The Phoenixverse (A 2e OC 'verse; Red Ronin! Netsuko Nishimura! Rinako Saeki! Fujiko Yoshihara! Masaru Kido!)

Where in all of your character write ups will go.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Re: The Phoenixverse

Post by EternalPhoenix »

So. went through my 3e portfolios, and haha I converted all of these to 3E. Only now some of them cost a lot more than they used to, especially among the ".5" Gen. Poor Phobia. The main things that hurt are what you'd expect. Skills are so much more expensive now. All the various exotic powers have been converted to Affliction, and getting them back out of it can result in them being significantly more expensive. Again, poor Phobia. Still, if you all would like to see them, let me know. In the meantime I'll put up NPC Investigations. Not right now, of course. But later.
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.
User avatar
Gilliam
Posts: 1170
Joined: Fri Nov 04, 2016 8:28 pm
Location: New Zealand

Re: The Phoenixverse

Post by Gilliam »

Nice work, it is great to see 2E builds again.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Re: The Phoenixverse

Post by EternalPhoenix »

Gilliam wrote: Fri Jan 28, 2022 8:14 am Nice work, it is great to see 2E builds again.
You have not seen anything yet, my friend. The Exiles are the relatively simple builds and concepts. NPC gets more complicated, but it's the Seawings where I get a little uh, gonzo. I can make this system dance. :D
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.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

NPC Investigations Overview

Post by EternalPhoenix »

NPC Investigations

Overview

NPC Investigations is a private detective agency located in New York City. It is…unique among super powered groups for explicitly not being either the hero or villain side. If we were using the d20 system, these would be the Neutral people. But we’re not, so it’s a touch more complex than that. They don’t want to Do Good and they sure as hell don’t want to Do Evil. If forced to choose, they’d rather be on the hero team, but that’s got more to do with them (mostly) adhering to society’s rules. They’re not here to change or shape the world, they’re here to live in it. The agency is a job, not a calling. They work for pay, not for love of helping people. Though that can play a role in who accepts which case. Though of late, the personal issues of the partners and senior associates are beginning to seriously overshadow case work.

Like any organization, there’s a hierarchy in place. At the top stand the three partners, under them are the senior associates, and under them is everyone else. Unique to NPC Investigations is the concept of the junior associate rotation. In theory, the junior associates can work as little or as much as they want. This is technically true of the partners and senior associates, but only because they’ve known each other for years and are reliably workaholic. The difference is that junior associates are paid by the case and are not salaried. This allows anyone who meets hiring standards to have a flexible work schedule, as previously stated. But it also removes the financial “cap” on how many employees the agency can have that salaried or even hourly wages would place. This sounds somewhat…scummy, but it isn’t. The only thing preventing every junior associate from working effectively full time is that there simply aren’t that many cases available. This is a thing that is changing as the partners and senior associates grow ever more embroiled in their personal affairs. The promotion of James Scott to senior associate (and official command of the junior associate rotation) was a sign of this, and more promotions may be in the offing. In the meantime, there’s more work than ever available for enterprising junior associates.

Style Notes
Of course, all the cases are in comic book or pulp novel style. Murders, thefts, kidnappings, missing persons, and protection details are some relatively common case types. Rarely does an NPC detective take the classic cheating spouse or stealing employee case. Most cases don’t involve superhuman powers or abilities, but mundane humans can be alarmingly lethal to the incautious junior associate. The few that do (and aren’t handed by a partner or senior associate) are extremely dangerous. It is recommended to bring allies or fellow associates. NPC detectives may also be asked to help out the City of New York with their specific powers or field of expertise. For a fee, of course. Such activities include but are not limited to: Building demolition, corpse retrieval, search and rescure, and SWAT being unable to handle a super criminal. The latter is, of course, extremely dangerous to the incautious junior associate and so is most often handled by the partners and seniors associates. But not always.

The members of NPC Investigations are as follows

The Partners
Penny Nihara
Carla Perkins
Edwin Christian

Senior Associates
Sonya Harmon
Harmony Perez
James Scott

Junior Associate Rotation (small sampling)
Ricardo Alvarez
Teresa Maria Amarista-Mcleod
Elinah Monroe
Immortia (Tia Hammond)
Eiko Takanouchi

Other Titles
Willa Hawke (culinary specialist)
Kazuma Nihara (Clan Nihara Trainee)
Rumiko Nihara (Clan Nihara Trainee)
Sofia Harmon (Receptionist)
Last edited by EternalPhoenix on Mon Feb 28, 2022 5:09 am, edited 2 times in total.
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.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

NPC Investigations Timeline

Post by EternalPhoenix »

Timeline

2008
Hayden Street, famous private detective, opens an office in New York City with the modern day samurai Eiko Takanouchi as receptionist.

Street recruits Penny Nihara from Japan after rescuing her from her ninja clan.

Street recruits Carla Perkins fresh from telling the NYPD Chief of Department and Chief of Detectives where to stick it.

Street recruits Edwin Christian as a part timer to aid in his recovery from touch telepathy addiction.

2009
Street Investigations begins to find its footing as an agency, quickly becoming a go to for difficult or unusual cases.

Seeking to free up Eiko Takanouchi’s time for casework, Hayden Street hires Sonya Harmon to take over as receptionist.

Carla Perkins injected with serum (by the mad Dr. Chromium) that turns her into organic metal person. Her fiancée does not survive his injection.

James Scott, an old associate of Hayden’s, starts doing occasional freelance work for the agency.

Edwin Christian moves to full time associate.

Hayden Street learns of the existence of the Coin of the Fallen.

2010
Hayden Street recruits Harmony Perez and Willa Hawke as sacrificial victims to power his wizardry. He resurrects them immediately after each ritual. They do not remember the event. Obviously, Hayden tells no one he is doing this. Harmony is officially the librarian and Willa is the culinary specialist.

Mieko Shimada and his ninja squad make their first attempt to capture Penny Nihara. They number five in all.

Sonya Harmon begins taking on minor cases, with Harmony or Willa filling in for her occasional absences.

Penny Nihara, Carla Perkins, and Edwin Christian begin to make a name for themselves outside of being associates in Street Investigations.

Hayden Street finds the Coin of the Fallen. He reverts himself to the deathless wizard Roger Simon and destroys the Street Investigations building. In the process, Eiko Takanouchi dissolves into the demonic souled swordswoman Eve. The two of them easily kick Penny Nihara, Carla Perkins, and Edwin Christian’s collective asses. Two of the Seven Sorceries (the Coin and Eve’s power boosting headband) are loose in the world. Street Investigations is no more. Roger Simon and Eve take off for parts unknown.

2011

NPC Investigations is founded. Penny Nihara, Carla Perkins, and Edwin Christian are the partners. Sonya Harmon is both receptionist and associate. Harmony Perez is an associate. Willa Hawke continues as culinary specialist.

Mieko Shimada and his ninja squad make their second attempt to capture Penny Nihara. The squad takes their first casualty. There are now only four.

NPC Investigations begins taking on a rotating cast of part time junior associates. James Scott is among them, as are Ricardo Alvarez and Tessa Macleod (who are still NYPD detectives at this time). Rick & Tessa do not accept payment at this time, being (as far as the NYPD is concerned) unofficial liaisons to NPC when they appear.

Independently, Penny Nihara, Carla Perkins, and Edwin Christian pick up cases that lead them into a team up with The Exiles.

Carla Perkins picks up her first clue as to the location of the mad Dr. Chromium.

Edwin Christian deals with a rogue telepathic kidnapper, and in the process discovers his non blood related uncle Chase Martin’s telepathy and part in his parents’ deaths.

2012
NPC Investigations expands their junior associate program. The fledgling First Gen (of the Exiles) rotate through, as does Jessica Knight (daughter of Sir Randall aka the hero Crusader and The World’s Finest Chemist Morgan Knight aka Lady Alchemist).

Mieko Shimada and his ninja squad make their third attempt at capturing Penny Nihara. Another of their number is slain, leaving the total membership at three.

The Exiles return last year’s favor in helping to solve a critical case before it was too late.

Sonya Harmon learns on her true ancestry as a fire elemental, but still remembers none of it.

Harmony Perez’s superhuman intellect become glaringly obvious, as does Willa Hawke’s power of randomly knowing things.

Carla Perkins begins tracing Dr. Chromium in earnet.

Edwin Christian begins platonically dating Tessa Mcleod.

2013
The returns of Roger Simon and Eve to both New York City throws all of NPC Investigations off kilter. They do not join the agency, and in fact are on business of their own.

Mieko Shimada and his ninja squad make one last attempt at Penny Nihara. The impatient Penny slays the last two squad members this time, leaving Mieko all alone.

The Exiles crossover officially becomes an annual event, with the full (at the time) complement of both groups on hand. Lots of fighting bad guys, not so much detective work. Maybe next year.

Carla Perkins locates Dr. Chromium and bulls her way through his defenses. However, he had departed scant hours before, unaware of her pursuit. Back to square one.

Edwin Christian prepares and then leads a hostile takeover and fully reclaims Christian Holdings from Chase Martin. Trust fund kid no more, now he is a CEO. It doesn’t require his full attention, so he remains with the agency.

Year’s end brings the truth about Sonya Harmon’s birth, powers, and memory loss in a massive event. Banishment wasn’t good enough for the renegade master fire elemental, says one Summer Court faction. She must die. The entire full time team dodges assassination attempts while navigating Fae politics to save their colleague. Sonya gets most of her memories as the Elemental Lord of Fire back.

2014
Fresh off their adventure in the Summer Court of Faerie, there’s no time to celebrate. Roger Simon is waiting in their offices with an offer the team can’t refuse. He’s here as a client, and he’s willing to pay big bucks. Eve’s gone missing, and he wants her found. The case is only awkward, not difficult. The two are reunited after a brief scuffle with some overly ambitious Mafiosi mages.

The desperate Mieko Shimada takes on Penny Nihara one last time. He takes her to the absolute limit, but in the end is slain. Notably, Penny attempted to avoid killing him but was left with no choice if she wanted to remain alive.

The annual Exiles crossover is much less dramatic this time around, focusing on character interplay instead of bombastic action. Still not lots of detective work. Maybe next year.

Carla Perkins grows notably more obsessive in her pursuit of Dr. Chromium. Leads are scanty and clues to his whereabouts few and far between, but she will not let it go.

Edwin Christian fends off a potent assassin, a hostile takeover of Christian Holdings, and a suddenly amorous Tessa Mcleod. The culprit behind all three is clearly Chase Martin, but there is no proof.

Sonya Harmon, to her irritation, is further drawn into Summer Court politics. She ends up incinerating a squad of trolls to get her “leave me alone” point across. Instead, she gains the interest of the Elemental Lords (her former peers).

A fatally poisoned kunoichi ambushes Penny Nihara with an important message. Mieko Shimada’s death was the last straw. Her ninja clan has mandated her death for defying their will, and the death of anyone who gets in the way of that objective. The kunoichi then dies. Penny knows her friends and colleagues will stand by her. So she uses her skills to disappear into the world.

2015 (aka Year of the Ninja)
The team discovers Penny’s disappearance, but have no clue as to the cause. James Scott to the rescue. The ninja clans are moving. And he’s not just some skilled middle aged guy. He’s that James Scott, legendary intelligence agent and brother to the near mythical intelligence agent David Scott. One of said ninja clans is about to make a big play to remove a rogue member. Most likely that this is Penny.

Armed with this new information, Carla Perkins sets her investigative mind and James Scott’s contacts to finding Penny Nihara.

Edwin Christian, Sonya Harmon, and Harmony Perez gain some aid in their search from The Exiles during the yearly crossover.

Said trio then orchestrates the gradual shut down of the junior associate rotation, wrapping up cases to ease the load. Because they’re going after Penny when Carla finds her location.

Roger Simon pops up to lend his assistance to the search. No strings attached, though Eve is less than pleased with that.

Penny Nihara is discovered to be in the last place ninja would expect her to be. Japan, right under their very noses. With all active cases wrapped up, Willa Hawke is left behind to manage the office as the NPC Investigations team hops on Christian Holdings’ private jet.

The behind the scenes work of James Scott (and the sensibility of the other ninja clan heads) restrains the wrath of Penny’s grandmaster until the reunified team (to Penny’s chagrin) can storm the secret ninja training ground. It all ends with a duel to the death. Penny and her clan’s grandmaster, one on one. A brutal fight leaves her the victor…and new grandmaster of freshly renamed Clan Nihara. Penny drops her first F-bomb. Loudly. The grudge is settled for all time. A pair of young trainees (the Chi power focused Kazuma and the kunoichi Rumiko) will accompany the new grandmaster back to the US.

2016 (aka the Year of Chrome)
With Penny Nihara’s old troubles put to rest (and new ones just beginning), the team gets the agency back on track. New cases, the restart of the junior associate rotation, and an overall relaxed and victorious feel. That is, until Willa has one of her flashes of knowledge. It’s the first solid lead Carla Perkins has had on Dr. Chromium in literal years, and her obsession is firmly triggered. She disappears into the investigation, leaving the rest of the team to handle the agency. Over the course of the year, she ropes in various members of the agency to aid in her quest for vengeance.

Penny Nihara spends some time tutoring the ninja trainees Kazuma and Rumiko on the fine arts of getting along in New York City without killing anyone. Even if it would ease traffic. She finds it incredibly weird and awkward to be a mentor figure. The trainee’s deadly enthusiasm is not helpful. Not at all. She is too occupied by this task to notice just how single minded Carla has gotten.

