Omega: Dark

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Omega: Dark

Postby Blackhaunt » Thu Apr 13, 2017 9:50 am

There seems to be a lot of chatter and interest in an "Omega: Dark" setting.

Please state (well written and elaborately) what your intentions for that setting are in this thread.

I may decide to go with one or more ideas presented here. I may also decide to use none of them.

Proceed.
Let the GAMES begin.
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Re: Omega: Dark

Postby Wi-Fi » Thu Apr 13, 2017 1:48 pm

think I have most of them..

Justice league Dark Trailer

Justice league Dark Opening

Primary role:
-Recovery of lost and dangerous artifacts (Headsman Axe and the other "evil weapons Mentioned in the description.)

- Dealing with and containing Mythologies worst and best individuals. This would involve helping and arrest/Dealing with Entities police can not hold or require 'Special' research. Such individuals would be both potential allies and recruits or deadly adversaries or menaces to liven up the "Blanket and Tights" villains.

- A plot more based in magic/Psychic and less on just arresting super villains. The key objectives would the artifacts, negotiating between great powers and other less "combat" but still vital tasks. Perhaps the omegas get charged with escorting Persephone to and from the underworld or aiding the actual, real mythological Medusa (or other Mythical cursed monsters) and possibly gain their alliance.

organizations encounters:
Totemica- A group dedicated to finding magical artifacts and destroying them. (Gramercy Island, page 69-70)
Perhaps this order is not evil and is destroying items not meant to be? Who is pulling the strings and what are their benefactors goals?

The Black order - a group of evil Sorcerers including one Vincent Bloodstone (Gramercy Island, page 204-205)
They are evil, sorcerers and called the Black order..guessing evil happenings might be about.

Thessalica - a Guild of good wizards that sponsor the Anti-hero Triskelion. (Gramercy Island, page 204-205)
The guild might have leads or need help to deal with a threat they can not handle or perhaps they can not be seen dealing with for one reason or another.

Headmen (artifact) and his evil Brothers - (Gramercy Island, page 174-175)
"It is also worth mentioning that occult experts believe the Headsman is just one of a circle of Villains. Each of whom is beholden to a different magic weapon. Although the names and powers are unknown a photograph of the group taken 40 years ago shows individuals wielding a magic sword, a magic spear, a magic war hammer, and magic Flail, in addition to Bonereaver."

Common bad guys could include Were wolf tribes (Natural, real werewolves that are born as in it is their race and not an empowered state.), Witch Covens and other less lethal groups that we can defeat. I would certainly add Wendigo. there are many stories of there creation and I can easily have Wendigo divided into tribes or have Wendigo in a specific region have powers no other of its kind might have. Same with were wolves or or other supernatural baddies for us to track down or save.

Individual heroes or villains potentially encountered:
Epoch (Gramercy Island, page 160-161) - His prophecy of ruling the earth and the threat to humanity might have some truth.
Serpentina (Gramercy Island, page 69-70) -her quest to hunt and destroy items could have her as an ally, enemy or perhaps both. As partner of Galahad she could reform by not wearing or getting a curse removed from her necklace.
Abatwa (Gramercy Island, page 124) - His powers are root in African tradition. this would be an ideal story line for Spiderweb.
Undine (Gramercy Island, page 207-208) - Her potion may have larger implications than at first showed.
Galahad (Gramercy Island, page 168-169) He's a former knight and could well lead the team up against the likes of Morgana and other mythical villains. Omegas in London anyone? Perhaps he and triskelion would be a good duo.
Triskelion. (Gramercy Island, page 204-205) A wizard hunter and detective in one..with less attitude than John Constantine.

the story potential in the Omega: Dark concept is huge. a new version of the Excalibur story, Cu Chulainn's Spear and a differing story about Thor's hammer. Perhaps a hammer like Thor's that is evil? The legendary knights of Camelot were not so good? This also opens up NPC's Like Galahad (Gramercy Island, page 168-169) for appearances and possibly recruitment to the omegas NPC roster. Maybe even have Cu Chulainn reappear somehow..the possibilities are endless consider the number heroes of myth. I can see Cu Chulainn being a a mystic weapon type similar to Spiderweb.

