Initial Thread
My thoughts for TBD5's character:
1)
Your ghost girlfriend Multipower is currently purchased with No Conscious Control. I don't really think this matches the Special Effects at play here; after all, she came back from the afterlife to help you so she must be pretty enamoured, enough to help when you really need it at least. You should remove No Conscious Control; you could replace it with Requires a PRE Roll to represent that you can ask for aid at any time, but have to cajole her for help, but without either Limitation would be good too, I think. Alternatively, what I'd really recommend is making her a Follower or Summon.
2)
Can you give me a book and page number for Suffocation and Stunning for Change Environment? I'm guessing they're in some supplement, some where. You can also just describe them to me, but I'd rather go to the source so I can read it does for myself.
3)
Regarding your morning rituals, I have a question for you. Do you really want to be assassinated in your sleep? That's pretty much the only way the theme is limiting. It doesn't really fit with more comic-y superheroes. Maybe for other genres like Dark Champions. Maybe it seems like I'm presenting that they don't work in too few situations; but really, if someone wants to just capture you, non-lethal options won't be hindered anywhere near as much by the fact your defenses deactivate. Entangles and Mental Powers are both very good for incapacitating a sleeping person; if they're just relying on surprise for the STUN modifier bonus, defenses help, but they won't save you if you're properly snuck up on. Unless you're willing to take them as -0 Limitations, you should remove the Extra Time, Concentration, Gestures, and Limited Power. It's fine if your Special Effect is that you renew these Powers every morning. It's fine if you want your vision to remain mechanically; but I will not kill you in your sleep, so those Limitations won't ever be limiting. Kidnap you, maybe. But not kill. (also, in any case, the Limited Power should have been made using 1 Continuing Charge lasting 24 Hours)
4)
Related to note 3, you are over Defense Maxima. Your PD and ED, with your Resistant Defense, has a total of 75 Points value; and you bought 10 Points of Mental Defense besides. You must lose 15 Active Points of defenses.
5)
As your character is not a Mentalist, it is not appropriate to sell some of your OMCV; while you could build Powers in your VPP with ACV, you don't have any other Powers that use OMCV, and so OMCV is all but a useless Characteristic for you; and you shouldn't get points back for something that won't have a negative impact.
6)
Personal Pocket Dimension should not be built as a Custom Power. You should build a Base Perk, which itself is constructed on another plane of existence; then, you purchase Personal Pocket Dimension as Extra-Dimensional Movement at the base 20-Point level. This also means you'll sell one of your Fixed Locations for your Dimensional base. You might want to apply Increased Mass Adders to that Extra-Dimensional Travel, and possibly build your Extra-Dimensional Travel like a Gate (see 6E1 301 for more on that).
7)
I feel like I've been kinda hard in some of my criticisms so far, so here's a much softer one. Since your ring is a magical artifact, I don't feel it's necessary to have it stop working on hallowed ground; still if you want to keep that you can.
8)
Your VPP breaks the Active Point Maxima by a lot. If you had basically no other Powers but a VPP, I might allow a 120 point VPP at the max; as it is, you also have your ghost to help you, so it should accommodate the 100 Active Point Limit. Moreover, you do not have a Power Skill marked down; it looks like you might be trying to use Inventor in replacement, but to change VPPs in combat, you must have the Power Skill, which can be based off any Characteristic you prefer. You do get an Everyman Power Skill, so even if you don't purchase one at least you aren't totally in the hole, I guess. Fortunately, you can switch VPPs during Non-Combat Time, if you plan on not buying a Power Skill. The VPP Attack Powers you have all or almost all break DC Maxima. Keep in mind Advantages like Reduced END don't affect the number of dice in one DC; but Advantages like Area of Effect do. So a 6d6 Mental Blast doesn't violate DC Maxima; a 6d6 Mental Blast with 1m Area of Effect does violate DC Maxima.
9)
PS: Mage is under the heading "General Based Skills" but is listed as having 12-; it should only have 11-.
10)
You have a large area in your character sheet that has the header Equipment, but it has a bunch of powers that break Maxima, as well as some Skills and more. I'm guessing this was kind of like a sketchboard of sorts for you, or a wishlist of things you want to improve in the future? When your final character sheet is approved, it should have this area removed regardless, for improved readability.
