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Koschei The Deathless (PL12) - NPC Tier 3


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Koschei the Deathless
Power Level: 12 (197/197PP)
Unspent Power Points: 0
Trade-Offs: (Ranged) +2 Attack / -2 DC. Defensively under caps.

 

In Brief: Unstable former Russian spy turned psychic head of the Mafiya.

 

Alternate Identity: Gregor Malakov aka Gregory Malinski (Secret)
Birthplace: Russia

Residence: Emerald City 
Base of Operations: Emerald City
Occupation: Head of the Malakov Mafiya
Affiliations: The Chamber, Malakov Mafiya
Family: None 

 

Description:
Age: 98 (DoB: 1921)
Apparent Age: Early 50'es.
Gender: Male
Ethnicity: East Slavic
Height: 6'2''
Weight: 165 lbs.
Eyes: Green, formerly pale blue
Hair: Silvery grey

Typically, while appearing to members of his organization or fellow criminals, Koschei wears a full, concealing hood of dark green, showing only his glowing green eyes, with wrist length leather gloves (to conceal his fingerprints) and a dark, tailor-made suit. In his public identity as “humble importer” Gregory Malinski, he dresses in similarly fine fashion, with his silvery grey hair neatly trimmed. Decades of use of the Viridian Stone have left their mark in his eyes, now permanently a vivid green rather than Malakov’s former pale blue (another useful quirk for concealing his true origins and identity).

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History:
The undisputed head of the syndicate bearing his name for decades, Gregor Malakov long ago traded his humanity for power and would gladly trade whatever remains of it for the promise of a few more years of life. For the ability to live forever, he would sacrifice anything or anyone. A spymaster in USSR during the Cold War, Malakov's ruthless climbing through the ranks afforded him with no shortage of enemies. While he remained untouchable due to his success, a single failure would eventually lead to his downfall. Exposed to scientific experiments intended by his enemies in the KBG to destroy him, they instead unlocked Malakov’s latent psychic potential.

 

Initially, his mental powers were limited, but subtle and persistent, like their master. He used them to extricate himself from a nest of vipers and set himself up as a crime lord in Emerald City. There he acquired the fist-sized chunk of green viridian he keeps close at hand at all times. A failed attempt at creating a Preserver Stone, the Viridian Stone greatly enhanced Malakov's psychic powers. With it, he became “Koschei the Deathless,” fearsome master of the Mafiya.

 

Gregory Malinski’s legitimate business interests serve primarily as a means to launder Mafiya money by investing it in shipping, real estate, warehousing, contracting, and various other businesses. Malakov is careful to keep his criminal connections hidden and does not generally deploy Mafiya resources against his business rivals, although he sometimes indulges in using his powers to his advantage in business negotiations, relishing the advantage—and the reputation as a shrewd businessman—they give him. 

 

As a member of the Chamber, Malakov keeps Emerald City in a stranglehold, but despite his enhanced lifespan, his age and constant exposure to the Viridian Stone has begun to take their toll on his sanity. While Koschei the Deathless remains a fearsome figure, and can be as subtle as ever in his manipulations, he has grown increasingly paranoid and erratic. Yet, Koschei remains strong, and so far, none in the Mafiya would dare challenge his leadership.

 

Personality & Motivation:
Malakov’s greatest fear is mortality: His viridian stone and mind-over-matter have maintained him in a relatively hale and hearty state. For a man nearing one hundred years old, he seems only in his fifties. Still, age has taken its toll, and Malakov wants to find a way to reverse it and perhaps secure true immortality. He obsessively pursues various methods of life-extension and enhancement, careful not to show his hand, lest his enemies try to exploit any sign of weakness. While his decades long use of the  Viridian Stone and age has begun to take its toll on Malakov's mental stability, making him prone to irrational action and paranoia, he is still a ruthless master manipulator.

 

Powers & Tactics:
On his own, Malakov posses low level psionic powers, unlocked due to the scientific experiments he was exposed to by the KGB. These abilities are enhanced to a fearsome degree when Koschei wields the Viridian Stone, allowing him to read thoughts and memories, project illusions, and strike foes with powerful mental blasts. He can also exert mental influence over the minds of others, editing their memories (a useful means of concealing his activities). Koschei’s powers make his position as mob-boss almost unassailable, since he knows every disloyal thought and can deal with any plot against him before it happens. The Viridian Stone has also granted Koschei a degree of mind over matter, somatically controlling his body to resist aging and shrug off some harmful effects while healing quickly from any injury.

 

While he is trained and efficient with a large number of weapons, particularly rifles and guns, Koschei prefers to use manipulation and subtle use of his mental powers to defeat his foes. 

 

Power Descriptions:
Koschei's mental powers are all but impossible to track and recognize. Aside from the Viridian Stone in his hand, and the constant glow of his green eyes, one would never know that Koschei were the source of the mental attack that just felled an ally. Even when he takes direct control of a person, they will fail to recognize that they are even being controlled.

 

Complications:
Addiction: Koschei has grown dependent on the power of his Viridian Stone, not only for his psychic power, but for his extended life as well.
Motivation—Greed: Koschei is motivated by having the very best in all things and believes living well (and wealthy) is the best revenge.
Obsession—Survival: Koschei wants to avoid death at all costs and is obsessed with any means of prolonging his life.

Unstable: Koschei's advanced age and repeated use of the Viridian Stone has taken its toll on his psyche. While this generally takes the forms of various rants and threats for even the smallest of slights ("Bethlehem Heights will BURN for blocking my Wi-Fi signal!"), Koschei has been known to act on these threats.



