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Dr Archeville

Witchfinder (PL8 NPC, Tier 1)

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Witchfinder

NPC Tier: 1 (usable by any)

Power Level: 8 (120pp)

Trade-Offs: +2 Attack, -2 Save Difficulty

Appearance: The Witchfinder is a wiry man of middle height, in his late 20s. He has crewcut brown hair, grey eyes, and a brooding expression. He wears a big game hunter-style ammunition vest and belt hung with grenades and tool pouches, over a camo-patterned flak suit. He also wears a military helmet with high-tech goggles. His forearms bear teardrop-shape bracers enameled with three sigils and a twisty border.

Background/History: One night in 1991, little Jeremy Blaine’s comfortable, middle-class childhood came crashing down. He and his parents were caught in the middle of one of Malador’s massive schemes. The arch-lich transmogrified Jeremy’s parents into demonic creatures and conscripted them into his dark army. Perhaps he didn’t see Jeremy cowering behind the dumpster; perhaps he simply didn’t need a small boy demon. Jeremy didn’t appreciate the favor.

Jeremy grew up in foster care. He became a top student and a star athlete in high school, but he turned down all offers he received from college recruiters. On his eighteenth birthday, he inherited his parent’s modest savings and used the money for a 5-year trip around the world. He visited private libraries and esoteric sages, martial arts trainers and weaponsmiths. At the end he was ready to begin his life’s work.

That meeting with Malador taught Jeremy that devils walked the night, and the worst of all were the devils in human form who treated with the Dark Powers. He lost his parents to black magic, but he could stop the magicians from claiming any more victims… by killing them all first.

Personality/Motivation: Jeremy cannot forgive himself for living while his parents died, and his irrational guilt fuels his hatred of all sorcerers and supernatural creatures. He wants to purge all magic from the world – kill the wizards, burn their books and sanctums, and destroy their artifacts – or die in the attempt. He sees all other supernatural creatures as pawns of the mystics, and tries to destroy them as well. The Witchfinder may spare a few magic items if the help him kill mystics, but he plans to destroy them too, once the last sorcerer is dead. If one mystic escapes a few of Jeremy’s ambushes, however, the Witchfinder might become so obsessed with that particular character that he would use any magic – even make his own pact with a supernatural being – just to kill his nemesis. (Once his 'nemesis' was killed, he would then immediately turn around and attempt to kill the being with whom he had made that pact.)

Quote: “’Thou shalt not suffer a witch to live’ – so you can suffer and die!”

Powers/Tactics: The Witchfinder owns a pair of ornate bracers that can nullify magical effects and glow to point the direction of magic. Jeremy doesn’t know that Hades arranged for him to find the bracers and can turn them off whenever he wants. The Witchfinder won’t get a chance to kill Hades’ favored servants – just their competition.

Witchfinder is a hyper-competent man with a lot of paramilitary hardware: guns, grenades, explosives, and the like. He has a weapon that can kill, or at least hurt, just about anything supernatural. He even created special holy water grenades to use on vampires and demons. If the Witchfinder believes a creature suffers a special weakness (such as silver for werewolves or salt for certain zombies), he creates special ammunition loaded or coated with that substance. He can also create traps, from letter bombs to sunlight-channeling fiber optic cables.

The Witchfinder never openly challenged the mystics or creatures he hunts. He stalks them, learning their habits so he can find an opportunity to attack with complete surprise. He may settle for shooting a sorcerer through the head from a rooftop, but he prefers to leave a messy corpse as a warning about what other people can expect if they meddle with the Black Arts. If his target doesn’t die quickly, he flees to try again later.

Campaign Use: The Witchfinder talks a lot about the menace of magic, but he’s quite a menace himself. He’s no heroic-but-misguided monster-hunter; he’s a maniac who burns down New Age bookstores with the customers locked inside, just to “make a statement.” Mystical PCs not only need to protect themselves from the Witchfinder, they need to protect everyone near them, or anyone who simply shows an interest in the supernatural.

The Witchfinder hunts every supernatural creature or mystic. If mystical PCs attract his attention, he ties to kill them. If they survive his first attack, he tries to kill them again, and again, until he thinks he’s succeeded or the heroes catch him.

