Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

IK3E: Sgt. Rock, Spider-Woman, Moon Knight, The Flash

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Re: IK3E: GL Heather Price, Phoenix, Thanos, The Valharan

Postby The Ilethryl Knight » Tue Mar 20, 2012 6:32 am

THE SEVEN PLANES OF EXISTENCE
Part One: The Basic Cosmology and Ancient History of the Planes

‘The Seven Planes of Existence’ is a cosmic fantasy setting I’ve been working on, a multiverse that is to be the backdrop for a new character I’m in the process of developing called The Starmage. The cosmology of the Seven Planes is based loosely upon an idea I got from a book I read by Gene Wolfe. Below is a map of the 7 planes…

Image

The seven planes of existence are - Iä, Élonyth, Valherion, Midgardhyr (‘dh’ is pronounced ‘th’), Loth-Lógrim (formerly named Firlorn), Agmon, and the Sea of Chaos which ebbs and flows between the other 6 planes. Nivenor, as seen on the map, is not a plane of existence at all, but rather the ruins of an Angelic city that floats within the Sea of Chaos near Midgarghyr and Élonyth. (It is now named Nivenor the Lost, but once long ago it was known by another name – Silvrenifar the Beautiful.) Kleos is an Angelic city as well; it is not in ruins though, but rather exists as a fortress/outpost of Warrior Angels from Élonyth. Mighty Kleos is located between Midgardhyr and Loth-Lógrim. Michael the Archangel (see previous post for stats) spends much of his time there, leading the Angelic forces that guard Midgardhyr against the evils of Loth-Lógrim.

Iä and the Sea of Chaos are the eldest of the planes, and only the Creator knows which came first. Next came Élonyth, the celestial plane of Angels, and after this came Midgardhyr the mortal plane, wherein our beloved Earth resides, and Firlorn the fey realm, which later became known as Loth-Lógrim, dominion of the damned. Agmon the abyss and glorious Valherion are the youngest of the realms, and I’ll talk more about them later. Heavenly Iä, the highest realm, is a mystery to all but the Creator, for it is believed that no living thing, not Michael the Archangel, nor even Lucifer the Fallen, has ever set eyes thereupon; though it is told that Lucifer did once attempt to visit this highest of realms long ago, before his rebellion against God and the birth of mortal Men. (Note – it is also believed by many that when mortals die, some are given the gift of Afterlife, and that these souls ascend to Iä, there to dwell in eternal harmony with the Creator.)

After Élonyth came Midgardhyr, and the Angels had a small part in its shaping. The foundations of Midgardhyr were formed out of the Sea of Chaos; but Midgardhyr has the distinction of being the most un-chaotic of all the planes, and therefore the most mundane. The rigid logic of mathematics and physical law hold sway over Midgardhyr for the most part, and only at its deepest foundations (Quantum Physics) can signs of its chaotic origins be found. (Note - magic does exist in limited form on Midgardhyr, but only because knowledge of it, and the ability to work with it, was imparted upon Midgardhyr thru agents from the other planes of existence. I’ll discuss magic in more detail some other day, when I get the chance to type up Part 2 of ‘the seven planes of existence’.)

When Midgardhyr was newly formed, a number of the strange creatures native to the Sea of Chaos took notice of it and were intrigued. Most of these creatures found the ways of Midgardhyr to be anathema to their very nature; but some saw beauty in the physical laws of Midgardhyr, and came to desire a similar such place, slightly less ‘chaotic’ than their own realm, to call their own. The Creator, aware of this desire, decided to accommodate them and fashioned for them the plane called Firlorn. This new plane was similar in many ways to Midgardhyr, but was permeated with Chaos in order to make the settlers originating from the Sea of Chaos feel more at home. Firlorn became a magical dreamlike mirror of Midgardhyr, and its inhabitants eventually evolved into such beings we would term fey or faerie-like.

Eons passed before the coming of mortal Men on Midgardhyr. Yet even before their arrival, the Angels of Élonyth foresaw their coming. And there was rumor among the wise that Mortals would have the potential for destiny greater than that of the Angels themselves; a destiny of possible Afterlife on Iä the highest of all planes, where even the mightiest of Angels were not allowed to go. It was also rumored that the Angels would be given a duty to help these mortals on occasion and spiritually guide them toward such a destiny.

Many of the Angels delighted in the anticipated forthcoming of mortal Men and were eager to serve these mortals in any way God saw fit, thereby serving God and furthering His grand vision. But many also were unsettled, for in their might and majesty they had become prideful, and were not pleased by the thought of these mortal Men having the potential for destiny greater than their own. Chief among this number was Lucifer, mightiest and most glorious of the Angels, who in his grandeur had become most prideful of all. Frustration stirred within him, and he ventured forth from Élonyth and journeyed toward Iä alone, intent upon confronting The Creator in person and demanding that none be allowed a greater destiny than his own, for he was Lucifer Morningstar, brightest of all beings in creation and thus deserving of the greatest destiny of all!

Lucifer was not allowed within Iä. Instead, God met him in the Sea of Chaos just outside Iä’s golden gates, and there they held a heated discourse; but what words were spoken between Lucifer and the Creator outside those gates is known to none but them. All that is known is that when Lucifer returned to Élonyth from his journey, his heart was filled with rage and a cry for rebellion was upon his lips. He urged his fellow Angels to abandon their allegiance to their Creator, for God obviously did not favor them with the esteem they deserved. “If He who names himself God will not grant us a destiny we are worthy of, then let us make our own destiny! We are Angels of great might, and we continue to grow mightier! What need have we of the Creator anymore? Did we ourselves not have a hand in the creation of Midgardhyr? What is to stop us from creating for ourselves whatever we wish? Let us remove these reins by which the Creator enslaves us! Let us take up those the reins for ourselves rather, and rule all of creation as we see fit! What is there to stop us from achieving - nay, even surpassing - such glory as the Creator hordes for himself?”

Lucifer’s powers of persuasion were great, and many of the Angels of Élonyth listened to his words and were enticed; but few were willing to give him their allegiance openly yet, for they feared God’s wrath and were uncertain of such a course. Lucifer knew then that they needed more convincing, and so he set out to prove upon them the truth of his words - he could lead them to greatness the likes of which they had never dreamed possible. And so he left Élonyth, taking his few followers with him; and under his guidance they built for themselves a new place to reside, a great city that floated in serene splendour amidst the turbulent eddies and currents of the Sea of Chaos. When Lucifer and his followers were done with its making, they gazed upon it with pride and named it Silvrenifar the Beautiful, for it shone with a medley of gold and silvery light that was wondrous to behold, and no city before or since has ever been so fair.

The Angels of Élonyth looked upon the city of Silvrenifar with awe, for they had never seen its like. Nothing, not even the greatest of God’s creations which they had seen thus far, had ever seemed so magnificent. And those of Élonyth who had been enticed by Lucifer’s words of rebellion before were now fully swayed, for here was proof that the Angels could achieve greatness for themselves that rivaled that of their creator.

Lucifer returned to Élonyth crying for rebellion once more, and this time nearly half the Angels in all of existence heeded his call, including 3 Archangels. (Note - there are 8 Archangels in total; Lucifer, Michael, and 6 others.) In mass exodus, the rebel Angels departed Élonyth forever, and Lucifer led them to their new home in Silvrenifar.

And the Angels that remained in Élonyth wept their first tears.

Time passed, and eventually the foretold coming of Men finally came to pass. Lucifer journeyed to Midgardhyr out of curiosity and studied these mortal newcomers. At first glance, he almost dismissed them as little more than animals; but something about them, some inner quality, drew on his attention and he studied them more closely, and he was stunned by what he saw. For though the physical forms of these mortals were frail and temporary, their souls were something else altogether. Beauty and unlimited possibility lay within those souls, and there was within them a potential for greatness more grand than anything in all of creation. Indeed, the souls of mortal Men had the potential for destiny greater than that of even the mightiest the Angels!

Lucifer was filled with jealous rage, for the idea of anything achieving a greater destiny than his own was something he could not abide. But at the same time, he also felt a glimmer of hope, for these mortals also had potential for disgrace. Therefore he took upon himself a fair form and went among these mortals, and he tempted them into wickedness.

Thus were the first of mortal Men corrupted and their souls diminished, and thus also did the war between the Angels of Élonyth and the Angels of Lucifer (who now were called the Fallen) over the souls of Mankind begin.

The battles between Angels and Fallen took place, for the most part, outside the realm of Midgardhyr, but a small number of clashes did take place on Earth, and whole continents were rent asunder and reshaped by the forces unleashed. Mankind survived though, and slowly the Angels of Élonyth drove the Fallen away from Midgardhyr altogether, for though the Fallen had Lucifer as their leader, the Angels of Élonyth were slightly greater in number, and they had Michael, the most brilliant tactician of all Angels, as their commander.

In a great strategic move, Michael managed to separate Lucifer from all his followers in the great city of Silvrenifar. There, Michael and an army of his angels (including the 3 Archangels that remained with him) confronted Lucifer in a battle that brought the city to ruin, and Lucifer was captured. The Creator then shaped a sixth plane, called Agmon the abyss, and Lucifer was cast down and imprisoned therein.

Lucifer’s Fallen, though not defeated, were forced into retreat. They left behind them the ruins of Silvrenifar, which was now called Nivenor the Lost, and they fled Midgardhyr. By force, the Fallen took the plane called Firlorn for their own, for this realm was closest to Agmon, where Lucifer was imprisoned, and here they could still hear his commands. The natives of Firlorn were either ousted, enslaved or destroyed. Of those who escaped, some fled to Midgardhyr, and the rest returned to the Sea of Chaos from which they had originally come.

Upon Lucifer’s imprisonment, not all of the Fallen retreated. Some chose instead to repent and sought God’s forgiveness. At first, their pleas went unanswered, and the gates of Élonyth remained closed to them, and so for a time this group of Fallen, who later became known as the Repentant, chose Midgardhyr as their home. For 1,000 years, they remained within the realms of Midgardhyr and continued to repent, and finally their pleas were answered. The Repentant were pardoned, but they were not invited back to Élonyth, for they were no longer the perfect beings they had once been and were no longer akin to the Angels of Élonyth in mind or spirit. Therefore the Creator fashioned a new plane of existence just for them. This was the seventh and last of the planes of existence, and it was named Valherion.

Another group of beings were offered a place in Valherion at this time as well, and these beings were called the Immortals. The Immortals are half-breeds - half Angel and half Mortal. (During the course of the battles upon Earth between Angels and Fallen, many of the Fallen took pleasure in mortal women, and children were born to these women. The Immortals are in appearance just like other Mortals, but they do not age or become sick, and they have unearthly powers that set them apart from mortal Men.) When offered a place in Valherion, some of the Immortals accepted the offer and took up residence alongside the Repentant in Valherion. But many of the Immortals chose not to go, for they had been born in Midgardhyr and were fond of it. They made a life for themselves in Midgardhyr and were often likened and worshiped by mortals as gods. Chief among this number was Ulru, who was also known by many other names, such as Iyzoultar, Zeus, and Odin. Most of the Immortals were kind to mortals; but some were cruel, and many of this group eventually had their immortality stripped from them by the power of the other Immortals. Most of these ‘Cruel Ones’ died of old age. (Note - not all of the Cruel Ones had their Immortality stripped from them, and they still exist to this day. I'll talk about this group of individuals in more detail some other day, when I get the chance to type up Part 2 of ‘the seven planes of existence’.)

