So Here's A Bunch Of Pre-Gens For You (THREAD COMPLETED, THANKS FOR 10K VIEWS!, 1ST ANNIVERSARY!)

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EternalPhoenix
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Ancient Mystic Master - PL 10

Post by EternalPhoenix »

Ancient Mystic Master - PL 10

Strength 0, Stamina 0, Agility 2, Dexterity 2, Fighting 4, Intellect 3, Awareness 6, Presence 4

Advantages
Equipment 3, Ranged Attack 6, Ritualist, Trance, Well-informed

Skills
Expertise: Magic 12 (+15), Insight 4 (+10), Investigation 7 (+10), Perception 4 (+10), Persuasion 1 (+5)

Powers
Astral Form, Levitation and Mystic Shield
. . Astral Projection: Remote Sensing 8 (Affects: 3 Types, inc. Visual - Visual, Auditory, Mental, Range: 1 mile; Subtle: subtle; Limited: Physical body is defenseless)
. . Levitation & Mystic Shield
. . . . Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
. . . . Protection: Protection 12 (+12 Toughness; Impervious [6 ranks only], Sustained)

immortal
. . Immortality: Immortality 1 (Return after 2 weeks)
. . Immunity: Immunity 1 (Aging)

Magic Spells
. . Billowing Darkness: Burst Area Concealment Attack 4 (All Visual Senses, DC 14; Burst Area 3: 120 feet radius sphere, DC 14, Attack: Dodge, Increased Range: ranged)
. . Enervation: Broad Weaken 8 (Affects: One Physical Ability Scores, Resisted by: Fortitude, DC 18; Broad: Any Physical Ability Scores, Increased Range: ranged)
. . Ghost Hands: Move Object 7 (3 tons; Increased Range: perception, Precise, Subtle 2: undetectable)
. . Healing Hand: Healing 5 (Energizing, Persistent, Restorative, Stabilize)
. . Magical Blast: Damage 12 (DC 27; Increased Range: ranged)
. . Teleportation: Teleport 3 (250 feet in a move action, carrying 50 lbs.; Accurate, Easy, Extended: 8 miles in 2 move actions, Portal)

Equipment
Mystic Headquarters

Offense
Initiative +2
Billowing Darkness: Burst Area Concealment Attack 4 (DC Dog 14)
Enervation: Broad Weaken 8, +8 (DC Fort 18)
Ghost Hands: Move Object 7 (DC 17)
Grab, +4 (DC Spec 10)
Magical Blast: Damage 12, +8 (DC 27)
Throw, +8 (DC 15)
Unarmed, +4 (DC 15)

Complications
Enemy: The list of bad guys Ancient Mystic Master has pissed off in their incredibly long life is uh, not exactly short. And while some of them may have failed to outlive him, they may have descendants who are just as peeved.
Motivation: Responsibility: Ancient Mystic Master has been in the hero game a long time. He's seen what happens when the responsibilities that come with great power get ignored. It has never been pretty or good. Some of those ugly and/or bad things have been his own damn fault. Never again, not while he's alive and capable of acting.
Quirk: Ancient Mystic Master is uh, shall we say, prone to talking a lot. Monologuing, if you will. Speechifying, if we're being unkind. It's not intentional, he jsut knows a lot about a lot and is a compulsive overexplainer. At least he's not boring. This can, however, be rather distracting for him and anyone listening to him at the time.

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 12, Will 13

Power Points
Abilities 42 + Powers 59 + Advantages 12 + Skills 14 (28 ranks) + Defenses 23 = 150

*****************************************************************************************************

Mystic Headquarters - PL 10

Toughness 10, Size Medium

Features:
Concealed 2, Dual Size: Huge, Laboratory, Library, Living Space, Personnel, Sealed, Security System 2, Self-repairing 1, Workshop

Power Points
Abilities 1 + Powers 0 + Advantages 0 + Features 12 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15
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Paragon Champion - PL 10

Post by EternalPhoenix »

Paragon Champion - PL 10

Strength 8, Stamina 8, Agility 4, Dexterity 4, Fighting 8, Intellect 0, Awareness 3, Presence 2

Advantages
All-out Attack, Close Attack 4, Diehard, Improved Initiative, Interpose, Move-by Action