With Penny and Carla both busy with personal issues (though the former does handle her share of cases this year), Edwin Christian becomes the public face of the agency. He and Tessa Mcleod’s relationship takes a step past the platonic, as well. However, just like Penny, between casework, Tessa, and managing Christian Holdings, he is too busy to notice Carla’s obsession has reached a dangerous level.

Sonya Harmon has a little sister, Sofia, who has always existed. Nobody knew about her until now, that’s all. Sonya is lying, of course. Sofia is the daughter of the Earth Elemental Lord, and she…needs some seasoning. Sonya doesn’t have much choice in the matter due to her troll incineration of two years prior. She has even less choice about keeping it a secret. Fae magics tweak the world into believing Sofia has always existed. Dealing with the haughty Sofia is a second full time job, leaving Sonya with no time to notice the rising tide of Carla’s obsession.

Harmony Perez takes on the biggest caseload of anyone in the agency. She does have the most free time out of all the veterans (a lack of a personal life, let alone any drama in it, will do that), but even then she’s overdoing it. Her intellect seems to be increasing again, as well. Something’s quietly going wrong with her biology, and no one else is aware of it. They’re all too busy. Harmony makes do with medical treatments of her own design.

The annual Exiles crossover is a rushed affair featuring the new Second Gen. Barely more than a “let’s get to know the new team”, let alone any real action or detective work. Maybe next year. Radical Dreamer pops in to warn about Harmony and Carla, but once again everyone’s just too damn busy.

Carla Perkins successfully tracks down Dr. Chromium, and sets off to brutally murder him in revenge for the death of her fiancée all those years ago. He has a few people with lesser versions of her powers working for him. She, in her single minded state, blows through them like they don’t exist. It is, at last, Harmony who notices something amiss, and sends both Penny and Edwin after her. Sonya and Harmony were going to go, but Harmony abruptly collapses and Sonya is rushing her to the emergency room. Penny and Edwin find Carla about to empty her gun into Dr. Chromium. She’d bulled her way through of his defenses and defenders. She was truly his greatest creation. He really needed to shut up, but mad scientists gonna monologue. His lair was a scene of brutal violence, completely unlike Carla. Penny and Edwin both take their shots at convincing Carla not to kill Dr. Chromium, but both completely fail. But she simply can’t do it. It just wasn’t who she was. So she called the cops, who had a bazillion warrants out for the guy. And she let them arrest her for the assault on his lair, and Penny and Edwin helplessly look on. Meanwhile, Harmony flatlines in the ER. End of year.

2017 (aka the Year of Disharmony)

So, let’s recap. Penny Nihara and Edwin Christian have entirely too much on their plates. Sonya Harmon’s keeping one hell of a secret. Carla Perkins is in jail. Oh, and Harmony Perez just died. Not the best way to start a new year. But the junior associate rotation is back in full swing. James Scott is running the show, more or less. Ricardo Alvarez and Tessa Mcleod rejoin the rotation. Tessa’s gone from the NYPD, so she can even get paid now. Sofia Harmon is…trying…at the reception desk.

Harmony’s autopsy reveals something interesting. She was not a human being. This is odd, as Harmony’s physical from joining the agency showed her to be very much human. Even her DNA is wildly incorrect. The inescapable conclusion is that this isn’t Harmony. She’d been replaced at some point by a duplicate so perfect even it didn’t know it wasn’t her. When did this happen? And did it happen to anyone else on the team? Hello, paranoia.
Not helping Penny Nihara is the US Federal Government discovering that she’s an illegal immigrant. This administrations cares a bit more about that than the last would. The trainees, Kazuma and Rumiko, have their visas revoked as a result. So the three of them have to dodge Ricardo Alvarez (so he doesn’t have to lie to his superiors) as well as the entirety of law enforcement in New York City. This, understandably, is a major obstacle to solving the mystery of Harmony.

Carla Perkins, meanwhile, is under indictment for assaulting Dr. Chromium and his henchfolks. She does not have bail money and adamantly refuses Edwin Christian’s money, so in jail she sits waiting for trial. She wants her day in court to have her say, and she’s being a martyr about it. She did, however, pick up a lawyer: David Hero! The man is a legendary hero and skilled attorney, dating all the way back to World War II. This is…perhaps not the best idea she’s ever had, as the agency (and Carla in particular) have made enemies over the years. Many of them are in prison with her. And as usual prejudice is not in Carla’s favor. Though this go round it’s her powers that are the issue, not her race or gender. So there’s that.

This leaves Edwin Christian once again the only partner operating. Only this time he doesn’t have Harmony’s support in casework and finding out just what happened to her is something his other activities simply don’t leave time for. His relationship with Tessa Mcleod deepens into something truly romantic, and at long last the two consummate their long courtship. Other than that, he’s in full damage control mode for the agency, with two out of three founding partners in trouble with the law and a senior associate dead. The agency looks like a gang of incompetents or worse, criminals.
Sonya Harmon is the one left to be the driving force behind investigating what happened to Harmony. Sofia, Summer Court politics, and the machinations of the other Elemental Lords endeavor to distract her, but this is the year she proves herself as a detective. She is, of course, incapable of handling the caseload Harmony did last year. However, her efforts this year take her away from the reception desk on a permanent basis.

The end of the year is a hell of a thing. Penny Nihara exposes the local head of Immigration’s habit of deleting out naturalization records of minorities. Penny herself was one of his victims. He is fired, but Penny believes his actions were orders from the very top, and will pursue them. Meanwhile, her records are restored and her trainees receive new visas. Carla Perkins gets her day in court. With the assistance and cooperation of her lawyer David Hero, she gets on the stand and just unleashes an epic speech. How deeply Dr. Chromium had wronged her, how the system had failed her and her fiancée, and just how much sheer good she’s done for the City of New York despite both of those things. There’s applause, followed by a rapid acquittal. Edwin Christian is pleased to use his “rich white man” status to trumpet the agency’s vindication in all quarters, and he and Tessa are planning to be married. Sonya Harmon tracks down the real Harmony Perez, and a bunch of other folks besides-including the surprising inclusion of Tessa Mcleod. Kidnapped by aliens. Specifically, servants of Kuros the Conqueror, scourge of known space. Beaten back from Earth twice by the first Starman and Nick Phoenix himself. Elite company, those two. Only he’s calling himself the Savior instead the Conqueror, now. Strange. The team (without the heartbroken Edwin and the not quite released Carla) throws down against Fake Tessa and a small army shapeshifting aliens, and kick ass. This is also the Exiles crossover for the year, as both First and Second Gen show up to help. Turns out Harmony has alien DNA, which explains her superhuman intellect. In the end, all plotlines are wrapped up and the team is reunited at last.

2018 (Eternity War, The Lost Year, & Endgame)
But, of course, nothing in life is so easy. The failure of the Icons to stop Kuros the Savior from murdering half of the universe at a stroke (see Icons: Eternity War) does not leave NPC Investigations unaffected. Penny Nihara, Carla Perkins, Sonya Harmon, the ninja trainees Kazuma and Rumiko, Ricardo Alvarez, and Tessa Mcleod all turn to dust and blow away. James Scott is unreachable. Only Edwin Christian, Harmony Perez, and Sofia Harmon are left from the entirely of the main and recurring agency members.

The junior associate rotation sputters to a halt in the aftermath, as so many have been lost. Edwin is, unsurprisingly, nonfunctional in the early going. Leaving Harmony to do the casework, which almost entirely consists of checking on folks to see who’s been Dusted and who hasn’t. A subdued Sofia is shockingly helpful to her.

Roger Simon, of all people, starts helping out. Eve is among the Dusted, and if he was allowed to die he would be too. Unfortunately, he is not and so he’s still here.

But life goes on. As the reality sets in, the agency begins to hum again. There isn’t as much casework to be done, with half of New York Dusted. The non-Dusted junior rotation returns to work. Even Edwin himself begins to put in appearances.

As the year winds to a close, the surviving Icons pull a goddamn miracle out of their hats (see Icons: Endgame) and the Dusting is undone. Kuros the Savior changes sobriquets once more, to the Annihilator, and proceeds to start stomping their asses with his own godlike might and his massive space armada. Just when all seems bleakest, literally all of the Exiles join the fight, summoning literally every hero on the planet to join the battle. The full complement of NPC Investigations is firmly among them, and kick just as much ass as anyone else.

The return of Eve was expected. Eiko Takanouchi’s? Not so much. And she’s even different than Eve’s version of her. So what’s up with that? Roger Simon has no use for the Shinto priestess (and Eve’s feeling murderously towards her former self), so he leaves her with the team. And Penny snuck in a raid on a facility belonging to the infamous Agency, rescuing Immortia and earning NPC Investigations yet another enemy. Just another rollicking year at NPC Investigations. How will 2019 turn out? All signs point to Clan Nihara vs The Agency. Dr. Chromium has vowed revenge on the City of New York. Chase Martin hasn’t made any big moves in a while. The Harmon sisters are collaborating against the Summer Queen. Looks like a hell of a year.
Last edited by EternalPhoenix on Wed Apr 13, 2022 4:52 pm, edited 1 time in total.
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.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Penny Nihara

Post by EternalPhoenix »

Penny Nihara

Power Level: 11; Power Points Spent: 255/255

STR: +3 (16), DEX: +7 (24), CON: +4 (18), INT: +2 (14), WIS: +5 (20), CHA: +0 (10)

Tough: +4/+8, Fort: +8, Ref: +14, Will: +11

Skills: Acrobatics 13 (+20), Climb 7 (+10), Diplomacy 10 (+10), Disable Device 13 (+15), Disguise 15 (+15), Escape Artist 13 (+20), Gather Information 10 (+10), Intimidate 15 (+15), Investigate 8 (+10), Knowledge (arcane Lore) 3 (+5), Knowledge (business) 3 (+5), Knowledge (civics) 3 (+5), Knowledge (current events) 3 (+5), Knowledge (streetwise) 13 (+15), Knowledge (theology & philosophy) 3 (+5), Language 2 (+2), Notice 15 (+20), Search 8 (+10), Sense Motive 10 (+15), Sleight of Hand 13 (+20), Stealth 13 (+20), Swim 7 (+10)

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 3, Attack Specialization 2 (Customized Shuriken (Blast 2)), Attack Specialization 2 (Grapple), Benefit (Status (Grandmaster of the Nihara Ninja Clan)), Challenge (Fast Task Stealth), Challenge (Improved Accelerated Stealth), Challenge - Improved Acrobatic Bluff, Chokehold, Defensive Roll 2, Equipment 2, Evasion, Grappling Finesse, Hide in Plain Sight, Improved Critical 2 (Chi Infused Strike (Strike 3)), Improved Critical 2 (Ninja Sword (Strike 3)), Improved Initiative, Improved Pin, Improved Trip, Power Attack, Quick Draw, Skill Mastery (Acrobatics, Notice, Sleight of Hand, Stealth), Takedown Attack 2, Ultimate Effort (Stealth checks), Uncanny Dodge (Auditory)

Powers:
Chi Powers (Array 9) (default power: blast)
. . Body Obeys Will (Healing 6) (Array; Restoration, Total; Personal)
. . Chi Blast (Blast 9) (Default; DC 24; Penetrating; Action (full))
. . Chi Infused Strike (Strike 3) (Array; DC 21, Feats: Improved Critical 2 (Chi Infused Strike (Strike 3)); Autofire (interval 2, max +5) [3 extra ranks], Penetrating [3 extra ranks], Secondary Effect [3 extra ranks]; Action (full) [3 extra ranks]; Mighty)
. . Shinobi Vanishing Art (Concealment 8) (Array; all aural senses, all olfactory senses, all visual senses; Close Range, Precise)

Elite Ninja Training (Container, Passive 2)
. . Leaping 1 (Jumping distance: x2)
. . Speed 1 (Speed: 10 mph, 88 ft./rnd)
. . Super-Movement 4 (perfect balance, slow fall, sure-footed 1 (25% penalty reduction), trackless)

Ninja Arsenal (Device 3) (Easy to lose; Custom 3 (Multiple Weapons 3), Subtle (subtle))
. . Ninja Arsenal (Array 6) (default power: strike)
. . . . Customized Shuriken (Blast 2) (Array; DC 20; Autofire (interval 2, max +5) [3 extra ranks]; Mighty 3 (+3 to damage))
. . . . Kusarigama (Strike 3) (Array; DC 21; Penetrating [3 extra ranks]; Extended Reach 2 (10 ft.), Mighty)
. . . . Ninja Sword (Strike 3) (Default; DC 21, Feats: Improved Critical 2 (Ninja Sword (Strike 3)); Penetrating [3 extra ranks]; Mighty)
. . . . Smoke Bomb (Obscure 3) (Array; affects: visual senses, Radius: 25 ft.; Independent)

