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Summoner

 

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

 

STR: -1 (8), DEX: +1 (12), CON: +2 (14), INT: +3 (16), WIS: +2 (14), CHA: +3 (16)

 

Tough: +9, Fort: +5, Ref: +7, Will: +12

 

Skills: Concentration 13 (+15), Diplomacy 12 (+15), Intimidate 5 (+8), Knowledge (arcane Lore) 12 (+15), Knowledge (life sciences) 12 (+15), Medicine 8 (+10), Notice 8 (+10), Search 6 (+9), Sense Motive 8 (+10)

 

Feats: Attack Focus (ranged) 8, Connected, Dodge Focus 5, Leadership, Ritualist, Sidekick 21, Uncanny Dodge (Auditory)

 

Powers:

Array 7 (default power: blast)

   Blast 7 (Default; DC 22)

   Illusion 7 (Array; affects: 2 sense types - normal vision and auditory, DC 17)

   Summon 7 (Array; Horde; Action (full), Duration (concentration); Custom (Extradimensional Summons), Mental Link, Progression, # Minions 3 (10 minions))

Protection 7 (+7 Toughness; Impervious)

 

Attack Bonus: +5 (Ranged: +13, Melee: +5, Grapple: +4)

 

Attacks: Blast 7, +13 (DC 22), Unarmed Attack, +5 (DC 14)

 

Defense: +11  (Flat-footed: +3), Knockback: -8

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 20 + Skills 21 (84 ranks) + Feats 38 + Powers 30 + Combat 22 + Saves 19 + Drawbacks 0 = 150

 

 

Summoned Pet

 

Power Level: 10; Power Points Spent: 105/105

 

STR: +5 (20), DEX: +4 (18), CON: +3 (16), INT: +0 (10), WIS: +1 (12), CHA: +0 (10)

 

Tough: +7, Fort: +7, Ref: +8, Will: +2

 

Skills: Acrobatics 6 (+10), Notice 9 (+10), Sense Motive 9 (+10), Stealth 12 (+12)

 

Feats: All-Out Attack, Attack Focus (melee) 4, Elusive Target, Endurance (+4), Evasion, Improved Critical 2 (Claws ((Strength Bonus) Strike 5)), Improved Initiative, Interpose, Last Stand, Move-by Action, Power Attack, Takedown Attack 2, Uncanny Dodge (Auditory)

 

Powers:

Claws ((Strength Bonus) Strike 5) (Penetrating)

Growth 4 (+8 STR, +4 CON, +1 size category; Permanent; Innate)

Leaping 2 (Jumping distance: x5)

Protection 4 (+4 Toughness)

Speed 2 (Speed: 25 mph, 220 ft./rnd)

Super-Senses 5 (low-light vision, scent, tracking: Scent 2 (normal speed), ultra-hearing)

Super-Strength 2 (+10 STR carry capacity, heavy load: 3.2k lbs; +2 STR to some checks)

 

Attack Bonus: +5 (Ranged: +5, Melee: +9, Grapple: +19/+21)

 

Attacks: Unarmed Attack, +9 (DC 20)

 

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

 

Initiative: +8

 

Drawbacks: Disability, very common, moderate, Mute, Disability, very common, moderate, No Hands

 

Languages: Native Language

 

Totals: Abilities 14 + Skills 9 (36 ranks) + Feats 18 + Powers 35 + Combat 28 + Saves 9 - Drawbacks 8 = 105

 

 

Mecha and Manga again. Decided to rescue their Summoner archtype and make it playable. I'm happy with it. Her summoned pet is a Lion minion brought up to PL 7 105 PP status. It, however, is just an example. You can make her pet whatever you want to. Me, I'd have the summon power bring out more of whatever her pet is, only at minion status instead of heroic. Less work for you and your poor GM that way. But that's just me.

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  • EternalPhoenix

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Magic Teddy Bear

 

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

 

STR: -4 (2), DEX: +1 (12), CON: +0 (-), INT: +5 (20), WIS: +5 (20), CHA: +0 (10)

 

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

 

Skills: Knowledge (arcane Lore) 10 (+15), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Attack Focus (ranged) 3, Dodge Focus 7, Power Attack, Uncanny Dodge (Auditory)

 

Powers:

Flight 2 (Speed: 25 mph, 220 ft./rnd)

Immunity 45 (damage type: Bludgeoning, fortitude saves, mental effects)

Magic (Array 12) (default power: blast)

   Blast 12 (Default; DC 27)

   Dazzle 12 (Array; affects: 2 sense types, DC 22)

   ESP 8 (Array; affects: 2 types, inc. visual)

   Snare 12 (Array; DC 22)

   Telekinesis 12 (Array; Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons)

   Teleport 8 (Array; 800 ft. as move action, 2000 miles as full action; Accurate)

Protection 7 (+7 Toughness)

Shrinking 8 (-8 STR, -2 Toughness, -2 size categories, 1/2 movement speed; Permanent; Innate)

 

Attack Bonus: +5 (Ranged: +8, Melee: +5, Grapple: -9)

 

Attacks: Blast 12, +8 (DC 27), Dazzle 12, +8 (DC Fort/Ref 22), Snare 12, +8 (DC Ref/Staged 22), Unarmed Attack, +5 (DC 11)

 

Defense: +15  (Flat-footed: +4), Size: Tiny, Knockback: +0

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 12 + Skills 5 (20 ranks) + Feats 12 + Powers 94 + Combat 18 + Saves 9 + Drawbacks 0 = 150

 

 

As I said before, my mind's...off, compared to other people. So I made a mystic that just so happens to be a soft fluffy teddy bear. Not a giant one, either. A teddy bear like you'd find in any toy store. He's about a foot tall, full of stuffing, and can beat the stuffing out of grown men with his magical powers. That's it.

Edited by EternalPhoenix
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Ultimate Martial Artist

 

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

 

STR: +5 (20), DEX: +5 (20), CON: +5 (20), INT: +1 (12), WIS: +5 (20), CHA: +4 (18)

 

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

 

Skills: Acrobatics 10 (+15), Bluff 6 (+10), Diplomacy 6 (+10), Gather Information 6 (+10), Intimidate 6 (+10), Notice 10 (+15), Sense Motive 10 (+15), Survival 10 (+15)

 

Feats: All-Out Attack, Attack Focus (melee) 10, Dazzling Attack, Defensive Attack, Dodge Focus 10, Elusive Target, Endurance (+4), Evasion, Move-by Action, Nauseating Attack, Paralyzing Attack, Power Attack, Skill Mastery (Acrobatics, Notice, Sense Motive, Survival), Stunning Attack, Takedown Attack 2, Uncanny Dodge (Auditory)

 

Powers:

Leaping 1 (Jumping distance: x2)

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

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

Techniques (Array 3) (default power: (strength bonus) strike; Custom (to Array 2.5))

   Armor Bypass Technique ((Strength Bonus) Strike 5) (Array; Penetrating)

   Doublestrike Technique ((Strength Bonus) Strike 5) (Array; Secondary Effect)

   Explosive Technique ((Strength Bonus) Strike 5) (Array; Burst Area (25 ft. radius - General))

   Multiattack Technique ((Strength Bonus) Strike 5) (Default; Autofire (interval 2, max +5))

   Strike The Body Technique ((Strength Bonus) Strike 5) (Array; Alternate Save (Fortitude))

   Strike The Mind Technique ((Strength Bonus) Strike 5) (Array; Alternate Save (Will))

 

Attack Bonus: +5 (Ranged: +5, Melee: +15, Grapple: +20/+21)

 

Attacks: Unarmed Attack, +15 (DC 20)

 

Defense: +15  (Flat-footed: +3), Knockback: -2

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 50 + Skills 16 (64 ranks) + Feats 35 + Powers 14 + Combat 20 + Saves 15 + Drawbacks 0 = 150

 

 

What's this? Another martial artist? So soon? Well, yes. This guy's thing isn't having relatively realistic Ability Scores. It's having the most versatile fists in all the land. You name a melee feat, and he can most likely do it. Why is he a dodge monkey? Thematic consistency, mostly. Somebody who puts that much effort into training his offensive abilities would put just as much effort into learning how not to be hit. Or so I think.

