The T-Verse (Earth 75): Sinistry, The Astronomer

Where in all of your character write ups will go.
EnigmaticOne
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Re: The T-Verse (Earth 75): The Brimstone House - Baron Twilight

Post by EnigmaticOne » Fri May 12, 2017 3:06 pm

In other words, they'll be thrown at any PCs in any future game set in the T-Verse.
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Tattooedman
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Re: The T-Verse (Earth 75): The Brimstone House - Baron Twilight

Post by Tattooedman » Fri May 12, 2017 3:08 pm

Yep :mrgreen:

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Tattooedman
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Re: The T-Verse (Earth 75): The Brimstone House - Baron Twilight

Post by Tattooedman » Fri May 12, 2017 4:07 pm

Shock wrote:
Fri May 12, 2017 1:21 pm
I get nervous every time you're posting Brimstone House that you're going to throw some of them at us. There's some scary villains in there
I'd like to point out that FORCE OPs have run afoul of some of the BH's lesser members, they just don't know it.

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Re: The T-Verse (Earth 75): The Brimstone House - Baron Twilight

Post by EnigmaticOne » Fri May 12, 2017 4:10 pm

Also, I would like to point out BT is now listed as a PL13, but you still have the Dodge/Toughness of a PL 15 character listed on his sheet. Also, his Shadow Array Attack/Effect total is PL14.
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Imago in New Vindicators Academy of Europe
Vortex in Force OPs
Evan Roadbound in The Golden Wheel Turns
Capricorn in Claremont Academy: The Delinquents

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Tattooedman
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Re: The T-Verse (Earth 75): The Brimstone House - Baron Twilight

Post by Tattooedman » Fri May 12, 2017 5:38 pm

EnigmaticOne wrote:
Fri May 12, 2017 4:10 pm
Also, I would like to point out BT is now listed as a PL13, but you still have the Dodge/Toughness of a PL 15 character listed on his sheet. Also, his Shadow Array Attack/Effect total is PL14.
Fixed, thanks EO.

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Skaramine
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Re: The T-Verse (Earth 75): The Brimstone House - Baron Twilight

Post by Skaramine » Fri May 12, 2017 6:59 pm

Now that is some cool stuff, especially the Dusk-Stalker. :D

(I always loved D'Spayre's look, and love your using him as the basis for Baron Twilight.)
The ATT member formerly known as both MorningKnight and Power-Glove.
Just call me Doug.

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Tattooedman
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Re: The T-Verse (Earth 75): The Brimstone House - Baron Twilight

Post by Tattooedman » Sat May 13, 2017 3:36 am

Skaramine wrote:
Fri May 12, 2017 6:59 pm
Now that is some cool stuff, especially the Dusk-Stalker. :D

(I always loved D'Spayre's look, and love your using him as the basis for Baron Twilight.)
Thanks. This group is one of my favorite creations, so the fact that several people like them is awesome.

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Tattooedman
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Crescent Lady

Post by Tattooedman » Thu May 18, 2017 12:39 pm

Image
Crescent Lady:
PL:
11
Strength 0
Stamina 2
Agility 2
Dexterity 2
Fighting 2
Intellect 3
Awareness 4
Presence 4

Skills: Deception 9 (+12/+14), Expertise [Magic] 15 (+19), Expertise [Theology & Philosophy] 12 (+15), Insight 9 (+13), Perception 9 (+13), Persuasion 9 (+12/+14), Ranged Combat [Magic of the Moon] 8 (+10)

Advantages: All-Out Attack, Artificer, Attractive, Benefit 2 [Wealth x2 (Independently Wealthy)], Close Combat 2, Daze [Deception], Eidetic Memory, Fascinate 2 [Deception, Persuasion], Improved Initiative, Power Attack, Ritualist, Trance

