Prince Charon's Builds

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Prince Charon
Posts: 61
Joined: Tue Jun 02, 2020 1:45 am

Re: Prince Charon's Builds

Post by Prince Charon »

Another Supernatural Paragons character:

The Doctor (the kid) - PL 6

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

Advantages
Artificer, Beginner's Luck, Defensive Roll, Eidetic Memory, Equipment 3, Evasion 2, Hide in Plain Sight, Improvised Tools, Inventor, Jack-of-all-trades, Luck (Edit Scene), Luck (Heroic Feat), Luck (Inspiration), Luck (Recover) 3, Speed of Thought, Uncanny Dodge

Skills
Athletics 1 (+0), Deception 1 (+1), Expertise: Technurgy 3 (+8), Insight 2 (+4), Investigation 2 (+7), Perception 1 (+3), Sleight of Hand 1 (+2), Stealth 2 (+3), Technology 1 (+6)

Powers
Magical Awareness: Senses 6 (magical, sensory, Accurate: Magical Awareness, Acute: Magical Awareness, Analytical: Magical Awareness, Awareness: Mental/Magical, Time Sense; Dimensional: dimension - Imageria)
Quick Thinker: Quickness 6 (magical, mental, Perform routine tasks in -6 time ranks; Limited to One Type: Mental Tasks)
Sonic Screwdriver (Removable)
. . Sonic tool effects: Variable 2 (magical, sonic, technological; Check Required: DC 10 - Expertise (Technurgy))
. . . . . . . . Linked Effects
. . . . . . . . . . Damage: Damage 1 (Linked; DC 16; Precise)
. . . . . . . . . . Weaken: Weaken 1 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 11)
. . . . . . . . Senses: Senses 1 (Extended: Hearing 1: x10)
. . . . . . . . Multi-Tool: Feature 1 (magical, sonic, technological)
Telelinguistics: Comprehend 4 (magical, mental, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood; Check Required: DC 10 - Insight)

Power Settings
Multi-Tool (Powers: Cutting Torch, Lock Control: Transform 1, Microphone, Multi-Tool, Sonic cleaner: Feature 1)
Sonar (Powers: Sonar: Senses 9)
Sonic Disruptor (Powers: Disrupt Technology: Nullify 5)

Equipment
Flashlight, TARDIS

Offense
Initiative +5
Damage: Damage 1, +2 (DC 16)
Disrupt Technology: Nullify 5, +1 (DC Will 15)
Grab, +2 (DC Spec 9)
Lock Control: Transform 1, +2 (DC Dog 11)
Throw, +1 (DC 14)
Unarmed, +2 (DC 14)
Weaken: Weaken 1, +2 (DC Fort 11)

Complications
Child: The boy who calls himself 'the Doctor' is ten years old, with all that that entails.
Motivation: Doing Good

Languages
Native Language (English)

Defense
Dodge 5, Parry 4, Fortitude 1, Toughness 2/1, Will 6

Power Points
Abilities 22 + Powers 27 + Advantages 24 + Skills 7 (14 ranks) + Defenses 10 = 90



--------------------

TARDIS - PL 6

Strength 16, Defense -2, Toughness 13, Size Colossal

Features:
Computer, Dual Size 3 (Large), Durable

Powers
Movement: Movement 2 (magical, technological, Dimensional: Imagerial Realms 2: group, 50 lbs.)

Power Points
Abilities 4 + Powers 4 + Advantages 0 + Features 4 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 12



Notes
One of the possible games I thought of for Supernatural Paragons is 'create yourself as you were at the time, then add powers.' I decided to also follow through on this, even though I was ten around that time (and if I were GMing, he wouldn't appear as much, or at all). He wouldn't be the only 'Doctor' (as in Doctor Who) running around, of course, but he'd probably be the youngest.

