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The Five


OddHat

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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?)

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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?)

 

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.

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Re: The Five

 

Great Job :thumbup: :thumbup:

 

Hope we get to playtest against them somemore :D

(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. ;)

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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

 

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Re: The Five

 

The Doomsayer's Anomaly Engine

 

THE ANOMALY ENGINE

Val Char Cost Notes

43 INT 33 18- PER Roll 18-

20 DEX 30 13- OCV 7 DCV 7

5 SPD 20 Phases: 3, 5, 8, 10, 12

Total Characteristic Cost: 83

 

Cost Powers END

18 Armored Casing: Armor (6 PD/6 ED) 0

12 Communications: HRRP (Radio Group) 0

24 Akashic Network Link: Mind Link , Any Willing Machine Mind, Any distance, No LOS Needed; Affected As Radio Group, Not As Mental Group (-1/4) 0

5 Shielding: Power Defense (5 points) 0

5 Shielding: Radio Group Flash Defense (5 points) 0

10 Shielding: Mental Defense (10 points total) 0

57 Anomaly Crystal: Detect Magic, Auras and Spiritual Energy 18- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Perceive into "neighboring" dimensions, Range, Targeting, Tracking, Transmit 0

25 Oracle Circuit: Precognitive Clairsentience (Sight Group), Rapid: x100,000, Reduced Endurance (0 END; +1/2) (82 Active Points); Precognition Only (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Vague and Unclear (-1/2) Note: By analyzing fractal reality through the power of the Anomaly Crystal, the Oracle Circuit is able to reliably provide an indication of the most probable future. 0

 

 

Talents

3 Absolute Time Sense

5 Eidetic Memory

3 Lightning Calculator

3 Bump Of Direction

1 Program: Find Open Network Port

1 Program: Diagnose Malfunctions

1 Program: Engage/Operate Computer Security

1 Program: Scan And Enter Data

1 Program: Make Prediction based on available data

1 Program: Hack Into System

1 Program: Scan Aura and Consult Database To Determine If User Is Authorized

1 Program: Scramble/Unscramble Transmissions/Receptions

1 Program: Search Reference Material For Information On A Topic

1 Program: Send/Receive Data

 

 

Skills

3 Computer Programming 18-

3 Security Systems 18-

3 Systems Operation 18-

3 Criminology 18-

3 Cryptography 18-

3 Electronics 18-

3 Forensic Medicine 18-

3 Deduction 18-

10 AK: Earth 25-

5 AK: Alternate Worlds and Dimensions 20-

3 KS: Archived Recent News 18-

3 KS: Current News 18-

3 KS: The Mystic World 18-

3 KS: Supernatural Beings 18-

3 KS: The Metahuman World 18-

3 KS: Conspiracy Theories 18-

3 KS: World History And Politics 18-

3 KS: World Militaries And Military Equipment 18-

3 KS: Corporate World 18-

3 KS: Conspiracy Theories 18-

3 Language: English (completely fluent)

3 SS: Computer Science 18-

3 SS: Astrology 18-

5 SS: Hermetic Magic 20-

3 SS: Physics 18-

 

 

Total Powers & Skill Cost: 266

Total Cost: 349

 

350+ Disadvantages

15 Distinctive Features: A snow-globe like object filled with tiny, impossibly intricate clockwork and gems (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: 349

 

Background: Inspired by a brief encounter with the Sorcerer-Scientist Doctor Anomaly, the Doomsayer designed the Anomaly Engine to combine the best of the modern pocket computer and traditional oracular devices. The result was a very nearly sentient machine that serves as a remarkably complete and portable occult library, hacking tool, and arcane detection and analysis laboratory.

 

While the Doomsayer freely admits his inspiration for the device and professes his admiration for the good Doctor, he has not thus far offered to pay licensing fees for those aspects of Doctor Anomaly’s own brand on techno-sorcery that have been incorporated into the device.

