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Welcome to The Crusaders of Central City

12:02, 2nd May 2024 (GMT+0)

StreetDemon

BACKGROUND/HISTORY: Anthony Swales is a prodigy, and self-taught in the mystic arts.  A combination of careful study and his own innate brilliance led him to the conclusion that the ancient Europeans described traditional alchemy and magic as being the interaction of Fire, Earth, Air, and Water as an attempt to define something that was ultimately undefineable, based on the phenomena and substances that they encountered every day in their lives.  From this premise, Anthony has begun developing an entirely new magical paradigm, based on urban 21st Century life, circumscribed by the more modern elements of Concrete, Neon, Signal, and Smog.  Anthony has proven himself to be as gifted magically as he is scholastically; he's made a great deal of headway toward cleaning up his own neighborhood, as well as making some powerful enemies both on the streets and in the magical community.

PERSONALITY/MOTIVATION: In many ways, Anthony feels isolated and a fish-out-of-water wherever he goes -- a scholarship is giving him an all expenses paid education at Central City University, although his major in "Alternative Philosophical Studies" (based on the mundane world's growing attempts to define and catalogue supernatural phenomena) is not taken seriously by the traditional science departments and draws more than its share of crackpots and burnouts.  Anthony is also generally too brainy and acts too "white" for the tastes of most of his peers within the neighborhood (his friend Lamarr has a certain amount of clout within the local street gang, and uses his influence to deflect the worst of the potential abuse away from Anthony).  By seeking to join the Crusaders, Anthony hopes to find kinship within the superhero "community" and finally find a place where he can belong.

POWERS/TACTICS: With his mastery of the urban "elements", Street Demon has a lot of flexibility -- he can serve as an effective "tank" using his Concrete Shell, has a range of energy projector-like power stunts through Smog and Neon, and can work as a mentalist against the Machine class of minds through his Signal magics.  Anthony knows he is generally a bit more fragile than other supers in his class, but because he is such a quick thinker he tends to fight defensively, Aborting his Phases to take defensive actions like turning to smoke or "turtling up" by throwing up a concrete barrier.  When possible, he'll try to set up his opponents by blinding or entangling them, then putting his Levels into damage for a Sunday punch that will put them down for the count.

APPEARANCE: Anthony Swales is an African American in his early 20's, of average height and a lean, athletic build.  As Street Demon, he wears a hoodie and jeans and covers his face with a Guy Fawkes mask that's been painted red and has horns attached to the forehead to create a more demonic appearance.  He tries to talk tough and act "street" in his heroic persona, so people won't associate him with his more bookish secret identity; but the facade tends to slip if someone engages him in literary or magical matters, so he tries to avoid engaging in idle banter for too long.

Street Demon Anthony Swales


ValCharCost
15/30STR5
18DEX16
18CON8
23INT13
13EGO3
13PRE3
5OCV10
8DCV25
3OMCV0
3DMCV0
6SPD40
7/15PD3
7/15ED3
9REC5
45END5
11BODY1
36STUN8

