TEXT: 1
  Author, Cover & Design: Steven Trustrum
  Illustrator: Shawn Richter
  Playtesters: Dominique Sumner, Jason Wright, 
  Fables
  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 trademarks, 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.
  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 remain-
  ing 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 writ-
  ten 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 2005, Misfit Studios. All Rights Reserved. Some artwork is 
  Copyright JUPITERIMAGES 2005.
  Visit Misfit Studios at http://www.misfit-studios.com 
  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 
  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 
  characters.
  Flaws
  Requires (Skill) Check 
  (−1 Modifier/Step)
  Select a skill when this flaw is applied to the power. Use of the power 
  requires a check for this chosen skill against the same DC as is used for the 
  power check in order to determine how well the power works. If a power check 
  is also required, it too is rolled; a skill check is always rolled, regardless of 
  whether or not a power check is called for. The −1 penalty is based on a skill 
  that requires a standard action to use; increase this flaw’s value by an additional 
  −1 per step longer on the Time and Value Progression table that the skill 
  requires for a check. Skill checks that take the same time or less than is needed 
  to activate the power remain a –1 modifier. Alternatively, an ability check can be 
  required instead of a skill.
  Although choosing to take 20 for the skill check does indeed take more time, 
  the flaw’s value does not increase for doing so because this is not the default 
  
  2
  time required to use the skill but rather is a voluntary choice on the part of the 
  character to use more time for an increased chance of success. This trade off 
  negates any increased detriment for taking more time.
  Alternatively, a Gamemaster may allow this flaw to be applied with a +0 
  modifier if it entirely replaces the normal power check. In such cases, use the 
  skill’s regulations regarding taking 10 and 20 and the like when used for power 
  checks instead of the latter’s normal rules. The DC for this application of the 
  flaw is also changed from the normal power check DC. The more ranks in the 
  power, the more skilled the character needs to be to properly carry out the 
  power’s use, but this is balanced against the fact that the character has more 
  control over how good they can become at the requisite skill when compared to 
  a normal power check.
  Drawbacks
  Timed
  Most often used in conjunction with the Normal Identity drawback, Timed is 
  a power drawback that only allows the power to operate for a limited amount 
  of time, after which it typically requires a period of downtime before it may be 
  used again. The operational time chosen for the drawback must be less than 
  the power’s or identity’s usual duration. To determine this drawback’s intensity, 
  use the following table to calculate a total by adding the modifier listed for the 
  power’s operational duration with its downtime duration.
  Duration
  Operational
  Downtime
  3 seconds (1 action)
  +10
  −10
  6 seconds (1 round)
  +8
  −7
  1 minute (10 rounds)
  +6
  −3
  5 minutes
  +3
  +0
  20 minutes
  +1
  +1
  1 hour
  +0
  +3
  5 hours
  −3
  +6
  1 day
  −7
  +8
  1 week or longer
  −10
  +10
   
  A power that can be turned off early while reducing its downtime by the 
  same ratio applies a –3 modifier. For example, a power with an operational 
  duration of 20 minutes and downtime duration of 1 hour would only be inacces-
  sible for 15 minutes (three-quarters of the latter) if the power was active for 5 
  minutes (three-quarters of the former.)
  A total value of –3 to 0 indicates a minor drawback, 1 to 7 a moderate draw-
  back and 8 or higher is a major drawback. A value of –4 or less is a complica-
  tion and not a drawback.
  This drawback’s value cannot be lower than +0, no matter what options are 
  selected.
  Skill Check for Using Powers = d20 + skill rank + ability modifier + mis-
  cellaneous modifiers vs. Difficulty class + power rank
  
  3
  Concept
  The avatar is the mortal manifestation of a mystical, supernatural or preternatural 
  Force. An avatar is no mere servant to this Force, but more of an extension to work 
  her benefactor’s will (so far as some such things may be said to have a will), much 
  as a hand serves the mind—remaining apart yet joined at the same time. Common 
  Forces that use avatars include gods and primal aspects of the cosmos (an element, 
  life, time, death, magic itself, etc.) Some of these Forces may further be broken 
  down, such as time having separate avatars for the 
  past, present or future, while others lose the strength 
  of their meaning if they are diluted beyond their 
  base meaning.
  Whether or not the avatar is aware of their 
  powers’ source is key to the character’s un-
  derstanding of themselves and their role in 
  the game. Even those who know where their 
  powers come from may not subscribe to the 
  ideals they are meant to embody—a dedicat-
  ed and empathetic surgeon who realizes he 
  was born to be an avatar of death, for example, 
  would make for an interesting, conflicted char-
  acter. Regardless, the avatar feels a greater 
  awareness tingling at the edges of their own 
  consciousness, creating a definite sense they 
  are but a small part of something much bigger 
  than they alone could ever be.
  Origins
  There are a number of ways an avatar may gain her abilities. She can be 
  born with them as part of a legacy, or perhaps they are passed on to her by a 
  mentor or loved one who has secretly been preparing her to be their successor. 
  Some avatars are also created entirely to serve and are not true mortals at all. 
  Such beings may be given false memories to make them believe they are a nor-
  mal person charged with a great responsibility, or the avatar can be fully aware 
  she is a living construct meant to embody the Force she serves.
  At her core, an avatar is a tool of her benefactor, but just how many similar 
  instruments may be in play at any one time will vary. Deities will rarely field more 
  than one avatar (because it taxes their strengths or maybe they simply desire to 
  keep their servants few so they are easier to keep tabs on), while primal Forces 
  almost certainly possess deep reservoirs of energy that allow them to create 
  more than one at a time. For the most part, how many avatars any given Force 
  may simultaneously have active depends almost entirely on the Gamemaster’s 
  wishes and the core concept around which the avatar is built.
  Powers
  An avatar’s powers will vary widely but will be intrinsically tied to her bene-
  factor’s nature. Avatars of death, for instance, may wield abilities that allow 
  them control over the dead while avatars of a god would possess powers that 
  TOUGH
  +3/+10
  FORT
  +8
  REF
  +6
  WILL
  +4
  Skills: Bluff 4 (+6), Concentration 8 (+10), Craft (select one) 6 (+6), 
  Diplomacy 6 (+8), Intimidate 8 (+10), Knowledge (select one, typi-
  cally related to patron Force) 8 (+8), Notice 8 (+10), Profession (se-
  lect one) 6 (+8), Search 6 (+6), Sense Motive 4 (+6)
  Feats: Beginner’s Luck, Diehard, Eidetic Memory, Endurance, 
  Fascinate (select one) 5, Favored Opponent (avatars of oppos-
  ing Force) 4, Improved Initiative, Inspire 5, Luck 3, Startle
  Powers: Core Power (Select one of the listed core powers, as 
  befitting the avatar’s patron Force; 20 PP), Immunity 9 (Life sup-
  port), Protection 7 (Magic), Regeneration 8 (Con checks +2, 
  recovery rate 4 [6 sec.], ability damage 2 [hour]; Power Feats: 
  Persistent, Regrowth; Flaws: Does not work against polar op-
  posite Force), Secondary Power (Select one of the listed sec-
  ondary powers, as befitting the avatar’s patron Force; 10 PP), 
  Super-Senses 8 (Detect patron Force [free action, ranged]; 
  Detect polar opposite Force [free action, ranged]; Normal sight, 
  smell and hearing are extended; Awareness [patron Force])
  Combat: Attack +5, Damage +2 (unarmed), Defense +6, Initiative +5
  Drawbacks: Noticeable (reads as Force type; uncommon, 
  moderate; −2 PP), Vulnerable (polar opposite Force; uncom-
  mon, moderate; −2 PP)
  Abilities 21 + Skills 16 (64 ranks) + Feats 23 + Powers 60 + 
  Combat 22 + Saves 12 − Drawbacks 4 = 150
  Avatar
  PL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +2
  +1
  +3
  +0
  +2
  +2
  14
  12
  16
  10
  14
  15
  
