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Rene deSaens (PL 12/15) - Supercape (Bronze)

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Player Name: Supercape

Character Name: Rene de Saens

Power Level: 12/15 (250/250PP) [264]

Trade-Offs: -4 Defence, +4 Toughness

Unspent PP: 0

Progress To Impervium Status: 144/150 (Platinum Status earned with Supercape)

In Brief: Mystic painter. Aged French Antiquarian.

Alternate Identities: None

Identity: Public (but low profile)

Birthplace: Paris

Occupation: Artist, art dealer. Mage.

Affiliations: Parkhurst Hotel, Halbediers of Paris

Family: None alive!

Age: 246 (DoB: 7th July, 1777)

Apparent Age: 70

Gender: Male

Ethnicity: French Caucasian

Height: 5'7"

Weight: 70 Kgs

Eyes: Brown

Hair: White

Description: Slightly stooped with age, but not bent over, and has some wiry robust health. Has a white goatee and hair, wears a beret, glasses, and bohemian artist clothes. He looks, and feels pretty old.

Power Descriptions: Rene is a powerful magician, who weaves his magic as if painting directly onto reality. This looks like brushstrokes that appear from nowhere. Common examples he uses are beams of light to dazzle, blasts of electricity, or webs of spidersilk. He can create nearly any effect although such physical distortions of reality are often transient.

Whilst he is normally rather immobile, if he has a picture of an area he can use this to open up a mystic portal to that area and travel through it. Effectively, people (including himself) can “walk into†the picture, with all the space and volume bending that creates.

Rene is extremely wise and insightful, and has committed much of his arcane strength into dreaming, to the extent that he can physically travel into the dream dimension. Having much of his psyche in this dimension, he is practically immune to mind control and mental influence. He is able to call about the dreamworld to induce sleep, influence dreams, and even bring creatures from that plane into this. Of particular note is Henri Zenon, also known as deadbeat, a man Rene helped rescue from infernal realms many years ago, and who took residence as guardian of the Dreamworld. When Rene summons the Dreamworld into the waking one, he becomes mentally vulnerable as his entire psyche (or at least most of it) is in the waking world.

Alongside his great wisdom, Rene has been known, at times, to paint accurate representations of the past and the future, which is not something he is consciously able to do. He can mentally see his surroundings as if they were an impressionists painting, an ability that requires neither his eyes nor light to do so.

Rene uses three magical items to help him. Firstly, he has a heavy ring of iron on his finger, that protects him from harm, making him highly resistant to injury. Secondly, his spectacles have magic lenses, allowing him to see magical effects and read any script. Lastly, he uses a magical paintbrush and ink to paint more detailed magical effects, such as light shades, illusions, or invisibility (all based around light and visual effects, understandably).

History: As a young man, Rene fought in the French revolution and ended up helping Broken Crow, master mage of the time, track down and destroy an aristocratic necromancer. Broken Crow was impressed with the man's bravery and aptitude, and pointed him down the path of the mage. Since then, Rene has travelled throughout Europe as a mage, artist, antiquarian, and - at times - revolutionary. He has always remained a political, philosophical and passionate man.

Through the ages he has had frequent contact and conflict with Gallia, the spirit of Aristocratic France. He has also been a member of the Halbediers of France, an organisation devoted to protecting France from magical threats.

In the early 20th Century, Henri Zenon, a talented musician who was tricked into an infernal contract, managed to escape through Rene’s dreams. He blocked this event out for decades, losing it to the Dreamworld. However, with time, he has come to reconnect with the part of his psyche lost in the dreamworld, and became stronger through it.

Rene has an art shop, and flat, in Freedom City. He is known to be a magician of sorts, but he seriously downplays his power, pretending to be nothing more than a wise old dabbler, when in fact he is of considerably greater power. His public persona is more of rumour than fact, and he keeps it this way.

Personality & Motivation:

Rene is an irritable classic "artiste". He can be grumpy at times, but this is part of his act to downplay his power and importance. In fact, whilst he is something of a snub to uncultured folk, he is loyal and passionate about liberty and freedom, and will fight hard for those principles. In addition, having been taught be Broken Crow and having a considerable amount of experience with Earth’s Master Mages, he is sworn to defend Earth from magical threats.

