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.
Post Reply
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Teresa Maria Amarista-Mcleod

Post by EternalPhoenix »

Teresa Maria Amarista-Macleod

Power Level: 10; Power Points Spent: 255/255

STR: +2 (14), DEX: +1 (12), CON: +2 (14), INT: +3 (16), WIS: +5 (20), CHA: +3 (16)

Tough: +2/+5/+7, Fort: +7, Ref: +13, Will: +13

Skills: Acrobatics 4 (+5), Bluff 12 (+15), Concentration 10 (+15), Diplomacy 12 (+15), Gather Information 12 (+15), Intimidate 12 (+15), Investigate 2 (+5), Knowledge (behavioral science) 2 (+5), Knowledge (life sciences) 2 (+5), Knowledge (physical sciences) 2 (+5), Knowledge (streetwise) 12 (+15), Notice 15 (+20), Search 2 (+5), Sense Motive 15 (+20), Survival 10 (+15)

Feats: Beginner's Luck, Connected, Contacts, Defensive Roll, Eidetic Memory, Equipment 9, Evasion, Improved Initiative, Luck 2, Precise Shot, Skill Mastery 2 (Bluff, Diplo, Gather Info, Intim, KN (street), Notice, Sen Mot, Surv), Takedown Attack, Ultimate Effort (Will saves), Uncanny Dodge (Auditory)

Powers:
Telepathic (Super-Senses 11) (accurate: Mind Awareness, acute: Mind Awareness, analytical: Mind Awareness, awareness: Mind (mental), danger sense: Mental, extended: Mind Awareness 1 (-1 per 100 ft), radius: Mind Awareness, ranged: Mental, tracking: Mind Awareness 1 (half speed), uncanny dodge: Mental)

Telepathic Talents (Array 21) (default power: mental blast)
. . Clairsentience (ESP 8) (Array; affects: all types; Subtle 2 (unnoticable))
. . Emotion Control 10 (Array; DC 20; Perception Area (Targeted), Selective Attack; Subtle 2 (unnoticable))
. . Hallucination (Illusion 10) (Array; affects: all sense types, DC 20; Selective Attack; Phantasms; Progression, Area 2 (25 ft. radius))
. . Mental Blast 10 (Default; DC 25; Subtle 2 (unnoticable))
. . Stun 10 (Array; DC 20; Alternate Save (Will), Range 2 (perception); Subtle 2 (unnoticable))

Telepathic Translation (Comprehend 2) (languages - understand all, languages - you're understood; Affects Others, Perception Area (General); Sense-Dependent (Auditory))

Telepathic Veil (Concealment 8) (all aural senses, all olfactory senses, all visual senses; Passive, Phantasm)

Telepathy 10 (DC 20, Adds: Communication 10, Mind Reading 10; Subtle 2 (unnoticable))
. . Communication 10 (sense type: mental)
. . Mind Reading 10 (DC 20)

Equipment: Arsenal (Masterwork Heavy Pistol, Masterwork Nightstick, Stun Gun), Binoculars, Cell Phone, Flashlight, Gas Mask, Handcuffs, Laptop Computer, Multi-Tool, Tessa's Car, Toolkit (Basic), Undercover Vest, Video Camera

Attack Bonus: +13 (Ranged: +13, Melee: +13, Grapple: +15)

Attacks: Emotion Control 10 (DC Staged/Will 20), Masterwork Heavy Pistol, +14 (DC 19), Masterwork Nightstick, +14 (DC 19), Mental Blast 10 (DC Will 25), Mind Reading 10 (DC Will 20), Stun 10 (DC Staged/Will 20), Stun Gun, +13 (DC Fort 17), Telepathy 10 (DC Will 20), Unarmed Attack, +13 (DC 17)

Defense: +13 (Flat-footed: +7), Knockback: -3

Initiative: +5

Languages: Spanish Native

Totals: Abilities 32 + Skills 31 (124 ranks) + Feats 24 + Powers 91 + Combat 52 + Saves 25 + Drawbacks 0 = 255

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

Tessa's Car

Power Level: 10; Equipment Points Spent: 15

STR: +10 (30)

Toughness: +10

Features: Alarm 2, Navigation System 2

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

Defense: -1, Size: Large

Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 4 + Powers 5 + Combat 1 + Saves 3 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15

Age (as of Jan 2019): 191 chronological, 31 biological
Height: 5’ 9”
Weight: 125 lbs.
Ethnicity: Latina
Hair: Brown
Eyes: Deep blue (almost violet)

Background: Tessa Macleod is a most mysterious woman. She blew into NYC one day, joined the NYPD, and became both a Lieutenant and Detective Second Class. Somehow. Every time someone goes to find the people who hired or promoted her, they’re out of town on vacation. On assignment undercover. In a meeting across town. Always unavailable. All her listed references check out…but they’re always just as unavailable for direct communication. You can always leave them a voice mail, or send an email. But you will never, ever, get one on the phone or see them in person. She swears it’s completely innocent. Just strange coincidence. She, of course, is lying through her teeth. The truth is far stranger.

. . The original Tessa Macleod (Teresa Maria Julieta Margarita Macleod y Amarista) was born in on April 24, 1828 in Spanish California. She had many adventures, married a wonderful man named Gavin Ramsay, and raised four children (three of these were their blood; but only two of these were Gavin’s). She loved horses (especially golden palominos) and family. She was one hell of a woman. But like all humans, she grew old and tired. She died right as 1899 turned into 1900. This was the end of her story, but she would not be the last Tessa Macleod. The turning of the centuries is a powerful thing, both cosmically and magically speaking. People don’t typically die at that exact moment. They just…don ‘t. And of the very few that do, almost all are tragically ordinary and unremarkable people. Tessa Ramsay, who (with Gavin’s help) had founded a merchant dynasty that would endure for decades (if the Great Depression didn’t manage to destroy it), was not ordinary. So while the original went to her well earned eternal rest, dimensional duplicates rippled out into the multiverse.

. . The current Tessa is, of course, one of them. She appeared at age 16 (on her birthday, no less) with no background, and no explanation. She remembered her entire life. She remembered dying. But this was clearly not the afterlife. She was dressed in the simple peasant clothes she had chosen on that long ago birthday. This was not, however, either rancho. Or even San Francisco. Where was she? Why was she here? And why could she hear what people were thinking? This is the part where I would say she spent the next fifteen years figuring all of that out and building a life of her own in this strange new century. Except that would also be lying. The unique circumstances of her creation result in the periodic alteration of reality to fit her inside of it. And for her, time moves…jerkily, sometimes normal speed and sometimes at warp speed. So she really doesn’t actually know how she because an NYPD detective second class, rank lieutenant. It just kind of…happened. Also she’s apparently a member of a secret society of telepaths devoted to stopping telepathic crimes?

. . This was the point where she found an opportunity to save Edwin Christian from himself, and slowly become more and more integrated into events at NPC Investigations. She isn’t quite sure when she left the NYPD. Reality burped again. And how she got kidnapped by aliens is lost in a warp speed time block. Still…there’s things she can do. People she can help. Only God knows what happened to all the other telepaths. Tessa does not.

. . Tessa’s NPC Investigations role is Junior Associate.

Powers & Tactics: Tessa is a metahuman. See Edwin Christian for basics there. She is a psionic with telepathic powers. She can read minds, alter perceptions, assault psyches, infuse emotions, and all the usual telepath tricks. Her powers are quite subtle, to the point where only other telepaths can notice her doing anything at all. Her finest trick, in her opinion, is her Telepathic Translation. She’s also developed outstanding combat ability in general. Some of it was training, and some of it was unintentional telepathic osmosis. From her detective days, she still carries a masterwork nightstick, a masterwork heavy pistol, and assorted gear.

. . In a fight, Tessa borders on unstoppable to ordinary opponents. Her Telepathic Veil means they literally can’t detect her, and so her first attack is devastating. Clairsentience and Hallucination are used to gain advantage after that. She prefers to use her mundane weapons, but if they can’t get the job done she’ll start with Emotion Control, move on to Stun and finish (if necessary) with Mental Blast. She does, of course, have access to the full range of telepathic power stunts, and will use them on demand.

