The Multiverse in My Head: The Covenant [Fantastic Victoriana; Horus the Avenger, Hugh MacCulloch the Man of Steam]

Where in all of your character write ups will go.
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Woodclaw
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Re: The Multiverse in My Head: The Covenant [Hypernauts; Dzin Bahodir, Syndele Jher]

Post by Woodclaw » Tue Mar 13, 2018 12:18 pm

I'm really enjoying this series of build. They seem random enough, but they're not and I like how you're trying to keep them into themed sets.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

WareHouse W (main build thread for M&M)

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

Re: The Multiverse in My Head: The Covenant [Hypernauts; Dzin Bahodir, Syndele Jher]

Post by Yojimbo » Tue Mar 13, 2018 4:20 pm

Woodclaw wrote:
Tue Mar 13, 2018 12:18 pm
I'm really enjoying this series of build. They seem random enough, but they're not and I like how you're trying to keep them into themed sets.
Thank you.

The themed builds evolved naturally. Partly because I found sets of art that complemented other pieces, and partly because the Covenant covers a whole galaxy, and just to keep it all straight in my head I had to break it into chunks. Eventually I even had to break my master doc into a lot of smaller docs. The sheer amount of images made the master unwieldy.

Yojimbo
Posts: 527
Joined: Tue Aug 22, 2017 8:31 pm

The Multiverse in My Head: The Covenant [Hypernauts; Arbellius Phance, Ioha Sahan]

Post by Yojimbo » Wed Mar 14, 2018 12:56 am

Image

Arbellius Phance
In high orbit above the planet Iranon an independent scientific firm investigating a powerful alien artifact known as the Chronostone came under the attention of the Xibalb Hegemony. The Hegemony sent a force to attack the space station and recover the artifact. Junior scientist Arbellius Phance was there when the Xibalb drones landed and began tearing the station apart. He fell in with the security chief, Darnabus Tiko, who kept Phance alive and moving through the station until the two could reach the Chronostone in order to keep it out of the hands of the Hegemony.

Under Phance’s frenzied direction, the two of them attempted to jettison the stone and send it to the planet below, hoping that the Iranon Defense Corps would be able to protect the artifact against the aliens. Just as the two of them got the machinery working, the Xibalb drones burst into the room and killed Tiko. They fired upon the device that held the Chronostone in the hopes of halting it from being sent away. The resulting explosion blew apart that section of the station. The Xibalb drones were destroyed and the Chronostone took damage as well. A piece of it fractured and was launched across space to lodge in Phance’s chest. The rest of the artifact blurred and disappeared, perhaps transported through time.

With the stone in his chest, Phance found himself experiencing the continuing explosion at a much different rate. Each second took hours to occur. Phance slowly recovered from the shock, grabbed Tiko’s fallen firearm, and fled through the station to one of the remaining escape pods. As he clambered into the crash webbing, time seemed to resume its normal flow, and Phance was able to reach planetside without much trouble. But he found himself now capable of amazing feats, able to slow down time around him to such an extent he appeared to others as if he were moving at an astonishing speed.

He was changed in other ways as well. Darnabus Tiko’s heroic sacrifice and leadership inspired Phance to find a way to use his abilities in a positive manner, not merely to make a few credits. The Hypernauts began their galaxy wide membership drive soon after. Phance immediately saw his chance.
PL: 12
Abilities: STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 14 (+2) WIS: 12 (+1) CHR: 12 (+1)
Skills: Bluff 4 (+5)
Diplomacy 4 (+5)
Gather Information 4 (+5)
Knowledge: Current Events 4 (+6)
Knowledge: Physical Science 8 (+10)
Knowledge: Technology 8 (+10)
Notice 8 (+9)
Pilot 4 (+6)
Search 4 (+6)
Feats: Benefit 1 [Hypernaut]
Defensive Roll 2
Master Plan
Move-By Action
Precise Shot 2
Sneak Attack 2
Equipment 8 [Commlink, Trans-Suit; Autoblaster Pistol]
Powers: “Fragment of the Chronostone” Time Control 10 [Range: 100 ft., +40 initiative; Rapid Attack, Seize Initiative]
Quickness 10 [2500x normal speed]
Speed 10 [10,000 mph, 88000 ft./rnd]
  • AP: Time Stop 10 [Range: 100 ft., Radius: 50 ft.]
Immunity 2 [Uncommon Descriptor (Temporal)]

“Trans-Suit” Flight 4 [100 mph, 880 ft./rnd]
Immunity 9 [Life Support]
Protection 6
Combat: Attack +12 [Autoblaster Pistol DC 20, Time Stop DC 20, Unarmed DC 18], Defense +12, Init +2/+42
Saves: Toughness +3/+11, Fortitude +6, Reflex +8, Will +8
Description: Arbellius Phance is of medium height with an athletic build. He has a dark complexion, straight black hair, and warm brown eyes. He usually wears a black and blue Trans-Suit when in the field, which allows him some protection from the environment (including the vacuum of space), is lightly armored, and comes equipped with a miniature grav drive for limited flight capabilities. There is a large fragment of the Chronostone lodged in his chest, buried deeply enough within his flesh that it would require surgery to remove. It is also dangerously close to his heart, precluding such surgery, while it appears to have melded somewhat with his body. In any case, Arbellius is in no way eager to remove the stone, as it saved his life on the Iranon space station and its presence allows him the opportunity to do more good and help other people. He keeps a blaster pistol on hand, although he is reluctant to take a life.