Edited by EternalPhoenix
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Beast Master

 

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

 

STR: +2 (14), DEX: +5 (20), CON: +2 (14), INT: +0 (10), WIS: +7 (24), CHA: +5 (20)

 

Tough: +2/+7, Fort: +7, Ref: +8, Will: +8

 

Skills: Acrobatics 10 (+15), Escape Artist 10 (+15), Gather Information 5 (+10), Handle Animal 15 (+20), Notice 8 (+15), Ride 15 (+20), Sense Motive 8 (+15), Survival 13 (+20)

 

Feats: Animal Empathy, Attack Focus (ranged) 10, Defensive Roll, Dodge Focus 4, Improved Aim, Improved Initiative, Improved Ranged Disarm, Improved Trip, Minions 5, Move-by Action, Power Attack, Precise Shot 2, Quick Change, Quick Draw, Skill Mastery (Acrobatics, Handle Animal, Ride, Survival), Uncanny Dodge (Auditory)

 

Powers:

Archery Supremacy (Probability Control 1) (Minimum Result: 1; Limited 2 (Archery))

Armor (Device 1) (Hard to lose)

   Protection 4 (+4 Toughness, Feats: Quick Change)

Bow & Arrows (Device 4) (Easy to lose)

   Arrows (Array 8) (default power: blast; Custom (Array 7.5))

      Paralyze Arrow (Paralyze 5) (Array; DC 15; Range (ranged))

      Poison Arrow (Drain 5) (Array; drains: single trait - fortitude, DC 15; Range (ranged), Secondary Effect)

      Restorative Arrow (Healing 5) (Array; DC 15; Range (ranged))

      Sleep Arrow (Fatigue 5) (Array; DC 15; Range (ranged), Sleep)

      Standard Arrow (Blast 5) (Default; DC 20; Penetrating)

      Vampiric Arrow (Blast 5) (Array; DC 20; Vampiric)

Comprehend 1 (animals - understand)

 

Attack Bonus: +5 (Ranged: +15, Melee: +5, Grapple: +7)

 

Attacks: Paralyze Arrow (Paralyze 5), +15 (DC Staged/Will 15), Poison Arrow (Drain 5), +15 (DC Fort/Staged 15), Sleep Arrow (Fatigue 5), +15 (DC Fort 15), Standard Arrow (Blast 5), +15 (DC 20), Unarmed Attack, +5 (DC 17), Vampiric Arrow (Blast 5), +15 (DC 20)

 

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

 

Initiative: +9

 

Languages: Native Language

 

Totals: Abilities 42 + Skills 21 (84 ranks) + Feats 32 + Powers 20 + Combat 26 + Saves 9 + Drawbacks 0 = 150

 

 

Beast Master's Pet

 

Power Level: 10; Power Points Spent: 75/75

 

STR: +5 (20), DEX: +2 (14), CON: +5 (20), INT: -4 (2), WIS: +2 (14), CHA: -2 (6)

 

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

 

Skills: Notice 3 (+5), Sense Motive 3 (+5)

 

Feats: Ninja Run, Uncanny Dodge (Auditory)

 

Powers:

Growth 4 (+8 STR, +4 CON, +1 size category; Permanent; Innate)

Leaping 5 (Jumping distance: x50)

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

Super-Movement 7 (slow fall, sure-footed 4 (no penalty), trackless, water walking)

 

Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +15)

 

Attacks: Unarmed Attack, +5 (DC 20)

 

Defense: +5  (Flat-footed: +3), Size: Large, Knockback: -6

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 4 + Skills 2 (6 ranks) + Feats 2 + Powers 37 + Combat 24 + Saves 6 + Drawbacks 0 = 75

 

 

There's a video game on Steam named Last Dream. If you're an ooooold school JRPG fan, you should give a whirl. Anyway, this is more or less the Hunter job class from that game, adjusted for M&M. Basically an Archer with a gimmick, but eh, I  like it. Basic attack style is riding her pet around firing off arrows at fools. Her pet is just a PL 5 minion, but there's a bond of love and trust there, so don't go putting it down casually.

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Jester Hacker

 

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

 

STR: +4 (18), DEX: +4 (18), CON: +4 (18), INT: +4 (18), WIS: +4 (18), CHA: +4 (18)

 

Tough: +4/+6, Fort: +7, Ref: +8, Will: +8

 

Skills: Acrobatics 8 (+12), Bluff 8 (+12), Computers 8 (+12), Craft (electronic) 6 (+10), Diplomacy 6 (+10), Disable Device 8 (+12), Escape Artist 6 (+10), Knowledge (technology) 6 (+10), Notice 6 (+10), Perform (comedy) 6 (+10), Sense Motive 6 (+10), Sleight of Hand 6 (+10)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 8, Attack Specialization 4 (Toy Gun (Device 4)), Attractive (+4), Defensive Roll 2, Dodge Focus 6, Elusive Target, Evasion, Improved Trick, Power Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Giant Hammer (Device 1) (Easy to lose)

   Giant Hammer Smack (Strike 4) (DC 23; Mighty)

Top Secret Wrist Comm (Device 2) (Hard to lose)

   Datalink 4 (sense type: radio; Omni-Directional Area; Machine Control)

      Communication 4 (Alternate; sense type: radio; Omni-Directional Area)

Toy Gun (Device 4) (Easy to lose)

   Toy Gun Shells (Array 8) (default power: blast; Precise)

      Banana Peel Shooter (Trip 8) (Array; Knockback)

      Flying Boxing Glove (Blast 8) (Default; DC 23)

      Knockout Gas Shell (Fatigue 5) (Array; DC 15; Range (ranged); Accurate (+2))

      Van de Graaff's Revenge (Stun 5) (Array; DC 15; Range (ranged); Accurate (+2))

 

Attack Bonus: +4 (Ranged: +4, Melee: +12, Grapple: +16)

 

Attacks: Banana Peel Shooter (Trip 8), +12 (DC 18), Flying Boxing Glove (Blast 8), +12 (DC 23), Giant Hammer Smack (Strike 4), +12 (DC 23), Knockout Gas Shell (Fatigue 5), +14 (DC Fort 15), Unarmed Attack, +12 (DC 19), Van de Graaff's Revenge (Stun 5), +14 (DC Fort/Staged 15)

 

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

 

Initiative: +4

 

Languages: Native Language

 

Totals: Abilities 48 + Skills 20 (80 ranks) + Feats 28 + Powers 23 + Combat 20 + Saves 11 + Drawbacks 0 = 150

 

 

I was having a convo in chat with Rock, and I got inspired. Supposed to be a Harley Quinn knockoff who's not a psychologist, but a hacker and general gadgeteer type. I think it's okay. She can bluff, she can trick, she can hit you with a giant hammer. Her toy gun’s got some neat tricks. Or she can just hack her way around you. Depends on how she feels that hour. Heh.

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Space Warping Swordswoman

 

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

 

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

 

Tough: +2/+4, Fort: +7, Ref: +10, Will: +8

 

Skills: Acrobatics 6 (+10), Bluff 6 (+10), Diplomacy 6 (+10), Gather Information 6 (+10), Knowledge (arcane Lore) 8 (+10), Knowledge (streetwise) 3 (+5), Knowledge (tactics) 3 (+5), Knowledge (theology & philosophy) 8 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 6 (+10), Survival 8 (+10)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 6, Attack Specialization 2 (Sword (Device 1)), Attractive (+4), Challenge - Improved Acrobatic Bluff, Defensive Roll 2, Dodge Focus 6, Elusive Target, Endurance (+4), Evasion, Improved Critical (Strike 3), Improved Disarm, Improved Initiative, Improved Trick, Power Attack, Takedown Attack 2, Uncanny Dodge (Auditory)

 

Powers:

Array 10 (default power: spatial control)

   Enhances Sword Attack ((Strength Bonus) Strike 5) (Array; Shapeable Area (5-250 cubes of 125 cu. ft. (5x5x5) - Targeted), Penetrating, Selective Attack; Progression, Increase Area 5 (area x50))

   Paralyze 5 (Array; DC 15; Alternate Save (Reflex), Shapeable Area (5-250 cubes of 125 cu. ft. (5x5x5) - General); Progression, Increase Area 5 (area x50))

   Spatial Control 8 (Default; 800 ft. as move action; Accurate; Short-Range; Change Direction, Change Velocity, Progression, Mass (carry 250 lbs), Turnabout)

   Trip 5 (Array; Shapeable Area (5-250 cubes of 125 cu. ft. (5x5x5) - General), Autofire (interval 2, max +5), Knockback; Range (touch); Progression, Increase Area 5 (area x50))

Immunity 1 (aging)

Sword (Device 1) (Easy to lose)

   Strike 3 (DC 20, Feats: Improved Critical (Strike 3); Mighty)

 

Attack Bonus: +5 (Ranged: +5, Melee: +11, Grapple: +13)

 

Attacks: Paralyze 5 (DC Ref/Staged 15), Strike 3, +15 (DC 20), Trip 5 (DC 15), Unarmed Attack, +11 (DC 17)

 

Defense: +14  (Flat-footed: +4), Knockback: -2

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 32 + Skills 19 (76 ranks) + Feats 29 + Powers 27 + Combat 26 + Saves 17 + Drawbacks 0 = 150

 

 

Miracle of Sound makes another appearance. Lady of Worlds, one of his Witcher 3 videos, inspired this one. It's not exactly Ciri, since I purposefully avoided knowing what she could do beyond what was shown in the video. A little on the fragile side, but what a goon sweeper.

