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    GODSEND AGENDA D6The GODSEND Agenda

    is not your typical game of

    costumes and superpowers.

    oo s a super umans

    and how they affect the

    world around them. It also

    ea s w ow our cu ure

    worships them, now andin times past. GODSEND

    gen a o ers p ayers a

    chance to not only interact

    with those legendary

    ce es a e ngs, u o wa

    among em as equa s.

    The D6 system offers

    p ayers a way o exp ore

    GODSEND Agenda with the award winning cinematic

    game engine from West End Games!

    r en

    MSRP: 35.95288 pages, HardbackProduct number KHP003

    so nc u e s;� Over 200 pages of extensive history and

    character background set in the world of The

    gen a.

    � Four new alien races: The Angelos, Atlanteans,

    Chimerans, and Elohim.

    n a -encompass ng s o uper uman

    abilities and powers to make your character truly

    extraordinary.

    ear an conc se ru es or crea ng ga ge s an

    artifacts of legendary power.�  A style sheet for life in the year 2010 Completely

    compa e w a es pr n e o a e,

    making the game world infinitely expandable!

    GODSEND AGENDA:

    MYTHOSe s

    gen a source oo ,

    GODSEND Agenda: Mythosontains plot hooks for

    xc ng a ven ures ur ng

    everal time periods such

    s ancient Egypt, the Dark

    ges, c or an ng an ,

    he Great War, and the

    postmodern age.

    o t cover MSRP: $25.95Page count: 144

    ro uct num erso nc u e s;

    �  Artifacts of wondrous power used by notable

    gures n my

    � Two new organizations: The 5th Sun and the Wor

    Serpent

    � Introduction and write up of the Norse and Ashant

    an eon

    � Expanded encounter and chase rules

    � Renown and Agenda rules to expand your

    c arac er s ro e an n uence on ear

    � Pantheon rules for creating truly godlike superbeings and the organization they belong to.

    u eng g o e ro ng c or an a ven ure

    featuring exciting locations such as England ,

     Africa, and China

    u eng a ven ure p ng p ayers aga ns ou e

    gods from beyond our realm of reason.

    � Several Short adventures set in the world of

    gen a.

    � Over 20 new characters to use in your super hero

    adventures

    POWERS D6POWERS is a D6

    ompatible sourcebook that

    allows players to create

    super ero c arac ers earn

    more about new and revised

    super powers, expanded

    spec a a es, ga ge

    reation, advantages and

    disadvantages for use in any

    game.

    Discover a wealth ofinformation on powers (new

    an up a e , so many e a s

    a oo a w o e oo o

    ontain them all.

    o t cover MSRP: 25.95Page count: 144Product number KHP005

    so nc u e s;� Rules for superhero play with point built character

    and a modular powers system that lets you build

    exac y e c arac er a you wan o p ay.

    � Revised and expanded powers for use with

    GODSEND Agenda and generic “4 color” super

    ero games.

    � Scalable rules for over 100 super powers.

    � Expanded Gadget creation rules.

      xpan e super ero c com a maneuvers.

    � ew a van ages an sa van ages

    � 13 new templates for use in any D6 game

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    TABLE OF CONTENTS PAGE

    Chapter One: Points of View 

    6

     Angelos

     Atlanteans 8

    Black October 10

    Chimerans 12

    Elohim 14

    U.S.E.R. 16

    Chapter two: Game MasterTools

    18

    Random Encounter Generator 19

     Angelos Encounters 19

     Atlantean Encounters 19

    Black October Encounters 19

    Character Complications 20

    Chimeran Encounters 20

    Crime Encounters 20

    Elohim Encounters 20

    Extraterrestrial Encounters 21

    Natural Disasters 21

    Organized Crime Encounters 21

    Technology Running Amok 21

    U.S.E.R. Encounters 22

    Location Encounters 22

    Vehicle Related Locations 22

    Building related Locations 22

    Outdoor related Locations 22

    Helpless Bystanders 23

    Chase Encounters 23

    Ground related Encounters 23

    Flying Chase Encounters 24

    GODSEND Agenda Victorian Era 25

    Dashing Heroes and Dastardly Villains 25

    Ten Righteous Men 25

    Sons of the Deep 26

    Perils of the Red Planet 26

    Martian Nibiru 27

    Tripod Walkers 27

    “Read myths. They teach you that you can turn inward, and you begin to getthe message of the symbols. Read other people’s myths, not those of your ownreligion, because you tend to interpret your own religion in terms of facts -- but ifyou read the other ones, you begin to get the message.”

    -Joseph Campbell

    Myths which are believed in tend to become true.

    -George Orwell

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    Chapter Three: Renown and Agendas

    28

    Renown 29

    Ka Increase 29

    Followers 29

     Agendas 29

    Costumes 30

    Pantheons 31

    Example Pantheons 32

    Pantheon Worksheet 33

    Chapter Four: WondrousGadgets and Artifacts

    35

    13 Crystal Skulls of Aztec Legend 35

     Adinkra Symbols 37

     Ark of the Covenant 39

     Atlantean Myrmidon Power Armor 39

    Bennu Cloak/Firebird Cloak 39

    Black Mirror of John Dee 39

    Cape, Cloak, Boots, or carpet of Flying 40

    Djinn Bottle 40

    Eye of Horus 40

    Hercules’ Nemean Lion Pelt 40

    Maat’s Feather 40

    Mask of the Wakinyan (mask of theThunderbirds)

    41

    Mimir, the well of wisdom 41

    Nambalista’s Necklace 41

    Nuada of the Silver Arm 42

    Qamatha Skins 42

    Robert Johnson’s Guitar 42

    Seven league Boots 42

    Wakinu’s Star Cloak 43

    Zemis 43

    Chapter Five:Organizations andPantheons

    45

    The 5th Sun 45

    The World Serpent 50

    The Fi-Hankra 54

    The Asgardians 62

    Villains 70

    Yellow Smiley 70

    The Sovereign 72

    Divine& Rapture 74

    The Encephalon 76

    Chapter Six: Plot Hooks and Adventures

    79

    Periods of Play 79

    The Age of Heroes 79

    The Dark Ages 79

    The renaissance and Victorian Age 79

    The Modern and Postmodern Age 79

    Plot Hook: ravages of the BlackHole Heart

    80

    Plot Hook: Mountains of the Mind 80

    Plot Hook: The Path ofEnlightenment

    81

    Plot Hook: The Phoenix in the dark 81

    Plot Hook: Concrete Jungle 82

    Mini Adventure: The King ofStonehenge

    82

    Mini Adventure: Pompeii andCircumstance

    84

    Mini Adventure: Marco Polo’s LongTrip Home

    86

    Mini Adventure: The Dreamtimeis Over 

    88

    Mini Adventure: The Son of Man 90

    Mini Adventure: The SleepingDragon

    92

    Full Adventure: Mothers Milk 94

    Full Adventure: Dr. TheophilesEmporium of the Uncanny

    103

    Full Adventure: Pandora Project 121

    Index 140

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    GODSEND Agenda:MythosWritten

    ,Mike Fiegel, Matt B. Carter, Darren Miguez, and Jerry D. Grayson

    Editing

    Mike Fiegel

    Cover 

    Sam Araya

    Artwork

     Aaron Scott, Grace D. Palmer, Renee Grayson, and Jerry D. Grayson

    Layout

    Jerry D. Grayson

    Playtesting, Contributions, and Inspiration

    Erik Durkin, James Finley, Robert Weldy, Janet Nelson, Aaron Scott, ChristopherBuss, Clea Grayson, Gabriel Grayson, Otho and Patricia Bobbins, ReneeGrayson, Brandy Stovall, Mr. T, Tracy McCormick, Rex King, and Fishbone

    GODSEND Agenda: MythosISBN0-9716234-3-0Check us out on the web www.godsendagenda.comThe contents are TM and © 2005 Khepera Publishing. The Khepera Scarab andthe Godsend Agenda logo are ® Khepera publishing. No portion of this bookmay be reproduced by any means without written consent from the publisher,except for review purposes. Any resemblance to persons living or dead is purelycoincidental or used for the expressed purpose of parody.

    For West End GamesD6 system Design

    Nikola VrtisBased on Material by and with special thanks to

    Greg Farshtey, Douglas Kaufman, Fred Jandt, Peter Schweighofer, BillSlavicsek, Bill Smith, Ed Stark, George R. Strayton, Teeuwynn Woodruff,and other D6 System, MasterBook, Shatterzone, and Torg contributors

    West End Game Publisher 

    Eric GibsonFor free support, information about books for this game system and other WEGsystems, links to fan sites, details on licensing this system, and much more, visitour Web site at www.westendgames.com!

    The D6 logo, The D6 System, West End Games, Ltd., D6 System, LegendSystem, West End Games, and WEG are trademarks of Purgatory PublishingInc

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    Points of View The different factions on Ea�

    another. However, each Ang�treated by that particular faction or individual. Thus, the opinions presented are broken into two entries: one a high-ranking mover and shaker, and the second (initalics) a member of the group’s rank and file. Keep in mind that the opinions presented below are only generalization of how a particular faction feels towards theothers and shouldn’t be taken as gospel.

