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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Re: The Phoenixverse (A 2e OC 'verse; Newest: The Strength Revolution; Methion!)

Post by EternalPhoenix »

Davies wrote: Fri May 06, 2022 12:44 am ... wow.

(That's a "how do they beat this guy" wow.)
1) Well, that's the thing. In the normal course of event they don't beat him. They don't even meet him. When I say he's the final boss, I mean he's the FINAL BOSS. That means every other villain and ne'er do well I post has been defeated and either killed, imprisoned, or otherwise taken out of play. He's not omnipotent. A team of 5-8 very high powered heroes (like the traditional JLA) could theoretically take him. They'd take casualties, but they could do it.

2) Both Nick Phoenix and Asteroth are in his weight class. Wether they could take him at a mechanical level I dunno. Maybe. The dice gods are ever fickle. But they can ruin his entire day. Such a battle would likely level entire continents, if not destroy the world. So obviously, bit of a stalemate there. Asteroth is a Wild Card (heh), but Nick would absolutely show up if he tried anything major. And he knows that.

3) The PC factor. Players come up with absolutely wild stuff. There's just no predicting what they'll do.
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Re: The Phoenixverse (A 2e OC 'verse; Newest: The Strength Revolution; Methion!)

Post by RainOnTheSun »

How difficult is it to become a wizard, in the Phoenixverse? Like, how much do people know about the existence of magic, and how far has it spread?
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Re: The Phoenixverse (A 2e OC 'verse; Newest: The Strength Revolution; Methion!)

Post by EternalPhoenix »

RainOnTheSun wrote: Fri May 06, 2022 3:04 am How difficult is it to become a wizard, in the Phoenixverse? Like, how much do people know about the existence of magic, and how far has it spread?
1. Not very. Or rather, it's as difficult as becoming a regular scientist. Of course, that's just the training and education. One starts doing supernatural stuff, the supernatural pays real close attention to them. And that can get dangerous in a hurry if one doesn't know what they're doing. I'd say a Doctoral degree level of learning (a +10 in arcane lore, more or less) would get you to a starting PL8. The key is actually getting the lessons in the first place. They don't normally stock "how to be a wizard" books at the library or local bookstore. Though sometimes fate seems have a sense of humor. Keep in mind I am talking about wizards. Sorcerers are a different beast. They don't need the education, just the practice, as they're born able to do what they do.

2. The general public is unaware of the supernatural . With mutants, metahumans, and the odd bit of advanced tech, what normal person would believe in magic? In centuries past this was less true, but the modern age of science has knocked aside the old beliefs. Before like say, the Industrial Revolution, basic knowledge was much more common. Especially in rural and underpopulated areas. People who get involved with the supernatural without any powers or special training tend to get eaten by it. And if they survive long enough to gain such abilities, they're not a part of the general public anymore now are they?

3. Magic was arguably humanity's first superpower. Metahumans have always been around, but generally they lack the sheer versatility of magic. Mages of one tradition or another have walked beside mundane humanity since before the dawn of civilization. Good thing, too, since hordes of demons and stranger creatures tried to murder us before we got big and bad. Humanity's early days forged us in fire. So it's probably easy to ask where it hasn't spread to rather than where it has. And the answer to that is generally where people aren't, or where they only exist in small numbers.

4. You didn't ask this, but...powerful magicians are relatively rare. Studying to be a wizard is hard work, and not everyone has the aptitude for Doctoral level studies. Especially in the multiple disciplines required to be a wizard who's survived past their first year or five of hero work. And there's no guarantee how powerful a sorcerer will be. So for every PL 8 starter mage, there's like I dunno 100-1000 people who just have one neat trick, and 10s of millions who don't even believe magic exists. So magic and supernatural powers are relatively common in the supers scene, but that's a small segment of the 8 billion people on the planet.
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Re: The Phoenixverse (A 2e OC 'verse; Newest: The Strength Revolution; Methion!)

Post by RainOnTheSun »

EternalPhoenix wrote: Fri May 06, 2022 4:20 am 2. The general public is unaware of the supernatural . With mutants, metahumans, and the odd bit of advanced tech, what normal person would believe in magic? In centuries past this was less true, but the modern age of science has knocked aside the old beliefs. Before like say, the Industrial Revolution, basic knowledge was much more common. Especially in rural and underpopulated areas. People who get involved with the supernatural without any powers or special training tend to get eaten by it. And if they survive long enough to gain such abilities, they're not a part of the general public anymore now are they?
If they decide they want to keep being part of the general public, is there anything that stops them? Is there a Masquerade being enforced, or anything like that?
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Re: The Phoenixverse (A 2e OC 'verse; Newest: The Strength Revolution; Methion!)

Post by EternalPhoenix »

RainOnTheSun wrote: Fri May 06, 2022 4:31 am
EternalPhoenix wrote: Fri May 06, 2022 4:20 am 2. The general public is unaware of the supernatural . With mutants, metahumans, and the odd bit of advanced tech, what normal person would believe in magic? In centuries past this was less true, but the modern age of science has knocked aside the old beliefs. Before like say, the Industrial Revolution, basic knowledge was much more common. Especially in rural and underpopulated areas. People who get involved with the supernatural without any powers or special training tend to get eaten by it. And if they survive long enough to gain such abilities, they're not a part of the general public anymore now are they?
If they decide they want to keep being part of the general public, is there anything that stops them? Is there a Masquerade being enforced, or anything like that?
Not directly. It's like...there's a moment of critical mass where one has been Noticed by the supernatural community, and it's not something that can be undone. They know that this person is not one of the sheep anymore. Word gets around. They're a bit of a survivor. Or they know someone who's been helping them survive. Maybe a bit of both. Survivors have their uses, as do those with connections. Whether they like it or not, after that moment of critical mass members of the supernatural community will make contact for their own purposes and goals. Some may just want a little help. Some may want to eat their soul. It's a spectrum.