As the ages passed, the Immortals of Midgardhyr watched as loved ones perished and the world moved ever onward, and the majority of them eventually became weary of the mortal world, and a desire for Valherion slowly grew within their hearts. One by one, the Immortals left Midgardhyr for Valherion as the centuries rolled by, and now there are few left. Some say only Ulru and a few others remain, but the truth of this is uncertain, for if they do remain among us, they are secretive about it.

After Lucifer’s Imprisonment and the Fallen’s retreat to Firlorn, the Angels of Élonyth constructed the fortress city named Kleos, which is positioned in the Sea of Chaos between Midgardhyr and Firlorn, and still to this day guards the mortal realm from the Fallen. And the Fallen themselves have become much changed since the elder days, for the realm of Firlorn (originally created as a home for creatures originating from the Sea of Chaos) is a plane that is permeated with chaos. The mixture of chaos with the evil of the Fallen has had dramatic effect on the Fallen over the ages; they are now demonic in both body and mind. Firlorn too is much changed; once a fey paradise, it has since become a dark and nightmarish realm, and it is now called Loth-Lógrim.

A stalemate of sorts has been reached between the angelic forces of Élonyth and the demonic hordes of Loth-Lógrim. Battles still occur, and from time to time a few demons even manage to get past the vigil of mighty Kleos and into Midgardhyr to wreak their havoc. But for the most part, the battle-lines have not changed much over the eons. The forces of Loth-Lógrim, however, grow stronger, for they have polluted the surrounding Sea of Chaos with their evil, and many of the Sea's wild denizens now jump to their bidding. Lucifer himself remains imprisoned in Agmon, but he continues to whisper his commands to the Fallen of Loth-Lógrim, and the stalemate that exists between the forces of good and evil has shown signs recently of growing unstable.

--

Here ends Part 1 of ‘The Seven Planes of Existence’.
Forthcoming – ‘The Seven Planes of Existence, Part 2: Of Magic, the Downfall of Atlantis, and the Advent of the Starmage’
User avatar
The Ilethryl Knight
Superhero
Superhero
 
Posts: 1821
Joined: Thu Sep 27, 2007 9:08 am

Re: IK3E: GL Heather Price, Phoenix, Thanos, The Valharan

Postby The Ilethryl Knight » Tue Mar 20, 2012 6:33 am

Image

MICHAEL
Archangel of Élonyth and Kleos
From ‘The Seven Planes of Existence’
Alignment: Lawful Good
Power Level 18

Abilities: Strength 16, Stamina 16, Agility 10, Dexterity 10, Fighting 14, Intellect 10, Awareness 16, Presence 16

Skills: Acrobatics 4[+14], Athletics 4[+20], Close Combat(sword) 2[+16], Expertise(magic) 2[+12], Expertise(military) 18[+28], Expertise(theology) 18[+28], Expertise(the ‘seven planes’) 12[+22], Insight 9[+25], Intimidation 9[+25], Perception 9[+25], Persuasion 9[+25]

Advantages: All-out Attack, Assessment, Attractive 2, Benefit 1 (Status: Archangel), Connected, Defensive Attack, Diehard, Eidetic Memory, Evasion, Extraordinary Effort, Fascinate 2 (intimidation, persuasion), Favored Foe (the Fallen), Fearless, Improved Critical(sword), Improved Initiative 5, Inspire 5, Interpose, Leadership, Luck, Move-by Action, Power Attack, Quick Draw, Ranged Attack 6, Ritualist (divine instead of arcane; use Expertise/Theology), Seize Initiative, Skill Mastery 2 (expertise/military, expertise/theology), Startle, Takedown 2, Ultimate Effort 2 (toughness, will), Uncanny Dodge

Powers:
Angelic Physiology:, Immortality 2, Immunity 23 [aging, Alteration effects, Dazzle effects, lifesupport, need for sleep], Impervious Toughness 12, Regeneration* 2 (persistent); 45pp
Angelic Senses: Awareness 2 (divine, magical), Detect Evil 9 (accurate, acute, analytical, ranged, extended 4), Extended Hearing 2, Extended Vision 3, Infravision, True Sight 11 (Vision Counters All Concealment, Counters Illusion, Penetrates Concealment), Ultravision, Ultrahearing; 31pp
Angelic Wings: Flight 13; Wings; 13pp
Celestial Armor: Protection 4, Impervious Toughness 6; Removable; 8pp
Celestial Shield: Enhanced Defenses (Dodge 2, Parry 2), Improved Defense; Easily Removable; 3pp
Heavenly Power Array
* Main: Holy Touch: Healing 18; Restorative, Stabilize; 55pp
* AE: Calming Word: Close Burst-Area Sleep; Selective 18; 1pp
* AE: Celestial Fire: Ranged Cylinder-Area Damage 18; Affects Insubstantial; 1pp
* AE: Celstial Light: Close Perception-Area Visual Dazzle 18; 1pp
* AE: Dimensional Travel: Movement 2 (Dimensional; Élonyth, Valherion, Midgardhyr, Loth-Lógrim, and the Sea of Chaos)
* AE: Holy Command: Ranged Affliction 18 (resisted by Will; Entranced, Compelled, Controlled; Cumulative); 1pp
* AE: Remove Curse: Nullify Affliction 18; Simultaneous; 1pp
* AE: Spatial Travel: Teleport 18; Accurate, Change Direction; 1pp
* AE: Spirit Form: Insubstantial 4 and Invisibility; 1pp
* AE: Weather Control: Environment 11 (impede movement 2, visibility, light 2); 1pp
Heavenly Voice: Comprehend 3 (speak/understand all languages); 6pp
Michael’s Sword: Strength-Based Damage 4, Improved Critical; Affects Insubstantial 2, Secondary Effect(holy fire) 18, Easily Removable; 15pp

Offense:
Initiative: +30
Michael’s Sword: +16; close, Damage 20
Unarmed Attack: +14; close, Damage 16
Celestial Fire: Ranged Cylinder-Area Damage 18

Defense:
Dodge: +14, +16 w/Shield
Parry: +14, +16 w/Shield
Toughness: +20
Fortitude: +16
Will: +20

Complications:
Doing Good
Enemies (the Fallen)
Honor
Responsibility (Commander of the heavenly hosts of Élonyth.)
Rivalry (Gabriel the Archangel)

PP: Abilities 216 + Skills 48 + Advantages 48 + Powers 185 + Defenses 8 = 505pp

:arrow: This is Michael the Archangel, commander of the heavenly hosts of Élonyth (Celestial Plane of Angels). It is believed by many that Michael is the 3rd most powerful individual in all the Seven Planes of Existence, surpassed in might and grandeur only by Lucifer the Fallen (Devil, Power Level X) and the omnipotent Creator (God, Power Level ALPHA & OMEGA). However, there is rumour of another creature that may also rival Michael in power, a PL 20 Lovecraftian monstrosity that roams the Sea of Chaos; but only the Creator knows for certain whether this creature actually exists or not.
User avatar
The Ilethryl Knight
Superhero
Superhero
 
Posts: 1821
Joined: Thu Sep 27, 2007 9:08 am

Re: IK3E: GL Heather Price, Phoenix, Thanos, The Valharan

Postby The Ilethryl Knight » Tue Mar 20, 2012 6:34 am

Image

GABRIEL
Archangel of Élonyth and Kleos
From 'The Seven Planes of Existence'
Alignment: Lawful Good
Power Level 17

Abilities: Strength 14, Stamina 14, Agility 11, Dexterity 10, Fighting 12, Intellect 9, Awareness 15, Presence 15

Skills: Acrobatics 4[+15], Close Combat(sword) 3[+15], Expertise(magic) 4[+13], Expertise(military) 12[+21], Expertise(music, use Presence) 12[+27], Expertise(the ‘seven planes’) 12[+21], Expertise(theology) 17[+27], Insight 9[+24], Intimidation 5[+21], Perception 9[+24], Persuasion 12[+27]

Advantages: Assessment, Attractive 2, Benefit (Status: Archangel), Connected, Defensive Attack, Diehard, Eidetic Memory, Evasion, Extraordinary Effort, Fascinate 2 (Expertise/music, Persuasion), Fearless, Favored Foe (the Fallen), Improved Initiative 4, Inspire 3 [5 with Horn], Interpose, Leadership, Luck, Move-by Action, Power Attack, Quick Draw, Ranged Attack 5, Ritualist (divine instead of arcane; use Expertise/Theology), Seize Initiative, Skill Mastery 2 (expertise/music, persuasion), Startle, Takedown, Ultimate Effort(Will), Uncanny Dodge

Powers:
Angelic Physiology:, Immortality 2, Immunity 23 [aging, Alteration effects, Dazzle effects, lifesupport, need for sleep], Impervious Toughness 10, Regeneration* 2 (persistent); 43pp
Angelic Senses: Awareness 2 (divine, magical), Detect Evil 6 (accurate, acute, analytical, ranged, extended 3), Extended Hearing 2, Extended Vision 2, Infravision, True Sight 11 (Vision Counters All Concealment, Counters Illusion, Penetrates Concealment), Ultravision, Ultrahearing; 29pp
Angelic Wings: Flight 13; Wings; 13pp
Celestial Armor: Protection 4, Impervious Toughness 6; Removable; 8pp
Celestial Shield: Enhanced Defenses (Dodge 2, Parry 2), Improved Defense; Easily Removable; 3pp
Gabriel’s Sword: Strength-Based Damage 4, Improved Critical; Affects Insubstantial 2; Easily Removable; 5pp
Gabriel’s Horn:; [traits = 55pp]; Easily Removable; 33pp
-- Call of Divine Inspiration: Enhanced Advantages 2 (Inspire 2)
-- Divine Battle Horn: Affliction 17 [impaired(fightitng), disabled(fighting), paralyzed]; Area(perception: auditory) Selective
-- AE: Divine Trumpet Blast: Dazzle(auditory) 17; Area(perception)
-- AE: Divine Message: Communication 5; Area, Selective, Dimensional
Heavenly Power Array
* Main: Holy Touch: Healing 17; Restorative, Stabilize; 52pp
* AE: Calming Word: Close Burst-Area Sleep; Selective 17; 1pp
* AE: Celestial Fire: Ranged Cylinder-Area Damage 17; Affects Insubstantial; 1pp
* AE: Celstial Light: Close Perception-Area Visual Dazzle 17; 1pp
* AE: Dimensional Travel: Movement 2 (Dimensional; Élonyth, Valherion, Midgardhyr, Loth-Lógrim, and the Sea of Chaos)
* AE: Holy Command: Ranged Affliction 17 (resisted by Will; Entranced, Compelled, Controlled; Cumulative); 1pp
* AE: Remove Curse: Nullify Affliction 17; Simultaneous; 1pp
* AE: Spatial Travel: Teleport 17; Accurate, Change Direction; 1pp
* AE: Spirit Form: Insubstantial 4 and Invisibility; 1pp
* AE: Weather Control: Environment 10 (impede movement 2, visibility, light 2); 1pp
Heavenly Voice: Comprehend 3 (speak/understand all languages); 6pp


Offense:
Initiative: +27
Celestial Sword: +15; close, Damage 18
Unarmed: +12; close, close, Damage 14
Celestial Fire: Ranged Cylinder-Area Damage 17

Defense:
Dodge: +14, +16 w/shield
Parry: +14, +16 w/shield
Toughness: (sta 14 + armor 4) = +18
Fortitude: +14
Will: +20

Complications:
Doing Good
Enemies
Honor
Responsibility (Duties of an Archangel)
Rivalry (Michael the Archangel)

PP: Abilities 202 + Skills 50 + Advantages 40 + Powers 202 + Defenses 10 = 504pp

:arrow: Gabriel is an Archangel, of which there are 8 in total. Among the Angels of Élonyth and Kleos, there is Michael, Gabriel, and 2 others. Among the Fallen, there is Lucifer, Ishmael (now known as Azaroth, Demon Lord of Loth-Lógrim), and 2 others.

