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Gods
T
Thor
(god of thunder)
Greater
God
Armor
Class: -4
Move:
18''
Hit
Points: 399
No.
Of Attacks: 2 (3)
Damage/Attack:
10-100 (+16)
Special
Attacks: See below
Special
Defenses: +3 or better weapon to hit, and see below
Magic
Resistance: 80%
Size:
M (7')
Alignment:
Chaotic good
Worshiper's
Alignment: All alignments, especially warriors, beings needing certain weather
or ones wanting fair play
Symbol:
Hammer
Plane:
Gladsheim
Cleric
/ Druid: 10th level druid
Fighter:
20th level fighter
M-U
/ Illusionist: Nil
Thief
/Assassin: Nil
Monk
/ Bard: 3rd level bard
Psionic
Ability: VI
Attributes
Strength:
25 (special: +7, +16)
Intelligence:
20
Wisdom:
20
Dexterity:
25
Constitution:
25
Charisma:
24
Thor
appears as a large red-haired and red-bearded man dressed in black and yellow
+3 chainmail. He rides through the skies on his golden chariot, which is pulled
by his two magical goats, Tanngrisner and Tanngjost. Thor is a particular friend
to mankind among the Norse gods, and will often alert his worshipers to incursions
of evil. The god often fights on Gladsheim against giant types, and his name
is enough to make giants check moral. When within 90 yards of him, the servants
and allies of Thor gain a benefit of +2 on dice rolls.
Thor's
normal strength is 25, but he has a magical girdle and a magical glove which
enables him to exceed even this limit. Meginjarder, his girdle, gives him the
strength to wield his mighty hammer (described below), and enables him to break
any barrier of object. His magical glove, Jarn Grieper, gives him the ability
to strike 3 times per melee round and to handle his hammer even while red-hot.
Mjolnir,
Thor's +5 magical hammer, has the following abilities:
It
does 10-100 points of damage
It
can be thrown up to 200 yards, and never misses when thrown. It returns to Thor's
hand automatically. (if Thor throws Mjolnir, that is his only attack in that
round)
It
can cast lightning bolts at any target within sight, up to a total of 100 dice
of lightning bolts per day. This base 100 dice can be broken up into lightning
bolts of any size Thor desires, i.e., 25 4 dice bolts, or 3 dice bolts and 1
70 dice bolt etc.
It
is also heavy that only beings with a 25 strength can even lift it, and requires
more than 25 strength to wield it as a weapon.
When
Thor throws Mjolnir, it trails a lightning bolt behind it, and when it hits,
there is a large clap of thunder which effects all beings within 30' as a power
word stun (save vs. magic negates).
If
any other being uses a lightning spell within 200 yards of Thor, it will automatically
turn and strike the caster, whether the Thunderer wills it or not.
All
of Thor's clerics rely on hammers for their weapons.
Thrym
(lord of the frost giants)
Lesser
God
Armor
Class: -2
Move:
15''
Hit
Points: 300
No.
Of Attacks: 2
Damage/Attack:
4-40 (+14)
Special
Attacks: Nil
Special
Defenses: +3 or better weapon to hit, immune to cold based attacks
Magic
Resistance: 60%
Size:
L (21' tall )
Alignment:
Chaotic Evil
Worshiper's
Alignment: Chaotic Evil (frost giants)
Symbol:
White double-bladed axe
Plane:
Gladsheim ( Jotunheim)
Cleric
/ Druid: 10th level cleric
Fighter:
20th level fighter
M-U
/ Illusionist: 3rd level illusionist
Thief
/Assassin: Nil
Monk
/ Bard: Nil
Psionic
Ability: Nil
Attributes
Strength:
25 (+7, +14 )
Intelligence:
16
Wisdom:
12
Dexterity:
21
Constitution:
25
Charisma:
20
Thrym
is both leader and deity of the frost giants. Like Surtur, he waits for the
day when he can lead the frost giants against the Aesir in the last battle.
Thrym wields a huge +3 double bladed axe which inflicts 4-40 points of damage
on a hit. He wears a coat of white fur over his suit of chainmail. Otherwise,
he appears much like an oversized frost giant.
Thrym
has ten brothers who are in most ways like normal frost giants (AC 4, MV 12'',
# of Atk 1, D 4-24). However, each has 100 hot points and attacks as a 16 hit
die monster.
