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Belphegor (PL11 NPC, Tier 2)


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Players Name: Dr Archeville

Power Level: 7 (103/107 pp)

Trade-Offs: None.

Unspent PPs:4

PL 11 Version

Characters Name: Jos Terhune

Alternate Identity: Belphegor, Grand Artisan of Hell

Height: 5'10" (1.78 meters) as Terhune; 6'3" (1.91 meters) as Belphegor

Weight: 180 pounds (81.65 kg) as Terhune; 280 pounds (127.01 kg) as Belphegor

Hair: Brown as Terhune; N/A as Belphegor

Eyes: Green as Terhune; Orange as Belphegor

Appearance: Jos Terhune is a slender but fit white man in his mid-30s, with short, brown hair, a narrow face, and round glasses. As Belphegor, he stands 6'3" tall with a massively muscular build. Belphegor has scaled, dark red hide, batlike wings, a long, heavy tail, a fanged muzzle, taloned hands and feet, short, curving horns, and bone spurs on his elbows, knees, ankles, and wing-joints. He wears scarlet trunks with a hole in the back for his tail. Belphegor speaks in a growling but resonant bass voice. He often roars and shouts gruesome threats when he fights, but he doesn't actually try to eat his opponents.

Background/History: Jos Terhune obtained his degrees in Art History and Archaeology before he realized few employers really needed someone who could authentic fifteenth-century Persian miniatures or Roman frescoes. Eventually he found art collectors who paid him to use his expertise... though the "dubious provenance" of their art objects often included theft of looting from archaeological digs. Working for the black market beat starving, however, and Jos was too proud to take other work.

One client brought Jos to a seedy back room in Marrakesh, where an equally seedy old man offered an ornate, bone-handled dagger for sale. After an hour, Jos announced it was twelfth-century French work, though of unusual design, and bore the arms of an obscure, long-defunct noble family called de Malloup. Jos's client sighed, and began dickering with the old Moroccan. The Arabic argument grew heated.

Then Jos' client reached in his jacket... the old man drew a gun... everyone was rolling on the floor... shots rang out... and Jos held the bloody dagger. His client lay bleeding and unconscious from a gunshot to the stomach, while the Moroccan lay dead with a slit throat. The blood smoked as the dagger glowed, shadows curdled into a grotesque figure that turned to survey the carnage. Jos lashed out in terror and the burning dagger plunged into the demon's chest. The dagger and the demon both exploded.

Flames filled the room and Jos crashed through the brick wall in his panic. He dropped three stories to the crowded street and people screamed. Jos saw the reflection of a huge, ferocious demon in a brass jar... and realized the reflection was his own.

Marrakesh suffered three days and nights of fire and blood before superheroes came to put a stop to Jos's madness. A sorcerer and demonologist came, too, and he found Jos first. The nameless man calmed Jos down and bound the raging, uncontrolled demonic energies that coursed through his body. Jos could now resume his human form.

The nameless demonologist convinced Jos where destiny lay. Jos's rampage in Marrakesh had already made him a supervillain; and his new, demonic half would demand an outlet for its ferocity. What better place than Freedom City, the epicenter of superhuman activity for the plant? The art expert was named Belphegor, the Grand Artisan of Hell, and sent him to America.

Personality/Motivation: Before he became Belphegor, Jos had no faults greater than petty pride and greed. He has learned to enjoy the violent passions of his demonic self, though, especially the rage and lust. He also feels great pride in his power, as well as avarice for the precious art objects he studied but could not own before, and a helping of gluttony -- he's developed a taste for gourmet food, but he exercises so his body looks toned in both human and demonic forms.

Jos no longer fears his demonic form. Now he wants public glory as well as wealth, power, and the art treasures he loves.

Quote: "BREAK your BONES and FEEEED on your-- Watch out for the vase, you moron! It's Ming!"

Powers/Tactics: Belphegor is fairly strong and quite tough, at least by human standards. He can also fly and project hellfire in various ways. Jos can make other people feel violent passions, torment enemies with overwhelming guilt for the memories of their past sins, or channel hellfire through himself to make his scaled hide tougher and his claws and fangs more damaging. Belphegor frequently experiments with his powers; most recently he's found he can create any object that he wants, the better to tempt people with possessions they desire. Jos's skills, added to this power, make him a supreme art forger. The nameless sorcerer & demonologist made passing mention to Jos that he might be able to evoke the powers of any demon, including the power to buy souls... though it is entirely possible he was lying.

Belphegor often serves as a front-line fighter, but he can be quite devious at times. The Dark Passions power can make people act in ways they normally wouldn't choose, while (still experimental) object creation power lets him recruit people through bribery. He also continues his business as an art appraiser, and uses this cover to locate mystic artifacts.

