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

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

Post by EternalPhoenix »

They're all PL 10 with 150 PP and made with the 3E Deluxe Handbook's Quickstart Character Generator.

...and then adjusted or outright fixed because whew lads some of the builds you can end up with are janky and only meet caps in any way if you don't understand how math works. One per day, until I run out. No comments from me on 'em. Just builds for you, posted in the order I made them. Be happy, I guess? I dunno, I'm not your dad. If they're a hit or something I might make a few more maybe. I kind of blew through most of the options already so shrug.

Post first build edit: Oh right I forgot I gave all this guys Complications. Feel free to use 'em or not. It doesn't matter.

Battlesuits
Genius Battlesuit Inventor
Military Battlesuit
Lucky Student Battlesuit

Constructs
Revenant Artificer
Android Construct
Golem Juggernaut
Assassin Android
Sand Golem Brawler
Wraith Investigator

Crime Fighters
Crime Fighting Detective
Dark Avenger Crime Fighter
Inventor Crime Fighter

Elementals
Water Embodiment
Transformed Into Fire
Plant Embodiment
Transformed Into Living Wind
Wintry Embodiment

Energy Controllers
Wisecracking Cosmic Energy Controller
Reserved Darkness Controller
Hotheaded Fire Controller

Gadgeteers
Scientist Gadgeteer
Adventurer Gadgeteer
Gimmick Gadgeteer

Martial Artists
Finesse Martial Artist
Mystic Endowment Martial Artist
Armed Agent Martial Artist

Mimic
Living Weapon Power Thief

Mystics
Mystical Heritage Magician
Ancient Mystic Master

Paragons
Multimillionaire Paragon
Paragon Champion
Resourceful Paragon

Powerhouses
Raw Powerhouse
Dense Brick
Flexible Powerhouse

Psychics
Psychic Warrior
In Born Telekinetic
Wild Talent Mentalist

Shapeshifters
Stretchy Everyman
Whiz Size-Changer
Smart Alec Shapeshifter
Wealthy Adventurer Density Changer

Speedsters
Teen Speedster
Hypersonic Old Timer
Veteran Teleporter
Roguish Speedster

Summoners
Martial Artist Duplicator
Man of Action Summoner
Elemental Twin Summoner
Robot Summoner

Supernatural Creatures
Teen Incubus
Vampire Heartthrob
Aristocratic Werewolf
Demon of Hellfire

Totems
Falcon Totem
Elephant Totem
Spider Totem
Feline Totem
Lizard Totem
Wasp of Vengeance
Wrestling Snake Totem
Playful Trickster Rhino
Swooping Owl Totem

Warriors
Living Weapon
Otherworldly Exemplar Warrior
Winged Otherworldly Hunter
Cyber Survivor
Animalistic Hunter
Tactical Teleporter
Immortal Warrior

Weapon Masters
Weapon Master Tactician
Self Made Bow & Arrow Master
Natural Magic Swordsman

Weather Controllers
Divine Weather Controller
Aquatic Weather Controller

What? No, there's no more types. Why you are even reading this? It's just a placeholder so Aquatic Weather Controller isn't the last line because that'd bug me.
Last edited by EternalPhoenix on Thu Apr 13, 2023 11:02 pm, edited 84 times in total.
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Genius Battlesuit Inventor

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Genius Battlesuit Inventor - PL 10

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

Advantages
Close Attack 4, Eidetic Memory, Improvised Tools, Inventor, Skill Mastery: Expertise: Science, Skill Mastery: Technology, Ultimate Effort: Technology

Skills
Expertise: Science 12 (+20), Perception 6 (+8), Technology 12 (+20)

