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

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EternalPhoenix
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Re: The Archetype Blendarama (Part 6 Complete! On Break!)

Post by EternalPhoenix »

Work on the initial ten has commenced. So not much longer of a wait for Part 7.
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Re: The Archetype Blendarama (Part 6 Complete! On Break!)

Post by greycrusader »

Enjoy your break! You absolutely deserve it, as you do Yeoman's Work here on the forums.

All my best.
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Wind Controlling Swordmaster - PL 10

Post by EternalPhoenix »

Wind Controlling Swordmaster - PL 10

Strength 3, Stamina 3, Agility 3, Dexterity 3, Fighting 9, Intellect 0, Awareness 2, Presence 2

Advantages
Accurate Attack, All-out Attack, Defensive Attack, Defensive Roll 2, Evasion, Improved Critical 2: Wind Saber, Improved Initiative, Move-by Action, Power Attack, Quick Draw, Ranged Attack 7, Takedown, Uncanny Dodge

Skills
Acrobatics 7 (+10), Close Combat: Wind Saber 5 (+14), Expertise: User's Choice 5 (+5), Insight 8 (+10), Intimidation 8 (+10), Investigation 5 (+5), Perception 8 (+10), Persuasion 8 (+10)

Powers
Wind Armor: Protection 5 (+5 Toughness; Sustained)

Wind Control
. . Air Control: Move Object 10 (25 tons)
. . Become The Wind
. . . . Concealment: Concealment 4 (All Visual Senses; Limited: to Miss Chance)
. . . . Insubstantial: Insubstantial 2 (Gaseous)
. . . . Teleport: Teleport 3 (250 feet in a move action, carrying 50 lbs.)
. . Suffocate: Cumulative Affliction 6 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Accurate 2: +4, Cumulative, Increased Range: ranged)
. . Windblade: Damage 10 (DC 25; Increased Range: ranged, Multiattack; Limited: Requires Sword)

Wind Saber (Easily Removable)
. . Wind Saber Strike: Strength-based Damage 3 (DC 21, Advantages: Improved Critical 2; Penetrating 5)

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

Offense
Initiative +7
Air Control: Move Object 10, +10 (DC 20)
Grab, +9 (DC Spec 13)
Suffocate: Cumulative Affliction 6, +14 (DC Fort 16)
Throw, +10 (DC 18)
Unarmed, +9 (DC 18)
Wind Saber Strike: Strength-based Damage 3, +14 (DC 21)
Windblade: Damage 10, +10 (DC 25)

Languages
Native Language

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

Power Points
Abilities 50 + Powers 44 + Advantages 19 + Skills 27 (54 ranks) + Defenses 19 = 159

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

Inspo Art: http://wickedalucard.deviantart.com/art/Riani-596157511

Suppose there's no better way to start a new Part than with a swordmaster. Become The Wind is the signature gimmick here. Note that all three powers under it are not Linked. So she may go full sword mode and be a difficult to hit teleporter. Or in a pinch flip on Insub and float through where her allies can not.
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Ink Controller - PL 10

Post by EternalPhoenix »

Ink Controller - PL 10

Strength 0, Stamina 5, Agility 0, Dexterity 0, Fighting 5, Intellect 0, Awareness 5, Presence 5

Advantages
Daze (Deception), Daze (Intimidation), Fascinate (Deception), Fascinate (Intimidation), Ranged Attack 10, Startle, Taunt, Uncanny Dodge

Skills
Deception 15 (+20), Expertise: Art 10 (+10), Expertise: Science 5 (+5), Expertise: Theology 10 (+10), Insight 15 (+20), Intimidation 15 (+20), Investigation 5 (+5), Perception 5 (+10), Persuasion 5 (+10)

Powers
Gorgeous Kimono (Removable)
. . Beautiful, Finely Layered Silk: Protection 5 (+5 Toughness, Advantages: Daze (Deception), Fascinate (Deception); Subtle: subtle)
. . Keeps You Cool In Summer And Warm In Winter: Immunity 2 (Environmental Condition: Heat, Environmental Condition: Cold; Limited - Half Effect)
. . Restricted: Feature 1 (Notes: Females with at least 5 Presence, and +15 Deception)
. . Self Cleaning: Feature 1