Skills
Acrobatics 6 (+10), Athletics 7 (+15), Expertise: Tactics 5 (+5), Insight 2 (+5), Perception 7 (+10), Persuasion 3 (+5), Ranged Combat: Throw 4 (+8)

Powers
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)

Immunities: Immunity 10 (Life Support)

Inhuman Physiology
. . Enhanced Trait: Enhanced Trait 1 (Advantages: Diehard)
. . Immunity: Immunity 2 (Critical Hits)
. . Regeneration: Regeneration 2 (Every 5 rounds)

Invulnerability: Protection 4 (+4 Toughness)

Soldier
. . Enhanced Trait: Enhanced Trait 4 (Advantages: Close Attack 4)
. . Power-lifting: Enhanced Strength 4 (+4 STR; Limited to Lifting)

Offense
Initiative +8
Grab, +12 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +12 (DC 23)

Complications
Motivation: Redemption: Paragon Champion failed to save her people. She did her best. She tried very hard. They all died anyway. Earth is a second chance. She will not waste it. She will not.
Secret: Paragon Champion may look just like a human being, but she is not one. She is an alien from another world. Her physiology is very different. This would surprise the hell out of anyone who knows her.
Weakness: Paragon Champion's physiology reacts quite poorly to the noble gases. They are extremely lethal poisons to her species. Continuous exposure to helium, neon, argon, krypton, xenon, radon, or oganesson will rapidly drain her Physical Ability scores and will kill her outright in a few minutes. Even minor, momentary exposure can leave her Fatigued, Hindered, Impaired, and/or Vulnerable for several minutes.

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 10, Toughness 12, Will 9

Power Points
Abilities 74 + Powers 43 + Advantages 4 + Skills 17 (34 ranks) + Defenses 12 = 150
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Re: Paragon Champion - PL 10

Post by Davies »

EternalPhoenix wrote: Tue May 10, 2022 11:57 pm Weakness: Paragon Champion's physiology reacts quite poorly to the noble gases. They are extremely lethal poisons to her species. Continuous exposure to helium, neon, argon, krypton, xenon, radon, or oganesson will rapidly drain her Physical Ability scores and will kill her outright in a few minutes. Even minor, momentary exposure can leave her Fatigued, Hindered, Impaired, and/or Vulnerable for several minutes.
... oh, nasty and clever, I liiiiike it!
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Re: So Here's A Bunch Of Pre-Gens For You (Inventor Crime Fighter! Ancient Mystic Master! Paragon Champion!)

Post by greycrusader »

Thank you for introducing me to Oganesson-wasn't familiar before now!
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Re: Paragon Champion - PL 10

Post by EternalPhoenix »

Davies wrote: Wed May 11, 2022 12:27 am
EternalPhoenix wrote: Tue May 10, 2022 11:57 pm Weakness: Paragon Champion's physiology reacts quite poorly to the noble gases. They are extremely lethal poisons to her species. Continuous exposure to helium, neon, argon, krypton, xenon, radon, or oganesson will rapidly drain her Physical Ability scores and will kill her outright in a few minutes. Even minor, momentary exposure can leave her Fatigued, Hindered, Impaired, and/or Vulnerable for several minutes.
... oh, nasty and clever, I liiiiike it!
If there's a reference there, it's entirely unintentional. I wanted something more common than glowing space rocks and less common than lead. And the fact that they're gases makes them more dangerous than space rock radiation or a hunk of something solid. Helium is relatively common. Neon less so. But the rest you probably don't see outside of a laboratory most of the time. And yes, one of them being krypton is just...fun.
greycrusader wrote: Wed May 11, 2022 12:56 am Thank you for introducing me to Oganesson-wasn't familiar before now!
You're welcome. I didn't know it existed until my google search either. Then again according to the wikipedia article I literally just looked up, it wasn't even named until 2016. So that explains it.
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Aquatic Weather Controller - PL 10

Post by EternalPhoenix »

Aquatic Weather Controller - PL 10

Strength 1, Stamina 3, Agility 2, Dexterity 2, Fighting 4, Intellect 1, Awareness 3, Presence 4

Advantages
Benefit, Status: Royalty, Connected, Defensive Roll 4, Teamwork

Skills
Expertise: Biology 9 (+10), Expertise: Civics 9 (+10), Perception 2 (+5), Persuasion 6 (+10), Ranged Combat: Weather Control 8 (+10), Treatment 4 (+5)

