Jump to content

The Mythanthropes (villain group for review)


Kevin Scrivner

Recommended Posts

I am updating the members of a villain group I created for 5th Edition and decided to post them here for your comments and suggestions. The Mythanthropes are designed for a low-DEX campaign and have a classical mythology theme. Here are the first two characters.

 

Name: Panic

 

Val Char Cost

15 STR 5

18 DEX 24

20 CON 20

13 BODY 6

18 INT 8

18 EGO 16

30 PRE 20

8 COM -1

10 PD 7

8 ED 5

4 SPD 6

6 REC

40 END

31 STUN

 

Characteristic Rolls: STR: 12-, DEX: 13-, CON: 13-, INT: 13-, EGO: 13-, PER: 13-

Run: 8", Swim: 4", Jump: 5", Lift: 200 kg

 

Cost Powers END/Roll

 

54 Multipower: "Panpipes," -1 limit OAF, -1/2 limit Targets Must Be Able to Hear the Music, -1/2 limit Concentrate Throughout, Half DCV

5 u - "Lord of the Dance," Entangle 4D6, +1 adv Based On EGO Combat Value, +1/4 adv Takes No Damage From Physical Attacks, +1/4 adv Works Against EGO, Not STR, +1 adv Area of Effect 12" Radius, +1/4 adv Personal Immunity, +1/4 adv Half END (7 END), -1/4 limit Can't Create Barriers

4 u - "Master of Madness," Mind Control 10D6, +1 adv Area of Effect Radius, +1/4 adv 2x Radius (16"), +1/2 adv Affects Desolidified, +1/4 adv Personal Immunity, +1/4 adv Half END (7 END), -1 limit Only to Cause Mindless Terror

30 "Demigod Durability," Resistant Damage Reduction 25%, Physical and Energy

10 "Strong Willed," Mental Defense 14

10 "Animal Senses," UV Vision, Tracking Scent

10 "Hard Hooves," +3D6 with Kicks, -1/2 limit Hand-to-Hand Attack

8 "Fleet of Hoof," Running 2" (Total 8"), Swimming 2" (Total 4"), Leaping 2" (Total 5")

 

Cost Skills, Talents, Perks Roll

 

"Fleet of Hoof" Martial Maneuvers

3 Legsweep, +2 OCV, -1 DCV, STR +1D6 Strike; Target Falls

4 Defensive Kick (Martial Disarm), -1 OCV, +1 DCV, Disarm, +10 STR to Roll

4 Martial Dodge, +5 DCV, Dodge, Affects all attacks, Abort

4 Martial Escape, +15 STR vs. Grabs

5 Kick (Offensive Strike), -2 OCV, +1 DCV, STR +4D6 Strike

3 Trip (Martial Throw), +1 DCV, STR +v/5 Strike; Target Falls

 

3 Acrobatics 13-

3 Acting 15-

3 Breakfall 13-

3 Climbing 13-

3 Concealment 13-

3 Conversation 15-

3 High Society 15-

0 Language: Narnian, native

2 Language: English, fluent

3 Persuasion 15-

2 PS: Musician 13- (INT-based)

3 Seduction 15-

3 Stealth 13-

3 Shadowing 13-

3 Survival (Temperate, Subtropical) 13-

3 Tracking 13-

6 +2 Levels with Martial Arts

 

200+ Disadvantages

 

15 Distinctive Features: Satyr, Concealable with Effort, Major Reaction

15 Secret ID: Ram Woodsley, jazz clarinetist

20 Psychological Limitation: Ladies' Man, Very Common, Strong

15 Psychological Limitation: Patronizing Toward "Mortals," Common, Strong

15 Professional and Romantic Rivalry 11-: Malathus, Rival in Superior Position, Rival is Aware of Rivalry

10 Watched 11-: White Witch, More Powerful

10 Reputation 11-: Mad Forest God

10 DNPC 11-: Desiree, Slightly Less Powerful

10 Enraged 11- When His Diety Questioned, Recover 14-, Common Circumstances

 

OCV: 6 (8 with Martial Arts); DCV: 6; ECV: 6; Mental Def.: 14; Phases: 3, 6, 9, 12

PD/rPD: 10/0 ; ED/rED: 8/0

 

Costs: Char.: 117 Disad.: 120

Powers: + 203 Base: + 200

Exp.: +

Total: = 320 Total: = 320

 

Quote: "Tut, tut, my dear. No need to be merely afraid when you can be mad with terror!"

