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The Five


OddHat

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A brief explanation:

 

The Five are a group of 350 point villains that will play a part in an upcoming convention game. They are presented here for use in your own games. The Five are well enough balanced for the game in which they will appear, but may need adjustment to fit into a Standard Supers game.

 

The characters are roughly an Evil Occult version of the Avengers, with other influences.

 

Characters in this thread:

BONYENNE MAII- Pual Bunyan meets Giant Man. The Cultural Hero.

The Blue Ox - Paul's animal companion.

 

YEMOS- Death meets the Vision. The God of the Underworld.

 

DOOMSAYER - DR. SEPPO ILMARINEN- God of the Sky meets Iron Man. Skygod and Worldsmith, strongly inspired by Ilmarinen from Finnish myth.

Doomsayer's Brass Man Armor-350 Armor as Vehicle

Doomayer's Bronze Hounds- 350 point robot dogs

Doomsayer's Anomaly Engine- 350 point Mystic Computer.

Doomsayer's Chariot of Flame and Iron-350 point Super Vehicle, Chariot of the Gods.

Doomsayer's Gold Wife-350 point Robot Brick, a tribute to Jocasta of the Avengers and to the Gold Wife of the mythical Ilmarinen.

 

PARVATI-The Maiden aspect of the Triple Goddess meets the Scarlet Witch. The Great Goddess.

 

TUIREANN- A Clockwork Orange and Trainspotting meet Thor. A mix of the Irish, Finnish and Proto Indo European Thunder Gods.

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Re: The Five

 

We are more than the Four, yet less than the Six.

 

We are the Three merged with the Two.

 

We possess quintuple the power of the One.

 

Yet we are half as numerous as the Ten.

 

But when we come together we are like unto a Clenched Fist

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Re: The Five

 

The Cultural Hero

 

BONYENNE MAII

 

Val Char Cost Roll Notes

20+50 STR 10 13- / 23- Lift 400.0kg/409.6tons; 4d6/14d6 [2/7]

17 DEX 21 12- OCV: 6/DCV: 6

18 CON 16 13-

13+10 BODY 6 12- / 14-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV: 3

13 PRE 3 17- PRE Attack: 7 ½d6

8 COM -1 11-

 

8+8 PD 4 Total: 8/16 PD (0/8 rPD)

8+8 ED 4 Total: 8/16 ED (0/8 rED)

4 SPD 13 Phases: 3, 6, 9, 12

8 REC 0

36 END 0

32+10 STUN 0 Total Characteristic Cost: 76

 

Movement: Running: 6"/12"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

50 Bonyenne: Growth (+50 STR, +10 BODY, +10 STUN, -10" KB, 151,552 kg, -6 DCV, +6 PER Rolls to perceive character, 20.1 m tall, 10 m wide), Costs END Only To Activate (+¼) (62 Active Points); Restrainable (Only by means other than Grabs and Entangles; -¼) 5

40 So big a forest fire was like a candle's flame: Energy Damage Reduction, Resistant, 75% (60 Active Points); Linked (Bonyenne; Lesser Power can only be used when character uses greater Power at full value; Greater Power is Constant or in use most or all of the time; -½)

40 So big an avalanche was like a gentle rain: Physical Damage Reduction, Resistant, 75% (60 Active Points); Linked (Bonyenne; Lesser Power can only be used when character uses greater Power at full value; Greater Power is Constant or in use most or all of the time; -½)

17 As big a man as the country of his birth: +25 PRE (25 Active Points); Linked (Bonyenne; -½)

20 Skin thicker than bear's hide: Armor (8 PD/8 ED), Hardened (+¼) (30 Active Points); Linked (Bonyenne; Lesser Power can only be used when character uses greater Power at full value; Greater Power is Constant or in use most or all of the time; -½)

27 Fists big as barrels: +8 with HTH Combat (40 Active Points); Linked (Bonyenne; Greater Power is Constant or in use most or all of the time; Lesser Power can only be used when character uses greater Power at full value; -½)

Notes: Useful for multiple brick tricks, especially sweeps

30 He had a great blue Ox: Summon 350-point creatures, Loyal (+½) (105 Active Points); 1 Charge (-2), Concentration (0 DCV; -½) [1]

22 Axe blade forged from a fallen star: Killing Attack - Hand-To-Hand 3d6 (4d6+1 / 6d6 w/STR), Reduced Endurance (½ END; +¼) (56 Active Points); OAF Unbreakable (Gigantic Axe; -1), Linked (Bonyenne; -½) 2

Notes: This crude, ancient axe seems halfway between a Native American style tomahawk and an Icelandic hatchet. Anthropologists and historians would find it decidedly odd.

9 Eternal as the land itself: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +½), Persistent (+½) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼), Self Only (-½), Linked (Bonyenne; -½)

 

Skills

3 Survival 11-

1 PS: Activist 8-

0 Language: English (idiomatic; literate) (5 Active Points)

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

2 Language: Lenape (fluent conversation)

3 Oratory 17-

3 Tactics 11-

3 Teamwork 12-

2 AK: Forests of North America 11-

 

Total Powers & Skill Cost: 274

Total Cost: 350

 

200+ Disadvantages

20 Psychological Limitation: Total Loyalty to Yggdrasil (Common, Total)

10 Psychological Limitation: Fondness for cruel, crude practical jokes (Common, Moderate)

15 Psychological Limitation: Loves and longs for Parvati (Common, Strong)

5 Psychological Limitation: Environmentalist (Uncommon, Moderate)

20 Enraged: In Combat (Common), go 11-, recover 11-

15 Social Limitation: Secret ID: Paul Nelson Blackfeather, environmental activist (Frequently, Major)

10 Distinctive Features: Yellow, inhuman eyes (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Distinctive Features: Powerful extradimensional magical aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)

50 Experience Points

 

Total Disadvantage Points: 350

 

Background/History:

Paul dreamed.

