You are on page 1of 7

HEROES FOR HIRE!

6 pregenerated superheroes for Mythras


This document contains a team of ready-made superheroes, based on the Mythras Imperative rules, and the superpower system outlined in
Agony & Ecstasy. Use the heroes as they are, or tweak them to suit. They represent a range of different powers and different strengths:

Eclipse ~ Torn between Light and Darkness, a powerful young woman who channels the elemental energies of day and night.

Hare ~ Ex-soldier turned speedster who uses her fantastic gifts and fighting skills to keep the criminals of Gemini City on the run.

Golem ~ A brilliant scientist trapped in a swarm of sentient construction nanobots who uses the city itself to battle those that seek to destroy it.

The Mortician ~ Vengeful combat specialist who relies on his wits, and his ability to strike fear into the hearts of his enemies.

Torc ~ On an expedition to find evidence of a legendary warrior of myth, an archeologist discovered a mystic artifact giving him the strength of heroes.

Tortoise ~ Encased in an advanced suit of power armor, a genius expert in cybernetics does his part to clean up the mean streets of the Ossuary.
ECLIPSE
Jeung Jina dreamed of a career in science, but her parents didn't
have enough money to afford the tuition of a prestigious univer-
sity. Jina worked to save money, and eventually found a job assist-
ing a scientist who was considered a crackpot by his colleagues. He
believed solar eclipses contained untapped energy, and developed
a machine that would channel it. When the machine was turned
on, it transpired that the theory of eclipse-bound energy wasn’t
so crazy after all; Jina was bombarded with cosmic radiation and
developed her remarkable abilities.

Eclipse Attributes

STR: 10 Action Points: 2 (3)

CON: 12 Damage Modifier: – 1d2

SIZ: 9 Power Points: 16

DEX: 14 Movement: 6m, 16m Flight (160KPH)

INT: 14 Initiative Bonus: 14 (13 with armour)

POW: 16 Healing Rate: 2

CHA: 15 Luck Points: 3

Armour: Armoured costume

Skills: Acrobatics 52%, Athletics 50%, Brawn 42%, Commerce 60%, Computers 51%,
Conceal 47%, Craft (Darkness) 64%, Craft (Light) 70%, Customs 72%, Deceit 51%,
Drive 60%, Endurance 55%, Evade 68%, First Aid 52%, Fly 82%, Influence 63%,
Insight 58%, Linguistics (Korean) 75%, Locale 71%, Oratory 65%, Perception 65%,
Science (Fringe) 54%, Stealth 50%, Streetwise 45%, Swim 54%, Teach 60%, Unarmed Shadow Walk (Teleport): Within 16 metres.
47%, Willpower 70%
Spend 2 Power Points when making an Evade check. If successful, teleport up to 8 metres
Passions: (Night) Protect my Family 77%, Help the Innocent 65%, I Want to be Normal away and the character does not end up prone as per a normal Evade.
62%; (Day) Fight Against Evil 67%, Show Off my Powers 70%, Keep Back the Darkness Limits: Limited Power: Can only use Flight and Light Control powers after the sun has
Within 68% set, and can only use Darkness Control and Teleport powers during the daylight. Teleport
can only be used to travel from one shadow to another within range.

Powers Equipment: Smartphone

Darkest Day (Darkness Control): Control darkness and shadows of up to 8 cubic


metres within 16 metres. Tendril attack has Entangle and Stun Location Combat Effects. 1d20 Location AP/HP
Spend 2 Power Points to give darkness a semi-solid form with 3 Armour Points and 6 1–3 Right Leg 1/5
Hit Points per cubic meter.
4–6 Left Leg 1/5
Spend 2 Power Points and an action to create darkness around the character out to half
7–9 Abdomen 2/6
POW in metres, rounded up, reducing visibility to partial darkness conditions.
Spend 1 power point to generate 2 cubic metres of darkness if insufficient amount is 10-12 Chest 3/7
present. 13–15 Right Arm 1/4

Wings of Light (Flight) 16–18 Left Arm 1/4


Spend 2 Power Points to double flight speed for one Combat Round or one task outside
19–20 Head 1/5
of combat.

