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Else Earth: Schreckensherrshaft ( The Reign of Terror) aka Terror Inc.


Enforcer84

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First off, you guys are great: I had a glimmer of an idea a few years back and I tend to go in circles adding here and there.

 

One of my Else Earth ideas was to create Terror Incorporated (since it wasn't being used by the official Champions Universe).

 

So I made the (I thought at the time) aptly named Baron Terror.

Now BT isn't a bad name, but I was pointed out that a German wouldn't probably call himself that. (yeah I went with a German Baron)...so after some back and forth with fellow herophiles I started really working on him.

The Threads in question can be found: here, here, and here

Now I have this:

 

Schreckensherrschaft (The Reign of Terror)

Leadership: Baron Schreck (Baron Terror)

Meta-Human Agents: Die Heurschrecke (The Locust), Ungehuer (Monster), Nebel (Fog)

Base of Operations: Tagaerhorn Manor (Castle in the Mountains somewhere...)

 

Origin: Baron Schreck's initial unsuccessful grasp at taking the reins of power of his nation of Germany opened some eyes internationally. The German government and indeed the entire European Union was aghast that a single villain, using surprise and a specialized power set could wreak so much havoc. Though his defeat was quick (and by many accounts, amusing) it pushed the German government to strengthen its commitment to meta-human defenses.

 

It also brought him the attention of the Divine Right, a shadowy group of would be world conquerors who believed, for what ever reason, that they should be in charge of their homelands and through this divine province rule the world as some sort of super congress (giggle).

 

Though made up of messiah complex embracing wannabe demigods, the Divine Right valued their privacy as well, acquiring political, financial, and criminal power from shadowy strongholds and pooling their resources and strengths in ways master villains generally avoided through out Earth's history to this point.

 

The Divine Right felt Baron Terror would make an excellent addition to their number. Agents were sent to free him and invite him to join. Once he accepted, he was given capital, stock agents, and loyal lieutenants to help him take over Germany, the Schreckensherrschaft (Dubbed Terror Incorporated by the American media) was born.

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Baron Schreck

 

BARON SCHRECK

 

 

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

18 DEX 24 13- OCV: 6/DCV: 6

50 CON 80 19-

20 BODY 20 13-

20 INT 10 13- PER Roll 13-

20 EGO 20 13- ECV: 7

25+30 PRE 15 14- / 20- PRE Attack: 5d6/11d6

10 COM 0 11-

 

12+13 PD 9 Total: 12/25 PD (8/21 rPD)

12+18 ED 2 Total: 12/30 ED (8/26 rED)

6 SPD 32 Phases: 2, 4, 6, 8, 10, 12

13 REC 0

100 END 0

70 STUN 18 Total Characteristic Cost: 233

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

107 Arcane Knowledge: Variable Power Pool (Magic Pool), 80 base + 40 control cost, (120 Active Points); all slots Gestures (-¼), Incantations (-¼)

0 1) Deflecting: Missile Deflection (Any Ranged Attack), +5 OCV (30 Active Points); Gestures (-¼), Incantations (-¼) Real Cost: 20 0

0 2) Demonic Tongues: 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 (-½), Gestures (-¼), Incantations (-¼) Real Cost: 13

0 3) Hellfire Burst: RKA 3d6, Area Of Effect (One Hex; +½) (67 Active Points); Gestures (-¼), Incantations (-¼) Real Cost: 45 7

0 4) Hellfire of Devouring: RKA 2d6, Penetrating (+½), Continuous (+1) (75 Active Points); Gestures (-¼), Incantations (-¼) Real Cost: 50 7

0 5) Demonic Might: +25 STR, Reduced Endurance (½ END; +¼) (31 Active Points); No Figured Characteristics (-½), Visible (Becomes Larger and covered in blood red scales. (-1 DCV); -¼), Gestures (-¼), Incantations (-¼) Real Cost: 14 1

0 6) Hellfire of Kings: RKA 5d6 (75 Active Points); Gestures (-¼), Incantations (-¼) Real Cost: 50 7

0 7) Hellfire of the Relentless: RKA 3d6, Penetrating (+½) (67 Active Points); Gestures (-¼), Incantations (-¼) Real Cost: 45 7

0 8) Horrific Eclipse: Darkness to Sight Group 4" radius, Personal Immunity (+¼), Reduced Endurance (0 END; +½) (70 Active Points); No Range (-½), Gestures (-¼), Incantations (-¼) Real Cost: 35 0

0 9) Wards of Rhazul: FF (10 PD/15 ED), Reduced Endurance (½ END; +¼) (31 Active Points); Gestures (-¼), Incantations (-¼) Real Cost: 21 1

 

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 (+¼) (100 Active Points); Set Effect: Fear (-½), Normal Range (-¼), Stops Working If Mentalist Is Knocked Out (-¼) 10

5u 3) Paralyzed with Fear: Entangle 3d6, 3 DEF, Cannot Be Escaped With Teleportation (+¼), Takes No Damage Physical Attacks Limited Group (+¼), Works Against EGO, Not STR (+¼), 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 (-¼) 11

9u 4) Sheer Heart Attack: Killing Attack - Ranged 2d6, No Normal Defense (Standard; +1), Does BODY (+1) (90 Active Points) 9

Notes: Defense is a CON Roll -2

5u 5) Spooking the Herd: Mind Control 9d6, Telepathic (+¼), Area Of Effect (6" Any Area; +1) (101 Active Points); Set Effect: Fear (-½), Normal Range (-¼), Stops Working If Mentalist Is Knocked Out (-¼) 10

3u 6) Summon Nightmares: Summon 4 350-point Shadowy Creatures of the Nightmare Realms, Devoted (+¾) (140 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 ½), Concentration (0 DCV; -½), Gestures (Requires both hands; -½), Incantations (Complex; -½) 14

 

13 Scythe: Killing Attack - Hand-To-Hand 2d6 (2 ½d6 w/STR), +1 STUN Multiplier (+¼) (37 Active Points); OAF (-1), Required Hands Two-Handed (-½), No Knockback (-¼) 4

 

