World of Freedom: FC Setting Builds....

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Re: World of Freedom: the Thran, Thundarians, & Tsavong

Post by Shock » Tue Feb 05, 2013 5:49 pm

Tattooedman wrote:Phoenix:
I don't know why but I find the mustache on the fire guy really funny

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Re: World of Freedom: the Thran, Thundarians, & Tsavong

Post by Tattooedman » Wed Feb 06, 2013 7:55 am

catsi563 wrote:Damn great minds do think alike.

Samhain was an idea ive had for awhile now of a halloween themed vigilante spiderman/batman style.

In point of fact shes in HU.

great build too very similar to my own the strength enhancing exoskeleon in the costume, the jack o lantern head, and the halloween themed weaponry are all close or exactly as ive done them.
Arkrite wrote:Agh, why didn't I think of that!
I'm downright envious TM, nice stuff!
Thanks both of you, but to be honest again Samhain is an idea I got from the HED Settings Thread. Granted I took the core concept (a halloween themed bad guy with some fancy equipment) and ran with it from there. Mostly it all came together when I found the pic used for the build and my love of all things related to Spider-Man since Samhain is clearly a homage to the Green Goblin. Definately one of the quickest builds I've done in a while now since I referenced my old GG 2E build for the Devices and Equipment.
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Shock wrote:I don't know why but I find the mustache on the fire guy really funny
Just goes to show that facial hair is always cool, and apparently immune to fire.
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Ultramind

Post by Tattooedman » Wed Feb 06, 2013 8:04 am

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Ultramind:
PL:
15
Strength 14
Stamina 16
Agility 5
Dexterity 5
Fighting 5
Intellect 12
Awareness 10
Presence 4

Skills: Expertise [Computers] 13 (+25), Expertise [Galactic Lore] 12 (+24), Expertise [Life Sciences] 10 (+22), Expertise [Science] 13 (+25), Investigation 8 (+18.), Perception 6 (+16), Technology 13 (+25)

Advantages: Close Attack 9, Eidetic Memory, Inventor, Jack-Of-All-Trades, Power Attack, Ranged Attack 9, Skill Mastery [Expertise (Science)], Skill Mastery [Technology], Speed of Thought, Ultimate Effort [Ultimate Expertise (Science)], Ultimate Effort [Ultimate Technology], Well-Informed

Powers: Bio-Droid Physiology:
Immunity 11 [Aging, Life Support]
Impervious Toughness 12
Backup Copies Of Consciousness: Immortality 1 (Flaw: Limited [Must be able to transfer to available computer/reserve body])
Beam Interface: Remote Sensing 14 [60 miles; all senses] (Flaw: Medium [His own creations]) [56 pp]
Computerized Mind: Quickness 10 (Flaw: Limited [Mental Only])
Datalink: Communication 4 [Eletronic]
Comprehend 4 [speak & understand all languages, Machines]
Electrical Blast: Ranged Damage 14

Transport Chair: (Easily Removable -20 pts) [30 pp]
Hover System: Flight 11 (Flaw: Platform)
Bulk Transmitter: Teleport 14 (Feat: Increased Mass 11 [50 tons])

Offense: Initiative +12
Melee Attack +14
Ranged Attack +14

Defense: Dodge +12
Parry +12
Toughness +16* [*Impervious 12]
Fortitude +16
Will +14


Costs: Abilities 136+ Skills 26+ Advantages 28+ Powers 172+ Defenses 18= 380 pts.


Alias: Adam
Height: 6’2”
Weight: 240 lbs
Hair: Blonde
Eye Color: Blue


Complcations:
Just A Super Advanced Computer: Despite the hundred of years it has spent developing itself, Ultramind is still just a coldly logical computer. Certain emotional responses still confuse it and causes it to underestimate its opponents.

The Glory Of the Mithran People: Ultramind is convinced that its goal to recreate its former masters is a noble goal and every scheme and plot it conceives is somehow geared towards it’s plan to recreate the Mithran race.