 

There was a cave, a cave of wood and earth. A scent of mold and moss and musk, the stench of death and new life. A man with laughing yellow eyes and sharp, sharp teeth. An axe.

 

Paul woke holding the Axe, and knowing his new name.

 

The gods hated Paul Nelson Blackfeather, and growing up on the Munsee-Delaware Reservation in Ontario, he always knew it. In constant trouble with both his fellow tribesman and the local law, Paul found peace only when alone in places as far from other men as he could find.

 

As an adult Paul's temper prevented him from finding steady work. He became an Environmental Activist almost by default, finally falling in with a group of men and women who seemed to understand him. He discovered a talent for oratory and leadership that he'd never known he had.

 

The Axe changed everything. It gave him power beyond anything he could have imagined. It taught him his new purpose, and of Yggdrasil. It led him to his new brothers, and to Prithvi, his new love. With the Axe, Paul would no longer be merely a man. He would become a legend.

 

Personality/Motivation: Paul is still the angry young man he was before the axe. He enjoys crude practical jokes, time alone in forests or woodlands, and the little attention Parvati can spare for him. His natural leadership qualities have only started to emerge.

 

Quote: You can't escape my Axe, little man!

 

Powers/Tactics: As Paul Blackfeather, Paul is big, tough, but not much more than a well spoken thug. As Bonyenne Maii, he becomes a slow but absolutely deadly foe. He'll use his massive size to sweep attack multiple foes and destroy large structures, often following with a PRE attack. He's easy enough to hurt, but hard to put down with anything short of military grade hardware. He is however vulnerable to Ego based powers.

 

Bonyenne's Ox is little more than a huge, deadly animal. It has been killed more than once, only to return.

 

Bonyenne has a hidden weakness. To take his full size and powers, he must hold his axe.

 

Campaign Use: The cultural hero and trickster, Giant Man, Captain America, Paul Bunyan, Coyote. Within the Five, Bonyenne serves as unoficial combat leader, and as a primary distraction for the players. With his astonishingly deadly axe, he can also serve as a PC killer.

 

Appearance: As Paul, a very large brown skinned man with strange yellow eyes. Often wears sunglasses and simple denim clothing. Clean shaven.

 

As Bonyenne, over sixty feet tall, wears animal hide breaches and jacket, holds a strange, massive, one handed axe.

 

Character by Robert Dorf, 2006

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Re: The Five

 

The loyal beast.

 

BLUE OX

Val Char Cost Roll Notes

80 STR 25 25- Lift 1.6ktons; 16d6; [7]

14 DEX 12 12- OCV 5 DCV 5

38 CON 56 17-

31 BODY 24 15-

8 INT -2 11- PER Roll 12-

5 EGO -10 10- ECV: 2

30 PRE 5 15- PRE Attack: 6d6

8 COM -1 11-

 

20 PD 0 Total: 20 PD (16 rPD)

21 ED 0 Total: 21 ED (16 rED)

4 SPD 16 Phases: 3, 6, 9, 12

24 REC 0

76 END 0

91 STUN 0 Total Characteristic Cost: 125

 

 

Movement: Running: 25" / 50"

Swimming: 2" / 4"

Leaping: 16" / 32"

 

Cost Powers END

12 Tough Skin: Damage Resistance (12 PD/12 ED) 0

3 Heightened Senses: +1 PER with All Sense Groups 0

3 Horns: Armor (4 PD/4 ED) (12 Active Points); Only Protects Location 3 (-3) 0

Huge

45 1) Greater Strength: +45 STR 4

18 2) Greater Mass: +9 BODY

28 3) Heavy: Knockback Resistance -14" 0

15 4) More Impressive: +15 PRE

38 5) Long Legs: Running +19" (25" total) 4

9 6) Tougher: +9 ED

17 7) Reach: Stretching 4", Reduced Endurance (0 END; +1/2) (30 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 0

Battle Trained

2 1) PS: Attack 11-

2 2) PS: Stop Attacking 11-

2 3) Combat-Acclimated: +5 PRE (5 Active Points); Only To Protect Against Presence Attacks (-1)

1 4) Understanding: Language: English (Basic Conversation) Note: The animal can only understand speech, not speak back, though it may find other ways to communicate.

 

 

Skills

30 +6 with HTH Combat

 

 

Total Powers & Skill Cost: 225

Total Cost: 350

 

75+ Disadvantages

15 Physical Limitation: Animal Intelligence Frequently, Greatly Impairing

5 Physical Limitation: Reduced Leap, can only leap half as far as STR indicates Infrequently, Slightly Impairing

15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing

15 Psychological Limitation: Loyal to Master Common, Strong

15 Physical Limitation: Huge, up to eight times human size (16m, or 4.1-8"; -6 DCV, +6 to PER Rolls to perceive) Frequently, Greatly Impairing

210 Experience Points

 

Total Disadvantage Points: 350

 

Background/History: Unknown

 

Personality/Motivation: Loyal, calm, obedient, a deadly foe.

 

Appearance: Huge blue Ox, over thirty feet high at the shoulder, weighing many tons.

 

Character by Robert Dorf, 2006

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Re: The Five

 

I like that you gave him additional HTH levels for his big hands instead of AE on his strength. I never liked the construct much...

 

Thanks. It also helps simulate a slightly wider range of tricks that a huge character should be able to manage.

 

The other four should be up over the next few days.

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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

 

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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?)

 

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.

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Re: The Five

 

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! :thumbup:

 

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.)

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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.

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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

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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

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Re: The Five

 

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.

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