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  1. REBELLION Power Level: 15 Effective Power Level: 10 Power Points: 214/250PP Unspent Power Points: 36P Trade-Offs: (Melee) -1 Attack / +1 DC, +2 Defense / -2 Toughness In Brief: Former villain-in-training uses the power of the Terror to seek the truth. Catchphrase: Boo! Theme: What's Up Danger - Blackway & Black Caviar / Untravelled Road -Thousand Foot Krutch Alternate Identity: Elliot Elijah Elder (Secret), Bronze Hornet (Secret, Super Villain Identity) Birthplace: Emerald City Residence: Elder Mansion, Northern Shore, Emerald City / Elysian Academy Dorms Base of Operations: Emerald City Occupation: Student Affiliations: Elysian Academy Family: Emma Emmelie Elder (Mother, Emerald City politician currently on City Council, nee Kessler), Everett Eaton Elder (Father, officially idle rich, unofficially known as "The Royal" super villain saboteur and spy), Elaine Emma Elder (Older sister, College Student), Elaine Kessler (Aunt on mother's side, deceased) DESCRIPTION Age: DoB: 2002 January 1st Gender: Male. Ethnicity: Caucasian Height: 6'1'' Weight: 180 lbs. Eyes: Hazel Hair: Blonde Elliot is a young man with an athletic build, leaning on the slightly muscular side. While by no means bad looking, he is not particularly remarkable, looking very much like the All-American boy stereotype. He has short blonde hair and hazel eyes, usually keeping himself clean shaved. He carries himself with a certain pride and arrogance. He will usually wear clothing in lighter colors, or the Elysian Academy colors. As Bronze Hornet, Elliot wears a predominantly dark grey uniform. Simple pants, heavy black boots. A heavy dark grey jacket with a large bronze hornet icon on the back, and black gloves. His face is hidden by a black full face mask, with a smaller hornet logo, similar to the one on his back, on his face, with its wings over his eyes. As Rebellion, Elliot appears pitch black, with large white eyes. He does not appear to have a nose or mouth, though it is there. While he will wear whatever clothes is at hand at the time, his "official" look consist of a pair of dark blue pants and a blue jacket with nothing underneath, showing only pitch black, and a blue cap on the top of his head to complete the look. He is somewhat shifty, keeping to dark places or out of sight if possible. HISTORY Elliot Elijah Elder lived a charmed life. His mother was Emma Elder, a local Emerald City politician of some renown, and her career had left her family with a mansion, servants and more than enough money to get whatever they wanted. His father, Everett Elder, came from a rich family, and he spent much of his time either supporting his wife's campaigns, golfing or travelling, often leaving Elliot at home with his older sister Elaine and his aunt Elaine. Elliot grew particularly close to both, while never knowing much of his parents. Elliot was smart, and he knew it, which led him to develop an arrogant streak, which only his sister and uncle Jacob seemed to disapprove of. He had few friends, and never seemed to really push himself in any way. After all, why should he? He was smart, and he was rich. To Emma Elder, Elliot was almost the perfect son, except for one sore point: He was miserable at sports or other physical departments, and Emma needed to have the perfect All-American son to further perfect her image. Over the objection of his father, Elliot was sent to the prestigious Elysian Academy, where he could make something of himself. That was the official reason, at least. In truth, Emma was disappointed in her son, for reasons he had never been told. Everett Elder did not really come from a rich family. He did not just support his wife's campaigns or go golfing. No, he was working for Brande Management. A super human with the ability to change his appearance, he was one of many agents performing industrial espionage and sabotage for Brande Management, all to increase their stock. Everett wanted out, but he was in too deep, and so, he continued. And Elaine had inherited his powers, perhaps to an even greater degree. Elliot, however, had not. He was a disappointment. Emma needed some way to use him, and Elysian Academy would be how. At the Elysian Academy, Elliot was pushed for the first time that he could remember. With a particular focus on his physical prowess, as per his mother's requests, and Elliot's arrogance grew once again. He was now both a physical and mental threat to those around him, a fact that he reveled in. He