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[Mutants & Masterminds] A World Less Magical But No Less Fantastic
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<blockquote data-quote="Davies" data-source="post: 8254962" data-attributes="member: 30538"><p><span style="font-size: 26px"><span style="color: blue">Medjay</span></span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-2NtBf8h/0/40605fea/S/medjed-S.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Historically, the name 'Medjay' referred to a collection of nomadic groups from Nubia which had come under Egyptian rule in the Old Kingdom, often acting as mercenary soldiers. By a thousand years later, the name came to refer to a paramilitary police force in the Egyptian New Kingdom, which acted as the guards of palaces and tombs alike. Within a few centuries, however, they had vanished from the historical record and, despite what certain films would suggest, probably did not survive as a secret society right up until the twentieth century. What these people would have thought of the young woman who has taken their name as her own is unknowable; nor is it something she gives a great deal of thought.</p><p></p><p>For most of her life, Eman Hegazy, born 1996 in Aswan, never seemed to give a great deal of thought to her nation's history in general. She was aware that her family's business, like most businesses in Egypt, depended on tourism which in turn depended on the ancient ruins of the past which were practically everywhere. But none of it interested her, and her plan was to go to South Valley University and get a good education in something relevant and modern, like Education or Social Work, and then get a job that didn't have anything to do with Egypt's ancient past.</p><p></p><p>And then, one particular morning in 2013, her parents attempted to rouse her and found themselves unable to do so. Eman was still alive, just cataleptic, and nothing that the doctors could do would wake her up. She remained in this state for a week, until she finally awakened. But the girl who awakened was quite different from the girl who'd gone to sleep seven days earlier, mentally and physically. She escaped from the hospital and disappeared into the night, and has never returned to her original home or family since then.</p><p></p><p>Eman, now calling herself Medjay, views herself as the protector of Egypt, specifically of its historical treasures. She has no problem with tourists, or even archaeologists, as long as they aren't trying to steal the legacy of those who went before. What truly angers her is the way that foreign occultists keep trawling through Egypt's ruins in search of lost secrets that can empower themselves further, or who try to use them to perform sorcerous rituals to that end. It's all so pointless, to her mind, since these atrocities usually don't do anything, or even destroy those who perform them when they somehow work.</p><p></p><p>To this end, Medjay uses her own superpowers as well as a sword she discovered early in her adventures, and a horse she befriended. She will make it very clear to anyone who inquires that the sword is just a well-crafted and entirely mundane artifact, not some sort of mystical weapon. While capable of inflicting lethal wounds with it, she prefers to deal less mortal ones and accept her opponents' surrender, except in situations where she's given no choice in the matter. The horse, which she's dubbed Sethos, is clearly not just a horse, and she believes him to be descended from a long line of Arabic-American race horses of some fame. While they are unable to communicate, there is a bond between the two of them that even Medjay will admit that she doesn't fully understand.</p><p></p><p>Medjay has encountered the UltraGirls on a few occasions, and gets along with <em>some</em> of them. She makes no bones about distrusting Blakestone, Snowfall and Belle, but has a high regard for Magnolia and Danielle. Most importantly, she's able to work even with people she doesn't fully trust as long as they don't trespass her personal boundaries. Blakestone, however, wonders whether there might be something deeper at work here, since she's done the math, and the night when Eman Hegazy went to sleep for a week is also the night that Prydwen arrived in the present ...