Powers & Tactics:

Rene's magical power revolves around art and dreams. As such, he tends to make his powers "poetic" or "artistic", which can often mean using sub optimal tactics to suit his sensibility.

His main magical strength is the ability to "paint" onto reality, as if brush strokes slide across the scenery. He can summon up lines of fire, ice, electricity, blinding light, cobwebs or anything he chooses to think of. The lines are either precise and thin, coiling through the air and homing in on their target, or broad and vigorous, catching more targets at the expense of concentrated strength.

Rene is able to take any picture or painting, and jump into it, instantly moving to the location shown. He is otherwise somewhat limited and slow in moving, which is a distinct vulnerability.

Rene is a guardian of the gateway between Dreams and Reality. He can use this ability to draw things out of the dreamworld. He can create objects from people’s dreams (either others or his own). His psychic connection to this means he can both “sense†through the object, and will suffer psychically if the object is damaged.

Henri Zenon, or Deadbeat, is a guardian of dream dimensions and Rene's friend (see below), Rene can use his psychic dream power to pull Deadbeat into this world, a valuable ally in any conflict. In a similar vein he can pull other dream creatures through, but this is more of a random effect.

Rene can "see" the surroundings with his "Artist's eye". The world will appear to him like a dream, or impressionistic painting. This effect does not require his eyes or light. It may miss some detail, it may augment other's.

Given time and inclination, Rene can sometimes paint scenes from the past or future. They are of course somewhat vague but may offer insight (these powers have the uncontrolled flaw).

Rene uses a variety of devices he has made over the years. The most vital is probably a wrought iron ring, heavy, thick, simple but beautiful. The ring provides the wearer with incredible resilience. The most visible and fancy is his paintbrush and magic ink, which allows him to create more elaborate and long lasting visual effects. Finally, he wears a delicate pair of spectacles that (apart from correcting his vision) allow him to see any magical effects and read any text.

Note: The Dream Dimension

This is detailed on p105 of Freedom City Source Book. Rene has Dimensional Travel 2, which means he can travel to any dream dimension. Essentially this is to cover all bases. As he needs to sleep to enter these dimensions, the power has a limitation - he cannot use such dimensional travel to escape, and it takes some time to travel. 


Rene has constructed a part of the dream dimension as his own (taking a leaf out of the Lovecraft mythos). A French seaside village with his own cottage and vineyard. This area of the dream dimension has no HQ like qualities, it is merely an area he has shaped for himself. 


As the Dream Dimensions are somewhat fuzzy both in experience and mechanics, they are more for plot and story purposes, or possibly for inspiration or complications (and the flow of HP accordingly). 



Artists' Eye The rather dreamy and ephemeral nature of Rene's mental supersense could be used as a plot device, a source of the inspiration use of hero points, or a complication, missing some details or picking up on others as may help the narrative.

Anything for Art Aside from a passion for objects d'art, he can use sub-optimal tactics purely because they would be more "artistic".

Cracked Lens: Rene’s spectacles, whilst technically a device, are very fragile and will break/crack/smash with any force applied to them.

Creaky Bones Has a variety of old age complaints, a bit hard of hearing, needs reading spectacles, joints hurt in the winter, and so forth.

Heavy Sleeper As a result of age and his powers, if Rene is asleep, it takes an almighty effort to wake him up. He will not notice regular activity, and it is no effort to sneak up on him.

The Ink well is dry His magic paintbrush needs magic ink, which takes time to make. His brush is good for several applications of magical effects, but is not inexhaustible.

It comes out in the wash Whilst Rene’s ink has a continuous effect, it will come off with water or solvents. It is therefore virtually useless underwater, and will not last long in rain. (NB: This is not to applied for the Color Control, Morph and Concealment Attacks, i.e. on unwilling opponents, as continuous power attacks have an inherent way of being countered. It may apply in these situations if used underwater, as the power will probably not work at all)

Beware the Id Rene’s connection to the dreamworld is not entirely conscious. The powers in his dream array may fail or work unexpectedly due to the essentially unconscious nature of dreaming – particularly if he conflicted about, or repressing something.