To use an analogy, it's like knowing someone who's a known drug dealer. Whether you're a part of their business or not, you're still being seen with them. By the police. By other criminals. By people who might just want to buy some drugs, maaan. There's a period where you can break away from them, and nothing particularly negative will happen. But once everyone's convinced you're their buddy, it's not something that just goes away. Even if you haven't committed any crimes and indeed know nothing about theirs, the reputation will linger and make your life...interesting. As in the old curse "may you live in interesting times". And this analogy is using mundane humans, not vampires, werewolves, rogue mages, or stranger beings.

I suppose getting out is technically possible, but it would require one to completely uproot their life and move someplace far away where nobody knows them. Like they were in the Witness Protection Program or something. And even then, eventually someone or something is gonna find them. Just a matter of time.
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Serine (The Faceless Queen)

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Serine (The Faceless Queen)

Power Level: 12; Power Points Spent: 375/375

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

Tough: +12, Fort: +5/+9, Ref: +5/+9, Will: +15

Skills: Bluff 15 (+20), Concentration 15 (+20), Craft (artistic) 15 (+20), Diplomacy 15 (+20), Gather Information 15 (+20), Intimidate 10 (+15), Knowledge (arcane Lore) 15 (+20), Knowledge (behavioral science) 10 (+15), Knowledge (current events) 10 (+15), Knowledge (history) 10 (+15), Knowledge (tactics) 10 (+15), Knowledge (theology & philosophy) 10 (+15), Notice 15 (+20), Sense Motive 15 (+20), Survival 3 (+8)

Feats: Accurate Attack, All-Out Attack, Artificer, Assessment, Attack Focus (ranged) 8, Challenge - Improved Distract, Challenge - Improved Feint, Challenge - Improved Taunt, Defensive Attack, Distract (Bluff), Eidetic Memory, Fascinate (Bluff), Improved Trick, Power Attack, Precise Shot 2, Ritualist, Second Chance (Concentration checks to maintain powers), Skill Mastery 2 (Diplo, Gather Info, KN (arcane lore, behav sci, tactics, theo & philo), Notice, Sen, Taunt, Uncanny Dodge (Mental)

Powers:
Defensive Spells (Container, Active 11)
. . Enhanced Trait 8 (Traits: Fortitude +4 (+9), Reflex +4 (+9))
. . Immunity 9 (life support)
. . Protection 12 (+12 Toughness; Impervious [10 ranks only])
. . Sensory Shield 4 (sense: all senses, +8 to saves vs. Dazzle attacks)
. . Shield 8 (+8 dodge bonus)

Immunity 1 (aging)

Mystical Senses (Super-Senses 15) (accurate (type): Mental, acute (type): Mental, awareness: Magical (mental), awareness: Mental (mental), extended (type): Mental 2 (-1 per 1k ft), radius (type): Mental, ranged: Mental)

Royal Wizardry (Variable 18) (acquire: multiple powers, limited to: magical powers; Action 2 (free))

Royal Wizardry Settings:
. . Classic Elementalist (Power Setting) (Powers: Enchanted Flight (Flight 12), Extra Warding (Immunity 80), Magic Blast (Blast 12))
. . . . Enchanted Flight (Flight 12) (Speed: 50000 mph, 440000 ft./rnd)
. . . . Extra Warding (Immunity 80) (lethal energy damage, lethal physical damage, nonlethal energy damage, nonlethal physical damage; Limited - Half Effect)
. . . . Magic Blast (Blast 12) (DC 27; Variable Descriptor 2 (Broad group - Any Magic))
. . Mind Manipulator (Power Setting) (Powers: Illusion 12, Mind Control 12)
. . . . Illusion 12 (affects: all sense types, DC 22; Duration (sustained); Phantasms; Progression, Area 6 (500 ft. radius))
. . . . Mind Control 12 (DC 22; Duration (sustained))
. . Psyche Surgeon (Power Setting) (Powers: Super-Senses 2, Transform (Mental) 16)
. . . . Super-Senses 2 (analytical (type): Mental)
. . . . Transform (Mental) 16 (affects: alter mind, DC 26; Duration (continuous); Range (touch); Accurate 2 (+4))

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

Attacks: Magic Blast (Blast 12), +12 (DC 27), Mind Control 12 (DC Will 22), Transform (Mental) 16, +8 (DC Will 26), Unarmed Attack, +4 (DC 15)

Defense: +12 (Flat-footed: +2), Knockback: -11

Initiative: +1

Languages: Native Language

Totals: Abilities 32 + Skills 46 (183 ranks) + Feats 29 + Powers 233 + Combat 16 + Saves 19 + Drawbacks 0 = 375

Age (as of Jan 2019): It’s complicated (chronological), mid 20s (biological)
Height: 5’ 6”
Weight: 120 lbs
Ethnicity: Caucasian
Hair: Brown
Eyes: Brown