Changing between forms takes a full round of concentration to prepare, though the change itself happen in a second once preparations are complete. Transforming into Belphegor shreds Jos's clothing, so he does not take his demonic form lightly in public. Before missions, Jos stashes spare clothing in out-of-sight places so he can make his own escape if he (or his associates) must scatter. Sometimes Jos approaches a target in human form (with a mundane disguise to preserve his Secret Identity), and then changes into Belphegor with a roar to terrify onlookers.

Belphegor may change his actions to rescue an endangered art object -- even dive to interpose himself -- instead of protecting himself and attacking his foes. He may also use combat tactics that leave him open to attack or are less than optimum, such as Power Attack or attempting to subvert a female opponent through Dark Passions, just because they would be so cool if they succeeded.

Campaign Use: Belphegor provides muscle for lesser (mostly magical) supervillains, although his lack of true sorcery leaves him a perpetual lackey for most magic-oriented teams.

The Artisan of Hell does not normally hunt characters unless the his employer's instruct him to; his pride isn't severe enough that he would go out of his way to seek revenge against those who have defeated him. Belphegor would make an exception for a character who, in his opinion, wantonly destroyed a work of art; he would, in fact, consider himself a hero for punishing the character.


Complications: Addiction/Obsession (greedy for art treasures), Enemy (generic demon-hunters), Showoff in combat; Secret Identity (Jos Terhune), Temper (protective of art treasures)

Abilities: [0+0+0+2+2+0 = 4pp]

Str 20/+5 (10/+0 as Terhune)

Dex 14/+2 (10/+0 as Terhune)

Con 20/+5 (10/+0 as Terhune)

Int 12/+1

Wis 12/+1

Cha 14/+2 (10/+0 as Terhune)

Combat [4 on Attack, 4 on Defense = 8pp]

Attack: +7 (+2 as Terhune)

Grapple: +12 (+2 as Terhune)

Defense: +6 (+3 flat-footed) (+2 [+1 flat-footed] as Terhune)

Knockback: -3, -7 "charged" (+0 as Terhune)

Initiative: +2 (+0 as Terhune)

Saves: [4+1+4 = 9pp]

Toughness +7 (+7, Imp 7 "charged") (+0 as Terhune)

Fort +9 (+4 as Terhune) [+5/+0 Con, +4]

Ref +3 (+1 as Terhune) [+3/+0 Dex, +1]

Will +5 [+1 Wis, +4]

Skills: [40 ranks = 10pp]

Bluff 6 (+8 [+6])

Craft (artistic [forgeries]) 5 (+6)

Gather Information 4 (+6 [+4])

Knowledge (art) 7 (+8)

Knowledge (history) 5 (+6)

Knowledge (streetwise) 4 (+5)

Language 2 (English, French; Dutch is native)

Notice 4 (+5)

Profession (antiquities appraiser) 3 (+4)

Feats: [3pp]

Contacts

Connected

Equipment (HQ)

Antique Store, "Curious Things"

Location: Riverside (Downtown Freedom), on a side street a few blocks northeast of the Freedom School of the Arts. The building is on a corner, and is not adjoined by any other building.

Appearance: A large two-story building with a basement for storage, though the upper floor is Terhune's living space and is off-limits. The ground floor is more than enough, though, as it is filled with display cases and small tables overflowing with items of all shapes and sizes, some near-pristine and some well-worn (though never dirty). Terhune tries to offer a selection of goods from all over the world, though most are European; he tries his best to fill any special requests. The store sells and buys.

About 2/3rds (66.6%) of the things offered are fakes or forgeries, though very good forgeries; the more valuable the item, the more likely it is to be non-authentic. And more than a few items have very disturbing imagery.

Stats: Size: Small; Toughness: 5; Features: Computer, Concealed (mundane and inconspicuous antique store), Library, Living Space, Security System (DC 20).

Powers: [17+10+4+10+8+4+1+10+4+5+2+1 = 76pp]

Demonic Powers 7 (PFs: 3 APs) [17pp]

    BE: Hellfire Control 7 (Hellfire Bolt)

    AP: Create Object 1 (Extras: Independent, Total Fade [lasts for 2 rounds]; PFs: Precise, Slow Fade 8/1 week [objects fade after 2 weeks], Subtle) (Object of Desire)

    AP: Emotion Control 7 (Dark Passions)

    AP: Impervious Toughness 7 (note: Sustained Active effect) and Penetrating Strength 5 (PF: Incurable) (Internal Infernal Combustion)

Enhanced Attack 5 (More Agile) [10pp]

Enhanced Charisma 4 (More Charismatic) [4pp]

Enhanced Constitution 10 (Hardier) [10pp]

Enhanced Defense 4 (More Agile) [8pp]

Enhanced Dexterity 4 (More Agile) [4pp]

Enhanced Feats 1 (Power Attack) [1pp]

Enhanced Strength 10 (Stronger) [10pp]

Flight 2 (25 mph) (Wings) [4pp]

Immunity 10 (aging, life support; Flaw: Limited to half normal effect) (Infernal Adaptations and Spiritual Immunities) [5pp]