Perchance to Dream Renes dream powers do require a certain sleepiness. If is he highly stimulated (from pain or drugs, including caffeine) he will be unable to connect the dream world to the real one.

Abilities: -2 + -4 + 0 + 2 + 30 + 6 = 32pp

Str 8 (-1)

Dex 6 (-2)

Con 10 (+0)

Int 12 (+1)

Wis 40 (+15)

Cha 16 (+3)

Combat: 8 + 8 = 16PP

Initiative: +2 (-2 Dex, +4 Improved Initiative)

Attack: +4 (+12 Magic Array)

Grapple: +3

Defense: +8/+4 (+4 Base, +4 Shield from Ring), +2 Flat-Footed

Knockback: -8 (0 without ring)

Saving Throws: 10 + 6 + 1 = 17PP

Toughness +16 / 0 (+16 Protection from Ring)

Fortitude +10 (0 Con, +10)

Reflex +4 (-2 Dex, +6)

Will +16 (+15 Wis, +1)

Skills: 92r = 23pp

Bluff 8 (+11)

Concentration 6 (+21)

Craft (Artistic) 17 (+32)

Diplomacy 8 (+11)

Intimidate 6 (+9)

Knowledge (Arcane Lore) 17 (+18)

Knowledge (Art) 4 (+5)

Knowledge (History) 4 (+5)

Knowledge (Theology and Philosophy) 4 (+5)

Languages 10 (Arabic, Egyptian, English, French [Native], German, Greek, Italian, Latin, Portuguese, Russian, Spanish)

Sense Motive 6 (+21)

Feats: 21PP



Beginners Luck (Remembering long forgotten skill)

Benefit 1 (Replace WIS for INT for Craft [Art])

Benefit 2 (Wealth 2 [Rich])

Environmental Adaptation (Dream Dimensions)

Equipment 3

Favoured Environment (Dream dimensions)

Favoured Opponent (Dream creatures)

Inspire 5

Improved Initiative


Second Chance (Art)


Equipment 3PP = 15EP

Headquarters "Rene's House" [9EP]

Size: Medium (Large House, Basement), Toughness: +10, Features: Laboratory (Arcane), Library, Living Space, Security System (DC 30), Workshop (Art), Workshop (Arcane). 

5EP contributed to Parkhurst Hotel

Masterwork Art Tools [1EP]


Powers: 2 + 16 + 3 + 24 + 40 + 6 + 1 + 45 + 2 + 5 + 2 = 146


Comprehend 2 (Speak to, Understand Objects Flaws: Limited to Art) [2PP]

Device 4 (20PP Container, Flaws: Hard-To-Lose) [16PP] (Iron Ring, Mystic)

Protection 16


Shield 4 [4PP]


Device 1 (5 PP Container, Flaws: Easy-to-lose) [3 PP] (Spectacles, Mystic)

Comprehend 1 (
Read any language) [2PP]


Supersenses 3 (Detect magic, visual) [3PP]


Device 8 (40PP Container; Flaws: Easy-To-Lose; Feats: Restricted [Artistic Craft Skill bonus of +10 or higher needed]Drawbacks: Power loss -1, needs to gesture as if painting) [24PP] (Mystic Paintbrush)

Mystic Ink Array 16.5 (
33PP Array; Feats: Alternate Power 6) [39PP]

Base Power: Obscure 10 (Visual Senses, 5000ft radius; Extras: Duration [Continuous], Range [Perception];Flaws: Action [Full]; Feats:Precise, Variable Descriptor 2 [Any Magic]) [33PP]

Alternate Power: Animate Object 6 (90PP Minions; Extras: Animate Images Only (+0), Duration [Continuous], Range [Perception]; Feats: Progression [Minions] 4 [25 Objects]; Drawbacks Action 1 Full Round to animate objects]) [33PP]

Alternate Power: Color Control 11 ( 11 x 5' cubes; Extras: Duration [Continuous], Range [Perception]; Flaws:Action [Full]) [33PP]