With the chronostone, Arbellius can step outside of the normal flow of time, speeding his personal time up so much that he appears to be moving at superhuman speeds. He appears to move at his maximum speed as if he were accelerating to several thousand miles per hour. Basically, he can move anywhere in an instant. He’s never really clocked how fast he can go, as his own relative experience of time is normal. If he had to run from one end of the planet to another, he would appear to do so in about an hour, but he himself would experience the weeks to months it would actually require for him to do so. Luckily, his body appears to possess some kind of temporal stasis when stepping out of the normal flow of time; he doesn’t age, or need to eat or drink. He does get extremely bored, however, and prefers to use his powers in short bursts or in the doing of specific tasks. The stone also allows him to “stop time” for brief periods, creating short-range bursts of frozen time, within which only he can move and act. He cannot directly affect anything frozen in time, but he has used that power to keep bombs from going off or by setting up traps to capture foes when time resumes its normal flow.

Under the Hood
It took me while to find a good power set for this character image. Eventually I went with Time Control, after deciding this guy would correlate to Quantum Kid. The big pink oval on his chest suggested what eventually became the Chronostone and the rest just sort of flowed out. I'd made a bunch of cops and military types by this point, so I made Phance a scientist instead. That his powers were accidentally acquired made that origin easier to justify, too.

Yojimbo
Posts: 527
Joined: Tue Aug 22, 2017 8:31 pm

The Multiverse in My Head: The Covenant [Hypernauts; Arbellius Phance, Ioha Sahan]

Post by Yojimbo » Wed Mar 14, 2018 1:05 am

Image

Ioha Sahan
Ioha Sahan hails from Ulthar, a world rich in the mineral inoson, which can be made into the strongest metal in the galaxy. Not a miner herself Ioha worked for the planetary security force as a law officer. It was on a case involving a suspected serial killer that her life changed forever. Tracking the killer through a mine’s tunnels with her partner, Ioha was captured by the suspect and thrown into a deep pit. Her partner was summarily murdered, but the killer wanted Ioha to marinate for a while. At the base of the pit was an irradiated pool, filled with a combination of pollutants from the mining equipment and some strange eldritch substance bubbling up from beneath Ulthar’s surface. It was emanations from this pit that apparently drove the killer mad, causing him to hallucinate about a strange man in black who urged him to more and more profane acts.

Ioha was not one to give up or give in, however. Even with the chemicals burning her flesh, she determined to claw her way out, seeking handholds in the darkness, modifying bits of her uniform to provide tools to dig into the walls. No matter what she did, however, she kept sliding or falling back into the mire. Hours later, the killer returned, having disposed of her partner’s body. As the killer talked quietly to her from the lip of the pit, detailing everything he was going to do to her before he killed her, Ioha felt her heart harden. Then her vision swam and she suddenly felt heavier. She began to sink further into the muck. In a panic, she struck out at the wall of the pit one last time – only to feel her hand sink through the hard rock.

Not pausing to overthink her turn of fortune, Ioha made her own handholds using her fists and climbed out of the pit. The killer she tracked down, dripping irradiated muck behind her as she marched through the mine. When she found him, he was cowering and begging, and although she wanted to kill him, she knew her duty. She reached out to grab him but surprised them both when his arm was pulped between her fingers. Somehow her dunking in the pit had turned Ioha Sahan into a being composed of living inoson.

It took years of therapy and practice for her to recover not only from the ordeal, but to learn how to become human again and how to call upon that terrible power when it was necessary. Ioha recognized that she was a victim, but she had also survived, and somehow developed abilities that would make it easy for her to help other victims. She remained on the Ulthar security force until the Hypernauts initiative drew the attention of her superiors. They sent her, against her wishes, to Unai as Ulthar’s representative on the galaxy-spanning team of operatives.

Ioha has fifteen years of experience as a cop. She’s now surrounded by youngsters, idealists, demigods, ex-convicts, and soldiers. She didn’t ask for this, but she’s going to give this Hypernauts nonsense her all and whip this sorry collection of freaks and weirdos into a team. Even if it kills her.
PL: 14
Abilities: STR: 10/40 (-/+15) DEX: 14 (+2) CON: 16 (+3) INT: 16 (+3) WIS: 14 (+2) CHR: 16 (+3)
Skills: Bluff 4 (+7)
Concentration 4 (+6)
Diplomacy 8 (+11)
Gather Information 4 (+7)
Intimidate 4 (+7)
Investigate 4 (+7)
Knowledge: Behavioral Science 4 (+7)
Knowledge: Police Sciences 4 (+7)
Notice 8 (+10)
Search 4 (+7)
Feats: All-Out Attack
Attractive 1
Benefit [Hypernaut]
Diehard
Endurance 1
Fascinate [Diplomacy]
Fearless
Grappling Block
Improved Block 2
Improved Grab
Improved Pin
Last Stand
Power Attack
Withstand Damage
Equipment 2 [Commlink, Investigator’s Kit; Grav Harness]
Powers: “Pure Inoson” Alternate Form 20 [Solid]
Density 15 [+30 STR, +7 Toughness, Weight x50, Immovable 5, Super-Strength 5]
Immunity 21 [Critical Hits, Life Support, Mental Effects]
Leaping 4 [Running Jump: 625 ft., Standing Jump: 312 ft., High Jump: 156 ft.]
Protection 7 [Impervious]
Super-Strength 5 [Heavy Load 3.3k tons; Bracing, Countering Punch, Groundstrike, Shockwave, Super-Breath, Thunderclap]

