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Reaver (PL15 NPC, Tier 2)

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Power Level: 15

Trade-Offs: -3 ATT, +3 DMG

Unspent PP: 0

In Brief: Risen draugr wearing the mask of a civilized businessman while setting forth to conquer Freedom's supernatural politics.

Alternate Identities: Eric Magnusson

Identity: Secret

Birthplace: Kaupang, Norway

Occupation: Viking raider turned corporate raider

Affiliations: The Pinnacle Group (business), the Midnight Court of Stockholm (vampiric politics)

Family: All dead

Age: 1254 (D.O.B. February 6, 856)

Apparent Age: 42

Gender: Male

Ethnicity: Scandinavian

Height: 6'4" (as Magnusson); 8'0" (as Reaver)

Weight: 240 lbs. (as Magnusson); 400 lbs. (as Reaver)

Eyes: Green

Hair: Red

Description: In the Magnusson identity, Reaver cuts a fine yet intimidating figure. Shoulder-length red hair coupled with a well-trimmed beard in a way that appears strangely professional, rather than savage. At both work and social functions, he is usually seen wearing a well-tailored three piece suit.

As Reaver, however, the niceties fall away, revealing something savage and primal. His skin turns as pale as bleached bone, his fingernails protrude like talons, and his teeth turn to points. He swells up like a hulking, bloated corpse. In his true form, Reaver prefers to go around in a form of riot armor (complete with BDUs and combat boots) modified to fit his massive form.

Power Descriptions:

Drain Constitution/Regeneration -- Reaver drinks deeply of blood -- spilled on the ground or fresh from the source -- and as he does, his torn flesh begins to knit back together in a wholly unnatural fashion.

Drain Wisdom -- Reaver stares deeply into the eyes of his victim as he touches them, overwhelming them with the aura of death and reducing them to nonsensical babbling.

Growth/Morph -- When shifting, the color leeches out of Magnusson's skin as his muscles swell unnaturally, almost as if the body is being inflated by gas. If he hasn't changed out of his normal business clothes, they're torn to shreds, and even if he's changed into his riot armor, it will buckle a bit as his shift takes on strange qualities.

Protection -- Swords and bullets either bounce off the leathery skin or punch harmlessly through dead tissue.

Strike -- Nails as long as daggers spring forth from Reaver's fingers, punching through leather and mail easily.

Weather Control -- The cold mist of the bog coats the area, making the ground slick. With effort, Reaver can call up a cold wind that blows over his prey.

History: The man known as Alric was born in blood, brought into the world while his home town of Kaupang was being raided by marauders. His father died in the raid, and from a young age, he wished to follow the path of the warrior. He was trained in the ways of sword and shield at a young age, and was one of the youngest in his town to take part in the raids. Knee-deep in blood and mud on his first sacking, he had found what he was made for.

Alric quickly rose in the ranks as a raider, in time becoming a warchief for Kaupang. At least, until the business with Eyja, the elder's daughter. She had led him on, after all; who was to blame him for what he had done? The elders saw differently; Alric was stripped of his honor and exiled. He spent the rest of his days as a traveling mercenary, hung up on old glory while taking any job that would pay. His travels ended in a small camp in Sweden, where a drunken boast ended in a length of steel through his throat. His body was looted, and he was ignominiously dumped in a nearby peat bog.

But something of Alric still raged on inside his corpse. He would not let such an ignoble death keep him from what he deserved. A few months later, he clawed his way out of the bog -- no longer a man, but a draugr. He set about to harrowing the nearby towns, concerned with little more than blood and glory. In time, he was put down, but he rose again... and again... and again. It finally took a crusading priest to put Alric back in the ground for good, with a length of steel pierced through his heart and iron needles pierced through his hands and feet.

And there he would have lain for the rest of eternity, if not for the efforts of Eric Magnusson. A man who'd made his millions in banking, Magnusson sought to reconnect with his heritage. He helped fund several archaeological digs in Scandinavia, most of which resulted in the unearthing of old armor or coins. Good finds, but in his eyes, not worth the effort. All that changed with a dig that resulted in the unearthing of a "bog body," a body perfectly preserved by the acid content of a peat bog. Magnusson was there for the examination, as the archaeologists drew out the nails and the sword piercing the body for examination. And he was there when the bog body rose up from the table, slew the archaeologists, and tore into him.

When Alric came to again, he was standing over the tattered remains of Eric Magnusson. He found that, with the right will, he could assume the form of the fallen magnate. Drawing on partial, jumbled memories of the man he'd just devoured, Alric returned to the millionaire's lodgings. He was startled by how much the world had changed since he had been put in the ground, but looking over the records of Magnusson, he realized that few things had changed. All glory went to the conqueror, whether he ruled the war party or the corporation. Alric's attempts to assimilate to the modern world were aided by Janos, a member of Stockholm's vampiric Midnight Court who realized that something was "off" about the millionaire. Within a few months, "Eric Magnusson" was back in the boardroom and taking the Pinnacle Group in new directions.

Alric lived a double life, devoting his days to corporate takeovers and his nights to moving among the darkened halls of the Midnight Court. He kept up Magnusson's archaeological expeditions, but moved to exclusively focusing on peat bogs, hoping to find more draugr like himself. But in time, the challenges of both lives grew dull -- he could not move against some of the stronger members of the Midnight Court, who had strode Europe long before the birth of Christ, and while the corporate world brought riches to his table, he long missed the thrill of war.

