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Beast Hunter, Yarrik

Power Level: 10 (150/150PP)

Unspent Power Points: 0 

Trade-Offs: None

     

In Brief: Ageless Half-Abyssal Demon who uses Soul Bound weapons.

Catchphrase: “The Hunt never ends” 

Theme: None

 

Alternate Identities:  Name (Secret/Public, Who uses it, Where its from), Yarrik Wyatts(Public ,Obscured by Time and dimensions, Birth name), The Ashen Dancer (Public, used by Hunters Legions, Demonic War), Kin-Slayer, Dranuth (Secret, Used by abyssal demons, Demonic War).

Identity: Public

Birthplace: Berkshire?

Residence: Homeless

Base of Operations: N/A.

Occupation: Beast Hunter/Vagabond

Affiliations: 3rd Beast Hunter Legion(Former), .

Family: Drortaurth[Abyssal Patriarch](Father), Grephaz[Abyssal Hydra](20 centuries older Brother), Jausia[Abyssal Succubus](17 Centuries Older Sister), and others yet to be countered.

 

Description:

Age: 459 (DoB: 10th, May 1559 )

Apparent Age: 21

    Gender: Male

Ethnicity: Half-Daemon(Abyssal)

Height: 5’5

Weight: 130 Lbs

Eyes:Gold

Hair: Platinum
Physical Appearance:

    *Out-of Gear: under physical examination yarrik would appear completely human,
            Specifically a human of Anglo-Saxon Descent with some abnormalities like
            Piercing Gold Iris’s and a Platinum colored hair.  Physically he looks
            extremely well built like an olympic athlete. 

 

*Hunters Equipment: The Hunters attire is extremely dated clothing dating back to his days
                of hunting beasts in the hunters legion containing a Tattered Ashen
                scarf Covering his shoulders wrapped over his ash stained robes.
                Protected by Chain-mail armor is secured by several leather belts.
                Protecting his limbs Soot stained Plated Gauntlets, Soot stained
                boots,and Chainmail grieves.

 

History:

Born In a world where Technology development became Impaired by the use of magic. The world was forever locked in an age of Myths and Monsters.  Many magic beasts plagued the lands and most village guards were unable to protect their own people. Soon a Monster Hunting Legion was formed, specialists in the supernatural. They were some of the best defense against the beast menace.  Yarrik of Berkshire, born of demon and man, was one of the earliest men to join the Beast Hunters under the tutelage of Master Teowulf, an Eldritch Sorcerer turned spellsword.  Eight years of intensive training later and Yarrik successfully graduates becoming a full beast hunter himself. He spends the later part of Ten Years hunting beasts and the like until an unfortunate event happens.

     

The Hellish Abyss an ever expanding cairn of a dimension expanding to consume all other planes that stay near it.  And its occupants the Abyssal Demons formed of black blood in the deepest chasms of the realm seek to devour engaging in cannibalism.  The abyss slowly starts consuming his home dimension opening chasms connecting the two realms together. What can be called a slow losing war begins as more beast hunter legions were created to combat the increasing danger of both lesser and higher Abyssal demons.  Due to the abyss’s presence his Demonic Side awakens, and his mortal side Stops aging. All the nations unite under one flag and begin their defense combining their forces into a global army able to deploy anywhere via the use of Mass Teleportation.

 

During the war Yarrik climbs the ranks to Veteran Sergeant and with the help of an arcane smith forges the First Devil Arms, Weapons bound to their makers soul. Demons start eventually pushing into their world slowly.  The fighting rages on for centuries with the mortals only able to barely keep the Abyssal demons at bay. After 3 centuries of fighting the demons start developing a strategy, and the abyssal demons form into houses and start actually using strategy instead of numbers.  Demons that refuse to join a house had their essence devoured, and Organized into four houses. The First House of Drortaurth Specialized in all forms of fighting and creating Warriors, The second house of Thalmothok specialized in all underhanded tactics of subterfuge and trickery, The Third house of Xollmikan Specialized in the newly acquired resource known as magic and all future resources, The fourth house of Balgollul Specialized in the logistics of the first two houses(Mending Wounds, Relaying intel, Determining weak demons for Slaughter).  The heads of these houses became the abyssal lords and after hearing a number of reports they took notice of how a Certain Veteran Sergeant of the hunters is able to stay alive this long.