Personality: Tessa remains a hell of a woman, with a strength of will that few people possess. She is a fiercely independent, driven woman. She is kind hearted and empathetic without succumbing to sentimentality. She is quick witted and passionate, yet has a strong sense of propriety. These qualities, however, are a double edged sword. She is fundamentally incapable of bending to withstand life’s trials. She will always chance the breaking point rather than admit she’s having any troubles.
Last edited by EternalPhoenix on Tue Sep 27, 2022 3:34 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

Elinah Monroe

Post by EternalPhoenix »

Elinah Monroe

Power Level: 8; Power Points Spent: 120/120

STR: +2 (14), DEX: +1 (12), CON: +2 (14), INT: +0 (10), WIS: +3 (16), CHA: +3 (16)

Tough: +2/+10, Fort: +5, Ref: +6, Will: +7

Skills: Bluff 7 (+10), Concentration 7 (+10), Diplomacy 7 (+10), Gather Information 2 (+5), Intimidate 7 (+10), Investigate 5 (+5), Knowledge (civics) 5 (+5), Knowledge (current events) 5 (+5), Knowledge (streetwise) 5 (+5), Notice 2 (+5), Search 5 (+5), Sense Motive 7 (+10), Stealth 4 (+5)

Feats: Accurate Attack, Benefit 2 (Wealth), Dodge Focus, Equipment 2, Power Attack, Precise Shot

Powers:
Awakened Medium (Container, Passive 1)
. . I See Dead People (Super-Senses 2) (counters concealment: Visual; Limited (to Concealed Undead))
. . Spirit Speech (Comprehend 1) (spirits)
. . The Past Lives In Me (Super-Senses 4) (postcognition; Uncontrolled)

Chilling Field (Force Field 8) (+8 Toughness)

Ghostly Chill (Array 8) (default power: blast, Feats: Accurate Attack, Power Attack, Precise Shot)
. . Chilled Area (Environmental Control 8) (Array; cold (extreme), Radius: 1000 ft.; Selective Attack; Range (touch))
. . Icy Blast (Blast 8) (Default; DC 23)
. . Icy Objects (Create Object 8) (Array; Max Size: 8x 5' cubes, DC 18)
. . Numbing Chill (Healing 8) (Array; Action (standard); Temporary)
. . Poltergeisting (Move Object 8) (Array; Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons)

Possessed (Features 1) (Notes: The very cold spirit possessing her make give her advice or other aid at the GM's discretion. A circumstance bonus to the aided activity may also be applied at the GM's discretion.)

Recovering Touch Telepathy Addict (Immunity 1) (rare descriptor: Edwin Christian's Touch Telepathy)

Equipment: Camera, Elinah's Sports Car, Toolkit (Basic)

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

Attacks: Icy Blast (Blast 8), +8 (DC 23), Unarmed Attack, +8 (DC 17)

Defense: +6 (Flat-footed: +2), Knockback: -5

Initiative: +1

Languages: English Native

Totals: Abilities 24 + Skills 16 (64 ranks) + Feats 7 + Powers 38 + Combat 24 + Saves 11 + Drawbacks 0 = 120

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

Elinah's Sports Car

Power Level: 8; Equipment Points Spent: 8

STR: +7 (25)

Toughness: +8

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

Defense: -1, Size: Large

Totals: Abilities 1 + 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) = 8

Age (as of Jan 2019): 30
Height: 5’ 3”
Weight: 120 lbs.
Ethnicity: Kenyan-American
Hair: Black (pale blue when using powers)
Eyes: Dark Brown (pale blue when using powers)

Background: Elinah Monroe was normal once. Then she dated Edwin Christian. His powerful mind’s subconscious desires overwhelmed her weaker mind, slowly warping it so that she turned both willing and pliant. The whole process felt incredible, but on some level she knew what was happening to her. Her mind fought against it, and the struggle threatened to drive her insane. Fortunately, Tessa Mcleod intervened before things got too far out of hand, as referenced in Edwin Christian’s entry. And it was Tessa that helped her begin recovery, only to find something very curious. The process had triggered Elinah’s own metahuman powers. She could now both see and speak with ghosts, poltergeists, and all sorts of spirits. They simply would not leave her alone. It was enormously bothersome. Also, people were beginning to think she’d gone insane.

. . And then one spirit had the enormous gall to possess her. And get stuck. Just such a dick. To manage the chilly powers she got from the spirit, Tessa recommended NPC Investigations’ junior rotation. What the hell, it got her out of the house and away from the people who thought she needed to be institutionalized. Of the entire rotation, Elinah’s in the top five in total cases worked. And nobody thinks she’s gone insane anymore. For obvious reasons, she has never worked with Edwin Christian.

. . Elinah’s NPC Investigations role is Junior Associate.

Powers & Tactics: Elinah is a metahuman. Details on that can be found in Edwin Christian’s entry. She is a psionic, with the ability to see and speak with ghosts, poltergeists, and other spirits. She also has uncontrollable visions of past events.
. . She is also possessed by a ghost, giving her the supernatural ability to project immense cold. Chilling Field isn’t so much armor as a energy draining field that drains the power of attacks. She can blast foes with damaging cold, create ice shapes, and numb pain. And, of course, she can telekinetically move things as many ghosts can. Said ghost is conscious and capable of attempting to aid her. How well that works can vary some.

. . Elinah doesn’t get into many fights, and thus hasn’t developed much in the way of tactics. Between Icy Blast and Poltergeisting she can defeat most opponents without resorting to anything more fancy. Numbing Chill can keep her or a wounded ally functional until they can be seen by a doctor. And she’s beginning to discover just how useful being able to make shapes out of ice is. Barriers are one thing, but she’s only just thought of cages and the like. She can technically power stunt, but has no ideas at present.

Personality: Elinah was, and to some extent still is, a trust fund party girl. But time slows it’s march for no one, and so she’s slowly maturing away from that shallow and vapid creature. Though to be fair, that process started during her initial recovery from being addicted to Edwin Christian’s touch telepathy. She’s changed into a responsible adult, if a somewhat self centered and vain one. Think of Harmony, from the Buffyverse, only less…painfully stupid.
Last edited by EternalPhoenix on Tue Aug 22, 2023 3:33 pm, 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

Sofia Harmon

Post by EternalPhoenix »

Sofia Harmon

Power Level: 8; Power Points Spent: 120/120

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

Tough: +2/+10, Fort: +7, Ref: +6, Will: +5

Skills: Bluff 5 (+10), Diplomacy 5 (+10), Gather Information 5 (+10), Intimidate 10 (+15), Knowledge (arcane Lore) 5 (+5), Knowledge (civics) 10 (+10), Knowledge (theology & philosophy) 5 (+5), Language 1 (+1), Notice 5 (+5), Sense Motive 5 (+5)

Feats: Attack Specialization 2 (Unarmed Attack), Dodge Focus 3, Power Attack

Powers:
Earth Control (Array 6) (default power: move object)
. . Into The Earth (Burrowing 8) (Alternate; Speed: 250 mph, 2200 ft./rnd)
. . Rock Platform (Flight 4) (Alternate; Speed: 100 mph, 880 ft./rnd; Platform)
. . Earth Mover (Move Object 6) (Default; Strength: 30, Carry: 532 / 1.1k / 1.6k / 3.2k; Range (perception); Limited Material (Rock/Earth))
. . Shape Earth (Shape Matter 6) (Array; Transforms: 50 lbs.; Duration (continuous); Distracting, Limited (Rock/Earth), Range (touch))
. . Sudden Quake (Trip 8) (Array; Burst Area (40 ft. radius - General); Range (touch); Improved Throw)

Might of Earth (Container, Passive 8)
. . Density 6 (+12 STR, +3 Toughness, Weight Multiplier: x5, Adds: Immovable 2, Super-Strength 2; Permanent)
. . . . Immovable 2 (Resist Movement: +8, Resist Knockback: -2)
. . . . Super-Strength 2 (+10 STR carry capacity, heavy load: 51.2 tons; +2 STR to some checks)
. . Enhanced Strength 4 (+4 STR)
. . Protection 5 (+5 Toughness; Impervious)
. . Super-Strength 4 (+20 STR carry capacity, heavy load: 51.2 tons; +4 STR to some checks)

Attack Bonus: +2 (Ranged: +2, Melee: +2, Grapple: +12/+18)

Attacks: Sudden Quake (Trip 8) (DC 18), Unarmed Attack, +6 (DC 25)

Defense: +6 (Flat-footed: +2), Knockback: -9/-11

Initiative: +1

Languages: Elven, English Native

Totals: Abilities 18 + Skills 16 (64 ranks) + Feats 8 + Powers 55 + Combat 8 + Saves 15 + Drawbacks 0 = 120

Age (as of Jan 2019): 18
Height: 5’ 1”
Weight: 525 lbs.
Ethnicity: Latina (Earth elemental soul)
Hair: Brown
Eyes: Gray

Background: Sofia Harmon didn’t exist three years ago, and the only other person on earth who knows that is her “sister” Sonya Harmon. Who is under a geas to say nothing of it because the Summer Queen of Faerie has a deep seated obsession with making every member of her Court obey her. Even if they were never meant to obey her in the first place. Hold up. Let’s take it back futher. The Elemental Lord of Earth had a daughter. This was not unusual in and of itself. The Elemental Lords periodically had children just like anyone else. The unusual part was that this daughter was an enormous pain in everyone’s ass. Granted, her parent spoiled her rotten. But she was simply the worst spoiled haughty brat anyone could possible imagine. The Summer Queen decided to kill two birds with one stone, so to speak. Sonya Harmon (humanized Elemental Lord of Fire) owed a debt, and the Queen wasn’t finished making her life a living hell anyway. So presto, the spoiled haughty brat was now Sonya’s kid sister, and she was not permitted to speak of it. The mortals would not know the difference. The newly minted Sofia was Sonya’s problem now. Either the brat would shape up in the mortal realm, or Sonya would capitulate to the Summer Queen. Either result was acceptable. What the Summer Queen did not anticipate was the sheer bloody minded stubbornness of the two women. Sonya will capitulate & Sofia will drop the attitude sometime after the heat death of the universe. And so after butting heads for a while, they both came to realize the source of their problems was the Summer Queen. Can you say, “alliance”?

. . Sofia’s NPC Investigations role is Receptionist.

