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

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Jabroniville
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Re: The Phoenixverse (A 2e OC 'verse; Newest: StrRev! STG! Squad D! Tana! Nika! Rudy Evander! Calamity Jane! Thespian!)

Post by Jabroniville »

Calamity Jane is fun. The “set of twins as one super villain” trick is unique, used by barely any comic book characters (Crimson Fox is the only one I recall) and they’re a good combination of “low grade nuisance” with their powers and Skillmonkey Gadgeteers with all sorts of stuff.
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EternalPhoenix
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Re: The Phoenixverse (A 2e OC 'verse; Newest: StrRev! STG! Squad D! Tana! Nika! Rudy Evander! Calamity Jane! Thespian!)

Post by EternalPhoenix »

EternalPhoenix wrote: Fri Jun 24, 2022 11:01 pm Thespian marks somewhat of a milestone. The Special Tactics Group has, at last, come to an end. So, I thought I'd take a small survey.

1. Which of the four STG Squads is your favorite? If you have one, anyway. I don't. Not really.

2. Do you have any favorite STG members? If you do, please name them.

3. What I do after the Revolution. Four options.
. . The Icons, which are more or less traditional superheroes. Nick Phoenix is included as a reservist, as the OP shows. Firmly in the Heroes category, obviously.

. . Roth Investigations, which is Asteroth's crew so obviously he'll be in it. This is the supernatural side of the street, so very untraditional here. Asteroth by himself makes them Tweeners.

. . The Academy, which is were all the Phoenix Mutates are so you can see how they work. I'm not quite sure what to do with them. Traditional setup, go cosmic, or Krakoa them. But if you chose them I'll figure it out. They're Tweeners for a variety of reasons that I'd get to in their Overview, as there isn't space here.

. . The infamous Agency itself. They've been mentioned a lot through various bios. Do you want to see what they're all about? Firmly in the Villain category, obviously.

Thank you for participating in my survey, if you do. Have a lovely morning/afternoon/evening/whatever time of day it is.
Just bringing this to the new page. I have one vote for the Icons.
Jabroniville wrote: Sun Jun 26, 2022 10:50 pm Calamity Jane is fun. The “set of twins as one super villain” trick is unique, used by barely any comic book characters (Crimson Fox is the only one I recall) and they’re a good combination of “low grade nuisance” with their powers and Skillmonkey Gadgeteers with all sorts of stuff.
The story behind that is that it was just Amalia at first, stealing her older and higher PL sister's gimmick. But I was never fully comfortable with that and also her sister kept getting more interesting in the brainstorming, so twins happened.
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EternalPhoenix
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Military Action Group

Post by EternalPhoenix »

Military Action Group

Theme Songs: Behind Closed Doors, by Rise Against and Ready For Battle, from XCOM: Enemy Unknown

Overview

. . The Military Action Group. This is where the bulk of the Strength Revolution’s forces are located. Approximately 10,000 people scattered across four divisions and a small transport unit. Approximately 2400 people per division, with 400 in Transport. Recon is made up of snipers, assassins, spies, and thieves. Sneaky people who do sneaky things sneakily. Heavy is full of demomen, terrorists and various experts in the usage of machine guns, explosives, and artillery. Assault are typically the ones who make the news footage. Blazing away with assault rifles and chucking grenades. If the soldiers of the MAG are engaged in a blazing firefight, they’re always right in the middle of it. Because that’s what Assault is made of. Former soldiers, organized crime enforcers, and similar people. Support is a mixed bag. They’re half field soldiery (field medics, combat engineers, and the like) and virtual noncombatants (doctors, medical staff, engineers, scientists, and various other technical specialists). Transport is comprised of pilots, their planes/helicopters, and the mechanics that service them. Their job is to get the other divisions where they need to go.

. . The MAG has existed throughout the Revolution’s history. Recon’s had several different names and their weapons and methods have changed, but they’ve been there from the start. Assault used to feature literal cavalry. Heavy was named Siege, and both it and Support were miniscule before modern science, weapons, and technology arrived on the scene. The 10k strong part is also a part of the modern age, as well, because roll back a few centuries and that’s a huge army Methion would now have to feed. No, chop those numbers to just a thousand or so. Assault was the biggest, followed by Recon. Heavy and Support took last place. What the MAG is now, however, is the Revolution’s own private army. They masquerade as several different private military companies and generally get done whatever mundane work needs doing.

Tactics

. . This is the Strength Revolution’s endless mook hordes. They have significant bases in every major country and most of the others, too. So they can appear in whatever country the campaign takes place in. They’re mostly regular criminals, not supervillains, so use the Minion rules for everyone but named commanding officers. Heroes’ first encounter with the Revolution is likely through them, and probably Assault or Recon. In urban areas, this is most likely Recon as they have all the thieves and sneaky criminals. Escalation of the threat can bring in Assault and maybe Heavy. Followed by Lieutenants and Captains. Further escalation would ultimately involve members of the Special Tactics Group.

. . Whichever division it is, the common membership is PL 5-6. Heavy’s use of explosives can jump their technical offensive PL to 10 (because of the sheer power of Rocket Launchers), however. Similarly, Transport’s Pilots can and do oscillate depending on what their vehicles are equipped with.


Division . . . . . Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Armor/Toughness
Recon . . . . . . Sniper Rifle (Blast 5, Improved Range 2 [250 ft increments]) . . . . . . . . . . +5 Toughness (snipers, assassins)
. . . . . . . . . . .Submachine Gun (Blast 4, Autofire) . . . . . . . . . . . . . . . . . . . . . . . . . . .Undercover Vest (Protection 3, Subtle)
. . . . . . . . . . .Heavy Pistol (Blast 4)
. . . . . . . . . . .Light Pistol (Blast 3) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .+4 Toughness (spies, thieves)
. . . . . . . . . . .Knife (Strike 1, Mighty [no more than +3 Damage]). . . . . . . . . . . . . . . . .Undercover Shirt (Protection 2, Subtle)

Assault . . . . . Assault Rifle (Blast 5, Autofire) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . +7 Toughness
. . . . . . . . . . .Submachine Gun (Blast 4, Autofire) . . . . . . . . . . . . . . . . . . . . . . . . . . .Tactical Vest (Protection 4)
. . . . . . . . . . .Heavy Pistol (Blast 4)
. . . . . . . . . . .Shotgun (Blast 6)
. . . . . . . . . . .Sword/Axe/Hammer (Strike 3, Mighty (no more than +6 Damage)
. . . . . . . . . . .Knife (Strike 1, Mighty [no more than +3 Damage])
. . . . . . . . . . .Flash Bangs (Dazle 4 [Visual & Auditory], Burst Area)
. . . . . . . . . . .Fragmentation Grenades (Blast 5, Burst Area)

Heavy . . . . . . 7.62mm Machine Gun (Blast 6, Autofire) . . . . . . . . . . . . . . . . . . . . . . . .+8 Toughness
. . . . . . . . . . .Heavy Pistol (Blast 4) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tactical Armor (Protection 5)
. . . . . . . . . . .Sword/Axe/Hammer (Strike 3, Mighty (+6 Damage)
. . . . . . . . . . .Flash Bangs (Dazzle 4 [Visual & Auditory], Burst Area)
. . . . . . . . . . .Fragmentation Grenades (Blast 5, Burst Area)
. . . . . . . . . . .Claymore Mine (Strike 6, Cone Area)
. . . . . . . . . . .Rocket Launcher (Blast 10, Burst Area, Limited to One Use)

Support . . . . .Submachine Gun (Blast 4, Autofire) . . . . . . . . . . . . . . . . . . . . . . . . . . .+6 Toughness (field types)
. . . . . . . . . . .Heavy Pistol (Blast 4) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Tactical Vest (Protection 4)
. . . . . . . . . . .Knife (Strike 1, Mighty [no more than +3 Damage])
. . . . . . . . . . .Flash Bangs (Dazle 4 [Visual & Auditory], Burst Area) . . . . . . . . . . . . . . . .+3/+4 Toughness (background types)
. . . . . . . . . . .Fragmentation Grenades (Blast 5, Burst Area) . . . . . . . . . . . . . . . . . . . . Undercover Shirt (Protection 2, Subtle)

