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Cyroa (Silver) - Hellion - PL14 Hero

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[floatr]HellionHF.png[/floatr]

Character Name: Hellion

Secret Identity: James Thadeus Prophet; "James" or "JP"Â

Age: 17

Power Level: 6 (90/99 pp)

Trade-Offs: None

Unspent PPs: 9

PL 14 Upgraded Version

Description:

James is a young man with a healthy build. Standing at almost 6 feet tall, he strikes a handsome figure. With jet-black hair and icy blue eyes, he looks about him with a wry and amused smile. He tends to dress in relaxed clothing, button up shirts and the like. However, they tend to be made of nicer materials.

Personality:

JP is not quite a full-blown hedonist, but only just. He wants to enjoy life to the fullest, have a great time and generally just play. He doesn’t have a well-defined sense of responsibility yet. There is an under current of caring there but it occasionally gets buried by some of his baser instincts. He’s not entirely convinced about being a hero and all that, but it will certainly be exciting if nothing else.

Part of the undercurrent of ‘good’ is due to his family. But it is also due in part to a form of rebellion. He doesn’t want anything to do with his father’s side or the plans that were laid down for him. He doesn’t have a problem with his powers; indeed he enjoys them immensely. But he some issues when it comes to his family.

While he doesn't particularly care about revealing his paternal history, he has found it's easier to simply not mention it. Saying, 'My dad's one of the lords of hell' generally doesn't endear you to people. He does like to cause a little hell though; the name he chose reflects some of his humor and is a good play on words.

History:

The Prophet family is an old and notable one. With heroes and legends that go back a long ways. But there’s black sheep in every family. Teresa was one such rebel. She spurned the family and took off as soon as she was able. She hung with a seedy and significantly darker and shadier crowd. She had no powers of her own and quickly found herself far far deeper into the darkness than she ever wanted to go.

After disappearing from the Family’s radar for 3 years (no easy feat there), she showed up unexpectedly at the Family Estate almost 8 months pregnant. She was tired, worn out and more than a little scared. But she was rather uncommunicative about where she’d been or what had happened.

It wasn’t long before she gave birth. It was far from an easy pregnancy. It cost her life to have her son born. With the Family’s skills, it was easy to determine the child’s demonic side though he looked human enough. She whispered a few words to her boy and to the head of the family before she passed on. The Patriarch of the family was a little shaken by whatever words were spoken but he shared none of it. After Teresa was buried, the Family took care of the baby, one James Thadeus Prophet.

He was raised as part of the family, but he never quite fit in. The nature of his ‘father’ had spread like wildfire among the Family long before he even learned to talk. He was viewed with more than a little suspicion and kept at something of a distance.

It wasn’t really much of a wonder then that as he got older, he started doing things as away from the Family as much as possible up to and including sneaking out on occasion. And he was only 12 at the time…

On his fifteenth birthday, the nightmares began. Shortly after, his powers began to surface. While the family at least had experience with that, it also led to a few questions. JP had never known much about his father’s side, and asking the people he didn’t particularly like (ie his mother’s family) was the only way. They weren’t exactly interested in sharing but eventually acquiesced.

The Family had been looking into his nature for years and had even gotten a rough idea before JP had confronted them. They had withheld that from him though; thinking the knowledge was simply too much.

They laid it all out for him. His father was some form of upper level demon. He’d managed to get Teresa to conceive JP as simply a step in the demon’s plan. Being of this world, JP was not bound by restriction of ‘dimensional’ travel imposed by various forces. In his father’s grand plan, it was JP’s destiny to open a portal and lead an army of hell on a grand (if evil) crusade. It might have succeeded except for Teresa’s rebellion and return to the family.

But it hadn’t thwarted the plans, just delayed and altered them a little. And as he was approaching 16, his demonic powers were now surfacing. And his dreams were influenced from ‘below’ as well; they were far from pleasant. Needless to say, he wasn’t exactly happy with the revelation. While he might have understood why the Family hadn’t shred this with him, he was still pretty ticked off. Not to mention a rather unwelcome and unpleasant childhood.

With his finances permanently taken care of due to his mother’s will, he had little reason to stay. But he needed some guidance, a place to figure out who he was and to settle down. Relax and have a good time (and perhaps learn a few things). The Family made arrangements and Claremont had yet another oddball student.

Complications:

Black Sheep/White Sheep – Doesn’t get along well with either half of family; has some unresolved hostility/resentment

Dark Destiny – Father’s side has great plans for JP regardless of JP’s wants

Half-Demon – being half-demon has some various social ramifications

(others?)