Ink Control
. . Acidic Ink: Damage 10 (DC 25; Increased Range: ranged, Secondary Effect)
. . Commandment: Cumulative Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception, Insidious, Subtle 2: undetectable; Limited: to one command per use, Sense-dependent: Visual)
. . Drown In Ink: Perception Area Damage 10 (DC 25; Alternate Resistance: Fortitude, Perception Area: DC 20 - Visual, Selective; Distracting)
. . Ink Spit: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged, Multiattack; Limited: to Vision)
. . Projected Themography: Transform 10 (Affects: 1 Thing > 1 Thing - ink into other ink, Transforms: 800 lbs., DC 20; Increased Duration: continuous)

Ink Proof: Immunity 2 (Poison, Rare Descriptor: Own Powers)

Offense
Initiative +0
Acidic Ink: Damage 10, +10 (DC 25)
Commandment: Cumulative Affliction 10 (DC Will 20)
Drown In Ink: Perception Area Damage 10 (DC Fort 25)
Grab, +5 (DC Spec 10)
Ink Spit: Cumulative Affliction 10, +10 (DC Dog/Fort/Will 20)
Projected Themography: Transform 10, +5 (DC Dog 20)
Throw, +10 (DC 15)
Unarmed, +5 (DC 15)

Languages
Native Language

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

Power Points
Abilities 40 + Powers 45 + Advantages 15 + Skills 43 (85 ranks) + Defenses 25 = 168

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

Inspo Art: http://wickedalucard.deviantart.com/art/Ink-601436200

Yanno, it'd be very, very easy to smack 13 points off this build. But 1) it's 18 points over, so what's the point of that? and 2) I'm tired of fighting with this system anyway. If I go over points while keeping their numbers intact, so be it. I don't care anymore. Anyway, ink control. Pretty cool, yeah? Damage, mind control, blinding, and altering printed words/art on the page. Freaking cool. She's one scary lady.
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Dense Gadgeteer - PL 10

Post by EternalPhoenix »

Dense Gadgeteer - PL 10

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

Advantages
Eidetic Memory, Improvised Tools, Inventor, Ranged Attack 3, Skill Mastery: Expertise: Science, Skill Mastery: Technology

Skills
Close Combat: Unarmed 4 (+8), Expertise: Science 10 (+15), Insight 10 (+10), Perception 10 (+10), Ranged Combat: Gravity Gun 4 (+5), Technology 10 (+15)

Powers
Anti-Grav Armor (Removable)
. . Anti-Gravity Flight: Flight 4 ([0 active, 0/9 PP, 2/r+1], Speed: 30 miles/hour, 500 feet/round; Subtle: subtle)
. . . . Low-G Lifting: Enhanced Strength 4 (Alternate; [0 active, 0/9 PP, 1/r], +4 STR; Limited to Lifting)
. . Heavy Armor Plating: Protection 3 (+3 Toughness; Impervious [12 extra ranks])
. . Integral Radio: Radio Communication 2
. . Interface: Comprehend 2 (Machines / Electronics)
. . Restricted: Feature 1 (Notes: to self)
. . Weight Reduction Field: Feature 12 (Notes: -12 mass ranks)

Density: Density Growth 12 (+12 STR, +12 STA, +12 mass ranks, -3 speed ranks; Density; Permanent)

Gravity Gun (Easily Removable)
. . Gravimetric Blast: Damage 12 (DC 27; Increased Range: ranged)
. . . . Gravity Control: Move Object 12 (Alternate; 100 tons; Increased Duration: continuous; Limited Direction: Up and Down)

Offense
Initiative +1
Grab, +4 (DC Spec 22)
Gravimetric Blast: Damage 12, +8 (DC 27)
Gravity Control: Move Object 12, +8 (DC 22)
Throw, +4 (DC 27)
Unarmed, +8 (DC 27)

Languages
Native Language

Defense
Dodge 5, Parry 5, Fortitude 12, Toughness 15, Will 8

Power Points
Abilities 22 + Powers 83 + Advantages 8 + Skills 24 (48 ranks) + Defenses 13 = 150

