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Else Earth: Lady Sunmane, WIP


Enforcer84

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One of the Five leaders of the Covenant of Five, Lady Sunmane is a Firemage and, equally important, a Fire Giant. I had her almost finished last night and shut down my work PC without saving. *sigh*. Background coming. 

 

Lady Sunmane

 

Val   Char   Cost    Roll     Notes

  55    STR      45      20-       Lift 51.2tons; 11d6 [5]

  16    DEX      12      12-       OCV:  8/DCV:  3

  25    CON     15      14-

  20    INT       10      13-       PER Roll 13-

  23    EGO      13      14-       ECV:  8 - 8

  35    PRE       25      16-       PRE Attack:  7d6

 

   8     OCV      25     

   3     DCV       0      

   8     OMCV  15     

   8     DMCV  15     

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

15+10             PD     8            Total:  15/25 PD (5/15 rPD)

15+10             ED     8            Total:  15/25 ED (5/15 rED)

  16    REC      12

  50    END       6

  25    BODY   15

  50    STUN   15      Total Characteristic Cost:  269

 

Movement:     Running:  36m/72m

                         Flight:  50m/200m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

                         Teleportation:  30m/60m

 

Cost   Powers                                                                                   END

158     Fire Magic:  Variable Power Pool (Magic Pool), 125 base + 100 control cost,  (175 Active Points); all slots Gestures (-¼), Incantations (-¼)                                                                         

0         1) Augment Flames:  Succor  Fire Powers 6d6, Reduced Endurance (½ END; +¼), any one Fire power at a time (+½), Ranged (+½) (81 Active Points); Gestures (-¼), Incantations (-¼) Real Cost: 54          3

0         2) Body Of Fire:  HKA 1d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½), Damage Shield (Offensive; +¾), Continuous (+1) (60 Active Points); Always On (-½), No STR Bonus (-½), Gestures (-¼), Incantations (-¼) Real Cost: 24                                                                                                   0

0         3) Brightfire Blast:  (Total: 80 Active Cost, 50 Real Cost) Blast 12d6 (60 Active Points); Gestures (-¼), Incantations (-¼) (Real Cost: 40) plus Sight Group Flash 4d6 (20 Active Points); Linked (Blast; -½), Gestures (-¼), Incantations (-¼) (Real Cost: 10) Real Cost: 50                                                               8

0         4) Brimstone Spear:  Blast 5d6, Area Of Effect (1m Radius; +¼), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing) or Taste/Smell Group Flash Defense; +1) (56 Active Points); OIF ((talismanic rings; -½), Gestures (-¼), Incantations (-¼) Real Cost: 28                                          6

0         5) Choking Smoke:  Blast 5d6, Area Of Effect (8m Radius; +½), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); All Or Nothing; +1) (62 Active Points); Does Not Work In High Winds Or Rain (-¼), Gestures (-¼), Incantations (-¼) Real Cost: 35                                                6

0         6) Extinguish Fire:  Dispel Fire 12d6, Fire/Heat Powers (+½) (54 Active Points); Gestures (-¼), Incantations (-¼) Real Cost: 36                                                                                                   5

0         7) Fire Blast:  Killing Attack - Ranged 3d6+1 (50 Active Points); Gestures (-¼), Incantations (-¼) Real Cost: 33  5

0         8) Firestorm:  RKA 2d6, Personal Immunity (+¼), Constant (+½), Area Of Effect (16m Radius; +¾) (75 Active Points); No Range (-½), Gestures (-¼), Incantations (-¼) Real Cost: 37 7

0         9) Flashfire:  Sight Group Flash 8d6 (40 Active Points); Gestures (-¼), Incantations (-¼) Real Cost: 27  4

0         10) Frost Bolt:  Blast 16d6 (80 Active Points); Gestures (-¼), Incantations (-¼) Real Cost: 53   8

0         11) Hellfire Prison:  RKA 3d6-1, Area Of Effect (1m Radius; +¼), Constant (+½), Reduced Endurance (0 END; +½) (90 Active Points); Targets Only Take Damage If They Touch Cage Or Move Into/Out Of The Affected Area (-½), Gestures (-¼), Incantations (-¼) Real Cost: 45                                          0

0         12) Obscuring Smoke:  Change Environment (-4 to Sight Group PER Rolls), Area Of Effect (8m Radius; +½) (18 Active Points); Does Not Work In High Winds Or Rain (-¼), Gestures (-¼), Incantations (-¼) Real Cost: 10     2

0         13) Pathways of the Gods:  Teleportation 30m, MegaScale (1m = 1 km; +1) (60 Active Points); Gestures (-¼), Incantations (-¼) Real Cost: 40                                                                        6

