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

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Davies
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Re: Plant Embodiment - PL 10

Post by Davies »

EternalPhoenix wrote: Sun Apr 17, 2022 10:04 pm
and I remember at the time I was like "Oh god I don't want to make a 150PP tree"
Just use an Alternate Form Powerhouse with Growth as its main offense and Immunity (life support) and Impervious Toughness 10 as its defenses; drop Leaping and pour its points into boosting the "Fast Recovery" power to Regeneration 11.
"I'm sorry. I love you. I'm not sorry I love you."
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Natural Magic Swordsman - PL 10

Post by EternalPhoenix »

Natural Magic Swordsman - PL 10

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

Advantages
Agile Feint, All-out Attack, Close Attack 4, Defensive Roll 3, Evasion 2, Inspire, Leadership, Power Attack, Precise Attack (Close, Concealment), Skill Mastery: Persuasion, Uncanny Dodge

Skills
Acrobatics 8 (+15), Athletics 12 (+15), Close Combat: Magic Sword 2 (+10), Expertise: History 10 (+10), Expertise: Magic 10 (+10), Insight 10 (+10), Perception 10 (+10), Persuasion 10 (+10)

Powers
Blindsight: Senses 6 (Accurate: Normal Auditory, Acute: Normal Auditory, Counters Illusion: Auditory, Extended: Auditory 1: x10)

Magic Sword (Easily Removable)
. . Magic Sword Strike: Strength-based Damage 3 (DC 21; Multiattack [3 extra ranks], Penetrating 6)

Offense
Initiative +7
Grab, +12 (DC Spec 13)
Magic Sword Strike: Strength-based Damage 3, +14 (DC 21)
Throw, +7 (DC 18)
Unarmed, +12 (DC 18)

Complications
Disability: Natural Magic Swordsman is completely blind. He is permanently Visually Unaware. While this means that Afflictions, Concealment, Ilusions, etc. that affect Visual Senses have no effect, it also means he can't do anything that requires those senses. Such as read, or determine color. Screens of any kind might as well be blank to him. Etcetera
Honor: Natural Magic Swordsman obeys a warrior's code of honor. He will not lie, cheat, or attack a downed opponent. He's even chivalric is that he will always be polite and deferential to ladies and will not under any circumstances attack one first. He is not, however, an idiot. Some women are decidedly NOT ladies and thus do not count.
Motivation: Responsibility: Natural Magic Swordsman is a man from another time. He's basically a knight with a magic sword. So hell yeah, he's all about duty and responsibility.

Languages
Native Language

Defense
Dodge 14, Parry 14, Fortitude 8, Toughness 6/3, Will 8

Power Points
Abilities 56 + Powers 15 + Advantages 17 + Skills 36 (72 ranks) + Defenses 26 = 150
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Re: So Here's A Bunch Of Pre-Gens For You (Feline Totem! Dense Brick! Wild Talent Mentalist! Natural Magic Swordsman!)

Post by greycrusader »

Neat build-it would definitely be appropriate for the “blind Samurai master” trope, heck, it practically defines Daredevil’s mentor Stick.

As for the last Alternate Effect slot for the Plant Controller/Elemental, I’d use some other Affliction, or a Weaken Effect, based on pheromones/pollen/contact poison.

All my best.
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Winged Otherworldly Hunter - PL 10

Post by EternalPhoenix »

Winged Otherworldly Hunter - 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, Favored Environment: Aerial, Power Attack, Precise Attack (Close, Concealment), Skill Mastery: Perception, Takedown, Tracking

Skills
Acrobatics 4 (+10), Athletics 3 (+10), Expertise: Tactics 9 (+10), Insight 1 (+5), Intimidation 7 (+10), Perception 6 (+10), Stealth 4 (+10)

Powers
Unique Weapon (Easily Removable)
. . Atom Slicer
. . . . Damage: Strength-based Damage 3 (Linked; DC 25; Accurate: +2, Penetrating 10)
. . . . Weaken: Weaken 10 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 20; Accurate: +2, Penetrating)

Winged
. . Enhanced Ability: Enhanced Awareness 2 (+2 AWE)
. . Enhanced Trait: Enhanced Trait 4 (Traits: Dodge +2 (+12), Parry +2 (+12))
. . Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Wings)
. . Immunity: Immunity 1 (Environmental Condition: Cold)
. . Senses: Senses 1 (Extended: Visual 1: x10)