didn't care that Elysian Academy was grooming him to be a super villain. He would take what he learned and use it for his own, once he left the Academy. Fine, they wanted to underestimate him. Elliot would deal with them all when the time came. He was given the code name the Bronze Hornet, which he did not particularly like, but he did not care. He could make a proper name for himself at a later point. Unknown to Elliot, his mother had made a fatal mistake. Emma had been in the pocket of the Chamber for a long time. They boosted her political career, she looked in the wrong way or campaigned for what they wanted. Now she made the mistake of actually having law enforcement investigate a business that was closely related to the Chamber. Not something big, not something famous. A money laundering front, a car wash, of all places. Still, she had to be punished. Soon after, during a break at Elysian Academy, Elliot's aunt Elaine went missing. At the same time, the mysterious villain known as the Terror reappeared to stalk the city, killing many along the way. When Elliot was alone at home, with only servants for company in their mansion, the Terror appeared, smashing through the window. As the Terror stood before Elliot, he learned what fear was. And as it collapsed, the fear spirit left the shriveled corpse of his aunt Elaine behind. That could have been the end of it. A terrified youth, a dead aunt. The start of a rebellion by a politician put back in place, and everything could continue as it had. The fear spirit that was the Terror had other plans. Elliot does not know why it did, but it did. From he learned next, it had always returned to the Chamber when its job was done, and its host was left as nothing. Maybe it was its own act of rebellion. Maybe it wanted to punish its creators. Maybe it just wanted Elliot to feel fear. Maybe the last of Elaine's soul influenced it. Or maybe it simply wanted to create another vessel to spread fear throughout Emerald City. Whatever the cause, the fear spirit possessed Elliot for the briefest of moments. And in those briefest of moments, Elliot knew fear and he knew truth. Through the distorted point of view of the artificial fear spirit, Elliot caught glimpses and visions of its creation. Of the things it had seen. Of the things it had done. A weapon, created by a secret conspiracy that ruled the city from behind the shadows. Used to eliminate their enemies. Used to create chaos and fear. He caught glimpses of their plans. About the enormity of everything. Distorted by the fear spirit, distorted by his own fear, distorted by the lingering remnants of Elaine's soul. They were everywhere. They were everything. Elysian Academy was worse than he thought. His mother was in their pocket. And no one knew. It lasted only moments, then the fear spirit was gone, leaving Elliot a changed man. The fear and the truth had changed him. His arrogance gone, he rebuilt his sense of self through sheer willpower. Something had to change, the city had to change. The conspiracy had to be exposed. And Elliot would do it. In the weeks that followed, Elliot did his best to keep up his facade at Elysian Academy, acting as arrogant as ever. Even as he began to become stronger, faster and tougher, displaying strength unlike ever before, he was demoted to Omega Squad, the so-called "Jobber Squad." Probably another punishment for his mother. Elliot didn't care. Being in Omega Squad meant he didn't really have to try hard to keep up his facade anymore. They were meant as distractions, dumb muscle, nothing more. The perfect guise for something much more. He spent all the free time he could researching and planning, until finally venturing out into the night to gather rumors. As he put on a mask to hide his identity, something even stranger happened. While Elliot's physical abilities had grown since his possession, that was only part of his mutation. He found that when he wore a mask, he could morph his appearance, he could blend in with his surroundings, and, perhaps even stranger still, he seemed to posses his own version of the Terror's ability to instill great fear in its targets. His mission was clear. He would use his powers to uncover the truth. By day, he is Elliot Elijah Elder, an once almost-remarkable student at Elysian Academy, now relegated to being used as cannon fodder. By night, he is Rebellion, a fearsome hero that prowls the streets of Emerald City for the truth. PERSONALITY & MOTIVATION Elliot can at first appear arrogant, but