HOLY TERROR R.C.C.
Role: Monster Hunters, Magical Super-Knights
PL 14 (182 + Magic & Psionics)
STRENGTH 13 STAMINA 12 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3
Skills:
Expertise (Survival) 4 (+6)
Insight 2 (+5)
Intimidation 6 (+9, +10-11 Size)
Perception 4 (+7)
Advantages:
Equipment 6 (Monster-Hunting Gear- Mostly Ancient or Magical), Ranged Attack 1
Powers:
Leaping 2 (30 feet) [2]
Senses (Low-Light Vision, Extended Vision 2, Vision Counters Concealment 4) [7]
"Invisibility" (Concealment 2) [4]
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Growth +2 (+2 Mass, +1 Intimidation, -2 Stealth) -- (10 feet) (Flaws: Limited to Non-ST & STA Growths) [2]
Protection 2 [2]
"Natural Magic Weapons"
"Breath Weapon- Toxic Cloud" Damage 14 (Extras: Area- 15ft. Cloud) (Flaws: +13 to Non-Magic Beings) Linked to Affliction 10 (Extras: Area- 15ft. Cloud) (Fort; Dazed & Impaired/Stunned & Disabled) (47) -- [50]
- AE: "Lightning Bolt, Laser Beams" Blast 14 (Feats: Extended Range, Accurate) (30)
- AE: "Breath Weapon- Sleep" Sleep 8 (Extras: 15ft. Cloud) (24)
- AE: "Breath Weapon- Blinding Mist" Concealment 2 (Vision; Attack, Cloud Area) (8)
"Psionics" (Sense Evil, Sense Magic, Telepathy, Mind Block)
Offense:
Unarmed +5 (+13 Damage, DC 28)
Blasts +7 (+14 Ranged Damage, DC 29)
Sleep +5 (+8 Affliction, DC 18)
Toxic Cloud +14 Area (+14 Damage & +10 Affliction, DC 29 & 20)
Initiative +3
Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +14, Fortitude +12, Will +5
Complications:
Enemy (The Unholy)- Holy Terrors are resolute enemies of evil in all its forms.
Motivation (Justice)- Holy Terrors gladly lay down their lives for others, and are polite and try to fit in wherever they are.
Vulnerable (Rune Weapons & Fire)- Both inflict double-damage.
Total: Abilities: 90 / Skills: 16--8 / Advantages: 7 / Powers: 70 + Magic & Psionics / Defenses: 7 (182 + Magic & Psionics)
-Holy Terrors are given a big write-up in the book, indicating that they're the most mysterious good guys on Wormwood- they're said to be among the best and most ardent monster hunters, but are feared because they NEVER take off their armor! They may either be magical robots/golems, or mergings of men & magic- nobody is certain. They first came to Wormwood 55 years ago, when a Shifter opened a rift and thousands of sympathetic Holy Terrors came to the world to fight the Unholy- those legions killed the Shifter and closed the rift, preventing these Terrors from ever finding their way home (none knew Rifting magic) or bringing in more of their brothers. What's known is that they have the full assortment of human emotions, but are polite men of action who have adopted "American"-sounding names to better fit in among the populace.
-Holy Terrors have the three basic attacks to start, but the Breath Weapon counts as a separate one when it's used. Its powers are vast and far-reaching, including three Breath Weapons (one of which is a PL 14 Area Attack!), and three separate Blasts (which are completely redundant, as the Lightning Bolt is far superior in every way). As such, these are completely ridiculous powerhouses, being PL 9 melee fighters doing comic-book Powerhouse damage unarmed, and being PL 9.5 defensively.