“Grav Harness” Flight 4 [100 mph, 880 ft./rnd]
Combat: Attack +10 [Unarmed DC 40], Defense +10, Init +2
Saves: Toughness +10/+17, Fortitude +8, Reflex +6, Will +8
Description: A statuesque, raven-haired beauty, Ioha Sahan has dark blue eyes and pale skin. She wears loose black clothes that show a lot of skin, in part to use her feminine wiles when necessary, and in part because when she activates her mutant ability and becomes a being of pure inoson, its more intimidating the more she shows. Her flesh and blood body completely transforms into one of the hardest substances in the universe, but she remains fluid and flexible, albeit immensely dense and heavy. Virtually indestructible in this form, she is also incredibly strong, capable of lifting several thousand tons over her head. Her superhumanly strong legs allow her to leap incredible distances, but she also wears a grav harness that allows for short range flight. Her metal body is largely immune to environmental dangers, allowing her to survive even in the depths of space without needing gear, and a peculiarity in the make-up on inoson also makes her immune to mental attack.

Under the Hood
And then I went ahead and made another cop. But it really does make sense to me that superheroes should have some actual training and not just trust to the plot to get things done.

In any case, the art is obviously a picture of Ursa, the evil Kryptonian woman from Superman II, as portrayed by the foxy Sarah Douglas, who otherwise featured in a lot of B-movies. including The People That Time Forgot, which co-starred John Wayne's son. But that's not important right now.

I didn't want to make Ioha another flying brick, since I already had the Unai sisters for that, so I settled instead on using Ferro Lad for her inspiration. She's not a mutant, she's not disfigured, and she doesn't turn into iron, but she does take on a metallic form and she's pretty damn badass when she does.

Yojimbo
Posts: 527
Joined: Tue Aug 22, 2017 8:31 pm

Re: The Multiverse in My Head: The Covenant [Hypernauts; Arbellius Phance, Ioha Sahan]

Post by Yojimbo » Wed Mar 14, 2018 1:10 am

That is actually it for the Hypernauts, at least for now. Some iconic Legionairres didn't get converted, but maybe Alys Harper could one day join as the team's Triplicate Girl, and I may have a Bouncing Boy substitute hidden amongst the Bounty Hunters. We'll see.

The Hypernauts are some of the most purely "superhero" types in the Covenant setting. More science fiction-y looking characters dominate the setting. I think I'll be tackling the Covenant Navy next, since I finally fleshed out some of the stragglers for that thematic block.

Yojimbo
Posts: 527
Joined: Tue Aug 22, 2017 8:31 pm

The Multiverse in My Head: The Covenant [Covenant Navy; General Thesiod Tyr, Tarja Soveliss]

Post by Yojimbo » Sat Mar 17, 2018 1:19 am

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The Covenant Navy
As the many worlds in the Covenant all possess their own governing bodies, armed forces, and economies, the glue that holds the Covenant together is the Navy.

Tasked with patrolling and protecting space between all civilized Covenant worlds and colonies, the Navy also operates as an expeditionary and exploratory body. A sub-set of the Navy’s craft and resources is tasked with cataloguing the habitable worlds within the Milky Way galaxy, with an eye towards resources that can enrich the Covenant. Inoson heavy worlds are in high supply, and competition is fierce for them, especially against the Machine Worlds which also make extensive use of that metal.

The Covenant Navy employs a wide variety of specialists in addition to the normal military, science, and diplomatic roles that officers and crew are expected to fill.
Last edited by Yojimbo on Wed Mar 21, 2018 12:38 am, edited 1 time in total.

Yojimbo
Posts: 527
Joined: Tue Aug 22, 2017 8:31 pm

The Multiverse in My Head: The Covenant [Covenant Navy; General Thesiod Tyr, Tarja Soveliss]

Post by Yojimbo » Sat Mar 17, 2018 1:27 am

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General Thesiod Tyr
Born on one of the countless backwater worlds in the Covenant, Tyr applied for the Covenant Navy as soon as he was old enough to qualify. Standard testing revealed that Tyr was a latent psychic with a telekinetic aptitude, which qualified him for the TK-421 project. Tyr and 7000 other latents were given the Psychoreactive Action Suit, a device designed to amplify and focus nascent telekinetic ability. Resembling a suit of Greek hoplite armor from the distant past, complete with a pair of focusing arcs on the helm that resembled horns, the suits and the soldiers inside them were given the nickname “Minotaur.” The troops were heavily trained, and assigned in squads and platoons across Covenant Space. That was fifteen cycles ago, and not many of the original Minotaurs are left. Tyr rose through the ranks, watched as his brothers and sisters in arms died off, retired, and were replaced by natural psions.

