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

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EternalPhoenix
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Toryū Hirayama

Post by EternalPhoenix »

Toryū Hirayama

Power Level: 10; Power Points Spent: 165/165

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

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

Skills: Acrobatics 8 (+12), Bluff 8 (+12), Intimidate 8 (+12), Knowledge (arcane Lore) 5 (+5), Knowledge (history) 5 (+5), Knowledge (tactics) 10 (+10), Language 4 (+4), Notice 6 (+8), Sense Motive 6 (+8)

Feats: All-Out Attack, Attack Specialization 2 (Unarmed Attack), Dodge Focus 2, Evasion, Improved Critical 2 (Flaming Fists (Strike 6)), Improved Initiative, Power Attack, Startle, Takedown Attack, Taunt, Uncanny Dodge (Auditory)

Powers:
Boosted Homeostasis (Immunity 2) (environmental condition: Heat, environmental condition: Cold)

Draconic Toughness (Protection 6) (+6 Toughness)

Fire Dragon Magic (Array 10) (default power: strike)
. . Brilliant Flames (Blast 10) (Array; DC 25; Burst Area (50 ft. radius - General); Action (full))
. . Fire Eating (Linked)
. . . . Healing 7 (Linked; Action (standard); Personal)
. . . . Nullify 10 (Linked; counters: any power of (type) - fire, DC 20; Range (touch); Accurate (+2))
. . Flaming Fists (Strike 6) (Default; DC 25, Feats: Improved Critical 2 (Flaming Fists (Strike 6)); Autofire (interval 2, max +5) [4 extra ranks]; Accurate (+2), Mighty)
. . Flaming Roar (Strike 10) (Array; DC 25; Cone Area (100 ft. cone - General))

Fire Eater (Linked)
. . Immunity 10 (Linked; common descriptor: Fire)
. . Regeneration 20 (Linked; recovery bonus 5 (+5 to recover), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 4 (recover 1 / 5 mins), recovery rate (injured) 4 (recover 1 / round), recovery rate (staggered) 4 (recover 1 / round); Fades (Must consume non self made fire with Fire Eating Power))

Flaming Rocket Boost (Leaping 5) (Jumping distance: x50)

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

Attacks: Brilliant Flames (Blast 10) (DC 25), Flaming Fists (Strike 6), +10 (DC 25), Flaming Roar (Strike 10) (DC 25), Nullify 10, +10 (DC Will 20), Unarmed Attack, +12 (DC 19)

Defense: +10 (Flat-footed: +4), Knockback: -5

Initiative: +8

Languages: Draconic, English, Japanese Native, Korean, Russian

Totals: Abilities 36 + Skills 15 (60 ranks) + Feats 12 + Powers 56 + Combat 32 + Saves 14 + Drawbacks 0 = 165

Age (as of Jan 2019): 20
Height: 5’ 9”
Weight: 160 lbs.
Ethnicity: Japanese (alternate world)
Hair: Salmon
Eyes: Dark Brown

Background: Toryū Hirayama 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. Toryu was raised by a fire dragon from a early age. Said dragon was the one who trained him in Fire Dragon Magic. But one day, Papa Dragon disappeared and Toryu had to make his way in the world alone. Soon afterward, he fell in with the Rumble Hearts Guild. Based out of Tokyo, they were a rowdy bunch, even in those early days. And he was rowdy right along with them, after adjusting to his new home. After a while, he was deemed powerful enough to go on missions and soon got a reputation as a consummate master of property damage. At 17 he slowly began teaming up with Eri, Yukinari, and the newly arrived Lana. They succeeded in several missions together. 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: Toryu uses Fire Dragon Magic. In theory this is just fire magic with a draconic theme, and his offensive spells lend credence to this. He breathes fire with Flaming Roar, blows things up at range with Brilliant Flames, or pummels foes into submission with Flaming Fists. However, there is more to it. The longer one practices Dragon Magic, the more draconic they become. As such, Toryu’s magic has toughened his body, and his inner furnace of fiery mana renders him immunity to temperatures and fire itself. He can even use flaming jets from his feet to boost his jumping ability. But there is one other thing. The crown jewel of Dragon Magic, the ability to eat the element used. It’s no substitute for actual food, but consuming flames heals Toryu. He’s gotten so good at this aspect that he carries a reserve of mana solely dedicated to regenerating his injuries. Of course, every time it does regenerate damage the mana slowly depletes and will not replenish until he eats more fire. And no, his own fire doesn’t work.

. . Tactically, Toryu really likes Flaming Fists. He really, really likes them. But they’re strictly melee attacks. Both Flaming Roar and Brilliant Flames have more range and so he’ll use them if he can’t get into melee. Befitting his reckless nature, he’ll use All Out Attack quite often, though rarely the full +5. He’s also the rare fighter able to feint, demoralize, taunt, and startle in equal measure. He’ll take advantage of that if he can. He’s capable of power stunting, but rarely does so. He often pretends to, but those are all just Flaming Fists (as that spell isn’t literally limited to only punches; all forms of striking work equally well). With that said, on the rare occasion he does stunt a new power, it’s always a variant on Flaming Fists or Flaming Roar. Replacing Autofire with Penentration or Alt Save (Fort) in the first case, and just using a different Area Extra for the latter.

Personality: Toryu is carefree, reckless, and a little hot headed, but despite this is a fiercely loyal and protective friend. He’s not an idiot, per se, but most definitely only thinks in terms of the direct approach. Subtle, he is not. With that said, he’s not the type of person to hold a grudge, either. He’ll throw down with anyone to protect his friends. He has a great love for fighting, as well, both the art and science of it. He’s actually pretty good at finding weaknesses to exploit because of this, and he’ll rarely back down from a fight. Even if the odds are against him and things are looking bleak, he’ll never give up.
Last edited by EternalPhoenix on Tue Mar 08, 2022 6:59 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.
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EternalPhoenix
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Yukinari Yuhara

Post by EternalPhoenix »

Yukinari Yuhara

Power Level: 9; Power Points Spent: 165/165

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

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

Skills: Acrobatics 6 (+10), Bluff 5 (+8), Diplomacy 5 (+8), Gather Information 5 (+8), Intimidate 5 (+8), Knowledge (arcane Lore) 3 (+5), Language 2 (+2), Notice 8 (+10), Sense Motive 8 (+10), Stealth 6 (+10), Survival 3 (+5)

Feats: Accurate Attack, All-Out Attack, Environmental Adaptation (Arctic), Evasion, Improved Critical 2 (Ice Weapons Infinity Strike (Strike 5)), Improved Critical 2 (Icicle Lance Barrage (Blast 8)), Improved Initiative, Luck 3, Power Attack, Precise Shot, Takedown Attack, Uncanny Dodge (Auditory)

Powers:
Arctic Training (Linked)
. . Immunity 1 (Linked; environmental condition: Cold, Feats: Environmental Adaptation (Arctic))
. . Protection 5 (Linked; +5 Toughness)

Cryomancy (Array 20) (default power: create object)
. . Create Ice (Create Object 8) (Default; Max Size: 8x 5' cubes, DC 18; Duration (continuous), Impervious, Movable (Radius: 40 ft., Strength: 40, Force: 3.2 tons))
. . Frozen Floor (Linked)
. . . . Capturing Floor (Snare 8) (Linked; DC 18; Burst Area (40 ft. radius - General), Selective Attack; Range (touch))
. . . . Slippery Floor (Trip 8) (Linked; Burst Area (40 ft. radius - General), Selective Attack; Range (touch))
. . Ice Encasement (Linked)
. . . . Capturing Ice (Snare 8) (Linked; DC 18)
. . . . Stopping Ice (Paralyze 8) (Linked; DC 18; Alternate Save (Reflex), Range (ranged))
. . Ice Weapons Infinity Strike (Strike 5) (Array; DC 23, Feats: Improved Critical 2 (Ice Weapons Infinity Strike (Strike 5)); Autofire (interval 2, max +5) [3 extra ranks], Penetrating [3 extra ranks], Secondary Effect [3 extra ranks]; Affects Insubstantial (half ranks), Knockback 2, Mighty, Variable Descriptor (Narrow group - Bludgeoning/Piercing/Slashing))
. . Icicle Lance Barrage (Blast 8) (Array; DC 23, Feats: Improved Critical 2 (Icicle Lance Barrage (Blast 8)); Autofire (interval 2, max +5), Penetrating; Affects Insubstantial 2 (full power), Improved Range (200 ft. incr), Precise, Progression, Increase Range (max range x2, 2000 feet), Variable Descriptor (Narrow group - Bludgeoning/Piercing/Slashing))

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

Attacks: Capturing Floor (Snare 8) (DC Ref/Staged 18), Capturing Ice (Snare 8), +10 (DC Ref/Staged 18), Ice Weapons Infinity Strike (Strike 5), +10 (DC 23), Icicle Lance Barrage (Blast 8), +10 (DC 23), Slippery Floor (Trip 8) (DC 18), Stopping Ice (Paralyze 8), +10 (DC Ref/Staged 18), Unarmed Attack, +10 (DC 18)

Defense: +10 (Flat-footed: +5), Knockback: -4

Initiative: +8

Languages: English, Japanese Native, Russian

Totals: Abilities 34 + Skills 14 (56 ranks) + Feats 11 + Powers 51 + Combat 40 + Saves 15 + Drawbacks 0 = 165

Age (as of Jan 2019): 21
Height: 5’ 9”
Weight: 160 lbs.
Ethnicity: Japanese (alternate world)
Hair: Dark Blue/Black
Eyes: Dark Brown

Background: Yukinari Yuhara 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. Yukinari was actually born in Russia. Both of his parents were Japanese, however. This ceased to matter when a big ass demonic kaiju annihilated the town he was living in at the time. Both of his parents were killed, and he barely survived. He swore vengeance. He was found by a master cryomancer named Vanya, who proceeded to teach him and another orphaned young boy (Rian) cryomancy. In the frozen heart of Siberia. After mastering the basics, Yukinari heard a rumor in town that the kaiju had been seen again not too far away. He sneaked away to get his revenge. No seven year old, no matter how well they’ve learned their new magic, is a match for something like that. Yukinari couldn’t even get it to notice him, aside from the other town it was destroying. He got injured, and it looked like he was just going to be another victim. Then Vanya stepped in, and showed what a master cryomancer could really do. It wasn’t enough. The kaiju was just too powerful. But Vanya had one last trick up her sleeve. Before both Yukinari’s and Rian’s eyes, she turned herself into ice and merged with the kaiju, freezing it solid. So much so that it crumbled to pieces under its own weight. Yukinari and Rian had an ugly argument and went their separate ways.