Tobrig
(God of dwarves "mining and smithing")
Greater
God
Armor
class: -5
Move:
9
Hit
Points: 127
No
Of Attacks: 4
Damage/Attack:
2d4 +3 +Str bonus
Special
Attacks: nil
Special
Defenses: nil
Magic
Resistance: 25%
Size:
M (4'7)
Alignment:
Neutral Good
Worshiper's
Alignment: All dwarves + minors and smiths
Symbol:
double headed warhammer
Plane:
Elysium
Cleric
/ Druid: 20th level cleric
Fighter:
20th level fighter
M-U
/ Illusionist: nil
Thief
/Assassin: 15th level thief
Monk
/ Bard: nil
Psionic
Ability: nil
Attributes
Strength:
25 (+7, +14 )
Intelligence:
19
Wisdom:
23
Dexterity:
20
Constitution:
24
Charisma:
20 (23)
Leader
of the dwarven pantheon, Tobrig is the true essence of all that is considered
dwarvish. Short and broad, strong and gruff, He wears both red beard and hair
long full bodied. He is warlike and quick to anger, though He is just and fair
in His dealings. In battle He wears magical plate armor and fights with a double
headed (one at each end of the haft) war hammer that is a +5 weapon. The hammer
is called Knee-capper and is similar in effect to a vorpal sword except that
it breaks the knee caps of large or greater size creatures rather than severing
heads. Tobrig was not always the leader of the pantheon, being merely the God
of mining and metalwork. His father Albrecht was the first leader, but disappeared
leaving the eldest of His two sons in his position. It is rumored that Albrecht
crossed reality to an obscure universe to found a new race of dwarves but died
there in some unknown skirmish. As the God of metalwork He will sometimes instill
a particular dwarven smith with the ability to create a weapon or suit of armor
with such skill that it can be ensorcelled to aid its wielder/wearer in combat.
The God himself will instill the work with the amount of magic He feels is suitable.
Priests of Tobrig can wear any armor and use any type of shield but are limited
to blunt weapons only, like normal clerics. They may cast spells from the following
spheres:- Major : all, elemental (fire and earth), creation, combat, protection.
Minor : healing, divination, sun, elemental (air and water). Priests of Tobrig
can also cast detect precious metals and locate object 1/day each at any level
and cast them as if they were 9th level. They may also choose the weaponsmith
or armorer proficiency at no extra cost.
Tuonetar
( goddess of the underworld )
Greater
Goddess
Armor
Class: 6
Move:
9''
Hit
Points: 340
No.
Of Attacks: 1
Damage/Attack:
4-40
Special
Attacks: nil
Special
Defenses: fear aura
Magic
Resistance: 70%
Size:
M (5')
Alignment:
Chaotic evil
Worshiper's
Alignment: Chaotic evil
Symbol:
Decapitated head
Plane:
Pandemonium
Cleric
/ Druid: 15th level cleric
Fighter:
nil
M-U
/ Illusionist: 20th level in each
Thief
/Assassin: nil
Monk
/ Bard: 5th level bard
Psionic
Ability: II
Attributes
Strength:
15
Intelligence:
18
Wisdom:
21
Dexterity:
17
Constitution:
25
Charisma:
-6
The
wife of Tuoni, Tuonetar appears to the world as an incredibly ugly old crone.
Any creature that comes within 30' of her must save Vs spells or be effected
by her fear aura, fleeing until exhaustion sets in. Tuonetar's merest touch
inflicts 4-40 points of damage. She is an implacable enemy Vainamoinen.
Tyr
( God of War and Law)
Greater
God
Armor
Class: -5
Move:
18''
Hit
Points: 380
No.
Of Attacks: 3
Damage/Attack:
2-20 +12
Special
Attacks: nil
Special
Defenses: +3 or better weapon to hit and see below
Magic
Resistance: 25%
Size:
M (6.5')
Alignment:
Lawful Good
Worshiper's
Alignment: All warriors
Symbol:
sword
Plane:
Gladsheim
Cleric / Druid: 13th level druid
Fighter:
25th level Paladin
M-U
/ Illusionist: 10th level Illusionist
Thief
/Assassin: 15th level thief
Monk
/ Bard: 10th level in each
Psionic
Ability: I
Attributes
Strength:
24 ( +6, +12 )
Intelligence:
20
Wisdom:
20
Dexterity:
25
Constitution:
25
Charisma:
24
Tyr
appears as a powerful looking bearded man who has lost his right hand. Its was
the losing of his hand that firmly established Tyr of the god of law and trust.
When the dwarves finally forged a cord that could blind the Fenris wolf, the
great monster would only consent to having the cord put upon it if one of the
Aesir would place his hand in the wolf's mouth. Tyr, knowing what was planed,
placed his right hand in Fenris mouth without hesitation. When Fenris found
that he was bound, he bit off Tyr's hand, but he could not escape. By honoring
this contract, Tyr became the god of law.
In
his aspect of war god, Tyr watches over the Valkyries and makes sure that only
the most valiant warriors are taken to Odin at Valhalla.n Tyr wields a +3 sword
in his left hand that does 2-10 points of damage on a hit. He automatically
senses the presence of any thief who comes within a 100 yards of him, and he
can see invisible objects.
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