Powers: Magic Of The Moon:
Moonlight’s Fire: Ranged Damage 12 (Extras: Multiattack, Penetrating)
-Blinding Light Of The Moon: Visual & Mystical Concealment 5 (Extras: Area, Attack)
-Lunar Control: Ranged Affliction 12 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative, Perception)
-Luna’s Fury: Damage 12 (Extra: Area [Burst], Penetrating)
-Lunar Lady’s Grace: Healing 10 (Extra: Energizing, Restorative); (Feats: Persistent, Stabilize)
-Lunar Language: Mental Communication 4 (Extras: Area, Selective); (Feat: Dimensional)
-Lunar Madness: Affliction 12 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Area [Burst], Cumulative); (Flaw: Limited [Targets only act confused])
-Gaze Of Moonlight: Ranged Damage 12 (Extras: Alternate Resistance [Will], Perception)
-Moods Of The Moon: Ranged Affliction 12 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative); (Feat: Variable Descriptor [emotion]); (Flaw: Limited [Changes Emotions Only])
-Moon‘s Calming Light: Nullify Mental Effects 12
-Moonlit Paths: Teleport 10 (Extras: Accurate, Portal); (Feat: Increased Mass 2 [200 lbs]); (Flaw: Medium [moonlight])
-Shadows Of The Moon: Illusion 8 [all senses] (Flaw: Limited [Only those with Minds])
-Under The Moonlight: Remote Sensing 12 [audio & visual] (Flaw: Medium [Moonlight])

Mage Sense: Super-Senses 2 [Detect Magic (Ranged)]

Moon’s Misleading Light: Morph 2 [humanoid forms] (Extra: Continuous Duration)

Moonstone: (Removable –3 pts) [13 pp]
Ageless Like The Moon: Immunity 1 [Aging] (Flaw: Half Effect)
Protection Of The Moon:
Immunity 5 [Mental Effects] (Flaw: Limited [Half Effect])
Protection 8
Nothing Hides Under The Moon’s Light: Senses 3 [Darkvision, Ultravision]

Offense: Initiative +6
Melee Attack +4
Ranged Attack +2 // Magic Of The Moon Attacks +10

Defense: Dodge +12
Parry +10
Toughness +10*/+2 [*Moonstone]
Fortitude +8
Will +12


Costs: Abilities 42+ Skills 25+ Advantages 11+ Powers 85+ Defense 32= 195 pts.


Real Name: Mercedes Castlemere
Height: 5’ 6”
Weight: 120 lbs
Hair: White
Eye Color: Blue


Complications:
Motivation ~Control & Power: The Crescent Lady desires enough power to ensure she has total control over all parts of her life, and is willing to take whatever steps she deems necessary to gain both.

Power Loss: The Crescent Lady cannot use her Magic of the Moon Array when she is unable to gesture & speak.


Background: Mercedes Castlemere grew up the daughter of a small-town drunk where she learned some of the worst that the world had to offer, and she made a promise to herself at a young age that she would make more of her life than her family ever did of theirs.

At some point during her teenaged years Mercedes became fascinated with the Wiccan religion, which made her a subject of debate in the small town she lived in and only made her more isolated. When Mercedes graduated from high school she wasted no time in packing her few belongings and moving to New York City, though she suffered a bit of culture shock she did find similar-minded people in a small coven that helped her to adjust to her new life. Over the next few years she learned as much about magic as she could until she had earned the rank of High Priestess. During that time, Mercedes opened a small shop where she read futures for paying customers along with making charms, minor potions and such for those willing to pay a little extra, a practice that several members of her coven disagreed with. To Mercedes it was simply a way for her to support herself, but to the rest of the coven it saw it as contributing to the “bad image” of their religion.

This disagreement went on for almost a year until the rest of the coven aligned against Mercedes on the matter, asking her to step down as High Priestess since she refused to shut down her shop. Enraged beyond words, Mercedes reacted drastically – she attacked her coven. Lost in the madness of the moment she decided to use them to better her life, and quickly gathered the components for a ritual that sacrificed them so that she could take their magical power.

