So Here's A Bunch Of Pre-Gens For You (THREAD COMPLETED, THANKS FOR 10K VIEWS!, 1ST ANNIVERSARY!)

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EternalPhoenix
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Mystic Endowment Martial Artist - PL 10

Post by EternalPhoenix »

Mystic Endowment Martial Artist - PL 10

Strength 3, Stamina 3, Agility 5, Dexterity 5, Fighting 12, Intellect 0, Awareness 6, Presence 1

Advantages
Agile Feint, All-out Attack, Benefit, Wealth 3 (millionare), Connected, Defensive Roll 4, Favored Environment: Choose Environment, Hide in Plain Sight, Improved Critical: Unarmed, Improved Initiative 2, Improved Trip, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Seize Initiative, Skill Mastery: Acrobatics, Startle, Takedown 2, Teamwork

Skills
Acrobatics 5 (+10), Athletics 7 (+10), Close Combat: Unarmed 2 (+14), Deception 4 (+5), Perception 4 (+10), Sleight of Hand 5 (+10), Stealth 5 (+10)

Powers
Chi Mastery
. . Death Touch: Progressive Weaken 4 (Affects: Stamina, Resisted by: Fortitude, DC 14; Progressive)
. . Iron Fist: Strength-based Damage 5 (DC 23; Penetrating 8; Inaccurate: -2)
. . Nerve Strike: Cumulative Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 16; Cumulative)
. . Restorative Chi: Healing 6

Weightless Step
. . Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)
. . Movement: Movement 1 (Trackless: Visual 1)

Offense
Initiative +13
Death Touch: Progressive Weaken 4, +14 (DC Fort 14)
Grab, +12 (DC Spec 13)
Iron Fist: Strength-based Damage 5, +12 (DC 23)
Nerve Strike: Cumulative Affliction 6, +14 (DC Fort 16)
Throw, +5 (DC 18)
Unarmed, +14 (DC 18)

Complications
Honor: Some Martial Artists live by a warrior’s code of honor. He will not lie, cheat, or take unfair advantage. The definition of "unfair", however, is flexible. Fighting criminals on the street is not the same as a standard tournament.
Motivation: Recognition: The pursuit of being known as the “best fighter alive” is what drives Mystic Endowment Martial Artist.
Rivalry: With Finesse Martial Artist.

Languages
Native Language

Defense
Dodge 12, Parry 13, Fortitude 9, Toughness 7/3, Will 11

Power Points
Abilities 70 + Powers 20 + Advantages 25 + Skills 16 (32 ranks) + Defenses 19 = 150
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Otherworldly Exemplar Warrior - PL 10

Post by EternalPhoenix »

Otherworldly Exemplar Warrior - PL 10

Strength 10, Stamina 10, Agility 6, Dexterity 4, Fighting 8, Intellect 1, Awareness 3, Presence 3

Advantages
Accurate Attack, Agile Feint, Close Attack 2, Defensive Attack, Inspire, Leadership, Power Attack, Precise Attack (Close, Concealment), Takedown, Teamwork

Skills
Acrobatics 4 (+10), Athletics 5 (+15), Insight 12 (+15), Perception 7 (+10), Persuasion 7 (+10), Ranged Combat: Throw 1 (+5)

Powers
Brawler: Enhanced Strength 3 (+3 STR, Advantages: Close Attack 2)

Exemplar
. . Enhanced Ability: Enhanced Awareness 1 (+1 AWE)
. . Enhanced Ability: Enhanced Stamina 1 (+1 STA)
. . Enhanced Trait: Enhanced Trait 2 (Traits: Dodge +1 (+10), Parry +1 (+10))
. . Immunity: Immunity 2 (Aging, Disease)
. . Quickness: Quickness 4 (Perform routine tasks in -4 time ranks)
. . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)

Vambraces (Removable)
. . Immunity: Immunity 10 (Damage Effect: Ballistic, Damage Effect: Magic; Sustained)

Offense
Initiative +6
Grab, +10 (DC Spec 20)
Throw, +5 (DC 25)
Unarmed, +10 (DC 25)

Complications
Fame: Otherworldly Exemplar Warrior has never bothered with a secret identity and so she is a very famous person for good or ill.
Motivation: Responsibility: Otherworldly Exemplar Warrior feels a keen responsibility to bring her people's ideals of peace and harmony into the outside world.
Quirk: Otherworldly Exemplar Warrior is still getting used to the ways of the outside world. Pop culture references, idioms, and various sayings will fly over her head.

