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Bothrops' Pit

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  • #16
    Re: Bothrops' Pit

    "They called it Rawhead."
    "The beast they buried. It's in the history books. Rawhead it was called, because its head was huge, and the color of the moon, and raw, like meat."
    Declan couldn't stop himself now. He was beginning to smile.
    "It ate children," he said, and beamed like a baby about to receive its mother's tit.
    Books of Blood vol. 3: "Rawhead Rex"

    Concept: Child-Eating Ogre, Freudian Nightmare Fuel
    PL 8 (120p: Abilities 56 + Skills 17 + Advantages 11 + Powers 25 + Defenses 11)

    Strength 7 Stamina 7 Agility 3 Dexterity 0 Fighting 7 Intellect 0 Awareness 4 Presence 4
    Athletics 4 (+10), Close Combat (unarmed) 2 (+9), Expertise (survival; uses AWE) 1 (+5), Intimidation 9 (+14), Insight 3 (+7), Perception 6 (+10), Stealth 9 (+10)
    All-out Attack, Defensive Roll, Diehard, Fascinate (intimidation), Fast Grab, Great Endurance, Improved Grab, Improved Initiative, Power Attack, Startle, Takedown

    9ft. Terror (5p)
    Growth 2 (Permanent, Innate)
    Predator's Senses (3p)
    Senses 3 (low-light vision, acute tracking scent)
    Loper (3p)
    Leaping 2 (Check Required [athletics] 1), Speed 2
    The Moon Grew Teeth (3p)
    Improved Critical (unarmed) 3
    Undying (4p)
    Immunity 2 (aging, disease), Feature 1 (hibernation), Regeneration 1
    Telepathic Compulsion (7p)
    Communication 1 (mental; Activation 1, Feature 1 [understood], Limited to sending, Limited to simple concepts), Burst Area Affliction 5 (resisted & overcome by Will; Dazed, Compelled; Check Required [intimidation] 5, Limited Degree 1, No Area Save)

    Initiative +7
    Unarmed: +9 (DC 22)
    Bite: +9 (DC 22; Crit. 17-20)
    Compulsion: Burst Area (DC 15)
    Grab: +7 (vs 7 [+2])

    Dodge 7 Parry 7 Fortitude 9 Will 7 Toughness 9 (7 without Defensive Roll)

    Anachronism: Rawhead was imprisoned during the Middle Ages and has been freed only recently, so he's very unfamiliar with the modern world. But he learns quickly, for example that petrol is a wonderful tool for arson...
    Motivation: Rawhead's main goal is re-establishing his cruel reign of terror over the human "herd", to satisfy his gluttony, sadism and need for domination.
    Disability: Rawhead can't speak, so he must use his telepathic powers to make himself understood. He understands language perfectly, though - he's familiar with Olde English, so he has few problems with modern English.
    Prejudice: Rawhead is a monstrous giant, and thus obviously inhuman.
    Weakness: Rawhead embodies the dark side of male sexuality, and thus the only thing he fears is his antithesis - strong symbols of empowered female sexuality & fertility. When directly confronted with one of these, he's overcome by crippling fear, gaining the Dazed & Impaired conditions.
    Taboo: Related to his weakness above, Rawhead avoids pregnant or menstruating women, as they scare him on a primal level.

    Description & Personality
    Rawhead is a hideous, rail-thin (but terribly strong), 9 feet tall humanoid. His name-giving head is huge, with tiny narrow-set bestial eyes, and an almost impossibly wide mouth filled with multiple rows of shark-like teeth. A mane of matted black hair covers the back of his head, neck & shoulders. His limbs are long & lean, and are armed with cruel claws. He completely shuns any clothing, and moves with a fast, loping gait.
    Despite his bestial appearance, Rawhead is fully sentient, but he's a thoroughly inhuman & depraved savage devoid of any empathy or other redeeming traits. He revels in brutally lording his power over hapless humans. Rawhead also has a special taste for the flesh of children, and he particularly enjoys devouring them right before their helpless parent's eyes. Rawhead has, by his own confession, "never been a great thinker", but he can be quite calculating & methodical should the need arise.
    Has his own entries in both Villain's Wiki & TVtropes .

    Rawhead seems to be last survivor of a primordial, all-male race of demonic monsters that lurked in the untamed forests of ancient Europe. They were biologically immortal (but could still be killed by violence), and it's heavily hinted in the book that they reproduced by raping human women, with the birth being inevitably fatal for the latter (see "Alien"). Squick.
    One of them survived in the english forests until the middle ages, where he was finally cornered by a mob of angry villagers fed up with his depredations. They used the idol-statue of a pagan fertility goddess to subdue him, but they were too superstitious to finish him off once & for all. So they buried him alive in the earth, under a heavy stone.
    Centuries later, in modern England, a farmer named Thomas Garrow decided to reclaim an unused part of his land. To do so, he first has to remove that large boulder sitting in the middle...

    This is clearly the darkest character I built so far. Being a big fan of Clive Barker's works, my favourites are his Books of Blood, an anthology of gruesome short-stories. "Rawhead Rex" is one of these, located in Vol 3. The story is mostly told from Rawhead's pov, a fact that doesn't make him any less despicable. Rawhead is a monster I couldn't forget, being the type of villain that, while utterly evil, are possessed of a kind of "perverse charme", which makes them oddly captivating & very entertaining ("love to hate"). The story was made into a trashy B-movie in 1986 (which Barker since has disowned), with a goofy-looking Rawhead in a rubber mask - movie Rawhead wouldn't look out of place at a GWAR concert. The image above is from a graphic novel by Les Edwards, a far more faithful adaption of the original story.
    Last edited by Bothrops; 11-28-2017, 07:37 PM.


    • #17
      Re: Bothrops' Pit

      CHRONIS (Dennis J. Cauldray)
      Concept: Temporal Speedster-Battlesuit, Heroic Prankster
      PL 10 (150p: Abilities 28 + Skills 15 + Advantages 4 + Powers 87 + Defenses 16)

      Strength 1 Stamina 2 Agility 0 Dexterity 2 Fighting 4 Intellect 5 Awareness 0 Presence 0
      Expertise (science) 10 (+15), Perception 5 (+5), Sleight-of-Hand 2 (+16), Technology 10 (+15), Vehicles 3 (+5)
      Benefit 1 (wealth), Eidetic Memory, Improvised Tools, Inventor
      -Languages: English, Spanish (rudimentary)

      Spacetime-Teleporter (Easily Removable [-2], Restricted [biometrics], Subtle; 1p)
      Teleport 8 (Extended only, Limited Location [single beacon; -2], Transit Time 1, Unreliable [1 use; -2])
      Chronosuit (Removable [-22]; 86p)
      Armored Shell
      Enhanced Fortitude 6 (Limited to effects blockable by armor, Permanent), Immunity 9 (cold, heat, disease, poison, radiation, pressure, vaccuum, suffocation), Protection 5 (Armor), Impervious Toughness 7
      Antigrav Boots
      Flight 1 (Good, Platform)
      Sensor Suite
      Senses 4 (low-light vision, extended vision 1, direction sense, time sense), Feature 1 (temporal commlink)
      Close Range Damaging Move Object 8 (Concentration, Precise, Reach 1, Split 1)
      Time Warper (Activation 1, Quirk 3 [deaf & mute while active])
      Concealment 4 (all visual, Limited to while moving), Enhanced Advantages 8 (Evasion, Improved Disarm, Improved Initiative 4, Instant Up, Move-by-Action), Enhanced Defenses 16 (Dodge 8, Parry 8), Enhanced Sleight-of-Hand 12 (Limited to legerdemain & stealing), Senses 3 (rapid vision 3), Speed 14 (AE: Flight +14 [Platform]),
      Temporal Effects (Array 17)
      BE Go-Mo: Quickness 9, Quickness 5 (Affects only others) +Linked Speed 3 (Affects only others)
      AE Slo-Mo: Perception Range Affliction 9 (resisted by Will; Dazed & Vulnerable; Extra Condition, Limited Degree 2, Quirk 1 [60ft range])
      AE Grav-Flurry: Accurate 4 + Improved Critical 3 + Multiattack + Subtle + Enhanced Teamwork on Grav-Gauntlets
      AE Re-Arrange: Selective Burst Area + Subtle on Grav-Gauntlets
      AE Temporal Phase: Insubstantial 4 (incorporeal [affected by gravity effects]; Distracting, Precise)

      Initiative +16
      Unarmed: +4 (DC 16)
      Grav-Gauntlets (without Time Warper): +4 (DC 23)
      Grav-Flurry: +12 (DC 23; Crit 17-20)
      Re-Arrange: Area DC 18 (DC 23)
      Slo-Mo: Perception (DC 19)
      Grab: +4 (vs 1)
      Grab (w. Grav-Gauntlets): +12 (vs 8)

      Dodge 13 Parry 13, Fortitude 4(10) Will 8 Toughness 7

      Motivation: Thrill-seeker. Chronis endorses his own brand of mischievous super-heroics. He's the consummate prankster, having an absolute blast in annoying & humiliating bad guys. Chronis enjoys toying with opponents far too much, he often delays finishing them off quickly.
      Taboo: Chronis absolutely refuses to willingly kill someone, he instead prefers to trap his foes in embarassing circumstances. When forced to directly attack someone, he always uses non-lethal methods.
      Identity: Like many superheroes, Chronis protects his civilian identity.

