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Supercape

Deadbeat PL 9 NPC

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Player Name: Supercape

Character Name: Deadbeat

Power Level: 9 (165/165PP)

Trade-Offs: +5 Toughness, -5 Defence

Unspent Power Points: 0

In Brief: Musical spirit who can drum up a Faustian beat.

Alternate Identity: Henri Zenon

Identity: Secret

Birthplace: Martinique

Occupation: Musician

Affiliations: Rene deSaens, Halbediers of Paris, Parkhurst Hotel

Family: Several grandchildren alive.

Description:

Age: 111 (DoB:06/06/1881)

Apparent Age: 55

Gender: Male

Ethnicity: Mixed race

Height: 5’7â€

Weight: 75 Kgs

Eyes: Brown

Hair: Grey

Deadbeat looks like an older black male, a little stocky, with greying hair. He wears slightly scruffy but cheerful, colourful clothes in the style of Martinique.

Power Descriptions:

Deadbeats powers almost exclusively come from whipping up a tune, normally a beat. He can summon up a spectral drum, or other instrument, and start playing it. The tunes are quite audible and for the most part affect people’s emotions and soul.

Deadbeat has been to hell and back, literally. He can use his music to command the dead, banish spirits, and even summon up Infernal fires. Broadly speaking, his music is able to summon and banish spirits (which includes people’s emotions).

Alternatively, he can create deceptive sounds (normally, but not always, music). Or, by shuffling his feet to the beat, he can move to wherever the music is playing. When he does this transportation, he will appear in a subtle manner, such as just around a corner, or walking through a door, often tapping along to the rhythm.

History:

Henri Zenon was born and brought up in Martinique. His family were poor, and he often went without. His father was a musician, a talented one, but with a love of gambling and drink (vices that Henri is not entirely free of). His mother was known as a witch (in a positive cultural sense) and lay healer.

It was rumoured that Henri had been blessed, or cursed, with some infernal gift by his mother, because he could play music like the devil. He was talented on the guitar and brass, but his truly bewitching skill was playing drums and tapping out rhythm’s (on any instrument). He was hypnotic, with rumours that he could wake the dead – or put them back to rest.

Henri has visited Paris on at least two occasions, once in the 20’s, when alive, and (at least) once afterwards, where he has come into contact with Rene deSaens and the Halbediers of Paris.

Around the 1930’s, when the depression hit, and hit hard, Henri disappeared. Nobody knew where he had gone. In fact, Henri has indeed entered a Faustian pact to feed his extended family, and had charmed his way out of it with his music. He returned, but now as a spirit rather than flesh and blood. He could be seen on street corners, in bars, or shuffling along a road, usually tapping out a playful rhythm.

Personality & Motivation:

Henri is no longer alive, it is just that he has returned as a spirit. However, he retains most of his personality. He loves music, and has a joyful, even hedonistic heart.

He does also have a grim side, having talked and played with infernal creatures. Despite this, or perhaps because of it, Henri no longer believes in God, or the Devil (as theological entities). He just knows that there are horrible demons around, and he deals with it. He has contempt for those he believe without experiencing, thinking them naïve fools.

Henri is guardian of souls, the lost and the broken. He dislikes the undead (although in some respects he is one himself), and sorcerous magic. He is always on the lookout to outwit trickster demons (who often try to get the better of him). Henri also has a particular need and kindness towards the poor and the dispossessed, having grown up in poverty himself. This drive is particularly acute when it comes to children.

Henri still likes to drink (for some reason, alcohol is the only toxin that affects him) and is a bit to over-familiar at times. Sometimes he gets a bit grim and dark when considering the world. In this respect he is a man of extremes.

Powers & Tactics:

Deadbeat is extremely hard to put down, shrugging off almost all attacks. Only fire can really hurt him (and he is not exactly vulnerable to fire). He thus will enter battle without fear, and will often mock or goad his enemies.