ValMovementCost
9m/14m,RUN-3
4mSWIM0
6mLEAP1




Active CostReal CostEND Cost/ChargeDescription
 152 Variable Power Pool, 80 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (170 Active Points); Limited Special Effect Urban Elemental Powers (-1/4)
 021) Toxic Cloud I:Drain CON 2d6, Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +0), Reduced Endurance (1/2 END; +1/4), Constant (+1/2), Uncontrolled (+1/2), Area Of Effect (16m Radius; +3/4) (60 Active Points) Real Cost: 60
 022) Toxic Cloud II:Blast 3d6+1, Reduced Endurance (1/2 END; +1/4), Constant (+1/2), Area Of Effect (16m Radius; +3/4), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +1) (59 Active Points) Real Cost: 59
 023) Smog Cloud:Darkness to Sight Group 8m radius, Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points) Real Cost: 60
 024) Turn to Smoke:Desolidification  (affected by Wind Powers), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Cannot Pass Through Solid Objects (-1/2) Real Cost: 33
 035) Toxic Touch:(Total: 42 Active Cost, 31 Real Cost) Hand-To-Hand Attack +3d6, Penetrating (+1/2) (22 Active Points); Hand-To-Hand Attack (-1/4) (Real Cost: 18) plus Drain CON 1d6, Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +0), Area Of Effect (1m Surface; +1/4), Reduced Endurance (1/2 END; +1/4), Constant (+1/2) (20 Active Points); No Range (-1/2) (Real Cost: 13) Real Cost: 31  [Notes: Up to 5d6 Penetrating with STR]
 026) Concrete Projectile:Blast 9d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points); OIF (requires availability of stone/concrete in area; -1/2) Real Cost: 37
 027) Concrete Shards:Killing Attack - Ranged 2d6, Armor Piercing (+1/4), Reduced Endurance (1/2 END; +1/4), +2 Increased STUN Multiplier (+1/2) (60 Active Points); OIF (available rock or concrete; -1/2), Range Based On Strength (-1/4) Real Cost: 34
 028) Concrete Shell -- Basic Form:(Total: 25 Active Cost, 17 Real Cost) Density Increase (2,500 kg mass, +25 STR, +5 PD/ED, -10m KB), Costs Endurance Only To Activate (+1/4) (25 Active Points); OIF (requires availability of stone/concrete in area; -1/2) (Real Cost: 17) Real Cost: 17
 049) Concrete Shell -- Bonus Attributes:(Total: 45 Active Cost, 27 Real Cost) Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (requires availability of stone/concrete in area; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 17) plus +15 STR (15 Active Points); OIF (requires availability of stone/concrete in area; -1/2) (Real Cost: 10) Real Cost: 27
 0110) Concrete Fists:(Total: 53 Active Cost, 46 Real Cost) Hand-To-Hand Attack +5d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/4) (37 Active Points); Hand-To-Hand Attack (-1/4) (Real Cost: 30) plus +4 with Block, Dodge, and Roll with Punch (Real Cost: 12) plus +4 to offset OCV penalty for Blocking barehanded (Real Cost: 4) Real Cost: 46  [Notes: Up to 7d6 AP with STR]
 0211) Encased in Concrete I:Entangle 3d6, 5 PD/8 ED, Reduced Endurance (1/2 END; +1/4) (59 Active Points) Real Cost: 59
 0212) Encased in Concrete II:Entangle 2d6, 4 PD/4 ED, Reduced Endurance (1/2 END; +1/4), Area Of Effect (8m Radius; +1/2), Selective (+1/4) (60 Active Points) Real Cost: 60
 0613) Concrete Manipulation:Telekinesis (40 STR) (60 Active Points); Only vs. Stone/Concrete (-1/2) Real Cost: 40
 0614) Concrete Barrier:Barrier 5 PD/8 ED, 8 BODY (up to 12m long, 4m tall, and 1/2m thick), Opaque Sight Group (56 Active Points) Real Cost: 56
 0215) Urban Renewal:Tunneling 10m through 10 PD material, Fill In, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Limited Medium Only within a city (-1/2) Real Cost: 33
 0616) This City Will Swallow You Whole:Tunneling 3m through 6 PD material, Fill In, Usable As Attack (+1 1/4) (56 Active Points) Real Cost: 56
 0217) Concrete Sculpting:Severe Transform 2 1/2d6 (Mold into any shape, breaking concrete), Improved Results Group (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Limited Target Only stone & concrete (-1/2) Real Cost: 40