 

Character Sheet by Robert Dorf, 2006

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Re: The Five

 

The Doomsayer's Anomaly Engine

While I am somewhat flattered by this, I must admit that I'm also rather concerned. During our admittedly brief encounter, we did discuss the fusing of science and magic, and in specific some of my own ventures into information manipulation using such devices. What he seems to have forgotten, or willfully overlooked, were my warnings concerning using such fusions for complex computational devices or tasks. It has been my unfortunate experience that such devices, even if constructed as non-sentient to begin with, achieve sentience in relatively short order and invariably "go rogue." The apparent cause of this, as much as I have been able to reconstruct after the fact, is that such devices reach a sort of "critical mass" of information overload. When the device is purely technological, such a glut either means the machine has reached the limits of its capacity or it undergoes a system failure from overload. By combining the mechanism with magic, and using analog instead of digital frameworks (as he has clearly done... the clockwork parts of the device bear this out), such a device gains a certain extra "edge" in flexibility that purely mechanical devices do not have. This allows the device to continue to function despite the overload and error conditions, but it begins to function in an erratic fashion, and the learning algorithms, when attempting to deal with this, seem to spontaneously manifest a self-awareness... in EVERY case. My own attempts to date to install proper safeguards to prevent this in a science/magic fusion computer have uniformly failed to meet with success.

 

I'll be keeping an eye on the situation, as I strongly suspect that in the near future this device WILL become self-aware, and will have to be dealt with. Just HOW it will have to be dealt with remains to be seen... some of them I have created desired only a departure from this world or this plane of existence... others required, ah, sterner measures.

 

Perhaps the most troubling thing of all is that in examining the computational capacity of the "Anomaly Engine", it seems as though its capacity and effective IQ is identical to my own, which hints that Doomsayer may have found a way to duplicate more than just my ideas and principles in this device of his...

 

 

 

(OOC: The "Anomaly Engine" has an INT of 43... and, as it happens, so does Dr. Anomaly!!! Spooky stuff...)

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Re: The Five

 

While I am somewhat flattered by this' date=' I must admit that I'm also rather concerned. During our admittedly brief encounter, we did discuss the fusing of science and magic, and in specific some of my own ventures into information manipulation using such devices. What he seems to have forgotten, or willfully overlooked, were my warnings concerning using such fusions for complex computational devices or tasks. It has been my unfortunate experience that such devices, even if constructed as non-sentient to begin with, achieve sentience in relatively short order and invariably "go rogue."[/quote']

 

Side Effect: blowing Mad Science skill roll "will instead create an Evil version of the creature". ;)

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Re: The Five

 

Doomsayer's Chariot of Flame and Iron

CHARIOT OF FLAME AND IRON

Val Char Cost Notes

3 Size 15 Length 2", Width 1", Area 2" Mass 800 kg KB -3

35 STR 10 Lift 3200.0kg; 7d6

20 DEX 30 OCV 7 DCV 5

15 BODY 2

17 DEF 0

4 SPD 10 Phases: 3, 6, 9, 12

Total Characteristic Cost: 53

 

Movement: Flight: 19" / 1216"

 

Cost Powers END

45 +15 DEF, Hardened (x2; +1/2) (67 Active Points); Coverage does not protect passengers (-1/2)

122 Path of the Sun: Flight 19", Position Shift, x64 Noncombat, No Turn Mode (+1/4), Noncombat acceleration/deceleration (+1) (153 Active Points); Visible (Glows very brightly, easy to spot and trail; -1/4) 0

19 Solar Aura: 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

83 Solar Crossbow: Killing Attack - Ranged 6d6, No Range Modifier (+1/2), Area Of Effect Accurate (One Hex; +1/2), Armor Piercing (x2; +1) (270 Active Points); OAF Bulky (Mounted Golden Crossbow; -1 1/2), 4 clips of 4 Charges (Sun Bolts; -1/2), Limited Arc Of Fire (180 degrees; -1/4) [4]

 

 

Talents

3 Arcane Map: Bump Of Direction

 

 

Skills

15 Arcane Map: Navigation (Air, Space) 15-

10 Highly Maneuverable: +2 with Ranged Combat

 

 

Total Powers & Skill Cost: 297

Total Cost: 350

 

350+ Disadvantages

15 Distinctive Features: Huge broze and iron chariot, shines like the sun (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

0 Experience Points

 

Total Disadvantage Points: 350

 

Character Sheet by Robert Dorf, 2006

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Re: The Five

 

Just keeps getting better.

Course, We'll crush them. :)

 

Well, outside of the context of the Convention game where they will be used, they are only 350 point characters.

 

At the Con game in question, these guys are the appetizer.