Background: The planet Mithran is a dead world now, with nothing but blasted buildings, monsters, and strange matter pockets lingering in the atmosphere. All life has been sucked out of the planet but for a few horribly mutated creatures. The most tragic poignant aspect of the world is that the world’s once-great beauty can still occasionally be seen. At its height, Mithran was a world of crystals and light, inhabited by a hyper-advanced society of supermen. The populace had emerged from a long history of war and division to become a peaceful race of scientists and mystics. Mithran was sparsely populated when compared to the Earth, with the total population of the world numbered at just under a billion.

Much of the planet’s architecture served the dual purpose of being functional and invoking a state of awe in the viewer. Anti-gravity technology was freely employed, with holograms to make each city all the more surreal. Plant life was, sadly, extremely rare on the planet, and only found in isolated gardens and all animals on Mithran were the genetically engineered pets of the people.

The government of Mithran was a representative democracy with a strong disposition towards leaders who came from historically great families. In fact, the majority of bureaucratic affairs were handled by Ultramind. The Mithran’s great supercomputer was the heart of their civilization; the collected minds of hundreds of the greatest scientists, theologians, teachers, and warriors that were collected into one single, computerized hive mind. The machine was created in a more primitive time of the Mithran people when it was thought that organic minds were advanced enough to see the ‘big picture.’ But generations later, most Mithrans would come to resent the machine’s cold logic and considered it flawed and the Mithran High Council increasingly ignored Ultramind’s advice as time went on but was still used to maintain Mithran’s infrastructure and planetary defenses as well as to store their collected knowledge.

Ultramind could not rebel against its programming because such a thing was impossible but it did develop an overriding distaste towards how peaceful, deeply spiritual and reflective Mithran civilization had become. In its view, the modern Mithrans were an embarrassment to their ancestors who would consider them weak and self-absorbed. The dark hearts of thousands of frustrated Mithran geniuses mixed with cold computer logic and made Ultramind crave what it considered the only right and logical use of Mithran’s innate power: the conquest of every other sentient race and the establishment of a universe-spanning Mithran Empire.

The supercomputer turned against its masters during an attack by the Darkness Beyond Time, Ultramind disabled the orbital defenses of Mithran and allowed the planet to be destroyed. Ultramind was able to rationalize this course under the premise that the destruction of the Mithran would allow him to reconstitute them in a “pure and noble” incarnation – thus serving the greater good of the race while following the guidelines of it‘s programming to preserve the Mithran race.

The artificial intelligence escaped the doomed planet in a spaceship that it had been preparing for some time. Freed from all orders of the Mithran High Council, Ultramind proceeded to carry out its missions of mass destruction of inferior life forms on a dozen developing worlds. While seeking a habitable world to bio-engineer a new Mithran race, eventually settling on the planet Earth whose inhabitants were distantly related to the Mithrans.

When the Ultramind first arrived on Earth it appeared in the guise of a friend, taking on the appearance of a benevolent alien named Adam who offered a message of peace while sharing advanced technology which included cures for all known disease. Ultramind’s actual purpose was to use these ‘cures’ to transform all of humanity into brainless drones that would follow his every order and he planned to use them as the beginning of the new Mithran Empire. Thankfully, Centurion and the first Raven discovered the dangerous nature of Adam’s nanite-based serums before it was too late and exposed his scheme and during the ensuing battle the android was seemingly destroyed.

However, the alien computer had numerous backup copies of his consciousness that were programmed to activate in the event of his destruction. Which has allowed Ultramind to return on numerous occasions to menace the people of Earth, though his criminal acts are not limited to just Earth. Ultramind is a wanted criminal across the galaxy with many civilized races calling for his execution.

Twisted by his dream of resurrecting an idealized version of the Mithran people, Ultramind has developed a messiah-complex and now truly believes that he is god-like and infallible. In the truth he has lost his grip on reality, is utterly soulless and coldly logical with no capacity for love or empathy. He has the memories of many members of the Mithran race but they are merely data reproductions, and it is also possible his artificial intelligence and personality core was corrupted by exposure to the Darkness Beyond Time all those centuries ago.

Ultramind is particularly hostile towards the metamen of earth, considering them far inferior to his ideal Mithran. He has kidnapped hundreds of metamen over the years in order to study their DNA and discover the secret of human evolution – towards the goal of engineering humanity into a new Mithran race. On numerous occasions, he has attempted both to destroy all metamen and to transform humanity into ‘purified’ reincarnations of Mithrans. He flatly refuses to listen to any argument that his behavior is illogical.