Theme Song: Drones, by Rise Against

Background: Serine has been by Methion’s side virtually from the start. His strong, capable right hand. Her past is as purposefully shrouded in mystery, obscured, and the details blurred and his. She did this with magic. Psychic magic, specifically, along with a bit of chronomancy and more obscure wizardry. Also lots of lies and disinformation. She was the bastard daughter of an aristocrat and his maid, sent away in shame. She was orphaned by war and thus had to take care of herself. She was the youngest child (out of way too many) of a destitute noble family who had to find her own way in the world. She was a random farmer’s daughter who wanted more than crops and cows and had the brains to pull it off. She herself isn’t quite sure what the truth is anymore, and honestly she doesn’t care. But the core of the story remains the same. She was Methion’s upperclasswoman at the training academy where he first learned magic. She helped him practice his first cantrips, and listened to the beginning of his ideology. She was among the first to join the Revolution, in fact, and has been by his side ever since.

. . Why is she by his side? She loves him. He’s so charismatic and interesting. He believes what he says, which is a refreshing change from 99% of everyone else she’s ever met. He’s always trying to do terrible things in the nicest way possible, bless his heart. She doesn’t mind accommodating his strange ideas. For unlike the rest of the Revolution, she’s there for him specifically. The ideology is meaningless to her. She serves him because she likes him and she wants to. This has made her about a thousand times more dangerous than she’d otherwise have been, and she knows it.
Because Serine hides a secret that only Methion and Valine know. She wasn’t always evil and crazy. She was normal, once. She believed in doing good almost as much as she believed in Methion himself. But psychic magic, abused as she has abused it, twists the user as much as it twists the minds of others. She loved Methion dearly. Still does. But then it was different. She’d have done anything for him, and psychic magic was her specialty. He never asked. But in her mind, he didn’t have to. She saw a need. She filled it. She began destroying herself. Not that she ever minded. Especially not now.

. . Serine commands the Drone Horde as the Faceless Queen because naturally, she made them all with her own hands. The process is horrific. It’s nothing more that psychological and mental murder. They may not act like it, but every single Drone is a puppet dancing to her strings. There is no whether they like it or not. They either have no idea what they are or they no longer have the capability to like or dislike things of their own volition.

Powers & Tactics: Serinee is a highly skilled wizard with an absolutely massive back catalogue of spells available. She’s worked at the right hand of the Grand Wizard for entire human lifetimes. She’s pretty good at magic, is what I’m saying. As such, she can do just about anything she sets her mind to. She’s the kind of wizard they write about in high fantasy novels and settings. She’s not as powerful as some, but she makes up for it in sheer versatility. You name it, she’s got a spell for that.

. . Tactically, she has a preference for the type of things a telepath might do. Her versatility is insane (heh) but she was originally a specialist in psychic magic, which affects the mind directly. So you can expect Mental Blasts, Mind Control, and more exotic effects with a Will save and at Perc eption range. But she has 90 PP in that Variable Power, so she’s technically capable of pulling out anything, just to keep your players on their toes.

Personality: Serine is batshit fuckin’ crazy. 110% out of her fucking mind. A few fries short of a Happy Meal. Got more than a few screws loose. Completely insane, is what I’m saying. A straight up sociopath, though with better self control than most. She lies often, ignores all boundaries (be they personal, professional, or legal), and displays no guilt or remorse for anything. Except, naturally, when lying once again. She’s also got a sadistic streak a mile wide, but for mental and emotional pain, not physical. She’s 100% pure monster. Evil with a capital E.

. . And yet.

. . There are moments. Little nagging things. Bits and pieces of the woman she was come to the fore. At such times she’s not evil at all. She can be quite kind out of nowhere. Show mercy where none was expected. Be fundamentally good and decent, if only for a little while. It may seem irrational from an outside perspective, but it always makes perfect sense to her. Her mind is fractured and broken, after all. Twisted beyond recognition. And she did it to herself. For love of a man who will only ever love his mission. It’s tragic, really.
Last edited by EternalPhoenix on Wed Jun 08, 2022 5:10 am, edited 3 times in total.
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Re: The Phoenixverse (A 2e OC 'verse; Newest: The Strength Revolution; Methion!)

Post by RainOnTheSun »

EternalPhoenix wrote: Fri May 06, 2022 5:04 am To use an analogy, it's like knowing someone who's a known drug dealer. Whether you're a part of their business or not, you're still being seen with them. By the police. By other criminals. By people who might just want to buy some drugs, maaan. There's a period where you can break away from them, and nothing particularly negative will happen. But once everyone's convinced you're their buddy, it's not something that just goes away. Even if you haven't committed any crimes and indeed know nothing about theirs, the reputation will linger and make your life...interesting. As in the old curse "may you live in interesting times". And this analogy is using mundane humans, not vampires, werewolves, rogue mages, or stranger beings.
I meant more of a Masquerade in the sense of something that suppresses knowledge about the supernatural. To continue the analogy, why do so many people think drugs aren't real?
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Re: The Phoenixverse (A 2e OC 'verse; Newest: The Strength Revolution; Methion!)

