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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Living Weapon Power Thief - PL 10

Post by EternalPhoenix »

Living Weapon Power Thief - PL 10

Strength 12, Stamina 1, Agility 1, Dexterity 1, Fighting 8, Intellect 1, Awareness 2, Presence 1

Advantages
Assessment, Evasion, Hide in Plain Sight, Improved Initiative, Skill Mastery: Insight, Uncanny Dodge

Skills
Deception 6 (+7), Insight 6 (+8), Perception 6 (+8), Stealth 6 (+7)

Powers
Power Theft
. . Power Drain: Cumulative Affliction 12 (Linked; 1st degree: Powers Impaired, 2nd degree: Powers Disabled, 3rd degree: Transformed-Powerless, Resisted by: Uh, somethin', DC 22; Cumulative)
. . Power Duplication: Variable 8 (Linked; Action: move; Limited: to Afflicted Targets)
. . . . Pocket Paragon (Powers: Enhanced Ability: Enhanced Strength 11, Flight: Flight 5, Protection: Protection 11)
. . . . . . Enhanced Ability: Enhanced Strength 11 (+11 STR)
. . . . . . Enhanced Trait: Enhanced Trait -3 (Traits: Dodge +2 (+8), Parry -5 (+8))
. . . . . . Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
. . . . . . Protection: Protection 11 (+11 Toughness)

Power Settings
Pocket Paragon (Powers: Enhanced Ability: Enhanced Strength 11, Flight: Flight 5, Protection: Protection 11)

Offense
Initiative +5
Grab, +8 (DC Spec 22)
Power Drain: Cumulative Affliction 12, +8 (DC Fort/Will 22)
Throw, +1 (DC 27)
Unarmed, +8 (DC 27)

Complications
Motivation: Acceptance: Stealing other people's powers isn't particularly heroic, but Living Weapon Power Thief is determined to make it work.
Quirk: Living Weapon Power Thief absorbs a portion of her victim's minds. Usually they fade quickly, but some linger. At times she'll take on personality traits of former victims.
Weakness: Living Weapon Power Thief takes on the weaknesses of whoever's powers she drains.

Languages
Native Language

Defense
Dodge 8/6, Parry 8/13, Fortitude 6, Toughness 12, Will 7

Power Points
Abilities 32 + Powers 80 + Advantages 6 + Skills 12 (24 ranks) + Defenses 20 = 150
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Plant Embodiment - PL 10

Post by EternalPhoenix »

Plant Embodiment - PL 10

Strength 8, Stamina 2, Agility 1, Dexterity 2, Fighting 4, Intellect 0, Awareness 3, Presence 0

Advantages
Close Attack 6, Daze (Intimidation), Power Attack, Startle

Skills
Close Combat: Unarmed 2 (+6), Expertise: Elements 8 (+8), Insight 2 (+5), Intimidation 10 (+10), Perception 2 (+5)

Powers
Earthen Body
. . Enhanced Ability: Enhanced Strength 7 (+7 STR)
. . Power Lifting: Enhanced Strength 1 (+1 STR; Limited to Lifting)
. . Protection: Protection 10 (+10 Toughness)

Elemental Constitution: Immunity 12 (Critical Hits, Life Support)

Plant Control
. . Entanglement: Burst Area Affliction 10 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 20; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 20, Extra Condition; Limited: Requires Ambient Plant-life, Limited Degree)
. . Plant Perception: Remote Sensing 10 (Affects: Visual Senses, Range: 4 miles; Medium: Plants)
. . Plant Toxin: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative)
. . Transmit: Teleport 10 (4 miles in a move action, carrying 50 lbs.; Extended: 1000 miles in 2 move actions; Medium: Plants)
. . Wood Objects: Create 6 (Volume: 60 cft., DC 16; Innate, Movable, Precise)

Plant Form
. . Concealment: Concealment 4 (All Visual Senses; Limited: in vegetation)
. . Immunity: Immunity 2 (Uncommon Descriptor: Plant)
. . Teleport: Teleport 7 (0.5 miles in a move action, carrying 50 lbs.; Medium: Plants)

Reconstitution: Regeneration 10 (Every 1 round; Source: Earth)

Offense
Initiative +1
Entanglement: Burst Area Affliction 10 (DC Dog/Fort/Will 20)
Grab, +10 (DC Spec 18)
Plant Toxin: Cumulative Affliction 10, +10 (DC Fort 20)
Throw, +2 (DC 23)
Unarmed, +12 (DC 23)

Complications
Motivation: Justice: Plant Embodiment wants justice for all the natural world. Humans are part of that, if they don't work to get out of it. This is the environmental activist version of this complication instead the usual anti-crime one.
Prejudice: Plant Embodiment is a plant monster, not at all resembling a human being.
Weakness: Plant Embodiment, being a plant being, takes double damage from Fire and certain poisons bypass it's Life Support.

