Another special hits the Aisle 3 shelves. This is a
Night Time Only special!
Be afraid of the dark...
THE DARKNESS PC
PL: 10 (150 pp) -
OPL: 10;
DPL: 10
ABILITIES: STR: 22 [16] (+6/+3) DEX: 16 (+3) CON: 16 (+3) INT: 14 (+2) WIS: 12 (+1) CHA: 16 (+3)
SKILLS: Bluff 5 (+9/+12) [
Attractive], Climb (+6), Concentration 6 (+7), Diplomacy 4 (+8/+11) [
Attractive], Disguise (+3), Escape Artist (+3), Gather Info 7 (+10) [
Contacts], Handle Animal (+3), Intimidate 7 (+10), Knowledge [Arcane Lore] 4 (+6), Knowledge [Streetwise] 6 (+8), Notice (+1), Profession [Mobster] 7 (+8), Search (+2), Sense Motive 6 (+7), Stealth 7 (+10), Survival (+1), Swim (+6)
FEATS: All-out Attack, Assessment, Attack Focus (Ranged) (2), Attack Specialization (1) [
Firearms], Attractive (1), Benefit (2) [
Status – Darkness Wielder, Wealth], Contacts, Defensive Roll (1), Dodge Focus (5), Equipment (4), Improved Initiative (1), Luck (1), Precise Shot (1), Quick Draw (1)
POWERS:
The Darkness (Container, Flaw: Limited [Only in darkness]; 65pp) [13]
Shield (2pp) [2]
Protection (5pp) [5]
Enhanced Strength (8pp) [8]
AP: Additional Limbs (Tentacles, PF: Improved Grab [1pp]) [4]
AP: Super Senses (Darkvision, Precognition [Flaw: Uncontrolled], Detect [Fear, Extended]; 1pp) [7]
Super-Movement (Wall-Crawling [2pp]) [2]
AP: Leaping (1pp) [2]
Summon Minion (Extra: Horde, General Type [Demons], PF: Mental Link, Progression x3 [28pp]) [6]
AP: Create Object (PF: Precise, Tether, Subtle, Progression x4 [1pp]) [10]
AP: Weapon Creation (20pp Array [1pp]) [4]
Sample Weapons:
Regeneration (Recovery Bonus +5 [5pp])
Regeneration (Recovery Rate [10pp)
Bruised: Recovery Rate 1/round [1]
Injured: Recovery Rate 1/1 minute [3]
Disabled: Recovery Rate 1/20 minutes [3]
PF: Diehard, Regrowth, Persistent [3]
EQUIPMENT:
(20ep)
Cell phone (1ep)
Arsenal (19ep):
Twin Heavy Pistols (PF: Split Attack [16ep]) [4] - DC:19:tough
Heavy Machine Pistol (Extra: Auto-Fire [1ep]) [4] - DC:19:tough
Sniper Rifle (PF: Improved Critical, Extended Range [1ep]) [5] - DC:20:tough
Knife (PF: Improved Critical [1ep]) [1] - DC:22:tough
COMBAT: Base Attack +8, Melee +8, Ranged +10, Firearms +12, Grapple +10, Darkness Grapple +14 [Unarmed +6 (Bruise), Heavy Pistol +4 (Lethal), Sniper Rifle +5 (Lethal)]; Defense 19 (12 flat-footed, 21 with Darkness); Init +7; Knockback
SAVES: Toughness +4 (+3 flat-footed, +9 with Darkness, +8 flat-footed with Darkness), Fortitude +5, Reflex +6, Will +7
DRAWBACKS: Vulnerable -Light attacks [-3]
Abilities 28 + Skills 15 (60 ranks) + Feats 23 + Powers 52 + Combat 24 + Saves 11 – Drawbacks -3 = 150 / 150
Comments: I just read a one shot called Unholy Union with Dr. Strange, Ghost Rider, The Hulk, Witchblade and this character, The Darkness. I had seen a couple of Darkness builds around and so I did a little research and I immediately became fond of the character and decided to work him up.
Wiki him if you want the whole deal, but long story short, Jackie Escatado is the current wielder of the power known as the Darkness, the opposing force of the Angelus, the light of the universe. Previous incarnations of said forces spawned The Witchblade, which most of you are probably far more familiar with. Jackie himself is a mob boss, who generally is a thug, but operates with a sense of honor. He and The Witchblade had have to team up several times, even though they both (claim to) dislike each other.
The Darkness allows Jackie to create darkness objects and summon minions who attack his foes for him. The big flaws with his powers is that they disappear in the light, but he can overcome that by using shadows and other manufactured sources of darkness, ergo, the drawback as opposed to a flaw on the container.