     Angelos

    Mih’kal, Leader of the Angelos on Earth and Hasdiel, Fledgling Angelosof the Shamayim

     AtlanteansBesides the felons (Elohim) I see these beings the single greatest threat

    to El and his plan for this planet. Their lot is insidious and cunning, though I

    respect their use of the power Ka. During their battles with the convicts weshould have allied ourselves and vanquished our common enemy. I cursemyself for not reacting quickly and taking that opportunity.

    Of all the humans I have encountered on this planet they by far are the

    most beautiful. They have an infinite wisdom and serenity when dealing

    with humans and I have been told to study their patience and learn from

    them. I have also been told to be wary of them when they go to war; they

    control El’s gifts as good as the renegades and are formidable foes.

    Black October The Atlanteans have mimicked the wisdom of the almighty El by

    genetically engineering a group of warriors to do their bidding. These youngupstarts fight almost as well as one of my Matheyim. El be praised that theyare so genetically unstable that they burn out and die so young. Even thoughthey are thralls of the Atlanteans I cannot help but feel a sense of admirationand pity for these young warriors…maybe I will send an envoy to parlay withthem before the coming horde.

    Once we were ambushed in the field and all seemed lost. The

    Chimerans that attacked us would have killed us all if not for the children tha

    came to our rescue. When the battle was over we stood and looked at one

    another for quite some time, both puzzled by the other. Before we took to

    the air to return home I swore to them I would not forget the great service

    they had done that day. The children of Black October would be great allies

    in our war here on Earth.

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    ChimeransThe infestation that is the Chimeran menace is a filth that must be burned from the

    planet. If left unchecked they would bloat this world with their ilk and consume every livingthing here. Total eradication is the only possible option.

    I understand that it is my duty to hate Chimerans but I must confess I truly do

    not understand why. Since I was born on Earth and never fought in the first or

    second Chimeran/Elohim war I can only find it in my heart hate them because

    of my covenant to El. I’m sure if given the opportunity they would rather serve

    El as servants than be exterminated.

    ElohimThieves, malcontents, deviants, and subversives all. They have stolen and

    corrupted the gifts and powers of El. They would not bow to the obvious authority of Eland in their hubris thought themselves equal to our lord. Their audacity makes my bloodboil with anger; if I could I would strangle them all with my own hand. El in his infinitecharity spared their lives and sent them to live out their lives on the planet Sheol, but theyhave repaid this kindness by aping his teachings and posturing as “gods” themselves. Elhas given me everything I need to combat these Elohim abominations and it is my duty tosee El’s will done.

    I wave witnessed products of Elohim handy work all over the globe, some truly divine and

    others that are diabolically sinister. They have meddled in El’s designs and must be stopped. We

    fight for one true god; they fight for themselves and their petty desires. Of all the beings on this

     planet they are the most magnificent of stature but lack so much spiritually. How could Attis, the

    most beloved of El, betray him so?

    U.S.E.R.These humans are canny and rival the power of the Atlanteans – not in sheer power,

    but in resources and manpower. Our alliance with these humans is more beneficial to us thanto them. We have given them obsolete technology in exchange for their intelligence resources.Their work at cataloging super humans on this planet has freed up many of our own intelligencepersonnel. They prove useful now just as the church has in years past

    I have seen these humans work in the field and they fight with valor. Sometimes their plans work in

    tandem with ours but sometimes they cross us in their ignorance. What sickens me the most is that they

     play at recreating El’s gifts and have no real understanding that they are children playing with fire.

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     AtlanteansCastor Principal of House Gadeirus and Amelia Typho, Atlantean wanderer 

     AngelosThe encounters with these beings are short and to the point, usually ending in some

    sort of conflict. Although they are not our first priority they are every bit as meddlesome astheir Elohim brothers. I do not fully understand their hatred of the Elohim but I understandit has something to do with a religious war that was fought on their planet. Because of ourdealings with the Elohim we have inherited some of their ire. When encountering troupes ofthese zealots I would suggest hanging a defensive spell and then attempting to parlay. When

    things go sour (and they usually do when dealing with these myopic fanatics) beat a hastyretreat because they usually attack in number and fight with vigor.

    Earth belongs to humanity and I know what these wankers have in store for us. We

    should add them to the list of invaders that need fighting.

    Black October Our children. It saddens me to see the bright eyes of these doomed children but

    at the time of their creation we could see no other way. We have provided humanity themeans to defend themselves against the coming Horde and in theory the plan is perfect,but to see the faces…so young. The bulk of these children will not see the twilight of the

    5th sun. We guide them the best we can but I sometimes think the price is too great. To savehumanity we have sold a piece of our own.

    I feel sorry for the nippers but what’s done is done. It’s just like the aristocrats to decree it’s the

     peasant’s responsibility to fight their fights. I say once it’s all over with the aliens that we have it out with

    them.

    ChimeransIn every ecosystem there exist insects and vermin that help support the environment as a whole. The Chimerans are pests I see no use or value for. The great

    seers foretold that they would come �then cast the world aside like the husk of an eaten fruit. There is no soul in the eyes of a Chimeran, no humanity or peace, only hunger and rage. Every Chimeranthat is eradicated is a small victory for the people of Earth.

    The only difference between these aliens and the others is that they wear their ugliness on the outside. These things are just as bad as any the other aliens

    squatting here on Earth. I might actually respect them more because I know what I’m dealing with up front.

     

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    ElohimTheir powers and abilities are truly godlike and I must admit the more benevolent

    members of their race have done many charitable things for humanity. The Elohim Ihave encountered have all been very polite and helpful, but I can’t help but noticea scarcely veiled air of superiority in their manner. They wield Sekhem with easeand without a care of its consequence. This frightens me when compoundedby the fact that many go insane and forget who they really are. Overall theyhave assisted us in our struggle when they can be bothered to put aside theirpersonal causes.

    The Elohim have a darker side and when it manifests

    they are more terrible than any elemental force of nature.Let us not forget that the few Elohim who counted us asenemies destroyed our homeland and killed thousandsof us. What can be said about an enemy who wouldvisit a holocaust on a people for a minor slight? Apeople who can commit genocide for the smallestprickling of his ire? When you encounter an Elohimmove with courtesy and trepidation.

    It doesn’t take a bleedin’ brain surgeon to

    understand that these bastards ain’t gonna give up the

    Earth once the alien threat is over. Like I said before, put

    ‘em on the short list of problems that need fixing when the

    invasion is over.

    U.S.E.R.It heartens me to see that humanity attempting to take an active role in policing

    their planet. I do not agree with all their goals or practices but their general agenda isa good one. We do not work openly with these children but we help where we can, asknowledge of our existence would distract them from their path. Over the years we have infiltrated their organization to better guide them along a path beneficial to ourschemes. When the 5th sun sets on the cosmic horizon they will be ready to help fight our common menace.

     A bunch of sodden poofters. The yanks think they’re the answer to every bleedin’ problem that comes up. Have a problem; build a gun is their motto. That’s all the

    world need; a copper in a suit of power armor. Brilliant! 

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    Black October Prime, seneschal of Black October and Rexxor the Flexxor,

    Echelon Alpha team member 

     AngelosI have instructed my squad leaders to give these enigmatic fighters

    a wide berth when encountered. Even though we fight the same enemythey sometimes see us as a threat. We have a mutual agreement tostay out of one another’s way when in the field. This is not to say thatwe bow to their whim; quite the contrary, we use them as a first line ofassault when engaging our targets. Once they or their resources aredepleted we finish off our victim and fade into the darkness.

    I ain’t never seen no angels and don’t believe those are them.

    Yeah they look like angels but Dove can look like a bird if she wants to.

    I think they are just a bunch of dudes pretending to be angels so that

     people will be wowed by them. If I was gonna pick someone cool to be

    I’d be a pirate or a WWE wrestler, but not an angel…how can you get

    chicks being an angel?

     Atlanteans Although we were all born from different parents these beingsare our true blood relation. They are the ones responsible for ourmany gifts, our titanic burden, and also for our eventual doom. Theblessing that we have been given is a burden I will gladly shoulder forhumanity. This is not to say I trust them completely. I understand howand why our powers work, I understand why we are doomed to die atsuch a young age, but what I do not understand is why they deemedit necessary that we be hardwired to obey their commands. How canour masters place such a burden on our shoulders, the power in ourhands, but not the trust to do the right thing with it? Most of us arechildren, but we are children made to grow up quicker than anyoneshould be. We deserve their trust.

    My commander one time introduced me to an Atlantean namedOrestes. He was alright but he was like “bro’ get me a drink of water”

    and I was like “it ain’t gonna happen dude” . The next thing I know I’m

    bringing this dude back a cup of ice water…wtf? They think they are

    better than us and I can.t argue since he did his mind trick and made

    me get him a drink. I guess they’re alright in that older brother who

    thinks he’s better than you sorta way.

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    ChimeransMy birthright is their destruction.

    When a Chimeran is around I get this weird feeling in my belly, then I know its beat

    down time. When I get the drop on them I like to put them in a DDT and finish them off with

    a People’s Elbow or an Atomic Drop…then BOOYAH!!! One pwned bad guy. Some people

    say they ain’t so bad but I’ve never met one that didn’t make me feel bad in the guts.

