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Warlock II (PL10) DevilsAdvocate


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Player Name: DevilsAdvocate

Character Name: Warlock

Power Level: 10 (150/150PP)

Trade-Offs: Spectral Touch +4 Attack / -4 Damage

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Young warlock with demonic power and really nice guy.

Residence:  Claremont Academy.

Alternate Identity: Kyle Reed

Identity: Secret

Birthplace: Atlanta, GA

Occupation: High school student

Affiliations: Claremont Academy

Family: Joe Reed (father), Martha Reed (mother), Joey Reed, Jr. (older brother)

Description:

Age: 17 (DoB: 1998)

Gender: Male

Ethnicity: Caucasian

Height: 5’ 9”

Weight:155

Eyes: Brown

Hair: Brown

 

Kyle is a little small and of slight build for his age; he is not at all athletic. He has a warm, disarming smile and easy-going manner. Kyle keeps his scruffy brown hair about as long as his parents will let him get away with: just over the collar. He tends to dress in preppy-looking khakis and short sleeve oxford shirts.

 

As Warlock, he wears a long, dark-blue cloak that seems to slowly billow and flap on its own as if it were under water. The cloak’s hood hides his face in darkness except for a pair of red, glowing eyes. He wears a blue robe trimmed in yellow under his cloak.

 

The imp Xeadach  keeps himself hidden or invisible unless Kyle is in costume, then he will usually perch on Kyle’s shoulder.

 

Power Descriptions:

Warlock’s summoning powers tend to manifest as purple-ish ghostly shapes. The powers of his Dark Incantations tend to have purplish-black, “demonic” looking effects.

 

History:

Nobody knows how or why, but Kyle was born with what Xeadach calls “the Gift:” an ability to see and talk to spirits, demons, and other extra-dimensional creatures. As a child, Kyle seemed often frightened for no apparent reason and to have an overly active imagination as he spoke to beings that no one else could see. Kyle often seemed distracted, staring into space. In fact, he was seeing and talking to the spirits around him: spirits of the dead, spirits of nature, even demons. Kyle’s parents, Joe and Martha Reed, eventually figured out that what Kyle was seeing was real when Kyle was able to give them details about an “imaginary friend” who turned out to be the spirit of a boy who had drowned in a neighborhood pool years before.

 

By the time Kyle started school, many spirits had found their way to this kind-hearted boy in search of help: usually ghosts of the dead wanting to give one last message to the living or spirits of nature displaced by human activity. Kyle was often too young to be able to deal with them but his parents helped as much as they could. They did things like calling in anonymous tips in murder cases or taking small plants Kyle told them carried nature spirits to plant in groves outside of town. They tried to help Kyle to deal with his ability and to keep his power a secret, but it was very demanding on the family. Eventually, they were offered “help” for Kyle from a rather unwelcome source.

 

Xeadach, a demon imp, came across the boy and his Gift when Kyle was about seven years old. He befriended Kyle and convinced Joe and Martha that, in spite of his demonic appearance, he could be a true help to the boy. Joe and Martha, though wary, allowed Xeadach to begin tutoring Kyle, though only under their direct supervision, a restriction Xeadach eagerly accepted.

 

Xeadach taught kyle some basic spells and incantations and to control his ability. However, right under his parents noses, the imp tricked Kyle into casting a spell that would bind the imp to the boy’s soul. To this day, Kyle can’t rid himself of the pesky little imp, but Xeadach serves as a reasonably faithful familiar and tutor of the Dark Arts.

 

As Kyle grew up, his parents tried to steer him away from superheroics, but to no avail. Kyle started small, busting small-time criminals and bringing murderers to justice near his home in Atlanta. One day, in the summer after his sophomore year in high school, he saw on the TV that Washington DC was under attack by a group of supervillains. It was time to help save the day!

 

Kyle used his powers to open a portal to the capital city and do battle as best he could. During the battle, three supervillains teamed up against him and began to overpower him. Desperate, he asked Xeadach for help and together, they opened portals allowing a horde of demons to come to Kyle’s aid! It took everything Kyle had to keep the demons under his control. When the villains saw that the tides had turned, they redoubled their efforts against Kyle and knocked him into a wall, stunning him. Kyle lost control of the demons, which began their own spree of destruction in the city.

 

The superheroes on the scene eventually overcame the villains and the new demonic threat. Adrian Eldrich found the boy and contained his power for a time until he could decide what to do with him. Eldrich went to the Reeds and, after discussing the situation with them, got their permission to take Kyle with him to Freedom City to see that he was properly helped.

 

Kyle spent the rest of the summer with his powers bound and being pressed into service as Eldrich’s yard boy. Kyle once complained about his treatment to Eldrich. “I thought you brought me here to teach me how to use my powers!”

 

“You know how to use your powers, boy. I brought you here to learn how to not use them.