Powers
Invented Battlesuit (Removable)
. . Ability Amplifier: Enhanced Trait 16 (Traits: Dodge +4 (+10), Fortitude +4 (+7), Parry +4 (+8), Will +4 (+10))
. . Armored Shell: Protection 8 (+8 Toughness; Impervious)
. . Communication Systems: Radio Communication 2
. . Gravity Drivers: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
. . . . Space Flight: Movement 2 (Alternate; Environmental Adaptation: Zero G, Space Travel 1: within solar system)
. . Sealed Systems: Immunity 10 (Life Support)
. . Sensors: Senses 2 (Extended: Visual 1: x10, Infravision)
. . Weapon Array
. . . . Electro-Stunner: Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Accurate 4: +8, Increased Range: ranged)
. . . . Force Capsule: Affliction 10 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 20; Accurate 4: +8, Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Plasma Blast: Damage 10 (DC 25; Accurate 4: +8, Increased Range: ranged)
. . . . Strength and Accuracy Booster
. . . . . . Enhanced Ability: Enhanced Strength 9 (+9 STR)
. . . . . . Enhanced Trait: Enhanced Trait 6 (Traits: Close Combat +4 (+6), Advantages: Close Attack 4)
. . . . Tractor/Pressor Beam: Move Object 10 (25 tons; Accurate 4: +8)

Offense
Initiative +2
Electro-Stunner: Affliction 10, +10 (DC Fort 20)
Force Capsule: Affliction 10, +10 (DC Dog/Fort/Will 20)
Grab, +6 (DC Spec 20)
Plasma Blast: Damage 10, +10 (DC 25)
Throw, +2 (DC 25)
Tractor/Pressor Beam: Move Object 10, +10 (DC 20)
Unarmed, +10 (DC 25)

Complications
Identity: The Genius Battlesuit Inventor has a secret identity she tries to protect.
Motivation: Responsibility: Genius Battlesuit Inventor feels she has a responsibility to use
the battlesuit to help others and to make up for past shortcomings.
Relationship: Genius Battlesuit Inventor is surrounded by friends or loved ones that often become entangled in plots from which only she can save them.

Languages
Native Language

Defense
Dodge 10/6, Parry 8/4, Fortitude 7/3, Toughness 10, Will 10/6

Power Points
Abilities 42 + Powers 76 + Advantages 6 + Skills 15 (30 ranks) + Defenses 11 = 150
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Teen Incubus - PL 10

Post by EternalPhoenix »

Teen Incubus - PL 10

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

Advantages
Attractive, Close Attack 4, Daze (Deception), Fascinate (Deception), Improved Initiative 2, Inspire

Skills
Deception 8 (+10), Expertise: Popular Culture 4 (+4), Expertise: Streetwise 4 (+4), Perception 4 (+6), Technology 4 (+4)

Powers
Demonic Movement
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
Demonic Physiology: Protection 3 (+3 Toughness)
Devilish Speed
. . Enhanced Trait: Enhanced Trait 6 (Advantages: Close Attack 4, Improved Initiative 2)
. . Quickness: Quickness 2 (Perform routine tasks in -2 time ranks)
Hellfire Control
. . Hypnosis: Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Increased Range 2: perception; Sense-dependent: Visual)
. . Shapechange: Morph 4 (+20 Deception checks to disguise; Any form)
Immortal
. . Immortality: Immortality 5 (Return after 1 day)
. . Regeneration: Regeneration 5 (Every 2 rounds)

Offense
Initiative +11
Grab, +12 (DC Spec 18)
Hypnosis: Affliction 10 (DC Will 20)
Throw, +1 (DC 23)
Unarmed, +12 (DC 23)

Complications
Motivation: Doing Good: Teen Incubus just wants to do good with his powers. His family...disapproves, to say the least.
Reputation: Incubi are demons who extract life energy and souls via sexual intercourse and then eat them.
Weakness (Love): Ironically, the Incubus is grievously harmed by love. Objects given in love have their damage rank increased by +2, and the Immortal powers cannot heal him from them. Additionally, someone in love is immune to his Hypnosis power.