Brightest Night (Light Control): Control light, including infrared and ultraviolet light, Combat Style: Night and Day (Eclipse Powers): 65%
of up to 8 cubic metres of light anywhere within 16 metres. Laser beam has Cauterizing
and Incendiary Combat Effects. Weapons:
Size/Force Reach/Range Damage AP/HP
Spend 2 Power Points to create holograms, which require a Craft (Light) check if the
image is complex.
Unarmed S T 1d3-1d2 As for Arm
Spend 3 Power Points to generate a flash of intense light and all targets within half
POW of you, rounded up. Targets must make an Evade check as a free action, or be Darkness
M VL 1d10-1d2 -
blinded for one turn. Tendril
Spend 1 power point to generate 2 cubic metres of light if insufficient amount is
present. Laser Beam - 8/24/100 1d10
HARE
Lily Alex was more interested in sports than she was in school,
but found a home in the Army alongside her brother Franklin.
She blamed herself when he was critically injured, even though
her quick actions kept him from dying. She volunteered to be the
test subject for one of his experiments to heal his injuries, but
it had the unexpected side effect of giving her amazing running
speed. She uses her gifts to keep her brother safe while he tests his
armoured suit; and, as a soldier, she feels it's her duty to protect
the civilians of Gemini City.

Hare Attributes

STR: 12 Action Points: 2 (3)

CON: 13 Damage Modifier: +0

SIZ: 10 Power Points: 14

DEX: 17 Movement: 24m (240KPH)

INT: 12 Initiative Bonus: 15 (14 with armour)

POW: 14 Healing Rate: 3

CHA: 12 Luck Points: 4

Armour: Armoured costume

Skills: Acrobatics 66%, Athletics 82%, Brawn 53%, Conceal 50%, Customs 65%, Deceit
48%, Drive 41%, Endurance 76%, Evade 84%, First Aid 52%, Influence 46%, Insight
49%, Mechanisms 54%, Navigation 67%, Oratory 57%, Locale 57%, Perception 50%,
1d20 Location AP/HP
Pilot 52%, Sleight 60%, Stealth 64%, Streetwise 51%, Survival 59%, Swim 43%, Track
62%, Unarmed 71%, Willpower 56% 1–3 Right Leg 1/5

4–6 Left Leg 1/5


Passions: Protect Civilians 62%, Keep Franklin Safe 75%, Act Before Thinking 71%
7–9 Abdomen 2/6

10-12 Chest 2/7


Powers
Jack Rabbit (Enhanced Reactions): Initiative roll is 1d10+9. 13–15 Right Arm 1/4

Spend 2 Power Points to gain an extra Action Point that can only be used for reactive 16–18 Left Arm 1/4
actions.
19–20 Head 2/5
Rabbit Run (Enhanced Speed)
Spend 2 Power Points to initiate a charge attack at the end of a single turn of Combat Style: Fast and Furious (Club, Improvised Weapons, Quarterstaff, Tonfa): 75%
movement, and affect one additional target while charging through contact for each
additional 1 power point spent.
Weapons: Size/Force Reach/Range Damage AP/HP
Spend 2 Power Points when using a Move action to impose a two grade difficulty
penalty on all attack checks against the character. Unarmed S T 1d3 As for Arm

Rabbit’s Foot (Lucky) Extendable


M L 1d8 4/8
Spend 3 Power Points to interpret the dice rolls for a check any way you choose. For Quarterstaff
example, a roll of 90 could be read as 09 instead.

Limits: Fatal Flaw: Must consume a full meal every four hours or suffer the effects.

Equipment: Smartphone, extendable quarterstaff


GOLEM
Leonard Loew, an expert in nano-robotics, developed experimen-
tal construction nanites that could take control of nearly any
building material they came into contact with. He was devastated
when he was diagnosed with an incurable form of blood cancer,
and in desperation Leonard transferred his consciousness into the
complex neural network of his bio-organic robots. He learned
to shape the nano-robots into a form that mimicked his original
appearance, and to use their capabilities to create crude bodies
from building materials for a short time. After stopping a bank
robbery, Leonard took up the mantle of hero until he can find a
way back into a real body again.
Golem Attributes

STR: (2d6+16/23)* Action Points: 2 (3)

CON: – Damage Modifier: (+1d6)*

SIZ: (1d6+12/15)* Power Points: 15

DEX: (1d6+8/11)* Movement: 5m flight/ (4m)