  4
  are shadows of that which are the deity’s command. As an extension of what 
  their benefactor embodies, avatars should also possess senses related to their 
  benefactor. A death avatar can sense when someone is about to die whereas 
  Thor’s avatar will possess great strength and control lightning.
  Normal Identity, Timed, Vulnerable and Weakness are all common draw-
  backs for avatars. Normal Identity suits an avatar that is only able to access 
  her powers by transforming into a new mortal shell and is a perfect fit for 
  Timed, indicating an inability to tap her Force for too long. Both Vulnerable and 
  Weakness will almost certainly represent things that affect the avatar because 
  they are the polar opposite of her Force—Heal may actually cause damage to a 
  death avatar, for instance.
  Noticeable is also pretty much required; the avatar is not just given a portion 
  of a Force’s power—she is a portion of that power. She radiates energy that 
  makes her detectable as an aspect of her related Force rather than as someone 
  who merely wields it. For example, an avatar of magic would read as magic to 
  someone able to detect the arcane rather than as someone who uses magic.
  Core Power Examples 
  (all are magic; 20 PP)
  Avatar of Death: Strike 10 (Death touch; Death Force; Extras: Alternate Save 
  [Fortitude], Poison; Flaws: Only versus organics)
  Avatar of Life: Healing 9 (Healing touch; Power Feats: Affects Insubstantial, 
  Persistent; Extras: Action [standard action]; Flaws: Does not work on self)
  Avatar of Magic: Magic 8 (Spellcraft; choose five power feats)
  Avatar of Space: Spatial Control 9 (Fold space; Power Feats: Alternate 
  Powers—Elongation, Speed)
  Avatar of Time: Paralyze 10 (Slow time bubble; Extras: Burst [50 ft.]; Flaws: 
  Slow)
  Avatar of Thor: Blast 10 (Lightning strike; Extras: Line, Contagious; Flaws: Not 
  against grounded or non-conductive, Only works outside)
  Secondary Power Examples 
  (all are magic; 10 PP)
  Any Avatar: Enhanced Ability 10 (Select one or more ability that most suits 
  the avatar’s Force and divide this power amongst them)
  Avatar of Death: Paralyze 3 (Rigor mortis touch; Death Force; Power Feats: 
  Innate; Extras: Alternate Save [Fortitude])
  Avatar of Life: Mental Blast* 2 (Joy of life; Life Force; Power Feats: Alternate 
  Power—Dazzle* [visual], Drain [Wisdom]; Extras: Burst [10 ft.]; Flaws: Nonlethal 
  Damage Only, Affects Sentient Creatures Only) *Dynamic
  Avatar of Magic: Nullify 10 (All magical powers at once; Flaws: Touch)
  Avatar of Space: Deflect 5 (All ranged)
  Avatar of Thor: Dazzle 10 (Thunder punch; auditory; Extras: Explosion; Flaws: 
  Only On Successful Punch)
  Avatar of Time: Super-Movement 10 (Slow Fall; Temporal Movement [any 
  time, Power Feats: Progression—5 tons])
  Improvement
  Because an avatar’s powers are almost entirely defined by an external 
  concept—the Force to which they are bound—the directions her powers may 
  expand in are limited. While further exploring new facets of the benefactor is 
  typical, improving the character’s core abilities as a way of representing their 
  strengthening ties to their Force is far more common. Choosing new powers 
  will likely seem to spread the avatar’s powers comparatively thin, a result that is 
  contrary to the Force selecting the individual to be their representative. Devotion 
  to the core concept without sacrificing functionality is important if the character 
  is to remain useful as an avatar.
  Variations
  The following are some possible variations of the avatar archetype.
  Avatar of BalancE
  Instead of being an avatar of a single Force, the character represents the 
  balance between two polar extremes. For example, she could be an avatar of 
  the universal necessity to strike a balance between life and death or matter 
  and anti-matter. An avatar of balance does not work when applied to a far more 
  specific Force, such as that of a deity, because the Force is too narrow to allow 
  variance. What would the balance be between, say Loki and Thor? Most likely 
  another god (if anything), which would mean the character isn’t really an avatar 
  of balance but merely the avatar of a god that represents the gray area between 
  two (or more) opposed deities.
  Avatars of balance must have powers drawn from the opposing Forces 
  and, to truly represent such a balance, they should be purchased on a 1-for-1 
  basis (or, if you want to be a real stickler, split the points allotted between the 
  two evenly.) Carrying the concept of balance even further, the avatar’s pow-
  ers should be paired to have an opposite. For instance, an avatar of balance 
  
  5
  between life and death could heal with her right hand while deal-
  ing death with the left. Favoring one Force over the 
  other, either in terms of the amount of powers or 
  their strengths, runs contrary to being an avatar 
  of balance, a concept that must be foremost in 
  your mind in all regards concerning the character 
  concept and implementation.
  Polytheism
  Rather than acting as avatar for just one 
  god, the character represents an entire pan-
  theon. Such a character concept requires a 
  reason why all the deities would band together 
  and create a mortal representation of their united 
  power. Perhaps they are of a faith lost to time 
  and myth and now seek to gather followers in 
  the modern age, or maybe belief in the pantheon 
  never left entirely, but their followers face such 
  peril as to require the creation of an avatar that 
  represents them as a united power.
  Polytheistic avatars should spread their 
  representative abilities across the pantheon as 
  much as possible. This will be difficult for begin-
  ning characters with comparatively few points if the 
  pantheon is especially large, but further improvement 
  down the road will allow new abilities to be added, allowing the player to explain away 
  these additions as the avatar coming into her own. Each god of the pantheon should 
  be represented by at least one ability before the character manifests more than one 
  power of the same god. If the avatar does not represent all the gods, then she isn’t 
  truly polytheistic and will likely come to resemble the avatar of the player’s favored 
  deity(s) rather than remaining true to the character’s concept.
  Lost Identity
  Not all avatars truly combine the world of mortal man and the raw power of 
  a cosmic Force. Indeed, some mortals merely act as shells within which the 
  avatar’s power hides until such time as it is needed. Such a character is two be-
  ings sharing a single form, with one playing the role of (unwitting?) host and the 
  other acting as the servant of something far greater than mortal man.
  Both the Normal Identity and Separate Personality drawbacks are a neces-
  sity to this avatar variation. It is also entirely likely the mortal host isn’t even 
  aware of what’s going on—she may believe herself subject to unexplained 
  physiological or psychological periods of blacking out, or may even believe her-
  self to be outright insane! Such characters certainly offer plenty of role-playing 
  opportunities that go beyond the scope of a typical superhero.
  ”Don‛t fear your end, for Life is not yet done with you.”
  TOUGH
  +3/+11
  FORT
  +8
  REF
  +8
  WILL
  +7/+9
  Skills: Bluff 4 (+6/+9), Concentration 8 (+10/+12), Craft (chemi-
  cal) 6 (+6), Diplomacy 6 (+8/+11), Intimidate 10 (+12/+15), 
  Knowledge (streetwise) 8 (+8), Notice 10 (+12/+14), Profession 
  (assassin) 6 (+8/+10), Search 10 (+10), Sense Motive 4 (+6/+8)
  Feats: Attack Focus (ranged) +2, Beginner’s Luck, Contacts, 
  Diehard, Eidetic Memory, Evasion 3, Endurance, Fascinate (se-
  lect one) 5, Favored Opponent (avatars of Death) 4, Improved 
  Aim, Improved Initiative, Inspire 5, Luck 3, Startle
  Powers: Enhanced Charisma 5, Enhanced Wisdom 5, 
  Healing 9 (Healing touch; Power Feats: Affects Insubstantial, 
  Persistent; Extras: Action [standard action]; Flaws: Does not 
  work on self), Immunity 9 (Life support), Mental Blast* 2 (Joy 
  of life; Life Force; Power Feats: Alternate Power—Dazzle* [visu-
  al], Drain [Wisdom]; Extras: Burst [10 ft.]; Flaws: Nonlethal dam-
  age only, Only affects sentient creatures), Protection 8 (Magic), 
  Regeneration 10 (Con checks +4, recovery rate 4 [6 sec.], 
  ability damage 2 [hour]; Power Feats: Persistent, Regrowth; 
  Flaws: Does not work against attacks with Death Force descrip-
  tor), Super-Senses 8 (Detect Life [free action, ranged]; Detect 
  Death [free action, ranged]; Normal sight, smell and hearing are 
  extended; Awareness [patron Force])
  Combat: Attack +5, +7 (ranged), Damage +2 (unarmed), Defense 
  +6, Initiative +5
  Drawbacks: Noticeable (reads as Force type; uncommon, 
  moderate; −2 PP), Vulnerable (polar opposite Force; uncom-
  mon, moderate; −2 PP)
  Abilities 21 + Skills 18 (72 ranks) + Feats 30 + Powers 72 + 
  Combat 22 + Saves 17 − Drawbacks 4 = 180
  * Dynamic
  Panacea
  PL 12
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +2
  +1
  +3
  +0
  +2/+4
  +2/+5
  14
  12
  16
  10
  14/19
  15/20
  
