The Multiverse in My Head: Fantastic Victoriana [On the Trail of the Pumpkin King]

Where in all of your character write ups will go.
Yojimbo
Posts: 668
Joined: Tue Aug 22, 2017 8:31 pm

The Multiverse in My Head: The Covenant [Zenith; Ridder Aypara, Tarmak Mergenci]

Post by Yojimbo » Fri Apr 27, 2018 1:02 am

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Tarmak Mergençi
The Syndicate controls a criminal empire that spans the entirety of the planet Zenith, but they still need boots on the ground to manage operations in all their major theaters. Tarmak Mergenci is the Syndicate head for Apex City and its environs. A career criminal, thoroughly professional, Mergenci worked his way up through the Syndicate ranks over several decades, gaining experience and responsibility. He runs his branch like a business, and he is always ready with a carrot to inspire those below him. But he isn’t afraid to use the stick when necessary, either.

Tarmak is a cool-headed, pragmatic kind of criminal. He didn’t get where he is now by taking foolish chances or trusting the wrong people. He prefers to use his smarts and his wealth whenever possible, protecting his people through bribery and graft whenever possible. It’s better to own the police, judges, or politicians than it is to have to fight them. The activities of the Arkos sisters and the burgeoning Sun Runners organization are threatening his organization, and he will need to adapt quickly and take them down the old fashioned way.
PL: 13
Abilities: STR: 16 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 12 (+1) CHR: 16 (+3)
Skills: Acrobatics 8 (+12)
Climb 4 (+7)
Computers 12 (+14)
Diplomacy 4 (+7)
Disable Device 12 (+14)
Drive 4 (+8)
Gather Information 4 (+7)
Intimidate 8 (+11)
Knowledge: Civics 4 (+6)
Knowledge: Streetwise 8 (+10)
Notice 8 (+9)
Pilot 8 (+12)
Search 4 (+6)
Sense Motive 8 (+9)
Stealth 8 (+12)
Feats: Accurate Attack
Blinding Strike
Combat Pilot [Air]
Contacts
Defensive Attack
Defensive Roll 2
Improved Critical 2 [Strike]
Improved Initiative 2
Move-by Action
Power Attack
Precise Shot 2
Sniper
Powers: Device 6 “Energy Disk” [Easy to Lose]
Blast 8 [Autofire 1, Homing 1]
  • AP: Blast 8 [Burst Area]
  • AP: Blast 8 [Line Area]
  • AP: Strike 8 [Mighty]
Device 10 “Quickling Suit” [Hard to Lose]
Communicatons 6 [Radio, 20 miles]
Immunity 11 [Critical Hits, Life Support]
Mind Shield 6
Protection 8 [Impervious]
Speed 5 [250 mph, 2200 ft./rnd]
Super-Senses 6 [Darkvision, Low-light Vision, Radar]

Device 1 “Red Disk Flyer” [Easy to Lose, Summonable]
Flight 5 [250 mph, 2200 ft./rnd, Platform]

Combat: Attack +12 [Blast DC 23, Strike DC 26 (18-20), Unarmed DC 18], Defense +12, Init +12
Saves: Toughness +3/+13, Fortitude +8, Reflex +10, Will +8
Description: Athletically built and handsome, Tarmak is a man of medium height, with a golden complexion and dark, almond shaped eyes. He is always fashionably dressed, even when relaxing by the pool or taking in a game at courtside. Most of his activities, even as a Syndicate head, take place in a boardroom, at a party, or in a clubhouse. But he used to work the streets as an enforcer and snatcher, and he hasn’t allowed those skills to atrophy. He owns a state of the art Quickling suit in red and black, which protects him from environmental extremes, contains an internal air supply, and also shields his mind and body from attack. It is equipped with communications and sensor packages, but the greatest benefit is that it boosts the wearer’s running speed, allowing Tarmak to move up to 250 mph.

However, he usually gets around on a Red Disk Flyer, a grav platform that he can control through the Quickling suit. His personal weapon is a red-tinted energy disk, which can be thrown in several devastating patterns or used as a close-combat weapon. Tarmak prefers to use proxies or guile to deal with threats, but whenever he gets involved, he always shoots to kill. He is not one for half-measures.

Under the Hood
Tarmak is not the head of the Syndicate, he's just a regional head. Still, he basically functions like the Kingpin in his neck of the woods. All the local gangs pay fealty to him and he makes sure the Syndicate gets their cut from every thing that goes down in his area. He lets the Zäger Guild and other law enforcement organizations think they are getting things done while secretly monitoring and manipulating them via agents like Corvus Drac. But he's got other things to worry about, as new threats are showing up in his area. Which means he's got to change some tactics.

Yojimbo
Posts: 668
Joined: Tue Aug 22, 2017 8:31 pm

The Multiverse in My Head: The Covenant [Zenith; Qirmizi Oran, Sun Runners]

Post by Yojimbo » Mon Apr 30, 2018 12:55 am

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Qirmizi Oran
“Solar King”

One of the wealthiest citizens of Zenith, Qirmizi Oran built himself up from almost nothing over the course of his life. Gifted with a preternatural intelligence and insatiable lust for knowledge and acquisition, he became an industrial giant. His financial empire is the backbone of Apex City, and he has holdings across the planet, on other worlds within the Inner Core and even some financial interest in colonies at the edge of Covenant Space. He has succeeded at every endeavor to which he has applied himself, and although he hasn’t become the undisputed master of Zenith yet, he figures he is still young and there is still plenty of time.