INT: 18 Initiative Bonus: 16 (15 in animated form)

POW: 15 Healing Rate: –

CHA: 13 Luck Points: 3

Armour: see below

Skills: Athletics 51%*, Brawn 60%*, Comms 67%, Computers 84%, Conceal 48%, Craft
(Robotics) 95%, Customs 74%, Deceit 57%, Drive 45%, Electronics 85%, Endurance
66%, Engineering (Computers) 89%, Engineering (Robotics) 92%, Evade 50%, First Aid
71%, Fly 54%, Influence 62%, Insight 58%, Linguistics (Hebrew) 75%, Locale 67%,
Mechanisms 68%, Medicine 60%, Perception 78%, Science (Mathematics) 80%, Stealth Physical Limitation: Lacks senses of smell, taste, and touch and automatically fails any

43%, Swim 39%*, Teach 60% Unarmed 60%*, Willpower 75% Perception checks related to them. Lacks STR, CON, SIZ, and DEX in normal nanobot
form, and skills based on those Characteristics use POW instead.
Passions: Help Gemini City with my Tech 69%, Protect the Innocent 57%, Hold On to
My Humanity 74% Vulnerability: Vulnerable to powerful electromagnetic fields and magnets and every turn
within 5 metres of them the character must make a Hard Endurance check or suffer a level
of Fatigue.
Powers
Nanomation (Animation): May only animate construction materials such as concrete, Equipment: None
metal, and wood.
Spend 1 power point and 1 Hit Point from any of the construct’s locations to hurl a 1d20 Location AP/HP
piece of the body mass as a thrown attack, doing the listed damage below. 1–3 Right Leg (*/6)
Spend 1 power point when in contact with a similar material for at least one full 4–6 Left Leg (*/6)
Combat Round to repair 1d6 Hit Points of damage to it.
7–9 Abdomen (*/7)
Spend 2 Power Points when in contact with a similar material and the construct regains
10-12 Chest (*/8)
Healing Rate in lost Hit Points to a single location.
13–15 Right Arm (*/5)
Nanoform (Life Support): Does not need to eat, drink, sleep, or breathe. Immune to
diseases, poisons, intense cold, and extreme pressure. 16–18 Left Arm (*/5)

Nanolink (Savant): Golem is a savant with Comms, Computers, and Electronics. 19–20 Head (*/6)

Ghost in the Machine (Vaporous Form)


Combat Style: Wrecking Crew (Club, Improvised Club, Thrown Rock): 67%
Limits: Activation Cost: Must spend 1 power point at the start of each Combat Round
of use of Animation power or the construct immediately collapses. Weapons: Size/Force Reach/Range Damage AP/HP

Limited Power: Golem’s normal form is a cloud of nanobots and his Vaporous Form Unarmed M S 1d3+1d6 As for Arm
power is always in effect. To use his Animation power, he must merge with the material
to be animated and remains inside the construct until he deactivates the power or the Thrown Body
M 5/10/30 1d4+1d6 -
construct is destroyed. Mass
The MORTICIAN
Over the last year, gang members and mob enforcers in the Ossu-
ary have turned up at local police precincts beaten and terrified,
rambling about a skull-faced patch of shadow that attacked them.
This vigilante was quickly dubbed the Mortician by the media.
Many assume this is some vengeful spirit; but in reality the Mor-
tician is a simple butcher named Elijah Evan. Raised in an local
orphanage, he learned martial arts as a youth, and this kept him
off the streets and out of trouble. When his shop was robbed,
something snapped and he took on the persona of the Mortician
to fight back against the growing evil that was consuming his
neighbourhood.

The Mortician Attributes

STR: 14 Action Points: 2 (3)

CON: 14 Damage Modifier: +1d2

SIZ: 12 Power Points: 11

DEX: 16 Movement: 6m

INT: 14 Initiative Bonus: 15 (13 with armour)

POW: 11 Healing Rate: 3

CHA: 9 Luck Points: 2

Armour: Armoured costume

Skills: Acrobatics 78%, Athletics 72%, Brawn 52%, Conceal 66%, Craft (Butchery) 57%,
Customs 67%, Deceit 57%, Demolitions 48%, Drive 49%, Endurance 70%, Evade 74%,
First Aid 62%, Influence 67%, Insight 68%, Locale 71%, Lockpicking 57%, Medicine
43%, Perception 74%, Sleight 69%, Stealth 82%, Streetwise 76%, Survival 58%, Swim
52%, Track 76%, Unarmed 86%, Willpower 77%

Passions: Protect the Ossuary 69%, Criminals Must be Punished 65%, Only the Mission
Matters 74%

Powers
Mortician’s Skills (Combat Expert): Unarmed attacks count as Medium size and
inflict 1d4+1 base damage. Thrown weapons may shift a hit to a random location to an
adjacent location and draw another thrown weapon as a free action.