  6
  Born in the slums of Rio de Janeiro, Suza Santos was an orphan turned 
  to a life of thievery while most other children were playing hide-and-go-seek 
  and going to school. It didn’t take long for her to move up to drug dealing and 
  then contract killing just to keep from being swept aside by the deluge of crime 
  growing throughout the city. Despite being a waif, Suza displayed a frighten-
  ing knack for taking human life, allowing her to become an infamous assassin 
  feared throughout South America before her twentieth birthday. The years went 
  by and her reputation grew to be world-renowned until an event came along that 
  changed her life. 
  Following a hit gone bad that left her barely conscious and slowly sinking to 
  the bottom of a river, her life’s blood flowing into the water through over a dozen 
  bullet and stab wounds, Suza’s parent came back to claim her. A voice in her 
  head informed her that she had been born for greater things and was no mere 
  human. “You are a splinter of the very essence of the concept and realization of 
  life given mortal form” the voice informed her. She was never meant to be left 
  on her own, uninformed of her true nature, but a miscalculation during her … 
  birth … had scattered her across the cosmos and left that which bore her un-
  able to track her down. Until now.
  At some level Suza had always known she was different, possibly to the 
  extent of realizing what she was, which is why her mortal mind rejected the 
  enormity of what its cosmic subconscious was telling it, leading her to choose a 
  life that was the anathema of everything she was created to represent. With her 
  conscious mind opened to the truth, Suza accepted what she was meant to do 
  and has since undertaken the role of Earth’s Panacea in an attempt to live up to 
  her parent’s expectations and make up for all the lives she’s undone.
  Concept
  The Houngan (or mambo, if female) is a high priest of the Vodoun (Voodoo) 
  religion that worships the creator god, Bondye. Bondye is too great and powerful to 
  be concerned with the mortal world and so He/She/It is beyond man’s ken and abil-
  ity to communicate with or touch. Instead, Loas were created to act on His/Her/Its 
  behalf and there are more of these spirits, which range in purpose from good to evil 
  to indifferent, than there are combined living or dead souls of humanity.
  TOUGH
  +2
  FORT
  +8
  REF
  +5
  WILL
  +8/10
  Skills: Bluff 8 (+10), Concentration 12 (+15), Craft (artistic) 
  10 (+11), Craft (chemical) 12 (+13), Gather Information 4 (+6), 
  Knowledge (arcane lore) 14 (+15), Knowledge (theology and 
  philosophy) 11 (+12), Language (Creole, French), Medicine 
  4 (+7), Notice 12 (+15), Perform (oratory) 11 (+13), Perform 
  (dance) 6 (+8), Sense Motive 6 (+9), Sleight of Hand 10 (+11)
  Feats: Artificier, Benefit (Houngan) 2, Favored Opponent (spir-
  its/Loas) 4, Fearsome Presence 3, Luck 3, Minions (Met Tet) 
  4, Ritualist, Second Chance (Magic, voodoo) 3, Skill Mastery 
  (Craft [chemical], Knowledge [arcane lore], Medicine, Sleight of 
  Hand), Trance, Ultimate Effort (Fort Save, Will Save) 2
  Powers: Comprehend 1 (Spirit talk/medium), Concealment 6 
  (“He came out of nowhere!”, all visual and auditory; Power Feats: 
  Close Range; Flaws: Blending, Passive), Invisibility 1 (All visual 
  senses; Flaws: Concentration, Only versus spirits/Loas), Magic 
  8 (Voodoo magic; choose seven power feats), Mind Shield 
  5 (Flaws: Only against Possession and spirits/Loas), Super-
  Senses 2 (Awareness [spirits/Loas], mental; Low-Light Vision)
  Combat: Attack +4, Damage +0 (unarmed), Defense +4 (+8 
  versus spirits/Loas), Initiative +1
  Drawbacks: Power Loss (Magic; when unable to speak and 
  gesture to cast spells; −1 PP)
  Abilities 19 + Skills 30 (120 ranks) + Feats 25 + Powers 41 + 
  Combat 20 + Saves 16 − Drawbacks 1 = 150
  Houngan
  PL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +1
  +2
  +1
  +3
  +2
  11
  12
  14
  12
  16
  14
  
  7
  A Met Tet (“master of the head”), the Vodoun equivalent of a guardian angel, 
  looks after the Houngan. It acts as a connection to Bondye and can be fickle 
  in its services if it isn’t treated well or supplicated properly. If kept in a good 
  mood and respected, the Met Tet will do what it can to protect its Houngan and 
  expand his wisdom and power. The following is an example Met Tet
  The biggest misconception about the belief system is that Vodoun is 
  inherently evil, and thus only villains can practice it. This will often work 
  against the character, likely making all but the most open-minded and loyal 
  of allies retain some suspicions and doubt will constantly be cast upon his 
  methods and intentions.
  Origins
  Houngan are traditionally of the Haitian culture, although general acceptance 
  of less orthodox religions has seen increasingly more coming from other regions 
  and walks of life. Although the Houngan must be initiated into the priesthood by 
  an existing priest in order to gain this official status, the cultural and geographi-
  cal splintering Vodoun has suffered since its origins in slavery allows a charac-
  ter to assume the mantle and power even if he has not officially earned the right 
  to do so.
  These days, just about anyone can be a Houngan so long as they legitimate-
  ly follow the faith (although there are many who claim the title out of personal 
  greed first without earning it), although what this means exactly remains to be 
  seen considering so many of this sort of priest consider adapting to the modern 
  world as inevitable. Amongst staunch traditionalists, however, this new gen-
  eration is as much in the wrong as someone who misappropriates the title of 
  Houngan for personal gain. To those who follow the oldest, most devote faith, 
  the old ways are the only ways.
  A legacy is likely the easiest route into the archetype, as it requires the least 
  amount of explaining, regardless of the character’s actual backstory. Haitian 
  characters or those of other Creole-based cultures (such as may be found in 
  New Orleans) will likely come from a background rooted in the Voudon faith; if 
  one (or both) the character’s parents weren’t in the priesthood, at the very least 
  they had strong ties to the faith. 
  Or perhaps the character’s family rejected Voudon as a vile, twisted thing and 
  the character is directly opposing this viewpoint through his own faith. Obviously, 
  this would almost certainly lead to a great deal of conflict between the Houngan 
  and his family and/or friends. This will prove especially problematic if the Houngan 
  focuses on utilizing the energies and influence of his ancestors’ spirits to aid him. 
  His family is unlikely to view such a thing in a favorable light, even if their own 
  beliefs view it as nothing more than a delusion—the fact that the Houngan thinks 
  he can use the dead in this way would be an insult that may further drive a wedge 
  between the character and his loved ones.
  Powers
  The Houngan typically divides his powers between spells (the Magic power), 
  and application of Voodoo rituals (the Ritualist feat) along with fetishes and 
  charms (the Artificer feat.) An aspect of Voudon only briefly touched upon in 
  the archetype is the use of ancestors and their spirits, an element of the faith 
  that is very important and can open up a good deal of options if the character 
  chooses to tie new powers into such a resource (as is hinted at with such spells 
  as ancestral might.) 
  Voodoo Spell Examples 
  (all are Voodoo magic; 16 PP)
  Consider adding flaws such as Requires Perform (dance) or the like to spells 
  to further immerse them in Voodoo atmosphere.
  Ancestral Might: Enhanced Strength 8 (Extras: Affect Others, Touch; Flaws: 
  Full-round action)
  Bind Loa: Paralyze 7 (Power Feats: Affects Insubstantial, Progression (save ev-
  ery 10 rounds); Extras: Concentration [Lasting]; Flaws: Only affects spirits/Loas)
  Skills: Concentration 4 (+6), Knowledge (arcane lore) 4 (+4), Notice 4 (+6), Search 4 (+4)
  Powers: Communications 2 (Spirit voice; Flaws: Only with those who can talk 
  with spirits/Loas), Comprehend 2 (Spirits/Loas, Languages), Insubstantial 4 
  (Power Feats: Innate; Flaws: Permanent), Immunity 9 (Life support), Invisibility 
  1 (All visual senses; Power Feats: Innate; Flaws: Permanent), Protection 2, 
  Super-Senses 4 (Awareness [magic], mental; Danger Sense; Darkvision)
  Combat: Attack +2, Defense +2
  Abilities −4 + Skills 4 (16 ranks) + Powers 45 + Combat 8 + Saves 7 = 60
  Met Tet
  PL 3 / Minion Rank 4
  STR
  DEX
  CON
  INT
  WIS
  CHA
  0 (−5)
  10 (+0)
  10 (+0)
  10 (+0)
  14 (+2)
  12 (+1 )
  SAVES
  Tough +0/+2
  Fort +2
  Ref +2
  Will +5
  
