Psistrike's 3rd Edition creations

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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Re: Psistrike's 3rd Edition creations

Post by Psistrike » Wed Apr 18, 2012 2:12 pm

Gilliam wrote:Very nice characters and I like the change in how you are doing the backgrounds.
Thanks. Rarely get any comments on here, but nice when I do. :D

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Bioforce [DC Universe version]

Post by Psistrike » Wed Apr 18, 2012 2:13 pm

Bioforce PL 10

Quote: “Cease your dangerous actions or be subdued.”
Concept: Advanced biological android
Occupation: Adventurer, Protector
Base of Operations: Metropolis
Real Name: Ada [A.D.A. aka Advanced Defense Android]
Legal Status: Artificial being given U.S. citizenship
Identity: Public
Marital Status: Single
Height: 5’8”
Weight: 200 lbs.
Eyes: Blue
Hair: Black
Age: Appears: 25 years old, Actual age: 2 years old

Abilities
Strength 10, Stamina 10, Agility 2, Dexterity 2, Fighting 10, Intellect 1, Awareness 6, Presence 0

Powers
Bio-Android: Immunity 3 [Aging; Disease, poison; Limited to Half-Effect], Regeneration 2 • 4 points
Chameleon Blending: Concealment 2 [normal vision], Blending • 2 points
Gravity Ring: Removable [-5 points]
Advanced Flight: Flight 8 [500 mph], Subtle • 17 points
Gravity Burst: Ranged Damage 4 • 8 points

Advantages Accurate Attack, Defensive Attack, Diehard, Fearless, Great Endurance, Improved Defense, Improved Disarm, Interpose, Move-By Action, Power Attack, Takedown

Skills Athletics 4 [+14], Expertise: Current Events 4 [+5], Expertise: Law 4 [+5], Insight 2 [+8], Perception 4 [+10], Ranged Combat: Gravity Burst 12 [+14], Technology 8 [+9]

Offense
Initiative +2
Unarmed +12, Close, Damage 10
Gravity Burst +14, Ranged, Damage 4

Defense
Dodge 10, Parry 12
Toughness 10, Fortitude 12, Will 8

Power Points
Abilities 82 + Powers 26 + Advantages 11 + Skills 19 [38 ranks] + Defenses 12= 150 Total

Complications
Motivation: She is programmed to protect all life, seeking to defend those who can’t defend themselves. She will never take a life willingly, nor stand by and let one be taken.
Enemy: She has been targeted by both Lex Luthor and Brainiac, who wish to learn the secrets of her creation.
Public Identity: She is known to the public and can’t hide her identity as a superhero, nor bio-android.
Emotional Blank: Despite her biological nature, her creator never programed basic emotions into her. Thus she has a hard time relating to emotions of others. For those she hasn’t interacted with a long time, she suffers a -2 to default interaction skill use.

Notes
:arrow: A powerful biological android, little is known of her nature or of her creator.

Personality: Bioforce never seems to express any real emotions, doing her programmed task of protecting life without wavering. Her face never seems to shift from a deadpan expression, the perfect poker face. But underneath it all, she simply wishes to learn true human emotions and be more than just what her creator programmed her to be.

Description of Powers: As an advanced bio-android, Bioforce can withstand things few humans could survive and heal injuries rapidly. While no tougher than normal humans, she possesses superhuman strength and chameleon-like blending at will. Her programming includes various forms of combat, from multiple martial arts to weapons skills.

One item left to her is an unusual ring made of an unusually dense white metal, allowing her to fly by manipulating gravity and even projecting blast of gravitational energy. Additional capabilities of both her and the ring have not been noted at this time.

History: Waking up at STAR Labs in Metropolis just 1 year ago is the first memory of the being dubbed Adam aka A.D.A. [Advanced Defense Android], found in an abandoned and wrecked lab. Records of her creation and schematics were only partial, the rest too damaged to read or destroyed. Acclimating to her life among humans, it became apparent her creator designed her to protect life, even at the cost of herself. For when another scheme of Lex Luthor’s threated civilian lives, she leapt to their defensive without hesitation.

Despite all the advances she has made in learning the laws and rules of society, she still fails in being able to express emotions. While strength for a defensive unit like her, she wishes to become more than what her programming says. Thus she has begun working with the Justice League, trying form relationships with her teammates. So far she has only really connected with Batman, Supergirl and keeps in contact with Red Tornado.

Description: Ada appears to be an attractive young woman of indeterminate race. She has an average build and athletic muscle tone. Her black hair is shoulder-length, while her blue eyes show a straight deadpan expression, even her speech doesn’t show emotions. She tends to wear simple outfits with blouses, slacks and flats or tennis shoes, although Supergirl is trying to expand her wardrobe. While training or on duty, she wears a simple red and blue full body outfit modeled partially after Supergirl’s, but with skin-tight jeans instead of a skirt.
Last edited by Psistrike on Thu Jul 19, 2012 5:39 pm, edited 1 time in total.

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Malvor the Dark [DC Universe version]

Post by Psistrike » Wed Apr 18, 2012 2:16 pm

Malvor the Dark PL 9

Quote: “End your threats, you have nothing on me. Now leave.”
Concept: Magic wielding businessman
Occupation: Import/export business, smuggler
Base of Operations: Palermo, Italy
Real Name: Enrico Marino
Legal Status: Italian citizen with no criminal record
Identity: Secret
Marital Status: Widower
Height: 5’9”
Weight: 150 lbs.
Eyes: Grey
Hair: Black
Age: 35 years old

Abilities
Strength 1, Stamina 2, Agility 2, Dexterity 4, Fighting 4, Intellect 3, Awareness 3, Presence 4

Powers
Mystic Sense: Senses 6 [Magical Awareness; Accurate, Acute, Ranged Detect Magic] • 6 points
Dark Sorcery: Array [42 points]
Ancient Curses; Perception Ranged Affliction 8 [Resisted and Overcome by Will], Variable Conditions, Reversible, Subtle • 42 points
Shadows and Mist: Ranged Visual Concealment Attack 2 [normal vision], Area Burst 2 [60 ft. radius] • 1 point
Return Attack: Deflect 12, Reflect, Redirect • 1 point
Scrying: Visual, auditory Remote Sensing 14 • 1 point
Shadowstep: Teleport 11, Accurate, Change Direction, Change Velocity, Extended, Increased Mass 7 [3 tons], Medium [Shadows] • 1 point

Advantages Attractive, Benefit 8 [Clean 3, Wealth 5], Connected, Contacts, Daze [Deception], Equipment 10, Quick Draw, Ritualist, Skill Mastery [Deception], Well-Informed

Skills Close Combat: Unarmed 4 [+8], Deception 10 [+14], Expertise: Business 8 [+11], Expertise: Criminal 9 [+12], Expertise: Law 9 [+12], Expertise: Magic 8 [+11], Insight 6 [+9], Investigation 8 [+11], Perception 6 [+9], Persuasion 8 [+11], Ranged Combat: Guns 8 [+12], Stealth 6 [+8]

Offense
Initiative +2
Ancient Curses Perception Range, Affliction 8
Heavy Pistol +12, Ranged, Damage 4

Defense
Dodge 12, Parry 10
Toughness 6/2*, Fortitude 4, Will 8

Power Points
Abilities 46 + Powers 52 + Advantages 26 + Skills 45 [90 ranks] + Defenses 23= 192 Total

Complications
Enemies: Rival criminal bosses, police
Honor: Always complete a contract; never rip off clients.
Motivation: Driven by a need to gain power, by any means.
Reputation: Ruthless businessman
Secret: He made a deal with a devil for his power, someday he will have to pay his debt. He also sacrificed his wife in a dark ritual to gain more power.