Gabriel is outranked only by Michael among the Angels of Élonyth and Kleos. As second in command, he is often never in the same place as Michael. When Michael is in Élonyth, Gabriel commands Kleos. When Michael is in Kleos, Gabriel commands Élonyth. Gabriel is slightly less powerful than Michael, but is the better diplomat, and has that cool horn of his.
User avatar
The Ilethryl Knight
Superhero
Superhero
 
Posts: 1821
Joined: Thu Sep 27, 2007 9:08 am

Re: IK3E: GL Heather Price, Phoenix, Thanos, The Valharan

Postby The Ilethryl Knight » Tue Mar 20, 2012 6:35 am

Image

ELITE WARRIOR ANGEL
From 'The Seven Planes of Existence'
Alignment: Lawful Good
Power Level 13

Abilities: Strength 10, Stamina 10, Agility 8, Dexterity 8, Fighting 10, Intellect 4, Awareness 8, Presence 8

Skills: Acrobatics 4[+12], Close Combat(sword) 1[+11], Expertise(military) 8[+12], Expertise(music; use Presence) 4[+12], Expertise(the Seven Planes) 4[+8], Expertise(theology) 8[+12], Insight 2[+10], Intimidation 7[+15], Perception 6[+14]

Advantages: Attractive, Eidetic Memory, Evasion, Favored Environment(flying), Favored Foe (the Fallen), Improved Initiative 2, Interpose, Lionheart, Move-by Action, Quick Draw, Teamwork

Powers:
Angelic Physiology: Immortality[/b], Immunity 12 [aging, lifesupport, need for sleep], Impervious Toughness 12, Regeneration* 2; 32pp
Angelic Senses: Awareness 2 (divine, magical), Detect Evil 5 (accurate, acute, ranged), Extended Hearing, Extended Vision, Infravision, Ultravision, Ultrahearing; 12pp
Angelic Wings: Flight 10; Wings; 10pp
Celestial Armor: Protection 4, Impervious Toughness 6; Removable; 8pp
Celestial Shield: Enhanced Defenses (Dodge 2, Parry 2), Improved Defense; Easily Removable; 3pp
Celestial Sword: Strength-Based Damage 3, Improved Critical 2; Affects Insubstantial 2, Easily Removable; 5pp
Heavenly Power Array
* Holy Touch: Healing 12; 24pp
* AE: Spirit Form: Insubstantial 4 and Invisibility; 1pp
* AE: Dimensional Travel: Movement 2 (dimensional; Élonyth, Valherion, Midgardhyr, Loth-Lógrim, and the Sea of Chaos); 1pp
* AE: Heavenly Voice: Comprehend 3 (speak/understand all languages); 1pp

Offense:
Initiative: +16
Celestial Sword: +11 [add +2 fav. Environment]; close, Damage 13

Defense:
Dodge: +10 [add +2 fav. Environment]
Parry: +10 [add +2 fav. Environment]
Toughness: +14
Fortitude: +13
Will: +13

Complications:
Doing Good
Enemies
Honor
Responsibility

PP: Abilities 132 + Skills 22 + Advantages 12 + Powers 97 + Defenses 10 = 273pp

:arrow: Here we have an elite warrior angel from my cosmic fantasy setting, 'The Seven Planes of Existence'. Though not nearly as powerful as an archangel, this entity is still a mighty force to behold.
User avatar
The Ilethryl Knight
Superhero
Superhero
 
Posts: 1821
Joined: Thu Sep 27, 2007 9:08 am

Re: IK3E: GL Heather Price, Phoenix, Thanos, The Valharan

Postby The Ilethryl Knight » Tue Mar 20, 2012 6:36 am

Image

AZAROTH
Arch-Demon, Lord of Destruction
From ‘The Seven Planes of Existence’
Alignment: Chaotic Evil
Power Level 17

Abilities: Str 11 [17], Sta 11 [17], Agl 2, Dex 2, Fgt 16, Int 9, Awe 9, Pre 10

Skills: Deception 12[+22], Expertise(magic) 12[+21], Expertise(military) 13[+22], Expertise(the Seven Planes) 12[+21], Expertise(theology) 12[+21], Insight 5[+14], Intimidation 13[+27 with growth], Perception 5[+14]

Advantages: All-out Attack, Assessment, Benefit (status: Arch-Demon), Daze(intimidation), Diehard, Eidetic Memory, Fascinate(intimidation), Fast Grab, Favored Foe (angels), Improved Critical(war pick), Improved Grab, Improved Initiative, Luck(of the devil) 1, Power Attack, Ritualist, Skill Mastery(intimidation), Startle, Takedown, Ultimate Effort (toughness)

Powers:
Aura of Hellfire: Energy Aura 3 (can increase to 13 with Infernal Array); Affects Insubstantial, Secondary Effect; 16pp
Azaroth’s Doom: Luck Control 2 (Force someone else to re-roll a die roll and take the worse of the two rolls; Negate someone else’s use of a hero point, use of their Luck advantage, or a GM-imposed complication); 6pp
Demonic Physiology: Immortality 2, Immunity 17 (aging, Fire damage, lifesupport, need for sleep), Impervious Toughness 20, Protection 3, Regeneration* 5; 59pp
Demonic Senses: Awareness 2 (magical, divine), Detect 5 (Fallen Angels; accurate, radius, ranged), Extended Hearing, Extended Vision, Infravision, Olfactory 2 (acute and tracking), True Sight 11 (Vision Counters All Concealment, Counters Illusion, Penetrates Concealment), Ultrahearing, Ultravision; 25pp
Demonic Wings: Flight 4; Wings; 4pp
Huge Physique: Growth* 6 (House-Rule Effects => Size rank: 0, Speed +2, Strength +6, Stamina +6, Attack checks and Dodge and Parry: -2, Intimidation +4, Stealth -4); 18pp
Indomitable Pride: Immunity (Mental Effects, Interaction Skills); Limited to half effect; 13pp
Infernal Power Array
* Main: Hellfire Burst: Burst-Area Damage 17; Affects Insubstantial, Secondary Effect; 52pp
* AE: Demonic Presence: Area(visual perception) Affliction 17 (Fear, Resisted by Will; Dazed, Stunned, Paralyzed); 1pp
* AE: Demonic Voice: Mind Control 17; Sense Dependent(auditory); 1pp
* AE: Dimensional Travel: Movement 1 (Dimensional travel: Loth-Lógrim <--> the Sea of Chaos); 1pp
* AE: Fire and Brimstone: Environment 13 (extreme heat, impede movement 1, visibility 1); 1pp
* AE: Increased Hellfire Aura: additional Energy Aura 10 (up to rank 13); Secondary Effect; 1pp
* AE: Spatial Travel: Teleport 17; Accurate; 1pp
* AE: Spirit Form: Insubstantial 4, Invisibility; 1pp
Infernal Tongue: Comprehend 3 (speak/understand all languages); 6pp
Natural Weapons (claws/bite): Strength-Based Unarmed Damage 1; 1pp
Unholy Warpick: Strength-Based Damage 3; Affects Insubstantial 2, Improved Critical 2, Incurable, Secondary Effect (hellfire) 17; Easily Removable; 15pp

Offense: (includes size penalties)
Initiative: +6
Infernal Warpick: +14; close, Damage 20 (Secondary Effect 17)
Natural Weapons(claws/bite): +14; close, Damage 18
Hellfire Aura: close, Damage 3 (up to 13, Secondary Effect)
Hellfire Burst: Close Burst-Area Damage 17 (Secondary Effect)

Defense: (includes size penalties)
Dodge: +12
Parry: +14
Toughness: +20
Fortitude: +17
Will: +17

Complications:
Enemy (Angels)
Obsession (With bringing destruction to most of the Seven Planes.)
Paranoia (Often believes, to a neurotic degree, that other demons seek to destroy him or do him harm. This paranoia can lead to ruined alliances with other Archdemons, or to him slaying his own minions if he gets the notion they have bad intentions toward him.)
Temper

PP: Abilities 140 + Skills 42 + Advantages 19 + Powers 222 + Defenses 20 = 443pp

:arrow: Azaroth was once an Archangel named Ishmael, and was one of the last of the angels to follow Lucifer into rebellion. But once he gave his allegiance to Lucifer, he never looked back. He has become Lucifer’s most feared general, and has commanded Lucifer’s forces ever since Lucifer was imprisoned in Agmon. Azaroth is the ruler of Loth-Lógrim (and also much of the Sea of Chaos that surrounds that plane), and the eons he has spent in that chaos-riddled realm has had dramatic effect on him both physically and mentally. He now looks just like the picture I've provided above. Azaroth is chaotic evil personified, and glories in domination and destruction.

Physically, Azaroth is even stronger than Michael, though Michael is more skilled in battle. Azaroth also has hordes of demons at his command; though I did not include any in this build, it is assumed that he may have practically as many minions as he wants.
User avatar
The Ilethryl Knight
Superhero
Superhero
 
Posts: 1821
Joined: Thu Sep 27, 2007 9:08 am

Re: IK3E: GL Heather Price, Phoenix, Thanos, The Valharan

Postby The Ilethryl Knight » Tue Mar 20, 2012 6:37 am

Image

LILITH
Acrh-Demoness, Mistress of the Night
From ‘The Seven Planes of Existence’
Alignment: Chaotic Evil
Power Level 16

Abilities: Str 10, Sta 10, Agl 12, Dex 10, Fgt 15, Int 9, Awe 10, Pre 13

Skills: Acrobatics 9[+21], Deception 13[+26], Expertise(dance; use Agl) 14[+26], Expertise(magic) 12[+21], Expertise(The Seven Planes) 12[+21], Expertise(theology) 9[+18], Insight 5[+15], Intimidation 4[+17], Perception 4[+14], Sleight of Hand 12[+22], Stealth 12[+24]

Advantages: Agile Feint, Artificer, Attractive 2, Benefit 2 (Ambidexterity, Status: Arch-Demoness), Daze (deception), Defensive Attack, Evasion, Fascinate 2 (dance, deception), Hide in Plain Sight, Improved Initiative 5, Instant Up, Luck (of the devil), Move-by Action, Quick Draw, Power Attack (more like a sneak attack), Ritualist, Seize Initiative, Skill Mastery 2 (dance, deception), Taunt, Uncanny Dodge