Spend 3 Power Points to halve a foe’s natural or worn armour against a successful
attack.
1d20 Location AP/HP
Spend 1 power point to inflict +1d2 extra damage on a successful attack, or 2 Power
1–3 Right Leg 2/6
Points to add +1d4 extra damage.
4–6 Left Leg 2/6
Spend 3 Power Points and take an action to stare down opponents within 6 metres who
7–9 Abdomen 3/7
must make an unopposed Willpower check to stand their ground. If failed, on their
10-12 Chest 3/8
next round they must back away to put distance between them and the character. If this
check is critically failed, the foe immediately must flee at top speed. 13–15 Right Arm 2/5

Limits: None 16–18 Left Arm 2/5

Equipment: Fighting cane, 20 throwing blades, gas-propelled grappling gun with 20 19–20 Head 2/6
metres of retractable monofilament line
Combat Style: Reaper’s Way (Sickle, Fighting Cane, Staff, Scythe, Throwing Blades): 84%

Weapons: Size/Force Reach/Range Damage AP/HP

Unarmed M T 1d4+1+1d2 As for Arm

Fighting cane M S 1d6+1d2 4/8

Throwing
S 5/10/20 1d4+1d2 6/8
blade
TORC
Connor Curran grew up listening to his grandfather's talk of the
old myths of Ireland, and was drawn to the tales of Cú Chulainn.
As an adult, his love of mythology led him to a career in archae-
ology, and on a dig outside Belfast he uncovered an ancient burial
mound he believed belonged to the legendary hero. Connor found
a silver neckband and after putting it on discovered he now had the
strength of the great warrior. Upon returning to Gemini City he
decided to put his new found abilities to use defending its people.

Torc Attributes

STR: 16 Action Points: 2 (3)

CON: 13 Damage Modifier: +1d8

SIZ: 15 Power Points: 10

DEX: 12 Movement: 6m

INT: 13 Initiative Bonus: 13

POW: 10 Healing Rate: 4

CHA: 11 Luck Points: 2

Armour: Cloak of Macha

Skills: Athletics 62%, Brawn 74%, Conceal 32%, Courtesy 61%, Culture (European)
59%, Customs 66%, Deceit 41%, Drive 42%, Endurance 60%, Evade 48%, First Aid
45%, Influence 46%, Insight 53%, Linguistics (Ancient Gaelic) 64%, Locale 47%,
Lore (History) 74%, Lore (Mythology) 80%, Navigation 49%, Perception 58%, Science
(Anthropology) 60%, Science (Archaeology) 78%, Stealth 45%, Survival 53%, Swim 56%
Unarmed 76%, Willpower 57%

Passions: Honor Cú Chulainn’s Legacy 67%, Protect the Innocent 62%, Uncover Lost
Secrets 71%

Powers
Stamina of Neit (Durability)

Might of Ogma (Enhanced Strength): Maximum lift is 3 tonnes.


Spend 2 Power Points to increase Damage Bonus by two steps for one attack.
1d20 Location AP/HP
Spend 2 Power Points to add critical value of Athletics to a horizontal jump, or half of
that, rounded up, to a vertical jump. 1–3 Right Leg 5/8

Cloak of Macha (Inherent Armour) 4–6 Left Leg 5/8

When struck by an attack with a maximum damage equal to double the inherent armour 7–9 Abdomen 5/9
value, spend 2 Power Points to ignore the damage. The character is still subject to Special 10-12 Chest 5/10
Effects from the attack unless they require damage to be inflicted.
13–15 Right Arm 5/7
Limits: External Power Source: All powers come from a worn neckband and if an 16–18 Left Arm 5/7
enemy targets it with the Take Weapon Special Effect, failure to resist results in the loss of
19–20 Head 5/8
the neckband and all powers until it is recovered. If an attack strikes the head, make an
opposed Athletics roll against the attack roll or the neckband is knocked off.
Combat Style: Back Alley Brawler (Brass Knuckle, Club, Improvised Weapons): 65%
Limited Control: With Enhanced Strength.