The next one will probably be the PL8 version of this character.
Prince Charon
Posts: 61
Joined: Tue Jun 02, 2020 1:45 am

Re: Prince Charon's Builds

Post by Prince Charon »

The Doctor (the kid) - PL 8

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

Advantages
Artificer, Beginner's Luck, Defensive Roll 2, Eidetic Memory, Equipment 3, Evasion 2, Fascinate (Persuasion), Hide in Plain Sight, Improvised Tools, Inventor, Jack-of-all-trades, Luck (Edit Scene), Luck (Heroic Feat), Luck (Inspiration), Luck (Recover) 3, Ritualist, Speed of Thought, Uncanny Dodge

Skills
Athletics 3 (+2), Deception 1 (+1), Expertise: Psionics 1 (+6), Expertise: Technurgy 3 (+8), Insight 2 (+4), Investigation 2 (+7), Perception 1 (+3), Persuasion 10 (+10), Ranged Combat: Throw 1 (+2), Sleight of Hand 1 (+2), Stealth 2 (+3), Technology 1 (+6)

Powers
Concealed Identity: Feature 1
Magical Awareness: Senses 6 (magical, sensory, Accurate: Magical Awareness, Acute: Magical Awareness, Analytical: Magical Awareness, Awareness: Mental/Magical, Time Sense; Dimensional: dimension - Imageria)
Quick Thinker: Quickness 6 (magical, mental, Perform routine tasks in -6 time ranks; Limited to One Type: Mental Tasks)
Resourceful Pockets: Variable 1 (technological; Limited 2: Equipment Only)
Sonic Screwdriver (Removable)
. . Sonic tool effects: Variable 2 (magical, sonic, technological; Check Required: DC 10 - Expertise (Technurgy))
. . . . . . . . Linked Effects
. . . . . . . . . . Damage: Damage 1 (Linked; DC 16; Precise)
. . . . . . . . . . Weaken: Weaken 1 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 11)
. . . . . . . . Senses: Senses 1 (Extended: Hearing 1: x10)
. . . . . . . . Multi-Tool: Feature 1 (magical, sonic, technological)
Telelinguistics: Comprehend 4 (magical, mental, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood; Affects Others; Check Required: DC 10 - Insight)

Power Settings
Multi-Tool (Powers: Cutting Torch, Lock Control: Transform 1, Microphone, Multi-Tool, Sonic cleaner: Feature 1)
Sonar (Powers: Sonar: Senses 9)
Sonic Disruptor (Powers: Disrupt Technology: Nullify 5)

Equipment
Bulletproof Vest, Flashlight, TARDIS

Offense
Initiative +5
Damage: Damage 1, +2 (DC 16)
Disrupt Technology: Nullify 5, +2 (DC Will 15)
Grab, +2 (DC Spec 9)
Lock Control: Transform 1, +2 (DC Dog 11)
Throw, +2 (DC 14)
Unarmed, +2 (DC 14)
Weaken: Weaken 1, +2 (DC Fort 11)

Complications
Child: The boy who calls himself 'the Doctor' is ten years old, with all that that entails.
Motivation: Doing Good

Languages
Native Language (English)

Defense
Dodge 6, Parry 5, Fortitude 2, Toughness 7/1, Will 8

Power Points
Abilities 22 + Powers 37 + Advantages 27 + Skills 14 (28 ranks) + Defenses 15 = 115



--------------------

TARDIS - PL 8

Strength 18, Defense -4, Toughness 15, Size Awesome

Features:
Computer, Dual Size 3 (Huge), Durable

Powers
Movement: Movement 2 (magical, technological, Dimensional: Imagerial Realms 2: group, 50 lbs.)

Power Points
Abilities 3 + Powers 4 + Advantages 0 + Features 4 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 11



Notes
As you can see, he has five points unspent. Mostly, that's because I kept not being able to work out the best place to put them, and decided to just stop procrastinating and post him. Thoughts?

Due to his age, it may be that his main use in-game is to get the other characters to where the adventure takes place. He really isn't someone who should be involved in combat (though with his high Persuasion bonus, he at least has a chance of avoiding battle with those who are willing to listen).
Prince Charon
Posts: 61
Joined: Tue Jun 02, 2020 1:45 am

Re: Prince Charon's Builds

Post by Prince Charon »

This is old enough that I don't recall much about him, other than vaguely thinking that he might be for a Golden Age game, and might be inspired a bit by Tom Swift.

