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Thread: The Five

  1. #16
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    Re: The Five

    God of the Underworld
    YEMOS
    Val Char Cost Roll Notes
    25/65 STR 15 14- / 22- Lift 800.0kg/204.8tons; 5d6/13d6; [2/6]
    23 DEX 39 14- OCV 8 DCV 8
    23 CON 26 14-
    14 BODY 8 12-
    13 INT 3 12- PER Roll 12-
    13 EGO 6 12- ECV: 4
    20 PRE 10 13- PRE Attack: 4d6
    10 COM 0 11-

    10/30 PD 5 Total: 10/30 PD (0/12 rPD)
    10/30 ED 5 Total: 10/30 ED (0/12 rED)
    4 SPD 7 Phases: 3, 6, 9, 12
    10 REC 0
    46 END 0
    39 STUN 0 Total Characteristic Cost: 124


    Movement: Running: 6" / 12"
    Swimming: 2" / 4"
    Leaping: 5" / 10"
    Flight: 10" / 20"

    Cost Powers END
    20 Aura of Irkalla: Elemental Control, 50-point powers, (25 Active Points); all slots Only In Heroic Identity (-1/4)
    20 1) Transcend the Physical: Desolidification (affected by Solar energy and light based attacks), Costs END Only To Activate (+1/4) (50 Active Points); Only In Heroic Identity (-1/4) 4
    20 2) I am Earth and Sky: Density Increase (25,600 kg mass, +40 STR, +8 PD/ED, -8" KB), Costs END Only To Activate (+1/4) (50 Active Points); Only In Heroic Identity (-1/4) 4
    20 3) Ascent to Heaven: Flight 10", Position Shift, Variable Advantage (+1/2 Advantages; +1) (50 Active Points); Only In Heroic Identity (-1/4) 5
    29 4) Flesh of Stone, Bones of Iron: Force Field (12 PD/12 ED/15 Mental Defense/10 Power Defense), Costs END Only To Activate (+1/4) (61 Active Points); Only In Heroic Identity (-1/4) 5
    22 5) Into Irkalla: Extra-Dimensional Movement (Related Group of Dimensions, Any Location corresponding to current physical location), x16 Increased Weight (52 Active Points); Only In Heroic Identity (-1/4) Note: Irkalla, land of the dead, touches on many worlds. 5
    12 In His Right Hand He Held a Rod of Iron: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2) Note: 17d6 total w/ Earth and Sky Aspect 0
    5 In his Left Hand, He Held a Loop of Rope: Stretching 2", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF Unbreakable (-1), Always Direct (-1/4), Limited Body Parts (Only to extend grab; -1/4), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 0
    27 In his Left Hand, He Held a Loop of Rope: Multipower, 60-point reserve, (60 Active Points); all slots OAF Unbreakable (Golden Loop of Rope; -1), Only In Heroic Identity (-1/4)
    2u 1) Draw out the Spirit: Major Transform 4d6 (Target with Spirit to Target without Spirit, Recovering Stollen Spirit) (60 Active Points); OAF Unbreakable (Golden Loop of Rope; -1), No Range (-1/2), Only In Heroic Identity (-1/4) Note: Yemos will normally allow the spirit to fall or rise on its own, but may choose to drag it with him on his travels. A target with no spirit is trapped in a death like coma. From a mechanics point of view, Yemos performs a Grab using his Loop of Rope, then hits the target with Transformation attacks every phase until his Spirit is yanked free. 6
    1u 2) Ensnare the Spirit: Affects Desolidified One Special Effect of Desolidification (Ghosts and Spirits; +1/4) for up to 65 Active Points of STR (16 Active Points); OAF Unbreakable (Golden Loop of Rope; -1), Only In Heroic Identity (-1/4) 2
    14 Aura Sight: Detect Aura 13- (Mystic Group), Discriminatory, Range, Sense (18 Active Points); Only In Heroic Identity (-1/4) Note: Yemos Aura Sight does not actually depend on his eyes; he may pereive Auras even in darkness or through intervening non-living matter. 0
    6 He knows not Hunger, nor Thirst, nor Weariness: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Minute; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) (8 Active Points); Only In Heroic Identity (-1/4) 0


    Skills
    3 Animal Handler 13-
    1 TF: Equines
    3 Survival 12-
    2 SS: Veterinary Medicine 11-
    2 SS: Ecology 11-
    2 PS: Large Animal Veterinarian 11-
    3 Paramedics 12-
    0 Language: Portuguese (idiomatic; literate) (5 Active Points)
    3 Language: English (completely fluent)
    The Deadly Skills of Yemos
    4 1) +4 To Grab with Golden Loop of Rope
    3 2) Stealth 14-
    2 3) Navigation (Dimensional) 12-