Shinobi Detective's Gear (Device 4) (Hard to lose; Subtle (subtle))
. . Shinobi Detective's Gear (Array 3) (default power: flight; Subtle (subtle))
. . . . Binoculars (Super-Senses 2) (Array; [0 active, 0/6 PP, 1/r], extended (type): Visual 1 (-1 per 100 ft))
. . . . Climbing Claws (Super-Movement 1) (Array; [0 active, 0/6 PP, 2/r], wall-crawling 1 (half speed))
. . . . Disguise Kit (Morph 1) (Array; [0 active, 0/6 PP, 2/r], morph: broad group - any human, +5 Disguise)
. . . . Night Vision Goggles (Super-Senses 2) (Array; [0 active, 0/6 PP, 1/r], infravision, ultravision)
. . . . Ninja Glider (Flight 2) (Default; [0 active, 0/6 PP, 1/r], Speed: 25 mph, 220 ft./rnd; Gliding)
. . . . Parabolic Microphone (Super-Senses 2) (Array; [0 active, 0/6 PP, 1/r], extended (type): Auditory 1 (-1 per 100 ft))
. . . . Rebreather (Immunity 2) (Array; [0 active, 0/6 PP, 1/r], suffocation (all); Duration (continuous); Duration (sustained))

Equipment: Camo Clothing, NPC Brownstone, Penny's Utility Belt (Caltrops, Toolkit (Basic), Video Camera)

Attack Bonus: +13 (Ranged: +13, Melee: +16, Grapple: +23)

Attacks: Chi Blast (Blast 9), +13 (DC 24), Chi Infused Strike (Strike 3), +16 (DC 21), Customized Shuriken (Blast 2), +17 (DC 20), Kusarigama (Strike 3), +16 (DC 21), Ninja Sword (Strike 3), +16 (DC 21), Unarmed Attack, +16 (DC 18)

Defense: +14 (Flat-footed: +7), Knockback: -3

Initiative: +11

Languages: English, Japanese Native, Spanish

Totals: Abilities 42 + Skills 50 (200 ranks) + Feats 31+ Powers 61 + Combat 54 + Saves 17 + Drawbacks 0 = 255

Age (as of Jan 2019): 35 (appears a few years younger)
Height: 5’ 2”
Weight: 110 lbs.
Ethnicity: Japanese
Hair: Dark Brown
Eyes: Black

Background: Penny Nihara was born to a ninja clan, and from the time she could walk was trained in their ways. Those ways are a bit different from pop cultural interpretations. The ninja don’t have uniforms. They aren’t all peerless masters of stealth and assassination. What they are is simple. Freelance spies. Real spies. Their job is to be inconspicuous while learning information their employer desires to know. Assassination (in most cases) is a tool of last resort. For it exposes the ninja to potential capture and/or death. This does not mean that they aren’t trained fighters. Quite the opposite. However, it does mean that their skill sets can and do vary. The primary ninja skill trees are: the classic Assassin (source of the pop cultural image), Voice (disguise and deception), and Chi Wizard (which is a thing all it’s own). Assassin’s very name is a misnomer. They do far less killing than the name suggests. What they are is unseen and unknown. They are eyes and ears. When people think they are alone, they give up their secrets quite easily. Voices range from the classic con artist/seducer to the master of disguise and impersonation. Some targets must be convinced to give up their secrets. They will not surrender them to an unseen observer. Or security is simply too tight for a unauthorized human to penetrate it. Thus, someone authorized must get in. This is the job of the Voice. Chi Wizard is a more…esoteric…skill set. There are a variety of abilities that can be fueled by the body’s natural chi energies. Ninja typically use these powers to augment their abilities from the other two skill trees, but there are those who pursue mastery of chi as an end to inself. They are to be feared, as they can mimic most of what the other two skill trees can do, and much more power besides. However, the path of chi is longer and more difficult, so true Chi Wizards are rare.

. . Penny was trained in the classic Assassin mold, and she excelled from the very beginning of her training. So much so that the word “prodigy” was applied to her. It is important to note that Assassins are most often men, just as Voices are most often women. This is specifically because of the limited breeding window for women. Assassins spend much more time in the field than Voices do, and their skills are much more inhibited by pregnancy than those of the Voice. So, for the sake of the clan’s future, talented female Assassin trainees are diverted into being Voices. Or, if they have no ability in that area, into simple breeding stock. It is not always so, but tradition endures among the ninja clans. And Penny’s ninja grandmaster was a staunch traditionalist. Penny did not understand. She was leagues better than even the second best in her Assassin class (that being Mieko Shimada). She had been trained so well. It seemed like such a waste to simply throw all that time and effort away for the clan’s future. She could do just as much good for the clan’s future with her training. But her grandmaster was adamant. Her physical abilities were incredible. They must be passed on to as many descendants as possible. Penny declined to turn herself into a glorified baby factory, and ran away.

. . She would have never escaped without the help of Hayden Street, who was in Japan on something unrelated. She joined Street Investigations shortly afterward, and helped found NPC Investigations after Hayden became Roger Simon. Mieko Shimada was assigned to bring her back, and not to return until he did it. He had a ninja squad to aid him, but over time they were all killed. Penny personally killed Shimada, after spending the whole fight trying not to. This brought the wrath of her entire clan down on her (see Year of the Ninja in the Timeline). Now, after killing her grandmaster, she has taken his role and rules the renamed Nihara ninja clan. To her enormous annoyance. A pair of trainees came with the deal. Kazuma, who favors Chi Wizardry; and Rumiko, who is a prodigy at Voice-hood. They will not go away, no matter how much she asks, orders, or threatens. Again, to her enormous annoyance.

. . Penny’s NPC Investigations role is Partner.

Powers & Tactics: Penny is a ninja. She is well trained in the arts of stealth, espionage, and assassination. Her high skill bonus and feats make her a virtually unparalleled master of stealth. Hide In Plain Sight takes away the need for concealment or a distraction. Fast Task Stealth turns using the skill into a mere free action. Accelerated Stealth takes away the -5 for moving at full speed and reduces the penalty for going all out or charging to -15 (as opposed to the usual -20). And Ultimate Skill means when she doesn’t want to be seen, she isn’t. Some might say her Concealment makes this point moot. However, the use of Chi (or any such power) can be detected, even traced. Pure skill has no such issue.
However, there is more to Penny than ghostlike stealth. She is also one of the best unaugmented fighters in the entire Phoenixverse. She has no superhuman powers. The bit of Chi Wizardry she can do doesn’t count, as anyone can use them with enough training and practice. She routinely carries a ninjato, a kusarigama, a huge amount of custom shuriken, and smoke bombs. She’s also put together a collection of detective gear to aid in her work. The way the dynamic array is supposed to work, she can use up to three of them at the same time.

. . Tactically, Penny is (again) a ninja. Straight fights aren’t her thing. Hell, with her stealth skills she avoids more fights than she gets involved in. With that said, she favors her sword in melee combat, and her custom shuriken at range. She abuses Hide In Plain Sight to get limitless sneak attacks. She only resorts to her Chi Wizardry if mundane tactics aren’t proving effective. She can technically power stunt with her Chi Wizardry and various Devices, but to date she’s not done so.

Personality: Penny is not a flashy person. She is very, very subdued and reserved. Her manner is cold and unfeeling to those who don’t know her well enough to recognize the subtleties of her expressions. Her training and early life define her in ways even she is not aware of. Examples: She doesn’t make noise when she walks. Her office makes Spartan seem extravagant. There’s been some growth, but…she’s not a whole, 3-dimensional person. She doesn’t have outside interests. She doesn’t socialize outside of the agency. It sounds sad, but it isn’t, not really. Her training molded her into being a mere tool for the clan, which itself was a mere tool for the client. It was all she ever expected to be, but life takes folks in unexpected directions. Her job as a private detective isn’t so different from what she’d have been doing if events went in another direction. With that said, there are hints from time to time that there is more to her. She has an unexpected code of honor. Violence and even killing isn’t an issue, as long as there is a purpose to it. Sadism and/or greed most emphatically don’t count, and she cannot abide cruelty. She has favorite foods she eats more often than others (okonomiyaki, mmm). Favorite clothes she wears more often than others (she does wear that white blouse/black vest/black slacks combo a lot…). In many ways, she’s still learning how to be that whole, 3-dimensional person. Self expression is…difficult for someone who spent all of her childhood learning how not to have a sense of self. She is far, far more so than that young woman Hayden Street brought into his agency. But there’s also far, far further to go.
Last edited by EternalPhoenix on Tue Sep 27, 2022 2:45 am, edited 6 times in total.
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.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Carla Perkins

Post by EternalPhoenix »

Carla Perkins

Power Level: 12; Power Points Spent: 255/255

STR: +12 (14/35), DEX: +2 (14), CON: +3 (16), INT: +5 (20), WIS: +3 (16), CHA: +3 (16)

Tough: +14, Fort: +10, Ref: +10, Will: +10

Skills: Acrobatics 3 (+5), Bluff 12 (+15), Climb 3 (+5), Concentration 2 (+5), Diplomacy 12 (+15), Disable Device 10 (+15), Disguise 2 (+5/+15), Drive 13 (+15), Gather Information 17 (+20), Intimidate 17 (+20), Investigate 15 (+20), Knowledge (art) 5 (+10), Knowledge (behavioral science) 10 (+15), Knowledge (business) 5 (+10), Knowledge (civics) 5 (+10), Knowledge (current events) 10 (+15), Knowledge (earth sciences) 5 (+10), Knowledge (life sciences) 5 (+10), Knowledge (physical sciences) 5 (+10), Knowledge (streetwise) 15 (+20), Knowledge (tactics) 5 (+10), Knowledge (technology) 5 (+10), Language 4 (+4), Medicine 2 (+5), Notice 12 (+15), Pilot 3 (+5), Search 10 (+15), Sense Motive 17 (+20), Stealth 8 (+10), Swim 3 (+5)

Feats: Accurate Attack, Assessment, Attack Focus (ranged) 4, Attack Specialization 2 (Unarmed Attack), Connected, Contacts, Dodge Focus 3, Equipment 6, Improvised Tools, Interpose, Power Attack, Precise Shot, Skill Mastery (Gather Information, Intimidate, Investigate, Sense Motive), Takedown Attack, Teamwork, Uncanny Dodge (Auditory), Well-Informed

Powers:
Anti-Gravity Belt (Device 2) (Hard to lose)
. . Holographic Overlay (Morph 2) (morph: single appearance - normal appearance, +10 Disguise)
. . Mass Control (Features 4) (Notes: Applies Power Feats Progression (Decrease Mass) 3 and Buoyant to Density))
. . Super-Strength 2 (+10 STR carry capacity, heavy load: 51.2 tons; +2 STR to some checks)

Genius Investigator (Container, Passive 2)
. . Evidence Finder (Quickness 3) (Perform routine tasks at 10x speed; One Task (Search checks to find evidence))
. . Interrogation Mastery (Mind Control 12) (DC 22; Conscious; Action (full), Limited (Target must be able to perceive user and understand the language the user is speaking), One Command (Tell The Truth))
. . No Evidence Unfound (Super-Senses 2) (counters concealment: Visual; Limited (to Search checks))
. . Putting It All Together (Super-Senses 4) (postcognition; Limited (Requires Investigate or even INT check at same DC))

Heavy Blaster (Device 3) (Easy to lose)
. . Heavy Blaster Shot (Blast 6) (DC 21; Accurate 2 (+4), Precise)

Organic Metal Body (Container, Passive 8)
. . Density 10 (+20 STR, +5 Toughness, Weight Multiplier: x10, Adds: Immovable 3, Super-Strength 3; Permanent)
. . . . Immovable 3 (Resist Movement: +12, Resist Knockback: -3)
. . . . Super-Strength 3 (+15 STR carry capacity, heavy load: 51.2 tons; +3 STR to some checks)
. . Enhanced Strength 1 (+1 STR)
. . Protection 6 (+6 Toughness; Impervious [3 ranks only])

Private Investigator's Gear (Device 3) (Hard to lose)
. . PI's Gear (Array 3) (default power: super-senses)
. . . . Binoculars (Super-Senses 2) (Default; [0 active, 0/6 PP, 1/r], extended (type): Visual 1 (-1 per 100 ft))
. . . . Flashlight (Environmental Control 4) (Array; [0 active, 0/6 PP, 1/2r], light, Radius: 50 ft.; Range (touch))
. . . . GPS Receiver (Super-Senses 2) (Array; [0 active, 0/6 PP, 1/r], direction sense, distance sense)
. . . . Night Vision Goggles (Super-Senses 2) (Array; [0 active, 0/6 PP, 1/r], infravision, ultravision)
. . . . Parabolic Microphone (Super-Senses 2) (Array; [0 active, 0/6 PP, 1/r], extended (type): Auditory 1 (-1 per 100 ft))

Equipment: Carla's Car, Heavy Pistol, NPC Brownstone 5, PI Equipment Bag (Camera, Concealable Microphone, Digital Audio Recorder, Lock Release Gun, Multi-Tool, Toolkit (Basic), Video Camera)

Attack Bonus: +8 (Ranged: +12, Melee: +8, Grapple: +20/+25)

Attacks: Heavy Blaster Shot (Blast 6), +16 (DC 21), Heavy Pistol, +12 (DC 19), Interrogation Mastery (Mind Control 12) (DC Will 22), Unarmed Attack, +12 (DC 27)

Defense: +10 (Flat-footed: +3), Knockback: -11/-14

Initiative: +2

Languages: Arabic, Chinese (Mandarin), English, Russian, Spanish

Totals: Abilities 36 + Skills 60 (240 ranks) + Feats 28 + Powers 79 + Combat 30 + Saves 22 + Drawbacks 0 = 255

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

Carla's Car

Power Level: 12; Equipment Points Spent: 9

STR: +12 (35)

Toughness: +10

Powers:
Speed 5 (Speed: 250 mph, 2200 ft./rnd)

Defense: -2, Size: Huge

Totals: Abilities 1 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 5 + Combat 2 + Saves 1 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 9

Age (as of Jan 2019): 38
Height: 5’8”
Weight: 140 lbs. (with Anti Gravity Belt, 1400 lbs. without)
Ethnicity: African American
Hair: Black (with Anti Gravity Belt, Chrome without)
Eyes: Dark Brown (with Anti Gravity Belt, Chrome [no visible iris or pupil] without)

Background: Carla Perkins only ever wanted to be a cop. The badge, the gun, the authority, the responsibility; she wanted it all. Being poor, black, and female in New York City, she had the crazy idea she might be able to change the system from the inside. Luckily for her, she turned out to be a supremely gifted natural detective. Unluckily for her, she was still black and female. For every good cop who listened when she talked, there were two of the “old school” who disregarded her for one or both of those two attributes. It was maddening. She was easily one of the top five detectives on the force, but over and over she was disregarded in favor of a partner or a superior who happened to be white and/or male. It wasn’t even about promotion (the NYPD uses civil service exams). It was about respect. If she complained, she “wasn’t a team player” and “had an attitude problem”. Politics, man. There was no escaping it. (Though, to be perfectly fair, Carla’s always had a bit of a chip on her shoulder.) Eventually she’d had enough. She went to One Police Plaza and told both the Chief of Detectives and Chief of Department where to stick it, and she was out on her own.