Powers & Tactics: Sofia Harmon has the soul of a greater earth elemental. Specifically, one with the capability to become the Elemental Lord of Earth. As such, she’s a hell of a lot stronger, tougher, and heavier than the relatively fragile young girl she appears to be. She also has significant mental control over rock and soil, able to will earth and stone to move. She can burrow, fly on a rock, lift and throw earth and stone at range, cause localized earthquakes, and even shape earth and stone as if they were no more than soft clay.

. . Tactically, Sofia is completely straight forward. The vast majority of her opponents literally can’t hurt her (being the rough equivalent of unpowered humans with guns), so she closes to melee range and punches them. Hard. She is capable of power stunts with her array, but in her utter arrogance does not deign to do so.

Personality: Even two years in the mortal realm could not change the crown princess of the earth elementals. She is still an entitled, haughty, arrogant, spoiled brat. One would expect that such an exterior would be hiding significant insecurities, but no. This is who she is. With that said…she has learned tact and that there is such a thing as the right time and place for certain things to be said. No more constant whining. She has developed a sense of noblesse oblige. Meaning that in her clear and obvious superiority she has a responsibility to aid the hapless mortals. But make no mistake. This does not mean she likes them. Empathy is not her strong suit, though she tries. She doesn’t like seeing people sad or hurt. She does seem to be a good person aside from her glaring personality flaws. Look, she’s a tsundere, all right? Albeit one free of any romantic entanglements.
Last edited by EternalPhoenix on Tue Aug 22, 2023 3:36 pm, 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

Immortia

Post by EternalPhoenix »

Immortia (Tia Hammond)

Power Level: 10; Power Points Spent: 255/255

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

Tough: +3/+8, Fort: +8, Ref: +12, Will: +10

Skills: Acrobatics 3 (+5), Bluff 12 (+15), Craft (artistic) 3 (+5), Craft (electronic) 3 (+5), Craft (mechanical) 3 (+5), Diplomacy 2 (+5), Disguise 2 (+5), Escape Artist 13 (+15), Gather Information 7 (+10), Knowledge (arcane Lore) 3 (+5), Knowledge (streetwise) 8 (+10), Knowledge (tactics) 5 (+7/+15), Knowledge (technology) 3 (+5), Language 5 (+5), Medicine 3 (+5), Notice 13 (+15), Search 8 (+10), Sense Motive 8 (+10), Stealth 13 (+15), Survival 3 (+5)

Feats: Accurate Attack, All-Out Attack, Artificer, Attack Focus (ranged) 5, Attack Specialization 2 (Unarmed Attack), Challenge - Improved Feint, Challenge - Improved Taunt, Defensive Attack, Dodge Focus 5, Equipment 2, Improved Aim, Improved Initiative, Improvised Tools, Inventor, Master Plan, Master Plan 2 (tactics), Power Attack, Precise Shot, Skill Mastery (Bluff, Escape Artist, Notice, Stealth), Takedown Attack, Taunt, Uncanny Dodge (Auditory)

Powers:
Agent Zero's Soul Gem (Device 7) (Hard to lose; Subtle 2 (unnoticable))
. . Agent Zero's Soul (Enhanced Trait 4) (Traits: Knowledge (tactics) +8 (+12), Feats: Master Plan, Master Plan 2 (tactics))
. . Golem-like Durability (Protection 5) (+5 Toughness; Impervious [1 extra rank])
. . Might of a Golem (Super-Strength 7) (+35 STR carry capacity, heavy load: 25.6 tons; +7 STR to some checks)
. . Strength of a Golem (Enhanced Strength 6) (+6 STR)

High Tech Rifle (Device 9) (Easy to lose)
. . Rifle Settings (Array 20) (default power: - linked powers -; Reversible)
. . . . Force Field Projector (Snare 8) (Array; DC 18; Regenerating, Suffocating, Transparent)
. . . . Freezing Ray (Linked)
. . . . . . Freezing Snare (Snare 8) (Linked; DC 18)
. . . . . . Freezing Stun (Stun 8) (Linked; DC 18; Range (ranged))
. . . . Infinity Blaster (Blast 8) (Array; DC 23; Autofire (interval 2, max +5), Penetrating, Secondary Effect)
. . . . Petrification Beam (Transform 8) (Array; affects: broad > 1 thing - flesh to stone, Transforms: 250 lbs., DC 18; Duration (continuous))
. . . . Tranquilizer Shot (Fatigue 8) (Array; DC 18; Autofire (interval 2, max +5), Range (ranged), Secondary Effect)

Immortality Zone (Container, Passive 12) (Custom (Container 11.8))
. . Immunity 1 (aging; Affects Others, Burst Area (5-125 ft. radius - General); Progression, Increase Area 4 (area x25))
. . Regeneration 20 (recovery bonus 10 (+10 to recover), resurrection 10 (instantly), DC 30; Affects Others, Burst Area (100 ft. radius - General); Limited (Resurrection can only prevent Dying from becoming Dead; cannot Resurrect those already Dead) [10 ranks only]; Persistent, Regrowth)

Equipment: Binoculars, Camo Clothing, Flash Goggles, Gas Mask, Multi-Tool, Night Vision Goggles, Rebreather, Video Camera

Attack Bonus: +7 (Ranged: +12, Melee: +7, Grapple: +12/+19)

Attacks: Force Field Projector (Snare 8), +12 (DC Ref/Staged 18), Freezing Snare (Snare 8), +12 (DC Ref/Staged 18), Freezing Stun (Stun 8), +12 (DC Fort/Staged 18), Infinity Blaster (Blast 8), +12 (DC 23), Petrification Beam (Transform 8), +12 (DC Fort 18), Tranquilizer Shot (Fatigue 8), +12 (DC Fort 18), Unarmed Attack, +11 (DC 20)

Defense: +12 (Flat-footed: +4), Knockback: -7

Initiative: +6

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

Totals: Abilities 28 + Skills 30 (120 ranks) + Feats 30 + Powers 116 + Combat 28 + Saves 23 + Drawbacks 0 = 255

Age (as of Jan 2019): 19
Height: 5’ 5”
Weight: 120 lbs.
Ethnicity: Unknown (appears to have both Caucasian and East Asian ancestry)
Hair: Brown (dyed), Grey (natural)
Eyes: Brown (contacts), Violet (natural)

Background: The story of Immortia would make anyone feel utter rage. She apparently had her powers from birth. She cannot die. Literally cannot. And anyone within 100-ish feet of her cannot either. The infamous Agency discovered this. Her parents were swiftly disappeared, and she became a lab rat. Immortality is a rare and precious thing in the Phoenixverse. Mere agelessness is incredibly difficult to attain. The price for it is often very high indeed and, considering it can be removed with the stroke of a weapon, it is far less useful than what Immortia possesses. Which is why the Agency’s scientists began their slow campaign to figure out the limits, source, and reproducibility of her powers. On the first point, they found the 100-ish foot limit. They discovered her Regrowth, as well. As for the rest…they got nothing. And they tried everything. Crushing. Slashing. Piercing. Burning. Freezing. Irradiation. Electrocution. Asphyxiation. Poisoning. You name it, they tried it. In hundreds of different ways and combinations. Her limbs and organs grew back. Not particularly fast, but they grew back. So cutting them away now and again (for more experimental material) wasn’t an issue. It wasn’t like she would die, after all. The Agency scientists never bothered with even the most basic of sterilization procedures, aside from enough to protect themselves and their data. It didn’t matter if she got an infection or any kind of sick, after all. It wouldn’t kill her, so she’d recover eventually. And who cared about scarring, anyway? She didn’t have to be pretty to be useful. So they reached out into the darkest of magics. Gods long forgotten, and for good reason. The most unethical of genetic and biochemical science. The most advanced technology known to mankind. Nothing worked. She grew from toddler to grade schooler as a test subject, not a person. Then, during a routine transfer to another facility, she met Agent Zero.

. . Frank Hammond had been an excellent soldier. He had served the United States well during his terms of service, and after mustering out he served the private military corporation he worked for just as well. Unfortunately, said PMC was owned by the Agency. Frank was getting on in age a bit, and they wanted to keep him around. So a magical division murdered him and bound his soul to a sandstone golem. His wife and daughter were told he was killed in action. They buried his body none the wiser. A person’s memories are stored in the brain, not the soul. So it was trivial to program the new Agent Zero to perform his missions as eagerly and well as the old Frank Hammond had. Only now he was super strong, bulletproof, and tireless. The years blurred into each other. Agent Zero would’ve served his masters until someone finally managed to fully destroy the soul gem at his heart, except for one routine subject transfer.

. . Immortia simply sat and did nothing as the transport van rolled along the road. Agent Zero looked at her without any need to blink or change his gaze. Unbidden, memories bubbled up. Memories of someone who wasn’t him, doing things he never did. This was strange, as Agent Zero did not know he had ever been anyone else. Perturbed for the first time in years, he request to be put on guard duty for subject Immortia. As there were no missions urgently demanding his attention at the time, his handlers agreed to it. There had been some…concerns…over how mindless he had become over the years and so it was good to see him taking a little initiative. Thus it was settled. Agent Zero was Immortia’s guard. He took her to all her procedures, and brought her back when they were finished. He was within 100 feet of her at essentially all times. And then something entirely unexpected happened. Something…shifted…in his soul gem. The perfect soldier’s conscience returned. A tiny piece of Frank Hammond had been, impossibly, resurrected. When they came to get Immortia for her next procedure, Agent Zero went rogue. In full action hero style, he killed every Agency combat asset in the building and took the 8 year old girl out of there into the open world. Thus began the tale of Agent Zero and Immortia.

