Avatar of Set - PL 12

STR 6, STA 14, AGL 6, DEX 6, FGT 6, INT 4, AWE 10, PRE 10


Advantages: Benefit: Divine Power, Fascinate (Intimidation), Improved Initiative 4, Improved Smash, Inspire 5, Power Attack, Languages 2 (Ancient Egyptian, Arabic, English)

Skills: Close Combat: Staff of Set 8 (+14), Deception 5 (+15), Intimidation 5 (+15), Stealth 4 (+10)

Offense: Init +22, Unarmed +6 (DC21), Grab +6 (DC Spec 16), Throw +6 (DC 21), Staff of Set +14 (DC 25), Cyclone Winds: Cylinder Area DC(25), Dry Sands Cloud Area (DC 27), Glory of Set: Burst Area (DC 18) Defense: Dodge 10, Parry 10, Fort 14, Tou 14, Will 10

Totals: Abilities 124 + Powers 205 + Advantages 15 + Skills 11 (22 ranks) + Defenses 8 = 363

Complications: Motivation: Power The Avatar of Set shares Set's desire to rule, to crush the followers of Horus or any heroes that stand in his way. Immortal Outlook The Avatar of Set does not understand the motivations and desires of short-lived creatures like humans. Divine Avatar The avatar is an avatar of a god and depends on a connection to Set for his power.

Set is the Egyptian god of desert, storms disorder and violence. The legends say that Set rose upagainst his brother Osiris, killing and mutilating him. He is a sworn foe of Osiris's son, Horus.

The Avatar of Set is a representation of Set's power on Earth, commanding power over storms and the deserts. In the '70s, the Scions of Sobek, a cult of sorcerer-priests of Set summoned the Avatar of Set from the underworld and unleashed him on the world, sowing destruction and Chaos throughout Egypt before sending him to America to attack their foe, The Scarab.

Following a long and taxing battle, The Scarab was able to entrap the Avatar. with telepathic and telekenetic bonds. Using his magical powers to their limit he was able to imprison the avatar in a cell hidden in his secret Lair under Pyramid Plaza in Freedom City. For now, the Avatar is contained, but if released it could be a terrible foe for the Freedom League

The Avatar of Set is a tall, powerfully built humanoid with the head of a black dog-like animal It carries a magical staff and wears traditional Egyptian jewelry and skirt.

Powers: The Avatar's Dust Cyclone kicks up a pillar of dust and debris, obscuring all vision. The cyclone can also pick up and throw objects and people, pummel them with rocks or tear at them with blasts of sand. Alternatively, the avatar can blast his opponents with supernaturally dry sand and air, sucking water from his opponents leaving the dehydrated to the point of unconsciousness. The winds kicked up around the avatar can prevent arrows and bullets from getting anywhere near him.

Any creature that approaches and gazes on the Glory of Set is left in awe, making it difficult to focus on offensive actions. (Triggers automatically whenever anyone gets closer than 30', affects just the target that approaches. Targets must be able to see Set's Glory)

The avatar can summon 4 of its totems to aide it. These are living stone statues resembling dogs. These statues will serve his telepathic commands unqestionaingly

Totem - PL 10

STR 4, STA 6, AGL 6, DEX 0, FGT 12, INT 0, AWE 6, PRE 0


Advantages: Fearless, Power Attack, Teamwork, Tracking

Skills: Close Combat: Bite 2 (+14), Intimidation 6 (+6), Perception 6 (+12), Ranged Combat: Heay Rays 12 (+12)

Offense: Init +6, Unarmed +12 (DC19), Bite +14 (DC21), Heat Rays +12 (DC20) Defense: Dodge 10, Parry 12, Fort 10, Tou 8 (imp), Will 10

Totals: Abilities 52 + Powers 55 + Advantages 4 + Skills 17 (34 ranks) + Defenses 12 = 140

The Totems of Set are animate stone statues of the Set Animal a mythical animal associated with Set. The Totem is black and vaugely dog-like. It has a powerful bite and its rock hard body provides it ample defense. It has superior senses, allowing it to track and target foes from scent or sound. Its senses are so sensative they can even detect the presence of ghosts or spirits. Once locked on their target they can run swiftly, despite its mass or even teleport to quickly close with its prey. It can shoot beams of heat from its eye sockets, but often waits to do so, luring its prey to think it has safety at a distance. A pack of totems is skilled at working together to bring down powerful game or to protect its master.