Another aspect might be that Epoch (Gramercy Island, page 160-161) might have been right. Perhaps something big was coming Is it the next big battle the omegas face? Is it something else that may be created by the battle? No on e knows....or perhaps only Madame Sensikov and Epoch know for sure.

Roster:
Recommend only 2 or 3 permanent members. This allows the other 4-3 slots to rotate people in and out. While I would like to see a permanent 6 man team with trade outs as we have it now. Brute is right. Not all the players (or GM's) would get a chance to rub elbows with gods, demons and other fun entities. So a small permanent number of two or three makes tons of sense. Good call on that Brute.
Last edited by Wi-Fi on Sun Jul 30, 2017 8:20 pm, edited 5 times in total.
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
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Re: Omega: Dark

Postby Sentinel » Thu Apr 13, 2017 3:08 pm

When I think of Dark, I imagine spirits, demons, "Dresden" style, Dark Sun, Ravenloft, Hades, Dyval, Supernatural, demons, devils, death, magic, dimensions, sophisticated evil, etc.

What we as a whole are able to deal with and survive is going to be very important. Each of the above items listed present unique challenges and threats that can be devastating to even the prepared. Sentinel is universally capable in many things but still has many gaps. He can buff and CC for some things but has little in the way of binding or protecting from demons and supernatural, though I just picked up a few Lvl 1-4 spells that greatly assist in the detection of the mystical. I intend to eventually pick up some circle, summoning, and binding oriented spells but they are very EP intensive as most are 7+ EP.

I will add more in a bit. this is my initial rambling.
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OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 190/190 | H.P.: N/A | S.D.C.: 440/440 AR: 16
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 190/190 | H.P.: N/A | S.D.C.: 440/440 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 190/190 | H.P.: N/A | S.D.C.: 440/440 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 190/190 | H.P.: N/A | S.D.C.: 440/440 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Re: Omega: Dark

Postby Wi-Fi » Thu Apr 13, 2017 3:12 pm

Sentinel wrote:When I think of Dark, I imagine spirits, demons, "Dresden" style, Dark Sun, Ravenloft, Hades, Dyval, Supernatural, demons, devils, death, magic, dimensions, sophisticated evil, etc.

What we as a whole are able to deal with and survive is going to be very important. Each of the above items listed present unique challenges and threats that can be devastating to even the prepared. Sentinel is universally capable in many things but still has many gaps. He can buff and CC for some things but has little in the way of binding or protecting from demons and supernatural, though I just picked up a few Lvl 1-4 spells that greatly assist in the detection of the mystical. I intend to eventually pick up some circle, summoning, and binding oriented spells but they are very EP intensive as most are 7+ EP.

I will add more in a bit. this is my initial rambling.


Right like tracking down the heart of a demon in a city to kill it. The heart of course hidden and protected to prevent the heroes from accomplishing that task. The removal of a heart to make another immortal or powerful is a common mythical plot line..and a good one too.
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
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Re: Omega: Dark

Postby Sentinel » Thu Apr 13, 2017 7:21 pm

Wi-Fi wrote:
Sentinel wrote:When I think of Dark, I imagine spirits, demons, "Dresden" style, Dark Sun, Ravenloft, Hades, Dyval, Supernatural, demons, devils, death, magic, dimensions, sophisticated evil, etc.

What we as a whole are able to deal with and survive is going to be very important. Each of the above items listed present unique challenges and threats that can be devastating to even the prepared. Sentinel is universally capable in many things but still has many gaps. He can buff and CC for some things but has little in the way of binding or protecting from demons and supernatural, though I just picked up a few Lvl 1-4 spells that greatly assist in the detection of the mystical. I intend to eventually pick up some circle, summoning, and binding oriented spells but they are very EP intensive as most are 7+ EP.

I will add more in a bit. this is my initial rambling.


Right like tracking down the heart of a demon in a city to kill it. The heart of course hidden and protected to prevent the heroes from accomplishing that task. The removal of a heart to make another immortal or powerful is a common mythical plot line..and a good one too.


