Jump to content

Blözan (PL11 NPC, Tier 1)


Recommended Posts

Blözan

NPC Tier: 1 (usable by any)

Power Level: 11 (165pp)

Trade-Offs: None

 

Appearance: Blözan resembles a muscular man with a stag's head and antlers, but the antlers are black and the deer fur (and his body in general) is speckled with ever-bleeding wounds and suppurating sores. He wears no clothes, but a mass of fur/hair covers his waist. He has claws on his hands. His feet are human feet, not deer's hooves.

 

Background/History: Blözan has existed for as long as sentient beings have lived in Germanic Europe (mostly Germany, but also Austria, Switzerland, Belgium, Luxembourg, and Denmark). He has several cousins (Britian's Samhain being perhaps the most well-known) and "sons"Â and "nephews"Â (bogeymen, bugbears). It lurks in the forests and mountains and hills and meadows. It has seen empires rise, thrive, and die, existing always in the shadow of its glorious fear. And even today, when the heroes are of a different sort, with gaudy costumes and foolish names, it remains strong and undefeatable, for wherever there exists a mind susceptible to fear, it can live on.

 

Personality/Motivation: Blözan is an ancient spirit of evil and fear. It exists only to inspire and "sculpt" fear in human beings and animals, and it feeds on that fear. While content to thrive on the fears of small, individual minds, it prefers the greater taste and nourishment of fear on a wide scale -- such as it helped to foster during the final days of World War II, when the Nazi forces started to get a taste of the fear they'd been sowing.

 

Quote: <"Sie können meine Berührung nicht standhalten. Ihr Mut ist aber eine Welke Blume, im Vergleich zu meiner Macht!">

("You cannot withstand my touch.  Your courage is but a wilting flower, compared to my power!")

 

Powers/Tactics: Blözan's powers mostly involve the evocation and shaping of fear. He can simply create raw fear within a victim's heart (Emotion Control), or show a victim his greatest specific fears (Acute Analytical Ranged Detect Person's Fears and Phantasm Illusions). With the latter power, he often scares the victim so badly that a heart attack ensues (Linked Mental Blast). If he wants to cause fear in a large number of people, he'll rely on his Drain Wisdom power and Intimidate checks.

As a spirit of evil and fear, Blözan can also fly, teleport, and become incorporeal. His claws are preternaturally sharp (Penetrating), and wounds caused by his antlers resist conventional forms of medical treatment (Incurable).

Blözan is vulnerable to being on "holy ground" and near "holy objects," particularly those of the Aesir and AÂsatru faiths. Another weakness is his "glass cannon" status: just as fears tend to go away once boldly faced, so does Blözan. (Its ability to "resurrect"Â as long as there are minds capable of feeling fear is a plot device ability.)

 

Campaign Use: Although not a "master villain," Blözan should have sufficient power to oppose an entire group of PCs. His appearance in the campaign should signal a major threat that the PCs have to do their utmost to defeat.

Defeating Blözan should pose great difficulties for the heroes. The best method is to trap him an area where there exist no creatures he can affect with his fear-inspiring powers. Confronted with such bravery, he will shrivel and diminish, eventually winking out of existence... or so the heroes should believe. In time Blözan will return in full strength, for who can truly abolish terror?

Blözan does not Hunt heroes. Petty rivalries and thoughts of vengeance are beneath him; he merely wishes to create a grand tableau of fear throughout the world.

 

Complications: Utterly Evil (can never perform kind or unselfish acts; compelled to do evil regardless of its utility)

 

Abilities: [0+2+0+2+4+10 = 18pp]

Str: 10/+0

Dex: 12/+1

Con: 10/+0

Int: 12/+1

Wis: 14/+2

Cha: 20/+5

 

Combat: [16 on Attack, 16 on Defense = 32pp]

Attack: +8

Grapple: +8

Defense: +9 (+4 flat-footed)

Knockback: +0

Initiative: +1

 

Saves: [4+5+5 = 14pp]

Toughness +0

Fort +4 (+0 Con, +4)

Ref +6 (+1 Dex, +5)

Will +7/+11* (+2 Wis, +5; Mental Shield 4)

 

Skills: [32 ranks = 8pp]

Bluff 8 (+13, +18 vs. shaken foes)

Intimidate 8 (+13, +18 vs. shaken foes)

Sense Motive 8 (+10, +15 vs. shaken foes)