Edited by EternalPhoenix
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Wolf Totem Swordsman

 

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

 

STR: +5 (14/20), DEX: +6 (16/22), CON: +6 (16/22), INT: +4 (18), WIS: +4 (18), CHA: +4 (18)

 

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

 

Skills: Acrobatics 4 (+10), Bluff 6 (+10), Escape Artist 4 (+10), Gather Information 6 (+10), Intimidate 6 (+10), Knowledge (arcane Lore) 6 (+10), Knowledge (streetwise) 1 (+5), Knowledge (tactics) 1 (+5), Knowledge (theology & philosophy) 6 (+10), Notice 6 (+10), Sense Motive 6 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 4, Challenge - Improved Demoralize, Challenge - Improved Feint, Defensive Roll, Dodge Focus 4, Elusive Target, Endurance (+4), Evasion, Improved Critical (Strike 3), Improved Disarm, Improved Initiative, Move-by Action, Power Attack, Quick Draw, Takedown Attack 2, Uncanny Dodge (Smell)

 

Powers:

Enhanced Constitution 6 (+6 CON)

Enhanced Dexterity 6 (+6 DEX)

Enhanced Strength 6 (+6 STR)

Leaping 2 (Jumping distance: x5)

Speed 3 (Speed: 50 mph, 440 ft./rnd)

Super-Senses 7 (accurate: Smell, acute: Smell, darkvision, tracking: Smell 2 (normal speed))

Sword (Device 1) (Easy to lose)

   Strike 3 (DC 23, Feats: Improved Critical (Strike 3); Mighty)

 

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +17)

 

Attacks: Strike 3, +12 (DC 23), Unarmed Attack, +12 (DC 20)

 

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

 

Initiative: +10

 

Languages: Native Language

 

Totals: Abilities 40 + Skills 13 (52 ranks) + Feats 24 + Powers 33 + Combat 32 + Saves 8 + Drawbacks 0 = 150

 

 

After the Space Warping Swordswoman, I decided to watch Miracle of Sound's other Witcher 3 videoes. Both variations on Wake the White Wolf. Obviously, this isn't Geralt, but he's still very effective, I think. And, as a rarity for me, his Uncanny Dodge isn't based his hearing, but on his sense of smell, which he can use to target his foes as well. Give him a chance and I think you'll like him.

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Survivalist Archaeologist

 

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

 

STR: +2 (14), DEX: +4 (18), CON: +2 (14), INT: +5 (20), WIS: +4 (18), CHA: +4 (18)

 

Tough: +2/+4, Fort: +7, Ref: +8, Will: +8

 

Skills: Acrobatics 4 (+8), Bluff 4 (+8), Climb 3 (+5), Craft (chemical) 5 (+10), Craft (mechanical) 5 (+10), Diplomacy 4 (+8), Gather Information 4 (+8), Knowledge (arcane Lore) 5 (+10), Knowledge (history) 10 (+15), Knowledge (theology & philosophy) 5 (+10), Medicine 1 (+5), Notice 6 (+10), Sense Motive 6 (+10), Stealth 11 (+15), Survival 11 (+15)

 

Feats: Attack Focus (ranged) 7, Attractive (+4), Defensive Roll 2, Dodge Focus 6, Endurance (+4), Evasion, Improved Aim, Improved Initiative, Improvised Tools, Inventor, Jack-of-All-Trades, Move-by Action, Power Attack, Precise Shot, Quick Draw, Skill Mastery (Disable Device, KN (history), Stealth, Survival), Uncanny Dodge (Auditory)

 

Powers:

Bow (Device 4) (Easy to lose)

   Arrows (Array 8) (default power: blast; Custom (Array 7.5))

      Explosive Arrow (Blast 5) (Array; DC 20; Explosion Area (50 ft. explosion - General))

      Poison Arrow (Blast 5) (Array; DC 20; Alternate Save (Fortitude))

      Sedation Arrow (Fatigue 5) (Array; DC 15; Range (ranged))

      Smoke Bomb Arrow (Obscure 5) (Array; affects: visual senses, Radius: 100 ft.; Independent; Improved Range 2 (250 ft. incr), Precise, Progression, Increase Range 2 (max range x5, 2500 feet))

      Swinging Arrow (Linked)

         Speed 3 (Linked; Speed: 50 mph, 440 ft./rnd)

         Super-Movement 4 (Linked; slow fall, swinging, wall-crawling 2 (full speed))

      Ultrasharp Arrow (Blast 5) (Default; DC 20; Penetrating)

Comprehend 1 (languages - read all; Limited (to Historical languages))

 

Attack Bonus: +8 (Ranged: +15, Melee: +8, Grapple: +10)

 

Attacks: Explosive Arrow (Blast 5) (DC 20), Poison Arrow (Blast 5), +15 (DC Fort 20), Sedation Arrow (Fatigue 5), +15 (DC Fort 15), Ultrasharp Arrow (Blast 5), +15 (DC 20), Unarmed Attack, +8 (DC 17)

 

Defense: +14  (Flat-footed: +4), Knockback: -2

 

Initiative: +8

 

Languages: Native Language

 

Totals: Abilities 42 + Skills 21 (84 ranks) + Feats 29 + Powers 13 + Combat 32 + Saves 13 + Drawbacks 0 = 150

 

 

Continuing on the Miracle of Sound trail, this was The Savage Side of Me. Basically in game Lara Croft punched up a bit to make her PL 10 superhero. Stripped out the guns because superhero. Don't recall the axe being used as a weapon, so folded that into the bow as she had something mechanically similar anyway. I wanted to incorporate some Indiana Jones, but it didn't work out points wise. A shame, that.

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Speedster Battlesuit

 

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

 

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

 

Tough: +2/+12, Fort: +5, Ref: +5/+12, Will: +8

 

Skills: Computers 10 (+15), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Disable Device 10 (+15), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 2, Attack Specialization (Blast 10), Dodge Focus 4, Evasion 2, Improved Initiative 5, Improvised Tools, Inventor, Move-by Action, Moving Feint, Power Attack, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Uncanny Dodge (Auditory)

 

Powers:

Super Speed Battlesuit (Device 18) (Hard to lose)

   Enhanced Trait 5 (Feats: Accurate Attack, All-Out Attack, Move-by Action, Moving Feint, Power Attack)

   Enhanced Trait 9 (Traits: Reflex +7 (+12), Feats: Evasion 2)

   Masterwork Tools (Features 1)

   Protection 10 (+10 Toughness; Impervious)

   Speed Array (Array 11) (default power: blast)

      Blast 10 (Default; DC 25; Accurate 2 (+4))

      More Speed (Linked)

         Concealment 6 (Linked; all aural senses, all visual senses)

         Quickness 5 (Linked; Perform routine tasks at 50x speed; Stacks with (Quickness 10))

         Speed 5 (Linked; Speed: 250 mph, 2200 ft./rnd; Stacks with (Speed 10))

      Strike 10 (Array; DC 25; Burst Area (50 ft. radius - Targeted); Accurate 2 (+4))

      Strike 10 (Array; DC 25; Autofire (interval 2, max +5); Accurate 2 (+4))

   Super Speed (Linked)

      Enhanced Trait 5 (Linked; Feats: Improved Initiative 5)

      Quickness 10 (Linked; Perform routine tasks at 2500x speed)

      Speed 10 (Linked; Speed: 10000 mph, 88000 ft./rnd)

      Super-Movement 5 (Linked; sure-footed 2 (50% penalty reduction), wall-crawling 2 (full speed), water walking; Limited (to while moving))

 

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

 

Attacks: Blast 10, +10 (DC 25), Strike 10, +10 (DC 25), Strike 10, +10 (DC 25), Unarmed Attack, +6 (DC 15)

 

Defense: +8  (Flat-footed: +2), Knockback: -11

 

Initiative: +20

 

Languages: Native Language

 

Totals: Abilities 18 + Skills 19 (76 ranks) + Feats 11 + Powers 72 + Combat 16 + Saves 14 + Drawbacks 0 = 150

 

 

The name says it all. Another blended archetype from me. Flips the usual defensive abilities of a speedster around while I'm at it. Area attacks that affect Toughness? You'd need at least a +20 to actually damage this fella. Heck of a fighter for a PL 10, I tell you. Invents stuff if necessary, too.

