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Nacht-Krieger (PL 14 NPC) Tier 3

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Character Name: Nacht-Krieger

Power Level: 14

Trade-Offs: +2 Att/-2 Dam, +4 Def/-4 Tou

In Brief: A Nazi monster empowered by the Shattenwalt, now employed by SHADOW

Alternate Identity: Johann Dietrich Meinhoff

Identity: The general public believes that Johann perished during WW2.

Birthplace: Munich, Germany

Occupation: Assassin and professional monster

Affiliations: SHADOW

Family: Deceased


Age: 73

Apparent Age: Mid-thirties

Gender: Male

Ethnicity: German

Height: 5' 11"

Weight: N/A

Eyes: N/A, formerly green.

Hair: N/A, formerly brown.

Nacht-Krieger is a living shadow, a flat stick figure of a human being drawn in charcoal. His movements are blindingly fast, from one place to another in the blink of an eye. In combat he strikes with a disconcerting fluidity, often warping his 'body' in impossible ways to get around or through an opponent's defenses.

Power Descriptions: Nacht-Krieger is no longer human in any conventional sense. He has been transformed by the powers of the Shattenwalt into a living shadow, a thing of darkness and menace. He fades away into shadows and is as substantial as them, but he can focus his limbs into monomolecular blades capable of slicing through just about anything.

History:1 Johann Meinhoff started life as a bully on the streets of Munich, but after being presented with a magic ring that allowed him to channel the powers of the Shattenwalt by Willem Kantor, he swiftly rose to the rarefied heights of Nazi society. As one of the Reich's Ubersoldaten he commanded strikes deep behind enemy lines, using his command over shadows to escape from the Liberty League and the Allies of Liberty rather than face them outright. After the war, he was imprisoned off the coast of Freedom City by the twin heroes White Rose and White Thorn; when he escaped in the 50s Thorn gave his life to reseal the monster underneath Pyramid Plaza.

There, cut off from human contact, Nacht-Krieger slowly went insane. After long months he learned to touch the true power of the Shattenwalt, not just through his ring but with his soul. In time he was contacted by the reborn William Kantor, now going by Overshadow. With Overshadow's aid he enacted a ritual to integrate the power of the Shattenwalt into his very being and so escaped from his second prison. Driven mad by direct contact with the predatory darkness beyond the borders of our world, he became a barely-controlled sadist, a monster among monsters and Overshadow's willing attack dog.

Personality & Motivation: Johann Meinhoff was always a bully, delighting in the pain and misery of others, but working under Willem Kantor and prolonged contact with the stuff of the Shattenwalt has warped his mind until he lives for nothing but to bring pain and death to others. He is a monster in body and soul now.

Nacht-Krieger's only driving force in his not-exactly-life seems to be to hurt others, to bring them misery and terror. He most often does this as Overshadow's personal assassin and attack dog, but it is possible that if he does not get sufficient excursions to slake his taste for pain, he will seek out appropriately challenging victims on his own.

Powers & Tactics: Nacht-Krieger is an assassin and killer, a monster who stalks the shadows. He will almost never face an opponent openly, preferring instead to use stealth and misdirection to get a drop on his targets. When combat has been joined he will use his terrifying appearance to wrong-foot an opponent. If death threatens, he is smart enough to retreat and try to fight again another day. He has no compunction about leaving minions or supposed allies behind, even wounding them intentionally to slow down his pursuers.

Abilities: 8 + 6 + 8 + 4 + 2 + 8 = 36PP

Strength: 18 (+4)

Dexterity: 16 (+3)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 12 (+1)

Charisma: 18 (+4)

Combat: 16 + 20 = 36PP

Initiative: +11

Attack: +8, +16 melee

Grapple: +20

Defense: +18 (+10 Base, +8 Dodge Focus), +5 Flat-Footed

Knockback: -5

Saving Throws: - + 10 + 10 = 20PP

Toughness: +10 (+4 Con, +6 Protection)

Fortitude: ---

Reflex: +13 (+3 Dex, +10)

Will: +11 (+1 Wis, +10)

Skills: 76R = 19PP

Intimidate 16 (+20) Skill Mastery

Knowledge (Arcane Lore) 3 (+5)

Notice 14 (+15) Skill Mastery

Profession (Soldier) 4 (+5)

Search 8 (+10)

Sense Motive 14 (+15) Skill Mastery

Stealth 17 (+20) Skill Mastery

Feats: 31PP

All-Out Attack

Attack Focus (Melee) 8

Challenge 2 (Accelerated Startle, Accelerated Stealth)

Dodge Focus 8


Fearsome Presence 6

Improve Initiative 2

Power Attack

Skill Mastery (Intimidate, Notice, Sense Motive, Stealth)


Powers: 6 + 20 + 30 + 16 + 6 + 22 + 12 + 3 = 109PP

All powers have the Magic descriptor

Concealment 6 (Shadow; All visual and auditory; Flaw: Limited [when in shadows]) [6PP]

Immunity 40 (All energy attacks; Flaw: Half effect) [20PP]

Immunity 30 (Fortitude Effects) [30PP]

Insubstantial 3 (Extra: Duration [default is Shadow Form, Sustained Active effect to remain corporeal; Feat: Innate) [16PP]

Protection 6 [6PP]

Strike 8 (Extra: Penetrating [12]; Feat: Extended, Mighty) [22PP]

Super-Movement 6 (Air-Walking 2, Slithering, Wall-Crawling 2, Trackless) [12PP]

Super-Senses 2 (Darkvision; Feat: Innate) [3PP]

Drawbacks: -3 + (-2) = -5PP

Weakness (x2 vs Light descriptor; Frequency: Common) [-3PP]

Weakness (Insubstantial does not count against effects with Silver descriptor ) [-2PP]

Abilities (36) + Combat (36) + Saving Throws (20) + Skills (19) + Feats (31) + Powers (109) - Drawbacks (5) = 246 Power Points

1This is a condensed version of the backstory given on page 213 of the Freedom City setting book.

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Hmm. Toughness lists +4 Con, +6 Protection, +10 Impervious, but Powers list +10 Protection, no Impervious.

Where's the Impervious coming from? Might be worth re-calculating Knockback, when you get that sorted, too.

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Hm, the build shouldn't have Impervious Protection. Must be from an earlier version. Fix'd.

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