 

After a time of pondering Drortaurth recognizes the Veteran sergeant essence as one of his spawn.  Yarrik, not having an abyssal name, is named Dranuth by his ‘father’. With this knowledge the Abyssal Patriarch sends one of his Daughters Jasuia(Abyssal Succubus) along with the next wave of organized demons, And at the Battle of the Burning forest the abyssals experienced their first major victory.  Jasuia intercepts her younger brother Yarrik and his apprentice with the aid of Second house spies away from the main armies. After revealing the source of yarriks powers before giving him the option to join or die. Naturally the beast hunter answers by using his blade against her. Receiving the order to withdraw Yarrik and his apprentice snare jasuia in place with a glue bomb.  Receiving high casualties the army retreats, but accomplishes its 1st goal of giving the civilians time to evacuate. Soon humankind is forced back into a single keep where it is assailed by the three demonic houses. Desperate, the last of the leadership King Eanwulf orders the mages to prepare a mass teleportation spell to send the remnants of humanity to another world.  Last of the remaining army are a single beast hunting legion, and a siege battalion Ordered to defend the keep at all costs.  Veteran Sargent Yarrik of the hunters, and Captain Ingwald of the Siege battalion the highest ranking of their groups coordinate a defense Making the demons pay for every square foot of land and with heavy losses. [Where the first post would start] Right as the demons were about to breach first defenses The crystal Sage, Byrnwald and his mages complete the ritual mass teleporting the remnants of humanity along with some of the demons who were too close into Kingston a weak point in the dimensions.

 

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Personality & Motivation

Yarrik Was a Veteran Sergeant of the 1st Beast hunting Legion Overseeing the training of apprentices for the basics, and some specialists being retrained to hunt a particular type of creature.  Seeing mistakes in human combatants fighting styles he can’t help but verbally correct what they are doing wrong only after he’s abused the weakness. Before combat he likes doing a little banter even if it is on the mocking end.

 

Powers & Tactics:

Yarrik is a relic from a Bygon era when kings and queens ruled, when Monsters commonly roamed the earth, and When 6,000 men was an impressive army.  His tactics, powers, and equipment reflect this being usually simple. His fighting style resembles his masters fighting style revolving around positioning and acrobatics a favorite phrase of the old man was “In a contest of strength a beast will always win”

 

Yarriks' powers stem from his Abyssal ancestry and how it augments his ‘mortal’ physiology.  Black blood is naturally chaotic and wants to flow free, but with the restrictions of a human mixed in it is locked to a Controlled Chaos.

 

Power Descriptions:

 

Despite looking human Yarrik is a Half Abyssal Demon.  Unlike devils blood, Abyssal blood is chaotic by nature: Spawning Abyssals from spilt black blood, induces mutations in organics, And generally becomes a problem in large amounts

 

Dahaka’s Deceitful Form: Forged from the blood of Dahaka, Yarrik is able to use the trickster demons power of Physical Morphing to conceal himself from prying eyes.  Forming a Disguise from the mist of the abyss itself


Dranuths Wrath: Every Demon has their own unique ability.  Dranuths(Yarrik)’s unique blood ability is to summon a Double-edged Broadsword from the abyss.  This sword can ‘Throw’ its strikes at an enemy from a distance. The Sword has a Leather grip and a steel pommel shaped to look like a metal skull, The Guard made of Demon talons.
 

Caim’s Treacherous Wings: Forged from the blood of Caim the Envious an abyssal demon parading as a celestial.  These Wings are made of Metallic Feathers that shine like stainless steel in the sunlight and holds the strength of titanium.  These wings can throw their feathers to use as weapons, or can allow the user to fly up to 500 Mph.

     

Complications:

Name: Description



Abilities: 4 + 4 + 10 + 0 + 12 + 4 = 34PP

    Strength: 14/22 (+2/+6) (Enhanced Ability 8 )

    Dexterity: 14/22 (+2/+6) (Enhanced Ability 8 )

    Constitution: 20/30 (+5/+10) (Enhanced Ability 10 )

    Intelligence: 10 (+0)

    Wisdom: 22 (+6)

    Charisma: 14 (+2)

 

 

Combat: 12pp + 10 = 22PP

    Initiative: +6/+10 (+6/+2 Dex, +4 Improved Initiative)

    Attack: +6, +10 Abyssal Blood Weapons

    Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed

    Grapple: +12

    Knockback Resistance: 5

 

 

Saving Throws: 0 + 4 + 4 = 8PP

    Toughness: +5/+10 (+5/+10 Con)

    Fortitude: +10 (+5 Con/+10, +0PP)

    Reflex: +6/+10 (+2/+6 Dex, +4PP)

    Will: +10 (+6 Wis, +4PP)

 

 

Skills: 40SR = 10PP

Acrobatics 14 (+16/+20)

Disguise 0 (+2, +27 Morph)

Knowledge (Arcane Lore) 10 (+10)

Notice 9 (+15)

Survival 3 (+9)

Sense Motive 4 (+10)

 

