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

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EternalPhoenix
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Willie Teriong

Post by EternalPhoenix »

Willie Teriong

Power Level: 11; Power Points Spent: 180/180

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

Tough: +7, Fort: +8, Ref: +14, Will: +8

Skills: Acrobatics 15 (+20), Diplomacy 8 (+12), Gather Information 4 (+8), Knowledge (arcane Lore) 5 (+5), Knowledge (history) 5 (+5), Knowledge (popular culture) 15 (+15), Knowledge (theology & philosophy) 5 (+5), Language 4 (+4), Notice 8 (+10), Perform (oratory) 11 (+15), Sense Motive 8 (+10), Swim 12 (+15)

Feats: Acrobatic Bluff, Attack Focus (ranged) 6, Attack Specialization 3 (Martial Arts (Strike 4)), Challenge - Improved Acrobatic Bluff, Defensive Attack, Dodge Focus 6, Elusive Target, Endurance (+4), Evasion, Improved Aim, Improved Initiative, Improved Trick, Luck, Move-by Action, Power Attack, Precise Shot 2, Quick Draw, Set-Up, Skill Mastery (Acrobatics, KN (pop culture), Perform (oratory), Swim), Takedown Attack, Teamwork, Ultimate Effort (Toughness saves), Uncanny Dodge (Auditory)

Powers:
Battle Tested (Protection 4) (+4 Toughness)

Chi Channeling Volleyball (Device 5) (Easy to lose, Only you can use)
. . Chi Ball Strikes (Array 11) (default power: blast; Custom (Array 10.5))
. . . . Multispike (Blast 4) (Default; DC 22; Autofire (interval 2, max +5) [3 extra ranks]; Mighty 3 (+3 to damage), Ricochet 3 (3 bounces))
. . . . Sensory Deprivation (Dazzle 7) (Array; affects: 1 type + visual - auditory, DC 17)
. . . . Stinging Shot (Stun 7) (Array; DC 17; Range (ranged))
. . . . The Ol' Ricochet (Blast 4) (Array; DC 22; Shapeable Area (6-35 cubes of 125 cu. ft. (5x5x5) - Targeted) [3 extra ranks]; Mighty 3 (+3 to damage), Progression, Decrease Area (-1 ranks), Progression, Increase Area 2 (area x5))
. . . . Wobblin' Da Knees (Paralyze 7) (Array; DC 17; Range (ranged))

Immunity 4 (environmental condition: Pressure, environmental condition: Cold, suffocation (all); Limited - Half Effect)

Martial Arts (Strike 4) (DC 22; Mighty)

Swimming 1 (Speed: 2.5 mph, 22 ft./rnd)

Attack Bonus: +9 (Ranged: +15, Melee: +9, Grapple: +12)

Attacks: Martial Arts (Strike 4), +15 (DC 22), Multispike (Blast 4), +15 (DC 22), Sensory Deprivation (Dazzle 7), +15 (DC Fort/Ref 17), Stinging Shot (Stun 7), +15 (DC Fort/Staged 17), The Ol' Ricochet (Blast 4), +15 (DC 22), Unarmed Attack, +9 (DC 18), Wobblin' Da Knees (Paralyze 7), +15 (DC Staged/Will 17)

Defense: +15 (Flat-footed: +5), Knockback: -3

Initiative: +9

Languages: English, Japanese, Palauan Native, Portuguese, Tahitian

Totals: Abilities 34 + Skills 25 (100 ranks) + Feats 36 + Powers 29 + Combat 36 + Saves 20 + Drawbacks 0 = 180

Age (as of Jan 2019): 34
Height: 6’ 2”
Weight: 200 lb.
Ethnicity: Palauan
Hair: Red
Eyes: Dark Brown

Background: Willie Teriong was one of Yas’s protectors on her trip to sacrifice herself to save the world. Obviously, things went differently than anyone was expecting, thanks to Tobias’s courage and Yas’s own strength. In the aftermath, Willie settled down with Lucy Hasegawa and had a son. They named him Charlie after Willie’s deceased brother (and Lucy’s first love). They have other kids, but Charlie’s the one who gets screen time. He grew up with Yas and Lucy, firmly in the loveable goofball role. It was something he struggled to grow out of, as he worked his way up to being captain of Palau’s national beach volleyball team. Palau being a very small country population wise, the team had a poor talent pool and rarely won any games. This despite Willie clearly being a top class all around talent. He put his career on the shelf to travel with Yas and company. The loss of Charlie (his brother) embittered him towards technology for a time, as they grew up in a very conservative religious orphanage. This lasted until the hypocrisy of both the tech and religious sides was exposed to him on that journey, at which point he promptly apologized to those he had wronged with his bitterness and prejudice. When the Seawings were revitalized into an Adventurer Guild, Willie agreed to Yas’s request to join it. These days Willie is more and more a politician than an athlete, having been elected to the Koror Legislature as a Legislator-at-Large. He’s truly terrible at actually legislating but among the finest at advocating for the people’s needs. So far it’s worked out okay, and he’s only been a boon in keeping the Guild on Palau’s good side.

Powers & Tactics: Willie technically doesn’t have any superhuman powers. He is just a highly skilled and well trained martial artist, who has developed his own…unique…style of combat based on channeling chi through a specially designed volleyball. He has developed several attacks based on this. He can dazzle sight and hearing, stun, paralyze, hammer away several times, and cover an entire area with the ricochets. Even without his volleyball he remains a potent martial artist with a strong punch and sturdy body. His training has also made him better in the water, with greater resistance to cold, pressure, and drowning and a faster swim speed.

. . Tactically, Willie favors Sensory Deprivation as an opening move, followed by some Multispike to put the foe down. Stinging Shot and Wobblin’ Da Knees get worked in as needed. The former when damage isn’t a viable option and the latter more generally, as it’s a Will save and the foes who can withstand his other attacks will more likely have trouble with that one. The Ol’ Ricochet is, of course, reserved for groups of opponents. Otherwise, he doesn’t attack without either using Move by Action or Improved Acrobatic Bluff to increase his chances of hitting. He has Defensive Attack (and Ultimate Toughness if that fails)to protect himself from more powerful foes and Power Attack to hurt the tougher ones. If he’s out of his league, he’ll make use of Set Up and Teamwork to aid more powerful allies. He’s fully capable of power stunting, but generally does not do so.

Personality: Willie is a boisterous fellow and a little bit of an idiot. Good natured and laid back, he’s a very likeable guy. He was clearly the heart of the old team, and he cares a lot about other people. He has an abiding love for beach volleyball and the martial arts. That said, he can easily be insensitive without meaning to, but he’ll always apologize and try to do better next time. He used to bear some prejudice against those with European blood, but time and seeing how Asians and Pacific Islanders can be just as bad mostly cured him of that. He’s a gregarious too, with a strong sense of responsibility and a deep faith in, well, he’s not exactly sure anymore. The “old ways” were built on lies. The newer ones aren’t any better. So…call it the essential goodness of the universe. Be it a pantheon of gods, the Christian Holy Trinity, Buddhist ideology, or just venerating the ancestors. There’s someone out there looking out for us, hoping we do good instead of evil. In the meantime, Willie’s just gonna do his best to be a good guy, ya? He loves his wife Lucy and their children (including Charlie) with all his big heart.
Last edited by EternalPhoenix on Fri Mar 04, 2022 3:49 am, edited 2 times in total.
The Phoenixverse (A 2e OC 'verse!)
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Kaikoa

Post by EternalPhoenix »

Kaikoa

Power Level: 10; Power Points Spent: 180/180

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

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

Skills: Acrobatics 10 (+15), Concentration 12 (+15), Diplomacy 5 (+5), Gather Information 5 (+5), Intimidate 15 (+15), Knowledge (arcane Lore) 5 (+5), Knowledge (civics) 10 (+10), Knowledge (tactics) 5 (+5), Language 5 (+5), Notice 12 (+15), Sense Motive 7 (+10), Stealth 5 (+10), Survival 7 (+10)

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 4, Benefit (Chief of his village), Challenge - Improved Acrobatic Bluff, Challenge - Improved Demoralize, Challenge - Improved Startle, Defensive Attack, Dodge Focus 4, Improved Critical 2 (Spear Strike (Strike 3)), Improved Initiative, Interpose, Luck, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Intimidate, KN (civics), Notice), Startle, Takedown Attack, Uncanny Dodge (Auditory)

Powers:
Blue Magic (Mimic 10) (mimic: any one of (type) - powers; Action 3 (reaction); Limited (to effects that succeed in hitting him))

Masterwork Spear (Device 3) (Easy to lose)
. . Spear Strike (Strike 3) (DC 23, Feats: Improved Critical 2 (Spear Strike (Strike 3)); Penetrating [5 extra ranks]; Extended Reach (5 ft.), Mighty)

Toughened (Protection 3) (+3 Toughness)

Warrior Training (Container, Passive 1)
. . Leaping 2 (Jumping distance: x5)
. . Speed 1 (Speed: 10 mph, 88 ft./rnd)
. . Super-Movement 1 (slow fall)

Power Settings:
Aqua Breath (Power Setting) (Powers: Aqua Breath (Strike 10))
Bad Breath (Power Setting) (Powers: Bad Breath (Linked))
Lucy's Mystic Fury (Power Setting) (Powers: Mystic Fury (Blast 12))
Mighty Guard (Power Setting) (Powers: Immunity 60)
Raheed's Dragon's Breath (Power Setting) (Powers: Dragon's Breath (Strike 10))
White Wind (Power Setting) (Powers: Healing 9)
Yasmine's Healing Magic (Power Setting) (Powers: Healing 7)

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +17)

Attacks: Aqua Breath (Strike 10) (DC 25), Confuse 8 (DC Fort 18), Dazzle 8 (DC Fort 18), Dragon's Breath (Strike 10) (DC 25), Mystic Fury (Blast 12), +8 (DC 27), Paralyze 8 (DC Fort/Staged 18), Spear Strike (Strike 3), +12 (DC 23), Unarmed Attack, +12 (DC 20)

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

Initiative: +9

Languages: English Native, French, Hawaiian, Japanese, Samoan, Tahitian

Totals: Abilities 36 + Skills 26 (103 ranks) + Feats 25 + Powers 47 + Combat 32 + Saves 14 + Drawbacks 0 = 180

Age (as of Jan 2019): 36
Height: 6’ 8”
Weight: 280 lbs.
Ethnicity: Native Hawaiian
Hair: Blue
Eyes: Yellow

Background: Kaikoa was one of Yas’s protectors on her trip to sacrifice herself to save the world. Obviously, things went differently than anyone was expecting, thanks to Tobias’s courage and Yas’s own strength. In the aftermath, Kaikoa returned to Hawaii and his village. He had earned the right to be village chief, and that’s exactly what he settled down to do. Prior to that trip, however, he had exiled himself for failing to protect the village from a threat. When Yas’s father went on his trip (the very same one Yas would later undertake herself), he relied on Kaikoa to protect her. The big Hawaiian did not fail this time. And indeed, no one in his home village blamed him. So he was allowed to take the trial and become chief. When the Seawings were revitalized into an Adventurer Guild, he agreed to Yas’s request to join it. He’s not always around, as being village chief does take a significant portion of his time. And it’s a long way from Hawaii to Palau. Still, if his old friends need him, he will be there. Yas may be grown now and arguable more powerful than he is, but he has not forgotten his oath to protect her.

Powers & Tactics: Kaikoa has two things going for him. The first is the big one. He’s a Blue Mage, an ancient and nearly forgotten form of magic. Blue Magic lets him copy virtually any power that is used on him first. Having been a warrior for some time, he has a fairly large catalogue of power stored up. The limitations, however, are that he cannot copy powers that come from the use of Devices with the Technology source descriptor (such as Rikki’s Grenade Belt) or Devices with the Restricted power feat (such as Willie Teriong’s Chi Channeling Volleyball) and that their power will be limited to what he is capable of. Otherwise Kaikoa is a warrior with a long spear. His training has made his body tougher. He can leap far higher than a normal man, run faster, and avoid lethal falls.

. . Tactically, Kaikoa can be a bit difficult to predict. Basically he’s just a spearmaster who can jump high, but his Blue Magic leaves a massive back catalogue of effects available. Granted, they have to have been used on him directly, which rules out such things as Create Object and Enhanced Ability Scores, Skills, Feats, or Saves. But just about any other effect is possible. Which broadens his versatility to a crazy degree. With that said, he does rely on his spearwork much more than his magic. Improved Acrobatic Bluff and Improved Startle make enemies easier to hit, Improved Demoralize makes their saves more difficult, and he can move his ATK, DEF, and Damage bonuses all over the place due to having all of the shifting feats (Accurate, All Out, Defensive, and Power Attack). Obviously, he can’t do power stunts.

Personality: Kaikoa is a very straightforward personality. Taciturn, loyal, and honorable virtually to a fault. Takes things very seriously, normally. He’s learned to think things through a bit more, but yeah that’s him. Doesn’t show a lot of emotion, either. Big scary man with a spear. He can have more emotional reactions in a fight, but that’s it.
Last edited by EternalPhoenix on Fri Mar 04, 2022 3:50 am, edited 2 times in total.
The Phoenixverse (A 2e OC 'verse!)
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Laki Sigrah, Herman Heskett, & Sione Sigrah (Guild Version)

Post by EternalPhoenix »

Laki Sigrah

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

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

Tough: +2/+12, Fort: +5, Ref: +5, Will: +8

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 5 (+5), Medicine 5 (+10), Notice 3 (+8), Search 3 (+10), Sense Motive 3 (+8), Sleight of Hand 1 (+3), Stealth 8 (+10)

Feats: Eidetic Memory, Improved Critical (Wrist Blaster Shot (Blast 5)), Improvised Tools, Inventor, Skill Mastery 2 (Craft skills, KN skills)

Powers:
Bodysuit (Device 4) (Hard to lose)
. . Armored Exterior (Protection 10) (+10 Toughness)
. . Enclosed System (Immunity 10) (life support, starvation & thirst)

Scanning Visor (Device 3) (Hard to lose)
. . Super-Senses 15 (accurate (type): Auditory, analytical (type): Auditory, analytical (type): Visual, darkvision, infravision, microscopic vision 2 (cell-size), ultra-hearing, ultravision)

Wrist Blaster (Device 3) (Hard to lose)
. . Wrist Blaster Shot (Blast 5) (DC 20, Feats: Improved Critical (Wrist Blaster Shot (Blast 5)); Accurate 3 (+6), Precise)

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

Attacks: Unarmed Attack, +5 (DC 16), Wrist Blaster Shot (Blast 5), +11 (DC 20)

Defense: +4 (Flat-footed: +2), Knockback: -6

Initiative: +2

Languages: Chinese (Cantonese), English, French, Palauan Native, Portuguese, Tahitian

Totals: Abilities 34 + Skills 29 (116 ranks) + Feats 5 + Powers 40 + Combat 18 + Saves 9 + Drawbacks 0 = 135

Age (as of Jan 2019): 19
Height: 5’ 6”
Weight: 135 lbs.
Ethnicity: Mixed Polynesian
Hair: Black
Eyes: Brown

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

Herman Heskett

Power Level: 7; Power Points Spent: 105/105

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

Tough: +2/+5, Fort: +5, Ref: +7, Will: +3

Skills: Bluff 3 (+5), Computers 5 (+5), Craft (mechanical) 10 (+10), Diplomacy 3 (+5), Disable Device 5 (+5), Drive 11 (+15), Gather Information 3 (+5), Knowledge (earth sciences) 10 (+10), Knowledge (physical sciences) 10 (+10), Knowledge (technology) 10 (+10), 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, Luck, Second Chance (Pilot checks), Ultimate Effort (Pilot checks)

