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Mysic Villains in Else Earth.


Enforcer84

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Covenant of Five: This is one of my major mystic villain groups. It's like guild of evil mages. (How many? 132! Just kidding, 5). The 5 masters of the guild are seeking great power. They are ruthless and selfish, but each is pragmatic enough to see the partnership through. This is actually the seventh incarnation of the Covenant. Each of the others was torn asunder either through infighting or external forces. This group has thus far been immune to the internal strife that was the calling card of past versions of the team. They are currently on the lookout for a true oracle to aid in their searches for mystic power. They have divining abilities among them but they feel a "true" diviner would be beneficial. Not willing to cede power to a new member, they seek one that the five can control.

 

 

Faust Boneweaver; A necromancer of superior skill and power.

Faust's agents tend to be (wait for it) undead. When "acting the part" he simply uses his Surname. The Boneweaver has been a part of three of the incarnations of the Covenant of Five.

 

Lady Sunmane: A norse fire giant. A fairly standard super mage who happens to be (normally) 20 ft tall and immune to fire. Her agents count other giants, elves, dwarves, and trolls in their number. Unbeknown to the rest, she herself is an agent of Khur-Loki.

 

The Princess of Ravens: Fey Princess in exile; uses enchantment/curses etc. Her agents are either fey sworn to her service or human men she's enchanted. And a lot of birds.

 

The Riddle (working title only). An evil Androsphynx. Generally encountered in human form. He leads a cult in the name of Set. Favors puzzles and traps. His agents are cultists, enchanted beasts, and the occasional demigod. His allegiance to Set is well known. However he seems to be a truly independent agent.

 

Lord Balthazar: A middling mage; but a masterful alchemist and creator/designer of magic items. His followers are golems, clockwork men, Imps, Homonculi, and the occasional Patchwork man. Lord Balthazar claims to be a contemporary of Nilrem.

 

There is a sixth member but she is not considered one of the Covenant, having been pressed into service of the 5 above her. They call her the Binder. She is a master summoner. Her other magic is weak. She's not evil but the Covenant overwhelmed her and her summoned guardians and managed to bind her to their will. She's seen as a tool rather than an individual. Though greatly saddened by her forced cooperation, she hasn't been broken by despair. This makes her a weak link to the Covenant.

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Re: Mysic Villains in Else Earth.

 

The Order of the Black Rose: A Europe-centric mystical group bent on...well being the bad-assist group of mystics ever. They seek mystic power and then use it to beat down other mystics or supernatural beings to show who's boss. Or at least who's dad can beat up whom. There seems to be a strong leadership of old school mystics and supernatural creatures and then a huge group of lesser beings jockeying for bragging rights and control.

They tend to be more feared and well known than the Covenant because the Order has no problem acting publicly. Their leadership seems to oppose other villainous mystic organizations as much as they do the heroic ones. There has to be more to it, right?

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The Riddle ?

 

The Riddle

Val Char Cost Roll Notes

55 STR 20 20- Lift 51.2tons; 11d6 [4]

21 DEX 33 13- OCV: 7/DCV: 7

35 CON 20 16-

18 BODY 16 13-

20 INT 10 13- PER Roll 16-

18 EGO 16 13- ECV: 6

23 PRE 13 14- PRE Attack: 4 1/2d6

14 COM 2 12-

 

18/30 PD 7 Total: 18/30 PD (2/14 rPD)

18/30 ED 11 Total: 18/30 ED (2/14 rED)

5 SPD 19 Phases: 3, 5, 8, 10, 12

18 REC 0

70 END 0

70 STUN 6 Total Characteristic Cost: 173

 

Movement:

Running: 11"/22"

Flight: 15"/30"

Leaping: 11"/22"

Swimming: 2"/4"

 

 

Cost Powers END

84 Arcane Knowledge: Variable Power Pool (Magic Pool), 60 base + 24 control cost, (90 Active Points); Incantations (-1/4)

0 1) Benthara's Spell Of Revelation (Stored): Retrocognitive Clairsentience (Sight Group), Delayed Effect (x2 number active; +1/2) (60 Active Points); OAF Expendable (Difficult to obtain new Focus; a small, specially-ground lens; -1 1/4), Extra Time (1 Turn, -1 1/4), Retrocognition Only (-1), Concentration, throughout (1/2 DCV; -1/2), Gestures, throughout (-1/2), Incantations (throughout; -1/2), Requires A Magic Roll (-1/2), No Range (-1/2), Time Modifiers (-1/2) Real Cost: 8 6

