imagination and ability to fund the proper tools of her 
  trade, the magician definitely isn’t meant to stand toe-to-toe 
  with heavy hitters.
  Origins
  Origins
  There are any number of reasons why the character 
  turned towards stage magic, and from that into a super-
  hero. She could be the latest in a long line of magicians, 
  TOUGH
  +1
  FORT
  +4
  REF
  +7
  WILL
  +5
  Magician
  PL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +1
  +4
  +1
  +4
  +2
  +4
  12
  18
  12
  18
  14
  18
  Skills: Acrobatics 8 (+12), Bluff 11 (+15), 
  Disable Device 11 (+15), Escape Artist 10 
  (+14), Knowledge (physical sciences) 6 
  (+10), Knowledge (popular culture) 6 (+10), 
  Knowledge (stage magic) (see pg. 1) 11 
  (+15), Notice 12 (+14), Perform (stage 
  magic) 11 (+15), Search 12 (+16), Sleight of 
  Hand 11 (+15), Stealth 11 (+15)
  Feats: Ambidexterity, Connected, Defensive 
  Roll 3, Distract, Dodge Focus 2, Elusive 
  Target, Fascinate 2, Equipment 10, Hide 
  In Plain Sight, Improved Initiative, Inventor, 
  Jack-of-all-Trades, Master Plan, Quick Draw, 
  Throwing Mastery 2, Uncanny Dodge
  Powers: Enhanced Skill 6 (Bluff +4, Disable 
  Device +4, Escape Artist +4, Knowledge 
  [stage magic] +4, Perform [stage magic] +4, 
  Sleight of Hand +4; Power Feats: Innate; 
  Extras: Critical Skill), Stage Magic 4 (Variable 
  power—any combination of same descriptor 
  [7 PP/rank base]; Flaws: Full Action, Requires 
  Perform [stage magic] Check) (see Ronin 
  Arts’ Superline #4 for information on Variable 
  Power)
  Combat: Attack +3 (+5 Thrown), Damage +1 
  (unarmed), Defense +5, Initiative +8
  Abilities 32 + Skills 30 (120 ranks) + Feats 
  30 + Powers 33 + Combat 16 + Saves 9 = 
  150
  
  17
  17
  or maybe she took it on as a lark or a way to make a quick 
  buck at birthday parties. The character may be self-taught, 
  although apprenticing to a master is far more common, es-
  pecially when it comes to learning the really big tricks, like 
  making Hoover Dam disappear or conjuring an elephant. 
  If the character did not come by their skills through train-
  ing with a master, the player will definitely have to define 
  a solid explanation as to how the character gained such 
  specialized skills as are needed to perform stage magic.
  A stage magician certainly isn’t the most likely person 
  to decide that tossing their bottomless top hat into the ring 
  of metahuman affairs and events is the proper course of 
  action, so why do they do it? Was the decision a simple 
  matter of desiring to do what one could for society, or is it 
  a matter of revenge (and if so, for what and why does the 
  response require such a sweeping response instead of 
  only targeting those directly responsible?) or obligation to 
  someone else, such as a master’s dying wish? The world 
  of stage magic is so far removed from the world of 
  superheroes and evil masterminds, the reason will 
  have to be several steps beyond the genre’s 
  norm if it is to be plausible.
  Powers
  Powers
  This character has no real 
  powers to speak of, at least not 
  in the superheroic sense. All of the 
  magician’s abilities come from hard train-
  ing in the rare knowledge of sleight of 
  hand and stage magic. All the character’s 
  powers need to be very logical and mortal in nature. 
  In other words, they can’t be supernatural or mystical, 
  but rather designed in a realistic manner that allows them 
  to seemingly work the unreal. This requires a lot of com-
  mon sense and, likely, feedback and approval from the 
  Gamemaster to ensure your magician can’t fly into space or 
  use an energy blast that will stop a tank.
  Flaws play a big part in designing the magician’s pow-
  ers, especially Limited and Requires Skill Check (see 
  MM&SS 1 for details.) Requiring a Sleight of Hand 
  check is common for powers that involve making things 
  seem to appear or disappear just as Perform (stage mag-
  ic) checks are used for other real-time tricks. Requiring 
  a Knowledge (stage magic) check is useful for tricks that 
  require preparation. Bluff is also useful when it comes to 
  diverting the subject’s attention or convincing them they 
  saw or otherwise sensed something, while Perform (stage 
  magic) can be used as a catchall for those abilities that 
  don’t quite seem to fit elsewhere.
  Sample Stage Magic Tricks
  The following are examples of using the magician’s 
  Stage Magic Variable Power (20 PP total maximum.)