      Description & Personality
      Dennis is a physically unremarkable young man in his early twenties. He is fair-skinned & wears his red-blonde hair in a somewhat disheveled crew cut. Even with his powers coming from his suit, he rightfully thinks that every superhero could profit from a modicum of physical fitness, so he recently hit the gym & undertook self-defense classes. He simply doesn't want to be completely helpless without the suit. The Chronosuit itself is a sleek piece of high-tech, a close-fitting shell painted in an urban-camo pattern. When the "Time Warper" function is activated, the environment his slowed down to a crawl from Chronis' pov; unfortunately, all environmental sounds are slowed down to a monotone drone, and his own speech becomes just a "blip", so he's effectively rendered deaf & mute.
      Chronis was initially a somewhat nerdy & slighty shy guy, who finally found his outlet as a superheroic prankster. This, combined with his financial independence and the results of his gym training, substantially boosted his confidence, so he's considerably more outgoing & assertive now. He's still fairly naive, though, thinking super-heroism is all fun & games - until he finds out that reality can be a very harsh mistress.

      Dennis Joseph Cauldray is a brilliant young scientist who, after a fairly unremarkable college career, ended up as a freelance consultant for all kinds of tech-firms, with his fore most employer being Fabricator's Inc. This grants him a steady income & cozy living, but he felt still unsatisfied, something was missing in his life. His personal scientific obsession was quantum mechanics, gravity and the concept of time travel (or at least -manipulation). Dennis hit the jackpot when he got his hands on the same research data which resulted Downtime's timebelt. Combining this information with his own research, and utilizing Fabricator's services, he created the first prototype of his Chronosuit. After several test runs, and improving the suit with gravity-based technology of his own design, it was finally ready and the new hero Chronis hit the streets.

      Design Notes
      Normally, I design original characters around a concept, with the actual game traits being dependent on this. Yet in Chronis' case I strayed from this path, him being clearly built around his powers, so his backstory & personality are admittedly somewhat simplistic/stereotypical. Mea Culpa, but I simply wanted a mischievous speedster who can zoom in unseen, give a whole room of baddies a wedgie and leave equally unseen, all done in a split second ("Re-Arrange"). I also wanted him to be good at supporting a team: He can boost his teammates' speed with "Go-Mo", set up foes for attack with "Slo-Mo" or directly assist his allies with his Teamwork advantage.
      Chronis's "Spacetime-Teleporter" is an easily concealable device the size of of cigarette pack. It can be used for a one-shot teleport to a previously set-up location (typically a hideout with the Chronosuit in place). It's normally used by Dennis in his civilian identity as an emergency measure to quickly get to his suit. His "Temporal Commlink" Feature represents a commlink that can speed-up/slow-down signals, enabling communication with his teammates' commlinks.
      Last edited by Bothrops; 11-22-2017, 08:49 PM.


      • #18
        Re: Bothrops' Pit

        "They strike, wrap around you, hold you tighter than your true love... And you get the privilege of hearing your bones break, before the power of the embrace causes your veins to explode."
        Paul Serone, Anaconda

        DIONIN ("Seth LeMercier")
        Concept: The Ultimate Serpent, Hero with Bad Rep
        PL 10 (150p: Abilities 74 + Skills 14 + Advantages 5 + Powers 47 + Defenses 10)

        Strength 6(8) Stamina 7 Agility 6 Dexterity -3 Fighting 7 Intellect 2(5) Awareness 9 Presence 3
        Acrobatics 2 (+8), Athletics 4 (+10), Close Combat (unarmed) 2 (+9/11), Deception 5 (+8), Expertise (survival; uses AWE) 1 (+10), Expertise (voodoo) 7 (+9/12), Insight 1 (+10), Intimidation 4 (+7/13), Perception 0 (+9/13), Persuasion 2 (+5), Stealth 0 (+6/10)
        Artificer, Diehard, Improved Initiative 1, Languages 1, Ritualist
        -Languages: English, Lemurian, French, Spanish

        American Naga (Array 15; 17p)
        BE Snake Form (Default, Activation 2): Elongation 1 (Permanent), Feature 1 (snake body), Growth 3 ("Lindwurm"; Activation 1, Continuous, Quirk 1 [full power], Reduced Traits [STA -2, DEX -1]), Protection 3 (Armor), Senses 1 (tremorsense), Shrinking 7 ("Snakeling"; Activation 1, Feature 1 [can be sustained while sleeping], Quirk 1 [full power], Reduced Traits [STR -3, STA -3]),
        Sinous (Sub-Array 7)
        BE Slither: Movement 2 (Slithering, Wall-Crawling 1), Speed 3
        AE Agile Swimmer: Enhanced Favored Environment (aquatic), Movement 1 (Environmental Adaptation 1 [aquatic]), Swimming 4
        AE Constrict: Extra Limbs 4 (coils; Limited to single grab, Sustained), Enhanced Advantages 3 (Improved Hold, Prone Fighting, Squeeze), Enhanced Strength 2 (Limited to grab)
        AE Snakeman Form (Activation 2): Enhanced Dexterity 3 (Permanent), Enhanced Acrobatics 2, Leaping 2 (Check Required 1 [acrobatics]), Morph 1 (human form; Continuous, Flawed, Move Action, Reduced Trait [Protection -3]), Movement 1 (Wall-Crawling 1), Protection 3 (Armor), Speed 3
        AE Dragon Form (Activation 2, Reduced Traits [STA -4, AGL -2, FGT -2]): Enhanced Advantages 2 (Improved Grab, Move-by-Action; Limited to flying), Enhanced Favored Environment (aerial), Flight 6 (Good, Wings; AE: Movement 1 [Wall-Crawling 1] + Speed 2 + Swimming 3), Growth 5 (Permanent), Immunity 5 (fire damage), Protection 6 (Armor), Fiery Breath (AE of Awaken the Serpent: Cone Area Damage 10 [fire])
        Awaken the Serpent (Array 21; 23p)
        BE Serpent's Wisdom (Activation 2): Enhanced Intellect 3 +Linked Enhanced Eidetic Memory +Linked Quickness 4 (Limited to mental tasks) and Reptilian Healing: Regeneration +4 (Sustained) and Stalker: Concealment 4 (normal vision & all auditory; Activation 1, Blending, Passive) + Enhanced Skills 4 (Perception 4, Stealth 4) + Senses 1 (tracking scent) and Threat Display: Enhanced Intimidation 6 + Enhanced Startle
        AE Snake Strike: Enhanced Advantages 4 (Close Attack 2, Fast Grab, Power Attack) and Venomous Bite: Progressive Affliction 9 (digestive enzymes; resisted & overcome by Fortitude; Impaired, Disabled, Dying; Injected, Precise, Limited to Lindwurm- & Dragon forms [2 ranks], Linked to unarmed damage)
        AE Basilisk's Gaze: Cone Area Cumulative Affliction 10 (resisted & overcome by Will; Entranced, Defenseless, Transformed [turned to stone]; Quirk 1 [only living creatures], Sense-Dependent [visual], Subtle, Alternate Conditions [Entranced, Compelled, Controlled])
        Draconic Blood (3p)
        Immunity 1 (suffocation [30 min, must hold breath]), Immunity 2 (aging, heat; Limited to partial), Regeneration 1
        Serpent Lord (2p)
        Comprehend 2 (animals; Narrow [snakes]), Feature 1 (Serpentfriend: snakes are friendly, +5 circ bonus on interaction checks vs snakes)
        Snake Senses (2p)
        Senses 2 (acute scent, low-light vision)

        Initiative +10
        Unarmed: +11 (DC 21)
        Bite: +11 (DC 21 + Affliction DC 17)
        Grab: +9 (vs 8 [+5])
        Gaze: Area DC 20 (DC 20)

        Dodge 10 Parry 10 Fortitude 10 Will 9 Toughness 10

        Dionin's Forms (default: 25' snake)
        Lindwurm (40' snake)
        STR 9(11) STA 8 DEX -4
        Acrobatics +6, Athletics +11, Intimidation +8/14, Stealth +3/7
        Dodge 9 Parry 9 Fortitude 11, Toughness 11
        Unarmed: +11 (DC 24)
        Bite: +11 (DC 24 + Affliction DC 19)
        Grab: +9 (vs 11 [+5])
        Snakeling (4' snake)
        STR 2(4) STA 4
        Acrobatics +12, Athletics +6, Intimidation +4/10, Stealth +13/17
        Dodge 13 Parry 13 Fortitude 7 Toughness 7
        Unarmed: DC 17
        Bite: DC 17 + Affliction DC 17
        Grab: vs 4 [+5]
        STR 6 DEX 0
        Acrobatics +10
        Grab: +9 (vs 6)
        STR 11 STA 8 AGL 4 FGT 5
        Acrobatics +3, Athletics +12, Intimidation +9/15, Stealth -1/+3
        Dodge 6 Parry 6 Fortitude 11, Toughness 14
        Initiative +8
        Unarmed: +9 (DC 26)
        Bite: +9 (DC 26 + Affliction DC 19)
        Grab: +7 (vs 11 [+2])
        Breath: Area DC 20 (DC 25)