Feats: 14PP

Acrobatic Bluff

Dodge Focus 5

Evasion

Fearless

Improved Initiative

Luck 3

Takedown Attack

Uncanny Dodge (Sense Type: Hearing)

 

Equipment: 0PP = 0EP

 

Powers: 37 + 6 + 25 = 68PP

Half-Demon Physiology(Linked)[37PP](Descriptors: Half-Demon, Unholy)

Enhanced Dexterity 8[8pp] (Descriptors: Half-Demon, Unholy)
Enhanced Constitution 10[10pp] (Descriptors: Half-Demon, Unholy)
Enhanced Strength 8[8pp] (Descriptors: Half-Demon, Unholy)
Immunity 9(Aging; Cold; Heat; Pressure; Radiation; Starvation/Thirst; Suffocation(All); Vacuum) [9PP] (Descriptors: Half-Demon, Unholy)
Leaping 1(x2 Jumping Distance)[1PP] (Descriptors: Half-Demon, Unholy)
Speed 1(10 Mph, 88ft/rnd)[1PP] (Descriptors: Half-Demon, Unholy)

 

Hunters Heightened Senses(Super-Senses 6)(Accurate [Normal-Hearing]; Acute[Normal-Smell] Tracking 2 [Normal Speed] Smell; Danger Sense [Sense Type: Smell]) [6PP] (Descriptors: Half-Demon, Unholy)

 

Abyssal-Blood Weapons 11(22PP Array; Feats: Alternate power 2)[25PP]  (Descriptors: Outsider, Unholy)

 

Base Power: (Dranuths Wrathful Blade)[17PP](Unholy, Outsider)

Damage 4 (Extras: Autofire [4 ranks]; Feats: Mighty, Accurate 2 [+4 Attack], Affects Insubstantial 2, Extended Reach [10ft], Improved Critical 2 [18-20], Incurable)


Alternate Power:(Dahaka’s Deceitful Form){}


Morph 5; (Any Form; +25 Disguise; Extras: Duration [Continuous]) [20PP](Unholy)


Alternate Power:


Multi Effect(Caim's Treacherous Wings)

Flight 3(50MPH, 500ft per Move Action) [6PP](Additional Descriptors: Caim's Fleetful Flight)

Blast 10(Caim’s Razor Feathers)(Range: 10 100ft Increments, 1,000ft Max; Flaws: Action [Full]; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Incurable, Precise) [16PP] (Additional Descriptors: Caim’s Razor Feathers)

      

Drawbacks: (-2) + (-4) = -6PP

 

Vulnerability (Divine; Frequency: Very Common; Intensity: Moderate) [-4PP]

Vulnerability (Silver; Frequency: Uncommon; Intensity: Moderate [+50% Effect Rank]) [-2PP]

 

DC Block

ATTACK                              RANGE              SAVE                                                  EFFECT

Unarmed                             Touch               DC21/17 Toughness (Staged)       Damage (Physical)

Dranuth's Wrathful Blade  Touch +5ft      DC25 Toughness (Staged)              Damage (Physical)

Caim's Razor Feathers      Ranged            DC25 Toughness (Staged)              Damage (Physical)

 

Totals: Abilities (34) + Combat (22) + Saving Throws (8) + Skills (10) + Feats (14) + Powers (68) - Drawbacks (6) = 150/150 Power Points

Edited by Pope_Wreckoning
one point form charisma removed, Sense motive raised to +10
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Aha, demons and blood. Maximum edge!

 

Mostly just some math and formatting things, nothing big here:

 

General

I recommend removing the family physical descriptions from the sheet; it should focus on this character first and foremost. The extended family may be worth inclusion on a guide page, or the like!

 

The complications section appears to be default, still; I do recommend thinking up some complications, as they're both useful and interesting, for you and the folks you play with.

 

Abilities

Just a minor notation thing here - you've bought 12pp of Wisdom, but you've listed it as 14pp on the Abilities tally line.

 

Combat

Double-check your formatting here; you have two combat tally lines and one of them doesn't add up!

 

Powers

You've bought 37 powers in the Half-Demon Physiology container, not 27. It also notes that the powers are 'Linked', but that doesn't seem necessary here as all the powers in the container are passive and it's (I assume) always 'on' anyway.

 

You're under-paying for those super-senses, probably because of Mutants & Mastermind's strange distinction between a sense type (visual, auditory, olfactory) and a specific sense (infra-vision, normal auditory, magic-sniffing olfactory). Let's break it down:

  • Accurate on an entire sense type is 4 ranks (it'd be 2 ranks if it was a single sense, like 'normal auditory' or 'ultra-hearing').
  • Acute on a sense type is 2 ranks (it'd be 1 rank on a single sense).
  • Tracking 2 is 2 ranks, of course.
  • Danger Sense is 1 rank.

