From the pitch-black darkness, you begin to sense the two green circles glaring at you. It reminds you of those singular florescent glare the wild predators give off at night, except that there's no source of light anywhere in sight. The eyes- if they can indeed be called eyes at all - pierce you with its cold emptiness that feels eerily familiar. Thus came was the Doom that came to Sysin Neiwa-thebb, the Doom that came to Sysin- Sal's Original; - PL 14/210ppAbilitiesStr 17/Sta 14/Agi 5/Dex 5/Fgt 6/Int 3/Awe 8/Pre 4
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PowersLeviathan: growth 4 (Str +4, Sta +4; -2 Def; +1 Spd), innate- 9pp
Neither steel nor magic would dare linger: protection 4, regeneration 5, persistent regeneration 5 limited to magical- 14pp
Prehensile Tail: extra limb 1 (ambidexterity), elongation 2 limited to tail, enhanced advantages 4 (chokehold, fast grab, improved hold, improved trip), add
poison sting on the main array- 8pp
Preternatural Strength: enhanced Strength 3 (25k tons), leaping 8- 11pp
Walls that endured aeons were hurtled down: 17-points array- [20pp]
•emperor's iron will: add pulverising 17 on unarmed attack
•hierophant's benediction: line area damage 14 (based on damaging portion of strength)
•judgement: affects objects weaken toughness 17, grab-based
•poison sting: weaken Strength 17 linked to unarmed, quirk [must use the tail; -1pp], reversible
•wheel of fortune: affliction 17 (Fort; dazed and vulnerable/defenceless and stunned), extra condition, limited degrees, unreliable linked to unarmed; afflicton 17 (Will; fatigued and impaired/disabled and exhausted), unreliable linked to unarmed
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Skills: athletics 3 (+20), close combat: unarmed 5 (+11), intimidation 16 (+24)
Advantages: all-out attack,
chokehold, diehard, extraordinary effort,
fast grab, fearless, great endurance, improved critical: unarmed 2,
improved grab,
improved hold, move-by action, skill mastery: intimidation, startle, takedown 2
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DefencesTough +18, Fort +14, Will +14
Dodge +10; Parry +10; Initiative +5
OffenceAtk +11 unarmed, close, damage 17 (18-20 crit) plus varies
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Complications demonise: when put under extreme stress or anger, Professor Nyneive must make a successful Will save DC 10 (+1 per round) every round until it is resolved or be transformed into Neiwa-thebb. In Neiwa-thebb form, he is overcome with uncontrollable bloodlust.
hatred: the Legion of Mal-thebb, a dark pact that had plagued Sysin's royal bloodline for decades. Professor Nyneive had delved a step too deep into their secret and was forcefully infused with a fragment of their twisted spirit-god's will. Now if that doesn't spell FAIL for "secret" villainy I don't know what could.
quirk: Professor Nyneive and by extension Neiwa-thebb simply can't resist a good, fair game. He would happily accept a challenge in the game of the Fool's Fire
poker or the like and may grant favours depending on the outcome.
relationship: although he is normally very stern and serious, he is very soft on his young daughter, Florentia "Sunny" Nyneive. Her official engagement with the Prince-Regent drawing near, he really wants to get rid of the Legion from his daughter's life as efficiently as he can.
responsibility: as the esteemed court physician of Sysin, he is expected to uphold the virtues of the royal family and maintain a respectable public appearance- duties that he perform with exceptional flourish and social grace.
secret: the identity of Neiwa-thebb is the well-respected and loved Professor Nyneive.
Professor Nyneive- PL 8
Abilities
Str 2/Sta 2/Agi 3/Dex 2/Fgt 2/Int 5/Awe 5/Pre 7
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Powers
esoteric prophesier: senses 4 (precognition)
Equipments
reinforced vest: protection 4- 4ep
tarot cards- 1ep
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Skills: deception 8 (+15/17*), expertise: gamble 10 (+15), expertise: medicine 11 (+16), expertise: politics 10 (+15), insight 5 (+10), investigation 5 (+10), persuasion 11 (+18/+20*), technology 5 (+10), treatment 11 (+16)
Advantages: attractive, benefit (wealth and resources) 5, connected, eidetic memory, equipment, fearless, languages 4, well-informed
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Defences
Tough +6, Fort +4, Will +8
Dodge +4; Parry +2; Initiative +3
Offence
Atk +2 unarmed, close, damage 2
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Total abilties 56 + powers 4 + skills 38 + advantages 15 + defences 4 = 117pp
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Total abilties 108 + powers 62 + skills 12 + advantages 13 + defences 15 = 210pp
Design Notes: -A typical stop-the-Hulk play which would take place later this week. The players have already gathered enough info and ran into enough trouble to ascertain that Professor Nyneive is somehow linked to the dark pact called the Legion of Mal-thebb that plagued Sysin's royal bloodline.
-They have two problems to solve by next session- to convince the Prince-Regent that his beloved's father is a legendary monster of mythical proportions that can lay ruin to his future kingdom in an instant and to locate the missing Professor who doesn't want to be found for obvious reasons.
-updated Professor Nyneive's stats and bumped him up to PL 8 with massive mental stats and skill ranks. Now he looks more befitting for the Reluctant Mastermind role I wanted to portray. Now he has the connection to bring an entire gauntlet of Sysin's Tiger Warriors down on the well-prepared PCs, pull strings here and there to keep people looking the other way around while he slugs it out with them.
-although Prof's a formidable PL 8 opponent skillwise, he's still strictly a non-combatant and therefore metamorph is an inappropriate way to portray the transition between the two identities. Also being an NPC, nothing barring a PC's clever scheme can stop him from transforming anytime he wants.
-shifted around the theme as well. The astronomic/outerspace monster didn't really go well with the Professor's build and now that I've gotten the chance to fix it up a bit, I renamed the main array and added two new abilities that would hopefully pose some sort of a threat against the PCs.
-of these abilities, Wheel of Fortune is a very interesting ability. Basically there are two Affliction effects linked to unarmed inside the array but both of them are Unreliable. So during any rounds when it's used, there's a 25% chance that it won't act at all, 50% chance that either of them will trigger and 25% chance that both afflictions will be triggered.
Update 07/03/11: changed his Reach on prehensile tail to Elongation 2 limited to tail, giving him an extra 25 feet of reach for the same price. Although he thrashed the PCs on last Friday's play, I found that as long as the PCs don't just slug it out and be creative, they tend to hold their own for a lot longer.