  Body Sectioning: Anatomic Separation 5 (Extras: 
  Variable Split; Flaws: Requires Knowledge [stage magic] 
  Check; 10 PP)
  Disappearing Magician: Concealment 4 (Flaws: 
  Passive, Requires Stealth Check; 2 PP)
  Fiery Breath: Strike 6 (Fire; Power Feats: Extended 
  Reach 2 [+10 ft.]; Extras: Linked to Dazzle [+0]; 8 PP), 
  Dazzle 5 (Bright flame; all visual, Reflex save; Power 
  Feats: Extended Reach 2 [+10 ft.]; Extras: Linked to Strike 
  [+0]; Flaws: Touch; 12 PP); 20 PP
  Hypnotism: Mind Control 5 (Power Feats: Subtle; 
  Extras: Conscious, Sustained [Lasting]; Flaws: Requires 
  Charisma Check, Sight or Sound Dependent; 11 PP)
  Levitation: Flight 2 (Flaws: Levitation, Requires 
  Perform [stage magic] Check; 1 PP)
  Walking on Blades: Protection 8 (Flaws: 
  Only versus edged weapons; 2 PP)
  Sample 
  Magician’s Gear
  The following are examples of gear 
  and equipment used by the magician.
  Blinding Dust (Device 1; 3 PP): 
  Dazzle 10 (Visual, Reflex save; Flaws: 
  Touch); 5 PP
  Bottomless Suitcase (Device 1; 3 PP): 
  Dimensional Pocket 1 (Extras: Instant 
  [Continuous]); 3 PP
  Cane Sword (Device 1; 3 PP): Strike 3 
  (Power Feats: Critical 19-20, Mighty); 5 PP
  Cloak/Vest of False Pockets (Device 
  1; 3 PP): Dimensional Pocket 1 (Extras: 
  Instant [Continuous]; Flaws: Cannot trap 
  beings; Requires Slight of Hand Check), 
  Protection 3; 4 PP
  Flash Bombs/Paper (Device 2; 6 PP): Dazzle 
  2 (All visual, Reflex save; Extras: Burst [10 
  ft.]; Flaws: Touch); Environmental Control 
  4 (Distraction; DC 10; Extras: Burst [10 ft.]; 
  Flaws: Touch); 10 PP
  Smoke Bombs (Device 1; 3 PP): Obscure 5 (All vi-
  sual; Flaws: Touch); 5 PP
  Sneezing Dust (Device 1; 3 PP): Dazzle 6 (Smell, 
  Reflex save; Flaws: Touch); Environmental Control 4 
  (Distraction; DC 10; Flaws: Touch); 5 PP
  Improvement
  Improvement
  A magician’s strength isn’t necessarily in how power-
  ful any given ability is (in other words, how many ranks it 
  has), but rather in the broadness of the character’s reper-
  
  18
  18
  toire—her ability to pull a trick for any occasion out of her 
  hat. After all, if the magician finds herself in the sort of situ-
  ation where raw power or brute force is needed and trickery 
  or misdirection won’t help, she’s likely up a certain creek 
  without the required paddle anyway and a few extra ranks 
  here or there likely won’t save her. This means a magician’s 
  purposes are likely best served by devising new tricks and 
  coming up with new ways to implement them, entailing 
  new feats and skills, or expanding upon their Stage Magic 
  Variable Power to allow for more or grander tricks.
  Because a magician certainly isn’t a heavy hitter, taking 
  feats that allow them a better chance of survival, coupled 
  with an impressive Reflex save, is also a good way to 
  progress. Feats such as Second Chance, Ultimate Effort, 
  and Uncanny Dodge are all smart investments for a magi-
  cian, and getting creative with feats like Improved Initiative, 
  Instant Up, Luck and Seize Initiative is a good way to get 
  your tricks in first before someone decides to smoosh your 
  character.
  Also consider adding new approaches to stage magic or 
  magician related shticks as the character’s PL increases. 
  Put a spin on something one would normally associate with 
  stage magic and make it a part of the general repertoire 
  or focus on it to become a trademark power. For example, 
  look at the trick cards provided with the magician’s sample 
  character, Presto. Her trick cards have been added as a 
  Device, allowing her to stock up on cards before heading 
  out on an adventure (with sample cards provided), adding 
  an entirely new level of ability to the archetype.
  Variations
  Variations
  The following are possible variations of the magician 
  archetype.
  Gimmickist
  Gimmickist
  Although some magicians prefer using time-proven 
  sleight of hand tricks, the gimmickist opts for cutting edge 
  technology in the form of the Equipment feat and Device 
  power to work his “magic.” No simple smoke and mirrors 
  will suffice—laser holograms, monofilament wires, and the 
  like are all in the gimmickist’s repertoire. The gimmickist 
  likely won’t be as skilled at the old-school techniques, such 
  as Sleight of Hand, as most other magicians, but will com-
  pensate with plenty of Craft and Knowledge (technology) 
  ranks which are often used instead of the former to meet 
  the needs of Requires Skill Check flaws.
