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The Five


OddHat

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Re: The Five

 

List of characters in the thread added to first post, and again below. I may add some notes on using these characters in campaigns at some point, as well as a few plot seeds.

 

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

 

May I suggest in the notes a little something about how they see each other? Their opinions' date=' their issues with each other's habits and styles? That would give them even more color, IMO.[/quote']

 

Thanks. I plan on some of that in the "How to use the five" guide.

 

I just hope I can get motivated enough to write it. ;)

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Re: The Five

 

Using the Five in Your Campaign

 

Real World Purpose of the Five – The Five were intended for use as opponents in an upcoming convention game. I was going for a sort of Squadron Supreme versus the Avengers feel. I needed villains who were recognizable as homage characters, and I wanted room for a potential team up to fight the Real Bad Guys if the players decided to go that way. Due to the nature of the convention game, I needed Mystic characters, and I wanted to give them a little depth.

 

Design Considerations – The power level of the convention game is “350 Point Cosmic”. Within that game, the Five and their foes will be able to perform mid-range Silver Age stunts. Planet juggling is out, but these characters are in context meant to be powerful, and their builds reflect that. If you’re interested in using them in your own games as they were intended to be used, you may want to bump them up to 600 or more points. Raise their DEX and SPD to something competitive when compared to your PCs, drop some limitations, boost their Power Pools, etc. Alternatively, in a Standard Supers game, you may wish to reduce their attack powers down to a level near the high end of the campaign’s damage range. Saved points can again go into DEX and SPD.

All of the Five are Focus Dependant characters who can be stripped of their powers. This is intentional. It allows the PCs to capture and subdue them without having to kill (important to the tone of the game). It also means that the focuses themselves can be passed on to other NPCs in a campaign, ensuring a supply of future villains (or heroes). Finally, it helps point out that in the end, these characters are “false gods”, that someone or something is using them for its own ends.

 

Who or What is Yggdrasil – The Five were designed as a group created and unified by an outside force with a hidden agenda. How you define that force will help determine how the Five fit into your campaign world. Yggdrasil could be active, giving the Five a specific set of missions which they must achieve. In that kind of game, adding a Watched or Subject to Orders might be appropriate. If Yggdrasil is working on a long term schedule, the Five might act as a variation on GRAB or the Devil’s Advocates, a villain team with their own agenda that, once in a while, helps out the heroes. Swap out Yggdrasil for another Mystic threat that has the resources to build something like the Five (DEMON, the Circle of the Scarlet Moon) and you have a strike team that doesn’t understand that it’s being manipulated. Drop Yggdrasil entirely, and maybe the Five are just what they seem; Avatars of the gods, righting wrongs that the campaign’s heroes ignore. For that matter, you can change the Five into NPC heroes with minimal tweaks.

 

More to follow.

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Re: The Five

 

Using the Five, pt.2

Group Relations, Tactics and Role Playing – As written, the Five have primarily been opposed by conventional security forces and law enforcement. Those forces haven’t required much in the way of tactics for a group as powerful as the Five to overcome. This gives players in the convention game an advantage, if they can exploit it. In a campaign where the Five are used regularly, their tactics should improve.

 

BONYENNE – The most obvious Brick of the group, and the leader in combat. The only member of the Five with a grasp of small unit tactics, Bonyenne’s combat role is to draw enemy fire, coordinate the group, and take out singularly dangerous targets. In his civilian ID, Paul socializes with Pari/Parvati at campus functions and with Brian/Tuireann in bars and clubs. He takes some care to preserve his secret identity.

 

Relations with Yemos – Bonyenne sees Franz/Yemos as a rival for the affections of Parvati. Despite this, their mutual loyalty towards Yggdrasil serves to bond them together, and Bonyenne does understand the value of Yemos to the group. Paul has made Franz the occasional target of practical jokes.

 

Relations with Doomsayer – Paul sees Seppo as something of a father figure, and is intimidated by the older man’s intellect and achievements. On the other hand, he finds Seppo’s obsession with technology disturbing, and the Gold Wife out and out creepy.

 

Relations with Parvati – Paul loves Pari/Parvati passionately, and has since their first meeting. Their relationship has been rocky, but if anything that has made Paul’s attachment stronger. He is jealous of the attention that she pays to other men, and prone to overreaction.