In the interim, Qirmizi has become staggeringly bored with the maintenance of his financial empire. There is literally nothing he cannot have if he wants it – the world, the cosmos, is at his fingertips.

To spice things up, to give himself some kind of challenge, Qirmizi has fashioned the identity of the Solar King, a new player in Zenith’s labyrinthine underworld. Forever masked, encased in an incredibly advanced suit of power armor, the Solar King is making the first steps towards carving out a criminal empire of his own. Operating primarily in Zenith City, to alleviate any possible suspicion, Qirmizi is targeting the Syndicate, muscling in on their operations, precipitating a mob war that could destabilize the entire region.

The variables are almost too many for even Qirmizi to keep track of – he toyed with becoming a secret Zäger Guild member, but ultimately decided it would be more fun to be caught between the Guilds and the Syndicate. When the smoke clears, he expects to have control of most of the planet, with only a few of the old oligarchs like Altiss Arkos standing between Qirmizi and total planetary domination.
PL: 16
Abilities: STR: 14/42 (+2/+16) DEX: 14 (+2) CON: 14 (+2) INT: 32 (+11) WIS: 16 (+3) CHR: 16 (+3)
Skills: Bluff 4 (+8)
Computers 12 (+23)
Craft: Electronic 12 (+23)
Craft: Mechanical 12 (+23)
Disable Device 4 (+15)
Drive 4 (+6)
Gather Information 4 (+8)
Intimidate 8 (+12)
Knowledge: Business 4 (+15)
Knowledge: Cyberculture 8 (+19)
Knowledge: Technology 12 (+23)
Notice 4 (+7)
Pilot 8 (+10)
Feats: All-Out Attack
Benefit 6: Wealth
Eidetic Memory
Improvised Tools
Inventor
Mechanical Genius [Machine Worlds]
Move-By Action
Power Attack
Skill Mastery [Computers, Disable Device, Knowledge: Business, Knowledge: Technology]
Well-Informed
Powers: “Solar Armor” Device 26 [Hard to Lose; Only He Can Use]
“Closed Compartment” Immunity 9 [Life Support]
“Exoskeleton” Enhanced STR 28
“Jet Thrusters” Flight 15 [500000 mph/4400000 ft./rnd]
Protection 12 [Impervious]
“Quantum Blasters” Blast 16 [Accurate 3]
  • AP: “Quantum Beam” Blast 11 [Line Area (5x275 ft line)]
  • AP: “Quantum Burst” Blast 11 [Autofire 1, Accurate 2]
Super-Strength 1 [Heavy Load: 8.3 tons]
Combat: Attack +10 [Quantum Beam DC 26, Quantum Blasters +16 DC 31, Quantum Burst +14 DC 26, Unarmed DC 31], Defense +10, Init +2
Saves: Toughness +2/+14, Fortitude +8, Reflex +10, Will +9
Description: Dark haired and dark eyed, with an easy friendly smile and carefully sculpted good looks, Qirmizi is equally at home in expensive suits or stained overalls. He can control a boardroom or labor in the heart of a laboratory with the same ease, although he feels most comfortable with tools in hand and a problem to solve. Born poor, he believes status and wealth to be the most important things around, and he spends almost as much as he makes – not simply on maintaining a hedonistic lifestyle, but also in a number of philanthropic concerns and hundreds of investments across the galaxy. As the Solar King, Qirmizi wears an advanced suit of power armor. It is matte black in color, with orange edging and running lights. The visored helm keeps his features hidden, while a voice modulator helps maintain his anonymity. The armor is completely enclosed with its own internal environment and oxygen scrubbers, and although Qirmizi did not design it with space in mind, it is spaceworthy. The armor has jet thrusters that allow him to fly at supersonic speeds, as well as a powerful exoskeleton that boosts Qirmizi’s strength considerably. The armor’s primary weapon system is a set of quantum emitters in the gauntlets, which can unleash a number of destructive beams, depending on the settings. The targeting computer takes care of most of the work, and rarely misses. For all its power, the Solar King armor is fairly basic, without much in the way of frills, but Qirmizi plans to modify it as needs arise.

Under the Hood
Oran is the Doctor Doom or Lex Luthor of Zenith. Too smart for his own good, avaricious in the extreme, and willing to play a very dangerous game just to stave off boredom. He could crack the Syndicate in half or destroy the Guilds, remaking the entire planet in his image.

Yojimbo
Posts: 668
Joined: Tue Aug 22, 2017 8:31 pm

Re: The Multiverse in My Head: The Covenant [Zenith; Qirmizi Oran, Sun Runners]

Post by Yojimbo » Mon Apr 30, 2018 1:08 am

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Sun Runners
The Solar King has taken over a number of gangs and turned them into his own agents, founding the new criminal organization known as the Sun Runners. Currently global in nature, Qirmizi has plans to expand the Sun Runners across the Vane System, maybe even beyond. For now, they operate as his eyes, hands, and ears across Zenith. Running guns and drugs, prostitution rings, protection rackets, muscling into Syndicate territory. They are a rough and tumble gang of killers, leg breakers, and scum, but they are surprisingly loyal to the Solar King. Beyond freely sharing profits, the Solar King has given them options beyond the limited and limiting views of the Syndicate. They won’t necessarily die for him, but the Sun Runners will fight tooth and nail to protect him, one another, and the criminal empire they are building.
PL: 8
Abilities: STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 12 (+1) CHR: 10 (-)
Skills: Drive 4 (+6)
Intimidate 4
Knowledge: Cyberculture 4 (+5)
Knowledge: Technology 4 (+5)
Notice 4 (+5)
Pilot 4 (+6)
Feats: Improved Aim
Improved Initiative 1
Power Attack
Equipment 17 [Commlink, Grav Bike (Super Movement 2: Wall-Crawling), Grav Car (Flight 5); Autoblaster Pistol, Autoblaster Rifle, Shock Gloves, Shock Prod, Tactical Vest]
Combat: Attack +6 [Autoblaster Pistol DC 20, Autoblaster Rifle DC 23, Shock Gloves DC 20, Shock Prod DC 19, Unarmed DC 17], Defense +6, Init +6
Saves: Toughness +2/+6, Fortitude +6, Reflex +6, Will +3
Description: Well-equipped and motivated, armed to the teeth with blasters and shock weapons and piloting grav bikes and grav cars, the Sun Runners wear the typical black armor of Zenith biker gangs, but the Runners use orange and red edging as accent colors, to signal their allegiance to the Solar King.