  Machinator
  Machinator
  A machinator relies upon “setting the stage” properly, 
  entailing plenty of preparation. Hidden springboards and 
  trap doors, mirrors to use for disappearing, concealed rope 
  and pulley systems are all staples of the machinator. In 
  game terms, this means powers will often have the Limited 
  flaw to impose restrictions such as “Only in prepared area” 
  or employing the Action flaw to draw out the time needed to 
  activate a power coupled with the Triggered power feat as 
  a way to represent that preparation. Requiring Knowledge 
  (stage magic) checks is another flaw incredibly common to 
  the sort of tricks these magicians employ.
  Master of Illusion
  Master of Illusion
  “Nothing is what it seems” is the guiding light of the 
  master of illusion. By ‘illusion,’ we aren’t necessarily talking 
  about the Illusion power (although it can certainly be an as-
  pect of this character’s abilities.) These magicians operate 
  using distraction and confusion to make their subjects think 
  what they are meant to and see what they are supposed to 
  rather than perceiving the truth of things. A master of illu-
  sion is a balance between the standard magician archetype 
  and the machinator, but with a greater leaning towards the 
  latter the grander the illusions used.
  Powers that alter perception and reactions, such as 
  Illusion, Environmental Control, Obscure and Dazzle are 
  the master of illusion’s bread and butter, although more cre-
  ative effects can be derived from other powers. Requires 
  Sleight of Hand check is pretty much a necessity for this 
  character’s powers, reflecting their dependence upon 
  trickery and distraction. Using the Linked extra is also a 
  good way to emulate this aspect of the character’s concept, 
  using powers such as Obscure and Environmental Control 
  (distraction) as the basis for the power linked to.
  ”Nothing up my sleeve and nothing in 
  the hat. But wait, then where did this 
  sledgehammer come from?”
  Jane Hallsey loved watching her father, the Great 
  Gusto, work his magic for captivated audiences. The best 
  thing about her father’s performances, she thought, was 
  that he’d put on his act for a single child with the same 
  enthusiasm as he would when performing at the White 
  House. The Great Gusto’s generosity and compassion 
  was matched only by his ability with stage magic, and that 
  made him a legend in the magic community. But that only 
  made his death all the more tragic.
  While leaving a particularly successful show in Las 
  Vegas, the Great Gusto was robbed by a pair of petty thugs 
  who weren’t satisfied with taking the aging man’s night’s 
  pay but also thought it would be fun to beat upon him for a 
  while. Sadly, the Great Gusto did not survive the encoun-
  ter. Since that night, Jane has not been content merely to 
  watch magic and has taken up where her father left off. 
  Unlike the Great Gusto, however, Jane has donned the 
  name “Presto” and now seeks to use what she knows to 
  bring justice to victims who, like her father’s soul, scream 
  out for revenge.
  Presto’s Throwing Cards
  Presto wields a selection of tricked-out throwing cards 
  purchased as a Device pool, each of which has a different 
  effect. She may carry up to 45 PP worth of various cards at a 
  
  19
  19
  time. Following are some examples of Presto’s trick cards.
