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Found 5 results

  1. In the interest of keeping the forum a little less cluttered with pinned topics, here is a list of various character or archetype constructions provided by your fellow players. Feel free to reply to this thread and add your own construction threads to the index. (One reply only please, edit your post to update your index.) AA's All New All Different Oddballs Gizmo's Character Scratchpad trollthumper's Cave Ecalsneerg's Improved Archetypes Ecalsneerg's Expanded Archetypes From the Laboratory of Dr. Archeville Supercape's Supporting Cast
  2. There seems to be a general confusion that crops up now and then, so I will pull this from 2nd Ed pg 66., SAMPLE DESCRIPTORS • Allegiances: Anarchy, Chaos, Evil, Good, Justice, Law, Liberty, Tyranny • Elements: Air, Earth, Fire, Plant, Water, Weather • Energy: Acid, Chemical, Cold, Cosmic, Darkness, Electricity, Gravity, Heat, Kinetic, Light, Magnetic, Radiation, Sonic, Vibration • Phenomena: Colors, Dimensions, Dreams, Entropy, Ideas, Luck, Memes, Mind, Quantum Forces, Space, Thought, Time • Sources: Alien, Biological, Chi, Divine, Magic, Mystic, Mutant, Preternatural, Psionic, Psychic, Skill, Technology, Training Not counting the House Rules covering frequency. Why do I bring this up ? Because there is no real need to invent "new" descriptors, we do not play a game of oneupsmanship between GM and Players. And because stuff not seen in use has to be ***justified***. As I've stated before in chat, we simply do not see into your mind, we don't know what you intend, what mechanics you create and rationales you establish. This doesn't mean you can't, but this is why there is an approval process. Where you justify what's on the sheet, where you explain it.
  3. Girder Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Metalbending messiah. Catchphrase: "One must listen to know, know to understand, understand to judge. And judge I shall." Theme: It Seemed The Better Way - Leonard Cohen Alternate Identity: Oluremilikun Ransome-Kuti / "Remi" Birthplace: Abeotuka, Nigeria Residence: Freedom City, USA Base of Operations: Claremont Academy Occupation: Messianic trainee, political activist, superhero Affiliations: Theosophic Western Order, Family: Amatuken Ransome-Kuti(mother), Eiyowuawi Ajayi(father(deceased)), thirteen elder sisters, Oloroo Ransome-Kuti(younger sister) Description: Age: (DoB: 2002 (April 5th) Apparent Age: Mid-teens Gender: Masculine Ethnicity: Yoruban Height: 5'9" Weight: 150lbs Eyes: Brown Hair: Black Remi is a strong, sturdy young man whose crisp minimalism encompasses almost every aspect of his life, from his monochromatic clothes to a curt growl of a voice. He wears his hair long in an unruly mane of long curls that covers his shoulders and frames his solemn face. The only concessions to personal flavor are a platinum necklace and a steel armband around his left bicep stamped with a glyph recognizable as the Atlantean word for "student". The necklace bears the insignia of the Theosophic Society, interlocked religious symbols surrounded by an ouroboros engraved with the words "There Is No Religion Higher Than Truth". On-campus at Claremont Academy he always wears the school uniform, modified to resemble the original private school's uniform two-piece suit. If his skin is broken his true nature is revealed, as thick, smoking-hot black ichor seeps from the wound. Girder wears bulky clothes in road-sign orange and yellow, with a featureless steel mask concealing his face, thick gloves with metal-tipped fingers and truly terrifying steel-toed boots. In costume, he never speaks if he can help it. History: Many throughout history have killed a dragon, but Amatuken Ransome-Kuti is the only living soul on Earth known as the Dragonslayer. The skulls of a thousand such decorate her fortress-like home in Nigeria, along with those of countless other, lesser creatures. Amatuken is master of a thousand spells, the elements tremble at a glance of her golden eyes, spirits bow before her and through force of will and spirit she commands many of Atlantis' deepest secrets. The recreation of Atlantis, which she sees as necessary to save "this Fallen world", has consumed her life since she learned of her family's ancient heritage there. Seizing on the fanciful myths of the island-nation's