        Motivation-Justice: Dionin absolutely cannot stand injustice, and holds himself to high standards of fairness. He's fiercely protective of innocents, and despises evildoers.
        Disability: When not in his humanoid form Dionin lacks hands & cannot easily manipulate objects. Due to his snake heritage, he's also somewhat hearing impaired.
        Vindictive: Dionin is an honorable creature, but he's also proud and does not suffer insults & transgressions lightly. While he's not obsessive over minor slights, graver ones demand harsh (& often poetic) retribution. Unless the transgressor makes an honest attempt to apologize, Dionin can be very stubborn about getting his revenge. Unprovoked attempts on his life (see below) are answered with swift retaliation (death, petrification or a transformative curse, depending on the circumstances and his mood).
        Prejudice / Reputation: While he can assume a human form, Dionin is in truth a large snake, and that's the form he's most comfortable in. Yet snakes are widely considered THE most hated & feared animals on earth and thus often associated with evil, so people tend to assume the worst of Dionin. His powers (particularly his flesh-melting venom, baleful gaze and destructive dragon form) do not improve his image, either. Now combine his vindictive temper with him living in the rural South (where many people practice a "kill on sight"-policy in regard to snakes) and you get guaranteed trouble as a result. Also, Dionin isn't exactly helping his case by gleefully utilizing this sinister/evil image for psychological warfare.
        Enemy: The Mayombe, the evil cult which in fact bred Dionin, and which he fled from, still want to sway him back to their side, craving his power. Dionin, of course, is having none of it, as he hates them with a passion.
        Quirk: Dionin has inherited the legendary draconian desire for aquiring & hoarding treasure, typically in the form of precious metals & gemstones. So far he's collected a tiny hoard that he stores in his cave-lair under the bayou. He would never spend it (so no wealth benefit), and simple theft or purchases with money are deemed unacceptable ways of enlarging it. He instead must "earn" it to consider it rightfully his.
        Identity: Dionin frequently enjoys human society (using his human alter ego "Seth LeMercier"), yet since his personality is a peculiar mix of both human & serpentine parts, difficulties can arise. He's a sentient snake, so his legal status is murky at best, and he's got only limited respect for human laws (following his own moral compass instead).

        Description & Personality
        The natural form of Dionin (spelled "die-OH-nin") is a large (25') dark colored snake, appearing like a unique cross between a reticulated python and a cottonmouth pitviper, with a muscular yet relatively slender body, a large triangular head and piercing golden eyes. He can change his size as a snake, either shrinking to a relatively innocous "snakeling" or growing to a fearsome 40' monster. He further can take a humanoid shape, either a scaled "snakeman" or an almost fully human form - the latter appears as a slim, good-looking, hairless african-american man, yet he still retains his golden eyes, sharp teeth & a forked tongue (when using his "awaken the serpent"-array, his serpentine features get more pronounced). Dionin's ultimate form is that of a winged dragon (comparable in size & shape to the Fell Beasts in Peter Jackson's LOTR-movies), also retaining his basic snake features.
        Dionin inherited the best traits of both snakes & humans, combining the former's cool patience & keen hunting instincts with the latter's curiosity & compassion. He's a contemplative, philosophical and surprisingly genial person with a very strong sense of justice. But he's also most definitely not one to be crossed, as he harbors a mile-wide vindictive & ruthless streak.

        The Mayombe are a vile cult based in Louisiana (particularly in & around Arcadia), led by the ruthless Lady Mamba. Their practices consist of a corrupted form of voodoo, combined with strong ties to the ancient Serpent People of sunken Lemuria. One of their gambits was trying to breed "The Ultimate Serpent", a supposed "living god" destined to lead the Mayombe to greatness. The process (involving dark sorcery, a brainwashed human surrogate mother, and lots of ritually sacrificed snakes) seemed to be a success at first: Dionin, as Lady Mamba named the newborn creature, grew unnaturally fast, quickly showed human intelligence & speech, and gained the ability to change into a young human boy after just 3 months. In order to groom him for his intended role, Dionin was raised with an odd mixture of doting reverence and harsh cruelty. At this point, Mamba noticed something wrong: Despite his unsavory origins, Dionin had no evil heart, and staunchly resisted Mamba's "lessons" - leading to vicious punishments. Adding to that, Cottonmouth (Mamba's eldest son, a pureblood serpent-man) grew jealous, and began mercylessly bullying Dionin. All this made him bitterly resentful of his twisted "family", until he finally snapped: In a cold rage, he killed several of his Mayombe "handlers" with his venom, petrified Cottonmouth and fled into the swamps. There he lived like an animal for several weeks, his snake instincts keeping him fed & alive, and he learned to avoid humans, since they'd shoot at him on sight. Yet he was still basically just a lonely youth, with his powers not yet developed fully, and hurting from a hunter's shotgun blast. So he assumed his human form (a seemingly 12 year old boy then) and approached a lonely cabin at the edge of the bayou. There he'd hit the jackpot: The cabin's owner, a kindly old woman who took him in & dressed his wounds, was none other than Mamam Babette, a powerful & respected mambo and an archenemy of Lady Mamba. Until her death from old age, Babette became his teacher & replacement family. She taught him the ways of the loa, the ways of humans, and how to truly accept himself, being the one he wants to be. Nowadays, the now adult Dionin leads a dual life, spending most of his time in the bayou but he frequently travels to Arcadia to enjoy the nightlife. He'd assumed the human identity of "Seth LeMercier", and he's become an accomplished bokor (voodoo sorcerer) among the bayou's Creole community.

        Design Notes
        The idea for this build came naturally to me, since I've always liked snakes (as if my avatar isn't a dead giveaway...) and also enjoy subverting worn-out stereotypes. The name "Dionin" comes, of course, from Ken Russel's cheeky, slightly surreal horror flic The Lair of the White Worm. Dionin is one of my more complex builds, mostly because of the 2 large arrays and his multiple forms. All his powers are snake-themed, not necessarily meaning actual snakes but also mythological creatures (dragons, basilisks, gorgons, nagas). Despite this somewhat narrow theme, Dionin is a very flexible hero: Quite mobile & stealthy, with versatile attacks targeting varying saves, a supreme grappler, and a capable "face" (good social skills) on top. He's somewhat lacking in Ranged capabilities, though.
        The Precise extra on his venom Affliction means he can control it: No venom at all (punch, tail slap, dry bite) or non-lethal dose (stops at disabled).
        The Limited (partial) flaw on his heat immunity means he treats environmental heat as one category lower (ignoring uncomfortable heat); whereas the same flaw on his aging immunity means he isn't truly immortal, but still has an extremely long lifespan measured in centuries (& gets a +5 circ bonus against aging attacks). The "snake body" Feature lets him easily fit through any opening big enough for his head, without any contortion. His gaze attack is a good candidate for powerstunting, generating alternate Afflictions (one of Dionin's favourites is transforming his victims into snakes, as a poetic punishment). The "Serpent's Wisdom" power with its Activation flaw is directly inspired by Kipling's Jungle Book (Mowgli enlists Kaa's help to find a solution for an urgent problem, so the python slips into a short trance to search his vast memory for a stratagem).
        Last edited by Bothrops; 03-27-2019, 02:29 PM.


        • #19
          Re: Bothrops' Pit

          PL 12 (165p: Abilities 66 + Skills 23 + Advantages 15 + Powers 44 + Defenses 17)

          Strength 7 Stamina 8 Agility 3 Dexterity 0 Fighting 10 Intellect 2 Awareness 3 Presence 2
          Athletics 4 (+10), Close Combat (blades) 2 (+12), Expertise (mercenary) 5 (+5), Insight 9 (+12), Intimidation 12 (+14), Perception 7 (+10), Ranged Combat (throwing) 7 (+7)
          All-out-Attack, Assessment, Benefit 2 (status: legendary warrior & apostle), Defensive Attack, Equipment 1, Fascinate (intimidation), Fearless, Improved Initiative 1, Improved Smash, Move-by Action, Power Attack, Startle, Takedown, Tracking

          Apostle (8p)
          Immunity 4 (aging, cold, disease, poison), Enhanced Advantages 2 (Diehard, Great Endurance; Permanent), Senses 2 (darkvision)
          Large Frame (3p)
          Growth 1 (Permanent, Innate)
          Mobile Menace (2p)
          Leaping 2 (Check Required [athletics] 1), Speed 1
          Demonic Form (Activation 2; 31p)
          Enhanced Strength 1 (Permanent), Enhanced Defenses 4 (Dodge 2, Parry 2; Permanent), Extra Limbs 1 (prehensile tail), Growth +5 (Permanent), Flight 7 (Wings), Protection 1 (Armor), Strength-based Damage 1 (horns & claws; Improved Critical 2), Regeneration 5 (Sustained, Quirk 2 [no Staggered or worse conditions]), Speed +1

          Initiative +7
          Unarmed: +10 (DC 22)
          Sword: +12 (DC 25; Crit. 19-20)
          Grab: +10 (vs 7)

          Dodge 11 Parry 11 Fortitude 10 Will 9 Toughness 9

          Sword: Strength-based Damage 3, Dangerous 1
          Light Leather Armor: Protection 1

          Demonic Form (winged minotaur)
          STR 13 STA 13
          Athletics +13, Intimidation +17
          Dodge 10 Parry 10 Fortitude 15 Toughness 14
          Natural Weaponry: +10 (DC 29; Crit 18-20)
          Grab: +10 (vs 13 [+1])

          Motivation-Challenge: Zodd lives for fighting, seeking ever stronger adversaries.
          Responsibility: Zodd answers to the Godhand, although in his own way.
          Honor: Despite being a monstrous butcher in combat, Zodd holds himself to certain standards, adhering to a traditional warrior's code & usually sparing non-combatants. He considers wanton cruelty & other depraved acts (which are so often committed by other apostles) distasteful and beneath his dignity.
          Reputation: Zodd is widely feared as a deadly warrior by mortals & apostles alike.
          Prejudice: Even in his basic form Zodd looks obviously monstrous & inhuman.
          Weakness: When in their demonic form, apostles retain a body-part equivalent to their basic form (the face in Zodd's case). Attacks against this spot (natural 20 or 3 degrees of success on the attack roll, Finishing Attack or expenditure of a HP) gain a +2 circ. bonus on Damage-DC, and ignore the apostle's Regeneration.