Languages
Native Language

Defense
Dodge 10/9, Parry 10/9, Fortitude 10, Toughness 10, Will 10

Power Points
Abilities 80 + Powers 32 + Advantages 9 + Skills 18 (36 ranks) + Defenses 11 = 150
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Dark Avenger Crime Fighter - PL 10

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Dark Avenger Crime Fighter - PL 10

Strength 3, Stamina 4, Agility 5, Dexterity 5, Fighting 8, Intellect 4, Awareness 2, Presence 2

Advantages
Assessment, Close Attack 6, Daze (Intimidation), Defensive Roll 2, Equipment 11, Hide in Plain Sight, Improved Aim, Improved Initiative, Jack-of-all-trades, Leadership, Power Attack, Ranged Attack 7, Skill Mastery: Expertise: Streetwise, Skill Mastery: Intimidation, Skill Mastery: Investigation, Skill Mastery: Stealth, Startle, Tracking, Well-informed

Skills
Deception 3 (+5), Expertise: Streetwise 6 (+10), Insight 3 (+5), Intimidation 8 (+10), Investigation 6 (+10), Perception 3 (+5), Ranged Combat: Customized Assault Rifle: Damage 5 1 (+6), Stealth 5 (+10), Vehicles 5 (+10)

Powers
Customized Assault Rifle: Damage 5 (DC 20; Accurate: +2, Increased Range: ranged, Multiattack)
Customized Heavy Pistol with Laser Sight: Damage 4 (DC 19; Accurate 2: +4, Increased Range: ranged)

Equipment
Cell Phone (Smartphone), Customized Assault Rifle [Customized Assault Rifle: Damage 5, DC 20; Accurate: +2, Increased Range: ranged, Multiattack], Customized Heavy Pistol with Laser Sight [Customized Heavy Pistol with Laser Sight: Damage 4, DC 19; Accurate 2: +4, Increased Range: ranged], Headquarters, Knife, Motorcycle, Undercover Shirt

Offense
Initiative +9
Customized Assault Rifle: Damage 5, +15 (DC 20)
Customized Heavy Pistol with Laser Sight: Damage 4, +16 (DC 19)
Grab, +14 (DC Spec 13)
Knife, +14 (DC 19)
Throw, +12 (DC 18)
Unarmed, +14 (DC 18)

Complications
Enemy: The leader of one of the world's most notorious and numberous street gangs. He's murderous drug dealing scum, but high priced lawyers, well placed bribes, and a small army keep him alive and out of prison. Dark Avenger Crime Fighter would admire him, if he wasn't such a piece of trash.
Motivation: Justice: Dark Avenger Crime Fighter thirsts for justice the way other men thirst for water.
Obsession (solving his family's murder): Dark Avenger Crime Fighter NEEDS to solve the murders of his parents and older sister. It is the only crime he has ever failed to even find a viable suspect. He will solve this crime, whatever it takes.

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 8, Toughness 8/4, Will 10

Power Points
Abilities 66 + Powers 0 + Advantages 41 + Skills 20 (40 ranks) + Defenses 23 = 150

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

Motorcycle - PL 10

Strength 1, Defense 0, Toughness 8, Size Medium

Powers
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)

Power Points
Abilities 1 + Powers 6 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10

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

Headquarters - PL 10

Toughness 8, Size Medium

Features:
Communications, Computer, Concealed 1, Garage, Gym, Living Space, Power System, Security System 1

Power Points
Abilities 1 + Powers 0 + Advantages 0 + Features 8 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10
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Android Construct - PL 10

Post by EternalPhoenix »

Android Construct - PL 10

Strength 8, Stamina -, Agility 0, Dexterity 2, Fighting 6, Intellect 4, Awareness 1, Presence 1

Advantages
Eidetic Memory, Well-informed

Skills
Investigation 5 (+9), Perception 7 (+8), Persuasion 4 (+5), Technology 8 (+12)

Powers
Blaster Rifle (Easily Removable)
. . Blaster Rifle: Damage 10 (DC 25; Accurate 4: +8, Increased Range: ranged)

Damage Resistance: Protection 8 (+8 Toughness; Impervious)

Fast and Tough
. . Enhanced Trait: Enhanced Trait 12 (Traits: Dodge +8 (+8), Parry +4 (+10))
. . Protection: Protection 2 (+2 Toughness; Impervious)

Inhuman Brain: Immunity 10 (Custom: Mental Effects 10)

Jetpack (Removable)
. . Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)

Unliving: Immunity 38 (Aging, Critical Hits, Fortitude Effects, Sensory Affliction Effects)

Offense
Initiative +0
Blaster Rifle: Damage 10, +10 (DC 25)
Grab, +6 (DC Spec 18)
Throw, +2 (DC 23)
Unarmed, +6 (DC 23)

Complications
Motivation: Doing Good: Android Construct was programmed from the beginning to Do Good. Those directives are ones he will never overwrite nor alter.
Prejudice: Android Construct's artificial origins are obvious to anyone with working eyes. Ears, too, as his voice is clearly robotic and artificial in nature. This may cause people to treat him differently.
Weakness: Android Construct is weak to electromagnetism. Damage with a Electric descriptor is doubled. He cannot resist Move Object effects with a Magnetism descriptor.