0         14) Quell Flames:  Drain Fire Powers 5d6, Reduced Endurance (½ END; +¼), any one Fire power at a time (+½) (87 Active Points); Gestures (-¼), Incantations (-¼) Real Cost: 58       3

0         15) Smoke Cloud:  Darkness to Sight Group 8m radius (40 Active Points); Does Not Work In High Winds Or Rain (-¼), Gestures (-¼), Incantations (-¼) Real Cost: 23                      4

0         16) Wings Of Fire:  Flight 30m, x4 Noncombat (35 Active Points); Restrainable (-½), Gestures (-¼), Incantations (-¼), Leaves A Trail (-0) Real Cost: 17                                              3

50       Fist of Surtur:  Multipower, 75-point reserve,  (75 Active Points); all slots Restrainable (-½)   

3f        1)  Crushing Blow:  Killing Attack - Hand-To-Hand 3d6 (5d6+1 w/STR), Affects Desolidified Any form of Desolidification (+½) (67 Active Points); Increased Endurance Cost (x2 END; -½), Restrainable (-½)   14

4f        2)  Flame Wave:  Killing Attack - Ranged 2d6+1, Reduced Endurance (½ END; +¼), Area Of Effect (12m Long, 3m Tall, 2m Wide Line; +½) (61 Active Points); Restrainable (-½)          2

2f        3)  Smashing Blow:  Hand-To-Hand Attack +5d6, Affects Desolidified Any form of Desolidification (+½) (37 Active Points); Restrainable (-½), Hand-To-Hand Attack (-¼)       4

 

53       Personal Magics:  Variable Power Pool (Magic Pool), 40 base + 40 control cost,  (60 Active Points); all slots Incantations (-¼), Gestures (-¼)                                                                       

0         1) Assume Human Appareance:  Shape Shift  (Sight, Hearing, Smell/Taste and Touch Groups), Costs END Only To Change Shape (+¼) (25 Active Points); Incantations (-¼), Gestures (-¼) Real Cost: 17              2

0         2) Assume Human Size:  Shrinking (1.75 m tall, 100 kg mass, -4 PER Rolls to perceive character, +4 DCV, takes +12m KB), Costs Endurance Only To Activate (+¼) (15 Active Points); Incantations (-¼), Gestures (-¼) Real Cost: 10         1

0         3) Charm:  Mind Control 8d6 (Human class of minds) (40 Active Points); Set Effect ("I'm your Best Friend"; -½), Gestures (-¼), Incantations (-¼) Real Cost: 20                                       4

 

           Fire Giant                                                                                       

15       1)  Body Of Fire:  Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Fire Rare attack (-1)                                                                                                       0

12       2)  Flame Immunity:  Damage Negation (-5 DCs Energy) (25 Active Points); Only Works Against Fire/Heat Rare attack (-1)                                                                                                       0

14       3)  Giant Swings:  Area Of Effect (2m Radius; +¼) for up to 55 Active Points of Strength (14 Active Points)        1

12       4)  Heavy:  Knockback Resistance -12m                                 0

24       5)  Long Legs:  Running +24m (36m total)                              2

2         6)  Reach:  Stretching 2m, Reduced Endurance (0 END; +½) (3 Active Points); Always Direct (-¼), No Noncombat Stretching (-¼), No Velocity Damage (-¼)                              0

5         7)  Thermal Vision:  IR Perception (Sight Group)                  0

7         8)  Toughness:  +5 ED, Resistant (+½) (7 Active Points)      

7         9)  Toughness:  +5 PD, Resistant (+½) (7 Active Points)      

 

           Personal Magics                                                                          

15       1)  Brass Tower of the Mind:  Mental Defense (15 points total)       0

15       2)  Esoteric Defenses:  Power Defense (15 points)                0

45       3)  Mana Reserves:  Endurance Reserve  (150 END, 15 REC) Reserve:  (48 Active Points); REC:  (10 Active Points); Personal REC (-½)                                                                       0

 

           Trinkets                                                                                         

27       1)  Brass Armor:  Resistant Protection (10 PD/10 ED) (Protect Carried Items) (40 Active Points); OIF (-½)             0

6         2)  Master's Gloves:  +4 with Weaponsmith (8 Active Points); IIF (-¼)         

17       3)  Winged Boots:  Flight 20m, Position Shift (25 Active Points); OIF (-½)     2

 

           Perks

11       Horde:  Money:  Filthy Rich

45       Lesser Minions:  Follower

50       Minions:  Follower

65       Lieutenants:  Follower

50       Volcanic Base:  Vehicles & Bases

 

           Talents

6         Smouldering Beauty:  +2/+2d6 Striking Appearance (vs. all characters)

 