 

Ok, you will in fact probably crush them. :(

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Re: The Five

 

The Doomsayer's Gold Wife

 

THE GOLD WIFE

Val Char Cost Roll Notes

60 STR 50 21- Lift 102.4tons; 12d6; [6]

23 DEX 39 14- OCV 8 DCV 8

23 CON 26 14-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

0 EGO 0 9- ECV: 0

10 PRE 0 11- PRE Attack: 2d6

14 COM 2 12-

 

12/20 PD 0 Total: 12/20 PD (0/8 rPD)

7/15 ED 2 Total: 7/15 ED (0/8 rED)

4 SPD 7 Phases: 3, 6, 9, 12

17 REC 0

46 END 0

52 STUN 0 Total Characteristic Cost: 132

 

 

Movement: Running: 6" / 12"

Leaping: 12" / 24"

 

Cost Powers END

Robotic Body

30 1) Skin of Bronze: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points) 0

80 2) Free from Pain: (Total: 120 Active Cost, 80 Real Cost) Physical Damage Reduction, Resistant, 75% (60 Active Points); STUN Only (-1/2) (Real Cost: 40) plus Energy Damage Reduction, Resistant, 75% (60 Active Points); STUN Only (-1/2) (Real Cost: 40) 0

42 3) Well Designed: Life Support (Eating: Character "eats" replacement parts and chemicals after taking damage or an average of once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: 200 Years; 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 requires roughly one hour per day maintenance down time) 0

8 4) Computer Brain: (Total: 8 Active Cost, 8 Real Cost) Eidetic Memory (Real Cost: 5) plus Lightning Calculator (Real Cost: 3) 0

5 5) Shielded: Power Defense (5 points) 0

27 6) Sensors: High Range Radio Perception (Radio Group), Discriminatory, Targeting 0

 

 

Skills

1 Feign Emotion: Acting 8-

2 KS: Doctor Anna Fitzwilliam's Life and Experiences 11-

3 Acrobatics 14-

3 Breakfall 14-

4 Language: English (completely fluent; literate) Note: May accept any commands that match the Doomsayer's voice print

3 Jack of All Trades

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

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

1 3) PS: Defend (2 Active Points) 11-

1 4) PS: Monitor Own Condition (2 Active Points) 11-

1 5) PS: Perform Basic Household Tasks (2 Active Points) 11-

1 6) PS: Recover (2 Active Points) 11-

1 7) PS: Resolve Protocol Conflicts (2 Active Points) 11-

1 8) PS: Stop Attacking (2 Active Points) 11-

2 9) PS: Voiceprint Identification (3 Active Points) 13-

 

 

Total Powers & Skill Cost: 218

Total Cost: 350

 

200+ Disadvantages

5 Physical Limitation: Machine Class of Mind, effective EGO 18 vs Cyberkinesis (Infrequently, Slightly Impairing)

15 Distinctive Features: Woman made entirely of Gold and Silver, no body heat (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Physical Limitation: Protocols: Obey Ilmarinen, Protect Ilmarinen, Complete Assigned Task, Protect Self (All the Time, Greatly Impairing)

110 Experience Points

 

Total Disadvantage Points: 350

 

"Have no longing for the morning,

And the evening is unwelcome;

Have no pleasure in the future,

All my pleasures gone forever,

With my faithful life-companion

Slaughtered by the hand of witchcraft!

Often will my heart-strings quiver

When I rest within my chamber,

When I wake at dreamy midnight,

Half-unconscious, vainly searching

For my noble wife departed."

-The Kalevala, Rune 27

 

I am not my namesake, and yet we share this pain. Now I repeat history, seeking solace through a Wife of Gold.

 

Truly, great Yggdrasil, I know not why you chose me.

 

- Doctor Seppo Ilmarinen, the Doomsayer

 

A tribute to Jocasta of the Avengers, and to the original myth of Ilmarinen

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Re: The Five

 

These are awesome!

 

Thanks.

 

Almost done. Only the Thor tribute and the Scarlet Witch tribute to go.

 

as an aside, what do you think of my massively overpowered "True Olympian Pantheon"?

 

A fantastic group for a Very High Powered modern or Galactic Champions campaign. The back stories are excellent, and the links between the characters as well. I'll comment further in the thread. :)

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Re: The Five

 

I was thinking (a dangerous pastime, I know :D ) about using your Bonyenn Maii as a kind of flavor for a giant hero--depending on the main ethnicy of the person who claims it, they turn into a variation of Bonyenn that has inspired legends of that individual. Basically, taking the "Paul Bunyan" aspect and streching it out further--I was thinking quite possibly using the blue ox summons as an ideal "alternate" power swap to use.