humbled by his demotion to Omega Squad, and this is the personality that he tries to project to the outside world. He is smarter, faster, stronger and better than others, so why shouldn't he be? What better way to hide his goals from the world around him than behind a facade that can easily push others away? In truth, Elliot is greatly changed from his previous ways. He has become more withdrawn, though it is noticed by few. He rarely opens up to others around him, having become almost entirely focused on his goal of discovering the truth about the conspiracy behind Emerald City, and how to dismantle it. He keeps notes in secret places, he finds connections even where there aren't any. As Rebellion, Elliot lets his obsession run wild. He takes notes of anything he finds relevant in a small notebook, he tends to stick to the shadows. He can be terrifying or creepy, depending on the subject at hand. He is entirely fearless, which can lead him to taking great risks with little thought for the consequences to himself. Yet, for all of his obsession with his quest for the truth, he is also slowly discovering a more heroic side to himself. It feels good to be good, and to protect others for the sake of it, not just to spite the conspiracy behind Emerald City. POWERS & TACTICS Rebellion is a master of infiltration. He will usually morph into unassuming shapes, such as janitors or cleaning crew, anything that will usually not get noticed, to make his way into a building, changing his appearance as necessary, blending in with his surroundings or moving along walls and ceilings. When pressuring a target for information, he will make full use of his ability to cause fear in others. In combat, Rebellion fights using a pair of batons. He is proficient in using them both up close and at a range, being able to throw them with enough skill to make them quickly return to himself, ready for another strike. He uses his strength and agility, rarely standing still, disappearing and reappearing to strike again. He will freely use his ability to cause fear in others to terrify and disable his opponents. Being rather pragmatic, Rebellion will use just about anything around him to his advantage. With great strength, the ability to perform incredible leaps and cling to wall, Rebellion is highly mobile, able to quickly travel across the length of Emerald City. In his identity as the Bronze Hornet, Elliot eschews the use of most of his powers, only utilizing his enhanced strength, agility and stamina. He does not cling to walls, he does not scare heroes and civilians, change his appearance or use batons to fight, instead preferring simple hand-to-hand combat. POWER DESCRIPTIONS Elliot's powers are a strange mixture of mutation caused by being possessed by the Terror fear spirit, and latent inherited powers being triggered by said possession. Due to psychological issues related to being possessed by the Terror, Elliot is unable to access certain powers without wearing a mask, essentially only those that enhance his physical and mental abilities. He has become stronger, faster and tougher than he ever was before. He is smarter, and when he wants to, possesses a strange, almost unnatural charisma. When he wears a mask, Elliot has access to further powers. He is now able to cling to walls and perform amazing leaps, while being able to slow his falls. While they appear to be physical enhancements, these abilities are psionic in nature, being a very limited degree of personal tactile telekinesis. Unknown to any but himself, Elliot has inherited his father's ability to change his features, creating instant disguises or blending in with his surroundings, making him almost invisible. His most common use of this power is to create his Rebellion disguise, or for infiltration. This inherited power has mixed with the Terror's power, becoming far greater than his father's own ability. Unlike his father, Elliot can change his voice, throw his voice and has learned how to morph his muscles, in essence making him far stronger than he would normally be. Perhaps the most horrifying part of Elliot's powers is his ability to create fear in those around him. This psionic ability appears to be a variation of the Terror's "Aura of Terror" ability, though if Elliot's wishes to create paralyzing fear, he requires great focus. He can also create an intense fear that allows him to issue commands to his targets, effectively mind controlling them for a brief moment. In the time since his transformation, Elliot's