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

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

Palila Nui

Post by EternalPhoenix »

Palila Nui

Power Level: 9; Power Points Spent: 135/135

STR: +0 (10), DEX: +2 (10/14), CON: +2 (14), INT: +5 (16/20), WIS: +3 (16), CHA: +1 (12)

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

Skills: Bluff 9 (+10), Diplomacy 4 (+5), Gather Information 4 (+5), Knowledge (arcane Lore) 10 (+15), Knowledge (theology & philosophy) 5 (+10), Language 4 (+4), Notice 5 (+8), Sense Motive 5 (+8), Survival 2 (+5)

Feats: Accurate Attack, Attack Focus (ranged) 3, Defensive Attack, Defensive Roll 2, Dodge Focus 6, Luck 3, Power Attack, Ritualist, Uncanny Dodge (Auditory)

Powers:
Half-Elven Physiology (Container, Passive 3)
. . Enhanced Dexterity 4 (+4 DEX)
. . Enhanced Intelligence 4 (+4 INT)
. . Immunity 4 (aging, disease, sleep, starvation & thirst; Limited - Half Effect)
. . Leaping 1 (Jumping distance: x2)
. . Super-Senses 4 (extended (type): Visual 1 (-1 per 100 ft), low-light vision, ultra-hearing)

Weather Magic (Array 14) (default power: blast)
. . Aeromancy (Air Control 12) (Array; Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons; Freshen Air (Radius: 60 ft.), Indirect (in front of you, directed away), Precise, Wind-Blown Effects)
. . Dense Fog (Obscure 8) (Array; affects: visual senses, Radius: 1000 ft.; Selective Attack)
. . Lightning Flash and Thunder (Dazzle 7) (Array; affects: 1 type + visual - visual & auditory, DC 17; Burst Area (35 ft. radius - General))
. . Lightning Strike (Blast 12) (Default; DC 27; Indirect 3 (any point, any direction), Precise)
. . Tornado (Move Object 9) (Array; Strength: 45, Carry: 4.3k / 4.3 tons / 6.4 tons / 12.8 tons, DC 24; Cylinder Area (45 ft. radius + height - General), Damaging; Duration (concentration))

Wind Riding (Flight 3) (Speed: 50 mph, 440 ft./rnd)

Attack Bonus: +3 (Ranged: +6, Melee: +3, Grapple: +3)

Attacks: Lightning Flash and Thunder (Dazzle 7) (DC Fort/Ref 17), Lightning Strike (Blast 12), +6 (DC 27), Tornado (Move Object 9) (DC 24), Unarmed Attack, +3 (DC 15)

Defense: +12 (Flat-footed: +3), Knockback: -2

Initiative: +2

Languages: Elven, English, French, Japanese, Tahitian Native

Totals: Abilities 18 + Skills 12 (48 ranks) + Feats 19 + Powers 53 + Combat 18 + Saves 15 + Drawbacks 0 = 135

Age (as of Jan 2019): 32 (chronological)/16 (biological)
Height: 5’ 10”
Weight: 140 lbs.
Ethnicity: Mixed Tahitian/Elven
Hair: Dark Brown with Platinum Blond streaks
Eyes: One Dark Brown, One Blue (has heterochromia)

Background: The Winter Court of Faerie gets a lot of flack. They’re the Unseelie Fae. The Wicked Ones. This is accurate. They are liars, betrayers, and murderers. They are the side of nature that is cold, unfeeling, and merciless. And yet…that is only half of the picture. Their hearts are not ice. Indeed, they take no pleasure in being what they are, though they may play at it from time to time. They are simply what they are, and no nonmortal can ever defy such. Like all of the Fae, they take and discard mortal lovers at will. And from time to time, even the most high of nobility among them will truly fall in love. This was the case for the father of Palila Nui. The mighty Stormwarden fell in love with a lonely mortal girl from Tahiti. She had no family, so he took her home and brought her into his. Into this loving (after a fashion) family was born Palila. Time is…different…in the Realms of Faerie and Winter is notoriously unkind to mortals. So, when her mother reached the end of her strength, mother and child were sent back to Tahiti with a promise from her father to visit often. But as stated, time is not the same in Faerie as it is on Earth. A thousand years had gone by, and the world had changed much. Tahiti belonged to the French. There were airplanes and cars and beach resorts. It was…a bit overwhelming. Fortunately, some of the Truman Girls were in town at the time so things didn’t get entirely out of hand. (There was a minor weather event and some property damage). Her mother has made a full recovery and is doing well. Meanwhile, Palila goes on adventures with the Guild. Her father is Fae, so he cannot directly lie. Meaning he has kept his promise and does indeed visit as often has he can. Of course, he’s never visiting just to say hi. He always has a mission for his young Stormwarden in training. And, of course, telling plainly what it is would be completely unlike the Fae, so she’s got to figure what needs doing and then figure out how to do it. Fortunately, she’s not alone. The other Truman Girls lend a hand with these quests as often as they can.

Powers & Tactics: Palila was trained by her father in the magical Stormwarden tradition. Her spells command wind to move things, summon fog to remove visibility from an area, blast lightning and thunder to blind them, and outright calling down lightning to fry them. Her control over the wind is such that she can even fly, albeit at moderate speeds. The scary bit is that she’s still in training. Being a Half-Elf grants her several minor abilities. Her agility and intellect are above human baseline. Time’s passing, diseases and lack of rest or sustenance have a weaker effect on her than normal humans. She leaps great heights by comparison, and her sight and hearing are especially keen.

. . Tactically, Palila prefers Lightning Strike. With Indirect 3 she’s probably getting a surprise attack and thus probably getting a hit. It’s a hell of an opener. Really sets the tone. Still, she’s aware that she’s Defense shifted. Hard to hit is not the same as impossible. So, Dense Fog is useful for escaping or setting up teammates to smack foes down. Aeromancy can move pesky melee attacker away, and does most of her utility work. And Lightning Flash and Thunder is effective on mooks and archetypes with poor Reflex saves in general. Tornado is especially hellish on those folks, but also can do significant property damage in civilization so she’s more careful with it than the others. She can, of course, power stunt and does so with reasonable regularity. These are the spells she’s still practicing, so they take some effort to cast. Arctic Freeze is Snare 12 with Indirect 3 and Precise. Hailstorm is Blast 9 (Cloud Area, Indirect). And Exposure is Fatigue 8 (Ranged, Accurate 2, Indirect, Subtle) which is a blast of extreme heat or cold. Those are the main ones that she’ll use with reasonable regularity. The “once in a long while” ones are as follows. Strong Gust is Trip 12 (Knockback, Indirect 3, Precise). Glacier is Create Object 9 (Duration [Continuous], Innate). And Mirage is Illusion 9 (Visual Senses, Progression Area 1 [10 ft]). Environmental Control 7 (Mix & Match 4) is technically on the list, but that isn’t a combat power stunt. It’s something she might do to fulfill a quest goal or to be nice to a land in severe drought.

Personality: Palila is a remarkably well adjusted young woman. The Truman Girls are littered with big personalities and psychological issues. She stands out (so to speak) by having, well, neither. It may seem a little strange with her background and powers, but she’s really the everywoman among them. It’s her powers that are dramatic and flashy. Palila’s just kind of around. This is, of course, completely intentional. She grew up in the Winter Court of Faerie. Being minimally noticed is a survival skill there. She’s smart, savvy, and just enough of a trickster to know that it’s the dramatic and flashy ones that get all the attention. Attention that can rapidly prove dangerous. The trick is to fade into the background, but not too much. In the chaotic Seawings Adventurer Guild, she’s so far succeeded admirably in this.
Last edited by EternalPhoenix on Sun Apr 09, 2023 9:00 pm, edited 3 times in total.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Octavia Fiammetta

Post by EternalPhoenix »

Octavia Fiammetta

Power Level: 9; Power Points Spent: 135/135

STR: +0 (10), DEX: +1 (12), CON: +5 (10/20), INT: +2 (14), WIS: +3 (16), CHA: +2 (14)

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

Skills: Acrobatics 9 (+10), Concentration 7 (+10), Craft (artistic) 3 (+5), Diplomacy 8 (+10), Gather Information 3 (+5), Intimidate 13 (+15), Knowledge (art) 8 (+10), Knowledge (history) 8 (+10), Knowledge (popular culture) 3 (+5), Knowledge (theology & philosophy) 3 (+5), Language 5 (+5), Notice 5 (+8), Perform (dance) 8 (+10), Sense Motive 7 (+10), Stealth 4 (+5), Survival 2 (+5)

Feats: All-Out Attack, Dodge Focus 3, Luck 3, Power Attack, Skill Mastery (Acrobatics, Intimidate, Perform (dance), Sense Motive), Startle, Uncanny Dodge (Auditory)

Powers:
Choker of Health (Device 2) (Hard to lose)
. . Enhanced Constitution 10 (+10 CON)

Earrings of Teleportation (Device 1) (Hard to lose)
. . Teleport 4 (400 ft. as move action; Short-Range; Turnabout)

Hellfire Magic (Array 10) (default power: strike)
. . Hellfire Artillery (Blast 6) (Array; DC 21; Burst Area (30-150 ft. radius - General); Progression, Increase Area 2 (area x5))
. . Hellfire Cannon (Blast 10) (Array; DC 25)
. . Hellfire Gatling (Blast 6) (Array; DC 21; Autofire (interval 2, max +5); Accurate 2 (+4))
. . Impose Will (Mind Control 10) (Array; DC 20; Duration (sustained); Range (ranged))
. . Infernal Bindings (Snare 10) (Array; DC 20)
. . Witchblade (Strike 10) (Default; DC 25; Vampiric)
. . Wither (Drain 10) (Array; drains: any trait, DC 20; Alternate Save (Will))

Shield Anklet (Device 3) (Hard to lose)
. . Force Field 7 (+7 Toughness; Impervious [1 extra rank])

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

Attacks: Hellfire Artillery (Blast 6) (DC 21), Hellfire Cannon (Blast 10), +8 (DC 25), Hellfire Gatling (Blast 6), +12 (DC 21), Impose Will (Mind Control 10), +8 (DC Will 20), Infernal Bindings (Snare 10), +8 (DC Ref/Staged 20), Unarmed Attack, +8 (DC 15), Witchblade (Strike 10), +8 (DC 25), Wither (Drain 10), +8 (DC Staged/Will 20)

Defense: +6 (Flat-footed: +2), Knockback: -10

Initiative: +1

Languages: English, French, German, Italian, Japanese, Latin Native

Totals: Abilities 16 + Skills 24 (96 ranks) + Feats 11 + Powers 50 + Combat 22 + Saves 12 + Drawbacks 0 = 135

Age (as of Jan 2019): 17
Height: 5’ 4”
Weight: 115 lbs.
Ethnicity: Appears Caucasian (it’s complicated)
Hair: Red
Eyes: Black sclera, hellfire irises

Background: Octavia was made, not born. She, as her name indicates, was the eighth of the Infernal Witches. Unuvia, Duovia, Trivia, Quatra, Quintia, Sextia, and Septia were a coven of immortal magicians who made careful deals with demons for power. They had been operating behind the scenes of (in their world) modern day Italy for as long as anyone could remember. This world was otherwise much like ours as far as history goes, but warfare was ruled as much by magic as by the sword. They did not always number seven. The Ancient Greeks were fooled into thinking they were the Fates, for there was only three at the time. The rise of Christianity and the conversion of the Roman Empire abruptly pushed the Infernal Witches out of power. Of course, they wouldn’t take this lying down. Their revenge campaign ultimately brought down the Roman Empire. But not, unfortunately for them, the upstart religion that had crossed them. Through unwashed fanatics to Crusaders, the Infernal Witches weathered everything the Catholic Church could throw at them, and countered back as they could. Their big revenge scheme was a long term plan in the creation of Octavia and her enchanted items. The Inquisition, however, was a step too far. The Jesuits, armed with musket and pistol (something the Witches’ magics were completely unprepared for) stormed the mountain cave where the Witches made their home, and slaughtered them all. Unfortunately for them, the chaos of battle woke the unfinished Octavia up, and a second slaughter-this time of Jesuits-ensued. One managed to escape with his life, and Octavia went back to sleep. This was the story for centuries more, creating an enduring legend. The child killing machine in the mountain.