    ElohimThese enigmatic beings believe themselves gods on earth. Once the Chimeranthreat is gone will we be tasked to eliminate them as well? How can anyone trust abeing who believes they have a manifest destiny to rule over us lesser beings?

    ELO? That’s a music group my dad use to listen to...they got super powers? Cool.

    U.S.E.R.The Americans have many secret organizations but none have hounded us

    like the organization known as USER. Once I believed that we fought for the samecause, but they have shown their true colors by kidnapping my children and tryingto unlock the key to our powers. When they found they could not understand us they

    chose to eradicate us. At one time we hid from them and went about our business; nowwe do not hesitate to destroy them at every opportunity. I can understand why the fiendsbattle us but I cannot understand why the people we have sworn to protect despise us.

    During a rescue mission somewhere in a Canada we ran into a group of these guys. Once

    they saw us they just started blasting, hitting Dove and Clover. We split up to escape and like

    a newb I got lost. I was supposed to meet up with Rhyno in the park but ran into one of the

    agents. I ain’t gonna lie, I was scared looking down the barrel of his gun. It felt like we stood

    there forever but then I heard Clovers voice in my head telling me to drop that bastard and

    get going. I rezzed up a force blast and punched him out. I couldn’t bring myself to kill him

    ‘cause he reminded me of an uncle I once had. I don’t wanna hurt nobody but these guys make

    it hard.

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    ChimeransTiamat, Elite Chimeran and Hydra, Chimeran warrior drone

    renegade

     AngelosEl’s lapdogs. These blind slaves have no purpose but

    to fight for a god that no longer exists. In every fiber of mybeing I know that my master exists and is out is the darknesscalling to me. The Angelos have shown how ineffective theyare. They cannot defeat us, only slow the inevitability for a time.I love the sound of their carapaces cracking, their bones bursting andtheir organs splitting under the pressure of my bite. Wave after wave can comebut they are gnats to me.

    The Angelos I have encounter�

    they do not seem very different from my Chimeran brothers and sisters. They are loyal, spiritual beings who believe they serve a higher purpose…much like I

    believed I served when in the service of Rhand.

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     AtlanteansOld humans who think they are Earth’s defenders. Their overconfidence and self

    righteousness is their own undoing. They refuse to believe that their own prophecywill come true and we will sweep across this planet like a firestorm consuming all wetouch.

    For the longest time I believed that all Atlanteans were like my former master

    Rhand, self-serving and evil. In the Congo my partner Jesse and I saved a small

    group of Bushmen led by a woman named Druna, an Atlantean. She was noble

    and beautiful and had an air of superiority about her. She made it known

    what she thought of me and it wasn’t good. I made it known that I didn’tcare. This exchange went on for several days until we got them to safety.

    She thanked me although I think her tongue was about to burst from the

    strain. I don’t understand their hate for me or my race. I have never tried to

    hurt them. Jesse says that people sometimes look for reasons to hate and has

    felt the same sting while growing up in the South of the United States.

    Black October How desperate the humans are to send their unripe young in a vain hope to

    destroy us. I will admit that these broodlings fight with vigor but what can they hopeto accomplish? They are as blind as the Angelos but not as satisfying to kill.

    Even if hate is bred into these children they are young and can be taughtotherwise. I am not their enemy and this world is my home too. Just like them I was

    born a slave, but unlike me they have yet to break their master’s yoke.

    ElohimMy hate for these beings is delicious. We used their GODSEND Agenda

    against them on this small planet and thrived. It galls them to know that our inherentbirthright is something they must learn by rote; this alone should prove our superiority.

    The greatest of our enemies is counted among these dim beings, the one called thescourge of Cocytus. The scourge, also known as Attis, slowed our pace across the universe…this we will never forget or forgive.

     I have met good and bad Elohim. I do not fear them since I have fought many and I am still here to talk about it. They underestimate anyone who isn’t Elohim

    and this has gotten me out of a few � .

    U.S.E.R.Humans hunt us but we are not their only prey. The fools hunt their brothers, the Elohim, and anything else that is blessed with our gift. If I did not receive a thrill

    from killing humans I would stand back and watch them do the work for me. They hide and act in secret but what they do not know is that we walk their halls andlearn their secrets. They are fools.

    Jesse is a good man who he�

    to track down Samhain. He could h�

    Jesse and I have worked together closely. Once I have dealt with Rhand I believe I could have a life with Jesse…he sees past my physical heritage and knows me

    like no other human.

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    ElohimNike, Elohim of the Greek Pantheon and Johnny

     Atom, the Atenmest superhero and member ofTeam7.

     AngelosI was once a leader of a legion in the service

    of El. They are loyal and dedicated fighters who liveonly to serve their masters. This virtue has proven to

    be our bane here on Earth as they hunt us relentlessly.I do not hate them, quite the contrary; I admire theirsteadfast belief that they will someday be rescuedand want all the things they lost rounded up. I willexterminate them when I have to but it is best not todraw the attention of the host down upon you. To killone of us they have been known to bring hundreds,attrition means nothing to them as long as theirobjectives are met.

    “When they kick at your front door how you gonna

    come? With your hands on your head or on the trigger

    of your gun?” The Angelos always remind me of that old

    Clash song. My father says that these guys used to be the

     police back on his home world and that he was arrested for being

    an idealistic political subversive. They have cool outfits but not as

    much flare as my outfit. I’d like to meet one and go head up to see

    if I can take one down. My dad says even though they can’t use Ka

    they’re pretty tough. I guess one day I’ll see.

     AtlanteansThese humans puzzle me. They could have controlled this world before

    we came but they did not. They would rather live among their lesser brethrenas equals instead of ruling them. They have been good allies to my peoplein the past but it always troubled me that they considered themselves equato us in stature. The use of Ka energy does not make one as great as a fullblooded Elohim and it would be wise for them to learn this before we noticethem.

    My teammate Sidhe is Atlantean and she’s pretty cool. She says in

    order to tap magic she needs to perform rituals and cast spells. I tell her its

    Ka energy and she was taught to use it wrong. We bicker back and forth but

    beyond that she’s pretty cool. I’ve met her parents and their all right, kinda stuffy

    but all right.

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    Black October These children have no idea who or what they are. Some have power that

    rival our own but not the longevity to hone it to its fullest potential. Since they donot know their history they do not revere us as they should.

    These kids are crazy. In the past I’ve crossed paths with this super team

    before. It never ends pretty because these kids play for keeps. Me and the

    team have so far stopped them from assassinating a senator, blowing up a

    building and stealing a train. I’d almost feel bad about punching a little kid but

    when they’re coming at you enveloped in elemental fire and murder in their

    eyes you loose that little quirk real quick.

    ChimeransTheir filth and ugliness is an affront to my senses. I have never

    tried to understand the Chimerans. Why should I? Does one stop tounderstand the vermin that infest one’s home? They are an abominationthat needs to be eradicated with the greatest speed. We have left that taskto the Angelos and the Black October children but we have never forgottenwhat they did to our people on the frontier worlds during the war. They usedthe Elohim on those worlds as food and reproductive material for their broodmothers. They are a cancer that serves no purpose.

    Its funny that my father doesn’t approve of my teammate Gossamer becauseshe has Chimeran blood in her but I think she’s kinda cute and wouldn’t want anyone

    else guarding my back. Yeah she has some weird habits and sleeps wrapped in a web

    that she spun herself…but who doesn’t have a few quirks? In my life I have run across

     jerks from every race, color, or creed and I found it easier to hate but more rewarding to

    befriend.

    U.S.E.R.The lesser humans think themselves mature enough to police themselves. They are a comedy, children

    playing at knowing the fundamental forces of the universe. They believe themselves secreted and watchingus from the shadow, but we see and hear all. At one time in history these humans would go into their hovel andcringe at our passing now they consider themselves adult enough to stand shoulder to shoulder as equals. As I’vesaid before; comedy.

    Umm… can you say NARC?!?

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    U.S.E.R.

    Calista Black, current Head of Operations with Department Blue, and fieldoperative John Mason.

     Angelos Although we will eventually have to deal with these aliens, they have proven

    themselves useful. I believe everything has its price and I wonder at the pricewe pay for trading intelligence information for their weapon systems. My agentshave observed these beings in the field and the items they have given us do notcompare to what they use. I tolerate them for now but have plans for their futurepacification.

    These guys worry me. They hide behind their mask and claim to be angels.

    Sunday school never taught me that angels carry miniature rail guns or use

    vibroblades. Why would angels need our help anyway? I mean, if they work for

    an all-knowing god why do they need our intelligence reports?

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     AtlanteansI have interrogated a person who thought he came from the mythical land known as Atlantis. Even

    though his details were off (he said the location of Atlantis was in the Mediterranean instead of the Atlantic) he provided us with information on a group of what I believe to be lesser powered Elohimaliens. Before his death he spoke of this group insinuating themselves into world governmentsand acting as the power behind the throne. The Elohim have done this in the past and now theyhave human thralls doing the work for them. My field agents are now instructed to detain forquestioning any being they believe to be Atlantean or under Atlantean influence.