Notes
:arrow: A man who rarely fights in the front lines, he prefers to work through his agents and from behind the scenes. It has worked for years and he knows how to manipulate the law for his own ends. The Clean benefit means there is a -5/rank for any checks which try to connect him to any crime. Originally created by BARON for 2nd edition.

Description of Powers: Malvor the Dark has access to magic tomes and tools, in particular being adapt with curses and other dark magic. He has learned how to step through shadows to travel great distances and knows more than a few rituals.

Due to his business and underworld criminal connections, he has more than his share of hidden allies in unknown places. He always has at least 2 guns on his person and wears advanced Kevlar body armor hidden under his clothes when in public. When needed, he can acquire any resource he needs.

Personality: Enrico is a selfish and scheming man, always having back-up plans and hidden resources ready to insure his success. His men are nothing to him, only a resource to use and toss away when no longer useful to him. Tapping into dark magic has only exaggerated his selfish nature, even going so far as to sacrifice his wife in a ritual to gain more power.

History: Enrico was raised in a mob family from the day he was born, taught how to avoid the law and get what he wants. Regardless of his family’s connections, it didn’t save them when a more ruthless group took over criminal operations in Palermo. Refusing to see this group of upstarts with no respect for tradition as their bosses, the family was systematically taken out one by one.

Til only Enrico remained and he hatched a scheme to save himself, agreeing to work with the brutal thugs in exchange for sparing his life. It took him years of working as a lowly thugs and enforcer til he finally began to move up in the organization. Til he finally got close enough to take down the leader, the man who had ordered the death of his family. Declaring him the new boss, few thought to challenge him after seeing the warped and twisted remains of their former leader.

For Enrico had made a deal with the devil, exchanging his soul for power and control of the local criminal operations. Marrying the former boss’s daughter, he saw to it that operations ran more smoothly than before. But the taint of dark magic had marred his soul, as he became obsessed with gaining more power by any means. No one thought to question how such a young and healthy woman died from a heart attack; or how even the likes of Batman and his allies continued to overlook their operations. But it would be only a matter of time, until his deal backfires and more trouble keeps happening til it all tumbles down. Until that day, the dubbed Shadow of Southern Italy would continue to smuggle whatever he could get away with.

Description: Enrico is an attractive Italian man with olive skin and a single scar underneath his right eye. He keeps his black hair short and neat, while his grey eyes show a cold cunning behind them. He tends to wear expensive suits, modified to hide weapons in and body armor under. Although in the Italian underworld he has been dubbed Malvor the Dark aka Shadow of Southern Italy, for reasons still not known, he tries to keep all connections to criminal activities hidden.

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Re: Psistrike's 3rd Edition creations

Post by Super Nova » Thu Jun 28, 2012 8:40 am

Wow Psistrike this is a amazing bunch of creations you have here! I have not read them all yet but will make sure to.
"Strength.... Perseverance.... Patience.... Integrity"

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Metal Destroyer Beast

Post by Psistrike » Mon Jul 02, 2012 7:05 pm

Metal Destroyer Beast PL: 6/Minion Rank: 7

Concept: Biomechanical remnant of war
Environment: Any except aquatic
Height/Length: 5’ tall, 8’ long
Weight: 600 lbs.
Eyes: Red
Hair: [if any] None
Fur: Replaced with various cables that appear rusted

Abilities
Strength 6, Stamina 4, Agility 2, Dexterity 0, Fighting 6, Intellect -4, Awareness 2, Presence -2

Powers
Cyber-Brain Implant: Enhanced Advantages 4 [Fearless, Improved Critical [fangs] 2, Power Attack], Enhanced Fighting 3 • 10 points
Cybernetic Jaw and Sub-dermal implants: Enhanced Strength 2, Protection 2, Impervious, Impervious Toughness 4 • 10 points
Large Size: Growth 2 [Permanent, Innate, -1 active defenses included] • 5 points
Metal Absorption: Weaken Toughness 6, Reaction [physical contact], Affects Objects Only, Limited to Metal, Linked to Healing 6, Reaction [to absorbing metal], Self Only • 42 points
Wolf Senses: Senses 3 [Low-light Vision, Acute Olfactory, Tracking] • 3 points

Advantages Fearless, Improved Critical [fangs] 2, Improved Trip, Power Attack

Skills Perception 4 [+6], Stealth 4 [+4]

Offense
Initiative +2
Bite +6, Close, Damage 6, Crit: 18-20

Defense
Dodge 5, Parry 5
Toughness 6, Fortitude 6, Will 2

Power Points
Abilities 10 + Powers 70 + Advantages 1 + Skills 4 [8 ranks] + Defenses 6= Total 90

Complications
Limited Self-Healing: Due to its cybernetic nature, its natural healing has been slowed greatly. It takes 5xs longer to heal when not using his Metal Absorption.
Cybernetic: Due to its cybernetics, it is vulnerable to electrical and magnetic attacks. Such attacks add another degree to failed saves and bypass his Impervious Toughness.
Survival: Without orders from its masters, it seeks only to survive by absorbing metal.

Notes
:arrow: An unusual cyborg animal, I came up with the concept from random rolls using a system from a book called Fantasy Genesis.

Description of Powers/Gear: Large and strong thanks to sub-dermal cybernetics, its cables act as an armor and its fangs can tear through nearly anything. An internal unit of self-generating nanites is the source of its metal-absorbing ability and repair systems.

Description: Discovered by the Center agents in another reality, an Earth devastated by war with survivors living in ruins. This biomechanical creation is a remnant of the war, a creation designed to cripple the enemies’ technology. Appearing to be a large wolf from a distance, its teeth have been replaced with steel fangs, its body covered in crisscrossing cables that appear rusted. It can absorb any metal it comes into contact with, using this to repair itself. With its masters destroyed in the war, it wanders throughout the land, searching for metal to feed upon.

Center agents are ordered to observe from a distance and not allow any such creature to follow them back to any Center base. If this should happen despite all measures taken, the creature is to be destroyed immediately.

