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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Wintry Embodiment - PL 10

Post by EternalPhoenix »

Wintry Embodiment - PL 10

Strength 10, Stamina 2, Agility 1, Dexterity 2, Fighting 4, Intellect 0, Awareness 3, Presence 1

Advantages
Evasion, Improved Initiative, Power Attack

Skills
Close Combat: Unarmed 6 (+10), Expertise: Elements 4 (+4), Perception 4 (+7), Ranged Combat: Ice Control 8 (+10)

Powers
Elemental Constitution: Immunity 12 (Critical Hits, Life Support)

Ice Control
. . Cold Blast: Affliction 10 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Increased Range: ranged)
. . Ice Blast: Damage 10 (DC 25; Increased Range: ranged)
. . Ice Shapes: Create 6 (Volume: 60 cft., DC 16; Increased Duration: continuous, Innate)
. . Icy Snare: Affliction 10 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 20; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . Snowblind: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged; Limited: To Vision)

ice Form
. . Enhanced Ability: Enhanced Strength 9 (+9 STR)
. . Immunity: Immunity 5 (Damage Effect: Cold)
. . Protection: Protection 10 (+10 Toughness; Impervious [8 ranks only])
. . Senses: Senses 2 (Infravision, Tracking: Visual 1: -1 speed rank)

ice Slide: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Platform)

Offense
Initiative +5
Cold Blast: Affliction 10, +10 (DC Fort 20)
Grab, +4 (DC Spec 20)
Ice Blast: Damage 10, +10 (DC 25)
Icy Snare: Affliction 10, +10 (DC Dog/Fort/Will 20)
Snowblind: Cumulative Affliction 10, +10 (DC Dog/Fort/Will 20)
Throw, +2 (DC 25)
Unarmed, +10 (DC 25)

Complications
Motivation: Responsibility: Wintry Embodiment is as old as winter itself, or so she says. She was given a duty to protect humans from everything but the chill of winter itself. She takes that duty very seriously. Even if said everything's gotten awful broader since the Stone Age.
Prejudice: Oh no, it's the terrifying ice monster! Wintry Embodiment isn't that scary looking, not really, but she is an ice monster. She's gonna scare people no matter how nice she is to them.
Weakness: Wintry Embodiment does not do well with hot temperatures. When the temperature in her location is significantly above the freezing point of water (such as a Heat Environment), she must resist an Cumulative Affliction (Fort save; Impaired/Disabled/Incapacitated). The rank increases as the air gets hotter (such as in an Extreme Heat Environment). Additionally, she takes double damage from attacks with the Fire/Heat descriptor.

Languages
Native Language

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

Power Points
Abilities 28 + Powers 84 + Advantages 3 + Skills 11 (22 ranks) + Defenses 24 = 150

6
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Animalistic Hunter - PL 10

Post by EternalPhoenix »

Animalistic Hunter - PL 10

Strength 7, Stamina 8, Agility 6, Dexterity 6, Fighting 10, Intellect 1, Awareness 4, Presence 1

Advantages
Agile Feint, All-out Attack, Close Attack 3, Fearless, Improved Critical: Unarmed, Power Attack, Skill Mastery: Perception, Takedown, Teamwork, Tracking

Skills
Acrobatics 6 (+12), Athletics 5 (+12), Insight 6 (+10), Perception 6 (+14/+10), Persuasion 7 (+8), Stealth 4 (+10)

Powers
Animalistic
. . Comprehend: Comprehend 2 (Animals - Speak To, Animals - Understand)
. . Enhanced Ability: Enhanced Stamina 2 (+2 STA)
. . Enhanced Trait: Enhanced Trait 2 (Traits: Perception +4 (+14))
. . Senses: Senses 6 (Acute: Smell, Danger Sense: Smell, Extended: Hearing 1: x10, Low-light Vision, Tracking: Smell 1: -1 speed rank, Ultra-hearing)

