World of Ether Characters (Daedalus, Nightstalker (from Paragons))

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Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Eisenkreuz (Iron Cross)

Post by Harnos »

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Iron Cross-Eisenkreuz PL 13(270)
Strength 4/10 Stamina 4/12 Fighting 6/10
Agility 2/8 Dexterity 3/9
Intellect 2 Awareness 3 Presence 4


Powers:
Superhuman Strength: Enhanced Strength 6. Power-Lifting 1 (50 tons) (13)
Superhuman Stamina:
Enhanced Stamina 8, Permanent. (42)
Impervious Toughness 7
Immunity 7 (Environmental Conditions, Disease, Aging)
Immunity 1 (Poison), Limited to Half-Effect
Regeneration 2
Enhanced Advantages: Diehard, Great Endurance
Superhuman Reflexes and Coordination: (41)
Enhanced Agility 6, Dexterity 6, Fighting 4
Speed 3 (16 MPH, 250 ft), AE: Leaping 3 (60 ft)
Enhanced Advantages: Evasion 1, Improved Initiative 3, Instant Up, Move-by Action, Takedown 1
Atlantean Gauntlets: Strength-based Damage 2, Affects Insubstantial 1, Feature 2 (+10 Toughness), Removable (4)
Metal Mask: (24, Removable) (20)
Senses 3 (Darkvision, Extended Vision)
Immunity 5 (Sensory Afflictions)
Communication 2 (Mental, 1 mile) linked with Comprehend 3 (Speak, Understand, Be Understood)
Feature 2 (+10 Toughness)
Technomagic Blaster: Ranged Damage 9, Affects Insubstantial 1, Feature 1 (+5 Toughness), Easily Removable (12)

Advantages:
Accurate Attack, All-Out Attack, Defensive Attack, Power Attack
Assessment, Attractive 1, Benefit 6(SHADOW Council Member 3, Wealth 3), Connected, Contacts, Equipment 6, Fast Grab, Fearless, Improved Critical 1 (Unarmed), Improved Defense, Improved Disarm, Improved Hold, Improved Trip, Inspire 2, Languages 1(Base German, English), Leadership, Quick Draw, Startle, Teamwork
Diehard, Great Endurance, Evasion 1, Improved Initiative 3, Instant Up, Move-by Action, Takedown 1

Skills: 66 ranks
Acrobatics 2/10
Athletics 5/15
Close Combat: Unarmed 4/14
Deception 1/5
Expertise: Soldier 13/15
Expertise: Metahumans 6/8
Insight 5/8
Intimidation 9/13
Investigation
Perception 5/8
Persuasion 4/8
Ranged Combat: Blaster Pistol 6/15
Sleight of Hand
Stealth 2/10
Technology
Treatment
Vehicles 6/15

Defenses:
Dodge 7/13 Parry 10/14 Toughness 12
Fortitude 12 Will 10

Offense:
Initiative
Unarmed 14 , Damage 10, Crit Range 19-20
Atlantean Gauntlets 14, Damage 12, Crit Range 19-20
Technomagic Blaster 15, Damage 9

Abilities 56 + Defenses 16 + Powers 132 + Advantages 33 + Skills 33 = 270 pp

Complications:

Over three thousand jews, gypsies, slavs and disabled people were sacrificed during the four months long ritual that gave him powers. The foundation of who he is today is built upon the psychic energies released by desperate victims. Max Schuster was a top Luftwaffe flight leader crippled and disfigured in a risky mission. He was a decorated soldier and a respected man. And what his Führer said, he took to the heart. In remembrance of his brave sacrifice to Third Reich, he was chosen for one of the most ambitious super-soldier projects ever done. After weeks of treatment, his missing limbs began to regrow and his scars began to heal. When the process was done, he was half a foot taller and much bigger and more muscular than he was. Max was born anew as an embodiment of aryan ideal; bigger, stronger and faster. Progenitor even changed his dark hair and eye color to match the zeitgeist and inspire commoners with his presence. He was trained by western boxers and Japanese karate masters. His mask, blaster and gauntlets were forged by Overshadow.

Schuster quickly proved himself very effective in the field. He had quick wits, courage and leadership skills. In fighting prowess, he was only second to Der Übermensch. He led his squad of übersoldaten to victory many times. From time to time, he escorted Führer as his bodyguard too. Despite his and his team's victories, naturally occuring Allied metamen outnumbered them and German command made some serious strategic mistakes. In the end, he was on the losing side. He fought till the bitter end though. During the Battle of Berlin, he managed to kill Gunner and Human Tank with a surprise attack, good tactics and artillery support. He was one of the people who has spoken with Hitler in his final days. After their defeat, Eisenkreuz left Germany and travelled to Argentina.

In his first decade on American continent, he laid low. In 1951, he married the daughter of a high-ranking German soldier. When Overshadow began to build a power base in late 50's, he assassinated politicians and soldiers who stood in their way. For next three decades, he fought in the hot zones of Cold War and did his best to avenge his defeated country. As the years passed by, he noticed that he doesn't age at all due to his regenerative powers. Unfortunately, he also learned that his children cannot inherit his superpowers. Using his connections, he made sure that one of his daughters marry a mutant and do as many children as possible. He married for the second time in 1983, this time with an white American mutant lady. Eisenkreuz made sure at least some of his bloodline is superior too and still looking for potential brides or bridegrooms for his descendants.

As an experienced super-soldier, he also took an active part in the training of young generations of metahumans. After SHADOW got a holding in some countries, he acted more as the general and military consultant of the organization. Eisenkreuz still performs these duties today. That doesn't mean he doesn't see action. He learned various martial arts during his century old existence and doesn't neglect his combat exercises. He is among the most experienced metahumans and one of the best super-soldiers ever created.

He is one of the few WWII survivors who clings to the idea of Germanic supremacy. He accepts and even embraces that metahumans are the true master race among humanity. However, he is stil nostalgic about his past and thinks his people are more civilized and gifted compared to rest of the baseline humans. He didn't even sleep with a non-white women at all.

Nowadays, Eisenkreuz is busy with SHADOW's and therefore it's subsidiary organization ISIS' (Islamic State of Iraq and Syria) military operations in Iraq, Syria and Turkey. After decades of working with them, he came to respect his darker skinned or slant-eyed underlings' courage and fanaticism.

Build Note: More expensive than I expected, despite lack of a big array. Being a skill-monkey with übermensch ability scores cost a lot.

Character is adapted from 2nd edition Crooks book, though most of the details are my creation.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Mentat-Zinaoud Kenn

Post by Harnos »

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Mentat PL 12 (284)
Strength 1 Stamina 1 Fighting 2
Agility 2 Dexterity 3
Intellect 5 Awareness 9 Presence 1


Powers:
Mental Awareness: Senses 5; Awareness 1, Extended Range 2, Acute, Analytical (5)
Ether Awareness: Detect Paranormal Effects, Ranged (2)
Mental Shield: Enhanced Will 6, Limited to Mental Effects (3)
Telekinetic Levitation: Flight 6 (120 MPH), Subtle (13)
Telekinetic Protection Field: Protection 15, Subtle. Impervious Toughness 8 (32)
Telepathy:
Communication 4 (Worldwide, Mental), Subtle linked with Comprehend 3 (Understand, Speak, Be Understood In All Languages) [23 pp array] (24)
  • Communication 2, Area, Selective, Subtle linked with Comprehend 3 (Understand, Speak, Be Understood In All Languages)
Master Atlantean Psychic: (71)
  • Mind Reading 12, Cumulative, Effortless, Sensory Link, Subtle 1 [61 pp array]
  • Mind Control: Perception Ranged Affliction 12, Progressive, Resisted and Overcome by Will, (Dazed, Compelled, Controlled)
  • Mass Control: Perception Ranged Affliction 12, Burst Area 2 (60 ft), Selective, Distracting, Resisted and Overcome by Will, (Dazed, Compelled, Controlled)
  • Permanent Enslavement: Perception Ranged Affliction 10, Continuous, Resisted and Overcome by Will, (Dazed, Compelled, Controlled)
  • Mental Blast: Perception Ranged Damage 12, Alternate Resistance Will
  • Mass Kill: Perception Ranged Damage 12, Alternate Resistance Will, Burst Area 1 (30 ft), Selective, Distracting
  • Memory Alteration: Perception Ranged Affliction 12, Continuous, Limited to Third Degree, Resisted and Overcome by Will, (Mentally Transformed)
  • Illusion 10 (All Senses), Burst Area 1 (30ft), Selective, Resisted by Will
  • Psychokinesis: Perception Ranged Damaging Move Object 12, Subtle, Increased Mass 6 (6400-12500 tons)
  • Astral Projection: Remote Sensing 20 (Vision and Hearing, 8000 Miles), Subtle 1

