Supercape Posted August 11, 2011 Posted August 11, 2011 Player Name: Supercape Character Name: Baron Necromme Power Level: 12 (177PP) Trade-Offs: -3 Defense / +3 Toughness In Brief: Necromancer’s remains in an evil pot, seeking to possess the flesh of his descendants. Alternate Identity: None Identity: None Birthplace: Paris Occupation: Aristocrat Affiliations: None Family: Large number of the Nercomme descendants. Age: 251 (DoB: 1st January, 1740) Apparent Age: None (burnt organs) Gender: Male Ethnicity: Caucasian, although at this point rather academic… Height: In the container he resides, between 6 and 12 inches. The organs are less, depending on how the dust settles. Weight: About 15 lbs. Eyes: None Hair: None Description: All that remains of Baron Necromme is the charred remains of a few key organs. He resides in a vaguely evil-looking bronze and silver urn. However, this urn can change shape to any small inanimate (or minimally animate object, like a clock) of similar size and weight. Power Descriptions: Necromantic, Magical, Psychic. History: The Baron Nicolas Necromme was born into a very wealth austere family with a history of dabbling in the black arts. The young Baron was soon spending all his time in the Necromme library, and developed a perverse aptitude for the horrors of necromancy. By the time he was head of the family, he had already mastered the arts and was spoken of in hushed tones in the village he resided, and beyond. The Baron cared for immortality first and power second, and soon foresaw a way to achieve the first – through his offspring. He thus acquired a second reputation, as father to scores of illegitimate children that he usually did not acknowledge or care for other to than to ensure their very basic needs and survival – and later, to try and ensure they themselves bore as many children as possible. By the time the revolution came, Broken Crow, the master mage of the time, had tracked him down, and with the help of the young Rene deSaens, trapped the necromancer and his undead slaves in the Necromme mansion, burning it to the ground. But that was not the end. Necromme somehow survived as an undead creature himself, his charred remains stored in a magic vessel. Whilst lacking a body, he could still exert a powerful psychic force from this position. And most importantly, he could seek out a new body – one of the Necromme descendants! Personality & Motivation: The Baron Nercomme is as cold hearted as they come. He desires immortality first, power second. This is peppered with a slight fascination with death, corruption, and perverting everything noble, good, or beautiful. How much of this is due to his inherent personality, how much due to his new state of “higher†being, and how much due to the frustration of years trapped in the Necromme mansion rubble, is hard to say. Powers & Tactics: Baron Necromme’s first priority is to get allies. He could do this either by undead minions (plot devices), seducing weak willed people with persuasion and intimidation (in combination with his dream control and communication powers) or otherwise direct mind control. All are equally attractive to him, he enjoys direct enslavement as much as corrupting people. This is usually just the means to his next goal, getting a Necromme Heir to touch his container and thus swap souls (mind), entrapping his heir in the container and gaining himself a new body. There are plenty of ways to do this, directly seducing an heir with tales of power, or becoming a beautiful artefact, getting a slave to move him, or bringing an heir to him. In combat, Baron Necromme will usually try to mind control to cause his attackers to fight amongst themselves, or alternatively use emotion control to cause love, fear, or despair amongst his enemies. If damaged or hurt, he will use necromantic drains to directly leech out his enemies life force and heal himself. Abilities: -10 + -10 + -10 + 16 + 26 + 18 = 0PP Strength: - Dexterity: - Constitution: - Intelligence: 16 (+3) Wisdom: 26 (+8) Charisma: 18 (+4) Combat: 0 + 0 = 0PP Initiative: +0 Attack: - Grapple: - Defense: +2 (+0 Base, +2 Size) Knockback: -6 Saving Throws: 0 + 0 + 7 = 7PP Toughness: +16 (+0 Con, +16 Protection) Fortitude: - (Immune) Reflex: - (Inanimate, Automatically Fails) Will: +15 (+8 Wis, +7) Skills: 58R = 15PP Bluff 6 (+10) Concentration 9 (+15) Diplomacy 6 (+10) Disguise 0 (+4, +24 Morph) Intimidate 15 (+19, +15 Shrinking) Knowledge (Arcane) 12 (+15) Knowledge (Behavioral Sciences) 2 (+5) Languages 6 (Arabic, English, French [Native], German, Greek, Latin, Spanish) Notice 2 (+10) Feats: 3PP Distract (Intimidate) Fascinate (Intimidate) Ritualist Powers: 30 + 6 + 12 + 66 + 16 + 10 + 15 = 155PP Immunity 30 (Fortitude Effects) [30PP] Mind Switch 12 (Extras: Duration [Continuous], Flaws: Range 2 [Touch], Limited [Necromme Descendants]) [6PP] (The Nercomme Inheritance) Morph 4 (Any Form, +20 Disguise, Extras: Duration [Continuous]) [12PP] Psychic Force 31 (62PP Array, Feats: Alternate Power 4) [66PP] Base Power: Mind Control 12 (Extras: Duration [sustained/Lasting], Effortless, Sensory Link, Feats: Mental Link, Subtle) [62PP]Alternate Power: Astral Form 5 (5 Miles) [25PP] & Illusion 12 (All Senses, Extras: Duration [sustained], Flaws: Limited 2 [sleeping Targets], Feats: Triggered [When target falls asleep]) [36PP] (Stalker of Dreams) [62PP]Alternate Power: Blast 12 (Extras: Alternate Save [Fortitude], Range [Perception], Vampiric [+7 Recovery], Feats: Affects Insubstantial, Incurable) [62PP] (Necromantic Energy Blast)Alternate Power: Communication 12 (Mental, 20 million miles, Extras: Linked [Mind Reading], Feats: Dimensional 2 [Mystic Dimensions], Subtle) [15PP] + Mind Reading 12 (Extras: Action [Free Surface / Full Probe], Linked [Communication], Sensory Link) [36PP] (Telepathy) [51PP]Alternate Power: Emotion Control 12 (Extras: Area [General, Burst, 60ft radius], Effortless, Selective Attack, Feats: Mind Blank, Subtle) [62PP] Protection 16 [16PP] Shrinking 8 (Tiny, Extras: Duration [Continuous], Flaws: Permanent, Feats: Innate, Normal Toughness) [10PP] Super-Senses 15 (Accurate Acute Extended 3 [10,000ft / 2-mile Notice Increments] Radius Ranged Detect Life 3 [Mental, Very Common], Postcognition) [15PP] Drawbacks: -3PP Vulnerability (Fire, Frequency: Common, Intensity: Moderate [+50%]) [-3PP] Abilities (0) + Combat (0) + Saving Throws (7) + Skills (15) + Feats (3) + Powers (155) - Drawbacks (3) = 177 Power Points DC Block: ATTACK RANGE SAVE EFFECT Dream Stalker Perception DC22 Will Illusion Emotion Control Perception DC22 Will (Staged) Special Mind Switch Perception DC22 Will Controlled Necromantic Blast Perception DC27 Fortitude (Staged) Damage (Energy) Telepathy Extended Contested Will vs +12 Mind Reading
Avenger Assembled Posted August 20, 2011 Posted August 20, 2011 He's crying out for Speed of Thought.
Ecalsneerg Posted August 20, 2011 Posted August 20, 2011 Speed of Thought would make his Initiative +3. Improved Initiative would make his Initiative +4.
Avenger Assembled Posted August 20, 2011 Posted August 20, 2011 And Speed of Thought + Improved Initiative; well!
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