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Sun Runner Chieftain
The leaders of the Sun Runner gangs, the Solar King’s handpicked lieutenants are the Chieftains. Bigger, meaner, stronger, and more driven, the Chieftains call the shots in the field and report directly to the Solar King. He has rewarded their loyalty and ambition with cybernetic conversion. An individual Chieftain is enough of a threat to seriously challenge a Zäger Guild agent. Backed up by a squad of Sun Runners, a Chieftain is truly a force to be reckoned with.
PL: 10
Abilities: STR: 14/20 (+2/+5) DEX: 14 (+2) CON: 14 (+2) INT: 14 (+2) WIS: 14 (+2) CHR: 14 (+2)
Skills: Climb 4 (+9)
Drive 4 (+6)
Intimidate 4 (+6)
Knowledge: Cyberculture 4 (+6)
Knowledge: Streetwise 4 (+6)
Knowledge: Tactics 4 (+6)
Knowledge: Technology 4 (+6)
Notice 4 (+6)
Pilot 4 (+6)
Feats: Accurate Attack
Improved Aim
Improved Initiative 1
Power Attack
Withstand Damage
Equipment 19 [Commlink, Vehicle: Grav Bike (Super-Movement 2: Wall Crawling, Full Speed), Vehicle: Grav Car (Flight 5); Autoblaster Pistol, Autoblaster Rifle, Shock Gloves, Shock Prod]
Powers: “Cyborg Conversion” Container, Passive 6
Blast 8
Enhanced Strength 6
Leaping 1 [Running Jump: 30 ft., Standing Jump: 15 ft., High Jump: 7 ft.]
Protection 6
Speed 1 [10 mph, 88 ft./rnd]
Combat: Attack +8 [Autoblaster Pistol DC 20, Autoblaster Rifle DC 23, Blast DC 23, Shock Gloves DC 23, Shock Prod DC 22], Defense +8, Init +6
Saves: Toughness +2/+8, Fortitude +7, Reflex +7, Will +7
Description: Tall, armored, with obvious cybernetic enhancements, the Chieftains have boosted strength, speed, and leaping ability. They come equipped with blasters implanted in their off hands, allowing them to quickly snap off a burst of orange energy from their palms. In addition, they carry the same arsenal of weapons available to other gang members, albeit of superior quality.

Under the Hood
Just some goons in the employ of the so-called Solar King. These are also the same guys getting hammed by Nobe Zydras upthread - neon orange thugs and cyborgs precipitating a gang war that may or may not decide the fate of a planet.

Yojimbo
Posts: 668
Joined: Tue Aug 22, 2017 8:31 pm

The Multiverse in My Head: The Covenant [Zenith; Injomane Szybko, Khar Belevsen]

Post by Yojimbo » Tue May 01, 2018 2:23 am

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Injomane Szybko
In the Downside of Zenith City, Injomane Szybko is gaining notoriety. Nobody knows who she is or where she came from, but everyone is learning to respect her strength and propensity for violence. The Syndicate has used her for a number of jobs, and is trying to entice her into becoming a full time employee, but for now she remains a freelance headbreaker.

In truth, Injomane is not a native of Zenith, or even a human being. She is a Machine World bioform, an advanced model, sent to Zenith to spy on one of the Covenant’s most expansive technology centers. She is designed to protect herself against a wide variety of threats, to maintain her cover as a human, and to recover any and all information or technology that the Machine Worlds deem interesting. Ruthless, dismissive of organic life, and supremely powerful, Injomane may actually be the greatest threat to life on Zenith.
PL: 13
Abilities: STR: 40 (+15) DEX: 28 (+9) CON: 40 (+15) INT: 20 (+5) WIS: 14 (+2) CHR: 12 (+1)
Skills: Bluff 8 (+9)
Computers 12 (+17)
Knowledge: Cyberculture 8 (+13)
Knowledge: Physical Science 4 (+9)
Knowledge: Streetwise 4 (+9)
Knowledge: Technology 8 (+13)
Notice 4 (+6)
Feats: All-Out Attack
Dedication: Machine Worlds
Diehard
Direction Sense
Eagle Eyes
Eidetic Memory
Low-Light Vision
Move-By Action
Power Attack
Wolf’s Ears
Powers: “Doom Rod” Device 5 [Easy to Lose]
Blast 12
  • AP: [Strength Bonus] Strike 10 [Penetrating]
“Machine Body” Container, Passive 12
Datalink 2 [Cyberspace, Rapid]
Immunity 30 [Fortitude Saves]
Impervious Toughness 12
Quickness 4 [One Type (Mental)]
Super-Strength 6 [Heavy Load: 204.8 tons]