. . Where Hayden Street recruited her. She was a part of Street Investigations, and then helped found NPC Investigations after Street turned into Roger Simon. One of her early cases caused her to run afoul of the mad Dr. Chromium, who kidnapped her and her fiancée. He injected them both with a liquid metal serum. Her fiancée died in agony as his blood turned to solid metal. Carla, however, did not die. The agony was beyond description, and when it was over she was no longer a human being. She had been fully transformed into a organic metal person. Her pursuit of vengeance against the mad doctor spanned years, and ended with a violent confrontation. It ended with her arrested for assault, and Dr. Chromium going to prison for the rest of his natural life. Fortunately, the jury didn’t think she should be imprisoned for her actions, and she was acquitted. Otherwise, it’s been an interesting ride.

. . Carla’s NPC Investigations role is Partner

Powers & Tactics: Carla is a mutant. Kind of. Honestly, she’s not a human being anymore. She is a wholly unique being made of a strange organic metal. She’s literally shiny and chrome. She’s incredibly tough, superhumanly strong, and much heavier than she looks. And she’s not a solid block of metal, either. Her internal organs are still there and doing more or less the same jobs they were doing before. Hell, she bleeds a chrome liquid that’s not entirely dissimilar from human blood. Dr. Chromium, for all his many (many) flaws, is an absolute genius, and even years later nobody knows exactly his serum had the effect it did.

. . Carla is no intellectual slouch herself. She is a virtuoso of a detective, second only to people with actual superpowers that help like Caviezel and Terrifica. Little escapes her keen investigative mind. Thanks to Harmony Perez, she also has an Anti Gravity Belt (that both reduces her weight from nearly three quarters of a ton to something more normal and has a holographic overlay that makes her look like a regular person) and a Heavy Blaster (like a regular Blaster, but a bit more damaging). She still carries her old Heavy Pistol, as well. She remains a crack shot with both, but the Heavy Blaster has some accuracy boosts built in. Training with Penny Nihara has even made her a great unarmed fighter, too. Like Penny, she carries a set of detective gear and significant equipment to boot.

. . Carla isn’t the keenest of tactical minds. That comes with being able to effectively ignore most commonly available weaponry. Also comes with not having a lot of options. At range she’ll use the Heavy Blaster. In melee she’ll just punch away. She will use cover if the enemy proves they can hurt her, but other than that? Yeah. Pretty straightforward. She is incapable of power stunting with her powers, and rarely bothers with her gear.

Personality: Carla is…a handful. As stated above, she’s always had a bit of a chip on her shoulder. She’s a “take no shit” kind of woman and always has been. She’s not mean by nature, but there ain’t a chance in hell she’ll ever suffer fools gladly. She is neither excitable nor energetic. She keeps her head cool and her emotions calm whenever possible. And by god, she is not at all sassy. Get that out of your head right now. She’s confident without being arrogant, liberal to a fault, and never backs down when she’s right. Her moral and ethical code is carved in adamantine, and god help you if you commit a major infraction of it in her presence. Basically she’s a pain in the ass to get along with but it’s more than worth it. She’ll have her friends’ backs from now until doomsday.
Last edited by EternalPhoenix on Tue Sep 27, 2022 2:54 am, edited 6 times in total.
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.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Edwin Christian

Post by EternalPhoenix »

Edwin Christian

Power Level: 12; Power Points Spent: 255/255

STR: +2 (14), DEX: +3 (16), CON: +2 (14), INT: +3 (16), WIS: +3 (16), CHA: +5 (20)

Tough: +2/+12, Fort: +10, Ref: +12, Will: +8

Skills: Acrobatics 7 (+10), Bluff 15 (+20), Concentration 17 (+20), Diplomacy 15 (+20), Disguise 10 (+15), Gather Information 15 (+20), Investigate 7 (+10), Knowledge (art) 7 (+10), Knowledge (business) 12 (+15), Knowledge (civics) 2 (+5), Knowledge (popular culture) 7 (+10), Language 5 (+5), Notice 7 (+10), Search 7 (+10), Sense Motive 17 (+20), Sleight of Hand 7 (+10), Stealth 7 (+10)

Feats: Attack Focus (ranged) 4, Benefit (Status (CEO of Christian Holdings, Inc)), Benefit 3 (Wealth), Challenge (Fast Task Evaluate), Challenge - Improved Feint, Connected, Distract (Bluff), Dodge Focus 4, Equipment 1, Improved Trick, Set-Up, Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive), Taunt, Teamwork 3, Uncanny Dodge (Auditory)

Powers:
Telekinesis (Array 27) (default power: move object)
. . Blast 12 (Array; [12 active, 52/54 PP, 2/r+2], DC 27; Precise, Variable Descriptor (Narrow group - Bludgeoning/Piercing/Slashing))
. . Flight 6 (Array; [6 active, 52/54 PP, 2/r], Speed: 500 mph, 4400 ft./rnd)
. . Force Constructs 12 (Array; [6 active, 52/54 PP, 2/r+2], Max Size: 30 cu. ft.; Selective, Subtle (subtle))
. . Move Object 12 (Default; [0 active, 52/54 PP, 2/r+2], Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons; Precise, Subtle (subtle))

Telekinetic Field (Force Field 10) (+10 Toughness; Impervious)

Telekinetic Strike (Strike 8) (DC 25; Accurate 3 (+6), Mighty)

Touch Telepathy (Mind Reading 16) (DC 26; Sensory Link; Distracting, Range 2 (touch))

Equipment: Christian Holdings Helicopter, Edwin's Mercedes, NPC Brownstone 5, PI Equipment Bag [No Cost] (Camera, Digital Audio Recorder, Flashlight, GPS Receiver, Parabolic Microphone, Video Camera)

Attack Bonus: +8 (Ranged: +12, Melee: +8, Grapple: +10)

Attacks: Blast 12, +12 (DC 27), Telekinetic Strike (Strike 8), +14 (DC 25), Touch Telepathy (Mind Reading 16), +8 (DC Will 26), Unarmed Attack, +8 (DC 17)

Defense: +12 (Flat-footed: +4), Knockback: -11

Initiative: +3

Languages: Chinese (Mandarin), English Native, French, Hebrew, Russian, Spanish

Totals: Abilities 36 + Skills 41 (164 ranks) + Feats 25 + Powers 99 + Combat 32 + Saves 22 + Drawbacks 0 = 255

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

Edwin's Mercedes

Power Level: 12; Equipment Points Spent: 12 (12 shared)

STR: +12 (35)

Toughness: +9

Features: Alarm 2, Navigation System 2

Powers:
Speed 5 (Speed: 250 mph, 2200 ft./rnd)

Defense: -2, Size: Huge

Totals: Abilities 1 + Skills 0 (0 ranks) + Feats 0 + Features 4 + Powers 5 + Combat 2 + Saves 0 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 0

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

Christian Holdings Helicopter

Power Level: 12; Equipment Points Spent: 14 (14 shared)

STR: +10 (30)

Toughness: +9

Features: Navigation System 2

Powers:
Flight 5 (Speed: 250 mph, 2200 ft./rnd)

Defense: -2, Size: Huge

Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 2 + Powers 10 + Combat 2 + Saves 0 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 0

Age (as of Jan 2019): 32
Height: 5’ 11”
Weight: 175 lbs.
Ethnicity: Caucasian
Hair: Light Brown
Eyes: Brown

Background: Edwin Christian was a trust fund kid. His parents died when he was young. Their best friend, Chase Martin, kept tabs on the poor kid. He grew up wanting for nothing financially, but there was always a hole nothing seemed to be able to fill. He did not (consciously) notice when his touch telepathic powers emerged, but it was a little impossible not to notice when he became telekinetic. He hid his powers from Chase Martin and everyone else, and kept on being…well, a wealthy playboy with money to burn. Handsome and charming, he could get any girl he wanted. And he always did. Hell, he had a harem of willing girls. He started to feel…right. Life was good and he was well loved by a bevy of beautiful babes. That’s when Tessa Mcleod showed up, and turned his world upside down. He was, to his surprise, a touch telepath in addition to his telekinetic powers. She, using her own telepathic powers, showed him what he had done. The “babes” were not willing harem members, not exactly. Oh, it had started as liking him. Being attracted to him. But his mind (because of his touch telepathy, you see) was far more powerful than theirs. It slowly, over time, had warped their minds to his subconscious desires. Shaped their minds into something willing and pliant. Yet, underneath, their minds knew what he had done and resisted it. The struggle was slowly driving them all insane. There was even an addictive pleasure feedback loop involved for both sides. This was not a thing he consciously wanted. But on some level, he knew something was wrong with those young women. He simply didn’t want to face it. Because then he’d have to do something about it, and that something would likely ruin everything. Tessa tore his blinders off most forcibly. The horror of it made him vomit on the spot. He wanted to help Tessa clean up his mess and learn how to control his touch telepathy in the process. But as it turned out, the pleasure feedback loop was too strong. He was firmly addicted to the rush of unshielded mind to mind contact. He simply could not control his touch telepathy short of literally not touching anyone. So Edwin Christian withdrew from society virtually entirely. Tessa knew this wasn’t any better for him, so she contacted one Hayden Street.

. . Edwin joined the Street Agency, and later helped found NPC Investigations. He’s been through quite a lot over the years. He’s reclaimed his parents’ company Christian Holdings. Fended off takeover attempts. Learned his mentor figure Chase Martin was evil, telepathic, and most likely had his parents murdered. Been the rock holding the agency together when Penny Nihara and Carla Perkins were occupied with other things or Dusted. He even got together with Tessa Mcleod. They were going to be married, then it turned out she was an alien fake. Said alien fake recently even died in the final battle of Endgame. The real Tessa is sympathetic, but she is only his friend.

. . Edwin’s NPC Investigations role is Partner

Powers & Tactics: Edwin is a metahuman with the psionic powers of touch telepathy and telekinesis. In the Phoenixverse, metahuman is a separate thing from a mutant (acted on by an outside force) or a Phoenix mutate (who explicitly have a spark of the Phoenix itself inside them). Metahumans have powers that aren’t too far from what humans can normally do, such as moderately enhanced strength, speed, or durability. Basic psionics like telepathy and telekinesis fall under it as well. You will not see metahumans controlling around fire, lightning, or any other esoteric form of energy. They don’t shapeshift, either. Metahumans are humans with a little extra. They’re much more common (relatively speaking, as superhuman powers are rare to begin with) than any other kind of superpowered folks.

. . Edwin’s touch telepathy is completely undeveloped. He can only read minds with it. Of course, he only uses this in the direst of circumstances. However, his telekinesis has several applications. He can fly, he can do damage, he can lift heavy objects, and he can project transparent force fields. He uses the latter to protect himself with a force field. Aside from his personal field, he has an amount of power he allocates between applications. He is a gifted and charismatic speaker, able to talk just about anyone into just about anything. He has also become a skilled detective and investigator over the years.

. . Tactically, Edwin is straightforward. Mostly he sticks with flying and blasting, as the others aren’t of the most use in a fight. He does, however, reallocate power as needed. He uses a basic club to make his Telekinetic Strike, but that’s out of personal preference rather than necessity. Said club doesn’t see standard use, and thus isn’t included in his build. He can easily power stunt. Dynamic Area Blast 8 is the most common, but Dynamic Blast (Alt Save: Fort) is also in his repertoire. His vehicles are not paid for, as they are the property of Christian Holdings, not Edwin himself. They can simply not be available when he wants them. He sometimes forgets he can simply telekinetically fly. To be fair, it’s not like he does it ever day, or even every week. And it is a rare ability outside of the superhero level of the Phoenixverse.