 

Relations with Tuireann – Paul and Brian get along well, frequently carousing together. Paul often finds himself mediating between Brian and the rest of the team. Paul is convinced that, in time, Brian will come around and realize the importance of the group’s mission beyond simple obedience to the will of Yggdrasil.

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Re: The Five

 

Using the Five, pt.3

YEMOS – The member of the group most likely to pass for a traditional vigilante. In combat, Yemos will go for the surprise attack whenever possible. Note also that he can always Grab and Squeeze or Throw with his rope, keeping foes off balance. He has no interest in toe to toe slugfests. Out of combat, he might be found volunteering at animal shelters, working as a large animal veterinarian, or working with activist groups. He’s not the partying type.

 

Relations with Bonyenne – Yemos respects Bonnyenne’s skills in combat, his leadership qualities, and his commitment to the cause. He resents Bonyenne’s practical jokes, but believes that they are motivated by jealousy over Parvati. The relationship is strained.

 

Relations with Doomsayer – Yemos sees Doomsayer as the wise old man of the group, and is inclined to follow his lead. Doomsayer’s robots have a purity that greatly appeals to Franz.

 

Relations with Parvati – Franz finds Pari extremely attractive. However, he is also aware that she is emotionally very young, and that a relationship between them would put stress on the group. When in his Yemos form, he tends to keep Parvati at a distance. In his human form, when the two are alone, his body language and tone of voice tend to give his feelings away.

 

Relations with Tuireann – Franz holds Brian in contempt. If they did not both serve Yggdrasil, he would drag the Irish criminal’s soul free and let it fall. As things stand, he coldly tolerates the thunder god.

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Re: The Five

 

Using the Five, pt.4

 

DOOMSAYER – Nominal leader of the group, the thinker and planner, the most potentially powerful, and, ultimately, the one who loves life least. Paul, Franz, Pari and Brian have passions, pleasures, and hopes. For Dr. Seppo Ilmarinen, there is only the mission, the service to Yggdrasil and the world. This makes the Doomsayer the most dangerous of the Five.

In combat Doomsayer will hang back, directing his constructs to take the battle to the foe. He will rain down bolts of light from a safe distance, and flee if the battle turns against him. He cares for his team mates, but the mission always comes first.

Out of combat, Dr. Ilmarinen still works as an adjunct lecturer when he can. He hopes that his words can push the young people of this world to take action. Considering the radical nature of his ideas and his gloomy personality, he has struck up a surprising number of distant friendships in the academic community over the years.

 

Relations with Bonyenne – Paul’s enthusiasm is refreshing to Seppo, and he values the big man’s leadership skills. In combat, he will often target those who are targeting Paul.

 

Relations with Yemos – Franz’s education went further than that of his peers in the Five, and his grim determination to build a better world echoes Seppo’s own. Ilmarinen treats Franz as a bright graduate student or teaching assistant.

 

Relations with Parvati – Pari’s youthful arrogance grates on Ilmarinen, and her beauty means little to him. He does not approve of her flirtations with Paul and Franz. Seppo does value Pari’s extremely flexible power set, and can see her potential. He tends to treat her as if she were a gifted, badly behaved child.

 

Relations with Tuireann – Seppo tends to overestimate Brian’s connections to the criminal underworld, and to over-value those connections. He is aware that Brian is ignorant on environmental and political matters, but so long as Brian obeys orders and acts in the best interests of Yggdrasil that concerns the Doomsayer not at all.

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Re: The Five

 

Using the Five, pt. 5

 

PARVATI – The “Maiden†aspect of the Triple Goddess, the most flexible of the Five in combat, and the most often underestimated. In battle Parvati will act to support her team mates, using illusions and the occasional direct attack. As Pari, she can be found on University Campuses completing her education and attempting to radicalize students. She sometimes socializes with Paul, but may pursue other men who catch her eye.

 

Relations with Bonyenne – Pari cares about and admires Paul. He’s tall, strong, charismatic, obviously in love with her, powerful and dedicated to the cause. On the other hand, he can be possessive, and he is not a handsome man. His sense of humor can be refreshing, but its just as often irritating, especially when he turns his pranks on Franz. Pari sometimes sees him as the man she should love rather than the man she does. If he were seriously threatened, she might be surprised at the depth of her own response.