Tyr’s current assignment is on the Odyssey, where his wisdom, experience, and power are put to good use in command of the marines.
PL: 12
Abilities: STR: 10/34 (-/+12) DEX: 10 (-) CON: 10 (-) INT: 14 (+2) WIS: 20 (+5) CHR: 16 (+3)
Skills: Bluff 4 (+7)
Concentration 16 (+21)
Diplomacy 8 (+11)
Knowledge: Tactics 14
Notice 4 (+9)
Sense Motive 4 (+9)
Feats: Benefit 2 [Rank]
Improved Initiative 1
Inspire 1
Leadership
Luck 1
Ultimate Effort: Toughness
Powers: Device 18: TK-421 Psychoreactive Action Suit, “Minotaur” [Hard to Lose, Only He Can Use]
Protection 2
Force Field 10 [Impervious]
Immunity 9 [Life Support]
Telekinesis 12 [Dynamic; Damaging, Perception 48pp]
  • DAP: Blast 12 (Penetrating) 36pp
  • DAP: Deflect 12 (All Ranged Attacks, Reflection) 36pp
  • DAP: Enhanced Strength 24, 24 pp
  • DAP: Flight 10 (10000 mph, 88000 ft./rnd) 20 pp
  • DAP: Telekinesis 15 (Shapeable Area, Selective, Precise) 47pp
Combat: Attack +12 [Telekinesis +12, Blast +12, Unarmed +12], Defense +12, Init +4
Saves: Toughness +0/+2/+12, Fortitude +8, Reflex +8, Will +8
Description: Tyr looks like a baseline. Average height and build, dark eyes and dark hair beginning to go gray, he wears the uniform of a Covenant general while on duty, and prefers simple, practical clothing when not. His Minotaur armor is the same suit he has worn for fifteen cycles, battered and repaired time and again. The suit is dark blue and black, with gold accents. The horns glow with blue-white light when Tyr activates its telekinetic abilities.

Under the Hood
This is actually the first ever build I did for The Covenant. I was not only still hewing to recommended power point totals for power levels, but I hadn't come up with the idea of starting with a piece of art. As a consequence, it took me years to find something that approximated Thesiod Tyr. This image looks more like a robot than a suit (those legs are too thin to contain a human being in there), but it's close enough.

The original idea for the setting, and the reason I started with a general, came out of Mecha & Manga. One of the proposed settings at the back of the book was a science fiction retelling of "The Odyssey," with a Battlestar Galactica-style space ship flying home at the end of a war, staffed with hero-generals, and pursued by the strange alien creatures known as the Chton. I have those guys statted up as well, but they're the only builds in the setting that don't have pictures. It's much easier to find a robotic minotaur than it is to find art that looks sort of like the weird alien things I came up with for the Chton. They were originally going to be the big bads for the setting, but they kind of got eclipsed by all the other stuff I came up with as I found cooler and cooler art.

Yojimbo
Posts: 527
Joined: Tue Aug 22, 2017 8:31 pm

The Multiverse in My Head: The Covenant [Covenant Navy; General Thesiod Tyr, Tarja Soveliss]

Post by Yojimbo » Sat Mar 17, 2018 1:33 am

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Tarja Soveliss
Two hundred cycles ago, Tarja Soveliss was a Covenant Navy cadet just out of the academy and posted to her first duty assignment as a psychologist aboard the space station Tiberius, orbiting the planet Boon. Two weeks into her new job, clearly overwhelmed by her duties, Tarja’s life was irrevocably changed. A radiation wave struck the station, shattering through its defenses and destroying about 70% of the station. Almost everyone aboard the station died, the ones caught by the wave itself dying almost instantly. All but Tarja, who by some quirk of fate lay in the path of the direct center of the wave. The freakish radiation slammed into and through the young woman and every cell in her body was transformed by the radiation. They discovered her days later, floating in space, unconscious and unprotected, yet still alive.

Blessed with amazing powers at the same moment that so many of her colleagues died, Tarja dedicated herself to protecting others. She transferred out of her original post and into a combat detail. Her healing abilities in particular made her one of the most accomplished combat medics in the fleet, but her other powers were just as useful in a fight or for diplomatic efforts. Tarja has served the Covenant for the last two centuries, and her name is well known across nearly all of Covenant Space. She is respected for her cool head, her preference for reason and discussion over violence, and her willingness to unleash devastating force as a last resort.
PL: 12
Abilities: STR: 10 (-) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 18 (+4) CHR: 18 (+4)
Skills: Diplomacy 8 (+12)
Intimidate 4 (+8)
Knowledge: Behavioral Science 8 (+9)
Knowledge: Tactics 8 (+9)
Notice 4 (+8)
Pilot 4 (+6)
Sense Motive 4 (+8)
Feats: Benefit 2 [Rank]
Environmental Adaptation [Zero Gravity]
Improved Initiative 1
Interpose
Power Attack
Powers: Comprehend 3 [Read, Speak, Understand All Languages]
Cosmic Energy Control 12 [Autofire]
  • AP: Create Object 10 [Movable, Progression 5, Stationary]
  • AP: Dazzle 12 [Sight & Hearing]
  • AP: Disintegration 9
  • AP: Healing 11 [Burst Area, Selective, Persistent]
  • AP: Mental Weapon 12 [Autofire]
Flight 8 [2500 mph, 22000 ft./rnd]
Immunity 10 [Life Support, Aging]
Protection 12
Combat: Attack +12 [Cosmic Blast +12, Mental Weapon +12 (Will)], Defense +10, Init +6
Saves: Toughness +14, Fortitude +6, Reflex +5, Will +6
Description: Over six feet tall, athletically built, and stunningly beautiful. Her long hair has been a bright blue since the accident, and her blue eyes look overly large for her delicate features. While her durability and immunities are passive and always on, she does need to activate her other powers. When doing so, a third glowing blue eye appears floating two inches before her forehead, and a pair of glowing blue energy wings erupt from her back. She can unleash beams of deadly force from the eye, call up a sword of blue fire, or unleash a wave of blue energy that heals and restores people.