Equipment: Assault Rifle, The Seawing, Undercover Vest

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

Attacks: Assault Rifle, +9 (DC 20), Unarmed Attack, +7 (DC 17)

Defense: +9 (Flat-footed: +5), Knockback: -2

Initiative: +4

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

Totals: Abilities 24 + Skills 25 (100 ranks) + Feats 17 + Powers 0 + Combat 32 + Saves 7 + Drawbacks 0 = 105

Age (as of Jan 2019): 30
Height: 6’ 0”
Weight: 170
Ethnicity: Mixed Chinese & Portuguese
Hair: Light Brown
Eyes: Brown

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

Sione Sigrah

Power Level: 7; Power Points Spent: 105/105

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

Tough: +3/+6, Fort: +5, Ref: +5, Will: +7

Skills: Acrobatics 2 (+5), Craft (electronic) 3 (+5), Craft (mechanical) 3 (+5), Diplomacy 5 (+5), Drive 7 (+10), Gather Information 10 (+10), Knowledge (physical sciences) 3 (+5), Knowledge (technology) 3 (+5), Language 4 (+4), Medicine 1 (+5), Notice 1 (+5), Pilot 7 (+10), Sense Motive 1 (+5), Stealth 7 (+10), Survival 11 (+15)

Feats: Attack Specialization (Unarmed Attack), Equipment 11, Fearless, Quick Draw, Second Chance (Survival checks to navigate), Takedown Attack, Uncanny Dodge (Auditory)

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

Attack Bonus: +9 (Ranged: +9, Melee: +9, Grapple: +12)

Attacks: Assault Rifle, +9 (DC 20), Unarmed Attack, +11 (DC 18)

Defense: +8 (Flat-footed: +4), Knockback: -3

Initiative: +3

Languages: English, French, Palauan, Portuguese, Tahitian

Totals: Abilities 30 + Skills 17 (68 ranks) + Feats 17 + Powers 0 + Combat 34 + Saves 7 + Drawbacks 0 = 105

Age (as of Jan 2019): 32
Height: 5’ 10”
Weight: 180
Ethnicity: Mixed Polynesian
Hair: Blonde (dyed, naturally Black)
Eyes: Brown

Background: These three are, well, the same pretty much. They were, of course, upset when the Seawings drifted apart, but managed to start moving on before the revitalization into the Guild. Laki managed to lose his virginity early last year. He and that girl are very adorable together. He’s still the smartest one in the Guild, so if anyone can figure something out he can. And his technical skills remain as sharp as ever. Herman’s still carrying a torch for Yas, but he’s committed to exploring other options. There’s a certain woman on Techie Isle who has their designs on him. He’s still a masterful pilot when called on. Sione got married after the Seawings drifted apart. Three kids now. He’s still pretty anonyomous, but it’s never bothered him so why would it start now?

Powers & Tactics: Laki’s upgraded his gear but he’s still not a frontline combatant. His Armored Bodysuit has stronger armor, plus he’s now sporting a Scanning Visor full of Super Senses and has split out the Wrist Blaster from his suit to improve it some as well. Herman and Sione are still just two unpowered guys with assault rifles, really. They’re elite by comparison with regular military, but pale next to most of the Guild.

.. Tactically, these three don’t hang around and fight. They’re the flight crew. While they can, most likely they’re riding the Seawing outta there if a fight kicks off. If they absolutely have to, well…Laki’s got his Wrist Blaster and the other two have their assault rifles. No special tactics other than the basics. Stay out of melee range of the swordmaster and the powerhouse. Use cover against the ranged combatants. Things like that.

Personality: Puberty hid Laki like a truck. He’s still an introverted and shy nerd, but he’s come out of his shell a bit as he’s grown into physical maturity. And as stated, he and his girlfriend are completely adorkable. Herman is still a goofy dumbass, but there’s some surprising maturity and self awareness to him these days. To the degree that it’s not clear how much of his goofy dumbassery is an act and how much is genuine. He hasn’t given up on winning Yas’s heart some day, but he is moving on ever so slowly. Sione is still little more than a background character. He’s just the ship’s navigator. About as anonymous as a human being can be. And that’s how he likes it. The bonds between three of them are very tight.
Last edited by EternalPhoenix on Fri Mar 04, 2022 5:07 am, edited 2 times in total.
The Phoenixverse (A 2e OC 'verse!)
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Re: The Phoenixverse

Post by EternalPhoenix »

All righty then. Old stuff, up. First team of the big update, also up. They're a good crew, I think. Next up, we get a little gonzo with the Truman Home for Dimensionally Displaced Girls. You know, later.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
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Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
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Truman Home for Dimensionally Displaced Girls

Post by EternalPhoenix »

Truman Home for Dimensionally Displaced Girls

. . The “Truman Girls” weren’t always so. Each and every one of them (except Samorn, who arguably doesn’t count), has come from a parallel world. This has a lot to do with the weakness of dimensional barriers around much of Oceania (including Palau and its capital Koror). As per usual, the heavily populated places (cities, towns, even larger villages) are fine. There are too many people anchoring reality in place for any shenanigans. It’s in the countryside surrounding such places and further out into the ocean where things can get…dicey. People occasionally disappearing has been a simple fact of life in Oceania for…well, ever. As has mysterious strangers suddenly appearing without warning. Nathanial Truman was not one of them. Not exactly. His travels were and are more…orchestrated. But more on that in his entry, below. For now, The Truman Home was his house, and originally it was just him and Samorn. But time went on, and both of them encountered more and more of the dimensionally displaced who were woefully unequipped to deal with life on this world. Some had valuable skills, true, but many were around middle or high school age and/or had some kind of potent super powers. Not to mention the psychological trauma of suddenly losing everything they knew. The process had accelerated to a degree not before known. And so Emiko Fujikawa was the very first “Truman Girl”. Why only girls? Because they outnumbered the boys by a simply massive margin. Weird, but true. But over time, Nate’s unwanted yet unavoidable absences played merry hell with his finances. While he was able to keep the fluctuating (yet always trending upward) number of girls fed and housed, his mansion home was beginning to show the strain of keeping a couple dozen teenage girls (many with potent super powers) inside of it. Enter the Seawings, as recounted elsewhere.

. . Today, the “Truman Girls” are the single largest subgroup in the Guild, outnumbering even Yas and her friends by a wide margin. Of course, most of them are more or less ordinary untrained humans. And of the ones who have combat skills and/or enough super powers to qualify as combat ready…some don’t want to adventure, some are new and still adjusting, and others don’t want to miss their window to get home again. Because Nathanial Truman rigs up a dimensional portal whenever he’s home and in good enough shape, and he searches for the home dimension of every girl. Sometimes it doesn’t exist anymore. Sometimes they ask him not to, as they don’t want to go back. But the option is there. So the number of girls is in constant flux from month to month.

. . Being from alternate worlds/dimensions, each Truman Girl’s powers work slightly differently than standard. They effectively have a free Benefit feat that alters how the rules on Extra and/or Extraordinary Effort work for them. Nathaniel Truman, naturally, doesn’t have one. Neith, being from our world, does not have one either. Samorn is from our world, but is also PL 12, which comes with this perk.

Endless Blades (Samorn)-Power Stunts that are Attack Effects off the Blades of the Soul array are free. They never cost Fatigue.

Emiko no Kami (Emiko Fujiwara)-Two things. First: May use Extra Effort as a Reaction to use Will save in place of Toughness or Fortitude saves. Second: May power stunt off her Huge Mecha, rending it unavailable. She may do as she pleases with the points (aside from getting another Device or Equipment) but may not exceed her PL of 10.

Eternal Dreamer (Skye Walker)-May use Extra Effort to keep any sleeping characters in Perception range asleep as a Sustained Effect, similar to the Sedation power feat. If this is used on a character put to sleep by her Fatigue power using said power feat, the feat’s effect duration is Continuous. She may expend Extra Effort to remain asleep if she otherwise would not.

Red Savage Form (Oliana Kameāloha)-The use of Extra Effort applies to all powers at once, even those of Permanent duration. This boost lasts for the duration of the scene. However, Extraordinary Effort may only apply to one non-Permanent power as usual.

Portal Maestro (Raymi Humala Sumire)-Using Extra Effort to apply the Portal Extra to either of her Teleport effects is free. It has no Fatigue cost.

Hellish Fury (Madeline Blackwood)-The use of Extra Effort applies to all powers at once, even those of Permanent duration. This boost lasts for the duration of the scene. However, Extraordinary Effort may only apply to one non-Permanent power as usual.

Sudden Usurpation (Almira Quincy)-Two things. First: May use Extra Effort to use Alternate Form as a Reaction. Second: May use Extra Effort to copy the powers of an existing and physically present demon for the scene. This is effectively the Mimic power as a power stunt. However, this and any abilities gained with it cannot be used in combat. She must use her other abilities.

Legacy of Fire (Fiona McTavish)-Two things, both dealing with her Array. First: Extra Effort to boost ranks in existing powers (not power stunts) is increased by one, as if using the Untapped Potential feat. Meaning it applies to Extraordinary Effort as well. Second: Any power stunts off said Array last for the entire scene. They are considered part of her normal array until that time.

Artistic Inspiration (Yumiko Amano)-Two things. First: If the power she is using Extra Effort on has an Attack Roll, she may choose to split or add entirely the bonus from said Extra Effort to said Attack Roll. This also applies if she uses Extraordinary Effort. She may choose to split or add all 4 points to said Attack Roll. Second: Increases from Extra or Extraordinary Effort last for the entire scene, not until she switches array slots. This applies to Power Stunts. Any used are considered part of her normal array until the end of the scene. She may not, however, stack increases. A second use of Extra Effort will not increase anything.

Stormwarden (Palila Nui)-May use Environmental Control Power Stunt outside of combat for free. No Fatigue cost. May use Extra Effort to sustain it when using another power in the array.

Hellfire Echo (Octavia Fiammetta)-When using Extra Effort to increase power ranks in her Array, she may apply the increase to another power for free. The increases will last until her next turn. This may also be used with Extraordinary Effort.

Omnislash 2.0 (Claire Gainsborough)-When using Extra Effort to surge for another action, unlike normally this action may be used to attack. Extraordinary Effort may be used to surge and attack again. However, the Fatigue incurred by doing this may not be bought off with Hero Points until the end of the current combat.

Lamia Style Grappling (Elena Laskaris)-May use Extra Effort to, when Grappling, gain the ability to in both inflict unarmed damage and pin with the same Standard Action. This ability is not lost until the Grapple is broken.

Extra Gooey (Phylia)-May use Extra Effort to maintain Made of Goo power when using Made of Acid or Made of Poison powers. May use Extraordinary Effort to use all three at once.
Last edited by EternalPhoenix on Sat Jul 09, 2022 3:54 am, edited 3 times in total.
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Nathaniel Truman

Post by EternalPhoenix »

Nathaniel Truman

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

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

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

Skills: Acrobatics 3 (+5), Computers 10 (+15), Craft (chemical) 15 (+20), Craft (electronic) 15 (+20), Craft (mechanical) 15 (+20), Craft (structural) 15 (+20), Disable Device 10 (+15), Investigate 10 (+15), Knowledge (earth sciences) 15 (+20), Knowledge (life sciences) 15 (+20), Knowledge (physical sciences) 15 (+20), Knowledge (technology) 15 (+20), Language 1 (+1), Medicine 2 (+5), Notice 7 (+10), Search 10 (+15), Sense Motive 7 (+10), Stealth 8 (+10)

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 4, Defensive Attack, Dodge Focus 4, Eidetic Memory, Equipment 1, Improved Aim, Improved Initiative, Improvised Tools, Inventor, Jack-of-All-Trades, Luck 2, Power Attack, Precise Shot, Skill Mastery 2 (8 skills at +20), Uncanny Dodge (Auditory)

Powers:
Technopath's Understanding (Comprehend 3) (codes & ciphers, machines / electronics - speak to, machines / electronics - understand)

Technopathy (Array 20) (default power: shape matter)
. . Androids Are People, Too (Healing 9) (Array; DC 19; Action (standard), Affects Objects (Only), Restoration, Total; Limited to Others; Persistent, Precise, Regrowth, Subtle (subtle))
. . Instinctive Repairs (Shape Matter 10) (Default; Transforms: 1000 lbs.; Range (perception); Restorative)
. . Sensor Network (ESP 10) (Array; affects: all types)
. . Technopathic Control (Mind Control 10) (Array; DC 20; Conscious, Duration (sustained), Effortless; Limited (to Machines))

The True Man's Armor (Device 6) (Hard to lose)
. . Communication 5 (sense type: radio)
. . Comprehend 3 (languages - read all, languages - speak all, languages - understand all)
. . Protection 6 (+6 Toughness; Impervious)
. . Super-Senses 7 (analytical (type): Visual, direction sense, distance sense, infravision, time sense, ultravision)

The True Man's Rifle (Device 9) (Easy to lose)
. . Rifle Settings (Array 20) (default power: blast)
. . . . Force Field Projector (Snare 8) (Array; DC 18; Regenerating, Suffocating, Transparent)
. . . . Gravity Gun (Linked)
. . . . . . Gravity Control (Move Object 8) (Linked; Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons; Duration (continuous))
. . . . . . Gravity Manipulation (Drain 8) (Linked; drains: single trait - strength, DC 18; Alternate Save (Reflex), Range (ranged))
. . . . Infinity Blaster (Blast 8) (Default; DC 23; Autofire (interval 2, max +5), Penetrating, Secondary Effect)
. . . . Laser Projector (Linked)
. . . . . . Blinding Laser (Dazzle 8) (Linked; affects: visual senses, DC 18)
. . . . . . Laser Beam (Blast 8) (Linked; DC 23; Penetrating)
. . . . Sonic Beam (Linked)
. . . . . . Sonic Deafen (Dazzle 8) (Linked; affects: 1 sense type - auditory, DC 18)
. . . . . . Sonic Stun (Stun 8) (Linked; DC 18; Range (ranged), Secondary Effect)
. . . . Vibration Burst (Blast 8) (Array; DC 23; Burst Area (40 ft. radius - General), Penetrating, Secondary Effect)

Equipment: Seawings Guild Hall 5

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

Attacks: Blinding Laser (Dazzle 8), +12 (DC Fort/Ref 18), Force Field Projector (Snare 8), +12 (DC Ref/Staged 18), Gravity Manipulation (Drain 8), +12 (DC Ref/Staged 18), Infinity Blaster (Blast 8), +12 (DC 23), Laser Beam (Blast 8), +12 (DC 23), Sonic Deafen (Dazzle 8), +12 (DC Fort/Ref 18), Sonic Stun (Stun 8), +12 (DC Fort/Staged 18), Technopathic Control (Mind Control 10) (DC Will 20), Unarmed Attack, +8 (DC 17), Vibration Burst (Blast 8) (DC 23)

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

Initiative: +6

Languages: English Native, Thai

Totals: Abilities 28 + Skills 47 (188 ranks) + Feats 25 + Powers 100 + Combat 32 + Saves 23 + Drawbacks 0 = 255

Age (as of Jan 2019): 45
Height: 5’ 10”
Weight: 170 lbs.
Ethnicity: Caucasian
Hair: Brown
Eyes: Brown

Background: Nathanial Truman was not born on our Earth. He is from a parallel version. It was much the same, only minus all the flashier super powers and thus the heroes and villains. He graduated high school with a perfect GPA, and went on to MIT. He finished his education with two Doctorates of Science (Theoretical Physics and Electrical Engineering & Computer Science) and three Master of Science Degrees (Chemical Engineering, Materials Science in Engineering, and Mechanical Engineering). Normally, this would be challenging and take a huge amount of years. However, his powers providing a certain level of intuitive understanding and a willingness to put in inhuman levels of lab time accelerated the timetable. His genius intellect did not hurt matters at all, and neither did the fondness of a few of his professors. At any rate, Nate was selected to head the new Dimensional Science Lab. Their first task was to open a portal to another dimension. He succeeded, and everyone immediately wished he hadn’t. A succession of horrible monsters poured out, and for the first time Nathanial Truman picked up a weapon. He more or less singlehandedly fought off the invasion, closed the portal, and then fought off the Marines sent to cover up the entire event.