    Total Powers & Skill Cost: 226
    Total Cost: 350

    200+ Disadvantages
    10 Distinctive Features: Red skinned, red eyed man in a long green coat and wide brimmed hat, holding a rod of iron and a loop of rope. (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
    20 Psychological Limitation: Fanatic devotion to Yggdrasil (Common, Total)
    10 Psychological Limitation: Loves Privathi, but hides his feelings out of duty (Common, Moderate)
    10 Psychological Limitation: Personal code of Justice (Common, Moderate)
    10 Psychological Limitation: Devoted Environmentalist (Common, Moderate)
    15 Social Limitation: Secret: Franz Breheme, Veterinarian and Environmentalist (Frequently, Major)
    10 Vulnerability: 1 1/2 x STUN Solar energies and light based attacks (Common)
    15 Accidental Change: When faced with supernatural threats 11- (Common)
    50 Experience Points

    Total Disadvantage Points: 350

    Background/History: Rio Del Janeiro's Shining towers draw the eye; her azure skies and waters lift the spirit. Forest covered mountains cradle the Marvelous City against the bay.

    Her people live in glass palaces overlooking shanty towns, a few growing fat while many starve. Her air is filled with poison, her earth soaked with blood. The beauty of the marvelous city masks a cancer of the soul.

    Franz Breheme's parents, of the elite yet not corrupt, urged him to fight for their city, their nation. "Push back," his father would say, "and with faith, a man can change the world."

    In University Franz studied veterinary medicine, hoping to leave the filth of city life behind. He would become a modern gaucho, a cowboy. He would find peace in the real Brazil.

    After University, Franz found ranchers destroying swaths of rain forest, farmers dumping unfiltered chemical waste into the waters, corrupt officials, and common people who cared not at all. Man was a cancer eating at the lungs of the world.

    Franz pushed back. He joined progressively more radical environmental groups, he committed acts of ecotage, he sought to become a leader. Franz had faith.

    A group of loggers caught him in their camp. They left him, beaten, bleeding, in the jungle. Franz should have died. Instead, he dreamed.
    his dream, Franz wandered through a green cathedral, a great temple of living wood and vines. On an alter lay a rod of iron, a loop of golden rope, and a coat of green and red. Franz took his tools of office, and heard a voice, the voice of his new god.

    Franz awoke, still holding his tools of office. He knew his destiny. He was Justice. He was Judgment.

    A man with faith can change the world.

    Personality/Motivation: Yemos is driven, seeing his battles as a last stand against the corruption of the world. The heroes who stand in defense of those who threaten the Earth are fools; the villains who willfully spread the cause of corruption beasts to be put down. He is a servant of the one true faith.

    A cold, judgmental man, Franz does still feel human emotions. The Five are his family, his comrades, but his feelings towards Parvati are intensely romantic rather than fraternal. So far, his loyalty to the group and personal code of ethics have prevented him from openly admitting those feelings.

    Quote: “It is time for judgment.”

    Powers/Tactics: Yemos is gifted with a range of powers appropriate to the avatar of a god of death. He will generally use his desolidification, stealth, and aura sight to stay hidden inside of large structures or under ground until in position to move on a target. He will then strike from behind, catching the target in his loop of rope and attempting to draw out their spirit. If he succeeds, he will set the spirit free to sink or rise as is its destiny. Against targets immune to his loop of rope, he may take on his aspect of Earth and Sky and strike with his Iron Rod. Yemos may choose to personally pull the spirit of his target into a specific hell.

    Yemos will flee if the battle goes against the five, using his ability to go into Irkalla to rescue as many of his team mates as he can.

    Without his loop and rod, Franz may not assume the form of Yemos.

    Campaign Use: A mix of the Vision, Yama and other gods of death, and Cowboy archetypes, Yemos should be a frightening opponent for most Supers. He provides his team mates with transportation and a quick escape route, as well as formidable combat support.

    Within the Five, Yemos often acts as mediator and the voice of reason. His team mates value his council, but rarely follow it save in the case of inter-group conflicts.

    Yemos is unaware that his grandfather served Yggdrasil and the Nazi party as the costumed super-soldier “Wuotan” in WWII before fleeing to Brazil.

    Appearance: As Franz, a very large and well muscled blue eyed blond.

    As Yemos, a red eyed, red skinned man in a long green coat and wide brimmed hat, holding a loop of rope in his left hand and a rod of iron in his right.