. . Major Matteo Fiammetta of the newly formed Italian Army didn’t believe in legends. Times had changed much. A trained soldier with a good rifle may not have quite been a match for your average mage, but he took a tenth of the time to train and equip. And ten of that soldier would absolute slaughter that average mage without much effort. So he led a mission up to that cave, and captured the feral young girl living inside. She was a dangerous attacker, but nothing on defense. He took the books of the old Infernal Witches and learned who she was. He promptly felt bad. Fortunately, Octavia had finished “cooking” so to speak, a few years earlier and had been fending for herself on the mountain. Unfortunately, that world’s version of World War I kicked off immediately afterward, and the Major was ordered to turn the girl into a weapon for Italy. Hating every second of it, he equipped Octavia with her enchanted items and made her the centerpiece of his special operations unit. He taught her many things, as well. How to talk properly, read and write. Basic mathematics. Everything a soldier would need. But regrettably, nothing a growing young girl would. There simply wasn’t time. The war was more or less the last stand of magic and the old ways versus an impatient new generation armed with the latest in weapons technology. Gatling guns and heavy artillery were making spellcasting obsolete. At the end of the war (which was a very bloody stalemate until the United States made its presence felt, as in our world), there was a fortress that the Major and his unit were ordered to take. The centerpiece of the last offensive. The Italian Army had come to rely on their little unit, as Octavia could and routinely did smash through any infantry opposition on the small unit level. She had an edge even on armored vehicles and tanks, which no one else could plausibly claim. That last mission was to take the supposedly invincible fortress of Extremus, or at least disable it’s artillery guns.

. . The Major, Octavia, and his special operations unit were successful in the latter, but Extremus’s commander chose to burn the fortress to the ground rather than lose it to the enemy. And even in their success the unit was wiped out. Only the Major and Octavia remained, in a collapsed staircase. There was a way out downstairs, but the Major could no longer move because of his wounds and Octavia’s arms had both been blown off. And of course, teeth are no substitute for hands. The Major begged her to run. He told her he loved her, and wanted her to have a life of her own. She refused to leave. Before the stalemate between them could be resolved, the fire in Extremus reached the first ammo dump. There was a chain reaction, and Extremus the supposedly invincible fortress was blown wide open. Lost in the flames of the explosion were a roar of defiance and a brilliant flash of Hellfire.

. . Octavia’s arrival in our world was a fiery, utterly unmissable explosion of Hellfire. A few “Truman Girls” were in the area on something unrelated and investigated. They found her, but not the Major. When she recovered from her injuries she joined the Guild. There was no evidence the Major came with her, but no evidence he did not do so, either. Her time in the Guild has been good. She has made good friends and learned much of what it means to be herself and not a living weapon. And yet…if he came for her tomorrow she would go with him.

Powers & Tactics: Octavia is unique, or as close as anyone can get in the vastness of the multiverse. She can call up, control, and use Hellfire innately. Normally this requires an infernal pact, actually being demonic in some way, or dangerous magics (as demons are understandably picky about who uses their power). However, the seven Infernal Witches circumvented this in creating her and thus she has more potential than they ever did. She is a magically engineered human being, but this provides no other real advantages so far. Her control over Hellfire lets her do a variety of offensive things. Ranged damage in three varieties (Hellfire Cannon, Gatling, and Artillery), capture enemies (Infernal Bindings), control minds (Impose Will), inflict damage to heal her own injuries (Witchblade), and even Wither her opposition down to nothing. As for her arms, they are Hellfire constructs now. As a Sustained effect, they go away she is unable to take a free action to maintain their existence. Her magical items number three. The Choker of Health enhances her physical stamina and durability. The Earrings of Teleportation are exactly what they say they are, albeit short range only and limited to areas she can actually see. And the Shield Anklet protects her from damage of all kinds with a force field.

. . Tactically, Octavia is still a ruthlessly effective soldier. Turnabout’ing with Teleport and dropping damage on foes with wild abandon while prioritizing mission critical personnel (aka her friends and allies these days) and the enemy most threatening to them. Her Witchblade is her signature attack, but Hellfire Cannon, Gatling, and Artillery get equal play depending on circumstances. With her items, she’s literally tougher than nails, so she can All Out Attack with near impunity. It’s facing an equal or superior foe that she’ll pull out the fancy stuff like Impose Will, Infernal Bindings, and Wither. Startle and Power Attack are available for use in these situations, as well, but don’t yet see lots of use. She is capable of power stunting, but doesn’t do it very much. Predominantly what she’ll stunt are Witchblade variations. A different Extra instead of Vampiric, or cutting the ranks by 4 (to 6) to add a second Extra (most often Autofire) and Accurate 2. A note, however. She will not use lethal damage unless the opponent has been proven to be undead/robotic/a construct.

Personality: Octavia is still learning how to people. She was literally a child soldier, and knew nothing else before coming to our world. Her growth has involved deregimenting her life and a dramatic realization of the value of human life. She will never kill again, and no longer has any need for orders. She understands others’ emotions just fine, though subtleties and complexities can escape her if not explained. It’s her own that are troublesome. She’s no good at expressing them even when she does understand them. She’s as ruthlessly efficient in normal life as she is in combat. It still takes effort to stop and smell the roses, so to speak. It’s not easy to see, but there is a deep well of kindness inside her.
Last edited by EternalPhoenix on Wed Apr 13, 2022 5:02 am, edited 3 times in total.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Claire Gainsborough

Post by EternalPhoenix »

Claire Gainsborough

Power Level: 9; Power Points Spent: 135/135

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

Tough: +2/+8, Fort: +5, Ref: +7, Will: +7

Skills: Acrobatics 7 (+10), Craft (electronic) 12 (+15), Craft (mechanical) 12 (+15), Knowledge (physical sciences) 12 (+15), Knowledge (technology) 12 (+15), Language 1 (+1), Notice 5 (+8), Sense Motive 5 (+8), Stealth 2 (+5)

Feats: Acrobatic Bluff, Attack Focus (melee) 4, Attack Specialization 2 (Chronal Sword (Device 3)), Dodge Focus 5, Improved Critical (Endless Slash (Strike 4)), Improved Critical (Hypertime Slashes (Strike 4)), Improvised Tools, Inventor, Luck 2, Power Attack, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Takedown Attack, Uncanny Dodge (Auditory)

Powers:
Chronal Sword (Device 3) (Easy to lose)
. . Chronal Sword Attacks (Array 6) (default power: strike)
. . . . Chronal Drain (Paralyze 6) (Array; DC 16; Alternate Save (Reflex))
. . . . Endless Slash (Strike 4) (Array; DC 21, Feats: Improved Critical (Endless Slash (Strike 4)); Secondary Effect [2 extra ranks]; Mighty)
. . . . Hypertime Slashes (Strike 4) (Default; DC 21, Feats: Improved Critical (Hypertime Slashes (Strike 4)); Autofire (interval 2, max +5) [2 extra ranks]; Mighty)
. . . . Temporal Slash (Drain 6) (Array; drains: single trait - toughness, DC 16; Affects Objects)

Ghosts of Our Destiny (Super-Senses 4) (precognition; Uncontrolled)

The Memory (Super-Senses 4) (postcognition; Uncontrolled)

Time Belt (Device 5) (Hard to lose)
. . Chronostasis Field (Protection 6) (+6 Toughness)
. . Time Manipulation (Array 7) (default power: teleport)
. . . . Temporal Acceleration (Quickness 6) (Alternate; Perform routine tasks at 100x speed; Subtle (subtle))
. . . . Temporal Acceleration (Speed 6) (Alternate; Speed: 500 mph, 4400 ft./rnd; Subtle (subtle))
. . . . Physical Rewind (Healing 6) (Array; Action (standard); Personal; Persistent, Regrowth)
. . . . Temporal Displacement (Concealment 10) (Array; all senses; Limited (to Miss Chance))
. . . . Temporal Shift (Teleport 6) (Default; 600 ft. as move action, 20 miles as full action; Accurate; Limited (To places she can physically reach); Change Direction, Turnabout)
. . Time Resistant (Immunity 1) (rare descriptor: Own powers)
. . Time Sense (Super-Senses 1) (time sense)

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

Attacks: Chronal Drain (Paralyze 6), +12 (DC Ref/Staged 16), Endless Slash (Strike 4), +12 (DC 21), Hypertime Slashes (Strike 4), +12 (DC 21), Temporal Slash (Drain 6), +12 (DC Fort/Staged 16), Unarmed Attack, +8 (DC 17)

Defense: +10 (Flat-footed: +3), Knockback: -4

Initiative: +3

Languages: English Native, Japanese

Totals: Abilities 36 + Skills 17 (68 ranks) + Feats 20 + Powers 33 + Combat 18 + Saves 11 + Drawbacks 0 = 135

Age (as of Jan 2019): 17
Height: 5’ 5”
Weight: 125 lbs.
Ethnicity: East Asian/Caucasian hybrid
Hair: Blonde
Eyes: Green

Background: Claire’s world was a living one, after a fashion. The planet’s life force manifested in the form of souls. Not just human ones, either. Plants and animals as well. And when they inevitably died, the energy returned to the planet. An alien invader disrupted this balance in the distant past, but was ultimately contained by the natives, who called themselves the Sacanthi. They were basically human, but with significantly heighted spiritual awareness and affinity for magic. But time is merciless and in time they had became virtually extinct while humans rose to prominence. With this rise came all of humanity’s flaws. Someone designed a way to extract the life from the planet and turn it into all purpose energy. A huge boon with an invisible price. One that was ultimately controlled by one megacorporation, who ended up (after a series of wars) effectively ruling the world. Super soldiers ensued, and all sorts of unethical experiments. The fools even unsealed the ancient invader the Sacanthi had sealed away long ago in their search for more power. She turned out to be both more powerful and more devious than anyone had anticipated. It took an alliance between the last Sacanthi (who laid down his life in the process), a terrorist group against the megacorp, and a few independent actors to stop her and the daughter the megacorp had made from her DNA from devastating the planet and draining all of its life. In the process, the megacorp’s executives and a significant percentage of the world’s population was killed. The world was saved…for a while. The heroes spent the rest of their physical primes slapping down whatever was the latest evil experiment to bust loose from a hidden secret lab and occasional resurrection of said daughter.