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

Inspo Art: http://wickedalucard.deviantart.com/art/Break-606608215

Weirdly enough, I actually had to fight to get enough points into this one. So, normally this dude weighs between 200 and 400 tons, according to the chart? Pretty good reason to make some gear to, uh, weaken that. Gravity Gun is cool. He can fly and ignore +8 Damage in his armor. Maybe do a little hacking? Just, uh, don't ask him to fill in for the team face or big scary guy. Not gonna work. Total social ineptitude, my dude.
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Poison Assassin - PL 10

Post by EternalPhoenix »

Poison Assassin - PL 10

Strength 2, Stamina 3, Agility 5, Dexterity 3, Fighting 12, Intellect 2, Awareness 5, Presence 2

Advantages
Agile Feint, All-out Attack, Defensive Attack, Defensive Roll 2, Equipment 1, Hide in Plain Sight, Improved Critical 2: Acid Edge, Improved Critical 2: Poison Edge, Improved Initiative, Move-by Action, Power Attack, Quick Draw, Skill Mastery: Acrobatics, Skill Mastery: Stealth, Takedown, Uncanny Dodge

Skills
Acrobatics 10 (+15), Close Combat: Poison Chamber Sword 2 (+14), Deception 3 (+5), Expertise: Medicine 8 (+10), Expertise: Science 8 (+10), Expertise: Streetwise 13 (+15), Insight 10 (+15), Intimidation 8 (+10), Investigation 8 (+10), Perception 10 (+15), Persuasion 3 (+5), Stealth 15 (+20)

Powers
Discreet Body Armor: Protection 3 (+3 Toughness; Subtle: subtle)

Poison Chamber Sword (Easily Removable)
. . Poison Chambers
. . . . Acid Edge: Strength-based Damage 4 (DC 21, Advantages: Improved Critical 2; Penetrating 6, Secondary Effect [2 extra ranks])
. . . . Confusing Edge: Cumulative Affliction 6 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Cumulative, Multiattack, Secondary Effect; Limited: to causing erratic behavior)
. . . . Death Edge: Broad Simultaneous Weaken 6 (Affects: Abilities, Resisted by: Fortitude, DC 16; Broad: Abilities, Secondary Effect, Simultaneous; Limited: to Physical Abilities)
. . . . Fatiguing Edge: Cumulative Affliction 6 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 16; Cumulative, Secondary Effect)
. . . . Nauseating Edge: Cumulative Affliction 6 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 16; Cumulative, Secondary Effect)
. . . . Paralyzing Edge: Cumulative Affliction 6 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 16; Cumulative, Secondary Effect)
. . . . Poison Edge: Strength-based Damage 4 (DC 21, Advantages: Improved Critical 2; Alternate Resistance: Fortitude, Custom 2: Alt Resist on STR dam too, Secondary Effect [2 extra ranks])
. . . . Stun Edge: Cumulative Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Cumulative, Secondary Effect)

Poisonproof: Immunity 1 (Poison)

Equipment
Discreet Body Armor [Discreet Body Armor: Protection 3, +3 Toughness; Subtle: subtle]

Offense
Initiative +9
Acid Edge: Strength-based Damage 4, +14 (DC 21)
Confusing Edge: Cumulative Affliction 6, +14 (DC Will 16)
Death Edge: Broad Simultaneous Weaken 6, +14 (DC Fort 16)
Fatiguing Edge: Cumulative Affliction 6, +14 (DC Fort 16)
Grab, +12 (DC Spec 12)
Nauseating Edge: Cumulative Affliction 6, +14 (DC Fort 16)
Paralyzing Edge: Cumulative Affliction 6, +14 (DC Fort 16)
Poison Edge: Strength-based Damage 4, +14 (DC Fort 21)
Stun Edge: Cumulative Affliction 6, +14 (DC Fort 16)
Throw, +3 (DC 17)
Unarmed, +12 (DC 17)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 7, Toughness 8/3, Will 7