    Character by Robert Dorf, 2006
    Last edited by OddHat; Jun 5th, '06 at 12:10 PM.
    Quote Originally Posted by Cancer View Post
    The thing is, you often can refute a position with 100% certainty. What you cannot do is make an ignoramus recognize it, especially when that ignoramus is parroting something he read or heard and has never really understood...
    Quote Originally Posted by OddHat
    People tend to estimate the limits of Human Achievement by looking in the mirror.
    My new diet and exercise page and podcast

  2. #17
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    Re: The Five

    Fixed many spelling errors in Yemos.

    On the suggestion of Satin Kitty, made explicit the romantic triangle between Bonyenne, Pravati, and Yemos.
    Quote Originally Posted by Cancer View Post
    The thing is, you often can refute a position with 100% certainty. What you cannot do is make an ignoramus recognize it, especially when that ignoramus is parroting something he read or heard and has never really understood...
    Quote Originally Posted by OddHat
    People tend to estimate the limits of Human Achievement by looking in the mirror.
    My new diet and exercise page and podcast

  3. #18
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    Re: The Five

    Very nice.

    Where does the image of the god of the dead as red skinned and in a green coat come from? That seems new to me.

    (Just guessing, is the the Vision homage for your team?)
    "Do it?" Dan, I'm not a Republic serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome?

    I did it thirty-five minutes ago.

  4. #19
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    Re: The Five

    Quote Originally Posted by gojira
    Very nice.

    Where does the image of the god of the dead as red skinned and in a green coat come from? That seems new to me.

    (Just guessing, is the the Vision homage for your team?)
    Hindu mythology; Yama is usually depited with Red or Green skin, holding an iron rod in his right hand and a loop of rope in his left. "Yemos" is a possible pronunciation of the name of the original Indo-European deity that may have been split into Yama, Odin, Pluto, etc.

    And yup, he is the Vision homage.

    I thought about making the Vision character a legacy villain, as my favorite version of the Vision was a sort of triple legacy (the 1940s Human Torch, Wonderman, and the 1940s Vision). Unfortunately, it didn't fit well into the overall back story of this villain group. Maybe next time.
    Last edited by OddHat; Jun 3rd, '06 at 08:31 PM.
    Quote Originally Posted by Cancer View Post
    The thing is, you often can refute a position with 100% certainty. What you cannot do is make an ignoramus recognize it, especially when that ignoramus is parroting something he read or heard and has never really understood...
    Quote Originally Posted by OddHat
    People tend to estimate the limits of Human Achievement by looking in the mirror.
    My new diet and exercise page and podcast

  5. #20
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    Re: The Five

    Quote Originally Posted by OddHat
    Hindu mythology; Yama is usually depited with Red or Green skin, holding an iron rod in his right hand and a loop of rope in his left. "Yemos" is a possible pronunciation of the name of the original Indo-European deity that may have been split into Yama, Odin, Pluto, etc.

    And yup, he is the Vision homage.
    Very cool as always!

    I thought about making the Vision character a legacy villain, as my favorite version of the Vision was a sort of triple legacy (the 1940s Human Torch, Wonderman, and the 1940s Vision). Unfortunately, it didn't fit well into the overall back story of this villain group. Maybe next time.
    Hmm, maybe if there were other people who were incarnations of the god of the dead before him, perhaps with slightly different power sets (faster flight, self-defense immolation field, etc.)
    "Do it?" Dan, I'm not a Republic serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome?

    I did it thirty-five minutes ago.

  6. #21
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    Re: The Five

    Based on playtesting Yemos on Saturday, and feedback from this thread, I've made some changes. Mechanically, I've removed the paralyzing effect from the Loop of Rope and replaced it with a simpler Grab followed by a Transformation Attack. I've also re-aranged his other powers slightly.

    From a story point of view, I put the legacy aspect back into the character.

    Hoping to get The Great Goddess, the Thunder God, and the Sky God posted this week.
    Quote Originally Posted by Cancer View Post
    The thing is, you often can refute a position with 100% certainty. What you cannot do is make an ignoramus recognize it, especially when that ignoramus is parroting something he read or heard and has never really understood...
    Quote Originally Posted by OddHat
    People tend to estimate the limits of Human Achievement by looking in the mirror.
    My new diet and exercise page and podcast

  7. #22
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    Re: The Five


  8. #23
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    Re: The Five

    The Sky God, the World Smith

    DOOMSAYER - DR. SEPPO ILMARINEN

    Val Char Cost Roll Notes
    15 STR 5 12- Lift 200.0kg; 3d6 [1]
    20 DEX 30 13- OCV: 7/DCV: 7
    18 CON 16 13-
    10 BODY 0 11-
    23 INT 13 14- PER Roll 14-
    13 EGO 6 12- ECV: 4
    10+15 PRE 0 11- / 14- PRE Attack: 2d6/5d6
    10 COM 0 11-