senses have started to expand. With both he and the Terror being tied to Emerald City, he has begun to notice patterns and clues in the city itself. Seemingly unconnected sights and events can lead him to strange, new discoveries during his investigations, as he follows the grid of the city to the find the monsters that lurk beneath. COMPLICATIONS FEARLESS/FOOL: As Rebellion, Elliot feels no fear. While this is a great advantage, it is also a disadvantage, as he has been known to take actions that were extremely dangerous, if not outright suicidal. A GM may award Rebellion a Hero Point whenever he is in a situation where his fearlessness leads him into trouble. HE_KNOWS/TOO_MUCH: Rebellion's knowledge of Emerald City is still growing, as he works to uncover secrets and conspiracies, but there are those that do not take kindly to his meddling. A GM may award Rebellion a Hero Point if the current situation is made worse by Rebellion being hunted by those working for the secrets that he has uncovered in Emerald City. HERO/VILLAIN: Rebellion is new to the whole hero thing. While he tries to shed the mindset instilled by Elysian Academy, he still has some problems with doing the right thing. What should he choose, to save one life or many? To abandon his mission and lose a lead to save a life from a random mugging? He is also rather pragmatic and ruthless. A GM may award Rebellion a Hero Point when he is in a situation where he is tested in following his quest for the truth or performing a heroic action. KID/TERROR: Elliot subconsciously represses his powers, unless he is wearing a mask. Once he puts on a mask, he can easily summon the full extent of his powers, but without, he cannot actively access any of his powers marked with the Mask descriptor. A GM can award Rebellion a Hero Point whenever he is in a situation where he cannot use his powers for this reason. REBELLION/HORNET: Elliot's training at Elysian Academy has instilled in him the values of a villain, and given him an identity as the Bronze Hornet. While he struggles to overcome the morals and mindset taught at the academy, he might also come into conflicts where he finds himself on the sides of both heroes and villains. While Elliot's true allegiance is on the side of the angels, he is reluctant to abandon his identity at Elysian Academy, and the safety it provides as he continues his quest. A GM may award Rebellion a Hero Point when he is in a situation where his conflicting identities or values taught at Elysian Academy cause him trouble. TERROR/HERO: There is just something off about Rebellion. While he is ultimately heroic, he has some serious issues in positive interactions with others. A GM may award Rebellion a Hero Point whenever he is in a situation where his mannerisms, appearance and abilities negatively affects other's reaction to him. TRUTH/SEEKER: Rebellion wants to find the truth about Emerald City. It is his great mission in life. Just what is the Terror? Why does the city have so few super villains? Is there some secret chamber that runs the city behind the scenes? And so much more. He has few qualms about discovering the truth and what he must do to get there. A GM may award Rebellion a Hero Point when he is in a situation where his decision to seek out the truth makes the current situation worse in some way, or he hesitates due having trouble between doing what is right, or continue his mission to seek out the truth. WHITE/SHEEP: The matriarch of the Elder family is an ambitious politician in the pockets of the Chamber. The patriarch is a super villain saboteur and spy. The daughter has inherited her father's abilities, and though the process is slow, she is being groomed to follow in his footsteps. The son is trying to be a hero. Elliot might once have shared this mindset, but his meeting with the Terror left him greatly changed. Now he seeks to dismantle the same conspiracy that his family benefits from, and while he pretends that nothing has changed, it is getting harder to hide his changed outlook from his family. Being the unfavorite to at least his mother may also cause him some serious issues. A GM may award Rebellion a Hero Point when he is in a situation where he runs into trouble with his family, either from trying to keep his facade as still truly being one of them, due to conflicts where his actions could cause them trouble in some way, or if his mother's favoritism towards Elliot's older sister causes him problems. CITY/GRID: Rebellion's expanded