Power Points
Abilities 68 + Powers 16 + Advantages 15 + Skills 49 (98 ranks) + Defenses 13 = 161

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

Inspo Art: http://wickedalucard.deviantart.com/art/Akiko-605844891

I think this one speaks for itself? Skilled poisoner, special sword, master of stealth and acrobatics.
Last edited by EternalPhoenix on Tue May 09, 2023 6:19 pm, edited 1 time in total.
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Black Ice Operative - PL 10

Post by EternalPhoenix »

Black Ice Operative - PL 10

Strength 3, Stamina 3, Agility 5, Dexterity 3, Fighting 13, Intellect 2, Awareness 4, Presence 2

Advantages
Agile Feint, All-out Attack, Benefit: Status (former black ops organization member), Connected, Defensive Attack, Improved Critical 2: Cryoblades, Improved Critical 2: Icy Blades, Improved Initiative, Move-by Action, Power Attack, Quick Draw, Skill Mastery: Acrobatics, Skill Mastery: Stealth, Skill Mastery: Treatment, Takedown, Uncanny Dodge

Skills
Acrobatics 10 (+15), Deception 8 (+10), Expertise: ???? 4 (+6), Insight 11 (+15), Investigation 8 (+10), Perception 11 (+15), Persuasion 8 (+10), Stealth 10 (+15), Technology 8 (+10)

Powers
Black Ice Daggers (Easily Removable)
. . Black Ice Techniques
. . . . Black Ice Field: Shapeable Area Affliction 5 (1st degree: Hindered, 2nd degree: Prone, DC 15; Alternate Resistance (Dodge), Shapeable Area: 30 cft., DC 15, Increased Duration 3: continuous; Fades, Limited Degree)
. . . . Cryoblades: Damage 2 (DC 17, Advantages: Improved Critical 2; Alternate Resistance: Fortitude, Custom 3: Alt Resist on STR ranks, Multiattack [3 extra ranks], Precise)
. . . . Cryoline: Line Area Damage 5 (DC 20; Line Area: 5 feet wide by 30 feet long, DC 15, Selective)
. . . . Door Be Gone: Weaken 5 (Affects: Toughness, Resisted by: Fortitude, DC 15; Affects Objects, Multiattack)
. . . . Icy Blades: Strength-based Damage 2 (DC 20, Advantages: Improved Critical 2; Multiattack [3 extra ranks], Penetrating 5, Precise)
. . Temperature Resistance: Immunity 2 (Environmental Condition: Cold, Environmental Condition: Heat)

Black Ice Skates (Removable)
. . No Slip: Immunity 2 (Custom: Trip 2; Limited: to slippery surfaces)
. . Pond Skating: Movement 1 (Water Walking 1: you sink if you are prone; Limited: to shallow bodies of liquid)
. . Skating Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Black Operations Gear (Removable)
. . Armoring: Protection 4 (+4 Toughness; Subtle: subtle)

Offense
Initiative +9
Black Ice Field: Shapeable Area Affliction 5 (DC Dog/Fort/Will 15)
Cryoblades: Damage 2, +13 (DC Fort 17)
Cryoline: Line Area Damage 5 (DC 20)
Door Be Gone: Weaken 5, +13 (DC Fort 15)
Grab, +13 (DC Spec 13)
Icy Blades: Strength-based Damage 2, +13 (DC 20)
Throw, +3 (DC 18)
Unarmed, +13 (DC 18)

Languages
Native Language

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

Power Points
Abilities 70 + Powers 21 + Advantages 14 + Skills 39 (78 ranks) + Defenses 16 = 160

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

Inspo Art: http://wickedalucard.deviantart.com/art ... -583854647

Former black operator with some special cold based gear. I think she's neat.
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Ocular Mentalist - PL 10

Post by EternalPhoenix »

Ocular Mentalist - PL 10

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

Advantages
Close Attack 4, Eidetic Memory, Equipment 1, Skill Mastery: Deception, Skill Mastery: Perception, Skill Mastery: Persuasion, Skill Mastery: Technology