Alternate Power: Concealment 2 (Normal Vision, Extras:Attack +self (Reflex), Area [General, Burst], Duration [Continuous], Range 2 [Perception], Selective Attack; Feats: Close Range, Progression [Area] 8 [10-5000ft radius], Progression [DC +2 =14] 2, Selective; Drawbacks: Action 3 Full round to activate) [24PP] (Invisible Ink)

Alternate Power Illusion 8 (Visual Senses; Extras: Duration 2 [Continuous]; Flaws: Action [Full]; Feats:Progression [Area] 9 [5000ft radius]) [33PP]

Alternate Power: Light Control 10 (5000ft radius; Extras: Duration [Continuous], Range [Perception]; Flaws:Action [Full]; Feats: Precise [Vary level of light], Variable Descriptor 2 [Any Magic]) [33PP]

Alternate Power: Morph 4 (Any Form, +20 Disguise; Extras: Area (Burst, 20 ft radius), Attack + Self (Reflex DC 14), Duration [Continuous], Range 2 (Perception), Selective Attack; Drawbacks: Action 3 [Full Round]) [33PP] (Mystic Make-up)

Quickness 3 (x10 speed; Flaws:Limited to painting only [-2]) [1PP]


Dream Array (37 PP Array; Feats :Alternate Power 3) [40 PP] (Mystic, Dreams)

Base Power: Summon 12 (180PP, Henri Zenon/Deadbeat; Extras: Fanatical, Heroic Feats: Mental Link Flaws: Feedback) [37/37 PP]


Alternate Power: Create Object 10 (Extras: Movable, Range [Perception], Feats: Precise, Stationary, Subtle 2, Variable Descriptor 2 [Dreams], Flaws: Feedback, Limited [Requires Dream]*) [36/37PP]


Alternate Power: Environmental Control 8 (Distraction [DC 10], Hamper Move [50%], 1000’ Radius, Feats: Variable Descriptor 2 [Dreams], Extras: Range [Perception], Selective, Flaws: Limited [Requires Dream]*) [34/37 PP]


Alternate Power: Dream Control 12 (Feats: Triggered 1 [Falling Asleep]) [37/37PP]


*NB "Requires Dream" means that Rene must be able to perceive a dream (normally either by dreaming himself, or by using Dream Travel to view another persons dream)


Dream Travel 10 (Feats: Sedation, Flaws: Action [standard]) [6PP]

Immunity 2 (Aging, Disease, Flaws: Limited [1/2 Effect]) [1PP] (Mystic)

Magic Array 19 (38PP Array, Feats: Alternate Power 7) [45PP]

Base Power: Astral Form 8 (2000 miles; Feats: Dimensional 3, Selective, Subtle 2, Flaws: Feedback) [38/38]


Alternate Power: Blast 12 (Feats: Accurate 4, Affects Insubstantial 2, Homing, Indirect 3, Precise, Variable Descriptor 2 [Any Magic]) [37PP]

Alternate Power: Blast 10 (Extras: Area [line]; Feats:Affects Insubstantial 2, Indirect 3, Variable Descriptor 2 [Any Magic]) [37 PP]

Alternate Power: Dazzle 12 (Feats: Accurate 4, Homing, Indirect 3, Precise, Variable Descriptor 2 [Any Magic])[35PP]

Alternate Power: Dazzle 10 (Extras: Area [line]; Feats: Indirect 3, Variable Descriptor 2 [Any Magic]) [35 PP]

Alternate Power: Snare 12 (Feats: Accurate 4, Affects Insubstantial 2, Homing, Indirect 3, Precise, Reversible, Variable Descriptor 2 [Any Magic]) [38PP]

Alternate Power: Snare 10 (Extras: Area [line]; Feats:Affects Insubstantial 2, Indirect 3, Reversible, Variable Descriptor 2 [Any Magic]) [38 PP]

Alternate Power: Teleport 10 (200,000 miles per Full Action ["Anywhere On Earth"]; Extras: Accurate, Portal, Flaws:Limited [Long-Range], Medium [Picture of target area to paint onto]; Feats: Change Direction, Change Velocity, Progression [Portal Size 10’ x10’] 1, Progression [Cargo] 2 [500 lbss], Selective, Subtle 2) [38PP]