Combat: Attack +10 [Blast DC 27, Unarmed DC 30], Defense +10, Init +9
Saves: Toughness +15, Fortitude Immune, Reflex +11, Will +8
Description: Injomane looks like a cyborg. She has a mechanical body, white plates and black edging, designed with a feminine look, and a human-looking head with a pretty face designed to be appear as natural as possible. She has long black hair, cold dark eyes, and an almost perpetual scowl. She stands nearly seven feet tall, imposing and powerful, and her mechanical body is incredibly tough and resilient. She is also one of the strongest beings on Zenith, if not the strongest. Her mechanical brain and senses are superior to a human’s, and she can remotely access the cybernet, moving quickly through it. She gets around on a white grav cycle and uses a three foot span of white plasteel for a weapon. The rod can be charged to generate a pulse blast, or to enhance the crushing power of Injomane’s blows. As a machine, she doesn’t breathe or eat or tire, although she is careful to pretend to do so in order to maintain her cover.

Under the Hood
The Machine Worlds are one of the largest threats to the Covenant. Some day I will post them, but I think I'm going to wrap up this Covenant stuff for a while once I'm done with Zenith. In the meantime, there are agents like Szybko scattered all over the galaxy, keeping an eye on the biologic inhabitants of the Covenant and reporting back to their calculating, AI masters.

Yojimbo
Posts: 668
Joined: Tue Aug 22, 2017 8:31 pm

The Multiverse in My Head: The Covenant [Zenith; Injomane Szybko, Khar Belevsen]

Post by Yojimbo » Tue May 01, 2018 2:31 am

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Khar Belevsen
Khar Belevsen used to work with the Zäger Guild as an investigator, until it became obvious that she could make more money stealing things instead of protecting them or recovering them. She still operates out of Apex City, but can be found across the planet either stealing for clients or for herself. She has become one of the most accomplished cat burglars on the planet, hunted by the authorities and much sought after by anyone who wants to acquire things they cannot otherwise buy for themselves. She specializes in physical artifacts, but she is adept at espionage as well.

A consummate professional, Belevsen prides herself on infiltrating targets and acquiring property without ever being found out, and never having to encounter or deal with security of any kind. Adept at hand to hand combat, Belevsen prefers to avoid such complications. She refuses to kill, unless it’s absolutely necessary, and has refused offers to commit assassinations. In fact, she’s not above anonymously dropping her old friends in the Guild a bit of information when murder is afoot.
PL: 12
Abilities: STR: 26 (+8) DEX: 26 (+8) CON: 26 (+8) INT: 14 (+2) WIS: 14 (+2) CHR: 18 (+4)
Skills: Acrobatics 8 (+16)
Bluff 4 (+8)
Climb 4 (+12)
Disable Device 12 (+14)
Disguise 4 (+8/+10)
Drive 4 (+12)
Knowledge: Streetwise 8 (+10)
Knowledge: Technology 4 (+6)
Notice 4 (+6)
Pilot 4 (+12)
Search 4 (+6)
Sense Motive 4 (+6)
Sleight of Hand 4 (+12)
Stealth 8 (+16)
Feats: Accurate Attack
Ambidexterity
Bullet Time 3
Combat Driver [Ground] 1
Combat Pilot [Air] 1
Connected
Defensive Attack
Evasion 2
Hide in Plain Sight
Improved Aim
Improved Initiative 1
Improved Outmanuever
Low Profile 1
Precise Shot 2
Equipment 2 [Commlink, Disguise Kit, Multi-Tool; Stealth Ship]
Powers: Device 4: “Energy Disk” [Hard to Lose]
Blast 8 [Accurate, Ricochet 1, Split Attack 1]
  • AP: Strike 4 [Mighty]
Device 4: “Photon Pistol” [Easy to Lose]
Blast 10

Combat: Attack +12 [Blast DC 25, Blast +14 DC 23, Strike DC 27, Unarmed DC 23], Defense +12, Init +12
Saves: Toughness +8, Fortitude +10, Reflex +10, Will +8
Description: Tall, lithe, and beautiful, Belevsen has long red hair, surgically enhanced green eyes, and biomechanical enhancements that boost her strength, agility, reaction time, and durability. Her enhancements are subtle, leaving her looking like an unaltered human, although she looks a little too perfectly athletic and attractive to be entirely normal. Beyond those base abilities, she relies on tools, gadgets, careful planning, and her own skills. She is an expert pilot, master of disguise, and thief. While she prefers to avoid violence, she still carries a modified energy disk as a primary weapon, and a photon pistol as back-up. She primarily uses bare hands and martial arts against living opponents, but the weapons are useful tools in a variety of situations.

Under the Hood
Belevsen is basically Catwoman. A skilled thief who balks at outright murder, but will kill in self-defense or when its necessary, placed in opposition to the heroes. Yet she's probably the type of character that most people would play in a cyberpunk setting. Morally gray, sticking it to the corps and evading the law, living her own life and calling her own shots. Although occasionally caught between the Guilds and the Syndicate or the corporations and requires a combination of psychology and extreme violence to save her own skin.

Yojimbo
Posts: 668
Joined: Tue Aug 22, 2017 8:31 pm

The Multiverse in My Head: The Covenant [Zenith; Kuolema Veitsi, Zur Ahmada]

Post by Yojimbo » Wed May 09, 2018 3:36 am

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Kuolema Veitsi
Kuolema Veitsi is an undersider, born and raised in the slums of Apex City. He grew up on the streets, learning to live using his wits and fists. When he was a teenager, he fell in with an apocalyptic cult that worshiped the alien being known as Inganok. It was in their company where Kuolema learned the art of murder, practiced with a pair of long knives. Targets were designated by the high priest of the cult, and murders were carried out by a collection of highly trained operatives, Kuolema among them. The cult would be the only home that Kuolema ever had, and when the authorities came down hard on them, scattering or arresting everyone in the cult, Kuolema was crushed. He was one of the few who managed to escape, with little but the clothes on his back and the knives dedicated by him in Inganok’s name.