. . This was the world Claire was born into. Daughter of the last Sacanthi and the leader of the alliance. From a tryst not long before the former died. So Claire was raised in a world where her mother and her friends were still somewhat consistently fighting for the future of the planet. Though obviously her mother took some months off both pre and post birth. She wasn’t raised to be a fighter specifically, but genetics is a powerful thing. She inherited her father’s spiritual gifts, in addition to his compassion, kindness, and empathy. To be fair, she got some of the latter three from her mother as well, along with a powerful sense of responsibility to others. There just wasn’t any way she was going to stand aside and let the grown adults do all the fighting. She was a part of tech support as soon as she was able to walk, and showed a real gift for the physical sciences. When adolescence hit, her mother provided training in swordsmanship. Then she made her gear, such as it was at the time. She was ready for her first mission. It went quite well…except for the part where magic and tech combined made the time/space continuum burp and deposit her in another dimension. That could’ve gone so much better. A burst of her Sacanthi post cognition, “The Memory”, showed her the way to the Truman Home, and she’s been there ever since. One day, hopefully, she will go home.

Powers & Tactics: Claire doesn’t actually have very much in the way of superhuman powers. There’s only two minor ones, but she has two potent devices for combat. The Memory is post cognition, or a view of some point in the past. Ghosts of Our Destiny is precognition, or a view of some point in the future. She has no control over when either triggers, however. The former is a magical power, but the latter is a mutation caused by her use of time control tech. Her Chronal Sword is, well, a sword. But it’s also imbued with time control technology and powered by a magical gem. She can slash and have it echo through time, come with several additional slashes, drain the target’s time away leaving them paralyzed, or rapidly age the target’s resistance to damage until it crumbles. Her Time Belt (which is the same tech with the same power source) has a Chronostasis Field, (which helps her resist damage), a chronometer for telling what time it is, a immunity to her own devices’ negative effects, and a full suite of time manipulation powers. Speed enhancement, rewinding damage so it never happened, freezing time to go somewhere else, and displacing her sensory impressions from her actual temporal location so that attacks often miss.

. . Tactically, Claire is primarily a melee fighter. Hypertime Slashes and Endless Slash are her bread and butter. However, Chronal Drain is excellent setup if she can get it and she is well aware of this. Temporal Slash is for when she can’t get by with pure damage. Temporal Displacement is her usual combat pick out of the Time Belt’s array. Temporal Acceleration is her usual outside of it, as there’s enough Quickness there to make taking 20 with Notice all the time a breeze. Physical Rewind is, of course, for when she’s injured. Temporal Shift is an excellent way of suddenly being somewhere else. She does have Power Attack for when she knows the target can’t dodge well or at all. Like when they’ve been fully Chronal Drained. And she may take a whack at Acrobatic Bluffing. She’s not great at it yet, so don’t expect it a lot. While she’s capable of power stunting with both Devices, she rarely does so. There’s a Chronal Slash Cannon (Blast 10 [Full Action, Accurate 2, Precise]) from the Chronal Sword, and Temporal Tornado (Move Object 6 [Cylinder or Cone Area, Touch Range, Progression Increase Area 2]) from the Time Belt. But again, these are rare.

Personality: Claire is a quiet one. It’s not like she doesn’t stand out, because she does. No one with that much charisma blends in with the crowd. Claire gets her points across quite effectively, but she doesn’t have a big personality at all. Her mother’s endearing awkwardness and her father’s easygoing serenity are combined in her. It’s an…interesting combination, to be sure. With these things in mind, she can be a little sensitive to what others say and insensitive to what she says. She’s kind on the inside, but yeah. It gets adorable sometimes.
Last edited by EternalPhoenix on Wed Apr 13, 2022 5:02 am, edited 3 times in total.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Neith

Post by EternalPhoenix »

Neith

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

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

Tough: +8, Fort: +5, Ref: +8, Will: +5

Skills: Acrobatics 7 (+10), Bluff 10 (+10), Craft (electronic) 8 (+10), Craft (mechanical) 8 (+10), Diplomacy 10 (+10), Knowledge (civics) 3 (+5), Knowledge (tactics) 3 (+5), Knowledge (technology) 8 (+10), Language 4 (+4), Notice 8 (+10), Sense Motive 8 (+10), Stealth 7 (+10)

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (ranged) 4, Dodge Focus 4, Evasion, Improved Initiative, Power Attack, Skill Mastery (Acrobatics, Bluff, KN (streetwise), Stealth), Uncanny Dodge (Tactile)

Powers:
Nanotech Armor (Protection 6) (+6 Toughness)

Nanotech Preservation (Immunity 1) (aging)

Nanowire Radar (Super-Senses 1) (ranged: Tactile)

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

Nanowires (Array 13) (default power: blast)
. . String Phone (Communication 6) (Alternate; sense type: other; Subtle (subtle))
. . Wire Eavesdrop (ESP 6) (Alternate; affects: 1 type - auditory; No Conduit, Simultaneous; Subtle (subtle))
. . Bird Form (Linked)
. . . . Morph 5 (Linked; morph: single appearance - weird looking bird, +25 Disguise; Duration (continuous))
. . . . Shrinking 8 (Linked; -8 STR, -2 Toughness, -2 size categories, 1/2 movement speed; Duration (continuous))
. . Nanowire Garrote (Blast 8) (Array; DC 23; Alternate Save (Fortitude); Indirect 2 (any point, directed away))
. . Nanowire Slash (Blast 8) (Default; DC 23; Penetrating; Indirect 2 (any point, directed away))
. . Nanowire Trap (Snare 8) (Array; DC 18; Transparent; Indirect 2 (any point, directed away))
. . Nanowire Trip N Fling (Trip 8) (Array; Autofire (interval 2, max +5), Knockback; Improved Throw, Indirect (in front of you, directed away))
. . Wound Stitch (Healing 8) (Array; DC 18; Action (standard); Triggered 2 (any trigger))

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +6)

Attacks: Nanowire Garrote (Blast 8), +8 (DC Fort 23), Nanowire Slash (Blast 8), +8 (DC 23), Nanowire Trap (Snare 8), +8 (DC Ref/Staged 18), Nanowire Trip N Fling (Trip 8), +8 (DC 18), Unarmed Attack, +4 (DC 17)

Defense: +8 (Flat-footed: +2), Knockback: -4

Initiative: +7

Languages: Chinese (Cantonese), English, French, Japanese, Proto-Polynesian Native

Totals: Abilities 22 + Skills 21 (84 ranks) + Feats 15 + Powers 50 + Combat 16 + Saves 11 + Drawbacks 0 = 135

Age (as of Jan 2019): Approximately 10,000 years.
Height: 5’ 2”
Weight: 115 lbs.
Ethnicity: Proto-East Asian/Austronesian/Polynesian
Hair: Dark Brown
Eyes: Brown

Background: 10,000 years ago, there were two kingdoms. One of great magic, and one of great technology, equivalent (and in some cases, superior) to what we have today. They coexisted for a long time, despite clear distaste for each other. This came to an end when a prince from one and a princess from the other fell in love. A tale as old as time. Their parents forbade it. They ran away with each other anyway, and the great war began. The kingdoms destroyed themselves in their war, and the deaths of so many at the hands of the gift (technology) the gods meant to be a blessing provoked the wrath of the gods. They sent a terrible monster to punish everyone for their great sins. The people eventually called it Agasala. At least, that is the story. The truth is another matter.

. . The truth is that the desperate king of magic summoned something he should not have. His war was lost. His kingdom in ruins. So he prepared a ritual, sacrificed his closest friend, and summoned what his ancestors had sealed away in terror. A thing with no name, which in ancient times was mistaken for a god. He was a fool. Agasala destroyed what was left of his kingdom before moving on to the other side of the war. They fared no better, and so two great nations were shattered. Afterward, when the people of an island numbered too many, or their skill in magic or technology grew too great, Agasala would return and destroy their village. This was the pattern for years until White Magic’s ability to summon creatures from other worlds was rediscovered. These creatures, though lesser beings, could be summoned to fight it. Or even seal it away again. Generations of mages willingly sacrificed their lives for a few decades at most of freedom from fear. The journey was never easy, and many died in the attempt. Yasmine Sakaguchi’s father was among them. Yasmine herself would have been the next in line if not for Tobias and Rikki questioning the necessity of such continual sacrifice. She had undergone the training, and she was ready to die for the world. But that ended up not happening. Agasala was destroyed. Yet this was far from the end of the grudge between the two kingdoms. And it was still not the whole truth.

. . Half of everything the Seawings and then the Seawings Adventurer Guild has ever had to deal with was fallout from that war. A decade of destroying superweapons, overcoming sleeper agents, and in general trying desperately to keep a ten thousand year old grudge from claiming lives in the modern day. All this while navigating the politics of being unauthorized vigilantes and a younger female dominant group interacting with older male dominated power structures at that. But at last came the truth. The war, devastating as it was, was merely a means to an end. The weakness of Oceania’s dimensional barriers was something Hell saw as an opportunity. It had been a short time, relatively speaking, since they had been cast out forever. The Demon Lords burned for revenge against humanity. The strength of the two kingdoms, however, meant that any demons would be spotted and destroyed long before anything overt could be done. And so the Demon Lord in charge of the project worked subtly. Inflaming tensions and making emotions run higher, even after the war began so that no one would notice his infernal workings. Agasala was the king of magic’s last ditch plan to stop said Demon Lord from entering the world (by drawing off the magic power required for such a feat), not win the war. It, and the king of tech’s finest warmachine (with said king inside piloting) had a titanic battle. The king of tech may have lost and died there, but it was not for nothing. He had known of the plan, and the stakes. The battle drained all of Oceania’s dimensional magic. The Demon Lord’s passage from hell was denied. Enraged, he did the only thing he could do. He struck down the prince of tech and princess of magic, who were poised to save their kingdoms from Agasala. There was nothing else to be done. They each found a way to seal themselves in stasis. They knew their kingdoms would not survive such a monster, and one day the magic would be strong enough for the Demon Lord to try again. This is where Neith comes in. She was the prince of tech’s servant, and a good friend besides. Neither would have been able to seal themselves away without her help. The nanotech was forbidden to be used, but this was a desperate situation. So Neith did what she thought was right. And she was trapped as a small bird for ten thousand years.

. . And then the Demon Lord returned with a devious plot, tricking the princess of magic’s servant into both masquerading as her, opening the way for him, and keeping the world’s heroes occupied as their mages were possessed by the soldiers of the magic kingdom. At long last, Neith could free the two royals. Between those two, Samorn, Dallas Austin, and an unexpected assist from Yasmine Sakaguchi, the Demon Lord’s plan was thwarted. In fact, Samorn killed him with a combination of the Soulblade and divine lightning. It was a total Seawings team effort. But the prince of tech and princess of magic had been long dead, and the nanotech’s power (which had been keeping them alive) ran out afterward. They crumbled to dust. Neith, having nowhere left to go, joined the Guild and the “Truman Girls”. She had, after all, been Samorn’s companion in her bird form for quite a while already.