Atlantean Trident: (25, -10 Easily Removable) (15)
Healing 10, Restorative, Unreliable (5 Uses), Stabilize, Feature 1: Regrowth
Strength-based Damage 3

Advantages:
Beginner's Luck, Benefit 8 (Atlantean Psychic Rituals 1, SHADOW Council Member 3, Multi-Millionaire 4), Connected, Contacts, Eidetic Memory, Equipment 6, Languages 3 (Atlantean Base, English, Latin, Arabic, Various), Ritualist (Expertise: Psionics), Second Chance (Mind Control), Skill Mastery 1 (Expertise: Psionics), Trance, Ultimate Effort 2 (Will, Expertise: Psionics), Well-Informed

Skills: 60 ranks
Acrobatics
Athletics
Close Combat:
Deception 5/6
Expertise: Magic 3/8
Expertise: Psionics 17/22
Insight 11/20
Intimidation 4/5
Investigation 9/14
Perception 1/10
Persuasion 7/8
Ranged Combat: Staffs 3/6/8
Sleight of Hand
Stealth
Technology
Treatment
Vehicles

Defenses:
Dodge 4 Parry 5 Toughness 1/16
Fortitude 6 Will 12 (18 against mental effects)

Offense:
Initiative 1
Various Perception Ranged Mental Powers

Abilities 48 + Defenses 13 + Powers 165 + Advantages 28 + Skills 30 = 284 pp

Complications:
Motivation (Power): Mentat wants to increase his influence over the mankind.
Motivation (Revenge): Zinaoud still holds a grudge against Progenitor.
Loner: Because of his mental powers and extreme age, he feels disconnected from regular humanity.

Zinaoud Kenn is the last member of the Atlantean trio and contemporary of Progenitor. He was the in vitro conceived child of a two powerful psychic. He was introverted and reclusive as a child; he liked to visit worlds of wonder through the stories rather than playing physical games with others. His imagination roamed wild and free in dreamlands. His powers manifested just before his thirteenth birthday and his education in the use of his powers started. As he started to reach other people's minds, he searched them for joys, wonder and adventure. He formed a habit of collecting interesting memories of others and emotions associated with those memories. He saw the far away planets and alien dimensions through the eyes of others. Astral projection became another time-consuming habit for him too. He began to spend less time in his own body as his consciousness wandered. Coupled with his genetics and conditions of his birth, this inward focus made him one of the most powerful psychics of Atlantean society.

He was supposed to be the loremaster in Atlantean Academy of High Arts as his birthright and psionic might necessitated. But he had powerful rivals. Anghelorr Nell, a powerful bio-wizard, was a sociable and outgoing man; he used his connections to change the tide in favor of himself. Mentat didn't dare to effect the minds of others with his potent psychic powers; using his powers against other psychics, wizards and techno-mages was a hard to accomplish and involved a risk of being caught which would bring severe punishment. Zinaoud felt exxagerated grief after his defeat as he felt that he failed his duty to his lineage of powerful psychics. Still, he was the most successful psychic in Atlantis. This earned him the attention of a powerful techno-mage; Kiellon (Overshadow). Despite Zinaoud's rivalry with Anghelorr, he brought him to the fold. And time proved Kiellon right. Zinaud's potent powers were crucial in the ritual that granted them many lives.

He lived throughout the ages as a powerful shaman and mage within primitive human societies. During early neolithic revolution, he met a shaman in an inter-tribal gathering, a psychic of immense potential. Zinaoud's life was devoid of challenge for a long time, so he tried to read the shaman's private thoughts to prove his supremacy. However, shaman's mind was mightier than his and he managed to destroy Zinaoud's body and cripple his mind. The damage to his psyche was so severe that, his reincarnation cycle stopped for thousands of years. He didn't meet someone like him for many millenia. When he began to be born again, he wanted people to remember him and his family even if he was not present among them at the moment. He told them the stories of himself, his family, his city and his people; an advanced civilization destroyed by great disasters and heroes who helped humanity in the aftermath of apocalypse. His stories were remembered by many; a nameless priest recorded the story of Mu in stone tablets and Platon told of Atlantis.

His latest incarnation, a young French man named Gul Beaumont was killed early in WWII before his memories has awakened, so he missed that part of history. He was born as an Algerian man two decades later. After he rejoined his old comrades, he dedicated his time to find young mutant psychics and train them. He and his students proved very effective in creating a spy network for SHADOW. He married Trina Olson, a mutant psion from US and sired two kids, psions themselves.

Currently, he is a member of high council of SHADOW and oversees the intelligence gathering. His rivalry with Progenitor continued through many reincarnation cycles and he still hates the man. He would welcome a chance to put him down for good. However, he noticed a dangerous enemy in the last year. A psychic of immense power is disrupting his work and manages to stay one-step ahead of him. Mentat is now focused on revealing this enemy and defeating him. He would prefer to have that person as an ally though.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Mecha: Vanguard

Post by Harnos »

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Vanguard Unit PL 10 (168)
Strength 1/11 Stamina 1 Fighting 3
Agility 2 Dexterity 2
Intellect 0 Awareness 2 Presence 0


Powers:
Mecha: (97, Removable 19) (78 Total)
Huge Size: Growth 8, Permanent, Innate ( +8 Str, +8 Toughness, 8 Mass,+4 to Intimidation, -8 Stealth, -4 Dodge, -4 Parry, Speed 1) (17)
High-tech Motors: Enhanced Strength 2, Power-Lifting 1 (100 tons) (5)
Armor: Protection 3, Impervious Toughness 7 (17)
Magnetic Force Field: Protection 2, Sustained, Impervious 1, Enhanced Dodge 3 (7)
Sensors: Senses 10 (Accurate Radio Extended 1 [radar], Darkvision, Direction Sense, Distance Sense, Infravision, Time Sense, Ultrahearing) (10)
Life Support System: Immunity 10, Quirk 1 (Starvation, thirst and suffocation immunities lasts for a limited time) (9)
Tactical Computer: Enhanced Parry 4, Enhanced Skills: Close Combat: Mecha 2, Ranged Combat: Mecha Weapons 2, Feature 3 (Internet connection, AI) (8)
Commlink: Radio Communication 3 (Statewide) (12)
Enhanced Speed 2 (16 MPH, 250 ft) (2)
Surveillance Drones: Enhanced Advantages: Minions 2
Shoulder Missiles: Ranged Damage 10, Burst Area 1 (30 ft), Limited to two uses (-2) (10)

Mecha Weapons:
Chainsword: Strength-based Damage 2 linked with Weaken Toughness 3, Affects Objects Only, Feature 1 (+5 Toughness), Easily Removable (5)
Plasma Cannon: Ranged Damage 12, Penetrating 12 [36 pp array], Easily Removable (24)
  • AE: Minigun: Ranged Damage 8, Multiattack, Penetrating 8, Accurate 1
  • Rocket Launcher: Ranged Damage 13, Side Effect (Exploding Nearby), Burst Area 2 (60 ft) on Ranged Damage 10