Under the Hood
Tarja was the second character I built for The Covenant, and between these two, I pretty much solidified the most prominent origin for superpowers in the setting: weird unexplainable alien shit and psionics. She was also built with a mostly honest 180 pp, unlike almost every other being in this galaxy.

I had a devil of a time finding an image for her as well, but apparently "blue-haired lady with blue wings" is more popular an idea than "power armored minotaur," because I found a workable image for her pretty quickly. No third eye, but I was amazed I found a picture of a woman with blue hair and wings as quickly as I did.

Yojimbo
Posts: 527
Joined: Tue Aug 22, 2017 8:31 pm

The Multiverse in My Head: The Covenant [Covenant Navy; Admiral Vaydred Hamro, Commander Jomo Dhamana]

Post by Yojimbo » Sun Mar 18, 2018 3:10 pm

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Admiral Vaydred Hamro
Vaydred Hamro has served with the Covenant Navy for most of her life. She graduated near the top of her class at the academy and served on three starships before earning her first captaincy. She earned several commendations for her exemplary service and earned promotions at a rapid rate. Her quick thinking during the Salvo Crisis on Hemat III saved millions of Covenant lives and propelled her into the ranks of the admiralty.

Hamro is now in charge of the Covenant’s Expeditionary Fleet, tasked with exploring and cataloguing the wonders of the universe. The CEF looks for worlds ripe for colonization and minds the borders between Covenant Space, the Machine Worlds, and other alien systems. The CEF is a rough but reliable fleet, and Hamro has her hands full keeping them in order and reviewing their copious reports. Every day brings something new to her desk. Her own years running a CEF ship serve her well. She has the experience, the knowledge, and hard-won wisdom to do the job.
PL: 9
Abilities: STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 18 (+4) WIS: 18 (+4) CHR: 16 (+3)
Skills: Bluff 4 (+7)
Computers 8 (+12)
Diplomacy 8 (+11)
Intimidate 4 (+7)
Knowledge: Civics 4 (+8)
Knowledge: Current Events 4 (+8)
Knowledge: Physical Science 4 (+8)
Knowledge: Tactics 8 (+12)
Knowledge: Technology 8 (+12)
Navigate 4 (+8)
Notice 4 (+8)
Pilot 8 (+11)
Profession: Covenant Naval Officer 8 (+12)
Sense Motive 4 (+8)
Survival 4 (+8)
Feats: Accurate Attack
Benefit 9 [Military Rank]
Combat Pilot: Space 1
Connected
Dedication [Covenant]
Defensive Roll 3
Inspire 3
Equipment 3 [Commlink, Blaster Pistol, Armored Jumpsuit]
Combat: Attack +10 [Blast Pistol DC 20, Unarmed DC 17], Defense +10, Init +3
Saves: Toughness +2/+8, Fortitude +6, Reflex +7, Will +8
Description: A tall, spare woman in her early middle years, Vaydred Hamro has pale blond hair that she wears in a tailored coif and intense blue eyes that miss little. The left side of her face, neck, and chest are adorned with the tribal tattoos of her homeworld, Stethalos, and denote that she is a member of the Kormak Clan. Hamro doesn’t wear much jewelry, but she rarely removes the commlink from her ear. She proudly wears her red, gray, and black admiral uniform and keeps a regulation blaster pistol close by, although she prefers to use diplomacy and good tactics long before resorting to personal arms.

Under the Hood
Hamro is meant to be the authority figure and quest-dispenser in a Covenant Navy campaign. A ship's captain and their crew or a team of special operatives report to her, get assignments, and may occasionally have to escort her somewhere. She's meant to be a kind of maverick, Captain Kirk style heroic character who has moved up through the ranks and won the respect and admiration of many throughout the service.

Yojimbo
Posts: 527
Joined: Tue Aug 22, 2017 8:31 pm

The Multiverse in My Head: The Covenant [Covenant Navy; Admiral Vaydred Hamro, Commander Jomo Dhamana]

Post by Yojimbo » Sun Mar 18, 2018 3:17 pm

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Commander Jomo Dhamana
Jomo Dhamana hails from one of the richest core worlds in the Covenant, a veritable Utopia, far from strife, conflict, or need. His family was in the energy business, very wealthy, and he could easily have had a quiet life working there or perhaps not working at all, just living off the Dhamana fortune. But Jomo was never satisfied with either option. From an early age he felt compelled to make something of himself, to serve a purpose. He wandered from fad to fad and interest to interest throughout his adolescence, but in university, he discovered his calling. He joined the Covenant Navy right after graduation, hoping for a career on a starship exploring the universe.