Offense
Initiative +6
Damage: Strength-based Damage 3, +10 (DC 25)
Grab, +8 (DC Spec 17)
Throw, +4 (DC 22)
Unarmed, +8 (DC 22)
Weaken: Weaken 10, +10 (DC Fort 20)

Complications
Honor: Winged Otherworldly Hunter has a hunter's code of honor. it's not that she won't lie, cheat, or take unfair advantage. It's that she won't do so in the context of HUNTING, as opposed to combat. Once the hunt begins, all bets are off, but before? Yeah. And if the "prey" manages to escape, good for them. Hunt's over for now.
Motivation: Thrills: Winged Otherworldly Hunter is in the superhero game because it's fun. Supervillains and criminals are often the most dangerous game of all, and the challenge only increases when one must capture instead of kill.
Reputation: Winged Otherworldly Hunter, prior to her current heroic career, was essentially an unrepentant murderer. Now this was a cultural issue, being from elsewhere she did not know that (in our society) supervillains and criminals counted as people and thus hunting down and killing them was immoral. She is today very much repentant, but the repuation lingers.

Languages
Native Language

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

Power Points
Abilities 78 + Powers 32 + Advantages 9 + Skills 17 (34 ranks) + Defenses 14 = 150
Last edited by EternalPhoenix on Wed Oct 05, 2022 9:55 pm, edited 1 time in total.
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Lizard Totem - PL 10

Post by EternalPhoenix »

Lizard Totem - PL 10

Strength 10, Stamina 8, Agility 4, Dexterity 3, Fighting 6, Intellect 1, Awareness 2, Presence 0

Advantages
Chokehold, Daze (Intimidation), Favored Foe: Metahumans, Improved Grab, Improved Hold, Startle

Skills
Athletics 2 (+12), Close Combat: Grab 2 (+8), Expertise: Science 9 (+10), Insight 3 (+5), Intimidation 15 (+15), Investigation 4 (+5), Perception 3 (+5), Technology 4 (+5)

Powers
Heat Sensing Pits: Senses 1 (Infravision)

Paralyzing Spit: Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 20; Accurate 2: +4, Reach (melee) 3: 15 ft.)

Prehensile Tail
. . Elongation: Elongation 1 (Elongation: 15 feet, +1 to grab)
. . Extra Limbs: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)

Regrowth: Regeneration 1 (Every 10 rounds; Persistent)

Reptilian Movement: Movement 1 (Slithering)

Scaly Hide: Protection 2 (+2 Toughness)

Speedy
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Movement: Movement 2 (Wall-crawling 2: full speed)
. . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Teeth and Claws: Strength-based Damage 2 (DC 27; Accurate: +2)

Offense
Initiative +4
Grab, +9 (DC Spec 21)
Paralyzing Spit: Affliction 10, +10 (DC Fort 20)
Teeth and Claws: Strength-based Damage 2, +8 (DC 27)
Throw, +3 (DC 25)
Unarmed, +6 (DC 25)

Complications
Motivation: Acceptance: Lizard Totem just wanted his arm back, and now he's a lizard man. He Does Good so that someone other than his family will accept him in his new form.
Prejudice: Lizard Totem is a 7 foot tall lizard man. He absolutely cannot pass for a normal human being.
Relationship: Lizard Totem has a wife and son. While they don't get into trouble on their own, Lizard Totem kind of can't have a secret identity. So yeah.

Languages
Native Language

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

Power Points
Abilities 68 + Powers 36 + Advantages 5 + Skills 21 (42 ranks) + Defenses 20 = 150
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Re: So Here's A Bunch Of Pre-Gens For You (Natural Magic Swordsman! Winged Otherworldly Hunter! Lizard Totem!)

Post by greycrusader »

The Winged Otherworldly Hunter reminds me of how Hawkwoman was portrayed in Justice League Unlimited.

So thank you, because she was AWESOME in JLU.

All my best.
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Re: So Here's A Bunch Of Pre-Gens For You (Natural Magic Swordsman! Winged Otherworldly Hunter! Lizard Totem!)

Post by greycrusader »

greycrusader wrote: Wed Apr 20, 2022 1:07 am The Winged Otherworldly Hunter reminds me of how Hawkwoman was portrayed in Justice League Unlimited.

