TEXT: FANTASY HERO
  BATTLEGROUNDS
  Dean Shomshak & Allen Thomas
  Mystic Menaces 
  Fun Pack
  
  Mystic Menaces Fun Pack
  A Villain Compilation for Champions
  Author: Dean Shomshak & Allen Thomas
  Editing & Development:  Steven S. Long 
  Layout & Graphic Design:  Ben Seeman
  Interior Illustrations:  John Grigni, Barry Winston
  Hero SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system.
  Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Fantasy Hero © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  The Mystic World © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Star Hero, Justice Inc., Danger International, Dark Champions, Pulp Hero,  
  Western Hero © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  The owner of this electronic document has permission from the Publisher (DOJ, Inc) to 
  print one (1) copy for their own personal use.
  DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102.
  Produced and distributed by DOJ, Inc. d/b/a Hero Games.
  Stock Number:  DOJHP003 • ISBN Number:  1-58366-0??-?
  http://www.herogames.com
  
    TABLE OF CONTENTS
  CHAPTER ONE:  TYRANNON 
  THE CONQUEROR
  TYRANNON’S THRONE FORMS .........4
  AVIAN THRONE ................................4
  EARTH THRONE ...............................6
  FIRE THRONE ..................................8
  FLUID THRONE ..............................10
  INSECT THRONE ............................12
  OCTOPOID THRONE .......................14
  REPTILE THRONE ...........................16
  TYRANNON’S VICEROY FORMS .......18
  AVIAN VICEROY .............................18
  EARTH VICEROY ............................20
  FIRE VICEROY ................................22
  FLUID VICEROY ..............................24
  INSECT VICEROY ............................26
  OCTOPOID VICEROY ......................28
  REPTILE VICEROY ..........................30
  TREE VICEROY ...............................32
  TYRANNON’S EMISSARY FORMS ...34
  AVIAN EMISSARY ...........................34
  EARTH EMISSARY ..........................35
  FIRE EMISSARY .............................36
  FLUID EMISSARY ...........................37
  INSECT EMISSARY .........................38
  OCTOPOID EMISSARY ....................39
  REPTILE EMISSARY ........................40
  TREE EMISSARY ............................41
  CHAPTER TWO:  THE  
  MORBANES
  THE BLACK MAGICIAN ....................42
  CITY MAGE ....................................42
  DIVINER ........................................44
  ELEMENTALIST ..............................46
  HALF-BORN ..................................48
  NECROMANCER ............................50
  OTHER-WORLDER .........................52
  SUMMONER ..................................54
  THAUMATURGE .............................56
  THE CITY MAGE ..............................58
  BLACK MAGICIAN ..........................58
  DIVINER ........................................60
  ELEMENTALIST ..............................62
  HALF-BORN ..................................64
  NECROMANCER ............................66
  OTHER-WORLDER .........................68
  SUMMONER ..................................70
  THAUMATURGE .............................72
  THE DIVINER ..................................74
  BLACK MAGICIAN ..........................74
  CITY MAGE ....................................76
  ELEMENTALIST ..............................78
  HALF-BORN ..................................80
  NECROMANCER ............................82
  OTHER-WORLDER .........................84
  SUMMONER ..................................86
  THAUMATURGE .............................88
  THE ELEMENTALIST .......................90
  BLACK MAGICIAN ..........................90
  CITY MAGE ....................................92
  DIVINER ........................................94
  HALF-BORN ..................................96
  NECROMANCER ............................98
  OTHER-WORLDER .......................100
  SUMMONER ................................102
  THAUMATURGE ...........................104
  THE HALF-BORN ..........................106
  BLACK MAGICIAN ........................106
  CITY MAGE ..................................108
  DIVINER ......................................110
  ELEMENTALIST ............................112
  NECROMANCER ..........................114
  OTHER-WORLDER .......................116
  SUMMONER ................................118
  THAUMATURGE ...........................119
  THE HORRORIST ...........................120
  BLACK MAGICIAN ........................120
  CITY MAGE ..................................122
  DIVINER ......................................124
  ELEMENTALIST ............................126
  HALF-BORN ................................128
  NECROMANCER ..........................129
  OTHER-WORLDER .......................130
  SUMMONER ................................132
  THAUMATURGE ...........................133
  THE MASTER OF HELLFIRE ..........134
  BLACK MAGICIAN ........................134
  CITY MAGE ..................................136
  DIVINER ......................................138
  ELEMENTALIST ............................140
  HALF-BORN ................................142
  NECROMANCER ..........................144
  OTHER-WORLDER .......................146
  SUMMONER ................................148
  THAUMATURGE ...........................150
  THE NECROMANCER ....................152
  BLACK MAGICIAN ........................152
  CITY MAGE ..................................154
  DIVINER ......................................156
  ELEMENTALIST ............................158
  HALF-BORN ................................160
  OTHER-WORLDER .......................162
  SUMMONER ................................164
  THAUMATURGE ...........................166
  THE OTHER-WORLDER .................168
  BLACK MAGICIAN ........................168
  CITY MAGE ..................................170
  DIVINER ......................................172
  ELEMENTALIST ............................174
  HALF-BORN ................................176
  NECROMANCER ..........................178
  SUMMONER ................................180
  THAUMATURGE ...........................182
  THE SUMMONER ..........................184
  BLACK MAGICIAN ........................184
  CITY MAGE ..................................186
  DIVINER ......................................188
  ELEMENTALIST ............................190
  HALF-BORN ................................192
  NECROMANCER ..........................194
  OTHER-WORLDER .......................196
  THAUMATURGE ...........................198
  THE THAUMATURGE .....................200
  CHAPTER THREE:  THE  
  DEMON-BOUND
  THE DEMON-BOUND ....................201
  BEAUTIFUL. GLORIOUS EVIL .........201
  THE DEVIL IN MIND ......................202
  THE DOPPELGANGER ..................203
  THE EVIL QUINTUPLETS ...............204
  THE FACE OF THE GORGON .........205
  THE FALLEN INTO FLAMES ...........206
  THE HEALING TOUCH OF  
  ASTAROTH ................................207
  THE HORROR IN THE DARK ..........208
  THE INFERNAL DECEIVER .............209
  MIRED IN THE WORLD .................210
  THE SIZE OF THE BEHEMOTH .......211
  THE SPIRIT OF EVIL .....................212
  THE STRENGTH OF LEGION ..........213
  THE TROD UPON SERVANT OF 
  DEMONS ..................................214
  WIELDER OF HELLFIRE .................215
  
  4 ■ Tyrannon The Conqueror
  Hero System 5th Edition
  TYRANNON’S THRONE 
  FORMS
  AVIAN THRONE
   Val Char 
  Cost Roll 
  Notes
   60 STR 
  50 
  21- 
  Lift 100 tons; 12d6 [6]
   28 DEX 
  54 
  15- 
  OCV:  9/DCV:  9
   40 CON 
  60 
  17-
   30 BODY 40 
  15-
   18 INT 
  8 
  13- 
  PER Roll 13-
   28 EGO 
  36 
  15- 
  ECV:  9
   50 PRE 
  40 
  19- 
  PRE Attack:  10d6
   4 COM 
  -3 
  10-
   30 PD 
  18 
   
  Total:  30 PD (30 rPD)
   30 ED 
  22 
   
  Total:  30 ED (30 rED)
   8 SPD 
  42 
   
  Phs:  2, 3, 5, 6, 8, 9, 11, 12
   25 REC 
  10
   100 END 
  10
   80 STUN 
  0 
  Total Characteristics Cost:  387
  Movement: 
  Running:  6”/12”
   
  Flight:  25”/100”
   
  Teleportation:  15”/30”
  Cost Powers 
  END
  207 
  Divine Power:  Variable Power Pool  
  (Magic Pool), 100 base + 50 control cost; 
  Cannot Add To Or Modify Other Powers  
  Or Characteristics Powers (-¼) plus  
  Cosmic (+2); Only When In Thulkos  
  (-¼), Cannot Add To Or Modify Other  
  Powers Or Characteristics Powers (-¼) var
  169 
  Tyrannon’s Mighty Magic:  Multipower,  
  169-point reserve
  9u 
  1)  Power Of Tyrannon:  Energy Blast  
  15d6, Reduced Endurance (½ END; +¼) 
  3
  9u 
  2)  Ire Of Tyrannon:  Ego Attack 7½d6, 
  Reduced Endurance (½ END; +¼) 
  3
  9u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (28 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  4
  9u  
  4)  Might Of Tyrannon:  Energy Blast  
  12d6, Aﬀects Desolidiﬁed (+½) 
  9
  9u 
  5)  Bonds Of Tyrannon:  Entangle 4d6,  
  5 DEF, Aﬀects Desolidiﬁed (+½), Cannot  
  Be Escaped With Teleportation (+¼), 
  Reduced Endurance (½ END; +¼) 
  4
  9u 
  6)  Curse Of Tyrannon:  Dispel Magic  
  25d6, any Magic power or spell one at  
  a time (+¼) 
  9
  9u 
  7)  Deadly Wrath Of Tyrannon:  RKA  
  1d6+1, BOECV (+1), Does BODY (+1),  
  Continuous (+1), +2 Increased STUN  
  Multiplier (+½), Reduced Endurance  
  (½ END; +¼) 
  4
  9u 
  8)  Tyrannon Is Legion:  Summon 4  
  400-point Emissaries 
  9
  4u 
  9)  First Shield Of Tyrannon:  Force Field  
  (10 PD/10 ED/6 Power Defense),  
  Hardened (+¼), Reduced Endurance  
  (0 END; +½) 
  0
  3u 
  10)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +7 OCV 
  0
  4u 
  11)  Quelling Will Of Tyrannon:  Suppress 
  Magic Powers 7d6, any Magic power or  
  spell one at a time (+¼) 
  4
  4u 
  12)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  location in any dimension), Increased  
  Mass (200 kg) 
  4
  4u 
  13)  Astral Phasing:  Desolidiﬁcation 
  (aﬀected by spirit magic) 
  4
  4u 
  14)  Astral Leap:  Teleportation 15”,  
  Armor Piercing (+½) 
  4
  9u 
  15)  Fury Of Tyrannon:  Energy Blast  
  9d6, Area Of Eﬀect (9” Radius; +1),  
  Double Knockback (+¾), Personal  
  Immunity (+¼); No Range (-½) 
  13
  7u 
  16)  Dimensional Bridge:  Extra- 
  Dimensional Movement (any physical  
  location in any dimension), Area Of 
  Eﬀect (One Hex; +½), Continuous  
  (+1), Uncontrolled (until Lesser Throne  
  loses consciousness; +½), Reduced  
  Endurance (0 END; +½), Usable By Other 
  (+¼); Gate (-½), Extra Time (5 Minutes  
  to activate; -1) 
  0
  11u 
  17)  Tornado:  Energy Blast 14d6, Area 
  Of Eﬀect (7” Radius; +1); Does Not Work 
  Underwater Or In A Vacuum (-¼),  
  Random Knockback (see Champions,  
  page 153; -0) 
  13
  10u 
  18)  Wind Blast:  Energy Blast 14d6,  
  Double Knockback (+¾); Does Not  
  Work Underwater Or In A Vacuum (-¼) 12
  12u 
  19)  Suﬀocation:  Energy Blast 8d6, No  
  Normal Defense (defense is Life Support 
  [Self-Contained Breathing]; +1),  
  Continuous (+1) 
  12
  11u 
  20)  Airborne Supremacy:  Suppress Flight  
  or Gliding 8d6, one Power at a time (+¼), 
  Area Of Eﬀect (7” Radius; +1), Personal 
  Immunity (+¼), Reduced Endurance  
  (½ END; +¼) 
  5
  TYRANNON THE 
  CONQUEROR
  
  5 
  Mystic Menaces Fun Pack■ Chapter One
  9u 
  21)  Weather Control:  Change Environment  
  8” radius, +/-10 Temperature Levels,  
  Multiple Combat Eﬀects, Varying Combat 
  Eﬀects, Varying Eﬀect (+1), MegaArea  
  (1” = 1 km broad and wide; +¼); No  
  Range (-½) 
  14
  5 
  Dimensional Bridge Anchor:  Area Of  
  Eﬀect (15” Radius; +1) on Dimensional 
  Bridge; OAF Immobile (circle of pylons 
  inlaid with images of Tyrannon; -2); Extra 
  Time (5 Minutes to activate; -1) 
  0
  14 
  Tyrannon’s Toughness:  Hardened (+¼)  
  for 30 PD/30 ED 
  0
  37 
  Tyrannon’s Toughness:  Damage Resistance 
  (30 PD/30 ED), Hardened (+¼) 
  0
  5 
  Tyrannon’s Toughness:  Lack of Weakness  
  (-5) for Normal Defenses 
  0
  10 
  Tyrannon’s Pitiless Gaze:  Sight Group  
  Flash Defense (10 points) 
  0
  19 
  Tyrannon’s Invincible Ego:  Mental  
  Defense (25 points total) 
  0
  5 
  Tyrannon’s Invincible Ego:  Damage  
  Resistance (10 Mental Defense)
  15 
  Tyrannon’s Mystic Fortitude:  Power  
  Defense (15 points) 
  0
  90 
  Tyrannon’s Godhood:  Life Support  
  (Total, including full Immunity as  
  described in Galactic Champions and  
  Longevity:  Immortality) 
  0
  45 
  Wings:  Flight +20” (25” total), x4 Non-
  combat, Reduced Endurance (0 END; +½); 
  Restrainable (-½) 
  0
  20 
  Tyrannon Ignores Gravity:  Flight 5”,  
  Reduced Endurance (0 END; +½),  
  Persistent (+½) 
  0
  10 
  Mystic Awareness:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  25 
  One Will In Many Bodies:  Mind Link,  
  speciﬁc group of up to 32 forms of  
  Tyrannon, any distance, any dimension,  
  Psychic Bond; Only With Others Who  
  Have Mind Link (-1) 
  0
  Perks
  50 
  Fringe Beneﬁt:  Deity
   
  All the Bases, Vehicles or Followers that he 
  wants
  Talents
  3 
  Bump of Direction
  Skills
  3 
  Interrogation 19-
  3 
  AK:  Domains Of Tyrannon 13-
  3 
  KS: Air Magic 13-
  3 
  KS: Blood Image Magic 13-
  3 
  KS: Dimension Lords 13-
  3 
  KS: Dimensional Magic 13-
  3 
  KS: Knowledge From Consumed Spirits 13-
  2 
  KS: Magic Styles 11-
  2 
  KS: Old Thulkosian Forge Alchemy 11-
  3 
  KS: Outer Planes 13-
  3 
  KS: Plans Of Tyrannon 13-
  5 
  Navigation (Air, Dimensional) 14-
  3 
  Oratory 19-
  13 
  Power:  Thaumaturgy 18-
  17 
  Power: Wind/Weather Tricks 20-
  3 
  Teamwork 15-
  Total Powers & Skills Cost:  955
  Total Cost:  1,342
  200+ Disadvantages
  30 
  Dependence:  must remain in Thulkos  
  (or near a wormhole to it) or suﬀer 3d6 
  damage per Minute (Very Common)
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:   Istvatha V’han 8- (As Pow)
  10 
  Hunted:   Skarn the Shaper 8- (As Pow)
  5 
  Hunted:   assorted cosmic entities and 
  dimension lords 11- (As Pow, Watching)
  10 
  Physical Limitation:  Others’ Magic Senses 
  are MegaScaled to Detect Tyrannon  
  (Frequently; Slightly Limiting)
  10 
  Physical Limitation:  Enormous (up to 8m 
  long or tall, up to 6,000 kg weight; -4 DCV, 
  +4 to PER Rolls to perceive) (Frequently, 
  Slightly Impairing)
  25 
  Psychological Limitation:  Driven To  
  Dominate All The Multiverse (Very 
  Common, Total)
  25 
  Psychological Limitation:  Convinced Of  
  His Utter Superiority (Very Common, Total)
  25 
  Unluck:  5d6
  20 
  Susceptibility:  to Entangles, Grab, or  
  other restraints, 1d6 damage per Phase  
  of restraint (Common)
  937 
  Experience Points
  Total Disadvantage Points:  1,342
  
  6 ■ Tyrannon The Conqueror
  Hero System 5th Edition
  EARTH THRONE
   Val Char 
  Cost Roll 
  Notes
   60 STR 
  50 
  21- 
  Lift 100 tons; 12d6 [6]
   28 DEX 
  54 
  15- 
  OCV:  9/DCV:  9
   40 CON 
  60 
  17-
   30 BODY 40 
  15-
   18 INT 
  8 
  13- 
  PER Roll 13-
   28 EGO 
  36 
  15- 
  ECV:  9
   50 PRE 
  40 
  19- 
  PRE Attack:  10d6
   4 COM 
  -3 
  10-
   30 PD 
  18 
   
  Total:  36 PD (36 rPD)
   30 ED 
  22 
   
  Total:  30 ED (30 rED)
   8 SPD 
  42 
   
  Phs:  2, 3, 5, 6, 8, 9, 11, 12
   25 REC 
  10
   100 END 
  10
   80 STUN 
  0 
  Total Characteristics Cost:  387
  Movement: 
  Running:  6”/12”
   
  Flight:  5”/10”
   
  Teleportation:  15”/30”
   
  Tunneling:  7”/56”
  Cost Powers 
  END
  207 
  Divine Power:  Variable Power Pool  
  (Magic Pool), 100 base + 50 control cost; 
  Cannot Add To Or Modify Other Powers  
  Or Characteristics Powers (-¼) plus  
  Cosmic (+2); Only When In Thulkos  
  (-¼), Cannot Add To Or Modify Other  
  Powers Or Characteristics Powers (-¼) var
  169 
  Tyrannon’s Mighty Magic:  Multipower,  
  169-point reserve
  9u 
  1)  Power Of Tyrannon:  Energy Blast  
  15d6, Reduced Endurance (½ END; +¼) 
  3
  9u 
  2)  Ire Of Tyrannon:  Ego Attack 7½d6, 
  Reduced Endurance (½ END; +¼) 
  3
  9u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (28 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  4
  9u  
  4)  Might Of Tyrannon:  Energy Blast  
  12d6, Aﬀects Desolidiﬁed (+½) 
  9
  9u 
  5)  Bonds Of Tyrannon:  Entangle 4d6,  
  5 DEF, Aﬀects Desolidiﬁed (+½), Cannot  
  Be Escaped With Teleportation (+¼), 
  Reduced Endurance (½ END; +¼) 
  4
  9u 
  6)  Curse Of Tyrannon:  Dispel Magic  
  25d6, any Magic power or spell one at  
  a time (+¼) 
  9
  9u 
  7)  Deadly Wrath Of Tyrannon:  RKA  
  1d6+1, BOECV (+1), Does BODY (+1),  
  Continuous (+1), +2 Increased STUN  
  Multiplier (+½), Reduced Endurance  
  (½ END; +¼) 
  4
  9u 
  8)  Tyrannon Is Legion:  Summon 4  
  400-point Emissaries 
  9
  4u 
  9)  First Shield Of Tyrannon:  Force Field  
  (10 PD/10 ED/6 Power Defense),  
  Hardened (+¼), Reduced Endurance  
  (0 END; +½) 
  0
  3u 
  10)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +7 OCV 
  0
  4u 
  11)  Quelling Will Of Tyrannon:  Suppress 
  Magic Powers 7d6, any Magic power or  
  spell one at a time (+¼) 
  4
  4u 
  12)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  location in any dimension), Increased  
  Mass (200 kg) 
  4
  4u 
  13)  Astral Phasing:  Desolidiﬁcation 
  (aﬀected by spirit magic) 
  4
  4u 
  14)  Astral Leap:  Teleportation 15”,  
  Armor Piercing (+½) 
  4
  9u 
  15)  Fury Of Tyrannon:  Energy Blast  
  9d6, Area Of Eﬀect (9” Radius; +1),  
  Double Knockback (+¾), Personal  
  Immunity (+¼); No Range (-½) 
  13
  7u 
  16)  Dimensional Bridge:  Extra- 
  Dimensional Movement (any physical  
  location in any dimension), Area Of 
  Eﬀect (One Hex; +½), Continuous  
  (+1), Uncontrolled (until Lesser Throne  
  loses consciousness; +½), Reduced  
  Endurance (0 END; +½), Usable By Other 
  (+¼); Gate (-½), Extra Time (5 Minutes  
  to activate; -1) 
  0
  4u 
  17)  Earth Barriers:  Entangle 8d6, 5 DEF,  
  Variable Special Aﬀect (any mineral sub-
  stance; +¼); Only To Create Barriers (-1) 8
  6u 
  18)  Earthmoving:  Telekinesis (50 STR), 
  Reduced Endurance (½ END; +¼); Only 
  Versus Earth/Rock (-½) 
  4
  6u 
  19)  Tremors:  Energy Blast 12d6, Explosion 
  (+½), Personal Immunity (+¼); No Range 
  (-½), Only Aﬀects Targets On The Ground  
  (-¼), Only Does Knockdown, Not  
  Knockback (-0) 
  10
  6u 
  20)  Earth Lance:  Energy Blast 8d6,  
  Indirect (+¾); Target Must Be Within 8”  
  Of Earth Or Rock (-¼)
  9u 
  21)  Augment Earth:  Succor Earth Powers 
  9d6, any Earth power one at a time (+¼), 
  Ranged (+½), Reduced Endurance  
  (½ END; +¼) 
  4
  9u 
  22)  Quell Earth:  Drain Earth Powers  
  4½d6, any Earth power one at a time  
  (+¼), Ranged (+½), Reduced Endurance  
  (½ END; +¼) 
  45
  5 
  Dimensional Bridge Anchor:  Area Of  
  Eﬀect (15” Radius; +1) on Dimensional 
  Bridge; OAF Immobile (circle of pylons 
  inlaid with images of Tyrannon; -2); Extra 
  Time (5 Minutes to activate; -1) 
  0
  14 
  Tyrannon’s Toughness:  Hardened (+¼)  
  for 30 PD/30 ED 
  0
  37 
  Tyrannon’s Toughness:  Damage Resistance 
  (30 PD/30 ED), Hardened (+¼) 
  0
  11 
  Stone Body:  Armor (6 PD), Hardened (+¼) 0
  5 
  Tyrannon’s Toughness:  Lack of Weakness  
  (-5) for Normal Defenses 
  0
  10 
  Tyrannon’s Pitiless Gaze:  Sight Group  
  Flash Defense (10 points) 
  0
  19 
  Tyrannon’s Invincible Ego:  Mental  
  Defense (25 points total) 
  0
  5 
  Tyrannon’s Invincible Ego:  Damage  
  Resistance (10 Mental Defense)
  15 
  Tyrannon’s Mystic Fortitude:  Power  
  Defense (15 points) 
  0
  
  7 
  Mystic Menaces Fun Pack■ Chapter One
  90 
  Tyrannon’s Godhood:  Life Support  
  (Total, including full Immunity as  
  described in Galactic Champions and  
  Longevity:  Immortality) 
  0
  69 
  Earth Passage:  Tunneling 7” through  
  DEF 7 material, Fill In, x8 Noncombat, 
  Reduced Endurance (½ END; +¼) 
  2
  20 
  Tyrannon Ignores Gravity:  Flight 5”,  
  Reduced Endurance (0 END; +½),  
  Persistent (+½) 
  0
  10 
  Mystic Awareness:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  25 
  One Will In Many Bodies:  Mind Link,  
  speciﬁc group of up to 32 forms of  
  Tyrannon, any distance, any dimension,  
  Psychic Bond; Only With Others Who  
  Have Mind Link (-1) 
  0
  Perks
  50 
  Fringe Beneﬁt:  Deity
   
  All the Bases, Vehicles or Followers that he 
  wants
  Skills
  3 
  Interrogation 19-
  3 
  AK:  Domains Of Tyrannon 13-
  3 
  KS: Blood Image Magic 13-
  3 
  KS: Dimension Lords 13-
  3 
  KS: Knowledge From Consumed Spirits 13-
  2 
  KS: Magic Styles 11-
  2 
  KS: Old Thulkosian Forge Alchemy 11-
  3 
  KS: Outer Planes 13-
  3 
  KS: Plans Of Tyrannon 13-
  4 
  Navigation (Dimensional) 14-
  3 
  Oratory 19-
  3 
  Power:  Earth Powers Tricks 13-
  13 
  Power:  Thaumaturgy 18-
  2 
  SS: Geology 11-
  3 
  Teamwork 15-
  Total Powers & Skills Cost:  955
  Total Cost:  1,342
  200+ Disadvantages
  30 
  Dependence:  must remain in Thulkos  
  (or near a wormhole to it) or suﬀer 3d6 
  damage per Minute (Very Common)
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:   Istvatha V’han 8- (As Pow)
  10 
  Hunted:   Skarn the Shaper 8- (As Pow)
  5 
  Hunted:   assorted cosmic entities and 
  dimension lords 11- (As Pow, Watching)
  10 
  Physical Limitation:  Others’ Magic Senses 
  are MegaScaled to Detect Tyrannon  
  (Frequently; Slightly Limiting)
  10 
  Physical Limitation:  Enormous (up to 8m 
  long or tall, up to 6,000 kg weight; -4 DCV, 
  +4 to PER Rolls to perceive) (Frequently, 
  Slightly Impairing)
  25 
  Psychological Limitation:  Driven To  
  Dominate All The Multiverse (Very 
  Common, Total)
  25 
  Psychological Limitation:  Convinced Of  
  His Utter Superiority (Very Common, Total)
  25 
  Unluck:  5d6
  10 
  Vulnerability:  2 x STUN from Sonic/Vibra-
  tion Attacks (Uncommon)
  10 
  Vulnerability:  2 x BODY from Sonic/Vibra-
  tion Attacks (Uncommon)
  937 
  Experience Points
  Total Disadvantage Points:  1,342
  
  8 ■ Tyrannon The Conqueror
  Hero System 5th Edition
  FIRE THRONE
   Val Char 
  Cost Roll 
  Notes
   60 STR 
  50 
  21- 
  Lift 100 tons; 12d6 [6]
   28 DEX 
  54 
  15- 
  OCV:  9/DCV:  9
   40 CON 
  60 
  17-
   30 BODY 40 
  15-
   18 INT 
  8 
  13- 
  PER Roll 13-
   28 EGO 
  36 
  15- 
  ECV:  9
   50 PRE 
  40 
  19- 
  PRE Attack:  10d6
   4 COM 
  -3 
  10-
   30 PD 
  18 
   
  Total:  30 PD (30 rPD)
   30 ED 
  22 
   
  Total:  30 ED (30 rED)
   8 SPD 
  42 
   
  Phs:  2, 3, 5, 6, 8, 9, 11, 12
   25 REC 
  10
   100 END 
  10
   80 STUN 
  0 
  Total Characteristics Cost:  387
  Movement: 
  Running:  6”/12”
   
  Flight:  15”/30”
   
  Teleportation:  15”/30”
  Cost Powers 
  END
  207 
  Divine Power:  Variable Power Pool  
  (Magic Pool), 100 base + 50 control cost; 
  Cannot Add To Or Modify Other Powers  
  Or Characteristics Powers (-¼) plus  
  Cosmic (+2); Only When In Thulkos  
  (-¼), Cannot Add To Or Modify Other  
  Powers Or Characteristics Powers (-¼) var
  78 
  Flaming Body:  HKA 3d6, Continuous  
  (+1), Damage Shield (+½), Reduced  
  Endurance (0 END; +½), Persistent (+½); 
  Always On (-½), No STR Bonus (-½) 
  0
  169 
  Tyrannon’s Mighty Magic:  Multipower,  
  169-point reserve
  9u 
  1)  Power Of Tyrannon:  Energy Blast  
  15d6, Reduced Endurance (½ END; +¼) 
  3
  9u 
  2)  Ire Of Tyrannon:  Ego Attack 7½d6, 
  Reduced Endurance (½ END; +¼) 
  3
  9u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (28 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  4
  9u  
  4)  Might Of Tyrannon:  Energy Blast  
  12d6, Aﬀects Desolidiﬁed (+½) 
  9
  9u 
  5)  Bonds Of Tyrannon:  Entangle 4d6,  
  5 DEF, Aﬀects Desolidiﬁed (+½), Cannot  
  Be Escaped With Teleportation (+¼), 
  Reduced Endurance (½ END; +¼) 
  4
  9u 
  6)  Curse Of Tyrannon:  Dispel Magic  
  25d6, any Magic power or spell one at  
  a time (+¼) 
  9
  9u 
  7)  Deadly Wrath Of Tyrannon:  RKA  
  1d6+1, BOECV (+1), Does BODY (+1),  
  Continuous (+1), +2 Increased STUN  
  Multiplier (+½), Reduced Endurance  
  (½ END; +¼) 
  4
  9u 
  8)  Tyrannon Is Legion:  Summon 4  
  400-point Emissaries 
  9
  4u 
  9)  First Shield Of Tyrannon:  Force Field  
  (10 PD/10 ED/6 Power Defense),  
  Hardened (+¼), Reduced Endurance  
  (0 END; +½) 
  0
  3u 
  10)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +7 OCV 
  0
  4u 
  11)  Quelling Will Of Tyrannon:  Suppress 
  Magic Powers 7d6, any Magic power or  
  spell one at a time (+¼) 
  4
  4u 
  12)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  location in any dimension), Increased  
  Mass (200 kg) 
  4
  4u 
  13)  Astral Phasing:  Desolidiﬁcation 
  (aﬀected by spirit magic) 
  4
  4u 
  14)  Astral Leap:  Teleportation 15”,  
  Armor Piercing (+½) 
  4
  9u 
  15)  Fury Of Tyrannon:  Energy Blast  
  9d6, Area Of Eﬀect (9” Radius; +1),  
  Double Knockback (+¾), Personal  
  Immunity (+¼); No Range (-½) 
  13
  7u 
  16)  Dimensional Bridge:  Extra- 
  Dimensional Movement (any physical  
  location in any dimension), Area Of 
  Eﬀect (One Hex; +½), Continuous  
  (+1), Uncontrolled (until Lesser Throne  
  loses consciousness; +½), Reduced  
  Endurance (0 END; +½), Usable By Other 
  (+¼); Gate (-½), Extra Time (5 Minutes  
  to activate; -1) 
  0
  9u 
  17)  Fire Blast:  RKA 5d6, Reduced  
  Endurance (½ END; +¼) 
  3
  8u 
  18)  Augment Flames:  Succor Fire 9d6,  
  any Fire power or spell one at a time 
  (+¼), Limited Range (20”; +¼), 
  Reduced Endurance (½ END; +¼) 
  4
  7u 
  19)  Quell Flames:  Drain Fire 4½d6, any  
  Fire power or spell one at a time (+¼), 
  Limited Range (20”; +¼) 
  7
  5 
  Dimensional Bridge Anchor:  Area Of  
  Eﬀect (15” Radius; +1) on Dimensional 
  Bridge; OAF Immobile (circle of pylons 
  inlaid with images of Tyrannon; -2); Extra 
  Time (5 Minutes to activate; -1) 
  0
  14 
  Tyrannon’s Toughness:  Hardened (+¼)  
  for 30 PD/30 ED 
  0
  37 
  Tyrannon’s Toughness:  Damage Resistance 
  (30 PD/30 ED), Hardened (+¼) 
  0
  5 
  Tyrannon’s Toughness:  Lack of Weakness  
  (-5) for Normal Defenses 
  0
  10 
  Tyrannon’s Pitiless Gaze:  Sight Group  
  Flash Defense (10 points) 
  0
  19 
  Tyrannon’s Invincible Ego:  Mental  
  Defense (25 points total) 
  0
  5 
  Tyrannon’s Invincible Ego:  Damage  
  Resistance (10 Mental Defense)
  15 
  Tyrannon’s Mystic Fortitude:  Power  
  Defense (15 points) 
  0
  90 
  Tyrannon’s Godhood:  Life Support  
  (Total, including full Immunity as  
  described in Galactic Champions and  
  Longevity:  Immortality) 
  0
  20 
  Flaming Flight:  Flight +10” (15” total) 
  2
  20 
  Tyrannon Ignores Gravity:  Flight 5”,  
  Reduced Endurance (0 END; +½),  
  Persistent (+½) 
  0
  10 
  Mystic Awareness:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  
  9 
  Mystic Menaces Fun Pack■ Chapter One
  25 
  One Will In Many Bodies:  Mind Link,  
  speciﬁc group of up to 32 forms of  
  Tyrannon, any distance, any dimension,  
  Psychic Bond; Only With Others Who  
  Have Mind Link (-1) 
  0
  Perks
  50 
  Fringe Beneﬁt:  Deity
   
  All the Bases, Vehicles or Followers that he 
  wants
  Skills
  3 
  Interrogation 19-
  3 
  AK:  Domains Of Tyrannon 13-
  3 
  KS: Blood Image Magic 13-
  3 
  KS: Dimension Lords 13-
  3 
  KS: Knowledge From Consumed Spirits 13-
  2 
  KS: Magic Styles 11-
  2 
  KS: Old Thulkosian Forge Alchemy 11-
  3 
  KS: Outer Planes 13-
  3 
  KS: Plans Of Tyrannon 13-
  4 
  Navigation (Dimensional) 14-
  3 
  Oratory 19-
  3 
  Power:  Flame Tricks 13-
  13 
  Power:  Thaumaturgy 18-
  3 
  Teamwork 15-
  Total Powers & Skills Cost:  955
  Total Cost:  1,342
  200+ Disadvantages
  30 
  Dependence:  must remain in Thulkos  
  (or near a wormhole to it) or suﬀer 3d6 
  damage per Minute (Very Common)
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:   Istvatha V’han 8- (As Pow)
  10 
  Hunted:   Skarn the Shaper 8- (As Pow)
  5 
  Hunted:   assorted cosmic entities and 
  dimension lords 11- (As Pow, Watching)
  10 
  Physical Limitation:  Others’ Magic Senses 
  are MegaScaled to Detect Tyrannon  
  (Frequently; Slightly Limiting)
  10 
  Physical Limitation:  Enormous (up to 8m 
  long or tall, up to 6,000 kg weight; -4 DCV, 
  +4 to PER Rolls to perceive) (Frequently, 
  Slightly Impairing)
  25 
  Psychological Limitation:  Driven To  
  Dominate All The Multiverse (Very 
  Common, Total)
  25 
  Psychological Limitation:  Convinced Of  
  His Utter Superiority (Very Common, Total)
  10 
  Susceptibility:  to being in vacuum, under-
  water, or in other ﬁre-suppressant environ-
  ments, 1d6 damage per Turn character is in 
  such an environment (Uncommon)
  25 
  Unluck:  5d6
  5 
  Vulnerability:  1½ x STUN from Water 
  Attacks (Uncommon)
  5 
  Vulnerability:  1½ x BODY from Water 
  Attacks (Uncommon)
  937 
  Experience Points
  Total Disadvantage Points:  1,342
  
  10 ■ Tyrannon The Conqueror
  Hero System 5th Edition
  FLUID THRONE
   Val Char 
  Cost Roll 
  Notes
   60 STR 
  50 
  21- 
  Lift 100 tons; 12d6 [6]
   28 DEX 
  54 
  15- 
  OCV:  9/DCV:  9
   40 CON 
  60 
  17-
   30 BODY 40 
  15-
   18 INT 
  8 
  13- 
  PER Roll 13-
   28 EGO 
  36 
  15- 
  ECV:  9
   50 PRE 
  40 
  19- 
  PRE Attack:  10d6
   4 COM 
  -3 
  10-
   30 PD 
  18 
   
  Total:  30 PD (30 rPD)
   30 ED 
  22 
   
  Total:  30 ED (30 rED)
   8 SPD 
  42 
   
  Phs:  2, 3, 5, 6, 8, 9, 11, 12
   25 REC 
  10
   100 END 
  10
   80 STUN 
  0 
  Total Characteristics Cost:  387
  Movement: 
  Running:  6”/12”
   
  Flight:  5”/10”
   
  Teleportation:  15”/30”
   
  Swimming:  27”/108”
  Cost Powers 
  END
  207 
  Divine Power:  Variable Power Pool  
  (Magic Pool), 100 base + 50 control cost; 
  Cannot Add To Or Modify Other Powers  
  Or Characteristics Powers (-¼) plus  
  Cosmic (+2); Only When In Thulkos  
  (-¼), Cannot Add To Or Modify Other  
  Powers Or Characteristics Powers (-¼) var
  169 
  Tyrannon’s Mighty Magic:  Multipower,  
  169-point reserve
  9u 
  1)  Power Of Tyrannon:  Energy Blast  
  15d6, Reduced Endurance (½ END; +¼) 
  3
  9u 
  2)  Ire Of Tyrannon:  Ego Attack 7½d6, 
  Reduced Endurance (½ END; +¼) 
  3
  9u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (28 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  4
  9u  
  4)  Might Of Tyrannon:  Energy Blast  
  12d6, Aﬀects Desolidiﬁed (+½) 
  9
  9u 
  5)  Bonds Of Tyrannon:  Entangle 4d6,  
  5 DEF, Aﬀects Desolidiﬁed (+½), Cannot  
  Be Escaped With Teleportation (+¼), 
  Reduced Endurance (½ END; +¼) 
  4
  9u 
  6)  Curse Of Tyrannon:  Dispel Magic  
  25d6, any Magic power or spell one at  
  a time (+¼) 
  9
  9u 
  7)  Deadly Wrath Of Tyrannon:  RKA  
  1d6+1, BOECV (+1), Does BODY (+1),  
  Continuous (+1), +2 Increased STUN  
  Multiplier (+½), Reduced Endurance  
  (½ END; +¼) 
  4
  9u 
  8)  Tyrannon Is Legion:  Summon 4  
  400-point Emissaries 
  9
  4u 
  9)  First Shield Of Tyrannon:  Force Field  
  (10 PD/10 ED/6 Power Defense),  
  Hardened (+¼), Reduced Endurance  
  (0 END; +½) 
  0
  3u 
  10)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +7 OCV 
  0
  4u 
  11)  Quelling Will Of Tyrannon:  Suppress 
  Magic Powers 7d6, any Magic power or  
  spell one at a time (+¼) 
  4
  4u 
  12)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  location in any dimension), Increased  
  Mass (200 kg) 
  4
  4u 
  13)  Astral Phasing:  Desolidiﬁcation 
  (aﬀected by spirit magic) 
  4
  4u 
  14)  Astral Leap:  Teleportation 15”,  
  Armor Piercing (+½) 
  4
  9u 
  15)  Fury Of Tyrannon:  Energy Blast  
  9d6, Area Of Eﬀect (9” Radius; +1),  
  Double Knockback (+¾), Personal  
  Immunity (+¼); No Range (-½) 
  13
  7u 
  16)  Dimensional Bridge:  Extra- 
  Dimensional Movement (any physical  
  location in any dimension), Area Of 
  Eﬀect (One Hex; +½), Continuous  
  (+1), Uncontrolled (until Lesser Throne  
  loses consciousness; +½), Reduced  
  Endurance (0 END; +½), Usable By Other 
  (+¼); Gate (-½), Extra Time (5 Minutes  
  to activate; -1) 
  0
  8u 
  17)  Dehydrate:  Energy Blast 6d6, NND 
  (defense is Power Defense or a body that 
  lacks liquids; +1), Aﬀects Physical World 
  (+2), Reduced Endurance (½ END; +¼);  
  Victims At Least 50% Immersed In Water 
  Get A Free Recovery Of This Damage  
  Each Phase (-½) 
  6
  9u 
  18)  Fluid Shaping:  Telekinesis (20 STR), 
  Aﬀects Porous, Area Of Eﬀect (96” Any  
  Area; +2), Reduced Endurance (0 END;  
  +½); Only Aﬀects Fluids (-½) 
  0
  14u 
  19)  Fluid Blast:  Energy Blast 8d6, Aﬀects 
  Physical World (+2), Reduced Endurance  
  (0 END; +½) 
  0
  5 
  Dimensional Bridge Anchor:  Area Of  
  Eﬀect (15” Radius; +1) on Dimensional 
  Bridge; OAF Immobile (circle of pylons 
  inlaid with images of Tyrannon; -2); Extra 
  Time (5 Minutes to activate; -1) 
  0
  14 
  Tyrannon’s Toughness:  Hardened (+¼)  
  for 30 PD/30 ED 
  0
  37 
  Tyrannon’s Toughness:  Damage Resistance 
  (30 PD/30 ED), Hardened (+¼) 
  0
  5 
  Tyrannon’s Toughness:  Lack of Weakness  
  (-5) for Normal Defenses 
  0
  10 
  Tyrannon’s Pitiless Gaze:  Sight Group  
  Flash Defense (10 points) 
  0
  19 
  Tyrannon’s Invincible Ego:  Mental  
  Defense (25 points total) 
  0
  5 
  Tyrannon’s Invincible Ego:  Damage  
  Resistance (10 Mental Defense)
  15 
  Tyrannon’s Mystic Fortitude:  Power  
  Defense (15 points) 
  0
  90 
  Tyrannon’s Godhood:  Life Support  
  (Total, including full Immunity as  
  described in Galactic Champions and  
  Longevity:  Immortality) 
  0
  20 
  Tyrannon Ignores Gravity:  Flight 5”,  
  Reduced Endurance (0 END; +½),  
  Persistent (+½) 
  0
  40 
  Fluid Movement:  Swimming +27”  
  (29” total), x4 Noncombat, Reduced  
  Endurance (½ END; +¼) 
  1
  
  11 
  Mystic Menaces Fun Pack■ Chapter One
  10 
  Mystic Awareness:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  25 
  One Will In Many Bodies:  Mind Link,  
  speciﬁc group of up to 32 forms of  
  Tyrannon, any distance, any dimension,  
  Psychic Bond; Only With Others Who  
  Have Mind Link (-1) 
  0
  40 
  Fluid Body:  Desolidiﬁcation (aﬀected by 
  cold, heat, or ﬁre attacks); Reduced Endur-
  ance (0 END; +½), Cannot Pass Through 
  Solid Objects (-½) 
  0
  5 
  Watery Tentacles:  Extra Limbs (as many  
  as Throne wants) 
  0
  Perks
  50 
  Fringe Beneﬁt:  Deity
   
  All the Bases, Vehicles or Followers that he 
  wants
  Talents
  3 
  At Home In The Water:  Environmental 
  Movement:  Aquatic Movement (no  
  penalties in water) 
  0
  Skills
  3 
  Interrogation 19-
  3 
  AK:  Domains Of Tyrannon 13-
  3 
  AK: Thulkosian Seas And Oceans 13-
  3 
  KS: Blood Image Magic 13-
  3 
  KS: Dimension Lords 13-
  3 
  KS: Knowledge From Consumed Spirits 13-
  2 
  KS: Magic Styles 11-
  2 
  KS: Old Thulkosian Forge Alchemy 11-
  3 
  KS: Outer Planes 13-
  3 
  KS: Physical Transformations 13-
  3 
  KS: Plans Of Tyrannon 13-
  4 
  Navigation (Dimensional) 14-
  3 
  Oratory 19-
  13 
  Power:  Thaumaturgy 18-
  3 
  Teamwork 15-
  Total Powers & Skills Cost:  955
  Total Cost:  1,342
  200+ Disadvantages
  30 
  Dependence:  must remain in Thulkos  
  (or near a wormhole to it) or suﬀer 3d6 
  damage per Minute (Very Common)
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:   Istvatha V’han 8- (As Pow)
  10 
  Hunted:   Skarn the Shaper 8- (As Pow)
  5 
  Hunted:   assorted cosmic entities and 
  dimension lords 11- (As Pow, Watching)
  10 
  Physical Limitation:  Others’ Magic Senses 
  are MegaScaled to Detect Tyrannon  
  (Frequently; Slightly Limiting)
  10 
  Physical Limitation:  Enormous (up to 8m 
  long or tall, up to 6,000 kg weight; -4 DCV, 
  +4 to PER Rolls to perceive) (Frequently, 
  Slightly Impairing)
  25 
  Psychological Limitation:  Driven To  
  Dominate All The Multiverse (Very 
  Common, Total)
  25 
  Psychological Limitation:  Convinced Of  
  His Utter Superiority (Very Common, Total)
  25 
  Unluck:  5d6
  10 
  Vulnerability:  1½ x STUN from Heat/Fire 
  Attacks (Common)
  10 
  Vulnerability:  1½ x BODY from Heat/Fire 
  Attacks (Common)
  937 
  Experience Points
  Total Disadvantage Points:  1,342
  
  12 ■ Tyrannon The Conqueror
  Hero System 5th Edition
  INSECT THRONE
   Val Char 
  Cost Roll 
  Notes
   60 STR 
  50 
  21- 
  Lift 100 tons; 12d6 [6]
   28 DEX 
  54 
  15- 
  OCV:  9/DCV:  9
   40 CON 
  60 
  17-
   30 BODY 40 
  15-
   18 INT 
  8 
  13- 
  PER Roll 13-
   28 EGO 
  36 
  15- 
  ECV:  9
   50 PRE 
  40 
  19- 
  PRE Attack:  10d6
   4 COM 
  -3 
  10-
   30 PD 
  18 
   
  Total:  30 PD (30 rPD)
   30 ED 
  22 
   
  Total:  30 ED (30 rED)
   8 SPD 
  42 
   
  Phs:  2, 3, 5, 6, 8, 9, 11, 12
   25 REC 
  10
   100 END 
  10
   80 STUN 
  0 
  Total Characteristics Cost:  387
  Movement: 
  Running:  6”/12”
   
  Flight:  25”/50”
   