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Blood Wraith

Post by Psistrike » Sun Jul 08, 2012 3:58 pm

Blood Wraith PL: 7/Minion Rank: 9

Concept: Blood-based psychic entity
Environment: Any, mostly cities
Height/Length: Varies [any human range]
Weight: 50-100 lbs.
Eyes: None
Hair: [if any] None

Abilities
Strength 0, Stamina 5, Agility 1, Dexterity 1, Fighting 6, Intellect 0, Awareness 1, Presence 0

Powers
Living Blood Form: Elongation 1, Immortality 3, Immunity 12 [critical hits, life support], Insubstantial 1 [Permanent], Movement 4 [Safe Fall, Slithering, Wall-Crawling 2], Regeneration 10, Senses 5 [Detect Blood, Acute, Radius, Ranged; Ultravision], Speed 3 [16 mph] • 50 points
Spontaneous Massive Bleeding: Weaken Stamina 8 • 8 points

Advantages Diehard, Fearless, Improved Initiative, Instant Up, Prone Fighting, Ultimate Fortitude, Uncanny Dodge

Skills Insight 8 [+9], Intimidation 6 [+6], Stealth 10 [+11]

Offense
Initiative +5
Spontaneous Massive Bleeding +6, Close, Damage Weaken Stamina 8

Defense
Dodge 8, Parry 9
Toughness 5, Fortitude 12, Will 3

Power Points
Abilities 28 + Powers 58 + Advantages 7 + Skills 12 [24 ranks] + Defenses 19= 124 Total

Complications
Psychic Entity: Made of psychic energy, it can’t survive without feeding on the blood of the living. Its immortality doesn’t work if the killing blow is done with psychic damage. Also its regeneration doesn’t work against psychic damage.
Rage: Fueled by rage at the living, whether specific beings or all living beings, it will always attack to kill.
Blood-Based Attacks: It can’t use its Weaken Stamina at less than full power and it doesn’t work on beings without blood.

Notes
:arrow: Rarely seen, but possible to exist in most realities, these creatures are nothing more than parasites. Nearly impossible to keep down for good parasites, only those with psychic powers have a true chance against it. Note the Center only has limited and incomplete data on these beings. Also there are a rare few ones which have additional powers based on blood, they can have up to 11 PP worth and still be the same minion rank.

Description of Powers/Gear: As psychic echoes of a living being, blood wraiths have a liquid physical form of dark blood. By simple act of will of they can psychically repair any damage to this form at an incredible rate and even come back from the "dead" after 4 hours, unless slain by psychic damage. They can slither along floors and climb any surface rapidly, able to get into any places which doesn't have watertight seals.

Able to see in any lighting, they can mentally sense any blood or being with blood nearby. By stretching out their form up to 5’, they become dangerous in combat and had to stay out of reach of. Their main form of offense is the power to cause spontaneous massive bleeding simply by touch. This can kill a normal human and even tougher humans with just two uses. Driven by an insane psychic echo, they know no fear and refuse to die. Luckily they are rare occurrences.

Description: Blood wraiths, the psychic echoes of a living being who died from massive blood loss. The thoughts and emotions as the person dies can form into a malicious entity which assumes the form of living blood, but is truly made of psychic energy. This being normally goes after those responsible for the death of who it formed from or if no one caused the person's death, it simply kills the living out of rage. It has none of the memories of the being who formed it, being basically a substantial psychic echo of sorts. Blood Wraiths always appear as humanoid-shaped beings of dark blood, with no discernible features. Its physical form, if it can be called that, is psychically held together blood. Only by killing them with psychic damage can the entity be prevented from reforming after a few hours.

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Cyberoid 004

Post by Psistrike » Sun Jul 08, 2012 4:00 pm

Cyberoid 004 PL: 10/Minion Rank: 8

Concept: Bizarre construct
Environment: Any, except aquatic
Height/Length: 8'
Weight: 5000 lbs.
Eyes: Red [4 of them in square pattern on face]
Hair: [if any] None
Skin/Scales/Fur/Feathers: Steel-like chitinous plating, red with white stripes

Abilities
Strength 10, Stamina -, Agility 1, Dexterity -2, Fighting 7, Intellect -2, Awareness 1, Presence -2

Powers
Frog legs: Leaping 2 • 2 points
Large, dense robot: Enhanced Strength 6, Feature 1 [Dense form: +1 mass], Growth 4 [Innate, Permanent], Immunity 40 [Fortitude Effects; Piercing descriptor, Limited to Half only], Impervious Toughness 2, Power-Lifting 4 [Lifting Strength: 14], Protection 8, Impervious, Noticeable [steel-like chitinous plates] • 78 points
Multi-bladed arms: Extra Limbs 2 [4 arms], Strength-Based Damage 3 [bite and sickle hands] • 5 points
Robotic Senses and Unusual Abilities: Concealment 2 [normal vision; Blending], Feature 1 [parroted speech], Movement 2 [Wall-crawling 2], Senses 1 [Normal vision [radius] • 8 points

Advantages Improved Critical [bite and sickle hands] 3, Power Attack, Prone Fighting, Uncanny Dodge

Skills Perception 4 [+5]

Offense
Initiative +1
Bite/Sickle hands +7, Close, Damage 13, Crit: 17-20

Defense
Dodge 7, Parry 8
Toughness 12*, Fortitude Immune, Will 5
*10 Impervious

Power Points
Abilities -4 + Powers 91 + Advantages 6 + Skills 2 [4 ranks] + Defenses 15= 110 Total

Complications
Hatred: Smart enough to realize its unnatural nature, it hates all natural living beings and attacks them on sight.
No Hands: It has no hands to manipulate things with, having small scythes in their place.
Robotic Form: Its form isn’t insulated, suffering an additional degree of effect from electrical attacks. Also its metallic form makes it vulnerable to magnetism, suffering an additional degree of effect from magnetic attacks and being affected by powers which affect only metal.

Notes
:arrow: A dangerous, out of control robot which hates anything natural. It slew its creator and now lurks in the world, killing those who trigger its hatred. Tough, strong and very dense, nothing short of tank fire will even make a dent in it.

Description of Powers/Gear: Cyberoid 004, a strange robotic creation which mimics organic creatures. Large and made of steel, it is very dense and heavy, unable to swim despite being partially based on a frog. Its legs are designed for long distance jumps, using strong hydraulic systems. It possesses 4 arms all which end in sickle-like claws like those of a praying mantis capable of great damage. Its face has 4 red eyes designed to make it aware of its surroundings, as well as a mouth full of razor-sharp steel teeth backed up by superhuman strength. It doesn't speech, per say, instead simply parroting anything it has ever heard, normally the cries of its victims.

Its design makes it very tough to harm, nothing short of tank fire will affect it. Almost immovable due the density and weight of its form, it’s superhumanly strong and capable of ripping apart titanium and of lifting drilling rigs. Except for the fact that its lacks any true hands, its arms ending in the sickle-like claws which are its main form of attack. Specialized plating makes it more resistant to piercing attacks, such as from knives and spears. Finally it has advanced electronic systems, both to make it capable of camouflaging itself to any background and to cling to any surface.


Description: Designed by a mad scientist, he was obsessed with insects and reptiles, combining the traits of a frog with those of a praying mantis to come up with this unit. It stands 8' tall and weighs 2.5 tons due its dense form and steel construction. The outer frame appears to be chitinous, steel-like plating, painted to be red with white stripes on both sides of his body. The face is frog-like, having 4 large, red eyes in a square pattern and a mouth full of solid steel, razor-sharp teeth. Its frame is large and bulbous like a frog, if it was standing upright, with 4 arms, each ending in a sickle-like claw. Its legs are like an upright frog, with strong hydraulics to allow great leaps.

