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Enforcer84

Else Earth Pantheons of the ...Verse

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In the multi-verse in which Else Earth exists, there has been, off and on through the eons, a war waged between the Progenitors, an enlightened race of humanoids who seek to uplift their intergalactic and inter-dimensional brethren to their level of being. The Progenitors have mastered magic, technology, psionics, and the power cosmic. Of the many more malevolent forces that stand in their way, their greatest enemies are the so called Demon Lords of Crux. The Cruxian dimensions are all ruled by powerful beings of fel magic energy.

 

As Earth is a nexus world, a planet that serves as a way point for several dimensions, it is an important front for their battles. As such Earth and the nearby planets in its solar system were littered with abandoned or automated stations and caches.

 

Zeus and Hephaestus found some. This was at the height of the Olympians' powers and prestige. Greece was the cultural epicenter of Europe, they reigned supreme. Zeus and his misshapen son traveled as Zeus was curious about the world and knew that he only oversaw a small portion of it. He took Hephaestus with him as the god of the Forge loved to see new technologies, or artistic endeavors. He also created special devices that let them travel unknown even to other gods.

 

It was on one of these trips that they encountered a Prime Outpost. Hephaestus was fascinated. The technology was light-years ahead of anything he could create and even his divine abilities to understand and incorporate technology were being "overloaded" he could grasp the purpose of items but even he was at a loss to use them. Hephaestus wanted to stay and study the technology, but Zeus would have none of it. Hephaestus was very important. The weapons and armor he created was too valuable for him to shut himself in a far away outpost. Also, he didn't like the idea of his son having such untapped potential at his fingertips. Zeus summoned a great deal of his own mythical power and separated a fraction of his essence. Dubbing the newly created avatar Jupiter (as the young Roman states referred to him) he charged him with studying this technology, learning it, and bringing the knowledge back. Zeus planned on re-absorbing Jupiter and keeping the knowledge to himself.

Zeus and Hephaestus then departed.

 

For a few years, Jupiter did what he was told. He could contact Zeus and give him updates on his progress. Zeus had given him great stamina and intellect, but no other powers. Jupiter slowly divined the purpose of the technology, and then figured out how to operate enough so that the computers would teach him more. Unfortunately for Zeus, the outpost had been a major factor in the Prime's battles with the LoC. The systems were geared towards the creation, training, and arming of powerful bio-weapons. Jupiter, who had long ago realized that he existed at the whim of Zeus; decided to attempt a grasp at power on his own. If he could become a cosmically powerful Bio-Weapon, he might be able to win his freedom. Using all his will to hide his activities from the mental link with his creator, Jupiter began the long, painful process of self transformation.

 

Jupiter was unable to keep his traitorous thoughts from Zeus and the King of Olympus withdrew his treacherous avatar's powers and left it a lifeless husk. At least, that's what he believed. In reality, the removal of his divine life spark only eased Jupiter's transformation from entity of magic to cosmic powered entity.

Upon reaching the pinnacle of his power, Jupiter transported himself to Olympus; and in various disguises took genetic samples of the major and some of the minor gods and demigods of the Olympic pantheon.

 

Once his own "Olympian Pantheon" was created, trained, and armed, they attacked Mount Olympus. The battle was fierce and the original Olympians were, man for man, more powerful. They were not cosmically created clones, they were entities of magical power! Unfortunately, they were also disorganized, petty, and caught off guard. The bad blood that had festered between the true Olympians boiled over as each tried to defend their interests above those of Olympus as a whole.

 

Zeus, in an arrogant rage, made flashy and tactically unsound attacks. He would knock three of the invaders to their knees with one mighty blow; but instead of finishing them, he gloated. Hades and Poseidon were slow to join the battle, sure that their realms would be safe before lending aid to their brother. Ares would not work with Apollo, Herakles, or Athena. Hephaestus fought alone, refusing aid from his brethren. Hera, never a combatant; stood on the sidelines with Aphrodite.

 

In the end, Jupiter's followers were simply better led, better coordinated, and had the element of surprise. As the True Olympians began to fall to the coordinated attacks of their foes; Zeus became more and more enraged. He drew more and more power to himself. Often adding what ever minor stores of power his "useless" children or siblings had to take his might to unheard of levels. Deciding that taking out the "head" would stop the invaders, he prepared a massive attack for the upstart Jupiter.

 

And that was when he heard the screams. His wife, his children, his people, all of them. It was as if he was drawing their very life forces into himself all of them so that he could destroy Jupiter. He realized immediately that the blast would surely kill everyone present, his wife, his brothers, his children and he faltered. Quickly changing tactics, he altered the magic energy burst from a destructive force to a transport. He transported everyone of his pantheon away, scattered them across the multi-verse so that they could escape; then he collapsed.

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Herakles and Hera

 

"Well, this could not get any worse," Thought Herakles.

 

The son of Zeus, raised from his mortal death to true divinity by his father, now found himself light-years from home, accompanied only by the one Olympian who'd never wanted anything from him save his torment and his death. His step mother, Hera.

At first, due to the shock, they worked together well. Once they had determined that they were indeed alone they'd figured out a way to find food and drink, though they could survive without for sometime if they had too, they didn't want to test it.

The world they were on was hospitable, but barely. And the creatures of this world were strong. That was putting it mildly.

Hera began lording over her husband's bastard child as soon as they had established some sort of shelter and routine. Herakles took her verbal and physical abuse. He felt duty bound to his father to protect her. He hunted and cooked. She called him names and complained.

 

They traveled during the days, hoping to find some civilization on this world they'd been left on. When Hera's barbs weren't directed directly at Herakles she complained about her husband and his libido. It went on for months. It seemed like years.

Finally, one day, while she was in a particularly prickly mood; Hera made a comment on Herakles wife and child, killed by his own hand in madness induced by Hera herself.

 

At this, Herakles lashed out. Hera had thought that Zeus' rages were great. With in mere moments Herakles had her life in his hands.

"You Base COW!" He shouted. It was the first words he'd spoken to her in a week.

 

"For all his sins against you, Zeus was my father. I had no choice in the matter. My family had nothing to do with him. You weak, stupid, jealous, woman. I fought to defend you! I tried to fit in with you and your sanctimonious, inbred siblings and children! For all that I get your scorn and petty whining. You are not worthy of Magera's memories! NEVER MENTION HER NAME AGAIN!

 

Hera begged for her life. It was at this moment she knew what the wife and children had seen. Herakles walked away.

"Find your own way home, mother."

 

Hera was lost for a few days. She finally divined a way to the nearest civilization, but it was a long trip. Shifting her divine magic, she flew into the air. It was safer travel but took much of her energy. She stopped for food and finally made it. The city was filled with odd, cat-like humanoids. She changed shape to appear as one of them.

It was there that she resigned herself to living here for eternity; alone.

 

It was centuries before she saw Herakles again. She had lived among the T'Khar for almost three hundred years, earning a living as a midwife, using her home to protect the children and spouses in abusive relationships. It had been her calling before her marriage to the ultimate cheating spouse, it served her well here.

 

Herakles strode into her home, along with two small T'Khar children.

"Mother," he said flatly, she was astounded he could see through her disguise, "These children have lost their parents to raiding Can you look after them?"

 

Hera merely nodded and he crouched so that he could speak to the kits at their level.

"This is my mother. She will care for you as your mother did. Be kind to her."

 

And then he left.

 

Over the next few centuries, Hera slowly gained worshipers. She was the protector of families, children, and motherhood. Her powers seemed to grow as her arcane form continued to mature. Herakles too was revered, known as the Champion; he defended cities, fought monsters, won wars. Always on the side of the down trodden. Always on the side of right.

 

When Hephaestus and the others found them, Hera was reluctant to return. But Herakles said that she owed Zeus her life and should at least repay that debt before seeking her own life among the stars. She acquiesced and they left to restore Zeus to his throne. Hera was quiet during the journey home. It would take some time, since several members of the family had not been found. Herakles found her on deck one day watching the universe go by as they traveled.

 

"Come Mother," he said as he tossed a slim sword to her.

 

"What is this, child of Zeus?" The title was no longer laced with venom.

 

"Juno would have killed you. You need to fight when we get Olympus."

 

"A sword? I think not. I am no mere warrior."

 

"That is very true, but we need you to pull your own weight. Even Aphrodite has begun learned to fight."

 

"I will fight Herakles. But I will use no sword. My time with the T'Khar has taught me to defend myself and others. But I am no warrior."

 

She held her hands together and concentrated. As she pulled them away a long staff appeared. Shimmering silver metal that seemed to sing as she held it in her hands. The gripped the staff and stood as if to defend herself. Herakles lunged with the sword, and she parried it carrying the staff's momentum and followed with a strike to his head. The blow was solidly struck but had little effect. Herakles stopped abruptly.

 

He smiled at her. "That will do."

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Re: Else Earth Pantheons of the ...Verse

 

Herakles

Val Char Cost Roll Notes

125 STR 115 34- Lift 838.9ktons; 25d6 [6]

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

75 CON 130 24-

30 BODY 40 15-

18 INT 8 13- PER Roll 16-

20 EGO 20 13- ECV: 7

40 PRE 30 17- PRE Attack: 8d6

20 COM 5 13-

 

35/55 PD 10 Total: 35/55 PD (30/50 rPD)

35 ED 20 Total: 35 ED (30 rED)

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

45 REC 10

150 END 0

150 STUN 19 Total Characteristic Cost: 463

 

Movement:

Running: 9"/27"/18"/54"

Flight: 20"/40"

Leaping: 70"/140"

Swimming: 5"/10"

 

 

Cost Powers END

220 Awesome Might of Herakles!: Variable Power Pool (Godly Might), 100 base + 120 control cost, Cosmic (+2) (250 Active Points); Brick Tricks Only (-1/4)

0 1) Armsweep: Area Of Effect (up to One Hex; +1/2) for up to 100 Active Points of STR (50 Active Points); Can Be Blocked (-1/4) Real Cost: 40 5

0 2) Barrier Penetration: Indirect (attack always originates up to the character's reach in front of him; +1/4) for up to 100 Active Points of STR (25 Active Points) Real Cost: 25 2

0 3) Bearhug: EB 8d6, NND (defense is Life Support [self-Contained Breathing]; +1) (80 Active Points); Must Follow Grab (-1/2), No Range (-1/2), Requires A Brick Tricks Roll (-1/2), Side Effects (if character fails roll, opponent takes character's full STR damage; -1/4) Real Cost: 29 8

0 4) Distance Punch: Double Knockback (+3/4) for up to 100 Active Points of STR (75 Active Points); Requires A Brick Tricks Roll (-1/2), Increased Endurance Cost (x2 END; -1/2) Real Cost: 37 14

0 5) Finger Flick of Unconsciousness: EB 8d6, NND (defense is Lack Of Weakness on defenses covering the head, or any innate rPD protecting the head; +1) (80 Active Points); No Range (-1/2), Requires A Brick Tricks Roll (-1/2), Side Effects (if character fails roll, opponent takes character's full STR damage; -1/4) Real Cost: 35 8

0 6) Freight Train: (Total: 96 Active Cost, 84 Real Cost) Running +18" (9"/27" total) (Real Cost: 36) plus Area Of Effect (up to 24" Line; +1) for up to 60 Active Points of STR (60 Active Points); Linked (Running; -1/4) (Real Cost: 48) Real Cost: 84 10

0 7) Improvised Weaponry: EB 12d6, Side Effects (almost always causes considerable damage to the environment; +0), Variable Special Effects (+1/2) (90 Active Points); OIF (appropriate materials of opportunity; -1/2), Extra Time (Full Phase, -1/2), Limited Range (15"; -1/4) Real Cost: 40 9

0 8) Irresistible Strength: Penetrating (+1/2) for up to 100 Active Points of STR (50 Active Points) Real Cost: 50 5

0 9) Ring the Bell: Indirect (always from below; +1/4) for up to 90 Active Points of STR, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0) (22 Active Points); Extra Time (Full Phase, -1/2), Only Affects Targets On The Ground (-1/4) Real Cost: 12 2

0 10) Shockwave: Hole In The Middle (the hex the character stands in when he uses the power; +1/4), Explosion (+1/2) for up to 100 Active Points of STR, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0) (75 Active Points); Extra Time (Full Phase, -1/2), Only Affects Targets On The Ground (-1/4) Real Cost: 43 7

0 11) Stratospheric Throw: MegaScale (1" = 1 km; +1/4) for up to 60 Active Points of STR (15 Active Points); Increased Endurance Cost (x10 END; -4), Only Affects Throwing Distance (-1/2), Requires A Brick Tricks Roll (-1/2) Real Cost: 2 10

0 12) The Big Wrap-Up: Entangle 8d6, 8 DEF, Side Effects (may cause considerable damage to the environment; +0) (80 Active Points); OIF (appropriate materials of opportunity; -1/2), No Range (-1/2), Extra Time (at least a Full Phase, and often longer, depending on how long it takes to get the materials, -1/2), Defense Depends On Materials Used (-1/2) Real Cost: 27 8

0 13) The God of Strength And Power: +50 STR (50 Active Points); Increased Endurance Cost (x10 END; -4), No Figured Characteristics (-1/2), Limited to Non "Damaging" Brick Tricks (-1/4) Real Cost: 9 50

Notes: This can be used for breaking nonsentient objects, Lifting supreme weights, halting trains, breaking chains, etc. it can not be used for a "Power Haymaker".

0 14) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (the one hex the character is standing in when he uses the power; +1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) Real Cost: 24 6

 

30 Hephaestus' Armory: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1)

1u 1) Cestus: HKA 2d6 (4d6 w/STR) (30 Active Points); OAF (-1), Reduced Penetration (-1/4) 3

1u 2) Golden Mace: Hand-to-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 2

3u 3) Herakles' Bow: RKA 4d6, 8 Recoverable Charges (+0) (60 Active Points); OAF (-1) [8 rc]

10 I found a penny!: Luck 2d6

67 Winged Boots (Lesser): Flight 20", Reduced Endurance (0 END; +1/2), Variable Advantage (+1/2 Advantages; +1) (100 Active Points); OIF (-1/2)

 

Olympian Powers

20 1) Beyond Human: Power Defense (20 points)

20 2) Calling Olympus, this is Herakles calling Olympus: Mind Link , Fellow Olympians class of minds, Specific Group of Minds, Any dimension

20 3) Crossing the Veil to Olympus: Extra-Dimensional Movement (Single Dimension) 2

34 4) Detific Resiliance: (Total: 34 Active Cost, 34 Real Cost) Hardened (+1/4), Inherent (+1/4) (17 Active Points) applied to PD (Real Cost: 17) plus Hardened (+1/4), Inherent (+1/4) (17 Active Points) applied to ED (Real Cost: 17)

31 5) Effortless Strength: Reduced Endurance (1/2 END; +1/4) (31 Active Points) applied to STR

9 6) Godly Senses: +3 PER with All Sense Groups

30 7) I am far Tougher than Thou: Energy Damage Reduction, Resistant, 50%

30 8) I am far Tougher than Thou: Physical Damage Reduction, Resistant, 50%

0 9) I know Telepathy when I see it.: Mental Awareness

20 10) I've no weaknesses to exploit: Lack of Weakness (-10) for Resistant Defenses (Normal Defenses)

36 11) Immortality: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Minute; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; 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), Inherent (+1/4) (36 Active Points)

11 12) Iron Will: Mental Defense (15 points total)

8 13) Massive Size: Knockback Resistance -4"

17 14) Nemean Lion's Skin: Armor (20 PD/0 ED) (30 Active Points); Only Works Against Slashing/Piercing Attacks (-1/2), IIF - Nemean Lion Skin Uniform (-1/4)

45 15) Nigh Invulnerable: Damage Resistance (30 PD/30 ED), Inherent (+1/4), Hardened (+1/4) (45 Active Points)

12 16) Over There, in the distance: +8 versus Range Modifier for Sight

45 17) Prodigious Leaping: Superleap +45" (70" forward, 35" upward) 4

18 18) Regeneration: Healing 2 BODY, Resurrection (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) 4

35 19) Speak with Follower: Mind Link , Human class of minds, Any Willing Target, Any dimension, No LOS Needed

3 20) Strong Swimmer: Swimming +3" (5" total) 1

6 21) Swift of Foot: Running +3" (9"/27" total) 1

5 22) Thermal Vision: Infrared Perception (Sight Group)

13 23) You don't have the Power to Move Me: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2

 

Pankration

Maneuver OCV DCV Notes

4 Bend Joint -1 +1 2d6 NND

4 Break Bone -2 +0 HKA 1d6 +1

4 Crush +0 +0 29d6 Crush, Must Follow Grab

4 Escape +0 +0 140 STR vs. Grabs

3 Grab -1 -1 Grab Two Limbs, 135 STR for holding on

3 Kick/Punch +1 +0 27d6 Strike

3 Legsweep +2 -1 26d6 Strike, Target Falls

3 Sacrifice Throw +2 +1 25d6 Strike; You Fall, Target Falls

1 Weapon Element: Cestus

 

Perks

9 Reputation: Great Hero of Divine Ancestry (A large group) 14-, +3/+3d6

5 Has Spending Cash: Money: Well Off

5 Fringe Benefit: Olympian God

3 Well-Connected

20 1) Contact: Olympian Pantheon (Contact has extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 12-

11 2) Contact: The Golden Gate Guardians (Contact has access to major institutions, Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-

20 3) Contact: The Protectors (Contact has access to major institutions, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 12-

20 10 More Contacts 11- various adders

 

Talents

3 Skilled at travel: Bump Of Direction

20 Brilliant Combatant: Combat Sense 18-

5 I've had a long life. I remember it all: Eidetic Memory

3 Cat-napper: Lightsleep

9 Does not give away his secrets: Resistance: 9 points

26 Has travelled the Universe, Knows a language or two: Universal Translator 19-

 

Skills

15 +3 with Hand To Hand

32 +4 with All Combat

40 Eons of Experience: +4 Overall

21 Skilled Strenght: Power: Brick Tricks 22-

2 AK: Ancient Greece 11-

3 AK: Olympus 12-

3 Analyze: Combat 13-

3 Breakfall 14-

3 Climbing 14-

6 Gambling (Board Games, Card Games, Dice Games) 13-

5 High Society 18-

3 Hoist 13-

5 Interrogation 18-

4 Language: Ancient Greek (Idiomatic, native accent)

3 Language: English (Completely Fluent, w/Accent)

3 Language: Gaelic (Completely Fluent, w/Accent)

4 Language: Italian (Idiomatic, native accent)

3 Language: Welsh (Completely Fluent, w/Accent)

3 Oratory 17-

3 Paramedics 13-

3 Riding 14-

3 Scholar

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

1 2) KS: Archery (2 Active Points) 11-

1 3) KS: Equestrian (2 Active Points) 11-

1 4) KS: Greek History (2 Active Points) 11-

2 5) KS: Greek Mythology (3 Active Points) 13-

2 6) KS: Lore (Heroes; Classical) (3 Active Points) 13-

1 7) KS: Military History (2 Active Points) 11-

1 8) KS: Pankration (2 Active Points) 11-

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

3 Scientist

1 1) Architecture 11- (2 Active Points)

1 2) Linguistics 11- (2 Active Points)

1 3) Literature 11- (2 Active Points)

1 4) Mathematics 11- (2 Active Points)

1 5) Medicine 11- (2 Active Points)

1 6) Occultism 11- (2 Active Points)

1 7) Theology 11- (2 Active Points)

5 Seduction 18-

3 Streetwise 17-

10 Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Desert, Mountain) 13-

3 Tactics 13-

3 Teamwork 14-

3 Tracking 13-

2 Weapon Familiarity: Ancient Greek Weapons

14 Weapon Familiarity: Beam Weapons, Common Melee Weapons, Common Missile Weapons, Emplaced Weapons, Energy Weapons, Siege Engines, Small Arms

 

Total Powers & Skill Cost: 1222

Total Cost: 1685

 

600+ Disadvantages

20 Distinctive Features: Godly Mien (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20 Hunted: Hercules 8- (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Hunted: Blackguard 8- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

30 Hunted: Rival Pantheon 11- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

20 Psychological Limitation: Chivalric type Code (Common; Total)

10 Psychological Limitation: Enjoys combat (Common; Moderate)

10 Psychological Limitation: Hedonist, enjoys life (Common; Moderate)

20 Psychological Limitation: Overconfidence (Very Common; Strong)

15 Psychological Limitation: Protective of the Mortal Realm (Common; Strong)

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

915 Experience Points

 

Total Disadvantage Points: 1685

 

 

 

Background/History: Herakles returned to Olympus with a vengeance. During his time away his powers had matured to unimaginable levels. He eschewed magic for pure physical prowess. When the two pantheons clashed his counterpart Hercules was utterly humiliated. Herakles turned his attention to his fellow True Olympians, lending aid where he could.

 

When the war ended, he stayed with his fellow Olympians long enough to aid in the rebuilding of their home plane. Then he left for the Earth Realm to serve as its protector. To this end he has served on several super teams, most notably the second incarnation of the Protectors and currently among the Millennial Battalion. He has been active on every continent and has earned the respect and love of people all over the world. He works well with other super humans and even gets along with his fellow "Gods". He and Magni have a very friendly rivalry that none the less has boiled over into good natured brawls on occasion, Krishna is a drinking buddy, and Thrud spent some quality time with him to make her brothers angry.

 

Other Deities have a distinctly adversarial view of the massive Olympian. Shiva does not like that Herakles is capable of going toe to to with him, several of the angrier, self professed evil Deities have felt his wrath and found it...unpleasant. He and Blackguard have had several truly wicked battles and they hate each other with a burning passion. Though he has adopted the modern heroic code, Herakles knows that Blackguard is not a “put them in prison” style foe. He knows that the Demon Sired needs to be destroyed.

 

Personality/Motivation: Herakles time with Hera showed him far more about himself than he'd ever admit to her. He feels (probably rightly so) that he was fast on his way to becoming his father. To be fair, the drunken revelry he used to partake in was far more acceptable in his day; but the return of his wife and children to him ended much of his carousing. Magera and his children live in Olympia, they simply can't fathom adapting to the modern times. He visits them when he can, but can't help but feel that even though they have forgiven him and are relieved he was controlled, they still hold fear of him. Herakles has all but given Magera a divorce, he made a place for her and the children in Olympia and makes sure that they want for naught. But it is hard for him to be around them anymore.

 

But for all this, he is a fun guy to be around. He is very down to Earth, much smarter than he appears, and though he speaks with a pseudo-Shakespearian accent and often is found in bars, he is far from a drunken lout. Herakles takes pains to live by a code akin to chivalry. He still has an eye for lovely ladies but is loath to have a series of one night stands. He does often take a shine to attractive heroines, but he is respectful and takes “no” for an answer without offense.

 

He works well with mortals, having been one, but still can have his aloof moments.

 

Quote: "Truely, you are as mighty as they say. Sadly for you, I am far more than my legend has made me out to be."

"You are a lovely maiden, I will most assuredly accompany you."

 

Powers/Tactics: Herakles is a Brick's Brick. His abilities are limited to fantastic uses of his own strength. His VPP allows him access to most of the "Brick Tricks" available in the Ultimate Brick. He uses them at slightly lesser effect than his full strength. On Advantage style abilities use a max 100 STR.

 

Not only that, but he's a keen student of martial prowess. He's not supernaturally gifted like Ares or Athena, but he's an apt student and has a healthy respect for skilled warriors. He often surprises the dedicated martial artists with his respect and prowess. Herakles fears nothing, believes nothing can keep him down for long, and that energy blasts are for pussies.

 

Campaign Use: He's an amalgam of Marvel's Thor and Hercules in my world. Widely respected, considered among the most powerful beings on the planet, and a proud member of the best superteams. He can also be consulted on ancient Greek mysteries, his fellow Olympians, as well as some alien races. Herakles has made more than one interstellar odyssey in his day.

 

Herakles is more down to Earth than other Gods, but he's supremely confident in his might and abilities and no task is beyond him. He tends to come off as a good natured oaf, but he is knowledgeable if not scholarly, and ethical if not saintly.

 

Appearance: Herakles is a tall, powerfully built individual. He has a thick, muscular, physique, curly dark hair, often sporting a beard. He would make an excellent professional wrestler.

 

He currently wears a black and red vest with a Lion design on the back, golden leg braces, golden bracers on his arms and wrists, and black gloves. He wears a broad, black, belt. There are rumors that his new costume is the skin of the Nemon Lion, transformed by powerful sorcery or super science. Herakles isn't talking.