Transport . . . . On Foot
(PL 5s only) . . .Submachine Gun (Blast 4, Autofire) (pilots only) . . . . . . . . . . . . . . . . . . +4 Toughness (pilots)
. . . . . . . . . . .Heavy Pistol (Blast 4) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Undercover Shirt (Protection 2, Subtle)
. . . . . . . . . . .Knife (Strike 1, Mighty [no more than +3 Damage])
. . . . . . . . . . .Hammer (Strike 3, Mighty (no more than +5 Damage) (mechanics only). . . +3/+4 Toughness (mechanics)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Undercover Shirt (Protection 2, Subtle)
. . . . . . . . . . .In Plane/Helicopter (Pilots only)
. . . . . . . . . . .Light Machine Gun (Blast 6, Autofire) . . . . . . . . . . . . . . . . . . . . . . . . . In Plane/Helicopter
. . . . . . . . . . .Mini Missles (Blast 6, Burst Area) or Rockets (Blast 9, Burst Area, 5 Uses) . .+11 Toughness
. . . . . . . . . . .Both use STR 40 (+15) and Flight 6 (500 MPH, 4400 ft/rnd). . . . . . . . . . . -4 Defense (or 1d20+10, but can’t attack that round)

If they’re a PL 5 they have(10 – Damage Rank) Attack Bonus with that weapon. If they’re PL 6 it’s (12 – Damage Rank). Naturally this doesn’t apply to Area Attacks. Defense Rank is (10 – Toughness) if they’re PL 5 and (12 – Toughness) if they’re PL 6. Reflex saves are the same number, while Fort and Will saves are +3 for PL 5s and +4 for PL 6. Please be advised that individual MAG members do not necessarily carry all the listed weapons. Recon division uses Suppressors (adds Subtle) on all firearms. Depending on the mission, Assault may do so as well. All armor has the Second Chance (Toughness vs. Ballistics) feat. Heavy division armor has a second rank of it vs. Explosive. All divisions have whatever non weapon or armor Equipment they require to perform their missions. They’re mooks, don’t worry about EP costs. Nicknames for individual members, should you desire to have some, can be found here. Ranks below Captain and Lieutenant are Sergeant, Squad Leader, and Squaddie. All Captains and Lieutenants are non-Minions. Sergeants may be non-Minions at GM discretion, however, all Squad Leaders and Squaddies are Minions.

In combat, MAG soldiers take full advantage of Autofire’s Multiple Targets, Covering Fire, and Suppression Fire options. They also take full advantage of Team Attacks and Cover. Even a mook squad that knows what it’s doing can be dangerous to a solo PL 8 hero. So be careful out there.
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Commander Titan
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Re: The Phoenixverse (A 2e OC 'verse; Newest: StrRev! Military Action Group!)

Post by Commander Titan »

Sorry, recent political developments in the US kinda precluded spending the weekend looking at fun websites, but I'm giving myself a day of rest and I'm all caught up now.
EternalPhoenix wrote: Fri Jun 24, 2022 11:01 pm 1. Which of the four STG Squads is your favorite? If you have one, anyway. I don't. Not really.
I really like the Sin-sations conceptually, since popstars/traveling band as a cover for assassins/special ops is a really fun idea (I had a notion once for a Lady Gaga-inspired character, who was also an assassin - she'd hire the same security service as her targets for her concerts, to understand how they worked, and her various costumes all had different gimmick gadgets). That said, their individual members aren't all my favorites, who are mores spread out.
EternalPhoenix wrote: Fri Jun 24, 2022 11:01 pm 2. Do you have any favorite STG members? If you do, please name them.
Aeon, because a smart legacy villain with smart parents, who were professional criminals, not serial killers or violent megalomaniacs, is a really fun idea.
Photophobia, insofar as Asmodean vampire powers, and hers specifically, are a really fun way to make vampires more varied in a supers setting.
Nimbus, because I think it's a brilliant combination of a not immediately "obviously powerful" power, with a really straightforward use of it - being a sniper. If superpowered characters aren't arbitrarily against guns, there's a lot of interesting combos to be had, as she shows.
Gobstopper, because living hard candy is a great concept as well.
Dusk Widow, because CIA agent in so deep she doesn't realize she's basically a legacy hero (albeit one working for terrorists) is a fun idea.
Calamity Jane, because as others observed, its a really clever twist on "the twin supervillains."
EternalPhoenix wrote: Fri Jun 24, 2022 11:01 pm 3. What I do after the Revolution. Four options.
. . The Icons, which are more or less traditional superheroes. Nick Phoenix is included as a reservist, as the OP shows. Firmly in the Heroes category, obviously.
. . Roth Investigations, which is Asteroth's crew so obviously he'll be in it. This is the supernatural side of the street, so very untraditional here. Asteroth by himself makes them Tweeners.
. . The Academy, which is were all the Phoenix Mutates are so you can see how they work. I'm not quite sure what to do with them. Traditional setup, go cosmic, or Krakoa them. But if you chose them I'll figure it out. They're Tweeners for a variety of reasons that I'd get to in their Overview, as there isn't space here.
. . The infamous Agency itself. They've been mentioned a lot through various bios. Do you want to see what they're all about? Firmly in the Villain category, obviously.
I'm torn, none are bad options, albeit I feel like we've had the least information on the Academy, so they're the least immediately interesting (but, uh, one subvote for "go Krakoa," because the Krakoan Age has me reading X-Men comics again). While I want to see the Agency get their due, I feel I can wait on that.

Much as the Icons would really fascinate me, since I'm assuming Roth Investigations is sort of a dark parallel to NPC investigations, that gets my vote.
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EternalPhoenix
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Re: The Phoenixverse (A 2e OC 'verse; Newest: StrRev! Military Action Group!)

Post by EternalPhoenix »

Commander Titan wrote: Wed Jun 29, 2022 12:55 am Sorry, recent political developments in the US kinda precluded spending the weekend looking at fun websites, but I'm giving myself a day of rest and I'm all caught up now.
The Land of Mary is right in the middle of the East Coast. I'm aware. Ruined my entire Saturday and part of my Sunday.
Commander Titan wrote: Wed Jun 29, 2022 12:55 amMuch as the Icons would really fascinate me, since I'm assuming Roth Investigations is sort of a dark parallel to NPC investigations, that gets my vote.
Ehhhhhhh...They kind of started that way, but now they've suffered a lot of serial escalation followed by recovery and honestly they barely qualify as a team anymore, scattered as they are. The business itself still runs in fits and starts (folks gotta eat), but NPC Investigations they are not. I think the story of Roth is fundamentally not a happy one. Success always has a price, and sometimes it is bitter. They have had good times with each other, and they have also acrimoniously parted ways. It's a story about how there is no winning the Neverending Battle, but conversely there is no losing it either. Yet still they are compelled to try. Except Asteroth, who is...not someone I can sum up in a line. The Wild Card is very, very complicated.

So I think I'll count that as a vote for the Icons, with your permission. I call them Roth Investigations because the original name of the series (Dark Messiah) turned out to be a video game series, and I honestly don't have a better one. :sweat_smile:
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EternalPhoenix
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Re: The Phoenixverse (A 2e OC 'verse; Newest: StrRev! Military Action Group!)

Post by EternalPhoenix »

EternalPhoenix wrote: Wed Jun 29, 2022 2:34 am Ehhhhhhh...They kind of started that way, but now they've suffered a lot of serial escalation followed by recovery and honestly they barely qualify as a team anymore, scattered as they are. The business itself still runs in fits and starts (folks gotta eat), but NPC Investigations they are not. I think the story of Roth is fundamentally not a happy one. Success always has a price, and sometimes it is bitter. They have had good times with each other, and they have also acrimoniously parted ways. It's a story about how there is no winning the Neverending Battle, but conversely there is no losing it either. Yet still they are compelled to try. Except Asteroth, who is...not someone I can sum up in a line. The Wild Card is very, very complicated.

