Prince Charon's Builds

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Prince Charon
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Prince Charon's Builds

Post by Prince Charon »

Last edited by Prince Charon on Sun Oct 02, 2022 6:56 pm, edited 21 times in total.
Prince Charon
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Re: Prince Charon's Builds

Post by Prince Charon »

<Reserved for Overflow>
Prince Charon
Posts: 61
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Re: Prince Charon's Builds

Post by Prince Charon »

<Reserved for Overflow>
Prince Charon
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Re: Prince Charon's Builds

Post by Prince Charon »

A sample low-level Pact member from Supernatural Paragons:

Martin Winthrop - PL 5

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


Advantages
Artificer, Beginner's Luck, Benefit 2: Pact Membership: Seventh Chair of the Moon in the House of Tin, Benefit, Wealth (well-off), Connected, Eidetic Memory, Equipment 2, Languages 3, Luck (Recover), Skill Mastery: Expertise: Weather Magic, Ultimate Effort: Expertise (Weather Magic)


Skills
Deception 1 (+1), Expertise: Air Magic 1 (+5), Expertise: Hermetic Magic 1 (+5), Expertise: Meteorology 1 (+5), Expertise: Water Magic 1 (+5), Expertise: Weather Magic 5 (+9), Insight 1 (+3), Investigation 2 (+6), Perception 1 (+3), Ranged Combat: Throw 5 (+5), Vehicles 1 (+1)


Powers
Magical Awareness: Senses 4 (magical, sensory, Accurate: Magical Awareness, Analytical: Magical Awareness, Awareness: Mental/Magical; Dimensional: dimension - Imageria)
Winthrop's Wonderous Weather Wand (Easily Removable)
. . Deflecting Winds: Burst Area Deflect 6 (magical, wind; Burst Area: 30 feet radius sphere, DC 16, Indirect 2: any point away or fixed point in fixed direction; Limited: Physical Projectiles)
. . Weather Control Array
. . . . Aerokinesis: Move Object 5 (magical, wind, 1600 lbs.; Indirect 2: any point away or fixed point in fixed direction)
. . . . Blinding Gust: Burst Area Affliction 5 (magical, wind, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 15; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 15, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction; Limited: Vision)
. . . . Lightning Bolt: Damage 5 (electricity, magical, DC 20; Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction; Limited: Sky must be visible and storming)
. . . . Weather Control: Environment 8 (magical, weather, Other: 3 points of effect 3, Radius: 0.5 miles; Selective, Subtle: subtle; Check Required: DC 10 - Expertise (Weather Magic))
. . Weather Prediction: Senses 4 (magical, weather, Precognition; Limited: Weather)
. . Weatherproof: Movement 1 (magical, weather, Environmental Adaptation: Weather)


Equipment
Car, Toolkit (Basic)


Offense
Initiative +1
Aerokinesis: Move Object 5, +5 (DC 15)
Blinding Gust: Burst Area Affliction 5 (DC Dog/Fort/Will 15)
Grab, +0 (DC Spec 9)
Lightning Bolt: Damage 5, +5 (DC 20)
Throw, +5 (DC 14)
Unarmed, +0 (DC 14)


Complications
Power Loss: When his Wonderous Weather Wand runs out of power, Martin is mostly just a fairly wimpy man in his mid-twenties. Recharging it is also inconvenient: he must get up on the roof of his house, attach the Wand to the top of an enchanted lightning rod, and then sacrifice a mouse to Iupiter Optimvs Maximvs to make the rod summon a lightning storm; a bolt of lightning will then strike the rod (and charge the wand) within fifteen minutes to two hours - or he can spend a Hero point to summon the lightning immediately. The poor mouse still dies, though.

Responsibility: Martin is apprenticed to the Third Chair of the Moon, in the House of Tin, which puts a number of burdens on his time.


