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The Shadow Lord


Marcus Impudite

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My 7000-point Mega-Baddy from this thread is now featured in his own thread.

 

[b]THE SHADOW LORD[/b]
[b]Val	Char	Pts	Roll	Notes[/b]
30	STR	20	15-	Lift: 1,600 Kg; 6d6 [3]
30	DEX	60	15-	OCV: 10	/DCV: 10
30	CON	40	15-
30	BODY	40	15-
30	INT	20	15-	PER roll: 15-
30	EGO	40	15-	ECV: 10
60	PRE	50	21-	PRE Attack: 12d6
8	COM	-1	11-

20	PD	14		Total: 20 PD (20 r PD)
20	ED	14		Total: 20 ED (20 r ED)
8	SPD	40		Phases: 2, 3, 5, 6, 8, 9, 11, 12
15	REC	6
150	END	45
75	STUN	15	[b]Total Characteristics Cost: 403[/b]

[b]Movement:[/b]		Running:			6”/12”
	Flight:			60”/480”
	Teleportation:		20”/160”
	Mega-Teleportation:	10” (100,000 km)
	Extra-Dimensional Movement

[b]Cost	Powers											END[/b]
375	[i]Mastery Of The Darkest Magic:[/i] Variable Power Pool (Magic Pool), 150 base +75 Control, 
Cosmic (+2)										var
330	[i]Greater Dark Magic:[/i] Variable Power Pool (Magic Pool), +150 base +75 Control,
Cosmic (+2); Only While In Dark Realm Or Near An Open Portal To It (-¼)				var
500	[i]Army of Darkness:[/i] Summon up to 250 up to 800-point Shadow Wraiths, Expanded Class 
(any kind of Shadow Wraith, from Shadowlings to Greater Wraiths; +½), Loyal (+½), 
Reduced Endurance (0 END; +½); Numbers and Strength of Shadow Wraiths That Can Be 
Summoned Depends On Ambient Darkness/Shadows (-0)						0
135	[i]Call Forth the Children of the Night:[/i] Summon up to 125 up to 500-point Nocturnal Creatures, 
Expanded Class (can summon a wide selection of nocturnal animals and monsters; +½), 
Friendly (+¼), Reduced Endurance (0 END; +½); Arrive Under Own Power (-½), 
Must Inhabit Locale (-½), Incantations (-¼)							0
150	[i]Shadow Fields:[/i] Multipower, 150-points reserve
15u	1) [i]Standard Shadow Field:[/i] Darkness to Sight Group, 12” Radius, Personal Immunity (+¼)		15
15u	2) [i]Greater Shadow Field:[/i] Darkness to Sight Group, 10” Radius, Mega-Area (1”= 1 km; +¼),
Personal Immunity (+¼)									15
7u	3) [i]Wide-Spread Gloom:[/i] Change Environment, 1,000” Radius, -5 to PER rolls with Sight Group		7
7u	4) [i]Wider-Spread Gloom:[/i] Change Enviroment 10” Radius, -5 to PER rolls with Sight Group, 
MegaArea (1”= 1,000 km; +1)									7
150	[i]Dark Energy Bolts:[/i] Multipower, 150-point reserve
15u	1) [i]Standard Bolt:[/i] EB 30d6									15
15u	2) [i]Concentrated Bolt:[/i] EB 20d6, Armor Piercing (+½)						15
15u	3) [i]Salvo Of Bolts:[/i] EB 15d6, Autofire (10 shots; +1)						15
10u	4) [i]Wide Bolt I:[/i] EB 15d6, Area Of Effect (30” Line; +1); No Range (-½)				15
10u	5) [i]Wide Bolt II:[/i] EB 15d6, Area Of Effect (15” Cone; +1); No Range (-½)				15
15u	6) [i]Deadly Bolt:[/i] RKA 10d6									15
187	[i]Dark Powers Of The Shadow Lord:[/i] Multipower, 187-point reserve
12u	1) [i]Terror Of The Dark:[/i] Drain PRE 10d6, Ranged (+½); Only Versus Targets In Darkness/Shadows (-¼)	15
8u	2) [i]Psyche-Shattering Terror Of The Dark:[/i] Major Transform 4d6 (sane person into gibbering
insane person [Psychological Limitation; Very Common, Total], heals at normal rate provided 
the victim receives competent psychiatric care during recovery time), Based On Ego Combat Value 