He “attacks†by using his magical music – usually rhythm’s he beats out on a summoned drum. He tends towards more subtle uses of this, inspiring emotions or crushing psychic pain through the music. He likes to use trickery, guile, and emotional manipulation. However, if faced with opponents who cannot hear him, he will play some infernal tune, and summon up hellfire directly, setting things alight with a pale purple light (like burning alcohol). He is not overly fond of this, setting him into a grim mood, as it is a throwback to his pacts and walks in hell.

Deadbeat can summon an “ethereal†instrument out of the air at will. This instrument is fully playable whilst he holds it, but will rapidly fade and evaporate as soon as he parts company with it (Essentially this feature allows him to play musical instruments and use perform skill at will, without instruments there).

Note: The Perception Area Touch Range works thusly: Anyone able to hear Deadbeat’s Music (Area [Perception], Range [Touch]), can make a reflex roll to avoid the effect completely (by clamping their ears shut or the like). Otherwise, the effect “hits†and must be saved against. Other effects like auditory obscure, or simply being deaf, will also mean immunity to these effects.

When using his emotion control playing, people will start to shuffle their feet and sway in a manner appropriate to the emotion or music. This has no mechanical effect, but it does make the effect noticeable. The emotion and dance is in this case “infectiousâ€: anyone touching any infected dancer must save versus the effect or be caught up in the dance too.

Abilities: 2 + 0 -10 + 0 + 8 + 4 = 4PP

Strength: 12 (+1)

Dexterity: 10 (+0)

Constitution: -

Intelligence: 10 (+0)

Wisdom: 18 (+4)

Charisma: 14 (+2)

Combat: 8 + 8 = 16PP

Initiative: +0

Attack: +4 Base

Grapple: +5

Defense: +4 Base, +2 Flat-Footed

Knockback: -7

Saving Throws: 0 + 2 + 2 = 4PP

Toughness: +14 (+14 Protection)

Fortitude: Immune

Reflex: +2 (+0 Dex, +2)

Will: +6 (+4 Wis, +2)

Skills: 88R = 22PP

Bluff 10 (+12)

Concentration 6 (+10)

Diplomacy 3 (+5)

Intimidate 7 (+9)

Knowledge (Arcane) 5 (+5)

Languages 2 (French, English, Martinquan Creole [Native])

Notice 6 (+10)

Perform (Percussion) 14 (+16)

Perform (Singing) 5 (+7)

Perform (Stringed Instruments) 12 (+14)

Perform (Wind Instruments) 12 (+14)

Sense Motive 6 (+10)

Feats: 4PP

Fascinate (Perform)

Fearless

Jack of All Trades

Second Chance (Perform Percussion)

Powers: 1 + 1 + 30 + 18 + 34 + 14 + 8 + 7 + 2 = 115PP

Comprehend 1 ( Speak Any Language; Drawbacks: Only Singing) [1PP] (Sing in any language, Magical, Musical)

Feature 1 (Summon one instrument as a Free Action) [1PP] (Ethereal Instruments, Magic)

Immunity 30 (Fortitude Effects) [30PP] (Spirit)

Immunity 40 (Lethal Physical Damage, Lethal Energy Damage; Flaws: Limited [Half]; Drawbacks: Power Loss 2 [Fire]) [18PP] (Invulnerable Spirit)

Magic 14 (28 PP Array, Feats: Alternate Power 7; Drawbacks: Power Loss 1 [unable to make music]) [34PP] (Magic, Music)

Base Power: Emotion Control 9 (Emotive Magic Songs; Extras: Area [Perception, Auditory], Contagious, Selective; Flaws: Range 2 [Touch]; Feats: Mind Blank, Reversible; Drawbacks: Noticeable [Affected targets shuffle their feet, dance and sway in a manner appropriate to music and emotion]) {28/28}

Alternate Power: Damage 7 (Song of Woe; Extras: Alternate Save [Will], Area [Perception, Auditory], Mental [+0], Selective Attack; Flaws: Range [Touch, -2]) {27/28}

Alternate Power: Damage 5 (Summon Hellfire; infernal, summoning; Extras: Range [Perception, +2], Duration [sustained, +2; Target keeps on taking damage while song maintained]; Feats: Affects Insubstantial 2, Indirect 1) {27/28}