Languages
Native Language

Defense
Dodge 8/0, Parry 10/6, Fortitude Immune, Toughness 10, Will 1

Power Points
Abilities 34 + Powers 102 + Advantages 2 + Skills 12 (24 ranks) + Defenses 0 = 150
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Whiz Size-Changer - PL 10

Post by EternalPhoenix »

Whiz Size-Changer - PL 10

Strength 12, Stamina 12, Agility 2, Dexterity 0, Fighting 2, Intellect 7, Awareness 1, Presence 6

Advantages
Accurate Attack, Defensive Roll 3, Great Endurance, Improved Grab, Improved Hold, Improved Smash, Interpose, Inventor, Move-by Action, Power Attack, Skill Mastery: Technology, Ultimate Effort: Toughness saves

Skills
Close Combat: Unarmed 8 (+8/+10), Expertise: Science 12 (+19), Technology 12 (+19)

Powers
Flight Harness (Removable)
. . Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Limited: Not when grown)

Giant Size
. . Enhanced Advantages: Enhanced Trait 8 (Linked; Advantages: Accurate Attack, Great Endurance, Improved Grab, Improved Hold, Improved Smash, Interpose, Power Attack, Ultimate Effort: Toughness saves)
. . Enhanced Defenses: Enhanced Trait -4 (Linked; Traits: Dodge +1 (+4), Parry +1 (+4), Fortitude -6 (+12))
. . Enhanced Presence: Enhanced Presence 6 (Linked; +6 PRE)
. . Enhanced Skill: Enhanced Trait 1 (Linked; Traits: Close Combat -2 (+8), Intimidation +4 (+15))
. . Growth: Growth 10 (Linked; +10 STR, +10 STA, +5 Intimidate, -10 Stealth, -5 active defenses, +2 size ranks, +10 mass ranks, +1 ; Increased Duration: continuous)
. . Immunity: Immunity 5 (Linked; Damage Effect: Ballistic)
. . Impervious Defense: Impervious Toughness 12
. . Power Lifting: Enhanced Strength 1 (Linked; +1 STR; Limited to Lifting)
. . Protection: Protection 1 (Linked; +1 Toughness)
. . . Shrinking
. . . . Enhanced Advantages: Enhanced Trait 10 (Linked; Advantages: Evasion 2, Hide in Plain Sight, Improved Defense, Improved Trip, Power Attack, Redirect, Set-up, Taunt, Ultimate Effort: Dodge checks)
. . . . Growth Punch: Damage 8 (Linked; DC 23; Limited: 1 rank of Damage per rank of Shrinking grown up from)
. . . . Protection: Protection 1 (Linked; +1 Toughness; Impervious [2 extra ranks])
. . . . Shrinking: Shrinking 12 (Linked; +12 Stealth, +6 active defenses, -3 size ranks; Increased Duration: continuous, Normal Strength)

Offense
Initiative +2
Grab, +2 (DC Spec 22)
Growth Punch: Damage 8, +2 (DC 23)
Throw, +0 (DC 27)
Unarmed, +8 (DC 27)

Complications
Motivation: Doing Good: Whiz Size-Changer does his best to Do Good with his knowledge and powers. It doesn't always go well, but he'll always try.
Reputation: Whiz Size-Changer has a...not entirely undeserved reputation as a hot tempered, insufferable jerk.
Temper: Whiz Size-Changer is a smart guy who Knows Stuff. It's pathetically easy to piss him off by insinuating or outright stating the opposite.