Protection 2 (Scaled Hide) [2pp]

Super-Senses 1 (infravision) (Demonic Eyes) [1pp]

Drawbacks: [6pp]

Normal Identity (full round of concentration to change; major, common, -4pp)

Power Loss (Flight, when wings are restrained; uncommon, minor, -1pp)

Vulnerable (holy attacks, +50% or x1.5 modifier; uncommon, moderate, -2pp)

Attacks & Damage

Unarmed Strike --- +7 melee --- DC 20 Toughness (damage)

Unarmed Strike, "Charged" -- +7 melee -- DC 20 Toughness (damage; Penetrating 5, Incurable)

Emotion Control --- Perception --- DC 17 Will (emotion control)

Hellfire (Blast) --- +7 ranged --- DC 22 Toughness (damage)

Costs

Abilities 4 + Combat 8 + Saves 9 + Skills 10 (40 ranks) + Feats 3 + Powers 76 - Drawbacks -7 = 103/107pp

Note: The "(still experimental) object creation power" is an Independent Create Object effect, achieved via Power Stunting/Extra Effort on his "Demonic Powers" array.

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Hunh, I was wholly unaware of the limit on Drawbacks (does make perfect sense, though the PL 6 Demon from Instant Superheroes which I used as a base for the stats breaks this, it has 8pp worth of Drawbacks). Hrm.... I'm not sure I can do this character with only 6pp worth of drawbacks (I'd have to shave off 11pp worth of stuff).... but I'll see what I can do.

Ah, one good thing, it seems I was also off on my powers: only 71pp there, not 75 as I'd originally calculated.

Can additional Drawbacks be added as PL increases (as long as they're accompanied by a good in-story reason)?

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Hmm. I'd like a note that the Impervious Toughness is Sustained in duration, since permanent powers (and extras) in arrays make me sad. The duration on the Penetrating (which is on the Strength modifier rather than the Strength) and Incurable don't matter as much since Belphegor would need to take an action to make use of them in any case.

For the Create Object power stunt, I'd like you to do it with the Independent extra. I would like your character to have a good reason not to just start making his own gold, gems, and so forth to sell and buy real goods. Plus, I think it works well thematically. The gifts of a devil seem good at first, but they soon reveal themselves to be without worth.

Beyond that, he looks ready to go. I'll add the second approval once you make that last edit.

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  • 7 months later...

Belphegor

Power Level: 11 (169/173pp)

Trade-Offs: None

Unspent PP: 4

Abilities: [0+0+0+2+2+2 = 6pp]

Str 24/+7 (10/+0 without Powers)

Dex 16/+3 (10/+0 without Powers)

Con 24/+7 (10/+0 without Powers)

Int 12/+1

Wis 12/+1

Cha 16/+3 (12/+1 without Powers)

Combat: [8 on Attack, 10 on Defense = 18pp]

Attack: +10, +12 w/ "Internal Infernal Combustion" (+4 without Powers)

Grapple: +19, +27 with "Unfettered Might" (+5 without Powers)

Defense: +11 (+4 flat-footed) (+5 without Powers [+2 flat-footed])

Knockback: -5, -11 "charged" (-0 without Powers)

Initiative: +3 (+0 without Powers)

Saves: [6+2+6 = 14pp]

Toughness +11 (Impervious 11 "charged") (+0 without Powers)

Fort +13 (+6 without Powers) [+7/+0 Con, +6]

Ref +5 (+2 without Powers) [+3/+0 Dex, +2]

Will +7 (+15* when using "Pleasing Form power") [+1 Wis,+6; +8 Mind shield vs breaking disguise]

Skills: [76 ranks = 19pp]

Bluff 7 (+10, up to +18 w/ Attractive; +8 without Powers)

Craft (artistic) 6 (+7)

Craft (structural) 6 (+10)

Diplomacy 7 (+10, up to +18 w/ Attractive; +8 without Powers)

Disguise 0 (+33 w/ Morph; +1 without Powers)

Gather Information 4 (+7, up to +15 w/ Enhanced Skills; +5 without Powers)

Intimidate 2 (+5; +3 without Powers)

Knowledge (arcane lore) 10 (+11)

Knowledge (art) 7 (+8)

Knowledge (history) 5 (+6)

Knowledge (streetwise) 4 (+5)

Language 3 (English, French, Latin; Dutch is native)

Notice 4 (+5)

Profession (antiquities appraiser) 3 (+4)

Sense Motive 8 (+9)

Feats: [7pp]

Artificer

Connected

Contacts

Equipment 2 (Home/Shoppe)

Ritualist

Well-Informed

Stats: Size: Small; Toughness: 5; Features: Computer, Concealed (mundane and inconspicuous antique store with an apartment in the second floor), Library, Living Space, Power no.1, Power no.2, Power no.3, Security System 2 (DC 25), Workshop.

