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Heritage - The Red Queen - PL11 Villain (NPC Tier 1)


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Character Name: Red Queen

Power Level: 11 (175/175pp)

Tradeoffs: Defense -4/Toughness +4

Unspent PPs: 0

Alternate Identity: Faye Spenser

Height: 5’ 10â€

Weight: 138 lbs

Hair: Reddish-brown

Eyes: Black

Description:

Faye is an attractive woman of athletic build in her mid-twenties, who wears her hair short in the front and in a long single braid down her back. She favors jackets and slacks of a professional masculine cut, though her extensive wardrobe features a wide range of styles, including some lovely dresses.

History:

Faye Spenser is a user, and has been all her life: the only child of a moderately wealthy Dublin banker, she long ago learned how to pester and wheedle until she got exactly what she wanted. She’s also always been interested in things that are forbidden, be it the local bad boy, street drugs or the occult, and pursued all of the above fervently. Several years ago she met an experienced magus in a London pub; they proceeded to have a torrid love affair that lasted almost two years, during which she was a most avid pupil of the magical arts. After she learned all she could from him, she stole several of his darker texts and went into seclusion to study them in detail.

In an abandoned Yorkshire farmhouse, she opened a portal to a nameless dimension, home to many mad gods long thought dead; she made horrible pacts with these gods, offering herself as their servant on Earth, their tool for spreading chaos and despair. In exchange for her service, they taught her the darkest of magicks, which she has used in a very effective criminal career. Now a sorceress of great power, she travels the world freely, committing remarkable thefts and quiet assassinations for the highest bidder; she only dates men who have something to teach her, and she has dated mercenaries, safecrackers and terrorists in her pursuit of knowledge.

Using her ill-gotten gains, she had an underground bunker constructed under the Icelandic Highlands, which she chose for both its splendid isolation and access to free geothermal power; she paid the contractors well, and after allowing them a week to enjoy the fruits of their labors, she hunted them down and killed them to a man, the regrettable cost of preserving her secrets.

She detests trains and airplanes (she finds them far too cramped), but thankfully never has to use them. When she’s not working, she loves to tour the world’s art galleries; her Icelandic bunker is decorated with a wide array of paintings, etchings and sculptures, all of course stolen, and she has impeccable taste.

Abilities: [0+6+2+6+8+4 = 26pp]

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 12 (+1)

Intelligence: 16 (+3)

Wisdom: 18 (+4)

Charisma: 14 (+2)

Combat: [12+12 = 24]

Attack: +6

Grapple: +6, +16 w/TK

Defense: +6 (+3 flat-footed)

Knockback: -10; -0 w/out Force Field

Initiative: +3

Saves: [7+6+4 = 17pp]

Toughness: +14 (Imp 7); +1 w/out Force Field

Fortitude: +8 (+1 Con, +7)

Reflex: +9 (+3 Dex, +6)

Will: +8 (+4 Wis, +4)

Skills: [120r = 30pp]

Acrobatics 12 (+15)

Bluff 13 (+15)

Computers 12 (+15)

Concentration 7 (+10)

Disable Device 12 (+15)

Intimidate 4 (+6)

Knowledge (Arcane Lore) 5 (+8)

Knowledge (Art) 4 (+7)

Knowledge (Streetwise) 5 (+8)

Notice 11 (+15)

Search 11 (+15)

Sleight of Hand 12 (+15)

Stealth 12 (+15)

Feats: [15pp]

Accurate Attack

All-Out Attack

Contacts

Equipment 5

Improvised Tools

Power Attack

Precise Shot x2

Ritualist

Skill Mastery 2 (Acrobatics, Bluff, Computers, Disable Device, Notice, Search, Slight of Hand, Stealth)

Equipment:

Headquarters

Size: Tiny. Toughness: 15. Features: Computer, Concealed, Fire Prevention System, Gym, Isolated, Library, Living Space, Power System, Security System.