So I think I'll count that as a vote for the Icons, with your permission. I call them Roth Investigations because the original name of the series (Dark Messiah) turned out to be a video game series, and I honestly don't have a better one. :sweat_smile:
Actually, let me add: None of them, especially Asteroth, would know what a healthy life choice was if it bit them on the ass. And it's the version of that which isn't entirely mined for comedy. Seriously, it's like that meme with the car taking that rapid turn into that exit. Or the guy looking from the woman he's with to the one they just passed. Most of them have their moral compass straight (or somewhere in that ballpark), and they're competent at their actual jobs. None of which pay well...or at all, really. Hooray for credit card fraud! No wait that's a crime shit. So you know. It's like that Henry Rollins quote. "Half of life is fucking up. The other half is dealing with it." At least one of them is engaged in actively fucking up at any given time. May God literally help them if they're all doing it at the same time. They are not, at any point, actually mentally or emotionally okay. It's by turns sad, noble, and genuinely funny.
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EternalPhoenix
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Walter Mackey

Post by EternalPhoenix »

Walter Mackey

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

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

Tough: +2/+6, Fort: +5, Ref: +12, Will: +7

Skills: Acrobatics 4 (+5), Bluff 3 (+5), Craft (mechanical) 3 (+5), Diplomacy 3 (+5), Gather Information 3 (+5), Intimidate 6 (+8), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 13 (+15), Language 5 (+5), Medicine 2 (+5), Notice 12 (+15), Sense Motive 5 (+8), Stealth 14 (+15)

Feats: All-Out Attack, Attack Focus (ranged) 6, Attack Specialization (Unarmed Attack), Defensive Attack, Dodge Focus 5, Equipment 3, Improved Aim, Improved Critical 2 (Sniper Rifle Shot (Blast 6)), Improved Initiative, Master Plan, Master Plan 2 (tactics), Power Attack, Precise Shot 2, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Skill Mastery (KN (tactics), Medicine, Notice, Stealth), Ultimate Effort (Aim), Uncanny Dodge (Auditory)

Powers:
MAG Recon Captain's Armor (Device 5) (Hard to lose)
. . Active Camoflage (Concealment 4) (all visual senses; Blending)
. . Integral Grapple Gun (Linked)
. . . . Speed 1 (Linked; Speed: 10 mph, 88 ft./rnd)
. . . . Super-Movement 2 (Linked; wall-crawling 2 (full speed))
. . Integral Radio (Communication 6) (sense type: radio; Subtle (subtle))
. . Kevlar Weave & Ceramic Plating (Protection 4) (+4 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive))
. . Tactical Goggles (Super-Senses 2) (infravision, ultravision)

Sniper Rifle w/ Scope (Device 5) (Easy to lose; Subtle (subtle))
. . Scope (Super-Senses 2) (extended (type): Visual 1 (-1 per 100 ft))
. . Sniper Rifle Shot (Blast 6) (DC 21, Feats: Improved Critical 2 (Sniper Rifle Shot (Blast 6)); Penetrating [3 ranks only]; Improved Range 2 (300 ft. incr), Progression, Increase Range 2 (max range x5, 3000 feet), Subtle 2 (unnoticable))

Equipment: Backup Arsenal (Masterwork Suppressed Light Pistol, Suppressed Heavy Pistol, Suppressed Submachine Gun)

Attack Bonus: +6 (Ranged: +12, Melee: +6, Grapple: +8)

Attacks: Masterwork Suppressed Light Pistol, +13 (DC 18), Sniper Rifle Shot (Blast 6), +12 (DC 21), Suppressed Heavy Pistol, +12 (DC 19), Suppressed Submachine Gun, +12 (DC 19), Unarmed Attack, +8 (DC 17)

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

Initiative: +5

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

Totals: Abilities 24 + Skills 19 (76 ranks) + Feats 27 + Powers 36 + Combat 26 + Saves 18 + Drawbacks 0 = 150

Age (as of Jan 2019): 68
Height: 5’ 9”
Weight: 155 lbs
Ethnicity: English
Hair: Black (dyed, naturally White)
Eyes: Blue

Background: Walter Mackey is old as shite. Ask him, he’ll tell you. The extremely long term veteran mercenary has shot people in the head or center of torso on 5 continents. 5 because Australia and Antarctica have never had a proper war for him to do it in, and have you tried getting in and out of either with a fucking murder rifle? Fucking impossible, innit? Very young Walter was a dutiful son from a military family who joined the British Army and was promptly sent to Northern Fucking Ireland. Fucking Irish, he says. Both sides were stupid bastards, he says. Troubles? That’s one way of putting it, he says. Bunch of stubborn dickheads being stubborn and dickheaded at each other. He served his term and got the fuck out. He says that the Good Friday Agreement was something they should’ve done 30 fucking years earlier and saved everyone the bloodshed. After that, he was a gun for hire for a bit. Did some shooting in Vietnam and neighboring places. A little more in South America, but he can’t talk about that in mixed company. Client’s Non Disclosure Agreement (because of all the war crimes, so DON’T BLOODY ASK) is still in effect. Fell in with the Strength Revolution around ’86. Eventually Katrea made him Captain of the Recon Division and therefore responsible for keeping their training up to snuff. He’s still around, somehow. Just hasn’t managed to get killed or imprisoned. And what the fuck would he do if he retired? Sit on some beach and have fruity drinks? Sounds incredibly fucking dreary. Also these shite for brains recruits would never learn how not to get dead or nabbed. Christ, it’s like they get stupider every year. Call of Duty is not reality, you enormous dipshits. His current Lieutenants are the Israeli Rose “Zulu” Ross and the Mexican Patricia “Shadow” Garza.

Powers & Tactics: Like all of the MAG, Mackey has no superhuman powers. He has a primary weapon in his Sniper Rifle w/ Scope, his MAG Recon Captain's Armor, and a Backup Arsenal. The Rifle has the expected range and the Scope extends his vision. The Backup Arsenal consists of a Suppressed Submachine Gun, a Suppressed Heavy Pistol, and a Masterwork Suppressed Light Pistol.

. . It is the MAG Recon Captain’s Armor that is remarkable. A radio for staying in touch with Commander Katrea and his troops. A grapple gun for ascending heights rapidly. The expected body armor, with it being more effective against bullets, knives, shrapnel, arrows, and explosions. Goggles that extend his vision into the infrared and ultraviolet spectrums. But the big element is the Active Camouflage. Between sensors and electro sensitive pigments on the armor, Mackey can basically disappear from sight as long as he doesn’t move too quickly. And why would an old sniper move quickly to begin with?

. . Tactically, Mackey is a sniper. Old school recon man. Find a good vantage point, get to it with Integral Grapple Gun, and turn on Active Camouflage. Between his Tactical Goggles and Scope, he’s likely got superior visual command of the battlefield. He can keep in touch with his division or whoever he’s working with, letting them know what he sees. He can also deal out steel jacketed death from further away that most can see without aid. With enough height and good sight lines he’s basically invincible for any enemies who don’t have enhanced senses. Do not forget that he can engage a Master Plan and grant all of his allies a +3 to all skill checks and, more importantly, attack rolls for three rounds. Then a +2 and finally a +1 for one round each. He’s basically a one man force multiplier. He can’t power stunt. One last thing. There’s a saying. Fear the old man in a profession where men die young. He’s a 68 year old criminal mercenary. He doesn’t make mistakes.

Personality: Walter Mackey is an asshole. A grumpy old man who nothing is ever good enough for, and just such an asshole. His policy is to treat everyone alike: just like shit. Nobody actually likes him, but he’s been with the Strength Revolution for longer than anyone who isn’t actively immortal in some way. It’s genuinely impressive, actually, how long he’s survived. So pretty much everybody respects him. And you know, he doesn’t use actual slurs. Not because he’s politically correct or particularly “woke”, but because insulting you for something you were born as and can’t change is weak and unimaginative. Any ignorant hack can drop slurs all over the place. It takes a real artist to make a grown man cry over his own life choices. Once again, he’s an asshole.
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Re: The Phoenixverse (A 2e OC 'verse; Newest: StrRev! Military Action Group! Walter Mackey!)