. . It was not, however, anywhere near where it ended. They spent the next decade on the run. Sometimes they got captured and had to escape. Sometimes there was just a hellacious fight. Other times it was ducking out of town just ahead of pursuit. Or the Agency sicced local law enforcement on them. You know, the usual fugitive stuff. He taught her how to fight. He taught her how to read and write. But most importantly, he treated her like an independent person and not an object to be used. He gave her a name of her own. As time went on, little bits of Frank Hammond kept floating to the surface. It was as if Immortia’s powers were trying to resurrect a dead man who didn’t even have a body. But neither of them knew they were on a time limit. Even with magic, there’s no such thing as a free lunch. Agent Zero’s sandstone form was powered by the magic charge in his soul gem. He could heal himself, something strange for a nonliving thing like a golem, by absorbing sand or finely ground rock (which is what sand is). This took a little energy from his soul gem’s charge. Before, his charge could be casually topped up by Agency magicians at any time. But as a fugitive, this was not available. After a decade, he began to run out. His healing power sputtered and stopped working. He started, for lack of a better term, malfunctioning in various ways. Forgetting things. Spacing out. Like he was sliding into become a mindless automaton. Or worse, an inanimate lump of rock. They searched for a magician who could help them, but were unable to find one. At last, Agent Zero’s power ran too far down, and the unthinkable happened. His body fell apart into a pile of sand. Immortia, heartbroken, took his soul gem on the run alone. Soon afterward, the Agency found her again. Without her super strong, bulletproof protector, she was captured. On her own, there was no hope of escape. All was lost.

. . Or, not. Agent Zero knew Hayden Street. Knew he was a magician (but not which one, of course). He had arranged, very early in their fugitive days, for the private detective to take over for him if the golem ever became incapacitated. Of course, eleven years later, Hayden Street no longer existed (having been replaced by his true self, Roger Simon). So the file and notification, through an annoyingly long process (somewhat expedited by Radical Dreamer of the Exiles), ended up on Penny Nihara’s desk at NPC Investigations. None of her colleagues and friends had ever seen her so coldly furious. She tracked down the location of the lab that had Immortia (conveniently it was right in NYC) and shinobi assassin’d all 25 Agency assets inside. Shortly afterward, Tia Hammond was the latest junior associate at NPC Investigations, with Harmony Perez working on how to get Agent Zero up and running again.

. . Tia’s NPC Investigations role is Junior Associate.

Powers & Tactics: Immortia is completely and utterly immortal. Literally nothing done to her physical existence can cause her demise. Her soul cannot be removed from her body under any circumstances. The Agency magician who tried had the magical power backlash on him. The explosion was quite impressive, and wiped the entire compound off the map. This does not mean she is immune to damage or mortal concerns. Quite the opposite. Though her body may wither or even be completely destroyed, if given time to recover she will come back from anything. Anything. Seriously. The Agency literally nuked her once. Her body seemed to be instantly incinerated. They thought she was dead. But as the smoke cleared there she was, suffering from horrifying burns and more severe radiation poisoning than any being that has ever lived. But in time she got better. And this was one occasion where Agency scientists saw fit to administer medical care. Not out of concern for her well being, but their own. Can’t experiment on a lethally hot girl, after all. The proposal to test her against a star was soundly rejected (how would they retrieve her?), as was a proposal to expose her to Ebola (she’d produce hazardous material by the gallon and how do you get it out of her?). Her immortality also applies to every living thing within approximately 100 feet of her.

. . The source of her absolute immortality remains unknown. It is beyond anything mutant & metahuman powers can do. There isn’t a god that can both give someone this level of power and hide their signature energy this well. If technology did this, it’s so far beyond being indistinguishable from magic that it might as well be magic. Speaking of, the magic power required to permanently do this to someone on the level it has been done outstrips every known magician combined. Not to mention, her immortality seems to be a literal law of the universe. The only universes where she has actually died are the ones where the laws of reality itself had broken down.

. . Aside from her immortality, she carries two devices. One is Agent Zero’s Soul Gem, and the other is a High Tech Rifle stolen from the Agency years ago. Agent Zero used it as his primary weapon after acquiring it, and made sure she was also qualified in its maintenance and use. The Soul Gem provides her with significantly increased physical strength and durability, as it did to Agent Zero’s sandstone body. It required a charge of magic power to do this on its own, but worn by a living person can easily function off their excess life force. She also has access to Agent Zero’s tactical knowledge and planning abilities. She does not have any access to Frank Hammond’s soul. She can only feel her surrogate father figure’s presence inside, and feel it twitch in response to her presence. The High Tech Rifle (it has an official name, but that’s from the Agency and screw them) has five regular settings. The Infinity Blaster (the base setting) never seems to stop firing, especially when used repeatedly. Seemingly endless energy bolts assault the target, penetrating even the thickest of armor. The Force Field Projector snares the target in tight energy bindings. They regenerate, restrict the target’s airways, and cannot be broken by outside force. The Freezing Ray is similar in that it snare the opponent in bindings, but these are made of ice and the target is forced to resist the bitter cold of the beam as well. The Petrification Beam is exactly what it says it is. It turns those targeted with it to stone until such time as something else undoes the effect. And lastly, the Tranquilizer Shot is slightly misnamed. Modeled after the Infinity Blaster, a seemingly endless barrage of sleep inducing energy waves gentle ease the target into dreamland, thus not inflicting actual damage.

. . Tactically, Immortia favors the Infinity Blaster as her bad guy defeater of choice. However, the Force Field Projector and Freezing Ray have proven to be very useful over the years, and the Petrification Beam can remove troublesome enemies entirely. If disarmed, she has her boosted strength from Agent Zero’s Soul Gem and a great degree of skill in unarmed striking. She is also not too proud to simply run if too outnumbered or outmatched. Immortality does not mean that injuries don’t hurt.

Personality: Immortia is, well, damaged. She’s twitchier than a squirrel on meth. She jumps at shadows. She sleeps poorly, awakening several times a night. It’s not specifically because she’s afraid (though she is). It’s because paranoia rapidly became a survival trait while on the run. She clings to Agent Zero’s Soul Gem as her only solace in a cold and cruel world. The Agency was utterly, utterly ruthless in pursing her and so she simply doesn’t get attached to anyone. Soon enough they’ll either be killed or betray her to them. Even Frank couldn’t last forever, and he wasn’t alive to begin with. She carries herself like the desperate, terrified survivor she is. With that said…there’s something different about Penny Nihara. She’s seen Carla’s, Edwin’s, Sonya’s, and even Harmony’s type before. But Penny reminds her of Frank. Killers with honor. That’s why Tia Hammond is the newest member of the junior associate rotation.
Last edited by EternalPhoenix on Tue Sep 27, 2022 3:25 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

Eiko Takanouchi

Post by EternalPhoenix »

Eiko Takanouchi

Power Level: 8; Power Points Spent: 120/120

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

Tough: +2/+6, Fort: +7, Ref: +10, Will: +7

Skills: Acrobatics 9 (+10), Craft (artistic) 3 (+5), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 3 (+5), Knowledge (arcane Lore) 8 (+10), Knowledge (art) 3 (+5), Knowledge (civics) 3 (+5), Knowledge (history) 8 (+10), Knowledge (theology & philosophy) 3 (+5), Language 1 (+1), Medicine 2 (+5), Notice 7 (+10), Sense Motive 7 (+10), Survival 7 (+10)

Feats: Attack Focus (ranged) 5, Attack Specialization 2 (Masterwork Katana), Defensive Attack, Dodge Focus 5, Equipment 2, Improved Aim, Improved Initiative, Precise Shot, Quick Change, Ritualist, Uncanny Dodge (Auditory)

Powers:
Blessed Bow and Arrows (Device 4) (Easy to lose, Restricted use (Shrine Priestess/Miko Training); Subtle (subtle))
. . Blessed Arrows (Array 9) (default power: blast)
. . . . Blazing Thunder Arrow (Dazzle 6) (Array; affects: 1 type + visual - auditory, DC 16)
. . . . Blessed Chain Arrow (Snare 6) (Array; DC 16; Regenerating)
. . . . Holy Lighting Arrow (Blast 6) (Default; DC 21; Autofire (interval 2, max +5))

Blessed Outfit (Device 1) (Hard to lose, Restricted use (Shrine Priestess/Miko training); Subtle (subtle))
. . Protection 4 (+4 Toughness, Feats: Quick Change)

Equipment: Masterwork Katana (Masterwork Weapon, Sword)

Attack Bonus: +5 (Ranged: +10, Melee: +5, Grapple: +6)

Attacks: Blazing Thunder Arrow (Dazzle 6), +10 (DC Fort/Ref 16), Blessed Chain Arrow (Snare 6), +10 (DC Ref/Staged 16), Holy Lighting Arrow (Blast 6), +10 (DC 21), Masterwork Katana, +10 (DC 19), Unarmed Attack, +5 (DC 16)

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

Initiative: +5

Languages: English, Japanese Native

Totals: Abilities 24 + Skills 25 (100 ranks) + Feats 20 + Powers 20 + Combat 20 + Saves 11 + Drawbacks 0 = 120

Age (as of Jan 2019): 544 (original birth) / 36 (modern birth) / 18 biological
Height: 5’ 1”
Weight: 105 lbs.
Ethnicity: Japanese
Hair: Black
Eyes: Dark Brown

Background: Eiko Takanouchi’s life has been…complicated. She was born (under a different name and without a surname as was common in the period) near the start of the “Warring States” (or Sengoku) Period in medieval Japan. She was a peasant, orphaned as a consequence of one of the many battles that wracked Japan at the time. A reasonably well to do Shinto shrine took her in and trained her as a shrine priestess, or miko. She aided her teachers by battling demons in both oni and yokai flavors. She proved to be surprisingly capable, but in the end she was only mortal. A particularly persistent and powerful demon killed her. Her priestly allies put together a last ditch ritual to save her. Someone so worthy should be reincarnated immediately, if for no other reason than to bring back such a potent champion. Unfortunately, due to said demon’s interference and the struggle of the priests to resist his influence, the spell’s effect was…delayed. By nearly five centuries.