Super Movement 2 (Dream Dimensions; Flaws: Limited 1 Needs to fall asleep to travel) [2 PP]

Super-Senses 5 ( Artists Eye [Mental Sense], Extras: Accurate, Acute, Ranged]) [5PP] (Magic, Views surroundings as if they were an impressionist painting)

Super-Senses 8 (Postcognition, Precognition Flaws: Uncontrolled [GM] Drawbacks: Limited 1 only visual sense, Power loss 1 cannot use if unable to paint) [2 PP] (Paint the future)


Vulnerability (Sleep Effects [common], +50% to DC) [-3PP]


Vulnerability (Emotion Effects [common], +1 DC) [-2 PP]

DC Block:

ATTACK                 RANGE           SAVE             EFFECT

Unarmed                                Touch           DC14 Toughness      Damage (Physical)

Magic Blast                         Ranged          DC27 Toughness      Damage (Varies)

Magic Blast Line                Ranged/Area     DC25 Toughness      Damage (Varies)

Magic Dazzle                       Ranged          DC22 Reflex            Dazzled (Visual)

Magic Dazzle Line              Ranged/Area     DC20 Reflex            Dazzled (Visual)

Magic Snare                         Ranged          DC22 Reflex            Entangled/Snared

Magic Snare Line                Ranged/Area     DC20 Reflex            Entangled/Snared

Color Control                     Perception      DC21 Reflex            Transformed (Color)

Concealment                        Perception      DC14 Reflex            Invisible (Normal Visual)

Morph                  Perception      DC14 Reflex      Morphed (+20 Disguise)


Totals: Abilities (32) + Combat (16) + Saving Throws (17) + Skills (23) + Feats (21) + Powers (146) - Drawbacks (-5) = 250/250 Power Points 

Edited by trollthumper
+1pp for December 2014 (for tracking next reward tier)
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Player Name: Supercape
Character Name: Deadbeat
Power Level: 10 (180/180PP)
Trade-Offs: +4 Toughness, -4 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.
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, and banish summoned spirits.

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.
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 several occasions, once in the 20’s when he first met, and befriended Rene DeSaens.
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. He returned, escaping by a combination of charm, guile, and using Rene's dream dimensions as a back door. His flesh had passed away, and he was now a spirit. 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. 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, ironically, the Devil (as theological entities). He just knows that there are horrible demons around, and he deals with it.
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. 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 too over-familiar at times.
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). His invulnerability means he 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.

If faced with a deaf opponent (or an opponent who cannot hear him) he will directly attack with a concussive beat. This is an extremely noisy bang sound, and whilst powerful can deafen those next to it. In an absolutely emergency he will directly physically attack - he is surprisingly strong for his appearance as a middle aged (or older) man.
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.
As a denizen of the dream dimensions, Deadbeat can move between these realms and the physical one at will, and is quite at home there. 
Abilities: 8 + 0 -10 + 0 + 6 + 6 = 10PP
Strength: 18 (+4)
Dexterity: 10 (+0)
Constitution: -
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 16 (+3)
Combat: 12 + 12 = 24PP
Initiative: +0
Attack: +6 base, +10 Magic percussion
Grapple: +10
Defense: +6 Base, +3 Flat-Footed
Knockback: -7
Saving Throws: 0 + 6 + 3 = 9PP
Toughness: +14 (+14 Protection)
Fortitude: Immune
Reflex: +6 (+0 Dex, +6)
Will: +6 (+3 Wis, +3)
Skills: 84R = 21PP
Bluff 11 (+14)
Concentration 8 (+11)
Diplomacy 4 (+7)
Intimidate 4 (+7)
Languages 2 (French, English, Martinquan Creole [Native])
Notice 2 (+5)
Perform (Keyboards) 4 (+7)
Perform (Percussion) 15 (+18)
Perform (Singing) 8 (+11)
Perform (Stringed Instruments) 10 (+13)
Perform (Wind Instruments) 10 (+13)
Sense Motive 6 (+9)
Feats: 7PP
Environmental Adaptation (Dream Dimensions)
Fascinate (Perform)
Favoured Environment (Dream dimensions)
Favoured Oponent (Dream Creatures)
Second Chance (Perform: Percussion)
Jack of All Trades
Powers: 1 + 1 + 30 + 18 + 25 + 14 + 12 + 4 + 2 + 2 PP= 109PP