          Description, Personality & Background
          see here
          Last edited by Bothrops; 04-15-2018, 10:55 AM.


          • #20
            Re: Bothrops' Pit

            PL 10 (160p: Abilities 60 + Skills 12 + Advantages 15 + Powers 57 + Defenses 16)

            Strength 3 Stamina 4 Agility 8 Dexterity 2 Fighting 7 Intellect 1 Awareness 2 Presence 3
            Acrobatics 6 (+14), Deception 4 (+7), Insight 3 (+5), Perception 6 (+8), Persuasion 2 (+5), Stealth 3 (+12)
            Agile Feint, Benefit 1 (status: ruler of the misty valley), Defensive Roll, Favored Environment (aerial), Improved Initiative 1, Sidekick 10

            Apostle (8p)
            Immunity 4 (aging, cold, disease, poison), Enhanced Advantages 2 (Diehard, Great Endurance; Permanent), Senses 2 (darkvision)
            Youth (3p)
            Shrinking 1 (Permanent, Innate)
            Insectile (12p)
            Extra Limbs 2, Feature 1 (can assume a more human-like form as a free action), Feature 1 (produce webbing), Flight 5 (Good, Wings), Enhanced Advantages 2 (Move-by Action, Takedown; Limited to flying), Senses 1 (acute scent)
            Proboscis (8p)
            Strength-based Damage 2 (Accurate 1, Improved Critical 3), Extra Limb 1, Elongation 2 (Limited to proboscis)
            Demonic Form (Activation 2, Reduced Trait [Shrinking -1]; 16p)
            Enhanced Strength +3 (Permanent), Enhanced Stamina 1 (Permanent), Growth 3 (Permanent), Flight +4 (Wings), Regeneration 5 (Sustained, Quirk 2 [no Staggered or worse conditions])
            Butterfly of Death & Rebirth (Array 9; 10p)
            BE Poison Dust: Burst Area Reaction Affliction 5 (poison; resisted by Fortitude; Dazed; Limited Degree 2, Limited to slow flight, Quirk 1 [easily countered])
            AE Create Bugspawn (Inaccurate 2): Cumulative Affliction 10 (resisted by Fortitude; Dazed, Stunned, Transformed [into cocoon, then into apostle spawn after 1 day]; Limited to vulnerable targets, Variable Descriptor 1 [insectile spawn])

            Initiative +12
            Unarmed: +7 (DC 18)
            Proboscis: +9 (DC 20; Crit. 17-20)
            Poison Dust: Reaction Area DC 15 (DC 15)
            Create Spawn: +3 (DC 20)
            Grab: +9 (vs 3 [+2])

            Dodge 11 Parry 10 Fortitude 8 Will 8 Toughness 6 (4 without Def Roll)

            Demonic Form (queen moth)
            STR 9 STA 8
            Dodge 10 Parry 9 Fortitude 12 Toughness 10 (8 without Def Roll)
            Acrobatics +12, Stealth +8
            Unarmed: +7 (DC 24)
            Proboscis: +9 (DC 26; Crit 17-20)
            Grab: + 9 (vs 9 [+4])

            Quirk-Delusional: Rosine fancies herself an "elf" (while being in truth a demonic apostle). She also considers nearly all adults abusive, corrupt & rotten, while children are universally the victims of the former. She genuinely believes she's doing the latter a favor by "rescuing" them (= transforming them into her spawn).
            Motivation-"Justice": Since adults are evil in Rosine's eyes (see above), they deserve brutal punishment; and she wants to "free" children from the former's tyranny by making them into "elves".
            Responsibility: As an apostle, Rosine answers to the Godhand, although not very enthusiastically.
            Relationship: Rosine cares deeply for her childhood friend Jill, who's perhaps the only person who can reason with her. Yet she'd love nothing more than making Jill a "special" spawn, so they can be together forever.
            Prejudice: Rosine looks clearly inhuman (if cute); even when assuming her "more-human" form she retains some unnatural features.
            Weakness: When in their demonic form, apostles retain a body-part equivalent to their basic form (her human upper body embedded in the demon form's "face" in Rosine's case). Attacks against this spot (natural 20 or 3 degrees of success on the attack roll, Finishing Attack or expenditure of a HP) gain a +2 circ. bonus on Damage-DC, and ignore the apostle's Regeneration.

            Description, Personality & Background
            see here


            SIDEKICK: Pseudo-Elf Swarm
            PL 4 (50p: Abilities -4 + Skills 3 + Advantages 2 + Powers 43 + Defenses 6)

            Strength -4 Stamina 0 Agility 4 Dexterity 0 Fighting 0 Intellect -1 Awareness 0 Presence -1
            Acrobatics 1 (+5), Perception 5 (+5)
            Fearless, Move-by Action

            Apostle Spawn (6p)
            Immunity 4 (aging, cold, poison, disease), Senses 2 (darkvision)
            Buzzing Swarm (24p)
            Enhanced Fortitude 6 (Limited to single target attacks, Permanent), Flight 2 (Perfect), Immunity 2 (critical hits), Insubstantial 2 (Innate, Permanent, Limited [takes half damage from normal physical attacks], Limited [can only fit through openings big enough for individuals]), Protection 4 (Limited to single target attacks), Regeneration 6 (reinforcements; Limited to the Misty Valley), Senses 1 (radius vision)
            Swarm Attack (13p)
            Selective Burst Area Damaging Move Object 4 (Concentration, Precise)

            Initiative +4
            Swarm Attack: Area DC 14 (DC 19 / vs 4)

            Dodge 4 Parry 4 Fortitude 0(6) Will 2 Toughness 0(4)

            Quirk-Insanity: Rosine's "little friends" are, besides being fanatically loyal to their mistress, completely ax-crazy. They're not actually malevolent, but rather oblivious to the woe they cause (even happily killing each other in "games").
            Last edited by Bothrops; 12-31-2018, 04:51 AM.


            • #21
              Re: Bothrops' Pit

              PL 10 (130p: Abilities 52 + Skills 20 + Advantages 12 + Powers 30 + Defenses 16)

              Strength 7 Stamina 5 Agility 5 Dexterity 0 Fighting 7 Intellect 0 Awareness 0 Presence 2
              Athletics 3 (+10), Deception 3 (+5), Expertise (criminal) 5 (+5), Insight 5 (+5), Intimidation 10 (+12), Perception 7 (+7), Ranged Combat (throwing) 7 (+7)
              All-out Attack, Chokehold, Benefit 3 (status: leader of the black dog knights), Equipment 1, Improved Grab, Improved Hold, Improved Smash, Power Attack, Startle, Takedown

              Apostle (8p)
              Immunity 4 (aging, cold, disease, poison), Enhanced Advantages 2 (Diehard, Great Endurance; Permanent), Senses 2 (darkvision)
              Apelike (2p)
              Leaping 2 (Check Required [athletics] 1), Speed 1
              Demonic Form (Activation 2; 20p)
              Enhanced Fast Grab, Feature 1 (can use feet as hands; +2 circ bonus for climbing), Growth 6 (Permanent), Protection 2 (Armor), Regeneration 5 (Sustained, Quirk 2 [no Staggered or worse conditions]), Speed +1, Sweeper (AE of Strength-Damage: Burst Area Damage 8 [Quirk 1: affects only "flat" circle; Quirk 2: requires uprooted tree or similar huge weapon]), Chest Mouth (AE of Strength-Damage: Damage 13 [Grab-based, Secondary Effect])

              Initiative +5
              Unarmed: +7 (DC 22)
              Club: +7 (DC 24)
              Grab: +7 (vs 7 [+2])

              Dodge 9 Parry 10 Fortitude 8 Will 6 Toughness 8

              Club: Strength-based Damage 2
              Cuirass: Protection 3
              (Tree: Strength-based Damage 2, Reach 1, Inaccurate 1)

              Demonic Form (giant ape-thing)
              STR 13 STA 11
              Dodge 6 Parry 7 Fortitude 14 Toughness 13
              Athletics +13, Intimidation +15
              Unarmed: +7 (DC 28)
              Tree: +5 (DC 30)
              Sweeper: Area DC 18 (DC 23)
              Grab: +7 (vs 13 [+2])

              Motivation-"ENJOYMENT & EXCITEMENT!!!": Wyald is an utterly depraved, sadistic & reckless hedonist of the worst kind, he craves a life of neverending sex & violence, and cares about nothing else. Since he's supremely arrogant & confident in his power, he tends to toy with his foes and also gets easily distracted from his objectives (because his one true objective is having "fun").
              Reputation: Wyald and his Black Dog Knights are notorious for their atrocities in all Midland, so the King had them banished to a remote province during peacetime.
              Responsibility: As an apostle, Wyald answers to the Godhand, but he actually couldn't care less (this attitude may get him in trouble in the future). He also officially serves the King of Midland, but this is just a farce he maintains for his own entertainment.
              Prejudice: Even in his human form, Wyald looks distinctly degenerate & animalistic.
              Weakness: When in their demonic form, apostles retain a body-part equivalent to their basic form (his human upper body forming the demon form's head in Wyald's case). Attacks against this spot (natural 20 or 3 degrees of success on the attack roll, Finishing Attack or expenditure of a HP) gain a +2 circ. bonus on Damage-DC, and ignore the apostle's Regeneration.