 

11 D'ansif's Spell Of Far Sight (Longer Sight): Multipower, 40-point reserve, (40 Active Points); all slots OAF (caster's Focus of choice; -1), Extra Time (Full Phase, -1/2), Requires A Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4)

1u 1) Clairsentience (Sight Group), MegaRange (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (40 Active Points); OAF (caster's Focus of choice; -1), Extra Time (Full Phase, -1/2), Requires A Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 4

1u 2) Clairsentience (Sight Group), x16 Range (1,600") (40 Active Points); OAF (caster's Focus of choice; -1), Extra Time (Full Phase, -1/2), Requires A Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 4

3 Detect Secret Doors (Free): Detect Secret and Concealed Doors 19-/16- (Sight Group) (8 Active Points); Costs Endurance (-1/2), Instant (-1/2), Requires A Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 1

 

37 Set's Mystic Might: Multipower, 75-point reserve, (75 Active Points); all slots Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)

4u 1) Harsh Rebuke: Killing Attack - Ranged 5d6 (75 Active Points); Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 7

4u 2) Merciful Caress : Energy Blast 15d6 (75 Active Points); Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 7

4u 3) Set's Ire: Major Transform 5d6 (Being into Cursed Being, Remove Curse Spell or Similar) (75 Active Points); Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 7

4u 4) Wards of Iron: Force Wall (11 PD/11 ED; 2" long and 2" tall) (Alterable Size, Opaque Sight Group) (74 Active Points); Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 7

 

Divine Gifts

20 1) Arcane Reserves: Endurance Reserve (100 END, 15 REC) Reserve: (25 Active Points); REC: (15 Active Points); Personal REC (-1/2)

31 2) Divine Might: +25 STR, Reduced Endurance (1/2 END; +1/4) (31 Active Points) 1

17 3) Divine Protections: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week)

54 4) Divine Resistances: Armor (12 PD/12 ED), Hardened (x2; +1/2) (54 Active Points)

30 5) Divine Vigor: +15 CON

167 6) Human Form: Multiform (812 Character Points in the most expensive form) (Instant Change)

9 7) Terrifying Roar: +20 PRE (20 Active Points); Only For Fear-Based Presence Attacks (-1), Incantations (must roar) (-1/4)

 

Sphynx Physical Traits

20 1) Claws: HKA 1 1/2d6 (3d6+1 w/STR) (25 Active Points); Reduced Penetration (-1/4) 2

6 2) Heavy: Knockback Resistance -3"

4 3) Long Legs: Running +5" (11" total) (10 Active Points); Increased Endurance Cost (4x END; -1 1/2) 4

5 4) Sphinx's Nose: Tracking with Normal Smell

9 5) Sphinx's Senses: +3 PER with All Sense Groups

2 6) Tough Skin: Damage Resistance (2 PD/2 ED)

30 7) Toughness: Energy Damage Reduction, Resistant, 50%

30 8) Toughness: Physical Damage Reduction, Resistant, 50%

20 9) Wings: Flight 15" (30 Active Points); Restrainable (-1/2) 3

 

Perks

15 Benefits of the King: Fringe Benefit: Cult Leader, International Driver's License, Membership: The Covenant of Five, Passport

1 Call me Leone.: False Identity: Leone Delgado

35 Cutlists: Followers: members of the Cult

3 Known as a Problem Solver: Reputation: Keen Analytical Mind (A small to medium sized group) 14-, +3/+3d6

12 Money is no object: Money: Filthy Rich

40 The Lair: Base

45 The Twins: Follower: Twin Catgirl Bodyguard/Assassins

3 Well-Connected

1 1) A child I know.: Contact: Lizette Valient; Heroic Mystic (Contact has been blackmailed by the character, Contact has very useful Skills or resources, Contact limited by identity) 8-

4 2) Answer Man: Contact: Charles St. Croix; academic in Paris (Contact has useful Skills or resources, Very Good relationship with Contact) (5 Active Points) 11-

7 3) My eyes back home: Contact: Egyptian Minister of Trade (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) (8 Active Points) 12-

Talents

 