 

Background:

 

The satyr Tertius Sylvanus expected death when the White Witch's wolves dragged him into her throne room. Instead, she made him an intriguing proposal: Why be a slave, or worse, when he could become a god? Men had once worshipped his kind, the Witch said. He would surely encounter opportunities for wealth and pleasure beyond his wildest dreams while spying for her in the human world. Sylvanus agreed and was transported to the mortal realm along with four other minions. At first, the Witch's promises seemed to be coming true. Humans did cower before him, and some were even willing to pay money to hear him play his pipes. But the magic for the return journey failed; Sylvanus and his fellow spies found themselves trapped in a barbaric world that regarded them as monsters and outcasts.

 

By this time he had begun believing his own lies about his identity and had become attached to his willful comrade Desiree, a nymph. Contact with the White Witch was sporadic, and Sylvanus began questioning the decisions of the group's nominal leader, the nephil Malathus. When a police raid made it impossible to conceal their existence, the satyr suggested that his companions operate openly in defiance of humanity. He scored a victory when the team agreed against Malathus' wishes. The Mythanthropes were born but their effectiveness has been significantly weakened by Sylvanus' rivalry with Malathus. Sylvanus adopted the code name "Panic," a pun on the name of the diety he claimed to be. He also created a human guise for himself so that he could continue to perform his music publicly and could go slumming among the mortals when the mood took him.

 

Panic's scatter-brained artistic personality has become increasingly erratic as he has remained among humans. He's given to brilliant inspirations followed by devastating bouts of melacholia or fits of savage rage. The giant warrior Anak has been forced to restrain him on occasion. He really does care for Desiree after his fashion and resents her flirtations with other males. Slyvanus respects Anak but would cheerfully sacrifice Malathus or Mange if it could provide him with an advantage.

 

In combat Panic will first attempt to immobilize or incapacitate opponents with his pipes. If this fails he will close in, hoping to kick his foes senseless. Despite his superior attitude toward men, Sylvanus isn't foolish enough to permit himself to become surrounded or overwhelmed. He'll flee or hide behind Anak if defeat appears imminent. When he isn't trying to stamp their heads in, Panic will be quite personable toward player-characters, particularly female ones. He will try to gain their trust, even their affection, to enable his comrades to gain the upper hand.

 

Powers and Abilities:

 

Panic is a fast and agile combatant, able to deliver precise, vicious kicks with his hooves for up to 10D6 damage. With his pipes he can create unreasoning fear in listeners over a wide area. His insidious tunes can also compel hearers to dance frantically in place until they drop from sheer exhaustion. Panic is tougher than he looks, can see in the dark, and can stalk victims with his uncanny sense of smell.

 

Off the battlefield he is a consummate charmer with a facility for winning friends and influencing people that would make Normal Vincent Peale look like an amateur. Fortunately, he has chosen to pursue his passion for music and women rather than seek a political career. Ram Woodsley's albums of haunting woodwind music have been rising steadily on the charts, providing Panic and the Mythanthropes something of a regular income.

 

Disadvantages:

 

Animal lust is Panic's greatest weakness. He pines for Desiree, which can generate unbearable tension among the Mythanthropes, while gratifying his desires with human women he meets on the concert circuit. Only his mesmerizing personality and the general wierdness of the bohemian music crowd he runs with have so far prevented him from exposing his double life. Another flaw is Panic's pretension that he is the ancient Greek god Pan. His disdain toward "mortals" sometimes causes him to underestimate human opponents, and he can fly into a rage if his godhood is disputed.