General equipment: Cellphone, comlink, flashlight, PDA

Powers:

Flight 3 (50 mph / 500 feet) [6pp]

Force Field 13* (Extra: Impervious 7; PF: Subtle 1) [21pp]

Immunity 9 (Life Support, Sustained, Linked w/ Force Field) [9pp]

Magic 10 (PFs: 7 Alternate Powers/Spells) [29pp]

BE: Strike 10 (Extra: Penetrating; PFs: Attack Specialization 2 [+10 to hit])

AP: Blast 11

AP: Comprehend 4 (Languages)

AP: Dimensional Pocket 10 (PF: Precise)

AP: ESP 10 (Global + Moon, Visual: PFs: Subtle 2)

AP: Illusion 6 (Auditory & Visual; PFs: Progression 2)

AP: Telekinesis 10 (Str 50; PFs: Precise, Subtle)

AP: Teleport 10 (Global + Moon)

Super-Senses 1 (Magical Awareness [Mental]) [1pp]

Drawbacks:

Power Loss (*when unable to gesture -3)

DC Block

Unarmed -- DC 15/Toughness -- Damage

Blast -- DC 26/Toughness -- Damage

Dimensioal Pocket -- DC 20/Reflex/Will -- Confinement

Illusion -- DC 16/Will -- Belief

Strike -- DC 25/Toughness -- Damage

PP Totals:

Abilities 26 + Skills 30 + Feats 15 + Powers 66 + Combat 24 + Saves 17 + Drawbacks -3 = Total: 175

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Character Name: Red Queen

Power Level: 11 (175/175pp)

Tradeoffs: Defense -4/Toughness +4

Unspent PPs: 0

Alternate Identity: Faye Spenser

Height: 5’ 10â€

Weight: 138 lbs

Hair: Reddish-brown

Eyes: Black

Description:

Faye is an attractive woman of athletic build in her mid-twenties, who wears her hair short in the front and in a long single braid down her back. She favors jackets and slacks of a professional masculine cut, though her extensive wardrobe features a wide range of styles, including some lovely dresses.

History:

Faye Spenser is a user, and has been all her life: the only child of a moderately wealthy Dublin banker, she long ago learned how to pester and wheedle until she got exactly what she wanted. She’s also always been interested in things that are forbidden, be it the local bad boy, street drugs or the occult, and pursued all of the above fervently. Several years ago she met an experienced magus in a London pub; they proceeded to have a torrid love affair that lasted almost two years, during which she was a most avid pupil of the magical arts. After she learned all she could from him, she stole several of his darker texts and went into seclusion to study them in detail.

In an abandoned Yorkshire farmhouse, she opened a portal to a nameless dimension, home to many mad gods long thought dead; she made horrible pacts with these gods, offering herself as their servant on Earth, their tool for spreading chaos and despair. In exchange for her service, they taught her the darkest of magicks, which she has used in a very effective criminal career. Now a sorceress of great power, she travels the world freely, committing remarkable thefts and quiet assassinations for the highest bidder; she only dates men who have something to teach her, and she has dated mercenaries, safecrackers and terrorists in her pursuit of knowledge.

Using her ill-gotten gains, she had an underground bunker constructed under the Icelandic Highlands, which she chose for both its splendid isolation and access to free geothermal power; she paid the contractors well, and after allowing them a week to enjoy the fruits of their labors, she hunted them down and killed them to a man, the regrettable cost of preserving her secrets.

She detests trains and airplanes (she finds them far too cramped), but thankfully never has to use them. When she’s not working, she loves to tour the world’s art galleries; her Icelandic bunker is decorated with a wide array of paintings, etchings and sculptures, all of course stolen, and she has impeccable taste.

