Supercape Posted August 12 Share Posted August 12 (edited) Pitch Power Level: 11 (250/250) Unspent Power Points: 0 Trade-Offs: -1 Attack / +1 DC, -1 Defence / +1 Tough In Brief: Infernal Biker with a Demon in her belly. Catchphrase: “Fire me up!” Alternate Identity: Carmen Canto (Secret) Birthplace: Mexico City Residence: Freedom City Base of Operations: Freedom City Occupation: Journalist, Rock Report Magazine Affiliations: Blacksmoke Motorcycle Club Family: None alive. Father is the missing (presumed dead…) biker sorcerer Carlos Canto Description: Age: 38 (6/6/86) Apparent Age: 25 Gender: Female Ethnicity: Caucasian/Hispanic Height: 5’6” Weight: 55Kgs Eyes: Brown Hair: Dirty Blonde (Dyed) Carmen looks like a slightly scruffy but sexy rock musician / biker. She is good looking, and has curves in the right places. She wears a variety of clothes but tends to favour rock styled ones, such as leather trousers, buckled belt, etc. She almost always wears clothes that some part of her spinal tattoo (that reaches from the base of her neck to the sacrum) is visible. One particular piece of clothing she almost always wears is boots of some sort, so that she can wear a titanium brace around her right foot (easing her mobility problems). She walks with a quite visible limp because of this. When she commands the demon living inside her, Tazel to “fire me up”, her body becomes wrapped in smoke and wisps of flame. Her eyes glow a fiery red, and there is a furnace bubbling away down her mouth. Her clothes will change, become studded, leathery, black and red. The combined effect is enough to conceal her appearance (and thus identity). History: Carmen’s story starts with her father, Carlos Canto. He was a skilled sorcerer in a biker gang (The Blacksmokers), not renowned for being a good guy, nor a particularly bad one. He did, however, possess an uncanny knack for black magic: in particular, dealing with demons. His luck and cunning held out for many years, as he rode with his gang, gaining fame and notoriety, and a long list of crimes including (at its height) armed bank robbery. His luck would not hold forever, and ran out when he fell in love and had a child. At this point, the infernal creatures he had bound and tormented took their revenge through his family. They propelled the Feds into busting him in a messy fire-fight. Carlos knew his time was up, but he wasn’t going to let his newborn daughter suffer for his sins. As the guns blazed, he took his baby daughter and tattooed his most powerful signs down her spine. This hasty and reckless action damaged his daughter, leaving her disabled, but protected. No demon could touch her. The creatures he had bound took him and his wife, but could not lay a hand in revenge against his babe. Carmen grew up an orphan, and not in the best of company. She was fostered, and didn’t have a bad life, but struggled with it. She fell in with bad boys, and bad crowds, and given the fame of her father it was not long before she was hanging out with bikers, rock stars, and tattoo artists. When she became a rock music journalist, she started to peel back the history of her father. She eventually found an old haunt of his just outside San Antonia. There, she found a dusty shack lived an old biker friend of her father, Axel ˜Grease” Robinson, who showed her Carlos’ leather bound diary and his fabled devil stick. Tough as his biker friends were, nobody had dared to read the diary or take up his stick. (Un)fortunately, as she read his diary, she unleashed Tazel, the fiery spirit that Carlos had bound many years ago, and who was now bound to her. Carmen bound him tightly indeed, by swallowing him whole! Through her fathers’ Diary Carmen learned black magic. It came, if anything, easier for her. No demon could harm her, and she could delve deeply into the anger and resentment that had built up in her to summon the “infernal forge”, the ways of hammer, steel, smoke and fire. Personality & Motivation: Carmen is a wild child, and has an inability to settle. She is quite “passionate”, in good and bad ways, able to love and hate quickly. She has an anarchic streak and has broken the law on numerous occasions with