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
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Crime Fighting Detective - PL 10

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Crime Fighting Detective - PL 10

Strength 3, Stamina 4, Agility 4, Dexterity 4, Fighting 8, Intellect 5, Awareness 4, Presence 2

Advantages
Assessment, Close Attack 2, Contacts, Defensive Attack, Defensive Roll 2, Equipment 11, Improved Critical: Power-Knuckles: Strength-based Damage 3, Improved Initiative, Jack-of-all-trades, Languages 3, Power Attack, Ranged Attack 7, Skill Mastery: Expertise: Streetwise, Skill Mastery: Investigation, Tracking, Uncanny Dodge, Well-informed

Skills
Close Combat: Unarmed 4 (+12), Expertise: Streetwise 10 (+15), Insight 4 (+8), Intimidation 8 (+10), Investigation 5 (+10), Perception 4 (+8), Ranged Combat: Utility Belt 3 (+7), Vehicles 6 (+10)

Powers
Costume: Protection 2 (+2 Toughness; Subtle: subtle)
Swingline: Movement 1 (Swinging)
Bolos: Cumulative Affliction 4 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 14; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
Boomerang: Strength-based Damage 1 (DC 19; Increased Range: ranged)
Explosives: Burst Area Damage 4 (DC 19; Burst Area: 30 feet radius sphere, DC 14, Increased Range: ranged)
Power-Knuckles: Strength-based Damage 3 (DC 21, Advantages: Improved Critical)
Taser: Cumulative Affliction 4 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 14; Cumulative, Increased Range: ranged)
Tear-Gas Pellets: Cumulative Cloud Area Affliction 4 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, Resisted by: Fortitude, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Cumulative, Extra Condition, Increased Range: ranged; Limited: Impaired/Disabled is Visual only, Limited Degree)

Equipment
Cell Phone (Smartphone), Costume [Costume: Protection 2, +2 Toughness; Subtle: subtle], Flashlight, Gas Mask, Headquarters, Motorcycle, Multi-tool, Rebreather, Restraints, Swingline [Swingline: Movement 1, Swinging], Toolkit (Basic), Utility Belt (Bolos [Bolos: Cumulative Affliction 4, 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 14; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree], Boomerang [Boomerang: Strength-based Damage 1, DC 19; Increased Range: ranged], Explosives [Explosives: Burst Area Damage 4, DC 19; Burst Area: 30 feet radius sphere, DC 14, Increased Range: ranged], Power-Knuckles [Power-Knuckles: Strength-based Damage 3, DC 21, Advantages: Improved Critical], Taser [Taser: Cumulative Affliction 4, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 14; Cumulative, Increased Range: ranged], Tear-Gas Pellets [Tear-Gas Pellets: Cumulative Cloud Area Affliction 4, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, Resisted by: Fortitude, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Cumulative, Extra Condition, Increased Range: ranged; Limited: Impaired/Disabled is Visual only, Limited Degree])

Offense
Initiative +8
Bolos: Cumulative Affliction 4, +14 (DC Dog/Fort/Will 14)
Boomerang: Strength-based Damage 1, +14 (DC 19)
Explosives: Burst Area Damage 4 (DC 19)
Grab, +10 (DC Spec 13)
Power-Knuckles: Strength-based Damage 3, +14 (DC 21)
Taser: Cumulative Affliction 4, +14 (DC Fort 14)
Tear-Gas Pellets: Cumulative Cloud Area Affliction 4 (DC Fort 14)
Throw, +11 (DC 18)
Unarmed, +14 (DC 18)

Complications
Enemy: That one crime boss Crime Fighting Detective just can't seem to get put away.
Motivation: Doing Good: Crime Fighting Detective is a do gooder at heart, straight out of the old school
Motivation: Thrills: This does not mean, however, that Crime Fighting Detective isn't also having a blast and a half.

Languages
Arabic, Chinese (Mandarin), English Native, Hindi, Spanish

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

Power Points
Abilities 68 + Powers 0 + Advantages 36 + Skills 22 (44 ranks) + Defenses 24 = 150

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

Headquarters - PL 10

Toughness 10, Size Huge

Features:
Communications, Computer, Concealed 1, Garage, Gym, Laboratory, Living Space, Power System, Security System 1, Workshop

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 10 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15

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

Motorcycle - PL 10

Strength 1, Defense 0, Toughness 8, Size Medium

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

Power Points
Abilities 1 + Powers 6 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10
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Finesse Martial Artist - PL 10

Post by EternalPhoenix »