Languages
Greek, Latin, Native Language (English), Sanskrit


Defense
Dodge 3, Parry 0, Fortitude 1, Toughness -1, Will 4


Power Points
Abilities 10 + Powers 34 + Advantages 15 + Skills 10 (20 ranks) + Defenses 6 = 75


Background
Martin is a pretty minor Pact magician, someone I'd be more likely to have the PCs meet as a contact or messenger than a serious opponent (he isn't exactly good in a fight, after all) - though he could be the principal of an escort mission. A more powerful Martin with a higher rank in the Pact could be interesting, though, and you might see that version at some point (probably with a use-name of some sort, relating to the weather).
Prince Charon
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Re: Prince Charon's Builds

Post by Prince Charon »

The Daring Duir (Darren Oakwood) - PL 8

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

Advantages
Artificer, Benefit 8: Readied Ritual, Equipment 8, Languages 3, Luck (Edit Scene) 3, Luck (Edit Scene) 3, Luck (Recover) 3, Ritualist, Skill Mastery: Sleight of Hand, Ultimate Effort: Sleight of Hand

Skills
Acrobatics 1 (+2), Close Combat: Grab 2 (+4), Deception 3 (+7), Expertise: Occult 2 (+5), Expertise: Stage Magician 4 (+7), Expertise: Theatre 4 (+7), Expertise: Western Folk Magic 2 (+5), Insight 2 (+4), Investigation 1 (+4), Perception 2 (+4), Persuasion 3 (+7), Ranged Combat: Mini-Grenades (Flash-Bang) 2 (+5), Sleight of Hand 4 (+7), Stealth 4 (+5), Technology 1 (+4), Treatment 1 (+4), Vehicles 1 (+4)

Powers
Cloak of Concealment (Removable)
. . Illusory Concealment: Concealment 10 (illusory, magical, All Senses; Blending)
Folk Magic
. . Bad Luck Hex: Luck Control 2 (luck, magical, Force a Re-roll, Negate Luck, Advantages: Luck (Edit Scene) 3; Check Required: DC 10 - Expertise (Folk Magic), Limited: Luck advantage is Dedicated)
. . Calm Vermin: Cumulative Affliction 8 (animal, magical, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Cumulative; Check Required: DC 10 - Expertise (Folk Magic), Limited: Only to calm vermin or return them to their hive, Limited: Only against swarms)
. . Commune with Fey: Comprehend 1 (magical, Spirits - Communicate; Dimensional: dimension - Fairyland; Broad Type: Faeries, Check Required: DC 10 - Expertise (Folk Magic))
. . Glamour (Same size & gender): Morph 2 (magical, +20 Deception checks to disguise; Narrow group; Affects Others; Check Required: DC 10 - Expertise (Folk Magic))
. . Good Luck Charm: Luck Control 2 (luck, magical, Bestow Luck, Spend on Other, Advantages: Luck (Edit Scene) 3; Check Required: DC 10 - Expertise (Folk Magic), Limited: Luck advantage is Dedicated)
. . Healer: Enhanced Trait 5 (luck, magical, Treatment +4 (+8), Advantages: Improvised Tools, Skill Mastery, Ultimate Effort: Treatment rolls; Subtle: subtle; Check Required: DC 10 - Expertise (Folk Magic))
. . Spirit Letters: Visual Communication 1 (magical, necromantic, Sense Type: Written; Dimensional: dimension - The Other Side; Check Required: DC 10 - Expertise (Folk Magic), Limited: Ghosts)
. . Spirit Travel: Remote Sensing 5 (astral, magical, Affects: 3 Types, inc. Visual - Visual, Aural, Mental, Range: 900 feet; Dimensional: dimension - Astral Plane, Subtle: DC 20+rank; Check Required: DC 10 - Expertise (Folk Magic), Side Effect 2: always - physical body is defenseless and )
Magical Awareness: Senses 5 (magical, sensory, Accurate: Magical Awareness, Acute: Magical Awareness, Analytical: Magical Awareness, Awareness: Mental/Magical; Dimensional: dimension - Imageria)
Mini-Grenades
. . Mini-Grenades (Flash-Bang) (Removable)
. . . . Affliction: Burst Area Affliction 4 (1st degree: Disabled, 2nd degree: Impaired, 3rd degree: Unaware, DC 14; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 14, Increased Range: ranged; Unreliable (5 uses))
. . Mini-Grenades (Gas) (Removable)
. . . . Affliction: Cloud Area Affliction 4 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Increased Range: ranged; Unreliable (5 uses))
. . Smoke Bombs (Removable)
. . . . Enhanced Trait: Enhanced Trait 1 (Advantages: Hide in Plain Sight)

Equipment
Bulletproof Vest, Car, Earplugs, Flash Goggles, Flashlight, Gas Mask, Lock Release Gun, Multi-tool, Restraints, Sanctum Sanctorum, Shock Cane (Dmg +2 2, Stun Gun), Toolkit (Basic)

