Sidious' FASERIP Builds: Now Gargoyles!!!

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Wildpride

Post by Sidious »

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Wildpride

STATISTICS
F: GD(10)
A: GD(10)
S: GD(10)
E: EX(20)
R: TY(6)
I: EX(20)
P: RM(30)

Health: 50
Karma: 56
Resources: TY (6)
Popularity: 0

BACKGROUND
Real Name: Kyllian Kell Boddicker
Occupation: Former mob enforcer, magician
Legal Status: US Citizen with a criminal record
Other Known Aliases: The Chosen, Hotspur
Identity: Secret
Place of Birth: Unknown
Marital Status: Unknown
Known Relatives: Katherine Boddicker (sister, deceased), unnamed parents (deceased)
Base of Operations: Currently unrevealed; formerly Modred’s Sanctum, Ikselior’s Realm, Dr. Strange’s Sanctum
Past Group Affiliations: None
Present Group Affiliation:

KNOWN POWERS:
Kyllian's body has several tattoos on it to represent the various powers at his disposal through the three Celtic Gods, all at Incredible (40) rank. As he continues to learn the boundaries of his powers, his abilities could increase, as well as what tattoos appear.
They are:
  • Wind – Air control
  • Fire – Fire control
  • Electricity – Electrical Generation
  • Water – Water control
  • Stone – Earth control
  • Light – Light generation
  • Magnetism – Magnetic control
Animals – can create mystical projections shaped like the following animals: lion, snake, scorpion, stag. They have statistics as below:
  • Lion:
    • F: EX A: GD S: GD E: EX R: FB I: FB P: FB; Health: 60
    • They attack on the Edged attack column, and move 2 areas/round.
  • Snake:
    • F: Ty A: TY S: EX E: EX R: FB I: FB P: FB; Health: 52
  • Scorpion (giant):
    • F: GD A: GD S: GD E: EX R: FB I: FB P: FB' Health: 50
    • They can Grapple with their claws, or use their tail stinger (Edged attack) with a Good intensity poison.
  • Stag:
    • F: TY A: TY S: GD E: EX R: FB I: FB P: FB; Health: 42
    • A Charging attack w/+3CS Strength & Endurance to hit
Equipment:
Oak Staff of the Druids: Kyllian can focus his powers through the staff, giving him a +1CS to his abilities. The staff is currently lost.

LIMITATION:
Each time Kyllian manifests his power he endures a stabbing pain to release it. Repeated use of the power is extremely tiring, so the Judge may call for an Endurance feat roll or he must rest be-fore using it again.

TALENTS: Mystic Origin

CONTACTS: Dr. Strange

HISTORY
Circa the first century A.D. the dying Druids Taliesin and Moraish vowed that, when two Celtic descendants met in a new land, a warrior would be born to avenge the Roman Empire's crimes against their people. Nearly two thousand years later, in the U.S., a criminal named Boddicker and his wife, immigrants who had thus met in "a new land," bore a son, Kyllian, within whose psyche the three Celtic Gods Morrigan, Taranis and Cernunnos became bound. When Kyllian was five, he witnessed his father murdered by the crime boss Kranchuk in retaliation for failures in his service. Kyllian and his younger sister Kate were raised into adulthood within the ranks of Kranchuk's organization, where Kyllian became enforcer.

In recent years, while participating in an arms deal, Kyllian was overwhelmed by visions of the three Celtic Gods, who manifested mystic tattoos upon his body. He resolved to quit Kranchuk's mob and flee with Kate, but Kranchuk killed Kate before Kyllian's eyes. Enraged, Kyllian lashed out with his new power, setting Kranchuk's headquarters aflame. The magical flame attracted Doctor Strange to confront Kyllian, who drove him back and escaped. He next attacked Kranchuk's superior Harper but was interrupted by Strange, who forced the three Celtic Gods to manifest. Kyllian embraced their mission to seek out and destroy evil, so long as they allowed him free will, and they gifted him with a mystic staff. Dr. Strange convinced the youth to study under him as his disciple.

