The Silver-Tongue • Socialite • PL 3 • Cosmic/Mystic
Brawn 1 • Agility 2 • Intellect 2 • Cunning 2 • Willpower 2 • Presence 3
- Starting Wound Threshold: 10 + Brawn
- Starting Strain Threshold: 10 + Willpower
- Starting Skills: One rank in either Cool or Charm (Cool 1)
- Turn of Phrase: Once per Issue, after a foe makes a social check against your character, you may spend a Story Point as an out-of- turn incidental to remove all generated by that character’s check before any symbols are cancelled.
- Career Skills: Charm, Cool 1, Deception 2, Knowledge 1, Negotiation, Perception, Streetwise 1, Vigilance 2
- ‘’’Starting Experience:’’’ 250xp
- Characteristics: 70 (Presence 4, Agility 3)
- Skills: 5 (Stealth 1)
- Talents: 175
Brawn 1 • Agility 3 • Intellect 2 • Cunning 2 • Willpower 2 • Presence 4
- Starting Wound Threshold: 11
- Starting Strain Threshold: 12
- Career Skills: Arcana, Brawl, Charm, Cool 1, Deception 2, Knowledge 1, Negotiation, Perception, Stealth 1, Streetwise 1, Vigilance 2
- Tier 1: Bar Brawler, Bullrush, Knack for It (Stealth)
- Tier 2: Robust Skill Training (Arcana, Brawl, Stealth), Variant Fighting Style (Presence), Knack for It (Deception, Vigilance)
- Tier 3: Ambush, Constant Vigilance, Fear the Dark
- Tier 4: Can’t We Talk About This?, Double-Talk, Variant Fighting Style (Improved; Presence)
- Tier 5: Most Impressive
- Tier 1: Advance, Brace 1, Clever Retort 1, Durable 1, Fearsome 1, Grit 1, Jump Up, Knack for It 1, Know Somebody 1, Parry 1, Rapid Reaction 1, Rapid Recovery 1, Smooth Talker (Deception) 1, Surprise Assault, Toughened 1
- Tier 2: Bad Cop 1, Berserk, Born in Battle, Bowl Over, Brace 2, Charging Assault, Clever Retort 2, Confidence 1, Counteroffer, Cutting Question, Deceptive Taunt, Defensive Stance 1, Distracting Behavior 1, Distraction, Durable 2, Ever in Motion, Fearsome 2, Good Cop 1, Grapple, Grit 2, Guard, Haughty Demeanor, Heroic Recovery (Presence), Implacable 1, Knack for It 2, Know Somebody 2, Multiple Opponents, PARKOUR!, Parry 2, Proper Upbringing 2, Rapid Reaction 2, Rapid Recovery 2, Sharp Tongue 1, Side Step 1, Smooth Talker (Deception) 2, Sucker Punch, Time to Go, Touch of Fate, Toughened 2, Unarmed Parry, Uncanny Proficiency (Deception + Stealth) 1, Unseen
- Tier 3: Bad Cop 2, Brace 3, Clever Retort 3, Confidence 2, Congenial 1, Counter Attack, Disarm, Disarming Smile 1, Distracting Behavior 2, Diversion Tactics 1, Durable 3, Defensive Stance 2, Dodge 1, Dramatic Entrance, Dumb Luck, Eye for Detail 1, Fearsome 3, Feint 1, Ferocious Attack 1, Good Cop 2, Grit 3, Implacable 2, Interjection 1, Knack for It 3, Know Somebody 3, Laugh it Off, Life or Death, Natural (x and x), Nobody’s Fool 1, Parry 3, Parry (Improved), Proper Upbringing 3, Rapid Reaction 3, Rapid Recovery 3, Shameless, Sharp Tongue 2, Side Step 2, Smooth Talker (Deception) 3, Surprise Assault (Improved), Sweeping Blow, Tag and Release, Takedown, Take the Initiative, Time to Go (Improved), Toughened 3, Uncanny Proficiency (Deception + Stealth) 2, Unorthodox Thinking (Deception)