  Bludgeon Card (Device 1; 3 PP): Strike 6 
  (Bludgeoning; Power Feats: Mighty, Thrown; Flaws: 
  Nonlethal Only); 5 PP
  Glue Card (Device 1; 3 PP): Snare 4 (Power Feats: 
  Thrown; Flaws: Touch); 5 PP
  KO Card (Device 3; 9 PP): Stun 7 (Power Feats: 
  Thrown; Extras: Cloud; Flaws: Fades); 15 PP
  Razor Card (Device 2; 6 PP): Strike 4 (Slashing; 
  Power Feats: Critical 18-20, Mighty, Thrown); 8 PP
  Shock Card (Device 3; 9 PP): Paralyze 4 (Power 
  Feats: Thrown; Extras: Fortitude Save); 13 PP
  Smoke Card (Device 1; 3 PP): Obscure 2 (All visual; 
  Power Feats: Thrown; Flaws: Touch); 3 PP
  Concept
  Concept
  Civilization has come a long way throughout history 
  and spans most of the globe, and yet there are pockets 
  of humanity we, in our ignorance or pride, would refer to 
  as primitive. Such societies remain true to their compara-
  tively simple heritage or, having largely adapted to modern 
  ways, look back longingly at what has been lost. The Native 
  American desire to keep their ancestors’ ways strong 
  despite being surrounded by the white man’s world, the 
  Sentineli of the Andaman Islands, the bushmen of Africa’s 
  Kalahari desert and the problems they face from encroach-
  Skills: Acrobatics 8 (+13), Bluff 11 (+15), 
  Disable Device 11 (+15), Escape Artist 10 
  (+15), Knowledge (physical sciences) 6 
  (+10), Knowledge (popular culture) 6 (+10), 
  Knowledge (stage magic) (see pg. 1) 13 
  (+17), Notice 12 (+15), Perform (stage magic) 
  13 (+17), Search 12 (+16), Sleight of Hand 13 
  (+18), Stealth 13 (+18)
  Feats: Ambidexterity, Connected, 
  Defensive Roll 4, Distract 3, Dodge Focus 
  2, Elusive Target, Fascinate 2, Equipment 
  10, Hide In Plain Sight, Improved Initiative, 
  Instant Up, Inventor, Jack-of-all-Trades, 
  Master Plan, Quick Draw, Throwing 
  Mastery 5, Uncanny Dodge
  Powers: Device Pool (Throwing cards; 45 PP 
  worth), Enhanced Skill 6 (Bluff +4, Disable 
  Device +4, Escape Artist +4, Knowledge 
  [stage magic] +4, Perform [stage magic] +4, 
  Sleight of Hand +4; Power Feats: Innate; 
  Extras: Critical Skill), Stage Magic 4 (Variable 
  power—any combination of same descriptor 
  [7 PP/rank base]; Flaws: Full Action, Requires 
  Perform [stage magic] Check) (see Ronin 
  Arts’ Superline #4 for information on Variable 
  Power)
  Combat: Attack +3 (+8 Thrown), Damage +1 
  (unarmed), Defense +5, Initiative +8
  Abilities 36 + Skills 32 (128 ranks) + 
  Feats 37 + Powers 78 + Combat 16 + 
  Saves 11 = 210
  TOUGH
  +1
  FORT
  +4
  REF
  +9
  WILL
  +7
  Presto
  PL 14
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +1
  +5
  +1
  +4
  +3
  +4
  12
  20
  12
  18
  16
  18
  Skills: Acrobatics 6 (+9), Climb 6 (+8), 
  Concentration 8 (+12), Craft (artistic) 8 (+9), 
  Handle Animal 6 (+8), Knowledge (arcane lore) 
  8 (+9), Knowledge (history) 8 (+9), Knowledge 
  (theology and philosophy) 10 (+11), Language 
  (Native [no cost], English), Medicine 7 (+11), 
  Notice 8 (+12), Perform (choose one) 8 (+10), 
  Sense Motive 4 (+8), Stealth 4 (+7), Survival 4 
  (+8)
  Feats: Animal Empathy, Benefit (Status: 
  holy man) 2, Defensive Roll 4, Endurance 3, 
  Fascinate 3, Favored Environment (choose 
  one) 3, Hide In Plain Sight, Inspire 3, 
  Leadership, Ritualist, Track, Trance, Ultimate 
  Skill (Knowledge [arcane lore])
  Powers: Absorption 2 (Energy; Flaws: Magic 
  only), Environmental Control 5 (Distraction 
  [DC 10], Hamper Movement [one-quarter], 
  100-foot radius, 4 PP/rank; Flaws: Native 
  Environment Only, Requires Perform Check), 
  Spirit Aspect (Select one of the listed Spirit 
  Aspects; 12 PP), Quickness 4 (x25; Power 
  Feats: Innate; Flaws: Only for Ritualist), 
  Totem (Select one of the listed core powers, 
  as befitting the character’s concept; 10 PP),
  Combat: Attack +6, Damage +2 (unarmed), 
  Defense +6, Initiative +3
  Drawbacks: Slow Learner (Int and Dex 
  Skills [advanced tech-related only];  −4 PP), 
  Technology Repellant (Major, Common;  −4 
  PP)
  Abilities 28 + Skills 24 (96 ranks) + Feats 
  25 + Powers 41 + Combat 24 + Saves 16 − 
  Drawbacks 8 = 150
  TOUGH
  +2
  FORT
  +8
  REF
  +8
  WILL
  +9
  Primal Theurgist
  PL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +2
  +3
  +2
  +1
  +4
  +2
  14
  16
  14
  12
  18
  14
  
  20
  20
  ing neighbors and ranchers, the aborigines of Australia and 
  the children they are losing to the cities, and the ceaseless 
  resistance of New Zealand’s Maori against colonialism are 
  all examples of such cultures.
  A primal theurgist may be known by many names, 
  depending upon the culture he comes from: medicine 
  man, shaman, wise man, witch doctor and soothsayer are 
  all typical. Whatever their name, the primal theurgist is a 
  champion of his people and of nature, drawing on both for 
  inspiration and strength. As such, the spirit of his people will 
  grant him a special aspect with which to carry on his cause 
  while nature will bestow a totem upon him so 
  he 
  may draw from its characteristics and become 
  more than a mere man.