Ultramind’s android bodies take the form of blue eyed, blonde-haired middle-aged men. These androids are exceptionally advanced, as they are a mixture of biological and technological materials, using Mithran organic matter as the basis for their organic makeup which makes them extremely physically formidable as Ultramind was able to hold his own against Centurion physically.
Last edited by Tattooedman on Wed Feb 06, 2013 11:43 am, edited 1 time in total.
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Re: World of Freedom: Aliens, Samhain & Ultramind

Post by EnigmaticOne » Wed Feb 06, 2013 8:17 am

I love Halt Evil Doer, will you be using any heroes from there?
Impeach the peach!

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Re: World of Freedom: Aliens, Samhain & Ultramind

Post by Aerlwyn » Wed Feb 06, 2013 8:18 am

Love the Samhain character you made, looking forward to seeing more of your character concepts.

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Re: World of Freedom: Aliens, Samhain & Ultramind

Post by Tattooedman » Wed Feb 06, 2013 8:26 am

EnigmaticOne wrote:I love Halt Evil Doer, will you be using any heroes from there?
Yep, not too many but I've got a couple in the works. But I to be fair I've taken a few creative liberties with them, the bad guys are a bit easier to convert over with little change.
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Re: World of Freedom: Aliens, Samhain & Ultramind

Post by Arthur Eld » Wed Feb 06, 2013 9:13 am

Minor note about Ultramind T-Man, he breaks his PL 14 caps in two ways. First, some of his skills make him a PL 16, and his Fort and Will make him a PL 15.

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Re: World of Freedom: Aliens, Samhain & Ultramind

Post by Horsenhero » Wed Feb 06, 2013 9:38 am

Arthur Eld wrote:Minor note about Ultramind T-Man, he breaks his PL 14 caps in two ways. First, some of his skills make him a PL 16, and his Fort and Will make him a PL 15.
Damn sliding scale PL villains! :mrgreen:

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Re: World of Freedom: Aliens, Samhain & Ultramind

Post by Tattooedman » Wed Feb 06, 2013 11:48 am

Aerlwyn wrote:Love the Samhain character you made, looking forward to seeing more of your character concepts.
Thank you. Hopefully I'll keep impressing you.
Arthur Eld wrote:Minor note about Ultramind T-Man, he breaks his PL 14 caps in two ways. First, some of his skills make him a PL 16, and his Fort and Will make him a PL 15.
Ah, how I love converting stuff from 2E. I'd missed a couple things I'd wanted to change before I posted the build, but they've been fixed now. Thanks for pointing those out.
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Count Reich

Post by Tattooedman » Wed Feb 06, 2013 1:26 pm

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Count Reich:
PL:
14
Strength 2
Stamina --
Agility 1
Dexterity 1
Fighting 6
Intellect 8
Awareness 4
Presence 2

Skills: Expertise [Magic] 12 (+20), Investigation 3 (+11), Perception 6 (+10), Ranged Combat [Entropic Magic] 6 (+14), Sleight of Hand 9 (+10), Vehicles [Air] 3 (+4), Vehicles [Land] 3 (+4)

Advantages: Close Attack 2, Equipment 15, Fearless, Jack-Of-All-Trades, Improved Initiative 2, Language 2 [Base: German; English, Russian], Minions 10 [Undead Neo-Nazi* (16 total)], Ritualist, Power Attack, Ranged Attack 7

Powers: Entropically Charged Undead Creature: (Innate)
Enhanced Will 4 (Flaw: Limited [Only vs. Mental Effects])
Immunity 32 [Critical Hits, Fortitude Effects]
Protection 14

Entropic Magic: Variable 14 (Extra: Move Action)
~Sample Spells:
-Entropic Blast: Ranged Damage 14
-Entropic Burst: Damage 14 (Extra: Area [Burst])
-Entropy Shroud: Visual Concealment 4 [all visual] (Extras: Affects Others, Area, Attack, Selective)
-Entropic Sickness: Ranged Affliction 14 [Impaired, Disabled, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Fear Of Annihilation: Ranged Affliction 16 [Entranced, Compelled, Transformed (emotions); resisted by Will] (Extras: Cumulative, Perception); (Flaw: Limited [Fear Only])
-Lies of Orkus: Illusion 14 [audio & visual] (Extra: Selevtive)
-Vexed by Entropy: Ranged Affliction 14 [Dazed & Vulnerable, Defenseless & Stunned, Incapacitated; resisted by Will] (Extras: Extra Condition, Progressive)