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 9, Toughness 12, Will 9

Power Points
Abilities 26 + Powers 79 + Advantages 9 + Skills 12 (24 ranks) + Defenses 24 = 150
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Aristocratic Werewolf - PL 10

Post by EternalPhoenix »

Aristocratic Werewolf - PL 10

Strength 10, Stamina 7, Agility 4, Dexterity 1, Fighting 10, Intellect 0, Awareness 3, Presence 1

Advantages
Benefit, Wealth 2 (independently wealthy), Equipment 2, Takedown

Skills
Acrobatics 1 (+5), Expertise: Politics 5 (+5), Insight 5 (+8), Perception 7 (+10), Persuasion 9 (+10), Stealth 1 (+5)

Powers
Brutish Strength: Enhanced Strength 3 (+3 STR)

Deathly Howl: Perception Area Affliction 10 (1st degree: Dazed, Impaired, 2nd degree: Disabled, Stunned, Resisted by: Will, DC 20; Perception Area: DC 20 - Auditory, Extra Condition; Limited Degree)

Human Transformation: Morph 1 (+20 Deception checks to disguise; Single form)

Loping Movement
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Thick Skin
. . Impervious Defense: Impervious Toughness 10 (Limited: Not versus magical or silver weapons)
. . Protection: Protection 3 (+3 Toughness)

Wolf Senses: Senses 5 (Acute: Olfactory, Danger Sense: Olfactory, Low-light Vision, Tracking: Olfactory 1: -1 speed rank, Ultra-hearing)

Equipment
Lair Headquarters

Offense
Initiative +4
Deathly Howl: Perception Area Affliction 10 (DC Will 20)
Grab, +10 (DC Spec 20)
Throw, +1 (DC 25)
Unarmed, +10 (DC 25)

Complications
Honor: Aristocratic Werewolf follows a sort of noblesse oblige. Therefore he considers himself above such base tactics as lying and cheating.
Motivation: Responsibility: Aristocratic Werewolf follows a sort of noblesse oblige. Therefore he considers himself responsible for the health, well being, and safety of his social inferiors. This just so happens to be 99 percent of humanity, so we're good here.
Reputation: Aristocratic Werewolf, despite his heroic leanings, is still a werewolf. They're known savage uncontrollable killers.

Languages
Native Language

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

Power Points
Abilities 66 + Powers 49 + Advantages 5 + Skills 14 (28 ranks) + Defenses 16 = 150

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

Lair Headquarters - PL 10

Toughness 10, Size Large

Features:
Defense System, Library, Living Space, Secret 1, Security System 1, Workshop

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 6 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10
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Davies
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Re: So Here's A Bunch Of Pre-Gens For You (Living Weapon Power Thief! Plant Embodiment! Aristocratic Werewolf!)

Post by Davies »

Interesting twist on expectations with this one.
"I'm sorry. I love you. I'm not sorry I love you."
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Spider Totem - PL 10

Post by EternalPhoenix »

Spider Totem - PL 10

Strength 8, Stamina 7, Agility 7, Dexterity 3, Fighting 6, Intellect 1, Awareness 2, Presence 0

Advantages
Agile Feint, Inspire, Instant Up, Interpose, Leadership, Move-by Action

Skills
Acrobatics 8 (+15), Close Combat: Unarmed 5 (+11), Deception 5 (+5), Expertise: Science 9 (+10), Investigation 4 (+5), Sleight of Hand 2 (+5), Stealth 3 (+10), Technology 4 (+5)

Powers
Spider-Movement
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Movement: Movement 3 (Swinging, Wall-crawling 2: full speed)

Spider-Movement: Senses 4 (Danger Sense: Tactile, Darkvision, Ranged: Tactile)

Webbing Tricks
. . Web Snare: Cumulative Affliction 6 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 16; Accurate 5: +10, Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Web Tether: Move Object 7 (3 tons; Accurate 5: +10)

Offense
Initiative +7
Grab, +6 (DC Spec 18)
Throw, +3 (DC 23)
Unarmed, +11 (DC 23)
Web Snare: Cumulative Affliction 6, +13 (DC Dog/Fort/Will 16)
Web Tether: Move Object 7, +13 (DC 17)

Complications
Motivation: Responsibility: Spider Totem is a SPIDER TOTEM. Great power, great responsibility. C'mon.
Relationship: Spider Totem has to take care of his aging aunt. He's also married to a lovely lady who needs some of his time, too.
Reputation: Unlike most heroes, Spider Totem has a terrible reputation as a criminal menace despite never doing a thing to deserve it. Thanks, newspaper editor.