. . This, of course, attracted the attention of a certain interdimensional talent broker, who has proceeded to use Nate to foment revolution against tyrannical overlords across dimensions. He’s been back home once, rallying the local resistance (and some old friends) against, you guessed it, tyrannical overlords (aliens, in this case). It is unclear what the talent broker gets out of this besides his own wry amusement, but it just keeps happening. To the point where “The One True Man” is a legend oppressed people across dimensions speak of in hushed tones, and even the most secure of overlords feels a trickle of fear down their neck at the mere rumor of a sighting. As stated elsewhere, he’s “home” on our Earth for about 10 days out of every 30, and they’re not necessarily consecutive. His aging is being manipulated, too. He’s been gone for years on his end, growing old or nearly so. Only when he finally returned, all that aging unhappened in an instant. Clearly, that talent broker doesn’t want him to grow too old too fast.

. . At any rate, during his home times he befriended and took in Samorn (who a whole bunch of stuff had happened to and thus needed a steady home). And afterward there were just…more girls popping in from other dimensions. They needed a place to stay. He had one. The Truman Home was founded. Which lead to the founding of the Seawings Adventurer Guild, as discussed elsewhere. These days, when he’s in our dimension, he’s either recuperating or working to help send the girls who want to go home to their homes. There are a theoretically infinite number of parallel dimensions, so he’s got his work cut out for him. He doesn’t do missions, per se, but he’ll step in if asked.

Powers & Tactics: There’s a few things going on here. Nate is a technopath, and he has two technological Devices. His technopathy is pretty simple stuff. He can understand, speak with, control, perceive through, and repair machinery and technological devices.

. . The True Man’ Rifle 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 Laser Projector is just that. It can do damage and blind the target. Sonic Beam stuns and deafens. Vibration Burst is literally dispenses damaging vibrations over an area. And the ([in]famous) Gravity Gun can be used to move objects or even people around.

. . The True Man’s Armor is, obviously, armor. It is virtually bulletproof, which is good as a great many bullets have tried to get through it to Nate’s tender flesh. It’s also got a radio with a range of five miles, a universal translator, and several useful enhancements to his visual senses (such as infravision, ultravision, and an visual analysis suite).

. . Tactically, well…Nate understands the value of cover. Infinity Blaster (with Vibration Burst subbing in for large groups) is plan A, Force Field Projector Plan B, and the rest is Plan C. When it works, the Gravity Gun is extremely effective at disabling opponents and flinging them far, far away. He has all the cap shifting feats and gets good use out of them. Otherwise there isn’t a whole lot to say. The Rifle can do other things, sure, but he’s never had any need of them. So it is incredibly rare to see him power stunt.

Personality: What personality? Nate is a charisma void. The kind of man that, despite all his achievements, fades in the walls when there’s no crisis to occupy his time. He’s an extremely generic face in the crowd. He really is just Some Dude ™. He rarely even speaks. That is, as far as social situations go. When the chips are down and the fecal matter has hit the oscillating device…well, he still doesn’t talk much. Or have much in the way of dynamic facial expressions or recognizable emotions. But…he just doesn’t give up. Something bone deep in the man refuses to let situations stay borked. Good at the feeling human stuff he is very much not, but the hero stuff? Serving? Protecting? Helping the helpless? That’s where he shines. Behind those blank eyes and perpetually expressionless features lies someone who cares about other people and wants to see them both do well and be happy. For the record, it’s “True” as in “Loyal and True”. Meaning Nate is just about the most dependable and reliable man around.
Last edited by EternalPhoenix on Tue Sep 27, 2022 3:37 am, edited 5 times in total.
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Samorn

Post by EternalPhoenix »

Samorn

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

STR: +10 (14/30), DEX: +3 (16), CON: +10 (14/30), INT: +0 (10), WIS: +3 (16), CHA: +7 (24)

Tough: +15, Fort: +12, Ref: +9, Will: +12

Skills: Acrobatics 12 (+15), Bluff 5 (+12), Concentration 17 (+20), Diplomacy 5 (+12), Gather Information 8 (+15), Intimidate 13 (+20), Knowledge (arcane Lore) 5 (+5), Knowledge (physical sciences) 5 (+5), Knowledge (technology) 5 (+5), Knowledge (theology & philosophy) 5 (+5), Notice 7 (+10), Sense Motive 7 (+10), Survival 2 (+5)

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Specialization (Grapple), Attractive 2 (+8), Benefit (Status (Soulblade's Chosen)), Challenge - Improved Demoralize, Challenge - Improved Startle, Defensive Attack, Elusive Target, Evasion, Grappling Finesse, Luck 2, Move-by Action, Power Attack, Precise Shot, Second Chance (Concentration checks to maintain powers), Startle, Takedown Attack, Ultimate Effort (Toughness Saves), Ultimate Effort (Will Saves), Uncanny Dodge (Auditory)

Powers:
Scion of Mani Mekkhala (Container, Passive 12)
. . Divine Immortality (Immunity 3) (aging, disease, poison)
. . Divine Lightning (Array 12) (default power: strike)
. . . . Lightning Fling (Blast 9) (Array; DC 24; Accurate 3 (+6), Homing 2 (2 attempts))
. . . . Lightning Strike (Strike 12) (Default; DC 27; Burst Area (60 ft. radius - General))
. . Divine Might (Enhanced Strength 16) (+16 STR)
. . Divine Stamina (Enhanced Constitution 16) (+16 CON)

Soulblade (Container, Active 12)
. . Blades of the Soul (Array 11) (default power: strike; Custom (Array 10.5))
. . . . Anti-Magic Blade (Nullify 15) (Array; counters: all powers of (type) - magic, DC 25; Range (touch); Affects Insubstantial 2 (full power), Dimensional 3 (any dimension))
. . . . Soul Blades (Strike 5) (Default; DC 30; Autofire (interval 2, max +5) [5 extra ranks], Penetrating; Mighty)
. . . . Soul Might (Super-Strength 8) (Array; +40 STR carry capacity, heavy load: 204.8 tons; +8 STR to some checks, Feats: Attack Focus (melee) 5)
. . Language of the Soul (Comprehend 4) (languages - read all, languages - speak all, languages - understand all, languages - you're understood)
. . Soul Armor (Protection 5) (+5 Toughness; Impervious [5 extra ranks])
. . Soul Wings (Flight 5) (Speed: 250 mph, 2200 ft./rnd)
. . Super-Movement 2 (perfect balance, slow fall)

Attack Bonus: +9 (Ranged: +9, Melee: +9, Grapple: +21)

Attacks: Anti-Magic Blade (Nullify 15), +9 (DC Will 25), Lightning Fling (Blast 9), +15 (DC 24), Lightning Strike (Strike 12) (DC 27), Soul Blades (Strike 5), +9 (DC 30), Unarmed Attack, +9 (DC 25)

Defense: +9 (Flat-footed: +5), Knockback: -12

Initiative: +3

Languages: Thai Native

Totals: Abilities 34 + Skills 24 (96 ranks) + Feats 24 + Powers 120 + Combat 36 + Saves 17 + Drawbacks 0 = 255

Age (as of Jan 2019): 26 (chronological) / 16 (biological)
Height: 5’ 7”
Weight: 140 lbs.
Ethnicity: Thai
Hair: Dark Brown
Eyes: Dark Brown

Background: The Soulblade is one of the Seven Sorceries. The Seven Sorceries are incredibly potent enchantments created near the dawn of civilization to protect humankind from the monsters and demons of the day. Every erg of magic and life in seven of the mightiest magicians to ever walk the earth is in one of the Sorceries. Together, a full 49 are represented. The Soulblade is both weapon and armor in one, and will not break and cannot be removed (only deactivated) by any known method. There was, however, a necessary flaw in its design. Its creators knew that such power would be seductive, and easily create a new kind of monster. So they made its incredible power come at the cost of the user’s life energy. Yet they knew even this would not be entirely enough, and so they confined its use to young women. At the time, they were likely to be either well trained priestesses/magicians or wives and mothers. The groups least likely to turn into power mad warlords. And even after their inevitable demises, it would disappear until it chose its next bearer. Thus began the tragic history of the Soulblade. For not even this restrictions could fully inhibit humankind’s lust for power at any cost. It passed through many hands, with the wicked trying to control its power before the current bearer’s death and the heroic putting it only to necessary use. But in the end, all their efforts were for naught, as the bearer’s upcoming death was ordained from the moment the Soulblade chose them. Until it found a sixteen year old Thai girl.

. . Samorn was a more or less ordinary girl in a more or less ordinary remote village in Thailand. Yes, her eyes literally sparked when she got mad and she had enough static electricity for near permanent bedhead, but the world had stranger things in it. One day, some researchers with the government came to the village. Samorn had nothing to do with them. They met with some of the older villagers (the elderly, as it happened) and then left. A few days later a huge battle tore through the jungle a few miles away. Samorn and some of the younger villagers climbed a big rock on a hill (they said it was a temple once, but that was a long time ago) to take a look. A helicopter flew away from the battle, but was struck and crashed barely a half mile from the village. The adults forbade any investigation by the curious children and teenagers. This, of course, did not stop Samorn and a few of the most curious from sneaking over to check it out. It was the single most exciting thing to happen in the village since they were born. It turned out to be not that interesting. Fire had incinerated all the bodies, and the jungle had done the rest. All that was left was scorched metal. A total disappointment. The rest left, but Samorn heard a voice calling to her. She dug around a little in the burned out wreckage, and uncovered a strange jeweled bracelet. Which wasted no time in wrapping itself around her wrist in such a way that it wouldn’t come off. New knowledge flooded into her brain. She didn’t know what it was named, but she knew she had been given Power. The ordinary girl was ordinary no longer.

. . Events and revelations came fast and furious after that. The truth of the Soulblade, Samorn’s own origins, the world full of people who wanted to get their hands on her, and the one who didn’t. Nathaniel Truman. A partnership forged. A forever home made. And then, with Emiko’s arrival, began the “Truman Girls”.

Powers & Tactics: Samorn is, as her passive container says, a scion of Mani Mekkhala. She is (very briefly) Southeast Asia’s most prominent thunder deity. Mani Mekkhala is only her Thai name, however. Her proper name is Manimekhala, and she hails from the Hindu-Buddhist pantheon. She is more properly a goddess of the sea, but weather and thus thunder and lightning come under her purview as well to an extent. Samorn wasn’t literally born from the goddess’s womb. That’d be silly. The time when gods could do that has long past. Instead she inhabited a particularly devout Thai woman (with the woman’s permission, of course) and both conceived and bore Samorn that way. Samorn has the spark of the divine in both flesh and soul as a result. She cannot age or suffer harm from poisons or diseases. She is far stronger and more enduring than any mortal. And due to being conceived by Mani Mekkhala and not Manimekhala (it’s a deity thing, they’re still the same being) she can control lightning.

. . The Soulblade, as stated above, is one of the Seven Sorceries. In particular, it is the one that’s meant as a direct aid in combat against inhuman opposition of which there was plenty in those days. Upon activation, the bearer (always a young woman, as stated above) is covered in formfitting shining steel armor that could repel all but the strongest of blows with ease. The initial form suffered from seeming rather…painted on due to the thinness of the armor, and the limbs and head did not receive full coverage. The head had no coverage at all, the arms were bare from mid bicep to mid forearm (with the nondominant hand going all the way to the wrist), and zero thigh coverage, as the boots ended at the knee and the torso armor (which thankfully was not quite so thin looking; no boob plates here) ending at the pelvis. The blade itself was attached to the dominant hand’s wrist gauntlet (accounting for the extra armoring there) with the crimson Soulblade gem itself on the palm. The blade responded to the bearer’s thoughts, shaping itself into a form the bearer was most comfortable with. This stage was quite stable, even for normal humans. It was a bit tiring, but recovery was possible as long as it was not constantly used. It was the second form that ultimately caused the demise of most bearers (with the rest dying in combat). In this form, the existing armor thickened and turned black. The zero coverage areas acquired the thin painted on armoring style, with armor even crawling up the sides and back of the bearer’s head. But most importantly, a second Soulblade gem (with accompanying blade) appeared on the nondominant hand. This accounted for the extra life drain, which mortal humans found too much to recover from in any reasonable amount of time. If they could recover at all. Samorn is not a mortal human. She is the very first of the Soulblade’s Chosen to be an immortal and a demigod besides. Initially, the second form was wearying. However, her divine powers developed to compensate and now the second form doesn’t even tire her anymore. To such a point where she literally doesn’t bother with the first form any longer, and she has access to functions (alternate blade options, crimson energy wings) that previous bearers could have never used without killing themselves in seconds.

. . Tactically, for the most part Samorn is straightforward. Charge, apply Soul Blades to toughest apparent enemy until fallen. Rinse and repeat. If she has trouble hitting? Improved Startle can fix that. So can Accurate and/or All Out Attack. She has her lightning for ranged attacks and to ruin the entire day of those seeking to overwhelm her with sheer melee numbers. With that said, sometimes she needs to null some magic, or lift something heavy. So those options are also there. She is fully capable of power stunting different lightning damage effects and blade options. In particular, she’s brought out Anti Demon Blade (Anti Magic Blade with the target descriptor swapped out) and once a friggin’ Lightning Blade (A Drain Toughness effect).