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Powerhouse Archer

 

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

 

STR: +15 (20/40), DEX: +2 (14), CON: +8 (18/26), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)

 

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

 

Skills: Craft (mechanical) 8 (+8), Gather Information 8 (+10), Knowledge (Pick One) 8 (+8), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Attack Specialization 5 (Bolts (Array 8)), Precise Shot, Quick Draw, Uncanny Dodge (Auditory)

 

Powers:

Crossbow (Device 4) (Easy to lose)

   Bolts (Array 8) (default power: blast; Custom (Array 7.5))

      Blitz Arrow (Blast 5) (Default; DC 20; Autofire (interval 2, max +5))

      Explosive Arrow (Blast 5) (Array; DC 20; Burst Area (25 ft. radius - General))

      Flash Bang Arrow (Dazzle 5) (Array; affects: 1 type + visual, DC 15)

      Penetrating Arrow (Blast 5) (Array; DC 20; Penetrating)

      Swing Line Arrow (Linked)

         Speed 3 (Linked; Speed: 50 mph, 440 ft./rnd)

         Super-Movement 4 (Linked; slow fall, swinging, wall-crawling 2 (full speed))

      Taser Arrow (Stun 5) (Array; DC 15; Range (ranged))

Enhanced Constitution 8 (+8 CON)

Enhanced Strength 20 (+20 STR)

Impervious Toughness 10

Protection 2 (+2 Toughness)

Super-Strength 4 (+20 STR carry capacity, heavy load: 51.2 tons; +4 STR to some checks)

 

Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +20/+24)

 

Attacks: Blitz Arrow (Blast 5), +15 (DC 20), Explosive Arrow (Blast 5) (DC 20), Flash Bang Arrow (Dazzle 5), +15 (DC Fort/Ref 15), Penetrating Arrow (Blast 5), +15 (DC 20), Taser Arrow (Stun 5), +15 (DC Fort/Staged 15), Unarmed Attack, +5 (DC 30)

 

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

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 30 + Skills 10 (40 ranks) + Feats 8 + Powers 60 + Combat 30 + Saves 12 + Drawbacks 0 = 150

 

 

This is what happens when I get interested in opposites. Archetypes get mashed up. Blended, if you will.  Incredible physical might meets ranged options. People expecting a one dimensional powerhouse or archer get a rude surprise either way. Not the best at either, but can throw down with dodge monkeys and Impervious toting folks alike.

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Cloud 9

 

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

 

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

 

Tough: +2/+7, Fort: +5, Ref: +8, Will: +8

 

Skills: Bluff 3 (+5), Diplomacy 3 (+5), Gather Information 8 (+10), Knowledge (current events) 4 (+5), Knowledge (popular culture) 4 (+5), Notice 10 (+15), Sense Motive 10 (+15), Stealth 2 (+5)

 

Feats: Accurate Attack, Attack Focus (ranged) 5, Defensive Roll, Dodge Focus 4, Fearless, Improved Aim, Move-by Action, Precise Shot 2, Uncanny Dodge (Auditory)

 

Powers:

Alien Cloud (Array 14) (default power: flight; Custom (Array 13.5))

   Flight 9 (Default; Speed: 5000 mph, 44000 ft./rnd; Affects Others, Shapeable Area (9 cubes of 125 cu. ft. (5x5x5) - General), Stacks with (Flight 1); Platform)

   Obscure 9 (Array; affects: visual senses, Radius: 2500 ft.; Selective Attack)

   Suffocate 12 (Array; DC 22)

Costume (Device 1) (Hard to lose)

   Protection 4 (+4 Toughness; Subtle (subtle))

Flight 1 (Speed: 10 mph, 88 ft./rnd; Affects Others, Shapeable Area (1 cubes of 125 cu. ft. (5x5x5) - General); Platform)

Pulse Rifle (Device 5) (Easy to lose)

   Pulse Rifle Shot (Blast 7) (DC 22; Penetrating [4 ranks only]; Improved Range (175 ft. incr), Precise, Progression, Increase Range (max range x2, 1750 feet))

   Scope (Super-Senses 4) (extended (type): Visual 1 (-1 per 100 ft), infravision, low-light vision)

 

Attack Bonus: +8 (Ranged: +13, Melee: +8, Grapple: +9)

 

Attacks: Pulse Rifle Shot (Blast 7), +13 (DC 22), Suffocate 12, +8 (DC Fort 22), Unarmed Attack, +8 (DC 16)

 

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

 

Initiative: +3

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 11 (44 ranks) + Feats 17 + Powers 51 + Combat 32 + Saves 11 + Drawbacks 0 = 150

 

 

My second Marvel build, after Scarlet Witch. Honestly, I'm not interested in doing any of the main players. They've been around long enough that the standard M&M archetypes are based on them, or you don't have to veer that from them to get there. What I'm interested in building are characters who's inital power descriptions seem...well...worthless in a combat situation. Enter Cloud 9, former member of the Avengers Initiative. She flies on an alien cloud. That was it. A little research later, I learned she'd been trained pretty well by the Initiative as a sniper, and her cloud could do a couple of cool things. BOOM. A build.

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God of the Sword

 

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

 

STR: +5 (20), DEX: +5 (20), CON: +7 (24), INT: +0 (10), WIS: +5 (20), CHA: +4 (18)

 

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

 

Skills: Acrobatics 10 (+15), Bluff 1 (+5), Climb 5 (+10), Diplomacy 6 (+10), Gather Information 6 (+10), Intimidate 11 (+15), Notice 10 (+15), Sense Motive 10 (+15), Swim 5 (+10)

 

Feats: All-Out Attack, Attack Focus (melee) 5, Attack Specialization (Sword (Device 1)), Dazzling Attack, Defensive Attack, Dodge Focus 4, Elusive Target, Endurance (+4), Evasion, Improved Critical (Strike 3), Move-by Action, Paralyzing Attack, Power Attack, Skill Mastery (Acrobatics, Intimidate, Notice, Sense Motive), Startle, Stunning Attack, Takedown Attack 2, Uncanny Dodge (Auditory)

 

Powers:

Leaping 1 (Jumping distance: x2)

Protection 3 (+3 Toughness)

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

Super-Strength 2 (+10 STR carry capacity, heavy load: 1.6k lbs; +2 STR to some checks)

Sword (Device 1) (Easy to lose)

   Strike 3 (DC 23, Feats: Improved Critical (Strike 3); Mighty)

Sword Skills (Array 4) (default power: (strength bonus) strike; Limited (Requires Sword))

   Air Slash ((Strength Bonus) Strike 8) (Array; Range (ranged))

   Cleave Armor ((Strength Bonus) Strike 8) (Array; Penetrating)

   Cut The Soul ((Strength Bonus) Strike 8) (Array; Alternate Save (Will))

   Demon's Fangs ((Strength Bonus) Strike 8) (Default; Autofire (interval 2, max +5))

   Invisible Blade ((Strength Bonus) Strike 8) (Array; Alternate Save (Fortitude))

   Razor Slash ((Strength Bonus) Strike 8) (Array; Secondary Effect)

   Whirlwind Slash ((Strength Bonus) Strike 8) (Array; Burst Area (40 ft. radius - Targeted))

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +15/+17)

 

Attacks: Strike 3, +12 (DC 23), Unarmed Attack, +10 (DC 20)

 

Defense: +10  (Flat-footed: +3), Knockback: -5

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 52 + Skills 16 (64 ranks) + Feats 25 + Powers 22 + Combat 22 + Saves 13 + Drawbacks 0 = 150

 

 

I have no reason to lie. This is Roronoa Zoro, from One Piece, as a PL10 150 PP superhero. He's missing some stuff, obviously. One Piece's GM is probably working from 20 PP per PL rather than 15. But he works as he was designed to. I took the framework from my Utimate Martial Artist and pushed some stuff around until it all fit.

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Master Blaster

 

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

 

STR: +0 (10), DEX: +2 (14), CON: +12 (14/34), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)

 

Tough: +12, Fort: +12, Ref: +5, Will: +7

 

Skills: Knowledge (art) 4 (+4), Knowledge (popular culture) 4 (+4), Knowledge (technology) 4 (+4), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Attack Specialization 2 (Blasting Array (Array 20)), Dodge Focus 4, Improved Aim, Improved Initiative, Move-by Action, Power Attack, Uncanny Dodge (Auditory)

 

Powers:

Blasting Array (Array 20) (default power: blast)

   Body Blast (Blast 12) (Array; DC 27; Alternate Save (Fortitude); Improved Range 2 (600 ft. incr), Progression, Increase Range 2 (max range x5, 6000 feet))

   Piercing Blast (Blast 12) (Array; DC 27; Penetrating; Improved Range 2 (600 ft. incr), Progression, Increase Range 2 (max range x5, 6000 feet))

   Rapidfire Blast (Blast 12) (Default; DC 27; Autofire (interval 2, max +5); Improved Range 2 (600 ft. incr), Progression, Increase Range 2 (max range x5, 6000 feet))

   Scattershot Blast (Blast 12) (Array; DC 27; Burst Area (60 ft. radius - Targeted); Improved Range 2 (600 ft. incr), Progression, Increase Range 2 (max range x5, 6000 feet))

   Soul Blast (Blast 12) (Array; DC 27; Alternate Save (Will); Improved Range 2 (600 ft. incr), Progression, Increase Range 2 (max range x5, 6000 feet))