  The character’s responsibilities 
  and duties will vary from culture 
  to culture, so some research 
  may be in order. Likely 
  questions include not 
  only the rudimentary 
  facts of the ancient cul-
  ture the primal theur-
  gist represents, but also 
  the history surrounding their 
  decline/acclimation/subjugation. 
  Once such facts are known, the 
  character’s goals and duties 
  should be more apparent, 
  although characters with 
  a leaning more towards 
  avenging what’s been lost 
  will certainly differ from those 
  intent on protecting what cul-
  ture remains.
  Origins
  Origins
  A typical primal theurgist is one of the 
  last stalwarts in favor of subscribing to their 
  peoples’ ancient and nearly lost heritage. 
  To those looking to adapt their culture 
  to modern times, the character will be 
  a pariah—a man living life backwards 
  and hopelessly looking to the past 
  for answers most of his people have 
  forgotten the questions to. To other 
  traditionalists, however, the primal theurgist is a champion 
  for the true ways of their people’s culture and life path.
  Some people are born to the role as part of a long familial 
  tradition whereas others find it thrust upon them by circum-
  stance or fate. The former are usually prepared for their du-
  ties since birth, although some may have initially turned their 
  back on their destiny only to later be brought back around to 
  the way of things through necessity or circumstances. The 
  latter will lack such preparation and will likely find them-
  selves having to learn the way of things as they go, having 
  not had a mentor to train them on the use of their powers or 
  their responsibilities to their people or the spirits they serve. 
  In such instances, Gamemasters may wish to incorporate 
  this into their game by having the character go through the 
  process of discovering their powers rather than having them 
  explained and detailed from the start.
  Powers
  Powers
  The primal theurgist’s powers will be deeply rooted in 
  the culture they represent. Typically, this includes rituals 
  that are hundreds (if not thousands) of years old, healing 
  skills, and paths to wisdom and solving problems. Wisdom 
  is perhaps the primal theurgist’s greatest tool and 
  weapon. It is what drives the character to 
  act on his people’s behalf and tempers his 
  powers with the understanding of 
  responsibility. If desired, the 
  character’s powers can 
  be more intrinsically 
  tied to Wisdom by such 
  means as introducing 
  the Requires Wisdom 
  Check flaw.
  Ritual Examples 
  (built using the 
  Ritualist feat)
  Some of the rituals are built with 
  specific totems or similar restrictions in 
  mind to illustrate enhancing the character’s 
  theme. Many of these details may be changed 
  to suit other totems not provided in this 
  work, however, so long as the player and 
  Gamemaster both agree the alteration is 
  justified and makes sense with regards to 
  the character’s concept.
  Sense Wilds: ESP 5 (All senses, 5 
  miles; Flaws: Requires Failed Save versus 
  Hallucinogenic, Tiring; 10 PP)
  Speak With Totem: 
  Comprehend 1 (Extras: Affect 
  Others; Flaws: Narrow Type [Totem 
  Animal]; 1 PP)
  Summon Rain: Weather Control 10 (Distraction [pre-
  cipitation], 5,000 ft.; Flaws: Requires Perform Check; 10 
  PP)
  Vision Quest: Super-Senses 4 (Precognition; Flaws: 
  Requires Failed Save versus Hallucinogenic; 2 PP)
  Spirit Aspect (12 PP)
  A primal theurgist is bestowed with a mystical or super-
  natural trait aspect empowered by some manner of spirit, 
  
  21
  21
  be it that of dead ancestors, nature, the character’s totem, 
  etc. These are often built as devices, but sometimes it is 
  the primal theurgist himself who is transformed by the as-
  pect, instead granting additional special abilities that must 
  be called upon and should suffer flaws that restrict their 
  use, such as limited durations or specific conditions under 
  which they can operate.
  Sturdiness: Enhanced Constitution 12
  Might: Enhanced Strength12
  Agility: Enhanced Dexterity 12
  Claws (Device 4): Strike 19 (Power Feats: Mighty; 
  Extras; Penetrating; Flaws: Lethal Only; 12 PP); a claw-like 
  leather gauntlet with blades extending from the fingers.
  Phoenix’s Sling (Device 4): Blast 10 (Fire; 20 PP); a 
  sling that tosses small fireballs.
  Sword of the Mountain (Device 4): Strike 10 (Flaws; 
  Lethal Only; 10 PP), Immovable 10 (10 PP); an incredibly 
  dangerous sword that, when held, makes the character 
  very difficult to move.