Lord of Terror

12 1) Frightening Presence: +30 PRE (30 Active Points); Fear Based Offensive Uses only (-1), Costs Endurance (-½) 3

13 2) Indominable Will: Mental Defense (17 points total) 0

10 3) Mystic Shields: Power Defense (10 points) 0

35 4) Sense Outsiders: Detect A Class Of Things 13- (Unusual Group), Discriminatory, Analyze, Increased Arc of Perception, Range, Sense, Targeting Sense, Telescopic (+1): +1 0

8 5) Supernatural Form: Damage Resistance (8 PD/8 ED) 0

15 6) 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

 

Perks

2 Cult Leader: Reputation (A medium-sized group) ; 11-, +2/+2d6

7 Lord's Benefits: Fringe Benefit: International Driver's License, Membership: Divine Right (Future Monarch of Germany), Passport

56 Schreckensherrschaft Agents: Follower

51 Elite Guard: Follower

26 Tagaerhorn Manor: Vehicles & Bases

10 Money: Wealthy

 

Talents

6 Profane Protection: Combat Luck (3 PD/3 ED)

3 Restless Nights: Lightsleep

3 Fakes it: Simulate Death

 

Skills

16 +2 with All Combat

15 +5 with Fear Multipower

13 Arcane Knowledge : 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-

 

Total Powers & Skill Cost: 653

Total Cost: 886

 

200+ 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)

10 Hunted: Fräulein Furchtlos 8- (As Pow; Harshly Punish)

15 Physical Limitation: Can be contained by certain Wards/Circles of Power (Infrequently; Fully Impairing)

15 Physical Limitation: Must send 100 souls to Patron 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 Shrek) (Frequently; Major)

5 Unluck: 1d6

5 Vulnerability: 1 ½ x BODY Attacks from the Fearless (Uncommon)

10 Vulnerability: 2 x STUN Attacks from the Fearless (Uncommon)

511 Experience Points

 

Total Disadvantage Points: 886

 

Background/History: Alric Shrek was always a devotee of fear. As a child he embraced the shadows, the night and the horrors of nature at her most brutal. As he grew his devotion to horror was unfulfilled by slasher movies and the literature of the horror “Masters,” he sought something greater, something “purer.”

 

These desires lead to his study of the occult and his rise as a cult leader in his native Germany. Alric found that as his knowledge of the occult grew so did his desire for power; it all seemed to come so easily to him.

 

The ultimate expression of his desires was answered in the early years of the new century – Alric’s cult managed to summon a power another dimension and Alric sacrificed his cult for the sweet taste of personal power.

 

Given immortality and the ability to control fear, he began his ascension to rule his country; for their own good. Germany had no use for the European Union; they needed no hangers on to challenge their sovereignty and suckle at their resources.

 

Drunk with power, Alric stormed the capital and demanded that his demands be met. The military and the three assembled super heroes fell to his will and things seemed to be going very well until the arrival of a young woman who feared nothing. That…that…whore creamed him with a frying pan and ended his bid for power.

 

However, he had been noticed – by the press (the British Tabloids, ever quick to coin a phrase dubbed him Baron Terror), by the EU who took him into custody, and by the secret organization of would-be monarchs known as the Divine Right.

 

Freed from prison and joining the shadowy conspiracy; he was given a loyal cadre of agents, funds to purchase the opulent and well defended manor house he dubbed Tragaerhorn. Alric is less behind the scenes than many of his fellow Monarchs, and has taken name Baron Schreck (as he liked the grandeur if not the Anglicization of their bestowed moniker.

 

He operates far more publicly than his peers and has taken to calling his private army Schreckensherrschaft (Reign of Terror).

 

Personality/Motivation: The driving forces in Alric's psyche are his love of power and fear. He believes that if he controls fear he controls the lives of all men. Like most of the other Monarchs in the Divine Right, he believes they will eventually conquer the Earth. Then the fun begins to see who will be the true Monarch.

 

Beyond his love of inspiring terror and power, Alric likes to behave as nobility – he maintains a cultured air, speaks several languages perfectly and treats those he considers equals with a gentile respect. He expects to be treated like a monarch and woe be it upon those who fail to do so.

 

In regards to his nemesis, the young woman who single handedly defeated him on their first encounter, Alric desires to break her. She has become an obsession of his and her resistance of his magics frustrates him no end.

 

Quote: "I can taste the delicious fear in your heart my dear. I am a true connoisseur of the lord of emotions. Screams of terror are my symphonies, tears of sorrow my wine. I will enjoy your last breath, for it will be the fear you cannot escape, the last sound you will make will be the cry of terror."

 

Powers/Tactics: Baron Terror fights usually using his innate control over the fears of others. Though his demonic patrons have given him a robust, healthy body as part of their deals, he still is wary of physical conflict.

 

Campaign Use: A minor Mastervillain. He has a few super-powered agents and a small militia of Schreckensherrschaft soldiers using the technology provided by the Divine Right. He rarely takes a direct hand in combat but will make threats from video feeds and the like. He really enjoys 'interrogating' prisoners.

 

Appearance: A man of average height with brown hair, eyes, and beard. He dresses in dark gray suits with a flowing black cloak and a silver skull pin. He wears a metallic red skull motif half mask that leaves his mouth and chin uncovered; he appears to be a corporate Grim Reaper. He carries the scythe for effect.

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Re: Else Earth: Schreckensherrshaft ( The Reign of Terror) aka Terror Inc.