Via the vision of crone Sibylla, Kyllian came to the attention of Olympian war goddess Bellona. Seeking vengeance against the Celtic Gods, Bellona sent the Centaurion against Kyllian, who quickly defeated him. Shortly afterward, a mystic artifact drew Kyllian into the dimension ruled by Iskelior, who befriend him. When Strange arrived, the encounter was interrupted by a dimensional breach. Strange returned to Earth, leaving Kyllian, he thought, to develop his full power in comparative safety; however, Kyllian fell into dangerous straits, his staff lost and his body apparently abounded by the gods. Modred the Mystic rescued Kyllian and returned him to Earth, where Kyllian reshaped his body. Now called Wildpride, he became Modred's disciple to learn more of his birthright.

Modred manipulated Morbius, the Werewolf, and Vengeance into joining Wildpride and himself against the Fallen sorceress Salomé, but she defeated Modred, leaving Wildpride to rescue him. Shortly afterward, Wildpride angry at Strange's earlier abandonment attacked his former mentor. He was quickly defeated, but not before Modred used him as a conduit to discover the signature of Strange's elemental magic. The repentant Strange again offered to train Wildpride, who rejected him and teleported away, and Modred, via his new knowledge, invaded Strange's extra-dimensional sanctum. His efforts against Strange failed, and neither he nor Wildpride has been seen since.

However the Celtic Gods believed Kyllian Boddicker would become one of Earth's greatest heroes in fulling the ancient Druid spell, while Sybilla foretold a romance between him and Bellona, who may yet have her own part to play in the spell's vendetta against the Olympians. As such, with or without, Modred, Wildpride's mystic adventures may be far from finished.
Last edited by Sidious on Thu Jun 15, 2023 9:08 pm, edited 2 times in total.
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Zadkiel

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Zadkiel

STATISTICS
F: RM(30)
A: AM(50)
S: AM(50)
E: MN(75)
R: RM(30)
I: IN(40)
P: IN(40)

Health: 205
Karma: 110
Resources: NA
Popularity: -20

BACKGROUND
Real Name: Zadkiel
Occupation: Angel of Vengeance, Archangel of mercy and benevolence, Chief of the Order of Dominions, Lord of the Black Host
Legal Status: None
Identity: No dual identity
Other Known Aliases: Sachiel, Zedekiel, Zadakiel, Tzadkiel, Zede-kul, Hesediel, The New Morningstar, He of the Ineffable Sefiroth, Chief of the Order of Dominions, Lord of the Black Host, God
Place of Birth: Heaven
Marital Status: Single
Known Relatives: None
Base of Operations: Hell, formerly Heaven
Past Group Affiliations: Angels, Archangels, leader of the Black Host, the Order of Dominions, the Machine Gun Nurses and a legion of Malakim assassins
Present Group Affiliation:

KNOWN POWERS:
Angelic Physiology: Zadkiel was created as an Archangel, thus possesses the powers unique to that particular type of angel.
  • Invulnerability: Incredible (40)
  • Flight: Incredible (40)
  • Hyper-Speed: Remarkable (30)
  • Regeneration: Incredible (40)
Sorcery: Monstrous (75), as an Archangel, Zadkiel is granted limitless power, being capable of nearly any feat within his imagination. Unless otherwise noted as a Power Stunt, he must pay a cost in Karma equal to the rank of the effect he wishes to simulate:
  • Eldritch Beams / Bolts: Mn/75
  • Shapeshift: Incredible (40)
  • Ensnare Astral Bodies: Mn/75 ability to capture and detain astral forms.
EQUIPMENT:
Heavenly Armor: Zadkiel wears heavy armor created by Heaven’s Artisans.
  • Body Armor: Am/50
  • Material strength: Monstrous (75)
Angelic Sword: Because it is con-trolled by Zadkiel’s will, the sword can cut literally anything, including otherwise intangible objects and people, and even dimensional fabric itself.
  • Material Strength: CL 1000
  • Damage: Incredible (40) edged / fire damage; may affect intangible beings/things.
  • Dimensional travel: Unearthly ability to cut open the path to other dimensions.
  • Flame Blast: Incredible (40) intensity holy fire.
TALENTS: Edged Weapons; Mystic Origins; Occult Lore; Theology

CONTACTS: Heaven, Hell

HISTORY
Zadkiel was an Angel and an Archangel. In the myth, he was believed to be the Archangel of mercy and benevolence.

