Supercape Posted March 8, 2013 Posted March 8, 2013 Still deciding on a new PC folks, so I post this up for thoughts. I would like to crack playing a female PC, although I know I am terrible at it - so this is done with caution. Perhaps below could be male, I don't know. Ill do crunch in a bit, Fluff more important. Main Pro's: Plenty of juicy complications and story engines. Main Con's: Always a bit complex when it comes to Religious. Needs extensive fudging to make sure no offence and avoid cannon. Player Name: SupercapeCharacter Name: TBAPower Level: (10) (180/180P)Trade-Offs: NoneUnspent Power Points: 0Progress To Bronze Status: 0/30In Brief: Daughter to a famous Black Magician and Hells Angel, with the power to bind the infernal.Alternate Identity:Identity: Carmen ChevalierBirthplace: TBAOccupation: Rock Music JournalistAffiliations: Hells Angels / Biker Clubs? Rock Music Magazine?Family: None?Description:Age: about 25? (DoB: Year [Optionally, Day & Month])Apparent Age: About 25?Gender: FemaleEthnicity: CaucasianHeight: 5’6â€Weight: 55KgsEyes: GreenHair: Dark Blonde Looks like a scruffy but sexy rock musician / biker. Wears heavy motorcycle boots and walks with a pronounced limp.Power Descriptions: When she activates Tazel, the demon watchdog her father set to her, her eyes turn red and her breath has a sulphurous smoke. Using her “Infernal Forge Powerâ€, she is accompanied by more fire and smoke (usually around her hands). Her hellfire blasts – whether burning the body or the soul (the emotion control ones) are of a green-red sickly colour and are not real fire.History: Carmen’s father, Carlos Chevalier, was a practicing occultist in a biker gang. He was not reknowned for being a good guy, but neither was he a particularly bad one. He did, however, possess an uncanny knack for black magic – in particularly dealing with demons. His luck and cunning held out for many years, until it eventually ran out when he fell in love and had a child. As the Feds burst in through his door, propelled by some infernal creatures who had come to collect on him, 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 no demon or angel 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. As she became – or rather fell – into becoming a rock music journalist – she started to peel back the history of her father. And with it, she found his fabled cane, the devil stick. And with it, the demon Tazel, a 2’ high creature of fire that had been permanently bound into service by Carlos. It seemed that Carlos, ever the trickster, had left a back door to get out of whatever strife he was in. His daughter, immune to any infernal power, would be even stronger than him…Personality & Motivation: Carmen is a wild child, and has an inability to settle. She is quite “passionateâ€, in good and bad ways, able to love and hate quickly. Perhaps her most striking feature is loyalty – if somebody helps her or is her friend, she will always come to their aide. 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. A good guy.Powers & Tactics: Carmen’s main problem is mobility. Her only way of travelling fast is to “Flame walkâ€, jump into fire and come out the other end, and her disability makes travelling otherwise even more difficult. Whilst she is somewhat impulsive and passionate, she bears this in mind whilst fighting. Complications: Disability: Carmen walks with a noticible limp. This makes things like acrobatics and so on very hard or impossible for her, and she cannot run far. She would not be able to operate normal vehicles, and is easy to unbalance. Should she be without a cane or her callipers for her right lower leg, she would be very unsteady, unable to run. Pain and Addiction: The nerve damage her father caused has left her with intermittent neurological pains. This can make her tired and irritable, and misuse things like painkillers or sleeping pills or alcohol. 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). Enemies: Demons, and perhaps even given her fathers fame, some mundane groups like rival biker gangs. Kiss Kiss Bye Bye: Her main magic powers (taught by Tazel) are based on passions like anger and fury, emotions she can easily summon up. But if she is kissed (by anybody, anywhere), she loses this power until she can expose herself to a flame. 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. She can’t settle. No Exorcisms Please: Her pet demon (who normally lives in her belly) cannot abide holy grounds, or religious artifacts placed on Carmen. In such cases, he will be forcibly ejected from her. [Crunch to come]