 

Given the major ethnic groups (European, Native American, African, Arabic, and Asiatic,) I would identify a possible "cultural hero" that best fits Bonyenn Maii, and make a power that befits that variation to replace the summons, doing this for each group.

 

So far I've chosen Bunyan (default,) The Wild Spirit, and Enki (as the Sumerians became the Arabic subgroup today.) I'll have to rummage through the Asian Besitary for links to a possible Asiatic individual, and some deep foraging will need to be done to find an African hero to fit.

 

What's your opinion?

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Re: The Five

 

I was thinking (a dangerous pastime, I know :D ) about using your Bonyenn Maii as a kind of flavor for a giant hero--depending on the main ethnicy of the person who claims it, they turn into a variation of Bonyenn that has inspired legends of that individual. Basically, taking the "Paul Bunyan" aspect and streching it out further--I was thinking quite possibly using the blue ox summons as an ideal "alternate" power swap to use.

 

Given the major ethnic groups (European, Native American, African, Arabic, and Asiatic,) I would identify a possible "cultural hero" that best fits Bonyenn Maii, and make a power that befits that variation to replace the summons, doing this for each group.

 

So far I've chosen Bunyan (default,) The Wild Spirit, and Enki (as the Sumerians became the Arabic subgroup today.) I'll have to rummage through the Asian Besitary for links to a possible Asiatic individual, and some deep foraging will need to be done to find an African hero to fit.

 

What's your opinion?

 

Great idea. :)

 

The character was designed to fit the cultural hero archetype, with a mixture in this case of Paul Bunyan (Paul Bonjean, Paul Bonyenne) and Coyote (Sk'elep) in his Cultural Hero aspect.

 

All of the Five are item dependant in one way or another. This makes it easy for the GM to transfer the Super identity from one NPC to another. So, one NPC with the Axe might be Bonyenne Maii, another might become Herakles (the Axe becoming a Club), another becoming Marduk (Axe becomes a mace), etc. The tough part is in deciding who is actually behind the Axe, and what he has in mind for its weilder.

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Re: The Five

 

The Great Goddess

PARVATI (PARI SRIVAS)

Val Char Cost Roll Notes

18 STR 3 13- Lift 303.1kg; 3 1/2d6; [4]

29 DEX 12 15- OCV 10 DCV 10

18 CON 6 13-

15 BODY 0 12-

13 INT 3 12- PER Roll 12-

29 EGO 8 15- ECV: 10

25 PRE 5 14- PRE Attack: 5d6

24 COM 2 14-

 

4/24 PD 0 Total: 4/24 PD (2/22 rPD)

4/24 ED 0 Total: 4/24 ED (2/22 rED)

6 SPD 1 Phases: 2, 4, 6, 8, 10, 12

8 REC 0

36 END 0

35 STUN 0 Total Characteristic Cost: 40

 

 

Movement: Running: 6" / 12"

Swimming: 2" / 4"

Leaping: 3 1/2"

Flight: 7" / 14"

 

Cost Powers END

Sadhana, all slots Only In Heroic Identity (-1/4) Note: Assuming the form of Parvati requires Pari to hold the Devi Mandala in both hands and recite Devi's mantra. The Mandala takes the form of a golden disk roughly 10 cm in diameter, engraved with images of Hindu goddesses.

51 1) To Endure Pain: (Total: 90 Active Cost, 51 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 17) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 17) plus Armor (10 PD/10 ED) (30 Active Points); Limited Power Power loses about a third of its effectiveness (First point of BODY always gets through; -1/2), Only In Heroic Identity (-1/4) (Real Cost: 17) 0

52 2) Laghima: (Total: 65 Active Cost, 52 Real Cost) +15 DEX (45 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 36) plus +2 SPD (20 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 16) 0

24 3) Garima: (Total: 29 Active Cost, 24 Real Cost) +5 STR (5 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 4) plus +5 CON (10 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 8) plus +5 BODY (10 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 8) plus Knockback Resistance -1"; Only In Heroic Identity (-1/4) (Real Cost: 2) plus Damage Resistance (2 PD/2 ED); Only In Heroic Identity (-1/4) (Real Cost: 2) 1

39 4) Prakamya: (Total: 49 Active Cost, 39 Real Cost) +15 EGO (30 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 24) plus +9 Mental Defense (15 points total) (9 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 7) plus Power Defense (10 points) (10 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 8) 0

12 5) Aspect of Durga: (Total: 15 Active Cost, 12 Real Cost) +10 PRE (10 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 8) plus +10 COM (5 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 4) 0

111 Mantra-Vidya: Variable Power Pool, 60 base + 51 control cost, Cosmic (+2) (150 Active Points); all slots Only In Heroic Identity (-1/4), Gestures (-1/4), Incantations (-1/4) Note: In Mantra-Vidya, ritual gestures are known as Mudras, ritual phrases as Mantras.