Zadkiel and his Black Host legions sided with Lucifer in his rebellion against Heaven.

Lucifer was ultimately defeated after being sold out by Zadkiel whom he saw as a friend.

As punishment for his siding with Lucifer and the rebels, Zadkiel and his Black Legion were not allowed into the higher heavens and were placed in command of heaven's black ops team.

He was appointed the job of dealing with demonic incursions on Earth and keeping mankind in check. Zadkiel main tool against evil was the Spirits of Vengeance. He kept their connection and origin a secret from them, making them believe they were created by the demon Mephisto.

After the Great Flood, Zadkiel was tasked by the Throne to oversee Heaven's more clandestine of missions, including the overseeing of the Spirits of Vengeance.

He allegedly cast a fiery rain upon Sodom and Gomorrah.

He slew the armies of the Midianites and Philistines, slaughtered every living thing in Jericho and destroyed a 100,000 warriors-strong Syrian army.

Zadkiel grew tired and launched his own rebellion against Heaven. He began recruiting humans to serve him on the mortal plane and, as they died, their souls would join his growing army. Before the rebellion, he answered Roxanne Simpson's prayer and bonded the Spirit of Vengeance to Johnny Blaze, stopping him from going to Hell.

When Lucifer escaped Hell and traveled to Earth, two Malakim an-gels (Emmael and Vraniel) working with Zadkiel betrayed him and eventually revealed his involvement in the Ghost Rider's creation. Ghost Rider then decided to get vengeance on him, due to the pain he had brought to the world.

He sought the power of the Ghost Riders to break through Heaven's wall. He tricked Daniel Ketch into believing the Ghost Rider powers were driving him insane and sent him on the mission to relieve them of their curse.

Ketch took the powers of Blaze, Molek, Bai Gu Jing, Baron Skullfire, and Marinette Bwa Chech. When giving the powers to Zadkiel, Ketch was cast out of Heaven and he realizes he was tricked by his master.

Zadkiel then accumulated powers to open the gates of Heaven. He finally claimed heaven's throne and his powers slowly grew. He then looked for the Anti-Christ to kill, so the prophecy wouldn't come true. His plan was thwarted by a legion of Ghost Riders who stormed the gates of Heaven and defeated him, saving the Anti-Christ. He was then reminded by Johnny Blaze that, no matter what throne he seemingly claimed or what power he was able to siphon temporarily from the Spirits of Vengeance, he was still not the one true God. The true God eventually returned and banished Zadkiel to Hell where a delightful Lucifer welcomed him with all kinds of torment.

Angered by Blaze, Satan sent Zadkiel to Earth to hunt him down. After the Red Hulk invited the Ghost Rider into his Thunderbolts group, the Punisher started to create a contingency plan to take him down in case he get out of control. While searching for a way to defeat the Spirit of Vengeance, Castle found Zadkiel in a satanic church where Zadkiel revealed his plans to deliver Blaze to the Devil using Mephisto's Blade, a weapon capable of cleaving the Ghost Rider from its host and sending them both to Hell. The Punisher then stole the blade from Zadkiel and used it to banish him to Hell once more.
Last edited by Sidious on Mon May 04, 2020 3:41 pm, edited 2 times in total.
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Zarathos

Post by Sidious »

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Zarathos

STATISTICS
F: IN(40)
A: RM(30)
S: AM(50)
E: ShZ(500)
R: RM(30)
I: AM(50)
P: MN(75)

