Steiblah (Heroic Hellion, APPROVED) LEVEL UP

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Steiblah (Heroic Hellion, APPROVED) LEVEL UP

Post by Steiblah »

Player Name: Paul
Hangouts Handle: paulshao80

Character Name: Odo'est Eiblah Me'kone <= Steiblah (pronounced: st-EYE-blah)
Power Category: Heroic Hellion (Raksasha) [Mega Hero]
Occupation: Enlightened Altruist
Alignment: Scrupulous
XP Level: 5
XP Points: 40,236 (Updated 6/1/2024 by Dawg)
Next Level @ XP: 40,001
Land of Origin: Hades (City of Shek'Ra)
Disposition: Fun-loving seeker of life through the establishment of joy and peace. "Feeling good" like this stands in stark contrast to the eons of suffering and anguish (both received and delivered) while dedicated to the demonic cause.

I.Q.: 21 (+7% skills)
M.E.: 21 (+3 vs psi/insanity)
M.A.: 18 (+50% trust/intimidate)
P.S.: 37 (SN: +22 damage)
P.P.: 21 (+3 s/p/d)
P.E.: 26 (SN: +22%/+6 vs magic)
P.B.: 16 (+30% charm/impress)
Speed: 20

PPE: 900
ISP: 1050
HP: 82
SDC: 45
Natural AR: 10
MDC: 1000
Age: 6923
HF: 13 (natural form)
Sex: Can alter at will, leans Male
Height: 1-10 feet tall, can alter at will. Preferred form is 5'6". Natural form is 7'.
Weight: Can alter at will, weighs 130 lbs in preferred form. Weighs 700 lbs in natural form.
Description: Steiblah's preferred form is that of a diminutive, skinny, brown-tabby furred humanoid with the head of a lynx or housecat. Natural form is an oversized and over-muscled version of preferred form. Stripe pattern grows more prominent into a black-striped brown tiger's head.

Natural Abilities
  • Perception: 69% (+3%/lvl)
  • Nightvision 120 ft, keen normal vision, see the invisible
  • Turn into mist at will
  • Track by smell 45% (+15% to track a blood scent)
  • Dimensional teleport 51%
  • Bio-regenerates 3d6 MDC (HP or SDC) per melee round
  • Resistant to cold (half damage); impervious to toxic gases, heat, and fire (plasma/MD/magic fire does half damage)
  • Self and up to 300 additional pounds up to five miles away at will, 73%+3%/level
  • Magically speaks and understands all languages at 98%
  • Can shape change into any living creature, intelligent or animal, as long as it is no smaller than one foot and no larger than 10 feet. Impersonation skill is 96% if the subject is in her presence, 82% if very familiar with the individual or working from photos/video, 40% if working from memory and with little personal knowledge of the subject. The Raksasha may use her shapechanging abilities to alter or improve the disguise at any time.
  • 94% if the Raksasha is very familiar with the individual, 80% if working from a good sound recording, 30% if working from memory or with little knowledge of the subject.
  • Silver weapons do equivalent MD. In SDC worlds: Weapons made of, or coated in, silver do double damage.
    • Increased Range by 50%: All the ranges of super powers, psionics, magic, senses (even mundane ones) receive the +50%
    • Increased S.D.C. by 50%
    • Increased ISP by 50%:
      plus recovers 9 per hour of meditation, 3 per hour of rest/sleep
    • Increased PPE by 50%: plus recovers 15 per hour of meditation, 8 per hour of rest
    • Increased Healing: rolled 2+1=3. x3 multiplier
    • Incredible ISP Recovery [Mega Psi Power]: recovers ISP at 6 per minute of meditation or rest, 1 per minute of activity.
    • Achilles Heel: Extremely Bound to Good Karma Needs to act according to good karma (GM discretion). Without the aid of good karma, the hero has all combat bonuses reduced in half, loses one attack, and skills are -35%.
Possesses all healing, sensitive, physical, and super psionic powers.