Offense
Initiative +1
Affliction: Burst Area Affliction 4 (DC Dog/Fort/Will 14)
Affliction: Cloud Area Affliction 4 (DC Fort 14)
Calm Vermin: Cumulative Affliction 8, +2 (DC Will 18)
Grab, +4 (DC Spec 11)
Shock Cane, +4 (DC Fort 15)
Throw, +5 (DC 16)
Unarmed, +4 (DC 16)

Complications
Motivation: Doing Good
Power Loss: Duir's Folk Magic Array is mostly useless if he is rendered unable to speak and gesture.

Languages
English (Native Language), German, Kernowek (Cornish), Latin

Defense
Dodge 3, Parry 2, Fortitude 3, Toughness 4, Will 5

Power Points
Abilities 32 + Powers 34 + Advantages 26 + Skills 20 (39 ranks) + Defenses 8 = 120



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

Car - PL 8

Strength 5, Defense -2, Toughness 8, Size Large

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

Power Points
Abilities 2 + Powers 5 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 8



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

Sanctum Sanctorum - PL 8

Toughness 10, Size Large

Features:
Concealed 1, Dual Size: Small, Laboratory, Library, Living Space, Security System 2, Workshop

Powers
Veil of Idolon: Burst Area Concealment 3 (magical, Other Sense: Remote Sensing, Other Sense Type: Mental Senses; Affects Others, Burst Area: 30 feet radius sphere, DC 13)

Power Points
Abilities 2 + Powers 1 + Advantages 0 + Features 8 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 13


Background
The Daring Duir was already a magician well before the Breakout, though of the 'stage' variety. He did study the occult and folk magic before then, both as part of his act and as a hobby. Since the Breakout he has been preparing to become a superhero, and is presented here before his first proper adventure. During the Breakout itself, he had his Folk Magic Array but no Cloak of Concealment, no Sanctum, and only smoke bombs, not other mini-grenades. He'd had no rituals readied but had the Benefit advantage, and had lower combat skills, and less equipment (remove Bulletproof Vest, Earplugs, Flash Goggles, Gas Mask, Restraints, and the Shock Cane).

He is currently unaware that the Pact is real, but has heard vague rumours about it.
Jabroniville
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Re: Prince Charon's Builds

Post by Jabroniville »

Oh, cool! Good to see another character build thread on here :). Paragons is that book series about superheroes, right? The one M&M did some 2nd Edition builds for?
Prince Charon
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Re: Prince Charon's Builds

Post by Prince Charon »

Jabroniville wrote: Sun Jun 21, 2020 9:26 am Oh, cool! Good to see another character build thread on here :). Paragons is that book series about superheroes, right? The one M&M did some 2nd Edition builds for?
It is, yes. I think they put out two books (Paragons and Paragons: A More Perfect Union) and a section in Worlds of Freedom for it (though it's been long enough since I read WoF that I'm not sure, and the copy I read was borrowed from a friend and since returned, so checking would be difficult). The concept of Paragons - a setting in which paranormal powers appear in a relatively realistic world - interests me more than a little.
Prince Charon
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Re: Prince Charon's Builds

Post by Prince Charon »

Sorry it took so long to post this, I was looking for the most up-to-date version, and discovered that I most likely already had it... last updated in 2012 (I think the original version was from 2010 or 2011, and started at PL 10). Credit where its due, Quistar (whom you may recall from atomicthinktank and roninarmy) helped me with creating this character, but it's been long enough that I don't quite recall how much help I got. I think it was mostly my work while repeatedly sending him copies to review, since he was the one running the game that this character was created for.