Equipment: Smartphone, notebook, and pencil. Weapons: Size/Force Reach/Range Damage AP/HP

Unarmed L T 1d3+1d8 As for Arm

Improvised
L S 1d6+1d8 4/4
club
TORTOISE
Franklin Alex designed robots when other kids were playing with
action figures, and whenever the bullies came calling, he could
count on his sister, Lily, to have his back. When she enlisted in the
Army, he decided it was time to watch her back and joined too. He
planned to use the money from the army for college, but a chance
encounter with an enemy IED detoured his dreams. The damage
to his arms and legs was so severe they needed to be amputated;
but his mind was as sharp as ever and he started devising ways
to regain his mobility. He tried out several inventions before he
developed his Tortoise battle armour and now he uses it to fight
crime as part of what he calls “field testing.”

Tortoise Attributes

STR: 10 Action Points: 2 (3)

CON: 16 Damage Modifier: +1d6

SIZ: 13 Power Points: 12

DEX: 10 Movement: 5m, 13m Flight (130KPH)

INT: 17 Initiative Bonus: 14

POW: 13 Healing Rate: 3

CHA: 11 Luck Points: 3

Armour: Armoured Shell

Skills: Athletics 43%, Brawn 51%, Comms 61%, Computers 64%, Conceal 46%,
Craft (Cybernetics) 76%, Craft (Robotics) 87%, Customs 72%, Deceit 39%, Drive
56%, Endurance 64%, Electronics 74%, Engineering (Cybernetics) 79%, Engineering
(Robotics) 77%, Evade 55%, First Aid 67%, Fly 70%, Influence 51%, Insight 49%,
Locale 64%, Mechanisms 72%, Medicine 64%, Perception 82%, Pilot 61%, Science
(Biology) 59%, Science (Chemistry) 61%, Stealth 40%, Swim 68%, Unarmed 65%,
Willpower 77%

Passions: Use Technology for Good 64%, Keep Lily Safe 72%, Think Before Acting 68% 1d20 Location AP/HP

1–3 Right Leg 5/3

Powers 4–6 Left Leg 5/3

Anti-Gravity Thrusters (Flight) 7–9 Abdomen 7/7

Computer Overlay Optical Systems (Enhanced Sense: Sight) 10-12 Chest 8/8
Spend 2 Power Points to gain Dark Sight for the rest of the scene. 13–15 Right Arm 5/2

Cybernetic Limb Actuators (Enhanced Strength): Maximum lift is 2 tonnes. 16–18 Left Arm 5/2

Diamond Infused Polycarbonate Shell (Inherent Armour) 19–20 Head 7/6


If a limb is targeted by an attack spend 2 Power Points as a reaction to retract it into the
torso, causing the attack to miss. Combat Style

Micro-Gravitonic Flux Emitter (Energy Blast): Concussive gravity blasts with Bash Tortoise Power (Tortoise Armour Weapon Systems, Improvised Weapons): 67%

and Stun Location Combat Effects.


Spend 2 Power Points as an action to generate a 5 meter radius energy field centred Weapons: Size/Force Reach/Range Damage AP/HP
on the character. Close combat and physical ranged attacks into the field suffer a Gravitonic
one difficulty grade penalty and movement within is halved. Each turn the field is M 10/30/120 1d10 As per Arm
Blast
maintained costs 1 power point and other energy blast effects can’t be used while active.
Unarmed S T 1d3+1d6 As for Arm
Self-Contained Environmental Systems (Life Support): Breathing is self-contained,
immune to intense heat, cold, and extreme pressure.

Limits: External Power Source: All powers come from the battle armour, and it takes a
full minute to don the armour and activate its systems before it can be used.

Physical Limitation: Tortoise is a quadruple amputee, and cybernetic prosthetics


provide the listed STR, DEX, and Movement above. The Hit Points for his arms and legs
reflect this permanent damage.

Equipment: Portable computer with voice-activated holographic interface

You might also like