Skills
Close Combat: Club 2 (+6), Deception 10 (+15), Expertise: Current Events 5 (+10), Expertise: Pop Culture 5 (+10), Insight 7 (+20/+12), Investigation 10 (+15), Perception 7 (+20/+12), Persuasion 10 (+15), Technology 10 (+15)

Powers
Armored Wheelchair (Removable)
. . Power Lifting: Enhanced Strength 1 (+1 STR; Limited to Lifting)
. . Protection: Protection 13 (+13 Toughness)
. . Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)

Golden Eye (Removable)
. . Enhanced Skills: Enhanced Trait 8 (Traits: Insight +8 (+20), Perception +8 (+20))
. . Ocular Powers
. . . . Illusion: Illusion 5 (Affects: All Sense Types, Area: 30 cft., DC 15; Limited to Minds)
. . . . Interface
. . . . . . Communication: Radio Area Communication 3 (Linked; Area, Subtle 2: undetectable)
. . . . . . Comprehend: Comprehend 2 (Linked; Machines / Electronics)
. . . . Mental Blast: Damage 10 (DC 25; Alternate Resistance: Will, Increased Range 2: perception, Subtle 2: undetectable; Sense-dependent: Visual, Side Effect: on failure - Must resist effect if no damage done)
. . . . Mind Control: Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Increased Range 2: perception, Subtle 2: undetectable; Sense-dependent: Visual)
. . . . Mind Reading: Perception Area Mind Reading 10 (DC 20; Perception Area: DC 20 - Visual, Selective; Reduced Range 2: close)
. . Ocular Vision: Senses 9 (Counters All Concealment: Vision, Counters Illusion: Vision, Darkvision)

Equipment
Club

Offense
Initiative +1
Club, +10 (DC 19)
Grab, +8 (DC Spec 12)
Mental Blast: Damage 10 (DC Will 25)
Mind Control: Affliction 10 (DC Will 20)
Mind Reading: Perception Area Mind Reading 10 (DC Will 20)
Throw, +1 (DC 17)
Unarmed, +8 (DC 17)

Languages
Native Language

Defense
Dodge 5, Parry 5, Fortitude 5, Toughness 15, Will 10

Power Points
Abilities 50 + Powers 46 + Advantages 10 + Skills 33 (66 ranks) + Defenses 13 = 152

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

Inspo Art: http://wickedalucard.deviantart.com/art ... -584119795

This one's just weird and a little confused about what it wants to be. I didn't know when I made it and I certainly don't now. Part Gadgeteer, part Mentalist, and all ???
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Re: The Archetype Blendarama (Part 7! Dense Gadgeteer! Poison Assassin! Black Ice Operative! Ocular Mentalist!)

Post by Tattooedman »

The Ocular Mentalist reads to me as a mix of Professor X & Mento from the Doom Patrol. It's an interesting mix.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
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Re: The Archetype Blendarama (Part 7! Dense Gadgeteer! Poison Assassin! Black Ice Operative! Ocular Mentalist!)

Post by greycrusader »

I really admire your skill in adapting the more basic archetypes to represent far more esoteric character types, along with your knowledge of so many specific power/skill sets. The Black Ice Operative (and yes, she is quite neat) is quite fitting for an ex-government operative/saboteur who obtained meta-abilities after already developing lethal skills, while the Poison Assassin evokes my impressions of a few dark fantasy antiheroes, such as Severin or even Jeremy Cornelius. Nicely done!

All my best.
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Cold Sniper - PL 10

Post by EternalPhoenix »

Cold Sniper - PL 10

Strength 2, Stamina 3, Agility 5, Dexterity 3, Fighting 9, Intellect 1, Awareness 5, Presence 2

Advantages
All-out Attack, Defensive Attack, Defensive Roll 4, Equipment 3, Evasion, Fearless, Hide in Plain Sight, Improved Aim, Improved Critical 2: .50 Cal Sniper Rifle, Improved Initiative, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Takedown, Ultimate Effort: Aim, Uncanny Dodge

Skills
Acrobatics 5 (+10), Close Combat: Unarmed 3 (+12), Deception 3 (+5), Expertise: Streetwise 4 (+5), Expertise: Tactics 4 (+5), Insight 5 (+10), Intimidation 13 (+15), Investigation 4 (+5), Perception 15 (+20), Persuasion 3 (+5), Ranged Combat: Guns 10 (+13), Stealth 15 (+20)