 

DIE HEURSCHRECKE

(The Locust)

 

Val Char Cost Roll Notes

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

33 DEX 69 16- OCV: 11/DCV: 11

20 CON 20 13-

20 BODY 20 13-

13 INT 3 12- PER Roll 12-

17 EGO 14 12- ECV: 6

25 PRE 15 14- PRE Attack: 5d6

9 COM 0 11-

 

16+14 PD 8 Total: 16/30 PD (0/14 rPD)

16+14 ED 12 Total: 16/30 ED (0/14 rED)

7 SPD 27 Phases: 2, 4, 6, 7, 9, 11, 12

12 REC 0

50 END 5

50 STUN 0 Total Characteristic Cost: 223

Movement: Running: 14"/28"

Leaping: 16"/128"

Swimming: 2"/4"

Cost Powers END

17 Good in a Fight: Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-½) 2

 

Hyper Athletics

31 1) Highly Mobile: Leaping +8" (16" forward, 8" upward) (Accurate, x8 Noncombat), Reduced Endurance (½ END; +¼) (31 Active Points) 1

16 2) Highly Mobile: Running +8" (14" total) 2

 

Insectoid Powers

24 1) Tough, Leathery Skin: Armor (8 PD/8 ED) 0

44 2) Venomous Claws: Killing Attack - Hand-To-Hand 2d6-1 (3d6 w/STR), +1 Increased STUN Multiplier (+¼), Penetrating (+½) (44 Active Points) 4

10 3) Wall-Crawling: Clinging (normal STR) 0

 

Self-Developed Combat Style

Maneuver OCV DCV Notes

4 Choke Hold -2 +0 Grab One Limb; 2d6 NND

5 Evade -- +4 Dodge All Attacks, Abort; FMove

3 Grapple -1 -1 Grab Two Limbs, 50 STR for holding on

5 Snatch -2 -1 Grab Two Limbs, 50 STR for holding on; FMove

 

Perks

5 Savings: Money: Well Off

4 Employer: Fringe Benefit: Membership: Schrekensherrschaft

 

Talents

3 Ambidexterity (-2 Off Hand penalty)

12 Combat Luck (6 PD/6 ED)

 

Skills

15 +3 with HTH Combat

3 Acrobatics 16-

3 Analyze: Combat 12-

3 Breakfall 16-

3 Concealment 12-

3 Contortionist 16-

2 Language: English (completely fluent) (3 Active Points)

0 Language: German (idiomatic) (4 Active Points)

3 Paramedics 12-

3 Research 12-

3 Scholar

1 1) KS: International Football (Soccer) (2 Active Points) 11-

1 2) KS: Philosopy (2 Active Points) 11-

1 3) KS: The Scientific World (2 Active Points) 11-

1 4) KS: The Superhuman World (2 Active Points) 11-

3 Scientist

1 1) Science Skill: Biochemistry 11- (2 Active Points)

1 2) Science Skill: Biology 11- (2 Active Points)

1 3) Science Skill: Entemology 11- (2 Active Points)

1 4) Science Skill: Genetics 11- (2 Active Points)

3 Security Systems 12-

3 Shadowing 12-

3 Stealth 16-

3 Tracking 12-

 

Total Powers & Skill Cost: 248

Total Cost: 470

 

200+ Disadvantages

10 Distinctive Features: Creepy Bug Dude (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Enraged: When frustrated/humiliated (Common), go 11-, recover 14-

10 Hunted: Geman Hero 8- (As Pow; Harshly Punish)

15 Hunted: Schreckensherrschaft 11- (Mo Pow; NCI; Watching)

10 Hunted: Vengeful Villainess 8- (As Pow; Harshly Punish)

10 Psychological Limitation: Bloodthirsty (Common; Moderate)

10 Psychological Limitation: Cannot handle rejection (Common; Moderate)

15 Psychological Limitation: Obsessive (Common; Strong)

15 Psychological Limitation: Paranoid (Common; Strong)

15 Social Limitation: Secret Identity (Frequently; Major)

25 Unluck: 5d6

120 Experience Points

(10 points unspent)

 

Total Disadvantage Points: 470

 

Background/History: Garrett Hinkle was just another obsessive scientist nearly destroyed by his interests - but he was one of the frightening few that instead of dying from the bites of his mutated insects, instead became a superhuman.

 

Though his lab was ruined and his mutated locusts proved short-lived and incapable of reproducing, his transformation stablalized after a few weeks and he decided that the powers he'd been given outweighed the loss of his job and medical benefits. Garrett disappeared while he practiced in secret, his new abilities lending themselves well to his obsessive nature, he found he could easily spy on those who he felt were conspiring against him or even better, the women he fancied.

 

After a few months of this, he picked the wrong pretty to follow home and found himself in a violent encounter with a European supercriminal. She easily over powered him but decided against killing him would be a waste. Instead she turned him over to her current employer - a power broker who worked with the Divine Right. Garrett was trained and steered towards the Schreckensherrschaft as a super powered agent/assassin. As long as he keeps his "extra-curricular" activites from interfering things have been quite wonderful

 

Personality/Motivation: Die Heurschrecke (The Locust) is an obsessive, paranoid man with delusions of grandeur. He's also kind of boring, talks about bugs all the time and delights in violence. This makes him an excellent supervillian, but it hampers his ability to deal with the rest of the world.

 

In his "normal" identity, he is creepy as all get out and his superiors hesitate to let him loose as he can compramise a great many of missions when he attempts to socialize. In his identity as the Locust he's actually easier to get along with, he tends to affect a more comic book hero personae, joking, flamboyantly bounding about the battlefield and works well with his team-mates - only revealing his disconnect with reality when he begins killing (though he can be controlled).

 

He fancies the ladies and will flirt as Die Heurschrecke (almost reasonably so) but as Garrett he tends to watch quietly and then use his abilites to follow the object of his obsession. He has assaulted women in the past - including another costumed criminal who was working with Schreckensheerschaft briefly, she intends to end his life when she encounters him under more even circomstances.

 

Quote: "The game is afoot!"

 

Powers/Tactics: superhuman strength, agility, and toughness along with claws, wall crawling...and creepiness.

 

Campaign Use: The Locust hunts heroines, NPCs, DNPCS, etc that catch his eye. Anyone else he hunts at the behest of his masters. He is good at stealth and remaining hidden, but his combat tactics are pretty straight forward. He likes fisticuffs and will hold back his claws unless told to do so, or he's been angered.

 

Appearance: Garrett Hinkle is a skinny, creepy man, very tall and wiry with no body hair at all, large green eyes, and an odd way of moving about that kind of creeps people out, particularly those who don't like bugs.