Instead, markers on his psyche profile suggested that Jomo had the potential to be something else. He was offered a position in Naval Intelligence. He took it and never looked back. Now, Jomo is one of the most decorated intelligence officers in Covenant Space. He travels all over the galaxy, alone or with a team. He usually works undercover, but sometimes with a badge in hand. He is sent to some of the worst places in the universe to deal with threats to the Covenant, both internal and external, and he loves every minute of it.
PL: 11
Abilities: STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 18 (+4) WIS: 18 (+4) CHR: 18 (+4)
Skills: Acrobatics 4 (+8)
Bluff 8 (+12)
Climb 4 (+8)
Computers 12 (+16)
Diplomacy 4 (+8)
Disable Device 12 (+16)
Disguise 4 (+8/+18)
Escape Artist 4 (+8)
Gamble 4 (+8)
Gather Information 4 (+8)
Intimidate 4 (+8)
Investigate 4 (+8)
Knowledge: Behavioral Science 4 (+8)
Knowledge: Current Events 4 (+8)
Knowledge: Streetwise 4 (+8)
Notice 8 (+12)
Pilot 8 (+12)
Search 8 (+12)
Sense Motive 4 (+8)
Sleight of Hand 4 (+8)
Stealth 8 (+12)
Survival 4 (+8)
Swim 4 (+8)
Feats: Accurate Attack
Attractive 1
Benefit 5 [Military Rank]
Challenge – Improved Feint
Defensive Roll 4
Distract [Bluff]
Elusive Target
Evasion 1
Improved Aim
Improved Initiative 1
Improved Trick
Low Profile 3
Power Attack
Precise Shot 2
Quick Draw 1
Well-Informed
Equipment 9 [Commlink, Autoblaster Pistol, Undercover Shirt; Mission Specific Gear]
Powers: “Bio-Morph Implant” Morph 2 [Broad Group (Humans)]
Leaping 1 [Running Jump: 28 ft., Standing Jump: 14 ft., High Jump: 7 ft.]
“Mission Specific Gear” Gadgets 4 [Easy to Lose]
Speed 1 [10 mph, 88 ft./rnd]
“Wireless Implant” Datalink 1 [Sense Type: Gravitons; Range: 10 ft.]
Combat: Attack +12 [Autoblaster Pistol DC 20, Unarmed DC 19], Defense +12. Init +8
Saves: Toughness +4/+10, Fortitude +8, Reflex +8, Will +8
Description: Jomo Dhamana is tall, athletically muscled, with chiseled good looks and a natural animal magnetism. He is dark skinned and dark eyed, with a ready roguish grin and an easy, friendly manner that can snap into cold-blooded aggression in an instant. As an undercover operative, he can be found in virtually any identity or outfit. An internal bio-morphic implant allows him to alter his features as well, allowing him to infiltrate even neo-human societies with little trouble. Other subtle bionic enhancements allow him to leap farther and run faster than a normal human of his build, and he is also equipped with a wireless implant that allows him to interface with computers at a distance, using streams of gravitons to avoid detection or jamming. Jomo usually has a handful of devices with him, designed to specifically aid him on any particular mission. He is an excellent hand to hand combatant as well as a devastating shot, but he prefers to avoid direct combat. He uses subterfuge, misdirection, and quick-thinking to solve problems, using violence as a last resort.

Under the Hood
I have found it remarkably difficult to find people of color in my search for sci-fi characters. Maybe it's just my own failure to come up with the proper search string, but I mostly find pale people in space. Luckily there's a lot of people in full sets of sci-fi armor, so I can make them look however I want, but still, it's a minor issue that occasionally bothers me. So I was excited to find this piece of art, as I certainly don't think the future is going to be quite as white-washed as TOS Star Trek or the original Legion of Super-Heroes assumed.

Getting off my soapbox now. Jomo is basically "James Bond in Space." As Naval Intelligence, he can be found just about anywhere in Covenant Space, doing spy stuff. He may occasionally need back-up or hire a group of PCs to help him out, or he may be a contact on the ground. He might even need to be extracted from a sensitive spot.

MacynSnow
Posts: 1410
Joined: Tue Dec 20, 2016 2:56 pm

Re: The Multiverse in My Head: The Covenant [Covenant Navy; Admiral Vaydred Hamro, Commander Jomo Dhamana]

Post by MacynSnow » Sun Mar 18, 2018 5:51 pm

This is why i like your Covenant Navy builds,they all flow together with a simillar theme(even their Uniforms/Armour has similar themes&colors,though i don't know if it was intentional or not) and i'd love to be in a campaign involving this.....

Yojimbo
Posts: 527
Joined: Tue Aug 22, 2017 8:31 pm

Re: The Multiverse in My Head: The Covenant [Covenant Navy; Admiral Vaydred Hamro, Commander Jomo Dhamana]

Post by Yojimbo » Mon Mar 19, 2018 1:37 pm

MacynSnow wrote:
Sun Mar 18, 2018 5:51 pm
This is why i like your Covenant Navy builds,they all flow together with a simillar theme(even their Uniforms/Armour has similar themes&colors,though i don't know if it was intentional or not) and i'd love to be in a campaign involving this.....
I assure you, and similarity in themes and colors is purely accidental.