Powers
.50 Cal Sniper Rifle (Easily Removable)
. . .50 Cal Shot: Damage 7 (DC 22, Advantages: Improved Critical 2; Extended Range 2, Increased Range: ranged, Penetrating 5)
. . Scope: Senses 2 (Extended: Vision 1: x10, Infravision)

Sniper Supremacy: Feature 1 (Notes: Nat 1s with Sniper Rifles don't automatically miss.)

Equipment
Arsenal (Knife, Light Pistol, Sniper Rifle)

Offense
Initiative +9
.50 Cal Shot: Damage 7, +13 (DC 22)
Grab, +9 (DC Spec 12)
Knife, +9 (DC 18)
Light Pistol, +13 (DC 18)
Sniper Rifle, +13 (DC 20)
Throw, +3 (DC 17)
Unarmed, +12 (DC 17)

Languages
Native Language

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

Power Points
Abilities 60 + Powers 16 + Advantages 20 + Skills 42 (84 ranks) + Defenses 19 = 157

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

Inspo Art: http://kymg.deviantart.com/art/butterfl ... -127220997

Commander Titan said a while back that in fiction sniper rifles can be kind of a superpower. As you can see, I agree. Seriously, a Barrett .50 Anti-Material Rifle is a monster. Both the penetrating and stopping power of such weapons ought to give even superpowered foes pause.
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Re: The Archetype Blendarama (Part 7! Dense Gadgeteer! Poison Assassin! Black Ice Operative! Ocular Mentalist!)

Post by EternalPhoenix »

Tattooedman wrote: Sat May 06, 2023 7:46 pm The Ocular Mentalist reads to me as a mix of Professor X & Mento from the Doom Patrol. It's an interesting mix.
greycrusader wrote: Sun May 07, 2023 3:40 am I really admire your skill in adapting the more basic archetypes to represent far more esoteric character types, along with your knowledge of so many specific power/skill sets. The Black Ice Operative (and yes, she is quite neat) is quite fitting for an ex-government operative/saboteur who obtained meta-abilities after already developing lethal skills, while the Poison Assassin evokes my impressions of a few dark fantasy antiheroes, such as Severin or even Jeremy Cornelius. Nicely done!

All my best.
Thank you. Both of you.
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Rifle Toting Gadgeteer - PL 10

Post by EternalPhoenix »

Rifle Toting Gadgeteer - PL 10

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

Advantages
Attractive 2, Close Attack, Eidetic Memory, Improvised Tools, Inventor, Move-by Action, Ranged Attack 8, Uncanny Dodge

Skills
Close Combat: Unarmed 3 (+8), Deception 3 (+5), Expertise: Science 10 (+15), Insight 8 (+10), Perception 8 (+10), Persuasion 3 (+5), Ranged Combat: Rifle Settings 1 (+2), Technology 10 (+15)

Powers
Gigantic Rifle (Easily Removable)
. . Datalink: Radio Communication 1
. . Restricted: Feature 1 (Notes: to self)
. . Rifle Settings
. . . . Automatic Fire: Damage 10 (DC 25; Increased Range: ranged, Multiattack)
. . . . Left Side Mount Flamethrower: Cone Area Damage 10 (DC 25; Cone Area: 60 feet cone, DC 20, Secondary Effect)
. . . . Right Side Mount Laser Beam: Damage 10 (DC 25; Increased Range: ranged, Penetrating 10)
. . . . Smash With Stock: Strength-based Damage 5 (DC 25; Accurate 2: +4)
. . . . Underbarrel Rocket Launcher: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)

Power Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)

The Engineship (Removable)
. . Heavy Armor Plating: Protection 10 (+10 Toughness)
. . Hover Jets: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Platform)
. . Restricted: Feature 1 (Notes: to self)
. . Self Contained Enviroment w/ Cached Supplies: Immunity 10 (Life Support)