              Description, Personality & Background
              see here
              Last edited by Bothrops; 04-15-2018, 10:58 AM.


              • #22
                Re: Bothrops' Pit

                Concept: Shapeshifting Blob-Monster, Identity Thief
                PL 10 (150p: Abilities 26 + Skills 10 + Advantages 6 + Powers 92 + Defenses 16)

                Strength 7(11*) Stamina 3(7*) Agility 2 Dexterity -1 Fighting 9 Intellect 0 Awareness 0 Presence -1
                *with Growth active
                If Shogg leaves the water for longer than 4 minutes (time rank 5), its gets the following reduced traits: STR 5(9) AGL 0 FGT 7
                Perception 8 (+8), Ranged Combat (throwing) 7 (+6), Stealth 5 (+7/11)
                All-out Attack, Chokehold, Diehard, Fast Grab, Fearless, Improved Hold
                -Languages: English, Atlantean

                Protoplasmic Body (22p)
                Elongation 1, Immunity 7 (aging, cold, pressure, critical hits, suffocation), Impervious Toughness 3, Protection 6 (Impervious, Limited to physical damage), Regeneration 10 (Limited to physical damage)
                Aquatic Expansion (5p)
                Growth 4 (Activation 1, Source [water]) +Linked Impervious Toughness 4 (Limited to linked Growth effect)
                Devour Memories (12p)
                Variable 2 (traits of catalyst; Continuous, Feature 1 [gains access to catalyst's memories], Limited [must consume catalyst's brain; -2], Limited to skills & skill advantages) +Linked Enhanced Deception 6 (Limited to impersonating consumed victims [-2])
                Morphic Control (Array 14; 15p)
                BE Plasmic Form (Reverting Default): Elongation +1, Enhanced Takedown 2, Extra Limbs 4 (pseudopods; Sustained), Insubstantial 1, Movement 1 (Slithering)
                AE Shapeshift: Variable 2 (physical traits of assumed forms; Move Action, Quirk 2 [only simple "organic" traits, no color change)
                Metabolic Control (Array 13; 15p)
                BE Weaken Toughness 8 (acid; Affects Objects [5 ranks], Linked to unarmed)
                AE Weaken Toughness 10 (acid; Affects Objects [6 ranks], Grab-based) +Linked Damage 10 (acid; Grab-based)
                AE Enduring Close Range Obscure 2 (all visual), Healing 10 (Self Only, Source [water])
                Mimicry (Reduced FGT-2; 1p)
                Concealment 2 (normal vision; Blending, Feature 1 [mimic colors & textures]) +Linked Enhanced Stealth 4
                Oozing (Array 8; 9p)
                BE Swimming 5, Enhanced Favored Environment (aquatic), Movement 1 (Environmental Adaptation [aquatic])
                AE Speed 2, Movement 3 (Safe Fall, Wall-Crawling 2)
                Ooze Senses (5p)
                Senses 5 (low-light vision, spatial awareness [accurate, radius, ranged mental sense])
                Strange Mind (2p)
                Enhanced Will 4 (Limited to mental effects, Permanent)
                Water-Dependent (6p)
                Enhanced Strength 2 (**), Enhanced Agility 2 (**), Enhanced Fighting 2 (**)
                **Limited to immersion in water + 4 minutes (time rank 5)

                Initiative +2
                Unarmed: +9 (DC 22/26 + Weaken DC 18)
                Acidic Grip: Grab (DC 25 + Weaken DC 20)
                Grab: +9 (vs 7/11 [+5])

                Dodge 9(7) Parry 9(7) Fortitude 5(9) Will 7(11) Toughness 9(13)

                Identity/Motivation/Addiction: Shogg lacks a true personality & identity, as well as a purpose in life, so it desperately craves one for itself. It attempts to get one by consuming living victims (absorbing their memories, mimicing their form & taking over their lives). Yet Shoggs's never satisfied for long, moving randomly on to the next victim.
                Dependence/Weakness: Shogg's metabolism is extremely water dependent - it can go without water for 1 hour, after that it loses a Growth rank (if this power was active before) and must make a Fortitude check every 10 minutes (the GM may modify this time interval for environmental conditions). Attacks with a "dehydration" descriptor get a +5 circ. bonus on DC. When shapeshifted, Shogg always seems to transpire heavily.
                Power-Loss: When dehydrated (going 1 hour without water, failing a save against an effect with a matching descriptor), Shogg loses access to its "Metabolic Control" array.
                Quirk-Amnesia: Shogg has no memories of its origins, and it tends to quickly forget experiences of its past identities. Shogg is (most painfully) aware of this, leaving a maddening feeling of loss.

                Description & Personality
                By default, Shogg appears as an amorphous tentacled mass of grey-black protoplasma. It can also "soldify" its form, enabling it to mimic other organic shapes - for changing color & texture (and thus making a disguise convincing), Shogg must also activate its "Mimicry" power (which interfers with its fighting ability). This means Shogg must literally show its true colors for fighting with full power.
                As described under "Complications", Shogg lacks a true personality of its own, a fact painfully obvious to itself & nearly driving it mad. Besides this metaphorical "hole in the heart" (and the desperate need to somehow close it), Shogg is governed only by the most basic survival instincts. In spite of its urge to literally take over other peoples' lives & live in their stolen skin, Shogg remains an alien creature who completely lacks a conscience, morality or human feelings (these traits Shogg can't absorb, to its eternal chagrin).

                Mostly unknown, even Shogg itself doesn't know anything about it origins. It seems to be somehow connected to ancient Atlantis, given the fact that Shoggs speaks Atlantean.

                Design Notes
                An obviously Lovecraftian monster, and one of my first builds. I basically conceived Shogg as an aquatic shapeshifting blob (inspired by movies like The Thing, The Blob, Dagon etc), later adding the identity-stealing theme as an extra twist. While it could be easily used as a PC, I think Shogg's most effective (and horrifying) as an NPC villain: So your neighbour is acting strange since last week, constantly drinking water, and pets & finally people start vanishing in the hood...
                Shogg is usually below-PL when encountered in a human guise; when seriously pressed it attempts to reach water to absorb, enabling it to grow in size & power. When emulating new traits with the "Devour Memories" Variable, the replaced ones are typically "lost". "Recalling" previous traits is a good use for a power stunt, though.
                Last edited by Bothrops; 11-22-2017, 08:52 PM.


                • #23
                  Re: Bothrops' Pit

                  THE COUNT
                  PL 10 (135p: Abilities 46 + Skills 21 + Advantages 10 + Powers 40 + Defenses 18)

                  Strength 6 Stamina 6 Agility 0 Dexterity 0 Fighting 7 Intellect 2 Awareness 2 Presence 0
                  Close Combat (unarmed) 2 (+9), Deception 8 (+8), Expertise (noble) 5 (+7), Expertise (crusader) 3 (+5), Insight 6 (+8), Intimidation 8 (+8), Perception 5 (+7), Persuasion 5 (+5)
                  All-out Attack, Benefit 4 (status: high nobility), Benefit 3 (wealth), Connected, Improved Hold

                  Apostle (8p)
                  Immunity 4 (aging, cold, disease, poison), Enhanced Advantages 2 (Diehard, Great Endurance; Permanent), Senses 2 (darkvision)
                  Demonic Form (Activation 2; 25p)
                  Burrowing 4 (AE: Movement 2 [Slithering, Wall-Crawling 1]), Extra Limbs 4, Feature 1 (partial transformation), Growth 5 (Permanent), Protection 2 (Armor), Regeneration 5 (Sustained, Quirk 2 [no Staggered or worse conditions])
                  Birth Spawn (7p)
                  Summon 3 (Continuous, Controlled, Mental Link, Tiring)

                  Initiative +0
                  Unarmed: +9 (DC 21)
                  Grab: +7 (vs 6)

                  Dodge 9 Parry 9 Fortitude 8 Will 7 Toughness 6

                  Demonic Form (monstrous slug)
                  STR 11 STA 10
                  Dodge 7 Parry 7 Fortitude 13 Toughness 13
                  Intimidation +11
                  Unarmed: +9 (DC 26)
                  Grab: +7 (vs 11 [+4])

                  Motivation-Sadism & Gluttony: When he was still human, the Count was a genuine religious zealot, who led crusades against heretics & pagans. Today he's a sadistic hypocritical tyrant, his continued witch-hunts serving as a steady source of fresh victims for him to devour.
                  Relationship: While otherwise evil to the core, the Count dearly loves his teenaged daughter Theresia, his only child. He wants to shelter her from the evils of the world, and would never allow her to be harmed.
                  Responsibility: As an apostle, the Count answers to the Godhand. Further, his position as a high-ranking Midland noble comes with certain duties.
                  Secret: The Count keeps his nature as an apostle a secret, particularly towards his daughter.
                  Weakness: When in their demonic form, apostles retain a body-part equivalent to their basic form (his human face sits on the the demon form's upper forehead in the Count's case). Attacks against this spot (natural 20 or 3 degrees of success on the attack roll, Finishing Attack or expenditure of a HP) gain a +2 circ. bonus on Damage-DC, and ignore the apostle's Regeneration.