Stealth 8 (+9)

 

Feats: [7 feats]

Dodge Focus

Favored Opponent 5 (shaken foes)

Fearless

 

Powers: [39+7+11+21+4+8+4 = 94pp]

 

Fear Powers 18 (PFs: 3 Alternate Powers) [39pp]

  • BE: Emotion Control 11 (Extras: Area [burst], Contagious; Flaw: Fear only) (Evoke Fear)

    AP: Drain Wisdom 6 (Extras: Alternate Save/Will, 30-ft. Burst Area, Range 2/Perception; PFs: Slow Fade 1/1pp per Minute), Linked Drain Fearless Feat 1 (Extras: Alt Save/Will, 25-ft. Burst Area, No Save, Range 2/Perception; PFs: Progression 2/25-ft. increment, Slow Fade/returns after 1 minute) (Susceptibility to Fear)

    AP: Illusion 11 (all senses; PFs: Progression 2/25-ft. radius; Flaw: Phantasms) (Images of Fear, v1)

    AP: Illusion 5 (all senses; Extra: Linked Mental Blast 5; Flaw: Phantasms) (Images of Fear, v2)

 

Flight 3 (50mph; PF: 1 AP) (Spirit Swiftness) [7pp]

  • AP: Teleport 3 (300 ft./1,000 feet) (Spiritwalking)

 

Immunity 11 (aging, life support, sleep) (Spirit Body) [11pp]

 

Insubstantial 4 (incorporeal, affected by magic; PF: Innate) (Spirit Form) [21pp]

 

Mental Defense 4 (Spirit Mind) [4pp]

 

Strike 1 (black claws; Extra: Penetrating 6; PFs: 1 AP) [8pp]

AP: Strike 4 (corrupt antlers; PFs: Incurable) [-]

 

Super-Senses 4 (Acute Analytical Ranged Detect Person's Fear [mental]) (Terrorsense) [4pp]

 

Drawbacks:

Weakness (to holy places and objects; cumulative -1 drain on Constitution per round is on holy ground, in a holy place, or within 5 feet of a holy object; common, moderate; -8pp)

 

DC Block

Unarmed -- DC 15 (20 vs. shaken) -- Bruise

Claws -- DC 16 (21 vs. shaken) -- Bruise or Injury; Penetrating 6

Antlers -- DC 19 (24 vs. shaken) -- Bruise or Injury; Incurable

 

Totals

Abilities 18 + Combat 32 + Saves 14 + Skills 8 (32 ranks) + Feats 7 + Powers 94 - Drawbacks 8 = 165pp

Edited by Dr Archeville
Link to comment

Blözan will be a part in the upcoming vignette I write for Doktor Archeville.

Quote
Doctor Archeville fought Blözan in August of 2006. It claimed to have been "awakened by the increase in terror" from the discovery of some unexploded suitcase bombs, and that he would "make the streets run red in honor of the Norse Gods and Elves." Though Archeville steadfastly believed that he was merely a deluded Neo-Pagan metahuman, the super-scientist nevertheless found himself deeply shaken, both physically and mentally, by their first battle.

After taking some time to heal and re-strategize – and trying not to listen to the advice of Hexe, a too-eager "witch" who claimed to know exactly what spells and charms to use against the spirit.  Archeville planned to trick the villain into entering an Old Norse church, which he hoped would feed into the villain's "delusions" and "send him into a catatonic state," then strike with a quickly-assembled Trans-Phasic Blaster. The ploy was not as effective as Archeville had hoped, and it was only the arrival of Hexe and her circle-mates that prevented the church from becoming Archeville's tomb.

To this day, Archeville does not talk about what Blözan showed him.

Edited by Dr Archeville
Link to comment

Abilities: [0+2+0+2+4+10 = 18pp]

Str: 10/+0

Dex: 12/+1

Con: 10/+0

Int: 12/+1

Wis: 14/+2

Cha: 20/+5

Adds up.

Combat: [16 on Attack, 16 on Defense = 32pp]

Attack: +8

Grapple: +8

Defense: +8 (+4 flat-footed)

Knockback: +0

Initiative: +1

Adds up.

Saves: [4+5+5 = 14pp]

Toughness +0

Fort +4 (+0 Con, +4)

Ref +6 (+1 Dex, +5)

Will +7/+11* (+2 Wis, +5; Mental Shield 4)

Adds up.