Its systems have one thing which was considered a major design flaw, the potential to develop sentience. It did so after only a few months, being the mental equivalent of a young child. It realizes its unnatural nature and will attack any other creature which is considered natural. It always attacks those closest to it, first with claws and then with a bite after weakening its foe. It tends to blend in and remain hiding most of the time, hiding from its creator. It tends to mimic the sounds it has heard when stalking its victims or attacking.

Another unknown factor is the machine which was designed to build and complete the construction of Cyberoid 004 is still intact, just waiting to be activated and build some more of these abomination machines. Although they wouldn't have the intelligence the original has developed, they all would have the potential to develop it thanks to the original flaw design. The unit was discovered by Center agents on a world where advanced super science was common, but it escaped before it could be disabled.

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Dark essence viper

Post by Psistrike » Sun Jul 08, 2012 6:26 pm

Dark Essence Viper PL: 7/Minion Rank: 6

Concept: Living shadow viper
Environment: Shadowy areas
Length: From 6” to 1' long
Weight: From 2-8 lbs.
Eyes: Shadowy black
Scales: Shadowy black

Abilities
Strength -2, Stamina 0, Agility 4, Dexterity 0, Fighting 5, Intellect -5, Awareness 1, Presence -4

Powers
Tiny viper: Movement 1 [Slithering], Senses 4 [acute smell, darkvision, infravision], Shrinking 8 [Innate, Permanent] • 23 points
Essence of shadows: Concealment 4 [all visual; Limited to shadows and dark areas], Weaken Stamina 5 [Progressive; shadow essence venom], Movement 1 [to material plane and back to shadow realm], Speed 2 [8 mph; Limited to while in shadow realm] • 22 points

Skills Athletics 12 [+10], Close Combat: Bite 4 [+9], Perception 8 [+9], Stealth 12 [+24, includes size modifier]

Offense
Initiative +4
Bite + 9, Close, Damage -2 plus Weaken Stamina 5, Progressive

Defense
Dodge 9, Parry 9
Toughness 0, Fortitude 2, Will 1

Power Points
Abilities 2 + Powers 55 + Advantages 0 + Skills 18 [36 ranks] + Defenses 3= 78 Total

Complications
Animal: Despite its exotic nature, dark essence vipers are still animals. They hunt for food and seek to survive. They can’t speak, only hiss, and they have no manipulator limbs.
Being of Shadow: As a living being connected to the shadows, they have certain weaknesses. While in areas of sunlight or the 2pp/rank version of Environment [light], they suffer a -2 circumstance penalty to all checks. Also their venom ceases to work in such areas and they can’t use their ability to shift between the material plane and shadow realm while in such areas.

Notes
:arrow: A dangerous foe due to their natural skill with their bite and lethal venom, otherwise they are just an exotic animal with magical abilities. With their stealth, they are PL 6, but defensively they are only PL 4.5.

Description of Powers/Gear: Dark essence vipers are creatures of living shadow and highly adapt at blending in to shadows and darkness. Their bites deadliness isn't from the fangs but from the shadow essence venom they inject into their prey, sapping the life-force from anyone affected. Masters of stealth, they can blend into even the smallest of shadows or darkness to lie in wait, ambushing prey and ignoring armor of any sort. Their strong link to shadows and darkness makes them weak while in areas of bright light, like sunlight or Light Control.

Description: Dark essence vipers are similar to normal vipers, except for being hazy and translucent with shadow-like scales and eyes. These creatures can shift from the shadow realm they normally exist in to the material plane with little effort, using it for ambushes and to strike at prey. They vary in size from 1 to 2 feet long and are fearsome predators to face in dark alleys and jungles.

Only recently have Center agents discovered their existence, while in a world where magic and technology work in harmony. Care was taken to ensure none followed them back to the Center base; as such creatures could cause a lot of harm in a short amount of time, even with the resources available. Believed to originally be the creation of a dark mage, they have bred true and more information is needed to control and possibly wipe them out in the reality they come from. Before the simple animals get smarter and figure out how to travel to other dimensions and realities through the shadow realm.

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Dread Beast

Post by Psistrike » Sun Jul 08, 2012 6:27 pm

Dread Beast PL: 10/Minion Rank:

Concept: Black furred cat-creature with bat-like wings
Environment: Any except underwater, always at night
Height/Length: 7 ft. tall, 12 ft. long
Weight: 800 lbs.
Eyes: Black iris surrounded by red
Fur: Pitch black

Abilities
Strength 5, Stamina 7, Agility 3, Dexterity 1, Fighting 6, Intellect -2, Awareness 2, Presence 2

Powers
Deadly fangs: Strength-based Damage 5, Accurate 2, Improved Critical 4 • 11 points
Death mist breath: Weaken Stamina 10, Cloud Area 2 [30-radius] • 30 points
Demonic Beast: Concealment 2 [normal vision; Blending, Limited to in shadows], Growth 4 [Innate, Permanent], Immortality 2, Immunity 11 [Innate; aging, disease, poison, environmental heat and cold, radiation, trait effects], Power-Lifting 1 [Lifting Strength: 6], Protection 5, Impervious, Regeneration 5 [Innate, Persistent], Senses 2 [Acute Smell, Low-Light Vision] • 50 points
Swift and stealthy: Flight 6 [120 mph, Wings], Movement 2 [trackless 2 [visual, olfactory], Speed 4 [30 mph] • 14 points

Advantages Diehard, Endurance, Fearless, Improved Critical [bite] 4, Improved Initiative, Power Attack, Prone Fighting

Skills Perception 14 [+16], Stealth 14 [+13]

Offense
Initiative +7
Claws +6, Close, Damage 5
Bite +10, Close, Damage 10, Crit; 16-20
Death mist breath, Cloud Area 2, Weaken Stamina 10

Defense
Dodge 8, Parry 8
Toughness 12*, Fortitude 12, Will 6
*5 Impervious

Power Points
Abilities 32 + Powers 105 + Advantages 6 + Skills 14 [28 ranks] + Defenses 20= 177 Total

Complications
Demonic beast: Considered just above animals by other demons, it is driven by the need to kill and inflict pain, feeding on the blood of its victims. It has no hands and thus can’t manipulate things except crudely with its mouth.
Shuns the Holy and Light: While on holy ground the beast suffers from intense pain as it burns. It loses 1 point from all abilities per round on holy ground, til it dies. Anything with the holy descriptor inflicts an additional degree of effect on them, inflicting 1 degree even on a successful save. Even non-attack based holy items inflict injury as a rank 5 Damage effect. When exposed to sunlight it begins to burn and feels intense pain. While in sunlight it suffers -2 circumstance penalty to all checks and loses 1 point from all abilities per minute exposed, til it dies.

Notes
:arrow: A demonic beast brought into the world by unknown parties, it seeks only to inflict pain and death upon the living. Pray you are near a church or have some holy water on you.