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Hera

 

Hera

Val Char Cost Roll Notes

40 STR 30 17- Lift 6400.0kg; 8d6 [4]

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

28 CON 36 15-

15 BODY 10 12-

25 INT 15 14- PER Roll 17-

30 EGO 40 15- ECV: 10

35 PRE 25 16- PRE Attack: 7d6

26 COM 8 14-

 

20 PD 12 Total: 20 PD (20 rPD)

20 ED 14 Total: 20 ED (20 rED)

 

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

15 REC 2

 

70 END 7

 

60 STUN 11 Total Characteristic Cost: 266

 

Movement:

Running: 6"/12"

Leaping: 8"/16"

Swimming: 2"/4"

 

 

Cost Powers END

375 Arcane Might: Variable Power Pool

(Magic Pool), 150 base + 225 control cost, Cosmic (+2) (375 Active Points)

27 Astral Form: Duplication (creates 350-point form), Altered Duplicates (100%; +1) (140 Active Points); Extra Time (1 Hour, Only to Activate, must enter trance and meditate to allow astral self to leave its fleshy prison; -1 1/2), Original Character Is Incapacitated And Helpless While Duplicate Exists (-1), Feedback (All Duplicates Take Damage When Struck; -1), Both Characters Die If They Do Not Recombine Within 24 Hours (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 14

14 Find Zeus' Mind : Mind Scan 5d6 (Alien class of minds), +5 ECV (35 Active Points); Only to Find Zeus Power loses about half of its effectiveness (-1), Linked (Mental Scanning; Simply add the 5 dice and +5ECV to her totals; -1/2) 3

Notes: This adds to her Mind Scanning

 

125 The Goddess's Mental Prowess: Multipower, 125-point reserve

12u 1) Bow before the Queen's might: Suppress Mental/Psionic Powers 6d6, All Powers Simultaneously (+2), Area Of Effect (9" Radius; +1) (120 Active Points) 12

4u 2) Mental Paralysis: Entangle 3d6, 3 DEF, Takes No Damage From Attacks Physical Attacks (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (75 Active Points); Mental Defense Adds To EGO (-1/2), Cannot Form Barriers (-1/4) 7

11u 3) Mental Scanning: Mind Scan 16d6 (Human and Alien classes of minds), +10 ECV (110 Active Points) 11

12u 4) Mind Blast: Ego Attack 8d6 (Human, Alien and Animal classes of minds), Reduced Endurance (1/2 END; +1/4) (125 Active Points) 5

6u 5) Neural Blindness: Sight Group Flash 6d6, Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (60 Active Points) 6

7u 6) Psionic Surgery: Major Transform 3d6 (Add, Remove, or Alter Memories and Psych Limitations), Works Against EGO, Not BODY (+1/4), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (101 Active Points); Limited Target Humans (-1/2) 10

2u 7) Psychomorph: Shapeshift (Mental Group, Any Shape) (25 Active Points) 2

10u 8) Remote Viewing: Clairsentience (Sight And Hearing Groups), x128 Range (30,720"), +2 to PER Roll, Transdimensional (Single Dimension; Earth & Olympus Only; +1/2) (100 Active Points) 10

12u 9) Telepathy: Telepathy 18d6 (Human and Alien classes of minds), Reduced Endurance (1/2 END; +1/4) (125 Active Points) 5

5u 10) Unclear Thoughts: Change Environment 16" radius, -4 INT Roll and all INT, Personal Immunity (+1/4) (46 Active Points) 5

 

Cuckoo Staff, all slots OAF (-1)

33 1) Goddess Energy Conversion: Energy Blast 15d6 (75 Active Points); OAF (-1), 10 Charges (-1/4) [10]

10 2) Staff: (Total: 27 Active Cost, 10 Real Cost) Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 8) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 2) 2

50 3) Visions: Sight, Hearing and Smell/Taste Groups Images Increased Size (16" radius; +1), +/-10 to PER Rolls (100 Active Points); OAF (-1) 10

 

Olympian Abilities

10 1) Aura Vision: Detect Aura 17-/14- (Unusual Group), Discriminatory

15 2) Combat Awareness: Combat Sense 14-

20 3) Crossing the Veil to Olympus: Extra-Dimensional Movement (Single Dimension) 2

5 4) Cuckoo's Vision: Increased Arc Of Perception (240-Degree) with Sight Group

27 5) Detect Minds: Detect Minds (Mental Group) 17-/14- (Unusual Group), Discriminatory, Increased Arc of Perception, Sense, Targeting Sense

20 6) Detific Resiliance: (Total: 20 Active Cost, 20 Real Cost) Hardened (+1/4), Inherent (+1/4) (10 Active Points) applied to PD (Real Cost: 10) plus Hardened (+1/4), Inherent (+1/4) (10 Active Points) applied to ED (Real Cost: 10)

10 7) Effortless Strength: Reduced Endurance (1/2 END; +1/4) (10 Active Points) applied to STR

44 8) Form Shifting: Shape Shift (Sight, Smell/Taste, Touch and Hearing Groups, any shape), Instant Change 4

9 9) Godly Senses: +3 PER with all Sense Groups

15 10) How fortunate!: Luck 3d6

8 11) I can see for miles and miles: +16 versus Range Modifier for Normal Sight

36 12) Immortality: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Minute; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; 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), Inherent (+1/4) (36 Active Points)

5 13) Mental Link: Mind Link , Human class of minds, Zeus

30 14) Nigh-Invulnerable: Damage Resistance (20 PD/20 ED), Inherent (+1/4), Hardened (+1/4) (30 Active Points)

4 15) Olympian Mass: Knockback Resistance -2"

100 16) Psionic Defense Reflex: Ego Attack 4d6, Damage Shield (+1/2), Continuous (+1) (100 Active Points) 10

25 17) Queen of the Gods: Power Defense (25 points)

5 18) Sense Temperature: Detect Temperature 17-/14- (Unusual Group), Sense

34 19) The Queen of Olympus will not be broken: Mental Defense (40 points total)

60 20) Tougher than Thou: Energy Damage Reduction, Resistant, 75%

60 21) Tougher than Thou: Physical Damage Reduction, Resistant, 75%

50 22) You God wishes to speak to you: Mind Link , Anyone who has been touched by the God's Powers, Human and Animal classes of minds, Specific Group of Minds, Any dimension, No LOS Needed

 

 

Staff Fighting

Maneuver OCV DCV Notes

4 Bind +1 +0 Bind, 50 STR

4 Block +2 +2 Block, Abort

4 Disarm -1 +1 Disarm; 50 STR to Disarm roll

5 Jab +1 +3 Weapon Strike

3 Legsweep +2 -1 Weapon +1 DC Strike, Target Falls

4 Nerve Strike -1 +1 2d6 NND

4 Shove +0 +0 55 STR to Shove

5 Smash -2 +1 Weapon +4 DC Strike

4 Strike +0 +2 Weapon +2 DC Strike

0 Weapon Element: Staff

 

 

Perks

8 Deep Cover (Total of 4 Identities)

8 Fringe Benefit: Queen of Olympus

2 Benefit Package as befits a God: Fringe Benefit: International Driver's License, Passport

3 Well-Connected

8 1) Contact: NOW (Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11-

20 2) Contact: Olympians (Contact has extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 12-

14 3) Contact: Red Cross (Contact has access to major institutions, Contact has very useful Skills or resources, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 11-

 

 

Talents

3 Down the stairs and to the left: Bump Of Direction

3 Isn't it time for your appointment?: Absolute Time Sense

26 She says she's ready to give birth Doctor: Universal Translator 20-

40 Something's not right here: Danger Sense (general area, any danger, Function as a Sense) 20-/17-

 

 

Skills

9 +3 with Staffs

50 Greater Goddess: +5 Overall

4 AK: Olympia 15-

3 Bureaucratics 16-

3 Conversation 16-

3 Deduction 14-

3 Disguise 14-

3 Forensic Medicine 14-

3 High Society 16-

3 Instructor 14-

3 Interrogation 16-

0 Language: Greek (idiomatic) (4 Active Points)

4 Language: T'Kharran (idiomatic)

3 Oratory 16-

3 PS: Councilor 16-

3 PS: Midwife 14-

3 Paramedics 14-

3 Persuasion 16-

3 Poisoning 14-

3 Scholar

2 1) KS: T'Khar Religion & Mythology (3 Active Points) 14-

2 2) KS: Alchemy (3 Active Points) 14-

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

2 4) KS: Artifacts & Relics (3 Active Points) 14-

2 5) KS: Child Psychology (3 Active Points) 14-

1 6) KS: Dragons (2 Active Points) 11-

2 7) KS: Infectious Disease Control and Prevention (3 Active Points) 14-

2 8) KS: Legends And Lore (3 Active Points) 14-

3 9) KS: Marriage Counciling (4 Active Points) 15-

4 10) KS: Midwifery (5 Active Points) 16-

2 11) KS: Physical Therapy (3 Active Points) 14-

2 12) KS: The Mystic Community (3 Active Points) 14-

2 13) KS: The Olympian Pantheon (3 Active Points) 14-

3 Scientist

2 1) SS: Emergency Medicine 14- (3 Active Points)

5 2) SS: Obstetrics 17- (6 Active Points)

2 3) SS: Pediatrics 14- (3 Active Points)

2 4) SS: Xeno Medicine 14- (3 Active Points)

3 WF: Blades, Clubs, Polearms and Spears, Staffs, Two-Handed Weapons

 

Total Powers & Skill Cost: 1636

Total Cost: 1902

 

600+ Disadvantages

10 Distinctive Features: Godly Mien (concealed with Shapeshift) (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20 Hunted: A'Khavorell (Demon Lord of Crux who desires her to be HIS Queen) 8- (Mo Pow; NCI; Harshly Punish)

20 Hunted: Diametrically opposed Pantheon 11- (As Pow; NCI; Harshly Punish)

10 Hunted: Ishtar 8- (As Pow; Harshly Punish)

15 Hunted: Juno 8- (As Pow; NCI; Harshly Punish)

10 Hunted: Zeus 8- (Mo Pow; NCI; Watching)

15 Psychological Limitation: Devoted defender of the T'Khar immigrants (Common; Strong)

10 Psychological Limitation: Jealous (Common; Moderate)

15 Psychological Limitation: Protector of Women and Children (Common; Strong)

5 Reputation: Defender of Women and Children, 11- (Known Only To A Small Group)

10 Reputation: Jealous Wife of Zeus, 11-

5 Rivalry: Professional (Women who catch Zeus' Eye; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Multiple Rivals)

10 Social Limitation: Answers to the Pantheonic Pecking Order (Frequently; Minor)

1147 Experience Points

 

Total Disadvantage Points: 1902

 

 

 

Background/History: Since her return, Hera has made a conscious effort to ignore Zeus' wandering eye. She has devoted herself to taking care of T'Kaurr immigrants who used magic to follow her to Olympus. They appeared roughly seven years after the True Olympians returned, she is their patron goddess and they work as her servants and protectors. She has some projects that she uses to pass her time. She spends a lot of time on Earth realm, working with women's and children's charities. To this end she has set up numerous false identities, wealthy widows who give generously to charities world wide. She also keeps tabs on mages and mentalists, herself being a powerful psychic. Hera's mind is so powerful that even The White King and the Hyperion Institute are reluctant to challenge her.

 

Since Hera's life is no longer consumed with spying on her husband and making his lover's lives miserable, she has found much more joy. She also has a very strong relationship with Herakles; aided tremendously by her admission to Zeus of her hand in the deaths of Herakles' family. Zeus ordered Hades to release them and allowed Herakles to name her punishment. He bade her to spend 1 year each century as Magera's servant. Hera agreed and found that Magera was far more gracious and forgiving that she had been in her days. She swore from that day forward that she would defend Herakles' family with her life from that day forward, though Herakles does not know of this.

 

 

Zeus has tried to stop from hurting her, but the truth is he's simply not selfless enough. She has come to accept him as he is, and while she still feels the sting, she isn't going to fall to jealous madness again. Also, she's not above giving him a taste of his own medicine. (which, by the way he hates)

 

Personality/Motivation: Although there are those who claim her eons in exile remade Hera, it is probably closer to the truth that they allowed her to regain what she once was or at least, could have been. She takes the role of Protector and Nurturer very seriously now.

 

While she still finds her husband's inability to keep from roaming infuriating; Hera has stopped seeking vengeance against those whom he seduces. This by no means applies towards wantons who try to take Zeus from her. As Juno and the goddess Ishtar found out to their dismay. Both have sworn revenge. Zeus' changed ways have made this much easier. She is closer to her extended Olympian family than she once was and has become the noble and gracious Queen of Olympus that she always pretended she was.

 

Quote: "Eyes right Dear, she's not your type."

"Fear not child, I will not let harm befall thee."

"Try that again you mesopotanian hussy; and I'll stick that blade of yours so far up your ass it will cut your profane tongue."

 

Powers/Tactics: Hera is not only a powerful sorceress , she also is the preeminent mentalist among the True Olympians. She has learned to fight with her staff and is by no means a push over. She however has thus far refused to don armor, even the summonable sort Hephaestus has been trying to give her.

 

Hera does not really seek combat, even against perceived threats to her followers, family, and marriage. Her first preference is: diplomacy, followed by intimidation, and finally, swift mental, magical, and even physical assaults. She is actually merciful in combat (threats to Ishtar Notwithstanding) and will allow a beaten foe the opportunity to retreat. However, she has her limits and those who abuse her graciousness can find that she still knows how to ruin your life.

 

Campaign Use: Depending on how you play Zeus, Hera can appear to warn female PC's whom he's trying to seduce (for their own good, you know) or she can be met in one of her identities helping her favorite charities.

 

She might also appear should a great threat to children or women come to fore, a serial killer or child molester might find Artemis and Hera tracking him down. That would be bad for him.

 

She has her own immigrant worshipers that live in Olympia with her. And she also acts as an Ambassador for Zeus when the more informal Hermes might ruffle more feathers than is desired.

 

Appearance: Hera appears as an epically lovely woman in her mid to late thirties. While no longer in the flower of youth, she has a serenity about her and an aura of quiet strength. She has auburn hair, blue eyes, and a pale but perfect complexion. She generally wears white robes on Olympia but in Earth realm wears tailored dress suits or gowns. She does not dress like a femme fatale, or a “cougar” but rather a goddess.

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Ares

 

Ares

Val Char Cost Roll Notes

75 STR 65 24- Lift 819.2tons; 15d6 [7]

27 DEX 51 14- OCV: 9/DCV: 9

50 CON 80 19-

25 BODY 30 14-

18 INT 8 13- PER Roll 16-

25 EGO 30 14- ECV: 8

40/50 PRE 30 17- / 19- PRE Attack: 8d6/10d6

20 COM 5 13-

 

25/45 PD 10 Total: 25/45 PD (12/32 rPD)

25/45 ED 15 Total: 25/45 ED (12/32 rED)

 

7 SPD 33 Phases: 2, 4, 6, 7, 9, 11, 12

30 REC 10

 

110 END 5

 

110 STUN 22 Total Characteristic Cost: 394

 

Movement:

Running: 6"/12"

Leaping: 15"/30"

Swimming: 2"/4"

 

 

Cost Powers END

202 God of War: Variable Power Pool (Magic Pool), 135 base + 67 control cost, (202 Active Points)

0 1) Berserk Fury: (Total: 65 Active Cost, 23 Real Cost) Aid STR 5d6 (50 Active Points); Self Only (-1/2), Only When Fighting (-1/2), Side Effects (automatically becomes Berserk in combat while Aid remains in effect, can only make 11- recover rolls after all Aided points fade; -1/2), Cannot Be Used Again Until all Points Fade (-1/4) (Real Cost: 18) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); STUN Only (-1/2), Only When Fighting (-1/2), Side Effects (automatically becomes Berserk in combat while Aid remains in effect, can only make 11- recover rolls after all Aided points fade; -1/2), Linked (Aid; (lasts only as long as Aid lasts); -1/2) (Real Cost: 5) Real Cost: 23

0 2) Fog of War: Change Environment 64" radius, -5 to Hearing Group PER Rolls, -5 to Sight Group PER Rolls, +2 Temperature Level Adjustment, Long-Lasting 20 Minutes, Multiple Combat Effects, Varying Combat Effects (88 Active Points) Real Cost: 88 9

0 3) God of Discord: Mind Control 10d6 (Human and Alien classes of minds), Telepathic (+1/4), Area Of Effect (8" Any Area; +1) (135 Active Points); Only To inflict Anger (-1) Real Cost: 67 13

0 4) Summon Legion: Summon 128 75-point beings, Expanded Class of Beings: Limited Group (see text; +1/2), Slavishly Devoted (+1) (125 Active Points) Real Cost: 125 12

 

120 Omniversal Weapon: Multipower, 60-point reserve, all slots Variable Advantage (+1 Advantages; +2) (180 Active Points); all slots OIF (Can be removed but is spiritually linked to Ares. He can summon it back; -1/2)

4u 1) Blast Weapons: Energy Blast 12d6 (60 Active Points); OIF (Can be removed but is spiritually linked to Ares. He can summon it back; -1/2) 6

2u 2) Blunt Weapons: Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2), OIF (Can be removed but is spiritually linked to Ares. He can summon it back; -1/2) 4

4u 3) Killing Weapons (Melee): Killing Attack - Hand-To-Hand 4d6 (5 1/2d6 w/STR) (60 Active Points); OIF (Can be removed but is spiritually linked to Ares. He can summon it back; -1/2) 6

4u 4) Killing Weapons (ranged): Killing Attack - Ranged 4d6 (60 Active Points); OIF (Can be removed but is spiritually linked to Ares. He can summon it back; -1/2) 6

4u 5) Psychic Weapons: Ego Attack 5d6 (Human and Alien classes of minds) (60 Active Points); OIF (Can be removed but is spiritually linked to Ares. He can summon it back; -1/2) 6

 

Armor of Ares, all slots Only In Heroic Identity (-1/4)

16 1) A Chink? In THIS armor? : Lack Of Weakness (-20) for Resistant Defenses (20 Active Points); Only In Heroic Identity (-1/4)

8 2) Commanding Visage: +10 PRE (10 Active Points); Only In Heroic Identity (-1/4)

10 3) Even Greater Defense: Mental Defense (30 points total) (13 Active Points); Only In Heroic Identity (-1/4)

60 4) Golden Armor: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); Only In Heroic Identity (-1/4)

16 5) I am Unmoved: Knockback Resistance -10" (20 Active Points); Only In Heroic Identity (-1/4)

36 6) Protected Senses: Hearing Group Flash Defense (15 points), Mystic Group, Sight Group (45 Active Points); Only In Heroic Identity (-1/4)

 

Standard Olympian Abilities

6 1) Big and Bad: Knockback Resistance -3"

20 2) Crossing the Veil to Olympus: Extra-Dimensional Movement (Single Dimension) 2

18 3) Difficult to Harm: Damage Resistance (12 PD/12 ED), Hardened (x2; +1/2) (18 Active Points)

20 4) Godlike Durability: Power Defense (20 points)

9 5) Godly Senses: +3 PER with all Sense Groups

5 6) How fortunate!: Luck 1d6

29 7) Immortality: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Minute; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; 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)

35 8) Speak with Follower: Mind Link , Human class of minds, Any Willing Target, Any dimension, No LOS Needed

12 9) Strong Willed: +12 Mental Defense (30 points total)

30 10) Tougher than Thou: Energy Damage Reduction, Resistant, 50%

30 11) Tougher than Thou: Physical Damage Reduction, Resistant, 50%

 

Pankration

Maneuver OCV DCV Notes

4 Bend Joint -1 +1 2d6 NND

4 Break Bone -2 +0 HKA 1d6 +1

4 Crush +0 +0 19d6 Crush, Must Follow Grab

4 Escape +0 +0 90 STR vs. Grabs

3 Grab -1 -1 Grab Two Limbs, 85 STR for holding on

3 Kick/Punch +1 +0 17d6 Strike

3 Legsweep +2 -1 16d6 Strike, Target Falls

3 Sacrifice Throw +2 +1 15d6 Strike; You Fall, Target Falls

1 Weapon Element: Blades

1 Weapon Element: Cestus

 

Perks

40 Erakshone : Follower: Polloxian Hound/Steed

50 The Sparta: Techno-Magic Space Battlecruiser

Deep Covers

2 1) Drugan Oparan; Mercenary Soldier: Deep Cover

2 2) Lars Cestus: Arms Dealer: Deep Cover

3 Fringe Benefit: Membership: Olympic Pantheon

3 Well-Connected

3 1) Contact: Mercenary Circles (Contact has access to major institutions) (4 Active Points) 12-

2 2) Contact: Ricollo D'Peregrine (International Arms Dealer) (Contact has useful Skills or resources) (3 Active Points) 11-

4 3) Contact: Unnamed American Captain (USMC) (Contact has access to major institutions, Good relationship with Contact) (5 Active Points) 12-

3 4) Contact: Unnamed Soviet Soldier (Contact has access to major institutions, Good relationship with Contact) (4 Active Points) 11-

 

Talents

3 Cat Naps: Lightsleep

3 I can see the target: Absolute Range Sense

5 I remember it like it was tuesday: Eidetic Memory

3 On my mark: Absolute Time Sense

11 Quick First Step: Lightning Reflexes: +7 DEX to act first with All Actions

37 Supreme Senses: Danger Sense (self only, any danger, Function as a Sense, Targeting Sense) 16-/13-

4 Well Mounted? : Mounted Warrior (HTH Combat)

25 What was that? Oh right.: Universal Translator 18-

 

Skills

10 Godly Gifts: +1 Overall

72 I..am the God of War!: +9 with All Combat

17 Raging Creativity: Power: Strength Application 21-

29 War God: Control Godlike Abilties 26-

43 Warseer: Analyze: Combat 33-

4 AK: Olympia 14-

8 Animal Handler (Birds, Dragons, Equines, Raptors, Reptiles & Amphibians) 18- (20-)

3 Breakfall 14-

3 Bureaucratics 17- (19-)

3 Climbing 14-

3 Combat Driving 14-

3 Combat Piloting 14-

10 Defense Maneuver I-IV

3 Demolitions 13-

3 Fast Draw 14-

3 Feint 14-

3 High Society 17- (19-)

3 Instructor 13-

3 Interrogation 17- (19-)

3 Musical Instrument Familiarity (Aerophones) 12-

3 Oratory 17- (19-)

3 Paramedics 13-

17 Power: Brick Tricks 21-

3 Research 13-

3 Scholar

9 1) KS: Earth Military Organizations/Insignea (10 Active Points) 20-

9 2) KS: Military History: Earth (10 Active Points) 20-

7 3) KS: Military History: Pollox Galaxy (8 Active Points) 18-

9 4) KS: Military/Mercenary/Terrorist World (10 Active Points) 20-

9 5) KS: Recognize Weapon Quality (10 Active Points) 20-

7 6) KS: The Superhuman World (8 Active Points) 18-

9 7) KS: Warfare: Ancient (10 Active Points) 20-

9 8) KS: Warfare: Modern (10 Active Points) 20-

3 Security Systems 13-

3 Seduction 17- (19-)

3 Streetwise 17- (19-)

5 Survival 14-

6 TF: Mecha, Riding Animals, Science Fiction & Space Vehicles, Chariots

17 Tactics 20-

3 Teamwork 14-

3 Tracking 13-

10 Two-Weapon Fighting (HTH)

10 Two-Weapon Fighting (Ranged)

53 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Early Firearms, Emplaced Weapons, Siege Engines, Small Arms, Arare, Atatl, Blowguns, Boomerangs and Throwing Clubs, Early Thrown Grenades, Flails, Flamethrowers, Flying Claw/Guillotine, Fukimi-Bari, Garrote, General Purpose/Heavy Machine Guns, Grenade Launchers, Homemade Weapons, Hook Sword, Iron Mandarin Duck, Kiseru, Lajatang, Lances, Metsubishi, Nets, Off Hand, Pendjepit, Rope Dart, Shoulder-Fired Weapons, Sling, Sling Bow, Spread-The-Water Knife, Staff Sling, Staffs, Steel Olive, Steel Toad, Three-Section Staff, Thrown Chain & Rope Weapons, Thrown Sword, Urumi, Vehicle Weapons, Whips, Wind and Fire Wheels, Wishful Steel Ball

7 Weaponsmith 15-

 

Total Powers & Skill Cost: 1382

Total Cost: 1776

 

600+ Disadvantages

10 Distinctive Features: Godly Mein (Concealable; Extreme Reaction; Detectable Only By Unusual Senses)

20 Hunted: Diametrically opposed Pantheon 8- (Mo Pow; NCI; Harshly Punish)

20 Hunted: Mars 11- (As Pow; NCI; Harshly Punish)

15 Hunted: Zeus 8- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

10 Psychological Limitation: Disdain for Cowards (Common; Moderate)

10 Psychological Limitation: Protective of Aphrodite (Common; Moderate)

15 Psychological Limitation: Sees everything as a military conquest (Very Common; Moderate)

20 Psychological Limitation: Supremely Confident (Very Common; Strong)

5 Rivalry: Professional (Athena; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

5 Rivalry: Professional (Herakles; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

10 Rivalry: Professional (Other War Gods; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Multiple Rivals)

10 Social Limitation: Answers to the Pantheonic Pecking Order (Frequently; Minor)

15 Social Limitation: Secret Identity (Deep Covers) (Frequently; Major)

1011 Experience Points

 

Total Disadvantage Points: 1776

 

 

 

Background/History: Ares, as was his want in the day, underestimated the might, will, and wisdom of Mars. The false God played on Ares' confidence, slowly drawing him away from the others, then leading Ares into a trap. Zeus' gambit sent Ares across the universe. Ares was incensed. He was sure he could have won. His wounds were minor! He collapsed on the surface of this new world.

 

Ares awoke to lavish chambers with beautiful women eager to serve him. It was a few days before he sought his way from it. He came to find his benefactor was a nearly Zeus like being known as the Red Emperor. The Red Emperor asked that Ares be his guest. And if he wanted to, to take part in gladiatorial games that the Red Emperor and his favorite nobles enjoyed. Ares watched first. Then he took part. It was great sport, he faced challenging monsters, warriors, beings from a thousand worlds. Ares was pressed, but never conquered. He enjoyed the passionate cheers and the good food, drink, and companionship. He enjoyed it so much that it took him decades to realize he was a slave.

 

Ares' wrath was terrible; he summoned legions of warriors, charged the Palace of the Emperor and slew countless guardians and generals and then...then he was crushed by the might of the Emperor.

 

"A simple beast." That was what the Red Emperor called him. The Emperor of a Thousand Worlds showed Ares that he was an angry dog in a world of wolves. Ares was cowed - for a time.

 

The Emperor made Ares a General. The War God worked with other beings of nearly equal power, and with the Emperor to conquer nearby worlds by the score. All the while Ares seethed. He schemed to destroy the Emperor, to achieve victory. Over the centuries, Ares slowly began to lose his taste for slaughter. He often didn't even see the other side. Planetary defenses were destroyed from great battleships orbiting their worlds. Fearing his abilities and skills were eroding, Ares began personally leading attacks; but this did not sate his thirst. He began questing, searching for a challenge, a fight. He gathered his most loyal followers and they spent years training, scheming, fighting, hunting.

 

One day, Ares and his trusted warriors, a few thousand at most; staged a coup. The Red Emperor knew this day would come; he had planned on it. His generals and guardians prepared to meet Ares' forces.

 

Ares used an altered battleship's matter transporter to abduct the Red Emperor from his palace. He demanded a duel for the Emperor's Throne. Ares did not lose a second time to the Red Emperor. Taking the Emperor's Omniversal Weapon, Ares killed the Emperor and took the throne. After a week of feasting and orgies, Ares took his cruiser, the Sparta and began his long trip home. The Empire collapsed in his wake.

 

Ares was found by Hephaestus' ship and joined his family in their bid to return to Olympus. The second meeting between the two pantheons was a victory for the True Gods of Olympia and Ares avenged his "Near Loss" to Mars. The Sparta rests in a specialized dock at Ares' Temple/Home in Olympus. Hephaestus has altered the vehicle so that it can enter the Lands of Legend. He now spends time on Earth, watching with interest (and occasional grim revulsion) the state of world affairs.