(Mental Defense applies; +1), Works Against EGO, Not BODY (+¼), Partial Transform (+½); 
Limited Target (sentient beings; -¼), PRE Adds to Mental Defense for Purposes of Resisting 
the Effect (-½), Only Versus Targets In Darkness/Shadows (-¼)					16
12u	3) [i]Dark Chains From The Abyss:[/i] Entangle 10d6, 10 DEF, Takes No Damage From Attacks (+½); 
Cannot Form Barriers (-¼) 				15
10u	4) [i]Enshrouding Shadows:[/i] Entangle 13d6, 13 DEF, Stops A Given Sense (Sight and Hearing Groups); 
Cannot Form Barriers (-¼), Only Versus Targets In Darkness/Shadows (-¼)				15
15u	5) [i]Mask Of Arubis:[/i] Sight Group Flash 15d6, NND (defense is ED Force Field; +1)			15
12u	6) [i]Phantasmagoria:[/i] Mental Illusions 30d6; Only Versus Targets In Darkness/Shadows (-¼)		15
15u	7) [i]Shadow Puppetry:[/i] Mind Control 30d6, Telepathic (+¼); Visible (a pair of malevolent red eyes
appear in the victim’s shadow; -¼)								19
12u	8) [i]Morpheus Attack:[/i] EB 15d6, NND (defense is Life Support [Diminished Sleeping: doesn’t need
sleep] or Mental Defense; +1); Only Versus Targets In Darkness/Shadows (-¼)			15
15u	9) [i]The Hand Of The Shadow Lord:[/i] Telekinesis (100 STR)						15
9u	10) [i]Dark Empowerment:[/i] Major Transform 4d6 (person into person with dark mystical powers,
the Shadow Lord can take away any powers he grants at any time of his choosing), Improved 
Results Group (can grant a wide selection of powers; +½), Continuous (+1); Limited Target 
(willing sentient beings; -¼), No Range (-½)							15
15u	11) [i]Shadowy Barrier:[/i] Force Wall (13 PD/13 ED/13-points Mental Defense/ 13-points Power Defense,
10” long, 2” tall), Opaque (Sight Group)							15
30	[i]Banishment To Balthus:[/i] Extra Dimensional Movement (into the sky directly above Balthus’s realm), 
Usable As Attack (defense is innate Extra-Dimensional Movement or Power Defense; +1), Ranged (+½), 
Reduced Endurance (0 END; +½); Gestures (-¼), Incantations (-¼), Extra Time (Full Phase; -½)	0
150	[i]Spirit-Rending Claws:[/i] HKA 3d6 (up to 6d6 with STR), Armor Piercing (+½), Affects Desolidified (+½); 
Restrainable (-½) [b]plus[/b] RKA 3d6, AVLD (defense is Power Defense; +1½), Does BODY (+1), Affects 
Desolidified (+½), Reduced Endurance (0 END; +½); No Range (-½), Linked (to HKA; -¼), HKA Must 
Do BODY (-¼), Only Versus Spirits And Beings with Souls (-¼)					9
480	[i]Master Of The Dark Powers:[/i] Aid Darkness/Shadow Powers 10d6 (Maximum Effect: 100 CP), 
All Darkness/Shadow Powers Simultaneously (+2), Delayed Fade Rate (points fade at the rate of 
5 per Hour; +1)										0
450	[i]Master Of The Dark Powers:[/i] Drain Darkness/Shadow Powers 10d6, All Darkness/Shadow Powers 
Simultaneously (+2), Delayed Return Rate (points return at the rate of 5 per Hour; +1), 
Reduced Endurance (0 END; +½)								0
30	[i]Nightmare Aura Of The Shadow Lord:[/i] +60 PRE; Only For Making Fear-/Intimidation-Based 
Presence Attacks (-1)									0
13	[i]Diabolical Laughter:[/i] +30 PRE; Only For Making Fear-/Intimidation-Based Presence Attacks (-1), 
Incantations (loud, maniacal laughter; -¼)							0
150	[i]Shadow Shield:[/i] Force Field (30 PD/30 ED/30-points Mental Defense/30-points Power Defense), 