    These guys are dangerous because they read as baseline humans. I don’t think these guys

    are aliens at all but really some advanced ancient civilization. I worked with one while doingsome intel work in Bolivia. One night we got to drinking and he told me some amazing stories.

    If they stories weren’t unbelievable enough he started doing magic tricks. I shouldn’t say tricks

    because that implies what he did wasn’t real. After my assignment there was over he gave me a

    business card and told me to keep in touch. I may use it someday when my cards are down.

    Black October I will never forget what these terrorists did to Ben and Victoria. They are less then human

    without a shred of humanity among them. Standing orders are to apprehend and detain members ofBlack October but I have never shed a tear when one was killed resisting arrest or “bumped” his headduring transit. If I can see one thing before I die it will be the eradication of this thieving, murderingvermin.

    While responding to an ET sighting in Toronto I ran into a group of these kids. As usual we engaged

    them and a running battle ensued. I got cut off from the rest of my squad and ended up looking one of the

    kids right in the eyes. I couldn’t pull the trigger of my gun because it was like looking into the eyes of my son

    Thomas. The kid didn’t have the same hesitation and belted me one sending me to la la land. I don’t know why

    he didn’t kill me; I guess I should be grateful. I feel dirty fighting kids…

    ChimeransIt is assumed the beings known as Chimerans are a deviant genetic mutation of the primary Elohim alien stock. We assume from our studies that when the

    Elohim arrived here thousands o�rebelled and broke free of their masters. Since they are one of the enemies hunted by our Angelos “friends” and aren’t as organized as the other alien threats on theplanet we only investigate them as needed.

    While investigating Turkish drug dealers in Berlin we ran into a group of Chimerans working for them. These ugly bastards killed a quarter of my team before we

    knew what was going on. I emptied a clip from my 40 watt pulse rifle into one and it kept coming. The only thing that saved me was the collateral damage from the

    battle collapsed a building on him. Don’t fight these things unless you are prepared. They have really wacky powers.

    ElohimThese aliens are one of the largest threats to the safety of our planet. The Elohim have vast amounts of power at their disposal and aren’t afraid to use it. To

    date the Elohim Aryan Superior has taken over Argentina and other Elohim are vying for power in Asia and the Middle East. I have several dozen black ops teamsinvestigating Elohim all over the world for possible termination.

    I once saw an Elohim super�

    humanity…do they even know we are here? The Elohim believe this is their world and we are just living in it. Someone needs to put theses titans in check.

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    Random

    EncounterGenerator 

    The list below is presented to give the GM a little extra creative helpwhen coming up with an adventure, and pays homage to the encounter listfound in Villains and Vigilantes (pg. 32 of the revised edition) and Mutants andMasterminds page (pg. 152).

    Roll 3D Initial Category

    3-4 Natural Disaster 

    5-6  Atlantean Threat

    7 Extraterrestrial Threat

    8 U.S.E.R. Encounter 

    9 Character Complication

    10 Black October Encounter 

    11-12 Crime

    13-14 Organized Crime

    15 Chimeran Threat

    16 Technology running amok

    17  Angelos Threat

    18 Elohim Encounter 

    Roll 3D Angelos Encounters3-4 Characters are mistaken for Chimerans and assaulted

    by Angelos5-6  Angelos members are following the characters watching

    their moves7  A wounded Angelos needs the help of the players to get

    back to base with important information8 Characters are mistaken for Angelos members and

    attacked by Chimerans.9-10 Characters stumble upon a Angelos operation and must

    either help or foil the operation11  A thief steals Angelos technology and the Angelos are

    tearing up the city looking for him.

    12  Angelos Crime (roll on Crime chart. Crime is Angelosrelated in origin)

    13-14 Renegade Angelos seek the characters’ help againsttheir former masters

    15 Characters get in the middle of a shoot out between the Angelos and the Chimerans. The shoot out is over anobject/person the characters need to protect or retrieve

    16  Angelos causes personal complication (roll on Charactercomplication chart. Complication is Angelos in origin)

    17  Angelos Disaster (roll on Natural Disaster chart. Disasteris Angelos related in origin)

    18 Characters find a hidden cache of Angelos technology

    Roll 3D Atlantean Encounters

    3-4 Wounded Atlantean fighting off Chimeran/Angelos/

    Elohim Threat5-6  Atlantean comes and gives the characters a cryptic

    prophecy about a close friend7  Atlantean Disaster (roll on Crime chart. Crime is

     Atlantean in origin)8  Atlantean befriends a character for benevolent or

    malevolent reason9  Atlantean makes a prophecy about the characters (good/

    bad up the GM)10  Atlantean asks for characters help

    11  Atlanteans mistake characters for enemy and attack

    12  Atlantean artifact falls into the players’ hands but

    someone is after the item13 Malcolm Rhand involves the characters in one of his

    maniacal plots14  Atlanteans cause personal complication (roll on

    Character complication chart. Complication is Atlanteanin origin)

    15  Atlanteans are stealing something of value from amundane and public location

    16  A mysterious old man claiming to be an Atlantean wantsto become the team’s mentor. This could be a benefit orhindrance to the team

    17  Atlantean Disaster (roll on Natural Disaster chart.Disaster is Atlantean in origin)

    18 Characters are mistaken for Atlanteans and attacked orpraised

    Roll 3D Black October Encounters

    3-4 Characters are mistaken for Chimerans and assaulted byBlack October 

    5-6 Black October members are following the characterswatching their moves

    7 Black October Crime (roll on Crime chart. Crime is BlackOctober related in origin)

    8 Characters are mistaken for Black October members andattacked by Chimerans.

    9-10 Characters stumble upon a Black October operation andmust either help or foil the operation

    11 Black October member is somehow related to a

    character 12 Black October tries to recruit the characters to work for

    them13-14 Renegade Black October seeks the characters’ help

    against their former master Prime15 Black October members begins to shine and powers run

    amok16 Black October causes personal complication (roll on

    Character complication chart. Complication is BlackOctober related in origin)

    17 Black October Disaster (roll on Natural Disaster chart.Disaster is Black October related in origin)

    18 Characters are mistaken for U.S.E.R. agents

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    Roll 3D Character Complications

    3 Heroes’ powers go out of control

    4 Characters framed for a crime

    5 Mother/father/loved one becomes super powered andstarts a super heroic career 

    6 Family member or personal friend kidnapped

    7 Heroes become super celebrities and followed where

    ever they go8 Corporate super team moves in on the players home turf 

    9 Monetary complications. Hero must come up with a largesum of money

    10 Characters are harassed by media

    11 Kid brother/sister or friend want to become a hero too

    12 Hero loses his powers

    11 Mother/father/loved one becomes ill

    13 New heroes want to join the team

    15 Hero secret identity threatened

    16 Heroes’ powers increase or decrease for a short periodof time

    17 Mirror universe counterparts of the characters appearand go on rampage

    18 Characters’ powers get switched with other characters

    Roll 3D Chimeran Encounters

    3-4 Characters are mistaken for Chimerans and assaulted byBlack October 

    5-6 Chimeran members are following the characterswatching their moves

    7 Chimeran Crime (roll on Crime chart. Crime is Chimeranrelated in origin)

    8 Characters are mistaken for Black October members andattacked by Chimerans.

    9-10 Characters stumble upon a Chimeran operation andmust either help or foil the operation

    11 Team of Chimeran supers are mistaken for villains by thecharacters

    12 Chimerans come to the players for help. They arepeaceful and are hounded by a other super beings

    13 Renegade Black October seek the characters helpagainst their former master Malcolm Rhand

    14 Characters are mistaken for Chimerans and assaulted byChimerans

    15-16 Chimeran causes personal complication (roll onCharacter complication chart. Complication is Chimeran

    in origin)17 Chimeran Disaster (roll on Natural Disaster chart.Disaster is Chimeran related in origin)

    18  Aryan Superior involved in some sort of natural disaster/crime/ or personal problem

    Roll 3D Crime Encounters3 Mugging or holdup

    4 Vandalism or arson

    5-6 Murder 

    7 Drug Trafficking

    8  Assault

    9-10 Robbery

    11 Kidnapping

    12 Child Endangerment

    13-14 Shootout

    15 Riot or public disturbance

    16-17 High speed car chase

    18 Hostage situation

    Roll 3D Elohim Encounters

    3 Characters are mistaken for Chimerans and assaultedby Elohim

    4 Characters are mistaken for Elohim and assaulted by Angelos

    5  A group of Elohim use the characters as pawns in agame of their making

    5  A hero is told that he is of Elohim origin. The story maybe true or false

    7 Elohim Crime (roll on Crime chart. Crime is Elohim inorigin)

    8 Elohim takes a fancy to one of the heroes

    9-10 Characters stumble upon a Elohim operation and musteither help or foil the operation