. . Soon afterward, he fell in with the Rumble Hearts Guild. Based out of Tokyo, they were a rowdy bunch, even in those early days. It was a place to begin to belong. After a while, he was deemed powerful enough to go on missions and soon gained a reputation as an effective mage. At 18 he slowly began teaming up with Eri, Yukinari, and the newly arrived Lana. They succeeded in several missions together (the first of which resolved his issues with Rian). After the latest, in which they recruited Kazeka and he was reunited with Rian (now a mage in another guild), 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: Yukinari is a cryomancer. An ice mage. He generates and shapes extreme cold, ice, snow, frost, etc. His intensive training in the frozen wilderness has both made him immune to environmental cold and significantly toughened his body. Unlike most cryomancers (and spellcasters in general) he uses what he has to it’s utmost. His sheer versatility outstrips anyone on Team Rumble Hearts. Even Eri would be hard pressed to duplicate all of his tricks. His basic power is creating ice, but it’s what he does with it that’s the big deal. Walls for access control, structures to walk on when there are none, cages to hold enemies or carry friends. He can even use them to hold up buildings as long as they’re not too heavy. And that’s before we get into the alternate effects he’s developed for combat. A blitzkrieg of weapons in melee or ranged varieties. Freezing the floor to trap a room full of enemies in ice. Or just throwing out the middleman and freezing them entirely. Yukinari’s cryomancy in defined by creativity in usage, not overwhelming power.

. . Tactically. Yukinari prefers to disable opponents with Frozen Floor or Ice Encasement before unloading with a Ice Weapons Infinity Strike or Icicle Lance Barrage. He has the feats (Accurate, All Out, and Power Attack) to shift his damage and accuracy around with those two should he need to. Create Ice is mainly used for utility, but he’s not above throwing some ice out to control where his enemies can go. This is, however, just his regular arsenal, and not nearly everything. Power stunts include but are not nearly limited to Chill Factor (Blast 8 [Alt Save Fort, Burst Area, Selective Attack]), Ice Spike Bomb (Blast 8 [Burst Area, Penetrating, Selective Attack]), and Snow Blindness (Dazzle 8 [Visual Senses, Burst Area, Secondary Effect, Selective Attack]). As long as it’s rank 8, takes up 40 PP or less, and can conceivably be done with cold and ice, it is on the table.

Personality: Normally, Yukinari is one cool customer. Calm, collected, and virtually stoic. But when things get serious, so does he. This doesn’t mean he never shows his emotions. Quite the contrary. He’s just not…demonstrative like some can be. He keeps himself low key and laid back. It takes a lot to get him riled properly. His passions run as deep as anyone. He deals with problems cautiously and carefully, which can put him at odds with more direct guild members like his teammate Toryu. With that said, he truly cares about his friends and guildmates and will defend them as stridently as anyone. Even if his two bad habits (a penchant for offering unwanted criticism and an aversion to staying clothed any longer than necessary) knock him down everyone’s favorite guildmate lists a bit.
Last edited by EternalPhoenix on Wed Apr 13, 2022 4:55 am, edited 2 times in total.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
User avatar
EternalPhoenix
Posts: 1858
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Lana Shimizu

Post by EternalPhoenix »

Lana Shimizu

Power Level: 8; Power Points Spent: 150/150

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

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

Skills: Acrobatics 7 (+10), Diplomacy 4 (+8), Gather Information 6 (+10), Knowledge (arcane Lore) 6 (+10), Knowledge (current events) 1 (+5), Knowledge (history) 1 (+5), Knowledge (popular culture) 6 (+10), Language 5 (+5), Notice 8 (+10), Sense Motive 8 (+10)

Feats: Acrobatic Bluff, Attack Focus (melee) 4, Attack Specialization 3 (Grapple), Attractive (+4), Defensive Roll 2, Dodge Focus 2, Evasion, Improved Critical 2 (Heroic Spirit Whip Attack (Strike 2)), Improved Grab, Improved Initiative, Improved Pin, Improved Trip, Luck 2, Power Attack, Skill Mastery (Acrobatics, Gather Info, KN (arcane lore), Sense Motive), Takedown Attack, Uncanny Dodge (Auditory), Well-Informed

Powers:
Heroic Spirit Keys (Device 6) (Hard to lose, Only you can use)
. . Keys of Summoning (Array 12) (default power: summon)
. . . . Key of The Darkchilde (Summon 8) (Array; Heroic)
. . . . Key of The Envoy (Summon 8) (Array; Heroic)
. . . . Key of The Exile (Summon 8) (Array; Heroic)
. . . . Key of The Genie (Summon 8) (Array; Heroic)
. . . . Key of The Paragon (Summon 8) (Array; Heroic)
. . . . Key of The Vessel (Summon 8) (Array; Heroic)
. . . . Minor Keys (Summon 6) (Default; Type (Broad) (Lesser Heroic Spirits))

Heroic Spirit Whip (Device 3) (Easy to lose)
. . Heroic Spirit Whip Attack (Strike 2) (DC 19, Feats: Attack Specialization 3 (Grapple), Improved Critical 2 (Heroic Spirit Whip Attack (Strike 2)), Improved Grab, Improved Pin, Improved Trip; Extended Reach 3 (15 ft.), Mighty, Precise)

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

Attacks: Heroic Spirit Whip Attack (Strike 2), +12 (DC 19), Unarmed Attack, +12 (DC 17)

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

Initiative: +7

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

Totals: Abilities 34 + Skills 13 (52 ranks) + Feats 19 + Powers 35 + Combat 32 + Saves 17 + Drawbacks 0 = 150

Age (as of Jan 2019): 20
Height: 5’ 5”
Weight: 125 lbs.
Ethnicity: Mixed English/Japanese (alternate world)
Hair: Blonde
Eyes: Brown

Background: Lana Shimizu 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. Lana was a wealthy girl, but her mother died when she was young and her father…well, Lana looked like the spitting image of her mother. He couldn’t stand the sight of her sometimes, and when he could he was far from father of the year. Such emotional neglect, much wow. The staff basically raised her, not her father. She grew up wanting to be a heroic spirit summoner, like her mother. So when she was 17, she left home without telling anyone and set out on her journey. Not too long after that she ran into Toryu Hirayama, and through him got into the Rumble Hearts mage guild. They had several adventures, even forming a team with Yukinari Yuhara and Eri Akatsuki. The second one in particular showed up much the guild had accepted her. They fought off a rival guild who had been hired by her father to bring her back to him. Then after the latest mission, 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: Lana is a Heroic Spirit Mage. With her special keys (a Device only she can use), she can summon legendary heroes from throughout the ages. The thing about this is that it isn’t the actual hero. Some heroes made such an impact on their universe that they leave an…echo, of who they were in the collective unconscious. This is what Lana summons. There is, however, no guarantee of a hero being known on the world they are summoned to by their key. Strangely enough, however, these echoes have lives of their own and their own little pocket dimension in which they dwell, split off from the collective unconscious. She has six Major Keys and a bunch of Minor Keys. Major Keys summon the echo of a genuine superhero. A real legend in the dimension they come from. They are, however, limited to whatever level of power their summoner possesses and not their own. This was not the case in Lana’s home dimension, and she’s still a little put out about it. Their abilities and such are detailed in their own entry. Minor Keys summon more…mundane spirits. They’re not superheroes. Their heroism was likely a one time thing, or limited in a way that superheroes aren’t. Like a doctor who cured a terrible illness, a children’s TV star that brought joy and acceptance to children for decades, or the adorable cat whose mascoting skills saved a failing train station. These are not detailed, as she has a bunch of them and they’re all one trick ponies that are virtually useless in combat. Think of them as a magical utility belt only not quite as useful.

. . Gaining her sixth Major Key also granted Lana a boon. A whip made of magical energy from the Heroic Spirits. She was using a regular whip at the time and so this was a noticeable improvement in weaponry. It’s stronger, helps her grapple with it, and she can do serious precision strikes with it.

. . Tactically, the first thing Lana always does is use one of her Heroic Summon powers. Unless, of course, there’s already one out. Fighting for her is a team effort with her Heroic Spirits. With that said, other than the summoning she’s just a weaponmaster. She attacks with her weapon, the whip. She’ll get a grapple going if she can, the better for her Heroic Spirit to demolish the opponent. She has Acrobatic Bluff to help her hit her targets, and sometimes it even works. But that’s about it. She is incapable of power stunting with her Keys, as what she has is what she has. The Whip, however, does have a power stunt available. Whip Swing (Speed 3 Linked to Super Movement 3 [Slow Fall, Swinging, Wall Crawling 1]).

Personality: Lana is the one who tries the hardest in Team Rumble Hearts to be “normal”. What that means in practice is that she’s stuck in the role of Only Sane Woman. Because everyone else on the team is a kooky weirdo in one way or another. What this ignores is that Lana herself is just as much a kooky weirdo in her own way. She’s a little obsessed with magic in all its forms, got a bit of an ego about her good looks, and a quick temper. Many times has Toryu been punched or kicked after deliberately annoying her. She’s probably got the biggest heart among the entire Guild, though, let alone the team. She cares deeply about everyone, especially her friends and Heroic Spirits. Soft hearted, that’s our Lana. Not that she doesn’t know how to harden her resolve and fight, of course. She loves to write and hopes to be a novelist one day.
Last edited by EternalPhoenix on Sun Apr 09, 2023 9:18 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

Kazeka Kurogane

Post by EternalPhoenix »

Kazeka Kurogane

Power Level: 8; Power Points Spent: 105/105

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

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

Skills: Acrobatics 5 (+8), Diplomacy 6 (+8), Gather Information 3 (+5), Knowledge (arcane Lore) 5 (+5), Knowledge (history) 5 (+5), Language 4 (+4), Notice 6 (+8), Sense Motive 6 (+8)

Feats: Dodge Focus 4, Evasion, Improved Initiative, Uncanny Dodge (Auditory)

Powers:
Draconic Toughness (Protection 5) (+5 Toughness)

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

Wind Dragon Magic (Array 8) (default power: strike)
. . Gale Force Roar (Strike 8) (Default; DC 23; Cone Area (80 ft. cone - General))
. . Healing Winds (Healing 5) (Array; DC 15; Action (standard), Restoration; Limited to Others; Persistent)
. . Wind Eating (Linked)
. . . . Healing 5 (Linked; Action (standard); Personal)
. . . . Nullify 8 (Linked; counters: any power of (type) - air/wind, DC 18; Range (touch); Accurate 2 (+4))

Windproof (Immunity 10) (common descriptor: Air/Wind)

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: -1)

Attacks: Gale Force Roar (Strike 8) (DC 23), Nullify 8, +8 (DC Will 18), Unarmed Attack, +4 (DC 15)

Defense: +10 (Flat-footed: +3), Size: Small, Knockback: -2

Initiative: +7

Languages: Draconic, English, Japanese Native, Korean, Russian

Totals: Abilities 22 + Skills 10 (40 ranks) + Feats 7 + Powers 38 + Combat 16 + Saves 12 + Drawbacks 0 = 105

Age (as of Jan 2019): 12
Height: 4’ 8”
Weight: 80 lbs.
Ethnicity: Japanese (alternate world)
Hair: Dark Blue
Eyes: Dark Brown

Background: Kazeka Kurogane 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. Kazeka was raised by a wind dragon from a early age. Said dragon was the one who trained her in Wind Dragon Magic. But one day, Mama Dragon disappeared and Kazeka had to make her way in the world alone. She fell in with a small guild of mages. Then one day there was a big mission in which she was the sole mage selected from her guild. This was when she met Eri Akatsuki, Toryu Hirayama, Yukinari Yuhara, and Lana Shimizu. The conclusion of the mission revealed a shocking truth. Kazeka’s guild didn’t exist. It was all the illusion magic of the guildmaster, himself long dead and a ghost. Many tearful goodbyes were said, but it was done. Kazeka would join the Rumble Hearts guild. But…on the way back all five fell through a dimensional portal. The other four arrived in the middle of the Seawings Adventurer Guild Hall, and continued their lives as detailed in their entries. Strangely, Kazeka did not come with them. She had fallen through the portal slightly differently. A quirk in the time/space continuum stretched the objective time of her passage out while leaving her subjective time unchanged. And so 3 years later, just as Emma Adams was formally joining Team Rumble Hearts, Kazeka finally appeared in the Guild Hall. She had not aged a day, and in this state joined the team. It was a little confusing, as for her seconds had passed. She is, however, adapting well to the new reality.