Skills: [32 ranks = 8pp]

Bluff 8 (+13, +18 vs. shaken foes)

Intimidate 8 (+13, +18 vs. shaken foes)

Sense Motive 8 (+10, +15 vs. shaken foes)

Stealth 8 (+9)

Adds up.

Feats: [6 feats]

Favored Opponent 5 (shaken foes)

Fearless

Adds up.

Powers: [39+7+11+21+4+9+4 = 95pp]

Fear Powers 18 (PFs: 3 Alternate Powers) [39pp]

BE: Emotion Control 11 (Extras: Contagious, Penetrating; Limit: Fear only)

AP: Illusion 11 (all senses; PFs: Progression 2/25-ft. radius; Flaw: Phantasms)

AP: Illusion 5 (all senses; Extra: Linked Mental Blast 5; Flaw: Phantasms)

AP: Drain Wisdom 8 (Extras: Alternate Save/Will, 40-ft. Burst Area, Range 2/Perception)

Flight 3 (50mph; PF: 1 AP) [7pp]

AP: Teleport 3 (300 ft./1,000 feet)

Immunity 11 (aging, life support, sleep) [11pp]

Insubstantial 4 (incorporeal, affected by magic; PF: Innate) [21pp]

Mental Defense 4 [4pp]

Strike 1 (black claws; Extra: Penetrating 6; PFs: Mighty, 1 AP) [9pp]

AP: Strike 4 (corrupt antlers; PFs: Incurable, Mighty) [-]

Super-Senses 4 (Acute Analytical Ranged Detect Person’s Fear [mental]) [4pp]

Super-Senses: Good

Strike Array: Why is it mighty when he has no strength?

Mental Defense: Good

Insubstantial: Good

Immunity: Good

Flight Array: Good

Fear Powers:

Drawbacks:

Weakness (to holy places and objects; cumulative -1 drain on Constitution per round is on holy ground, in a holy place, or within 5 feet of a holy object; common, moderate; -8pp)

Adds up.
Link to comment

Looks like a very scary character! There are a few points though.

BlÃ…Âzan

Powers/Tactics: BlÃ…Âzan’s powers mostly involve the evocation and shaping of fear. He can simply create raw fear within a victim’s heart (Emotion Control), or show a victim his greatest specific fears (Acute Analytical Ranged Detect Person's Fears and Phantasm Illusions). With the latter power, he often scares the victim so badly that a heart attack ensues (Linked Mental Blast). If he wants to cause fear in a large number of people, he’ll rely on his Drain Wisdom power and Intimidate checks.

As a spirit of evil and fear, BlÃ…Âzan can also fly, teleport, and become incorporeal. His claws are preternaturally sharp (Penetrating), and wounds caused by his antlers resist conventional forms of medical treatment (Incurable).

BlÃ…Âzan is vulnerable to being on “holy ground†and near “holy objects,†particularly those of the Æsir and ÃÂsatrú faiths. Another weakness is his “glass cannon†status: just as fears tend to go away once boldly faced, so does BlÃ…Âzan. (Its ability to “resurrect†as long as there are minds capable of feeling far is a plot device ability.)

Did you mean to say "...minds capable of feeling fear..." as opposed to "...minds capable of feeling far..."

Powers: [39+7+11+21+4+8+4 = 94pp]

Fear Powers 18 (PFs: 3 Alternate Powers) [39pp]

BE: Emotion Control 11 (Extras: Contagious, Penetrating; Limit: Fear only) (Evoke Fear)

AP: Illusion 11 (all senses; PFs: Progression 2/25-ft. radius; Flaw: Phantasms) (Images of Fear, v1)

AP: Illusion 5 (all senses; Extra: Linked Mental Blast 5; Flaw: Phantasms) (Images of Fear, v2)

AP: Drain Wisdom 8 (Extras: Alternate Save/Will, 40-ft. Burst Area, Range 2/Perception) (Susceptibility to Fear)

You are aware that anyone who spends 1pp for Fearless would most likely be immune to all of the above powers.

Insubstantial 4 (incorporeal, affected by magic; PF: Innate) (Spirit Form) [21pp]

Mental Defense 4 (Spirit Mind) [4pp]

Strike 1 (black claws; Extra: Penetrating 6; PFs: 1 AP) [8pp]

AP: Strike 4 (corrupt antlers; PFs: Incurable) [-]

As a spirit, he will be unable to affect anyone with his strike power. You would need to buy the affects corporeal extra. Without it, it's pretty much a wash.

