(Myrddin Auerelius Ambrosius)

Val	CHA	Cost	Roll	Notes
13	STR	3	12-	Lift 151.6 kg; 2 1/2d6 HTH Damage [1]
15	DEX	15	12-	OCV:  5/DCV:  5
20	CON	20	13-
10	BODY	0	11-
23	INT	13	14-	PER Roll 14-
24	EGO	28	14-	ECV:  8
20	PRE	10	13-	PRE Attack:  4d6
14	COM	2	12-

8	PD	5		Total:  8 PD (0 rPD)
8	ED	4		Total:  8 ED (0 rED)
4	SPD	15		Phases:  3, 6, 9, 12
8	REC	2
50	END	5
30	STUN	3		Total Characteristic Cost:  125

Movement:   Running:	6"/12"
		Leaping:	2"/4"
		Swimming:	2"/4"
Cost    Powers & Skills
176	Magic Is Green:  Variable Power Pool, 80 base + 96 control cost, 
	No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1); 
	all slots Gestures (-1/4)
56	Plane Travel:  Extra-Dimensional Movement (Related Group of Dimensions ("the faerie realms"), 
	Any Location corresponding to current physical location), Trigger (Activating the Trigger 
	requires a Zero Phase Action, Trigger requires a Turn or more to reset; when rendered 
	unconscious; +1/4), Reduced Endurance (0 END; +1/2)
59	The Sight:  Danger Sense (general area, any danger, Function as a Sense); Side Effects, 
	Side Effect occurs automatically whenever Power is used (3d6 STUN Drain; -1) 14- plus 
	Precognitive Clairsentience (Sight And Hearing Groups), x32 Range (12,000"), Reduced Endurance 
	(0 END; +1/2); Precognition Only (-1), Blackout (-1/2), Linked (Danger Sense; -1/4)

5	Recalls All His Past Lives:  Eidetic Memory

3	AK: The Faerie Lands 14-
3	Conversation 13-
3	Deduction 14-
3	High Society 13-
0	Language:  English (idiomatic; literate)
3	Oratory 13-
3	Persuasion 13-
5	Stealth 13-
2	TF:  Small Motorized Ground Vehicles, Small Wind-Powered Boats
3	Scholar
2	1)  KS: History (especially of "The Struggle") 14-
2	2)  KS: Magic And Occult Lore 14-
2	3)  KS: Magical Creatures (a.k.a. Faeries) 14-
2	4)  KS: Myths And Legends 14-

Total Powers & Skill Cost:  332
Total Cost:  457

200+	Disadvantages
5	Distinctive Features:  Magical Aura (Not Concealable; Noticed and Recognizable; Detectable 
	Only By Small Group)
20	Hunted:  The Umber Sprite And His Minions 14- (As Pow, Harshly Punish)
5	Physical Limitation:  No Legs (uses a spell to get around this, hence the reduced value) 
	(Infrequently, Slightly Impairing)
15	Physical Limitation:  Offensive Use Of His Powers Can Be Very Draining (to his END) 
	(Infrequently, Fully Impairing)
20	Psychological Limitation:  "I Decide What To Tell You" (Very Common, Strong)
10	Psychological Limitation:  "So Much To Remember..." (Common, Moderate)
20	Psychological Limitation:  Sworn To Uphold The Good (Very Common, Strong)
162	Experience Points

Total Disadvantage Points:  457

Background/History: Mirth is the Mage to Kevin Matchstick's Hero. He’s the World Mage, and the source of all the magic that flows through this world. Mirth is also Merlin to Kevin's Arthur and does his best to guide Kevin as advisor and teacher.

Mirth remembers all his past lives, and recognizes all of the major characters in the series for who they are and the roles they are to play. He knows Edsel is fated to die from the moment he meets her, just like he knows Kevin must take up the bat and assume the mantle of the hero if the current battle with the Umbre Sprite is to be won.

Personality/Motivation: As Kevin's advisor, Mirth has a number of great responsibilities. He is sworn to uphold the side of good, and is drawn to the struggle with an almost visible excitement. Mirth also knows all that has happened before (at least, as it relates to him and Kevin), and slowly informs Kevin of needed facts as the situation warrants. This infuriates Kevin who feels that he is being led about by Mirth, and not advised. On the other hand, Mirth doesn't always remember everything he needs to in time and may miss a point here and there.

Powers/Tactics: As the World Mage, Mirth can juggle the magical energy of this world easily. Since pure magic is green, and Mirth is the source of pure magic, all his powers have green effects, such as bubbles, flat green disks, green bolts of energy, and so on. His powers are virtually limitless; during the series he exhibits Healing, Flight, Teleportation (with a mass multiple), Extra-Dimensional Movement (on a whole car), Desolidification, Entangle, Instant Change (usable on others), Energy Blast, a Triggered Energy Blast, Images, Mind Control, Force Wall, and Telekinesis.

One of Mirth's more useful powers is his mystical sight. It warns him of dangerous events as they happen, both to him and people near him (as well as people that he should protect). The only problem is that “the Sight” can be very painful when it hits, more than once doubling Mirth (and Sean Knight) over in pain.

Although Mirth commands a great deal of power, true offensive powers seem to be very draining. Any offensive attack he makes looks to drain Mirth's ability to throw any further attacks for some time. This doesn't stop him from using his pool for other powers (such as defensive shields, or fixing Kevin's tattered clothing).

As the World Mage, Mirth is very visible to those who know what to look for. Thus, he is hunted by the Umbra Sprite, who believes that Mirth is his main opponent and should be eliminated as soon as possible.

Appearance: Mirth is of average height, with a thin but strong build. He has black hair that hangs down over his face in front, but is cut short in back. His normal costume is a black body suit with a tank top, white leg wrappings and a blue serape-styled cloak. As Mirth is missing his legs, his leg wrappings allow him to walk and move normally (via a powerful spell), but if they are disrupted or damaged, his is virtually helpless..

(Mirth created by Matt Wagner, Character sheet created by Michael Surbrook)

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