Jump to content
RocketLord

The Terror (PL12) - NPC Tier 2

Recommended Posts

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.

 

Cd6hwhT.png

 

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

Edited by RocketLord

Share this post


Link to post

Converted from 3E Emerald City character from Threat Report, semi-requested by Ari.

I'm well aware of the PP cost being way above 15PP/PL, but this is in part due to the conversion, and the Terror being a major threat when it shows up in Emerald City. If there's any changes to suggest, in case that won't be allowed, please let me know, and I'll see what I can do about changing it.

 

Tier pending, will edit once I got that, based on what an Emerald City ref will decide, since it isn't my own original character.

Edited by RocketLord

Share this post


Link to post

×
×
  • Create New...