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The Sidhe (10) - Macabreengel


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Player Name: Macabreengel
Character Name: Mason Akers
Power Level: 10 (150/153PP)
Trade-Offs: None
Unspent Power Points: 3
In Brief: He is a college student with a bleeding heart and a cursed bloodline that allows him to tap into arcane power.

Residence: His condo in the North End.
Base of Operations: Same as his residence.
Catchphrase: N/A

Alternate Identity: The Sidhe
Identity: Secret
Birthplace: Creede, Colorado (Denver)
Occupation: Student
Affiliations:
Family: Hank and Cheryl Akers
Description: A shorter, lanky college kid. Usually in jeans and an oversized t-shirt.
Age: 19 (DoB: September 9, 1996)
Apparent Age: Same as age.
Gender: Male
Ethnicity: Caucasian (English heritage)
Height: 5'8"
Weight: 150 lbs
Eyes: Hazel
Hair: Light Brown, Shorter


Power Descriptions: Mason's powers come from a century long pact between his family and The King on the Yellow Crowned Hill, a Fae (Fae in the style of Dr Strange and Mr Norell). The pact allows him to draw power directly from the Realm of the Fairies, which lets him ignore the whole hand waving and mumbling thing. There are other complications as well (See complications).

 

History:

Hundreds of years ago, Mason's family had dealings with the Fair Folk on the British Isle. Whether they were cursed or blessed is hard to determine. The family has a mystical nature, giving them access to certain powers and magic, but they also are unable to have more than one child. When the family left the British Isles for the new world, the Fair Folk took it as an insult. The Akers family has been on the run/hiding ever since. Hank Akers inherited most of his wealth and increased it slightly by expanding on his father's land deals in the west. He has focused most of his arcane study on keeping his family hidden from the Fae interests. When he met Cheryl Brewer, he put her through the general tests to see if she was open-minded enough to deal with his family's predicament. Things turned out well and not too long later, Mason was born.

Mason Akers was an average country kid. He got good grades, enjoyed hiking and snowboarding, and played too many video games. He learned of his family's secret at 12 and started his study of magic at that time. Besides his extra studies, he had an average childhood. His parents were a little extra paranoid around the internet, but there was no avoiding it. He played some sports: Cross Country mainly, but dabbled in soccer, football, basketball, and others. The first real trouble came when he wanted to go out of state for college. After 6 months of arguing, it was finally agreed that he could go to Freedom City University. His parents got him a condo, which his father protected, and gave him a protective ring along with the usually send-off.


Personality & Motivation:
In many ways, Mason is an average college student. He goes to class and does his homework. Occasionally he decides to sleep through an early morning lecture. He gets good grades but more because of intelligence than hard work. He goes to parties on occasion and has a show or two that are guilty pleasures. He enjoys spending most of his free time outside, however, particularly in more rural landscapes. Some of his parents' paranoia has rubbed off on him, but for the most part he feels the threat is overblown. Mason has a hard time stomaching human suffering, especially of innocents. Thinking about the plight of refugees or targets of hate crimes really gets him worked up.

Mason is motivated by the fact that he is capable of stopping people's suffering. He also wants to prove to his parents that it is possible to make the world a better place without being killed or taken by the King on the Yellow Crowned Hill.


Powers & Tactics:
Mason tends to scout areas from home using Astral Form. In confrontations he tries to use snare and let the police catch the troublemaker.


Complications:
Hunted: The King on the Yellow Crowned Hill is still trying to hunt down Mason's family to end the line. If Mason uses too much magic in a scene, or in front of too many witnesses, Fae loyal to the King might show up and try to detain him. They would want to bring him back in chains to their master.

Fay Pact: Mason is not Fae, but the source of his powers are. Many faeries are unable to lie, although they will mislead through technicalities and such. If Mason tries to use magic to break his word, it will fail for the scene. If he breaks his word without magic, any spells he casts for the rest of the scene will try to enforce his promise. (After promising not to hurt someone, a suspect gives up. He could let one of his friends hurt the suspect or he could cast snare. If he tried to cast blast on the suspect, it would miss. If he stabs the suspect then tries to teleport away. The teleport would change to a heal spell, then his magic would fail for the rest of the scene. Attempts to cheat the system fail at best and backfire at worst.)

Cold Iron Allergy: If bound in cold iron (true iron, not iron alloys, etc), his magic is completely suppressed.