    11 Elohim with plans of world domination encounters thecharacters

    12 The heroes gain the favor of an Elohim for someseemingly insignificant task

    13  An Elohim awakens after a long slumber (perhaps over1,000 years) and wants to take over a country as hisown.

    14 Two Elohim Battle in the city causing incredible amountsof collateral damage.

    15 The heroes are captured and hunted for sport by Elohim

    16 Elohim causes personal complication (roll on Charactercomplication chart. Complication is Elohim in origin)

    17 Elohim Disaster (roll on Natural Disaster chart. Disasteris Elohim in origin)

    18  An Elohim experiencing Lethe mistakes the charactersas his long dead comrades

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    Roll 3D Extraterrestrial Threat

    3-4 Heroes transported to another planet or dimension

    5-6 Meteor crashes on Earth and brings a menace

    7-8 Extraterrestrial Disaster (roll on Natural Disaster chart.Disaster is Extraterrestrial in origin)

    9-10  Alien comes from another dimension and seeks asylumon Earth, followed by dimension’s authorities

    11-12 Nibiru come through dimensional tear and attack thecharacters’ city

    13 Beings from the future/past appear 

    14 Extraterrestrial causes personal complication (rollon Character complication chart. Complication isExtraterrestrial in origin)

    15 Reticulans come to study/capture players forexperiments

    16-17 Extraterrestrial Crime (roll on Crime chart. Crime isExtraterrestrial in origin)

    18 Meteor/ship crashes on Earth and brings a viral plague

    Roll 3D Natural Disaster 3 Ley Line/Ka Surge (disrupts or amplifies powers. Creates

    new super humans)4-6 Earthquake/sinkhole/mudslide

    7-8 Lightning storm

    9-10 Huge Fire

    11-13 Hurricane/tornado/blizzard

    14-15 Volcanic Eruption

    16-18 Flood/tsunami

    Roll 3D Organized Crime

    Encounters3 Local mob complicates the character’s life. (roll on

    Character complication chart. Complication is organizedcrime in origin)

    4 Super human takes over local mob making it moreeffective

    5-6 Designer drugs flood the streets

    7 City wide crime spree

    8 Various crime organizations are being assassinated bymysterious figure

    9-10 Mob war cause collateral damage

    11 Villains attack the heroes

    12 Mob boss turn informant needs protection

    13  A character is connected to a crime or crime family insome way

    14  A hit is put out on the characters

    15 Local gang gets high tech equipment

    16 Characters are mistaken for villains and taken into theconfidence of a mob boss

    17 Characters stumble across a secret criminal organization

    18 Political Corruption

    Roll 3D Technology running amok

    3 Characters are cloned and used by villain

    4 Sentient A.I gets control of city/world facilities

    5-6 Space weapons platform turned on Earth and world isheld hostage

    7 Dimensional rift is opened by high tech device andthreaten to engulf the city

    8 Techno virus makes humans into drone zombies

    9-10 High tech villains appear 

    11 Robot attacks city

    12 Space station is hijacked

    13 Technological. Disaster (roll on Natural Disaster chart.Disaster is Technology related in origin)

    14 Boy/girl genius hacker(s) threatens world by taking over

    government computers all over the world, bringing theplanet to the brink of nuclear war.

    15 Mad scientist experiments run amok in city

    16 High-tech artifact of great importance is uncovered andstolen by villain

    17 Sentient Nano robots take over mundane devices andcause havoc

    18 Temporal rift opens around sunken Angelos prison ship

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    Roll 3D U.S.E.R. Encounters

    3 Characters are mistaken for villains and arrested byU.S.E.R.

    4 U.S.E.R. causes personal complication (roll on Charactercomplication chart. Complication is U.S.E.R. in origin)

    5 U.S.E.R. agents are following the characters watchingtheir moves

    6 U.S.E.R. secretly manipulates the characters into doingtheir bidding then abandons them as expendables.

    7 U.S.E.R. Crime (roll on Crime chart. Crime is U.S.E.R.related in origin)

    8 Thief steals A.E.G.I.S. serum and it falls into the hands ofthe characters

    9-10 Characters stumble upon a U.S.E.R. operation and musteither help or foil the operation

    11 U.S.E.R. equipment falls into the hands of the characterswho wants the items returned

    12 U.S.E.R. tries to recruit the characters to work for them

    13 Renegade U.S.E.R. scientist (Steffen Sool) capturescharacters and experiments on them

    14 U.S.E.R. looses all contact with a remote bio-lab baseand recruits the characters to go check it out.

    15 U.S.E.R. cyborg runs amok in the city

    16 U.S.E.R. Disaster (roll on Natural Disaster chart. Disasteris U.S.E.R. related in origin)

    17 U.S.E.R. controlled space platforms are being attackedby some unknown Tran-dimensional force. Charactersare sent in to help fend off the dimensional invaders

    18 Characters are mistaken for U.S.E.R. agents

    LocationsOnce the encounter has been established the heroes are going to need a

    location to have cool fight scenes. The chart below provides a list of locations,

    though it is definitely not exhaustive.

    Vehicle Related Locations

    Roll 3D (Feel free to add the words burning orcollapsing to any of these)

    3 Sinking ship

    4 The top of a train

    5 The belly of a disabled nuclear sub

    6  Above the sunken Elohim pr ison ship

    7-8 Busy Highway

    9 Space station

    10 The wing of a passenger plane

    11-12 Busy Subway

    13 Inside a train/subway car 

    14-15  A busy bridge during rush hour 

    16  A race track during a race

    17 Demolition derby field

    18 Junk Yard

    Building Related Locations

    Roll 3D (Feel free to add the words burning orcollapsing to any of these)

    3 Prison

    4 Museum/art gallery/ fashion runway

    5 Iron smelting factory or automated car/machine factory

    6 Fireworks store

    7 TV studio

    8 Construction site9 Bank/office building

    10 Sewer network

    11 Shopping Mall, supermarket, or bar 

    12 Hospital /Insane asylum

    13 Weapons factory

    14 School

    15  Antiques store

    16 Zoo

    17 Church/temple/orphanage

    18  A dangerous high-tech lab

    Outdoor Related Locations

    Roll 3D  (Feel free to add the words burning,stormy, windy or raining to any of these)

    3 Park square

    4 Football field

    5 Parking garage

    6 Large statue or monument

    7 Beach

    8 Waterfall

    9 Coliseum

    10 Traffic intersection

    11 Swamp

    12 Desert

    13 Sea floor 

    14  A canyon

    15 Back alley

    16 School playground

    17 Drive in movie theatre

    18 Movie set

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    Helpless bystandersOnce the encounter and location have been established the players may

    need to save some helpless bystander. Below is a list of ordinary and not soordinary people to be saved.

    Roll 3D (Adding the words blind, crippled, surly, drunken orwisecracking expands on the description listed below)

    3 Nuns /Orphans

    4 Elderly couple

    5 Joggers6 Puppy

    7 Marching band

    8 Baby in carriage

    9 Super model

    10 Over eager reporter 

    11 Young boy and his grandmother 

    12 School kids

    13 Role players/war gamers

    14 Construction workers

    15 Vagrant

    16 Police officer/ Fireman

    17 EMT/ Doctor 

    18 Movie actor/ Actress

    Chase Encounter ChartThere will be times when a foot, car, or flying chase will occur. The list below

    gives the Game Master a random sampling of encounters one might find duringa high speed chase.

    Roll 3D Ground Based Chase

    encounters3 Opening or closing draw bridge ( + 10 on the difficulty roll

    to jump the bridge)

    4 Through a busy tunnel or Highway ( +5 on the difficultyroll to maneuver through traffic)

    5 Driving against traffic ( +5 to 10 on the difficulty roll)

    6 Light Pole ( +3 on the difficulty roll to avoid hitting thepole)

    7 Gas, Firework, Chicken, Dog Catcher, or Bee keeper’struck ( +3 on the difficulty roll to avoid hitting the truck. Ifcollision does occur the character is beset by the cargo)

    8 Red Traffic light (The character will have to cross againsttraffic, +5 to 10 on the difficulty roll to avoid hitting thepole))

    9 Construction work on an open gas or power line,building construction or a person using a jack hammerin the street. ( +5 on the difficulty roll to avoid hitting theobstacle)

    10 Pedestrians (Nun, Boy or Girl scout troupe, ducks, Fieldtrip for the Blind or Orphans). ( +5 on the difficulty roll toavoid hitting any pedestrians)

    11 Driving on sidewalk ( +10 on the difficulty roll to avoidhitting any pedestrians)

    12 Truck swerves and drops; lumber, glass, chickens, tires,oil, trash, cadavers, or other cars. ( +10 on the difficultyroll to avoid hitting any pedestrians)

    13  Across a busy School or Church yard. ( +10 on thedifficulty roll to avoid hitting any pedestrians)

    14 Through a Parking garage ( +5 on the difficulty roll toavoid hitting any pedestrians)

    15 Marching band, parade, or funeral crossing

    16 Through a busy park, flea market, or fair grounds. ( +10

    on the difficulty roll to avoid hitting any pedestrians)

    17 Through a shopping mall or supermarket. ( +15 on thedifficulty roll to avoid hitting any pedestrians or obstacles)

    18 Roll twice and combine encounter 

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    Flying Chase EncountersHigh Flyers have similar troubles when chasing foes through the air.