Gizmo (Jimmy Able) - PL 10

Strength -1, Stamina 0, Agility 0, Dexterity 1, Fighting 1, Intellect 6, Awareness 3, Presence 1

Advantages
Beginner's Luck, Benefit, Security Clearance: Q Clearance, Eidetic Memory, Fascinate (Expertise: Science), Improvised Tools, Inventor, Jack-of-all-trades, Luck (Edit Scene), Luck (Recover) 3, Skill Mastery: Technology, Speed of Thought, Ultimate Effort: Invention rolls, Uncanny Dodge

Skills
Close Combat: Grab 1 (+2), Deception 1 (+2), Expertise: Science 2 (+8), Insight 1 (+4), Investigation 1 (+7), Perception 2 (+5), Persuasion 1 (+2), Ranged Combat: Throw 1 (+2), Technology 1 (+17/+7), Treatment 1 (+7)

Powers
Gadget Pool: Variable 10 (technological; Check Required: DC 10 - Technology, Limited: Devices Only, Slow)
Gizmo Goggles (Removable)
. . Immunity: Immunity 5 (technological, Sensory Affliction Effects; Limited: Visual Only)
. . Senses: Senses 6 (sensory, technological, Analytical: Technology, Detect: Technology 2: ranged, Infravision, Microscopic Vision 1: dust-size, Ultravision)
Gravity Belt (Removable)
. . Contra-Gravitation: Flight 5 (gravity, technological, Speed: 60 miles/hour, 900 feet/round; Aquatic; Check Required: DC 10 - Technology)
. . Force Field: Protection 10 (force, gravity, technological, +10 Toughness; Impervious, Subtle: subtle)
Quickness: Quickness 10 (Perform routine tasks in -10 time ranks; Limited to One Type: Mental)
Super-Inventor: Enhanced Trait 8 (Traits: Technology +10 (+17), Advantages: Improvised Tools, Skill Mastery, Ultimate Effort: Invention rolls; Limited: Only for Invention rolls and Power Checks)
Toolmaker: Transform 3 (Affects: Anything, Transforms: 6 lbs., DC 13; Check Required: DC 10 - Technology)

Offense
Initiative +6
Grab, +2 (DC Spec 9)
Throw, +2 (DC 14)
Toolmaker: Transform 3, +2 (DC Dog 13)
Unarmed, +2 (DC 14)

Complications
Kid: Jimmy is fourteen, with all the problems that that age entails.
Motivation: Patriotism
Power Loss: The small batteries in his Gravity Belt are rechargeable, but do run out of power occasionally.

Languages
Native Language (English)

Defense
Dodge 3, Parry 1, Fortitude 1, Toughness 10, Will 5

Power Points
Abilities 22 + Powers 104 + Advantages 12 + Skills 6 (12 ranks) + Defenses 6 = 150

Notes
His last name is 'Able' because the guy behind the desk from his grandparents at Ellis Island couldn't spell 'Abrabanel,' and didn't try. That concludes everything that I'm sure of about this character.
Prince Charon
Posts: 61
Joined: Tue Jun 02, 2020 1:45 am

Re: Prince Charon's Builds

Post by Prince Charon »

The Honourable Petra Smythe-Parkinson - PL 5

Strength -1, Stamina 0, Agility 2, Dexterity 1, Fighting 2, Intellect 3, Awareness 2, Presence 3


Advantages
Accurate Attack, Benefit 5: Readied Rituals, Benefit, Status: Minor nobility, Benefit, Wealth (well-off), Defensive Attack, Equipment 1, Fighting Style: Fencing, Improved Defense, Improved Disarm, Improved Initiative, Power Attack, Ritualist, Skill Mastery: Expertise (PRE): Spider Magic, Taunt, Ultimate Effort: Spider magic, Uncanny Dodge, Untapped Potential


Skills
Acrobatics 1 (+3), Close Combat: Grab 2 (+4), Deception 1 (+4), Expertise: Comicbooks 2 (+5), Insight 1 (+3), Perception 1 (+3), Persuasion 1 (+5/+4), Ranged Combat: Ring of Webs 1 (+2), Stealth 1 (+3), Technology 1 (+4)


Powers
Ring of Webs (Removable)
. . Enhanced Trait: Enhanced Trait 0.5 (magical, Persuasion +1 (+5); Limited: Only to deal with spirits)
. . Rapid Rituals: Quickness 3 (magical, Perform routine tasks in -3 time ranks, Advantages: Benefit 5: Readied Rituals, Ritualist; Limited to One Task: Rituals)
. . . . Adept Artificing: Quickness 3 (Alternate; magical, Perform routine tasks in -3 time ranks, Advantages: Artificer; Limited to One Task: Artificing)
. . Spider Totem
. . . . Rapid Rituals of the Spider: Quickness 3 (magical, Perform routine tasks in -3 time ranks; Limited: Only for Spider-themed rituals, Limited to One Task: Rituals)
. . . . Spider Magic: Enhanced Trait 3 (magical, Expertise (PRE) +2 (+5), Advantages: Skill Mastery, Ultimate Effort: Spider magic)
. . . . Spider Reflexes: Enhanced Trait 7 (magical, Dodge +3 (+5), Parry +3 (+5), Advantages: Uncanny Dodge)
. . . . Spider's Venom: Cumulative Progressive Affliction 4 (magical, 1st degree: Dazed, 2nd degree: Defenseless, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 14; Cumulative, Insidious, Progressive, Subtle: subtle; Check Required: DC 10 - Expertise: Spider Magic)