awareness of grids and patterns seems to be tied to Emerald City, and to a lesser degree to other metropolitan areas. If Rebellion attempts to use his See the Patterns power outside a metropolitan area, the GM might deny the request, as Rebellion's expanded awareness is simply unable to connect the dots, giving Rebellion a Hero Point instead. If the use of the power has been denied once in an area, repeated uses in the same or a similar area cannot be used to gain additional Hero Points. ABILITIES 2 + 2 + 2 + 6 + 6 + 2 = 20PP Strength: 32 (+11) / 12 (+1)Dexterity: 20 (+5) / 12 (+1) Constitution: 22 (+6) / 12 (+1) Intelligence: 24 (+7) / 16 (+3)Wisdom: 16 (+3)Charisma: 20 (+5) / 12 (+1) COMBAT 8 + 12 = 20PP Initiative: +5 (+5 Enh. Dex) / +1 (+1 Dex) Attack: +4 Base, +9 Melee (+4 Base, +5 Attack Focus), +4 Ranged Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +10 (+4 Base Attack, +5 Attack Focus, +1 Str) /+20 (+4 Base Attack, +5 Attack Focus, +11 Enh. Str) Knockback: -4 SAVING THROWS 4 + 5 + 7 = 16PP Toughness: +8 (+6 Enh. Con, +2 Defensive Roll) / +3 (+1 Con, +2 Defensive Roll)Fortitude: +10 (+6 Enh. Con, +4) / +5 (+1 Con, +4)Reflex: +10 (+5 Enh. Dex, +5) / +6 (+1 Dex, +5)Will: +10 (+3 Wis, +7) SKILLS 116R = 29PP Bluff 5 (+10) Computers 3 (+10) Disable Device 3 (+10) Disguise 0 (+5, +10Royal Morph, +40Terror Morph)Skill Mastery Escape Artist 10 (+15) Gather Information 15 (+20)Skill Mastery, Well Informed Intimidate 15 (+20)Distract, Fascinate, Skill Mastery, Startle Investigate 8 (+15) Knowledge (Popular Culture) 2 (+9) Knowledge (Streetwise) 8 (+15) Notice 12 (+15) Search 8 (+15) Sense Motive 12 (+15) Stealth 15 (+20)Skill Mastery FEATS 25PP Attack Focus [Melee] 5 Benefit [Wealth] 1 Challenge - Fast Startle Contacts Defensive Roll 1 Distract [Intimidation] Dodge Focus 6 Hide In Plain Sight Jack-of-All-Trades Luck 3 Skill Mastery (Disguise, Gather Information, Intimidate, Stealth) Startle Takedown Attack Well-Informed POWERS 8 + 10 + 8 + 8 + 33 + 1 + 1 + 4 + 2 + 8 + 21 = 104 For Mask descriptor explanation, see the complication TERROR/HERO. Enhanced Charisma 8 [8PP] (Descriptors: Uncanny Charisma, Physical Mutation) Enhanced Constitution 10 [10PP] (Descriptors: Uncanny Physique, Physical Mutation) Enhanced Dexterity 8 [8PP] (Descriptors: Uncanny Dexterity, Physical Mutation) Enhanced Intelligence 8 [8PP] (Descriptors: Uncanny Mind, Physical Mutation) Fear Array 15.5 (31PP Array; Feats: Alternate Power 2) [33PP] (Descriptors: Emotion, Fear, Mask, Mutation, Psionic) BP: Emotion Control 10 (Extras: Area [Burst], Mental (+0), Selective, Flaws: Limited [Fear Only], Feats: Reversible) {31/31PP} (Descriptors: Aura of Terror) AP: Mind Control 10 (Extras: Conscious, Effortless; Flaws: Duration [Instant]; Feats: Subtle) {31/31PP} (Descriptors: Commanding Terror) AP: Paralyze 10 (Extras: Mental (+0), Range 2 [Perception], Flaws: Action [Full Action], Feats: Reversible) {31/31PP} (Descriptors: Paralyzing Terror) Feature 1 (Directed Inspiration) [1PP] (Descriptors: See The Pattern, Mask, Hyper-Awareness) See the Complication CITY/GRID Immunity 1 (Fear Effects) [1PP] (Descriptors: No Fear, Mask, Mutation) Leaping 4 (x25 Leaping distance; Run 275 ft./525 ft.) [4PP] (Descriptors: Mask, Mutation Psionic) Morph 1 (+5 Disguise, Broad Group: Humanoid) [2PP] (Descriptors: Royal Morph, Inherited, Mutation) Super-Movement 4 (Slow Fall, Trackless, Wall-Crawling 2) [8PP] (Descriptors: Mask, Mutation, Psionic) Terror Array 10 (20PP Array; Feats: Alternate Power 1) [21P] (Descriptors: Inherited, Mutation) BP: Enhanced Strength 20 {20/20PP} (Descriptors: Uncanny Power, Muscle Morph) AP: {4 + 2 + 14= 20/20PP} (Descriptors: Terror Morph, Mask) Concealment 4 (All Visual Senses; Flaws: Blending) [4PP] (Descriptors: Camouflage) Feature 2 (Vocal Mimicry, Throw Voice) [2PP] Morph 6 (+30 Disguise, Broad Group: Humanoid; Feats: Covers Scent, Precise) (Stacks with Royal Morph) [14PP] Stacked Power: Morph 7 (+35 Disguise, Broad Group: Humanoid; Feats: Covers Scent, Precise) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC16 Tou (Staged) Damage +9 Unarmed - Uncanny Power Touch DC26 Tou (Staged) Damage +9 Aura of Terror Perception DC20 Will (Staged) Fail: Shaken >5: Frightened Panicking Reversible Paralyzing Terror Perception DC20 Will (Staged) Fail: Slowed >5: Paralyzed Reversible Commanding Terror Perception DC20 Will Mind Control Conscious, Effortless, Subtle TOTALS Abilities (20) + Combat (20) + Saving Throws (16) + Skills (29) + Feats (25) + Powers (104) - Drawbacks (0) = 214/250 Power Points