Finesse Martial Artist - PL 10

Strength 3, Stamina 3, Agility 7, Dexterity 5, Fighting 13, Intellect 0, Awareness 5, Presence 0

Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment, Contacts, Defensive Attack, Defensive Roll 4, Evasion 2, Extraordinary Effort, Fast Grab, Grabbing Finesse, Improved Disarm, Improved Initiative, Improved Trip, Inspire, Interpose, Languages 1, Leadership, Move-by Action, Power Attack, Takedown, Tracking, Trance, Uncanny Dodge, Well-informed

Skills
Acrobatics 8 (+15), Athletics 8 (+11), Close Combat: Unarmed 4 (+17), Expertise: Philosophy 12 (+12), Insight 12 (+17), Perception 12 (+17), Treatment 8 (+8)

Offense
Initiative +11
Grab, +13 (DC Spec 15)
Throw, +5 (DC 18)
Unarmed, +17 (DC 18)

Complications
Honor: Some Martial Artists live by a warrior’s code of honor. She will not lie, cheat, or take unfair advantage. The definition of "unfair", however, is flexible. Fighting criminals on the street is not the same as a standard tournament.
Motivation: Recognition: The pursuit of being known as the “best fighter alive” is what drives Finesse Martial Artist.
Rivalry: With Mystic Endowment Martial Artist.

Languages
English, Japanese Native

Defense
Dodge 13, Parry 13, Fortitude 9, Toughness 7/3, Will 10

Power Points
Abilities 72 + Powers 0 + Advantages 29 + Skills 32 (64 ranks) + Defenses 17 = 150
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Re: So Here's A Bunch Of Pre-Gens For You (Teen Incubus! Crime Fighting Detective! Finesse Martial Artist!)

Post by greycrusader »

Nicely detailed templates.
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Re: So Here's A Bunch Of Pre-Gens For You (Teen Incubus! Crime Fighting Detective! Finesse Martial Artist!)

Post by EternalPhoenix »

greycrusader wrote: Thu Mar 10, 2022 2:03 am Nicely detailed templates.
Most of the credit belongs to Herolab and Green Ronin. I'm just the assembler and sometimes the mechanic. Seriously, most of the time I'm not doing much.
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Mystical Heritage Magician - PL 10

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Mystical Heritage Magician - PL 10

Strength 0, Stamina 0, Agility 1, Dexterity 3, Fighting 4, Intellect 2, Awareness 7, Presence 4

Advantages
Accurate Attack, Equipment 3, Power Attack, Ranged Attack 5, Trance

Skills
Expertise: Magic 12 (+14), Insight 5 (+12), Intimidation 4 (+8), Perception 3 (+10), Persuasion 4 (+8)

Powers
Levitation and Mystic Shield
. . Astral Projection: Remote Sensing 8 (Alternate; Affects: 3 Types, inc. Visual - Visual, Auditory, & Mental, Range: 1 mile; Subtle: subtle; Limited 2: Body is Defenseless)
. . Levitation: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
. . Mystic Shield: Protection 12 (+12 Toughness; Impervious [6 ranks only], Sustained)

Magical Spells
. . Dispel Magic: Nullify 8 (Counters: Magic, DC 18; Broad)
. . Ghost Hands: Move Object 7 (3 tons; Increased Range: perception, Precise, Subtle 2: undetectable)
. . Magical Blast: Damage 12 (DC 27; Increased Range: ranged)
. . Mystic Bindings: Affliction 12 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 22; Alternate Resistance (Dodge), Extra Condition; Limited Degree)
. . Mystic Constructs: Create 7 (Volume: 125 cft., DC 17; Increased Duration: continuous, Innate, Precise, Subtle: subtle)
. . Phantasms: Illusion 4 (Affects: All Sense Types, Area: 30 cft., DC 14; Illusion Area, Selective; Resistible: Will)

Mystic Awareness: Senses 3 (Analytical: Mystic Awareness, Awareness: Mystic (visual), Radius: Mystic Awareness)