Powers & Tactics: Kazeka uses Wind Dragon Magic. In theory this is just wind magic with a draconic theme, and her spells lend credence to this. She breathes out a slashing tornado with Gale Force Roar and soothes injuries with Healing Winds. However, there is more to Dragon Magic than just offensive spells. The longer one practices Dragon Magic, the more draconic they become. As such, Kazeka’s magic has toughened her body, and her inner cyclone of aerodic mana renders her immune to winds of all kinds. There is one other thing. The crown jewel of Dragon Magic, the ability to eat the element used. It’s no substitute for actual food, but consuming winds heals Kazeka. Unfortunately, consuming her own magic for this purpose doesn’t work. And understandably, a casual breeze isn’t enough wind to eat. She needs at least what would qualify as heavy winds.

. . Tactically, Kazeka is still learning her way around a fight. She is more prepared to function in a support role with her Healing Winds. The only way she has to effectively do damage is Gale Force Roar, which can cause property damage if she’s not careful with it. She will, of course, eat wind to heal herself if it’s available and she needs to. But yeah, she’s doesn’t have a plan more complicated than “heal and support allies, defend self if necessary”. What she does have is a bunch of power stunts off of her array. These are the spells she’s practicing but doesn’t have down cold yet. Combat spells: Aero Arrow (Strike 8 [Accurate 2, Improved Crit 2, Penetrating 4]), Tornado Kicks (Strike 6 [Autofire, Accurate 3, Precise]), Aernado (Move Object 8 [Damaging, Cylinder Area, Range [touch], Concentration Duration]), and Blinding Gust (Dazzle 8 [Visual Senses, Cone Area, Touch Range]. Support spells: Windspeed (Speed 5 [Affects Others, Burst Area, Selective, Fades, Total Fade]), Magic Barrier (Immunity 20 [Magic, Limited to Half Effect, Concentration Duration, Affects Others, Burst Area, Distracting], and Shielding Winds (Move Object 8 [Shapeable Area, Limited Direction {away}]).

Personality: Kazeka is a timid, shy girl. She’s had a lot happen to her recently (for her) as well. She was about to adapt to a new guild but is now adapting a new world. So she’s understandably lacking confidence in herself, and tentative about darn near everything. But there’s hints, now and then, that once she becomes more sure of herself she’ll start being amazing. In the meantime she’s just a good hearted young girl beginning to find her way.
Last edited by EternalPhoenix on Tue Mar 08, 2022 9:43 pm, edited 1 time in total.
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Heroic Spirits

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The Darkchilde

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

STR: +0 (10), DEX: +1 (12), CON: +2 (14), INT: +4 (18), WIS: +4 (18), CHA: +4 (18)

Tough: +2/+10, Fort: +5, Ref: +5, Will: +8

Skills: Concentration 6 (+10), Intimidate 6 (+10), Knowledge (arcane Lore) 6 (+10), Knowledge (theology & philosophy) 6 (+10), Language 4 (+4), Notice 4 (+8), Sense Motive 4 (+8)

Feats: Accurate Attack, Attack Focus (ranged) 2, Power Attack, Ritualist, Startle

Powers:
Shadow Vision (Super-Senses 2) (darkvision)

Shadowmancy (Array 10) (default power: obscure)
. . Blinding Shadows (Dazzle 10) (Array; affects: visual senses, DC 20)
. . Embrace of Shadows (Snare 10) (Array; DC 20)
. . Great Shadow (Obscure 10) (Default; affects: visual senses, Radius: 5000 ft.)
. . Shadow Blast (Blast 10) (Array; DC 25)
. . Shadowgrip (Move Object 10) (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons)

Shadowy Armor (Force Field 8) (+8 Toughness; Impervious)

Shadowy Wings (Flight 1) (Speed: 10 mph, 88 ft./rnd)

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

Attacks: Blinding Shadows (Dazzle 10), +6 (DC Fort/Ref 20), Embrace of Shadows (Snare 10), +6 (DC Ref/Staged 20), Shadow Blast (Blast 10), +6 (DC 25), Unarmed Attack, +4 (DC 15)

Defense: +6 (Flat-footed: +3), Knockback: -9

Initiative: +1

Languages: English Native, French, Japanese, Latin, Spanish

Totals: Abilities 30 + Skills 9 (36 ranks) + Feats 6 + Powers 44 + Combat 20 + Saves 11 + Drawbacks 0 = 120

Apparent Age: Late 20s
Height: 5’ 4”
Weight: 120 lbs.
Ethnicity: East Asian/African mix
Hair: Black
Eyes: Dark Brown (all Black, even the whites, when using powers)

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

The Exile

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

STR: +4 (18), DEX: +4 (18), CON: +8 (26), INT: +1 (12), WIS: +3 (16), CHA: +3 (16)

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

Skills: Acrobatics 6 (+10), Diplomacy 5 (+8), Knowledge (current events) 4 (+5), Knowledge (tactics) 4 (+5), Language 2 (+2), Notice 5 (+8), Sense Motive 5 (+8), Stealth 1 (+5)

Feats: Accurate Attack, Attractive (+4), Move-by Action, Power Attack, Precise Shot

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

Sunfire Blast (Blast 8) (DC 23)

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

Attacks: Sunfire Blast (Blast 8), +8 (DC 23), Unarmed Attack, +8 (DC 19)

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

Initiative: +4

Languages: English, Japanese, Portuguese Native

Totals: Abilities 46 + Skills 8 (32 ranks) + Feats 5 + Powers 26 + Combat 32 + Saves 3 + Drawbacks 0 = 120

Apparent Age: Early 20s
Height: 5’ 11”
Weight: 140 lbs.
Ethnicity: Orange/Gold skinned humanoid
Hair: Bright Red
Eyes: Light Green (whole eye)

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

The Envoy

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

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

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

Skills: Acrobatics 5 (+10), Climb 5 (+10), Diplomacy 6 (+8), Knowledge (technology) 3 (+5), Knowledge (theology & philosophy) 3 (+5), Language 3 (+3), Medicine 3 (+5), Notice 8 (+10), Sense Motive 8 (+10), Survival 3 (+5), Swim 5 (+10)

Feats: Acrobatic Bluff, Attractive (+4), Defensive Attack, Defensive Roll, Evasion, Improved Critical (Sword Strike (Strike 3)), Improved Initiative, Instant Up, Jack-of-All-Trades, Move-by Action, Power Attack, Set-Up, Takedown Attack, Teamwork, Uncanny Dodge (Auditory)

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

Superior Genetics (Immunity 2) (aging, disease; Limited - Half Effect)

Sword (Device 1) (Easy to lose)
. . Sword Strike (Strike 3) (DC 23, Feats: Improved Critical (Sword Strike (Strike 3)); Mighty)

Tough (Protection 1) (+1 Toughness)

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

Attacks: Sword Strike (Strike 3), +8 (DC 23), Unarmed Attack, +8 (DC 20)

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

Initiative: +9

Languages: English, Greek Native, Hebrew, Japanese

Totals: Abilities 42 + Skills 13 (52 ranks) + Feats 14 + Powers 7 + Combat 32 + Saves 12 + Drawbacks 0 = 120

Apparent Age: Late 20s
Height: 6’ 1”
Weight: 220 lbs.
Ethnicity: Sub Saharan African
Hair: Black
Eyes: Dark Brown

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

The Paragon

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

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

Tough: +10, Fort: +10, Ref: +5, Will: +5

Skills: Knowledge (current events) 5 (+5), Knowledge (popular culture) 5 (+5), Language 2 (+2), Notice 4 (+5), Sense Motive 4 (+5)

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 2, Dodge Focus 2, Power Attack, Takedown Attack

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

Heroic Invulnerability (Impervious Toughness 8)

Heroic Might (Super-Strength 4) (+20 STR carry capacity, heavy load: 12.8 tons; +4 STR to some checks)

Heroic Stamina (Enhanced Constitution 16) (+16 CON)

Heroic Strength (Enhanced Strength 16) (+16 STR)

Life Support (Immunity 9) (life support)

Attack Bonus: +4 (Ranged: +4, Melee: +6, Grapple: +16/+20)

Attacks: Unarmed Attack, +6 (DC 25)

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

Initiative: +1

Languages: English, Japanese, Spanish Native

Totals: Abilities 16 + Skills 5 (20 ranks) + Feats 8 + Powers 67 + Combat 16 + Saves 8 + Drawbacks 0 = 120

Apparent Age: Mid 30s
Height: 6’ 3”
Weight: 230 lbs.
Ethnicity: Caucasian
Hair: Black
Eyes: Blue

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

The Genie

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

STR: +8 (10/26), DEX: +1 (12), CON: +0 (10), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)

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

Skills: Language 4 (+4)

Feats: Attack Focus (ranged) 4, Attack Specialization 2 (Unarmed Attack), Dodge Focus 4, Uncanny Dodge (Auditory)