  2. For NPC Tier, Emerald City refs count as creators for the Terror, if you want to use the Terror. The Terror Power Level: 12 (263/263PP) Unspent Power Points: 0 Trade-Offs: (Touch of Terror) -2 Attack / +2 Damage In Brief: Artificial fear spirit created by the Chamber uses bystanders as hosts to spread fear. Alternate Identity: Varies Birthplace: Varies Residence: Varies Base of Operations: Emerald City Occupation: Varies Affiliations: None Family: Varies Description: Age: Varies Apparent Age: Varies Gender: Varies Ethnicity: Varies Height: Varies Weight: Varies Eyes: Varies, usually glowing white lights Hair: Varies Almost everything about the Terror's physical appearance varies by its host: Height, weight, age, gender, hair color, eye color, beard or not, as does it clothing. Typically, the Terror is dressed in old, ragged clothing, often including several layers, making it different to estimate the current Terror's size, though it has on occasion broken this pattern and worn more refined clothing, though it will always cover its entire body, leaving at most the skin on its hands visible. Said skin will usually be a sickly, light yellow color, with dark fingernails. The one constant about the Terror's appearance is that it will always wear a hood of some kind, shrouding the Terror's face in complete darkness, with only its glowing white eyes being visible under the hood. The Terror's entire body always seem to be covered in a dark miasma that makes it difficult to see in the entire area around it. History: The being known as “The Terror” is an Emerald City urban legend and media sensation. According to victims and eyewitnesses, a dark-clad figure stalks and corners victims in the city at night, apparently emerging from the city’s underground or sewer system. Victims report lights dimming in the area around them immediately before the attack and a growing sense of fear which becomes paralyzing terror upon spotting the figure swaddled from head to foot in dark, concealing, tattered garments. Initially, sightings of the Terror ended there: victims experienced long moments of utter fear, then the mysterious figure disappeared as quickly as it came, leaving its victims gasping for air and thankful to have escaped. Things progressed, however, until an eyewitness reported a shadowy figure matching descriptions of the Terror fleeing the scene of a victim left catatonic and unresponsive. Emerald City police have potentially connected the Terror to several unsolved incidents of coma or catatonia in the city. In spite of their best efforts, they have no clear leads: the Terror seems to appear and vanish at will, and conscious victims and witnesses are all too badly shaken by the experience to provide any useful details. Many are concerned the authorities are not doing enough, or that the Terror may be unstoppable, which only increases public concerns and has everyone jumping at the slightest sound or movement out of a dark shadow late at night. Whatever it may be, the Terror has become a force in Emerald City, and it is growing more powerful. In truth, the Terror is a creation of the Chamber that secretly rules Emerald City. Through means known only to themselves, the members of the Chamber was able to create an artificial spirit of fear, created through cultural signifiers that were psionically stapled together. Normally docile and controlled by the Chamber, the fear spirit can be sent to posses an unsuspecting person, turning them into the Terror. The Terror will then run wild, attacking at random, spreading fear throughout Emerald City until the host body burns out. The fear spirit then returns to its masters, waiting for its next host. The perfect tool for those special occasions where the Chamber needs someone out of the way, but murder would look weird. It is, after all, much easier to blame something on a single crazy person that disappears into the night. Personality & Motivation: Virtually nothing is known about the Terror’s personality or motives beyond its stalking behavior. It has never spoken to a victim, so far as anyone knows, nor has it contacted the authorities or the media, as some serial killers do. It seems driven to find new victims to feed on their fear, although some of its earliest survivors have described the Terror as hesitant, perhaps even afraid itself, although it seems to have become bolder over time. The fear spirit that creates the Terror seems to have little in the way of sentience. A beast, it lives