- Tier 4: Bad Cop 3, Back-to-Back, Brace 4, Circle of Shelter, Clever Retort 4, Confidence 3, Congenial 2, Contingency Plan (Presence), Deadly Accuracy (Brawl), Death Rage, Defensive 1, Defensive Stance 3, Disarming Smile 2, Distracting Behavior 3, Distracting Behavior (Improved), Diversion Tactics 2, Dodge 2, Dodge (Improved), Dramatic Entrance (Improved), Durable 4, Enduring 1, Eye for Detail 2, Fearsome 4, Feint 2, Ferocious Attack 2, Good Cop 3, Grit 4, Implacable 3, Interjection 2, In the Know, Incite the Crowd, Knack for It 4, Know Somebody 4, Nobody’s Fool 2, PARKOUR! (Improved), Parry 4, Proper Upbringing 4, Rapid Reaction 4, Rapid Recovery 4, Sharp Tongue 3, Side Step 3, Smooth Talker (Deception) 4, Stunned Silence, Supporting Evidence 1, Toughened 4, Uncanny Proficiency (Deception + Stealth) 3
- Tier 5: Bad Cop 4, Brace 5, Clever Retort 5, Confidence 4, Congenial 3, Dedication, Defensive 2, Defensive Stance 4, Disarming Smile 3, Distracting Behavior 4, Diversion Tactics 3, Dodge 3, Dramatic Entrance (Supreme), Durable 5, Enduring 2, Eye for Detail 3, Fearsome 5, Feint 3, Ferocious Attack 3, Good Cop 4, Grit 5, Implacable 4, Interjection 3, Knack for It 5, Know Somebody 5, Nobody’s Fool 3, Parry 5, Proper Upbringing 5, Rapid Reaction 5, Rapid Recovery 5, Sharp Tongue 4, Sharp Tongue (Improved), Side Step 4, Smooth Talker (Deception) 5, Supporting Evidence 2, Toughened 5, Uncanny Proficiency (Deception + Stealth) 4
Asgardian Resilience: 100 xp
- Powers beyond Imagining (Edge): Choose a single Power gained through this Source. You may have one Rank higher in that Power than your Power- Level.
- Unyielding Energy (Weakness): You may never spend experience to increase the Rank of Powers gained through this Source. After Character creation, Cosmic Powers are unchanged. That is not, however, to say that the character cannot acquire an entirely new Cosmic Power through some other means (such as, obtaining an Infinity Stone) during play.
- Resistance: Rank 4 • Cost: 100 (10 + 20 + 30 + 40)
Gallows has the bodily power of an Asgardian of strong years, although his centuries languishing in a prison have diminished that some.
- Increase Soak by Ranks.
- Unstoppable (Heroic Moment): For a single Strip, you double your Ranks in this power, or you may ignore all Limits applied to this power instead. You may not ignore the Weakness applied by your power’s Source.
- Armored: For each Rank in this Power you may increase one of your Defense Ratings (either Melee or Ranged) by 1. You may choose which Defense Rating is increased at each Rank.
- Immunity: You may select one of the Effects from the Attack power. You double any Effects gained from this power against attacks with that (or similar) damage. Alternatively, you may select Toxins and Poisons, Vacuum and Suffocation, or Acid and Corrosive Atmospheres and simply ignore any damage or penalties applied in that Environment. This Effect may be selected multiple times, each time choosing a new Attack Effect or another from the list.
- Regeneration: Add to your End of Conflict recovery roll, and any roll made to recover your Wounds or Treat Critical Injuries, per Rank in this Power.
- Resilience: Reduce the rating of any Critical Injury you suffer by 10 for each Rank you have in this power. If this reduces the Critical Injury to 0 or less, you ignore the injury.