    5+8 PD 2 Total: 5/13 PD (0/8 rPD)
    6+8 ED 2 Total: 6/14 ED (0/8 rED)
    4 SPD 10 Phases: 3, 6, 9, 12
    7 REC 0
    36 END 0
    27 STUN 0 Total Characteristic Cost: 84

    Movement: Running: 6"/12"
    Leaping: 3"/6"
    Swimming: 2"/4"

    Cost Powers END
    12 Disciplined Mind: +4 with EGO rolls, Breakout rolls, and Resistance rolls
    7 Self Confidence: +15 PRE (15 Active Points); Limited Power Power loses about half of its effectiveness (Only to defend against PRE attacks; -1)
    83 The Divine Hammerer: Summon 16 350-point creatures, Slavishly Devoted (+1), Expanded Class of Beings Any Type of Being (+1) (270 Active Points); Side Effects (Side Effect only affects the environment near the character; Failure to properly forge a new creation will instead create an "Evil" version of that creature.; -¾), Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Restrainable (Must be free to gesture and call forth objects; -½), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Mad Science Roll; -¼) 27
    Notes: The Divine Hammerer may summon virtually any sort of robot, vehicle, or mechanical device. From his point of view, the user creates these devices in the Forge of Ilmarinen", and then calls them back into this reality. Note that this is a very easily abused form of Summon, and as such must be looked at very carefully by any GM that chooses to permit it for a Player Character.
    40 The Eternal Smith: Variable Power Pool (Gadget Pool), 30 base + 10 control cost, (45 Active Points); OIF (All powers must at least have an OIF; -½)
    Notes: The Eternal Smith Gadget Pool receives no special "Limited type of powers" modifier, as the actual range of powers is too wide to qualify. The pool shifts with use of the Mad Science skill.
    0 1) Ilmarinen's Suit of Scales: Armor (8 PD/8 ED), Hardened (+¼) (30 Active Points); OIF Durable (Ilmarinen's Suit of Scales; -½), Full Coverage Helmet, Long Jacket with Sleeves, High Boots (Protects Locations 3-5, 7-14, 16-18; -½) Real Cost: 15
    Notes: This wonderfully light set of anachronistic silver chain armor is as light as cloth yet tough enough to resist bullets or flames.
    0 2) Cloak of Cobweb Silk: Invisibility to Sight Group , Costs END Only To Activate (+¼) (25 Active Points); IAF (-½), Gestures, Requires Gestures throughout (Must keep Cloak wrapped around self; -½) Real Cost: 12 2
    0 3) Ilmarinen's Cloak of Night: Extra-Dimensional Movement (Single Dimension, Any Location) (25 Active Points) Real Cost: 25 2
    Notes: This cloak can transport illmarinen to the pocket dimension housing his forge and armory.

    Perks
    10 Money: Wealthy

    Skills
    3 Electronics 14-
    3 Inventor 14-
    3 Systems Operation 14-
    3 Mechanics 14-
    3 Computer Programming 14-
    4 Chariot Maker of the Gods: TF: Mecha, Science Fiction & Space Vehicles
    6 Divine Weaponsmith: WF: Beam Weapons, Energy Weapons, Vehicle Weapons - Mecha, Vehicle Weapons - Ship
    2 Security Systems 14- (3 Active Points); Only Versus Computer Security Systems (-½)
    3 Weaponsmith 14-
    33 Mad Science: Power 29-
    Notes: The Mad Science Power Skill allows its user to construct one-shot, irreproducible gadgets and devices, leap to insane and yet correct conclusions, and otherwise perform as a cinematic Mad Scientist. It can be thought of as an almost instinctive grasp of the physical sciences.
    3 Scholar
    2 1) KS: Arcane And Occult Lore (3 Active Points) 14-
    2 2) KS: Robots (3 Active Points) 14-
    2 3) KS: The Scientific World (3 Active Points) 14-
    3 Scientist
    2 1) SS: Alchemy 14- (3 Active Points)
    2 2) SS: Computer Sciences 14- (3 Active Points)
    2 3) SS: Dimensional Engineering 14- (3 Active Points)
    2 4) SS: Hermetic Magic 14- (3 Active Points)
    2 5) SS: Mathematics 14- (3 Active Points)
    2 6) SS: Metalurgy 14- (3 Active Points)
    2 7) SS: Physics 14- (3 Active Points)
    2 8) SS: Robotics 14- (3 Active Points)
    3 Linguist
    2 1) Language: Arabic (fluent conversation; literate) (3 Active Points)
    3 2) Language: English (completely fluent; literate) (4 Active Points)
    0 3) Language: Finnish (idiomatic; literate) (5 Active Points)
    2 4) Language: Greek (fluent conversation; literate) (3 Active Points)
    2 5) Language: Hebrew (fluent conversation; literate) (3 Active Points)
    2 6) Language: Latin (fluent conversation; literate) (3 Active Points)
    3 Jack of All Trades
    2 1) PS: Blacksmith (3 Active Points) 14-
    2 2) PS: Research (3 Active Points) 14-
    2 3) PS: Scientist (3 Active Points) 14-