So thank you, because she was AWESOME in JLU.

All my best.
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Re: So Here's A Bunch Of Pre-Gens For You (Natural Magic Swordsman! Winged Otherworldly Hunter! Lizard Totem!)

Post by EternalPhoenix »

Yep, that's the vibe I was going for with the weapon selection and Complications. The rest is pure template stuff with some light modification to Skills.
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Elemental Twin Summoner - PL 8

Post by EternalPhoenix »

Elemental Twin Summoner - PL 8

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

Advantages
Accurate Attack, Power Attack, Set-up, Teamwork

Skills
Acrobatics 3 (+5), Athletics 4 (+5), Expertise: ???? 5 (+5), Perception 6 (+8), Ranged Combat: Fire Control 2 (+6)

Powers
Fiery Field
. . Damage: Damage 2 (Linked; DC 17; Precise, Reaction 3: reaction)
. . Protection: Protection 8 (Linked; +8 Toughness; Sustained)

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

Fire Control
. . Fire Blast: Damage 10 (DC 25; Increased Range: ranged)
. . Fire Bolts: Damage 6 (DC 21; Accurate 2: +4, Increased Range: ranged, Multiattack)
. . Flaming Explosion: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged)
. . Flare Burst: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged; Limited: to Visual)

Immunity: Immunity 1 (Rare Descriptor: Own powers)

Quick Change: Feature 1

Summon Elemental Twin: Summon 8 (Heroic, Mental Link)

Offense
Initiative +2
Damage: Damage 2, +1 (DC 17)
Fire Blast: Damage 10, +6 (DC 25)
Fire Bolts: Damage 6, +10 (DC 21)
Flaming Explosion: Burst Area Damage 6 (DC 21)
Flare Burst: Cumulative Affliction 10, +6 (DC Dog/Fort/Will 20)
Grab, +1 (DC Spec 11)
Throw, +4 (DC 16)
Unarmed, +1 (DC 16)

Complications
Motivation: Doing Good: Elemental Twin Summoner is a old school do gooder.
Relationship: With Icy Twin. They are two halves of the same whole.

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 8, Toughness 10, Will 8

Power Points
Abilities 28 + Powers 87 + Advantages 4 + Skills 10 (20 ranks) + Defenses 21 = 150

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

Icy Twin - PL 8

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

Advantages
Accurate Attack, Power Attack, Set-up, Teamwork

Skills
Acrobatics 3 (+5), Athletics 4 (+5), Expertise: ???? 5 (+5), Perception 6 (+8), Ranged Combat: Cold Control 2 (+6)

Powers
Chilling Field
. . Damage: Damage 2 (Linked; DC 17; Precise, Reaction 3: reaction)
. . Protection: Protection 8 (Linked; +8 Toughness; Sustained)

Cold Control
. . Freeze Blast: Damage 10 (DC 25; Increased Range: ranged)
. . Freeze Bolts: Damage 6 (DC 21; Accurate 2: +4, Increased Range: ranged, Multiattack)
. . Freeze Bomb: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged)
. . Snow In The Eyes: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged; Limited: to Visual)

Immunity: Immunity 1 (Rare Descriptor: Own powers)

Quick Change: Feature 1

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

Offense
Initiative +2
Damage: Damage 2, +1 (DC 17)
Freeze Blast: Damage 10, +6 (DC 25)
Freeze Bolts: Damage 6, +10 (DC 21)
Freeze Bomb: Burst Area Damage 6 (DC 21)
Grab, +1 (DC Spec 11)
Snow In The Eyes: Cumulative Affliction 10, +6 (DC Dog/Fort/Will 20)
Throw, +4 (DC 16)
Unarmed, +1 (DC 16)

Complications
Motivation: Doing Good: Icy Twin is a old school do gooder.
Relationship: With Elemental Twin Summoner. They are two halves of the same whole.