. . Eiko was born in Tokyo in 1982. Without the shrine priests around (simple time causing a loss of records and the Age of Science greatly diminishing their already small numbers) she did not remember her prior life, instead growing up a normal girl. Until, after her first day of high school, she fell down an old well rescuing a puppy. When she crawled out, she was in Sengoku era Japan, in a different well, 50 years after her original self had died. Where a half demon hybrid waited for her. Her return and need for a defender had been prophesied. What followed was three years of off and on adventuring, as the wells worked both ways, but only for her. The two (and the allies they acquired along the way) battled many demons. She met her former self, resurrected as a soulless (but not mindless) puppet, and started to slowly regain her memories of that life. Her former self was both ally and enemy in equal measure, culminating in a tremendous battle against the demon who had killed her the first. The victory was a total team effort, and even then it cost her former self her existence. The two merged together to form one (finally) complete being. Not long after, the magic of the wells began to fade. Eiko was faced with a terrible choice. Her wacky band of friends and the love of her life (said half demon hybrid), or her family, normal friends, and modernity? The former made it easier for her by telling her to return to her life. She was a reincarnation, not the same person. Go home, Eiko. Her love (being a young member of a demonic species with formidable longevity) promised to meet her when she returned to Tokyo. Or rather, Edo, as it was named at the time. With tearful final goodbyes made, she went through the well/time portal one last time. Naturally, this was when things went sideways again.

. . Eiko Takanouchi, the real one, did not return to Tokyo at all. She did not return anywhere for 18 years. Roger Simon, nefarious deathbanned wizard (in those days he still existed as Hayden Street) sought an equal disguise/alternate persona to his own for his partner, Eve. His spell grabbed hold of Eiko mid transit and placed her in stasis, while Eve slipped into a perfect copy of her body and mind, and assumed her life. Even when Eve discarded the persona, the spell remained active on Eiko. Until Eve was Dusted, breaking the spell entirely. Unfortunately, this mean that Eiko was Dusted as well. But when that was undone, both Eve and Eiko reappeared beside each other. Such a mess. Eiko’s only goal at working for NPC Investigations is to get enough money to fly home to Tokyo and find out what the hell has happened to her life. Also, because she was in magical stasis, she hasn’t aged a day and for her no time has passed.

. . Eiko’s NPC Investigations role is Junior Associate.

Powers & Tactics: In her day, Eiko was one hell of a miko. Her skill with a bow and her divine magic arrows defeated many a vile demon. And her Blessed Outfit was practically a suit of plate mail available on demand. She was even as skilled with a blade as the most renowned samurai. She could even communicate with the kami (spirits/gods/more complicated than ol’ EP can handle in a quick aside like this one) and perform magical rituals to gain their assistance. However, times change, and her abilities that were once nigh miraculous are now merely excellent. She routinely carries three types of magic arrows. Blazing Thunder can blind and deafen. Blessed Chain binds the opponent in divine magic chains. Holy Lightning is, of course, a barrage of divine lightning in arrow form. In addition to her bow and quiver, she also carries a masterwork katana.

. . In a fight, Eiko’s arrows work just as well on humans as demons. Blazing Thunder and/or Blessed Chain are Plan A, so that Holy Lightning hits all the harder. These can, of course, fail. So Plan B is simply Holy Lighting Arrow itself. If disarmed of her bow, she still has her katana as well. She is very much used to (in both lifetimes) working with a partner or even a full team. So solo she’ll be far more cautious than one might expect. She can power stunt by having alternate divine magic arrows. All of the usual exotic save attack effects are on the table, with the ranged extra. She’s even used a Ward effect (Mind Control with the Conscious, Effortless, and Area Burst Extras and the One Command (Don’t Enter Area) and Range (ranged) Flaws) in the past.

Personality: Eiko is a very kind young woman, and highly empathetic. She is probably the most purely heroic among NPC’s employees. She is very honest, essentially incapable of deception. As a hunter of demons, she has an absolute intolerance for immoral and/or evil acts. With that said, she judges a given being based on their acts and not their bloodline. Humans can be as evil as any demon, after all. While she is usually calm and compassionate, when sufficiently provoked she can be reckless and short tempered.
Last edited by EternalPhoenix on Tue Aug 22, 2023 3:38 pm, 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

Re: The Phoenixverse

Post by EternalPhoenix »

And that's the NPC Investigations crew. I believe I have them in 3E form, too. But it's...sloppier. Skill point woes, dynamic arrays not working the same, bleh. Anyway, next time it's another big batch in the Seawings Adventurer Guild. There's actually more of them then there is Exiles. Maybe I'll split them up.
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

Re: The Phoenixverse

Post by EternalPhoenix »

Made some readability edits with all their Powers sections. Ill be keeping that up moving forward.
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: Teresa Maria Amarista-Mcleod

Post by Gilliam »

EternalPhoenix wrote: Fri Jan 28, 2022 11:55 pm Teresa Maria Amarista-Macleod

Power Level: 10; Power Points Spent: 250/250

STR: +2 (14), DEX: +1 (12), CON: +2 (14), INT: +3 (16), WIS: +5 (20), CHA: +3 (16)
I do like Teresa but would not want to get on her bad side.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Re: Teresa Maria Amarista-Mcleod

Post by EternalPhoenix »

Gilliam wrote: Sat Jan 29, 2022 7:03 am
EternalPhoenix wrote: Fri Jan 28, 2022 11:55 pm Teresa Maria Amarista-Macleod

Power Level: 10; Power Points Spent: 250/250

STR: +2 (14), DEX: +1 (12), CON: +2 (14), INT: +3 (16), WIS: +5 (20), CHA: +3 (16)
I do like Teresa but would not want to get on her bad side.
Well, you can start by calling her Tessa. :D

Round one of the Seawings Adventurer Guild, coming right up.
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

Seawings: Where We Started From

Post by EternalPhoenix »

Where We Started From

A year ago, my friends and I saved the world, at the cost of the only man I ever loved. I was…not all right for some time after that. Until Rikki brought me an impossible photo of Tobias, taken long after he ceased to exist. Wearing an outfit he’d never worn, in a place we had never been. She had found the photo in an ancient ruin, which was a heck of an odd place to find a photo. To find the truth, I have joined my cousin’s company and, to my surprise, learned I was more or less in charge. It’s a lot of fun, being an artifact hunter. Even if we get into more trouble with the law than I’d like.

-Yasmine Sakaguchi

The Seawings are a group of outlaw treasure hunters. They raid tombs and ruins for ancient artifacts. They work for various museum groups, random archaeologists with good cash flow, and the odd weird rich guy. They mainly work in Eastern Asia, but have popped up globally. They are generally considered heroic, as while they often break the law in their business endeavours, they always protect lives and livelihoods to the best of their abilities. Even if it means botching a job, saving lives is always more important. And it should go without saying they oppose all of the more unethical and/or violent treasure hunting groups.

With that said. They are wanted criminals, having stolen and trespassed in virtually every country worldwide. Their relations with proper heroes are strained at best, aside from alliances born out of necessity. They are pursued with less vehemence than most criminals due to the above items and that the original items are often either 1) stolen to begin with or 2)full of mystical or demonic powers that should NOT be in some random rich guy’s hands. No matter how gifted of a magus he thinks he is.