11)
Your Complications don't seem to match my guidelines for what I'd like to see out of Complications. Also, even if approved of, Smart Mouth is not a Psychological Complication; it's an Occasional, Minor Social Complication. Hunted: Eldritch Powers is a good Relationship Complication. Psychological Complication: Protective of Mortals could be fine as your Moral Code, though keep in mind it costs 2 Points to have it at the Strong level.
I don't know how I feel about you having Area of Effect: Thin Cone on almost every Attack Power. On one hand, it makes realize I should have added a Damage Maxima clause for using Area of Effect Attacks mostly, not just a Combat Value clause for Area of Effect Attacks. But in particular, the fact you made them almost all Thin Cones kind of screams to me like you were trying to min-max range, damage, defense, and Active Points. Everyone wants their character to be effective, obviously, but there needs to be some moderation.
Especially, I ask you to keep this in mind: the balance of the game is strongly weighted on things that save you Character Points coming back to bite you in some way. That's why you can't get any Limitation value out of your Morning Rituals taking Extra Time, Concentration, Gestures, and 1 Continuing 24 Hour Charge but you can take them at -0 values if you like. If you don't get value for those Limitations, you don't have to be punished for them: they're part of the roleplay only.
Ultimately, part of the fun of GMing sometimes IS punishing Limitations. But like how I don't want you to Limit your Morning Rituals the way you have because punishing it would be out of line with the tone I have in mind, I don't want you to have all your Cones be thin, or even all your Areas of Effect be Cones, because I don't necessarily want to have to punish that. It could get to annoying levels of finicky if so many of your options are Cones, and Thin Cones at that, as they are right now; and that would be unfun for me, and the ultimate goal of roleplaying games is that the players and GM all have fun.
So I hope you can understand. I do feel like my tone may have been overharsh during part of this; and I'm sorry for that. Though, I don't want to necessarily go back and make them less harsh because I have been writing and editing this post for entirely too long. So take my thoughts, work on at least some of them, and we'll come back for round two a little later.
In response to TBD4s questions:
You could use Drain with the Special Effect that, when you Drain an enemy directly, you're just preparing to Drain any fire effect they produce, taking an appropriate Limited Power Limitation to reflect they can generate new phenomena at full power if you aren't able to respond to their production of effects. I'd probably rate that a Power loses one third of effectiveness or more Limitation, for a -1/2 effect on Real Cost.
Slightly unrelated, but out of curiosity, do you have Hero Designer?
Strength is a Standard Power, and as such it can be put in Power Frameworks (AKA a Multipower or Variable Power Pool). The one thing I'd say is whether I approve it for sure depends on Special Effect; if the Special Effect is that you're super-strong as the child of a demon, I probably wouldn't allow it into a Fire-Manipulation Multipower. If the Special Effect is somehow something along the line of you use the force of roaring flames to move something, I'd allow it in the Multipower, though that's uh... It's an odd one, to be sure, but odder ones have been made. Irregardless, I don't know exactly how you're building your character yet, so I will not pass a formal judgement yet. Maybe your Multipower isn't Fire-Manipulation; I don't know, I eagerly await finding out.
Persuasion is like the generic starting point; you go out and tell someone IDEA X is good for REASON Y. You both roll and see whether you were persuasive enough to convince them. Conversation is like Persuasion, but if successful, the target doesn't necessarily know they've been manipulated by an Interaction Skill. Interrogation is another modified form of Persuasion; usually, the REASON Y is something along the lines of "You don't want to get waterboarded, do ya?", brainwashing, or other mental abuses. (Can you tell I have a negative opinion of Interrogation?) If Interrogation is Persuasion tailored to take advantage of imprisonment conditions, High Society and Bureaucratics are Persuasion tailored to take advantage of snooty, rich people conditions, and governmental conditions, respectively. Oratory is kind of like your ability to use Persuasion on a whole group of people. Charm is like Persuasion, but REASON Y is something along the lines of "Because I'm your friend", or because you gave them favors. Of course, each of these flavors of Persuasion are more tailored to getting different IDEAs X as well; Interrogation is to get confessions or information. Wait, sorry: "information"; Charm is usually more to get personal types of help; Bureacratics is to get bureaucrats to do helpful things for you, like in a governmental sense. I think you get the picture at this point.