Reduced Endurance (0 END; +½)								0
12	[i]Cloak Of The Shadow Lord:[/i] Protects Carried Objects for Force Field, Reduced Endurance (0 END; +½); 
Only in Villain ID (-¼)									0
80	[i]Cloak Of The Shadow Lord:[/i] Extra-Dimensional Movement (to a single location in the dark pocket 
dimension within the billows of the cloak), Usable As Attack (defense is innate Extra-Dimensional 
Movement or Power Defense; +1), Reduced Endurance (0 END; +½); Only in Villain ID (-¼) [b]plus[/b]
Extra-Dimensional Movement (back to the Shadow Lord’s hands in this dimension), Usable As Attack 
(defense is innate Extra-Dimensional Movement or Power Defense;+1), Transdimensional 
(cloak’s dimension targets; +½), Reduced Endurance (0 END; +½); Only in Villain ID (-¼), Linked (-¼)	0
10	[i]Supernatural Toughness:[/i] Hardened (+¼) for 20 PD/20 ED						0
25	[i]Supernatural Toughness:[/i] Damage Resistance (20 PD/20 ED), Hardened (+¼)				0
20	[i]Supernatural Toughness:[/i] Lack of Weakness (-10) for Normal and Resistant Defenses			0
233	[i]Darkness Strengthens Darkness:[/i] Absorption 20d6 (Energy, split proportionally between END and REC), 
Delayed Fade Rate (points fade at the rate of 5 per Hour; +1); Limited Phenomenon (darkness/shadow
attacks; -½) [b]plus[/b] Armor (120 ED), Hardened (+¼); Linked (to Absorption; -¼), Only Up To The Amount 
Rolled By Absorption (-½), Limited Phenomenon (darkness/shadow attacks; -½)			0
25	[i]The Shadow Lord’s Invincible Ego:[/i] Mental Defense (26-points total), Hardened (+¼)			0
16	[i]The Shadow Lord’s Invincible Ego:[/i] Damage Resistance (26-points Mental Defense), Hardened (+¼)	0
60	[i]The Shadow Lord’s Invincible Ego:[/i] Mental Damage Reduction, Resistant, 75%	0
25	[i]The Shadow Lord’s Mystical Fortitude:[/i] Power Defense (20-points), Hardened (+¼)			0
12	[i]The Shadow Lord’s Mystical Fortitude:[/i] Damage Resistance (20-points Power Defense), Hardened (+¼)	0
179	[i]Gathering Dark Essence:[/i] +30 STR, +30 CON, +30 BODY, +4 PD, +4 ED, +3 REC, +90 END, +15 STUN; 
Only While In Dark Realm Or Near An Open Portal To It (-¼)					3
4	[i]Gathering Dark Essence:[/i] Hardened (+¼) on +10 PD/+10 ED; Only While In Dark Realm Or Near An Open 
Portal To It (-¼)										0
10	[i]Gathering Dark Essence:[/i] Damage Resistance (+10 PD/+10 ED), Hardened (+¼); Only While In Dark Realm 
Or Near An Open Portal To It (-¼)								0
96	[i]Gathering Dark Essence:[/i] Physical and Energy Damage Reduction, Resistant, 75%; Only While In Dark 
Realm Or Near An Open Portal To It (-¼)							0
10	[i]Gathering Dark Essence:[/i] Mental Defense (+10-points), Hardened (+¼); Only While In Dark Realm 
Or Near An Open Portal To It (-¼)								0
5	[i]Gathering Dark Essence:[/i] Damage Resistance (+10-points Mental Defense), Hardened (+¼); Only While 
In Dark Realm Or Near An Open Portal To It (-¼)						0
10	[i]Gathering Dark Essence:[/i] Power Defense (+10-points), Hardened (+¼); Only While In Dark Realm Or 
Near An Open Portal To It (-¼)								0
5	[i]Gathering Dark Essence:[/i] Damage Resistance (+10-points Power Defense), Hardened (+¼); Only While
In Dark Realm Or Near An Open Portal To It (-¼)						0