 

As Die Heurschrecke, he wears a dark brown bodysuit with golden gloves, belt, boots, and a full facemask with large bulbous green "eyes." There is an almost cartoony golden locust on his chest.

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Nebel

 

DAME NEBEL

(Lady Fog)

 

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

29 DEX 57 15- OCV: 10/DCV: 10

25 CON 30 14-

25 BODY 30 14-

15 INT 5 12- PER Roll 12-

13 EGO 6 12- ECV: 4

20 PRE 10 13- PRE Attack: 4d6

16 COM 3 12-

 

12+8 PD 9 Total: 12/20 PD (3/11 rPD)

12+8 ED 7 Total: 12/20 ED (3/11 rED)

6 SPD 21 Phases: 2, 4, 6, 8, 10, 12

15 REC 14

50 END 0

50 STUN 4 Total Characteristic Cost: 201

 

Movement: Running: 9"/18"

Leaping: 6"/12"

Swimming: 4"/8"

Teleportation: 10"/20"

 

Cost Powers END

35 Schwarzherz Löwen: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1)

Notes: (x2 number of items)

3u 1) Blade: Killing Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), Penetrating (x2; +1) (60 Active Points); OAF (-1) 6

1u 2) Fearsome Roar: Drain PRE 3d6 (30 Active Points); OAF (-1) 3

1u 3) Hilt Smash: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 1

1u 4) The Song of the Hunter: Mental Group Images Increased Size (8" radius; +¾), +/-3 to PER Rolls (24 Active Points); OAF (-1) 2

 

110 Lady of the Fog: Multipower, 110-point reserve

8u 1) Fog of Death: (Total: 110 Active Cost, 81 Real Cost) Energy Blast 4d6, No Normal Defense (LS: Self-Contained Breathing; +1), Area Of Effect (6" Radius; +1), Does BODY (+1) (80 Active Points); Does Not Work In High Wind Or Rain (-¼) (Real Cost: 64) plus Darkness to Sight Group 3" radius (30 Active Points); Linked (Energy Blast; -½), Does Not Work In High Winds or Rain (-¼) (Real Cost: 17) 11

6u 2) Knockout Mist: Energy Blast 4d6, No Normal Defense (LS: Self-Contained Breathing; +1), Area Of Effect (6" Radius; +1), Continuous (+1) (80 Active Points); Does Not Work In High Winds Or Rain (-¼) 8

2u 3) Obscuring Fog: Change Environment 4" radius (-4 to Hearing Group PER Rolls) (24 Active Points); Does Not Work In High Winds Or Rain (-¼) 2

10u 4) Shroud of Doom: Darkness to Sight Group and Danger Sense 4" radius, Costs END Only To Activate (+¼), Mobile (+1) (101 Active Points) 9

5u 5) Walks the Mists: Invisibility to Sight, Mystic and Mental Groups , No Fringe, Reduced Endurance (0 END; +½) (60 Active Points); Only in Smoke/Fog/or Mist (-¼) 0

2u 6) Walks the Mists: Teleportation 10", No Relative Velocity (30 Active Points); Only in Smoke/Fog/or Mist (-¼) 3

 

Combat Gear

16 1) Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-½) 0

25 2) Auto Pistol: (Total: 40 Active Cost, 25 Real Cost) Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), 4 clips of 8 Charges (-0) (Real Cost: 15) plus +2 with OCV (10 Active Points); OAF (-1) (Real Cost: 5) [8]

Notes: (x2 number of items)

 

Lady of the Mists

5 1) Sees the Mists: Nightvision 0

18 2) Terrifying Majesty: +40 PRE (40 Active Points); Only To Make Fear-/Intimidation-Based Presence Attacks And Skill Rolls (-1), Costs Endurance (Only Costs END to Activate; -¼) 4

27 3) Unbeholden to her Power: Personal Immunity (+¼) for up to 110 Active Points of Mist Multipower (27 Active Points) 3

27 4) Fog Form: Desolidification (affected by Air, "Lunar," or Silver Attacks) (40 Active Points); Cannot Pass Through Solid Objects (-½) 4

 

Peerless Athlete

11 1) Bounder: Leaping +3" (6" forward, 3" upward) (Accurate), Reduced Endurance (½ END; +¼) (11 Active Points) 1

2 2) Mermaid: Swimming +2" (4" total) 1

2 3) Supreme Push: +10 STR (10 Active Points); Increased Endurance Cost (x10 END; -4) 10

10 4) Swiftness of Foot: Running +3" (9" total), Reduced Endurance (½ END; +¼) (10 Active Points) 1

 

Superhuman Constitution

5 1) Ageless: Life Support (Longevity: Immortal) 0

3 2) Exceptionally tough: Damage Resistance (3 PD/3 ED) 0

20 3) Immunity: LS (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents) 0

11 4) Regeneration: Healing: Regeneration 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +½), Persistent (+½) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼), Self Only (-½) 0

 

Kampfringen & German Fencing

Maneuver OCV DCV Notes

12 +3 HTH Damage Class(es)

4 Arm Bar +1 +0 Grab One Limb; 2 ½d6 NND ; Target Falls

4 Block/Parry +2 +2 Block, Abort

3 Ceduto +0 +0 45 STR to escape Bind

4 Counterstrike +2 +2 Weapon +5 DC Strike, Must Follow Block

3 Cut +2 +1 Weapon +3 DC, Weapon +3 DC Strike

4 Escape +0 +0 45 STR vs. Grabs

3 Grapple -1 -1 Grab Two Limbs, 40 STR for holding on

3 Hip Throw +1 +1 6d6 Strike; Target Falls

5 Joint Break -1 -2 Grab One Limb; HKA 2d6 , Disable

3 Joint Lock (Kattaram) +0 -1 Grab One Limb, 40 STR for holding on

5 Lunge +1 -2 Weapon +7 DC Strike

5 Slash/Kick -2 +1 10d6 Strike

Notes: Weapon +7DC

4 Strike +0 +2 8d6 Strike

5 Thrust +1 +3 Weapon +3 DC Strike

3 Trip +2 -1 7d6 Strike, Target Falls

4 Void -- +5 Dodge, Affects All Attacks, Abort

4 Weapon Bind +1 +0 Bind, 40 STR

0 Weapon Element: Blades

1 Weapon Element: Empty Hand

1 Weapon Element: Off Hand

 

