So after making a couple friends roll their sheets it was time to create an appropriate main villain (expecially because they rolled extremely powerful characters, so even though i still rolled randomly this NPC, it almost seems it was meant to be this way), and boy am i thrilled to start playing this bad guy.
Background: Born in Sydney, Australia: Robert Miller is a 39 years old ex-policeman that got demoted and quit the police forces, he worked for half a decade as a stuntman for a small independent movie production house. After the producers got arrested for fraudolent bankruptcy, Robert treaded in dangerous waters for some time, until he finally got a job as a private guard, that's how after some years, he ended up guarding a museum, in which were presented some new Mesopotamian archaeological findings. During his night shift, Rob clearly heard a voice calling for him: after standing in front of the Ceremonial set of Tiamat, something inside him awakened, he's never been a saint, and that's why he got away from police, but when Tiamat showed him the power he could have grasped, nothing else mattered to him. The only logical action was to steal the set and vanish. After that he started to cope with the powers given by the Set, and in a couple of months, he already subjugated his little "private army", ending his deeds with killing a super-hero, and resurrecting him to be his puppet and winning ace.
Name: The Enslaver (Robert Miller) LVL: 4
Stats: Weight: 150p STR - 14 END - 22 HP: 3x(1,2+2,6+1,5+2,2) AGI - 23 Tot. HP = 23 (round-up) INT - 26 Power Points: 75 CAR - 41 Magic Items PP: 148
Attack Modifier: +4/+7 (Spear) Basic HtH dmg: 1d6 Spear Damage: 2d6+4+lvl+8 (vs. Good)
Carrying Cap. = 371p Mov. Rate: 45i/225ft
Reaction: -8(g) / +8(e) Detection: 56%(objects) / 64%(danger)
Powers: After rolling his powers and seeing that everyone except one came (randomly) all from the Magic/Psionic items pool i decided to make them a themed set known as "Ceremonial Set of Tiamat", with a common Item Power Points pool
- Magic/Psionic Item: Astral Projection (23 miles x turn) - Magic/Psionic Item: Heightened Senses (appliable to astral projection form): Sixth Sense (x2 detection percentages), Tracking Abilities - Magic/Psionic Pwr: Height. Charisma B (+21) - Magic/Psionic Item: Revivification* (explained below) - Magic/Psionic Item: Willpower (Summons the Spear of Marduk, effects listed below)
Background Powers (Archaeological Origin B): I found this additional rule that confers bonus powers for, in half of the cases, an extra weakness and some background guidelines, which in this case really helped me identify the character, this particular kind of origin confers, at free choice, 1d3 powers from Magic/Psionic Items, Skills or Magic/Psionic powers
- Magic/Psionic Item: Death Touch - Magic/Psionic Item: Teleportation - Magic/Psionic Item: Heightened Atk (Spear)
Weaknesses: Diminished Senses - Pain (x2) Since i rolled two times the same weakness i decided to select the same diminished sense, to make him completely immune to pain, and i decided to create a special rule that if he succeeds in a saving throw equal to his original Power Points actual pool (so Magic Items PP don't count, and if he used his natural PP you have to count how many PP he has left as the percentage of success) he can continue to fight after reaching 0 HP, debilitating injuries and menomations exercise double negative bonuses, since the character can't feel pain and tries to move his body recklessly as if he was perfectly sane.
Dark Revivification: Since i started creating this character as evil i couldn't let him a power so good, so i had to invent a variation that would suit the character.
Dark Revivification is under every mechanical aspect like the canon one, except that the resurrector has, if he wants, control over the resurrected's soul, he can switch at will whether or not the resurrected victim has to obey his orders or just live his ordinary life, bringing chaos and despair into their existence. At the moment no remedy is known to break free from this curse, save throws on INTx2 minus The Enslaver's CHA/2 can be performed only to resist an order and not executing it. Differently from mind control, the soul slaves aren't fatigued by obeying their master's orders, but they become so if they successfully resist his instructions. Activating the "soul control" costs 5 PR from the Magic Items Power pool per victim controlled, and it requires an entire action to do so.
Not knowing how many servants he could have had, i decided to roll a d20 and let the fate decide. Rolling an 8, i then proceeded to decide the strenght of his victims: 1-10 (commoner), 11-17 (trained human), 18-20 (metahuman)
Doing so, the Enslaver controls 6 trained humans, one commoner and one Meta-Human (all described in the next post)
Marduk's Spear: After the Mesopotamian gods became extinct, the only one that survived, ironically, was Tiamat, because killed and not forgotten. In hell, Tiamat rebuilded her power and reconnected with some cultists that kept her alive, they found the weapon that killed her and offered it to her. Eventually the cult died but she was strong enough to continue existing in Hell, manipulating fate by microscopic percentages, until somebody would find her lost ceremonial set, crafted by evil followers during Mesopotamia's golden age, and granting the wielder the power of Marduk's spear, now hers.
This weapon is treated as a special weapon and ignores basic HtH damage and deals straight-2d6 dmg + The Enslaver's Charisma reaction modifier (+8) only against good characters.
It gives a normal spear accuracy modifier (+3).
This weapon has the power to absorb damage if the attack doesn't overcome The Enslaver's defense (counted as willpower), activating this defense costs 4 PR for every 10 points of damage. Releasing the damage stored costs 1 PR, and the damage can remain stored for 2 turns max.
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