0 1) A Greater Reality: Force Field (10 PD/10 ED), Hardened (+1/4), Costs END Only To Activate (+1/4) (30 Active Points); Concentration (1/2 DCV; -1/4), Only In Heroic Identity (-1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 15 2

0 2) Sky Dancing: Flight 7", Costs END Only To Activate (+1/4) (17 Active Points); Only In Heroic Identity (-1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 10 1

0 3) Hold the Mind: Mind Control 12d6 (60 Active Points); Eye Contact Required (-1/2), Only In Heroic Identity (-1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 27 6

0 4) Her Right Hand Held Joy and Pain: Ego Attack 6d6 (60 Active Points); Only In Heroic Identity (-1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 34 6

0 5) Her Left Hand Held Life and Death: Killing Attack - Ranged 4d6 (60 Active Points); Only In Heroic Identity (-1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 34 6

0 6) She Contained the Universe: Mental Illusions 12d6 (60 Active Points); Only In Heroic Identity (-1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 34 6

0 7) Redirection of Forces: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Only In Heroic Identity (-1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 28 0

0 8) Her Eyes Knew All Things: Telepathy 12d6 (60 Active Points); Eye Contact Required (-1/2), Only In Heroic Identity (-1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 27 6

0 9) Eyes Like the Sun: Sight Group Flash 6d6, Area Of Effect (3" Radius; +1) (60 Active Points); Only In Heroic Identity (-1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 34 6

0 10) Purity of Body: Healing BODY, STUN, END, FLASH 1d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), STUN, BODY, END, FLASH simultaneously (+1), Decreased Re-use Duration (1 Turn; +1 1/2) (60 Active Points); Only In Heroic Identity (-1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 34 0

0 11) To Draw in Power: Healing END 6d6 (60 Active Points); Only In Heroic Identity (-1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 34 6

0 12) Ignore the Physical: Desolidification (affected by Magic), Costs END Only To Activate (+1/4) (50 Active Points); Only In Heroic Identity (-1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 28 4

 

 

Skills

4 Language: Hindustani (completely fluent; literate)

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

3 Scholar

1 1) KS: Arcane And Occult Lore (2 Active Points) 11-

1 2) KS: Hindu Theology (2 Active Points) 11-

1 3) KS: Kama Sutra (2 Active Points) 11-

2 4) KS: Matra-Vidya (3 Active Points) 12-

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

2 6) KS: Sadhana (3 Active Points) 12-

1 7) KS: The Activist World (2 Active Points) 11-

1 8) KS: The Mystic World (2 Active Points) 11-

1 9) KS: Yoga (2 Active Points) 11-

3 Seduction 14-

 

 

Total Powers & Skill Cost: 310

Total Cost: 350

 

200+ Disadvantages

10 Distinctive Features: Magical and Extradimensional Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

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

15 Psychological Limitation: Emotionally volitile, tends to extremes (Very Common, Moderate) Note: Pari is emotionally very young, tending towards extremes of kindness and cruelty.

5 Psychological Limitation: Soap Opera Syndrome (Uncommon, Moderate) Note: While Pari does care for Paul, she continues to seek approval and attention from other males.

10 Psychological Limitation: Overonfident and Judgemental (Common, Moderate)

15 Social Limitation: Secret Identity: Perpetual College Student and Campus Activist Pari Srivas (Frequently, Major)

15 Hunted: Indian Authorities and Indian State Sponsored Super Team 8- (Mo Pow, NCI, Limited Geographical Area, Capture)

10 Reputation: Metahuman Eco Terrorist with "Magical" powers, 11- (Extreme; Known Only To Indian Law Enforcement and those with appropriate KS) Note: A two month crusade against corruption and corporate greed in Mumbai has made Parvati a wanted metahuman in India.

