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(Char)Baron Terror


Enforcer84

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Okay, I have a writup, a bit of history, but would like some ideas on other powers for my Baron here.

 

Hmm, since this thead is very old...I'll repost Baron...

 

 

Baron Terror

 

Player: NPC Villain Member of Divine Right

 

Val Char Cost
13 STR 3
18 DEX 24
50 CON 80
20 BODY 20
20 INT 10
20 EGO 20
25/55 PRE 15
10 COM 0
14/24 PD 8
13/28 ED 0
6 SPD 32
13 REC 0
100 END 0
52 STUN 0
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 212

 

Cost Power END
80 Arcane Knowledge: Variable Power Pool (Magic Pool), 60 base + 20 control cost, (90 Active Points); all slots Gestures (-1/4), Incantations (-1/4)
0 1) Bursting Flames: RKA 1 1/2d6, Area Of Effect (One Hex; +1/2) (37 Active Points); Gestures (-1/4), Incantations (-1/4) Real Cost: 25 4
0 2) Deflecting: Missile Deflection (Any Ranged Attack), +5 OCV (30 Active Points); Gestures (-1/4), Incantations (-1/4) Real Cost: 20 0
0 3) Devouring Flames: RKA 1d6, Penetrating (+1/2), Continuous (+1) (37 Active Points); Gestures (-1/4), Incantations (-1/4) Real Cost: 25 4
0 4) Focused Flames: RKA 1 1/2d6, Penetrating (+1/2) (37 Active Points); Gestures (-1/4), Incantations (-1/4) Real Cost: 25 4
0 5) Raw Flames: RKA 2 1/2d6 (40 Active Points); Gestures (-1/4), Incantations (-1/4) Real Cost: 27 4
0 6) Shielding: FF (10 PD/15 ED), Reduced Endurance (1/2 END; +1/4) (31 Active Points); Gestures (-1/4), Incantations (-1/4) Real Cost: 21 1
0 7) The Baleful Bonds of Balthus: Entangle 4d6, 4 DEF (Stops A Given Sense Group Hearing Group, Stops A Given Sense Group Sight Group) (60 Active Points); Entangle Has 1 BODY (-1/2), Cannot Form Barriers (-1/4), Susceptible (to any of the Lights Of Luathon) Uncommon (-1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 24 6
0 8) The Shadows Of Shaldus: Darkness to Sight Group 1" radius, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); No Range (-1/2), Gestures (-1/4), Incantations (-1/4) Real Cost: 8 0
0 9) Tongue Of Enitharmon: Universal Translator 13-, Usable Simultaneously (up to 8 people at once; +1) (40 Active Points); Only Applies To Speech, Not Writing (-1), Recipient Loses Power If He Speaks/Hears Own Tongue (-1/2), Gestures (-1/4), Incantations (-1/4) Real Cost: 13 4
150 Master of Terror: Multipower, 150-point reserve
4u 1) Aura of Unease: Change Environment 64" radius, -2 to Ego Rolls, Long-Lasting 20 Minutes (43 Active Points) 4
5u 2) Incite Terror: Mind Control 16d6, Telepathic (+1/4) (100 Active Points); Set Effect: Fear (-1/2), Normal Range (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4) 10
5u 3) Paralyzed with Fear: Entangle 3d6, 3 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage Physical Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), Invisible Power Effects (Fully Invisible; +1), Based On EGO Combat Value (Mental Defense applies; +1) (112 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Cannot Form Barriers (-1/4) 11
9u 4) Sheer Heart Attack: Killing Attack - Ranged 2d6, No Normal Defense (Standard; +1), Does BODY (+1) (90 Active Points) [Notes: Defense is a CON Roll -2] 9
5u 5) Spooking the Herd: Mind Control 9d6, Telepathic (+1/4), Area Of Effect (6" Any Area; +1) (101 Active Points); Set Effect: Fear (-1/2), Normal Range (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4) 10
13 Frightening Presence: +30 PRE (30 Active Points); Fear Based Offensive Uses only (-1), Costs Endurance (Only Costs END to Activate; -1/4) 3
6 Indominable Will: Mental Defense (10 points total) 0
10 Mystic Shields: Power Defense (10 points) 0
13 Scythe: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), +1 STUN Multiplier (+1/4) (37 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), No Knockback (-1/4) 4
35 Sense Outsiders: Detect A Class Of Things 13- (Unusual Group), Discriminatory, Analyze, Increased Arc of Perception, Range, Sense, Targeting Sense, Telescopic (+1) 0
8 Supernatural Form: Damage Resistance (8 PD/8 ED) 0
15 Supernatural Form: Life Support (Eating Character only has to eat once per week; Extended Breathing 1 END per Turn; Longevity Immortal; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week) 0
Powers Cost: 358

 

 

