Miriam Hardison is the late in life daughter of a prominent politician from his 2nd and much younger wife. No one knew that part of his 2nd wife's beauty came from her being 1/16th Vanir, not even Miriam. But she did covet the magical secrets of the Skull and Bones order, and through her family connections was able to reach, touch, awaken and bond with the oracular head of Mimir, which the order had been consulting since its founding. The now awakened godhead was sick of being cooped up, sick of being abused and misused, and had ideas about the correct state of the world. Miriam is more than happy to help it out.
Since obtaining literal godlike power, Miriam (and Mimir) have been exploring the world and interfering in whatever catches their attention. Miriam likes to think she's the dominant partner in the relationship, but in reality Mimir, whose scope of power and foresight and age, is directing things to institute some sort of Ragnarök event. He knows it's well past time for the end of the world, and perhaps can even make an argument that whatever mass extinction event he's planning is for the greater long term good of the world or universe. That's the angle he is slowly playing in Miriam, who for all her narcissism is not ready to end the world.
Skull and Bones are not taking this lying down, of course. Not only do they have their own agents after her, but every law enforcement agency and mass communication outlet in the United States is knows she's in the top 10 most wanted. Other villains don't want to associate with her not just because she acts like they are beneath her, or she's not one of them, but also because she's radioactively hot. Skull and Bones have made sure she has no allies, not realizing that just maybe she doesn't need them.
Creation Notes
I knew this had to be the first of the "vs. hero team" villains and the dice were great for the background and attributes, but gave me just 1 for powers. That's fine due to the wonder of V&V, and that one of those powers was Special Weapon Item. Gee Howdy did I go to town on that. Mimir manages to survive in an action economy sense as she's got at least 3 and maybe 4 actions, and can spend one of those to summon and direct a very large number of monsters of Norse myth, which will prevent the heroes from ganging up on her 6 on one. Her dimensional travel lets her
Mimir's also got a clear enough long term goal that is easy enough to conceptualize but has dozens of paths to it, so you can pick the one that fits your campaign. That Mimir has telepathy means that Pcs telepaths can't easily try to get access to any of Miriam's moral reserves, and her Prejudice means she's really unlikable for trying that.
The character is clearly inspired by Emerald Empress, but also Kid Babylon from Bill Willingham's _Pantheon_ series.
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