                  Description, Personality & Background
                  see here


                  MINION: Slugspawn
                  PL 3 (45p: Abilities -6 + Skills 5 + Advantages 1 + Powers 36 + Defenses 9)

                  Strength -3 Stamina 0 Agility 0 Dexterity -3 Fighting 0 Intellect 1 Awareness 0 Presence 0
                  Perception 5 (+5), Stealth 5 (+13)
                  All-out Attack

                  Apostle Spawn (3p)
                  Immunity 1 (disease), Senses 2 (darkvision)
                  Slug (22p)
                  Movement 3 (Permeate 1 [Limited to small openings], Slithering, Wall-Crawling 1), Shrinking 8 (Permanent, Innate)
                  Infestation (2p)
                  Cumulative Affliction 6 (resisted by Fortitude & Will; Controlled; Concentration, Distracting, Instant Recovery, Limited Degree 1 [3rd only], Limited to vulnerable targets, Merges with host [+1], Resistible [will])
                  Mutate Host (9p)
                  Enhanced Strength 2 (*) + Linked Enhanced Stamina 2 (*) + Linked Enhanced Advantages 2 (Diehard, Great Endurance; *) +Linked Regeneration 4 (*) +Linked Extra Limbs 2 (tentacles; *) +Linked Elongation 2 (*, Limited to tentacles)
                  *Affects only others, Limited to host

                  Initiative +0
                  Infestation: +0 (DC 16)

                  Dodge 6 Parry 5 Fortitude 0 Will 6 Toughness 0

                  Disability: The Count's spawn lacks manipulative limbs
                  Prejudice: The spawn is a hideous sluglike little abomination bearing the Count's face. Also, its possessed host will quickly become monstrously deformed.
                  Last edited by Bothrops; 04-15-2018, 11:00 AM.


                  • #24
                    Re: Bothrops' Pit

                    I really like Anteaus. I remember his fight with Hercules in the myths. Speaking of myths (mists?). Is there any chance you could do a build for the impossibly tall creature? That thing is so freaking awesome it's crazy.


                    • #25
                      Re: Bothrops' Pit

                      Originally posted by Univers8e View Post
                      I really like Anteaus. I remember his fight with Hercules in the myths.

                      Speaking of myths (mists?). Is there any chance you could do a build for the impossibly tall creature? That thing is so freaking awesome it's crazy.
                      I actually want to do a build for this critter in the future. The reasons for the delay: There's very little official background info, and it completely ignores humans, just striding along, not showing any behavioral patterns or special abilities. Any build would be based on pure speculation. It's essentially just a really, REALLY huge animal, in fact the "MIST"-version of a sauropod, and probably a peaceful herbivore.
                      But I think about it!


                      • #26
                        Re: Bothrops' Pit

                        Ah the count. ultimately a speed bump, but a very important character, as he's how Miura explains the concept and ground rules of the Apostles/Beherit and introduces the God Hand to we readers

                        and, as a special request, since I won't be able to do the required research in time, could you perhaps write up the Demogorgon from Stranger Things?


                        • #27
                          Re: Bothrops' Pit

                          Originally posted by Kreuzritter View Post
                          Ah the count. ultimately a speed bump, but a very important character, as he's how Miura explains the concept and ground rules of the Apostles/Beherit and introduces the God Hand to we readers
                          AFAIK the Count utterly curbstomped Guts, and could have killed him with ease - not bad for a speed bump... Guts had to take the Count's young daughter hostage to stall & get the drop of him.
                          I always found the apostles oddly fascinating, because they're so damn tragic villains: To become one, you must sacrifice someone you genuinely love when in a situation of absolute despair, and that means even friggin' WYALD wasn't pure evil before his "ascension" - Complete Monsters CANNOT become apostles, period.

                          and, as a special request, since I won't be able to do the required research in time, could you perhaps write up the Demogorgon from Stranger Things?
                          Hmm, haven't seen Stranger Things yet; but allright, I'll see what I can do.


                          • #28
                            Re: Bothrops' Pit

                            THE DEMOGORGON
                            PL 7 (95p: Abilities 42 + Skills 12 + Advantages 9 + Powers 32 + Defenses 0)

                            Strength 6 Stamina 9 Agility 3 Dexterity 0 Fighting 5 Intellect -2 Awareness 4 Presence -2
                            Athletics 5 (+10), Close Combat (maw&claw) 2 (+7), Expertise (the upside-down [uses AWE]) 1 (+5), Perception 8 (+12), Stealth 8 (+10)
                            Diehard, Favored Environment (the upside-down), Fearless, Great Endurance, Hide-in-plain-Sight, Improved Grab, Improved Hold, Improved Initiative 1, Power Attack

                            Alien Perception (11p)
                            Senses 10 (spatial awareness [accurate acute ranged penetrates-concealment mental sense], acute tracking scent; Dimensional 1 [upside-down/prime])
                            7 feet of Menace (4p)
                            Growth 1 (Permanent, Innate), Speed 1
                            Maw & Claw (3p)
                            Strength-based Damage 1 (Improved Critical 2)
                            Really Durable (5p)
                            Impervious Toughness 6 (Limited to physical damage), Regeneration 2
                            Strange Powers (Array 8; 9p)
                            BE Psychokinesis: Perception Range Move Object 2 (Precise, Subtle 2, Quirk 1 [60ft range])
                            AE Dimensional Breach (Activation 2, Noticeable): Movement 1 (Dimension Travel 1 [upside-down/prime]; Sustained Portal) +Linked Teleport 1 (Change Direction, Sustained Portal)

                            Initiative +7
                            Maw&Claw: +7 (DC 22; Crit 18-20)
                            Grab: +5 (vs 6 [+2])

                            Dodge 3 Parry 5 Fortitude 9 Will 4 Toughness 9

                            Disability: The Demogorgon lacks eyes and so is visually blind. While it possesses other acute & accurate senses, it's unaware of purely optical clues (light & dark, color, transparency etc).
                            Motivation-Predator: The monster seems (so far) to be nothing but an animal operating on predatory instinct (but with with some problem-solving intelligence).
                            Quirk-Shark out of dimensional water: Hailing from a parallel world, the creature is unfamiliar with ours (being first made aware of the latter due to Eleven's psychic contact). The "normal" world seems to be a far richer hunting ground than the Upside-Down, explaining its subsequent forays.
                            Quirk-Bloodlust: The scent of fresh blood is irresistible, even across dimensional borders. This can be used as a lure.
                            Prejudice: The Demogorgon is obviously an alien monstrosity.
                            Weakness: Vulnerable to psionic powers (-2 circ penalty on saves).

                            Description, Personality & Background
                            see here

                            Design Notes
                            @Kreuzritter: Here you go!
                            This is an improvised build based on current information.
                            About the "Dimensional Breach" power: It has the Activation 2 & Noticeable flaws, that means the monster must first use a standard action to prepare the gate, accompanied by varying noticeable "poltergeist"-phenomena around the destination point (= familiar opponents know what's coming). I linked the Dimensional Movement to a short ranged Teleport effect, allowing the Demogorgon to bypass obstacles (useful, since any obstacle in our world is also present in the Upside-Down).
                            Last edited by Bothrops; 11-28-2017, 07:35 PM.


                            • #29
                              Re: Bothrops' Pit

                              "Some people call me an abomination, they say I'm violating the so-called "natural order of things" with my existence. They are right. I made said natural order my bitch."
                              Andy Bogey
                              ANDREA "ANDY" BOGEY
                              Concept: Undead Anti-Heroine, Dark Trickster
                              PL 10 (150p: Abilities 30 + Skills 5 + Advantages 6 + Powers 101 + Defenses 8)

                              Strength 3(6/7) Stamina - Agility 4 Dexterity 0 Fighting 6 Intellect 5 Awareness 8 Presence 5
                              Deception 5 (+10), Insight 2 (+10), Intimidation 3 (+8)
                              Equipment 4, Fearless, Jack-of-all-Trades
                              -Languages: English, French (rudimentary)