Languages
Native Language

Defense
Dodge 4/4, Parry 4/4, Fortitude 12/18, Toughness 16/13, Will 7

Power Points
Abilities 32 + Powers 72 + Advantages 6 + Skills 16 (32 ranks) + Defenses 24 = 150
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In Born Telekinetic - PL 10

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In Born Telekinetic - PL 10

Strength 0, Stamina 1, Agility 1, Dexterity 2, Fighting 0, Intellect 4, Awareness 6, Presence 4

Advantages
Attractive, Fascinate (Persuasion), Luck

Skills
Deception 4 (+8), Expertise: Carpentry 6 (+10), Insight 6 (+12), Perception 4 (+10), Persuasion 4 (+8)

Powers
Levitation: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Subtle: subtle)

Telekinesis: Move Object 10 (25 tons; Accurate 4: +8)

Telekinetic Shield: Protection 12 (+12 Toughness; Impervious [8 ranks only])

Telekinetic Tricks
. . Telekinetic Bolt: Damage 10 (DC 25; Accurate 4: +8, Increased Range: ranged)
. . Telekinetic Constructs: Create 8 (Volume: 250 cft., DC 18; Movable)
. . Telekinetic Hammer: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
. . Telekinetic Snare: Cumulative Affliction 10 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 20; Accurate 4: +8, Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited: There must be materials about to bind the target, Limited Degree)

Offense
Initiative +1
Grab, +0 (DC Spec 10)
Telekinesis: Move Object 10, +10 (DC 20)
Telekinetic Bolt: Damage 10, +10 (DC 25)
Telekinetic Hammer: Burst Area Damage 8 (DC 23)
Telekinetic Snare: Cumulative Affliction 10, +10 (DC Dog/Fort/Will 20)
Throw, +2 (DC 15)
Unarmed, +0 (DC 15)

Complications
Identity: In Born Telekinetic keeps her identity secret, as she is still a high school student. She doesn't want the fame, or any possible enemies to attack her teachers and/or classmates.
Motivation: Responsibility: In Born Telekinetic believes firmly in great power coming with great responsibility. She has the former, so she saves lives and protects people.
Power Loss: In Born Telekinetic needs to be able to focus to a degree to use her powers. So anything that might alter her mental state (drugs, telepathy, magic, etc) will inhibit her ability to use them. Even being Demoralized via Intimidation or Taunt may have an effect.

Languages
Native Language

Defense
Dodge 7, Parry 4, Fortitude 6, Toughness 13, Will 14

Power Points
Abilities 36 + Powers 76 + Advantages 3 + Skills 12 (24 ranks) + Defenses 23 = 150
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Hypersonic Old Timer - PL 10

Post by EternalPhoenix »

Hypersonic Old Timer - PL 10

Strength 1, Stamina 1, Agility 3, Dexterity 2, Fighting 5, Intellect 2, Awareness 3, Presence 3

Advantages
Close Attack 2, Equipment 1

Skills
Close Combat: Sword 1 (+6), Expertise: Science 6 (+8), Insight 5 (+8), Investigation 6 (+8), Perception 5 (+8), Technology 6 (+8), Vehicles 3 (+5)

Powers
Bullet
. . Enhanced Trait: Enhanced Trait 12 (Traits: Dodge +6 (+9), Parry +6 (+11))
. . Protection: Protection 8 (+8 Toughness; Impervious)

Hypersonic: Flight 14 (Speed: 32000 miles/hour, 60 miles/round)

Speedster Stunts
. . Disruption: Damage 9 (DC 24; Accurate 2: +4, Penetrating 9)
. . Sonic Boom: Line Area Damage 10 (DC 25; Line Area: 5 feet wide by 30 feet long, DC 20)

Equipment
Sword

Offense
Initiative +3
Disruption: Damage 9, +11 (DC 24)
Grab, +7 (DC Spec 11)
Sonic Boom: Line Area Damage 10 (DC 25)
Sword, +8 (DC 19)
Throw, +2 (DC 16)
Unarmed, +7 (DC 16)

Complications
Disability: Hypersonic Old Timer Speedster is, well, old. He's still got the skills and the power to make a difference, but his stamina (not Stamina) is not what it once was. Extra Effort to increase his speed makes him Exhausted instead of Fatigued, and at the GM's discretion even successful saves against Fort Afflictions may still inflict their first degree of effect.
Motivation: Doing Good: Hypersonic Old Timer Speedster is old school as it gets. He got superpowers and immediately starting Doing Good because it's just what you do.
Relationship: Hypersonic Old Timer Speedster has a big, big family. Wife, children, grandchildren. Siblings, nieces, nephews, and cousins. There didn't use to be so many, but time goes by and people have babies. And then those babies grow up and have babies of their own. He's got a lot of people to look after, is what I'm saying.

Languages
Native Language

Defense
Dodge 9/3, Parry 11/5, Fortitude 8, Toughness 9, Will 10

Power Points
Abilities 40 + Powers 77 + Advantages 3 + Skills 16 (32 ranks) + Defenses 14 = 150
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greycrusader
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Re: So Here's A Bunch Of Pre-Gens For You (Whiz Size-Changer! In Born Telekinetic! Hypersonic Old Timer!)