Once the heroes capture the Witchfinder, they must decide how much they want to keep him alive. The Brotherhood of the Yellow Sign is only the most prominent group that wants the Witchfinder dead because of his attacks on them.

Complications: Hatred (utter hatred of the supernatural), Hunted (Brotherhood of the Yellow Sign), Hunted (FBI), Identity (secret), Reputation (murderous lunatic).

Abilities: [4+6+6+4+6+4 = 30pp]

Str 14/+2

Dex 16/+3

Con 16/+3

Int 14/+2

Wis 16/+3

Cha 14/+2

Combat: [14 on Attack, 12 on Defense = 26pp]

Attack: +7, +10 ranged

Grapple: +9

Damage: +2 (unarmed) or by weapon

Defense: +8 (+3 flat-footed)

Knockback: -4 / -3 / -2 / -1

Initiative: +7

Saves: [3+2+3 = 8pp]

Toughness +8 (+6 flat-footed; +5 w/out Costume, +2 w/out costume & flat-footed)

Fort +6 (+3 Con, +3)

Ref +5 (+3 Dex, +2)

Will +6 (+3 Wis, +3)

* additional +5 vs. light-based visual Dazzles with flash-goggles

Skills: [100 ranks = 25pp]

Acrobatics 6 (+9)

Bluff 6 (+9)

Climb 6 (+9)

Craft (mechanical) 6 (+8)

Disable Device 6 (+8)

Escape Artist 6 (+9)

Gather Information 6 (+8)

Intimidate 6 (+8)

Investigate 6 (+8)

Knowledge (arcane lore) 6 (+8)

Knowledge (streetwise) 6 (+8)

Knowledge (theology and philosophy) 6 (+8)

Medicine 6 (+9)

Notice 6 (+9)

Search 6 (+8)

Sense Motive 4 (+7)

Stealth 6 (+9)

Feats: [23 feats]

Attack Focus (ranged) 3

Chokehold

Defensive Roll 2

Dodge Focus 2

Equipment 10

Improved Aim

Improved Disarm

Improved Initiative

Power Attack

Uncanny Dodge (visual)

3+1+3+40 = 47 points (3 left over)

Armored Jumpsuit (Protection 3) [3]

Grapple Gun: Super-Movement 1 (Swinging) [1]

Night Vision Goggles w/ Binocular & Flash-Goggle features [3]

Weapons Harness [30+10 = 40]

• Combat Shotgun: Blast 5 or 6 (see M&M Core) [13/1]

• Dagger, Silver: Strike 1 (Improved Critical, Mighty, Thrown) [4/1]

• Flash-Bang Grenades: Dazzle 4 (vision & auditory; 20-ft. Burst) [16/1]

• Holy Water Grenade: Environmental Control 2 (fills 10-ft. radius are with holy water) [4/1]

• Incendiary Grenade: Blast 2 (fire; 20-ft. Explosion, Duration 3/Continuous [lasts for ten rounds or until smothered] [12/1]

• Plastic Explosive: Blast 10 (100-ft. Explosion) [30]

• Sleep Gas Grenades: Fatigue 4 (40-ft. Explosion) [12/1]

• Smoke Pellets: Obscure 2 (visual, 10-ft. area) [4/1]

• Sniper Rifle w/ Teflon Bullets: Blast 5 (Penetrating, Improved Range 3/250 ft. increment) [18/1]

• Submachine Gun: Blast 4 (Autofire) [12/1]

• Thunderstrip: Stun 5 (50-ft. Explosion, Indirect [can be slid under doors], Thrown) [17/1]

Powers: [8pp]

Device 2 (Mystic Bracers, 10pp, Hard to Lose) [8pp]

* Power Resistance 6 (Flaw: Limited/Only vs. Magic) [6]

* Super-Senses 4 (Acute Extended Ranged Detect Magic [sight]) [4]