50 Experience Points

 

Total Disadvantage Points: 350

 

Background/History: Mumbai, India, 2003 - The official looked down at the girl. She was short, slender, movie star beautiful, dressed in traditional robes that seemed almost to glow. There was no plausible reason she would be in his office. Still, such a beauty. "Can I help you, miss?"

 

Her voice was young, and full of anger. "You are Bhavin Georgekutty. In your personal bank account, you hold more than seven million American dollars meant to compensate the victims of the Bhopal disaster. Further, you have accepted payments from Eveready India to ignore safety violations."

 

Beauty or not, to be berated by some idiot child was intollerable. "Get out before I have you arrested!"

 

The girl's eyes met Bhavin's, and seemed to fill the world. "Scream for me, Mr.Georgekutty."

 

Bhavin Georgekutty screamed.

 

Pari regretted his death not at all.

-----

Pari Srivas Journal, December 12th, 2004 - "The dream came to me again last night. Parvati, Durga and Kali, all dancing through the branches of the great tree, dancing through me. A good dream. I did my meditation again this morning. Tonight: speak to Women's Student Union. Email from Prof. Ilmarinen. This weekend, strike against Dow headquarters in Midland. Hope Paul will be there."

-----

Pari Srivas was born in 1984 in Bhopol, Madhya Pradesh, India. The Bhopol Disaster occured on the morning of her birth. Of her immediate family, Pari was the only survivor. Relatives in the USA adopted the newborn.

 

Bright and pretty, spoiled, abused and neglected, Pari always knew that this life was wrong. She had a destiny. The world was wrong.

 

In 2002, Pari awoke from a dream of the Goddess dancing in the branches of the World Tree. In her hand Pari found the Devi Mandala, and in her mind she heard a voice whisper. Pari spoke the words. Parvati was born.

 

She would make things right.

 

Personality/Motivation: Pari is a perpetual University student active in multiple campus causes. Pari is more attached to Paul than she admits.

 

An emotionally very young woman, Pari can be harshly judgemental, shockingly cruel or smotheringly warm. She is self involved, cares deeply about everything, becomes furious at perceived injustice, and generally acts like a typical overdramatic, angry teenager with the power of a goddess.

 

Pari has killed, but is not a casual killer. As with all of the Five, she remains absolutely loyal to Yggdrasil, and is willing to accept deaths for the greater good.

 

Quote: "Die for me."

 

Powers/Tactics: Pari has great magical power through the Devi Mandala, so long as she is in the form of Parvati. She has regularly displayed all save the highest arts of Sadhana and Mantra-Vidya, traditional Indian forms of magic. Pari is particularly skilled at manipulating the minds of her targets.

 

Without the Mandala, Pari is an ordinary enough girl in her early twenties, fit and athletic, but lacking any particular metahuman abilities.

 

Skilled mystics who engage Pari in conversation may be shocked that such a powerful mage has such a limited grasp of arcane lore. While the Mandala grants Pari power, it has not granted her any special knowledge of the art of magic.

 

In combat, Parvati will generally take to the air and then set up targets for her team mates using Mind Control, Mental Illusions, Flashes, etc. If attacked directly she will generally use Redirection of Forces to defend herself. When facing a foe she can't disable, Parvati ba choose to Ignore the Physical and escape, coming back later to free any captured comrades.

 

Parvati tires quickly. She may take a phase to Draw In Power. She may also take a phase to heal a comrade.

 

Without the Mandala, Pari can not become Parvati.

 

Campaign Use: A tribute to the Scarlet Witch, Persephone and the Triple Goddess. In a campaign, Pari might be encountered on the campaign city's university campus and possibly form a friendship with a college age Hero.

 

Appearance: As Pari, an attractive young Indian woman in modern Western clothing. Her English is perfect.

 

As Parvati, an extremely beautiful young Indian woman in somewhat anachronistic robes covered in Indian mystic symbols.

 

Character by Robert Dorf, 2006

 

 

Re-written.

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Re: The Five

 

on her forcefield is the concentration only to activate?

 

Yes.

 

She seems a bit...tame for the others in the group.

But a worthy addition. I like her personality and style.

 

Yup. That's a problem. The first draft made it clear she had killed the Union Carbide bribe taker, but I wanted some ambiguity for more Silver Age games. She's based on the activist girls I used to know, taken past simple IRA or PLO fundraising and into actual terrorism.