   Two For One Blast (Blast 12) (Array; DC 27; Secondary Effect; Improved Range 2 (600 ft. incr), Progression, Increase Range 2 (max range x5, 6000 feet))

Enhanced Constitution 20 (+20 CON)

Flight 8 ([0 active, 0/16 PP, 2/r], Speed: 2500 mph, 22000 ft./rnd)

   Move Object 8 (Alternate; [0 active, 0/16 PP, 2/r], Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons)

Super-Senses 8 (darkvision, extended (type): Visual 2 (-1 per 1k ft), infravision, ultravision)

 

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

 

Attacks: Body Blast (Blast 12), +8 (DC Fort 27), Piercing Blast (Blast 12), +8 (DC 27), Rapidfire Blast (Blast 12), +8 (DC 27), Scattershot Blast (Blast 12), +8 (DC 27), Soul Blast (Blast 12), +8 (DC Will 27), Two For One Blast (Blast 12), +8 (DC 27), Unarmed Attack, +4 (DC 15)

 

Defense: +8  (Flat-footed: +2), Knockback: -6

 

Initiative: +6

 

Languages: Native Language

 

Totals: Abilities 16 + Skills 7 (28 ranks) + Feats 11 + Powers 92 + Combat 16 + Saves 8 + Drawbacks 0 = 150

 

 

He's the Master Blaster, master of the Blast power. No, really. He's a showcase for just how versatile Blast can be. High power, long range, and one with virtually every possible extra. And a few other things to make him feel a little paragon-y. Only with blasting instead of punching. On to the next one.

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Weather Controlling Battlesuit

 

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

 

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

 

Tough: +2/+12, Fort: +5, Ref: +5, Will: +8

 

Skills: Computers 10 (+15), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Disable Device 10 (+15), Knowledge (earth sciences) 10 (+15), Knowledge (life sciences) 3 (+8), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Medicine 3 (+5), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Attack Focus (ranged) 2, Attack Specialization (Lightning Bolt (Blast 12)), Dodge Focus 4, Improvised Tools, Inventor, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Uncanny Dodge (Auditory)

 

Powers:

Weather Control Battlesuit (Device 17) (Hard to lose)

   Communication 6 (sense type: radio)

   Flight 6 (Speed: 500 mph, 4400 ft./rnd)

   Immunity 6 (environmental condition: Cold, environmental condition: Heat, environmental condition: Pressure, environmental condition: Radiation, suffocation (all))

   Masterwork Tools (Features 1)

   Protection 10 (+10 Toughness; Impervious)

   Radar (Super-Senses 4) (extended: Radio 1 (-1 per 100 ft), radar)

   Weather Control (Array 16) (default power: weather control)

      Dense Fog (Obscure 8) (Array; affects: visual senses, Radius: 1000 ft.; Duration (continuous), Selective Attack)

      Fury of the Storm (Dazzle 8) (Array; affects: 1 type + visual, DC 18; Burst Area (40 ft. radius - General), Selective Attack; Range (touch))

      Lightning Bolt (Blast 12) (Array; DC 27; Homing 2 (2 attempts), Improved Range (300 ft. incr), Indirect 3 (any point, any direction), Precise, Progression, Increase Range (max range x2, 3000 feet))

      Weather Control 8 (Default; mix-and-match 4, Radius: 1000 ft., DC 18)

      Wind's Might (Move Object 10) (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Shapeable Area (10-50 cubes of 125 cu. ft. (5x5x5) - General); Progression, Increase Area 2 (area x5))

 

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

 

Attacks: Fury of the Storm (Dazzle 8) (DC Fort/Ref 18), Lightning Bolt (Blast 12), +8 (DC 27), Unarmed Attack, +4 (DC 15)

 

Defense: +8  (Flat-footed: +2), Knockback: -11

 

Initiative: +0

 

Languages: Native Language

 

Totals: Abilities 18 + Skills 23 (92 ranks) + Feats 11 + Powers 68 + Combat 16 + Saves 14 + Drawbacks 0 = 150

 

 

Based of the Speedster Battlesuit (which is probably gonna serve that purpose again and again), it's a weather controller in a battlesuit. In my head, this guy's a genius stormchaser/meteorologist/journalist who's decided to put himself in the heart of the storm. Once he's done that, why not go ahead and fight some crime?

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Well. That certainly was a lot of builds. But let’s take a break for a bit, eh? I’ve got something else in mind for the next series. We started with the Exiles, and introduced you to NPC Investigations. However, there are decidedly not the main heroes of this, one of the three Phoenixverses. That role goes to the Icons.

 

The Icons are:

 

Senior Members:

The Shining Guardian

Fletcher

Shadowspirit

Tidal

Tex Austin

Caviezel

Medic

Sage

Queenie

 

Junior Members:

Terrifica

Spike Douglas

Candy

Z

Marian Soaring Eagle

Magna

Orca

 

The team in its current form has been around for only a few years. The bottom four Juniors joined relatively recently, while Sage, Medic, and Queenie recently advanced to Seniors. The difference between Juniors and Seniors is mostly cosmetic. Juniors need a decade’s service in the same metropolitan area to be considered for a team invitation, though exceptions can and have been made in the past. Any team member can nominate a hero, but it takes a team majority vote for an invitation to be extended. Juniors bump up when they hit 20 years total hero service and they win a majority vote of the current Seniors. The vote is, the vast majority of the time, a formality. I’ll post their builds and commentary in separate posts. And yes, this Terrifica and Queenie are alternate versions, but very close to where I’d like to get my PC versions to eventually. The Phoenixverses aren’t quite the same places as the Freedom City setting. Heroes are more spread out, as there’s no hub like Freedom City and the world’s a darker place on the whole. There wasn't a Centurion (though there were a few mighty Paragons over the years), and the Terminus is , with a few exceptions, totally unknown. They're places that would be nigh-unrecognizable to anyone coming from Freedom City. Hero work is demanding and insanely dangerous for the improperly mentally and physically prepared. The first year is a trial by fire that most heroes don't make it through. Even less persist through five, much less the ten required for nomination to the Icons. Just being an Icon is a mark of exceptional skill, dedication, AND luck. Getting voted in as a Senior means even more than that. So, without further ado, let's get started.

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The Shining Guardian (PL 13, 250 PP)

 

Power Level: 13; Power Points Spent: 250/250

 

STR: +14 (10/38), DEX: +0 (10), CON: +2 (14), INT: +5 (20), WIS: +3 (16), CHA: +4 (18)

 

Tough: +2/+18, Fort: +5/+10, Ref: +5/+10, Will: +7/+12

 

Skills: Bluff 4 (+8), Concentration 5 (+8), Craft (mechanical) 3 (+8), Diplomacy 4 (+8), Disable Device 3 (+8), Gather Information 6 (+10), Knowledge (arcane Lore) 10 (+15), Knowledge (physical sciences) 3 (+8), Notice 7 (+10), Sense Motive 7 (+10)

 

Feats: Accurate Attack, All-Out Attack, Artificer, Attack Focus (ranged) 4, Attack Specialization 2 (Unarmed Attack), Attractive (+4), Defensive Attack, Dodge Focus 4, Eidetic Memory, Evasion, Improved Initiative 3, Jack-of-All-Trades, Move-by Action, Power Attack, Skill Mastery (KN (arcane lore), KN (business), KN (earth sciences), KN (physical sciences)), Uncanny Dodge (Auditory)

 

Powers:

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

Force Field 4 (+4 Toughness)

Magi-Tech Armor (Device 35) (Hard to lose, Only you can use; Indestructible, Subtle (subtle), Summonable)

   Communication 10 (sense type: magic)

   Enhanced Strength 28 (+28 STR)

   Enhanced Trait 23 (Traits: Fortitude +5 (+10), Reflex +5 (+10), Will +5 (+12), Attack Bonus +4 (+8))

   Enhanced Trait 9 (Feats: Accurate Attack, All-Out Attack, Defensive Attack, Evasion, Improved Initiative 3, Move-by Action, Power Attack)

   ESP 4 (affects: 2 types, inc. visual; No Conduit; Medium)

   Flight 15 ([0 active, 0/30 PP, 2/r], Speed: 500000 mph, 4400000 ft./rnd; Stacks with (Flight 1))

      Super-Strength 15 (Alternate; [0 active, 0/30 PP, 2/r], +75 STR carry capacity, heavy load: 78.6k tons; +15 STR to some checks)

   Immunity 10 (life support, starvation & thirst)

   Protection 12 (+12 Toughness; Impervious)

   Super-Senses 8 (direction sense, distance sense, extended: Radio 2 (-1 per 1k ft), radar, time sense)

   Technomancer Enhancement (Array 8) (default power: magnetic control)

      Blast 8 (Array; DC 23; Stacks with (Blast 6+8))

      Magnetic Control 8 (Default; Stacks with (Magnetic Control 6))

