Fearmaster
AKA Dr. Nathanial Trinity
883
Points
CHARACTERISTICS
Value CHAR Roll Notes
15 STR 12- Lift 200.0kg, Damage 3d6
25 DEX 14- Initiative 25
10 CON 11- Stun Threshold 10
15 INT 12- Perception 12-
35 EGO 16-  
25 PRE 14- Presence Attack 5d6
7 OCV  
9 DCV  
10 OMCV  
10 DMCV  
15/30 PD Total 15/30 (0/15 rPD)
15/30 ED Total 15/30 (0/15 rED)
7 SPEED Phases 2, 4, 6, 7, 9, 11, 12
12 REC  
50 END  
20 BODY  
40 STUN  
MOVEMENT
Type Combat Move Non-Combat Move
Run 20m 40m
Swim 5m 10m
H. Leap 10m 20m
V. Leap 5m 10m
Teleport 20m 80m
PERKS
Description Cost
Contact (Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (Masters of Chaos) (x3) (27 Active Points) 16- 27
Positive Reputation: Accredited Scholar and Philanthropist (A medium-sized group) 11-, +3/+3d6 3
Money: Wealthy 6
Access to Extensive Psychological/Psychiatric Records: Access (Hidden (-5 to Skill Rolls)) 10
TALENTS
Description Cost
Resistance (+5 to roll) 5
Simulate Death 3
Double Jointed 4
CHARACTER POINTS
Experience Points
Base Points 800
Complications 100
Earned 0
Spent 83
Unspent -83
Total 883
Allocation Points
Characteristics 294
Martial Arts 25
Perks 46
Powers 398
Skills 108
Talents 12
CAMPAIGN
GENRE
Supervillain
CAMPAIGN USE
Fearmaster is (obviously) the most frightening of the Masters of Chaos. A bonafide serial killer who can inflict agony with his mind alone and the ability to change into whomever he wants, Fearmaster is a true monster. The sign that the PC's have entered darker territory. One hell of a wake-up call supervillain that is pragmatic and extremely dangerous. Fearmaster should be used to inject a sense of fear and personal danger to the PCs and their loved ones. At GM's discretion, Fearmaster could even act as a Master Villain of his plot if the players are trying to piece together a murder mystery or the like. Fearmaster may enjoy singular victims but the idea of spreading his terror on a larger scale is an intruiging ambition indeed. If the GM wishes to upgrade Fearmaster to Master Villain status, they may up Fearmaster's powers by adding new ones, granting him a hideout and minions, or strengthen him by increasing the DC of his "He Knows Your Deepest Fear" power and killing attacks. In higher power campaigns, Fearmaster is more active as a member of the Masters of Chaos. As their foremost telepath, Fearmaster is the group's chief interrogator, spy, and assassin. So long as he is free, the Masters of Chaos will always have access to a wealth of classified information and can eliminate virtually anyone they want.
POWERS/TACTICS
Fearmaster is a natural predator at night. Able to copy anyone's appearance, Fearmaster can even stalk prey during the daytime as a close friend or companion with few ways to detect he is fake. When Fearmaster has managed to isolate his victim, he strikes then and there. Fearmaster is a very powerful psychic and few can withstand having their greatest fears assault them so. Should an opponent prove too resistant, Fearmaster will retreat to strike at another time, likely accruing the opponent the Hunted complication in the process. If forced to fight a group, Fearmaster will try to run and isolate his enemies and strike quickly from the shadows to take them out, one at a time and then pose as the person he just killed/captured to the rest of the group. When the time is right, Fearmaster will strike his enemies when they least expect it. If with allies, Fearmaster will take his sweet time tormenting his enemy with shocks through his telepathy and illusory images until they break.
CHARACTER IMAGE
QUOTE
"Boo! Scared you, didn't I?...oh wait. You're already dead! HA HA HA HA HA HA!!!"
PHYSICAL TRAITS
Trait Value
Height 1.90 m
Weight 78.00 kg
Eye Color Red
Hair Color Black
APPEARANCE
In his civilian identity, Dr. Nathanial Trinity is a taller-than-average Caucasian male with a thin build who is in his early-40's. His hair is short and neatly brushed, with his normally black hair turning grey with age. His goatee is a bit on the shaggy side but it helps to maintain a more "venerable" look for the good Dr. Trinity. As a professional, Dr. Trinity tends to wear red or black suits of fine make, always with a friendly, red ascot with a pin. Dr. Trinity caps off his image with a pair of thick black glasses to complete his disguise. As Fearmaster, Dr. Trinity adopts the visage of a monstrous jester wearing a complimenting mix of blues and blacks, capped with a haunting blue mask with an almost mocking and terrifying laughter design. The clothes are pulled tightly to accentuate Dr. Trinity's overall lithe figure.
