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HEROES FOR HIRE! 6 pregenerated superheroes for Mythras This document contains a team of ready-made superheroes, based on the Mythras Imperative rules, and the superpower system outlined in Agony & Ecstasy. Use the heroes as they are, or tweak them to suit. They represent a range of different powers and different strengths: Eclipse ~ Torn between Light and Darkness, a powerful young woman who channels the elemental energies of day and night. Hare ~ Ex-soldier turned speedster who uses her fantastic gifts and fighting skills to keep the criminals of Gemini City on the run. Golem ~ A brilliant scientist trapped in a swarm of sentient construction nanobots who uses the city itself to battle those that seek to destroy it. The Mortician ~ Vengeful combat specialist who relies on his wits, and his ability to strike fear into the hearts of his enemies. Torc ~ On an expedition to find evidence of a legendary warrior of myth, an archeologist discovered a mystic artifact giving him the strength of heroes. Tortoise ~ Encased in an advanced suit of power armor, a genius expert in cybernetics does his part to clean up the mean streets of the Ossuary. ECLIPSE Jeung Jina dreamed of a career in science, but her parents didn't have enough money to afford the tuition of a prestigious univer- sity. Jina worked to save money, and eventually found a job assist- ing a scientist who was considered a crackpot by his colleagues. He believed solar eclipses contained untapped energy, and developed a machine that would channel it. When the machine was turned on, it transpired that the theory of eclipse-bound energy wasn’t so crazy after all; Jina was bombarded with cosmic radiation and developed her remarkable abilities. Eclipse Attributes STR: 10 Action Points: 2 (3) CON: 12 Damage Modifier: – 1d2 SIZ: 9 Power Points: 16 DEX: 14 Movement: 6m, 16m Flight (160KPH) INT: 14 Initiative Bonus: 14 (13 with armour) POW: 16 Healing Rate: 2 CHA: 15 Luck Points: 3 Armour: Armoured costume Skills: Acrobatics 52%, Athletics 50%, Brawn 42%, Commerce 60%, Computers 51%, Conceal 47%, Craft (Darkness) 64%, Craft (Light) 70%, Customs 72%, Deceit 51%, Drive 60%, Endurance 55%, Evade 68%, First Aid 52%, Fly 82%, Influence 63%, Insight 58%, Linguistics (Korean) 75%, Locale 71%, Oratory 65%, Perception 65%, Science (Fringe) 54%, Stealth 50%, Streetwise 45%, Swim 54%, Teach 60%, Unarmed Shadow Walk (Teleport): Within 16 metres. 47%, Willpower 70% Spend 2 Power Points when making an Evade check. If successful, teleport up to 8 metres Passions: (Night) Protect my Family 77%, Help the Innocent 65%, I Want to be Normal away and the character does not end up prone as per a normal Evade. 62%; (Day) Fight Against Evil 67%, Show Off my Powers 70%, Keep Back the Darkness Limits: Limited Power: Can only use Flight and Light Control powers after the sun has Within 68% set, and can only use Darkness Control and Teleport powers during the daylight. Teleport can only be used to travel from one shadow to another within range. Powers Equipment: Smartphone Darkest Day (Darkness Control): Control darkness and shadows of up to 8 cubic metres within 16 metres. Tendril attack has Entangle and Stun Location Combat Effects. 1d20 Location AP/HP Spend 2 Power Points to give darkness a semi-solid form with 3 Armour Points and 6 1–3 Right Leg 1/5 Hit Points per cubic meter. 4–6 Left Leg 1/5 Spend 2 Power Points and an action to create darkness around the character out to half 7–9 Abdomen 2/6 POW in metres, rounded up, reducing visibility to partial darkness conditions. Spend 1 power point to generate 2 cubic metres of darkness if insufficient amount is 10-12 Chest 3/7 present. 13–15 Right Arm 1/4 Wings of Light (Flight) 16–18 Left Arm 1/4 Spend 2 Power Points to double flight speed for one Combat Round or one task outside 19–20 Head 1/5 of combat. Brightest Night (Light Control): Control light, including infrared and ultraviolet light, Combat Style: Night and Day (Eclipse Powers): 65% of up to 8 cubic metres of light anywhere within 16 metres. Laser beam has Cauterizing Weapons: and Incendiary Combat Effects. Size/Force Reach/Range Damage AP/HP Spend 2 Power Points to create holograms, which require a Craft (Light) check if the image is complex. Unarmed S T 1d3-1d2 As for Arm Spend 3 Power Points to generate a flash of intense light and all targets within half POW of you, rounded up. Targets must make an Evade check as a free action, or be Darkness M VL 1d10-1d2 - blinded for one turn. Tendril Spend 1 power point to generate 2 cubic metres of light if insufficient amount is present. Laser Beam - 8/24/100 1d10 HARE Lily Alex was more interested in sports than she was in