                              Dark One (43p)
                              Immunity 32 (fortitude, controlled & transformed conditions), Protection 12 (Limited against silver-, blessed- or magical weapons), Regeneration 1, Senses 2 (darkvision), Enhanced Awareness 2 (*)
                              Dark Whispers (Activation 1; 2p)
                              Communication 1 (mental; Feature 2 [understand & understood], Limited to accurately perceivable subjects, Distracting, *), Cumulative Mind Reading 9 (Concentration, Distracting, Feedback, Sense-Dependent [mental communication], *)
                              Defy Gravity (5p)
                              Flight 1 (Perfect, Subtle)
                              Dreadshape (Array 25; 26p)
                              BE Shapeshift: Variable 2 (physical traits of assumed forms) +Linked Enhanced Strength 2 (*) +Linked Enhanced Agility 2 (*) +Linked Enhanced Fighting 2 (*) +Linked Enhanced Presence 3 (*), Dread Jump (AE of Dread-Channel: Accurate Teleport 6 [Change Direction, Precise, Subtle 2, *)
                              AE Possess Object: Summon 4 (animated object [60p]; Controlled, Heroic, Merge with object [+1], Responsive, Shared actions [-1]) +Linked Affects Others on Flight
                              Dread-Channel (Array 20; 23p)
                              BE Dread Scry (Activation 2): Remote Sensing 9 (mental; Dimensional 1 [dreadzone/prime], *) +Linked Senses 8 (accurate acute radius rapid 3 ranged mental sense; Limited to remote sensing, *) + Communication +1 (mental; Dimensional 1 [dreadzone/prime], Limited to accurately perceivable subjects, Distracting) + Dimensional 1 (dreadzone/prime) on Mind Reading, and Dreadgate (Activation 1): Teleport 1 (Change Direction, Easy, Extended Only, Portal [Sustained], *) +Linked Movement 1 (Dimension Travel 1 [dreadzone/prime]; Portal [Sustained], *) +Linked Illusion 4 (visual; Dimensional 1 [dreadzone/prime], Limited to disguising portal [-2], *)
                              AE Regeneration +5 (Sustained), and Dreadstrike (Sub-Array 14)
                              BE Vicious Arsenal: Stength-based Damage 3 (Accurate 2, Affects Insubstantial 2, Improved Critical 3, Incurable, Variable Descriptor 1 [physical]), Enhanced Strength +1
                              AE Dreadcurse: Progressive Affliction 13 (resisted by Will; Impaired, Stunned, Transformed; Distracting, Limited to vulnerable targets, Quirk 1 [living targets only], Variable Descriptor 2 [into anything])
                              AE Dreadstuff: Variable 3 (creation & control of pseudo-matter; Move Action, Reduced FGT-2)
                              AE Phantasmagoria: Illusion 7 (visual & auditory; Size +1, *)
                              Urban Legend (2p)
                              Feature 1 (dread name), Immortality 1 (Quirk 1: trapped in the Dreadzone after resurrection until someone chants her name 3x in the darkness)

                              *Quirk 2: useless in direct sunlight or strong light

                              Equipment (20p)
                              HQ: The Dreadzone (pocket dimension; Size Awesome; Toughness 8, Concealed, Deathtraps, Effect (Close Range Continuous Create 18 [Precise, Proportional, Subtle]), Grounds, Intelligent, Isolated, Living Space, Personnel, Power System, Sealed, Self-Repairing 2, Variable Environment)

                              Initiative +4
                              Vicious Arsenal: +10 (DC 25; Crit 17-20)
                              Dreadcurse: +6 (DC 23)
                              Grab: +6 (vs 7)

                              Dodge 8 Parry 8 Fortitude - Will 10 Toughness 12

                              Sample Forms (via Shapeshift)
                              - "Idealized Self" (8p): Enhanced Strength 3, Speed 2
                              - "Hawkmoth-Bogey" (9p): Enhanced Strength 3, Flight +5 (Wings), Growth 1 (Permanent), Reduced Traits (AGL-1, FGT-1)
                              - "Doppelgänger" (9p): Enhanced Strength 2, Morph 1 (varies)

                              Sample Constructs (via Dreadstuff)
                              - "The Claw" (15p): Damaging Move Object 12 (Accurate 4, Concentration, Distracting, Diminished Range 1)
                              - "The Swarm" (15p): Selective Burst Area Damaging Move Object 4 (Concentration, Precise, Diminished Range 2)
                              - "Bauble" (15p): Continuous Close Range Create 13 (Precise, Proportional, Subtle)

                              Motivation-Fun & Justice: Andy hates abusive people with a passion, and she's also a fun-loving prankster (albeit one with a very dark & morbid sense of humor). Combining this therefore comes naturally to her, she loves teaching ghastly "lessons" to the ones who deserve it in her eyes.
                              Addiction-Fear: Scaring people is not just mere fun for Andy, she must feed on fear to retain her sanity. The longer she's deprived of other's fear, the closer her dark side comes to the surface (see identity/temper).
                              Identity/Temper: She has a fiery temper by nature, yet pushing Andy Bogey too far is a very, VERY bad idea. When she snaps, her dark side ursurps her personality. "Dark Andy" is just like her normal self, but cruel, vicious & totally unfettered, ruthlessly using her powers to their full lethal potential. This evil side will go dormant again after a short time, but usually not without having taken at least one life. Andy retains all memories of her deeds, typically filling her with shame & guilt in the aftermath.
                              Reputation/Fame: Andy Bogey's legend is quite known (and feared) among teenagers and certain subcultural and occult circles, making her the subject of many ghost stories. A popular dare at Halloween parties is invoking her "dread-name" (chanting her name 3 times in the dark), and sometimes, when she's in the mood, she responds...
                              Immortal Immaturity: Becoming an undead creature in her teens has not only stopped Andy's aging, but also froze her emotional development. Despite her intelligence, she's perpetually stuck in a teenage mentality, being prone to mood-swings and rash, impulsive behavior.
                              Quirk: As a supernatural entity, Andy Bogey is mystically compelled to keep her freely given word & uphold her part of all deals/bargains she voluntarily made, as long as the opposing party uphold theirs. She's fiendishly clever at exploiting loopholes, though...
                              Weakness: Andy's physical form is in truth only a projection (her true essence lies within the Dreadzone, or rather, she IS the Dreadzone), and so can only exist for a limited time (4 hours, time rank 11) outside her home dimension. If she fails to return after this time runs out, she first gains the impaired condition, and is destroyed after 1 minute (she'll resurrect in the Dreadzone 2 weeks later). An uninterrupted 4 minute stay (rank 5) in the Dreadzone resets this deadline. Being "naked" (i.e. not using Shapeshift or not occupying an object) while exposed to direct sunlight (or very strong artificial light) has the same destructive effect on her. Further, any dreadstuff constructs can only exist in the "real" world while she's also there, when she returns home they'll dissolve within 1 minute.

                              Description & Personality
                              In her most basic form, Andy is now just a vaguely humanoid shape of semi-solid darkness ("raw" dreadstuff, actually), so she must use her Shapeshift power to assume a meaningful form ("clothing" herself in "refined" dreadstuff). Her "default" form, the one she's most comfortable in, is a slightly idealized version of herself when she was still alive: A wiry & very boyish-looking teenage girl, short (5'4'') but with a remarkably athletic physique. She has pale skin, a thin face with intense blue eyes (which turn red when her dark side reigns) and usually wears her short black hair in a wide slicked-back mohawk. She usually dresses in a style that can be described as a mix between a 50s greaser & an 80s punk-rocker: Black leather jacket, tight jeans & heavy boots. A typically assumed combat form is an 8' tall monstrous cross between her default form and a humanoid Death's Head Hawkmoth, with great black wings sprouting from her back. She's particularly fond of said moth's distinctive skull-like marking, so she uses a stylized version as her personal logo (it often appears on the back of her leather jacket, for example).
                              Andy's powers are all based on her link to the "Dreadzone", her personal nightmare-mindscape which became physical reality through her own death, existing as an extradimensional space. Direct sunlight (or very strong artificial light) weakens this link, disabling several of her powers. The dreadzone itself (and all things originating from it, including Andy's physical form) is entirely composed of "dreadstuff", a form of "pseudo matter" Andy can create, manipulate & shape at will. This matter can be "refined" to form seemingly normal objects ("Bauble"), and even lifelike animated constructs. Her "Vicious Arsenal" power is just a specialized version of this, forming various melee weaponry (fangs, claws, knives, drills, buzzsaws...). Channeling "raw" (ephemeral) dreadstuff allows her to cast illusions. She can further open portals between the dreadzone and our world, the basic spatial "contact-point" (for both dimensional travel & dimensional remote sensing) is always the location where the last portal existed, and places where her "Dread Name" is invoked: When someone chants "Andy Bogey" 3 times in the darkness, Andy becomes aware of this, and can target this location with her "Dreadscry", and subsequently with her "Dreadgate".
                              Despite her "ascension" into an undead super-powered entity, her personality remains mostly unchanged: Andy Bogey is a feisty, mischievous tomboy with a dark sense of humor, yet also a thoughtful & erudite side. She's fiercely intelligent and very charismatic in a low-key way, but underneath lurks a dark, burning anger she's learned to manage by venting it in a controlled manner - to keep her dark side (described above) from taking over. She's normally no cold-blooded killer, but when confronted with particularly evil adversaries she doesn't hesistate using lethal force against these, often in a gruesome way. Andy revels in the power & freedom her state has granted her, yet (being secretly a hopeless romantic) still hopes to find a girl who would love her in spite of her undead nature.