 

I'll try to add some more texture to her tomorrow. Thanks for the feedback.

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Re: The Five

 

The Thunder God

TUIREANN (BRAIN "BULL" MCLOGHLIN)

Val Char Cost Roll Notes

75 STR 5 24- Lift 819.2tons; 15d6; [15]

24 DEX 12 14- OCV 8 DCV 8

43 CON 6 18-

32 BODY 4 15-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV: 3

23 PRE 3 14- PRE Attack: 4 1/2d6

12 COM 1 11-

 

27 PD 0 Total: 27 PD (12 rPD)

15 ED 0 Total: 15 ED (12 rED)

5 SPD 6 Phases: 3, 5, 8, 10, 12

24 REC 0

86 END 0

92 STUN 0 Total Characteristic Cost: 40

 

 

Movement: Running: 6" / 12"

Swimming: 2" / 4"

Leaping: 25" / 50"

 

Cost Powers END

Gifts of the Ukonvasara, all slots Only In Heroic Identity (-1/4) Note: The Ukonvasara is a double-headed stone tool and weapon, one head a hammer, the other an axe. Those with appropriate skills may identify it as patterned after an ancient Indo-European Thunderstone. The stone head appears to be iron ore, the haft oak. Universal Translator reveals the runes on the hammer's surface as reading "Perkwunos, Rain Bringer, Thunder Maker".

143 1) The Sacred Bull: (Total: 178 Active Cost, 143 Real Cost) +60 STR (60 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 48) plus +30 CON (60 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 48) plus +20 BODY (40 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 32) plus +12 PD (12 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 10) plus +6 ED (6 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 5) 12

54 2) Power of the Storm: (Total: 79 Active Cost, 54 Real Cost) +10 DEX (30 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 24) plus +1 SPD (10 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 8) plus Defense Maneuver I-IV (10 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 8) plus Leaping +10" (25" forward, 12 1/2" upward) (Accurate), Variable Advantage (+1/4 Advantages; Typically used for Usable as Flight, Reduced END, or Megascale; +1/2) (29 Active Points); Visible (Accompanied by loud thunderclaps, electrical displays, wind bursts, etc; -1/4), Only In Heroic Identity (-1/4) (Real Cost: 14) 3

28 3) Warrior Eternal: (Total: 52 Active Cost, 28 Real Cost) Damage Resistance (12 PD/12 ED) (12 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 10) plus Life Support (Extended Breathing: 1 END per Turn; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (10 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 8) plus Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 10) 0

16 4) Thunder Maker: (Total: 20 Active Cost, 16 Real Cost) +10 PRE (10 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 8) plus Hearing Group Flash Defense (5 points) (5 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 4) plus Sight Group Flash Defense (5 points) (5 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 4) 0

37 The Ukonvasara: Multipower, 75-point reserve, (75 Active Points); all slots OAF Unbreakable (-1)

3u 1) Thunder's Crash: Hand-To-Hand Attack +7 1/2d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (66 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2) Note: 15d6 AP with Strength. This blow is accompanied by a windows-shaking crash of thunder. 3

3u 2) Lightning's Edge: Killing Attack - Hand-To-Hand 3d6-1 (5d6+1 w/STR), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (70 Active Points); OAF Unbreakable (-1) Note: Striking with the blade of the Ukonvasara transmutes the force of the blow into a lightning-like electrical discharge. 3

3u 3) Call the Storm: Change Environment 8" radius, 4 Temperature Level Adjustment, Long-Lasting 20 Minutes, Varying Effect Limited Group (+1/2), Variable Advantage (+1/4 Advantages; +1/2) (68 Active Points); OAF Unbreakable (-1) 7

2u 4) Hammer Spin: Force Wall (12 PD/12 ED), Hardened (+1/4) (75 Active Points); OAF Unbreakable (-1), No Range (-1/2), Self Only (-1/2) 7

4u 5) Lightning Strike: Killing Attack - Ranged 3d6+1, No Range Modifier (+1/2) (75 Active Points); OAF Unbreakable (-1) 7

 

 

Skills

Petty Criminal

3 1) Persuasion 14-

2 2) PS: Criminal Business 11-

3 3) Streetwise 14-

3 4) Deduction 12-

3 5) Seduction 14-

Newfound Interests

1 1) Language: Gaelic (basic conversation)

2 2) KS: Irish Legends and Lore 11-

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

 

 

Total Powers & Skill Cost: 310

Total Cost: 350

 

200+ Disadvantages

10 Distinctive Features: Magical and Extradimensional Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

15 Enraged: In Combat and When Insulted (Common), go 8-, recover 11-

15 Hunted: UK Law Enforcement and Metahumans 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish) Note: Tuireann's criminal activities have made him a target of UK law enforcement agencies. Brian has a criminal reccord, but is not currently wanted.