    Total Powers & Skill Cost: 266
    Total Cost: 350

    200+ Disadvantages
    20 Psychological Limitation: Devoted servant of Yggdrasil (Common, Total)
    20 Psychological Limitation: On a mission to save the World, lets nothing stand in his way (Common, Total)
    10 Psychological Limitation: Devoted To Science, will risk his own safety and the safety of others for scientific advancement (Common, Moderate)
    5 Rivalry: Professional (other scientists and inventors; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
    20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish)
    10 Distinctive Features: Magical and Extradimensional Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
    15 Social Limitation: Secret Identity: Dr. Seppo Ilmarinen (Frequently, Major)
    50 Experience Points

    Total Disadvantage Points: 350

    Background/History: “The Earth is dying!” The large man roared from the podium. His fellow scientists looked on in embarrassed but not entirely unsympathetic shock. “Dying! The Mathematics are inescapable! We are killing this world, burning her skies, raping her land, poisoning her waters! Our energy addiction will kill this world in less than a century!”

    He had expected debate. He was prepared for outright mockery. The pained, dismissive silence of his audience was worse.
    -----
    “It’s all right, Seppo. They lack our vision.” The woman’s voice was kind, her hands gentle on the big man’s shoulders, and Ilmarinen took some comfort from her presence.

    “They wouldn’t listen, Anna.” The big man’s voice was broken. “They think I’m a crackpot.”

    Doctor Anna Fitzwilliam took the big man gently in her arms. “We’ll show them, my love,” she whispered, “we’ll complete the work, together. We will build a working hyper-tube generator. We’ll save the world.”
    -----
    “Doctor Ilmarinen?” The voice on the phone was young, female, professional. “I represent a private international think tank. One of our senior members was able to attend your presentation in Prague. We would be interested in speaking with you. There may be a position within our organization well suited to a man of your talents.”
    -----
    The laboratory, clean and modern, stank of burning human flesh. Dr. Seppo Ilmarinen looked on in horror as the man in red, the Morbane, again applied the shock rod to the corpse of Dr. Fitzwilliam. The corpse twitched. The Morbane turned to Seppo.

    The man’s voice was painfully calm. “Doctor Ilmarinen, you have been given every opportunity to peacefully share your research. You have failed to do so. Your colleague has paid the price. You now have seventy-two hours to build for us a working hyper-tube generator. Should you fail, you will beg to join Dr. Fitzwilliams.”

    After the man in red left, Seppo Ilmarinen held the body of his beloved in his arms, and wept.
    -----
    Ilmarinen dreamed. He was tumbling down a hyper-tube, falling through worlds and time. He saw the great tree, and he saw the dragon gnawing at the roots of the Earth. The Dragon, Ilmarinen knew, was Man.

    Ilmarinen tumbled past the walls of a palace made from ice, tumbled into a great stone room, tumbled to the base of an ancient forge. Surrounded by tools the like of which he’d never seen, surrounded by artifacts he could barely comprehend, Ilmarinen heard a silent voice. Ilmarinen listened to the words of Yggdrasil.

    *This is your forge, Seppo Ilmarinen, as it was the forge of your ancestor, your namesake.*

    *These are your tools, Seppo Ilmarinen. These tools shaped the dome of the sky.*

    *Build miracles for me.*
    -----
    Clad in armor forged in a dream, the man who had been Seppo Ilmarinen looked down at the rubble of the Demonhame that had been his prison. The Brass Hounds patrolled the wreckage, seeking any survivors, and a Chariot of Flame and Iron waited to carry the Doomsayer from this place.

    Still, vengeance could never be enough. Anna would have told him that.

    Someone had to save the world.

    Personality/Motivation: Doctor Seppo Ilmarinen is a driven, broken man. Anna Fitzwilliam’s death pushed him to the edge of sanity. Ilmarinen’s vision of the world’s death, his vision of man as the Earth’s killer, pushed him over. He will do whatever it takes to save the Earth.

    The Doomsayer regards the rest of the five as kindred souls, but in the end they too are expendable, as he is himself. Sometimes the roots of the World Tree must be watered with the blood of heroes.

    Quote: “Fools! Can’t you see it? Mankind is the Dragon!”