In the light of the full Moon the Crescent Lady was born.

It is not known how Mercedes became a member of the Brimstone House, but since joining she has established herself as a force to be reckoned with and often spies on the other members endeavors and efforts always looking for a way to turn things to her favor.

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Tattooedman
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Nestor Lidesci

Post by Tattooedman » Sat May 20, 2017 4:57 pm

Image
Nestor Lidesci:
PL:
13
Strength 2
Stamina 4
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 4
Presence 2

Skills: Close Combat [Gore] 11 (+13), Deception 12 (+14), Expertise [History] 8 (+10), Expertise [Life Sciences] 12 (+14), Expertise [Magic] 15 (+17), Insight 8 (+12), Intimidation 12 (+14), Perception 9 (+13), Ranged Combat [Blood Magic] 11 (+13), Stealth 9 (+11)

Advantages: Artificer, Close Attack 6, Daze [Intimidation], Diehard, Equipment 8, Fearless, Great Endurance, Improved Critical [Knives] 2, Improved Feint, Minion 8 [32 PL 3 minions (Cultists [uses Thug])], Ranged Attack 3, Ritualist, Startle

Powers: Blood Magic Array:
Bursting Heart: Ranged Affliction 13 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative, Perception Range); (Flaw: Limited [target must have open, bleeding wound])
-Awaken Blood: Ranged Damage 13 (Extra: Perception Range); (Flaw: Limited [target must have open, bleeding wound])
-Blood Bolt: Ranged Damage 13 (Extra: Penetrating 12)
-Blood Wrappings: Ranged Affliction 13 [Hindered & Vulnerable, Defenseless * Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Bloodgate: Teleport 12 (Extra: Accurate); (Feat: Change Direction); (Flaw: Medium [blood/tissue])
-Bloody Eyes: Ranged Visual Affliction 13 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Cumulative)
-Burning Blood: Ranged Affliction 13 [Dazed, Exhausted, Fatigue, Unconscious; resisted by Fortitude] (Extras: Cumulative, Perception Range); (Flaw: Limited [target must have open, bleeding wound])
-Gore: Damage 13 (Extra: Penetrating 12); (Feats: Accurate, Improved Critical 4)
-Red Rain: Visual Concealment 2 (Extras: Area, Attack)
-Withering Blood: Ranged Weaken Stamina 13 (Extra: Perception Range); (Flaw: Limited [victim must have open, bleeding wound])

Blood Mage Training:
Magical Awareness: Senses 4 [Detect (Extended, Radius, Ranged)]
Sense Blood: Senses 6 [Detect (Acute, Extended, Radius, Ranged)]
Use to the Pain: Protection 2 (Feat: Innate)

Bloodpool: (Removable –11 pts) [47 pp]
Seeing Through The Crimson Eye: Remote Sensing 18 [audio, olfactory, visual senses/18000 miles] (Feats: Dimensional 3, Subtle)

Bloodstone: (Removable –9 pts) [36 pp]
Beast Of Blood: Summon 12 [PL 12 minion] (Extras: Active)
Blood Of The Fallen: Protection 7 (Flaw: Sustained)
Blood Survivor: Immortality 2 [1/week] (Flaw: Limited [Unless cremated])
Enchanted Artifact: Feature [Indestructible]

Offense: Initiative +2
Melee Attack +10 // Gore Attack +13
Ranged Attack +5 // Blood Magic Array Attack +13

Defense: Dodge +12
Parry +12
Toughness +13*/+8 [*Blood of the Fallen]
Fortitude +12
Will +12


Equipment: Knives [Strength-Based Damage 1; Critical 19-20]
-3 ep free as needed

Headquarters (35 ep) [Underground Sanctum: Size: Large; Toughness: 12] Features: Deathtraps, Effect [Teleport 10 (in/out)], Holding Cells, Isolated, Laboratory, Library, Living Space, Sealed [no doors/windows], Security System 2 [Arcane DC 25], Workshop


Costs: Abilities 44+ Skills 39+ Advantages 35+ Powers 142+ Defenses 34= 294 pts.