Kuolema was a small enough fish that he escaped the police guild nets, escaping back into the slums where he was raised. He watched in horror as the other cult members were arraigned, judged, and sentenced, most of them earning the death penalty. Kuolema couldn’t save them – he wasn’t sure he should, given the tenets of his religion – but he knew he could avenge them. He used his skills to murder targets of his own choosing, using his targets’ wealth to bolster his resources, and soon had enough money to acquire his now signature weapons and armor through connections with the Syndicate.

Now he is hunting down the officers, jurors, and judges who sentenced his people. He kills them in the name of Inganok, feeling as if he gains strength with each death.
PL: 11
Abilities: STR: 18 (+4) DEX: 16/30 (+3/+10) CON: 18 (+4) INT: 14 (+2) WIS: 12 (+1) CHR: 12 (+1)
Skills: Bluff 4 (+5)
Climb 8 (+12)
Drive 4 (+14)
Escape Artist 4 (+14)
Intimidate 8 (+9)
Knowledge: Behavioral Science 4 (+6)
Knowledge: Streetwise 4 (+6)
Notice 4 (+5)
Pilot 4 (+14)
Sense Motive 8 (+9)
Stealth 8 (+18)
Feats: Accurate Attack
All-Out Attack
Defensive Attack
Defensive Roll 2
Defensive Strike
Elusive Target
Fearless
Improved Initiative 2
Low Profile 2
Move-by Action
Power Attack
Precise Strike
Quick Draw 1
Uncanny Dodge 2 [Visual]
Powers: Device 6: “Hot Knives” [Easy to Lose]
Strike 8 [Autofire 1, Penetrating, Affects Insubstantial 2, Incurable, Mighty, Thrown 2]

Device 13: “Murder Suit” [Hard to Lose]
Concealment 10 [All Senses]
Enhanced DEX 14
Immunity 7 [Environmental Conditions (All), Suffocation (All)]
Leaping 2 [Running Jump: 70 ft., Standing Jump: 35 ft., High Jump: 17 ft.]
Mind Shield 6
Protection 6
Speed 2 [25 mph, 220 ft./rnd]
Super-Senses 8 [Counters Concealment (Vision), Darkvision, Extended Vision 1, Infravision, Low-Light Vision, Ultravision]

Combat: Attack +10 [Strike DC 27, Unarmed DC 19], Defense +10, Init +18
Saves: Toughness +4/+12, Fortitude + 8, Reflex +12, Will +6
Description: Dark, broad shouldered, with a heavy frame and features scarred by a childhood disease, Kuolema is rarely seen outside of his Murder Suit. The suit is black body armor edged with red, with a featureless face all but hidden under a ragged hood and cloak. It provides physical and psychic protection, boosts Kuolema’s agility, speed and jumping ability, and also includes a full visual sensor package that allows Kuolema to operate in total darkness or detect invisible opponents. The Murder Suit itself is equipped with imaging tech that enables Kuolema to become undetectable to all physical senses, making him completely invisible whenever he wishes. Inside, Kuolema is also protected from all environmental extremes and also has both an internal air supply and built-in air scrubbers. There are sheathes built into the suit in a number of places, each one housing a hi-tech long knife with an oscillating, phase shifting blade. The hot knives are particularly lethal in Kuolema’s hands, and he usually wields two at a time.

Under the Hood
After some technical difficulties, the Multiverse in My Head returns! With a religious nut serial killer. I tried filling Zenith up with some Gotham City-style thugs, monsters, and criminals.

Yojimbo
Posts: 668
Joined: Tue Aug 22, 2017 8:31 pm

The Multiverse in My Head: The Covenant [Zenith; Kuolema Veitsi, Zur Ahmada]

Post by Yojimbo » Wed May 09, 2018 3:43 am

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Zur Ahmada
A Downsider from birth, Zur Ahmada was nonetheless blessed with a fierce and powerful intelligence. She managed to teach herself how to tinker by scavenging from the junkyard, nearly electrocuting herself a few times. Each experiment taught her new things, however, and before she was out of her teens, she was making decent money repairing broken gear for local street gangs. Smart and clever, she wormed her way into the gangs’ good graces and used them for protection. Money allowed her to buy more education, broadening her skill set. Then she started stealing programs, supplementing her growing library, learning and absorbing all that she could.