Which brings up the next point, buying 6 ranks of Penetrating on a strike 1 power. It seems a little cheesy to me. However, since he can't affect corporeal creatures it doesn't matter really if the claws are penetrating.

Link to comment

Did you mean to say "...minds capable of feeling fear..." as opposed to "...minds capable of feeling far..."

D'oh! Yes, I did.

You are aware that anyone who spends 1pp for Fearless would most likely be immune to all of the above powers.

Depends on how broad "fear effects" is defined. The Emotion Control, certainly. The Mental Blast, sure. The Illusions should still work, I'd think -- the target still sees nasty things (and may thus miss seeing something else). Drain Wisdom, I could go either way on.

As a spirit, he will be unable to affect anyone with his strike power. You would need to buy the affects corporeal extra. Without it, it's pretty much a wash.

Ah, but his Insubstantial isn't Permanent (or even Continuous) -- he can switch back and forth between corporeal and incorporeal as needed.

Which brings up the next point, buying 6 ranks of Penetrating on a strike 1 power. It seems a little cheesy to me. However, since he can't affect corporeal creatures it doesn't matter really if the claws are penetrating.

The full Penetrating 6 only comes into play when he gets to use his Favored Opponent 5 + Strike 1. If he's fighting someone who isn't shaken, it's only Strike 1 (Penetrating 1).

Link to comment

Depends on how broad "fear effects" is defined. The Emotion Control, certainly. The Mental Blast, sure. The Illusions should still work, I'd think -- the target still sees nasty things (and may thus miss seeing something else). Drain Wisdom, I could go either way on.

Yes, that is something we may need to explain. The illusions would still cover sight, but would not give the "shaken". I would have to say the drain doesn't work as it makes a person weaker in teh fact of fear, but would still do nothing to the feat. Now, if you were to fix it somehow to bypass that feat, it would be really nice.

Ah, but his Insubstantial isn't Permanent (or even Continuous) -- he can switch back and forth between corporeal and incorporeal as needed.

I was under the impression that innate abilities had to be permanent. I see I was incorrect.

The full Penetrating 6 only comes into play when he gets to use his Favored Opponent 5 + Strike 1. If he's fighting someone who isn't shaken, it's only Strike 1 (Penetrating 1).

Okay, that makes sense.

Link to comment

Yes, that is something we may need to explain. The illusions would still cover sight, but would not give the "shaken". I would have to say the drain doesn't work as it makes a person weaker in teh fact of fear, but would still do nothing to the feat. Now, if you were to fix it somehow to bypass that feat, it would be really nice.

The Illusions couldn't make someone shaken, just the Emotion Control.

Hrrmm...

Would replacing

Drain Wisdom 8 (Extras: Alternate Save/Will, 40-ft. Burst Area, Range 2/Perception) (Susceptibility to Fear)

[Cost is 32pp]

with

Drain Wisdom 6 (Extras: Alternate Save/Will, 40-ft. Burst Area, Range 2/Perception; PFs: Slow Fade 1/1pp per Minute), Linked Drain Fearless Feat 1 (Extras: Alt Save/Will, 25-ft. Burst Area, No Save, Range 2/Perception; PFs: Progression 2/25-ft. increment, Slow Fade/returns after 1 minute) (Susceptibility to Fear)

[Cost is 25+9 = 34pp]

work?

Effect: Drains up to 6 points of Wisdom from anyone in the 40-ft. burst area (DC 16 Will save), and also automatically drains away the Fearless feat from anyone in the center 25-ft. of that area, unless they have Mind Shield 1 or better (since Immunity/Impervious trumps No Save).

Link to comment

The Illusions couldn't make someone shaken, just the Emotion Control.

Hrrmm...

Would replacing

with

work?

Effect: Drains up to 6 points of Wisdom from anyone in the 40-ft. burst area (DC 16 Will save), and also automatically drains away the Fearless feat from anyone in the center 25-ft. of that area, unless they have Mind Shield 1 or better (since Immunity/Impervious trumps No Save).

I like the change. It makes him all around deadly to people without mind shield which is great. Go with it and you're done.

Link to comment
  • Dr Archeville changed the title to BlÅ�zan (PL11 NPC, Tier 1)
×
×
  • Create New...