90	[i]Immortality:[/i] Total Life Support (includes Full Immunity as detailed in [i]Galactic Champions[/i] and 
Longevity: Immortality)									0
116	[i]Immortality:[/i] Healing BODY 5d6 (Regeneration: 5 BODY per Minute), Can Heal Limbs, Resurrection 
(not if [i]The Heart of the Abyss[/i] gemstone is destroyed), Reduced Endurance (0 END; +½), 
Persistent (+½); Self Only (-½), Extra Time (1 Minute; -1½) [b]plus[/b] +100 BODY; Only To 
Prevent Death (-2)										0
25	[i]The Heart Of The Abyss:[/i] Healing BODY +5d6 (Regeneration: +5 BODY per Minute), Reduced 
Endurance (0 END; +½), Persistent (+½); OAF Personal (must have the [i]Heart of the Abyss[/i] 
gemstone in hand; -1), Self Only (½), Extra Time (1 Minute; -1½)				0
60	[i]Shadow Form:[/i] Desolidification (affected by Magic and Darkness-/Light-Based powers), 
Reduced Endurance (0 END; +½)								0
36	[i]Meld Into The Shadows:[/i] Invisibility to Sight Group, No Fringe, Reduced Endurance (0 END; +½); 
Only While in Darkness/Shadows (-¼)								0
130	[i]…And The Darkness Became Flesh:[/i] Shape Shift (Sight, Hearing, Touch, Taste/Smell, Radio,
and Mental Groups, Any Humanoid Form), Imitation, Cellular, Instant Change, Makeover, Reduced 
Endurance (0 END; +½), Persistent (+½)							0
130	[i]Black Wings Of The Angel of Darkness:[/i] Flight 60”, x8 Noncombat, Reduced Endurance (0 END; +½); 
Restrainable (-½)										0
40	[i]Shadow Walking:[/i] Multipower, 50-points reserve; Only Through Darkness/Shadows (-¼)
4u	1) [i]Near Walking:[/i] Teleportation 20”, x8 Noncombat; Only Through Darkness/Shadows (-¼)		5
4u	2) [i]Far Walking:[/i] Teleportation 10”, Mega-Movement (1”= 10,000 km; can scale back to 1”=1 km; +1½);
Only Through Darkness/Shadows (-¼)								5
50	[i]Dark Portal:[/i] Extra-Dimensional Movement (any location in Dark Realm), Usable By Others 
(simultaneously; +½), Area Of Effect (1 hex; +½), Continuous (+1); Gate (-½)			7
30	[i]Of Both Shadow And Substance:[/i] Affects Desolidified (+½) for up to 60 STR				3
120	[i]Of Both Shadow And Substance:[/i] Affects Physical World (+2) for up to 60 STR			12
585	[i]Of Both Shadow And Substance:[/i] Affects Physical World (+2) for Spirit-Rending Claws			58
48	[i]Eyes (And Ears) In The Shadows:[/i] Multipower, 40-points reserve; Only Through Darkness/Shadows (-¼)
4u	1) [i]Near Viewing:[/i] Clairsentience (Sight and Hearing Groups), 16x Range (2,400”); Only Through 
Darkness/Shadows (-¼)									5
5u	2) [i]Far Viewing:[/i] Clairsentience (Sight and Hearing Groups), Mega-Range (1”= 100 km; can scale 
back to 1”= 1 km; +1); Only Through Darkness/Shadows (-¼)					6
25	[i]Vision Beyond The Veils:[/i] Dimensional (perceive into any dimension) for Sight Group			0
25	[i]Hearing Beyond The Veils:[/i] Dimensional (perceive into any dimension) for Hearing Group		0
15	[i]Shadow Wraith’s Eyes:[/i] Infrared and Ultraviolet Perception (Sight Group) [b]plus[/b] Nightvision		0
80	[i]Mystical Awareness:[/i] Detect Physical Objects, Energy, Life Force, and Magic 18- (No Sense Group), 
Discriminatory, Analyze, Dimensional (can perceive into any dimension), Increased Arc of Perception 
(360º), Range, Sense, Targeting, Tracking							0
30	[i]The Devil’s Luck:[/i] Luck 6d6									0