Real Name: Nestor Lidesci
Height: 6’ 3”
Weight: Unknown
Hair: Black (shaved bald)
Eye Color: Hazel


Complications:
Motivation ~Greed: Nestor desires a higher social standing in life than he started out with, viewing things like his knowledge of blood magic, medical experience, and membership in the Brimstone House as tools for him to use to achieve that goal.

Power Loss: Nestor loses the use of his Blood Magic Array when he is unable to speak or has no access to blood.


Background: At some point during his medical residency Nestor Lidesci became a student of a blood mage who used his magical skills to enhance his medical abilities. However, Nestor did not possess the same scruples his mentor did and saw the power they held over those who laid on their operating tables. It took only a few years for Nestor to become corrupted by the knowledge and power he possessed, though he did hide it well from his teacher who never suspected his pupil of any wrongdoing when he passed away (ironically from a slow acting poison Nestor used on him). After that Nestor became a famous surgeon, able to perform “miraculous” procedures that others said were impossible.

It did not take long for him to gain membership in the Brotherhood of Solomon, a place where Nestor fit in better than most would have expected. So when the Brimstone House was formed in the shadows of the Brotherhood, it wasn’t require much effort on the part of Marcus Knobe I to recruit Nestor. The fact that the corrupt doctor held sway over dozens of high ranking people in several areas of influence thanks to his blood magic was more the reason than the actual power Nestor could bring to bear.

Nestor’s biggest rival in the Brimstone House is Baron Twilight, and while neither man trusts the other they both realize that they need one another to survive in the current times but occasionally they plot against one another in something comparable to that of a deadly, live chess game - each man countering the other‘s actions through minions as they test one another to see if they still are worthy of their membership in the House.

Image
Beast of Blood:
PL:
12
Strength 14
Stamina –
Agility 0
Dexterity 0
Fighting 10
Intellect 0
Awareness 0
Presence 0

Skills: Insight 6 (+6), Perception 6 (+6), Ranged Combat [Thrown Objects] 12 (+12)

Advantages: All-Out Attack, Improved Critical [Unarmed] 2, Improved Initiative 2, Power Attack

Powers: Blood Golem Traits: (Innate)
Growth 4 [size: +4 Strength, +4 Protection, +2 Intimidation, -4 Stealth, -2 Dodge/Parry] (Flaw: Permanent)
Immunity 62 (Critical Hits, Fortitude Effects, Mental Effects)
Protection 14 (Extra: Impervious 12)
Senses 3 [Darkvision, Low-Light Vision]
Sense Life: Senses 7 [Detect Living Beings (Accurate, Extended, Radius, Ranged, Tracking)]

Bloody Scary: Affliction 12 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Area [Burst]); (Feat: Innate); (Flaw: Limited [Can only make people run away])
Blood Wrappings: Ranged Affliction 12 [Hindered & Vulnerable, Defenseless * Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Blood Wave: Affliction [Vulnerable, Prone; resisted by Doge] (Extra: Area [Cone]); (Flaw: Limited Degree)

Offense: Initiative +8
Melee Attack +10 // Unarmed Damage +14; critical 18-20
Ranged Attack +0 // Thrown Object Attack +12

Defense: Dodge +8
Parry +8
Toughness +14* [*Impervious 12]
Fortitude N/A
Will N/A


Costs: Abilities 30+ Skills 8+ Advantages 6+ Powers 156+ Defenses 10= 210 pts.


Complications:
Disability: The Beast of Blood is mute.

Follows Orders: Being a golem means that the Beast of Blood follows it’s orders to the letter and nothing more. Tell it to stand guard over a certain door and that’s were it will stay, only keeping others from passing through it and not chasing anyone who might run away after a short fight trying to get through.