COMPLICATIONS
Complication Cost
Social Complication: Secret Identity (Dr. Nathanial Trinity): Frequently, Major 15
Hunted: Superhero Authority Infrequently (Mo Pow; Capture) 15
Psychological Complication: Sadism (Common; Strong) 15
Enraged: If Enemy Overcomes Fear Through Courage (Uncommon), go 11-, recover 11- 15
Enraged: Berserk Showing Him Empathy (Uncommon), go 14-, recover 11- 30
Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10
SKILLS
Roll Skill Cost
14- Acrobatics 3
14- Acting 3
14- Bribery 3
12- Concealment 3
12- Deduction 3
14- Analyze: Combat 7
16- PS 7
Language (completely fluent; literate) 4
14- Disguise 7
12- Science Skill 3
13- Mimicry 5
14- Persuasion 3
14- Shadowing 7
14- Sleight Of Hand 3
14- Stealth 3
12- Ventriloquism 3
12- Bugging 3
Scholar 3
12-
1) KS (3 Active Points)
2
14-
2) KS (5 Active Points)
4
16-
3) KS (7 Active Points)
6
12-
4) KS (3 Active Points)
2
+2 with all Mental Powers 12
14- Power 9
MARTIAL ARTS
Maneuver Cost
Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4
Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4
Reversal: var Phase, -1 OCV, -2 DCV, 30 STR to Escape; Grab Two Limbs 4
Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs 4
Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block 5
Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC 4
STANDARD COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block ½ +0 +0 Block HTH Attacks, Abort
Brace 0 +2 ½ Offset Range Mod only
Disarm ½ -2 +0 STR Contest to Disarm
Dodge ½ -- +3 Dodge all attacks, Abort
Grab ½ -1 -2 Grab 2 limbs for Squeeze, Slam, or Throw
Grab By ½ -2 -2 Full Move, Grab Target, +(v/10) to STR
Haymaker ½ +0 -5 +1 Segment for +4 DCs to attack
Move By ½ -2 -2 Full Move, ((STR/2)+(v/10))d6, take 1/3 damage
Move Through ½ -v/10 -3 Full Move, (STR+(v/6))d6, take 1/2 or full damage
Multiple Attack 1 * ½ Each attack adds -2 OCV
Set 1 +1 +0 Aim Ranged attack
Shove ½ -1 -1 Push Target 1m per 5 STR used
Strike ½ +0 +0 STR or Weapon damage
Throw ½ +0 +0 Throw for STR or Weapon damage
Trip ½ -1 -2 Target falls prone
RANGE MODS
Interval OCV
0-8m 0
9-16m -2
17-32m -4
33-64m -6
65-125m -8
126-250m -10
CALLED SHOTS
Shot OCV Roll
Head Shot (Head to Shoulders) -4 1d6+3
High Shot (Head to Vitals) -2 2d6+1
Body Shot (Hands to Legs) -1 2d6+4
Low Shot (Shoulders to Feet) -2 2d6+7*
Leg Shot (Vitals to Feet) -4 1d6+12
*Treat 19 as the Feet Location
HIT LOCATIONS
Roll Location STUN x N STUN BODY OCV
3-5 Head x5 x2 x2 -8
6 Hands x1 -6
7-8 Arms x2 -5
9 Shoulders x3 x1 x1 -5
10-11 Chest x3 x1 x1 -3
12 Stomach x4 x1½ x1 -7
13 Vitals x4 x1½ x1 -8
14 Thighs x2 x1 x1 -4
15-16 Legs x2 -6
17-18 Feet x1 -8
POWERS/EQUIPMENT
END Description Cost
0 Resistant Protection (15 PD/15 ED/10 Mental Defense/10 Power Defense) 75
3 Teleportation 20m, No Relative Velocity, x4 Noncombat (35 Active Points); Conditional Power Power does not work in Common Circumstances (Cannot have his telepathy active when teleporting; -1/2) 23
0 Nightvision 5
Dark Mind Multipower, 120-point reserve 120
4 1) He Knows Your Deepest Fears: Telepathy 17d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4) (106 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4) 8f
4 2) Dark Illusions: Mental Illusions 15d6 (Additional Class of Minds class of minds), Reduced Endurance (1/2 END; +1/4) (100 Active Points); Can only be victim's fears (-1/2), Only In Alternate Identity (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4) 5f
[6] 3) Insanity Plea: Killing Attack - Ranged 5d6 (75 Active Points); OAF Durable (-1), 2 clips of 6 Charges (-1/2), No Knockback (-1/4) 3f
9 4) Shank: Killing Attack - Hand-To-Hand 6d6 (7d6 w/STR) (90 Active Points); OAF Expendable (Easy to obtain new Focus; -1) 4f
16 Hunger for Fear: Mind Scan 14d6 (Additional Class Of Minds class of minds), +2 OMCV, Armor Piercing (+1/4), Invisible Power Effects (Invisible to Mental Group; +1/4), Ranged (+1/2) (158 Active Points); Limited Power Power loses almost all of its effectiveness (Can Only Sense Those Who Fear Him; -2) 53
5 Alter Self: Sight, Mental, Hearing, Smell/Taste and Touch Groups and Combat Sense Images, +/-5 to PER Rolls 50
5 He Could Be Anyone: Shape Shift (Sight, Hearing, Mental, Smell/Taste and Touch Groups), Cellular, Imitation, Instant Change, Makeover 52
BACKGROUND HISTORY
The Darkest Mind of the Masters of Chaos. Maybe he was destined for it. What a sad joke that would be.Things were never quite right in the beginning. Born to a poor upbringing, Nathanial Trinity lived in the shadow of his alcoholic father's mistreatment for all of his childhood. When he was merely eight years old, young Nate learned to raise his hands and flinch at the mere sight of his father raising his hand for any reason. His father's first wife wasn't any better off, doing what she could to protect her child. But it wasn't enough--one day, she disappeared without a trace. Nate's father never spoke of whatever became of her, whether he had anything to do with it or not. When not begrudging himself for having a "good for nothing" as a son, he was out and about, doing things Nate was wholly unaware of. Some years later, when Nate turned 11, Nate's father returned home one day with a brand new woman who would later become his wife. She had already had a daughter, Felicity, who