Alternate Power: Fatigue 7 (Lullaby; Extras: Alternate Save [Will, +0], Area [Perception, Auditory], Selective Attack, Sleep (+0) ) {28/28}

Alternate Power: Illusion 9 (Song of Deception; Extras: Duration [Continuous, +2], Selective Attack; Flaws Limited [Music]) {27/28}

Alternate Power: Mind Control 9 (Song of the Dead; Extras: Area [Perception, Auditory], Contagious, Duration [sustained], Effortless, Not Mental [+0]; Flaws: Range [Touch, -2], Limited [Only undead and spirits]; Feats: Mental Link; Drawbacks: Noticeable [undead shuffle feet and sway]) {27/28}

Alternate Power: Nullify 9 (Song of Banishment, All Summoning Effects Simultaneously; Extras: Area [Perception, Auditory], Selective Attack; Flaws: Range [Touch]) {27/28}

Alternate Power: Teleport 9 (â€Anywhere in the worldâ€; Extras: Accurate, Affects Others Flaws: Medium [Music], Long-Range; Feats: Change Direction, Change Velocity, Extended Reach 3, Progression 3 [Affects Others, 10 Others], Progression [Mass, 1000lbs], Subtle) {28/28}

Protection 14 [14PP] (Spirit)

Regeneration 16 (Recovery Bonus +5, Recovery from Disabled 5 [Every minute], Recovery from Injured 3 [Every Minute], Resurrection 3 [5 Hours]; Flaws: Source [Music (not his own)]) [8PP]

Super Senses 7 (Accurate Auditory, Counters Illusion [Auditory], Extended Auditory 3 [-1 per 2 Miles]) [7PP]

Super Senses 4 (Extended Auditory 4 [-1 per 20,000 Miles Total]; Flaws: Limited [Music]) [2PP]

Drawbacks: 0PP

DC Block

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC16 Toughness (Staged) Damage (Physical)
Emotion Touch/Area DC 19 Reflex and Will Varies
Fatigue Touch/Area DC 17 Reflex and Will Fatigue
Mental Blast Touch/Area DC 17 Reflex and Will Damage
Hellfire Perception DC 20 Toughness Damage

Totals: Abilities (4) + Combat (16) + Saving Throws (4) + Skills (22) + Feats (4) + Powers (115) - Drawbacks (0) = 165/165 Power Points

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Notes: I plan for this NPC to be an important part of Rene's backstory and future plot. He may end up being a sidekick, but for now he is going to be a plot device. As I thus plan for him to be quite important, up he goes as an NPC!

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Looks good overall but I'm having some trouble following the math in his Array. It sounds like (hurr hurr, pun) those powers are supposed to have Sense-Dependent [Auditory] but it's not listed in the actual powers. Let me lay out how I'm interpreting them and you can tell me if it's right or not, okay?

Emotion Control 9 (Emotive Magic Songs; Extras: Area [Perception, +2], Contagious; Flaws: Range [Touch, -2], Sense-Dependent [Auditory]; Feats: Mind Blank, Reversible; Drawbacks: Noticeable (Affected targets shuffle their feet, dance and sway in a manner appropriate to music and emotion), Power Loss 1 (Unable to make music)) [18PP]

Emotion Control is 2PP/rank to begin with. The +2 from Area [Perception] is mitigated by the -1 from Sense Dependent [Auditory]; Contagious is another +1 and taking the Range down to Touch is -2. The power has two Power Feats and two Drawbacks, so you're looking at 18PP altogether. You may want Selective Attack on that, since a lot of his other powers have it.

Fatigue 7 (Lullaby; Extras: Alternate Save [Will, +0], Area [Perception, +2], Selective Attack, Sleep [+0]; Flaws: Sense Dependent [Auditory]; Drawbacks: Power Loss 1 (Unable to make music)) [20PP]

Fatigue starts as 2PP/rank as well. Changing it from a Fortitude Save to will and Sleep are both +0, then the same +2 from Area [Perception] and -1 from Sense Dependent [Auditory]. Selective Attack is +1, dropping as back to 2PP/rank; with the Power Loss Drawback, that's 20PP.