Personality: Edwin is a big ball of angst. He does quite a bit of brooding. Which isn’t to say that he’s emotionally closed off. Far from it. He’s easily the most approachable person at the agency. A warm and friendly face well known to the entire junior associate rotation. Especially considering both Penny and Carla aren’t known for their warmth and approachability. But by the same token, he’s also the hardest to get to know. He doesn’t permit himself to touch people, you see. Or people to touch him. Physically or emotionally. The gloves he habitually wears are both literal objects and a metaphor. Of course, the heart is the heart. So he’s quite attached to the team at NPC Investigations. And he truly loved the fake Tessa. So the events of the last few years have done a number on him. Still, he’s a good man and committed to never turning his eyes from the truth again.
Last edited by EternalPhoenix on Sun Apr 09, 2023 9:02 am, edited 6 times in total.
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.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Sonya Harmon

Post by EternalPhoenix »

Sonya Harmon

Power Level: 12; Power Points Spent: 255/255

STR: +5 (14/20), DEX: +5 (20), CON: +10 (20/30), INT: +3 (16), WIS: +3 (16), CHA: +5 (20)

Tough: +10/+14, Fort: +10, Ref: +10, Will: +7/+13

Skills: Acrobatics 5 (+10), Bluff 5 (+10), Computers 7 (+10), Concentration 7 (+10), Diplomacy 5 (+10), Disable Device 2 (+5), Gather Information 5 (+10), Intimidate 10 (+15), Investigate 7 (+10), Knowledge (arcane Lore) 7 (+10), Knowledge (business) 7 (+10), Knowledge (civics) 2 (+5), Knowledge (current events) 2 (+5), Knowledge (physical sciences) 2 (+5), Knowledge (streetwise) 2 (+5), Knowledge (technology) 2 (+5), Knowledge (theology & philosophy) 2 (+5), Language 2 (+2), Medicine 2 (+5), Notice 7 (+10), Search 7 (+10), Sense Motive 7 (+10), Sleight of Hand 5 (+10), Stealth 5 (+10), Survival 2 (+5)

Feats: Accurate Attack, Attack Focus (ranged), Attack Specialization (Unarmed Attack), Contacts, Defensive Roll 2, Dodge Focus, Equipment 4, Evasion, Fearless, Power Attack, Ritualist, Uncanny Dodge (Auditory)

Powers:
Air Harmon (Linked)
. . Flight 5 (Linked; Speed: 250 mph, 2200 ft./rnd)
. . Super-Strength 5 (Linked; +25 STR carry capacity, heavy load: 6.4 tons; +5 STR to some checks)

Bringin' The Fire (Array 28) (default power: blast)
. . Environmental Control 14 (Array; [2 active, 56/56 PP, 2/r], heat (extreme), Radius: 10 ft.; Selective Attack; Range (touch))
. . Fireball (Blast 7) (Array; [0 active, 56/56 PP, 4/r], DC 22; Burst Area (35 ft. radius - General), Selective Attack)
. . Flame Blast (Blast 14) (Default; [14 active, 56/56 PP, 2/r], DC 29)
. . Flame Manipulation (Move Object 14) (Array; [12 active, 56/56 PP, 2/r], Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons; Range (perception); Limited Material (Fire))
. . Mana Burn (Nullify 12) (Array; [0 active, 56/56 PP, 2/r], counters: all powers of (type) - magic, DC 22; Burst Area (60 ft. radius - General); Range (touch))

Soul of Flame (Container, Passive 7)
. . Enhanced Constitution 10 (+10 CON)
. . Enhanced Strength 6 (+6 STR)
. . Enhanced Trait 7 (Traits: Will +6 (+13), Feats: Fearless)
. . Immunity 11 (common descriptor: Fire/Heat, environmental condition: Cold)
. . Super-Senses 1 (infravision)

Equipment: PI Equipment Bag (Binoculars, Camera, Concealable Microphone, Digital Audio Recorder, Flashlight, Medkit (Basic), Multi-Tool, Night Vision Goggles, Toolkit (Basic), Video Camera), Sonya's Car

Attack Bonus: +9 (Ranged: +10, Melee: +9, Grapple: +14/+19)

Attacks: Fireball (Blast 7) (DC 22), Flame Blast (Blast 14), +10 (DC 29), Mana Burn (Nullify 12) (DC Will 22), Unarmed Attack, +11 (DC 20)

Defense: +10 (Flat-footed: +5), Knockback: -6

Initiative: +5

Languages: Elven, English Native, Spanish

Totals: Abilities 46 + Skills 29 (116 ranks) + Feats 15 + Powers 120 + Combat 36 + Saves 9 + Drawbacks 0 = 255

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

Sonya's Car

Power Level: 12; Equipment Points Spent: 9

STR: +10 (30)

Toughness: +8

Powers:
Speed 5 (Speed: 250 mph, 2200 ft./rnd)

Defense: -1, Size: Large

Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 5 + Combat 1 + Saves 1 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 9

Age (as of Jan 2019): 32
Height: 5’ 6”
Weight: 125 lbs.
Ethnicity: Caucasian/Latina mix
Hair: Bright Red (natural color)
Eyes: Brown (colored contacts); Dark Red (natural)

Background: The Elemental Lord of Fire was an enormously powerful fire elemental and one of a quartet with the Elemental Lords of Water, Air, and Earth. Unfortunately, it also managed to piss off just about everyone in the Fae Realms eventually. So, as a punishment, it was bound into a soul and planted into a human being somewhere between conception and birth. Sonya Harmon grew up knowing none of this. She did learn how to generate and control fire, and she didn’t burn. But she thought she was probably just a mutant or something, whatever. Hayden Street needed a receptionist and she was young and needed a job. Done. After he turned into Roger Simon, NPC Investigations also needed a receptionist and well, her last job the boss (Roger, of course) blew up the building in lieu of announcing he was closing it down. So she was once again in need of a job.

. . A bunch of stuff has happened since them, including Sonya learning about who she really is and recovering most of her memories from that time. Not everyone in the Summer Court agreed on her punishment, as it turned out. Some thought it was too much, others thought it was not enough, blah blah fights to the death. Well, as dead as beings who can get reborn at the Queen’s command ever get, anyway. The Summer Court was full of politics afterward (was before, but Sonya had nothing to do with it) and eventually she had to incinerate some of a noble’s favorite trolls. The price for that turned out to be the rebellious daughter of the Elemental Lord of Earth. So Sonya got to abruptly have a kid sister named Sofia. Whose appearance was far less abrupt to literally everyone else on Earth, to the point of she always existed to them. And no, Sonya can’t tell anyone the truth, by order of the Summer Queen. Literally cannot. Because geases are a thing. She hates it. She also hates the Summer Queen, who hates her back. The Elemental Lord of Fire has never obeyed the Summer Queen, and the Summer Queen has never forgiven them for it. So Sonya Harmon will learn to obey, or she will suffer until she does. Knowing Sonya, this will be just after the heat death of the universe. The tension between them is increasing. The peace between them cannot last.

. . Sonya’s NPC Investigations role is Senior Associate.

Powers & Tactics: Sonya Harmon’s soul is that of the Elemental Lord of Fire. So she’s not just a fire controller, but a literally magical one. So she can fire off blasts of flame, launch explosive fireballs, and fly. But it goes further than that. She doesn’t take damage from fire, doesn’t notice the temperature, and can carry much heavier loads while in mid flight. But wait, that’s not all! Her soul, being a potent source of magic, also makes her a little stronger, a lot more durable, and renders her nearly impervious to mental attack (especially fear, to which she is outright immune). She can incinerate magic and control vast amounts of flame. All that, and she’s a skilled detective and a good hand to hand fighter as well.

. . Tactically, she’s as straightforward as Carla or Edwin. Burn the enemy with fire until they go down. She can get away with this in an urban environment because of her Fire Manipulation, which lets her direct the flames away from vulnerable buildings and minimize damage. She does use her ability to fly (which is very rare outside of the superheroic level of the Phoenixverse) to avoid attacks and get around town quickly. She can power stunt, but for the most part her usual set is fine. If she ever did, she would still use Blast but with Alt Save for either Fort or Will, depending on circumstances. Nullify Fire isn’t off the table, either.

Personality: Sonya Harmon is a very energetic woman. She’s completely stuffed with personality. Vivacious, gregarious, charming, pick your related adjective, it’s probably right. If you’ll pardon the pun, she’s got charisma to burn, and boy does she burn it. But if there’s one thing she lacks on the social front, it’s patience. It’s not recklessness. She doesn’t mind being cautious. She’s simply the kind of woman who vastly prefers doing the thing as opposed to talking about doing the thing. She’ll always take the fast and direct approach over something slow and subtle if it’s a valid option. She’s not an idiot, though. So fast and direct is a bad idea she won’t do. She also doesn’t take orders well. Or at all, really. Easiest way to trigger her temper is to try to boss her around. Speaking of, like every fire controller ever born she’s got one hell of a temper. Takes a bit to get it kindled, but when it does, watch out.
Last edited by EternalPhoenix on Tue Sep 27, 2022 3:06 am, edited 5 times in total.
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.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Harmony Perez

Post by EternalPhoenix »

Harmony Perez

Power Level: 10; Power Points Spent: 225/225

STR: +1 (12), DEX: +2 (14), CON: +1 (12), INT: +10 (20/30), WIS: +5 (20), CHA: +0 (10)

Tough: +1/+8/+10, Fort: +7, Ref: +7, Will: +10

Skills: Acrobatics 6 (+8), Climb 4 (+5), Computers 10 (+20), Craft (artistic) 10 (+20), Craft (chemical) 10 (+20), Craft (electronic) 10 (+20), Craft (mechanical) 10 (+20), Diplomacy 10 (+10), Disable Device 10 (+20), Drive 8 (+10), Escape Artist 8 (+10), Gather Information 15 (+15), Knowledge (arcane Lore) 10 (+20), Knowledge (earth sciences) 10 (+20), Knowledge (life sciences) 10 (+20), Knowledge (physical sciences) 10 (+20), Knowledge (technology) 10 (+20), Language 4 (+4), Medicine 5 (+10), Notice 5 (+10), Sense Motive 5 (+10), Sleight of Hand 8 (+10), Stealth 8 (+10), Swim 4 (+5)

Feats: Artificer, Assessment, Attack Specialization 2 (Pepper Spray Nozzle (Linked)), Defensive Roll, Dodge Focus 3, Eidetic Memory, Equipment 10, Hide in Plain Sight, Improvised Tools, Inventor, Jack-of-All-Trades, Ritualist, Skill Mastery (Knowledge (earth sciences, life sciences, physical sciences, technology)), Teamwork, Uncanny Dodge (Auditory), Well-Informed

Powers:
Defender (Device 8) (Easy to lose)
. . Settings (Array 18) (default power: - linked powers -; Custom (Array 17.5))
. . . . Flash Bang Burst (Dazzle 7) (Array; affects: 1 type + visual - auditory, DC 17; Burst Area (35 ft. radius - General), Selective Attack)
. . . . Pepper Spray Nozzle (Linked)
. . . . . . Blinding Pepper (Dazzle 7) (Linked; affects: visual senses, DC 17)
. . . . . . Burning Spray (Stun 7) (Linked; DC 17; Range (ranged))
. . . . Self Tightening Bolos (Snare 11) (Array; DC 21; Constricting)
. . . . Taser Shock (Stun 11) (Array; DC 21; Range (ranged))
. . . . Tear Gas Sprayer (Linked)
. . . . . . Blinding Gas (Dazzle 5) (Linked; affects: visual senses, DC 15; Cloud Area (25 ft. diameter, lingers - General))
. . . . . . Regurgitant Gas (Nauseate 5) (Linked; DC 15; Cloud Area (25 ft. diameter, lingers - General), Range (ranged))
. . . . Tranquilizer Rounds (Fatigue 11) (Array; DC 21; Range (ranged))

Magitech Clothing Mods (Device 9) (Hard to lose; Subtle (subtle))
. . Communication 4 (sense type: radio; Subtle (subtle))
. . Concealed Armor (Protection 7) (+7 Toughness; Subtle (subtle))
. . Datalink 1 (sense type: radio)
. . Environmental Suite (Immunity 9) (life support; Subtle (subtle))
. . Sensor Suite (Super-Senses 12) (analytical (type): Visual, analytical (type): Auditory, direction sense, distance sense, extended (type): Visual 1 (-1 per 100 ft), infravision, time sense, ultra-hearing, ultravision)
. . Sensory Shield 4 (sense: all senses, +8 to saves vs. Dazzle attacks; Subtle (subtle))

Superhuman Brain (Enhanced Intelligence 10) (+10 INT, Feats: Eidetic Memory)

Equipment: Harmony's Equipment Pack (Camera, Camo Clothing, Digital Audio Recorder, Flash Goggles, Handcuffs, Laptop Computer, Lock Release Gun, Medkit (Basic), Mini-Tracer, Multi-Tool, Toolkit (Basic), Video Camera), Harmony's Truck

Attack Bonus: +9 (Ranged: +9, Melee: +9, Grapple: +10)

Attacks: Blinding Gas (Dazzle 5) (DC Fort/Ref 15), Blinding Pepper (Dazzle 7), +13 (DC Fort/Ref 17), Burning Spray (Stun 7), +13 (DC Fort/Staged 17), Flash Bang Burst (Dazzle 7) (DC Fort/Ref 17), Regurgitant Gas (Nauseate 5) (DC Fort/Staged 15), Self Tightening Bolos (Snare 11), +9 (DC Ref/Staged 21), Taser Shock (Stun 11), +9 (DC Fort/Staged 21), Tranquilizer Rounds (Fatigue 11), +9 (DC Fort 21), Unarmed Attack, +9 (DC 16)