A little too close to home for Sentinel lol.
Yellow Dragon Ledger
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 190/190 | H.P.: N/A | S.D.C.: 440/440 AR: 16
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 190/190 | H.P.: N/A | S.D.C.: 440/440 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 190/190 | H.P.: N/A | S.D.C.: 440/440 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 190/190 | H.P.: N/A | S.D.C.: 440/440 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Re: Omega: Dark

Postby Faraday » Sat Apr 15, 2017 7:06 pm

I'd like such things as described by Wi-Fi, they would also fit well with Stigandr and his interests even if they aren't a perfect fit for his alter ego Faraday.

I might prefer if things weren't 'quite' so focused on magical objects and included a more general array of mystical/occult/extradimensional threats etc. however that would be pretty much my only quibble at this point. Faraday would likely be interested in being one of the permanent team members.

It also seems like a more likely avenue of play to potentially mix in any material that may lead to playing off of Stig's history and/or lineage. So all in all it seems like a perfect fit for both player and character.
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Re: Omega: Dark

Postby Wi-Fi » Sat Apr 15, 2017 7:27 pm

Faraday wrote:I'd like such things as described by Wi-Fi, they would also fit well with Stigandr and his interests even if they aren't a perfect fit for his alter ego Faraday.

I might prefer if things weren't 'quite' so focused on magical objects and included a more general array of mystical/occult/extradimensional threats etc. however that would be pretty much my only quibble at this point. Faraday would likely be interested in being one of the permanent team members.

It also seems like a more likely avenue of play to potentially mix in any material that may lead to playing off of Stig's history and/or lineage. So all in all it seems like a perfect fit for both player and character.


Its easy enough to add a monster hunt in there. I would like to hunt Wendigo (as in the supernatural show) and werewolf hunts would be a fun hunt. I can see a few of our people going in Knife fights with a werewolf. Personally put me in for a pair of Hand-Axes..
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
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Re: Omega: Dark

Postby Spiderweb » Sun Apr 16, 2017 1:18 am

In theory, at least, this should be right up Barney's alley. As an expert on Anthropology and a person armed with a magic weapon, tracking down supernatural threats is what he was created to do.
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Re: Omega: Dark

Postby Wi-Fi » Thu Apr 20, 2017 8:22 am

Have a few ideas for beasties and items you might be able to use, bh. When I finish I'll let you know. and others can add in there ideas too obviously.
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
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Re: Omega: Dark

Postby Wi-Fi » Tue May 23, 2017 9:58 am

Have a basic Wendigo worked out I'd like a GM opinion on or atleast a second set of eyes to look at it before I call it done. Do I post here or to one you two fine GM's in case you plan on using it (or a variation of it)?
WendigoImage1.jpg
WendigoImage1.jpg (7.34 KiB) Viewed 2827 times
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
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Re: Omega: Dark

Postby Wi-Fi » Fri Jun 16, 2017 1:24 pm

Next on my work load:
- werewolves (as in natural born)
- Djinn (PPE/ISP vampire)
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
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Re: Omega: Dark

Postby Wi-Fi » Fri Jul 28, 2017 11:34 pm

I have two questions:
1) Does regeneration turn off?

2) I am looking up names for groups of werewolves. The name tribe or pack seems over used. Any suggestions?
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
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Re: Omega: Dark

Postby Presence » Sat Jul 29, 2017 3:44 pm

2) Looked up general names for groups of canines. The term "cry" stood out to me. "A cry of werewolves could be heard approaching, the chilling tone of their howls ringing out under the light of the full moon."
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A.R.: 17
SDC: 250 / 250

Normal Form
HP: 28 / 28
SDC: 76 / 76
Natural AR: --
Awe Factor: --
Will speak in either "phone texts or in Morse Code over radio," or in "sign language." Is otherwise mute and can only make a very limited selection of sounds.

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HP: 174 / 174
SDC: 902 / 902
Natural AR: 10
Awe Factor: 14, triggers whenever she is attacked or speaks.
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Re: Omega: Dark

Postby Sentinel » Sat Jul 29, 2017 4:52 pm

Presence wrote:2) Looked up general names for groups of canines. The term "cry" stood out to me. "A cry of werewolves could be heard approaching, the chilling tone of their howls ringing out under the light of the full moon."