Advantages:
Ranged Attack 1, Improved Initiative
Benefit 2(Military Rank, Well-Off), Equipment 1, Languages 1 (Base Language, English and one more)

Skills: 36 ranks
Acrobatics
Athletics 2/13
Close Combat: Unarmed 3/6
Close Combat: Mecha 2/7
Deception
Expertise: Mechas 8/8
Expertise: Soldier 5/5
Insight
Intimidation 2/10
Investigation
Perception 3/5
Persuasion
Ranged Combat: Mecha Weapons 2/7
Ranged Combat: Firearms 2/5
Sleight of Hand
Stealth
Technology 3/3
Treatment 1/1
Vehicles 3/5

Defenses:
Dodge 5/4 Parry 6/6 Toughness 1/14 (Impervious to 7 or less)
Fortitude 5 Will 7

Offense:
Initiative 6
Unarmed 6, Damage 0
Mecha Unarmed 7, Damage 11
Chainsword 7, Damage 13
Plasma Cannon 7, Damage 12
Minigun 9, Damage 8
Rocket Launcher 7, Damage 13, Burst Area 2 (60 ft) on Damage 10

Abilities 22 +Defenses 15 + Powers 107 + Advantages 6 + Skills 18 = 168 pp

Complications:
Power Loss: Mecha units can run out of battery and ammunition.

Vanguard mecha unit has been a staple war machine for Federation of Civilized Worlds for decades. It has proven effective against tanks, infantry, powerful aliens and even against demons. It is multi-purpose battle mech made for both close combat and ranged attacks. With it's 5 meter tall frame it stands above standart war machines. Though it is slower than wheeled vehicles, it's speed disadvantage is compensated in urban warfare. With it's artificial intelligence it can obey simple commands, run on autopilot and perform some duties. But in combat it must be controlled by a specially trained pilot through a cybernetic neural interface.

In 2017, Federation of Civilized Worlds granted dozens of these war machines to United Nations' subsidiary organization, The Foundation For Global Peace as a show of goodwill for all the citizens of Earth. Few world governments managed to buy few from Hitheno Trade Guild by paying with rare materials like Omnium crystals. It is an effective anti-metahuman weapon as one might expect.

Vanguard is from videogame Titanfall 2.

This is how the chainsword looks like:
Image
Last edited by Harnos on Mon Mar 18, 2024 7:17 pm, edited 5 times in total.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Defender Mecha

Post by Harnos »

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Defender Mecha PL 10 (162)
Strength 1/12 Stamina 1 Fighting 3
Agility 2 Dexterity 2
Intellect 0 Awareness 2 Presence 0


Powers:
Mecha: (93, Removable 18) (74 Total)
Huge Size: Growth 8, Permanent, Innate ( +8 Str, +8 Toughness, 8 Mass,+4 to Intimidation, -8 Stealth, -4 Dodge, -4 Parry, Speed 1) (17)
High-tech Motors: Enhanced Strength 3, Power-Lifting 1 (200 tons) (7)
Armor: Protection 4, Impervious Toughness 8 (20)
Magnetic Force Field: Protection 2, Impervious 1, Sustained. Enhanced Dodge 3 (7)
Sensors: Senses 10 (Accurate Radio Extended 1 [radar], Darkvision, Direction Sense, Distance Sense, Infravision, Time Sense, Ultrahearing) (10)
Life Support System: Immunity 10, Quirk 1 (Starvation, thirst and suffocation immunities lasts for a limited time) (9)
Tactical Computer: Enhanced Parry 4, Enhanced Skills: Close Combat: Mecha 2, Ranged Combat: Mecha Weapons 2, Feature 3 (Internet connection, AI) (8)
Commlink: Radio Communication 3 (Statewide) (12)
Enhanced Speed 1 (8 MPH, 120 ft) (1)
Surveillance Drones: Enhanced Advantages: Minions 2 (2)


Mecha Weapons:
Chainsword: Strength-based Damage 2 linked with Weaken Toughness 3, Affects Objects Only, Feature 1 (+5 Toughness), Easily Removable (5)
Plasma Cannon: Ranged Damage 12, Penetrating 12 [36 pp array], Easily Removable (24)
  • Plasma Flamer: Close Damage 10, Penetrating 10, Cone Area 1 (60 ft)
  • Rocket Launcher: Ranged Damage 13, Side Effect (Exploding Nearby), Burst Area 2 (60 ft) on Ranged Damage 10

Advantages:
Ranged Attack 1, Improved Initiative
Benefit 2(Military Rank, Well-Off), Equipment 1, Languages 1 (Base Language, English and one more)

Skills: 34 ranks
Acrobatics
Athletics 1/13
Close Combat: Unarmed 3/6
Close Combat: Mecha 1/6
Deception
Expertise: Mechas 8/8
Expertise: Soldier 5/5
Insight
Intimidation 2/10
Investigation
Perception 3/5
Persuasion
Ranged Combat: Mecha Weapons 2/7
Ranged Combat: Firearms 2/5
Sleight of Hand
Stealth
Technology 3/3
Treatment 1/1
Vehicles 3/5

Defenses:
Dodge 5/4 Parry 5/5 Toughness 1/15
Fortitude 5 Will 7

Offense:
Initiative 6
Unarmed 6, Damage 0
Mecha Unarmed 6, Damage 12
Chainsword 6, Damage 14
Plasma Cannon 7, Damage 12
Minigun 9, Damage 8
Rocket Launcher 7, Damage 13, Burst Area 2 (60 ft) on Damage 10

Abilities 22 + Defenses 14 + Powers 103 + Advantages 6 + Skills 17 = 162 pp

Complications:
Power Loss: Mecha units can run out of battery and ammunition.

Defender model is a slower but more durable mecha than Vanguard model. It has been developed roughly a decade later than Vanguard. It is also gifted/sold to Earth organizations like some governments and UN The Foundation For Global Defense.
Last edited by Harnos on Tue Jun 27, 2023 1:38 pm, edited 1 time in total.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Re: Baron Draco

Post by Harnos »

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Baron Draco PL 13
Strength 3/14 Stamina 4/14 Fighting 9
Agility 3 Dexterity 3
Intellect 2 Awareness 2 Presence 4


Powers:
Superhuman Might: (72)
Enhanced Strength 11, Power-Lifting 2 (1600 tons)
Enhanced Stamina 10, Protection 2. Impervious Toughness 10
Immunity 6 (Cold, Radiation, Pressure, Vacuum, Disease, Poison)
Flight: Flight 12, Subtle (8000 MPH) (25)
Heat Resistance: (6)
Immunity 1 (Environmental Heat)
Immunity 10 (Heat Effects), Limited to Half-effect

Fire Generation: Firebolt: Ranged Damage 14, Accurate 1 (29 pp array) (32)
  • Multi-firebolts: Multiattack Ranged Damage 9, Accurate 2
  • Flame Spray: Cone Area 1 (60 ft) Damage 13
  • Nova: Burst Area (30 ft) Damage 13
Flaming Eyes: Enhanced Skill; Intimidation 4 (4)
Senses 2: Infravision, Tracking Infravision

Advantages:
Assessment, Benefit 5 (Shadow Agent 2, Millionaire 3), Improved Initiative 1, Inspire 2, Languages 2 (English Base, Spanish, Arabic, Portuguese, French), Leadership, Power Attack, Ranged Attack 5, Startle, Teamwork

Skills: 44 ranks
Acrobatics 5/8
Athletics 2/16
Close Combat: Unarmed 3/12
Deception 1/5
Expertise: Soldier 8/10
Expertise: Metahumans 5/7
Insight 2/4
Intimidation 7/11 (15 with Flaming Eyes)
Investigation
Perception 4/6
Persuasion 5/8
Ranged Combat:
Sleight of Hand
Stealth 2/5
Technology
Treatment
Vehicles

Defenses:
Dodge 10 Parry 10 Toughness 16
Fortitude 14 Will 12

Offense:
Initiative 7
Unarmed 12, Damage 14
Firebolt 10, Damage 14
Multi-bolt 12, Damage 9
Area Effects -, Damage 12
Throwing 8, Damage 14

Abilities 60 + Defenses 18 + Powers 143 + Advantages 20 + Skills 22 = 263 pp

Complications:
Motivation (Power): Baron wants more respect from the non-SHADOW affiliated common folk.
Enemy: When he was younger he was beaten badly by Captain Thunder and the fight was recorded on video. He is now more powerful and experienced and desires to settle the score.