Defense: +10 (Flat-footed: +4), Knockback: -4

Initiative: +2

Languages: Arabic, Chinese (Mandarin), English Native, Russian, Spanish

Totals: Abilities 28 + Skills 50 (200 ranks) + Feats 27 + Powers 72 + Combat 32 + Saves 16 + Drawbacks 0 = 225

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

Harmony's Truck

Power Level: 10; Equipment Points Spent: 36

STR: +15 (40)

Toughness: +9/+14

Features: Alarm 2, Hidden Compartments 2, Navigation System 3, Remote Control

Powers:
Force Field Generator (Device 2) (Hard to lose)
. . Force Field 5 (+5 Toughness; Impervious)
Speed 5 (Speed: 250 mph, 2200 ft./rnd)
Two Way Radio (Communication 5) (sense type: radio; Omni-Directional Area; Subtle (subtle))

Defense: -2, Size: Huge

Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 8 + Powers 24 + Combat 2 + Saves 0 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 36

Age (as of Jan 2019): 28
Height: 5”
Weight: 90 lbs.
Ethnicity: New York Puerto Rican
Hair: Light Brown
Eyes: Dark Brown

Background: Harmony Perez was a college student who needed a job. Hayden Street needed virgins to stab with his sacrificial knife to power his magic-I mean, a librarian to manage all his internal documents and books. So they both got what they wanted. Then Hayden Street ceased to exist in favor of Roger Simon. So, no more ritual stabbing. Librarian job was still open at NPC Investigations, though. So she kept on. Of course, she had no memory of being repeatedly ritually murdered to power dark magic (the first spell of the charge was her resurrection, naturally). That would be very uncomfortable for Roger and extremely traumatic for her. So she’s just go a weird scar she doesn’t remember getting and an extreme disinterest in finding out how she got it. The librarian job evolved into also being a detective on the agency’s staff. She developed superhuman intellect, but mostly she was a support player. But as everyone else kept getting more deeply involved in their own affairs, she stepped up and handed more and more cases. Somewhere along the way, the real Harmony was replaced with an alien substitute so good even she didn’t know she wasn’t really Harmony. So she kept on being Harmony, right up until her altered physiology began to unexpectedly fail and she died. This, of course, is when Harmony’s friend discovered the ruse and went hunting for her. They found her in stasis, and the fallout from that (in some small part) led to Eternity, the Lost Year, and Endgame. Curiously, she has all of the Fake Harmony’s memories, so she literally doesn’t know when she was replaced. It bothers her, some. Being, with Edwin Christian, the only members of NPC not to get Dusted bothers her more. It turning out that at least one of her parents is at least part alien bothers her most of all. Because she’s smart enough to know that this is going to come with consequences, and judging by what happens when the pasts of everyone else at NPC come back to haunt them, they’re gonna be intense.

. . Harmony’s NPC Investigations role is Senior Associate.

Powers & Tactics: Harmony is, as it turns out, part alien. This gives her superhuman intelligence and eidetic memory. Whether or not she’ll develop any other abilities remains to be seen. In the mean time, she’s created devices to assist her in combat. Her clothing is thoroughly modified. It sports armor, sensors, a life support system, and even a small radio communicator. It is, however, her Defender wand that’s the main event. It sports 6 non lethal combat options. Flashbang equivalent, pepper spray, bolos, a taser, tear gas, and even tranquilizer rounds. Everything Harmony needs to take down hostiles without actually hurting them. Her truck is upgraded, too, with a bulletproof force field generator the starring attraction.

. . Tactically, Harmony tries to avoid fights via stealth or diplomacy. But if she has to, she’ll unleash her Defender wand’s wealth of options. One on one, she favors the solo target attacks: Self Tightening Bolos, Taser Shock, Pepper Spray Nozzle, and Tranquilizer Rounds. Against groups, she’ll attempt to whittle the odds down with Flash Bang Burst and Tear Gas Sprayer before going to her one on one tactics. The Defender wand can technically do straight damage as power stunts. Both possibilities are Blast 11, with Taser Overcharge having the Autofire Extra and Acid Spray having the Secondary Effect Extra. Since neither effect is what the wand was designed to do, it suffers damage when using these power stunts. Meaning Harmony suffers no ill effect from the power stunt.

Personality: Harmony is a sweetheart. She’s just a really nice person. A bit goofy and prone to babbling, she’s completely adorkable. But god help you if you think she’s a doormat. She’ll let you know how deeply you have screwed up. A completely bibliophilic nerd, she spends as much time reading as doing casework. She’s always working on some invention or enchanted item in the library’s lab. Look, she’s a pintsize supergenius expy of Winifred Burkle from Angel, all right? I don’t know what else to tell you.
Last edited by EternalPhoenix on Sun Apr 09, 2023 9:04 am, edited 5 times in total.
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.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Willa Hawke

Post by EternalPhoenix »

Willa Hawke

Power Level: 6; Power Points Spent: 135/135

STR: +1 (12), DEX: +3 (16), CON: +1 (12), INT: +2 (14), WIS: +1 (12), CHA: +2 (14)

Tough: +1/+5/+7, Fort: +4, Ref: +4, Will: +4

Skills: Acrobatics 5 (+8), Climb 4 (+5), Craft (chemical) 6 (+8), Diplomacy 3 (+5), Drive 5 (+8), Gather Information 6 (+8), Knowledge (physical sciences) 3 (+5), Knowledge (popular culture) 6 (+8), Language 1 (+1), Medicine 4 (+5), Notice 4 (+5), Ride 5 (+8), Sense Motive 4 (+5), Swim 4 (+5)

Feats: Attack Specialization (Willa's Self Defense Wand (Device 4)), Attractive (+4), Defensive Roll, Equipment 2, Fascinate (Diplomacy)

Powers:
Magitech Clothing Mods (Device 2) (Hard to lose)
. . Concealed Armor (Protection 4) (+4 Toughness; Impervious [1 extra rank]; Subtle (subtle))

Willa's Random Knowledge (Array 37) (default power: esp; Uncontrolled)
. . Comprehend 14 (Array; animals - speak to, animals - understand, codes & ciphers, languages - read all, languages - speak all, languages - understand all, languages - you're understood, machines / electronics - speak to, machines / electronics - understand, objects - speak to, objects - understand, plants - speak to, plants - understand, spirits; Subtle 2 (unnoticable))
. . ESP 12 (Default; affects: all types; No Conduit, Simultaneous; Subtle 2 (unnoticable))
. . Mind Reading 6 (Array; DC 16; Perception Area (General), Duration (sustained), No Saving Throw, Sensory Link; Subtle 2 (unnoticable))

Willa's Random Knowledge (Super-Senses 15) (cosmic awareness, danger sense: Mental, detect weakness, postcognition, precognition; Uncontrolled)

Willa's Self Defense Wand (Device 4) (Easy to lose)
. . Wand Settings (Array 8) (default power: - linked powers -; Custom (Array 7.5))
. . . . Armored Shell (Create Object 6) (Array; Max Size: 6x 5' cubes, DC 16; Impervious; Range (touch))
. . . . Flash Burst (Dazzle 5) (Array; affects: visual senses, DC 15; Burst Area (25 ft. radius - General))
. . . . Pepper Spray (Linked)
. . . . . . Pepper Spray Blinding (Dazzle 5) (Linked; affects: visual senses, DC 15; Range (touch))
. . . . . . Pepper Spray Sicken (Nauseate 5) (Linked; DC 15)
. . . . Self Tightening Bolos (Snare 5) (Array; DC 15; Constricting)
. . . . Stunner (Stun 5) (Array; DC 15; Range (ranged))
. . . . Tranquilizer Rounds (Fatigue 5) (Array; DC 15; Range (ranged))

Equipment: Medkit (Basic), Willa's Sedan

Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +6)

Attacks: Flash Burst (Dazzle 5) (DC Fort/Ref 15), Mind Reading 6 (DC Will 16), Pepper Spray Blinding (Dazzle 5), +5 (DC Fort/Ref 15), Pepper Spray Sicken (Nauseate 5), +5 (DC Fort/Staged 15), Self Tightening Bolos (Snare 5), +7 (DC Ref/Staged 15), Stunner (Stun 5), +7 (DC Fort/Staged 15), Tranquilizer Rounds (Fatigue 5), +7 (DC Fort 15), Unarmed Attack, +5 (DC 16)

Defense: +5 (Flat-footed: +3), Knockback: -5

Initiative: +3

Languages: English Native, Spanish

Totals: Abilities 20 + Skills 15 (60 ranks) + Feats 6 + Powers 67 + Combat 20 + Saves 7 + Drawbacks 0 = 135

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

Willa's Sedan

Power Level: 6; Equipment Points Spent: 7

STR: +10 (30)

Toughness: +9

Powers:
Speed 5 (Speed: 250 mph, 2200 ft./rnd)

Defense: -2, Size: Huge

Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 5 + Combat 2 + Saves 0 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 7

Age (as of Jan 2019): 29
Height: 5’ 6”
Weight: 115 lbs.
Ethnicity: Caucasian
Hair: Blonde
Eyes: Blue

Background: Willa Hawke was a college student who needed a job. Hayden Street needed virgins to stab with his sacrificial knife to power his magic-I mean, a culinary specialist to operate the small cafeteria. So they both got what they wanted. Then Hayden Street ceased to exist in favor of Roger Simon. So, no more ritual stabbing. Her job was still open at NPC Investigations, though. So she kept on. Of course, she had no memory of being repeatedly ritually murdered to power dark magic (the first spell of the charge was her resurrection, naturally). That would be very uncomfortable for Roger and extremely traumatic for her. So she’s just go a weird scar she doesn’t remember getting and an extreme disinterest in finding out how she got it. Honestly, over the years Willa hasn’t changed all that much. She’s just Willa. She’s quietly gotten married and had a couple of children. She’s thinking about a third. She simply doesn’t get involved in the wilder shenanigans the rest of the cast at the agency get into. She’ll still more or less ordinary. And that actually anchors the cast in unexpected ways. There’s more ways to contribute than kicking ass and solving cases.

. . Willa’s NPC Investigations role is Culinary Specialist.

Powers & Tactics: Willa has one power, and it’s a weird one. Nearest anyone can tell, she’s a mutant who just randomly knows stuff. Even what the knowledge is seems to be completely random. It’s more often helpful than it isn’t, so her mind does seem to be directing it somehow. Or maybe a higher level being’s just having a laugh. Who knows? Harmony Perez has equipped her with armored modifications to her clothing and a weaker version of Harmony’s own Defender wand.

. . Tactically, Willa’s main goal in a fight is to get out of it. Plan A is always throw up the Armored Shell and run. Plan B is do what Harmony would. Flash Burst to disorient groups, the rest on single targets to create an opening to use Plan A. Her wand can technically use power stunts, the same as Harmony’s wand. However, Willa has no idea how to do that and so never does.

Personality: Willa’s a transplanted Texas gal who wears her love for the Lone Star State on her sleeve. Her powers make her a little…weird…when they’re running but otherwise she’s your everyday ex-cheerleader, wife, and mother of two. She’s easier to get along with than Edwin, for heaven’s sake. The junior associate rotation relies on her presence more than they know. Even being Dusted hasn’t dampened her enthusiasm for life. Granted, the fact that her husband and both children were also among the Dusted probably has something to do with that. She is the beating heart of NPC Investigations. A rock of normality in a ocean of increasingly crazy events.
Last edited by EternalPhoenix on Sun Apr 09, 2023 9:05 am, edited 5 times in total.
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.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

James Scott

Post by EternalPhoenix »

James Scott

Power Level: 9; Power Points Spent: 255/255

STR: +3 (16), DEX: +3 (16), CON: +3 (16), INT: +3 (16), WIS: +3 (16), CHA: +3 (16)

Tough: +3/+5, Fort: +7, Ref: +13, Will: +7

Skills: Acrobatics 12 (+15), Bluff 12 (+15), Climb 4 (+7), Computers 12 (+15), Craft (artistic) 4 (+7), Craft (chemical) 12 (+15), Craft (electronic) 4 (+7), Craft (mechanical) 4 (+7), Craft (structural) 4 (+7), Diplomacy 12 (+15), Disable Device 12 (+15), Disguise 12 (+15), Drive 12 (+15), Escape Artist 12 (+15), Gather Information 12 (+15), Intimidate 12 (+15), Investigate 12 (+15), Knowledge (art) 4 (+7), Knowledge (behavioral science) 12 (+15), Knowledge (business) 12 (+15), Knowledge (civics) 12 (+15), Knowledge (current events) 4 (+7), Knowledge (earth sciences) 4 (+7), Knowledge (history) 4 (+7), Knowledge (life sciences) 4 (+7), Knowledge (physical sciences) 4 (+7), Knowledge (popular culture) 4 (+7), Knowledge (streetwise) 12 (+15), Knowledge (tactics) 12 (+15), Knowledge (technology) 12 (+15), Knowledge (theology & philosophy) 4 (+7), Language 12 (+12), Medicine 4 (+7), Notice 12 (+15), Perform (acting) 4 (+7), Perform (dance) 4 (+7), Perform (keyboards) 4 (+7), Perform (oratory) 4 (+7), Perform (singing) 4 (+7), Perform (stringed instruments) 4 (+7), Pilot 12 (+15), Search 12 (+15), Sense Motive 12 (+15), Sleight of Hand 12 (+15), Stealth 12 (+15), Survival 12 (+15), Swim 4 (+7)

