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Darkling (PL7) - Griffalo


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Power Level: 7 (105/108PP)
Unspent Power Points: 3
Trade-Offs: None

 

In Brief: Teen with Demonic blood in their veins, trying to escape their fate

Catchphrase: "Look, I'm not a bad person..."

Theme: Matthew Sweet, Dark Secret

 

Alternate Identity: Tyler Black (Secret)
Birthplace: Evanston, WY

Residence: The Claremont Academy
Base of Operations: The Claremont Academy
Occupation: Student
Affiliations: Other Claremont Students
Family: Unknown - the people who raised him were in service to the entity whose lineage he is part of.

 

Description:
Age: 16 (DoB: 2002)
Apparent Age: N/A
Gender: Male
Ethnicity: Caucasian
Height: 5' 9"
Weight: 175
Eyes: Brown
Hair: Black

 

 

Tyler seems at first glance to be your average American teen. He dresses in comfortable clothing that's vaguely stylish (if not exactly on the cutting edge of fashion) and seems a little awkward around others at times. One notable point is that he often wears some sort of hat, usually a baseball cap; they disguise a budding pair of obsidian horns that erupt from his temples, just up near his hairline.

 

History:
Tyler was raised on a small commune in Evanston, Wyoming. Practically on the doorstep of the Mormons, the Brothers and Sisters of the Radiant Benevolence rejected the Christian sentiment of the area. Tyler didn't know who his parents were despite asking on several occasions, though he didn't lack for caregivers. He also didn't know what went on when the adults met every Thursday evening. Instead he learned to be content with homeschooling, the curriculum focusing as much on theology as practical subjects, though his lessons in the former often leaned towards harsh criticism or dismantling of other religion's beliefs.

 

Tyler hit puberty, and along with the usual host of adolescent problems came first the whispers, and then the horns. When the adults found out (and despite him desperately trying to file his horns down a few times, they became impossible to hide for long) they rejoiced; finally, after years of devotion their dark prayers had been answered.

 

Followers of a being they referred to mainly as The Prince of Sanguine Terror, the various families traced their lineages back to the original acolytes who had accepted His blessed touch; now, Tyler would be the greatest among his servants, paving the way for his return. Despite his education, Tyler wasn't wholly keen on that idea, but the elders of the Cult did help him to hone some of the powers his connection to his Dark patron granted him.

 

He was woken late one night by Layla, one of the several women he thought of as a mother figure; she explained in hushed tones that the cult's true purpose was to foster the darkness within Tyler's blood before using him as a sacrifice to allow the Prince full entry into their world. Her faith had been shaken as she watched Tyler's powers emerge; now, fully aware of the plan she realised she couldn't bear to see him killed. She'd packed him a bag and, despite his confusion, put him on a bus to Freedom City, along with a letter for the teachers at the Claremont Academy.

 

A week after arriving at Claremont, Tyler read in the paper that Layla had died, the tragic result of a wild animal attack.

 

Personality & Motivation:
Despite his corrupted lineage, Tyler doesn't want to be bad. He knows that what truly matters is one's deeds, how one uses the talents that they have; despite that, every time he draws from the dark wellspring of his power he feels the potential to release a little more corruption into the world.

 

Powers & Tactics:
Tyler's demonic taint allows him to manipulate magical energy; while he's only mastered a few spells so far, it allows him to be versatile in the field. He can teleport short distances, manipulate objects remotely via psychokinesis, cause objects to spontaneously combust and dominate a single person's will.

 

Power Descriptions:
All of his powers have an aura of demonic energy - his teleports leave behind the smell of brimstone, his psychokinesis surrounds objects with dancing shadows. Objects that he sets alight sometimes appear to have horrified faces in the flames, and those who have their will controlled have eyes that go completely black; when working powerful magic Tyler also sometimes has completely black eyes, his skin appearing a chalky white. His protective force field manifests as a shimmering haze, though one that shines with a blood-red light.

 

Complications:
It's the horns, right?: Sure, Claremont has its share of weird-looking students. Still, people see a guy with horns on his head, you don't need to be a Bible Scholar to make the connection to demons. Tyler often finds strangers wary of him. (Prejudice: Demonic Appearance)

Daddy Issues: Tyler's been told what The Prince's plans are, both for him and for the world. He's not much of a threat to those plans right now, but with the right training and allies, he might be. (Motivation: Responsibility)

Claiming Asylum: It would definitely be bad if his old 'family' were aware that he was now at Claremont Academy. They'd like him back quite urgently. (Secret: His identity)

Abilities: 0 + 2 + 4 + 6 + 8 + 8 = 28PP
Strength: 10 (+0)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 18 (+4)
Charisma: 18 (+4)


Combat: 10 + 14 = 24PP
Initiative: +1
Attack: +5 Melee, +5 Ranged, +7 Blast
Defense: +7 Base, +4 Flat-Footed

Grapple: +5
Knockback: -6


Saving Throws: 5 + 5 + 6 = 16PP
Toughness: +7 (+2 Con, +5 Force Field)
Fortitude: +7 (+2 Con, +5)
Reflex: +6 (+1 Dex, +5)
Will: +10 (+4 Wis, +6)


Skills: 36R = 9PP

Computers 2 (+5)

Concentration 6 (+10)

Drive 1 (+2)

Intimidate 4 (+8)

Knowledge (arcane Lore) 6 (+9)

Knowledge (theology & philosophy) 6 (+9)