Post by Commander Titan »

As you say, what an asshole! But his long career also means he'd be a great NPC to have been involved in some PC's backstory, if they have military / mercenary / espionage ties, having previously crossed paths before Mackey was with the Revolution, or not knowing that he was at the time. And a good example of someone who looks like a decent threat without needing fancy, complicated superpowers.
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Rose "Zulu" Ross

Post by EternalPhoenix »

Rose "Zulu" Ross

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

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

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

Skills: Acrobatics 2 (+5), Bluff 3 (+5), Concentration 7 (+10), Craft (mechanical) 3 (+5), Diplomacy 3 (+5), Gather Information 3 (+5), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 8 (+10), Language 6 (+6), Medicine 2 (+5), Notice 12 (+15), Sense Motive 2 (+5), Stealth 12 (+15), Survival 2 (+5)

Feats: Attack Focus (ranged) 2, Dodge Focus 3, Equipment 3, Improved Aim, Improved Critical 2 (Sniper Rifle Shot (Blast 6)), Improved Initiative, Precise Shot 2, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Skill Mastery (Craft (mech), Notice, Stealth, Survival), Ultimate Effort (Aim), Uncanny Dodge (Auditory)

Powers:
Archangel Zulu Armor (Device 4) (Hard to lose)
. . Integral Radio (Communication 6) (sense type: radio; Subtle (subtle))
. . Kevlar Weave & Ceramic Plating (Protection 4) (+4 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive))
. . Silenced Jet Pack (Flight 2) (Vertical Speed: 25 mph, 220 ft./rnd, Horizontal Speed: 10 mph, 88 ft./rnd; Levitate [1 rank only]; Subtle (subtle))
. . Tactical Goggles (Super-Senses 2) (infravision, ultravision)

Sniper Rifle w/ Scope (Device 5) (Easy to lose; Subtle (subtle))
. . Scope (Super-Senses 2) (extended (type): Visual 1 (-1 per 100 ft))
. . Sniper Rifle Shot (Blast 6) (DC 21, Feats: Improved Critical 2 (Sniper Rifle Shot (Blast 6)); Penetrating [3 ranks only]; Improved Range 2 (300 ft. incr), Progression, Increase Range 2 (max range x5, 3000 feet), Subtle 2 (unnoticable))

Equipment: Backup Arsenal (Masterwork Knife, Suppressed Heavy Pistol, Suppressed Submachine Gun)

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

Attacks: Masterwork Knife, +9 (DC 18), Sniper Rifle Shot (Blast 6), +10 (DC 21), Suppressed Heavy Pistol, +10 (DC 19), Suppressed Submachine Gun, +10 (DC 19), Unarmed Attack, +8 (DC 17)

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

Initiative: +7

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

Totals: Abilities 28 + Skills 17 (68 ranks) + Feats 15 + Powers 32 + Combat 30 + Saves 13 + Drawbacks 0 = 135

Age (as of Jan 2019): 30
Height: 5’ 10”
Weight: 140 lbs
Ethnicity: Israeli
Hair: Dark Brown
Eyes: Light Brown

Background: Rose “Zulu” Ross is ex-Israeli Ground Forces. She was conscripted at age 18, same as any citizen of Israel. Unlike roughly a third of young women, however, she did not get a religious exemption and volunteer for Sherut Leumi. Her physical profile was also very high, enough to join the Infantry Corps. This is where she received her initial sharpshooter training. She was good, so she was fully trained as a sniper and served in a sniper platoon within her larger unit. Then her term of service ended, and she left military service. It had never suited her, anyway. MAG Recon Captain Walter Mackey keeps an eye out for potential recruits, and she fit the bill. The pay is good. Her personality meshes well with her Captain. And the rules of the MAG are more…flexible than those of military service. Fucking officers. She’s aromantic and asexual, and thus has less than no desire to get married or birth her own children. Adoption, maybe. Someday. Or perhaps that’s just the guilt from not giving her mother grandchildren yet.

Powers & Tactics: Like all of the MAG, Zulu has no superhuman powers. She has a primary weapon in her Sniper Rifle w/ Scope, her Archangel Zulu Armor, and a Backup Arsenal. The Rifle has the expected range and the Scope extends her vision. The Backup Arsenal consists of a Suppressed Submachine Gun, a Suppressed Heavy Pistol, and a Masterwork Knife.

. . It is the Archangel Zulu Armor that is remarkable. A radio for staying in touch with Captain Mackey and her troops. The expected body armor, with it being more effective against bullets, knives, shrapnel, arrows, and explosions. Goggles that extend her vision into the infrared and ultraviolet spectrums. But the big element is the Silenced Jet Pack. She can fly. Slowly, true, and ascending is faster, but she can fly. Since it’s silenced, she can sneak around at the same time. This is unlike most flight methods.

. . Tactically, she’s a sniper and a scout. So she’s either shooting from further away than most people can see, or she’s passively observing and reporting. She is always flying. People don’t look up much, especially over a hundred feet up. She does not power stunt.

Personality: Zulu is, ironically from someone born in a desert country, frigid. Ice fucking cold. Like a Russian in Siberia in February cold. She is in a permanent state of just not giving one single fuck. She’s 100% professional, with a dry wit designed to take more years off lifespans than her weapons. However, she is surprisingly adherent to the Jewish faith, if not culture. She doesn’t keep perfect kosher, but what heavily traveling person can? A strange woman, that Zulu.
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Patricia "Shadow" Garza

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Patricia "Shadow" Garza

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

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

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

Skills: Acrobatics 12 (+15), Bluff 3 (+5), Craft (mechanical) 3 (+5), Diplomacy 3 (+5), Gather Information 3 (+5), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 8 (+10), Language 5 (+5), Notice 12 (+15), Sense Motive 2 (+5), Stealth 12 (+15), Survival 2 (+5)

Feats: Attack Focus (ranged) 2, Attack Specialization (Masterwork Knife), Dodge Focus 3, Equipment 3, Improved Aim, Improved Critical 2 (Sniper Rifle Shot (Blast 6)), Improved Initiative, Precise Shot 2, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Skill Mastery (Acrobatics, Craft (mech), Notice, Stealth), Uncanny Dodge (Auditory)

Powers:
Shadow Chameleon Armor (Device 4) (Hard to lose)
. . Active Camouflage (Concealment 4) (all visual senses; Blending)
. . Integral Radio (Communication 6) (sense type: radio; Subtle (subtle))
. . Kevlar Weave & Ceramic Plating (Protection 4) (+4 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive))
. . Tactical Goggles (Super-Senses 2) (infravision, ultravision)

Sniper Rifle w/ Scope (Device 5) (Easy to lose; Subtle (subtle))
. . Scope (Super-Senses 2) (extended (type): Visual 1 (-1 per 100 ft))
. . Sniper Rifle Shot (Blast 6) (DC 21, Feats: Improved Critical 2 (Sniper Rifle Shot (Blast 6)); Penetrating [3 ranks only]; Improved Range 2 (300 ft. incr), Progression, Increase Range 2 (max range x5, 3000 feet), Subtle 2 (unnoticable))

Equipment: Backup Arsenal (Masterwork Knife, Suppressed Heavy Pistol, Suppressed Submachine Gun)

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

Attacks: Masterwork Knife, +11 (DC 18), Sniper Rifle Shot (Blast 6), +10 (DC 21), Suppressed Heavy Pistol, +10 (DC 19), Suppressed Submachine Gun, +10 (DC 19), Unarmed Attack, +8 (DC 17)

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

Initiative: +7

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

Totals: Abilities 28 + Skills 17 (68 ranks) + Feats 15 + Powers 32 + Combat 30 + Saves 13 + Drawbacks 0 = 135

Age (as of Jan 2019): 27
Height: 5’ 6”
Weight: 125 lbs
Ethnicity: Mexican
Hair: Brown
Eyes: Dark Brown

Background: Patricia "Shadow" Garza is a former Sinaloa Cartel enforcer. Hitwoman? Assassin? Look, she didn’t have a job title. She just shot people and cut throats when the boss said so. She started in her mid teens, worked her way up the ladder a little bit, and then BLACK swept down on her boss like the wrath of God. She was neither stupid nor loyal enough to die for her greedy misogynist asshole of a boss, so she ran the fuck away from that shitshow/massacre. MAG Recon Captain Walter Mackey keeps an eye out for potential recruits, and she fit the bill. The pay is good. She doesn’t have to worry about fucking BLACK swooping in out of nowhere. And while her Captain is a fucking asshole, he’s never tried to stiff her on her pay, get in her pants, or hold her pay hostage to get in her pants. So whatever. This was explicitly a pain in her ass because she’s a lesbian and has less romantic/sexual interest in men than she has in the average block of wood. She is in a committed relationship with a woman in Support, but they do not plan on having or adopting any children.