Personality: Samorn has what used to be called a difficult personality. She was always energetic and willful, but getting the Soulblade and discovering she was basically a demigod did not help. Her Aging Immunity goes deeper than merely her body. It’s also her mind and spirit. She will forever have the emotional maturity and self restraint of a sixteen year old. So she’s one hell of a wild child. Not that she can’t be reasoned with, but basically she does what she feels like doing and not much else. This does not mean that she is a bad person, by any means. It’s just that she is the one who will decide what she does with her time, and not anyone else. Mostly that involves having a relaxing good time or a good stiff fight. Harming her friends or the weak are both excellent ways to push her into the latter.
Last edited by EternalPhoenix on Wed Nov 09, 2022 5:40 pm, edited 5 times in total.
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Emiko Fujiwara

Post by EternalPhoenix »

Emiko Fujiwara

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

STR: +12 (11/35), DEX: +2 (14), CON: +3 (16), INT: +5 (20), WIS: +3 (16), CHA: +3 (16)

Tough: +4/+12, Fort: +5, Ref: +5, Will: +15

Skills: Acrobatics 3 (+5), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Diplomacy 2 (+5), Gather Information 2 (+5), Intimidate 11 (+20), Knowledge (physical sciences) 10 (+15), Knowledge (tactics) 5 (+10), Knowledge (technology) 10 (+15), Knowledge (theology & philosophy) 5 (+10), Language 2 (+2), Medicine 2 (+5), Notice 7 (+10), Sense Motive 7 (+10), Survival 2 (+5)

Feats: Accurate Attack, All-Out Attack, Defensive Attack, Eidetic Memory, Equipment 2, Improved Aim, Improved Initiative, Jack-of-All-Trades, Luck 3, Move-by Action, Power Attack, Precise Shot, Skill Mastery 2 (Crafts, Intimidate, KN (phys sci & tech), Medicine, Notice, Sense Motive), Startle, Takedown Attack, Ultimate Effort (Fort saves), Uncanny Dodge (Auditory)

Powers:
Cybernetic Arm (Protection 1) (+1 Toughness)

Huge Mecha (Device 25) (Hard to lose, Only you can use)
. . Armor Plating (Protection 2) (+2 Toughness; Impervious)
. . Combat Computer (Enhanced Trait 16) (Traits: Attack Bonus +4 (+8), Defense Bonus +4 (+8))
. . Flight Turbine Pack (Flight 4) (Speed: 100 mph, 880 ft./rnd)
. . Gargantuan Sized (Growth 12) (+3 size categories; Dispersal, Permanent)
. . Internal Radio (Communication 4) (sense type: radio)
. . Otherworldly Construction (Density 12) (+24 STR, +6 Toughness, Weight Multiplier: x25, Adds: Immovable 4, Super-Strength 4; Permanent; Buoyant)
. . . . Immovable 4 (Resist Movement: +16, Resist Knockback: -4)
. . . . Super-Strength 4 (+20 STR carry capacity, heavy load: 25.6 tons; +4 STR to some checks)
. . Sealed Systems (Immunity 9) (life support)
. . Sensor Suite (Super-Senses 7) (accurate: Radio, extended (type): Visual 1 (-1 per 100 ft), infravision, radio)
. . Weaponry (Array 13) (default power: blast)
. . . . Mini Missile Launcher (Blast 8) (Array; DC 23; Burst Area (40-200 ft. radius - General); Progression, Increase Area 2 (area x5))
. . . . Rifle (Blast 12) (Default; DC 27; Improved Range (300 ft. incr), Progression, Increase Range (max range x2, 3000 feet))
. . . . Submachine Gun (Blast 8) (Array; DC 23; Autofire (interval 2, max +5); Accurate 2 (+4))

Equipment: Heavy Pistol

Attack Bonus: +4/+8 (Ranged: +4/+8, Melee: +4/+8, Grapple: +32/+40)

Attacks: Heavy Pistol, +8 (DC 19), Mini Missile Launcher (Blast 8) (DC 23), Rifle (Blast 12), +8 (DC 27), Submachine Gun (Blast 8), +12 (DC 23), Unarmed Attack, +8 (DC 27)

Defense: +4/+8 (Flat-footed: +4), Size: Medium/Gargantuan, Knockback: -22/-26

Initiative: +6

Drawbacks: Normal Identity, uncommon

Languages: English, French, Japanese Native

Totals: Abilities 33 + Skills 22 (88 ranks) + Feats 21 + Powers 103 + Combat 32 + Saves 17 - Drawbacks 3 = 225

Age (as of Jan 2019): 24
Height: 5’ 9” (46’ in Huge Mecha)
Weight: 145 lbs. (7,250 lbs. or 3.625 tons in Huge Mecha)
Ethnicity: Mixed Japanese/Russian (alternate world)
Hair: Black
Eyes: Blue

Background: Emiko Fujiwara hates her father. Her hatred runs both hot and cold. It spans the gamut of all possible ways to loathe and despise someone. It is not some petty, childish thing either. She wants him to suffer forever for his vast sins, and thanks to what her father put her though, she has the power to see it done. She is, in fact, seeing it done right now. It does not satisfy, for her father will never break. Never admit fault. Never, ever, say anything but that he did what he needed to do to save their world. Everything else is completely irrelevant, especially since he succeeded. It only makes her hate him more.

. . So what did her father do? Their world faced an astounding threat from beyond space. Angels or devils, no one knew. One thing was clear. Their power was beyond any conventional munitions. The world’s military was all but helpless, and there was so such thing as superhuman powers there. The apocalypse was at hand. So her father, with the aid of others, started a certain project. A last, desperate hope to fight the invaders. He was the project’s Director. By this point, her mother had died. He did not come for her. He did not bring her to him. He merely sent money and kept at his work. The project’s scientists committed many transgressions to bring their defense plan to life. Four huge humanoid mecha. They created a test pilot, but more were required. Emiko, naturally, met the requirements. A fourteen year old girl, who had seen neither father nor mother in years, who had lived all alone in a small apartment, was finally called to her father’s side. Not because he missed her. Not because he felt like being a proper father. Not even out of simple curiosity for what she looked like. He needed her brain, nervous system, and will to link up with one of the mecha. The fact that she was his daughter was merely a coincidence. And her opinion on the matter was completely irrelevant. Get in the robot, Emiko. She still loved him, then. So she obeyed. She fought horrible monsters from beyond space. She saw him only when it related her role as a pilot. They did not live together. Instead she was pawned off on a subordinate. Two more pilots arrived eventually. She was the best of the four of them. Precise and savage all at once, she took to her role as if she was born to it. She was not. Her psyche took a battering with every mission. Truthfully, all four of their psyches did. A mission let her suit’s arm fried, and the biofeedback destroyed her arm. He ordered her arm replaced, without even seeing her. When she woke with an arm made of polymers and wires instead of flesh, with only his contribution to her get well soon table of flowers, candy, and cards missing…she understood perfectly. Simmering anger blocked her connection to her mecha, and she was sidelined. She and her father had their first screaming match, and she was confined to quarters. Meanwhile, the first pilot suffered devastating injuries, and the fourth died horribly. With the difficulty curve ramping up with each new monster, the third couldn’t possibly handle the next one alone. So she got back in the mecha. Her rage had cooled into cold hatred. Of her father, the universe, and everything. It made her an even better pilot than before. The final enemy took the form of a potential fifth pilot. The fourth suit was sitting unused, after all. It was his probing questions that made her finally question everything about the project. She sought answers. And did she ever get them.

. . The project’s transgressions ran deep. The mecha technology was based on the enemy’s bodies and her mother’s unique neurology. The first pilot was a literal clone of her mother, and she wasn’t the first one. Dozens had died during testing. Her father was responsible for all of it. On his watch, the project had done so many hideous things in the name of survival Emiko couldn’t count them all. That was when she realized she didn’t care anymore if the world ended. And abruptly, it did. Everything living or dead on her world started exploding into protoplasm, with more simple organisms like plants and fungi first, then moving up to animals and finally people. Everything, in fact, but the third pilot in his mecha, her, and the final enemy. Said final enemy explained that he had granted her absolute power over the world, to do with as she saw fit. He’d taken pity on her, honestly. The world’s greatest hero, and nobody gave a shit about her as a person. The third pilot was a good young man, properly heroic and everything. He blew the final enemy away before he could change his mind. Then he spoke with Emiko. For a long, long time. Emiko just sat there, eyes harder than diamonds. His arguments fell on deaf ears. There were supernovae colder than her hatred for the very concept of existence. He pleaded, he harangued, he begged, and he berated. His words were completely irrelevant to her. He appealed to her inner nobility, only to find she had none left. He demanded with all the authority he could muster, but she didn’t care at all. At last, he simply ran out of things to say. So they watched the protoplasm soup for a while. And then, it occurred to him. Nobody gave a shit about her as a person? That wasn’t true. He did. The subordinate she had been staying with did. Hell, most of the staff did, at least a little. He got out of his mecha and did not explode into protoplasm. Taking this as a good sign, he then gave a very lonely girl the first warm hug she’d had in four years.

. . This did not change Emiko’s mind. She did that, all by herself. Hence him not exploding. With a heavy sigh, she started turning the ocean of protoplasm back into everything that it was before. There were celebrations. All hail the great hero, please don’t kill us all again mighty goddess, etc. At last she faced her father. She calmly told him exactly how she felt, and was once again met with his complete indifference. So she damned him to suffer through the entire series of events over and over again until he both 1) admitted his wrongdoing and 2) started giving a shit about her as a person. Given that those two things will happen shortly after the heat death of the universe, he’s going to be suffering for a long, long time. Her father is not a man who bends or breaks. She got her willpower from him, you see. Not too long after all that, she made a dimensional portal and stepped through it. The assassination attempts and the worship were growing equally tiresome. She wasn’t God, the Devil, or anyone else. She was Emiko, dammit. But like three people gave a rat’s ass. So she just…left, entering our world. Soon after that, she was the very first “Truman Girl”. She’s been there for every single adventure, even if she only actively participated in a small fraction.

Powers & Tactics: Emiko is limitlessly omnipotent…in her dimension. She wills it, it happens, the end. How that works in our world is…deeply complicated. Frankly, it’s a lot more of a pain in the ass (Limitless? Try limit-full!), and using them reminds her of…everything, so she just doesn’t bother. She did, however, tag along her Huge Mecha. Because sometimes you have to kick the crap out of someone, and it’s useful for that. It’s really strong, super tough, has a few weapons, and can fly. Only someone with her unique neurology can get it to activate, let alone pilot it. The cockpit is sealed against environmental concerns, too. She’s also taught herself how to repair it, and just about any other kind of technological item. Her cybernetic arm is slightly more durable than flesh and blood. Outside of the Huge Mecha, she has a big ol’ pistol. For the record, summoning the Huge Mecha is a demonstration of her actual powers. Pulls it right out of a portal to wherever she left it last. Usually, this is the guild hall, but not always.

. . Emiko doesn’t get into a lot of fights. She has had her fill of combat. But as said above, sometimes you have to kick the crap out of someone. She has her pistol for normal circumstances (PL 6 is enough to get most folks’ attention long enough for one of the other girls to pound them), but when “shit gets real”, she’ll summon her Huge Mecha. She vastly prefers her Weaponry array to melee combat. Fun fact: With enemies closer to or even at her size category, the Mecha’s penalties to Atk/Def decrease or even disappear. Meaning against a Gargantuan enemy she’s actually PL 12 in the Mecha.

Personality: Emiko had all the human weakness scoured out of her a long time ago, and it shows. She was essentially a child soldier fighting against an unimaginable apocalypse, and that also shows. She doesn’t smile. She doesn’t make small talk, or engage with the other girls. She’s extremely caustic to any girl who tries. She seems to have ice in her veins and a glacier for a heart. Honestly, most of the time she seems about as human as her arm. This is a defense mechanism, made to protect her from those who would only see her as a thing to be used for their benefit. Underneath, she is a flaming hot mess of hatred, anger and hurt. She’s more emotionally immature than anyone in the entire Guild, barring the literal children. Nate and Skye know, but have no idea how to reach her at this point. And yet…she’s more loyal to the girls and the Guild as a whole than anyone, too. She fights for them and in defense of them as hard or harder than anyone. So heaven knows what’s really going on in that head of hers.
Last edited by EternalPhoenix on Wed Apr 13, 2022 5:20 am, edited 3 times in total.
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Skye Walker

Post by EternalPhoenix »

Skye Walker

Power Level: 10; Power Points Spent: 200/200

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

Tough: +6/+8, Fort: +7, Ref: +7, Will: +10

Skills: Acrobatics 2 (+5), Concentration 5 (+10), Craft (artistic) 8 (+10), Diplomacy 10 (+15), Gather Information 10 (+15), Knowledge (art) 8 (+10), Knowledge (life sciences) 8 (+10), Medicine 5 (+10), Notice 10 (+15), Sense Motive 10 (+15)

Feats: Attack Focus (melee) 4, Attack Specialization (Claw Gauntlets (Device 2)), Defensive Roll, Dodge Focus 4, Improved Critical 2 (Claw Slash (Strike 6)), Luck 2, Skill Mastery (Diplomacy, Gather Info, Notice, Sense Motive), Uncanny Dodge (Mental)

Powers:
Big White Feathered Wings (Flight 3) (Speed: 50 mph, 440 ft./rnd; Power Loss (Restrainable))

Claw Gauntlets (Device 2) (Hard to lose)
. . Claw Slash (Strike 6) (DC 23, Feats: Improved Critical 2 (Claw Slash (Strike 6)); Accurate (+2), Mighty)

Dream Array (Array 21) (default power: fatigue; Subtle 2 (unnoticable))
. . Dream World (Illusion 10) (Array; affects: all sense types, DC 20; Selective Attack; Phantasms; Progression, Area 2 (25 ft. radius))
. . Dream-portation (Teleport 10) (Array; 1000 ft. as move action, 200000 miles as full action; Accurate; Medium (Dreamers); Easy)
. . Dreamwatcher (ESP 10) (Array; affects: all types; Simultaneous; Medium; Custom 2 (Rapid 2 (x100)))
. . Nightmare Blast (Mental Blast 10) (Array; DC 25)
. . Sleep Inducement (Fatigue 10) (Default; DC 20; Alternate Save (Will), Range 2 (perception); Custom (Insidious), Sedation)
. . Telepathy 10 (Array; DC 20, Adds: Communication 10, Mind Reading 10; Omni-Directional Area, Sensory Link; Rapid 2)
. . . . Communication 10 (sense type: mental)
. . . . Mind Reading 10 (DC 20)
. . Waking Dream (Emotion Control 10) (Array; DC 20; Mind Blank, Subtle (subtle))

Fast Sleeper (Features 1) (Notes: Skye can become asleep (unconscious and helpless, with -10 to checks but allies may take aid action to undo) at-will with just one round to prepare, and choose when she will come out of it (from one minute to several hours), barring some other circumstance waking her.)

Healing Trance (Regeneration 16) (recovery bonus 4 (+4 to recover), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 3 (recover 1 / 20 mins), recovery rate (injured) 3 (recover 1 / minute), recovery rate (staggered) 3 (recover 1 / minute); Source (Sleep); Persistent, Regrowth)

Immunity 1 (environmental condition: Cold)

Language of Dreams (Comprehend 2) (languages - understand all, languages - you're understood)

Light Sleeper (Features 1) (Notes: Skye does not suffer the +10 DC modifier to Notice checks for being asleep. This means she's much less likely to be caught by surprise while sleeping. She can also act immediately upon waking (characters are normally dazed for one round after waking).)

Precognitive Dreams (Super-Senses 4) (precognition; Uncontrolled)

Sense Dream-capable Minds (Super-Senses 5) (accurate: Mental, acute: Mental, radius: Mental, ranged: Mental)

Toughened (Protection 3) (+3 Toughness)

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +10)

Attacks: Claw Slash (Strike 6), +12 (DC 23), Mind Reading 10 (DC Will 20), Nightmare Blast (Mental Blast 10) (DC Will 25), Sleep Inducement (Fatigue 10) (DC Will 20), Telepathy 10 (DC Will 20), Unarmed Attack, +8 (DC 17), Waking Dream (Emotion Control 10) (DC Staged/Will 20)

Defense: +12 (Flat-footed: +4), Knockback: -3

Initiative: +3

Languages: English Native

Totals: Abilities 40 + Skills 19 (76 ranks) + Feats 14 + Powers 90 + Combat 24 + Saves 13 + Drawbacks 0 = 200

Age (as of Jan 2019): 24
Height: 5’ 4”
Weight: 120 lbs.
Ethnicity: Mixed African (alternate world)
Hair: Snow White
Eyes: Violet

Background: Skye Walker isn’t, strictly speaking, a human being. Even though she looks like a human being with fluffy white wings on her back, her DNA does not match Homo sapiens. However, in her dimension, the native species is hers and humans are what they call themselves. So she doesn’t consider herself anything but human, despite not matching our world’s humans. She wasn’t a superhero, or a member of a guild, or anything special, really. She was a more or less ordinary high school student. Granted, in a world where everyone had big fluffy wings and so the architecture was radically different from anything we know. With that said, people were still people. Her high school experience was normal enough. Classes, friends, boys, after school clubs, festivals, etc. Her powers were used in harmless shenanigans, not life and death combat. Super powers weren’t the norm on her world, but her circle of friends did seem to all have something special about them. Maybe it would’ve come to something, maybe not. Skye will never know, now. During summer break, they took a trip to the beach. There was a dimensional distortion event. All five went somewhere else. Skye plopped on a beach in Okinawa, Japan, still in her bikini. That was a long, confusing week, but the Truman Home (recently merged into the Seawings Adventurer Guild) found her and brought her in.