Powers:
Genie Magic (Array 10) (default power: blast)
. . Blinding Magic (Dazzle 8) (Array; affects: visual senses, DC 18; Variable Descriptor 2 (Broad group - Any Magical))
. . Creation Magic (Create Object 8) (Array; Max Size: 8x 25' cubes, DC 18; Precise, Progression, Object Size 2, Selective)
. . Going Ghost (Insubstantial 4) (Array; Incorporeal)
. . Illusion Magic (Illusion 6) (Array; affects: 1 type + visual - visual & auditory, DC 16; Progression, Area 2 (25 ft. radius))
. . Magical Might (Linked)
. . . . Enhanced Strength 16 (Linked; +16 STR)
. . . . Enhanced Trait 2 (Linked; Feats: Attack Specialization 2 (Unarmed Attack))
. . . . Super-Strength 1 (Linked; +5 STR carry capacity, heavy load: 1.8k lbs; +1 STR to some checks)
. . Magical Telekinesis (Move Object 8) (Array; Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons; Affects Insubstantial 2 (full power), Precise, Subtle (subtle))
. . Mystic Bindings (Snare 8) (Array; DC 18; Affects Insubstantial 2 (full power), Variable Descriptor 2 (Broad group - Any Magical))
. . Mystic Blast (Blast 8) (Default; DC 23; Affects Insubstantial 2 (full power), Variable Descriptor 2 (Broad group - Any Magical))

Made of Magic (Immunity 32) (custom: Mind Control 2, fortitude saves)

Made of Sturdy Magic (Protection 8) (+8 Toughness)

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

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +12/+13)

Attacks: Blinding Magic (Dazzle 8), +8 (DC Fort/Ref 18), Mystic Bindings (Snare 8), +8 (DC Ref/Staged 18), Mystic Blast (Blast 8), +8 (DC 23), Unarmed Attack, +8 (DC 23)

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

Initiative: +1

Languages: Arabic Native, English, Hebrew, Japanese, Persian

Totals: Abilities 10 + Skills 1 (4 ranks) + Feats 9 + Powers 77 + Combat 16 + Saves 7 + Drawbacks 0 = 120

Apparent Age: Uh. Not old?
Height: Variable between 5’ and 9’
Weight: Whatever he wants it to be.
Ethnicity: Blue skinned humanoid
Hair: Black
Eyes: Black

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

The Vessel

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

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

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

Skills: Acrobatics 2 (+5), Concentration 6 (+8), Intimidate 8 (+10), Knowledge (arcane Lore) 5 (+5), Language 3 (+3), Notice 6 (+8), Sense Motive 6 (+8)

Feats: All-Out Attack, Attack Focus (melee) 4, Power Attack, Startle, Takedown Attack, Uncanny Dodge (Auditory)

Powers:
Hellfire Control (Array 10) (default power: blast)
. . Hellfire Blast (Blast 8) (Default; DC 23; Accurate 2 (+4), Affects Insubstantial 2 (full power))
. . Hellfire Claws (Strike 3) (Array; DC 23; Autofire (interval 2, max +5) [5 extra ranks], Vampiric [5 extra ranks]; Mighty)
. . Hellfire Objects (Create Object 6) (Array; Max Size: 6x 25' cubes, DC 16; Movable (Radius: 30 ft., Strength: 30, Force: 1.6k lbs.); Progression, Object Size 2)
. . Infernal Torment (Mental Blast 5) (Array; DC 20)

Infernal Durability (Protection 3) (+3 Toughness; Impervious [4 extra ranks])

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

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +13/+14)

Attacks: Hellfire Blast (Blast 8), +8 (DC 23), Hellfire Claws (Strike 3), +8 (DC 23), Infernal Torment (Mental Blast 5) (DC Will 20), Unarmed Attack, +8 (DC 20)

Defense: +8 (Flat-footed: +4), Knockback: -7

Initiative: +3

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

Totals: Abilities 34 + Skills 9 (36 ranks) + Feats 9 + Powers 35 + Combat 24 + Saves 9 + Drawbacks 0 = 120

Apparent Age: late 20s
Height: 5’
Weight: 135 lbs.
Ethnicity: Chinese-American equivalent
Hair: Black (has orange streaks when using powers)
Eyes: Dark Brown

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

Background: There are heroes. Then there are superheroes. Then there are legends. People whose deeds were so great, throughout their lives, they made a distinct imprint on the collective unconscious of all mortalkind. The imprint was so strong that it formed into a echo of who that hero was in life. Said echo took on a life of its own and spontaneously generated a single magical key somewhere in the multiverse that permits them to be summoned. The full number of Major Keys is not known, but they do have their own pocket dimension where they reside. Those who ask will find that their numbers are not few. Their memories of who they echoed from are vague and disjointed at best. However, these are Lana Shimizu’s six.

. . The Darkchilde belonged to her mother, and was the closest thing Lana had to a companion as a child. That wasn’t a member of the estate staff, anyway. The Darkchilde was the daughter of an extradimensional menace, but in time she defeated her parent and purged them from the universe forever. Name a type of evil, and she battled it. She went on to become the greatest hero her universe had ever known, inspiring generations of new heroes to follow in her footsteps. She showed that it didn’t matter where you came from. It mattered what you did.

. . Lana found the Key of the Exile abandoned in an old temple to a forgotten god of the sun. The Exile herself was a member of a team. In their day, they were titans who saved their world and their universe on multiple occasions. Even after the team went their separate ways, as many superteams eventually do, she continued to excel. Returning to her home planet, she ruled wisely and well. She proved a steadfast ally to those who called on her and a mighty warrior for the cause of good to the end of her days.

. . The Key of the Envoy was in a pawnshop. The owner had no idea what it was actually worth, and so Lana got it for a song. The Envoy himself was a prince. His nation was mighty indeed, but small and kept secret from the wider world. He was, naturally, an envoy to see if the world was ready to meet his people. It could safely be argued that the world was not. But there was potential there, he argued. His father the king did not agree. And so the Envoy remained in the world, a mighty force for good…until he himself became king, and threw open the cloak of secrecy around his nation. He led his world into a new golden age, battling evil wherever it dared show its face.

. . The Key of the Genie was well earned. His owner at the time was, well, a massive jerk. Lana (with a timely assist from Toryu) defeated him in a fight and took the key from him at the Spirit’s request. The Genie was incredibly old, and incredibly bored. So when a young thief stumbled into the Genie’s cave as he fled a cruel tyrant’s enforcers, the Genie took advantage of the opportunity for entertainment. He never imagined that the young thief would become his best friend, or that together with a spunky princess they’d overthrow said cruel tyrant. The Genie was that desert kingdom’s protector until its star burned cold in honor of his friends. Of course, there can be no kingdom without the planet it is on, no planet without the galaxy, and no galaxy without the universe. Rest assured, the Genie was well known to that universe’s champions and indeed was counted the greatest of them in the end. He was right, after all. They had never had a friend like him. And it was he who brought Lana the Heroic Spirit Whip.

. . The Paragon was actually a member of the Rumble Hearts mage guild when Lana joined. Of course, nobody knew he was a Spirit at the time. Long story short, he got his previous summoner (who was, admittedly, a jerk who abused her Spirits but not evil) killed by refusing to obey her. And he was trying to atone for it by himself, but without a summoner his powers were decidedly more limited. He had decided to quietly fade away back into the collective unconscious and be reborn clean of his mistakes when Lana swooped in and convinced him not to do it. In gratitude for restoring his hope, he granted her his Key. The Paragon is one of the few Spirits whose memories are somewhat more coherent. He remembers bits and pieces. A doomed planet. A last hope. A kindly couple. Corn and wheat fields. A great, shining city. The woman who shone more to him than it ever could. His best friend, a masked man with more courage than anyone else he ever met. The oath they and five other swore. Truth and Justice. So very many battles. Allies and enemies. Triumph and tragedy. He does not know how it ended, but he knows he never gave up trying. That the whole universe knew his name, his symbol, and what he stood for. What he doesn’t know is that even more than the Darkchilde, he inspired generation upon generation of heroes.

. . The Key of the Vessel belonged to yet another jerk of a summoner. It was really a spectacular fight between said jerk and Lana. But Lana beat her, and the Vessel was only too happy to have a summoner who wasn’t a terrible person. The Vessel was a young woman who went somewhere she shouldn’t have gone and touched something she shouldn’t have touched. Thus, she spent the rest of her days half possessed by a literal demon and fighting off all of his attempts to make that “half” part complete. She also punched a lot of evil in the face for the grand cause of well…not being a bag of dicks to people. Not a profound thinker, the Vessel. She and the Darkchilde are from the same universe, and together with a few allies they kicked the demon’s teeth in and stole the rest of his powers for her. After that, if the Darkchilde ended up the greatest hero it was only because of the stiff competition from the Vessel. Or so she would say.

Powers & Tactics: One thing to keep in mind first. The summoning rules of our world do not allow a summoner to call a being more powerful than they are. This was not the case in Lana’s home world. There, all of the Spirits were significantly more powerful and capable than they are here. It is said summoning rules that squeeze them down into these lesser forms. Kind of a bummer, but it is what it is.

. . The Darkchilde is a shadowmancer. She uses magic that controls darkness and shadow. She hits the basics. Flight, force field, and an array of offensive spells. Damaging, restraining, blinding, and telekinetic spells are represented. She also doesn’t need light to see, which is quite useful when she drops a cloud of darkness two miles wide on an area. The Exile is a solar powered flying blaster. That’s it. Flies and discharges fiery energy blasts thanks her alien genetics. The Envoy is a human being in absolutely fantastic physical condition…with a sword. His superior genetics compared to his world’s humans granted him slowed aging and resistance to disease, but those are irrelevant to a Spirit. The Genie is a being made entirely of magic and is thus not really even alive as we understand it. He can fly, is pretty tough, and as expected for a genie can pull just about any kind of magical effect out of his big array. The Paragon, by comparison, is quite simple. He’s superhumanly strong, incredibly tough, and flies. Because he’s an alien, and his people can do that under the light of young stars. The Vessel, having the power of a demon, is surprisingly strong and sturdy and can channel Hellfire. Claws, blasts, objects, and brain frying action are available.

. . Tactically, well, they’re not especially complex. They’re summoned to fight, generally speaking. Their priorities are to protect Lana, support her in combat, and defeat who she designates as an enemy. The Exile is probably the simplest. She has Accurate and Power Attack and can use Move by Action quite effectively, but basically she’s a one trick pony. The Paragon tweaks that formula by being an unarmed fighter instead, and adding All Out Attack and Interpose into the mix. He can hit if he needs to, and he’s probably the best at keeping Lana from taking any nasty damage. The Envoy actually cuts Accurate Attack for Defensive, and adds Acrobatic Bluff and set up. So he ends up being more of an equal partner to Lana, rather than appearing superior. The Darkchilde, The Genie, and The Vessel each have arrays to choose from. Generally speaking, they’ll go with what works as far as attacking goes. They each have vast experience in combat and generally can tell on sight which one of their attacks would be the best in a given situation. They each additionally have something that can protect Lana if she needs it, from Obscuring vision to just putting a wall between her and her attacker, or making it look and sound like she’s standing somewhere she isn’t. None of the Spirits power stunt.

Personality: Well, they were all heroes. It’s in the title. Heroic Spirit. Just because they’re echoes of the real deal doesn’t make this any less true. Protecting people. Helping those in need. Pursing justice. These are what they are all about. With that said, they do take significantly different approaches to that end.