  Thunderbird’s Tomahawk (Device 4): Strike 7 
  (Power Feats: Accurate, Mighty, Thrown; 10 PP), Dazzle 
  5 (Auditory; Extras: Explosion, Linked [Strike may be used 
  separately]; Flaws: Touch; 10 PP)
  Totem (10 PP)
  A primal theurgist gains minor powers from a spirit they 
  acquire through much soul-searching, a quest or the like. 
  This totem is typically an animal and associates with the 
  character because the two share key characteristics or 
  there is otherwise an important reason for the spirit to do 
  so.
  Traits gained from a totem should be improved upon 
  and/or added to with experience.
  Alligator: Protection 3 (3 PP), Regeneration (Con 
  checks +2, recovery rate 1 [20 min.], ability damage 2 
  [hour]; 5 PP), Super-Strength 1 (2 PP)
  Lion: Enhanced Strength 4 (4 PP), Fortitude Saving 
  Throw +4 (4 PP), Reflex Saving Throw +2 (2 PP)
  Owl: Eidetic Memory (1 PP), Enhanced Wisdom 4 (4 
  PP), Leadership (1 PP), Mind Shield 3 (3 PP), Second 
  Chance (Will Saves; 1 PP) 
  Phoenix: Regeneration (Con checks +4, recovery rate 
  1 [20 min.], ability damage 2 [hour], resurrection [1/week]; 
  Power Feats: Persistent, Regrowth; 10 PP)
  Snake: Elongation 1 (1 PP), Healing 2 (4 PP), Reflex 
  Saving Throw +3 (3 PP), Super-Movement 1 (Slithering; 
  2 PP)
  Spider: Artificer (1 PP), Enhanced Climb 2 (+8; 
  Power Feats: Alternate Ability [Dex]; Extras: Critical Skill; 5 
  PP), Super-Movement 2 (Swinging, Sure-Footed; 4 PP)
  Thunderbird: Enhanced Dexterity 4 (4 PP), Immunity 
  5 (Electricity; 5 PP), Sensory Shield 1 (Auditory; 1 PP)
  Weasel: Mind Shield 4 (4 PP), Quickness 2 (2 PP), 
  Will Saving Throw +4 (4 PP),
  Improvement
  Improvement
  When first made, a primal theurgist’s magic comes from 
  rituals and items (or abilities) passed on as a matter of 
  the character’s station within the traditional culture of his 
  people. As the character improves, however, it is likely he 
  will begin to tap into greater power and may acquire new 
  magics in the form of new traits independent of the Ritualist 
  feat. These can be purchased as entirely new magical de-
  vices or powers, depending upon the character’s concept 
  and the unraveling story.
  It’s also possible that whatever Powers-That-Be wor-
  shipped by the character’s people will grant a loyal and 
  competent servant with new powers as a matter of their 
  sponsorship. This will likely manifest in an enhanced bond 
  with the primal theurgist’s totem, meaning new traits as-
  sociated with that totem will appear or existing traits will be 
  enhanced. Another option would be to build a Sidekick—a 
  semi-intelligent animal of the character’s totem that ac-
  companies the primal theurgist and is more a friend than 
  anything else. 
  Variations
  Variations
  The following are possible variations of the primal theur-
  gist archetype.
  Avenger
  Avenger
  The character sees himself as an instrument of re-
  venge against all people and societies that have harmed or 
  exploited his own people and culture. The avenger primal 
  theurgist sees the situation as having passed well beyond 
  guardianship and protection and now all that is left is trying 
  to even the score. Some avengers may retain perspec-
  tive and narrow their focus against those who are actually 
  involved in inflicting such harm whereas others will strike 
  broadly against the general representation of what they 
  consider to be the enemy. The latter sort of avenger is at 
  best an anti-hero and, at worst, will be considered a villain.
  Child of Today
  Child of Today
  Instead of opting to protect the old ways, the charac-
  ter is an advocate of adapting to the modern world. The 
  character doesn’t advocate giving up the old ways entirely, 
  though—he believes in integrating the ancient traditions 
  with the world of today. This means giving up both the Slow 
  Learner and Technology Repellant drawbacks and altering 
  the character’s Spirit Aspect and Totem to something more 
  suitable.  
  Primal Avatar
  Primal Avatar
  
  22
  22
  The character resembles the avatar archetype (see 
  Metahuman Mystics and Supernatural Supers #1) except 
  instead of representing a primordial Force of the cosmos, the 
  character is a mortal manifestation of everything his people 
  represent. The primal theurgist exemplifies everything that 
  is good and bad in his culture and people, drawing strength 
  from the spirit of their existence and beliefs.