Powers
Aquatic
. . Immunity: Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Senses: Senses 5 (Accurate: Hearing, Darkvision, Extended: Hearing 1: x10)
. . Swimming: Swimming 2+8 ([Stacking ranks: +8], Speed: 500 miles/hour, 1 mile/round; Stacks with: Swimming: Swimming 8+2)

Force Field: Protection 8 (+8 Toughness; Impervious, Sustained)

Swimming
. . Movement: Movement 1 (Environmental Adaptation: Aquatic)
. . Swimming: Swimming 8+2 ([Stacking ranks: +2], Speed: 500 miles/hour, 1 mile/round; Stacks with: Swimming: Swimming 2+8)

Weather Control
. . Arctic Freeze: Cumulative Affliction 10 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 20; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Exposure: Cumulative Affliction 10 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged)
. . Glacier
. . . . Create: Create 9 (Linked; Volume: 500 cft., DC 19; Increased Duration: continuous, Innate)
. . . . Environment: Environment 1 (Linked; Cold, Impede Movement (1 rank), Radius: 30 feet)
. . Hailstorm: Cloud Area Damage 9 (DC 24; Cloud Area: 15 feet radius sphere, DC 19, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction)
. . Waterspout: Cylinder Area Move Object 10 (25 tons, DC 25; Cylinder Area: 30 feet cylinder, DC 20, Damaging; Concentration)

Offense
Initiative +2
Arctic Freeze: Cumulative Affliction 10, +10 (DC Dog/Fort/Will 20)
Exposure: Cumulative Affliction 10, +10 (DC Fort 20)
Grab, +4 (DC Spec 11)
Hailstorm: Cloud Area Damage 9 (DC 24)
Throw, +2 (DC 16)
Unarmed, +4 (DC 16)
Waterspout: Cylinder Area Move Object 10 (DC 25)

Complications
Hatred: If there is one thing Aquatic Weather Controller cannot stand, it is those who pollute the world's oceans. He'll do seriously reckless things to shut down polluters, and has no problem going way too far to make sure they never start up again.
Motivation: Responsibility: Aquatic Weather Controller is a king. That comes with a barrel full of responsibilities he will never shirk. His people must be protected. If he must venture to the surface world to do so, so be it. And while he may not rule the surface, they too are worthy of his protection while he is present.
Temper: Aquatic Weather Controller's temper is truly legendary when sufficiently slighted. When he is not treated with the respect a sovereign monarch deserves, prepare for pain.

Languages
Native Language

Defense
Dodge 5, Parry 5, Fortitude 7, Toughness 15/3, Will 9

Power Points
Abilities 40 + Powers 70 + Advantages 7 + Skills 19 (38 ranks) + Defenses 14 = 150
Last edited by EternalPhoenix on Fri May 13, 2022 4:17 pm, edited 1 time in total.
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Re: So Here's A Bunch Of Pre-Gens For You (Ancient Mystic Master! Paragon Champion! Aquatic Weather Controller!)

Post by catsi563 »

the two complications are pretty much the same thing

you could probably replace the motivation one with an environmental protection responsibility given an aquatic heroes obvious need for a clean environment
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Re: So Here's A Bunch Of Pre-Gens For You (Ancient Mystic Master! Paragon Champion! Aquatic Weather Controller!)

Post by EternalPhoenix »

catsi563 wrote: Fri May 13, 2022 12:51 am the two complications are pretty much the same thing

you could probably replace the motivation one with an environmental protection responsibility given an aquatic heroes obvious need for a clean environment
Thought about it. You had a point. Swapped out the other one, tho. Makes him more interesting, I think.
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Flexible Powerhouse - PL 10

Post by EternalPhoenix »

Flexible Powerhouse - PL 10

Strength 12, Stamina 14, Agility 1, Dexterity 0, Fighting 6, Intellect 1, Awareness 1, Presence 1

Advantages
All-out Attack, Improved Initiative, Power Attack

Skills
Close Combat: Unarmed 2 (+8), Deception 4 (+5), Expertise: ???? 4 (+5), Insight 8 (+9), Perception 4 (+5), Persuasion 4 (+5)

Powers
Invulnerability: Immunity 10 (Common Descriptor: Electricity)