Offense
Initiative +1
Automatic Fire: Damage 10, +10 (DC 25)
Grab, +6 (DC Spec 15)
Left Side Mount Flamethrower: Cone Area Damage 10 (DC 25)
Right Side Mount Laser Beam: Damage 10, +10 (DC 25)
Smash With Stock: Strength-based Damage 5, +10 (DC 25)
Throw, +9 (DC 20)
Unarmed, +9 (DC 20)
Underbarrel Rocket Launcher: Burst Area Damage 10 (DC 25)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 12, Will 8

Power Points
Abilities 46 + Powers 46 + Advantages 16 + Skills 23 (46 ranks) + Defenses 19 = 150

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

Inspo Art: http://kymg.deviantart.com/art/KYMG-103286210

Why did this stay on budget when others don't? Search me. Anyway, very directly based on the pic there. Damage and lots of it.
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EternalPhoenix
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Transforming Gadgeteer - PL 10

Post by EternalPhoenix »

Transforming Gadgeteer - PL 10

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

Advantages
Accurate Attack, All-out Attack, Close Attack 4, Defensive Attack, Defensive Roll 4, Eidetic Memory, Evasion, Improved Initiative, Improvised Tools, Inventor, Power Attack, Ranged Attack 7, Skill Mastery: Technology, Uncanny Dodge

Skills
Acrobatics 6 (+10), Deception 6 (+10), Expertise: Science 10 (+15), Insight 6 (+10), Investigation 5 (+10), Perception 6 (+10), Persuasion 6 (+10), Ranged Combat: Handcannon 4 (+8), Technology 10 (+15)

Powers
Handcannon (Easily Removable)
. . Handcannon Shot: Damage 5 (DC 20; Increased Range: ranged)

Power Gauntlet (Removable)
. . Hero of Justice (Activation: Free Action)
. . . . Enhanced Abilities: Enhanced Trait 22 (Traits: Strength +2 (+2), Stamina +2 (+4), Dexterity +2 (+4), Agility +2 (+4), Awareness +2 (+4), Presence +2 (+4), Dodge -2 (+8))
. . . . Enhanced Attack: Enhanced Trait 8 (Traits: Ranged Attack 7 +4 (+7), Advantages: Close Attack 4)
. . . . Enhanced Feats: Enhanced Trait 6 (Advantages: Accurate Attack, All-out Attack, Defensive Attack, Evasion, Improved Initiative, Power Attack)
. . . . Justice Punch!: Strength-based Damage 10 (DC 27; Penetrating 8)
. . . . . . Dynamic Entry Punch!: Weaken 12 (Alternate; Affects: Toughness, Resisted by: Fortitude, DC 22; Affects Objects Only)
. . . . . . Justice Wave!: Strength-based Line Area Damage 8 (Alternate; DC 25; Line Area: 5 feet wide by 30 feet long, DC 18 [2 extra ranks])
. . . . . . Stun Punch!: Cumulative Affliction 8 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Accurate 2: +4, Cumulative)
. . . . Protection: Protection 4 (+4 Toughness; Impervious [4 extra ranks])
. . Restricted: Feature 1 (Notes: to self)

Offense
Initiative +8
Dynamic Entry Punch!: Weaken 12, +8 (DC Fort 22)
Grab, +8 (DC Spec 12)
Handcannon Shot: Damage 5, +15 (DC 20)
Justice Punch!: Strength-based Damage 10, +8 (DC 27)
Justice Wave!: Strength-based Line Area Damage 8 (DC 25)
Stun Punch!: Cumulative Affliction 8, +12 (DC Fort 18)
Throw, +11 (DC 17)
Unarmed, +8 (DC 17)

Languages
Native Language

Defense
Dodge 8/10, Parry 8, Fortitude 7, Toughness 12/8, Will 10

Power Points
Abilities 38 + Powers 62 + Advantages 12 + Skills 30 (59 ranks) + Defenses 19 = 161