Talents

16 1) Destroy The Damned: Turn Undead

5 2) Long Memory: Eidetic Memory

15 3) Dolittle indeed. : Beast Speech

3 4) Quick Witted: Lightning Calculator

6 5) Absorbs Knowledge: Speed Reading (x100)

20 6) A knack for languages: Universal Translator 13-

 

Skills

15 +3 with HTH Combat

12 +4 with Magic

3 Conversation 14-

3 Cryptography 13-

3 Deduction 13-

3 Gambling 13-

3 High Society 14-

3 Interrogation 14-

3 Inventor (Spell Research) 13-

15 Magic Skill 19-

3 Oratory 14-

2 PS: Priest Of Set 11-

3 Paramedics (Healing) 13-

3 Persuasion 14-

3 Scholar

2 1) KS: Arcane And Occult Lore (3 Active Points) 13-

2 2) KS: History (3 Active Points) 13-

1 3) KS: Religious Doctrine (2 Active Points) 11-

5 4) KS: Riddles (6 Active Points) 16-

3 Seduction 14-

 

Total Powers & Skill Cost: 928

Total Cost: 1101

 

200+ Disadvantages

15 Distinctive Features: Winged lion with Human head (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)

15 Enraged: When out-witted; made the fool (Uncommon), go 11-, recover 11-

15 Hunted: Covenant of Five 11- (Mo Pow, NCI, Watching)

15 Hunted: Order of the Black Rose 8- (As Pow, NCI, Harshly Punish)

20 Hunted: Superheroic Mystic Community 8- (Mo Pow, NCI, Harshly Punish)

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

20 Psychological Limitation: Devoted to Set (Common, Total)

10 Psychological Limitation: Likes To Challenge/Toy With Human Prey Common, Moderate

15 Psychological Limitation: Vain/Arrogant (Common, Strong)

15 Social Limitation: Secret Identity (Frequently, Major)

741 Experience Points

 

Total Disadvantage Points: 1101

 

 

 

Background/History: Born of ancient Egypt, the Riddle's sire was from the Lands of Legend and served Horus for eon. Tokh was rebellious and vain. He enjoyed causing suffering and much to his sire's lament, he willingly joined the cult of Set, God of Evil.

When the Gods of Egypt left Earth Realm for their own plane before the Age of Man truly began, Tokh followed his lord and master and set about making himself useful. For a few centuries he served as a Tomb Guardian, picking up his first smatterings of mystic lore. Later, having proved to be more than a guard dog, he explored many of the mystic dimensions, often in disguise. He gathered about a few cultists and spread the word of Set where he could. Set has rewarded him over the years.

Shortly after the Night of Fire, the old Gods began making trips to Earth Realm again. Bolstered by new worshipers and the "reseeding" of Earth Realm's mystical importance, they began to actively take interest in it again. Many were shocked to see mortals of similar might to their own. Some decided to return to their own realms leaving proxies or agents to keep them abreast of events; others dove head first back into the world, taking part in the great game that is superheroism and supervillainy. Tokh was sent to establish a cult for Set and amass power. For a few decades he did this alone; then one of his acquaintances asked him to join the newest incarnation of the Covenant of Five. Intrigued, he did so. He has not regretted this decision.

 

Personality/Motivation: The Riddle, as he has taken to calling himself, is a evil being devoted to an evil God. He is selfish, vain, arrogant, and sees humans as prey, toys, and tools. None the less, he actually gets along very well with the other four leaders of the Covenant. They all are interesting entities and quite powerful he enjoys their odd camaraderie and actually looks forward to the irregular meetings they hold.

In his dealings with the Earth Realm, the Riddle enjoys his human form's graceful hands and fingers. He is a more capable magician in this form. He prefers his true form for battle or, sometimes uses his magic pool to simulate a hybrid form that has the human's grace and the beast's power. He is considering asking Set to grant him a true hybrid form, so that he can assume it without lessening his magical flexibility.

 

Quote: "They're off to see the wizard. The wizard who shall gobble them up."

 

Powers/Tactics: An engine of destruction, in his true form, the Riddle is more often seeking to physically destroy his foes. Using his strength and claws. He can still use his magic, but his limited manipulation makes it a bit more difficult. He often uses his arcane mastery VPP to increase his defenses or strength before a fight.