Language 4 (+4) - English (Native), Greek, Latin, Aramaic, Infernal

Notice 2 (+6)

Search 1 (+4)

Sense Motive 4 (+8)


Feats: 1PP
Luck

 

Equipment: 0PP = 0EP 


Powers: 10 + 19 = 29PP

Descriptors: Infernal


Force Field 5 (+5 Toughness; Extras: Impervious) [10PP] (Energy)
Magic 8 (16PP Array; Feats: Alternate Power 3) [19PP] 

  • Base Power Teleport 13 (1300 ft. as move action; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (Spatial Distortion)
  • Alternate Power Mind Control 7 (DC 17) (Psionic)
  • Alternate Power Telekinesis 5 (Strength: 25, Carry: 266 / 533 / 800 / 1.6k; Extras: Perception) (Force)
  • Alternate Power Blast 7 (DC 22; Feats: Accurate, Precise) (Fire)


Drawbacks: (-2) = -2PP

Vulnerability (Holy Powers; Frequency: Uncommon; Intensity: Moderate)[-2PP]


DC Block

ATTACK              RANGE          SAVE                           EFFECT
Unarmed             Touch           DC 15 Toughness      Damage

Blast                    Ranged         DC 22 Toughness      Damage

Mind Control      Perception   DC 17 Will                   Control
 

 

Totals: Abilities (28) + Combat (24) + Saving Throws (16) + Skills (9) + Feats (1) + Powers (29) - Drawbacks (-2) = 105/108 Power Points

Edited by Thevshi
+2 PP for March
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We strongly encourage a PC is now built to their offensive and defensive caps.
And most of his offensive capabilities are not to cap.
Also his Toughness is listed incorrectly.

It should be:
Tou +7 (+2 Con, +5 Force Field)

Also, odd numbered stats don't do anything, so it might be better served allocating them selves

 


Also, can you clarify the Ignite power?

We primarily use the UP structuring of powers.
As I such, I recommend you check out the sample characters for ideas on the construction of the sheet's layout, and how powers are done, as well as the template in general.
 

Also all powers need descriptors listed.
In general there will be a Source type (Mutation, Infernal Blood, Magic. Etc.) as well as the effect type.  The above example would be source: Magic or Infernal Heritage; effect: Fire

 

This is for the sake of other powers/effects that might impact, and the sheet needs to be as transparent as possible.

 

 

 

Onto the semi-fluff, we recommend more than two complications, but a lot of times these kinda get sorted out in play.  But they must have Secret ID or Public ID depending on which way a character goes.

However what do you see being the triggers for the ones you have?

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Quote

 

We strongly encourage a PC is now built to their offensive and defensive caps.
And most of his offensive capabilities are not to cap.
Also his Toughness is listed incorrectly.

It should be:
Tou +7 (+2 Con, +5 Force Field)

 

 

Have brought his Blast power up to offensive cap by adding Attack Specialisation 1.

 

Quote

Also, odd numbered stats don't do anything, so it might be better served allocating them selves

 

Brought down to save on points.

 

Quote

Also, can you clarify the Ignite power?

 

Restructured into a Perception-range Blast now.
 

Quote

Also all powers need descriptors listed.

 

Have now been added.

 

 

Quote

Onto the semi-fluff, we recommend more than two complications, but a lot of times these kinda get sorted out in play.  But they must have Secret ID or Public ID depending on which way a character goes.

However what do you see being the triggers for the ones you have?

 

Added a third Complication related to his identity, and clarified the other two.

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Sooo I think there was some confusion.

Attack bonus is relevant for when you Roll to Attack

Perception Range on a Damage effect means the target just rolls an exotic save to avoid, before doing Toughness.

Here might be a more efficient construction:

Damage 7 (ignite; Extras: Ranged; PFs: Accurate, Precise) [16PP] (Fire)

Then you can change the Feat from Attack Specialization to Luck, which is useful.
Further, I just noticed that you don't have the Dodge Focus marked down on the sheet except in Defense line, so you will need to shave some points:

You can drop the Will save a bit to get there, or since it doesn't look like he will be punching people, and will be using his magic, then yon can drop his Attack to +3, will adds 4PP, 3 can do to the Dodge Focus.  And 1 can remain on the Attack Spec.

Link to comment
Quote

Sooo I think there was some confusion.

Attack bonus is relevant for when you Roll to Attack

Perception Range on a Damage effect means the target just rolls an exotic save to avoid, before doing Toughness.

Here might be a more efficient construction:

Damage 7 (ignite; Extras: Ranged; PFs: Accurate, Precise) [16PP] (Fire)

Then you can change the Feat from Attack Specialization to Luck, which is useful.

 

Changed as you recommended.

 

Quote

Further, I just noticed that you don't have the Dodge Focus marked down on the sheet except in Defense line, so you will need to shave some points:


 

The confusion is mine, I meant Dodge Bonus, this has now been corrected.

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Abilities:

 

Slight notation error with the PP cost, here you're listing 30 but you actually only have 28 (and have it listed that way on the rest of the sheet). This probably comes from editing, it happens quite often.

 

 

Combat:

 

Attack should either be +4 (for the 8 you're paying), or cost 10PP for the +5 you've got listed right now.

Not sure where your dodge bonus is from as it's not listed under feats?

Grapple is off, it should either be +5 to match your attack, or the attack bonus should be +4

Furthermore, the cost at the top's off once again, probably editing-related too.

 

 

------------------------------------------

 

After edits and discussion in chat:

 

Approved.

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