Baron Draco is the fruit of SHADOW's eugenics program. Two mutants working for the organization were chosen by Anghelor Nell to procreate. His mother Dragonfire was a fierce woman with fire control powers and his father Lethalblow was a flying strongman who worked for Overshadow since he was a teenager. Jude Bentley was born of this union and raised by nannies. Since his childhood he was trained by elite fighters and best tutors. His leadership potential was discovered while he was elementary school age and encouraged. He is a veteran soldier and a capable tactician. Baron is also proficient in five languages and have detailed knowledge of military hardware.

Baron has proven himself in battlefield many times and became the commander of SHADOW'S most elite military team: Dark Legion. He has held that position for the last six years. He loves his position and embraces his duties. He gets recognition from the civilian populace as a powerful and dangerous metahuman warrior too. But he desires more authority over the citizens of SHADOW affiliated regimes. It must be noted that Baron is a true believer of SHADOW's ideology and goals. He has faith in that a charismatic and clever leaders with millennia of experience can lead humanity to a better future. They can bring back the golden age they were born into. He thinks that democracy creates an environment in which demagogues and con artists thrive and uneducated masses gain dominion over the intellectual elite.

He has firm hold of his fellow team members. Among them, he likes Rampage the most. Young man's strength is immense and he is a smart fellow who follows orders and does things by the book. Mindfire's constant flirting, teasing and thrill-seeking annoys him but he has fallen victim to her charm and slept with her. Still, he has managed her sociopathic tendencies so far. Thunderbolt's glory seeking sometimes endanger his plans but he thinks man is a good asset for the team with his powers and engineering background.

Source of picture.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Rampage

Post by Harnos »

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Rampage PL 14 (188)
Strength 1/18 Stamina 2/17 Fighting 4/8
Agility 2 Dexterity 0
Intellect 3 Awareness 1 Presence 0


Powers:
Huge Size: Growth 4, Permanent( +4 Str, +4 Sta, 4 Mass,+2 to Intimidation, -4 Stealth, -2 Dodge, -2 Parry, Large Size) (8)
Scary Visage: Enhanced Skill: Intimidation 8 (4)
Inhuman Strength:
Enhanced Strength 13
Power-Lifting 4 (100.000 tons)
Enhanced Fighting 4
Leaping 11 (2 Miles), Speed 2 (8 MPH)
Groundstrike: Burst Area 2 (60 ft) Affliction 14, Extra Condition, Limited Degree, Instant Recovery, Limited to targets on the ground, Resisted by Dodge, (Dazed and Vulnerable, Prone and Stunned) (Alternate Effect of Strength Damage)
Enhanced Advantages (Improved Hold, Ultimate Effort (Strength Checks)) (54)
Superhuman Toughness: (70)
Enhanced Stamina 15, Permanent
Protection 1, Impervious Toughness 10
Immunity 7 (Environmental Effects, Disease, Poison)
Immunity 6 (Fatigue, Sleep), Limited to Half-Effect
Regeneration 5 (Every two rounds), Feature 1 (Regrowth)
Enhanced Advantages (Diehard, Great Endurance, Withstand Damage 1 [+2 Toughness, -2 Dodge/Parry])

Advantages:
All-out Attack, Power Attack, Ranged Attack 3
Benefit 5 (Shadow Agent, Millionaire 3, Secret Identity), Languages 1 (Russian base, English), Startle, Takedown
Diehard, Great Endurance, Improved Hold, Ultimate Effort (Strength Checks)

Skills: 18 ranks
Acrobatics
Athletics 2/20
Close Combat: Unarmed 2/10 (6 in human form)
Deception
Expertise: Metahumans 5/8
Expertise: Science 2/5
Insight
Intimidation 2/12 (2 in human form)
Investigation
Perception 2/3
Persuasion
Ranged Combat: Throwing 3/6
Sleight of Hand
Stealth (-4)
Technology
Treatment
Vehicles

Defenses:
Dodge 5 Parry 7 Toughness 18
Fortitude 17 Will 9

Offense:
Initiative 3
Unarmed 10 , Damage 18
Throwing 6, Damage 18

Abilities 26 + Defenses 14 + Powers 128 + Advantages 13 + Skills 9 = 190 pp

Complications:
Motivation(Recognition): Gregor has spent his early years as a loner and now wants to get respect and admiration from people.
Power Loss: In his human form, he doesn't have any of his powers.

Gregor Yaschenko's parents immigrated to United States from Ukraine when he was a baby. They wanted a better life for themselves and a better future for their children. Like many second generation immigrant children of his age, he learned English by watching tv and Youtube videos. He was a silent and reclusive kid and preferred watching cartoons to playing with his siblings. He especially developed a fondness for superhero cartoons. His parents, recognizing this as an opportunity, began buying Gregor comic books with what little additional money they had, hoping that his fascination with costumed characters would accelerate his reading skills. Comic books and colorful characters that populated it's pages became an escape route for Gregor, who was third kid of a poor immigrant family.

As a child, he would often imagine himself in the role of a superhero, possessed of astounding abilities that made him the center of attention. As he grew up, naturally he became interested in the metahumans and their powers. He became obsessed with them, meticulously studying known metahumans, the details of their powers, their backgrounds and fights. By working as a part-time waiter, he collected the money for a DNA test to see if he has potential to be a superhuman. He was extremely happy when he got a positive result. Still, among the people who carry metahuman genes only less than one in a thousand manifested superpowers, there was a paranormal activation process that was as necessary as the genetic component.

During his teenage years and early adulthood, he joined more than one legal experiment to awaken superhuman potential but for a long time he couldn't get what he wanted. After many disappointing trials, he learned of an illegal program that used extreme methods to awaken potential. Few weeks later, he was on a plane to Iraq where the project took place. After few weeks of sensory deprivation, rigorous exercise and torturous experiments, his powers finally manifested. He turned into an eight feet tall hulking humanoid with limited intellect. The last thing he remembered was immense pain, so he lashed out at his torturers. His powers were far greater than most metahumans so the measures taken to capture him was ineffective. He destroyed that facility and ran away. For the following days, when he approached to people they either ran away or attacked him with guns. He went on a killing spree, devastating settlements in his path. After videos of his fights with local forces and a metahuman team were uploaded to internet, he was dubbed "Rampage" on social media.

After hearing the news, Overshadow sent Mentat and Dark Legion after him. They managed to subdue him and Mentat calmed him down, then they took him in. A group of scientists, physics and mages restored his consciousness. Gregor felt guilty for the lives he took and was shocked by how his new body looked. None of this was like how he imagined to be a superhero. However, Mentat and Baron managed to talk him out of his guild and fear. He told him how he could use his newfound powers to get the things he always wanted and give his family a much better standart of living. SHADOW had the resources and means to help him control his new form, so it was a simple choice for him. He knew that he would be in trouble for the deeds he did while he was not in control.

Gregor was trained and indoctrinated in a SHADOW facility in Syria. He got rid of his dreams about heroic life long ago but got the core of that dream; superpowers and a reputation as a badass. He resents the cruel process he endured and it is much better than being a nobody.
Being on good terms with his team leader helps too.

