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Character Name Alternate Identities Player Name

Val is a demonic entity with superhuman strength, durability, and regeneration. They possess flight, telepathy, fire powers, and the ability to assume a human disguise. While powerful, they must maintain their secret identity to avoid attracting unwanted attention. Their current goals and loyalty are unknown.

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0% found this document useful (0 votes)
53 views2 pages

Character Name Alternate Identities Player Name

Val is a demonic entity with superhuman strength, durability, and regeneration. They possess flight, telepathy, fire powers, and the ability to assume a human disguise. While powerful, they must maintain their secret identity to avoid attracting unwanted attention. Their current goals and loyalty are unknown.

Uploaded by

CristianApostol
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Character Name

Alternate Identities
Player Name

CHARACTERISTICS CURRENT STATUS EXPERIENCE POINTS

Val Char Points Roll Maximum Current Total Points 400


30 STR 20 15- END 60 Total Experience Earned 0
18 DEX 16 13- BODY 10 Experience Spent 0
20 CON 10 13- STUN 40 Experience Unspent 0
13 INT 3 12-
20 EGO 10 13- VITAL INFORMATION HIT LOCATION CHART

20 PRE 10 13- HTH damage (STR/5)d6 6d6 3d6 STUN N BODY To Defense/
Roll Location x STUN x Hit Weight
OCV Lift 1600kg STR END Cost 3
3-5 Head x5 x2 x2 -8 /
8 25
7 DCV 20 Phases 1 2 3 4 5 6 7 8 9 10 11 12 6 Hands x1 x½ x½ -6 /
3 OMCV 0 7-8 Arms x2 x½ x½ -5 /
DMCV Base OCV Base DCV
9 Shoulders x3 x1 x1 -5 /
3 0 8 7
5 SPD 30 Base OMCV 3 Base DMCV 3 10-11 Chest x3 x1 x1 -3 /

Combat Skill Levels 12 Stomach x4 x1½ x1 -7 /


25 PD 13
13 Vitals x4 x1½ x2 -8 /
25 ED 13
14 Thighs x2 x1 x1 -4 /
10 REC 6 15-16 Legs x2 x½ x½ -6 /
60 END 8 17-18 Feet x1 x½ x½ -8 /
10 BODY 0 Total Cost
Average Def
40 STUN 10 194 Presence Attack (PRE/5)d6 4d6 DCV Modifier Total Weight
Armor Notes
ATTACKS & MANEUVERS DEFENSES
Maneuver Phase OCV DCV Effects
Type Amount/Effect
Block ½ +0 +0 Block, abort
Brace 0 +2 ½ +2 OCV vs R. Mod. Normal PD 25
COMBAT MODIFIERS
Disarm ½ -2 +0 Disarm, STR v. STR Resistant PD 10
Dodge ½ — +3 Abort, vs. all attacks Range (m) 0-8 9-16 17-32 33-64 65-125 126-250
Grab ½ -1 -2 Grab 2 limbs Normal ED 25 OCV mod -0 -2 -4 -6 -8 -10
Grab By ½† -3 -4 Move & Grab; +(v/10) to STR Resistant ED 10 Targeting Shot OCV Hit Location
Haymaker ½* +0 -5 +4 DCs to attack Head Shot (Head to Shoulders) -4 1d6+3
Move By ½† -2 -2 STR/2 + v/10; you take 1/3 Mental Defense 10 High Shot (Head to Vitals) -2 2d6+1
Move Through ½† -v/10 -3 STR + v/6; you take ½ or full Power Defense 10 Body Shot (Hands to Legs) -1 2d6+4
Multiple Attack 1 var ½ Attack multiple times Low Shot (Shoulders to Feet) -2 2d6+7*
Set 1 +1 +0 Ranged attacks only
Flash Defense Leg Shot (Vitals to Feet) -4 1d6+12
Shove ½ -1 -1 Push 1m per 5 STR * Treat a 19 as the Feet location
Strike ½ +0 +0 STR or weapon
Throw ½ +0 +0 Throw w/ STR dmg
Trip ½ -1 -2 Knock target Prone
MOVEMENT

Type Combat Noncombat


SENSES Run (12m) 12m 24m
Perception Roll (9+INT/5) 12-/15- Swim (4m) 4m 8m
Enhanced and Unusual Senses H. Leap (4m) 4m 8m
+3 PER with Normal Hearing V. Leap (2m) 2m 4m
Telepathy 9 ½d6, Invisible Power Effe… Flight 45m 90m

Movement SFX
CHARACTER INFORMATION CAMPAIGN INFORMATION

Character Name Campaign Name


Height 2.00 m Weight 100.00 kg Genre
Hair color Brown Eye color Brown Gamemaster

SKILLS, PERKS, & TALENTS POWERS AND EQUIPMENT

Cost Name Roll Cost Name Power/Equipment END


3 Acrobatics 13- 17 Demonic Body Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases;
3 Breakfall 13- Longevity: Immortal; Safe in Intense Heat)
30 Infernal Toughness Resistant Protection (10 PD/10 ED)
3 Acting 13- 10 Infernal Fortitude Power Defense (10 points)
3 Charm 13- 10 Infernal Mind Mental Defense (10 points total)
3 Conversation 13- 30 Bat Wings Flight 45m (45 APs); Restrainable (-½) 4
3 Oratory 13- 3 Bat Ears +3 PER with Normal Hearing
3 Persuasion 13-
3 Trading 13- 48 Multipower, 60-point reserve, all slots Only In Alternate Identity (-¼)
4f Burning Strikes 1) Hand-To-Hand Attack +8d6, Reduced Endurance (0 END; +½); Hand-To-Hand Attack
3 Cryptography 12- (-¼), Only In Alternate Identity (-¼)
3 Deduction 12- 5f Flame Bolt 2) Blast 12d6; Only In Alternate Identity (-¼) 6
3 KS: The Inferno 12- 5f Fire Ball 3) Blast 8d6, Area Of Effect (8m Radius; +½); Only In Alternate Identity (-¼) 6
3 KS: Infernal Figures 12- 5f Discern Desire/Tempting 4) Telepathy 9 ½d6, Invisible Power Effects (Invisible to Mental Group; +¼) (60 APs); Only
Whispers In Alternate Identity (-¼) 6
3f Soul-Stealing Kiss 5) Severe Transform 1d6 (Person into Willing Bat Demonling Slave, Healed back by gaining
soul back), Constant (+½), Mind and Soul (+2*); No Range (-½), Only In Alternate Identity
(-¼) 5

170 Total Powers/Equipment Cost

MATCHING COMPLICATIONS ( 150 )

Cost Complication
10 Distinctive Features: Devil Bat (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By
Commonly-Used Senses)
10 Hunted: Clerics Infrequently (As Pow; Kill/Banish) Infrequently

10 Hunted: Rival Demons Infrequently (As Pow; Kill/Subjugate) Infrequently

15 Psychological Complication: Sinful (Common; Strong)


15 Psychological Complication: Enjoys Mortal Life (Common; Strong)

36 Total Skills, Perks, & Talents Cost 60 Total Complications Points

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