</p><p></p><p><strong>Medjed -- PL 9</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 2 | <strong>STA</strong> 2 | <strong>AGL</strong> 6 | <strong>DEX</strong> 3 | <strong>FGT</strong> 7 | <strong>INT</strong> 2 | <strong>AWE</strong> 2 | <strong>PRE</strong> 2</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Ancient Sword:</em></strong> Strength-based Damage 3, Penetrating 6; Easily Removable (-2 points) - 7 points</p><p><strong><em>Enduring:</em></strong> Immunity 4 (cold, heat, need for sleep, starvation & thirst), Limited to half effect - 2 points</p><p><strong><em>Swiftness</em></strong>: Enhanced Advantages 3 (Evasion, Improved Initiative 2); Enhanced Defenses 4 (Dodge 2, Parry 2); Leaping 3 (60 feet); Speed 2 (8 MPH) - 12</p><p></p><p><strong>Advantages:</strong></p><p>Accurate Attack, Agile Feint, Assessment, Defensive Attack, Defensive Roll, Diehard, <em>Evasion</em>, Great Endurance, Improved Defense, Improved Initiative <em>3</em>, Languages 2 (Coptic, English, French, Middle Egyptian, [Arabic is native]) Move-by Attack, Power Attack, Precise Attack (Close/Concealment), Sidekick 14, Takedown, Uncanny Dodge.</p><p></p><p><strong>Skills:</strong></p><p>Acrobatics 5 (+11), Athletics 5 (+7), Close Combat: Sword 6 (+13), Expertise: History 8 (+10), Expertise: Streetwise 6 (+8), Expertise: Survival 6 (+8), Insight 7 (+9), Investigation 6 (+8), Perception 6 (+8), Persuasion 5 (+7), Ranged Combat: Guns 4 (+7), Stealth 6 (+12).</p><p></p><p><strong>Offense:</strong></p><p>Initiative +18</p><p>Unarmed +7 (Close Damage 2)</p><p>Sword +13 (Close Damage 5)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 12/10, Parry 14/12, Fortitude 6, Toughness 4/2, Will 8.</p><p></p><p><strong>Totals:</strong></p><p>Abilities 52 + Powers 21 + Advantages 30 + Skills 35 + Defenses 19 = 156 points</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Responsibility--Motivation. Distrust of Mysticism. Loner.</em></strong></p><p><strong></strong></p><p><strong>Sethos -- PL 6</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 5 | <strong>STA</strong> 6 | <strong>AGL</strong> 1 | <strong>DEX</strong> 0 | <strong>FGT</strong> 4 | <strong>INT</strong> -2 | <strong>AWE</strong> 2 | <strong>PRE</strong> 0</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Born to Run:</em></strong> Speed 3 (16 MPH) - 3 points</p><p><strong><em>Enduring:</em></strong> Immunity 4 (cold, heat, need for sleep, starvation & thirst), Limited to half effect - 2 points</p><p><strong><em>Hooves:</em></strong> Strength-based Damage 1, Improved Critical - 2 points</p><p><strong><em>Horse Sense:</em></strong> Senses 3 (acute scent, low-light vision, radius sight) - 3 points</p><p><strong><em>Size:</em></strong> Permanent Growth 2 (Strength +2, Stamina +2, Intimidation +1, -1 Dodge, -1 Parry, -2 Stealth), Innate - 7 points</p><p></p><p><strong>Advantages:</strong></p><p>All-out Attack, Great Endurance, Power Attack.</p><p></p><p><strong>Skills:</strong></p><p>Athletics 4 (+9), Close Combat: Unarmed 1 (+5), Expertise: Survival 8 (+6), Insight 4 (+6), Intimidation 5 (+7), Perception 6 (+8).</p><p></p><p><strong>Offense:</strong></p><p>Initiative +1</p><p>Hooves +5 (Close Damage 6, Crit 19-20)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 4, Parry 6, Fortitude 7, Toughness 6, Will 5</p><p></p><p><strong>Totals:</strong></p><p>Abilities 24 + Powers 17 + Advantages 3 + Skills 14 + Defenses 12 = 70 points</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Loyalty--Motivation. No Hands or Speech. Temper.</em></strong></p></blockquote><p></p>
[QUOTE="Davies, post: 8254962, member: 30538"] [SIZE=7][COLOR=blue]Medjay[/COLOR][/SIZE] [IMG]https://photos.smugmug.com/My-First-Gallery/i-2NtBf8h/0/40605fea/S/medjed-S.jpg[/IMG] Historically, the name 'Medjay' referred to a collection of nomadic groups from Nubia which had come under Egyptian rule in the Old Kingdom, often acting as mercenary soldiers. By a thousand years later, the name came to refer to a paramilitary police force in the Egyptian New Kingdom, which acted as the guards of palaces and tombs alike. Within a few centuries, however, they had vanished from the historical record and, despite what certain films would suggest, probably did not survive as a secret society right up until the twentieth century. What these people would have thought of the young woman who has taken their name as her own is unknowable; nor is it something she gives a great deal of thought. For most of her life, Eman Hegazy, born 1996 in Aswan, never seemed to give a great deal of thought to her nation's history in general. She was aware that her family's business, like most businesses in Egypt, depended on tourism which in turn depended on the ancient ruins of the past which were practically everywhere. But none of it interested her, and her plan was to go to South Valley University and get a good education in something relevant and modern, like Education or Social Work, and then get a job that didn't have anything to do with Egypt's ancient past. And then, one particular morning in 2013, her parents attempted to rouse her and found themselves unable to do so. Eman was still alive, just cataleptic, and nothing that the doctors could do would wake her up. She remained in this state for a week, until she finally awakened. But the girl who awakened was quite different from the girl who'd gone to sleep seven days earlier, mentally