Post by greycrusader »

Hey, just wanted to say I like these a lot-good job of mining comics for quite a few less-typical character types.

As a longtime fan of all things Flash-related, I especially enjoyed your last template!

All my best.
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Man of Action Summoner - PL 10

Post by EternalPhoenix »

Man of Action Summoner - PL 10

Strength 2, Stamina 4, Agility 2, Dexterity 2, Fighting 2, Intellect 4, Awareness 4, Presence 4

Advantages
Defensive Roll 4, Ritualist

Skills
Expertise: Magic 6 (+10), Perception 4 (+8), Stealth 4 (+6)

Powers
Imaginary Friend: Summon 10 (Controlled, Heroic, Mental Link)

Invisibility: Concealment 10 (All Senses; Blending)

Offense
Initiative +2
Grab, +2 (DC Spec 12)
Throw, +2 (DC 17)
Unarmed, +2 (DC 17)

Complications
Disability: Man of Action Summoner has significant physical disabilities, and requires his wheelchair to get around. If it is damaged or destroyed, he will be Immobile.
Motivation: Responsibility: Man of Action Summoner believes that since they can summon a real superhero, they need to act like one.
Prejudice (Child): Man of Action Summoner isn't even a teenager yet. Most people will think of him as only a ordinary child, costumed or not.

Languages
Native Language

Defense
Dodge 12, Parry 10, Fortitude 8, Toughness 8/4, Will 11

Power Points
Abilities 48 + Powers 61 + Advantages 5 + Skills 7 (14 ranks) + Defenses 29 = 150

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

Man of Action - PL 10

Strength 6, Stamina 6, Agility 6, Dexterity 4, Fighting 6, Intellect 3, Awareness 4, Presence 2

Advantages
All-out Attack, Close Attack 4, Improved Initiative, Interpose, Move-by Action

Skills
Acrobatics 6 (+12), Athletics 6 (+12), Expertise: Journalism 2 (+5), Insight 3 (+7), Perception 6 (+10), Persuasion 5 (+7), Ranged Combat: Throw 4 (+8)

Powers
Find Weakness: Strength-based Damage 4 (DC 25, Advantages: Close Attack 4)

Immunities: Immunity 10 (Life Support)

Invulnerability: Protection 4 (+4 Toughness)

Super Movement
. . Leaping: Leaping 7 (Leap 900 feet at 250 miles/hour)
. . Movement: Movement 3 (Swinging, Wall-crawling 2: full speed)
. . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +10
Find Weakness: Strength-based Damage 4, +10 (DC 25)
Grab, +10 (DC Spec 16)
Throw, +8 (DC 21)
Unarmed, +10 (DC 21)

Complications
Motivation: Doing Good: Man of Action is a good old fashioned superhero. Square jawed and manly as hell. He Does Good because it's what all right thinking people should do. The end.
Quirk: Man of Action is an idealized version of a superhero right out of a Golden or Silver Age comic book, and not an actual human being. Therefore he's...kind of odd. Bombastic, overly dramatic, and prone to posing heroically.
Responsibility (Summoner): Man of Action knows well that his Summoner is a child, and a somewhat fragile one at that. Therefore, he knows he must protect his Summoner in addition to his heroic duties.

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10

Power Points
Abilities 74 + Powers 38 + Advantages 4 + Skills 16 (32 ranks) + Defenses 18 = 150
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Re: So Here's A Bunch Of Pre-Gens For You (Whiz Size-Changer! In Born Telekinetic! Hypersonic Old Timer!)

Post by EternalPhoenix »

greycrusader wrote: Tue Apr 05, 2022 4:38 am Hey, just wanted to say I like these a lot-good job of mining comics for quite a few less-typical character types.

As a longtime fan of all things Flash-related, I especially enjoyed your last template!

All my best.
Ah, well, you know. I'm an outside the box thinker. Or I try to be. I will however, remind you that the original mechanics hail from the Deluxe Handbook's Character Generator. I'm just putting them together, fixing them up, and putting on a pretty coat of characterization paint. Though I do thank you for your patronage, so to speak. Please keep coming by.
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Military Battlesuit - PL 10

Post by EternalPhoenix »

Military Battlesuit - PL 10

Strength 12, Stamina 4, Agility 1, Dexterity 2, Fighting 3, Intellect 2, Awareness 2, Presence 2

Advantages
Accurate Attack, All-out Attack, Beginner's Luck, Close Attack 3, Improved Initiative, Interpose, Luck, Redirect, Teamwork

Skills
Expertise: Business 3 (+5), Expertise: Military 3 (+5), Expertise: Science 3 (+5), Insight 6 (+8), Perception 8 (+10), Persuasion 8 (+10), Technology 3 (+5)