Equipment
Mystic Headquarters

Offense
Initiative +1
Dispel Magic: Nullify 8, +8 (DC Will 18)
Ghost Hands: Move Object 7 (DC 17)
Grab, +4 (DC Spec 10)
Magical Blast: Damage 12, +8 (DC 27)
Mystic Bindings: Affliction 12, +4 (DC Dog/Fort/Will 22)
Throw, +8 (DC 15)
Unarmed, +4 (DC 15)

Complications
Honor: Mystical Heritage Magician's magic is clean and white...as long as she remains so. The darker her behavior, the darker her magic will become, corrupting her. This cannot be allowed, so she remains on the straight and and narrow.
Motivation: Responsibility: Mystical Heritage Magician is the latest of generations of mystic protectors. She takes the responsibility of her powers and heritage very seriously.
Power Loss: Mystical Heritage Magician must be able to speak and gesture to use her Magical Spells. If she can't, they are unusable.

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 12, Will 14

Power Points
Abilities 42 + Powers 59 + Advantages 11 + Skills 14 (28 ranks) + Defenses 24 = 150

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

Mystic Headquarters - PL 10

Toughness 10, Size Huge

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

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 10 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15
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Weapon Master Tactician - PL 10

Post by EternalPhoenix »

Weapon Master Tactician - PL 10

Strength 3, Stamina 3, Agility 6, Dexterity 6, Fighting 7, Intellect 0, Awareness 2, Presence 1

Advantages
Assessment, Defensive Attack, Defensive Roll 4, Improved Initiative, Inspire, Leadership, Power Attack, Skill Mastery: Insight, Skill Mastery: Persuasion, Takedown, Teamwork

Skills
Acrobatics 9 (+15), Athletics 12 (+15), Close Combat: Shield Bash: Strength-based Damage 5 5 (+12), Expertise: Tactics 12 (+12), Insight 10 (+12), Investigation 5 (+5), Perception 6 (+8), Persuasion 7 (+8), Ranged Combat: Shield Throw: Strength-based Damage 2 8 (+14), Stealth 4 (+10)

Powers
Super Shield (Easily Removable)
. . Blocking: Deflect 13
. . Shield Bash: Strength-based Damage 5 (DC 23; Penetrating 4)
. . Shield Throw: Strength-based Damage 2 (DC 20; Increased Range: ranged [3 extra ranks], Multiattack [3 extra ranks])

Super Soldier
. . Enhanced Trait: Enhanced Trait 2 (Traits: Fortitude +2 (+10))
. . Regeneration: Regeneration 2 (Every 5 rounds)
. . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

Offense
Initiative +10
Grab, +7 (DC Spec 13)
Shield Bash: Strength-based Damage 5, +12 (DC 23)
Shield Throw: Strength-based Damage 2, +14 (DC 20)
Throw, +6 (DC 18)
Unarmed, +7 (DC 18)

Complications
Enemy: The fascist terrorist mastermind that was his first and remains his greatest enemy.
Honor: Weapon Master Tactician has an ironclad code of ethics. He will not lie, cheat, or take unfair advantage. With that said...battlefield tactics are exempt in lesser circumstances. Win the fight first.
Motivation: Patriotism: Weapon Master Tactician believes in the ideals of America as stated, not as used. Freedom and justice for all, regardless of race, creed, sexual orientation, or gender identity.

Languages
Native Language

Defense
Dodge 13, Parry 13, Fortitude 10/8, Toughness 7/3, Will 10

Power Points
Abilities 56 + Powers 15 + Advantages 14 + Skills 39 (78 ranks) + Defenses 26 = 150
Last edited by EternalPhoenix on Tue Mar 15, 2022 3:32 am, edited 1 time in total.
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Multimillionaire Paragon - PL 10

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Multimillionaire Paragon - PL 10

Strength 12, Stamina 8, Agility 4, Dexterity 4, Fighting 8, Intellect 1, Awareness 2, Presence 2

Advantages
Benefit, Wealth 4 (multimillionare)

Skills
Expertise: Business 8 (+9), Insight 8 (+10), Perception 8 (+10), Persuasion 8 (+10)

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

Immunity: Immunity 10 (Life Support)

Protection: Protection 4 (+4 Toughness)

Quickness: Quickness 6 (Perform routine tasks in -6 time ranks)

Super-Strength: Enhanced Strength 4 (+4 STR)

Offense
Initiative +4
Grab, +8 (DC Spec 22)
Throw, +4 (DC 27)
Unarmed, +8 (DC 27)

Complications
Identity: Multimillionaire Paragon maintains a normal identity to protect his company's employees.
Motivation: Doing Good: Multimillionaire Paragon is motivated to be a hero because it’s the right thing to do.
Relationship: Multimillionaire Paragon has a large number of family and friends that get into trouble with alarming frequency. Not to mention what his employees get into. Sheesh.