Feats: Beginner's Luck, Benefit (Secret Agent), Benefit (Security Clearance), Challenge - Improved Demoralize, Challenge - Improved Feint, Challenge - Improved Startle, Challenge - Improved Taunt, Connected, Contacts, Defensive Attack, Dodge Focus, Equipment 12, Evasion, Fascinate (Bluff), Improved Aim, Improved Initiative, Improved Trick, Improvised Tools, Luck 3, Master Plan, Power Attack, Precise Shot, Quick Change 2, Quick Draw, Redirect, Set-Up, Skill Mastery 7 (LOTS O' (+15'd) SKILLS), Startle, Takedown Attack, Taunt, Uncanny Dodge (Auditory), Well-Informed

Equipment: Binoculars, Camera, Cell Phone, Concealable Microphone, Digital Audio Recorder, Flash Goggles, Flashlight, Gas Mask, GPS Receiver, Laptop Computer, Lock Release Gun, Medkit (Basic), Mini-Tracer, Multi-Tool, Night Vision Goggles, Parabolic Microphone, Rebreather, Secret Agent's Arsenal (Assault Rifle, Flash-Bang, Fragmentation Grenade, Masterwork Heavy Pistol, Masterwork Knife, Masterwork Submachine Gun, Masterwork Tonfa, Sleep Gas Grenade, Smoke Grenade, Tear Gas Pellet), Toolkit (Basic), Undercover Shirt, Video Camera

Attack Bonus: +13 (Ranged: +13, Melee: +13, Grapple: +16)

Attacks: Assault Rifle, +13 (DC 20), Flash-Bang, +13 (DC Fort/Ref 14), Fragmentation Grenade, +13 (DC Ref 15), Masterwork Heavy Pistol, +14 (DC 19), Masterwork Knife, +14 (DC 19), Masterwork Submachine Gun, +14 (DC 19), Masterwork Tonfa, +14 (DC 19), Sleep Gas Grenade, +13 (DC Fort/Ref 14), Smoke Grenade, +13 (DC 15), Tear Gas Pellet, +13 (DC Fort/Ref 14), Unarmed Attack, +13 (DC 18)

Defense: +13 (Flat-footed: +6), Knockback: -2

Initiative: +7

Languages: Arabic, Chinese (Mandarin), English Native, French, German, Greek, Hebrew, Japanese, Korean, Persian, Russian, Spanish, Turkish

Totals: Abilities 36 + Skills 99 (396 ranks) + Feats 52 + Powers 0 + Combat 50 + Saves 18 + Drawbacks 0 = 255

Age (as of Jan 2019): 57
Height: 5’ 10”
Weight: 175 lbs.
Ethnicity: Caucasian
Hair: Brown
Eyes: Brown

Background: James Scott is one of the two most accomplished intelligence agents on the planet. The only other one more accomplished is his brother David. While David’s always been a CIA man, James does his work for the legendary Impossible Task Force within the NSA. The good folks at NPC Investigations had no idea until the Year of the Ninja. And even now they don’t quite believe it. His list of accomplishments literally fills books. There’s a movie series that doesn’t get many of the details wrong (all the names are changed, of course) but has been seriously ratcheting up the destruction lately. Blowing up the Kremlin (or even part of it) will get you a slow and miserable death at a Russian black site, rogue terror agents. Just don’t. But that’s his day job. A man has to do something to keep busy in his spare time, and being a junior associate just fit. Of course, this was when his old associate Hayden Street was running things. That went belly up faster than expected, but he kept right on with the new NPC Investigations as literally their first junior associate. Eventually the partners got busier, leaving the junior associates to shoulder the caseload. James got active, organizing the rotation and assigning cases. James and the rest of the Impossible Task Force don’t get nearly as many missions as they did twenty, ten, or even five years ago. Vincent Mortelini and the Phantom Network have had a chilling effectiveness on their old stomping grounds. So the ITF is only called in for serious emergencies, or when someone decides taunting the second best intelligence agent on the planet with how he’ll never defeat your master plan is a good idea. With that much free time on his hands, James has taken essentially full command of the junior associate rotation. This did not go unnoticed, and as of the end of 2018 he has been promoted.

. . James’s NPC Investigations role is Senior Associate.

Powers & Tactics: James Scott is a tremendously skilled human being, but he is only that. He has no superhuman powers of any kind, nor any special devices. What he has is a lifetime of training, skill, and experience enabling him to function as a near master of all trades. Through his job, he has access to a wide variety of weapons and equipment. Though it must be said he doesn’t carry the full set listed at all times. He would look strange carrying a grenade belt and assault rifle through downtown NYC, after all! Normally he only carries his heavy pistol, knife, and tonfa. His Benefit (Secret Agent) feat is effectively Wealth 1 for the purposes of acquiring mundane gear and vehicles and at the GM’s discretion can permit him access to Headquarters (such as a concealed safe house) he has not purchased. The Connected feat can also serve this function. Between Beginner’s Luck, Contacts, his skill bonuses, and Well Informed, there is very little information he doesn’t have access to. He is also one hell of a fighter and gunman.

. . Tactically, James relies on his firearms and grenades. Flashbangs, sleep gas, and tear gas can be very effective against low level opponents. Fragmentation grenades clear a room like no other. And guns are, well, guns. Feint or Startle + a burst from his Assault Rifle (with or without Power Attack in effect) can apply some very ugly levels of damage. He only resorts to melee out of necessity, but he’s as skilled there as he is anywhere else. Obviously, with no powers or devices he can’t power stunt normally. He can pull a Heroic Equipment feat out for another weapon, but he rarely needs to do that.

Personality: Seen some Mission Impossible movies? Yeah, he’s an Ethan Hunt expy. Charming, confident, a little cocky maybe. Always has a snarky quip ready. Has a weak spot for beautiful, charismatic, capable women. But utterly devoted to saving lives and not taking them if he can possibly avoid it. To the point of putting his own life on the line doing some crazy stunt or another. And if he can’t, well…he’s a realist. Sometimes you have to kill one to save another. It’s terrible, but it’s reality. He’s an excellent friend to have and a terrible man to cross. He doesn’t believe in “impossible”, only in “not accomplished yet”. Like I said, Ethan Hunt expy. For the record, his brother David is James Bond but American crossed with Book!Jason Bourne.
Last edited by EternalPhoenix on Sun Apr 09, 2023 9:06 am, edited 6 times in total.
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.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Kazuma Nihara

Post by EternalPhoenix »

Kazuma Nihara

Power Level: 7; Power Points Spent: 120/120

STR: +2 (14), DEX: +2 (14), CON: +2 (14), INT: +3 (16), WIS: +3 (16), CHA: +0 (10)

Tough: +2/+3/+5, Fort: +5, Ref: +8, Will: +5

Skills: Acrobatics 8 (+10), Concentration 12 (+15), Knowledge (arcane Lore) 12 (+15), Knowledge (civics) 2 (+5), Knowledge (theology & philosophy) 7 (+10), Language 4 (+4), Notice 12 (+15), Search 7 (+10), Sense Motive 12 (+15), Stealth 8 (+10)

Feats: All-Out Attack, Attack Focus (melee), Attack Specialization (Custom Shuriken (Blast 2)), Defensive Roll, Dodge Focus, Equipment 3, Evasion, Power Attack, Precise Shot, Ritualist, Second Chance (Concentration checks to maintain powers), Skill Mastery (KN (arcane lore), Notice, Sense Motive, Stealth), Takedown Attack, Uncanny Dodge (Auditory)

Powers:
Chi Powers (Array 6) (default power: blast)
. . Chi Jump (Leaping 3) (Alternate; Jumping distance: x10)
. . Chi Movement (Super-Movement 3) (Alternate; swinging, wall-crawling 2 (full speed))
. . Chi Speed (Speed 3) (Alternate; Speed: 50 mph, 440 ft./rnd)
. . Chi Blast (Blast 6) (Default; DC 21; Penetrating; Action (full))
. . Chi Ghost (Astral Form 4) (Array; Action (full), Duration (concentration))
. . Chi Infused Strike (Strike 3) (Array; DC 20; Autofire (interval 2, max +5) [2 extra ranks], Penetrating; Mighty)

Custom Shuriken (Blast 2) (DC 19; Autofire (interval 2, max +5) [2 extra ranks]; Mighty 2 (+2 to damage))

Smoke Bomb (Obscure 2) (affects: visual senses, Radius: 10 ft.; Independent)

Ninja Cloth Armor (Protection 1) (+1 Toughness; Subtle (subtle))

Quick Searcher (Quickness 3) (Perform routine tasks at 10x speed; One Task (Search checks))

Equipment: Camo Clothing, Ninja Arsenal (Custom Shuriken [Custom Shuriken (Blast 2), DC 19; Autofire (interval 2, max +5) [2 extra ranks]; Mighty 2 (+2 to damage)], Smoke Bomb [Smoke Bomb (Obscure 2), affects: visual senses, Radius: 10 ft.; Independent], Sword), Ninja Cloth Armor [Ninja Cloth Armor (Protection 1), +1 Toughness; Subtle (subtle)]

Attack Bonus: +8 (Ranged: +8, Melee: +9, Grapple: +11)

Attacks: Chi Blast (Blast 6), +8 (DC 21), Chi Infused Strike (Strike 3), +9 (DC 20), Custom Shuriken (Blast 2), +10 (DC 19), Sword, +9 (DC 20), Unarmed Attack, +9 (DC 17)

Defense: +9 (Flat-footed: +4), Knockback: -2

Initiative: +2

Languages: Chinese (Mandarin), English, French, Japanese Native, Spanish

Totals: Abilities 24 + Skills 21 (84 ranks) + Feats 16 + Powers 16 + Combat 32 + Saves 11 + Drawbacks 0 = 120

Age (as of Jan 2019): 18
Height: 5’ 7”
Weight: 145 lbs.
Ethnicity: Japanese
Hair: Black
Eyes: Dark Brown

Background: Kazuma Nihara is nearing the end of his tenure as a Clan Nihara ninja trainee. His training began as soon as he was able to walk. He is the rare Chi Wizardry specialist. Of course, he has crosstrained as an Assassin, having a negative aptitude for Voice work. A one dimensional ninja is a dead ninja, after all. Details on ninja skill trees are in Penny Nihara’s entry. He isn’t quite a prodigy, but is considered to have quite the aptitude as Chi Wizards go. He was sent to study under the new grandmaster after she killed the last one. He’s been around for a couple of years, but explicitly isn’t a part of NPC Investigations. Penny’s been trying to retrain him and eliminate some of the extreme ninja-ness out of him. Like the seeing himself as a tool and not a person thing. Success has been…mixed. Until then, he is at the grandmaster’s service. Whatever task she assigns, he will complete or die trying. And that’s about it, really.

. . Kazuma doesn’t have an NPC Investigations role. He is a Nihara Clan Trainee under Penny Nihara.

Powers & Tactics: Kazuma is a ninja. He is well trained in the arts of stealth, espionage, and assassination. All of his ability comes from training. He has no superhuman powers. The Chi Wizardry he can do doesn’t count, as anyone can use them with enough training and practice. He has four Chi Powers he routinely uses. One to increase his movement abilities beyond human capability, A blast of energy for damage. Charging his limbs with chi, also for damage. Leaving his body in astral form for remote recon. He routinely carries a ninjato, a huge amount of custom shuriken, and smoke bombs.

. . In a fight, Kazuma remains a ninja. He desires to avoid fighting first of all. But if this cannot be done, he will attempt to strike from stealth if at all possible. He prefers to use his custom shuriken from range. However, he can melee just fine with his sword or a Chi Infused Strike. Plan A is to use smoke bombs to get into stealth for a sneak attack. He does have some Chi Powers that aren’t integrated into his regular arsenal just yet, and thus are power stunts. Chi Binding Chains, Snare 6. Ninja Vanishing Art, Concealment (All Visual & Auditory Senses). Body Obeys Will, Healing 6. Any other effects would be him improvising on the spot. While he can do this, it is rare for him to need to.

