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Phantasmagore PL 14 NPC Tier 2


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Character Name: Phantasmagore

Power Level: 14 (224/224)

Trade-Offs: +3 Def/-3 Tou

Unspent Power Points: 0

In Brief: Grue Arcane master of illusion and mental magics

Alternate Identity: None

Identity: The general public is not aware of the existence of Phantasmagore.

Birthplace: Gruen-Prime

Occupation: Evil sorcerer

Affiliations: Grue Arcane

Family: Genetically related to all of the Grue Unity

Description:

Age: Several hundred years

Apparent Age: Middle age

Gender: Asexual, nominally male

Ethnicity: Grue

Height: Any, normally 5' 8"

Weight: 150 lbs

Eyes: Any, normally pale green

Hair: Any, normally none

Phantasmagore is an masculine humanoid with brick red skin and pale, sharp green eyes -- more or less identical to uncounted trillions of Grue across the galaxy. Unlike most Grue though his build is thin, almost skeletal; he also eschews the close-fit Grue uniform for a billowing cape of black with red underlining, over a loose robe the same shade of green as his eyes. The cape has a stiff collar which rises above his bald head, and his hands are encased in flaring black gloves.

Power Descriptions: Phantasmagore is a master of illusion and fear magic, and a skilled summoner as well. While he prefers to use illusions to confuse and trick his opponents, he can summon spectral weapons to attack them, influence their emotions, or even summon objects made of pure arcane force. As a last resort, he can veil himself from living minds to escape.

While he's mostly neglected his innate Grue abilities in favor of arcane secrets, he can change his form to facilitate his escape.

History: Phantasmagore is an old, old Grue. He is one of the original drones who were chosen by the Meta-Mind to experiment with magic, and in time his will and force of personality broke out from under that telepathic monster's control. Like the other Grue Arcane, he rebelled against the control of the Unity only to be driven from Gruen-Prime, eventually settling on a shadow world far from the grasp of the Unity itself.

The Grue sorcerers withdrew from each other, each pursuing their own projects. Phantasmagore delved into the infernal realms, seeking allies among demons and other twisted wizards. In time he became a master of the insidious magic of the mind, and used this skill to try and take over the Grue Arcane. He tried enacting a ritual that would bind the other alien sorcerers to his will, but they detected his working at the last moment and broke into his tower, ruining the spell. He fled to the Underworld and perfected his formidable mind-magics there.

When Phantasmagore returned to our world, he quickly ensconced himself on a primitive planet, ruling it as a god-king. His power was unmatched, until a former Grue drone now bearing the mystic White Light appeared and challenged his rule. She broke his grip on the natives and chased him off the world. It was the first time he and Starlight had met and matched each other, but far from the last. Again and again they tested one another, almost as if drawn by destiny to be each others' rival.

Eventually Starlight traveled to Earth and established herself there as a superhero. Phantasmagore created a base for himself on Europa and began to observe the little blue orb. He is tired of the game the two of them play, and is determined to finish it by killing Starlight.

Personality & Motivation: Phantasmagore is a meglomaniac, convinced that he is the greatest sorcerer in existence -- and he will not rest until the universe acknowledges this! He prefers to dominate whatever group he is a part of, either through sheer force of will or through subtle magics. He prefers bombastic displays of ego, both to cow his opponents and reinforce his own sense of self-worth.

The alien sorcerer wants nothing less than complete domination of the galaxy, through whatever means he can achieve it. Time and again he's attempted to use vast rituals to impose his will on entire planets at a time. As well, he likes to teach tidbits of knowledge to the natives of whichever planet he's focusing on at the moment -- nothing boosts his ego quite like a cult of aliens proclaiming him as the arcane god he knows himself to be!

Powers & Tactics: Phantasmagore never fights fair if he can avoid it -- in fact, he never fights an opponent face-to-face if he can avoid it! He prefers to work through allies and proxies. He almost never fights without demons or golems to aid him, and his tactics usually revolve around confusing his foes long enough for him to make a clean escape. If caught in a one-on-one battle, he will use his illusions and shape-shifting to confuse and wrong-foot his opponent and strike them when they are least expecting it.