 

Personality/Motivation: His time spent with the Red Emperor of the Pollux Galaxy curbed his taste for casual bloodshed. Monitoring the world today, he seethes with the "cowardly" means some groups choose to "Fight" their battles. He has no respect for terrorists. Ares misses the eras of battle where armies met on the field and strength and courage won glory.

 

He's impressed with modern weaponry but misses the "simpler" times. Ares collects and deals with ancient and unique weapons. Its one of this hobbies. He also partakes in war games on Olympian battle fields; and has played a game or two on Earth as well. He has a strained rivalry with other War Gods, and a slightly warmer rivalry within his own Pantheon, particularly Athena and Herakles. He is a smarter warrior than his half brother and a more physical one than his half sister. He is hyper competitive and still hates to lose, but he's found that losing leads to learning he is rarely defeated the same way twice.

 

Ares has never become jaded; he is a passionate man who follows his heart (sadly his heart really likes to fight and destroy) and has had a number of flings with powerful or dynamic women who have caught his eye. (He could easily be the sire of a PC or NPC hero or villain).

 

Ares is not a coward or a bully. He enjoys conflict and combat and anyone who can give him a run for his money he respects. In fact, if any being proved capable of slaying the God of War, his last words would be congratulations rather than curses.

 

Ares has abdicated the title God of Discord. He sees himself now more of a God for Soldiers, fighting is his life. He enjoyed the movie 300 immensely; and after he saw it he sought some Persian Deities for a “Rematch”; even though he had not been around when their respective cultural surrogates clashed.

 

Quote: "You think you know war?"

"War is Hell? No! War is glory! Boredom is hell..."

"You call yourselves warriors? You are pathetic cowards!"

 

Powers/Tactics: Ares was always the beast of war. His sister Athena got the credit for being a brilliant tactician and the Goddess of Heroes. Ares was the God of Slaughter and Discord. He's not a mindless beast and never was. Ares is almost the tactician Athena is and a greater warrior; he's certainly stronger and more durable; he can use any weapon he touches, can enter a berserker rage where he's even tougher to deal with, and his "God of War" power pool is one of the strongest among the Olympians.

 

Aside from his physical attributes, VPP, and Martial Skills, Ares has his armor, a gift from Hephaestus, and the Omniversal weapon, which he took from the Red Emperor when the latter "Retired from Active Duty". The Weapon appears in it's normal form as an golden rod with intricate sigils inlaid with a glossy black metal. It can form into any weapon Ares can think of.

 

Ares can also summon his loyal legions of followers a few at a time. (about 125)

 

Campaign Use: Ares can easily be either an Antagonist or Ally. He's mellowed some but he's still not a nice guy. Characters could get caught up in his war with Mars, find themselves on the wrong side of one of his "Training Exercises", or find that they need his expertise on a weapon of antiquity or even a mystery weapon. Ares can read the past of any weapon that has spilled blood.

 

Fighting him is, like fighting the other Gods, a risky endeavor. Even more so as he's one of the better warriors. However, he can be goaded into forgoing his summoned soldiers and will fight "honorably"; but don't ever mistake his sense of “Warrior Ethics” for naivety. He knows every dirty trick in the book, having written said book. Other War Gods tend to dislike him because a) he's caustic and arrogant (so are they) and B) he can generally beat them.

 

Ares spends a lot of time on Earthrealm; he likes military, weapons, soldiers, and as such often appears as a soldier or mercenary or arms merchant/collector. He likes to challenge particularly clever military leaders to war games and learn from them. He also sometimes likes to hunt and destroy beings he sees as “Spoilers of War”, idiots or cowards who refuse to fight for glory hiding behind private or state armies, never experiencing battle themselves.

 

Appearance: Ares looks like a romanticized soldier of old. He has a sculpted physique, shoulder-length black hair, a neatly trimmed beard and dark, brooding eyes. He tends to dress in nice suits now, oddly enough, even in the lands of Olympia he often wears a military style suit, black with a red tie and black shirt. When expecting trouble, he summons the armor of Ares. The Armor is a sci-fi version of Greek Hoplite armor gold over black with a red sun on the chest, a golden helm with a great red crest, gold gauntlets and boots. He occasionally wears a red cape over his left shoulder, but not always.

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Hermes

 

Hermes

Val Char Cost Roll Notes

40 STR 30 17- Lift 6400.0kg; 8d6 [2]

36 DEX 78 16- OCV: 12/DCV: 12

30 CON 40 15-

20 BODY 20 13-

20 INT 10 13- PER Roll 14-/20-

20 EGO 20 13- ECV: 7

25 PRE 15 14- PRE Attack: 5d6

20 COM 5 13-

 

38/50 PD 10 Total: 38/50 PD (12/24 rPD)

18/30 ED 12 Total: 18/30 ED (12/24 rED)

 

10 SPD 54 Phases: 2, 3, 4, 5, 6, 8, 9, 10, 11, 12

15 REC 2

 

100 END 20

 

70 STUN 15 Total Characteristic Cost: 331

 

Movement:

Running: 30"/120"

Flight: 60"/120"

Leaping: 8"/16"

Swimming: 2"/4"

Teleportation: 0"/25"/0"/200"

 

 

Cost Powers END

50 Kerykeion: Multipower, 75-point reserve, (75 Active Points); Restrainable (-1/2)

Notes: Hermes used his divine lifeforce to bind the Kerykeion to himself. It is a physical manifestation of his will, it can be temporarily taken from him but he can summon it at will.

6u 1) Harm I: Killing Attack - Ranged 5d6 (75 Active Points); Limited Range (50"; -1/4) 7

2u 2) Harm II: (Total: 32 Active Cost, 20 Real Cost) Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 17) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Only To Cause Damage (-1/2), Always Direct (-1/4), No Velocity Damage (-1/4), no Noncombat Stretching (-1/4) (Real Cost: 3) 2

5u 3) Heal: Healing BODY 5d6, Can Heal Limbs, any Attribute one at a time (+1/4) (69 Active Points); Others Only (-1/2) 7

 

149 Speedster Tricks: Variable Power Pool, 75 base + 74 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (149 Active Points)

 

120 True Speedster: Multipower, 120-point reserve

12u 1) Flat out Run: Running +24" (30" total), x4 Noncombat, combat acceleration/deceleration (+1/4), Reduced Endurance (1/2 END; +1/4), Usable Simultaneously (up to 2 people at once; Speed To Lend, baby; +1/2) (118 Active Points) 4

11u 2) Transgalactic Travel: Faster-Than-Light Travel (35,702,052 Light Years/second) (110 Active Points)

5u 3) Transoptic Travel: Teleportation 25", Improved Noncombat Movement (x8), Position Shift (65 Active Points); Must Pass Through Intervening Space (-1/4) 6

10u 4) True Speed I: Flight 30", combat acceleration/deceleration (+1/4), No Turn Mode (+1/4), Reduced Endurance (1/2 END; +1/4) (105 Active Points) 4

12u 5) True Speed II: Flight 30", combat acceleration/deceleration (+1/4), No Turn Mode (+1/4), Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 1 km; +1/4) (120 Active Points) 5

6u 6) Unobstructed Passage: Extra-Dimensional Movement (Any Dimension, Any Location), x8 Increased Weight (60 Active Points) 6

 

God of Speed!

10 1) Impact Resistance: +20 PD (20 Active Points); Only Protects Against Damage From Move-Through/Move-Bys (-1)

7 2) Quick Change: Cosmetic Transform 2d6 (clothing into costume, heals back through another application of this power) (10 Active Points); Limited Target (character's own clothes; -1/2) 1

17 3) Rapid Tasks: +12 with Agility Skills (60 Active Points); Only For Chores (-2), Costs Endurance (-1/2) 6

8 4) Swift Perception: +6 PER with Sight Group (12 Active Points); Costs Endurance (-1/2) 1

6 5) Swift Sight: Megascale (1" = 1 km; +1/4); Only To See Path Ahead While Moving With Mega-Scale (-1/2) for up to 25 Active Points of Sight (6 Active Points) 1

Hephaestus' Gadgets

 

36 1) Armor of Hermes: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); Only In Heroic Identity (-1/4)

22 2) I know the Place!: Detect Landscape Details 14-/19- (Mystic Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Perceive into any dimension, Range (45 Active Points); Costs Endurance (-1/2), OIF Unbreakable (-1/2) 4

Notes: Winged Headband allows him to sense the locale he's in or he wants to be in.

27 3) Now You Can't See Me: Invisibility to Sight, Mental and Mystic Groups , No Fringe (40 Active Points); OIF Unbreakable (-1/2) 4

Notes: Winged Headband Allows for Invisibility too. It is a versitile headband.

61 4) Winged Boots: Buying True Speedster MP Powers to 0END (92 Active Points); OIF Unbreakable (-1/2)

 

Olympian Physiology

4 1) Decidedly heavier than normal: Knockback Resistance -2"

10 2) Godlike Conditioning: Reduced Endurance (1/2 END; +1/4) (10 Active Points) applied to STR

10 3) Godlike Durability: Power Defense (10 points)

15 4) Godlike Resiliance: Damage Resistance (12 PD/12 ED), Hardened (+1/4) (15 Active Points)

3 5) Godly Senses: +1 PER with all Sense Groups

6 6) Higher Entity Mentality: Mental Defense (10 points total)

25 7) How fortunate!: Luck 5d6

29 8) Immortality: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Minute; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; 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)

29 9) Rapid Healing: Healing 4 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

35 10) Speak with Follower: Mind Link , Human class of minds, Any Willing Target, Any dimension, No LOS Needed

4 11) Tough For such a Skinny Guy: Hardened (+1/4) (4 Active Points) applied to ED

4 12) Tough for Such a skinny guy: Hardened (+1/4) (4 Active Points) applied to PD

30 13) Tougher than Thou: Energy Damage Reduction, Resistant, 50%

30 14) Tougher than Thou: Physical Damage Reduction, Resistant, 50%

 

Boxing, Ancient

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

3 Jab +2 +1 Strike

3 Punch +1 +0 10d6 Strike

1 Weapon Element: Cestus

 

Speedster Martial Arts

Maneuver OCV DCV Notes

5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

5 Flying Grab -2 -1 Grab Two Limbs, 50 STR for holding on; FMove

5 Flying Throw -1 -2 Grab Two Limbs; +v/5; Target Falls; FMove

5 Passing Disarm -1 -1 Disarm, 50 STR to Disarm roll; FMove

5 Passing Strike +1 +0 8d6 +v/5; FMove

5 Passing Throw +0 +0 8d6 +v/5; Target Falls; FMove

5 Rapid Punch +1 -2 12d6 Strike

 

Perks

3 Membership has it's privledges: Fringe Benefit: Membership: Olympic Pantheon

6 My reputation preceeds me!: Reputation: Messenger of the Olympian Gods (A large group) 14-, +2/+2d6

33 We've Met: Well Connected and 30 Contacts 11-

 

Talents

28 Messenger of the Gods: Universal Translator 21-

3 Cary the one...: Lightning Calculator

8 Light Reading: Speed Reading (x1,000)

30 Me First: Lightning Reflexes: +20 DEX to act first with All Actions

 

Skills

50 +10 with Movement

15 +3 with HTH Combat

10 Godly Gifts: +1 Overall

25 Speed? I practically Invented it!: Speedster Tricks 24-

3 Acrobatics 16-

3 Analyze: Agility Skills 13-

3 Breakfall 16-

3 Bribery 14-

3 Bureaucratics 14-

3 Climbing 16-

3 Concealment 13-

3 Conversation 14-

3 Forgery 13-

3 Gambling 13-

3 High Society 14-

3 Lockpicking 16-

12 Navigation (Air, Astral, Dimensional, Land, Marine, Space, Temporal) 15-

3 Oratory 14-

3 PS: Ambassador 14-

3 Paramedics 13-

3 Scholar

2 1) KS: Ancient Boxing (3 Active Points) 13-

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

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

3 4) KS: Legends And Lore (4 Active Points) 14-

2 5) KS: Mythology (3 Active Points) 13-

2 6) KS: Sports (3 Active Points) 13-

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

3 Security Systems 13-

3 Seduction 14-

3 Shadowing 13-

3 Sleight Of Hand 16-

3 Stealth 16-

3 Teamwork 16-

3 Tracking 13-

3 Trading 14-

3 Traveler

2 1) AK: Ancient Greece (3 Active Points) 13-

1 2) AK: Andromeda Galaxy (2 Active Points) 11-

1 3) AK: Astral Plane (2 Active Points) 11-

2 4) AK: Lands of Legend (3 Active Points) 13-

2 5) AK: Modern Mediterranian Nations (3 Active Points) 13-

2 6) AK: Olympia (3 Active Points) 13-

1 7) AK: The Fallen Lands (2 Active Points) 11-

2 8) CK: Athens (3 Active Points) 13-

2 9) CK: Berlin (3 Active Points) 13-

2 10) CK: London (3 Active Points) 13-

2 11) CK: Los Angeles (3 Active Points) 13-

2 12) CK: Moscow (3 Active Points) 13-

2 13) CK: New York City (3 Active Points) 13-

2 14) CK: Paris (3 Active Points) 13-

2 15) CK: Rome (3 Active Points) 13-

2 16) CK: Tokyo (3 Active Points) 13-

 

Total Powers & Skill Cost: 1204

Total Cost: 1535

 

600+ Disadvantages

10 Distinctive Features: Godly Mein (Concealable; Extreme Reaction; Detectable Only By Unusual Senses)

20 Hunted: Diametrically opposed Pantheon 11- (Mo Pow; Harshly Punish)

10 Hunted: Rival Speedsters 11- (As Pow; Mildly Punish)

10 Hunted: True Olympus 8- (Mo Pow; NCI; Watching)

15 Psychological Limitation: Competative (Very Common; Moderate)

15 Psychological Limitation: Loves to mingle with other cultures (Very Common; Moderate)

10 Psychological Limitation: Mischievious/Prankster (Common; Moderate)

15 Psychological Limitation: Protective of Mortals (Common; Strong)

10 Psychological Limitation: Sticky Fingers; tends to borrow items without their owners knowledge/consent (Common; Moderate)

10 Reputation: Thief/Trickster, 11-

10 Social Limitation: Answers to the Pantheonic Pecking Order (Frequently; Minor)

10 Social Limitation: Dark Secret: Friend of Mercury from the Dark Olymians (Occasionally; Severe; Not Limiting In Some Cultures)

5 Unluck: 1d6

Notes: I can't believe they named their shoes after Nike!!!!!

785 Experience Points

 

Total Disadvantage Points: 1535

 

 

 

Background/History: When Dark Olympus attacked, Hermes at first treated it like a game. He and this "Mercury" fellow would see who was indeed, the God of Speed. It was over too quickly, Mercury had no need for testing his speed. The doppelganger had bedecked himself with blades of adamantium. Rather than race, he charged Hermes, sweeping by him or gouging him. He also attacked Hermes' fellow Olympians He was unpredictable; he was violent. It wasn't a game, it was war.

 

When Zeus used his last remnants of strength to send his extended family away to save them, Hermes found himself in a far away galaxy. In some sort of intergalactic port, he found himself among different species, some humanoid, some not. His abilities to communicate and skill as the Messenger of the Gods, aided him tremendously. It took little time for him to find work as an ambassador, translator, or courier. He found beings of tremendous power; some, like himself fancied themselves athletes. He enjoyed the races and other contests. All was relatively okay.

 

Of course, Hermes had been one of the most gregarious of the Olympians. He had few enemies. Sure, Ares often bullied him and the chaste goddesses often resented his good natured come ons. And there were the practical jokes that kept getting him in trouble with this or that Olympian or even other pantheons. He missed the races with Herod, parties with Krishna, and all the fun he had with the mortals. His homesickness grew and after a few short decades, he began to make his way home. Even with his divine speed, Hermes had a long trek ahead of him. He stopped here and there, meeting new beings, fighting evil or the humorless when the spirit moved him.

 

When he found Hephaestus' celestial ship and joined them in their return; Hermes was amazed at how much his family had changed over the centuries. It was another century or two of searching the universe for Athena and some of the others. But when they had all been gathered and the ship began it's deliberate journey towards Olympia with the intention of freeing Zeus and reclaiming their home, the tension and excitement was palpable. Hermes, along with Artemis, were sent ahead to scout and somehow bring word to Zeus that they had returned.

 

Hermes found the Lord of Olympus and was shaken at how beaten and tortured he looked. Even more shocking was Zeus' savage joy at the news that his children had not simply abandoned him and were now on their way to return Olympia to her rightful sovereigns.

 

Once the Pretender Pantheon had been exiled from Olympia, Hermes took it upon himself to reestablish relations with the other powers in the Lands of Legend. Then he spent some time on Earth, reacquainting himself with the humankind he had enjoyed so much. It was different, some of these mortals were as the Gods were before, and even Humanity itself was capable of tremendous achievement. He was thrilled. It was time to get back to the fun.

 

Personality/Motivation: Hermes actually had it pretty easy in his Exile. Save for his homesickness, he wasn't otherwise negatively affected. He remains the precocious, fun loving , and generally pleasant God he was before. He is a little more responsible, but you'd hardly notice if you hadn't known him before.

 

Hermes loves the hustle and bustle of modern Earth. He has traveled extensively and keeps in contact with other Pantheons. He was crushed to hear of Hyrod falling at Ragnarok, as he considered the Asgardian messenger to be a brethren and equal.

 

He's a huge fan of technology and modern sport. He partakes in all manner of sports using specially designed athletic gear from Hephaestus that limits his incredible prowess so that he can be challenged.

 

Of all the Olympians, Hermes actually has a dark secret. He and Mercury get along really well. They race, carouse, cause mischief. The cosmic speedster has distanced himself from his kin, and while a bit of a jerk, and occasionally a cheater, Hermes thinks he's a good guy.

 

Quote: Wanna race?

 

Powers/Tactics: The first Speedster? Well, one of the most well known. Hermes is strong, tough, and possessing of consummate skill with movement. He is supposed to have invented Boxing, so I gave it to him. He's fast and will probably act first. He's also got that 10 SPD; so, yeah, he's a speedster's speedster. Actually as of the Ultimate Speedster he might be tame. His staff has healing and harming options.

 

Campaign Use: Hermes is a mover and shaker. He loves mingling with mortals and other pantheons and other realities. He's happiest on some sort of journey or scheme. He can be encountered anywhere, and he's mischievous enough to be an antagonist or rival for your PC's if only for the duration of the adventure. He really doesn't hold a grudge. Okay one grudge; he's been known to vandalize Nike facilities.

 

If you want to tone him down, start with his Characteristics and work your way over. He should be one of the fastest speedsters in your game. If he's not good enough, raid the Ultimate Speedster for some ideas. But 75 pts worth of Speed Trick is pretty good.

 

Appearance: Though possessing the Godly Mien of an Olympian, Hermes manages to put people at ease. He's a handsome, youthful man above average height and very lean of build despite his increased mass. He has neatly trimmed, naturally curly blond hair and blue eyes. He dresses for the occasion, is a people person and always polite even when engaging in his trickery.

 

When he has to step into battle he tries to be more threatening. His armor is gold over a red body suit, his boots are black with golden white wings of light on at the ankles. His headband is white with similar but larger wings at the ear. His staff is a gold/white metal and is approximately 5' long.

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Athena

 

Athena

Val Char Cost Roll Notes

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

30 DEX 60 15- OCV: 10/DCV: 10

45 CON 70 18-

30 BODY 40 15-

50 INT 40 19- PER Roll 20-

25 EGO 30 14- ECV: 8

40 PRE 30 17- PRE Attack: 8d6

24 COM 7 14-

 

22/37 PD 10 Total: 22/37 PD (12/27 rPD)

23/38 ED 14 Total: 23/38 ED (12/27 rED)

 

7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12

22 REC 2

 

150 END 30

 

150 STUN 67 Total Characteristic Cost: 504

 

Movement:

Running: 12"/24"

Leaping: 22"/44"

Swimming: 4"/8"

 

 

Cost Powers END

90 Godlike Powers: Variable Power Pool (Magic Pool), 60 base + 30 control cost, (90 Active Points)

 

Divine Arsenal

196 1) Aegis: (Total: 450 Active Cost, 196 Real Cost) Force Wall (20 PD/20 ED), Hardened (x2; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (250 Active Points); No Range (-1/2), Restrainable (-1/2), Restricted Shape: Round Shield (-1/4) (Real Cost: 111) plus Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 13) plus Major Transform 8d6 (Flesh to Stone, Magic Transmutation/God's Will), Reduced Endurance (0 END; +1/2) (180 Active Points); All Or Nothing (-1/2), Restrainable (-1/2), Eye Contact required (-1/2) (Real Cost: 72) 2

36 2) The Golden Armor: Armor (15 PD/15 ED) (45 Active Points); Only In Heroic Identity (-1/4)

86 3) The Sunspear: (Total: 137 Active Cost, 86 Real Cost) Killing Attack - Hand-To-Hand 2 1/2d6 (4d6+1 w/STR), +1 Increased STUN Multiplier (+1/4), Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2), Ranged (+1/2) (110 Active Points); Restrainable (-1/2) (Real Cost: 73) plus Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) (Real Cost: 10) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Only To Cause Damage (-1/2), Always Direct (-1/4), No Velocity Damage (-1/4), no Noncombat Stretching (-1/4), Physical Manifestation (-1/4) (Real Cost: 3) 2

 

Goddess of Wisdom and Battle

11 1) Battle Analysis: +2 SPD (20 Active Points); Requires An INT Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points; -3/4)

20 2) Crossing the Veil to Olympus: Extra-Dimensional Movement (Single Dimension) 2

24 3) Linguistic Analysis: Universal Translator 23-

50 4) Locate Flaw: Find Weakness 15- with All Attacks

23 5) Owl Spies: Clairsentience (Sight, Smell/Taste And Hearing Groups) (40 Active Points); Only Through The Sense of Animals (-3/4) 4

8 6) Patron of the Owl: Telepathy (animal class) 5d6 (Animal class of minds) (25 Active Points); Limited Class Of Minds Owls (-1), No Range (-1/2), Communication Only (-1/4), Incantations (-1/4), Visible (-1/4) 2

27 7) Strategic Troop Movement: Extra-Dimensional Movement (Related Group of Dimensions, Any Location), x256 Increased Weight (75 Active Points); Extra Time (Extra Phase, -3/4), Concentration (1/2 DCV; Character is totally unaware of nearby events; -1/2), Increased Endurance Cost (x2 END; -1/2) 14

26 8) True Eidetic Memory: Retrocognitive Clairsentience (Sight, Hearing And Smell/Taste Groups), Reduced Endurance (0 END; +1/2) (90 Active Points); Personal History Only (see text; -1), Retrocognition Only (-1), No Range (-1/2)

 

Olympian Physiology

13 1) Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2

4 2) Decidedly heavier than normal: Knockback Resistance -2"

20 3) Goddess of the Mind: Mental Defense (25 points total)

20 4) Godlike Durability: Power Defense (20 points)

3 5) Godly Senses: +1 PER with all Sense Groups

5 6) How fortunate!: Luck 1d6

29 7) Immortality: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Minute; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; 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)

35 8) Speak with Follower: Mind Link , Human class of minds, Any Willing Target, Any dimension, No LOS Needed

40 9) Tough Goddess: (Total: 40 Active Cost, 40 Real Cost) Hardened (x2; +1/2) (11 Active Points) applied to PD (Real Cost: 11) plus Hardened (x2; +1/2) (11 Active Points) applied to ED (Real Cost: 11) plus Damage Resistance (12 PD/12 ED), Hardened (x2; +1/2) (18 Active Points) (Real Cost: 18)

30 10) Tougher than Thou: Energy Damage Reduction, Resistant, 50%

30 11) Tougher than Thou: Physical Damage Reduction, Resistant, 50%

 

Self Developed Style originating with Pankration

Maneuver OCV DCV Notes

12 +3 HTH Damage Class(es)

4 Bend Joint -1 +1 3 1/2d6 NND

4 Block +2 +2 Block, Abort

4 Break Bone -2 +0 HKA 2d6 +1

4 Charge +0 -2 17d6 +v/5 Strike, FMove

4 Crush +0 +0 19d6 Crush, Must Follow Grab

4 Escape +0 +0 90 STR vs. Grabs

5 Fierce Strike (Punch or Kick) -2 +1 19d6 Strike

3 Grab -1 -1 Grab Two Limbs, 85 STR for holding on

3 Kick/Punch +1 +0 17d6 Strike

3 Legsweep +2 -1 16d6 Strike, Target Falls

3 Sacrifice Throw +2 +1 15d6 Strike; You Fall, Target Falls

3 Takedown +1 +1 15d6 Strike; Target Falls

1 Weapon Element: Cestus

1 Weapon Element: Polearms and Spears

 

Perks

3 Olympian: Fringe Benefit: Membership: Olympic Pantheon

5 Minerva: Follower: Celestial Owl

33 My Address Book: Well Connected and 20 Academic or Military (tactical) contacts 11-; 10 have encahnced resources

 

Talents

15 Intuitive Movement: Lightning Reflexes: +10 DEX to act first with All Actions

3 Mathematics Wizard: Lightning Calculator

8 Librarian's Nightmare: Speed Reading (x1,000)

 

Skills

48 +6 with All Combat

9 Applied Physical Prowess: Brick Tricks 22-

50 Godly Gifts: +5 Overall

9 Magic Shaping: Control Godlike Abilties 22-

3 AK: Olympia 12-

3 Analyze: Combat 19-

2 Animal Handler (Birds) 17-

3 Breakfall 15-

3 Bureaucratics 17-

8 CK: Athens, Greece 24-

3 Climbing 15-

3 Computer Programming 19-

3 Concealment 19-

3 Conversation 17-

3 Cryptography 19-

3 Deduction 19-

3 Disguise 19-

3 Forensic Medicine 19-

3 High Society 17-

3 Instructor 19-

3 Interrogation 17-

3 Inventor 19-

0 Language: Greek (idiomatic) (4 Active Points)

3 Oratory 17-

3 Paramedics 19-

3 Research 19-

3 Riding 15-

3 Scholar

7 1) KS: Anything (8 Active Points) 24-

4 2) KS: Arcane And Occult Lore (5 Active Points) 21-

2 3) KS: Heraldry (3 Active Points) 19-

2 4) KS: History (3 Active Points) 19-

6 5) KS: Legends And Lore (7 Active Points) 23-

2 6) KS: Literature (3 Active Points) 19-

2 7) KS: Pankration (3 Active Points) 19-

2 8) KS: The Pantheons of Earth (3 Active Points) 19-

2 9) KS: The Superhuman World (3 Active Points) 19-

3 Scientist

2 1) SS: Archaeology 19- (3 Active Points)

2 2) SS: Biology 19- (3 Active Points)

1 3) SS: Chemistry 11- (2 Active Points)

2 4) SS: Geology 19- (3 Active Points)

2 5) SS: Mathematics 19- (3 Active Points)

2 6) SS: Physics 19- (3 Active Points)

3 Systems Operation 19-

7 Tactics 21-

3 Teamwork 15-

6 WFs: Common Melee Weapons, Common Missile Weapons, Nets, Off Hand

 

Total Powers & Skill Cost: 1202

Total Cost: 1706

 

600+ Disadvantages

10 Distinctive Features: Godly Mein (Concealable; Extreme Reaction; Detectable Only By Unusual Senses)

20 Hunted: Diametrically opposed Pantheon 8- (Mo Pow; NCI; Harshly Punish)

10 Hunted: Kali (Indian Goddess of Destruction) 8- (As Pow; Harshly Punish)

15 Hunted: Minerva (not the owl) 8- (As Pow; NCI; Harshly Punish)

15 Psychological Limitation: Always right (Very Common; Moderate)

15 Psychological Limitation: Disdain for mindless violence (Common; Strong)

10 Psychological Limitation: Fears Solitude (Uncommon; Strong)

15 Psychological Limitation: Protective of Earth Realm (Common; Strong)

10 Psychological Limitation: Still Protective of Athens (Uncommon; Strong)

5 Rivalry: Professional (Ares; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

10 Rivalry: Professional (Other Warrior Goddesses; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Multiple Rivals)

10 Social Limitation: Answers to the Pantheonic Pecking Order (Frequently; Minor)

961 Experience Points

(32 points unspent)

 

Total Disadvantage Points: 1706

 

 

 

Background/History: Athena had acquitted herself well. As a matter of fact, she'd dispatched her counterpart, Minerva quickly and decisively. As one of the few Olympians who didn't underestimate the Usurper and his followers, her defeat became paramount to their victory. She danced around Hercules' mighty blows, disarmed and humiliated Mars, and was doing her best to aid Hephaestus against the more agile Vulcan when Zeus sent everyone away.