Personality: It would be reasonable to say that Kazuma doesn’t have a personality. He is the ideal loyal member of Clan Nihara. Little sense of self or his own separate existence. His life is strictly regimented. Eating a healthy diet. Training. Attending Penny when she has need of him. Sleeping. If not engaged in one of those four things, he is doing quite literally nothing but waiting to do one of them again. In many ways, he’s like what Penny could have been if she had stayed with the clan instead of running away. And it is genuinely unnerving. With that said, two years away from home and clan have worn at his iron discipline. He has recently begun to display (gasp!) personality traits. An intense curiosity about the world around him. A snarky wit so dry deserts are jealous. A genuine love of both physical and mental exertion. Basically, he really enjoys being both a Chi Wizard and a ninja. But in a distinctly subtle and reserved sort of way.
Last edited by EternalPhoenix on Sun Apr 09, 2023 9:07 am, edited 6 times in total.
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.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Rumiko Nihara

Post by EternalPhoenix »

Rumiko Nihara

Power Level: 6; Power Points Spent: 120/120

STR: +1 (12), DEX: +2 (14), CON: +2 (14), INT: +1 (12), WIS: +2 (14), CHA: +4 (18)

Tough: +2/+4, Fort: +4, Ref: +7, Will: +4

Skills: Acrobatics 8 (+10), Bluff 11 (+15), Concentration 6 (+8), Diplomacy 11 (+15), Disguise 11 (+15), Gather Information 11 (+15), Investigate 4 (+5), Knowledge (arcane Lore) 4 (+5), Knowledge (civics) 4 (+5), Knowledge (theology & philosophy) 4 (+5), Language 3 (+3), Notice 3 (+5), Perform (singing) 8 (+12), Perform (stringed instruments) 8 (+12), Search 4 (+5), Sense Motive 8 (+10), Sleight of Hand 8 (+10), Stealth 8 (+10)

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 5, Attack Specialization 3 (Custom Shuriken (Blast 1)), Benefit (Status (Nihara Clan Kunoichi in training)), Defensive Roll, Equipment 2, Evasion, Improved Critical (Short Sword (Strike 2)), Improvised Tools, Instant Up, Power Attack, Precise Shot, Quick Change 2, Skill Mastery (Bluff, Diplomacy, Disguise, Gather Info), Takedown Attack, Uncanny Dodge (Auditory)

Powers:
Chi Powers (Array 3) (default power: morph)
. . Body Obeys Will (Healing 3) (Array; Restoration; Personal)
. . Chi Body Sculpting (Morph 3) (Default; morph: broad group - adult female humans, +15 Disguise)
. . Kunoichi Vanishing Art (Concealment 6) (Array; all aural senses, all visual senses; Blending)

Custom Shuriken (Blast 1) (DC 17; Autofire (interval 2, max +5) [1 extra rank]; Improved Range (25 ft. incr), Mighty (+1 to damage))

Short Sword (Strike 2) (DC 18, Feats: Improved Critical (Short Sword (Strike 2)); Mighty)

Smoke Bomb (Obscure 2) (affects: visual senses, Radius: 10 ft.; Independent)

Equipment: Concealable Microphone, Kunoichi Arsenal (Custom Shuriken [Custom Shuriken (Blast 1), DC 17; Autofire (interval 2, max +5) [1 extra rank]; Improved Range (25 ft. incr), Mighty (+1 to damage)], Short Sword [Short Sword (Strike 2), DC 18, Feats: Improved Critical (Short Sword (Strike 2)); Mighty], Smoke Bomb [Smoke Bomb (Obscure 2), affects: visual senses, Radius: 10 ft.; Independent]), Toolkit (Basic)

Attack Bonus: +4 (Ranged: +4, Melee: +9, Grapple: +10)

Attacks: Custom Shuriken (Blast 1), +10 (DC 17), Short Sword (Strike 2), +9 (DC 18), Unarmed Attack, +9 (DC 16)

Defense: +8 (Flat-footed: +4), Knockback: -1

Initiative: +2

Languages: Chinese (Mandarin), English, Japanese Native, Spanish

Totals: Abilities 24 + Skills 31 (124 ranks) + Feats 24 + Powers 8 + Combat 24 + Saves 9 + Drawbacks 0 = 120

Age (as of Jan 2019): 18
Height: 5’ 1”
Weight: 120 lbs.
Ethnicity: Japanese
Hair: Black (natural); variable (Disguised or Morphed)
Eyes: Dark Brown (natural); variable (Disguised or Morphed)

Background: Rumiko Nihara is nearing the end of her tenure as a Clan Nihara ninja trainee. Her training began as soon as he was able to walk. She is a Voice specialist. She has crosstrained in Chi Wizardry, but has no notable aptitude for it. Her Assassin skills are weak, as well. Details on ninja skill trees are in Penny Nihara’s entry. However, as Voices go she is considered as much of a prodigy as Penny was back in the day. She was sent to study under the new grandmaster (Penny) after she killed the last one. She’s been around for a couple of years, but explicitly isn’t a part of NPC Investigations. Penny’s been trying to retrain her and eliminate some of the extreme ninja-ness out of her. Like the seeing herself as a tool and not a person thing. It has been somewhat easier with Rumiko, but still success is mixed. Until then, she is at the grandmaster’s service. Whatever task she assigns, Rumiko will complete or die trying. And that’s about it, really.

. . Rumiko doesn’t have an NPC Investigations role. She is a Nihara Clan Trainee under Penny Nihara.

Powers & Tactics: Rumiko is a ninja. She is well trained in the arts of stealth, espionage, and assassination. All of her ability comes from training. She has no superhuman powers. The bit of Chi Wizardry she can do doesn’t count, as anyone can use them with enough training and practice. She had only three powers in regular rotation. A healing art, a vanishing art, and a disguising art. She routinely carries a ninjato, a huge amount of custom shuriken, and smoke bombs.

. . In a fight, Rumiko remains a ninja. As a Voice with no aptitude for being an Assassin, she’s not ever meant to be in real combat. Even her Chi Powers are focused on non combat applications. With that said, she does have stealth skills and weapons should she need them. Plan A is to use Kunoichi Vanishing Art to get into stealth for a sneak attack. If that’s not feasible, she’ll stick to shuriken from range until the enemy forces her into melee and thus swordplay. In swordplay she can feint or demoralize lesser foes easily and often. More than one way to get that sneak attack. She can stunt other Chi Powers, but she’d be improvising as Chi Wizardry isn’t her primary focus.

Personality: Unlike her fellow trainee Kazuma, Rumiko definitely does have a personality. Unfortunately, it’s a chameleonic one, molding to fit circumstances. She is as much of a Clan Nihara loyalist as Kazuma, and on the inside sees herself the same as he does. A tool to be used, not a person. Her Voice skills, however, hide this very well. She is whoever she needs to be, whenever she needs to be them. So instead of having no personality, she has every possible one. There is a conflict, however, and it is one as old as the Voice skill tree itself. To be anyone, one must first be someone. The first step in understanding a given person’s wants, needs, and desires (so one can manipulate or impersonate them) is having wants, needs, and desires of one’s own. The true test of a Voice’s training and discipline is in resisting them in favor of obedience to the clan. So far, Rumiko has not failed. However, two years away from home and clan have worn away at her iron discipline. She has recently begun to display (gasp!) consistent personality traits. A love of sweets, especially dairy. Pride in her curvy figure. A little ditziness when “off the clock”.
Last edited by EternalPhoenix on Sun Apr 09, 2023 9:09 am, edited 5 times in total.
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.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Ricardo Alvarez

Post by EternalPhoenix »

Ricardo Alvarez

Power Level: 8; Power Points Spent: 135/135

STR: +2 (14), DEX: +2 (14), CON: +2 (14), INT: +5 (20), WIS: +5 (20), CHA: +5 (20)

Tough: +2/+5/+7, Fort: +5, Ref: +5, Will: +7

Skills: Bluff 10 (+15), Diplomacy 10 (+15), Disable Device 5 (+10), Drive 3 (+5), Gather Information 10 (+15), Intimidate 10 (+15), Investigate 10 (+15), Knowledge (behavioral science) 5 (+10), Knowledge (civics) 5 (+10), Knowledge (physical sciences) 5 (+10), Knowledge (streetwise) 10 (+15), Language 2 (+2), Medicine 2 (+7), Notice 10 (+15), Search 10 (+15), Sense Motive 10 (+15), Stealth 3 (+5)

Feats: Attack Specialization 2 (Heavy Pistol), Benefit (Detective Second Grade & Sergeant, NYPD), Connected, Contacts, Defensive Roll, Dodge Focus, Eidetic Memory, Equipment 3, Luck, Skill Mastery 2 (Bluff, DIplo, Gather Info, Intim, Invest, KN (streetwise), Notice, Sen Mot), Uncanny Dodge (Auditory), Well-Informed

Powers:
Gifted Investigator (Container, Passive 1)
. . Evidence Gathering (Quickness 3) (Perform routine tasks at 10x speed; One Task (Search checks to find evidence))
. . Interrogation Expertise (Mind Control 8) (DC 18; Conscious; Action (full), Distracting, Limited (Target must be able to perceive user and understand the language the user is speaking), One Command (Tell The Truth))
. . No Evidence Left Behind (Super-Senses 2) (counters concealment: Vision; Limited (to Search checks))

Psychometry (Super-Senses 4) (postcognition; Limited (to touched Objects))

Equipment: Heavy Pistol, Tonfa, Undercover Vest

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +10)

Attacks: Heavy Pistol, +12 (DC 19), Interrogation Expertise (Mind Control 8) (DC Will 18), Tonfa, +8 (DC 18), Unarmed Attack, +8 (DC 17)

Defense: +9 (Flat-footed: +4), Knockback: -3

Initiative: +2

Languages: English Native, Russian, Spanish

Totals: Abilities 42 + Skills 30 (120 ranks) + Feats 16 + Powers 7 + Combat 32 + Saves 8 + Drawbacks 0 = 135

Age (as of Jan 2019): 30
Height: 5’ 9”
Weight: 165 lbs.
Ethnicity: Latino
Hair: Dark Brown
Eyes: Dark Brown

Background: Ricardo Alvarez only ever wanted to be a cop. The badge, the gun, the authority, the responsibility; he wanted it all. Being poor, Latino, and the child of illegal immigrants, he had the crazy idea he might be able to change the system from the inside. Luckily for him, he turned out to be a supremely gifted natural detective. Unluckily for him, he was still Latino and born to illegal immigrants. For every good cop who listened when he talked, there were two of the “old school” who disregarded him for one or both of those two attributes. It drove him crazy. But there wasn’t anything he could do about it, so he put up with it. He finally picked up some respect working on a Russian mob task force, but as the saying goes the only reward for work well done is more work. And there are always veterans who feel threatened by a rising star. Politics, man. Tessa Mcleod could use some back up, anyway. So Ricardo (Rick to his friends) was assigned to be the second liaison officer to the private detective agency NPC Investigations. There was a laundry list of suspicious activity from that group, and the brass wanted an eye kept on them. Nothing attached to Penny Nihara, but she was sketchy as it got. A blank past, rushed naturalization, stealth and combat skills like ex-special forces times ten? Yeah, suspicious. The brass had never quite forgiven Carla Perkins for telling off both the Chief of Department and Chief of Detectives. So yeah they were gonna keep an eye on her in the most obvious way possible. Meanwhile, what the hell was a blue blood Richie rich like Edwin Christian doing slumming it here? With an erratic personal history that all but screamed drug addict? And the big one? Their former employer destroyed their former office building. Hayden Street is still wanted for that. Even if NYPD were to believe the three had nothing to do with it, Street still might try to make contact. All that, and the little ways they’re suspected of skirting the law during cases. They wanted to assign another detective specifically because Tessa Mcleod’s behavior was concerning. They had reason to believe that she wasn’t being entire truthful. Like how she didn’t disclose she knew Edwin Christian, or how she pulled strings to get the assignment in the first place.

. . Rick’s new role enabled him to actually use his skills as a detective instead of a political animal, something he greatly appreciated. He did not appreciate being shoved out of the way, but once again there was nothing he could do about it. So, once again, he simply put up with it. It’s been a few years, and aside from one incident (Penny’s naturalization records pulling a disappearing act) he hasn’t had to choose between the agency and the NYPD. Tessa’s departure did make him the sole liaison, and the brass don’t seem particularly keen to replace her or him any time soon. This is really beginning to grind his gears. The department has bigger fish to fry than NPC Investigations, yet they’re keeping one of their top investigators sidelined because of politics. Rick’s had just about enough of this particularly brand of bullshit.

. . Rick’s NPC Investigations role is Junior Associate. He does not accept pay, as he is also their official liaison to the NYPD. He has the ranks of Sergeant and Detective Second Class.

Powers & Tactics: Rick has only one superhuman power. Psychometry, or the power to “read” object and see events that have happened to and/or using them. It’s not admissible in court, but it’s proven helpful on many occasions. As said in Background, he’s an excellent detective. Few clues get by him, and few perps can withstand his interrogations. That’s really it. He’s not a bad hand to hand combatant, and he’s a very good shot with his Heavy Pistol.

. . In a fight, Rick is a police detective with a gun. He calls for backup (if he doesn’t have enough) and fires if fired upon. He is legally authorized (because he’s a sworn police officer) to kill in self defense or defense of others. It ain’t exactly Plan A, but again he’s a cop. He’ll respond to lethal force with lethal force. He can technically power stunt, but has no idea what that is or how to do it.

Personality: Rick is…well, kind of a handful. He’s always had both a keen nose for and low tolerance of bullshit. He’s not combative about it, per se. He’s a pretty nice guy, all things considered. But he’s not the kind of man who’s going to shut his eyes or his mouth to injustice. It’s part of why he became a cop in the first place, to fight injustice in and out of the system. The world ain’t a simple place, and he knows that. He’s learned the fine art of the political compromise, and there aren’t words for how much he hates it. But you can’t effect real change if the allies you need hate you. You also can’t effect real change if you quit before you get enough power to do it So he grits his teeth, keeps his mouth shut and does his job. There aren’t words for how much he hates having to do that, either. But the fact of the matter is that he’s not gonna be another Carla Perkins. He likes her. He respects her. They’ve got similar personalities, so they get along pretty well. But…she could never tolerate any of the job’s politics. Still can’t, as a matter of fact. It drove her away from her dream job. No matter how frustrated he becomes, Rick swears he’s not gonna let that happen to him. Even if lately he’s dreaming about screaming obscenities at his Captain and bouncing his badge off the man’s face.
Last edited by EternalPhoenix on Sun Apr 09, 2023 9:11 am, edited 6 times in total.
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.
Post Reply