  8
  Call on Sango: Weather Control 5 (Distraction [precipitation]; Power Feats: 
  Alternate Powers—Air Control, Dazzle [auditory and visual, thunder and light-
  ning], Obscure [visual, fog], Cold, Hamper Movement [icy/slick surfaces], Heat; 
  Extras: Burst [25 ft.]; Flaws: Full-round action)
  Cure: Healing 8 (Assign ranks as desired when first selected)
  Harm Loa: Blast 7 (Power Feats: Affects Insubstantial, Subtle; Extras: 
  Concentration; Flaws: Only affects spirits)
  Voodoo Ritual Examples 
  (built using the Ritualist feat)
  Consider adding flaws such as Requires Perform (dance) or the like to ritu-
  als to further immerse them in Voodoo atmosphere.
  Exorcism: Nullify 10 (Extras: Concentration; Flaws: Versus Possession only, 
  Requires Perform [oratory] check, Touch; 10 PP)
  Summon Loa, Lesser: Summon 6 (Extras: Spirits/Loas; Flaws: Tiring; 18 PP)
  Trance Medium: ESP 5 (All senses, 5 miles; Flaws: Requires Possession by 
  spirit/Loas, Tiring; 10 PP)
  Voodoo Charms and Fetishes Examples 
  (built using the Artificer feat or added 
  as a Device)
  Fortifying Oil (Device 2; 6 PP): Boost Fortitude Save 10; rubbed upon the 
  body, this oil aids in fighting off disease or illness. 10 PP.
  Good Luck Gris-Gris (Device 1; 3 PP): Luck 5; a bag, doll or similar fetish 
  meant to bring the wearer/carrier good luck. 5 PP.
  Healing Gris-Gris (Device 1; 3 PP): Regeneration 5 (Con checks +3, re-
  covery rate 1 [20 min.], ability damage 1 [5 hours]); a bag, doll or similar fetish 
  meant to expedite the wearer’s/carrier’s healing from wounds and recovery from 
  disease or illness. 5 PP.
  Protective Gris-Gris (Device 2; 6 PP): Mind Shield 10 (Flaws: Only against 
  Possession and spirits/Loas); a bag, doll or similar fetish meant to protect the 
  wearer/carrier from harmful spirits/Loas. 10 PP.
  Tarot Deck (Device 2; 6 PP): Super-Senses 8 (Postcognition; Precognition.) 8 PP.
  Zombi Powder (Device 5; 15 PP): Drain 10 (Wisdom; Extras: Poison x2 [three 
  saves]; Flaws: Must be ingested, Full-round action), Mind Control 8 (Power 
  Feats: Slow Fade [1 month], Triggered by Wisdom reaching 3 or less; Extras: 
  Continuous [Lasting]; Flaws: Touch, Must be ingested, Full-round action); a 
  powder that saps the will and turns the subject into a living zombi. Typically only 
  left-handed Houngan employ this powder. 22 PP.
  This is the lesser version of the common Loa.
  This is the greater version of the common Loa. More powerful and special-
  ized Loa certainly exist and should be customized to suit the circumstances.
  Skills: Concentration 4 (+6), Knowledge (arcane lore) 4 (+4), Notice 4 (+6), Search 4 (+4)
  Powers: Communications 2 (Spirit voice; Flaws: Only those who can talk 
  with spirits/Loas), Comprehend 2 (Spirits/Loas, Languages), Insubstantial 4 
  (Power Feats: Innate; Flaws: Permanent), Invisibility 1 (All senses; Power 
  Feats: Innate; Flaws: Permanent), Possession 3, Protection 2, Super-
  Senses 3 (Awareness [magic], mental; Darkvision)
  Combat: Attack +2, Defense +2
  Abilities −4 + Skills 4 (16 ranks) + Powers 59 + Combat 8 + Saves 8 = 75
  Lesser Loa
  PL 3 / Minion Rank 5
  STR
  DEX
  CON
  INT
  WIS
  CHA
  0 (−5 )
  10 (+0)
  10 (+0)
  10 (+0)
  14 (+2)
  12 (+1)
  SAVES
  Tough +0/+2
  Fort +2
  Ref +2
  Will +6
  Skills: Concentration 4 (+6), Knowledge (arcane lore) 4 (+5), Notice 4 (+6), Search 4 (+5)
  Feats: Fearless, Improved Initiative
  Powers: Communications 2 (Spirit voice; Flaws: Only those who can talk with 
  spirits/Loas), Comprehend 2 (Spirits/Loas, Languages), Environmental Control 
  5 (Choose one type at 2 PP per rank), Insubstantial 4 (Power Feats: Innate; Flaws: 
  Permanent), Invisibility 1 (All senses; Power Feats: Innate; Flaws: Permanent), 
  Possession 6, Protection 6, Super-Senses 3 (Awareness [magic], mental; 
  Darkvision), Telekinesis 8 (Str 40; Power Feats: Alternate Power—Blast)
  Combat: Attack +5, Damage +8 (TK blast), Defense +5, Initiative +10
  Abilities 2 + Skills 8 (32 ranks) + Feats 3 + Powers 102 + Combat 20 + 
  Saves 20 = 75
  Greater Loa
  PL 7 / Minion Rank 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  0 (−5)
  14 (+2)
  10 (+0)
  12 (+1)
  14 (+2)
  12 (+1)
  SAVES
  Tough +0/+6
  Fort +6
  Ref +8
  Will +10
  
  9
  Improvement
  Aside from the obvious strengthening of 
  existing powers, the Houngan can explore 
  new ways of communicating with and manip-
  ulating Loas. A few ranks of Emotion Control 
  can be used to represent the Houngan’s 
  ability to manipulate others 
  through his presence and 
  Enhanced Ability, and other 
  powers can indicate grow-
  ing ties to the character’s 
  ancestors. Increasing one’s 
  Knowledge (arcane lore) is also 
  important for the sake of employing 
  the Ritualist feat more extensively and 
  successfully. Taking a few ranks of 
  Quickness will also aid in speed-
  ing up the Ritualist and Artificer 
  feats, making them a far more 
  practical part of the characters 
  arsenal. And, of course, the 
  various items and rituals 
  presented here (along 
  with others of your own 
  devising) may become 
  permanent traits, allowing 
  the Houngan to employ them with regularity 
  and reliability.
  Optionally, the Houngan may also seek to make his Met Tet more powerful by 
  pumping more into the Minions feat (or, alternatively, he may bind more Loas to 
  him as additional Met Tet.) Aside from the obvious improvements of new powers 
  and more potent abilities, a Met Tet can also be made to have greater interaction 
  with the mortal world, such as adding Possession, Telekinesis and the like.
  Variations
  The following are some possible variations of the Houngan archetype.
  Gris-Gris Man
  Rather than spreading his abilities across the various areas of the 
  Houngan’s art, a Gris-Gris man focuses on creating an arsenal of fetishes and 
  charms. Perhaps a past experience has made the Houngan avoid calling upon 
  the aid of Loas or perhaps it is a simple matter of having a knack for creating 
  and using such items rather than the ways of ritual and spell. Regardless, the 
  Gris-Gris man adorns himself in the tools of his trade and relies upon them to 
  work his magic.
  Such characters will either make extensive use of the Artificer feat or will begin 
  to develop their powers as devices. The type of power can, for the most part, 
  remain as wide open as that of any other Houngan, although charms tend to be 
  more reactive and preventative than most abilities of the traditional Voudon priest.
  Left-Handed Sorcerer
  The character is not out for the betterment of man but is out for himself, 
  whether as an out-and-out villain or merely a self-interested practitioner of the 
  black (left-handed) side of Voodoo: a Bokor. The Bokor is at best a mercenary 
  who only benefits others when there is some gain to be had, such as when 
  charging money for healing or dealing with a disgruntled Loa. At his worst, a 
  Bokor will be a despicable fiend who twists the ways of Voudon to his own de-
  signs and selfish goals, using what he has learned to evil ends.
  Few players will be able to pull off a Bokor amongst a group of heroic char-
  acters without coming into direct conflict, which is why most left-handed sorcer-
  ers are villains, but it is not impossible. It could be the character is an anti-hero 
  who doesn’t advocate evil but also doesn’t see anything wrong with getting a 
  little (or a lot) of something for his trouble. After all, if there really is trouble at 
  hand, is the character not risking his life and resources? Does that not earn 
  some kind of compensation? It’s up to the Gamemaster and player to work 
  together to create a comfortable medium between the conflicts of a Bokor’s 
  personal goals versus the general purpose of superheroes.
  Urban Houngan
  Most traditionalist followers of Voudon consider nature to be Bondye’s 
  domain, with those regions paved over by man being soulless, concrete voids 
  lacking His/Her/Its touch. Among the new priests, however, there is a grow-
  ing belief that the asphalt and rebar forests are merely a new extension—an 
  evolution—designed by Bondye, just as the Earth has changed into something 
  new countless times before. These modern Houngan commune with the Loas of 
  streets and alleys rather than rivers and forests and find prophecy in the crack-
  ling of neon signs rather than amongst the stars.
  Zombie Lord
  Instead of making living zombi with powders, a zombie lord has powers 
  to raise deceased as the walking dead. Corpses animated by this version of 
  
