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Thread: Bothrops' Pit

  1. #21
    OPA Belta Bothrops's Avatar
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    Re: Bothrops' Pit



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

    Abilities
    Strength 7 Stamina 5 Agility 5 Dexterity 0 Fighting 7 Intellect 0 Awareness 0 Presence 2
    Skills
    Athletics 3 (+10), Deception 3 (+5), Expertise (criminal) 5 (+5), Insight 5 (+5), Intimidation 10 (+12), Perception 7 (+7), Ranged Combat (throwing) 7 (+7)
    Advantages
    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

    Powers
    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])

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

    Defenses
    Dodge 9 Parry 10 Fortitude 8 Will 6 Toughness 8

    Equipment
    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])

    Complications
    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 at 10:58 AM.

  2. #22
    OPA Belta Bothrops's Avatar
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    Re: Bothrops' Pit



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

    Abilities
    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
    Skills
    Perception 8 (+8), Ranged Combat (throwing) 7 (+6), Stealth 5 (+7/11)
    Advantages
    All-out Attack, Chokehold, Diehard, Fast Grab, Fearless, Improved Hold
    -Languages: English, Atlantean

    Powers
    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)

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

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

    Complications
    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).

    Background
    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 at 07:52 PM.

  3. #23
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    Re: Bothrops' Pit



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

    Abilities
    Strength 6 Stamina 6 Agility 0 Dexterity 0 Fighting 7 Intellect 2 Awareness 2 Presence 0
    Skills
    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)
    Advantages
    All-out Attack, Benefit 4 (status: high nobility), Benefit 3 (wealth), Connected, Improved Hold

    Powers
    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)

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

    Defenses
    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])

    Complications
    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)

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

    Powers
    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

    Offense
    Initiative +0
    Infestation: +0 (DC 16)

    Defenses
    Dodge 6 Parry 5 Fortitude 0 Will 6 Toughness 0

    Complications
    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 at 11:00 AM.

  4. #24
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    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.

  5. #25
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    Re: Bothrops' Pit

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


    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!

  6. #26
    MCRN Admiral Kreuzritter's Avatar
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    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?

  7. #27
    OPA Belta Bothrops's Avatar
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    Re: Bothrops' Pit

    Quote 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.

  8. #28
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    Re: Bothrops' Pit



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

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

    Powers
    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)

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

    Defenses
    Dodge 3 Parry 5 Fortitude 9 Will 4 Toughness 9

    Complications
    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 at 06:35 PM.

  9. #29
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    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)

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

    Powers
    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)

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

    Defenses
    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)

    Complications
    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.

    Background
    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 at 02:02 PM.

  10. #30
    OPA Belta Bothrops's Avatar
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    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)

    Abilities
    Strength 4(3*) Stamina 5(4*) Agility 5 Dexterity -2(0*) Fighting 7 Intellect 1 Awareness 5 Presence 5
    *Human Guise
    Skills
    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)
    Advantages
    Beginner's Luck, Equipment 3, Fascinate (deception), Favored Environment (forests), Favored Foe (fair maidens), Improved Trip
    -Languages: see below

    Powers
    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)

    Offense
    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)

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

    Complications
    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.

    Background
    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 at 11:22 AM.

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