Description of Powers/Gear: A creature of pure darkness and evil, the dread beast is unable to survive on holy ground for long or in sunlight as well. A creature of living shadow, it appears to be a giant black panther with huge, bat-like wings on its back and eerie eyes that are red with black irises. Naturally blending into shadows and a master of stealth, they are virtually unseen except at the last moment by its prey normally. Possessed of superhuman stamina and immune to many mortal concerns, it can hunt its prey for days without rest. Its very nature makes it hard to harm with conventional weapons except high powered firearms, while it regenerates injures with superhuman speed. Even if killed, it will come back to life within a day. The only exceptions are if it is slain while on holy ground or by sunlight. For both of these things are deadly to the demonic creature.

Fast and agile flyer due to its large wings, it is capable of running at speeds up to 60 mph. It is impossible to track by any known means and is a deadly hunter. It kills for pleasure and feeds off the blood of its victims. Its claws aren't a major threat compared to its other attacks. Its bite is known to cause serious wounds easily, innately being drawn to blood vessels and other parts of the body with a lot of blood flowing through them. If faced with overwhelming odds and taking a lot of damage, it will unleash a deadly mist of black which drains the very life-force from its victims.


Description: The dread beast, all studies on this creature show it’s made of living shadows and not of this world. All witnesses claim it appears as a giant black panther, standing 7 ft. tall at the top of its head and around 12 ft. long, with eerie eyes of black surrounded by red and a pair of giant black bat wings on its back. These witnesses are almost always interviewed at the hospital where they were rushed to, having somehow survived the creature’s attack. One man who was lucky enough to survive an encounter, the only one out of a group of 20, states the creature was finally showing injuries after being hit repeatedly by high powered rifle shots and improvised explosives. Yet just when it seemed it would go down, the creature opened its maw and breathed out a black mist, one which sapped the life from everyone caught in it.

Several agents of the Center encountered one and survived long enough to send back further data on the creature. Its hide allows it to blend seamlessly into shadows and it is skilled at ambushes and stealth. It left no tracks behind, nor no scent for a chemical sniffer to pick up. One agent was unlucky enough to be bite in half by the creature, its teeth of a substance unlike anything known in nature before. All attacks with rocket launchers and high-powered experimental weapons healed within minutes, as the creature ran off only to come back unharmed minutes later. Finally, it should be noted that the creature is immune to radiation, as a portable gamma cannon proved ineffective against the beast.

Looking over accounts by survivors, it seems many of them survived by fleeing into churches or graveyards on church grounds, the creature wincing back in pain the moment it set foot upon them. Another group of Center agents encountered one and survived thanks to the rising sun, it seems. The creature began to smoke as sunlight hit it and fled off quickly, not seen again. The creature is truly a demon unleashed on Earth. And unfortunately, with sightings in various locations, it seems there are several of these creatures out there. Only one so far has been recorded as destroyed, as it unknowingly flew into a private shrine in someone's home.

Standing orders for all Center agents when dealing with dread beast: fully outfitted in Center power armor, equiped with sunlight projectors and if there is holy ground of any sort in the area, try to lure it in. And under no circumstances are these creatures to be brought in neither alive, nor transferred to creature handling allies. Destroy on sight.
Last edited by Psistrike on Mon Dec 02, 2013 5:07 pm, edited 1 time in total.

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Inazuma Ryu Kame

Post by Psistrike » Sun Jul 08, 2012 6:29 pm

Inazuma Ryu Kame PL: 14

Concept: Giant celestial turtle
Environment: Oceans
Height/Length: 40' from snout to tail, shell 30' diameter
Weight: 16 tons
Eyes: Green
Hair: None
Skin/Scales:Green skin, golden turtle shell

Abilities
Strength 9, Stamina 8, Agility 0, Dexterity 0, Fighting 12, Intellect 2, Awareness 3, Presence 5

Powers
Child of Celestial Being: Flight 10 [2k mph], Immunity 18 [aging, disease, poison, fire damage, electrical descriptor], Immortality 10 [Innate], Impervious Toughness 2, Movement 2 [Dimensional, celestial dimensions], Protection 10, Impervious, Regeneration 10, Innate, Persistent, Senses 1 [celestial awareness] • 107 points
Infused with Celestial Lightning: Reaction Damage 10 [electrical aura, partially channeled through spines on shell], Line Area 3 [60 ft. long, 10 ft. wide] Damage 14, Feature: Burst area 3 underwater [celestial lightning breath] • 97 points
Huge turtle: Growth 8 [Innate, Permanent], Immunity 3 [breathe underwater, environmental cold, high pressure], Movement 1 [Environmental Adaptation [underwater], Senses 4 [acute smell, darkvision, low-light vision], Swimming 9 [100 mph] • 34 points
Massive Turtle Bite: Strength-based Damage 6 • 6 points

Advantages Benefit [Celestial being], Diehard, Eidetic Memory, Fearless, Power Attack, Ultimate Toughness

Skills Athletics 14 [+23], Expertise: Celestial lore 12 [+14], Expertise: History 12 [+14], Expertise: Magic 12 [+14], Insight 9 [+12], Intimidation 18 [+27, includes size modifier], Perception 9 [+12], Persuasion 12 [+17]

Offense
Initiative +0
Bite +12, Close, Damage 15
Celestial Lightning Breath, Line Area 3 [60 ft. long, 10 ft. wide], Damage 14

Defense
Dodge 8, Parry 10
Toughness 18*, Fortitude 16, Will 12
*12 Impervious

Power Points
Abilities 46 + Powers 244 + Advantages 6 + Skills 49 [98 ranks] + Defenses 31= 376 Total

Complications
Celestial Being: As celestial beings, they must follow certain rules and not interfere with lesser beings unless given no other choice or to help deal with a threat to the world or reality itself.
Unique insight: Their insight into the nature of the universe means they plan every action carefully. They sometimes skip 1 or more rounds of combat to think over their next action, without any apparent reason to others.

Notes
:arrow: The children of a Japanese celestial being, they are powerful enough to take on entire armies and face groups of superhumans with ease. They only fight as a last resort, seeking to peacefully end any conflict they are drawn into. 1 PL less than their 2nd edition version, they are still more expensive.

Description of Powers: Massive turtles which are true celestial beings, the children of some unknown great being. Their massive size grants them great strength and toughness, basically immune to almost all mortal weapons. They can channel electricity either through their shell and the spines on it, creating an electrical aura around themselves or firing it from their mouth as a line of powerful lightning. They are truly immortal due to their celestial heritage and can heal from any wound in short order, even coming back from death in only an hour. They are amphibious beings and can survive at the greatest depths. Immune to harm from fire and from all forms of electricity, they simply absorbing it into their shell.

Their bite can crush ships and destroy even titanium with its great power. They can sense anything celestial related and can shift into the celestial realms and back to the mortal realm at will. They can fly at extreme speeds, much faster than when in the water. Thus they use this when in a hurry to get to someplace.


Description: Appearance of massive snapping turtles, with golden shells that gleam in almost any light. Our interactions with them proved they are not only sentient but also the children of a powerful, celestial being. Thus they tend to think their actions through and not resort to violence unless given no other recourse. Which considering their nature isn't that big of a deal. Their shells are so tough that even battleship cannon fire can't penetrate it normally, at least from what this one told us and about what happened during the Gulf War to it. Their shells have small spines jutting out all over it, while their eyes are like two giant emeralds.