Weakness: Despite being a construct, effects that target the liquid blood inside the Beast of Blood’s body could do more damage to it than normal attacks.
Last edited by Tattooedman on Sat May 20, 2017 10:32 pm, edited 3 times in total.

Shock
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Re: The T-Verse (Earth 75): The Brimstone House - Nestor Lidesci

Post by Shock » Sat May 20, 2017 8:13 pm

Awaken Blood and Withering Blood are the same power. Burning Blood doesn't have a proper third degree.

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Tattooedman
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Re: The T-Verse (Earth 75): The Brimstone House - Nestor Lidesci

Post by Tattooedman » Sat May 20, 2017 10:33 pm

All fixed now.

It's funny how stuff gets missed, because that's how the power array was set up when I rebuilt Nestor/Rikus in 3E....wow that was a while ago.

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Tattooedman
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Hemogoblin

Post by Tattooedman » Sat May 20, 2017 10:55 pm

Image
Hemogoblin:
PL:
10
Strength 8
Stamina 8
Agility 8
Dexterity 8
Fighting 8
Intellect 0
Awareness 0
Presence 0

Skills: Acrobatics 6 (+14), Athletics 6 (+14), Insight 8 (+8), Intimidation 6 (+6/+15), Perception 8 (+8), Stealth 5 (+13)

Advantages: All-Out Attack, Chokehold, Close Attack 2, Cunning Fighter, Fast Grab, Hide In Plain Sight, Improved Feint, Improved Grab, Improved Hold, Improved Initiative, Power Attack, Precise Attack [melee; concealment], Ranged Attack 2, Startle, Takedown 2

Powers: Vampire Blood Symbiote:
Boosted Host Physiology:
Enhanced Strength 4 (Flaw: Limited [Grappling/Lifting Only])
Enhanced Dodge 4
Enhanced Parry 4
Movement 2 [Wall-Crawling 2]
Regeneration 5 (Flaw: Limited [Only after Vampiric Tendril has been used successfully])
Leaping 2
Frightening Face: Enhanced Skill 3 [Intimidation +9]
Living Skinsuit: Senses 1 [Radius Sight]
Cellular Reshaping: Morph 2 [humanoids]
-Cellular Camouflage: Visual Concealment 2 (Flaw: Blending)
Tendril Array:
Tendril Snare: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Feat: Tether); (Flaw: Limited Degree)
-Tendril Blades: Strength-Based Damage 2 (Extra: Penetrating 10); (Feats: Improved Critical 3, Reach 6)
-Tendril Line: Movement 1 [Swinging] & Speed 3
-Vampiric Tendrils: Weaken Stamina 8 (Feat: Reach 6)
-Whip-Like Tendrils: Strength-Based Damage 2 (Extra: Multiattack 10); (Feat: Reach 6)

Offense: Initiative +12
Melee Attack +10
Ranged Attack +8

Defense: Dodge +12
Parry +12
Toughness +8
Fortitude +8
Will +12


Costs: Abilities 80+ Skills 13+ Advantages 18+ Powers 72+ Defenses 20= 203 pts.


Complications:
Addiction: Hemogoblin needs to feed on blood periodically or the Symbiote will weaken, and if prevented from feeding long enough will perish.

Weakness: The Vampire Symbiote is vulnerable (+100%) to fire and silver themed effects.


Background: The creature known as Hemogoblin is nothing more than an experiment by Nestor Lidesci; he'd discovered a clan of vampires who showed an impressive amount of skill with morphing their bodies. After wiping out most the clan, the mage took the few remaining survivors to his lab where he began a series of experiments in an effort to create a creature that could reproduce the vampires' morphic ability.

What he created he called Hemogoblin; a creature that was dependent upon both the blood of a host creature as well as the blood of others to survive. Nestor wasted no time in bonding it to one of his lower ranking subordinates then watched as Hemogoblin went on a killing spree that lasted two days before it was stopped.