. . Skye finished growing up on a world that wasn’t hers. The differences were quite dramatic. It should’ve been a traumatic experience…but Skye is Skye. Her powers have developed considerably, just from being on Earth. Must be something in the air, she guesses. And it was really nice of Emiko to make her these clawed gauntlets. Maybe one day she’ll see her friends again or even go home…but meanwhile it’s time for a nap. Yaaawn.

Powers & Tactics: First thing, Skye’s version of humanity has big fluffy wings that allow them to fly much faster than they can walk. This however takes quite a bit more energy than walking or even running, and so they’re capable of both. Since flying can take them up fairly high into the sky, they’ve developed an immunity to environmental cold. Otherwise they’re not really all that different from humans.

. . Second thing, Skye’s dream powers are psionic and telepathic in nature. She has significant power over dreams and sleep itself. She can bring dreams into the real world, transfer herself through sleeping people’s minds to get elsewhere and even spy on locations through said sleeping people. But her most frightening abilities are summoning their own half remembered dreaming emotions, assaulting someone’s mind with their own nightmares, and (most terrifyingly of all), simply putting people to sleep and holding them there without any idea they’re even being attacked. And those are just the things she can actively do. She can sense dream capable minds, have precognitive dreams, understand any language and be understood in turn by any listeners, and most impressively rapidly heal from even the most terrible of injuries merely by sleeping. Combined with the least impressive of her powers (she can sleep anywhere at any time, and it’s easy to wake her) she’s an impressively difficult young woman to keep down.

. . Third thing, Emiko Fujiwara made a set of Claw Gauntlets for her. They’d run into some very mentally tough opposition a little before that, and Skye had had a rough time with them. The rematch went much better, as these claws could carve through stone and were razor sharp.

. . In a fight…basically god help her enemies if she’s provoked into combat. She’s a literally nightmarish opponent. One on one, Plan A is just Sleep Inducement. But she’ll cycle through all of her attacks to get the one that works. During team battles, she’ll use Dream World until that’s no longer effective. 25 ft radius is awful big on the scale the “Truman Girls” usually fight on. Power stunts are usually variations on or adjustments to her existing APs. Like swapping Range 2 on Sleep Inducement for Perception Area and Selective Attack. She’s done the same for Nightmare Blast before, too. Or slapping Independent on Dream World so she can Nightmare Blast the opposition. She’s terrifying when motivated.

Personality: Skye spends a lot of time sleeping. It is her most defining personality trait. She sleeps a lot. When she’s awake, she’s angelic. Compassionate, empathetic, understanding, the whole bit. With that said, she’s still a bit…creepy. Even though she’s full awake, she always seems to have one foot in Dreamland. Never fully present. She’s just so…placid. Nothing rattles her. She faces a normal everyday breakfast and the end of the world with the exact same level of equanimity. She’s also completely unmotivated and unambitious. She’s very passive, and not a self starter at all. If it involves actual effort, you won’t find Skye doing it, which is why she’s even still on our world. The exceptions to all of this being when her friends drag her into something and combat. If her friends need her, or there’s a fight she’ll make an effort for once.
Last edited by EternalPhoenix on Sun Apr 09, 2023 8:51 pm, edited 5 times in total.
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Oliana Kameāloha

Post by EternalPhoenix »

Oliana Kameāloha

Power Level: 10; Power Points Spent: 180/180

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

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

Skills: Acrobatics 10 (+15), Bluff 12 (+15), Diplomacy 7 (+10), Gather Information 7 (+10), Intimidate 12 (+15), Knowledge (popular culture) 2 (+5), Knowledge (streetwise) 7 (+10), Knowledge (tactics) 7 (+10), Language 4 (+4), Notice 7 (+10), Sense Motive 12 (+15), Stealth 5 (+10)

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 5, Challenge - Improved Acrobatic Bluff, Challenge - Improved Demoralize, Challenge - Improved Feint, Defensive Attack, Dodge Focus 5, Elusive Target, Evasion, Grappling Finesse, Improved Critical 2 (Unarmed Attack), Improved Defense, Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Improved Throw, Improved Trick, Improved Trip, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Bluff, Intimidate, Sense Motive), Stunning Attack, Takedown Attack 2, Uncanny Dodge (Auditory)

Powers:
Half Red Savage Physiology (Container, Passive 7)
. . Enhanced Constitution 10 (+10 CON)
. . Enhanced Strength 10 (+10 STR)
. . Impervious Toughness 5
. . Super-Strength 5 (+25 STR carry capacity, heavy load: 25.6 tons; +5 STR to some checks)

Martial Arts Training (Container, Passive 1)
. . Leaping 1 (Jumping distance: x2)
. . Quickness 1 (Perform routine tasks at 2x speed)
. . Speed 1 (Speed: 10 mph, 88 ft./rnd)
. . Super-Movement 1 (slow fall)

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +20/+25)

Attacks: Unarmed Attack, +10 (DC 25)

Defense: +10 (Flat-footed: +3), Knockback: -7

Initiative: +9

Languages: English Native, Hawaiian, Japanese, Russian, Spanish

Totals: Abilities 48 + Skills 23 (92 ranks) + Feats 37 + Powers 40 + Combat 20 + Saves 12 + Drawbacks 0 = 180

Age (as of Jan 2019): 21
Height: 6’ 8”
Weight: 230 lbs.
Ethnicity: Mixed Hawaiian/extraterrestrial (alternate world)
Hair: Dark Brown
Eyes: Dark Brown

Background: Variations on Phoenixverse characters and teams exist in alternate dimensions. This shouldn’t be surprising. The multiverse is vast, after all. And so, we have Oliana. She is the daughter of Cory of the Exiles. But that is a very different Cory and a very different Exiles. His human appearance is Hawaiian, for one. Those Exiles are based out of Hawaii, for another. He…wasn’t the greatest father. To be fair, he did spend half her life dead. Yes, past tense. He got resurrected. Twice. But otherwise this version of Cory is…kind of an idiot. He was dropped on his head as a baby, but even so he’s still an idiot. This, of course, makes her half Red Savage. Their history is not quite the same as it is in our ‘verse. That Cory is probably the only one left, and he’s never met his father. The species is effectively extinct. Their powers and abilities are still the same, except they were also known for their aptitude for the martial arts. That is something the ones in our ‘verse never had the motivation or opportunity to get into.

. . The Exiles, in this alternate ‘verse, are the greatest heroes the world’s never heard of. Many incredible battles and they’ve saved that world a boatload of times. But never where anyone could see. That is the world Oliana grew up in. The one she learned to fight in. The one she fought many battles in. The one where she was as much of a hero as any member of those Exiles. And then, one day, she got sucked through a dimensional portal and ended up on our world. The Exiles of our world were accepting of her. She’s not their first dimensionally displaced person. But it was too weird. So many familiar faces were so different. In the end she went to the Truman Home, now firmly a part of the Seawings Adventurer Guild. She’s had plenty of frenetic battles here, too. Even got her arms shattered and cursed never to heal that one time. Yasmine Sakaguchi was able to break the curse with her White Magic. So her life is anything but dull as a “Truman Girl”. Yet she still yearns to one day go home.

Powers & Tactics: Half of Oliana’s parentage is an alien race informally known as the Red Savages. This means her baseline physical strength and durability are significantly higher than human norms. In addition, she’s spent basically all of her life training in the martial arts. She’s become quite skilled over the years, but still pales in comparison to true masters like her father. She does posses the capability to use a Red Savage or Trueblue form, but as yet does not know how to accomplish the transformation. This is known specifically because an opposing magician made her go full Red Savage once, with the accompanying strength, durability, and aggression boosts that form comes with. Her martial arts training has increased her mobility somewhat, as well, and she doesn’t have to worry about most falls.

. . Tactically, Oliana is fairly straightforward. She’s going to punch the enemy in the face until they stay down. Kicks are acceptable substitutes for punches, and the same can be said for body shots in place of head shots. With that said, she has all the tradeoff feats plus two ways to Feint and pretty much all of the grappling feats. Those are Plan B, if regular attacking doesn’t work as it often doesn’t with non-mooks. She is not currently capable of power stunting, with the notable exception of stunting additional Leaping off of Super Strength.

Personality: Oliana, well…she’s just a good person. Complex, she is not. She will always do her best, and never give up. Of all the “Truman Girls” listed here, she is without a doubt the most purely heroic. She’s hardworking, self sacrificing, humble, and genuinely nice. That’s it, really.
Last edited by EternalPhoenix on Wed Apr 13, 2022 5:16 am, edited 3 times in total.
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Raymi Humala Sumire

Post by EternalPhoenix »

Raymi Humala Sumire

Power Level: 10; Power Points Spent: 180/180

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

Tough: +0/+10, Fort: +8, Ref: +8, Will: +8

Skills: Bluff 10 (+15), Concentration 10 (+10), Craft (electronic) 10 (+15), Craft (structural) 10 (+15), Diplomacy 5 (+10), Gather Information 5 (+10), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Language 2 (+2), Notice 10 (+10), Sense Motive 10 (+10)

Feats: Accurate Attack, Attack Focus (ranged) 6, Dodge Focus 5, Eidetic Memory, Improved Critical 2 (Portal Energy Greatsword (Strike 10)), Improvised Tools, Inventor, Luck 2, Power Attack, Second Chance (Concentration checks to maintain powers), Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Taunt, Uncanny Dodge (Auditory)

Powers:
Portal Belt (Device 6) (Hard to lose, Only you can use)
. . Automated Portal Defense (Force Field 10) (+10 Toughness; Impervious)
. . Long Range Portals (Teleport 5) (5 miles as full action; Accurate; Long-Range)

Portal Glove (Device 8) (Hard to lose, Only you can use)
. . Instant Portals (Array 17) (default power: blast; Variable Descriptor 2 (Broad group - Any Electromagnetic Energy))
. . . . Blinding Portal (Dazzle 10) (Array; affects: visual senses, DC 20; Burst Area (50 ft. radius - Targeted); Indirect 3 (any point, any direction), Precise)
. . . . Harsh Portal (Blast 10) (Array; DC 25; Alternate Save (Fortitude); Indirect 3 (any point, any direction), Precise)
. . . . Portal Blast (Blast 10) (Default; DC 25; Autofire (interval 2, max +5); Indirect 3 (any point, any direction), Precise)
. . . . Portal Burst (Blast 10) (Array; DC 25; Burst Area (50 ft. radius - Targeted); Indirect 3 (any point, any direction), Precise)
. . . . Portal Energy Greatsword (Strike 10) (Array; DC 25, Feats: Improved Critical 2 (Portal Energy Greatsword (Strike 10)); Autofire (interval 2, max +5), Penetrating [5 ranks only]; Accurate 3 (+6), Extended Reach (5 ft.), Indirect 2 (any point, directed away), Precise)

Short Range Portals (Teleport 5) (500 ft. as move action; Accurate; Short-Range; Change Direction, Change Velocity)

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

Attacks: Blinding Portal (Dazzle 10), +10 (DC Fort/Ref 20), Harsh Portal (Blast 10), +10 (DC Fort 25), Portal Blast (Blast 10), +10 (DC 25), Portal Burst (Blast 10), +10 (DC 25), Portal Energy Greatsword (Strike 10), +10 (DC 25), Unarmed Attack, +4 (DC 15)

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

Initiative: +1

Languages: English, Japanese, Quecha Native

Totals: Abilities 22 + Skills 23 (92 ranks) + Feats 22 + Powers 72 + Combat 18 + Saves 23 + Drawbacks 0 = 180

Age (as of Jan 2019): 21
Height: 6’ 0”
Weight: 150 lbs.
Ethnicity: Inca (alternate world)
Hair: Light Green
Eyes: Green

Background: Raymi Humala Sumire’s world is very, very different from ours. Due to various factors (including the Black Death and its recurrences being a little more severe, Vesuvius forgetting to shut down for a few centuries, and the Western Schism of the Roman Catholic Church resulting in open and sustained warfare between the factions), Europe entered the Age of Sail centuries later than our world did. There were no voyages to the New World…for the New World came to the Old. The Mexica (better known to us as the Aztecs) landed in Portugal May 14 1607, and changed the face of a European society still reeling from the ongoing Protestant Reformation. Not only was India not to the West, but there were entire nations there. It was a revelation to the Mexica, as well. Across the sea lay a hell of a lot of people and nations. That was this world’s “1492 Columbus sailing the ocean blue” moment. Fast forward through the years to the modern era, and the world looks drastically different. Both the Mexica and the Inca Empires no longer exist in those forms. Instead the Aztlan Republic rules most of North America (Alaska & Northern Canada being left as an autonomous Inuit state), while the Incan Confederacy (exactly like the EU, only more internally/culturally unified) rules most of South America. Western Europe is mostly the same, with a unified Ireland being a standout difference. Eastern Europe’s been a mess for about a century, ever since the Russian Romanov line of czars was overthrown. The Bolsheviks ended up half self destructing after that, and it’s just such a goddamn mess. The former Russian Empire is at least eight different countries (it depends on who you ask) and the interminable brushfire conflicts spill out on to the rest of the Eastern Europe. The Finns, the Poles, and the Greeks do their best, but ever since that Serbian nationalist assassinated Prince Ferdinand everything’s just gone to hell in ethnically Slavic Europe. Africa is an entire other kettle of fish. A visitor from our world would only recognize the geography. The countries are different. The cities are in different places mostly. And while they’ve had their share of bloody conflict, the Africa of today largely exists in peace. The Middle East is also pretty much okay. The last Ottoman sultan was a hell of a guy. Seeing his nation’s disintegration coming, he divided the empire into provincial zones that just so happened to more or less match the growing independence movements’ demands. So when the empire finally fragmented, it did so relatively peacefully. So the Middle East is arguably just as unrecognizable as Africa to a visitor from our world. Asia is defined (but not divided, there’s plenty of minor players like Thailand) by the rivalry between the People’s Republic of India (Leninist ideas took hold surprisingly enough, though they have a distinctly Hindu/Buddhist twist to them), Imperial Japan (a markedly different Meiji Restoration converted the samurai from more or less pure warrior nobility to something resembling a legislative body, with the Emperor serving as both the embodiment of executive power and commander in chief of the military; it rules much of Oceania including Hawaii), and the United Sultanate of Java, Sumatra, and Kalimantan, and Sulawesi (of all things, a constitutional monarchy; the JSKS for short, it’s basically our Malaysia and Indonesia in one). This is nominally a four way rivalry also featuring China, but there’s three of those (Imperial China, the People’s Republic, and the Republic of) and so it only works if the three are getting along. Spoiler: They often do not, and invite their militaries to participate in the disagreement. There hasn’t been more than hot words and the occasionally ugly skirmish in several years, but the potential is always there. Australia and New Zealand remain sparsely settled by non natives. Who they actually belongs to is a point of contention between Japan and the JSKS, with the Incans playing reluctant referee and Aborigine/Maori defender.

. . Which brings us back to Raymi. She is the daughter of the Incan ambassador to Aotearoa (what the Maori call New Zealand). There had been people with superhuman abilities before. It wasn’t a world with superheroes, there weren’t nearly enough of them with enough power for that, but powers did exist. Hers, however, were the first to violate the laws of space time as currently understood. Being a science & tech genius in her own right, she led the research into how her powers work and more importantly why they did. A mistake (only recognizable as such in hindsight) catapulted her across dimensions…to ours. The mistake being that her world had no credible multiverse theory, and thus the energy the lab machinery was attempting to tap into the tiniest fraction of was, well…even a billionth of a percent of nigh infinity may well have been enough to obliterate Aotearoa entirely. She doesn’t know, and it is a concern. Especially since Nathanial Truman is having trouble finding her dimension, even with her help. The damage may have been more than Aotearoa…but that’s pessimistic thinking. In the meantime, she’s one of the “Truman Girls”. Going on adventures, discovering new things, and kicking asshole ass. Ain’t no rule that says you can’t have fun while you wait, right?