Questioning the one we encountered proved to be more fruitful than trying to study from a distance. It seems there are an unknown number of these creatures around; around 6-12 in any reality which has them seems a fair guess. Immortal, they heal wounds so fast they hardly notice them, except for severe injury or death, which takes some time to heal from. All are intelligent, wise and have a great force of personality, especially with what we experienced with this one. He allowed us to measure him, he was 40' in length snout to tail and his shell was 30' in diameter. Talk about a giant turtle.

They are able to breathe underwater with ease and survive even the greatest of depths and most severe of colds down there. Fire cannot harm them, even from one of the "gods", nor can electricity of any sort affect them, as they simply absorb it into their shell. It is obvious from their size and strength we didn't wish to see it bite something, it could probably bite through even the toughest super alloys used in the Center Base. They can sense if something or someone is celestial in origin, he even stated they could all shift to the celestial dimensions at will. They can swim up to 100 mph, although he stated they can fly as well, up to thousands of miles per hour, by tapping into their celestial energy. Most amazing of all, probably the origin of the species name which the one we spoke to gave, their power to channel electricity. They can send it through their shell, even the spines along it, electrifying their very body. Or they can blast it forth from their mouth, as a powerful lightning bolt with enough power to light up Las Vegas for a few years.

Due to the nature of these beings and their great power, some of what we know can only be derived from hearsay. We don't have anything powerful enough to subdued and bring one back, let alone contain it for any amount of time. Plus there is the major rule of not messing with sapient beings. One thing of note is their name, which suggest the celestial being which fathered them is Japanese in origin, is the species name we were given. It means Lightning Dragon Turtle in Japanese.

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Kami Shokunin

Post by Psistrike » Sun Jul 08, 2012 8:02 pm

Kami Shokunin PL: 7/Minion Rank: 8

Concept: Spirit creature craftsman
Environment: Secluded caves
Height/Length: 5'5"-6'5"
Weight: 140 lbs-220 lbs.
Eyes: Yellow or red
Hair: Green
Fur:Green fur all over body

Abilities
Strength 4, Stamina 2, Agility 1, Dexterity 1, Fighting 5, Intellect 2, Awareness 2, Presence 0

Powers
Cave Dweller: Senses 2 [darkvision] • 2 points
Immortal Spirit Being: Immortality 8 [Innate], Immunity 5 [Innate, aging, disease, poison, environmental cold and heat], Regeneration 4, Persistent • 31 points
Hooved Feet: Strength-Based Damage 2 • 2 points

Equipment: Forge hammer [Strength-based Damage 3, bludgeoning; 3 ep], Enchanted leather apron [Protection 3; 3 ep], Masterwork forge, anvil and bellows; 3 ep]

Advantages Artificer, Diehard, Endurance, Equipment 2, Languages [Base: Spirit; 1 local language], Tough 3, Ultimate Forging

Skills Athletics 6 [+10], Close Combat: Forge hammer 2 [+7], Expertise: Forging 12 [+14], Expertise: Magic 12 [+14], Expertise: Survival 8 [+10], Insight 8 [+10], Perception 12 [+14]

Offense
Initiative +1
Forge Hammer +7, Close, Damage 7
Hooved Feet +5, Close, Damage 6

Defense
Dodge 6, Parry 6
Toughness 8, Fortitude 3, Will 6

Power Points
Abilities 34 + Powers 35 + Advantages 9 + Skills 30 [60 ranks] + Defenses 11= 120 Total

Complications
Honor-Bound: Any who prove themselves trustworthy and aid the kami it is honor-bound to give a gift.
Spirit Being: Driven by their very nature to create enchanted items, they only leave their cave home to hunt for food. They are incapable of lying, except by omission and thus try to avoid being asked questions.

Notes
:arrow: More of a background creature for settings, they can have any number of enchanted items at their disposal if needed and should be considered to have crafted an item using their Artificer advantage with a 34 check total.

Description of Powers/Gear: Kami shokunin, aka spirit craftsman [named by Japanese agent who first discovered their existence] are humanoid creatures. From all test and studies, as well as observing it over time, it has been determined they are immortal spirit beings. They have been found in various environments and near total lack of clothes doesn't seem to affect them, whether it is cold or hot in the environment. They seem capable of seeing in any lighting and can strike using their hooved feet with great power. They also regenerate from any injuries at an amazing rate.

All are highly skilled in the art of forging and sculpting all forms of metal. Each seems to wear an enchanted leather apron, much tougher than a normal one would be, wield a strong forge hammer and even seem to have their own private forge, anvil and bellows, kept in their cave homes. We gained access to one item crafted by a kami shokunin, all test show it is finely crafted and somehow enchanted, as if the very nature of these beings is to enchant any object they craft.

Description: A humanoid creature with what appears to be green skin, hidden beneath a layer of thick, green fur all over their body. Eyes of yellow or red and a shaggy mop of green hair on their head, each has powerful looking arms and their legs end in hooved feet. Over the front of their body is an old leather apron and in their right hand is a large hammer, one designed for blacksmithing and forging metals.

Enigmatic by nature, they rarely interact with humans, normally living in secluded caves outfitted with their own private forge. Immortal spirit creatures, they have chosen to remain in flesh form for now. They literally can't be killed permanently, as they rise again 4 hours later. They have natural darkvision and are able to see in any lighting, used to living in caves. Their hooved feet can kick with force enough to break solid rock, although they rarely use them for such. If forced into combat, they have inhuman endurance and strike with their large forge hammers.

They can be communicated with, normally speaking a local language in the area they live in. Most won't give away their creations or make new ones, except to those whose motives are true. Lying or trying to manipulate them will draw their ire, either telling the offenders to leave and never return, or if bad enough they attack with a fury. This happened to one idiot intern noob who just joined the Center of his reality; he begged to go on the mission. Talk about a screw up, at least he had no family or known friends.

All items crafted by these beings are automatically enchanted in nature, an innate part of the kami shokunin. Note they are not Japanese in nature, despite the name given to them. It is just they haven't chosen to reveal the true name of their species to anyone yet. But gaining one as an ally would be invaluable to anyone, as they will share their creations more readily with those they trust.

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Sand Ripper

Post by Psistrike » Sun Jul 08, 2012 8:03 pm

Sand Ripper PL: 5/Minion Rank: 5

Concept: Vicious giant desert lizard
Environment: Deserts
Height/Length: 5' long, 5' tall
Weight: 200 lbs.
Eyes: Yellow
Hair: None
Scales:Tan scales


Abilities
Strength 3, Stamina 2, Agility 2, Dexterity 0, Fighting 5, Intellect -2, Awareness 2, Presence 0

Powers
Long-legged desert lizard: Concealment 2 [normal vision; Blending, Limited to deserts], Immunity 2 [breathe normally under sand, environmental heat], Protection 3, Impervious 1, Speed 3 [16 mph] • 10 points
Perfect desert animal: Movement 4 [Permeate 3 [Limited to sand and rock], Trackless], Senses 8 [darkvision, low-light vision, Ranged Touch, Vision Penetrates Concealment, Limited to Earthen Materials] • 11 points
Desert weapons: Strength-Based Damage 1 [claws and teeth, Extended Reach [claws], Obscure 2 [visual, sandstorm, 60 ft. radius, Touch Range] • 4 points

Advantages Improved Trip

Skills Perception 4 [+6], Stealth 8 [+10]

Offense
Initiative +2
Claws/Bite +5, Close, Damage 4

Defense
Dodge 4, Parry 5
Toughness 5*, Fortitude 7, Will 2
*Impervious 1

Power Points
Abilities 24 + Powers 25 + Advantages 1 + Skills 7 [14 rank]s + Defenses 7= 64 Total

Complications
Animal-like: A highly intelligent animal, they don’t have any fine manipulators and tend to only “talk” in crude growls. Driven by basic needs, they hunt to eat and seek to survive.
No Nose: An unusual trait is the fact they have no nose, completely lacking any sense of smell.