Ability Scores [0+4+10+0+0+4 = 18pp]

Str: 10 (+0) (22/+6 w/ Demonic Strength)

Dex: 14 (+2)

Con: 20 (+5)

Int: 10 (+0)

Wis: 10 (+0)

Cha: 14 (+2) (26/+8 w/ Deceiver's Charm)

Combat [4+4=8pp]

Attack: +2; +4 w/ Black Blade; +6 melee w/ Demonic Strength

Grapple: +2; +13 w/ Demonic Strength

Defense +6 (+1 flat-footed)

Knockback: -2

Initiative: +2

Saves [0+2+4 = 6 pp]

Toughness: +5

Fortitude: +5 (+5 Con, +0)

Reflex: +4 (+2 Dex, +2)

Will: +4 (+0 Wis, +4)

Feats [11 pp]

Attractive x1

Benefit [Wealth 2, Status 1] [3]

Dodge Focus x4

Evasion x1

Fearless

Luck

Skills [28r = 7 pp]

Bluff 4 (+6, +10 w/ Attractive, +16 w/ Deceiver Charm, +20 w/ Deceiver Charm & Attractive)

Drive 2 (+4)

Gather Information 2 (+4, +10 w/ Deceiver Charm)

Intimidate 4 (+6, +16 w/ Deceiver Charm)

Knowledge (Theology) 2 (+2)

Notice 4 (+4)

Perform (Stringed) 4 (+6, +16 w/ Deceiver Charm)

Sense Motive 4 (+4; +14 w/ Deceiver Charm)

Stealth 2 (+4)

Powers [49 pp]

Hellfire Control 12.5 (25pp powers; PFs: 8 AP) [33pp]

BE: Hellfire Control 6 (Extras: 30-ft. Burst Area, Selective Attack; PF: Dynamic)

AP: Comprehend 4 (speak, understand, read any language), plus Enhanced Charisma 12 (to 26/+8), plus Enhanced Skills 16 (Bluff +4, Intimidate +4, Perform [stringed] +4, Sense Motive +4) (Deceiver's Charms)

AP: Emotion Control 6 (Dark Impulses; Extras: 30-ft. Burst Area, Selective Attack; PF: Subtle [DC 20 Notice check])

AP: Enhanced Feats 9 (Attack Focus (melee) +4, Fearsome Presence x2, Improved Critical x2, Power Attack), plus Enhanced Strength 12 (to 22/+6) plus Super-Strength 1 (effective Str 27; PF: Shockwave) (Demonic Strength)

AP: Environmental Control 10 (Extreme Heat, 1 mile radius; Extra: Independent; PFs: Slow Fade 2, Subtle, Dynamic) (Hell's Kitchen)

AP: Fire Control 6 (Extras: 30-ft. Burst Area; PFs: Selective, Subtle, Dynamic) (Fires of Hell)

AP: Healing 12 (Flameheal; Extras: Total; Flaw: Personal; PFs: Regrowth; Drawback: Requires flame)

AP: Strike 7 (The Black Blade; Extras: Autofire, Penetrating; PFs: Accurate, Affects Insubstantial 2)

AP: Super-Movement 1 (wall-crawling 1; PF: Dynamic), plus Super-Senses 6 (darkvision, extended scent, acute infernal awareness; PF: Dynamic), plus Teleport 4 (400 feet/1 mile; Extra: Accurate; PFs: Change Velocity, Dynamic) (Devil's Travels)

Immunity 12 (Aging, Disease [limited: half effect], Poison [limited: half effect], Starvation and Thirst [limited: half effect], Sleep [limited: half effect], Fire, Suffocation, demonic powers [Hellfire Control and demonic Magic, not being physically assaulted by a demon]) [12pp]

Regeneration 1 (Resurrection 1 [not if killed on holy ground or by holy attacks]) [1pp]

Drawbacks [6 pp]

Vulnerability (Holy Attacks: +50% or x1.5 modifier) [-2pp]

Weakness (holy ground, -1 Str, Dex, and Con per 5 minutes, 4 points)

DC Block

Unarmed -- DC 15/Toughness -- Damage

Unarmed, Devil's Might -- DC 21/Toughness -- Damage

Black Blade -- DC 22/Toughness -- Damage; Autofire, Penetrating 7

Emotion Control -- DC 16/Will -- Emotions Controlled

Hellfire -- DC 21/Toughness -- Damage

Totals: Abilities 18 + Combat 8 + Saves 6 + Skills 7 + Feats 11 + Powers 46 - Drawbacks 6 = 90 / 99pp

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Character Name: Ahriman

Personality:

JP is not quite a full-blown hedonist, but only just. He wants to enjoy life to the fullest, have a great time and generally just play. He doesn’t have a well-defined sense of responsibility yet. There is an under current of caring there but it occasionally gets buried by some of his baser instincts. He’s not entirely convinced about being a hero and all that, but it will certainly be exciting if nothing else.