Cry is likely a reference to howling. I think clan is an appropriate term rather than tribe. Regeneration usually doesn't turn off. I.e. Sentinel refeneration is his normal healing rate. Nothing turns it off.
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OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 190/190 | H.P.: N/A | S.D.C.: 440/440 AR: 16
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 190/190 | H.P.: N/A | S.D.C.: 440/440 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 190/190 | H.P.: N/A | S.D.C.: 440/440 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 190/190 | H.P.: N/A | S.D.C.: 440/440 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Re: Omega: Dark

Postby Wi-Fi » Sun Jul 30, 2017 5:29 pm

A "cry" of werewolves does sound like a murder of crows. Another one that sounded good was a "Bay" of werewolves. Could also be a place in werewolf mythology.

Mythical Location:
Bay of Wolves
This forest is a place that all werewolves know well. It is the home of a warren of caves and ruins of antiquity. These ruins display ancient werebeasts and events with monsters, demons other mythical tales. How true they are is unclear. The tales do hold some truth. Werebeasts do have the ability to hurt and sense supernatural creatures. Many of the "Bays" (groups of werewolves) still hunt supernatural monsters.

This is the source of the term of a group of werewolves according most scholarly sources. The terms "Cry" and "Bay" of wolves is used interchangeably. Many Werewolf texts use the term cry to represent a bay or isolated body of water like a lake or bay with out any visible sources.

Wereolf Customs:

Combat:
Werewolves do not engage in combat for non-lethal reasons with outsiders. They only strike in defense or if combat is needed and considered honorable. In a "Bay" or among rivals combat among members of this race is handled by duels or in training arenas.

Werewolves see combat as a serious matter and do not lift a claw to another Bay with out reason. The groups that do are not looked on as 'upstanding' Werewolf society. There is a misconception that real werewolves are killing machines and brutal. This not always true and a myth many Werefolk wish would go away.

Combat:
When a Werewolf engages in combat it is always to the death except for the two following conditions:

1) With members with its own bay among its own Bay for training and settling minor disputes. Training arenas often double as combat arenas.

2) Dueling With members of there own kind. Honor bound duels happen when leadership is in challenge, a blood oath (vendetta) and to settle serious disputes among a Bays membership. In honor duels paired claws, knives or other hand weapons are use. Not the wolves natural claws or teeth. This a duel of skill and power, not a death duel. A death duel is rare, but is a duel with claws. When one is called it is always a serious matter and handled with great care.

Leadership:
The average werewolf appreciates strength, wisdom and tenacity. this is reflected in the leaders. Most are savvy and not prone to violence as a solution. That said a good leader know when to fight and when to win by other means.

Leaders are often duel experts and have a pair stone or metallic knives. These are blades of leadership. They pass on to the ones inherit or seize the leadership of the Bay. These knives are often old or in some cases magical according to some legends.

The Bay of Augira have a pair of blades reputed to be the teeth of a dragon their ancestors slew. The Benjuri have a long tradition of Demon slaying and the blades are said to be the claws a Demon lord that fell to the claws of one of the Bays greatest leaders. Both claims have yet to be fully proven but no werewolf can disprove the origins either.

Werewolves and supernatural:

Like the dog they can inflict damage on demons and most supernatural creatures despite damage resistance. These wounds and injuries they inflict will not regenerate. the injury is permanent and must heal naturally over time. hence if a werewolf broke the arm of demon it would have to wear splint. Only to the most powerful magics would heal that injury. Some demons and supernaturals still bear the scars and injuries of werewolves they faced centuries ago. Scars of werewolves will be present in all forms. No amount of shape shifting will cover it up. Even divine healing can not heal a demons scar.

Known Bays:
Augira:
The Augira are hunter of Dragons and other mythical beasts. They have one the most extensive libraries on mystical beasts of all types. It is the efforts of this bay that are reputed to keep the worlds dragon population down. The Augira hunt both sleeping and active dragons as well as other beast of legend that menace man and Werewolf kind.