  Teleportation:  15”/30”
  Cost Powers 
  END
  207 
  Divine Power:  Variable Power Pool  
  (Magic Pool), 100 base + 50 control cost; 
  Cannot Add To Or Modify Other Powers  
  Or Characteristics Powers (-¼) plus  
  Cosmic (+2); Only When In Thulkos  
  (-¼), Cannot Add To Or Modify Other  
  Powers Or Characteristics Powers (-¼) var
  169 
  Tyrannon’s Mighty Magic:  Multipower,  
  169-point reserve
  9u 
  1)  Power Of Tyrannon:  Energy Blast  
  15d6, Reduced Endurance (½ END; +¼) 
  3
  9u 
  2)  Ire Of Tyrannon:  Ego Attack 7½d6, 
  Reduced Endurance (½ END; +¼) 
  3
  9u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (28 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  4
  9u  
  4)  Might Of Tyrannon:  Energy Blast  
  12d6, Aﬀects Desolidiﬁed (+½) 
  9
  9u 
  5)  Bonds Of Tyrannon:  Entangle 4d6,  
  5 DEF, Aﬀects Desolidiﬁed (+½), Cannot  
  Be Escaped With Teleportation (+¼), 
  Reduced Endurance (½ END; +¼) 
  4
  9u 
  6)  Curse Of Tyrannon:  Dispel Magic  
  25d6, any Magic power or spell one at  
  a time (+¼) 
  9
  9u 
  7)  Deadly Wrath Of Tyrannon:  RKA  
  1d6+1, BOECV (+1), Does BODY (+1),  
  Continuous (+1), +2 Increased STUN  
  Multiplier (+½), Reduced Endurance  
  (½ END; +¼) 
  4
  9u 
  8)  Tyrannon Is Legion:  Summon 4  
  400-point Emissaries 
  9
  4u 
  9)  First Shield Of Tyrannon:  Force Field  
  (10 PD/10 ED/6 Power Defense),  
  Hardened (+¼), Reduced Endurance  
  (0 END; +½) 
  0
  3u 
  10)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +7 OCV 
  0
  4u 
  11)  Quelling Will Of Tyrannon:  Suppress 
  Magic Powers 7d6, any Magic power or  
  spell one at a time (+¼) 
  4
  4u 
  12)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  location in any dimension), Increased  
  Mass (200 kg) 
  4
  4u 
  13)  Astral Phasing:  Desolidiﬁcation 
  (aﬀected by spirit magic) 
  4
  4u 
  14)  Astral Leap:  Teleportation 15”,  
  Armor Piercing (+½) 
  4
  9u 
  15)  Fury Of Tyrannon:  Energy Blast  
  9d6, Area Of Eﬀect (9” Radius; +1),  
  Double Knockback (+¾), Personal  
  Immunity (+¼); No Range (-½) 
  13
  7u 
  16)  Dimensional Bridge:  Extra- 
  Dimensional Movement (any physical  
  location in any dimension), Area Of 
  Eﬀect (One Hex; +½), Continuous  
  (+1), Uncontrolled (until Lesser Throne  
  loses consciousness; +½), Reduced  
  Endurance (0 END; +½), Usable By Other 
  (+¼); Gate (-½), Extra Time (5 Minutes  
  to activate; -1) 
  0
  9u 
  17)  Wizardbane Web:  Major Transform  
  7d6 (remove ability to cast one spell,  
  heals through another application of this 
  spell or the death of the Throne);  
  Improved Results Group (remove any  
  one spell; +¼); Limited Target  
  (spellcasters; -½) 
  13
  9u 
  18)  Ward-Crushing Blast:  Energy Blast  
  9d6, NND (defense is Power Defense; +1) 9
  9u 
  19)  Solar Burst:  Sight Group Flash 8d6,  
  Area Of Eﬀect (5” Radius; +1), Reduced 
  Endurance (½ END; +¼) 
  4
  5 
  Dimensional Bridge Anchor:  Area Of  
  Eﬀect (15” Radius; +1) on Dimensional 
  Bridge; OAF Immobile (circle of pylons 
  inlaid with images of Tyrannon; -2); Extra 
  Time (5 Minutes to activate; -1) 
  0
  14 
  Tyrannon’s Toughness:  Hardened (+¼)  
  for 30 PD/30 ED 
  0
  37 
  Tyrannon’s Toughness:  Damage Resistance 
  (30 PD/30 ED), Hardened (+¼) 
  0
  5 
  Tyrannon’s Toughness:  Lack of Weakness  
  (-5) for Normal Defenses 
  0
  15 
  Tyrannon’s Pitiless Gaze:  Sight Group  
  Flash Defense (15 points) 
  0
  19 
  Tyrannon’s Invincible Ego:  Mental  
  Defense (25 points total) 
  0
  5 
  Tyrannon’s Invincible Ego:  Damage  
  Resistance (10 Mental Defense)
  20 
  Tyrannon’s Mystic Fortitude:  Power  
  Defense (20 points) 
  0
  90 
  Tyrannon’s Godhood:  Life Support  
  (Total, including full Immunity as  
  described in Galactic Champions and  
  Longevity:  Immortality) 
  0
  60 
  Wings:  Flight +20” (25” total), Reduced 
  Endurance (0 END; +½) 
  0
  20 
  Tyrannon Ignores Gravity:  Flight 5”,  
  Reduced Endurance (0 END; +½),  
  Persistent (+½) 
  0
  10 
  Mystic Awareness:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  
  13 
  Mystic Menaces Fun Pack■ Chapter One
  25 
  One Will In Many Bodies:  Mind Link,  
  speciﬁc group of up to 32 forms of  
  Tyrannon, any distance, any dimension,  
  Psychic Bond; Only With Others Who  
  Have Mind Link (-1) 
  0
  10 
  Sticky Feet:  Clinging (normal STR) 
  0
  Perks
  50 
  Fringe Beneﬁt:  Deity
   
  All the Bases, Vehicles or Followers that he 
  wants
  Skills
  8 
  +4 Levels with Flight
  3 
  Analyze Magic 13-
  3 
  Interrogation 19-
  3 
  AK:  Domains Of Tyrannon 13-
  3 
  KS: Blood Image Magic 13-
  3 
  KS: Dimension Lords 13-
  3 
  KS: Knowledge From Consumed Spirits 13-
  4 
  KS: Magic Item Enchantment 14-
  2 
  KS: Magic Styles 11-
  3 
  KS: Metamagic 13-
  2 
  KS: Old Thulkosian Forge Alchemy 11-
  3 
  KS: Outer Planes 13-
  3 
  KS: Plans Of Tyrannon 13-
  4 
  Navigation (Dimensional) 14-
  3 
  Oratory 19-
  13 
  Power:  Thaumaturgy 18-
  3 
  Teamwork 15-
  Total Powers & Skills Cost:  955
  Total Cost:  1,342
  200+ Disadvantages
  30 
  Dependence:  must remain in Thulkos  
  (or near a wormhole to it) or suﬀer 3d6 
  damage per Minute (Very Common)
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:   Istvatha V’han 8- (As Pow)
  10 
  Hunted:   Skarn the Shaper 8- (As Pow)
  5 
  Hunted:   assorted cosmic entities and 
  dimension lords 11- (As Pow, Watching)
  10 
  Physical Limitation:  Others’ Magic Senses 
  are MegaScaled to Detect Tyrannon  
  (Frequently; Slightly Limiting)
  10 
  Physical Limitation:  Enormous (up to 8m 
  long or tall, up to 6,000 kg weight; -4 DCV, 
  +4 to PER Rolls to perceive) (Frequently, 
  Slightly Impairing)
  25 
  Psychological Limitation:  Driven To  
  Dominate All The Multiverse (Very 
  Common, Total)
  25 
  Psychological Limitation:  Convinced Of  
  His Utter Superiority (Very Common, Total)
  25 
  Unluck:  5d6
  20 
  Susceptibility:  to Sight Group Darkness 
  ﬁelds, 1d6 STUN per Phase Viceroy is within 
  such area (Common)
  937 
  Experience Points
  Total Disadvantage Points:  1,342
  
  14 ■ Tyrannon The Conqueror
  Hero System 5th Edition
  OCTOPOID THRONE
   Val Char 
  Cost Roll 
  Notes
   60 STR 
  50 
  21- 
  Lift 100 tons; 12d6 [6]
   28 DEX 
  54 
  15- 
  OCV:  9/DCV:  9
   40 CON 
  60 
  17-
   30 BODY 40 
  15-
   18 INT 
  8 
  13- 
  PER Roll 13-
   28 EGO 
  36 
  15- 
  ECV:  9
   50 PRE 
  40 
  19- 
  PRE Attack:  10d6
   4 COM 
  -3 
  10-
   30 PD 
  18 
   
  Total:  30 PD (30 rPD)
   30 ED 
  22 
   
  Total:  30 ED (30 rED)
   10 SPD 
  62 
   
  Phases:  2, 3 4, 5, 6, 8, 9, 
  10, 11, 12
   25 REC 
  10
   100 END 
  10
   80 STUN 
  0 
  Total Characteristics Cost:  587
  Movement: 
  Running:  6”/12”
   
  Flight:  5”/10”
   
  Teleportation:  15”/30”
   
  Swimming:  6”/12”
  Cost Powers 
  END
  207 
  Divine Power:  Variable Power Pool  
  (Magic Pool), 100 base + 50 control cost; 
  Cannot Add To Or Modify Other Powers  
  Or Characteristics Powers (-¼) plus  
  Cosmic (+2); Only When In Thulkos  
  (-¼), Cannot Add To Or Modify Other  
  Powers Or Characteristics Powers (-¼) var
  169 
  Tyrannon’s Mighty Magic:  Multipower,  
  169-point reserve
  9u 
  1)  Power Of Tyrannon:  Energy Blast  
  15d6, Reduced Endurance (½ END; +¼) 
  3
  9u 
  2)  Ire Of Tyrannon:  Ego Attack 7½d6, 
  Reduced Endurance (½ END; +¼) 
  3
  9u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (28 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  4
  9u  
  4)  Might Of Tyrannon:  Energy Blast  
  12d6, Aﬀects Desolidiﬁed (+½) 
  9
  9u 
  5)  Bonds Of Tyrannon:  Entangle 4d6,  
  5 DEF, Aﬀects Desolidiﬁed (+½), Cannot  
  Be Escaped With Teleportation (+¼), 
  Reduced Endurance (½ END; +¼) 
  4
  9u 
  6)  Curse Of Tyrannon:  Dispel Magic  
  25d6, any Magic power or spell one at  
  a time (+¼) 
  9
  9u 
  7)  Deadly Wrath Of Tyrannon:  RKA  
  1d6+1, BOECV (+1), Does BODY (+1),  
  Continuous (+1), +2 Increased STUN  
  Multiplier (+½), Reduced Endurance  
  (½ END; +¼) 
  4
  9u 
  8)  Tyrannon Is Legion:  Summon 4  
  400-point Emissaries 
  9
  4u 
  9)  First Shield Of Tyrannon:  Force Field  
  (10 PD/10 ED/6 Power Defense),  
  Hardened (+¼), Reduced Endurance  
  (0 END; +½) 
  0
  3u 
  10)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +7 OCV 
  0
  4u 
  11)  Quelling Will Of Tyrannon:  Suppress 
  Magic Powers 7d6, any Magic power or  
  spell one at a time (+¼) 
  4
  4u 
  12)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  location in any dimension), Increased  
  Mass (200 kg) 
  4
  4u 
  13)  Astral Phasing:  Desolidiﬁcation 
  (aﬀected by spirit magic) 
  4
  4u 
  14)  Astral Leap:  Teleportation 15”,  
  Armor Piercing (+½) 
  4
  9u 
  15)  Fury Of Tyrannon:  Energy Blast  
  9d6, Area Of Eﬀect (9” Radius; +1),  
  Double Knockback (+¾), Personal  
  Immunity (+¼); No Range (-½) 
  13
  7u 
  16)  Dimensional Bridge:  Extra- 
  Dimensional Movement (any physical  
  location in any dimension), Area Of 
  Eﬀect (One Hex; +½), Continuous  
  (+1), Uncontrolled (until Lesser Throne  
  loses consciousness; +½), Reduced  
  Endurance (0 END; +½), Usable By Other 
  (+¼); Gate (-½), Extra Time (5 Minutes  
  to activate; -1) 
  0
  9u 
  17)  Enslaving Touch:  Major Transform  
  4d6 (target gains the Psychological  
  Limitation Believes He’s Part Of Tyrannon 
  [Very Common, Total], heals back when 
  Tyrannon so wills), BOECV (+1),  
  Works Against EGO, Not BODY (+¼);  
  No Range (-½) 
  13
  14u 
  18)  Psionic Surgery:  Minor Transform  
  5½d6 (remove or change a target’s  
  memories of events within the past year, 
  heals back normally), Improved Results 
  Group (any type of memory alteration;  
  +¼), BOECV (+1), Works Against EGO,  
  Not BODY (+¼) 
  14
  9u 
  19)  Tyrannon Commands The Senses:   
  Mental Illusions 18d6 
  9
  9u 
  20)  Tyrannon Commands The Will:   
  Mind Control 18d6 
  9
  9u 
  21)  Tyrannon Knows Your Inmost  
  Thoughts:  Telepathy 18d6 
  9
  5 
  Dimensional Bridge Anchor:  Area Of  
  Eﬀect (15” Radius; +1) on Dimensional 
  Bridge; OAF Immobile (circle of pylons 
  inlaid with images of Tyrannon; -2); Extra 
  Time (5 Minutes to activate; -1) 
  0
  14 
  Tyrannon’s Toughness:  Hardened (+¼)  
  for 30 PD/30 ED 
  0
  37 
  Tyrannon’s Toughness:  Damage Resistance 
  (30 PD/30 ED), Hardened (+¼) 
  0
  5 
  Tyrannon’s Toughness:  Lack of Weakness  
  (-5) for Normal Defenses 
  0
  10 
  Tyrannon’s Pitiless Gaze:  Sight Group  
  Flash Defense (10 points) 
  0
  19 
  Tyrannon’s Invincible Ego:  Mental  
  Defense (25 points total) 
  0
  5 
  Tyrannon’s Invincible Ego:  Damage  
  Resistance (10 Mental Defense)
  15 
  Tyrannon’s Mystic Fortitude:  Power  
  Defense (15 points) 
  0
  
  15 
  Mystic Menaces Fun Pack■ Chapter One
  90 
  Tyrannon’s Godhood:  Life Support  
  (Total, including full Immunity as  
  described in Galactic Champions and  
  Longevity:  Immortality) 
  0
  4 
  Aquatic Movement:  Swimming +4”  
  (6” total) 
  1
  20 
  Tyrannon Ignores Gravity:  Flight 5”,  
  Reduced Endurance (0 END; +½),  
  Persistent (+½) 
  0
  10 
  Mystic Awareness:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  25 
  One Will In Many Bodies:  Mind Link,  
  speciﬁc group of up to 32 forms of  
  Tyrannon, any distance, any dimension,  
  Psychic Bond; Only With Others Who  
  Have Mind Link (-1) 
  0
  22 
  Mental Sense:  Detect Minds 13- (no Sense 
  Group), Discriminatory, Targeting, Sense 0
  5 
  Many Tentacles:  Extra Limbs (6) 
  0
  15 
  Long Tentacles:  Stretching 2”, Reduced 
  Endurance (0 END; +½) 
  0
  Perks
  50 
  Fringe Beneﬁt:  Deity
   
  All the Bases, Vehicles or Followers that he 
  wants
  Talents
  3 
  At Home In The Water:  Environmental 
  Movement:  Aquatic Movement (no  
  penalties in water) 
  0
  Skills
  3 
  Interrogation 19-
  3 
  AK:  Domains Of Tyrannon 13-
  3 
  KS: Blood Image Magic 13-
  3 
  KS: Dimension Lords 13-
  3 
  KS: Knowledge From Consumed Spirits 13-
  2 
  KS: Magic Styles 11-
  3 
  KS: Mental Magic 13-
  2 
  KS: Old Thulkosian Forge Alchemy 11-
  3 
  KS: Outer Planes 13-
  3 
  KS: Plans Of Tyrannon 13-
  4 
  Navigation (Dimensional) 14-
  3 
  Oratory 19-
  13 
  Power:  Thaumaturgy 18-
  3 
  PS: Psionic Surgeon 13-
  3 
  Teamwork 15-
  Total Powers & Skills Cost:  935
  Total Cost:  1,342
  200+ Disadvantages
  30 
  Dependence:  must remain in Thulkos  
  (or near a wormhole to it) or suﬀer 3d6 
  damage per Minute (Very Common)
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:   Istvatha V’han 8- (As Pow)
  10 
  Hunted:   Skarn the Shaper 8- (As Pow)
  5 
  Hunted:   assorted cosmic entities and 
  dimension lords 11- (As Pow, Watching)
  10 
  Physical Limitation:  Others’ Magic Senses 
  are MegaScaled to Detect Tyrannon  
  (Frequently; Slightly Limiting)
  10 
  Physical Limitation:  Enormous (up to 8m 
  long or tall, up to 6,000 kg weight; -4 DCV, 
  +4 to PER Rolls to perceive) (Frequently, 
  Slightly Impairing)
  25 
  Psychological Limitation:  Driven To  
  Dominate All The Multiverse (Very 
  Common, Total)
  25 
  Psychological Limitation:  Convinced Of  
  His Utter Superiority (Very Common, Total)
  25 
  Unluck:  5d6
  10 
  Vulnerability:  1½ x STUN from Area Energy 
  Attacks (Common)
  10 
  Vulnerability:  1½ x BODY from Area 
  Energy Attacks (Common)
  937 
  Experience Points
  Total Disadvantage Points:  1,342
  
  16 ■ Tyrannon The Conqueror
  Hero System 5th Edition
  REPTILE THRONE
   Val Char 
  Cost Roll 
  Notes
   60 STR 
  50 
  21- 
  Lift 100 tons; 12d6 [6]
   28 DEX 
  54 
  15- 
  OCV:  9/DCV:  9
   40 CON 
  60 
  17-
   30 BODY 40 
  15-
   18 INT 
  8 
  13- 
  PER Roll 13-
   28 EGO 
  36 
  15- 
  ECV:  9
   50 PRE 
  40 
  19- 
  PRE Attack:  10d6
   4 COM 
  -3 
  10-
   30 PD 
  18 
   
  Total:  33 PD (33 rPD)
   30 ED 
  22 
   
  Total:  33 ED (33 rED)
   8 SPD 
  42 
   
  Phs:  2, 3, 5, 6, 8, 9, 11, 12
   25 REC 
  10
   100 END 
  10
   80 STUN 
  0 
  Total Characteristics Cost:  387
  Movement: 
  Running:  6”/12”
   
  Flight:  5”/10”
   
  Teleportation:  15”/30”
  Cost Powers 
  END
  207 
  Divine Power:  Variable Power Pool  
  (Magic Pool), 100 base + 50 control cost; 
  Cannot Add To Or Modify Other Powers  
  Or Characteristics Powers (-¼) plus  
  Cosmic (+2); Only When In Thulkos  
  (-¼), Cannot Add To Or Modify Other  
  Powers Or Characteristics Powers (-¼) var
  169 
  Tyrannon’s Mighty Magic:  Multipower,  
  169-point reserve
  9u 
  1)  Power Of Tyrannon:  Energy Blast  
  15d6, Reduced Endurance (½ END; +¼) 
  3
  9u 
  2)  Ire Of Tyrannon:  Ego Attack 7½d6, 
  Reduced Endurance (½ END; +¼) 
  3
  9u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (28 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  4
  9u  
  4)  Might Of Tyrannon:  Energy Blast  
  12d6, Aﬀects Desolidiﬁed (+½) 
  9
  9u 
  5)  Bonds Of Tyrannon:  Entangle 4d6,  
  5 DEF, Aﬀects Desolidiﬁed (+½), Cannot  
  Be Escaped With Teleportation (+¼), 
  Reduced Endurance (½ END; +¼) 
  4
  9u 
  6)  Curse Of Tyrannon:  Dispel Magic  
  25d6, any Magic power or spell one at  
  a time (+¼) 
  9
  9u 
  7)  Deadly Wrath Of Tyrannon:  RKA  
  1d6+1, BOECV (+1), Does BODY (+1),  
  Continuous (+1), +2 Increased STUN  
  Multiplier (+½), Reduced Endurance  
  (½ END; +¼) 
  4
  9u 
  8)  Tyrannon Is Legion:  Summon 4  
  400-point Emissaries 
  9
  4u 
  9)  First Shield Of Tyrannon:  Force Field  
  (10 PD/10 ED/6 Power Defense),  
  Hardened (+¼), Reduced Endurance  
  (0 END; +½) 
  0
  3u 
  10)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +7 OCV 
  0
  4u 
  11)  Quelling Will Of Tyrannon:  Suppress 
  Magic Powers 7d6, any Magic power or  
  spell one at a time (+¼) 
  4
  4u 
  12)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  location in any dimension), Increased  
  Mass (200 kg) 
  4
  4u 
  13)  Astral Phasing:  Desolidiﬁcation 
  (aﬀected by spirit magic) 
  4
  4u 
  14)  Astral Leap:  Teleportation 15”,  
  Armor Piercing (+½) 
  4
  9u 
  15)  Fury Of Tyrannon:  Energy Blast  
  9d6, Area Of Eﬀect (9” Radius; +1),  
  Double Knockback (+¾), Personal  
  Immunity (+¼); No Range (-½) 
  13
  7u 
  16)  Dimensional Bridge:  Extra- 
  Dimensional Movement (any physical  
  location in any dimension), Area Of 
  Eﬀect (One Hex; +½), Continuous  
  (+1), Uncontrolled (until Lesser Throne  
  loses consciousness; +½), Reduced  
  Endurance (0 END; +½), Usable By Other 
  (+¼); Gate (-½), Extra Time (5 Minutes  
  to activate; -1) 
  0
  9u 
  17)  Slow Time:  Drain SPD 5d6, Ranged  
  (+½), Reduced Endurance (½ END; +¼) 3
  9u 
  18)  Fast Time:  Aid SPD 6d6, Ranged (+½) 0
  9u 
  19)  Age Change:  Major Transform 5d6  
  (any being or object into older/younger  
  version of itself; heals via the application  
  of any chronal manipulation power), 
  Improved Result Group (+¼) 
  9
  6u 
  20)  Time Senses:  Clairsentience (Sight  
  Group, Normal Hearing, and Mystic  
  Awareness), Precognition, Retrocognition, 
  Reduced Endurance (½ END; +¼);  
  Precognition and Retrocognition Only (-½) 3
  37 
  Bite:  HKA 2d6 (4d6 with STR), Reduced 
  Endurance (½ END; +¼) 
  1
  5 
  Dimensional Bridge Anchor:  Area Of  
  Eﬀect (15” Radius; +1) on Dimensional 
  Bridge; OAF Immobile (circle of pylons 
  inlaid with images of Tyrannon; -2); Extra 
  Time (5 Minutes to activate; -1) 
  0
  14 
  Tyrannon’s Toughness:  Hardened (+¼)  
  for 30 PD/30 ED 
  0
  37 
  Tyrannon’s Toughness:  Damage Resistance 
  (30 PD/30 ED), Hardened (+¼) 
  0
  9 
  Scaly Skin:  Armor (3 PD/3 ED) 
  0
  5 
  Tyrannon’s Toughness:  Lack of Weakness  
  (-5) for Normal Defenses 
  0
  10 
  Tyrannon’s Pitiless Gaze:  Sight Group  
  Flash Defense (10 points) 
  0
  19 
  Tyrannon’s Invincible Ego:  Mental  
  Defense (25 points total) 
  0
  5 
  Tyrannon’s Invincible Ego:  Damage  
  Resistance (10 Mental Defense)
  15 
  Tyrannon’s Mystic Fortitude:  Power  
  Defense (15 points) 
  0
  90 
  Tyrannon’s Godhood:  Life Support  
  (Total, including full Immunity as  
  described in Galactic Champions and  
  Longevity:  Immortality) 
  0
  20 
  Tyrannon Ignores Gravity:  Flight 5”,  
  Reduced Endurance (0 END; +½),  
  Persistent (+½) 
  0
  10 
  Mystic Awareness:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  
  17 
  Mystic Menaces Fun Pack■ Chapter One
  25 
  One Will In Many Bodies:  Mind Link,  
  speciﬁc group of up to 32 forms of  
  Tyrannon, any distance, any dimension,  
  Psychic Bond; Only With Others Who  
  Have Mind Link (-1) 
  0
  Perks
  50 
  Fringe Beneﬁt:  Deity
   
  All the Bases, Vehicles or Followers that he 
  wants
  Talents
  3 
  Absolute Time Sense
  31 
  Danger Sense (immediate vicinity, out of 
  combat, Sense) 16-
  9 
  Lightning Reﬂexes:  +6 DEX to act ﬁrst with 
  All Attacks
  Skills
  3 
  Interrogation 19-
  3 
  AK:  Domains Of Tyrannon 13-
  3 
  KS: Blood Image Magic 13-
  3 
  KS: Dimension Lords 13-
  3 
  KS: Knowledge From Consumed Spirits 13-
  2 
  KS: Magic Styles 11-
  2 
  KS: Old Thulkosian Forge Alchemy 11-
  3 
  KS: Outer Planes 13-
  3 
  KS: Plans Of Tyrannon 13-
  3 
  KS: Time Magic 13-
  4 
  Navigation (Dimensional) 14-
  3 
  Oratory 19-
  13 
  Power:  Thaumaturgy 18-
  3 
  Teamwork 15-
  Total Powers & Skills Cost:  955
  Total Cost:  1,342
  200+ Disadvantages
  30 
  Dependence:  must remain in Thulkos  
  (or near a wormhole to it) or suﬀer 3d6 
  damage per Minute (Very Common)
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:   Istvatha V’han 8- (As Pow)
  10 
  Hunted:   Skarn the Shaper 8- (As Pow)
  5 
  Hunted:   assorted cosmic entities and 
  dimension lords 11- (As Pow, Watching)
  10 
  Physical Limitation:  Others’ Magic Senses 
  are MegaScaled to Detect Tyrannon  
  (Frequently; Slightly Limiting)
  10 
  Physical Limitation:  Enormous (up to 8m 
  long or tall, up to 6,000 kg weight; -4 DCV, 
  +4 to PER Rolls to perceive) (Frequently, 
  Slightly Impairing)
  25 
  Psychological Limitation:  Driven To  
  Dominate All The Multiverse (Very 
  Common, Total)
  25 
  Psychological Limitation:  Convinced Of  
  His Utter Superiority (Very Common, Total)
  10 
  Susceptibility:  to environments colder than 
  40 degrees Fahrenheit, Drain DEX 1d6 per 
  Turn (Uncommon)
  25 
  Unluck:  5d6
  5 
  Vulnerability: 1½ x STUN from Cold attacks 
  (Uncommon)
  5 
  Vulnerability: 1½ x BODY from Cold attacks 
  (Uncommon)
  937 
  Experience Points
  Total Disadvantage Points:  1,342
  
  18 ■ Tyrannon The Conqueror
  Hero System 5th Edition
  TYRANNON’S VICEROY 
  FORMS
  AVIAN VICEROY
   Val Char 
  Cost Roll 
  Notes
   50 STR 
  40 
  19- 
  Lift 25 tons; 10d6 [5]
   24 DEX 
  42 
  14- 
  OCV:  8/DCV:  8
   30 CON 
  40 
  15-
   20 BODY 20 
  13-
   13 INT 
  3 
  12- 
  PER Roll 12-
   24 EGO 
  28 
  14- 
  ECV:  8
   35 PRE 
  25 
  16- 
  PRE Attack:  7d6
   4 COM 
  -3 
  10-
   30 PD 
  20 
   
  Total:  30 PD (20 rPD)
   30 ED 
  24 
   
  Total:  30 ED (20 rED)
   6 SPD 
  26 
   
  Phases:  2, 4, 6, 8, 10, 12
   20 REC 
  8
   100 END 
  20
   60 STUN 
  0 
  Total Characteristics Cost:  293
  Movement: 
  Running:  6”/12”
   
  Flight:  25”/100”
   
  Teleportation:  13”/26”
  Cost Powers 
  END
  146 
  Tyrannon’s Mighty Magic:  Multipower,  
  146-point reserve
  8u 
  1)  Power Of Tyrannon:  Energy Blast  
  13d6, Reduced Endurance (½ END; +¼) 
  3
  8u 
  2)  Ire Of Tyrannon:  Ego Attack 6½d6, 
  Reduced Endurance (½ END; +¼) 
  3
  8u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (24 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  3
  8u  
  4)  Might Of Tyrannon:  Energy Blast  
  11d6, Aﬀects Desolidiﬁed (+½) 
  8
  8u 
  5)  Bonds Of Tyrannon:  Entangle 5d6,  
  4 DEF, Aﬀects Desolidiﬁed (+½), Cannot  
  Be Escaped With Teleportation (+¼) 
  8
  8u 
  6)  Curse Of Tyrannon:  Dispel Magic  
  Powers 22d6, any Magic power or spell  
  one at a time (+¼) 
  8
  8u 
  7)  Deadly Wrath Of Tyrannon:  RKA  
  1d6+1, BOECV (+1), Does BODY (+1),  
  Continuous (+1) 
  8
  3u 
  8)  Tyrannon Is Legion:  Summon 400-point 
  Emissary; Extra Time (One Turn; -1¼) 
  8
  4u 
  9)  First Shield Of Tyrannon:  Force Field  
  (10 PD/10 ED/6 Power Defense), Hardened 
  (+¼), Reduced Endurance (½ END; +¼) 
  1
  3u 
  10)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +5 OCV 
  0
  4u 
  11)  Quelling Will Of Tyrannon:  Suppress 
  Magic Powers 6d6, any Magic power or  
  spell one at a time (+¼) 
  4
  4u 
  12)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  physical location in any dimension) 
  4
  4u 
  13)  Astral Phasing:  Desolidiﬁcation 
  (aﬀected by spirit magic) 
  4
  4u 
  14)  Astral Leap:  Teleportation 13”,  
  Armor Piercing (+½) 
  4
  8u 
  15)  Fury Of Tyrannon:  Energy Blast  
  8d6, Area Of Eﬀect (8” Radius; +1),  
  Double Knockback (+¾), Personal  
  Immunity (+¼); No Range (-½) 
  12
  6u 
  16)  Dimensional Bridge:  Extra- 
  Dimensional Movement (any physical  
  location in any dimension), Area Of  
  Eﬀect (One Hex; +½), Continuous (+1), 
  Reduced Endurance (0 END; +½), Usable  
  By Other (+¼); Gate (-½), Extra Time  
  (5 Minutes to activate; -1) 
  0
  10u 
  17)  Tornado:  Energy Blast 12d6, Area 
  Of Eﬀect (6” Radius; +1); Does Not Work 
  Underwater Or In A Vacuum (-¼),  
  Random Knockback (see Champions,  
  page 153; -0) 
  12
  8u 
  18)  Wind Blast:  Energy Blast 12d6,  
  Double Knockback (+¾); Does Not  
  Work Underwater Or In A Vacuum (-¼) 10
  8u 
  19)  Weather Control:  Change Environment  
  8” radius, +/-7 Temperature Levels,  
  Multiple Combat Eﬀects, Varying Combat 
  Eﬀects, Varying Eﬀect (+1), MegaArea  
  (1” = 1 km broad and wide; +¼); No  
  Range (-½) 
  12
  9 
  Dimensional Bridge Anchor:  Uncontrolled 
  (until anchor-disk broken; +½) for Dimen-
  sional Bridge; OAF Bulky (disk inlaid with 
  images of Tyrannon; -1½) 
  0
  20 
  Tyrannon’s Toughness:  Damage  
  Resistance (20 PD/20 ED) 
  0
  5 
  Tyrannon’s Toughness:  Lack of Weakness  
  (-5) for Normal Defenses 
  0
  5 
  Tyrannon’s Pitiless Gaze:  Sight Group  
  Flash Defense (5 points) 
  0
  15 
  Tyrannon’s Invincible Ego:  Mental  
  Defense (20 points total) 
  0
  15 
  Tyrannon’s Mystic Fortitude:  Power  
  Defense (15 points) 
  0
  90 
  Tyrannon’s Godhood:  Life Support (Total, 
  including full Immunity as described in 
  Galactic Champions and Longevity:   
  Immortality) 
  0
  41 
  Wings:  Flight +18” (25” total), x4  
  Noncombat, Reduced Endurance  
  (0 END; +½); Restrainable (-½) 
  0
  20 
  Tyrannon Ignores Gravity:  Flight 5”,  
  Reduced Endurance (0 END; +½),  
  Persistent (+½) 
  0
  10 
  Mystic Awareness:  Detect Magic 12-  
  (Sight Group), Discriminatory 
  0
  22 
  One Will In Many Bodies:  Mind Link,  
  speciﬁc group of up to 16 forms of  
  Tyrannon, any distance, any dimension,  
  Psychic Bond; Only With Others Who  
  Have Mind Link (-1) 
  0
  29 
  Tyrannon’s Malleable Form:  Shape Shift 
  (Sight and Touch Groups, any shapes of  
  that Viceroy’s class), Costs END Only to 
  Change Shape (+¼) 
  3
  Perks
  30 
  150 points for Bases and Followers
  10 
  Fringe Beneﬁt:  Head of State
  
  19 
  Mystic Menaces Fun Pack■ Chapter One
  Skills
  3 
  Interrogation 16-
  3 
  AK:  Domains Of Tyrannon 12-
  4 
  KS: Air Magic 13-
  2 
  KS: Blood Image Magic 11-
  3 
  KS: Magic Styles 12-
  3 
  KS: Outer Planes 12-
  3 
  KS: Plans Of Tyrannon 12-
  5 
  Navigation (Air; Dimensional) 13-
  3 
  Oratory 16-
  3 
  Power: Wind/Weather Tricks 12-
  7 
  Power:  Thaumaturgy 14-
  3 
  Teamwork 14-
  Total Powers & Skills Cost:  631
  Total Cost:  924
  200+ Disadvantages
  25 
  Dependence:  must remain in Thulkos (or 
  near a wormhole to it) or suﬀer 3d6 damage 
  per 5 Minutes (Very Common)
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:  Istvatha V’han 8- (As Pow)
  10 
  Hunted:  Skarn the Shaper 8- (As Pow)
  5 
  Hunted:  assorted cosmic entities and dimen-
  sion lords 11- (As Pow, Watching)
  5 
  Physical Limitation:  Large (4m tall; -2 DCV, +2 
  to perceive) (Infrequently, Slightly Impairing)
  15 
  Physical Limitation:  Magic Senses are MegaS-
  caled to Detect Tyrannon (Frequently; Greatly 
  Limiting)
  25 
  Psychological Limitation:  Driven To Dominate 
  All The Multiverse (Very Common, Total)
  25 
  Psychological Limitation:  Convinced Of His 
  Utter Superiority (Very Common, Total)
  20 
  Susceptibility:  to Entangles, Grab, or  
  other restraints, 1d6 damage per Phase  
  of restraint (Common)
  20 
  Unluck:  4d6
  534 
  Experience Points
  Total Disadvantage Points:  924
  
  20 ■ Tyrannon The Conqueror
  Hero System 5th Edition
  EARTH VICEROY
   Val Char 
  Cost Roll 
  Notes
   50 STR 
  40 
  19- 
  Lift 25 tons; 10d6 [5]
   24 DEX 
  42 
  14- 
  OCV:  8/DCV:  8
   30 CON 
  40 
  15-
   20 BODY 20 
  13-
   13 INT 
  3 
  12- 
  PER Roll 12-
   24 EGO 
  28 
  14- 
  ECV:  8
   35 PRE 
  25 
  16- 
  PRE Attack:  7d6
   4 COM 
  -3 
  10-
   30 PD 
  20 
   
  Total:  34 PD (24 rPD)
   30 ED 
  24 
   
  Total:  30 ED (20 rED)
   6 SPD 
  26 
   
  Phases:  2, 4, 6, 8, 10, 12
   20 REC 
  8
   100 END 
  20
   60 STUN 
  0 
  Total Characteristics Cost:  293
  Movement: 
  Running:  6”/12”
   
  Flight:  5”/10”
   
  Teleportation:  13”/26”
   
  Tunneling:  7”/14”
  Cost Powers 
  END
  146 
  Tyrannon’s Mighty Magic:  Multipower,  
  146-point reserve
  8u 
  1)  Power Of Tyrannon:  Energy Blast  
  13d6, Reduced Endurance (½ END; +¼) 
  3
  8u 
  2)  Ire Of Tyrannon:  Ego Attack 6½d6, 
  Reduced Endurance (½ END; +¼) 
  3
  8u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (24 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  3
  8u  
  4)  Might Of Tyrannon:  Energy Blast  
  11d6, Aﬀects Desolidiﬁed (+½) 
  8
  8u 
  5)  Bonds Of Tyrannon:  Entangle 5d6,  
  4 DEF, Aﬀects Desolidiﬁed (+½), Cannot  
  Be Escaped With Teleportation (+¼) 
  8
  8u 
  6)  Curse Of Tyrannon:  Dispel Magic  
  Powers 22d6, any Magic power or spell  
  one at a time (+¼) 
  8
  8u 
  7)  Deadly Wrath Of Tyrannon:  RKA  
  1d6+1, BOECV (+1), Does BODY (+1),  
  Continuous (+1) 
  8
  3u 
  8)  Tyrannon Is Legion:  Summon 400-point 
  Emissary; Extra Time (One Turn; -1¼) 
  8
  4u 
  9)  First Shield Of Tyrannon:  Force Field  
  (10 PD/10 ED/6 Power Defense), Hardened 
  (+¼), Reduced Endurance (½ END; +¼) 
  1
  3u 
  10)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +5 OCV 
  0
  4u 
  11)  Quelling Will Of Tyrannon:  Suppress 
  Magic Powers 6d6, any Magic power or  
  spell one at a time (+¼) 
  4
  4u 
  12)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  physical location in any dimension) 
  4
  4u 
  13)  Astral Phasing:  Desolidiﬁcation 
  (aﬀected by spirit magic) 
  4
  4u 
  14)  Astral Leap:  Teleportation 13”,  
  Armor Piercing (+½) 
  4
  8u 
  15)  Fury Of Tyrannon:  Energy Blast  
  8d6, Area Of Eﬀect (8” Radius; +1),  
  Double Knockback (+¾), Personal  
  Immunity (+¼); No Range (-½) 
  12
  6u 
  16)  Dimensional Bridge:  Extra- 
  Dimensional Movement (any physical  
  location in any dimension), Area Of  
  Eﬀect (One Hex; +½), Continuous (+1), 
  Reduced Endurance (0 END; +½), Usable  
  By Other (+¼); Gate (-½), Extra Time  
  (5 Minutes to activate; -1) 
  0
  3u 
  17)  Earth Barriers:  Entangle 6d6, 5 DEF,  
  Variable Special Aﬀect (any mineral sub-
  stance; +¼); Only To Create Barriers (-1) 8
  5u 
  18)  Earthmoving:  Telekinesis (40 STR), 
  Reduced Endurance (½ END; +¼); Only 
  Versus Earth/Rock (-½) 
  3
  5u 
  19)  Tremors:  Energy Blast 10d6,  
  Explosion (+½), Personal Immunity (+¼); 
  No Range (-½), Only Aﬀects Targets On  
  The Ground (-¼), Only Does  
  Knockdown, Not Knockback (-0) 
  9
  5u 
  20)  Earth Lance:  Energy Blast 7d6,  
  Indirect (+¾); Target Must Be Within  
  8” Of Earth Or Rock (within 8”; -¼) 
  5
  9 
  Dimensional Bridge Anchor:  Uncontrolled 
  (until anchor-disk broken; +½) for Dimen-
  sional Bridge; OAF Bulky (disk inlaid with 
  images of Tyrannon; -1½) 
  0
  20 
  Tyrannon’s Toughness:  Damage  
  Resistance (20 PD/20 ED) 
  0
  7 
  Stone Body:  Armor (4 PD), Hardened (+¼) 0
  5 
  Tyrannon’s Toughness:  Lack of Weakness  
  (-5) for Normal Defenses 
  0
  5 
  Tyrannon’s Pitiless Gaze:  Sight Group  
  Flash Defense (5 points) 
  0
  15 
  Tyrannon’s Invincible Ego:  Mental  
  Defense (20 points total) 
  0
  15 
  Tyrannon’s Mystic Fortitude:  Power  
  Defense (15 points) 
  0
  90 
  Tyrannon’s Godhood:  Life Support (Total, 
  including full Immunity as described in 
  Galactic Champions and Longevity:   
  Immortality) 
  0
  45 
  Earth Passage:  Tunneling 7” through  
  DEF 7 material, Fill In 
  4
  20 
  Tyrannon Ignores Gravity:  Flight 5”,  
  Reduced Endurance (0 END; +½),  
  Persistent (+½) 
  0
  10 
  Mystic Awareness:  Detect Magic 12-  
  (Sight Group), Discriminatory 
  0
  22 
  One Will In Many Bodies:  Mind Link,  
  speciﬁc group of up to 16 forms of  
  Tyrannon, any distance, any dimension,  
  Psychic Bond; Only With Others Who  
  Have Mind Link (-1) 
  0
  29 
  Tyrannon’s Malleable Form:  Shape Shift 
  (Sight and Touch Groups, any shapes of  
  that Viceroy’s class), Costs END Only to 
  Change Shape (+¼) 
  3
  Perks
  30 
  150 points for Bases and Followers
  10 
  Fringe Beneﬁt:  Head of State
  
  21 
  Mystic Menaces Fun Pack■ Chapter One
  Skills
  3 
  Interrogation 16-
  3 
  AK:  Domains Of Tyrannon 12-
  2 
  KS: Blood Image Magic 11-
  3 
  KS: Magic Styles 12-
  3 
  KS: Outer Planes 12-
  3 
  KS: Plans Of Tyrannon 12-
  4 
  Navigation (Dimensional) 13-
  3 
  Oratory 16-
  3 
  Power:  Mineral Tricks 12-
  7 
  Power:  Thaumaturgy 14-
  2 
  SS: Geology 11-
  3 
  Teamwork 14-
  Total Powers & Skills Cost:  631
  Total Cost:  924
  200+ Disadvantages
  25 
  Dependence:  must remain in Thulkos (or 
  near a wormhole to it) or suﬀer 3d6 damage 
  per 5 Minutes (Very Common)
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:  Istvatha V’han 8- (As Pow)
  10 
  Hunted:  Skarn the Shaper 8- (As Pow)
  5 
  Hunted:  assorted cosmic entities and dimen-
  sion lords 11- (As Pow, Watching)
  5 
  Physical Limitation:  Large (4m tall; -2 DCV, +2 
  to perceive) (Infrequently, Slightly Impairing)
  15 
  Physical Limitation:  Magic Senses are MegaS-
  caled to Detect Tyrannon (Frequently; Greatly 
  Limiting)
  25 
  Psychological Limitation:  Driven To Dominate 
  All The Multiverse (Very Common, Total)
  25 
  Psychological Limitation:  Convinced Of His 
  Utter Superiority (Very Common, Total)
  20 
  Unluck:  4d6
  10 
  Vulnerability:  2 x STUN from Sonic/Vibra-
  tion Attacks (Uncommon)
  10 
  Vulnerability:  2 x BODY from Sonic/Vibra-
  tion Attacks (Uncommon)
  534 
  Experience Points
  Total Disadvantage Points:  924
  
  22 ■ Tyrannon The Conqueror
  Hero System 5th Edition
  FIRE VICEROY
   Val Char 
  Cost Roll 
  Notes
   50 STR 
  40 
  19- 
  Lift 25 tons; 10d6 [5]
   24 DEX 
  42 
  14- 
  OCV:  8/DCV:  8
   30 CON 
  40 
  15-
   20 BODY 20 
  13-
   13 INT 
  3 
  12- 
  PER Roll 12-
   24 EGO 
  28 
  14- 
  ECV:  8
   35 PRE 
  25 
  16- 
  PRE Attack:  7d6
   4 COM 
  -3 
  10-
   30 PD 
  20 
   
  Total:  30 PD (20 rPD)
   30 ED 
  24 
   
  Total:  30 ED (20 rED)
   6 SPD 
  26 
   
  Phases:  2, 4, 6, 8, 10, 12
   20 REC 
  8
   100 END 
  20
   60 STUN 
  0 
  Total Characteristics Cost:  293
  Movement: 
  Running:  6”/12”
   
  Flight:  15”/30”
   
  Teleportation:  13”/26”
  Cost Powers 
  END
  43 
  Flaming Body:  HKA 1½d6, Continuous  
  (+1), Damage Shield (+½), Reduced  
  Endurance (0 END; +½), Persistent (+½); 
  Always On (-½), No STR Bonus (-½) 
  0
  146 
  Tyrannon’s Mighty Magic:  Multipower,  
  146-point reserve
  8u 
  1)  Power Of Tyrannon:  Energy Blast  
  13d6, Reduced Endurance (½ END; +¼) 
  3
  8u 
  2)  Ire Of Tyrannon:  Ego Attack 6½d6, 
  Reduced Endurance (½ END; +¼) 
  3
  8u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (24 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  3
  8u  
  4)  Might Of Tyrannon:  Energy Blast  
  11d6, Aﬀects Desolidiﬁed (+½) 
  8
  8u 
  5)  Bonds Of Tyrannon:  Entangle 5d6,  
  4 DEF, Aﬀects Desolidiﬁed (+½), Cannot  
  Be Escaped With Teleportation (+¼) 
  8
  8u 
  6)  Curse Of Tyrannon:  Dispel Magic  
  Powers 22d6, any Magic power or spell  
  one at a time (+¼) 
  8
  8u 
  7)  Deadly Wrath Of Tyrannon:  RKA  
  1d6+1, BOECV (+1), Does BODY (+1),  
  Continuous (+1) 
  8
  3u 
  8)  Tyrannon Is Legion:  Summon 400-point 
  Emissary; Extra Time (One Turn; -1¼) 
  8
  4u 
  9)  First Shield Of Tyrannon:  Force Field  
  (10 PD/10 ED/6 Power Defense), Hardened 
  (+¼), Reduced Endurance (½ END; +¼) 
  1
  3u 
  10)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +5 OCV 
  0
  4u 
  11)  Quelling Will Of Tyrannon:  Suppress 
  Magic Powers 6d6, any Magic power or  
  spell one at a time (+¼) 
  4
  4u 
  12)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  physical location in any dimension) 
  4
  4u 
  13)  Astral Phasing:  Desolidiﬁcation 
  (aﬀected by spirit magic) 
  4
  4u 
  14)  Astral Leap:  Teleportation 13”,  
  Armor Piercing (+½) 
  4
  8u 
  15)  Fury Of Tyrannon:  Energy Blast  
  8d6, Area Of Eﬀect (8” Radius; +1),  
  Double Knockback (+¾), Personal  
  Immunity (+¼); No Range (-½) 
  12
  6u 
  16)  Dimensional Bridge:  Extra- 
  Dimensional Movement (any physical  
  location in any dimension), Area Of  
  Eﬀect (One Hex; +½), Continuous (+1), 
  Reduced Endurance (0 END; +½), Usable  
  By Other (+¼); Gate (-½), Extra Time  
  (5 Minutes to activate; -1) 
  0
  9u 
  17)  Fire Blast:  RKA 4½6, Reduced  
  Endurance (½ END; +¼) 
  4
  9 
  Dimensional Bridge Anchor:  Uncontrolled 
  (until anchor-disk broken; +½) for Dimen-
  sional Bridge; OAF Bulky (disk inlaid with 
  images of Tyrannon; -1½) 
  0
  20 
  Tyrannon’s Toughness:  Damage  
  Resistance (20 PD/20 ED) 
  0
  5 
  Tyrannon’s Toughness:  Lack of Weakness  
  (-5) for Normal Defenses 
  0
  5 
  Tyrannon’s Pitiless Gaze:  Sight Group  
  Flash Defense (5 points) 
  0
  15 
  Tyrannon’s Invincible Ego:  Mental  
  Defense (20 points total) 
  0
  15 
  Tyrannon’s Mystic Fortitude:  Power  
  Defense (15 points) 
  0
  90 
  Tyrannon’s Godhood:  Life Support (Total, 
  including full Immunity as described in 
  Galactic Champions and Longevity:   
  Immortality) 
  0
  20 
  Flaming Flight:  Flight +10” (15” total) 
  2
  20 
  Tyrannon Ignores Gravity:  Flight 5”,  
  Reduced Endurance (0 END; +½),  
  Persistent (+½) 
  0
  10 
  Mystic Awareness:  Detect Magic 12-  
  (Sight Group), Discriminatory 
  0
  22 
  One Will In Many Bodies:  Mind Link,  
  speciﬁc group of up to 16 forms of  
  Tyrannon, any distance, any dimension,  
  Psychic Bond; Only With Others Who  
  Have Mind Link (-1) 
  0
  29 
  Tyrannon’s Malleable Form:  Shape Shift 
  (Sight and Touch Groups, any shapes of  
  that Viceroy’s class), Costs END Only to 
  Change Shape (+¼) 
  3
  Perks
  30 
  150 points for Bases and Followers
  10 
  Fringe Beneﬁt:  Head of State
  Skills
  3 
  Interrogation 16-
  3 
  AK:  Domains Of Tyrannon 12-
  2 
  KS: Blood Image Magic 11-
  3 
  KS: Magic Styles 12-
  3 
  KS: Outer Planes 12-
  3 
  KS: Plans Of Tyrannon 12-
  4 
  Navigation (Dimensional) 13-
  3 
  Oratory 16-
  3 
  Power:  Flame Tricks 12-
  7 
  Power:  Thaumaturgy 14-
  3 
  Teamwork 14-
  Total Powers & Skills Cost:  631
  Total Cost:  924
  
  23 
  Mystic Menaces Fun Pack■ Chapter One
  200+ Disadvantages
  25 
  Dependence:  must remain in Thulkos (or 
  near a wormhole to it) or suﬀer 3d6 damage 
  per 5 Minutes (Very Common)
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:  Istvatha V’han 8- (As Pow)
  10 
  Hunted:  Skarn the Shaper 8- (As Pow)
  5 
  Hunted:  assorted cosmic entities and dimen-
  sion lords 11- (As Pow, Watching)
  5 
  Physical Limitation:  Large (4m tall; -2 DCV, +2 
  to perceive) (Infrequently, Slightly Impairing)
  15 
  Physical Limitation:  Magic Senses are MegaS-
  caled to Detect Tyrannon (Frequently; Greatly 
  Limiting)
  25 
  Psychological Limitation:  Driven To Dominate 
  All The Multiverse (Very Common, Total)
  25 
  Psychological Limitation:  Convinced Of His 
  Utter Superiority (Very Common, Total)
  10 
  Susceptibility:  to being in vacuum, under-
  water, or in other ﬁre-suppressant environ-
  ments, 1d6 damage per Turn character is in 
  such an environment (Uncommon)
  20 
  Unluck:  4d6
  5 
  Vulnerability:  1½ x STUN from Water 
  Attacks (Uncommon)
  5 
  Vulnerability:  1½ x BODY from Water 
  Attacks (Uncommon)
  534 
  Experience Points
  Total Disadvantage Points:  924
  
