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Enforcer84

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Everything posted by Enforcer84

  1. Re: Else Earth Pantheons of the ...Verse *does happy dance* Thanks!
  2. Re: Musings on Random Musings I'll hold him down you hit him with my shoe
  3. Re: The "Nice Happy" Thread Thankyou... I've told everyone...damn. I'm needy
  4. Re: The "Nice Happy" Thread Last night, I impulse bought clothes. I haven't bought any in a while. As a matter of fact my last purchase of pants was before my divorce. And I haven't owned a pair of jeans since the 90's... So last night, I bought jeans. ...size 38... a little snug but...my other pants are size 44. I am practically flying...I'm about halfway to my goal now.
  5. Re: What Are You Listening To Right Now? Teenage Rampage - Sweet
  6. Re: Musings on Random Musings you really should have.
  7. Re: Also, henchbunnies... My Little Ponies do not count as henchmen
  8. Re: Storn Art from idea to Full Picture Year 6 Angel of Music Perhaps an aspect of Apollo, perhaps something else entirely; celestial standard appearance with musical notes and symbology templated over it. Good looking guy with dark hair and pale skin. my ideas is a modernized "cosmic" style armor and weapons again within the theme. AoM is a working title.
  9. Re: Else Earth Pantheons of the ...Verse Always nice.
  10. Re: What Are You Listening To Right Now? Superhero - Stephen Lynch
  11. Re: A Thread for Random Musings AHAAHAHAHAHA I bought chips! What an idiot. Stupid cute subway girl.
  12. Re: A Thread for Random Musings The waiting is the hardest part...
  13. Re: Musings on Random Musings Preferably someone else's!
  14. Re: Poison's FREE Character Drawing Contest - #1 Journeyman Val Char Cost Roll Notes 80 STR 45 25- Lift 1.6ktons; 16d6 [6] 21 DEX 33 13- OCV: 7/DCV: 7 35 CON 50 16- 20 BODY 20 13- 18 INT 8 13- PER Roll 13- 17 EGO 4 12- ECV: 6 25 PRE 15 14- PRE Attack: 5d6 14 COM 2 12- 31/41 PD 15 Total: 31/41 PD (0/10 rPD) 25/35 ED 18 Total: 25/35 ED (0/10 rED) 5 SPD 19 Phases: 3, 5, 8, 10, 12 23 REC 0 70 END 0 86 STUN 7 Total Characteristic Cost: 245 Movement: Running: 18"/72" Gliding: 22"/34" Leaping: 26"/52" Swimming: 11"/88" Cost Powers END 75 The Enchanted Tool Belt: Variable Power Pool (Mystic Gadget), 63 base + 12 control cost, (94 Active Points); OIF (-1/2), Focus: The devices he creates must have at least -1/2 worth of 'Focus' Limitation (-1/2), VPP Powers Can Be Changed At Journeyman's Workshop (-1/2) 0 1) Njord's Choker: Life Support (Expanded Breathing: Water) (5 Active Points); OIF (-1/2) Real Cost: 8 Notes: (x2 number of items) 0 2) Posidon's Spurs: Swimming +6" (11" total) (x8 Noncombat), Reduced Endurance (1/2 END; +1/4) (20 Active Points); OAF (-1) Real Cost: 10 1 0 3) Geb's Brace: Aid DEF & BODY 4d6 (standard effect: 12 points), DEF & BODY simultaneously (+1/2) (60 Active Points) Real Cost: 60 Notes: A Band of Gold that when attached to stone makes it stronger. Can be applied to temporarily stabilize damaged stone. 0 4) Arkon's Thunderbolt -A: Extra-Dimensional Movement (Limited Number of Dimensions to Earth) (32 Active Points); 1 Charge which Never Recovers (-4), OAF (-1) Real Cost: 5 [1 nr] 0 5) Arkon's Thunderbolt -B: Extra-Dimensional Movement (Earth to Polemachus) (30 Active Points); 1 Charge which Never Recovers (-4), OAF (-1) Real Cost: 5 [1 nr] 0 6) The Onyx Wand : Energy Blast 8d6, Area Of Effect (One Hex; +1/2) (60 Active Points); 8 Charges (-1/2) Real Cost: 40 [8] Notes: Summons Large Stone Slabs and hurls them at his target. 