Part of the undercurrent of ‘good’ is due to his family. But it is also due in part to a form of rebellion. He doesn’t want anything to do with his father’s side or the plans that were laid down for him. He doesn’t have a problem with his powers; indeed he enjoys them immensely. But he some issues when it comes to his family.

Just make sure you're careful with this side of him. He is only sixteen, and we try and keep it family-friendly around here. :D (Not that I actually expect you to get up to a lot of mischief, but it's important to keep things like that in mind.) If you have access to Freedom's Most Wanted, there are a couple of teenage demonic antagonists you might want to think about for this guy.

History:

I like the history; Cy, it reminds me a lot of DC's Raven. Here's a link to a bio of hers if you're looking for more background stuff/story seeds.

I'll do the numbers when you finish adding them up. :)

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I'd really prefer if a Heroic char's name wasn't exactly the same as that of the Satan figure from Middle Persian mythology & Zoroastrianism.

("Blue Devil" or "Kid Devil" are okay names for heroes, "The Devil" really isn't.)

EDIT: the above, of course, applies just to heroes; many comic villains are named after evil figures from associated mythologies and religions, but heroes, not so much.

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ok, made name change. also increased his age a little.

there's more to the backstory and details of the plans and such but figured I'd be doing that stuff through a storyline or something.

(I actually hadn't thought of Raven but it works. Part of the inspiration comes the Supernatural actually.)

I will have to look for the book you mention as well.

As for the DC stuff....not exactly sure how that adds up...

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I was saying that "Devil" doesn't work for a hero name, but changing it (even slightly, to something like "Blue Devil" or "Kid Devil") is more acceptable.

But Hellion works rather well, too. ;)

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OK, I like the background a lot. This seems like this is going to be a fun character to play/interact with.

Some concerns:

He breaks caps with his Enhanced Strength: doing +10 damage breaks our house rules on tradeoff at PL 6, especially with any additional ranks increasing his damage. Maybe if you dropped it down to Enhanced Strength 18 and gave him some Super-Strength in there?

He has too many points in drawbacks; PL 6 characters are linked to six drawback points.

Other than that, your numbers are looking OK...

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You've almost got it; you just need to drop that Attack Focus a bit. Right now he's at +6 Attack/+9 Damage with his Demonic Strength, which puts him well over caps. Maybe buy some unarmed combat feats for that slot, or more super-strength?

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[floatr]HellionHF.png[/floatr]

Character Name: Hellion

Secret Identity: James Thadeus Prophet; “James"

Age: 18/22

Power Level: 14 (193/209 PP)

Trade-Offs: None

Unspent PP: 16

Progress to Gold: 60/90 (9PP pre-bump, 47PP post-bump) (Silver status earned by Dark Star)

Description:

James is a young man with a healthy build. Standing at almost 6 feet tall, he strikes a handsome figure. With jet-black hair and icy blue eyes, he looks about him with a wry and amused smile. He tends to dress in relaxed clothing, button up shirts and the like. However, they tend to be made of nicer materials.

Personality:

JP is not quite a full-blown hedonist, but only just. He wants to enjoy life to the fullest, have a great time and generally just play. He doesn’t have a well-defined sense of responsibility yet. There is an under current of caring there but it occasionally gets buried by some of his baser instincts. He’s not entirely convinced about being a hero and all that, but it will certainly be exciting if nothing else. Despite his hedonist tendencies, deep down he's really a romantic at heart. He secretly roots for the underdog, believes in true love, all of that. He just hasn't quite grown up enough to act on it yet.

Part of the undercurrent of ‘good’ is due to his family. But it is also due in part to a form of rebellion. He doesn’t want anything to do with his father’s side or the plans that were laid down for him. He doesn’t have a problem with his powers; indeed he enjoys them immensely. Nor does he particularly like the other Prophets given his unpleasant childhood and the lies. Basically, he has some family issues which spills over into a slight and general distrust of most ‘adults’.

While he doesn't particularly care about revealing his paternal history, he has found it's easier to simply not mention it. Saying, 'My dad's one of the lords of hell' generally doesn't endear you to people. He does like to cause a little hell though; the name he chose reflects some of his humor and is a good play on words.

Having had few friends up till now, he has grown quite attached to those he has made at Claremont.

History:

The Prophet family is an old and notable one. With heroes and legends that go back a long ways. But there’s black sheep in every family. Teresa was one such rebel. She spurned the family and took off as soon as she was able. She hung with a seedy and significantly darker and shadier crowd. She had no powers of her own and quickly found herself far far deeper into the darkness than she ever wanted to go.