    Roll 3D Aerial Chase encounters

    3 Hot Air balloon. ( +5 on the difficulty roll to avoid hittingobstacle)

    4 Ground level flying among traffic ( use ground basedencounters chart)

    5 Radio antenna or water tower ( +5 on the difficulty roll toavoid hitting obstacle)

    6 Parade balloons or banners. ( +5 on the difficulty roll toavoid hitting obstacle)

    7 Gaggle of geese, pigeons, or vultures. ( +10 on thedifficulty roll to avoid hitting any birds)

    8 Billboards. ( +5 on the difficulty roll to avoid hittingobstacle)

    9 Electrical wires. ( +10 on the difficulty roll to avoid hittingobstacle)

    10-11  Airplane or helicopters. ( +5 on the difficulty roll to avoidhitting obstacle)

    12 Between Closely packed buildings. ( +10 on the difficultyroll to avoid hitting obstacle)

    13 High rise construction site. ( +10 on the difficulty roll toavoid hitting obstacle)

    14 Low flying through a group of trees. ( +15 on the difficultyroll to avoid hitting any obstacles)

    15 Through the window of a high-rise office building. ( +15on the difficulty roll to avoid hitting any pedestrians orobstacles)

    16 Through a shopping mall or supermarket. ( +15 on the

    difficulty roll to avoid hitting any pedestrians or obstacles)

    17 Low flying into a traffic tunnel or sewer pipe. ( +15 on thedifficulty roll to avoid hitting any vehicles or obstacles)

    18 Roll twice and combine encounter 

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    GODSEND Agendain the VictorianEra 

    Ordinary andExtraordinary Lives

    During the 19th century, the difference between a world of infinite wonderand an oppressive dystopian nightmare was usually one of class. Upperclasses in the western world enjoyed a vastly higher standard of living than thelower classes, which almost never saw a chance to escape their life of poverty.The enormous barrier between rich and poor was seemingly impenetrable.Throughout most of the world this social barrier existed as much between racesas classes – notoriously so in North America and the British Empire, but no morethan in many other parts of the world – and contributed in no small part to themany wars, revolutions, insurrections, and other violent upheavals that endedthe Victorian age and ushered in the twentieth century. The Boxer Rebellion,

    the American Civil War, the Bolshevik Revolution, and countless other conflictshelped prove that power, even in vast quantities, is a fragile thing.

    Building and maintaining an empire, or protecting a nation from the interestsof one, therefore takes constant effort and sacrifice from those who are sodedicated. Taking part in the struggles of the 19th century were hordes ofmercenaries, spies, revolutionaries, privateers, soldiers, smugglers, pirates,opium barons, and countless other dangerous types. In the heart of the“civilized” urban centers there were conflicts, intrigue, and knives in the dark,while in the wilderness and on the frontier there were desperate battles andgrim, cold violence. Though many in this age knew little more excitement thandaily poverty or high-class tedium, adventure was never far away from thosewho sought it, and characters with superhuman powers also found themselvesplaying central roles in conflicts, both overt and otherwise, alongside ordinary

    humans with a passion for such pastimes. From the fog of London town to thedusty trails of the Old West, super-powered heroes and villains were almost ascommon in the Victorian era as they are in the 21st century.

    Science Versus the UnknownThe mysteries of the unknown were an important part of the 19th-century

    world. Many areas of the globe were still largely unexplored: the Antarctic, partsof Africa, Middle-Eastern deserts, Himalayan Mountains, the oceans, the clouds,and the inside of the Earth, to name a few. Outer space was an unknown factor,at least to those without inside knowledge. Fiction, religion and science were allconcerned with exploring what lay beyond our mortal experience. Speculationand study were rife as new technologies and new hoaxes appeared togetheralmost daily in an apparent effort to outbid each other. The social movementthat called itself “the Enlightenment” sought to use modern ways of thinking toovercome superstition and rational thought and better understand the universe.

    How does this apply to GODSEND Agenda? Well, in this cosmology,angels and monsters are as real as humanity’s ability to use reason. Any newtechnology or mystic phenomenon could be evidence of these things as easilyas it could be a scam. Remember, science and magic are one and the samehere; logic and mysticism are both equally valid. Babbage’s difference enginecould really be completed, and it could put him in touch with things beyondman’s capacity to understand. The inventor who built a rocket for travelingsideways through space and time could stumble across the fall of Atlantis, orPoseidon’s evacuation of the last humans from a dying earth, or the rocket could

    be waylaid by homesick angels with “magic powers”. The thing that terrorizesLondon could be a Chimeran harvesting life energy for a dimensional portal,or an Atlantean alchemist using elixirs to isolate the evil part of his personality.The key to capturing the spirit of Victorian GODSEND Agenda is to fusecomplementary elements – just as horror and contemporary pop “science” wereoften fused in the fiction of the period – and allow the fantastical background toplay off of the period setting.

    Dashing Heroes and Dastardly Villains

    In the 19th century the world was still full of mystery. Jungles and frontiers,mountains, deserts, and vast stretches of ocean remained unexplored and fullof potential for explorers and adventurers. Anybody with enough courage anda little luck could become a hero somewhere; likewise, all that was needed tobecome a villain was the right degree of ruthless motivation. Life was often shorfor these fortune-seekers, though, and a little more edge was usually neededto survive past the first adventure or two. Such dangerous times called for agreater class of champion, whether he fought for good, evil, or something inbetween.

    Race and class were also important factors in 19th-century heroism.Women, minorities, and the working classes had a much harder time gainingrecognition in the “civilized” world, and most of those who did achieve successdid so because they were truly unique individuals. Greatness is a hard enoughtarget without the whole of society acting as an obstacle. Oppression waseven a motivating factor: many chose a life of heroism in order to prove thatthey could become better than society claimed, or to see justice done; othersembarked upon villainy for the same reasons. Those without privilegedbackgrounds often had an easier time in lawless frontiers such as the Americanwest, the notorious port of Shanghai, or the French Foreign Legion. At least inthese places the danger was honest and impartial, and justice was in the handsof those who took it for themselves.

    Of course, destiny has a tendency to win over all and, in this world ofmonsters and super powers, fate is not known to be prejudiced. Heroes andvillains of every shape, size, and color operate in this era and are usuallymore noted for their fearsome powers and dangerous activities than for thecircumstances of their birth (aside, of course, from some who are clearly nothuman). Those with superhuman powers had a far greater chance of facing theworld on their own terms. Those without powers of their own were forged for themost part in hotter fires. In the world of Victorian GODSEND Agenda, any typeof character has as great a chance of success as any other. Social backgroundis a useful factor to include when evoking the feeling of the Victorian era, and toenhance roleplaying, but it should not overly restrict character creation.

    Ten Righteous MenThis team of heroic adventurers, often known simply as “The Ten Men”,

    consisted entirely of the membership of the exclusive Camelot Club in London.The founding members were ten of the most experienced and noble servantsof righteousness, hand-chosen by the Atlantean explorer Sir Charles EmersonKnight, and their goal as stated in the club charter was “to protect the humanrace, in all its diverse and sundry forms, as is the will of the Higher Power andthe duty of its servants”. With Knight as their leader and financer they battledperil across the globe for almost a century, facing threats as deadly and fantasticas any the modern age has yet to offer.

    Throughout its existence the Ten Righteous Men voted many of these“diverse and sundry forms” into its ranks, including some who were not humanat all. Sir Knight was adamant that above all else there should be ten members

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    at all times. Whenever one member died, or left the team, he was replacedas quickly as possible; likewise, not even the most stalwart of heroes could bevoted in if there was already a full roster. Eligibility was otherwise judged purelyon merit; anybody who showed enough skill and dedication was considered. Infact, the Ten Men could hardly afford to be picky – their job was so dangerousthat the turnover was horrifying. Estimates put the total number of membersbetween 1801 and 1894 at somewhere around the 250-300 mark. Most did notleave the Camelot Club alive. Nobody knows for sure, of course, as the TenRighteous Men were among the most secretive forces for good ever to existoutside of government control. This fact placed them in constant conflict with thecrown, which tried every possible method to coerce them into becoming tools ofthe British Empire. Sir Knight’s political savoir-faire and the realization that theTen Men would make dangerous enemies, were major factors in the survival ofthe club until its demise.

    The last surviving lineup of the Ten Righteous Men shared only onemember in common with the original team: Sir Knight, the only immortal knownto have joined. He perished alongside his teammates in the final conflictof the Martian invasion (see below), and with him died the spirit of the TenMen. There is no memorial for them, clandestine as they were, and very littleevidence even remains of their existence. Without records it is difficult to evendetermine exactly who any of them were besides Knight himself. Only a fewsurvive who truly know anything about the Ten Righteous Men. It is more thanlikely, however, that any hero active during this period had at least a passingacquaintance with the Ten Men.

    Sons of the DeepThe Sons of the Deep was a loathsome cult of international nihilists bent

    upon the destruction of civilization during the latter part of the 19th century.They emerged in the 1860s when an experimental American submarine, theLucy, happened across the sunken ruins of what appeared to be a large templecomplex off the coast of New England. The authorities immediately hired ateam of scientists and archaeologists to secretly explore the ruins and determineexactly what they were and to which culture they belonged. They wereunfortunately infiltrated by a foreign spy of unknown extraction, who sabotagedthe expedition and allowed his masters to reach the ruins first. It is not known

    exactly what they discovered before destroying the complex with explosives,but when the Sons of the Deep arose five years later to threaten the world theyidentified themselves using the same symbol found on one of the larger ruins.