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 8, Toughness 10, Will 8

Power Points
Abilities 28 + Powers 54 + Advantages 4 + Skills 10 (20 ranks) + Defenses 21 = 117
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Cyber Survivor - PL 10

Post by EternalPhoenix »

Cyber Survivor - PL 10

Strength 10, Stamina 8, Agility 6, Dexterity 3, Fighting 10, Intellect 3, Awareness 6, Presence 0

Advantages
Accurate Attack, Agile Feint, Defensive Attack, Diehard, Eidetic Memory, Great Endurance, Improved Initiative, Power Attack, Precise Attack (Close, Concealment), Takedown, Ultimate Effort: Toughness saves

Skills
Acrobatics 9 (+15), Athletics 5 (+15), Insight 4 (+10), Perception 9 (+15), Stealth 4 (+10), Technology 7 (+10), Vehicles 4 (+7)

Powers
Beastly Strength
. . Enhanced Ability: Enhanced Strength 5 (+5 STR)
. . Leaping: Leaping 6 (Leap 500 feet at 120 miles/hour)

Cybernetic Implants
. . Enhanced Ability: Enhanced Awareness 2 (+2 AWE)
. . Enhanced Trait: Enhanced Trait 2 (Advantages: Eidetic Memory, Improved Initiative)
. . Enhanced Trait: Enhanced Trait 4 (Traits: Dodge +2 (+12), Parry +2 (+12))
. . Senses: Senses 6 (Accurate: Normal Auditory, Analytical: Normal Visual, Extended: Auditory 1: x10, Extended: Visual 1: x10, Infravision)

Offense
Initiative +10
Grab, +10 (DC Spec 20)
Throw, +3 (DC 25)
Unarmed, +10 (DC 25)

Complications
Motivation: Responsibility: Cyber Survivor is the last remnant of his Bad Future, now averted. He sees making sure no other Bad Futures come to pass as his personal responsibilitiy.
Power Loss: Strong magnetic or electromagnetic fields may impair Cyber Survivor's powers or render them nonfunctional.
Prejudice: Cyber Survivor is an obvious cyborg. Half of his body is visibly metallic. Some people may think it's cool, others may go the "abomination" route.

Languages
Native Language

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

Power Points
Abilities 78 + Powers 32 + Advantages 9 + Skills 21 (42 ranks) + Defenses 10 = 150
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Veteran Teleporter - PL 10

Post by EternalPhoenix »

Veteran Teleporter - PL 10

Strength 2, Stamina 4, Agility 6, Dexterity 3, Fighting 4, Intellect 1, Awareness 2, Presence 2

Advantages
Beginner's Luck, Eidetic Memory, Well-informed

Skills
Close Combat: Rapid Attack: Damage 6 4 (+8), Deception 8 (+10), Insight 6 (+8), Persuasion 6 (+8), Stealth 4 (+10), Technology 4 (+5)

Powers
Natural Selection
. . Enhanced Ability: Enhanced Agility 2 (+2 AGL)
. . Enhanced Ability: Enhanced Stamina 2 (+2 STA)
. . Enhanced Trait: Enhanced Trait 20 (Traits: Dodge +10 (+16), Parry +10 (+14))

Proximal: Teleport 9 (2 miles in a move action, carrying 50 lbs.; Accurate, Turnabout)

Teleporter Stunts
. . Rapid Attack: Damage 6 (DC 21; Accurate 2: +4, Multiattack, Penetrating 6)
. . Vertigo Attack: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Accurate 4: +8, Cumulative)

Offense
Initiative +6
Grab, +4 (DC Spec 12)
Rapid Attack: Damage 6, +12 (DC 21)
Throw, +3 (DC 17)
Unarmed, +4 (DC 17)
Vertigo Attack:: Cumulative Affliction 8, +12 (DC Fort 18)

Complications
Motivation: Responsibility: Veteran Teleporter is old school. Power comes with a responsibility to use it wisely. He never met the previous Veteran Teleporter, but he's carrying on the legend's legacy.
Quirk: Veteran Teleporter's Proximal power works through creating minature wormholes he then passes through. For a few seconds, anything can travel through them. A draft of air. A splash of water. A well timed bullet.
Relationship: Veteran Teleporter has a wife and fraternal twin children. A boy and a girl. They keep him grounded, and the children's shenanigans (they've inherited some of his powers) keep him busy outside of his job and hero work.