In the years since Nestor has trained Hemogoblin to follow his orders, which aren't too complex and normally involve killing someone or destroying something, and makes sure to have a few extra assistants around in case Hemogoblin needs a new host.

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Tattooedman
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Razorfane

Post by Tattooedman » Sun May 21, 2017 3:30 pm

Image
Razorfane:
PL:
10
Strength 3
Stamina 5
Agility 5
Dexterity 5
Fighting 4
Intellect 0
Awareness 3
Presence 0

Skills: Acrobatics 9 (+14), Athletics 6 (+9), Expertise [Criminal] 9 (+9), Insight 9 (+12), Intimidation 12 (+12), Perception 9 (+12), Stealth 9 (+14)

Advantages: All-Out Attack, Close Attack 5, Defensive Roll 3, Great Endurance, Follow-Up Strike, Improved Initiative, Last Stand, Luck [Determination], Luck [Determined Recovery] 2, Move-By Action, Power Attack, Takedown, Uncanny Dodge

Powers: Predator’s Constitution: Regeneration 5
Predator’s Senses: Senses 10 [Hearing (Accurate, Extended), Ultrahearing, Olfactory (Accurate, Extended, Tracking 2), Low-Light Vision]
Predator’s Speed:
Movement 2 [Sure-Footed 2]
Speed 5

Blade Gauntlets: (Removable –4 pts) [19 pp]
Agonizing Strike: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Blinding Strike: Affliction 10 [Vision Impaired, Vision Disabled, Vision Unaware; resisted by Fortitude] (Extra: Cumulative)
-Blur Of Steel: Strength-Based Damage 7 (Extra: Multiattack 10)
-Penetrating Strike: Strength-Based Damage 7 (Extra: Penetrating 10); (Feat: Improved Critical 4, Improved Sunder)

Offense: Initiative +9
Melee Attack +10
Ranged Attack +5

Defense: Dodge +12
Parry +12
Toughness +8*/+5 [*Defensive Roll]
Fortitude +10
Will +10


Costs: Abilities 40+ Skills 21+ Advantages 20+ Powers 43+ Defenses 27= 151 pts.


Real Name: Unknown
Height: 5'6"
Weight: Unknown
Hair: Black
Eye Color: Pale Blue


Complications:
Loyalty: It seems that there isn't anything that Razorfane will not do for Nestor Lidesci.

Weakness: Razorfane is vulnerable (+100%) to effects that have the Holy Descriptor.


Background: The background of the woman called Razorfane isn‘t known to any member of the Brimstone House; how she met Nestor Lidesci and why she has agreed to work for him are a mystery, but she seems to have no trouble with how the blood mage conducts himself.

In fact, she enjoys it immensely.

However, it is known that Nestor has performed several rituals upon Razorfane and her unique weapons with various blood magic to make her more effective in her service to him. For her part, Razorfane has shown to be 100% loyal to Nestor and even a willing subject and accomplice to his efforts. Rumor has it that she is mentally unbalanced and given her habit for enjoying inflicting pain on anyone she fights as well as routinely torturing some of the people kidnapped by agents of the House for her own personal enjoyment it is likely that those rumors are correct.

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Tattooedman
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Corvis

Post by Tattooedman » Sun May 21, 2017 3:42 pm

Image
Corvis:
PL:
12
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 2
Intellect 4
Awareness 5
Presence 3

Skills: Athletics 5 (+7), Close Combat [Swords] 6 (+11), Deception 10 (+13), Expertise [Chemistry] 12 (+16), Expertise [Magic] 12 (+16), Expertise [Survival] 4 (+9), Insight 9 (+14), Intimidation 9 (+12), Investigation 12 (+16), Perception 9 (+14), Persuasion 9 (+12), Ranged Combat [Obsidian Magic] 9 (+11), Stealth 6 (+8)