  24 ■ Tyrannon The Conqueror
  Hero System 5th Edition
  FLUID VICEROY
   Val Char 
  Cost Roll 
  Notes
   50 STR 
  40 
  19- 
  Lift 25 tons; 10d6 [5]
   24 DEX 
  42 
  14- 
  OCV:  8/DCV:  8
   30 CON 
  40 
  15-
   20 BODY 20 
  13-
   13 INT 
  3 
  12- 
  PER Roll 12-
   24 EGO 
  28 
  14- 
  ECV:  8
   35 PRE 
  25 
  16- 
  PRE Attack:  7d6
   4 COM 
  -3 
  10-
   30 PD 
  20 
   
  Total:  30 PD (20 rPD)
   30 ED 
  24 
   
  Total:  30 ED (20 rED)
   6 SPD 
  26 
   
  Phases:  2, 4, 6, 8, 10, 12
   20 REC 
  8
   100 END 
  20
   60 STUN 
  0 
  Total Characteristics Cost:  293
  Movement: 
  Running:  6”/12”
   
  Flight:  5”/10”
   
  Teleportation:  13”/26”
  Cost Powers 
  END
  146 
  Tyrannon’s Mighty Magic:  Multipower,  
  146-point reserve
  8u 
  1)  Power Of Tyrannon:  Energy Blast  
  13d6, Reduced Endurance (½ END; +¼) 
  3
  8u 
  2)  Ire Of Tyrannon:  Ego Attack 6½d6, 
  Reduced Endurance (½ END; +¼) 
  3
  8u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (24 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  3
  8u  
  4)  Might Of Tyrannon:  Energy Blast  
  11d6, Aﬀects Desolidiﬁed (+½) 
  8
  8u 
  5)  Bonds Of Tyrannon:  Entangle 5d6,  
  4 DEF, Aﬀects Desolidiﬁed (+½), Cannot  
  Be Escaped With Teleportation (+¼) 
  8
  8u 
  6)  Curse Of Tyrannon:  Dispel Magic  
  Powers 22d6, any Magic power or spell  
  one at a time (+¼) 
  8
  8u 
  7)  Deadly Wrath Of Tyrannon:  RKA  
  1d6+1, BOECV (+1), Does BODY (+1),  
  Continuous (+1) 
  8
  3u 
  8)  Tyrannon Is Legion:  Summon 400-point 
  Emissary; Extra Time (One Turn; -1¼) 
  8
  4u 
  9)  First Shield Of Tyrannon:  Force Field  
  (10 PD/10 ED/6 Power Defense), Hardened 
  (+¼), Reduced Endurance (½ END; +¼) 
  1
  3u 
  10)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +5 OCV 
  0
  4u 
  11)  Quelling Will Of Tyrannon:  Suppress 
  Magic Powers 6d6, any Magic power or  
  spell one at a time (+¼) 
  4
  4u 
  12)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  physical location in any dimension) 
  4
  4u 
  13)  Astral Phasing:  Desolidiﬁcation 
  (aﬀected by spirit magic) 
  4
  4u 
  14)  Astral Leap:  Teleportation 13”,  
  Armor Piercing (+½) 
  4
  8u 
  15)  Fury Of Tyrannon:  Energy Blast  
  8d6, Area Of Eﬀect (8” Radius; +1),  
  Double Knockback (+¾), Personal  
  Immunity (+¼); No Range (-½) 
  12
  6u 
  16)  Dimensional Bridge:  Extra- 
  Dimensional Movement (any physical  
  location in any dimension), Area Of  
  Eﬀect (One Hex; +½), Continuous (+1), 
  Reduced Endurance (0 END; +½), Usable  
  By Other (+¼); Gate (-½), Extra Time  
  (5 Minutes to activate; -1) 
  0
  6u 
  17)  Dehydrate:  Energy Blast 4d6, NND 
  (defense is Power Defense or a body that 
  lacks liquids; +1), Aﬀects Physical World 
  (+2), Reduced Endurance (½ END; +¼);  
  Victims At Least 50% Immersed In Water 
  Get A Free Recovery Of This Damage  
  Each Phase (-½) 
  4
  5u 
  18)  Fluid Shaping:  Telekinesis (18 STR), 
  Aﬀects Porous, Area Of Eﬀect (5” Any  
  Area; +1), Reduced Endurance (½ END; 
  +¼); Only Aﬀects Fluids (-½) 
  3
  4u 
  19)  Fluid Movement:  Swimming +27”  
  (29” total), x4 Noncombat, Reduced  
  Endurance (½ END; +¼) 
  1
  12u 
  20)  Fluid Blast:  Energy Blast 7d6, Aﬀects 
  Physical World (+2), Reduced Endurance  
  (0 END; +½) 
  0
  9 
  Dimensional Bridge Anchor:  Uncontrolled 
  (until anchor-disk broken; +½) for Dimen-
  sional Bridge; OAF Bulky (disk inlaid with 
  images of Tyrannon; -1½) 
  0
  20 
  Tyrannon’s Toughness:  Damage  
  Resistance (20 PD/20 ED) 
  0
  5 
  Tyrannon’s Toughness:  Lack of Weakness  
  (-5) for Normal Defenses 
  0
  5 
  Tyrannon’s Pitiless Gaze:  Sight Group  
  Flash Defense (5 points) 
  0
  15 
  Tyrannon’s Invincible Ego:  Mental  
  Defense (20 points total) 
  0
  15 
  Tyrannon’s Mystic Fortitude:  Power  
  Defense (15 points) 
  0
  90 
  Tyrannon’s Godhood:  Life Support (Total, 
  including full Immunity as described in 
  Galactic Champions and Longevity:   
  Immortality) 
  0
  10 
  Mystic Awareness:  Detect Magic 12-  
  (Sight Group), Discriminatory 
  0
  22 
  One Will In Many Bodies:  Mind Link,  
  speciﬁc group of up to 16 forms of  
  Tyrannon, any distance, any dimension,  
  Psychic Bond; Only With Others Who  
  Have Mind Link (-1) 
  0
  29 
  Tyrannon’s Malleable Form:  Shape Shift 
  (Sight and Touch Groups, any shapes of  
  that Viceroy’s class), Costs END Only to 
  Change Shape (+¼) 
  3
  20 
  Tyrannon Ignores Gravity:  Flight 5”,  
  Reduced Endurance (0 END; +½),  
  Persistent (+½) 
  0
  40 
  Fluid Body:  Desolidiﬁcation (aﬀected by 
  cold, heat, or ﬁre attacks); Reduced Endur-
  ance (0 END; +½), Cannot Pass Through 
  Solid Objects (-½) 
  0
  Perks
  30 
  150 points for Bases and Followers
  10 
  Fringe Beneﬁt:  Head of State
  
  25 
  Mystic Menaces Fun Pack■ Chapter One
  Talents
  3 
  At Home In The Water:  Environmental 
  Movement:  Aquatic Movement (no  
  penalties in water) 
  0
  Skills
  3 
  Interrogation 16-
  3 
  AK:  Domains Of Tyrannon 12-
  3 
  AK: Thulkosian Seas And Oceans 13-
  2 
  KS: Blood Image Magic 11-
  3 
  KS: Magic Styles 12-
  3 
  KS: Outer Planes 12-
  2 
  KS: Physical Transformations 11-
  3 
  KS: Plans Of Tyrannon 12-
  4 
  Navigation (Dimensional) 13-
  3 
  Oratory 16-
  7 
  Power:  Thaumaturgy 14-
  3 
  Teamwork 14-
  Total Powers & Skills Cost:  631
  Total Cost:  924
  200+ Disadvantages
  25 
  Dependence:  must remain in Thulkos (or 
  near a wormhole to it) or suﬀer 3d6 damage 
  per 5 Minutes (Very Common)
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:  Istvatha V’han 8- (As Pow)
  10 
  Hunted:  Skarn the Shaper 8- (As Pow)
  5 
  Hunted:  assorted cosmic entities and dimen-
  sion lords 11- (As Pow, Watching)
  5 
  Physical Limitation:  Large (4m tall; -2 DCV, +2 
  to perceive) (Infrequently, Slightly Impairing)
  15 
  Physical Limitation:  Magic Senses are MegaS-
  caled to Detect Tyrannon (Frequently; Greatly 
  Limiting)
  25 
  Psychological Limitation:  Driven To Dominate 
  All The Multiverse (Very Common, Total)
  25 
  Psychological Limitation:  Convinced Of His 
  Utter Superiority (Very Common, Total)
  20 
  Unluck:  4d6
  10 
  Vulnerability:  1½ x STUN from Heat/Fire 
  Attacks (Common)
  10 
  Vulnerability:  1½ x BODY from Heat/Fire 
  Attacks (Common)
  534 
  Experience Points
  Total Disadvantage Points:  924
  
  26 ■ Tyrannon The Conqueror
  Hero System 5th Edition
  INSECT VICEROY
   Val Char 
  Cost Roll 
  Notes
   50 STR 
  40 
  19- 
  Lift 25 tons; 10d6 [5]
   24 DEX 
  42 
  14- 
  OCV:  8/DCV:  8
   30 CON 
  40 
  15-
   20 BODY 20 
  13-
   13 INT 
  3 
  12- 
  PER Roll 12-
   24 EGO 
  28 
  14- 
  ECV:  8
   35 PRE 
  25 
  16- 
  PRE Attack:  7d6
   4 COM 
  -3 
  10-
   30 PD 
  20 
   
  Total:  30 PD (20 rPD)
   30 ED 
  24 
   
  Total:  30 ED (20 rED)
   6 SPD 
  26 
   
  Phases:  2, 4, 6, 8, 10, 12
   20 REC 
  8
   100 END 
  20
   60 STUN 
  0 
  Total Characteristics Cost:  293
  Movement: 
  Running:  6”/12”
   
  Flight:  15”/30”
   
  Teleportation:  13”/26”
  Cost Powers 
  END
  146 
  Tyrannon’s Mighty Magic:  Multipower,  
  146-point reserve
  8u 
  1)  Power Of Tyrannon:  Energy Blast  
  13d6, Reduced Endurance (½ END; +¼) 
  3
  8u 
  2)  Ire Of Tyrannon:  Ego Attack 6½d6, 
  Reduced Endurance (½ END; +¼) 
  3
  8u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (24 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  3
  8u  
  4)  Might Of Tyrannon:  Energy Blast  
  11d6, Aﬀects Desolidiﬁed (+½) 
  8
  8u 
  5)  Bonds Of Tyrannon:  Entangle 5d6,  
  4 DEF, Aﬀects Desolidiﬁed (+½), Cannot  
  Be Escaped With Teleportation (+¼) 
  8
  8u 
  6)  Curse Of Tyrannon:  Dispel Magic  
  Powers 22d6, any Magic power or spell  
  one at a time (+¼) 
  8
  8u 
  7)  Deadly Wrath Of Tyrannon:  RKA  
  1d6+1, BOECV (+1), Does BODY (+1),  
  Continuous (+1) 
  8
  3u 
  8)  Tyrannon Is Legion:  Summon 400-point 
  Emissary; Extra Time (One Turn; -1¼) 
  8
  4u 
  9)  First Shield Of Tyrannon:  Force Field  
  (10 PD/10 ED/6 Power Defense), Hardened 
  (+¼), Reduced Endurance (½ END; +¼) 
  1
  3u 
  10)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +5 OCV 
  0
  4u 
  11)  Quelling Will Of Tyrannon:  Suppress 
  Magic Powers 6d6, any Magic power or  
  spell one at a time (+¼) 
  4
  4u 
  12)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  physical location in any dimension) 
  4
  4u 
  13)  Astral Phasing:  Desolidiﬁcation 
  (aﬀected by spirit magic) 
  4
  4u 
  14)  Astral Leap:  Teleportation 13”,  
  Armor Piercing (+½) 
  4
  8u 
  15)  Fury Of Tyrannon:  Energy Blast  
  8d6, Area Of Eﬀect (8” Radius; +1),  
  Double Knockback (+¾), Personal  
  Immunity (+¼); No Range (-½) 
  12
  6u 
  16)  Dimensional Bridge:  Extra- 
  Dimensional Movement (any physical  
  location in any dimension), Area Of  
  Eﬀect (One Hex; +½), Continuous (+1), 
  Reduced Endurance (0 END; +½), Usable  
  By Other (+¼); Gate (-½), Extra Time  
  (5 Minutes to activate; -1) 
  0
  11u 
  17)  Enchantment:  Major Transform 5d6  
  (give item magical powers, heals through  
  any successful application of a Dispel, the 
  death of the Viceroy, or another application  
  of this power), Improved Results Group  
  (any powers; +¼), Reduced Endurance  
  (½ END; +¼) 
  4
  8u 
  18)  Ward-Crushing Blast:  Energy Blast  
  8d6, NND (defense is Power Defense; +1) 8
  8u 
  19)  Solar Burst:  Sight Group Flash 7d6,  
  Area Of Eﬀect (4” Radius; +1), Reduced 
  Endurance (½ END; +¼) 
  3
  9 
  Dimensional Bridge Anchor:  Uncontrolled 
  (until anchor-disk broken; +½) for Dimen-
  sional Bridge; OAF Bulky (disk inlaid with 
  images of Tyrannon; -1½) 
  0
  20 
  Tyrannon’s Toughness:  Damage  
  Resistance (20 PD/20 ED) 
  0
  5 
  Tyrannon’s Toughness:  Lack of Weakness  
  (-5) for Normal Defenses 
  0
  10 
  Tyrannon’s Pitiless Gaze:  Sight Group  
  Flash Defense (10 points) 
  0
  15 
  Tyrannon’s Invincible Ego:  Mental  
  Defense (20 points total) 
  0
  20 
  Tyrannon’s Mystic Fortitude:  Power  
  Defense (20 points) 
  0
  90 
  Tyrannon’s Godhood:  Life Support (Total, 
  including full Immunity as described in 
  Galactic Champions and Longevity:   
  Immortality) 
  0
  25 
  Wings:  Flight +10” (15” total), Reduced 
  Endurance (½ END; +¼) 
  1
  20 
  Tyrannon Ignores Gravity:  Flight 5”,  
  Reduced Endurance (0 END; +½),  
  Persistent (+½) 
  0
  10 
  Mystic Awareness:  Detect Magic 12-  
  (Sight Group), Discriminatory 
  0
  22 
  One Will In Many Bodies:  Mind Link,  
  speciﬁc group of up to 16 forms of  
  Tyrannon, any distance, any dimension,  
  Psychic Bond; Only With Others Who  
  Have Mind Link (-1) 
  0
  29 
  Tyrannon’s Malleable Form:  Shape Shift 
  (Sight and Touch Groups, any shapes of  
  that Viceroy’s class), Costs END Only to 
  Change Shape (+¼) 
  3
  10 
  Sticky Feet:  Clinging (normal STR) 
  0
  Perks
  30 
  150 points for Bases and Followers
  10 
  Fringe Beneﬁt:  Head of State
  Skills
  3 
  Interrogation 16-
  3 
  AK:  Domains Of Tyrannon 12-
  2 
  KS: Blood Image Magic 11-
  3 
  KS:  Enchantment 12-
  3 
  KS: Magic Styles 12-
  3 
  KS: Outer Planes 12-
  
  27 
  Mystic Menaces Fun Pack■ Chapter One
  3 
  KS: Plans Of Tyrannon 12-
  4 
  Navigation (Dimensional) 13-
  3 
  Oratory 16-
  7 
  Power:  Thaumaturgy 14-
  3 
  Teamwork 14-
  Total Powers & Skills Cost:  631
  Total Cost:  924
  200+ Disadvantages
  25 
  Dependence:  must remain in Thulkos (or 
  near a wormhole to it) or suﬀer 3d6 damage 
  per 5 Minutes (Very Common)
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:  Istvatha V’han 8- (As Pow)
  10 
  Hunted:  Skarn the Shaper 8- (As Pow)
  5 
  Hunted:  assorted cosmic entities and dimen-
  sion lords 11- (As Pow, Watching)
  5 
  Physical Limitation:  Large (4m tall; -2 DCV, +2 
  to perceive) (Infrequently, Slightly Impairing)
  15 
  Physical Limitation:  Magic Senses are MegaS-
  caled to Detect Tyrannon (Frequently; Greatly 
  Limiting)
  25 
  Psychological Limitation:  Driven To Dominate 
  All The Multiverse (Very Common, Total)
  25 
  Psychological Limitation:  Convinced Of His 
  Utter Superiority (Very Common, Total)
  20 
  Susceptibility:  to Sight Group Darkness 
  ﬁelds, 1d6 STUN per Phase Viceroy is within 
  such area (Common)
  20 
  Unluck:  4d6
  534 
  Experience Points
  Total Disadvantage Points:  924
  
  28 ■ Tyrannon The Conqueror
  Hero System 5th Edition
  OCTOPOID VICEROY
   Val Char 
  Cost Roll 
  Notes
   50 STR 
  40 
  19- 
  Lift 25 tons; 10d6 [5]
   24 DEX 
  42 
  14- 
  OCV:  8/DCV:  8
   30 CON 
  40 
  15-
   20 BODY 20 
  13-
   13 INT 
  3 
  12- 
  PER Roll 12-
   24 EGO 
  28 
  14- 
  ECV:  8
   35 PRE 
  25 
  16- 
  PRE Attack:  7d6
   4 COM 
  -3 
  10-
   30 PD 
  20 
   
  Total:  30 PD (20 rPD)
   30 ED 
  24 
   
  Total:  30 ED (20 rED)
   8 SPD 
  46 
   
  Phases:  2, 3, 5, 6, 8, 9, 11, 
  12
   20 REC 
  8
   100 END 
  20
   60 STUN 
  0 
  Total Characteristics Cost:  313
  Movement: 
  Running:  6”/12”
   
  Flight:  5”/10”
   
  Teleportation:  13”/26”
   
  Swimming:  4”/8”
  Cost Powers 
  END
  146 
  Tyrannon’s Mighty Magic:  Multipower,  
  146-point reserve
  8u 
  1)  Power Of Tyrannon:  Energy Blast  
  13d6, Reduced Endurance (½ END; +¼) 
  3
  8u 
  2)  Ire Of Tyrannon:  Ego Attack 6½d6, 
  Reduced Endurance (½ END; +¼) 
  3
  8u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (24 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  3
  8u  
  4)  Might Of Tyrannon:  Energy Blast  
  11d6, Aﬀects Desolidiﬁed (+½) 
  8
  8u 
  5)  Bonds Of Tyrannon:  Entangle 5d6,  
  4 DEF, Aﬀects Desolidiﬁed (+½), Cannot  
  Be Escaped With Teleportation (+¼) 
  8
  8u 
  6)  Curse Of Tyrannon:  Dispel Magic  
  Powers 22d6, any Magic power or spell  
  one at a time (+¼) 
  8
  8u 
  7)  Deadly Wrath Of Tyrannon:  RKA  
  1d6+1, BOECV (+1), Does BODY (+1),  
  Continuous (+1) 
  8
  3u 
  8)  Tyrannon Is Legion:  Summon 400-point 
  Emissary; Extra Time (One Turn; -1¼) 
  8
  4u 
  9)  First Shield Of Tyrannon:  Force Field  
  (10 PD/10 ED/6 Power Defense), Hardened 
  (+¼), Reduced Endurance (½ END; +¼) 
  1
  3u 
  10)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +5 OCV 
  0
  4u 
  11)  Quelling Will Of Tyrannon:  Suppress 
  Magic Powers 6d6, any Magic power or  
  spell one at a time (+¼) 
  4
  4u 
  12)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  physical location in any dimension) 
  4
  4u 
  13)  Astral Phasing:  Desolidiﬁcation 
  (aﬀected by spirit magic) 
  4
  4u 
  14)  Astral Leap:  Teleportation 13”,  
  Armor Piercing (+½) 
  4
  8u 
  15)  Fury Of Tyrannon:  Energy Blast  
  8d6, Area Of Eﬀect (8” Radius; +1),  
  Double Knockback (+¾), Personal  
  Immunity (+¼); No Range (-½) 
  12
  6u 
  16)  Dimensional Bridge:  Extra- 
  Dimensional Movement (any physical  
  location in any dimension), Area Of  
  Eﬀect (One Hex; +½), Continuous (+1), 
  Reduced Endurance (0 END; +½), Usable  
  By Other (+¼); Gate (-½), Extra Time  
  (5 Minutes to activate; -1) 
  0
  8u 
  17)  Enslaving Touch:  Major Transform  
  3½d6 (target gains the Psychological  
  Limitation Believes He’s Part Of Tyrannon 
  [Very Common, Total], heals back when 
  Tyrannon so wills), BOECV (+1),  
  Works Against EGO, Not BODY (+¼);  
  No Range (-½) 
  12
  8u 
  18)  Tyrannon Commands The Senses:   
  Mental Illusions 16d6 
  8
  8u 
  19)  Tyrannon Commands The Will:   
  Mind Control 16d6 
  8
  8u 
  20)  Tyrannon Knows Your Inmost  
  Thoughts:  Telepathy 16d6 
  8
  9 
  Dimensional Bridge Anchor:  Uncontrolled 
  (until anchor-disk broken; +½) for Dimen-
  sional Bridge; OAF Bulky (disk inlaid with 
  images of Tyrannon; -1½) 
  0
  20 
  Tyrannon’s Toughness:  Damage  
  Resistance (20 PD/20 ED) 
  0
  5 
  Tyrannon’s Toughness:  Lack of Weakness  
  (-5) for Normal Defenses 
  0
  5 
  Tyrannon’s Pitiless Gaze:  Sight Group  
  Flash Defense (5 points) 
  0
  15 
  Tyrannon’s Invincible Ego:  Mental  
  Defense (20 points total) 
  0
  15 
  Tyrannon’s Mystic Fortitude:  Power  
  Defense (15 points) 
  0
  90 
  Tyrannon’s Godhood:  Life Support (Total, 
  including full Immunity as described in 
  Galactic Champions and Longevity:   
  Immortality) 
  0
  2 
  Fast Swimmer:  Swimming +2”  (4” total) 1
  20 
  Tyrannon Ignores Gravity:  Flight 5”,  
  Reduced Endurance (0 END; +½),  
  Persistent (+½) 
  0
  10 
  Mystic Awareness:  Detect Magic 12-  
  (Sight Group), Discriminatory 
  0
  22 
  One Will In Many Bodies:  Mind Link,  
  any 16 minds, any distance, any dimension,  
  Psychic Bond; Only With Others Who  
  Have Mind Link (-1) 
  0
  29 
  Tyrannon’s Malleable Form:  Shape Shift 
  (Sight and Touch Groups, any shapes of  
  that Viceroy’s class), Costs END Only to 
  Change Shape (+¼) 
  3
  5 
  Many Tentacles:  Extra Limbs (6) 
  0
  7 
  Long Tentacles:  Stretching 1”, Reduced 
  Endurance (0 END; +½) 
  0
  Perks
  30 
  150 points for Bases and Followers
  10 
  Fringe Beneﬁt:  Head of State
  
  29 
  Mystic Menaces Fun Pack■ Chapter One
  Talents
  3 
  At Home In The Water:  Environmental 
  Movement:  Aquatic Movement (no  
  penalties in water) 
  0
  Skills
  3 
  Interrogation 16-
  3 
  AK:  Domains Of Tyrannon 12-
  2 
  KS: Blood Image Magic 11-
  3 
  KS: Magic Styles 12-
  1 
  KS: Mental Magic 8-
  3 
  KS: Outer Planes 12-
  3 
  KS: Plans Of Tyrannon 12-
  4 
  Navigation (Dimensional) 13-
  3 
  Oratory 16-
  7 
  Power:  Thaumaturgy 14-
  3 
  Teamwork 14-
  Total Powers & Skills Cost:  611
  Total Cost:  924
  200+ Disadvantages
  25 
  Dependence:  must remain in Thulkos (or 
  near a wormhole to it) or suﬀer 3d6 damage 
  per 5 Minutes (Very Common)
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:  Istvatha V’han 8- (As Pow)
  10 
  Hunted:  Skarn the Shaper 8- (As Pow)
  5 
  Hunted:  assorted cosmic entities and dimen-
  sion lords 11- (As Pow, Watching)
  5 
  Physical Limitation:  Large (4m tall; -2 DCV, +2 
  to perceive) (Infrequently, Slightly Impairing)
  15 
  Physical Limitation:  Magic Senses are MegaS-
  caled to Detect Tyrannon (Frequently; Greatly 
  Limiting)
  25 
  Psychological Limitation:  Driven To Dominate 
  All The Multiverse (Very Common, Total)
  25 
  Psychological Limitation:  Convinced Of His 
  Utter Superiority (Very Common, Total)
  20 
  Unluck:  4d6
  10 
  Vulnerability:  1½ x STUN from Area Energy 
  Attacks (Common)
  10 
  Vulnerability:  1½ x BODY from Area 
  Energy Attacks (Common)
  534 
  Experience Points
  Total Disadvantage Points:  924
  
  30 ■ Tyrannon The Conqueror
  Hero System 5th Edition
  REPTILE VICEROY
   Val Char 
  Cost Roll 
  Notes
   50 STR 
  40 
  19- 
  Lift 25 tons; 10d6 [5]
   24 DEX 
  42 
  14- 
  OCV:  8/DCV:  8
   30 CON 
  40 
  15-
   20 BODY 20 
  13-
   13 INT 
  3 
  12- 
  PER Roll 12-
   24 EGO 
  28 
  14- 
  ECV:  8
   35 PRE 
  25 
  16- 
  PRE Attack:  7d6
   4 COM 
  -3 
  10-
   30 PD 
  20 
   
  Total:  30 PD (20 rPD)
   30 ED 
  24 
   
  Total:  30 ED (20 rED)
   6 SPD 
  26 
   
  Phases:  2, 4, 6, 8, 10, 12
   20 REC 
  8
   100 END 
  20
   60 STUN 
  0 
  Total Characteristics Cost:  293
  Movement: 
  Running:  6”/12”
   
  Flight:  5”/10”
   
  Teleportation:  13”/26”
  Cost Powers 
  END
  146 
  Tyrannon’s Mighty Magic:  Multipower,  
  146-point reserve
  8u 
  1)  Power Of Tyrannon:  Energy Blast  
  13d6, Reduced Endurance (½ END; +¼) 
  3
  8u 
  2)  Ire Of Tyrannon:  Ego Attack 6½d6, 
  Reduced Endurance (½ END; +¼) 
  3
  8u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (24 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  3
  8u  
  4)  Might Of Tyrannon:  Energy Blast  
  11d6, Aﬀects Desolidiﬁed (+½) 
  8
  8u 
  5)  Bonds Of Tyrannon:  Entangle 5d6,  
  4 DEF, Aﬀects Desolidiﬁed (+½), Cannot  
  Be Escaped With Teleportation (+¼) 
  8
  8u 
  6)  Curse Of Tyrannon:  Dispel Magic  
  Powers 22d6, any Magic power or spell  
  one at a time (+¼) 
  8
  8u 
  7)  Deadly Wrath Of Tyrannon:  RKA  
  1d6+1, BOECV (+1), Does BODY (+1),  
  Continuous (+1) 
  8
  3u 
  8)  Tyrannon Is Legion:  Summon 400-point 
  Emissary; Extra Time (One Turn; -1¼) 
  8
  4u 
  9)  First Shield Of Tyrannon:  Force Field  
  (10 PD/10 ED/6 Power Defense), Hardened 
  (+¼), Reduced Endurance (½ END; +¼) 
  1
  3u 
  10)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +5 OCV 
  0
  4u 
  11)  Quelling Will Of Tyrannon:  Suppress 
  Magic Powers 6d6, any Magic power or  
  spell one at a time (+¼) 
  4
  4u 
  12)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  physical location in any dimension) 
  4
  4u 
  13)  Astral Phasing:  Desolidiﬁcation 
  (aﬀected by spirit magic) 
  4
  4u 
  14)  Astral Leap:  Teleportation 13”,  
  Armor Piercing (+½) 
  4
  8u 
  15)  Fury Of Tyrannon:  Energy Blast  
  8d6, Area Of Eﬀect (8” Radius; +1),  
  Double Knockback (+¾), Personal  
  Immunity (+¼); No Range (-½) 
  12
  6u 
  16)  Dimensional Bridge:  Extra- 
  Dimensional Movement (any physical  
  location in any dimension), Area Of  
  Eﬀect (One Hex; +½), Continuous (+1), 
  Reduced Endurance (0 END; +½), Usable  
  By Other (+¼); Gate (-½), Extra Time  
  (5 Minutes to activate; -1) 
  0
  7u 
  17)  Slow Time:  Drain SPD 4d6, Ranged  
  (+½), Reduced Endurance (½ END; +¼) 3
  6u 
  18)  Age Change:  Major Transform 3½d6  
  (any being or object into older/younger  
  version of itself; heals via the application  
  of any chronal manipulation power), 
  Improved Result Group (+¼) 
  6
  5u 
  19)  Time Sight:  Clairsentience (Sight  
  Group and Mystic Awareness),  
  Precognition, Retrocognition, Reduced 
  Endurance (½ END; +¼); Precognition  
  and Retrocognition Only (-½) 
  3
  31 
  Bite:  HKA 1½d6 (3d6+1 with STR), Reduced 
  Endurance (½ END; +¼) 
  1
  9 
  Dimensional Bridge Anchor:  Uncontrolled 
  (until anchor-disk broken; +½) for Dimen-
  sional Bridge; OAF Bulky (disk inlaid with 
  images of Tyrannon; -1½) 
  0
  20 
  Tyrannon’s Toughness:  Damage  
  Resistance (20 PD/20 ED) 
  0
  5 
  Tyrannon’s Toughness:  Lack of Weakness  
  (-5) for Normal Defenses 
  0
  5 
  Tyrannon’s Pitiless Gaze:  Sight Group  
  Flash Defense (5 points) 
  0
  15 
  Tyrannon’s Invincible Ego:  Mental  
  Defense (20 points total) 
  0
  15 
  Tyrannon’s Mystic Fortitude:  Power  
  Defense (15 points) 
  0
  90 
  Tyrannon’s Godhood:  Life Support (Total, 
  including full Immunity as described in 
  Galactic Champions and Longevity:   
  Immortality) 
  0
  10 
  Mystic Awareness:  Detect Magic 12-  
  (Sight Group), Discriminatory 
  0
  22 
  One Will In Many Bodies:  Mind Link,  
  speciﬁc group of up to 16 forms of  
  Tyrannon, any distance, any dimension,  
  Psychic Bond; Only With Others Who  
  Have Mind Link (-1) 
  0
  29 
  Tyrannon’s Malleable Form:  Shape Shift 
  (Sight and Touch Groups, any shapes of  
  that Viceroy’s class), Costs END Only to 
  Change Shape (+¼) 
  3
  20 
  Tyrannon Ignores Gravity:  Flight 5”,  
  Reduced Endurance (0 END; +½),  
  Persistent (+½) 
  0
  Perks
  30 
  150 points for Bases and Followers
  10 
  Fringe Beneﬁt:  Head of State
  Talents
  3 
  Absolute Time Sense
  20 
  Danger Sense (self only, out of combat) 12-
  Skills
  3 
  Interrogation 16-
  3 
  AK:  Domains Of Tyrannon 12-
  
  31 
  Mystic Menaces Fun Pack■ Chapter One
  2 
  KS: Blood Image Magic 11-
  3 
  KS: Magic Styles 12-
  3 
  KS: Outer Planes 12-
  3 
  KS: Plans Of Tyrannon 12-
  3 
  KS: Time Magic 12-
  4 
  Navigation (Dimensional) 13-
  3 
  Oratory 16-
  7 
  Power:  Thaumaturgy 14-
  3 
  Teamwork 14-
  Total Powers & Skills Cost:  631
  Total Cost:  924
  200+ Disadvantages
  25 
  Dependence:  must remain in Thulkos (or 
  near a wormhole to it) or suﬀer 3d6 damage 
  per 5 Minutes (Very Common)
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:  Istvatha V’han 8- (As Pow)
  10 
  Hunted:  Skarn the Shaper 8- (As Pow)
  5 
  Hunted:  assorted cosmic entities and dimen-
  sion lords 11- (As Pow, Watching)
  5 
  Physical Limitation:  Large (4m tall; -2 DCV, +2 
  to perceive) (Infrequently, Slightly Impairing)
  15 
  Physical Limitation:  Magic Senses are MegaS-
  caled to Detect Tyrannon (Frequently; Greatly 
  Limiting)
  25 
  Psychological Limitation:  Driven To Dominate 
  All The Multiverse (Very Common, Total)
  25 
  Psychological Limitation:  Convinced Of His 
  Utter Superiority (Very Common, Total)
  10 
  Susceptibility:  to environments colder than 
  40 degrees Fahrenheit, Drain DEX 1d6 per 
  Turn (Uncommon)
  20 
  Unluck:  4d6
  5 
  Vulnerability: 1½ x STUN from Cold attacks 
  (Uncommon)
  5 
  Vulnerability: 1½ x BODY from Cold attacks 
  (Uncommon)
  534 
  Experience Points
  Total Disadvantage Points:  924
  
  32 ■ Tyrannon The Conqueror
  Hero System 5th Edition
  TREE VICEROY
   Val Char 
  Cost Roll 
  Notes
   50 STR 
  40 
  19- 
  Lift 25 tons; 10d6 [5]
   24 DEX 
  42 
  14- 
  OCV:  8/DCV:  8
   30 CON 
  40 
  15-
   20 BODY 20 
  13-
   13 INT 
  3 
  12- 
  PER Roll 12-
   24 EGO 
  28 
  14- 
  ECV:  8
   35 PRE 
  25 
  16- 
  PRE Attack:  7d6
   4 COM 
  -3 
  10-
   30 PD 
  20 
   
  Total:  30 PD (20 rPD)
   30 ED 
  24 
   
  Total:  30 ED (20 rED)
   6 SPD 
  26 
   
  Phases:  2, 4, 6, 8, 10, 12
   20 REC 
  8
   100 END 
  20
   60 STUN 
  0 
  Total Characteristics Cost:  293
  Movement: 
  Running:  6”/12”
   
  Flight:  5”/10”
   
  Teleportation:  13”/26”
  Cost Powers 
  END
  146 
  Tyrannon’s Mighty Magic:  Multipower,  
  146-point reserve
  8u 
  1)  Power Of Tyrannon:  Energy Blast  
  13d6, Reduced Endurance (½ END; +¼) 
  3
  8u 
  2)  Ire Of Tyrannon:  Ego Attack 6½d6, 
  Reduced Endurance (½ END; +¼) 
  3
  8u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (24 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  3
  8u  
  4)  Might Of Tyrannon:  Energy Blast  
  11d6, Aﬀects Desolidiﬁed (+½) 
  8
  8u 
  5)  Bonds Of Tyrannon:  Entangle 5d6,  
  4 DEF, Aﬀects Desolidiﬁed (+½), Cannot  
  Be Escaped With Teleportation (+¼) 
  8
  8u 
  6)  Curse Of Tyrannon:  Dispel Magic  
  Powers 22d6, any Magic power or spell  
  one at a time (+¼) 
  8
  8u 
  7)  Deadly Wrath Of Tyrannon:  RKA  
  1d6+1, BOECV (+1), Does BODY (+1),  
  Continuous (+1) 
  8
  3u 
  8)  Tyrannon Is Legion:  Summon 400-point 
  Emissary; Extra Time (One Turn; -1¼) 
  8
  4u 
  9)  First Shield Of Tyrannon:  Force Field  
  (10 PD/10 ED/6 Power Defense), Hardened 
  (+¼), Reduced Endurance (½ END; +¼) 
  1
  3u 
  10)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +5 OCV 
  0
  4u 
  11)  Quelling Will Of Tyrannon:  Suppress 
  Magic Powers 6d6, any Magic power or  
  spell one at a time (+¼) 
  4
  4u 
  12)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  physical location in any dimension) 
  4
  4u 
  13)  Astral Phasing:  Desolidiﬁcation 
  (aﬀected by spirit magic) 
  4
  4u 
  14)  Astral Leap:  Teleportation 13”,  
  Armor Piercing (+½) 
  4
  8u 
  15)  Fury Of Tyrannon:  Energy Blast  
  8d6, Area Of Eﬀect (8” Radius; +1),  
  Double Knockback (+¾), Personal  
  Immunity (+¼); No Range (-½) 
  12
  6u 
  16)  Dimensional Bridge:  Extra- 
  Dimensional Movement (any physical  
  location in any dimension), Area Of  
  Eﬀect (One Hex; +½), Continuous (+1), 
  Reduced Endurance (0 END; +½), Usable  
  By Other (+¼); Gate (-½), Extra Time  
  (5 Minutes to activate; -1) 
  0
  6u 
  17)  Animate Plants:  Telekinesis (20 STR), 
  Area Of Eﬀect (16” Radius; +1½), Selective 
  (+¼), Reduced Endurance (½ END; +¼); 
  OIF (suﬃcient quantity and type of plants  
  of opportunity; -½) 
  4
  8u 
  18)  Command Plants:  Mind Control  
  13d6 (Plant group of minds), Reduced 
  Endurance (½ END; +¼) 
  3
  9 
  Dimensional Bridge Anchor:  Uncontrolled 
  (until anchor-disk broken; +½) for Dimen-
  sional Bridge; OAF Bulky (disk inlaid with 
  images of Tyrannon; -1½) 
  0
  20 
  Tyrannon’s Toughness:  Damage  
  Resistance (20 PD/20 ED) 
  0
  5 
  Tyrannon’s Toughness:  Lack of Weakness  
  (-5) for Normal Defenses 
  0
  5 
  Tyrannon’s Pitiless Gaze:  Sight Group  
  Flash Defense (5 points) 
  0
  15 
  Tyrannon’s Invincible Ego:  Mental  
  Defense (20 points total) 
  0
  15 
  Tyrannon’s Mystic Fortitude:  Power  
  Defense (15 points) 
  0
  90 
  Tyrannon’s Godhood:  Life Support (Total, 
  including full Immunity as described in 
  Galactic Champions and Longevity:   
  Immortality) 
  0
  27 
  Tropisms:  Spatial Awareness (no Sense 
  Group), Range 
  0
  10 
  Mystic Awareness:  Detect Magic 12-  
  (Sight Group), Discriminatory 
  0
  22 
  One Will In Many Bodies:  Mind Link,  
  speciﬁc group of up to 16 forms of  
  Tyrannon, any distance, any dimension,  
  Psychic Bond; Only With Others Who  
  Have Mind Link (-1) 
  0
  29 
  Tyrannon’s Malleable Form:  Shape Shift 
  (Sight and Touch Groups, any shapes of  
  that Viceroy’s class), Costs END Only to 
  Change Shape (+¼) 
  3
  20 
  Tyrannon Ignores Gravity:  Flight 5”,  
  Reduced Endurance (0 END; +½),  
  Persistent (+½) 
  0
  5 
  Grow Branches, Roots, And Vines:  Extra 
  Limbs (thousands), Inherent (+¼); No 
  Fine Manipulation (-¼) 
  0
  15 
  Extend Branches, Roots, And Vines:   
  Stretching 3”, Reduced Endurance (0  
  END; +½); Only With Extra Limbs (-½) 
  0
  Perks
  30 
  150 points for Bases and Followers
  10 
  Fringe Beneﬁt:  Head of State
  Talents
  3 
  Thicketmaster:  Environmental Movement:  
  no penalties to combat or movement from 
  dense vegetation 
  0
  
  33 
  Mystic Menaces Fun Pack■ Chapter One
  Skills
  6 
  Concealment 16-; Only In Forests/Dense 
  Vegetation (-½)
  3 
  Interrogation 16-
  3 
  AK:  Domains Of Tyrannon 12-
  2 
  KS: Blood Image Magic 11-
  3 
  KS: Magic Styles 12-
  3 
  KS: Outer Planes 12-
  3 
  KS: Plans Of Tyrannon 12-
  2 
  KS: Plant Magic 11-
  4 
  Navigation (Dimensional) 13-
  3 
  Oratory 16-
  7 
  Power:  Thaumaturgy 14-
  3 
  SS: Botany 13-
  3 
  Teamwork 14-
  Total Powers & Skills Cost:  631
  Total Cost:  924
  200+ Disadvantages
  25 
  Dependence:  must remain in Thulkos (or 
  near a wormhole to it) or suﬀer 3d6 damage 
  per 5 Minutes (Very Common)
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:  Istvatha V’han 8- (As Pow)
  10 
  Hunted:  Skarn the Shaper 8- (As Pow)
  5 
  Hunted:  assorted cosmic entities and dimen-
  sion lords 11- (As Pow, Watching)
  5 
  Physical Limitation:  Large (4m tall; -2 DCV, +2 
  to perceive) (Infrequently, Slightly Impairing)
  15 
  Physical Limitation:  Magic Senses are MegaS-
  caled to Detect Tyrannon (Frequently; Greatly 
  Limiting)
  25 
  Psychological Limitation:  Driven To Dominate 
  All The Multiverse (Very Common, Total)
  25 
  Psychological Limitation:  Convinced Of His 
  Utter Superiority (Very Common, Total)
  10 
  Susceptibility:  to herbicides, 1d6 damage per 
  Turn of exposure (Uncommon)
  20 
  Unluck:  4d6
  5 
  Vulnerability: 1½ x STUN from Death/Dis-
  ease-based Attacks (Uncommon)
  5 
  Vulnerability: 1½ x BODY from Death/Dis-
  ease-based Attacks (Uncommon)
  534 
  Experience Points
  Total Disadvantage Points:  924
  
  34 ■ Tyrannon The Conqueror
  Hero System 5th Edition
  TYRANNON’S EMISSARY 
  FORMS
  AVIAN EMISSARY
   Val Char 
  Cost Roll 
  Notes
   35 STR 
  25 
  16- 
  Lift 3,200 kg; 7d6 [3]
   20 DEX 
  30 
  13- 
  OCV:  7/DCV:  7
   23 CON 
  26 
  14-
   10 BODY 0 
  11-
   10 INT 
  0 
  11- 
  PER Roll 11-
   20 EGO 
  20 
  13- 
  ECV:  7
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   4 COM 
  -3 
  10-
   25 PD 
  18 
   
  Total:  25 PD (10 rPD)
   25 ED 
  20 
   
  Total:  25 ED (10 rED)
   5 SPD 
  20 
   
  Phases:  3, 5, 8, 10, 12
   15 REC 
  6
   46 END 
  0
   40 STUN 
  0 
  Total Characteristics Cost:  172
  Movement: 
  Running:  6”/12”
   
  Flight:  15”/60”
  Cost Powers 
  END
  94 
  Tyrannon’s Mighty Magic:  Multipower,  
  94-point reserve
  6u 
  1)  Power Of Tyrannon:  Energy Blast 12d6 6
  6u 
  2)  Ire Of Tyrannon:  Ego Attack 5d6, 
  Reduced Endurance (½ END; +¼) 
  2
  6u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (18 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  3
  6u 
  4)  Deadly Wrath Of Tyrannon:  RKA  
  1d6, BOECV (+1), Does BODY (+1),  
  Continuous (+1) 
  6
  6u 
  5)  Banishment Of Tyrannon:  Dispel  
  Magic 16d6, any Magic spell or power  
  one at a time (+¼) 
  6
  6u 
  6)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  physical location, any dimension), x16 
  Increased Mass 
  6
  3u 
  7)  First Shield Of Tyrannon:  Force Field 
  (8 PD/8 ED/5 Power Defense), Hardened 
  Defense (+¼), Reduced Endurance  
  (½ END; +¼) 
  1
  3u 
  8)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +5 OCV 
  0
  3u 
  9)  Astral Leap:  Teleportation 10”, Armor  
  Piercing (+½) 
  3
  10 
  Spiritual Substance:  Damage Resistance  
  (10 PD/10 ED) 
  0
  11 
  Mighty Will:  Mental Defense  
  (15 points total) 
  0
  5 
  Mystic Defense:  Power Defense (5 points) 0
  29 
  Wings:  Flight 15”, x4 Noncombat  
  Movement, Reduced Endurance (½ END; 
  +¼); Restrainable (-½) 
  1
  5 
  Mystic Awareness:  Detect Magic 11-  
  (Touch Group) 
  0
  10 
  One Will In Many Bodies:  Mind Link  
  to parent Viceroy, any distance, any  
  dimension, Psychic Bond; Only With  
  Others Who Have Mind Link (-1) 
  0
  Perks
  10 
  Fringe Beneﬁt:  Head of State
  Skills
  3 
  Interrogation 13-
  1 
  KS: Air Magic 8-
  2 
  KS: The Plans of Tyrannon 11-
  3 
  Oratory 13-
  Total Powers & Skills Cost:  228
  Total Cost:  400
  200+ Disadvantages
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:  Istvatha V’han 8- (As Pow)
  10 
  Hunted:  Skarn the Shaper 8- (As Pow)
  5 
  Hunted:  assorted cosmic entities and dimen-
  sion lords 11- (As Pow, Watching)
  20 
  Physical Limitation:  Dispelled When 
  Knocked Out (Frequently, Fully Limiting)
  10 
  Physical Limitation:  Others’ Magic Senses 
  are MegaScaled to Detect Tyrannon (Fre-
  quently; Slightly Limiting)
  25 
  Psychological Limitation:  Driven to Domi-
  nate All the Multiverse (Very Common, 
  Total)
  25 
  Psychological Limitation:  Convinced of His 
  Utter Superiority (Very Common, Total)
  20 
  Susceptibility:  to Entangles, Grab, or  
  other restraints, 1d6 damage per Phase  
  of restraint (Common)
  15 
  Unluck:  3d6
  25 
  Experience Points
  Total Disadvantage Points:  400
  
  35 
  Mystic Menaces Fun Pack■ Chapter One
  EARTH EMISSARY
   Val Char 
  Cost Roll 
  Notes
   35 STR 
  25 
  16- 
  Lift 3,200 kg; 7d6 [3]
   20 DEX 
  30 
  13- 
  OCV:  7/DCV:  7
   23 CON 
  26 
  14-
   10 BODY 0 
  11-
   10 INT 
  0 
  11- 
  PER Roll 11-
   20 EGO 
  20 
  13- 
  ECV:  7
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   4 COM 
  -3 
  10-
   25 PD 
  18 
   
  Total:  25 PD (10 rPD)
   25 ED 
  20 
   
  Total:  25 ED (10 rED)
   5 SPD 
  20 
   
  Phases:  3, 5, 8, 10, 12
   15 REC 
  6
   46 END 
  0
   40 STUN 
  0 
  Total Characteristics Cost:  172
  Movement: 
  Running:  6”/12”
   
  Flight:  10”/20”
   