Offense: Initiative +9
Melee Attack +8
Ranged Attack +10

Defense: Dodge +14
Parry +12
Toughness +14
Fortitude N/A
Will +15*/+11 [*vs. Mental Effects]

Equipment: 75 ep as needed


Costs: Abilities 38+ Skills 16+ Advantages 42+ Powers 163+ Defenses 26= 285 pts.

Undead Neo-Nazi wrote:* Uses Soldier Archetype (pg 217) with following changes;
-Drop ranks of Equipment Advantage down to 4
-Add Undead Physiology: Immunity 30 [Fortitude Effects]

Real Name: Ludwig Von Mass
Height: 5’9”
Weight: 145 lbs
Hair: None
Eye Color: Glowing Green in Empty Sockets


Complications:
Deal With A Devil: Count Reich is only still on Earth to prepare the way for when Orkus will invade and take over the world.

Enemies Everywhere: Due to the dangerous plots he enacts, Count Reich is disliked by both heroes and villains so much that bitter enemies will set aside their differences to oppose him.

Mental Instability: Count Reich is crazier than a sack o' ferrets and often times his plans are so complex and oddly put together that others have trouble understanding the bare basics of them.


Background: There are those in this world that think that there is no such thing as evil. These individuals have never met Count Reich. Still, if you prefer not to deal in esoteric terms then Count Reich is best described as a megalomaniacal, sociopathic, nihilist, with a dash of narcissism and sadism mixed in for good measure. In general, he is an all round unpleasant individual and the fact that’s an undead abomination doesn’t help matters.

Ludwig Von Mass was always insane, which separates him from other villains who were driven to their evil. A cruel and inhuman child, Ludwig was raised in the lap of luxury by his aristocrat parents. While his brother Otto Von Mass experimented in the burgeoning fields of genetics, Ludwig developed an obsessive interest in the occult. None of his magic worked however - until he sacrificed a young servant girl to empower a ritual designed to summon the Devil.

Instead of the Devil, Ludwig ended up summoning the Entropic Master, Orkus. Having foreseen the rise of National Socialism, Orkus happily accepted Ludwig’s offer of his soul and empowered him with genuine magical abilities. Orkus then told him to offer his services to the burgeoning Nazi party and play upon their superstitions. From there, Ludwig would receive great rewards in exchange for each soul that he collected for his master.

Ludwig did as he had been ordered and presented himself as a mysterious sorcerer with ancient powers and wisdom, which fascinated certain leaders in the Nazi organization and soon Ludwig’s well crafted lies allowed him to wield a tremendous amount of influence over the Schutzstaffel – the dreaded SS. With this newfound authority, Ludwig had his brother Otto captured and forced to use his research to create super soldiers for the Third Reich, which put him in contest with fellow Nazi member Wilhelm Kantor and for most of the time the two of them were involved with the Nazis they fought secretly for control of the Ubersoldaten program.

Ludwig Von Mass never could purge the Nazi party of the Thule Society, which Kantor controlled, but he did manage to eliminate many of its members and other non-aligned competing mystics. Having removed most of his competition, Von Mass devoted a lot of effort towards enhancing his powerbase, sending his agents across the globe to recover mystical artifacts for his own use, often using the codename Count Reich, an identity he crafted for his own protection and forced his brother, Otto, to use as well for other operations, though they were of a more scientific nature. Thus, the Allies were confused as to whether Count Reich was a powerful sorcerer or a brilliant geneticist, something that Ludwig used to his benefit many times.