That was when word leaked back to the Midnight Court. A fledgling had managed to slay two powerful vampires, as well as force the great Dracula to run like a whipped dog. The news not only offered hope to Alric -- that he could rise high, despite losing centuries to his disgraceful burial -- but also a challenge. Soon, Magnusson announced that Pinnacle was looking to expand into Freedom City...

Personality & Motivation: As Magnusson, Alric is confident, pleasant, and charismatic, always there with a firm handshake and a warm smile. Both offset a steely gaze, however, and when negotiations start to break down, the warmth recedes, revealing the cold predator that lies behind. Magnusson's feral charm has managed to get a good number of partners into his bedroom, ensuring that he is well-fed.

As Reaver, however, the charm mostly vanishes, leaving behind the beast. He will restrain himself somewhat amongst other vampires (especially in social settings), but he is focused first and foremost on the hunt. He will not rest until his target is dead or subjugated.

Powers & Tactics: If confronted in the Magnusson form, Reaver will use what means are available to him without revealing his monstrous nature. If pushed to it, however, he will give in and swell to his true form using Growth/Morph. Once he starts taking a beating, he will go into a Rage and start striking at the target that poses the greatest challenge -- but he is mindful of the exhaustion that the blood rage can bring.


Centuries In a Peat-bog: Alric's received a crash course in the ways of modern society, but there are still some areas that catch him off guard.

Rival/Enemy: Jack Faretti, power player in Freedom's vampiric court

Secret: His identity as Eric Magnusson

Abilities: 14 + 6 + (-10) + 4 + 6 + 6 = 26pp

Str 32 (Growth+Enhanced Strength)/28 (Growth/Enhanced Strength)/24 (+11/9/7), 38/34/30 (+14/+12/+10) when Raging

Dex 16 (+3)

Con --

Int 14 (+2)

Wis 16 (+3)

Cha 16 (+3)

Combat: 14 + 16 = 30pp

Initiative: +3

Attack: +7 base, +12 Melee

Grapple: +18/+16/+14, +22/+20/+18 when Raging

Defense: +15 (+8 Base, +7 Dodge Focus), +4 Flat-Footed, +13 when Raging

Knockback: -15 (0, -15 Impervious Protection)

Saving Throws: 0 + 7 + 9 = 16pp

Toughness: +15/-- (-- Con, +15 Protection)

Fortitude: --

Reflex: +10 (+3 Dex, +7)

Will: +12 (+3 Wis, +9) (+15 when Raging)

Skills: 88r = 22pp

Bluff 4 (+7)

Diplomacy 12 (+15)

Gather Information 8 (+11)

Intimidate 12 (+15)

Knowledge (arcane lore) 8 (+10)

Knowledge (business) 8 (+10)

Knowledge (history) 4 (+6)

Knowledge (tactics) 8 (+10)

Knowledge (theology and philosophy) 4 (+6)

Language (Old Norse (native), Norwegian, English)

Notice 8 (+11)

Sense Motive 6 (+9)

Survival 4 (+7)

Feats: 22PP

All-Out Attack

Attack Focus 5 (Melee)

Benefit (Wealth 2)


Dodge Focus 7

Improved Critical (Strike)

Improved Grab

Power Attack

Rage 2


Powers: 4 + 8 + 30 + 8 + 8 + 15 + 8 + 14 + 4 + 2 + 20 = 122PP

Enhanced Strength 4 [4pp]

Growth 2 (Extras: Linked to Morph, Duration (Continuous)) [8pp]

Immunity (fortitude effects) 30 [30pp]

Impervious Toughness 15 (Flaws: Limited Against Iron/Steel) [8pp]

Morph (one form) 4 (Extras: Linked to Growth, Duration (Continuous)) [8pp]

Protection 15 [15pp]

Regeneration 18 (Recovery 11 [+6], Injured 6 [No Action], Resurrection 1 [1 week]) (Flaws: Requires Blood) [9pp]

Strike 4 (Extras: Penetrating 7) (Power Feats: Alternate Power 2, Mighty) [14pp]

AP: Drain Constitution 10 (blood drain; Flaws: Requires Grapple) [5pp]

AP: Drain Wisdom 10 (Extras: Alternate Save (Will)) [10pp]

Super-Senses 4 (Precognition, Postcognition) (Flaws: Requires Medium (blood)) [4pp]

Super-Senses 2 (Darkvision) [2pp]

Weather Control (hamper movement) 9 (Power Feats: Alternate Power 2) [20pp]

AP: Obscure (visual, fog) 9 [18pp]

AP: Air Control 9 [18pp]

Drawbacks: 4 + 6 + 2 = 12pp

Vulnerability (Iron/Steel Weapons, Frequency: Common, Intensity: Major [2x Damage]) [4pp]

Weakness (Contact with Iron/Steel; Frequency: Common; Intensity: Minor (cumulative -1 to all checks); Time Period: 1 round of contact) [6pp]

Weakness (Sunlight; Frequency: Common; Intensity: Minor (cumulative -1 to all checks); Time Period: 20 minutes) [2pp]

DC Block:

ATTACK      RANGE     SAVE                             EFFECT

Air Control (Trip)   Ranged      DC17 Str or Dex     Tripped

Drain Con    Touch      DC20 Fortitude                Lose Con

Drain Wis     Touch     DC20  Will                       Lose Wis 

Strike         Melee       DC30/DC33 w/Rage   Toughness (staged)     Damage

Abilities (26) + Combat (30) + Saving Throws (16) + Skills (22) + Feats (22) + Powers (122) - Drawbacks (12) = 226pp

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