Pliable Form
. . Elongation: Elongation 1 (Elongation: 15 feet, +1 to grab)
. . Movement: Movement 2 (Permeate 1: speed rank -2, Safe Fall)

Solid Form (Activation: Move Action)
. . Enhanced Ability: Enhanced Strength 8 (+8 STR)
. . Immunity: Immunity 2 (Critical Hits)
. . Power-Lifting: Enhanced Strength 3 (+3 STR; Limited to Lifting)

Strength Tricks
. . Shockwave: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20; Limited: Targets must be in contact with same surface as user)
. . Super-Breath
. . . . Damage: Cone Area Damage 5 (Linked; DC 20; Cone Area: 60 feet cone, DC 15; Unreliable (roll))
. . . . Move Object: Cone Area Move Object 5 (Linked; 1600 lbs.; Cone Area: 60 feet cone, DC 15; Limited Direction: Towards and Away, Reduced Range: close)

Super-Leaping: Leaping 12 (Leap 4 miles at 250 miles/hour in 1 minute)

Super-Stamina: Enhanced Stamina 10 (+10 STA)

Thick Skin: Impervious Toughness 10

Offense
Initiative +5
Damage: Cone Area Damage 5 (DC 20)
Grab, +7 (DC Spec 23)
Move Object: Cone Area Move Object 5 (DC 15)
Shockwave: Burst Area Damage 10 (DC 25)
Throw, +0 (DC 27)
Unarmed, +8 (DC 27)

Complications
Motivation: Thrills: Flexible Powerhouse is for a good time, not a long time. He wants to eat good food and relax on his ship as his never ending journey continues. But you know how it is. Dickheads just keep on threatening his crew and friends with certain doom. He's gotta make with the punching. But to be fair, a good fight is pretty fun....shishishi
Relationship: Flexible Powerhouse's loyal crew and ever growing circle of friends and allies. If not for them needing his help, he'd probably do nothing but eat meat and goof around.
Reputation: Flexible Powerhouse is, unfortunately, considered outlaw pirate scum. And never mind that he's never actually stolen anything or assaulted anyone who wasn't actively corrupt or committing crimes at the time. Not that he gives a damn, though.

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 14, Toughness 14, Will 6

Power Points
Abilities 36 + Powers 88 + Advantages 3 + Skills 13 (26 ranks) + Defenses 10 = 150
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Robot Summoner - PL 10

Post by EternalPhoenix »

Robot Summoner - PL 10

Strength 2, Stamina 4, Agility 2, Dexterity 2, Fighting 2, Intellect 4, Awareness 4, Presence 4

Advantages
Defensive Roll 4, Inventor

Skills
Perception 4 (+8), Stealth 6 (+8), Technology 6 (+10)

Powers
Robot Controller: Summon 6 (Removable; Controlled, Horde, Mental Link, Multiple Minions 3: 8 minions)

Robot Weapons (Easily Removable)
. . Repeaing Blaster: Damage 4 (DC 19; Accurate 4: +8, Increased Range: ranged, Multiattack)
. . . . Stun Gun: Cumulative Affliction 4 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 14; Accurate 4: +8, Cumulative, Increased Range: ranged)

Offense
Initiative +2
Grab, +2 (DC Spec 12)
Repeaing Blaster: Damage 4, +10 (DC 19)
Stun Gun: Cumulative Affliction 4, +10 (DC Fort 14)
Throw, +2 (DC 17)
Unarmed, +2 (DC 17)

Complications
Disability: Robot Summoner is hearing impaired. Normally they have a hearing aid to help, but the batteries can run out or it can get broken in combat. Without their hearing aid their Hearing is permanently Unaware. Even with them their Hearing is Impaired, and Afflictions that would normally make Hearing Impaired with one degree of failure instead make their Hearing Disabled.
Motivation: Doing Good: Robot Summoner just wants to help people because helping people is good and right. Yes.
Obsession: Robot Summoner likes robots. They really, REALLY like robots. Down time sees them tinkering with their own, combat with robots sees them try not to break the enemy robots too badly, and they will get mad if allies do. Naturally, they're quite attached to their own robots.