 

Campaign Use: A second tier master villain of a powerful organization. The Riddle will rarely be faced by a team of heroes if he does his job right. However, he can interact with them in neutral fashions, aid them against mutual foes (like the Order of the Black Rose), or he could attempt to manipulate them.

 

Appearance: A large, powerful beast with the body of a lion, wings of an eagle and a human head. His features greatly resemble his human form but the hair and eyes are lighter. and his hair is long and well, mane-like. His form is muscular and perfect. His voice is deep and yet soothing. He has a very cultured personality.

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The Riddle's Human Form

 

The Riddle

Val Char Cost Roll Notes

45 STR 10 18- Lift 12.8tons; 9d6 [3]

23 DEX 39 14- OCV: 8/DCV: 8

30 CON 10 15-

16 BODY 12 12-

20 INT 10 13- PER Roll 13-

18 EGO 16 13- ECV: 6

23 PRE 13 14- PRE Attack: 4 1/2d6

16 COM 3 12-

 

9/21 PD 0 Total: 9/21 PD (0/12 rPD)

9/21 ED 3 Total: 9/21 ED (0/12 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

15 REC 0

60 END 0

60 STUN 5 Total Characteristic Cost: 138

 

Movement:

Running: 6"/12"

Leaping: 9"/18"

Swimming: 2"/4"

 

 

Cost Powers END

98 Arcane Knowledge: Variable Power Pool (Magic Pool), 70 base + 28 control cost, (105 Active Points); Incantations (-1/4)

0 1) Benthara's Spell Of Revelation (Stored): Retrocognitive Clairsentience (Sight Group), Delayed Effect (x2 number active; +1/2) (60 Active Points); OAF Expendable (Difficult to obtain new Focus; a small, specially-ground lens; -1 1/4), Extra Time (1 Turn, -1 1/4), Retrocognition Only (-1), Concentration, throughout (1/2 DCV; -1/2), Gestures, throughout (-1/2), Incantations (throughout; -1/2), Requires A Magic Roll (-1/2), No Range (-1/2), Time Modifiers (-1/2) Real Cost: 8 6

 

11 D'ansif's Spell Of Far Sight (Longer Sight): Multipower, 40-point reserve, (40 Active Points); all slots OAF (caster's Focus of choice; -1), Extra Time (Full Phase, -1/2), Requires A Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4)

1u 1) Clairsentience (Sight Group), MegaRange (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (40 Active Points); OAF (caster's Focus of choice; -1), Extra Time (Full Phase, -1/2), Requires A Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 4

1u 2) Clairsentience (Sight Group), x16 Range (1,600") (40 Active Points); OAF (caster's Focus of choice; -1), Extra Time (Full Phase, -1/2), Requires A Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 4

 

3 Detect Secret Doors (Free): Detect Secret and Concealed Doors 16- (Sight Group) (8 Active Points); Costs Endurance (-1/2), Instant (-1/2), Requires A Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 1

 

37 Set's Mystic Might: Multipower, 75-point reserve, (75 Active Points); all slots Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)

4u 1) Harsh Rebuke: Killing Attack - Ranged 5d6 (75 Active Points); Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 7

4u 2) Merciful Caress : Energy Blast 15d6 (75 Active Points); Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 7

4u 3) Set's Ire: Major Transform 5d6 (Being into Cursed Being, Remove Curse Spell or Similar) (75 Active Points); Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 7

4u 4) Wards of Iron: Force Wall (11 PD/11 ED; 2" long and 2" tall) (Alterable Size, Opaque Sight Group) (74 Active Points); Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 7

 

Divine Gifts

20 1) Arcane Reserves: Endurance Reserve (100 END, 15 REC) Reserve: (25 Active Points); REC: (15 Active Points); Personal REC (-1/2)

31 2) Divine Might: +25 STR, Reduced Endurance (1/2 END; +1/4) (31 Active Points) 1

17 3) Divine Protections: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week)

54 4) Divine Resistances: Armor (12 PD/12 ED), Hardened (x2; +1/2) (54 Active Points)

30 5) Divine Vigor: +15 CON

9 6) Terrifying Roar: +20 PRE (20 Active Points); Only For Fear-Based Presence Attacks (-1), Incantations (must roar) (-1/4)

 

Perks

15 Benefits of the King: Fringe Benefit: Cult Leader, International Driver's License, Membership: The Covenant of Five, Passport