. . The Darkchilde is, well, dark. Mysterious, reserved, and intimidating. A scary, harsh tongued person until you realize just how much she cares about others. She’s just intelligent, perceptive, and charismatic enough to make her status as the leader of her universe’s superheroes plausible. Especially when things get dangerous.

. . The Exile is bubbly and excitable. Full of good cheer and optimism. She was the heart of her old team and it shows. But when the chips are down, her inner nobility comes to the fore and it is easy to understand how she could have been a queen.

. . Speaking of nobility, The Envoy oozes it from every pore. He is a dignified warrior, and carries himself like the proud king he was. Yet somehow one always gets the feeling he is standing beside them, and not above. And that this position is by his conscious choice.

. . The Genie is a barrel of laughs. Always quick with a joke or gag. Never taking himself or anything else too seriously. He’s easy to dismiss as a harmless jokester. A fool and an idiot. This, however, hides the inner sadness of an immortal who voluntarily bonded with mortals for all of his days.

. . The Paragon is well named. He is a consummate gentleman in all respects. A real Boy Scout. Truth. Justice. Compassion. His ethics are impeccable. His behavior beyond reproach. He’s just a really good dude. Not much else to it.

. . The Vessel is a rough, rowdy woman. She’s always ready for a fight. Intimidating, quick tempered, and aggressive, it can be tough to see why she’s a Heroic Spirit at all. Until you realize that for all her metaphorical bark, the only ones who actually get bitten are the bad guys and her tough words hide a deeply compassionate soul.
Last edited by EternalPhoenix on Wed Apr 13, 2022 4:51 am, edited 3 times in total.
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Re: The Phoenixverse (A 2e OC 'verse)

Post by EternalPhoenix »

Whew. There's Team Rumble Hearts. Like I said, only one's a totally original concept, but I think they're pretty well executed. Next time, I'll wrap up the Seawings Adventurer Guild with the NuGen. And after than, well...we're gonna get a little edgy with BLACK and the Phantom Network.
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Re: The Phoenixverse (A 2e OC 'verse)

Post by EternalPhoenix »

Actually, two things. If it wasn't clear these are from a while ago. Meaning the Exiles actually gone done in 2019, for the most part. While NPC and upcoming BLACK and The Phantom Network, were 2020's work, with the Seawings bleeding into early 2021. The rest of that year wasn't the most productive year, though, sadly. My father's health briefly failed, and my mother's fell apart ending in her passing on Oct 23. So, not a good year for it. after I post BLACK is the current project, the League of Seven. Which is, uh, not just seven villains, but three-ish supporting cast to go with each of them. I'll take my time with it, a little. But there's also the big backlog of PL10 150 PP starting builds I dreamed up that can tide you all over. Granted, that'll be a different thread, but still.

I haven't officially said it, but your comments are welcome.
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Seawings NuGen

Post by EternalPhoenix »

Seawings NuGen

. . These are the kids. They are full members of the Seawings Adventurer Guild, but they don’t go on jobs or missions on their own. They just kind of find stuff to do around Koror. Get into mischief sometimes, you know. Maybe the parents/guardians will take them on an easy mission once in a while. However, the weakness of the dimensional barriers in Oceania (including Koror), means that sometimes they get into scrapes with otherworldly creatures, too. And in all hands on deck situations (rare as they are) they’ll step up just as much as the adults do. But yeah, their adventures are pretty G rated most of the time, and PG the rest. They can throw down just fine, but the rest of the Guild works so that they don’t have to.

. . Raven may be PL 6 now, but previously she had reached PL 12 and thus had earned a special free Benefit feat that slightly alters the rules on Extra and/or Extraordinary Effort for her. Being “reset” as she was, she seized the opportunity to change it. It is detailed below.

Mother Raven (Raven)-Through Extra Effort, Raven may transform into her prior self for three rounds. Use Coyote’s statistics, swapping Speed and Leaping for equal ranks in Flight, ignoring Multiexistence, and swapping names/descriptors where appropriate. She may use Extraordinary Effort to do this a second time in a given scene. She may not do it a third time.
Last edited by EternalPhoenix on Wed Apr 13, 2022 4:43 am, edited 2 times in total.
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Lucia Sakaguchi

Post by EternalPhoenix »

Lucia Sakaguchi

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

STR: -1 (8), DEX: +2 (14), CON: +1 (12), INT: +1 (12), WIS: +2 (14), CHA: +1 (12)

Tough: +0/+4, Fort: +3, Ref: +5, Will: +5

Skills: Acrobatics 3 (+5), Bluff 4 (+5), Concentration 3 (+5), Diplomacy 4 (+5), Disable Device 4 (+5), Gather Information 4 (+5), Knowledge (arcane Lore) 4 (+5), Knowledge (popular culture) 4 (+5), Knowledge (theology & philosophy) 4 (+5), Language 6 (+6), Notice 3 (+5), Sense Motive 3 (+5), Stealth 4 (+10), Swim 6 (+5)

Feats: Attack Focus (melee), Attack Specialization (Unarmed Attack), Dodge Focus 3, Luck 2, Taunt

Powers:
Armored Wetsuit (Device 1) (Hard to lose)
. . Immunity 1 (suffocation: Drowning)
. . Protection 4 (+4 Toughness)

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

White Magic (Array 9) (default power: healing)
. . Healing 4 (Default; DC 14; Range (ranged), Restoration; Persistent, Regrowth)
. . Nauseate 4 (Array; DC 14; Range (ranged), Secondary Effect; Accurate 2 (+4))
. . Paralyze 4 (Array; DC 14; Range (ranged), Secondary Effect; Accurate 2 (+4))
. . Stun 4 (Array; DC 14; Range (ranged), Secondary Effect; Accurate 2 (+4))

Attack Bonus: +4 (Ranged: +4, Melee: +5, Grapple: -1)

Attacks: Nauseate 4, +8 (DC Fort/Staged 14), Paralyze 4, +8 (DC Staged/Will 14), Stun 4, +8 (DC Fort/Staged 14), Unarmed Attack, +7 (DC 14)

Defense: +8 (Flat-footed: +3), Size: Small, Knockback: -1

Initiative: +2

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

Totals: Abilities 16 + Skills 14 (56 ranks) + Feats 8 + Powers 30 + Combat 14 + Saves 8 + Drawbacks 0 = 90

Age (as of Jan 2019): 8
Height: 4’2”
Weight: 55 lbs.
Ethnicity: Mixed (Japanese, Portugeuse, Indonesian, & Dutch)
Hair: Brown
Eyes: Green

Background: Lucia Sakaguchi is the daughter of Yasmine Sakaguchi and Tobias. She’s, you know, eight, so there isn’t a lot to tell. She’s learning a lot from her mom, dad, Aunt Rikki, and Uncle Willie. In fact, she learned White Magic from watching her mom, acrobatics from her dad, stealth from Aunt Rikki, and how to throw a good punch from Uncle Willie. Her life consists of sun, sand, a little mischief, and easygoing adventures around Koror. School’s kind of a pain, but when it lets out it’s fun time, baby. She’s never left Koror, but there’ll be time for that later. She’s basically been an unofficial part of the Guild since she was barely a toddler. Lately, though, she and the powered kids have been teaming up. There’s little jobs around Koror that get posted to the Guild, too. Find a lost pet. Deliver a gift. Little things. The eight of them are unofficially known as the Seawings NuGen.

Powers & Tactics: Lucia is a White Magician like her mother. She’s barely apprentice level, however, and thus her spells are still very weak by comparison. She hasn’t made any contracts with summonable creatures/spirits, either, so she is incapable of summoning. With that said, she can heal, nauseate, paralyze, or stun with her normal spells. She also has, from Aunt Rikki, an Armored Wetsuit. It provides an oxygen supply since she’s not a great swimmer yet, and is armored just in case she gets into shenanigans.

. . Tactically, Lucia understands she’s not a strong fighter yet. So she plays support as best she can. In the kind of fights the NuGen get into (against wild animals and other foes with low to minimal Will saves), typically her Paralyze is her best bet. Nauseate and Stun can be of use from time to time. And she can easily heal her friends’ injuries. As a mere fledgling apprentice, she has very few power stunts. They are the “buff” spells all of which are Boost 6 with Ranged and Total Fade. She can Boost things like Leaping, Impervious Toughness, Speed, or Super Strength.

Personality: Lucia is a very energetic and cheerful girl. She is kind, but with a mischievous streak. If you want personality depth, you’ve come to the wrong place. She’s just a rambunctious, good natured kid. Emphasis on the kid, as the expected immaturity is there too.
Last edited by EternalPhoenix on Wed Mar 09, 2022 3:12 am, edited 2 times in total.
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Ting Heskett

Post by EternalPhoenix »

Ting Heskett

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

STR: -2 (6), DEX: +1 (12), CON: +5 (20), INT: +5 (20), WIS: +3 (16), CHA: +0 (10)

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

Skills: Acrobatics 4 (+5), Diplomacy 5 (+5), Language 3 (+3), Notice 2 (+5), Sense Motive 2 (+5)

Feats: Beginner's Luck, Eidetic Memory, Jack-of-All-Trades, Luck 2

Powers:
"Natural" Childhood (Shrinking 4) (-4 STR, -1 Toughness, -1 size category, 3/4 movement speed; Permanent)

Highly Advanced Android Body (Container, Passive 3) (Subtle 2 (unnoticable))
. . Internal Fuel Cell (Immunity 11) (life support, sleep, starvation & thirst)
. . Sturdy Internal Structure (Protection 4) (+4 Toughness)

Quickened Mind (Quickness 2) (Perform routine tasks at 5x speed; One Type (Mental))

Wishing Bracelet Wishes (Variable 4) (acquire: any one of (type) - technological powers, limited to: summoned devices; Power Loss (Without Wishing Bracelet))

Wishing Bracelet Wish Settings:
3-D Video Projector (Power Setting) (Powers: 3-D Holograph Projector (Illusion 4) (affects: all sense types, DC 14; Progression, Area 4 (100 ft. radius)))

Anti Grav Unit (Power Setting) (Powers: Anti Grav Unit (Linked); Enhanced Strength 4 (Linked; +4 STR), Flight 3 (Linked; Speed: 50 mph, 440 ft./rnd; Affects Others, Burst Area (15-30 ft. radius - General); Progression, Increase Area (area x2), Selective), Super-Strength 1 (Linked; +5 STR carry capacity, heavy load: 150 lbs; +1 STR to some checks))

Autoblaster Pistol (Power Setting) (Powers: Autoblaster Pistol (Blast 4) (DC 19, Feats: Improved Critical 2 (Autoblaster Pistol (Blast 4)); Autofire (interval 2, max +5); Accurate 2 (+4), Precise, Subtle (subtle), Variable Descriptor 2 (Broad group - Any Electromagnetic Energy)))