Languages
Native Language

Defense
Dodge 16/6, Parry 14/4, Fortitude 11, Toughness 4, Will 9

Power Points
Abilities 40 + Powers 77 + Advantages 3 + Skills 16 (32 ranks) + Defenses 14 = 150
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Transformed Into Living Wind - PL 10

Post by EternalPhoenix »

Transformed Into Living Wind - PL 10

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

Advantages
Power Attack

Skills
Close Combat: Unarmed 8 (+12), Expertise: Repair 5 (+5), Persuasion 5 (+5), Ranged Combat: Air Control 7 (+8), Vehicles 9 (+10)

Powers
Air Control
. . Air Blast: Damage 12 (DC 27; Increased Range: ranged)
. . Tornado: Cylinder Area Move Object 8 (6 tons, DC 23; Cylinder Area: 30 feet cylinder, DC 18, Damaging; Concentration)
. . Wind Control: Move Object 12 (100 tons)

Android Host
. . Android Armor: Protection 12 (+12 Toughness)
. . Android Body: Immunity 30 (Fortitude Effects)
. . Android Construct: Enhanced Trait -14 (Traits: Stamina -8 (+0))
. . Android Defenses: Enhanced Trait 4 (Traits: Dodge +2 (+8), Parry +2 (+8))
. . Android Strength: Enhanced Strength 6 (+6 STR)
. . . . Gaseous Form
. . . . . . Concealment: Concealment 4 (All Visual Senses; Partial)
. . . . . . Enhanced Trait: Enhanced Trait 16 (Traits: Dodge +8 (+16), Parry +8 (+16))
. . . . . . Enhanced Trait: Enhanced Trait 4 (Advantages: Defensive Roll 4)
. . . . . . Immunity: Immunity 10 (Life Support)
. . . . . . Insubstantial: Insubstantial 2 (Gaseous; Permanent)

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

Immunity: Immunity 2 (Critical Hits)

Offense
Initiative +2
Air Blast: Damage 12, +8 (DC 27)
Grab, +4 (DC Spec 18)
Throw, +1 (DC 23)
Tornado: Cylinder Area Move Object 8 (DC 23)
Unarmed, +12 (DC 23)
Wind Control: Move Object 12, +8 (DC 22)

Complications
Motivation: Acceptance: Transformed Into Living Wind is no longer human. He'd really like it if someone accepted him anyway. Especially a female someone.
Quirk: Transformed Into Living Wind is a sucker for a pretty face. Any woman with the Attractive Advantage (at 1 rank or 2) may automatically succeed on a Deception or Persuasion check against him at the GM's discretion.
Weakness: Transformed Into Living Wind is normally in his Android Host, which is vulnerable to effects that disrupt technology, such as an EMP. He suffers and extra degree of failure when saving against such effects, and cannot shift to his Gaseous Form while affected by one.

Languages
Native Language

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

Power Points
Abilities 26 + Powers 87 + Advantages 1 + Skills 17 (34 ranks) + Defenses 19 = 150
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Smart Alec Shapeshifter - PL 10

Post by EternalPhoenix »

Smart Alec Shapeshifter - PL 10

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

Advantages
Daze (Deception), Defensive Roll 3, Move-by Action, Taunt

Skills
Close Combat: Unarmed 8 (+15/+29), Deception 10 (+12), Stealth 6 (+12), Technology 8 (+10)

Powers
Shapeshifter: Variable 9 (Action: move)

Typical Shapeshift Forms

Without Shapeshift
Offense
Initiative +2
Grab, +3 (DC Spec 13)
Throw, +2 (DC 17)
Unarmed, +10 (DC 17)

Defense (without Shapeshift)
Dodge 8, Parry 8, Fortitude 8, Toughness 5/2, Will 8

Fast Fast Fast (Powers: Quickness: Quickness 8, Rapid Attack: Strength-based Damage 3, Speed: Speed 8, Dodge +7 (+15), Fighting +7 (+9; Parry +15), Close Combat -8 (+9), Advantages: Evasion)
, , Quickness: Quickness 8 (Perform routine tasks in -8 time ranks)
, , Rapid Attack: Strength-based Damage 3 (DC 25; Accurate 3: +6, Multiattack [2 extra ranks])
, , Speed: Speed 8 (Speed: 500 miles/hour, 1 mile/round)

Offense
Initiative +6
Grab, +10 (DC Spec 13)
Rapid Attack: Strength-based Damage 3, +15 (DC 20)
Throw, +2 (DC 17)
Unarmed, +3 (DC 17)