Powers & Tactics: Like all of the MAG, Shadow has no superhuman powers. She has a primary weapon in her Sniper Rifle w/ Scope, her Shadow Chameleon Armor, and a Backup Arsenal. The Rifle has the expected range and the Scope extends her vision. The Backup Arsenal consists of a Suppressed Submachine Gun, a Suppressed Heavy Pistol, and a Masterwork Knife.

. . It is the Shadow Chameleon Armor that is remarkable. A radio for staying in touch with Captain Mackey and her troops. The expected body armor, with it being more effective against bullets, knives, shrapnel, arrows, and explosions. Goggles that extend her vision into the infrared and ultraviolet spectrums. But the big element is the Active Camouflage. Between sensors and electro sensitive pigments on the armor, Shadow can basically disappear from sight as long as she doesn’t move too quickly.

. . Tactically, she’s assassin and spy. Flexible. A sniper shot and/or distant observation is good, but some targets can only be killed and some things can only be discovered up close, which is where Active Camouflage comes in handy. She’s from the up close and personal side of Recon, so her Backup Arsenal ain’t quite as “backup” as it is Mackey or Zulu. Especially her Masterwork Knife.

Personality: Shadow is an unrepentant killer. However, she’s not mentally ill or anything. World’s dog eat dog, you know? Sometimes you have to kill to survive, and not because your life is in direct danger, but because it’s your only marketable skill. She’s a very practical and pragmatic woman. If it’s not getting her paid and keeping a roof over her head, she doesn’t give a shit about it. She only softens around her partner, and they don’t go on missions together for that exact reason.
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Simon Vyntra

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Simon Vyntra

Power Level: 8/10; Power Points Spent: 150/150

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

Tough: +3/+10, Fort: +7, Ref: +10, Will: +4

Skills: Bluff 2 (+5), Craft (chemical) 12 (+15), Diplomacy 2 (+5), Intimidate 12 (+15), Knowledge (physical sciences) 12 (+15), Knowledge (tactics) 2 (+5), Language 5 (+5), Notice 4 (+5), Sense Motive 4 (+5), Stealth 9 (+10)

Feats: Attack Focus (ranged) 3, Attack Specialization (Masterwork Light Pistol), Attack Specialization (Masterwork Warhammer), Dodge Focus 3, Equipment 4, Evasion 2, Improvised Tools, Inventor, Precise Shot, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Uncanny Dodge (Auditory)

Powers:
Explosives Belt (Device 8) (Hard to lose)
. . Explosives (Array 17) (default power: blast)
. . . . Flash BANG (Dazzle 8) (Array; affects: 1 type + visual - visual & auditory, DC 18; Burst Area (40 ft. radius - General); Triggered 2 (any trigger))
. . . . Flechette STORM (Strike 10) (Array; DC 25; Cone Area (100-500 ft. cone - General), Penetrating; Progression, Increase Area 2 (area x5), Triggered 2 (any trigger))
. . . . Ka-BOOMER (Blast 10) (Array; DC 25; Burst Area (50-250 ft. radius - General); Progression, Increase Area 2 (area x5), Triggered 2 (any trigger))
. . . . Ol' Smokey (Obscure 8) (Array; affects: visual senses, Radius: 1000 ft.; Duration (continuous), Selective Attack, Total Fade; Fades)
. . . . Super EMP (Nullify 10) (Array; counters: all powers of (type) - technological, DC 20; Burst Area (50-250 ft. radius - General); Progression, Increase Area 2 (area x5), Triggered 2 (any trigger))
. . . . Targeted Bomb (Blast 8) (Default; DC 23; Burst Area (40 ft. radius - General), Selective Attack; Triggered 2 (any trigger))
. . . . Wall BANGER (Drain 8) (Array; drains: single trait - toughness, DC 18; Affects Objects, Burst Area (40 ft. radius - General), Range (ranged); Triggered 2 (any trigger))

MAG Heavy Captain's Armor (Device 5) (Hard to lose)
. . Environmental Support Gear (Immunity 4) (environmental condition: Heat, environmental condition: Radiation, suffocation (all))
. . Heavy Kevlar Weave & Ceramic Plating (Protection 7) (+7 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive))
. . Integral Radio (Communication 6) (sense type: radio; Subtle (subtle))
. . Tactical Goggles (Super-Senses 4) (distance sense, infravision, time sense, ultravision)

Equipment: Arsenal (Masterwork Assault Rifle, Masterwork Light Pistol, Masterwork Warhammer), Toolkit (Basic)

Attack Bonus: +7 (Ranged: +10, Melee: +7, Grapple: +10)

Attacks: Flash BANG (Dazzle 8) (DC Fort/Ref 18), Flechette STORM (Strike 10) (DC 25), Ka-BOOMER (Blast 10) (DC 25), Masterwork Assault Rifle, +11 (DC 20), Masterwork Light Pistol, +13 (DC 18), Masterwork Warhammer, +10 (DC 21), Super EMP (Nullify 10) (DC Will 20), Targeted Bomb (Blast 8) (DC 23), Unarmed Attack, +7 (DC 18), Wall BANGER (Drain 8) (DC Fort/Staged 18)

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

Initiative: +1

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

Totals: Abilities 28 + Skills 16 (64 ranks) + Feats 18 + Powers 52 + Combat 20 + Saves 16 + Drawbacks 0 = 150

Age (as of Jan 2019): 25
Height: 5’ 9”
Weight: 180 lbs
Ethnicity: Greek
Hair: Dark Brown
Eyes: Grey

Background: Simon Vyntra was literally a bomb throwing anarchist. He grew up idolizing the terrorist group Black Star, and was fascinated by explosive chemistry. At age 15 he made his big debut as a terrorist by blowing up a half a dozen parked (and empty) police cars in Athens. He declared his political leanings and blasted the (in his very young opinion) cowards who hide instead of truly fighting imperialism, the establishment, and capitalism. He might have gone on a real reign of terror…except Katrea was in town. And she liked his spirit. She had a word with Methion, and the Grand Wizard recruited the teenage boy personally. The stabilizing factor that prevented a disaster was Walter Mackey. Katrea had correctly identified the teenager as a born contrarian. And Mackey, who would tell God to His face that He’s a bit shit, honestly, was the perfect person to get the best out of him. Vyntra became a useful member of the MAG basically just to spite him. He was made Captain specifically to keep him in contact with Mackey and so that he wouldn’t drive his Captain up the wall. He only had to answer to Katrea. It is his current Lieutenants, the American Sergio “Tectonic” Marquez and the Irish Casey “Casino” Duff who command the Heavy division. And the bomb throwing Revolutionary wouldn’t have it any other way.

Powers & Tactics: Like all of the MAG, Vyntra has no superhuman powers. He has primary weapons in his Explosives Belt, his MAG Heavy Captain's Armor, and an Arsenal of mundane firearms. There are several different types of explosives in the Belt. An overpowered flash bang. What’s basically a claymore mine taken up to eleven with steel flechettes instead of balls. A huge smoke grenade. A mighty electromagnetic pulse bomb. Literal thermite for burning through walls. And two very large bombs, one of which is weaker but can be directed. The other is just a massive explosion. Everything in the belt except the smoke grenade he can trigger instantly or set up for later. A remote control, a timer, pressure plates, tripwires, he’s got a lot of methods to trigger them.

. . The MAG Heavy Captain’s Armor is useful. A radio for staying in touch with Commander Katrea and his troops. Protection against heat and radiation, along with an air supply. Goggles that extend his vision into the infrared and ultraviolet spectrums. And very heavy body armor, with it being more effective against bullets, knives, shrapnel, arrows, and explosions. The latter of which is very useful in his line of work.