Powers & Tactics: Raymi is a mutant who can make portals that connect points in space. She cannot connect highly distant points or sustain the portals without significant effort, however. She does this through use of a mysterious light green energy she calls “portal energy”. Her body produces it on a continual basis, and the limits of this production are currently unknown. The genetic mutations that permit this were not created by her being exposed to something, as per usual. It was the accumulation of mutations from her ancestors being exposed to dimensional energy. The mutations are recessive and rare even among the Inca (where they are most common), so she is the first in the modern age (and likely the first ever) to display the powers.

. . Being a science/tech genius, she has built devices to channel the “portal energy” in her body more effectively. The Portal Belt makes long range portals much easier and a separate ability from the short range ones. Additionally, the Automated Portal Defense opens portals to receive attacks and direct them away from her body. This can have limited effectiveness past a certain level of attack power. The full energy of a very powerful attack may not be transferred. The Portal Glove takes her portaling powers and weaponizes them. By rapidly opening portals to a rather hostile location, electromagnetic energy (in a type of her choosing) flies out and hits the enemy from (most likely) an entirely unexpected direction. Mostly this is just damage, but Blinding Portals does just that to a nice wide area. The Greatsword is her vanity project. When held static, portal energy oscillates in intensity very rapidly, thus allowing strikes to hit repeatedly during the attacking motion. It’s also cool as hell to look at. Big ol’ light green energy swords for the win. She can, of course, power stunt. Typically this will be something more exotic like Stun, Fatigue, or Paralyze, each with the Ranged Extra, Indirect 3, and Precise. But she has in the past stunted Portal Energy Wings (Flight 5) off of Long Range Portals, so that’s also on the table.

. . Tactically, Raymi fights like someone who can be 500 feet or 5 miles away in the blink of an eye and can portal away most attacks. With complete reckless abandon and a blithe disregard for her personal safety. She’s here to kick ass and chew bubblegum and she’s all out of bubblegum, punk. So you feel lucky? DO YA!? She’ll swap around in her array to find whichever attack works best, and just spam the thing. She’s flexible like that. She’ll stay mobile the entire time, as well, teleporting all over the place. One of her favorite tactics (and one that doesn’t require her Devices to perform) is readying an action, letting the opponent attack, and teleporting away before their attack can land.

Personality: Raymi is one of the cockiest people on planet Earth. She is very cheerful and just oozes raw confidence. She very much has a big personality. She can, however, admit fault with startling ease, laughing it off. Equally startling is her optimism. “Life’s a learning process”, she says, “and learning is fun! We can do anything as long as we work together.” And other such things. She’s just a happy person who nothing seems to get down.
Last edited by EternalPhoenix on Wed Apr 13, 2022 5:15 am, edited 3 times in total.
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Madeline Blackwood

Post by EternalPhoenix »

Madeline Blackwood

Power Level: 10; Power Points Spent: 180/180

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

Tough: +2/+12, Fort: +5/+7, Ref: +5/+7, Will: +10

Skills: Craft (artistic) 10 (+15), Craft (mechanical) 10 (+15), Gather Information 5 (+5), Intimidate 15 (+15), Knowledge (arcane Lore) 10 (+15), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Knowledge (theology & philosophy) 10 (+15), Language 4 (+4), Notice 8 (+10), Sense Motive 8 (+10)

Feats: All-Out Attack, Artificer, Attack Focus (ranged) 2, Attack Specialization (Unarmed Attack), Challenge - Improved Demoralize, Challenge - Improved Startle, Eidetic Memory, Evasion, Improvised Tools, Inventor, Move-by Action, Power Attack, Precise Shot, Skill Mastery 2 (Craft (all purchased),Gather Info, Intimidate, KN (all purchased)), Startle, Takedown Attack, Uncanny Dodge (Auditory)

Powers:
Armor of Vengeance (Device 17) (Hard to lose, Only you can use)
. . Enchanted Steel (Protection 10) (+10 Toughness; Impervious)
. . Hellfire & Vengeance (Array 16) (default power: - linked powers -)
. . . . Armored Might (Linked)
. . . . . . Enhanced Strength 20 (Linked; +20 STR)
. . . . . . Super-Strength 5 (Linked; +25 STR carry capacity, heavy load: 25.6 tons; +5 STR to some checks; Bracing, Thunderclap (Area: 50 ft., DC 20))
. . . . Chain Bindings (Snare 10) (Array; DC 20; Precise, Tether (1000 ft.))
. . . . Hellfire Blasts (Blast 10) (Array; DC 25; Autofire (interval 2, max +5))
. . . . Hellfire Burst (Blast 10) (Array; DC 25; Burst Area (50-250 ft. radius - General); Progression, Increase Area 2 (area x5))
. . . . Hellfire Portals (Teleport 7) (Array; 200 miles as full action; Accurate, Portal; Long-Range; Easy, Progression 2 (Portal Size (25x25)), Progression, Mass (carry 250 lbs))
. . . . Rack With Pain (Stun 10) (Array; DC 20; Range (ranged))
. . . . Soul Burn (Blast 10) (Array; DC 25; Alternate Save (Will))
. . Hellfire Jets (Flight 5) ([5 active, 10/10 PP, 2/r], Speed: 250 mph, 2200 ft./rnd)
. . . . Demonic Might (Super-Strength 5) (Alternate; [0 active, 10/10 PP, 2/r], +25 STR carry capacity, heavy load: 819.2 tons; +5 STR to some checks)
. . Infernal Defenses (Enhanced Trait 5) (Traits: Fortitude +2 (+7), Reflex +2 (+7), Feats: Evasion)
. . Sealed Systems (Immunity 9) (life support)

Attack Bonus: +8 (Ranged: +10, Melee: +8, Grapple: +18/+23)

Attacks: Chain Bindings (Snare 10), +10 (DC Ref/Staged 20), Hellfire Blast (Blast 10), +10 (DC 25), Hellfire Burst (Blast 10) (DC 25), Rack With Pain (Stun 10), +10 (DC Fort/Staged 20), Soul Burn (Blast 10), +10 (DC Will 25), Unarmed Attack, +10 (DC 25)

Defense: +8 (Flat-footed: +4), Knockback: -11

Initiative: +1

Languages: English Native, French, German, Latin, Portuguese

Totals: Abilities 20 + Skills 25 (100 ranks) + Feats 18 + Powers 70 + Combat 32 + Saves 15 + Drawbacks 0 = 180

Age (as of Jan 2019): 21
Height: 5’ 4” (out of armor), 6’ 4” (in armor)
Weight: 115 lbs. (out of armor), 350 lbs. (in armor)
Ethnicity: Caucasian (New Zealander; alternate world)
Hair: Blonde
Eyes: Blue

Background: Madeline Ravenwood is from Hell. Her world was conquered, and humanity enslaved long before she was born. The gates of Hell opened, demons poured out, and it only got worse from there. Even death was no escape, as this was post Rapture so everyone going to Heaven was already there. The Earth and Hell merged, and there was no longer any difference between them. This was the world Del was born into. With that said, even without Heaven, the human spirit still endured. Hope did not die with human civilization. There is always a resistance. This too, was the world Del was born into. Invercargill, the southern and westernmost city in New Zealand and thus the furthest away from the demons’ predations, was chosen as the resistance headquarters and thus it was where Del was born. Her mind was quick and clever, with a clear aptitude for both magic and technology. She built her first armor at 8 years old. It was clunky, and the only function that worked consistently was the strength increase. At 12, she began participating in raids. She was on her third armor then, and it worked more or less consistently. Her skills had led to a revolution in weapons, armor, and mobility for the resistance. It wasn’t only her, but she played a key role. The resistance went from strength to strength, achieving more and more success. When she was 16, it all fell apart. The resistance’s success was a plot by the demons to lure them into a false sense of security. So that when the trap finally snapped shut, there would be no escape. The resistance’s main combat force found itself facing not one, but four Demon Lords. With the attending high level demons and accompanying armies. One would have been disastrous. Four was a complete massacre. And as stated, death was no escape. It was only the beginning of torment, as human souls were powerless once removed from their bodies. Yet human ingenuity was not spent. A last desperate sacrifice allowed Del and a small group to escape back to Invercargill. Only to find a fifth Demon Lord leveling the city. For the demons had known where they were the entire time. They fell back to Bluff, NZ’s southernmost town. Yesterday, the resistance had numbered nearly 100 thousand. Now there wasn’t even a full thousand. Yet there was still one last desperate plan. As Bluff’s defenses came under overwhelming assault, the dimensional gate deep underground was activated. A massive explosion sealed the underground complex. Now there weren’t even 10 left. Del was the last one through, as her newest armor was by far the toughest. The fifth Demon Lord tore open the complex personally. Del flipped him the double bird, triggered the self destruct, and flung herself through the portal right as the world seemed to explode around her.

. . They landed on our world, which was a paradise by comparison. The others lay down their arms, content with their survival, and began to assimilate into a new society. They would always carry the weight of what had happened, but moving on was the plan. Even if there were far fewer of them to carry it out than had been expected. Del could not do it. Anger burned within her. She must have vengeance. Her campaign of absolute terror against the slightest whiff of demonic activity brought her to the attention of Nathaniel Truman. The “Truman Girls” kicked as much demon ass as any other kind, so Del was in. She has not looked back.

Powers & Tactics: Madeline, or Del, has no superhuman powers of any kind, aside from an affinity for calling up Hellfire (this has no mechanical effect, as she can’t normally do anything with it). She has a genius intellect with a gift for enchanting items and creating technological devices. With these skills she has built an armored battlesuit powered by Hellfire. The armor isn’t especially thick, and on its own high caliber bullets could damage and eventually penetrate the metal. Fortunately, runes channel Hellfire through an intricate network of channels that significantly increase the metal’s durability. Those channels do quadruple duty. The terminus at the bottom of the feet fires out Hellfire with enough force to let her fly as fast as or faster than any automobile. The terminus at the fingertips is used to project Hellfire out, usually to attack an enemy in one of several ways. Hellfire chains to bind their movements. Rapid blasts of Hellfire to burn them to ashes. An explosive shell made of pure Hellfire. Even burning someone’s nerves (causing agonizing pain) or exposing their very soul to Hell’s heat are options in this mode. The two that aren’t are a large portal that can cover up to 200 miles in one jump (such a time saver, especially with so many slower allies), and her default option. This channels the Hellfire back into another series of intricate channels, only this time they’re powering an exoskeleton that boosts her physical strength to superhuman levels. The foot jets can do this as well, but it cuts down on her mobility and so she doesn’t do it as often. The armor’s systems are sealed, protecting her even in the depths of space. Additonally, the armor will only function for her, as only she (as far as anyone knows) is able to call up Hellfire without any capacity to use it.

. . Tactically, Plan A is most likely to be peppering the opposition with Hellfire Blasts. But she’s far from an idiot and will change strategies to fit the opponent. Musclebound hulks? Soul Burn. Fragile mystics, hiding behind their force fields? Rack With Pain. The enemy brought friends to the dance? Hellfire Burst. And of course, Chain Bindings works pretty well on everyone. Hellfire Portals are an excellent escape plan. Most enemies can’t follow quickly. But you know, there’s nothing like just punching someone’s lights out to get her motor running. Because she’s so sturdy in the armor, one of her favorite opening moves is Improved Startle followed by All Out Power Attack. She can, of course, power stunt. But without any Luck ranks, it’s not something she does particularly often. Her usual array of attacks suffices.

Personality: Del is angry. That’s the big secret to understanding her. She’s always angry. She may be smiling, but that’s satisfaction, not happiness. She’s still angry. It never goes away, always simmering below the surface waiting to return. She will never forgive the demons, and she’ll destroy every single one she can in her pursuit of VENGEANCE. Her other defining personality trait is her defiance. She’s clever, resourceful, and she (quite literally) goddamn knows it. She survived literal Hell. There is nothing our world can throw at her to top that. So you can take your orders, your suggestions, and your helpful advice and shove them up your ass. She knows she’s fallible, mind you. But she also knows that she’s survived every mistake she’s made so far, in far more lethal environment that this one. Can you say the same? No? Then shove it up your ass. Every other part of her is subsumed into her quest for VENGEANCE. The joy in a thing well made. Romantic pursuits. Sexual desires. Fear the Demon Lords might pursue to this world. Grief for the lost. None of it matters. Her rage drowns them all out. Well…okay, one vice is allowed. She takes incredible care of her hair. It’s really very nice. Honestly, she’s a very damaged individual. Of all the “Truman Girls”, she’s the one who isn’t within shouting distance of admitting it even to herself. Without rage and vengeance, she quite literally doesn’t know who she is. And that’s something she should probably put thought into, but VENGEANCE.
Last edited by EternalPhoenix on Wed Apr 13, 2022 5:13 am, edited 3 times in total.
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Almira Quincy

Post by EternalPhoenix »

Almira Quincy

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

STR: +10 (14/30), DEX: +3 (16), CON: +12 (14/34), INT: +2 (14), WIS: +2 (14), CHA: +3 (16)

Tough: +12, Fort: +12, Ref: +5, Will: +7

Skills: Acrobatics 7 (+10), Bluff 7 (+10), Concentration 10 (+12), Diplomacy 7 (+10), Knowledge (arcane Lore) 3 (+5), Knowledge (theology & philosophy) 3 (+5), Language 3 (+3), Notice 8 (+10), Sense Motive 8 (+10)

Feats: Accurate Attack, Acrobatic Bluff, Attack Specialization (Unarmed Attack), Improved Critical 2 (Unarmed Attack), Luck, Power Attack, Takedown Attack, Taunt, Uncanny Dodge (Auditory)

Powers:
Demon Usurpation Magic (Alternate Form 12)
. . Winged Hellfire Demon (Alternate Form) (Powers: Demon Wings (Flight 5), Hellfire Control (Array 13), Infernal Vision (Super-Senses 2), Unholy Resilience (Enhanced Constitution 20))
. . . . Demon Wings (Flight 5) (Speed: 250 mph, 2200 ft./rnd; Power Loss (Restrainable))
. . . . Hellfire Control (Array 13) (default power: blast)
. . . . . . Hellfire Blast (Blast 12) (Default; DC 27; Improved Range (300 ft. incr), Progression, Increase Range (max range x2, 3000 feet))
. . . . . . Hellfire Burst (Blast 8) (Array; DC 23; Burst Area (40-200 ft. radius - General); Progression, Increase Area 2 (area x5))
. . . . . . Hellfire Chainblast (Blast 8) (Array; DC 23; Autofire (interval 2, max +5); Accurate 2 (+4))
. . . . . . Infernal Might (Linked)
. . . . . . . . Enhanced Strength 16 (Linked; +16 STR, Feats: Attack Specialization (Unarmed Attack), Improved Critical 2 (Unarmed Attack); Variable Descriptor (Narrow group - Bludgeoning/Piercing/Slashing))
. . . . . . . . Super-Strength 3 (Linked; +15 STR carry capacity, heavy load: 6.4 tons; +3 STR to some checks)
. . . . Infernal Vision (Super-Senses 2) (darkvision)
. . . . Unholy Resilience (Enhanced Constitution 20) (+20 CON)