(Each Power can be built on up to [2xPL] 20 points)

Power no.1: Nullify 4 (all Insubstantial effects; Extras: 75-ft. Burst Area [encompasses entire shoppe/house], Duration 3/Continuous; Flaws: Range/Touch; PFs: Progression 2 for Area, Subtle) [19pp]

Power no.2: Nullify 4 (all Teleport effects; Extras: 100-ft. Burst Area [encompasses entire shoppe/house], Duration 3/Continuous; Flaws: Range/Touch; PFs: Progression 2 for Area, Subtle) [19pp]

Power no.3: Obscure 5 (wards vs. detect magic and magic awareness, 100-ft. radius [entire shoppe/house]; Extra: Duration/Continuous; PF: Subtle) [16pp]

Arcane/Infernal enhancements to the building renders it resistant (though not impenetrable) to teleporters, blocks (most) insubstantial entities, and prevents any magic from within the house from being detected outside and prevents the building itself from radiating magic.

Powers: [30+12+4+14+8+6+4+14+1+11+4+2+4 = 114pp]

Demonic Powers 12 (24pp powers; PFs: 6 APs) [30pp]

    BE: Hellfire Control 11 (PFs: Affects Insubstantial 2) ("Hellfire Bolt")

    AP: Create Object 5 (Extras: Independent, Total Fade [lasts for 10 rounds]; PFs: Precise, Slow Fade 7/1 week [objects fade after 10 weeks], Subtle) ("Object of Desire")

    AP: Comprehend 1 (languages 1 [understand any/all at once]) plus Enhanced Feats 4 (Attractive 2 [+8 Bluff & Diplomacy], Fascinate 2 [bluff and Diplomacy]) plus Enhanced Skills 8 (Gather Information +8) plus Morph 6 (any humanoid, +30 Disguise) plus Mind Shield 8 (Flaw: Limited [Only applies to mental effects that try to uncover his true nature]) ("Evil Takes Many Pleasing Forms")

    AP: Emotion Control 11 (PF: Mind Blank, Subtle) ("Dark Passions")

    AP: Enhanced Strength 8 (to 32/+11) plus Super-Strength 4 (to Super-Strength 6 [effective Str 62, Hvy Load 66.6 tons]; PFs: Groundstrike [Explosion Trip 11], Shockwave [Cone Strike 11]) ("Unfettered Might")

    AP: Impervious Toughness 11 (note: Sustained duration) and Penetrating Strength 7 (PFs: Accurate [+13 attack], Affects Insubstantial 2, Incurable, Takedown Attack 2) ("Internal Infernal Combustion")

    AP: Comprehend 1 (languages 1 [understand any/all at once]) plus Morph 6 (any humanoid, +30 Disguise; Extra: Duration/Continuous) plus Mind Shield 8 (Flaw: Only applies to mental effects that try to uncover his true nature) ("Less Flashy, but Longer-Lasting, Form-Altering")

Enhanced Attack 6 (More Agile) [12pp]

Enhanced Charisma 4 (More Charismatic) [4pp]

Enhanced Constitution 14 (Hardier) [14pp]

Enhanced Defense 4 (More Agile) [8pp]

Enhanced Dexterity 6 (More Agile) [6pp]

Enhanced Feats 4 (All-Out Attack, Dodge Focus 2, Power Attack) (Infernal Fighting Techniques) [4pp]

Enhanced Strength 14 (Stronger) [14pp]

Flight 2 (25 mph; Flaw: Limited/Only in true form, Drawback: Power Loss) (Wings) [1pp]

Immunity 11 (aging, life support [cold, disease, heat, high pressure, poison, radiation, suffocation effect, vacuum], need for sleep) (Infernal Adaptations and Spiritual Immunities) [11pp]

Protection 4 (Scaled Hide) [4pp]

Super-Senses 2 (Darkvision) (Demonic Eyes) [2pp]

Super-Strength 2 (effective Str 34; Hvy Load 2,800 lbs.) (Much Stronger) [4pp]

Drawbacks: [9pp]

Involuntary Transformation (to true demonic form, in the presence of demons or demonic magic; uncommon, moderate [Will save to resist, DC = 10 + Will save bonus], -2pp)

Vulnerable (holy attacks, +50%; uncommon, moderate, -2pp)

Weakness (to holy water, places, and objects; cumulative -1 drain on Constitution per minute; uncommon, -5pp)

Attacks & Damage

Unarmed Strike -- +10 melee -- DC 22 Toughness -- Damage

Unarmed Strike, "Charged" -- +12 melee -- DC 22 Toughness -- Damage; Penetrating 7, Affects Insubstantial 2, Incurable, Takedown Attack

Unarmed Strike, "Unfettered Might" -- +10 melee -- DC 26 Toughness -- Damage

Groundstrike = Explosion Trip 10 (100 ft. radius)

Shockwave = Cone Area Strike 10 (100 ft. long, 100 ft. wide at far end)