Equipment
Cell Phone (Smartphone), Collapsible Baton (Club, Collapsible handguard 0)


Offense
Initiative +6
Collapsible Baton, +4 (DC 16)
Grab, +4 (DC Spec 9)
Spider's Venom: Cumulative Progressive Affliction 4, +2 (DC Fort 14)
Throw, +2 (DC 14)
Unarmed, +4 (DC 14)


Complications
Identity: While the students do not have traditional heroic identities, they do try to avoid letting on to those who don't already know, that they're studying magic, and occasionally fight evil spirits.

Motivation: Responsibility: Petra's family is very big on noblesse oblige, and on top of that, she read too many comic books when she was younger... and now she's got spider-totem powers.

Quirk - Teenager: Petra is thirteen years old, with all that that entails.

Relationship: Petra is not dating Jimmy Stromfeld, who has the Ankh of Flames, nor does she have a crush on him. Really. They've gone places as friends, but that's it. (They're totally dating, and she has a serious crush, but she's not mature enough to admit it.)


Languages
English


Defense
Dodge 5/2, Parry 5/2, Fortitude 1, Toughness 0, Will 5


Power Points
Abilities 24 + Powers 30 + Advantages 11 + Skills 6 (12 ranks) + Defenses 4 = 75


Notes
Petra isn't from a setting that I've written up yet (so anything I say about it here is subject to change if I get a better idea), though it's inspired a bit by Supernatural Paragons (as well as some published settings that are probably obvious). Basically, a sorceror from a very magical world accidentally opened a portal to a much more mundane world. A number of spirits and other beings went through, some of whom are less friendly to humanity than others. A few such beings have started teaching magic in various ways, including founding schools, or infiltrating existing ones. The style of magic is based around getting spirits to do things, hence the skill check being Persuasion for magic in general, and a Presence-based Expertise for specializations. Insight and Awareness-based Expertises can also be useful. The power effects tend to be Subtle and may be Indirect or Insidious, because that's how the spirits work (if/when I write up the setting, I might also add limitations relating to crowds and daylight, to encourage the more Urban Fantasy feel that I'm imagining for this setting).

The as-yet-unnamed school that Petra and her friends go to starts by giving the students magic items (mostly in the form of jewelry or other seemingly-harmless objects) as mystical 'training wheels.' The items each contain a spirit which assists the user in developing their power, and works best with a user that has a compatible personality, talents, or similar. The Ring of Webs is a pretty typical example, granting some help with magic in general, and more help with a specific totem, element, or other specialty, as well as some form of thematically-appropriate attack (usually an Affliction or Weaken) and thematically-appropriate defence. Note that her regular Rapid Rituals advantage stacks with Rapid Rituals of the Spider, which is also fairly standard for these items.

Most of the students will have the Untapped Potential advantage, or an unusually-high ability, or some other oddity, because that's how they were chosen as students (Jimmy Stromfeld, for example, already had a minor and unreliable ability to detect or predict fires before he got the golden pendent called the Ankh of Flames).

On the off chance that she's attacked, Petra's Readied Rituals generally include a low-level Spider Strength ritual (Enhanced Strength 5), one for Spiritual Chitin (Subtle Impervious Protection 5), and a sort of Web-spinner (like the Binding Blaster from Gadget Guide, but a ritual).

I'd originally planed on Petra being PL6, but got her to 75 points and realized that 1, I really wasn't sure what else to spend on, and 2, this is Petra not long after getting her Ring, at the start of her magic school adventures. At the end of First Year, after she confronts that year's Big Bad Whatever, she might be PL6, or close to it.


Thoughts?
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EternalPhoenix
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Re: Prince Charon's Builds

Post by EternalPhoenix »

Hello! Welcome back to this part of Echoes. You seem to do good work, so yeah welcome back from your long time away.
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You, Dear Reader, may comment on any build at any time. I will be happy regardless.
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