 

Everyone always said Athena was Zeus' favored child. Perhaps that was true. Perhaps that was why she was sent further away than anyone else. However, the effect was probably not the fate he'd envisioned for his favored daughter. Athena was alone.

 

In almost a millennia of exploration she found no life at all on any of the 1227 worlds she journeyed to. For a while she turned inward for strength. She solved problems in her head, advanced her combat knowledge and improved her mind and body. Still, the solitude was deafening for the Goddess most associated with helping the mortals of Greece, the patron of cities and arts. Alone she was slowly going mad.

 

Her consciousness wandered, and she often spent years in a catatonic state, simply reaching, grasping, hoping for some kind of life to interact with, a person to speak to, a flower to gaze at. And then, she found something! It was very far away. But she focused her will on it and traveled interstellar distances finally landing on a world. It was a beautiful world; lush gardens, animals, beings she'd never encountered. There were no dominant sentients on the world, but it was enough to find life. Athena's sanity healed and she spent a few centuries on the garden world before seeking sentient life.

 

Again, she concentrated, and again she found what she yearned for and soon took off into the depths of space. She finally found a world with humanoid sentients. Somewhat like the men of Earth, these beings were bipedal but aquatic. She used her divine powers to walk among them and again feel contact.

 

Athena had been a chaste goddess, spurning gods and men alike. Loneliness had taken its toll on her and she took a lover among these new people for a time. She stayed among her new peoples for centuries, they were an extremely long lived people and as she spent more time amongst them she grew homesick and eventually her desire for companionship was trumped by her desire to see her extended family and her beloved Athens again. A tearful farewell to her mate and his people (she bore no children); and she was again off. Her slow progress towards home, guided by intuition more than any sense of direction she forced herself into the blackness of space. It was easier this time but her feelings of isolation crept in during unguarded moments, when she tired or felt lost.

 

When she later encountered the Golden Ship of Hephaestus; It was a joyous reunion. She was even glad to see Ares. Athena was surprised at the changes that had taken effect during the long absences Herakles and Hera friendly, Ares civil and Aphrodite practical. Hephaestus and his family, Hermes, her shared experiences with Artemis (who had also taken a lover); Demeter and Persephone, it was wonderful.

 

When the Olympians returned to their homeland it was to banish the pretenders and the heavens shook with the warring. Athena's plans, aided by Hermes' and Artemis' reconnaissance, and Ares' keen judgment of the defenses placed by their enemies, were followed well and the returning gods were successful in reclaiming their home. The Pretenders fled. Zeus was restored.

 

In the years since; Athena has kept close relations with almost all of her extended family. She has spent extensive time on Earth visiting Athens and the rest of the world. She is one of only two Olympians with computers in her temple. On Earth, she effects a "disguise" as an academic consultant. She works with schools and libraries to ease the transfer and acclimation of knowledge and truth. She fights injustice and evil as well.

 

Personality/Motivation: Athena was always one of the more noble Olympians and this has not changed. Her ordeal has left her a bit clingy for a goddess. She doesn't really like isolation; she's fine in an empty library, but in an "endless maze" or "isolated planet" she might become a little crazed if alone.

 

A patron of heroes and tacticians, she dislikes the impersonal way war is conducted these days; but she's fascinated by the technology and tactics behind it. Her rivalry with Ares has actually increased over the centuries as he has grown less interested in slaughter and more interested in the cerebral and glorious aspects of war and battle. Their mutual disdain has died down and she actually looks forward to matching wits with him or even crossing swords. They play several strategy games against each other.

 

Athena has also become curiously addicted to MMORPGs. The community development and epic ideals appeal to her. She's also been more interested in romance and relationships; specifically having them. She's found a few mortals, fellow gods, and superheroes intriguing prospects and while she hasn't taken many a lover since returning, she's found time to enjoy the occasional romantic liaison. Zeus is curiously unhappy with the idea of men (or women) sniffing around his daughter. Zeus doesn't have a sense of irony or karmic vengeance either.

 

Quote: "No, you're wrong."

"Do not threaten me, I will crush you."

"Who's a pretty birdy?"

 

Powers/Tactics: Yes. Have some. I can't even pretend to know what the Goddess of Battle and Wisdom would do. Let's just assume she kicks your butt, shall we?

 

Athena is a top flight martial artist that just happens to be a physical juggernaut. True, several War Gods or Hero Gods are more formidable in the might and toughness departments, but few have the tactical wherewithal and martial skill to take advantage. Ares, once something of a whipping boy for her; has improved in personal combat so well from his days in the Arena that she's begun to study his combat style. They spar on occasion and she's had to lick her wounds as often as not.

 

Campaign Use: She can play the Wonder Woman role, the Oracle Role, or the sexy librarian role. Go for it. Athena still is fascinated by humanity and studying their advancements takes up much of her time. She has on occasion acted as “Costumed Heroine” and has reserve membership in several Superteams.

 

As one of the warriors of good, she's often acting to negate the activities of rival entities of great power. She and Ishtar despise each other, ditto for her and Kali (who actually scares her a bit). She and Freya get along great (she misses Sif and many of the other noble Asgardians who died in Ragnarok) and she also finds herself hanging out with Parvati, Thrud, Rhiannon, and other Warrior Goddesses and a few Gods too.

 

She could be a romantic foil or participant for PC's. She's picky though. Aphrodite has been gleefully trying to set her up. Freya Too. As a matter of fact, if she knows that Freya and Aphrodite are together, she tries to hide from them.

 

Appearance: Athena's true form is a tall, shapely woman with an athletic heroine build. She has black hair and blue eyes. She stands a shade over six feet, two inches and her lithe form belies her almost 500 lbs of Olympian muscle.

 

Her armor is "Modernized", feminine; gleaming golden with white trim, a white skirt and a golden helmet with a red plume. Her "secret identity" is basically modern dress, pulled back hair and glasses. She's nerd hawt.

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AphroditeAphroditeVal Char Cost Roll Notes35 STR 25 16- Lift 3200.0kg; 7d6 [3]27 DEX 51 14- OCV: 9/DCV: 930 CON 40 15-15 BODY 10 12-15 INT 5 12- PER Roll 17-20 EGO 20 13- ECV: 730 PRE 20 15- PRE Attack: 6d650 COM 20 19-17/32 PD 10 Total: 17/32 PD (9/24 rPD)17/32 ED 11 Total: 17/32 ED (9/24 rED)6 SPD 23 Phases: 2, 4, 6, 8, 10, 1214 REC 270 END 560 STUN 12 Total Characteristic Cost: 254Movement: Running: 6"/12" Flight: 20"/40" Leaping: 7"/14" Swimming: 2"/4"Cost Powers END210 Goddess of Love and Beauty: Multipower, 210-point reserve7u 1) Beauty Too Wondrous To Harm: Mind Control 14d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Area Of Effect (14" Radius; +1) (210 Active Points); Set Effect (don't hurt me/mar my appearance; -1), No Range (-1/2), Only Versus Persons Who Look At Character (-1/2)5u 2) Love Potion Number One: Mind Control 20d6 (Human class of minds) (100 Active Points); Mandatory Effect EGO +20 (-1/2), Fall in love with Designated Target X (-1/2) 103u 3) True Appearance Alteration: Shape Shift (Sight and Touch Groups, any humanoid form), Makeover, Reduced Endurance (0 END; +1/2) (42 Active Points); Only Changes The Face (-1/2)21u 4) True Love Potion No. 9: Major Transform 8d6 (Person to "In love with "Designated Target: x", LIfe Experience?), Reduced Endurance (1/2 END; +1/4), Line Of Sight (+1/2) (210 Active Points) 95u 5) Voice Of Beauty: Mind Control 8d6, Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (11" Radius; +1), Continuous (+1) (150 Active Points); Set Effect (stand quietly and listen to me talk; -1), Incantations (Requires Incantations throughout; -1/2), No Range (-1/2)3u 6) What A Knockout!: EB 6d6, STUN Only (+0), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); No Range (-1/2), Only Works Against Targets Of Appropriate Sexual Orientation (-1/2) 615 Personal Fertility Control: Multipower, 15-point reserve1u 1) Control Fetus's Gender: Cosmetic Transform 1d6 (fetus into fetus of other gender) (5 Active Points); Limited Target (fetus inside character; -2) 11u 2) Detect Fetus's Gender: Detect Gender Of Fetus Inside Me 20-/15- (Unusual Group) (6 Active Points)1u 3) The Ultimate Contraceptive: Life Support (Immunity: Pregnancy) (3 Active Points); Nonpersistent (-1/4)60 The Cestus: Variable Power Pool, 30 base + 30 control cost, all slots Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (75 Active Points); IIF Unbreakable (-1/4), Limited Effect Only to enhance her "Beauty based powers" (-1/4)67 The Powers of the Goddess: Variable Power Pool (Magic Pool), 45 base + 22 control cost, (67 Active Points)100 Wings of Beauty: Flight 20", Reduced Endurance (0 END; +1/2), Usable Simultaneously (up to 8 people at once; +1) (100 Active Points) Gifts of Hephaestus31 1) Catblade: (Total: 65 Active Cost, 31 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (1/2 END; +1/4), Range Based On STR (+1/4), Penetrating (+1/2) (45 Active Points); OAF Unbreakable (-1) (Real Cost: 22) plus +3 OCV (15 Active Points); OAF Unbreakable (-1) (Real Cost: 7) plus Autofire (2 shots; +1/4) for up to 20 Active Points of The Blade (5 Active Points); OAF Unbreakable (-1), Requires Both Swords (-1/4) (Real Cost: 2) 354 2) Magical Goddess Sexxy Armor: Armor (15 PD/15 ED), Hardened (x2; +1/2) (67 Active Points); Only In Heroic Identity (-1/4)5 3) Second Catblade: Another Catblade (5 Active Points) 3 Goddess of Beauty6 1) Clothes Horse: Cosmetic Transform 2d6 (Clothes Into Any Other Clothing), Improved Target Group (+1/4) (12 Active Points); Limited Target Limited (-1/2), No Range (-1/2) 132 2) Just How You Like'em: +20 with Seduction (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 440 3) Really Beautiful: +12 with Interaction Skills (60 Active Points); Only For Pleasant Interaction (-1/2) Olympian 20 1) Crossing the Veil to Olympus: Extra-Dimensional Movement (Single Dimension) 215 2) Enhanced Awareness: +5 PER with all Sense Groups10 3) Godlike Durability: Power Defense (10 points)9 4) Godlike Resiliance: Damage Resistance (9 PD/9 ED)7 5) Higher Entity Mentality: Mental Defense (11 points total)10 6) How fortunate!: Luck 2d629 7) Immortality: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Minute; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; 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)0 8) Psychically Aware: Mental Awareness32 9) Sense of Beauty: Detect Items/Beings/Areas of great beauty 17-/12- (Mystic Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Telescopic: +1035 10) Speak with Follower: Mind Link , Human class of minds, Any Willing Target, Any dimension, No LOS Needed15 11) Tougher than Thou: Energy Damage Reduction, Resistant, 25%15 12) Tougher than Thou: Physical Damage Reduction, Resistant, 25%The Beautiful Art (Shi N'K'roga)Maneuver OCV DCV Notes3 Caress (Grab) -1 -1 Grab Two Limbs, 45 STR for holding on4 Continue the Chase (Escape) +0 +0 50 STR vs. Grabs4 Disarming Smile (Disarm) -1 +1 Disarm; 45 STR to Disarm roll4 Embrace (Choke Hold) -2 +0 Grab One Limb; 2d6 NND5 Fancy Footwork (Kick) -2 +1 11d6 Strike4 Graceful Avoidance (Dodge) -- +5 Dodge, Affects All Attacks, Abort3 Lead (Throw) +0 +1 7d6 +v/5, Target Falls4 Love Taps (Low Kick/Knee/Punch) +0 +2 9d6 Strike4 Play Hard to Get(Block) +2 +2 Block, Abort1 Weapon Element: Blades1 Weapon Element: ClubsPerks6 Reputation: Goddess of Love and Beauty (A large group) 14-, +2/+2d610 Superdupermodel Salary: Money: Wealthy18 Newtorked: Well Connected and 15 Contacts at 11-7 Benefit Package as befits a God: Fringe Benefit: International Driver's License, Membership: Olympic Pantheon (Greater God), PassportTalents12 Beautiful Defense: Combat Luck (6 PD/6 ED)10 Tongues: Universal Translator 12- (20 Active Points); Speech Only (-1)Skills10 Godly Gifts: +1 Overall8 +1 with All Combat12 +2 with HTH and Ranged Combat9 Magic Shaping: Control Godlike Abilties 15-2 AK: Olympia 11-3 Acrobatics 14-3 Acting 15-3 Analyze: Agility Skills 12-3 Breakfall 14-3 Bureaucratics 15-3 Climbing 14-3 Concealment 12-3 Contortionist 14-3 Conversation 15-3 High Society 15-3 Jack of All Trades2 1) PS: Appraise (3 Active Points) 12-2 2) PS: Concubine (3 Active Points) 15-2 3) PS: Dancer (3 Active Points) 14-2 4) PS: Exotic Dancer (3 Active Points) 15-2 5) PS: Singer (3 Active Points) 15-0 Language: Ancient Greek (idiomatic) (4 Active Points)3 Oratory 15-3 Persuasion 15-3 Scholar1 1) KS: Arcane And Occult Lore (2 Active Points) 11-2 2) KS: Rival Goddesses (3 Active Points) 12-9 3) KS: Sexual Techniques and Positions (10 Active Points) 19-2 4) KS: The Beautiful Arts (3 Active Points) 12-1 5) KS: The Superhuman World (2 Active Points) 11-3 Seduction 15-4 WF: Common Melee Weapons, Common Missile WeaponsTotal Powers & Skill Cost: 1079Total Cost: 1333600+ Disadvantages20 Distinctive Features: Divine Beauty; causes lust and desire (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)10 Distinctive Features: Godly Mein (Concealable; Extreme Reaction; Detectable Only By Unusual Senses)20 Hunted: Diametrically opposed Pantheon 11- (As Pow; NCI; Harshly Punish)10 Hunted: Ishtar 8- (As Pow; Harshly Punish)15 Hunted: Suitors 8- (As Pow; NCI; Capture)10 Psychological Limitation: Alpha Beauty, doesn't like to be "Challenged" (Uncommon; Strong)15 Psychological Limitation: Enjoys flattery (Very Common; Moderate)10 Psychological Limitation: Meddles in the love life of others (Common; Moderate)15 Psychological Limitation: Vain and Self Absorbed (Very Common; Moderate)15 Reputation: Self Absorbed goddes of Lust and Beauty, 14-10 Rivalry: Professional (Other Love Goddesses or Beauty Goddesses; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Multiple Rivals)10 Social Limitation: Answers to the Pantheonic Pecking Order (Frequently; Minor)573 Experience PointsTotal Disadvantage Points: 1333Background/History: When you are the goddess of love and beauty and lust, and you wear an enchanted girdle that makes even Gods bend to your will for a chance at your favors, you don't really have to fight your own battles. Hey, you tried the war thing to save your son but what did you get? Shot that's what. And you dropped him to his death anyway. And people seemed to blame you! But that's not the point. Aphrodite was not terribly concerned when Jupiter and his Pretenders attacked. After all, the Olympians were Gods and these were just hollow copies. Besides, Ares, Hephaestus, Zeus, Herakles, and Poseidon were there. Each had felt her embrace, each would protect her. It didn't take long for those feelings to subside. The Pretenders were powerful. The Gods were overconfident and slow to react. Aphrodite took the better part of valor and tried to escape. That was when she encountered Venus, her counterpart. This black-leather clad tart with a whip was her double? It was insulting. It was an outrage! It was obvious within moments that this Venus was going to rip her limb from limb! Aphrodite took to the air and Venus gave chase. Aphrodite noticed the barrier that the Dark Olympians had placed around the grand temple seconds before colliding with it. She veered towards the ground and hid. Venus, laughing with evil delight, followed. Realizing she couldn't escape, Aphrodite decided to fight. Her initial attack from hiding caught Venus off guard, and she got some good licks in. Then she experienced blinding pain as Venus struck her face. Never had she been hit with such force! Had even her enemies pulled their blows to avoid marring her beauty? The thought lingered as Venus smacked her around the temple like a rag doll. Aphrodite was barely clinging to consciousness, held aloft by Venus' hand at her throat. Then, Zeus sent her away.Aphrodite awoke in a large tent, which seemed to be moving. An ugly humanoid with fiery red skin and coarse black hair kept asking her questions in a language she didn't understand. She concentrated and telepathically translated. After a few hours of conversation she determined this man to be the leader of a caravan heading to a gigantic trade city. She bent him to her will, and waited. Once in the grand city she sought beings of power, men she could seduce and find some comfort before trying to find other Olympians. She was discovered by agents of the God-King Varturus. Deciding that he'd do nicely, she allowed herself to be taken to him.This did not work the way she had expected. The God-King was strong enough to resist her natural talents and the Cestus, her magical Girdle was gone! Venus must have removed it during their battle. Varturus used her until they were both exhausted and had her placed in his Harem. It was there that she found other beings of great power that had been turned into playthings for the God-King. The Harem was a tough place for Aphrodite; the stronger concubines lorded over the weaker ones. As she was a favorite of Varturus, she was often abused by stronger, more malicious females. For a few decades it was difficult for her. Varturus often staged "Gladiatorial Combats" between members of his Harem. Aphrodite was often chosen to partake even though she was not a good fighter because she was durable and her fights were long and often humiliating for her. But as her spirit was breaking she found a protector. One of the Harem, a feline humanoid known as Akyrruh, defied the bullies of the Harem, like the super strong and tough Vellis. Akyrruh was strong, fast, and a fierce warrior. She managed to keep Aphrodite out of trouble for another three decades. Akyrruh and Aphrodite became close friends and occasional lovers. The Kiirneko warrior taught Aphrodite how to defend herself. When she finally passed away Aphrodite was devastated, but far from the pathetic wretch she'd been when she arrived. Aphrodite began taking newer members of the Harem under her wing; she could defend herself now and felt more of a responsibility towards them. It had been centuries, she had outlived most of the Harem that had been there when she arrived. The God-King was also immortal and he eventually noticed Aphrodite's growth as a warrior and occasionally allowed her to accompany him as a member of his private guard. On one of these trips, a brilliant golden and white ship; bearing designs and accouterments that she recognized appeared. A handsome red-haired man appeared before Varturus and demanded the return of "his wife". Aphrodite was shocked to realize that the man with the golden leg was none other than Hephaestus. Beside him was a beautiful woman with silver and blue armor. A twinge of jealousy came over her. She recognized their brief interactions. This was not a servant; nor a mere comrade at arms. This was Hephaestus' love. Good for him. Aphrodite smiled at Hephaestus' look of surprise to see her in armor with a weapon in her hand. Of course he recognized her. Varturus bellowed in rage; no one challenged him! He launched an attack on Hephaestus that was countered by invisible shields. Hephaestus and the beautiful woman beside him proceeded to destroy Varturus' guards and laid the God-King low as well. "Greetings, Aphrodite...wife." Hephaestus said. She hugged him, and then kissed him passionately. Then she likewise greeted surprised warrior woman at his side. "I thank you for my rescue, husband," Then she smiled slightly, "what took so long?""It is a big universe, Aphrodite." Hephaestus sniffed, he had taken her teasing question as an accusation. She sighed a bit and joined him on the ship. Some things never seemed to change. "SAY IT" Aphrodite hissed into Venus' ear."I yield..." Venus gasped. She had greatly underestimated her rival's prowess and had been soundly defeated. "Get out of my world, bitch!" Aphrodite threw Venus across the room. The defeated doppelganger pulled herself to her feet and quickly departed. It was good to be back.Personality/Motivation: When the Olympians were defeated, most of them were actually somewhat on a downward slide. They'd been Gods a long time and slowly became more jaded and selfish. This was quite apparent in Aphrodite. She'd pretty much delegated romance to Eros and kept herself occupied with scandalous "tabloid-style trysts". And with the exceptions of Demeter, whom she admired for the beautiful flora the older Goddess created and Hera who scared the ambrosia out of her, Aphrodite had a less than cordial relationship with the various goddesses of her standing (Olympian or otherwise). There was always some God or Mortal available to do her bidding for a chance at her charms. Venus' savage beating and the bullying of Vellis and other members of Varturus' Harem made her wish she'd been more like the "Mannish" Goddesses, Athena, Artemis, Ishtar, Parvati, etc. those who's power and skill made them worshiped as warriors. When Akyrruh offered protection in return for Aphrodite's favors, the goddess agreed only if the warrior would teach her how to protect herself when the Kiirneko was no longer around.

 

This master/student/lover relationship did much to rekindle Aphrodite's spirit and romantic nature. Aphrodite may still be a "party girl, she enjoys the company of men and women in a physical way, but she does not lack self respect or self esteem. She is still vain about her looks, and can get catty. But the idea that a woman can be those thing only if she hates herself doesn't set well with the Goddess of Love and Beauty at all. Aphrodite is every womyn's nightmare. Since her return she has begun concerning herself more and more with the "Love" portfolio. The modern world vexes her with its paradoxical views on sexuality, love, and decency. She does the Supermodel thing because it allows her to be sought after, which she likes, and famous for her beauty. She also keeps in touch with other "Divine Beauties" this way as they have formed something of a Sorority of Super-beauties. She even attends functions that Venus appears at; secure in her belief that Venus is no threat to her. After acclimating to the modern society she also has developed the Amanda Hunt personae, Amanda is an academic love/sex counselor. She has written books, does a monthly radio show, and has appeared on talk shows. She's like a hot Dr Ruth. She also has a much better relationship with the various Goddesses. While Athena and Artemis don't see her as a “ditzy cheerleader who doesn't get her hands dirty' anymore, she still drives them nuts as she has taken a decidedly light-hearted approach to combat. Quote: Don't hate me because I'm beautiful....feel free to hate me because I stole your lover though...*wicked grin*...Alas, perhaps he was not worthy of your love in the first place. But there is another young man you know who is...Powers/Tactics: Aphrodite's training with Akyrruh allowed her to master the Kiirneko's Fighting Style. The Kiirneko refer to it as O'purna (The Graceful Art). Aphrodite has taken to calling it the Beautiful Art. While the maneuvers are efficient and not overly flashy, they are quite graceful and appealing when performed by a master. Aphrodite returned with four Kiirneko "handmaidens". They train with her and she had divested a portion of her power to give them eternal lifespans. Though she's a competent fighter now, it's not her first instinct. She prefers to avoid combat and uses her divine personality to avoid conflict. If that fails and she feels her combat abilities aren't up to the task, she'll retreat. Or better, summon some one to even the odds.Campaign Use: Aphrodite actually spent most of her time away from Olympia as a slave and concubine. It was something she excelled at, of course, but it really slammed home her sense of uselessness. Back home, where she has freedom and backup, she's seemingly returned to her former ways, only with a bit more maturity. She can still be fickle, but she's a lot more forgiving. She is one of a few Beauty Goddesses "slumming" it on Earth. Modeling is a popular past time for them. To a Goddess they can be catty, vain, and have on occasion come to blows. Ishtar is particularly volatile. However, most of them get along well, and hang out to discuss topics of interest. She is on excellent terms with the Egyptian Goddess, Bast. Hera's adoptive people are humanoid felines where as the Kiirneko are cat-like humans; however the similarity has contributed to the two goddesses being on more friendly terms. It should also be noted that Aphrodite was very worried about her children while she was gone, she hadn't always been the best mother figure but since she returned she's been far more interested in their lives and protecting them. She's also not as hostile towards other women and is considering having a daughter.Appearance: Uhm, yeah. She's Hawt. Long, luxurious, wavy, cascading, golden hair. Blue eyes and soft alabaster skin. She is flawless in appearance. She wears very flattering fashions. She can alter her appearance at will, even does so subconsciously...but the above is her natural appearance. When she's in battle, Aphrodite wears a suit of golden "armor" which consists of strategically placed armored plates on her upper arms, thighs, shins, shoulders, cups for her breasts, and what could best be described as an "Armored Thong". Her midriff is covered with translucent white material, strips of which also flit about her waist though these alternate white and pink. she has a pink sheer covering that goes from a golden collar on her neck to her armored cups. To honor her friend, her armored form also includes a hair band with golden cat face on her forehead. Her blades are gleaming silver with golden handles. The pommels shaped like Egyptian-style cat heads.White material, strips of which also flit about her waist though these alternate white and pink. she has a pink sheer covering that goes from a golden collar on her neck to her armored cups. To honor her friend, her armored form also includes a hair band with golden cats ears at the top of her head. Her blades are gleaming silver with golden handles. The pommels shaped like egyptian-style cat heads.