Notes
:arrow: An unusual animal with exotic powers, it will hunt humans if hungry enough. Found only in deserts, their only threat would be the rare, almost legendary landshark.

Description of Powers/Gear: Sand rippers are adapted to the desert, living underneath the sand or sleeping on a rock to blend in. They literally can swim through the sand and rock of the desert, passing through it as easily as humans can normal air. Their abnormally long legs are what give them 2' of additional height beyond what would be expected for such a species. Due to this, they can lash out their claws at a greater distance as well. They blend in to the desert with ease, only normally being noticeable by other senses than sight, at least til they move. Immune to the desert heat and able to breath even beneath the sand, they are masters of ambush tactics.

Their scaly hide gives them some protection and their long legs allow them to run at great speeds. They are able to see in any lighting, through sand and rock and even feel any movement from anything in contact with the same surface as them. The ability which cinched the name given to them is their unusual ability to generate a strong sandstorm in a 50' radius around themselves, blocking vision greatly, except for them as they can see through the sand easily.

Description: From a distance, sand rippers appear to be unusually long-legged wolves. But at a closer range the truth of the matter can be seen, as they are large lizards with tan scales, yellow eyes, a short tail and unusually long legs. Using these long legs, they can lash out at great distance with their claws. Found only in deserts, they are highly adapted predators in this environment. Swimming through the sand like a fish through water, they are fast and skilled at ambushes. Their scaled hides provide some protection, but mainly from the smaller desert creatures.

We saw one lay down on a rock and blend in seamlessly, if we hadn't seen it lay down we might not have noticed it until it was too late. Also, after our initial encounter, we remained at a distance. They possess the ability to feel vibrations through the sand, making it impossible to get closer for a better look. One trait we noted is their complete lack of nostrils, lacking a sense of smell unless by some other means. What really caught us off guard when we lucked out and caught one with a harness, was its ability to generate a strong sandstorm. We were completely blinded by this and the specimen got away. Guess the Center will have to wait for another time to try and catch one to examine more closely.

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Serpent Horse

Post by Psistrike » Sun Jul 08, 2012 9:14 pm

Serpent Horse PL: 7/Minion Rank: 5

Concept: Serpent-like horse
Environment: Plains with tall grass, in out of the way places
Height/Length: 7' tall, 12' long
Weight: 1000 lbs.
Eyes: Yellow
Hair: None
Scales: Black scales

Abilities
Strength 6, Stamina 4, Agility 2, Dexterity 0, Fighting 3, Intellect -4, Awareness 2, Presence 0

Powers
Chameleonic Hide: Enhanced Advantages 1 [Hide in Plain Sight], Enhanced Stealth 4 [Stealth +8, limited to hiding checks] • 3 points
Horse Body: Growth 4 [Innate, Permanent], Speed 4 [30 mph] • 13 points
Serpent Nature: Bite Damage [Accurate 2, Extended Reach] linked to Weaken Stamina 6, Progressive; Protection 5, Impervious 1, Senses 2 [Acute smell, low-light vision] • 29 points

Advantages Hide in Plain Sight, Improved Initiative

Skills Perception 4 [+6], Stealth 4 [+2, includes size modifier; +10 when hiding]

Offense
Initiative +6
Bite +7, Close [Extended Reach], Damage 6 linked to Weaken Stamina 6, Progressive

Defense
Dodge 4, Parry 5
Toughness 9*, Fortitude 7, Will 2
*Impervious 1

Power Points
Abilities 10 + Powers 45 + Advantages 1 + Skills 4 [8 ranks] + Defenses 11= 71 Total

Complications
Animal: An unusual herd animal, they can’t speak and have no fine manipulators. They are driven by basic needs of survival.

Notes
:arrow: A creature that thankfully lives mostly in open plains in isolated valleys, their venom and carnivorous nature makes them a threat. Just one is dangerous, the fact they travel in herds and hunt in small groups makes dealing with them by normal authorities nearly impossible without military ordinance.

Description of Powers/Gear: Serpent horses are large, with the body and faces of horse. They are strong and fast, able to keep up with the fastest horses alive. They have the normal senses of a horse. They have fast reflexes like a serpent ready to strike. Their hides are black scales, like a snake, and can shift to blend into their environment. They have two pairs of fangs where their teeth should be, their necks long and flexible and allowing them to strike at a greater distance. Their bite injects powerful and deadly venom into the veins of their victims, normally killing them within a minute. Once their prey is dead, they swallow them whole and digest them.

Description: Serpent horses are larger than an average horse, possessing the body and head of one. But that is where the similarities end. Their hides are those of black scales like on a snake, their eyes yellow and silted. Their tails are short and reptilian in form and their necks are long and serpentine, able to stretch out to attack at great distances. Their bites are like those of giant serpents, with powerful venom injected through their fangs. Their hides hold a hidden threat, as they are chameleonic in nature and allow them to blend into any environment.

Typically found in small herds of 6-10, they hunt in groups of 2-3 at once, striking swiftly and in tandem on their prey. Multiple bites can quickly kill even the hardiest of prey, as the venom overwhelms them. Thankfully our power armor protected use from their bites and we were able to capture an adult for study by the Center. We were lucky to find a herd in the plains of an out of the way valley in Nevada, seemingly unexplored til we found it.

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Shadow Death Fish

Post by Psistrike » Sun Jul 08, 2012 9:16 pm

Shadow Death Fish PL: 8/Minion Rank: 6

Concept: Aberration able to turn into a living shadow
Environment: Any
Height/Length: 3' tall, 4' long
Weight: 50 lbs.
Eyes: Pure black
Hair: None
Scales: Grey scales


Abilities
Strength -2, Stamina 1, Agility 2, Dexterity 0, Fighting 4, Intellect -4, Awareness 1, Presence -3

Powers
Amphibious: Immunity 1 [breathe normally underwater], Movement 1 [Environmental Adaptation [underwater] • 3 points
Shadow Form: Activation [-1 point]
Concealment 2 [visual; Limited to shadows], Immunity 3 [critical hits, vacuum], Insubstantial 4 [shadow state, affected by magic] • 25 points
Small Aberration : Protection 2 [scales], Protection 8, Impervious, Limited [not versus wooden or magical weapons], Shrinking 4, Innate, Permanent, Senses 5 [acute smell, darkvision, low-light vision, tracking [smell] • 24 points
Swift Traveller: Array [3 points]
Wings: Flight 3, Wings [16 mph] • 3 points
Fins: Swimming 3 [2 mph] • 1 point
8-Legged Monster: Speed 3 [16 mph] • 1 point
Various Natural Weapons: Array [12 points]
Blood-draining bite: Damage 1, Incurable linked to Weaken Stamina 10 [blood drain] • 12 points
Stupefaction ray: Ranged Weaken Intellect 6 • 1 point
Tail strike: Damage 2, Multiattack • 1 point