In his human form he looks like a short but athletic blonde man in his early twenties. In Rampage form, he still retains his agility despite his immense size.

Character is adapted from Paragons book. I even copy pasted some sentences from the book this time. It doesn't make much sense to write things again while they are already written
Last edited by Harnos on Sat Feb 25, 2023 11:10 am, edited 3 times in total.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Thunderbolt

Post by Harnos »

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Thunderbolt PL 13
Strength 3 Stamina 4 Fighting 6
Agility 5 Dexterity 3
Intellect 3 Awareness 1 Presence 1


Powers:
Electrosense: Detect Electricity, Ranged, Acute, Analytical, Extended Range 2 (6)
Electricity Generation: Ranged Burst Area 1 (30 ft) Damage 13 [39 pp array] (49)
  • Thunder Bolt: Ranged Damage 16, Accurate 2, Precise, Feature 1 (Charge devices)
  • Multiple Bolts: Ranged Damage 12, Accurate 3
  • Chain Lightning: Cone Area 2 (120 ft) Close Damage 13
  • Neutralize: Nullify Electricity 12, Perception Ranged, Concentration
  • Neural Shock: Ranged Affliction 12, Cumulative, Resisted and Overcome by Fortitude (Dazed, Stunned, Incapacitated), Accurate 3
  • Electrical Aura: Close Reaction (On Contact) Damage 7, Affects Corporeal linked with Electrical Form
  • Electromagnetic Pulse: Ranged Weaken Electronics 8, Affects Only Objects, Broad, Burst Area 1 (30 ft), Simultaneous, Distracting, Feature 4 (Can spend a move action to increase area ranks by 4 (500 ft-150 meters))
  • Control Machines: Ranged Affliction 12, Cumulative, Only Affects Objects, Accurate 3, Resisted and Overcome by Will, (Dazed, Compelled, Controlled)
  • Electro-Punch: Close Damage 16
  • Magnetic Lifting: Perception Ranged Damaging Move Object 13, Limited to Ferrous Metals
Speak with Machines: Comprehend 2 linked with Communication 1 (100 feet) (8)

Electrical Resistance: Immunity 10 (Electrical Effects) (10)
Electromagnetic Force Field: Protection 11, Sustained, Impervious Toughness 10, Immunity 5 (Environmental Effects), Sustained (37)
  • AE; Electrical Form: Insubstantial 3, Immunity 10 (Life Support) linked with Electrical Touch
Electrical Movement: Teleportation 12 (16 Miles, 24 km), Medium (Electricity), Change Velocity, Change Direction (15)
  • Flight 7 (250 MPH, 1/2 Mile)

Muan Tattoo Magic: Enhanced Will 4, Fortitude 2, Immunity 1 (Disease) (7)

Advantages:
Power Attack, Precise Attack (Ranged; Cover)
Benefit 4 (Shadow Agent, Millionaire), Improved Aim, Language 1 (French base, English, Spanish)

Skills: 36 ranks
Acrobatics 3/8
Athletics 4/7
Close Combat: Unarmed 4/10
Deception
Expertise: Engineer 7/10
Expertise: Mercenary 5/8
Insight
Intimidation 4/5
Investigation
Perception
Persuasion
Ranged Combat: Thunderbolt 3/10
Sleight of Hand
Stealth
Technology 5/8
Treatment
Vehicles 1/4

Defenses:
Dodge 11 Parry 9 Toughness 4/15
Fortitude 8/10 Will 9/13

Offense:
Initiative 4
Unarmed 10, Damage 3 (Reaction Damage 7 when Insubstantial)
Electro-Punch 10, Damage 16
Thunderbolt 10, Damage 16
Multiple Bolts 12, Damage 12
Neural Shock 12, Affliction 12
Area Effects, Damage 13

Abilities 54 + Defenses 21 + Powers 132 + Advantages 8 + Skills 18 = 233 pp

Complications:
Motivation (Thrill): He likes to the excitement of combat and wants his victories to be seen by public.
Power Loss: SHADOW has ways to bypass his Muan Tattoo Magic power when necessary.

Bernard Jégou was a skilled electrical engineer who was working on a new high-voltage power transmission line at a power plant. Unfortunately, not all the workers there were as conscientious as he. Suddenly, an improperly-tightened valve burst open, spraying Jégou with liquid oxygen. A normal man would die right there, but the damage to his tissues and shock on his nervous system triggered his dormant metahuman genes. There was a flash of lightning and suddenly he was gone. With a second flash of light, he was reborn, jolts of electricity sparkling all over him.

The incident drew the attention of French government and Bernard was officially recorded as a metahuman. Soon, he learned to control his powers and worked for government of France for over a year. However, strict discipline and being ordered by bureaucrats bored him. When SHADOW contacted him for mercenary work in Africa using a subsidiary private military contractor company, he was more than willing to accept their offer. After many successful battles, he was recruited into main organization.

Thunderbolt didn't buy into SHADOW's ideology but they paid good so far and kept their promises, most importantly they offered him longevity treatments in the future. He also got used to being on the wrong side of the law, wild and free. He sometimes can be a thorn on the side of Baron Draco; he sometimes takes unnecessary risks or delay to obey a command. He sees through Rampage's tough exterior and likes to low-key bully the young nerd inside. He had bad experiences with dangerous woman so he pretty much stays away from Mindfire. Bernard gets along well with Smiley and likes his relax attitude.

Without his costume, Bernard is a blond and muscular French man in early 30's.

Thunderbolt is adapted from Champions, but he had an "scientific accident" origin there, rather than mutant.
Harnos
Posts: 499
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Smiley

Post by Harnos »

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Projectile PL 13 (233)
Strength 2 Stamina 3/6 Fighting 6
Agility 4 Dexterity 2
Intellect 1 Awareness 1 Presence 2


Powers:
Telekinetic Shield: Protection 10, Sustained, Impervious 10 linked with Immunity 5 (Environmental Effects) (35)
Telekinetic Flight: Flight 13, Subtle (16.000 MPH, 60 Miles) (27)
Telekinesis: [60 p parray] (69)
  • Perception Ranged Damaging Move Object 13, Subtle, Precise, Increased Mass 6 (12.000 tons), Dynamic
  • Crush: Perception Ranged Damage 13, Subtle linked to Perception Ranged Weaken Toughness 5, Affects Objects, Subtle
  • Throw Objects: Ranged Multiattack Damage 16, Indirect 4, Accurate 3, Quirk 1 (Requires Objects)
  • Deflect 10, Reflect, Redirect, Limited to physical attacks, Dynamic
  • Mass Telekinesis: Perception Ranged Damaging Move Object 9, Burst Area 2 (60 ft), Selective, Distracting, Subtle
  • Telekinetic Burst: Ranged Damage 13, Burst Area 2 (60 ft), Subtle, Feature 2 (Can spend a move action to increase area by 2 ranks
  • Force Fields: Create 15, Moveable (800 tons), Impervious 6, Subtle, Accurate 2, Dynamic

Muan Magical Tattoos: Enhanced Stamina 3, Enhanced Will 4 (10)

Advantages:
Attractive, Benefit 4 (SHADOW Agent, Millionaire), Equipment 6 (Real Estate, Vehicles), Extraordinary Effort, Improve Initiative, Languages 1 (German Base, English, Dutch)

Skills: 28 ranks
Acrobatics 1/5
Athletics 3/5
Close Combat: Unarmed 3/9
Deception 3/5
Expertise: Social Sciences 2/3
Expertise: Acting 2/4 (Presence based)
Insight 4/5
Intimidation 1/3
Investigation
Perception 1/3
Persuasion 6/8
Ranged Combat: Throwing Objects 2/12
Sleight of Hand
Stealth
Technology
Treatment
Vehicles

Defenses:
Dodge 10 Parry 10 Toughness 3/6/16
Fortitude 5/8 Will 10/14

Offense:
Initiative 8
Unarmed 9, Damage 2
Telekinesis -, Damage 13
Crush -, Damage 13 linked with Weaken Toughness 5
Telekinetic Burst -, Damage 13
Throwing Objects 10, Damage 16

Abilities 42 + Defenses 21 + Powers 141 + Advantages 14 + Skills 14 = 233 pp

Complications:
Motivation (Lust): Smiley is a charming womanizer.
Relationship: With his family.

