Monday, June 17, 2013

The Shadow of the PCs. Part 1

So, later than I expected, I'm back. And I have a lot to talk about. So I'll start...

Today's topic is inspired by one of my Favorite Video Game Series, the Shin Megami Tensei: Persona series. Specifically, the 4th installment of the series. Without spoiling too much of the plot, several High School Students end up gaining Mystical powers by facing the darker sides of themselves, their Shadows, and by first fighting then accepting this other side of themselves, they gain the Power of Personas that let them Investigate a great mystery. I wanted to try something like this in one of my current campaigns. So here is the first of that campaign's PC Shadows...

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Shadow Vorgh    Level 9 Solo Lurker
Medium shadow humanoid (undead, vampire, shadow)    XP 2,000
HP 376; Bloodied 188
AC 24; Fortitude 21; Reflex 23; Will 22
Speed 6, teleport 3
Immune poison; Resist 10 necrotic, 5 radiant
Saving Throws +5; Action Points 2
Initiative +13
Perception +6
Darkvision
Traits
Image of the Reaper
Vorgh grants combat advantage to Shadow Vorgh.
Reaper Man
Shadow Vorgh deals +5 damage whenever it makes an attack where it or its target are Bloodied.
Standard Actions
m Blood Sucker (implement, necrotic) • At-Will
Attack: +12 vs. Reflex
Hit: 2d8 + 6 Necrotic damage and Shadow Vorgh gains 10 Temporary HP.
r Radiant Eyes (implement, radiant) • At-Will
Attack: Range 10 (1 creature); +12 vs. Will
Hit: 1d10 + 7 Radiant damage and Ongoing 5 Radiant damage(Save Ends).
Double Trouble • At-Will
Effect: This creature makes two basic attacks and Teleports 3 squares in between the attacks.
Triggered Actions
C Bat Swarm (implement) • Encounter
Trigger: Shadow Vorgh is first Bloodied.
Attack (Immediate Reaction): Close Burst 1 (Creatures in Burst); +12 vs. Reflex
Hit: 4d8 + 6.
Miss: Half Damage.
Effect: Shadow Vorgh becomes Insubstantial until the end of its next turn.
Skills Bluff +12, Intimidate +12, Stealth +14, Streetwise +12
Str 14 (+6)    Dex 20 (+9)    Wis 14 (+6)
Con 14 (+6)    Int 14 (+6)    Cha 17 (+7)
Alignment chaotic evil     Languages Common, Elven
Equipment scythe, cloth armor (basic clothing)

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.

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So, you most likely realized that real Vorgh is a Vampire class character. If not, well, Vorgh is a Vrylocka Vampire with a bit of Multi-Class Sorcerer in him. Now, why did I do what I did with this Monster? Let us go through all of these powers to so I can explain...

Image of the Reaper--In the VG, the person the Shadow belonged to was pretty much a Non-Combatant for that battle. I didn't want to exclude a player, but I wanted it to seem like they were still pretty freaked out by seeing another version of themselves and trying to fight it. I especially wanted this for the first fight vs a Shadow.

Reaper Man--This is simply a mostly minor buff that fits a vampire type creature.

Blood Sucker--Basic Melee with benifits.

Radiant Eyes--Okay, here is where it gets weird. Real Vorgh is a follower of Pelor the Sun God. Then he caught Vampirism from some random Vampire. So, In the interest of furthering his "Faith", I was going to give him a Divine Boon for defeating his Shadow, Pelor's Sun Blessing. This was a bit of forshadowing of that reward as well as a way to make Real Vorgh's Unlife a bit rough during the fight. He became a Twilight Vampire BECAUSE of this reward. I despise my life:P

Double Trouble--A basic ingredient for a Elite or Solo with a bit of a twist.

Bat Swarm--Most good Solos do something nasty when they become Bloodied. This is it.

Other Stuff- Take note of his Teleport Speed. Also, Resistance to Radiant due to the Reward I gave for beating it.


Well that is about it. Comments, suggestions, ect.


GF

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