Demon Usurpation Magic Settings:
Frozen Hellrime Demon (Alternate Form) (Powers: Hellfrost Armor (Protection 10) (+10 Toughness; Noticeable (Thick coating of frost all over body)), Hellfrost Slide (Flight 5) (Speed: 250 mph, 2200 ft./rnd; Platform), Hellrime Control (Array 13) (default power: create object), Hellfrost Objects (Create Object 8) (Default; Max Size: 8x 25' cubes, DC 18; Impervious; Progression, Object Size 2), Hellrime Blast (Blast 12) (Array; DC 27; Improved Range (300 ft. incr), Progression, Increase Range (max range x2, 3000 feet)), Hellrime Bonds (Snare 8) (Array; DC 18; Regenerating; Accurate 2 (+4)), Soulchiller (Blast 8) (Array; DC 23; Alternate Save (Will); Accurate 2 (+4)), Immunity 1 (environmental condition: Cold), Immunity 10 (common descriptor: Cold/Ice; Limited - Half Effect), Super-Senses 1 (infravision), Fortitude +5 (+7), Reflex +2 (+7), Will +3 (+10))

Speedy Hellshock Demon (Alternate Form) (Powers: Hellshock Control (Array 13) (default power: blast), Galvanic Overload (Stun 8) (Array; DC 18; Range (ranged); Accurate 2 (+4)), Hellish Coruscation (Dazzle 8) (Array; affects: visual senses, DC 18; Burst Area (40 ft. radius - General)), Hellshock Blast (Blast 12) (Default; DC 27, Feats: Improved Critical 2 (Hellshock Blast (Blast 12))), Infernal Fulmination (Strike 8) (Array; DC 23; Burst Area (40-200 ft. radius - General), Selective Attack; Progression, Increase Area 2 (area x5)), Infernal Dodging (Enhanced Trait 5) (Feats: Dodge Focus 4, Evasion), Infernal Durability (Protection 6) (+6 Toughness), Shocking Quickness (Quickness 5) (Perform routine tasks at 50x speed), Shocking Speed (Speed 5) (Speed: 250 mph, 2200 ft./rnd), Fortitude +5 (+7), Reflex +5 (+10))

Winged Hellfire Demon (Alternate Form) (Powers: Demon Wings (Flight 5) (Speed: 250 mph, 2200 ft./rnd; Power Loss (Restrainable)), Hellfire Control (Array 13) (default power: blast), Hellfire Blast (Blast 12) (Default; DC 27; Improved Range (300 ft. incr), Progression, Increase Range (max range x2, 3000 feet)), Hellfire Burst (Blast 8) (Array; DC 23; Burst Area (40-200 ft. radius - General); Progression, Increase Area 2 (area x5)), Hellfire Chainblast (Blast 8) (Array; DC 23; Autofire (interval 2, max +5); Accurate 2 (+4)), Infernal Might (Linked) (Enhanced Strength 16 (Linked; +16 STR, Feats: Attack Specialization (Unarmed Attack), Improved Critical 2 (Unarmed Attack); Variable Descriptor (Narrow group - Bludgeoning/Piercing/Slashing)), Super-Strength 3 (Linked; +15 STR carry capacity, heavy load: 6.4 tons; +3 STR to some checks))), Infernal Vision (Super-Senses 2) (darkvision), Unholy Resilience (Enhanced Constitution 20) (+20 CON))


Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +18/+21)

Attacks: Galvanic Overload (Stun 8), +12 (DC Fort/Staged 18), Hellfire Blast (Blast 12), +8 (DC 27), Hellfire Burst (Blast 8) (DC 23), Hellfire Chainblast (Blast 8), +12 (DC 23), Hellish Coruscation (Dazzle 8) (DC Fort/Ref 18), Hellrime Blast (Blast 12), +8 (DC 27), Hellrime Bonds (Snare 8), +12 (DC Ref/Staged 18), Hellshock Blast (Blast 12), +8 (DC 27), Infernal Fulmination (Strike 8) (DC 23), Soulchiller (Blast 8), +12 (DC Will 23), Unarmed Attack, +10 (DC 25)

Defense: +8 (Flat-footed: +4), Knockback: -6

Initiative: +3

Languages: Chinese (Cantonese), English Native, Japanese, Russian

Totals: Abilities 28 + Skills 14 (56 ranks) + Feats 7 + Powers 62 + Combat 32 + Saves 7 + Drawbacks 0 = 150

Age (as of Jan 2019): 22
Height: 5’ 2”
Weight: 110 lbs.
Ethnicity: Mixed Chinese/Caucasian
Hair: Snow White
Eyes: Dark Blue

Background: Almira Quincy (Mira for short), was born in a world full of magic. Anyone with the time, inclination, and aptitude could learn. This, of course, was no guarantee of power or skill, but the opportunity was available. Over the years, mages had organized into groups. The names varied (coven, company, guild, etc), however each was a home to some of the world’s finest mages. Mira, her young sister, and younger brother were orphaned as the result of a war between mage organizations. Fortunately, another one took them in. The Rumble Hearts Guild (based out of Hong Kong) was a rowdy bunch, even in those early days. All three siblings had the aptitude for magic, but Mira was especially gifted. The Guildmaster tutored them, and Mira rapidly (despite not having even hit puberty) became one of Rumble Hearts’s top mages. And it went to her head. She was arrogant, brash, rude, and rebellious. Due to her immense power and rapidly maturing skill, few could chastise her. The rivalry between her and one Eri Akatsuki burned steadily, as Eri was one of the few who could hold Mira in check. Then, one day, a mission went horribly wrong. Mira took on a mission (defeat this monster) that promised to be taxing, even for her. Her siblings tagged along, as Mira thought she could protect them easily. Mira was having a difficult time with the monster, but she would have managed to win. Her siblings, thinking she was in real trouble, jumped in to help. Her brother’s powers were as strong as hers, but he lacked control. Her sister was the opposite. Not very strong, but perfect control. Her brother lost control of his magic and transformed into a worse monster than the one they were fighting. He crushed that one like a beer can, and then (berserk), turned on his sisters. It took everything Mira had just to tire him out so that he transformed back. Her sister couldn’t possibly have kept up, and was smacked away into a nearby river. In the middle of winter. The exhausted Mira couldn’t find her, and an intense search by others the following day couldn’t either. Enough days went by that the two horrified siblings had no choice but to give up their sister for dead.

. . Mira changed utterly in the following months. Her magic stopped working, and her personality did a 180. She became humble, polite, and obedient. A perfect gracious young lady, and a wonderful spokesperson for Rumble Hearts Guild. The years went by, and the magic world largely forgot about her power. They knew her only as the charming hostess for her guild, and the number one model in the country. And one day the dimensional walls got a little thin, and she fell into our world. Right into the Seawings Guild Hall, as a matter of fact. And for a while, it was as if she had exchanged one guild for another. Not much else had changed. She wanted to go home. She missed her Rumble Hearts guildmates, though a squad of fellow newcomers was kind enough to use the name. Then her guildmates brought the mountain to Muhammad. At least, she thought that’s who they were and what was happening. She thought she recognized Eri, Toryū, and Yukinari, but it wasn’t the ones she knew. The latter two’s names were wrong. They were Japanese, not Chinese. They were as dimensionally displaced as she was. Yet another parallel dimension. But they knew a Mira, even if it wasn’t her. With their encouragement (and the knowledge that their Mira had done so), Mira reclaimed her magic and started adventuring with the Seawings Guild and her fellow “Truman Girls”. In the process, a little of the old saucy child has come out. But just a little.

Powers & Tactics: Mira uses Demon Usurpation Magic. It does pretty much what it says. What it’s usurping is their literal being. It is a challenging thing to do, but for Mira it’s not so bad. What this allows her to do is apply an overlay of the demon over her body, with her magic as a shield to prevent any corruption. This overlay possesses a version of the demon’s various powers and abilities. Mira can even edit these so they better match her own capabilities. It looks like a transformation, but it isn’t one. Mira’s human body remains underneath said layer of magic. It’s kind of like wearing a “demon suit”, only much more magical in nature.

. . She has three demons in the regular rotation, and several more on standby (aka power stunts). The regular ones are Winged Hellfire, Frozen Hellrime, and Speedy Hellshock. All three give her ranged attacks, a way to get around relatively quickly, and a significant increase in her durability. Winged Hellfire also sports superhuman strength and sharp claws, while Frozen Hellrime can create bitterly cold ice shapes. Basically they’re hellish variants on fire, ice, and electricity controllers.

. . Tactically, Winged Hellfire is her go to, but the other two see their fair share of use. No matter the form, she generally operates as a ranged combatant. She sticks with raw damage for the most part, but if that’s not working or she doesn’t want to actually hurt her opponent the exotics are always there in Frozen Hellrime and Speedy Hellshock. Her standard trio are, of course, very effective, but where she shines is her sheer versatility. She’s got a Helldouser (water), Giant (self explanatory), Succubus (mental influence and control, not that), and even a Deep Shadow Demon. Her ability to power stunt a new demon form isn’t limitless, of course. Outside of the four listed above she has trouble doing any more.

Personality: Mira is a Proper Lady. Modest, kind, and compassionate. This was originally an act, as she was trying to changer herself into someone better. “Fake it till you make it” was in full effect, as she’s been choosing to behave this way for so long it’s essentially her personality now. With that said, she’s a bit more saucy and spirited than she was when she first joined the Guild. The Mira from back then wouldn’t dream of taunting an opponent, for example. And she doesn’t back down from conflict anymore. Fighting isn’t Plan A, but if you want a fight and won’t be dissuaded she’ll give you one.
Last edited by EternalPhoenix on Wed Apr 13, 2022 5:11 am, edited 3 times in total.
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EternalPhoenix
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Fiona McTavish

Post by EternalPhoenix »

Fiona McTavish

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

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

Tough: +2/+8, Fort: +7, Ref: +10, Will: +7

Skills: Acrobatics 12 (+15), Bluff 5 (+10), Concentration 8 (+10), Diplomacy 5 (+10), Gather Information 5 (+10), Knowledge (streetwise) 5 (+5), Knowledge (tactics) 5 (+5), Language 3 (+3), Notice 8 (+10), Sense Motive 8 (+10)

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 4, Defensive Attack, Dodge Focus 4, Evasion, Improved Critical 2 (Melter Sword (Drain 6)), Improved Critical 2 (Plasma Greatsword (Strike 8)), Improved Trick, Luck 2, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

Powers:
Plasma Armor (Force Field 6) (+6 Toughness; Impervious)

Plasma Control (Array 11) (default power: strike)
. . Blinding Flash (Dazzle 7) (Array; affects: visual senses, DC 17; Burst Area (35-70 ft. radius - General); Progression, Increase Area (area x2))
. . Melter Sword (Drain 6) (Array; drains: single trait - toughness, DC 16, Feats: Improved Critical 2 (Melter Sword (Drain 6)); Affects Objects, Secondary Effect; Accurate (+2), Precise)
. . Plasma Burst (Strike 10) (Array; DC 25; Burst Area (50-250 ft. radius - General); Progression, Increase Area 2 (area x5))
. . Plasma Greatsword (Strike 8) (Default; DC 23, Feats: Improved Critical 2 (Plasma Greatsword (Strike 8)); Autofire (interval 2, max +5), Penetrating [4 ranks only])

Plasma Stepping Surfaces (Flight 3) (Speed: 50 mph, 440 ft./rnd; Platform)

Thermal Vision (Super-Senses 1) (infravision)

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

Attacks: Blinding Flash (Dazzle 7) (DC Fort/Ref 17), Melter Sword (Drain 6), +14 (DC Fort/Staged 16), Plasma Burst (Strike 10) (DC 25), Plasma Greatsword (Strike 8), +12 (DC 23), Unarmed Attack, +12 (DC 15)

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

Initiative: +3

Languages: English, French, Irish Native, Scottish Gaelic

Totals: Abilities 24 + Skills 16 (64 ranks) + Feats 20 + Powers 41 + Combat 32 + Saves 17 + Drawbacks 0 = 150

Age (as of Jan 2019): 20
Height: 5’ 4”
Weight: 110 lbs.
Ethnicity: Celtic (roughly Irish in our world)
Hair: Red
Eyes: Green (orange when using powers)

Background: Fiona McTavish’s world is, well, a bit different from ours. The whole British Empire thing? Didn’t happen. The Celts were a much more powerful force. The tribes of the British Isles had been unified by the Arturian Dynasty of warrior monarchs centuries before. When Gallic Celt tribes invaded the Roman Republic (as they did periodically) it was under pressure to submit to the High King in Avalon (known as London in our world) or flee. Julius Caesar began his Gallic Wars by laying to waste the migrating Helvetii tribe. Futhermore, his clash with the Germanic Suebi reassured the High King that the Romans had no designs on their borders. It is that this point that history begins diverge more severely. What Caesar faced in Northern Gaul may have appeared to be a confederation of tribes (and in some ways it was, as the High King permitted a degree of autonomy in those who submitted) was actually a slowly coalescing frontier of a nation. The Romans did not see it, as the Celts only spoke of the High King as a normal king. A cultural difference. Caesar’s initial clash with the Belgae alarmed Avalon, however. They had considered it an internal matter, and for the first time realized Rome may not know they were united. The Battle of the Sabis was a turning point. The formerly surly and rebellious Nervii (badly mauled by Caesar’s legions after nearly defeating him) were now begging for protection. The High King answered. The Gallic Wars ended, and the Avalonian-Roman War began. The two nations fought to a particularly bloody draw, as the military genius of Princess Eithne turned out to be a match for Caesar’s. Avalon and Rome signed a peace treaty, and (mostly) held to it. His war heroics and skillful peace negotiations with the notoriously mercurial Princess (according to Roman sources; Avalonian ones naturally differ) made Caesar a popular man regardless, and Roman history as we know it began to resume its track. With the interesting quirk of having a military and economic ally to the northwest. They even had a quite cordial relationship with Octavian (soon Augustus) and later Vespasian.

. . It was the invasions from the Alamanni and the Goths that put an end to the friendly relationship. Avalon, having consolidated its hold over pretty much all of what we know as northern France, Belgium, and the Netherlands, considered the Germanic tribes a Roman problem. Rome did not agree. It was the Alamanni who forced the issue by invading Avalonian territory and sacking a pair of towns. The Last Alliance of Avalon and Rome was formed. When Rome took soldiers away to battle the Goths, Avalon kicked the invading Alamanni’s teeth in. Three centuries of relative peace had decidedly not dulled their wartime edge. Then again, Avalonian culture was rather martial centric to begin with and remained so. However, a few years later the High King died, and his son came to power. The new High King let it be known. The Germanic tribes may plunder Rome as they pleased. However, if they brought violence to Avalon they would pay in blood. He was not, however, opposed to peaceful settlement. Gaul was many things, but small was not one of them. Surprisingly, this worked. The Western Roman Empire collapsed in a sea of coups and political infighting. A slow and deliberate pace of simply not allowing any major warfare drowned the Germanic tribes in peace. The Visigoths and Ostrogoths founded their kingdoms on schedule, but the Franks never materialized. This was Avalon’s expansion. They occupied all of what we know as France at this point. As the Ostrogoths fell apart and the Lombards rose, their feudal system came to dominate all others. Neither the Visigoths nor the Lombards lasted forever (for reasons that will be stated later), and all of Western and much of Central Europe fell under the sway of the High King in Avalon.

. . There was, however, a quirk. Avalon was very much a pagan nation, but one devoted to freedom of belief and practice. The Roman national religion becoming Christianity didn’t so much as make them bat an eye. Centuries later, as Avalon effectively annexed Rome itself (complete with Pope in residence) the facts had to be faced. The largest religion under Avalonian rule was Christianity, and they were at best hostile to the various pagan practices scattered throughout the loosely tied together nation. The last pagan High King abdicated in favor of his Christian daughter. Avalon was pagan no more. And the new High Queen began to exert a more centralized control. The Pope proclaimed her son the first of the Holy Avalonian Emperors. This period is known as the Imperial Consolidation, as Avalon took on more and more classically Roman qualities yet remained true to its feudal roots. There was some civil unrest, but it did not quite develop into any full scale wars. The old tribal loyalties had all but dissolved. This period was also when the new Empire clashed with the Umayyad Caliphate as it attempted to expand into what we know as Spain and Italy. Avalon was pressing the Visigoths from the north, and the Caliphate from the south. Sandwiched between two superior forces, the Visigoths surrendered their nation leaving both of their aggressors to square off. As with Rome centuries before, the two fought to a bloody draw and then negotiated a peace beneficial to both sides. Though the Emirate of Cordoba never came to be, Avalon maintained civil and often cordial relations with the following Abbasid Caliphate. As the Imperial Consolidation came to an end, the Golden Age of the Book got well underway.