Health: 620
Karma: 135
Resources: PR (4)
Popularity: -20

BACKGROUND
Real Name: Zarathos
Occupation: Demon
Legal Status: Inapplicable
Identity: No dual identity
Other Known Aliases: Ravager of Souls, Living Spirit of Vengeance, Ghost Rider
Place of Birth: Unknown
Marital Status: Single
Known Relatives: Unidentified child by Lilith
Base of Operations: Mobile
Past Group Affiliations: Formerly bonded to Johnny Blaze, leader of the Fallen, Minion of Mephisto, Cult of Zarathos, Lilin
Present Group Affiliation:

KNOWN POWERS:
Demonic Abilities: Zarathos was an Elder demon. He possessed a great amount of power, enough to challenge a Hell Lord:
  • Invulnerability: Am/50
  • Resistance – Aging, Fire, Heat Poisons, Radiation: CL 1000
  • Immortality: Zarathos has existed for millennia.
Hellfire: Am/50; Zarathos’ body is covered in hellfire. He may use it for various effects:.
  • Create a flaming version of a steed that has Amazing (50) speed. This steed could defy gravity, run up walls or on top of water.
  • Create walls of flame: Am/50
  • Fireballs: Am/50
  • Soul Fire: A form of cold fire which inflicts no physical damage but would force its target to make an Endurance FEAT or lose one rank of Psyche. The victim also needed to make a Psyche FEAT against Amazing (50) intensity to avoid passing out due to psychic trauma. If the Psyche is brought below Feeble (2) he devours their soul.
Soul Manipulation: Zarathos also has power over living souls:
  • Empowerment: Zarathos is able to syphon power from his followers to enhance his abili-ties and powers. For every 5 followers he has his physical abilities increase +1cs and his magic increases +1cs (to a maximum of Monstrous).
  • Consumption: Zarathos is able to devour souls to increase his abilities. He gains +1cs per every 10 souls consumed.
Sorcery: Zarathos is a master level sorcerer. He may use any listed Power as a spell. He uses these abilities at the Incredible (40) level, unless otherwise noted as Power stunts. If He casts a spell outside of His established power stunts, he must pay a cost in Karma equal to the rank of the effect he wishes to simulate. The following are the spells most commonly employed and the rank used.
  • Air Control: In/40
  • Animate Objects: In/40
  • Earth Control: In/40
  • Eldritch Blast: In/40
  • Eldritch Shield: In/40
  • Matter Manipulation: In/40
  • Water Control: In/40
LIMITATION:
Zarathos’ powers only function on a being with a soul.

TALENTS: Mystic Background; Occult Lore

CONTACTS: The Fallen; Lilith, Lilin

HISTORY
First brought forth from Hell by a tribal sorcerer, Zarathos was deemed too dangerous a rival by Mephisto. Zarathos sought to obtain the powerful Medallion of Power to rule Hell (and Earth) and whilst continuing to feed on the negativity of souls required for his strength and power levels.

Zarathos fought the four ancient Spirits of Vengeance and their al-lies the Midnight Sons and the Blood. Zarathos corrupted a small group of Blood into becoming his Fallen. By siding with Zarathos, They were promised greater power. They were betrayed by Zarathos who instead used them to increase his own power in order to challenge Mephisto for ownership of his realm. Mephisto tricked Zarathos using Centurious whose lack of a soul made him immune to many of Zarathos's attacks and with his followers abandoning him, Zarathos was easily defeated through the use of magic. The spell to defeat Zarathos required the sacrifice of the 4 Spirits of Vengeance. The four were bonded into the Medallion along with the essence of Zarathos. The Medallion was then split into 4 equal parts and mystically bonded to 2 blood-lines. 2 children of each generation would then carry a piece of the medallion within their soul. The properties of the Medallion slowly erodes the imprisoned souls sense of self and identity. This would account for Zarathos' lack of memories and varying power levels over the years.