Emotion Control --- Perception --- DC 21 Will -- Emotion Control; Subtle

Hellfire Bolt/Blast --- +10 ranged --- DC 26 Toughness -- Damage; Affects Insubstantial 2

Abilities 6 + Combat 18 + Saves 14 + Skills 19 (76 ranks) + Feats 7 + Powers 114 - Drawbacks 9 = 169pp / 173pp

Belphegor has shed his Normal Identity drawback, for two reasons. First, he's learned the Incubus/Succubus trick for altering his own appearance, while still maintaining the full power of his demonic form (save flight, since his wings disappear when he's in a human form). Second, save for certain rare and potent spells, there is no way to keep him from transforming into Belphegor (i.e., activating his powers) whenever he chooses. However, being in the presence of true demons/demonic magic will make him shed any disguise and resume his true form, in part because his own demonic self is more potent (and like calls to like) and in part because being near it reminds him of all he went through (so it's a reflex to switch to his fully powered form).

Commonly assumed forms via "Evil Takes Many Pleasing Forms"

    [*:gso7h8au] Jean-Louis Fleury/Chevalier ("Knight"): Young American teen of French descent with superhuman strength and toughness. An overeager/precocious superhero wannabe. Silver hair ("it's from my mutation"), red bodysuit with white piping (with a stylized axe-head, similar to the one from the French coat of arms, emblazoned on the chest), long red cape. Stands 6’3” tall, and is well-proportioned for his size. (Form uses Attractive 2, Fascinate [both], and Enhanced Gather Info.)
    [*:gso7h8au] Linda Lavoie: Aspiring supermodel from Montreal, Quebec. 5'4", measurements 36D-23-34. Has a very "girl next door" look & vibe. (Form uses Attractive 2, Fascinate [both], and Enhanced Gather Info.)
    [*:gso7h8au] Guy du Malloup: Wealthy French art collector. Tall (6'3"), constantly smoking and/or drinking, almost always sneering, almost always wears sunglasses. Think Lambert Wilson, specifically his role as the Merovingian from The Matrix Reloaded and The Matrix Revolutions. (Form uses Attractive 1, Fascinate [both], and Enhanced Gather Info.)
    [*:gso7h8au] Daniele Sylvie: Looks like Sophie Marceau. Claims to be an aspiring French actress. Stands 5'8", measurements 36C-24-36. (Form uses Attractive 2 and Fascinate [both].)
    [*:gso7h8au] Jos Terhune: His old human form. A slender but fit white man in his mid-30s, with short, brown hair, a narrow face, and round glasses. He typically wears grey or tan slacks and a tan jacket with elbow patches; he could pass for a college professor or stockbroker. 5'10" tall, 180 pounds. (Form typically uses Fascinate [both] and Enhanced Gather Info.)
    [*:gso7h8au] François Tremblay: Quebecois archaeological anthropologist. (Study of the contemporary distribution and form of materials modified by past human activities with the intent of understanding distribution and movement of ancient populations, development of human social organization, and relationships among contemporary populations.) Short (5'4"), mousy brown hair, thick glasses, slight quaver to voice, meek-looking; very Rick Moranis-ish. (Form uses none of the enhanced feats or skills.)
    [*:gso7h8au] Deidre Whites: Blonde "Cougar" (appears to be early 40s) from the Netherlands, who's up for anything. Anything. Especially if it involves chains, whips, hot wax.... 5'5", measurements 34C-23-34. Has a very "spicy European import" look & vibe. (Form uses Attractive 2, Fascinate [both], and Enhanced Gather Info.)
    [*:gso7h8au] All forms use the Mind Shield.

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First off, let me congratulate you on gaining Gold status! :clap:

Now there are a lot of changes to your character so it is going ot take me some time to go over everything, so please be patient with me.

With that said, let's get to work.

Abilities: [0+0+0+2+2+2 = 6pp]

Str 24/+7 (10/+0 without Powers)

Dex 16/+3 (10/+0 without Powers)

Con 24/+7 (10/+0 without Powers)

Int 12/+1

Wis 12/+1

Cha 16/+3 (12/+1 without Powers)

First change I see, you've increaed his Charisma. What changed that made more chrismatic?

Combat: [8 on Attack, 8 on Defense = 16pp]

Attack: +10 (+4 without Powers)

Grapple: +19, +25 with Unfettered Might (+4 without Powers)

Defense: +10 (+4 flat-footed) (+4 without Powers [+2 flat-footed])

Knockback: -5, -10 “charged†(+0 without Powers)

Initiative: +3 (+0 without Powers)

I see you decided to hit caps for hs defense and attack in powered form. I'm curious as to why you decided to do that this time around.

