Terror, Vigilante “Hero”

Value Characteristic Points
80 STR 70
21 DEX 33
30/45 CON 40
15 BODY 10
8 INT -2
21 EGO 22
40/80 PRE 30
0 COM -5
16 PD 0
10 ED 1
6 SPD 29
25 REC 0
90 END 0
50 STUN -28
  Total 200
Points Powers END
36 Multipower (125-pt reserve); Demonic Powers Only (-.5), Side Effects: 25d6 Mind Control: “Continue using powers with no regard for side effects, the mission is paramount” (-1), Side Effects cannot be avoided (-.5), Visible (powers are obviously quasi-demonic, -.25), Will not work in churches or other genuinely dedicated special-purpose holy structures (-.25).  
u-1 +40 PRE (Wings, Fiery Infernal Aura, Etc); Only to cause fear and intimidate: -1  
u-2 12d6 Energy Blast: Infernal Flame; Range: 300; Versus: ED 6
u-1 1½d6 Killing Attack (HTH) (Wing Slash) (Total 3d6+1); Range: 0; Area Effect (Any Area): 4 hexes, +1; No Range: -½; Armor Piercing: 1, +½ 6
u-2 Telekinesis (Flame Whip) (STR 40); Range: 300; Manipulation: Coarse, +0 6
u-3 Bonds of Flame  
(17) 6d6 Entangle (DEF 6); Range: 300 6
(13) 2d6 Energy Blast; Range: 225; Versus: ED; Continuous: +1; No Normal Defense (Not being entangled): +1; Uncontrolled: +½; Reduced END: Zero & Persistent, +1 0
u-2 18d6 Mind Control: Induced Fear; Communication: Verbal, +0; Induced Fear Only: -1 9
u-2 3d6 Drain Ego (Return/5 hours); Range: 0; Affects: Single Power, +0 6
u-2 2d6 Flash: Visions of the Abyss (Normal Sight); Range: 300; Area Effect (Cone): 8″ long, +1; No Normal Defense (Not being human): +1 6
u-1 5″ Flight (NC: 625″); Non-Combat Multiplier: ×125, +30; Non-Combat (MPH): 1,395 1
u-2 Summon Nightmare Hounds (32 80-point creatures); Range: 0; Active Points: 71; Summon: Single Type, +0 7
u-2 Aura of Infernal Flame  
(9) Force Field (12 PD/18 ED) 3
(9) 2d6 Energy Blast: Unholy Aura; Range: 150; Versus: ED; Damage Shield: +½; Reduced END: Zero, +½; No Normal Defense (Vrs not being human): +1; Active Points: 30 0
u-3 6d6 Entangle: The Eyes of Hell (DEF 6); Range: 600; Based on EGO Combat Value: vs. ECV, +1 12
   
6 Elemental Control: Robotic Body (12-pt reserve); Robotic powers only (-.5), Sets off Metal Detectors, no life signs, too heavy for many floors and vehicles, detectable by various electronic means, etc, etc, etc (-.5).  
a-4 Life Support; Always On (-.5).  
(2) Doesn’t Eat, Excrete or Sleep  
(4) Need Not Breathe  
(1) Immune to Aging  
(1) Immune to Disease  
(1) Life Support: High Pressure/Vacuum  
b-5 Armor (8 PD/8 ED); Always On: -½  
c-6 8″ Flight (NC: 16″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 36; Reduced END: Zero, +½ 0
d-5 Mental Defense (29 pts); Add to Total; Always On: -½  
e-14 Modified Characteristic: STR; Reduced END: Zero, +½  
f-9 +15 CON  
   