Mephisto would activate the piece containing Zarathos as a form of punishment both for the demon and occasionally the mortal. When Johnny Blaze made his deal with Mephisto to save the life of his step-father, Mephisto activated the portion of the medallion that Blaze carried within him. This was the piece that carried the essence of Zarathos.

While imprisoned within the Medallion, Zarathos would not be able to use his full power. He could use that of the original Spirit of Vengeance that was contained within.

Zarathos later appeared having hidden inside Centurious before being freed by Lilith. After defeating Centurious, the two pursued the Ghost Rider, Johnny Blaze and Vengeance but were easily defeated and thrown into the Darkside dimension. Later Zarathos and Lilith escaped the dimension and planned to take over Earth by stealing the Medallion of Power with the aid of the Lilin army and creating the Siege of Darkness. During the siege, Zarathos and Lilith had a romantic relationship although he would have little memory of this before once again being defeated, this time by the Midnight Sons.

The Fallen returned to assist Zarathos and with their help, Zarathos became stronger and embarked on a quest to rule the world. During this time he managed to kill the Danny Ketch Ghost Rider, however the destruction of The Fallen during this battle weakened Zarathos which allowed Blade to use the Justiciar to stab Zarathos, thus transforming him back into a statue. It's been revealed Lilith is pregnant with Zarathos' child who she swears will avenge its father in the future.

The remnant of Zarathos within Blaze’s fragment of the Medallion of Power has appeared to both Blaze and Alejandra Jones at separate times. It is unknown if this is actually Zarathos or just an echo.
Last edited by Sidious on Mon May 04, 2020 3:41 pm, edited 1 time in total.
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Re: Sidious' FASERIP Builds: Always to the East...

Post by Sidious »

as you can probably guess, I'm taking a small break so I can get more builds ready. When I get the next batch set I'll start posting them.
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Re: Sidious' FASERIP Builds: Always to the East...

Post by Goldar »

Sidious wrote: Mon Feb 10, 2020 1:03 pm as you can probably guess, I'm taking a small break so I can get more builds ready. When I get the next batch set I'll start posting them.
I figgured buddy, I know you put a lot of effort into your profiles. Rest up!
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Re: Sidious' FASERIP Builds: Vol 2 is complete!

Post by Goldar »

Hopefully you are enjoying your break.

Whenever you start up again, to my list, please add Pele, the fire goddess from West Coast Avengers. Thanks.
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Re: Sidious' FASERIP Builds: Vol 2 is complete!

Post by Goldar »

I Hope you are all rested up and feeling well.

Looking forward to more new profiles!
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Re: Sidious' FASERIP Builds: Vol 2 is complete!

Post by Sidious »

I'm going to break things up a bit and post some non-Marvel builds.
I'm thinking of doing a few Nightspawn (never bane) and we'll see where things go from there.
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Nightspawn - Hounds

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Hounds

STATISTICS
F: RM(30)
A: GD(10)
S: EX(20)
E: IN(40)
R: PR(4)
I: AM(50)
P: GD(10)

Health: 100
Karma: 64
Resources: NA
Popularity: 0 / -50 to those that know of them

BACKGROUND
Real Name: NA
Occupation: Minions of the Nightlords
Legal Status: NA
Identity: Believed not to exist by the general population of Earth
Other Known Aliases: None
Place of Creation: The Nightlands
Marital Status: NA
Known Relatives: NA
Base of Operations: Mobile

KNOWN POWERS:
Invulnerability: A Hound has a Remarkable (30) resistance to damage.

Self Healing: A hound may heal itself by standing completely still. They regenerate at a rate of 1 health per minute by doing this.