Witchblade is coming shortly. And if any of you can let me know where I can get a copy of the Darkness/Batman crossover comic, I would be eternally grateful!
Clean Up 11/21/07: Since I finally posted The Witchblade, now seemed like the time to clean up The Darkness. Godfallen sent me some good info about Jackie, so I updated him as he mentioned. Now Jackie has Tentacles with a Strike ability, the ability to sense (smell, actually) Fear and has a better arsenal.
Clean Up 11/25/07: OK, here is Jackie Version 3.0. More changes to the Darkness Container, including making it limited to dark areas, removing Create Object (because I have yet to see him make something other than minions, and if he needs it, I'll Power Stunt it because I added another rank of Luck) and refined that whole tentacle thingy. Next thing I'll do is work up some minions as Chronogoblin suggested. You could use the imps and demons from the back of the main source book if you want, but Jackie's "boys" are a little more refined than that. Plus, with 90pp to play with, they can do a lot more than the archetypes in the book.
Clean Up 11/26/07: No, not another tweak to the build (yet) but as requested, here are some builds of Jackie's minions, at least as I have seen them so far. As noted above, his Summon Minion is set at 6 ranks so his minions have to be PL6/90pp at max. If you want Darkling Dogs, Darkling Hawks, whatever, build away!
Clean Up 2/2/08: Of course, you knew had to work up my boy Jackie in playable format before long. I overwrote my original NPC build with this one and I am pretty happy with it. Pretty much the same as my other Darkness builds, just trimmed down a few notches. He can still summon 10 Darklings at will which is usually more than enough to handle any comparable level foes.
DARKLING IMPS
PL: 6 (90 pp) - OPL: 6; DPL: 6
ABILITIES: STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 8 (-1) WIS: 12 (+1) CHA: 8 (-1)
SKILLS: Acrobatics 4 (+7), Bluff (-1), Climb (+2), Concentration (+1), Diplomacy (-1), Disguise (-1), Escape Artist (+3), Gather Info (-1), Handle Animal (-1), Intimidate 6 (+5), Notice (+1), Search (-1), Sense Motive (+1), Stealth 8 (+11), Survival (+1), Swim (+2)
FEATS: Attack Focus (Ranged) (1), Chokehold, Equipment (2), Fearsome Presence (3), Improved Initiative (1), Teamwork (1), Tough (2)
POWERS:
Shrinking (Extra: Continuous, Flaw: Permanent, PF: Innate) [4]
Atk/Def +1, Grapple -4, Stealth +4, Intimidate -2, Space 5ft, Reach 5ft, Carrying x3/4
Immunity (Acid, Aging, Cold, Disease, Heat, Fire, Electricity, Poison) [24]
EQUIPMENT:
(10ep)
Cell Phone (1ep) [Note: C'mon, what self respecting gangsta imp does NOT have a cell phone?]
Arsenal (Weapon Array [7ep]):
Light Pistol (6ep) [3] - DC:18:tough
Knife (PF: Thrown [1ep]) [1] - DC:18:tough
COMBAT: Base Attack +6, Melee +6, Ranged +7, Grapple +8 [Unarmed +2 (Bruise), Light Pistol +3 (Lethal), Knife +1, 19-20 Critical (Lethal)] Defense 18 (15 flat-footed); Init +7; Knockback -2 (-1 flat-footed)
SAVES: Toughness +4 (+4 flat-footed), Fortitude +4, Reflex +6, Will +2
DRAWBACKS:
Abilities 16 + Skills 4 (16 ranks) + Feats 11 + Powers 29 + Combat 24 + Saves 6 – Drawbacks 0 = 90 / 90
Comments: Some of Jackie’s main minions, the imps. Very effective in numbers.
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DARKLING DEMONS
PL: 6 (90 pp) - OPL: 6; DPL: 6
ABILITIES: STR: 22 (+6) DEX: 12 (+1) CON: 20 (+5) INT: 9 (-1) WIS: 10 (0) CHA: 6 (-2)
SKILLS: Acrobatics 2 (+3), Bluff (-2), Climb 3 (+9), Diplomacy (-2), Disguise (-2), Escape Artist (+1), Gather Info (-2), Handle Animal (-2), Intimidate 11 (+9) [Startle], Search (-1), Stealth (+1), Swim (+6)
FEATS: Attack Focus (Melee) (4), Chokehold, Fearsome Presence (3), Improved Grapple, Startle, Teamwork (1)
POWERS:
Super-Strength [1]
Leaping [1]
Immunity (Acid, Aging, Cold, Disease, Heat, Fire, Electricity, Poison) [24]
Protection [2]
Flight [2]
COMBAT: Base Attack +2, Melee +6, Ranged +2, Grapple +13 [Unarmed +6 (Bruise)] Defense 15 (13 flat-footed) Init +1; Knockback -3 (-1 flat-footed)
SAVES: Toughness +7 (+7 flat-footed), Fortitude +9, Reflex +4, Will +2
DRAWBACKS:
Abilities 19 + Skills 4 (16 ranks) + Feats 12 + Powers 31 + Combat 14 + Saves 10 – Drawbacks 0 = 90 / 90
Comments: Here are the bigger demons Jackie sometimes summons. Bigger and stronger and a little more effective against tougher opponents.