0 7) Trickster's Hand: Telekinesis (5 STR), Fine Manipulation (18 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Increased Endurance Cost (x2 END; -1/2) Real Cost: 9 4 0 8) Hera's Rampaging Rant: Energy Blast 7d6, Explosion (+1/2) (52 Active Points); OIF Fragile (-3/4), 12 Charges which Recover every 1 Week (-3/4), Extra Time (Delayed Phase, Only to Activate, -1/4) Real Cost: 19 [12] 0 9) Adamantine Knuckles: Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) Real Cost: 12 2 0 10) Ring of Feather Fall: Gliding 10" (10 Active Points); Restricted Path (Only down; -1), no Noncombat movement (-1/4), IIF (-1/4) Real Cost: 4 0 11) Storm Hammer: (Total: 60 Active Cost, 26 Real Cost) Killing Attack - Ranged 3d6 (45 Active Points); OAF (-1), 12 Charges (-1/4) (Real Cost: 20) plus Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 6) Real Cost: 26 1 0 12) Earring Of Bell: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Hearing and Mental Senses as well as Radio (-1/2), IIF (-1/4) Real Cost: 7 0 13) Appollo's Lamplight: Sight Group Images Increased Size (4" radius; +1/2), +/-4 to PER Rolls, Costs END Only To Activate (+1/4) (38 Active Points); Only To Create Light (-1), OAF (-1), No Range (-1/2) Real Cost: 11 3 0 14) The Void Irons of Nox: Sight, Hearing, Mental, Radio, Smell/Taste and Touch Groups Flash 7d6 (60 Active Points); OAF (Throwing Irons; -1), 4 Recoverable Charges (-1/2), Can Be Missile Deflected (-1/4), Range Based On Strength (-1/4) Real Cost: 20 [4 rc] 0 15) Hephaestus' Lesser Invisible Net: Entangle 3d6, 3 DEF, Area Of Effect (One Hex; +1/2), Invisible to Sight Group (+1/2) (60 Active Points); 1 Recoverable Charge (-1 1/4), IAF (-1/2), Range Based On Strength (-1/4) Real Cost: 20 [1 rc] 0 16) The Ivory Tower of the Mind: +5 EGO (10 Active Points); IIF (Ring; -1/4) Real Cost: 8 Asgardian Physical Abilities 23 1) Asgardian Toughness: Life Support (Extended Breathing: 1 END per 5 Minutes; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 800 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 4 2) Massive: Knockback Resistance -2" 10 3) Mystic Resiliance: Power Defense (10 points) 15 4) Tough Guy: Energy Damage Reduction, Resistant, 25% 15 5) Tough Guy: Physical Damage Reduction, Resistant, 25% The Black Mask, all slots OIF Durable (-1/2) 3 1) I Can See For Miles And Miles: MegaScale (1" = 1 km; +1/4) for Sight (6 Active Points); Costs Endurance (-1/2), OIF Durable (-1/2) 1 10 2) Inpenetrable Vision Protection: Sight Group Flash Defense (15 points) (15 Active Points); OIF Durable (-1/2) 10 3) Protected Mind: Mental Defense (18 points total) (15 Active Points); OIF (-1/2) 3 4) Thermalvision: Infrared Perception (Sight Group) (5 Active Points); OIF Durable (-1/2) 3 5) UV Vision: Ultraviolet Perception (Sight Group) (5 Active Points); OIF Durable (-1/2) 6 6) Vision of the Hawk: +6 versus Range Modifier for Sight Group (9 Active Points); OIF Durable (-1/2) The Usual, all slots Only In Heroic Identity (-1/4) 40 1) Journeyman's Winged Boots: (Total: 50 Active Cost, 40 Real Cost) Leaping +10" (26" forward, 13" upward) (Accurate) (15 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 12) plus Running +9" (18" total), x4 Noncombat (23 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 18) plus Gliding 12" (12 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 10) 3 25 2) Bracers of Shiva's Might: +25 STR, Reduced Endurance (1/2 END; +1/4) (31 Active Points); Only In Heroic Identity (-1/4) 1 36 3) Mithril Shirt: Armor (10 PD/10 ED), Hardened (x2; +1/2) (45 Active Points); Only In Heroic Identity (-1/4) Perks 15 Forge of Valor: Private Workshop/Safehouse 0 Contact: Thundara (Contact has very useful Skills or resources, Good relationship with Contact, In Game Award) 12- Skills 8 +1 with All Combat 15 +3 with Hand To Hand 3 Breakfall 13- 3 Climbing 13- 3 Demolitions 13- 3 Hoist 13- 3 Interrogation 14- 3 Jack of All Trades 1 1) PS: Appraise (2 Active Points) 11- 2 2) PS: Blacksmith (3 Active Points) 12- 1 3) PS: Brewer (2 Active Points) 11- 2 4) PS: Jewelry Maker/Lapidary (3 Active Points) 12- 1 5) PS: Leatherworker (2 Active Points) 11- 1 6) PS: Tailor (2 Active Points) 11- 