[b]Perks[/b]
200	200-points worth of useful Contacts and Favors (GM’s choice)
2	Deep Cover (Rolland Fairweather, attorney at law)
50	Fringe Benefit: Deity (patron to numerous evil cults and ruler of Dark Realm)
1	Fringe Benefit: Lawyer License (Deep Cover ID only)
3	Fringe Benefit: Membership (senior partner in a prestigious law firm, Deep Cover ID only)
15	Money: Filthy Rich
15	Reputation: (In Deep Cover ID) One of the best lawyers in the business (nationwide) 14-, +5/+5d6
30	Reputation: (As The Shadow Lord) The most powerful creature of darkness in existence, 
Darkest of All Dark Lords, Feared ruler of Dark Realm (Mystic World and the Outer Planes) 14-, 
+15/+15d6
0	All the Followers, Bases, Vehicles, and other resources he might “need”

[b]Talents[/b]
35	Danger Sense (immediate area, out of combat, any danger, sense) 18-
6	Lightening Reflexes: +6 DEX to go first with Spirit-Rending Claws
20	[i]Spell of Tongues:[/i] Universal Translator 15-


[b]Skills[/b]
50	+5 Overall Levels
10	+5 OCV with Spirit-Rending Claws

3	Acting 21-
9	Analyze Darkness/Shadow Powers 18-
9	Analyze Magic 18-
3	Bribery 21-
3	Bureaucratics 21-
3	Concealment 15-
3	Conversation 21-
3	Cryptography 15-
3	Deduction 15-
8	Gambling 15- (Board Games, Card Games, Dice Games, Sports Betting)
3	High Society 21-
3	Interrogation 21-
5	Language: English (Idiomatic, Imitate Dialects, Wraith’s Speak is native)
5	Navigation 16- (Astral, Dimensional)
3	Oratory 21-
3	Persuasion 21-
33	Power: Darkness/Shadow Powers 30-
33	Power: Magic 30-
3	PS: Deity 21-
6	PS: Lawyer 18-
4	PS: Play Chess 16-
4	SS: Psychology 16-
5	Seduction 22-
3	Shadowing 15-
9	Spell Research (Inventor) 18-
23	Stealth 25-
3	Streetwise 21-
3	Tactics 15-
3	Trading 21-
14	WF: Common Melee, Common Missile, Early Firearms, Emplaced Weapons, Flamethrowers, Grenade Launchers, 
General Purpose/Heavy Machine Guns, Shoulder-Fired Weapons, Siege Engines, Small Arms
3	Scholar
2	1) KS: Alchemy 15-
2	1) KS: Angels & Divine Beings 15-
2	2) KS: Arcane & Occult Lore 15-
2	3) KS: Cults & Secret Societies 15-
2	4) KS: The Criminal Underworld 15-
5	5) KS: The Darkest Secrets 18-
2	6) KS: Demonology 15-
2	7) KS: Dimension Lords & Cosmic Entities 15-
2	8) KS: History 15-
5	10) KS: Law 18-
2	11) KS: Literature 15-
2	12) KS: Magical Military Strategy 15-
2	13) KS: The Mystic World 15-
2	14) KS: Mythology & Folklore 15-
2	15) KS: Necromancy 15-
2	16) KS: Philosophy 15-
2	17) KS: Poetry 15-
2	18) KS: Politics 15-
2	19) KS: Religion 15-
2	20) KS: Ritual Magic 15-
2	21) KS: Thaumaturgy 15-
3	Traveler
2	1) AK: The Astral Plane 15-
2	2) AK: Babylon 15-
2	3) AK: Earth 15-
2	4) AK: Elysium 15-
5	5) AK: Dark Realm 18-
2	6) AK: The Dreamzone 15-
2	7) AK: The Land of Legends 15-
2	8) AK: The Netherworld 15-
2	9) CK: Berlin 15-
2	10) CK: London 15-
2	11) CK: Los Angeles 15-
2	12) CK: Madrid 15-
2	13) CK: Millennium City 15-
2	14) CK: New York City 15-
2	15) CK: Paris 15-
2	16) CK: Rome 15-
2	17) CK: San Francisco 15-
2	18) CK: Seattle 15-
2	19) CK: Tokyo 15-
2	20) CK: Washington D.C. 15-

[b]Total Powers & Skills Cost: 6597[/b]
[b]Total Cost: 7000[/b]

[b]200+	Disadvantages[/b]
15	DNPC: Daniela Dupree (Rolland’s nubile, endearingly-naïve personal secretary) 8-
(Normal, Blissfully ignorant of who and what her boss really is)
15	Distinctive Features: Aura Of Ancient And Powerful Supernatural Evil (Not Concealable, Causes Extreme 
Reaction [abject terror], Detectable Only By Unusual Senses)
15	Physical Limitation: Dies Automatically If [i]The Heart Of The Abyss[/i] Gemstone Is Destroyed 
(Infrequently, Fully Impairing) 
10	Psychological Limitation: Enjoys Taunting His Adversaries/Prey (Common, Moderate)
10	Psychological Limitation: Fondness For Puzzles, Paradoxes, And Intrigue (Common, Moderate)
20	Psychological Limitation: Seeks To Transform The Entire Universe Into One Vast Realm Of Darkness 
(Common, Total)
15	Reputation: The most evil being in all existence, The darkness that’s consuming the universe, 
He Whose Name Must Never Be Spoken 14- (Extreme, the Mystic World and the Outer Planes)
10	Social Limitation: Frightens Most Animals And Small Children (Frequently, Minor) 
10	Susceptibility: Direct sunlight while in his true form, 2d6 per Minute (Uncommon)
10	Vulnerability: 2x BODY from Light-Based Attacks (Uncommon)
10	Vulnerability: 2x STUN from Light-Based Attacks (Uncommon)
6660	Experience

[b]Total Disadvantages: 7000[/b]

 

VPP examples for Mastery Of The Darkest Magic and Greater Dark Magic

The following are examples of spells and items the Shadow Lord frequently uses:

 

Spell Seal: The Shadow Lord usually has this prepared anytime he knows he will be facing off with other magic users. It manifests as a glowing purple pentagraph.