Powers:
Agony [blood-red whip, traits = 55pp]; Easily Removable; 33pp
-- Main Effect: Snare 13 [Affects Insubstantial, Close Ranged, Reach 5] **Linked With** Affliction(pain) 16 (resisted by Fortitude; Dazed, Stunned) [Affects Insubstantial, Cumulative, Limited Degree, Reach 5]
-- AE: Strength-Based Damage 1 [Affects Insubstantial, Improved Disarm, Improved Trip, Reach 5] **Linked With** Affliction(pain) 16 (resisted by Fortitude; Dazed, Stunned) [Affects Insubstantial, Cumulative, Limited Degree, Reach 5]
Chaotic Mind: Immunity 5 (Interaction Skills), Limited Immunity 20 (Mental Effects; half effect); 15pp
Demonic Physiology: Immortality 2, Immunity 12 (aging, lifesupport, need for sleep), Impervious* Toughness 6, Regeneration* 2; 49pp
Demonic Senses: Awareness 2 (magical, divine), Detect 5 (Fallen Angels; accurate, radius, ranged), Extended Hearing, Extended Vision, Infravision, True Sight 11 (Vision Counters All Concealment, Counters Illusion, Penetrates Concealment), Ultrahearing, Ultravision; 23pp
Demonic Wings: Flight 14; Wings; 14pp
Despair [black crystal dagger]: Strength-Based Damage 1, Affects Insubstantial, Improved Critical **Linked With** Weaken(Will) 16 (resisted by Will); Affects Insubstantial, Easily Removable; 12pp
Infernal Tongue: Comprehend 3 (speak/understand all languages); 6pp
Lilith’s Doom: Luck Control 2 (Force someone else to re-roll a die roll and take the worse of the two rolls; Negate someone else’s use of a hero point, use of their Luck advantage, or a GM-imposed complication); 6pp
Ring of Summoning: Summon 3 (30 Nightshrikes); Active, Horde, Mental Link, Multiple Minions 5, Sacrifice; Removable (-8pp); 36pp
Infernal Power Array
* Main: Void-Bolt: Line-Area Weaken Toughness 16; Affects Insubstantial, Affects Objects; 49pp
* AE: Demonic Voice: Mind Control 16; Sense Dependent(auditory); 1pp
* AE: Dimensional Travel: Movement 2 (Dimensional travel: Loth-Lógrim, Midgardhyr, Valherion, the Sea of Chaos); 1pp
* AE: Shapeshift: Morph 4 (any shape), Variable 4 (physical traits, 20 power points, plus changing existing physical trait allocations); 1pp
* AE: Spatial Travel: Teleport 16; Accurate, Change Direction; 1pp
* AE: Spirit Form: Insubstantial 4, Invisibility; 1pp
* AE: Veil of Illusion: Illusion(visual, auditory) 16; 1pp

Offense:
Initiative: +32
Agony: +15; Close (reach 5), Snare 13, Affliction 16
Despair: +15; Close, Damage 11 [to 16 with shapeshift], Weaken Will 16
Demonic Voice: Mind Control 16
Void-Bolt: Line-Area Weaken Toughness 16

Defense:
Dodge: +18
Parry: +18
Toughness: +10 [up to 16 with shapeshift]
Fortitude: +12 [up to 16 with shapeshift]
Will: +16

Complications:
Enemy (Angels)
Madness (Millennia spent in the Sea of Chaos has left Lilith completely insane. She is prone to irrational behavior.)
Obsession (with freeing Lucifer from Agmon.)

PP: Abilities 180 + Skills 53 + Advantages 28 + Powers 249 + Defenses 17 = 527pp

:arrow: Lilith was the first of the Archangels to give allegiance to Lucifer, and she has been his most ardent follower ever since. (It is even believed by some that it was actually Lilith, under Lucifer’s orders, who was the serpent that went among the mortals and seduced them into temptation and corruption for the first time.) Lilith is utterly devoted to Lucifer, and when Lucifer was imprisoned in Agmon, she refused to turn her allegiance over to Azaroth (the general of Lucifer’s forces). Instead, she has spent a large portion of the past few eons in the Sea of Chaos, near Agmon, searching for a way to free Lucifer from his imprisonment. So far, she has not been successful.

She has not spent all her time near Agmon; once in a while, orders from Lucifer have sent her on missions that have brought her to the other planes of existence.

Lilith has spent a great deal of time in the Sea of Chaos over the years, and this has proven to be highly detrimental to her sanity. Whenever she must interact with someone, her 'Attitude' towards that individual is highly unpredictable and subject only to the GM's will. At any given point in time, her Attitude may change without apparent reason. Also note - she is immune to the interaction skills of others, so how she interacts with others should seem random in the extreme and completely up to the GM.

Lilith stands 6 feet 2 inches tall, making her the ‘smallest’ of the Archangels and Arch-Demons. Note, however, that she can change her physical shape at will and assume greater physical stature (she can raise stats up to PL caps), and when her attitude towards others becomes hostile, she will usually change into a dreadful 7 foot tall demonic form with dark-red scaly skin and tear everyone to shreds.

She carries two weapons, a blood-red whip she names Agony, and a long black-crystalline dagger called Despair; both of which she crafted with her own hand ages ago. Her ring of summoning (also crafted by her hand) summons 30 nightshrikes to her command. Stats for these wicked black birds can be seen below.

Nightshrike
Power Level 7

Abilities: Str 1 [0], Sta 2, Agl 4, Dex 0, Fgt 3, Int -4, Awe 2, Pre -2

Skills: Close Combat(talons) 2[+6 shrinking], Perception 2[+4]

Advantages: Move-by Action, Teamwork(with other nightshrikes)

Powers:
Flight 5 [wings]; 5pp
Poisoned Talons: Strength-Based Damage 1 **Linked With** Affliction 8 (resisted by Fortitude; Dazed, Stunned, Incapacitated); 9pp
Shrike-Vision: Senses 2 (extended vision, low-light vision); 2pp
Small Size: Shrinking 1; Reduced Strength; 2pp
(House-Rule Effects => Size rank: -3, Speed -1, Strength -3, Attack checks and Dodge and Parry: +1, Intimidation -2, Stealth +4)

Offense: (includes size bonus)
Initiative: +4
Talons: +6; close, Damage 1, Affliction 8

Defense: (includes size bonus)
Dodge: +9
Parry: +8
Toughness: +2
Fortitude: +3
Will: +2

Complications:
Disability (mute, no hands)

PP: Abilities 12 + Skills 2 + Advantages 2 + Powers 20 + Defenses 9 = 45pp
User avatar
The Ilethryl Knight
Superhero
Superhero
 
Posts: 1821
Joined: Thu Sep 27, 2007 9:08 am

Re: IK3E: GL Heather Price, Phoenix, Thanos, The Valharan

Postby The Ilethryl Knight » Tue Mar 20, 2012 6:38 am

Image

XUUL
From ‘The Seven Planes of Existence’
Alignment: Chaotic
Power Level 20

Abilities: Str 2 [23], Sta 2 [23], Agl 0, Dex 0, Fgt 15, Int 2, Awe 10, Pre 8

Skills: Insight 10[+20], Intimidation 8[+30], Perception 8[+18]

Advantages: All-out Attack, Close Attack, Fascinate(intimidation), Fast Grab, Improved Grab, Improved Hold, Power Attack, Startle, Takedown, Ultimate Effort (toughness)

Powers:
Chaotic Mind: Immunity 10 (Alteration Effects, Interaction Skills), Immunity 20 (Mental Effects; Limited to Half Effect); 20pp
Lovecraftian Physique: Flight 7 (Wings), Immunity 12 [aging, lifesupport, need for sleep], Impervious Toughness 24, Protection 2, Regeneration* 2, Senses 2 (Darkvision); 53pp
Psionic Senses: Senses 8 (Mental Awareness, Detect Life [accurate, acute, extended, radius, ranged]); 8pp
Tentacles: Elongation 1, Extra Limbs 8; 9pp
Terrifying Aura: Visual-Perception-Area Affliction 15 (resisted by Will; dazed, stunned); Limited Degree, Reaction; 75pp
Titanic Size: Growth* 21 (House-Rule Effects => Size rank: 5, Speed +7, Strength +21, Stamina +21, Attack checks and Dodge and Parry: -7, Intimidation +14, Stealth -14); 63pp
Psionic Array
Mind Control: Perception-Range Affliction 20 (Resist by Will; Dazed, Compelled, Controlled); Cumulative; 80pp
AE: Mind Drain: Weaken 20 (all Mental abilities [awe, int, pre]; resisted by Will); Broad, Simultaneous; 1pp
AE: Psionic Blast: Perception Ranged Damage 20, Resisted by Will; 1pp
AE: Psionic Travel: Movement 4 (Dimensional 2 [Increased Mass 16], Environmental Adaptation 2 [Zero gravity, Sea of Chaos]), Teleport 20 (Extended Only, Increased Mass 16); 1pp
AE: Telepathy: Mind Reading 20, Selective Area Mental Communication 4; 1pp
AE: Wail of Chaos: Cone-Area Affliction 20 (resisted by Will; impaired, disabled, incapacitated); Area Progression 2 [250ft cone]; 1pp

Offense: (includes size penalties)
Initiative: +0
Unarmed Attack: +8; close, Damage 23
Mind Control: Perception, Affliction 20
Mind Drain: +8; close, Weaken 20
Psionic Blast: perception, Damage 20 (resist by will)
Wail of Chaos: Cone-Area Affliction 20

Defense: (includes size penalties)
Dodge: +4
Parry: +8
Toughness: +25
Fortitude: +23
Will: +17 [limited immunity to Mental Effects]

Complications:
Enigmatic (Xuul’s way of thinking is completely alien to anyone not originating from the Sea of Chaos. This makes it almost impossible to determine Xuul’s wants and needs, thus making it difficult to communicate with it without there being unintentional misunderstandings.)
Weakness (Xuul must feed on minds via his Mind Drain power for sustenance.)

PP: Abilities 78 + Skills 13 + Advantages 9 + Powers 313 + Defenses 18 = 431pp

:arrow: Behold Xuul, the awesome leviathan that roams the Sea of Chaos.

Xuul is extremely old, perhaps older than the Angels themselves, and rivalled in power by none save Lucifer and the Creator. Xuul is almost the size of an aircraft carrier, and is perhaps the most terrifying thing to behold in all of existence. Its slimy skin is dark green and impervious to all but cosmic level attacks. 8 long tentacles adorn its hideous face.

Not only is Xuul an incomparable physical force, but it also possesses telepathic powers that are virtually irresistible to all but the mightiest of Archangels. Xuul feeds off the minds of living creatures, and one touch of its tentacles can drain someone of their mental faculties (see the alternate power of Telepathy called ‘Mind Drain’.) Xuul can also let loose a mind-twisting mental shriek that can cause bedlam among even the strongest of minds.

Several thousand Chaos Flits ride along on Xuul’s massive body wherever Xuul goes. A Chaos flit is sort of a cross between a sprite and a gargoyle, and they worship Xuul as their god. (see below for stats)

For eons, Xuul’s very existence was only a rumor. (Almost no one that ever came into contact with this creature lived to tell the tale.) However in the year 2012 (our calendar, Dec. 21 to be exact), the demon-lord Azaroth will pin-point Xuul’s location within the sea, and he will lure the great creature towards the angelic fortress-city of Kleos. (Note - Kleos floats in the sea of chaos and guards the mortal plane Midgardhyr from the demons of Loth-Logrim.) Michael and his armies of angels will manage to drive Xuul away, but not before Xuul destroys Kleos, slaying many of its warrior-angels in the process.

With Kleos in ruins and the angelic forces weakened, Azaroth’s hordes of demons will have a freer path towards Midgardhyr the mortal realm. Thus December 21, 2012 will mark the beginning of the Demon Wars as Hell comes to Earth!