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
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Divine Weather Controller - PL 10

Post by EternalPhoenix »

Divine Weather Controller - PL 10

Strength 1, Stamina 7, Agility 2, Dexterity 2, Fighting 4, Intellect 1, Awareness 3, Presence 4

Advantages
Daze (Intimidation), Defensive Roll 3, Extraordinary Effort, Power Attack, Ritualist

Skills
Acrobatics 6 (+8), Athletics 7 (+8), Expertise: Magic 8 (+9), Intimidation 8 (+12), Ranged Combat: Arctic Freeze: Cumulative Affliction 9 3 (+5)

Powers
Vigorous
. . Enhanced Ability: Enhanced Stamina 3 (+3 STA)
. . Enhanced Trait: Enhanced Trait 10 (Traits: Dodge +5 (+10), Parry +5 (+10))

Weather Control
. . Arctic Freeze: Cumulative Affliction 9 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 19; Accurate 3: +6, Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Dense Fog: Burst Area Concealment Attack 5 (All Visual Senses, Extra Ranks 1, DC 15; Burst Area 3: 120 feet radius sphere, DC 15, Attack: Dodge, Selective)
. . 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)
. . Lightning Bolt: Damage 12 (DC 27; Accurate 3: +6, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction)
. . Tornado: Cylinder Area Move Object 10 (25 tons, DC 25; Cylinder Area: 30 feet cylinder, DC 20, Damaging; Concentration)

Weather-Proof: Immunity 10 (Common Descriptor: Weather)

Wind Riding: Flight 5 (Speed: 60 miles/hour, 900 feet/round)

Offense
Initiative +2
Arctic Freeze: Cumulative Affliction 9, +11 (DC Dog/Fort/Will 19)
Dense Fog: Burst Area Concealment Attack 5 (DC Dog 15)
Grab, +4 (DC Spec 11)
Hailstorm: Cloud Area Damage 9 (DC 24)
Lightning Bolt: Damage 12, +8 (DC 27)
Throw, +2 (DC 16)
Tornado: Cylinder Area Move Object 10 (DC 25)
Unarmed, +4 (DC 16)

Complications
Accident: Divine Weather Controller's powers can fluctuate according to her mood, which can lead to unpredictable storms. Normally she's got it under control, but nobody's perfect. Extreme emotions throw the control right out the window. And she does have bad dreams like anyone else.
Fame: As a result, Divine Weather Controller doesn't have a secret identity. She's a famous superhero, with all the problems that brings.
Motivation: Responsibility: Divine Weather Controller feels that she has a responsibility to help others, head off disastrous weather, and just generally assist people however she can

Languages
Native Language

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

Power Points
Abilities 42 + Powers 71 + Advantages 7 + Skills 16 (32 ranks) + Defenses 14 = 150
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EternalPhoenix
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Wisecracking Cosmic Energy Controller - PL 10

Post by EternalPhoenix »

Wisecracking Cosmic Energy Controller - PL 10

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

Advantages
Extraordinary Effort, Fearless, Great Endurance, Taunt

Skills
Deception 7 (+10), Expertise: Popular Culture 4 (+4), Insight 4 (+6), Perception 4 (+6), Persuasion 4 (+7), Ranged Combat: Cosmic Energy Control 5 (+8)

Powers
Cosmic Energy Control
, , Cosmic Energy Blast: Damage 12 (DC 27; Increased Range: ranged)
, , Cosmic Energy Burst: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
, , Cosmic Energy Constructs: Create 12 (Volume: 4000 cft., DC 22)
, , Cosmic Telekinesis: Move Object 12 (100 tons)