1 Call me Leone.: False Identity: Leone Delgado

35 Cutlists: Followers: members of the Cult

3 Known as a Problem Solver: Reputation: Keen Analytical Mind (A small to medium sized group) 14-, +3/+3d6

12 Money is no object: Money: Filthy Rich

40 The Lair: Base

45 The Twins: Follower: Twin Catgirl Bodyguard/Assassins

3 Well-Connected

1 1) A child I know.: Contact: Lizette Valient; Heroic Mystic (Contact has been blackmailed by the character, Contact has very useful Skills or resources, Contact limited by identity) 8-

4 2) Answer Man: Contact: Charles St. Croix; academic in Paris (Contact has useful Skills or resources, Very Good relationship with Contact) (5 Active Points) 11-

7 3) My eyes back home: Contact: Egyptian Minister of Trade (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) (8 Active Points) 12-

 

Talents

20 A knack for languages: Universal Translator 13-

6 Absorbs Knowledge: Speed Reading (x100)

16 Destroy The Damned: Turn Undead

15 Dolittle indeed. : Beast Speech

5 Long Memory: Eidetic Memory

3 Quick Witted: Lightning Calculator

 

Skills

15 +3 with HTH Combat

15 +5 with Magic

3 Conversation 14-

3 Cryptography 13-

3 Deduction 13-

3 Gambling 13-

3 High Society 14-

3 Interrogation 14-

3 Inventor 13-

19 Magic Skill 21-

3 Oratory 14-

2 PS: Priest of Set 11-

3 Paramedics 13-

3 Persuasion 14-

3 Research 13-

3 Scholar

2 1) KS: Arcane And Occult Lore (3 Active Points) 13-

2 2) KS: History (3 Active Points) 13-

1 3) KS: Religious Doctrine (2 Active Points) 11-

5 4) KS: Riddles (6 Active Points) 16-

3 Seduction 14-

3 Stealth 14-

4 WF: Common Melee Weapons, Common Missile Weapons

 

Total Powers & Skill Cost: 666

Total Cost: 804

 

200+ Disadvantages

15 Hunted: Covenant of Five 11- (Mo Pow, NCI, Watching)

15 Enraged: When out-witted; made the fool (Uncommon), go 11-, recover 11-

15 Hunted: Order of the Black Rose 8- (As Pow, NCI, Harshly Punish)

20 Hunted: Superheroic Mystic Community 8- (Mo Pow, NCI, Harshly Punish)

20 Psychological Limitation: Devoted to Set (Common, Total)

10 Psychological Limitation: Likes To Challenge/Toy With Human Prey Common, Moderate

15 Psychological Limitation: Vain/Arrogant (Common, Strong)

15 Social Limitation: Secret Identity (Frequently, Major)

479 Experience Points

 

Total Disadvantage Points: 804

 

 

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance: The Riddle's Human form. A tall, lean, handsome man of Egyptian descent. Leone Delgado is cultured, but obviously westernized. He wears very expensive tailored suits and is almost always in the company of two lovely young women. (The twins). He has short dark brown hair and a neatly trimmed beard.

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Re: Mysic Villains in Else Earth.

 

Great! The Covenant seems to be a scary and almost too powerful group of villains.

 

I love The Riddle, though he might have a weak spot.;)

He has none of it, if I read it thoroughly.

 

I'd love to see Lady Sunmane and The Order of the Black Rose, they seem to be more like conventional supervillains with a mystic background. Just guessing from what you mentioned of course.

 

Nice work! Your players must love you.

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Re: Mysic Villains in Else Earth.

 

Ghost-angel will hand them out to fanboys & groupies with the "ghost-angel made this" rubber stamp on them? If Chad says yes, then I want the same. Of course, mine will have a tasteful, copperplate style "Narratio made this" rubber stamp on them.

 

A great write up but I've a question. You have several "major mystic villain groups". So you've probably got the equivalent good guys. Do you also have a major neutral group? A group whose purpose is to act as balancers between the 2 sides? Perhaps they perform the role of 'untouchable by custom' messengers or judges of right and wrong?

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Re: Mysic Villains in Else Earth.

 

Probably? I haven't put one to paper. On the heroic side I have the Order of Nimue lead by Nilrem. They act like they own the place. Nilrem is the major power there and the rest of the order are support for him and his more active brethren. They also run an elite boarding school in the UK where supernatural beings can study their abilities and or magic. Kind of a X-Men/Hogwarts style thing that I often think is a good idea but when I start to write about it get embarrassed at my lack of creativity.