    Powers/Tactics: The Doomsayer can move into the extra-dimensional space that houses his forge, take as long as he needs to build a new device, and then re-emerge in our reality at the same point in time. To anyone not gifted with multidimensional senses, he appears to enter a trance-like state, vanish, and re-appear along with whatever objects and devices he sought.

    The Doomsayer’s devices, his Crystal Spiders, Bronze Hounds, Golden Wife, and his other equipment, combine those lost arts men call alchemy or magic with cutting edge twenty-first century technology.

    If caught unarmored, the Doomsayer will seek a chance to hide himself using his Cloak of Cobweb Silk and then call forth whatever weapons he thinks he needs. If he has time, the Doomsayer will only attack while riding in the Brass Man. More commonly, he will assign a group of his creations to attack while he retreats and tries to guess how to turn the situation to his advantage.

    Note that Ilmarinen uses the Armor as Vehicle optional rule.

    Ilmarinen’s many patents have made him rich, and he retains a mixed reputation in the scientific community as a brilliant lunatic. When not in his armor, he attends scientific conferences and even sometimes works as a university lecturer.

    Campaign Use: The Doomsayer is far more potentially powerful than his point totals might indicate, and any GM would be able to reasonably demand that he pay for his Vehicles and Followers directly, especially his Brass Man Armor. That would make him a 500+ point character. Within the Five, the Doomsayer is the nominal leader, though he lacks the force of personality or social skill to truly dominate the group.

    The character is a tribute to Iron Man, Doctor Doom, and Ilmarinen, the Finish folk hero and possible one time king of the gods.

    Appearance: A large, bearded man with grey hair and pale blue eyes. Normally Ilmarinen will wear typical business suits, but in battle he will appear inside of his Brass Man armor.

    Character by Robert Dorf, 2006
    Last edited by OddHat; Jun 15th, '06 at 03:13 PM.
    Quote Originally Posted by Cancer View Post
    The thing is, you often can refute a position with 100% certainty. What you cannot do is make an ignoramus recognize it, especially when that ignoramus is parroting something he read or heard and has never really understood...
    Quote Originally Posted by OddHat
    People tend to estimate the limits of Human Achievement by looking in the mirror.
    My new diet and exercise page and podcast

  9. #24
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    Re: The Five

    The Doomsayer's Armor

    THE DOOMSAYER'S BRASS MAN ARMOR
    Val Char Cost Notes
    0 Size 0 Length 1", Width 0.5", Area 0.5" Mass 100 kg KB 0
    35 STR 25 Lift 3200.0kg; 7d6
    20 DEX 30 OCV 7 DCV 7
    20 BODY 10
    25 DEF 69
    4 SPD 10 Phases: 3, 6, 9, 12
    Total Characteristic Cost: 142

    Movement: Running: 6" / 12"
    Flight: 17" / 34"

    Cost Powers END
    29 Golden Wings: Flight 17", Position Shift, No Turn Mode (+1/4), combat acceleration/deceleration (+1/4) (58 Active Points); OIF Bulky (-1) 0
    52 Hyper Tube Battery: Endurance Reserve (260 END, 26 REC) (52 Active Points) 0
    37 Silver Crossbow: Multipower, 75-point reserve, (75 Active Points); all slots OIF Bulky (Silver "Crossbow" fastened to right forearm; -1)
    4u 1) Light Bolt: Killing Attack - Ranged 5d6 (75 Active Points); OIF Bulky (Silver "Crossbow" fastened to right forearm; -1) 7
    4u 2) Blazing Sphere: Sight Group Flash 10d6, Area Of Effect (One Hex; +1/2) (75 Active Points); OIF Bulky (Silver "Crossbow" fastened to right forearm; -1) 7
    4u 3) Blazing Web: Entangle 5d6, 10 DEF (75 Active Points); OIF Bulky (Silver "Crossbow" fastened to right forearm; -1) 7
    4u 4) Seeking Bolt: Killing Attack - Ranged 2d6, Area Of Effect Accurate (One Hex; +1/2), No Range Modifier (+1/2), Penetrating (+1/2) (75 Active Points); OIF Bulky (Silver "Crossbow" fastened to right forearm; -1) 7
    19 Sealed Enviroment: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
    Heads Up Display
    5 1) Vision System: Infrared Perception (Sight Group) 0
    5 2) Vision Systems: Ultraviolet Perception (Sight Group) 0
    10 3) Vision Systems: Increased Arc Of Perception (360-Degree) with Sight Group 0
    Shoulder Mounted Radar Dish
    13 1) Radar Array: Radar (Radio Group), Discriminatory, Increased Arc of Perception, Telescopic (+14): +14 (32 Active Points); OIF Bulky (-1), Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-1/2) 0
    5 2) Communications System: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky (-1), Sense Affected As Sight and Hearing Group As Well As Radio Group [very common Sense] (-1/2) 0