founding, its heroes having "dragon's blood", Amatuken made a very simple plan: she would capture infant dragons, replace their hearts with those of her children and vice versa, and this new generation would be born with the magical gifts necessary to save the world. In addition, the possession of a human heart would link these worms to her children as guides and protectors, ensuring their survival and direction in life. All would be born with the fire of a dragon's ambition, a thirst for power and glory, tempered by human cunning and restraint. As well, they would have the very literal power to create and control fire. Ransacking dragon hoards and other monster lairs leaves you pretty well-off financially, and with the Ransome-Kuti estate in Abeokuta at her disposal she had a perfect place to start her new, better family. Thirteen daughters were born to her, all brimming with the fire alongside mighty dragons. Her fourteenth child, a son, lacked even a spark, and so did his companion drake. Oluremilikun never had much chance to forget this. Compared to even his younger sister, born years after him, he was weak and fragile. He couldn't summon fire or fly on his own. His studies into the mystical dimensions of the Earth and the higher realities were lackluster too, from an early age science and changing the physical world itself captured his dreams. Personality & Motivation: Powers & Tactics: Girder Power Descriptions: Complications: Name: Description Abilities: 6 + 4 + 4 + 4 + 8 + 6 = 32 PP Strength 16 (+3) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 14 (+2) Wisdom 18 (+4) Charisma 16 (+3) Combat: 8 + 8 = 16 PP Attack: +4 (+10 Metallurgy) Defense: +10 (+4 Base, + 6 Dodge Focus), +2 Flat-Footed Initiative: +2 Grapple: +13/+9 Knockback: -10/-5/-1 Saving Throws: 6 + 6 + 5 = 17 PP Toughness: +10/+2 (+2 CON, +8/+0 Defensive Roll) Fortitude: +8 (+2 CON, +6) Reflex: +8 (+2 DEX, +6) Will: +9 (+4 WIS, +5) Skills: 104r = 26 PP Acrobatics 8 (+10) Skill Mastery Computers 8 (+10) Craft (mechanical) 8 (+10) Skill Mastery Craft (structural) 8 (+10) Skill Mastery Disable Device 13 (+15) Skill Mastery Intimidate 12(+15) Skill Mastery Knowledge(arcane Lore) 6 (+8) Knowledge (physical sciences) 8 (+10) Knowledge (technology) 8 (+10) Skill Mastery Knowledge(theology & philosophy) 5 (+7) Language 8 (Yoruban(Native), Atlantean, Arabic, English, French, Hausa, Igbo, Lemurian, Mandarin) Notice 6 (+10) Skill Mastery Sense Motive 6 (+10) Skill Mastery Feats: 21 PP Acrobatic Bluff Artificer Challenge (Fast Startle) Defensive Roll 4 Dodge Focus 6 Improvised Tools Inventor Quick Change Ritualist Sidekick 30 ( Skill Mastery 2 (Acrobatics Craft [Mechanical], Craft [Structural], Disable Device, Intimidate, Technology, Notice, Sense Motive) Startle Uncanny Dodge (tactile) Powers: 2 + 5 + 30 + 8 = 45 PP All powers have the Magic , Metal and Training descriptors Comprehend 2(Languages, understand all, read all, speak one at a time; Flaws: Unreliable(DC12 Intelligence check); Drawbacks: Earth languages only)[2PP] Immunity 10(All effects with the Metal descriptor; Flaws: Duration(Sustained))[5PP] Metallurgy (21 PP Array (Power Feats: Accurate 3, Alternate Power 6) [30 PP] Base: Ironhide 6 (30PP Container; Action(Free Action); Duration(Sustained); Flaws: Medium(metal); Feats: Reversible)[21PP][ Damage 7(Extras: Penetrating 3[DMG10]; Feats: Extended 4 [20ft], Improved Critical 2 [18-20])[16PP] Flight 4 (100MPH, Extras: Affects Others; Flaws: Limited(towards surfaces only), Medium(metal; Feats: Move-By-Action)[5PP] Impervious Toughness 10(Flaws: Ablative) [5PP] Super-Movement 4 (Permeate 2, Swinging, Wall-Crawling 1; Flaws: Limited(metal))[ 4PP] AP: Blast 10 (Extras: Penetrating 6[DMG16]; Flaws: Medium(metal); Power Feats: Improved Critical(19-20), Indirect 3, Variable Descriptor 1(Bludgeoning/Piercing/Slashing) [21PP] AP: Transform 10 (1000 pounds, any metal into any metal; Extras: Duration [Continuous], Flaws: Check Required (DC20 Physical Sciences), Range [Touch] Reshape Only; Power Feats: Precise) [21 PP] AP: Move Object 10 (Extras: Range(Perception); Flaws: Medium(metal); Feats: Precise)[21PP] AP: Snare 10 (Extras: Area (Targeted Shapeable); Flaws: Medium(metal); Power Feats: Obscures Sense(Visual))[21PP] AP: Transform 5 (25 pounds, unrefined substance into metal; Extras: Area(burst), Duration(Continuous); Flaws: Action(Full-Round), Limited(solids only), Range(Touch); Feats: AP Trip 10 (Extras: Area(Targeted Shapeable), Linked(Damage); Flaws: Medium(metal); Feats: Improved Trip)[11PP] + Damage 10 (Extras: Area(Targeted Shapeable), Linked(Trip), Range(ranged); Flaws: Additional Save(Reflex, DC20), Medium(metal))[10PP] Super-Senses 8 ((Tactile) Accurate, Analytical, Extended 3 [1000 feet], Radius, Ranged) [8 PP] Drawbacks -3 - 4 = -7 Vulnerability(Air Damage/ Effects, Frequency: Common(-2); Intensity: Moderate(x1.5 DC; -1))[-3] Vulnerability(Electricity Damage/Effects, Frequency: Common(-2); Intensity: Major(x2 DC; -2))[-4] Abilities (32) + Combat (16) + Saving Throws (17) + Skills (26) + Feats (21) + Powers (45) - Disadvantages (-7) = 150/150 PP
  4. Player Name: Ari Character Name: Mag-Might Power Level: 7 (105/105PP) Trade-Offs: +- Attack / +- Damage, +- Defence / +- Toughness, or None Unspent Power Points: 0 In Brief: Upper-strata Magmin bruiser, dispatched to the surface on an impossible quest. Catchphrase: "MRGH!" Theme: Alternate Identity: Magh'kee/Maggy (Secret: nobody knows Maggy is Mag-Might) Birthplace: The Glasslands, Sub-Terra Residence: An apartment complex in downtown Emerald City, Oregon Base of Operations: The Emerald Cities Occupation: Underwater welder/ knight of the Chasm Affiliations: The Chasm, Sub-Terrans, the Oregon Welder's Union Family: 3000 brothers and sisters born from the same sorcery. Description: Age: 53 (DoB: 1964) Apparent Age: N/A Gender: Woman Ethnicity: Green obsidian Height: 4'6"/1.5m Weight: 330lbs/150kg Eyes: Opal Hair: dark green/black strings Maggy is stocky, a vaguely human-shaped block of green and blue obsidian crystal, burning inside with a never-ending green flame. Her eyes glow, her crystal skin is warm to the touch and slight wafts of flame lick from her mouth when she's angry or excited. Her long strings of glassy hair is shaped into small, numerous loops that frame her head like an elegant crown. Her hands are huge and powerful, and her feet are little more delicate. She's slightly top-heavy, with broad shoulders and a disproportionately large head. Most of the time, she wears large coats and hats to disguise herself among humanity. Sometimes she remembers to wear shoes. On the job, she wears proper protective gear. As Mag-Might, she wears nothing at all. History: Magmin are born from sorcery, transformative spells laid on humans, sub-terrans, morlocks and lemurians. Maggy was born from from fire and volcanic glass, what she once was a mystery never to be revealed, not that she's interested. She had a new life to live. She joined the communities of upper-strata magmin that dwell far above the seething magma flows and smoking lava tubes of their blazing brethren, in the dazzling gardens and wide, pitch-black meadows of razor-sharp. She learned the ways of war by endless skirmishes in broken ruins, ambushes in the depths of sunless seas and one-on-one duels at the blinding mouths to the overworld. Despite the violence and fear, she was content. There was the clan, those who meant it harm, and her, who stood between them. The Chasm was her home, with all its beauties and horrors, and that was all the world she needed. For fifty years Maggy lived like this, and the few times she saw people from the surface she kept well-hidden, her bright eyes watching the slender, frail creatures with awe and pity. Then came Lord Quake and the stonekin. A race of giants who could mould and reshape the very world around them, gods with fiery eyes and an endless hunger. Lord Quake named himself the King-Under-The-Mountain, the Black Spear of Justice and the Saviour of Monsters. He brought hundreds of surface creatures with him, pitiful things not meant for the deep, and made them lush and peaceful homes in the great Chasm. He made a new sun, one that even the morlocks could bear to see by, carved out palaces, reactivated long-forgotten technology that protected all in his dominion, banished or slew terrible monsters and named all Sub-Terra as his rightful domain. He told the people of the underworld of the evils of humanity, their rapacious greed and the need to band together to survive. He demanded peace between all who would join him. The morlocks and the magmin were the first to break this truce, a squabble over tunnel rights leading to a pitched battle which