    The campaign began instantaneously around the world. The Sons seemedto have agents in every nation on the planet, acting together to pave the way forwar and destruction. They incited riots and insurrections, they created scandals,and they brought tensions to boiling point. At times they seemed close totheir goal. The cult seemed as impenetrable as it was incomprehensible; theiragents used weird artifacts with no apparent relation to Earth technology, andaccording to one eyewitness those who were captured “melted into nothing, likea wax doll dropped into a fire”. The Sons’ existence was kept a highly guardedsecret. Only government agents and those who had faced them knew about thethreat. Then, as suddenly as it had begun, their activity ceased. January 11th,

    1891 was the last time the cult’s handiwork was spotted anywhere. They simplyvanished, leaving no sign or legacy apart from the damage they had alreadycaused. Authorities were left to wonder – were the Sons of the Deep destroyed,or did they find a new way to hide?

    Peril of the Red PlanetLong ago, during their war with Atlantis, a hundred Nibiru soldiers became

    isolated in battle and lost contact with their race. Fearing that they wouldnever again return to Mu, they abandoned the war and remained hidden in theremote American wilderness. Over time these saurian warriors constructed adimensional portal that they believed would send them to their home galaxy,

    but the portal backfired, latching onto the nearest planet: Mars. The lizard-like aliens discovered that the ecology of this world into which they had beenthrown had a vastly beneficial effect – they became giants, still bearing the samemonstrous forms but fifty times larger. They also developed technology basedaround psychically releasing the abundant natural Ka energy of the rocks ofMars, turning elaborate stone wands and scepters into arcane weaponry. Allthe while they turned their gaze upon Earth, longing to return to the fertile planetthey had left behind. They devoted their time to recreating the dimensionalgate with what resources Mars offered and, after several thousand years, theysucceeded in gathering all they needed to invade the Earth. By this time theirorigins had become legend, their ancestry a mystery even to themselves. Therace of monstrous Martians that finally returned to Earth were as different to theNibiru as the Atlanteans are to human beings.

    In October 1899 the vanguard arrived like a thunderstorm, appearing in themiddle of the English countryside and quickly setting up a beachhead. Theyravaged the surrounding landscape and did as much damage to the nearbycities as possible, scattering refugees in every direction. The military werehopelessly outgunned. Soon the invasion spread to Europe and Asia, withseemingly endless numbers of Martians appearing at their fortress in northernEngland. People around the world spoke of the end of days, the coming ofthe Fifth Age, or Armageddon. A few thought of outer space and its mysteries.Many simply saw intelligent dinosaurs and rewrote their ideas on paleontology.Super-powered individuals fought bravely against the invaders, alone or inteams, and hundreds sacrificed themselves in battle. None seemed able to stopthe Martians.

    Eventually an “expert” in unspecified subjects, hired by the US government,discovered the original portal that had sent the Nibiru to Mars. It was stillfunctional but would transport matter one way only. The authorities quicklysecured the location and, bowing to experience, allowed the Ten RighteousMen to be the first to sacrifice themselves. The Ten Men led an expedition tothe other side of the portal in order to wipe out the inexorable tide of aliens atits source. Their intention was to destroy the portal from Mars or to otherwisedisrupt the Martians’ supply lines.

    Meanwhile, in the Far East, a last-ditch effort to repel the horde took place.Japanese sorcerers summoned the aid of Enjin, a two-hundred-story orichalcumautomaton that belched smoke from the unquenchable inferno at its heart. It

    strode out of the sea and met the Martian army head-on over Tokyo. AlthoughEnjin was several times larger than the invaders, and possessed of an energyweapon of its own, the Martians clearly had the numerical advantage. Tokyowas almost razed before Enjin led the Nibiru out into the countryside. Then, justwhen it seemed that both sides had fought to a standstill, Enjin seemed to falter.The arcane fires within its body grew dim and it started to slow. The Martianssensed a victory. They laughed horribly as they gathered to strike the finalblow against Earth’s last line of defense . . . and were caught off-guard whentheir psychic armaments failed to respond. Enjin used the last of its strength toexploit this brief advantage. The Martians were routed before its might.

    Without their weaponry, the Martians were no match for the combinedpower of the human military and their super-powered allies. Their supplies andreinforcements had also ceased, indicating that the portal from Mars was no

    more. Word spread among the humans, and before long the Martians werenothing more than a series of easy targets for artillery. The Ten Men’s suicidemission had been a success. Enjin, a mystery, returned to the ocean. Thewar was declared officially over on January 18th, 1902; all that was left wasto rebuild. Several of the world’s richer countries began amassing vast armsstockpiles, allegedly to ensure that they could never again be outgunned. Intwelve years’ time this decision was to become their destiny.

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    Chemical Wand

    Toughness: 2DPower : Acid Projection 3Range: 20Burst modifier : Burst FireAmmo: 10Gadget Modifiers: Equipment, Fragile,ObviousNote: A Narrow wand that shoots projectiles ofan organic acid.Point cost: 12 pts

    Protection Membrane

    Armor value: 2DReflex Modifier : -2Powers: Life Support 1Gadget modifiers: Armor, ObviousNote: A viscous gel that protects the Nibiri fromharmPoint cost: 3 pts

    Power Level: 1 (77 pts, 92 pts with equipment)

    The Martian NibiruArchetype: Warrior Alien Invader 

    Reflexes 3D, brawl 4D, dodge 6D, jumping 6D,melee combat 4DCoordination 2D, marksmanship 5DPhysique 3D, running 4D, swimming 4DPresence 2D, command 4D, willpower 4DKnowledge 2D, tech 3DPerception 3D, search 4D

    Advantages: Size (R2)Disadvantages: Achilles’ Heel (R3) Atmospheric incompatibility, Overconfident (R3),Strange Appearance (R2) large bipedal lizardmenPowers: Chameleon 1, Endurance 4Move: 10 Strength Damage: 2D. FatePoints: 2. Character Points: 10, KaPoints: 4, Body Points: 29Equipment:

    Tripod Walker Toughness: 4DCrew: 4Passengers: 20Cargo Class: 4 tonsMovement: 100 KPH (ground)Maneuverability: -2DSize: 10Range: 500 KilometersPowers: Infrared Vision 3, Energy Blast 5, X-Ray

    Vision 10, Entangle 5, Wall Crawling, Life Support 1Gadget modifiers: Vehicle, Obvious, LimitedUses (24 Hours) the device must be transmittedenergy from mars every 24 hours to functionNotes: Large, three legged engines of destruction.The heinous main body has three glowing eyes thatconstantly move and seek out adversaries.Point cost: 31 pts

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    RENOWN and

     AGENDASKa-using beings have existed in the world for thousands of years. During

    that time, many have used their extraordinary powers to set themselves abovethe rest of humanity as gods via the GODSEND Agenda, pursuing their ownprivate schemes – some seeking personal glory and grandeur, and others doingit for the sake of the common man.

    Every character in GODSEND Agenda has a personal motive driving them.The greatest of these goals and ambitions are called Agendas. Agendas canbe anything from wanting to becoming the world’s most famous super-poweredcelebrity, to wanting to take over a small nation and have the natives thereworship you as a God. Arthur wanted to unite England and shrug off the tyrannyof the Saxon invaders, Liu Bei sought to unite the warring kingdoms of China,and Hitler envisioned a world where the Aryan master race ruled the world.

    However, unlike standard 4-color comics and the games that strive toemulate them, characters in GODSEND should be more proactive than reactivewhen it comes to problems. They should want to use their powers for more thanstopping the bank robber from robbing the bank, – they should want to influenceand change the world. After all, if you have been blessed with super humanabilities and powers…what do you do with them? Do you use them for personalgain, do you sit back and use them to react to problems around you, or do youtry to make a difference in the world?

    The Intentions of Renown and Agendas

    Renown and Agendas are an optional rule that can be used inconjunction with the standard game play to supplement the standardexperience point award system. Feel free to use what you want hereor completely ignore it, it is your choice. However, consider that thissystem can add another layer to the character, giving the player asense of accomplishment while immersing him deeper into the gameenvironment.

    Everyone in the game should have some sort of drivingmotivation that keeps their character progressing, helping thecharacter feel a since of accomplishment that they have sole controlover. As the Game Master you should not feel threatened by givinga small amount of narrative control over to the players – it canonly make them feel more a part of the game. Many times in superhero games the characters are only reacting to what is thrown atthem, and they fail to go beyond and start being proactive with theirpowers. This meta-system gives the players the opportunity to do just that – to be PROACTIVE.