 

Persephone (the Greek Goddess) and Hades have created a loose organization of "White Necromancers" who do battle with the Undead as they both hate them so very much.

 

Else Earth has, in the past, had an "Archmage/Sorcerer Supreme" but is currently without.

 

There is also an Order of the Blue Rose which is a loose coalition of mystic supers, and occasionally entire super teams. They are international in scope and not at all thrilled about the Black Rose group. It is believed that one of the major players of the Order of the Black Rose was once (or may even currently be) a member of the Order of the Blue Rose. Or, the GM of Else Earth is that uncreative.

 

I guess you could say that Bureau 13 for the US and MI-9 of the UK are gray area mystic organizations protective of their countries often by taking potent magic items and artifacts from those not considered "worthy" or "Dependable".

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Re: Mysic Villains in Else Earth.

 

With "Worthy" and "Dependable" being defined by those same organizations. How do the government organizations compare in power to the others? They've got better connections, can haul in any brains that they need etc, but do they have the raw power to act as a brake upon the activities of these other groups?

 

Reason for asking is that I never thought of having a branch of government covering the mystic stuff. It was all military/spy types who covered the super bods while magic types were ignored. A blind spot of mine I think.

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Re: Mysic Villains in Else Earth.

 

Well EE has a long established superheroic history. There was a few "Bursts" like WWII and late 1980's as far as superpowered individuals, but by and large they have always been there. Magic, in its own pseudo-invisible way has always been around, a great many people just rationalize it as other forces.

However, most of the 1st world countries have "oddity" divisions. The US is the forerunner with Bureau 13 handling Mystical Phenomena, Bureau 51 dealing with extraterrestrials, Bureau Zed deals with Extradimensional phenomena, Bureau 11 with Psionics, and MetahumanTacticalResponse with "average" metahumans.

Funding is never a problem, technically Bureau 13 is the defacto "Leader" and has tremendous information at is fingertips. There are a number of metahuman or Hypercompetant agents, B51 has it's famed "Men In Black", and ofcourse MTR is like SHIELD (only with out the absolute jackassery). Take out MTR though and the combined manpower of the rest of the Bureaus is like 200.

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  • 2 weeks later...

Faust Boneweaver Work In Progress

 

The Boneweaver

Val Char Cost Roll Notes

50 STR 0 19- Lift 25.6tons; 10d6

14 DEX 12 12- OCV: 5/DCV: 5

60 CON 0 21-

60 BODY 0 21-

28 INT 18 15- PER Roll 15-

23 EGO 26 14- ECV: 8

30/80 PRE 20 15- / 25- PRE Attack: 6d6/16d6

14 COM 2 12-

 

20/36 PD 10 Total: 20/36 PD (0/16 rPD)

12/28 ED 0 Total: 12/28 ED (0/16 rED)

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

22 REC 0

120 END 0

115 STUN 0 Total Characteristic Cost: 104

 

Movement:

Running: 6"/12"

Leaping: 10"/20"

Swimming: 2"/4"

 

 

Cost Powers END

166 Necromantic Magics: Variable Power Pool (Magic Pool), 125 base + 41 control cost, (187 Active Points); Limited Special Effect Necromantic/Unholy Magic (-1/2)

0 1) Summon Minor Undead: Summon 128 75-point Undead, Expanded Class of Beings Various Minor Undead (Zombies, Skeletons, etc) (+1/4), Slavishly Devoted (+1) (112 Active Points); Extra Time (Delayed Phase, -1/4) Real Cost: 90 11

 

Personal Magics

45 1) Boneweaver's Scythe: Killing Attack - Hand-To-Hand 3d6, Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2), Transdimensional (Astral Dimension; +1/2), Penetrating (+1/2) (135 Active Points); OAF (-1), No STR Bonus (-1/2), -1 Decreased STUN Multiplier (-1/4), No Knockback (-1/4)

12 2) Crown of Dreams: Lightning Reflexes: +10 DEX to act first with All Actions (15 Active Points); IIF Durable (-1/4)

67 3) Demigod Bone Armor: (Total: 100 Active Cost, 67 Real Cost) Armor (16 PD/16 ED), Hardened (+1/4) (60 Active Points); OIF (-1/2) (Real Cost: 40) plus +40 STR (40 Active Points); OIF (-1/2) (Real Cost: 27) 4

14 4) Fearless: (Total: 40 Active Cost, 14 Real Cost) +20 Mental Defense (30 points total) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7) plus Power Defense (20 points) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7)

5 5) Strongwilled: Mental Defense (30 points total)

Notes: Note that 20 of his mental defense is only to protect vs Fear based Effects.

