The Archetype Blendarama (Part 9 Complete! On Break!)

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Re: The Archetype Blendarama (Part 7! Soul of Flame! Flippy Martial Artist! Goddess of the Sea! Mistress of Despair!)

Post by catsi563 »

Sadness from the movie inside out would be a great example
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
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EternalPhoenix
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Swingin' Gadgeteer - PL 10

Post by EternalPhoenix »

Swingin' Gadgeteer - PL 10

Strength 3, Stamina 3, Agility 2, Dexterity 2, Fighting 5, Intellect 5, Awareness 2, Presence 2

Advantages
Agile Feint, All-out Attack, Defensive Attack, Defensive Roll 2, Eidetic Memory, Improved Critical 2: Bladed Boomerang, Improvised Tools, Inventor, Power Attack, Skill Mastery: Technology, Takedown, Uncanny Dodge

Skills
Acrobatics 8 (+10), Close Combat: Gauntlet Punch: Strength-based Damage 2 10 (+15), Deception 3 (+5), Expertise: Science 10 (+15), Insight 8 (+10), Intimidation 3 (+5), Investigation 5 (+10), Perception 8 (+10), Persuasion 3 (+5), Ranged Combat: Boomerang Attacks 11 (+13), Stealth 3 (+5), Technology 10 (+15)

Powers
Bladed Boomerang On A Chain (Easily Removable)
. . Boomerang Attacks
. . . . Bladed Boomerang: Strength-based Damage 2 (DC 20, Advantages: Improved Critical 2; Accurate: +2, Extended Range, Increased Range: ranged [3 extra ranks], Penetrating 5, Precise)
. . . . Capturing Chain: Cumulative Affliction 5 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 15; Accurate: +2, Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged, Precise; Limited Degree)
. . Restricted: Feature 1 (Notes: to self)
. . Swing Chain
. . . . Movement: Movement 2 (Linked; Safe Fall, Swinging)
. . . . Speed: Speed 3 (Linked; Speed: 16 miles/hour, 250 feet/round)

Gauntlet & Body Armor (Removable)
. . Body Armor: Protection 3 (+3 Toughness)
. . Gauntlet Deflection: Enhanced Trait 6 (Traits: Dodge +3 (+12), Parry +3 (+12))
. . Gauntlet Punch: Strength-based Damage 2 (DC 20)
. . Interface
. . . . Communication: Radio Communication 1
. . . Comprehend: Comprehend 2 (Linked; Machines / Electronics)

Magnifying Headpiece (Removable)
. . Microscope Mode: Senses 2 (Microscopic Vision 2: cell-size)
. . . . Telescope Mode: Senses 2 (Alternate; Extended: Vision 2: x100)
. . Visual Shielding: Immunity 5 (Sensory Affliction Effects; Limited: to Vision, Limited - Half Effect)

Offense
Initiative +2
Bladed Boomerang: Strength-based Damage 2, +15 (DC 20)
Capturing Chain: Cumulative Affliction 5, +15 (DC Dog/Fort/Will 15)
Gauntlet Punch: Strength-based Damage 2, +15 (DC 20)
Grab, +5 (DC Spec 13)
Throw, +2 (DC 18)
Unarmed, +5 (DC 18)

Languages
Native Language

Defense
Dodge 12/9, Parry 12/9, Fortitude 5, Toughness 8/6, Will 8

Power Points
Abilities 48 + Powers 35 + Advantages 12 + Skills 41 (82 ranks) + Defenses 19 = 155

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

Inspo Art: http://raichiyo33.deviantart.com/art/Ma ... -426004792

I dunno, man. Swinging around, attacking people with a boomerang or wrapping them up in chains. Or maybe just punchin' 'em in the face, whatever. Go be Spider-Man, except it's gadgets instead of spider powers.
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Soccer Player - PL 10

Post by EternalPhoenix »

Soccer Player - PL 10

Strength 2, Stamina 2, Agility 4, Dexterity 2, Fighting 8, Intellect 1, Awareness 5, Presence 4

Advantages
Agile Feint, All-out Attack, Attractive, Benefit, Wealth 2 (independently wealthy), Benefit: Fame (Soccer Player), Defensive Attack, Defensive Roll 4, Improved Aim, Improved Critical 2: Soccer Kick, Improved Disarm, Improved Initiative, Improved Trip, Move-by Action, Power Attack, Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack, Uncanny Dodge