. . The Arsenal consists of a Masterwork Assault Rifle, a Masterwork Light Pistol, and a Masterwork Warhammer.

. . Tactically, well…it depends. He can be both the unhinged terrorist and the professional demoman. It depends what the mission needs. The former doesn’t use a lot of Triggered while the latter absolutely does. Flash BANG and Ol’ Smokey are to cover escapes, really. Super EMP is able to shut down tech in up to a 250 foot radius, which is useful for escapes too, but also has its uses as a distraction against heroes (especially tech specialists) and it’s an excellent terrorist weapon. The rest are pretty regular explosives, by which I mean he uses them to kill people and knock down walls and buildings. The Arsenal is for when explosions would be…unwise. Please note that he uses KN (physical sciences) for Inventor. Because he has that, he never power stunts.

Personality: Simon Vyntra is a fucking lunatic. He’s basically a pyromaniac, except instead of liking to make things burn he likes to make them explode. This doesn’t mean he is unable to contain himself. After a decade, he’s a fervent believer in Revolutionary ideals. He scares the shit out of rank and file MAG soldiers with his enthusiasm for explosives and the Revolution. Even the officers are uneasy around him. Except Walter Mackey, who as noted doesn’t give a shit.
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Sergio “Tectonic” Marquez

Post by EternalPhoenix »

Sergio “Tectonic” Marquez

Power Level: 8/10; Power Points Spent: 135/135

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

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

Skills: Acrobatics 4 (+5), Bluff 2 (+5), Craft (chemical) 3 (+5), Craft (mechanical) 3 (+5), Diplomacy 2 (+5), Gather Information 2 (+5), Intimidate 7 (+10), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 8 (+10), Language 6 (+6), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+5), Survival 8 (+10)

Feats: Attack Focus (ranged) 3, Attack Specialization (Masterwork Battleaxe), Dodge Focus 3, Equipment 4, Improved Critical 2 (Heavy Machine Gun (Blast 8)), Precise Shot, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Skill Mastery (Notice, Sense Motive, Stealth, Survival), Startle, Teamwork 2, Uncanny Dodge (Auditory)

Powers:
Heavy Weapons (Device 5) (Easy to lose; Custom (Multiple Weapons))
. . Heavy Machine Gun (Blast 8) (DC 23; Autofire (interval 2, max +5))
. . . . Rocket Launcher (Blast 10) (Alternate; DC 23; Burst Area (40-250 ft. radius - General); Unreliable (5 Uses); Progression, Decrease Area 2 (-2 ranks), Progression, Increase Area 2 (area x5))

MAG Lieutenant's Armor (Device 4) (Hard to lose)
. . Integral Radio (Communication 6) (sense type: radio; Subtle (subtle))
. . Kevlar Weave & Ceramic Plating (Protection 5) (+5 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive))
. . Tactical Goggles (Super-Senses 2) (infravision, ultravision)

Equipment: Backup Arsenal (Flash-Bang, Fragmentation Grenade, Heavy Pistol, Masterwork Battleaxe)

Attack Bonus: +5 (Ranged: +8, Melee: +5, Grapple: +10)

Attacks: Flash-Bang, +8 (DC Fort/Ref 14), Fragmentation Grenade, +8 (DC Ref 15), Heavy Machine Gun (Blast 8), +8 (DC 23), Heavy Pistol, +8 (DC 19), Masterwork Battleaxe, +8 (DC 23), Rocket Launcher (Blast 10) (DC 23), Unarmed Attack, +5 (DC 20)

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

Initiative: +1

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

Totals: Abilities 32 + Skills 17 (68 ranks) + Feats 19 + Powers 32 + Combat 20 + Saves 15 + Drawbacks 0 = 135

Age (as of Jan 2019): 42
Height: 6’ 6”
Weight: 280 lbs
Ethnicity: Hispanic
Hair: Dark Brown
Eyes: Dark Brown

Background: Sergio “Tectonic” Marquez was too damn big for the Army. When you’re the size of a NFL offensive lineman, the Army doesn’t want you. Fortunately, the French Foreign Legion isn’t quite so strict. It took a little doing, but he joined up and served many years. He finally mustered out in 2009 after 14 years of service. Medical discharge due to a knee injury. He was a French citizen, and happily so. Married to a lovely French lady with three lovely half French children (all girls, ages as of Jan 2019 are 20, 17, and 14). It took about six months before he was bored out of his skull. In fairness, his wife and kids were also going nuts. Their relationships worked because he wasn’t always there. And then he was, and they didn’t work anymore. He responded to the equivalent of a help wanted ad, and found himself joining the MAG. The docs in Support managed to rebuild his knee. Tectonic himself managed to rebuild his relationships with his wife and daughters. Even added a infant son to the roster in the process (age 9 as of Jan 2019). Understandably, the mercenary Tectonic is not known to be Sergio Marquez. He is the de facto captain of Heavy division, as Simon Vyntra only has the rank to spare everyone having to deal with his inevitable disobedience and disruptiveness to unit cohesion. Vyntra doesn’t mind this, as it grants him the freedom to operate as he pleases and he knows Tectonic is a better leader anyway.

Powers & Tactics: Like all of the MAG, Tectonic has no superhuman powers. He has two primary weapons in his Heavy Weapons, his MAG Lieutenant’s Armor, and a Backup Arsenal. The Heavy Weapons consist of a Heavy Machine Gun and a Rocket Launcher. The Heavy Machine Gun is exactly what it says it is. Normally these are mounted on large vehicles or anchored to the ground, but this is a version with cutting edge firearms technology making it about as man portable as a mundane Light Machine Gun (aka the 7.62mm Machine Gun the rank and file use). Tectonic is strong as hell for an unpowered human, so he handles it with ease. The Rocket Launcher is also exactly what it says it is. The full yield is variable and unlike the rank and file his RL is reloadable with the other four rockets he carries on him. The Backup Arsenal consists of Flash Bangs, Fragmentation Grenades, a Heavy Pistol, and a Masterwork Battleaxe.

. . The MAG Lieutenant’s Armor is useful. A radio for staying in touch with Commander Katrea and his troops. Goggles that extend his vision into the infrared and ultraviolet spectrums. And heavy body armor, with it being more effective against bullets, knives, shrapnel, arrows, and explosions. The latter of which is very useful in his line of work.

. . Tactically, Tectonic has options. Flash Bangs or Startle can help him hit. Fragmentation Grenades can clear out groups, as he reserves his limited Rocket supply for harder targets like tanks, helicopters, or potent superheroes. He can Aid Another with Teamwork to increase their odds of hitting. And there’s always the axe. But mainly he’s behind cover blasting away with his Heavy Machine Gun.

Personality: Ultimately, Tectonic is a selfish creature. He’s not a coward, a sadist, sociopathic, or in any way dramatically evil. He’s not a thief, and there’s plenty that’s happened historically on the battlefield that he would not allow in his presence. However, he’s perfectly content to take large chunks of money to be functionally a murderer and a terrorist. He is selfish in that he wants what he wants, and that’s the end of the discussion. And what he wants, as it turns out, is to be a well paid soldier for a cause that actually means something to him. Mission accomplished.
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Casey "Casino" Duff

Post by EternalPhoenix »

Casey "Casino" Duff

Power Level: 8/10; Power Points Spent: 135/135

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

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

Skills: Acrobatics 4 (+5), Bluff 7 (+10), Climb 2 (+5), Craft (chemical) 3 (+5), Craft (mechanical) 3 (+5), Diplomacy 2 (+5), Gather Information 2 (+5), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 8 (+10), Language 6 (+6), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+5), Survival 8 (+10)

Feats: Attack Specialization (Sword), Dodge Focus 3, Equipment 4, Improved Aim, Improved Initiative, Move-by Action, Precise Shot 2, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Skill Mastery (Notice, Sense Motive, Stealth, Survival), Takedown Attack, Taunt, Uncanny Dodge (Auditory)

Powers:
Heavy Weapons (Device 5) (Easy to lose; Custom (Multiple Weapons))
. . Heavy Machine Gun (Blast 8) (DC 23; Autofire (interval 2, max +5))
. . . . Rocket Launcher (Blast 10) (Alternate; DC 23; Burst Area (40-250 ft. radius - General); Unreliable (5 Uses); Progression, Decrease Area 2 (-2 ranks), Progression, Increase Area 2 (area x5))