Star-Spangled Kid III - PL 11

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

Advantages
Benefit, Wealth (well-off), Eidetic Memory, Equipment 6, Favored Environment: Aerial, Improvised Tools, Inventor, Languages 3, Point Bank, Skill Mastery: Technology, Speed of Thought, Ultimate Effort: Technology skill checks, Well-informed

Skills
Acrobatics 2 (+3), Athletics 2 (+3), Close Combat: Unarmed 2 (+6), Expertise: Antiques 1 (+11), Expertise: Art 1 (+11), Expertise: Criminology 1 (+11), Expertise: Current Events 1 (+11), Expertise: History 1 (+11), Expertise: Opal City 1 (+11), Expertise: Science 5 (+15), Insight 1 (+3), Investigation 1 (+11), Perception 4 (+6), Persuasion 1 (+2), Ranged Combat: Cosmic Discs 4 (+6), Sleight of Hand 1 (+3), Technology 6 (+16), Treatment 1 (+11), Vehicles 2 (+4)

Powers
Cosmic Discs (Removable)
. . Cosmic Energy Projection
. . . . Cosmic Blast: Blast 14 ([0 active, 0/31 PP, 2/r+2], electromagnetic spectrum, DC 29; Affects Insubstantial 2: full rank, Variable Descriptor: close group - Any electromagnetic energy; Noticeable: Bright glowing light)
. . . . Cosmic Cannon: Cone Area Blast 10 ([0 active, 0/31 PP, 3/r+1], electromagnetic spectrum, DC 25; Affects Insubstantial: half ranks, Cone Area: 60 feet cone, DC 20, Variable Descriptor: close group - Any electromagnetic Spectrum; Noticeable: Bright glowing light)
. . . . Cosmic Constructs: Create 10 ([0 active, 0/31 PP, 2/r+1], Volume: 1000 cft., DC 20; Affects Insubstantial 2: full rank; Noticeable: Bright glowing light)
. . . . Disassemble: Transform 9 (Affects: 1 Thing > 1 Thing - Assembled Machine to Dissassembled Parts, Transforms: 400 lbs., DC 19; Affects Insubstantial: half ranks, Affects Objects Only, Increased Range: ranged, Precise)
. . . . Fire-Suppressing Vacuum: Perception Area Nullify 10 (Counters: Fire/flame effects, DC 20; Perception Area: DC 20 - Vision, Simultaneous)
. . . . Gravity Control: Move Object 9 ([0 active, 0/31 PP, 3/r+3], 12 tons, DC 24; Affects Insubstantial 2: full rank, Damaging, Precise)
. . . . Heat Projection: Cone Area Weaken 10 ([0 active, 0/31 PP, 2/r+1], heat, Affects: Toughness, Resisted by: Fortitude, DC 20; Affects Insubstantial 2: full rank, Affects Objects Only, Cone Area: 60 feet cone, DC 20; Noticeable: Heat ripples in the air)
. . . . Movable Constructs: Create 10 ([0 active, 0/31 PP, 3/r+1], Volume: 1000 cft., DC 20; Affects Insubstantial 2: full rank, Movable; Noticeable: Bright glowing light)
. . Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round; Noticeable: Bright glowing light)
. . Force Field: Force Field 11 (+11 Toughness; Impervious; Noticeable: Bright glowing light)
Cosmic Watch (Easily Removable)
. . Fakeout: Illusion 10 (Affects: One Sense Type - Makes all cosmic power effects appear to come from the watch., Area: 1000 cft., DC 20)
. . Glows (flashlight level): Feature 1
EM Detection: Senses 8 (Accurate: Electromagnetic Energies, Acute: Electromagnetic Energies, Analytical: Electromagnetic Energies, Awareness: Electromagnetic Energies, Detect: Electromagnetic Energies 2: ranged, Radio)

Equipment
Bulletproof Vest, Cell Phone (Smartphone), Flash Goggles, Knight Manor, Multi-tool, Restraints

Offense
Initiative +10
Cosmic Blast: Blast 14, +6 (DC 29)
Cosmic Cannon: Cone Area Blast 10 (DC 25)
Disassemble: Transform 9, +6 (DC Dog 19)
Fire-Suppressing Vacuum: Perception Area Nullify 10 (DC Will 20)
Grab, +4 (DC Spec 11)
Gravity Control: Move Object 9, +6 (DC 24)
Heat Projection: Cone Area Weaken 10 (DC Fort 20)
Throw, +2 (DC 16)
Unarmed, +6 (DC 16)

Complications
Enemy: Theo has inherited many enemies from the previous Starmen and the JSA.
Motivation: Responsibility: The son of a Legacy Hero, Theo feels he must live up to that legacy.
Power Loss: Theo's Cosmic Discs are solar charged. Excessive use or energy drain can deplete the batteries and leave him powerless until he has time to recharge.
Public Identity: Theo's father didn't have a secret identity and neither does he.
Quirk: Teenager: Theo is still a teenager and suffers all the usual disadvantages of that condition.
Relationships: Theo is the sidekick of Courtney Whitmore, the new Starwoman. He is close friends with Maggie O'Dare-Swift, daughter of the Shade and Hope O'Dare, who has a crush on Theo. His parents are still alive and he has a younger sister.