boiled over into Chasm's tiers. Both sides found themselves separated within moments, and forced to confront the fury of Lord Quake. He spoke softly, but in his wrath he forced a terrible price on the feuding peoples: to each give up one of their number in a mission to the surface. Two were chosen, one of them Maggy, who hadn't even been in the fight. They were charged with finding an ancient artefact which was rumored to control the flow of continents, giving one the power to cause or avert earthquakes at will. They had a year to succeed. Training was swift and to the point, instructing the pair in surface politics, culture and language relevant to their mission in the Emerald Cities. They were dismissed with enough money and legal cover identities for their sojourn amongst the humans, aided by a strange fact about the Emerald Cities. For decades they had become a haven for metas and mutants with no interest in heroics or villainy. As a result, truly strange appearances and minor powers weren't as uncommon as they are on most of the surface. Maggy found herself a job helping in the underwater construction of the city's new wave-power generator, with more than enough money coming in to support herself and her strange, chatty partner. Now all she needs to do is find a mysterious mystical weapon, bring it back to Lord Quake, and all will be back to normal. She hopes. Personality & Motivation: Maggy is a straightforward and uncomplicated person. She's the muscle of the operation, a role she's inhabited for half a century, one she understands and enjoys. She's mildly curious about the strange world of humanity, but always as a tourist attraction rather than as a place to really appreciate for its own sake. It's still relatively the same routine as her old life, but the stakes are higher. Deep inside, she relishes this as a jolly, inconsequential adventure. She doesn't entirely trust Lord Quake, but in her own calculations it would be much riskier to defy him than to obey. Her relationship with Mo is one of strict lines and boundaries. He deals with all the things with talking and making problems go away, she steps in when things can't be talked out. She doesn't see Mo as a friend so much as an invaluable tool for their mutual success. Powers & Tactics: By and large Maggy charges in and punches, then punches again. Then breathes fire by venting the inner furnace that powers her crystalline body. Then punches some more. She's a competent but uninspired fighter, with the additional mobility of creating launchers out of the ground. She's confident that if she gets into real trouble she can just regenerate her way out of it. Power Descriptions: All crystal and fire, Maggy is an upper-strata magmin with the power to partially reshape herself and the world she stands on. All the elements that make up her body are, in a real sense, part of her no matter where they are or how scattered throughout the crust. They can be summoned into a fragile pillar that rockets her into the air, used to repair her crystalline lattice and even bolster her already prodigious strength by partially bonding her to the planet. Her inner fires let her create light in deepest darkness and can be concentrated into white-hot bolts or great green waves of fire. Her crystal body lets her ignore most mundane concerns, but has drawbacks. She must eat, sleep, avoid cold places and is totally incapable of human-style speech. Complications: Code: Unlike Mo, Maggy operates on a very strict code of ethics. She can't refuse a challenge, must keep her word under any circumstances and must never reveal the secret of the Sub-Terran Chasm. Mission: To find the Claw of Ghorummaz, a powerful artefact. To protect her ally 'Mo'. To serve the mighty Lord Quake. Secret: To most people she's encountered, Maggy is just a weird mutant with a disfiguring condition and severe disability. That she's kin to the magmin of Sub-Terra must be kept secret, to avoid a LOT of awkward questions and scrutiny her mission can't survive. Speechless: Maggy cannot talk in any human tongue. She's learned how to communicate via sign language but she cannot do so verbally. The Thinnest Veil: Keeping the secret that she's not Mag-Might is impossible in the long-term. Abilities: 10 + 0 + 8 - 2 - 2 + 6 = 20pp STR 20 (+5) DEX 10 (+0) CON 18 (+4) INT 8 (-1) WIS 8 (-1) CHA 16 (+3) Combat: 10 + 8 = 18pp ATK: +5 (+7 Unarmed, Blast) DEF: +7 (4 Base, +3 Dodge Bonus, +2 flat-footed) Init: +8 Grapple: +17 Saves: 3 + 5 + 6 = 14 pp TOU +10 (+4 Con, +3 Protection, +7/+0 Impervious) FORT +7 (+4 Con, +3) REF +5 (+0 Dex, +5) WILL +5 (-1 Wis, +6) Skills: 6pp = 24r Intimidate 9 (+12) Language 3(American ASL, English, Igneous, Sub-Terran(native)) Notice 6 (+5) Sense Motive 6 (+5) Feats: 10pp Attack Specialization (Unarmed) 1 Dodge Focus 3 Improved Initiative 2 Luck Power Attack Second Chance (Intimidate checks) Uncanny Dodge (tactile) Powers: 45 pp Burrowing 1 (1MPH)[1PP] Environmental Control 2(10ft radius, Light, Flaws: Range(Touch))[1PP] Immunity 7 (All Suffocation, Hot, High-Pressure, Radioactive Environments, Disease, Poison) [7pp] Immunity 10 (Fire Damage, Heat Damage; Flaws: Half-Effect)[5PP] Impervious Toughness 7 [7 pp] Protection 3 [3 pp] Regeneration 5 (Bruised 3(No Action), Resurrection 2(1 Day); Power Feats: Regrowth; Flaws: Source (stone))[3PP] Super-Senses 2 (Tremorsense) [2 pp] Mantle Array 7 (14PP Array, Feats: Alternate Power 3)[17PP] Base Power: Blast 6 (Feats: Accurate, Precise)[14PP] AP: Damage 7 (Extras: Area(Cone)[14PP] AP: Damage 2(Extras: Penetrating 2, Feats: Mighty[DMG7])[5/14PP] + Super-Movement 3(Wall-Crawling 3)[6/14PP] + Enhanced Burrowing 2(to Burrowing 3(5MPH); Extras: Penetrating 1)[3/14PP] AP: Super-Strength 10(+50, 70 (+effective STR; Flaws: Duration(Sustained); Feats: Groundstrike(50ft radius), Shockwave(50ft max range, DC20 TOU))[7PP] + Leaping 7(x250 jump distance(3750ft long-run/1875ft long-stand/937ft vertical) Drawback: -4 pp Disability (Cannot Speak) (Very Common, Moderate) [-4] Vulnerable (Cold) (Common, Major(x2 DMG rank)) [-4 pp] Cost: abilities 20 + combat 18 + saves 14 + skills 6/24 + feats 10 + powers 41 - drawback 8 = 105/105PP
  5. Player Name: Arichamus Character Name: the Golden Ferryman, Nemty("He Who Travels") Power Level: 15 (250/250PP) Trade-Offs: None Unspent Power Points: 0 In Brief: Egyptian astrophysicist enlightened and empowered by the misanthropic god of ferrymen, transformed into a golden voyager of the cosmos. Alternate Identity: Abdullah Rofalla Identity: Secret Birthplace: Alexandria, Egypt Occupation: Astrophysicist, cosmic ferryman Affiliations: Aunu(Heliopolis), the Pesedjet of Nine(Ennead), the Pesedjet of Space and Time, Star Island Space Control Center, the Pesedjet of Eight(the Ogodad, secret) Family: Salama Rofalla(neÃ© Moeen, Mother), Ibrahim Rofalla(Father) Description: Age: 32 Apparent Age: Ageless as Nemty Gender: Male Ethnicity: Arabic-Egyptian Height: 6ft/1.8m Weight: 160lbs/72.5kg Eyes: Brown/White Hair: Brown/Lapis lazuli Description: In his human guise, Abdullah is an awkwardly tall, physically unexceptional man with a deep tan, dark, twinkling eyes behind thick round-rimmed glasses and a short beard around upturned lips. He usually dresses in neat semi-formal clothes and keeps his thick curly hair trimmed short. His voice is deep and rich, and he has a warm, engaging manner. As Nemty, he is a lithe vision of golden skin, eyes white as pearls and nails of silver, with chin-length strands of lapisl lazuli for hair. A short white shendyt girdled with silver is his only clothing, and he wears silver bracelets, anklets and a silver band around his neck. In contrast to Abdullah's more restrained, modest attitude, Nemty is cheeky and flamboyant, constantly smiling to himself except in the direst situations. He talks fast(very like a stereotypical taxi cab driver with a far wider vocabulary) and his tone usually teasing. He can at will summon the full spirit of Anti to allow the god to speak for himself, whereupon his head is replaced with a silver avatar of the falcon god with golden claws. Anti's voice is bloodless and hollow, as if from a great distance. Power Descriptions: Nemty's powers are blazes of light, from the sun-like ray of power that he uses for defence or attack, to the halo that shines above his head when casting his senses outward. His Created Objects are mostly solid blocks or ornate structures made of solid golden light, though he can create almost anything else imaginable. The Lightbarque, his vessel of exploration and focus of power, is hard sunlight shaped like an ancient Egyptian reed boat, curved up at bow and stern, with an oar resting at the latter end for steering. It