Advantages: Artificer, Close Attack 3, Connected, Contacts, Eidetic Memory, Quick Draw, Ritualist, Speed of Thought, Task Focus [Expertise (Magic): Alchemy], Well-Informed

Powers: Prestidigitation: Variable 1

Obsidian Magic Array:
Obsidian Bolt: Ranged Damage 11 (Extra: Penetrating); (Feat: Affects Insubstantial 2)
-Obsidian Blades: Ranged Slashing Damage 11 (Extra: Multiattack)
-Obsidian Box: Weaken Magic 11 (Extras: Area [Burst], Broad)
-Obsidian Chains: Ranged Affliction 11 [Hindered, Immobilized, Paralyze; resisted by Will] (Extras: Cumulative)
-Obsidian Curse: Ranged Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extras: Cumulative, Perception Range)
-Obsidian Infection: Affliction 11 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Area [Burst] 2); (Flaw: Limited [Subject only feels fear])
-Obsidian Madness: Ranged Affliction 11 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative); (Flaw: Limited [Targets only act confused & randomly])
-Obsidian Mirror: Defect 11 [energy] (Extra: Reflection)
-Obsidian Storm: Damage 11 (Extra: Area [Cloud] 2)
-Shadows Of Obsidian: Visual Concealment 4 (Extras: Area, Attack)

Obsidian Sword: (Removable –3 pts) [14 pp]
Enchanted Edge: Strength-Based Damage 6 (Extra: Penetrating 8); (Feats: Improved Critical 3)

Obsidian Necklace: (Removable –3 pts) [15 pp]
Mystical Wards: Protection 9 (Extra: Impervious)

Offense: Initiative +4
Melee Attack +5 // Sword Attack +11
Ranged Attack +2 // Obsidian Magic Attack +11

Defense: Dodge +11
Parry +10
Toughness +11*/+2 [*Obsidian Necklace]
Fortitude +9
Will +13


Costs: Abilities 44+ Skills 40+ Advantages 12+ Powers 80+ Defenses 33= 210 pts.


Real Name: Unknown
Height: 5’ 11”
Weight: 172 lbs
Hair: White
Eye Color: Silver


Complications:
Motivation !Greed: Corvis seeks to get large sums of money or objects of large monetary value.

Power Loss: Corvis cannot cast any of his Obsidian Magic if he is unable to gesture & speak the components of his spells.


Background: Corvis has managed to keep the majority of his life before joining both the Brotherhood of Solomon and the Brimstone House hidden. Though his practice of Obsidian Magic, a sub-sect of Alchemical magic, indicates a determined force of will that Corvis uses along with a charming personality to get what he wants.

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Tattooedman
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Janos Vozich

Post by Tattooedman » Wed May 24, 2017 1:21 pm

Image
Janos Vozich:
PL:
12
Strength 8
Stamina 8
Agility 6
Dexterity 6
Fighting 7
Intellect 2
Awareness 4
Presence 2

Skills: Acrobatics 2 (+8), Athletics 4 (+12), Deception 6 (+8), Expertise [Magic] 7 (+9), Expertise [Streetwise] 8 (+10), Insight 6 (+10), Intimidation 9 (+11), Investigation 6 (+8), Perception 8 (+12), Sleight of Hand 5 (+11), Stealth 4 (+10), Technology 5 (+7)

Advantages: All-Out Attack, Assessment, Benefit 1 [Alternate ID], Close Attack 5, Connected, Contacts, Cunning Fighter, Defensive Strike, Diehard, Equipment 2, Evasion, Favored Foe [Supernatural Creatures], Favored Foe [Spell Casters], Follow-Up Strike, Improved Demoralize, Improved Feint, Improved Initiative, Language [Base: Romanian; English], Power Attack, Precise Attack [melee; concealment], Ranged Attack 4, Ritualist, Task Focus [Expertise (Magic): Supernatural Monsters], Uncanny Dodge

Powers: More Than Mortal:
Protection 2
Regeneration 2 [1/every 5 rounds (5, 10)]