MAG Lieutenant's Armor (Device 4) (Hard to lose)
. . Integral Radio (Communication 6) (sense type: radio; Subtle (subtle))
. . Kevlar Weave & Ceramic Plating (Protection 5) (+5 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive))
. . Tactical Goggles (Super-Senses 2) (infravision, ultravision)

Equipment: Backup Arsenal (Flash-Bang, Fragmentation Grenade, Heavy Pistol, Sword)

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

Attacks: Flash-Bang, +8 (DC Fort/Ref 14), Fragmentation Grenade, +8 (DC Ref 15), Heavy Machine Gun (Blast 8), +8 (DC 23), Heavy Pistol, +8 (DC 19), Rocket Launcher (Blast 10) (DC 23), Sword, +10 (DC 21), Unarmed Attack, +8 (DC 18)

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

Initiative: +5

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

Totals: Abilities 28 + Skills 17 (68 ranks) + Feats 17 + Powers 32 + Combat 26 + Saves 15 + Drawbacks 0 = 135

Age (as of Jan 2019): 30
Height: 5’ 11”
Weight: 170 lbs.
Ethnicity: Irish
Hair: Black
Eyes: Blue

Background: Casey "Casino" Duff is a former member of Ireland’s Defense Forces (the Army, specifically). It’s a volunteer organization, and has been from the start. Forced conscription has a ugly history in Ireland, and actually played a key role in triggering the Irish War of Independence. Casino didn’t find what she wanted in the service due to Irish neutrality, and mustered out when she could. She bounced between a few mercenary groups, which brought her to the attention of Katrea. Sergio “Tectonic” Marquez personally recruited her into the unit. Heavy division is a bit of a sausage fest, but she’s held her own enough to join him as a Lieutenant. She has a husband and two children (a 10 year old son and an 8 year old daughter) at home in Ireland. Understandably, the mercenary Casino is not known to be Casey Duff.

Powers & Tactics: Like all of the MAG, Casino has no superhuman powers. She has two primary weapons in his Heavy Weapons, his MAG Lieutenant’s Armor, and a Backup Arsenal. The Heavy Weapons consist of a Heavy Machine Gun and a Rocket Launcher. The Heavy Machine Gun is exactly what it says it is. Normally these are mounted on large vehicles or anchored to the ground, but this is a version with cutting edge firearms technology making it about as man portable as a mundane Light Machine Gun (aka the 7.62mm Machine Gun the rank and file use). Casino is a burly woman, but even she can have a little trouble with it. The Rocket Launcher is also exactly what it says it is. The full yield is variable and unlike the rank and file her RL is reloadable with the other four rockets she carries on her. The Backup Arsenal consists of Flash Bangs, Fragmentation Grenades, a Heavy Pistol, and a Sword.

. . The MAG Lieutenant’s Armor is useful. A radio for staying in touch with Commander Katrea, Tectonic, and her troops. Goggles that extend her vision into the infrared and ultraviolet spectrums. And heavy body armor, with it being more effective against bullets, knives, shrapnel, arrows, and explosions. The latter of which is very useful in her line of work.

. . Tactically, she’s very aggressive. She spends her Rockets pretty quickly, reserving only the last one for any tougher targets like tanks, helicopters, or superheroes. Fragmentation Grenades aren’t as powerful but aren’t as limited in number for her. Flash Bangs, Feinting, and Improved Aim can be used to help her hit. And she loves any opportunity to use her Sword. But mainly she’s blasting away from behind cover with her Heavy Machine Gun.

Personality: Ireland may be neutral, but Casino isn’t. She’s an aggressive woman who loves a good fight. She’d have been right at home back in the Celtic tribal days. Naked and screaming with a huge sword in her hands as she charged the Romans or whoever. She’s a ferocious warrior woman at work, and a cuddly warm mother at home. The two sides are both equally her. It’s just that her MAG work lets the former not spill over into modern society, where aggression and a love of violence are uh…frowned upon.
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Victor "Shotsy" Leroy

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Victor "Shotsy" Leroy

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

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

Tough: +3/+6, Fort: +5, Ref: +10, Will: +6

Skills: Acrobatics 4 (+5), Craft (mechanical) 3 (+5), Diplomacy 2 (+5), Gather Information 2 (+5), Intimidate 7 (+10), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 8 (+10), Language 6 (+6), Notice 8 (+10), Sense Motive 8 (+10), Stealth 9 (+10), Survival 8 (+10)

Feats: Attack Focus (ranged) 3, Dodge Focus 3, Equipment 4, Improved Aim, Improved Critical 2 (Automatic Fire (Blast 6)), Improved Initiative, Master Plan, Master Plan 2 (tactics), Move-by Action, Precise Shot, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Skill Mastery (Notice, Sense Motive, Stealth, Survival), Startle, Uncanny Dodge (Auditory)

Powers:
Heavy Assault Rifle (Device 4) (Easy to lose)
. . Automatic Fire (Blast 6) (DC 21, Feats: Improved Critical 2 (Automatic Fire (Blast 6)); Autofire (interval 2, max +5))

MAG Captain's Armor (Device 4) (Hard to lose)
. . Integral Grapple Gun (Linked)
. . . . Speed 1 (Linked; Speed: 10 mph, 88 ft./rnd)
. . . . Super-Movement 2 (Linked; wall-crawling 2 (full speed))
. . Integral Radio (Communication 6) (sense type: radio; Subtle (subtle))
. . Kevlar Weave & Ceramic Plating (Protection 3) (+3 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive))
. . Tactical Goggles (Super-Senses 2) (infravision, ultravision)

Equipment: Backup Arsenal (Flash-Bang, Fragmentation Grenade, Shotgun, Suppressed Heavy Pistol, Suppressed Submachine Gun)

Attack Bonus: +7 (Ranged: +10, Melee: +7, Grapple: +10)

Attacks: Automatic Fire (Blast 6), +10 (DC 21), Flash-Bang, +10 (DC Fort/Ref 14), Fragmentation Grenade, +10 (DC Ref 15), Shotgun, +10 (DC 21 ), Suppressed Heavy Pistol, +10 (DC 19), Suppressed Submachine Gun, +10 (DC 19), Unarmed Attack, +7 (DC 18)

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

Initiative: +5

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

Totals: Abilities 28 + Skills 17 (68 ranks) + Feats 19 + Powers 28 + Combat 28 + Saves 15 + Drawbacks 0 = 135

Age (as of Jan 2019): 41
Height: 6’ 1”
Weight: 200 lbs
Ethnicity: Caucasian
Hair: Brown
Eyes: Brown

Background: Victor "Shotsy" Leroy is a former US Army Ranger. Like many, he joined the Army out of high school. Easy work, for those that could do it. And he could. He worked his way to Sergeant and attended Ranger School, where he met Jack “Android” Martin. The brutal trials of the 61 days of Ranger School bonded the two men together, and they became firm partners. In 2003 both men deployed to Iraq as a part of the invasion, and remained throughout the Iraqi War. They did rotate home, but both also volunteered for additional duty. At the end of the war, Leroy decided not to extend his service contract, and so was honorably discharged. He finished as a Master Sergeant. He was immediately headhunted by several private military corporations, with a front of the Military Action Group winning out. He began serving in the Assault Division, with Martin joining him a year later after his honorable discharge. A combat casualty in 2014 saw Leroy promoted to Lieutenant, and the Captain’s retirement in 2016 saw him chosen to replace the man. He put his old friend Martin in the new vacancy with the approval of the other Lieutenant, the Japanese Shigeru “Dice” Miyamoto.