Languages
Native Language

Defense
Dodge 13, Parry 10, Fortitude 11, Toughness 7, Will 8

Power Points
Abilities 68 + Powers 36 + Advantages 6 + Skills 20 (40 ranks) + Defenses 20 = 150
Last edited by EternalPhoenix on Thu Apr 14, 2022 3:06 pm, edited 1 time in total.
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Re: So Here's A Bunch Of Pre-Gens For You (Plant Embodiment! Aristocratic Werewolf! Spider Totem!)

Post by Tattooedman »

I've been following this thread since it started and I have to say that I do like your straightforward take on the builds. Good stuff to work with, get ideas going for folks and maybe let them tweek them to their tastes.

Nice work, I look forward to seeing what's coming next.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
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Feline Totem - PL 10

Post by EternalPhoenix »

Feline Totem - PL 10

Strength 7, Stamina 6, Agility 5, Dexterity 2, Fighting 10, Intellect 0, Awareness 2, Presence 0

Advantages
Evasion, Favored Environment: Choose Environment, Great Endurance, Hide in Plain Sight, Improved Critical: Claws: Strength-based Damage 1, Improved Initiative, Luck 5, Uncanny Dodge

Skills
Acrobatics 5 (+10), Athletics 8 (+15), Insight 3 (+5), Perception 13 (+15), Stealth 15 (+20)

Powers
Claws: Strength-based Damage 1 (DC 23, Advantages: Improved Critical; Accurate: +2)

Feline Movement
. . Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)
. . Movement: Movement 1 (Water Walking 1: you sink if you are prone; Limited: to Solid Surfaces)
. . Movement: Movement 1 (Wall-crawling 1: -1 speed rank; Limited: One Move Action)
. . Movement: Movement 3 (Safe Fall, Sure-footed 1, Trackless: Visual 1)
. . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)

Feline Senses: Senses 3 (Acute: Olfactory, Low-light Vision, Tracking: Olfactory 1: -1 speed rank)

Jinx: Burst Area Luck Control 2 (Force a Re-roll, Negate Luck, Advantages: Luck 5; Burst Area: 30 feet radius sphere, DC 12, Selective)

Offense
Initiative +9
Claws: Strength-based Damage 1, +12 (DC 23)
Grab, +10 (DC Spec 17)
Throw, +2 (DC 22)
Unarmed, +10 (DC 22)

Complications
Motivation: Thrills: Feline Totem is doing the hero thing just for kicks.
Prejudice: Feline Totem is a feline humanoid, complete with fur, digigrade legs, and all the rest. She cannot pass for a human being. Some people will be unkind about this, and some will be way too kind (if you know what I mean).
Quirk: Feline Totem isn't a human that was transformed or mutated. She's a cat that was transformed and given sentience. She retains many feline behaviors such as cleaning herself via licking, scent marking the people and things she likes, and more.

Languages
Native Language

Defense
Dodge 13, Parry 14, Fortitude 10, Toughness 6, Will 8

Power Points
Abilities 64 + Powers 36 + Advantages 6 + Skills 22 (44 ranks) + Defenses 22 = 150
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Re: So Here's A Bunch Of Pre-Gens For You (Living Weapon Power Thief! Plant Embodiment! Aristocratic Werewolf!)

Post by EternalPhoenix »

Davies wrote: Wed Apr 13, 2022 2:55 am Interesting twist on expectations with this one.
Tattooedman wrote: Thu Apr 14, 2022 11:36 am I've been following this thread since it started and I have to say that I do like your straightforward take on the builds. Good stuff to work with, get ideas going for folks and maybe let them tweek them to their tastes.

Nice work, I look forward to seeing what's coming next.
Thank both of you. It's funny, you know? The stuff you work hard on is less appreciated than the thing you half ass. I'm not slighting any of you. I know both of my threads are appreciated. It's just funny. Funny strange, not funny haha. Maybe it's the lack of reading? :mrgreen:
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Re: So Here's A Bunch Of Pre-Gens For You (Living Weapon Power Thief! Plant Embodiment! Aristocratic Werewolf!)