Skills
Acrobatics 6 (+10), Close Combat: Soccer Tackle: Affliction 6 6 (+14), Deception 6 (+10), Expertise: Business 4 (+5), Expertise: Current Events 4 (+5), Expertise: Life Sciences 4 (+5), Expertise: Pop Culture 4 (+5), Expertise: Soccer/Football 14 (+15), Insight 5 (+10), Perception 5 (+10), Persuasion 1 (+5), Ranged Combat: Soccer Kick 8 (+10), Stealth 1 (+5)

Powers
Fast: Speed 1 (Speed: 4 miles/hour, 60 feet/round)

Soccer Tackle: Affliction 6 (1st degree: Hindered, 2nd degree: Prone, DC 16; Alternate Resistance (Dodge), Feature: Counts as a Trip Attack; Limited Degree)

The Ball (Easily Removable)
. . Restricted: Feature 1 (Notes: to soccer/football players)
. . Soccer Kick: Strength-based Damage 3 (DC 20; Accurate 2: +4, Extended Range, Increased Range: ranged [2 extra ranks], Precise, Ricochet 3: 3 bounces)

Offense
Initiative +8
Grab, +8 (DC Spec 12)
Soccer Kick: Strength-based Damage 3, +15 (DC 20)
Soccer Tackle: Affliction 6, +14 (DC Dog/Fort/Will 16)
Throw, +3 (DC 17)
Unarmed, +8 (DC 17)

Languages
Native Language

Defense
Dodge 14, Parry 14, Fortitude 7, Toughness 6/2, Will 8

Power Points
Abilities 56 + Powers 15 + Advantages 23 + Skills 34 (68 ranks) + Defenses 24 = 152

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

Inspo Art: http://raichiyo33.deviantart.com/art/So ... -373307660

Apologies to all the non-Americans out there. Soccer is what we call your football in these parts, and it feels weird to call it football when we've already got something named that. Anyway, star football/soccer player turned superhero, using the ball like Cap A uses his shield. Next time, the surprise begins. Though it'll only be surprising to people who don't read the table of contents posts. So if you still want to be surprised, keep not reading them.
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Shion Uzuki - PL 10

Post by EternalPhoenix »

Shion Uzuki - PL 10

Strength 2, Stamina 2, Agility 4, Dexterity 2, Fighting 8, Intellect 5, Awareness 2, Presence 4

Advantages
Close Attack 4, Defensive Attack, Defensive Roll 4, Eidetic Memory, Fast Grab, Grabbing Finesse, Improved Critical 2: Heavy Blade, Improved Hold, Improved Trip, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Ranged Attack 8, Set-up, Skill Mastery: Technology, Startle, Teamwork, Uncanny Dodge

Skills
Acrobatics 1 (+5), Expertise: Science 10 (+15), Insight 8 (+10), Intimidation 6 (+10), Investigation 5 (+10), Perception 8 (+10), Persuasion 1 (+5), Stealth 1 (+5), Technology 10 (+15)

Powers
Mobile Weapon System (Easily Removable)
. . Comm Systems: Radio Area Communication 3 (Area)
. . Computer Interface: Comprehend 2 (Machines / Electronics)
. . Enhanced Trait: Enhanced Trait 9 (Traits: Ranged Attack 8 +6 (+8), Advantages: Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover))
. . Shield Blocking: Protection 2 (+2 Toughness)
. . Shield Deflection: Enhanced Trait 8 (Traits: Dodge +4 (+12), Parry +4 (+12))
. . Weaponry
. . . . Blaster: Damage 6 (DC 21; Accurate 2: +4, Increased Range: ranged)
. . . . Heavy Blade: Strength-based Damage 4 (DC 21, Advantages: Improved Critical 2; Accurate: +2, Penetrating 6, Precise)
. . . . Mini Missile: Burst Area Damage 7 (DC 22; Burst Area: 30 feet radius sphere, DC 17, Increased Range: ranged; Unreliable (5 uses))
. . . . Taser: Cumulative Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Accurate: +2, Cumulative, Reach (melee): 5 ft.)