Drawbacks: None

DC Block

Unarmed -- DC 17 Toughness -- Bruise

Combat Shotgun -- DC 20 (shot) or 21 (slug) Toughness -- Bruise or Injury

Dagger, Silver -- DC 18 Toughness (crit 19-20) -- Bruise or Injury

Flash-Bang Grenades -- DC 14 Reflex & DC 14 Fort -- blind & deaf, 20-ft. Burst

Holy Water Grenade -- N/A -- fills 10-ft. radius are with holy water

Incendiary Grenade -- DC 17 Tougnhess -- Injury and burns for 10 rounds or until smothered, 20 ft. explosion

Plastic Explosive -- DC 25 Toughness -- 100-ft. Explosion

Sleep Gas Grenades -- DC 14 Fort -- fatigued+, 40-ft. explosion

Smoke Pellets -- N/A -- visual obscure in 10-ft. area

Sniper Rifle w/ Teflon Bullets -- DC 20 Toughness -- Bruise or Injury; Penetrating 5, 250 ft. incrment

Submachine Gun -- DC 19 Toughness -- Bruise or Lethal; Autofire

Thunderstrip -- DC 15 Fort -- Stun; 50-ft. Explosion, Indirect [can be slid under doors], Thrown

Abilities 30 + Combat 26 + Saves 8 + Skills 25 (100 ranks) + Feats 23 + Powers 8 - Drawbacks 0 = 120pp (0 left!)

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Abilities: [4+6+6+4+6+4 = 30pp]

Str 14/+2

Dex 16/+3

Con 16/+3

Int 14/+2

Wis 16/+3

Cha 14/+2

Adds up.

Combat: [14 on Attack, 12 on Defense = 26pp]

Attack: +7, +10 ranged

Grapple: +9

Damage: +2 (unarmed) or by weapon

Defense: +8 (+3 flat-footed)

Knockback: -4 / -3 / -2 / -1

Initiative: +7

Adds up.

Saves: [3+2+3 = 8pp]

Toughness +8 (+6 flat-footed; +5 w/out Costume, +2 w/out costume & flat-footed)

Fort +6 (+3 Con, +3)

Ref +5 (+3 Dex, +2)

Will +6 (+3 Wis, +3)

* additional +5 vs. light-based visual Dazzles with flash-goggles

Adds up.

Skills: [100 ranks = 25pp]

Acrobatics 6 (+9)

Bluff 6 (+9)

Climb 6 (+9)

Craft (mechanical) 6 (+8)

Disable Device 6 (+8)

Escape Artist 6 (+9)

Gather Information 6 (+8)

Intimidate 6 (+8)

Investigate 6 (+8)

Knowledge (arcane lore) 6 (+8)

Knowledge (streetwise) 6 (+8)

Knowledge (theology and philosophy) 6 (+8)

Medicine 6 (+9)

Notice 6 (+9)

Search 6 (+8)

Sense Motive 4 (+7)

Stealth 6 (+9)

Adds up.

Feats: [23 feats]

Attack Focus (ranged) 3

Chokehold

Defensive Roll 2

Dodge Focus 2

Equipment 10

Improved Aim

Improved Disarm

Improved Initiative

Power Attack

Uncanny Dodge (visual)

Adds up.

3+1+3+40 = 47 points (3 left over)

Armored Jumpsuit (Protection 3) [3]

Grapple Gun: Super-Movement 1 (Swinging) [1]

Night Vision Goggles w/ Binocular & Flash-Goggle features [3]

Weapons Harness [30+10 = 40]

• Combat Shotgun: Blast 5 or 6 (see M&M Core) [13/1]

• Dagger, Silver: Strike 1 (Improved Critical, Mighty, Thrown) [4/1]

• Flash-Bang Grenades: Dazzle 4 (vision & auditory; 20-ft. Burst) [16/1]

• Holy Water Grenade: Environmental Control 2 (fills 10-ft. radius are with holy water) [4/1]

• Incendiary Grenade: Blast 2 (fire; 20-ft. Explosion, Duration 3/Continuous [lasts for ten rounds or until smothered] [12/1]

• Plastic Explosive: Blast 10 (100-ft. Explosion) [30]

• Sleep Gas Grenades: Fatigue 4 (40-ft. Explosion) [12/1]

• Smoke Pellets: Obscure 2 (visual, 10-ft. area) [4/1]