Defense
Dodge 15, Parry 15, Fortitude 8, Toughness 5/2, Will 8

Huge As Heck (Powers: Elongation: Elongation 1, Growth: Growth 12, Impervious Defense: Impervious Toughness 12, Leaping: Leaping 3, Power Lifting: Enhanced Strength 6, Speed: Speed 3, Dodge +4 (+6), Close Combat -6 (+6), Fortitude -8 (+12), Fighting +2 (+4), Defensive Roll -3 (-3, to 0), Parry +2 (+6))
, , Elongation: Elongation 1 (Elongation: 15 feet, +1 to grab)
, , Growth: Growth 12 (+12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size ranks, +12 mass ranks, +1 )
, , Impervious Defense: Impervious Toughness 12
, , Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)
, , Power Lifting: Enhanced Strength 6 (+6 STR; Limited to Lifting)
, , Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +2
Grab, +5 (DC Spec 25)
Throw, +2 (DC 29)
Unarmed, +6 (DC 29)

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

Kung Fu Fightin' (Traits: Strength +2 (+4), Stamina +2 (+4), Fighting +10 (+12), Agility +4 (+6), Defensive Roll -1 (-1), Dodge +2 (+14), Close Combat -4 (+16), Parry -4 (+14), Acrobatics +6 (+12), Athletics +6 (+10), Advantages: Agile Feint, Instant Up, Power Attack, Precise Attack (Close, Concealment), Precise Attack (Close, Cover), Takedown 2, Uncanny Dodge)

Offense
Initiative +6
Grab, +13 (DC Spec 15)
Throw, +2 (DC 19)
Unarmed, +16 (DC 19)

Defense
Dodge 14, Parry 14, Fortitude 10, Toughness 6/4, Will 8

Living Magnet (Powers: Magnetic Control, Magnetic Field: Protection 10, Magnetic Flight: Flight 5)
, , Magnetic Control
, , , , Magnetic Binding: Cumulative Affliction 8 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 18; Accurate 3: +6, Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
, , , , Magnetic Blast: Damage 12 (DC 27; Accurate 3: +6, Increased Range: ranged)
, , , , Magnetic Burst: Burst Area Damage 9 (DC 24; Burst Area: 30 feet radius sphere, DC 19, Increased Range: ranged)
, , , , Magnetism: Move Object 12 (100 tons; Accurate 3: +6, Increased Duration: continuous; Limited Material: Metal)
, , Magnetic Field: Protection 10 (+10 Toughness; Sustained)
, , Magnetic Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Platform)

Offense
Initiative +2
Grab, +3 (DC Spec 13)
Magnetic Binding: Cumulative Affliction 8, +8 (DC Dog/Fort/Will 18)
Magnetic Blast: Damage 12, +8 (DC 27)
Magnetic Burst: Burst Area Damage 9 (DC 24)
Magnetism: Move Object 12, +8 (DC 22)
Throw, +2 (DC 17)
Unarmed, +10 (DC 17)

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

So Tiny, Bro (Powers: Flight: Flight 1, Shrinking: Shrinking 12, Strength +2 (+4), Close Combat +6 (+16), Defensive Roll +1 (4))
, , Flight: Flight 1 (Speed: 4 miles/hour, 60 feet/round; Wings)
, , Shrinking: Shrinking 12 (+12 Stealth, +6 active defenses, -3 size ranks; Normal Strength)

Offense
Initiative +2
Grab, +3 (DC Spec 15)
Throw, +2 (DC 19)
Unarmed, +16 (DC 19)

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

Winged Brick (Powers: Flight: Flight 3, Impervious Defense: Impervious Toughness 10, Power Lifting: Enhanced Strength 4, Strength +10 (+12), Stamina +12 (+14), Defensive Roll -3 (-3), Fortitude -8 (+12), Dodge -2 (+6), Parry -2 (+6), Close Combat -2 (+8))
, , Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round; Wings)
, , Impervious Defense: Impervious Toughness 10
, , Power Lifting: Enhanced Strength 4 (+4 STR; Limited to Lifting)

Offense
Initiative +2
Grab, +3 (DC Spec 23)
Throw, +2 (DC 27)
Unarmed, +8 (DC 27)

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

Complications
Motivation: Thrills: You kiddin'? Fighting crime, saving pretty girls? C'mon. The hero game is a blast and a half. Smart Alec Shapeshifter may have gotten into it to punch for justice, but he stays because it's so darn FUN.
Quirk (Motormouth): Smart Alec Shapeshifter does. Not. Shut. Up. This can sometimes be a problem.
Reputation: Smart Alec Shapeshifter has acquired a reputation as a sleazy womanizer. The love 'em and leave 'em type. While the womanizer part may be true, the sleazy part certainly isn't. Consent is super important in both romantic and sexual matters, he says, and he works very hard to maintain no hard feelings between him and his many temporary partners.

