Saturday 27 February 2021

Heroes Unlimited: Phenomenal Paragons: Heroic Hellion: The Good Fellow



It's easy being evil. Just act on your baser instincts. Be selfish, violent, greedy; embody the sins and forget virtue. It's... boring!
Goodness is harder. Empathy, virtue, compassion. It's a difficult path, made more so in that it's possible to do good for evil ends, and evil with good intentions.
With this epiphany the demon Zm'r'thn abandoned evil in favour of good. Painfully aware that choosing good over evil out of boredom was hardly the most noble of motivations he came to Earth; he chose to seek out evil souls and punish them in this life rather than the hereafter.
Now as Sam Arithon, proprietor of The Abyss nightclub, he fights evil as a dapper garbed masked vigilante. They call him "The Good Fellow".

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This is the fifteenth character in my Phenomenal Paragons series. The introduction to which is here. It is inspired by Jacob Pisson's World's Strongest series, here.

I'm just going to jump to the character you've been waiting for for something like 12 months.

Name: Sam Arithon
Super Identity: The Good Fellow
Level: 1 Heroic Hellion
Height: 6'3", Weight: ?
Alignment: Scrupulous
IQ 20(10*), ME 21(10*), MA 22(11*), PS 39(19*), PP 21(10*), PE 26(13*), PB 22(11*), Spd 37(18*)
Hit Points: 554 (277*), S.D.C: 454 (219*), P.P.E.: 260 (130*) 5/action, I.S.P.: 207 (103*).
(*human form)

Greater Supernatural Being:
Source: Long Winding Road to Redemption.
Vulnerabilities: Mundane: Hawthorn wood.

  • Natural AR 12
  • Supernatural Strength & Endurance
  • Human-like Appearance
  • Demonic Aura; heals 3x faster, bio-regenerates for 1d6x10+20 once per day, lives for 2,300 years and can become more human while halving all attributes*.
  • Super Tough: HPx2, SDC+300.
  • Sense Magic.
  • Sense Supernatural Evil.

Enhancement: Transformative Power: Bio Armour.
Psionics:
Astral Projection, Empathy, Intuitive Combat, Mind Block, See Invisible, Telepathy, Object Read, Precognition.
Spells:
Blinding Flash, Globe of Daylight. Befuddle, Extinguish Fire, Levitation, Turn Undead.
Breathe Without Air, Energy Bolt, Negate Poison. Fire Bolt, Magic Net, Seal. Heal Wounds. Fire Ball, Teleport Lesser, Tongues. Heal Self. Exorcism, Locate, Negate Magic.
Skills:
Sense Enchantment 75%
Acrobatics, Boxing, Cardsharp, Detect Ambush, Find Contraband, Hand-to-Hand Basic, Intelligence, Interrogation, Prowl, Running, Seduction, Tracking, W.P.Chain, W.P. Paired Weapons, W.P. Revolver, W.P. Whip.

Saves:
Coma/Death: +22%
Drugs/Toxins (+15): +6
Horror Factor: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +6
Poison (Lethal 14+, Non-Lethal 16+): +6
Psionics (10): +4
Insanity: +4
Perception: +2
Mind Control: +1

 Combat:
Initiative: +0
Attacks: 7+3
Strike: +4
Damage: +24 (+4*)
 Restrained Punch: 3d6
 Full Power Punch: 6d6
 Power Punch: 2d4x10
Parry: +5
Dodge: +5
Autododge: +0
Roll with Impact: +5
Pull Punch: +4

Benchmarks:
Carry Capacity: 11,700 lbs (5,700 lbs*); Lifting: 19,500 lbs (9,500 lbs).
Stamina: Carry Max 1040 minutes [17 hours, 20 minutes] (520 minutes [8 hours, 40 minutes]*); 520 minutes [8 hours, 40 minutes] (260 minutes [4 hours, 20 minutes]*) when running or fighting. Lifting for 230 rounds [57.5 minutes] (130 rounds [28.75 minutes]*).
Ground Speed: 25.9 mph for 520 minutes [255 miles], (12.6 mph for 260 minutes [54.6 miles]*)
Leaping Distance: 156 ft. high, 234 ft. broad with running start; 93.6 ft. high, 140.4 ft. broad with standing start. (76 ft. high, 114 ft. broad with running start; 45.6 ft. high, 68.4 ft. broad with standing start.*)

Background:
I've been looking at this character for a year now and I don't think I can invent a deeper background than their introduction at all. Which sucks.

So join me next time when I create an Imbued character. Woo. Exciting.

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