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Children of the Gods

The Children of the Gods are chamions of good, literally offspring of the God Mountains. Their only mission is to defend the God Mountains from Iblis and his army. If this was to be completed then they would roam the megaverse, looking for wrongs to right. If the God Mountains are out of danger, no more Children will be created.

They are rock-like beings with supernatural power. They are born with the Spells of their parent mountain. Not only that, they have the Unique ability to change their density at will. They can be as heavy as lead and tough as Tablement(which they are made of) or as dense as simple fog. They use this ability to more easily fight enemies and have greater versatility. There are very few beings in the Megaverse that are a match for a Child of the Gods.

Alignment:Good or unprincipled. 9 times out of ten they are scrupulous. If attempt to do something out of their alignment, thereby changing it, they have about a week to change their ways or they become a pile of dust.
Attributes:
IQ3D6+2
ME4D6+2
MA3D6
PS6D6+25
PP4D6+3
PE6D6+5
PB1D6+2
SPD4D6NOTE:all attributes are considered supernatural
MDC:5D6x10+300+3D6 per level of experience
Horror factor:12, 18 to evil and/or supernatural beings
PPE: 3D6x10+100
Life span:seeming to be immortal, however, one has not been around for more than 50 years, so it really isn't known.
Size: 7ft+6D6 inches
Weight:500+1D6x10 pounds
Appearance: A living statue. A being of humanoid shape, but of rock material. Can be craggy and rough or as smooth as glass depending on PB.
Natural Abilities
1)Change Density at will:The character can change his density at will, affecting speed, agility, and MDC. for every speed and agility point added, 25 MDC and 50 pounds must be subtracted, and vice versa. Becomes fog when MDC is reduced to 75 or less. In this form psionic, magic, and energy attacks do normal damage(normal for a child anyway), all other attacks pass right through the character. He can pass through walls, doors, people, anything solid. Can become a defenseive strucure by reducing speed and PP to zero. When this happens the character gets an additional 100MDC but cannot move. this is done to protect others or something of value. If the charcter becomes fog then thrusts a limb into somebody and becomes solid again, the Child takes 1D6x10 MD per second and the target takes 3D6x10 MDC per second. This is a trump card and a very dangerous maneuver. The Child cannot remove himself from the target unless he makes a save versus pain roll(with PE bonuses of course). If he fails, he cannot try again for another melee round. When this happens, the character assumes his normal MDC and cannot change it until he makes the save roll. Can actually become negative mass, repelling away from anything of normal mass. This is not measured in degrees, it is one 'mode'. When they become negative mass, treat their MDC as normal, but they take triple damage from physical attacks but NO damage from energy attacks excluding fire and fire related attacks. They can choose to fly at superluminal speeds. In an atmosphere, they can fly at mach one, in space they can cover one light year per action, but this expends 10MDC and 25 PPE. For every minute that a Child is negative mass, they take an additional 5D6 MD if in an atmosphere. If in space, they take 1D4 MD. This is a very dangerous ability for the Child and is never used lightly.
2)Parent Mountain's Spells:The Child has the spells of his parent mountain and uses them just like a normal spell. He gains the spells per level as normal.
3)Bio regeneration:3D6x10 MDC per minute.
4)Other Bonues:Immune to horror factor, all poisons and toxins, all physical blows do 1/3 damage, all energy attacks excluding fire and fire related ones do 1/2 damage, does not eat sleep or breathe, can survive in a vacuum with no ill effect, immune to radiation, Immune to all mind control and possession attempts, all other psionic and magic attacks do full damage. Tablement and millenium tree weapons do 1/4 damage. +3 on initiative, strike, parry, and dodge, +5 to roll with punch/fall/impact, +6 to pull punch, in addtion to attribute an skill bonuses.
RCC skills
detect ambush+10
intelligence+10
tracking+10
camouflage+15
prowl+35
2languages of choice+20
2lores of chocie+10
land navigation+10
hand to hand :expert
Other Skills select 8 from the list below
communications:any
electrical:basic only
domestic:any+10
espionage:any+10
mechanical:basic only
medical: first aid only+5
military:any+5
physical:any+10 but doesnt get any attribute bonuses
pilot:any
rouge:any+10
science:math only
technical:any+5
wilderness:any+10
WPs:any
secondary skills: select any 6
standard equipment:
2d6x100 Kryms.

Note:Cannot have any additional OCC, Magic, Psionics, cybernetic implants, conversions of any kind.

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