  Tunneling:  6”/12”
  Cost Powers 
  END
  94 
  Tyrannon’s Mighty Magic:  Multipower,  
  94-point reserve
  6u 
  1)  Power Of Tyrannon:  Energy Blast 12d6 6
  6u 
  2)  Ire Of Tyrannon:  Ego Attack 5d6, 
  Reduced Endurance (½ END; +¼) 
  2
  6u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (18 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  3
  6u 
  4)  Deadly Wrath Of Tyrannon:  RKA  
  1d6, BOECV (+1), Does BODY (+1),  
  Continuous (+1) 
  6
  6u 
  5)  Banishment Of Tyrannon:  Dispel  
  Magic 16d6, any Magic spell or power  
  one at a time (+¼) 
  6
  6u 
  6)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  physical location, any dimension), x16 
  Increased Mass 
  6
  3u 
  7)  First Shield Of Tyrannon:  Force Field 
  (8 PD/8 ED/5 Power Defense), Hardened 
  Defense (+¼), Reduced Endurance  
  (½ END; +¼) 
  1
  3u 
  8)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +5 OCV 
  0
  3u 
  9)  Astral Leap:  Teleportation 10”, Armor  
  Piercing (+½) 
  3
  10 
  Spiritual Substance:  Damage Resistance  
  (10 PD/10 ED) 
  0
  11 
  Mighty Will:  Mental Defense  
  (15 points total) 
  0
  5 
  Mystic Defense:  Power Defense (5 points) 0
  30 
  Earth Passage:  Tunneling 6” through  
  DEF 6 material 
  3
  5 
  Mystic Awareness:  Detect Magic 11-  
  (Touch Group) 
  0
  10 
  One Will In Many Bodies:  Mind Link  
  to parent Viceroy, any distance, any  
  dimension, Psychic Bond; Only With  
  Others Who Have Mind Link (-1) 
  0
  Perks
  10 
  Fringe Beneﬁt:  Head of State
  Skills
  3 
  Interrogation 13-
  2 
  KS: The Plans of Tyrannon 11-
  3 
  Oratory 13-
  Total Powers & Skills Cost:  228
  Total Cost:  400
  200+ Disadvantages
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:  Istvatha V’han 8- (As Pow)
  10 
  Hunted:  Skarn the Shaper 8- (As Pow)
  5 
  Hunted:  assorted cosmic entities and dimen-
  sion lords 11- (As Pow, Watching)
  20 
  Physical Limitation:  Dispelled When 
  Knocked Out (Frequently, Fully Limiting)
  10 
  Physical Limitation:  Others’ Magic Senses 
  are MegaScaled to Detect Tyrannon (Fre-
  quently; Slightly Limiting)
  25 
  Psychological Limitation:  Driven to Domi-
  nate All the Multiverse (Very Common, 
  Total)
  25 
  Psychological Limitation:  Convinced of His 
  Utter Superiority (Very Common, Total)
  15 
  Unluck:  3d6
  10 
  Vulnerability:  2 x STUN from Sonic/Vibra-
  tion Attacks (Uncommon)
  10 
  Vulnerability:  2 x BODY from Sonic/Vibra-
  tion Attacks (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  400
  
  36 ■ Tyrannon The Conqueror
  Hero System 5th Edition
  FIRE EMISSARY
   Val Char 
  Cost Roll 
  Notes
   35 STR 
  25 
  16- 
  Lift 3,200 kg; 7d6 [3]
   20 DEX 
  30 
  13- 
  OCV:  7/DCV:  7
   23 CON 
  26 
  14-
   10 BODY 0 
  11-
   10 INT 
  0 
  11- 
  PER Roll 11-
   20 EGO 
  20 
  13- 
  ECV:  7
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   4 COM 
  -3 
  10-
   25 PD 
  18 
   
  Total:  25 PD (10 rPD)
   25 ED 
  20 
   
  Total:  25 ED (10 rED)
   5 SPD 
  20 
   
  Phases:  3, 5, 8, 10, 12
   15 REC 
  6
   46 END 
  0
   40 STUN 
  0 
  Total Characteristics Cost:  172
  Movement: 
  Running:  6”/12”
   
  Flight:  10”/20”
  Cost Powers 
  END
  26 
  Flaming Body:  HKA 1d6, Continuous  
  (+1), Damage Shield (+½), Reduced  
  Endurance (0 END; +½), Persistent (+½); 
  Always On (-½), No STR Bonus (-½) 
  0
  94 
  Tyrannon’s Mighty Magic:  Multipower,  
  94-point reserve
  6u 
  1)  Power Of Tyrannon:  Energy Blast 12d6 6
  6u 
  2)  Ire Of Tyrannon:  Ego Attack 5d6, 
  Reduced Endurance (½ END; +¼) 
  2
  6u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (18 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  3
  6u 
  4)  Deadly Wrath Of Tyrannon:  RKA  
  1d6, BOECV (+1), Does BODY (+1),  
  Continuous (+1) 
  6
  6u 
  5)  Banishment Of Tyrannon:  Dispel  
  Magic 16d6, any Magic spell or power  
  one at a time (+¼) 
  6
  6u 
  6)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  physical location, any dimension), x16 
  Increased Mass 
  6
  3u 
  7)  First Shield Of Tyrannon:  Force Field 
  (8 PD/8 ED/5 Power Defense), Hardened 
  Defense (+¼), Reduced Endurance  
  (½ END; +¼) 
  1
  3u 
  8)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +5 OCV 
  0
  3u 
  9)  Astral Leap:  Teleportation 10”, Armor  
  Piercing (+½) 
  3
  4u 
  10)  Fire Blast:  RKA 3d6 
  4
  10 
  Spiritual Substance:  Damage Resistance  
  (10 PD/10 ED) 
  0
  11 
  Mighty Will:  Mental Defense  
  (15 points total) 
  0
  5 
  Mystic Defense:  Power Defense (5 points) 0
  5 
  Mystic Awareness:  Detect Magic 11-  
  (Touch Group) 
  0
  10 
  One Will In Many Bodies:  Mind Link  
  to parent Viceroy, any distance, any  
  dimension, Psychic Bond; Only With  
  Others Who Have Mind Link (-1) 
  0
  Perks
  10 
  Fringe Beneﬁt:  Head of State
  Skills
  3 
  Interrogation 13-
  2 
  KS: The Plans of Tyrannon 11-
  3 
  Oratory 13-
  Total Powers & Skills Cost:  228
  Total Cost:  400
  200+ Disadvantages
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:  Istvatha V’han 8- (As Pow)
  10 
  Hunted:  Skarn the Shaper 8- (As Pow)
  5 
  Hunted:  assorted cosmic entities and dimen-
  sion lords 11- (As Pow, Watching)
  20 
  Physical Limitation:  Dispelled When 
  Knocked Out (Frequently, Fully Limiting)
  10 
  Physical Limitation:  Others’ Magic Senses 
  are MegaScaled to Detect Tyrannon (Fre-
  quently; Slightly Limiting)
  25 
  Psychological Limitation:  Driven to Domi-
  nate All the Multiverse (Very Common, 
  Total)
  25 
  Psychological Limitation:  Convinced of His 
  Utter Superiority (Very Common, Total)
  10 
  Susceptibility:  to being in vacuum, under-
  water, or in other ﬁre-suppressant environ-
  ments, 1d6 damage per Turn character is in 
  such an environment (Uncommon)
  15 
  Unluck:  3d6
  5 
  Vulnerability:  1½ x STUN from Water 
  Attacks (Uncommon)
  5 
  Vulnerability:  1½ x BODY from Water 
  Attacks (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  400
  
  37 
  Mystic Menaces Fun Pack■ Chapter One
  FLUID EMISSARY
   Val Char 
  Cost Roll 
  Notes
   35 STR 
  25 
  16- 
  Lift 3,200 kg; 7d6 [3]
   20 DEX 
  30 
  13- 
  OCV:  7/DCV:  7
   23 CON 
  26 
  14-
   10 BODY 0 
  11-
   10 INT 
  0 
  11- 
  PER Roll 11-
   20 EGO 
  20 
  13- 
  ECV:  7
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   4 COM 
  -3 
  10-
   25 PD 
  18 
   
  Total:  25 PD (10 rPD)
   25 ED 
  20 
   
  Total:  25 ED (10 rED)
   5 SPD 
  20 
   
  Phases:  3, 5, 8, 10, 12
   15 REC 
  6
   46 END 
  0
   40 STUN 
  0 
  Total Characteristics Cost:  172
  Movement: 
  Running:  6”/12”
   
  Flight:  10”/20”
  Cost Powers 
  END
  94 
  Tyrannon’s Mighty Magic:  Multipower,  
  94-point reserve
  6u 
  1)  Power Of Tyrannon:  Energy Blast 12d6 6
  6u 
  2)  Ire Of Tyrannon:  Ego Attack 5d6, 
  Reduced Endurance (½ END; +¼) 
  2
  6u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (18 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  3
  6u 
  4)  Deadly Wrath Of Tyrannon:  RKA  
  1d6, BOECV (+1), Does BODY (+1),  
  Continuous (+1) 
  6
  6u 
  5)  Banishment Of Tyrannon:  Dispel  
  Magic 16d6, any Magic spell or power  
  one at a time (+¼) 
  6
  6u 
  6)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  physical location, any dimension), x16 
  Increased Mass 
  6
  3u 
  7)  First Shield Of Tyrannon:  Force Field 
  (8 PD/8 ED/5 Power Defense), Hardened 
  Defense (+¼), Reduced Endurance  
  (½ END; +¼) 
  1
  3u 
  8)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +5 OCV 
  0
  3u 
  9)  Astral Leap:  Teleportation 10”, Armor  
  Piercing (+½) 
  3
  3u 
  10)  Fluid Movement:  Swimming +20”  
  (22” total), x4 Noncombat Reduced  
  Endurance (½ END; +¼) 
  2
  10 
  Spiritual Substance:  Damage Resistance  
  (10 PD/10 ED) 
  0
  11 
  Mighty Will:  Mental Defense  
  (15 points total) 
  0
  5 
  Mystic Defense:  Power Defense (5 points) 0
  5 
  Mystic Awareness:  Detect Magic 11-  
  (Touch Group) 
  0
  10 
  One Will In Many Bodies:  Mind Link  
  to parent Viceroy, any distance, any  
  dimension, Psychic Bond; Only With  
  Others Who Have Mind Link (-1) 
  0
  27 
  Fluid Body:  Desolidiﬁcation (aﬀected by 
  cold, heat, or ﬁre attacks); Cannot Pass 
  Through Solid Objects (-½) 
  4
  Perks
  10 
  Fringe Beneﬁt:  Head of State
  Skills
  3 
  Interrogation 13-
  2 
  KS: The Plans of Tyrannon 11-
  3 
  Oratory 13-
  Total Powers & Skills Cost:  228
  Total Cost:  400
  200+ Disadvantages
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:  Istvatha V’han 8- (As Pow)
  10 
  Hunted:  Skarn the Shaper 8- (As Pow)
  5 
  Hunted:  assorted cosmic entities and dimen-
  sion lords 11- (As Pow, Watching)
  20 
  Physical Limitation:  Dispelled When 
  Knocked Out (Frequently, Fully Limiting)
  10 
  Physical Limitation:  Others’ Magic Senses 
  are MegaScaled to Detect Tyrannon (Fre-
  quently; Slightly Limiting)
  25 
  Psychological Limitation:  Driven to Domi-
  nate All the Multiverse (Very Common, 
  Total)
  25 
  Psychological Limitation:  Convinced of His 
  Utter Superiority (Very Common, Total)
  15 
  Unluck:  3d6
  10 
  Vulnerability:  1½ x STUN from Heat/Fire 
  Attacks (Common)
  10 
  Vulnerability:  1½ x BODY from Heat/Fire 
  Attacks (Common)
  25 
  Experience Points
  Total Disadvantage Points:  400
  
  38 ■ Tyrannon The Conqueror
  Hero System 5th Edition
  INSECT EMISSARY
   Val Char 
  Cost Roll 
  Notes
   35 STR 
  25 
  16- 
  Lift 3,200 kg; 7d6 [3]
   20 DEX 
  30 
  13- 
  OCV:  7/DCV:  7
   23 CON 
  26 
  14-
   10 BODY 0 
  11-
   10 INT 
  0 
  11- 
  PER Roll 11-
   20 EGO 
  20 
  13- 
  ECV:  7
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   4 COM 
  -3 
  10-
   25 PD 
  18 
   
  Total:  25 PD (10 rPD)
   25 ED 
  20 
   
  Total:  25 ED (10 rED)
   5 SPD 
  20 
   
  Phases:  3, 5, 8, 10, 12
   15 REC 
  6
   46 END 
  0
   40 STUN 
  0 
  Total Characteristics Cost:  172
  Movement: 
  Running:  6”/12”
   
  Flight:  15”/30”
  Cost Powers 
  END
  94 
  Tyrannon’s Mighty Magic:  Multipower,  
  94-point reserve
  6u 
  1)  Power Of Tyrannon:  Energy Blast 12d6 6
  6u 
  2)  Ire Of Tyrannon:  Ego Attack 5d6, 
  Reduced Endurance (½ END; +¼) 
  2
  6u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (18 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  3
  6u 
  4)  Deadly Wrath Of Tyrannon:  RKA  
  1d6, BOECV (+1), Does BODY (+1),  
  Continuous (+1) 
  6
  6u 
  5)  Banishment Of Tyrannon:  Dispel  
  Magic 16d6, any Magic spell or power  
  one at a time (+¼) 
  6
  6u 
  6)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  physical location, any dimension), x16 
  Increased Mass 
  6
  3u 
  7)  First Shield Of Tyrannon:  Force Field 
  (8 PD/8 ED/5 Power Defense), Hardened 
  Defense (+¼), Reduced Endurance  
  (½ END; +¼) 
  1
  3u 
  8)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +5 OCV 
  0
  3u 
  9)  Astral Leap:  Teleportation 10”, Armor  
  Piercing (+½) 
  3
  10 
  Spiritual Substance:  Damage Resistance  
  (10 PD/10 ED) 
  0
  11 
  Mighty Will:  Mental Defense  
  (15 points total) 
  0
  5 
  Mystic Defense:  Power Defense (5 points) 0
  20 
  Wings:  Flight +10” (15” total) 
  2
  5 
  Mystic Awareness:  Detect Magic 11-  
  (Touch Group) 
  0
  10 
  One Will In Many Bodies:  Mind Link  
  to parent Viceroy, any distance, any  
  dimension, Psychic Bond; Only With  
  Others Who Have Mind Link (-1) 
  0
  10 
  Sticky Feet:  Clinging (normal STR) 
  0
  Perks
  10 
  Fringe Beneﬁt:  Head of State
  Skills
  3 
  Interrogation 13-
  2 
  KS: The Plans of Tyrannon 11-
  3 
  Oratory 13-
  Total Powers & Skills Cost:  228
  Total Cost:  400
  200+ Disadvantages
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:  Istvatha V’han 8- (As Pow)
  10 
  Hunted:  Skarn the Shaper 8- (As Pow)
  5 
  Hunted:  assorted cosmic entities and dimen-
  sion lords 11- (As Pow, Watching)
  20 
  Physical Limitation:  Dispelled When 
  Knocked Out (Frequently, Fully Limiting)
  10 
  Physical Limitation:  Others’ Magic Senses 
  are MegaScaled to Detect Tyrannon (Fre-
  quently; Slightly Limiting)
  25 
  Psychological Limitation:  Driven to Domi-
  nate All the Multiverse (Very Common, 
  Total)
  25 
  Psychological Limitation:  Convinced of His 
  Utter Superiority (Very Common, Total)
  20 
  Susceptibility:  to Sight Group Darkness 
  ﬁelds, 1d6 STUN per Phase Viceroy is within 
  such area (Common)
  15 
  Unluck:  3d6
  25 
  Experience Points
  Total Disadvantage Points:  400
  
  39 
  Mystic Menaces Fun Pack■ Chapter One
  OCTOPOID EMISSARY
   Val Char 
  Cost Roll 
  Notes
   35 STR 
  25 
  16- 
  Lift 3,200 kg; 7d6 [3]
   20 DEX 
  30 
  13- 
  OCV:  7/DCV:  7
   23 CON 
  26 
  14-
   10 BODY 0 
  11-
   10 INT 
  0 
  11- 
  PER Roll 11-
   20 EGO 
  20 
  13- 
  ECV:  7
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   4 COM 
  -3 
  10-
   25 PD 
  18 
   
  Total:  25 PD (10 rPD)
   25 ED 
  20 
   
  Total:  25 ED (10 rED)
   7 SPD 
  40 
   
  Phs:  2, 4, 6, 7, 9, 11, 12
   15 REC 
  6
   46 END 
  0
   40 STUN 
  0 
  Total Characteristics Cost:  192
  Movement: 
  Running:  6”/12”
   
  Flight:  10”/20”
   
  Swimming:  2”/4”
  Cost Powers 
  END
  94 
  Tyrannon’s Mighty Magic:  Multipower,  
  94-point reserve
  6u 
  1)  Power Of Tyrannon:  Energy Blast 12d6 6
  6u 
  2)  Ire Of Tyrannon:  Ego Attack 5d6, 
  Reduced Endurance (½ END; +¼) 
  2
  6u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (18 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  3
  6u 
  4)  Deadly Wrath Of Tyrannon:  RKA  
  1d6, BOECV (+1), Does BODY (+1),  
  Continuous (+1) 
  6
  6u 
  5)  Banishment Of Tyrannon:  Dispel  
  Magic 16d6, any Magic spell or power  
  one at a time (+¼) 
  6
  6u 
  6)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  physical location, any dimension), x16 
  Increased Mass 
  6
  3u 
  7)  First Shield Of Tyrannon:  Force Field 
  (8 PD/8 ED/5 Power Defense), Hardened 
  Defense (+¼), Reduced Endurance  
  (½ END; +¼) 
  1
  3u 
  8)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +5 OCV 
  0
  3u 
  9)  Astral Leap:  Teleportation 10”, Armor  
  Piercing (+½) 
  3
  10 
  Spiritual Substance:  Damage Resistance  
  (10 PD/10 ED) 
  0
  11 
  Mighty Will:  Mental Defense  
  (15 points total) 
  0
  5 
  Mystic Defense:  Power Defense (5 points) 0
  2 
  Aquatic Movement:  Swimming +2”  
  (4” total) 
  1
  5 
  Mystic Awareness:  Detect Magic 11-  
  (Touch Group) 
  0
  10 
  One Will In Many Bodies:  Mind Link  
  to parent Viceroy, any distance, any  
  dimension, Psychic Bond; Only With  
  Others Who Have Mind Link (-1) 
  0
  5 
  Many Tentacles:  Extra Limbs (6) 
  0
  Talents
  3 
  At Home In The Water:  Environmental 
  Movement:  Aquatic Movement (no 
  penalties in water) 
  0
  Perks
  10 
  Fringe Beneﬁt:  Head of State
  Skills
  3 
  Interrogation 13-
  2 
  KS: The Plans of Tyrannon 11-
  3 
  Oratory 13-
  Total Powers & Skills Cost:  208
  Total Cost:  400
  200+ Disadvantages
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:  Istvatha V’han 8- (As Pow)
  10 
  Hunted:  Skarn the Shaper 8- (As Pow)
  5 
  Hunted:  assorted cosmic entities and dimen-
  sion lords 11- (As Pow, Watching)
  20 
  Physical Limitation:  Dispelled When 
  Knocked Out (Frequently, Fully Limiting)
  10 
  Physical Limitation:  Others’ Magic Senses 
  are MegaScaled to Detect Tyrannon (Fre-
  quently; Slightly Limiting)
  25 
  Psychological Limitation:  Driven to Domi-
  nate All the Multiverse (Very Common, 
  Total)
  25 
  Psychological Limitation:  Convinced of His 
  Utter Superiority (Very Common, Total)
  15 
  Unluck:  3d6
  10 
  Vulnerability:  1½ x STUN from Area Energy 
  Attacks (Common)
  10 
  Vulnerability:  1½ x BODY from Area 
  Energy Attacks (Common)
  25 
  Experience Points
  Total Disadvantage Points:  400
  
  40 ■ Tyrannon The Conqueror
  Hero System 5th Edition
  REPTILE EMISSARY
   Val Char 
  Cost Roll 
  Notes
   35 STR 
  25 
  16- 
  Lift 3,200 kg; 7d6 [3]
   20 DEX 
  30 
  13- 
  OCV:  7/DCV:  7
   23 CON 
  26 
  14-
   10 BODY 0 
  11-
   10 INT 
  0 
  11- 
  PER Roll 11-
   20 EGO 
  20 
  13- 
  ECV:  7
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   4 COM 
  -3 
  10-
   25 PD 
  18 
   
  Total:  25 PD (10 rPD)
   25 ED 
  20 
   
  Total:  25 ED (10 rED)
   5 SPD 
  20 
   
  Phases:  3, 5, 8, 10, 12
   15 REC 
  6
   46 END 
  0
   40 STUN 
  0 
  Total Characteristics Cost:  172
  Movement: 
  Running:  6”/12”
   
  Flight:  10”/20”
  Cost Powers 
  END
  94 
  Tyrannon’s Mighty Magic:  Multipower,  
  94-point reserve
  6u 
  1)  Power Of Tyrannon:  Energy Blast 12d6 6
  6u 
  2)  Ire Of Tyrannon:  Ego Attack 5d6, 
  Reduced Endurance (½ END; +¼) 
  2
  6u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (18 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  3
  6u 
  4)  Deadly Wrath Of Tyrannon:  RKA  
  1d6, BOECV (+1), Does BODY (+1),  
  Continuous (+1) 
  6
  6u 
  5)  Banishment Of Tyrannon:  Dispel  
  Magic 16d6, any Magic spell or power  
  one at a time (+¼) 
  6
  6u 
  6)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  physical location, any dimension), x16 
  Increased Mass 
  6
  3u 
  7)  First Shield Of Tyrannon:  Force Field 
  (8 PD/8 ED/5 Power Defense), Hardened 
  Defense (+¼), Reduced Endurance  
  (½ END; +¼) 
  1
  3u 
  8)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +5 OCV 
  0
  3u 
  9)  Astral Leap:  Teleportation 10”, Armor  
  Piercing (+½) 
  3
  5u 
  10)  Slow Time:  Drain SPD 3d6, Ranged  
  (+½), Reduced Endurance (½ END; +¼) 2
  25 
  Bite:  HKA 1½d6 (3d6+1 with STR) 
  2
  10 
  Spiritual Substance:  Damage Resistance  
  (10 PD/10 ED) 
  0
  11 
  Mighty Will:  Mental Defense  
  (15 points total) 
  0
  5 
  Mystic Defense:  Power Defense (5 points) 0
  5 
  Mystic Awareness:  Detect Magic 11-  
  (Touch Group) 
  0
  10 
  One Will In Many Bodies:  Mind Link  
  to parent Viceroy, any distance, any  
  dimension, Psychic Bond; Only With  
  Others Who Have Mind Link (-1) 
  0
  Perks
  10 
  Fringe Beneﬁt:  Head of State
  Skills
  3 
  Interrogation 13-
  2 
  KS: The Plans of Tyrannon 11-
  3 
  Oratory 13-
  Total Powers & Skills Cost:  228
  Total Cost:  400
  200+ Disadvantages
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:  Istvatha V’han 8- (As Pow)
  10 
  Hunted:  Skarn the Shaper 8- (As Pow)
  5 
  Hunted:  assorted cosmic entities and dimen-
  sion lords 11- (As Pow, Watching)
  20 
  Physical Limitation:  Dispelled When 
  Knocked Out (Frequently, Fully Limiting)
  10 
  Physical Limitation:  Others’ Magic Senses 
  are MegaScaled to Detect Tyrannon (Fre-
  quently; Slightly Limiting)
  25 
  Psychological Limitation:  Driven to Domi-
  nate All the Multiverse (Very Common, 
  Total)
  25 
  Psychological Limitation:  Convinced of His 
  Utter Superiority (Very Common, Total)
  10 
  Susceptibility:  to environments colder than 
  40 degrees Fahrenheit, Drain DEX 1d6 per 
  Turn (Uncommon)
  15 
  Unluck:  3d6
  5 
  Vulnerability: 1½ x STUN from Cold attacks 
  (Uncommon)
  5 
  Vulnerability: 1½ x BODY from Cold attacks 
  (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  400
  
  41 
  Mystic Menaces Fun Pack■ Chapter One
  TREE EMISSARY
   Val Char 
  Cost Roll 
  Notes
   35 STR 
  25 
  16- 
  Lift 3,200 kg; 7d6 [3]
   20 DEX 
  30 
  13- 
  OCV:  7/DCV:  7
   23 CON 
  26 
  14-
   10 BODY 0 
  11-
   10 INT 
  0 
  11- 
  PER Roll 11-
   20 EGO 
  20 
  13- 
  ECV:  7
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   4 COM 
  -3 
  10-
   25 PD 
  18 
   
  Total:  25 PD (10 rPD)
   25 ED 
  20 
   
  Total:  25 ED (10 rED)
   5 SPD 
  20 
   
  Phases:  3, 5, 8, 10, 12
   15 REC 
  6
   46 END 
  0
   40 STUN 
  0 
  Total Characteristics Cost:  172
  Movement: 
  Running:  6”/12”
   
  Flight:  10”/20”
  Cost Powers 
  END
  94 
  Tyrannon’s Mighty Magic:  Multipower,  
  94-point reserve
  6u 
  1)  Power Of Tyrannon:  Energy Blast 12d6 6
  6u 
  2)  Ire Of Tyrannon:  Ego Attack 5d6, 
  Reduced Endurance (½ END; +¼) 
  2
  6u 
  3)  Hand Of Tyrannon:  Telekinesis  
  (18 STR), BOECV (+1), Reduced  
  Endurance (½ END; +¼) 
  3
  6u 
  4)  Deadly Wrath Of Tyrannon:  RKA  
  1d6, BOECV (+1), Does BODY (+1),  
  Continuous (+1) 
  6
  6u 
  5)  Banishment Of Tyrannon:  Dispel  
  Magic 16d6, any Magic spell or power  
  one at a time (+¼) 
  6
  6u 
  6)  Tyrannon Goes Where He Wills:   
  Extra-Dimensional Movement (any  
  physical location, any dimension), x16 
  Increased Mass 
  6
  3u 
  7)  First Shield Of Tyrannon:  Force Field 
  (8 PD/8 ED/5 Power Defense), Hardened 
  Defense (+¼), Reduced Endurance  
  (½ END; +¼) 
  1
  3u 
  8)  Second Shield Of Tyrannon:  Missile 
  Deﬂection (all Ranged attacks), +5 OCV 
  0
  3u 
  9)  Astral Leap:  Teleportation 10”, Armor  
  Piercing (+½) 
  3
  10 
  Spiritual Substance:  Damage Resistance  
  (10 PD/10 ED) 
  0
  11 
  Mighty Will:  Mental Defense  
  (15 points total) 
  0
  5 
  Mystic Defense:  Power Defense (5 points) 0
  27 
  Tropisms:  Spatial Awareness (no Sense 
  Group), Range 
  0
  5 
  Mystic Awareness:  Detect Magic 11-  
  (Touch Group) 
  0
  10 
  One Will In Many Bodies:  Mind Link  
  to parent Viceroy, any distance, any  
  dimension, Psychic Bond; Only With  
  Others Who Have Mind Link (-1) 
  0
  Perks
  10 
  Fringe Beneﬁt:  Head of State
  Talents
  3 
  Thicketmaster:  Environmental Movement:  
  no penalties to combat or movement from 
  dense vegetation 
  0
  Skills
  3 
  Interrogation 13-
  2 
  KS: The Plans of Tyrannon 11-
  3 
  Oratory 13-
  Total Powers & Skills Cost:  228
  Total Cost:  400
  200+ Disadvantages
  35 
  Enraged:  Berserk when “betrayed” 
  (Common), go 14-, recover 11-
  10 
  Hunted:  Istvatha V’han 8- (As Pow)
  10 
  Hunted:  Skarn the Shaper 8- (As Pow)
  5 
  Hunted:  assorted cosmic entities and dimen-
  sion lords 11- (As Pow, Watching)
  20 
  Physical Limitation:  Dispelled When 
  Knocked Out (Frequently, Fully Limiting)
  10 
  Physical Limitation:  Others’ Magic Senses 
  are MegaScaled to Detect Tyrannon (Fre-
  quently; Slightly Limiting)
  25 
  Psychological Limitation:  Driven to Domi-
  nate All the Multiverse (Very Common, 
  Total)
  25 
  Psychological Limitation:  Convinced of His 
  Utter Superiority (Very Common, Total)
  10 
  Susceptibility:  to herbicides, 1d6 damage per 
  Turn of exposure (Uncommon)
  15 
  Unluck:  3d6
  5 
  Vulnerability: 1½ x STUN from Death/Dis-
  ease-based Attacks (Uncommon)
  5 
  Vulnerability: 1½ x BODY from Death/Dis-
  ease-based Attacks (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  400
  
  42 ■   The Morbanes
  Hero System 5th Edition
  THE BLACK MAGICIAN
  MORBANE
  Black Magic Multipower, City Magic minor  
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  3- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Black Magic:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  3u 
  1)  Domination:  Mind Control 8d6,  
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  2)  Befuddlement:  Mental Illusions 8d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  3)  Spell Of Torment:  Ego Attack 4d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  4)  Touch Of Terror:  Drain PRE 4d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  5)  Hellﬁre:  Energy Blast 9d6, Reduced 
  Endurance (½ END; +¼); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  2
  3u 
  6)  Hellgate:  Teleportation 15”, x16 Noncom-
  bat, x8 Increased Mass; Gestures (-¼), Incan-
  tations (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  7)  Spell-Shattering:  Dispel Magic 16d6,  
  any Magic power one at a time (+¼);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  6
  2u 
  8)  Call Demonling:  Summon four  
  233-point Demonlings (see HERO System 
  Bestiary, page 51); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  6
  20 
  Minor City Magic:  Multipower, 40-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Flaring Light Bulbs:  Sight Group Flash  
  4d6, Area Of Eﬀect (2” Radius; +1); IIF  
  (light bulbs of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A  
  Magic Roll (-½) 
  4
  2u 
  2)  Wall Of Pavement:  Force Wall (5 PD/5 
  ED; 3” long and 1” tall), Opaque; Gestures 
  (-¼), Incantations (-¼), Only In Paved  
  Areas (-¼), Requires A Magic Roll (-½)   
  4
  1u 
  3)  Pass Through Walls:  Desolidiﬁcation 
  (aﬀected by any attack); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½), Does Not Protect Against  
  Damage (-1) 
  4
  2u 
  4)  Travel Along Electric Lines:  Teleporta-
  tion 20”; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Only Be- 
  tween Conductors Or Through Wires (-½) 4
  2u 
  5)  Draw Upon The Spirit Of The City:  Aid 
  END 4d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  1u 
  6)  The City’s Warning Whisper:  Danger 
  Sense (INT Roll) (any danger, immediate 
  vicinity); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Defensive Spells:  Armor (4 PD/4 ED) 
  0
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  THE MORBANES
  
  43 
  Mystic Menaces Fun Pack ■ Chapter Two
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Black Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  44 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Black Magic Multipower, Diviner minor specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  3- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Black Magic:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  3u 
  1)  Domination:  Mind Control 8d6,  
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  2)  Befuddlement:  Mental Illusions 8d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  3)  Spell Of Torment:  Ego Attack 4d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  4)  Touch Of Terror:  Drain PRE 4d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  5)  Hellﬁre:  Energy Blast 9d6, Reduced 
  Endurance (½ END; +¼); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  2
  3u 
  6)  Hellgate:  Teleportation 15”, x16 Noncom-
  bat, x8 Increased Mass; Gestures (-¼), Incan-
  tations (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  7)  Spell-Shattering:  Dispel Magic 16d6,  
  any Magic power one at a time (+¼);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  6
  2u 
  8)  Call Demonling:  Summon four  
  233-point Demonlings (see HERO System 
  Bestiary, page 51); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  6
  25 
  Minor Divination:  Multipower, 50-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  One Step Out Of Phase:  Desolidiﬁca- 
  tion (aﬀected by temporal/dimensional 
  attacks), Reduced Endurance (½ END;  
  +¼); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Cannot  
  Pass Through Solid Objects (-½) 
  2
  2u 
  2)  He’s Seen This Moment Before:  Luck  
  10d6; Only Once Per Battle (-0), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  1u 
  3)  A View Of The Future:  Clairsentience 
  (Sight and Hearing Group), Precognition; 
  Gestures (-½), Incantations (-½),  
  Requires A Magic Roll (-½), No  
  Range (-½), Precognition Only (-1) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Defensive Spells:  Armor (4 PD/4 ED) 
  0
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
    
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Black Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  45 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  46 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Black Magic Multipower, Elementalist minor
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  3- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Black Magic:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  3u 
  1)  Domination:  Mind Control 8d6,  
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  2)  Befuddlement:  Mental Illusions 8d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  3)  Spell Of Torment:  Ego Attack 4d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  4)  Touch Of Terror:  Drain PRE 4d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  5)  Hellﬁre:  Energy Blast 9d6, Reduced 
  Endurance (½ END; +¼); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  2
  3u 
  6)  Hellgate:  Teleportation 15”, x16 Noncom-
  bat, x8 Increased Mass; Gestures (-¼), Incan-
  tations (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  7)  Spell-Shattering:  Dispel Magic 16d6,  
  any Magic power one at a time (+¼);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  6
  2u 
  8)  Call Demonling:  Summon four  
  233-point Demonlings (see HERO System 
  Bestiary, page 51); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  6
  24 
  Elemental Magic:  Multipower, 49-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
   
   
   
   
  2u 
  1)  Self Immolation:  HKA 1d6, Damage  
  Shield (does damage in HTH Combat; +¾), 
  Continuous (+1), Reduced Endurance (0 
  END; +½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  No STR Bonus (-½) 
  0
  2u 
  2)  Wall Of Stone:  Force Wall (5 PD/5 ED; 
  4” long and 1” tall), Opaque; Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  4
  2u 
  3)  Carried By The Winds:  Flight 12”,  
  Usable As An Attack (+1); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Defensive Spells:  Armor (4 PD/4 ED) 
  0
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Black Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  47 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  48 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Black Magic Multipower, Half-Born minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   24 PRE 
  14 
  14- 
  PRE Attack:  5d6
   4 COM 
  -3 
  10-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  115
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Black Magic:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  3u 
  1)  Domination:  Mind Control 8d6,  
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  2)  Befuddlement:  Mental Illusions 8d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  3)  Spell Of Torment:  Ego Attack 4d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  4)  Touch Of Terror:  Drain PRE 4d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  5)  Hellﬁre:  Energy Blast 9d6, Reduced 
  Endurance (½ END; +¼); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  2
  3u 
  6)  Hellgate:  Teleportation 15”, x16 Noncom-
  bat, x8 Increased Mass; Gestures (-¼), Incan-
  tations (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  7)  Spell-Shattering:  Dispel Magic 16d6,  
  any Magic power one at a time (+¼);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  6
  2u 
  8)  Call Demonling:  Summon four  
  233-point Demonlings (see HERO System 
  Bestiary, page 51); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  6
  19 
  Tentacles:  Extra Limbs, Inherent (+¼); Lim-
  ited Manipulation (-¼) plus Stretching 1”, 
  Reduced Endurance (0 END; +½); Linked 
  (-½), No Noncombat Stretching (-¼) plus 
  +15 STR; Linked (-½) 
  1
  10 
  The Life-Sapping Energy Of The Qliphothic:  
  Drain BODY 1d6 
  1 
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Black Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  260
  Total Cost:  375
  
  49 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  50 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Black Magic Multipower, Necromancer minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Black Magic:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  3u 
  1)  Domination:  Mind Control 8d6,  
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  2)  Befuddlement:  Mental Illusions 8d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  3)  Spell Of Torment:  Ego Attack 4d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  4)  Touch Of Terror:  Drain PRE 4d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  5)  Hellﬁre:  Energy Blast 9d6, Reduced 
  Endurance (½ END; +¼); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  2
  3u 
  6)  Hellgate:  Teleportation 15”, x16 Noncom-
  bat, x8 Increased Mass; Gestures (-¼), Incan-
  tations (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  7)  Spell-Shattering:  Dispel Magic 16d6,  
  any Magic power one at a time (+¼);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  6
  2u 
  8)  Call Demonling:  Summon four  
  233-point Demonlings (see HERO System 
  Bestiary, page 51); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  6
  27 
  Necromancy:  Multipower, 54-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Command The Undead:  Mind Control 
  10d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Only Versus 
  Undead (-1) 
  5
  2u 
  2)  Raise Skeleton:  Summon 179-point  
  Skeleton, Loyal (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Must Have Bones Or Body  
  Present (-1) 
  5
  2u 
  3)  Raise Zombie:  Summon 178-point 
  Zombie, Loyal (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Must Have Body Present (-1) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Black Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  51 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  52 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Black Magic Multipower, Other-Worlder minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Black Magic:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  3u 
  1)  Domination:  Mind Control 8d6,  
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  2)  Befuddlement:  Mental Illusions 8d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  3)  Spell Of Torment:  Ego Attack 4d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  4)  Touch Of Terror:  Drain PRE 4d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  5)  Hellﬁre:  Energy Blast 9d6, Reduced 
  Endurance (½ END; +¼); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  2
  3u 
  6)  Hellgate:  Teleportation 15”, x16 Noncom-
  bat, x8 Increased Mass; Gestures (-¼), Incan-
  tations (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  7)  Spell-Shattering:  Dispel Magic 16d6,  
  any Magic power one at a time (+¼);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  6
  2u 
  8)  Call Demonling:  Summon four  
  233-point Demonlings (see HERO System 
  Bestiary, page 51); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  6
  20 
  Other-World Magic:  Multipower, 40-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
   
   
   
   
  2u 
  1)  Peek Through The Dimensions:  Clairsen-
  tience (Sight and Hearing Group), Dimen-
  sional (single other dimension, deﬁned  
  when the power is bought); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  4
  2u 
  2)  Other-Worldly Movement:  Extra- 
  Dimensional Movement (any location in  
  a single dimension), x8 Increased Mass;  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  2u 
  3)  A Quick Getaway:  Extra-Dimensional 
  Movement (any location in a single  
  dimension), Trigger (variable; +½);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  2u 
  4)  A Quick Trip:  Teleportation 12”, x8  
  Increased Mass; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  4
  1u 
  5)  Summon Other-Worldly Denizen I:  
  Summon 200-point other-worldly denizen 
  (choose one type); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  4
  1u 
  6)  Summon Other-Worldly Denizen II:  
  Summon 200-point other-worldly denizen 
  (choose diﬀerent type); Gestures (-¼),  
  ncantations (-¼), Requires A Magic  
  Roll (-½), Extra Time (1 Turn; -1¼) 
  4
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Defensive Spells:  Armor (4 PD/4 ED) 
  0
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Black Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  
  53 
  Mystic Menaces Fun Pack ■ Chapter Two
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  54 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Black Magic Multipower, Summoner minor  
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Black Magic:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  3u 
  1)  Domination:  Mind Control 8d6,  
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  2)  Befuddlement:  Mental Illusions 8d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  3)  Spell Of Torment:  Ego Attack 4d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  4)  Touch Of Terror:  Drain PRE 4d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  5)  Hellﬁre:  Energy Blast 9d6, Reduced 
  Endurance (½ END; +¼); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  2
  3u 
  6)  Hellgate:  Teleportation 15”, x16 Noncom-
  bat, x8 Increased Mass; Gestures (-¼), Incan-
  tations (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  7)  Spell-Shattering:  Dispel Magic 16d6,  
  any Magic power one at a time (+¼);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  6
  2u 
  8)  Call Demonling:  Summon four  
  233-point Demonlings (see HERO System 
  Bestiary, page 51); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  6
  30 
  Call Speciﬁc Demonling:  Summon 250- 
  point Demonling, Slavisly Loyal (+1),  
  Speciﬁc Individual (+1); Gestures (-½), 
  Incantations (-½), Extra Time (1 Hour;  
  -3) 
  15
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Defensive Spells:  Armor (4 PD/4 ED) 
  0
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Black Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  55 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  56 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Black Magic Multipower, Thaumaturge minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Black Magic:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  3u 
  1)  Domination:  Mind Control 8d6,  
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  2)  Befuddlement:  Mental Illusions 8d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  3)  Spell Of Torment:  Ego Attack 4d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  4)  Touch Of Terror:  Drain PRE 4d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  5)  Hellﬁre:  Energy Blast 9d6, Reduced 
  Endurance (½ END; +¼); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  2
  3u 
  6)  Hellgate:  Teleportation 15”, x16 Noncom-
  bat, x8 Increased Mass; Gestures (-¼), Incan-
  tations (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  7)  Spell-Shattering:  Dispel Magic 16d6,  
  any Magic power one at a time (+¼);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  6
  2u 
  8)  Call Demonling:  Summon four  
  233-point Demonlings (see HERO System 
  Bestiary, page 51); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  6
  31 
  Minor Thaumaturgy:  Variable Power  
  Pool, 24 base + 12 control cost; Ges- 
  tures (-¼), Incantations (-¼), Only  
  Magic (-¼) 
  var
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]12 
  Defensive Spells:  Armor (4 PD/4 ED) 
  0
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Black Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  262
  Total Cost:  376
  
  57 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  26 
  Experience Points
  Total Disadvantage Points:  376
  
  58 ■   The Morbanes
  Hero System 5th Edition
  THE CITY MAGE
  MORBANE
  City Magic Multipower, Black Magician minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  City Magic:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Fallen Power Line:  Energy Blast 4d6, 
  Indirect (always from above; +¼), Reduced 
  Endurance (½ END; +¼), NND (defense is 
  ED Force Field or being fully insulated; +1); 
  IIF (power line of opportunity; -¼), 
   Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  2
  3u 
  2)  Exploding Gas Main (Small):  RKA 2d6, 
  Indirect (always from below; +¼),  
  Reduced Endurance (½ END; +¼), Area  
  Of Eﬀect (One Hex Accurate; +½); IIF  
  (gas manes of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  2
  2u 
  3)  Exploding Gas Main (Big):  RKA 1½d6, 
  Indirect (always from below; +¼), Area Of 
  Eﬀect (3” Radius; +1); IIF (gas mains of 
  opportunity; -¼), Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  3u 
  4)  Flaring Light Bulbs:  Sight Group Flash  
  6d6, Area Of Eﬀect (3” Radius; +1); IIF  
  (light bulbs of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  5)  Collapsing Street:  Tunneling 3” through  
  6 DEF material, Usable As Attack (does not 
  work on characters with Tunneling,  
  Desolidiﬁcation, or Power Defense; +1), 
  Ranged (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  6)  Wall Of Pavement:  Force Wall (8 PD/8  
  ED; 6” long and 1” tall), Opaque (Sight  
  Group); Gestures (-¼), Incantations (-¼),  
  Only In Paved Areas (-¼), Requires A 
  Magic Roll (-½) 
  6
  1u 
  7)  Pass Through Walls:  Desolidiﬁcation 
  (aﬀected by any attack); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Does Not Protect Against  
  Damage (-1) 
  4
  2u 
  8)  Travel Along Electric Lines:  Teleportation 
  30”; Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½), Only Between 
  Conductors Or Through Wires (-½) 
  6
  2u 
  9)  Draw Upon The Spirit Of The City:  Aid 
  END 4d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  2u 
  10)  The City’s Warning Whisper:  Danger  
  Sense (INT Roll) (any danger, general area); 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  0
  24 
  Minor Black Magic:  Multipower, 48-point 
  reserve; all slots Gestures (-¼), Incan- 
  tations (-¼), Requires A Magic Roll (-½) 
  0
  2u 
  1)  Befuddlement:  Mental Illusions 7d6, 
  Reduced Endurance (½ END; +¼);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  1
  1u 
  2)  Touch Of Terror:  Drain PRE 2d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  2u 
  3)  Spell-Shattering:  Dispel Magic 12d6,  
  any Magic power one at a time (+¼);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  1u 
  4)  Call Demonling:  Summon 233-point 
  Demonling (see HERO System Bestiary, 
  page 51); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Extra Time  
  (1 Turn; -1¼) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Defensive Spells:  Armor (4 PD/4 ED) 
  0
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with City Magic Multipower
  
