The Twelve Gifts In the secret world of true martial arts, there are twelve names that are whispered with awe and envy, that of the Twelve Gifts. These masters have transcended human boundaries and become saints, engines of destruction, superheroes. They wander the world, changing it as they go.
Ambrose (Merlin Ambrose) 4: Super power: archmage Tricks: [_] Re-roll the Dice: appear less than he is! [_] [_] Change the rolls to Effect 2: new magic!
Agent Porter Scott 2: Skill: federal agent Tricks: [_] [_] Re-roll the Dice: call for back-up! [_] Change one roll to a 5: Dead shot!
Ratman (Edward Albert Fink) 2: Super power: were-rat Tricks: [_] Re-roll the Dice: berserk attack [_] Change one roll to a 5: I smell him, he’s around here somewhere! [_] [_] Change the roll to Effect 2: Only hurt by silver
Electrocutioner (name unknown) 2: Control: electricity Tricks: [_] Re-roll the Dice: recharge [_] Change the roll to Effect 2: Chain lightning!
The main bad guy for the first part of the comic (as well as a recurring villain) is Saker, a man raised from the dead over 2000 years ago and unable to die, he becomes an evil sorcerer and is responsible for the release of the Shadowspear:
Saker (Lazarus) 3: Super power: sorcery [_] [_] 2: Attribute: super genius Tricks: [_] Re-roll the Dice: immortal [_] Change the roll to Effect 2: Invade dreams!