can increase in size to a nearly infinite degree, and its center can form a house capable of holding countless passengers. When used to travel, it creates a tunnel that roars with cosmic power. History: Abdullah's story is fairly simple. Born in Egypt yet raised in the American state of Florida, he at an early age took an interest in space and the wonders of the universe, and after earning his Masters in astrophysics went to the Star Island Space Control Center to be part of the space programme. While there his work took him further and further into the bounds of theoretical mathematics, until at last he had a breakthrough. In an epiphanic moment(well, few hours), he developed a single formula to perfectly model and predict the motion of any object through the universe, taking into account the impact of various energy forms on its movement. For fun, he used it to try and predict where he would go out for dinner. In a flash, he found himself standing in a desert, outside a city of light filled with pillars reaching from the golden ground up into the inky sky. A giant silver falcon then flew up and introduced themself as Anti, the Egyptian god of travelers. He told Abdullah that his efforts to enlighen and explore had caught the eye of the Guard of the Western Horizon, and he offered his power and knowledge to the human so Abdullah could help him fulfill his duties in the physical plane to circumvent the "difficulties" of the Pact that barred him. Exhilirated as he was confused, Abdullah quickly agreed and was granted a new shape and the power to survive what his mortal form could never have endured, along with the mighty Lightbarque, a vessel of power that could take him wherever he wished. Since then, Abdullah has voyaged to other galaxies, dimensions of impossible strangeness and the endless plane of thought. He has also kept up his job at Star Island, and eagerly seeks to expand human knowledge and understanding of the cosmos. He and "Max", driver of the mysterious Phantom Cab, have a friendly rivalry and odd sort of partnership. Anti, meanwhile, is a different matter. The god wasn't lying when he told Abdullah that he needed help to work on Earth, but his real goal is one he's kept carefully hidden: locating the five-fold soul of Heru, the hawk-headed god of justice and vengeance. He isn't doing this out of special love for the Lord of Horizons, but at the secret order of Isis, goddess of wisdom and magic who sees the recent return of his old nemesis Set as all but a direct affront in need of redress by the return of her son. As Isis knows his true name, Anti is powerless to refuse or speak up about it, adding to an already vicious hatred the silver falcon bears for the goddess whose deception led to his disgrace and the loss of his talons. More than that, however, the ferryman has come to a (to him) unpleasant realization. Over the eons, while the progenitors of the Pesedjets had some semblance of humanity offsetting their nature as eternal emblems of some aspect of the universe, that personal side has come to eclipse all else. When he lost his talons, Anti realized for the first time that he could feel pain, that hunger and not merely the desire to have had moved him to accept the meal the disguised Isis had offered. He took a fresh look at the way of things, and saw to his horror that now only thin shreds seperated the neterat from the humans who served them. It was with even greater horror that he noticed he had assumed human masculinity as part of his being, rather than as a convenient shorthand. His worst fears were confirmed with the acceptance of the mortal architect Imhotep into the City of Pillars, where the upstart has become the confidante of Ptah, moulder of the cosmos, himself. Infuriated both at the humiliation and deception of Isis and his epiphany, Anti returned to his duties. But over time this knowledge gnawed at him, and nobody pays attention to the oarsman unless they need him anyway, giving Anti plenty of opportunity to vent his loathesome emotions to sympathetic ears. In this case the Ogdoad, the eight embodiments of the primordial darkness and chaos that had been long before Re willed himself into existence. Like the silver falcon of motion they have a certain nostalgia for the past and see in Anti a potentially useful tool, egging on his sense of injustice and