Languages
Native Language

Power Points
Abilities 32 + Powers 72 + Advantages 6 + Skills 16 (32 ranks) + Defenses 24 = 150
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EternalPhoenix
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Re: So Here's A Bunch Of Pre-Gens For You (Veteran Teleporter! Transformed Into Living Wind! Smart Alec Shapeshifter!)

Post by EternalPhoenix »

As I said in Discord, this is the last of the pre gens made in 2020. It is both the 50th pre gen and the 2/3rds mark for the total number of them. It is a thing worthy of noting. Thus it is so noted.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
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EternalPhoenix
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Joined: Thu Jan 27, 2022 6:42 am
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Lucky Student Battlesuit - PL 10

Post by EternalPhoenix »

Lucky Student Battlesuit - PL 10

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

Advantages
Beginner's Luck, Eidetic Memory, Improvised Tools, Inventor, Luck 3, Teamwork, Ultimate Effort: Technology checks, Well-informed

Skills
Expertise: Science 7 (+10), Insight 2 (+5), Perception 8 (+11), Persuasion 8 (+10), Technology 7 (+10)

Powers
Alien Battlesuit (Removable)
. . Ability Amplifier: Enhanced Trait 16 (Traits: Dodge +4 (+11), Fortitude +4 (+7), Parry +4 (+8), Will +4 (+11))
. . Armored Shell: Protection 8 (+8 Toughness; Impervious)
. . Communication Systems: Radio Communication 2
. . Sealed Systems: Immunity 10 (Life Support)
. . Sensors: Senses 2 (Extended: Vision 1: x10, Infravision)
. . Teleport-Tech: Teleport 3 (250 feet in a move action, carrying 50 lbs.; Change Direction, Change Velocity, Easy, Extended: 8 miles in 2 move actions, Turnabout)
. . Weapon Array
. . . . Electrified Shell: Damage 6 (DC 21; Reaction 3: reaction)
. . . . Electro-Stunner: Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, DC 20; Accurate 4: +8, Alternate Resistance (Dodge), Increased Range: ranged)
. . . . Plasma Blast: Damage 10 (DC 25; Accurate 4: +8, Increased Range: ranged)
. . . . Plasma Bolts: Damage 6 (DC 21; Accurate 6: +12, Increased Range: ranged, Multiattack)
. . . . Tractor/Presser Beam: Move Object 10 (25 tons; Accurate 4: +8)

Offense
Initiative +3
Electrified Shell: Damage 6, +2 (DC 21)
Electro-Stunner: Affliction 10, +10 (DC Dog/Fort/Will 20)
Grab, +2 (DC Spec 12)
Plasma Blast: Damage 10, +10 (DC 25)
Plasma Bolts: Damage 6, +14 (DC 21)
Throw, +2 (DC 17)
Tractor/Presser Beam: Move Object 10, +10 (DC 20)
Unarmed, +2 (DC 17)

Complications
Accident: Lucky Student Battlesuit is still learning how this thing works. Mistakes happen. Property gets damaged. Sometimes people get hurt. And he's real sorry about it.
Motivation: Doing Good: It's what you do when you get an alien battlesuit, right? You go help people with it. Or so says Lucky Student Battlesuit.
Relationship: Lucky Student Battlesuit adores his girlfriend, who is in on his secret. He'd never lie to her. He sure does wish she'd stay out of the line of fire a little more, though.

Languages
Native Language

Defense
Dodge 11/7, Parry 8/4, Fortitude 7/3, Toughness 9, Will 11/7

Power Points
Abilities 36 + Powers 76 + Advantages 10 + Skills 16 (32 ranks) + Defenses 12 = 150
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
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