    Skills
    8 +4 with Flight
    9 +3 with Silver Crossbow


    Total Powers & Skill Cost: 208
    Total Cost: 350

    350+ Disadvantages
    15 Distinctive Features: Eight Foot Tall suit of high tech armor in the form of a brass armored warrior with golden wings (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    5 Distinctive Features: Magical Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
    0 Experience Points

    Total Disadvantage Points: 350


    Character Sheet by Robert Dorf, 2006
    Last edited by OddHat; Jun 9th, '06 at 05:13 PM.
    Quote Originally Posted by Cancer View Post
    The thing is, you often can refute a position with 100% certainty. What you cannot do is make an ignoramus recognize it, especially when that ignoramus is parroting something he read or heard and has never really understood...
    Quote Originally Posted by OddHat
    People tend to estimate the limits of Human Achievement by looking in the mirror.
    My new diet and exercise page and podcast

  10. #25
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    Re: The Five

    Quote Originally Posted by Supreme Serpent
    We are the World

    We are the Children

    We are the ones who make a brighter day, so let's start giving
    I'll see your reference..., and raise you this...


    We are the Bears Shufflin' Crew Shufflin' on down, doin' it for you.

    We're so bad we know we're good , Blowin' your mind like we knew we would.

    We're just struttin' for fun, Struttin' our stuff for everyone.

    We're not here to start not trouble.

    We're just here to do the Super Bowl Shuffle.

  11. #26
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    Re: The Five

    So we have a multicultural mythology/Avengers team trying to save the world from itself?

    I'm diggin it.
    All kidding aside from the now edidted first post, these are great and scary antagonists!
    These guys are 350 pts the way my characters are 600
    We have Giantman, Vision, and Ironman it appears. Who will fill out the final spots of the five? ( I am asuming the blue ox does not count?)
    "See it's not that the Democrats are playing checkers and the Republicans are playing chess, it's that the Republicans are playing chess and the Democrats are in the nurse's office because once again they glued their balls to their thighs." - Jon Stewart
    2009: Else Earth Gods of Olympus
    Project 2006:
    DC/Marvel Write up compilation
    Project 2004:
    Hero A Day Thread

  12. #27
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    Re: The Five

    Quote Originally Posted by Enforcer84
    So we have a multicultural mythology/Avengers team trying to save the world from itself?

    I'm diggin it.
    All kidding aside from the now edidted first post, these are great and scary antagonists!
    These guys are 350 pts the way my characters are 600
    We have Giantman, Vision, and Ironman it appears. Who will fill out the final spots of the five? ( I am asuming the blue ox does not count?)
    Thanks, glad you like them.

    They're actually from Indo-European Mythology. The (disputed) theory is that the gods worshipped by most of Europe as well as India shared common roots, that there was an "original" pantheon that eventually split into the Greek, Roman, Finnish, Norse, Hindu, etc. pantheons we know today. Another argument is that people just liked borrowing eachother's gods. From a Superhero Universe point of view, a force awakening human avatars of ancient gods has plenty of story potential.

    As to the lineup, we have a Cultural Hero (Bonyenne, Giant Man), a God of the Underworld (Yemos, the Vision) and a Sky God (Doomsayer, Iron Man). I need an interesting Thunder God (not sure which myths I'll use in this slot, but he'll be the Thor parallel) and a Great Goddess (probably based on Parvati, the maiden form of the Hindu triple goddess of Parvati, Durga, Kali; her Avengers counterpart will be the Scarlet Witch).

    I'll also be adding a few more robots and vehicles for the Doomsayer.

    All feedback welcomed.
    Quote Originally Posted by Cancer View Post
    The thing is, you often can refute a position with 100% certainty. What you cannot do is make an ignoramus recognize it, especially when that ignoramus is parroting something he read or heard and has never really understood...
    Quote Originally Posted by OddHat
    People tend to estimate the limits of Human Achievement by looking in the mirror.
    My new diet and exercise page and podcast

  13. #28
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    Re: The Five

    Great Job

    Hope we get to playtest against them somemore
    (Oddhat is my GM for those unaware, and I am a Lucky man for it)

    Keep up the good work

  14. #29
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    Re: The Five

    Quote Originally Posted by Tribal
    Great Job

    Hope we get to playtest against them somemore
    (Oddhat is my GM for those unaware, and I am a Lucky man for it)

    Keep up the good work
    Thanks.