 0218) Media Blackout:Darkness to Radio Group 6m radius, Reduced Endurance (1/2 END; +1/4), Mobile (+1/2), MegaScale (1m = 1 km; +1) (49 Active Points); Only to block TV/Radio frequencies (no effect vs. Radar Sense, etc.) (-1/2), No Range (-1/2) Real Cost: 24
 0219) We Interrupt This Program...:Radio Group Images, +/-5 to PER Rolls, Area Of Effect (4m Radius; +1/4), Reduced Endurance (1/2 END; +1/4), MegaScale (1m = 1 km; +1) (50 Active Points); No Range (-1/2), Only to transmit on TV/Radio/WiFi frequencies (-1/4) Real Cost: 29
 0620) Signal Interception:Telepathy 12d6 (Machine class of minds), Alternate Combat Value (uses OCV against DCV; +0) (60 Active Points); Extra Time (Full Phase, -1/2) Real Cost: 40
 0221) Signal Perception:Clairsentience (Radio Group), Analyze, Discriminatory, Increased Arc Of Perception (360 Degrees), Rapid:  x100, Tracking, Transmit, Reduced Endurance (1/2 END; +1/4) (60 Active Points) Real Cost: 60
 0622) Signal Override I:Mental Illusions 12d6 (Machine class of minds), Alternate Combat Value (uses OCV against DCV; +0) (60 Active Points); Extra Time (Full Phase, -1/2) Real Cost: 40
 0623) Signal Override II:Mind Control 12d6, Alternate Combat Value (uses OCV against DCV; +0) (60 Active Points); Extra Time (Full Phase, -1/2) Real Cost: 40
 0624) Signal Override III:Invisibility to Sight, Radio and Hearing Groups , Usable Simultaneously (all targets standing within 10 meters of Grantor; +1), Recipient must remain close to Grantor (60 Active Points); Only affects electronic surveillance/detection methods (-1) Real Cost: 30
 0225) Neon Burst:Blast 9d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points) Real Cost: 56
 0226) Neon Blaze:Sight Group Flash 6d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (8m Radius; +1/2) (52 Active Points) Real Cost: 52
 0627) Neon Burn:Killing Attack - Ranged 3d6, Armor Piercing (+1/4) (56 Active Points); No Knockback (-1/4) Real Cost: 45
 0228) Neon Palm-Strike:(Total: 41 Active Cost, 28 Real Cost) Hand-To-Hand Attack +3d6, Reduced Endurance (1/2 END; +1/4), Attack Versus Alternate Defense (Flash Defense (Sight); All Or Nothing; +1/2) (26 Active Points); Hand-To-Hand Attack (-1/4) (Real Cost: 21) plus Sight Group Flash 3d6 (15 Active Points); Linked (Hand-To-Hand Attack; -1/2), No Range (-1/2) (Real Cost: 7) Real Cost: 28  [Notes: Up to 5d6 AVAD with STR]
 0129) Concrete Wave-Riding:Flight 23m, Reduced Endurance (1/2 END; +1/4) (29 Active Points); Must be within 10 meters of concrete/stone source (-1/2), Physical Manifestation (-1/4) Real Cost: 17
 0230) Lightspeed Sprint -- Combat Mode:(Total: 24 Active Cost, 20 Real Cost) Running 11m, Reduced Endurance (1/2 END; +1/4) (14 Active Points) (Real Cost: 14) plus Clinging (normal STR) (10 Active Points); Costs Endurance (-1/2), Cannot Resist Knockback (-1/4) (Real Cost: 6) Real Cost: 20  [Notes: Top Speed: 250 MPH]
 0331) Lightspeed Sprint -- Cross-Town Mode:(Total: 30 Active Cost, 26 Real Cost) Running +5m (9m/14m total), x16 Noncombat (Real Cost: 20) plus Clinging (normal STR) (10 Active Points); Costs Endurance (-1/2), Cannot Resist Knockback (-1/4) (Real Cost: 6) Real Cost: 26  [Notes: Top Speed: 250 MPH]
 0232) Vanish in a Puff of Smoke:Teleportation 23m (23 Active Points); Must Pass Through Intervening Space (-1/4) Real Cost: 18
 0033) Light as Smoke:Flight 23m, x4 Noncombat, Usable as Leaping (+1/4) (35 Active Points); Gliding (-1) Real Cost: 17  [Notes: Top Speed: 102 MPH]
 0134) Neon Glow:Sight Group Images, +/-4 to PER Rolls, Reduced Endurance (1/2 END; +1/4), Area Of Effect (8m Radius; +1/2) (38 Active Points); Only To Create Light (-1) Real Cost: 19
 0035) Drawing Power from Elemental Source:(Total: 54 Active Cost, 36 Real Cost) Healing BODY 1 1/2d6, Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; Activate on taking a Recovery within 5 meters of a source of elemental energy; +3/4) (34 Active Points); OIF (Requires a suitable source of Neon, Smog, or Signal energy; -1/2) (Real Cost: 23) plus +20 REC (20 Active Points); OIF (Requires a suitable source of Neon, Smog, or Signal energy; -1/2) (Real Cost: 13) Real Cost: 36
    