Post by EternalPhoenix »

RainOnTheSun wrote: Sun May 08, 2022 2:24 am
EternalPhoenix wrote: Fri May 06, 2022 5:04 am To use an analogy, it's like knowing someone who's a known drug dealer. Whether you're a part of their business or not, you're still being seen with them. By the police. By other criminals. By people who might just want to buy some drugs, maaan. There's a period where you can break away from them, and nothing particularly negative will happen. But once everyone's convinced you're their buddy, it's not something that just goes away. Even if you haven't committed any crimes and indeed know nothing about theirs, the reputation will linger and make your life...interesting. As in the old curse "may you live in interesting times". And this analogy is using mundane humans, not vampires, werewolves, rogue mages, or stranger beings.
I meant more of a Masquerade in the sense of something that suppresses knowledge about the supernatural. To continue the analogy, why do so many people think drugs aren't real?
Because they're terrifying. If we're continuing the anaogy, then there's a thousand and one stories about how someone somebody knew got into drugs. Using, selling, making, whatever. And they slowly became someone unrecognizable. Slowly dropped out of their former lives as they became more and more involved in the scene. Or they died horribly from using them. Or they got murdered by drug cartels, chopped up and thrown away like trash. Or they themselves were the ones commiting the murders. Or they just disappeared and nobody knows what happened to them. Now, the people involved in drugs aren't always violent or even particularly dangerous. There's always casual users who nothing bad ever really happens to. But there aren't stories about them, because well, they're boring. It's fear. Everybody's got that friend of a friend, or that sibling's wife's cousin. Nobody wants to be the next horror story. There's monsters out there, in the dark. Everybody knows, on some level, but nobody likes to think about it.

In the real world, over 600K people went missing in 2018 in the US alone. Most were found. Some were not. There's about 90K people missing on any given day. Again, most are found. But some are not. So when I say it's fear, I mean it. Nobody wants to be one of the 2200 each year who stay gone. Or one of the 4400 unidentified bodies that are found every year. Obviously, they aren't all murders. Most probably aren't. And yet. Everybody knows, but nobody likes to think about it. Even in the real world monsters can wear human faces, speak with human voices, and hide in plain sight. In a different world, one with uh, drugs, well...

250+ years of steadily advancing science and technological development have made the common person think the dark has been conquered. We have guns. And lights. And smartphones. But let the power go out on a stormy night in a remote location, and one's instincts will remember for you. It is a very human thing, to fear and avoid what we don't understand.
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10K Views!

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How exciting. My little 'verse has been viewed 10,000 times. Granted, about 10% of that is probably me (between posting, editing the OP, and various readability edits), but still.
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Valine (Paladin)

Post by EternalPhoenix »

Valine (Paladin)

Power Level: 12; Power Points Spent: 300/300

STR: +5 (20), DEX: +2 (14), CON: +5 (20), INT: +3 (16), WIS: +3 (16), CHA: +6 (22)

Tough: +5/+9, Fort: +9/+15, Ref: +5/+14, Will: +9/+15

Skills: Acrobatics 13 (+15), Concentration 12 (+15), Diplomacy 14 (+20), Gather Information 14 (+20), Knowledge (arcane Lore) 12 (+15), Knowledge (streetwise) 17 (+20), Knowledge (tactics) 17 (+20), Knowledge (theology & philosophy) 17 (+20), Language 7 (+7), Medicine 7 (+10), Notice 17 (+20), Sense Motive 17 (+20)

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 2, Benefit (Alternate Identity), Benefit (Status (Commander, Special Tactics Group, Strength Revolution)), Benefit (Wealth (Wealthy)), Defensive Attack, Elusive Target, Equipment 4, Evasion, Fearless, Improved Critical 2 (Sword Strike (Strike 4)), Improved Defense, Improved Disarm, Improved Initiative 2, Interpose, Interpose, Master Plan, Master Plan 2 (tactics), Power Attack, Skill Mastery (Diplomacy, Gather Info, KN (theo & philo), Sense Motive), Stunning Attack, Takedown Attack 2, Ultimate Effort (Will save), Uncanny Dodge (Auditory), Weapon Bind

Powers:
Divine Grace (Container, Passive 6)
. . Enhanced Trait 18 (Traits: Fortitude +6 (+15), Reflex +6 (+14), Will +6 (+15))
. . Immunity 12 (aging, disease, mental effects)

Lay On Hands (Healing 9) (DC 19; Action (standard), Restoration; Persistent, Regrowth)

Paladin's Armor (Device 10) (Hard to lose)
. . Armor (Protection 4) (+4 Toughness; Impervious [2 extra ranks])
. . Damage Resistance (Immunity 80) (lethal energy damage, lethal physical damage, nonlethal energy damage, nonlethal physical damage; Limited - Half Effect)

Paladin's Shield (Device 3) (Easy to lose)
. . Enhanced Trait 6 (Traits: Reflex +3 (+14), Feats: Evasion, Improved Defense, Interpose)
. . Shield Blocking (Impervious Toughness 3) (Duration (continuous); Duration (sustained))
. . Shield Deflecting (Shield 6) (+6 dodge bonus)

Paladin's Sword (Device 3) (Easy to lose)
. . Sword Strike (Strike 4) (DC 24, Feats: Improved Critical 2 (Sword Strike (Strike 4)); Penetrating [2 extra ranks]; Mighty, Precise, Variable Descriptor (Narrow group - Bludgeoning/Piercing/Slashing))