Powers
Military Battlesuit (Removable)
. . Ability Amplifier: Enhanced Trait 16 (Traits: Dodge +4 (+8), Fortitude +4 (+10), Parry +4 (+8), Will +4 (+10))
. . Armored Shell: Protection 8 (+8 Toughness; Impervious)
. . Communication Systems: Radio Communication 2
. . Rocket Turbines: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
. . . . Aquatic Turbines
. . . . . . Movement: Movement 1 (Environmental Adaptation: Aquatic)
. . . . . . Swimming: Swimming 8 (Speed: 120 miles/hour, 1800 feet/round)
. . Sealed Systems: Immunity 10 (Life Support)
. . Sensors: Senses 2 (Extended: Visual 1: x10, Infravision)
. . Weapon Array
. . . . Micro Rockets: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
. . . . Omni-Blaster: Cone Area Damage 10 (DC 25; Cone Area: 60 feet cone, DC 20, Penetrating 4)
. . . . Plasma Blast: Damage 10 (DC 25; Accurate 4: +8, Increased Range: ranged)
. . . . Plasma Bolts: Damage 6 (DC 21; Accurate 6: +12, Increased Range: ranged, Multiattack)
. . . . Strength and Accuracy Booster
. . . . . . Enhanced Ability: Enhanced Strength 9 (+9 STR)
. . . . . . Enhanced Trait: Enhanced Trait 4 (Traits: Close Combat +2 (+5), Advantages: Close Attack 3)
. . . . . . Power Lifting: Enhanced Strength 3 (+3 STR; Limited to Lifting)

Offense
Initiative +5
Grab, +6 (DC Spec 22)
Micro Rockets: Burst Area Damage 8 (DC 23)
Omni-Blaster: Cone Area Damage 10 (DC 25)
Plasma Blast: Damage 10, +10 (DC 25)
Plasma Bolts: Damage 6, +14 (DC 21)
Throw, +2 (DC 27)
Unarmed, +8 (DC 27)

Complications
Fame: Military Battlesuit was not given the option of maintaining a secret identity. He and the armor are the pride and joy of the US military and thus he is quite famous.
Motivation: Patriotism: Military Battlesuit is a professional soldier in the United States military. He is a volunteer twice over, once to get into the service, and the second time to get into the suit. He has a fierce love for his country and it's people. His oath to protect them is unbreakable.
Responsibility: Military Battlesuit is, again, a professional soldier in the Unites States military. While he is in a unique position in that he has no regular duties due to being the armor's pilot, orders are orders. He must obey his superiors or risk losing his position as the armor's pilot.

Languages
Native Language

Defense
Dodge 8/4, Parry 8/4, Fortitude 10/6, Toughness 12, Will 10/6

Power Points
Abilities 38 + Powers 77 + Advantages 8 + Skills 17 (34 ranks) + Defenses 10 = 150
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EternalPhoenix
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Self Made Bow & Arrow Master - PL 10

Post by EternalPhoenix »

Self Made Bow & Arrow Master - PL 10

Strength 2, Stamina 3, Agility 6, Dexterity 6, Fighting 7, Intellect 0, Awareness 2, Presence 1

Advantages
All-out Attack, Benefit, Ambidexterity, Defensive Roll 4, Evasion, Improved Aim, Improved Initiative, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Quick Draw, Takedown, Ultimate Effort: Aim, Uncanny Dodge

Skills
Acrobatics 4 (+14/+10), Athletics 8 (+10), Close Combat: Unarmed 3 (+10), Deception 9 (+10), Expertise: Streetwise 10 (+10), Insight 8 (+10), Investigation 5 (+5), Perception 13 (+15), Ranged Combat: Bow and Trick Arrows 9 (+15), Stealth 9 (+15)

Powers
Bow and Trick Arrows (Easily Removable)
. . Cable Arrow
. . . . Movement: Movement 3 (Linked; Swinging, Wall-crawling 2: full speed)
. . . . Speed: Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round)
. . Explosive Arrow: Burst Area Damage 5 (DC 20; Burst Area: 30 feet radius sphere, DC 15, Increased Range: ranged; Unreliable (5 uses))
. . Flare Arrow: Cumulative Affliction 5 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 15; Cumulative, Increased Range: ranged; Limited: to Visual)
. . Net Arrow: Affliction 5 (1st degree: Hindered, Impaired, 2nd degree: Defenseless, Immobile, DC 15; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . Smoke Arrow: Cloud Area Concealment Attack 2 (Sense - Sight, DC 12; Cloud Area: 15 feet radius sphere, DC 12, Attack: Dodge, Increased Range: ranged)
. . Standard Arrow: Damage 5 (DC 20; Increased Range: ranged)

