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Soulpyre/Simon Philip Carver Jr


Opale

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Another of my new builds I made for another new player (yep my gamemastering table is turning).

 

I am lazy to translate all the Background from french to english but with adapted bribery I might *winks*

 

Just to say, the character is mostly an ex-pro boxer, which family was killed by the Mafia, after a tricked combat boxing, and turned himself toward the dark magic in a moment of despair.

 

And an entity responded to his begging, a Demon of Vengeance.

 

He's a bit like the Ghost Rider character, but joined the Team of my characters during a great session play where they discovered what he was and wanted to help him.

 

Please critisize it and any advices welcome as always.

Do tell me if it's any good too

[ATTACH]39957[/ATTACH].

[ATTACH]39956[/ATTACH]

[ATTACH]39958[/ATTACH]

 

Soulpyre

Val Char Cost Roll Notes

23 STR 13 14- Lift 606.3kg; 4 1/2d6 HTH damage [2]

23 DEX 26 14- OCV: 8/DCV: 8

25 CON 15 14-

18 BODY 8

10 INT 0 11- PER Roll 11-

14 EGO 4 12- ECV: 3 - 3

25 PRE 15 14- PRE Attack: 5d6

5 PD 3 Total: 5/18 PD (0/13 rPD)

5 ED 3 Total: 5/22 ED (0/17 rED)

2 SPD 0 Phases: 6, 12

10 REC 6

50 END 6

43 STUN 12 Total Characteristics Cost: 161

Movement: Running: 12m/[Noncombat]"

Leaping: 4m/[Noncombat]"

Swimming: 4m/[Noncombat]"

Cost Powers END

23 Simon Philip Carver Jr: Multiform (230 Character Points in the most expensive form) (46 Active Points); No Conscious Control (Only Partial Control over Changes and Effects; -1) 0

48 Demonic Hellfire: Multipower, 60-point reserve, (60 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (Useless against a person without faults; -1/4)

5f 1) Hellfire Blast: Blast 12d6 (60 Active Points); Limited Power Power loses about a fourth of its effectiveness (Useless against a person without faults; -1/4) 6

5f 2) Searing Blast: Killing Attack - Ranged 4d6 (60 Active Points); Limited Power Power loses about a fourth of its effectiveness (Useless against a person without faults; -1/4) 6

3f 3) Fiery Prison: Killing Attack - Ranged 1d6+1, Area Of Effect (1m Radius; +1/4), Hole In The Middle (fixed size; +1/4), Reduced Endurance (0 END; +1/2), Constant (+1/2) (50 Active Points); target Only take Damage If they Touch Cage or Move In/Out of the Affected Hex (-1/2), Limited Power Power loses about a fourth of its effectiveness (Useless against a person without faults; -1/4) 0

4f 4) Conflagration: Killing Attack - Ranged 2d6, Area Of Effect (4m Radius; +1/4), Constant (+1/2) (52 Active Points); Limited Power Power loses about a fourth of its effectiveness (Useless against a person without faults; -1/4) 5

3f 5) Immolation: Killing Attack - Ranged 2d6, Area Of Effect (1m Radius; +1/4), Indirect (Source Point can vary from use to use, path is from Source Point to target; Any Origin, always fired away from attacker; +1/2) (52 Active Points); No Knockback (-1/4), Limited Power Power loses about a fourth of its effectiveness (No Vs Targets in Or under Water; -1/4) 5

31 Demonic Burning Aura: Multipower, 20-point reserve, all slots Persistent (+1/4), Constant (+1/2), Reduced Endurance (0 END; +1/2), Damage Shield (+1/2) (55 Active Points); all slots Always On (-1/2), Limited Power Power loses about a fourth of its effectiveness (Useless against a person without faults; -1/4)

1f 1) Hellfire Aura: Blast 4d6 (20 Active Points); Always On (-1/2), Limited Power Power loses about a fourth of its effectiveness (Useless against a person without faults; -1/4) 0

1f 2) Searing Aura: Killing Attack - Ranged 1d6+1 (20 Active Points); Always On (-1/2), Limited Power Power loses about a fourth of its effectiveness (Useless against a person without faults; -1/4) 0

1f 3) unholy Aura: Blast 2d6 (10 Active Points); Attack Versus Alternate Defense (Having been blessed during the past hour or Been without faults; All Or Nothing; -1/2), Always On (-1/2), Limited Power Power loses about a fourth of its effectiveness (Useless against a person without faults; -1/4) 0

Fire Mastery, all slots Limited Power Power loses about a fourth of its effectiveness (Not on Holy ground; -1/4)

42 1) Fire Shield: Resistant Protection (13 PD/17 ED/5 Flash Defense: Sight Group) (53 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not on Holy ground; -1/4) 0

5 2) Blazing Flight: Flight 6m (6 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not on Holy ground; -1/4) 1

29 Demonic Life form: Life Support (Eating: Character only has to eat once per year; Extended Breathing: 1 END per 5 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 1600 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) 0

