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Kharhotep (PL14 NPC, Tier 2)

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[floatr]Kharhotep.jpg[/floatr]Power Level: 14

Tradeoffs: -2 Defense / +2 Toughness

NPC Tier: 3

Appearance

A dessicated, decayed, mummified corpse, with many bones and internal organs exposed. His eyes sometimes glow with an unsettling red light.

In life, he was an Egyptian man in his late 30s.

History

Kharhotep was one of the highest ranking priests in all of the ancient Egyptian empire, second only to Tan'Aktor himself. His keen scientific mind was celebrated and envied across the land, and it earned him the position of Royal Physician. He tended directly to the health of the Pharoah, his family, and his close advisors. In time, he probably would have been deified, had he only the courage to remain loyal. But Tan'Aktor seduced him with training in sorcery, and promises of wealth, power, and prestige even greater than that which he already enjoyed. For some, there is no such idea as "enough." Some people, when they get a taste of fame, fortune, and power, just want more. Kharhotep's greed exceeded his gratitude, and when Tan'Aktor led his coup against the Pharoah, Kharhotep was his right-hand man.

Their attempt to usurp the throne ultimately failed, thanks in no small part to Prince Heru-Ra. When the battle turned against them, Tan'Aktor insisted on killing his former friend the prince before the conspirators fled. In order to give himself time to murder Heru-Ra and escape the palace, he betrayed Kharhotep to their pursuers. "I don't have to outrun them," Tan'Aktor mused to Kharhotep. "I just have to outrun you." Tan'Aktor struck Heru-Ra a mortal blow, but Heru-Ra managed to kill Tan'Aktor with his final breath. Kharhotep was not so fortunate.

Heru-Ra's grieving family was not satisfied with Kharhotep merely dying for his crimes. The magnitude of his betrayal demanded a greater punishment than execution. Loyal priests, acting in the name of the Pharoah, conducted forbidden rites to inflict upon Kharhotep a fate worse than death. A spell of immortality was placed upon him, so that he would suffer eternally. He was cursed to exist in a state neither truly alive nor truly dead, a state where he would never know rest. Then he was embalmed, and sealed in a sarcophagus with a horde of scarab beetles, who would consume his flesh for eternity. His sarcophagus was sealed with the most powerful magics the priests could muster, since the same curses that inflicted this torture upon Kharhotep would also give him great power were he to ever escape his prison.

Kharhotep endured this agony for millenia as his rage toward both his executioners and his confederates smoldered. He blamed everyone in the world for his predicament except himself. The pain and hate drove him irrevocably insane. He spent the thousands of years vacillating back and forth between burying himself in despair and self pity, or planning lovingly-detailed bloody vengeance upon all who he believes wronged him.

Nazi sorcerer Wilhelm Kantor, the latest reincarnation of Tan'Aktor, discovered Kharhotep's tomb (along with his own) in 1938 when he found the ancient lost city of Seti-Ab. Knowing full well the potential disaster that would befall the land if the seals were broken, he hid the sarcophagus, intending to unleash it against his enemies during a moment of true desperation.

He never got the chance. OverShadow was incapacitated in 1984 when a hero disrupted his attempt to interface directly with The Curator. His advisory council, the Penumbra, took over operations of S.H.A.D.O.W., and after a few years of financial success, greed took over and the organization descended into civil war. Kharhotep's sarcophagus was lost in the shuffle. Its current whereabouts are unknown.

Campaign Use

Thousands of years of torment have transformed Kharhotep. Once merely a human being who let short-sighted avarice cloud his judgement, he is now an immortal psychopath who wants to make others suffer as he suffers as he grinds them beneath his heel. He wants nothing less than to conquer the world, and he will torture and kill anyone who stands in his way, or who has ever (in his mind) "wronged" him. Heru-Ra and Tan'Aktor (who he will immediately recognize in their current incarnations as The Scarab and OverShadow) stand at the top of that list, as do any who ally with them.