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ArtemisArtemisVal Char Cost Roll Notes50 STR 40 19- Lift 25.6tons; 10d6 [5]35 DEX 75 16- OCV: 12/DCV: 1245 CON 70 18-27 BODY 34 14-18 INT 8 13- PER Roll 20-31 EGO 42 15- ECV: 1040 PRE 30 17- PRE Attack: 8d622 COM 6 13-20/32 PD 10 Total: 20/32 PD (12/24 rPD)20/32 ED 11 Total: 20/32 ED (12/24 rED)6 SPD 15 Phases: 2, 4, 6, 8, 10, 1219 REC 090 END 090 STUN 15 Total Characteristic Cost: 356Movement: Running: 20"/80" Leaping: 10"/20" Swimming: 2"/4"Cost Powers END36 Armor of Artemis: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); Only In Heroic Identity (-1/4)131 Artemis' Longbow: Multipower, 75-point reserve, all slots Variable Special Effects (Any SFX; +1/2), Variable Advantage (+1 Advantages; +2) (262 Active Points); all slots Restrainable (-1/2), Gestures (Requires both hands; -1/2)3u 1) Arrows of Awe: Sight and Hearing Groups Flash 10d6 (55 Active Points); Restrainable (-1/2), Gestures (Requires both hands; -1/2) 54u 2) Arrows of Mercy: Entangle 7d6, 8 DEF (75 Active Points); Restrainable (-1/2), Gestures (Requires both hands; -1/2) 74u 3) Arrows of Mortality: Killing Attack - Ranged 5d6 (75 Active Points); Restrainable (-1/2), Gestures (Requires both hands; -1/2) 74u 4) Arrows of Wounding: Energy Blast 15d6 (75 Active Points); Restrainable (-1/2), Gestures (Requires both hands; -1/2) 775 Divine Magics: Variable Power Pool (Magic Pool), 50 base + 25 control cost, (75 Active Points)47 Garrion's Heart: Multipower, 70-point reserve, (70 Active Points); all slots OIF (-1/2)Notes: A long polearm similar to a Naginata.2u 1) Light of Blinding: Sight Group Flash 8d6, Personal Immunity (+1/4) (50 Active Points); No Range (-1/2), OIF (-1/2), Gestures (-1/4) 51u 2) Orren's Beacon: Hearing Group Images Increased Size (125" radius; +1 3/4) (14 Active Points); Only To Create Light (-1), No Range (-1/2), OIF (-1/2), Gestures (-1/4) 11u 3) Shaft: HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)1u 4) Shaft: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Only To Cause Damage (-1/2), OIF (-1/2), Always Direct (-1/4), No Velocity Damage (-1/4), no Noncombat Stretching (-1/4)7m 5) Spirit Cutting Blade: HKA 2d6 (4d6 w/STR), Affects Desolidified One Special Effect of Desolidification (Supernatural Effects Only; +1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); OIF (-1/2)1u 6) Spirit Sensing: Detect Supernatural Beings 20-/13- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Sense (17 Active Points); OIF (-1/2)60 Goddess of the Hunt: Multipower, 60-point reserve2u 1) Animal Army: Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2), No Normal Defense (PD Force Field, being englobed in a PD Force Wall, or hermetically sealed resistant PD; +1), Does BODY (+1), Continuous (+1) (22 Active Points); Limited Range (10") (-1/4)2u 2) Animal Communication: Telepathy 5d6 (Animal class of minds), Area Of Effect (3" Any Area; +1) (50 Active Points); No Range (-1/2), Communication Only (-1/4), Incantations (-1/4), Visible (-1/4) 56u 3) Animal Control: Mind Control 6d6 (Animal class of minds), Explosion (-1 DC/3"; +1) (60 Active Points) 62u 4) Animal Spy: Clairsentience (Sight, Hearing And Smell/Taste Groups) (40 Active Points); Only Through The Sense of Animals (-3/4) 41u 5) Animal Summoning: Summon 100-point One Animal, Loyal (+1/2) (30 Active Points); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2) 3 Divine Power4 1) Decidedly heavier than normal: Knockback Resistance -2"14 2) Fearless: (Total: 40 Active Cost, 14 Real Cost) +20 Mental Defense (31 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)10 3) Fortune Favors the Bold: Luck 2d629 4) Immortality: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Minute; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; 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)21 5) Keen Senses: +7 PER with all Sense Groups23 6) Legs Of The Gazelle: (Total: 33 Active Cost, 23 Real Cost) Running +8" (20" total), x4 Noncombat (Real Cost: 21) plus Running +6" (20" total) (12 Active Points); Increased Endurance Cost (10x END; -4) (Real Cost: 2) 1210 7) Luck o' the Gods: Luck 2d630 8) Mentally Tough: Mental Damage Reduction, Resistant, 50%50 9) Mistress of Stealth: Invisibility to Sight, Mental, Hearing, Mystic and Smell/Taste Groups , No Fringe 535 10) Patron of Heroes: +1 Overall, Usable By Other (+1/4), Ranged (+1/2), Transdimensional (Related Group of Dimensions; +3/4), Increased Maximum Range (78,125"; +1) (35 Active Points)44 11) Realm Jumping: Extra-Dimensional Movement (Related Group of Dimensions, Any Location), Reduced Endurance (1/2 END; +1/4) (44 Active Points) 1Notes: The Related Realms are the Lands of Legend12 12) Sense Animals: Detect Animals (Smell/Taste Group) 20-/13- (Unusual Group), Discriminatory, Sense29 13) Shapechanging: Shape Shift (Sight, Touch, Hearing and Smell/Taste Groups, four (max) shapes), Instant Change 335 14) Speak with Follower: Mind Link , Human class of minds, Any Willing Target, Any dimension, No LOS Needed10 15) Strong Souled: Power Defense (10 points)5 16) Stronger Will: Mental Defense (31 points total)38 17) Tough Goddess: (Total: 38 Active Cost, 38 Real Cost) Hardened (x2; +1/2) (10 Active Points) applied to PD (Real Cost: 10) plus Hardened (x2; +1/2) (10 Active Points) applied to ED (Real Cost: 10) plus Damage Resistance (12 PD/12 ED), Hardened (x2; +1/2) (18 Active Points) (Real Cost: 18)30 18) Tougher than Thou: Energy Damage Reduction, Resistant, 50%30 19) Tougher than Thou: Physical Damage Reduction, Resistant, 50%PankrationManeuver OCV DCV Notes4 Bend Joint -1 +1 2d6 NND4 Break Bone -2 +0 HKA 1d6 +14 Crush +0 +0 14d6 Crush, Must Follow Grab4 Escape +0 +0 65 STR vs. Grabs3 Grab -1 -1 Grab Two Limbs, 60 STR for holding on3 Kick/Punch +1 +0 12d6 Strike3 Legsweep +2 -1 11d6 Strike, Target Falls3 Sacrifice Throw +2 +1 10d6 Strike; You Fall, Target Falls1 Weapon Element: CestusBow FightingManeuver OCV DCV Notes8 +2 Ranged Damage Class(es)4 Basic Shot +0 +0 Strike, +4 DC3 Defensive Shot -1 +2 Strike +2 DC5 Distance Shot +0 -2 Strike +2 DC , +1 Segment5 Far Shot +1 -1 Strike +2 DC4 Quick Shot +1 +0 Strike, +4 DC4 Ranged Disarm +0 +0 Disarm, 75 STR0 Weapon Element: BowsPerks3 Olympian: Fringe Benefit: Membership: Olympic Pantheon15 The Refuge: Base (hunting lodge and surrounding forests)40 Orion: Hunting Beast (Looks like a lion sized carnivorous ...rabbit)Talents3 Quicker: Lightning Reflexes: +2 DEX to act first with All Actions6 Lucky In War: Combat Luck (3 PD/3 ED)Skills16 +2 with All Combat6 +2 with Bows and Crossbows3 +4 with Concealment (8 Active Points); Only In Woodland Environments (-1), Self Only (-1/2)4 +4 with Stealth (8 Active Points); Only In Woodland Environments (-1)30 Adept: +3 Overall3 Acrobatics 16-3 Analyze: Agility Skills 13-3 Analyze: Combat 13-9 Animal Handler 20-3 Breakfall 16-9 Climbing 19-3 Combat Driving 16-7 Cryptography 15-7 Deduction 15-3 Fast Draw 16-3 High Society 17-3 Interrogation 17-3 Jack of All Trades1 1) PS: Brewer (2 Active Points) 11-1 2) PS: Carpenter (2 Active Points) 11-2 3) PS: Cooking (3 Active Points) 13-7 4) PS: Huntress (8 Active Points) 18-2 5) PS: Leatherworker (3 Active Points) 12-2 6) PS: Meditation (3 Active Points) 12-2 7) PS: Shepherd (3 Active Points) 13-1 8) PS: Soldier/Warrior (2 Active Points) 11-3 Oratory 17-3 Paramedics (Healing) 13-8 Penalty Skill Levels: +4 vs. Range Modifier with Bows and Crossbows3 Persuasion 17-13 Power: Divine Magic Control 20-5 Rapid Attack (Ranged) 7 Riding 18-3 Scholar1 1) KS: Flora And Fauna (2 Active Points) 11-4 2) KS: Flora And Fauna (5 Active Points) 15-1 3) KS: Herbalism And Healing-Lore (2 Active Points) 11-1 4) KS: MIlitary Tactics (2 Active Points) 11-4 5) KS: Monstrous Beasts (5 Active Points) 15-2 6) KS: Native Pantheon (3 Active Points) 13-2 7) KS: Olympian Lore (3 Active Points) 13-13 Shadowing 18-3 Stealth 16-3 Streetwise 17-5 Survival 14-5 TF: Common Motorized Ground Vehicles, Riding Animals, Chariots, Two-Wheeled Muscle-Powered Ground Vehicles3 Tactics 13-3 Teamwork 16-7 Tracking 15-3 Traveler1 1) AK: Amazon Basin (2 Active Points) 11-1 2) AK: Australia (2 Active Points) 11-4 3) AK: Mediteranian (5 Active Points) 15-1 4) AK: North Africa (2 Active Points) 11-2 5) AK: Olympus (3 Active Points) 13-1 6) AK: Rocky Mountains (2 Active Points) 11-2 7) AK: The Great Forest (3 Active Points) 13-13 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Early Firearms, Siege Engines, Small Arms, Off HandTotal Powers & Skill Cost: 1244Total Cost: 1600600+ Disadvantages5 Distinctive Features: Godly Mein (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)10 Enraged: When challenged/insulted (Common), go 8-, recover 14-10 Hunted: Diametrically opposed pantheon 8- (As Pow; Harshly Punish)15 Hunted: Dr. Armageddon 8- (As Pow; NCI; Capture)10 Hunted: Native Pantheon 8- (Mo Pow; NCI; Watching)10 Hunted: Nergal 8- (As Pow; Capture)10 Hunted: Sebek 8- (As Pow; Harshly Punish)15 Psychological Limitation: Competitive (Very Common; Moderate)15 Psychological Limitation: Fiercely Independant (Common; Strong)15 Psychological Limitation: Slow to trust or accept men (Very Common; Moderate)15 Psychological Limitation: Thrill Seeker (Very Common; Moderate)10 Reputation: Feminist Goddess, 11-10 Social Limitation: Answers to the Pantheonic Pecking Order (Frequently; Minor)850 Experience PointsTotal Disadvantage Points: 1600Background/History: Artemis was not terribly concerned with her counterpart; sure, this Diana was swift and strong, she was not ion the same league as a true Olympian goddess of the hunt. Though she had cowed her rival an was seeking to aid her brother, Apollo battle his usurper, Artemis was waylaid by Bacchus. Her attentions were diverted to the bloated drunken sod, who none the less could take a lot of punishment, when Zeus sent his pantheon away. Artemis found herself on a world of lush vegetation and fascinating wildlife. She tried to orient herself and return to the fray but she couldn't even sense Olympia. So, she set out to explore her surroundings. It wasn't long before she encountered a camp of hunters. Watching from the shadows she estimated these wolf-like men and women to be greater in stature and power than the humans who worshiped her, to a great degree. She was still surprised when one of them turned to look directly at her.With a whoop, the hunter charged her. She waited until he was close enough and struck. The blow, while strong enough to kill a mortal, merely staggered him. Others tossed nets, but she evaded them. Finally, the largest of the hunters strode towards her, he snarled with anticipation and Artemis did not at all care for the look in his eyes. With his underlings backing away, the large hunter waited. Let's see what you can do, shall we, morsel? His voice spoke in her mind. Artemis reached out with her power and tried to judge the level of this threat, but the large hunter moved so fast that she barely had time to evade. The fight was fierce, but Artemis was still exhausted from her previous battle and forced retreat. In the end she was defeated. Holgerus was a rather brutal beast. The war leader of his people and Artemis' equal as a hunter and warrior. That was before taking into account his vast psionic powers. For a few months Artemis suffered at his hands. Holgerus liked to release her and hunt her down, then ravish her. He would let her rest a few days to lick her wounds and recover and then the whole thing started again. As the months drug on, Artemis focused her powers more and more towards evading his detection. Fighting him hadn't worked, escape was the best option. Finally she managed to give him the slip long enough to leave the massive forests. Using most of her innate magic to shield herself from his psionic tracking scent and considerable hunting prowess, she ran for days over rocky hills and finally collapsed near a river.

 

She awoke in a small hut. The young male who lived there was sitting across the room from her, a plate of food and drink were beside the bed. She ate in silence, once she'd determined the food was not poisoned. The young male smiled at her and nodded. If you need anything, his thoughts projected, please let me know.For a week she rested and gathered her strength. The male was very kind but she could sense the power he possessed. It was at least as strong as Holgerus. He never spoke to her, he simply went about his business and when she asked for something he brought it. One morning she sensed Holgerus' mind nearby. Artemis leaped from the bed, but the male held his hand out. After a moment of concentration he smiled and went to the door. Summoning a fraction of her power, Artemis watched the events unfold from the hut.“Greetings, Holgerus.” The male said. “Have you seen a female homminid, Garrion?” Holgerus growled. “Her trail ends near here.”“I'm sorry, Holgerus, but I have not seen anyone as of late. My meditations take up most of my time.”Holgerus growled again. “What are you hiding, pup? This entire area is resisting my mind. You're doing it.”“I have set up wards to guard my thoughts, brother. I do not wish my studies to be interrupted.”Holgerus laughed at this, “Studies? Meditations? You are a fool whelp! My father was right to send you a way. It's a good thing your mother did not live to produce more offspring, Garrion. You are wea-AAARGH!”“Never mention my mother. That was your only warning, brother.” The last word fell like stone. “You little bastard!” Holgerus roared and charged Garrion. The smaller male stepped aside at the last moment and as the larger hunter went by, he shot his hand to Holgerus' neck and the massive warrior fell to the ground. “You need to get back to your pack, Holgerus.” Garrion said as his half brother rose from the dirt. “I will remember this, Garrion.” Holgerus said, he was posturing but backing away.“You would do well to.” When the hunter had gone, Garrion returned. He smiled at Artemis and went back to his meditation. They began talking that night. For weeks Garrion taugh Artemis to defend against the psionic powers of his brethren. He also taught her much about the world she was on and the peoples who inhabited it. They made forays to the homminid cities as well as scouting missions to the Garrion's people, the Urun. The Homminid were very similar to humanity and Artemis regained a bit of her divine temperament when around them. The Urun were worshiped by their neighbors for their physical might and vast “magical” powers. Of note to Artemis was that both peoples had no developed gender roles. Though she did not take Garrion as a lover, part of her wished she had. Eventually, Artemis felt she needed to return to her family and her home. She went on one last hunt; accompanying Garrion as the urun monk sought out his half brother and demanded reparations for Holgerun's treatment of Artemis. By urun custom she challenged the hunter to the death and was victorious. Artemis then took to the stars in search of her family. It was a long trip. With stops on life bearing worlds for study and sport, she eventually found the others. The reunion was joyful and eventually the Olympians returned home. Since her return, Artemis has spent a lot of time on Earthrealm. She was always something of a loner in the patriarchal pantheon, close to Apollo, Hera, Demeter, Athena, and Nike but not many of the others. She's changed her mind quite a bit about Aphrodite and love in general, and has on occasion dated. These are fact finding missions where she seeks to find a perfect mate...it's been slow going.Personality/Motivation: Artemis did not like being treated to a taste of her own medicine. Being the hunted was not to her liking at all. That bothered her even more than the rest of it. Always a contradictory goddess, she has somewhat mellowed. A champion for women and children still and a lover of wildlife she has adopted a more inclusive gender policy. Though she's still more likely to err on the side of women in conflicts. Artemis is fiercely independent and very competitive. When her deitific portfolios overlap with another she tends to see them as a rival. She's still very close to Apollo, but his experiences left him with a family of his own and she doesn't feel she fits in. But they hunt together regularly and he takes her to music concerts. He has thus far disapproved of every man she's ever spoken to, much less dated.Quote: "If I'd wanted you dead, sir, you never would have known I was there."Powers/Tactics: A master huntress, Artemis is nearly stealth personified. Her physical attributes alone make her a force to be reckoned with, couple that with her skills as a warrior and weapons and she's a nightmare. Despite her toughness and skill in melee combat, Artemis generally sticks to her Bow in combat. She saves her physical prowess for surprise against unknown foes or if directly challenged. She can definitely be goaded.Campaign Use: When she first returned to Earthrealm, Artemis was surprised and pleased to still find her name invoked. She had been adopted as an unofficial patron/symbol of several feminist groupd. Artemis has sought to do aid these organizations when she can, appearing in mortal guise or in her true form. However, as her stance on romance has soften over the millennia her message has as well and a few of the more radical groups don't really appreciate her the way they once did. Artemis loves to hunt and has been seen on every continent, tracking game. She's saddened by the mass loss of species that has occurred (either naturally or not) since her salad days in Greece. To that end she has sought to reintroduce animals from her Hunting Grounds dimension. She finds animal rights organizations a sad sad joke.Appearance: Well she's a goddess, so she has that going for her. Artemis has long brown hair, green eyes, and an athletic figure belying her 350lbs. She dresses in a simple brown hunting out fit with long boots and a green tunic. When dressing to fit in amongst the mortals she dresses for the occasion, though more often than not she's a jeans and tee shirts kind of girl. Her bow is silver, Garrion's Heart is a spear that her mentor gave her and carries a bit of his consiousness in it. It is a dark, almost black wood with a metal sphere at one end and a long, flat blade at the other.

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Hephaestus

 

Hephaestus

Val Char Cost Roll Notes

80 STR 70 25- Lift 1.6ktons; 16d6 [4]

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

50 CON 80 19-

25 BODY 30 14-

25 INT 15 14- PER Roll 18-

20 EGO 20 13- ECV: 7

30 PRE 20 15- PRE Attack: 6d6

18 COM 4 13-

 

30/45 PD 14 Total: 30/45 PD (30/45 rPD)

20/35 ED 10 Total: 20/35 ED (20/35 rED)

 

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

28 REC 4

 

120 END 10

 

120 STUN 30 Total Characteristic Cost: 357

 

Movement:

Running: 8"/16"

Flight: 25"/50"

Leaping: 16"/32"

Swimming: 2"/4"

 

 

Cost Powers END

220 Engines of Creation: Variable Power Pool (Magic Pool), 100 base + 120 control cost, Cosmic (+2) (250 Active Points); Powers limited to those of creation (-1/4)

Notes: Hephaestus' manipulation of the magical energies of his birth are "limited" to creation. He can repair, summon, build, materialize, or almost anything, but the effects are limited by "Creation Special Effect". He cannot summon a fireball, but he might be able to summon a bazooka. Attacks and defenses must have focus limitations, but he could transform a delapitated automobile into a sleek high performance car. Summon materials and tools from his Forge in Olympus, etc.

 

75 Fire & Forge Powers: Multipower, 75-point reserve

5u 1) Summer's Touch: Drain Ice/Cold Powers 4d6, One Power At A Time (+1/4) (50 Active Points) 5

4u 2) Summon Heat: Energy Blast 4d6, No Normal Defense (LS: Safe Enviroment: Intense Heat; +1) (40 Active Points) 4

6u 3) Wall Of Fire: (Total: 74 Active Cost, 58 Real Cost) Force Wall (10 ED), Transparent to [no types selected] (37 Active Points) (Real Cost: 37) plus Killing Attack - Ranged 1d6, Damage Shield (+1/2), Continuous (+1) (37 Active Points); Linked (Force Wall; -1/2), No Knockback (-1/4) (Real Cost: 21) 8

125 Technomantic Toybox: Variable Power Pool (Gadget Pool), 100 base + 25 control cost, (150 Active Points); VPP Can Only Be Changed Between Adventures (-1/2), OIF (Can be any focus of at least -1/2; -1/2)

 

70 The Golden Hammer: Multipower, 105-point reserve, (105 Active Points); all slots Restrainable (-1/2)

4u 1) I call it the Fragmenator...or perhaps, it's a Golden Duck.: Major Transform 3d6 (Metal to Metallic Objects, reapplication of power), Any metallic device (+1/2), Reduced Endurance (0 END; +1/2) (90 Active Points); Only works against Metals (-3/4), Restrainable (-1/2), Requires A Smithy Roll (Variable RSR; Requires one of his Smithy skills depending on his desired creation; -1/4)

7u 2) Okay, now I am pissed! (Power Strike): Killing Attack - Hand-To-Hand 4d6 (8d6 w/STR), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (105 Active Points); Restrainable (-1/2)

2u 3) Smashy Smashy! (Standard Strike): Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2)

7u 4) Top that you Norse Ninny!!! (Hurled Hammer): Energy Blast 14d6, Reduced Endurance (0 END; +1/2) (105 Active Points); Restrainable (-1/2)

 

83 Winged Boots: Flight 25", Reduced Endurance (0 END; +1/2), Variable Advantage (+1/2 Advantages; +1) (125 Active Points); OIF (-1/2)

 

54 Wondrous Golden Armor of Hephaestus: Armor (15 PD/15 ED), Hardened (x2; +1/2) (67 Active Points); Only In Heroic Identity (-1/4)

Golden Helm, all slots Only In Heroic Identity (-1/4)

6 1) Distance holds no sway over my sight: +5 versus Range Modifier for Sight Group (8 Active Points); Only In Heroic Identity (-1/4)

10 2) I can hear you now: Ultrasonic Perception (Hearing Group), Discriminatory, Analyze (13 Active Points); Only In Heroic Identity (-1/4)

7 3) Sensory Enhancement: +3 PER with all Sense Groups (9 Active Points); Only In Heroic Identity (-1/4)

25 4) XML Satellite Radio?: High Range Radio Perception (Radio Group), Discriminatory, Analyze, Rapid: x10, Telescopic: +3, Tracking (32 Active Points); Only In Heroic Identity (-1/4)

 

Olympian Abilities

20 1) Crossing the Veil to Olympus: Extra-Dimensional Movement (Single Dimension) 2

15 2) Deitific Durability: Power Defense (15 points)

25 3) Detific Resiliance: (Total: 25 Active Cost, 25 Real Cost) Hardened (+1/4), Inherent (+1/4) (15 Active Points) applied to PD (Real Cost: 15) plus Hardened (+1/4), Inherent (+1/4) (10 Active Points) applied to ED (Real Cost: 10)

20 4) Effortless Strength: Reduced Endurance (1/2 END; +1/4) (20 Active Points) applied to STR

40 5) Fire Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Limited Type Of Attack Fire (-1/2)

3 6) Godly Senses: +1 PER with all Sense Groups

10 7) How fortunate!: Luck 2d6

36 8) Immortality: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Minute; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; 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), Inherent (+1/4) (36 Active Points)

4 9) New, confident stride: Running +2" (8" total) 1

37 10) Nigh-Invulnerable: Damage Resistance (30 PD/20 ED), Inherent (+1/4), Hardened (+1/4) (37 Active Points)

4 11) Olympian Mass: Knockback Resistance -2"

5 12) Sense Temperature: Detect Temperature 18-/14- (Unusual Group), Sense

35 13) Speak with Follower: Mind Link , Human class of minds, Any Willing Target, Any dimension, No LOS Needed

16 14) Stubborn, even for a God: Mental Defense (20 points total)

15 15) Tougher than Thou: Energy Damage Reduction, Resistant, 25%

15 16) Tougher than Thou: Physical Damage Reduction, Resistant, 25%

16 17) You've not the power to move me: Knockback Resistance -10" (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 2

 

Perks

7 Benefit Package as befits a God: Fringe Benefit: International Driver's License, Membership: Olympic Pantheon (Greater God), Passport

5 Walking around Money: Money: Well Off

40 Follower: Apprentices

75 The Star Galleon: Wings of Althea

50 Forge on Olympia

6 Contact: Magni (one of the Leaders of Post Ragnarok Asgard) (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11-

20 Contacts among other "Industrial" Deities, Superhero Gadgeteers, Magicians, And their organizations, generally at 11-

 

Talents

3 I know the road I seek: Bump Of Direction

3 I think I know the Answer: Lightning Calculator

15 Intellectual: Skill Master (+3 with all Skills based on Intelligence)

4 Studious to the Extreme: Speed Reading (x10)

12 Hades Called, he want's your bodies back: Turn Undead

20 Language Barriers Pierced: Universal Translator 14-

 

Skills

6 +2 with Golden Hammer

10 +2 with HTH Combat

40 Eons of Experience: +4 Overall

29 Magic Shaping: Control Godlike Abilties 27-

3 Computer Programming 14-

3 Demolitions 14-

3 Electronics 14-

3 High Society 15-

3 Hoist 14-

3 Inventor 14-

3 Jack of All Trades

7 1) PS: Appraise (8 Active Points) 17-

7 2) PS: Armorer (8 Active Points) 17-

7 3) PS: Blacksmith (8 Active Points) 17-

5 4) PS: Clockmaker (6 Active Points) 15-

7 5) PS: Goldsmith (8 Active Points) 17-

7 6) PS: Jewelry Maker/Lapidary (8 Active Points) 17-

7 7) PS: Silversmith (8 Active Points) 17-

3 Scholar

2 1) KS: Alchemy (3 Active Points) 14-

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

2 3) KS: Art History (3 Active Points) 14-

2 4) KS: Artifacts & Relics (3 Active Points) 14-

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

1 6) KS: Legends And Lore (2 Active Points) 11-

1 7) KS: Races of the Multiverse (2 Active Points) 11-

6 8) KS: Recognize Weapon Quality (7 Active Points) 18-

6 9) KS: Technomancy (7 Active Points) 18-

1 10) KS: The Anvil Galaxy (2 Active Points) 11-

2 11) KS: The Mystic Community (3 Active Points) 14-

2 12) KS: The Olympian Pantheon (3 Active Points) 14-

2 13) KS: The Technological World (3 Active Points) 14-

27 TF: Common Motorized Ground Vehicles, Mecha, Riding Animals, Science Fiction & Space Vehicles, Agricultural & Construction Vehicles, Balloons & Zeppelins, Carts & Carriages, Chariots, Large Military Ships, Large Motorized Boats, Large Rowed Boats, Large Wind-Powered Boats, One-Wheeled Muscle-Powered Ground Vehicles, Railed Vehicles, Small Military Ships, Small Motorized Boats, Small Rowed Boats, Small Wind-Powered Boats, Submarines, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles

3 Traveler

2 1) AK: Ancient Greece (3 Active Points) 14-

1 2) AK: Anvil Galaxy (2 Active Points) 11-

2 3) AK: Olympia (3 Active Points) 14-

1 4) AK: The Foundry (2 Active Points) 11-

1 5) CK: Athens (2 Active Points) 11-

23 WF: Beam Weapons, Common Melee Weapons, Common Missile Weapons, Early Firearms, Emplaced Weapons, Energy Weapons, Siege Engines, Small Arms, Boomerangs and Throwing Clubs, Energy Blades, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Nets, Shoulder-Fired Weapons

23 Weaponsmith 24-

 

Total Powers & Skill Cost: 1554

Total Cost: 1911

 

600+ Disadvantages

10 Distinctive Features: Divine Aura (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Distinctive Features: Golden Leg and "back" (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Enraged: Should Family be threatened (Common), go 11-, recover 11-

20 Hunted: Diametrically opposed Pantheon 8- (Mo Pow; NCI; Harshly Punish)

15 Hunted: The Engineer 8- (As Pow; NCI; Harshly Punish)

15 Hunted: Vulcan 8- (As Pow; NCI; Harshly Punish)

10 Psychological Limitation: A bit on the Arrogant side (Common; Moderate)

20 Psychological Limitation: Family man. Hephaestus is fiercely protective of his wife, children, and fellow Olympians (Common; Total)

15 Psychological Limitation: Loves progress, new magic, technology, art, all of it. tends to "live for the future" and is a gadget junkie (Very Common; Moderate)

10 Rivalry: Professional (Other "Industrial Gods"; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Numerous Rivals)

10 Social Limitation: Answers to the Pantheonic Pecking Order (Frequently; Minor)

1161 Experience Points

 

Total Disadvantage Points: 1911

 

 

 

Background/History: The god of the forge, who, despite his physical might and magical weapons, was easily bested by Vulcan. Vulcan, who was not twisted and lame, goaded his "predecessor" into rushing, awkward attacks that left him open for easy counter strikes. He fell, cursing his lameness.