Berserker Rage
. . Enhanced Ability: Enhanced Strength 2 (+2 STR)
. . Enhanced Trait: Enhanced Trait 3 (Advantages: Close Attack 3)
. . Immunity: Immunity 10 (Emotion Effects, Interaction Skills; Activation: move action)

Offense
Initiative +6
Grab, +13 (DC Spec 17)
Throw, +6 (DC 22)
Unarmed, +13 (DC 22)

Complications
Flashbacks: The way Animalistic Hunter got his powers was...not fun, to say the least. Certain sounds or smells can throw him right back to those horrible, tortuous days.
Motivation: Acceptance: After what was done to him, Animalistic Hunter often feels more like a rampaging beast than a man. He fights in search of both self acceptance and the acceptance of others.
Temper: Berserker Rage says it all, one would think. But no. Animalistic Hunter is in control, most of the time. It's dealing with people that treat other people like things to be used and thrown away when they break that sets him off. And when he's set off, that type of person tends to die screaming in terror.

Languages
Native Language

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

Power Points
Abilities 78 + Powers 32 + Advantages 9 + Skills 17 (34 ranks) + Defenses 14 = 150

5
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Tactical Teleporter - PL 10

Post by EternalPhoenix »

Tactical Teleporter - PL 10

Strength 5, Stamina 6, Agility 6, Dexterity 3, Fighting 10, Intellect 5, Awareness 6, Presence 1

Advantages
Accurate Attack, Agile Feint, Defensive Attack, Defensive Roll 2, Inspire, Leadership, Power Attack, Precise Attack (Close, Concealment), Takedown, Teamwork, Uncanny Dodge

Skills
Acrobatics 6 (+12), Athletics 5 (+10), Expertise: Tactics 5 (+10), Insight 4 (+10), Perception 6 (+12), Persuasion 4 (+5), Stealth 4 (+10)

Powers
Portal Cutter (Easily Removable)
. . Cutter: Strength-based Damage 3 (DC 23; Accurate: +2, Penetrating 8)
. . Personal Portals: Teleport 3 (250 feet in a move action, carrying 50 lbs.; Accurate, Change Velocity, Extended: 8 miles in 2 move actions, Turnabout)

Tactical Mastermind
. . Enhanced Ability: Enhanced Awareness 2 (+2 AWE)
. . Enhanced Ability: Enhanced Intellect 2 (+2 INT)
. . Enhanced Trait: Enhanced Trait 3 (Advantages: Defensive Roll 2, Uncanny Dodge)
. . Senses: Senses 5 (Acute: Detect Weakness, Analytical: Detect Weakness, Danger Sense: Mental, Detect: Weakness (Mental Sense) 2: ranged)

Offense
Initiative +6
Cutter: Strength-based Damage 3, +12 (DC 23)
Grab, +10 (DC Spec 15)
Throw, +3 (DC 20)
Unarmed, +10 (DC 20)

Complications
Honor: Tactical Teleporter adheres to a soldier's code of honor. He will not lie, cheat, steal, or tolerate those who do. Hoo-ah!
Motivation: Patriotism: Tactical Teleporter is in the hero biz for truth, justice, and the American way. Mom and apple pie. The ol' red, white, and blue. Long may that star spangled banner wave. Or the painfully corny line of your choice.
Reputation: To put it kindly, most of the heroic and villainous communities think Tactical Teleporter is a flag waving clown. Just a huge friggin' doofus. He's uh, not, but when you wear the flag on your chest and make no secret of how you think the USA is just the most super special awesomest country ever, well...