Offense
Initiative +4
Blaster: Damage 6, +14 (DC 21)
Grab, +12 (DC Spec 12)
Heavy Blade: Strength-based Damage 4, +14 (DC 21)
Mini Missile: Burst Area Damage 7 (DC 22)
Taser: Cumulative Affliction 6, +14 (DC Fort 16)
Throw, +10 (DC 17)
Unarmed, +12 (DC 17)

Languages
Native Language

Defense
Dodge 12/8, Parry 12/8, Fortitude 7, Toughness 8/4, Will 8

Power Points
Abilities 58 + Powers 33 + Advantages 21 + Skills 25 (50 ranks) + Defenses 15 = 152

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

Character Art: http://magochocobo.deviantart.com/art/S ... i-45750122 & https://www.deviantart.com/stormowl2/ar ... -849572145

Surprise! It's Xenosaga time. No, I'm not out of ideas. I had just enough spaces left in this part to do the Xenosaga cast and I remembered I wanted to redo them after screwing up saving way back in Part 1 and losing them. So here's Shion. She's an overpointed PL 7 without her M. W. S. A brilliant engineer and computer programmer who can slap around just about any mook with her bare hands or a Chokehold. Then somebody (Miyuki) had the bright idea of arming this wrecking machine, and she jumped to PL 10. Not too much power, but Shion never demonstrated overwhelming might in any of the three games anyway. She's just good enough to complement her teammates, and her tech skills dwarf anyone else on the team. Always useful in a sci-fi setting, and you never know when KOS-MOS or Ziggy will need a tune up.
Last edited by EternalPhoenix on Wed May 31, 2023 10:56 pm, edited 1 time in total.
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KOS-MOS - PL 10

Post by EternalPhoenix »

KOS-MOS - PL 10

Strength 5, Stamina -, Agility 4, Dexterity 2, Fighting 8, Intellect 0, Awareness 2, Presence -1

Advantages
Accurate Attack, All-out Attack, Eidetic Memory, Improved Critical 2: Arm Blade, Improved Initiative, Interpose, Move-by Action, Power Attack, Uncanny Dodge

Skills
Acrobatics 1 (+5), Expertise: Tactics 10 (+10), Insight 8 (+10), Perception 8 (+10), Stealth 1 (+5)

Powers
Advanced Android Body
. . Durable Construction: Protection 12 (+12 Toughness)
. . Machine Body: Immunity 30 (Fortitude Effects)
. . Power Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)

Weaponry
. . Arm Blade: Strength-based Damage 3 (DC 23, Advantages: Improved Critical 2; Accurate 2: +4, Penetrating 8, Precise)
. . Arm Cannon: Damage 8 (DC 23; Accurate 5: +10, Increased Range: ranged, Penetrating 8)
. . Gatling Cannons: Damage 8 (DC 23; Accurate 5: +10, Increased Range: ranged, Multiattack)
. . Hilbert Effect: Burst Area Nullify 10 (Counters: Insubstantial, DC 20; Burst Area 4: 250 feet radius sphere, DC 20, Increased Duration: concentration; Distracting, Reduced Range: close)
. . X-Buster: Cone Area Damage 10 (DC 25; Cone Area 4: 500 feet cone, DC 20; Distracting)

Offense
Initiative +8
Arm Blade: Strength-based Damage 3, +12 (DC 23)
Arm Cannon: Damage 8, +12 (DC 23)
Gatling Cannons: Damage 8, +12 (DC 23)
Grab, +8 (DC Spec 15)
Hilbert Effect: Burst Area Nullify 10 (DC Will 20)
Throw, +2 (DC 20)
Unarmed, +8 (DC 20)
X-Buster: Cone Area Damage 10 (DC 25)

Languages
Native Language

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

Power Points
Abilities 30 + Powers 88 + Advantages 8 + Skills 14 (28 ranks) + Defenses 10 = 150

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

Character Art: https://www.deviantart.com/kinary/art/X ... -126613346

KOS-MOS is purely a combat android. No feinting. No demoralizing. Just fight, fight, and fight some more. The Hilbert Effect is a hell of a thing, and the only thing standing between her allies and certain death at the hands of the Gnosis. She's also sporting the most raw power of any of the Xenosaga cast in her basic attacks. And the X-Buster covers a loooooot of turf, just in case the numbers are getting out of hand. The Gnosis don't often show up in small easily fought groups, after all. I'd have given her some Speed and Leaping, but constructs are expensive, man.
Last edited by EternalPhoenix on Wed May 31, 2023 10:58 pm, edited 1 time in total.
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chaos - PL 10

Post by EternalPhoenix »

chaos - PL 10

Strength 4, Stamina 4, Agility 4, Dexterity 2, Fighting 12, Intellect 1, Awareness 5, Presence 0