joined the family as well. Nate always shirked in terror at his father, but this marriage brought out a side of Mr. Trinity that Nate had never seen. The beatings stopped. The drinking stopped. Mr. Trinity showered affection for his new wife and daughter, but never spared much for his one true son. Nate didn't mind much, as his new older sister was more than happy to accept him as part of her new family. And for three years, it was good. But things weren't meant to last.One night, in October, Nathanial was woken up in a shock by Felicity. She told him to hide. Nathanial tried to ask why but Felicity insisted, almost yelled, for him to take cover under the bed. Some terrible, terrible men had broken into the house and were looking to take the entire family. Nathanial had just enough time to hide when they came. They were cloaked in trench coats and carried weapons. Felicity tried to resist, but they turned their weapons and fired. Never before had Nathanial felt such fear. Unable to locate him, the men left. Nate's father barely took a stand but fled as soon as he was able. It turns out that Mr. Trinity had been in league with the local mob, and was forced to wed Mrs. Trinity to keep her hidden. It didn't work, as a rival gang had found them and stormed their house, looking to wipe out the entire family. Seeing his sister die before him and feeling fear like her never had before, young Nate awakened to his latent--and terrible--psychic abilities. The rival gang members were the first to go, writhing in agony and pain on the floor as Nate assaulted their minds with horrible visions of their worst nightmares. In their terror, the men revealed details about Nate's father he never had before. And a certainty of where he'd be next. Nate would later enjoy reuniting with his pathetic father. It was a pain he inflicted with great enjoymen, a payment years in the making. Nate relishes that moment to this day. The rest is fairly well known among the populace. Nate eventually had to move into a foster home for a few years before deciding to take up psychology, ostensibly to help other children and adults who have been subjected to such a horrible childhood such as himself. A genius in his fields, Dr. Nathanial Trinity was able to practice both psychology and psychiatry, and practiced in a wide variety of mental and psychological ailments. Dr. Trinity wrote bestselling books on the subjects, as well as an autobiography that detailed his tragic upbringing. In secret, however, the benevolent image of an upstanding psychologist was nothing more than a farce. In reality, Dr. Trinity kept his powers secret and only went to study psychology in order to better understand the nature of "fear" and its relation to humanity at large. During his sessions, Dr. Trinity would mentally scan his patients before taking notes and then testing his newfound knowledge against unsuspecting victims at night. Dr. Trinity had become enthralled by his powers and found he enjoyed tormenting the minds of his fellow human beings, feeling a great deal of joy every time he finds a new and interesting fear to exploit. By day, he is the gentle Dr. Nathanial Trinity. By night, he is the nefarious Fearmaster!
PERSONALITY/MOTIVATION
Fearmaster is a master of mental combat. A genius psychologist, Fearmaster knows exactly how to exploit the weakpoints in a person's psyche and he wants nothing more than to do so. Terror and fear are to Fearmaster much like water and bread are to a normal person. Fearmaster has a compulsive drive to spread horror to his victims. Money? He has plenty of that. Fearmaster has little need for friends, seeing his acquintances in his civilian identity as just a bit above tools and puppets to keep up his facade of an active philanthropic psychologist. The only exceptions Fearmaster will make are to his true compatriots in the Masters of Chaos, Warmaster and Plaguemaster.Fearmaster is ruthless, cunning, and an utter sadist. A supervillain serial killer obsessed with torturing his victims with images of their worst fears to the point of giving them heart attacks. Lacking any flashy powers or real minions, Fearmaster prefers to work alone if he can so he can savor the hunt of a new victim. Not to say he doesn't occasionally hire lesser supervillains to do his dirty work when he needs it. Despite his fearsome reputation, Fearmaster is not without weaknesses. All the time spent studying phobias and hunting victims has left little time to train his own body, save for his running speed and quick hands. Beyond this, Fearmaster possesses two major flaws, one more obvious than the other. Firstly, Fearmaster cannot stand people who exhibit great courage and hope in the face of overwhelming terror. Those who "go against the grain" in his mind are those he believes are irrational as to set aside their own fears for the sake of something greater. These kinds of people, oftentimes "superheroes", make Fearmaster's blood boil.The second, less obvious weakness, is ironic--the fear of losing his older sister, Felicity. Traumatized by the loss of the one person he could honestly say he loved, Fearmaster breaks into an uncharacteristic frenzy should someone learn of his true identity and try to empathize with his own personal loss.