Catlike Balance
. . Enhanced Trait: Enhanced Trait 2 (Traits: Acrobatics +4 (+14))
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Movement: Movement 1 (Safe Fall)

Offense
Initiative +10
Explosive Arrow: Burst Area Damage 5 (DC 20)
Flare Arrow: Cumulative Affliction 5, +15 (DC Fort 15)
Grab, +7 (DC Spec 12)
Net Arrow: Affliction 5, +15 (DC Dog/Fort/Will 15)
Smoke Arrow: Cloud Area Concealment Attack 2 (DC Dog 12)
Standard Arrow: Damage 5, +15 (DC 20)
Throw, +6 (DC 17)
Unarmed, +10 (DC 17)

Complications
Enemy: A murderous archer, who works as an assassin. He and Self Made Bow & Arrow Master have clashed many times without any conclusive result.
Motivation: Doing Good: Self Made Bow & Arrow Master's skills are for Doing Good. But even without them, he couldn't stand aside and let people be harmed.
Rivalry: A different archer, who works as an thief. They share a mutual attraction. She is the only one who's ever been able to make Self Made Bow & Arrow Master miss the mark.

Languages
Native Language

Defense
Dodge 13, Parry 13, Fortitude 8, Toughness 7/3, Will 10

Power Points
Abilities 54 + Powers 15 + Advantages 16 + Skills 39 (78 ranks) + Defenses 26 = 150
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EternalPhoenix
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Reserved Darkness Controller - PL 10

Post by EternalPhoenix »

Reserved Darkness Controller - PL 10

Strength 0, Stamina 2, Agility 4, Dexterity 3, Fighting 3, Intellect 2, Awareness 3, Presence 0

Advantages
Accurate Attack, Assessment, Precise Attack (Ranged, Cover), Teamwork

Skills
Deception 5 (+5), Insight 2 (+5), Investigation 3 (+5), Perception 5 (+8), Ranged Combat: Darkness Control 5 (+8), Sleight of Hand 2 (+5), Stealth 6 (+10)

Powers
Darkness Control
. . Shadow Blast: Damage 12 (DC 27; Increased Range: ranged)
. . Shadow Blind: Cumulative Affliction 12 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 22; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged; Limited: to Visual)
. . Shadow Burst: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
. . Shadow Snare: Cumulative Affliction 8 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 18; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Shadows: Burst Area Concealment Attack 6 (All Visual Senses, Extra Ranks 2, DC 16; Burst Area: 30 feet radius sphere, DC 16, Attack: Dodge, Increased Range: ranged)

Darkness Immunity: Immunity 5 (Damage Effect: Darkness)

Darkness Sense: Senses 1 (Awareness: Darkness (visual))

Shadow Scry: Remote Sensing 14 (Affects: Visual Senses, Range: 60 miles; Medium: Darkness/Shadows)

Shadow Step: Teleport 14 (60 miles in a move action, carrying 50 lbs.; Medium: Darkness/Shadows)

Shield of Darkness
Enhanced Trait: Enhanced Trait 10 (Traits: Dodge +5 (+13), Parry +5 (+9))
Protection: Protection 5 (+5 Toughness; Impervious, Sustained)

Offense
Initiative +4
Grab, +3 (DC Spec 10)
Shadow Blast: Damage 12, +8 (DC 27)
Shadow Blind: Cumulative Affliction 12, +8 (DC Dog/Fort/Will 22)
Shadow Burst: Burst Area Damage 8 (DC 23)
Shadow Snare: Cumulative Affliction 8, +8 (DC Dog/Fort/Will 18)
Shadows: Burst Area Concealment Attack 6 (DC Dog 16)
Throw, +3 (DC 15)
Unarmed, +3 (DC 15)

Complications
Motivation: Responsibility: Reserved Darkness Controller knows that channeling the power of darkness is a dangerous thing. So if they're going to have this power, they're going to use it right.
Power Loss: Reserved Darkness Controller's powers do not function in bright light such as a cloudless sunny day or industrial floodlights. At the GM's discretion, lesser light may weaken their powers.
Weakness: Reserved Darkness Controller is weak to powers with the Light descriptor. Their effect rank is 50 percent higher for this hero.