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DARKLING BRUTES
PL: 6 (90 pp) - OPL: 6; DPL: 6
ABILITIES: STR: 26 (+8) DEX: 10 (0) CON: 18 (+4) INT: 6 (-2) WIS: 8 (-1) CHA: 6 (-2)
SKILLS: Bluff (-2), Climb 2 (+6), Concentration (-1), Diplomacy (-2), Disguise (-2), Gather Info (-2), Handle Animal (-2), Intimidate 12 (+10), Notice (-1), Search (-2), Sense Motive (-1), Stealth (-4), Survival (-1), Swim (+4)
FEATS: Attack Focus (Melee) (2), Chokehold, Fearsome Presence (4), Improved Grab, Improved Grapple
POWERS:
Growth (Extras: Action [Continuous], Flaw: Permanent, PF: Innate) [4] Attack/Def -1, Grapple +4, Stealth -4, Intimidation +2, Space 10ft, Reach 10ft, Strength +8, Con +4, Carrying Strength +5
Super-Strength [3]
Immunity (Acid, Aging, Cold, Disease, Heat, Fire, Electricity, Poison) [24]
Protection (Extra: Impervious) [5]
Impervious Toughness [2]
COMBAT: Base Attack +2, Melee +3, Ranged +1, Grapple +18 [Unarmed +8 (Bruise)]; Defense 13 (11 flat-footed); Init +0; Knockback -7 (-2 flat-footed)
SAVES: Toughness +9 (+9 flat-footed, +7 Impervious), Fortitude +11, Reflex +2, Will +1
DRAWBACKS:
Abilities 2 + Skills 3 (12 ranks) + Feats 9 + Powers 55 + Combat 10 + Saves 11 – Drawbacks 0 = 90 / 90
Comments: Jackie’s tanks. Big, dumb and hard to handle in melee.
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DARKLING SERPENTS
PL: 6 (90 pp) - OPL: 6; DPL: 6
ABILITIES: STR: 24 (+7) DEX: 12 (+1) CON: 18 (+4) INT: 6 (-2) WIS: 8 (-1) CHA: 6 (-2)
SKILLS: Bluff (-2), Climb (+1), Concentration (-1), Diplomacy (-2), Disguise (-2), Escape Artist (+1), Gather Info (-2), Handle Animal (-2), Intimidate 11 (+9), Notice (-1), Search (-2), Sense Motive (-1), Stealth (-5), Survival (-1), Swim (+1)
FEATS: Attack Focus (Melee) (4), Crushing Pin, Fearsome Presence (4), Improved Grab, Improved Grapple, Improved Pin
POWERS:
Growth (Extras: Action [Continuous], Flaw: Permanent, PF: Innate) [6]
Attack/Def -1, Grapple +6, Stealth -6, Intimidation +3, Space 10ft, Reach 10ft, Strength +12, Con +6, Carrying Strength +5
Super-Strength [3]
Immunity (Acid, Aging, Cold, Disease, Heat, Fire, Electricity, Poison) [24]
Protection (Extra: Impervious) [3]
Elongation [2]
Strike (PF: Mighty, Improved Critical) [1] - DC:23:tough
COMBAT: Base Attack -1, Melee +3, Ranged -1, Grapple +21 [Unarmed +7 (Bruise), Bite Strike +8, 19-20 Critical (Lethal)] Defense 14 (12 flat-footed); Init +1; Knockback -5 (-1 flat-footed)
SAVES: Toughness +7 (+7 flat-footed, +3 Impervious), Fortitude +8, Reflex +5, Will +1
DRAWBACKS:
Abilities -4 + Skills 2 (8 ranks) + Feats 12 + Powers 60 + Combat 10 + Saves 10 – Drawbacks 0 = 90 / 90
Comments: My take on the Darkling serpent-thingys that Jackie calls on. From the pic below, you can see that I went for the giant snake-like creatures that specialize in grappling their opponents and then laying a vicious bite on them. If I did my Strength math right, they should be able to pick up a car and fling it, just like that interpretation below.
And this second pic STILL ROCKS!