  59 
  Mystic Menaces Fun Pack ■ Chapter Two
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  60 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  City Magic Multipower, Diviner minor specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  City Magic:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Fallen Power Line:  Energy Blast 4d6, 
  Indirect (always from above; +¼), Reduced 
  Endurance (½ END; +¼), NND (defense is 
  ED Force Field or being fully insulated; +1); 
  IIF (power line of opportunity; -¼), 
   Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  2
  3u 
  2)  Exploding Gas Main (Small):  RKA 2d6, 
  Indirect (always from below; +¼),  
  Reduced Endurance (½ END; +¼), Area  
  Of Eﬀect (One Hex Accurate; +½); IIF  
  (gas manes of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  2
  2u 
  3)  Exploding Gas Main (Big):  RKA 1½d6, 
  Indirect (always from below; +¼), Area Of 
  Eﬀect (3” Radius; +1); IIF (gas mains of 
  opportunity; -¼), Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  3u 
  4)  Flaring Light Bulbs:  Sight Group Flash  
  6d6, Area Of Eﬀect (3” Radius; +1); IIF  
  (light bulbs of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  5)  Collapsing Street:  Tunneling 3” through  
  6 DEF material, Usable As Attack (does not 
  work on characters with Tunneling,  
  Desolidiﬁcation, or Power Defense; +1), 
  Ranged (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  6)  Wall Of Pavement:  Force Wall (8 PD/8  
  ED; 6” long and 1” tall), Opaque (Sight  
  Group); Gestures (-¼), Incantations (-¼),  
  Only In Paved Areas (-¼), Requires A 
  Magic Roll (-½) 
  6
  1u 
  7)  Pass Through Walls:  Desolidiﬁcation 
  (aﬀected by any attack); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Does Not Protect Against  
  Damage (-1) 
  4
  2u 
  8)  Travel Along Electric Lines:  Teleportation 
  30”; Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½), Only Between 
  Conductors Or Through Wires (-½) 
  6
  2u 
  9)  Draw Upon The Spirit Of The City:  Aid 
  END 4d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  2u 
  10)  The City’s Warning Whisper:  Danger  
  Sense (INT Roll) (any danger, general area); 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  0
  25 
  Minor Divination:  Multipower, 50-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  One Step Out Of Phase:  Desolidiﬁca- 
  tion (aﬀected by temporal/dimensional 
  attacks), Reduced Endurance (½ END;  
  +¼); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Cannot  
  Pass Through Solid Objects (-½) 
  2
  2u 
  2)  He’s Seen This Moment Before:  Luck  
  10d6; Only Once Per Battle (-0), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  1u 
  3)  A View Of The Future:  Clairsentience 
  (Sight and Hearing Group), Precognition; 
  Gestures (-½), Incantations (-½),  
  Requires A Magic Roll (-½), No  
  Range (-½), Precognition Only (-1) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Defensive Spells:  Armor (4 PD/4 ED) 
  0
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with City Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  
  61 
  Mystic Menaces Fun Pack ■ Chapter Two
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375 
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  62 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  City Magic Multipower, Elementalist minor  
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  City Magic:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Fallen Power Line:  Energy Blast 4d6, 
  Indirect (always from above; +¼), Reduced 
  Endurance (½ END; +¼), NND (defense is 
  ED Force Field or being fully insulated; +1); 
  IIF (power line of opportunity; -¼), 
   Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  2
  3u 
  2)  Exploding Gas Main (Small):  RKA 2d6, 
  Indirect (always from below; +¼),  
  Reduced Endurance (½ END; +¼), Area  
  Of Eﬀect (One Hex Accurate; +½); IIF  
  (gas manes of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  2
  2u 
  3)  Exploding Gas Main (Big):  RKA 1½d6, 
  Indirect (always from below; +¼), Area Of 
  Eﬀect (3” Radius; +1); IIF (gas mains of 
  opportunity; -¼), Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  3u 
  4)  Flaring Light Bulbs:  Sight Group Flash  
  6d6, Area Of Eﬀect (3” Radius; +1); IIF  
  (light bulbs of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  5)  Collapsing Street:  Tunneling 3” through  
  6 DEF material, Usable As Attack (does not 
  work on characters with Tunneling,  
  Desolidiﬁcation, or Power Defense; +1), 
  Ranged (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  6)  Wall Of Pavement:  Force Wall (8 PD/8  
  ED; 6” long and 1” tall), Opaque (Sight  
  Group); Gestures (-¼), Incantations (-¼),  
  Only In Paved Areas (-¼), Requires A 
  Magic Roll (-½) 
  6
  1u 
  7)  Pass Through Walls:  Desolidiﬁcation 
  (aﬀected by any attack); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Does Not Protect Against  
  Damage (-1) 
  4
  2u 
  8)  Travel Along Electric Lines:  Teleportation 
  30”; Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½), Only Between 
  Conductors Or Through Wires (-½) 
  6
  2u 
  9)  Draw Upon The Spirit Of The City:  Aid 
  END 4d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  2u 
  10)  The City’s Warning Whisper:  Danger  
  Sense (INT Roll) (any danger, general area); 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  0
  24 
  Elemental Magic:  Multipower, 49-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Self Immolation:  HKA 1d6, Damage  
  Shield (does damage in HTH Combat; +¾), 
  Continuous (+1), Reduced Endurance (0 
  END; +½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  No STR Bonus (-½) 
  0
  2u 
  2)  Wall Of Stone:  Force Wall (5 PD/5 ED; 
  4” long and 1” tall), Opaque; Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  4
  2u 
  3)  Carried By The Winds:  Flight 12”,  
  Usable As An Attack (+1); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Defensive Spells:  Armor (4 PD/4 ED) 
  0
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with City Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  
  63 
  Mystic Menaces Fun Pack ■ Chapter Two
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  64 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  City Magic Multipower, Half-Born minor  
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   24 PRE 
  14 
  14- 
  PRE Attack:  5d6
   4 COM 
  -3 
  10-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  115
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  City Magic:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Fallen Power Line:  Energy Blast 4d6, 
  Indirect (always from above; +¼), Reduced 
  Endurance (½ END; +¼), NND (defense is 
  ED Force Field or being fully insulated; +1); 
  IIF (power line of opportunity; -¼), 
   Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  2
  3u 
  2)  Exploding Gas Main (Small):  RKA 2d6, 
  Indirect (always from below; +¼),  
  Reduced Endurance (½ END; +¼), Area  
  Of Eﬀect (One Hex Accurate; +½); IIF  
  (gas manes of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  2
  2u 
  3)  Exploding Gas Main (Big):  RKA 1½d6, 
  Indirect (always from below; +¼), Area Of 
  Eﬀect (3” Radius; +1); IIF (gas mains of 
  opportunity; -¼), Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  3u 
  4)  Flaring Light Bulbs:  Sight Group Flash  
  6d6, Area Of Eﬀect (3” Radius; +1); IIF  
  (light bulbs of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  5)  Collapsing Street:  Tunneling 3” through  
  6 DEF material, Usable As Attack (does not 
  work on characters with Tunneling,  
  Desolidiﬁcation, or Power Defense; +1), 
  Ranged (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  6)  Wall Of Pavement:  Force Wall (8 PD/8  
  ED; 6” long and 1” tall), Opaque (Sight  
  Group); Gestures (-¼), Incantations (-¼),  
  Only In Paved Areas (-¼), Requires A 
  Magic Roll (-½) 
  6
  1u 
  7)  Pass Through Walls:  Desolidiﬁcation 
  (aﬀected by any attack); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Does Not Protect Against  
  Damage (-1) 
  4
  2u 
  8)  Travel Along Electric Lines:  Teleportation 
  30”; Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½), Only Between 
  Conductors Or Through Wires (-½) 
  6
  2u 
  9)  Draw Upon The Spirit Of The City:  Aid 
  END 4d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  2u 
  10)  The City’s Warning Whisper:  Danger  
  Sense (INT Roll) (any danger, general area); 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  0
  19 
  Tentacles:  Extra Limbs, Inherent (+¼); Lim-
  ited Manipulation (-¼) plus Stretching 1”, 
  Reduced Endurance (0 END; +½); Linked 
  (-½), No Noncombat Stretching (-¼) plus 
  +15 STR; Linked (-½) 
  1
  10 
  The Life-Sapping Energy Of The Qliphothic:  
  Drain BODY 1d6 
  1
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Defensive Spells:  Armor (4 PD/4 ED) 
  0
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with City Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  
  65 
  Mystic Menaces Fun Pack ■ Chapter Two
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  260
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  66 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  City Magic Multipower, Necromancer minor  
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  City Magic:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Fallen Power Line:  Energy Blast 4d6, 
  Indirect (always from above; +¼), Reduced 
  Endurance (½ END; +¼), NND (defense is 
  ED Force Field or being fully insulated; +1); 
  IIF (power line of opportunity; -¼), 
   Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  2
  3u 
  2)  Exploding Gas Main (Small):  RKA 2d6, 
  Indirect (always from below; +¼),  
  Reduced Endurance (½ END; +¼), Area  
  Of Eﬀect (One Hex Accurate; +½); IIF  
  (gas manes of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  2
  2u 
  3)  Exploding Gas Main (Big):  RKA 1½d6, 
  Indirect (always from below; +¼), Area Of 
  Eﬀect (3” Radius; +1); IIF (gas mains of 
  opportunity; -¼), Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  3u 
  4)  Flaring Light Bulbs:  Sight Group Flash  
  6d6, Area Of Eﬀect (3” Radius; +1); IIF  
  (light bulbs of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  5)  Collapsing Street:  Tunneling 3” through  
  6 DEF material, Usable As Attack (does not 
  work on characters with Tunneling,  
  Desolidiﬁcation, or Power Defense; +1), 
  Ranged (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  6)  Wall Of Pavement:  Force Wall (8 PD/8  
  ED; 6” long and 1” tall), Opaque (Sight  
  Group); Gestures (-¼), Incantations (-¼),  
  Only In Paved Areas (-¼), Requires A 
  Magic Roll (-½) 
  6
  1u 
  7)  Pass Through Walls:  Desolidiﬁcation 
  (aﬀected by any attack); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Does Not Protect Against  
  Damage (-1) 
  4
  2u 
  8)  Travel Along Electric Lines:  Teleportation 
  30”; Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½), Only Between 
  Conductors Or Through Wires (-½) 
  6
  2u 
  9)  Draw Upon The Spirit Of The City:  Aid 
  END 4d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  2u 
  10)  The City’s Warning Whisper:  Danger  
  Sense (INT Roll) (any danger, general area); 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  0
  27 
  Necromancy:  Multipower, 54-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Command The Undead:  Mind Control 
  10d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Only Versus 
  Undead (-1) 
  5
  2u 
  2)  Raise Skeleton:  Summon 179-point  
  Skeleton, Loyal (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Must Have Bones Or Body  
  Present (-1) 
  5
  2u 
  3)  Raise Zombie:  Summon 178-point 
  Zombie, Loyal (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Must Have Body Present (-1) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Defensive Spells:  Armor (4 PD/4 ED) 
  0
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with City Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  
  67 
  Mystic Menaces Fun Pack ■ Chapter Two
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  68 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  City Magic Multipower, Other-Worlder minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  City Magic:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Fallen Power Line:  Energy Blast 4d6, 
  Indirect (always from above; +¼), Reduced 
  Endurance (½ END; +¼), NND (defense is 
  ED Force Field or being fully insulated; +1); 
  IIF (power line of opportunity; -¼), 
   Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  2
  3u 
  2)  Exploding Gas Main (Small):  RKA 2d6, 
  Indirect (always from below; +¼),  
  Reduced Endurance (½ END; +¼), Area  
  Of Eﬀect (One Hex Accurate; +½); IIF  
  (gas manes of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  2
  2u 
  3)  Exploding Gas Main (Big):  RKA 1½d6, 
  Indirect (always from below; +¼), Area Of 
  Eﬀect (3” Radius; +1); IIF (gas mains of 
  opportunity; -¼), Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  3u 
  4)  Flaring Light Bulbs:  Sight Group Flash  
  6d6, Area Of Eﬀect (3” Radius; +1); IIF  
  (light bulbs of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  5)  Collapsing Street:  Tunneling 3” through  
  6 DEF material, Usable As Attack (does not 
  work on characters with Tunneling,  
  Desolidiﬁcation, or Power Defense; +1), 
  Ranged (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  6)  Wall Of Pavement:  Force Wall (8 PD/8  
  ED; 6” long and 1” tall), Opaque (Sight  
  Group); Gestures (-¼), Incantations (-¼),  
  Only In Paved Areas (-¼), Requires A 
  Magic Roll (-½) 
  6
  1u 
  7)  Pass Through Walls:  Desolidiﬁcation 
  (aﬀected by any attack); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Does Not Protect Against  
  Damage (-1) 
  4
  2u 
  8)  Travel Along Electric Lines:  Teleportation 
  30”; Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½), Only Between 
  Conductors Or Through Wires (-½) 
  6
  2u 
  9)  Draw Upon The Spirit Of The City:  Aid 
  END 4d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  2u 
  10)  The City’s Warning Whisper:  Danger  
  Sense (INT Roll) (any danger, general area); 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  0
  20 
  Other-World Magic:  Multipower, 40-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Peek Through The Dimensions:  Clairsen-
  tience (Sight and Hearing Group), Dimen-
  sional (single other dimension, deﬁned  
  when the power is bought); Gestures (-¼),  
  Incantations (-¼), Requires A Magic Roll 
  (-½) 
  4
  2u 
  2)  Other-Worldly Movement:  Extra- 
  Dimensional Movement (any location in  
  a single dimension), x8 Increased Mass;  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  2u 
  3)  A Quick Getaway:  Extra-Dimensional 
  Movement (any location in a single  
  dimension), Trigger (variable; +½);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  2u 
  4)  A Quick Trip:  Teleportation 12”, x8  
  Increased Mass; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  4
  1u 
  5)  Summon Other-Worldly Denizen I:  
  Summon 200-point other-worldly denizen 
  (choose one type); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  4
  1u 
  6)  Summon Other-Worldly Denizen II:  
  Summon 200-point other-worldly denizen 
  (choose diﬀerent type); Gestures (-¼),  
  ncantations (-¼), Requires A Magic  
  Roll (-½), Extra Time (1 Turn; -1¼) 
  4
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Defensive Spells:  Armor (4 PD/4 ED) 
  0
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
  
  69 
  Mystic Menaces Fun Pack ■ Chapter Two
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with City Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375 
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  70 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  City Magic Multipower, Summoner minor  
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  City Magic:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Fallen Power Line:  Energy Blast 4d6, 
  Indirect (always from above; +¼), Reduced 
  Endurance (½ END; +¼), NND (defense is 
  ED Force Field or being fully insulated; +1); 
  IIF (power line of opportunity; -¼), 
   Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  2
  3u 
  2)  Exploding Gas Main (Small):  RKA 2d6, 
  Indirect (always from below; +¼),  
  Reduced Endurance (½ END; +¼), Area  
  Of Eﬀect (One Hex Accurate; +½); IIF  
  (gas manes of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  2
  2u 
  3)  Exploding Gas Main (Big):  RKA 1½d6, 
  Indirect (always from below; +¼), Area Of 
  Eﬀect (3” Radius; +1); IIF (gas mains of 
  opportunity; -¼), Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  3u 
  4)  Flaring Light Bulbs:  Sight Group Flash  
  6d6, Area Of Eﬀect (3” Radius; +1); IIF  
  (light bulbs of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  5)  Collapsing Street:  Tunneling 3” through  
  6 DEF material, Usable As Attack (does not 
  work on characters with Tunneling,  
  Desolidiﬁcation, or Power Defense; +1), 
  Ranged (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  6)  Wall Of Pavement:  Force Wall (8 PD/8  
  ED; 6” long and 1” tall), Opaque (Sight  
  Group); Gestures (-¼), Incantations (-¼),  
  Only In Paved Areas (-¼), Requires A 
  Magic Roll (-½) 
  6
  1u 
  7)  Pass Through Walls:  Desolidiﬁcation 
  (aﬀected by any attack); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Does Not Protect Against  
  Damage (-1) 
  4
  2u 
  8)  Travel Along Electric Lines:  Teleportation 
  30”; Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½), Only Between 
  Conductors Or Through Wires (-½) 
  6
  2u 
  9)  Draw Upon The Spirit Of The City:  Aid 
  END 4d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  2u 
  10)  The City’s Warning Whisper:  Danger  
  Sense (INT Roll) (any danger, general area); 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  0
  30 
  Call Speciﬁc Demonling:  Summon 250- 
  point Demonling, Slavisly Loyal (+1),  
  Speciﬁc Individual (+1); Gestures (-½), 
  Incantations (-½), Extra Time (1 Hour;  
  -3) 
  15
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Defensive Spells:  Armor (4 PD/4 ED) 
  0
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with City Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  
  71 
  Mystic Menaces Fun Pack ■ Chapter Two
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  72 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  City Magic Multipower, Thaumaturge minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  City Magic:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Fallen Power Line:  Energy Blast 4d6, 
  Indirect (always from above; +¼), Reduced 
  Endurance (½ END; +¼), NND (defense is 
  ED Force Field or being fully insulated; +1); 
  IIF (power line of opportunity; -¼), 
   Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  2
  3u 
  2)  Exploding Gas Main (Small):  RKA 2d6, 
  Indirect (always from below; +¼),  
  Reduced Endurance (½ END; +¼), Area  
  Of Eﬀect (One Hex Accurate; +½); IIF  
  (gas manes of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  2
  2u 
  3)  Exploding Gas Main (Big):  RKA 1½d6, 
  Indirect (always from below; +¼), Area Of 
  Eﬀect (3” Radius; +1); IIF (gas mains of 
  opportunity; -¼), Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  3u 
  4)  Flaring Light Bulbs:  Sight Group Flash  
  6d6, Area Of Eﬀect (3” Radius; +1); IIF  
  (light bulbs of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  5)  Collapsing Street:  Tunneling 3” through  
  6 DEF material, Usable As Attack (does not 
  work on characters with Tunneling,  
  Desolidiﬁcation, or Power Defense; +1), 
  Ranged (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  6)  Wall Of Pavement:  Force Wall (8 PD/8  
  ED; 6” long and 1” tall), Opaque (Sight  
  Group); Gestures (-¼), Incantations (-¼),  
  Only In Paved Areas (-¼), Requires A 
  Magic Roll (-½) 
  6
  1u 
  7)  Pass Through Walls:  Desolidiﬁcation 
  (aﬀected by any attack); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Does Not Protect Against  
  Damage (-1) 
  4
  2u 
  8)  Travel Along Electric Lines:  Teleportation 
  30”; Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½), Only Between 
  Conductors Or Through Wires (-½) 
  6
  2u 
  9)  Draw Upon The Spirit Of The City:  Aid 
  END 4d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  2u 
  10)  The City’s Warning Whisper:  Danger  
  Sense (INT Roll) (any danger, general area); 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  0
  31 
  Minor Thaumaturgy:  Variable Power  
  Pool, 24 base + 12 control cost; Ges- 
  tures (-¼), Incantations (-¼), Only  
  Magic (-¼). 
  var
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Defensive Spells:  Armor (4 PD/4 ED) 
  0
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with City Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  
  73 
  Mystic Menaces Fun Pack ■ Chapter Two
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  262
  Total Cost:  376
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  26 
  Experience Points
  Total Disadvantage Points:  376
  
  74 ■   The Morbanes
  Hero System 5th Edition
  THE DIVINER
  MORBANE
  Diviner Multipower, Black Magician minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Divination:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  6
  3u 
  1)  One Day In One Second:  Energy Blast  
  6d6, NND (defense is temporal/dimen- 
  sional manipulation powers or Life Support 
  [Diminished Sleep]; +1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½)  
  6
  3u 
  2)  Slow Time:  Drain SPD 4d6,  
  Ranged (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  3u 
  3)  Fast Time:  Aid SPD 4d6, Ranged (+½); 
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  4)  One Night’s Sleep In A Second:  Aid  
  END 6d6; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  0
  1u 
  5)  One Step Ahead Of His Enemies:  +5  
  DCV; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  2u 
  6)  One Step Out Of Phase:  Desolidiﬁcation 
  (aﬀected by temporal/dimensional attacks), 
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Cannot Pass  
  Through Solid Objects (-½) 
  0
  3u 
  7)  Step Forward Through The Seconds:   
  Teleportation 24”, Reduced Endurance (½ 
  END; +¼); Gestures (-¼), Incanta- 
  tions (-¼), Must Pass Through Intervening 
  Space (-¼), Requires A Magic Roll (-½) 
  2
  2u 
  8)  Rapid Healing:  Simpliﬁed Healing 5d6; 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  5
  2u 
  9)  He’s Seen This Moment Before:  Luck  
  10d6; Only Once Per Battle (-0), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  1u 
  10)  A View Of The Future:  Clairsentience 
  (Sight and Hearing Group), Precognition; 
  Gestures (-½), Incantations (-½), Requires  
  A Magic Roll (-½), No Range (-½),  
  Precognition Only (-1) 
  5
  24 
  Minor Black Magic:  Multipower, 48-point 
  reserve; all slots Gestures (-¼), Incan- 
  tations (-¼), Requires A Magic Roll (-½) 
  0
  2u 
  1)  Befuddlement:  Mental Illusions 7d6, 
  Reduced Endurance (½ END; +¼);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  1
  1u 
  2)  Touch Of Terror:  Drain PRE 2d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  2u 
  3)  Spell-Shattering:  Dispel Magic 12d6,  
  any Magic power one at a time (+¼);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  1u 
  4)  Call Demonling:  Summon 233-point 
  Demonling (see HERO System Bestiary, 
  page 51); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Extra Time  
  (1 Turn; -1¼) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Divination Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  
  75 
  Mystic Menaces Fun Pack ■ Chapter Two
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  76 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Diviner Multipower, City Magic minor specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Divination:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  6
  3u 
  1)  One Day In One Second:  Energy Blast  
  6d6, NND (defense is temporal/dimen- 
  sional manipulation powers or Life Support 
  [Diminished Sleep]; +1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½)  
  6
  3u 
  2)  Slow Time:  Drain SPD 4d6,  
  Ranged (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  3u 
  3)  Fast Time:  Aid SPD 4d6, Ranged (+½); 
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  4)  One Night’s Sleep In A Second:  Aid  
  END 6d6; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  0
  1u 
  5)  One Step Ahead Of His Enemies:  +5  
  DCV; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  2u 
  6)  One Step Out Of Phase:  Desolidiﬁcation 
  (aﬀected by temporal/dimensional attacks), 
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Cannot Pass  
  Through Solid Objects (-½) 
  0
  3u 
  7)  Step Forward Through The Seconds:   
  Teleportation 24”, Reduced Endurance (½ 
  END; +¼); Gestures (-¼), Incanta- 
  tions (-¼), Must Pass Through Intervening 
  Space (-¼), Requires A Magic Roll (-½) 
  2
  2u 
  8)  Rapid Healing:  Simpliﬁed Healing 5d6; 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  5
  2u 
  9)  He’s Seen This Moment Before:  Luck  
  10d6; Only Once Per Battle (-0), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  1u 
  10)  A View Of The Future:  Clairsentience 
  (Sight and Hearing Group), Precognition; 
  Gestures (-½), Incantations (-½), Requires  
  A Magic Roll (-½), No Range (-½),  
  Precognition Only (-1) 
  5
  20 
  Minor City Magic:  Multipower, 40-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Flaring Light Bulbs:  Sight Group Flash  
  4d6, Area Of Eﬀect (2” Radius; +1); IIF  
  (light bulbs of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A  
  Magic Roll (-½) 
  4
  2u 
  2)  Wall Of Pavement:  Force Wall (5 PD/5 
  ED; 3” long and 1” tall), Opaque; Gestures 
  (-¼), Incantations (-¼), Only In Paved  
  Areas (-¼), Requires A Magic Roll (-½)   
  4
  1u 
  3)  Pass Through Walls:  Desolidiﬁcation 
  (aﬀected by any attack); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½), Does Not Protect Against  
  Damage (-1) 
  4
  2u 
  4)  Travel Along Electric Lines:  Teleporta-
  tion 20”; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Only Be- 
  tween Conductors Or Through Wires (-½) 4
  2u 
  5)  Draw Upon The Spirit Of The City:  Aid 
  END 4d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  1u 
  6)  The City’s Warning Whisper:  Danger 
  Sense (INT Roll) (any danger, immediate 
  vicinity); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Divination Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  
  77 
  Mystic Menaces Fun Pack ■ Chapter Two
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  78 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Diviner Multipower, Elementalist minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Divination:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  6
  3u 
  1)  One Day In One Second:  Energy Blast  
  6d6, NND (defense is temporal/dimen- 
  sional manipulation powers or Life Support 
  [Diminished Sleep]; +1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½)  
  6
  3u 
  2)  Slow Time:  Drain SPD 4d6,  
  Ranged (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  3u 
  3)  Fast Time:  Aid SPD 4d6, Ranged (+½); 
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  4)  One Night’s Sleep In A Second:  Aid  
  END 6d6; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  0
  1u 
  5)  One Step Ahead Of His Enemies:  +5  
  DCV; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  2u 
  6)  One Step Out Of Phase:  Desolidiﬁcation 
  (aﬀected by temporal/dimensional attacks), 
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Cannot Pass  
  Through Solid Objects (-½) 
  0
  3u 
  7)  Step Forward Through The Seconds:   
  Teleportation 24”, Reduced Endurance (½ 
  END; +¼); Gestures (-¼), Incanta- 
  tions (-¼), Must Pass Through Intervening 
  Space (-¼), Requires A Magic Roll (-½) 
  2
  2u 
  8)  Rapid Healing:  Simpliﬁed Healing 5d6; 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  5
  2u 
  9)  He’s Seen This Moment Before:  Luck  
  10d6; Only Once Per Battle (-0), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  1u 
  10)  A View Of The Future:  Clairsentience 
  (Sight and Hearing Group), Precognition; 
  Gestures (-½), Incantations (-½), Requires  
  A Magic Roll (-½), No Range (-½),  
  Precognition Only (-1) 
  5
  1u 
  10)  A View Of The Future:  Clairsentience 
  (Sight and Hearing Group), Precognition; 
  Gestures (-½), Incantations (-½), Requires A 
  Magic Roll (-½), No Range (-½), Precogni-
  tion Only (-1)
  24 
  Elemental Magic:  Multipower, 49-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Self Immolation:  HKA 1d6, Damage  
  Shield (does damage in HTH Combat; +¾), 
  Continuous (+1), Reduced Endurance (0 
  END; +½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  No STR Bonus (-½) 
  0
  2u 
  2)  Wall Of Stone:  Force Wall (5 PD/5 ED; 
  4” long and 1” tall), Opaque; Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  4
  2u 
  3)  Carried By The Winds:  Flight 12”,  
  Usable As An Attack (+1); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Divination Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  
  79 
  Mystic Menaces Fun Pack ■ Chapter Two
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  80 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Diviner Multipower, Half-Born minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   24 PRE 
  14 
  14- 
  PRE Attack: 5d6
   4 COM 
  -3 
  10-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  115
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Divination:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  6
  3u 
  1)  One Day In One Second:  Energy Blast  
  6d6, NND (defense is temporal/dimen- 
  sional manipulation powers or Life Support 
  [Diminished Sleep]; +1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½)  
  6
  3u 
  2)  Slow Time:  Drain SPD 4d6,  
  Ranged (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  3u 
  3)  Fast Time:  Aid SPD 4d6, Ranged (+½); 
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  4)  One Night’s Sleep In A Second:  Aid  
  END 6d6; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  0
  1u 
  5)  One Step Ahead Of His Enemies:  +5  
  DCV; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  2u 
  6)  One Step Out Of Phase:  Desolidiﬁcation 
  (aﬀected by temporal/dimensional attacks), 
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Cannot Pass  
  Through Solid Objects (-½) 
  0
  3u 
  7)  Step Forward Through The Seconds:   
  Teleportation 24”, Reduced Endurance (½ 
  END; +¼); Gestures (-¼), Incanta- 
  tions (-¼), Must Pass Through Intervening 
  Space (-¼), Requires A Magic Roll (-½) 
  2
  2u 
  8)  Rapid Healing:  Simpliﬁed Healing 5d6; 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  5
  2u 
  9)  He’s Seen This Moment Before:  Luck  
  10d6; Only Once Per Battle (-0), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  1u 
  10)  A View Of The Future:  Clairsentience 
  (Sight and Hearing Group), Precognition; 
  Gestures (-½), Incantations (-½), Requires  
  A Magic Roll (-½), No Range (-½),  
  Precognition Only (-1) 
  5
  19 
  Tentacles:  Extra Limbs, Inherent (+¼); Lim-
  ited Manipulation (-¼) plus Stretching 1”, 
  Reduced Endurance (0 END; +½); Linked 
  (-½), No Noncombat Stretching (-¼) plus 
  +15 STR; Linked (-½) 
  1
  10 
  The Life-Sapping Energy Of The Qliphothic:  
  Drain BODY 1d6 
  1
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Divination Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  260
  Total Cost:  375
  
  81 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  82 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Diviner Multipower, Necromancer minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Divination:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  6
  3u 
  1)  One Day In One Second:  Energy Blast  
  6d6, NND (defense is temporal/dimen- 
  sional manipulation powers or Life Support 
  [Diminished Sleep]; +1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½)  
  6
  3u 
  2)  Slow Time:  Drain SPD 4d6,  
  Ranged (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  3u 
  3)  Fast Time:  Aid SPD 4d6, Ranged (+½); 
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  4)  One Night’s Sleep In A Second:  Aid  
  END 6d6; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  0
  1u 
  5)  One Step Ahead Of His Enemies:  +5  
  DCV; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  2u 
  6)  One Step Out Of Phase:  Desolidiﬁcation 
  (aﬀected by temporal/dimensional attacks), 
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Cannot Pass  
  Through Solid Objects (-½) 
  0
  3u 
  7)  Step Forward Through The Seconds:   
  Teleportation 24”, Reduced Endurance (½ 
  END; +¼); Gestures (-¼), Incanta- 
  tions (-¼), Must Pass Through Intervening 
  Space (-¼), Requires A Magic Roll (-½) 
  2
  2u 
  8)  Rapid Healing:  Simpliﬁed Healing 5d6; 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  5
  2u 
  9)  He’s Seen This Moment Before:  Luck  
  10d6; Only Once Per Battle (-0), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  1u 
  10)  A View Of The Future:  Clairsentience 
  (Sight and Hearing Group), Precognition; 
  Gestures (-½), Incantations (-½), Requires  
  A Magic Roll (-½), No Range (-½),  
  Precognition Only (-1) 
  5
  27 
  Necromancy:  Multipower, 54-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Command The Undead:  Mind Control 
  10d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Only Versus 
  Undead (-1) 
  5
  2u 
  2)  Raise Skeleton:  Summon 179-point  
  Skeleton, Loyal (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Must Have Bones Or Body  
  Present (-1) 
  5
  2u 
  3)  Raise Zombie:  Summon 178-point 
  Zombie, Loyal (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Must Have Body Present (-1) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Divination Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  
  83 
  Mystic Menaces Fun Pack ■ Chapter Two
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  84 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Diviner Multipower, Other-Worlder minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Divination:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  6
  3u 
  1)  One Day In One Second:  Energy Blast  
  6d6, NND (defense is temporal/dimen- 
  sional manipulation powers or Life Support 
  [Diminished Sleep]; +1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½)  
  6
  3u 
  2)  Slow Time:  Drain SPD 4d6,  
  Ranged (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  3u 
  3)  Fast Time:  Aid SPD 4d6, Ranged (+½); 
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  4)  One Night’s Sleep In A Second:  Aid  
  END 6d6; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  0
  1u 
  5)  One Step Ahead Of His Enemies:  +5  
  DCV; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  2u 
  6)  One Step Out Of Phase:  Desolidiﬁcation 
  (aﬀected by temporal/dimensional attacks), 
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Cannot Pass  
  Through Solid Objects (-½) 
  0
  3u 
  7)  Step Forward Through The Seconds:   
  Teleportation 24”, Reduced Endurance (½ 
  END; +¼); Gestures (-¼), Incanta- 
  tions (-¼), Must Pass Through Intervening 
  Space (-¼), Requires A Magic Roll (-½) 
  2
  2u 
  8)  Rapid Healing:  Simpliﬁed Healing 5d6; 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  5
  2u 
  9)  He’s Seen This Moment Before:  Luck  
  10d6; Only Once Per Battle (-0), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  1u 
  10)  A View Of The Future:  Clairsentience 
  (Sight and Hearing Group), Precognition; 
  Gestures (-½), Incantations (-½), Requires  
  A Magic Roll (-½), No Range (-½),  
  Precognition Only (-1) 
  5
  20 
  Other-World Magic:  Multipower, 40-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Peek Through The Dimensions:  Clairsen-
  tience (Sight and Hearing Group), Dimen-
  sional (single other dimension, deﬁned  
  when the power is bought); Gestures (-¼),  
  Incantations (-¼), Requires A Magic Roll 
  (-½) 
  4
  2u 
  2)  Other-Worldly Movement:  Extra- 
  Dimensional Movement (any location in  
  a single dimension), x8 Increased Mass;  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  2u 
  3)  A Quick Getaway:  Extra-Dimensional 
  Movement (any location in a single  
  dimension), Trigger (variable; +½);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  2u 
  4)  A Quick Trip:  Teleportation 12”, x8  
  Increased Mass; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  4
  1u 
  5)  Summon Other-Worldly Denizen I:  
  Summon 200-point other-worldly denizen 
  (choose one type); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  4
  1u 
  6)  Summon Other-Worldly Denizen II:  
  Summon 200-point other-worldly denizen 
  (choose diﬀerent type); Gestures (-¼),  
  ncantations (-¼), Requires A Magic  
  Roll (-½), Extra Time (1 Turn; -1¼) 
  415 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  
  85 
  Mystic Menaces Fun Pack ■ Chapter Two
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Divination Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  86 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Diviner Multipower, Summoner minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Divination:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  6
  3u 
  1)  One Day In One Second:  Energy Blast  
  6d6, NND (defense is temporal/dimen- 
  sional manipulation powers or Life Support 
  [Diminished Sleep]; +1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½)  
  6
  3u 
  2)  Slow Time:  Drain SPD 4d6,  
  Ranged (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  3u 
  3)  Fast Time:  Aid SPD 4d6, Ranged (+½); 
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  4)  One Night’s Sleep In A Second:  Aid  
  END 6d6; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  0
  1u 
  5)  One Step Ahead Of His Enemies:  +5  
  DCV; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  2u 
  6)  One Step Out Of Phase:  Desolidiﬁcation 
  (aﬀected by temporal/dimensional attacks), 
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Cannot Pass  
  Through Solid Objects (-½) 
  0
  3u 
  7)  Step Forward Through The Seconds:   
  Teleportation 24”, Reduced Endurance (½ 
  END; +¼); Gestures (-¼), Incanta- 
  tions (-¼), Must Pass Through Intervening 
  Space (-¼), Requires A Magic Roll (-½) 
  2
  2u 
  8)  Rapid Healing:  Simpliﬁed Healing 5d6; 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  5
  2u 
  9)  He’s Seen This Moment Before:  Luck  
  10d6; Only Once Per Battle (-0), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  1u 
  10)  A View Of The Future:  Clairsentience 
  (Sight and Hearing Group), Precognition; 
  Gestures (-½), Incantations (-½), Requires  
  A Magic Roll (-½), No Range (-½),  
  Precognition Only (-1) 
  5
  30 
  Call Speciﬁc Demonling:  Summon 250- 
  point Demonling, Slavisly Loyal (+1),  
  Speciﬁc Individual (+1); Gestures (-½), 
  Incantations (-½), Extra Time (1 Hour;  
  -3) 
  15
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 withDivination Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  87 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  88 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Diviner Multipower, Thaumaturge minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Divination:  Multipower, 60-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  6
  3u 
  1)  One Day In One Second:  Energy Blast  
  6d6, NND (defense is temporal/dimen- 
  sional manipulation powers or Life Support 
  [Diminished Sleep]; +1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½)  
  6
  3u 
  2)  Slow Time:  Drain SPD 4d6,  
  Ranged (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  3u 
  3)  Fast Time:  Aid SPD 4d6, Ranged (+½); 
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  3u 
  4)  One Night’s Sleep In A Second:  Aid  
  END 6d6; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  0
  1u 
  5)  One Step Ahead Of His Enemies:  +5  
  DCV; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  2u 
  6)  One Step Out Of Phase:  Desolidiﬁcation 
  (aﬀected by temporal/dimensional attacks), 
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Cannot Pass  
  Through Solid Objects (-½) 
  0
  3u 
  7)  Step Forward Through The Seconds:   
  Teleportation 24”, Reduced Endurance (½ 
  END; +¼); Gestures (-¼), Incanta- 
  tions (-¼), Must Pass Through Intervening 
  Space (-¼), Requires A Magic Roll (-½) 
  2
  2u 
  8)  Rapid Healing:  Simpliﬁed Healing 5d6; 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  5
  2u 
  9)  He’s Seen This Moment Before:  Luck  
  10d6; Only Once Per Battle (-0), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  1u 
  10)  A View Of The Future:  Clairsentience 
  (Sight and Hearing Group), Precognition; 
  Gestures (-½), Incantations (-½), Requires  
  A Magic Roll (-½), No Range (-½),  
  Precognition Only (-1) 
  5
  31 
  Minor Thaumaturgy:  Variable Power  
  Pool, 24 base + 12 control cost; Ges- 
  tures (-¼), Incantations (-¼), Only  
  Magic (-¼). 
  var
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Divination Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  262
  Total Cost:  376
  
  89 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  26 
  Experience Points
  Total Disadvantage Points:  376
  
  90 ■   The Morbanes
  Hero System 5th Edition
  THE ELEMENTALIST
  MORBANE
  Elementalist Multipower, Black Magician minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Elemental Magic:  Multipower, 60-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  3u 
  1)  Fire Blast I:  Energy Blast 12d6; Gestures 
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½) 
  6
  3u 
  2)  Fire Blast II:  Energy Blast 8d6, Reduced 
  Endurance (0 END; +½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  2u 
  3)  Self-Immolation:  HKA 1d6, Damage 
  Shield (does damage in HTH Combat;  
  +¾), Continuous (+1), Reduced Endur- 
  ance (0 END; +½); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  No STR Bonus (-½) 
  0
  3u 
  4)  Trapped In A Block Of Ice:  Entangle  
  6d6, 6 DEF; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  5)  Earthquake:  Energy Blast 8d6,  
  Explosion (+½); Only Aﬀects Targets On  
  The Ground (-¼), Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  6)  Wall Of Stone:  Force Wall (8 PD/8 ED;  
  4” long and 1” tall), Opaque (Sight Group); 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  6
  3u 
  7)  Carried By The Winds:  Flight 12”,  
  Ranged (+½), Usable As An Attack (defense  
  is Flight or Power Defense; +1); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  8)  Summon Elemental:  Summon 240- 
  point elemental, Expanded Class (any ele-
  mental; +¼); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  24 
  Minor Black Magic:  Multipower, 48-point 
  reserve; all slots Gestures (-¼), Incan- 
  tations (-¼), Requires A Magic Roll (-½) 
  0
  2u 
  1)  Befuddlement:  Mental Illusions 7d6, 
  Reduced Endurance (½ END; +¼);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  1
  1u 
  2)  Touch Of Terror:  Drain PRE 2d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  2u 
  3)  Spell-Shattering:  Dispel Magic 12d6,  
  any Magic power one at a time (+¼);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  1u 
  4)  Call Demonling:  Summon 233-point 
  Demonling (see HERO System Bestiary, 
  page 51); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Extra Time  
  (1 Turn; -1¼) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Elemental Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  91 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  92 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Elementalist Multipower, City Magic minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Elemental Magic:  Multipower, 60-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  3u 
  1)  Fire Blast I:  Energy Blast 12d6; Gestures 
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½) 
  6
  3u 
  2)  Fire Blast II:  Energy Blast 8d6, Reduced 
  Endurance (0 END; +½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  2u 
  3)  Self-Immolation:  HKA 1d6, Damage 
  Shield (does damage in HTH Combat;  
  +¾), Continuous (+1), Reduced Endur- 
  ance (0 END; +½); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  No STR Bonus (-½) 
  0
  3u 
  4)  Trapped In A Block Of Ice:  Entangle  
  6d6, 6 DEF; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  5)  Earthquake:  Energy Blast 8d6,  
  Explosion (+½); Only Aﬀects Targets On  
  The Ground (-¼), Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  6)  Wall Of Stone:  Force Wall (8 PD/8 ED;  
  4” long and 1” tall), Opaque (Sight Group); 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  6
  3u 
  7)  Carried By The Winds:  Flight 12”,  
  Ranged (+½), Usable As An Attack (defense  
  is Flight or Power Defense; +1); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  8)  Summon Elemental:  Summon 240- 
  point elemental, Expanded Class (any ele-
  mental; +¼); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  20 
  Minor City Magic:  Multipower, 40-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Flaring Light Bulbs:  Sight Group Flash  
  4d6, Area Of Eﬀect (2” Radius; +1); IIF  
  (light bulbs of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A  
  Magic Roll (-½) 
  4
  2u 
  2)  Wall Of Pavement:  Force Wall (5 PD/5 
  ED; 3” long and 1” tall), Opaque; Gestures 
  (-¼), Incantations (-¼), Only In Paved  
  Areas (-¼), Requires A Magic Roll (-½)   
  4
  1u 
  3)  Pass Through Walls:  Desolidiﬁcation 
  (aﬀected by any attack); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½), Does Not Protect Against  
  Damage (-1) 
  4
  2u 
  4)  Travel Along Electric Lines:  Teleporta-
  tion 20”; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Only Be- 
  tween Conductors Or Through Wires (-½) 4
  2u 
  5)  Draw Upon The Spirit Of The City:  Aid 
  END 4d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  1u 
  6)  The City’s Warning Whisper:  Danger 
  Sense (INT Roll) (any danger, immediate 
  vicinity); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Elemental Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  
  93 
  Mystic Menaces Fun Pack ■ Chapter Two
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  94 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Elementalist Multipower, Diviner minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Elemental Magic:  Multipower, 60-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  3u 
  1)  Fire Blast I:  Energy Blast 12d6; Gestures 
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½) 
  6
  3u 
  2)  Fire Blast II:  Energy Blast 8d6, Reduced 
  Endurance (0 END; +½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  2u 
  3)  Self-Immolation:  HKA 1d6, Damage 
  Shield (does damage in HTH Combat;  
  +¾), Continuous (+1), Reduced Endur- 
  ance (0 END; +½); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  No STR Bonus (-½) 
  0
  3u 
  4)  Trapped In A Block Of Ice:  Entangle  
  6d6, 6 DEF; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  5)  Earthquake:  Energy Blast 8d6,  
  Explosion (+½); Only Aﬀects Targets On  
  The Ground (-¼), Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  6)  Wall Of Stone:  Force Wall (8 PD/8 ED;  
  4” long and 1” tall), Opaque (Sight Group); 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  6
  3u 
  7)  Carried By The Winds:  Flight 12”,  
  Ranged (+½), Usable As An Attack (defense  
  is Flight or Power Defense; +1); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  8)  Summon Elemental:  Summon 240- 
  point elemental, Expanded Class (any ele-
  mental; +¼); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  25 
  Minor Divination:  Multipower, 50-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  One Step Out Of Phase:  Desolidiﬁca- 
  tion (aﬀected by temporal/dimensional 
  attacks), Reduced Endurance (½ END;  
  +¼); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Cannot  
  Pass Through Solid Objects (-½) 
  2
  2u 
  2)  He’s Seen This Moment Before:  Luck  
  10d6; Only Once Per Battle (-0), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  1u 
  3)  A View Of The Future:  Clairsentience 
  (Sight and Hearing Group), Precognition; 
  Gestures (-½), Incantations (-½),  
  Requires A Magic Roll (-½), No  
  Range (-½), Precognition Only (-1) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Elemental Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  95 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  96 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Elementalist Multipower, Half-Born minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   24 PRE 
  14 
  14- 
  PRE Attack: 5d6
   4 COM 
  -3 
  10-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  115
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Elemental Magic:  Multipower, 60-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  3u 
  1)  Fire Blast I:  Energy Blast 12d6; Gestures 
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½) 
  6
  3u 
  2)  Fire Blast II:  Energy Blast 8d6, Reduced 
  Endurance (0 END; +½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  2u 
  3)  Self-Immolation:  HKA 1d6, Damage 
  Shield (does damage in HTH Combat;  
  +¾), Continuous (+1), Reduced Endur- 
  ance (0 END; +½); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  No STR Bonus (-½) 
  0
  3u 
  4)  Trapped In A Block Of Ice:  Entangle  
  6d6, 6 DEF; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  5)  Earthquake:  Energy Blast 8d6,  
  Explosion (+½); Only Aﬀects Targets On  
  The Ground (-¼), Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  6)  Wall Of Stone:  Force Wall (8 PD/8 ED;  
  4” long and 1” tall), Opaque (Sight Group); 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  6
  3u 
  7)  Carried By The Winds:  Flight 12”,  
  Ranged (+½), Usable As An Attack (defense  
  is Flight or Power Defense; +1); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  8)  Summon Elemental:  Summon 240- 
  point elemental, Expanded Class (any ele-
  mental; +¼); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  19 
  Tentacles:  Extra Limbs, Inherent (+¼); Lim-
  ited Manipulation (-¼) plus Stretching 1”, 
  Reduced Endurance (0 END; +½); Linked 
  (-½), No Noncombat Stretching (-¼) plus 
  +15 STR; Linked (-½) 
  1
  10 
  The Life-Sapping Energy Of The Qliphothic:  
  Drain BODY 1d6 
  1
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Elemental Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  260
  Total Cost:  375
  
  97 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  98 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Elementalist Multipower, Necromancer minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Elemental Magic:  Multipower, 60-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  3u 
  1)  Fire Blast I:  Energy Blast 12d6; Gestures 
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½) 
  6
  3u 
  2)  Fire Blast II:  Energy Blast 8d6, Reduced 
  Endurance (0 END; +½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  2u 
  3)  Self-Immolation:  HKA 1d6, Damage 
  Shield (does damage in HTH Combat;  
  +¾), Continuous (+1), Reduced Endur- 
  ance (0 END; +½); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  No STR Bonus (-½) 
  0
  3u 
  4)  Trapped In A Block Of Ice:  Entangle  
  6d6, 6 DEF; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  5)  Earthquake:  Energy Blast 8d6,  
  Explosion (+½); Only Aﬀects Targets On  
  The Ground (-¼), Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  6)  Wall Of Stone:  Force Wall (8 PD/8 ED;  
  4” long and 1” tall), Opaque (Sight Group); 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  6
  3u 
  7)  Carried By The Winds:  Flight 12”,  
  Ranged (+½), Usable As An Attack (defense  
  is Flight or Power Defense; +1); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  8)  Summon Elemental:  Summon 240- 
  point elemental, Expanded Class (any ele-
  mental; +¼); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  27 
  Necromancy:  Multipower, 54-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Command The Undead:  Mind Control 
  10d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Only Versus 
  Undead (-1) 
  5
  2u 
  2)  Raise Skeleton:  Summon 179-point  
  Skeleton, Loyal (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Must Have Bones Or Body  
  Present (-1) 
  5
  2u 
  3)  Raise Zombie:  Summon 178-point 
  Zombie, Loyal (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Must Have Body Present (-1) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Elemental Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  99 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  100 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Elementalist Multipower, Other-Worlder minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Elemental Magic:  Multipower, 60-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  3u 
  1)  Fire Blast I:  Energy Blast 12d6; Gestures 
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½) 
  6
  3u 
  2)  Fire Blast II:  Energy Blast 8d6, Reduced 
  Endurance (0 END; +½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  2u 
  3)  Self-Immolation:  HKA 1d6, Damage 
  Shield (does damage in HTH Combat;  
  +¾), Continuous (+1), Reduced Endur- 
  ance (0 END; +½); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  No STR Bonus (-½) 
  0
  3u 
  4)  Trapped In A Block Of Ice:  Entangle  
  6d6, 6 DEF; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  5)  Earthquake:  Energy Blast 8d6,  
  Explosion (+½); Only Aﬀects Targets On  
  The Ground (-¼), Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  6)  Wall Of Stone:  Force Wall (8 PD/8 ED;  
  4” long and 1” tall), Opaque (Sight Group); 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  6
  3u 
  7)  Carried By The Winds:  Flight 12”,  
  Ranged (+½), Usable As An Attack (defense  
  is Flight or Power Defense; +1); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  8)  Summon Elemental:  Summon 240- 
  point elemental, Expanded Class (any ele-
  mental; +¼); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  20 
  Other-World Magic:  Multipower, 40-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Peek Through The Dimensions:  Clairsen-
  tience (Sight and Hearing Group), Dimen-
  sional (single other dimension, deﬁned  
  when the power is bought); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  4
  2u 
  2)  Other-Worldly Movement:  Extra- 
  Dimensional Movement (any location in  
  a single dimension), x8 Increased Mass;  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  2u 
  3)  A Quick Getaway:  Extra-Dimensional 
  Movement (any location in a single  
  dimension), Trigger (variable; +½);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  2u 
  4)  A Quick Trip:  Teleportation 12”, x8  
  Increased Mass; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  4
  1u 
  5)  Summon Other-Worldly Denizen I:  
  Summon 200-point other-worldly denizen 
  (choose one type); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  4
  1u 
  6)  Summon Other-Worldly Denizen II:  
  Summon 200-point other-worldly denizen 
  (choose diﬀerent type); Gestures (-¼),  
  ncantations (-¼), Requires A Magic  
  Roll (-½), Extra Time (1 Turn; -1¼) 
  415 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Elemental Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  
  101 
  Mystic Menaces Fun Pack ■ Chapter Two
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  102 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Elementalist Multipower, Summoner minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Elemental Magic:  Multipower, 60-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  3u 
  1)  Fire Blast I:  Energy Blast 12d6; Gestures 
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½) 
  6
  3u 
  2)  Fire Blast II:  Energy Blast 8d6, Reduced 
  Endurance (0 END; +½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  2u 
  3)  Self-Immolation:  HKA 1d6, Damage 
  Shield (does damage in HTH Combat;  
  +¾), Continuous (+1), Reduced Endur- 
  ance (0 END; +½); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  No STR Bonus (-½) 
  0
  3u 
  4)  Trapped In A Block Of Ice:  Entangle  
  6d6, 6 DEF; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  5)  Earthquake:  Energy Blast 8d6,  
  Explosion (+½); Only Aﬀects Targets On  
  The Ground (-¼), Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  6)  Wall Of Stone:  Force Wall (8 PD/8 ED;  
  4” long and 1” tall), Opaque (Sight Group); 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  6
  3u 
  7)  Carried By The Winds:  Flight 12”,  
  Ranged (+½), Usable As An Attack (defense  
  is Flight or Power Defense; +1); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  8)  Summon Elemental:  Summon 240- 
  point elemental, Expanded Class (any ele-
  mental; +¼); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  30 
  Call Speciﬁc Demonling:  Summon 250- 
  point Demonling, Slavisly Loyal (+1),  
  Speciﬁc Individual (+1); Gestures (-½), 
  Incantations (-½), Extra Time (1 Hour;  
  -3) 
  15
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Elemental Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  103 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  104 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Elementalist Multipower, Thaumaturge minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Elemental Magic:  Multipower, 60-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  3u 
  1)  Fire Blast I:  Energy Blast 12d6; Gestures 
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½) 
  6
  3u 
  2)  Fire Blast II:  Energy Blast 8d6, Reduced 
  Endurance (0 END; +½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  2u 
  3)  Self-Immolation:  HKA 1d6, Damage 
  Shield (does damage in HTH Combat;  
  +¾), Continuous (+1), Reduced Endur- 
  ance (0 END; +½); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  No STR Bonus (-½) 
  0
  3u 
  4)  Trapped In A Block Of Ice:  Entangle  
  6d6, 6 DEF; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  5)  Earthquake:  Energy Blast 8d6,  
  Explosion (+½); Only Aﬀects Targets On  
  The Ground (-¼), Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  6)  Wall Of Stone:  Force Wall (8 PD/8 ED;  
  4” long and 1” tall), Opaque (Sight Group); 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  6
  3u 
  7)  Carried By The Winds:  Flight 12”,  
  Ranged (+½), Usable As An Attack (defense  
  is Flight or Power Defense; +1); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  8)  Summon Elemental:  Summon 240- 
  point elemental, Expanded Class (any ele-
  mental; +¼); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  6
  31 
  Minor Thaumaturgy:  Variable Power  
  Pool, 24 base + 12 control cost; Ges- 
  tures (-¼), Incantations (-¼), Only  
  Magic (-¼). 
  var
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Elemental Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  262
  Total Cost:  376
  
  105 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  26 
  Experience Points
  Total Disadvantage Points:  376
  