 

Relations with Yemos – Franz, like Paul, is an admirable suitor. Well educated and intense, tall and fit, charismatic and dedicated to what is best for the world. He is also reserved, and won’t admit his obvious interest. Out of a desire not to hurt Paul, Pari tries to avoid obvious flirtation with Franz, but can’t help trying to make Franz react.

 

Relations with Doomsayer – Pari both sees Seppo as a father figure and resents his authority. She will sometimes bicker with or defy him over trivial matters; other times she will desperately seek his approval. The adult part of Parvati understands the Doomsayer’s importance to the cause of Yggdrasil.

 

Relations with Tuireann – Brian infuriates Pari. She sees him as crude, smug, boorish, unenlightened, sexist, and violent. That he seems relatively immune to her charms, and that Paul spends entirely too much time with him, makes things worse. She is aware that Tuireann has a part to play in Yggdrasil’s plans, but can’t imagine what that might be.

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Re: The Five

 

Using the Five, pt. 6

 

TUIREANN – The most aggressive of the group, and the closest to a traditional super-criminal. Brian’s skill set has proven itself extremely useful to the Five, and his raw power makes him a valued front line fighter. In combat Tuireann will start out playing it smart, going after soft targets and using his mobility and hammer spin to stay safe as he sets up foes for the rest of the group. Once his Enraged kicks in, he becomes a monster, almost completely out of control. Out of combat, Brian spends a fair amount of time with Paul, though he won’t accompany his friend to meetings with “bloody mad greenies”. He spends most of his non-combat time clubbing, drinking, and chasing women. “The rest I waste.”

 

Relations with Bonyenne – Paul is Brian’s closest friend, possibly his only real friend. He’s been around the block a few times, and he’s good for a laugh. In combat he trusts Paul to give orders and to watch his back, which is more than he trusts anyone else.

 

Relations with Yemos – Franz despises Brian, and Brian finds that funny as hell. He admires Yemos for his straight laced morality and deadly fighting style, while at the same time considering him a humorless bastard. That Franz is obviously chasing Paul’s girl is the one real black spot on his character. Brian would like to just have it out with Franz, hammer vs. rod and rope. As that would violate the will of Yggdrasil, Brian sticks to helping Paul with his pranks.

 

Relations with Doomsayer – The mad doctor, in Brian’s estimation, is a good man to work for. He’s courteous, he pays well, he’s smart, and he hold his own in a fight. Seppo is the best boss Brian could ask for, and he’d stick with him even without his hammer.

 

Relations with Parvati – Pari, in Brian’s eyes, is a stuck up little princess. Brian is not immune to her looks, especially when she takes her full aspect as Parvati, but he’s not the type to make a move on his mate’s girl. He also finds her personality annoying in the extreme. In combat, he’ll watch out for her if he can.

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Re: The Five

 

A Final Word on Hero IDs

 

All of the Five maintain Secret IDs, and with the exception of the Doomsayer can only use the bulk of their powers in a Hero ID. So, why do they spend so much time as normal humans?

 

PAUL can’t live a normal life as a giant. He enjoys the world’s pleasures, from conversation to indoor plumbing to a friendly drink or more. Those are only available in his civilian identity.

 

FRANZ can’t pass for human as Yemos. He can’t have a stress free conversation, buy a slice of pizza, or attend a Greenpeace meeting. He values his time as a “normalâ€.

 

SEPPO built a life and career long before he was the Doomsayer. He has friends of a sort, students, bits and pieces of the man he was. He will not willingly let that go.

 

PARI greatly enjoys her time as Parvati, and is sometimes tempted to leave boring little Pari far behind. Unfortunately, Parvati is a hunted metahuman. Besides, her time as Pari allows her a level of contact with her friends in the movement that would not be possible for Parvati.

 

BRIAN would give up his old identity in a second. Unfortunately, the cops and “Heroes†just keep on coming after Tuireann. Safer to be an ex petty crook than a dangerous Super-Criminal.

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Re: The Five

 

The groups relations are great. You have a deft way of developing complete characters; also, thanks for giving hints to their weakness since villains always have weaknesses.

:D

Thanks for staying inspired!

 

Thanks. :)

 

They were fun to put together.