Languages
Native Language

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

Power Points
Abilities 76 + Powers 32 + Advantages 9 + Skills 17 (34 ranks) + Defenses 16 = 150

4
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Immortal Warrior - PL 10

Post by EternalPhoenix »

Immortal Warrior - PL 10

Strength 7, Stamina 8, Agility 6, Dexterity 4, Fighting 8, Intellect 1, Awareness 4, Presence 3

Advantages
Accurate Attack, Agile Feint, Defensive Attack, Diehard, Great Endurance, Power Attack, Precise Attack (Close, Concealment), Startle, Takedown, Ultimate Effort: Toughness

Skills
Acrobatics 6 (+12), Athletics 6 (+13), Close Combat: Living Weapon: Strength-based Damage 3 2 (+10), Expertise: Tactics 7 (+8), Insight 4 (+8), Intimidation 7 (+10), Perception 6 (+10)

Powers
Immortal
. . Enhanced Ability: Enhanced Awareness 2 (+2 AWE)
. . Immortality: Immortality 5 (Return after 1 day; Limited: Body must remain relatively intact; cannot be incinerated, disintegrated, chopped to bits, etc)
. . Immunity: Immunity 3 (Aging, Disease, Poison)
. . Protection: Protection 2 (+2 Toughness)
. . Regeneration: Regeneration 2 (Every 5 rounds)

Living Weapon: Strength-based Damage 3 (DC 25; Multiattack [7 extra ranks])

Offense
Initiative +6
Grab, +8 (DC Spec 17)
Living Weapon: Strength-based Damage 3, +10 (DC 25)
Throw, +4 (DC 22)
Unarmed, +8 (DC 22)

Complications
Enemy: Immortal Warrior's been around a very long time. He has amassed a very sizeable collection of recurring foes over the centuries. Most of these haven't been immortal, but some were and others sought it out. And there's always their descendants. There is no escape from the reminders of his failures.
Motivation: Justice: Immortal Warrior is, uh, extremely old school. The wandering warrior who travels the land righting wrongs and fighting for justice. The problem is that in times past he has taken it way too far. Forgotten where the line is between justice and bloody vengeance. He has much to regret. Still, there will always be those who cannot defend themselves. He will stand for them.
Secrets: Immortal Warrior knows there is no escape from the reminders of his failures. His sins and regrets are legion. He has done terrible things in pursuit of bloody vengeance. There are those who remember. And there are those who can find out without meaning to. He would prefer that his mistakes remained forgotten by all but him, as many in the modern world would not understand. And perhaps they shouldn't. Many would want to see him imprisoned or worse. And perhaps they would be right to.

Languages
Native Language

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

Power Points
Abilities 78 + Powers 29 + Advantages 10 + Skills 19 (38 ranks) + Defenses 14 = 150

3
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Gimmick Gadgeteer - PL 10

Post by EternalPhoenix »

Gimmick Gadgeteer - PL 10

Strength 2, Stamina 1, Agility 2, Dexterity 2, Fighting 4, Intellect 9, Awareness 4, Presence 1

Advantages
Beginner's Luck, Benefit, Wealth 3 (millionare), Defensive Roll, Eidetic Memory, Equipment 3, Improved Critical 2: Multi Blast: Damage 4, Improvised Tools, Inventor, Skill Mastery: Technology

Skills
Expertise: Business 6 (+15), Expertise: Science 11 (+20), Insight 6 (+10), Persuasion 7 (+8), Ranged Combat: Energy Projection 6 (+8), Technology 11 (+20), Vehicles 3 (+5)

Powers
Displacer Field (Removable)
. . Displacer Field
. . . .Enhanced Trait: Enhanced Trait 12 (Linked; Traits: Dodge +6 (+14), Parry +6 (+14))
. . . . Protection: Protection 4 (Linked; +4 Toughness; Sustained)

Energy Projector Device (Removable)
. . Energy Projection
. . . . Dazzling Blast: Cone Area Affliction 9 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 19; Alternate Resistance (Dodge), Cone Area: 60 feet cone, DC 19)
. . . . Energy Blast: Damage 8 (DC 23; Accurate 2: +4, Increased Range: ranged)
. . . . Multi Blast: Damage 4 (DC 19, Advantages: Improved Critical 2; Accurate 4: +8, Increased Range: ranged, Multiattack)
. . . . Stunning Blast: Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Accurate 2: +4, Increased Range: ranged)

Personal Teleporter (Removable)
. . Teleport: Teleport 4 (500 feet in a move action, carrying 100 lbs.; Increased Mass, Turnabout)

