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Elder, The (PL13 NPC, Tier 2)


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History:

Lord Lugat Vorkolaka was born in the Balkans in the 1490s. Though born into nobility, he was an Albanian, he was a patriot eager to overthrow the Ottoman Turks by any means necessary. He battled the Turks for years as a rebel, petty magician, and bandit chieftan before finally his armies were broken and he was thrown into a Turkish prison. Deep in the deepest, darkest cell in Istanbul, Vorkolaka met another prisoner, an individual with a powerful interest in overthrowing the iron hand of the Sultan himself. (After all, the Ottoman government was as eager to break the power of foreign magical creatures in their domain as they were to break the power of foreign nobles.) Vorkolaka became a vampire on March 1, 1539, and soon became among the most feared monsters in Europe.

His cause slipped away as he got older, as happens often with heroic vampires, and within a few centuries he focused more and more on defending his own turf, feasting and killing, than overthrowing the Turks. Eventually, as the Turks slipped away, Vorkolaka discovered that the primitive nature of the Ottomans had been his only defense. New generations of vampire hunters beset him as science and civilization spread across eastern Europe, and finally in 1893 Lady Violet Pennyworth drove a wooden stake through his heart via a magical wind and sealed his corpse inside his own iron coffin. Pennyworth brought him back to Britain to study, but ultimately her own untimely death meant that her work was forgotten. The iron casket of Vorkolaka, emblazoned with grim sigils of death, blood, and magic, passed from hand to hand before it found its way to a bank vault right here in Freedom City. Inside, Lugat lies torpid, awaiting the magical rituals that will revive him.

If Lugat Vorkolaka survives his debut adventure, in which he will battle Avenger's nascent team of superheroes, Lugat will be a Tier 2 NPC. His agenda will be survival, establishing a powerbase, and getting revenge on the mystics and families of all those who wronged him. Melinda will cooperate begrudgingly, looking for a chance to manipulate him into destroying himself. Lugat is old and powerful, but naive in many ways about how the world of the 21st century works. (Modern-day superheroes, in particular, will be an extremely unpleasant surprise. He's dealt with people of such power before, but not so many!)

Abilities: (32 pp)

STR: 26 (+8),

DEX: 26 (+8),

CON - (-),

INT 12 (+1),

WIS 18 (+4),

CHA 10 (+0)

Combat: [30 pp]

Attack +6 (+13 melee, +15 Swords) [12 pp]

Defense 22 (15 flatfooted), [10 pp)

Initiative +16,

Grapple +21,

Knockback -11 / -9 / -2 / +0

Saving Throws: [7 pp]

Toughness: +14 (Impervious 9); +9 (Impervious 9) flat-footed; +5 (vs. blessed, silver or magic); +0 (flat-footed vs. blessed, silver or magic)

Fortitude (-),

Reflex +8 [+8 Dex],

Will +11 [+4 Wis, +7]

Skills: (100r=25pp)

Acrobatics 10 (+18) (skill mastery),

Bluff 8 (+8),

Concentration 8 (+12),

Escape Artist 4 (+12),

Gather Information 12 (+12),

Intimidate 12 (+12) (skill mastery),

Knowledge [Arcane Lore] 8 (+9),

Knowledge [Tactics] 4 (+5),

Languages (English, Turkish, German, Greek: base (Albanian))

Notice 8 (+12),

Sense Motive 8 (+12),

Sleight of Hand 4 (+12) (skill mastery),

Stealth 10 (+18) (skill mastery)

Feats: (36 pp)

Acrobatic Bluff,

Assessment,

Attack Focus 7 (melee),

Attack Specialization (swords),

Blind Fight,

Defensive Attack,

Defensive Roll (5),

Dodge Focus 3,

Elusive Target,

Evasion 2,

Grappling Finesse,

Improved Critical (swords),

Improved Disarm,

Improved Initiative 2,

Move-by Action,

Power Attack,

Prone Fighting,

Quick Draw,

Redirect,

Skill Mastery (Acrobatics, Intimidate, Sleight of Hand, Stealth),

Takedown Attack,

Uncanny Dodge (Hearing),

Powers: [76 pp]

Speed 1 (10 MPH), [1 pp]

Leaping 1 (x2) [1 pp]

Concealment 2 (Normal Vision; Limited [only in shadows]), [2 pp]

Super-Senses 2 (Darkvision) [2 pp]

Darkness Control 6 (250 ft radius) 2 APs (14 pp)

AP: Snare 9 (Flaw: Range—Touch, Power Feat: Obscures Vision [on bound target])

AP: Teleport 4 (Extra: Accurate; Flaw: Medium [shadows], Power Feats: Easy, Progression—250 lbs)

Device 1 (Easy to Lose): Swordsman’s Sword (Strike 3, Improved Critical, Mighty) [3 pp]

Drain Constitution 1 (blood drain) [1 pp]

Immunity 30 (Fortitude Saves) [30 pp]

Protection 9 (Impervious: not vs. blessed/silver/magical) [9 pp]

Regeneration 18 (+10 Recovery Bonus, Resurrection 1/five hours [not when staked or beheaded] [source]) [9 pp]

Super-Movement 2 (Wall-Crawling 2) [4 pp]

Drawbacks: [+11 pp]

Power Loss [Darkness Control array in Direct Sunlight] (-1 pp],

Weakness (5 Con of blood per night or starve in 10 nights; -1 to all abilities) (-4 pp)

Weakness (Sunlight, destroyed after 5 minutes) (-6 pp)

DC Block:

ATTACKS --- SAVE DC --- DAMAGE TYPE:

Unarmed --- DC 23, Toughness --- Bruise/Injured

Sword --- DC 26, Toughness --- Injured

Snare --- DC 19, Reflex --- Snared

Abilities 32 + Skills 25 + Feats 36 + Powers 76 + Combat 30 + Saves 7+ Drawbacks -11= 195

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Abilities: (42 pp)

STR: 26 (+8),

DEX: 26 (+8),

CON - (-),

INT 12 (+1),

WIS 18 (+4),

CHA 10 (+0)

Abilites should be listed at 32pp not 42pp. [16+16+2+8-10=32]

Skills: (96r=24pp)

Acrobatics 10 (+18) (skill mastery),

Bluff 8 (+8),

Concentration 8 (+12),

Escape Artist 4 (+12),

Gather Information 12 (+12),

Intimidate 12 (+12),

Knowledge [Arcane Lore] 8 (+9),

Knowledge [Tactics] 4 (+5),

Notice 8 (+12),

Sense Motive 8 (+12) (skill mastery),

Sleight of Hand 4 (+12) (skill mastery),

Stealth 10 (+18) (skill mastery)

Skills look good.

Feats: (37 pp)

Acrobatic Bluff,

Assessment,

Attack Focus 7 (melee),

Attack Specialization (swords),

Blind Fight,

Defensive Attack,

Defensive Roll (5),

Dodge Focus 3,

Elusive Target,

Evasion 2,

Grappling Finesse,

Improved Critical (swords),

Improved Disarm,

Improved Initiative 2,

Move-by Action,

Power Attack,

Prone Fighting,

Quick Draw,

Redirect,

Skill Mastery (Acrobatics, Sense Motive, Sleight of Hand, Stealth),

Takedown Attack,

Uncanny Dodge (Hearing),

Well-Informed

Adds up.

Powers: [74 pp]

Speed 1 (10 MPH), [1 pp]

Leaping 1 (x2) [1 pp]

Concealment 2 (Normal Vision; Limited [only in shadows]), [2 pp]

Super-Senses 2 (Darkvision) [2 pp]

Darkness Control Array: [12 pp]

Darkness Control 5 (100 ft radius) (10 pp)

AP: Shadow Walk: Teleport 4 (Extra: Accurate; Flaw: Medium [shadows], Power Feats: Easy, Progressionâ€â€250 lbs) [1 pp]

AP: Bind with Shadows: Snare 9 (Flaw: Rangeâ€â€Touch, Power Feat: Obscures Vision [on bound target]) [1 pp]

Device 1 (Easy to Lose): Swordsman’s Sword (Strike 3, Improved Critical, Mighty) [3 pp]

Drain Constitution 1 (blood drain) [1 pp]

Immunity 30 (Fortitude Saves) [30 pp]

Protection 9 (Impervious: not vs. blessed/silver/magical) [9 pp]

Regeneration 18 (+10 Recovery Bonus, Resurrection 1/five hours [not when staked or beheaded] [source]) [9 pp]

Supermovement 2 (Wall-Crawling 2) [4 pp]

Okay, a little format change. Please list the PFs in your Darkness control. Also, Bold the power and rank as well as list them in alphabetical order.

Darkness COntrol 5 (100ft radius; PF: 2APs) [12pps]

Your teleport should only move additional 200lbs, not 250lbs. AP pps can't be used in the AP so you're limited to 10pps ony. The same with the snare. You have a total of 10pps to spend, not 11pps. So you'll have to change your Obscure effect on the snare.

Combat: [22 pp]

Attack +6 (+13 melee, +15 Swords) [12 pp]

Defense 22 (15 flatfooted), [10 pp)

Initiative +16,

Grapple +21,

Knockback -12

Defense is off. He has dodge focus 3, which means he has to pay for 9 points on the Defense. Should be 18pps for Defense, raising total to 30pps for combat.

Drawbacks: [+11 pp]

Power Loss [Darkness Control array in Direct Sunlight] (-1 pp],

Weakness (5 Con of blood per night or starve in 10 nights; -1 to all abilities) (-4 pp)

Weakness (Sunlight, destroyed after 5 minutes) (-6 pp)

Saving Throws: [7 pp]

Toughness: +14 (+9 Impervious/+5 vs blessed/silver/magical),

Fortitude (-),

Reflex +8 [+8 Dex],

Will +11 [+4 Wis, +7]

Looks good.

DC Block:

ATTACKS --- SAVE DC --- DAMAGE TYPE:

Unarmed --- DC 23, Toughness --- Bruise/Injured

Sword --- DC 26, Toughness --- Injured

Snare --- DC 19, Reflex --- Snared

Abilities 42 + Skills 24 + Feats 37 + Powers 74 + Combat 30 + Saves 7+ Drawbacks -11= 195

Looks like you noted the Combat change here though. This puts you at 193pps. You still have 2pps to play with. I suggest dumping them into your Darkness array, bringing it up to Darkness control 6 that way, you can keep your teleport and snare as is without changing them.

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Seems he would've been fighting the Ottoman Turks the same time Vlad Tepes did. Innnteresting... ;)

A few format changes:

His Toughness should be written as

+14 (Impervious 9); +9 (Impervious 9) flat-footed; +5 (vs. blessed, silver or magic); +0 (flat-footed vs. blessed, silver or magic)

Knockback would also need to be changed, to

Knockback: -11 / -9 / -2 / +0

Also, why did you get his sword as a Device? It looks like a regular sword, so could be done as Equipment 1.

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Ah, but the GM is supposed to be more protective of Device swords than Equipment swords. After all, it was a bigger PP investment. So it's got Toughness +11, can be used if he happens to upgrade his strength even further, etc.

As for power-stunting, things like a low-level Deflect to knock policemen's bullets out of the air, channeling his necromantic energies to provide a rank of Affects Insubstantial, that sort of thing. :D

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