She started working on building her own suit of power armor as a teenager. It took her several years to scavenge all the pieces she needed, but once she did, she left her old neighborhood behind. Using her suit and its abilities, she started a new career as a thief. She hasn’t entirely forgotten her old life – she still checks up on old friends from time to time – but she has managed to climb higher on the Zenith social ladder. Ill-gotten gains or no, wealth is the only standard by which people are judged, and Zur is intent on getting as much as she can.
PL: 12
Abilities: STR: 10 (-) DEX: 14 (+2) CON: 10 (-) INT: 26 (+8) WIS: 14 (+2) CHR: 14 (+2)
Skills: Computers 12 (+20)
Craft: Electronic 12 (+20)
Craft: Mechanical 12 (+20)
Disable Device 12 (+20)
Knowledge: Cyberculture 12 (+20)
Knowledge: Technology 12 (+20)
Notice 4 (+6)
Pilot 8 (+10)
Search 4 (+12)
Feats: Combat Pilot [Air] 1
Eidetic Memory
Evasion 2
Genius 1
Improved Initiative 1
Improvised Tools
Inventor
Move-by Action
Precise Shot 2
Skill Mastery [Computers, Disable Device, Knowledge: Technology, Pilot]
Powers: Device 18 “Dynamo Suit” [Hard to Lose; Only She Can Use]
Communiction 4 [Neutrinos; Range: 1 mile]
Datalink 6 [Neutrinos; Range: 20 miles, Cyberspace, Machine Control]
Electrical Control 12 [Autofire 1]
  • AP: “Electric Bomb” Electrical Control 12 [Burst Area]
  • AP: “Electric Field” Energy Aura 9
  • AP: “Electric Wave” Electrical Control 12 [Cone Area]
  • AP: “Electromagnetism” Magnetic Control 12
  • AP: “Taser” Stun 12 [Ranged]
Flight 6 [500 mph, 4400 ft./rnd]
Force Field 4
Immunity 7 [Environmental Conditions (All), Suffocation (All)]
Protection 8
Super-Senses 6 [Radar, Radio, Ultravision]

Combat: Attack +12 [Electrical Control DC 27, Energy Aura DC 24, Stun DC 22, Unarmed DC 15], Defense +12, Init +6
Saves: Toughness +0/+12, Fortitude +6, Reflex +8, Will +7
Description: Zur is a slim, petite woman with pale skin and deeply blue eyes. She wears a technocrat tattoo across her forehead and keeps her dark hair trimmed very short. In public she dresses fashionably with ostentatious jewelry and makes ready use of her natural beauty. By night, she dons her homemade Dynamo Suit, a sleek matte black and midnight blue suit of power armor. It is DNA locked, ensuring that only Zur can activate the suit. The opaque blue helmet includes a sensor package that allows her to see in the ultraviolet spectrum or detect radio waves. The suit is also equipped with radar and can fly at sub-sonic speeds through the steel canyons of the city. The hard plates of the suit are proof against more attacks, but it can be reinforced with an electric blue force field as well. The suit in fact generates a great deal of electricity, which can be unleashed in destructive blasts, bursts of electric energy, or even a wave of burning electricity that can fill a room. The energy can also be focused into a taser beam that can incapacitate a human being, or focused into an electromagnetic burst that can manipulate several tons of ferrous material. Zur uses the suit to open vaults, fry electrical systems, and incapacitate guards. She’s not afraid to use lethal force.

Under the Hood
I liked this image, although it took me a while to do anything with it. Something about it (maybe the helmet, maybe the exposed fingers) screams "Iron Man" to me, rather than "Cyborg." Thus, Ahmada gets power armor rather than cybernetics. The Covenant is the kind of setting where power armor is fairly easy to get, so I had Ahmada build hers in her garage and personalize it a bit, just to allow her to stand out a bit.

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Davies
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Re: The Multiverse in My Head: The Covenant [Zenith; Kuolema Veitsi, Zur Ahmada]

Post by Davies » Wed May 09, 2018 4:41 am

If Zur Ahmada ever uses anything called a Kodan, I may have to do something dreadful to you.

Ken
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Re: The Multiverse in My Head: The Covenant [Zenith; Ridder Aypara, Tarmak Mergenci]

Post by Ken » Wed May 09, 2018 8:30 am

Yojimbo wrote:
Fri Apr 27, 2018 1:02 am
Tarmak Mergençi
They had quite a few tarmac 'mergencies in the film Die Hard II.
Does a Winnie poo in the 100-acre wood?

Yojimbo
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Re: The Multiverse in My Head: The Covenant [Zenith; Kuolema Veitsi, Zur Ahmada]

Post by Yojimbo » Wed May 09, 2018 2:43 pm

Davies wrote:
Wed May 09, 2018 4:41 am
If Zur Ahmada ever uses anything called a Kodan, I may have to do something dreadful to you.
Yeah. Those syllables sounded so good in my head. It took me way longer than it should have to realize why. I left them, though.

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Re: The Multiverse in My Head: The Covenant [Zenith; Kuolema Veitsi, Zur Ahmada]

Post by Hoid » Wed May 09, 2018 2:51 pm

I take it the Covenant part of your multiverse really captured your imagination? I’m exactly the same way concerning the Forever Tree’s Earth-B, Earth-L and Perpendicular-2. In fact, I deliberately shy away from those three realities, so that my settings remain diverse.

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Re: The Multiverse in My Head: The Covenant [Zenith; Kuolema Veitsi, Zur Ahmada]

Post by Yojimbo » Wed May 09, 2018 6:12 pm

Hoid wrote:
Wed May 09, 2018 2:51 pm
I take it the Covenant part of your multiverse really captured your imagination? I’m exactly the same way concerning the Forever Tree’s Earth-B, Earth-L and Perpendicular-2. In fact, I deliberately shy away from those three realities, so that my settings remain diverse.
To some extent. I like space opera stuff - Star Trek more than Wars, Legion of Super-Heroes more than Guardians of the Galaxy - and I kept finding all this great art that would make me want to do something. Or fit them in somewhere. With my other settings, I usually reach a point where "enough is enough," but then I'm usually populating a city, the Earth, maybe a few extra planets and/or dimensions. The Covenant covers a whole galaxy, and theoretically any of the planets could be as full of adventure as 21st century Earth is in a normal supers campaign.

I have a bunch of files that are mostly just art and maybe a suggestion or two, or planets with twenty characters and only five of them are constructed to the level at which I consider them publishable.