Advantages
Agile Feint, Defensive Attack, Defensive Roll 4, Hide in Plain Sight, Improved Critical 2: Aura Touch, Improved Defense, Jack-of-all-trades, Power Attack, Set-up, Skill Mastery: Insight, Skill Mastery: Perception, Skill Mastery: Persuasion, Skill Mastery: Stealth, Takedown, Teamwork, Uncanny Dodge, Well-informed

Skills
Acrobatics 11 (+15), Close Combat: Aura of Light 2 (+14), Expertise: History 9 (+10), Expertise: Theology 14 (+15), Insight 10 (+15), Investigation 4 (+5), Perception 10 (+15), Persuasion 15 (+15), Stealth 11 (+15), Technology 4 (+5)

Powers
Ageless Immortal: Immunity 1 (Aging)

Aura of Light
. . Aura Touch: Strength-based Damage 2 (DC 21, Advantages: Improved Critical 2; Affects Insubstantial 2: full rank, Penetrating 6, Subtle: subtle)
. . Paralyzing Aura: Cumulative Affliction 6 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 16; Affects Insubstantial 2: full rank, Cumulative)
. . Stun Touch: Cumulative Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Affects Insubstantial 2: full rank, Cumulative)

Mental Senses: Senses 5 (Accurate: Mental, Danger Sense: Mental, Radius: Mental, Ranged: Mental)

Offense
Initiative +4
Aura Touch: Strength-based Damage 2, +14 (DC 21)
Grab, +12 (DC Spec 14)
Paralyzing Aura: Cumulative Affliction 6, +14 (DC Will 16)
Stun Touch: Cumulative Affliction 6, +14 (DC Fort 16)
Throw, +2 (DC 19)
Unarmed, +12 (DC 19)

Languages
Native Language

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

Power Points
Abilities 64 + Powers 22 + Advantages 19 + Skills 45 (90 ranks) + Defenses 17 = 167

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

Character Art: http://lady-of-link.deviantart.com/art/chaos-446435063

chaos (his name start with the lower case c) is...a weird case. This build is based on his combat style in game. But in story, he's virtually PL X and just not doing anything in particular. So, he's the only one with any real Stealth ability and I threw in Hide In Plain Sight, because that is often exactly what he's doing. Everyone else has a major impact on the overall story at some point, but chaos? He's just kind of...around. Importantly, unlike the entire rest of the main, secondary, and even tertiary cast, even this weaker version of him has no need for the Hilbert Effect to damage the Gnosis. In fact, if I was GMing I'd give them a Weakness drawback to chaos's powers, as that was how it worked most of the time. He did more damage to Gnosis than any other enemy type. Lastly, with Jack of all Trades, maxed ranks of Gather Info, and Well Informed, there's little in the entire universe he doesn't know something about.
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Gaignun Kukai Jr. - PL 10

Post by EternalPhoenix »

Gaignun Kukai Jr. - PL 10

Strength 2, Stamina 4, Agility 4, Dexterity 2, Fighting 8, Intellect 1, Awareness 2, Presence 4

Advantages
Defensive Roll 4, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Ranged Attack 8, Taunt, Uncanny Dodge

Skills
Acrobatics 6 (+10), Deception 6 (+10), Expertise: Business 9 (+10), Expertise: Current Events 9 (+10), Expertise: Science 4 (+5), Expertise: Tactics 4 (+5), Insight 8 (+10), Investigation 4 (+5), Perception 8 (+10), Persuasion 1 (+5), Technology 4 (+5)

Powers
Frozen Age: Immunity 1 (Aging)
Pistols (Easily Removable)
. . Pistol Barrage: Damage 6 (DC 21; Accurate 2: +4, Increased Range: ranged, Multiattack)

Red Dragon
. . Red Dragon Damage: Burst Area Damage 8 (Linked; DC 23; Burst Area: 30 feet radius sphere, DC 18; Distracting)
. . Red Dragon Nullify: Burst Area Nullify 10 (Linked; Counters: Regeneration, DC 20; Burst Area: 30 feet radius sphere, DC 20; Distracting, Reduced Range: close)
. . Red Dragon Weaken: Burst Area Weaken 8 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 18; Affects Objects, Burst Area: 30 feet radius sphere, DC 18; Distracting)