Chorus of the Dead: 30 xp • Shadow Galdr: x xp • Shadow Boxing: 45 xp
- Forces of Creation (Edge): You gain a new use of Heroic Moment. When you spend a Heroic Moment, instead of the uses provided by your Powers, you may instead manifest an entirely new Power with a Rank equal to the highest Rank of Power with this Source, and may select Effects for this new power as normal. This effect lasts for a single Page.
- Proper Preparation (Weakness): Nearly all mystical powers require some momentary effort to bring them to bare. You gain the Preparation Limit applied to any Power with this Source. In addition, the Storyteller may spend a Story Point at the start of an Issue to introduce circumstances which make your magical powers more difficult to use, inflicting to all uses of Powers with this Source. This cannot be negated or removed in anyway.
Chorus of the Dead
Boosted Characteristic (Intellect): Rank 3 • Cost: 30 (5* + 10* + 15*)
Gallows can commune with the dead, calling upon them in the form of ravens to come to him and speak their secrets to him. He is exceedingly knowledgeable about all matters of the occult, the sciences, history of the multiverse, and other specialized knowledges thanks to his ability to seek the wisdom of others.
- When rolling an Intellect-based check, and rolling a , may immediately roll an additional before resolving the Check, in addition to normal effects.
- Concentrated Effort (Heroic Moment): Reduce the Difficulty of a check using the Characteristic tied to this Power to a Simple (–). This reduction lasts a number of Pages equal to your Ranks, but is also “concentration” based – meaning that if you stop performing the action which triggered that check, and move on to a new action, the reduction ends.
- Flexible: Before resolving a check using Characteristic associated with this power, you gain a number of Automatic equal to your Ranks.
- Effective: When attempting a check using Characteristic associated with this power, before resolving and , you may convert into a . This does not count as being “rolled.” You may use this Effect a number of times equal to your Ranks per Issue.
- Amazing: Before rolling your Dice Pool during a Non-Conflict check using the Characteristic associated with this power, you may Downgrade the Difficulty a number of times equal to your Ranks in this power. You may use this effect a number of times equal to your Power-Level. (Note: You MAY use this effect during a Conflict, so long as the check is NOT being made for an Attack).
- Taxing: Use of power causes 1 Strain
- Debilitating: Use of power causes 1 Wound
- Monstrous: Swarm of ravens shows up to call out to him and tell him secrets.
Utility: He can call upon shadows to deepen and lengthen around him, allowing him to move with near-invisibility.
Pilgrimage into Shadow
Movement: Rank 3 • Cost: 30 (5* + 10* + 15*)
He can access the Dark Dimension in this way, and can use it to travel long distances, including interstellar (but not trans-dimensional) distances. These journeys bypass the need for the Bifrost or vehicles, but can be psychologically harrowing for those Galgatyr takes with him.
- Fast Track (Heroic Moment): For the rest of the Page, you increase your Ranks in this power by 2 and may select two additional Effects. If this would increase an Effect beyond what is listed, simply describe a reasonable Effect to your Storyteller.
- Connection: When you move, you do not cross the space between – but simply appear at your destination. You must be able to see where you will appear. The distance you travel is limited by your movement, though you may move vertically as well as horizontally (similarly to the Aerial Effect). When combined with the Distance Effect, you no longer need to see your destination, but must have a reasonable idea of where you’re going.
- Distance: During Structured Conflicts, you double your movement in Planetary Scale. Outside of Structured Conflict you may move anywhere on your current planet.
- Passengers: You may bring a number of Engaged Characters equal to your Ranks in this power with you when you move.
- Gateway: Instead of moving, you open a portal between two locations. You have no control over who enters or exits the portal, though you may close the portal at any time.
- Monstrous: Folk who see the effect are panic-inducing.
- Taxing: Use of power causes 1 Strain
Attack: Rank 3 • Cost: 45 (5* + 10* + 30)
Gallows' fists strike not the body but the soul of the enemy, actually causing shadow-ravens to fly forth from the enemy's shadow.