Saves: [6+2+6 = 14pp]

Toughness +10 (Impervious 10 “chargedâ€Â) (+0 without Powers)

Fort +13 (+6 without Powers) [+7/+0 Con, +6]

Ref +5 (+2 without Powers) [+3/+0 Dex, +2]

Will +7 / +15* [+1 Wis, +6; +8 Mind Shield]

On the Will save could you change the formating to fit the others better? Since his Mind Shield is limited to only discovering his identity, it would be helful to place it clearly here. Perhaps like so:

Will +7 (+15* when using "Pleasing Form power") [+1 Wis,+6; +8 Mind shield vs breaking disguise]

Skills: [48 ranks = 12pp]

Bluff 6 (+9, up to +17 w/ Attractive; +7 without Powers)

Craft (artistic) 10 (+11) [Flaw]

Diplomacy 6 (+9, up to +17 w/ Attractive; +7 without Powers)

Disguise 0 (+33 w/ Morph; +1 without Powers)

Gather Information 4 (+7, up to +15 w/ Enhanced Skills; +5 without Powers)

Intimidate 2 (+5; +3 without Powers)

Knowledge (art) 7 (+8)

Knowledge (history) 5 (+6)

Knowledge (streetwise) 4 (+5)

Language 2 (English, French; Dutch is native)

Notice 4 (+5)

Profession (antiquities appraiser) 3 (+4)

Okay, here we have a slight problem. You bought the Forgery at full ranks on the old character and I'm really against letting you slap a flaw onto the skill just to increase the ranks. If you had the flaw on the old character, I could see it, but you neither added to the skill nor took anything away. Let's rework that skill as the original write up, Craft: Artistic forgeries was fine.

Feats: [4 feats]

Connected

Contacts

Equipment 2 (Home/Shoppe)

No problems here.

Powers: [27+12+4+14+8+6+4+14+2+8+3+2+4 = 108pp]

Demonic Powers 11 (PFs: 5 APs) [27pp]

BE: Hellfire Control 10 (PFs: Affects Insubstantial 2) (“Hellfire Boltâ€Â)

AP: Create Object 4 (Extras: Independent, Total Fade [lasts for 8 rounds]; PFs: Precise, Slow Fade 8/1 week [objects fade after 8 weeks], Subtle) (“Object of Desireâ€Â)

AP: Emotion Control 10 (PF: Subtle) (“Dark Passionsâ€Â)

AP: Enhanced Feats 4 (Attractive 2 [+8 Bluff & Diplomacy], Fascinate 2 [bluff and Diplomacy]) plus Enhanced Skills 8 (Gather Information +8) plus Morph 6 (any humanoid, +30 Disguise) plus Mind Shield 8 (Flaw: Only applies to mental effects that try to uncover his true nature) (“Evil Takes Many Pleasing Formsâ€Â)

AP: Enhanced Strength 6 (to 30/+10) plus Super-Strength 3 (to Super-Strength 5 [effective Str 55, Hvy Load 24 tons]; PFs: Groundstrike, Shockwave) (“Unfettered Mightâ€Â)

AP: Impervious Toughness 10 (note: Sustained duration) and Penetrating Strength 7 (PFs: Accurate [+12 attack], Affects Insubstantial 2, Incurable, Takedown Attack) (“Internal Infernal Combustionâ€Â)

Looks your Internal Infernal Combustion is over pps costs of your array.

Impr Tough 5-10pp+Pen Strength 14pp+ 5Pfs=24-29pps. You only have 22pps to play with in your array. Something's got to drop.

On the Impr Toughness cost, the way I see it is normally 1pp/rank. Take off the permanent and it raises to 2pp/rank. Drop the duration to Sustained and you're back to 1pp/rank.

On the other hand, looking at from a different way: 1pp/rank, drop duration to Sustain and you're sitting at 1pp/2ranks. Either way, you're over the array total of 22pps.

Enhanced Attack 6 (More Agile) [12pp]

Enhanced Charisma 4 (More Charismatic) [4pp]

Enhanced Constitution 14 (Hardier) [14pp]

Enhanced Defense 4 (More Agile) [8pp]

Enhanced Dexterity 6 (More Agile) [6pp]

Enhanced Feats 4 (All-Out Attack, Dodge Focus 2, Power Attack) (Infernal Fighting Techniques) [4pp]

Enhanced Strength 14 (Stronger) [14pp]

Flight 2 (25 mph; Flaw: Limited/Only in true form) (Wings) [2pp]

Immunity 11 (aging, life support [cold, disease, heat, high pressure, poison, radiation, suffocation effect, vacuum], need for sleep; Flaw: Limited to half normal effect for all except aging, cold, disease, heat and poison) (Infernal Adaptations and Spiritual Immunities) [8pp]

Protection 3 (Scaled Hide) [3pp]

Super-Senses 2 (darkvision) (Demonic Eyes) [2pp]

Super-Strength 2 (effective Str 34; Hvy Load 2,800 lbs.) (Much Stronger) [4pp]

Looks good here. But perhaps you should change the "darkvision" back to Infravision which is what the original Belphegor had. Makes it clear that he is seeing heat scources.