Equipment: Arsenal (Assault Rifle, Flash-Bang, Masterwork Heavy Pistol, Masterwork Submachine gun, Smoke Grenade)

Attack Bonus: +13 (Ranged: +13, Melee: +15, Grapple: +20)

Attacks: Assault Rifle, +13 (DC 20), Flash-Bang, +13 (DC Fort/Ref 14), Masterwork Heavy Pistol, +14 (DC 19), Masterwork Submachine gun, +14 (DC 19), Smoke Grenade, +13 (DC 15), Sword Strike (Strike 4), +15 (DC 24), Unarmed Attack, +15 (DC 20)

Defense: +15 (Flat-footed: +5), Knockback: -9

Initiative: +10

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

Totals: Abilities 48 + Skills 41 (164 ranks) + Feats 28 + Powers 126 + Combat 44 + Saves 13 + Drawbacks 0 = 300

Age (as of Jan 2019): It’s complicated (chronological), mid 20s (biological)
Height: 6’ 5”
Weight: 280 lbs
Ethnicity: Caucasian
Hair: Brown
Eyes: Gray

Theme Song: The Good Left Undone, by Rise Against

Background: Valine is a former member of the Catholic Church’s Paladin Order. At least, he’s supposed to be. He has the sword, the shield, the armor, and the faith based powers. The problem is that his chronological age predates its existence. They have no record of him, either. Methion and Serine have done nothing. History itself seems to have warped to remove him from his place in time. But he remembers. He was an orphan. Nobody. The urban street he initially grew up on were brutal and savage. He had no obligation to stay alive. And yet. Black eyes and broken fingers. Blood dripping. He survived. Made allies. Cleaned up those savage streets and made things right with his will and his fists. They said he was unnerving and possibly crazy. He simply knew certainty. Valine has never once doubted his purpose on earth.

. . And then the priests found him. Better food. Better clothings. Proper training. He served loyally and well, and in time was promoted into a leadership position. Which, ultimately, proved his downfall. Valine is not, as a rule, a man who compromises. What’s right is right. You stand up for it. What’s wrong is wrong. You stand against it. This is not complex. Unfortunately, the real world is. The publically known leader of a religious organization cannot go around chopping evildoers in the neck and torso. Especially when they’re politically connected and/or nobility. No, it doesn’t matter that they’re murdering children and worshiping demons. There are rules. He was imprisoned, disgraced, and cast out destitute into the streets from whence he came. He wasn’t angry. He was baffled and confused. Because he didn’t do anything wrong. His famed certainty momentarily wobbled.

. . This is where Methion found him, and recruited him into the early Strength Revolution. Valine virtually worships the ground the Grand Wizard walks on. Because finally, someone gets it. Evil must be rooted out and destroyed, less the people suffer for their guardians’ excess of compassion. Evildoers have two options. Repent and live a good life, or be chopped in the neck and torso until dead. Well. This is the Age of Firearms. Being shot repeatedly in the neck and torso until dead is now an option. Understandably, Methion doesn’t tell him everything. And he keeps the Paladin as far away from Serine and her activities as possible.

. . Valine, since his ascension to Methion’s left hand, has always had a group of allies of his own. The Special Tactics Group was formally recognized as a superteam decades ago. But in the modern age, he has expanded it to a large degree. One man cannot do everything, and neither can one team. Therefore there are currently four squads making up the Special Tactics Group, each with a different focus.

Powers & Tactics: Valine has three devices and two divine blessings. The Sword is well, a sword. Ferociously sharp, as swords go, but just a sword. The same with the Shield. It’s a really good shield, but just a shield. His Armor, on the other hand, is incredible. Not the actual plating itself, that is very well made but ultimately mundane. It is the enchanted runes on the inside that blunt all incoming damage by half. Valine’s Armor permits him to withstand intense damage and is the primary reason he can seem utterly invincible at times.

. . The other reasons are his divine blessings. Contrary to popular belief, they do not come from any deity specifically. They function because of the strength of his faith. His certainty in the purpose of his life. His Paladin Order training taught him to pull literal divine power from the heavens and with nothing more than this. Most people can only get a few minor benefits. But for a select few, they manifest impressive effects. Divine Grace increases his ability to withstand nonstandard forms of harm and renders him immune to aging, diseases, and telepathic effects. Lay On Hands permits him to heal wounds with a touch. This includes his own. So not only is he impressively difficult to harm, but he can wipe the effects away quite quickly.

. . Valine also carries a modern Arsenal of equipment. An Assault Rifle, Flash Bangs, a Masterwork Submachine Gun, a Masterwork Heavy Pistol, and Smoke Grenades.

. . Tactically, Valine is a straightforward combat machine. He does not feint. He does not demoralize. He attacks in a relentless tide, trusting in his faith, armor, and shield to protect him. He uses his Arsenal at range and his Sword in melee. He does, however, use all four cap shifting feats based on the situation. Against those who can hit hard and have good accuracy, he won’t use All Out Attack, instead favoring Defensive Attack. If their damage or accuracy is poor, however, he will take the risk to chop the foe down. He follows a similar philosophy with the usage of Accurate and Power Attack. If their defense is good, Accurate Attack. If their durability appears high, Power Attack. There are also combinations. Accurate Defensive Attack is turtling up to avoid being hit while sending light poking attacks out. All Out Power Attack is to crush one opponent, no matter the cost. Accurate All Out Attack is for when he absolutely, positively, has to hit his target. Defensive Power Attack is also turtling up, but with a higher priority on doing damage in case of a hit. He cannot power stunt, what he can do is on the sheet.

