Hathor

The Sacred Bull's page

22 posts. Alias of Black Dow.


Race

♉️ Great Bull of Heaven| Damaged 0 | Hero Points 0 | Perception +7 | Initiative +1 | Toughness 13 | Dodge 5 | Parry 5 | Fortitude 10 | Will 10

Classes/Levels

| Hero Forgeries: Sacred Bull (Shedu Form); Sacred Bull (Human Form)

About The Sacred Bull

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"If you do not give me the Bull of Heaven,
I will knock down the Gates of the Netherworld,
I will smash the door posts, and leave the doors flat down,
and will let the dead go up to eat the living!"
- Ishtar, Epic of Gilgamesh Tablet VI

"It is a Beast all set over with scales like a Dragon, having no hair except on his head, great teeth like Swine, having wings to fly, and hands to handle, in stature betwixt a Bull and a Calf." - E.Topsell, Of the GORGON or strange Lybian Beast

"Their legs were straight; their feet were like those of a calf and gleamed like burnished bronze." - Ezekiel 1:7 (of the Cherubim)

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Name: Gugal
Truename: Ur-Ningublaga
Other (Possible) Aliases: Buchis (Ancient Greek: Βουχις, Coptic: ⲃⲱⲱϩ, ⲃⲟϩ); Mnevis - The Bull of Heliopolis; Nandi (Sanskrit: नन्दि); Khalkotauroi - The Colchis Bull; Kuyūthā (Arabic: كيوثاء) - Cosmic Ox
Identity: Secret
Age: Ancient
Hair: White/Bronze
Eyes: Pale Orange
Height: 8'
Weight: 800lbs.
Origin:
Base of Operations:
Group Affiliation:
First Appearance:

Background:

The Sacred Bull is a Shedu; a male Lamassu (also known collectively as Karibu or Cherubim) - powerful beings native to the celestial planes. As with all Cherubim it is marked by anthropomorphic characteristics: a humanoid bull's body, angelic wings and brass hooves.

While the Sacred Bull is a powerful force for good, dedicated to battling the forces of evil, they are not subtle. They are called upon when the destruction of an evil-doer is required, or may appear to intercede during times of war, plague and oppression. Both Shadu and Lamassu are protective entities, and are often charged as act as sentinels for sites of historic and divine importance and also as defenders to its heroes.

Most of the time, they will inhabit abandoned temples and other ruins and protect those sites (and their secrets) from robbers, cultists and fell creatures. Kind and compassionate towards humankind, their regal bearing and archaic turns of phrase can oft make them seem aloof and superior.

All Shadu and Lamassu abhor the sacrifice of sapient creatures, and their greatest wrath is turned against evil religions and faiths (and their practitioners) that perform such murderous rites.

Amongst the ranks of the Cherubim host, the Sacred Bull is recognised as a Lugal-ḫulĝálra (Sumerian: Lord who fights evil).

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♉️ ABILITIES (50PP):

STR • Strength 9 (6+3) [Close Damage • 12PP]
STA • Stamina 8 (5+3) [Toughness Defence, Fortitude Defence • 10PP]
AGL • Agility 1 [Dodge Defence, Initiative Bonus • 2PP]
DEX • Dexterity 0 [Ranged Attack Checks • 0PP]
FGT • Fighting 5 [Close Attack Checks, Parry Defence • 10PP]
INT • Intellect 1 [Intelligence Checks • 2PP]
AWE • Awareness 5 [Will Defence • 10PP]
PRE • Presence 2 [Presence Checks • 4PP]

♉️ POWERS (66PP):

DIVINE SOURCE: Divine powers and magic are granted by a higher power, generally an omnipotent good deity or present in the representatives of one (like angels). They may also originate solely from the faith of the user, depending on the cosmology of the setting. Divine magic and sourced powers are strongly opposed to evil and infernal magic, and sometimes opposed (or at least indifferent) to “earthy” powers like nature magic, voodoo, and witchcraft.

ARMOURED HIDE OF THE KHALKOTAUROI (DEFENCE)
Protection 5 • Source: Divine • Action: None • Range: Personal • Duration: Permanent • Cost: 9PP
Extras: Impervious 5; Flaws: Noticeable (Bronze plating over marble skin).

CELESTIAL WINGS (MOVEMENT)
Flight 4 • Source: Divine • Action: Free • Range: Personal • Duration: Sustained • Cost: 4PP
Speed: 30 miles per hour/500ft. per round. Extras: Innate; Flaws: Wings.