 

When he awoke he was lying on the dirt of a world alien to him. Hephaestus could not detect his fellow gods and at first feared he'd been destroyed and sent to the endless void. Quickly, however, he found himself near an industrialized society. For the first few decades, Hephaestus, who had shortened his name to Phestos, lived and worked among the human-like beings on this far away world.

 

Phestos began a career of learning. It was during this time he evolved as a scientist. Eventually, he simply knew all these people could teach him. He went into seclusion, built a space worthy transport and left.

 

It was after a few years of interstellar travel that he found the Foundry. The Foundry, was an artificial world, it was the creation of some long forgotten god of art, smithy, and industry. A being that had been the equivalent Hephaestus eons before he had been born. He met all manner of beings at the Foundry.

 

Mortals, immortals, sentient machines, cyborgs, androids, nanite colonies in humanoid or other forms, hyper evolved dolphins, all manner of creatures worked the Foundry. There they created. But it wasn't just science. These beings were Technomancers, fusing magic, technology, and other universal forces into weapons, armor, transports, art work, and all manner of devices with purposes ranging from defense, destruction, creation, healing, evolving... It was here that Hephaestus found his home. For the next several centuries, he worked, created, dreamed, and enjoyed the company of others with similar wants and desires.

 

Yet he could not forget. His family, no matter how hard he tried to suppress the memories, no matter how many projects and problems he threw himself into, always managed to return to his thoughts. As much as he had felt an outsider, the ugly, lame god in a house of beauty and virility, he regretted being unable to help them. He wondered what had happened to Zeus. Phestos began to use his true name again.

 

As the years went buy, his fellow artisans came and went from the Forge. Some of the artisans left to pass their knowledge to others, some to reap rewards for their inventions, some to protect, and some to conquer. Always they were replaced. That was when Althea appeared. Althea was a Prime created Bio-weapon. Much like his foe Jupiter, but she'd actually performed her duties, battling the Lords of Crux and their "Demonic" minions. A cosmically powered "Angel" she had a beauty that rivaled Hephaestus' former wife Aphrodite. She was kind and had a spirit and immortal soul that the former Olympian found comfortably familiar. She reminded him of Athena, a goddess whom he had long loved from afar. Althea had grown despondent with her life of destruction, even though it was for the good of the multi-verse; she longed to create something, anything, that wasn't an instrument of destruction. It was through her gentle nature and efforts that Hephaestus allowed himself to be transformed.

 

It was painful; even for a God. Perhaps, it was actually so painful because of his magic heritage. Using technomantic spells, nanites, mythic alloys, and genetic transformation, Hephaestus changed from lame and crippled God of the Forge, to a powerful, more heroic God of Creation. Althea and Hephaestus were wed, they had two children Athera a brilliant doctor and medical researcher, and Bronn, a young smith/warrior who reminded Hephaestus of Vulcan.

 

His life now looking up, Hephaestus decided to find the rest of his family; all he had gained over the centuries had pushed him beyond his jealousies and petty anger. He had at long last matured into his own being. Throwing himself into his work, Hephaestus developed, with the help of his family an intergalactic ship, specialized scanners to help him track his far strewn family, and numerous new weapons, armor, and artifacts to help the True Olympians return home and take back what was theirs.

 

Personality/Motivation: Hephaestus, back in the pantheon's "Glory Days", was the odd God out. Ugly and crippled, he was the but of jokes. He was ruled by petty jealousy, anger, and a desire to fit in. His was a dysfunctional family and he was miserable.

 

When they lost their godhood and were set on their own, Hephaestus at first tried to lose himself in his work. He wanted nothing to do with his past. He spent eons in denial. It was only after he met Althea that he faced up to the facts that his family was important to him. He spent millennia finding and helping his fellow Olympians to return to Earth and reclaim their home. Now he seeks to restore Olympia's beauty and glory. Sure, they are no longer worshiped by most of humanity, but there are literally millions of citizens in Olympia who look to the Pantheon for leadership, and he and his fellow Gods now see their responsibilities.

 

Truth be told, if he and Vulcan weren't sworn enemies, they'd probably get along great. It wouldn't be a huge surprise to either to find out, for example, that they have spent time in a MMORPG together and got along brilliantly...

 

Quote: "I think that I can fix this. Althea? What do you think?"

"Know this, Vulcan, I stand before you know not as a bent and misshappen deity, but as the God of Creation and Avenger of Olympus."

 

Powers/Tactics: A brick, mage, and gadgeteer. Hephaestus fights toe to toe with his opponents. His magic is geared almost solely in helping him create new objects of power or repair and improve things around him. He has his traditional weapons and armor that he devised when he was at the Foundry, but he'll also carry a small arsenal of things he wants to "try out".

 

His designs are based on Technomancy, often using scientific principals powered by magical or mythical energy sources. He has made most of the gear the Olympians currently use (with help from his family). Physically, Hephaestus is second only to Herakles in power, when combined with his Golden Hammer, feggedaboutit.

 

Campaign Use: At the point in the campaign where the True Olympians have reclaimed their home, Hephaestus is probably not going to be seen on the Earth plane. He has a lot of work to do in Olympia, rebuilding, recreating, and improving. He teaches technomancers and artificers at his forge. He still occasionally attends technology shows and magical conferences among the mortals to see how they are coming and if there's something he should be aware of. His children have served as superhuman champions of Earth on a few occasions and he can occasionally be seen visiting them.

 

Appearance: Hephaestus is a changed god. No longer a hunchback with a club foot and bad hair; he is tall, bronzed skinned, with long fire red hair and a neatly trimmed van dyke. As a reminder that he is a "self made" God, a thick "exoskeleton" of segmented golden adamantium covers his spine and shoulders, and his right leg to his mid thigh.

 

He favors red and black clothing. His devices are always beautiful to look at and he still prefers ancient Greek styling for armors, clothing, and weapons. He wields a massive golden Hammer with elegantly etched wings of silver on either side. The haft is a dark red wood and it is wrapped in a synthetic golden "pleather" for lack of a better word. The handle is a good three feet long and he has attached a synthetic strap at the bottom (a design he gleefully stole from comic books). Set in the center of the hammer is a pulsing red stone the stone can be seen from the sides, framed by the silver wings, the space between the wings being magically transparent.

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Re: Else Earth Pantheons of the ...Verse

 

Oddly placed Author's note and a slight lamment:

 

This guy above was the impetus of the whole thing. I made the original write up for Heph 5 years ago. My gamer's ADD never lets me finish what I start and I still don't have all of the Gods done that I want. And only as I finally decided to post them all again did I realize I completely neglected his status as an artisan, crafting beyond weapons and armor and later technology...*sigh*

 

Anyway whenever I get to thinking I'm creative or cool i remember that all my good ideas are cribbed from somewhere else. This spawned from the idea (presented in Palladium Games' Pantheons of the Megaverse) that Heph was too proud to hide his deformity via shapeshifting or illusion. Also the fake pantheon idea came from that book. As it presented "real" and "impostor" pantheons for a number of classic gamer god groups.

 

At any rate if you enjoy this (despite the sheer munchkingasm inducing point totals and my own rather limited narrative style, thanks :) I'm a praise whore and you're helping :)

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Poseidon

 

Poseidon

Val Char Cost Roll Notes

70 STR 60 23- Lift 409.6tons; 14d6 [7]

25 DEX 45 14- OCV: 8/DCV: 8

60 CON 100 21-

30 BODY 40 15-

28 INT 18 15- PER Roll 18-

30 EGO 40 15- ECV: 10

50 PRE 40 19- PRE Attack: 10d6

20 COM 5 13-

 

30/42 PD 16 Total: 30/42 PD (26/38 rPD)

30/42 ED 18 Total: 30/42 ED (26/38 rED)

 

6 SPD 25 Phases: 2, 4, 6, 8, 10, 12

26 REC 0

 

120 END 0

 

120 STUN 25 Total Characteristic Cost: 432

 

Movement:

Running: 6"/12"

Flight: 23"/46"

Leaping: 14"/28"

Swimming: 30"/240"

 

 

Cost Powers END

400 Divine Magics: Variable Power Pool (Magic Pool), 200 base + 200 control cost, Cosmic (+2) (500 Active Points); Abilities that do not involve Water/Weather/Sea Life SFX are limited to 125 AP (-1/2)

0 1) Bioelectric Touch: EB 8d6, NND (rPD not made of metal; +1) (80 Active Points); No Range (-1/2), 8 Charges (-1/2) Real Cost: 40 [8]

0 2) Shapechanging: Shape Shift (Sight, Touch, Hearing and Smell/Taste Groups, any shape), Instant Change (44 Active Points) Real Cost: 44 4

 

90 Divine Mobility: Multipower, 90-point reserve

5u 1) Aquatic Movement: Swimming +28" (30" total) (x8 Noncombat), Reduced Endurance (1/2 END; +1/4) (47 Active Points) 2

9u 2) Divine Flight: Flight 23", Position Shift, Variable Advantage (+1/2 Advantages; Limited Group of Advantages; (Reduced Endurance, Megascale, No Turn Mode, Combat & Noncombat Acceleration/Deceleration); +3/4) (89 Active Points) 9

9u 3) Realm Jumping: Extra-Dimensional Movement (Related Group of Dimensions, Any Location), x32 Increased Weight, Reduced Endurance (0 END; +1/2) (90 Active Points)

Notes: The Related Realms are the Lands of Legend

1u 4) School Swimming: 28" Swimming: Usable By Other (+1/4); Recipient Must Remain Within 10" Of Character (-1/2) for up to 28 Active Points (7 Active Points) 1

 

54 Trident: (Total: 112 Active Cost, 54 Real Cost) Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 2) plus Killing Attack - Hand-To-Hand 4d6 (7 1/2d6 w/STR), Can be thrown (+1/4), Reduced Endurance (0 END; +1/2) (105 Active Points); OAF (-1) (Real Cost: 52)

43 Poseidon's Armor: Armor (12 PD/12 ED), Hardened (x2; +1/2) (54 Active Points); Only In Heroic Identity (-1/4)

 

Detific Toughness

25 1) Aquatic Divine Entity: Life Support (Eating: Character only has to eat once per week; Expanded Breathing: Brfeathe Water; Extended Breathing: 1 END per 20 Minutes; 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)

13 2) Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2

30 3) Detific Resiliance: (Total: 30 Active Cost, 30 Real Cost) Hardened (+1/4), Inherent (+1/4) (15 Active Points) applied to PD (Real Cost: 15) plus Hardened (+1/4), Inherent (+1/4) (15 Active Points) applied to ED (Real Cost: 15)

20 4) Divine Protections: Power Defense (20 points)

6 5) Heavy: Knockback Resistance -3"

10 6) Luck o' the Gods: Luck 2d6

15 7) Stronger Will: Mental Defense (21 points total)

60 8) Supertough Body: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)

26 9) Tougher than Average Entity: Damage Resistance (26 PD/26 ED)

2 10) Zootoxic Immunity: LS (Immunity: Zootoxins) (5 Active Points); Aquatic Animals Only (-1)

Divine Senses/Communication

5 1) Aquatic Eyes: IR Perception (Sight Group)

9 2) Keen Senses: +3 PER with all Sense Groups

15 3) Delphine Senses: Active Sonar (Hearing Group)

3 4) Accute Hearing: Ultrasonic Perception (Hearing Group)

15 5) I can see for Leagues and Leagues: +10 versus Range Modifier for Hearing Group

5 6) Underwater Eyes: Nightvision

30 7) Water Current Sense: Detect Physical Vibrations 18-/15- (Unusual Group), Discriminatory, Increased Arc of Perception, Range, Sense, Targeting Sense (37 Active Points); Only In Contact With Water (-1/4)

10 8) Weather Eye: Precognitive Clairsentience (Sight Group) (40 Active Points); Precognition Only (-1), Only To Foresee The Weather (-1), No Range (-1/2), Time Modifiers (-1/2) 4

50 9) You God wishes to speak to you: Mind Link , Anyone who has been touched by the God's Powers, Alien and Animal: classes of minds, Any Willing Target, Any distance, No LOS Needed

 

God of Sea And Storms

13 1) Air Bubble: LS: Safe Enviroments (Intense Cold, Intense Heat, Breathe Water): Area Of Effect (up to 4" Radius; +1 1/2) for up to 9 Active Points (13 Active Points) 1

75 2) God of Earthquakes: Energy Blast 15d6, Personal Immunity (+1/4), Explosion (+1/2) (131 Active Points); No Range (-1/2), Only Affects Grounded Targets (-1/4) 13

45 3) Favorable Winds/Currents: Succor Swimming 6d6, Ranged (+1/2) (45 Active Points) 4

45 4) Against the Currents: Suppress Swimming 9d6 4

43 5) Blinding Weather: Change Environment 8" radius, -4 to Hearing Group PER Rolls, Varying Effect any type of weather that can interfere with vision (+1/2) (43 Active Points) 4

91 6) Weather Control: Change Environment 8" radius, 8 Temperature Level Adjustment, Long-Lasting 1 Day, Megascale (1" = 1 km; +1/4), Varying Effect Broad Group (+1) (137 Active Points); No Range (-1/2) 14

53 7) Bioelectric Grab: Continuous (+1) for up to 80 Active Points of Bioelectric Touch (80 Active Points); Only Works If Character Makes And Can Maintain Grab On Victim (-1/2) 8

 

Perks

7 Benefit Package as befits a God: Fringe Benefit: International Driver's License, Membership: Olympic Pantheon (Greater God), Passport

5 Walking around Money: Money: Well Off

50 Undersea Palace

13 I have my own planet.: Fringe Benefit: Head of State of a planet

28 Contacts: Well Connected + 25pts worth of contacts

 

Talents

14 Begone from My Sight: Turn Undead (+10 PRE)

20 Gotcha: Universal Translator 15-

4 Lord of the Seas: Environmental Movement (no penalties Underwater)

3 Quicker: Lightning Reflexes: +2 DEX to act first with All Actions

14 Right, not afraid: Fearless

3 Navigator Supreme: Bump Of Direction

27 Deity's Intuition: Danger Sense (self only, any danger, Function as a Sense) 18-/15-

 

Skills

24 +3 with All Combat

6 +2 with Trident

40 Adept: +4 Overall

3 AK: Elemental Plane of Water 15-

3 AK: Olympia 15-

3 Analyze: Combat 15-

14 Animal Handler (Aquatic Animals, Equines, Reptiles & Amphibians) 24-

3 Climbing 14-

3 Conversation 19-

3 Conversation 19-

3 High Society 19-

3 Interrogation 19-

6 Language: Elemental Tongue: Aquan (imitate dialects; literate)

0 Language: Greek (idiomatic) (4 Active Points)

3 Jack of All Trades

2 1) PS: Cartographer (3 Active Points) 15-

2 2) PS: Fisherman (3 Active Points) 15-

2 3) PS: Horse Breeder (3 Active Points) 15-

2 4) PS: Knot-Tying (3 Active Points) 14-

2 5) PS: Sailing (3 Active Points) 15-

22 Navigation (Marine) 25-

3 Oratory 19-

3 Persuasion 19-

33 Power: Divine Magic Control 30-

3 Riding 14-

3 SS: Marine Biology 15-

3 SS: Oceanography 15-

3 Scholar

3 1) KS: Aquatic Dieties/Entities (4 Active Points) 16-

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

2 3) KS: Native Pantheon (3 Active Points) 15-

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

3 5) AK: Lands of Legend 15-

3 Seduction 19-

22 Survival (Marine) 25-

17 TF: Chariots, Equines, Jetskis, Large Military Ships, Large Motorized Boats, Large Rowed Boats, Large Wind-Powered Boats, Rafts, SCUBA, Skiing (water), Small Military Ships, Small Motorized Boats, Small Rowed Boats, Small Wind-Powered Boats, Submarines, Surfing, Swimming Beasts, Windsurfing

14 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Early Firearms, Siege Engines, Small Arms, Nets, Off Hand

 

Total Powers & Skill Cost: 1779

Total Cost: 2211

 

600+ Disadvantages

10 Distinctive Features: Godly Mein (Concealable; Extreme Reaction; Detectable Only By Unusual Senses)

20 Enraged: when those under his protection are harmed (Uncommon), go 14-, recover 11-

5 Hunted: Fellow Olympians 8- (As Pow; NCI; Watching)

15 Hunted: Rival Pantheons 11- (Mo Pow; NCI; Watching)

5 Physical Limitation: 2-3 times normal mass (Infrequently; Slightly Impairing)

15 Psychological Limitation: Overconfidence (Very Common; Moderate)

20 Psychological Limitation: Passionate, combative (Very Common; Strong)

20 Psychological Limitation: Protective of HIS world. (Common; Total)

10 Psychological Limitation: Salty Dog, wandering eye...at least he doesn't rape anymore... (Common; Moderate)

10 Social Limitation: Subject to Pantheonic Pecking Order (Occasionally; Major)

1481 Experience Points

 

Total Disadvantage Points: 2211

 

 

 

Background/History: "Hades! You Coward! Why do you flee?" Poseidon roared as he batted Mars to the ground. Zeus had just sent away the majority of the True Olympians. Only three stood before the Usurpers; Zeus himself, Hades, and Poseidon, the three most powerful. Out numbered and weakening, he still refused to back down.

 

"My brother," Zeus said, "We have lost, you must escape so that Olympus can rise again. I will guard your back."

 

"NO." Poseidon was not about to let Zeus die, even if he felt he deserved it from time to time.

Don't be a fool! Hades voice exploded painfully in his brain, We cannot defeat them and Zeus expended most of his power sending our brethren away, like me you have a kingdom that will be sacked when we fall. Not if, brother, when. Do you want the deaths or enslavement of your family, your undersea kingdom? Retreat, gather your loyal subjects around you and escape. We will return to fight but dying here solves nothing.

 

Whatever comeback or retort Poseidon had on his lips was rocked by a bolt of lightning from Jupiter Yes, individually, the Olympians were more powerful than their dopplegangers, but they had squandered the advantage with arrogance. Seeing Hades and Zeus' council was right, the Lord of the Seas gated out.

 

Once at his palace, Poseidon summoned his wife, son, and his most loyal servants.

 

"Olympia has been lost. We must escape. To the Oasis on Leviathan's Demesne, we will lay low for a while."

 

By the time Neptune marched on the palace, it was abandoned. He gleefully took the throne and began bringing in his own servitors and minions.

 

For a few decades, Poseidon planned attacks on his former home. He waged a one God war on the Usurpers, clashing with Neptune and being rebuked by the pretender's allies and growing power. Then his attentions returned to running his drastically reduced kingdom. Leviathan, the lord of the Elemental Plane of Water, had always had an excellent relationship with the Olympian. Other sea entities generally got along with him too, so after a while he was content to live a relatively quiet life at the Oasis. Of all the True Olympians, only Poseidon ventured into the Earthrealm with any regularity during the exile. He occasionally took environmental and conservation causes into his own powerful hands, but he didn't want to attract the Usurper's attention lest the capture or kill him. He did spend a lot of time breeding horses and attending competitions from races to equestrian shows to polo events.

 

These activities helped to fight the boredom but not the depression. The loss of his kingdom and his extended family bothered him more than he thought it would. Sure Zeus no longer lorded over him and he didn't have to listen to the squawking of Hera, the holier than thou preaching of Apollo or Athena, the constant churlishness of Ares, or the self pity of Hephaestus, but after a while he began to miss it. He missed the reverence of the humans and the cities he had patronized He also didn't like being a guest in someone else's kingdom.

 

Sometime in the early 600's Poseidon gathered his people once again and set out to find a world of their own. Triton was his herald and explorer. They found a small oceanic world that supported sea life and had a bit of land on it as well. There appeared to be no sentient life, just animals so the remnants of his kingdom set up shop and spent the better part of the next millennium rebuilding what he had lost. This time it was all him. Poseidon was the chief deity and his underlings and progeny rounded out the pantheon. It was nice, but he still missed his fellow Olympians.

 

When Triton reported that he had encountered Hephaestus' ship and the other Olympians en route to Earthrealm's solar system intending to take back their home, he immediately bade his wife good bye, grabbed a few legions of warriors and transported to the ship.

 

Having taken back Olympia, and his old Palace, Poseidon returned to his new world. Triton rules the old Palace, as Proxy to his father, and several gates to Olympia have been created, but Poseidon has a new home now, one unsullied by conflict and pollution. He's not pleased with Earth's stewardship of their oceans, but the idea of becoming some sort of avenging Eco-terrorist doesn't appeal to him much anymore.

 

Personality/Motivation: Of all the displaced Olympian Gods, Poseidon was the most happy. He found an entire planet to rule and now that he has his family back in their rightful place he has, excusing the pun, the best of both worlds.

 

He has also changed the least, he's still got the stormy personality but he has much less to be angry about now and it doesn't show as much. He's still something of a sea dog with a girl in every port and a suffering wife at home, but he really doesn't care. He finds Zeus' attempts at placating Hera to be awfully funny and Hades' situation with Persephone almost embarrassing. Someone had to stay surly, and Poseidon is that someone.

 

Quote: "Do not tempt the Bringer of Storms."

 

Powers/Tactics: Poseidon has tremendous control over water, weather, and aquatic sea life. He's also a prodigiously powerful physical specimen with a nasty Adamantine Trident.

 

Campaign Use: At this point Poseidon spends time on Earth to watch Horses, chat with other Sea Gods slumming it, catch up with his son, Triton, or to occasionally sink some annoying ships.

 

He can be encountered on his new Home World of Poseidon I. If so, it's a world about half the Earth's size with proportionally one fourth the land mass and lots of seas. The Arctic Poles are relatively small and the planet has a wide tropical belt. The world is home to a dizzying number aquatic species native and brought over from Earthrealm, the elemental plane of Water, and Olympia as well as sentient immigrants including about 40,000 humans from Earth. It's an absolute monarchy but he generally leaves the governing to his people and they have developed representative democracies for the most part.

 

Appearance: Tall and powerfully built man with wise blue eyes and long white hair and beard. Still dresses like a Greek, wearing robes or togas, white with blue or green trim. He wears coral and pearl jewelry. His summoned armor consists of a pearlized breastplate and pauldrons, silver bracers and boots. over this he has a blue cloak trimmed with green.