Personality: To put it uncharitably, Valine is a jackbooted fascist. Benevolent tyranny is still tyranny, after all. But putting it charitably, he’s a grand hero. Saving lives and conquering evil wherever he finds it. Being fair puts him somewhere in the middle. He is a good man. Kind, compassionate, and empathetic. Generous with his time and his money. However, he is also a very hard man. Hard as nails. He does not bend. He does not accept alternative moral or ethical opinions, and any such advice is ignored as if it had not been spoken. Forgiveness for one’s sins is God’s responsibility. It is not his. His worldview is very black and white. Someone either needs to face Justice Almighty, or they don’t. And if they do, virtually anything you need to do to get them to do so is forgivable.
Last edited by EternalPhoenix on Wed Jun 08, 2022 5:09 am, edited 1 time in total.
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Katrea (Bushi)

Post by EternalPhoenix »

Katrea (Bushi)

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

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

Tough: +3/+7, Fort: +9, Ref: +12, Will: +9

Skills: Acrobatics 12 (+15), Bluff 12 (+15), Climb 7 (+10), Diplomacy 2 (+5), Disable Device 7 (+10), Disguise 7 (+10), Drive 12 (+15), Escape Artist 12 (+15), Gather Information 7 (+10), Intimidate 12 (+15), Knowledge (tactics) 12 (+15), Medicine 2 (+5), Notice 12 (+15), Pilot 12 (+15), Sense Motive 12 (+15), Sleight of Hand 12 (+15), Stealth 12 (+15), Survival 12 (+15), Swim 7 (+10)

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Specialization 2 (Grapple), Challenge - Improved Demoralize, Challenge - Improved Feint, Challenge - Improved Startle, Challenge - Improved Taunt, Defensive Attack, Defensive Roll, Dodge Focus 3, Elusive Target, Endurance (+4), Evasion, Grappling Finesse, Hide in Plain Sight, Improved Aim, Improved Critical (Sniper Mode (Blast 6)), Improved Critical 2 (Automatic Fire (Blast 6)), Improved Critical 2 (Poison Dart Rounds (Paralyze 6)), Improved Critical 2 (Restraint Foam Rounds (Snare 6)), Improved Critical 2 (Sticky Shock Rounds (Stun 6)), Improved Critical 2 (Sword Slash (Strike 3)), Improved Disarm, Improved Grab, Improved Initiative, Improved Pin, Improved Throw, Improved Trick, Improved Trip, Instant Up, Move-by Action, Power Attack, Quick Draw, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Startle, Stunning Attack, Takedown Attack, Taunt, Uncanny Dodge (Auditory)

Powers:
Omnilingual (Comprehend 3) (languages - read all, languages - speak all, languages - understand all)

Warrior's Armor (Device 7) (Hard to lose)
. . Integral Grapple Gun (Super-Movement 3) (swinging, 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); Impervious)
. . Life Support Gear (Immunity 9) (life support)
. . Tactical Goggles (Super-Senses 4) (extended (type): Visual 1 (-1 per 100 ft), infravision, ultravision)

Warrior's Rifle (Device 6) (Easy to lose)
. . Rifle Settings (Array 11) (default power: blast)
. . . . Automatic Fire (Blast 6) (Default; DC 21, Feats: Improved Critical 2 (Automatic Fire (Blast 6)); Autofire (interval 2, max +5); Precise, Subtle (subtle))
. . . . Flamethrower (Strike 6) (Array; DC 21; Line Area (5x150 ft. line - General), Secondary Effect)
. . . . Flash Bomb Launch (Dazzle 6) (Array; affects: visual senses, DC 16; Burst Area (20-150 ft. radius - General); Progression, Decrease Area 2 (-2 ranks), Progression, Increase Area 2 (area x5))
. . . . Frag Grenade Launch (Blast 6) (Array; DC 21; Burst Area (20-150 ft. radius - General); Progression, Decrease Area 2 (-2 ranks), Progression, Increase Area 2 (area x5))
. . . . Poison Dart Rounds (Paralyze 6) (Array; DC 16, Feats: Improved Critical 2 (Poison Dart Rounds (Paralyze 6)); Range (ranged); Precise, Subtle (subtle))
. . . . Restraint Foam Rounds (Snare 6) (Array; DC 16, Feats: Improved Critical 2 (Restraint Foam Rounds (Snare 6)); Autofire (interval 2, max +5); Improved Range (150 ft. incr), Precise)
. . . . Sniper Mode (Blast 6) (Array; DC 21, Feats: Improved Critical (Sniper Mode (Blast 6)); Penetrating [3 ranks only]; Improved Range 2 (300 ft. incr), Precise, Progression, Increase Range 2 (max range x5, 3000 feet), Subtle (subtle))
. . . . Sticky Shock Rounds (Stun 6) (Array; DC 16, Feats: Improved Critical 2 (Sticky Shock Rounds (Stun 6)); Range (ranged); Precise, Subtle (subtle))

Warrior's Sword (Device 3) (Hard to lose)
. . Sword Slash (Strike 3) (DC 21, Feats: Improved Critical 2 (Sword Slash (Strike 3)); Penetrating [3 extra ranks]; Mighty, Precise, Thrown (Range: 50 ft., incr 10 ft.), Variable Descriptor (Narrow group - Bludgeoning/Piercing/Slashing))