Babel Effect Generator (Power Setting) (Powers: Babel Effect Generator (Comprehend 4) (languages - read all, languages - speak all, languages - understand all, languages - you're understood; Affects Others, Burst Area (20-100 ft. radius - General); Precise, Progression, Increase Area 2 (area x5), Selective))

Heal Ray (Power Setting) (Powers: Heal Ray (Healing 4) (DC 14; Action (standard), Range (ranged); Improved Range (100 ft. incr), Persistent, Progression, Increase Range (max range x2, 1000 feet), Regrowth))

Laser Sword (Power Setting) (Powers: Laser Sword (Linked); Laser Sword Burn (Drain 4) (Linked; drains: single trait - toughness, DC 14, Feats: Improved Critical 2 (Laser Sword Burn (Drain 4)); Affects Objects; Accurate 2 (+4)), Laser Sword Strike (Strike 4) (Linked; DC 19, Feats: Improved Critical 2 (Laser Sword Strike (Strike 4)); Accurate 2 (+4)))

Magneto-Gravitic Projector (Power Setting) (Powers: Magneto-Gravitic Projector (Move Object 4) (Strength: 20, Carry: 133 / 266 / 400 / 800; Burst Area (20-100 ft. radius - General), Duration (continuous); Precise, Progression, Increase Area 2 (area x5), Selective))

Negative Light Projector (Power Setting) (Powers: Negative Light Projector (Concealment 4) (all visual senses; Affects Others, Burst Area (20-40 ft. radius - General); Close Range, Precise, Progression, Increase Area (area x2), Selective))

Phase Variance Shifter (Power Setting) (Powers: Phase Variance Shifter (Insubstantial 4) (Incorporeal))

Self Regenerator (Power Setting) (Powers: Self Regenerator (Regeneration 19) (recovery bonus 4 (+4 to recover), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 4 (recover 1 / 5 mins), recovery rate (injured) 4 (recover 1 / round), recovery rate (staggered) 4 (recover 1 / round); Regrowth))

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: -3)

Attacks: Autoblaster Pistol (Blast 4), +8 (DC 19), Laser Sword Burn (Drain 4), +8 (DC Fort/Staged 14), Laser Sword Strike (Strike 4), +8 (DC 19), Unarmed Attack, +4 (DC 13)

Defense: +4 (Flat-footed: +2), Size: Small, Knockback: -3

Initiative: +1

Languages: Cantonese Native, English, Japanese, Palauan

Totals: Abilities 28 + Skills 4 (16 ranks) + Feats 5 + Powers 37 + Combat 12 + Saves 4 + Drawbacks 0 = 90

Age (as of Jan 2019): At least 10,000 (chronological pre activation), 5 years (post activation), approx. 8 years (appearance)
Height: 4’ 3
Weight: 60 lbs.
Ethnicity: Pacific Islander (appearance), highly advanced android (real)
Hair: Brown
Eyes: Dark Brown

Background: Ting Heskett is a highly advanced android. So advanced that Rikki says if she tried to mess with her systems it’d be like a caveman pounding on a microchip. Rikki was the one who found her, in a ruin dating back to the Magi-Tech war 10,000 years ago. Her purpose is unknown. She was the only functional thing in that ruin, and the records, well...10,000 years is just too long (in Rikki’s experience) for any information storage medium to survive. Rikki managed to activate her by accident (see caveman, microchip), and basically just took her home when she left. She’s basically Rikki’s daughter at this point. Today, Ting is a proud part of the Seawings Adventurer Guild, teaming with the NuGen. Ting is Cantonese for “enduring” or “timeless”. It fits her pretty well, or so Rikki thought. Nathaniel Truman took a look at her, too, and agreed with the caveman-microchip analogy.

. . What nobody knows, not even Ting herself, is that she was a Special Forces soldier in that war. She was a lot more capable in those days, but she was critically injured and brought to a recovery facility. The catastrophic end to the war left the facility in its ruined state and all Ting could do was reboot to her base state. Which was when Rikki found her, as a tiny child.

Powers & Tactics: Ting is a highly advanced android. So advanced, in fact, that you have to be a tech expert and have access to the appropriate scanning tech to notice that she isn’t a human being. She has an Internal Fuel Cell that removes the needs to eat, breath, and sleep along with being able to completely ignore disease, poison, and environmental concerns. Please do note that is the *need* to eat, breathe, and sleep. She still does all three when necessary. Her natural stamina is bountiful and easy to maintain. And her Sturdy Internal Structure helps protect her from damage. Her mind even processes stimuli 5 times faster than an unpowered human. But the showstopper is her Wishing Bracelet Wishes. This is decidedly not what they are. Somewhere, buried deep in the earth, is a vault full of all manner of wondrous technological devices. And she can summon them to her hand by making a wish with her special bracelet. Except she’s mentally an eight years old child, so she’s wrong. Sort of. She only needs the bracelet because she believes she does. There is no apparent limit to the types of devices she can summon, but their overall power is limited. It is not known if that’s because she’s “young” or because that’s all the power they have.

. . Tactically, Ting is tough to predict because of her Wishing Bracelet Wishes. She can effectively pull out 4 ranks of any power with any extras or power feats up to 20PP. Her versatility is insane. And she has the raw intellect to know what to wish for and when. So she can play support, drop damage, chase exotic saves, anything. And she can take a lot of damage for a PL 6. She does not power stunt, as she literally has a Variable power.

Personality: Ting is...kind of vacant. Blank stare. Apparently not a lot going on upstairs. Lights are on but nobody’s home. Cloud Cuckoo Lander is the trope. To be fair, her mom is basically Rikki, and uh…she’s a very…carefree parent. With that said, Ting is just a really quiet and subdued kid. She has memories of another life, but they don’t make sense. There was some kind of war? Maybe? The world she’s in doesn’t make a lot of sense. She is still an android, after all, and lacks that intuitive knowledge of what it is to be human. So she’s a weirdo, but rapidly learning. Which is what the usual blank stare is about. Information processing.
Last edited by EternalPhoenix on Sun Apr 09, 2023 9:22 pm, edited 4 times in total.
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Lucien Rousseau

Post by EternalPhoenix »

“The Shadow Wolf” Lucien Rousseau

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

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

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

Skills: Acrobatics 5 (+8), Intimidate 8 (+8), Language 4 (+4), Notice 4 (+5), Sense Motive 4 (+5), Stealth 3 (+10)

Feats: Attack Specialization (Unarmed Attack), Improved Critical 2 (Shadow Claws (Strike 2)), Startle, Takedown Attack

Powers:
Demonic Atavism (Container, Passive 6)
. . Demonic Constitution (Enhanced Constitution 6) (+6 CON)
. . Demonic Might (Super-Strength 1) (+5 STR carry capacity, heavy load: 600 lbs; +1 STR to some checks)
. . Demonic Strength (Enhanced Strength 10) (+10 STR)
. . Senses of the Shadow Wolf (Super-Senses 3) (darkvision, scent)
. . Shadow Armor (Protection 3) (+3 Toughness; Impervious [3 extra ranks])

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

Shadow Claws (Strike 2) (DC 22, Feats: Improved Critical 2 (Shadow Claws (Strike 2)); Mighty)

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

Attacks: Shadow Claws (Strike 2), +5 (DC 22), Unarmed Attack, +7 (DC 20)

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

Initiative: +3

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

Totals: Abilities 20 + Skills 7 (28 ranks) + Feats 3 + Powers 40 + Combat 16 + Saves 4 + Drawbacks 0 = 90

Age (as of Jan 2019): 8
Height: 4’ 3”
Weight: 60 lbs.
Ethnicity: French Tahitian
Hair: Black
Eyes: Red

Background: Lucien Rousseau has no biological relationship with his adopted mother, Portia Rousseau. Just so that’s clear. They do both have a demonic atavism, but they’re different ones. France has some dark history, seems like. This is why Portia adopted him, actually. He was an orphan, and the system didn’t know how to handle a kid with near superhuman strength, shadow claws, and not nearly enough maturity to handle the demonic influence on his mind. He literally can’t hurt Portia, even if he could hit her. It was a very useful lesson in humility. She’s been teaching him how to handle his destructive demonic urges. Lately, though, he’s been hanging out with the NuGen as their resident bruiser. It’s been okay.

Powers & Tactics: One of Lucien’s ancestors was a demon. A shadow wolf demon, apparently. What this does for him is nothing fancy. He’s just got near superhuman strength, stamina, and durability. And, of course, the aforementioned claws made out of corporeal shadows. He can put them away, though, as they’re willing manifestations of his powers. Lastly, he can see in any level of darkness and tell the difference between one scent and another. Perhaps when he grows up a bit, so will his powers.

. . Tactically, Lucien is not complicated. Claws, claws, and more claws. Throw in an unarmed strike or Startle just for variety. His sheer durability at such a young age has made him quite reckless, as well. He doesn’t know what a power stunt even is.

Personality: Lucien is an angry, aggressive shithead, but not in the scary as hell grown man kind of way. He’s just an insecure kid, both overconfident in and scared of his powers. This is glaringly obvious to anyone who interacts with him. He wants friends and to be loved, as any orphan would be, but wow is he bad at expressing it honestly. Because he’s an eight year old with demonic urges to murder trying to influence his mind. He miiiiight have a little bit of a crush of Lucia. Also tempering his shitheadedness is Portia just destroying him when he goes too far. Mostly with intimidate, but sometimes they throw hands. 6 vs 12. Goes just about the way you’d expect.
Last edited by EternalPhoenix on Sun Apr 09, 2023 9:23 pm, edited 3 times in total.
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Charlie Teriong

Post by EternalPhoenix »

Charlie Teriong

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

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

Tough: +2/+4, Fort: +3, Ref: +7, Will: +3

Skills: Acrobatics 7 (+10), Bluff 8 (+10), Diplomacy 3 (+5), Knowledge (popular culture) 4 (+5), Language 4 (+4), Notice 3 (+5), Sense Motive 3 (+5), Swim 4 (+5)

Feats: Acrobatic Bluff, Attack Focus (melee) 4, Defensive Attack, Defensive Roll, Dodge Focus 2, Evasion, Improved Critical 2 (Ohana II Strike (Strike 3)), Improved Initiative, Luck 2, Takedown Attack, Taunt, Uncanny Dodge (Auditory)

Powers:
Leaping 1 (Jumping distance: x2)

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

Ohana II (Device 2) (Hard to lose)
. . Ohana II Strike (Strike 3) (DC 19, Feats: Improved Critical 2 (Ohana II Strike (Strike 3)); Penetrating [1 extra rank]; Mighty)

Speed 1 (Speed: 10 mph, 88 ft./rnd)

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

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

Attacks: Ohana II Strike (Strike 3), +8 (DC 19), Unarmed Attack, +8 (DC 16)

Defense: +8 (Flat-footed: +3), Size: Small, Knockback: +0

Initiative: +7

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

Totals: Abilities 28 + Skills 9 (36 ranks) + Feats 16 + Powers 16 + Combat 16 + Saves 5 + Drawbacks 0 = 90

Age (as of Jan 2019): 10
Height: 4’ 7
Weight: 75 lbs.
Ethnicity: Mixed (Palauan, Japanese, & Russian)
Hair: Black
Eyes: Brown

Background: Charlie Teriong is the first child of Lucy Hasegawa and Willie Teriong. He’s only ten years old, so not that much has happened to him yet. He displayed no capacity for magic, so Lucy can’t teach him anything. Chi cultivation takes years and years of training, so even with Willie teaching him he can’t use it yet. So Willie went back to his enchanted swordsmith and got his son the shortsword Ohana II. Tobias has been teaching him and he’s coming along really well, showing as much as a gift for athletics as the older man, despite his young age. Lately, though, he’s been teaming up with the NuGen to do some small jobs around Koror.