• Sniper Rifle w/ Teflon Bullets: Blast 5 (Penetrating, Improved Range 3/250 ft. increment) [18/1]

• Submachine Gun: Blast 4 (Autofire) [12/1]

• Thunderstrip: Stun 5 (50-ft. Explosion, Indirect [can be slid under doors], Thrown) [17/1]

Adds up

Powers: [8pp]

Device 2 (Mystic Bracers, 10pp, Hard to Lose) [8pp]

Power Resistance 6 (Flaw: Limited/Only vs. Magic) [6]

Super-Senses 4 (Acute Extended Ranged Detect Magic [sight]) [4]

adds up

DC Block

Unarmed -- DC 17 Toughness -- Bruise

Combat Shotgun -- DC 20 (shot) or 21 (slug) Toughness -- Bruise or Injury

Dagger, Silver -- DC 18 Toughness (crit 19-20) -- Bruise or Injury

Flash-Bang Grenades -- DC 14 Reflex & DC 14 Fort -- blind & deaf, 20-ft. Burst

Holy Water Grenade -- N/A -- fills 10-ft. radius are with holy water

Incendiary Grenade -- DC 17 Tougnhess -- Injury and burns for 10 rounds or until smothered, 20 ft. explosion

Plastic Explosive -- DC 25 Toughness -- 100-ft. Explosion

Sleep Gas Grenades -- DC 14 Fort -- fatigued+, 40-ft. explosion

Smoke Pellets -- N/A -- visual obscure in 10-ft. area

Sniper Rifle w/ Teflon Bullets -- DC 20 Toughness -- Bruise or Injury; Penetrating 5, 250 ft. incrment

Submachine Gun -- DC 19 Toughness -- Bruise or Lethal; Autofire

Thunderstrip -- DC 15 Fort -- Stun; 50-ft. Explosion, Indirect [can be slid under doors], Thrown

Adds up

Approved

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Okay, only one point I would like to check out.

Personality/Motivation: Jeremy cannot forgive himself for living while his parents died, and his irrational guilt fuels his hatred of all sorcerers and supernatural creatures. He wants to purge all magic from the world – kill the wizards, burn their books and sanctums, and destroy their artifacts – or die in the attempt. He sees all other supernatural creatures as pawns of the mystics, and tries to destroy them as well. The Witchfinder may spare a few magic items if the help him kill mystics, but he plans to destroy them too, once the last sorcerer is dead. If one mystic escapes a few of Jeremy’s ambushes, however, the Witchfinder might become so obsessed with that particular character that he would use any magic – even make his own pact with a supernatural being – just to kill his nemesis.

The last line of this section seems odd to me. What do you mean by "supernatural being"? I don't think it would be smart of him to sell his soul to magic just to take out one person that escaped his death trap. Using magic items to further his goal, is fine. turning mystics against themselves is also fine. It's jsut the becoming a slave to a mystic I can't see happening the way you wrote him up. Perhaps make it clear he will team up with mystics for as long as they are useful to him.

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No, it wouldn't be smart of him -- but that's kinda the point. The guy is utterly obsessed with killing magic-users (and to a slightly lesser extent any and all supernatural beings), and will do anything to do so. Check the JLU episode "Patriot Act" for a prime example of this mindset at work (Wade Eiling and his use of the Captain Nazi super-soldier serum to turn himself into a Hulk-like powerhouse so he could kill other superbeings in order to protect people from the threat they present).

Would adding "(Once his 'nemesis' was killed, he would then immediately turn around and attempt to kill the being with whom he had made that pact.)" to the end work?

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No, it wouldn't be smart of him -- but that's kinda the point. The guy is utterly obsessed with killing magic-users (and to a slightly lesser extent any and all supernatural beings), and will do anything to do so. Check the JLU episode "Patriot Act" for a prime example of this mindset at work (Wade Eiling and his use of the Captain Nazi super-soldier serum to turn himself into a Hulk-like powerhouse so he could kill other superbeings in order to protect people from the threat they present).

Would adding "(Once his 'nemesis' was killed, he would then immediately turn around and attempt to kill the being with whom he had made that pact.)" to the end work?

Yes, the extra line is something I see as being needed. Add it and you're done.

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