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

Attack Bonus: +14 (Ranged: +14, Melee: +14, Grapple: +21)

Attacks: Automatic Fire (Blast 6), +14 (DC 21), Flamethrower (Strike 6) (DC 21), Flash Bomb Launch (Dazzle 6) (DC Fort/Ref 16), Frag Grenade Launch (Blast 6) (DC 21), Poison Dart Rounds (Paralyze 6), +14 (DC Staged/Will 16), Restraint Foam Rounds (Snare 6), +14 (DC Ref/Staged 16), Sniper Mode (Blast 6), +14 (DC 21), Sticky Shock Rounds (Stun 6), +14 (DC Fort/Staged 16), Sword Slash (Strike 3), +14 (DC 21), Unarmed Attack, +14 (DC 18)

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

Initiative: +7

Languages: Japanese Native

Totals: Abilities 36 + Skills 46 (183 ranks) + Feats 37 + Powers 69 + Combat 46 + Saves 21 + Drawbacks 0 = 255

Age (as of Jan 2019): It’s complicated (chronological), mid 20s (biological)
Height: 5’ 9”
Weight: 145 lbs
Ethnicity: Japanese
Hair: Purple (dyed, naturally Black)
Eyes: Dark Brown

Theme Song: Behind Closed Doors, by Rise Against

Background: Katrea’s origins are..weird. She remembers attending the same training academy Methion did in his youth, taking the combat course as opposed to the magic course. The first problem with is she remembers attending in Japan, during an era where no such training academy existed and even if one did no woman would have ever been sent to it. The second problem with that is she doesn’t remember it happening once, but several times across Japanese history all the way up to the modern era. A Japanese history, incidentally, that doesn’t match historical records in our world. The third problem with that is Methion has ageless immortality. Katrea does not. She is, apparently, aging normally. So there’s no way in hell she’s been alive since the friggin’ Bronze Age. She knows if she asked Methion, he’d tell her the truth. But she’s not entirely sure she wants to know it.

. . Said truth, incidentally, is that Katrea is the result of the formation of a nexus point. It’s a big multiverse. Infinite possibilities. And infinite potential for it to glitch out. The chronomancy and various other magics used by Methion and Serine to obscure their origins did not help. Basically, several different versions of Katrea have served Methion. Every time one dies, another one (“reset” to her early 20s) shows up later as if nothing had happened and the previous one’s body vanishes. There is no set duration for this effect. It can be anywhere from a few seconds to several years, though longer times are rare. The members of the Revolution have learned not to mention it, as it confuses her. Our universe simply seems to have a Katrea requirement at this point, and is pulling them in from other universes while haphazardly adjusting their memories to fit in. Methion could, technically, fix this. But 1) it’s benefiting him and 2) altering reality on such a vast scale would require power beyond what most deities collectively possess. It’d take a lot of effort and a lot of time and he’s friggin’ busy enough.

. .In the meantime, as she always does, Katrea runs the Military Action Group. Because while the Drone Horde and Special Tactics Group are very good at their jobs, they’re also quite limited in number and tend to be…well, known quantities. The MAG is where the vast majority of the Revolution’s personnel are allocated, and they do a little bit of everything. Mercenaries, spies, and terrorists oh my.

Powers & Tactics: Katrea has no superhuman powers. No, the Omnilingual enchantment from Methion (that lets her speak any language fluently) doesn’t count. In her mind, anyway. What she has is weapons, armor, and apparently several lifetimes of training. Warrior’s Training makes her move faster, jump higher, and helps her survive long falls. Warrior’s Sword is an excellent sword. Warrior’s Armor has a grapple gun, a radio, the expected armor plating, fully sealed systems, and special goggles that improve her vision.

. . Warrior’s Rifle is slightly more complicated. It is just an excellent rifle. However, it is specially chambered to fire several types of non standard ammunition (such as poison darts, shock gel, and foam that expands and hardens on impact) and has a grenade launcher under the barrel (the better to launch fragmentation grenades and flash bombs; it can also function as a flamethrower).

. . Tactically, Katrea is laden with options. Under normal MAG combat situations (meaning against anti-terrorist military forces), she doesn’t bother with the exotic effects; sticking with Automatic Fire, Frag Grenade Launch, and occasionally Flamethrower. In close quarters she may stow the rifle and start cutting soldiers apart. It’s a lot quieter, after all. It is against superheroes that the other effects come out. She doesn’t actually have a preference, though. Whatever gets the job done. Optionally you can pretend she has intel on the heroes’ strengths and weaknesses. Sticky Shock targets Fort saves, Restraint Foam Rounds targets Reflex, and Poison Dart Rounds targets Will. So you can play with that. She is completely unconcerned with killing people, as a professional soldier should be. However, she could have special instructions not to kill a certain person. Or only kill the one person, which is what Sniper Mode is exceedingly useful for. She can and does Feint, Demoralize, Startle, and Taunt all at Improved level. She does not power stunt.