Teleport 9 ("Anywhere in the World"; Extras: Accurate, Affects Others; Flaws: Medium [Music], Long-Range; Feats: Change Direction, Change Velocity, Extended Reach 1, Progression 3 [Affects Others; 10 Others], Progression 1 [Mass; 1000lbs]) [25PP]

Once again, starting with 2PP/rank. Accurate and Affects Others are +1 and +1; Medium (and I love this concept, incidentally) and Long Range cancel them out at -1 and -1. He has seven Power Feats on it, so 25PP all told.

Mind Control 9 (Song of the Dead; Extras: Area [Perception, +2], Contagious, Duration [sustained], Effortless; Flaws: Range [Touch, -2], Limited [Only Undead and Spirits], Sense-Dependent [Auditory]; Feats: Mental Link; Drawbacks: Noticeable [undead shuffle feet and sway], Power Loss 1 [unable to make music]) [26PP]

Mind Control is 2PP/rank again but it's a Mental (big 'M', not psionic) effect so it's already got the equivalent of Sense-Dependent [Mental] built in. I'm assuming you want that and Sense-Dependent [Auditory], which seems fine since they need to hear and have a mind to be effected.It does mean that a recording of the music wouldn't record the effect itself. Anyway, +5 in Extras and -4 in Flaws, one Power Feat and two Drawbacks comes out to 26PP.

Damage 7 ( Song of Hurt; Extras: Alternate Save [Will], Area [Perception, +2], Mental [+0], Selective Attack; Flaws: Sense-Dependent [Auditory]; Drawbacks: Power Loss 1 [unable to make music]) [27PP]

I'm using Damage to start with instead of Mental Blast to that we can see where all the pluses and minuses come from (Mental Blast is essentially Damage + Range [Perception, +2] + Alt Save [Will] + Mental [+0] = 4PP/rank in the first place). So, 1PP/rank, +4 Extras, -1 Flaws and one Drawback is 27PP on the dot.

Illusion 9 (Song of Deception, Auditory; Extras: Duration [sustained], Selective Attack ) [27PP]

This one's easy, auditory Illusions for 1PP/rank with +2 Extras, 27PP. Boom.

Nullify 9 (Song of Banishment, Any Summoning Effects; Extras: Area [Perception, +2], Selective Attack; Flaws: Range [Touch], Sense-Dependent [Auditory]; Drawbacks: Power Loss 1 [unable to make music]) [18PP]

I guess this one only works is the summoned whatevers can hear? That works for me. Nullifying a single effect of any descriptor is 1PP/rank, +2 from Area [Perception] and -1 from Sense-Dependent [Auditory], +1 from Selective Attack and only -1 from Range [Touch] since it starts as a Ranged effect. That's 2PP/rank with a single Drawback, for 17PP.

Damage 5 (Song of Hellfire; Extras: Range [Perception, +2], Duration [sustained, +2]; Flaws: Sense-Dependent [Auditory]; Feats: Affects Insubstantial 1, Indirect 1; Drawbacks: Power Loss (Unable to make music)) [21PP] (infernal)

Range [Perception] Damage is 3PP/rank, then 5PP/rank at Sustained Duration (I'm not sure this is worth it given how limited his options are with his array tied up), then 4PP/rank with Sense-Dependent. Plus two Power Feats and minus one Drawback, that's 21PP.

The good news is you're not over anywhere, I guess? He can bring a lot of those up to a higher rank if I'm understanding your intentions correctly. I'd also think about just putting the Power Loss Drawback on the Array itself for ease of bookkeeping, since it's on every power inside the array anyway.

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Thanks for the catch on the array, Giz.

I wont make edits quite yet - checking with you the maths and your thoughts first! You have the gist of it, however.

First, I use the Perception Area (+1) as per ultimate power as shorthand. Sure, its built as a +2 extra with inbuilt sense-dependent (-1) as you say, I just notated it as UP for shorthand.

Second, having the drawback [powerloss -1] for the array is, as you say, much cleaner!