Supercape Posted March 9, 2013 Author Posted March 9, 2013 Although of secondary importance, the crunch! Abilities: 0 + 4 + 4 + 2 + 4 + 6 = 20PP Strength: 10/20 (+0/+5) Dexterity: 14 (+2) Constitution: 14/24 (+2/+7) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 16 (+3)Combat: 20 + 20 = 40PP Initiative: +2 Attack: +10 Grapple: +10/+15 Defense: +10, +5 Flat-Footed Knockback: -2Saving Throws: 3 + 3 + 8 = 14PP Toughness: +5/+10 (+2/+7 Con, +3 Protection) (+3/+8 vs Critical Hits) Fortitude: +5/+10 (+2/+7 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +10 (+2 Wis, +8)Skills: 72R = 18PP Bluff 8 (+11) Craft (Artistic) 2 (+3) Craft (Mechanical) 2 (+3) Diplomacy 2 (+5) Drive 4 (+6) Gather Information 4 (+7) Intimidate 8 (+11) Knowledge (Arcane Lore) 4 (+5) Knowledge (Popular Culture) 8 (+9) Knowledge (Streetwise) 4 (+5) Language 2 (English [Native]. Portuguese, Spanish) Notice 4 (+6) Perform (Singing) 4 (+7) Perform (Stringed Instruments) 8 (+11) Sense Motive 4 (+6) Feats: 3PP Attractive Benefit (Reputation with Rock and Biker Groups)* Favoured Enemy (Infernal Creatures) *This benefit could give a situational bonus to diplomacy rolls with these groups, or allow a form of the contacts/connections feats applying to these groups only. .Powers: 13 + 1 + 4 + 27 + 3 + 1 + 1 + 35 = 85PP Device 4 (Chevalier Devil Stick, 20 PP Container, Flaws: Easy to Lose, Feats: Restricted 1 (Only those with arcane knowledge skill) ) [13PP] Comprehend 2 (Speak to, Understand Animals Flaws: Limited to animals associated with devilry* ) [2PP] *E.g: Goats, Rats, Pigs, Snakes, Black dogs / cats / birds. Devil Binding Array (11PP Array, Feats: Alternative Power 1) [12PP] Base Power: Mind Control 10 (Bind Devil; Extras: Conscious, Duration (Continuous); Flaws: Limited (Infernal Creatures), Range 2 (Touch); Feats: Mental Link ) [11 PP] AP: Nullify 10 (Exorcism, All Infernal Powers; Flaws: Range 1 (Touch) ) [10PP] Strike 4 (Feats: Mighty, Affect Insubstantial 1) [5PP] Immunity 1 (Aging) [1PP] Immunity 5 (Spinal Tattoo’s, All Infernal Effects; Drawbacks: Powerloss, if entire of spine is covered) [4PP] Infernal Forge Magic Array (22PP Array, Feats: Alternative Power 5) [27PP] Base Power: Snare 10 (Chains; Feats: Reversible, Tether) [22PP] AP: Damage 8 (Breathe Fire; Extras: Cone Area, Feats: Decrease Area 6 [20-80foot cone] ) [22PP] AP: Damage 10 (Hellfire Blast; Extras: Affects Insubstantial 2) [22PP] AP: Element Control 10 (Fire: Feats: Precise) [21PP] AP: Emotion Control 10 (Extras: Contagious; Flaws: Range [Ranged]; Feats: Mind Blank, Reversible ) [22PP] AP: Teleport 8 (800’ as Move Action, 2000 miles as full action; Extras: Accurate, Flaws: Medium (Fire), Feats: Change Direction, Change Velocity, Easy, Progression 3 [1000lbs]) [22PP] Protection 3 (Feats: Second Chance (Toughness saves vs. Blades), Drawbacks: Weak Point) [3 PP] (Ironskin, but not the heart) Regeneration 1 (Resurrection 1 / week) [1PP] Supersenses 1 (Detect Infernal [Visual]) [1PP] Tazel the Demon Array (34PP Array; Feats: Alternate Power 1) [35PP] Base Power: Alternate Form 7 (Demon rumbling in the belly; 35 PP Container, Flaws: Move Action to command/activate) [34PP] Comprehend 3 (Speak, Understand, Read all languages) [6PP] Immunity 9 (Hot and cold environments, Suffocation (Smoke), Starvation and Thirst, Heat Damage) Enhanced Strength 10 Enhanced Constitution 10 AP: Summon 7 (Tazel expelled; Extras: Fanatical, Heroic, Duration (Continuous), Feats: Mental Link, Drawbacks: Full Action to expel, Causes a bruise on expulsion) (34PP) Drawbacks: (-0) + (-0) = -0PPDrawback (Description; Frequency: [uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major]) [-XPP] Example: Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (20) + Combat (40) + Saving Throws (14) + Skills (18) + Feats (3) + Powers (85) - Drawbacks (0) = 180/180 Power Points
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