petty offences. So why be a hero? Carmen, although driven to free her father, is deeply angry at him. His legacy is a disability from her spinal tattoos, an undesirable upbringing, her mother’s death, and a whole heap of legacy problems with demons. She wants to be everything her father was not. She wants to be a hero. Powers & Tactics: Tazel, the demon residing in her belly can be expelled and commanded, but usually is used to fire up Pitch, giving her exceptional strength and resilience. She will use this power in conjunction with her own sorcery, commanding fire, steel and smoke, usually in a blistering full on attack. Pitch has no particular martial art expertise but is what might be called an experienced brawler. She is also a reasonably skilled writer and reporter, and will often try to work out what is going on via subterfuge. Pitch drives a customised bike that is pumped full of infernal oil. It can become smoky, concealing its appearance (which she activates when she drives a pitch), and is faster than most normal bikes, as well as being able to drive up walls and even through the air. As Carmen, she often keeps a set of kunckledusters in her jacket, as befits her biker girl image. On her bike, she has a length of chain concealed in the body of the bike, that she will use when Pitch. Power Descriptions: Commanding the infernal forge dimension via her black magic, Pitch’s powers are all about smoke, fire, and metal, often in combination. For instance, she hurls smouldering blackened shards of metal or chains at her opponents. Complications: Twisted Tounges: Tazel, her pet demon, whilst technically fanatical (and who must obey her) actually hates her and would do anything to get her into trouble. He is bound to tell the truth, but of course he may tell it selectively or get her into all sorts of trouble by doing so, using deceit and manipulation. Given he is the source of her comprehend power, that would be one way of doing so (giving interpretations that are correct but misleading). Note: Tazel can be played by the GM as a totally malign and deceptive entity. He is, after all, a demon. As he mechanically is bound to obey Pitch he is built as a sidekick. He is somewhat mysterious and mercurial, meaning different GMs may take a different angle on him. Disability: Carmen walks with a noticeable limp. In addition to her disability drawback (unable to all out move) this can make things like acrobatics and so on very hard or impossible for her, and she cannot run or even walk far without pain and fatigue. Trips may be more effective. She would not be able to operate normal vehicles normally (those requiring two pedals). Should she be without her callipers for her right lower leg, these problems are worse. Rolling Stone: Whilst she generally has a reasonable amount of money from her work, she has no permanent abode, and her resources and money do fluctuate. No Exorcisms Please: Tazel, her bound demon (who normally lives in her belly) cannot abide holy grounds, or religious artefacts placed on Carmen. In such cases, he will be forcibly ejected from her. Plume of Smoke: Aside from the normal visibility of powers, the smoke and flames from her powers could lead her to be particularly noticeable, such as spotting a plume of smoke outdoors from miles away, or the fire making her noticeable in the darkness. Burnt Out: If Tazel is ejected and somehow cannot make a beeline back to Carmen's mouth (which he could do at very high speed, more than his regular flight) - for instance, if he was unconscious, or mind controlled, or there was some magical or energy barrier blocking or ensnaring him, she cannot deactivate the summon. Essentially deactivating the summon to change the array to the "Tazel within" alternate power means she must swallow him. Hidden Ink: If Pitch’s spinal tattoo is completely covered, its power fades. The spine stretched up to neck and down to sacrum. Her normal rock t-shirt would not cover it, but certain snares might, as might other powers, or even clothes. Abilities: 2 + 4 + 4 + 2 + 4 + 8 = 24 Strength 12/22 (+1/+6) With Rage, up to 28 (+9) Dexterity: 14 (+2) Constitution: 14/22 (+2/+6) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 20 + 20 = 40 Initiative: +6 Attack: +10 Defense: +10, +5 Flat Footed Grapple: +11/+17 (Additional +3 with Rage active) Knockback: -6 Saving Throws: 7 + 7 + 11 = 23 Toughness: +8/+12 Fortitude: +9/+13 (+2/+7 Con, +7) Reflex: +7 (+2 Dex, +5) Will: +13 (+2 Wis, +11) Skills: 72 Ranks = 18 PP Bluff 4 (+8) [Additional +4 in Alt Form] Concentration 4 (+6) Craft (Mechanical) 4 (+5) Diplomacy 0 (+4) [Additional +4 in Alt Form] Drive 4 (+6) Intimidate 8 (+12) [Additional +4 in Alt Form] Gather Information 2 (+6) Knowledge (Arcane) 4 (+5) Knowledge (Pop Culture) 9 (+10) Knowledge (Streetwise) 4 (+5) Language 1 (English [Native], Spanish) Notice 4 (+6) Perform [Singing] 2 (+6) [Additional +4 in Alt Form] Perform [Stringed Instruments] 6 (+10) Profession [Writer] 8 (+10) Sense Motive 8 (+10) Feats: 15 PP Attractive Equipment 9 Favoured Opponent (Infernal) Improved Initiative 1 Jack of All Trades Rage 2 [+6 STR, +3 Fort, +3 Will, -2 Defence] Equipment: 9 PP = 35 EP Chain (Strike 2, Mighty, Extended Reach 2, Improved Trip, Improved Disarm) [7 EP] Shotgun (Blast 5 [3 vs Armoured], Accurate 1, AP: Blast 6, Feats: Stun Ammo [Rocksalt]) [14 EP] Motorcycle (STR 20, Toughness 8, Size Medium, Speed 5 [250mph], Alarm 1, Smokescreen, Retractable Numberplates [Hides ID]) [14 EP] Powers: 11 + 49 + 6 + 61 + 3 + 1 = 131 PP Immunity 11 (Aging, All Infernal Effects, All Celestial Effects) [11 PP] “Spinal Tattoo” Infernal Forge Array (40 PP Array, Feats: Alt Power 9) [49 PP] BP: Blast 12 (Extras: Autofire, Feats: Affects Insubstantial 2, Improved Critical 2, Variable Descriptor 1 [Metal], Drawback: Max Range 1 [600’]) [40/40 PP] “Metal Shards” AP: Damage 11 (Extras: Area [Cone, 1-1100’], Feats: Decrease Area 11, Increase Area 3, Incurable, Affects Insubstantial 2) [39/40 PP] “Breathe Hellfire” AP: Snare 12 (Extra: Constricting, Feats: Affects Insubstantial 2, Homing, Reversible, Tether, Can pause / activate constriction as free action, Drawback: Max Range 2 [300’]) [40/40 PP] “Chain” AP: Move Object 11 (Extras: Damaging, Perception, Feats: Affect Insubstantial 2, Precise, Flaw: Limited [Metal]) [36/40 PP] “Command Metal” AP: Create Object 9 (Extras: Duration [Continuous], Movable, Feats: Affects Insubstantial 2, Variable Descriptor 1 [Metal]) [39/40 PP] “Make Metal” AP: Transform 10 (1000lbs, Narrow to Narrow, Metal to Metal [Shape only], Extras: Duration [Continuous, countered by mechanical/structural craft], Flaw: Range) [40/40 PP] “Mold Metal” AP: Nullify 10 (Any one mechanical effect, Extras: Duration [Sustained], Range [Perception]) [40 PP] "Seize Engine" AP: Suffocate 8 (Extras: Range 2 [Perception], Duration 1 [Sustained]) [40/40 PP] “Smoke” AP: Teleport 10 (1000’/200K Miles, Extras: Affects Others, Accurate, Feats: Change Direction, Change Velocity, Easy, Extended Reach 1, Progression: Affects Others 2 [5 persons], Progression: Mass 3 [1000lbs], Flaws: Medium [Hot Metal]) [39/40 PP] “Forge Walk” AP: Environmental Control 4 (50’ radius, Dim Light, Distraction DC 5, Extreme Heat, Hamper Move [50%], Extras: Range [Perception]) linked with Obscure 4 (50’ Radius, Visual and Olfactory, Extras: Range [Perception]) [16+24=40/40 PP] Protection 6 [6 PP] “Spinal Tattoo” Tazel Array (60 PP Array, Feats: Alt Power 1) [61 PP] BP: Alt Form 10 (50 PP, Extras: Duration [Continuous]) [60/60 PP] “Tazel Within” Comprehend 2 (Speak/Understand Animals, Flaws: Limited to animal associated with devil’ry e.g. Rats, Pigs, Goats) [2 PP] “Twisted Tongue” Comprehend 2 (Speak/Understand Languages) [4 PP] “Twisted Tongue” Enhanced Traits 6 (Bluff, Diplomacy, Intimidate and Sing +4, Feats: Distract [Intimidate], Fascinate [Intimidate]) [6 PP] “Twisted Tongue” Feature 1: Mimicry [1 PP] “Twisted Tongue” Super Senses 5 (Visual Counters Obscure) [5 PP] “Infernal Vision” Immunity 13 (Fire effects, Condition: Cold, Starvation and Thirst, Suffocation: Smoke) [13 PP] “Infernal power” Enhanced Traits (+10 Strength, +8 Constitution) [18 PP] “Infernal Power” Feature 1: Smoky [Conceals secret ID like a mask] [1 PP] AP: Summon 12 (180 PP: Tazel, Extras: Fanatical [NB: Complication], Heroic, Duration: Continuous, Feat: Mental Link, Drawback: Full round to summon/expel) [60/60 PP] Super-Movement 4 (Wall crawling 2, Slow Fall, Sure Footed 1, Extras: Affects Others [only], Flaws: Limited to Combustion Vehicles, Drawbacks: Move Action to ignite) [3 PP] “Hellfire Ignition” Super Senses 1 (Visual Detect Infernal) [1 PP] “Infernal eyes” Drawbacks: Disability: Cannot move all out [1 PP] NB: See complication for possible additional effects. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16/21 Tough* Damage Chain Equipment 10’ DC 18/23 Tough* Damage Chain Power Ranged DC 27 Reflex Snare Metal Shards Ranged DC 22 Tough Damage Hellfire Breath Touch/Cone DC 26 Tough/DC 21 Reflex Damage Hellfire Ignition Perception DC 22 Tough Damage Smoke Perception DC 25 Fort Suffocate *Additional +3 if Rage active Totals: Abilities 24 + Combat 40 + Saving Throws 23 + Skills 18 + Feats 15 + Powers 131 – Drawbacks 1 = 250/250 Power Points Edited August 21 by Supercape Link to comment
Supercape Posted August 12 Author Share Posted August 12 (edited) Tazel Power Level: 8 (180/180) Unspent Power Points: 0 Trade-Offs: None In Brief: Fiery Demon Age: Unknown (Probably countless ages) Gender: None Ethnicity: None Height: 6 Foot Weight: Almost nothing Eyes: Red Tazel looks like a painfully thin demon made of smoke, with glowing red eyes and mouth. History: Tazel is an immortal infernal being of indeterminate age (does time even have meaning in such dimensions?). He was, by Earth reckoning, bound to the Cantos bloodline by Carlos Canto a few decades back, and is compelled towards completely obeying them. For twenty years or more that order was to do nothing at all but wait, but on release by Pitch, despite every fury of Tazel, the pact still held. Personality & Motivation: Tazel is a spiteful, manipulative, and cruel demon who delights in deception and anguish. Unfortunately, he is completely beholden to the Cantos bloodline (at this point, that means Pitch). Possessed of great cunning, he enjoys playing humanity, pitch, and even other demons off against each other. Powers & Tactics: Tazel uses deception, manipulation and stealth by preference, but can also ignite with furious hellfire of various hue if he needs to fight. Fighting is something he dislikes. He tends to stay in gaseous form, and invisible, most of the time. Power Descriptions: If visible, Tazel’s fire power is usually an angry red-ember, and caresses his fiery form. He can expel this fire out from his body in a fiery explosion if need be. Abilities: -4 + 2 + 2 + 12 + 2 + 6 = 18 Strength: 6 (-2) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 22 (+6) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 16 + 16 = 32 Initiative: +5 Attack: 8 Defense: +8 (+4 Flat Footed) Grapple: +6 Knockback: -4 Saving Throws: 0 + 5 + 9 = 13 Toughness: +8 (+7 Protection, +1 Con) Fortitude: Immune Reflex: +5 (+4, +1 Dex) Will: +10 (+9, +1 Wis) Skills: 12 PP = 48 Ranks Bluff 12 (+15) Diplomacy 8 (+11) Intimidate 12 (+15) Knowledge (Arcane) 4 (+10) Notice 4 (+5) Sense Motive 8 (+9) Feats: 8 Distract (Intimidate) Environmental Adaptation (Infernal Realms) Evasion 2 Fascinate (Intimidate) Improved Initiative 1 Ritualist Startle Powers: 4 + 2 + 5 + 5 + 35 + 12 + 23 + 1 + 8 + 5 = 100 All powers have the infernal descriptor. Comprehend 2 (Speak and Understand all Languages) [4 PP] Comprehend 2 (Speak and Understand Animals, Flaws: Limited to animals associated with devil’ry e.g. Rats, Goats) [2 PP] Concealment 2 (Normal Sight, Extras: Duration [Continuous], Feats: Selective, Flaws: Passive) [5 PP] Flight 2 (Feats: Subtle) [5 PP] Immunity 35 (Fire Damage, Fortitude Save) [35 PP] Insubstantial 2 (Smoke/Gas, Extras: Duration [Continuous]) [12 PP] Infernal Array (20 PP Array, Feats: Alt Power 3) [23 PP] BP: Blast 8 (Feats: Affects Insubstantial 2, Homing, Incurable) “Hellfire” [20/20 PP] AP: Emotional Control 8 (Feats: Mind Blank, Subtle, Insidious) “Manipulate Soul” [19/20 PP] AP: Damage 6 (Extras: Alt Save [Will], Vampiric, Feats: Incurable) “Inhale Soul” [19/20 PP] AP: Illusion 5 (Audio and Visual, Extras: Duration [Sustained]) “Deception” [20/20 PP] Feature: Mimicry (+10 to bluff checks when impersonating) [1 PP] Protection 8 [8 PP] Super-Senses 5 (Visual Counters Obscure) [5 PP] Infernal Pact X: Tazel strikes deals with more powerful (or even less powerful demons), which can be used as a plot device power. Such power is always used against Pitch and humanity (since it originates from power level X entities). In other words, this is a complication or plot hook effect rather than anything desirable. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 13 Tough Damage Fire blast Ranged DC 23 Tough Damage Emotion Control Perception DC 18 Will Emotion Control Totals: Abilities 18 + Combat 32 + Saving Throws 13 + Skills 12 + Feats 8 + Powers 100 = 180/180 Edited August 19 by Supercape Link to comment
Fox Posted August 19 Share Posted August 19 Pitch Possible typo in the Disability complication ("Should she be her callipers..."). It's a tiny notation thing, since the actual saves listed are correct, but Pitch's Fortitude line lists +2/+7 Con instead of +2/+6. The cost is correct, but you've listed Equipment 7 for 9 ranks of equipment. Looks like Pitch is over PL11 combat caps on offense with the hellfire breath, unless that's intended to be a targeted cone instead of a general cone. A few powers in the Infernal Forge Array have odd power point costs, though I could of course be messing up some math somewhere: The hellfire breath is over-budget at 42/40pp, by my count. Double-check the cost of the Snare, too - the range drawback is thematic but I don't think you need it, as I tally the power at 37/40pp as written. Create object adds up to 39pp rather than 40pp, if my math is right, as does the Teleport. Sell me on the Ignite power? I'll take the argument but we don't usually allow duration-shifted Damage effects, since they can be a little cheap, and I'm not sure how much I like an auto-hit zero-concentration free toughness save every round on top of whatever else the character is doing (especially since she's passable in melee for her PL). It ties up the array and it's at an effective -2PL, plus the implication that someone could put themselves out, but it's a little spooky. Tazel You've bought 20pp of Abilities, but the final tally lists 18pp. You've bought 14pp of Saving Throws, but the final tally lists 13pp. Tazel's flight power is listed twice. Double-check the Powers tally; even with Flight double-counted I think you're well under budget there. With all of the above, I recommend re-checking the final Totals tally. Link to comment
Supercape Posted August 19 Author Share Posted August 19 (edited) Awesome, thanks Fox! Typo corrected on disability Equipment 9 now listed Hellfire breath - you are absolutely right - changes made, brings it in to 39 PP (in cost) Snare - I think it needs the drawback for theme, as you say - more than 300' of chain is weird. Also, it should be rank 12 (I think somehow I mixed up Hellfire breath and Snare ranks...) Ignite - its a fair point (although actually -4 below PL). Can be countered by stuns, and fairly easy to put out (immersion for instance), but I can change this is you wish. It does lock the Infernal forge array so in many ways its not so effective. One thing about Pitch is lack of mobility. I could change it to concentration duration and up the PL but I wonder if that is actually more effective... But I absolutely need to add in counterable so have done so... Create object / Teleport - PP corrected Tazel - what a mess. Corrected. I missed Insubstantial 2 in power so that should now all add up. Edited August 19 by Supercape Link to comment
Fox Posted August 21 Share Posted August 21 I took the Ignite power to the ref cave, just in case, but I'm afraid the general consensus is to veto it - no attack roll, no real cost to sustain is a tough sell, especially on a character who isn't entirely helpless without their main array. Something like Secondary Effect may get you close to what you have now, though; it's not as good on the action economy but it wouldn't tie up the array at least. Link to comment
Supercape Posted August 21 Author Share Posted August 21 Thats completely reaonable. I have replaced it with Nullify (Mechanical) which may be a cooler power anyway! Link to comment
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