CHAOS FLIT
Power Level 6

Abilities: Str 3 [-3], Sta 3, Agl 4, Dex 4, Fgt 4, Int -1, Awe 0, Pre -1

Skills: Perception 4[+4]

Advantages: Fearless

Powers:
Claws of Chaos: Damage 1 **Linked With** Affliction 6 (resisted by Fortitude; Impaired, Disabled, Incapacitated); 7pp
Heightened Sense of Smell: Senses 3 (Olfactory becomes acute, accurate); 3pp
Small Size: Shrinking 2; Reduced Strength; 4pp
(House-Rule Effects => Size rank: -4, Speed -2, Strength -6, Attack checks and Dodge and Parry: +1, Intimidation -2, Stealth +4)
Flit Physiology: Flight 4 [Wings], Immunity 7 (all environmental conditions, suffocation), Movement 1 (Environmental Adaptation[Sea of Chaos; Wings]); Protection 1; 13pp

Offense: (includes size bonus)
Initiative: +4
Claws: +6; close, Damage 1, Affliction 6

Defense: (includes size bonus)
Dodge: +6
Parry: +6
Toughness: +4
Fortitude: +7
Will: +1

Complications:
Blind (No eyes. Use heightened sense of smell instead.)
Obsession (Worshiping and protecting Xuul)

PP: Abilities 32 + Skills 2 + Advantages 1 + Powers 27 + Defenses 5 = 67pp
User avatar
The Ilethryl Knight
Superhero
Superhero
 
Posts: 1821
Joined: Thu Sep 27, 2007 9:08 am

Re: IK3E: GL Heather Price, Phoenix, Thanos, The Valharan

Postby The Ilethryl Knight » Tue Mar 20, 2012 6:39 am

Image

ULRU THE IMMORTAL
From ‘The Seven Planes of Existence’
Other Names: Iyzoultar, Zeus, Odin, Merlin, Magnus Algernon, and more...
Alignment: Neutral Good
Power Level 15

Abilities: Str 2 [6], Sta 2 [6], Agl 0, Dex 2, Fgt 6, Int 7, Awe 8 [10], Pre 4

Skills: Deception 9[+13], Expertise(Earth history) 12[+19], Expertise(mineralogy) 6[+13], Expertise(magic) 18[+25], Expertise(philosophy) 10[+17], Expertise(The Seven Planes) 10[+17], Insight 8[+17], Intimidation 4[+8], Perception 6[+16], Persuasion 9[+13], Ranged Combat(magic array) 10[+12]

Advantages: Artificer, Beginner’s Luck, Benefit 5 (Alternate Identity [Magnus Algernon III], Status: Immortal Archmage, Wealth 3), Connected, Contacts, Eidetic Memory, Equipment 3, Improved Initiative, Inspire, Jack-of-all-trades, Leadership, Ritualist, Skill Mastery(Expertise/Magic), Well-informed, Ultimate Effort (Expertise/Magic)

Equipment: The Home Of Magnus Algernon
Size: Medium Toughness: 10 Features: Dual-Size (Huge), Laboratory, Library, Living Space, Personnel (ravens with speech and manipulative claws), Power System, Secret, Security System, Workshop, Crystal Orb (Senses 20: Detect ‘The Fallen’, ranged, radius, accurate, acute, extended 7, counters concealment 5, penetrates concealment); 15ep

Powers:
Eye of True Sight: Immunity 5 (Sensory Affliction; Limited to Visual), Senses 13 (Darkvision, Vision Counters All Concealment, Counters Illusion, Penetrates Concealment); Removable, Subtle (looks like a real eye); 14pp
Magic Senses: Detect Magic (Ranged, Accurate, Acute, Analytical); 6pp
Medallion of Speech: Comprehend 5 (Animals 2, Languages 3 [speak, understand, read all languages]); Removable; 8pp
Mental Defenses: Impervious* Will 15; Limited to Mental Effects; 8pp
Morphology: Morph 2 (any male human); 10pp
Myrwood Staff: Removes Check Required flaw from Magic Array, Strength-Based Damage 2; Easily Removable, Feature (transforms into walking cane); 7pp
Mystic Shield: Impervious* Force Field 8; 16pp
AE: Improved Morphology: Increase Morphology effect from rank 2 to 4 (any form, often used in conjunction with Shapeshift); 1pp
Nephilim Bloodline: Abilities (Strength 4, Stamina 4, Awareness 2), Immunity 2 (aging, disease), Regeneration 1, Senses 5 (Detect Fallen Angels [ranged, radius, accurate]); 28pp
Ring of Protection: Dodge 8, Parry 8, Protection 4; Removable; 16pp
Magic Array (all effects have 8 ranks of Check Required[Expertise/Magic])
Lightning Bolt: Ranged Damage 15; Indirect 3 (from any direction, downward) 25pp
AE: Conjuration: Create 15; Precise, Subtle; 1pp
AE: Dimensional Travel: Movement 2 (Dimensional 2 [Valherion, Midgardhyr, and the Sea of Chaos]); 1pp
AE: Dispel Magic: Nullify(all magic) 16; 1pp
AE: Fog of Forgetfulness: Affliction 11 (Resisted by Will; Dazed, Stunned, Transformed—subject forgets), Progressive; 1pp
AE: Scrying: Remote Sensing 16 (auditory, visual); Medium(water); 1pp
AE: Spatial Travel: Teleport 16 (Accurate, Extended Only); 1pp
AE: Shapeshift: Variable 4 (Assumed Forms); Action(move); 1pp
AE: Telekinesis: Flight 3, Move Object 12 (Precise, Subtle); 1pp
AE: Transmutation: Transform 6 (anything to anything); 1pp
AE: Weather Control: Environment 8 (impede movement 2, visibility 2); 1pp

Offense:
Initiative: +4
Lightning Bolt: +12; ranged, Damage 15
Magestaff: +6; close, Damage 8

Defense:
Dodge: [6 + ring 8] = +14
Parry: [6 + ring 8] = +14
Toughness: (stamina 6 + mystic shield 8 + ring 4) = +16
Fortitude: +10
Will: +18

Complications:
Disability (Without the Eye of True Sight, he only has one eye.)
Enemy (Demons, Morganna)
Power Loss (Must be able to speak and gesture to use Magic Array and Mystic Shield.)
Relationships (Numerous children and grandchildren, and 2 former wives still living)
Responsibility (feels responsible for Earth’s well being.)
Rivalry (His father, Azaroth the Arch-Demon.)

PP: Abilities 62 + Skills 51 + Advantages 21 + Powers 149 + Defenses 18 = 301pp

:arrow: This is Ulru, half-breed son of Azaroth the Arch-Demon and a human woman (identity unkown). He was born many thousands of years ago on Earth, and has worn many identities over the ages. He’s been a wanderer, a loner, a counsellor to kings, a ruler of men, and has even been worshipped as a god. He has been known by many names: He was Iyzoultar, ruler of Atlantis before the Flood; he was worshipped as Zeus by the Ancient Greeks, and as Odin by the Vikings and Germanic peoples of northern Europe; he was known on the British Isles as Merlin the Magician; and in recent times he often went by the name Magnus Algernon, a worldwide trader in rare gems. To the secret society of immortals, half-breeds, Mageborn, and Fey creatures of Earth, he was known as Ulru the Immortal, Archmage of Midgardhyr and Supreme Wizard in all the Seven Planes.

His story is very long and involved, and I’ll try to get it all written down here eventually, when I find the time to put some order to it. Much of his back-story will be covered in Part Two of my ‘The Seven Planes of Existence’ setting description, which I’ll also get to eventually. Suffice it to say, for now, that he was on the side of the Angels for the most part of his long life, and always sought the betterment of mankind in the large scheme of things. He spent a few millennia in the plane called Valherion, but for the most part lived on the mortal plane Midgardhyr. He was worshipped as a god in the past, but he never felt comfortable in that role, and preferred rather to play things from behind the scenes. In modern times on Earth, he assumed the role of Magnus Algernon, a wandering trader in rare gems. He was the unofficial leader of the secret society of immortals, half-breeds, mageborn, and fey creatures on Earth. (I’ll get into why they were a ‘secret’ society another day.)

On December 21, 2012, Ulru will meet his end at the hands of the Arch-Demon Maelbrôdh, sacrificing himself in heroic and successful effort to thwart the first wave of demonic invasion during the beginnings of the Demon Wars on Earth. It is important to note here that in the years prior to this event, Ulru had premonition that he would someday be killed in battle and was greatly concerned about what would happen to the world if he was no longer there to help protect it; and so he made preparations for his eventful death by fashioning the Star Gem. The Gem itself is a crystal Ulru discovered in the plane of Valherion ages ago that is believed to have originated from the Sea of Chaos (sort of like a meteor that fell from one plane into another). The crystal is indestructible and visible only to those with magical senses. (To magical beings, it appears as a tiny glowing star, hence the name Star Gem.) Ulru was in possession of this gem for many centuries before he knew what he wanted to do with it. Approximately one century ago, he finally decided to place identical copies of all his memories and knowledge and wisdom into the Star Gem, and a spell on the gem has made it so that the gem is constantly updated with new memories and knowledge Ulru gains as he continues to have experiences in life. He also placed another powerful spell on the gem, making it so that in the eventuality of Ulru’s death, the Star Gem would instantly seek out the most ‘worthy’ wizard it could find and become symbiotic with that wizard, giving him or her all of Ulru’s memories and knowledge and wisdom. And if that wizard were ever to die or become unworthy, the Star Gem would remove itself from that wizard and seek another one. When Ulru dies in December, 2012, this spell is put into effect, and the Star Gem comes into the possession of Scott Riddell, the first Starmage. (more on that in my upcoming build of the Starmage.)

Note – although Ulru dies in the first waves of demonic invasion in December of 2012, this doesn’t mean that this is the last we will ever see of him. Ulru has had a few time travelling adventures in the past, some of which have brought him for short periods of time into the future. The Starmage and certain others will briefly encounter this younger, time travelling Ulru eventually.

Ulru was an extremely powerful individual, and was surpassed in all the planes only by a handful of cosmic beings (Xuul, Archangels, etc). Before the advent of the Starmage, Ulru was probably the most powerful individual that resided in the mortal plane Midgardhyr on a regular basis. You’ll notice that Ulru is undercapped offensively, but with extra effort he can power stunt up to his PL caps. Note that his magic array has some ranks of Check Required, but with his Staff in hand he can ignore this flaw.

'Eye of True Sight' device is subtle, so it looks just like a regular eye when he wears it in his empty right eye socket.