Abilities: [0+6+2+6+8+4 = 26pp]

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 12 (+1)

Intelligence: 16 (+3)

Wisdom: 18 (+4)

Charisma: 14 (+2)

Combat: [12+12 = 24]

Attack: +6

Grapple: +6, +16 w/TK

Defense: +6 (+3 flat-footed)

Knockback: -10; -0 w/out Force Field

Initiative: +3

Saves: [7+6+4 = 17pp]

Toughness: +14 (Imp 7); +1 w/out Force Field

Fortitude: +8 (+1 Con, +7)

Reflex: +9 (+3 Dex, +6)

Will: +8 (+4 Wis, +4)

Skills: [120r = 30pp]

Acrobatics 12 (+15)

Bluff 13 (+15)

Computers 12 (+15)

Concentration 7 (+10)

Disable Device 12 (+15)

Intimidate 4 (+6)

Knowledge (Arcane Lore) 5 (+8)

Knowledge (Art) 4 (+7)

Knowledge (Streetwise) 5 (+8)

Notice 11 (+15)

Search 11 (+15)

Sleight of Hand 12 (+15)

Stealth 12 (+15)

Feats: [15pp]

Accurate Attack

All-Out Attack

Contacts

Equipment 5

Improvised Tools

Power Attack

Precise Shot x2

Ritualist

Skill Mastery 2 (Acrobatics, Bluff, Computers, Disable Device, Notice, Search, Slight of Hand, Stealth)

Equipment:

Headquarters

Size: Tiny. Toughness: 15. Features: Computer, Concealed, Fire Prevention System, Gym, Isolated, Library, Living Space, Power System, Security System.

General equipment: Cellphone, comlink, flashlight, PDA

Powers:

Flight 3 (50 mph / 500 feet) [6pp]

Force Field 13* (Extra: Impervious 7; PF: Subtle 1) [21pp]

Immunity 9 (Life Support, Sustained, Linked w/ Force Field) [9pp]

Magic 10 (PFs: 7 Alternate Powers/Spells) [29pp]

BE: Strike 10 (Extra: Penetrating; PFs: Attack Specialization 2 [+10 to hit])

AP: Blast 11

AP: Comprehend 4 (Languages)

AP: Dimensional Pocket 10 (PF: Precise)

AP: ESP 10 (Global + Moon, Visual: PFs: Subtle 2)

AP: Illusion 6 (Auditory & Visual; PFs: Progression 2)

AP: Telekinesis 10 (Str 50; PFs: Precise, Subtle)

AP: Teleport 10 (Global + Moon)

Super-Senses 1 (Magical Awareness [Mental]) [1pp]

Drawbacks:

Power Loss (*when unable to gesture -3)

DC Block

Unarmed -- DC 15/Toughness -- Damage

Blast -- DC 26/Toughness -- Damage

Dimensioal Pocket -- DC 20/Reflex/Will -- Confinement

Illusion -- DC 16/Will -- Belief

Strike -- DC 25/Toughness -- Damage

PP Totals:

Abilities 26 + Skills 30 + Feats 15 + Powers 66 + Combat 24 + Saves 17 + Drawbacks -3 = Total: 175

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1.

Initiative: +2

Defense: +5

Attack: +5

You may know this already, but your attack and defense are way under PL. Against most opponents at your PL, you will need to roll better than a 15 to hit, and they will only need to roll a 5 to hit you. Since your most potent attack is +10 and your Toughness is +11, you can have a Defense of +9 and an Attack (to hit) of +10. Also, your initiative should only be +1.

2.

Toughness: +11 (+10 Force Field)

Fortitude: +6

Reflex: +6

Will: +8

Your saves add up to 14 PPs (not 13). I'm guessing you originally had a Dex of 14 (+2) but changed it. That's why your initiative is off as well.

3. With regards to your magic array, I'm sure you know that many of the alt powers are "under powered" (e.g. you could have Flight all the way up to 10 as an alt power). Also, you have no ranged attack and can't attack and fly at the same time (a bad combination for a melee only character). Just FYI.

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1.

Initiative: +2

Defense: +5

Attack: +5

You may know this already, but your attack and defense are way under PL. Against most opponents at your PL, you will need to roll better than a 15 to hit, and they will only need to roll a 5 to hit you. Since your most potent attack is +10 and your Toughness is +11, you can have a Defense of +9 and an Attack (to hit) of +10. Also, your initiative should only be +1.

2.

Toughness: +11 (+10 Force Field)

Fortitude: +6

Reflex: +6

Will: +8

Your saves add up to 14 PPs (not 13). I'm guessing you originally had a Dex of 14 (+2) but changed it. That's why your initiative is off as well.