Languages
Native Language

Defense
Dodge 13/8, Parry 9/4, Fortitude 7, Toughness 7, Will 9

Power Points
Abilities 34 + Powers 82 + Advantages 4 + Skills 14 (28 ranks) + Defenses 16 = 150
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Vampire Heartthrob - PL 10

Post by EternalPhoenix »

Vampire Heartthrob - PL 10

Strength 8, Stamina -, Agility 5, Dexterity 2, Fighting 8, Intellect 2, Awareness 2, Presence 2

Advantages
Attractive, Close Attack 2, Daze (Deception), Fascinate (Deception), Inspire

Skills
Close Combat: Unarmed 2 (+10), Deception 10 (+12), Insight 6 (+8), Perception 6 (+8)

Powers
Blood Drain: Regeneration 10 (Every 1 round; Source: Blood)

Dominate: Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Increased Range 2: perception; Sense-dependent: Visual)

Supernatural Might
. . Enhanced Ability: Enhanced Strength 2 (+2 STR)
. . Enhanced Trait: Enhanced Trait 2 (Advantages: Close Attack 2)
. . Power Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)

Undead Invulnerability
. . Immunity: Immunity 30 (Fortitude Effects)
. . Protection: Protection 8 (+8 Toughness; Impervious; Limited: not against blessed or magical weapons)

Vampire Bite: Weaken 4 (Affects: Stamina, Resisted by: Fortitude, DC 14; Grab-based)

Offense
Initiative +5
Dominate: Affliction 10 (DC Will 20)
Grab, +10 (DC Spec 18)
Throw, +2 (DC 23)
Unarmed, +12 (DC 23)
Vampire Bite: Weaken 4, +10 (DC Fort 14)

Complications
Motivation: Recognition: Vampire Heartthrob has an ego the size of the moon. Nothing else will do but for him to to recognized for his excellence in kill-erm, kicking supervillain and criminal ass.
Reputation: Vampires, those bloodsucking murderous monsters? Yeah, we've heard of them. Of course, this goes both ways these days. He may be completely underestimated and not taken seriously instead.
Weakness: Vampire Heartthrob is, well, a vampire. There's things he just can't do. Like stand in direct sunlight without incinerating, set foot on holy ground, enter homes (not mere dwelling places, HOMES) uninvited, etc. You know this stuff.

Languages
Native Language

Defense
Dodge 10, Parry 12, Fortitude Immune, Toughness 8, Will 10

Power Points
Abilities 44 + Powers 73 + Advantages 4 + Skills 12 (24 ranks) + Defenses 17 = 150
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Golem Juggernaut - PL 10

Post by EternalPhoenix »

Golem Juggernaut - PL 10

Strength 12, Stamina -, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 4, Presence 4

Advantages
Close Attack 2, Improved Grab, Power Attack

Skills
Athletics 8 (+20), Intimidation 12 (+16), Perception 4 (+8)

Powers
Almost Human
. . Enhanced Trait: Enhanced Trait 5 (Traits: Will +5 (+9))
. . Immunity: Immunity 5 (Emotion Effects)

Damage Resistance: Protection 8 (+8 Toughness; Impervious)

Unliving: Immunity 38 (Aging, Critical Hits, Fortitude Effects, Sensory Affliction Effects)

Unnatural Toughness
. . Enhanced Trait: Enhanced Trait 8 (Traits: Dodge +6 (+6), Parry +2 (+8))
. . Protection: Protection 4 (+4 Toughness; Impervious)

Unstoppable
. . Enhanced Ability: Enhanced Strength 4 (+4 STR)
. . Enhanced Trait: Enhanced Trait 2 (Advantages: Close Attack 2)
. . Immortality: Immortality 5 (Return after 1 day)
. . Regeneration: Regeneration 2 (Every 5 rounds)

Offense
Initiative +0
Grab, +8 (DC Spec 22)
Throw, +0 (DC 27)
Unarmed, +8 (DC 27)

Complications
Disability (Dumb of Ass, Strong of Everything Else): Golem Juggernaut makes idiots look intelligent. It is thick as a brick, dumb as a bag of hammers, and stupid as a box of rocks. It doing anything more complicated than applying direct physical force is challenging as best, and often completely impossible.
Motivation: Doing Good: Golem Juggernaut's creator instructed it to help people as best it could. Because it's a moron, this doesn't always go well, but...it's sweet, really. It's entirely devoted to Doing Good out of simple minded love for it's long dead creator.
Prejudice: Golem Juggernaut is a big ass rock monster. Ugly as hell, too. So understandably people don't like him much, normally.

Languages
Native Language

Defense
Dodge 6/0, Parry 8/6, Fortitude Immune, Toughness 12, Will 9/4

Power Points
Abilities 34 + Powers 102 + Advantages 2 + Skills 12 (24 ranks) + Defenses 0 = 150
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