- Gain attack at Short Range with a Damage of 4 + Ranks.
- Spectacular Attack (Heroic Moment): You gain 2 Ranks in your Attack for a single Strip, and may select two additional Effects to apply. You may, instead, use these one or more of these Ranks to temporarily remove one or more Limits applied to this power, but may not ignore the Weakness applied by the power’s Source. (Blast + Impact)
- Close Combat: May only attack opponents who are Engaged.
- Monstrous: Folk who see the effect are panic-inducing.
- Riches of the Dead: 'He has also accrued an incredible degree of wealth in no time at all, thanks to his habit of both interrogating the ghosts of those who hid treasure, and of ferreting out blackmail secrets on the very wealthy. He maintains a crack team of information specialists and electronic security consultants to continue to provide him with access to information.
- His artifacts are magically powerful, but he no longer has them, as they were taken by Odin. The Breastplate of Niflheim protected him from injury and even allowed him to turn himself into a ghost, passing through things. The Staff of Ravens acted as his original mentor, teaching him his original magics, and boosted his magical power. The Mimir Helm granted him visions of the future and enhanced prescient fighting prowess. (If you want to use them in some way, Galgatyr would happily try and reclaim them, but I am assuming they are simply gone - they're more backstory than anything else, basically.)
Attack Boosted Characteristic Movement Resistance Speed Utility
GALGATYR, or GALLOWS
On Earth, Odin was known by many names. What the people of Earth did not know is that the mighty war chieftain of Asgard won these names in battle against those who defied him. He defeated them, took their titles and weapons for himself, and if they lived, he locked them away to be forgotten, their very names added to his own as the spoils of victory.
One such was Galgatyr, the Gallows God.
An Asgardian sorcerer who trucked with the powers of the dead, Galgatyr did not study the typical magics of Asgard. No, he sought dark wisdoms in the corners of the multiverse. The wisdom of the dead were his stock in trade, cajoling and commanding the secrets others thought safely buried. He was subtle and powerful, the son of witches – indeed, kin to Frigga, the bride of Odin.
Long ago cast out of Asgard, Galgatyr burned with vengeance, which he saw the chance to seize when he learned of Hela's imprisonment. He moved on Asgard in subtlety and silence, seeking to liberate the daughter of Odin and turn her into an ally. Unfortunately, he was defeated, stripped of his magical artifacts (the Breastplate of Niflheim, the Staff of Ravens, and the Mimir Helm), and his name taken by Odin as a trophy.
Galgatyr was locked away in seclusion in an off-world prison that kept his magic sealed away. Nameless and forgotten, he languished there in prison.
Until the First Snap, which slew him along with half the universe. The wards of his cell collapsed and unsealed themselves, having nothing to hold any longer. Until the Second Snap, when he returned from the lands of the dead, to find his cell open, the wards de-powered.
Galgatyr fled that place, and found Asgard destroyed. His search for the Asgardian diaspora has brought him to Earth, where he has discovered New Asgard, but kept his distance. Galgatyr has settled into life on Earth, attempting to find some semblance of a life for himself. He has already accrued a significant fortune through calling upon the dead and invoking them to tell their secrets. He has come to the attention of some forces here and there for these gifts. Since returning from the Snap and finding Asgard lost, he has been somewhat lost himself.
Abilities: Galgatyr's personal magics are subtle and powerful.
Basically, I'm seeing him as a PL 3 Mystic/Cosmic source Intellectual. I wanted to set him up as a rich dude who can bankroll the team if necessary. He's mainly a support figure, and no longer has all of his animosity towards Asgard (well, he never really did - he just hated Odin). He isn't sure what he's going to do now, although I can see him subtly funneling cash toward New Asgard to help them out, though he won't ever approach them. Having learned what Hela did, he is glad he didn't succeed at freeing her. He doesn't have any hard-established goals in the setting right now as I conceive of him, although he could easily be given some to help structure the campaign/team.