Perks

11 Benefits: Money: Filthy Rich

7 Bennies: Fringe Benefit: International Driver's License, Membership: Divine Right, Passport

3 Immortality Boon: Anonymity

3 Lady of the Fog: Reputation: Master Assassin (A medium-sized group) 11-, +3/+3d6

10 Multiple Lives: 10 False Identities

10 Multiple Lives: 5 Deep Covers

10 Various Contacts: 10 Contacts, 11-

3 Well-Connected

14 1) My Lords and Ladies: Contact: Divine Right (Contact has extremely useful Skills or resources), Organization Contact (x3) (15 Active Points) 11-

4 2) The Club: Contact: Several Long Lived European Superhumans (small group) (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 11-

 

Talents

3 Not a Deep Sleeper: Lightsleep

2 Passes like the Fog: Trackless Stride

 

Skills

20 +2 Overall

10 +2 with HTH Combat

9 +3 with Lady of the Mists Multipower

3 Acrobatics 15-

5 Analyze: Combat 13-

3 Breakfall 15-

3 Climbing 15-

3 Combat Driving 15-

3 Concealment 12-

3 Contortionist 15-

3 Fast Draw 15-

3 Feint 15-

3 Forgery 12-

3 High Society 13-

3 Interrogation 13-

3 Language: English (idiomatic) (4 Active Points)

4 Language: French (idiomatic)

0 Language: German (idiomatic) (4 Active Points)

3 Lockpicking 15-

2 PS: Courier 11-

3 Paramedics 12-

3 Persuasion 13-

3 Research 12-

3 Riding 15-

3 Scholar

1 1) KS: Divine Right (2 Active Points) 11-

7 2) KS: History (8 Active Points) 17-

1 3) KS: The Martial World (2 Active Points) 11-

1 4) KS: The Political World (2 Active Points) 11-

1 5) KS: The Superhuman World (2 Active Points) 11-

3 Seduction 13-

3 Shadowing 12-

3 Sleight Of Hand 15-

3 Stealth 15-

3 Streetwise 13-

3 Survival 12-

3 Systems Operation 12-

4 TF: Common Motorized Ground Vehicles, Riding Animals, Two-Wheeled Motorized Ground Vehicles

3 Tactics 12-

3 Teamwork 15-

3 Tracking 12-

10 Two-Weapon Fighting (HTH)

10 Two-Weapon Fighting (Ranged)

4 WF: Common Melee Weapons, Small Arms

 

Total Powers & Skill Cost: 699

Total Cost: 900

200+ Disadvantages

10 Distinctive Features: Combat Style (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

10 Hunted: Baron Schreck 11- (As Pow; NCI; Watching)

10 Hunted: Divine Right 8- (Mo Pow; NCI; Watching)

15 Hunted: UNITY 8- (Mo Pow; Harshly Punish)

15 Psychological Limitation: Casual Killer (Common; Strong)

20 Psychological Limitation: Loyal to Divine Right (Common; Total)

10 Psychological Limitation: Sadistic, enjoys causing pain and fear (Common; Moderate)

15 Social Limitation: Secret Identity (Frequently; Major)

15 Susceptibility: Direct Moonlight 2d6 damage per Turn (Uncommon)

10 Vulnerability: 2 x STUN Silver Weapons (Uncommon)

10 Vulnerability: 2 x STUN "Lunar Energy" (Uncommon)

560 Experience Points

 

Total Disadvantage Points: 900

 

Background/History: The Lady of the Fog doesn't talk much about her past, though she's indicted that she's centuries old. Her true identity is secret but she often goes by the name Galiena Herrmann. Most of the agents fear to catch her eye as she's been known to kill her "pets."

 

There have been rumors she was a member of the Nazis in World War II but this is incorrect, she found them to be fools. She did represent her country in the First World War and has made allusions to having crossed swords with Charlemagne.

 

Personality/Motivation: Arrogant and sadistic, Nebel enjoys her life as an assassin and super villainess. She is absolutely loyal to the Divine Right, and as long as Baron Schreck is useful to the organization she will die to protect him. Should he prove more dangerous than valuable, she would stop at nothing to see his downfall.

 

Beyond her loyalty to the ideals of the would-be kings, she is vain and wicked, taking great pleasure at the suffering she can cause. Her greatest joys come from personally slaying a target after a long cat and mouse game, in which the prey has been ground under her relentless pursuit, but she doesn’t let her sadism get in the way of a mission or make her sloppy.

 

 

Quote: Struggle harder child, your pain is delicious.

 

Powers/Tactics: In regards to her rather distinct and odd weaknesses, it is surmised that Nebel's powers are supernatural in nature. In addition to her ability to command the Fog of Doom, Nebel has superhuman agility and reaction time in addition to superhuman durability, longevity, and strength (though the latter comes only with great effort).

 

In combat, she prefers to show off her physical talents and family blades. Slapping about foes and feeling their terror at the Schwarzherz Löwen and their fell prowess. However, she rarely mixes business with pleasure, and if on a mission will use her powers in order to get the job done with the least risk possible.

 

 

Campaign Use: Characters could find themselves with a rather persistant admirer who later tries to kill them. Nebel is also Schreckensherrschaft's chief assassin.

Appearance: Dame Nebel is regal and elegant in her mannerisms and graceful of movement. Her hair is the color of the night sky and her eyes are silver - leading some to assume she's blind (she tends to wear blue colored contacts). She dresses in alluring, if not revealing clothing, usually shades of black and gray.

 

When operating as Nebel, she wears a rather slinky black leather cat suit with shiny leather boots, belts and harnesses for her weapons and a black leather jacket over the top. The jacket has a pair of silvery feminine eyes on the back...that occasionally seem to blink.