 41Parkour Skills:Clinging (normal STR) (10 Active Points); Instant (-1/2), Costs Endurance (-1/2), Cannot Resist Knockback (-1/4)
 160It's Just A Scratch:Resistant Protection (8 PD/8 ED) (24 Active Points); Nonpersistent (-1/4), Always lets 1st pip of BODY through (-1/4)
    
   Equipment:
 401)  Leather Jacket:Resistant Protection (2 PD/2 ED) (6 Active Points); OIF (-1/2)
 602)  2-Way WristComm:High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As More Than One Sense Sight, Hearing, and Radio (-1/2)




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CostSkillRoll
20Elemental Mastery+4 with Elemental Ranged Attacks 
16Elemental Mastery+2 with All Attacks (20 Active Points); Only for Elemental Magic-Based Attacks (-1/4) 
3Acrobatics 13- 
3Breakfall 13- 
3Charm 12- 
3Lockpicking 13- 
3Security Systems 14- 
3Shadowing 14- 
3Streetwise 12- 
3Stealth 13- 
   
3Scholar 
21)  KS: Alchemy 14- 
12)  KS: Central City Organized Crime 11- 
23)  KS: Central City Street Gangs 14- 
24)  KS: Magical Theory 14- 
25)  KS: Occult Lore 14- 
   
 Everyman Skills: 
01)  Acting 8- 
02)  Climbing 8- 
03)  Concealment 8- 
04)  Conversation 8- 
05)  Deduction 8- 
06)  Paramedics 8- 
07)  Persuasion 8- 
08)  TF:  Small Motorized Ground Vehicles 
09)  CK: Central City 8- 




Total Character Cost: 400

PointsDisadvantage
15Social Complication:  Secret Identity -- Anthony Swales, College Student Frequently, Major
10Distinctive Features:  Mystic Aura (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
15Psychological Complication:  Street Code of Justice (Common; Strong) Notes: Street Demon will always come to the aid of people from his neighborhood, and will prioritize his own people over greater threats to the city in general.  He will avoid dealings with "The Man" as much as possible, preferring to handle problems on his own.  He will tend to mete out "eye for an eye" punishment, rather than trusting to the justice system.
15Hunted:  Hunted by Local Street Gangs Infrequently (Mo Pow; Harshly Punish) Notes: Street Demon has clashed with the local drug pushers and extortionists of his neighborhood in an attempt to clean up the streets where he grew up; the gangs have suffered some setbacks, but are beginning to invest in performance-enhancing drugs and black market super-weapons with plans towards launching a counter-offensive.
15Hunted:  DEMON Infrequently (Mo Pow; Harshly Punish) Notes: The local Morbane has taken a keen interest in Street Demon's use of a heretofor unknown school of magic; he is eager to master its power for himself, thinking it an ideal tool for control within a city setting.
5Dependent NPC:  Lamarr -- Anthony's best friend and member of local gang Infrequently (Normal; Useful Noncombat Position or Skills) Notes: Lamarr Odom has been Anthony's best friend since the third grade; whereas Anthony's athletic and academic prowess won him the accolades and the chance to strive for a better way of life, Lamarr has succumbed to peer pressure and has joined a local street gang; Anthony often targets rivals of Lamarr's gang in an attempt to keep his friend safe, though he still hopes to convince Lamarr to give up his life of petty crime and make something better of himself.

Disadvantage Points: 75
Base Points: 400
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0