Drawbacks: [10pp]

Involuntary Transformation (to true demonic form, in the presence of demons or demonic magic; uncommon, moderate [Will save to resist, DC = 10 + Will save bonus], -2pp)

Power Loss (Flight, when wings are restrained, -1pp)

Vulnerable (holy attacks, +50%; uncommon, major, -2pp)

Weakness (to holy water, places, and objects; cumulative -1 drain on Constitution per minute; uncommon, -5pp)

Attacks & Damage

Unarmed Strike -- +10 melee -- DC 22 Toughness -- Damage

Unarmed Strike, "Charged" -- +12 melee -- DC 22 Toughness -- Damage; Penetrating 7, Affects Insubstantial 2, Incurable, Takedown Attack

Unarmed Strike, "Unfettered Might" -- +10 melee -- DC 25 Toughness -- Damage

Groundstrike = Explosion Trip 10 (100 ft. radius)

Shockwave = Cone Area Strike 10 (100 ft. long, 100 ft. wide at far end)

Emotion Control --- Perception --- DC 20 Will -- Emotion Control; Subtle

Hellfire Bolt/Blast --- +10 ranged --- DC 25 Toughness -- Damage; Affects Insubstantial 2

Abilities 6 + Combat 16 + Saves 14 + Skills 12 (48 ranks) + Feats 4 + Powers 108 - Drawbacks 10 = 150pp (0 left!)

Belphegor has shed his Normal Identity drawback, for two reasons. First, he's learned the Incubus/Succubus trick for altering his own appearance, while still maintaining the full power of his demonic form (save flight, since his wings disappear when he's in a human form). Second, save for certain rare and potent spells, there is no way to keep him from transforming into Belphegor (i.e., activating his powers) whenever he chooses. However, being in the presence of true demons/demonic magic will make him shed any disguise and resume his true form, in part because his own demonic self is more potent (and like calls to like) and in part because being near it reminds him of all he went through (so it's a reflex to switch to his fully powered form).

Commonly assumed forms via “Evil Takes Many Pleasing Formsâ€Â

• Jean-Louis Fleury/Chevalier (“Knightâ€Â): Young American teen of French descent with superhuman strength and toughness. An overeager/precocious superhero wannabe. Silver hair (“it’s from my mutationâ€Â), red bodysuit with white piping (with a stylized axe-head, similar to the one from the French coat of arms, emblazoned on the chest), long red cape. Stands 6’3†tall, and is well-proportioned for his size. (Form uses Attractive 2, Fascinate [both], and Enhanced Gather Info.)

• Linda Lavoie: Aspiring supermodel from Montreal, Quebec. 5’4 ½â€Â, measurements 36D-23-34. Has a very "girl next door" look & vibe. (Form uses Attractive 2, Fascinate [both], and Enhanced Gather Info.)

• Guy du Malloup: Wealthy French art collector. Tall (6'3"), constantly smoking and/or drinking, almost always sneering, almost always wears sunglasses. Think Lambert Wilson, specifically his role as the Merovingian from The Matrix Reloaded and The Matrix Revolutions. (Form uses Attractive 1, Fascinate [both], and Enhanced Gather Info.)

• Daniele Sylvie: Looks like Sophie Marceau. Claims to be an aspiring French actress. Stands 5’8â€Â, measurements 36C-24-36. (Form uses Attractive 2 and Fascinate [both].)

• Jos Terhune: His old human form. A slender but fit white man in his mid-30s, with short, brown hair, a narrow face, and round glasses. He typically wears grey or tan slacks and a tan jacket with elbow patches; he could pass for a college professor or stockbroker. 5’10†tall, 180 pounds. (Form typically uses Fascinate [both] and Enhanced Gather Info.)

• François Tremblay: Quebecois archaeological anthropologist. (Study of the contemporary distribution and form of materials modified by past human activities with the intent of understanding distribution and movement of ancient populations, development of human social organization, and relationships among contemporary populations.) Short (5'4"), mousy brown hair, thick glasses, slight quaver to voice, meek-looking; very Rick Moranis-ish. (Form uses none of the enhanced feats or skills.)

• All forms use the Mind Shield.

I like the alternate identities. Nice touch and variety.

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First off, let me congratulate you on gaining Gold status! :clap:

Now there are a lot of changes to your character so it is going to take me some time to go over everything, so please be patient with me.

Thanks, and that's completely understandable.

A bit of explanation on the 'upgrade' itself: it's coming about because Jos/Belphegor was (er, will be) sucked into Hell (or someplace similar), though he does eventually get out. Twist is that, like in the show Supernatural, 1 month on Earth = 10 years in Hell. He'll be gone for about two months Earth time, so that's about 20 years in Hell (or wherever). That time was spent in equal parts chasing/tormenting things to vent his frustrations, and being chased/tormented by other, more powerful things.

With that said, let's get to work.

First change I see, you've increased his Charisma. What changed that made more charismatic?