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 10 (20 PP Array, Feats: Alternate Power 6; Drawbacks: Power Loss 1 [unable to make music]) [25PP] (Magic, Music, Sound)

Base Power: Emotion Control 10 (Emotive Magic Songs; Extras: Area [Perception, Auditory], Contagious, Selective; Flaws: Duration 1 [Concentration], Range 2 [Touch]; Feats: Reversible; Drawbacks: Noticeable [Affected targets shuffle their feet, dance and sway in a manner appropriate to music and emotion])[20/20PP]
Alternate Power: Damage 6 (Percussive Drumbeat; Feats: Accurate 2 [+4], Mighty) [9PP] Linked with Dazzle 10 (Hearing; Flaws:: Range [Touch]; Feats: Accurate 2; Drawbacks:Full Power ) [11PP] [9+11 = 20PP]
Alternate Power: Stun 5 (Lullaby; Extras: Alternate Save [Will, +0], Area [Perception, Auditory], Selective Attack, Sleep (+0) ) [20/20]
Alternate Power: Illusion 10 (Song of Deception, Auditory senses; Extras: Duration [Continuous, +2]; Flaws Limited [Music] ) {20/20}
Alternate Power: Mind Control 10 (Song of the Dead; Extras: Affects Objects/Constructs only (+0), Alternate Save [Fortitude], Area [Perception, Auditory], Contagious, Selective Attack, Not Mental [+0]; Flaws: Range [Touch, -2], Limited [Only undead and spirits]; Feats: Mental Link; Drawbacks: Noticeable [undead shuffle feet and sway]) {20/20}
Alternate Power: Nullify 10 (Song of Banishment, Any one summoning effect; Extras: Area [Perception, Auditory], Selective Attack; Flaws: Range [Touch]) [20/20PP]
Alternate Power: Teleport 8 (2000 miles; Extras: Accurate, Affects Others Flaws: Medium [Music], Long-Range;Feats: Change Direction, Change Velocity , Progression [Mass, 250lbs] 1, Subtle [appears as if walking in on the scene]) [20/20]

Protection 14 [14PP] (Spirit)
Regeneration 22 (Recovery Bonus +10, Recovery from Disabled 5 [Every minute], Recovery from Injured 3 [Every Minute], Resurrection 4 [1 Hour]; Flaws: Source [Music (not his own)]) [12PP]
Super Movement 2 (Dream Dimensions) [4PP]

Super Senses 2 (Extended Auditory 2 [-1 per 1000']) [2PP]

Super Senses 4 (Extended Auditory 4 [-1 per 2000 Miles Total]; Flaws: Limited [Music]) [2PP]

Drawbacks: 0PP

DC Block

ATTACK           RANGE         SAVE                 EFFECT
Unarmed          Touch         DC19 Toughness       Damage (Physical)
Emotion Control  Touch/Area    DC20 Reflex and Will Varies
Stun             Touch/Area    DC15 Reflex and Will Fatigue
Percussive Beat  Touch         DC25 Toughness       Damage (Physical)
                 Touch         DC20 Reflex          Dazzle (Auditory)
Nullify          Touch/Area    DC20 Reflex and Will Nullify Summon Effect
Mind Control     Touch/Area    DC20 Reflex and Will Mind Control

Totals: Abilities (10) + Combat (24) + Saving Throws (9) + Skills (21) + Feats (7) + Powers (109) - Drawbacks (0) = 180/180 Power Points

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Minor mechanical changes from build posted in Character Building. 


Fluff updated. 


I have given vulnerability to sleep effects as common which could be debated. As it would include sleeping gas, physical and mental effects, as well as the penalty for not sleeping, I think it is reasonable. 