After disappearing from the Family’s radar for 3 years (no easy feat there), she showed up unexpectedly at the Family Estate almost 8 months pregnant. She was tired, worn out and more than a little scared. But she was rather uncommunicative about where she’d been or what had happened.

It wasn’t long before she gave birth. It was far from an easy pregnancy. It cost her life to have her son born. With the Family’s skills, it was easy to determine the child’s demonic side though he looked human enough. She whispered a few words to her boy and to the head of the family before she passed on. The Patriarch of the family was a little shaken by whatever words were spoken but he shared none of it. After Teresa was buried, the Family took care of the baby, one James Thadeus Prophet.

He was raised as part of the family, but he never quite fit in. The nature of his ‘father’ had spread like wildfire among the Family long before he even learned to talk. He was viewed with more than a little suspicion and kept at something of a distance.

It wasn’t really much of a wonder then that as he got older, he started doing things as away from the Family as much as possible up to and including sneaking out on occasion. And he was only 12 at the time…

On his fifteenth birthday, the nightmares began. Shortly after, his powers began to surface. While the family at least had experience with that, it also led to a few questions. JP had never known much about his father’s side, and asking the people he didn’t particularly like (ie his mother’s family) was the only way. They weren’t exactly interested in sharing but eventually acquiesced.

The Family had been looking into his nature for years and had even gotten a rough idea before JP had confronted them. They had withheld that from him though; thinking the knowledge was simply too much.

They laid it all out for him. His father was some form of upper level demon. He’d managed to get Teresa to conceive JP as simply a step in the demon’s plan. Being of this world, JP was not bound by restriction of ‘dimensional’ travel imposed by various forces. In his father’s grand plan, it was JP’s destiny to open a portal and lead an army of hell on a grand (if evil) crusade. It might have succeeded except for Teresa’s rebellion and return to the family.

But it hadn’t thwarted the plans, just delayed and altered them a little. And as he was approaching 16, his demonic powers were now surfacing. And his dreams were influenced from ‘below’ as well; they were far from pleasant. Needless to say, he wasn’t exactly happy with the revelation. While he might have understood why the Family hadn’t shred this with him, he was still pretty ticked off. Not to mention a rather unwelcome and unpleasant childhood.

With his finances permanently taken care of due to his mother’s will, he had little reason to stay. But he needed some guidance, a place to figure out who he was and to settle down. Relax and have a good time (and perhaps learn a few things). The Family made arrangements and Claremont had yet another oddball student.

Complications:

Black Sheep/White Sheep – Doesn’t get along well with either half of family; has some unresolved hostility/resentment

Dark Destiny – Father’s side has great plans for James regardless of his wants

Half-Demon – being half-demon has some various social ramifications

Friendship – Wander, and the other members of Young Freedom, are the only real friends he’s ever known. They took on Hell for him. He would pretty much go to any lengths to protect them. He’s also developed something of a Teacher/Partner relationship with Phantom with burgeoning friendship there.

Dual World/Obligations/Responsibilities – Hellion is now part of 3 VERY different teams (and possibly a 4th coming down the line) in addition to his regular studies (not school) and all are important to him. These do cause a conflict of interest at times. This sort of connects to a public image that needs to be maintained as well.

Ability Scores [0+4+22+0+0+10 = 36pp]

Str: 10 (+0) / 32 (+11)

Dex: 14 (+2)

Con: 32 (+11)

Int: 10 (+0) / 20 (+5)

Wis: 10 (+0) / 20 (+5)

Cha: 20 (+5) / 40 (+15)

Combat [8+8=16pp]

Attack: +4 Base, +12 Blast, +11 Demonic Strength, +11 Black Blade

Grapple: +4, +26 w/ Demonic Strength

Defense +10 (+4 Base, +4 Dodge Focus, +2 Enhanced Dodge Focus), +2 Flat-Footed

Knockback: -5

Initiative: +2

Saves [0+0+8+11 = 19 pp]

Toughness: +11 (+11 Con)

Fortitude: +11 (+11 Con, +0PP)

Reflex: +10 (+2 Dex, +8PP)

Will: +11 (+0 Wis, +11PP)

Skills [64r = 16 pp]

Bluff 5 (+10, or +28 w/ Deceiver; +4 more w/ Attractive)

Concetration 4 (+5; +9 w/ Knowledge & Wisdom of the Ancients)

Drive 2 (+4)

Diplomacy 5 (+10, or +28 w/ Deceiver; +4 more w/ Attractive)

Gather Information 4 (+9, or +19 w/ Deceiver)

Intimidate 5 (+10, or +28 w/ Deceiver)