5 Radio Listen and Transmit  
-2 Swimming (-2″, 0″, NC: 0″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): -9 1
26 Multiform (Nightmare, 325 Points); Form: Second, ×2; Concentrate: 0 DCV, -½; Extra Time: 1 turn, -1  
135 Total Powers  
Points Skills, Talents, Perks Roll
23 Follower (64, 80 pts, 0 Disad.); Number: 64, +30; Must be Summoned, Will not operate independently: -1  
23 Total Skills, Talents, Perks  
125+ Disadvantages
20 Code Against Killing (Common, Total)
10 Hatred of those resistant to Terror (Uncommon, Strong)
20 Enjoys Spreading Terror (Very Common, Strong)
10 Public Identity
25 Distinctive Features (Skeletal Flaming Demon); Concealability: Not Concealable, 15; Reaction: Extreme, +10
20 Reputation: Incarnation of Terror (14-, Extreme)
20 Makes Automatic Presence Attacks (All the Time, Greatly)
15 Feels no positive emotions (Frequently, Greatly)
15 Cannot lie (Frequently, Greatly)
30 Vulnerability to Electrical Attacks (1½× STUN and BODY); Attack: Very Common, +15
20 Hunted: Nemesis (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
20 Hunted: Tetsoro Clan (11-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted: Ripper (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Susceptibility: Being Teleported (2d6 BODY/Turn); Condition: Uncommon, +5
15 Susceptibility: Claming or Peace-Inducing Effects (1d6 STUN/Turn); Condition: Common, +10
10 2d6 Unluck
10 Vulnerability: The attacks of Fear (2× STUN and BODY); Attack: Uncommon, +5; This is really rare: -1
10 Vulnerability: Holy Magic (1½× STUN and BODY); Attack: Uncommon, +5
10 Enraged: When superheroes go berserk (11-, 11-); Circumstances: Common, +10
305 Total Disadvantages
COSTS: Char.   Powers   Total Total   Disadv.   Base
  200 + 160 = 360 430 = 305 + 125
OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
7 7 7 29 36/20 36/26 2, 4, 6, 8, 10, 12

Story: Goro Nakamori was born in Japan, Koga province, in 1347. A branch of the powerful Tetsoro ninja clan, the Nakamori’s provided training from birth. After his mother died giving birth to his younger brother in 1351, there were even fewer distractions from training then usual and he made rapid progress- even becoming one of the youngest masters of Negative C’hi ever. His first assignment was the mission that killed his father, he succeeded.
   Goro eventually grewi skilled enough to stop his own aging process – but after a century of acting as a clan operative and taking orders he finally concluded that everyone had a right to live, perhaps a greater right as their lives were so short compared with his. The clan took this decision poorly, they raised violent objections to his departure.
Eventually he choose to depart Japan, travelling to America. When he found that ninja were “moving into” america, he choose to ressurect his ancient skills to oppose them. With the rise of “super heroes” he decided to “go public”, at least in his costumed identity. A few battles with villians got him a reputation as a super-hero, but during a confrontation at a research center he was knocked backwards into an experimental martter transporter. It worked, he reintegrated across the hall in a labratory devoted to the creation of a combat robot designed to oppose super villians. Freakishly, his molecules were superimposed on its, only his ability to maintain his life force in the face of death allowed him to survive. This freakish merger gave Goro the ability to re-arrange his molecular structure into an alternate form, that of the Metal Fury. Sadly, he’d barely had time to get used to that when he was confronted with Fear, who used the power of the Wyrm Sceptre to give Metal Fury the aspect of Primal Terror – a form he still finds so overwhelming as to preclude the use of his ancient skills in it. With time and experience he’ll doubtles grow more skilled in the use of his new powers quickly enough.
Terror has a lot of extra disadvantages. If you’re using him, remove enough to balance things and let the players guess.

Height: 183cm (6’0″), Weight: 236kg (519 lbs), Age: 760, Race: Originally Human

Appearance: Terror is best described as a winged, demonic, version of the Terminator-skeleton wrapped in infernal fire. It is not a subtle creature, and is quite obviously inhuman.

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  1. […] Terror, Vigilante “Hero” […]

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