Languages
Native Language

Defense
Dodge 12, Parry 10, Fortitude 8, Toughness 8/4, Will 11

Power Points
Abilities 48 + Powers 60 + Advantages 5 + Skills 8 (16 ranks) + Defenses 29 = 150

**************************************************************************************************

Robot (x8) - PL 6

Strength 8, Stamina -, Agility 2, Dexterity 0, Fighting 2, Intellect -, Awareness 0, Presence -

Advantages
Close Attack 2, Interpose

Skills
Athletics 7 (+15), Perception 5 (+5), Vehicles 12 (+12)

Powers
Armored Chassis: Protection 10 (+10 Toughness; Impervious [8 ranks only])

Built-in Repeating Blaster: Damage 4 (DC 19; Accurate 4: +8, Increased Range: ranged, Multiattack)
. . Stun Gun: Cumulative Affliction 4 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 14; Accurate 4: +8, Cumulative, Increased Range: ranged)

Jetpack: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)

Robot: Immunity 30 (Fortitude Effects)

Self-repair Systems: Regeneration 1 (Every 10 rounds)

Sensors: Senses 3 (Darkvision, Radio)

Offense
Initiative +2
Built-in Repeating Blaster: Damage 4, +8 (DC 19)
Grab, +4 (DC Spec 18)
Stun Gun: Cumulative Affliction 4, +8 (DC Fort 14)
Throw, +0 (DC 23)
Unarmed, +4 (DC 23)

Complications
Disability: Robot is again, a robot. It has no sense of smell, taste, or touch. It is permanently Unaware in all three sense types.
Motivation: Nonsentient Robot: Robot is a robot. It does not have independent thought processes. It does what it is commanded to do by Robot Summoner and nothing else.
Weakness: Robot is, for a third time, a robot. Electricity can short circuit it easily and magnetism is a big problem. Both descriptors do double damage to Robot, and it cannot resist Move Object effects with a magnetic descriptor.

Languages
Native Language

Defense
Dodge 2, Parry 2, Fortitude Immune, Toughness 10, Will None

Power Points
Abilities -6 + Powers 81 + Advantages 3 + Skills 12 (24 ranks) + Defenses 0 = 90
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Roguish Speedster - PL 10

Post by EternalPhoenix »

Roguish Speedster - PL 10

Strength 2, Stamina 2, Agility 4, Dexterity 3, Fighting 4, Intellect 1, Awareness 2, Presence 2

Advantages
Defensive Roll 3, Improved Initiative 3

Skills
Close Combat: Rapid Attack: Damage 6 6 (+10), Deception 10 (+12), Insight 3 (+5), Persuasion 6 (+8), Stealth 6 (+10), Technology 7 (+8)

Powers
Hard Target
. . Enhanced Trait: Enhanced Trait 22 (Traits: Dodge +11 (+15), Parry +11 (+15))
. . Enhanced Trait: Enhanced Trait 6 (Advantages: Defensive Roll 3, Improved Initiative 3)

Rapid Metabolism
. . Immunity: Immunity 1 (Poison)
. . Quickness: Quickness 11 (Perform routine tasks in -11 time ranks)
. . Regeneration: Regeneration 5 (Every 2 rounds)
. . Speed: Speed 11 (Speed: 4000 miles/hour, 8 miles/round)

Speedster Stunts
. . Phase Shift: Insubstantial 4 (Incorporeal)
. . Rapid Attack: Damage 6 (DC 21; Accurate 2: +4, Multiattack, Selective)

Offense
Initiative +16
Grab, +4 (DC Spec 12)
Rapid Attack: Damage 6, +14 (DC 21)
Throw, +3 (DC 17)
Unarmed, +4 (DC 17)

Complications
Motivation: Greed: Roguish Speedster is in the hero game to get friggin' PAID. Do you have any idea how much money sponsors will pay for him to punch crime in the face while wearing their logos and talking up their products? Man, this is the life.
Reputation: Roguish Speedster is a thief, and a conman. A true rogue without conscience or morality. He'll do anything for a buck. This is, obviously, not 100% true. There's plenty of things he won't do. A man's got to have standards or he's nothing but a scumbag and a lowlife.
Secret: Roguish Speedster's reputation is somewhat accurate. He is really, in fact, a thief and a conman. He only gave it up after getting his powers and realizing he could make much more money this way. The secret part is that his civilian identity is still technically wanted for his thieving and conmanning.