Sven Decklerk was born in Belgium 26 years ago to a middle class family. He grew up as a short statured but athletic and handsome lad with a easy-going attitude. He spent his early years active with sport. When he graduated from high school he started on his sociology degree. College environment was a paradise for a lad like him. He enjoyed every game, play and party, naturally. Sven also met people from different backgrounds and countries which could be said to prepare him for his future career. But none could prepare him for what happened in a particularly taxing football game.

He was not at the peak of his performance that game but coach put him in the field because of his raw talent. At the end of the game, his heart was beating very rapidly and his muscles were aching. He just felt a little dizzy, then next moment a shockwave bursted itself into existence and killed some of the other players on the field. He found himself flying above the ground, unable to land or grasp his situation. But it was clear for everyone else: Sven erupted into a metahuman and killed some of his fellow college athletes. Lawsuits by the families of victims followed and he was sentenced, unjustly for two years in prison. His power nullified by zero serum, he was being transported to Stronghold. However, SHADOW knew that it was easier to recruit metahumans who are judged for a crime they didn't have a control to begin with. He never knew, a trained SHADOW telepath influenced the judge's decision in the first place.

He has been in their service for the last four years. It is like college life but games are more dangerous and stressful. But money and fame is much bigger and the perks that come with them. He didn't leave his old life; he can meet with his parents from time to time by using body morphing arcane rituals of occultists of his organization.

Smiley's destructive potential is quite high with his perception based telekinesis and area attacks and he endure as much punishment. He is one of the most powerful telekinetics in the world, being able to lift battleships while pushing himself to his limit. Sven is a short but muscular man of German ancestry with an handsome face. He gets along with most of his teammates, but likes Thunderbolt better. The spark between him and Mindfire turned into a "beneficial" friendship naturally.

Smiley is an original character. Picture Source.
Last edited by Harnos on Sun Aug 20, 2023 11:12 pm, edited 2 times in total.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Mindfire

Post by Harnos »

Image

Mindfire PL 12 (224)
Strength 0 Stamina 1/4 Fighting 3
Agility 3 Dexterity 3
Intellect 1 Awareness 4 Presence 3


Powers:
Psi-Active: Senses 5 (Ranged Radius Acute Extended Mental Awareness) (5)
Mind Shield: Enhanced Will 4, Limited to Mental Attacks (2)
Fiery Telekinetic Wings: Flight 6 (120 mph) (12)
Muan Magic Tattoos: Enhanced Stamina 3 (6)
Psychokinetic Aura: Protection 10, Sustained, Impervious (30)
Telepathy: Communication 3, Area, Selective, Quirk 2 (Limited to 8 people and 30 miles) linked with Comprehend 3 (Speak, Understand, Be Understood in All Languages) (22)
Lady of Pain: (53)
  • Telepathic Torture: Perception Ranged Damage 12, Alternate Resistance Will, Precise
  • Stunning Pain: Perception Ranged Cumulative Affliction 12, Resisted and Overcome by Will,(Dazed, Stunned, Incapacitated)
  • Telekinetic Torture: Perception Ranged Damage 12, Alternate Resistance Fortitude, Precise
  • Telekinesis: Perception Ranged Move Object 11, Damaging, Precise, Increased Mass 4 (800 tons)
  • Telepathic Intrusion: Cumulative Mind Reading 12, Sensory Link, Quirk (Painful to the target unless Mindfire imposes on herself the Distracting flaw)
Advantages:
Attractive, Benefit 4 (SHADOW Agent, Millionaire), Connected, Fascinate (Deception), Improved Initiative, Second Chance (Mind Control), Taunt, Uncanny Dodge

Skills: 46 ranks
Acrobatics 1/4
Athletics
Close Combat: Unarmed 3/6
Deception 10/14
Expertise: Streetwise 8/9
Insight 10/14
Intimidation 4/8
Investigation
Perception 2/6
Persuasion 8/12
Ranged Combat:
Sleight of Hand
Stealth
Technology
Treatment
Vehicles

Defenses:
Dodge 9 Parry 9 Toughness 1/4/14
Fortitude 3/6 Will 12 (16 against mental effects)

Offense:
Initiative 7
Unarmed 6 , Damage 0
Psionic Attacks -, Damage 12 or Affliction 12

Abilities 36 + Defenses 22 + Powers 132 + Advantages 11 + Skills 23 = 224 pp

Complications:
Motivation(Power): Mindfire loves exerting her power over others and can get so wrapped up in it that she doesn’t pay attention to what’s happening around her. She also likes to manipulate people just for the fun of it.
Motivation—Thrills: Mindfire is an adrenaline junkie.
Temper: Mindfire has a short fuse. She was abused during her childhood—and surrounded by even greater violence. She has a violent temper that often gets the best of her. She can go from calm to murderous in an instant, especially when she feels helpless, powerless, or belittled.

"Emma Jeffries is the daughter of Michael Jeffries, wealthy philanthropist and mob lawyer. The senior Jeffries was responsible for keeping numerous organized crime figures out of jail, but to his great frustration, was never admitted further into the families. Behind closed doors, he took his frustration out on his wife and child. At nine years old, Emma was shipped off to the first of the high-priced boarding schools that were her home from then on. A year after she left, Emma’s mother committed suicide. After that, she felt little connection to her father and knew him mainly as the man who controlled the purse strings and who beat her at his whim."

Her violent upbringing and reckless nature made her a problem student and she was transported between schools more than few times. She was going to her new school in the back of a limo after another expel. Her powers suddenly and without obvious reason came into being. She unwillingly killed her driver and bodyguard and wrecked the car. It took some time to figure out what happened and gain a basic control of her newfound powers. After then Emma returned to back home to give his dad a taste of his medicine. She was not very precise with her powers naturally and killed him instantly.

She called one of her father's associates, explained the situation and asked for help. He covered up the situation and arranged her a safe place to stay. After a while, he asked for a "favor". Emma did the job clean and without being noticed, so started her career as a spy and assassin. It didn't take long for her to try a mercenary job. She liked thrill and excitement as well as the chance to use her powers on more noteworthy targets. Soon she was contacted by SHADOW agents and her career took a more regular path. Her powers as well as her perceptive nature and ambitious personality made her rise through the ranks quickly. Emma now enjoys her infamous celebrity status as well as new thrills. She also likes to manipulate dangerous men and there are plenty of them in SHADOW.

She managed to seduce team leader once but it frustrates her that she cannot manipulate him easily. Rampage is an annoying nerd in her eyes and she doesn't like Thunderbolt's self-praising either. She enjoys her sexual connection with Smiley and made him believe she was a victim of unfortunate circumstances just like him. She tried to seduce with Overshadow but the man was too clever and experienced for him. Progenitor suggested her to take a break from fights and give birth to a child but she dislikes the idea of carrying such a burden for so long.

Emma is a beautiful and shapely woman in her mid twenties.

The first paragraph is from Threat Report book.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Deep Ones

Post by Harnos »

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Deep Ones

World of Ulxe was engineered by Creators to have chains of islands instead of big land masses so they could observe island ecosystems. Much later than terraforming of the planet, it was colonized by Muans. Slowly they filled the islands with towns and cities. They lived off the ocean and examined the native ecosystems for the biochemical treasures they have. The variety of aquatic lifeforms helped them advance their bio-magic. After colonizing all the surface area, a more ambitious idea occurred to the Muans: to colonize the seas themselves.