  10
  the Houngan are mindlessly loyal, requiring their master’s will to direct them. 
  Although most cultures would see a person who uses the dead in this way as 
  inherently evil, it need not necessarily be so. In the Voudon faith, once a person 
  dies they become Loas and their body is nothing more than an empty shell, and 
  so, depending on how the zombie is used, it could be seen as little more than a 
  tool, like any other. This requires an incredibly open mind (and let’s face it, it’s a 
  rare mind that is open enough to see nothing wrong with using the dead in this 
  manner) and even most Houngan do not see the distinction and avoid it.
  ”I do be tinkin‛ dis no be written good fo‛ you in da 
  stars, mes amis.”
  Born and raised in Haiti by a father who was a powerful Houngan in his own 
  right, Zeus “Papa Crâne” Boulmor’s mother died giving birth to him, requiring he 
  be cut from her womb. His father said this left Zeus touched by the Loas, more 
  so than was he, a Voudon priest. In fact, Zeus’ Met Tet was already looking 
  over him and subtly reaching out to the child’s subconscious while he was still 
  in his crib to the extent where the spirit saved the infant’s life on one occasion 
  by alerting his father that Zeus had stopped breathing. Yes, Zeus definitely had 
  potential.
  TOUGH
  +2
  FORT
  +9
  REF
  +5
  WILL
  +9/+13
  Skills: Bluff 8 (+10), Concentration 16 (+20), Craft (artistic) 10 (+12), 
  Craft (chemical) 12 (+14), Gather Information 4 (+6), Knowledge 
  (arcane lore) 17 (+19), Knowledge (theology and philosophy) 15 
  (+17), Language (Creole, French), Medicine 4 (+8), Notice 15 
  (+19), Perform (oratory) 11 (+13), Perform (dance) 10 (+12), Sense 
  Motive 8 (+12), Sleight of Hand 9 (+10), Survival 3 (+7)
  Feats: Artificer, Benefit (Houngan) 2, Contacts, Defensive Roll 3, 
  Favored Opponent (spirits/Loas) 4, Fearsome Presence 5, Luck 5, 
  Minions (Met Tet) 6, Ritualist, Second Chance (Magic, voodoo) 6, 
  Skill Mastery (Craft [chemical], Knowledge [arcane lore], Medicine, 
  Sleight of Hand), Trance, Ultimate Effort (Tough, Fort, Ref, Will) 4
  Powers: Comprehend 1 (Spirit talk/medium), Concealment 6 
  (“He came out of nowhere!”, all visual and auditory; Power Feats: 
  Close Range; Flaws: Blending, Passive), Enhanced Strength 12 
  (Ancestral strength; Flaws: Move Action, Sustained), Invisibility 1 
  (All visual senses; Flaws: Concentration, Only versus spirits/Loas), 
  Magic 12 (Voodoo magic; choose nine power feats), Mind Shield 
  10 (Flaws: Only against Possession and spirits/Loas), Super-
  Senses 2 (Awareness [spirits/Loas], mental; Low-Light Vision)
  Combat: Attack +5, Damage +1/+3 (unarmed), Defense +5 (+9 
  versus spirits/Loas), Initiative +1
  Drawbacks: Power Loss (Magic; when unable to speak and 
  gesture to cast spells; −1 PP)
  Abilities 25 + Skills 36 (144 ranks) + Feats 40 + Powers 55 + 
  Combat 24 + Saves 16 − Drawbacks 1 = 195
  Papa Crâne
  PL 13
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +1/+3
  +1
  +2
  +2
  +4
  +2
  12/16
  12
  14
  15
  18
  14
  
  11
  As a teen, Zeus exhibited extraordinary empathy for the world around him 
  and would go to great lengths to protect strangers and loved ones alike. This of-
  ten brought him into conflict with other children his age, a trend that resulted in 
  the death of Zeus’ best friend as retaliation for an imagined slight. In an unchar-
  acteristic fit of rage, Zeus gave himself over to the power he’d not yet tapped 
  and violently unleashed a number of Loas upon the offending teens. When the 
  spirits were released from the youth’s anger, all the murders were themselves 
  dead and Zeus found himself turned from his father’s home in disgrace.
  Fleeing his beloved Haiti, Zeus found his way to New Orleans where he 
  apprenticed to a reclusive Houngan hiding deep in the swamps. Zeus’ mentor 
  helped the young man come to terms with what he had done while also mold-
  ing the young man into a fine priest. When the time came, Zeus was initiated 
  as a Houngan and yet he still found himself feeling empty, his belief being that 
  he had yet to pay sufficient recompense for his past crime. To make up for it, 
  Zeus took the role of Houngan far beyond the norm by entering a much wider 
  world where evil was a tangible thing that could not only be touched, but fought 
  and defeated. As Papa Crâne, Zeus would appease the dead by taking a direct 
  hand in protecting life.
  Concept
  Vampires are creatures that resonate with both the greatest fears and 
  utmost desires of the human psyche. They have the gift of eternal life but are 
  cursed with feeding upon humanity and are forever banished into darkness. 
  They are human and monster in one.
  Because vampires are likely going to be employed as villains with an inflated 
  sense of superiority in most superheroic campaigns, a hybrid is most likely 
  going to despise their supernatural kin and actively hunt them (if not, replace 
  Skills: Concentration 4 (+7), Knowledge (arcane lore) 4 (+5), Notice 4 (+7), Search 4 (+5)
  Feats: Fearless, Second Chance (Removal of Possession) 2
  Powers: Communications 1 (Spirit voice; Flaws: Only with those who can talk 
  with spirits/Loas), Comprehend 2 (Spirits/Loas, Languages), Environmental 
  Control 2 (Extreme cold), Immunity 9 (Life Support), Insubstantial 4 (Power Feats: 
  Innate; Flaws: Permanent), Invisibility 1 (All senses; Power Feats: Innate; Flaws: 
  Permanent), Possession 1 (Flaws: Houngan only), Protection 2, Protection 6 
  (Extras: Affects Others [not you], Impervious; Flaws: Houngan only, Concentration), 
  Super-Senses 4 (Awareness [magic], mental; Danger Sense; Darkvision)
  Combat: Attack +3, Defense +3
  Abilities 4 + Skills 4 (16 ranks) + Feats 3 + Powers 60 + Combat 12 + Saves 7 = 90
  Papa Crâne’s Met Tet
  PL 4 / Minion Rank 6
  STR
  DEX
  CON
  INT
  WIS
  CHA
  0 (−5)
  14 (+2)
  10 (+0)
  12 (+1)
  16 (+3)
  12 (+1)
  SAVES
  Tough +0/+4
  Fort +2
  Ref +4
  Will +6
  TOUGH
  +4/+10
  FORT
  +10
  REF
  +10
  WILL
  +4
  Skills: Acrobatics 8 (+11), Climb 8 (+12), Concentration 4 (+5), 
  Escape Artist 6 (+9), Intimidate 8 (+10), Investigate 6 (+6), 
  Knowledge (arcane lore) 6 (+6), Knowledge (streetwise) 6 (+6), 
  Notice 4 (+5), Search 4 (+4), Stealth 6 (+9), Survival 2 (+3)
  Feats: All-Out Attack, Animal Empathy, Endurance, Equipment 
  8, Evasion, Favored Opponent (vampires) 2, Fearless, 
  Fearsome Presence 2, Improved Initiative, Rage 3 (+6 Strength, 
  +3 Fortitude and Will; 10 rounds; only when denied blood for 
  extended period or through blood loss), Second Chance (mind 
  controlled), Uncanny Dodge
  Powers: Drain Constitution 1 (Blood drain), Leaping 2 (5x dis-
  tance), Protection 6 (Extras: Impervious; Flaws: Limited against 
  blessed, silver, or magical weapons), Regeneration 10 (Con checks 
  +4, recovery rate 3 [1 min.], ability damage 3 [20 min.]), Super-
  Movement 1 (Sure-footed), Super-Senses 8 (Acute olfactory; acute 
  visual; extended sight; extended darkvision, tracking [scent])
  Combat: Attack +10, Damage +4 (unarmed), Defense +10, 
  Initiative +7
  Drawbacks: Weakness (sunlight in unprotected eyes, minor, 20 
  minutes; −3 PP)
  Complications: Addiction (fresh blood)
  Abilities 28 + Skills 17 (68 ranks) + Feats 23 + Powers 29 + 
  Combat 40 + Saves 18 − Drawbacks 3 = 150
  Hybrid Vampire
  PL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +4
  +3
  +4
  +0
  +1
  +2
  18
  16
  18
  10
  12
  14
  Papa Crâne has also improved his Men Tet.
  