That's 9 ranks, rather than 6, as-written; it's only 6 ranks if you're restricting the Accurate and Acute to normal senses, rather than the entire sense type.

 

Was Dranuth's Wrathful Blade meant to have the +Mighty power feat? As-is it's a very low-rank attack, and doesn't have enough effective ranks to cover the Autofire you bought.

 

Double-check the power point tally for the Powers section, as the listed costs don't match up with the powers you've bought (notes above notwithstanding).

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I have no idea about the damage attack.  Originally it was the strike effect with mighty on it, but originally during the multiple iterations in character Building back when the character had Defensive attack, and Accurate attack with mighty the strike attack breached a attack bonus limit I didn't know about.  Example using accurate attack gave the power a potential +15 bonus.  That started a whole talk about some sort of Offense Defense Ratio?  Where I just thought about not doing this game because if I couldn't understand this small thing at character creation, stuff in actual play would probably be way more worse, but Another user offered a alternate build of what I tried making.  Since then I have not touched mighty because stuff above my comprehension would be required.  But its auto fire ranks have been fixed

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Aha! A chance for a quick lesson, then, so that we make sure your attack does what we want it to do:

 

Your character is limited by their Power Level in several ways, but one of the primary ways is that your (attack+damage)/2 can't be more than your PL, and your (defense+toughness)/2 can't be more than your PL, and per our House Rules you can't trade more than 5 from one to another (so you could have +5/+15, but not +1/+19). The easiest way to do this though is just to have attack, damage, defense, and toughness all be equal to your PL (attack +10, a rank 10 damage effect, defense +10, toughness +10). This is especially recommended for new players, since it makes math simpler and it's one less thing to worry about during character creation.

 

Let's take the wing attack as an example: it's a rank 10 damage effect, and the attack bonus on it is +10, so it's a perfectly balanced attack that's just as effective as it could be for your character's Power Level. It will hit reliably, and it will do damage reliably.

 

The sword is a rank 4 damage effect, with a +10 attack bonus - it's effectively PL7 (4+10= 14, 14/2 = 7), and your character's PL10. When fighting things in your character's weight class, it won't do much damage and you may not find it useful. If you gave it the Mighty power feat, it would now be effectively a rank 10 damage effect (4 actual damage ranks, +6 from Strength!), it would still have a +10 attack bonus, and now it's a proper PL10 attack, very useful.

 

Accurate Attack, All-Out Attack, Defensive Attack, and Power Attack are all feats that let you trade one stat for another mid-fight, for a single round (and in fact our House Rules let everyone use a lesser version for free). With Accurate Attack, for instance, you can increase your attack bonus at the cost of decreasing your damage bonus, up to +/- 5...so instead of hitting with a +10 attack/+10 damage sword, you'd hit for up to +15 attack / +5 damage. Good if you REALLY need to hit something, even if you're less likely to hurt it! With All-Out Attack, you can trade defense for attack - you'll be more likely to hit your target, but if your foe's still standing afterwards they'll crack back and now you're the easy target! And so on, with the others - you get a bonus, but always at an equivalent cost.

 

These feats don't affect your Power Level 'caps'. You don't have to consider their impact when you're making sure your sheet is legal and that your character is well-balanced. They're purely optional, changing how things work in combat, but not really affecting the base character sheet any.

 

My recommendation, then, is to put Mighty on that sword so that it does some proper damage. I'm not going to make you, of course - our only real requirement is that any character can punch at their weight level with at least one attack, and you have that with the wings - but you may not find the sword very useful as-is! Just make sure the sword doesn't get too expensive to fit in the array if you choose to put Mighty on it and restore the Autofire.

 

 

(And don't worry about not somehow mystically knowing any of this right off the bat. It's a strange thing particular to this game system, and attack/damage tradeoffs and such are purely optional, so you're free to engage with them only when you feel comfortable doing so.)

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I think you've been told this before, but odd Ability Scores are just a waste of points. Charisma's 15, so you can have another point to do something with if you drop to 14. Me, I'd recommend picking up some Sense Motive with it. But you can do what you want with it.

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Hmm. Well...You do know you're not going to get a lot out of the Autofire on the sword, right? At most you'll get a +2 for rolling 4 over the opponent's Defense. If you wanted the full potential +5 for rolling over by 10, you'd need to add ranks of Autofire to match your Strength bonus. Since you have Mighty on it. You do have enough room in that base array slot to pick up 5 more ranks, so you'd only have to drop one Power Feat to get it in.

 

With that said, if you're comfortable with it as it is that's fine too. I'll slap that red approval on it.

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