 

What you are, boy, is a warlock, and a more powerful one than most. That means that your magic comes from making pacts with spirits such as demons like Xeadach. Most warlocks who consort with demons are corrupted by the evil which gives them their power. Unlike you, though, they are normally adults knowing full well what they are getting into. But, knowingly or not, you are already half way down that path. You are too powerful for me to let you be corrupted further.”

 

Eldrich tested the boy to determine his true character by putting him through the wringer. He needed to know if Kyle had what it took to be a real hero or if it was best to bind the boy’s powers forever. By the end of the summer, Eldrich was convinced of the boy’s good heart and strong moral compass which had endured Xeadach’s many attempts at corruption. He released Kyle’s powers and saw to it Kyle would get the guidance he needed at Claremont Academy, where Kyle is now in his junior year.

 

Personality & Motivation:

 

Kyle is a little shy but good humored, quick to smile and laugh. He is very kind-hearted and tries to help those in need, especially spirits that seek his aid. He tends to see the best in people and, in turn, often inspires the best in people.

 

Kyle has, as Eldrich noted, a very strong moral compass. He believes in fairness and justice, and has a belief in the fundamental goodness of people that borders on naivety. Kyle hates to lie. He will lie if he believes it is for a greater good, and has lied on occasion to try to protect his secret, but he is pretty bad at it.

 

Powers & Tactics:

Kyle has a strong power over spirits, called being “spirit-touched.” He can see spirits, and talk to them, and his strong link to the spirit world amplifies the force of his personality. On the one hand, the sincerity of his intentions is “broadcast,” making it easier for him to make friends and influence people. On the other hand, it makes it harder for him to conceal his feelings.

 

With his power over the spirit world, he can easily call upon small spirits to do his bidding. Dozens of small spirits flit around him and, acting in concert, can help protect him from harm or do small tasks. His connection to the spirit realm also lets him slip through the ethereal plane to instantly travel vast distances

 

Because of his arcane training and demonic bond, Kyle can access infernal magic. His primary attacks are a “hex” that saps life energy from the target, and an assault  of spectral hands that have a mind of their own. He has also mastered a scrying technique that sends a spectral presence across the globe or into other planes. He can, if the location is not too distant, communicate with the people he sees through the sensor.

 

Xeadach offers Kyle his expertise in the Arcane and can assist in his casting or cast minor curses and other spells at Kyle’s request. Being close by and invisible, he can also warn Kyle of danger.

 

Complications:

 

Demon on His Shoulder: Xeadach is an imp familiar that Kyle will probably never be able to rid himself of. He ultimately seeks to corrupt Kyle, but is playing the Long Game. He will help, give good advice, and obey Kyle to a point, but will also try to subtly influence him.

 

Practitioner of the Dark Arts: By training and his link to his demonic familiar, Kyle’s magic is infernally tainted. Others may react very negatively to the nature and source of much of his magical power.

 

A Spirit in Need: Kyle seems to attract spirits who need help, and he can’t stand to see them suffer, so he often finds himself performing odd tasks for them.

 

Easily Distracted: Kyle often has weird things in the spirit world getting in his way or making it hard to concentrate or keep a straight face. Because of his “No Poker Face” complication, he ends up looking a little crazy at times.

 

High School Kid: Kyle is a minor and is currently a junior in high school.

 

No Poker Face: Kyle is pretty guileless. He is a terrible liar and can’t bluff well. He tries to keep his alternate identity a secret, and he often ends up looking pretty ridiculous doing so.

 

Abilities: -2 + 0 + 0 + 4 + 4 + 8 = 14PP

Strength: 8 (-1)

Dexterity: 10 (+0)

Constitution: 10 (+0)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 18 (+4)

 

Combat: 8 + 8 = 16PP

Initiative: +4

Attack: +4 Melee, +4 Ranged

Grapple: +3

Defense: +10 (+4 Base, +2 Dodge Focus, +4 Protecting Spirits), +4 Flat-Footed

Knockback: -0

 

Saving Throws:5 + 5 + 8 = 18PP

Toughness: +10 (+0 Con, +10 [Cloak of Shadows])

Fortitude: +5 / +13 (+0 Con, +5, +8 Protective Spirits [v Magic])

Reflex: +5 / +13 (+0 Dex, +5, +8 Protective Spirits [v Magic])

Will: +10 / +14 (+2 Wis, +8, +4 Protective Spirits [v Magic])

 

Skills: 28R = 7PP

Computers 1 (+3)

Concentration 4 (+6)

Craft (Artistic) 4 (+6)

Diplomacy 6 + 8 (+18)

Gather Information 4 (+8)

Intimidation 0 + 8 (+12)

Knowledge (Arcane Lore) 5 + 8 (+15)

Notice 2 (+4)

Search 2 (+4)

 

Feats: 9PP

Artificer

Dodge Focus 2

Luck 3

Power Attack

Ritualist

Startle

 

Powers: 7 + 12 + 11 + 20 + 36 = 86PP

 

Spirit-Touched (“The Gift”) (7PP Container) [7PP] (Magic)

  • Comprehend 1 (Spirits) [2pp]