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Ungheurer

 

DAS UNGEHEUER

(The Monster)

 

Val Char Cost Roll Notes

70 STR 60 23- Lift 409.6tons; 14d6 [7]

15 DEX 15 12- OCV: 5/DCV: 5

35 CON 50 16-

17 BODY 14 12-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV: 3

35 PRE 25 16- PRE Attack: 7d6

8 COM -1 11-

 

35 PD 21 Total: 35 PD (35 rPD)

35 ED 28 Total: 35 ED (35 rED)

4 SPD 15 Phases: 3, 6, 9, 12

21 REC 0

70 END 0

70 STUN 0 Total Characteristic Cost: 227

 

Movement: Running: 12"/48"

Leaping: 28"/448"

Swimming: 2"/4"

 

Cost Powers END

135 Monstrous Attacks: Multipower, 135-point reserve

2u 1) Bearhug: EB 6d6, NND (defense is Life Support [self-Contained Breathing]; +1) (60 Active Points); Must Follow Grab (-½), No Range (-½), Requires A Brick Tricks Roll (-½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼) 6

5u 2) Crushing Grip: RKA 3d6, NND (defense is any sort of rigid Resistant PD or Lack Of Weakness for Resistant Defenses; +1), Does BODY (+1) (135 Active Points); Must Follow Grab (-½), No Range (-½), Requires A Brick Tricks Roll (-½) 13

1u 3) Intimidation: +20 PRE (20 Active Points); Only To Make Fear/Intimidation-Style Presence Attacks (-1), Extra Time (Full Phase, -½)

4u 4) Vicious Strength: HKA 2 ½d6 (5d6+1 w/STR) (40 Active Points) 4

2u 5) Instant Barrier: Entangle 8d6, 8 DEF (80 Active Points); Only To Form Barriers (-1), OIF (appropriate materials of opportunity; -½), No Range (-½), Defense Depends On Materials Used (-½), Side Effects (always causes considerable damage to the environment; -0) 8

 

Monstrous Defense

10 1) Pain Tolerance: Energy Damage Reduction, Resistant, 25% (15 Active Points); STUN Only (-½) 0

10 2) Pain Tolerance: Physical Damage Reduction, Resistant, 25% (15 Active Points); STUN Only (-½) 0

35 3) Toughened Flesh: Damage Resistance (35 PD/35 ED) 0

11 4) Fast Healing: Healing 2 BODY, Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 ¼), Self Only (-½) 0

13 5) Super-Physiology: LS (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0

11 6) Stentorian Voice: Hearing Group Images 1" radius, +/-6 to PER Rolls (23 Active Points); Set Effect (only to amplify character's voice; -1) 2

 

Monstrous Miscellany

28 1) Armsweep: Area Of Effect (up to One Hex; +½) for up to 70 Active Points of STR (35 Active Points); Can Be Blocked (-¼) 3

20 2) Shadow Meld: Invisibility to Sight Group 2

4 3) Tail: Extra Limb (1) (5 Active Points); Limited Manipulation (-¼) 0

 

Monstrous Movement

45 1) Bounder: Leaping +14" (28" forward, 14" upward) (Accurate, x16 Noncombat), Reduced Endurance (½ END; +¼) (45 Active Points) 1

17 2) Swiftness: Running +6" (12" total), x4 Noncombat 2

 

Monstrous Senses

10 1) Monstrous Senses: Analyze with Smell/Taste Group 0

10 2) Monstrous Senses: Discriminatory with Smell/Taste Group 0

5 3) Monstrous Senses: Tracking with Normal Smell 0

17 4) Predator: Tracking 18-

5 5) Stalks the Shadows: Nightvision 0

 

Perks

6 Savings: Money: Wealthy

2 The Monster That Stalks the Night: Reputation: Vicious Killer (A large group) 11-, +1/+1d6

4 Employer: Fringe Benefit: Membership: Schrekensherrschaft

 

Talents

6 Swift in Combat: Lightning Reflexes: +4 DEX to act first with All Actions

15 King of Beasts: Beast Speech

3 Unerring Location: Bump Of Direction

Skills

30 +6 with HTH Combat

17 Brick Tricks: Power 19-

17 Master of Direction: Navigation 18-

17 Survival Instincts: Survival 18-

3 Climbing 12-

3 Interrogation 16-

2 Language: English (completely fluent) (3 Active Points)

0 Language: German (idiomatic) (4 Active Points)

3 Scholar

1 1) KS: Classical Music (2 Active Points) 11-

1 2) KS: Legends And Lore (2 Active Points) 11-

1 3) KS: Poetry (2 Active Points) 11-

1 4) KS: The Superhuman World (2 Active Points) 11-

3 Shadowing 11-

3 Stealth 12-

3 Streetwise 16-

3 Traveler

1 1) CK: Berlin (2 Active Points) 11-

1 2) CK: Flensburg (2 Active Points) 11-

1 3) CK: Hamburg (2 Active Points) 11-

1 4) CK: London (2 Active Points) 11-

1 5) CK: Mahnheim (2 Active Points) 11-

 

Total Powers & Skill Cost: 549

Total Cost: 776

 

200+ Disadvantages

20 DNPC: Mother 8- (Incompetent; Unaware of character's adventuring career/Secret ID)

20 Distinctive Features: Fearsome Brute (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15 Enraged: when hurt (Uncommon), go 11-, recover 11-

10 Hunted: Festung (Fortress); German Heroic Brick 8- (As Pow; Capture)

15 Hunted: Schreckensherrschaft 11- (Mo Pow; NCI; Watching)

5 Physical Limitation: 2-3 times normal mass (Infrequently; Slightly Impairing)

15 Psychological Limitation: Overconfidence (Very Common; Moderate)

15 Psychological Limitation: Short-Tempered (Very Common; Moderate)

10 Reputation: Dumb Beast, 11-

5 Unluck: 1d6

10 Vulnerability: 1 ½ x STUN Sonic Attacks (Common)

10 Vulnerability: 2 x Effect Music or Sonic Based Illusions/Effects (Uncommon)

426 Experience Points

 

Total Disadvantage Points: 776

 

Background/History: Niklas Burke was a fairly normal boy growing up, in fact he was bland. Though he wasn't picked on, he wasn't popular either. Generally ignored growing up he longed for something, anytihng about him to be special. It was this desire that led him towards violence.