           Skills

10       +1 with All Attacks

8         +1 with Ranged Combat

3         Analyze:  Magic 13-

3         Animal Handler 16-

3         Bureaucratics 16-

3         Charm 16-

3         Cryptography 13-

3         Deduction 13-

23       Fire Magic 23-

3         Gambling 13-

3         High Society 16-

5         Inventor 14-

3         Jack of All Trades

2         1)  PS: Armorsmith (3 Active Points) 13-

1         2)  PS: Blacksmith (2 Active Points) 11-

2         3)  PS: Chef (3 Active Points) 13-

3         Linguist

1         1)  Language:  Dwarvish, Asardian Dialect (basic conversation)

2         2)  Language:  Elvish, Asgardian Dialect (completely fluent) (3 Active Points)

2         3)  Language:  English (completely fluent) (3 Active Points)

0         4)  Language:  Giant (Fire Giant Dialect) (idiomatic) (4 Active Points)

1         5)  Language:  Norwegian (completely fluent) (3 Active Points)

3         6)  Language:  Old Norse (idiomatic) (4 Active Points)

3         Oratory 16-

3         Paramedics (Healing) 13-

3         Persuasion 16-

3         Riding 12-

3         SS:  Alchemy 13-

2         SS:  Metallurgy 11-

3         Scholar

3         1)  KS: Arcane And Occult Lore (4 Active Points) 14-

2         2)  KS: Artifacts and Relics (3 Active Points) 13-

1         3)  KS: Asgardian Folklore and Mythology (2 Active Points) 11-

1         4)  KS: Fire Magic (2 Active Points) 11-

1         5)  KS: Herbalism (2 Active Points) 11-

1         6)  KS: The Metahuman World (2 Active Points) 11-

2         7)  KS: The Mystic World (3 Active Points) 13-

3         Streetwise 16-

3         Trading 16-

3         Traveler

1         1)  AK: Asgard (2 Active Points) 11-

2         2)  CK: Surtheim (3 Active Points) 13-

1         3)  CuK: Dwarves of New Asgard (2 Active Points) 11-

1         4)  CuK: Elves of New Asgard (2 Active Points) 11-

2         5)  CuK: Fire Giants of Asgard (3 Active Points) 13-

1         6)  CuK: Frost Giants of Asgard (2 Active Points) 11-

7         WFs:  Common Melee Weapons, Common Missile Weapons, Siege Engines, Boomerangs and Throwing Clubs

3         Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 13-

 

Total Powers & Skill Cost:  868

Total Cost:  1137

 

400+ Matching Complications

15       Hunted:  Heroic Magicians Infrequently (As Pow; NCI; Harshly Punish)

20       Physical Limitation:  Enormous, up to four times human size (8m, or 2.1-4"; -4 DCV, +4 to PER Rolls to perceive) Frequently, Greatly Impairing

15       Psychological Complication:  Vain (Very Common; Moderate)

10       Social Complication:  Subject to Orders Infrequently, Major

5         Unluck: 1d6

5         Vulnerability:  1 ½ x BODY Water Attacks (Uncommon)

5         Vulnerability:  1 ½ x STUN Water Attacks (Uncommon)

737     Experience Points

 

Total Complications Points:  1137

 

Background/History: A renegade fire giant magician from New Asgard, Sunnvir is one part warrior maiden, one part fiery engine of destruction, and on e part gracious negotiator. T

 

Personality/Motivation: A schemer and a manipulator, wrapped in a 23 foot tall 7 ton fire mage. Sunnvir is not to be taken lightly; doing so will set her against you and that's a bad thing. Her time in Midgard has been very entertaining, she finds modern life fascinating and at least one of her Lieutenants is a native and in charge of keeping her abreast of politics and technology. She is mildly amused by the rest of the Covenant, respecting them for their power but amused at their chaotic and contrary aims and goals. For her there is only the acclimation of power and resources to aid her grandfather's resurrection. 

 

Quote: To defy me is to die. 

 

Powers/Tactics: 

 

Campaign Use: Unbeknownst to the rest of the Covenant she serves a master of her own - Khur-Loki who is her grandsire and can command her even against her will. 

 

Appearance:  Tall even for her kind, Sunnvir is twenty three feet tall and weighs a little north of seven tons; she has a healthy, rugged physique, skin the color of molten steel, hair of gold and eyes red with fire. She wears enchanted brass armor (breastplate, spaulders, thigh and knee guards) over blackened chain links that bear glowing red runes, a dusty gray cloak, fine black leather gloves with golden threaded designs. Her hair hangs down her back and his braided and then  bound with black leather straps. She wears golden jewelry set with red stones.

 

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Giantesses are cool.  As a youth I read Baum's series of Oz books and one of the most memorable villains was Mrs. Yoop, a giantess and sorceress who seemed much more terrifying than a typical brutish giant due to her being beautiful and charming on the surface.  This only served to better conceal her cold, manipulative, calculating and completely self-serving nature.  Distant relatives, maybe?

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