  • Super-Senses 2 (Counters Concealment [Visual], Flaws: Limited [Spirits]) [1PP]

  • Enhanced Skill 16 (Diplomancy 8, Intimidation 8) [4pp]

 

Device 3 (Cloak of Shadows [15 PP Container]; Flaws: Hard to Lose) [12PP] (Magic)

  • Protection 10 [10PP]

  • Concealment 4 (All vision; Flaws: Blending, Passive) [2PP]

  • Enhanced Feats 3 (Improved Initiative, Quick Change, Benefit: transforms to a blue handkerchief) [3PP]

 

Xeadach the Imp (11 PP Container) [11PP] (Magic, Infernal)

  • Luck Control 2 (Bestow HP on others, cancel others’ HP; Feat: Lucky 2)[8pp]

  • Enhanced Skill 8 (Knowledge (Arcane Lore) 8) [2pp]

  • Enhanced Feat (Uncanny Dodge [auditory]) [1PP]

 

Spirit Summoning 9 (18 PP Array; Feats: Alternate Power 2) [20PP] (Magic)

  • BP: Move Object 4 (Helping Spirits; 800lb Max; Feats: Precise, Subtle) [10PP] + Quickness 3 (x10)  [3PP] + Flight 3 (50 MPH; Flaw: Distracting) [3PP] + Super-Senses 4 (Postcognition; Flaw: Limited [only what a spirit has seen]) [2PP]

  • AP: Enhanced Defense 4 (Protective Spirits) [8PP] + Enhanced Will 4 (Flaw: Limited [vs Magic Only]) [2PP] +  Enhanced Fortitude 8 (Flaw: Limited [vs Magic Only]) [4PP] +  Enhanced Reflex 8 (Flaw: Limited [vs Magic Only]) [4PP]

  • AP: Teleport 9 (Slip through the Aether; Range: 900’ / 20,000 miles) [18PP]

 

Dark Incantations 17 (34 pt Array; Feats: Alternate Power 2) [36PP]  (Magic, Infernal)

  • BP: Damage 6 (Spectral Touch [disembodied, shadowy hands chase the target]; Extras: Alternate Save [Will], Autofire, Range [Ranged]; Feats:  Accuracy 5, Affects Insubstantial 2, Indirect 2, Homing) [34PP] (Shadow)

  • AP: Fatigue 8 (Hex; Extras: Range 2 [Perception]; Feats: Affects Insubstantial 2)[34PP]

  • AP: ESP 8 (Eye of Harmoush;  2,000 mi; Vision, Hearing; Extra: Linked [Communicaton]; Feat: Dimensional 2 [Mystic Dimensions])[26PP] + Communication 6 (Mental; 20 mi; Extra: Linked [ESP]; Feat: Dimensional 2 [Mystic Dimensions]) [8PP]

 

Drawbacks: = 0PP

 

DC Block

Attack

Range

Save DC

Effect

Unarmed

Touch

15/Toughness

Damage

Spectral Touch

Ranged

21/Will

Damage (magic, infernal, shadow)

Hex

Perception

18/Fort

Fatigue (magic, infernal)


Totals: Abilities (14) + Combat (16) + Saving Throws (18) + Skills (7) + Feats (9) + Powers (86) - Drawbacks (0) = 150/150 Power Points

Edited by DevilsAdvocate
fixed Grapple score
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  • Super-Sense 1 (Danger Sense [vision]) [1PP]

Now this power is perfectly fine.  And he has a good enough Notice Score to almost 50/50 on the Notice check.  But, I think with the fluff of the imp telling him of the nearby danger you might want Uncanny Dodge [Auditory] or Danger [Auditory].  As you have it now it works through his own vision

  • AP: Enhanced Defense 4 (Protective Spirits) [8PP] + Enhanced Will 4 (Flaw: Limited [vs Magic Only]) [2PP] +  Enhanced Fortitude 8 (Flaw: Limited [vs Magic Only]) [4PP] +  Enhanced Reflex 8 (Flaw: Limited [vs Magic Only]) [4PP]

We've already discussed in Chat the fact that this means he doesn't hit his full caps when not using this array slot. And that's perfectly fine with the rest being utility powers. But, I'm still pointing it out here due to propensity. That said you forgot to list his full defense score with the Enhanced Defense.

  • BP: Move Object 4 (Helping Spirits; 800lb Max; Feats: Precise, Subtle) [10PP] + Quickness 3 (x10)  [3PP] + Flight 3 (50 MPH; Flaw: Distracting) [3PP] + Super-Senses 4 (Postcognition; Flaw: Limited [only what a spirit has seen]) [2PP]

One thing to consider is the Noticeable Drawback on Super-Sense.  Something like glowing eyes.  You can bring down the cost to 1PP that way and move it out of the array but keep it in the same container.  Could even toss in Unreliable on top of all that (though it won't reduce the price furhter) and leave it up to the GM when gets a vision.

 

Aside from the whole listing proper Def thing most of these are just suggestions so you can take them or leave them.

 

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