[AE] BULL RUSH OF NINGUBLAGA (MOVEMENT)
Speed 2 • Source: Divine • Action: Free • Range: Personal • Duration: Sustained • Cost: 3PP
Speed: 120ft. per round; Extras: Alternate Effect & Innate; Flaws: Limited (only when Charging and not using Flight).

DIVINE BOVINE (DEFENCE)
Immunity 13 • Source: Divine • Action: None • Range: Personal • Duration: Permanent • Cost: 13PP
Ageing, Life Support (immunity to disease, poison, all environmental conditions, suffocation, and starvation and thirst) & Slam Damage.

ENKI’S ONE TONGUE (SENSORY)
Comprehend 4 • Source: Divine • Action: None • Range: Personal • Duration: Permanent • Cost: 7PP
Animals & Language 3 (read, speak and understand all languages). Flaws: (Animal communication only, limited by type - Bovines only).

GORING HORNS (ATTACK)
Damage 2 • Source: Divine • Action: Standard • Range: Close • Duration: Instant • Resistance: Toughness • Cost: 3PP
Strength-based Bludgeoning & Piercing damage. Extras: Innate, Variable Bludgeoning & Piercing); Flaws: Inaccurate (-2) & Limited (Charging & Slamming attacks only).

MIGHTY BULL OF HEAVEN (GENERAL)
Growth 3 • Source: Divine • Action: Free • Range: Personal • Duration: Sustained Permanent • Cost: 7PP
Height of 8ft. and 1600 lbs. in weight; Extras: Density Increase 2 (does not increase in size); Innate & Permanent: +3 Strength, +3 Stamina, +3 Mass, -3 Stealth.

[AE] FORM OF MAN (GENERAL)
Morph 1 • Source: Divine • Action: Free • Range: Personal • Duration: Sustained • Cost: 5PP
Extras: Alternate Effect; Flaws: Quirk (Human form always keeps bovine eyes and has brass finger/toe nails as well as brass markings of wings on back and horns on head).

ONE OF THE HERD (GENERAL)
Feature 1 • Source: Divine • Action: None • Range: Personal • Duration: Permanent • Cost: 1PP
Bovines recognise him as one of their own.

PRODIGIOUS STRENGTH OF KUYŪTHĀ, THE COSMIC OX (GENERAL)
Power Lifting 7 • Source: Divine • Action: None • Range: Personal • Duration: Sustained • Cost: 8PP
Lifting Strength: 16 (1,600 tonnes). Extras: Innate.

[AE] TRAMPLE THE EARTH (ATTACK)
Damage 7 • Source: Divine • Action: Standard • Range: Close • Duration: Instant • Resistance: Dodge • Cost: 8PP Overcome by Fortitude (1st degree: Dazed & Vulnerable; 2nd degree: Stunned & Prone). Extras: Alternate Effect; Area (Burst); Extra Condition. Flaws: Limited Degree; Limited (targets on the ground).

TAURIC SENSES (SENSORY)
Senses 5 • Source: Divine • Action: None • Range: Personal • Duration: Permanent • Cost: 12PP
Detect Evil (Ranged); Direction Sense; Hearing (Extended, Ultra-Hearing); Low-Light Vision; Olfactory (Acute, Magic Awareness, Counters Illusion). Extras: Innate.

♉️ ADVANTAGES (12PP):

[smaller]Advantages are categorised as one of four types:
• Combat Advantages are useful in combat and often modify how various combat manoeuvres are performed.
• Fortune Advantages require and enhance the use of Victory points.
• General Advantages provide special abilities or bonuses not covered by the other categories.
• Skill Advantages offer bonuses or modifications to skill use.

BENEFIT 1 (GENERAL, RANKED): Gain a significant prerequisite or fringe benefit; Status 1 (Celestial Bull Lord of Heaven).
FAVOURED ENVIRONMENT - LABYRINTHS & MAZES (COMBAT): Circumstance bonus to attack or defence in an environment.
FEARLESS (GENERAL): Immune to fear effects.
IMPROVED DEFENCE (COMBAT): +2 bonus to active defence when you take the defend action.
IMPROVED CRITICAL 2 (COMBAT, RANKED): +1 to critical threat range with an attack per rank; Goring Horns.
IMPROVED SMASH (COMBAT): No penalty for the smash action.
INTERPOSE (GENERAL): Take an attack meant for an ally.
POWER ATTACK (COMBAT): Trade attack bonus for effect bonus.
TAKEDOWN 2 (COMBAT, RANKED [2]): Free extra attack when you incapacitate a minion.
WEAPON BREAK (COMBAT): Free smash attack when you actively defend.