Supernatural Senses:
  • True Sight: Am/50; Hounds may see through all powers of concealment (Invisibility or Illusion)
  • Darkvision: Hounds may see in total darkness with Remarkable (30) ability.
  • Tracking: Hounds may track normal humans and creatures with Remarkable (30) ability. This power increases +2 CS when tracking a supernatural being.
EQUIPMENT:
Darkblade Spears: Hounds are equipped with darkblade spears. This is a magical metal alloy found only in the Nightlands. Blades made from this metal may cut through objects of up to Monstrous (75) material strength.
  • Material Strength: Am/50
  • Damage: Rm/30
CONTACTS: Their Hound Master, The Nightlord they are pledged to

HISTORY
The humanoid Hounds are the shock troops of the Nightlords, monsters through and through. They are believed to be magical constructs, similar to the golems of legend. Unlike golems, however, Hounds do feel emotions and have lusts and desires. Regrettably, those desires are all related to pain and fear. Hounds live for the hunt and slaughter. They are the ultimate warriors and trackers, relentlessly following their prey and then playing with it for a short while be-fore finally destroying it without mercy.

It is unknown how many Hounds exist in the Nightlands, but even the lowliest Nightlord has a hundred or more of these monsters at his beck and call, the most powerful ones have entire armies. Before the invasion of Earth, the Hounds marched across the Waste and fought each other to settle the rivalries between their masters. An occasional sorcerer or Nightlord cultist would sometimes summon a Hound to serve him as a bodyguard or assassin, with the blessing of his true Nightlord master, but less than a handful could be found on Earth at any given time. Since Dark Day, however, thousands of Hounds now walk the streets of this world.

Hounds appear to be clad in black metal armor, fashioned to look like a skeletal figure. In reality, the "armor" is part of their body and cannot be removed. There is some variation in the looks and size of the Hounds, but most of them look as if they were cast from the same hellish mold. They wield bladed sticks and spears as their primary weapons. These blades are supernaturally sharp and strong, able to pierce, cut and slash open any surface and material. On at least one occasion, troops of Hounds have swarmed over Earth tanks, oblivious to their own casualties, and cut the tanks open like sardine cans, massacring the helpless pi-lots afterwards!

Hounds are the bane of Nightbane and other supernatural creatures. They have a supernatural sense of "smell" they can use to track down their victims. Nightbane have a powerful supernatural "signature" which the Hounds can follow in a manner similar to the way Nightbane can sense the presence of others of their kind. Although the power doesn't have a long range, it allows the Hounds to follow the tracks of a supernatural being; the creatures are very hard to throw off once they have acquired a target.
Last edited by Sidious on Sat Apr 18, 2020 6:13 pm, edited 2 times in total.
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Nightspawn Setting Info

Post by Sidious »

Nightspawn Setting info:
  • Nightspawn appears to be Paladium's answer to White Wolf's World of Darkness. A setting where you play supernatural monsters as the heroes against even bigger evils. It showcases the company's main themes of supernatural evil, aliens from outside coming in to destroy whatever is there, isolation, horror, and monsters. In true Paladium style you never really have a chance of effecting real change. The big bads are so far above the players it's laughable. The best a character can hope to achieve is a minor victory. It's really grim and dark and perfectly encapsulates the 90's RPG motif.
It begins on March 6, 2000 (then still in the future). One morning, the sun does not rise.
Dark Day occurred on March 6, 2000, at 6:02 a.m. Eastern Standard Time. The planet was enveloped in unnatural darkness for twenty-four hours, without warning or explanation. The darkness wasn't night, either, because neither the moon nor the stars were visible for the entire period. Panic broke out throughout the world, leading to the deaths of over 600,000 people. In the U.S. alone, an excess of 20,000 people died in riots, fires, car accidents and suicides. Millions of others suffered from both physical and mental trauma. TV newscasters babbled incoherently for several hours, until all radio and television stations were seized by the government and made to broadcast messages instructing people to remain in their homes and stay calm. A curfew was established in all major cities, but enforcing it became impossible. In many places, the police, National Guard and military were just as panicked as everyone else and complete terror and anarchy reigned.