The Summon 10 power from his dream array is potential cheesy, as the broad 2 extra could summon a very wide range of possibilities. However, given it is also uncontrolled (its essentially what the GM thinks might pop up!) I thought this was reasonable (and infact makes the broad extra at +2 rather painfully expensive!). Still, I thought it would be worth drawing attention to this. 

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Rene's Charisma-linked skills seem to be +1 bonus higher than they ought to be; I'm guessing there was a previous revision of this rebuild that had +3 Cha?


Headquarter's a bit under-cost. Breakdown:

Size: Medium (0ep)

Toughness: 5 (0ep) + 5 (1ep)

Features: Arcane Laboratory (1ep), Library (1ep), Living Space (1ep), Security System (DC20, 1ep; DC+5, 1ep; DC+5, 1ep), Arcane Workshop (1ep)



For my own curiosity, what will you be doing with the +Precise on Obscure? Pretty sure it's legal, but having a hard time getting my tired brain to think of an application for it on this sort of power.

Concealment 2 (+Area, Burst) has a base radius of 10'; Progression 7, by my counting, pushes that up to 2000', not 5000'.

Color Control, as written, operates based on area, not weight, and already has a reflex save. If you want a weight-based power with an alternate save of reflex, you'll need to use the base Transform.

Dream Travel 12 with two feats would cost 14pp, not 12; thus, the Dream Control + Dream Travel power slot in the Dream Array woudl cost 53pp, not 51. Still within budget, but the notation's off.

If I were your GM, I would look forward - with salivatory delight - to turning that Summon 10 against you. Fanatical + Uncontrolled has some unfortunate implications for the nastier dream creatures, and given that it's Uncontrolled I'd be inclined to both not give you an HP for being unable to deactivate the power and not let you summon Deadbeat to help (because it would give you two Heroic summons, which is a no-no). Fair warning.

Math is off in the overall pp total for Powers; each individual power seems correct, though. This also means that the final pp tally for Rene's sheet is off.

Deadbeat (love the name)


Looks like your sheet formatting went wonky; extra newlines and your array's naked of our lovely formatting bars.


Grapple bonus looks like it's off by one. Am I missing a +1 bonus from somewhere?


Might want to give the skill bonuses another look. A couple of the final bonuses are wonky; similar to Rene, I'm guessing there were different ability mods here at some point and not everything got revised.


Emotion Control 10 (+3 extras, -3 flaws, +2 feats, -1 drawback) comes out to 21pp, not 20.

The Mind Control power is mathematically correct, but as Deadbeat's own sheet demonstrates, the undead are almost entirely Fortitude-immune. A Mind Control that's fortitude-based won't affect them.

Teleport is within-budget for the array at 20pp, but incorrectly noted as costing 28pp.

The final pp tally for powers is incorrect; 1+1+30+18+25+14+12+4+4+2=111pp, not 107pp.


Even accounting for the pp difference, above, Deadbeat is well under-budget, at something like 172/180pp.

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Thanks Fox! Much Appreciated!


1. Yeah, Cha is listed as CHA 16 (+2). Guess what, that's wrong, huh? So he does in fact have +3 Cha bonus and its costed correctly, just annoted wrongly in the abilities. Corrected!


2. HQ: Ill add in an Art workshop just to cover that base. 


3. Precise power on obscure is so he can vary the level of obscurement. For instance, if he is painting dust or fog to cover the area, he could make it a certain colour or density that might make it  particularly good camouflage for Captain Pink, the Spandex superhero with a colourful super costume. 


4. Concealment is a good catch. I have spare PP so easily pushed up to Progression 8. The idea here is to harmonise all the AP to an indentical area: His ink covers 5000' radius. 


5. Forgot Color Control's save was reflex. However, given I forgot it, I wonder if it worth keeping in as a reminder? your call on that one (no harm, no foul either way I guess). Unfortunately I dont have UP to hand: do you have any suggestions as to how to build this in terms of area?