♉️ SKILLS (16PP):

Skill Modifier: Your hero’s total modifier with any skill (ability rank + skill rank + advantage modifiers) cannot exceed the series power level +10. This includes untrained skill modifiers using only ability rank, and so sets an effective limit on all abilities associated with skills.

Close Combat: Goring Horns 2 [FGT] (+7)
Close Combat: Unarmed 2 [FGT] (+7)
Expertise: Ancient Mythology 4 [INT] (+5)
Expertise: History 4 [INT] (+5)
Expertise: Magic 4 [INT] (+5)
Expertise: Religion 4 [INT] (+5)
Insight 4 [AWE] (+9)
Intimidation 6 [PRE] (+8)
Perception 2 [AWE] (+7)

♉️ OFFENSE:

Movement: 30ft. (Hoof); 120ft. (Bull Rush) & 900ft. (Wings)
Initiative +1
Grab +5
Unarmed +7 (Close, Damage 9; DC 24)
Goring Horns +5* (Close, Bludgeoning & Piercing Damage 11 [Critical 18-20]; DC 26)

*-2 due to Inaccurate Flaw

Spoiler:

Charge Standard Action: You rush forward to attack. You move your speed rank in a mode of movement available to you in a relatively straight line towards your target. At the end of your movement, you perform a close attack against your opponent with a –2 circumstance penalty to the attack check.

You can combine a charge action with a move action, allowing you to move up to twice your speed (your speed rank as a move action, then your speed rank again when you charge).


♉️ DEFENCES (11PP):

Toughness 13 [STA • +5 (Impervious) Protection Ranks]
Dodge 5 [AGL • DC15 • 4PP]
Parry 5 [FGT• DC15 • 0PP]
Fortitude 10 [STA • 2PP]
Will 10 [AWE • 5PP]

Immunities: Ageing, Fear, Life Support (immunity to disease, poison, all environmental conditions, suffocation, and starvation and thirst) & Slam damage.

Spoiler:
Defence Class: The main defence class traits are Dodge, Parry, and Will.
Resistance Checks: The main resistance check traits are Dodge, Fortitude, Toughness, and Will.

Parry & Toughness: The total of your hero’s Parry and Toughness defences cannot exceed twice the series power level. Currently 20 (PL10 x2)
Dodge & Toughness: The total of your hero’s Dodge and Toughness defences cannot exceed twice the series power level. Currently 20 (PL10 x2)
Fortitude & Will: The total of your hero’s Fortitude and Will defences cannot exceed twice the series power level. Currently 20 (PL10 x2)
Defend Standard Action: Rather than attacking, you focus on defence. Make an opposed check of your appropriate active defense versus any attack made on you until the start of your next turn. Add 10 to any roll of 10 or less that you make on these checks, just as if you spent a victory point (thus ensuring a minimum roll of 11). The attacker must equal or exceed your opposed check result in order to hit you.

♉️ POWER POINTS (154):

Abilities 50 + Powers 66 + Advantages 11 + Skills 16 + Defences 11 = 154/154

♉️ COMPLICATIONS:

ACCIDENT: While the Sacred Bull is mindful of preserving mortal life when battling evil, he is less concerned with any collateral damage wrought. Like the proverbial “Bull in a China Shop” he can be destructively blunt in his pursuit of a foe.

ENEMY: Medea has been the source of much of his vexation. He firmly blames her for convincing Eldrich to imprison his life force in the Colchis Bulls.

HONOUR: The Sacred Bull is a celestial servant and is expected to uphold the tenets of the Heaven at all times.

MOTIVATION (RESPONSIBILITY): The Sacred Bull is charged with protecting with world and its inhabitants from evil beings, cults and creatures.

STRANGER IN A STRANGE LAND: As a celestial entity from antiquity the modern world and its idiosyncrasies are truly confusing to the Sacred Bull.

TEMPER: Like all bulls he is prone to anger and can fly into single-mindedly righteous rage when provoked by evil foes, acting foolishly and recklessly.