Yojimbo
Posts: 527
Joined: Tue Aug 22, 2017 8:31 pm

Re: The Multiverse in My Head: The Covenant [Covenant Navy; Master Chief Zverdh Qethur, Minister Nauha Ikaika]

Post by Yojimbo » Wed Mar 21, 2018 12:28 am

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Master Chief Zverdh Qethur
Zverdh Qethur was born into the slums on Zenith and joined the Covenant Navy right out of secondary school. In fact, she stayed in school just long enough to qualify for entrance into the navy. She served as a marine for six cycles before applying for special forces duty, largely because the pay was better. Growing up on Zenith, Zverdh internalized the need to make as much money as possible, and growing up poor had only reinforced that lesson.

She volunteered for the most hazardous missions, performed admirably, and worked her way up the ranks. She didn’t emerge unscathed from altercations, but submitted to bionic reconstruction rather than transplanting cloned limbs. Bionics made her more combat capable, which also made Zverdh a better soldier and earned her more bonuses. She built up a reputation for getting the job done, even under extreme circumstances, which only made her more likely to be sent on hazardous missions. That was fine with her. Now she’s made it to the rank of Master Chief and become one of the most decorated non-comms in the Covenant.

The irony is that she never spends any of her pay. She still lives in the barracks, requisitions equipment from the depot, and she never has to buy her own booze. Someday, she thinks, she’ll retire and be able to enjoy all that cash she’s been saving. But as each mission grows more dangerous, the likelihood that she’ll survive that long becomes increasingly remote.
PL: 12
Abilities: STR: 22 (+6) DEX: 18 (+4) CON: 22 (+6) INT: 14 (+2) WIS: 16 (+3) CHR: 14 (+2)
Skills: Acrobatics 4 (+8)
Climb 4 (+10)
Disable Device 8 (+10)
Intimidate 4 (+6)
Knowledge: Tactics 8 (+10)
Knowledge: Technology 4 (+6)
Notice 4 (+7)
Pilot 4 (+8)
Profession: Marine 4 (+7)
Stealth 4 (+8)
Survival 4 (+7/+9)
Swim 4 (+10)
Feats: Accurate Attack
Benefit 2 [Military Rank]
Dedication [Covenant]
Defensive Attack
Defensive Roll 2
Diehard
Endurance 1
Improved Aim
Improved Concealment
Improved Critical [Strike]
Improved Initiative 1
Last Stand
Mecha Pilot Proficiency
Mecha Weapon Proficiency
Power Attack
Powerhouse
Precise Shot 2
Quick Draw 1
Takedown Attack 2
Teamwork 3
Veteran Fighter
Equipment 14 [Commlink, Flashlight, Survival Kit; Boarding Shotgun, Plasma Pistol, Recoilless Rifle, Tomahawk]
Powers: “Boarding Shotgun” Blast 8 [Penetrating]
Leaping 2 [Running Jump: 80 ft., Standing Jump: 40 ft., High Jump: 20 ft.]
“Plasma Pistol” Blast 5 [Autofire 1]
“Recoilless Rifle” Blast 8 [Autofire 1, Accurate 1 (+2), Improved Range 1 (200 ft)]
Speed 2 [25 mph, 220 ft./rnd]
“Sub-Dermal Armor” Protection 4
“Tomahawk” Strike 3 [Penetrating, Mighty, Thrown 1]
Combat: Attack +12 [Boarding Shotgun DC 21, Plasma Pistol DC 20, Recoilless Rifle DC 23, Tomahawk DC 24 (19-20), Unarmed DC 21], Defense +12, Init +8
Saves: Toughness +10/+12, Fortitude +10, Reflex +8, Will +7
Description: Average height and build, Zverdh just barely qualified for entry into the marines. She made up for her lack of bulk with sheer tenacity, grit, and hardheadedness. She has dark hair worn in a modified military cut, and pale eyes that miss little. She is rarely found outside of uniform, and usually has an arsenal of weaponry close to hand. She favors the “ground-pounder” array of arms for a Covenant Marine inserted planet-side, although she prefers a hand axe to the usual vibro-knife. The axe, which she calls her tomahawk, is razor sharp and balanced for throwing. Over the years, Zverdh has replaced about 40% of her body with bionics, which provide greater than normal strength and durability to her. She can also leap prodigious distances and run at terrific speeds thanks to her mostly cybernetic legs and spine.

Her rank affords her certain privileges, and Zverdh usually has at least a squad of marines at her back. Additional reinforcements may be requested depending upon her assignment. Just as often, Zverdh will be inserted into a situation on her own, armed only with her fists, wits, and guns to finish the mission.

Under the Hood
I almost used this picture for another character, but the presence of the gun kind of precluded that (that character will show up when I get to the Cosmic Beings). It's such an awesome picture of a total badass looking soldier lady that I had to do something with it, though. So I made her a professional solver or problems, one of the most decorated soldiers in the Covenant Navy, like Lara Croft crossed with Black Widow and a side-helping of the Bionic Woman.

Yojimbo
Posts: 527
Joined: Tue Aug 22, 2017 8:31 pm

The Multiverse in My Head: The Covenant [Covenant Navy; Master Chief Zverdh Qethur, Minister Nauha Ikaika]

Post by Yojimbo » Wed Mar 21, 2018 12:36 am

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Minister Nauha Ikaika
In principle, the Covenant is one big happy civilization, with one government to whom all citizens owe allegiance. In practice, the galaxy is a rather large place and the vast distances involved mean that many planets are on their own, creating a federation of worlds rather than one monolithic government. When such disparate planets need to negotiate with one another or with the Covenant itself, the diplomatic corps is brought in to facilitate such encounters.