 

Now to start throwing them at my players and see how they work out. ;)

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Re: The Five

 

I can't help thinking that a Hiawatha/Quicksilver tribute character would go well with this group, but other than that I am in awe. The only other thing I could hope for is something I would love to see in many a published work, a pronunciation guide.

 

Man, can you squeeze a lot out of 350 pts. Bravo.

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Re: The Five

 

I can't help thinking that a Hiawatha/Quicksilver tribute character would go well with this group' date=' but other than that I am in awe.[/quote']

 

I'll think about tributes to other Avengers. Hiawatha/Quicksilver would be an interesting mix. I'd have to find a Proto-Indo-European deity to match him with as well, but there's bound to be someone. Also, might need to link him somehow to Parvati.

 

The only other thing I could hope for is something I would love to see in many a published work, a pronunciation guide.

 

Hmm.

Well, "Bonyenne" is French, and given the period of use is pronounced like a Cajun saying Bunyan. Maii = Ma-yee

 

Yemos = Yeh-mo-s.

 

Seppo Ilmarinen is pronounced as it's spelled.

 

Parvati is pronounced as it's spelled.

 

Tuireann is also pretty much as it's spelled, with an Irish lilt and an emphasis on the first sylable. Tu ree ann.

 

Man, can you squeeze a lot out of 350 pts. Bravo.

 

Thanks, glad you liked them.

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Re: The Five

 

Have you thought of creating some NPC heroes that have been hunting these guys for a long time? Someone who has a bit of knowledge and lore about them that the players can interact with when it comes time for a showdown?

Oh' date=' I doubt it.

 

 

;)

 

:)

 

Unfortunately, the HTML changes made to the boards have really screwed up the character sheets in the first part of that thread. The Hero Designer files are still fine. You can find one version of the New Circle characters here, hosted by Killer Shrike.

 

I'm working on simplified versions of the New Circle for the 2006 convention game; the sheets were a little tough to follow for some players last year.

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Re: The Five

 

No! The leaders of the world have been replaced by Clockwork Robots!

CLOCKWORK DOPPELGANGER

Val Char Cost Roll Notes

15/30 STR 5 12- / 15- Lift 200.0kg/1600.0kg; 3d6/6d6 [1]

20 DEX 30 13- OCV: 7/DCV: 7

13 CON 6 12-

10 BODY 0 11-

28 INT 18 15- PER Roll 15-

0 EGO 0 9- ECV: 0

10 PRE 0 11- PRE Attack: 2d6

20 COM 5 13-

 

5/16 PD 2 Total: 5/16 PD (0/5 rPD)

5/16 ED 2 Total: 5/16 ED (0/5 rED)

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

6 REC 0

26 END 0

25 STUN 0 Total Characteristic Cost: 78

 

Movement: Running: 13"/208"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

56 Doppelganger Systems: Shape Shift (Sight, Hearing, Smell/Taste, Touch, Mental and Mystic Groups, Any pre-set humanoid), Imitation, Costs END Only To Change Shape (+1/4) (56 Active Points) 4

21 Personality Soft: Acting 20-

8 Remote Control System: Mind Link , Appropriately Configured Technomagical Control Unit, Psychic Bond (10 Active Points); Sense Affected As More Than One Sense [any other Sense] (Also affected as Radio Group; -1/4)

10 Internal Transmitter: Radio Perception/Transmission (Radio Group)

10 Anti Intrusion Measures: Mental Defense (10 points total)

Notes: vs. Machine Minds Ego Powers

10 Anti Intrusion Measures II: Security Systems 21- (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only protects own systems; -1/2)

5 Shielded Systems: Power Defense (5 points)

19 Robotic Resilience: Armor (5 PD/5 ED), Hardened (+1/4) (19 Active Points)

15 Well Designed: Life Support (Eating: Character only has to eat once per week; Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)

30 Clockwork Reconfiguration: Multipower, 30-point reserve

Notes: These are minor shape shifting effects. They are often acompanied by a loud ticking sound as the Clockwork Doppelganger reconfigures itself.