Roll Call!
Yasmine (Yas) Sakaguchi
Rebecca (Rikki)Heskett
Dark Sword Portia (Portia Rousseau)
Raheed the Dragon King (as summoned by Yas)
Coyote (unofficial member)
Laki Sigrah
Herman Heskett
Sione Sigrah
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

Yasmine Sakaguchi (Pre-Guild)

Post by EternalPhoenix »

Yasmine Sakaguchi

Power Level: 10; Power Points Spent: 150/150

STR: +0 (10), DEX: +2 (14), CON: +2 (14), INT: +2 (14), WIS: +4 (18), CHA: +4 (18)

Tough: +2/+6, Fort: +7, Ref: +7, Will: +10

Skills: Acrobatics 6 (+8), Concentration 6 (+10), Diplomacy 8 (+12), Gather Information 8 (+12), Knowledge (arcane Lore) 10 (+12), Knowledge (theology & philosophy) 8 (+10), Language 4 (+4), Notice 6 (+10), Ride 6 (+8), Sense Motive 6 (+10)

Feats: Attack Focus (ranged) 4, Attack Specialization (Twin Pistols (Device 4)), Defensive Roll 2, Dodge Focus 6, Equipment 1, Inspire 2 (+2), Luck, Quick Draw, Teamwork, Uncanny Dodge (Auditory)

Powers:
Protection 2 (+2 Toughness; Subtle (subtle))

Summon Raheed, The Dragon King (Summon 10) (Heroic)
. . Confuse 7 (Alternate; DC 17; Contagious, Secondary Effect; Accurate 2 (+4))
. . Healing 7 (Alternate; DC 17; Range (ranged), Restoration; Persistent, Regrowth)
. . Nauseate 7 (Alternate; DC 17; Range (ranged), Secondary Effect; Accurate 2 (+4))
. . Paralyze 7 (Alternate; DC 17; Range (ranged), Secondary Effect; Accurate 2 (+4))
. . Stun 7 (Alternate; DC 17; Range (ranged), Secondary Effect; Accurate 2 (+4))

Twin Pistols (Device 4) (Easy to lose)
. . Blast 5 (DC 20; Autofire (interval 2, max +5); Accurate 2 (+4), Precise, Ricochet (1 bounce), Variable Descriptor (Narrow group))

Equipment: Cell Phone, Concealed Body Armor [Protection 2, +2 Toughness; Subtle (subtle)], Flashlight

Attack Bonus: +5 (Ranged: +9, Melee: +5, Grapple: +5)

Attacks: Blast 5, +15 (DC 20), Confuse 7, +13 (DC Will 17), Nauseate 7, +13 (DC Fort/Staged 17), Paralyze 7, +13 (DC Staged/Will 17), Stun 7, +13 (DC Fort/Staged 17), Unarmed Attack, +5 (DC 15)

Defense: +12 (Flat-footed: +3), Knockback: -3

Initiative: +2

Languages: English, Japanese, Palauan, Portuguese, Tahitian

Totals: Abilities 28 + Skills 17 (68 ranks) + Feats 20 + Powers 47 + Combat 22 + Saves 16 + Drawbacks 0 = 150


Height: 5’ 4”
Weight: 120
Ethnicity: Mixed Japanese & Portuguese
Hair: Brown
Eyes: Blue
Hometown: Nagasaki, Japan, Raised in Koror, Koror, Palau

Yasmine was raised to be a mage, in order to seal a great evil away again. She assembled her protectors out of her friends, and went off to sacrifice herself as generations of mages had. Only a young man named Tobias threw a wrench in that plan. He, being from what appeared to be another world, questioned everything she believed. They fell in love, and in the end, she questioned it too. Long story short, she was right to question, and their defiance of millennia of tradition led to the evil’s complete destruction. Only Tobias was forever lost in the process.

Yasmine uses White Magic, which allows her to manipulate living bodily processes. She uses the healing aspect of this the vast majority of the time. However, when angered or disarmed, she’ll use it, no problem. She has recently learned how to summon beings again after sacrificing that ability to save the world. However, she can 1) only summon Raheed at this time and 2) cannot use her magic while sustaining his presence. Her pistols are enchanted and only inflict lethal damage if the user wishes. Yas functions as both the leader and the heart of the group. People just tend to like her, and her localized fame as the one who destroyed the destroyer doesn’t hurt.

Me? I guess we can start there. I mean, how to describe yourself? I’m good natured. I try to be kind to everyone. Heh. Honestly, I’m pretty much a cliché good girl. Noble, heroic, self sacrificing, that sort of thing. Hmm. At least, I was that way. I think travelling with Rikki and Portia has corrupted me. Or maybe I’m just growing up? I mean, I did spend almost the first eighteen years of my life on an island with barely more than ten thousand people on it. Now I’ve seen Paris at night, visited the Taj Mahal, and had a Coney Island hot dog. It was tasty, but I’ve had better meals. The world is a lot bigger than I thought it was. I’m learning new things every day. Like how comfy denim short shorts are. Why did no one tell me?

-Yas

My cousin’s still too much of a sheltered goody goody. Totally Lawful Good, but I’m workin’ on that. Those shorts? My idea. Soon enough, I’ll get her laid. Can you believe she’s still a virgin? Legally allowed to have anyone she want, and she still hasn’t made a move. Uh oh, Portia’s frowning at me again. Gotta go.

-Rikki

Yas can do as she pleases. Interfering with that is asking to get hurt, Rikki. We’ve talked about this. Yas is…a good girl. Kind, compassionate, and not nearly as much of a doormat as she might seem. She’s been a good influence on me. I was…in a bad place, before I met her. Now, things are better.

-Portia, the Dark Sword
Last edited by EternalPhoenix on Tue Feb 01, 2022 5:14 am, 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

Rebecca Heskett (Pre-Guild)

Post by EternalPhoenix »

Rebecca Heskett

Power Level: 10; Power Points Spent: 150/150

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

Tough: +2/+4, Fort: +7, Ref: +10, Will: +7

Skills: Acrobatics 7 (+10), Bluff 8 (+10), Craft (electronic) 7 (+12), Craft (mechanical) 7 (+12), Disable Device 5 (+10), Escape Artist 7 (+10), Knowledge (physical sciences) 7 (+12), Knowledge (technology) 7 (+12), Language 7 (+7), Notice 10 (+10), Sense Motive 10 (+10), Sleight of Hand 7 (+10), Stealth 7 (+10)

Feats: Attack Focus (melee) 4, Attack Specialization 3 (Mecha Daggers (Device 2)), Defensive Roll 2, Dodge Focus 7, Eidetic Memory, Evasion, Improved Initiative 2, Improvised Tools, Inventor, Jack-of-All-Trades, Move-by Action, Power Attack, Quick Draw, Takedown Attack, Teamwork, Uncanny Dodge (Auditory)

Powers:
Mecha Daggers (Device 2) (Easy to lose, Only you can use)
. . Dagger Attack (Strike 5) (DC 20; Autofire (interval 2, max +5))

Rikki's Speed Advantage (Linked)
. . Enhanced Trait 2 (Linked; Feats: Improved Initiative 2)
. . Quickness 3 (Linked; Perform routine tasks at 10x speed)
. . Speed 3 (Linked; Speed: 50 mph, 440 ft./rnd)

Techie Grenade Belt (Device 4) (Hard to lose)
. . Grenades (Array 8) (default power: blast)
. . . . Capture Grenade (Snare 5) (Array; DC 15; Burst Area (25 ft. radius - General))
. . . . Concussive Grenade (Trip 5) (Array; Burst Area (25 ft. radius - General), Knockback)
. . . . Ninja Grenade (Obscure 5) (Array; affects: visual senses, Radius: 100 ft.; Independent)
. . . . Razzle Dazzle Grenade (Dazzle 5) (Array; affects: visual senses, DC 15; Burst Area (25 ft. radius - General))
. . . . Tech Bomb (Blast 8) (Default; DC 23; Burst Area (40 ft. radius - General); Unreliable (5 Uses))

Attack Bonus: +5 (Ranged: +5, Melee: +9, Grapple: +9)

Attacks: Capture Grenade (Snare 5) (DC Ref/Staged 15), Concussive Grenade (Trip 5) (DC 15), Dagger Attack (Strike 5), +15 (DC 20), Razzle Dazzle Grenade (Dazzle 5) (DC Fort/Ref 15), Tech Bomb (Blast 8) (DC 23), Unarmed Attack, +9 (DC 15)

Defense: +14 (Flat-footed: +4), Knockback: -2

Initiative: +11

Languages: Chinese (Cantonese), English, Filipino, French, Indonesian, Japanese, Portuguese, Thai

Totals: Abilities 24 + Skills 24 (96 ranks) + Feats 27 + Powers 32 + Combat 24 + Saves 19 + Drawbacks 0 = 150

Height: 5’ 0”
Weight: 100
Ethnicity: Mixed Chinese & Portuguese
Hair: Reddish Blonde
Eyes: Green
Hometown: Macao, China
Rebecca Heskett is part of a clan of engineers and techies that have helped Macao grow into the city it is today. She stumbled into Yas’s journey to seal a great evil by accident, and then teamed up with Tobias to stop Yas from sacrificing herself. Her efforts were key in destroying said evil forever. Afterward, she found stuff to do until stumbling (again) onto the photo in that ruin. She brought it to the just about done grieving Yas, and the rest is history.

Rebecca Heskett is a tech genius. She’s also a low level speedster, and a trained thief. She has her specially made daggers for melee combat, and her grenades for range. Aside from that, she’s an unpredictable, reckless combatant. Often she brings her latest prototype to a mission. This does not always go well. Her role is both recon and field tech support. She’s the one who gets doors open and puzzles out mechanisms.

My cousin? She’s a whirlwind of energy. She’s really, really smart. But she makes bad decisions all the time. It really worries me. She’s always in a bikini, unless it’s too cold. She drinks too much, and she’s always going off with some guy she just met. She should really be more careful, but then I guess she wouldn’t be Rikki. She’s about two years younger than I am, but I think she’s lived twice as much as I have. I’ve got some catching up to do, but I think I’ll do it my way.