  12
  Favored Enemy 2 with other feats.) It is also possible that vampire society is as 
  varied as that of man, meaning the hybrid character may be mistaken in their 
  belief that all vampires deserve killing (if they are even aware of this aspect of 
  undead culture.)
  Of course, the character may not even care about what vampires do or how 
  they live. Instead, she may simply accept her gifts (and curse) for what they are 
  and move on with her life. For such a character, a vampire heritage is little more 
  than a means to an end—a plot device that won’t lend too much to sub-plots 
  involving vampires as will most other character concepts. This is fine so long 
  as her vampire nature doesn’t blend too far into the game’s background and 
  become a complete non-issue. Being a crossbreed is central to the character, 
  no matter what path is taken, and should not be pushed to aside as a footnote.
  Origins
  There are several obvious ways to explain how the undead can create a 
  living hybrid, although the one you choose will most likely be decided by how 
  vampires are handled in your campaign. Are vampires merely an offshoot of 
  humanity and thus not truly undead, just humans that have been infected with 
  some manner of unknown (and/or mystical) virus? Are they able to propagate 
  their kind through procreation as well as the usual bite-on-the-neck method? 
  Do they suffer from the usual weaknesses of myth are those just trumped up 
  fantasies to give humanity hope? The answers to such questions lead us further 
  into the character’s life. Was the character born of a mother partially through 
  the transition into becoming a vampire or was one parent mortal and the other 
  vampire, combining to make a child the old fashioned way? It’s also possible 
  the character was an experiment—be it mystical or scientific—to purposely cre-
  ate such a crossbreed.
  This all ties in to another question: whether or not the character is the only 
  (known?) hybrid vampire. If not, how many more are there and are they of 
  sufficient numbers to create their own sub-culture of which the character may 
  or may not be a part? If we’re talking about the traditional vampire that births 
  its kind by biting on the neck and draining blood, does this ability pass on to 
  a hybrid? If so, this means it is possible for the character to be the “child” of 
  another hybrid vampire rather than of the real thing. Would such a dilution from 
  the source result in a far weaker character or does this not matter? Once these 
  questions are answered, the character concept will be more easily designed.
  Powers
  Just about everyone is familiar with at least one approach to the vampire 
  mythology, so the player should have a good idea of the sort of powers the 
  archetype will have and why. Mainly, the vampire’s heritage has enhanced the 
  character’s potential to levels well beyond a typical person, while leaving the 
  vampire’s thirst for blood. If archetype is altered to retain more of the vampire’s 
  traits, the line between monster and man is further blurred and the player may 
  want to apply limitations to these powers to distinguish the character’s mortal 
  side. Turning gaseous, for example, may cause fatigue of have side effects.
  A big question that will need answering is whether or not the character will 
  be affected by the vampire’s weaknesses and vulnerabilities and, if so, how 
  many and to what extent? The archetype presented here merely has light 
  sensitive eyes that result in progressively worsening conditions the longer the 
  hybrid’s eyes are left exposed. This isn’t too bad, all things considered. The 
  archetype also retains the limitations applied to the vampire’s Protection power, 
  although this is only versus attacks and there are no related drawbacks con-
  cerning blessed objects or silver.
  Improvement
  Many hybrid vampires will want to buy off their drawbacks as soon as pos-
  sible. This makes sense in the context of most character concepts and plots; 
  not only will players typically want to get rid of that which holds their characters 
  back, but from the story’s perspective a hybrid will almost certainly be on a 
  constant quest to become more human and less monstrous. A Gamemaster 
  should be careful with this, however, and should be sure the loss of drawbacks 
  is justified by the story. Perhaps the most sensible and practical method, both 
  in terms of the story and game itself, is to only allow this if the character actu-
  ally fulfills such a quest and finds the answers they need. It is quite possible 
  the Gamemaster will rule that no such cure exists, thus forcing the character to 
  keep its drawbacks.
  Unlocking more of their vampiric heritage is another possibility. This could mean 
  strengthening their existing abilities or gaining entirely new powers more akin to 
  those of the vampire. Unless the Gamemaster is willing to stray far from the path, 
  however, the character will always remain limited to abilities related to their vampiric 
  nature and should not be allowed to surpass a vampire’s own abilities in most re-
  spects—there has to be a very good reason why diluted blood would allow some-
  thing greater than is afforded by a creature purely of such a nature.
  
  13
  Variations
  The following are some possible variations of the hybrid vampire archetype.
  Bloodline
  The character is but one of a family that has blood ties to the vampire. At some 
  point in the past (distant or near), the blood of the undead 
  mixed 
  with that of the character’s mortal family (as previously 
  outlined, just how this happened depends on how vampires 
  are handled in the campaign.) What this leads to is up to 
  the Gamemaster and player. Is the character the only one 
  to display special abilities thus far and, if so, is this a matter 
  of genetic dice rolling or was the whole thing the result of 
  an insidious vampire breeding program? Is everyone in the 
  family equipped with special abilities or maybe just a few? 
  Are there other families out there with similar stories and, if so, 
  how do they all fit into the bigger picture (if any)?
  Another important question in need of an answer is if the 
  blood thins with each new generation, resulting in weaker powers 
  the farther from the moment the mingling took place. If so, does 
  the hybrid keep to herself in an attempt to end the bloodline im-
  mediately, does she not care because she knows the blood will thin 
  too far one day anyway and take care of itself, or does she see value 
  in or need for her powers and look for some way to keep them strong 
  in her descendants?
  Changing the Mix
  The hybrid vampire archetype is built on the assumption 
  that the character is a mix of human and bloodsucker, but 
  what if you want to mix the undead with something else? Is it 
  possible to mix the vampire up with something else, say an 
  alien or werewolf? What if your campaign has other terres-
  trial races, such as humanoids living deep in the bowels of 
  the Earth? Can they become hybrid vampires?
  If this approach is used, the Gamemaster and player will have 
  to decide where the split between the different races’ abilities is to 
  be found. With humans things are fairly simple because they do 
  not inherently posses any special abilities or powers. Aliens, subterranean races, 
  other supernatural creatures and the like, however, bring their own gifts to the mix 
  that must then be balanced out against those of the bloodsuckers. Special care 
  must be given to races that offer the same power but from a different angle. For 
  instance, if an alien has Protection that doesn’t work against lasers, would such 
  a hybrid then have a Protection power that doesn’t work against blessed, silver 
  or laser weapons or would either the vampire’s or alien’s version win out over the 
  other? Ensure that both aspects of the character’s heritage are represented so 
  as to be recognizable, but balance will likely work best rather than allowing one 
  to overshadow the other.
  Drinker
  There are actually two ways to go about handling a drinker. One is the character 
  isn’t actually a mix of vampire and human at all but is just a normal human that has 
  learned how to transmute vampire blood into an elixir that grants her the abilities 
  listed for this archetype. As such, she hunts vampires to gain their blood—possibly 
  the blood is its own end or is just a necessary evil the character sees as unavoid-
  able if she is to continue on with her goals.
  The second type of drinker is a hybrid mix of vampire and mortal that must feed 
  on blood to retain her powers. Without the blood a number of things can happen 
  at the Gamemaster’s and/or player’s discretion: she could become a mind-
  less, bloodthirsty killing machine (much like how the Rage feat has been 
  modified to work for this archetype, only worse—perhaps forcing the char-
  acter into a monstrous, alternate form?), or maybe her powers disap-
  pear forever or just until more blood is ingested. Whatever is decided, 
  drinking vampire blood is central to the character being able to perform 
  as the hybrid vampire archetype is written.
  Regardless of which type of drinker is used, the archetype 
  must be altered so that all of its superior traits reflect this need to 
  drink vampire blood.
  ”Your kind did this to me, imprisoning 
  me in a living hell. I‛m here to return 
  the favor.”
  Of unknown parentage, the vampire hunter now known to 
  the world as “Crimson Day” hails from a German orphanage 
  where the unimaginative nuns originally named the foundling 
  Mary Day. Mary’s early years were like most other children in 
  her situation: at first she desperately hoped for parents to take 
  her away but, as she got older, that hope turned to resignation and 
  despair. The course of her life left Mary thinking there was absolutely 
  nothing special about her and so she would forever be stuck living the 
  life of the unwanted and mediocre. She was only half right.
  When puberty came calling, Mary soon learned not all women react the 
  same way. Some become incredibly moody (or worse) while others suffer no or 
  little perceptible changes to their personality. Some begin to see rapid and dras-
  tic changes in their body’s shape while others change only a little. Nobody else, 
  Mary quickly learned, began to get stronger, sensitive to daylight, or feel herself 
  nearly overwhelmed with a desire to literally rip the throats out of the other girls 
  