 

Dispel Magic 40d6, Any Magical Power, One At A Time (+¼). Cost: 150-points

 

Dispel Magic +40d6 (80d6 total), Any Magical Power, One At A Time (+¼), (+150-Active Points); Only While In Dark Realm Or Near An Open Portal To It (-¼). Cost: +120-points

 

Obsidian Obelisk of Oppression: The Shadow Lord erects one of these creepy monuments in any region he and his minions conquer. Its effects insure that practically nobody in the area will be able to muster the will and courage to oppose his reign. The obelisk takes a full day to activate once emplaced.

 

Drain EGO and PRE 2d6, Delayed Return Rate (points return at the rate of 5 per Hour +1), Two Characteristics Simultaniously (+½), Area of Effect (1 hex; +½), MegaArea (1"= 1,000 km; +1), Fully Indirect (affects interiors of buildings and the like without diminishment of effect; +¾), Contiuous (+1), Difficult To Dispel (x8 Active Points; +¾), Reduced Endurance (0 END;+½), Uncontrolled (stopped if the obelisk is broken or knocked over; +½), (150 Active Points); OAF Immobile (13 meter tall obelisk of black stone with creepy, green-glowing occult symbols carved into its four faces; -2), No Range (-½), Extra Time (1 Full Day to activate the obelisk's effect; -4). Cost: 20-points

 

Dark Gateway: Upon conquering a world, The Shadow Lord usually establishes at least one permanent gateway to Dark Realm from there. He needs at least 32 cultists to assist him in the day-long ritual required to activate the gate, which consists of a shallow pool of black liquid 28-meters in radius surrounded by a circle of creepy looking columns carved of black stone. One uses the gateway by diving into the pool on one end and emerging from the pool at the other.

 

Extra-Dimensional Movement (one location in Dark Realm, wherever the counterpart to this gateway is set up), Usable By Others (+¼), Area of Effect (14” Radius; +1¼), Continuous (+1), Reduced Endurance (0 END; +½), Uncontrolled (gateway collapses if its physical components are destroyed or moved out of proper alignment; +½), (90 Active Points); OAF Immobile (circle of thirteen black stone columns surrounding a shallow pool of oily, black liquid;-2), Gate (-½), Concentration (0 DCV throughout; -1), Gestures Throughout (-½), Incantations Throughout (-½), Extra Time (takes 1 Day to activate; -4), Requires Multiple Casters (requires a cult of at least 32; -1¼). Cost: 8-points

 

Dark Energy Bombs: The same dark energy as his Dark Energy Bolts, but used to cast orbs of explosive force!

 

EB 20d6, Explosion (+½). Cost: 150-points

 

EB +20d6 (40d6 total), Explosion +½) (+150 Active Points); Only While In Dark Realm Or Near An Open Portal To It (-¼). Cost: +120-points

 

Seeking Dark Energy Bolt: It's weaker than the bolts he normally uses, but it can "chase" targets.

 

EB 12d6, Indirect (always originates from character but can strike the target from any angle; +½), Area of Effect (1 hex; +½), Line Of Sight (+½), (150 Active Points); Accurate (-0). Cost: 150-points

 

EB +12d6 (24d6 total), Indirect (always originates from character but can strike the target from any angle; +½), Area of Effect (1 hex; +½), Line Of Sight (+½), (+150 Active Points); Accurate (-0), Only While In Dark Realm Or Near An Open Portal To It (-¼). Cost: +120-points

 

Dark Energy Megabolt: The Shadow Lord can use this to cast a Dark Energy Bolt far more powerful than his standard bolt.

 

Level I: EB +30d6 (60d6 total). Cost: 150-points

 

Level II: EB +30d6 (90d6 total), (+150 Active Points); Only While In Dark Realm Or Near An Open Portal To It (-¼). Cost: +120-points

 

(will add more to the list as I get suggestions of sufficent merit)

 

Background: It has been written that if one stares too long into the abyss, something in those benighted depths stares back; an evil best left unstirred...

 

A far back as the dawn of human civilization, there have been myths and legends of an ultimate evil; a supreme creature of darkness who is the enemy of all light and life. Different cultures and theologies call this being by many different names, but ultimately all describe more or less the same entity. None of this is coincidence; for this ultimate darkness, this lord of shadows, is as real as any such thing can possibly be in this universe.