25 6) Lord of The Undead: +50 PRE (50 Active Points); Only vs Undead (-1)

25 7) Necromantic Defneses: Power Defense (25 points)

25 8) Necromantic Senses: Detect Life 15- (Unusual Group), Discriminatory, Analyze, Range

 

Soul Bastion

Notes: The Boneweaver keeps his mortal soul in a special phylactryl. Though it is a plot device it could be found and destroyed; eradicating him forever.

100 1) Deceptive Vigor: +50 BODY

100 2) Deceptive Vigor: +50 CON

25 3) Return From The Netherrealms: Healing: Regeneration 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

50 4) Unholy Form: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare 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)

 

Perks

40 Butler: Flesh Golem Aide De Camp

40 Demense: Manor House

15 Fruits of his Labor: Money: Filthy Rich

12 Lord of Undeath: Fringe Benefit: International Driver's License, Membership: The Covenant of Five, Passport

85 Loyal Knights: Followers: Independant Minded Undead

9 Necromaster: Reputation: Master of the Necromantic Arts (A large group) 14-, +3/+3d6

3 Well-Connected

4 1) Business Partners: Contact: Hades, Lord of the Underworld (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) (5 Active Points) 8-

4 2) Dreamgirl: Contact: Hecate (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) (5 Active Points) 8-

11 3) Peers and Wannabes: Contact: Mystic Community (Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-

Talents

5 Eidetic Memory

3 Simulate Death

 

Skills

8 +1 with All Combat

20 +2 Overall

18 +6 with Magic

3 Analyze: Magic 15-

3 Bureaucratics 15- (25-)

3 Conversation 15- (25-)

3 Cryptography 15-

3 Deduction 15-

3 Forensic Medicine (Embalming) 15-

3 High Society 15- (25-)

3 Interrogation 15- (25-)

3 Inventor 15-

3 Linguist

0 1) Language: English (idiomatic) (4 Active Points)

3 2) Language: Greek (idiomatic) (4 Active Points)

3 3) Language: Hebrew (idiomatic) (4 Active Points)

3 4) Language: Latin (idiomatic) (4 Active Points)

31 Magic: Necromancy 29-

2 PS: Appraise 11-

2 PS: Undertaker 11-

3 Paramedics 15-

3 Persuasion 15- (25-)

3 Research 15-

3 Scholar

2 1) KS: Arcane And Occult Lore (3 Active Points) 15-

4 2) KS: Necromancy (5 Active Points) 17-

2 3) KS: Relics and Artifacts of Power (3 Active Points) 15-

2 4) KS: The Covenant of Five (3 Active Points) 15-

2 5) KS: The Mystic World (3 Active Points) 15-

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

3 7) KS: Undead (4 Active Points) 16-

3 Seduction 15- (25-)

1 WF: Scythes

 

Total Powers & Skill Cost: 1042

Total Cost: 1146

 

200+ Disadvantages

5 Dependent NPC: Sanctuary 11- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills)

Notes: Though his son is trying to act the hero, Faust believes one day he will grow out of that and join his father as his right hand. He doesn't want his child to die during his rebellious teen years.

15 Distinctive Features: Mystic Mein; he exudes 'wrong' some shy away from him others are drawn to him. (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20 Hunted: Nilrem the Archmage 8- (Mo Pow, NCI, Harshly Punish)

5 Hunted: Sanctuary (Son) 8- (Less Pow, Capture)

15 Hunted: The Covenant of Five 11- (Mo Pow, NCI, Watching)

20 Hunted: The Order of Nimue 8- (Mo Pow, NCI, Harshly Punish)

25 Psychological Limitation: Desired Domain over the Death (Very Common, Total)

10 Psychological Limitation: Desires an "Epic" Legacy/Bloodline (Common, Moderate)

20 Psychological Limitation: Vain/Arrogant (Very Common, Strong)

15 Psychological Limitation: Victorian Wannabe Emo Poet (Very Common, Moderate)

15 Reputation: High Level Necromancer, 11- (Extreme)

15 Social Limitation: Secret Identity (Frequently, Major)

766 Experience Points

 

Total Disadvantage Points: 1146

 

 

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

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Re: Mysic Villains in Else Earth.