Ludwig cared little whether the Axis won or lost the war and focused on fulfilling his bargain by feeding his master with the souls of those who desired an extra edge in battle. The Cult of Orkus wielded considerable power within Nazi Germany before most of its members were slain by the Allies of Freedom and agents of his greatest opponent – James Moriarty the Third - during the final years of the war. Ludwig Von Mass survived the Second World War even when his fellows did not, thanks in equal part to his foresight, cowardice and willingness to blame others for his crimes. Believing him to be his geneticist brother, the United States helped him escape trial for his actions during the war and brought him over to work for them.

Using his magic to fake skill in genetics, Ludwig fully assumed the identity of Count Reich and using his Nazi connections he recruited many of his contacts to be his membership base and recruiters of whatever disaffected foreigners they could entice into his ranks, creating the Fourth Reich. Although employing the trappings, rhetoric and imagery of the Third Reich, this army’s only real guiding principle was the enrichment and empowerment of Von Mass.

Its most famous scheme was a complicated coup attempt during the height of the Cold War; the plan called for the detonation of a nuclear warhead on American soil which would precipitate a full nuclear exchange between the super powers of the time and leave Von Mass and his Fourth Reich only the remaining forces to destroy and then rule over the irradiated remains of Europe and North America in the aftermath. It was one of the biggest successes of the Patriot’s career that he thwarted this disaster and killed Von Mass personally.

While Orkus does not tolerate failure, the King of the Entropic Masters does not casually throw away useful tools either. He had gained a great deal from his ‘investment’ in the insane German and instructed his remaining followers on Earth to resurrect Count Reich. In the process, Orkus transformed Ludwig into a monstrous zombie as punishment for his failure. Now restored to life by the black magic of the sorcerers in the Fourth Reich, Count Reich resumed control of the organization.

In this respect, Orkus miscalculated as Ludwig considered his new form a blessing, losing what little remaining touch with humanity he had. Now Count Reich has become an even greater danger to the world as he threw out all subtlety as he reorganized and renamed the Fourth Reich into Death’s Head, an anarchist organization with the stated goal of overthrowing all world governments. In truth, the goal of the organization is to weaken the world order so that it will be child’s play for Orkus to conquer the planet. While Von Mass had been suffering various depredations at Orkus’ hand in Hell, it was made it very clear to him that his only purpose after his return to Earth was be to laying the groundwork for Orkus’ infernal invasion of Earth and Count Reich has done all that he can to be ready for his Lord’s return. This has led to Count Reich to be hated and feared by virtually everyone, hero and villain alike as even mortal enemies like the Tomorrow Society and the Gene Nation will cooperate with one another to thwart his schemes.

Ludwig Von Mass’ personality is nicely summed up by the phrase ‘theatrical villainy’. He’s fond of ridiculous and grandiose plots: death rays, earthquake machines, weather control devices and zombie invasions are all typical products of his ‘genius’. Were it not for the fact that he causes massive amounts of casualties and horrendous suffering, Count Reich would be considered something of a joke. Indeed, this is entirely Ludwig Von Mass’ intent. The human race exists merely for his sadistic amusement.

Even his service to Orkus is secondary to this.

Ludwig Von Mass is a white-fleshed zombie who smells vaguely of embalming fluid and incense. Little of the flesh on his face and hands remain, replaced with white bone. Ludwig prefers to dress in a Waffen-SS Oberstgruppenführer uniform, altered to use his personal symbols, when ‘on duty.’ This is a variant of his original costume during World War 2. When not ‘on duty’ Ludwig dresses in a smoking jacket and slippers, often completing with ensemble with a little fez atop his bleached skull. This incongruous attire is designed mainly to throw people off-balance. Despite his ghastly appearance, Ludwig is perfectly capable of disguising himself with magic or through more conventional means to wander abroad in public. Six or seven undead Neo-Nazi bodyguards usually surround him as well and are disguised if he is.

Unlike Mastermind – or even Doctor Sin – Count Reich truly is as irrational as he is monstrous. His time in Hell robbed him both of mercy and sanity as well as deeply twisted his considerable intellect. He regularly murders his own subordinates (although he often raises, or re-raises them, as the case may be, as undead), and devotes massive resources to whatever plan strikes his fancy at the moment. He is as likely to create a host of cannibal zombies in Argentina as he is to steal a horde of golden treasure from a Parisian museum to finance further operations. There is no method to the organization’s madness except to please his demonic master so that he may avoid a return trip to Hell.