  106 ■   The Morbanes
  Hero System 5th Edition
  THE HALF-BORN
  MORBANE
  Half-Born Multipower, Black Magician minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   24 PRE 
  14 
  14- 
  PRE Attack: 5d6
   0 COM 
  -5 
  9-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  113
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  19 
  Tentacles:  Extra Limbs, Inherent (+¼);  
  Limited Manipulation (-¼) plus Stretching 
  1”, Reduced Endurance (0 END; +½);  
  Linked (-¼), No Noncombat Stretch- 
  ing (-¼), No Velocity Damage (-¼) plus  
  +15 STR; Only With Extra Limbs (-½) 
  1
  30 
  The Life-Sapping Energy Of The  
  Qliphothic:  Multipower, 30-point reserve 
  3u 
  Single Tentacle:  Drain BODY 3d6 
  3
  2u 
  Whipping Tentacles:  Drain BODY 1d6,  
  Area Of Eﬀect (2” Radius; +1), Personal 
  Immunity (+¼), Selective Target (+¼) 
  2
  24 
  Minor Black Magic:  Multipower, 48-point 
  reserve; all slots Gestures (-¼), Incan- 
  tations (-¼), Requires A Magic Roll (-½) 
  0
  2u 
  1)  Befuddlement:  Mental Illusions 7d6, 
  Reduced Endurance (½ END; +¼);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  1
  1u 
  2)  Touch Of Terror:  Drain PRE 2d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  2u 
  3)  Spell-Shattering:  Dispel Magic 12d6,  
  any Magic power one at a time (+¼);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  1u 
  4)  Call Demonling:  Summon 233-point 
  Demonling (see HERO System Bestiary, 
  page 51); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Extra Time  
  (1 Turn; -1¼) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Life-Sapping Energy Of The Qlipho-
  thic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  262
  Total Cost:  375
  
  107 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  108 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Half-Born Multipower, City Magic minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   24 PRE 
  14 
  14- 
  PRE Attack: 5d6
   0 COM 
  -5 
  9-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  113
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  19 
  Tentacles:  Extra Limbs, Inherent (+¼);  
  Limited Manipulation (-¼) plus Stretching 
  1”, Reduced Endurance (0 END; +½);  
  Linked (-¼), No Noncombat Stretch- 
  ing (-¼), No Velocity Damage (-¼) plus  
  +15 STR; Only With Extra Limbs (-½) 
  1
  30 
  The Life-Sapping Energy Of The  
  Qliphothic:  Multipower, 30-point reserve 
  3u 
  Single Tentacle:  Drain BODY 3d6 
  3
  2u 
  Whipping Tentacles:  Drain BODY 1d6,  
  Area Of Eﬀect (2” Radius; +1), Personal 
  Immunity (+¼), Selective Target (+¼) 
  2
  20 
  Minor City Magic:  Multipower, 40-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Flaring Light Bulbs:  Sight Group Flash  
  4d6, Area Of Eﬀect (2” Radius; +1); IIF  
  (light bulbs of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A  
  Magic Roll (-½) 
  4
  2u 
  2)  Wall Of Pavement:  Force Wall (5 PD/5 
  ED; 3” long and 1” tall), Opaque; Gestures 
  (-¼), Incantations (-¼), Only In Paved  
  Areas (-¼), Requires A Magic Roll (-½)   
  4
  1u 
  3)  Pass Through Walls:  Desolidiﬁcation 
  (aﬀected by any attack); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½), Does Not Protect Against  
  Damage (-1) 
  4
  2u 
  4)  Travel Along Electric Lines:  Teleporta-
  tion 20”; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Only Be- 
  tween Conductors Or Through Wires (-½) 4
  2u 
  5)  Draw Upon The Spirit Of The City:  Aid 
  END 4d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  1u 
  6)  The City’s Warning Whisper:  Danger 
  Sense (INT Roll) (any danger, immediate 
  vicinity); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Life-Sapping Energy Of The Qlipho-
  thic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  262
  Total Cost:  375
  
  109 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  110 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Half-Born Multipower, Diviner minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   24 PRE 
  14 
  14- 
  PRE Attack: 5d6
   0 COM 
  -5 
  9-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  113
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  19 
  Tentacles:  Extra Limbs, Inherent (+¼);  
  Limited Manipulation (-¼) plus Stretching 
  1”, Reduced Endurance (0 END; +½);  
  Linked (-¼), No Noncombat Stretch- 
  ing (-¼), No Velocity Damage (-¼) plus  
  +15 STR; Only With Extra Limbs (-½) 
  1
  30 
  The Life-Sapping Energy Of The  
  Qliphothic:  Multipower, 30-point reserve 
  3u 
  Single Tentacle:  Drain BODY 3d6 
  3
  2u 
  Whipping Tentacles:  Drain BODY 1d6,  
  Area Of Eﬀect (2” Radius; +1), Personal 
  Immunity (+¼), Selective Target (+¼) 
  2
  25 
  Minor Divination:  Multipower, 50-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  One Step Out Of Phase:  Desolidiﬁca- 
  tion (aﬀected by temporal/dimensional 
  attacks), Reduced Endurance (½ END;  
  +¼); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Cannot  
  Pass Through Solid Objects (-½) 
  2
  2u 
  2)  He’s Seen This Moment Before:  Luck  
  10d6; Only Once Per Battle (-0), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  1u 
  3)  A View Of The Future:  Clairsentience 
  (Sight and Hearing Group), Precognition; 
  Gestures (-½), Incantations (-½),  
  Requires A Magic Roll (-½), No  
  Range (-½), Precognition Only (-1) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Life-Sapping Energy Of The Qlipho-
  thic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  262
  Total Cost:  375
  
  111 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  112 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Half-Born Multipower, Elementalist minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   24 PRE 
  14 
  14- 
  PRE Attack: 5d6
   0 COM 
  -5 
  9-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  113
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  19 
  Tentacles:  Extra Limbs, Inherent (+¼);  
  Limited Manipulation (-¼) plus Stretching 
  1”, Reduced Endurance (0 END; +½);  
  Linked (-¼), No Noncombat Stretch- 
  ing (-¼), No Velocity Damage (-¼) plus  
  +15 STR; Only With Extra Limbs (-½) 
  1
  30 
  The Life-Sapping Energy Of The  
  Qliphothic:  Multipower, 30-point reserve 
  3u 
  Single Tentacle:  Drain BODY 3d6 
  3
  2u 
  Whipping Tentacles:  Drain BODY 1d6,  
  Area Of Eﬀect (2” Radius; +1), Personal 
  Immunity (+¼), Selective Target (+¼) 
  2
  24 
  Elemental Magic:  Multipower, 49-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Self Immolation:  HKA 1d6, Damage  
  Shield (does damage in HTH Combat; +¾), 
  Continuous (+1), Reduced Endurance (0 
  END; +½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  No STR Bonus (-½) 
  0
  2u 
  2)  Wall Of Stone:  Force Wall (5 PD/5 ED; 
  4” long and 1” tall), Opaque; Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  4
  2u 
  3)  Carried By The Winds:  Flight 12”,  
  Usable As An Attack (+1); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Life-Sapping Energy Of The Qlipho-
  thic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  262
  Total Cost:  375
  
  113 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  114 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Half-Born Multipower, Necromancy minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   24 PRE 
  14 
  14- 
  PRE Attack: 5d6
   0 COM 
  -5 
  9-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  113
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  19 
  Tentacles:  Extra Limbs, Inherent (+¼);  
  Limited Manipulation (-¼) plus Stretching 
  1”, Reduced Endurance (0 END; +½);  
  Linked (-¼), No Noncombat Stretch- 
  ing (-¼), No Velocity Damage (-¼) plus  
  +15 STR; Only With Extra Limbs (-½) 
  1
  30 
  The Life-Sapping Energy Of The  
  Qliphothic:  Multipower, 30-point reserve 
  3u 
  Single Tentacle:  Drain BODY 3d6 
  3
  2u 
  Whipping Tentacles:  Drain BODY 1d6,  
  Area Of Eﬀect (2” Radius; +1), Personal 
  Immunity (+¼), Selective Target (+¼) 
  2
  27 
  Necromancy:  Multipower, 54-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Command The Undead:  Mind Control 
  10d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Only Versus 
  Undead (-1) 
  5
  2u 
  2)  Raise Skeleton:  Summon 179-point  
  Skeleton, Loyal (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Must Have Bones Or Body  
  Present (-1) 
  5
  2u 
  3)  Raise Zombie:  Summon 178-point 
  Zombie, Loyal (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Must Have Body Present (-1) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Life-Sapping Energy Of The Qlipho-
  thic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  262
  Total Cost:  375
  
  115 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  116 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Half-Born Multipower, Other-Worlder minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   24 PRE 
  14 
  14- 
  PRE Attack: 5d6
   0 COM 
  -5 
  9-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  113
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  19 
  Tentacles:  Extra Limbs, Inherent (+¼);  
  Limited Manipulation (-¼) plus Stretching 
  1”, Reduced Endurance (0 END; +½);  
  Linked (-¼), No Noncombat Stretch- 
  ing (-¼), No Velocity Damage (-¼) plus  
  +15 STR; Only With Extra Limbs (-½) 
  1
  30 
  The Life-Sapping Energy Of The  
  Qliphothic:  Multipower, 30-point reserve 
  3u 
  Single Tentacle:  Drain BODY 3d6 
  3
  2u 
  Whipping Tentacles:  Drain BODY 1d6,  
  Area Of Eﬀect (2” Radius; +1), Personal 
  Immunity (+¼), Selective Target (+¼) 
  2
  20 
  Other-World Magic:  Multipower, 40-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Peek Through The Dimensions:  Clairsen-
  tience (Sight and Hearing Group), Dimen-
  sional (single other dimension, deﬁned  
  when the power is bought); Gestures (-¼),  
  Incantations (-¼), Requires A Magic Roll 
  (-½) 
  4
  2u 
  2)  Other-Worldly Movement:  Extra- 
  Dimensional Movement (any location in  
  a single dimension), x8 Increased Mass;  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  2u 
  3)  A Quick Getaway:  Extra-Dimensional 
  Movement (any location in a single  
  dimension), Trigger (variable; +½);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  2u 
  4)  A Quick Trip:  Teleportation 12”, x8  
  Increased Mass; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  4
  1u 
  5)  Summon Other-Worldly Denizen I:  
  Summon 200-point other-worldly denizen 
  (choose one type); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  4
  1u 
  6)  Summon Other-Worldly Denizen II:  
  Summon 200-point other-worldly denizen 
  (choose diﬀerent type); Gestures (-¼),  
  ncantations (-¼), Requires A Magic  
  Roll (-½), Extra Time (1 Turn; -1¼) 
  4
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Life-Sapping Energy Of The Qlipho-
  thic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  262
  Total Cost:  375
  
  117 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  118 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Half-Born Multipower, Summoner minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   24 PRE 
  14 
  14- 
  PRE Attack: 5d6
   0 COM 
  -5 
  9-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  113
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  19 
  Tentacles:  Extra Limbs, Inherent (+¼);  
  Limited Manipulation (-¼) plus Stretching 
  1”, Reduced Endurance (0 END; +½);  
  Linked (-¼), No Noncombat Stretch- 
  ing (-¼), No Velocity Damage (-¼) plus  
  +15 STR; Only With Extra Limbs (-½) 
  1
  30 
  The Life-Sapping Energy Of The  
  Qliphothic:  Multipower, 30-point reserve 
  3u 
  Single Tentacle:  Drain BODY 3d6 
  3
  2u 
  Whipping Tentacles:  Drain BODY 1d6,  
  Area Of Eﬀect (2” Radius; +1), Personal 
  Immunity (+¼), Selective Target (+¼) 
  2
  30 
  Call Speciﬁc Demonling:  Summon 250- 
  point Demonling, Slavisly Loyal (+1),  
  Speciﬁc Individual (+1); Gestures (-½), 
  Incantations (-½), Extra Time (1 Hour;  
  -3) 
  15
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Life-Sapping Energy Of The Qlipho-
  thic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  262
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  119 
  Mystic Menaces Fun Pack ■ Chapter Two
  MORBANE
  Half-Born Multipower, Thaumaturgy minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   24 PRE 
  14 
  14- 
  PRE Attack: 5d6
   0 COM 
  -5 
  9-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  113
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  19 
  Tentacles:  Extra Limbs, Inherent (+¼);  
  Limited Manipulation (-¼) plus Stretching 
  1”, Reduced Endurance (0 END; +½);  
  Linked (-¼), No Noncombat Stretch- 
  ing (-¼), No Velocity Damage (-¼) plus  
  +15 STR; Only With Extra Limbs (-½) 
  1
  30 
  The Life-Sapping Energy Of The  
  Qliphothic:  Multipower, 30-point reserve 
  3u 
  Single Tentacle:  Drain BODY 3d6 
  3
  2u 
  Whipping Tentacles:  Drain BODY 1d6,  
  Area Of Eﬀect (2” Radius; +1), Personal 
  Immunity (+¼), Selective Target (+¼) 
  2
  31 
  Minor Thaumaturgy:  Variable Power  
  Pool, 24 base + 12 control cost; Ges- 
  tures (-¼), Incantations (-¼), Only  
  Magic (-¼). 
  var
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Life-Sapping Energy Of The Qlipho-
  thic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  263
  Total Cost:  376
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  26 
  Experience Points
  Total Disadvantage Points:  376
  
  120 ■   The Morbanes
  Hero System 5th Edition
  THE HORRORIST
  MORBANE
  Horrorist Multipower, Black Magician minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  37 
  Horror Magic:  Multipower, 75-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  4u 
  1)  Domination:  Mind Control 10d6,  
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  4u 
  2)  Befuddlement:  Mental Illusions 10d6, 
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  4u 
  3)  Spell Of Torment:  Ego Attack 5d6, Re-
  duced Endurance (0 END; +½); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  4u 
  4)  Touch Of Terror:  Drain PRE 5d6, Re- 
  duced Endurance (0 END; +½); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  24 
  Minor Black Magic:  Multipower, 48-point 
  reserve; all slots Gestures (-¼), Incan- 
  tations (-¼), Requires A Magic Roll (-½) 
  0
  2u 
  1)  Befuddlement:  Mental Illusions 7d6, 
  Reduced Endurance (½ END; +¼);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  1
  1u 
  2)  Touch Of Terror:  Drain PRE 2d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  2u 
  3)  Spell-Shattering:  Dispel Magic 12d6,  
  any Magic power one at a time (+¼);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  1u 
  4)  Call Demonling:  Summon 233-point 
  Demonling (see HERO System Bestiary, 
  page 51); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Extra Time  
  (1 Turn; -1¼) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Horror Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  121 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  122 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Horrorist Multipower, City Magic minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  37 
  Horror Magic:  Multipower, 75-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  4u 
  1)  Domination:  Mind Control 10d6,  
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  4u 
  2)  Befuddlement:  Mental Illusions 10d6, 
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  4u 
  3)  Spell Of Torment:  Ego Attack 5d6, Re-
  duced Endurance (0 END; +½); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  4u 
  4)  Touch Of Terror:  Drain PRE 5d6, Re- 
  duced Endurance (0 END; +½); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  20 
  Minor City Magic:  Multipower, 40-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Flaring Light Bulbs:  Sight Group Flash  
  4d6, Area Of Eﬀect (2” Radius; +1); IIF  
  (light bulbs of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A  
  Magic Roll (-½) 
  4
  2u 
  2)  Wall Of Pavement:  Force Wall (5 PD/5 
  ED; 3” long and 1” tall), Opaque; Gestures 
  (-¼), Incantations (-¼), Only In Paved  
  Areas (-¼), Requires A Magic Roll (-½)   
  4
  1u 
  3)  Pass Through Walls:  Desolidiﬁcation 
  (aﬀected by any attack); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½), Does Not Protect Against  
  Damage (-1) 
  4
  2u 
  4)  Travel Along Electric Lines:  Teleporta-
  tion 20”; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Only Be- 
  tween Conductors Or Through Wires (-½) 4
  2u 
  5)  Draw Upon The Spirit Of The City:  Aid 
  END 4d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  1u 
  6)  The City’s Warning Whisper:  Danger 
  Sense (INT Roll) (any danger, immediate 
  vicinity); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Horror Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  123 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  124 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Horrorist Multipower, Diviner minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  37 
  Horror Magic:  Multipower, 75-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  4u 
  1)  Domination:  Mind Control 10d6,  
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  4u 
  2)  Befuddlement:  Mental Illusions 10d6, 
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  4u 
  3)  Spell Of Torment:  Ego Attack 5d6, Re-
  duced Endurance (0 END; +½); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  4u 
  4)  Touch Of Terror:  Drain PRE 5d6, Re- 
  duced Endurance (0 END; +½); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  25 
  Minor Divination:  Multipower, 50-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  One Step Out Of Phase:  Desolidiﬁca- 
  tion (aﬀected by temporal/dimensional 
  attacks), Reduced Endurance (½ END;  
  +¼); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Cannot  
  Pass Through Solid Objects (-½) 
  2
  2u 
  2)  He’s Seen This Moment Before:  Luck  
  10d6; Only Once Per Battle (-0), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  1u 
  3)  A View Of The Future:  Clairsentience 
  (Sight and Hearing Group), Precognition; 
  Gestures (-½), Incantations (-½),  
  Requires A Magic Roll (-½), No  
  Range (-½), Precognition Only (-1) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Horror Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  125 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  126 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Horrorist Multipower, Elementalist minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  37 
  Horror Magic:  Multipower, 75-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  4u 
  1)  Domination:  Mind Control 10d6,  
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  4u 
  2)  Befuddlement:  Mental Illusions 10d6, 
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  4u 
  3)  Spell Of Torment:  Ego Attack 5d6, Re-
  duced Endurance (0 END; +½); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  4u 
  4)  Touch Of Terror:  Drain PRE 5d6, Re- 
  duced Endurance (0 END; +½); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  24 
  Elemental Magic:  Multipower, 49-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Self Immolation:  HKA 1d6, Damage  
  Shield (does damage in HTH Combat; +¾), 
  Continuous (+1), Reduced Endurance (0 
  END; +½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  No STR Bonus (-½) 
  0
  2u 
  2)  Wall Of Stone:  Force Wall (5 PD/5 ED; 
  4” long and 1” tall), Opaque; Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  4
  2u 
  3)  Carried By The Winds:  Flight 12”,  
  Usable As An Attack (+1); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Horror Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  127 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  128 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Horrorist Multipower, Half-Born minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   24 PRE 
  14 
  14- 
  PRE Attack:  5d6
   4 COM 
  -3 
  10-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  115
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  37 
  Horror Magic:  Multipower, 75-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  4u 
  1)  Domination:  Mind Control 10d6,  
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  4u 
  2)  Befuddlement:  Mental Illusions 10d6, 
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  4u 
  3)  Spell Of Torment:  Ego Attack 5d6, Re-
  duced Endurance (0 END; +½); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  4u 
  4)  Touch Of Terror:  Drain PRE 5d6, Re- 
  duced Endurance (0 END; +½); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  19 
  Tentacles:  Extra Limbs, Inherent (+¼); Lim-
  ited Manipulation (-¼) plus Stretching 1”, 
  Reduced Endurance (0 END; +½); Linked 
  (-½), No Noncombat Stretching (-¼) plus 
  +15 STR; Linked (-½) 
  1
  10 
  The Life-Sapping Energy Of The Qliphothic:  
  Drain BODY 1d6 
  1
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Horror Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  129 
  Mystic Menaces Fun Pack ■ Chapter Two
  MORBANE
  Horrorist Multipower, Necromancer minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  37 
  Horror Magic:  Multipower, 75-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  4u 
  1)  Domination:  Mind Control 10d6,  
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  4u 
  2)  Befuddlement:  Mental Illusions 10d6, 
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  4u 
  3)  Spell Of Torment:  Ego Attack 5d6, Re-
  duced Endurance (0 END; +½); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  4u 
  4)  Touch Of Terror:  Drain PRE 5d6, Re- 
  duced Endurance (0 END; +½); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  27 
  Necromancy:  Multipower, 54-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Command The Undead:  Mind Control 
  10d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Only Versus 
  Undead (-1) 
  5
  2u 
  2)  Raise Skeleton:  Summon 179-point  
  Skeleton, Loyal (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Must Have Bones Or Body  
  Present (-1) 
  5
  2u 
  3)  Raise Zombie:  Summon 178-point 
  Zombie, Loyal (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Must Have Body Present (-1) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Horror Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  130 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Horrorist Multipower, Other-Worlder minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  37 
  Horror Magic:  Multipower, 75-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  4u 
  1)  Domination:  Mind Control 10d6,  
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  4u 
  2)  Befuddlement:  Mental Illusions 10d6, 
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  4u 
  3)  Spell Of Torment:  Ego Attack 5d6, Re-
  duced Endurance (0 END; +½); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  4u 
  4)  Touch Of Terror:  Drain PRE 5d6, Re- 
  duced Endurance (0 END; +½); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  20 
  Other-World Magic:  Multipower, 40-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Peek Through The Dimensions:  Clairsen-
  tience (Sight and Hearing Group), Dimen-
  sional (single other dimension, deﬁned  
  when the power is bought); Gestures (-¼),  
  Incantations (-¼), Requires A Magic Roll 
  (-½) 
  4
  2u 
  2)  Other-Worldly Movement:  Extra- 
  Dimensional Movement (any location in  
  a single dimension), x8 Increased Mass;  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  2u 
  3)  A Quick Getaway:  Extra-Dimensional 
  Movement (any location in a single  
  dimension), Trigger (variable; +½);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  2u 
  4)  A Quick Trip:  Teleportation 12”, x8  
  Increased Mass; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  4
  1u 
  5)  Summon Other-Worldly Denizen I:  
  Summon 200-point other-worldly denizen 
  (choose one type); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  4
  1u 
  6)  Summon Other-Worldly Denizen II:  
  Summon 200-point other-worldly denizen 
  (choose diﬀerent type); Gestures (-¼),  
  ncantations (-¼), Requires A Magic  
  Roll (-½), Extra Time (1 Turn; -1¼) 
  4
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Horror Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  131 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  132 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Horrorist Multipower, Summoner minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  37 
  Horror Magic:  Multipower, 75-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  4u 
  1)  Domination:  Mind Control 10d6,  
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  4u 
  2)  Befuddlement:  Mental Illusions 10d6, 
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  4u 
  3)  Spell Of Torment:  Ego Attack 5d6, Re-
  duced Endurance (0 END; +½); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  4u 
  4)  Touch Of Terror:  Drain PRE 5d6, Re- 
  duced Endurance (0 END; +½); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  30 
  Call Speciﬁc Demonling:  Summon 250- 
  point Demonling, Slavisly Loyal (+1),  
  Speciﬁc Individual (+1); Gestures (-½), 
  Incantations (-½), Extra Time (1 Hour;  
  -3) 
  15
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Horror Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  133 
  Mystic Menaces Fun Pack ■ Chapter Two
  MORBANE
  Horrorist Multipower, Thaumaturge minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  37 
  Horror Magic:  Multipower, 75-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  4u 
  1)  Domination:  Mind Control 10d6,  
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  4u 
  2)  Befuddlement:  Mental Illusions 10d6, 
  Reduced Endurance (0 END; +½); Gestures 
  (-¼), Incantations (-¼), Requires A Magic  
  Roll (-½) 
  0
  4u 
  3)  Spell Of Torment:  Ego Attack 5d6, Re-
  duced Endurance (0 END; +½); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  4u 
  4)  Touch Of Terror:  Drain PRE 5d6, Re- 
  duced Endurance (0 END; +½); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  31 
  Minor Thaumaturgy:  Variable Power  
  Pool, 24 base + 12 control cost; Ges- 
  tures (-¼), Incantations (-¼), Only  
  Magic (-¼). 
  var
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Horror Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  262
  Total Cost:  376
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  26 
  Experience Points
  Total Disadvantage Points:  376
  
  134 ■   The Morbanes
  Hero System 5th Edition
  THE MASTER OF HELLFIRE
  MORBANE
  Master Of Hellﬁre Multipower, Black Magician
  minor specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  37 
  Hellﬁre Magic:  Multipower, 75-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  4u 
  1)  Hellﬁre Blast I:  RKA 4d6, Reduced 
  Endurance (½ END; +¼); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  3
  3u 
  2)  Hellﬁre Blast II:  RKA 2d6+1, Variable 
  Advantage (+½ Advantages; +1); Gestures  
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½)  
  7
  3u 
  3)  Hellﬁre Blast III:  RKA 2d6+1, Area  
  Of Eﬀect (8” Cone; +1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), No Range (-½) 
  7
  3u 
  4)  Fiery Wings:  Flight 20”, Reduced  
  Endurance (0 END; +½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic 
   Roll (-½) 
  0
  3u 
  5)  Hellgate:  Teleportation 15”, x16 Noncom-
  bat, x8 Increased Mass; Gestures (-¼),  
  Incantations (-¼), Requires A Magic 
  Roll (-½) 
  6
  24 
  Minor Black Magic:  Multipower, 48-point 
  reserve; all slots Gestures (-¼), Incan- 
  tations (-¼), Requires A Magic Roll (-½) 
  0
  2u 
  1)  Befuddlement:  Mental Illusions 7d6, 
  Reduced Endurance (½ END; +¼);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  1
  1u 
  2)  Touch Of Terror:  Drain PRE 2d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  2u 
  3)  Spell-Shattering:  Dispel Magic 12d6,  
  any Magic power one at a time (+¼);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  1u 
  4)  Call Demonling:  Summon 233-point 
  Demonling (see HERO System Bestiary, 
  page 51); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Extra Time  
  (1 Turn; -1¼) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Hellﬁre Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  135 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  136 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Master Of Helﬁre Multipower, City Magic minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  37 
  Hellﬁre Magic:  Multipower, 75-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  4u 
  1)  Hellﬁre Blast I:  RKA 4d6, Reduced 
  Endurance (½ END; +¼); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  3
  3u 
  2)  Hellﬁre Blast II:  RKA 2d6+1, Variable 
  Advantage (+½ Advantages; +1); Gestures  
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½)  
  7
  3u 
  3)  Hellﬁre Blast III:  RKA 2d6+1, Area  
  Of Eﬀect (8” Cone; +1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), No Range (-½) 
  7
  3u 
  4)  Fiery Wings:  Flight 20”, Reduced  
  Endurance (0 END; +½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic 
   Roll (-½) 
  0
  3u 
  5)  Hellgate:  Teleportation 15”, x16 Noncom-
  bat, x8 Increased Mass; Gestures (-¼),  
  Incantations (-¼), Requires A Magic 
  Roll (-½) 
  6
  20 
  Minor City Magic:  Multipower, 40-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Flaring Light Bulbs:  Sight Group Flash  
  4d6, Area Of Eﬀect (2” Radius; +1); IIF  
  (light bulbs of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A  
  Magic Roll (-½) 
  4
  2u 
  2)  Wall Of Pavement:  Force Wall (5 PD/5 
  ED; 3” long and 1” tall), Opaque; Gestures 
  (-¼), Incantations (-¼), Only In Paved  
  Areas (-¼), Requires A Magic Roll (-½)   
  4
  1u 
  3)  Pass Through Walls:  Desolidiﬁcation 
  (aﬀected by any attack); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½), Does Not Protect Against  
  Damage (-1) 
  4
  2u 
  4)  Travel Along Electric Lines:  Teleporta-
  tion 20”; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Only Be- 
  tween Conductors Or Through Wires (-½) 4
  2u 
  5)  Draw Upon The Spirit Of The City:  Aid 
  END 4d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  1u 
  6)  The City’s Warning Whisper:  Danger 
  Sense (INT Roll) (any danger, immediate 
  vicinity); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Hellﬁre Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  137 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  138 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Master Of Hellﬁre Multipower, Diviner minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  37 
  Hellﬁre Magic:  Multipower, 75-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  4u 
  1)  Hellﬁre Blast I:  RKA 4d6, Reduced 
  Endurance (½ END; +¼); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  3
  3u 
  2)  Hellﬁre Blast II:  RKA 2d6+1, Variable 
  Advantage (+½ Advantages; +1); Gestures  
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½)  
  7
  3u 
  3)  Hellﬁre Blast III:  RKA 2d6+1, Area  
  Of Eﬀect (8” Cone; +1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), No Range (-½) 
  7
  3u 
  4)  Fiery Wings:  Flight 20”, Reduced  
  Endurance (0 END; +½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic 
   Roll (-½) 
  0
  3u 
  5)  Hellgate:  Teleportation 15”, x16 Noncom-
  bat, x8 Increased Mass; Gestures (-¼),  
  Incantations (-¼), Requires A Magic 
  Roll (-½) 
  625 Minor Divination:  Multipower, 50-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  One Step Out Of Phase:  Desolidiﬁca- 
  tion (aﬀected by temporal/dimensional 
  attacks), Reduced Endurance (½ END;  
  +¼); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Cannot  
  Pass Through Solid Objects (-½) 
  2
  2u 
  2)  He’s Seen This Moment Before:  Luck  
  10d6; Only Once Per Battle (-0), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  1u 
  3)  A View Of The Future:  Clairsentience 
  (Sight and Hearing Group), Precognition; 
  Gestures (-½), Incantations (-½),  
  Requires A Magic Roll (-½), No  
  Range (-½), Precognition Only (-1) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Hellﬁre Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  139 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  140 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Master Of Hellﬁre Multipower, Elementalist
  minor specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  37 
  Hellﬁre Magic:  Multipower, 75-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  4u 
  1)  Hellﬁre Blast I:  RKA 4d6, Reduced 
  Endurance (½ END; +¼); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  3
  3u 
  2)  Hellﬁre Blast II:  RKA 2d6+1, Variable 
  Advantage (+½ Advantages; +1); Gestures  
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½)  
  7
  3u 
  3)  Hellﬁre Blast III:  RKA 2d6+1, Area  
  Of Eﬀect (8” Cone; +1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), No Range (-½) 
  7
  3u 
  4)  Fiery Wings:  Flight 20”, Reduced  
  Endurance (0 END; +½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic 
   Roll (-½) 
  0
  3u 
  5)  Hellgate:  Teleportation 15”, x16 Noncom-
  bat, x8 Increased Mass; Gestures (-¼),  
  Incantations (-¼), Requires A Magic 
  Roll (-½) 
  6
  24 
  Elemental Magic:  Multipower, 49-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Self Immolation:  HKA 1d6, Damage  
  Shield (does damage in HTH Combat; +¾), 
  Continuous (+1), Reduced Endurance (0 
  END; +½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  No STR Bonus (-½) 
  0
  2u 
  2)  Wall Of Stone:  Force Wall (5 PD/5 ED; 
  4” long and 1” tall), Opaque; Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  4
  2u 
  3)  Carried By The Winds:  Flight 12”,  
  Usable As An Attack (+1); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Hellﬁre Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  141 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  142 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Master Of Hellﬁre Multipower, Half-Born minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   24 PRE 
  14 
  14- 
  PRE Attack:  5d6
   4 COM 
  -3 
  10-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  115
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  37 
  Hellﬁre Magic:  Multipower, 75-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  4u 
  1)  Hellﬁre Blast I:  RKA 4d6, Reduced 
  Endurance (½ END; +¼); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  3
  3u 
  2)  Hellﬁre Blast II:  RKA 2d6+1, Variable 
  Advantage (+½ Advantages; +1); Gestures  
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½)  
  7
  3u 
  3)  Hellﬁre Blast III:  RKA 2d6+1, Area  
  Of Eﬀect (8” Cone; +1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), No Range (-½) 
  7
  3u 
  4)  Fiery Wings:  Flight 20”, Reduced  
  Endurance (0 END; +½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic 
   Roll (-½) 
  0
  3u 
  5)  Hellgate:  Teleportation 15”, x16 Noncom-
  bat, x8 Increased Mass; Gestures (-¼),  
  Incantations (-¼), Requires A Magic 
  Roll (-½) 
  6
  19 
  Tentacles:  Extra Limbs, Inherent (+¼); Lim-
  ited Manipulation (-¼) plus Stretching 1”, 
  Reduced Endurance (0 END; +½); Linked 
  (-½), No Noncombat Stretching (-¼) plus 
  +15 STR; Linked (-½) 
  1
  10 
  The Life-Sapping Energy Of The Qliphothic:  
  Drain BODY 1d6 
  1
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Hellﬁre Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  143 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  144 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Master Of Hellﬁre Multipower, Necromancer 
  minor specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  37 
  Hellﬁre Magic:  Multipower, 75-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  4u 
  1)  Hellﬁre Blast I:  RKA 4d6, Reduced 
  Endurance (½ END; +¼); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  3
  3u 
  2)  Hellﬁre Blast II:  RKA 2d6+1, Variable 
  Advantage (+½ Advantages; +1); Gestures  
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½)  
  7
  3u 
  3)  Hellﬁre Blast III:  RKA 2d6+1, Area  
  Of Eﬀect (8” Cone; +1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), No Range (-½) 
  7
  3u 
  4)  Fiery Wings:  Flight 20”, Reduced  
  Endurance (0 END; +½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic 
   Roll (-½) 
  0
  3u 
  5)  Hellgate:  Teleportation 15”, x16 Noncom-
  bat, x8 Increased Mass; Gestures (-¼),  
  Incantations (-¼), Requires A Magic 
  Roll (-½) 
  6
  27 
  Necromancy:  Multipower, 54-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Command The Undead:  Mind Control 
  10d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Only Versus 
  Undead (-1) 
  5
  2u 
  2)  Raise Skeleton:  Summon 179-point  
  Skeleton, Loyal (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Must Have Bones Or Body  
  Present (-1) 
  5
  2u 
  3)  Raise Zombie:  Summon 178-point 
  Zombie, Loyal (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Must Have Body Present (-1) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Hellﬁre Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  145 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  146 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Master Of Hellﬁre Multipower, Other-Worlder 
  minor specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  37 
  Hellﬁre Magic:  Multipower, 75-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  4u 
  1)  Hellﬁre Blast I:  RKA 4d6, Reduced 
  Endurance (½ END; +¼); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  3
  3u 
  2)  Hellﬁre Blast II:  RKA 2d6+1, Variable 
  Advantage (+½ Advantages; +1); Gestures  
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½)  
  7
  3u 
  3)  Hellﬁre Blast III:  RKA 2d6+1, Area  
  Of Eﬀect (8” Cone; +1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), No Range (-½) 
  7
  3u 
  4)  Fiery Wings:  Flight 20”, Reduced  
  Endurance (0 END; +½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic 
   Roll (-½) 
  0
  3u 
  5)  Hellgate:  Teleportation 15”, x16 Noncom-
  bat, x8 Increased Mass; Gestures (-¼),  
  Incantations (-¼), Requires A Magic 
  Roll (-½) 
  6
  20 
  Other-World Magic:  Multipower, 40-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Peek Through The Dimensions:  Clairsen-
  tience (Sight and Hearing Group), Dimen-
  sional (single other dimension, deﬁned  
  when the power is bought); Gestures (-¼),  
  Incantations (-¼), Requires A Magic Roll 
  (-½) 
  4
  2u 
  2)  Other-Worldly Movement:  Extra- 
  Dimensional Movement (any location in  
  a single dimension), x8 Increased Mass;  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  2u 
  3)  A Quick Getaway:  Extra-Dimensional 
  Movement (any location in a single  
  dimension), Trigger (variable; +½);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  2u 
  4)  A Quick Trip:  Teleportation 12”, x8  
  Increased Mass; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  4
  1u 
  5)  Summon Other-Worldly Denizen I:  
  Summon 200-point other-worldly denizen 
  (choose one type); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  4
  1u 
  6)  Summon Other-Worldly Denizen II:  
  Summon 200-point other-worldly denizen 
  (choose diﬀerent type); Gestures (-¼),  
  ncantations (-¼), Requires A Magic  
  Roll (-½), Extra Time (1 Turn; -1¼) 
  4
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Hellﬁre Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  147 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  148 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Master Of Hellifre Multipower, Summoner 
  minor specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  37 
  Hellﬁre Magic:  Multipower, 75-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  4u 
  1)  Hellﬁre Blast I:  RKA 4d6, Reduced 
  Endurance (½ END; +¼); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  3
  3u 
  2)  Hellﬁre Blast II:  RKA 2d6+1, Variable 
  Advantage (+½ Advantages; +1); Gestures  
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½)  
  7
  3u 
  3)  Hellﬁre Blast III:  RKA 2d6+1, Area  
  Of Eﬀect (8” Cone; +1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), No Range (-½) 
  7
  3u 
  4)  Fiery Wings:  Flight 20”, Reduced  
  Endurance (0 END; +½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic 
   Roll (-½) 
  0
  3u 
  5)  Hellgate:  Teleportation 15”, x16 Noncom-
  bat, x8 Increased Mass; Gestures (-¼),  
  Incantations (-¼), Requires A Magic 
  Roll (-½) 
  6
  30 
  Call Speciﬁc Demonling:  Summon 250- 
  point Demonling, Slavisly Loyal (+1),  
  Speciﬁc Individual (+1); Gestures (-½), 
  Incantations (-½), Extra Time (1 Hour;  
  -3) 
  15
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Hellﬁre Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  149 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  150 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Master Of Hellﬁre Multipower, Thaumaturge 
  minor specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  37 
  Hellﬁre Magic:  Multipower, 75-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  4u 
  1)  Hellﬁre Blast I:  RKA 4d6, Reduced 
  Endurance (½ END; +¼); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  3
  3u 
  2)  Hellﬁre Blast II:  RKA 2d6+1, Variable 
  Advantage (+½ Advantages; +1); Gestures  
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½)  
  7
  3u 
  3)  Hellﬁre Blast III:  RKA 2d6+1, Area  
  Of Eﬀect (8” Cone; +1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), No Range (-½) 
  7
  3u 
  4)  Fiery Wings:  Flight 20”, Reduced  
  Endurance (0 END; +½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic 
   Roll (-½) 
  0
  3u 
  5)  Hellgate:  Teleportation 15”, x16 Noncom-
  bat, x8 Increased Mass; Gestures (-¼),  
  Incantations (-¼), Requires A Magic 
  Roll (-½) 
  63
  1 
  Minor Thaumaturgy:  Variable Power  
  Pool, 24 base + 12 control cost; Ges- 
  tures (-¼), Incantations (-¼), Only  
  Magic (-¼). 
  var
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Hellﬁre Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  262
  Total Cost:  376
  
  151 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  26 
  Experience Points
  Total Disadvantage Points:  376
  
  152 ■   The Morbanes
  Hero System 5th Edition
  THE NECROMANCER
  MORBANE
  Necromancer Multipower, Black Magician
  minor specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  36 
  Necromancy:  Multipower, 72-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  3u 
  1)  The Death Touch:  RKA 1d6+1, NND 
  (defense is Life Support [Longevity] or 
  Regeneration; +1), Does BODY (+1); Ges-
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  2)  Life Stealer I:  Transfer STUN and  
  BODY 2d6, take two Characteristics at  
  once from target (+½), grant two Char- 
  acteristics at once to caster (+½); Ges- 
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  6
  3u 
  3)  Life Stealer II:  Transfer END 2d6, 
  Reduced Endurance (0 END; +½),  
  Ranged (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  0
  2u 
  4)  Command The Undead:  Mind  
  Control 14d6; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  Only Versus Undead (-1) 
  7
  2u 
  5)  Destroy Undead:  RKA 4½d6; Gestures 
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½), Only Versus Undead (-1) 
  7
  2u 
  6)  Raise Skeleton:  Summon 179-point  
  Skeleton, Slavishly Loyal (+1); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½), Must Have Bones Or  
  Body Present (-1) 
  7
  2u 
  7)  Raise Zombie:  Summon 178-point 
  Zombie, Slavishly Loyal (+1); Ges- 
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Must Have Body  
  Present (-1) 
  7
  24 
  Minor Black Magic:  Multipower, 48-point 
  reserve; all slots Gestures (-¼), Incan- 
  tations (-¼), Requires A Magic Roll (-½) 
  0
  2u 
  1)  Befuddlement:  Mental Illusions 7d6, 
  Reduced Endurance (½ END; +¼);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  1
  1u 
  2)  Touch Of Terror:  Drain PRE 2d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  2u 
  3)  Spell-Shattering:  Dispel Magic 12d6,  
  any Magic power one at a time (+¼);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  1u 
  4)  Call Demonling:  Summon 233-point 
  Demonling (see HERO System Bestiary, 
  page 51); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Extra Time  
  (1 Turn; -1¼) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Necromancy Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  153 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  154 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Necromancer Multipower, City Magic minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  36 
  Necromancy:  Multipower, 72-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  3u 
  1)  The Death Touch:  RKA 1d6+1, NND 
  (defense is Life Support [Longevity] or 
  Regeneration; +1), Does BODY (+1); Ges-
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  2)  Life Stealer I:  Transfer STUN and  
  BODY 2d6, take two Characteristics at  
  once from target (+½), grant two Char- 
  acteristics at once to caster (+½); Ges- 
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  6
  3u 
  3)  Life Stealer II:  Transfer END 2d6, 
  Reduced Endurance (0 END; +½),  
  Ranged (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  0
  2u 
  4)  Command The Undead:  Mind  
  Control 14d6; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  Only Versus Undead (-1) 
  7
  2u 
  5)  Destroy Undead:  RKA 4½d6; Gestures 
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½), Only Versus Undead (-1) 
  7
  2u 
  6)  Raise Skeleton:  Summon 179-point  
  Skeleton, Slavishly Loyal (+1); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½), Must Have Bones Or  
  Body Present (-1) 
  7
  2u 
  7)  Raise Zombie:  Summon 178-point 
  Zombie, Slavishly Loyal (+1); Ges- 
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Must Have Body  
  Present (-1) 
  7
  20 
  Minor City Magic:  Multipower, 40-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Flaring Light Bulbs:  Sight Group Flash  
  4d6, Area Of Eﬀect (2” Radius; +1); IIF  
  (light bulbs of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A  
  Magic Roll (-½) 
  4
  2u 
  2)  Wall Of Pavement:  Force Wall (5 PD/5 
  ED; 3” long and 1” tall), Opaque; Gestures 
  (-¼), Incantations (-¼), Only In Paved  
  Areas (-¼), Requires A Magic Roll (-½)   
  4
  1u 
  3)  Pass Through Walls:  Desolidiﬁcation 
  (aﬀected by any attack); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½), Does Not Protect Against  
  Damage (-1) 
  4
  2u 
  4)  Travel Along Electric Lines:  Teleporta-
  tion 20”; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Only Be- 
  tween Conductors Or Through Wires (-½) 4
  2u 
  5)  Draw Upon The Spirit Of The City:  Aid 
  END 4d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  1u 
  6)  The City’s Warning Whisper:  Danger 
  Sense (INT Roll) (any danger, immediate 
  vicinity); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Necromancy Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  
  155 
  Mystic Menaces Fun Pack ■ Chapter Two
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  156 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Necromancer Multipower, Diviner minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  36 
  Necromancy:  Multipower, 72-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  3u 
  1)  The Death Touch:  RKA 1d6+1, NND 
  (defense is Life Support [Longevity] or 
  Regeneration; +1), Does BODY (+1); Ges-
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  2)  Life Stealer I:  Transfer STUN and  
  BODY 2d6, take two Characteristics at  
  once from target (+½), grant two Char- 
  acteristics at once to caster (+½); Ges- 
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  6
  3u 
  3)  Life Stealer II:  Transfer END 2d6, 
  Reduced Endurance (0 END; +½),  
  Ranged (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  0
  2u 
  4)  Command The Undead:  Mind  
  Control 14d6; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  Only Versus Undead (-1) 
  7
  2u 
  5)  Destroy Undead:  RKA 4½d6; Gestures 
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½), Only Versus Undead (-1) 
  7
  2u 
  6)  Raise Skeleton:  Summon 179-point  
  Skeleton, Slavishly Loyal (+1); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½), Must Have Bones Or  
  Body Present (-1) 
  7
  2u 
  7)  Raise Zombie:  Summon 178-point 
  Zombie, Slavishly Loyal (+1); Ges- 
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Must Have Body  
  Present (-1) 
  7
  25 
  Minor Divination:  Multipower, 50-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  One Step Out Of Phase:  Desolidiﬁca- 
  tion (aﬀected by temporal/dimensional 
  attacks), Reduced Endurance (½ END;  
  +¼); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Cannot  
  Pass Through Solid Objects (-½) 
  2
  2u 
  2)  He’s Seen This Moment Before:  Luck  
  10d6; Only Once Per Battle (-0), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  1u 
  3)  A View Of The Future:  Clairsentience 
  (Sight and Hearing Group), Precognition; 
  Gestures (-½), Incantations (-½),  
  Requires A Magic Roll (-½), No  
  Range (-½), Precognition Only (-1) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Necromancy Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  157 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  158 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Necromancer Multipower, Elementalist
  minor specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  36 
  Necromancy:  Multipower, 72-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  3u 
  1)  The Death Touch:  RKA 1d6+1, NND 
  (defense is Life Support [Longevity] or 
  Regeneration; +1), Does BODY (+1); Ges-
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  2)  Life Stealer I:  Transfer STUN and  
  BODY 2d6, take two Characteristics at  
  once from target (+½), grant two Char- 
  acteristics at once to caster (+½); Ges- 
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  6
  3u 
  3)  Life Stealer II:  Transfer END 2d6, 
  Reduced Endurance (0 END; +½),  
  Ranged (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  0
  2u 
  4)  Command The Undead:  Mind  
  Control 14d6; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  Only Versus Undead (-1) 
  7
  2u 
  5)  Destroy Undead:  RKA 4½d6; Gestures 
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½), Only Versus Undead (-1) 
  7
  2u 
  6)  Raise Skeleton:  Summon 179-point  
  Skeleton, Slavishly Loyal (+1); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½), Must Have Bones Or  
  Body Present (-1) 
  7
  2u 
  7)  Raise Zombie:  Summon 178-point 
  Zombie, Slavishly Loyal (+1); Ges- 
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Must Have Body  
  Present (-1) 
  7
  24 
  Elemental Magic:  Multipower, 49-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Self Immolation:  HKA 1d6, Damage  
  Shield (does damage in HTH Combat; +¾), 
  Continuous (+1), Reduced Endurance (0 
  END; +½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  No STR Bonus (-½) 
  0
  2u 
  2)  Wall Of Stone:  Force Wall (5 PD/5 ED; 
  4” long and 1” tall), Opaque; Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  4
  2u 
  3)  Carried By The Winds:  Flight 12”,  
  Usable As An Attack (+1); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Necromancy Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  159 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  160 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Necromancer Multipower, Half-Born minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   24 PRE 
  14 
  14- 
  PRE Attack:  5d6
   4 COM 
  -3 
  10-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  115
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  36 
  Necromancy:  Multipower, 72-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  3u 
  1)  The Death Touch:  RKA 1d6+1, NND 
  (defense is Life Support [Longevity] or 
  Regeneration; +1), Does BODY (+1); Ges-
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  2)  Life Stealer I:  Transfer STUN and  
  BODY 2d6, take two Characteristics at  
  once from target (+½), grant two Char- 
  acteristics at once to caster (+½); Ges- 
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  6
  3u 
  3)  Life Stealer II:  Transfer END 2d6, 
  Reduced Endurance (0 END; +½),  
  Ranged (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  0
  2u 
  4)  Command The Undead:  Mind  
  Control 14d6; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  Only Versus Undead (-1) 
  7
  2u 
  5)  Destroy Undead:  RKA 4½d6; Gestures 
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½), Only Versus Undead (-1) 
  7
  2u 
  6)  Raise Skeleton:  Summon 179-point  
  Skeleton, Slavishly Loyal (+1); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½), Must Have Bones Or  
  Body Present (-1) 
  7
  2u 
  7)  Raise Zombie:  Summon 178-point 
  Zombie, Slavishly Loyal (+1); Ges- 
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Must Have Body  
  Present (-1) 
  7
  19 
  Tentacles:  Extra Limbs, Inherent (+¼); Lim-
  ited Manipulation (-¼) plus Stretching 1”, 
  Reduced Endurance (0 END; +½); Linked 
  (-½), No Noncombat Stretching (-¼) plus 
  +15 STR; Linked (-½) 
  1
  10 
  The Life-Sapping Energy Of The Qliphothic:  
  Drain BODY 1d6 
  1
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Necromancy Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  161 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  162 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Necromancer Multipower, Other-Worlder 
  minor specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  36 
  Necromancy:  Multipower, 72-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  3u 
  1)  The Death Touch:  RKA 1d6+1, NND 
  (defense is Life Support [Longevity] or 
  Regeneration; +1), Does BODY (+1); Ges-
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  2)  Life Stealer I:  Transfer STUN and  
  BODY 2d6, take two Characteristics at  
  once from target (+½), grant two Char- 
  acteristics at once to caster (+½); Ges- 
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  6
  3u 
  3)  Life Stealer II:  Transfer END 2d6, 
  Reduced Endurance (0 END; +½),  
  Ranged (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  0
  2u 
  4)  Command The Undead:  Mind  
  Control 14d6; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  Only Versus Undead (-1) 
  7
  2u 
  5)  Destroy Undead:  RKA 4½d6; Gestures 
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½), Only Versus Undead (-1) 
  7
  2u 
  6)  Raise Skeleton:  Summon 179-point  
  Skeleton, Slavishly Loyal (+1); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½), Must Have Bones Or  
  Body Present (-1) 
  7
  2u 
  7)  Raise Zombie:  Summon 178-point 
  Zombie, Slavishly Loyal (+1); Ges- 
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Must Have Body  
  Present (-1) 
  7
  20 
  Other-World Magic:  Multipower, 40-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Peek Through The Dimensions:  Clairsen-
  tience (Sight and Hearing Group), Dimen-
  sional (single other dimension, deﬁned  
  when the power is bought); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  4
  2u 
  2)  Other-Worldly Movement:  Extra- 
  Dimensional Movement (any location in  
  a single dimension), x8 Increased Mass;  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  2u 
  3)  A Quick Getaway:  Extra-Dimensional 
  Movement (any location in a single  
  dimension), Trigger (variable; +½);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  2u 
  4)  A Quick Trip:  Teleportation 12”, x8  
  Increased Mass; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  4
  1u 
  5)  Summon Other-Worldly Denizen I:  
  Summon 200-point other-worldly denizen 
  (choose one type); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  4
  1u 
  6)  Summon Other-Worldly Denizen II:  
  Summon 200-point other-worldly denizen 
  (choose diﬀerent type); Gestures (-¼),  
  ncantations (-¼), Requires A Magic  
  Roll (-½), Extra Time (1 Turn; -1¼) 
  4
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Necromancy Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  
  163 
  Mystic Menaces Fun Pack ■ Chapter Two
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  164 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Necromancer Multipower, Summoner 
  minor specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  36 
  Necromancy:  Multipower, 72-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  3u 
  1)  The Death Touch:  RKA 1d6+1, NND 
  (defense is Life Support [Longevity] or 
  Regeneration; +1), Does BODY (+1); Ges-
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  2)  Life Stealer I:  Transfer STUN and  
  BODY 2d6, take two Characteristics at  
  once from target (+½), grant two Char- 
  acteristics at once to caster (+½); Ges- 
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  6
  3u 
  3)  Life Stealer II:  Transfer END 2d6, 
  Reduced Endurance (0 END; +½),  
  Ranged (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  0
  2u 
  4)  Command The Undead:  Mind  
  Control 14d6; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  Only Versus Undead (-1) 
  7
  2u 
  5)  Destroy Undead:  RKA 4½d6; Gestures 
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½), Only Versus Undead (-1) 
  7
  2u 
  6)  Raise Skeleton:  Summon 179-point  
  Skeleton, Slavishly Loyal (+1); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½), Must Have Bones Or  
  Body Present (-1) 
  7
  2u 
  7)  Raise Zombie:  Summon 178-point 
  Zombie, Slavishly Loyal (+1); Ges- 
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Must Have Body  
  Present (-1) 
  7
  30 
  Call Speciﬁc Demonling:  Summon 250- 
  point Demonling, Slavisly Loyal (+1),  
  Speciﬁc Individual (+1); Gestures (-½), 
  Incantations (-½), Extra Time (1 Hour;  
  -3) 
  15
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Necromancy Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  165 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  166 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Necromancer Multipower, Thaumaturge 
  minor specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  36 
  Necromancy:  Multipower, 72-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  3u 
  1)  The Death Touch:  RKA 1d6+1, NND 
  (defense is Life Support [Longevity] or 
  Regeneration; +1), Does BODY (+1); Ges-
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  3u 
  2)  Life Stealer I:  Transfer STUN and  
  BODY 2d6, take two Characteristics at  
  once from target (+½), grant two Char- 
  acteristics at once to caster (+½); Ges- 
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  6
  3u 
  3)  Life Stealer II:  Transfer END 2d6, 
  Reduced Endurance (0 END; +½),  
  Ranged (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  0
  2u 
  4)  Command The Undead:  Mind  
  Control 14d6; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  Only Versus Undead (-1) 
  7
  2u 
  5)  Destroy Undead:  RKA 4½d6; Gestures 
  (-¼), Incantations (-¼), Requires A Magic 
  Roll (-½), Only Versus Undead (-1) 
  7
  2u 
  6)  Raise Skeleton:  Summon 179-point  
  Skeleton, Slavishly Loyal (+1); Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½), Must Have Bones Or  
  Body Present (-1) 
  7
  2u 
  7)  Raise Zombie:  Summon 178-point 
  Zombie, Slavishly Loyal (+1); Ges- 
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Must Have Body  
  Present (-1) 
  7
  31 
  Minor Thaumaturgy:  Variable Power  
  Pool, 24 base + 12 control cost; Ges- 
  tures (-¼), Incantations (-¼), Only  
  Magic (-¼) 
  var
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Necromancy Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  262
  Total Cost:  376
  