  14
  with their bared teeth. Mary had learned that she was special after all and most definite-
  ly not mediocre, but that revelation meant that she would indeed forever be alone.
  Mary has never learned anything about her parents or how she came to 
  be a vampire hybrid, but her travels since fleeing the orphanage out of fear of 
  harming someone have taught her much about what sort of monster resides 
  within her. She has seen the evil that sets her apart from other humans and she 
  recognizes it as something that must be destroyed. In accepting this mission, 
  she has totally placed aside her old life and now answers only to her hunter’s 
  name, the name of a killer of killers: Crimson Day.
  Concept
  Necromancers are mystics who specialize in all things pertaining to death, 
  especially the deceased or undead. Death being the polar opposite of life, 
  some necromancer abilities also take on robbing the life force from the living 
  or otherwise manipulating it, sometimes going so far as to pass it along to the 
  necromancer.
  Much of a necromancer’s magical arsenal requires a raw resource: the 
  dead. For the villain, this is no big problem once they get the ball rolling with an 
  innocent victim here and slain bystander there, but, for the hero or anti-hero, 
  mining burial sites is their most common recourse and likely won’t do much to 
  TOUGH
  +5/+11
  FORT
  +11
  REF
  +11
  WILL
  +4
  Skills: Acrobatics 10 (+14), Climb 10 (+15), Craft (mechanical) 
  8 (+9), Concentration 4 (+5), Escape Artist 8 (+12), Intimidate 
  8 (+10), Investigate 10 (+11), Knowledge (arcane lore) 6 (+7), 
  Knowledge (streetwise) 8 (+9), Notice 6 (+7), Search 8 (+9), 
  Stealth 8 (+12), Survival 6 (+7)
  Feats: All-Out Attack, Animal Empathy, Endurance, Equipment 
  9, Evasion, Favored Opponent (vampires) 3, Fearless, 
  Fearsome Presence 2, Improved Initiative, Rage 3 (+6 Strength, 
  +3 Fortitude and Will; 10 rounds; only when denied blood for 
  extended period or through blood loss), Second Chance (mind 
  controlled), Uncanny Dodge
  Powers: Drain Constitution 1 (Blood drain), Leaping 2 (5x 
  distance), Protection 7 (Extras: Impervious; Flaws: Limited 
  against blessed, silver, or magical weapons), Regeneration 
  10 (Con checks +4, recovery rate 3 [1 min.], ability damage 3 
  [20 min.]), Super-Movement 1 (Sure-footed), Super-Senses 8 
  (Acute olfactory; acute visual; extended sight; extended darkvi-
  sion, tracking [scent])
  Combat: Attack +12, Damage +4 (melee), Defense +12, Initiative +7
  Drawbacks: Weakness (sunlight in unprotected eyes, minor, 1 
  hour; −2 PP)
  Complications: Addiction (fresh blood)
  Abilities 36 + Skills 25 (100 ranks) + Feats  25 + Powers 30 + 
  Combat 48 + Saves 18 − Drawbacks 2 = 180
  Crimson Day
  PL 12
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +5
  +4
  +5
  +1
  +1
  +2
  20
  18
  20
  12
  12
  14
  TOUGH
  +2/+8
  FORT
  +5
  REF
  +3
  WILL
  +10
  Skills: Concentration 12 (+15), Craft (chemical) 8 (+10), Investigate 4 
  (+6), Knowledge (arcane lore) 12 (+14), Knowledge (history) 10 (+12), 
  Notice 10 (+13), Profession (choose one) 4 (+7), Search 4 (+6)
  Feats: Critical Strike (undead), Diehard, Favored Environment 
  (burial grounds) 5, Favored Opponent (undead) 5, Fearsome 
  Presence 2, Ritualist
  Powers: Communication 10 (Mental; Extras: Burst [25 ft.]; 
  Flaws: Concentration, Spirits only), Concealment 4 (All vi-
  sual senses; Power Feats: Close Range; Flaws: Only in burial 
  grounds), Magic 10 (Necromancy; choose eight power feats), 
  Mind Control 10 (Necromancy; Power Feats: Mental Link; 
  Flaws: Undead only), Mind Shield 10 (Extras: Impervious; 
  Flaws: Only against Possession), Protection 6 (Flaws: Only 
  versus undead), Regeneration 10 (Patch undead; recovery 
  rate 5 [1 action.], ability damage 5 [1 minute]; Extras: Affects 
  Others; Flaws: Undead only),  Super-Senses 5 (Darkvision; 
  Detect undead [Free Action, Ranged])
  Combat: Attack +3, Damage +0 (unarmed), Defense +4, Initiative +1
  Drawbacks: Power Loss (Magic; when unable to speak and 
  gesture to cast spells; −1 PP)
  Abilities 18 + Skills 16 (64 ranks) + Feats 15 + Powers 76 + 
  Combat 14 + Saves 12 − Drawbacks 1 = 150
  Necromancer
  PL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +1
  +2
  +2
  +3
  +1
  10
  12
  14
  14
  16
  12
  
  15
  endear them to the public. As such, a heroic necromancer had better find some 
  way to work around this if he is at all concerned with not being despised as the 
  foes he pits himself against (if not, he can feel free to treat cemeteries as one 
  stop shopping bonanzas.) A hero that functions using the remains of once-living 
  people is going to be a constant factor in plot and character interaction for these 
  characters with few ways to avoid the issue.
  Origins
  The character’s story is likely going to be built around two central ques-
  tions: just why does someone specialize in a type of magic that emphasizes 
  acquaintance with the dead and how did he go about learning it? It is almost 
  certain the character learned his art from someone else. This means 
  explaining the circumstances of finding a master and the reasons for 
  studying necromancy rather than a more (excuse the pun) … lively 
  … form of the arcane arts.
  What in their life took them to the point where necromancy 
  was the right direction to take? Did they undertake such study 
  in the hopes of defeating death, either for their own good or for 
  the sake of someone else, such as a loved one? Did they feel 
  it was the key to the locked door of immortality? Is it merely a 
  means to an end, like any other type of magic (and hey, it’s not 
  like the dead need those bodies anymore)? Are your goals the 
  same as the person who taught you and, if not, where do your 
  interests divide and why (and are you still in touch and to what 
  degree, for that matter)?
  The more rooted in darkness a character’s powers are, the 
  more in-depth their story is likely to be in order to explain why it is that 
  the character can tread the shadows without succumbing to the dark-
  ness.
  Powers
  A necromancer’s primary strengths rest in his ability to manipulate the dead 
  to his needs and enact effort to bring the living into such a state. This does cre-
  ate a rather blatant liability for most of their functionality, though: they typically 
  need corpses or similar raw materials to work with. This should be a limitation 
  placed on most of their magic considering very few powers/spells will work 
  directly on themselves.
  The following are examples of necromantic powers/spells (20 PP.)
  Bone Burst: Strike 10 (Extras: Explosion, Contagious; Flaws: Only affects the 
  dead or undead); causes the corpse’s bones to explode.
  Death Touch: Drain 10 (Con; Extras: Vampiric); drains the target’s life force and 
  temporarily bestows beneﬁts upon the necromancer.
  Field of Bones: Snare 9 (Power Feats: Indirect, Reversible); skeletal hands 
  rise from the ground to grab the target.
  Haunt Person: Environmental Control 10 (Distraction, DC 10); invokes invis-
  ible spirits to create distractions, such as pulling hair, blowing in ears and on 
  eyelashes, etc.
  Raise Zombie Army: Summon Zombie 1 (Power Feats: Extended Reach 
  [60 feet], Progression [250 zombies]; Extras: Line, Horde; Flaws: Only to raise 
  existing corpses with most of their flesh remaining, Tiring); “summons” zombies 
  from corpses, limiting the maximum to 250 or however many bodies are 
  available, whichever is lower.
  Rot Flesh: Corrosion 10
  Siphon Soul: Drain 10 (Wis; Extras: Vampiric); drains the target’s 
  will.
  Skeletal Horde: Summon Skeleton 2 (Power Feats: Extended 
  Reach [60 feet], Progression [50 skeletons]; Extras: Line, 
  Horde; Flaws: Only to raise existing corpses with most of their 
  flesh gone, Tiring); “summons” skeletons from corpses, limit-
  ing the maximum to 50 or however many bodies are available, 
  whichever is lower.
  Strengthen Undead: Boost Strength 10 (Extras: Burst [50 
  ft.], Total Fade; Flaws: Undead only); boosts the Strength of the 
  undead touched, as well as those nearby.
  Whither: Strike 10 (Extras: Concentration, Free Action; Flaws: Only 
  affects flora); damages plant life you come in contact with.
  Improvement
  The most likely way a necromancer will try to improve his powers is to in-
  crease the number of corpses or undead he may influence, control or create at 
  any given time. Alternatively, he may wish to alter and improve the way that he 
  influences, controls or creates them.
  A necromancer may also expand his realm of expertise to take a different 
  approach to his fascination with death: that is the defeating of it. Rather than 
  merely using the dead, the necromancer focuses on attaining magic and pow-
  ers that transform the living into the dead (or undead)—expediting the process 
  to raw materials or granting a form of immortality (among other possibilities.) 
  