Languages
English, French, Latin, Spanish

Defense
Dodge 5, Parry 4, Fortitude 4, Toughness 13, Will 5

Power Points
Abilities 46 + Powers 82 + Advantages 19 + Skills 19 (38 ranks) + Defenses 9 = 175



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

Knight Manor - PL 11

Toughness 10, Size Huge

Features:
Communications, Computer, Concealed 1, Dock, Garage, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Observatory 1, Power System, Security System 1, Workshop

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 15 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 20



Theo Knight is a possible future version of a canon character, using that character's middle name. He's an early-admission college student in Opal City. I'm assuming that he takes after his grandfathers in terms of intellect, but he does share some of his father's interests. The Cosmic Watch is, as you might guess, there to keep people from realizing that the Cosmic Discs are important. If I can find it, I'll post the Gravity Ring that he developed earlier, when he was far too impressed with his own intelligence (it's a rather less effective tool than the Cosmic Discs are, IIRC).
Prince Charon
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Re: Prince Charon's Builds

Post by Prince Charon »

Gravity Ring

Powers
Gravity Ring (Removable)
. . Flight: Flight 10 ([0 active, 0/22 PP, 2/r+2], gravity, Speed: 2000 miles/hour, 4 miles/round; Subtle 2: undetectable)
. . . . Gravity Pulse: Blast 10 (Alternate; [0 active, 0/22 PP, 2/r+2], gravity, DC 25; Indirect: fixed point, directed away, Subtle: subtle)
. . . . Gravity Scramble: Affliction 11 (Alternate; [0 active, 0/22 PP, 1/r+2], gravity, 1st degree: Hindered, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 21; Indirect: fixed point, directed away, Subtle: subtle)
. . . . Move Object: Move Object 9 (Alternate; [0 active, 0/22 PP, 2/r+3], 12 tons; Improvised Weapon, Subtle: subtle, Throwing Mastery)
. . Force Field: Force Field 12 (+12 Toughness; Impervious, Subtle 2: undetectable)


Complications
Power Loss: Being quite small, the Gravity Ring has a limited charge, generally enough for two hours with only Flight or the Force Field up, or one hour of both. Each use of an alternate effect, and each point of damage that penetrates the Force Field, eats one minute of this time.
Power Loss: The Gravity Ring cannot be used by someone using other, more powerful Gravity/Cosmic devices, as the more powerful device overwhelms it.


Theo's Gravity Ring, mentioned in the post above (or possibly a slightly improved version). It probably seems not that bad, until you look at the Power Loss complications.
Prince Charon
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Re: Prince Charon's Builds

Post by Prince Charon »

2nd Lt Spencer O'Connor, NASA/USSF - PL 6

Strength 5, Stamina 2, Agility 1, Dexterity 2, Fighting 4, Intellect 6, Awareness 4, Presence 1

Advantages
Artificer, Benefit 3: Military Rank, Benefit: Advanced Technology, Defensive Attack, Equipment 5, Evasion, Fast Grab, Fighting Style: Aikido, Grabbing Finesse, Improved Grab, Improved Hold, Improved Trip, Languages 2, Speed of Thought, Uncanny Dodge

Skills
Acrobatics 1 (+2), Close Combat: Grab 1 (+5), Expertise: Astronaut 1 (+7), Expertise: Science! 6 (+12), Expertise: Technurgy 2 (+8), Investigation 1 (+7), Perception 1 (+5), Ranged Combat: Throw 2 (+4), Technology 2 (+8), Treatment 1 (+7), Vehicles 2 (+4)

Powers
Mind Meld: Mental Communication 3 (psionic, Sense Type: Telepathy, DC 13; Concentration, Custom: Touch Only, Resistible: Will)
. . Neck Pinch: Cumulative Affliction 6 (Alternate; psionic, 3rd degree: Asleep, Resisted by: Fortitude, DC 16; Cumulative; Custom: Touch Only, Limited Degree (third only))

Equipment
Blaster Pistol, Bulletproof Vest, Cell Phone (Smartphone), Knife, Multi-tool, Shared EP 2, Space Suit

Offense
Initiative +6
Blaster Pistol, +4 (DC 20)
Grab, +5 (DC Spec 12)
Knife, +5 (DC 21)
Neck Pinch: Cumulative Affliction 6, +4 (DC Fort 16)
Throw, +4 (DC 20)
Unarmed, +5 (DC 20)

Complications
Duty: Spencer is part of the crew of a deployed spacecraft, with the duties and responsibilities thereof.
Motivation: Patriotism: Spencer was raised in the USA, and though drawn to the culture of his mother's people, he cares deeply for his home nation.