Offense
Initiative +4
Grab, +8 (DC Spec 12)
Pistol Barrage: Damage 6, +14 (DC 21)
Red Dragon Damage: Burst Area Damage 8 (DC 23)
Red Dragon Nullify: Burst Area Nullify 10 (DC Will 20)
Red Dragon Weaken: Burst Area Weaken 8 (DC Fort 18)
Throw, +12 (DC 17)
Unarmed, +8 (DC 17)

Languages
Native Language

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

Power Points
Abilities 54 + Powers 42 + Advantages 17 + Skills 32 (63 ranks) + Defenses 22 = 167

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

Character Art: http://angelic-raven.deviantart.com/art ... a-29080817 & http://satyharvenheit.deviantart.com/ar ... -103799181

Jr. is, well, pretty much just a weaponmaster with a special ability in Red Dragon. He has a scattering of skills and Taunt, but yeah. He's a hotheaded gunslinger. Normally he'd get some Benefit feats to represent his status with the Kukai Foundation and access to the Durandal and the Elsa, but eh. Whatever.
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Ziggy - PL 10

Post by EternalPhoenix »

Ziggy - PL 10

Strength 5, Stamina -, Agility 1, Dexterity 1, Fighting 6, Intellect 1, Awareness 4, Presence 0

Advantages
All-out Attack, Chokehold, Close Attack 7, Defensive Attack, Fast Grab, Improved Critical 2: Arm Blade, Improved Hold, Improved Trip, Interpose, Power Attack, Ranged Attack 4, Startle, Takedown, Uncanny Dodge

Skills
Close Combat: Unarmed 2 (+8), Expertise: Law Enforcement 4 (+5), Expertise: Tactics 9 (+10), Insight 6 (+10), Intimidation 15 (+15), Perception 6 (+10), Technology 4 (+5)

Powers
Arm Blade: Strength-based Damage 2 (DC 22, Advantages: Improved Critical 2; Penetrating 5)

Cybernetics
. . Cyber Lifting: Enhanced Strength 3 (+3 STR; Limited to Lifting)
. . Full Conversion Cyborg: Immunity 30 (Fortitude Effects)
. . Heavy Armor Plating: Protection 14 (+14 Toughness; Impervious)

Offense
Initiative +1
Arm Blade: Strength-based Damage 2, +13 (DC 22)
Grab, +13 (DC Spec 15)
Throw, +5 (DC 20)
Unarmed, +15 (DC 20)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude Immune, Toughness 14, Will 8

Power Points
Abilities 26 + Powers 70 + Advantages 22 + Skills 23 (46 ranks) + Defenses 9 = 150

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

Character Art: http://hes6789.deviantart.com/art/Xenos ... -543603892

Ziggy is the tank. KOS-MOS is tough, but Ziggy is a tank. Over half of him is armored steel with no fancy electronics to get scrambled by a hard shot. He's the professional soldier of the group. A highly skilled combatant, and the only one with quality tactical knowledge. He's got a little skill at repairing himself, too. But mostly he's a tank who'll Startle and lay out mooks by the bucketful.
Last edited by EternalPhoenix on Fri Jun 02, 2023 3:40 pm, edited 1 time in total.
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MOMO - PL 10

Post by EternalPhoenix »

MOMO - PL 10

Strength 0, Stamina 2, Agility 4, Dexterity 2, Fighting 4, Intellect 5, Awareness 2, Presence 7

Advantages
Attractive 2, Defensive Attack, Defensive Roll 4, Eidetic Memory, Improved Defense, Improved Initiative, Jack-of-all-trades, Ranged Attack 4, Uncanny Dodge

Skills
Acrobatics 1 (+5), Deception 3 (+10), Insight 8 (+10), Investigation 5 (+10), Perception 8 (+10), Persuasion 3 (+10), Ranged Combat: Energy Bow 2 (+4)

Powers
Energy Bow (Easily Removable)
. . Energy Bow Shot: Damage 6 (DC 21; Accurate 3: +6, Increased Range: ranged)

Observational Realian: Senses 1 (Analytical: Normal Vision)

Protoype 100 Series Realian Powers
. . Healing: Shapeable Area Healing 7 (Shapeable Area: 30 cft., DC 17, Feature: Regrowth, Persistent, Selective)
. . Hilbert Effect: Burst Area Nullify 10 (Counters: Insubstantial, DC 20; Burst Area 2: 60 feet radius sphere, DC 20, Increased Duration: concentration; Reduced Range: close)
. . Magic Blast: Shapeable Area Damage 10 (DC 25; Shapeable Area: 30 cft., DC 20, Selective, Variable Descriptor 2: broad group - Any Magic)
. . Remote Observation: Remote Sensing 10 (Affects: Visual Senses, Range: 4 miles; Simultaneous)
. . Slow: Cumulative Shapeable Area Affliction 10 (1st degree: Hindered, 2nd degree: Immobile, Resisted by: Will, DC 20; Shapeable Area: 30 cft., DC 20, Cumulative, Selective; Limited Degree)