      Snare 8 (Array; DC 18; Stacks with (Snare 6+8))

Technomancer (Array 6) (default power: magnetic control)

   Blast 6+8 (Array; [Stacking ranks: +8], DC 29)

   Magnetic Control 6

   Snare 6+8 (Array; [Stacking ranks: +8], DC 24)

 

Attack Bonus: +4/+8 (Ranged: +8/+12, Melee: +4/+8, Grapple: +18/+22)

 

Attacks: Blast 6+8, +12 (DC 29), Blast 8, +12 (DC 23), Snare 6+8, +12 (DC Ref/Staged 24), Snare 8, +12 (DC Ref/Staged 18), Unarmed Attack, +12 (DC 29)

 

Defense: +8  (Flat-footed: +2), Knockback: -15

 

Initiative: +12

 

Languages: English

 

Totals: Abilities 28 + Skills 13 (52 ranks) + Feats 16 + Powers 165 + Combat 16 + Saves 12 + Drawbacks 0 = 250

 

 The Shining Guardian (Henry Kwon): Henry’s been a hero for a looooong time. The Korean-American (his parents were the immigrants) is a ferromancer out of Denver, and his first recorded appearance was in the 1920s, during the Mystery Men era. He fought in the Pacific during World War II, his mask managing to spare him from the racism of that era. He publicly retired during the HUAC hearings, and wasn’t heard from for decades. Approximately two and a half, to be precise. During that quarter century away, he designed and built his battlesuit. Despite appearances, it is an enchanted object and runs on magic, not science and technology. In it, he returned to the scene more powerful than ever and began protecting and serving once again. He got a little dirty during the Iron Age, as heroes killing was far less frowned up on during his original active years. That said, with the dawn of the modern age he was more than pleased to put it aside.

 

He’s practically Denver’s patron saint, even if he’s not really a sports guy. The magic in his body has kept him relatively young and vigorous. He is the sole founder of the Icons remaining on the team, due to the length of the team’s existence. In fact, the name has changed several times since the initial Mystery Men incarnation of the team, which was influential enough to lend its name to that era. He is the official leader of the Icons, even if in practice most of the senior members have taken command at one point or another. He’s had children, but the sad reality of time passing meant they grew up. After a while he lost track of the long lived ones. However, he has managed to connect (as much as one can) with his granddaughter, Sage. Their relationship, like of her relationships, is rocky at best.

 

As far as personality, SG’s been the hard man who makes the tough choices, and the caring, compassionate defender of life and liberty. Moreover, his long experience informs everything he does. He’s usually calm and unsurprised, though in ideological debates he often gets very passionate. HUAC is a particular sore spot. He knows he’s perceived as the voice of authority, and does the best he can to live up to that image. He fervently believes in that being a hero means protecting the people AND their inherent rights and freedoms assured in the US Constitution and Bill of Rights. He’s a patriot who doesn’t shrink from violence or shun diplomacy. He loves his country and believes in the essential goodness of the people in it. He’ll fight for them until he lets out his last breath.

 

So, yeah. Basically Captain America as Magnetic Controlling Mystic in a Battlesuit. Torso, gloves, boots, and faceplate are shiny gold, the rest is black. His hair is black and his eyes are an intense, literally magical blue. As mentioned before, he is often entirely Korean descent, so this is…a little odd. He’s a little on the tall side, but has an average build.

 

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Fletcher (PL12, 250 PP)

 

Power Level: 12; Power Points Spent: 250/250

 

STR: +4 (18), DEX: +4 (18), CON: +4 (18), INT: +7 (24), WIS: +3 (16), CHA: +4 (18)

 

Tough: +4/+9, Fort: +8, Ref: +10, Will: +12

 

Skills: Acrobatics 11 (+15), Bluff 11 (+15), Climb 4 (+8), Computers 13 (+20), Craft (electronic) 13 (+20), Craft (mechanical) 13 (+20), Diplomacy 11 (+15), Disable Device 13 (+20), Drive 8 (+12), Gather Information 11 (+15), Knowledge (business) 8 (+15), Knowledge (civics) 8 (+15), Knowledge (current events) 8 (+15), Knowledge (physical sciences) 13 (+20), Knowledge (streetwise) 8 (+15), Knowledge (tactics) 8 (+15), Knowledge (technology) 13 (+20), Medicine 5 (+8), Notice 17 (+20), Pilot 8 (+12), Sense Motive 12 (+15), Stealth 16 (+20), Swim 4 (+8)

 

Feats: Accurate Attack, Attack Specialization 2 (Tech Bow & Trick Arrows (Device 8)), Benefit (CEO of Archeron, Inc), Benefit 3 (Wealth), Defensive Roll, Evasion, Improved Aim, Improved Critical 2 (Trick Arrows (Array 14)), Improved Initiative 2, Improved Ranged Disarm, Improvised Tools, Inventor, Power Attack, Precise Shot 2, Quick Draw, Skill Mastery 2 (Computers, Craft (elec & mech), Disable Device, KN (phys sci & tech), Notice, Steal, Uncanny Dodge (Auditory)

 

Powers:

Costume (Device 5) (Hard to lose)

   Communication 5 (sense type: radio)

   Datalink 2 (sense type: radio)

   Protection 4 (+4 Toughness)

   Super-Senses 14 (analytical (type): Visual, darkvision, direction sense, distance sense, extended (type): Visual 2 (-1 per 1k ft), infravision, time sense, tracking: Visual 2 (normal speed))

Tech Bow & Trick Arrows (Device 8) (Easy to lose)

   Trick Arrows (Array 14) (default power: blast)

      Acid 8 (Array; DC 23; Range (ranged); Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet))

      Blast 8 (Default; DC 23; Autofire (interval 2, max +5); Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet))

      Blast 8 (Array; DC 23; Penetrating; Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet))

      Blast 8 (Array; DC 23; Burst Area (40 ft. radius - Targeted); Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet))

      Corrosion 4 (Array; DC 19; Range (ranged); Accurate 2 (+4), Improved Range (100 ft. incr), Progression, Increase Range (max range x2, 1000 feet))

      Dazzle 8 (Array; affects: visual senses, DC 18; Burst Area (40 ft. radius - General); Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet))

      Grapple Arrow (Linked)

         Speed 3 (Linked; Speed: 50 mph, 440 ft./rnd)

         Super-Movement 4 (Linked; slow fall, swinging, wall-crawling 2 (full speed))

      Nullify 8 (Array; counters: all powers of (type) - technological, DC 18; Effortless; Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet))

      Obscure 8 (Array; affects: visual senses, Radius: 1000 ft.; Selective Attack; Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet))

      Paralyze 8 (Array; DC 18; Alternate Save (Fortitude), Range (ranged); Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet))

      Snare 8 (Array; DC 18; Backlash; Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet))

      Stun 8 (Array; DC 18; Range (ranged); Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet))

      Trip 8 (Array; Autofire (interval 2, max +5), Knockback; Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet))

 

Attack Bonus: +12 (Ranged: +12, Melee: +12, Grapple: +16)

 

Attacks: Acid 8, +16 (DC 23), Blast 8, +16 (DC 23), Blast 8, +16 (DC 23), Blast 8, +16 (DC 23), Corrosion 4, +20 (DC Fort/Tou ), Dazzle 8 (DC Fort/Ref 18), Nullify 8, +16 (DC Will 18), Paralyze 8, +16 (DC Fort/Staged 18), Snare 8, +16 (DC Ref/Staged 18), Stun 8, +16 (DC Fort/Staged 18), Trip 8, +16 (DC 18), Unarmed Attack, +12 (DC 19)

 

Defense: +14  (Flat-footed: +7), Knockback: -4

 

Initiative: +12

 

Languages: English

 

Totals: Abilities 52 + Skills 59 (236 ranks) + Feats 24 + Powers 44 + Combat 52 + Saves 19 + Drawbacks 0 = 250

 

Fletcher (Morris Archer): Morris hasn’t been a hero for quite as long as SG, but he does hold the record for heroes without any slowed aging. The native Scotsman’s in his mid sixties, two kid sidekicks in and still going strong. Even if he takes to the front line a little bit less these days. He has no superpowers, instead being a certified genius at anything he’s put his mind to (technology, among other things), and one of (but not THE) world’s finest archers. This combo has led to his Tech Bow and an array of specialized arrows. His melee skill is nothing to sneeze at either, but these days takes a back seat to his archery. His genius includes business acumen, and Archeron Industries is currently worth billons, as is the company’s owner. He has often served as a legal advisor to various persons, but has seen no point in passing a Bar exam. He is also a master tactician. Finally, he’s more physically capable in his mid-sixties than the vast majority of humanity is at 21. It’s…kind of scary, honestly.