antipathy for mortals in the hopes that he might sow mischief among their complacent heirs in Aunu. But Anti sticks to his duties, and thus far has kept his mouth shut and is true to his role in the cosmos. He at least has not forgotten why he exists. Personality & Motivation: Abdullah can come off as an overenthusiastic tour guide or lecturer at the best of times, always eager to share what he knows or thinks, and as Nemty that tendency is doubled. He'll veer off-course to inspect something that looks like it might make for a better time than just going straight to the destination, if asked to explain something he'd sooner show someone by dragging them from one end of the universe to the other, showing the questioner wonders all along the way, than say "Yes" or "Maybe". Despite that he CAN be kept on-point if the task is serious, dangerous or time-sensitive, and he'd never let someone be hurt or inconvenienced if they want his help. He's someone who loves the universe and everyone in it, and will only be dragged into a fight with great reluctance. By contrast, Anti cares nothing for the people he ferries, concerned only with carrying out their wishes with not a thought spared to the rightness or wisdom of what they want. He's cold, distant and calculating, nursing a deep-seated grievance and anger at what he sees as a fatal mistake on the part of the other Heliopolitans, where relatability has become vulgar divine parasitism and slavish imitation of crude matter. He very fervently doesn't want to be a "him", or even a person at all, just a cog in an omniversal order like he thinks he remembers being. That more "human" gods like Horus, Isis, Osiris and Seth ("and...Anubis?!") have been remembered while he is forgotten is a barb in his heart. He blames their strengthened personalities for the quarrels and power-struggles the neterat have endured that set its mightiest against each other. Oddly enough, he has a profound lingering respect for Set, remembering him from the days of old before the battles with Apep and public iniquity changed him. As well, he sees them as kindred, having both suffered thanks to Isis and her ambitions. He fears nothing in the omniverse save for Sekhmet. Powers & Tactics: Nemty the Golden Ferryman has considerable control over light, from powerful rays to blinding flares, transforming his physical form into coherent light and creating solid objects of it. By and large Nemty prefers to either avoid fights or else run away, though if pressed he does his best to fight intelligently, such as ducking into other planes to strike from directions his enemies have no way to counter, or Stunting the power to cast illusions to distract and confuse. Complications: Allies in dark places: Antics: The Golden Ferryman is given to extravagent displays, and if given half the chance might take somebody all too literally in the effort to impress. Cocky: The Golden Ferryman finds it all too easy to get careless or overconfident, leading to frankly unnecessary risks. Enemies: Powers of stasis or chaos(mortal and otherworldly) alike both have it in for the god of travel. He and any passengers would make tempting targets to these forces. Also he and the Loa Legba have an ongoing pseudo-friendly feud, which to anyone trying to reach the outer realms can make the trip that much more perilous. Hatred: Isis/Aset. Both for her deceiving and disgracing him and for her efforts to strengthen her family at the expense of the other neterat, Anti would do anything to bring down the Queen of Magic or those close to her like Heru. Hatred: Mortals. When he takes control Anti is utterly callous to the fate of non-divine passengers, disregarding their wishes as openly as he dares. Obsession: Losing his personhood, seeing the cosmos returned to what it was. Reputation: In divine and mystic circles he's best known for his great failure. Responsibility: Star Island Space Control Center. His work as Guardian of the Horizons(until the return of Heru's essence to Aunu). Secret: Anti's affiliation with the Pesedjet of Eight. Vagaries of the Cosmos: Anything can happen while trying to go from point A to point B. Even gods can makes mistakes, dimensional planes might shift, powers beyond Nemty might seize control; while most trips are a sure thing, there's always the risk of mishaps on the way. Abilities: 0 + 