  167 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  26 
  Experience Points
  Total Disadvantage Points:  376
  
  168 ■   The Morbanes
  Hero System 5th Edition
  THE OTHER-WORLDER
  MORBANE
  Other-Worlder Multipower, Black Magician 
  minor specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Other-World Magic:  Multipower, 60-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  3u 
  1)  A Blast Of Other-Worldly Energy:   
  Energy Blast 12d6; Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  2)  A Blast From Above:  Energy Blast  
  8d6, Indirect (always from above; +¼), 
  Reduced Endurance (½ END; +¼);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  2
  3u 
  3)  Peek Through The Dimensions:   
  Clairsentience (Sight and Hearing  
  Group), Dimensional (single other dimen-
  sion, deﬁned when the power is bought), 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  0
  2u 
  4)  Other-Worldly Movement:  Extra- 
  Dimensional Movement (any location in  
  a single dimension), x8 Increased Mass;  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  4
  2u 
  5)  A Quick Getaway:  Extra-Dimensional 
  Movement (any location in a single  
  dimension), Trigger (variable; +½),  
  Reduced Endurance (0 END; +½); 
   Gestures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  3u 
  6)  A Quick Trip:  Teleportation 15”, x16  
  Noncombat, x8 Increased Mass; Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  2u 
  7)  Summon Other-Worldly Denizen I:  
  Summon 300-point other-worldly denizen 
  (choose one type); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  6
  2u 
  8)  Summon Other-Worldly Denizen II:  
  Summon 300-point other-worldly denizen 
  ( (choose diﬀerent type); Gestures (-¼), 
  Incantations (-¼), Requires A Magic Roll 
  (-½), Extra Time (1 Turn; -1¼) 
  6
  3u 
  9)  Summon Slavishly Loyal Other-Worldly 
  Denizen:  Summon 150-point other- 
  worldly denizen (choose one type),  
  Slavishly Loyal (+1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  24 
  Minor Black Magic:  Multipower, 48-point 
  reserve; all slots Gestures (-¼), Incan- 
  tations (-¼), Requires A Magic Roll (-½) 
  0
  2u 
  1)  Befuddlement:  Mental Illusions 7d6, 
  Reduced Endurance (½ END; +¼);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  1
  1u 
  2)  Touch Of Terror:  Drain PRE 2d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  2u 
  3)  Spell-Shattering:  Dispel Magic 12d6,  
  any Magic power one at a time (+¼);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  1u 
  4)  Call Demonling:  Summon 233-point 
  Demonling (see HERO System Bestiary, 
  page 51); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Extra Time  
  (1 Turn; -1¼) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Other-World Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  
  169 
  Mystic Menaces Fun Pack ■ Chapter Two
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  170 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Other-Worlder Multipower, City Magic 
  minor specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Other-World Magic:  Multipower, 60-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  3u 
  1)  A Blast Of Other-Worldly Energy:   
  Energy Blast 12d6; Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  2)  A Blast From Above:  Energy Blast  
  8d6, Indirect (always from above; +¼), 
  Reduced Endurance (½ END; +¼);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  2
  3u 
  3)  Peek Through The Dimensions:   
  Clairsentience (Sight and Hearing  
  Group), Dimensional (single other dimen-
  sion, deﬁned when the power is bought), 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  0
  2u 
  4)  Other-Worldly Movement:  Extra- 
  Dimensional Movement (any location in  
  a single dimension), x8 Increased Mass;  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  4
  2u 
  5)  A Quick Getaway:  Extra-Dimensional 
  Movement (any location in a single  
  dimension), Trigger (variable; +½),  
  Reduced Endurance (0 END; +½); 
   Gestures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  3u 
  6)  A Quick Trip:  Teleportation 15”, x16  
  Noncombat, x8 Increased Mass; Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  2u 
  7)  Summon Other-Worldly Denizen I:  
  Summon 300-point other-worldly denizen 
  (choose one type); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  6
  2u 
  8)  Summon Other-Worldly Denizen II:  
  Summon 300-point other-worldly denizen 
  ( (choose diﬀerent type); Gestures (-¼), 
  Incantations (-¼), Requires A Magic Roll 
  (-½), Extra Time (1 Turn; -1¼) 
  6
  3u 
  9)  Summon Slavishly Loyal Other-Worldly 
  Denizen:  Summon 150-point other- 
  worldly denizen (choose one type),  
  Slavishly Loyal (+1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  20 
  Minor City Magic:  Multipower, 40-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Flaring Light Bulbs:  Sight Group Flash  
  4d6, Area Of Eﬀect (2” Radius; +1); IIF  
  (light bulbs of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A  
  Magic Roll (-½) 
  4
  2u 
  2)  Wall Of Pavement:  Force Wall (5 PD/5 
  ED; 3” long and 1” tall), Opaque; Gestures 
  (-¼), Incantations (-¼), Only In Paved  
  Areas (-¼), Requires A Magic Roll (-½)   
  4
  1u 
  3)  Pass Through Walls:  Desolidiﬁcation 
  (aﬀected by any attack); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½), Does Not Protect Against  
  Damage (-1) 
  4
  2u 
  4)  Travel Along Electric Lines:  Teleporta-
  tion 20”; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Only Be- 
  tween Conductors Or Through Wires (-½) 4
  2u 
  5)  Draw Upon The Spirit Of The City:  Aid 
  END 4d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  1u 
  6)  The City’s Warning Whisper:  Danger 
  Sense (INT Roll) (any danger, immediate 
  vicinity); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Other-World Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  
  171 
  Mystic Menaces Fun Pack ■ Chapter Two
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  172 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Other-Worlder Multipower, Diviner minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Other-World Magic:  Multipower, 60-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  3u 
  1)  A Blast Of Other-Worldly Energy:   
  Energy Blast 12d6; Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  2)  A Blast From Above:  Energy Blast  
  8d6, Indirect (always from above; +¼), 
  Reduced Endurance (½ END; +¼);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  2
  3u 
  3)  Peek Through The Dimensions:   
  Clairsentience (Sight and Hearing  
  Group), Dimensional (single other dimen-
  sion, deﬁned when the power is bought), 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  0
  2u 
  4)  Other-Worldly Movement:  Extra- 
  Dimensional Movement (any location in  
  a single dimension), x8 Increased Mass;  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  4
  2u 
  5)  A Quick Getaway:  Extra-Dimensional 
  Movement (any location in a single  
  dimension), Trigger (variable; +½),  
  Reduced Endurance (0 END; +½); 
   Gestures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  3u 
  6)  A Quick Trip:  Teleportation 15”, x16  
  Noncombat, x8 Increased Mass; Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  2u 
  7)  Summon Other-Worldly Denizen I:  
  Summon 300-point other-worldly denizen 
  (choose one type); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  6
  2u 
  8)  Summon Other-Worldly Denizen II:  
  Summon 300-point other-worldly denizen 
  ( (choose diﬀerent type); Gestures (-¼), 
  Incantations (-¼), Requires A Magic Roll 
  (-½), Extra Time (1 Turn; -1¼) 
  6
  3u 
  9)  Summon Slavishly Loyal Other-Worldly 
  Denizen:  Summon 150-point other- 
  worldly denizen (choose one type),  
  Slavishly Loyal (+1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  25 
  Minor Divination:  Multipower, 50-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  One Step Out Of Phase:  Desolidiﬁca- 
  tion (aﬀected by temporal/dimensional 
  attacks), Reduced Endurance (½ END;  
  +¼); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Cannot  
  Pass Through Solid Objects (-½) 
  2
  2u 
  2)  He’s Seen This Moment Before:  Luck  
  10d6; Only Once Per Battle (-0), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  1u 
  3)  A View Of The Future:  Clairsentience 
  (Sight and Hearing Group), Precognition; 
  Gestures (-½), Incantations (-½),  
  Requires A Magic Roll (-½), No  
  Range (-½), Precognition Only (-1) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Other-World Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  
  173 
  Mystic Menaces Fun Pack ■ Chapter Two
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  174 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Other-Worlder Multipower, Elementalist 
  minor specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Other-World Magic:  Multipower, 60-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  3u 
  1)  A Blast Of Other-Worldly Energy:   
  Energy Blast 12d6; Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  2)  A Blast From Above:  Energy Blast  
  8d6, Indirect (always from above; +¼), 
  Reduced Endurance (½ END; +¼);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  2
  3u 
  3)  Peek Through The Dimensions:   
  Clairsentience (Sight and Hearing  
  Group), Dimensional (single other dimen-
  sion, deﬁned when the power is bought), 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  0
  2u 
  4)  Other-Worldly Movement:  Extra- 
  Dimensional Movement (any location in  
  a single dimension), x8 Increased Mass;  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  4
  2u 
  5)  A Quick Getaway:  Extra-Dimensional 
  Movement (any location in a single  
  dimension), Trigger (variable; +½),  
  Reduced Endurance (0 END; +½); 
   Gestures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  3u 
  6)  A Quick Trip:  Teleportation 15”, x16  
  Noncombat, x8 Increased Mass; Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  2u 
  7)  Summon Other-Worldly Denizen I:  
  Summon 300-point other-worldly denizen 
  (choose one type); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  6
  2u 
  8)  Summon Other-Worldly Denizen II:  
  Summon 300-point other-worldly denizen 
  ( (choose diﬀerent type); Gestures (-¼), 
  Incantations (-¼), Requires A Magic Roll 
  (-½), Extra Time (1 Turn; -1¼) 
  6
  3u 
  9)  Summon Slavishly Loyal Other-Worldly 
  Denizen:  Summon 150-point other- 
  worldly denizen (choose one type),  
  Slavishly Loyal (+1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  24 
  Elemental Magic:  Multipower, 49-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Self Immolation:  HKA 1d6, Damage  
  Shield (does damage in HTH Combat; +¾), 
  Continuous (+1), Reduced Endurance (0 
  END; +½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  No STR Bonus (-½) 
  0
  2u 
  2)  Wall Of Stone:  Force Wall (5 PD/5 ED; 
  4” long and 1” tall), Opaque; Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  4
  2u 
  3)  Carried By The Winds:  Flight 12”,  
  Usable As An Attack (+1); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Other-World Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  
  175 
  Mystic Menaces Fun Pack ■ Chapter Two
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  176 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Other-Worlder Multipower, Half-Born minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   24 PRE 
  14 
  14- 
  PRE Attack:  5d6
   4 COM 
  -3 
  10-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  115
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Other-World Magic:  Multipower, 60-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  3u 
  1)  A Blast Of Other-Worldly Energy:   
  Energy Blast 12d6; Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  2)  A Blast From Above:  Energy Blast  
  8d6, Indirect (always from above; +¼), 
  Reduced Endurance (½ END; +¼);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  2
  3u 
  3)  Peek Through The Dimensions:   
  Clairsentience (Sight and Hearing  
  Group), Dimensional (single other dimen-
  sion, deﬁned when the power is bought), 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  0
  2u 
  4)  Other-Worldly Movement:  Extra- 
  Dimensional Movement (any location in  
  a single dimension), x8 Increased Mass;  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  4
  2u 
  5)  A Quick Getaway:  Extra-Dimensional 
  Movement (any location in a single  
  dimension), Trigger (variable; +½),  
  Reduced Endurance (0 END; +½); 
   Gestures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  3u 
  6)  A Quick Trip:  Teleportation 15”, x16  
  Noncombat, x8 Increased Mass; Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  2u 
  7)  Summon Other-Worldly Denizen I:  
  Summon 300-point other-worldly denizen 
  (choose one type); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  6
  2u 
  8)  Summon Other-Worldly Denizen II:  
  Summon 300-point other-worldly denizen 
  ( (choose diﬀerent type); Gestures (-¼), 
  Incantations (-¼), Requires A Magic Roll 
  (-½), Extra Time (1 Turn; -1¼) 
  6
  3u 
  9)  Summon Slavishly Loyal Other-Worldly 
  Denizen:  Summon 150-point other- 
  worldly denizen (choose one type),  
  Slavishly Loyal (+1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  19 
  Tentacles:  Extra Limbs, Inherent (+¼); Lim-
  ited Manipulation (-¼) plus Stretching 1”, 
  Reduced Endurance (0 END; +½); Linked 
  (-½), No Noncombat Stretching (-¼) plus 
  +15 STR; Linked (-½) 
  1
  10 
  The Life-Sapping Energy Of The Qliphothic:  
  Drain BODY 1d6 
  1
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Other-World Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  260
  Total Cost:  375
  
  177 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  178 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Other-Worlder Multipower, Necromancer
  minor specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Other-World Magic:  Multipower, 60-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  3u 
  1)  A Blast Of Other-Worldly Energy:   
  Energy Blast 12d6; Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  2)  A Blast From Above:  Energy Blast  
  8d6, Indirect (always from above; +¼), 
  Reduced Endurance (½ END; +¼);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  2
  3u 
  3)  Peek Through The Dimensions:   
  Clairsentience (Sight and Hearing  
  Group), Dimensional (single other dimen-
  sion, deﬁned when the power is bought), 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  0
  2u 
  4)  Other-Worldly Movement:  Extra- 
  Dimensional Movement (any location in  
  a single dimension), x8 Increased Mass;  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  4
  2u 
  5)  A Quick Getaway:  Extra-Dimensional 
  Movement (any location in a single  
  dimension), Trigger (variable; +½),  
  Reduced Endurance (0 END; +½); 
   Gestures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  3u 
  6)  A Quick Trip:  Teleportation 15”, x16  
  Noncombat, x8 Increased Mass; Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  2u 
  7)  Summon Other-Worldly Denizen I:  
  Summon 300-point other-worldly denizen 
  (choose one type); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  6
  2u 
  8)  Summon Other-Worldly Denizen II:  
  Summon 300-point other-worldly denizen 
  ( (choose diﬀerent type); Gestures (-¼), 
  Incantations (-¼), Requires A Magic Roll 
  (-½), Extra Time (1 Turn; -1¼) 
  6
  3u 
  9)  Summon Slavishly Loyal Other-Worldly 
  Denizen:  Summon 150-point other- 
  worldly denizen (choose one type),  
  Slavishly Loyal (+1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  27 
  Necromancy:  Multipower, 54-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Command The Undead:  Mind Control 
  10d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Only Versus 
  Undead (-1) 
  5
  2u 
  2)  Raise Skeleton:  Summon 179-point  
  Skeleton, Loyal (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Must Have Bones Or Body  
  Present (-1) 
  5
  2u 
  3)  Raise Zombie:  Summon 178-point 
  Zombie, Loyal (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Must Have Body Present (-1) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Other-World Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  
  179 
  Mystic Menaces Fun Pack ■ Chapter Two
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  180 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Other-Worlder Multipower, Summoner minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Other-World Magic:  Multipower, 60-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  3u 
  1)  A Blast Of Other-Worldly Energy:   
  Energy Blast 12d6; Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  2)  A Blast From Above:  Energy Blast  
  8d6, Indirect (always from above; +¼), 
  Reduced Endurance (½ END; +¼);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  2
  3u 
  3)  Peek Through The Dimensions:   
  Clairsentience (Sight and Hearing  
  Group), Dimensional (single other dimen-
  sion, deﬁned when the power is bought), 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  0
  2u 
  4)  Other-Worldly Movement:  Extra- 
  Dimensional Movement (any location in  
  a single dimension), x8 Increased Mass;  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  4
  2u 
  5)  A Quick Getaway:  Extra-Dimensional 
  Movement (any location in a single  
  dimension), Trigger (variable; +½),  
  Reduced Endurance (0 END; +½); 
   Gestures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  3u 
  6)  A Quick Trip:  Teleportation 15”, x16  
  Noncombat, x8 Increased Mass; Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  2u 
  7)  Summon Other-Worldly Denizen I:  
  Summon 300-point other-worldly denizen 
  (choose one type); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  6
  2u 
  8)  Summon Other-Worldly Denizen II:  
  Summon 300-point other-worldly denizen 
  ( (choose diﬀerent type); Gestures (-¼), 
  Incantations (-¼), Requires A Magic Roll 
  (-½), Extra Time (1 Turn; -1¼) 
  6
  3u 
  9)  Summon Slavishly Loyal Other-Worldly 
  Denizen:  Summon 150-point other- 
  worldly denizen (choose one type),  
  Slavishly Loyal (+1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  30 
  Call Speciﬁc Demonling:  Summon 250- 
  point Demonling, Slavisly Loyal (+1),  
  Speciﬁc Individual (+1); Gestures (-½), 
  Incantations (-½), Extra Time (1 Hour;  
  -3) 
  15
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Other-World Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  181 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  182 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Other-Worlder Multipower, Thaumaturge 
  minor specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  30 
  Other-World Magic:  Multipower, 60-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  3u 
  1)  A Blast Of Other-Worldly Energy:   
  Energy Blast 12d6; Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½) 
  6
  3u 
  2)  A Blast From Above:  Energy Blast  
  8d6, Indirect (always from above; +¼), 
  Reduced Endurance (½ END; +¼);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  2
  3u 
  3)  Peek Through The Dimensions:   
  Clairsentience (Sight and Hearing  
  Group), Dimensional (single other dimen-
  sion, deﬁned when the power is bought), 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  0
  2u 
  4)  Other-Worldly Movement:  Extra- 
  Dimensional Movement (any location in  
  a single dimension), x8 Increased Mass;  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  4
  2u 
  5)  A Quick Getaway:  Extra-Dimensional 
  Movement (any location in a single  
  dimension), Trigger (variable; +½),  
  Reduced Endurance (0 END; +½); 
   Gestures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  3u 
  6)  A Quick Trip:  Teleportation 15”, x16  
  Noncombat, x8 Increased Mass; Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  6
  2u 
  7)  Summon Other-Worldly Denizen I:  
  Summon 300-point other-worldly denizen 
  (choose one type); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  6
  2u 
  8)  Summon Other-Worldly Denizen II:  
  Summon 300-point other-worldly denizen 
  ( (choose diﬀerent type); Gestures (-¼), 
  Incantations (-¼), Requires A Magic Roll 
  (-½), Extra Time (1 Turn; -1¼) 
  6
  3u 
  9)  Summon Slavishly Loyal Other-Worldly 
  Denizen:  Summon 150-point other- 
  worldly denizen (choose one type),  
  Slavishly Loyal (+1); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  6
  31 
  Minor Thaumaturgy:  Variable Power  
  Pool, 24 base + 12 control cost; Ges- 
  tures (-¼), Incantations (-¼), Only  
  Magic (-¼). 
  var
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Other-World Magic Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  262
  Total Cost:  376
  
  183 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  26 
  Experience Points
  Total Disadvantage Points:  376
  
  184 ■   The Morbanes
  Hero System 5th Edition
  THE SUMMONER
  MORBANE
  Summoner Multipower, Black Magician minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  38 
  Summoning:  Multipower, 76-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Call Shadow:  Summon 366-point 
  Shadow; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Extra  
  Time (1 Turn; -1¼) 
  7
  2u 
  2)  Call Demon Steed:  Summon 250-  
  point Demon Steed, Amicable (+½); Ges-
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Extra Time (1 Turn;  
  -1¼) 
  7
  2u 
  3)  Call Demon Hound:  Summon 240- 
  point Demon Hound, Amicable (+½);  
  Gestures (-¼), Incantations (-¼), Re- 
  quires A Magic Roll (-½), Extra Time  
  (1 Turn; -1¼) 
  7
  3u 
  4)  Rushed Call Demon Hound:  Summon 
  240-Demon Hound, Reduced Endur- 
  ance (½ END; +¼);  Gestures (-¼), In- 
  cantations (-¼), Requires A Magic  
  Roll (-½) 
  2
  2u 
  5)  Call Demonling:  Summon 233-point 
  Demonling, Amicable (+½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic Roll 
  (-½), Extra Time (1 Turn; -1¼) 
  7
  2u 
  6)  Call Imp:  Summon 224-point Imp,  
  Amicable (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  7
  2u 
  7)  Dismiss Demon:  Dispel Summon 25d6; 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Only Works Against 
  Summoned Demons (-1) 
  7
  24 
  Minor Black Magic:  Multipower, 48-point 
  reserve; all slots Gestures (-¼), Incan- 
  tations (-¼), Requires A Magic Roll (-½) 
  0
  2u 
  1)  Befuddlement:  Mental Illusions 7d6, 
  Reduced Endurance (½ END; +¼);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  1
  1u 
  2)  Touch Of Terror:  Drain PRE 2d6, 
  Reduced Endurance (0 END; +½);  
  Gestures (-¼), Incantations (-¼),  
  Requires A Magic Roll (-½) 
  0
  2u 
  3)  Spell-Shattering:  Dispel Magic 12d6,  
  any Magic power one at a time (+¼);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  1u 
  4)  Call Demonling:  Summon 233-point 
  Demonling (see HERO System Bestiary, 
  page 51); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Extra Time  
  (1 Turn; -1¼) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Summoning Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  185 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  186 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Summoner Multipower, City Magic minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  38 
  Summoning:  Multipower, 76-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Call Shadow:  Summon 366-point 
  Shadow; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Extra  
  Time (1 Turn; -1¼) 
  7
  2u 
  2)  Call Demon Steed:  Summon 250-  
  point Demon Steed, Amicable (+½); Ges-
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Extra Time (1 Turn;  
  -1¼) 
  7
  2u 
  3)  Call Demon Hound:  Summon 240- 
  point Demon Hound, Amicable (+½);  
  Gestures (-¼), Incantations (-¼), Re- 
  quires A Magic Roll (-½), Extra Time  
  (1 Turn; -1¼) 
  7
  3u 
  4)  Rushed Call Demon Hound:  Summon 
  240-Demon Hound, Reduced Endur- 
  ance (½ END; +¼);  Gestures (-¼), In- 
  cantations (-¼), Requires A Magic  
  Roll (-½) 
  2
  2u 
  5)  Call Demonling:  Summon 233-point 
  Demonling, Amicable (+½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic Roll 
  (-½), Extra Time (1 Turn; -1¼) 
  7
  2u 
  6)  Call Imp:  Summon 224-point Imp,  
  Amicable (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  7
  2u 
  7)  Dismiss Demon:  Dispel Summon 25d6; 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Only Works Against 
  Summoned Demons (-1) 
  7
  20 
  Minor City Magic:  Multipower, 40-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Flaring Light Bulbs:  Sight Group Flash  
  4d6, Area Of Eﬀect (2” Radius; +1); IIF  
  (light bulbs of opportunity; -¼), Ges- 
  tures (-¼), Incantations (-¼), Requires A  
  Magic Roll (-½) 
  4
  2u 
  2)  Wall Of Pavement:  Force Wall (5 PD/5 
  ED; 3” long and 1” tall), Opaque; Gestures 
  (-¼), Incantations (-¼), Only In Paved  
  Areas (-¼), Requires A Magic Roll (-½)   
  4
  1u 
  3)  Pass Through Walls:  Desolidiﬁcation 
  (aﬀected by any attack); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½), Does Not Protect Against  
  Damage (-1) 
  4
  2u 
  4)  Travel Along Electric Lines:  Teleporta-
  tion 20”; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Only Be- 
  tween Conductors Or Through Wires (-½) 4
  2u 
  5)  Draw Upon The Spirit Of The City:  Aid 
  END 4d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  1u 
  6)  The City’s Warning Whisper:  Danger 
  Sense (INT Roll) (any danger, immediate 
  vicinity); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½) 
  0
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Summoning Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  
  187 
  Mystic Menaces Fun Pack ■ Chapter Two
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  188 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Summoner Multipower, Diviner minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  38 
  Summoning:  Multipower, 76-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Call Shadow:  Summon 366-point 
  Shadow; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Extra  
  Time (1 Turn; -1¼) 
  7
  2u 
  2)  Call Demon Steed:  Summon 250-  
  point Demon Steed, Amicable (+½); Ges-
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Extra Time (1 Turn;  
  -1¼) 
  7
  2u 
  3)  Call Demon Hound:  Summon 240- 
  point Demon Hound, Amicable (+½);  
  Gestures (-¼), Incantations (-¼), Re- 
  quires A Magic Roll (-½), Extra Time  
  (1 Turn; -1¼) 
  7
  3u 
  4)  Rushed Call Demon Hound:  Summon 
  240-Demon Hound, Reduced Endur- 
  ance (½ END; +¼);  Gestures (-¼), In- 
  cantations (-¼), Requires A Magic  
  Roll (-½) 
  2
  2u 
  5)  Call Demonling:  Summon 233-point 
  Demonling, Amicable (+½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic Roll 
  (-½), Extra Time (1 Turn; -1¼) 
  7
  2u 
  6)  Call Imp:  Summon 224-point Imp,  
  Amicable (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  7
  2u 
  7)  Dismiss Demon:  Dispel Summon 25d6; 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Only Works Against 
  Summoned Demons (-1) 
  7
  25 
  Minor Divination:  Multipower, 50-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  One Step Out Of Phase:  Desolidiﬁca- 
  tion (aﬀected by temporal/dimensional 
  attacks), Reduced Endurance (½ END;  
  +¼); Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Cannot  
  Pass Through Solid Objects (-½) 
  2
  2u 
  2)  He’s Seen This Moment Before:  Luck  
  10d6; Only Once Per Battle (-0), Ges- 
  tures (-¼), Incantations (-¼), Requires A 
  Magic Roll (-½) 
  0
  1u 
  3)  A View Of The Future:  Clairsentience 
  (Sight and Hearing Group), Precognition; 
  Gestures (-½), Incantations (-½),  
  Requires A Magic Roll (-½), No  
  Range (-½), Precognition Only (-1) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Summoning Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  189 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  190 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Summoner Multipower, Elementalist minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  38 
  Summoning:  Multipower, 76-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Call Shadow:  Summon 366-point 
  Shadow; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Extra  
  Time (1 Turn; -1¼) 
  7
  2u 
  2)  Call Demon Steed:  Summon 250-  
  point Demon Steed, Amicable (+½); Ges-
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Extra Time (1 Turn;  
  -1¼) 
  7
  2u 
  3)  Call Demon Hound:  Summon 240- 
  point Demon Hound, Amicable (+½);  
  Gestures (-¼), Incantations (-¼), Re- 
  quires A Magic Roll (-½), Extra Time  
  (1 Turn; -1¼) 
  7
  3u 
  4)  Rushed Call Demon Hound:  Summon 
  240-Demon Hound, Reduced Endur- 
  ance (½ END; +¼);  Gestures (-¼), In- 
  cantations (-¼), Requires A Magic  
  Roll (-½) 
  2
  2u 
  5)  Call Demonling:  Summon 233-point 
  Demonling, Amicable (+½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic Roll 
  (-½), Extra Time (1 Turn; -1¼) 
  7
  2u 
  6)  Call Imp:  Summon 224-point Imp,  
  Amicable (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  7
  2u 
  7)  Dismiss Demon:  Dispel Summon 25d6; 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Only Works Against 
  Summoned Demons (-1) 
  7
  24 
  Elemental Magic:  Multipower, 49-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Self Immolation:  HKA 1d6, Damage  
  Shield (does damage in HTH Combat; +¾), 
  Continuous (+1), Reduced Endurance (0 
  END; +½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  No STR Bonus (-½) 
  0
  2u 
  2)  Wall Of Stone:  Force Wall (5 PD/5 ED; 
  4” long and 1” tall), Opaque; Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  4
  2u 
  3)  Carried By The Winds:  Flight 12”,  
  Usable As An Attack (+1); Gestures (-¼), 
  Incantations (-¼), Requires A Magic  
  Roll (-½) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Summoning Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  191 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  192 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Summoner Multipower, Half-Born minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   24 PRE 
  14 
  14- 
  PRE Attack:  5d6
   4 COM 
  -3 
  10-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  115
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  38 
  Summoning:  Multipower, 76-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Call Shadow:  Summon 366-point 
  Shadow; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Extra  
  Time (1 Turn; -1¼) 
  7
  2u 
  2)  Call Demon Steed:  Summon 250-  
  point Demon Steed, Amicable (+½); Ges-
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Extra Time (1 Turn;  
  -1¼) 
  7
  2u 
  3)  Call Demon Hound:  Summon 240- 
  point Demon Hound, Amicable (+½);  
  Gestures (-¼), Incantations (-¼), Re- 
  quires A Magic Roll (-½), Extra Time  
  (1 Turn; -1¼) 
  7
  3u 
  4)  Rushed Call Demon Hound:  Summon 
  240-Demon Hound, Reduced Endur- 
  ance (½ END; +¼);  Gestures (-¼), In- 
  cantations (-¼), Requires A Magic  
  Roll (-½) 
  2
  2u 
  5)  Call Demonling:  Summon 233-point 
  Demonling, Amicable (+½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic Roll 
  (-½), Extra Time (1 Turn; -1¼) 
  7
  2u 
  6)  Call Imp:  Summon 224-point Imp,  
  Amicable (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  7
  2u 
  7)  Dismiss Demon:  Dispel Summon 25d6; 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Only Works Against 
  Summoned Demons (-1) 
  7
  19 
  Tentacles:  Extra Limbs, Inherent (+¼); Lim-
  ited Manipulation (-¼) plus Stretching 1”, 
  Reduced Endurance (0 END; +½); Linked 
  (-½), No Noncombat Stretching (-¼) plus 
  +15 STR; Linked (-½) 
  1
  10 
  The Life-Sapping Energy Of The Qliphothic:  
  Drain BODY 1d6 
  1
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Summoning Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  193 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  194 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Summoner Multipower, Necromancer minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  38 
  Summoning:  Multipower, 76-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Call Shadow:  Summon 366-point 
  Shadow; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Extra  
  Time (1 Turn; -1¼) 
  7
  2u 
  2)  Call Demon Steed:  Summon 250-  
  point Demon Steed, Amicable (+½); Ges-
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Extra Time (1 Turn;  
  -1¼) 
  7
  2u 
  3)  Call Demon Hound:  Summon 240- 
  point Demon Hound, Amicable (+½);  
  Gestures (-¼), Incantations (-¼), Re- 
  quires A Magic Roll (-½), Extra Time  
  (1 Turn; -1¼) 
  7
  3u 
  4)  Rushed Call Demon Hound:  Summon 
  240-Demon Hound, Reduced Endur- 
  ance (½ END; +¼);  Gestures (-¼), In- 
  cantations (-¼), Requires A Magic  
  Roll (-½) 
  2
  2u 
  5)  Call Demonling:  Summon 233-point 
  Demonling, Amicable (+½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic Roll 
  (-½), Extra Time (1 Turn; -1¼) 
  7
  2u 
  6)  Call Imp:  Summon 224-point Imp,  
  Amicable (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  7
  2u 
  7)  Dismiss Demon:  Dispel Summon 25d6; 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Only Works Against 
  Summoned Demons (-1) 
  7
  27 
  Necromancy:  Multipower, 54-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Command The Undead:  Mind Control 
  10d6; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Only Versus 
  Undead (-1) 
  5
  2u 
  2)  Raise Skeleton:  Summon 179-point  
  Skeleton, Loyal (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Must Have Bones Or Body  
  Present (-1) 
  5
  2u 
  3)  Raise Zombie:  Summon 178-point 
  Zombie, Loyal (+½); Gestures (-¼),  
  Incantations (-¼), Requires A Magic  
  Roll (-½), Must Have Body Present (-1) 
  5
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Summoning Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  
  195 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  196 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Summoner Multipower, Other-Worlder minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  38 
  Summoning:  Multipower, 76-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Call Shadow:  Summon 366-point 
  Shadow; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Extra  
  Time (1 Turn; -1¼) 
  7
  2u 
  2)  Call Demon Steed:  Summon 250-  
  point Demon Steed, Amicable (+½); Ges-
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Extra Time (1 Turn;  
  -1¼) 
  7
  2u 
  3)  Call Demon Hound:  Summon 240- 
  point Demon Hound, Amicable (+½);  
  Gestures (-¼), Incantations (-¼), Re- 
  quires A Magic Roll (-½), Extra Time  
  (1 Turn; -1¼) 
  7
  3u 
  4)  Rushed Call Demon Hound:  Summon 
  240-Demon Hound, Reduced Endur- 
  ance (½ END; +¼);  Gestures (-¼), In- 
  cantations (-¼), Requires A Magic  
  Roll (-½) 
  2
  2u 
  5)  Call Demonling:  Summon 233-point 
  Demonling, Amicable (+½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic Roll 
  (-½), Extra Time (1 Turn; -1¼) 
  7
  2u 
  6)  Call Imp:  Summon 224-point Imp,  
  Amicable (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  7
  2u 
  7)  Dismiss Demon:  Dispel Summon 25d6; 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Only Works Against 
  Summoned Demons (-1) 
  7
  0 
  Other-World Magic:  Multipower, 40-point 
  reserve; all slots Gestures (-¼), Incantations 
  (-¼), Requires A Magic Roll (-½)
  2u 
  1)  Peek Through The Dimensions:  Clairsen-
  tience (Sight and Hearing Group), Dimen-
  sional (single other dimension, deﬁned  
  when the power is bought); Gestures (-¼),  
  Incantations (-¼), Requires A Magic Roll 
  (-½) 
  4
  2u 
  2)  Other-Worldly Movement:  Extra- 
  Dimensional Movement (any location in  
  a single dimension), x8 Increased Mass;  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  2u 
  3)  A Quick Getaway:  Extra-Dimensional 
  Movement (any location in a single  
  dimension), Trigger (variable; +½);  
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½) 
  4
  2u 
  4)  A Quick Trip:  Teleportation 12”, x8  
  Increased Mass; Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½) 
  4
  1u 
  5)  Summon Other-Worldly Denizen I:  
  Summon 200-point other-worldly denizen 
  (choose one type); Gestures (-¼), Incanta-
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  4
  1u 
  6)  Summon Other-Worldly Denizen II:  
  Summon 200-point other-worldly denizen 
  (choose diﬀerent type); Gestures (-¼),  
  ncantations (-¼), Requires A Magic  
  Roll (-½), Extra Time (1 Turn; -1¼) 
  4
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Summoning Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  
  197 
  Mystic Menaces Fun Pack ■ Chapter Two
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  261
  Total Cost:  375
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  198 ■   The Morbanes
  Hero System 5th Edition
  MORBANE
  Summoner Multipower, Thaumaturge minor 
  specialty
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  38 
  Summoning:  Multipower, 76-point reserve; 
  all slots Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½)
  2u 
  1)  Call Shadow:  Summon 366-point 
  Shadow; Gestures (-¼), Incantations (-¼), 
  Requires A Magic Roll (-½), Extra  
  Time (1 Turn; -1¼) 
  7
  2u 
  2)  Call Demon Steed:  Summon 250-  
  point Demon Steed, Amicable (+½); Ges-
  tures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Extra Time (1 Turn;  
  -1¼) 
  7
  2u 
  3)  Call Demon Hound:  Summon 240- 
  point Demon Hound, Amicable (+½);  
  Gestures (-¼), Incantations (-¼), Re- 
  quires A Magic Roll (-½), Extra Time  
  (1 Turn; -1¼) 
  7
  3u 
  4)  Rushed Call Demon Hound:  Summon 
  240-Demon Hound, Reduced Endur- 
  ance (½ END; +¼);  Gestures (-¼), In- 
  cantations (-¼), Requires A Magic  
  Roll (-½) 
  2
  2u 
  5)  Call Demonling:  Summon 233-point 
  Demonling, Amicable (+½); Gestures (-¼), 
  Incantations (-¼), Requires A Magic Roll 
  (-½), Extra Time (1 Turn; -1¼) 
  7
  2u 
  6)  Call Imp:  Summon 224-point Imp,  
  Amicable (+½); Gestures (-¼), Incanta- 
  tions (-¼), Requires A Magic Roll (-½),  
  Extra Time (1 Turn; -1¼) 
  7
  2u 
  7)  Dismiss Demon:  Dispel Summon 25d6; 
  Gestures (-¼), Incantations (-¼), Requires  
  A Magic Roll (-½), Only Works Against 
  Summoned Demons (-1) 
  7
  31 
  Minor Thaumaturgy:  Variable Power  
  Pool, 24 base + 12 control cost; Ges- 
  tures (-¼), Incantations (-¼), Only  
  Magic (-¼). 
  var
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Summoning Multipower
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  262
  Total Cost:  376
  
  199 
  Mystic Menaces Fun Pack ■ Chapter Two
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  26 
  Experience Points
  Total Disadvantage Points:  376
  
  200 ■   The Morbanes
  Hero System 5th Edition
  THE THAUMATURGE
  MORBANE
  Thaumaturge Variable Power Pool
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   10 PD 
  6 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   36 END 
  0
   35 STUN 
  6 
  Total Characteristics Cost:  114
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  80 
  Thaumaturgy:  Variable Power Pool, 62 base 
  + 31 control cost (93 Active Points); Gestures 
  (-¼), Incantations (-¼), Only Magic (-¼). 
  15 
  Enchanted Mace:  HKA 1d6 (1½d6  
  with STR), +2 STUN Multiplier (+½);  
  OAF (-1) plus Drain CON 1d6, Delayed 
  Return Rate (points return at the rate  
  of 5 per Minute; +¼); OAF (-1),  
  Linked (-½), 8 Charges (-½) 
  2+[8]
  12 
  Enchanted Robes:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
  3 
  Soul Gem:  Mental Defense  
  (9 points total); OIF (-½) 
  0
  3 
  Soul Gem:  Power Defense  
  (5 points); OIF (-½) 
  0
  10 
  Spellsight:  Detect Magic 13-  
  (Sight Group), Discriminatory 
  0
  5 
  Darksight:  Nightvision 
  0
  3 
  Individual Morbane abilities, created by GM
   
  Perks
  8 
  Fringe Beneﬁt:  Membership (Morbane of 
  DEMON)
   
  Skills
  9 
  +3 with Thaumaturgy Variable Power Pool
  3 
  Analyze Magic 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 13-
  3 
  Interrogation 13-
  3 
  CK: City Of Operation 13-
  3 
  KS: Arcane And Occult Lore 13-
  5 
  KS: Greater Mysteries Of DEMON 15-
  3 
  Language: Latin (completely ﬂuent)
  2 
  Language: another ancient language of GM’s 
  choice (ﬂuent conversation)
  3 
  Oratory 13-
  13 
  Power:  Magic 18-
  5 
  Soul Gem:  +4 to Power:  Magic Roll;  
  OIF (-½)
  3 
  Stealth 13-
  5 
  Tactics 14-
  5 
  Teamwork 14-
  2 
  WF: Common Melee Weapons
  2 
  Weaponsmith (Muscle-Powered HTH) 13-
  30 
  30 points’ worth of Skills of the GM’s choice 
  (including those he developed as a Brother)
  Total Powers & Skills Cost:  262
  Total Cost:  376
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Trismegistus Council 8- (Mo Pow, 
  NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  20 
  Psychological Limitation:  Powerhungry 
  (Common, Total)
  20 
  Psychological Limitation:  Self-Centered And 
  Amoral (Common, Total)
  15 
  Social Limitation:  Secret Identity (varies) 
  (Frequently, Major) 
  15 
  Susceptibility:  to holy places and objects, 
  takes 1d6 damage per Turn when on holy 
  ground, in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  10 
  Vulnerability:  2 x STUN from Holy/Divine 
  Magic (Uncommon)
  25 
  Experience Points
  Total Disadvantage Points:  375
  
  201 
  Mystic Menaces Fun Pack ■ Chapter Two
  DEMON BROTHER
  Beautiful, Glorious Evil
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   15 CON 
  10 
  12-
   15 BODY 10 
  12-
   12 INT 
  2 
  11- 
  PER Roll 11-
   12 EGO 
  4 
  11- 
  ECV:  4
   19 PRE 
  9 
  13- 
  PRE Attack:  4d6
   30 COM 
  10 
  15-
   4 PD 
  1 
   
  Total:  16 PD (12 rPD)
   4 ED 
  1 
   
  Total:  16 ED (12 rED)
   4 SPD 
  14 
   
  Phases:  3, 6, 9, 12
   8 REC 
  4
   50 END 
  10
   40 STUN 
  9 
  Total Characteristics Cost:113
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  14 
  Brazen Wand:  Multipower, 35-point  
  reserve, all OAF (-1), 8 Charges on entire 
  Multipower (-½) 
  [8]
  2u 
  1)  Eldritch Blast:  Energy Blast 7d6;  
  OAF (-1)
  2u 
  2)  Deadly Blast:  RKA 2d6+1; OAF (-1)
  12 
  Amulet Of Protection:  Armor (6 PD/ 
  6 ED); OIF (-½) 
  0
  3 
  Amulet Of Protection:  Power Defense  
  (5 points); OIF (-½) 
  0
  18 
  Tough Skin:  Armor (6 PD/6 ED) 
  0
  20 
  Infernal Vitality:  Physical and Energy 
  Damage Reduction, 25% 
  0
  60 
  Unholy Beauty:  Mind Control 10d6,  
  Telepathic (+¼), Reduced Endurance  
  (0 END; +½), Area Of Eﬀect (9”  Radius;  
  +1¼); No Range (-½), Set Eﬀect (“love  
  me, don’t hurt me”; -1) 
  0
  10 
  Diﬃcult To Harm:  +2 DCV 
  0
   
  Perks
  1 
  Fringe Beneﬁt:  Membership (Brother of 
  DEMON)
   
  Skills
  1 
  KS: Arcane And Occult Lore 8-
  2 
  KS: Lesser Mysteries Of DEMON 11-
  2 
  PS: DEMON Brother 11-
  3 
  Stealth 11-
  3 
  Streetwise 12-
  9 
  Choose three Skills from the following 
  list:  Concealment, Conversation, Cryptog-
  raphy, Disguise, Forgery (3 points’ worth), 
  Gambling (3 points’ worth), Interrogation, 
  Persuasion, Survival (3 points’ worth), Tac-
  tics, 3 points’ worth of KSs/Languages/SSs/
  TFs/WFs, 1 3-point Combat Skill Level with 
  Brazen Wand
  Total Powers & Skills Cost:  162
  Total Cost:  275
  50+ Disadvantages
  5 
  Distinctive Feature:  DEMON Robes (Easily 
  Concealed; Noticed And Recognizable)
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Psychological Limitation:  Loyal To DEMON 
  And Its Ideals (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Fre-
  quently, Major)
  10 
  Accidental Change:  11-, back to human 
  form when on consecrated/holy ground 
  or subjected to holy ritual like an exorcism 
  (Uncommon)
  25 
  Distinctive Features:  Aura/Appearance Of 
  Utter Evil (Not Concealable; Causes Extreme 
  Reaction [abject fear])
  20 
  Susceptibility:  to holy objects/places,  
  takes 1d6 STUN and BODY per Turn 
  (Uncommon)
  5 
  5 more points’ worth of Disadvantages 
  appropriate to individual Brother
  Total Disadvantage Points:  275
  DEMON-BOUND
  
  202 ■   The Morbanes
  Hero System 5th Edition
  DEMON BROTHER
  The Devil In Mind
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   15 CON 
  10 
  12-
   15 BODY 10 
  12-
   12 INT 
  2 
  11- 
  PER Roll 11-
   19 EGO 
  11 
  13- 
  ECV:  6
   19 PRE 
  9 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   4 PD 
  1 
   