Knowledge (Arcane) 16 (+16; +21 w/ Knowledge & Wisdom of the Ancients)

Knowledge (Philosophy/Theology) 4 (+4; +9 w/ Knowledge & Wisdom of the Ancients)

Notice 5 (+5; +10 w/ Knowledge & Wisdom of the Ancients)

Perform (Dance) 2 (+7, or +17 w/ Deceiver)

Perform (Stringed) 5 (+10, or +28 w/ Deceiver)

Sense Motive 5 (+5, +10 w/Knowledge & Wisdom of the Ancients; +13 w/ Deceiver; +23 w/ Deceiver & Ancients)

Stealth 2 (+4)

Feats [22 pp]

Attractive x1

Benefit 3 [Wealth 2, Status 1] [3]

Connected

Contacts

Distract (Bluff)

Dodge Focus x4

Equipment (Teleport Beacon x2; other 3 eq pts to YF base)

Equipment 11 (Free from Player Reward, HQ)

Evasion x2

Fearless

Luck x2

Minion 4 (Free from Player Reward)

Power Attack

Set up

Skill Mastery (Bluff, Intimidate, Sense Motive, Perform (Stringed) )

Well-Informed

Uncanny Dodge (Olfactory)

Equipment:

Minion:

Persephone or Cassandra

AI Minion

abilities: (-10)

STR n/a

DEX n/a

CON n/a

INT 20

WIS 20

CHA 10

Combat: (8)

+13 init,

+2 ATK,

+2 DEF (+1 flat-footed)

n/a DMG (unarmed)

saves: (3)

TOU +3

FORT n/a

REF n/a

WILL +8

Skills (18/72)

Computers 10 (+15)

Knowledge (Behavioral Science) 8 (+13)

Knowledge (Physical Science) 8 (+13)

Knowledge (Tactics) 8 (+13)

Knowledge (Technology) 8 (+13)

Notice 10 (+15)

Pilot 10 (+15)

Search 10 (+15)

Feats (7)

Benefit (Use WIS for Pilot),

Eidetic Memory,

Improved Initiative 2,

Move-By Action,

Second Chance (Pilot Checks)

Speed of Thought

Powers (38)

Datalink 2 (100 feet)

Immunity 30 (Fort effects) (30)

Protection 3 (3)

Quickness 4 (x25; Flaw: Mental only) (2)

Super-Senses 2 (Darkvision)

drawback

no hands/immobile (is an AI) (-4)

costs

abilities -10 + combat 8 + saves 3 + skills 18/64 + feats 7 + powers 38 - drawback 4 = 60/60 pts

HQ:

Hell-Ion's Space Palace

(i.e., big space ship) (55 ep)

Size: Gargantuan (4EP)

Toughness: +15 (2EP)

Features: Animal Pens, Combat Simulator x2 (Realistic Illusions), Communications, Computers, Concealed x4 (to find is +25 DC; “advanced signal absorbing materialsâ€), Defense Systems 2 ([Autofire Blast]), Defense Systems 2 ([Area Blast]), Fire Prevention System, Gym, Hangar, Holding Cells x2 (improved toughness and power nullifier), Infirmary, Isolated, Laboratories, Library, Living Space, Personnel, Power (Communication) x3, Power (Deflectors/Shields), Power (Flight), Power x2 (FTL Drive), Power (Dimensional Drive), Power (Replicators), Power x2 (Sensors), Power 2 (Transporters), Power System, Security System x5 (DC40), , Self-Repair, Swimming Pool, Think-Tank, Workshops (47 EP)

Feature (Temporal & Dimensional Inertia/Stability) – 2

Powers:

Communication 10 (audio, radio and visual; Extra: Area [entire globe]; PF: Selective, Subtle) and Linked Comprehend 4 (languages 4 [can transmit & receive multiple languages simultaneously, voice and text]) ("Communications Override") [74/78p] – 78

Create Object 14 (Extras: Duration [Continuous], Flaws: Action [Full], Permanent, Range [Touch]; Feats: Innate, Progression , Precise, Subtle) (11PP) (Replicators)

Flight 13 (100,000 mph)

Impervious Toughness 13 (Deflectors/Armor)

Super-Movement 3 (Dimensional Movement 3 [any dimension]; "Dimensional Drive")

Super-Senses 55: (acute analytical extended 2 [1,000 ft. increment] tracking extradimensional awareness, acute analytical extended 2 [1,000 ft. increment] radius ranged tracking detect energy [radio sense], acute analytical extended 2 [1,000 ft. increment] radius ranged detect mutant powers, acute analytical detect physical objects [tactile], acute analytical detect time, infravision, low-light vision, microscopic vision 4, acute analytical precognition [Flaw: Only for predicting macro-scale trends and behaviors], extended radar [accurate extended {100 ft. increment} radius radio sense], radio, trace teleport, tremorsense [accurate ranged touch], ultra-hearing, ultravision, x-ray vision [not through lead]) ("Oodles of Sensors and Analytical Equipment") [6+8+7+3+3+1+1+4+3+4+1+1+3+1+1+4=52/52p]

