Cost Characteristic Value Roll Notes
5 STR 15 12- Lift: 200.0kg; HTH: 3d6; END: [1]
15 DEX 15 12- OCV: 5  DCV: 5
16 CON 18 13-
4 BODY 12 11-
3 INT 13 12- PER Roll: 12-
20 EGO 20 13- ECV: 7; Mental Defense: 5
5 PRE 15 12- PRE Attack: 3d6
-2 COM 6 10-
4 PD 7   Total: 7/27 PD (6/26 rPD)
3 ED 7   Total: 7/27 ED (4/24 rED)
15 SPD 4   Phases: 3, 6, 9, 12
0 REC 7   Running: 6" / 12"
-3 END 30   Swimming: 2" / 4"
1 STUN 30   Flight: 15" / 30"
SEA WITCH | Summary
Real Name: Unrevealed Hair Color: Dark Green
Concept: Mystic Eye Color: Green
Affiliation: None Height & Weight: 5' 11" (1.80 m) / 104 lbs (47.00 kg)
Played By: NPC Date of Birth: Unrevealed
Created By: Ben Langdon Place of Birth: Unrevealed
Cost Powers END
40 Major Sorcery: Multipower, 60-point reserve, (60 Active Points); all slots Requires A Magic Skill Roll (-1/2)
3u 1) Conjuration: Teleportation 15", Usable As Attack (+1) (60 Active Points); Concentration (1/2 DCV; -1/4) 6
4u 2) Dominate Mankind: Mind Control 9d6, Telepathic (+1/4) (56 Active Points) 6
4u 3) Magic Blast: Energy Blast 12d6 (60 Active Points) 6
4u 4) Matter Rearrangement: Major Transform 4d6 (Anything Into Anything) (60 Active Points) 6
4u 5) Mental Communication: Telepathy 10d6 ( Human and Alien/Demon classes of minds) (60 Active Points) 6
4u 6) Teleportation I: Teleportation 20", x2 Increased Mass, Safe Blind Teleport (+1/4) (56 Active Points) 6
4u 7) Teleportation II: Teleportation 10", x2 Increased Mass, Safe Blind Teleport (+1/4), Megascale (1" = 100 km; +3/4), Can Be Scaled Down: 1" = 10km (+1/4) (56 Active Points) 6
4u 8) Teleportation III: Teleportation 10", Safe Blind Teleport (+1/4), Megascale (1" = 10,000 km; +1 1/4), Can Be Scaled Down: 1" = 1000km (+1/4) (55 Active Points) 5
20 Personal Magics: Elemental Control, 40-point powers
28 1) Immortal: Life Support (Eating: Character does not eat; Immunity: All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (48 Active Points) 0
20 2) Magic Shields: Force Field (20 PD/20 ED), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Limited Coverage 180 Degrees (-1/2) 2
25 3) Magical Flight: Flight 15", Reduced Endurance (1/2 END; +1/4), Usable Underwater (+1/4) (45 Active Points) 2
5 Floating Ports: Teleportation: Floating Fixed Location (1 Locations) 0
18 Magic Energy Reserves: Endurance Reserve (80 END, 10 REC) (18 Active Points) 0
5 Nightsight: Nightvision 0
19 Regeneration: Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) 0
1 Sanctum: Teleportation: Fixed Location (1 Locations) 0
5 Tough Witch I: Damage Resistance (6 PD/4 ED) 0
1 Tough Witch II: Mental Defense (5 points total) 0
4 Tough Witch III: Power Defense (4 points) 0
Cost Skills
3 Bribery 12-
3 Disguise 12-
0 Everyman Skills
AK: South-East Asia 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
PS: Pirate 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
3 Interrogation 12-
3 KS: South East Asian Blackmarkets And People Smuggling 12-
1 KS: The World Of Magic 8-
7 Linguist
Language: Bahasa Indonesian (fluent conversation) (2 Active Points)
Language: English (fluent conversation) (2 Active Points)
Language: Malay (completely fluent) (3 Active Points)
Language: Thai (idiomatic)
2 Navigation (Marine) 12-
11 Power: Magic 17-
3 Shadowing 12-
3 Stealth 12-
3 Trading 12-
200+ Disadvantages
15 Distinctive Features: Green Skinned Sea Witch (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
5 Distinctive Features: Strong Magical Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
5 Hunted: Bidadari Angels 8- (As Pow, Indonesia Only, Harshly Punish)
20 Hunted: International Law Enforcement Agencies 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Southern Knights 8- (Mo Pow, Australia Only, Harshly Punish)
10 Monitored: Evol Khan 8- (Mo Pow, NCI, Watching)
20 Normal Characteristic Maxima
15 Psychological Limitation: Casual Killer (Common, Strong)
15 Psychological Limitation: Considers Humans As Commodities (Common, Strong)
10 Psychological Limitation: Easily Frustrated (Common, Moderate)
15 Psychological Limitation: Reckless (Common, Strong)
10 Reputation: Bloodthirsty Sea Pirate, 8- (Extreme)
0 Experience Points
SEA WITCH | Points Summary
Characteristics Cost: 86 Base Points: 200
Powers Cost: 222 Disadvantages: 150
Talents Cost: 0 Total Experience: 0
Perks Cost: 0 Spent Experience: 0
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 42 Total Points: 350

The true origins of the Sea Witch are shrouded in mystery and rumour. Stories of a 'sea witch' been around for hundreds of years around the Malaca Straits near Malaysia, although the creature calling herself by that name in the present day may or may not be the same creature who has appeared previously. What is known is that she preys on marine vessels travelling through the Straits and other shipping lanes in South-East Asia. Her attacks are aimed at disabling the vessels and then plundering their cargo and passengers. She has shown a shrewd interest in the illicit people smuggling operations and has often swept down on leaky boats to murder the handlers and take the 'human cargo' for her own ends. Sometimes she sells the people but other times they simply vanish.

Her activities are opposed around Indonesia by the Bidadari Angels, although their capacity to intervene is limited. There are only three Angels and a very large number of islands to patrol. In Australian territories, the Southern Knights have successfully dealt with the Sea Witch several times, although they have never managed to apprehend her. In contrast, the crime lord Evol Khan has entertained the Sea Witch in his elaborate hotels and has even extended assistance to her piracy activities. It is rumoured that she keeps a sanctum hidden in Singapore under the direct protection of Khan himself.



The Sea Witch is apparently immortal and if she was ever truly human, she has lost both the appearance and any admirable human traits she may have once possessed. She considers humans to be toys and will collect and discard them at will. She is cruel and wild and thoroughly unpredictable, seemingly able to change moods like the tides of the oceans she haunts.



"Your life in exchange for these pretty souls..."



A creature of magic, the Sea Witch is able to draw upon magical energies for a variety of effects most notably teleportation and the generation of a green energy. This energy can be used to create concave shields, powerful blasts and can be used to transform matter. She is also able to dominate minds as well as communicate with them.

In addition to these dynamic powers, the Sea Witch is immortal and cannot be harmed in any permanent manner.



With green skin, matted black hair and wild black, pupil-less eyes, the Sea Witch is a frightening figure to encounter in the oceans. She has cultivated a reputation for murder and deeds most foul. She has a lean and dangerous frame but also appears somewhat ethereal, with wisps of sea mist dancing around her. She refuses to wear anything except a torn black dress which doesn't seem to worry her as she is immune to the adverse weather conditions she may encounter.