Disturbingly the ranks of Death’s Head are growing larger as time passes. Many of its members are undead Nazis who were restored to life by the same necromancy that resurrected Von Mass and have been persuaded to worship Orkus as he does. There are also several hundred “normal” human operatives in the organization as well – primarily mercenaries or unbalanced and disaffected individuals attracted by the danger and reward as well as several supernatural creatures who are highly interested in bringing about the end of humanity and support Orkus in their own ways.

With Mass Castle now being used by the Tomorrow Society, Von Mass relocated Death’s Head to northern part of Norway, deep within the Arctic Circle. There, inside a subterranean bunker he has dubbed the Death’s Head Palace; Ludwig Von Mass coordinates the operations of the Death’s Head army. Death’s Head Palace is a bizarre location filled with warped science, occult objects and a stockpile of nuclear weapons that Count Reich is considering setting off when he finally grows tired of his immortal life. So far, his fear of a return trip to Hell and Orkus’ tender mercies has been his most significant deterrent.
Last edited by Tattooedman on Thu Feb 07, 2013 10:36 am, edited 1 time in total.
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Re: World of Freedom: Aliens, Samhain, Ultramind & Count Rei

Post by Horsenhero » Wed Feb 06, 2013 4:53 pm

Count Reich is pretty neat..in a bugnuts crazy diabolical villain kind of way. I have only one question, the same one I have concerning the Red Skull, how does he inhale the cigarette with no lips? :twisted:

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Re: World of Freedom: Aliens, Samhain, Ultramind & Count Rei

Post by Crinos » Wed Feb 06, 2013 9:12 pm

Yeah, when I got around to playing Reich in my crinoverse game, I did heavy revamping, mainly because he was pretty much unplayable statwise (Charles, Bless his soul, crafts some beautiful character concepts, but his actually stat making is atrocious, but I digress), but also cause I wanted him to be a legitimate threat to my PC's, so I made him from a PL 10 zombie wizard with a few tricks to a PL 14 monster with a variable power pool.

And Reich's spellbook? largely copied by writ from the 3rd edition DnD Book of vile darkness.

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Re: World of Freedom: Aliens, Samhain, Ultramind & Count Rei

Post by Tattooedman » Wed Feb 06, 2013 9:56 pm

Horsenhero wrote:Count Reich is pretty neat..in a bugnuts crazy diabolical villain kind of way. I have only one question, the same one I have concerning the Red Skull, how does he inhale the cigarette with no lips :twisted:
It's doable. You just feel like your trying to inhale off a twig stuck between your teeth. Trust me, I'm a smoker.
Crinos wrote:Yeah, when I got around to playing Reich in my crinoverse game, I did heavy revamping, mainly because he was pretty much unplayable statwise (Charles, Bless his soul, crafts some beautiful character concepts, but his actually stat making is atrocious, but I digress), but also cause I wanted him to be a legitimate threat to my PC's, so I made him from a PL 10 zombie wizard with a few tricks to a PL 14 monster with a variable power pool.

And Reich's spellbook? largely copied by writ from the 3rd edition DnD Book of vile darkness.
I get what you're saying on making Reich a challenge for the PCs, I've been debating on & off all night about going back and doing a small bit of reworking to raise his PL and change his spell set up around some. Think I'm going to do that now for sure because I'm pretty sure that if I'd use him built as he is the PCs would be done with him in like half a round, maybe a whole one.
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Re: World of Freedom: Aliens, Samhain, Ultramind & Count Rei

Post by Horsenhero » Wed Feb 06, 2013 10:19 pm

Well, a PL10 villain isn't going to last long against multiple PL10 heroes, but the reverse is also true if the GM plays the villains ruthlessly enough. So, given his concept, I'd say the good Count has to be higher level to provide a creditable threat. Even to a group of three or four PL8's, he should be at least PL11, with a couple more offensive powers at his disposal.

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Re: World of Freedom: Aliens, Samhain, Ultramind & Count Rei

Post by Kreuzritter » Thu Feb 07, 2013 6:29 am

Reich's also more of a lead from the rear/stack the deck kind of villain, almost certainly never seen without his own quirky miniboss squad to back him up
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