Technopath: Comprehend 2 (Machines / Electronics; Distracting)

Equipment
Headquarters

Offense
Initiative +2
Dazzling Blast: Cone Area Affliction 9 (DC Dog/Fort/Will 19)
Energy Blast: Damage 8, +12 (DC 23)
Grab, +4 (DC Spec 12)
Multi Blast: Damage 4, +16 (DC 19)
Stunning Blast: Affliction 8, +12 (DC Fort 18)
Throw, +2 (DC 17)
Unarmed, +4 (DC 17)

Complications
Fame: Gimmick Gadgeteer's civilian identity is an incredibly famous businesswoman and inventor. This can make springing into action rather difficult. She can't just disappear whenever she feels like it. Sleazy tabloid reporters hunting for that big scoop that's she's a superhero. Supervillains want to kidnap her for her money or her brain. It's exhausting, honestly.
Identity: Gimmick Gadgeteer maintains a secret identity to protect her employees and their families. This is considerably more difficult than for a regular superhero because of her Fame Complication, above, and because without her gear she's only human. So when she's caught without it there isn't a lot she can do.
Motivation: Doing Good: Gimmick Gadgeteer is, however, a do gooder of the highest order. With her business, her inventions, and her special devices designed for heroing. She's 100% here to help. That's it.

Languages
Native Language

Defense
Dodge 14/8, Parry 14/8, Fortitude 8, Toughness 6/1, Will 10

Power Points
Abilities 50 + Powers 40 + Advantages 12 + Skills 25 (50 ranks) + Defenses 23 = 150

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

Headquarters - PL 10

Toughness 10, Size Large

Features:
Communications, Computer, Fire Prevention System, Infirmary, Laboratory, Library, Living Space, Personnel, Power System, Security System 1, Workshop

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 11 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15

2
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JDRook
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Re: Gimmick Gadgeteer - PL 10

Post by JDRook »

EternalPhoenix wrote: Fri Jun 03, 2022 11:11 pm Gimmick Gadgeteer - PL 10

...

Displacer Field (Removable)
. . Displacer Field
. . . .Enhanced Trait: Enhanced Trait 12 (Linked; Traits: Dodge +6 (+14), Parry +6 (+14))
. . . . Protection: Protection 4 (Linked; +4 Toughness; Sustained)
Now this is an excellent example of a vaguely defined power that absolutely needs some Descriptors on it so you (and your GM) know how it's supposed to work in the game setting: what it looks like, how it interacts with the world, and mechanically what kind of Power Stunts can it do or conversely what can oppose or Nullify it.

When I first read "Displacer Field" I didn't know what it was, so I googled it and found two equally viable but very different definitons. There's a Displacer Beast in the D&D-esque settings that uses illusions of itself to fool attackers into attacking where it isn't, described as a form of bending light that is instinctive to the creatures. There's also a Displacer Field in Warhammer 40K that actually teleports the user through "Warp" for a few milliseconds to randomly move out of the way of incoming attacks. Both can definitely be used as a defense, but the question is which one?

If it's displacement through illusion, the Device is therefore manipulating light and perception and could be also be used to Power Stunt things that use light and perception: Illusion, Dazzle, Concealment, etc. This would also mean that the defense could be overcome by things like Sensory Powers (Concealment Counters, Accurate non-Visual Senses, etc) or some form of Light Control.

If it's displacement through "warp", the Device is therefore manipulating space and maybe higher dimensions on a very limited scale and could be also be used to Power Stunt things that bend space: Teleport, Permeate, Insubstantial, etc, as well as some exotic attack possibilities. This defense might be overcome by opponents with similar space or dimensional manipulation powers.