Skills

10 +1 with All Attacks

9 Power 14-

2 AK: Infernal Planes 11-

Total Powers & Skills Cost: 223

Total Cost: 383

400+ Disadvantages

20 Campaign Specific

20 Distinctive Features: Aura of Infernal Evil (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

20 Hunted: Edward and Anaïs Vandaleur Infrequently (Mo Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

20 Hunted: Trismegistus Concil Frequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

25 Hunted: Circle of the Scarlet Moon Infrequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Capture)

20 Physical Complication: Must Obey Anyone Who Knows His True Name (Infrequently; Fully Impairing)

15 Physical Complication: Restricted by Pentagrams, if confined within a pentagram cannot leave without great pain or affect anyone or anything outside the pentagram (Infrequently; Greatly Impairing)

20 Psychological Complication: Demon Avenger (Very Common; Strong)

15 Psychological Complication: Overconfidence (Very Common; Moderate)

15 Susceptibility: When demon is on holy ground, in a holy place, or within 1" of a holy object 1d6 damage per Turn (Common)

Total Disadvantage Points: 383

Simon Philip Carver Jr

Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 1/2d6 HTH damage [2]

14 DEX 8 12- OCV: 5/DCV: 6

18 CON 8 13-

14 BODY 4

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV: 3 - 3

18 PRE 8 13- PRE Attack: 3 1/2d6

8 PD 6 Total: 8 PD (0 rPD)

8 ED 6 Total: 8 ED (0 rED)

4 SPD 20 Phases: 3, 6, 9, 12

8 REC 4

36 END 4

32 STUN 6 Total Characteristics Cost: 107

Movement: Running: 12m/[Noncombat]"

Leaping: 4m/[Noncombat]"

Swimming: 4m/[Noncombat]"

Cost Powers END

Colt Python .357M, all slots OAF (-1), STR minimum 10 (-1/2), Required Hands : One (-1/2), 4 clips of 6 Charges (-1/4), Real Weapon (-1/4)

7 1) Killing Attack - Ranged 1 1/2d6 (25 Active Points); OAF (-1), STR minimum 10 (-1/2), Required Hands : One (-1/2), 4 clips of 6 Charges (-1/4), Real Weapon (-1/4) 0

1 2) +1 with any Colt Python (2 Active Points); OAF (-1), STR minimum 10 (-1/2), Required Hands : One (-1/2), 4 clips of 6 Charges (-1/4), Real Weapon (-1/4)

Martial Arts: [Martial Art Name]

Maneuver OCV DCV Notes

4 1) Block +2 +2 Block, Abort

3 2) Clinch -1 -1 Grab Two Limbs, 28 STR for holding on

4 3) Counterstrike +2 +2 5 1/2d6 Strike, Must Follow Block

5 4) Hook -2 +1 7 1/2d6 Strike

3 5) Jab +1 +0 5 1/2d6 Strike

Modern Boxing

1 6) Weapon Element: "Poing-américain", cestus

Perks

12 Panel Truck

2 Fringe Benefit: Passport, Weapon Permit (where appropriate)

Talents

3 Resistance (+3 to roll)

Skills

16 +2 with HTH Combat

5 Defense Maneuver I-II

3 Fast Draw 12-

Boxing, Modern

4 1) KS: Boxing 13-

3 2) PS: Boxer 12-

3 3) Paramedics 11-

5 Analyze: Combat 12-

3 Animal Handler (Bovines, Equines) 13-

3 Breakfall 12-

3 Climbing 12-

3 Combat Driving 12-

2 TF: Common Motorized Ground Vehicles

3 Deduction 11-

1 Disguise 8-

1 Forgery (Documents) 8-

2 Gambling (Sports Betting) 11-

3 Interrogation 13-

1 Lockpicking 8-

3 Mechanics 11-

3 Shadowing 11-

3 Stealth 12-

3 Streetwise 13-

2 Survival (Mountain) 11-

Total Powers & Skills Cost: 124

Total Cost: 230

230+ Disadvantages

15 Hunted: Mafia Infrequently (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)

20 Physical Complication: Normal Characteristic Maxima (All the Time; Barely Impairing)

5 Money: Poor Infrequently, Minor

5 Distinctive Features: Boxer rugged face (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Psychological Complication: Bitter (Uncommon; Strong)

20 Psychological Complication: Survivor (Very Common; Strong)

15 Social Complication: Secret identity (Arkashehaak/Soulpyre) Frequently, Major

15 Accidental Change: Into Soulpyre Infernal Influences 8- (Very Common)

5 Susceptibility: When on holy ground, in a holy place or within 1" of a holy object 1d6 damage per 5 Minutes (Common)

Total Disadvantage Points: 230

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Re: Soulpyre/Simon Philip Carver Jr

 

Re-viving the post..

 

Is the character "perfect" for most of you all ?

 

Opale

 

Perfection, her wanabee sister

 

Not a criticism, but a question. Do you run a low SPD game? A SPD of 2 for the demon form seems like it wouldn't work in most campaigns operating with the standard superheroic model where average SPD tends to hover around 5. Otherwise, everything seems very legal and easy to understand.

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