By noon, six hours after the freak "eclipse" had started, most U.S. cities had suffered major fires and rioting. Many believed it was Judgement Day. It wasn't until the late afternoon that some measure of control had been reestablished. Even after the riots had been suppressed, reports of demons and monsters terrorizing the streets continued to pour in to the police departments. The government was quick to claim that all such "sightings" and "alleged incidents" involving monsters were either the product of mass hysteria or the actions of malicious pranksters or looters wearing costumes. It was later pointed out that many god-fearing people believed it was the end of the world, and therefore, it was natural for them to see demons and avenging angels, especially in a state of panic and hysteria. Yet many who claim to have witnessed carnage inflicted by monsters insist otherwise, and cry "cover-up" and "conspiracy." However, the majority of people cling to the theories of hoax and hysteria, preferring not to believe that such creatures could really exist. They and countless others, take solace in the fact that not one monster, living or dead, was ever found, making the claims by governments around the world more believable.

The next hours were spent in quiet, fearful vigil around the world, as people waited for the darkness to end — or to continue. Would the sun ever rise again? Was this the end of the world? Many suicides and other acts of desperation occurred during this period, as the hours slowly ticked by and the unnatural darkness lingered for what seemed to be an eternity rather than a mere 24 hours. Then, at 6:02 a.m. Eastern Standard Time, the sun (or moon and stars depending on one's geographic location) shone again. People cheered and cried with relief everywhere. Spontaneous parties and prayer broke out to celebrate the fact that the world had not come to an end. The crisis, they thought, was over.

They were wrong.
The Earth had been invaded and taken over by a supernatural force from another, mirror, dimension. Those people in power had either been complicit, replaced, bribed, or simply killed. Social order and rule of laws were quickly eroded and replaced. New government agencies were spun up to deal and conceal the extent to which things had been changed. Monster now ran in the streets, hunted in dark corners and slinked along alleyways.

Players play a variety of supernatural splats.
  • Nightspawn - humans who discover an ability to change into a supernatural monster form. (I'm not sure about covering these in depth)
  • Wizards/Sorcerers/Magic users - Dark Day has done one thing. it's increased the flow of magic and a resurgence of the old powers.
  • Psionics - With the return of magic also came the increase in psychic powers.
Typically these are opposed by the Nightlord's minions. The ones in power exploiting and preying on humanity.
  • Nightlords - The overall big bads. Cosmic level entities that are empowered by a source from beyond our dimension. Once they were sorcerers on ancient Earth, until they were corrupted and imprisoned being the Mirror Wall.
  • Avatars - creations of the Nightlords so they may interact and control their minions on Earth.
  • Night Princes - Lesser Lieutenants in service to the Nightlords. They specialize in trickery and illusion.
  • Namtar - alien hive creatures in service to the Nightlords. They wear artificially constructed human bodies that mimic, almost perfectly, people.
  • Ashmedai - Shapeshifting alien horrors that work for the Nightlords.
  • Hunters, Hounds, & Hound Masters - The troops of the Nightlords. They hunt the enemies of their masters. Often cloaked in illusions to appear to be government agents. Their numbers are legion.
Last edited by Sidious on Sat Apr 18, 2020 6:14 pm, edited 1 time in total.
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Re: Sidious' FASERIP Builds: Nightspawn Setting Info. Hounds!

Post by catsi563 »

just a side note Nightspawn aka nightbane were meant to be the typical palladium everything has a weakness for the nightlords. a nightbane so much as touches a nightord they take 2x-4x damage from their attacks. its why theyre hunted so vigorously. theyre said to be the nightlords ancient enemies from time immemorial
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Re: Sidious' FASERIP Builds: Nightspawn Setting Info. Hounds!

Post by Sidious »

Yeah I'm aware of that. Since FASERIP doesn't do damage like that I've left it out. one of the many things I've dropped from these builds. The original splats are over loaded with minutia that just doesn't fit the rules.
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Re: Sidious' FASERIP Builds: Nightspawn Setting Info. Hounds!