Powers & Tactics: Charlie has no superhuman powers of any kind, making do with swordsmanship and athleticism. His enchanted short sword, Ohana II, is a bit more powerful than normal, and much sharper. His training means he can run/swim faster, and jumper higher than any normal kid could possibly do.

. . Tactically, there’s not a huge amount going on. He’s got Acrobatic Bluff to knock foes off balance, Taunt to demoralize them, and Defensive Attack to protect himself against superior enemies. He definitely stays mobile. Other than that, his only plan is “hit with sword”. Obviously, he can’t power stunt at all.

Personality: Charlie takes after his dad and Uncle Tobias. Meaning he’s goofy, carefree, and kind with a very big heart. He can buckle down and be serious when necessary, but mostly yeah. He’s the silly comic relief one.
Last edited by EternalPhoenix on Sun Apr 09, 2023 9:25 pm, edited 3 times in total.
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Raven

Post by EternalPhoenix »

Raven

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

STR: +5 (10/20), DEX: +3 (16), CON: +5 (14/20), INT: +3 (16), WIS: +0 (10), CHA: +10 (20/30)

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

Skills: Acrobatics 9 (+12), Bluff 10 (+20), Diplomacy 10 (+20), Gather Information 10 (+20), Intimidate 7 (+15), Notice 9 (+9), Sense Motive 9 (+9)

Feats: Acrobatic Bluff, Attack Specialization (Unarmed Attack), Challenge - Improved Acrobatic Bluff, Challenge - Improved Feint, Challenge - Improved Taunt, Defensive Roll, Improved Initiative, Improved Trick, Luck 3, Move-by Action, Takedown Attack 2, Ultimate Effort (Bluff checks), Uncanny Dodge (Auditory)

Powers:
Animal Spirit (Container, Passive 6)
. . Raven's Senses (Super-Senses 2) (acute: Normal Olfactory, radius: Visual)
. . Raven's Wings (Flight 3) (Speed: 50 mph, 440 ft./rnd; Power Loss (Restrainable))
. . Ravenclaw (Strike 2) (DC 22; Mighty)
. . Spirit's Armor (Protection 1) (+1 Toughness)
. . Spirit's Might (Super-Strength 1) (+5 STR carry capacity, heavy load: 600 lbs; +1 STR to some checks)
. . Spirit's Stamina (Enhanced Constitution 6) (+6 CON)
. . Spirit's Strength (Enhanced Strength 10) (+10 STR)
. . Talk to Ravens (Comprehend 2) (animals - speak to, animals - understand; Narrow Group (ravens))

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

Trickster (Container, Passive 4)
. . Comprehend 2 (languages - understand all, languages - you're understood)
. . Enhanced Charisma 10 (+10 CHA)
. . Luck Control 1 (force a re-roll, Feats: Luck 3)

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

Attacks: Ravenclaw (Strike 2), +5 (DC 22), Unarmed Attack, +7 (DC 20)

Defense: +5 (Flat-footed: +3), Size: Small, Knockback: -2

Initiative: +7

Languages: Native Language

Totals: Abilities 30 + Skills 16 (64 ranks) + Feats 13 + Powers 55 + Combat 16 + Saves 5 + Drawbacks 0 = 135

Age (as of Jan 2019): At least 12,000. Possibly over a million years. (chronological), 8 years (appearance)
Height: 4’ 4
Weight: 50 lbs.
Ethnicity: Native American (Atlantic coast variant)
Hair: Black
Eyes: Dark Brown

Background: Raven was not born. She simply abruptly existed one day. There are many, many stories of her in the various mythoi of North America’s native tribes. Some are true. Some are lies she told. Some are lies told about her. At any rate, there she was. The First and Highest of all ravens. Feared by some, worshiped by others, etc. Unlike a certain shaggy fool, she took her duties seriously. She may have been a capricious trickster, but she taught valuable lessons with her tricks and took care not to harm mortals if it wasn’t necessary. But time went on. The Industrial Revolution made it a little easier to get around from place to place. She pestered that canine to perform his duties properly now and again, and perhaps needlessly antagonized him from time to time. They were truly rivals. She lost track of him for a few decades, as happened occasionally, but she managed to find him again. She thought she’d screw with him by showing up naked in his bed. She’d done it before. Sometimes he was annoyed. Other times they had sex instead. What Raven did not know is that he had a girlfriend. One with superhuman strength and a big black sword to stab her in the heart with. And so, Raven died. Well, kind of. She, like all animal spirits, can’t die in the way that mortals understand it. So instead of simply being a corpse on the floor, her biological age rewound until that of a child. And basically she is now Portia and Coyote’s child, despite retaining all of her memories. It is horrible. And then they stuck her with being the chaperone and sort of protector of the NuGen. Just…super.

Powers & Tactics: Raven is a Native American animal spirit. This means all of her powers are divinely bestowed, even though she is not a god himself. And because she’s Raven, that means she’s basically a avian totem. Her powers, due to her weird rebirth, are far weaker than they used to be. She is now only a borderline superhuman powerhouse with a spectral foot claw attack and the inability to age who can converse casually with ravens. Not any avian species, just ravens. Yeah, she can fly with her wings, her sense of smell is better and she can see all around herself with her flexible neck, but the real action is in her Trickster powers. Speaking any language. Charisma to burn. She can even bend probability in her favor.

. . Tactically, Raven is not exactly one dimensional. She has her Ravenclaw and her unarmed strikes, true, but she also has Improved Acrobatic Bluff, Improved Feint, and Improved Taunt. Her Bluff bonus is effectively unstoppable at her PL. As one of the NuGen’s tanks, and kind of their protector, she throws down hard to make sure the children don’t come to harm. Even if she appears to be one of them. In her weakened state, she has no power stunts available.

Personality: Raven is a combination of poor impulse control, narcissism, and an instinctive knack for making poor life choices. She is a liar and a trickster. It is literally her nature, and as she isn’t strictly speaking a human being, she cannot defy it. This does not, however, mean that she permits it to define her. The animal spirits have duties, and like hell if she’ll abandon them to just do whatever she likes. Her tricks are almost always of a benevolent or at least non-malicious nature. She is a teacher of lessons and deflator of egos. She doesn’t want to actually harm anyone, but disrespect what she is (as opposed to her personality, dress code, current stature, etc) at your extreme peril. Regardless of how she appears and behaves, she is not a mortal in any way. Human lives, in the abstract, mean very little to her. Mortals come and go. Her concern for their welfare is out of professionalism, not a warm and caring heart. She is, after all, the First and Highest of a species of scavenging avian omnivores. She is an opportunist par excellence. Though to be fair, she’s grown a bit fond of the NuGen. They’re good kids, really. Not a single fool among them, adjusting for age. She doesn’t mind being their chaperone and sort of protector. But don’t misunderstand. She is Raven, and anyone who trusts her too completely is a fool who deserves what happens to them.
Last edited by EternalPhoenix on Sun Apr 09, 2023 9:27 pm, edited 3 times in total.
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Jing Zhang

Post by EternalPhoenix »

Jing Zhang

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

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

Tough: +2/+6, Fort: +5, Ref: +8, Will: +5

Skills: Acrobatics 8 (+12), Concentration 8 (+10), Diplomacy 10 (+10), Knowledge (theology & philosophy) 5 (+5), Language 2 (+2), Medicine 3 (+5), Notice 8 (+10), Sense Motive 8 (+10), Stealth 8 (+16)

Feats: Acrobatic Bluff, Attack Focus (melee) 5, Defensive Roll 2, Dodge Focus 5, Elusive Target, Evasion 2, Grappling Finesse, Improved Disarm, Improved Initiative, Improved Trip, Instant Up, Move-by Action, Power Attack, Redirect, Takedown Attack, Trance, Uncanny Dodge (Auditory)

Powers:
Chi Enhancement (Container, Passive 2)
. . Leaping 2 (Jumping distance: x5)
. . Speed 2 (Speed: 25 mph, 220 ft./rnd)
. . Super-Movement 3 (slow fall, swinging, wall-crawling 1 (half speed))

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

Martial Arts Techniques (Array 6) (default power: strike)
. . Chi Healing (Healing 6) (Array; Restoration; Personal)
. . Iron Fist Strike (Strike 6) (Default; DC 21; Penetrating)
. . Paralyzing Palm (Paralyze 6) (Array; DC 16)
. . Stunning Fist (Stun 6) (Array; DC 16)
. . Thousand Fists (Strike 6) (Array; DC 21; Autofire (interval 2, max +5))

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +9)

Attacks: Iron Fist Strike (Strike 6), +10 (DC 21), Paralyzing Palm (Paralyze 6), +10 (DC Staged/Will 16), Stunning Fist (Stun 6), +10 (DC Fort/Staged 16), Thousand Fists (Strike 6), +10 (DC 21), Unarmed Attack, +10 (DC 15)

Defense: +10 (Flat-footed: +3), Size: Small, Knockback: -1

Initiative: +8

Languages: Chinese (Mandarin) Native, English, Japanese

Totals: Abilities 22 + Skills 15 (60 ranks) + Feats 27 + Powers 31 + Combat 16 + Saves 9 + Drawbacks 0 = 120

Age (as of Jan 2019): 7 (biological) / Approximately 1100 (chronological)
Height: 3’ 11’
Weight: 45 lbs.
Ethnicity: Han Chinese
Hair: Black
Eyes: Dark Brown

Background: Over 1100 years ago, during the waning years of the Tang Dynasty in China, there was a prophecy. Rebellions, natural disasters, and the ambitions of local officials threatened to destroy all the Tang had built. Even the Emperors themselves had lost interest in ruling in favor of the privileges said ruling afforded. The Mandate of Heaven was in danger of being lost. But the prophecy stated that a legend from the past would be reincarnated, and their might and wisdom would save all of China from the turmoil that accompanied a dynasty’s fall. This chosen one was Jing Zhang (Zhang Jing in the Chinese name order). There was some confusion and disdain regarding her gender among the monks, but the auguries and divinations were clear. It wasn’t exactly clear who she had been in a prior life, but her skill in the martial arts was unmistakable, and she had much wisdom for someone still in their first decade of life. The mistake that was made was in assuming that any child, even a chosen reincarnation, would be prepared for both the pressure of saving millions from chaos and the reality of what that entailed (being directly or indirectly responsible for the deaths of many). She was a few weeks past her seventh birthday. This was not what she wanted. Not at all. So she did what any child would do. She ran away. There was a storm. She was swept away by a river. If not for the cave, she would have drowned. She searched and searched, but there was no way out other than through the water, and she could not swim. So there was one thing to be done. Wait. A normal child would have died of starvation. Jing Zhang was no normal child. She entered a deep trance and fell into a state of suspended animation. Time ceased to have any meaning as she dreamt mindlessly. The monks would find her. And perhaps they would have, in time. But the Tang Dynasty came to it’s end inside of a decade, and in the chaos of the Five Dynasties/Ten Kingdoms era, the monastery was destroyed. Its records were lost. And so Jing Zhang sat, more motionless than a stature, as years and years went by.