Abilities [14PP]

Strength 35/10 (+12/+0)

Dexterity 10 (+0)

Constitution - (-)

Intelligence 18 (+4)

Wisdom 18 (+4)

Charisma 18 (+4)

Combat [48PP]

Initiative +0

Attack +12

Defense +12, +6 Flat-Footed

Damage +12 Unarmed, +12 Powers

Grapple +24

Knockback 8

Saving Throws [16PP]

Toughness +16

Fortitude - (- CON, +0PP)

Reflex +10 (+0 DEX, +10PP)

Will +10 (+5 WIS, +6PP)

Skills [28PP = 112 Ranks]

Bluff 8 (+12)

Concentrate 12 (+16)

Knowledge (Arcane Lore) 16 (+20)

Knowledge (History) 11 {+15)

Knowledge (Theology) 11 (+15)

Intimidate 16 (+20)

Language 3 (Egyptian [Native], Greek, Hebrew, Sumerian)

Medicine 11 (+15)

Notice 8 (+12)

Search 8 (+12)

Sense Motive 8 (+12)

Feats [29PP]

Chokehold

Fearless

Fearsome Presence 12

Improved Grab

Improved Pin

Minions 8 (10 75PP Lesser Mummies)

Power Attack

Ritualist

Seize Initiative

Startle

Ultimate Skill (Knowledge [Arcane Lore])

Powers [119PP]

Descriptors: Earth, Magic, Necromancy, Sand, Undead

Enhanced Strength 25

25PP

Immunity 30 (Fortitude Effects)

30PP

Necrogeomancy 18 (Array, Feats: Alternate Power 8)

44(36)PP

Base Power: Siphon Life 12 (Damage, Feats: Incurable, Drawbacks: Lethal, Extras: Alternate Save [Fortitude], Linked [boost], Vampiric, Flaws: Requires Grapple)

24PP

Boost 4 (All Traits, Extras: Linked [siphon Life], Flaws: Personal, Restorative)

12PP

Kharhotep drains the life-force from his foe, using the energy to repair his own body.

Alternate Power: Choking Sand 12 (Suffocate, Extras: Duration [sustained], Independent, Range [Ranged], Flaws: Action [Full])

36PP

Alternate Power: Locust Swarm 8 (Linked Obscure [Visual & Olfactory Senses] + Environment Control [Distract DC+5], 1,000ft radius, Feats: Slow Fade [1PP/minute = 28 minutes], Extras: Independent, Total Fade, Flaws: Range [Touch])

33PP

A dense swarm of locusts pours out from Kharhotep's body. They block his senses as well as that of others, so this power is primarily used to cover his escape.

Alternate Power: Sand Constructs 12 (Create Object, Extras: Movable)

36PP

Alternate Power: Sand Form 7 (Container)

35PP

Alternate Power: Sand Storm 12 (Dazzle Visual Senses, Extras: Area [burst])

36PP

Alternate Power: Scarab Swarm 12 (Linked Damage 12 [Extras: Area {10ft x 50ft Cylinder}, Penetrating, Vampiric, Flaws: Action {Full}, Tiring] + Drain Toughness 12 [Extras: Affects Objects, Area {10ft x 50ft Cylinder}, Flaws: Action {Full}, Tiring], Feats: Incurable, Drawbacks: Lethal)

36PP

Kharhotep releases a swarm of flesh-eating scarab beetles from his own body, which bore through inorganic matter in order to consume organic matter. When each beetle has eaten its fill, it disintegrates, passing the life-energy on to Kharhotep so he can heal his wounds.

Alternate Power: Snare 12 (Extras: Regenerating)

36PP

Kharhotep animates the sands to form grasping hands and tentacles to restrain his foes.

Alternate Power: Transform 12 (Earth To Sand, 5,000 lbs., Extras: Area [burst], Duration [Continuous], Flaws: Action [Full], Range [Touch])

36PP

Kharhotep causes all moisture in the soil around him to evaporate, reducing it to dry dust and sand.

Note that since this is an Area effect, the Transform weight limit applies to each individual target within the Area.