Teleport 10 (Transporters; 200,000 miles; Extras: Accurate, Affects Others [+0], Area, Selective Attack; Feats: Change Direction, Change Velocity) (52/52PP)

Teleport 16 (FTL Jump Drive; "Nearby Star Systems," Extras: Accurate; Feats: Change Direction, Change Velocity) (50/52PP)

Powers [46+15+23+1+6= 91 pp]

Demonic Powers Array 18 (36pp powers; PFs: 10 AP) [46pp]

BE: Hellfire Control 9 [infernal] (Extras: Burst Area, Selective Attack) [infernal] [36pp]

AP: Blast 10 [Fire] (Extra: Autofire x1; PFs: Accurate x4) (Fireball/Flamethrower!) [34/36PP]

AP: Comprehend 3 (speak, understand, read any language) [6pp], plus Enhanced Charisma 20 (to 40/+15) [20pp], plus Enhanced Skills 40 (Bluff +8, Diplomacy +8, Intimidate +8, Perform [stringed] +8, Sense Motive +8) [10pp] [infernal] (Deceiver's Charms) [36PP]

AP: Emotion Control 8 (Extras: 40-ft. Burst Area, Selective Attack; PFs: Mind Blank, Progression x2 [up to 200-ft. Burst Area], Subtle [DC 20 Notice check]) [Magic] [36PP]

AP: Enhanced Feats 10 (Attack Focus [melee] 7, Dodge Focus 2, Improved Critical x1 [unarmed]) [10pp], plus Enhanced Strength 22 (to 32/+11) [22pp] plus Super-Strength 2 (effective Str 42) [4pp] (Demonic Strength) [infernal] [36PP]

AP: Environmental Control 10 (Extreme Heat (2/lev), 1 mile radius; Extras: Independent, Total Fade; PFs: Slow Fade 2 [1pp per 5 minutes], Subtle) (Hell's Kitchen) [infernal] [33/36PP]

AP: Fire Control 8 (Extras: 40-ft. Burst Area, Selective; PFs: Indirect x1, Subtle) (Fires of Hell) [Fire] [34/36PP]

AP: Healing 8 (Flameheal; Extras: Action [standard], Restorative, Total; Flaw: Personal; PFs: Persistent, Regrowth) [Fire] [34/36PP]

AP: Strike 12 (Extras: Penetrating x3; PFs: Accurate x3, Affects Insubstantial 2) [20PP] link with Drain Toughness 8 (Extra: Affects Objects) [16PP] (The Black Blade) [infernal] [36PP]

AP: Super-Movement 4 (Dimensional Movement x3 (PF: Progression x1 [250 lbs.]), Wall-Crawling 1) [9PP], plus Teleport 7 (700 ft./200 miles; Extra: Accurate; PFs: Change Velocity, Easy, Progression x2 [500 lbs.]) [25PP] (Devil's Travels) [infernal] [34/36PP]

AP: Mind Reading 11 (Extras: Action [standard], Effortless, Insidious; Flaws: Limited [Mind Probe]; PF: Subtle) (Read the Soul) [infernal] [34/36PP]

Immunity 15 (Aging, Disease [limited: half effect], Poison [limited: half effect], Starvation and Thirst [limited: half effect], Sleep [limited: half effect], Fire Damage (5), Suffocation (2), All demonic powers (5) [15pp]

Magic Array 10 (20pt powers; PFs: 3 APs) (all have Magic descriptor) [23pp]

BP: Enhanced Intelligence 10, Enhanced Wisdom 10 (20/20) (Knowledge & Wisdom of the Ancients)

AP: Concealment 10 (total except for tactile) (20/20) (Spell of Vanishing)

AP: Enhanced Super Sense 9 (Magical Awareness, adds: radius, accurate, analytical, extended x5 [10,000,000-ft. increment, or ~2,000 miles], Tracking [2]) [9] and Enhanced Super Sense 9 (Dimensional Awareness, adds: radius, accurate, analytical, extended x5 [10,000,000-ft. increment, or ~2,000 miles], tracking [2]) [10] (19/20) (Scrying / 'Search your Feelings' / Being In Tune with the Universe)

AP: Dimensional Pocket 5 (2,500 lbs.; Extra: Continuous; PFs: Progression x5 [100,000 lbs.]) (20/20)