and physically. She escaped from the hospital and disappeared into the night, and has never returned to her original home or family since then. Eman, now calling herself Medjay, views herself as the protector of Egypt, specifically of its historical treasures. She has no problem with tourists, or even archaeologists, as long as they aren't trying to steal the legacy of those who went before. What truly angers her is the way that foreign occultists keep trawling through Egypt's ruins in search of lost secrets that can empower themselves further, or who try to use them to perform sorcerous rituals to that end. It's all so pointless, to her mind, since these atrocities usually don't do anything, or even destroy those who perform them when they somehow work. To this end, Medjay uses her own superpowers as well as a sword she discovered early in her adventures, and a horse she befriended. She will make it very clear to anyone who inquires that the sword is just a well-crafted and entirely mundane artifact, not some sort of mystical weapon. While capable of inflicting lethal wounds with it, she prefers to deal less mortal ones and accept her opponents' surrender, except in situations where she's given no choice in the matter. The horse, which she's dubbed Sethos, is clearly not just a horse, and she believes him to be descended from a long line of Arabic-American race horses of some fame. While they are unable to communicate, there is a bond between the two of them that even Medjay will admit that she doesn't fully understand. Medjay has encountered the UltraGirls on a few occasions, and gets along with [I]some[/I] of them. She makes no bones about distrusting Blakestone, Snowfall and Belle, but has a high regard for Magnolia and Danielle. Most importantly, she's able to work even with people she doesn't fully trust as long as they don't trespass her personal boundaries. Blakestone, however, wonders whether there might be something deeper at work here, since she's done the math, and the night when Eman Hegazy went to sleep for a week is also the night that Prydwen arrived in the present ... [B]Medjed -- PL 9 Abilities: STR[/B] 2 | [B]STA[/B] 2 | [B]AGL[/B] 6 | [B]DEX[/B] 3 | [B]FGT[/B] 7 | [B]INT[/B] 2 | [B]AWE[/B] 2 | [B]PRE[/B] 2 [B]Powers: [I]Ancient Sword:[/I][/B] Strength-based Damage 3, Penetrating 6; Easily Removable (-2 points) - 7 points [B][I]Enduring:[/I][/B] Immunity 4 (cold, heat, need for sleep, starvation & thirst), Limited to half effect - 2 points [B][I]Swiftness[/I][/B]: Enhanced Advantages 3 (Evasion, Improved Initiative 2); Enhanced Defenses 4 (Dodge 2, Parry 2); Leaping 3 (60 feet); Speed 2 (8 MPH) - 12 [B]Advantages:[/B] Accurate Attack, Agile Feint, Assessment, Defensive Attack, Defensive Roll, Diehard, [I]Evasion[/I], Great Endurance, Improved Defense, Improved Initiative [I]3[/I], Languages 2 (Coptic, English, French, Middle Egyptian, [Arabic is native]) Move-by Attack, Power Attack, Precise Attack (Close/Concealment), Sidekick 14, Takedown, Uncanny Dodge. [B]Skills:[/B] Acrobatics 5 (+11), Athletics 5 (+7), Close Combat: Sword 6 (+13), Expertise: History 8 (+10), Expertise: Streetwise 6 (+8), Expertise: Survival 6 (+8), Insight 7 (+9), Investigation 6 (+8), Perception 6 (+8), Persuasion 5 (+7), Ranged Combat: Guns 4 (+7), Stealth 6 (+12). [B]Offense:[/B] Initiative +18 Unarmed +7 (Close Damage 2) Sword +13 (Close Damage 5) [B]Defense:[/B] Dodge 12/10, Parry 14/12, Fortitude 6, Toughness 4/2, Will 8. [B]Totals:[/B] Abilities 52 + Powers 21 + Advantages 30 + Skills 35 + Defenses 19 = 156 points [B]Complications: [I]Responsibility--Motivation. Distrust of Mysticism. Loner.[/I] Sethos -- PL 6 Abilities: STR[/B] 5 | [B]STA[/B] 6 | [B]AGL[/B] 1 | [B]DEX[/B] 0 | [B]FGT[/B] 4 | [B]INT[/B] -2 | [B]AWE[/B] 2 | [B]PRE[/B] 0 [B]Powers: [I]Born to Run:[/I][/B] Speed 3 (16 MPH) - 3 points [B][I]Enduring:[/I][/B] Immunity 4 (cold, heat, need for sleep, starvation & thirst), Limited to half effect - 2 points [B][I]Hooves:[/I][/B] Strength-based Damage 1, Improved Critical - 2 points [B][I]Horse Sense:[/I][/B] Senses 3 (acute scent, low-light vision, radius sight) - 3 points [B][I]Size:[/I][/B] Permanent Growth 2 (Strength +2, Stamina +2, Intimidation +1, -1 Dodge, -1 Parry, -2 Stealth), Innate - 7 points [B]Advantages:[/B] All-out Attack, Great Endurance, Power Attack. [B]Skills:[/B] Athletics 4 (+9), Close Combat: Unarmed 1 (+5), Expertise: Survival 8 (+6), Insight 4 (+6), Intimidation 5 (+7), Perception 6 (+8). [B]Offense:[/B] Initiative +1 Hooves +5 (Close Damage 6, Crit 19-20) [B]Defense:[/B] Dodge 4, Parry 6, Fortitude 7, Toughness 6, Will 5 [B]Totals:[/B] Abilities 24 + Powers 17 + Advantages 3 + Skills 14 + Defenses 12 = 70 points [B]Complications: [I]Loyalty--Motivation. No Hands or Speech. Temper.[/I][/B] [/QUOTE]
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