 

The true origins of this being have for ages been shrouded in mystery; locked within the pages of lost ancient tomes of lore, in written languages forgotten by the lion share of human consciousness since Atlantis sank beneath the waves. The mystics of the modern world, however, have more or less come to a consensus as to the Shadow Lord's origins:

 

To understand you must go back to the beginning; before the workings of all space and time were set in motion. Back to the ancient Progenitors, the thirteen incomprehensibly powerful beings that each had a hand in creating everything that is or ever was. When the work was at last finished, twelve of their numbers were in accord as to how the newly created universe would be governed, but the thirteenth Progenitor did not share their vision. Though a minority of one versus twelve, he was not content to accept being so glibby overruled by the others; and he knew enough of the secrets of how the cosmos functioned to successfully commit devious acts of sabotage and subvert many of the things the others had made.

 

Eventually this lead to the universe's first war; a war that pitted this thirteenth Progenitor and his servants against all the others. The conflict raged for untold centuries before he and his minions were defeated and banished. They remained locked outside in the great darkness beyond all space and time until the powers of his former colleagues finally waned, having been forsaken by man and history and slowly fading into nothingness...

 

Personality/Motivation: The Shadow Lord wants one thing more than anything else; to rule a realm of darkness that spans the entire universe. Unlike others of similar motivation, however, he is patient enough to take the long view of things and is not given to overt megalomania and vain grandstanding. In the meantime, he keeps himself amused by playing twisted games and screwing with people’s lives and sanity, so long as he’s sure doing so will in no way adversely affect his long term plans and schemes. To that end, he can be as ruthless as a cat with a mouse caught by the tail. Those who have interacted with him and lived to speak of it have noted that he has a very wry and often macabre sense of humor.

 

In recent years, he has started assuming the identity of Rolland Fairweather, a wealthy lawyer who lives and works in Millennium City (He had the members of one of his cults with the requisite skills create the identity of Mr. Fairweather for him). In this identity, he comes off as urbane and personable; though he can still be quite ruthless when cross examining the opposing counsel's witnesses in court. His time spent as Rolland often allows him to accomplish certain tasks more easily than they would be in his true identity, though most of the time it’s just a hobby to him; much as a computer game is to a human. Daniela, Rolland’s young, sweet-natured personal secretary is no small part of that favorite diversion, and he would take great exception to anyone or anything messing with her out of turn. Being the malignant entity that he is, however, it's not so much that he genuinely cares for her; it really stems more from an attitude of “No! My toy!”

 

 

Quotes: "Let the good die young if that is what they wish; we who are evil are as eternal as darkness itself. See you on the dark side of the moon, my pretty..." {fiendish chuckle}

 

Powers/Tactics: The Shadow Lord is, naturally, the grandmaster of the dark powers. Few can rival him as a practitioner of black magic and his spells are all the more potent when he's in (or near an open portal to) his home dimension of Dark Realm. Fields of darkness and gloom up to planetary scale envelope an area by his command. Shadow Wraiths rise from darkened corners and the creatures of the night answer his call. He can cast powerful bolts of dark energy which first manifest in his hands as bowling-ball-size spheres of blackness surrounded by dark purple coronas. With in the darkness, he can subject victims to terrors that sap their courage or even reduce them to gibbering insanity. He can bind foes, either by enveloping them in the very darkness and shadows that surround them or by summoning stout black chains seemingly from nowhere. Clots of darkness wrap around their eyes, temperally blinding them. He can use the darkness's natural power of obfuscation to cause people to see and sense things that aren't really there; confusing them. He can even induce an irresistable slumber, erect barriers of solidified darkness, or manifest a giant hand of shadow. The most horrifying weapons in his arsenel are his claws, which can both evicerate the physical body and rip assunder spiritual essence. In addition to being so personally powerful, he can also grant dark powers to those who swear allegiance to and/or make pacts with him. This more than anything has secured his status as patron to so many dark cults, and there's certainly no shortage of individuals in this world who are greedy for power. Of course, said individuals often forget that you don't get something for nothing in this universe; doubly so when you make deals with a being of The Shadow Lord's ilk....

 

Campaign Use: The Shadow Lord doesn't often Hunt anyone himself, it would be highly impractical for him to personally deal with every trifling little do-gooder that opposes him or otherwise makes a nuisance of themselves. However, in those rare instances when someone does prove to be such a thorn in his side that it prompts him to take a hands on approach, it should be a truly terrifying experience for them. A word of caution though: do not sic him on starting-level PCs unless you want to get yelled at afterwards.

 

The best way to introduce The Shadow Lord into a new campaign would be to have him as a behind-the-scenes player in the very beginning, possibly filling the role of an éminence grise to some lesser villains at least until the PCs earn enough experience to stand a fighting chance against him.