3. With regards to your magic array, I'm sure you know that many of the alt powers are "under powered" (e.g. you could have Flight all the way up to 10 as an alt power). Also, you have no ranged attack and can't attack and fly at the same time (a bad combination for a melee only character). Just FYI.

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Well, your defense is still a bit low. You might try giving yourself some dodge bonus instead of having all of it in BDB. Impervious Toughness 10 is good, but you realize that most PL 10s are throwing down +10 damage, so if you want a better chance of saving versus them, how about dropping the Impervious to 7, enough to ward off all small arms without needing a save, and upping your Toughness to 14? That's a big number to beat, and almost puts you dead even with a +10 damage effect.

(+10 damage making for a DC 25 save, and +14 Toughness making the average roll a 24)

Either of those options are good. Just decide if you want to be hit less often, or save more often.

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Well, your defense is still a bit low. You might try giving yourself some dodge bonus instead of having all of it in BDB. Impervious Toughness 10 is good, but you realize that most PL 10s are throwing down +10 damage, so if you want a better chance of saving versus them, how about dropping the Impervious to 7, enough to ward off all small arms without needing a save, and upping your Toughness to 14? That's a big number to beat, and almost puts you dead even with a +10 damage effect.

(+10 damage making for a DC 25 save, and +14 Toughness making the average roll a 24)

Either of those options are good. Just decide if you want to be hit less often, or save more often.

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Well, your defense is still a bit low. You might try giving yourself some dodge bonus instead of having all of it in BDB. Impervious Toughness 10 is good, but you realize that most PL 10s are throwing down +10 damage, so if you want a better chance of saving versus them, how about dropping the Impervious to 7, enough to ward off all small arms without needing a save, and upping your Toughness to 14? That's a big number to beat, and almost puts you dead even with a +10 damage effect.

(+10 damage making for a DC 25 save, and +14 Toughness making the average roll a 24)

Either of those options are good. Just decide if you want to be hit less often, or save more often.

So would I reduce the Force Field to 7, and if so how would that tie in with the linked Immunity 9? Can the linked power be more than the power it's based off of, or does it have to be less than or equal to? And how exactly do I get the Toughness up that high with your formula?

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Well, your defense is still a bit low. You might try giving yourself some dodge bonus instead of having all of it in BDB. Impervious Toughness 10 is good, but you realize that most PL 10s are throwing down +10 damage, so if you want a better chance of saving versus them, how about dropping the Impervious to 7, enough to ward off all small arms without needing a save, and upping your Toughness to 14? That's a big number to beat, and almost puts you dead even with a +10 damage effect.

(+10 damage making for a DC 25 save, and +14 Toughness making the average roll a 24)

Either of those options are good. Just decide if you want to be hit less often, or save more often.

So would I reduce the Force Field to 7, and if so how would that tie in with the linked Immunity 9? Can the linked power be more than the power it's based off of, or does it have to be less than or equal to? And how exactly do I get the Toughness up that high with your formula?

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Well, your impervious rank does not have to equal your force field rank. Basically, you'd take off 3 imp. from your force field, and use the points to up the rank to 13, leaving you with a total toughness of 14. It would look like this:

Force Field 13 (Feats: Subtle; Extras: Impervious 7) 21 pp

Your Con bonus brings that up to 14 toughness total. And it would not affect the linked at all, don't worry. Linked powers do not have to be in any way similar in point value to the parent power. The only thing that's bad is that if the parent power goes away, like if you get stunned, the linked power does too.

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Well, your impervious rank does not have to equal your force field rank. Basically, you'd take off 3 imp. from your force field, and use the points to up the rank to 13, leaving you with a total toughness of 14. It would look like this:

Force Field 13 (Feats: Subtle; Extras: Impervious 7) 21 pp

Your Con bonus brings that up to 14 toughness total. And it would not affect the linked at all, don't worry. Linked powers do not have to be in any way similar in point value to the parent power. The only thing that's bad is that if the parent power goes away, like if you get stunned, the linked power does too.

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