1 7) PS: Tinker (2 Active Points) 11- 2 Language: Old Norse (basic conversation; literate) 3 Paramedics 13- 5 Power: Alchemy Magic 14- 3 Riding 13- 3 Scholar 2 1) KS: Alchemy (3 Active Points) 13- 2 2) KS: Arcane And Occult Lore (3 Active Points) 12- 4 3) KS: Artifacts & Relics (5 Active Points) 15- 1 4) KS: Dragons (2 Active Points) 11- 1 5) KS: The Superhuman World (2 Active Points) 11- 3 Streetwise 14- 4 Survival (Desert, Urban) 13- 3 Systems Operation 13- 2 TF: Common Motorized Ground Vehicles 3 Tactics 13- 3 Teamwork 13- 2 Weapon Familiarity: Common Melee Weapons 3 Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 13- Total Powers & Skill Cost: 392 Total Cost: 637 450+ Disadvantages 5 Dependent NPC: Alison Camp (Mother) 8- (Normal; Useful Noncombat Position or Skills) 10 Hunted: Avengers 8- (Occasionally) (Mo Pow; NCI; Watching) 15 Hunted: Some Treasure Hunter 11- (Frequently) (As Pow; Harshly Punish) 15 Hunted: The "New Wrecking Crew" 8- (Mo Pow; Harshly Punish) 5 Physical Limitation: Heavy (x2 Weight) (Infrequently; Slightly Impairing) 20 Psychological Limitation: Code vs Killing (Common; Total) 15 Psychological Limitation: Facinated by Magic Common, Strong 10 Psychological Limitation: Intimidated by established Avengers (Common; Moderate) 10 Psychological Limitation: Yearns to redeem his father's name (Common; Moderate) 10 Reputation : Son of Supervillain, Frequently (11-) 10 Rivalry: Professional (Reformed children of Marvel mastervillains; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Public Identity Frequently (11-), Major 10 Vulnerability: 2 x STUN Asgardian Magic Uncommon 37 Experience Points (5 points unspent) Total Disadvantage Points: 637 Background/History: And for a moment, all Brian's confidence and bravado dissipated and he turned away from the door in front of him. Of course, as he began to leave he heard his father's voice; "I was a bum. You, you can make something of yourself. Don't let anyone tell you otherwise, kid. You make me proud." Brian Camp turned back to the door. He knocked. A monitor to his right blinked to life. A slightly mechanized, but polite voice answered. "Welcome to the Avengers Mansion. Please state your name and your busines." "My name is Brian Camp, you can call me Journeyman. I want to join the Avengers." There was a pause. "The Avengers are not currently looking for members, Mr. Camp, however thank you for your inquiry." "I'm not leaving." "Mr. Camp, please, I'd rather not have to activate the security drones." "You'll be wasting money if you do. I've seen them and I can honestly tell you I'd destroy them." Another pause. "You are not related to Henry Camp are you?" The voice inquired. "He was my father." The door slowly opened. "Please go to the office on the left. You're interview will be there." "Thank you." ***** Brian Camp, aka Journeyman is the only son of Henry "Hank" Camp, aka Bulldozer of the Wrecking Crew. Bulldozer retired after a long and unsuccessful criminal career with precious little to show for it. Sure, the Crew had a decent reputation with the underworld, and the superhuman vitality and health had allowed him to be active for decades. But in the end he was a twelve time loser, had no friends or family and barely above the poverty line. That was when Alison walked into his life. She wasn't no Spiderwoman or Black Widow, but she was sweet, and she really liked that Hank was such a big, strong guy. While he wasn't a nuclear physicist like Thunderball, Hank was no dummy. He and Alison married and Brian was born two years later. Alison had been a big fan of Thor growing up, and even though they'd tried to kill eachother on more than one occasion, she saw Hank's past as a link to her hero. Her interest in asgardian magic was a little disconcerting, but Hank didn't care, he had finally found what was missing in his life. Sure the