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

Inspo Art: http://kymg.deviantart.com/art/kymg-2010-174832354

Taros ought to get a kick out of this one, heh. Genius with cool gun makes a device to let them transform into a Hero of Justice. Goodness, where have I heard that one before? :mrgreen: Going overbudget this time was because HeroLab 3E doesn't let you change the action on a Device. Had to counter with Alternate Form, and that didn't work out quite the same. Dang. Oh, well. I probably am not allowed to change the action on 2e Devices anyway, haha. Take out the Power Gauntlet, and they're a full functional PL 7/105PP character still. Managed to keep that part at least.
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OwOMotaros
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Re: Transforming Gadgeteer - PL 10

Post by OwOMotaros »

EternalPhoenix wrote: Thu May 11, 2023 5:37 am Transforming Gadgeteer - PL 10

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

Advantages
Accurate Attack, All-out Attack, Close Attack 4, Defensive Attack, Defensive Roll 4, Eidetic Memory, Evasion, Improved Initiative, Improvised Tools, Inventor, Power Attack, Ranged Attack 7, Skill Mastery: Technology, Uncanny Dodge

Skills
Acrobatics 6 (+10), Deception 6 (+10), Expertise: Science 10 (+15), Insight 6 (+10), Investigation 5 (+10), Perception 6 (+10), Persuasion 6 (+10), Ranged Combat: Handcannon 4 (+8), Technology 10 (+15)

Powers
Handcannon (Easily Removable)
. . Handcannon Shot: Damage 5 (DC 20; Increased Range: ranged)

Power Gauntlet (Removable)
. . Hero of Justice (Activation: Free Action)
. . . . Enhanced Abilities: Enhanced Trait 22 (Traits: Strength +2 (+2), Stamina +2 (+4), Dexterity +2 (+4), Agility +2 (+4), Awareness +2 (+4), Presence +2 (+4), Dodge -2 (+8))
. . . . Enhanced Attack: Enhanced Trait 8 (Traits: Ranged Attack 7 +4 (+7), Advantages: Close Attack 4)
. . . . Enhanced Feats: Enhanced Trait 6 (Advantages: Accurate Attack, All-out Attack, Defensive Attack, Evasion, Improved Initiative, Power Attack)
. . . . Justice Punch!: Strength-based Damage 10 (DC 27; Penetrating 8)
. . . . . . Dynamic Entry Punch!: Weaken 12 (Alternate; Affects: Toughness, Resisted by: Fortitude, DC 22; Affects Objects Only)
. . . . . . Justice Wave!: Strength-based Line Area Damage 8 (Alternate; DC 25; Line Area: 5 feet wide by 30 feet long, DC 18 [2 extra ranks])
. . . . . . Stun Punch!: Cumulative Affliction 8 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Accurate 2: +4, Cumulative)
. . . . Protection: Protection 4 (+4 Toughness; Impervious [4 extra ranks])
. . Restricted: Feature 1 (Notes: to self)

Offense
Initiative +8
Dynamic Entry Punch!: Weaken 12, +8 (DC Fort 22)
Grab, +8 (DC Spec 12)
Handcannon Shot: Damage 5, +15 (DC 20)
Justice Punch!: Strength-based Damage 10, +8 (DC 27)
Justice Wave!: Strength-based Line Area Damage 8 (DC 25)
Stun Punch!: Cumulative Affliction 8, +12 (DC Fort 18)
Throw, +11 (DC 17)
Unarmed, +8 (DC 17)

Languages
Native Language

Defense
Dodge 8/10, Parry 8, Fortitude 7, Toughness 12/8, Will 10

Power Points
Abilities 38 + Powers 62 + Advantages 12 + Skills 30 (59 ranks) + Defenses 19 = 161

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

Inspo Art: http://kymg.deviantart.com/art/kymg-2010-174832354

Taros ought to get a kick out of this one, heh. Genius with cool gun makes a device to let them transform into a Hero of Justice. Goodness, where have I heard that one before? :mrgreen: Going overbudget this time was because HeroLab 3E doesn't let you change the action on a Device. Had to counter with Alternate Form, and that didn't work out quite the same. Dang. Oh, well. I probably am not allowed to change the action on 2e Devices anyway, haha. Take out the Power Gauntlet, and they're a full functional PL 7/105PP character still. Managed to keep that part at least.
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