Offense
Initiative +8
Energy Bow Shot: Damage 6, +14 (DC 21)
Grab, +4 (DC Spec 10)
Hilbert Effect: Burst Area Nullify 10 (DC Will 20)
Magic Blast: Shapeable Area Damage 10 (DC 25)
Slow: Cumulative Shapeable Area Affliction 10 (DC Will 20)
Throw, +6 (DC 15)
Unarmed, +4 (DC 15)

Languages
Native Language

Defense
Dodge 14, Parry 14, Fortitude 5, Toughness 6/2, Will 8

Power Points
Abilities 52 + Powers 46 + Advantages 16 + Skills 15 (30 ranks) + Defenses 29 = 158

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

Character Art: http://mastereni2009.deviantart.com/art ... -420043083

And the last one, MOMO. Look, I've made tons of swordmasters. Jin could be any one of them...that isn't superpowered. God of the Sword is a likely candidate. As for MOMO, she's fragile, but with great ether (read: magic) power. And in the latter two games, a ether bow. As the prototype for the 100 Series Realians, she has Analytical Normal Vision, can see far, far away with ESP, and can also use the Hilbert Effect. She doesn't have KOS-MOS's range, though. That's okay for her immediate allies, but not so okay for anyone else.
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Part 7 Complete! On Break!

Post by EternalPhoenix »

Dunno how long yet. The initial ten for Part 8 have to be built, I have to bring over the table of contents for the third post, and in the process figure out what I'm gonna do with those. There's a lot of requests in there and I'm not sure whether to replace them with new requests or just throw them up here converted. It is a quandary.
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Mystic Cowl - PL 8

Post by EternalPhoenix »

Mystic Cowl - PL 8

Strength 2, Stamina 2, Agility 3, Dexterity 1, Fighting 10, Intellect 2, Awareness 3, Presence 2

Advantages
Close Attack 2, Defensive Attack, Defensive Roll 2, Equipment 3, Power Attack, Ranged Attack, Takedown, Uncanny Dodge

Skills
Acrobatics 7 (+10), Deception 3 (+5), Expertise: Current Events 3 (+5), Expertise: Magic 3 (+5), Expertise: Science 3 (+5), Expertise: Streetwise 3 (+5), Expertise: Tactics 3 (+5), Insight 2 (+5), Intimidation 8 (+10), Investigation 3 (+5), Perception 2 (+5), Persuasion 3 (+5), Ranged Combat: Cowlrangs 10 (+11), Stealth 7 (+10)

Powers
Armored Costume: Protection 2 (+2 Toughness)
Collapsible Baton: Strength-based Damage 2 (DC 19; Subtle: subtle)
Cowlrangs: Strength-based Damage 2 (DC 19; Increased Range: ranged [2 extra ranks])
Grapple Gun
, , Grapple Gun Speed: Speed 2 (Linked; Speed: 8 miles/hour, 120 feet/round)
, , Grapple Gun Swinging: Movement 2 (Linked; Safe Fall, Swinging)

Utility Magic
, , Chameleon Spell: Concealment 10 (All Senses; Blending)
, , Mystic Telekinesis: Move Object 5 (1600 lbs.)
, , Shadow Spell: Burst Area Concealment Attack 4 (All Visual Senses, DC 14; Burst Area: 30 feet radius sphere, DC 14, Attack: Dodge)

Equipment
Armored Costume [Armored Costume: Protection 2, +2 Toughness], Cowl Weapons (Collapsible Baton [Collapsible Baton: Strength-based Damage 2, DC 19; Subtle: subtle], Cowlrangs [Cowlrangs: Strength-based Damage 2, DC 19; Increased Range: ranged [2 extra ranks]]), Grapple Gun [Grapple Gun]