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    RENOWNThis is a pool of points received when characters get experience points

    during a game. The amount given depends on how the character performed

    during the game.1-2 points for performing as expected during the adventure3-5 for performing beyond expectations6-10 for performing well beyond the capabilities of the character 11-15 if the character has performed a great feat of heroism20+ if the character died in the line of duty (such renown benefits are awardedposthumously)

    Renown can also be taken away for acts unbecoming a “hero” or performingsomething that would make him infamous, and this number can even go into thenegatives. For example, failing a task or being beaten by a villain can end withthe character losing renown.

    For the sake of the system, positive and negative points work in the sameway when spending them on agendas since villains have sinister goals. Beyond

    spending these points on Agendas, renown also has the added bonus of makingthe character more recognizable, celebrated or reviled.

    0:  A complete unknown1-10 A neighborhood big brother or thug11-20 A local hero or small time hood21-30 An obscure hero or criminal (+1 on all social interaction rolls)31-40 A lesser known hero or villain41-50 A minor hero of the people or (+2 on all social interaction rolls).Ω51-100 A hero101-150 A major hero (the character has achieved enough notoriety that most

    people know of him) (+3 on all social interaction rolls) Ω151-200 A super hero (stories are written of the character ’s exploits) Ω, F1201-250 A legendary hero (+1D+1 on all social interaction rolls) Ω, F2

    251-300+ A living god or diabolic archfiend of legend (common people areawed in your presence) (+1D+2 on all social interaction rolls) Ω, F3

    For every Additional 100 Renown the character receives the benefits of the300+ Renown level.

    Ω:Ka IncreaseMore and more Ka is being directed by those who revere or worship thecharacter. At this level the character’s Ka points increase by 1D+2 points. Thesepoints are kept as long as the character remains at that Renown level or above.If she should ever fall below the threshold then the points are lost.

    F1: FollowersThe hero becomes so well known that people who believe in his cause flock

    to his side. The followers could be anything from a fan club to a small churchdevoted to the character. The followers will do whatever they can within reasonto help promote and facilitate the ideals of the character. The followers believe inthe character but will not endanger their own lives in any way.

    Once the character’s Renown reaches 90+ the followers will be willing laydown their lives to help the character achieve his goal. Followers will take abusebut will eventually leave if treated poorly on a regular basis; some may even lashout and turn on the character.

    The character receives a number of followers equal to 4D multiplied by theirPresence die code. Their stats follow;

    Follower All attributes at 2D

    Skills: 5 points in various skills

    Advantages: NoneDisadvantages: Devotion (R1) to the characters goalsMove: 10. Strength Damage: 1D. Fate Points: 0. CharacterPoints: 0. Body Points: 18/Wound levels: 2. Equipment: varies

    The character receives additional followers equal to their Presence die codemultiplied by 50. (Example: A character with a presence of 3D would roll 3D andmultiply the result by 50.)

    F2: The character receives additional followers equal to their Presence die codemultiplied by 100 plus 2 champions built with 100 character points. The standardfollowers become zealots willing to give their lives for the character at this level.The champions may have super human abilities and are loyal to a fault.

    F3: The character receives additional followers equal to their Presence die codemultiplied by 1000 plus 2D+2 champions built with 100 character points.

     AGENDAS Agendas come in all shapes and sizes but all have in common that they

    are important to the character. Each character decides what his Agenda is (or Agendas; it is ok to have more than just one). Each Agenda is rated on the chartbelow, along with the Renown point “cost”. Note that spending Renown pointsdoes not lower the character’s Renown rating; the hero is just as famous as hewas before he spent the points. However, once the points are spent they cannotbe spent again and are considered tied to the accomplishment; this will beprimarily why the character is famous.

    AgendaThe Agenda is small and personal: “I’m going to quit eating chocolate“Cost 1 Renown point

    The Agenda affects a small group of people close to the hero

    “I’m going to use these great powers to make my family’s life comfortable“. Cost5 Renown points

    The Agenda affects a small community. “I wanna clean up thisneighborhood”. Cost 20 Renown Points

    The Agenda affects the city. “This is my town, I protect it”. Cost 40Renown Points. The character receives an additional 1-5 points of Renown when

    he completes this Agenda

    The Agenda affects the region. “The people of this area have no accessto the river, so I’ll divert it”. Cost 60 Renown Points. The character receives anadditional 5-10 points of Renown when he completes this Agenda.

    The Agenda affects the country. “There is no need for a vote; I willassume control of the Senate”. Cost 80 Renown Points. The character receivesan additional 10-15 points of Renown when he completes this Agenda.

    The Agenda affects the continent. “All Australians will worship me astheir god”. Cost 100 Renown Points. The character receives an additional 20-30points of Renown when he completes this Agenda.

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    The Agenda affects the World. “No being on this planet will go to bedhungry”. Cost 150 Renown Points The character receives an additional 40-50points of Renown when he completes this Agenda.

    The Agenda affects the galaxy. “I will single handedly wipe out theChimeran threat”. Cost 300 Renown Points. The character receives an additional75-100 points of Renown when he completes this Agenda.

    CostumesSuper humans (both heroes and villains) wear costumes for a number of

    reasons, most notably to garner attention in public. Seeking public attentionis not just to fuel the hero’s ego – it is also done to glean some small publicrecognition for the sake of renown (and ultimately more Ka – “Hey! Notice me...throw some of that Ka my way”). The person inside the costume becomes largerthan life and truly iconic when donning the cape and cowl, giving him a freedomof movement and expression that he would not have in his alter ego. Think of thecostume like a holy symbol that allows the character to be more recognizable.Superman’s “S”, the Dark Knight detective’s Bat symbol, and Michael Jordan’sred #23 jersey are all iconic symbols that are immediately familiar. And of course,ego cannot be entirely discredited, since many super humans want to be fearedor loved by the public.

    The higher the visibility of the hero the more likely that he will become ahousehold name. Long ago the Elohim realized that people needed a symbol

    to focus their attention on to easily channel their Ka, and so a proliferation ofsymbols, icons and effigies sprang up all over the world symbolizing a particular“god”. In bygone days the superhuman would be represented by a particular holysymbol that worshipers would carry and use to channel Ka through; now it isdone by simply wearing a T-shirt with the emblem of ones favorite hero.

    The more recognizable the hero is, the more easily Ka is channeled theirway, and many super humans have entire PR firms secretly working to promotetheir iconic look, often going so far as to have teams of copywriters work upclever and catchy slogans for them to use:

    -Be like Mike-Turn the other cheek-For truth, justice, and the American way-Let there be light

    -It’s clobbering time

    There is no rule that says that a character must wear a costume, but thosethat do will have a much easier time promoting their brand identity, which willmake it easier for them to gain renown. Heroes that have team costumes havea much easier time at promoting their name brand since other individuals areworking toward that same goal.

    Some of the benefits are as follows:• The hero is easily recognizable and makes the hero large than life.• The public is more inclined to remember the hero, making it easier to

    generate more renown.

    • It protects the hero’s secret identify and personal life. Reprisal by ahero’s adversary is much harder when the villain doesn’t know whothe hero actual is.

    • The character receives an additional 10% bonus Renown when theGM gives out Renown awards (round up). Example: After a night ofheroic role-playing the GM decides to give all the players 20 Renownpoints. Of the 5 heroes, three wear flashy costumes while theothers wear normal street clothes. Those with costumes receive anadditional 2 Renown points.

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    Pantheons A pantheon is a team of super humans who have banded together for a

    common goal or agenda. There are several benefits to forming a group:

    • Teamwork toward a common goal is easier to do when you have like-minded beings working in that direction.

    • There is protection in numbers from one’s individual enemies; usuallythe team protects its own.

    •  As a whole the team has a much larger pool of resources to pull from.Teams often intermingle their individual resources for the greater

    whole enabling them to buy things such as weapons, research andscientific equipment, and team gadgets. Characters can pool theircharacter points in order to buy large ticket items such as expensivebases of operation or group vehicle or communication devices. To doso, they simply set aside a number of character points that are usedfor group endeavors.

    •  A team of heroes have a much higher profile than an individual andthey are thus able to eventually channel more Ka. Pantheons havetheir own Renown score, enabling the pantheon as a whole to garnerthe benefits of high Renown just like a character. The benefits of thisRenown are shared by the characters as long as they are membersof the team.

    • Characters that work as a team may pool their character points inorder to use them in combat situations. One person is designated

    as the leader of the Pantheon (usually the person with the highestcommand skill) and they may dole out character points during combatto be used to augment rolls. This allows the team to be more effectivein combat situation by using teamwork. Once the combat is overthese points are assigned equally back to all the players.

    • The leader may spend Ka on behalf of another player at any timeduring the round.

    • The leader may allow a team member to “barrow” one extra die forany roll during the combat round. The leader can loan a number ofdice in a round equal to her command skill dice. This cost the leaderone action that round per teammate loaned to.

    Example: Liberty has a Presence of 3D and a command skill of 3D for a

    total of 6D. Liberty can “loan” a total of 3D since she has 3 dice in her command

    skill. During the combat round she loans Nova 1D to make a dodge roll, and 2D

    to Major Arcana to make a Ka manipulation roll. This cost her two actions thatround, meaning if takes any other actions she will be at a penalty determined by

    the multi-action penalty.

    • Characters in a team receive an additional 10% bonus Renown whenthe GM gives out Renown awards (round