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The Multiverse in My Head: The Covenant [Zenith; Etykietka Orvokki, Szok Orvokki]

Post by Yojimbo » Thu May 10, 2018 2:01 am

Image

Etykietka Orvokki
Etykietka and her sister Szok lead a biker gang known as the Taggers. They are petty criminals, involved in theft, drug dealing, and legbreaking primarily. They hire out on occasion with larger outfits, such as the Syndicate or the Sun Runners, but for the most part prefer to lie low and avoid drawing too much attention to themselves.

The Taggers are about thirty individuals strong, a rough and tumble lot who enjoy brawling, getting high, and causing trouble. They are also graffiti artists, who leave their marks across the Apex City, scrawling messages, codes, bits of art, and other designs wherever there is open space.

Etykietka is very close with her younger sister, and worries constantly about Szok’s rage, and the trouble that they could both get into because of it.
PL: 12
Abilities: STR: 14 (+2) DEX: 18/30 (+4/+10) CON: 14 (+2) INT: 16 (+3) WIS: 16 (+3) CHR: 16 (+3)
Skills: Acrobatics 4 (+14)
Bluff 8 (+11)
Craft: Artistic 4 (+7)
Diplomacy 4 (+7)
Knowledge: Streetwise 8 (+11)
Notice 4 (+7)
Pilot 4 (+14)
Sleight of Hand 4 (+14)
Stealth 8 (+18)
Feats: Accurate Attack
Cat’s Feet
Defensive Attack
Defensive Roll 2
Improved Initiative 1
Instant Up
Low Profile 2
Move-by Action
Precise Shot 1
Taunt
Equipment 3 [Grav-Bike]
Powers: Enhanced DEX 12
Device 12 “VLT Bodysuit” [Hard to Lose]
Color Control 3
Immunity 7 [Environmental Conditions (All), Suffocation (All)]
Protection 10
Super-Senses 4 [Darkvision, Low-Light Vision, Ultravision]
“VLT Heavy Blaster” Blast 10 [Penetrating, Improved Range 1, Precise]
  • AP: “VLT Palm Blaster” Blast 10 [Autofire 1, Accurate, Richochet 1]
Combat: Attack +10 [Color Control DC 13, Unarmed DC 17, Blast DC 25], Defense +10, Init +14
Saves: Toughness +2/+14, Fortitude +6, Reflex +14, Will +7
Description: Etykietka is a tall, golden skinned woman with a dancer’s build and a natural agility that she has enhanced through cybernetic implants. Her hair is naturally dark, but she dyes it a bright, brilliant purple to match her VLT Bodysuit, which resonates with an eye-popping neon purple. The suit provides protection from environmental extremes or crashes on her grav-bike, but also comes equipped with some weapon systems. Etykietka is not a violent person in general, but she does like to defend herself. The suit provides power to a heavy blaster rifle and a blaster pistol, but only one can be used at a time. Etykietka also had a paint sprayer built into the suit, facilitating her tagging efforts.

Under the Hood
The picture looked like a Tron-ified paintball outfit (and probably is), so I just went with a kind of street-level thug with a little bit of color control. She's more of a graffiti artist in this setting than a paintballer with that power set though.

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The Multiverse in My Head: The Covenant [Zenith; Etykietka Orvokki, Szok Orvokki]

Post by Yojimbo » Thu May 10, 2018 2:07 am

Image

Szok Orvokki
Szok Orvokki is Etykietka’s younger sister. Szok always idealized Etykietka when they were growing up, and depended a great deal on her sister for protection and love, neither of which their parents were capable of providing. Szok isn’t as artistic as her sibling, but she has talents of her own. They mostly revolve around beating people to a pulp.

Szok was a sickly child, but in adulthood she blossomed into a powerfully built woman and she focused on building up her muscles and her ability to inflict pain. The world had not been kind to her, and she decided that she would be prepared for whatever else it had to throw at her, that she would never be a victim again. As second-in-command of the Taggers, Szok is also the chief enforcer, always taking the lead on any assignments that involve violence.

Szok still looks up to her sister Etykietka and tries to follow her lead. But Szok also thinks that Etykietka is a little soft, a little too forgiving.
PL: 13
Abilities: STR: 18 (+4) DEX: 18/30 (+4/+10) CON: 14 (+2) INT: 14 (+2) WIS: 18 (+4) CHR: 16 (+3)
Skills: Acrobatics 4 (+14)
Bluff 4 (+7)
Diplomacy 4 (+7)
Gather Information 4 (+7)
Intimidate 4 (+7)
Knowledge: Cyberculture 4 (+6)
Knowledge: Streetwise 4 (+6)
Sense Motive 4 (+8)
Stealth 8 (+18)
Feats: Acrobatic Bluff
Connected
Defensive Roll 2
Defensive Strike
Evasion 2
Improved Block 2
Improved Critical 2 [Strike]
Improved Disarm 2
Improved Initiative 2
Power Attack
Equipment 3 [Grav-Bike]
Powers: Enhanced DEX 12
Device 12 “VLT Bodysuit” [Hard to Lose]
Immunity 12 [Damage (Falling), Environmental Conditions (All), Suffocation (All)]
Leaping 5 [Running Jump: 700 ft., Standing Jump: 350 ft., High Jump: 175 ft.]
Protection 10
Super-Senses 4 [Darkvision, Low-Light Vision, Ultravision]
“VLT Kinetic Rods” Kinetic Control 12
  • AP: Deflect 12 [Energy + Fast]
  • AP: Move Object 12
  • AP: Nullify 12 [Movement]
  • AP: Strike 8 [Autofire 1, Knockback 3, Mighty]
Combat: Attack +12 [Nullify DC 22, Strike DC 27, Unarmed DC 19, Kinetic Control DC 27], Defense +12, Init +18
Saves: Toughness +2/+14, Fortitude +6, Reflex +14, Will +8
Description: Szok is a tall, golden skinned woman with broad shoulders, powerfully muscled limbs, and straight black hair that she often pulls into a ponytail. Her VLT Bodysuit is designed with kinetic absorbers and chargers, which allow her to both make prodigious leaps and ignore the effects of drops from great heights. The suit also serves as armor and protection from environmental extremes. It is equipped with a pair of kinetic rods, which can be used to unleash a blast of physical force, or unleash a crushing beatdown as close-combat weapons. The rods can also create other force fields, to lift and throw objects or to block energy or slugthrower attacks by robbing them of kinetic energy. The rods can also be used to freeze an object or person in place through a similar method, stalling their movement by negating their kinetic energy.