 

Height: cm (5' 2"), Weight: kg (140 lbs), Sex: Male, Race: Satyr

 

Appearance:

 

In his adventuring persona, Panic is the classic mythological goat-man -- horns, beard, hooves, reed pipes and all. At Anak's request he has begun wearing a loincloth to prevent his manly attributes from distracting potential targets from the team's demands. As Ram Woodsley, Panic conceals his demigod physique with floppy hats, baggy pants, and the explanation that he's club-footed. In either guise he is considered a fascinating personality by the entertainment press.

=====

Hero System write-up by Kevin Scrivner

 

Name: Anak

 

Val Char Cost

35 STR 25

15 DEX 15

18 CON 16

20 BODY 20

13 INT 3

15 EGO 10

25 PRE 15

10 COM

15 PD 8

10 ED 6

3 SPD 5

11 REC

36 END

47 STUN

 

Characteristic Rolls: STR: 16-, DEX: 12-, CON: 13-, INT: 12-, EGO: 12 -, PER: 12-

Run: 12", Swim: 2", Jump: 7", Lift: 3,200 kg

 

Cost Powers END/Roll

 

22 "Spear," HKA 2D6 (4D6 with STR), +1/2 adv Ranged, Can Be Thrown, -1 limit OAF, 4 END

15 "Shield," Missile Deflection, All Attacks, +5 to Roll, -1 OAF

12 "Armor," 8 PD/8ED, -1/2 limit OIF, -1/2 limit Activation 14-

12 "Long Stride," Running 6" (Total 12"), 2 END

9 "Extra Reach," Stretching 1", +1/2 adv 0 END, +1/4 adv Inherent

6 "Four-Meter Marvel," -3" Knockback

 

Cost Skills, Talents, Perks Roll

 

3 Combat Driving: Chariot 12-

3 Interrogation 14-

0 Language: Narnian, native

2 Language: English, fluent

3 Oratory 14-

3 Paramedics (Field Surgeon) 12-

2 PS: Metalworker 11-

2 PS: Woodworker 11-

3 Survival (Foraging) 12-

3 Tactics 12-

4 Weaponsmith: Muscle-powered Weapons 13-

4 WF: Common Melee and Missile Weapons

10 +2 Levels with Hand-to-Hand Combat

9 +3 Levels with Spears

 

200+ Disadvantages

 

20 Physical Limitation, Twelve Feet Tall, Weighs 800 kg, All the Time, Greatly

20 Distinctive Features: Bronze Age Giant Warrior, Not Concealable, Major Reaction

10 Watched 11-: The White Witch, More Powerful

 

OCV: 5 (10 with Spear); DCV: 5; ECV: 5; Mental Def.: 0; Phases: 4, 8, 12

PD/rPD: 15/8 ; ED/rED: 10/8

 

Costs: Char.: 124 Disad.: 50

Powers: + 126 Base: + 200

Exp.: +

Total: = 250 Total: = 250

 

Quote:

 

Background:

 

A seasoned soldier and tactician, the giant Anak is the only member of the White Witch's probing expedition to possess previous military experience. Too professional to feel slighted at not being given command, he is nonetheless frustrated by the ongoing rivalry between Malathus and Panic. Anak is the steadiest personality among the Mythanthropes, the one who rallies them when they encounter a setback and keeps his head when the others can't agree on what to do next. His sense of duty and honor might almost enable him to be heroic were he not devoted to the cause of his dark mistress. He doesn't despise humans and won't torment player-characters for fun as some of his companions would. But he won't hesitate to skewer them if they get in his way.

 

In combat, Anak will attempt to use surprise and terrain to his advantage, deflecting bullets or blasts until he can get close enough to use his spear. Although he can hurl the spear to deadly effect, he prefers to keep ahold of it. After all, you never can tell what an opponent will do next, and he's learned that his size isn't always beneficial. He will protect Desiree and Panic if they need the help but lets the arrogant Malathus fend for himself. Anak studiously ignores Mange whenever possible.