Note on the pic - that is how he dressed in ages past. These days, he's more likely to be wearing modern clothing.
User avatar
The Ilethryl Knight
Superhero
Superhero
 
Posts: 1821
Joined: Thu Sep 27, 2007 9:08 am

Re: IK3E: GL Heather Price, Phoenix, Thanos, The Valharan

Postby The Ilethryl Knight » Tue Mar 20, 2012 6:40 am

THE STARMAGE
Real Name: Scott Rigel
From ‘The Seven Planes of Existence’
Alignment: Chaotic Good
Power Level 16

Abilities: Str 1[2], Sta 1[7], Agl 1[2], Dex 2[3], Fgt 4[5], Int 1[2], Awe 2[10], Pre 3[4]

Skills: Close Combat(unarmed) 1[+6], Deception 2[+6], Expertise(Earth History) 2[+16 enhanced], Expertise(magic) 5[+25 enhanced], Expertise(minerology) 0[+8 enhanced], Expertise(music; use Pre) 9[+13], Expertise(philosophy) 2[+14 enhanced], Expertise(pop culture) 6[+8], Expertise(The Seven Planes) 2[+14 enhanced], Expertise(Ulru’s Life) 3[+25 enhanced], Insight 2[+12], Perception 3[+13], Persuasion 2[+6], Ranged Combat(magic) 9[+12]

Advantages: Artificer, Beginner’s Luck, Benefit 2 (wealth 2), Equipment 4, Extraordinary Effort, Fearless, Jack of all Trades, Luck 2, Power Attack, Ritualist, Skill Mastery (Expertise/Magic), Ultimate Effort (Expertise/Ulru’s Life), Ultimate Effort (Expertise/Magic)

Equipment: Guitar, The Home Of Magnus Algernon (a.k.a Ulru)
Size: Medium Toughness: 10 Features: Dual-Size (Huge), Laboratory, Library, Living Space, Personnel (ravens with speech and manipulative claws), Power System, Secret, Security System, Workshop, Crystal Orb (Senses 20: Detect ‘The Fallen’, ranged, radius, accurate, acute, extended 7, counters concealment 5, penetrates concealment); 15ep

Powers:
Free of Nadia’s Curse: Enhanced Luck 2; 2pp
Garsceg’s Fang: Advantages 15 (Close Attack 12, Language 1 [draconic], Move-By Action, Takedown), Active Defenses 13 (Dodge 5, Parry 8,); Quirk(must be in Dragonform to access these effects), Removable [-5pp]; 22pp
Mental Defenses: Immunity(Mental Effects); Limited(half effect); 10pp
Mixed Bloodline: Abilities (+1 to all), Immunity 3 (aging, cold environments, disease), Senses 11 (Detect Fallen Angels [ranged, radius, accurate], Detect Magic [ranged, accurate, acute], Low-Light Vision); 30pp
Mystic Defenses: Force Field 12, Impervious* Toughness 12, Dodge 4, Parry 4; Dynamic; 33pp
DAE: Flying: Flight 6; 2pp
AE: Morphology (linked with Shapeshift): Morph 4; Action(move), Quirk (Star Gem remains the same); 1pp
AE: Scales and Fire Breath (linked with Dragonform, see below); 1pp
Mystic Vitality: Stamina 5; 10pp
Ulru’s Knowledge: Artificer, Beginner’s Luck, Expertise[Earth History] 12, Expertise[Magic] 18, Expertise[Minerology] 6, Expertise[The Seven Planes] 10, Jack of all Trades, Ritualist, Skill Mastery(Expertise/Magic), add Analytical to Detect Magic; 29pp
Ulru’s Memories: Expertise[Ulru’s Life] 20, Ultimate Effort[Ulru’s Life]; 11pp
Ulru’s Wisdom: Awareness 7, Expertise[Philosophy] 10; 24pp
Magic Array (all effects have 1 rank of Check Required[Expertise/Magic])
Main Effect: Mystic Bolts: Ranged Multiattack Damage 16; Affects Insubstantial 2; 49pp
AE: Conjure Mystical Force: Create 16; Moveable, Stationary; 1pp
AE: Dispel Magic:; Nullify 16; Broad(magical descriptor), Concentration; 1pp
AE: Dragonform (linked to Scales and Fire Breath, see below); Activation(Standard); 1pp
AE: Light Control: Environment(full light) 7, Invisibility(passive), Visual Dazzle 16 (touch ranged cone-area); 1pp
AE: Manaburst: Burst-Area Damage 16; Affects Insubstantial 2, Progression(increased Area: 60ft radius); 1pp
AE: Planar Travel: Movement 2 (Dimensional; Élonyth, Valherion, Midgardhyr, Loth-Lógrim, and the Sea of Chaos); 1pp
AE: Shapeshift (linked with Morphology): Variable 6 (traits suitable to form taken with Morphology); Action(move); 1pp
AE: Spatial Travel: Teleport 14; Accurate, Change Direction, Extended, 7 ranks Limited to Extended; 1pp
AE: Telekinesis: Move Object 16; Damaging, Precise; 1pp
AE: Visions From The Void: Cone-Area Affliction 16 (Resisted by Will; Dazed and Impaired, Stunned and Disabled, Incapacitated and Unaware); Cumulative, Extra Condition, Sight Dependent; 1pp

Dragonform [traits = 52pp] Linked With Scales/Firebreath [traits = 32pp]; Activation(standard)
Colossal Size and Might: Enhanced Strength 2, Growth* 12 (House Ruled Effects => Size rank: 2, Speed rank: +4, Strength +12, Toughness +12, Attack Checks -4, Dodge -4, Parry -4, Intimidation +8, Stealth -8); Quirk (add to Stamina until Fortitude reaches PL caps, then add Toughness); 35pp
Draconic Senses: Senses (Darkvision, Acute and Extended Smell); 3pp
Dragonscales: Impervious* Toughness 16; 16pp
Fire Breath: Cone Area Damage 16; Unreliable(must wait 2 rounds to reuse); 16pp
Natural Weapons: (teeth, claws) Unarmed Strength-Based Damage 2; Improved Critical; 3pp
Wings: Flight 7; Wings; 7pp

Offense:
Initiative: +2
Mystic Bolts: +12; ranged, Multiattack Damage 16
Manaburst: 60ft radius Burst-Area Damage 16
Visions From the Void: Cone-Area Affliction 16

Defense:
Dodge: +8, +12 with Mystic Defenses
Parry: +8, +12 with Mystic Defenses
Toughness: (Sta 7 + Mystic Defenses 12) = +19
Fortitude: +10
Will: +16 (Limited Immunity to Mental Effects)

Dragonform Combat
Offense: (includes size penalties)
Initiative: +2
Natural Weapons: +14; close, Damage 18
Fire Breath: Cone Area Damage 16

Defense: (includes size penalties)
Dodge: +9
Parry: +12
Toughness: +19
Fortitude: +16
Will: +16


Complications:
Enemy (Demons!)
Fame (He’s a rock star – lead guitarist of the band Talisman.)
Power Loss (Scott Loses Ulru’s Knowledge, Memories, and Wisdom if he acts in any way 'unworthy' of the Stargem – ie, does something Ulru would heavily frown upon if he were still alive.)
Power Loss (Must be able to speak and gesture to use Magic Array.)
Power Loss (Mystic Defenses, Mystic Vitality, and Mental Defenses requires 1 hour meditation each day.)
Relationships (girlfriend/bandmate Julia Verush, bandmate Blake King.)
Reputation/Temper (He’s known for having a wild streak in him and a hot head.)
Responsibility (Scott feels a strong sense duty to use his powers to protect Midgardhyr.)
Rivalry (Nadia Belikov.)
Secret (the world at large has no idea he’s the most powerful dude on the planet.)

PP: Abilities 30 + Skills 24 + Advantages 10 + Powers 234 + Defenses 18 = 316pp

:arrow: This is Scott Rigel, the Starmage. I’ll get into his story in a sec, but before I do that, it’s necessary that I first tell you a little about someone else – Ulru the Immortal, the creator of the Stargem that rests upon Scott Ryder’s brow.

Ulru was the half-breed son of Azaroth the Arch-Demon and a human woman (identity unkown) who on Dec. 21, 2012 sacrifices himself to save Earth from the first wave of extra-planar invasion at the beginning of the Demon Wars. Ulru was born many thousands of years ago on Earth, and wore many identities over the ages. He was Iyzoultar, ruler of Atlantis before the Flood; he was worshipped as Zeus by the Ancient Greeks, and as Odin by the Vikings and Germanic peoples of northern Europe; he was known on the British Isles as Merlin the Magician; and in recent times he often went by the name Magnus Algernon, a worldwide trader in rare gems. To the secret society of immortals, half-breeds, Mageborn, and Fey creatures of Earth, he was known as Ulru the Immortal, Archmage of Midgardhyr and Supreme Wizard in all the Seven Planes.

During the first wave of demonic invasion in December of 2012, Ulru meets his end at the hands of the Arch-Demon Maelbrôdh. However, in years prior to this event, Ulru had premonition that he would someday be killed in battle and was greatly concerned about what would happen to the world if he was no longer there to help protect it. Ulru made preparations for his eventful death by fashioning the Star Gem. The Gem itself is a crystal Ulru discovered in the plane of Valherion ages ago that is believed to have originated from the Sea of Chaos (sort of like a meteor that fell from one plane into another). The crystal is indestructible and visible only to those with magical senses. (To magical beings, it appears as a tiny glowing star, hence the name Star Gem.) Ulru placed identical copies of all his memories and knowledge and wisdom into the Star Gem, and a spell on the gem has made it so that the gem was constantly updated with new memories and knowledge Ulru gained as he continued to have experiences in life, all the way up to the moment of his death. He also placed another powerful spell on the gem, making it so that in the eventuality of Ulru’s death, the Star Gem would instantly seek out the most ‘worthy’ wizard it could find and become symbiotic with that wizard, giving him or her all of Ulru’s memories and knowledge and wisdom. And if that wizard were ever to die or become unworthy, the Star Gem would remove itself from that wizard and seek another one. When Ulru dies in December of 2012, this spell is put into effect, and the Star Gem chooses Scott Ryder to be its bearer.

Only a few individuals knew of the Star Gem and its significance prior to Ulru’s death. Of those who did know of it, some thought the Star Gem might come to them, or had a guess as to who it would go to in the event of Ulru’s death. It never occurred to any of these individuals the gem might choose Scott Ryder, famous guitar player from the rock band Talisman known for having a hot head and a bit of a wild streak in him, a young man with no experience or knowledge of magic whatsoever.

Scott Rigel was born in 1987 in the suburbs of Chicago. His mother died giving birth to him, and his father, a wizard of some renown among those who know of wizards, mysteriously disappeared a few short months later and hasn’t been seen or heard from since. Scott’s grandmother (on his mother’s side) is Sy’liri, Lady of the Mists and former queen of the Fey realm once known as Firlorn (now called Loth-Logrim). Scott’s grandfather (on his father’s side) is Azaroth the demonlord. Because of this powerful mix of heritage, Ulru the archmage felt a need to keep an eye on Scott as he grew up, and arranged it so that Scott’s care fell into the hands of a woman named Beatrice Swift, a foster parent secretly in touch with Ulru and his magical society. Beatrice Swift also cared for a young girl named Nadia Belikov at this time. Nadia just so happens to be Ulru’s youngest grandaughter.