Skills Perception 4 [+5], Ranged Combat: Stupefaction ray 8 [+8], Stealth 4 [+10, includes size modifier]

Offense
Initiative +2
Blood-draining bite +4, Close, Damage 1 linked to Weaken Stamina 10
Stupefaction ray +8, Ranged, Weaken Intellect 6
Tail strike +4, Close, Damage 2, Multiattack

Defense
Dodge 4, Parry 6
Toughness 10*/2**, Fortitude 3, Will 5
*Impervious 8, **Against wooden or magical weapons

Power Points
Abilities 2 + Powers 70 + Advantages 0 + Skills 8 [16 ranks] + Defenses 6= 86 Total

Complications
Aberration: An aberration of nature, if it comes from nature, it has an animal-like drive to hunt and survive. It can’t speak, nor does it have manipulatory limbs.
Horrible stench: They give off a strong odor, like that of a rotting corpse, and can’t sneak up on anything downwind from them that has a sense of smell.

Notes
:arrow: Dangerous and hunt in groups, these blood-sucking monsters are a threat not to be taken lightly. PL 7 with its blood-draining bite and stupefaction ray, it is only PL 8 defensively with Parry and Toughness against non-wooden and magical weapons.

Description of Powers/Gear: Shadow death fish, a bizarre aberration of nature. It can walk on land, fly in the air and survive underwater with ease. Its head has black eyes on top and a circular lamprey mouth full of needle-like teeth on the bottom side. With its bite it can clamp down and drain blood out of its prey, being a hemovore. It has a blunt tail which it can strike with like a club, able to rapidly swing it to hit repeatedly. It is adapted to see in any lighting and has a strong sense of smell, able to track prey by smell alone. One weakness they have is their strong, recognizable odor, making them easy to detect even by normal sense of smell if you are downwind to it.

It is virtually immune to any damage, except from wooden or magical weapons for some reason. Its scaled hide provides it some protection beyond this still. Using its grey, membranous wings it can fly slowly or propel itself through the water, using its tail for propulsion. Using its 8 legs allows it to run at great speed on land, much faster than expected for a creature its size. It has two magical abilities which it uses defensively or to ambush prey. First is its stupefaction ray, causing the suppression of higher brain functions and intelligence for a while. Second is part of what gives it its name, the power to turn into a living shadow at will, including being immune to anything except mental powers, magic and things specifically designed to hurt insubstantial targets.


Description: Shadow death fish are strange creatures to look up, even stranger to face in battle. They appear to be giant lamprey fish with grey scales on their body, membranous wings on its back, small, beady black eyes on the top of its head, a circular mouth with needle-like teeth on the underside of its head, and 8 legs with elephant-like feet. No one knows if they are just some bizarre mutation which has become a species of its own or if they were an experiment gone wrong. Either way, they are a dangerous creature to face off against.

They tend to fire rays of grey energy at their chosen prey, suppressing its intelligence to make it easier to attack. They then move in to range to bite, sucking the blood out of their victims at a rapid rate. They always go after the least visibly armored targets, knowing their bites can't penetrate anything beyond flesh easily. Their shadow form is used either to escape opponents that have hurt them badly or to slip into places to attack prey inside. Their speed on land, sea and air means that no prey can escape them for long. Their near invulnerability to most attacks, with the exception of wooden or magical weapons, suggests they were a part of a botched experiment involving vampires.

In addition to their individual powers and abilities, there is one other thing which makes them a true threat. As it is rare to find them alone, normally travelling in packs of 2-8 for the ability to overwhelm prey by power of numbers when needed.

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Stalker Lizardman

Post by Psistrike » Sun Jul 08, 2012 10:51 pm

Stalker Lizardman PL: 4/Minion Rank: 3

Concept: Dangerous invisible lizardman
Environment: Swamps
Height/Length: 6-7 ft. tall
Weight: 200-250 lbs.
Eyes: Yellow
Scales: Vary between green, gray and brown, with the rare white one


Abilities
Strength 2, Stamina 2, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 0

Powers
Lizard hide: Concealment 4 [all visual senses], Protection 5, Innate • 14 points
Claws and tail: Array [9 points]
Razor-sharp claws: Strength-based Damage 3, Penetrating, Strength Penetrating 2, Innate • 9 points
Spiked tail: Strength-based Damage 2, Penetrating, Innate, Reach • 1 point

Advantages Close Attack 1, Endurance

Skills Acrobatics 4 [+4], Athletics 8 [+10]

Offense
Initiative +0
Claws + 1, Close, Damage 5, Penetrating
Spiked tail +1, Close, Damage 4, Penetrating 2, Reach

Defense
Dodge 0, Parry 1
Toughness 7, Fortitude 2, Will 0

Power Points
Abilities 8 + Powers 24 + Advantages 2 + Skills 6 [12 ranks] + Defenses 1= 41 Total

Complications
Tribal: They seek only to survive and help their tribe. Only threats to their tribe or themselves will trigger an attack.
Cold-blooded: Due to their reptilian nature, they are cold-blooded. In cold weather they become sluggish, suffering a -2 circumstance penalty to all checks or -5 penalty if in extreme cold. They suffer an additional degree of effect on a failed save versus cold effects.

Notes
:arrow: A tribe of swamp-dwelling lizardmen, their ability to turn invisible at will makes them a much greater threat than their PL would suggest. And this is just a typical member of the tribe, not a hunter or warrior.

Description of Powers/Gear: This represents an average member of the Stalker lizardman species. They all have tough, scaled hides that can stop even shotgun slugs, sharp claws in place of fingernails and a 3-4' long tail that ends in spikes. All have greater strength and stamina than the average human, although observations show they are average human level in mental abilities for those so far observed. They are skilled swimmers and all live in swamps, alongside their reptile brethren. Their most dangerous ability is a natural ability to turn invisible to all forms of vision, as even attempt to view them in infrared and ultraviolet spectrums has proven futile.

Description: Stalker lizardman is the name given to a reclusive species which lives in swamps. They are rarely seen by most beings, having a natural ability to turn invisible at will from all visual senses. They appear to be tall and with strong builds, possessing scaled hides of various shades like a lizard, their eyes are small and yellow. All members of this species recorded so far have sharp claws in place of fingernails and a tail 3-4' long tail with spikes on the end of it. They are hunters and carnivores by nature, as remains of their prey have been found in the area where groups have been located.

For the time being, it is suggested all Center agents only observe from a distance, as they have not proven to be a threat to human life so far. Also as a sapient species, they are off-limits to our creature containing friends. Only if this observation proves to be wrong in the future and they become a threat to humanity, beyond just a few rogue members of the species, will intervention be called for.

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