OAGS Gods

Statted Gods

Olympian (66cp)
Abilities: +5 Toughness and Willpower, +4 Athletics, Defence, Marksmanship, Melee, Perception, Socialize and Strength
Advantages: Attractive, Aura Sight, Flight, Immunity(Poison and Disease), Mind Control, Natural Armour 10
Disadvantages: Computer Illiterate, No Identity
Notes: All Olympians have their own unique set of supernatural powers in addition to the above, typically somewhere from 10 to 30cps worth.

Half Olympian [Natural] (20cp)
Abilities: +2 Toughness and Willpower, +1 Athletics, Defence, Marksmanship, Melee, Perception, Socialize and Strength
Advantages: Attractive, Immunity (Poison and Disease), Natural Armour 6

Half Olympian [Empowered by Ambrosia] (51cp)
Abilities: +5 Toughness and Willpower, +4 Athletics, Defence, Marksmanship, Melee, Perception, Socialize and Strength
Advantages: Attractive, Immunity (Poison and Disease), Natural Armour 10

Zeus(32cp): Greater Elemental Manipulation (Air), Immunity(Electricity), Shapeshifting
Hades(22cp): Greater Elemental Manipulation (Earth), Incorporeality (at will), Ghost Sight
Poseidon(19cp): Greater Elemental Manipulation (Water), Animal Control (fish), Immunity(Corrosion), Aquatic
Athena(25cp): Weapon Affinity, Shapeshifting
Ares(10cp): Weapon Affinity, Immunity(Pain)
Apollo(20cp): Precognition, Healing
Hephaestus(7cp): Elemental Manipulation (Fire), Immunity (Fire). Hephaestus is also a Sorcerer.
Artemis(15cp): Invisibility(at will), Animal Control (all)
Hermes(12cp): Fast 10, Ghost Touch
Hera(20cp): Telepathy(replaces Mind Control), Healing
Demeter(15cp): Elemental Manipulation (Plants), Healing
Aphrodite(15cp): Healing, Mimicry
Dionysos (20cp): Grand Illusion

Nytr (42cp)
Abilities: +5 Perception and Willpower, +4 Athletics, Defence, Melee, Strength and Toughness, +2 Intelligence, Socialize and Marksmanship
Advantages: Animal Control(single kind), Ghost Touch, Immunity(Poison and Disease), True Name Aware
Disadvantages: Computer Illiterate, Nonhuman Appearance
Notes: Each of the Nytr also has their own set of supernatural powers, unique to them.

Jotunn(27cp)
Abilities(Huge/Large/Normal size): +6/+4/+2 to Strength and Toughness, +0/+2/+4 Defence and Melee, +4 Athletics, Perception and Willpower
Advantages: Sizeshift
Disadvantages: Computer Illiterate, No Identity

Moderate Magick Items

Arktisskott: A short-arm shotgun fashioned from ancient vanathil and the älfar's mysterious faewood. Every part no matter how tiny is blessed by Skadi, the mountain queen. Shells fired out of it are converted to a razor storm of shattered ice and freezing vapours. Odin's current favoured weapon when on bikeback.

  • Ranged Weapon: 25 Damage, Two-handed, Quick Draw, Short-Range, Cold, +1 to hit. Can be used one-handed by characters with Firearms Training

Major Magick Items

Keravnos: Zeus, King of Olympus, owned a spear made of lightning. It can only be used by beings with Elemental Control (Air). It can be used either as thrown weapon or as a melee weapon.

  • Melee Weapon: Strength + 20 Electrical Damage, One-handed, +2 to hit, cannot be disarmed.
  • Thrown Weapon: Strength +20 Electrical Damage, One-handed, +2 to hit, cannot be disarmed, returns to hand when thrown.

The Swords of Ra: Horus-Ra, leader of the Egyptian gods, fights with a pair of golden khopeshes that blaze like the sun. Each has the following profile. The Defence bonuses stack, so if Horus uses both swords together, he enjoys a +2 bonus to Defence.

  • Melee Weapons: Strength + 10 Fire Damage, One-handed, +2 to hit, +1 to Defence.

Mjolnir: Thor, son of Odin, weilds the mighty hammer Mjolnir. Few other beings in cosmos can even lift it. Mjolnir can only be used by beings with Strength 10. In addition, the weilder must be wearing the gloves Jarngreiper(the gloves are Minor Magickal Items whose only power is allowing the wearer to hold Mjolnir). In addition to it's abilities as a weapon, Mjolnir grants it's wielder the Supernatural Powers of Flight and Immunity (Electricity). It can be used in melee, thrown, or used to cast lightning bolts.

  • Melee Weapon: Strength +20 Blunt Electrical Damage, One handed.
  • Thrown Weapon: Strength +20 Blunt Electrical Damage, One-handed, returns to hand when thrown.
  • Lightning Bolts: 15 Electrical Damage, One-handed, Two Shots.

Special

Rings of Odin:
Ring One (Major): Wards against any attack that would cut Odin's skin. Grants Immunity(Blades, Piercing, Lasers).
Ring Two (Major): Wards against any attack that would break Odin's bones. Grants Immunity(Blunt Weapons, Natural Weapons, Sonic).
Ring Three (Major): The icy air surrounding the wearer of this ring will not harm him, nor will it permit any projectile to strike him. Grants Immunity(Solid Projectiles, Cold).
Ring Four (Major): Soak 10, +2 Defence.
Ring Five (Moderate): Wards against any attack that would burn Odin. Grants Immunity(Fire, Corrosion, Radiation, Electric).
Ring Six (Minor): Immunity(Poison and Disease), Sleepless, Self-Sustaining. Odin eats nothing and drinks only the mead of Asgard.
Ring Seven (Minor): A mindward ring.
Ring Eight (Minor): +2 Perception, Blindsight.
Ring Nine (Minor): Makes 8 gold copies of itself every ninth night.