10 Reputation: Dangerous Metahuman Criminal, 11- (Extreme; Known Only To A Small Group)

15 Social Limitation: Secret ID: Brian "Bull" McLoghlin (Frequently, Major)

20 Psychological Limitation: Must Serve and Obey Yggdrasil (Common, Total)

15 Psychological Limitation: Hedonist, Pleasure Seeker, Party Animal, Spendthrift (Very Common, Moderate)

50 Experience Points

 

Total Disadvantage Points: 350

 

Background/History: Shot, bleeding out in a rain flooded London alleyway, Brian McLoghlin’s life of minor league crime should have ended. One too many lies, one too many betrayals, and then nothing but a sodden body found the next day.

 

Brian the Bull did not die. Under the rain, inside the storm, Brian dreamed. He saw a long house, smoke filled. He heard rain, and thunder. In the dream, Brian stood, and stepped outside. The world was a tree, a great tree. Brian stood astride a branch wide as a storm soaked city road, wide as a rain flooded alley. In his hand was a stone hammer.

 

Brian woke, his wounds healed, hammer still in his hand. His body was filled with power, his mind with visions of the Tree, and of his destiny. The thing that leapt up into the sky that night was no longer entirely Brian McLoghlin. He was Tuireann, and he was the storm.

 

Personality/Motivation: Brian was always self centered. A pleasure seeker with no thought of tomorrow, he enjoyed hurting people, using brains and fists to get what he wanted. For a while, he was clever enough to get away with it.

 

With the hammer, Brian no longer thinks only of himself. He has a purpose, friends, and a future. He still brawls, womanizes, drinks heavily, and makes use of recreational pharmaceuticals. He still takes what he wants. Now, however, he does so in the knowledge that he is part of a greater whole. He fights for Yggdrasil.

 

Quote: “There was me, that is Brian, and my three mates, that is Pete, Georgie and Dim…”

 

“Come and have a go, if you think you’re hard enough!”

 

Powers/Tactics: Brian continues to maintain his criminal connections, and has indeed expanded them since becoming Tuiriann. He serves the Five as their only real connection to the underworld, and as their only member with street level investigative skills. PCs with street level connections might run into Brian, and even exchange information with the well traveled Londoner.

 

As Tuireann, Brian has superhuman physical strength and resilience together with a master martial artists speed. He has demonstrated the ability to accurately leap the length of a football field, fly in the air, and launch himself several kilometers in an uncontrolled bound. His hammer, the Ukonvasara, can deliver blows with enough force to smash through light tank armor. He has also demonstrated the power to call or dismiss storms.

 

In combat, Tuireann will close with his foes and rely on brute force to bring them down. If overwhelmed, he may choose to spin his hammer at blinding speeds, forming a makeshift wall as he retreats. Once he has some distance, he will strike with extremely accurate lightning bolts.

 

It’s important to remember that, when not Enraged, Tuireann can be a fairly clever fighter. He will play dead, fake weakness, go on the defensive as he seeks an advantage, and do whatever it takes to win.

 

Campaign Use: Thor as a petty thug and gang member, wild rage and not much in the way of tactics. Tuireann is the single member of the Five least concerned with their greater mission. He will obey the Doomsayer or Bonyenn, and he trusts Parvati and Yemos, but on his own he’d probably slip into metahuman mercenary work, at least until the silent voice of Yggdrasil called to him again.

 

Inspirations included the storm gods Ukko, Tuireann, Perkwunos, and of course Marvel Comics Thor. Also mixed in Train Spotting and A Clockwork Orange.

 

Appearance: As Brian, a tall, fit young man in cheap clothing, usually jeans and a t-shirt. Pale skin, red hair, green eyes. As Tuireann, a very powerfully muscular man in a crude leather vest, boots and leggings, heavily bearded, holding a combination stone axe and hammer.

 

Character by Robert Dorf, 2006.

 

Feedback welcomed.

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