Post by catsi563 »

true enough Paladium has several parts that don't quite translate to various systems

One could make the argument that the Nightlords take a +2cs damage or have a -2cs resistance vs nigthbane this sis imialr to werewolves or vampires in Marvel RPG vs silver or holy water
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Re: Sidious' FASERIP Builds: Vol 2 is complete!

Post by Goldar »

Sidious wrote: Sun Apr 05, 2020 3:21 pm I'm going to break things up a bit and post some non-Marvel builds.
I'm thinking of doing a few Nightspawn (never bane) and we'll see where things go from there.
Glad to see you are back.

In this period of downtime, it will be nice to have some profiles to peruse! Although, never heard of Nightspawn.
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Sidious
Posts: 1610
Joined: Fri Nov 11, 2016 12:27 am

Nightspawn - Hound Master

Post by Sidious »

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Hound Master

STATISTICS
F: RM(30)
A: GD(10)
S: EX(20)
E: IN(40)
R: Gd(10)
I: AM(50)
P: GD(10)

Health: 100
Karma: 70
Resources: NA
Popularity: 0 / -50 to those that know of them

BACKGROUND
Real Name: NA
Occupation: Minions of the Nightlords
Legal Status: NA
Identity: Believed not to exist by the general population of Earth
Other Known Aliases: None
Place of Creation: The Nightlands
Marital Status: NA
Known Relatives: NA
Base of Operations: Mobile

KNOWN POWERS:
Invulnerability: A Hound has a Remarkable (30) resistance to damage.

Self-Healing: A hound may heal itself by standing completely still. They regenerate at a rate of 1 health per minute by doing this.

Supernatural Senses:
  • True Sight: Am/50; Hounds may see through all powers of concealment (Invisibility or Illusion)
  • Darkvision: Hounds may see in total darkness with Remark-able (30) ability.
  • Tracking: Hounds may track normal humans and creatures with Remarkable (30) ability. This power increases +2 CS when tracking a supernatural being.
Illusionary Disguise: Hound Masters may cloak themselves and up to 5 others with an illusionary disguise. This is a Remarkable (30) ability and is typically used to pass themselves and a group of Hounds as “normal” humans.

EQUIPMENT:
Darkblade Spears: Hounds are equipped with darkblade spears. This is a magical metal alloy found only in the Nightlands. Blades made from this metal may cut through objects of up to Monstrous (75) material strength.
  • Material Strength: Am/50
  • Damage: Rm/30
CONTACTS: The Nightlord they are pledged to

HISTORY
These troop leaders are Hounds graced with higher intelligence and initiative as a "reward" for their services. They have exoskeletal armor like their lesser brethren, but their skull helmets are often decorated with twisting horns, and they wear black capes as a badge of office. They are also gifted with minor psionic abilities and the powers of illusion that enable them to mask their nature from normal humans. Unlike typical Hounds, the Masters are capable of speech, although they usually limit them-selves to giving orders, cursing or intimidating victims.

Hound Masters are most commonly found leading large bodies of Hounds (20 or more), or at the head of a smaller team assigned to an "undercover" mission, such as finding a group of Nightbane in an Earth city. In the second case, only 3-5 Hounds (the maximum group a Hound Master can disguise with his illusionary powers) will back up the Master. Sometimes, these creatures will be sent on solo missions, although such activities are typically left to the Night Princes, Nightlord Avatar or other more powerful minions. Only the lesser Nightlords will place so much trust in a "mere" Hound Master.

Sometimes, a Hound Master will decide to betray his overlords, usually by going over to the service of another Nightlord, less often by going renegade. These outlaws usually become criminals and brigands, hunting humans for sport, occasionally falling under the control of a powerful sorcerer. It is rumored that a few renegade Hound Masters can be found working with (or controlling) some street gangs on Earth, often coming into conflict with the Warlords.
Last edited by Sidious on Sat Apr 18, 2020 6:14 pm, edited 2 times in total.
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