Personality: Professionalism. Self discipline. Intensity. You’d be surprised how few people know what those mean in this day and age. Katrea is a warrior. I’ll repeat that, since I’m certain some of you, my dear readers, didn’t understand. Katrea is a warrior. The entire sum total of the purpose of her existence is to fight. To wage war in the name of the patron she has chosen, and not dishonor them with her methods and personal conduct. She is not a samurai. The code of bushido was developed in peacetime by men who had never fought a real battle, much less engaged in warfare. Her personal honor and dignity are irrelevant. She is a highly trained, incredibly skilled, and extremely competent professional combatant. That is her entire personal identity. Her only reason to speak is in service of this. Her only reason to act is in service to this. Her weapons speak more often than she does. Few can withstand the intensity of her gaze for long. So she wears an eyepatch she doesn’t need outside of combat, which blunts the effect to a degree.

. . There may be a misunderstanding. Being the leader of the Military Action Group does not conflict with the above. It is an expansion of it. Her people are an extension of herself. She must keep them well cared for, highly trained, and excellently led. As a taskmaster and a commander she is stern and uncompromising, but fair and forgiving. It is a style that has bred a loyalty verging on the fanatical among the rank and file.
Last edited by EternalPhoenix on Wed Jun 08, 2022 5:09 am, edited 1 time in total.
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Re: The Phoenixverse (A 2e OC 'verse; Newest: The Strength Revolution; Methion! Serine! Valine! Katrea!)

Post by greycrusader »

Still more than a little occupied with getting my new abode in decent shape, but I have been slowly catching up on your thread, though I admit to skimming a bit of the material. I do very much like the breadth of material you draw from-your campaign reminds me a bit of Davies' A World Less Magical, in that you clearly take inspiration from quite a bit of anime and modern fantasy, rather than restricting yourself to emulating existing superhero genre material.

I very much enjoyed your critique of the Justice League Elite series, of the seeming promise of the book's premise undercut by stumbling execution. Even if DC editorial didn't want to deal with matters quite as dark as human trafficking, the carnage of drug cartel wars, human rights violations and the like, there were certainly ways of writing around the explicit details or explore more fantastical equivalents. such as a syndicate dealing in meta-human organ smuggling, for example. But after a semi-promising start where the team squared off against a terrorist group to stop a genocide (though the villains were utterly forgettable), they ended up battling Circle, failed major villain Prometheus, a forgotten New Gods doomsday device, and then a pair of rogue members. Just typical JLA adventures, really, except with a cast of mostly no-name heroes. So I like the approach you took in creating an analogous team in your campaign world. Of course, freed from commercial concerns, we all have a bit more freedom in our approaches than major mainstream comics. But nice work.

(Thinking on it, the Marvel U is more suitable for a covert/black ops superhero squad, give the proliferation of groups such as AIM, HYDRA, the Secret Empire, Sons of the Serpent, the Darkhold Cult, anti-mutant militias, pro-mutant fanatics, serial killer supervillains like Carnage, and so on; Marvel even has more blatantly malevolent corporations, with Brand, Roxxon Oil, Hammertech, and more providing opportunities for high-finance intrigue.)

All my best.
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Re: The Phoenixverse (A 2e OC 'verse; Newest: The Strength Revolution; Methion! Serine! Valine! Katrea!)

Post by Davies »

They had one for a while with the Captain Rogers-led Secret Avengers, buuut ...
"I'm sorry. I love you. I'm not sorry I love you."
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Re: The Phoenixverse (A 2e OC 'verse; Newest: The Strength Revolution; Methion! Serine! Valine! Katrea!)

Post by EternalPhoenix »

greycrusader wrote: Thu May 12, 2022 3:58 am Still more than a little occupied with getting my new abode in decent shape, but I have been slowly catching up on your thread, though I admit to skimming a bit of the material. I do very much like the breadth of material you draw from-your campaign reminds me a bit of Davies' A World Less Magical, in that you clearly take inspiration from quite a bit of anime and modern fantasy, rather than restricting yourself to emulating existing superhero genre material.

All my best.
Well...everybody does existing superhero genre material. Everybody. Hell, I did too until I got bored with it. So I reached for something truly different. And I keep reaching. And I keep reaching. I've seen and read a lot of stuff over the years. There's genuinely cool ideas that come out of places that aren't mainstream comics that they could learn a lot from. Anime. Television. Video games. Novel series. Other tabletop RPGs. Lots of places to steal ideas I like from.

Davies knows (because I told him) that he's the reason I started bringing all this here. A World Less Magical is pretty sweet, even if I'm not into cosmic stuff (observe how i haven't even so much as hinted at a detailed wider universe in this thread). And even he's not immune to doing the classics first. The first two characters in his thread are Superman and Batman. Wonder Woman ain't far behind. This is not a shot at him, just the observation that everybody does it. Like I said, I did it too. I don't know where those guys fit anymore, though. it's something I'm gonna have to figure out eventually.
Davies wrote: Thu May 12, 2022 4:02 am They had one for a while with the Captain Rogers-led Secret Avengers, buuut ...
If Steve Rogers is not Captain America, he must inevitably become Captain America once again. It is Marvel Law. Or the book didn't sell plus a certainly loudmouthed section of the fandom refused to shut up until they had "their" Cap back.
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Re: The Phoenixverse (A 2e OC 'verse; Newest: The Strength Revolution; Methion! Serine! Valine! Katrea!)

Post by EternalPhoenix »

Honestly at heart I'm still that kid in his bedroom smashing action figures together. Only now they're made of pure imagination instead of plastic and screws.
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