 

He has been Seattle’s premier hero for almost the entirety of his career. In fact, heroes he’s trained or inspired comprise the majority of the heroes in the entire Pacific Northwest. The old man passed legendary status a long time ago. His tenure as a Icon is second only to SG’s long membership. He’s fought everything from alien invasions to common bank robbers. He’s adopted and raised two kid sidekicks to maturity and is working on a third. The respect he has from the hero community is immense and second to none, even SG. The first one, Lauren, is a middle aged woman now. She retired from heroics after Fletcher’s nemesis Sharper paralyzed her from the waist down over two decades ago. She was more of a gadgeteering melee specialist than an archer, but now she’s VP in charge of operations for Archeron. Their relationship remains excellent to this day, even if they bicker from time to time. The second, Roger, is a grown man. As Armsman (formerly Bowyer), he is still active in Portland. His style is a twin to Fletcher’s, with the caveat that he’s not the genius his mentor is and thus relies more on his physical abilities. He is a candidate for invitation to the Icons, but has declined while Fletcher remains unretired. Their relationship is…complicated. They live in the gray area between getting along and not getting along, with shifts to either side to be expected at any time. The third, Yuki, is the current Bowyer and the first with actual super powers. She’s a radiation controller. Or rather, emitter. Control is something she’s having a lot of trouble with, and so instead she’s got a weaker Tech Bow and a set of trick arrows. She enjoys long walks in bad neighborhood, tattooed and pierced college boys, and letting as much air as possible out of Fletcher’s ego. Not necessarily in that order. That said, she’s not a bad kid. Just has some growing to do.

 

As for personality, Fletcher is very…emotional. He’s easily frustrated and irritated, but a beacon of charm and command when things are going his way. Or he knows exactly how to get them going his way again. Honestly, he can be a hell of a arrogant and egomaniacal jerk, as only a self made billionaire and free market conservative could be. One interpretation of his heroism is just to stroke his ego. Of course, the people who say that tend to ignore his endless philanthropy and how deeply kind the old man actually is. He’s a very driven individual, and refuses to let his slowly failing body stop him from protecting, serving, or saving the day. At the end of the day, Morris Archer is a hero who protects those who can’t protect themselves. No powers, youth long gone, it doesn’t matter. He’ll fight until he no longer can. Even if the day is coming (or indeed has passed) that he no longer should.

 

So…basically “what if Green Arrow was also a Gadgeteer?” with his politics and origins flipped. His costume is dark green. His Tech Bow is gray steel with the emitter lens in the center. His hair was a fiery red once, but now it’s snow white and thinning all over. His eyes remain an emerald green. When he grows a beard, he gets mistaken for Santa Claus by children. He is of average height, but built a little thickly.

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Shadowspirit (PL 12, 250 PP)

 

Power Level: 12; Power Points Spent: 250/250

 

STR: +4 (18), DEX: +7 (24), CON: +4 (18), INT: +4 (18), WIS: +4 (18), CHA: +4 (18)

 

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

 

Skills: Acrobatics 8 (+15), Bluff 11 (+15), Climb 4 (+8), Computers 1 (+5), Diplomacy 11 (+15), Disable Device 11 (+15), Disguise 11 (+15), Escape Artist 13 (+20), Gather Information 11 (+15), Knowledge (arcane Lore) 1 (+5), Knowledge (history) 4 (+8), Knowledge (streetwise) 6 (+10), Language 1 (+1), Medicine 1 (+5), Notice 11 (+15), Sense Motive 11 (+15), Sleight of Hand 8 (+15), Stealth 13 (+20), Survival 11 (+15), Swim 4 (+8)

 

Feats: Accurate Attack, All-Out Attack, Assessment, Attack Focus (melee) 10, Benefit (enigma) 2, Challenge - Improved Feint, Challenge - Improved Taunt, Chokehold, Defensive Attack, Distract (Bluff), Dodge Focus 5, Elusive Target, Endurance (+4), Evasion, Fascinate (Bluff), Fascinate (Diplomacy), Fearless, Grappling Finesse, Improved Critical 2 (Strike 3), Improved Grab, Improved Initiative, Improved Pin, Improved Throw, Improved Trick, Improved Trip, Move-by Action, Power Attack, Quick Change 2, Skill Mastery 3 (Acro, Bluff, Diplo, Dis Dev, Disguise, Esc Art, Gather Info, Notice, SM, SoH, Steal, Stunning Attack, Takedown Attack 2, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Immunity 3 (aging, disease, poison)

Leaping 1 (Jumping distance: x2)

Protection 3 (+3 Toughness)

Regeneration 36 (ability damage 8 (recover 1 / round without rest), recovery bonus 5 (+5 to recover), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 8 (recover 1 / round without rest), recovery rate (injured) 6 (recover 1 / round without rest), recovery rate (staggered) 6 (recover 1 / round without rest); Persistent, Regrowth)

Speed 2 (Speed: 25 mph, 220 ft./rnd)

Strike 3 (DC 22; Mighty)

Super-Strength 1 (+5 STR carry capacity, heavy load: 600 lbs; +1 STR to some checks)

 

Attack Bonus: +7 (Ranged: +7, Melee: +17, Grapple: +24/+25)

 

Attacks: Strike 3, +17 (DC 22), Unarmed Attack, +17 (DC 19)

 

Defense: +17  (Flat-footed: +6), Knockback: -3

 

Initiative: +11

 

Languages: English, Russian

 

Totals: Abilities 54 + Skills 38 (152 ranks) + Feats 52 + Powers 53 + Combat 38 + Saves 15 + Drawbacks 0 = 250

 

 

Shadowspirit (Current alias is Natalia Morevsky)Shadowspirit has no idea how old she is. The Russian is a regenerator, immune to aging, disease, and poison. However, she is not immune to scarring and over the years brain damage, while healed, has cost her much of her memories of the past. Her powers are the result of many years of genetic experimentation. How much of it was willing, she doesn’t remember anymore. What she does remember is being a spy and assassin for the Bolshevik Revolution, and later the Soviet Union. She served loyally and well, right up until the Cuban Missile Crisis sparked an arms reduction on both the nuclear and super powered fronts. Shortly afterward, the USSR thanked her and honorably discharged her from the service of her country. She drifted west across Siberia for a while after that, eventually settling in Alaska. With nothing to do and few material needs, she was quite lost as to what to do with her life. Going mercenary was out of the question. She was too loyal to Mother Russia. But her skills were going to waste. And more importantly, she was bored out of her mind. The Iron Age dawned, and Alaska needed a hero desperately. She saw an opening. She filled it.

 

Natalia is one of the world’s foremost martial arts masters, however her lack of schooling in techniques beyond pure violence holds her back from grandmaster status. And contrary to the way most regenerators seem to operate, she’s almost impossible to actually hit. Alaskans know who she is, and have a healthy respect for her achievements. However, in the Lower 48 she’s virtually unknown and Hawaii has never heard of her. This is not an accident. She was trained to leave no trace of her presence, however decades of hero work tends to leave a trail no matter how much skill and effort is applied to prevent it. Over time, her skills at deception and tradecraft have increased to the point where she is the authority on how to deal with spies, thieves, and assassins.

 

Personality wise, she’s very much a tease, in the platonic meaning of that term. She isn’t one to tell the whole truth to anyone about anything, and she delights in making sure everyone knows it. She takes her work very seriously, being quite humorless while “on the clock” However, when off it, she takes pride in adhering to all the tropes of the flirtatious femme fatale. It’s just some good natured fun on her part, and when someone expresses their displeasure with her act she treats them professionally.

 

So then…Black Widow with more…Wolverine origins. She wears a black bodysuit and full mask. She doesn’t carry any gear, usually. If she ever took the mask off, she’d be a classic Russian blonde. Except for the dull brown eyes. She doesn’t remove the mask or bodysuit that often, as she’s covered in scars at this point. Decades of intelligence, spec ops, and hero work comes with its fair share of injuries after all. And she scars easier than most. Her height and build are perfectly within the average.