Offense
Initiative +3
Collapsible Baton: Strength-based Damage 2, +12 (DC 19)
Cowlrangs: Strength-based Damage 2, +12 (DC 19)
Grab, +12 (DC Spec 12)
Mystic Telekinesis: Move Object 5, +2 (DC 15)
Shadow Spell: Burst Area Concealment Attack 4 (DC Dog 14)
Throw, +2 (DC 17)
Unarmed, +12 (DC 17)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 6/2, Will 7

Power Points
Abilities 50 + Powers 14 + Advantages 12 + Skills 30 (60 ranks) + Defenses 14 = 120

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

That's right, folks. For Part 8 we're doing PL 8s. How novel. This is a basic Costumed Detective/Cowl with a little magic to spice things up.
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EternalPhoenix
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Lucky Mage - PL 8

Post by EternalPhoenix »

Lucky Mage - PL 8

Strength 2, Stamina 2, Agility 3, Dexterity 2, Fighting 6, Intellect 1, Awareness 2, Presence 2

Advantages
Artificer, Defensive Roll 2, Luck 3, Ritualist, Uncanny Dodge

Skills
Deception 3 (+5), Expertise: Magic 4 (+5), Expertise: Pop Culture 4 (+5), Insight 3 (+5), Intimidation 8 (+10), Investigation 4 (+5), Perception 3 (+5), Persuasion 3 (+5), Stealth 2 (+5)

Powers
Luckstone (Removable)
. . Luck Control: Luck Control 4 (Bestow Luck, Force a Re-roll, Negate Luck, Spend on Other, Advantages: Luck 3)

Mage Staff (Easily Removable)
. . Buys Off Tiring on Magic: Feature 6
. . Staff Strike: Strength-based Damage 2 (DC 19)

Magic: Variable 6 (Tiring)
. . Force Field & Mystic Blast (Powers: Mystic Blast: Damage 10, Mystic Force Field: Protection 6)
. . . . Mystic Blast: Damage 10 (DC 25; Accurate 2: +4, Homing: 1 extra attempt, Increased Range: ranged, Precise)
. . . . Mystic Force Field: Protection 6 (+6 Toughness; Sustained)

Offense
Initiative +3
Grab, +6 (DC Spec 12)
Mystic Blast: Damage 10, +6 (DC 25)
Staff Strike: Strength-based Damage 2, +6 (DC 19)
Throw, +2 (DC 17)
Unarmed, +6 (DC 17)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 4, Toughness 10/2, Will 8

Power Points
Abilities 40 + Powers 52 + Advantages 5 + Skills 17 (34 ranks) + Defenses 11 = 125

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

A very versatile magic user, and a little lucky in the bargain. I am not sure how to cut the four points it's over out. It's so far the only one that's gone over out of 12 builds that I couldn't fix. Ah, well.
Last edited by EternalPhoenix on Sat Jun 17, 2023 2:28 am, edited 1 time in total.
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Davies
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Re: The Archetype Blendarama (Part 8! Mystic Cowl! Lucky Mage!)

Post by Davies »

EternalPhoenix wrote: Sat Jun 17, 2023 1:53 am
A very versatile magic user, and a little lucky in the bargain. I am not sure how to cut the four points it's over out. It's so far the only one that's gone over out of 12 builds that I couldn't fix. Ah, well.
I'd suggest dropping Close Combat: Staff down to 2 ranks (-2 points) since it's a back-up attack, and dropping Artificer and Ritualist (-2 points) since the character has no Expertise: Magic to use either of them.

Alternatively, pick one rank of Luck Control to drop, also drop one rank of Luck to purchase Beginner's Luck so that they can use that to produce 5 ranks of Expertise: Magic when it really counts.
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EternalPhoenix
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Re: The Archetype Blendarama (Part 8! Mystic Cowl! Lucky Mage!)

Post by EternalPhoenix »

Davies wrote: Sat Jun 17, 2023 2:14 am
I'd suggest dropping Close Combat: Staff down to 2 ranks (-2 points) since it's a back-up attack, and dropping Artificer and Ritualist (-2 points) since the character has no Expertise: Magic to use either of them.
This was actually an error, and I thank you for catching it. Somehow I forgot the build's Expertises entirely. Close Combat: Staff is gone, and I've ended up one point higher than I started. Oy.
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Re: The Archetype Blendarama (Part 8! Mystic Cowl! Lucky Mage!)

Post by Davies »

In that case, I would suggest getting rid of that "Buys Off Tiring" Feature, or possibly adding a Check Required (Expertise: Magic, DC 15, -5 points) to it.
"I'm sorry. I love you. I'm not sorry I love you."
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