Powers & Tactics: Neith’s body has been seeded with nanohives, where nanomachines reside and multiply at need. The one in her chest is full of armoring nanomachines. The small one nestled under her heart has nanomachines that prevent her from aging. But the rest? They produce nanowires, incredibly strong but incredibly thin wire. The ones on her shoulder blades make wings that let her fly. The one at the base of her skull produces harmless, ultra flexible versions. The secret behind that is that they’re hooked into her sensory nerves, so touching the wires is like touching her skin. But the showstopper is the ones in each wrist. With these she can damage, garrote, fling away, or capture enemies. She can also heat her own injuries, eavesdrop on far locations, or communicate via literal string phone. Lastly, she can resume her tiny bird form should she so choose.

. . And tactically speaking, she kind of does. She’s keenly aware of being a PL8 among PL12s and 10s for the most part, and she was never the fighting type to begin with. Bird Form is a little hard to hit, for one, and for another it’s a regular looking bird. Not exactly a priority target in combat. Also increases her Stealth to genuinely impressive levels. But we’re talking about actually fighting here, so Plan A is almost always going to be Nanowire Trap. This makes both Nanowire Slash and Nanowire Garrote more likely to hit should she need them. Nanowire Trip & Fling is for if she doesn’t want to actually hurt them but needs them to be somewhere else now. She’ll use Acrobatic Bluff, Feinting, or strike from Stealth if she can. Any advantage she can get. And of course, she has a Wound Stitch ready to trigger if she gets Staggered or Disabled. She is capable of power stunting but to date has not done so.

Personality: Neith is definitely one of the quite ones. Her life has been decidedly unfun. Sacrificing a big chunk of her humanity to save her best friend and then being stuck as a bird for ten thousand years had a sobering effect on an already low key personality. She’s also kind of at loose ends, emotionally speaking. Even if the prince liked her, she was only ever a minor servant. She was no one and that wasn’t supposed to change. Then it did. And then it did again. It’s not that she’s down on herself, especially. Nanowire was esoteric, as tech powers went back then. Everyone had something more visually impressive or with more raw power. But the “Truman Girls” don’t care about things like that. So the shy, demure girl of the past with ten thousand years of experience in human nature is now firmly ensconced within a much more protocol free and boisterous group than a royal family’s servants. It’s let her incredibly dry wit come out, that’s for sure. As well as her complete and utter intolerance for casual stupidity.
Last edited by EternalPhoenix on Wed Apr 13, 2022 5:01 am, edited 3 times in total.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Elena Laskaris

Post by EternalPhoenix »

Elena Laskaris

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

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

Tough: +6, Fort: +5, Ref: +8, Will: +5

Skills: Acrobatics 5 (+12), Bluff 7 (+12), Craft (chemical) 10 (+10), Diplomacy 7 (+12), Language 3 (+3), Notice 6 (+8), Sense Motive 6 (+8), Stealth 4 (+7)

Feats: Attack Focus (melee) 3, Attack Specialization 2 (Unarmed Attack), Attractive (+4), Chokehold, Dodge Focus 5, Evasion, Grappling Finesse, Improved Critical 2 (Unarmed Attack), Improved Grab, Improved Initiative, Improved Pin, Improved Trip, Move-by Action, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

Powers:
Growth 4 (+8 STR, +4 CON, +1 size category; Permanent; Innate)

Protection 2 (+2 Toughness)

Speed 2 (Speed: 25 mph, 220 ft./rnd)

Super-Movement 1 (slithering)

Super-Senses 2 (infravision, scent)

Super-Strength 1 (+5 STR carry capacity, heavy load: 1.2k lbs; +1 STR to some checks)

Attack Bonus: +5 (Ranged: +5, Melee: +8, Grapple: +20/+21)

Attacks: Unarmed Attack, +12 (DC 19)

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

Initiative: +11

Languages: Arabic Native, English, Greek, Latin

Totals: Abilities 32 + Skills 12 (48 ranks) + Feats 24 + Powers 23 + Combat 24 + Saves 5 + Drawbacks 0 = 120

Age (as of Jan 2019): 16
Height: 5’ 3” (normally, but can add up to 4’ by raising higher on tail)
Weight: 550 lbs.
Ethnicity: Egyptian Berber Lamia (snake girl)
Hair: Brown
Eyes: Light Brown

Background: Lamias (or snake women) have been around since ancient times. On our world, they’re monsters through and through. They eat children, suck blood, seduce the unwary, etc. Pick a mythological way to get killed, and there’s probably a lamia subspecies that commits it. Elena Laskaris is not that kind of lamia. On her world, lamia are just a half human, half snake species. Specifically, instead of a human lower body they have a long muscular snake tail. In fact, many mythological monsters are just other species human share the world with, and the old stories are what’s left of racist propaganda. She was quite excited, as in the modern day Japan (among other countries) had started an exchange program in order to break down the barriers between species. Elena worked hard and was selected. However, the ol’ dimensional hole showed up, and she fell into our world. Our Japan is a little less accepting of obvious nonhumans, so she had a bad time. Fortunately, the OG Seawings were in town and so she joined the Guild. She hasn’t gone on any missions yet, but her cooking skills are much appreciated in the Guild Hall. She’s not a master chef by any means, but she is competent, doesn’t brag too much, and best of all doesn’t need to be paid a small fortune. And that’s just like…really great.

Powers & Tactics: Elena doesn’t have any superpowers as such. She’s a perfectly normal lamia. Of course, lamias out-mass and out muscle the average human by quite a bit. Their snake scales are noticeably tougher than human skin. They’re a bit faster on the ground, too. And their senses are a little better. Infrared vision, an improved sense of smell. Her tribe had a bit of a warrior culture, so she’s a well trained fighter, just not particularly strong for a lamia. She can, however, grapple with a fury. It can be…challenging…to escape once wrapped up in her tail.

. . Speaking of, that is her go to move in combat. She doesn’t actually want to really hurt anyone, so she’ll make use of Improved Grab after an unarmed strike and Improved Pin if she can. With that said, she knows that sometimes you have to take people out. So she has Chokehold, Power Attack, and Takedown Attack. She can’t power stunt at this time.

Personality: Elena is a walking (slithering, actually, but you get it) goddamn disaster. Fashion loving, boy crazy, girliest of the girly girls and borderline completely unaware of her physical size and strength compared with humans. She’s a hugger, energetic, and very excitable. She’s fully capable of being calm and/or focused; it’s just that neither is her natural state. If the Truman Girls are up to shenanigans (not actual troublemaking) again, chances are she’s right in the middle of it.
Last edited by EternalPhoenix on Sat Mar 05, 2022 5:38 pm, edited 2 times in total.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Phylia

Post by EternalPhoenix »

Phylia

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

STR: -1 (8), DEX: +2 (14), CON: +2 (14), INT: -1 (8), WIS: +2 (14), CHA: +2 (14)

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

Skills: Bluff 2 (+4), Concentration 6 (+8), Diplomacy 6 (+8), Language 2 (+2), Notice 6 (+8), Sense Motive 6 (+8), Stealth 8 (+10)

Feats: Attack Focus (melee) 6, Attractive (+4)

Powers:
Goo Powers (Array 13) (default power: snare; Custom (Array 12.5))
. . Gooey Regeneration (Healing 10) (Array; Restoration, Total; Distracting, Personal; Persistent, Regrowth, Triggered 2 (any trigger))
. . Made of Acid (Strike 6) (Array; DC 21; Aura, Duration 2 (sustained), Secondary Effect; Distracting)
. . Made of Goo (Snare 6) (Default; DC 16; Aura, Duration 2 (sustained), Suffocating; Feedback, Range (touch); Obscure Sense (Visual))
. . Made of Poison (Strike 6) (Array; DC 21; Alternate Save (Fortitude), Aura, Duration 2 (sustained); Distracting)

Goo Stretch (Elongation 4) (Elongation: 50 ft., range incr 40 ft., +4 Escape & Grapple)

Gooey Body (Container, Passive 7)
. . Immunity 12 (aging, critical hits, life support)
. . Insubstantial 1 (Fluid; Permanent)
. . Protection 10 (+10 Toughness; Impervious [8 ranks only])

Attack Bonus: +4 (Ranged: +4, Melee: +10, Grapple: +9/+13)

Attacks: Made of Acid (Strike 6), +10 (DC 21), Made of Goo (Snare 6), +10 (DC Ref/Staged 16), Made of Poison (Strike 6), +10 (DC Fort 21), Unarmed Attack, +10 (DC 14)

Defense: +4 (Flat-footed: +2), Knockback: -10

Initiative: +2

Languages: English, Japanese, Slimen Native

Totals: Abilities 12 + Skills 9 (36 ranks) + Feats 7 + Powers 67 + Combat 16 + Saves 9 + Drawbacks 0 = 120

Age (as of Jan 2019): ???
Height: Varies, between 4’ 10” and 5’ 10”
Weight: 120 lbs. (normal, can increase when digesting and decrease when dehydrated)
Ethnicity: Slime/Goo (Blue [Made of Goo or Gooey Regeneration], Green [Made of Acid], Purple [Made of Poison])
Hair: Blue (Made of Goo or Gooey Regeneration), Green (Made of Acid), Purple (Made of Poison)
Eyes: Blue (Made of Goo or Gooey Regeneration), Green (Made of Acid), Purple (Made of Poison)

Background: Phylia’s history is a mystery. Nobody’s really certain where she came from, and Phylia herself (being sentient goo) doesn’t have the best memory of, well, anything. What is known is that one day she just started hanging around the Guild Hall, snaking on leftovers and scraps. Goo girls aren’t a species native to our Earth, so she must have come through a dimensional portal. After a misunderstanding or three (and ignoring some useless physical attacks on her) she got to join the Guild. So far she hasn’t done anything special, but she’s endeared herself to most everyone.

Powers & Tactics: Phylia is a goo girl. She is made entirely of translucent goo. She has no internal organs and can reshape her body at will. She can’t really change her appearance, however. Since she’s made of goo, physical attacks basically don’t work. There’s nothing to critically hit. She doesn’t age. She’s tough as hell, and even weaker energy attacks can just pass through her harmlessly. Since again, she’s made of goo, she can stretch her limbs out quite a ways. These are normal attributes for goo girls, boys, and the various nonbinary types. Where Phylia is different is in that she can change herself temporarily into the other known goo species. Normally, she’s just goo. If someone touches her without quick reflexes, they’ll get stuck and then sucked in. It’s rather difficult to see and breathe inside a goo body, naturally. However, she can also turn her goo into a virulent poison or a nasty acid. One doesn’t get sucked in in those cases, but it’s still nasty. What’s more, she can regenerate from almost any injury with a few seconds to prepare.

. . Tactically, Gooey Regeneration is always already set up to trigger if she gets Staggered or Disabled. And she prefers Made of Goo, since it is effective most of the time and Made of Acid/Poison being Distracting. But sometimes you have to actively kick butt and so she’ll whip those out. Elongation’s useful for staying out of range of melee effects that can actually hurt her. She wouldn’t know what a power stunt is even if you explained it to her.