 

A couple of notes:

The Demigod Bone Armor is, as implied created from the bones of a semi-"divine" entity. The progeny of a being once worshiped on Earth. From what pantheon is unknown to the general public, but it is entirely possible that the parent will recognize it. Reactions are innumerable.

 

I'm probably going to put the Undead Summoning outside the VPP.

I'd like him to have a few more items (beyond the crown, scythe, armor, and Bastion) perhaps a talking skull that tells him the future? A Book of Necromatic Magic that...does something nasty? Dunno. My cold is still kicking me a bit so I might not finish him soon. Will have his history up when I can.

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Re: Mysic Villains in Else Earth.

 

Your marvelous Covenant of Five reminds me very much of the Parliament of Shadows from Blackwyrm Games's Algernon Files setting, as described by one of its primary scribes, Aaron "Longshadow" Sullivan, in previous post to these boards. Elements of both groups could easily be combined:

 

The Parliament of Shadows

 

The modern incarnation of, and name for, an organization that has existed since before the beginning of man's recorded history. When those that prey on man first recognized the dangers inherent in his grasping the foundations of sorcery, his mastery of his environment, and, most importantly, his ever-growing numbers, the wiser among their number first gathered in an earlier version of the Parliament. Simply put, the Parliament represents an organized body comprised from among the leadership of various supernatural powerbases. In theory, it exists to provide mutual protection, a focus for exchange of information, and a forum for addressing grievances between various groups without their having to resort to the type of violence that none can afford in a world of ever-dwindling arcane resources. In reality, it provides the various members an opportunity to keep tabs on each other's plans and movements, and to safely manipulate resources to which they otherwise would not have easy access. Though the Parliament itself has not been seen in decades, The Covenant, not to mention various metahuman and mundane heroes, continues to face members of its constituent factions. Due to the timing of their last known sighting and his first known sighting, Sepulchre is believed to have something to do with their disappearance.

 

Kostechei The Deathless, a seemingly immortal Lich and necromancer of legendary power, has been the uncontestable leader of a cabal of necromancers known as The Brotherhood of the Beckoning Night for centuries. Montressor, sorcerer, alchemist, and thaumaturgist extraordinaire, is the current leader of the Manus Gloriae, a circle of sorcerers founded in the dark ages (originally to combat the Covenant, but they've branched out since then). Der Drache (traditional title), vampire and current lord of Die Nachtkinder, an enormous group of his kind which owe her absolute allegiance. Morgaine the Warcrow, the legendary Le Fay herself, priestess of ancient Celtic gods and representative of what remains of the Unseelie Court. Ironmane Longclaw, former Algonquin shaman and war-chieftain of the Night Tribes, an ancient pact-founded federation of clans comprised entirely of various breeds of shapeshifters. And Totenkopf, revenant and former Knight Templar who helped betray his order to its enemies; cursed to an eternal, tormented half-life, he commands the Bloodguard, those special operatives chosen to actively defend and spy for the Parliament.

 

The Bloodguard

 

The current make-up of the Bloodguard, which in the absence of the Parliament proper has been relegated to the status of glorified errand boys and who search tirelessly for their former masters, is much smaller and less powerful than it has been in the past, as the constituent organizations of the PoS have long since reclaimed most of the members they had "loaned" the guard. What's left are Mr. Styx, a teleporter whose abilities carry him through multiple planar junctions, Bog, a corrupted earth elemental powered by demonic spells, Hellion, a cambion warrior who can absorb violence and hatred directed at him and convert them into great strength and speed, Brute, an iron golem with illusion spells giving him the appearances of any of several different humans, and Vandal, a shaman whose totem is chaos and who has a legion of violent spirits bound to his service.

 

More details about the Parliament, as well as other AF world groups, are expected to appear in Blackwyrm's often-delayed AF supplement Critical Security Update #1, although the company's uncertain about when that will finally be published. If you follow the "View post" button in the quotation above, you can read much more about those other groups.

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