Abilities: 0 + 4 + 2 + 8 + 10 + 8 = 32 PP
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 18 (+4)
Wisdom: 20 (+5)
Charisma: 18 (+4)


Combat: 8 + 8 = 16 PP
Initiative: +1
Attack: +4 Melee, +10 Ranged    
Grapple: +4
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -0
Trade-Offs: None


Saving Throws: 5 + 6 + 5 = 16 PP
Toughness: +10 (+1 Con, +9 [Force Field])
Fortitude: +6 (+1 Con, +5)
Reflex: +8 (+2 Dex, +6)
Will: +10 (+5 Wis, +5)


Skills: 44R = 11 PP
Acrobatics [2] (+4)
Bluff [2] (+6)
Computers [1] (+5)
Concentration [5] (+10)
Diplomacy [2] (+6)
Drive [1] (+3)
Gather Information [2] (+6)
Knowledge: Arcane Lore [7] (+11)
Knowledge: Cosmology [3] (+7)
Knowledge: Current Events [3] (+7)
Knowledge: Pop Culture [2] (+6)
Notice [4] (+9)
Search [3] (+7)
Sense Motive [4] (+9)
Stealth [2] (+4)
Swim [1] (+1)


Feats: 18 PP
Dodge Focus 6
Ranged Attack Focus 6
Wealthy (1)
Ritualist
Artificer
Trance
Headquarters (10 EP)
+Size: Tiny (-1)
+Toughness 15 (2)
+Concealed (X3)
+Laboratory
+Library
+Living Space
+Seurity System (X2)
+Workshop


Powers (Magic): 6 + 43 + 8 = 57 PP

Super Senses Rank 3 (Magic Awareness; Extras: Extended 1, Radius 1, Ranged 1) [6 PP] (Mental, Magic)

 

Magic Rank 16 (32 PP Array) [43 PP] (Magic)

  • Base Power: Illusion 8 (Affects all senses) {32/32} (Magic)
  • Alternate Power: Astral Form 6 (Astral Projection) {30/32} (Magic)
  • Alternate Power: Blast 10 (Magic Missiles; Extras: Auto Fire; Feats: Split Attack 2) {32/32} (Magic)
  • Alternate Power: Communication 14 (Mystical Message; Extra: Area; Feats: Dimensional, Selective, Subtle 2) {32/32} (Mental, Magic)
  • Alternate Power: Concealment 7 (All Visual, All Hearing, Standard Smell; Extra: Affect Others, Area; Feat: Close Range, Selective) {30/32}
  • Alternate Power: Emotion Control 10 (Charm; Feat: Subtle 2; Capped by PL) {22/32}
  • Alternate Power: ESP 10 (Sight and Hearing; Feats: Subtle 1) {31/32}
  • Alternate Power: Exorcism 10 (Capped by PL {20/32} (Magic)
  • Alternate Power: Healing 10 (Extra: Total) {30/32} (Magic)
  • Alternate Power: Move Object 10 (Extra: Damaging; Feat: Subtle 1) {31/32}
  • Alternate Power: Snare 10 (Magic Chains; Extra: Regenerating; Feats: Reversible, Obscures Senses-Sight) {32/32} (Magic)
  • Alternate Power: Teleport 10 (Extras: Accurate; Feats: Change Direction, Change Velocity) {32/32} (Magic)

 

Device Rank 2 (Ring of Protection; 10 PP Container; Hard-To-Lose) [8 PP] (Magic)

  • Force Field Rank 9 (Feats: Selective) [10 PP] (Magic)

 

Drawbacks:


DC Block

ATTACK                  RANGE          SAVE                                          EFFECT
Unarmed                 Touch            DC 15 Toughness                       Damage (Physical)
Magical Missile        Ranged         DC 25 Toughness (Autofire)       Damage (Energy)
Snare                      Ranged         DC 20 Reflex                              Snare


Totals: Abilities (32) + Combat (16) + Saving Throws (16) + Skills (11) + Feats (18) + Powers (57) - Drawbacks (0) = 150/153 Power Points

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Hello, macabreengel! I'm liking the concept. Then again, that may be the nostalgia of someone who played a Fey Pact Warlock in D&D4e. 

 

I see you've adjusted your powers for -5 ATT/+5 DMG. That can work. That said, your major damaging attack is +9 DMG on a +5 ATT. That may not be wise. If you want to make it more damaging, I might recommend taking a Flaw to make it Action (Full-Round), which would then free up more points to put into buying it up to +15 DMG. 

 

You also have Snare, which is nice for holding people down, but there's no real way to Grapple people and no Grapple modifier. Which means, if someone grabs you and holds on tight, you may be in trouble (unless, that is, you can Teleport out). Move Object might work as an alternate power, as it can be used for Grapple checks. 

 

It might also be good to note how Mind Shield affects your Will save, as each rank provides a +1 on Will saves that is subject to the normal limits on exotic saves. And since you have +5 WIS, +3 to Will, and +5 from Mind Shield, that would bust the caps for PL10. 

 

You also have a Defense of +6 and a Toughness of +9. Your stats don't reflect this; you have a TOU +0 listed under Saves. This is... not efficient for meeting caps. 

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I'm not taking any trade-offs. It sounds like my attack and defense might be sub-optimal, but I'm going to roll with it until I understand the system better.

 

Snare uses ranged attack, right? I'll just take Move Object when I get a PP to spend.

 

That makes sense, so I dropped the Mind Shield. It looks likes my Will save is decent anyways.

 

I think it is correct now, if not the most efficient.

 

Thanks!

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