Regeneration 1 (Resurrection 1 [not if killed on holy ground or by holy attacks]) [1pp]

Super Senses 6 (Scent, Dimensional Awareness w/ Extended x1 [100 ft. increment], Magic Awareness w/ Acute and Extended x1 [100 ft. increment])

Drawbacks [-7PP]

Vulnerability (Holy Attacks: +50% or x1.5 modifier) [-2pp]

Weakness (holy ground, -1 Str, Dex, and Con per minute) [-5pp]

DC Block

Unarmed -- DC 15/Toughness -- Damage

Unarmed, Devil's Might -- DC 21/Toughness -- Damage

Black Blade -- DC 27/Toughness -- Damage; Penetrating 3, Affects Insub 3

Emotion Control -- DC 18/Will -- Emotions Controlled; Selective Attack Burst Area

Fireball -- DC 25/Toughness – Damage; Autofire

Hellfire -- DC 24/Toughness -- Damage; Selective Attack Burst Area

Totals: Abilities 36 + Combat 16 + Saves 19 + Skills 16 + Feats 22 + Powers 91 - Drawbacks 7 = 193/209

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Ok, this is in preparation for going gold. Figured I'd get it up a few weeks before hand. (Thanks for Shaen for fixes the mass of errors. And errors left are purely my own fault.)

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A few things leap out at me right away:

Base Defense at odd ranks is a waste of points. Your flat-footed Defense at +3 and +2 is the same: +1. You halve and round down. So it's always better to just buy even ranks of base Defense and Dodge Focus for the odd ranks. You can always spend 1PP later to convert a rank of Dodge Focus into a rank of base DEF.

You have to specify a skill for Distract. You can buy multiple ranks, to use it with multiple skills. Go back and read the description in the core book.

If you keep the Skill Mastery feat, Bluff and Intimidate are obvious choices. Maybe Sense Motive too. I don't see any other skills high enough to bother taking 10 on.

You have to choose a sense type for Uncanny Dodge - Visual, Audio, Olfactory, Tactile, Mental, or Radio. It doesn't work against foes with total Concealment against that sense type. You can buy multiple ranks to apply the feat to multiple sense types.

The Array power structure costs 2PP/rank and gives you 2PP/rank with which to build the base power and each Alternate Power. So if his Array has 42PP to work with, he has it at rank 21.

Your Healing rank adds to the Recovery bonus of the subject (in this case, you). He already has a +10 CON bonus, which is enough to automatically pass the DC10 Recovery check for each damage condition. So he can afford to drop his Healing power by a few ranks to stack on some other Extras. I would recommend dropping the Action required down from Full to Move. Why? Because a Move Action is the most he can take while Disabled without risking further injury. Of course, since his CON bonus by itself is enough to recovery automatically, that isn't too much of a concern. But if you even lower it to a Standard Action, he can at least heal and move in the same round.

You might want to leave Persistent and or Regrowth off. They're power feats, so you can always temporarily acquire them with Extra Effort when you need them, or when it's dramatically appropriate. Then again, they are only 1PP...

Also, I'd highly recommend the Stabilize feat. He doesn't have the Diehard feat, so he doesn't stabilize from Dying to Disabled automatically. And doing it "naturally" requires beating the Fort save by 10 (DC10, +1 per hour, until you make it our die). Definitely worth the 1PP to avoid that whole headache.

Since he has other APs in the same array that can create the fire he needs to heal, I'm not sure it's even worth a Power Loss drawback. I think "sets his own wounds on fire" should just be a descriptor of the power.

You've got 4 ranks of Super-Movement, not 1. The point values are correct.

Selective is an extra, not a feat, when it applies to any effect which provokes a saving throw or an opposed check. That includes Area attacks like Fire Control.

Just to make sure you're aware, right now, the Drain Toughness effect on the Black Blade doesn't work on objects, just living things. You need to apply the "Affects Objects (+1)" extra for it to work on anything without a CON score (including most undead). That's why Corrosion costs 3PP/rank - it's Damage [1PP/rank] + Drain Toughness (Extras: Affects Objects) [2PP/rank].

In regards to his Enhanced STR AP, I see he has the Improved Critical feat. I assume it applies to Unarmed Attacks, but this needs to be specified.

I'll talk to the other Refs about No Save Mind Reading.

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Ok, thanks. I went through and made most of those changes. (Should be ok now.)

The reason I had increased his defense originally was to show that fact that he was learning/advancing. Since it won't have been some large gap of time, I was going to do it slowly. But I can just use XP from earned stuff to do that as I go.