 

The bullies noticed him when he stood up for the weaker kids. The school noticed him for his series of fights (which he mostly won), he found the attention to be worth the punishment. There was talk of him going professional, perhaps with one of the newer MMA leagues. Niklas began training. His mother never approved of it, which was his only remorse - for his mother had always thought he was special. She had been proud of him for standing up to the bullies but she found his taste for violence frightening.

 

Niklas's career as a fighter was rather uninspired; though a natural talent, he lacked the discipline to overcome the top fighters he sought an edge as many desperate athletes do. He found shady dealers who offered him designer drugs that were so advanced there hadn't been methods of detecting them. The results were drastic, his strength and durability increased tremendously - frighteningly so. Niklas killed his third opponent after he'd started the treatment - the investigation found his dealings and he was disgraced. His mother disowned him, his friends abandoned him and there police sought him for questioning - his life was over.

 

And that wasn't the worst part.

 

The drug's mutations didn't ebb when he stopped taking it. His strength grew, as did his hair - within a year he had grown a foot in height and was an unrecognizable beast of a man, with tusks and a tail. Niklas quickly fell into a life of barbarism. Approached by the men who had given him the drugs he was offered a place in the Divine Right, as a lacky for one of their would-be kings. No where left to go, he accepted and became the Ungeheuer (the Monster).

 

Personality/Motivation: Niklas hates himself, sort of. He is despondant over how his life turned out and prone to fits of angst, but at the same time he revels in his power and his position. His masters used their influence to make it appear that he'd died in a car crash and he funnels much of his money to his mother via an "Insurance Policy," he had taken out before he died (knowing that she wouldn't accept his money).

 

Niklas spends much of his downtime at Tagaerhorn Manor, or occasionally he uses the master's technology or mystical abilites to assume a more human appearance and go blend in with humanity. He misses companionship quite a bit, but his temper can often lead to trouble.

 

Powers/Tactics: Das Ungeheuer is a terrifying powerhouse, who can bring his strenght to bear in terrifying ways - while he's not a bloodthirsty beast he has no problem with breaking or destroying those who oppose him (or if ordered to do so).

 

He is surprisingly stealthy for a huge furry beast, and is often sent to scout areas or as an assassin.

 

Campaign Use: A big, bad, European brick/hunter. If too monstrous for your campaign lower his abilities to 60 STR and reduce his attack powers proportionally.

 

Appearance: Das Ungeheuer is a hulking beast with broad shoulders, shaggy black fur, and a thick, powerful, rat-like tail. He has long ears and tusks.

by way of a costume he wears a black leather belt and a blood red trunks.

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Terror Inc. Agents

 

SCHRECKENSHERRSCHAFT AGENT

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

11 DEX 3 11- OCV: 4/DCV: 4

13 CON 6 12-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV: 3

13 PRE 3 12- PRE Attack: 2 ½d6

10 COM 0 11-

 

4+6 PD 1 Total: 4/10 PD (0/6 rPD)

4+6 ED 1 Total: 4/10 ED (0/6 rED)

3 SPD 9 Phases: 4, 8, 12

6 REC 0

26 END 0

24 STUN 0 Total Characteristic Cost: 26

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

13 Combat Knife: (Total: 29 Active Cost, 13 Real Cost) HKA 1d6 (1 ½d6 w/STR), Reduced Endurance (0 END; +½); OAF (-1) (Real Cost: 11) plus Range Based On STR (+¼) for up to 30 Active Points of HKA; 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use HKA until Charge is recovered; -½) (Real Cost: 2) [1 rc]

 

22 Ion Carbine: Energy Blast 10d6 (50 Active Points); OAF (-1), Limited Range (175"; -¼), 16 Charges (-0) [16]

 

12 Smoke Grenade: Darkness to Sight Group 4" radius (40 Active Points); OAF (-1), 4 Charges (-1), Range Based On STR (-¼) [4]

 

Helmet Unit

6 1) Air Supply: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-½), 1 Continuing Charge lasting 1 Hour (-¼) [1 cc]

7 2) Commlink: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 0

 

Light Armor

3 1) Environmental Suit: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF (-½), Activation Roll 15- (-¼) 0

10 2) Light Environmental Armor: Armor (6 PD/6 ED) (18 Active Points); OIF (-½), Activation Roll 15- (-¼) 0

 

Self-Defense

Maneuver OCV DCV Notes

4 Martial Block +2 +2 Block, Abort

4 Martial Strike +0 +2 4 ½d6 Strike

3 Martial Throw +0 +1 2 ½d6 +v/5, Target Falls

 

Skills

3 Breakfall 11-

3 Combat Driving 11-

2 KS: European Underworld 11-

2 KS: Schreckensherrschaft 11-

2 KS: The Superhuman World 11-

0 Language: Native Language: German is Default (idiomatic) (4 Active Points)

3 Language: Secondary Language (English Default; German if German is not native tongue) (completely fluent)

2 PS: Schreckensherrschaft Agent 11-

3 Streetwise 12-

4 WF: Small Arms, Blades, Clubs, Fist-Loads, Ion Blasters, Unarmed Combat

 

Total Powers & Skill Cost: 108

Total Cost: 134

 

75+ Disadvantages

5 Distinctive Features: Terror Inc Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Hunted: Schreckensherrschaft 11- (Mo Pow; NCI; Watching)

15 Psychological Limitation: Criminal Hencheman Motivations (Common; Strong)

20 Social Limitation: Subject To Orders (Very Frequently; Major)

4 Experience Points

 

Total Disadvantage Points: 134

 

Background/History: These are the rank and file agents Baron Schreck uses in his schemes.

 

Personality/Motivation: Various Mercenary/Cultist Backgrounds

 

Powers/Tactics: The Basic Agents are armed with a rifle, pistol, combat knife, and light body armor. They have commlinks and that's about it. They work in groups of five.

 

Appearance: The Terror Inc. Armor is gray with black reinforced pads, full environmental suits with skull face masks.