Languages
Native Language

Defense
Dodge 15/4, Parry 15/4, Fortitude 9, Toughness 5/2, Will 9

Power Points
Abilities 40 + Powers 77 + Advantages 0 + Skills 19 (38 ranks) + Defenses 14 = 150

10
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Demon of Hellfire - PL 10

Post by EternalPhoenix »

Demon of Hellfire - PL 10

Strength 12, Stamina 7, Agility 3, Dexterity 1, Fighting 8, Intellect 0, Awareness 2, Presence 2

Advantages
Attractive, Daze (Deception), Fascinate (Deception), Inspire

Skills
Deception 12 (+14), Insight 6 (+8), Perception 6 (+8)

Powers
Brutish Strength: Enhanced Strength 4 (+4 STR)

Demonic Physiology: Protection 3 (+3 Toughness)

Hellfire Control
. . Fire Breath: Cone Area Damage 10 (DC 25; Cone Area: 60 feet cone, DC 20)
. . Hellfire Blast: Damage 7 (DC 22; Accurate 6: +12, Increased Range: ranged)

Hellrider
. . Movement: Movement 2 (Wall-crawling 1: -1 speed rank, Water Walking 1: you sink if you are prone; Limited: to while moving)
. . Speed: Speed 6 (Removable, Speed: 120 miles/hour, 1800 feet/round; Activation 2: standard action)

Immortal
. . Immortality: Immortality 5 (Return after 1 day)
. . Regeneration: Regeneration 5 (Every 2 rounds)

Offense
Initiative +3
Fire Breath: Cone Area Damage 10 (DC 25)
Grab, +8 (DC Spec 22)
Hellfire Blast: Damage 7, +13 (DC 22)
Throw, +1 (DC 27)
Unarmed, +8 (DC 27)

Complications
Motivation: Recognition: Demon of Hellfire has this thing known as daddy issues. Daddy says he can't come home until he's made a name for himself. Other demons would do this with, you know, corruption and murder. Our boy has decided to punch crime in the face and save lives. Because those are challenges worthy of a demon's power. Yeah, he's...kind of an idiot. Sigh. At least he's a pretty idiot.
Prejudice: Demon of Hellfire is, you know, a demon. Red skin. Horns. Eyes burning with Hellfire. Folks are gonna get both the right and wrong idea just by looking at him when he's in his, uh, "heroic" appearance. Assuming they're not into that.
Weakness: Demon of Hellfire is, naturally, weak to effects with a divine descriptor. Their ranks are doubled when affecting him. Additionally, he can be held back with a divine symbol and a successful opposed Presence check. He can't set foot on holy ground, either.

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 12, Toughness 10, Will 8

Power Points
Abilities 62 + Powers 52 + Advantages 4 + Skills 12 (24 ranks) + Defenses 20 = 150

9
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Swooping Owl Totem - PL 10

Post by EternalPhoenix »

Swooping Owl Totem - PL 10

Strength 4, Stamina 6, Agility 8, Dexterity 2, Fighting 10, Intellect 0, Awareness 4, Presence 0

Advantages
Evasion, Favored Environment: Aerial, Great Endurance, Hide in Plain Sight, Improved Initiative, Uncanny Dodge

Skills
Acrobatics 4 (+12), Athletics 4 (+8), Close Combat: Talons 1 (+11), Expertise: Streetwise 8 (+8), Investigation 5 (+5), Perception 6 (+10), Stealth 7 (+15), Technology 5 (+5)

Powers
Nightvision: Senses 3 (Darkvision, Extended: Vison 1: x10)

Shriek: Cone Area Affliction 8 (1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Defenseless, 3rd degree: Incapacitated, Incapacitated, Resisted by: Will, DC 18; Cone Area: 60 feet cone, DC 18, Extra Condition)

Silent Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Subtle: subtle; Wings)

Talons: Strength-based Damage 1 (DC 20; Accurate 2: +4)

Offense
Initiative +12
Grab, +10 (DC Spec 14)
Shriek: Cone Area Affliction 8 (DC Will 18)
Talons: Strength-based Damage 1, +15 (DC 20)
Throw, +2 (DC 19)
Unarmed, +10 (DC 19)