. . A millennium later, an earthquake and one of the many dams China built uncovered her cave. Chipped out of the stone was this wonderful statue of a little girl. The years and exposure had placed a layer of stone over her skin and hair, so that she resembled one. Chinese archaeologies recommended very careful handling so as not to break her. This layer of stone also prevented any light, sound, or other stimuli from reaching her dulled senses, and the careful handling prevented any real sensation of movement. The era of her creation could not be identified, and eventually she languished in a museum in Hong Kong post reunification. A careless movement put a chip in the stone behind her ear. It was not enough to cause her flesh to be viewable, but enough for the first bits of different sensation in a thousand years to reach her mind. Through backroom dealing, she ended up with a rich man as a part of his collection. He wanted her because of the gradually increasing chi inside of the statue, not knowing or caring that there was a person inside. Yasmine Sakaguchi, Rebecca Heskett, and Portia Rousseau, hearing of the mysterious statue through sources, determined that whatever was inside was waking up, and this was possibly a Very Bad Thing. Things inside ancient statures waking up being typically so. Especially when said statues are found in caves that had only been accessible by river for only the gods knew how long. But alas, the OG trio were just a bit late on this occasion. As the statue rocked, they prepared for a fight. Jing Zhang had been asleep for a very long time, and it had taken her a while to rouse enough to shake free. But tonight was the night. She broke free. Yas, Rikkil, and Portia looked at the kid for a second, then put away their weapons. Rikki even knelt down to talk to the tyke. Unfortunately, modern Cantonese matches Middle Chinese rather…poorly. And so the confused and irritated Jing punched Rikki in the nose. Rikki was comically laid out flat with a broken nose. Yas and Portia had to “fight” the little girl who was apparently one heck of a martial artist for her age. Jing couldn’t lay a hand on the quick stepping Yas without Portia stepping in the way and when she could hit Portia the obvious foreigner just tanked it. It was a problem. But then Rikki blinked the stars out of her eyes and pulled a Universal Translator out of her gear. Actually able to talk to one other, there was no need to fight. Soon, Jing found herself a member of the Seawings Adventurer Guild while she adapted to being way out of her own time and culture. She is currently with the NuGen because they needed a heavy hitter and she was one by their standards.

Powers & Tactics: Jing Zhang technically doesn’t have any superhuman powers. Her “powers” come from the use of Chi, which all humans have and can train to use and training in the martial arts. She is, however, an epic level prodigy. Most of the monks had maybe half of her power and skill as grown adults, let alone children. The first part of what she does with it is become the ultimate parkour user. She jumps higher, runs faster, and basically can get around like gravity only half applies to her, wuxia style. The second part is a variety of martial arts techniques using Chi to increase their power. She can paralyze, stun, strike rapidly or incredibly hard, and even heal herself.

. . Tacticallly, Jing doesn’t mess around. She’ll approach from Stealth if she can, but either way it’s Thousand Fists time. If they tank that through Impervious Toughness, then she’ll go with Iron Fist Strike. If their Toughness score is too high for that, then Paralyzing Palm and Stunning Fist come out to play. She’ll abuse Move by Action, naturally, and pull out Acrobatic Bluff at need. Power Attack is generally used to smash through walls and such. She can, of course, power stunt, but it’s a little uncommon. Strength of Chi (Enhanced Strength 12), Chi-splosion (Strike 6 [Burst Area]) and Blinding Fist (Dazzle 6 [Visual Senses]) are the most likely. Her suspended animation trick was one of these, but there’s no current need to repeat it.

Personality: You know that trope, Arrogant Kung Fu Guy? Yeah, except she’s a girl and not actually a jerk. She’s just suffering extreme culture shock. 2019 Palau is very, very different from late Tang dynasty China. Her social skills kind of mostly don’t exist, on account of 1) culture shock, 2) being raised by an isolated society of monks, and 3) being seven years old. The monks did teach her protocol, and how to act in various social situations, but those were applicable only in that time and place. So she’s a weirdo (again, culture shock; she’s not actually all that strange) who can be likeable enough to make friends but also annoy anyone with her overblown pride in her ability. Said ability being the only thing she has left of the world she came from.
Last edited by EternalPhoenix on Sun Apr 09, 2023 9:28 pm, edited 4 times in total.
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Hana Choi

Post by EternalPhoenix »

Hana Choi

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

STR: -2 (6), DEX: +1 (12), CON: +0 (10), INT: +5 (20), WIS: +2 (14), CHA: +1 (12)

Tough: -1/+4, Fort: +3, Ref: +3/+7, Will: +3

Skills: Concentration 8 (+10), Craft (electronic) 5 (+10), Craft (mechanical) 5 (+10), Knowledge (physical sciences) 5 (+10), Knowledge (technology) 5 (+10), Language 2 (+2), Notice 3 (+5), Sense Motive 3 (+5)

Feats: Eidetic Memory, Evasion, Improved Critical 2 (Slashing Mode (Strike 4)), Improvised Tools, Inventor, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Takedown Attack, Uncanny Dodge (Auditory)

Powers:
Electro-Tech Sword (Device 3) (Easy to lose)
. . Sword Modes (Array 5) (default power: strike; Accurate 2 (+4))
. . . . Electro Blast Mode (Blast 4) (Array; DC 19; Precise)
. . . . Heat Mode (Drain 4) (Array; drains: single trait - toughness, DC 14; Affects Objects)
. . . . Shock Mode (Stun 4) (Array; DC 14)
. . . . Slashing Mode (Strike 4) (Default; DC 19, Feats: Improved Critical 2 (Slashing Mode (Strike 4)); Penetrating)

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

Shielding Bracelet (Device 3) (Hard to lose; Subtle (subtle))
. . Anti-AOE Defense (Enhanced Trait 5) (Traits: Reflex +4 (+7), Feats: Evasion)
. . Enhanced Trait 1 (Feats: Uncanny Dodge (Auditory))
. . Force Armor (Force Field 5) (+5 Toughness)
. . Force Shield (Shield 4) (+4 dodge bonus)

Spatial Sneakers (Device 3) (Hard to lose; Subtle (subtle))
. . Space Warping (Teleport 4) (400 ft. as move action, 1 mile as full action; Accurate; Change Direction, Change Velocity, Easy)

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: -3)

Attacks: Electro Blast Mode (Blast 4), +8 (DC 19), Heat Mode (Drain 4), +8 (DC Fort/Staged 14), Shock Mode (Stun 4), +8 (DC Fort/Staged 14), Slashing Mode (Strike 4), +8 (DC 19), Unarmed Attack, +4 (DC 13)

Defense: +8 (Flat-footed: +2), Size: Small, Knockback: -1

Initiative: +1

Languages: English, Japanese, Korean Native

Totals: Abilities 18 + Skills 9 (36 ranks) + Feats 5 + Powers 40 + Combat 12 + Saves 6 + Drawbacks 0 = 90

Age (as of Jan 2019): 9
Height: 4’ 4”
Weight: 65 lbs.
Ethnicity: South Korean
Hair: Black
Eyes: Dark Brown

Background: Hana Choi’s father, Sun-Woo, was a professional superhero in his native South Korea. A gadgeteer type, he put in many years and was well respected, but an injury and his wife’s cancer provided an opportune time for retirement. Unfortunately, his wife’s cancer proved fatal. After the funeral, Sun-Woo found it too painful to remain in South Korea. A job posting intrigued him, and he and Hana (then barely a toddler) came to Koror to work for the growing Seawings Adventurer Guild. With the two most skilled techies (Rebecca Heskett and Nathaniel Truman) often away from the Guild and Laki Sigrah still underage, the Guild needed help. This was and is Soon-Woo’s job, though it has become easier as Laki came of age and many of the “Truman Girls” have proven to have tech skills. Still, he provides steady support that won’t be off on an adventure tomorrow, so he still has his job. And Hana is growing up in the Guild. Though her father has kept her somewhat sequestered due to the sheer chaotic nature of daily Guild life, she is beginning to branch out as a part of the NuGen.

Powers & Tactics: Hana has no superhuman powers of any kind. She does have three technological devices of her own design, as she’s quite the techie for her age and ferociously intelligent as well. Her father was the classic “raygun, force field belt, rocket pack” kind of gadgeteer, but she’s taking a different approach. Her Electro-Tech Sword is, well, a sword powered by electricity. It’s a sword, so it can cut things. The electricity can be a taser style shock, a ranged blast, or channeled through the blade to heat it up to melt through things. The Shielding Bracelet is exactly what it says it is, just more than a force field. It also helps her avoid being hit in the first place and even helps with area attacks. And her Spatial Sneakers are how she gets around, more or less. They let her teleport through local space via tiny wormholes.

. . Tactically, well…Hana has very little combat experience at this stage. So she really just teleports up to the enemy and tries to slice them with Slashing Mode. If that’s transparently a bad idea, then Electro Blast Mode. She does use Shock Mode when violence is not the answer. Heat Mode is for cutting through objects, not enemies. And she can always teleport away and get an adult if things aren’t going well. She does know what a power stunt is, but not how to do one yet.

Personality: Hana is bored out of her mind. She’s about as normal as a kid can be, growing up in Koror alongside the Guild. But god, is she ever bored. The perils of being a genius at age 9. Palau isn’t the biggest country in the world, in size or population, so she’s basically feeling that small town boredom. That sensation of being trapped somewhere where nothing interesting ever really happens. She’s having a nice quiet childhood and it is slowly driving her stimulation starved mind insane. So basically she’s kind of apathetic about everything, barring something significantly out of the ordinary. In those cases, the events have her full attention. Her eyes might even sparkle.
Last edited by EternalPhoenix on Wed Mar 09, 2022 4:44 pm, edited 2 times in total.
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