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  1. Player Name: Supercape Character Name: Deadbeat Power Level: 9 (165/165PP) Trade-Offs: +5 Toughness, -5 Defence Unspent Power Points: 0 In Brief: Musical spirit who can drum up a Faustian beat. Alternate Identity: Henri Zenon Identity: Secret Birthplace: Martinique Occupation: Musician Affiliations: Rene deSaens, Halbediers of Paris, Parkhurst Hotel Family: Several grandchildren alive. Description: Age: 111 (DoB:06/06/1881) Apparent Age: 55 Gender: Male Ethnicity: Mixed race Height: 5’7†Weight: 75 Kgs Eyes: Brown Hair: Grey Deadbeat looks like an older black male, a little stocky, with greying hair. He wears slightly scruffy but cheerful, colourful clothes in the style of Martinique. Power Descriptions: Deadbeats powers almost exclusively come from whipping up a tune, normally a beat. He can summon up a spectral drum, or other instrument, and start playing it. The tunes are quite audible and for the most part affect people’s emotions and soul. Deadbeat has been to hell and back, literally. He can use his music to command the dead, banish spirits, and even summon up Infernal fires. Broadly speaking, his music is able to summon and banish spirits (which includes people’s emotions). Alternatively, he can create deceptive sounds (normally, but not always, music). Or, by shuffling his feet to the beat, he can move to wherever the music is playing. When he does this transportation, he will appear in a subtle manner, such as just around a corner, or walking through a door, often tapping along to the rhythm. History: Henri Zenon was born and brought up in Martinique. His family were poor, and he often went without. His father was a musician, a talented one, but with a love of gambling and drink (vices that Henri is not entirely free of). His mother was known as a witch (in a positive cultural sense) and lay healer. It was rumoured that Henri had been blessed, or cursed, with some infernal gift by his mother, because he could play music like the devil. He was talented on the guitar and brass, but his truly bewitching skill was playing drums and tapping out rhythm’s (on any instrument). He was hypnotic, with rumours that he could wake the dead – or put them back to rest. Henri has visited Paris on at least two occasions, once in the 20’s, when alive, and (at least) once afterwards, where he has come into contact with Rene deSaens and the Halbediers of Paris. Around the 1930’s, when the depression hit, and hit hard, Henri disappeared. Nobody knew where he had gone. In fact, Henri has indeed entered a Faustian pact to feed his extended family, and had charmed his way out of it with his music. He returned, but now as a spirit rather than flesh and blood. He could be seen on street corners, in bars, or shuffling along a road, usually tapping out a playful rhythm. Personality & Motivation: Henri is no longer alive, it is just that he has returned as a spirit. However, he retains most of his personality. He loves music, and has a joyful, even hedonistic heart. He does also have a grim side, having talked and played with infernal creatures. Despite this, or perhaps because of it, Henri no longer believes in God, or the Devil (as theological entities). He just knows that there are horrible demons around, and he deals with it. He has contempt for those he believe without experiencing, thinking them naïve fools. Henri is guardian of souls, the lost and the broken. He dislikes the undead (although in some respects he is one himself), and sorcerous magic. He is always on the lookout to outwit trickster demons (who often try to get the better of him). Henri also has a particular need and kindness towards the poor and the dispossessed, having grown up in poverty himself. This drive is particularly acute when it comes to children. Henri still likes to drink (for some reason, alcohol is the only toxin that affects him) and is a bit to over-familiar at times. Sometimes he gets a bit grim and dark when considering the world. In this respect he is a man of extremes. Powers & Tactics: Deadbeat is extremely hard to put down, shrugging off almost all attacks. Only fire can really hurt him (and he is not exactly vulnerable to fire). He thus will enter battle without fear, and will often mock or goad his enemies. He “attacks†by using his magical music – usually rhythm’s he beats out on a summoned drum. He tends towards more subtle uses of this, inspiring emotions or crushing psychic pain through the music. He likes to use trickery, guile, and emotional manipulation. However, if faced with opponents who cannot hear him, he will play some infernal tune, and summon up hellfire directly, setting things alight with a pale purple light (like burning alcohol). He is not overly fond of this, setting him into a grim mood, as it is a throwback to his pacts and walks in hell. Deadbeat can summon an “ethereal†instrument out of the air at will. This instrument is fully playable whilst he holds it, but will rapidly fade and evaporate as soon as he parts company with it (Essentially this feature allows him to play musical instruments and use perform skill at will, without instruments there). Note: The Perception Area Touch Range works thusly: Anyone able to hear Deadbeat’s Music (Area [Perception], Range [Touch]), can make a reflex roll to avoid the effect completely (by clamping their ears shut or the like). Otherwise, the effect “hits†and must be saved against. Other effects like auditory obscure, or simply being deaf, will also mean immunity to these effects. When using his emotion control playing, people will start to shuffle their feet and sway in a manner appropriate to the emotion or music. This has no mechanical effect, but it does make the effect noticeable. The emotion and dance is in this case “infectiousâ€: anyone touching any infected dancer must save versus the effect or be caught up in the dance too. Abilities: 2 + 0 -10 + 0 + 8 + 4 = 4PP Strength: 12 (+1) Dexterity: 10 (+0) Constitution: - Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4 Base Grapple: +5 Defense: +4 Base, +2 Flat-Footed Knockback: -7 Saving Throws: 0 + 2 + 2 = 4PP Toughness: +14 (+14 Protection) Fortitude: Immune Reflex: +2 (+0 Dex, +2) Will: +6 (+4 Wis, +2) Skills: 88R = 22PP Bluff 10 (+12) Concentration 6 (+10) Diplomacy 3 (+5) Intimidate 7 (+9) Knowledge (Arcane) 5 (+5) Languages 2 (French, English, Martinquan Creole [Native]) Notice 6 (+10) Perform (Percussion) 14 (+16) Perform (Singing) 5 (+7) Perform (Stringed Instruments) 12 (+14) Perform (Wind Instruments) 12 (+14) Sense Motive 6 (+10) Feats: 4PP Fascinate (Perform) Fearless Jack of All Trades Second Chance (Perform Percussion) Powers: 1 + 1 + 30 + 18 + 34 + 14 + 8 + 7 + 2 = 115PP Comprehend 1 ( Speak Any Language; Drawbacks: Only Singing) [1PP] (Sing in any language, Magical, Musical) Feature 1 (Summon one instrument as a Free Action) [1PP] (Ethereal Instruments, Magic) Immunity 30 (Fortitude Effects) [30PP] (Spirit) Immunity 40 (Lethal Physical Damage, Lethal Energy Damage; Flaws: Limited [Half]; Drawbacks: Power Loss 2 [Fire]) [18PP] (Invulnerable Spirit) Magic 14 (28 PP Array, Feats: Alternate Power 7; Drawbacks: Power Loss 1 [unable to make music]) [34PP] (Magic, Music) Base Power: Emotion Control 9 (Emotive Magic Songs; Extras: Area [Perception, Auditory], Contagious, Selective; Flaws: Range 2 [Touch]; Feats: Mind Blank, Reversible; Drawbacks: Noticeable [Affected targets shuffle their feet, dance and sway in a manner appropriate to music and emotion]) {28/28} Alternate Power: Damage 7 (Song of Woe; Extras: Alternate Save [Will], Area [Perception, Auditory], Mental [+0], Selective Attack; Flaws: Range [Touch, -2]) {27/28} Alternate Power: Damage 5 (Summon Hellfire; infernal, summoning; Extras: Range [Perception, +2], Duration [sustained, +2; Target keeps on taking damage while song maintained]; Feats: Affects Insubstantial 2, Indirect 1) {27/28} Alternate Power: Fatigue 7 (Lullaby; Extras: Alternate Save [Will, +0], Area [Perception, Auditory], Selective Attack, Sleep (+0) ) {28/28} Alternate Power: Illusion 9 (Song of Deception; Extras: Duration [Continuous, +2], Selective Attack; Flaws Limited [Music]) {27/28} Alternate Power: Mind Control 9 (Song of the Dead; Extras: Area [Perception, Auditory], Contagious, Duration [sustained], Effortless, Not Mental [+0]; Flaws: Range [Touch, -2], Limited [Only undead and spirits]; Feats: Mental Link; Drawbacks: Noticeable [undead shuffle feet and sway]) {27/28} Alternate Power: Nullify 9 (Song of Banishment, All Summoning Effects Simultaneously; Extras: Area [Perception, Auditory], Selective Attack; Flaws: Range [Touch]) {27/28} Alternate Power: Teleport 9 (â€Anywhere in the worldâ€; Extras: Accurate, Affects Others Flaws: Medium [Music], Long-Range; Feats: Change Direction, Change Velocity, Extended Reach 3, Progression 3 [Affects Others, 10 Others], Progression [Mass, 1000lbs], Subtle) {28/28} Protection 14 [14PP] (Spirit) Regeneration 16 (Recovery Bonus +5, Recovery from Disabled 5 [Every minute], Recovery from Injured 3 [Every Minute], Resurrection 3 [5 Hours]; Flaws: Source [Music (not his own)]) [8PP] Super Senses 7 (Accurate Auditory, Counters Illusion [Auditory], Extended Auditory 3 [-1 per 2 Miles]) [7PP] Super Senses 4 (Extended Auditory 4 [-1 per 20,000 Miles Total]; Flaws: Limited [Music]) [2PP] Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Emotion Touch/Area DC 19 Reflex and Will Varies Fatigue Touch/Area DC 17 Reflex and Will Fatigue Mental Blast Touch/Area DC 17 Reflex and Will Damage Hellfire Perception DC 20 Toughness DamageTotals: Abilities (4) + Combat (16) + Saving Throws (4) + Skills (22) + Feats (4) + Powers (115) - Drawbacks (0) = 165/165 Power Points
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