Increase force of personality due to living in Hell for twenty years.

I see you decided to hit caps for hs defense and attack in powered form. I'm curious as to why you decided to do that this time around.

A) When I first made him at PL 6, he was hitting his caps, so it's just a continuation of that.

B) Being in Hell for 20 years tends to hone your combat abilities ;)

On the Will save could you change the formating to fit the others better? Since his Mind Shield is limited to only discovering his identity, it would be helful to place it clearly here. Perhaps like so:

Will +7 (+15* when using "Pleasing Form power") [+1 Wis,+6; +8 Mind shield vs breaking disguise]

Sure thing!

Okay, here we have a slight problem. You bought the Forgery at full ranks on the old character and I'm really against letting you slap a flaw onto the skill just to increase the ranks. If you had the flaw on the old character, I could see it, but you neither added to the skill nor took anything away. Let's rework that skill as the original write up, Craft: Artistic forgeries was fine.

Alright. Easier to keep track of costs that way, anyway. ;)

Looks your Internal Infernal Combustion is over pps costs of your array.

Impr Tough 5-10pp+Pen Strength 14pp+ 5Pfs=24-29pps. You only have 22pps to play with in your array. Something's got to drop.

On the Impr Toughness cost, the way I see it is normally 1pp/rank. Take off the permanent and it raises to 2pp/rank. Drop the duration to Sustained and you're back to 1pp/rank.

On the other hand, looking at from a different way: 1pp/rank, drop duration to Sustain and you're sitting at 1pp/2ranks. Either way, you're over the array total of 22pps.

On both the old sheet & this one, the Impervious Protection is a Sustained active thing (like Force Field). Normally Impervious Protection is a Permanent passive thing (like Protection). Cost works out that same, so Imp. Toughness 10 = 10pp. Penetrating Str 7 is another 7pp, and those 5 Power Feats = 5pp. 10+7+5 = 22pp total.

Looks good here. But perhaps you should change the "darkvision" back to Infravision which is what the original Belphegor had. Makes it clear that he is seeing heat sources.

I'd always meant to upgrade from infravision to darkvision. Explanation for the upgrade: it's one of the many tricks he learned in Hell, a place where infravision is fairly useless (what with all the FIRE), but darkvision is very useful in order to see through the Stygian darkness (though not through smoke).

I like the alternate identities. Nice touch and variety.

Thanks :) Though I've come up with one more, a non-French/non-Canadian one ;)

Deidre Whites: Blonde "Cougar" (appears to be early 40s) from the Netherlands, who's up for anything. Anything. Especially if it involves chains, whips, hot wax.... 5’5”, measurements 34C-23-34. Has a very "spicy European import" look & vibe. (Form uses Attractive 2, Fascinate [both], and Enhanced Gather Info.)

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A bit of explanation on the 'upgrade' itself: it's coming about because Jos/Belphegor was (er, will be) sucked into Hell (or someplace similar), though he does eventually get out. Twist is that, like in the show Supernatural, 1 month on Earth = 10 years in Hell. He'll be gone for about two months Earth time, so that's about 20 years in Hell (or wherever). That time was spent in equal parts chasing/tormenting things to vent his frustrations, and being chased/tormented by other, more powerful things.

Sounds like a very intereting thread. I hope to see it on the board even if in summary format.

Increase force of personality due to living in Hell for twenty years.

Okay.

A) When I first made him at PL 6, he was hitting his caps, so it's just a continuation of that.

B) Being in Hell for 20 years tends to hone your combat abilities ;)

Again makes sense.

Sure thing!

Thanks for the change.

Alright. Easier to keep track of costs that way, anyway. ;)

Again thanks for the change.

On both the old sheet & this one, the Impervious Protection is a Sustained active thing (like Force Field). Normally Impervious Protection is a Permanent passive thing (like Protection). Cost works out that same, so Imp. Toughness 10 = 10pp. Penetrating Str 7 is another 7pp, and those 5 Power Feats = 5pp. 10+7+5 = 22pp total.

Okay. I was pricing the Pen. Str to much. Okay it works out.

I'd always meant to upgrade from infravision to darkvision. Explanation for the upgrade: it's one of the many tricks he learned in Hell, a place where infravision is fairly useless (what with all the FIRE), but darkvision is very useful in order to see through the Stygian darkness (though not through smoke).

Makes perfect sense to me.

Thanks :) Though I've come up with one more, a non-French/non-Canadian one ;)

Deidre Whites: Blonde "Cougar" (appears to be early 40s) from the Netherlands, who's up for anything. Anything. Especially if it involves chains, whips, hot wax.... 5’5â€Â, measurements 34C-23-34. Has a very "spicy European import" look & vibe. (Form uses Attractive 2, Fascinate [both], and Enhanced Gather Info.)

Try not to come up with too many of these. Let's cap them at 8 until the next PL at least. It does take time to set up identities so having too many shouldn't happen.

Otherwise, here's your second

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