2u 1) Brute Configuration: (Total: 27 Active Cost, 22 Real Cost) +15 STR (15 Active Points); No Figured Characteristics (-1/2) (Real Cost: 10) plus +6 PD (Real Cost: 6) plus +6 ED (Real Cost: 6) 1

2u 2) Self Repair Configuration: Healing Standard Healing 1d6, Decreased Re-use Duration (1 Turn; +1 1/2) (25 Active Points); Self Only (-1/2) 2

3u 3) Cutting Hands: Killing Attack - Hand-To-Hand 1d6+1 (2d6 / 2 1/2d6 w/STR), Penetrating (+1/2) (30 Active Points) 3

3u 4) Movement Configuration: Running +7" (13" total), x16 Noncombat (29 Active Points) 3

Computer

3 1) Absolute Range Sense

3 2) Absolute Time Sense

3 3) Bump Of Direction

5 4) Eidetic Memory

3 5) Doomsayer's Anomaly Engine: Computer Link

5 6) Language: English (idiomatic; literate)

 

Skills

3 Programs

1 1) PS: Assess Threat (2 Active Points) 11-

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

1 3) PS: Capture/Retrieve (2 Active Points) 11-

1 4) PS: Check Database (2 Active Points) 11-

1 5) PS: Drive (2 Active Points) 11-

1 6) PS: Flee and Return to Meeting Point (2 Active Points) 11-

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

1 8) PS: Obey Signal Commands (2 Active Points) 11-

1 9) PS: Obey Verbal Commands (2 Active Points) 11-

1 10) PS: Pilot (2 Active Points) 11-

1 11) PS: Prioritize and Select Options (2 Active Points) 11-

1 12) PS: Request Guidance (2 Active Points) 11-

1 13) PS: Signal Identification (2 Active Points) 11-

1 14) PS: Simulate Conversation (2 Active Points) 11-

1 15) PS: Simulate Personality (2 Active Points) 11-

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

1 17) PS: Voie Identification (2 Active Points) 11-

3 Scholar

2 1) KS: Common Knowledge (3 Active Points) 15-

2 2) KS: Life of Specific Cover Identity (3 Active Points) 15-

2 3) KS: News and World Events (3 Active Points) 15-

3 Combat Piloting 13-

3 Breakfall 13-

3 Acrobatics 13-

3 Combat Driving 13-

6 TF: Common Motorized Ground Vehicles, Mecha, Science Fiction & Space Vehicles

9 WF: Beam Weapons, Common Melee Weapons, Energy Weapons, Small Arms, Mecha Weapons

 

Total Powers & Skill Cost: 272

Total Cost: 350

 

200+ Disadvantages

10 Distinctive Features: Magically Animated Artificial Life Form (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)

10 Physical Limitation: Must Follow Protocols (Obey Doomsayer, Complete Mission, Protect Doomsayer, Protect Self) (Frequently, Slightly Impairing)

5 Physical Limitation: Machine Mind, EGO 18 vs Cyberpsi (Infrequently, Slightly Impairing)

125 Experience Points

 

Total Disadvantage Points: 350

 

Background/History: Clockwork Doppelgangers resulted from the Doomsayer's continued attempts to create true life.

 

Personality/Motivation: On their own, none. However, the Clockwork Doppelganger may be programmed with a number of simulated personalities, and the remote control unit may be used to guide simulated conversations and other forms of interaction.

 

Quote:

 

Powers/Tactics: Clockwork Doppelgangers can simulate virtually anyone, so long as the Doomsayer has had the time to study his target and program the Doppelganger accordingly. Simulations are achieved through mechanical changes to the Doppelganger, holography, sophisticated AI technology, and magic.

 

Without guidance, a standard behavior script will be followed. Normally this involves the Doppelganger avoiding extended contact as much as possible. However, they may simulate brief conversations effectively.

 

When guided by remote control, the Clockwork Doppelganger can be very difficult to identify.

 

Clockwork Doppelgangers are not generally combat units, though they can be dangerous given a weapon or vehicle. Without such assistance, by default they will attempt to escape to a pre-set location.

 

Appearance: In its default form, a golden robot frame filled with both analog and digital components, engraved with occult symbols.

 

May simulate almost any humanoid appearance.

 

Character by Robert Dorf, 2006

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Re: The Five

 

Yeah, good point about the old HTML in those threads. I wonder if there's some way we could fix that... Maybe snarf certain threads off the server and redisplay them somewhere.

 

Anyway, it's good that KS is hosting the main characters from The New Circle for you. Maybe he'll add the new baddies on there too.

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