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Villain The Sheppard


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So it's Friday and I'm sitting in front of my computer so I decided it's time to muddy the waters of the hero boards tonight with one of those villains who may leave players with a bad taste in their mouth. Hope you enjoy.

 

 

The Shepard

Val Char Cost Roll Notes

40 STR 30 17- Lift 6400.0kg; 8d6 [4]

20 DEX 30 13- OCV: 7/DCV: 7

30 CON 40 15-

20 BODY 20 13-

18 INT 8 13- PER Roll 13-

18 EGO 16 13- ECV: 6

15 PRE 5 12- PRE Attack: 3d6

10 COM 0 11-

 

8+20 PD 0 Total: 8/28 PD (0/20 rPD)

6+20 ED 0 Total: 6/26 ED (0/20 rED)

5 SPD 20 Phases: 3, 5, 8, 10, 12

14 REC 0

62 END 1

55 STUN 0

Total Characteristic Cost: 170

 

Movement:

Running: 6"/12"

Leaping: 8"/16"

Swimming: 2"/4"

 

Cost Powers END

60 Thick Hide: Armor (20 PD/20 ED) 0

 

14 Regeneration: Healing 2d6, Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 ¼), Self Only (-½) 0

Notes: No Healing Max (see FREd p. 120).

 

29 Life Support: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0

 

40 Arm of the Cursed One: Multipower, 60-point reserve, (60 Active Points); all slots Activation Roll 14- (-½)

Notes: The Sheppard’s left arm has been stricken black and withered as if burned to the bone with charred flesh still stretched across.

 

4u 1) The Curse Knows No Pain: Armor (20 PD/20 ED) (60 Active Points); Activation Roll 14- (-½) 0

 

3u 2) The Dead One's Hand: Hand-To-Hand Attack +8d6, Penetrating (+½) (60 Active Points); Hand-To-Hand Attack (-½), Activation Roll 14- (-½) 6

 

3u 3) Withering Palm: Killing Attack - Ranged 2d6-1, Personal Immunity (+¼), Area Of Effect (3" Radius; +1) (56 Active Points); No Range (-½), Activation Roll 14- (-½) 6

 

3u 4) Bat it away: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Activation Roll 14- (-½) 0

 

Skills

3 Breakfall 13-

3 Climbing 13-

3 Interrogation 12-

3 KS: Catholicism 13-

3 KS: Demonology 13-

3 Persuasion 12-

3 Shadowing 13-

3 Stealth 13-

 

Total Powers & Skill Cost: 180

Total Cost: 350

 

200+ Disadvantages

25 Hunted: Circle of Thirteen 11- (Mo Pow, NCI, Harshly Punish)

15 Watching: GEO 11- (Mo Pow, NCI, Watching)

30 Hunted: MCPD 14- (Mo Pow, NCI, Capture)

25 Psychological Limitation: Bound By Duty (The Voices) (Very Common, Total)

15 Psychological Limitation: Must obey anyone who invokes true name (Uncommon, Total)

15 Psychological Limitation: Seclusive (Common, Strong)

20 Social Limitation: Harmful Secret (Frequently, Severe)

5 Vulnerability: 1 ½ x STUN Holy Attacks (Uncommon)

 

Total Disadvantage Points: 350

 

Background/History: Of Cardinals and Primates and Archbishops there are few who would mention the words Ars Goetia. Of those sacred few that would know these words there are fewer still who would dare to have read the text or have even heard of the Ars Sulayman the forgotten book of the Lesser Key; the book of binding and book of banishing control over the seventy two Demon Lords of Hell.

In his studies Ronald Book believed himself alone. The demonologist priest, unaware of the Circle of Thirteen, those who had fallen before him, each now damned and bound to one of the Seventy Two. As Archbishop Book delved deeper into the forgotten book he found these men encouraging his work.

Unlike the Circle of Thirteen Book sought no power, only the wisdom to purge himself of sin should he be confronted by the hand of the Fallen. In his quest for this wisdom his knowledge was corrupted. Seeking to learn the nature of sin from the goodly Prince Vassago the seeds planted by the Thirteen came to bear its poison.

Posing as Vassago, Duke Amon spoke the secrets of Hell, gifting the Archbishop with insight enough to drive him mad. In this insanity he begged for Vassago to remove the knowledge instilled in him. It is here Amon brokered the exchange for Book’s left arm.

Emptied of all his new found knowledge, the Archbishops arm shriveled and grew black. At first Book believed it would fall off, but that would be a kindness unbecoming of a Duke of Hell. The Reconciler had opened a gate of darkness into the body of the pious man.

The Archbishop had no control over this limb, from it echoed the demands of the seventy two. The voice of a single demon was enough to drive most men mad, within him all the Lords of Hell commanded him, and the pious man obeyed. Infused with a fraction of Amon’s essence Book has become the Sheppard of Hell, the destroyer and the claimer of souls.

Book is not without his lucid moments, for what would be the value of Amon’s victory without allowing the one noble Archbishop to suffer. In these fleeting moments he runs, as far and as fast as he can. He knows he is damned for his hubris now he seeks to minimize the damage it can do to others.

 

 

Personality/Motivation: Book is damned in every way one can be. Unable to control himself he is forced to commit acts vile even in the eyes of the worst of criminals. The only dream he has is of death but cannot bring himself to commit suicide despite the atrocity of his life.

The Duck of Reconciliation has so broken Book that it is unclear he could ever learn to combat the voices of the Seventy Two. Mystic or mentalists may be able to help him but stopping the voices would not absolve him of the need to complete any task currently given.

 

 

Quote: "This is my fate, let me die before I must continue."

 

Powers/Tactics: The Sheppard relies almost exclusively on Multi-Power attacks using a normal strike and one power from his Arm of the Cursed One multi-power. Only when facing major opponents will he switch to the defensive options.

 

 

 

Campaign Use: The Sheppard is designed to test characters who are used to fighting more black and white villains. A monster to his core, Book hates himself and the actions he is forced to perform. The idea that he may be looking for someone capable of killing him may be a interesting way to toy with Codes Versus Killing.

To increase the Sheppard’s overall threat increase his multi-power to 140 Active points and adding Reduced Endurance to the Dead One’s Hand and Withering Palm powers allowing him access to one offensive and one defensive option at the same time, or both offensive attacks for a truly devastating attack.

 

 

Appearance: An older man often wearing dirty or tattered clothes, his right arm is withered and burned black.

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