Benjuri:
These Demon hunters of the North American continent are a constant thorn to all demons. Benjuri hunt and kill many demons, minor and major. The tribe prominently hunts Wendigo and are the foremost expert in them. Many Benjuri are Algonquins and well versed in Native Mythology and survival. It goes with out say there is few areas a Benjuri can not survive in.

Aurora Borealis:
This Bay is one the more notorious ones. The reason is their specialty in the arcane arts. Aurora Borealis hunts down Mages, mystical items and deals with curses. They are dreaded foes and rarely challenged in their chosen arena. Other bays may have mystics and Shamans..but they do not compare to the Aurora Borealis. It rumored that many of this band are talented mages themselves. This bay is by and large a mystery but have proven noble thus far.

The Aurora have been Recently been in contact with and are allies to Gargoyles. the Gargoyles have been working with them for centuries now. How this alliance remains is likely due to The Aurora's specialty in magic and Gargoyle interest in removing Spirits
Last edited by Wi-Fi on Fri Sep 29, 2017 10:39 pm, edited 4 times in total.
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
User avatar
Wi-Fi
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Re: Omega: Dark

Postby Wi-Fi » Fri Aug 18, 2017 1:02 pm

Gargoyles:
The gargoyle is creature reputed to be of living stone. They often repel and deal with spirits and ghosts easily. They are immune to the direct strikes of ghosts, Repel them (the spirit must save or be forced to move away from the Gargoyle) and they can Sense evil, Presence Sense and See invisible passively. They intuitively know a spirits weakness and how to best exploit this. This includes sensing if an object or person is an anchor for a ghost. Interestingly they can sense what they call "Hollows" (Humanoids with out souls).

This much is known..How or where the Gargoyles came from is a mystery. Werewolf, Mage and Monster Lore all agree on one thing...Gargoyles are OLD. They have been around longer than any of the scholars can pin down.

The modern stone image is based on encounter with Gargoyles fighting Ghosts and spirits. Gargoyles are even unaware of their full history.

Note:
These Gargoyles are not related to or connected in any way to the ones in rifts. These ones are ,much older and smaller. Unlike the demonic creatures called Gargoyles they wield magic, tech and other forces with out any problems. In fact they love all three and that has kept them off the radar in the modern age. Many Gargoyles use power armour, modern weapons and spells just as easily as the humans. They are not tied to the rules planar summoning, sensed by magic, nor can be controlled via shifters.

Most are reclusive and travel a fair bit.

Known abilities:

Stone hibernation: they can transform to stone. this hibernation provides Regeneration (they can fully heal up after a 12 hour period of stone hibernation. this includes all but the most legendary curses or ailments.)

climbing via claws

SN strength and Physical endurance

Winged flight (gliding)

Can wield magic, Psionics and are able to use most weapons including Mystical Items classes.

they operate in clans and packs and are fierce in combat when one of the the pack is in jeopardy. You attack one gargoyle you attack the entire clan...
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
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Wi-Fi
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Re: Omega: Dark

Postby Wi-Fi » Thu Oct 05, 2017 8:37 am

Djinn:
(Treated as Mind Bleeder)
Strengths:
-Supernatural strength and endurance
-Natural Body armor and Tremendous SDC
-Master psychic - Mind Bleeders (sensitive and healing predominately.)
-psi claws. (Psi claws act as psi-sword and do the damage as claw powers do.)
-ppe vampire (able to feed on ppe. Prefers ppe to ISP. Isp is less nourishing.)
-damages resistant and immortal.normal weapons will do half damage. This includes most powers. Other magics and supernaturals do normal damage.

Regeneration- overtime and during feeding heals. 2d6 per minute and 3d6 from p.p.e (2d6 from psychics).

Weakness:
-Feeding requires subject to be willing or tricked. In disillusioned state a djinn might cause a target to think they are giving blood or ppe to a spell somehow. A willing participant can feed one. This how cults and clans form. Such alliances on rare occasion become friendships.

-vulnerable to goats blood soaked silver weapons (they do double s.d.c and normal HP damage. Damage effects can not regeneration and require feeding or heal over time as a normal human.)