  An interesting alteration to make for such a character is 
  adding new powers, or boosting existing powers, based on 
  the proximity of his people. The more of his people that are 
  in the vicinity or the closer the character is to his people’s 
  lands, the more strength and power the character gains.
  Totem Avatar
  Totem Avatar
  Muck like a primal avatar variation, this character is the 
  mortal personification of something else, in this case the to-
  tem animal. Powers should be adjusted to more accurately 
  represent this, possibly doing away with the Spirit Aspect 
  to purchase traits more in line with being an aspect of an 
  animal spirit. The power to summon and control animals of 
  the totem type, along with the ability to wholly or partially 
  change into the animal, are examples of such abilities.
  Untested Neophyte
  Untested Neophyte
  Rather than being a primal theurgist in the full bloom 
  of his power, you are still learning about your powers and 
  your people. Your life is one of constantly unraveling all the 
  stereotypes you thought to be true and getting to the truth 
  of you own heritage. In their past, such characters will likely 
  have turned their back on the past to look to the future and, 
  for one reason or another, have now had the role of the 
  primal theurgist thrust upon them, possibly against their 
  will. As such, they will fight to reconcile their heritage with 
  everything they thought was true of their culture before 
  gaining their powers.
  ”For the evils you‛ve brought down upon 
  my people, you must face the thunder-
  bird‛s claws!”
  Born upon Arizona’s White Mountain reservation, 
  Reggie Four-Feathers’ parents were both employed at the 
  local, Native-run resort/casino. He grew up knowing little 
  more than the modern ways of gambling and greed despite 
  his paternal grandfather’s constant attempts to succeed 
  with Reggie where he had failed with Reggie’s father by 
  teaching his grandson about his Apache heritage. Reggie 
  would have none of it. All he cared about was turning 18 so 
  he could also work in the casino.
  When Reggie’s grandfather, Barry, suddenly became 
  inexplicably ill, the youth finally understood why the old ways 
  were so important to his grandfather. Barry revealed to his 
  grandson that he [Barry] was dying of no normal disease, 
  nor of old age—he was dying from a curse laid upon him 
  long ago by an old enemy. As if the fact that his grandfather 
  had enemies wasn’t enough of a shock, to blame it on a 
  curse was too much to believe. Reggie initially rejected the 
  tale as the fevered ramblings of an elder on his deathbed. 
  That was when Barry called upon the Thunderbird to come 
  from the sky and take Reggie to the mountains. In the cold of 
  Skills: Acrobatics 10 (+14/+16), Climb 6 (+9), 
  Concentration 8 (+13), Craft (artistic) 12 (+13), 
  Handle Animal 6 (+10), Knowledge (arcane 
  lore) 12 (+13), Knowledge (history) 12 (+13), 
  Knowledge (theology and philosophy) 10 
  (+11), Language (Native [no cost], English), 
  Medicine 7 (+12), Notice 12 (+17), Perform 
  (dance) 12 (+16), Perform (singing) 12 (+16), 
  Sense Motive 8 (+13), Stealth 8 (+12/+14), 
  Survival 8 (+13)
  Feats: Ambidexterity, Animal Empathy, 
  Artificer, Attack Specialization (tomahawk), 
  Benefit (Status: holy man) 3, Defensive 
  Attack, Defensive Roll 4, Endurance 3, 
  Fascinate 3, Favored Environment (forest) 
  3, Hide In Plain Sight, Inspire 3, Leadership, 
  Ritualist, Track, Trance, Ultimate Skill 
  (Knowledge [arcane lore])
  Powers: Absorption 4 (Energy; Flaws: 
  Magic only), Device 2 (Shield 9 [Power 
  Feats: Affects Insubstantial]), Environmental 
  Control 5 (Distraction [DC 10], Hamper 
  Movement [one-quarter], 100-foot radius, 4 
  PP/rank; Flaws: Native Environment Only, 
  Requires Perform Check), Thunderbird’s 
  Tomahawk (Device 5: [Strike 10 (Power 
  Feats: Accurate, Mighty, Thrown; 13 PP), 
  Dazzle 6 (Auditory; Extras: Explosion, Linked 
  [Strike may be used separately]; Flaws: 
  Touch; 12 PP); 25 PP total], Quickness 4 
  (x25; Power Feats: Innate; Flaws: Only for 
  Ritualist), Thunderbird Totem [Enhanced 
  Dexterity +4, Immunity 5 (Electricity), 
  Sensory Shield 1 (Auditory)]
  Combat: Attack +8, +10 tomahawk, Damage 
  +3 (unarmed), +13 (tomahawk), Defense +10, 
  Initiative +4/+6
  Drawbacks: Slow Learner (Int and Dex Skills 
  [advanced tech-related only];  −4 PP), Technology 
  Repellant (Major, Common;  −4 PP)
  Abilities 42 + Skills 36 (144 ranks) + Feats 
  30 + Powers 56 + Combat 36 + Saves 18 − 
  Drawbacks 8 = 210
  TOUGH
  +4
  FORT
  +10
  REF
  +9/+11
  WILL
  +12
  Tomahawk
  PL 14
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +3
  +4/+6
  +4
  +1
  +5
  +4
  16
  18/22
  18
  12
  20
  18
  
  23
  23
  the mountains, Thunderbird tore away Reggie’s clothing just 
  as he tore away all the lies the youth had grown up knowing. 