6. Corrected Dream Travel, as you say still within budget. 


7. NOt sure where you are coming  from with Fanatical plus uncontrolled. Fanatical will still mean under Rene's control. Uncontrolled means that he has not control over what he summons. I think you may be thinking of the Attitude flaw? And yes, as Deadbeat and the Uncontrolled summon are part of the same array he cannot ever summon both at the same time as per house rules - he cannot have two heroic summoned characters. The idea here is that he can pull something from his dreams. Either Deadbeat - a spirit with whom he had forged an intimate relationship - or something quite random (like what dreams are!)




1. Tidied up!


2. No you are correct. I probably gave him Super Strength 1 in an old build. 


3. Skills tidied up


4. Good catch with Emotion Control, so dropping the Mind Blank which shold not have been in there in the first place!


5. This was an interesting question I went through with Giz when Deadbeat was presented as an NPC. How can you build something to Mindcontrol an undead? we both agreed it should be possible. The way we thought to do it was how it was presented: Alternate Save [Fort] firstly, As you say, this would on its own not affect Constructs. But then add in the Affects Objects (only) Extra (+0). By out house rules it now affects undead, who then ger the save flipped to reflex. 


Alternatively of course I could just say Alternate save [Reflex] But the thinking goes as above. 


As for why it then justifies the limitation (only undead)...well, if you buy Alternate Save [Fort] and Affects Objects only, then technically the power could affect machines, robots, etc. 


I hope that makes sense, Giz and I bashed that one about quite a bit!


6. corrected teleport array

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As an afterthought, I have toned down Deadbeats Percussive Strike to make the Dazzle not an area. This lowers his cost. Hope you can give it the once over. 


I just think every time he makes a blow having to roll two reflex rolls for everyone in the area will just slow everything down and be to much a pain. It may make mechanical sense, but really, sometimes logic has to take second place to fun!


Hell, logic always has to take second place to fun!

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5. Forgot Color Control's save was reflex. However, given I forgot it, I wonder if it worth keeping in as a reminder? your call on that one (no harm, no foul either way I guess). Unfortunately I dont have UP to hand: do you have any suggestions as to how to build this in terms of area?

From UP:

"This somewhat odd power is the ability to change the colors of things: making an apple blue or purple rather than red or green, for example, or an orange... well, something other than orange. You can transform the colors of objects occupying a cube five-feet on a side per power rank; mobile targets get a Reflex save to avoid being “colorized†(no effect on a successful save). The changes in coloration last as long as your power does."

Reminders about what save a given power has are probably best saved for the DC Block, I'd think.

7. NOt sure where you are coming from with Fanatical plus uncontrolled. Fanatical will still mean under Rene's control. Uncontrolled means that he has not control over what he summons. I think you may be thinking of the Attitude flaw?

Per the note on Rene's own sheet, "GM control of creature type and actions", and per UP, "Your summoned minions have a fanatical attitude and devotion to you." This, to me, means that a given summon will always do what is best for Rene...from that creature's perspective. A happy dream gnome probably just wants to be helpful and would likely always listen. A dark dream genie might think the best way to help Rene would be to torture his enemies, unless expressly told not to. A dream-eating nightmare monster might believe it knows what's best for Rene better than Rene does, so as long as it believes it's serving his interests faithfully and devotedly, what does it care what he says? He'll learn in time, and thank the monster when he's older and wiser.

Uncontrolled specifically removes all control over a power from the player's hands, outside of the basic effect and the constraints thereon. The GM - quoting the book - "decides when and how the power works". If Rene has control over the creature then Uncontrolled isn't much of a flaw, and would just boil down to "I want the GM to design a 150pp sheet for me to help me win".

5. This was an interesting question I went through with Giz when Deadbeat was presented as an NPC.

Fair enough, and works for me. Good clarification!



I count 16+3+24+66+1+44+2+5+2= 163pp of powers, not 164 (nor 167, which is what the tally at the top of the Powers section would come out to), so Rene has another point or so to spare.



Looks like you dropped his Grapple bonus down a rank and then got Super-Strength...which would have pushed it back up again! Str +5 + Attack +6 + Super Strength 1 = Grapple +12.


I now count 113pp of powers; this puts Deadbeat over-budget, unfortunately.

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