Cost Skill
8 +1 with All Combat
15 +5 with Fear Multipower
13 Power 18-
3 Bribery 14- (20-)
3 Bureaucratics 14- (20-)
3 Conversation 14- (20-)
3 High Society 14- (20-)
3 Interrogation 14- (20-)
3 Linguist
2 1) Language: English (completely fluent) (3 Active Points)
2 2) Language: French (completely fluent) (3 Active Points)
2 3) Language: Latin (completely fluent) (3 Active Points)
3 Oratory 14- (20-)
3 Persuasion 14- (20-)
3 Scholar
2 1) KS (3 Active Points) 13-
1 2) KS: Arcane And Occult Lore (2 Active Points) 11-
2 3) KS: Arcane Lore (3 Active Points) 13-
2 4) KS: Fear (3 Active Points) 13-
2 5) KS: Supernatrual Beings & Places (3 Active Points) 13-
2 6) KS: Thaumaturgy (3 Active Points) 13-
3 Seduction 14- (20-)
2 WF: Blades, Scythes
2 Weaponsmith (Muscle-Powered HTH) 13-
Skills Cost: 87

 

Cost Perk
10 Money: Wealthy
2 Reputation (A medium-sized group) ; 11-, +2/+2d6
15 Vehicles & Bases
7 Fringe Benefit: International Driver's License, Membership: Divine Right (Future Monarch of Germany), Passport
50 Follower
Perks Cost: 84

 

Cost Talent
6 Combat Luck (3 PD/3 ED)
32 Danger Sense (self only, Out of Combat, Function as a Sense, Targeting Sense) 13-
3 Lightsleep
7 Resistance (7 points)
3 Simulate Death
Talents Cost: 51

 

 

Total Character Cost: 792

 

Val Disadvantages
10 Distinctive Features: Supernatural Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Enraged: Plans unravel (Uncommon), go 11-, recover 11-
15 Hunted: Divine Right 11- (Mo Pow, NCI, Watching)
15 Hunted: Trismegistus Council 11- (Less Pow, NCI, Harshly Punish)
15 Physical Limitation: Can be contained by certain Wards/Circles of Power (Infrequently, Fully Impairing)
15 Physical Limitation: Must drink blood once a year to retain immortality and "Supernatural Form" Powers (Infrequently, Fully Impairing)
20 Psychological Limitation: Loves to frighten others (Very Common, Strong)
20 Psychological Limitation: Megalomania (Common, Total)
15 Psychological Limitation: Overconfident (Common, Strong)
5 Rivalry: Professional (The Sun Lord; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Alric Guttman) (Frequently, Major)
5 Unluck: 1d6
5 Vulnerability: 1 1/2 x BODY Attacks from the Fearless (Uncommon)
10 Vulnerability: 2 x STUN Attacks from the Fearless (Uncommon)

Disadvantage Points: 180

 

Base Points: 200

Experience Required: 412

Total Experience Available: 412

Experience Unspent: 0

 

Also I am looking for a good German Surname for him. Went with Shrek. Used some spells from Mystic Masters, but had to up the VPP. incorporated his skills and added a few more mystic ones.

and Iam including the file.

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Well, if you want a corny name (or at least an appropriate one), Schrecken is German for terror, and Shreck means fear. IIRC the actor who played the lead in "Nosferatu" went by the name of Max Schreck. I have no idea if it is a real German name though; it seems unlikely.

 

Have a look on the internet for sites about German surnames. The first one I found was http://www.serve.com/shea/germusa/germname.htm. However, perhaps you want something about names for nobility, which might require a little more work.

 

How about extra PRE, just for causing fear? Mental Illusions, only to make the subject see his worst fear. I seem to recall one of the books has a power like this; it might be FREd itself. Ego Attack, defined as making people faint with fear? Transform, to give people phobias, nervous ticks or perhaps make their hair go white (as happens in "Dracula").

 

How about he can give people phobias, but it takes a bit of time? Important people are kidnapped, only to turn up a couple of days later, apparently unharmed. However, the Baron can now control them through their fears (which would have to be fairly obscure things like the Northern Lights, or frogs - see the excellent "Fear Itself", by Ken Zieger, given away as a free Digital Hero article). The plot could come to light when one of the victims is accidentally killed by a phobia-induced heart attack, for example at the aviary of the zoo, when his fear of owls gets the better of him.

 

What's his second (missing) KS? While not vital, it makes sense to give him Scholar and Linguist. What about some knowledge skills such as horror fiction? Should he have relevant sciences (with or without "Scientist", such as psychology (causes and effects of fear), chemistry (chemicals inducing fear), biology (the physical causes of fear)? PS: Cult Leader?

 

Nice idea for a character, by the way!

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That's interesting, because I was getting a minor league Kobra cult/ Brother Blood vibe, because of the base and the lackeys.

 

The Mind Control versus Mental Illusions thing has been occupying my mind. The former is "you are terrified, run away/faint/wet yourself", but without any real motivation. I think that the Mental Illusion route is more interesting from a roleplaying point of view but might mean a lot more work for you and runs the risk of boring players if each person is seeing something different, eg player 1 sees his beloved wife being torn to pieces by his arch-enemy and while you are describing this, the rest twiddle their thumbs. This is the way Scarecrow's fear gas works, though.

 

BTW the phobia plot I suggested yesterday stems from an episode of the 60's tv series "The Avengers" (nothing to do with the Marvel team). I couldn't recall where I'd seen it until last night.

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