Abilities: 0 + 8 + 4 + 6 + 10 + 10 = 38PP

Strength: 10 (+0)

Dexterity: 18 (+4)

Constitution: 14 (+2)

Intelligence: 16 (+3)

Wisdom: 20 (+5)

Charisma: 20 (+5)

Combat: 12 + 16 = 28PP

Initiative: +8

Attack: +6, +14 Magic Array

Grapple: +28 Move Object

Defense: +17 (+8 Base, +9 Dodge Focus), +4 Flat-Footed

Knockback: -5

Saving Throws: 6 + 4 + 9 = 19PP

Toughness: +11 (+2 Con, +9 Protection)

Fortitude: +8 (+2 Con, +)

Reflex: +8 (+4 Dex, +4)

Will: +14 (+5 Wis, +9)

Skills: 132R = 33PP

Bluff 19 (+24) Skill Mastery

Concentration 10 (+15)

Craft (Art) 17 (+20) Skill Mastery

Diplomacy 19 (+24)

Disguise 0 (+5/+45)

Gather Information 10 (+15)

Knowledge (Arcane) 17 (+20) Skill Mastery

Knowledge (Theology & Philosophy) 12 (+15)

Language 3 (English, Lor, Infernal) (Grue: Native)

Notice 15 (+20)

Sense Motive 10 (+15) Skill Mastery

Feats: 21PP

Attack Specialization (Magic Array) 4

Dodge Focus 9

Improved Initiative

Equipment 4

Ritualist

Skill Mastery (Bluff, Craft [Art], Knowledge [Arcane], Sense Motive)

Europa Crystal Palace (PL14 HQ) [16EP]

Size: Huge [3EP]

Toughness: +15 [2EP]

Features: [12 EP]

  • [*:v8xh6vey]Communications
    [*:v8xh6vey]Concealed
    [*:v8xh6vey]Defense System (Blast 14)
    [*:v8xh6vey]Infirmary
    [*:v8xh6vey]Isolated
    [*:v8xh6vey]Laboratory
    [*:v8xh6vey]Library
    [*:v8xh6vey]Living Space
    [*:v8xh6vey]Power 3
    [*:v8xh6vey]Workshop

Concealment 10 (All Senses, Feat: Close) [21PP]

ESP 15 (All senses, Feat: Subtle) [61PP]

Powers: 10 + 3 + 47 + 24 + 9 + 7 = 100PP

Comprehend 5 (Speak and understand all languages at once, speak to and understand animals.) [10PP] (Telepathy)

Immunity 3 (Aging, Disease, Poison) [3PP] (Perfected Alien Biology)

Magic Array 23.5 (42PP, Feat: Alternate Power 5) [47PP] (Magic)

BE: Illusion 14 (All senses, Flaw: Phantasm) {42/42}

AP: Blast 14 (Extra: Alternate Save [Will]) {42/42}

AP: Create Object 14 (Extra: Movable) {42/42}

AP: Emotion Control 14 (Extra: Area/Targeted [shapeable]) {42/42}

AP: Teleport 15 (Same Solar System, Feats: Easy, Change Direction, Change Velocity, Turnabout) {34/42}

AP: Concealment 10 (All Senses, Flaw: Phantasm, Feat: Close, Selective) {12/42}

Morph 8 (Any Humanoid, Extra: Duration [Continuous]) [24PP] (Alien)

Protection 9 [9PP] (Magic)

Super-Senses 7 (Magic Awareness [Mental], Detect Magic [Tactile], Ranged [normal Tactile]) [7PP]

Drawbacks: (-0) + (-0) = -0PP

None

Abilities (38) + Combat (28) + Saving Throws (19) + Skills (33) + Feats (21) + Powers (100) - Drawbacks (0) = 224/224 Power Points

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Yeah, his Reflex save shouldn't be anywhere near that. Made both Ref and Fort +8. I didn't add a Comprehend because he was getting close to 250 PP, but I managed to wrangle a version that lets him talk to pretty much anything with a brain.

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