  Total:  16 PD (12 rPD)
   4 ED 
  1 
   
  Total:  16 ED (12 rED)
   4 SPD 
  14 
   
  Phases:  3, 6, 9, 12
   8 REC 
  4
   50 END 
  10
   40 STUN 
  9 
  Total Characteristics Cost:117
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  14 
  Brazen Wand:  Multipower, 35-point  
  reserve, all OAF (-1), 8 Charges on entire 
  Multipower (-½) 
  [8]
  2u 
  1)  Eldritch Blast:  Energy Blast 7d6;  
  OAF (-1)
  2u 
  2)  Deadly Blast:  RKA 2d6+1; OAF (-1)
  12 
  Amulet Of Protection:  Armor (6 PD/ 
  6 ED); OIF (-½) 
  0
  3 
  Amulet Of Protection:  Power Defense  
  (5 points); OIF (-½) 
  0
  18 
  Tough Skin:  Armor (6 PD/6 ED) 
  0
  20 
  Infernal Vitality:  Physical and Energy 
  Damage Reduction, 25% 
  0
  41 
  Blandishments Of Belial:  Multipower,  
  62-point reserve; all slots Activation Roll 
  14- (-½)
  4u 
  1)  Infernal Control:  Mind Control  
  10d6, Telepathic (+¼); Activation  
  Roll 14- (-½) 
  6
  4u 
  2)  Infernal Images:  Mental Illusions  
  12d6; Activation Roll 14- (-½) 
  6
  4u 
  3)  Infernal Seeking:  Mind Scan 12d6;  
  Activation Roll 14- (-½) 
  6
  4u 
  4)  Infernal Terror:  Ego Attack 6d6;  
  Activation Roll 14- (-½) 
  6
  9 
  Mental Defense (9 points + EGO/5) 
  0
   
  Perks
  1 
  Fringe Beneﬁt:  Membership (Brother of 
  DEMON)
   
  Skills
  1 
  KS: Arcane And Occult Lore 8-
  2 
  KS: Lesser Mysteries Of DEMON 11-
  2 
  PS: DEMON Brother 11-
  3 
  Stealth 11-
  3 
  Streetwise 12-
  9 
  Choose three Skills from the following 
  list:  Concealment, Conversation, Cryptog-
  raphy, Disguise, Forgery (3 points’ worth), 
  Gambling (3 points’ worth), Interrogation, 
  Persuasion, Survival (3 points’ worth), Tac-
  tics, 3 points’ worth of KSs/Languages/SSs/
  TFs/WFs, 1 3-point Combat Skill Level with 
  Brazen Wand
  Total Powers & Skills Cost:  158
  Total Cost:  275
  50+ Disadvantages
  5 
  Distinctive Feature:  DEMON Robes (Easily 
  Concealed; Noticed And Recognizable)
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Psychological Limitation:  Loyal To DEMON 
  And Its Ideals (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Fre-
  quently, Major)
  10 
  Accidental Change:  11-, back to human 
  form when on consecrated/holy ground 
  or subjected to holy ritual like an exorcism 
  (Uncommon)
  25 
  Distinctive Features:  Aura/Appearance Of 
  Utter Evil (Not Concealable; Causes Extreme 
  Reaction [abject fear])
  20 
  Susceptibility:  to holy objects/places,  
  takes 1d6 STUN and BODY per Turn 
  (Uncommon)
  5 
  5 more points’ worth of Disadvantages 
  appropriate to individual Brother
  Total Disadvantage Points:  275
  
  203 
  Mystic Menaces Fun Pack ■ Chapter Two
  DEMON BROTHER
  The Doppleganger
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   15 CON 
  10 
  12-
   15 BODY 10 
  12-
   12 INT 
  2 
  11- 
  PER Roll 11-
   12 EGO 
  4 
  11- 
  ECV:  4
   19 PRE 
  9 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   4 PD 
  1 
   
  Total:  16 PD (12 rPD)
   4 ED 
  1 
   
  Total:  16 ED (12 rED)
   4 SPD 
  14 
   
  Phases:  3, 6, 9, 12
   8 REC 
  4
   50 END 
  10
   40 STUN 
  9 
  Total Characteristics Cost:103
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  14 
  Brazen Wand:  Multipower, 35-point  
  reserve, all OAF (-1), 8 Charges on entire 
  Multipower (-½) 
  [8]
  2u 
  1)  Eldritch Blast:  Energy Blast 7d6;  
  OAF (-1)
  2u 
  2)  Deadly Blast:  RKA 2d6+1; OAF (-1)
  12 
  Amulet Of Protection:  Armor (6 PD/ 
  6 ED); OIF (-½) 
  0
  3 
  Amulet Of Protection:  Power Defense  
  (5 points); OIF (-½) 
  0
  18 
  Tough Skin:  Armor (6 PD/6 ED) 
  0
  20 
  Infernal Vitality:  Physical and Energy 
  Damage Reduction, 25% 
  0
  70 
  Demonic Doubling:  Variable Power Pool 
  (Mimic Pool), 50 base + 25 control cost;  
  No Skill Roll Required (+1); Requires  
  Successful HTH Attack (-½), VPP  
  Mimics Target’s Powers (-½), Powers  
  May Only Be As Powerful As Target’s  
  Powers (-½) 
  var
  5 
  Two-Faced:  360-Degree Perception for 
  Normal Sight 
  0
   
  Perks
  1 
  Fringe Beneﬁt:  Membership (Brother of 
  DEMON)
   
  Skills
  4 
  +2 OCV with Hand-To-Hand Attack
  1 
  KS: Arcane And Occult Lore 8-
  2 
  KS: Lesser Mysteries Of DEMON 11-
  2 
  PS: DEMON Brother 11-
  3 
  Stealth 11-
  3 
  Streetwise 12-
  9 
  Choose three Skills from the following 
  list:  Concealment, Conversation, Cryptog-
  raphy, Disguise, Forgery (3 points’ worth), 
  Gambling (3 points’ worth), Interrogation, 
  Persuasion, Survival (3 points’ worth), Tac-
  tics, 3 points’ worth of KSs/Languages/SSs/
  TFs/WFs, 1 3-point Combat Skill Level with 
  Brazen Wand
  Total Powers & Skills Cost:  171
  Total Cost:  274
  50+ Disadvantages
  5 
  Distinctive Feature:  DEMON Robes (Easily 
  Concealed; Noticed And Recognizable)
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Psychological Limitation:  Loyal To DEMON 
  And Its Ideals (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Fre-
  quently, Major)
  10 
  Accidental Change:  11-, back to human 
  form when on consecrated/holy ground 
  or subjected to holy ritual like an exorcism 
  (Uncommon)
  25 
  Distinctive Features:  Aura/Appearance Of 
  Utter Evil (Not Concealable; Causes Extreme 
  Reaction [abject fear])
  20 
  Susceptibility:  to holy objects/places,  
  takes 1d6 STUN and BODY per Turn 
  (Uncommon)
  5 
  5 more points’ worth of Disadvantages 
  appropriate to individual Brother
  Total Disadvantage Points:  274
  
  204 ■   The Morbanes
  Hero System 5th Edition
  DEMON BROTHER
   The Evil Quintuplets
  Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   15 CON 
  10 
  12-
   15 BODY 10 
  12-
   12 INT 
  2 
  11- 
  PER Roll 11-
   12 EGO 
  4 
  11- 
  ECV:  4
   19 PRE 
  9 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   4 PD 
  1 
   
  Total:  16 PD (12 rPD)
   4 ED 
  1 
   
  Total:  16 ED (12 rED)
   4 SPD 
  14 
   
  Phases:  3, 6, 9, 12
   8 REC 
  4
   50 END 
  10
   40 STUN 
  9 
  Total Characteristics Cost:103
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  14 
  Brazen Wand:  Multipower, 35-point  
  reserve, all OAF (-1), 8 Charges on entire 
  Multipower (-½) 
  [8]
  2u 
  1)  Eldritch Blast:  Energy Blast 7d6;  
  OAF (-1)
  2u 
  2)  Deadly Blast:  RKA 2d6+1; OAF (-1)
  12 
  Amulet Of Protection:  Armor (6 PD/ 
  6 ED); OIF (-½) 
  0
  3 
  Amulet Of Protection:  Power Defense  
  (5 points); OIF (-½) 
  0
  18 
  Tough Skin:  Armor (6 PD/6 ED) 
  0
  20 
  Infernal Vitality:  Physical and Energy 
  Damage Reduction, 25% 
  0
  51 
  Duplication (creates four 204-point  
  Duplicates) 
  0
  20 
  Mind Link, speciﬁc group (Duplicates)  
  of up to any 4 minds, Psychic Bond 
  0
   
  Perks
  1 
  Fringe Beneﬁt:  Membership (Brother of 
  DEMON)
   
  Skills
  1 
  KS: Arcane And Occult Lore 8-
  2 
  KS: Lesser Mysteries Of DEMON 11-
  2 
  PS: DEMON Brother 11-
  3 
  Stealth 11-
  3 
  Streetwise 12-
  9 
  Teamwork 16-
  9 
  Choose three Skills from the following 
  list:  Concealment, Conversation, Cryptog-
  raphy, Disguise, Forgery (3 points’ worth), 
  Gambling (3 points’ worth), Interrogation, 
  Persuasion, Survival (3 points’ worth), Tac-
  tics, 3 points’ worth of KSs/Languages/SSs/
  TFs/WFs, 1 3-point Combat Skill Level with 
  Brazen Wand
  Total Powers & Skills Cost:  172
  Total Cost:  275
  50+ Disadvantages
  5 
  Distinctive Feature:  DEMON Robes (Easily 
  Concealed; Noticed And Recognizable)
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Psychological Limitation:  Loyal To DEMON 
  And Its Ideals (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Fre-
  quently, Major)
  10 
  Accidental Change:  11-, back to human 
  form when on consecrated/holy ground 
  or subjected to holy ritual like an exorcism 
  (Uncommon)
  25 
  Distinctive Features:  Aura/Appearance Of 
  Utter Evil (Not Concealable; Causes Extreme 
  Reaction [abject fear])
  20 
  Susceptibility:  to holy objects/places,  
  takes 1d6 STUN and BODY per Turn 
  (Uncommon)
  5 
  5 more points’ worth of Disadvantages 
  appropriate to individual Brother
  Total Disadvantage Points:  275
  
  205 
  Mystic Menaces Fun Pack ■ Chapter Two
  DEMON BROTHER
   The Face Of The Gorgon
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   15 CON 
  10 
  12-
   15 BODY 10 
  12-
   12 INT 
  2 
  11- 
  PER Roll 11-
   12 EGO 
  4 
  11- 
  ECV:  4
   19 PRE 
  9 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   4 PD 
  1 
   
  Total:  16 PD (12 rPD)
   4 ED 
  1 
   
  Total:  16 ED (12 rED)
   4 SPD 
  14 
   
  Phases:  3, 6, 9, 12
   8 REC 
  4
   50 END 
  10
   40 STUN 
  9 
  Total Characteristics Cost:103
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  14 
  Brazen Wand:  Multipower, 35-point  
  reserve, all OAF (-1), 8 Charges on entire 
  Multipower (-½) 
  [8]
  2u 
  1)  Eldritch Blast:  Energy Blast 7d6;  
  OAF (-1)
  2u 
  2)  Deadly Blast:  RKA 2d6+1; OAF (-1)
  12 
  Amulet Of Protection:  Armor (6 PD/ 
  6 ED); OIF (-½) 
  0
  3 
  Amulet Of Protection:  Power Defense  
  (5 points); OIF (-½) 
  0
  18 
  Tough Skin:  Armor (6 PD/6 ED) 
  0
  20 
  Infernal Vitality:  Physical and Energy 
  Damage Reduction, 25% 
  0
  67 
  Major Transform 3d6 (man into statue,  
  heals back normally), Partial Trans- 
  form (+½) 
  7
   
  Perks
  1 
  Fringe Beneﬁt:  Membership (Brother of 
  DEMON)
   
  Skills
  12 
  +6 OCV with Transform
  1 
  KS: Arcane And Occult Lore 8-
  2 
  KS: Lesser Mysteries Of DEMON 11-
  2 
  PS: DEMON Brother 11-
  3 
  Stealth 11-
  3 
  Streetwise 12-
  9 
  Choose three Skills from the following 
  list:  Concealment, Conversation, Cryptog-
  raphy, Disguise, Forgery (3 points’ worth), 
  Gambling (3 points’ worth), Interrogation, 
  Persuasion, Survival (3 points’ worth), Tac-
  tics, 3 points’ worth of KSs/Languages/SSs/
  TFs/WFs, 1 3-point Combat Skill Level with 
  Brazen Wand
  Total Powers & Skills Cost:  171
  Total Cost:  274
  50+ Disadvantages
  5 
  Distinctive Feature:  DEMON Robes (Easily 
  Concealed; Noticed And Recognizable)
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Psychological Limitation:  Loyal To DEMON 
  And Its Ideals (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Fre-
  quently, Major)
  10 
  Accidental Change:  11-, back to human 
  form when on consecrated/holy ground 
  or subjected to holy ritual like an exorcism 
  (Uncommon)
  25 
  Distinctive Features:  Aura/Appearance Of 
  Utter Evil (Not Concealable; Causes Extreme 
  Reaction [abject fear])
  20 
  Susceptibility:  to holy objects/places,  
  takes 1d6 STUN and BODY per Turn 
  (Uncommon)
  5 
  5 more points’ worth of Disadvantages 
  appropriate to individual Brother
  Total Disadvantage Points:  274
  
  206 ■   The Morbanes
  Hero System 5th Edition
  DEMON BROTHER
   The Fallen Into Flames
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   15 CON 
  10 
  12-
   15 BODY 10 
  12-
   12 INT 
  2 
  11- 
  PER Roll 11-
   12 EGO 
  4 
  11- 
  ECV:  4
   19 PRE 
  9 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   4 PD 
  1 
   
  Total:  16 PD (12 rPD)
   4 ED 
  1 
   
  Total:  16 ED (12 rED)
   4 SPD 
  14 
   
  Phases:  3, 6, 9, 12
   8 REC 
  4
   50 END 
  10
   40 STUN 
  9 
  Total Characteristics Cost:103
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  14 
  Brazen Wand:  Multipower, 35-point  
  reserve, all OAF (-1), 8 Charges on entire 
  Multipower (-½) 
  [8]
  2u 
  1)  Eldritch Blast:  Energy Blast 7d6;  
  OAF (-1)
  2u 
  2)  Deadly Blast:  RKA 2d6+1; OAF (-1)
  12 
  Amulet Of Protection:  Armor (6 PD/ 
  6 ED); OIF (-½) 
  0
  3 
  Amulet Of Protection:  Power Defense  
  (5 points); OIF (-½) 
  0
  18 
  Tough Skin:  Armor (6 PD/6 ED) 
  0
  20 
  Infernal Vitality:  Physical and Energy 
  Damage Reduction, 25% 
  0
  24 
  Elemental Control, 48-point powers
  24 
  1)  Wings Of Demonic Fire:  Flight 24” 
  5
  27 
  2)  Infernal Mantle:  HKA 1d6+1,  
  Damage Shield (does damage in HTH 
  Combat; +¾), Continuous (+1),  
  Reduced Endurance (0 END; +½);  
  No STR Bonus (-½) 
  0
   
  Perks
  1 
  Fringe Beneﬁt:  Membership (Brother of 
  DEMON)
   
  Skills
  4 
  +2 with Flight
  1 
  KS: Arcane And Occult Lore 8-
  2 
  KS: Lesser Mysteries Of DEMON 11-
  2 
  PS: DEMON Brother 11-
  3 
  Stealth 11-
  3 
  Streetwise 12-
  9 
  Choose three Skills from the following 
  list:  Concealment, Conversation, Cryptog-
  raphy, Disguise, Forgery (3 points’ worth), 
  Gambling (3 points’ worth), Interrogation, 
  Persuasion, Survival (3 points’ worth), Tac-
  tics, 3 points’ worth of KSs/Languages/SSs/
  TFs/WFs, 1 3-point Combat Skill Level with 
  Brazen Wand
  Total Powers & Skills Cost:  171
  Total Cost:  274
  50+ Disadvantages
  5 
  Distinctive Feature:  DEMON Robes (Easily 
  Concealed; Noticed And Recognizable)
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Psychological Limitation:  Loyal To DEMON 
  And Its Ideals (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Fre-
  quently, Major)
  10 
  Accidental Change:  11-, back to human 
  form when on consecrated/holy ground 
  or subjected to holy ritual like an exorcism 
  (Uncommon)
  25 
  Distinctive Features:  Aura/Appearance Of 
  Utter Evil (Not Concealable; Causes Extreme 
  Reaction [abject fear])
  20 
  Susceptibility:  to holy objects/places,  
  takes 1d6 STUN and BODY per Turn 
  (Uncommon)
  5 
  5 more points’ worth of Disadvantages 
  appropriate to individual Brother
  Total Disadvantage Points:  274
  
  207 
  Mystic Menaces Fun Pack ■ Chapter Two
  DEMON BROTHER
  The Healing Touch Of Astaroth
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   15 CON 
  10 
  12-
   15 BODY 10 
  12-
   12 INT 
  2 
  11- 
  PER Roll 11-
   12 EGO 
  4 
  11- 
  ECV:  4
   19 PRE 
  9 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   4 PD 
  1 
   
  Total:  16 PD (12 rPD)
   4 ED 
  1 
   
  Total:  16 ED (12 rED)
   4 SPD 
  14 
   
  Phases:  3, 6, 9, 12
   8 REC 
  4
   50 END 
  10
   40 STUN 
  9 
  Total Characteristics Cost:103
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  14 
  Brazen Wand:  Multipower, 35-point  
  reserve, all OAF (-1), 8 Charges on entire 
  Multipower (-½) 
  [8]
  2u 
  1)  Eldritch Blast:  Energy Blast 7d6;  
  OAF (-1)
  2u 
  2)  Deadly Blast:  RKA 2d6+1; OAF (-1)
  12 
  Amulet Of Protection:  Armor (6 PD/ 
  6 ED); OIF (-½) 
  0
  3 
  Amulet Of Protection:  Power Defense  
  (5 points); OIF (-½) 
  0
  18 
  Tough Skin:  Armor (6 PD/6 ED) 
  0
  20 
  Infernal Vitality:  Physical and Energy 
  Damage Reduction, 25% 
  0
  72 
  Demonic Healing:  Transfer 2½d6  
  (target’s BODY to character’s BODY,  
  STUN, or END), Ranged (+½), Variable 
  Eﬀect (either BODY, STUN, or END,  
  one at a time; +¼), Transfer To  
  Other (+½); Activation Roll 15- (-¼) 
  9
   
  Perks
  1 
  Fringe Beneﬁt:  Membership (Brother of 
  DEMON)
   
  Skills
  8 
  +4 OCV with Demonic Healing
  1 
  KS: Arcane And Occult Lore 8-
  2 
  KS: Lesser Mysteries Of DEMON 11-
  2 
  PS: DEMON Brother 11-
  3 
  Stealth 11-
  3 
  Streetwise 12-
  9 
  Choose three Skills from the following 
  list:  Concealment, Conversation, Cryptog-
  raphy, Disguise, Forgery (3 points’ worth), 
  Gambling (3 points’ worth), Interrogation, 
  Persuasion, Survival (3 points’ worth), Tac-
  tics, 3 points’ worth of KSs/Languages/SSs/
  TFs/WFs, 1 3-point Combat Skill Level with 
  Brazen Wand
  Total Powers & Skills Cost:  172
  Total Cost:  275
  50+ Disadvantages
  5 
  Distinctive Feature:  DEMON Robes (Easily 
  Concealed; Noticed And Recognizable)
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Psychological Limitation:  Loyal To DEMON 
  And Its Ideals (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Fre-
  quently, Major)
  10 
  Accidental Change:  11-, back to human 
  form when on consecrated/holy ground 
  or subjected to holy ritual like an exorcism 
  (Uncommon)
  25 
  Distinctive Features:  Aura/Appearance Of 
  Utter Evil (Not Concealable; Causes Extreme 
  Reaction [abject fear])
  20 
  Susceptibility:  to holy objects/places,  
  takes 1d6 STUN and BODY per Turn 
  (Uncommon)
  5 
  5 more points’ worth of Disadvantages 
  appropriate to individual Brother
  Total Disadvantage Points:  275
  
  208 ■   The Morbanes
  Hero System 5th Edition
  DEMON BROTHER
  The Horror In The Dark
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   15 CON 
  10 
  12-
   15 BODY 10 
  12-
   12 INT 
  2 
  11- 
  PER Roll 11-
   12 EGO 
  4 
  11- 
  ECV:  4
   19 PRE 
  9 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   4 PD 
  1 
   
  Total:  16 PD (12 rPD)
   4 ED 
  1 
   
  Total:  16 ED (12 rED)
   4 SPD 
  14 
   
  Phases:  3, 6, 9, 12
   8 REC 
  4
   50 END 
  10
   40 STUN 
  9 
  Total Characteristics Cost:103
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  14 
  Brazen Wand:  Multipower, 35-point  
  reserve, all OAF (-1), 8 Charges on entire 
  Multipower (-½) 
  [8]
  2u 
  1)  Eldritch Blast:  Energy Blast 7d6;  
  OAF (-1)
  2u 
  2)  Deadly Blast:  RKA 2d6+1; OAF (-1)
  12 
  Amulet Of Protection:  Armor (6 PD/ 
  6 ED); OIF (-½) 
  0
  3 
  Amulet Of Protection:  Power Defense  
  (5 points); OIF (-½) 
  0
  18 
  Tough Skin:  Armor (6 PD/6 ED) 
  0
  20 
  Infernal Vitality:  Physical and Energy 
  Damage Reduction, 25% 
  0
  7 
  +3 DEX; Only In Darkness (-¼) 
  0
  35 
  Shadow Mantle:  Darkness to Sight  
  Group 3” radius, Personal Immunity (+¼), 
  Reduced Endurance (0 END; +½); 
  No Range (-½) 
  0
  30 
  Fangs:  HKA 2d6 (3d6 with STR) 
  3
   
  Perks
  1 
  Fringe Beneﬁt:  Membership (Brother of 
  DEMON)
   
  Skills
  8 
  +4 OCV with Fangs
  1 
  KS: Arcane And Occult Lore 8-
  2 
  KS: Lesser Mysteries Of DEMON 11-
  2 
  PS: DEMON Brother 11-
  3 
  Stealth 11-
  3 
  Streetwise 12-
  9 
  Choose three Skills from the following 
  list:  Concealment, Conversation, Cryptog-
  raphy, Disguise, Forgery (3 points’ worth), 
  Gambling (3 points’ worth), Interrogation, 
  Persuasion, Survival (3 points’ worth), Tac-
  tics, 3 points’ worth of KSs/Languages/SSs/
  TFs/WFs, 1 3-point Combat Skill Level with 
  Brazen Wand
  Total Powers & Skills Cost:  172
  Total Cost:  275
  50+ Disadvantages
  5 
  Distinctive Feature:  DEMON Robes (Easily 
  Concealed; Noticed And Recognizable)
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Psychological Limitation:  Loyal To DEMON 
  And Its Ideals (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Fre-
  quently, Major)
  10 
  Accidental Change:  11-, back to human 
  form when on consecrated/holy ground 
  or subjected to holy ritual like an exorcism 
  (Uncommon)
  25 
  Distinctive Features:  Aura/Appearance Of 
  Utter Evil (Not Concealable; Causes Extreme 
  Reaction [abject fear])
  20 
  Susceptibility:  to holy objects/places,  
  takes 1d6 STUN and BODY per Turn 
  (Uncommon)
  5 
  5 more points’ worth of Disadvantages 
  appropriate to individual Brother
  Total Disadvantage Points:  275
  
  209 
  Mystic Menaces Fun Pack ■ Chapter Two
  DEMON BROTHER
   The Infernal Deceiver
  Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   15 CON 
  10 
  12-
   15 BODY 10 
  12-
   12 INT 
  2 
  11- 
  PER Roll 11-
   12 EGO 
  4 
  11- 
  ECV:  4
   19 PRE 
  9 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   4 PD 
  1 
   
  Total:  16 PD (12 rPD)
   4 ED 
  1 
   
  Total:  16 ED (12 rED)
   4 SPD 
  14 
   
  Phases:  3, 6, 9, 12
   8 REC 
  4
   50 END 
  10
   40 STUN 
  9 
  Total Characteristics Cost:103
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  14 
  Brazen Wand:  Multipower, 35-point  
  reserve, all OAF (-1), 8 Charges on entire 
  Multipower (-½) 
  [8]
  2u 
  1)  Eldritch Blast:  Energy Blast 7d6;  
  OAF (-1)
  2u 
  2)  Deadly Blast:  RKA 2d6+1; OAF (-1)
  12 
  Amulet Of Protection:  Armor (6 PD/ 
  6 ED); OIF (-½) 
  0
  3 
  Amulet Of Protection:  Power Defense  
  (5 points); OIF (-½) 
  0
  18 
  Tough Skin:  Armor (6 PD/6 ED) 
  0
  20 
  Infernal Vitality:  Physical and Energy 
  Damage Reduction, 25% 
  0
  51 
  Adramalekian Manipulations:  Sight,  
  Hearing, and Smell/Taste Group Images,  
  -3 to PER Rolls, Increased Size (8”  
  radius; +¾) 
  5
  27 
  +8 DCV, Costs Endurance (-½) 
  3
   
  Perks
  1 
  Fringe Beneﬁt:  Membership (Brother of 
  DEMON)
   
  Skills
  1 
  KS: Arcane And Occult Lore 8-
  2 
  KS: Lesser Mysteries Of DEMON 11-
  2 
  PS: DEMON Brother 11-
  3 
  Stealth 11-
  3 
  Streetwise 12-
  9 
  Choose three Skills from the following 
  list:  Concealment, Conversation, Cryptog-
  raphy, Disguise, Forgery (3 points’ worth), 
  Gambling (3 points’ worth), Interrogation, 
  Persuasion, Survival (3 points’ worth), Tac-
  tics, 3 points’ worth of KSs/Languages/SSs/
  TFs/WFs, 1 3-point Combat Skill Level with 
  Brazen Wand
  Total Powers & Skills Cost:  170
  Total Cost:  273
  50+ Disadvantages
  5 
  Distinctive Feature:  DEMON Robes (Easily 
  Concealed; Noticed And Recognizable)
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Psychological Limitation:  Loyal To DEMON 
  And Its Ideals (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Fre-
  quently, Major)
  10 
  Accidental Change:  11-, back to human 
  form when on consecrated/holy ground 
  or subjected to holy ritual like an exorcism 
  (Uncommon)
  25 
  Distinctive Features:  Aura/Appearance Of 
  Utter Evil (Not Concealable; Causes Extreme 
  Reaction [abject fear])
  20 
  Susceptibility:  to holy objects/places,  
  takes 1d6 STUN and BODY per Turn 
  (Uncommon)
  5 
  5 more points’ worth of Disadvantages 
  appropriate to individual Brother
  Total Disadvantage Points:  273
  
  210 ■   The Morbanes
  Hero System 5th Edition
  DEMON BROTHER
  Mired In The World
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   15 CON 
  10 
  12-
   15 BODY 10 
  12-
   12 INT 
  2 
  11- 
  PER Roll 11-
   12 EGO 
  4 
  11- 
  ECV:  4
   19 PRE 
  9 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   4 PD 
  1 
   
  Total:  16 PD (12 rPD)
   4 ED 
  1 
   
  Total:  16 ED (12 rED)
   4 SPD 
  14 
   
  Phases:  3, 6, 9, 12
   8 REC 
  4
   50 END 
  10
   40 STUN 
  9 
  Total Characteristics Cost:103
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  14 
  Brazen Wand:  Multipower, 35-point  
  reserve, all OAF (-1), 8 Charges on entire 
  Multipower (-½) 
  [8]
  2u 
  1)  Eldritch Blast:  Energy Blast 7d6;  
  OAF (-1)
  2u 
  2)  Deadly Blast:  RKA 2d6+1; OAF (-1)
  12 
  Amulet Of Protection:  Armor (6 PD/ 
  6 ED); OIF (-½) 
  0
  3 
  Amulet Of Protection:  Power Defense  
  (5 points); OIF (-½) 
  0
  18 
  Tough Skin:  Armor (6 PD/6 ED) 
  0
  20 
  Infernal Vitality:  Physical and Energy 
  Damage Reduction, 25% 
  0
  60 
  Infernal Bindings:  Multipower, 90-point 
  reserve, all slots Defense Depends On  
  Materials Used (-½)
  6u 
  1)  The First Binding:  Entangle 9d6; De- 
  fense Depends On Materials Used (-½) 
  9
  6u 
  2)  The Second Binding:  Entangle 6d6,  
  Area Of Eﬀect (One Hex; +½); Defense 
  Depends On Materials Used (-½) 
  9
  6u 
  3)  The Third Binding:  Entangle 4d6, Area  
  Of Eﬀect (Any Area; +1¼); Defense  
  Depends On Materials Used (-½) 
  9
   
  Perks
  1 
  Fringe Beneﬁt:  Membership (Brother of 
  DEMON)
   
  Skills
  2 
  +1 OCV with First Binding
  1 
  KS: Arcane And Occult Lore 8-
  2 
  KS: Lesser Mysteries Of DEMON 11-
  2 
  PS: DEMON Brother 11-
  3 
  Stealth 11-
  3 
  Streetwise 12-
  9 
  Choose three Skills from the following 
  list:  Concealment, Conversation, Cryptog-
  raphy, Disguise, Forgery (3 points’ worth), 
  Gambling (3 points’ worth), Interrogation, 
  Persuasion, Survival (3 points’ worth), Tac-
  tics, 3 points’ worth of KSs/Languages/SSs/
  TFs/WFs, 1 3-point Combat Skill Level with 
  Brazen Wand
  Total Powers & Skills Cost:  172
  Total Cost:  275
  50+ Disadvantages
  5 
  Distinctive Feature:  DEMON Robes (Easily 
  Concealed; Noticed And Recognizable)
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Psychological Limitation:  Loyal To DEMON 
  And Its Ideals (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Fre-
  quently, Major)
  10 
  Accidental Change:  11-, back to human 
  form when on consecrated/holy ground 
  or subjected to holy ritual like an exorcism 
  (Uncommon)
  25 
  Distinctive Features:  Aura/Appearance Of 
  Utter Evil (Not Concealable; Causes Extreme 
  Reaction [abject fear])
  20 
  Susceptibility:  to holy objects/places,  
  takes 1d6 STUN and BODY per Turn 
  (Uncommon)
  5 
  5 more points’ worth of Disadvantages 
  appropriate to individual Brother
  Total Disadvantage Points:  275
  
  211 
  Mystic Menaces Fun Pack ■ Chapter Two
  DEMON BROTHER
  The Size Of The Behemoth
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   15 CON 
  10 
  12-
   15 BODY 10 
  12-
   12 INT 
  2 
  11- 
  PER Roll 11-
   12 EGO 
  4 
  11- 
  ECV:  4
   19 PRE 
  9 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   4 PD 
  1 
   
  Total:  16 PD (12 rPD)
   4 ED 
  1 
   
  Total:  16 ED (12 rED)
   4 SPD 
  14 
   
  Phases:  3, 6, 9, 12
   8 REC 
  4
   80 END 
  25
   53 STUN 22 
  Total Characteristics Cost:131
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  14 
  Brazen Wand:  Multipower, 35-point  
  reserve, all OAF (-1), 8 Charges on entire 
  Multipower (-½) 
  [8]
  2u 
  1)  Eldritch Blast:  Energy Blast 7d6;  
  OAF (-1)
  2u 
  2)  Deadly Blast:  RKA 2d6+1; OAF (-1)
  12 
  Amulet Of Protection:  Armor (6 PD/ 
  6 ED); OIF (-½) 
  0
  3 
  Amulet Of Protection:  Power Defense  
  (5 points); OIF (-½) 
  0
  18 
  Tough Skin:  Armor (6 PD/6 ED) 
  0
  20 
  Infernal Vitality:  Physical and Energy 
  Damage Reduction, 25% 
  0
  45 
  Behemoth’s Blessing:  Growth (+45 STR,  
  +9 BODY, +9 STUN, -9” KB, 50,000 kg,  
  -6 DCV, +6 PER Rolls to perceive 
   character, 16 m tall, 8 m wide) 
  0
  7 
  Behemoth’s Fists:  HA +2d6; Hand-To- 
  Hand Attack (-½) 
  1
   
  Perks
  1 
  Fringe Beneﬁt:  Membership (Brother of 
  DEMON)
   
  Skills
  1 
  KS: Arcane And Occult Lore 8-
  2 
  KS: Lesser Mysteries Of DEMON 11-
  2 
  PS: DEMON Brother 11-
  3 
  Stealth 11-
  3 
  Streetwise 12-
  9 
  Choose three Skills from the following 
  list:  Concealment, Conversation, Cryptog-
  raphy, Disguise, Forgery (3 points’ worth), 
  Gambling (3 points’ worth), Interrogation, 
  Persuasion, Survival (3 points’ worth), Tac-
  tics, 3 points’ worth of KSs/Languages/SSs/
  TFs/WFs, 1 3-point Combat Skill Level with 
  Brazen Wand
  Total Powers & Skills Cost:  144
  Total Cost:  275
  50+ Disadvantages
  5 
  Distinctive Feature:  DEMON Robes (Easily 
  Concealed; Noticed And Recognizable)
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Psychological Limitation:  Loyal To DEMON 
  And Its Ideals (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Fre-
  quently, Major)
  10 
  Accidental Change:  11-, back to human 
  form when on consecrated/holy ground 
  or subjected to holy ritual like an exorcism 
  (Uncommon)
  25 
  Distinctive Features:  Aura/Appearance Of 
  Utter Evil (Not Concealable; Causes Extreme 
  Reaction [abject fear])
  20 
  Susceptibility:  to holy objects/places,  
  takes 1d6 STUN and BODY per Turn 
  (Uncommon)
  5 
  5 more points’ worth of Disadvantages 
  appropriate to individual Brother
  Total Disadvantage Points:  275
  
  212 ■   The Morbanes
  Hero System 5th Edition
  DEMON BROTHER
  The Spirit Of Evil
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   15 CON 
  10 
  12-
   15 BODY 10 
  12-
   12 INT 
  2 
  11- 
  PER Roll 11-
   12 EGO 
  4 
  11- 
  ECV:  4
   19 PRE 
  9 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   4 PD 
  1 
   
  Total:  16 PD (12 rPD)
   4 ED 
  1 
   
  Total:  16 ED (12 rED)
   4 SPD 
  14 
   
  Phases:  3, 6, 9, 12
   8 REC 
  4
   50 END 
  10
   40 STUN 
  9 
  Total Characteristics Cost:103
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  14 
  Brazen Wand:  Multipower, 35-point  
  reserve, all OAF (-1), 8 Charges on entire 
  Multipower (-½) 
  [8]
  2u 
  1)  Eldritch Blast:  Energy Blast 7d6;  
  OAF (-1)
  2u 
  2)  Deadly Blast:  RKA 2d6+1; OAF (-1)
  12 
  Amulet Of Protection:  Armor (6 PD/ 
  6 ED); OIF (-½) 
  0
  3 
  Amulet Of Protection:  Power Defense  
  (5 points); OIF (-½) 
  0
  18 
  Tough Skin:  Armor (6 PD/6 ED) 
  0
  20 
  Infernal Vitality:  Physical and Energy 
  Damage Reduction, 25% 
  0
  50 
  Infernal Spirit Form:  Desolidiﬁcation 
  (aﬀected by magic), Reduced Endurance  
  (½ END; +¼) 
  3
  20 
  To Touch The World:  Aﬀects Physical  
  World (+2) for 10 STR 
  2
  9 
  Blink Intangibility:  +4 DCV; Does Not  
  Work While Desolidiﬁcation Is  
  Active (-1), Does Not Work Against  
  Aﬀects Desolidiﬁed Attacks (-¼) 
  2
   
  Perks
  1 
  Fringe Beneﬁt:  Membership (Brother of 
  DEMON)
   
  Skills
  2 
  KS: Arcane And Occult Lore 11-
  2 
  KS: Lesser Mysteries Of DEMON 11-
  2 
  PS: DEMON Brother 11-
  3 
  Stealth 11-
  3 
  Streetwise 12-
  9 
  Choose three Skills from the following 
  list:  Concealment, Conversation, Cryptog-
  raphy, Disguise, Forgery (3 points’ worth), 
  Gambling (3 points’ worth), Interrogation, 
  Persuasion, Survival (3 points’ worth), Tac-
  tics, 3 points’ worth of KSs/Languages/SSs/
  TFs/WFs, 1 3-point Combat Skill Level with 
  Brazen Wand
  Total Powers & Skills Cost:  172
  Total Cost:  275
  50+ Disadvantages
  5 
  Distinctive Feature:  DEMON Robes (Easily 
  Concealed; Noticed And Recognizable)
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Psychological Limitation:  Loyal To DEMON 
  And Its Ideals (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Fre-
  quently, Major)
  10 
  Accidental Change:  11-, back to human 
  form when on consecrated/holy ground 
  or subjected to holy ritual like an exorcism 
  (Uncommon)
  25 
  Distinctive Features:  Aura/Appearance Of 
  Utter Evil (Not Concealable; Causes Extreme 
  Reaction [abject fear])
  20 
  Susceptibility:  to holy objects/places,  
  takes 1d6 STUN and BODY per Turn 
  (Uncommon)
  5 
  5 more points’ worth of Disadvantages 
  appropriate to individual Brother
  Total Disadvantage Points:  275
  
  213 
  Mystic Menaces Fun Pack ■ Chapter Two
  DEMON BROTHER
  The Strength Of Legion
   Val Char 
  Cost Roll 
  Notes
   60 STR 
  50 
  21- 
  Lift 100.0 tons kg; 12d6 
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   25 CON 
  30 
  14-
   15 BODY 10 
  12-
   12 INT 
  2 
  11- 
  PER Roll 11-
   12 EGO 
  4 
  11- 
  ECV:  4
   19 PRE 
  9 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   13 PD 
  1 
   
  Total:  25 PD (12 rPD)
   13 ED 
  8 
   
  Total:  25 ED (12 rED)
   4 SPD 
  14 
   
  Phases:  3, 6, 9, 12
   19 REC 
  4
   70 END 
  10
   47 STUN 
  9 
  Total Characteristics Cost:175
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  14 
  Brazen Wand:  Multipower, 35-point  
  reserve, all OAF (-1), 8 Charges on entire 
  Multipower (-½) 
  [8]
  2u 
  1)  Eldritch Blast:  Energy Blast 7d6;  
  OAF (-1)
  2u 
  2)  Deadly Blast:  RKA 2d6+1; OAF (-1)
  12 
  Amulet Of Protection:  Armor (6 PD/ 
  6 ED); OIF (-½) 
  0
  3 
  Amulet Of Protection:  Power Defense  
  (5 points); OIF (-½) 
  0
  18 
  Tough Skin:  Armor (6 PD/6 ED) 
  0
  20 
  Infernal Vitality:  Physical and Energy 
  Damage Reduction, 25% 
  0
   
  Perks
  1 
  Fringe Beneﬁt:  Membership (Brother of 
  DEMON)
   
  Skills
  8 
  +4 OCV with Punch
  1 
  KS: Arcane And Occult Lore 8-
  2 
  KS: Lesser Mysteries Of DEMON 11-
  2 
  PS: DEMON Brother 11-
  3 
  Stealth 11-
  3 
  Streetwise 12-
  9 
  Choose three Skills from the following 
  list:  Concealment, Conversation, Cryptog-
  raphy, Disguise, Forgery (3 points’ worth), 
  Gambling (3 points’ worth), Interrogation, 
  Persuasion, Survival (3 points’ worth), Tac-
  tics, 3 points’ worth of KSs/Languages/SSs/
  TFs/WFs, 1 3-point Combat Skill Level with 
  Brazen Wand
  Total Powers & Skills Cost:  100
  Total Cost:  275
  50+ Disadvantages
  5 
  Distinctive Feature:  DEMON Robes (Easily 
  Concealed; Noticed And Recognizable)
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Psychological Limitation:  Loyal To DEMON 
  And Its Ideals (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Fre-
  quently, Major)
  10 
  Accidental Change:  11-, back to human 
  form when on consecrated/holy ground 
  or subjected to holy ritual like an exorcism 
  (Uncommon)
  25 
  Distinctive Features:  Aura/Appearance Of 
  Utter Evil (Not Concealable; Causes Extreme 
  Reaction [abject fear])
  20 
  Susceptibility:  to holy objects/places,  
  takes 1d6 STUN and BODY per Turn 
  (Uncommon)
  5 
  5 more points’ worth of Disadvantages 
  appropriate to individual Brother
  Total Disadvantage Points:  275
  
  214 ■   The Morbanes
  Hero System 5th Edition
  DEMON BROTHER
  The Trod Upon Servant Of Darkness
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   15 CON 
  10 
  12-
   15 BODY 10 
  12-
   12 INT 
  2 
  11- 
  PER Roll 11-
   12 EGO 
  4 
  11- 
  ECV:  4
   19 PRE 
  9 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   4 PD 
  1 
   
  Total:  16 PD (12 rPD)
   4 ED 
  1 
   
  Total:  16 ED (12 rED)
   4 SPD 
  14 
   
  Phases:  3, 6, 9, 12
   8 REC 
  4
   50 END 
  10
   40 STUN 
  9 
  Total Characteristics Cost:103
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  14 
  Brazen Wand:  Multipower, 35-point  
  reserve, all OAF (-1), 8 Charges on entire 
  Multipower (-½) 
  [8]
  2u 
  1)  Eldritch Blast:  Energy Blast 7d6;  
  OAF (-1)
  2u 
  2)  Deadly Blast:  RKA 2d6+1; OAF (-1)
  12 
  Amulet Of Protection:  Armor (6 PD/ 
  6 ED); OIF (-½) 
  0
  3 
  Amulet Of Protection:  Power Defense  
  (5 points); OIF (-½) 
  0
  18 
  Tough Skin:  Armor (6 PD/6 ED) 
  0
  20 
  Infernal Vitality:  Physical and Energy 
  Damage Reduction, 25% 
  0
  70 
  Blessing Of The Demon-Bound:  Aid  
  Demon-Bound 8d6, any Demon-Bound 
  ability one at a time (+¼), Ranged (+½); 
  Side Eﬀect (character suﬀers 3d6 Normal 
  Damage, always occurs; -½), Others  
  Only (-½) 
  0
   
  Perks
  1 
  Fringe Beneﬁt:  Membership (Brother of 
  DEMON)
   
  Skills
  10 
  +5 OCV with Aid
  1 
  KS: Arcane And Occult Lore 8-
  2 
  KS: Lesser Mysteries Of DEMON 11-
  2 
  PS: DEMON Brother 11-
  3 
  Stealth 11-
  3 
  Streetwise 12-
  9 
  Choose three Skills from the following 
  list:  Concealment, Conversation, Cryptog-
  raphy, Disguise, Forgery (3 points’ worth), 
  Gambling (3 points’ worth), Interrogation, 
  Persuasion, Survival (3 points’ worth), Tac-
  tics, 3 points’ worth of KSs/Languages/SSs/
  TFs/WFs, 1 3-point Combat Skill Level with 
  Brazen Wand
  Total Powers & Skills Cost:  172
  Total Cost:  275
  50+ Disadvantages
  5 
  Distinctive Feature:  DEMON Robes (Easily 
  Concealed; Noticed And Recognizable)
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Psychological Limitation:  Loyal To DEMON 
  And Its Ideals (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Fre-
  quently, Major)
  10 
  Accidental Change:  11-, back to human 
  form when on consecrated/holy ground 
  or subjected to holy ritual like an exorcism 
  (Uncommon)
  25 
  Distinctive Features:  Aura/Appearance Of 
  Utter Evil (Not Concealable; Causes Extreme 
  Reaction [abject fear])
  20 
  Susceptibility:  to holy objects/places,  
  takes 1d6 STUN and BODY per Turn 
  (Uncommon)
  5 
  5 more points’ worth of Disadvantages 
  appropriate to individual Brother
  Total Disadvantage Points:  275
  
  215 
  Mystic Menaces Fun Pack ■ Chapter Two
  DEMON BROTHER
  Wielder Of Hellﬁre
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   15 CON 
  10 
  12-
   15 BODY 10 
  12-
   12 INT 
  2 
  11- 
  PER Roll 11-
   12 EGO 
  4 
  11- 
  ECV:  4
   19 PRE 
  9 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   4 PD 
  1 
   
  Total:  16 PD (12 rPD)
   4 ED 
  1 
   
  Total:  16 ED (12 rED)
   4 SPD 
  14 
   
  Phases:  3, 6, 9, 12
   8 REC 
  4
   50 END 
  10
   40 STUN 
  9 
  Total Characteristics Cost:103
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  14 
  Brazen Wand:  Multipower, 35-point  
  reserve, all OAF (-1), 8 Charges on entire 
  Multipower (-½) 
  [8]
  2u 
  1)  Eldritch Blast:  Energy Blast 7d6;  
  OAF (-1)
  2u 
  2)  Deadly Blast:  RKA 2d6+1; OAF (-1)
  12 
  Amulet Of Protection:  Armor (6 PD/ 
  6 ED); OIF (-½) 
  0
  3 
  Amulet Of Protection:  Power Defense  
  (5 points); OIF (-½) 
  0
  18 
  Tough Skin:  Armor (6 PD/6 ED) 
  0
  20 
  Infernal Vitality:  Physical and Energy 
  Damage Reduction, 25% 
  0
  60 
  Hellﬁre:  Multipower, 60-point reserve
  6u 
   1)  Hellﬁre Blast:  Energy Blast 12d6
  6u 
   2)  Hellﬁre Cone:  Energy Blast 6d6, Area Of 
  Eﬀect (7” Cone; +1)
  4u 
  3)  Hellﬁre Shield:  Force Wall (0 PD/8 ED), 
  Transparent (physical; +½) plus RKA ½d6, 
  Continuous (+1), Damage Shield (+½); No 
  Knockback (-¼), Linked (-½)
   
  Perks
  1 
  Fringe Beneﬁt:  Membership (Brother of 
  DEMON)
   
  Skills
  4 
  +2 OCV with Hellﬁre Blast
  1 
  KS: Arcane And Occult Lore 8-
  2 
  KS: Lesser Mysteries Of DEMON 11-
  2 
  PS: DEMON Brother 11-
  3 
  Stealth 11-
  3 
  Streetwise 12-
  9 
  Choose three Skills from the following 
  list:  Concealment, Conversation, Cryptog-
  raphy, Disguise, Forgery (3 points’ worth), 
  Gambling (3 points’ worth), Interrogation, 
  Persuasion, Survival (3 points’ worth), Tac-
  tics, 3 points’ worth of KSs/Languages/SSs/
  TFs/WFs, 1 3-point Combat Skill Level with 
  Brazen Wand
  Total Powers & Skills Cost:  172
  Total Cost:  275
  50+ Disadvantages
  5 
  Distinctive Feature:  DEMON Robes (Easily 
  Concealed; Noticed And Recognizable)
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  DEMON 8- (Mo Pow, NCI, Watch-
  ing)
  15 
  Psychological Limitation:  Loyal To DEMON 
  And Its Ideals (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Fre-
  quently, Major)
  10 
  Accidental Change:  11-, back to human 
  form when on consecrated/holy ground 
  or subjected to holy ritual like an exorcism 
  (Uncommon)
  25 
  Distinctive Features:  Aura/Appearance Of 
  Utter Evil (Not Concealable; Causes Extreme 
  Reaction [abject fear])
  20 
  Susceptibility:  to holy objects/places,  
  takes 1d6 STUN and BODY per Turn 
  (Uncommon)
  5 
  5 more points’ worth of Disadvantages 
  appropriate to individual Brother
  Total Disadvantage Points:  275
  
SOURCE: textdata/thevault/Hero System/Hero System - Mystic Menaces Stats Only.pdf