Complications
Motivation: Justice: Swooping Owl Totem swoops down for justice. Criminals everywhere must live in fear of his Deadly Swoop of Doom. It's not actually that deadly, because killing is wrong, but the thugs on the street don't know that initally. So it's more like a Painful Swoop of Knocking Out, but that's not as fun to say.
Quirk: Swooping Owl Totem constantly talks about Swooping Owl Totem in the third person. It's exactly as annoying as it sounds.
Relationship: Swooping Owl Totem likes to return to the nest after dispensing taloned justice and cuddle up with his girlfriend. Swooping Owl Totem thinks that she's the bee's knees. But you know how it is. it's the superhero game. Sometimes Swooping Owl Totem has got to rescue her or Swooping Owl Totem has got to swoop faster because he's late for their special dinner.

Languages
Native Language

Defense
Dodge 14, Parry 14, Fortitude 10, Toughness 6, Will 10

Power Points
Abilities 68 + Powers 36 + Advantages 6 + Skills 20 (40 ranks) + Defenses 20 = 150

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EternalPhoenix
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Wealthy Adventurer Density Changer - PL 10

Post by EternalPhoenix »

Wealthy Adventurer Density Changer - PL 10

Strength 12/2, Stamina 12/2, Agility 2, Dexterity 2, Fighting 2, Intellect 2, Awareness 2, Presence 2

Advantages
All-out Attack, Benefit, Wealth 2 (independently wealthy), Defensive Roll, Great Endurance, Improved Grab, Improved Hold, Improved Smash, Interpose, Move-by Action, Power Attack, Ultimate Effort: Toughness saves

Skills
Athletics 8 (+20), Close Combat: Unarmed 8 (+8/+10), Expertise: History 3 (+5), Perception 10 (+12), Stealth 3 (+5)

Powers
Density Increase
. . Dense Advantages: Enhanced Trait 8 (Advantages: All-out Attack, Great Endurance, Improved Grab, Improved Hold, Improved Smash, Interpose, Power Attack, Ultimate Effort: Toughness saves)
. . Dense Disadvantages: Enhanced Trait -10 (Traits: Defensive Roll -3 (+0), Fortitude -6 (+12), Close Combat -2 (+8))
. . Immunity: Immunity 17 (Critical Hits, Damage Effect: Ballistic, Life Support)
. . Impervious Defense: Impervious Toughness 12
. . Increased Density
. . . . Enhanced Trait: Enhanced Trait 20 (Linked; Traits: Stamina +5 (+12), Strength +5 (+12))
. . . . Growth: Density Growth 5 (Linked; +5 STR, +5 STA, +5 mass ranks, -1 speed ranks; Density, Increased Duration: continuous)
. . Like Hitting A Brick Wall: Damage 1 (DC 16; Reaction 3: reaction)
. . . . Density Decrease
. . . . . . Decreased Density: Insubstantial 4 (Incorporeal; Reaction: reaction)
. . . . . . Immunity: Immunity 10 (Life Support; Quirk: Using Suffocation Immunity requires holding breath)
. . . . . . Incorporeal Weapon: Damage 12 (DC 27; Affects Corporeal 12, Alternate Resistance: Fortitude; Limited: to the Toughness of object used as weapon)
. . . . . . . . Disrupt Electronics: Nullify 12 (Alternate; Counters: Electronics, DC 22; Affects Corporeal 12, Simultaneous; Reduced Range: close)
. . . . . . . . Disrupt Synapse: Affliction 12 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Affects Corporeal 12)
. . . . . . Innate Understanding of Powers: Enhanced Trait 7 (Traits: Defensive Roll +3 (+3), Close Combat -8 (+0), Advantages: Close Attack 6, Hide in Plain Sight, Teamwork)

Flight Harness (Removable)
. . Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Limited: to when not using Density Increase)

Offense
Initiative +2
Disrupt Electronics: Nullify 12, +8 (DC Will 22)
Disrupt Synapse: Affliction 12, +8 (DC Fort 22)
Grab, +2 (DC Spec 22)
Incorporeal Weapon: Damage 12, +8 (DC Fort 27)
Like Hitting A Brick Wall: Damage 1, +2 (DC 16)
Throw, +2 (DC 27)
Unarmed, +8 (DC 27)