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Elite Guard

 

ELITE GUARD

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [3]

14 DEX 12 12- OCV: 5/DCV: 5

15 CON 10 12-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

10 COM 0 11-

 

5+8 PD 2 Total: 5/13 PD (0/8 rPD)

5+8 ED 2 Total: 5/13 ED (0/8 rED)

3 SPD 6 Phases: 4, 8, 12

6 REC 0

30 END 0

30 STUN 4 Total Characteristic Cost: 48

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

13 Combat Knife: (Total: 29 Active Cost, 13 Real Cost) HKA 1d6 (2d6 w/STR), Reduced Endurance (0 END; +½); OAF (-1) (Real Cost: 11) plus Range Based On STR (+¼) for up to 30 Active Points of HKA; 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use HKA until Charge is recovered; -½) (Real Cost: 2) [1 rc]

 

22 Ion Carbine: Energy Blast 10d6 (50 Active Points); OAF (-1), Limited Range (175"; -¼), 16 Charges (-0) [16]

 

12 Smoke Grenade: Darkness to Sight Group 4" radius (40 Active Points); OAF (-1), 4 Charges (-1), Range Based On STR (-¼) [4]

 

Helmet Unit

6 1) Air Supply: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-½), 1 Continuing Charge lasting 1 Hour (-¼) [1 cc]

7 2) Commlink: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 0

 

Elite Armor

3 1) Environmental Suit: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF (-½), Activation Roll 15- (-¼) 0

14 2) Light Environmental Armor: Armor (8 PD/8 ED) (24 Active Points); OIF (-½), Activation Roll 15- (-¼) 0

 

Self-Defense

Maneuver OCV DCV Notes

4 Martial Block +2 +2 Block, Abort

4 Martial Strike +0 +2 5d6 Strike

3 Martial Throw +0 +1 3d6 +v/5, Target Falls

 

Skills

6 +1 with HTH and Ranged Combat

3 Breakfall 12-

3 Combat Driving 12-

2 KS: European Underworld 11-

2 KS: Schreckensherrschaft 11-

2 KS: The Superhuman World 11-

0 Language: Native Language: German is Default (idiomatic) (4 Active Points)

3 Language: Secondary Language (English Default; German if German is not native tongue) (completely fluent)

2 PS: Schreckensherrschaft Agent 11-

3 Security Systems 11-

3 Streetwise 12-

3 Systems Operation 11-

3 Tactics 11-

3 Teamwork 12-

4 WF: Small Arms, Blades, Clubs, Fist-Loads, Ion Blasters, Unarmed Combat

 

Total Powers & Skill Cost: 130

Total Cost: 178

 

75+ Disadvantages

5 Distinctive Features: Terror Inc Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Hunted: Schreckensherrschaft 11- (Mo Pow; NCI; Watching)

15 Psychological Limitation: Criminal Hencheman Motivations (Common; Strong)

20 Psychological Limitation: Devoted to Baron Schrecke (Common; Total)

20 Social Limitation: Subject To Orders (Very Frequently; Major)

28 Experience Points

 

Total Disadvantage Points: 178

 

Background/History: The Elite Guard who watch over Baron Schreck's base of operations

 

Personality/Motivation: Various Mercenary/Cultist Backgrounds

 

Powers/Tactics: The Elite Guard are armed with a rifle, pistol, combat knife, and light body armor. They have commlinks and that's about it. They work in groups of five. They are, to a man more tactically sound than their standard counterparts. They can also be a template for Standard Agent Leadership.

 

Appearance: The Terror Inc. Armor is gray with black reinforced pads, full environmental suits with skull face masks. The Elite Guard wear heavier armor with gold embellishments

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Tagaerhorn Manor

 

TAGAERHORN MANOR

 

Val Char Cost Notes

20 Size 40 Length 406.37", Width 203.19", Area 82,570.19" DCV -17

8 BODY 6

2 DEF 0

Total Characteristic Cost: 46

 

Abilities & Equipment

Cost Power END

0 Power Systems

12 1) Generator: Endurance Reserve (100 END, 20 REC) (30 Active Points); OIF Immobile (-1 ½) 0

6 2) Backup Generator: Endurance Reserve (40 END, 10 REC) (14 Active Points); OIF Immobile (-1 ½) 0

0 Tactical Systems

1 1) Detention Cells: (Total: 3 Active Cost, 1 Real Cost) +3 BODY (3 Active Points); Partial Coverage (covers 75 Hexes; -3 ¾) (Real Cost: 1) 0

17 2) Hidden Facilities: Concealment 16-

0 Personnel Systems

5 1) Entertainment Systems and Phone: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1), Sense Affected As More Than One Sense Sight and Hearing (-½) 0

 

Perks

1 Grounds (x2 Base Size)

15 Location: Distant; Modifier Deep Wilderness

 

Skills

Inner Sanctom

6 1) KS: Arcane And Occult Lore 15-

6 2) KS: Demonology 15-

6 3) KS: Legends And Lore 15-

Laboratories

13 1) Computer Programming 14-

13 2) Electronics 14-

13 3) Mechanics 14-

16 4) Weaponsmith (Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 14-

Personnel Systems

10 1) ARMORY.Net: KS: Everything (21 Active Points); OAF (Computer Termninal; -1) 28-

11 2) Infirmary: Paramedics 13-

2 3) Library: KS: Everything 11-

 

Total Abilities & Equipment Cost: 153

Total Vehicle Cost: 199

 

Value Disadvantages

10 Hunted: The Covenant of Five 8- (Mo Pow; NCI; Watching)

Notes: The Covenant are interested in Baron Schreck's mystical collection

15 Distinctive Features: Gothic Castle in the Mountains (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

 

Total Disadvantage Points: 25

Total Cost: 174/5 = 35

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Re: Else Earth: Schreckensherrshaft ( The Reign of Terror) aka Terror Inc.

 

*sigh* And I thought I was all prepared.

 

Ok I'll update Nebel when I get her background finished,

I need to fix some spelling errors on various files and I'll update the HD files then

And The Manor was for some reason switched from a Base Template to a Character Template and having fixed that Baron's Character Sheet is a bit off cost wise.

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