                              Born 1948 in northern Louisiana to Cora Mae & Frank "Barnyard" Bogey, Andrea (mostly called "Andy") was her father's shadow, even more so when her mother died of cancer when she was only 6. She was a rambunctious but good-natured kid, whom most others (kids & adults alike) mistook for a boy because of appearance & behaviour. She also demonstrated outstanding intelligence and polymath abilities from an early age on. Frank was, besides all his faults (beer-guzzling womanizing troublemaker), actually a loving & supporting father, always encouraging his daughter to follow her dreams, nurturing her gifts & giving a damn about other's opinions. Problems arose when Andy attended high school: Her unconventional looks and outspoken nature made her a natural target for bullies, against whom she fought back. She possessed a wiry strength belying her small frame, which, in combination with boxing lessons from her dad, allowed her to beat up boys literally twice her weight. But this only cemented her reputation as a misfit & a troublemaker, as most teachers in this conservative environment also frowned upon her. During summer of '63 she fell in love with another girl, who reciprocated her feelings, and when the relationship was discovered the scandal was perfect: The furious parents of her girlfriend took her from school, while Andy's father was officially asked to send his daughter to a psychiatric clinic for "treatment", but luckily Frank (being Frank) just scoffed about it. Sadly, it didn't last: Andy's world came crashing down when her dad died in a car accident (drove his pickup off a bridge after too many beers in the pub). Now a ward of the state, the authorities wasted no time sending her to Briarwood Hospital, where they attempted to turn her into a "proper young lady". For Andy, this was unsurprisingly a living nightmare, her attempts of rebellion and escape where answered with cruel "disciplinary treatments", for example electroconvulsive therapy (these were the early 60s, folks!). To make matters worse, a particularly loathsome orderly began sexually harrassing her. Andy was consumed by a dark rage, her mind filled with gory revenge fantasies against her tormentors, and she dreamed of a dark netherworld where she ruled supreme. She always had a powerful imagination, and these fantasies became her only place of solace. One night in 1964, during a thunderstorm, she rammed a pencil through the creepy orderly's hand when he tried to grope her, and was subjected to another electroshock session as punishment. In a freak accident, lightning struck the hospital, overloading the therapy equipment and frying Andy alive. Her mortal remains were cremated and the urn unceremoniously interred at Briarwood cemetery. But this was not the end for Andy. She awoke, seething with anger, in a strange place, a twisted shadow version of Briarwood Parish which obeyed her will - the place of her dreams. She quickly realized that she could "look" into the real world, as well as contacting the minds of people, but something was preventing her from crossing over physically. Andy used her powers to haunt & influence the dreams of others, and while doing so she found out the more a person in the real world thought about her, the weaker the barrier became. When she managed to compel an inmate at the asylum to utter her name 3 times, the barrier finally broke, enabling her to physically manifest in the real world once again. Still in the grip of her murderous anger, she turned the hospital into pandemonium, gruesomely killing those doctors, orderlies & nurses who in her eyes wronged her. She eventually came to her senses, feeling guilt & regret for her more excessive actions. Andy embraced her new existence, but vowed to maintain better control over herself. The hospital was shut down after the incident, becoming part of the quickly spreading legend of Andy Bogey.

                              Design Notes
                              This is so far my most complex build, the challenge was creating a "reality warper/nightmare-king" that's not a plot device but an actually playable character. Andy Bogey is obviously inspired by horror villains such as Candyman, Freddy Krueger, Pennywise, the Cenobites and even the Other Mother/The Beldam from Coraline (but with a far more benign personality), while the idea for her backstory came from a particularly heartwrenching episode of Cold Case. And countless hours of listening to The Misfits...
                              Andy's "Dreadstuff" variable grants her tremendous versatility, but since it's only 15p of traits the raw combat power is fairly limited. That's why she uses her "Vicious Arsenal" for most straightforward combat situations (at least against opponents close to her own PL). Her "Possess Object" has no "Limited to available objects flaw", because this wouldn't be a valid flaw in her case (she can create continuous objects with her "Dreadstuff"-Variable).
                              Last edited by Bothrops; 12-30-2018, 03:02 PM.


                              • #30
                                Re: Bothrops' Pit

                                "Little girls, this seems to say,
                                Never stop upon your way.
                                Never trust a stranger-friend;
                                No one knows how it will end.
                                As you're pretty, so be wise;
                                Wolves may lurk in every guise.
                                Now, as then, 'tis simple truth-
                                Sweetest tongue has sharpest tooth!"
                                The Company Of Wolves (1984)

                                THE BIG BAD WOLF
                                Concept: Fairytale-Villain Incarnation
                                PL 6 (105p: Abilities 56 + Skills 17 + Advantages 8 + Powers 22 + Defenses 2)

                                Strength 4(3*) Stamina 5(4*) Agility 5 Dexterity -2(0*) Fighting 7 Intellect 1 Awareness 5 Presence 5
                                *Human Guise
                                Acrobatics 1 (+6), Athletics 6 (+10), Deception 3 (+8/10), Expertise (musician; uses PRE) 3 (+8), Expertise (survival; uses AWE) 3 (+8), Intimidation 2 (+7), Perception 5 (+10), Persuasion 2 (+7/9), Ranged Combat (guns) 6 (+6), Stealth 3 (+8)
                                Beginner's Luck, Equipment 3, Fascinate (deception), Favored Environment (forests), Favored Foe (fair maidens), Improved Trip
                                -Languages: see below

                                Always a Wolf (5p)
                                Senses 4 (acute tracking scent, low-light vision, ulta-hearing), Speed 1
                                Legends Never Die (5p)
                                Immortality 1 (reincarnation; Quirk 1: not before next winter solstice), Immunity 3 (aging, cold, disease), Regeneration 1
                                Lupine Polyglot (2p)
                                Comprehend 2 (languages; understand & speak; Limited to languages spoken in regions where wolves live)
                                Skinchanger (Array 9; 10p)
                                BE Lupine Form (Reverting Default): Enhanced Strength 1 (Permanent), Enhanced Stamina 1 (Permanent), Leaping 2 (Check Required 1 [athletics]), Speed +1, Strength-based Damage 1 (bite; Improved Critical 2),
                                AE Human Guise: Morph 2 (humans; Flawed, Limited to men, Standard Action) +Linked Enhanced Dexterity 2 +Linked Enhanced Attractive +Linked Enhanced Skills 2 (Deception 2, Persuasion 2)

                                Equipment (14/15p)
                                Guitar, Hunter's Kit (Array 12)
                                BE Hunting Rifle: Ranged Damage 5 (Dangerous, Iron Sights)
                                AE Revolver: Ranged Damage 4
                                AE Bowie Knife: Strength-based Damage 2 (Dangerous)

                                Initiative +5
                                Unarmed: +7 (DC 18)
                                Bite: +7 (DC 20; Crit 18-20)
                                30-06: +6 (DC 20; Crit 19-20)
                                .357: +6 (DC 19)
                                Bowie: +7 (DC 20; Crit 18-20)
                                Grab: +7 (vs 4/3)

                                Dodge 5 Parry 7 Fortitude 7(6) Will 5 Toughness 5(4)

                                Motivation-Gluttony: The Big Bad Wolf is an extremely voracious but lazy (& slighty cowardly) predator, preferring lifestock over wild game (this is ironic, given his tendency to pose as a hunter). And he has a craving to devour beautiful young women (see below).
                                Quirk: The Wolf is unable to directly harm fair maidens (except in self defense). To do so, he must first successfully seduce or trick them. On very rare occasions, he can genuinely fall in love (in a twisted way) with his intended victim, causing him to become conflicted. He'll then constantly find excuses to prolong his "game" (but still unable to overcome his predatory urges), even subconciously arranging his own defeat in the end. When actually forced into a real fight with a (female) foe matching his "favourite prey", he fights only reluctantly, wasting time with flirtatious banter.
                                Too clever by half: While he's full of low cunning, the Big Bad Wolf is quite prone to be outsmarted by clever opponents. The reasons for this are his smugness, lack of impulse control, and inability to foresee the long-term consequences of his actions, making all his plans haphazard & short-sighted.
                                Disability: When in his natural lupine form, the Big Bad Wolf lacks hands and therefore cannot easily manipulate objects.

                                Description & Personality
                                Normally, the Big Bad Wolf looks like a large, powerfully built, but otherwise ordinary wolf. Even then, he's capable to speak in a dulcet male human voice. In his human guise, he always appears as a very attractive human male, but with some disturbing features (Flawed Morph): A thick monobrow, hairy palms, and slightly elongated canines. He prefers the rural outskirts of civilisation, often posing as a hunter or drifter. A favourite guise is a wandering blues- or country musician, finding short-term employment in bars (this also allows him easy access to his favourite prey...).
                                If he were human, the Big Bad Wolf would be classified as a typical sociopath: Selfish, predatory, amoral, manipulative, a compulsive liar, little impulse control, lack of empathy, and incapable of planning ahead. But he's not human, and not a real wolf, either. It's not really his fault, he literally is what he is because humanity imagined him to be so (see background). As for his preying on young women, it's not out of misogyny or sadism but instead an overwhelming urge that's also a result of human expectations of him.

                                Despite superficial similarities, the Big Bad Wolf is NOT a werewolf (he's not a cursed human, cannot curse humans with his bite, and has neither a connection to the lunar cycle nor a weakness to silver). And he's also not some special empowered wolf. In truth, he's a unique spiritual entity, born from the collective fears & superstitions humanity had of real wolves - he's THE Big Bad Wolf, literally the ancient human fear of wolves given physical form!

                                Design Notes
                                A relatively simple build, intended as a villain for a street-level campaign (particularly fitting when pitted against a female PC). The background is, of course, inspired by classical fairytales such as Little Red Riding Hood. Remember, these stories were originally not intended as lighthearted entertainment for children, but instead were, more often than not, quite dark, mature & scary. The stories featuring The Big Bad Wolf are typically cautionary tales serving as warnings, not just of dangerous animals (a reality for rural people 300 years ago), but also of human sexual predators. I'm therefore fully aware that this build comes with some disturbing fluff, and so is intended for a campaign with mature players.
                                Last edited by Bothrops; 03-27-2018, 11:22 AM.