They created floating island cities at first. Those cities relied on algae, kelp and weed farming as well as fishing for food. As the decades passed, Muans decided they needed workers better equipped to work in an aquatic environment. Genetic engineering was not a taboo for them, so they designed new humans with gills as well as tougher and stronger bodies that can handle pressure and coldness of the depths. These new class of workers grew in number as time passed and soon they wanted to build new homes for themselves underwater. Muan magic and technology went through modifications to adapt to the world underwater. In the following centuries, underwater cities spread through the oceans.

When the influence of the Mad Gods reached their planet, there were already cities and societies below the waters. Lord of the Deep became a favorite god among many cities both on land and under the water. Belief of Mad Gods polarized the Muan society and a civil war followed. This war was fought not only in Ulxe but on many worlds. Followers of Lord of the Deep managed to summon him into Ulxe; he crushed any resistance, decimated entire cities and drove populations mad. But that was not enough; he bent and twisted the bodies and minds of his followers. They were no longer a fair folk but grotesque monsters. But they were stronger and immortal, better suited to serve their dark master. Lord of the Deep spread them to various worlds and pocket dimensions. When The Creators came to destroy Muan civilization, he managed to hide the presence of some of his Deep Ones. His body was destroyed and his essence was banished to his home dimension but his servants prevailed.

Deep Ones longed for the humanoid shapes they had; but they could not reject their lord's gift. Even though they were well accomplished at biomancy, the pact they made with Lord of the Deep made it impossible to change their bodies without harming themselves. They lusted for human flesh still and found a twisted way to satiate their desires; they used the biomancy to only change their sperm and egg cells as well as DNA within for a limited time period. This way Deep Ones could sire more human looking offspring. This method was not only satisfying but also useful to replenish their numbers considering their low birthrate. Soon, they began to spread through human worlds where they are treated as gods or monsters.

Deep Ones have three small cities on Earth; Dhesnid in Mediterranean, Yilnoits in Atlantic and Elgre in Pacific. They all were founded before Creators erected The Wall around the Earth, their presence hidden by Lord of the Deep. When The Wall stopped the flow of Ether into our world, they went into millennia old hibernation. They awoke in late nineteenth century. Their existence became public in 2002. China attacked the city of Elgre with nuclear missiles and in retaliation they sent horrific biological weapons against Chinese people and caused millions of deaths. A truce was reached in short time after the intervention of UN. Currently, they are not allowed to come close to the shores of sovereign countries without proper permit. However, they gained footholds in Mediterranean because some countries lack the central authority or too busy with civil wars.

Deep One PL 6 (74)
Strength 8 Stamina 7 Fighting 4
Agility 1 Dexterity -1
Intellect 1 Awareness 2 Presence 0


Powers:
Ether Awareness: Detect Paranormal Effects, Ranged (2)
Aquatic Being: (14)
Immunity 3(Drowning, Pressure, Cold)
Movement 1 (Environmental Adaptation: Aquatic)
Senses 4: Low-Light vision, Accurate Hearing, Ultra Hearing
Swimming 4 (8 MPH). AE: Speed 2 (8 MPH), Leaping 2 (30 ft)
Immortal: (5)
Immunity 2 (Aging, Disease)
Protection 1
Regeneration 1, Feature 1 (Regrowth)

Advantages:
Eidetic Memory, Favored Environment (Aquatic)

Skills: 4 ranks
Athletics 2/10
Expertise: Magic 2/3

Defenses:
Dodge 3 Parry 4 Toughness 8
Fortitude 7 Will 5

Offense:
Initiative 1
Bites and Claws 4, Damage 8

Abilities 44 + Defenses 5 + Powers 21 + Advantages 2 + Skills 2 = 74 pp

Complications:
Weakness (Dehydration): Spending extended time away from water causes Deep Ones to dehydrate and weaken, gaining levels of fatigue
Motivation (Power):Deep Ones desire dominion over humans.
Last edited by Harnos on Fri Mar 24, 2023 9:16 am, edited 1 time in total.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Re: Ethereal Earth Characters (Deep Ones)

Post by Harnos »

Image

Deep One Hybrid PL 5 (64)
Strength 6 Stamina 6 Fighting 4
Agility 2 Dexterity 0
Intellect 0 Awareness 1 Presence 0


Powers:
Aquatic Being: (14)
Immunity 3(Drowning, Pressure, Cold)
Movement 1 (Environmental Adaptation: Aquatic)
Senses 4: Low-Light vision, Accurate Hearing, Ultra Hearing
Swimming 4 (8 MPH). AE: Speed 2 (8 MPH), Leaping 2 (30 ft)
Immortal: (4)
Immunity 2 (Aging, Disease)
Regeneration 1, Feature 1 (Regrowth)

Advantages:
Eidetic Memory, Favored Environment (Aquatic)

Skills: 2 ranks
Athletics 2/8

Defenses:
Dodge 4 Parry 4 Toughness 6
Fortitude 6 Will 4

Offense:
Initiative 2
Unarmed 4, Damage 6

Abilities 38 + Defenses 5 + Powers 18 + Advantages 2 + Skills 1 = 64 pp

Complications:
Weakness (Dehydration): Spending extended time away from water causes Deep Ones to dehydrate and weaken, gaining levels of fatigue
Last edited by Harnos on Fri Mar 24, 2023 9:19 am, edited 1 time in total.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Deep One Hybrid Warrior

Post by Harnos »

Image

Hybrid Warrior PL 7 (92)
Strength 6 Stamina 6 Fighting 5
Agility 2 Dexterity 1
Intellect 0 Awareness 2 Presence 0


Powers:
Aquatic Being: (14)
Immunity 3(Drowning, Pressure, Cold)
Movement 1 (Environmental Adaptation: Aquatic)
Senses 4: Low-Light vision, Accurate Hearing, Ultra Hearing
Swimming 4 (8 MPH). AE: Speed 2 (8 MPH), Leaping 2 (30 ft)
Immortal: (5)
Immunity 2 (Aging, Disease)
Protection 1
Regeneration 1, Feature 1 (Regrowth)

Advantages:
Eidetic Memory, Favored Environment (Aquatic)
Close Attack 1, Equipment 6, Improved Initiative 1, Ranged Attack 4

Equipment:
Organic Spear: Strength-based Damage 2
Technomagic Particle Rifle: Ranged Damage 7
Bio-Armor: Protection 2, Impervious Toughness 6


Skills: 12 ranks
Acrobatics 1/3
Athletics 3/10
Expertise: Soldier 4/4
Ranged Attack: Technomagic Particle Rifle 2/7
Perception 2/4

Defenses:
Dodge 5 Parry 5 Toughness 9 (7 without armor)
Fortitude 8 Will 6

Offense:
Initiative 6
Unarmed 6, Damage 6
Organic Spear 6, Damage 8
Technomagic Particle Rifle 7, Damage 7

Abilities 44 + Defenses 9 + Powers 19 + Advantages 14 + Skills 6 = 92 pp

Complications:
Weakness (Dehydration): Spending extended time away from water causes Deep Ones to dehydrate and weaken, gaining levels of fatigue.

These are the fighting force of Deep One cities. They are far above the average human soldier thanks to their superhuman might and technomagic equipment.