Personality: Phylia is a simple minded idiot. Her biggest priorities in life are eating and sleeping. When not involved in either she tends to stare blankly at nothing while jiggling in place. Not a lot going on in there, nooooo. But she’s friendly, cheerful, and nice to everyone. So they like her well enough. And the living garbage disposal that she is doesn’t hurt. She can consume and dissolve anything organic, so she plays maid sometimes too.
Last edited by EternalPhoenix on Sun Apr 09, 2023 9:06 pm, edited 3 times in total.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Re: The Phoenixverse

Post by EternalPhoenix »

Welp, there's the Truman Girls. Some of them are original and some aren't. See if you can guess! Next Installment will be Team Rumble Hearts, of which only one is an EP original from top to bottom. But I love 'em anyway.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Re: The Phoenixverse (A 2e OC 'verse)

Post by EternalPhoenix »

For the record, if I don't post anything new this go round, it's because of the massive readability upgrade I'm doing. Exiles and NPC Investigations are so pretty now.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Team Rumble Hearts

Post by EternalPhoenix »

Team Rumble Hearts

. . Team Rumble Hearts got started after five young women joined the Seawings Adventurer Guild. They had overcome a evil fighting tournament and the cyborged out final boss thereof, and wanted to stick together in such matters in future. Fortunately, the Guild is always on the lookout for fresh talent, so to speak. This, of course, was not the end of that story. The strongest team of a parallel dimension’s magical guild had slipped through dimensions at about the same time. The four of them were evenly split between boys and girls, so simply being a part of the “Truman Girls” wasn’t a good fit. Hinako Fujimori and Eri Akatsuki had a chat, and Team Rumble Hearts was formed. Initially it was without Emma Adams and Kazeka Kurogane, as the former went back to high school in Canada and the latter got lost in between dimensions. However after Emma’s graduation she came to the team and as she formally joined up, Kazeka finally arrived. Team Rumble Hearts was at last whole.

. . The powers of the members from another world (Eri to Kazeka), like those of the “Truman Girls”, 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. Hinako to Emma are from our world, and one would expect lack such things. But Dallas is a PL 12, and that comes with that privilege in the Phoenixverse. Even if it isn’t always used.

Will=Power (Dallas Austin)-Unlike most powered people, she does not increase the ranks of her powers with Extra Effort directly. She applies the Extra Effort to her Will save bonus, and that drags all her powers’ ranks up automatically. Extra Effort will increase her Will save by 2, Enhanced Strength & Stamina ranks by 4, and Impervious Toughness and Super Strength rank by 1. Extraordinary Effort will double these and increase Flight ranks by 1.

The Knight (Eri Akatsuki)-This is essentially Ultimate Save (Toughness), except it lasts for three rounds and is triggered with Extra Effort and not a Hero Point. It can only be done a second time in a given scene with Extraordinary Effort, and cannot be done a third time until after the current scene has ended.

Dragon Rage (Toryū Hirayama)-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.

Versatile Cryomancer (Yukinari Yuhara)-Power stunts off of his array last until the end of the scene. They are a part of his normal array until then and are not lost if he changes array slots.

Legacy of Heroes (Lana Shimizu)-May use Extra Effort to use a second Key of Summoning in addition to the current one. May use Extraordinary Effort to use a third.

Dragon Rage (Kazeka Kurogane)-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.
Last edited by EternalPhoenix on Wed Apr 13, 2022 5:00 am, edited 3 times in total.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Zero Angel (Hinako Fujimori)

Post by EternalPhoenix »

Zero Angel (Hinako Fujimori)

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

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

Tough: +6/+8, Fort: +8, Ref: +12, Will: +8

Skills: Acrobatics 12 (+15), Bluff 7 (+10), Diplomacy 7 (+10), Drive 4 (+7), Escape Artist 7 (+10), Gather Information 7 (+10), Intimidate 7 (+10), Knowledge (current events) 7 (+10), Knowledge (streetwise) 7 (+10), Knowledge (tactics) 7 (+10), Language 3 (+3), Medicine 2 (+5), Notice 12 (+15), Sense Motive 12 (+15), Sleight of Hand 7 (+10), Stealth 12 (+15)

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 7, Attack Specialization 4 (Grapple), Challenge - Improved Acrobatic Bluff, Challenge - Improved Demoralize, Challenge - Improved Feint, Chokehold, Defensive Attack, Defensive Roll, Elusive Target, Endurance (+4), Equipment 3, Evasion, Fearless, Grappling Finesse, Improved Critical 2 (Stiff Striking (Strike 2)), Improved Defense, Improved Grab, Improved Initiative, Improved Pin, Improved Throw, Improved Trick, Improved Trip, Luck 3, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Stunning Attack, Takedown Attack 2, Uncanny Dodge (Auditory)

Powers:
Pro Wrestling Training (Container, Passive 2)
. . High Flyer (Leaping 1) (Jumping distance: x2)
. . Quicker Than A Hiccup (Speed 1) (Speed: 10 mph, 88 ft./rnd)
. . Stiff Striking (Strike 2) (DC 20, Feats: Improved Critical 2 (Stiff Striking (Strike 2)); Mighty)
. . Toughened (Protection 3) (+3 Toughness)

Equipment: Hinako's Motorcycle

Attack Bonus: +8 (Ranged: +8, Melee: +15, Grapple: +26)

Attacks: Stiff Striking (Strike 2), +15 (DC 20), Unarmed Attack, +15 (DC 18)

Defense: +12 (Flat-footed: +6), Knockback: -3

Initiative: +7

Languages: English, French, Japanese Native, Spanish

Totals: Abilities 36 + Skills 30 (120 ranks) + Feats 45 + Powers 10 + Combat 40 + Saves 19 + Drawbacks 0 = 180

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

Hinako's Motorcycle

Power Level: 10; Equipment Points Spent: 15

STR: +5 (20)

Toughness: +10

Features: Alarm 1

Powers:
Speed 5 (Speed: 250 mph, 2200 ft./rnd)
Super-Movement 1 (water walking)

Defense: +0

Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 1 + Powers 7 + Combat 0 + Saves 5 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15

Age (as of Jan 2019): 22
Height: 5’ 7”
Weight: 115 lbs.
Ethnicity: Japanese
Hair: Black
Eyes: Dark Brown

Background: Hinako Fujimori (Zero Angel is a wrestling pseudonym; she doesn’t wear a mask) is the youngest daughter of a legendary joshi wrestler known as the Heavenly Angel. Her mother (real name Reiko), she was told, died in the ring when she was young. (Since this is a comics ‘verse, pro wrestling is real.) When her older sister Mariko turned 18, she went looking for the truth and never returned. Hinako trained as a wrestler too, to seek out her sister and find out the truth of what happened to her mother. She debuted and started making a name for herself when the invitation to the fighting tournament came. Once there, she met Dallas, Atsuko, Khulan, and Emma. Then discovered it was evil when they matched her against a brainwashed Mariko. Together with her new friends, she took down the villainous fighters, saved her sister, and battled the “ultimate fighter” robot the villain of the piece unleashed. There was, however, a quirk. The robot wasn’t really a robot. It was her mother’s body with heavy cybernetics. Mariko, free of her brainwashing but not ready to return to combat, promised to look after Reiko and see if what had been done could be undone. This left the four heroes at loose ends. (Emma decided to go home and finish school before doing anything else.) Fortunately, the Seawings Adventurer Guild is always looking for new talent and thus Team Rumble Hearts was born.

Powers & Tactics: Hinako is a rarity in the Guild, let alone on her team. She has no superhuman powers whatsoever. No magic, nothing divine, not even any special technological devices. Hell, she doesn’t even wear armor or carry a weapon. She is purely a human scale unarmed fighter. She’s simply incredibly skilled. With that said, her Pro Wrestling Training has made her a better jumper, a bit faster on her feet, a better striker, and a bit tougher. Otherwise yeah she’s only human.

. . Which means, tactically, she is rather deceptively complex. She makes full use of all of her skills and feats in a way most of the Guild kind of…doesn’t? She is forever adjusting her caps with Accurate, All-Out, Defense, and/or Power Attack. As a pro wrestler, she’ll grapple freely and suplex the crap out of anyone (aka doing unarmed damage). If she’s not striking from Stealth or Grappling, she’s using Improved Acrobatic Bluff to knock an enemy off balance. For obvious reasons, she can’t power stunt at all.

Personality: Hinako is kind of…normal? She’s hardworking and determined, sure. She’s nice to people, too, and able to get along with just about anybody. The term is social chameleon, and she’s good at it. She effortlessly changes gears depending on the situation. Moreover she’s tough. She’s a mere mortal (with a normal enough childhood, even) among powerful mutants, magicians, and gadgeteers and you’ll never see her so much as flinch. Just full of confidence. She’s a generically good person otherwise.
Last edited by EternalPhoenix on Sun Apr 09, 2023 9:08 pm, edited 3 times in total.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Dallas Austin

Post by EternalPhoenix »

Dallas Austin

Power Level: 12; Power Points Spent: 180/180

STR: +15 (16/40), DEX: +3 (16), CON: +15 (16/40), INT: +0 (10), WIS: +2 (14), CHA: +5 (20)

Tough: +15, Fort: +15, Ref: +3, Will: +12

Skills: Acrobatics 2 (+5), Bluff 2 (+7), Diplomacy 7 (+12), Intimidate 10 (+15), Knowledge (business) 5 (+5), Knowledge (earth sciences) 5 (+5), Knowledge (life sciences) 5 (+5), Knowledge (physical sciences) 5 (+5), Knowledge (popular culture) 5 (+5), Language 2 (+2), Notice 10 (+12), Sense Motive 10 (+12)

Feats: Accurate Attack, All-Out Attack, Attractive 2 (+8), Equipment 3, Interpose, Power Attack, Startle, Takedown Attack 2, Uncanny Dodge (Auditory)

Powers:
Psionic Might (Super-Strength 6) (+30 STR carry capacity, heavy load: 204.8 tons; +6 STR to some checks)

Psionic Stamina Boost (Enhanced Constitution 24) (+24 CON)

Psionic Strength Boost (Enhanced Strength 24) (+24 STR)

Skintight Force Field (Impervious Toughness 6)

Telekinetic Flight (Flight 3) (Speed: 50 mph, 440 ft./rnd)

Equipment: Dallas's Big Hog

Attack Bonus: +9 (Ranged: +9, Melee: +9, Grapple: +24/+30)

Attacks: Unarmed Attack, +9 (DC 30)

Defense: +9 (Flat-footed: +5), Knockback: -10

Initiative: +3

Languages: English Native, Japanese, Spanish

Totals: Abilities 32 + Skills 17 (68 ranks) + Feats 13 + Powers 72 + Combat 36 + Saves 10 + Drawbacks 0 = 180

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

Dallas's Big Hog

Power Level: 12; Equipment Points Spent: 15

STR: +5 (20)

Toughness: +10

Features: Alarm 1

Powers:
Speed 5 (Speed: 250 mph, 2200 ft./rnd)
Super-Movement 1 (water walking)

Defense: +0

Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 1 + Powers 7 + Combat 0 + Saves 5 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15

Age (as of Jan 2019): 21
Height: 6’ 0”
Weight: 165 lbs.
Ethnicity: Caucasian
Hair: Blonde
Eyes: Blue

Background: Dallas Austin is living proof that everything is bigger in Texas. Big hair, big personality, big breasts, big muscles, big hips, big butt, and hell, big feet too. As befits the youngest daughter of the recently retired Icon Tex Austin. So how does a teenage girl from the heart of Texas get across the Pacific? Well, therein lies a tale. Not a long one, really. She’d been working part time through high school, saved up some money. There was a supers fighting tournament in Japan. She was 18 so she could do what she wanted now. She flew out. Turned out it was evil. She helped the good fighters (Hinako, Atsuko, Khulan, and Emma) lay the smackdown on the bad and defeated the “ultimate fighter” robot the villain of the piece unleashed last of all. The five of them liked teaming up, so they joined up with the Seawings Adventurer Guild and formed Team Rumble Hearts. The exception was Emma, who decided to return home and finish school. There have been some terrific adventures. Dallas is having a blast.