Complications
Accident: Density Increase makes Wealthy Adventurer Density Changer heavy as fuck. He weighs somewhere around 3 tons, and most floors ain't rated for that. Hell, the ground itself can't always handle it.
Motivation: Doing Good: Wealthy Adventurer Density Changer believes in the creed of Science And Honor. He may be doing amateur archaeology and not like, physics, but he still follows it. Because that artifact belongs in a museum, not your private collection, Mr. Supervillain.
Reputation: Oh hey look it's that clumsy dumbass who breaks as many valuable as he saves.
...this is unfair, but sadly accurate. It's really not Wealthy Adventurer Density Changer's fault that artifact thieves carry automatic weapons and explosives these days. And it is also not his fault that he's just one guy with powers that are just a bit ill suited to the task at hand. It's not like anybody else is stepping up to fill his shoes, dang it.

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 12/18, Toughness 12, Will 8

Power Points
Abilities 32 + Powers 72 + Advantages 6 + Skills 16 (32 ranks) + Defenses 24 = 150

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JDRook
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Re: Wealthy Adventurer Density Changer - PL 10

Post by JDRook »

Oi, but the Shapeshifter Powers page in the QCG section gives me anxiety. It is the easily the least newbie-friendly page in the entire book, with complex powersets in a wall of text with a tiny font, using the most unbalanced and easily broken Effects (Growth, Shrinking, Insubstantial & Variable) and desperately trying to make them accessible and playable.

The Density Changers set does do a neat trick where the base Advantages for all Shapeshifters include Defensive Roll 3 but has the D-Increase powerset remove it and the D-Decrease powerset add 2 DefRoll. It makes it more complex but also allows for more defense flexibility, which is really helpful when trying to stay within PL caps with widely swinging Defenses and Tougness.

DI has Growth with the +0 Density modifier* and Linked Enhanced Traits that effectively double the added STR and STA while removing Def Roll, Close Combat and Fortitude to keep it from going over Power Level 10 (ie Fort never actually goes over 12). It also adds Immunity to Critical Hits and Life Support, not to mention Bulletproofing in a way you rarely see used, but still adds Impervious Toughness 12 which should be enough to stop any conventional bullet that hasn't been Power Attack-shifted.

DD has its own issues, although surprisingly many of them are different from the ones PCs with Insub 4 usually have. First off, I'm always wary of Reaction Insub 4, which effectively lets a PC go incorporeal as a defense even when it's not their turn; OTOH, for this concept of a clumsy Indiana Jones it might work, since this build has no Affects Corporeal STR any time they went Insub they would drop anything they are holding. The "Quirk" that you have to hold your breath to use Suffocation is not so much a Quirk as an Immunity option that doesn't work; holding breath while inside something is specifically described in the Insub 4 section and I don't see a difference in using this 1p Quirk to "Flaw" a 2p Immunity and simply not having the immunity at all, so that's a point saved. Under the Disruption Attacks, if I understand the Incorporeal Weapon description correctly, the PC is taking an object, going Insub with it and leaving it in a target to "resubstantiate", doing the object's Toughness rank in Damage resisted by Fort. That's interesting and thematic, but as mentioned they can't pick up and hold an object while Insub, so they'd have to be holding the object while solid and close-attack it into the target with the Insubbing happening effectively instantly as a Descriptor. And logically if they could do that, they may just as easily push an opponent into a wall or floor, although I might treat that as a Linked Damage Snare based on wall toughness rank, and probably only allow it as a Power Stunt. Finally, Innate Understanding of Powers probably has the longest note of any power build in the book, and if I'm reading it right it is (among other things) swapping out Close Combat: Unarmed 8 for Close Attack 6, but isn't active when the Disruption Attacks are in use; this doesn't seem quite right since that would mean a total Close Combat bonus of 10 for all of the Close Disruption Attacks, making them break PL, UNLESS the intent was to treat them as Close but NOT considered part of the Unarmed combat set, which is a whole can of worms I'd hate to open up for any player, let alone a newbie.

Overall, this is a great example of the fascinating possibilities of character creation using the QCG coupled with the desperate need for just a little more explanation as to intent that simply could not be permitted for space.


*Personally I already think Base Growth is underpointed for its value and Density makes it worse by removing most of the negative traits, so IMO it ought to be a +1 Extra for Density, but this is the core Handbook so let's keep it RAW.
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