Magic Abilities or Spell Knowledge
Spell knowledge: Apparition (20), Aura of Death (12), Aura of Doom (40), Aura of Power (4), Armor Bizarre (15), Charismatic Aura (10), Death Trance (I), Fool's Gold (10), Hallucination (30), Horrific Illusion (10), Illusion Booster (15), Illusion Manipulation (25+), Illusory Forest (45+), Illusory Wall (15+), Illusory Terrain (55+), Mask of Deceit (15), and Multiple Image (7). All Metamorphosis spells and all Protection magic. Plus Cleanse (6), Fear (5), Mystic Fulcrum (5), Create Magic Scroll (100), Animate & Control Dead (20), Tum Dead (6), Exorcism (30), Remove Curse (140), Heal Wounds (10), Electric Arc (8), Carpet of Adhesion (10), Magic Net (7), Deflect (10), Create Wood (10-20), Mend Wood (10).

EP purchased: Life Source (2+), Breathe without Air (5), Cloud of Smoke (2), Create Bread & Milk (15), Globe of Silence (20), Mend the Broken (10+), Talisman (500)

All spells are cast at third level proficiency regardless of the Raksasha’s actual level.

Skill Equivalents (+1% /lvl)
Astronomy 86%
Anthropology 81%
Climb 91%/81%
Computer Operation 107%
Dance 101%
Forgery 86%
Horsemanship: General 106%/81%
Horsemanship: Exotic Animals (all Netherbeasts) 91%/71%
Intelligence 96%
Land Navigation 71%
Literate in Dragonese/Elven, American/English, Demongogian, Chinese, Spanish, Russian 109%
Lore: Demons & Monsters 105%
Lore: Faeries 105%
Math: Advanced and Basic 110%
Pilot Truck, Tanks and APCs, Jet Fighter 81%
Prowl 71%
Radio: Basic 109%
Seduction 66%
Sing 86%
Swim 71%
Streetwise 91%
Wilderness Survival 71%
W.P. Sword
W.P. Knife
WP Energy Pistol
WP Handguns

Combat Data
HTH Type: Special (Raksasha)
Number of Attacks: 7 (+1 @ 8, 12, 15)
Initiative Bonus: +4
Strike Bonus: +7
Parry Bonus: +7
Dodge Bonus: +7
Disarm Bonus: +3
HTH Damage Bonus: +22
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +7
Auto-Dodge (due to Step 5: Demonic Bonus - Awareness): +3

Weapon Proficiencies
W.P. Sword - +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
W.P. Handguns - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.

Saving Throw Bonuses
Coma/Death: +22%
Toxins (15+): +10
Magic (varies): +11
Lethal Poison (14+): +10
Non-Lethal Poison (16+): +10
Insanity (12+): +7
Psionics (10+): +7
HF: +12
Possession: +2 (additional)
+4 to all other saving throws

Heroic Hellion (Mega-Hero) Experience Table

1 0 - 5,000
2 5,001 - 10,000
3 10,001 - 20,000
4 20,001 - 30,000
5 30,001 - 40,000
6 40,001 - 60,000
7 60,001 - 80,000
8 80,001 - 110,000
9 110,001 - 150,000
10 150,001 - 200,000
11 200,001 - 275,000
12 275,001 - 350,000
13 350,001 - 450,000
14 450,001 - 600,000
15 600,001 - 800,000
Last edited by Steiblah on Fri Nov 10, 2023 5:24 am, edited 6 times in total.
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Post by Steiblah »

Equipment List

Cash: $6,000
Dice rolls
1d4+1: [1]+1 = 2
Last edited by Steiblah on Wed Mar 08, 2023 3:12 am, edited 3 times in total.
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Post by Steiblah »

Background Story

Baal-Rog Commander: "Our way is the RIGHT way. Eons of experience prove that. Who are you to think there is another, better way?!"