school, but found a home in the Army alongside her brother Franklin. She blamed herself when he was critically injured, even though her quick actions kept him from dying. She volunteered to be the test subject for one of his experiments to heal his injuries, but it had the unexpected side effect of giving her amazing running speed. She uses her gifts to keep her brother safe while he tests his armoured suit; and, as a soldier, she feels it's her duty to protect the civilians of Gemini City. Hare Attributes STR: 12 Action Points: 2 (3) CON: 13 Damage Modifier: +0 SIZ: 10 Power Points: 14 DEX: 17 Movement: 24m (240KPH) INT: 12 Initiative Bonus: 15 (14 with armour) POW: 14 Healing Rate: 3 CHA: 12 Luck Points: 4 Armour: Armoured costume Skills: Acrobatics 66%, Athletics 82%, Brawn 53%, Conceal 50%, Customs 65%, Deceit 48%, Drive 41%, Endurance 76%, Evade 84%, First Aid 52%, Influence 46%, Insight 49%, Mechanisms 54%, Navigation 67%, Oratory 57%, Locale 57%, Perception 50%, 1d20 Location AP/HP Pilot 52%, Sleight 60%, Stealth 64%, Streetwise 51%, Survival 59%, Swim 43%, Track 62%, Unarmed 71%, Willpower 56% 1–3 Right Leg 1/5 4–6 Left Leg 1/5 Passions: Protect Civilians 62%, Keep Franklin Safe 75%, Act Before Thinking 71% 7–9 Abdomen 2/6 Powers 10-12 Chest 2/7 13–15 Right Arm 1/4 Jack Rabbit (Enhanced Reactions): Initiative roll is 1d10+9. Spend 2 Power Points to gain an extra Action Point that can only be used for reactive 16–18 Left Arm 1/4 actions. 19–20 Head 2/5 Rabbit Run (Enhanced Speed) Spend 2 Power Points to initiate a charge attack at the end of a single turn of Combat Style: Fast and Furious (Club, Improvised Weapons, Quarterstaff, Tonfa): 75% movement, and affect one additional target while charging through contact for each additional 1 power point spent. Weapons: Size/Force Reach/Range Damage AP/HP Spend 2 Power Points when using a Move action to impose a two grade difficulty penalty on all attack checks against the character. Unarmed S T 1d3 As for Arm Rabbit’s Foot (Lucky) Extendable M L 1d8 4/8 Spend 3 Power Points to interpret the dice rolls for a check any way you choose. For Quarterstaff example, a roll of 90 could be read as 09 instead. Limits: Fatal Flaw: Must consume a full meal every four hours or suffer the effects. Equipment: Smartphone, extendable quarterstaff GOLEM Leonard Loew, an expert in nano-robotics, developed experimen- tal construction nanites that could take control of nearly any building material they came into contact with. He was devastated when he was diagnosed with an incurable form of blood cancer, and in desperation Leonard transferred his consciousness into the complex neural network of his bio-organic robots. He learned to shape the nano-robots into a form that mimicked his original appearance, and to use their capabilities to create crude bodies from building materials for a short time. After stopping a bank robbery, Leonard took up the mantle of hero until he can find a way back into a real body again. Golem Attributes STR: (2d6+16/23)* Action Points: 2 (3) CON: – Damage Modifier: (+1d6)* SIZ: (1d6+12/15)* Power Points: 15 DEX: (1d6+8/11)* Movement: 5m flight/ (4m) INT: 18 Initiative Bonus: 16 (15 in animated form) POW: 15 Healing Rate: – CHA: 13 Luck Points: 3 Armour: see below Skills: Athletics 51%*, Brawn 60%*, Comms 67%, Computers 84%, Conceal 48%, Craft (Robotics) 95%, Customs 74%, Deceit 57%, Drive 45%, Electronics 85%, Endurance 66%, Engineering (Computers) 89%, Engineering (Robotics) 92%, Evade 50%, First Aid 71%, Fly 54%, Influence 62%, Insight 58%, Linguistics (Hebrew) 75%, Locale 67%, Mechanisms 68%, Medicine 60%, Perception 78%, Science (Mathematics) 80%, Stealth Physical Limitation: Lacks senses of smell, taste, and touch and automatically fails any 43%, Swim 39%*, Teach 60% Unarmed 60%*, Willpower 75% Perception checks related to them. Lacks STR, CON, SIZ, and DEX in normal nanobot form, and skills based on those Characteristics use POW instead. Passions: Help Gemini City with my Tech 69%, Protect the Innocent 57%, Hold On to My Humanity 74% Vulnerability: Vulnerable to powerful electromagnetic fields and magnets and every turn within 5 metres of them the character must make a Hard Endurance check or suffer a level Powers of Fatigue. Nanomation (Animation): May only animate construction materials such as concrete, Equipment: None metal, and wood. Spend 1 power point and 1 Hit Point from any of the construct’s locations to hurl a 1d20 Location AP/HP piece of the body mass as a thrown attack, doing the listed damage below. 1–3 Right Leg (*/6) Spend 1 power point when in contact with a similar material for at least one full 4–6 Left Leg (*/6) Combat Round to repair 1d6 Hit Points of damage to it.