to inflict terror and fear on the world around it. Or perhaps it is much more cunning than the Chamber believes, simply biding its time? Only time will tell. Powers & Tactics: The Terror appears to mystically or psychically induce unreasoning fear in anyone who sees it, impairing the victim’s ability to function until complete paralysis sets in. In some cases, victims pushed beyond this point become catatonic or comatose, completely cut off from the outside world. The very presence of the Terror seems to carry a dark aura; lights go dim in its presence and it is difficult to make out details. Every shadow seems filled with menace. What’s more, the Terror feeds on its victims’ fear, giving it the ability to recover from injury or harm. It is difficult to damage in the first place, being apparently immune to most mortal concerns (like breathing) and virtually invulnerable to counter-attacks from its victims. They report that, even when able to attack the Terror, their efforts seemed utterly ineffective and did nothing to deter it. Any character suffering from the Terror’s Aura of Terror or Intimidation is unable to affect it with damaging attacks, or anything resisted by Toughness. Even if they can, so long as someone within sight feels fear, the Terror quickly recovers. Power Descriptions: All light around the Terror is dimmed, be it natural or artificial, created through powers or technology, creating a sort of dark miasma.. It is immune to a great many concepts that can give its prey trouble, such as breathing. Just seeing the Terror is enough to cause paralyzing fear in a subject. The Terror is strengthened by the fear of its victims, being all but invulnerable to their attacks, while feeding on the fear to regenerate any damage they might manage to cause. Further drawing on the fear it causes, the Terror is able to strike with terrifying power to quickly incapacitate its victims. Complications: Motivation - Inflict Terror: The Terror exists to create—and feed upon—fear. It is driven to seek out and stalk victims. Outsider: By its very nature, the Terror is an outsider incapable of interaction with society, and apparently with little understanding of people beyond their ability to feed its hunger for fear. Neverending Nightmare: The Terror is constantly creating fear in all those that surround it. The powers Aura of Terror is constantly active, which makes it difficult for anyone to work alongside the Terror. Abilities: 10 + 0 + 10 + 0 + 4 + 10 = 34PP Strength: 20 (+5) Dexterity: 10 (+0) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 14 + 18 = 28PP Initiative: +0 Attack: +7 Base, +7 Melee, +7 Ranged, +11 Unarmed (+7 Base, +4 Attack Specialization) Defense: +12 (+9 Base, +3 Dodge Focus), +4 Flat-Footed Grapple: +12 Knockback: -2 Saving Throws: 0 + 10 + 9 = 19PP Toughness: Immune to attackers that feel fear / +5 (+5 Con) Fortitude: Immune / +5 (+5 Con) Reflex: +10 (+0 Dex, +10) Will: +11 (+2 Wis, +9) Skills: 68R = 17PP Climb 6 (+11) Intimidate 17 (+22) Skill Mastery Notice 8 (+10) Skill Mastery Sense Motive 15 (+17) Skill Mastery Stealth 17 (+17) Skill Mastery Swim 5 (+10) Feats: 16PP Attack Specialization [Unarmed] 2 Chokehold Distract [Intimidate] Diehard Dodge Focus 3 Fascinate [Intimidate] Fearless Hide in Plain Sight Improved Grab Improved Pin Move-by Action Skill Mastery (Intimidate, Notice, Sense Motive, Stealth) Startle Powers: 9 + 30 + 40 + 1 + 60 + 5 = 145PP Damage 8 ("Touch of Terror"; Feats: Mighty) [9PP] (Fear, Impact Damage Type, Mutation, Psionic) Immunity 30 ("Beyond Mortal"; Immunity to Fortitude Effects) [30PP] (Fear, Mutation, Psionic) Immunity 80 ("Invulnerable Terror"; Immunity to Toughness Effects, Flaws: Limited [Subjects feeling fear]) [40PP] (Fear, Mutation, Psionic) Environment Control 1 ("Dark Miasma"; Visibility -4) [1PP] (Darkness, Mutation, Psionic) Paralyze 12 ("Aura of Terror"; Extras: Action 3 [Reaction], Area [Perception, Visual], Flaws: Uncontrolled) [60PP] (Fear, Mutation, Psionic) Regeneration 10 ("Feeds on Fear"; Recovery Bonus 10; Flaws: Source [Fear]) [5PP] (Fear, Mutation, Psionic) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC20 Tou (staged) Damage +11 Touch of Terror Touch DC28 Tou (staged) Damage +11 Aura of Terror Visual Perception Area DC22 Will (staged) / DC 22 Reflex for no effect Slowed/Paralyzed N/A Totals: Abilities (34) + Combat (32) + Saving Throws (19) + Skills (17) + Feats (16) + Powers (145) - Drawbacks (0) = 263/263 Power Point
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