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Hades

 

Hades

Val Char Cost Roll Notes

65 STR 55 22- Lift 204.8tons; 13d6 [6]

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

40 CON 60 17-

30 BODY 40 15-

23 INT 13 14- PER Roll 15-

25 EGO 30 14- ECV: 8

50 PRE 40 19- PRE Attack: 10d6

14 COM 2 12-

 

23/35 PD 10 Total: 23/35 PD (16/28 rPD)

22/34 ED 14 Total: 22/34 ED (16/28 rED)

 

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

23 REC 4

 

120 END 20

 

100 STUN 17 Total Characteristic Cost: 355

 

Movement:

Running: 6"/12"

Flight: 20"/40"

Leaping: 13"/26"

Swimming: 2"/4"

 

 

Cost Powers END

175 Godlike Necromantic Power: Variable Power Pool (Magic Pool), 100 base + 75 control cost, Cosmic (+2) (250 Active Points); Limited Special Effect Uncommon SFX (Necromancy; -1)

0 1) Wraith Form: Desolidification (affected by Magic; Silver), Reduced Endurance (0 END; +1/2) (60 Active Points); Cannot Pass Through Solid Objects (-1/2) Real Cost: 40

 

250 Godlike Power: Variable Power Pool (Magic Pool), 100 base + 150 control cost, Cosmic (+2) (250 Active Points)

 

41 Hades Helm: Invisibility to Sight, Mental, Hearing, Mystic and Smell/Taste Groups , No Fringe, Costs END Only To Activate (+1/4) (62 Active Points); OIF Durable (-1/2) 5

 

43 The Jet Armor of Hades: Armor (12 PD/12 ED), Hardened (x2; +1/2) (54 Active Points); Only In Heroic Identity (-1/4)

 

30 Warfork: Killing Attack - Hand-To-Hand 2 1/2d6 (5d6+1 w/STR), Affects Desolidified One Special Effect of Desolidification (Undead; +1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); OAF Durable (-1) 2

 

80 Winged Boots: Flight 20", Reduced Endurance (0 END; +1/2), Variable Advantage (+1/2 Advantages; +1) (100 Active Points); Only In Heroic Identity (-1/4)

 

Olympian Physiology

180 1) Death Touch: Killing Attack - Ranged 7d6, No Normal Defense (LS: Longevity; +1), Does BODY (+1) (315 Active Points); No Range (-1/2), No Knockback (-1/4) 31

4 2) Decidedly heavier than normal: Knockback Resistance -2"

32 3) Detect Life: Detect Life Energy 15-/14- (no Sense Group), Discriminatory, Analyze, Range, Sense, Targeting

22 4) Detific Resiliance: (Total: 22 Active Cost, 22 Real Cost) Hardened (+1/4), Inherent (+1/4) (11 Active Points) applied to PD (Real Cost: 11) plus Hardened (+1/4), Inherent (+1/4) (11 Active Points) applied to ED (Real Cost: 11)

18 5) Do you really want to get into MY mind? : Mental Defense (23 points total)

22 6) Follower of Wealth: Detect Precious Metals & Gems 15-/14- (no Sense Group), Discriminatory, Analyze, Range, Sense

20 7) Godlike Resiliance: Damage Resistance (16 PD/16 ED), Hardened (+1/4) (20 Active Points)

3 8) Godly Senses: +1 PER with all Sense Groups

5 9) How fortunate!: Luck 1d6

33 10) I rule death, I do not die: Healing: Regeneration 2 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

29 11) Immortality: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Minute; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; 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)

30 12) Lifeforce Shielding: Power Defense (30 points)

60 13) Master Dimension Walker: Extra-Dimensional Movement (Any Dimension, Any Location), x8 Increased Weight 6

30 14) Rend Spirits: Affects Desolidified Any form of Desolidification (+1/2) for up to 60 Active Points of STR (30 Active Points) 3

35 15) Speak with Follower: Mind Link , Human class of minds, Any Willing Target, Any dimension, No LOS Needed

60 16) Tougher than Thou: Energy Damage Reduction, Resistant, 75%

60 17) Tougher than Thou: Physical Damage Reduction, Resistant, 75%

20 18) You God wishes to speak to you: Mind Link , Anyone who has been touched by the God's Powers class of minds, Specific Group of Minds, Any dimension

 

Pentjak-Silat

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

4 Choke -2 +0 Grab One Limb; 2d6 NND

4 Disarm -1 +1 Disarm; 75 STR to Disarm roll

4 Escape +0 +0 80 STR vs. Grabs

3 Grab -1 -1 Grab Two Limbs, 75 STR for holding on

5 Kick -2 +1 17d6 Strike

4 Killing Strike -2 +0 HKA 1d6 +1

3 Legsweep +2 -1 14d6 Strike, Target Falls

4 Rahasia Strike -1 +1 2d6 NND

4 Punch/Elbow Strike +0 +2 15d6 Strike

3 Throw +0 +1 13d6 +v/5, Target Falls

1 Weapon Element: Blades

1 Weapon Element: Chain & Rope Weapons

1 Weapon Element: Clubs

1 Weapon Element: Fist-Loads

1 Weapon Element: Karate Weapons

1 Weapon Element: Pendjepit (Grab and Killing Strike only)

1 Weapon Element: Polearms

1 Weapon Element: Staffs

1 Weapon Element: Whips

 

Perks

15 God of Wealth: Money: Filthy Rich

162 That's a good boy...: Follower: Cerberus

70 The Citadel of the Ebony Throne: Keep in Hades

100 The Ferryman comes to me: Follower: Charon; the boatman.

40 Thor has his goats...: Followers: Great Black Steeds

20 Thor has his goats...: Vehicle: Black Chariot

18 Fringe Benefit: Membership: Olympic Pantheon, Ruler of the Underworld

9 Reputation: God of the Dead (A large group) 14-, +3/+3d6

3 Well-Connected

6 1) Contact: Kali, Goddess of Death (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) (7 Active Points) 12-

3 2) Contact: Set (Contact has extremely useful Skills or resources) (4 Active Points) 8-

3 3) Contact: Vallah (new Norse Goddess of the Dead) (Contact has extremely useful Skills or resources) (4 Active Points) 8-

 

Talents

3 I live underground and I never get lost. : Bump Of Direction

5 I never forget a face: Eidetic Memory

14 I am the Lord of the Dead; Fear fears me.: Fearless

11 Surprisingly Quick: Lightning Reflexes: +7 DEX to act first with All Actions

8 NO! I Was just NAPPING!: Simulate Death (+5 to roll)

12 You are a blight on my realm, begone.: Turn Undead

25 No, the line about 70 virgins was also a falsehood. : Universal Translator 19-

 

Skills

10 Can fight the Good Fight: +2 with HTH Combat

50 Godly Gifts: +5 Overall

3 Analyze: Magic 14-

3 Animal Handler (Canines, Equines) 19-

3 Bribery 19-

3 Concealment 14-

3 Conversation 19-

3 Forensic Medicine 14-

3 High Society 19-

3 Interrogation 19-

3 Jack of All Trades

2 1) PS: Appraise (3 Active Points) 14-

2 2) PS: Brew Poison (3 Active Points) 14-

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

1 4) PS: Pentjak-Silat (2 Active Points) 11-

2 5) PS: Undertaker (3 Active Points) 14-

5 Navigation (Astral, Dimensional, Land, Marine) 14-

1 WF: Pendjepit

1 WF: Whips

3 Paramedics 14-

3 Scholar

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

2 2) KS: Chess (3 Active Points) 14-

2 3) KS: Death Gods and Demons (3 Active Points) 14-

2 4) KS: Flora And Fauna (3 Active Points) 14-

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

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

2 7) KS: Olympian Mythos (3 Active Points) 14-

5 8) KS: The Undead (6 Active Points) 17-

12 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain) 14-

8 Survival (Underground) 17-

3 TF: Riding Animals, Chariots

3 Teamwork 13-

3 Tracking 14-

3 Trading 19-

3 Traveler

2 1) AK: Hades (3 Active Points) 14-

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

2 3) AK: Tartarus (Custom Adder) (3 Active Points) 14-

1 4) AK: The Dead Realms (2 Active Points) 11-

4 WF: Common Melee Weapons, Common Missile Weapons

 

Total Powers & Skill Cost: 2033

Total Cost: 2388

 

600+ Disadvantages

5 Dependent NPC: Persephone 8- (Slightly Less Powerful than the PC)

10 Distinctive Features: Godly Mein (Concealable; Extreme Reaction; Detectable Only By Unusual Senses)

20 Hunted: Diametrically Opposed Pantheon 11- (As Pow; NCI; Harshly Punish)

15 Hunted: Powerful Undead Beings 8- (As Pow; NCI; Harshly Punish)

10 Hunted: True Olympus 11- (As Pow; NCI; Watching)

10 Psychological Limitation: A bit on the Arrogant side (Common; Moderate)

15 Psychological Limitation: Disdain for the Undead (Common; Strong)

15 Psychological Limitation: Grim, melancholy, dour, sardonic (Very Common; Moderate)

20 Psychological Limitation: Lord of his Realm and don't you forget it. (Common; Total)

15 Psychological Limitation: Loyal to Pesepohne (Common; Strong)

10 Reputation: Evil God of Death and Dying, 8- (Extreme)

5 Social Limitation: Answers to the Pantheonic Pecking Order (Occasionally; Minor)

Notes: Hades is generally left alone, even by his "Superior", Zeus.

1638 Experience Points

 

Total Disadvantage Points: 2388

 

 

 

Background/History: Brief: When the other Gods disappeared, Hades (who was too powerful to be affected by Zeus' desperation mass teleport) took the better part of Valor and left Zeus to the Dark Olympians. Though he felt shame for leaving his brother to the enemy he knew that was Zeus' plan. Hades made haste to his realm and prepared for the arrival of his new enemies. Again, he felt he could not defeat the combined might of the Pretender Pantheon (as he called them); so he took his beloved wife and most loyal minions aside and explained the situation. Persephone was sent away. The minions were commanded to treat Pluto as their master but to make a show of their true feelings. He figured Pluto would believe that merely possessing the throne would force their obedience He also bade his followers to try to lessen the damage to the realms while he was in hiding.

 

Then Hades spent his time in exile among the various Death Gods he had encountered. A brief affair with Kali netted him a taste for her assassin's arts. A stormy but platonic relationship with Hel's successor Vallah, only convinced Pluto that these new Asgardians would be as vulgar and annoying as the old ones. Time spent with Set was entertaining for the Egyptian had a taste for intrigue and duplicity that Hades found endearing. However, Set's paranoia and jealousy significantly shortened Hades' "visit". Some of the other Death Gods jealously guarded their realms. Demons who once curried his favor now tried to imperiously spurn his requests for aid. They often found that his power had not diminished.

 

The major change in Hades' personality became his disdain for the undead. Perhaps it was the stuffiness of the mummies of Egypt, the femme, goth games of the European Vampire Lords, the boredom of his visits with the Zombie kings, or maybe it was the time the Lich Lord Takofanes slapped him around Nebraska.* What ever it was, Hades decided that he preferred the spirits of the dead to be like the denizens of Hades in the good old days. Dead beings that tried to once again walk the Earth and gain power had become an affront to him and his stewardship of the souls of the dead.

 

When the other True Olympians returned Hades made a brief appearance at the grand initial melee. Once he realized that Pluto had retreated he immediately made his way to the Ebony Throne. The encounter between the Lord of the Dead and the Cosmic Copycat was not as one sided as Hades had suspected. Pluto had grown in power over the eons. However, Pluto's arrogance got the better of him. When Hades' relentless attacks had begun to wear on him, he called upon his minions to attack their one time master; when they refused he realized that his power over the realms of the dead had been an illusion, the realm named for him still answered only to Hades. Pluto cut his losses and ran.

 

Hades was incensed at what the Pretenders had done to his realm. The souls of the faithful had been abused, Cerberus had been nearly starved to death. His once loyal Demons had abandoned their duties and several of the damned undead had tried to carve out tiny kingdoms in his demesne

 

After his fellow Olympians had reestablished their realms, Hades convinced a few of them to help him correct his. His wife returned and he once again ruled the realms of the Dead.

 

(that was brief?)

*In an alternate Earthrealm.

 

Personality/Motivation: Few would mistake Hades for Jim Carey, or Drew Carey, or even Santa Claus; he's not the life of the party. Whether Hades was always a moody, gloomy, dour, and quiet god is really unknown. Did the title God of the Dead seem an obvious choice? Or did his stewardship over the dead and the imprisoned (he also was the keeper of Tartarus), crush a lighter, more jovial deity over the course of his long reign?

 

Probably the former. Hades has not lightened up over the years; however he does appreciate his extended family more. His time away from his realm of the Dead also made him realize how important his job was to him. He knows that the number of new faithful is a mere trickle compared to what it once was. He's very protective of the Souls of Olympus, especially after seeing how the spirits are treated in Valhalla.

 

He's made an effort to keep Persephone happy and he indulges some of her whims (the Order of the White Heart is one of these “whims”). He also tries to leave his realm more and spend time with the other Olympians. He still doesn't visit Earthrealm very much but will on occasion, generally accompanying his wife.

 

Interestingly enough, his relationship with his brother Poseidon has cooled since the initial battle. He didn't like being called out as a coward then and he's not too keen on Poseidon's jibes about his relationship with Persephone. He finds the carousing God of the Sea a bit hard to take and has at least once laid out a challenge. Whether they had it out or not has not been recorded.

 

Quote: "I'm sure you think that was very funny."

 

Powers/Tactics: Though his Necromantic might is tremendous, Hades is just as likely to make with the hand to hand. When he gets going, Hades kind of likes the feel of crushing bones and such. However, when facing multiple powerful opponents, or powerful undead beings he uses his "Godlike" powers to their fullest.

 

Hades is an overconfident, but still a cagey fighter. Tricking him isn't easy.

 

Campaign Use: Not necessarily a Kinder/Gentler God of the Dead but not an Actively Evil one either. He is cold but approachable in a campaign where dealing with Gods is the norm. He could be consulted about fighting the Undead, or perhaps in regards to other Death Gods. He has a few enemies, but for the most part he is above that kind of thing.

 

Just don't mess with his Queen, his Kingdom, his Family, or his Dog.

 

Appearance: Tall and broad shouldered; the God of the Dead is lean and dark skinned. He has black hair and burning red eyes. He wears black robes or togas with silver or white trim and accents. If he thinks battle is brewing he wears his armor, forged by Hephaestus, it covers his body in skintight black with a hoplite style armor plating in sliver with inlaid black adamantium. His Helm of Invisibility is silver with a black plume and gold designs. His war-fork is golden adamantium with a black leather wrap around it's shaft.

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Persephone

 

Persephone

Val Char Cost Roll Notes

30/60 STR 20 15- / 21- Lift 1600.0kg/102.4tons; 6d6/12d6 [3/9]

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

25 CON 30 14-

20 BODY 20 13-

18 INT 8 13- PER Roll 15-

19 EGO 18 13- ECV: 6

25 PRE 15 14- PRE Attack: 5d6

30 COM 10 15-

 

16/34 PD 10 Total: 16/34 PD (8/20 rPD)

16/28 ED 11 Total: 16/28 ED (8/20 rED)

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

12/18 REC 2

100 END 25

60/75 STUN 12 Total Characteristic Cost: 237

 

Movement:

Running: 6"/12"

Flight: 20"/40"

Leaping: 6"/12"

Swimming: 2"/4"

 

 

Cost Powers END

140 Daughter of Nature: Variable Power Pool (Magic Pool), 100 base + 40 control cost, (150 Active Points); Limited Special Effect Nature Magic (-1/4)

0 1) Choking Spores: Energy Blast 4d6, No Normal Defense (LS: Self-Contained Breathing; +1) (40 Active Points); Limited Range (4") (-1/4), Not In High Winds, Rain, Or Water (-1/4) Real Cost: 27 4

0 2) Control Plants: Mind Control (plant mind) 10d6 (50 Active Points) Real Cost: 50 5

0 3) Controlling Spores: Mind Control (human class) 8d6 (40 Active Points); Based on CON (Defense: PD; -1), Limited Range (4") (-1/4), Does Not Work Versus Targets With Life Support (Self-Contained Breathing) (-1/4) Real Cost: 16 4

0 4) Leafy Prison: Major Transform 4d6 (human into tree) (60 Active Points); Limited Target Humans (-1/2), Limited Range (4") (-1/4), Not In High Winds, Rain, Or Water (-1/4) Real Cost: 30 6

0 5) Quicken Plants: Summon 4 250-point monstrous plants (60 Active Points); OIF (plants of opportunity) (-1/2), Extra Time (Full Phase, -1/2) Real Cost: 30 6

0 6) Rooted: Knockback Resistance -6" (12 Active Points); Costs Endurance (-1/2) Real Cost: 8 1

0 7) Wood Warping: Major Transform 3d6 (wooden objects into useless wooden objects) (45 Active Points); Limited Target wood (-1/4) Real Cost: 36 4

 

77 Queen of the Underworld: Variable Power Pool (Magic Pool), 60 base + 17 control cost, (90 Active Points); Lockout (Cannot be used in conjunction with her Nature Magic; -1/2), Limited Special Effect Necromantic Effects (-1/4)

0 1) Gentle Repose: Change Environment (preserve corpse) 1" radius, Reduced Endurance (0 END; +1/2), Uncontrolled (duration of 1 Year, +1 Year per point by which the caster makes his Necromancy roll; +1/2) (10 Active Points); Requires A Necromancy Roll (-1/2) Real Cost: 7

0 2) Necromantic Healing: Simplified Healing BODY 4d6 (40 Active Points); Requires A Necromancy Roll (-1/2), Gestures (-1/4), Incantations (-1/4) Real Cost: 20 4

0 3) Undead Hammer: Killing Attack - Ranged 3d6-1, Affects Desolidified Incorporeal Undead (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Only works on the Undead (-1), Requires A Necromancy Skill Roll (-1/2) Real Cost: 24 2

 

Armaments from Hephaestus

43 1) Enchanted Armor: Armor (12 PD/12 ED), Hardened (x2; +1/2) (54 Active Points); Only In Heroic Identity (-1/4)

Notes: Armor is summonable.

82 2) The Heartwood Spear: (Total: 114 Active Cost, 82 Real Cost) Killing Attack - Hand-To-Hand 2d6+1 (3 1/2d6 / 4 1/2d6 w/STR), Affects Desolidified Incorporeal Undead (+1/4) (44 Active Points); Restrainable (-1/2) (Real Cost: 29) plus Stretching 1" (5 Active Points); Only To Cause Damage (-1/2), Restrainable (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 2) plus Hand-To-Hand Attack +4d6, Affects Desolidified Incorporeal Undead (+1/4) (25 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2), Cannot Be Used With Multiple-Power Attacks (Can only attack with one end at a time; -1/4) (Real Cost: 11) plus +4 with DCV (Real Cost: 20) plus +4 with HTH Combat (Real Cost: 20) 7

Notes: The Heartwood Spear is made from a tree that has lived in Persephone's Garden for millennia. It as formed from a limb that was cut and transformed by Persephone herself and Hephaestus forged the tip and butt. The Spear is quasi sentient and alerts Persephone to dangers. It is technically a focus but she can summon it to herself at will and so it has the "Restrainable" limitation instead.

8 3) The Wardrobe Medallian: Cosmetic (Instant Change (any clothing)) Transform 2d6 (Clothing into costume and vice-versa, another Application of Transform), Improved Target Group (+1/4) (12 Active Points); Limited Target Limited (-1/2) 1

53 4) Winged Boots (Lesser): Flight 20", Variable Advantage (+1/2 Advantages; +1) (80 Active Points); OIF (-1/2) 8

 

Olympian Heritage

4 1) Decidedly heavier than normal: Knockback Resistance -2"

14 2) Fast Healing: Healing BODY 2d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2)

\tab Notes: No Healing Max (see FREd p. 120).

10 3) Godlike Durability: Power Defense (10 points)

8 4) Godlike Resiliance: Damage Resistance (8 PD/8 ED)

6 5) Godly Senses: +2 PER with all Sense Groups

6 6) Higher Entity Mentality: Mental Defense (10 points total)

5 7) How fortunate!: Luck 1d6

29 8) Immortality: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Minute; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; 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)

30 9) Plant Speech : Telepathy (plant class) 6d6 3

15 10) Strength Of The Trees: +30 STR (30 Active Points); Increased Endurance Cost (x2 END; -1/2), Only When In Contact With The Ground (natural earth, stone, and soil only; -1/2) 6

15 11) Tougher than Thou: Energy Damage Reduction, Resistant, 25%

15 12) Tougher than Thou: Physical Damage Reduction, Resistant, 25%

35 13) Walks the Veils: Extra-Dimensional Movement (Related Group of Dimensions, Any Location) 3

Notes: Persephone has become an expert at moving between the planes of Olympia and Earth

60 14) Your Goddess would speak to you: Mind Link , Alien, Human, Animal and Plant classes of minds, Specific Group of Minds, Any dimension, No LOS Needed

 

Krav Maga

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

4 Choke Hold -2 +0 Grab One Limb; 2d6 NND

4 Disarm -1 +1 Disarm; 40 STR / 70 STR to Disarm roll

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Escape +0 +0 45 STR / 75 STR vs. Grabs

3 Grab -1 -1 Grab Two Limbs, 40 STR / 70 STR for holding on

5 Kick -2 +1 10d6 / 16d6 Strike

4 Low Kick/Knee Strike/Punch +0 +2 8d6 / 14d6 Strike

3 Throw +0 +1 6d6 / 12d6 +v/5, Target Falls

1 Weapon Element: Blades

1 Weapon Element: Clubs

 

Perks

3 Fringe Benefit: Membership: Olympic Pantheon

40 The Garden: Extradimensional Safehouse

15 My husband is very wealthy: Money: Filthy Rich

120 Baerowahl: Follower: Celestial Guard Puppy

3 Well-Connected

2 1) Contact: The Audobon Society, Organization Contact (x3) (3 Active Points) 8-

17 2) Contact: The International Agricultural Academy (Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (18 Active Points) 14-

20 3) Contact: The Order of the White Heart (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 14-

 

Talents

20 Disney Princess: Animal Friendship

16 Do you have any idea who you are messing with? : Turn Undead

14 Persephone the Vampire Slayer: Deadly Blow: +2d6 (vs Undead)

Notes: This adds 6 DC to her attacks vs Undead.

2 Follow this "Ranger": Trackless Stride

3 Follows the Stars...instinctively: Bump Of Direction

20 I think I know what you are saying: Universal Translator 13-

5 Long Memory: Eidetic Memory

3 Quick on The Trigger: Lightning Reflexes: +2 DEX to act first with All Actions

4 The Earth Bids Her to Pass: Environmental Movement (no penalties in brush, high grasses, tanglewood, forests)

15 Went to School with Dr. Doolittle.: Beast Speech

 

Skills

11 Daughter of Nature: Control Nature Abilties 17-

20 Godly Gifts: +2 Overall

7 Queen of the Underworld: Control Necromantic Abilties 15-

3 Breakfall 14-

3 Bureaucratics 14-

3 Forensic Medicine 13-

3 High Society 14-

3 Jack of All Trades

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

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

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

2 4) PS: Farmer (3 Active Points) 13-

2 5) PS: Forester (3 Active Points) 13-

2 6) PS: Gardner (3 Active Points) 13-

2 7) PS: Public Speaker (3 Active Points) 14-

3 Linguist

0 1) Language: Ancient Greek (idiomatic) (4 Active Points)

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

1 3) Language: German (basic conversation)

1 4) Language: Greek (idiomatic; Familarity with Ancient Greek) (2 Active Points)

2 5) Language: Italian (completely fluent) (3 Active Points)

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

2 7) Language: Portugese (completely fluent) (3 Active Points)

2 8) Language: Spanish (completely fluent) (3 Active Points)

5 Navigation (Air, Astral, Dimensional, Land) 13-

3 Paramedics 13-

3 Persuasion 14-

3 Scholar

4 1) KS: Agriculture (5 Active Points) 15-

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

1 3) KS: Berlin (2 Active Points) 11-

2 4) KS: Flora And Fauna (3 Active Points) 13-

4 5) KS: Herbalism And Healing-Lore (5 Active Points) 15-

1 6) KS: Krav Maga (2 Active Points) 11-

5 7) KS: Nature Magic (6 Active Points) 16-

4 8) KS: Necromancy (5 Active Points) 15-

1 9) KS: North Africa (2 Active Points) 11-

2 10) KS: The Greek Underworld (3 Active Points) 13-

3 Seduction 14-

18 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Underground) 15-

9 TF: Common Motorized Ground Vehicles, Riding Animals, Agricultural & Construction Vehicles, Carts & Carriages, Chariots, Surfing, Two-Wheeled Muscle-Powered Ground Vehicles

3 Tracking 13-

3 Traveler

1 1) AK: Eastern Europe (2 Active Points) 11-

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

2 3) AK: Mediteranian Countries (3 Active Points) 13-

1 4) AK: Olympia (2 Active Points) 11-

2 5) AK: The Garden (3 Active Points) 13-

2 6) CK: Athens (3 Active Points) 12-

1 7) CK: Bagdad (2 Active Points) 11-

1 8) CK: Cairo (2 Active Points) 11-

1 9) CK: Rome (2 Active Points) 11-

2 WF: Common Melee Weapons

 

Total Powers & Skill Cost: 1185

Total Cost: 1422

 

600+ Disadvantages

10 Distinctive Features: Godly Mein (Concealable; Extreme Reaction; Detectable Only By Unusual Senses)

5 Distinctive Features: Wild, Ravishing beauty (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Hunted: Diametrically opposed Pantheon 11- (Mo Pow; Harshly Punish)

15 Hunted: Hades 11- (Mo Pow; NCI; Watching)

0 Hunted: ELF 8- (Less Pow; Mildly Punish)

Notes: Persephone's refusal to promote their agenda has the organization up in arms. They will often protest her appearances, claiming she's not a protector of "All Gods Creatures".

25 Hunted: Pluto and Prospine 11- (Mo Pow; NCI; Harshly Punish)

10 Psychological Limitation: A bit on the Arrogant side (Common; Moderate)

15 Psychological Limitation: Florophile (Loves plants, agriculture, and gardening) (Very Common; Moderate)

15 Psychological Limitation: Loyal and Honest (Common; Strong)

10 Psychological Limitation: Refuses to be "A prize to be won" (Uncommon; Strong)

10 Social Limitation: Answers to the Pantheonic Pecking Order (Frequently; Minor)

687 Experience Points

(1 points unspent)

 

Total Disadvantage Points: 1422

 

 

 

Background/History: Sure, for centuries it was easy to hate Hades, Zeus, hold out resentment for her mother for not protecting her, but Persephone couldn't hate her mother. She loved the time spent with Demeter as much as she hated the time spent with her supposed "husband". And the less said about her father, the better. Persephone kept her negative feelings to herself for 8 months a year and then spent 4 months a year a bitter, resentful, spiteful woman. She killed the nymph Minthe whom Hades had pursued. Not out of Jealousy, but to spite him for he wasn't going to be happy while she suffered. Their relationship was a cold one.