It wasn't that the lashes from the flaming whip necessarily hurt. They didn't. Nor would the wounds last or fester. They don't. But it was the look of disgust and abject condescension from his bronze-skinned Baal-Rog 'superior' that rankled him the most. It had been the same for as long as he could remember. This particular form of punishment for 'failure' was not particularly motivational. As a demon of Hades, it was often a choice being stuck between a rock and a hard place. Engage in the eternal war against the Deevils with thunderous zeal, unfettered devotion, a lack of bodily concern... or suffer the consequences afterward when one's superiors chastised you physically and emotionally. Either option running the risk of disincorporation, requiring decades or centuries to reform from the ether of nothingness.

This particular incident was not terribly different from many he had encountered. Being of the more cunning variety, the Deevils had tricked his side with faulty intelligence, resulting in poor tactical positioning and the surrounding of their numerically superior forces by both conventional and Deevil assets. Apparently, he was supposed to die like the others. Reduced to ash and left to reincorporate over time.

It would do no good to explain how I had tried to alert the group leader about the potential for ambush. The lecture and suffering will just go on for longer. Steiblah thought to himself, heedless of the blows that continued to rain down on him. The Baal-Rog's booming beratement and physical punishment was like static background noise to the Raksasha's internal reflection. Besides, reincorporation is such a waste of time. We aren't conscious. We aren't productive. No progress is made toward the overall goal of victory against the Deevils. The epic wars we wage across the mega-verse ultimately result in little but taking turns in "time-out". And what is the grand prize if we win anyway?!

Steiblah had witnessed others in his position low in the demonic hierarchy do one of two things: either succumb to their lot in life, giving token effort between bouts of disincorporation, or make a mad dash grab for as much power as possible so that they are delivering the rebukes rather than receiving them. He had tried both at different times in his long-lived life thus far and didn't particularly enjoy the results of either.

I mean, it's a problem of motivation, alright? Steiblah thinks to himself as his 'boss' rambles on about something or another, Now if I work my ass off and Hades manages to win the day against Hel, I probably won't even get a 'good job' pat on the head. It's just on to the next nefarious plot. So where's the motivation?

His eyes strain upward at the Baal-Rog commander and a furrow streaks across his face as he struggles to remember his superior's name. And then there's something else... I have eight different bosses right now. The Baal-Rog's whip streaks across his face like an angry fire-cat. Eight. It is followed by a ham fisted blow that knocks loose a few teeth. So that means that whenever I make a mistake, I have eight different people coming by to 'tell' me about it. That's my only real motivation is not to be hassled, that and the fear of being sent to disincorporation, but that'll only make someone work just hard enough not to be 'fired'. His glance strays toward the flaming whip, trying in the moment to tally the number of superiors that brandish the iconic tool of torture. With the faintest of shrugs, Steiblah mentally discards the meaningless task and turns his thoughts from complaint to problem-solving.

It's almost as if the mortals, with their limited life-spans, have discovered the secret purpose to existence. Images of the many faces of heroes who managed to defeat him over the years flash across his face. They were possessed with grim determination throughout the conflict and in their moment of triumph, filled with satisfaction and serenity. It was a feeling of purpose that had long eluded Steiblah.

Another, better way? the Baal-Rog's voice echoed again. Steiblah couldn't be certain if it was real in the moment or simply an epiphany in the recesses of his own mind.

Steiblah's lower lip affixed into a resolute pout as he came to a decision with a slight nod to himself. Why not? Good Guy Steiblah it is.

<<And with a blink, the Raksasha willed himself across time and space away from Hades. Keen on putting his new 'Good Guy Steiblah' plan into action.>>
Last edited by Steiblah on Wed Jun 15, 2022 12:11 pm, edited 2 times in total.
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Dice Rolls

Post by Steiblah »

Dice Rolls:
L4 HP roll: 1d6: [2] = 2
Mega-Hero Increased Healing roll: 1d4+1: [2]+1 = 3
L5 HP roll: 1d6: [4] = 4
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