-allergy to severe Goats blood and allergy to goats. Goats blood will act as poison and contact with goats blood over time causes 1d6 damage per turn..if submersed in it full for 2-6 minutes it will drown or kill them them.)

-Considered a supernatural being but cannot bound by spell. Can be bargained with and a Djinn must hold to a bargain. The Djinn will never make a long term bargain. Should the Djinn like a person they may help or consider them a contact and provide aid. Be warned the djinn will ask for aid in return for favors as well as give a favor in return for aid rendered. An oath made binds only the individual and not his family.

Djinn Tribes and clans:
-Most Djinn are part of a larger collective "family" of their own kind. They tend to be solo hunters and operators they often use family as contacts. In times of need or greater danger they gather in groups.
Last edited by Wi-Fi on Tue Nov 21, 2017 10:07 pm, edited 3 times in total.
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
User avatar
Wi-Fi
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Posts: 560
Joined: Sat Jan 11, 2014 3:28 am

Re: Omega: Dark

Postby Wi-Fi » Wed Oct 18, 2017 1:44 am

Gods in the modern Era:
Zeus: (Maximilian Powers), CEO and owner of "Powers Industries" a Power generation and High tech products company with interests in communications, Robotics and Utilities. One of the richest in Century station he has been at the forefront of rebuilding the city and its infrastructure.

Omega connection:
The omegas operate on government funds. In rare instances wealthy individuals donate items and access to technology instead of money. One such donation is the generator in omega hq. It was provided by Powers Industries.

Artemis, Athena and Ishtar (Babylonian Goddess of love and war): Night club owners (the hunter's Den)

Omega connection:
One of Wi-Fi's favorite coffee and dinner stops. Perhaps her and severak omegas are there as rival of one of the three goddesses acts.

Apollo and Nike: (Olympic Athletes) Apollo is one of the worlds top Archers, Musicians and Equestrian. He competes as human and does not use his godly status or power when competing in the Olympics or in duels of honor. He will however use his godly status if a vital goal or mission is on the line. Nike is a master of most physical sports, is a master thief, and Assassin. She competes in firearms and archery but is not on the same rankings as Apollo.

Omega connection:
Wi-Fi goes here for archery instructions and supplies. Little knowing just who is in charge there.
She could easily drag along other omegas as strange events happen.

Aphrodite: Escort Service (with heavy security and her offices Over the Hunters Den)
Omega connection:
Non yet. Side note:Aphrodite looks slighty different to everyone. She is what they consider beautiful. Even photographs have this affect. The basic features stay the same though.

Odin: jack Ravenson, owner/CEO of a major Corporation and major player in the area Probability and Predictive analytical Software (such as updated ‎Binomial Probability and ‎Bayes Formula). He also has a interests in Robotics, Avionics and communications. Picture a viking in a suit but much more fierce and deadly for all that civility. Shere Khan from talespin would be a very good comparison to the modern Odin. he typically wears a three piece dark blue suit, white shirt, red tie with gold tie pin and a red rose in his left lapel. He has an extremely cool and calm personality, rarely (if ever) showing any sort of alarm or surprise regardless of the circumstances. Despite this calm nature he can be vengeful to his enemies. Over the centuries he has learned to better direct his rage in more productive forms of revenge.

Sherekhan01.jpg
Sherekhan01.jpg (5.74 KiB) Viewed 2272 times


Omega connection:
His predictive software is used by many governments and agencies. Including you guessed it...the omegas. He sends or perhaps visits to get a look at what his donations are doing and what omegas think of it.

Comp skilled omegas would know of him. Wi-Fi, Daryl, Sentinal and others even use the product. Perhaps at a tech show they meet or assist him. Considering certain Omegas know of him it could get interesting.

Aries: Micheal Archer CEO of Javelin Armaments (Manufactures Technologies armor and weapons of various types and sells to almost anyone.)

Omega connection:
He has donated the exterior defenses and more common weapons used by omegas via his subsidiary companies. Curious how his donations are used he or some of his people show up to find out.