. . Leroy has seen some shit. He worked alongside (not “with”, he’d have been court martialed for “with”) BLACK on several occasions back in his days in the 75th Battalion. When the Iraqi government fell, government services fell with it. It turned into a supervillain and monster free for all. To be fair, the Middle East’s superheroes did respond as best they could. However, many of them were also opposed to the, yanno, foreign occupying army. Official US military policy was to treat them the same as any other enemy. And the 75th Ranger Battalion was smack in the middle of the situation, tasked with keeping a lid on…uh…everything. Victor “Shotsy” Leroy has seen some shit. This was why he didn’t reenlist. He was sick to death of seeing good soldiers get maimed, crippled, and/or killed for the dumbest fucking reasons. He was tired of being thrown into situations without adequate intel and having to scramble for his life and for his men’s lives. Yeah, he got a few medals. Yeah, he got a few commendations. They were both cold comfort after witnessing something out of a horror movie rip the life out of a man he’d trained and fought alongside for years. Or having to rapidly shoot down the now flaming mutant lizard monsters streaming out of a mad scientist’s lab after an air strike failed to kill everything in it. Or praying as you retreat (run like hell away from, actually) from a bulletproof something that bears an alarming resemblance to traditional depictions of the Devil as BLACK fights it tooth and nail. Yeah. He’s seen some shit.

Powers & Tactics: Like all of the MAG, Leroy has no superhuman powers. He has a primary weapon in his Heavy Assault Rifle his MAG Captain's Armor, and a Backup Arsenal. The Rifle is just a more powerful version of a mundane Assault Rifle. The Backup Arsenal consists of Flash Bangs, Fragmentation Grenades, a Suppressed Submachine Gun, a Suppressed Heavy Pistol, and a Shotgun.

. . His MAG Captain’s Armor has several features. A radio for staying in touch with Commander Katrea and his troops. A grapple gun for ascending heights rapidly. The expected body armor, with it being more effective against bullets, knives, shrapnel, arrows, and explosions. And goggles that extend his vision into the infrared and ultraviolet spectrums.

. . Tactically, like any MAG soldier he takes full advantage of Autofire’s Multiple Targets, Covering Fire, and Suppression Fire options. He also is generally found behind significant cover if at all possible. He has Startle and Flash Bangs to help him hit his targets, and Fragmentation Grenades to help thin out groups. He can move and shoot with Move By Action, too. With time to prep, he can even engage a Master Plan and grant his allies a +2 to skill check and, more importantly, attack rolls for 3 rounds. Followed by +1 for another round before the effect ends. Other than that, he’s a guy with a big assault rifle. Obviously, he doesn’t power stunt.

Personality: “Shotsy” is a straight up soldier. A stoic, professional ass kicker. Rangers lead the way, after all. But…how to put it. He got tired of being an invader. Of fighting for a cause he didn’t believe in. Of officers more concerned with pleasing the big brass and covering their asses as opposed to looking after their men and doing the job right. It wasn’t all of ‘em, but it damn sure was enough of ‘em. The MAG doesn’t have any of that. Katrea only rewards excellence, not ass kissing. The Revolution is a cause he can believe in. And the pay is a hell of a lot better.
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Jack “Android” Martin

Post by EternalPhoenix »

Jack “Android” Martin

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

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

Tough: +3/+6, Fort: +5, Ref: +10, Will: +6

Skills: Acrobatics 4 (+5), Craft (mechanical) 3 (+5), Diplomacy 2 (+5), Gather Information 2 (+5), Intimidate 7 (+10), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 8 (+10), Language 6 (+6), Notice 8 (+10), Sense Motive 8 (+10), Stealth 9 (+10), Survival 8 (+10)

Feats: Attack Specialization (Bayonet Stab (Strike 3)), Attack Specialization (Masterwork Assault Rifle), Dodge Focus 3, Equipment 5, Improved Aim, Improved Critical 2 (Bayonet Stab (Strike 3)), Improved Critical 2 (Solid Slug (Blast 8)), Improved Initiative, Move-by Action, Precise Shot, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Skill Mastery (Notice, Sense Motive, Stealth, Survival), Startle, Uncanny Dodge (Auditory)

Powers:
Heavy Shotgun (Device 4) (Easy to lose)
. . Solid Slug (Blast 8) (DC 23, Feats: Improved Critical 2 (Solid Slug (Blast 8)))
. . . . Bayonet Stab (Strike 3) (Alternate; DC 21, Feats: Improved Critical 2 (Bayonet Stab (Strike 3)); Mighty)
. . . . Wide Spread (Strike 8) (Alternate; DC 23; Cone Area (80 ft. cone - General))

MAG Lieutenant's Armor (Device 4) (Hard to lose)
. . Integral Grapple Gun (Linked)
. . . . Speed 1 (Linked; Speed: 10 mph, 88 ft./rnd)
. . . . Super-Movement 2 (Linked; wall-crawling 2 (full speed))
. . Integral Radio (Communication 6) (sense type: radio; Subtle (subtle))
. . Kevlar Weave & Ceramic Plating (Protection 3) (+3 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive))
. . Tactical Goggles (Super-Senses 2) (infravision, ultravision)

Equipment: Backup Arsenal (Flash-Bang, Fragmentation Grenade, Knife, Masterwork Assault Rifle, Suppressed Heavy Pistol, Suppressed Submachine Gun), Mission Specific Equipment 3

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

Attacks: Bayonet Stab (Strike 3), +10 (DC 21), Flash-Bang, +8 (DC Fort/Ref 14), Fragmentation Grenade, +8 (DC Ref 15), Knife, +8 (DC 19), Masterwork Assault Rifle, +11 (DC 20), Solid Slug (Blast 8), +8 (DC 23), Suppressed Heavy Pistol, +8 (DC 19), Suppressed Submachine Gun, +8 (DC 19), Unarmed Attack, +8 (DC 18), Wide Spread (Strike 8) (DC 23)

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

Initiative: +5

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

Totals: Abilities 28 + Skills 17 (68 ranks) + Feats 17 + Powers 28 + Combat 30 + Saves 15 + Drawbacks 0 = 135

Age (as of Jan 2019): 40
Height: 6’
Weight: 195 lbs
Ethnicity: Caucasian
Hair: Sandy Brown
Eyes: Light Brown

Background: Scroll back up, to the entry on Victor “Shotsy” Leroy. Android has an identical life story. He’s been Shotsy’s right hand since Ranger School, with the only gap being the year between Shotsy’s discharge and his own. So everything Shotsy’s been through, Android has been through too. And they’re of similar minds about it. ‘Nuff said.

Powers & Tactics: Like all of the MAG, Android has no superhuman powers. He has a primary weapon in his Heavy Shotgun, his MAG Lieutenant's Armor, and a Backup Arsenal. The Shotgun is a more powerful version of a mundane Shotgun, with the ability to fire solid slugs, a wide spread of heavy buckshot, or simply stab away with the attached bayonet. The Backup Arsenal consists of Flash Bangs, Fragmentation Grenades, a Suppressed Submachine Gun, a Suppressed Heavy Pistol, a Masterwork Assault Rifle, and a Knife.

. . His MAG Lieutenant’s Armor has several features. A radio for staying in touch with Commander Katrea, Shotsy, and his troops. A grapple gun for ascending heights rapidly. The expected body armor, with it being more effective against bullets, knives, shrapnel, arrows, and explosions. And goggles that extend his vision into the infrared and ultraviolet spectrums.

. . Tactically, Android is primarily a shotgun surgeon. His Heavy Shotgun has ranged, melee, and area damage available, after all. But sometimes you need to take out a group of enemies that are over there. Fragmentation Grenades are good for that. Flash Bangs and Startle can help single target attacks hit. And yes, he does use the Masterwork Assault Rifle when Autofire’s Covering Fire, and Suppression Fire options are called for. He doesn’t forget about cover, either.

Personality: “Android” is a straight up soldier. A professional ass kicker. Rangers lead the way, after all. Hooah. He joined the Army for the usual patriotic reasons. Mom. The flag. Apple pie. Protect the homeland. Etc. Ad nauseam. But you know, you see some shit. And then you see some more shit. And then you see some more shit. And you realize that’s just the line the recruiters feed you to get you to sign up. You see enough shit, you get disillusioned and you don’t reenlist. Simple as that. He joined the MAG because Shotsy did, and seemed to be having a good time. He hasn’t regretted it. He’s a cheerful soul, really. Albeit in the soldier’s gallows humor way. To use a touch of copyrighted material, think of him as the Ken to Shotsy’s Ryu. Nice guy. Don’t be on the wrong end of his weapons.
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