Cosmic Energy Form: Insubstantial 3 (Energy; Activation: move action)

Cosmic Energy Immunity: Immunity 5 (Damage Effect: Cosmic Energy)

Cosmic Force Field: Protection 10 (+10 Toughness; Impervious, Sustained)

Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)

Quick Change: Feature 1

Senses: Senses 1 (Awareness: Cosmic (mental))

Offense
Initiative +3
Cosmic Energy Blast: Damage 12, +8 (DC 27)
Cosmic Energy Burst: Burst Area Damage 8 (DC 23)
Cosmic Telekinesis: Move Object 12, +8 (DC 22)
Grab, +3 (DC Spec 10)
Throw, +3 (DC 15)
Unarmed, +3 (DC 15)

Complications
Disability: Wisecracking Cosmic Energy Controller is a paraplegic. Without access to Flight, he requires a wheelchair to not be Immobile.
Identity: Wisecracking Cosmic Energy Controller maintains a secret identity.
Motivation: Recognition: Wisecracking Cosmic Energy Controller wants to be famous and well known for their awesome superhero antics.

Languages
Native Language

Defense
Dodge 7, Parry 4, Fortitude 8, Toughness 13, Will 8

Power Points
Abilities 34 + Powers 82 + Advantages 4 + Skills 14 (28 ranks) + Defenses 16 = 150
Last edited by EternalPhoenix on Tue Mar 15, 2022 3:27 am, edited 1 time in total.
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Davies
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Re: Here's A Bunch Of Pre-Gens (Multimillionaire Paragon! Divine Weather Controller! Wisecracking Cosmic Energy Controll

Post by Davies »

That's an interesting notion. I'd suggest Popular Culture for the character's Expertise.
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EternalPhoenix
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Re: Here's A Bunch Of Pre-Gens (Multimillionaire Paragon! Divine Weather Controller! Wisecracking Cosmic Energy Controll

Post by EternalPhoenix »

Davies wrote: Tue Mar 15, 2022 3:10 am That's an interesting notion. I'd suggest Popular Culture for the character's Expertise.
Oh, my. That's a little embarrassing. I didn't even notice I hadn't picked one. It only matters but so much, as these are pre gens and not really...characters, but embarrassing all the same. :oops:
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Falcon Totem - PL 10

Post by EternalPhoenix »

Falcon Totem - PL 10

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

Advantages
Agile Feint, Animal Empathy, Fast Grab, Instant Up, Move-by Action, Set-up, Teamwork

Skills
Acrobatics 4 (+12), Athletics 5 (+9), Close Combat: Talons: Strength-based Damage 1 3 (+11), Expertise: Journalism 8 (+8), Investigation 5 (+5), Perception 6 (+10), Stealth 4 (+12), Technology 5 (+5)

Powers
Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Wings)

Keen Eyesight: Senses 3 (Extended: Visual 2: x100, Rapid: Visual 1)

Sonic Scream: Cone Area Affliction 9 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Unaware, Resisted by: Fortitude, DC 19; Cone Area: 60 feet cone, DC 19, Extra Condition; Quirk 4: Impaired, Disabled, Unaware Limited to Auditory)

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

Offense
Initiative +8
Grab, +8 (DC Spec 14)
Sonic Scream: Cone Area Affliction 9 (DC Fort 19)
Talons: Strength-based Damage 1, +15 (DC 20)
Throw, +4 (DC 19)
Unarmed, +8 (DC 19)

Complications
Motivation: Acceptance: Falcon Totem looks kind of freakish, but would like to be accepted as a normal person.
Prejudice: Falcon Totem has enormous wings and talons on her feet. She can't wear shoes and finding shirts is...challenging. Her eyes aren't even human. So yeah, her appearance is freakish and some folks aren't down with that.
Quirk: Falcon Totem has some...falconine behavioral traits. She's a bit twitchy and snappish, and she eats rather savagely, tearing the meat apart. Among other things.

Languages
Native Language

Defense
Dodge 14, Parry 12, 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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