Powers & Tactics: Dallas, like her father, is a psionic. Her will augments her body to an incredible degree. Her hitting power outstrips that of the entire guild by a wide margin, with the notable exceptions of Raheed and Samorn with the Soulblade’s blades and Portia being a step behind with her Dark Sword. Her lifting power can be matched by a couple of guildmates, but they’re sacrificing something to do it. Raheed does exceed what she can do, but he’s also bigger than most buildings. Her sheer durability is only matched by Raheed and Samorn with the Soulblade active. Portia’s toughness is close, however, and both Raheed and Samorn in that state are arguably better (they have higher impervious, you see). Dallas can even fly a bit with telekinesis. She’s not very fast, but it’s good enough for combat if not getting places. A note: If her Will save bonus is lowered, the ranks of her powers will lower accordingly. Not usually a problem, but it can happen.

. . Tactically, Dallas punches. Very, very hard. She is not a tactical fighter by any stretch of the imagination. She is a flying brick without any special martial arts training, so she punches. She prefers to use All Out Attack over Accurate Attack, as she’s tough enough to absorb incoming damage for the most part. She’ll use Startle, too, or take advantage of someone being Attracted to her to Feint. Grappling is good if actually hurting this person is not the goal. With her physical strength, she can throw things too. But mostly, she just applies fist to face until she wins. She is capable of power stunting. They’re almost always off her Enhanced STR and are classic powerhouse stuff like a Thunderclap (Strike 12; Cone Area) or a Groundstomp (Trip 12, Knockback, Burst Area, Range [Touch]). The difference is that they’re telekinetic in nature. She technically can stunt Leaping off her Super Strength, but she can fly so…doesn’t really ever happen.

Personality: Dallas is…well…Dallas. Her personality is so big if it was a physical object it could be seen from space. Her daddy is the most Texan Texan to ever Texan. She follows in his footsteps in this regard with the notable differences of a near total lack of self restraint and shame. She’s a genuinely nice person and isn’t trying to overwhelm anyone…but yeah she’s A Lot. With that said she does know how to dial it back if someone asks her to. Of everyone on Team Rumble Hearts (and honestly in the Guild except for Yas) she’s easily the most classically “superheroic”. Protect people, punch bad guys, don’t be a jerk, etc. She’s not exactly an idiot, but a thinker? Hahahahahaha no. Big boisterous bruiser type, that’s Dallas.
Last edited by EternalPhoenix on Sun Mar 06, 2022 10:46 pm, edited 2 times in total.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Judo Demon (Atsuko Matsuda)

Post by EternalPhoenix »

Judo Demon (Atsuko Matsuda)

Power Level: 9; Power Points Spent: 150/150

STR: +2 (15), DEX: +5 (20), CON: +2 (15), INT: +2 (14), WIS: +2 (14), CHA: +3 (16)

Tough: +4/+6, Fort: +7, Ref: +10, Will: +7

Skills: Acrobatics 10 (+15), Diplomacy 12 (+15), Escape Artist 3 (+8/+10), Gather Information 7 (+10), Knowledge (arcane Lore) 3 (+5), Knowledge (current events) 3 (+5), Knowledge (history) 8 (+10), Knowledge (popular culture) 3 (+5), Knowledge (theology & philosophy) 3 (+5), Language 5 (+5), Medicine 3 (+5), Notice 8 (+10), Sense Motive 8 (+10)

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 6, Attack Specialization 2 (Grapple), Challenge - Improved Acrobatic Bluff, Defensive Attack, Defensive Roll, Dodge Focus 4, Evasion, Grappling Finesse, Improved Disarm, Improved Grab, Improved Initiative, Improved Pin, Improved Trip, Luck 3, Skill Mastery (Acrobatics, Diplomacy, Notice, Sense Motive), Stunning Attack, Takedown Attack 2, Uncanny Dodge (Auditory)

Powers:
Judo Chop (Strike 2) (DC 19; Mighty)

Little Bit Stretchy (Container, Passive 3)
. . Elongation 2 (Elongation: 10 ft., range incr 20 ft., +2 Escape & Grapple)
. . Impervious Toughness 4 (Limited (to Bludgeoning Damage))
. . Leaping 2 (Jumping distance: x5)
. . Protection 2 (+2 Toughness)
. . Speed 1 (Speed: 10 mph, 88 ft./rnd)
. . Super-Movement 2 (slow fall, swinging)
. . Super-Strength 1 (+5 STR carry capacity, heavy load: 400 lbs; +1 STR to some checks)

Attack Bonus: +8 (Ranged: +8, Melee: +14, Grapple: +23/+26)

Attacks: Judo Chop (Strike 2), +14 (DC 19), Unarmed Attack, +14 (DC 17)

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

Initiative: +9

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

Totals: Abilities 34 + Skills 19 (76 ranks) + Feats 32 + Powers 18 + Combat 32 + Saves 15 + Drawbacks 0 = 150

Age (as of Jan 2019): 21
Height: 5’ 5”
Weight: 110 lbs.
Ethnicity: Japanese
Hair: Black
Eyes: Dark Brown

Background: Atsuko Matsuda (Judo Demon is a nickname from combat sports circles; she doesn’t wear a mask) is a 4th Dan black belt in Judo. Shewas the last winner at the “Empress cup All-Japan women's Judo championships”, the female version of the All Japan Judo Championships and the Gold Medalist in the Half Lightweight class at the World Judo Championships. (Minor superpowers, such as hers, are permitted under the rules. She is right at the line, however.) She’s really good at Judo, and her name is well known in her home country of Japan. Her face…less so. She has no desire to actually be famous. She doesn’t make any public appearances, there’s precious few paparazzi photos for her, etc. Not that kind of girl. She just loves judo. Which is why when she was given the opportunity to represent Judo in a fighting tournament, she leapt at the chance. Unfortunately, the tournament was being hosted by villains. So she had to fight them off, then this big absurdly strong robot. It was a whole thing. But she’d made some friends along the way. Hinako, Dallas, Emma, and especially Khulan. Wonderful Khulan. And when Hinako and Dallas invited them to join the Seawings Adventurer Guild, well…it was another chance to represent Judo to people who might never otherwise see it done by an expert. And she could spend more time with her new friends (barring Emma, who returned home to finish school). It was a win-win.

Powers & Tactics: Atsuko’s powers are relatively minor and a classic example of metahuman (as opposed to mutant) powers. Her entire body is simply slightly elastic and a little stretchy. She can leap higher, run faster, lift more weight, and endure more punishment than a normal person. She can even shrug off a normal person’s punches, and stretch her limbs out several feet. Though actually doing so is kind of…gross. Her bones do less than half the stretching, the rest is all flesh. And it doesn’t work directly. She can only do it by throwing her limbs around, or someone pulling on them. And she snaps back to normal when that indirect force ends or is removed. It’s not that much, honestly, but it’s something. Her Judo Chop is from her training.

. . Tactically, she’s a judoka. Grab and throw. Or lock on a hold (aka strength damage). She’ll use Improved Acrobatic Bluff whenever possible, and start with an Accurate Defensive Attack. There’s also Disarming weapons from opponents, Tripping them, or using Stunning Attack. She’s got plenty of options, and she puts them all to use. She is incapable of power stunting.

Personality: Atsuko is an adorable and precious cinnamon roll. You wouldn’t expect a 21 year old who spends any amount of time on the internet to be sheltered and innocent, but surprise! She is. It’s the natural result of being completely focused on Judo to the exception of just about everything else. She is gentle, sweet, and very kind. But don’t misunderstand. She’s been a martial artist since she was able to walk steadily. She is in no way afraid of a fight, and she’ll stand up for those who can’t stand up for themselves in a heartbeat. She has no idea she’s both a lesbian and deeply in love with Khulan. She thinks they’re just the best of friends. True best friends make out, right? She is adorably wrong. And no, they have no gone any further. She knows best friends don’t do that. Even if they really want to.
Last edited by EternalPhoenix on Sun Apr 09, 2023 9:11 pm, edited 3 times in total.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Khulan

Post by EternalPhoenix »

Khulan

Power Level: 9; Power Points Spent: 150/150

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

Tough: +5/+8, Fort: +10, Ref: +7, Will: +7

Skills: Acrobatics 7 (+10), Diplomacy 7 (+10), Gather Information 7 (+10), Handle Animal 7 (+10), Intimidate 12 (+15), Knowledge (earth sciences) 5 (+5), Knowledge (life sciences) 5 (+5), Language 4 (+4), Medicine 3 (+8), Notice 5 (+10), Sense Motive 5 (+10), Stealth 7 (+10), Survival 10 (+15)

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 4, Attack Specialization 2 (Grapple), Challenge - Improved Demoralize, Challenge - Improved Startle, Dodge Focus 2, Equipment 3, Improved Grab, Improved Initiative, Improved Pin, Luck 3, Power Attack, Precise Shot, Skill Mastery (Intimidate, Notice, Stealth, Survival), Startle, Takedown Attack, Uncanny Dodge (Auditory)

Powers:
Big Punch (Strike 1) (DC 21; Mighty)

Little Bit Muscly (Container, Passive 3)
. . Leaping 2 (Jumping distance: x5)
. . Protection 3 (+3 Toughness; Impervious [3 extra ranks])
. . Super-Strength 2 (+10 STR carry capacity, heavy load: 1.6k lbs; +2 STR to some checks)

Equipment: Khulan's Motorcycle

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +21/+23)

Attacks: Big Punch (Strike 1), +12 (DC 21), Unarmed Attack, +12 (DC 20)

Defense: +10 (Flat-footed: +4), Knockback: -7

Initiative: +7

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

Totals: Abilities 42 + Skills 21 (84 ranks) + Feats 27 + Powers 17 + Combat 32 + Saves 11 + Drawbacks 0 = 150

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

Khulan's Motorcycle

Power Level: 9; Equipment Points Spent: 15

STR: +5 (20)

Toughness: +10

Features: Alarm 1

Powers:
Speed 5 (Speed: 250 mph, 2200 ft./rnd)
Super-Movement 1 (water walking)

Defense: +0

Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 1 + Powers 7 + Combat 0 + Saves 5 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15

Age (as of Jan 2019): 21
Height: 5’ 5”
Weight: 120 lbs.
Ethnicity: Mongolian
Hair: Black
Eyes: Dark Brown

Background: Khulan’s parents were both weirdly conservative and progressive at the same time. Conservative in that, despite Mongolia being more or less a modern nation with electricity, indoor plumbing, and cars, they decided to live the way their ancestors did. A nomadic lifestyle completel with cows, riding horses, and living in a yurt. Progressive in that her father, a former Mongolian folk wrestling champion, decided to teach her. Women aren’t allowed to compete, yet taught her he did. She was proud of her heritage and her lifestyle, and when she heard about a fighting tournament in Japan, she leapt at the chance to display her skills. There she met Hinako, Dallas, Emma, and the adorable Atsuko. They found out the tournament was evil, fought off the villainous fighters in the tournament, and battled the robotic final boss. Having seen the wider world (and met Atsuko), Khulan did not want to simply return home. So when Hinako told her about the Seawings Adventurer Guild, she once again leapt at the chance.