I wont address Damage 7 (Song of Hurt), or Illusion (Song of Deception) as it they are bang on as you say.

Emotion Control 9 (Emotive Magic Songs; Extras: Area [Perception, +2], Contagious; Flaws: Range [Touch, -2], Sense-Dependent [Auditory]; Feats: Mind Blank, Reversible; Drawbacks: Noticeable (Affected targets shuffle their feet, dance and sway in a manner appropriate to music and emotion), Power Loss 1 (Unable to make music)) [18PP]

Emotion Control is 2PP/rank to begin with. The +2 from Area [Perception] is mitigated by the -1 from Sense Dependent [Auditory]; Contagious is another +1 and taking the Range down to Touch is -2. The power has two Power Feats and two Drawbacks, so you're looking at 18PP altogether. You may want Selective Attack on that, since a lot of his other powers have it.

Dead right, I should have added in the selective extra.

Fatigue 7 (Lullaby; Extras: Alternate Save [Will, +0], Area [Perception, +2], Selective Attack, Sleep [+0]; Flaws: Sense Dependent [Auditory]; Drawbacks: Power Loss 1 (Unable to make music)) [20PP]

Fatigue starts as 2PP/rank as well. Changing it from a Fortitude Save to will and Sleep are both +0, then the same +2 from Area [Perception] and -1 from Sense Dependent [Auditory]. Selective Attack is +1, dropping as back to 2PP/rank; with the Power Loss Drawback, that's 20PP.

I don't follow here. Fatigue at 2PP/Rank, +2 Area, -1 Sense Dependent, +1 Selective, makes 4PP/Rank. 7 Ranks = 28 PP? (Drawback not included as best for the array as a whole)?

Teleport 9 ("Anywhere in the World"; Extras: Accurate, Affects Others; Flaws: Medium [Music], Long-Range; Feats: Change Direction, Change Velocity, Extended Reach 1, Progression 3 [Affects Others; 10 Others], Progression 1 [Mass; 1000lbs]) [25PP]

Once again, starting with 2PP/rank. Accurate and Affects Others are +1 and +1; Medium (and I love this concept, incidentally) and Long Range cancel them out at -1 and -1. He has seven Power Feats on it, so 25PP all told.

Works for me at 25PP. I suppose I could add some to the feats. I toyed with Subtle to represent him arriving in an innocuous fashion - as per descriptor. Thoughts?

Mind Control 9 (Song of the Dead; Extras: Area [Perception, +2], Contagious, Duration [sustained], Effortless; Flaws: Range [Touch, -2], Limited [Only Undead and Spirits], Sense-Dependent [Auditory]; Feats: Mental Link; Drawbacks: Noticeable [undead shuffle feet and sway], Power Loss 1 [unable to make music]) [26PP]

Mind Control is 2PP/rank again but it's a Mental (big 'M', not psionic) effect so it's already got the equivalent of Sense-Dependent [Mental] built in. I'm assuming you want that and Sense-Dependent [Auditory], which seems fine since they need to hear and have a mind to be effected.It does mean that a recording of the music wouldn't record the effect itself. Anyway, +5 in Extras and -4 in Flaws, one Power Feat and two Drawbacks comes out to 26PP.

This is correct. However, your thoughts - I would like the music to affect mindless zombies or skeletons. I suppose this means it is not a mental effect (it certainly is not subtle like mental effects!) but still has a will save. I am sure there is some way of controlling the actions of mindless zombies...

Nullify 9 (Song of Banishment, Any Summoning Effects; Extras: Area [Perception, +2], Selective Attack; Flaws: Range [Touch], Sense-Dependent [Auditory]; Drawbacks: Power Loss 1 [unable to make music]) [18PP]

I guess this one only works is the summoned whatevers can hear? That works for me. Nullifying a single effect of any descriptor is 1PP/rank, +2 from Area [Perception] and -1 from Sense-Dependent [Auditory], +1 from Selective Attack and only -1 from Range [Touch] since it starts as a Ranged effect. That's 2PP/rank with a single Drawback, for 17PP.