-Yas

Oh, yeah. My turn. Look, I’m awesome. I’m smart, I’m hot, and I love having fun. If this was an anime, I’d be Best Girl. Hands down. Only Ice Queens like Portia don’t dig all of me. But you know…there’s more to me than that. I mean, I was raised to be a techie. I love nuts and bolts. Making things work is my passion. I’m always workin’ on something. The Seawings wouldn’t know what to do without me. The hot part, well, you can’t see me or it’d be obvious. I mean, if you’ve got it, show it off. That’s what I say. And why I got Yas into those shorts. Girl’s got a great booty, you know? Having fun, aside from time in my workshop, is hitting the clubs. Bangkok and Hong Kong have some fierce places, and Singapore knows what a good time is, too. And even if a place is having an off night, I can always find a cute boy to carry me off. Though if I start listing my favorites we’ll be here all day. And I’ve got a killer idea for a new gadget for our next job. So, later!

-Rikki

Rikki is a cheerful, good hearted girl. With no respect for property rights, personal space, or anything that gets in the way of her whim of the moment. The shorts were a good idea, though. In fact, she has plenty of good ideas. What she doesn’t seem to have is any way to tell the bad ideas from the good ones. Which is why sometimes I have to use percussive correction. Heaven knows no one else around here will stop her from running wild. Not that I have to do it often. The threat is enough, most of the time.

-Portia, the Dark Sword
Last edited by EternalPhoenix on Tue Feb 01, 2022 5:17 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

Portia Rousseau (Pre-Guild)

Post by EternalPhoenix »

Dark Sword Portia

Power Level: 10; Power Points Spent: 150/150

STR: +8 (16/26), DEX: +2 (14), CON: +8 (16/26), INT: +1 (12), WIS: +4 (18), CHA: +2 (14)

Tough: +8/+9, Fort: +10, Ref: +8, Will: +8

Skills: Acrobatics 8 (+10), Climb 2 (+10), Gather Information 6 (+8), Intimidate 10 (+12), Knowledge (tactics) 9 (+10), Language 2 (+2), Medicine 1 (+5), Notice 6 (+10), Sense Motive 6 (+10), Swim 2 (+10)

Feats: Accurate Attack, Attack Specialization 2 (Unarmed Attack), Defensive Roll, Endurance (+4), Improved Critical 2 (Dark Sword (Strike 4)), Improved Disarm, Improved Initiative, Interpose, Power Attack, Startle, Stunning Attack, Takedown Attack, Teamwork, Uncanny Dodge (Auditory)

Powers:
Dark Sword (Strike 4) (DC 27; Mighty)

Demonic Atavism (Container, Passive 6)
. . Demonic Constitution (Enhanced Constitution 10) (+10 CON)
. . Demonic Sight (Super-Senses 4) (counters illusion: Vision, darkvision)
. . Demonic Skin (Impervious Toughness 6)
. . Demonic Strength (Enhanced Strength 10) (+10 STR)

Super-Strength 4 (+20 STR carry capacity, heavy load: 7.4 tons; +4 STR to some checks)

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +16/+20)

Attacks: Dark Sword (Strike 4), +8 (DC 27), Unarmed Attack, +12 (DC 23)

Defense: +10 (Flat-footed: +5), Knockback: -7

Initiative: +6

Languages: English, French, Tahitian

Totals: Abilities 30 + Skills 13 (52 ranks) + Feats 16 + Powers 43 + Combat 36 + Saves 12 + Drawbacks 0 = 150

Height: 5’ 9”
Weight: 140
Ethnicity: French
Hair: White
Eyes: Red
Hometown: Pape’tete, Tahiti, French Polynesia

Portia is of entirely French stock, yet born far away from France. She joined the military at eighteen and served locally. She was a part of a team training to defeat once and for all the great evil Yas’s journey was to seal. However, on their final training mission they stumbled onto a cavern full of spirits. The spirits drove everyone mad, and most of them died at the other’s hands. Portia survived, unbeknownst to anyone. She was a bit at loose ends after her recovery. The great evil was destroyed, and France surely thought she was dead. Sione, of all people, swooped in to offer the well trained (and after her cave experience, superpowered) soldier a job.

Portia, until that day in the cave, was an more or less normal human being. Albeit one with elite military training. It was there that a hidden fragment of her DNA came to the fore. One of her ancestors was an actual demon. The energy of the cave activated the atavism, turning her hair white and her eyes red. Her strength and stamina vaulted upward. But most importantly, she could see through the illusions the spirits were throwing around. She escaped, but as she was badly wounded before the atavism triggered, tumbled into the ocean and was lost. After she recovered (thanks to some friendly fellow French Polynesians), she realized she had a sword. A black, seemingly indestructible sword that was sheathed elsewhere whenever it wasn’t in her hand. Thus was Dark Sword Portia born. She is the group’s muscle. When Yas and Rikki are having trouble hurting something, Portia can usually cut it.

Portia is…well, she’s been hurt. And demonic atavisms don’t trigger on their own. She’s pretty closed off. I mean, she’s a friend. A good and loyal friend. But she doesn’t talk about her past. Or…anything, really. She’s very good at being quiet. She wears a LOT of black leather. She’s a responsible person. And that’s all I know about her, really. I want to help, but…she scares me, a little. It’s like she knows when I’m about to ask something she doesn’t want to tell me, and she just gives me a look with those red eyes. One day I won’t be put off by a look, and I’ll get through to what’s bothering her so much. One day.

-Yas

Portia? She’s an Ice Queen. Pro level, baby. At least, that’s how I like to think of her. I mean, I’m not an idiot. She’s got that same sad look in her eyes sometimes. The one that Yas had, after Tobias faded out. Portia’s not crying, and she gets done what she needs to get done. Heck, she even goes out to the nightclubs with me n’ Yas. But she never seems like she’s having as much fun as I am. Or anyone there, really.. She’s lost something that mattered a lot to her, and she doesn’t want to let the hurt out. I just…I don’t know. I want her to smile when she’s not hurting someone. Doesn’t seem right to me, to only smile when you’re doing the violence and aren’t a serial killer. It’s weird.

-Rikki

Me? I hit things. With a big black sword. Sometimes with my fists or my feet. When I don’t need to hit things, I kill time until I need to hit things again. Sometimes I threaten to hit things so I don’t have to hit things. I’m not a complicated person. At least, not anymore.

-Portia, the Dark Sword
Last edited by EternalPhoenix on Tue Feb 01, 2022 5:20 am, 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

Raheed, The Dragon King (Pre-Guild)

Post by EternalPhoenix »

Raheed, The Dragon King

Power Level: 10; Power Points Spent: 150/150

STR: +12 (34), DEX: +1 (12), CON: +12 (34), INT: +0 (10), WIS: +1 (12), CHA: +1 (12)

Tough: +12, Fort: +12, Ref: +4, Will: +8

Skills: Intimidate 10 (+15), Knowledge (arcane Lore) 12 (+12), Knowledge (civics) 8 (+8), Notice 7 (+8), Sense Motive 7 (+8)

Feats: Attack Specialization 2 (Unarmed Attack), Benefit (rank) (King of the Dragons), Dodge Focus 4, Endurance (+4), Fearless, Improved Grapple, Interpose, Power Attack, Startle, Ultimate Effort (Toughness checks)

Powers:
Dragon's Breath (Damage 8) (DC 23; Cone Area (80 ft. cone - General))

Dragon's Tail (Additional Limbs 1) (1 extra limb; +1 to Grapple when not using Imp. Grapple, Feats: Improved Grapple; Innate)

Dragon's Wings (Flight 6) (Speed: 500 mph, 4400 ft./rnd; Power Loss (Bound Wings))

Dragons Are Big (Growth 8) (+16 STR, +8 CON, +2 size categories; Permanent; Innate)

Hardened Scales (Impervious Toughness 8)

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +26)

Attacks: Dragon's Breath (Damage 8) (DC Staged/Tou ), Unarmed Attack, +8 (DC 27)

Defense: +8 (Flat-footed: +2), Size: Huge, Knockback: -18

Initiative: +1

Languages: English

Totals: Abilities 30 + Skills 11 (44 ranks) + Feats 13 + Powers 62 + Combat 24 + Saves 10 + Drawbacks 0 = 150

Height: 32’ 0”
Weight: 16 tons
Ethnicity: N/A
Hair: None
Eyes: Red
Hometown: Unpronounceable by humans

Raheed is Yas’s recovered summon. He is, as his name says, the king of all dragons. His power seeming lacking doesn’t invalidate that. He only has as much power as his summoner, and Yasmine (while among the finest at that magical art on Earth) isn’t nearly as powerful as Raheed. By the same token, the spell protects Raheed from actually taking damage. The spell itself absorbs the punishment, banishing him back to his own realm if he is ever defeated.

Raheed is, well, a dragon. He’s massive, very strong, very tough, and can breath fire. As previously stated, these abilities aren’t nearly as powerful as they would be if he came through a dimensional portal instead of being magically summoned. However, he remains a nigh impossible opponent on the human scale and a dangerous one on the superheroic.

Oh, Raheed? He’s my friend. Well, kind of. Heh. The way my magic works, I couldn’t summon him if we didn’t get along. I don’t really get it, but he’s decided he likes me. Dragons have a much different perspective than humans do, so I don’t always understand what he says. But he has my back in a fight, and doesn’t mind it when I summon him just to hang out. He’s more fun at a beach party (we have more of those than most people) than the boys on the ship. And with Herman’s antics, that’s saying something. He teases me about not being able to summon him at his full power, though. It’s a little mean. Other than that, we get along great.