Powers & Tactics: Khulan’s powers are relatively minor and a classic example of metahuman (as opposed to mutant) powers. She’s simply a very low level powerhouse. She’s stronger, tougher, and can leap further than any unpowered human ever could. She is also a highly skilled folk wrestler who has transferred that skill into overall melee combat. This is where her Big Punch comes from.

. . Tactically, Khulan is a wrestler first. Grab, hold, and pummel is Plan A. She’ll suplex or slam them as well (aka doing strength damage). If she can, she’ll knock an opponent with Improved Startle before a Big Punch and a grab. That’s it. A complicated fighter, Khulan is not. She never power stunts.

Personality: Khulan prefers to keep things simple. Because that’s more or well what she is. A simple country girl from a country that’s both pretty quiet and doesn’t have much a presence on the world stage. She’s not fighting for the greater glory of Mongolia, or to remind everyone of the power of the Khans. She likes good food, good friends, and a good fight. The latter is even better if someone’s there to witness her excellence. She loves her adorable Atsuko with all her heart, and hopes daily that her judo loving love will realize that she’s a lesbian. But you know, the way things is also good and nice, yes. Tight hugs, many kisses, and a shared bed. It is good.
Last edited by EternalPhoenix on Sun Mar 06, 2022 10:45 pm, edited 1 time in total.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Cinnamon (Emma Adams)

Post by EternalPhoenix »

Cinnamon (Emma Adams)

Power Level: 9; Power Points Spent: 150/150

STR: +2 (14), DEX: +7 (24), CON: +2 (14), INT: +1 (12), WIS: +2 (14), CHA: +3 (16)

Tough: +2/+4, Fort: +5, Ref: +14, Will: +5

Skills: Acrobatics 13 (+20), Bluff 12 (+15), Diplomacy 12 (+15), Gather Information 2 (+5), Knowledge (art) 4 (+5), Knowledge (popular culture) 4 (+5), Language 3 (+3), Notice 8 (+10), Perform (singing) 7 (+10), Perform (stringed instruments) 7 (+10), Sense Motive 8 (+10)

Feats: Acrobatic Bluff, Attack Focus (melee) 6, Challenge - Improved Acrobatic Bluff, Challenge - Improved Taunt, Defensive Roll, Dodge Focus 6, Evasion, Improved Initiative 2, Improved Throw, Improved Trick, Improved Trip, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Bluff, Perform (sing & strings)), Takedown Attack 2, Taunt, Uncanny Dodge (Auditory)

Powers:
Little Bit Speedy (Container, Passive 3)
. . Enhanced Trait 5 (Traits: Attack Focus (melee) 6 +2 (+6), Dodge Focus 6 +2 (+6), Improved Initiative 2 +1 (+2))
. . Leaping 2 (Jumping distance: x5)
. . Quickness 2 (Perform routine tasks at 5x speed)
. . Speed 2 (Speed: 25 mph, 220 ft./rnd)
. . Super-Movement 2 (air walking 1 (half speed), slow fall)

Street Fighting Techniques (Array 4) (default power: strike)
. . Eye Rake (Dazzle 4) (Array; affects: visual senses, DC 14; Autofire (interval 2, max +5); Range (touch))
. . Field Goal Kick (Stun 4) (Array; DC 14)
. . Foot Stomp (Paralyze 4) (Array; DC 14)
. . Multi-Kicks (Strike 2) (Default; DC 19; Autofire (interval 2, max +5) [2 extra ranks]; Mighty)
. . Rabbit Kick (Strike 2) (Array; DC 19; Alternate Save (Fortitude) [2 extra ranks]; Mighty)

Attack Bonus: +8 (Ranged: +8, Melee: +12/+14, Grapple: +14/+16)

Attacks: Eye Rake (Dazzle 4), +14 (DC Fort/Ref 14), Field Goal Kick (Stun 4), +14 (DC Fort/Staged 14), Foot Stomp (Paralyze 4), +14 (DC Staged/Will 14), Multi-Kicks (Strike 2), +14 (DC 19), Rabbit Kick (Strike 2), +14 (DC Fort 19), Unarmed Attack, +14 (DC 17)

Defense: +14 (Flat-footed: +4), Knockback: -1

Initiative: +11/+15

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

Totals: Abilities 34 + Skills 20 (80 ranks) + Feats 24 + Powers 27 + Combat 32 + Saves 13 + Drawbacks 0 = 150

Age (as of Jan 2019): 18
Height: 5’ 8”
Weight: 120 lbs.
Ethnicity: Caucasian (Canadian)
Hair: Varies (dyed, naturally Brown)
Eyes: Green

Background: Emma Adams (Cinnamon is a stage name; she doesn’t wear a mask) is a rebellious teenage punk. Or rather, she was when the other four met her. A orphan, she spent as little time in her various group homes as possible. School was for losers, too. She ran the streets, got into fights, and somehow formed a band. They performed in some terrible dives, and she got into some more fights. She learned quickly how not to get hit, and all manner of cheap tactics. There’s no rules in street fights. Anything goes. She built a reputation, and the only person who gave a damn about her future (including her) came looking for her. Her English teacher, of all people. Emma ducked the persistent woman by flying out to Japan to compete in a fighting tournament. Long story short, the tournament was evil. She teamed up with Hinako, Dallas, Atsuko, and Khulan to take the whole thing down. There was a robot. It was a pain in the ass, especially because her teacher got brainwashed into being one of the baddies after following her to Japan. Nice work, teach. Real professional. Also, really friggin’ annoying. Why couldn’t that damn woman just leave Emma alone? Tch. Fine. God. Emma decided that she’d go back to school like her teacher wanted, if only to make her go away. Wasn’t like she appreciated someone trying to look out for her, or anything. God no. It wasn’t like that at all. (Spoiler: It was exactly like that.) Three years down the road, Emma rejoined her old friends (they’d kept in touch) in the Seawings Adventurer Guild, as a member of Team Rumble Hearts. Screw you, teach. She’s legal now, and college is for suckers.

Powers & Tactics: Emma’s powers are relatively minor and a classic example of metahuman (as opposed to mutant) powers. She is a very low level speedster; just a bit faster than normal humans. This makes her slightly more accurate in melee and slightly better at dodging attacks. Second, she is also a minor telekinetic who’s powers have only so far been able to affect herself. She has superhuman leaping ability, along with controlled falls not being able to hurt her. And her strangest power, walking on air. Not true flight, as her telekinesis doesn’t have the strength or endurance for that. She is at half speed when doing it and quarter speed when climbing the sky like stairs due to the difficulty of doing so.

. . Emma has picked up a few tricks from street fighting and has developed a real knack for kicking. Multi-Kick is abusing her enhanced speed for several strikes in a row. Rabbit Kick is like a Rabbit Punch, only it’s a kick. Don’t care how tough you are, a kick to the base of the neck is a kick to the base of the neck. Foot Stomp is exactly that, as is Eye Rake. And Field Goal Kick puts a swift one right between the ol’ uprights. Men may be more susceptible, but women go down too.

. . Tactically, Emma is a dirty rotten cheater. She never opens with Multi-Kick or even Rabbit Kick. Improved Acrobatic Bluff followed by whichever effect seems like it might work best. With anywhere from +2 to +4 Power Attack. With the enemy temporarily disabled, then she’ll unload with the actual kicks. She also has no problem using Move By Action to duck behind cover between attacks, or just Air Walking out of melee range. She rarely uses Power Attack with Multi-Kick, and when she does it’s not more than +2. Got to make the most out of Autofire, see. Rabbit Kick, on the other hand, sees more full +5 Power Attack than anything else in her array. DC24 Fort save is hellish for the human enemies she’s used to, and because the target is blinded/stunned/paralyzed, she’s more likely to hit with it. She can power stunt, so to speak. They’re just other techniques she doesn’t use regularly. Strike 2 (Burst Area 4 total ranks), Auditory Dazzle (same Extras as Eye Rake), Stun (Alt Save Will), etc. She does this very rarely, however, as the techniques she has work for her.

Personality: Emma is still a willful rebellious punk…with a heart of gold she’d never actually admit to. She’s a good person, plenty of kindness, empathy, and a strong moral compass. She’s easily the most “paragon” esque of Team Rumble Hearts. On the inside, anyway. Because she’s a born contrarian, too, and before God (she was raised in a Catholic orphanage) nobody’s going to tell her how to live her life. Not even her own heart. The easiest way to get her to do something is to tell her not to do it. She’s grown out of it some, but yeah she’s still a pain in the ass.
Last edited by EternalPhoenix on Sun Apr 09, 2023 9:13 pm, edited 3 times in total.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
User avatar
EternalPhoenix
Posts: 1858
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Eri Akatsuki

Post by EternalPhoenix »

Eri Akatsuki

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

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

Tough: +12, Fort: +7, Ref: +7, Will: +10

Skills: Acrobatics 7 (+10), Bluff 15 (+15), Craft (artistic) 12 (+15), Gather Information 5 (+5), Knowledge (arcane Lore) 12 (+15), Language 4 (+4), Notice 12 (+15), Sense Motive 12 (+15), Stealth 5 (+8)

Feats: Accurate Attack, All-Out Attack, Artificer, Challenge - Improved Feint, Defensive Attack, Improved Critical (Regular Sword (Strike 3)), Improved Initiative, Interpose, Luck, Power Attack, Skill Mastery (Bluff, Craft (art), KN (arcane lore), Sense Motive), Takedown Attack 2, Uncanny Dodge (Auditory)

Powers:
Armament Magic (Variable 8) (acquire: multiple powers, limited to: armor & weapons)
. . Downtime Armor (Power Setting) (Powers: Downtime Armor (Protection 7), Regular Sword (Strike 3))
. . . . Downtime Armor (Protection 7) (+7 Toughness)
. . . . Regular Sword (Strike 3) (DC 23, Feats: Improved Critical (Regular Sword (Strike 3)); Accurate 2 (+4), Mighty)

Enhanted Replacement Eye (Container, Passive 1)
. . Immunity 5 (custom: Visual Sense Dependent Effects 5; Limited - Half Effect)
. . Super-Senses 2 (counters illusion: Vision)