Wrecker was pissed off when he tried to summon the Crew for one last mission after Thor had disappeared, and Hank declined, but they didn't even come to blows over it. The only things that mattered to Hank now was Alison and Brian. Alison taught Brian all about the Avengers, Thor, and Asgard. Brian ate it all up. He didn't show any signs of his father's physical enhancement growing up, and this pleased Hank to no end. Hank Camp died in his sleep one night. His son awoke in the night and raced into his parent's room and couldn't rouse him. It was then that Brian realized he'd spontaneously inherited his father's strength and durability. Upon finishing highschool, Brian left to explore the world; he sought news of Asgardian or other magic. He'd successfully found the odd trinket, clue, or book. A few years later he ended his "Alternative Education" and sought to put his abilities and toys to good use by joining the organization his father had respected even when he fought them. The Avengers. But fate had other plans. Shortly after the new Generation of Avengers debuted, Brian found himself sitting alone. He had not been chosen. Brian did what he could by himself. He helped where his talents could, and hoped that the Avengers would notice one day. He was surprised to find that someone else had noticed. Now, Brian finds himself working with the scions of evil. Young men and women hoping, like Brian, to atone for the acts of their parents. To make a new legacy for their families, they would strike from the skies, and invoke the name of precursors who'd shed villainy for heroism. The Thunderbolts. Personality/Motivation: Redemption for his father's name and deeds. Quote: "Let me fix that." Powers/Tactics: Powers: Thanks to his patronage, Journeyman is superhumanly strong. Unaugmented by his Bracers, he can lift "Press" about 13 tons. With the Bracers he is approximately 50 times Stronger. (75 STR) He is also is as tough and hardy as an Asgardian that engages in regular exercise. In addition to his physical might, Journeyman is very knowledgeable about magic in general; and artifacts/Relics/Alchemy in particular. He has an arsenal of widgets, wards, wands, objects, and weapons at his disposal and has the ability to create his own. He uses these to fight crime. (A construction and rebuilding theme to counter his father's destrcution theme). Campaign Use: Brick Gadgeteer. Appearance: Tall and deceptively heavy (6'5'', 500lbs). Built like Thor or Hercules powerful, but not too beefy. Brown hair longish, wears a pony tail, blue eyes. He wears a gray bodysuit with dark blue boots, silver bracers, a leather jacket with a stylized hammer on the back, and a "mystical toolbelt" that holds his arsenal. Toolbelt looks rather ordinary dark brown leather silvery metal bits here and there Journeyman's boots are dark blue with silver wings etched at the ankles, the boots glow with a silver light when in use. His bracers are silver with gold inlay's depicting the God Shiva. His mask seems to be polished obsidian, laid over soft leather. it is completely opaque.
  15. Re: Poison's Champions Art Thread I'm down.
  16. Re: Musings on Random Musings so maybe someday it will be funny?
  17. Re: Musings on Random Musings Ah. Ok. Carry on.
  18. Re: What Are You Listening To Right Now? Jim Gaffigan, Beyond the Pale.
  19. Re: Musings on Random Musings There's a Twilight RPG? or are you talking about the novels. And if the latter do they have pictures?
  20. Re: Else Earth Pantheons of the ...Verse 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...
  21. 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.
  22. 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.
  23. 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 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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