  His body and sole bare to the elements, Reggie heard from 
  Thunderbird of the fight his grandfather had carried out—for 
  far too long, as it turned out, due to the refusal of Reggie’s 
  father to take up the mantle—against the ancient evils that 
  stalked the Apache and, indeed, all humanity. 
  Thunderbird told Reggie of the totems. He spoke of the 
  spirits that looked over the Apache and would grant them 
  great power, if only the Apache would allow themselves to 
  hear. Thunderbird told of his own promise to the Creator to 
  keep the Darkness from returning and how it was the ser-
  vants of Darkness that had finally slain Reggie’s grandfather, 
  the most recent in an honored and empowered bloodline 
  stretching back to the First People. This bloodline, spoke 
  Thunderbird, had been selected to carry Thunderbird’s 
  power to fight the Darkness. Now it was Reggie’s turn.
  Unable to defeat the truth before his eyes, Reggie 
  returned with Thunderbird, only to learn he had spent 
  nearly six months in a stupor of spiritual ecstasy and study. 
  His grandfather had long since passed on to be with his 
  ancestors. With Barry’s death, all that remained was for 
  Thunderbird to pass on to Reggie his grandfather’s weap-
  ons and train the youth as the shaman that was his heri-
  tage. Having already accepted Thunderbird’s gift of totem 
  power, the newly knighted Tomahawk would become the 
  weapon by which the Apache’s eventual salvation from cul-
  tural oppression and the Darkness alike would be earned—
  if not by Reggie, then by one to follow.
  Now nearly ten years have passed and Tomahawk 
  is once more recognized as a great hero that has de-
  feated evil, selfishness and greed time and again. And 
  yet Tomahawk continues to learn more about himself 
  and his people. He still quests for a greater rapport with 
  Thunderbird through which to better fight the Darkness. 
  And he still seeks to free his people from the invisible 
  chains that weigh them down.
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  worldwide, royalty-free, non-exclusive license with the exact 
  terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed 
  by this License.
  6.Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder’s 
  name to the COPYRIGHT NOTICE of any original Open Game 
  Content you Distribute.
  7. Use of Product Identity: You agree not to Use any 
  Product Identity, including as an indication as to compat-
  ibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-adaptabil-
  ity with any Trademark or Registered Trademark in conjunction 
  with a work containing Open Game Content except as express-
  ly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any 
  Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner 
  of any Product Identity used in Open Game Content shall retain 
  all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You 
  must clearly indicate which portions of the work that you are 
  distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any ver-
  sion of this License.
  10 Copy of this License: You MUST include a copy of 
  this License with every copy of the Open Game Content You 
  Distribute.
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply 
  with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open 
  Game Material so affected.
  13 Termination: This License will terminate automatically 
  if You fail to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to 
  be unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of 
  the Coast, Inc.
  System Reference Document Copyright 2000-2003, 
  Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, 
  Rich Redman, Bruce R. Cordell, based on original material by 
  E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002, 
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, 
  Rich Redman, Charles Ryan, based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter 
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD 
  Wiker.
  Mutants & Masterminds, Copyright 2002, Green Ronin 
  Publishing; Author Steve Kenson
  Advanced Player’s Manual, Copyright 2005, Green Ronin 
  Publishing; Author Skip Williams
  Silver Age Sentinels d20, Copyright 2002, Guardians of 
  Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff 
  Mackintosh, Jesse Scoble
  Mutants & Masterminds, Second Edition, Copyright 2005, 
  Green Ronin Publishing; Author Steve Kenson
  Metahuman Mystics & Supernatural Supers Copyright 
  2005, Misfit Studios; Author Steven Trustrum
  Metahuman Mystics & Supernatural Supers 2 Copyright 
  2006, Misfit Studios; Author Steven Trustrum
  Superline #4: Hell’s Belles copyright 2005 Michael 
  Hammes and Philip Reed, published by Ronin Arts.
  Power Corrupts & Power Corrupts 2 Copyright 2002 Louis 
  Porter Jr. Design, Inc.
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/3rd Party/2nd Edition/Misfit Studios - Metahuman Mystics & Supernatural Supers 2.pdf