Nauha Ikaika is a well-known minister in the diplomatic corps, who has served with distinction over the past decade. She travels Covenant space almost constantly, being ferried from world to world by Covenant Navy craft, to lend her expertise to tense, difficult situations. Her psionic abilities assist her in her duties, but she relies primarily upon her training, experience, and natural charm to reach the desired outcome.
PL: 7
Abilities: STR: 12 (+1) DEX: 12 (+1) CON: 12 (+1) INT: 16 (+3) WIS: 18 (+4) CHR: 22 (+6)
Skills: Bluff 4 (+10)
Computers 8 (+11)
Concentration 4 (+8)
Diplomacy 12 (+18)
Gather Information 4 (+10)
Investigate 4 (+7)
Knowledge: Behavioral Science 4 (+7/+9)
Knowledge: Civics 8 (+11/+13)
Knowledge: Current Events 8 (+11/+13)
Knowledge: Technology 4 (+7/+9)
Notice 8 (+12)
Pilot 4 (+5)
Sense Motive 8 (+12)
Feats: Assessment
Attractive 1
Beautiful Voice 1 [Diplomacy]
Benefit: Organizational Ties 5 [Covenant Navy]
Connected
Contacts
Fascinate [Diplomacy]
Improved Defense 2
Inspire 5
Leadership
Rousing Speech 1 [Diplomacy]
Ultimate Effort [Will Save]
Equipment 3 [Commlink, PDA, Reference Materials; Grav Field Generator]
Powers: “Grav Field Generator” Force Field 6 [Impervious]
Super-Senses 9 [Mental Awareness, Postcognition, Precognition]
Telepathy 6 [20 Miles, DC 16, Communication 6, Mind Reading 6]
Combat: Attack +6 [Unarmed DC 16], Defense +6, Init +1
Saves: Toughness +1/+7, Fortitude +4, Reflex +6, Will +12
Description: Tall and shapely, Nauha Ikaika has straight black hair that she wears in a stylized bob and black almond shaped eyes. Usually found in a form-fitting uniform, Ikaika’s greatest weapon is her commlink. She keeps a personal grav field generator clipped to her belt for emergencies, however. Quick-witted, empathetic, and staggeringly beautiful, Ikaika has a natural talent for getting people to do what she wants. Her psionic abilities, mostly telepathic in nature, manifested when she was only a teenager. Mastering her powers, in particular learning how not to use them, helped point her in the direction of her current career. The telepathy is just one more tool in her arsenal, but she prefers not to rely upon it too much.

Under the Hood
They can't all be ass-kicking warrior types. Sometimes diplomacy is the answer. Or sometimes an ambassador needs to be escorted to a hotspot by the PCs, or rescued from a hotspot by PCs, or what have you.

Yojimbo
Posts: 527
Joined: Tue Aug 22, 2017 8:31 pm

The Multiverse in My Head: The Covenant [Covenant Navy; COV Barricade Heavy Suit, COV Gyre Mecha Starfighter]

Post by Yojimbo » Thu Mar 22, 2018 2:45 am

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COV Barricade Heavy Suit
Size: Large
Power Level: 10 (as pilot)
Abilities: STR: 26 (+8) DEX: 18 (+4)
Feats: Autoblaster Cannon [Blast 10 (Autofire)]
Heavy Recoilless Rifle [Blast 9 (Anti-Tank: Penetrating, Anti-Personnel: Explosion Area]
SAM Launcher [Blast 8 (Explosion 2, Improved Range 2, Progression Range Increment 2]
Features: Advanced Onboard Computer 1
Base Comms 10 [Radio, Area, Selective, Subtle]
Base Sensors 4 [Extended Radar, Radius (Radio)]
Electromagnetic Seal 1
Environmental Seal 1
Equipment Mount 1 [Weapon Mount]
Precise Handling
Profile Database
Powers: Protection 8 [Impervious]
Speed 3 [50 mph, 440 ft./rnd]
  • AP: Leaping 3 [Running Jump: 180 ft., Standing Jump: 90 ft., High Jump: 45 ft.]
Super-Strength 2 [Heavy Load 3.7 tons]
Combat: Attack +0 [Cannon +10, Recoilless Rifle +9, SAM Launcher +8], Defense +0, Init +4, Handling Penalty: 0
Saves: Toughness +10, Fortitude Immune, Reflex +4, Will +0
Description: The Barricade is the basic heavy mobile suit used by Covenant forces. It stands just over nine feet tall, is equipped with an exoskeleton that boosts the wearer’s strength, actuators that increase land speed and jumping ability, and heavy plates of armor to protect the operator. The Barricade has human-like hands for interchangeable weapons, and is fitted with a second over the shoulder weapon mount. Most commonly, the Barricade is equipped with two out of three possible weapons: an autoblaster cannon, a heavy recoilless rifle, or a SAM Launcher.

Under the Hood
As the basic idea of the Covenant came out of <i>Mecha & Manga</i>, I felt compelled to build some mechs for the setting. Art for mechs is pretty easy to come by, too. However, I learned that I am more interested in people and planets than I am in giant robots, so the mechs are few and far between.

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