Image is from Rİfts: Lemuria.
Last edited by Harnos on Sat Apr 08, 2023 9:52 pm, edited 1 time in total.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Deep Knight

Post by Harnos »

Image

Deep Knight PL 10 (114)
Strength 9 Stamina 8 Fighting 7
Agility 2 Dexterity 0
Intellect 1 Awareness 2 Presence 0


Powers:
Ether Awareness: Detect Paranormal Effects, Ranged (2)
Aquatic Being: (14)
Immunity 3(Drowning, Pressure, Cold)
Movement 1 (Environmental Adaptation: Aquatic)
Senses 4: Low-Light vision, Accurate Hearing, Ultra Hearing
Swimming 4 (8 MPH). AE: Speed 2 (8 MPH), Leaping 2 (30 ft)
Immortal: (5)
Immunity 2 (Aging, Disease)
Protection 1
Regeneration 1, Feature 1 (Regrowth)
Stronger Specimen: Power-Lifting 1 (12 tons)

Advantages:
Eidetic Memory, Favored Environment (Aquatic)
Close Attack 2, Equipment 7, Improved Initiative, Ranged Attack 5

Equipment:
Technomagic Pistol: Ranged Damage 8
Melee Weapon: Strength-based Damage 2
Chitinous Armor: Protection 3, Impervious Toughness 7

Skills: 10 ranks
Athletics 5/15
Expertise: Magic 2/3
Ranged Combat: Technomagic Guns 3/8

Defenses:
Dodge 6 Parry 7 Toughness 9/12
Fortitude 10 Will 8

Offense:
Initiative 6
Unarmed 9, Damage 9
Melee Weapon 9, Damage 11
Technomagic Pistol 8, Damage 8

Abilities 58 + Defenses 12 + Powers 22 + Advantages 17 + Skills 5 = 114 pp

This is a pureblood deep one soldier. Image is taken from Rifts: Lemuria, i first saw it in Jab's Rift Builds thread, the stats for Rifts conversion is there.
Harnos
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Nhe'ar (Morlocks)

Post by Harnos »

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Nhe'ar (Morlocks)
After engineering the extra-dimensional tunnels and lands of Sub-Terra, Star Gods seeded it with life. Various plants, animals and microorganisms from Earth's past and sometimes from other planets were brought there. When a stable ecology was created, they decided to add sentient life as well. They used neanderthals as base template for this new humanoid breed but experimented on it to grant adaptations to the life underground. The result was the short and stocky white skinned humanoids who could function in areas of total darkness.

Today they live in small hunter-gatherer tribes in Sub-Terra but some have settled down and found villages in primordial domains where miniature artificial suns give life to a pre-historic jungle ecosystems. Their technology level is roughly equal to Neolithic era of humans. Agarthans as well as some Jinn tribes dwelling in underworld uses Nhe'ar people as slaves, since they are strong and tough but don't have formidable powers or numbers to protect themselves. Still, roughly one out of 25 Nhe'ars is a mutant with psionic powers and functions as a shaman for his tribe. Surface dwellers also captured some Morlocks (as they are named by humans) for study. Now some of the village folk are encouraged to help mining operations by humanity.


Nhe'ar PL 4 (21)
Strength 3 Stamina 3 Fighting 3
Agility 2 Dexterity -1
Intellect -1 Awareness 1 Presence -1


Powers:
Underground Adaptations: Senses 2 (Infravision, Ultravision)


Advantages:
Equipment 1 (Stone spear, stone knife)

Skills: 8 ranks
Acrobatics
Athletics 1/4
Close Combat: Unarmed
Deception
Expertise: Survival 4/5 (Awe-based)
Insight
Intimidation
Investigation
Perception 2/3
Persuasion
Ranged Combat:
Sleight of Hand
Stealth 1/3
Technology
Treatment
Vehicles

Defenses:
Dodge 2 Parry 3 Toughness 3
Fortitude 3 Will 1

Offense:
Initiative 2
Unarmed 3, Damage 3
Stone spear 3, Damage 5

Abilities 16+ Defenses 0 + Powers + Advantages 1 + Skills 4 = 21 pp

Complications:
Motivation (Survival): Morlocks are driven by their basic need to survive.


Image generated by Playground AI.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Jinn

Post by Harnos »

Image
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Jinn
[/size][/b]Jinn were once sentient spirits of elemental nature. As time passed, they were shaped by the dreams of archaic humanoids, molded into their image. As they became more humanoid, they started to interact with them more frequently and they even started to breed with them like mortals. Millenia of interaction made them partially mortal, they don't die of old age but need to eat, breathe and procreate. They adopted the humanoid culture and traditions as well and already had cities when people of Earth were dwelling in caves. Jinn continued their existence even after their humanoid progenitors were extinct.

Naturally, Jinn interacted with early humans as well. Shamans of early humans began to contact Jinn and sought their aid in various matters both spiritual and material. They intermingled and interbred with humans too, becoming more like them. Jinn enjoyed their near-divine status among mankind and used them as slaves and servants. But Star God Mentor didn't want Jinn to influence human civilizations much and wanted some human worlds to be left to their own devices. This angered the Jinn but most of them obeyed, though they kept interacting with humans. However, some didn't want to lose their slaves, called for the aid of Entropy Lords and swore to punish humans. They waged war against humans. Odds were in their favor at first but this changed as human mages like Solomon learned to bind Jinn into servitude and this changed the hierarchy completely. On the long run, the alliance of various human civilizations with arcane knowledge managed to stop the Jinn incursions into material worlds.

Despite the victory of humans, they suffered heavy losses and Jinn continued to plague humanity. As the activity of Star Gods decreased in the universe, their attacks increased in frequency and intensity. The Wall stopped their activity on Earth for a long time but they returned, as well as the mages who deal with them. Today, most Jinn tribes hate and disdain humans, even if they are not influenced by Entropy Lords. A small minority is friendly towards humans and some of them even embraced human religions. Worst of Jinn are Ifrits who are twisted by the influence of entropy. There few tribes active in Middle East. Nusaybin tribe believe in Islam and support Islamic State. Cuhenna are worshippers of entropy and are just there to torment or corrupt humans. Kulyas tribe desire to rule over humanity once more and took control of some human settlements which they "protect". Amir of Kulyas tribe is interested in a teenage girl who has potent arcane power despite her young age.

Jinn PL 7 (119)
Strength 4 Stamina 6 Fighting 7
Agility 4 Dexterity 2
Intellect 0 Awareness 1 Presence 1


Powers:
Ethereal Being:
Insubstantial 4 linked with Concealment 4 (All Visual) [28 pp array] (30)
  • Shapeshift: Variable 4, Move Action, Limited to Animalistic Forms
  • Possession: Perception Ranged Affliction 7, Cumulative, Side Effect 2 (Jinn's body lies defenseless in Ethereal Plane) linked with Mind Reading 7

Inhuman Biology:
Immunity 1 (Heat). Immunity 10 (Heat Effects), Limited to Half-Effect (11)
Immunity 3 (Aging, Disease, Poison)
Regeneration 1, Feature 1: Regrowth
Dimensional Movement:
Movement 2 (Related Dimensions) (5)
  • Speed 2, Leaping 1 (15 ft)
Advantages:
Diehard, Improved Initiative 2

Skills: 24 ranks
Acrobatics 1/5
Athletics 1/5
Close Combat: Unarmed
Deception 4/5
Expertise: Arcane Lore 2/3
Insight 2/3
Intimidation 4/5
Investigation
Perception 1/2
Persuasion
Ranged Combat: Throwing 5/7
Sleight of Hand 3/5
Stealth 1/5
Technology
Treatment
Vehicles

Defenses:
Dodge 8 Parry 8 Toughness 6
Fortitude 6 Will 4

Offense:
Initiative 11
Unarmed , Damage

Abilities 50 + Defenses 8 + Powers 46 + Advantages 3 + Skills 12 = 119 pp

Complications:
Motivation(Hatred): Jinn generally despise and hate humans.
Weakness: Jinn can be called and controlled by magic. People with strong faith can repel them.


Of course, some jinn nobles have power to grant some wishes within certain limits, which could be represented by higher power levels and high ranks of Variable power.
Last edited by Harnos on Fri Jan 19, 2024 4:09 pm, edited 1 time in total.
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