Languages
C'Ahmn, English, Yphesti

Defense
Dodge 3, Parry 4, Fortitude 3, Toughness 6, Will 6

Power Points
Abilities 50 + Powers 4 + Advantages 21 + Skills 10 (20 ranks) + Defenses 5 = 90


Notes
The first Earthborn half-elf, Spencer's intelligence and determination has made him, at nineteen, one of the youngest astronauts at NASA, and lead to his assignment to the Science Department on an exploratory spelljammer operated jointly by NASA and the USSF, under Major Christian Pike.

The original, unstatted version of Spencer was older, as Space Force 2010 was originally going to be Space Force 2017. It took to long to get to a postable form, and I was having enough trouble with the gaps in the timeline that I decided to just compress it, leading to Spencer being a Second Lieutenant, rather than XO of the vessel, and PL6, instead of probably PL8.
Prince Charon
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Re: Prince Charon's Builds

Post by Prince Charon »

William Wuthering-Worthington, Watchman of Weyan - PL 10

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

Advantages
Defensive Roll 3, Eidetic Memory, Equipment 1, Favored Foe: Creatures of Chaos, Inspire, Leadership, Ritualist, Speed of Thought, Teamwork

Skills
Close Combat: Unarmed 2 (+5), Expertise: Wizardry 4 (+9), Insight 1 (+4), Investigation 1 (+6), Perception 1 (+4), Persuasion 2 (+3), Ranged Combat: Wheel of the Winds 3 (+5), Treatment 1 (+6), Vehicles 1 (+3)

Powers
Wheelcoat of Weyan (Removable)
. . 1a: Wheel of Workings: Perception Area Summon 9 ([0 active, 0/21 PP, 3/r], order, magical; Perception Area: DC 19 - Vision?, Type (General): Animated Object; Limited: Available Objects)
. . 1b: Wheel of Workings: Perception Area Transform 9 ([0 active, 0/21 PP, 3/r], order, magical, Affects: 1 Thing > 1 Thing - broken objects into repaired objects, Transforms: 400 lbs., DC 19; Perception Area: DC 19 - Vision?)
. . 2: Wheel of Watching: Remote Sensing 15 ([0 active, 0/21 PP, 2/r], order, magical, Affects: Visual Senses, Range: 120 miles)
. . 3: Wheel of Warding: Deflect 15 ([0 active, 0/21 PP, 2/r], order, magical; Reflect)
. . 4: Wheel of the Winds: Perception Area Move Object 10 ([0 active, 0/21 PP, 2/r], order, magical, 25 tons; Perception Area: DC 20 - Vision?; Limited: Pushing)
. . 5: Wheel of Waiting: Progressive Burst Area Affliction 10 ([0 active, 0/21 PP, 3/r], order, magical, 2nd degree: Incapacitated, Resisted by: Fortitude, DC 20; Affects Objects, Burst Area: 30 feet radius sphere, DC 20, Progressive, Sustained; Instant Recovery, Limited Degree)
. . 6: Wheel of Whispers: Auditory Communication 5 ([0 active, 0/21 PP, 4/r], order, magical, Sense Type: air and auditory)
. . 7: Wheel of Worlds: Movement 2 ([0 active, 0/21 PP, 2/r], order, magical, Dimensional: Mystic Dimensions 2: group, 50 lbs.)
Wonders of Weyan
. . Ward of Weyan: Progressive Burst Area Affliction 7 (order, magical, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Burst Area: 30 feet radius sphere, DC 17, Progressive; Limited: Creatures of Chaos, Limited: Forcing Targets Away from Area)
Wondrous Working of Weyan: Burst Area Broad Concentration Simultaneous Weaken 7 (order, magical, Affects: Magic, Resisted by: Will, DC 17; Affects Objects, Burst Area: 30 feet radius sphere, DC 17, Broad: Magic, Concentration, Simultaneous; Side Effect: on failure - psychic backlash)