Post by JDRook »

EternalPhoenix wrote: Thu Apr 14, 2022 11:48 pm
Davies wrote: Wed Apr 13, 2022 2:55 am Interesting twist on expectations with this one.
Tattooedman wrote: Thu Apr 14, 2022 11:36 am I've been following this thread since it started and I have to say that I do like your straightforward take on the builds. Good stuff to work with, get ideas going for folks and maybe let them tweek them to their tastes.

Nice work, I look forward to seeing what's coming next.
Thank both of you. It's funny, you know? The stuff you work hard on is less appreciated than the thing you half ass. I'm not slighting any of you. I know both of my threads are appreciated. It's just funny. Funny strange, not funny haha. Maybe it's the lack of reading? :mrgreen:
It's basically improvisational, or probably more akin to writing prompts, filtered through your own experience and preferences. Not sweating over the build details also leaves you a lot of room for narrative flavour.
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Re: So Here's A Bunch Of Pre-Gens For You (Aristocratic Werewolf! Spider Totem! Feline Totem!)

Post by greycrusader »

Very nice job on tailoring existing archetypes/templates AND in coming up with more than a few of your own for less common hero/villain builds! I especially like the Aristocratic Werewolf, Living Weapon Power Thief, and Spider-Totem (no, it didn't work for Peter Parker, but it wasn't a bad idea at all for NEW characters). Well done!

All my best.
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Dense Brick - PL 10

Post by EternalPhoenix »

Dense Brick - PL 10

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

Advantages
All-out Attack, Diehard, Power Attack, Ultimate Effort: Toughness saves

Skills
Athletics 4 (+16), Close Combat: Unarmed 2 (+8), Expertise: Military 5 (+5), Perception 7 (+8), Ranged Combat: Throw 8 (+8)

Powers
Density
. . Growth: Density Growth 8 (+8 STR, +8 STA, +8 mass ranks, -2 speed ranks; Density)
. . Protection: Protection 2 (+2 Toughness)
. . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

Immortal
. . Enhanced Trait: Enhanced Trait 1 (Advantages: Diehard)
. . Immortality: Immortality 1 (Return after 2 weeks)
. . Regeneration: Regeneration 2 (Every 5 rounds)

Invulnerability: Immunity 20 (Common Descriptor: Fire, Common Descriptor: Electricity)

Life Support: Immunity 10 (Life Support)

Strength Tricks
. . Cut Loose! (Penetrating 10)
. . Thunderclap: Cone Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20; Limited Degree)

Super Leaping: Leaping 12 (Leap 4 miles at 250 miles/hour in 1 minute)

Thick Skin: Impervious Toughness 10

Offense
Initiative +1
Grab, +6 (DC Spec 22)
Throw, +8 (DC 27)
Thunderclap: Cone Area Affliction 10 (DC Fort 20)
Unarmed, +8 (DC 27)

Complications
Accident: Dense Brick is heavy as fuck. Concrete cracks when he steps on it, asphalt dents, etc. So stuff not up to carrying his many tons of weight will break.
Identity: Dense Brick is just another ex-Army guy in his normal identity. Only his Immortal power remains in that form. He must transform to acess his full powers.
Motivation: Responsibility: Dense Brick is an ex-Army guy. He believes that power and responsibility go hand in hand.

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 12, Toughness 14, Will 6

Power Points
Abilities 36 + Powers 88 + Advantages 3 + Skills 13 (26 ranks) + Defenses 10 = 150
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Re: So Here's A Bunch Of Pre-Gens For You (Living Weapon Power Thief! Plant Embodiment! Aristocratic Werewolf!)

Post by EternalPhoenix »

greycrusader wrote: Fri Apr 15, 2022 11:35 pm Very nice job on tailoring existing archetypes/templates AND in coming up with more than a few of your own for less common hero/villain builds! I especially like the Aristocratic Werewolf, Living Weapon Power Thief, and Spider-Totem (no, it didn't work for Peter Parker, but it wasn't a bad idea at all for NEW characters). Well done!

All my best.
Templates. From the Deluxe Handbook. You can do some unusual things if you play with it, s'true. And Spider-Totem was meant to evoke/reference Peter, not be him. I don't believe you can fit Peter into 15 PP per PL anyway. Believe me, I've tried in 2e. Glad you came stopped in, please come again, etc.
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Wild Talent Mentalist - PL 10

Post by EternalPhoenix »

Wild Talent Mentalist - PL 10

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

Advantages
Inspire 2, Leadership

Skills
Expertise: Cooking 2 (+5), Expertise: Philosophy 2 (+5), Insight 9 (+15), Perception 9 (+15)