 

It wasn't really what Hades had had in mind. He'd been smitten by a beautiful, vibrant, young woman; not a cold, angry, and spiteful fury. His gifts of fabulous treasures and servants never seemed to win her over. Maybe he should have tried courting rather than kidnapping; but it was too late for that now, wasn't it? Persephone drew away from every member of the pantheon save for her mother. Only Demeter had tried to protect her.

 

As time went on and the Olympians retreated from Earth proper to their own divine plane; Hades was receiving less and less souls in his Kingdom. Most of his time was taken up with dealing with demonic princes who wished to set up domains in his realm. There seemed to be fewer and fewer reasons for him to ever leave Hades, the retreat had stymied most of the conflicts with other pantheons and Zeus called for him less often. It was bitter loneliness, despite her presence, for eight months of the year that drove Hades to try and achieve something of a relationship with Persephone. So he began a courtship in earnest.

 

When she returned for her annual "sentence" a tired and drained Hades met her. He wore a slight smile and asked her to follow him. Persephone agreed and silently walked behind him through the dark and macabre citadel that made up his home. At last they came to a great silver door in a back hall, neither had been there before.

 

"I took you while you were picking flowers. As a token of my esteem for you, Persephone," He said in his usual serious tone, "I have tried to give those flowers back to you."

 

He touched the door and they were transported to a beautiful demiplane garden. It was a realm of perpetual spring with small animals, flowers, open roofed temples and buildings. Persephone stood in stunned silence. The effort it took to create such a realm must have been tremendous. The sunlight made Hades wince, but he smiled as she walked in.

 

"This door," He told her, "Can only be opened by either you or me. I cannot bear to let you go, but I also can no longer bear to see you so unhappy."

 

Persephone spent a great deal of time in the Garden. When she returned to her mother she talked about it. She'd bred new flowers, trees, and ivy. Hades rarely entered the Garden, but he would occasionally summon her to him when he was lonely and wished to talk. Demeter was shocked and a bit dismayed that her daughter spoke even this highly of her captor, no one had ever even heard of Stockholm Syndrome at the time. She considered appealing to Zeus but decided that Persephone's Garden made her happy and that made Demeter happy.

 

Persephone was in Hades when Dark Olympus attacked. Hades himself answered Zeus' summons only after making sure that his minions knew they were to defend her with their lives and souls. He didn't trust his family to care for him or his realms. Persephone watched in horror as her family was defeated through Hades scrying mirror. She caught glances of the one called Pluto. With him was a woman, lovely save for the look of savage glee when she caused an Olympian harm. Pluto referred to the woman as Proserpine, the name that the Romans had used for Persephone herself. She was furious that her image had been taken, that her likeness, her name, her place had been taken by this vicious wanton! Proserpine made overt moves at Hades during the fight to distract him. Persephone was surprised that this tactic had some success. When Zeus dispersed his family to save them; only Poseidon and Hades remained. The two greater gods stood for a moment and then Hades disappeared. Poseidon called Hades a coward and was about to renew his attack when Zeus bade him to depart as well.

 

Persephone didn't watch any further; she ran to meet her husband.

 

He was wounded but not deeply. He shouted instructions to his most loyal minions. Then he turned to her.

 

"My wife, please stay in the Garden until you feel it is safe to move. Take my mirror with you. None of these Pretenders will be able to open the door."

 

"When you can, flee. I will find you when we have regained Olympus and it is safe."

 

"But Hades, I am not useless, am I? I can help-"

 

"That time is past. My brothers and I were arrogant in our power. These Pretenders are more potent than we realized and while I have no doubt that the upstart Pluto will fall to my hand I cannot defeat them all. I can't sense the presence of any of the rest present at the melee. Zeus has sent them beyond the reach of the enemy but also beyond our ability to communicate." He clenched his fist in frustration, "No, you need to be far from me so that you don't become a target. The only one who knows how capable you are is your doppelganger. She- she seems to not care about you, only the trappings of the Queen of the Underworld. They will not seek you out. Now go."

 

Persephone went to the Garden. There she watched and waited. Her fury over the way Pluto and Proserpine abused and controlled her kingdom surprised her. The fact that she now thought of it as “Her” Kingdom was not lost on her either. The Pretenders, as Hades had called them, had tried to open the Silver Door for decades. Eventually Pluto, in his mad arrogance, was unable to accept that his power was not up to the task and covered the great door with a tapestry. He then pretended it never existed. It was then that she decided to leave. A brief, violent encounter with her own doppelganger ensued but she was able to disengage and disappear. Persephone traveled the Lands of Legend, returned to Earthrealm, and visited the stars in a quest to find her mother.

 

Persephone’s quest finally was achieved and for a few centuries she and Demeter tended a Great Forest on a small, garden planet with no civilized life. For years they happily kept each other company. Persephone eventually had to admit to herself that she missed her extended family; she and her mother spent many a conversation wondering where the other Olympians had gone and what their fates were.

 

Persephone confided to Demeter that she missed Hades, both her husband and their kingdom. They soon decided that they had to find out the fates of their family and perhaps help take back Olympus.

 

Once Olympus was returned to their control, Persephone returned to Hades. She informed her husband that she no longer would spend a third of each year within his realm and two thirds in her mother’s. Persephone was the Queen of the Underworld and she would remain there permanently but come and goes as she pleased as he could. Hades, staggered by his good fortune, agreed.

 

Persephone now spends much of her time helping her husband repair and tend to his realm. She visits her mother often, and Demeter has spent time in the Garden. Persephone has appeared with Demeter on Earth and helping her mother in her efforts to maintain the environment of their former home. To this end she and her mother both have formed an international agriculture society, developing new plants, new methods of preserving the forests and feeding the world. It is an altruistic, proactive organization that is more searching for answers and new methods than condemning countries for their methods.

 

Persephone has often taken the role of spokesperson for the organization as her beauty and gentle presence makes her a natural media attraction. She tends towards a more “organic” approach than her mother and hasn’t been studying the various ecological sciences like Demeter has.

 

Personality/Motivation: Persephone feels that she has a responsibility towards her Realm. She also feels a lot closer to her family than she was before, the vast majority of her old wounds have healed with a) time and B) the slow but consistent maturation of the pantheon as a whole. She is still her mother's daughter and holds a soft spot in her heart for nature and plants, she loves gardening and spends much of her time in open, natural areas. When she was young, Persephone was something of an ornament. Beautiful to look at but she had little desires beyond enjoying herself and her values were self centered (Gasp! A selfish Olympian!).

 

This was only amplified by her treatment by Hades and Zeus. Over the years since the Dark Pantheon disrupted their lives, she has more and more expressed herself as an individual. She has contradictory powerset as a necromancer and a druid. She represents the entire cycle of life and she has finally found peace with this. She's no longer the angst ridden "emo" goddess who turned into a childlike, gleeful being when in the safety of her mother's realm.

 

Persephone doesn't like violence and confrontation, but she likes sitting on the sidelines and watching events unfold even less. She has evolved into a more direct goddess who has taken more control in her life. Now she feels a sense of duty as Queen of the Dead, and she has several side projects to promote healthy living and peaceful final rests. The Circle of Life.

 

Quote: "I don't think you know who you are dealing with."

"Good boy, Baerowahl."

"Those are beautiful flowers, did you grow them?"

 

Powers/Tactics: As a goddess she is tougher and stronger than most to begin with. Her necromancy was originally pretty weak when taken into context with her power level. Since accepting her role as Hades' Queen, she has become more potent. She uses it mostly to deal with Undead than to create or control them. Her Nature Magic is much stronger and tends to be her main weapon.

 

Her Strength of the Trees is an aspect she took upon herself for protecting the Garden. When she is on natural grown (or even stone floors) she is as strong as Hades and much tougher to fight. She accepted Hephaestus' gifts and has an individually designed suit of enchanted armor and they both created her spear.

 

Since returning to Earth, she began studying Krav Maga as a form of exercise/self defense. She was recommended to the art by a colleague in the IAA.

 

Campaign Use: Depending on how prevalent you want the pantheon to be, Persephone can be encountered anywhere. She is something of an environmentalist but is more concerned with advancing agriculture to new heights, not tearing down civilization to regrow forests. The "organic" food push is lost on her.

 

She is a "White Necromancer" and has sought others of her kind to form the Order of the White Heart. They use their abilities to battle undead and aid the suffering of others. They are a small, but dedicated group. She also is a founder of the IAA (International Agriculture Academy) and speaks on their behalf and visits many of the campuses.

 

If encountered in her home realms, she acts the courteous hostess to respectful visitors and the unbowed defender for to those who seek aggression. She will almost never be encountered without Baerowhol.

 

Appearance: Persephone was considered a classical beauty. Rivaling, perhaps, even Aphrodite. This may be hyperbole but she has a unearthly beauty matched by few. She is tall and regal, with Auburn hair and vibrant green eyes, she has a healthy, tanned complexion and her smile can light the room. She stands six feet tall and weighs a svelte (for an Olympian anyway) four hundred and eighty pounds.

 

Her clothing of choice during trips to Olympia to visit with her mother is a vibrant green cloak over white robes. When in Hades with her husband of the same name, she wears gray robes with a black cloak. The cloak has luminescent green leaves and vines woven in it.

 

When she appears as Persephone Kore, agriculture expert, she wears tailored business suits, generally in bright green with gold highlights.

 

When she has to fight, her armor is a dull gray body suit that ends at her neck. The armor plating (breastplate, shoulder guards, arm and leg bands, shin guards, bracers, skirt, and helmet are brilliant metallic green with inlaid gold in the shape of leaves and a white mare's head over her heart. She wears her black cloak over this and her "Heartwood Spear" is a rich, deep brown with golden metal spearhead and butt at the other end.

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Cerberus

 

Cerberus

Val Char Cost Roll Notes

50 STR 40 19- Lift 25.6tons; 10d6 [5]

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

35 CON 50 16-

30 BODY 40 15-

10 INT 0 11- PER Roll 17-

25 EGO 30 14- ECV: 8

30 PRE 20 15- PRE Attack: 6d6

10 COM 0 11-

 

40 PD 20 Total: 40 PD (10 rPD)

40/60 ED 23 Total: 40/60 ED (10/30 rED)

 

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

20 REC 6

 

70 END 0

 

78 STUN 5 Total Characteristic Cost: 302

 

Movement:

Running: 20"/80"

Leaping: 20"/80"

Swimming: 2"/4"

 

 

Cost Powers END

18 Canine Arsenal: Elemental Control, 36-point powers

22 1) Acidic Spittle: Killing Attack - Ranged 1d6, Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (45 Active Points); Limited Range (8") (-1/4) 4

19 2) Demonic Claws: HKA 1 1/2d6 (3d6+1 w/STR), Armor Piercing (+1/2) (37 Active Points) 4

78 3) Fire Gout: Energy Blast 12d6, Area Of Effect (25" Cone; +1 1/4) (135 Active Points); No Range (-1/2) 13

19 4) Vicious Bite: Three Part Harmony: HKA 2d6 (4d6 w/STR), Autofire (3 shots; +1/4) (37 Active Points) 4

 

5 Combat-Acclimated: +10 PRE (10 Active Points); Only To Protect Against Presence Attacks (-1)

5 Extra Heads: Extra Limbs

4 Fangs A Lot: +2 with Fangs/Bite

 

Keen Senses

35 1) Calls of the Master are Always Answered: Mind Link , Alien class of minds, Specific Group of Minds (Hades, Persephone, Baerowahl), Any dimension, No LOS Needed, Psychic Bond

5 2) Canine Nose: Tracking with Normal Smell

18 3) Canine Senses, In Triplicate: +6 PER with All Sense Groups

59 4) Supernatural Awareness: (Total: 59 Active Cost, 59 Real Cost) Infrared Perception (Sight Group) (Sight Group) (Real Cost: 5) plus Ultrasonic Perception (Hearing Group) (Hearing Group) (Real Cost: 3) plus Ultraviolet Perception (Sight Group) (Sight Group) (Real Cost: 5) plus +6 versus Range Modifier for Sight Group, Hearing Group and Normal Smell (Real Cost: 21) plus Increased Arc Of Perception (360 Degrees) with all Sense Groups (Real Cost: 25)

 

Movement Options

20 1) Leap: Leaping +10" (20" forward, 10" upward) (Accurate, x4 Noncombat) 2

27 2) Tireless Runner: Reduced Endurance (0 END; +1/2) (27 Active Points) applied to Running

 

Supernatural Form

20 1) Flame Resistance: Armor (0 PD/20 ED) (30 Active Points); Only Works Against Fire (-1/2)

10 2) Heavy: Knockback Resistance -5"

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

10 4) Infernal Form: Power Defense (10 points)

60 5) Infernal Shield: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)

15 6) Intellect Fortress: Mental Defense (20 points total)

42 7) Less Threatening Form: Shape Shift (Sight, Hearing, Smell/Taste and Touch Groups), Cellular, Instant Change, Costs END Only To Change Shape (+1/4) (42 Active Points) 3

30 8) Tough Body: Armor (10 PD/10 ED)

 

Red In Tooth And Claw

Maneuver OCV DCV Notes

4 Avoid Harm -- +5 Dodge, Affects All Attacks, Abort

3 Holding Bite +0 -1 Grab One Limb, +10 STR

5 Pounce -2 +1 14d6 Strike

4 Smash/Claw Slash +0 +2 12d6 Strike

3 Trip +2 -1 11d6 Strike, Target Falls

0 Used with Natural Weapons Group: Default Element

 

Talents

5 Lightning Reflexes: +3 DEX to act first with All Actions

3 Lightsleep

5 Rapid Healing

2 Trackless Stride

 

Skills

20 +2 Overall

20 +4 with HTH Combat

2 AK: The Gates of Tartarus 11-

2 AK: The Obsidian Throne 11-

3 AK: The Plane of Hades 12-

3 Breakfall 13-

3 Climbing 13-

5 Concealment 13- (7 Active Points); Self Only (-1/2)

2 KS: Olympian History 11-

4 Language: English (idiomatic)

4 Language: Greek (idiomatic)

3 Security Systems 11-

3 Shadowing 11-

5 Stealth 14-

2 Survival (Underground) 11-

3 Tactics 11-

3 Teamwork 13-

3 Tracking 11-

 

Total Powers & Skill Cost: 659

Total Cost: 961

 

600+ Disadvantages

15 Accidental Change: When Wounded in "Less threatening form" 14- (Uncommon)

15 Distinctive Features: Great Three headed Mastiff (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)

20 Hunted: The Dark Olympians 8- (Mo Pow; NCI; Harshly Punish)

15 Hunted: The Wild Huntsman 8- (Mo Pow; Harshly Punish)

15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing

20 Psychological Limitation: Absolute Loyalty to Hades (Common; Total)

15 Psychological Limitation: Always "On Duty" doesn't relax much (Very Common; Moderate)

15 Psychological Limitation: Overconfident (Very Common; Moderate)

5 Social Limitation: Secret Identity (regular dog) (Occasionally; Minor)

5 Vulnerability: 1 1/2 x BODY Holy Weapons or Magic (Uncommon)

10 Vulnerability: 2 x STUN Holy Weapons or Magic (Uncommon)

211 Experience Points

 

Total Disadvantage Points: 961

 

 

 

Background/History: Though he began life as a rather ordinary puppy, Cerberus was transformed by Hades to serve as the guardian of his Throne, and of his Realm. The stories involving Cereberus generally note his failures. Herakles bested him, as has Hermes. But Cerberus is the most loyal of guardians. And when Hades saw the writing on the wall he commanded his watchdog to serve Pluto. Though his resentment showed through, Cerberus followed the pretender's orders. He stoically took the abuse, sat on the edge of starvation; all while growling in protest. Pluto enjoyed the control he had over the great beast. Hercules (the Imposter) would come and abuse Cerberus, 'reenacting' 'his' twelve great labors.

 

For close to four thousand years, the Hound of Hell performed his duties under horrifyingly adverse conditions, but he did not waiver.

 

When Hades came to return his throne, Pluto sent wave after wave of undead minions to soften him up. Cerberus at his side. Growling and barking in anger, the Guardian of Hades stood by his "Master". When Hades and Persephone arrived, Pluto and Proserpine engaged them separately. Pluto and Hades fought in the grand Throne Room of the Obsidian Citadel. As Pluto's strength began to ebb, he called upon the Guardian of Hell to aid him agianst it's former master.

 

Then Pluto heard a most terrifying sound; three deep, resonating, voices speaking in unison.

 

"NO."

 

Personality/Motivation: Cerberus started out as a dog. He's oft been considered little more than a monster controlled by Hades. Of course that's underestimating the Guardian of Hell. Though not as smart as Persephone's guardian, Cerberus is indeed a sentient being. His whole purpose in life is to be a soldier. He is loyal to Hades first, Persephone second (the Queen of Hell has always been kind to him and healed his wounds when they retook the Obsidian Throne), and his own life third. After enduring millennia of abuse, Cerberus has something of a skip in his step and though he is put off by Baerowahl's singing and arrogance, the older, wiser Hound finds the younger, more energetic, Hound a valuable ally in the defense of the Realm. He just rolls his eyes a lot.

 

Quote: "Grrrr"

"Woof!"

"Surrender, mortal."

 

Powers/Tactics: An intelligent, skilled and powerful guard dog. With three heads. And breaths fire.

 

Campaign Use: Guardian of Hades. Can occasionally be sent to Earth as another Guardian of Persephone.

 

Appearance: The Hound of Hell is a giant Mastiff with three heads. He has black fur with a slightly lighter charcoal gray undercoat. His heads all rest on the same plane on his shoulders and he has red eyes. His heads tend to either speak in unison or in succession during the same sentence. Either way is disconcerting to those unaccustomed to it.

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Baerowhal

 

Baerowahl

Val Char Cost Roll Notes

35 STR 25 16- Lift 3200.0kg; 7d6 [3]

26 DEX 48 14- OCV: 9/DCV: 9

30 CON 40 15-

22 BODY 24 13-

17 INT 7 12- PER Roll 15-

23 EGO 26 14- ECV: 8

25 PRE 15 14- PRE Attack: 5d6

14 COM 2 12-

 

25 PD 8 Total: 25 PD (10 rPD)

25 ED 9 Total: 25 ED (10 rED)

 

5 SPD 14 Phases: 3, 5, 8, 10, 12

16 REC 6

 

60 END 0

 

60 STUN 5 Total Characteristic Cost: 253

 

Movement:

Running: 18"/72"

Flight: 17"/68"

Leaping: 9"/36"

Swimming: 2"/4"

 

 

Cost Powers END

5 Combat-Acclimated: +10 PRE (10 Active Points); Only To Protect Against Presence Attacks (-1)

30 Vicious Bite: HKA 2d6 (4d6 w/STR) 3

 

Celestial Form

4 1) Adapted To Space: Environmental Movement: Zero-G Training

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

10 3) Celestial Form: Power Defense (10 points)

60 4) Divine Shield: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)

12 5) Guarded Mind: Mental Defense (17 points total)

6 6) Heavy: Knockback Resistance -3"

42 7) Less Threatening Form: Shape Shift (Sight, Hearing, Smell/Taste and Touch Groups), Cellular, Instant Change, Costs END Only To Change Shape (+1/4) (42 Active Points) 3

30 8) Tough Body: Armor (10 PD/10 ED)

 

Keen Senses

30 1) Calls of the Mistress are Always Answered: Mind Link , Alien class of minds, One Specific Mind (Persephone), Any dimension, No LOS Needed, Psychic Bond

5 2) Canine Nose: Tracking with Normal Smell

9 3) Canine Senses: +3 PER with All Sense Groups

31 4) Celestial Awareness: (Total: 31 Active Cost, 31 Real Cost) Infrared Perception (Sight Group) (Sight Group) (Real Cost: 5) plus Ultrasonic Perception (Hearing Group) (Hearing Group) (Real Cost: 3) plus Ultraviolet Perception (Sight Group) (Sight Group) (Real Cost: 5) plus +6 versus Range Modifier for Sight Group and Hearing Group (Real Cost: 18)

32 5) Shared Senses: Clairsentience (Sight And Hearing Groups), x4 Range (1,200"), Usable Simultaneously (Baerowahl and Persephone at once) (up to 2 people at once; +1/2), Reduced Endurance (0 END; +1/2) (80 Active Points); Only Through The Senses Of Others (Baerowahl only) (-1), Blackout (-1/2)

 

Movement Options

12 1) Leap: Leaping +2" (9" forward, 4 1/2" upward) (Accurate, x4 Noncombat) 1

39 2) Runs through the Skies: Flight 17", x4 Noncombat 4

10 3) Space Travel: Faster-Than-Light Travel

25 4) Tireless Runner: Reduced Endurance (0 END; +1/2) (25 Active Points) applied to Running

 

Red In Tooth And Claw

Maneuver OCV DCV Notes

4 Avoid Harm -- +5 Dodge, Affects All Attacks, Abort

3 Holding Bite +0 -1 Grab One Limb, +10 STR

5 Pounce -2 +1 11d6 Strike

4 Smash/Claw Slash +0 +2 9d6 Strike

3 Trip +2 -1 8d6 Strike, Target Falls

0 Used with Natural Weapons Group: Default Element

 

Talents

3 Lightning Reflexes: +2 DEX to act first with All Actions

3 Lightsleep

3 Perfect Pitch

2 Trackless Stride

 

Skills

20 +4 with HTH Combat

3 Breakfall 14-

3 Climbing 14-

5 Concealment 14- (7 Active Points); Self Only (-1/2)

2 KS: Classical Music 11-

2 KS: Opera 11-

2 KS: Pop Music 11-

4 Language: English (idiomatic)

4 Language: Greek (idiomatic)

3 PS: Singing 14-

3 Shadowing 12-

5 Stealth 15-

3 Teamwork 14-

3 Tracking 12-

 

Total Powers & Skill Cost: 498

Total Cost: 751

 

600+ Disadvantages

15 Accidental Change: When Wounded in "Less threatening form" 14- (Uncommon)

10 Distinctive Features: Huge Dog (Boxer), gleaming silvery skin. (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20 Hunted: The Dark Olympians 8- (Mo Pow; NCI; Harshly Punish)

15 Hunted: The Wild Huntsman 8- (Mo Pow; Harshly Punish)

15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing

20 Psychological Limitation: Absolute Loyalty to Persephone (Common; Total)

15 Psychological Limitation: Loves Music (Very Common; Moderate)

15 Psychological Limitation: Overconfident (Very Common; Moderate)

15 Psychological Limitation: Protective of Innocents (Common; Strong)

5 Rivalry: Professional (Ceberus; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

5 Social Limitation: Secret Identity (regular dog) (Occasionally; Minor)

1 Experience Points

 

Total Disadvantage Points: 751

 

 

 

Background/History: Raised by Persephone on the small planet she and her mother tended for a few centuries. Baerowahl is a breed of dog, resembling a Boxer on Earth; ascended and given true sentience by Demeter so that he would grow to be a guardian for her daughter. When they returned to Olympus he accompanied them. Ever his mistresses' guardian, he follows her wherever she goes.

 

Personality/Motivation: Truly sentient and smart as a whip; Baerowahl is a friendly dog. He enjoys music tremendously and sings quite well. He'd love to figure out how to play an instrument. He sees Cerberus as an old soldier but feels superior to the older beast. For his part, Cerberus sees Baerowahl as another guardian of his home and he doesn't really care one way or another. But he does get annoyed with the constant singing.

 

Quote: "I'm singing in the rain..."

 

Powers/Tactics: An intelligent, skilled and powerful guard dog. Baerowahl has many combat options available to him. He tends to avoid using his bite as it can be devastating to mortals. He tends to knock them down and hold them. Against super powered foes he goes all out and can be a frightening opponent. He's fast, mobile and intelligent. He works well with others.

 

Campaign Use:

 

Appearance: A boxer with silvery metallic skin and black chrome eyes. His ears are cropped and he lacks a tail. His forepaws are a little larger and though he lacks a thumb they are nearly prehensile. He wars a great golden collar. When he assumes the "Less threatening" form, he shrinks to the size of a large boxer. His appearance is as a handsome, and exemplary member of the breed.

 

His natural height is 5ft at the shoulder with a broad, muscular frame.

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Guest Major Tom

Re: Else Earth Pantheons of the ...Verse

 

These are some great writeups. If you wouldn't mind a small suggestion, though,

I'd add a second Follower to Athena's writeup. In many of the Greek myths, one

of Athena's other companions was Nike, the Goddess of Victory. Now, I'm not

sure how Nike would be written up, but I'd guess that she'd have obscenely

huge amounts of Luck.

 

On the other hand, the Pretender Pantheon could very well have its own, dark

version of Nike, only with equally huge amounts of Unluck, Usable Only Against

Others.

 

 

 

Major Tom :thumbup:

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Re: Else Earth Pantheons of the ...Verse

 

These are some great writeups. If you wouldn't mind a small suggestion, though,

I'd add a second Follower to Athena's writeup. In many of the Greek myths, one

of Athena's other companions was Nike, the Goddess of Victory. Now, I'm not

sure how Nike would be written up, but I'd guess that she'd have obscenely

huge amounts of Luck.

 

On the other hand, the Pretender Pantheon could very well have its own, dark

version of Nike, only with equally huge amounts of Unluck, Usable Only Against

Others.

 

 

 

Major Tom :thumbup:

Thanks for that. If anything I'll make her a contact...well...I could do follower. We'll see

I'm halfway done with Apollo...

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Guest steamteck

Re: Else Earth Pantheons of the ...Verse

 

I absolutely love your Olympians and have adapted most of them to my game ( your power levels are a little high for my relatively low powered game)

 

Athena( as technical consultant Minerva Pallas) is particularly popular and sought out.

 

My PCs love love love having Athena and Hera on their cell phone saved numbers. Its really fun how they all fall over each other when either of the ladies asks for a favor. There's one scientist gal PC who's socially illiterate who somehow still manages to be polite to Athena because that's how much she respects her.

 

Ares is around as the shadowy figure behind the Warlord but he still makes some personal appearances, One PC has him on her cell phone contacts! Another female PC has the hots for him and feels very guilty about it.

 

They've just become an integral part of my universe.

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