Equipment
Bulletproof Vest, Cell Phone (Smartphone)

Offense
Initiative +5
1b: Wheel of Workings: Perception Area Transform 9 (DC Dog 19)
4: Wheel of the Winds: Perception Area Move Object 10 (DC 20)
5: Wheel of Waiting: Progressive Burst Area Affliction 10 (DC Fort 20)
Grab, +3 (DC Spec 11)
Throw, +2 (DC 16)
Unarmed, +5 (DC 16)
Ward of Weyan: Progressive Burst Area Affliction 7 (DC Will 17)
Wondrous Working of Weyan: Burst Area Broad Concentration Simultaneous Weaken 7 (DC Will 17)

Complications
Enemies: Creatures of Chaos greatly despise the Watchmen of Weyan.
Motivation: Responsibility: The Watchmen of Weyan seek to bring about an orderly universe, and many feel the weight of this responsibility.

Languages
English

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

Power Points
Abilities 34 + Powers 85 + Advantages 11 + Skills 8 (16 ranks) + Defenses 12 = 150


Notes
The Watchmen of Weyan are the more visible part of a Weyanist organization that may be present in any setting I do where Weyan exists (and you can use them if you like, but please let us know how it goes). Each branch is identified by one of Weyan's titles:

The Watchmen are the warriors of Weyan, who confront the Creatures of Chaos. They are heroes and sometimes investigators, and even people who haven't heard of the other two and know little of Weyan beyond the name might have heard of them. The wheelcoats are their iconic uniform and tool, created by the next branch. William is intended as the iconic (and playable) example.

The Wheelwrights of Weyan are Artificers, making not only wheelcoats but other tools of magic - for example, less experienced Watchmen (or those who don't cast spells directly) might have a Wand of Weyan that allows them to use the Ward of Weyan and Wonderous Working of Weyan without having mastered them (and thus having them as rituals in their Library, rather than as powers); few of them are active adventurers, though some may be retired Watchmen with a talent for Artificing. They don't only make items for Watchmen, as the organization has to get their money from somewhere, and likewise, they are well aware that they are far from the only ones who oppose the Creatures of Chaos, and those who do, can come to them for the tools to help - if the need is great, they may defer payment, or even give something as a gift.

Finally, there are the White Hands of Weyan, who are the support team for the organization. Doctors, bureaucrats, lawyers, clerics, janitors, businessmen, cooks, administrators, and so forth. Most of these would be NPCs, though some White Hands are investigators, themselves (and might have 'cop' or 'PI' as a day job), or are retired Watchmen who don't have much talent for or interest in Artificing, but still wish to help; likewise, some of the clerics are basically modernized (and M&Mized) D&D Clerics, fully capable of field-healing and smiting monsters. The Wuthering-Worthingtons are a White Hand family (mostly in business and the law; in a Marvel crossover, they'd be related to Warren Worthington), but William wanted to do more, and was found to have the talent for it.


So, what do you think?
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Davies
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Re: Prince Charon's Builds

Post by Davies »

Whee?
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Re: Prince Charon's Builds

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Davies wrote: Thu Jul 09, 2020 4:06 amWhee?
That doesn't seem very enthusiastic. Is there any sort of problem with it, or is it just that you're only feeling kind of 'meh' about it?
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Re: Prince Charon's Builds

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... no, it was in response to the W-alliteration you used earlier.
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Re: Prince Charon's Builds

Post by Prince Charon »

Davies wrote: Fri Jul 10, 2020 12:35 am ... no, it was in response to the W-alliteration you used earlier.
Ah. OK. Not to everyone's tastes, and didn't expect it to be. I think I was in a silly mood when I named him, hence his name plus title having each word start with W and a different vowel. I could have given him the middle name 'Wyatt,' but that would just make it worse.

Mind you, the character was originally written around 2012, so I don't have really clear memories of what I was thinking at the time. For all I know, I could have been drunk when I named him. Never did play him in a game. so I'm not sure how well this powerset would work out.

Currently trying to decide which character to post next, and whether I should post an existing write-up, or build one of my more recent ideas, like a Wold Newton Universe-esque Shadow of Chicago.
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