    Glad you liked the tangle with Johnny Nod / Yemos. You'll be facing alternate versions of the full group sooner or later.
    Quote Originally Posted by Cancer View Post
    The thing is, you often can refute a position with 100% certainty. What you cannot do is make an ignoramus recognize it, especially when that ignoramus is parroting something he read or heard and has never really understood...
    Quote Originally Posted by OddHat
    People tend to estimate the limits of Human Achievement by looking in the mirror.
    My new diet and exercise page and podcast

  15. #30
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    Re: The Five

    The Doomsayer's Bronze Hounds

    Bronze Hound

    Val Char Cost Roll Notes
    30 STR 20 15- Lift 1600.0kg; 6d6; [3]
    15 DEX 15 12- OCV 5 DCV 5
    23 CON 26 14-
    15 BODY 10 12-
    23 INT -2 14- PER Roll 14-
    5 EGO -10 10- ECV: 2
    23 PRE 10 14- PRE Attack: 4 1/2d6
    8 COM -1 11-

    20 PD 5 Total: 20 PD (9 rPD)
    16 ED 2 Total: 16 ED (9 rED)
    4 SPD 5 Phases: 3, 6, 9, 12
    11 REC 0
    46 END 0
    42 STUN 0 Total Characteristic Cost: 78


    Movement: Running: 12" / 24"
    Leaping: 6" / 12"


    Cost Powers END
    Martial Arts: Spirit of the Hunter
    Maneuver OCV DCV Notes
    4 2) Avoid -- +5 Dodge, Affects All Attacks, Abort
    5 3) Charge and Grapple -2 -1 Grab Two Limbs, 40 STR for holding on; FMove
    4 4) Attack +0 +2 Weapon +2 DC Strike
    1 Used with Teeth like Daggers: Default Element, Empty Hand

    Spirit Bound in Bronze
    1 1) Understanding: Language: English (Basic Conversation) Note: The animal can only understand speech, not speak back, though it may find other ways to communicate.
    15 2) Insightful and Alert: +15 INT
    3 3) Brave: +3 PRE
    10 Ruby Eyes: (Total: 10 Active Cost, 10 Real Cost) Detect Ghosts and Spirits 14- (Unusual Group), Range, Sense (Real Cost: 10) 0
    20 Perfect Hunters: (Total: 20 Active Cost, 20 Real Cost) Tracking with Smell/Taste Group (Real Cost: 10) plus Discriminatory with Smell/Taste Group (Real Cost: 10) 0
    30 They Hear All: (Total: 30 Active Cost, 30 Real Cost) Spatial Awareness (Hearing Group), Increased Arc Of Perception (360 Degrees) (Real Cost: 27) plus Ultrasonic Perception (Hearing Group) (Real Cost: 3) 0
    34 Skin of Bronze: Armor (9 PD/9 ED), Hardened (+1/4) (34 Active Points) 0
    37 Teeth like Daggers: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Affects Desolidified Ghosts and Spirits (+1/4) (37 Active Points) 4
    22 Swiftness: (Total: 22 Active Cost, 22 Real Cost) Running +6" (12" total) (Real Cost: 12) plus +1 SPD (Real Cost: 10) 1
    50 Ancient yet Eternal: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare 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 does not sleep) 0
    6 Heavy: Knockback Resistance -3" 0


    Skills
    3 Concealment 14-
    9 +3 with Martial Maneuvers
    3 Stealth 12-
    3 Tactics 14-
    3 Teamwork 12-
    3 Well Trained
    1 1) PS: Attack (2 Active Points) 11-
    1 2) PS: Find and Retrieve (2 Active Points) 11-
    1 3) PS: Herd (2 Active Points) 11-
    1 4) PS: Stop Attacking (2 Active Points) 11-
    1 5) PS: Subdue (2 Active Points) 11-


    Total Powers & Skill Cost: 271
    Total Cost: 349


    350+ Disadvantages
    15 Physical Limitation: Animal Intelligence Frequently, Greatly Impairing
    5 Physical Limitation: Large, up to twice human size (4m, or 2"; -2 DCV, +2 to PER Rolls to perceive) Infrequently, Slightly Impairing
    15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing
    15 Distinctive Features: Very large ruby eyed dog made of bronze (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    0 Experience Points

    Total Disadvantage Points: 349

    Character Sheet by Robert Dorf, 2006
    Last edited by OddHat; Jun 9th, '06 at 05:12 PM.
    Quote Originally Posted by Cancer View Post
    The thing is, you often can refute a position with 100% certainty. What you cannot do is make an ignoramus recognize it, especially when that ignoramus is parroting something he read or heard and has never really understood...
    Quote Originally Posted by OddHat
    People tend to estimate the limits of Human Achievement by looking in the mirror.
    My new diet and exercise page and podcast

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