Intense Training (Super-Strength 1) (+5 STR carry capacity, heavy load: 800 lbs; +1 STR to some checks)

Armament Magic Settings:
Adamantine Armor (Power Setting) (Powers: Heavy Armor Plating (Protection 10) (+10 Toughness; Impervious), Massive Shield (Immunity 80) (lethal energy damage, lethal physical damage, nonlethal energy damage, nonlethal physical damage; Duration (continuous); Distracting, Duration (sustained), Limited - Half Effect), Defense Bonus -3 (+5), Acrobatics -4 (+6))

Brawler Armor (Power Setting) (Powers: Brawler's Armor (Protection 5) (+5 Toughness; Impervious [5 extra ranks]), Brawler's Fist (Strike 5) (DC 25; Accurate (+2), Mighty), Brawler's Might (Super-Strength 2) (+10 STR carry capacity, heavy load: 3.2k lbs.; +2 STR to some checks), Punch Resistant (Immunity 20) (very common descriptor: Bludgeoning; Limited - Half Effect), Defense Bonus +2 (+10))

Bunny Girl Suit (Power Setting) (Powers: Bunny Ear Headband (Super-Senses 7) (accurate (type): Auditory, extended (type): Auditory 1 (-1 per 100 ft), ultra-hearing), Bunny Girl! (Enhanced Charisma 10) (+10 CHA), Bunny Suit (Protection 3) (+3 Toughness), Clawed Gloves (Strike 3) (DC 23; Accurate 2 (+4), Mighty), Fishnet Stockings (Leaping 2) (Jumping distance: x5), High Heels ((Speed 2) (Speed: 25 mph, 220 ft./rnd), Diplomacy +15 (+20), Gather Information +5 (+15), Feats: Dodge Focus 4, Fascinate (Diplomacy))

Downtime Armor (Power Setting) (Powers: Downtime Armor (Protection 7) (+7 Toughness), Regular Sword (Strike 3) (DC 23, Feats: Improved Critical (Regular Sword (Strike 3)); Accurate 2 (+4), Mighty))

Firestar Armor (Power Setting) (Powers: Fire Resistant (Immunity 10) (common descriptor: Fire; Limited - Half Effect), Firestar Plating (Protection 7) (+7 Toughness), Firestar Sword Powers (Array 11) (default power: strike), Extinguish Flames (Nullify 10) (Array; counters: all powers of (type) - fire/heat, DC 20; Accurate (+2), Precise), Extinguishing Burst (Nullify 10) (Array; counters: all powers of (type) - fire/heat, DC 20; Burst Area (50-250 ft. radius - General); Range (touch); Progression, Increase Area 2 (area x5)), Fire Blast (Blast 10) (Array; DC 25; Accurate (+2), Precise), Flaming Sword (Strike 5) (Default; DC 25, Feats: Improved Critical 2 (Flaming Sword (Strike 5)); Penetrating [3 ranks only], Secondary Effect [5 extra ranks]; Accurate (+2), Mighty), Fortitude +3 (+10))

Giant's Armor (Power Setting) (Powers: Giant Strength (Super-Strength 4) (+20 STR carry capacity, heavy load: 6.4 tons; +4 STR to some checks), Giant's Armor Plating (Protection 7) (+7 Toughness; Impervious), Giant's Spear Stab (Strike 5) (DC 25, Feats: Improved Critical 2 (Giant's Spear Stab (Strike 5)); Penetrating; Accurate (+2), Extended Reach 2 (10 ft.), Mighty, Precise), Giant's Spear Throw (Blast 5) (Alternate; DC 25; Accurate (+2), Mighty 5 (+5 to damage), Precise))

Samurai Maiden (Power Setting) (Powers: Luck Control 1(force a re-roll, Feats: Luck 4; Limited 2 (Attacks against self)), Maiden's Katana (Strike 3) (DC 23, Feats: Improved Critical 2 (Maiden's Katana (Strike 3)); Penetrating; Mighty), Defense Bonus +7 (+15), Reflex +8 (+15), Feats: Evasion 2, Second Chance (Reflex saves against area effects), Ultimate Effort (Toughness save))

Sea Queen Armor (Power Setting) (Powers: Coral Armor Plating (Protection 5) (+5 Toughness; Impervious [5 extra ranks]), Queen's Speed (Swimming 5) (Speed: 50 mph, 440 ft./rnd; Environmental Adaptation), Sea Horn Lance (Strike 3) (DC 23; Penetrating; Accurate 2 (+4), Extended Reach (5 ft.), Mighty), Undersea Immunity (Immunity 3) (environmental condition: Cold, environmental condition: Pressure, suffocation: Drowning), Undersea Vision (Super-Senses 2) (darkvision), Swim +8 (+13), Feats: Dodge Focus 2)

Shining Lunar Armor (Power Setting) (Powers: Lunar Bow (Blast 3) (DC 23; Accurate 2 (+4), Improved Range (75 ft. incr), Mighty 5 (+5 to damage), Progression, Increase Range (max range x2, 750 feet)), Shining Armor (Protection 5) (+5 Toughness; Impervious [5 extra ranks], Reflective (Ranged) [5 extra ranks]), Defense Bonus -2 (+6), Feats: Dodge Focus 4)

Silver Wing Armor (Power Setting) (Powers: Silver Armor (Protection 7) (+7 Toughness; Impervious [3 extra ranks]), Silver Dragon Swords (Strike 7) (DC 27, Feats: Improved Critical 2 (Silver Dragon Swords (Strike 7)); Autofire (interval 2, max +5) [1 extra rank]; Mighty), Silver Wings (Flight 3) (Speed: 50 mph, 440 ft./rnd; Power Loss (Restrainable)))

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +13/+14)

Attacks: Brawler's Fist (Strike 5), +10 (DC 25), Clawed Gloves (Strike 3), +12 (DC 23), Extinguish Flames (Nullify 10), +10 (DC Will 20), Extinguishing Burst (Nullify 10) (DC Will 20), Fire Blast (Blast 10), +10 (DC 25), Flaming Sword (Strike 5), +10 (DC 25), Giant's Spear Stab (Strike 5), +10 (DC 25), Giant's Spear Throw (Blast 5), +10 (DC 25), Lunar Bow (Blast 3), +12 (DC 23), Maiden's Katana (Strike 3), +8 (DC 23), Regular Sword (Strike 3), +12 (DC 23), Sea Horn Lance (Strike 3), +12 (DC 23), Silver Dragon Swords (Strike 7), +8 (DC 27), Unarmed Attack, +8 (DC 20)

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

Initiative: +7

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

Totals: Abilities 38 + Skills 21 (84 ranks) + Feats 13 + Powers 63 + Combat 32 + Saves 13 + Drawbacks 0 = 180

Age (as of Jan 2019): 22
Height: 5’ 6”
Weight: 135 lbs.
Ethnicity: Mixed Russian/Japanese (alternate world)
Hair: Red
Eyes: Dark Brown

Background: Eri Akatsuki 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. Sounds familiar, right? Well, we’ll get to that. Eri got separated from her mother during a war between guilds, and then enslaved by a mad sorcerer to help build his Tower of Doom™. She even lost an eye in the process. There was a heroic sacrifice, her Armament Magic awakened, and she led a rebellion that kicked the mad sorcerer’s ass. But, of course, life is not so easy. Her best friend turned evil, corrupted by the magics in the tower. He kicked her ass, re enslaved everyone but their friends (who didn’t see anything wrong with him), and threw her out into the world swearing her to secrecy on pain of murdering their friends. They were both eight years old. Fortunately, she had a place to go. The heroic sacrifice was a mage of the Rumble Hearts Guild. Based out of Tokyo, they were a rowdy bunch, even in those early days. She rose quite rapidly to the top of the guild. At 12 she was taking on dangerous missions most mages would shrink from, and succeeding handily. She had always worked alone (the betrayal of her best friend really did a number on her), but at 19 she slowly began teaming up with Toryu, Yukinari, and the newly arrived Lana. They succeded in several missions together (one of which was finally saving her friends and resolving that trauma). After the latest, in which they recruited Kazeka, they fell through a dimensional portal on the way home. They arrived in the middle of the Seawings Adventurer Guild Hall. Strangely, Kazeka did not come with them. Almira Quincy vouched for them, as they were identical to the ones she knew all but in name, and the four joined the Guild until such time as they could go home again. With Hinako and co joining as well and forming Team Rumble Hearts (the name of their original guild), it just felt like fate. 3 years worth of adventures later, just as Emma Adams was formally joining, Kazeka finally appeared in the Guild Hall. She had not aged a day, and in this state joined the team.

Powers & Tactics: Eri uses Armament Magic. She summons armor and weapons right onto her body from their storage in a pocket dimension. And the pocket dimension’s only because there ain’t enough storage in the world at a price she can afford to store all of her weapon and armor sets. She has actual hundreds of them, hence the use of Variable. So she doesn’t have a specific power set beyond mostly being a melee combatant. She has an armor set to counter just about any power set under the sun, though niche or very broad ones can defeat her preparations. The twist here is that she made them. All of them. She’s basically an artificier of formidable talent with one neat trick. But that trick goes a hell of a long way. There are limitations, however. Armor is armor. No force fields. No Enhanced Physical Ability Scores. If there’s a movement power it’s relatively limited. The weapons are weapons. So they’re quite short on utility powers normally. And what they do is what they do. No power stunting allowed. There’s also all themed, operating on the same descriptors. So she’s not going to have a weapon that can do fire and ice, for example. Just one or the other. Same with armor.

. . That, however, is not the extent of her powers. She lost an eye when she was young and it has since been replaced with an enchanted prosthetic. The enchantment, of course, let’s her see out of it like it was a normal eye. It also sees through illusions and is unaffected by any effect that requires Eri to see. The latter only halves the potential incoming effect, as her other eye is affected just fine. She’s also put in a lot of training and so her lifting capacity is as high as it is possible for a human’s without strength boosting powers to be.

. . Tactically, well…can still only talk about this in broad terms. Basically what she does is assess what she’s up against (in the first round if she doesn’t get the chance beforehand) while still in her Downtime Armor. Then she’ll switch to something more effective against the current enemy. Low Attack bonus? Samurai Maiden. Likes to sling fire? Firestar Armor. Just a fist fighter? Brawler Armor. Etcetera. She’s got something for most everything, so use your imagination. Obviously, with Variable she has no need to power stunt.

Personality: Eri is one of the poster children for the Determinator trope. Yet at the same time, this is fueled by her love for her friends and guildmates. She’s just so mentally strong, but maintains a warm and caring heart. However, she did spend most of her formative years alone. So she’s very socially awkward. In combat and on missions she’s a commanding figure, confident and in control. During downtime she’s noticeably less so, and even quite a weirdo. Several of her armor sets are basically cosplay outfits or fun costumes without much (if any) combat utility. She has a passion for dressing up in them, and can often be found crafting new ones. She loves baked goods, especially strawberry flavored.
Last edited by EternalPhoenix on Wed Apr 13, 2022 4:57 am, edited 3 times in total.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
Post Reply