 

Powers and Abilities:

 

Anak's abilities are straightforward. He's much stronger and tougher than ordinary humans, able to fight comfortably in thick bronze armor and expertly wield a massive spear that would be an awkward piece of lumber in another's hands. Anak began training rigorously with a shield after hearing human legends about a giant who was taken down by a shepherd boy armed with a sling. He is now able to deflect most ranged attacks with apparent ease. He also possesses the skills to repair his gear or make new weapons if necessary and to find food if rations run low. His craftsmanship is exquisite; he occasionally makes beautiful gadgets and toys to amuse his comrades. Were he not focused on the art of war he could probably gain recognition as a sculptor or designer.

 

Disadvantages:

 

Anak's size and weight make it difficult for him to fight well in certain kinds of terrain, such as on soft ground or in thickly wooded areas. He won't fit easily in many buildings and vehicles. And it's impossible for him to pass as human even if he could find conventional clothing that would fit.

 

Height: cm (12' 3"), Weight: 800 kg ( lbs), Sex: Male, Race: Giant

 

Appearance:

 

Anak is a swarthy, imposing man with a sinewy build and the wary air of a veteran on duty. He typically wears plain tunics and cloaks of thick, durable material and sturdy leather sandals that lace halfway up his calves. In combat he dons a carefully burnished helmet and sectional armor that covers most (but not all) of his body. Anak's round shield could easily serve normals as a dining table, and the point of his spear weighs more than 25 pounds.

=======

Hero System write-up by Kevin Scrivner

Link to comment
Share on other sites

Are these guys from Narnia? :D

 

Excellent!

 

So what the heck does Anak do when not in combat, and where does he do it? Or is your campaign tone such that this isn't an issue?

 

His rPD is a bit low for a hand to hand combatant that relies on a killing weapon; it might be worthwhile to give him some regeneration and/or a Martial Arts set useable with spear rather than the pure combat levels; as it is, the first 4d6HKA he faces might take him out of combat for months, or kill him.

Link to comment
Share on other sites

Anak update

 

Originally posted by OddHat

Are these guys from Narnia? :D

 

Excellent!

 

So what the heck does Anak do when not in combat, and where does he do it? Or is your campaign tone such that this isn't an issue?

 

His rPD is a bit low for a hand to hand combatant that relies on a killing weapon; it might be worthwhile to give him some regeneration and/or a Martial Arts set useable with spear rather than the pure combat levels; as it is, the first 4d6HKA he faces might take him out of combat for months, or kill him.

 

I've given the following Disads to Anak:

 

20 Psychological Limitation: Honorable, Common, Total

1 Quirk: Always Tinkering With Something

 

and used the points to add these abilities:

 

16 "Demigod Durability," Healing (2D6 Regeneration), +1/2 adv 0 END, +1/2 adv Persistent, -1 limit Extra Time (1 Turn), -1/2 limit Self Only

3 Inventor 12-

 

The extra two points went to include Persistent with his Extra Reach, which now costs 11 points. So Anak is now a 271-point character with 71 points of Disads. I'm still working on the details of his off-duty career. :)

 

Malathus -- a flying drainer

Desiree -- a seductive mentalist

Mange -- a stealthy slasher

 

The 5th Edition 200+ Disads format is making it much easier to pull off my original conceptions of these characters.

Link to comment
Share on other sites

The regeneration looks like a good move, and the "honorable" certainly fits the description.

 

Interesting group.

 

One suggestion: Anak can't mix with normal humans, and probably can't leave the hide-out / cave / house / whatever. OTOH, that makes him a perfect candidate for internet boards, usenet and chat rooms. One of the players might discover that the person they've been arguing with on the war-gamers board is more than he seems... ;)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...