It wasn’t clear at the outset whether Scott or Nadia would ever exhibit supernatural powers or not (grandchildren of demons and feylords don’t always inherit special gifts), so they were raised as normal children with no knowledge of their special backgrounds. Nadia, 2 years older than Scott, displayed magical abilities for the first time at the age of 12. She was promptly introduced to Ulru her grandfather for the first time and began taking lessons in magic. All this was kept hushed up, so Scott never knew anything about his ‘older sister’s’ secret magical life. Three years later, when Scott was 13, he manifested his own powers for the first time in dramatic and powerful fashion. The school he was attending at the time was destroyed and many lives lost, unfortunately. It turned out that Scott had incredible potential within him (perhaps due to his mixed heritage, perhaps for other reasons; no one really knows for sure), potential that could one day make him more powerful than Ulru himself. But Scott had a temper, and his magic was raw and wild (his first exhibition of power came as a result of being taunted by other kids at school for being skinny; in his rage, a fireball was unleashed that destroyed all around him). Ulru and the other mageborn fell into discussion amongst themselves over what to do with the boy, how to handle his further upbringing and training in power, for they had to be careful with someone of such potential. As they were discussing this however, Nadia decided to take matters into her own hands. She was jealous of Scott’s power. She had grown used to being the star pupil of Ulru over the last 3 years, and now this upstart young ‘brother’ of hers was taking her spotlight. Acting out with spite, she cast a curse upon Scott that robbed him of his magical powers. All the special abilities gained from his Fey and Fallen heritage were barred from him, leaving him as he was before, just an ordinary boy.

Ulru was upset with Nadia over her rash action, but he did not remove the curse from Scott. It was decided that, though the act was done out of spite, the result of Nadia’s curse was for the best. Scott was too powerful, too unpredictable and dangerous in his wild outbursts, to the world at large. It would be best if he remained a normal person and left to live a normal life. So the curse remained upon Scott Ryder, and he was moved to another foster home. All memory of his first exhibition of power and of Nadia’s curse was erased from his mind.

Scott’s teenage years were tumultuous. His wild ways caused him to skip from foster home to foster home, and getting into fights with other kids his age almost landed him in Juvie. The one saving grace of his life was music. He took up playing the guitar, became really good at it, and eventually found his way into his first rock band at age 16. Still, he always felt as if something were missing in his life (magic). He thought about entering the Marines at age 18, but finally decided that would interfere with his music too much and instead erolled at a community college. He dropped out after less than a year to focus only on music, and at age 19 Scott and two friends he’d recently met at that college, Blake King and Julia Verush formed the band Talisman. 4 years later, they are famous.

Enter the year 2012. The demon wars have begun, though the world at large is still unaware of it. (That will change, eventually.) Ulru has died, sacrificing himself to save the Earth, and with his death, the Star Gem chooses Scott Rigel to be its bearer. Why Scott was chosen for this burden remains unclear, but some have ideas. It is known that Ulru put a spell upon the Star Gem so that it would choose the individual most justified bearing it, and under regular circumstances it seems Scott wouldn’t even be considered. But this is a time of crisis, a time of war, possibly the end times even. The world needs someone that can stand against the invading demons of Loth-Logrim and make a difference; so maybe that is why the Star Gem chose him. Scott’s natural gift for magic surpasses anyone in all of Midgardhyr (such power will be needed in the coming war), and Scott has never backed down from a fight (this has not always been a good thing and has landed him in jail more than once, but in the upcoming war such a fighting spirit is also needed). The world is in need of a hero. Whatever sentience guided the Star Gem into making its decision must have believed that Scott Ryder was the man for the job.

The Star Gem itself is a tiny stone about the size of a dime. As was said earlier, it was found by Ulru in the plane of Valherion, but is believed to have originated from the Sea of Chaos. No other stone like it is known to exist. It rests upon Scott Rigel’s brow and cannot be removed or destroyed by any known means (because of this, it does not have a Removable flaw and is not by definition considered a Device). Interestingly enough, the Star Gem is completely invisible to those with no magical senses, so regular folk are unaware that a gem is resting on Scott’s forehead. To those with magical or divine senses, the Star Gem appears to be a silvery stone that glows like a miniature star (hence the name Star Gem).

The Star Gem first came to Scott during the middle of one of his band’s performances. He felt a sudden, splitting headache and managed to finish the current song before fleeing to his backstage room, leaving the spectators and his bandmates in confusion. (Later he made an excuse that he was sick and had to vomit. Many think he does drugs, though he never has.) Backstage, he sees himself in the mirror and notices the Star Gem on his brow. (Note - the gem has also removed Nadia’s curse, giving him back his magical heritage and senses, so he can see the gem whereas most cannot.) He does not question what the gem is or what its purpose is though, because he already knows what it is! His mind is suddenly filled with all of Ulru’s memories and knowledge and wisdom! He is still himself, but he now knows everything Ulru ever knew or experienced up to the final moment of his sacrifice. Scott instantly has access to it all, as if he were Ulru himself. It’s almost like he’s two people now, having his own personality and all of his own memories, but also having intimate access to Ulru’s knowledge and experience. He knows about the Seven Planes of Existence, about magic and its uses, about the demon invasion, about his own magical heritage (what Ulru knew of it anyway) and how much potential for power he has within him. He knows everything Ulru ever knew.

With Ulru’s death, his granddaughter Nadia Belikov takes over a number of his former responsibilities. She has matured and become one of the most highly regarded of all Mageborn in Midgardhyr. When she learns that Scott Ryder is now the bearer of the Star Gem, she is quite shocked. (She had been hoping, expecting even, that the gem would choose her.) Scott is none too thrilled with the fact that she cursed him out of jealousy all those years ago, but they come to an uneasy alliance, knowing that the world is under dire threat. Scott becomes known to those in the know as the Starmage (bearer of the Star Gem.) He agrees to keep his magical abilities secret from the world at large (more on that another time) and help defend the Earth from demonic invasion. He takes up residence in Ulru’s former headquarters, the home of Magnus Algernon (it is more than what it seems) and begins training in his newfound abilities while continuing to try and live his own life as Scott Rigel, lead guitarist of Talisman.

This build represents Scott roughly one year after he first becomes the Starmage. He’s had time to acclimatize himself with his powers (made rather easy with Ulru’s knowledge and wisdom to guide him), and is now somewhat of a veteran when it comes to fighting demons. With Ulru’s knowledge and his own natural strength in magic, he has become extremely powerful, and many of his powers are similar to Ulru’s. However, Scott does not rely on magical items as much as Ulru did. The only item of note that Scott carries with him is Garsceg’s Fang, an actual tooth taken from the corpse of Garseg, the most feared dragon that ever prowled the realm of Firlorn (now called Loth-Logrim). With help from his grandmother Sy’liri, Lady of the Mists, Scott places enchantments upon the tooth so that when he takes on the form of a dragon using his shapeshifting powers, he gains the draconic ferocity originally possessed by Garsceg himself. He also has a crystal orb that lets him detect when demons enter the realm of Midgardhyr, but that he keeps in Ulru’s former home. Scott Rigel stands 6’1, weighs about 165lbs, has medium length golden brown hair and blue eyes.
User avatar
The Ilethryl Knight
Superhero
Superhero
 
Posts: 1821
Joined: Thu Sep 27, 2007 9:08 am

Re: IK3E: GL Heather Price, Phoenix, Thanos, The Valharan

Postby The Ilethryl Knight » Tue Mar 20, 2012 6:40 am

Image

SY’LIRI
Lady of the Wood
From ‘The Seven Planes of Existence’
Alignment: Chaotic Good
Power Level 15

Abilities: Str 6, Sta 6, Agl 8, Dex 8, Fgt 4, Int 8, Awe 10, Pre 12

Skills: Acrobatics 4[+12], Deception 8[+20], Expertise(magic) 12[+20], Expertise(music) 12[+24], Expertise(Firlorn/Loth-Logrim) 16[+24], Expertise(Riding; use Agl) 8[+16], Expertise(Wilderness Lore) 16[+24], Insight 6[+16], Perception 8[+18], Persuasion 8[+20], Ranged Combat(bow) 8[+16], Stealth 12[+20], Treatment 8[+16]

Advantages: Accurate Attack, Agile Feint, Animal Empathy, Artificer, Attractive 2, Benefit (status: Lady of the Wood), Defensive Attack, Defensive Roll 4, Evasion, Fascinate (expertise/music), Favored Environment (woodlands), Hide in Plain Sight, Improved Aim, Improved Critical (bow), Improved Defense, Improved Initiative 3, Inspire, Leadership, Luck, Minion 3 (Great Stag), Move-by Action, Precise Attack 2 (ranged concealment and cover), Quick Draw, Ritualist, Seize Initiative, Skill Mastery 2 (music, wilderness lore), Taunt, Tracking, Uncanny Dodge

Powers:
Feylord Bloodline: Immunity 4 (aging, cold, disease, sleep), Senses 5 (Darkvision, Extended Vision, Extended Hearing, Ultrahearing); 9pp
Gift of Language: Comprehend 4 (Animals 2, Languages 2 [speak, understand all languages]); 8pp
Magic Senses: Detect Magic (Ranged, Accurate, Acute, Analytical); 5pp
Mental Defenses: Impervious Will 15; Limited to Mental Effects; 8pp
Morphology: Morph 2 (any female human); 10pp
Myrwood Bow: Ranged Damage 8; Affects Insubstantial, Extended Range, Homing, Improved Critical; Easily Removable; 12pp
Ring of Elemental Summoning: add to Elemental Summoning: Multiple Minions, Horde, Controlled, Mental Link; Removable; 20pp
True Sight: Senses 11 (Vision Counters All Concealment, Counters Illusion, Penetrates Concealment); 11pp
Magic Array
Charming Voice: Perception-Ranged Affliction 15 (Resisted by Will; Entranced, Compelled, Controlled); Sense-Dependent(auditory); 30pp
AE: Dimensional Travel: Movement 2 (Dimensional 2 [Valherion, Midgardhyr, Loth-Logrim, and the Sea of Chaos]); 1pp
AE: Dispel Magic: Nullify(all magic) 15; 1pp
AE: Elemental Summoning: Summon 6; Heroic, General Type(elementals); 1pp
AE: Fog of Forgetfulness: Affliction 10 (Resisted by Will; Dazed, Stunned, Transformed—subject forgets), Progressive; 1pp
AE: Glamour: Illusion(auditory, visual) 10; 1pp
AE: Haste: Quickness 4, Speed 4, Dodge 4, Parry 4, Close Attack 2, Improved Initiative 2, add Multiattack to Myrwood Bow attacks; 1pp
AE: Healing Touch: Restorative Healing 10; 1pp
AE: Invisibility: Concealment 4 (all visual); 1pp
AE: Scrying: Remote Sensing 15 (auditory, visual); Medium(water); 1pp
AE: Shapeshift: Variable 3 (Assumed Forms; Move Action), Increase Morph from rank 2 to 3 (any bestial form); 1pp
AE: Sleep: Affliction 10 (Resisted by Fortitude; Dazed, Stunned, Asleep); Area(burst), Selective; 1pp
AE: Spatial Travel: Teleport 14; Change Direction, Turnabout; 1pp
AE: Transmutation: Transform 6 (anything to anything); 1pp

Offense:
Initiative: +20 [+28 with Haste]
Myrwood Bow: +16 [add +2 fav environment]; ranged, Damage 8 [multiattack with Haste]
Charming Voice: Perception ranged Affliction 15
Sleep: Selective Burst Area Affliction 10

Defense:
Dodge: +14 [add +4 haste, +2 fav environment]
Parry: +14 [add +4 haste, +2 fav environment]
Toughness: (sta 6 + defensive roll 4) = +10
Fortitude: +10
Will: +18

Complications:
Hatred (Demons of Loth-Logrim)
Relationship (Mogg the Troll)
Responsibility (feels a strong sense of duty to those fey creatures originally from Firlorn that have been unhomed by demons.)