  16
  Such abilities can quickly become powerful and dangerous if sufficiently pur-
  sued, but care must be taken to always keep the idea of necromancy alive 
  (excuse the pun) or the character risks becoming just a plot-based variation on 
  another, less stylized archetype.
  Necromancers are likely to focus on spells, but they can also take a num-
  ber of other traits and define them differently. Traits in the form of magical 
  devices that affect the undead are possible, as are non-spell magical effects 
  that work as powers separate from Magic (Lord Bones utilizes several such 
  examples.) Either way, some may only be pursued so far before they begin to 
  lose any real meaning.
  Look at the Raise Zombies and Skeletal Horde spells as examples of spells 
  pushing the boundaries of function in order to meet the archetype’s Magic rank 
  requirements for its 20 point spells. Both use the required amount of points to 
  suit the Magic power’s ranks, but in doing so they require some exceptionally 
  orchestrated conditions to ever reach their full potential—in truth, both have 
  been pushed beyond a practical level to meet their necessary rank requirement 
  (although this is by design on the writer’s part in these particular cases.) Many 
  necromancer spells will likely fall into this same pitfall without careful thought, 
  although one solution is to develop a second instance of the Magic power with 
  fewer ranks for the purpose of managing such spells.
  Variations
  The following are some possible variations of the necromancer archetype.
  Corpse-Cutter
  This type focuses less on spell magic and more on how best to utilize physical 
  parts of the dead and undead to augment his traits. They may opt to purchase a 
  number of separate powers, each with a limitation requiring a particular part of the 
  corpse, or they can write up a number of artifacts (made with the Artificer feat), 
  each of which is an arcane device that requires similar components.
  More grisly corpse-cutters wrap themselves in such ghoulish pieces as much 
  as a matter of practicality (everything is in easy reach) as for the sake of show-
  manship. The more discerning and subtle corpse-cutter will instead keep his 
  trinkets in pouches or similar conveyances where they won’t draw attention until 
  needed. Regardless of how they are carried, the processes by which they are 
  gathered and utilized makes these necromancers amongst the least likely to be 
  pure heroes unless some cultural quirk or the like concerning the dead makes 
  their methods relatively less atrocious.
  Feeder
  Not merely content to work magic focusing upon death, a 
  feeder has devised a way to draw power by eating the dead. 
  How a feeder works in game terms can vary from tem-
  porarily acquiring powers from the undead through 
  the act of consuming—gaining Con drain by consum-
  ing a vampire’s teeth, for example, or using Boost 
  with the limitation that it only works in relation to 
  the amount of dead or undead flesh eaten.
  It should be obvious that this sort 
  of character is more than a bit on 
  the darker side of the superhero 
  genre and will be a difficult fit for a 
  traditional, four-color game style.
  Shade
  This sort of necromancer is actually himself 
  part undead. This seems a contradiction seeing 
  as how the undead already take on the sem-
  blance of the living, being walking corpses and 
  all, which brings up the question of 
  how this can be. The difference 
  is best understood by thinking of 
  it this way: if undead are the de-
  ceased with a foot still clinging 
  to the land of the living, then a 
  shade is someone firmly rooted 
  in life but with a foot through the door into 
  the realm of the dead. Through circumstance or design, a shade walks a thin line 
  between life and death that is the mirror opposite of undeath.
  Such characters often function best in darker campaigns where the divide 
  between life and death is a serious matter of mystery and horror rather than 
  a mere prop for a more traditional four color sort of game. While a shade can 
  work with different game types, in such cases their nature quickly falls into the 
  background and can too easily be seen as something not at all odd or out of the 
  ordinary. That can be all well and good, but it will also push many of this varia-
  tion’s more interesting opportunities to role-play to the side.
  ”Do you know what I like about the dead? They 
  don‛t talk back.”
  
  17
  Born to wealthy Boston socialites, Derek Crewshaw III was never an easy 
  child to please. Even with the best toys and his parents’ millions to fuel his de-
  sires, young Derek easily grew bored and his combination of caustic intelligence 
  and bountiful money made it difficult for him to gain friends. When time came for 
  him to attend the Harvard Business School with the ultimate goal of taking over 
  his father’s corporation, Derek was just as bored as he’d been with everything 
  else he’d undertaken in life. Eventually, that would change.
  During a fateful meeting at a campus pub late one night, Derek became 
  associated with a number of students who dabbled in the occult out of 
  boredom and a desperate need to rebel against everything their parents 
  represented. Derek thought it would be an interesting diversion (not to 
  mention some of the co-eds felt that scant clothing somehow made them 
  all that more authentic.) He was even granted the moniker “Lord Bones” by 
  the coven because of his penchant for hanging out at the medical school to 
  secretly experiment on cadavers. But what was just a lark for others soon 
  became the one thing Derek was missing in his life: a focus. 
  Derek soon found himself opening dark secrets and uncovering hidden 
  mysteries of necromancy, laying groundwork that would go beyond gradu-
  ation and inheriting his father’s company. Even after finding true love and 
  marrying, Derek couldn’t break away from his obsession until, in a fit of 
  desperation, his wife killed herself in a final attempt to get his attention. It 
  worked.
  Realizing his mistakes too late, Derek turned his vast fortune towards 
  unlocking a necromantic secret that would give him his wife back. He got 
  what he wanted, but not as he expected. He was only able to bring her 
  back from beyond the veil as a foul, rotten thing of dark power—a mock-
  ery of all that she had been—and he was forced to destroy the evil he had 
  created after it had fed upon the life force of over a hundred innocents, but 
  only by taking in much of the creature’s essence and making himself par-
  tially undead in the process. Since then, Derek has found a new obsession 
  and focus to his life: penance in the form of using what he found in dark-
  ness to bring others into the light.
  TOUGH
  +2/+8
  FORT
  +5
  REF
  +5
  WILL
  +11
  Skills: Concentration 16 (+20), Craft (chemical) 8 (+10), Drive 
  4 (+5), Investigate 4 (+8), Knowledge (arcane lore) 16 (+18), 
  Knowledge (business) 8 (+10), Knowledge (history) 10 (+12), 
  Notice 10 (+14), Profession (financier) 12 (+16), Search 4 (+6)
  Feats: Critical Strike (undead), Diehard, Favored Environment 
  (burial grounds) 5, Favored Opponent (undead) 5, Fearsome 
  Presence 2, Ritualist
  Powers: Communication 10 (Mental; Extras: Burst [25 ft.]; 
  Flaws: Concentration, Spirits only), Concealment 5 (All visual 
  senses, ability to detect life; Power Feats: Close Range; Flaws: 
  Only in burial grounds), Confuse 3 (Confuses undead; Extras: 
  Cone [30 ft.]; Flaws: Only against undead), Immunity (Partially 
  dead; disease, starvation and thirst, need for sleep; Power 
  Feats: Innate), Magic 12 (Necromancy; choose eight power 
  feats), Mind Control 10 (Necromancy; Power Feats: Mental 
  Link; Flaws: Undead only), Mind Shield 10 (Extras: Impervious; 
  Flaws: Only against Possession), Protection 6 (Flaws: Only 
  versus undead), Regeneration 10 (Patch undead; recovery 
  rate 5 [1 action.], ability damage 5 [1 minute]; Extras: Affects 
  Others; Flaws: Undead only),  Super-Senses 5 (Darkvision; 
  Detect undead [Free Action, Ranged])
  Combat: Attack +5, Damage +0 (unarmed), Defense +5, Initiative +1
  Drawbacks: Power Loss (Magic; when unable to speak and 
  gesture to cast spells; −1 PP)
  Abilities 21 + Skills 23 (92 ranks) + Feats 15 + Powers 88 + 
  Combat 20 + Saves 14 − Drawbacks 1 = 180
  Lord Bones
  PL 12
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +1
  +2
  +2
  +4
  +1
  10
  12
  14
  14
  19
  12
  
  18
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  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 2006, Misfit Studios; Author Steven 
  Trustrum
  
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