Under the Hood
I found both of these images pretty much back to back, and their similar color scheme suggested a connection between them. It wasn't a hard decision to make them sisters. While Etykietka appears better armed, there's something about a close combat expert that suggests they're more capable and dangerous, especially in a setting where firearms and/or energy disks are common. If you have access to that kind of stuff but still prefer to use a pair of clubs (or swords or whatever), you're probably some kind of bad ass.

Yojimbo
Posts: 668
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The Multiverse in My Head: The Covenant [Zenith; Obinrin Acha, Muukhai Aliaglagch]

Post by Yojimbo » Sun May 13, 2018 3:56 pm

Image

Obinrin Acha
A freelance assassin, Obinrin Acha operates across the planet Zenith, although he keeps his primary residence in Apex City. An expert, he is much in demand for his services from the wealthy and powerful of both the ruling oligarchy and the criminal underworld. He keeps his true name and identity carefully guarded, in order to protect himself from anyone overzealous enough to think he is a loose end that needs to be tied up. Years of silence have also given him some credit among his clients and potential clients, as he’s never betrayed a confidence yet.

Acha is a cold-blooded, ruthless man. A careful planner, he values his own life and wealth above all others and will minimize any jeopardy to himself during any operation. If he doesn’t think its safe to take the shot, he will not take the shot. He never reneges on a contract once accepted, however, and sometimes has to become creative in order to finish the job.
PL: 12
Abilities: STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 18 (+4) WIS: 18 (+4) CHR: 18 (+4)
Skills: Acrobatics 4 (+8)
Bluff 4 (+8)
Computers 12 (+16)
Disable Device 12 (+16)
Disguise 4 (+8)
Escape Artist 8 (+12)
Gather Information 4 (+8)
Intimidate 4 (+8)
Knowledge: Current Events 4 (+8)
Knowledge: Streetwise 4 (+8)
Knowledge: Technology 4 (+8)
Notice 4 (+8)
Pilot 8 (+12)
Search 4 (+8)
Sense Motive 4 (+8)
Stealth 12 (+16)
Feats: Accurate Attack
Ambidexterity
Combat Awareness
Connected
Defensive Attack
Defensive Roll 2
Defensive Strike
Elusive Target
Evasion 2
Followup Attack 1
Hide in Plain Sight
Improved Block 2
Improved Critical 2 [Hala Sword]
Improved Disarm 2
Improved Initiative 2
Power Attack
Prone Fighting
Quick Draw 1
Sniper
Uncanny Dodge [Hearing]
Equipment 5 [Burglar’s Kit, Caltrops, Commlink, Computer Kit, Disguise Kit, Gas Mask, Mini-Tracer, Multi-Tool, Parachute, Rebreather; Vehicle: Stealth Attack Helicopter]
Powers: Device 11: “Assassin’s Tools” [Easy to Lose]
“Crossbow” Blast 8 [Penetrating, Accurate, Improved Range (200 ft. incr), Subtle]
“Hala Sword” Strike 8 [Extended Reach 1, Incurable, Mighty, Split Attack 1]
“Majele Blade” Strike 5 [Penetrating, Secondary Effect, Mighty]

Device 1 “Body Armor” [Hard to Lose]
Protection 5

Combat: Attack +12 [Strike DC 27, Strike DC 24, Unarmed DC 19], +14 [Blast DC 23], Defense +12, Init +12
Saves: Toughness +4/+11, Fortitude +10, Reflex +12, Will +10
Description: Obinrin Acha is tall and graceful, athletically muscled and brutally handsome. He wears black edged with blue when in his work clothes, a hooded outfit covered in pockets and secreting a variety of devices, weapons, and gadgets around his person. While his tactics vary depending upon the target and the contract, he has a few signature weapons – the effects of which are the sole clues the authorities know him by, as he never leaves witnesses behind. Acha uses a crossbow for distance killing, a sniper’s weapon loaded with small, high-impact bolts that can punch through most styles of body armor. Around his waist he wears a short blade and a long blade. The longer of the two, the Hala Sword, is a slightly curved single bladed weapon about three feet long which can telescope out to five feet at the flick of a button. The shorter sword is the Majele Blade, a twelve inch span of sharpened inoson that Acha usually coats with a virulent contact poison.

Under the Hood
Just a master assassin, nothing very complicated. He has a different set of weapons though, distinct from the rest of Zenith, which depends on the energy disks for the most part. He's got swords and, even though the image suggests a sniper rifle, I gave him a crossbow. The bulk of the longarm is hidden by his body so I cheated a little - I wanted to go with a ninja kind of killer.

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