 

Appearance: In his true form, the Shadow Lord appears as a humanoid silhouette wearing a long-flowing, hooded cloak of shimmering black with a regal, dark-purple lining. The cloak is held around his shoulders by a pair of silver, fanged skull-shaped clasps connected by a golden chain. His only visible facial feature in this form is a pair of malevolent red eyes that glow like burning coals. Razor-sharp claws, curved like the talons of a predatory bird, extend from the fingers of each hand. Black-feathered wings, like those of a raven, unfurl from his shoulder blades whenever he needs to take to the air.

 

In his frequent masquerade as Rolland Fairweather, he takes the form of a tall, handsome-if-sinister-looking (16 Comeliness from Shape Shift’s Makeover adder) human male in his mid-thirties with dark hair and even darker eyes. Rolland always dresses in the finest men’s apparel, usually dark in color scheme, if not solid black altogether. He carries around all the things one would expect to see a present-day lawyer carrying: a dark-brown leather attaché case, a laptop computer, and a Bluetooth-enabled cellular phone. He also frequently drives around town in a sleek, black Porsche 911; vanity license plate: DARK1.

 

...And as an added bonus, stats for his DNPC:

[b]DANIELA DUPREE[/b]
STR 8	DEX 8	CON 8	BODY 8	INT 8	EGO 8	PRE 8	COM 18
PD 2	ED 2	SPD 2	REC 4	END 16	STUN 16	Run 5"	Swim 1"

[b]Skills:[/b] KS: Soap Operas 11-, KS: Law 8-, PS: Secretary 11-

[b]Disadvantages:[/b] Psychological Limitation: Endearing Naivety (Common, Moderate)

Description: Daniela Dupree is a pretty young woman in her 20s with shoulder-length light-brown hair, green eyes, and a fair complexion. She usually dresses in business casual at the office (or in more formal attire when Mr. Fairweather has reason to bring her with him to court or some other function). She's fairly competent as a secretary, and she's learned a little bit about the law in her time working for Mr. Fairweather; though she's still monumentally naïve about a great many things in this world. She likes soap operas and usually has her DVR at home set to record the daytime soaps for her so she can watch them after work.

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Re: The Shadow Lord

 

I'm curious as to the Lawyer ID. A real estate agent could come close of course, but obviously a creature of such ultimate darkness has to be a lawyer. Still, given that there's 6660 points of experience in there, he's been around a few years and, by now, almost all of the body of case law must represent his own work. My question is this.

 

Is this a creature, whose hobby appears to be shaping and writing laws for humans to obey, in any way sane? Who would willingly sit a new bar exam (or these days hack every computer system in the world to reset his data) every 60 years or so to continue his hobby of culture shaping?

 

And, given that for every action there is an opposite and equal reaction, when will you post his long time adversary? For he has to have one...

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Re: The Shadow Lord

 

7000 points? :eek: Has anyone ever created a heftier point character. :confused:

 

From Blackwyrm Games's The Algernon Files for HERO 5E, The Lord of Mirrors (essentially a Lovecraftian Elder God) weighs in at 10,000 points. Although the majority of that goes to his 4,000-point Cosmic Variable Power Pool.

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Re: The Shadow Lord

 

He's a masterpiece, no? :D;):king:

 

 

I knew you were going to say that. ;)

 

 

Well yeah, it is pretty good (I could never think of enough to put into a character to make 7000 points myself ;) )

 

 

 

Note: And well somebody has to be ready to point out the awesomely awesome awesomeness that is Mr. Norris. :)

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Re: The Shadow Lord

 

 

Is this a creature, whose hobby appears to be shaping and writing laws for humans to obey, in any way sane? Who would willingly sit a new bar exam (or these days hack every computer system in the world to reset his data) every 60 years or so to continue his hobby of culture shaping?

 

Actually, his hobby is screwing with people's lives and sanity; and, in modern times at least, lawyering just happens to be an exceedingly efficient means to those ends. :sneaky:

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Re: The Shadow Lord

 

I just want to say good work on the character Marcus, it sounds like he will end up being a very well rounded character. (which is not something thats easy to do when your build on 7,000 points).

 

I also wanted to give props to DrDestiny for the killer picture.

 

Keep up the good work guys!

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Re: The Shadow Lord

 

glad you liked it :)

 

sorry you can't see it Lord L., there's a clearer version on my dev-art page if you're interested

 

I think I can see it more clearly there. Two red eyes with streamers of fire or vapor rising from them, and a black head and upper-body silhouette outlined with dark blue? Do I have that right?

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