Pretty much spot on, but I wanted it to be all Summoning effects. Which is 2PP/Rank. With extra's thats 3PP/rank, or 27PP (Not including drawback).

Damage 5 (Song of Hellfire; Extras: Range [Perception, +2], Duration [sustained, +2]; Flaws: Sense-Dependent [Auditory]; Feats: Affects Insubstantial 1, Indirect 1; Drawbacks: Power Loss (Unable to make music)) [21PP] (infernal)

Range [Perception] Damage is 3PP/rank, then 5PP/rank at Sustained Duration (I'm not sure this is worth it given how limited his options are with his array tied up), then 4PP/rank with Sense-Dependent. Plus two Power Feats and minus one Drawback, that's 21PP.

Good spot. I think that deserves another rank of damage and Affects Insubstantial 2 to bring it to 27PP!

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Ha, you're absolutely right, I was subtracting Selective Attack on the Fatigue instead of adding it! So that ends up working out perfectly. That's what I get for trying to bang that post out so quickly.

I'd be fine with Subtle on the Teleport to represent it not being obvious that he wasn't just already there.

Mind Control essentially has the Mental Extra built in (I break that down as essentially Sense-Dependent [Mental] balanced out by only being detectable to the subjects) which is +0. Given that you're turning around and making in Sense-Dependent [Auditory], I could see dropping the implied Mental Extra at no change to the cost. That would mean you don't need to have any mental senses to be affected but it would be noticeable to other people that he was playing the effect which would make the Noticeable Drawback redundant. With Power Loss on the Array itself, maybe:

Mind Control 9 (Song of the Dead; Extras: Area [Perception, +2], Contagious, Duration [sustained], Effortless; Flaws: Range [Touch, -2], Limited [Only Undead and Spirits], Non-Mental [-0], Sense-Dependent [Auditory]; Feats: Mental Link) [28PP]

That should do what you're talking about, and given the limitations it seems reasonable to me. It's a bit hand-wavey, but I actually like the precedent it sets; a technopath should have the option of controlling mindless robots, for example.

If you want to Nullify any Summoning effect, one at a time, that would be 1PP/rank, but it sounds like you want all Summoning effects simultaneously, which is 2PP, yeah. I misunderstood the phrasing there! I'd suggest listing it as "Song of Banishment, All Summoning Effects Simultaneously" or "All Summoning Effects at Once" just for clarity's sake, but the math is solid in that case.

There's a lot or really cool effects in there, both in utility and flavour. Excited to see this guy out and about!

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Edits made (all to Magic Array)

Drawback (Power Loss) now part of Array rather than individual feats.

Emotion Control now selective.

Teleport: Added Subtle feat and a few ranks of extended reach.

Mind Control: Added Not Mental (+0). I have kept the noticeable drawback - partly for fluff. There is a distinction perhaps between the use of the power being noticeable (which it is as it is no longer a mental effect) and spotting targets are under mind control (which by default they are not). As it is easy to spot they are under the control of dead beat (dancing and shuffling), I would say its still a drawback. However, its a bit academic as it comes in 1 PP under any way.

Damage 7: Changed descriptor to Song of Woe.

Illusion 9: On an inspiration, upped duration to continuous, and limited it to music only! Hope this is ok. It fits.

Nullify: Clarified it is all Summoning Powers Simultaneously.

Damage 5: I realised I wanted one power which is not sense dependent to make him not completely useless against deaf targets! Basically this is his last resort weak power, which, by his song, directly summons up something infernal. As its a summoning power, its academic if people can hear it or not. Up in alcoholic infernal flames they go! I still had a few spare PP so bumped up Affects Insubstantial to rank 2 (which it probably deserves).

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Looks good! I made three little formatting tweaks which are easily done if they don't suit: I wrote the Perception Area Extra as "Area [Perception, Auditory]" just to let the powers stand on their own if they're quoted apart from the explanation higher on the sheet, I alphabetized his Array apart from the Base Effect and I separated his Super-Senses into two listings to make the partial Flaw on the Extended clearer. That said:

:approved:

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