Abilities: -2 + 2 + 4 + 6 + 4 + 8 = 22PP
Strength: 8 (-1)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 18 (+4)


Combat: 10 + 20 = 28PP
Initiative: +3 (+3 Intelligence, Speed of Thought)
Attack: +5 Base, +5 Melee, +9 Unarmed (+5 Base, +4 Attack Specialization), +14 Ranged (+5 Base, +9 Attack Focus)
Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed

Grapple: +3
Knockback: -4


Saving Throws: 6 + 9 + 13 = 28PP
Toughness: +7 (+2 Con, +2 Defensive Roll, +3 Undercover Vest)
Fortitude: +8 (+2 Con, +6)
Reflex: +10 (+1 Dex, +9)
Will: +15 (+2 Wis, +13)


Skills: 160R = 40PP

Acrobatics 6 (+7)

Bluff 15 (+19)

Diplomacy 9 (+13)

Drive 6 (+7)

Gather Information 12 (+16)

Intimidate 12 (+16)

Investigation 12 (+15)

Language 4 (Czech, English, German, Polish, Native Russian) 

Notice 12 (+14)

Pilot 5 (+6)

Profession [Criminal] 15 (+17)

Profession [Spy] 15 (+17)

Search 12 (+15)

Sense Motive 15 (+17)

Stealth 6 (+7)

Swimming 4 (+3)

 


Feats: 30PP

Attack Specialization [Unarmed] 2

Attack Focus [Ranged] 9

Assessment

Benefit 2 (Crime Lord)

Benefit 3 (Multi-millionaire)

Connected

Contacts

Defensive Attack

Defensive Roll 1

Diehard

Eidetic Memory

Equipment 1

Improvised Weapon

Leadership

Set-Up

Speed of Thought

Trance

Well-Informed

 

Equipment: 1PP = 5EP

  • Undercover Vest (Protection 3 [Feats: Subtle]) [4EP]
  • Additionally: Access to most guns and explosives listed in the rulebook


Powers: 21 + 21 + 6 = 48PP

 

Device 7 ("Viridian Stone"; 35PP Container; Flaws: Easy-To-Lose) [21PP] (Cosmic, Preserver Stone)

Enhanced Psychic Powers Array  16 (32PP Array; Feats: Alternate Power 3[35PP] (Note: All stack with same powers in Psychic Power Arrays) (Psionic) 

BPMind Control 9 ("Enhanced Mental Influence"; Extras: Conscious; Feats: Mental Link) {28/32} 

APBlast 8 ("Enhanced Mental Blast"; Extras: Alternate Save [Will], Range [Perception]) {32/32} 

APIllusion 6 ("Enhanced Mental Illusion"; Options: All Senses; Extras: Duration [Sustained], Selective; Flaws: Phantasms; Feats: Progression [Area] 2) {32/32} 

APMind Reading 8 ("Enhanced Mind Probe") [8PP] 1PP/rank + Mental Communication 9 ("Enhanced Telepathy") [18PP] {26/32} 

 

Psychic Powers Array 9 (18PP Array; Feats: Alternate Power 3[21PP] (Mutation, Psionic) 

BPMind Control 3 ("Mental Influence"; Extras: Conscious; Feats: Affects Insubstantial 2, Insidious, Subtle 2) {12/18}

APBlast 4 ("Mental Blast"; Extras: Alternate Save [Will], Range [Perception]; Feats: Subtle 2) {18/18}

APIllusion 3 ("Mental Illusion"; Options: All Senses; Extras: Duration [Sustained], Selective; Flaws: Phantasms; Feats: Progression [Area] 3) {18/18} 

APMind Reading 4 ("Mind Probe"; Feats: Subtle 2) [6PP] + Mental Communication 3 ("Telepathy"; Feats: Subtle 2) [8PP] {14/18}

 

Somatic Healing 3 (6PP Container ) [6PP] (Cosmic Mutation, Psionic)

Immunity 4 (Options: Aging, Disease, Poison, Radiation[4PP]

Regeneration 2 (Options: Recovery Bonus 2[2PP] 

 


Drawbacks: (-0) + (-0) = -0PP

 


DC Block

 

 

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC14 Tou (staged)

Damage

+8

Mental Influence

Perception

DC13 Will (staged)

Mind Controlled

N/A

Enh. Mental Influence

Perception

DC22 Will (staged)

Mind Controlled

N/A

Mental Blast

Perception

DC19 Will (staged) 

Damage 

N/A

Enh. Mental Blast

Perception

DC27 Will (staged)

Damage

N/A

Mental Illusion

Perception 

DC13 Will (staged)

Tricked by Illusion

N/A

Enh. Mental Illusion

Perception 

DC19 Will (staged)

Tricked by Illusion

N/A

 

 

Totals: Abilities (22) + Combat (30) + Saving Throws (28) + Skills (40) + Feats (30) + Powers (48) - Drawbacks (0) = 198/198 Power Points

Edited by RocketLord
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  • 3 weeks later...

We're a lot more relaxed on NPCs (because, indeed, they are often outright designed to be broken nonsense to better-challenge PCs), but they're still beholden to the house rules - a third of their attack bonus must come from base attack. With a +14 ranged attack bonus, Koschei would need a +5 base attack.

 

Knockback rounds down - with Toughness +7, this character would have knockback -3.

 

Quick typo check - is that Healing container supposed to be Somantic healing, or Somatic healing?

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