Sense The Supernatural: Senses 6 [Detect Magic (Accurate, Acute, Analytical, Extended, Ranged, Tracking)]

Sword of Wrath: (Removable –1 pt) [7 pp]
Enchanted Edge: Strength-Based Damage 4 (Feats: Improved Critical 3, Improved Smash)

Stolen Grimoires Array:
Mystic Passage: Teleport 10 (Extra: Extended); (Feat: Increased Mass 2 [200 lbs])
-Confusion: Ranged Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Perception); (Flaw: Limited [Targets actions are uncontrolled & random])
-Counter Spell: Nullify Magic 8 (Extra: Broad)
-Mystic Blast: Ranged Mystical Damage 10
-Paralysis Spell: Ranged Affliction 10 [Impaired, Stunned, Paralyzed; resisted by Will] (Extra: Cumulative)
-Tongues Spell: Comprehend 6 [Animals 2, Languages 4]
-Veil: Concealment 6 [all visual, hearing, scent]

Offense: Initiative +10
Melee Attack +12
Ranged Attack +10

Defense:Dodge +14
Parry +14
Toughness +10
Fortitude +10
Will +11

Equipment: Ant-Magic Arsenal: (10 ep)
Crossbow [Ranged Piercing Damage 3]
-Silver Knife [Strength-Based Damage 1]
-Silver Knuckles [Strength-Based Damage 1]
-Whip [Strength-Based Damage 1; Improved Grab, Improved Trip, Reach 3]



Costs: Abilities 86+ Skills 26+ Advantages 32+ Powers 55+ Defenses 24= 223 pts.


Real Name: Janos Vozich
Height: 6’3”
Weight: 220 lbs
Hair: Red
Eye Color: Green


Complications:
Enemy: The Aurelius.

Low Profile: Janos has been taught by his family not to reveal any of their secrets, or existence to outsiders.

Motivation ~Greed: Janos takes on work for hire still even though he works for the Brimstone House, and he must give a percentage of his earnings of every job to them.

Power Loss: If his physical abilities are somehow nullified Janos’ attributes become STR 3, STA 3, AGL 2, DEX 2.


Background: The Vozich family has a long tradition in a very specialized profession. They’re witch hunters. Not the kind of faith-blinded fanatics who view all practitioners of the art as profane and evil; no, the Vozich family is simply pragmatic – they spotted a niche and long ago staked it out as their own. Good, evil, they couldn’t have cared less at any point. The only thing that’s ever mattered is whether or not someone was willing to pay the asking price for bringing the poor soul in dead or alive (preferably dead; that’s always easier and less risky). This was the atmosphere into which Janos was born and raised.

Taught the traditions of his family, Janos never did his family anything less than proud until he took a commission to go after the Aurelius in America, as the client wanted the mage dead. Janos made the trip, but for the first time in his life, Janos failed.

While the Vozich family are many things, understanding failure is not one of them, and Janos knew that. He understood it so well that he stayed in North America so he could keep tabs on the Aurelius and eventually correct his mistake but then the client who’d initially hired Janos caught up to him. The Brimstone House doesn’t care for failure either, and Baron Twilight, who knew the traditions that Janos had been raised in, played upon certain key ideals and conscripted the witch hunter into service for the Brimstone House. Now Janos is one of that organizations enforcers, and he has grown to like it. It’s very similar to the work he’d done before, as those in charge tend to choose who deals with what assignments based on the mystical and mundane skills of their people, and the payoffs are much better. In his downtime Janos seeks to learn all that he can about the Aurelius and has gone after the mage several times, though he continues to fail at defeating the hero despite several close calls.

What makes Janos so dangerous is his methodical, resourceful planning and his absolute ruthlessness in the pursuit of a mission. Janos will use any and all means he deems appropriate, and so long as he doesn’t risk exposing the Brimstone House or his family with unnecessary publicity, he has no care about the concept of collateral damage.

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