Thor: (on quest)

Hercules: A hero of some sort. He occasionally shows up saves lives and vanishes. (Has had a variety of menial and manual labor jobs.) His current possession is an enchanted axe he acquired by defeating a being from a portal to another earth according to Herc. How true this is up to debate because he is known for embellishing tales.

Omega connection:
Many ways he could encounter them. Likely the omegas intercept him or his enemies. Also on some odd lark he could attempt to join the omegas? Perhaps he was drunk?

Hades, Anubis and Hel: Operate a chain Funeral homes across the US and in other countries via shell companies. A few other "Death" gods both lesser and Greater have some investment in this effort. Like most gods they have more than a passing interest. The death gods as whole are keeping tabs on the worlds dead and those that should be dead. At times they actively hunt the undead and recently raised to ensure balances are kept.

Omega connection:
The team or some of them are at a funeral or dealing with a dead villain. Something odd happens as they are in the place. After saving and seeing something the death gods ask the omegas for help.

Set: Andrew Sethton,CEO of Brendon television Production, this Company is based in California (and yes he did have a television called a tv 'set' to help bring about his evil in the world. It didn't work out quite as a planned.)

Omegas connection:
He seeks to get his company known. A brainwave hits him..omegas the tv series! To do this he sends a tv crew and producer to scout. They follow the teams on a typical day.

This can be both funny and dangerous. Though a god of evil he has learned out right bloodshed does not always further his cause.

Giants: Though some were killed, some could have survived. Others were shape changers and could be around still..
http://norse-mythology.net/giants-and-g ... mythology/

Omega connection:
Many villains and heroes have size changing powers. Recently they have been targeted and are disappearing.

A new group has begun hunting giants...why and what the goals are is a mystery. Could the omegas allies be in danger too? Could some of the heroes and villains really be giants or is this new group just loopy?
Last edited by Wi-Fi on Sun Dec 17, 2017 12:05 pm, edited 4 times in total.
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
User avatar
Wi-Fi
Diamond Level Patron
Diamond Level Patron
 
Posts: 560
Joined: Sat Jan 11, 2014 3:28 am

Re: Omega: Dark

Postby Wi-Fi » Sun Nov 26, 2017 10:04 am

Cu Cu Chulainn (Mystic weapon) is a spear containing a bolt of lightening caught by the original hero when he needed a weapon to slay a dreaded monster. The bolt allows control and generation of electricity and returns to the user with out fail on command. When not in use it can be a tattoo or staff. It creates a suit when called upon and grants tremendous resistance to injury as well.

The god of the sky was enraged, but impressed and so gave the hero the gift of immortality. The price was his soul would be bound to spear. Upon the heroes physical death the soul stays with the spear until the weapon is truely destroyed or the sky god freed him.

When a worthy wielder holds the spear he may tranfer himself to that body granting it all his powers and strength. The wielder knows the history of the original and other wielders before them. Active or not the spirit of the original can be conmunicated with but can not act independent of the wielder of this artifact.
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
User avatar
Wi-Fi
Diamond Level Patron
Diamond Level Patron
 
Posts: 560
Joined: Sat Jan 11, 2014 3:28 am

Re: Omega: Dark

Postby Wi-Fi » Sun Dec 17, 2017 10:47 am

Undine
The potion she drank was the essence of god or demon of water. The contents slowly change the person to a copy of or should the original demon be dead to host for him.
The demon-god has power over water and takes the form of a toad or frog. The nameless(?) entity can request or offer aid to other entities that might be of use.

The young woman is in the early stages of transformation and can be saved. If she changes fully the creature will take hold. The demon can and will take control of her as he needs tasks.

Exorcism, destruction of the body or containment of the demon inside her will reverse the change. The only powers left will be water control, breathing underwater and such. Any magic, immortality and the demons power over frog-toads are his, not Undines.
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
User avatar
Wi-Fi
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Posts: 560
Joined: Sat Jan 11, 2014 3:28 am

Re: Omega: Dark

Postby Wi-Fi » Sun Dec 17, 2017 11:58 am

Added details to gods of the modern era and a twist to Undine.
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
User avatar
Wi-Fi
Diamond Level Patron
Diamond Level Patron
 
Posts: 560
Joined: Sat Jan 11, 2014 3:28 am


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