Both are good options, and there could definitely be other definitions of "displacement" that don't have obvious RPG precursors, but the point is that the Descriptor has to be something in particular because if the player and GM don't agree on what it is, there's going to be problems.
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Resourceful Paragon - PL 10

Post by EternalPhoenix »

Resourceful Paragon - PL 10

Strength 10, Stamina 8, Agility 4, Dexterity 4, Fighting 8, Intellect 1, Awareness 2, Presence 2

Advantages
Close Attack 2, Equipment 4

Skills
Expertise: Current Events 4 (+5), Expertise: Journalism 7 (+8), Insight 3 (+5), Perception 8 (+10), Persuasion 6 (+8), Technology 4 (+5)

Powers
Enhanced Senses: Senses 6 (Extended: Vision 2: x100, Extended: Hearing 2: x100, Microscopic Vision 1: dust-size, Ultra-hearing)

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

Immunities: Immunity 10 (Life Support)

Invulnerability: Protection 4 (+4 Toughness)

Powerful
. . Enhanced Ability: Enhanced Strength 2 (+2 STR)
. . Enhanced Trait: Enhanced Trait 2 (Advantages: Close Attack 2)
. . Power-Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)

Equipment
Headquarters

Offense
Initiative +4
Grab, +10 (DC Spec 20)
Throw, +4 (DC 25)
Unarmed, +10 (DC 25)

Complications
Enemy: There's a certain corrupt corporate executive who's out for Resourceful Paragon's blood. Approximately a million lawyers and go betweens keep him free. For now.
Motivation: Responsibility: Resourceful Paragon knows that powers and responsibility go hand in hand.
Weakness: Resourceful Paragon's senses are sensitive to being overloaded. Sensory Afflictions have one extra degree of effect when saving against them.

Languages
Native Language

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

Power Points
Abilities 74 + Powers 44 + Advantages 4 + Skills 16 (32 ranks) + Defenses 12 = 150


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

Headquarters - PL 10

Toughness 12, Size Gargantuan

Features:
Communications, Computer, Gym, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power System, Security System 1, Workshop

Powers
Teleport: Teleport 5 (Carry 50 lbs.; Affects Others, Easy, Extended: 30 miles in 2 move actions; Limited to Extended)

Power Points
Abilities 4 + Powers 1 + Advantages 0 + Features 12 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 20

1
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It's Over.

Post by EternalPhoenix »

There's no more pre gens. It's all over. We're finished. Go home already. To my commenters, thanks for all your assistance. I agreed with most of the stuff you said. To my readers who gave me over 6500 views in a few short months, bless you for paying attention to my time killing endeavors. Ah, but now...

But now, the end is here
And we face, the final curtain
My friends, I'll say it clear
I'll state my case, of which I'm certain

I've posted, a thread that's full
Of so very many builds to play
But oh, much more than this

I did it GR's waaaaay


Good night everybody. Thanks for stopping by. If you're the last one out, flick off the lights for me. And don't forget to join me for the Archetype Blendarama, when I actually start doing it my way. So to speak. :mrgreen: I'm literally going to go start it right after I click submit.
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EternalPhoenix
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Re: So Here's A Bunch Of Pre-Gens For You (THREAD COMPLETED, THANKS FOR 10K VIEWS!, 1ST ANNIVERSARY!)

Post by EternalPhoenix »

Shadowmask wrote: Sun Feb 04, 2024 9:42 pm Thanks for these.👍
Uh, sure. You're very welcome. Color me surprised or getting a comment after a year and a half. :mrgreen: Hopefully they've been useful to someone, somewhere.
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Re: So Here's A Bunch Of Pre-Gens For You (THREAD COMPLETED, THANKS FOR 10K VIEWS!, 1ST ANNIVERSARY!)

Post by Shadowmask »

Actually i saw the link on Facebook oddly enough. Yes, I'm that lazy.😏
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Re: So Here's A Bunch Of Pre-Gens For You (THREAD COMPLETED, THANKS FOR 10K VIEWS!, 1ST ANNIVERSARY!)

Post by EternalPhoenix »

Shadowmask wrote: Sun Feb 04, 2024 10:44 pm Actually i saw the link on Facebook oddly enough. Yes, I'm that lazy.😏
Huh. I didn't do that. I haven't been there in several years. Probably over a decade at this point, I dunno. So that's why the Blendarama's view count spiked over three fold in a couple of months.
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