-Yas

Look, I’ll badmouth Portia some. But the dragon? He scares me poopless. Like, literally. I always make sure I’ve hit the bathroom before we go on jobs, because one roar and my guts are looser than my morals. It’s not that he’s a bad pers-er, dragon. He’s a loyal ally and I’d rather have him at my back in a scrap than not. He’s just got the fangs, the fire breath, and…well…he’s not human. Not even a little bit. I never have any idea what he’s thinking. Burr. I think I have to…yep, bathroom time. ‘Scuse me.

-Rikki

Raheed is a king, and it shows. He is a noble and honorable creature. I’m glad Yas befriended him somehow. He’s a great fighter, despite his size. We’re a good team. And the way he makes Rikki nervous is always fun. I suspect he exaggerates the things about him that scare her for his own amusement. The thing that proves he is a good dragon, as opposed to the murderous ones, is how well he gets along with Yasmine. I think he finds her enthusiasm and determination as refreshing as I do.

-Portia, the Dark Sword
Last edited by EternalPhoenix on Tue Feb 01, 2022 5:23 am, 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

Laki Sigrah, Herman Heskett, & Sione Sigrah (Pre-Guild)

Post by EternalPhoenix »

Laki Sigrah

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

STR: -1 (8), DEX: +2 (14), CON: +1 (12), INT: +7 (24), WIS: +5 (20), CHA: +0 (10)

Tough: +0/+10, Fort: +3, Ref: +5, Will: +7

Skills: Computers 8 (+15), Craft (chemical) 8 (+15), Craft (electronic) 8 (+15), Craft (mechanical) 8 (+15), Craft (structural) 8 (+15), Disable Device 8 (+15), Investigate 8 (+15), Knowledge (earth sciences) 8 (+15), Knowledge (life sciences) 8 (+15), Knowledge (physical sciences) 8 (+15), Knowledge (technology) 8 (+15), Language 2 (+2), Medicine 5 (+10), Notice 2 (+7), Search 3 (+10), Sense Motive 2 (+7), Stealth 4 (+10)

Feats: Attack Focus (ranged), Dodge Focus, Eidetic Memory, Improvised Tools, Inventor, Skill Mastery 2 (Craft skills, KN skills)

Powers:
Bodysuit (Device 8) (Hard to lose)
. . Armored Exterior (Protection 10) (+10 Toughness)
. . Enclosed System (Immunity 9) (life support)
. . Integral Blaster (Blast 5) (DC 20; Accurate 2 (+4))
. . Scanning Visor (Super-Senses 9) (analytical (type): Visual, darkvision, infravision, microscopic vision 2 (cell-size), ultra-hearing, ultravision)

Shrinking 4 (-4 STR, -1 Toughness, -1 size category, 3/4 movement speed; Permanent; Innate)

Attack Bonus: +4 (Ranged: +5, Melee: +4, Grapple: -2)

Attacks: Integral Blaster (Blast 5), +9 (DC 20), Unarmed Attack, +4 (DC 14)

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

Initiative: +2

Languages: French, Palauan, Tahitian

Totals: Abilities 32 + Skills 27 (106 ranks) + Feats 7 + Powers 37 + Combat 10 + Saves 7 + Drawbacks 0 = 120

Height: 4’ 4”
Weight: 75
Ethnicity: Mixed Polynesian
Hair: Black
Eyes: Brown
Hometown: Koror, Koror, Palau

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

Herman Heskett

Power Level: 6; Power Points Spent: 90/90

STR: +2 (14), DEX: +4 (18), CON: +2 (14), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)

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

Skills: Bluff 3 (+5), Computers 5 (+5), Craft (mechanical) 8 (+8), Diplomacy 3 (+5), Disable Device 5 (+5), Drive 11 (+15), Gather Information 3 (+5), Knowledge (earth sciences) 8 (+8), Knowledge (physical sciences) 8 (+8), Knowledge (technology) 8 (+8), Language 4 (+4), Medicine 3 (+5), Notice 3 (+5), Pilot 11 (+15), Sense Motive 3 (+5), Survival 6 (+8)

Feats: Attack Focus (ranged) 2, Equipment 12, Second Chance (Pilot checks)

Equipment: Assault Rifle, The Seawing, Undercover Vest

Attack Bonus: +5 (Ranged: +7, Melee: +5, Grapple: +7)

Attacks: Assault Rifle, +7 (DC 20), Unarmed Attack, +5 (DC 17)

Defense: +7 (Flat-footed: +4), Knockback: -2

Initiative: +4

Languages: Chinese (Cantonese), English, Japanese, Portuguese, Tahitian

Totals: Abilities 24 + Skills 23 (92 ranks) + Feats 15 + Powers 0 + Combat 24 + Saves 4 + Drawbacks 0 = 90

Height: 6’ 0”
Weight: 170
Ethnicity: Mixed Chinese & Portuguese
Hair: Light Brown
Eyes: Brown
Hometown: Macao, China

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

Sione Sigrah

Power Level: 6; Power Points Spent: 90/90

STR: +2 (14), DEX: +2 (14), CON: +2 (14), INT: +2 (14), WIS: +4 (18), CHA: +0 (10)

Tough: +2/+5, Fort: +4, Ref: +4, Will: +6

Skills: Craft (electronic) 3 (+5), Craft (mechanical) 3 (+5), Diplomacy 5 (+5), Drive 8 (+10), Gather Information 10 (+10), Knowledge (physical sciences) 3 (+5), Knowledge (technology) 3 (+5), Language 4 (+4), Notice 1 (+5), Pilot 8 (+10), Sense Motive 1 (+5), Stealth 8 (+10), Survival 11 (+15)

Feats: Equipment 11, Fearless, Quick Draw, Second Chance (Survival checks to navigate), Takedown Attack

Equipment: Assault Rifle, The Seawing (shared with Herman Heskett 35, Undercover Vest

Attack Bonus: +7 (Ranged: +7, Melee: +7, Grapple: +9)

Attacks: Assault Rifle, +7 (DC 20), Unarmed Attack, +7 (DC 17)

Defense: +7 (Flat-footed: +4), Knockback: -2

Initiative: +2

Languages: English, French, Palauan, Portuguese, Tahitian

Totals: Abilities 24 + Skills 17 (68 ranks) + Feats 15 + Powers 0 + Combat 28 + Saves 6 + Drawbacks 0 = 90

Height: 5’ 10”
Weight: 180
Ethnicity: Mixed Polynesian
Hair: Blonde (dyed, naturally Black)
Eyes: Brown
Hometown: Koror, Koror, Palau

Laki, Herman, and Sione are the support crew for the Seawings. Laki is the brains, Herman pilots the Seawing itself, and Sione is the navigator. Laki and Sione are brothers. They typically don’t get into combat if they can avoid it. Laki is a genius, a weirdo, and grade school age. Herman has all of his sister Rikki’s reckless nature, and none of her intelligence or speed. He’s also hopelessly in love with Yas, who is clueless. Sione is kind of a blank slate. He’s a chill dude, even in a crisis, but he’s one of those guys even people who know him well would have trouble picking out of a crowd.

Laki is a good kid. He has our back when even Rikki gets stumped, and between the two of them they keep the Seawing in the air. He’s really responsible for his age, though. I worry about how he’ll be when he gets older, sometimes. Herman is Rikki’s wacky brother. The way he reacts when I talk to him is so funny. Without him, I don’t know how we’d ever get anywhere. He’s the best pilot I’ve ever seen. Sione…I don’t know, really. He navigates for us, but I can’t name anything special about him. He’s just kind of…around. Honestly? Sometimes I forget he’s there. Sorry, Sione.

-Yas

Laki is one of the few people who’s smarter than me. Used to make me mad, until I realized he’s a total weirdo. I don’t think he ever gets outta that suit of his. He doesn’t even talk that much. So that means I’ve still got being hot and a ton of fun on him. Okay…I do worry he’ll be a shut in when he grows up. Aunt Rikki won’t let that happen, nope! My brother Herman is a grade A doofus, but I love the big lug anyway. He has no chance with Yas, and on some level I think he knows it. Doesn’t make him stop pining as pathetically as possible. Okay, that was a joke. It’s…really sad, honestly. I know Yas, and she just doesn’t see my poor bro that way. Sione? Who’s that? I kid, again. He’s just a forgettable, generic dude. I know he doesn’t like it, but he doesn’t have any charisma or presence. Example? He was around a lot when Yas and I were savin’ the world, but neither of us remembered ever seeing him. I mean, we both even spoke to him back then. Oh, well. Sorry, Sione.

-Rikki

Those three? Laki’s smarter than all of us but doesn’t like to make physical contact with the world outside his mind. Herman is our pilot, and Rikki’s brother. He clearly adores Yas, and I think she knows but doesn’t want to break his heart with a proper rejection. I can understand that. Herman will be a good catch for some lucky woman, even if it is entirely too obvious that he and Rikki are siblings. Sione…I’ll be honest, I forget his name sometimes. He is our navigator, and Laki’s brother. There doesn’t seem to be anything special or interesting about him at all. Yas and Rikki speak to them more than I do, at any rate. They would have a better idea.

-Portia, the Dark Sword
Last edited by EternalPhoenix on Tue Feb 01, 2022 5:31 am, 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.
Post Reply