Powers
Mentalist
. . ESP: Remote Sensing 8 (Affects: 2 Types, inc. Visual - Visual & Auditory, Range: 1 mile)
. . Induce Blindness: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception; Limited: to Visual)
. . Mental Blast: Damage 6 (DC 21; Alternate Resistance: Will, Increased Range 2: perception)
. . Mind Control: Cumulative Affliction 6 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Cumulative, Increased Range 2: perception)

Psychokinetic Shield
. . Immunity: Immunity 10 (Linked; Common Descriptor: Mental Effects; Sustained; Limited - Half Effect)
. . Protection: Protection 10 (Linked; +10 Toughness; Impervious [5 ranks only], Sustained)

Telekinetic Hands: Move Object 2 (200 lbs.; Precise)

Telepathy
. . Communication: Mental Area Communication 3 (Linked; Area)
. . Mind Reading: Mind Reading 5 (Linked; DC 15)

Offense
Initiative +2
Grab, +1 (DC Spec 11)
Induce Blindness: Cumulative Affliction 8 (DC Will 18)
Mental Blast: Damage 6 (DC Will 21)
Mind Control: Cumulative Affliction 6 (DC Will 16)
Mind Reading: Mind Reading 5 (DC Will 15)
Telekinetic Hands: Move Object 2, +1 (DC 12)
Throw, +1 (DC 16)
Unarmed, +1 (DC 16)

Complications
Motivation: Doing Good: Wild Talent Mentalist is a do gooder to the bone. Gaining powers has only heped with that, not inspired it.
Power Loss: Wild Talent Mentalist needs to be able to focus to a degree to use his powers. So anything that might alter his mental state (drugs, telepathy, magic, etc) will inhibit his ability to use them. Even being Demoralized via Intimidation or Taunt may have an effect.
Quirk (impressionable): Wild Talent Mentalist can, at times, pick up personality traits, attitudes, or even basic body language from people he has used his Telepathy power on. Including his teammates..

Languages
Native Language

Defense
Dodge 9, Parry 6, Fortitude 6, Toughness 11, Will 14

Power Points
Abilities 34 + Powers 77 + Advantages 3 + Skills 11 (22 ranks) + Defenses 25 = 150
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Re: Plant Embodiment - PL 10

Post by Ian Turner »

I'm still lurking, if not commenting much. I noticed this person
EternalPhoenix wrote: Mon Apr 11, 2022 10:50 pm Plant Embodiment - PL 10
has both of these powers, under different containers, one under Plant Control, the other under Plant Form. Was this intended, or just a holdover from a previous draft where you hadn't decided which way to go with it?
. . Transmit: Teleport 10 (4 miles in a move action, carrying 50 lbs.; Extended: 1000 miles in 2 move actions; Medium: Plants)

. . Teleport: Teleport 7 (0.5 miles in a move action, carrying 50 lbs.; Medium: Plants)
Otherwise, a cool build. I like that they've got three different ways to go, offensively, with an entangle, an incapacitating toxin and just straight up punching/slashing with their good strength. Plant based characters can be fun that way, mixing it up with growth (a la Swamp Thing or Groot) for a tanky sort, or pollens and poisons, or thrown thorns and grown wooden spears or weapons, depending on which way you want to go.
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Re: Plant Embodiment - PL 10

Post by EternalPhoenix »

Ian Turner wrote: Sun Apr 17, 2022 11:25 am I'm still lurking, if not commenting much. I noticed this person
EternalPhoenix wrote: Mon Apr 11, 2022 10:50 pm Plant Embodiment - PL 10
has both of these powers, under different containers, one under Plant Control, the other under Plant Form. Was this intended, or just a holdover from a previous draft where you hadn't decided which way to go with it?
. . Transmit: Teleport 10 (4 miles in a move action, carrying 50 lbs.; Extended: 1000 miles in 2 move actions; Medium: Plants)

. . Teleport: Teleport 7 (0.5 miles in a move action, carrying 50 lbs.; Medium: Plants)
Otherwise, a cool build. I like that they've got three different ways to go, offensively, with an entangle, an incapacitating toxin and just straight up punching/slashing with their good strength. Plant based characters can be fun that way, mixing it up with growth (a la Swamp Thing or Groot) for a tanky sort, or pollens and poisons, or thrown thorns and grown wooden spears or weapons, depending on which way you want to go.
The other option in the Deluxe Handbook's Character Generattor for the Array is

Animate Tree: Summon 10, Controlled, Limited to Size and Availability of tree

and I remember at the time I was like "Oh god I don't want to make a 150PP tree" so best of a bad lot. You could dip into Power Profiles and either Teleport with something more suitable. Basically if stuff's weird blame the book and not me. :mrgreen:
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