0 + 4 + 12 + 10 + 10 = 36PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 22 (+6) Wisdom: 20 (+5) Charisma: 20 (+5) Combat: 10 + 16 = 26PP Initiative: +0 Attack: +5, +15 Ray of Re Grapple: +5 Defense: +15 (+5 Base, +10 Dodge Focus), +4 Flat-Footed Knockback: -1/-8 with Protection Saving Throws: 8 + 10 + 10 = 28PP Toughness: +15 (+2 Con, +13 Protection, +0/+15 Impervious) Fortitude: +10 (+2 Con, +8) Reflex: +10 (+0 Dex, +10) Will: +15 (+5 Wis, +10) Skills: 116R = 24PP Bluff 11 (+16/+20/+24 with Attractive) Computers 9 (+15) Diplomacy 7 (+12/+16/+20 with Attractive) Knowledge(Cosmology) 18 (+24) Knowledge(History) 14 (+20) Knowledge(Physical Science) 18 (+24) Knowledge(Technology) 9 (+15) Pilot 15 (+15) Notice 15 (+20) Feats: 5PP Attractive *2 With Morph Fearless (Exception: Sekhmet) Second Chance (Pilot Checks) Ultimate Skill 2(Cosmology, Notice) Powers: 6 + 61 + 20 + 1 + 10 + 24 + 3 + 6 = 131PP Comprehend 3(Languages, Read. Speak/Understand All at once)[6PP] Device 20(100PP Device; Flaws: Easy to Lose; Feats: Indestructible, Restricted 1 (Divine/Cosmic power users); Drawbacks: Platform(Can be knocked or thrown off, denying use of its power))[61PP] Lightbarque Protection 12(Extras: Impervious Toughness 15)[27PP] Waymaking Array 30.5(61PP; Feats: Alternate Power 6, Dynamic Power 6)[73PP] Base Power: Damage 15(Extras: Penetrating 5, Range(Ranged); Feats: Accurate 5, Affects Insubstantial 2, Dimension 3(All Other Dimensions), Dynamic, Knockback 5(as DMG20), Progression 10(Max., Range of 3mil. mi.)[61PP] Ray of ReAP: Create Object 10(Extras: Duration(Continuous), Impervious, Movable; Feats: Affect Insubstantial 2, Dynamic, Innate, Precise, Progression 6(500ft/225m cubes), Selective; Drawbacks: Placement(Can only affect the Lightbarque and those on it)[61PP] AP: Environmental Control 10(Gravity, high/low; Extras: Selective; Feats: Dynamic)[31PP] + Environmental Control 10(Hamper Movement(1/2)(pressure barriers); Extras: Selective; Feats: Dynamic)[21PP] + Enhanced Power Feat 8(Add Progression 8(Area, 2,500ft/1125m. increments) to Env. Control(Light); Feats: Dynamic)[9PP] =[61PP] AP: Insubstantial 3(Light; Extras: Affects Corporeal, Affects Others, Duration(Continuous), Selective; Feats: Dynamic)[27PP] + Obscure 13(All Visual Senses[blinding light], Extras: Selective; Flaws: Range(Touch) Feats: Dynamic, Progression 7(~6mi./~3km. radius))[34PP] =[61PP] AP: Nullify 15(Binding Effects(Emotion/Mind Control, Snares, etc...); Extras: Duration(Sustained), Effortless, Nullifying Field; Flaws: Distracting; Feats: Dynamic)[61PP] AP: Super-Movement 10(Dimensional Movement 3(Any Dimension/Universe), Space Travel 4(intergalactic travel), Temporal Movement 3(any time from any other); Extras: Affect Others; Feats: Dynamic)[31PP] + Enhanced Flight 15(to Flight 20(near light speed); Extras: Affect Others; Flaws: Platform)[30PP] AP: Super-Senses 60(Detect Desire for Transport[Mental, Accurate, Acute, Analytical, Counters Concealment, Dimensional 3(All Dimensions), Extended 15(Local star system), Penetrates Concealment, Radius, Rapid 1(10x processing)]; Visual Senses: Analytical, Counters Obscure(Darkness, Light), Dimensional 3(All Dimensions), Extended 15(Local star system); Cosmic Awareness[Visual], Direction Sense, Distance Sense, Divine Awareness[Visual], Infravision[Tracking], Time Sense, Ultravision; Feats: Dynamic)[61PP] Environmental Control 10(Light, bright as daylight)[20PP] Feature 1(Remote Control over Lightbarque)[1PP] Flight 5(250MPH/2,500FPR; Extras: Affect Others; Flaws: Distracting)[10PP] Immunity 19(Aging, Interaction Skills, Light Damage, Life Support, Sleep, Starvation & Thirst)[19PP] Morph 1(Nemty form, Feats: Attractive)[3PP] Regeneration 5(Resurrection 1(1 day) Super-Movement 2(Dimensional Movement 1(Earth to Innun), Space Travel 1(Local system)Extras: Affect Others)[6PP] Drawbacks: (-0) + (-0) = -0PP [table]DC Block[/table] ATTACK RANGE SAVE EFFECT Unarmed Melee DC15 Toughness (Staged) Damage (Physical) Create Object Ranged DC20 Reflex/25 Toughness (Staged) Damage (Physical) Nullify Ranged(Area, 75ft.) DC20+15 Power Check Effect Nullified Ray of Re Ranged DC30 Toughness (Staged) Damage (Physical) Totals: Abilities (36) + Combat (26) + Saving Throws (28) + Skills (24) + Feats (5) + Powers (131) - Drawbacks (0) = 250/250 Power Points
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