Protection 16

16PP

Regeneration 2 (Recovery +2 [-5 CON, +12 Vampiric Damage, = +9 Total], Feats: Persistent, Regrowth, Flaws: Source [siphon Life])

3PP

Super-Senses 2 (Darkvision [Drawbacks: Noticeable])

1PP

Drawbacks [-8PP]

Disability (No Olfactory Sense, Frequency: Uncommon, Intensity: Minor)

-1PP

Vulnerability (Blessed/Holy Effects, Frequency: Uncommon, Intensity: Moderate [+50% DC])

-2PP

Vulnerability (Fire Effects, Frequency: Common, Intensity: Moderate [+50% DC])

-3PP

Vulnerability (Magic Effects, Frequency: Common, Intensity: Minor [+1 DC])

-2PP


ATTACK          RANGE         SAVE                                   TYPE

Unarmed         Touch         DC27 Toughness (Staged)                Bruise/Injury

Choking Sand    Ranged        DC22 Fortitude                         Suffocate

Sand Storm      Ranged/Area   DC22 Reflex/Fortitude                  Dazzle

Scarab Swarm    Touch/Area    DC22/27 Fortitude/Toughness (Staged)   Drain/Injury

Siphon Life     Touch         DC27 Fortitude (Staged)                Injury

Snare           Ranged        DC22 Reflex                            Entangle/Bind

Transform       Touch/Area    DC22 Fortitude                         Special

Abilities 14 + Combat 48 + Saving Throws 16 + Skills 29 + Feats 29 + Powers 119 - Drawbacks 8 = 248 Power Points

Minions

LesserMummies.jpg

Lesser Mummy (Minion Rank 5)

Power Level: 6

Tradeoffs: None

Abilities [-30PP]

Strength 22/10 (+6/+0)

Dexterity 10 (+0)

Constitution - (-)

Intelligence - (-)

Wisdom 10 (+0)

Charisma - (-)

Combat [24PP]

Initiative +0

Attack +6

Defense +6, +3 Flat-Footed

Damage +6 Unarmed

Grapple +12

Knockback 3

Saving Throws [6PP]

Toughness +6

Fortitude - (0PP)

Reflex +6 (6PP)

Will - (0PP)

Skills [2PP = 8 Ranks]

Notice 8 (+8)

Feats [1PP]

Chokehold

Powers [79PP]

Emotion Control 6 (Extras: Action 3 [Reaction], Area, Flaws: Limited [Fear], Sense-Dependent [Vision], Uncontrolled)

18PP

Enhanced Strength 12

12PP

Immunity 30 (Fortitude Effects)

30PP

Immunity 15 (Bullet Damage, Piercing Damage, Flaws: Limited [1/2 Effect])

8PP

Leaping 1 (x2)

1PP

Protection 6

6PP

Speed 1 (10mph)

1PP

Super-Movement 1 (Wall-Crawling)

2PP

Super-Senses 2 (Darkvision [Drawbacks: Noticeable])

1PP

Drawbacks [-7PP]

Vulnerability (Blessed/Holy Effects, Frequency: Uncommon, Intensity: Moderate [+50% DC])

-2PP

Vulernability (Fire Effects, Frequency: Common, Intensity: Moderate [+50% DC])

-3PP

Vulnerability (Magic Effects, Frequency: Common, Intensity: Minor [+1 DC])

-2PP

Abilities -30 + Combat 24 + Saving Throws 6 + Skills 2 + Feats 1 + Powers 79 - Drawbacks 7 = 75 Power Points

:arrow: Kharhotep can use his knowledge of medical science, embalming, and dark magic to create undead minions similar to himself.

:arrow: What better villain for an Egyptian-themed hero than a mummy?

:arrow: Obviously, I drew heavy inspiration from The Mummy, in all it's incarnations - Boris Karloff, Christopher Lee, and Arnold Vosloo. Even this character's name is a Freedom City style portmanteau of the mummies from those films, Kharis and Imhotep. Imhotep was an actual person in real-life Egyptian history. He was basically the world's first known medical doctor, and was so revered that after his death, he was deified by the Pharoah and worshipped from then on as a figure in their mythology.