. . As previously mentioned, Avalon had always been devoted to freedom of belief and practice. And indeed even with Catholics holding the High Throne, this remained. And so the Empire became a hodgepodge and melting pot of many different cultures. Judaism. Christianity. Islam. Various pagan beliefs. They did not all get together in perfect harmony, but they did manage not to kill each other. No population pressure. No devastating wars or invasions. This was when universities got built. The knowledge of the Ancient Greeks rediscovered. A true Golden Age of learning and culture. Avalon’s borders slowly bled into Eastern Europe, as various area rulers decided that the Holy Avalonian Empire was a safe bet for their protection and prosperity. The Eastern Orthodox Church provided a hard barrier to further expansion, but few minded. There was neither need nor desire for even a single Crusade. And so it went for centuries. Until the Mongols came.

. . Möngke Khan did die in this world, but a year and a half later. The Abbasids were battered aside, and in truth had not been properly unified in centuries, with independent rulers only paying lip service to the Abbasid Caliph’s authority. The Byzantines were helpless to do anything but watch as the Kievan Rus began to collapse outright. Avalon had a big fight on its hands, and several hundred years of peace had at last dulled their hard warrior edge. However, they still had an advantage. And finally, this is where the roots of Fiona McTavish begin to show. The unique special forces of the Avalonian military. The Kingsguard, though it had been a long time since they performed only their traditional duties. They were, tactically speaking, millennia ahead of their time upon their founding back before the birth of Christ. And they were to a person outright superhuman. Whether blessed by a god, a wielder of great magics, bearer of a strange bloodline, or merely a phenomenal talent, a single squad could fight an entire Legion on their own. Their commander on the day they stepped onto the field against the Mongols was Fiona’s ancestor. The campaign was a great victory, driving the Mongols back into Asia. Kublai, after he became Great Khan, acknowledged their skill and valor even as he struggled to deal with his squabbling, disunified relatives. However, the economic damage exposed the deep divisions in Avalonian society. The long time citizens in Frankish Gaul had little love for the newcomers in Germania and points East. Those in the Emerald Isles (Ireland and the UK) thought themselves far superior to those in Hispania and Iberia. The Catholics hated the Jews. The Muslims wanted the pagans to stop existing. Etcetera. The damage to livelihoods and the economy echoed, until a man named Martin Luther posted his list of grievances against the Pope and all Catholicism on the door of a church. The Protestant Reformation drove the Holy Avalonian Empire directly into a brutal civil war. The centralized feudal system, which has kept the Empire together for so long, ended up dooming it. The Kingsguard could do little as the Empire tore itself apart. In the end, only the two original isles remained of all their vast territory.

. . History proceeded in a fashion a historian from our world might casually recognize after that. Avalon became an interesting constitutional monarchy where the sovereign maintains the traditional powers of the Head of State but does not make laws. The rise of modern nations, colonialism, gunpowder and rifles changing warfare, etcetera. Swap Avalon for Britain in the history books of our world and the broad strokes remain correct. Though Avalon, chastened by the collapse of the Empire, granted their colonies independence quite easily. No wars required. World War II (and all that Nazi punchin’) established the Kingsguard as the world’s premier superhero group. They were independent now, far removed from their military days. Fiona McTavish was the third child of the illustrious McTavish family. A McTavish had stood with the Kingsguard on the front lines all the way back to their founding over two millennia ago. Her powers had developed. She was undergoing training. She’d even picked a codename. She was ready to live up to the glorious McTavish Legacy of Fire. And then her entire world had a dimensional…incident. Hundreds of thousands of people simply disappeared as snap portals opened all over the globe. Before the Kingsguard could even respond, it was over. And Fiona McTavish was in another world alone. She’d saved a few people from falling into a portal at the cost of falling in herself.

Powers & Tactics: The secret behind the McTavish bloodline’s powers and long endurance is a blessing from the triune goddess Brigid, of the Tuatha de Danann. Fiona is no exception to this, though her powers are no mere fire, but the fourth form of matter, plasma. Plasma is what gas turns into when it gets too hot. And she can both generate and control it to her heart’s content. She can layer it over her body to protect her from damage, enhance her speed while rending surfaces for her to step on (basically allowing her to fly) in addition to more offensive applications. The shining star of which is her Plasma Greatsword. She oscillates the heat energy in the plasma blade so that it strikes several times in one swing and thus can cut through just about anything. But that’s just one technique. Her Plasma Burst can scorch the battlefield with incredible heat. Normally, she contains the heat from her plasma, but both Blinding Flash (which exploits the sheer heat involved to momentarily ignite the air in an area in a well, blinding flash) and Melter Sword (which turns plasma’s full heat on a target, which is still hot enough to melt/burn for several seconds after application) are examples of her letting the containment slip to a degree. She also has Infravision, which is helpful as she is not yet immune to heat.

. . Tactically, Fiona prefers hitting enemies with her greatsword. Blinding Flash has it’s uses, and Plasma Burst can really clear out the low powered mobs. Melter Sword is primarily for walls and such. Though it would certainly be effective on a living being, boy is that not heroic at all. She doesn’t so much fly as treat everywhere as somewhere she can step. Sometimes that’s assisted somersaulting, sometimes it’s wall running without the wall, and sometimes it’s just the air is her running track now. She has all four cap altering feats, and she uses them fairly regularly. All Out Attack is somewhat of an exception, however. That is often reserved for more desperate situations where she’s cranking up the ranks of her Plasma Greatsword with Extra Effort. She, of course, has a plethora of power stunts. Plasma Blast (Blast 10 with Accurate and Precise). Plasma Bolts (Blast 6 with Autofire, Accurate 3, and Precise). And of course, as a member of the McTavish Legacy of Fire she can also do anything a regular fire controller can do. Hell, she’s got a couple of tricks from light and radiation controllers. So, plethora is not an overstatement.

Personality: Fiona is energetic, certainly. One of those big personalities. She’s full of the joy of life, and that’s a fact. But…she’s also a proud legacy hero. Though she desperately wants to go home, that fact never changes. She has plenty of courage, and is a devoted servant of the public. There are those among the “Truman Girls” who are more purely heroic, it’s true. But she’s the one who will face down the darkest evils with a ferocious grin. For not only is she a hero with a love of protecting the people, she’s also a warrior who relishes a challenge.
Last edited by EternalPhoenix on Sat May 28, 2022 5:26 am, edited 4 times in total.
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Yumiko Amano

Post by EternalPhoenix »

Yumiko Amano

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

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

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

Skills: Acrobatics 4 (+5), Concentration 3 (+8), Craft (artistic) 10 (+15), Craft (chemical) 10 (+15), Diplomacy 15 (+15), Gather Information 10 (+10), Knowledge (arcane Lore) 10 (+15), Knowledge (art) 10 (+15), Knowledge (physical sciences) 10 (+15), Language 4 (+4), Notice 5 (+10), Sense Motive 5 (+10)

Feats: Accurate Attack, Artificer, Attack Focus (melee) 4, Defensive Attack, Dodge Focus 5, Eidetic Memory, Improvised Tools, Inventor, Luck, Move-by Action, Power Attack, Quick Change, Quick Draw, Skill Mastery (Craft (art & chem), KN (arcane & art)), Takedown Attack, Uncanny Dodge (Auditory)

Powers:
Paintbrush (Device 8) (Easy to lose, Restricted use (Must be able to use Pictomancy))
. . Brush Riding (Linked)
. . . . Flight 5 (Linked; Speed: 250 mph, 2200 ft./rnd; Platform)
. . . . Super-Strength 5 (Linked; +25 STR carry capacity, heavy load: 3.2k lbs; +5 STR to some checks; Limited (to Carrying Capacity))
. . Paint The World (Array 12) (default power: create object)
. . . . Bodily Repaint (Strike 12) (Array; DC 27; Alternate Save (Fortitude))
. . . . Harmful Paint (Strike 12) (Array; DC 27; Autofire (interval 2, max +5))
. . . . Paint Bindings (Snare 12) (Array; DC 22; Transparent; Range (touch))
. . . . Paint in the Eyes (Dazzle 12) (Array; affects: visual senses, DC 22; Autofire (interval 2, max +5); Range (touch))
. . . . Paint Objects (Create Object 8) (Default; Max Size: 8x 100' cubes, DC 18; Independent, Total Fade; Range (touch); Precise, Progression, Object Size 4, Slow Fade (1 minute), Stationary, Subtle (subtle))
. . . . Painting The World (Color Control 12) (Array; 60-ft. cube, DC 22; Independent, Total Fade; Range (touch))
. . . . The World Is My Canvas (Illusion 8) (Array; affects: visual senses, DC 18; Progression, Area 8 (2500 ft. radius))

Paintproof Outfit (Device 4) (Hard to lose; Subtle 2 (unnoticable))
. . Enchanted Choker (Super-Senses 6) (awareness: Magic (Visual), counters illusion: Visual, infravision, microscopic vision 1 (dust-size), ultravision)
. . Enchanted Fabric (Protection 8) (+8 Toughness; Subtle 2 (unnoticable))
. . Enchanted Hairpin (Sensory Shield 4) (sense: one sense - visual, +8 to saves vs. Dazzle attacks)

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +8/+13)

Attacks: Bodily Repaint (Strike 12), +8 (DC Fort 27), Harmful Paint (Strike 12), +8 (DC 27), Paint Bindings (Snare 12), +8 (DC Ref/Staged 22), Paint in the Eyes (Dazzle 12), +8 (DC Fort/Ref 22), Painting The World (Color Control 12), +8 (DC Ref 22), Unarmed Attack, +8 (DC 15)

Defense: +10 (Flat-footed: +3), Knockback: -5

Initiative: +1

Languages: Chinese (Cantonese), Chinese (Mandarin), English, Japanese Native, Russian

Totals: Abilities 26 + Skills 24 (96 ranks) + Feats 23 + Powers 43 + Combat 18 + Saves 16 + Drawbacks 0 = 150

Age (as of Jan 2019): 18
Height: 5’ 0”
Weight: 100 lbs.
Ethnicity: Japanese
Hair: Light Brown (“painted”), Black (natural)
Eyes: Blue (“painted”), Dark Brown (natural)

Background: Yumiko Amano was meant to be an assassin. A stone cold killer. A tiny orphan, raised to be a killing machine, in an academy full of other orphans also being raised to be killers. Their teacher, the White Rose, thought she was paying it forward. The children society had thrown away, made useful. Given skills. Taught how to survive in the world. She thought she was doing her own teacher a great honor, and a grand heroic deed in the bargain. Perhaps so. Perhaps not. At any rate, Yumiko was a terrible student. She had a lot of power, but little resembling control and zero killer instinct. She was a timid, flinching thing. But the White Rose was not a cruel woman. She found a way through to Yumiko, to get her to put forth her best efforts to improve. And Yumiko tried. She really, really did. But nothing changed. Yumiko fell further and further behind her classmates, despite the White Rose’s skilled tutelage. And at last, consumed with frustration, Yumiko lost the little control over her powers she had. The magic consumed her in a blizzard of color. Paint went everywhere. There were screams. Sounds of destruction both great and small. Yumiko flailed, trying desperately to stop it. She could not, and slipped away into the darkness where no color exists.

. . Yumiko woke up in a hospital in our world. University of the Ryukyus, Nishihara, Okinawa, Japan to be precise. Her injuries had been terrible, but she was making a full recovery. She had no memory of having arrived. Oh gods, what has she done? Her magic surged again and it took the intervention of Samorn, Skye Walker, and Oliana Kameāloha (in Okinawa on an unrelated mission) to stop her and save Nishihara from destruction. They took her back with them to the Guild, and she became a “Truman Girl”. Her control is significantly better now, thanks to magical tutelage from Yasmine Sakaguchi and surprisingly, Coyote. He’s the one who came up with the idea of the Paintbrush foci. Just when you think you know that guy…

Powers & Tactics: Yumiko is a subtype of pictomancer. A proper pictomancer could use anything at all to draw with and use their magic. Yumiko must use paint. She used to use her bare hands and some willpower. This did not grant enough control. Coyote’s suggestion of a foci was incredibly useful. So now she uses an enchanted paintbrush, and her control is much better. There is some preparation involved as well. At this stage she is making her own proprietary chemical mixes and turning them into paint. She is both master chemist and master artificier. As such she has two magical Devices. Her Paintbrush lets her fly and increases her carrying capacity while doing do. Since she’s riding on it, however, she can be knocked or pulled off. It is also how she Paints The World. She can inflict damage, bind limbs, and take away sight all by “painting” it into reality on the foe’s body. She can also create sturdy objects out of pain that look almost indistinguishable from the real thing. She can change the color of anything, and even completely redefine visual reality with a few strokes of her brush. Her Paintproof Outfit isn’t immune to her powers, just paint stains. Useful! But that’s far from all. Enchanted Choker improves her vision significantly. She can see magic, into both infrared and ultraviolet, through illusions, and a little microscopically. Enchanted Fabric protects her from damage without looking like it’s doing anything at all to the unpowered eye. And her Enchanted Hairpin helps her avoid being blinded.

. . Tactically, Yumiko prefers to use her nonviolent options. She’s genuinely tricky here. The World Is My Canvas can easily allow her to slip away from combat and/or reposition as needed. Or just camouflage her more martially inclined allies. Or trick enemies into running off a ledge or into a wall. Paint Objects is much the same, only these are real. With her sheer art skill (plus Precise and Subtle) she can even replicate people. Not the whole breathing and moving part, but exact appearances absolutely. It’s when she has to fight that the other ones come out and reveal that the White Rose’s training absolutely did take in some ways. She uses +5 Accurate Attack to get a hit with Paint In The Eyes, then an unadjusted Paint Bindings, then either Harmful Paint or Bodily Repaint. Archetypes with significantly higher Tou saves than Fort (battlesuits, energy controllers, mystics, etc) get the latter, but if the two saves are largely even they’ll get the former. She also makes liberal use of Defensive Attack if the enemy is reasonably accurate, and absolutely will Power Attack a defenseless enemy. And Move by Action is how she doesn’t take a lot of shots in melee. She can naturally power stunt with ease, but it’s fairly rare. Usually she’ll pull out something like Paint Cannon (Blast 10 [Accurate 3, Precise]) or Paintsplosion (Strike 8 [Burst Area, Selective Attack]).

Personality: Yumiko is a shy, quiet, and introverted girl with the sensitive soul of an artist. She’s clever and perceptive, but suffers from self confidence issues and poor everyday social skills. In the moment, without time to think, she can be amazing. But with time for doubt to creep in, she can easily falter. There are parts of her that don’t believe her powers are particularly useful, and because she’s a tiny uncharismatic girl she thinks there isn’t anything else of worth about her. The White Rose did not encourage these thoughts at all, but was at a loss as to how to deal with them. The “Truman Girls’ have been much healthier in that regard. They’ve helped her get out of her own head and see her worth as a human being. To do less isolated observing and more interacting. Art is not just paint on canvas. Art is in the meaning people find in it. The best artists are ones who understand the human condition, and can successfully appeal to it. Yumiko trods the path to understanding. It’s not perfect, and she’ll stray sometimes, but she’s doing her best.
Last edited by EternalPhoenix on Wed Apr 13, 2022 5:06 am, edited 3 times in total.
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