PP: Abilities 124 + Skills 63 + Advantages 38 + Powers 126 + Defenses 28 = 379pp

:arrow: Sy’liri is the only surviving child of Oberon and Titania, last of that bloodline. She is the most powerful of the few remaining Feylords, a true goddess of the wild, unhomed from Firlorn by Azaroth and his hordes of demons and currently residing in a remote area of Canada. Mogg the Troll is her closest companion. Together, they are the ‘beauty and the beast’ of the Seven Planes. Sy’liri loves Mogg with all her heart, and though she is not in love with him in a romantic sense as he is with her, she loves him enough to abstain from romantic involvement with any other so that she will not break his heart. Stats for Mogg can be seen below…

--

MOGG
From ‘The Seven Planes of Existence’
Alignment: Chaotic Nuetral
Power Level 14

Abilities: Str 9 [15], Sta 9 [15], Agl 2, Dex 0, Fgt 10, Int -1, Awe 1, Pre 0

Skills: Expertise(survival) 8[+9], Intimidation 16[+18], Perception 8[+9], Stealth 4[+4]

Advantages: All-out Attack, Diehard, Great Endurance, Improved Hold, Interpose, Power Attack, Startle, Takedown

Powers:
Heavy Armor: Protection 4, Impervious* Toughness 6; Removable; 8pp
Large Physique: Growth* 3 (House-Rule Effects => Size rank: -1, Speed +1, Strength +3, Stamina +3, Attack checks and Dodge and Parry: -1, Intimidation +2, Stealth -2); 9pp
Mighty Axe: Strength-Based Damage 4, Improved Critical; Easily Removable; 3pp
Sy’liri’s Blessings: Enhanced Abilities (Str 3, Sta 3), Immunity 8 (aging, disease, poison, all environment), Immunity 20 (Mental Effects; limited to half effect), Regeneration* 2, Senses 1 (danger sense); 37pp
Troll Senses: Darkvision, Scent (acute, extended, and tracking olfactory); 5pp

Offense: (includes size penalty)
Initiative: +2
Unarmed Attack: +9; close, Damage 15
Mighty Axe: +9; close, Damage 19

Defense: (includes size penalty)
Dodge: +8
Parry: +9
Toughness: (sta 15 + armor 4) = +19
Fortitude: +15
Will: +8

Complications:
Obsession/Relationship (Mogg is totally devoted and in love with Sy’liri, Lady of the Wood, and will do anything for her.)
Temper

PP: Abilities 60 + Skills 18 + Advantages 8 + Powers 62 + Defenses 14 = 162pp

:arrow: This is Mogg, mightiest of trolls (made even mightier by Sy'Liri's magical blessings) and devoted protector of Sy’liri, Lady of the Wood.
User avatar
The Ilethryl Knight
Superhero
Superhero
 
Posts: 1821
Joined: Thu Sep 27, 2007 9:08 am

Re: IK3E: John Carter, Cyclops, Jean Grey, FF, Planetary

Postby Mike5000us » Tue Mar 20, 2012 3:14 pm

The Ilethryl Knight wrote:Image

HERCULES
Power Level 13

Abilities: Strength 17, Stamina 17, Agility 3, Dexterity 3, Fighting 9, Intellect 0, Awareness 2, Presence 4

Skills*: Acrobatics 2[+5], Close Combat(unarmed) 2[+11], Athletics 4[+21], Expertise(mythology) 10[+10], Expertise(history) 6[+6], Intimidation 10[+14], Perception 4[+6], Persuasion 4[+8]

Advantages: All-out Attack, Benefit (status: Son of Zeus), Chokehold, Connected, Diehard, Extraordinary Effort, Great Endurance, Improved Grab, Improved Hold, Languages 1 (English; base: Greek), Power Attack, Prone Fighting, Ranged Attack 6, Startle, Takedown

Powers:
Groundstrike: (Alternate Effect of Strength Damage), Burst Area Affliction 13 (Resisted by Fortitude; Dazed and Vulnerable, Stunned and Prone), Extra Condition, Limited to Two Degrees, Limited (Hercules and targets must be touching the ground); 1pp
Half-Olympian Physiology:
Immunity 4 (aging, cold, disease, heat); Impervious Toughness 10, Regeneration* 1; 16pp
Herculean Prowess: Enhanced Strength 4 (limited to lifting), Leaping 6, Speed 3; 13pp

Offense:
Initiative: +3
Unarmed Attack: +11; close, Damage 17

Defense:
Dodge: +9
Parry: +10
Toughness: +17
Fortitude: +17
Will: +9

Complications:
Enemy: Ares
Rivalry: Thor
Temper
Thrills: (excessive drinking and partying with the babes)

PP: Abilities 110 + Skills 21 + Advantages 20 + Powers 30 + Defenses 14 = 195pp

:arrow: No golden mace here! Hate the golden mace!


Hmmm why is he a PL 13? According to his attack/effect (+11/+17) ratio he should at least be PL 14 and his Affliction should be at rank 14. Unless you deliberating wanted him to be weaker than Ares.

By the way I LOVE your Seven Planes universe. So many powerful characters! However I was curious have u ever wrote up the Part 2: Of Magic, the Downfall of Atlantis, and the Advent of the Starmage aspects of it? Do you plan on statting any more Gods in the near future?
"Ah man, I guess I'm just going to have to kill you now!"
User avatar
Mike5000us
Zealot
Zealot
 
Posts: 1021
Joined: Fri Dec 02, 2005 10:49 pm
Location: Los Angeles, California

Re: IK3E: Phoenix, Thanos, Valharan, The 7 Planes Of Existence

Postby The Ilethryl Knight » Tue Mar 20, 2012 4:45 pm

Hercules - that should have read PL 14. I originally had him at PL 13, then upped his stats to PL 14 but must have been in a rush and forgot to change the PL heading. It's been fixed. He's now PL 14. Thanks for the catch.

Seven Planes - I have an outline of the details of 'Part 2', but haven't actually written it yet. One of these days I'll get around to it. When I do, I'll stat up more characters for the setting. And I better get it done before December 21, because that's when the $#!* goes down and the demons invade! :twisted:
User avatar
The Ilethryl Knight
Superhero
Superhero
 
Posts: 1821
Joined: Thu Sep 27, 2007 9:08 am

Re: IK3E: Phoenix, Thanos, Valharan, The 7 Planes Of Existence

Postby scc » Tue Mar 20, 2012 5:01 pm

Your fantasy setting looks really cool. Very nice pictures too by the way. Lilith and the Lady of the Wood especially. Good luck resisting their bluff and persuasion skills. :lol:
scc
Fanatic
Fanatic
 
Posts: 980
Joined: Sun Aug 15, 2004 9:24 am

Re: IK3E: Phoenix, Thanos, Valharan, The 7 Planes Of Existence

Postby Vexous » Tue Mar 20, 2012 5:32 pm

Oh look, more things to steal for my campaign and astound my players with all my "hardwork" putting my world together. Sweeeeeeeeeet. Like Obi Wan said,"Plagiarism is our specIALity." Or something like that....

Good stuff on the demons and angels. Xuul. Tentacles. Tentacles are always good.
Vexous
Cohort
Cohort
 
Posts: 252
Joined: Tue Aug 10, 2004 5:08 pm

Re: IK3E: Phoenix, Thanos, Valharan, The 7 Planes Of Existence

Postby The Ilethryl Knight » Wed Mar 21, 2012 6:45 am

Image

PRE-CRISIS SUPERMAN
Power Level 20

Abilities: Str 28, Sta 25, Agl 3, Dex 4, Fgt 9, Int 8, Awe 5, Pre 5

Skills: Close Combat(unarmed) 3[+12], Deception 4[+17 ‘super-hypnosis’], Expertise(current events) 7[+15], Expertise(journalism) 7[+15], Expertise(farming) 4[+12], Expertise(science) 4[+12], Insight 8[+13], Investigation 7[+15], Perception 12[+17], Persuasion 12[+17], Ranged Combat(heat vision) 8[+12], Technology 7[+15]

Advantages: Accurate Attack, Beginner’s Luck, Benefit (status: He’s Superman!), Connected, Eidetic Memory, Equipment 6, Extraordinary Effort, Fast Grab, Fearless, Improved Disarm, Improved Grab, Improved Initiative 5, Inspire 3, Interpose, Leadership, Move-by Action, Power Attack, Takedown, Ultimate Effort 3 (strength checks, toughness, will)

Equipment: Fortress Of Solitude => Huge; Tou 20; Features: Communications, Computer, Concealed 3, Defense System, Hanger, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Museum, Power System, Security System

Powers:
Heat Vision: Ranged Damage 18; Subtle; 37pp
AE: Heat Vision 2: Selective Cone-Area Damage 12; Suble; 1pp
Invulnerability: Immunity 10 (lifesupport), Impervious Toughness 28, Protection 3, Regeneration* 2 (requires yellow sunlight); 45pp
It’s Superman: Feature 1 (quick change); 1pp
Super-Hypnosis: Enhanced Skill [Deception 8]; 4pp
Super-Lingual: Comprehend Languages 2; 4pp
Super-Senses: Senses 24 (Accurate Hearing, Extended Hearing 5, Ultrahearing, Analytical Vision, Extended Vision 5, Infravision, Microscopic Vision 4, Vision Penetrates Concealment (not lead), Ultravision); 24pp
Super-Strength: Power Lifting 50; 50pp
AE: Freezing Breath: Cone-Area Affliction 16 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile), Cumulative, Limited Degree; 1pp
Super-Ventriloquism: Auditory Communication 1; 1pp
Up, Up, and Away: Flight 27, Movement 3 (space travel 3); 60pp
AE: Faster Than A Speeding Bullet: Speed 26, Quickness 26, Visual Concealment 4; 1pp
AE: Super-Spinning: Burrowing 10, Close-Ranged Burst-Area Move-Object(air control) 16; 1pp

Offense:
Initiative: +23
Unarmed Attack: +12; close, Damage 28
Heat Vision: +12; ranged, Damage 18
Freezing Breath: Cone-Area Affliction 16

Defense:
Dodge: +12
Parry: +12
Toughness: +28
Fortitude: +25
Will: +15

Complications:
Power Loss: Superman loses his powers and his Str and Sta are reduced to 3 under a red sun, like that of Krypton, and other effects draining or interfering with the energies of the yellow sun can deprive him of his powers.
Relationships: Lois Lane, Jimmy Olsen, and Perry White.
Responsibility: Superman feels a strong sense of responsibility to use his powers for the benefit of all.
Secret Identity: Clark Kent, mild-mannered reporter for the Daily Planet.
Vulnerability: Superman is as vulnerable to magic as anyone else. His Toughness is not Impervious against magical attacks.
Weakness: Kryptonite.

PP: Abilities 174 + Skills 42 + Advantages 32 + Powers 230 + Defenses 22 = 500pp

:arrow: This is my take on the uber-super-powerful ‘Pre-Crisis’ Superman from the Silver Age of Comics. With Strength 28 and 50 ranks Power Lifting, he can move an Earth-sized planet without even getting tired. (Yes, I did the math.) Simply put, he is the ultimate of paragons and arguably the greatest super-hero to ever don a cape.
Last edited by The Ilethryl Knight on Fri Mar 23, 2012 6:20 am, edited 3 times in total.
User avatar
The Ilethryl Knight
Superhero
Superhero
 
Posts: 1821
Joined: Thu Sep 27, 2007 9:08 am

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: Arkrite and 3 guests