:arrow: Yes, I am well aware that the Egyptian and Sumerian languages predate Hebrew and Greek by thousands of years. This is a comic book. We're allowed to take artistic liberties.

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Rather than submit a huge edit, I figured I'd just re-submit the character. I'm elevating him from PL12 to PL14, since he's going to be facing off against 8-10 PL10-12 heroes.

He's PL14 defensively, but PL12 offensively. So he can stand up to a group of heroes, but he won't just destroy whichever one he focuses his attention on each round.

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Because I'm apparently ill in the head, I've decided to follow up today's counting bonanza by looking over the NPC characters. I'm starting at the bottom, and that means you.

Abilities, good.

Combat, good.

Saving throws: You have him adding 5 to Will because of his Wisdom, but his Wisdom is only +4, not +5, otherwise fine.

Skills, good.

Feats, good.

Enhanced Strength 25

25PP

Immunity 30 (Fortitude Effects)

30PP

Protection 16

16PP

Regeneration 2 (Recovery +2 [-5 CON, +12 Vampiric Damage, = +9 Total], Feats: Persistent, Regrowth, Flaws: Source [siphon Life])

3PP

Super-Senses 2 (Darkvision [Drawbacks])

1PP

Good

Necrogeomancy 18 (Array, Feats: Alternate Power 8)

A few issues with this.

First, in the Primary setting, the Boost as written costs 3pp/rank. (All traits = 5, -2 for flaws) The Siphon Life portion is correct.

On the next setting, you have the Independent Extra. It is my understanding that this makes the power Continuous, and we generally don't allow Continuous powers in arrays. But as this is a NPC and it has the fades flaw, I'm not entirely sure what the ruling on this one would be.

Next AP, still Independent, but Obscure and Environmental Control are weak, so I've got no problem with this.

Sand Constructs check out.

Sand Form is good.

Sand Storm is good.

Scarab Storm is good.

Snare is good.

Transform is good.

And the Minions themselves check out too.

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I fixed the math errors.

The Independent powers are actually a bit "worse" than Continuous, Geez3r. A Continuous power in an Array still gets shut off if you switch to another Alternate Power. By switching, you are in effect "choosing" to end the power. The only exceptions to this rule are Lasting powers, Independent powers, and other effects which persist with no maintenance required (Snare being the best example).

Independent is another Kenson Kludge. It is similar to making the power Continuous (+1) and Fades (-1), but not quite. It also effectively makes the power Lasting.

To address the powers individually:

Suffocate: He takes a Full Action and makes a Ranged Attack roll. If he hits, the victim makes a Fortitude Save. If they fail, then they begin suffocating. They're impaired, and they make the DC10 (+1/round) CON check each round. Since the effect is Independent, he can switch to other array slots and more or less move on with his life. The victim keeps making CON checks until they either pass out and die or manage to shake it off. Since it's Fading, if the victim uses Extra Effort for another Fortitude Save later on to shake off the effect, they save against the reduced rank (depending on how much it has Faded, which depends on how long it has been since the original save).

Suffocate seemed like a cool effect, which fit thematically and provided a useful hinderance for whichever PC got hit with it. But with such an easy CON check, it's unlikely to actually K.O. anyone. And when he's fighting 6-10 PCs at once, he's not going to have time to tie up his entire array maintaining it each round, which is why I made it Independent in the first place.

Obscure: Since this power is both Independent and Total Fade, the swarm persists at maximum strength until it fades away completely. It effectively covers an area about a half mile in diameter for about half an hour. Since it's Independent, again, he can switch to another Array slot after activating it.

Note that this effect Obscures his senses as well. This power has one use: An emergency escape button. He unleashes the swarm, and they cover his retreat. The only AP he's likely to activate after this one is Sand Form, so he can use the Flight and Insubstantiality to flee.

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