Skill Master seemed important so I took it. I stuck the perform in there as the last one but not really sure if it should stay. *shrug*

The mind reading thing is the one I dislike the most. It does more than what I envision it should but I don't know how to limit it; so at the moment that 'limitor' is strictly RP. I kept the No Save thing as I don't see it as reading their mind. It isn't resisted. He just knows because of what he is. I don't want to be able to find out the secret password or who their associates are. It is for things like: "Do you have a soul?" (and shouldn't work on things that never had one like robots and such) "Guilt/Innocence" "Greatest Fear/Desire" kind of things. Stuff that affects the spirit, not the mind. Stuff the devil would know basically. (Not sure if I'm being clear enough.) I took what was suggested in chat and built it. If you have a different way to get the same things without getting the rest that goes with the standard Mind Reading, I'm all for it.

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I think what you're describing is best left as a feature Honestly. If its just, I look at you and know your hearts desire maybe have it require a sensemotive against the persons bluff for balance but as its really an RP feature not real mind readign I think thats the way to go.

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I think the ability to see the greatest hopes, greatest fears, and greatest sins of a person is worth a lot more than a Feature.

*shoos Durf out with a broom*

Discussion in the Ref Cave is ongoing.

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Abilities add up.

Combat, needs a bit of work.

Firstly, I'm more than a little leery of having someone at PL 10 with so few ranks in attack and defense, and making up a rather large gap with Dodge Focus and Accurate.

Grapple is +2, +21 w/ Demonic Strength

Knockback is -5

Saves add up.

Feats, add up.

Skills, add up.

Powers

Firstly, I'm a little leery of the fact that Hellfire control lets you do so much. I'm fine with different variations on "Burn things" but the Decievers charm, Demonic Strength, the super senses, teleporting, healing... is cause for some concern, at least in my opinion.

The other powers are fine though.

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I'm a little leery of the fact that Hellfire control lets you do so much. I'm fine with different variations on "Burn things" but the Decievers charm, Demonic Strength, the super senses, teleporting, healing... is cause for some concern, at least in my opinion.

I agree.

However, Hellion's array is obviously inspired by Belphegor's. If we ask Cyroa to scale back his array, we should ask the same of Archeville.

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The only one I'm really iffy on is the Super-Senses, as most of the things in the 'slot' are things a (half-)demon should have active at all times.

(And I did call Bel's "Demonic Powers," not "Hellfire Control")

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Another thing that concerns me about this build is that, unlike Belphegor, it's got most of its combat stats wrapped up in the power array, too. That just seems cheesy to me. "I know how to fight exactly when I need to, then I forget when I need those power points for something else."

I also agree that the Super-Senses have no reason to be in the array aside from sheer points-shaving. I'm fine with the Mind Reading power being arrayed, however, since Mind Reading is stupidly expensive in this game.

This character doesn't really need "optimization." On the contrary - he's a little too "optimized." He needs to be toned down a bit.

Here are my recommendations:

Tone down the Array. This is the big one.

Do you really need a rank 10 Selective Area Damage power? The main purpose of AoE effects is goon-sweeping. And most mooks are fragile, meaning you don't need an AoE that's purchased all the way up to your PL to take them out. Since wiping out a bunch of Minions in a single round is a significant contribution to a battle, consider flawing the Action required up to Full.

Use the points you free up to buy a higher base Attack and Defense bonus, and to buy the Super-Senses separately. I know from experience that most Refs are far more comfortable with +4 Attack and Accurate 3, or +4 Defense and Dodge Focus 6, than they are with a +2/+8 split.

What's that, you say? My PC Zephyr currently has a +2/+8 split? Well, first of all, she's got Attack Focus, not Attack Specialization or Accurate. Second, she's got that paired with +4 Damage/Toughness, so she's effectively PL7. In other words, way undercapped. So no, I'm not a hypocrite. :D

Also, consider buying more of his social traits (Charisma especially) outside the array. Most of the other Interaction-focused characters on this board paid points to have those traits on 24/7. When they see a character like this come along and skate by just folding them into an array, it makes those players feel cheated and resentful. I'm not completely opposed to Enhanced Charisma in an array. "Turn on the Charm" powers are perfectly valid. But even the one time I did it, the Grimalkin rebuild, wasn't this drastic. She has 26/16. This is 40/16.

I have no advice regarding his Skills that is not covered in my article on the subject.

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For the record: I never called it Hellfire Control. A ref typed that in since I had the main power as Hellfire Control.

Got no problem making the changes. Though I did just build on the PL6 version... If I'd known I wasn't suppsoed to, I wouldn't have done the 6 that way either....

Anyway, made various changes. The super senses were completely pulled from the array (even though they are in the PL6). I'll use the 5 or 6 pts I'm getting this month to start buying them up.

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