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Tidal (PL 14, 250 PP)

 

Power Level: 14; Power Points Spent: 250/250

 

STR: +4 (18), DEX: +4 (18), CON: +7 (24), INT: +2 (14), WIS: +5 (20), CHA: +5 (20)

 

Tough: +10/+11, Fort: +12, Ref: +12, Will: +15

 

Skills: Diplomacy 7 (+12), Disable Device 6 (+8), Escape Artist 4 (+8), Gather Information 7 (+12), Knowledge (arcane Lore) 8 (+10), Knowledge (earth sciences) 8 (+10), Knowledge (history) 8 (+10), Knowledge (physical sciences) 6 (+8), Language 3 (+3), Notice 10 (+15), Sense Motive 10 (+15), Sleight of Hand 4 (+8), Stealth 11 (+15)

 

Feats: All-Out Attack, Attack Focus (melee) 4, Defensive Roll, Hide in Plain Sight, Improved Critical (Unarmed Attack), Power Attack, Skill Mastery (Knowledge (earth sciences), Notice, Sense Motive, Stealth), Stunning Attack, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Array 9 (default power: blast)

   Air Control 8 (Array; [0 active, 0/18 PP, 2/r+2], Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons; Freshen Air (Radius: 40 ft.), Precise)

   Blast 8 (Default; DC 23; Precise, Variable Descriptor (Narrow group - Air/Water))

   Water Control 8 (Array; [0 active, 0/18 PP, 2/r+2], Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons; Environmental Adaptation, Precise)

Immunity 27 (common descriptor: Electrical, common descriptor: Sonic, disease, enviromental conditions (all), poison)

Protection 3 (+3 Toughness)

Shield 4 (+4 dodge bonus; Subtle (subtle))

Thunder Blow (Strike 12) (DC 31; Explosion Area (120 ft. explosion - Targeted), Selective Attack; Unreliable (Roll-Fail breaks hammer); Mighty; Power Loss (Requires a blunt object))

Thunder Hammer (Device 4) (Easy to lose, Only you can use (The Worthy can lift); Indestructible)

   Features 14 (Notes: Buys off Unreliable Flaw on Strike)

   Still A Hammer (Strike 2) (DC 21; Mighty)

 

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +16)

 

Attacks: Blast 8, +8 (DC 23), Still A Hammer (Strike 2), +12 (DC 21), Thunder Blow (Strike 12), +12 (DC 31), Unarmed Attack, +12 (DC 19)

 

Defense: +16  (Flat-footed: +6), Knockback: -5

 

Initiative: +4

 

Languages: Chinese (Cantonese), Chinese (Mandarin), Chinese (Shanghainese), English

 

Totals: Abilities 54 + Skills 23 (92 ranks) + Feats 13 + Powers 97 + Combat 40 + Saves 23 + Drawbacks 0 = 250

 

Tidal (Lei Gong): From the outside, Tidal is a low level hero and in his civilian life, a professor of meteorology at the University of Miami. However, the truth is that he is the Chinese god of thunder in human form. For those in the know, his name gives it away immediately. To hear him tell it, time is a bit different for the gods and so at the end of time (with the aid of magic, obviously), he poured himself into a dead man in prehistoric China, lived his life and has been reborn the same way ever since. Of course, being the intelligence specialist (spy, assassin, etc.) of the Chinese pantheon, he lies. What happened is much simpler. He got tired of his job, pawned off the thunder making duties on a lesser thunder god, and incarnated on Earth. He’s been reincarnating ever since. The Phoenixverses don’t have any version of the Pact, aside from a few incredibly powerful beings (Nick Phoenix, first and foremost) who’d have negative attitudes about gods messing with earth and would find a way to let said gods know how they felt about their actions. So Lei Gong was and is essentially a mortal man wielding scaled down versions of a few of his own powers. Even his trump card, the Thunder Blow, is far less powerful than it was when he was in god form despite the fact it could smash a mountain now.

 

Tidal typically works either Miami or Orlando, but he can and does appear all over Florida. He’s been around quite a while, too. Just long enough where the young adults think he’s been around forever, and only the elderly can remember a time when he wasn’t around somewhere. Although he’s well respected, his profile is simply far lower that SG or Fletcher’s. And that’s the way he likes it. To most everyone, he’s an unusually durable and hard to hit Muay Thai fighter with some control over wind and water on the side. To the Icons he’s the God of Thunder, able to hammer down the mightiest of foes with an explosion of raw sound when he connects with a blunt object. Of course, virtually nothing can withstand being at the center of that much raw force, and so everything but his divine hammer has a nasty tendency to shatter when he uses them for the Thunder Blow. His job isn’t a cover story. He’s actually a skilled meteorologist, though not among the best in the field. He’s a good professor as well, being quite knowledgeable in history in addition to the sciences.

 

Tidal’s personality is…mellow. He’s a very relaxed person. The only things that shake him from his perpetual relaxation are meteorology, world threatening villains, and his wife, the goddess of lightning Lei Zi. She comes to try to drag him home from time to time, and really doesn’t seem to care who dies and what’s destroyed by lightning as long as she accomplishes her goal. He’s passionate about the first, deadly serious about the second, and completely bewildered as to how to treat Lei Zi. Which isn’t to say he’s not unfailingly polite and well mannered. He is also very taciturn, always using a few words and a soft smile when a few sentences are in order. And last, but certainly not least, he is a consummate grand master of understatement. Unlike the prior three, Tidal is a hero simply because he likes humanity’s good parts and wants to see them grow and spread. He’s not doing it out of ideology or altruism. It’s pure self-interest, as befits a god among mortals.

 

Yeah…he doesn’t really have any expies to draw on. The closest is Thor, but they’re not really alike enough. As for his costume, does anyone remember The Batman television show? I picture his costume looking like the Riddler’s costume on that show, only with green shades instead of blue, the Thunder Hammer (which is an ordinary looking warhammer) hanging off his hip and (obviously) no question marks. His hair is black and his eyes are dark brown. He did choose to incarnate this time as Han Chinese, after all. With that said, he is a very tall and almost cadaverously thin man, with limbs longer than most small children.

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Tex Austin (PL 15, 250 PP)

 

Power Level: 15; Power Points Spent: 250/250

 

STR: +18 (20/46), DEX: +1 (12), CON: +5 (20), INT: +1 (12), WIS: +2 (14), CHA: +5 (20)

 

Tough: +18, Fort: +12, Ref: +8, Will: +14

 

Skills: Bluff 5 (+10), Diplomacy 5 (+10), Gather Information 5 (+10), Handle Animal 7 (+12), Intimidate 3 (+8), Investigate 4 (+5), Knowledge (business) 4 (+5), Knowledge (civics) 4 (+5), Knowledge (earth sciences) 7 (+8), Knowledge (physical sciences) 7 (+8), Knowledge (Ranching) 11 (+12), Knowledge (streetwise) 4 (+5), Language 1 (+1), Notice 10 (+12), Perform (singing) 3 (+8), Perform (stringed instruments) 3 (+8), Ride 7 (+8), Search 4 (+5), Sense Motive 10 (+12)

 

Feats: Accurate Attack, All-Out Attack, Attack Specialization 2 (Unarmed Attack), Beginner's Luck, Dodge Focus 4, Endurance (+4), Environmental Adaptation (Aerial), Fearless, Improved Initiative, Interpose, Move-by Action, Power Attack, Stunning Attack, Takedown Attack, Taunt, Ultimate Effort (Toughness checks), Uncanny Dodge (Auditory)

 

Powers:

Cowboy Air (Flight 4) (Speed: 100 mph, 880 ft./rnd)

   Cowboy Speed (Speed 4) (Alternate; Speed: 100 mph, 880 ft./rnd)

Cowboy Might (Enhanced Strength 26) (+26 STR)

Cowboy Toughness (Protection 13) (+13 Toughness, Feats: Endurance (+4); Impervious [12 ranks only])

Texan Immunity (Immunity 7) (disease, enviromental conditions (all), poison)

Texan Muscle (Super-Strength 17) (+85 STR carry capacity, heavy load: 964.7k tons; +17 STR to some checks; Bracing, Countering Punch, Groundstrike (Radius: 150 ft., DC 25), Shockwave (+15, Cone: 150 ft., DC 25), Super-Breath (+15, Cone: 150 ft., DC 25), Thunderclap (Area: 75 ft., DC 25))

 

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +26/+43)

 

Attacks: Unarmed Attack, +12 (DC 33)

 

Defense: +12  (Flat-footed: +4), Knockback: -15

 

Initiative: +5

 

Languages: English, Spanish

 

Totals: Abilities 38 + Skills 26 (104 ranks) + Feats 20 + Powers 108 + Combat 32 + Saves 26 + Drawbacks 0 = 250

 

Tex Austin: Tex is one of the five physically strongest heroes in all of recorded history. The man could juggle aircraft carriers if he wanted to. Casually. And he’s just as tough to hurt as he is strong. He’s the first of the presented Icons to have his powers purely from genetic mutation, not to have a secret identity, and to be not only married but have children. He’s got three, all of which have inherited his (and his wife’s) powers.  His powers feed off his willpower. If his powerful will weakens, his powers weaken proportionately. His powers also appear to slow his aging as well. His role in the Icons in quite simple. He has the most raw power and durability. He’s the guy they bring in when the villain of the month is just too powerful for anyone else to handle. Between him, Queenie, SG, Sage, and Spike they can usually get the job done without Tex having to sacrifice any accuracy for power. The very rare days when he’s had to do that, no one but Queenie and Sage is typically left standing, and even then not by much.

 

Tex doesn’t quite have the extreme length of tenure that the previously presented Icons do, but he’s three decades strong and still going. Among the WWII vet, the billionaire, the Russian ex-spy, and the literal god he’s just a regular blue collar guy. Who happens to be one of the most powerful people on the planet. He works Texas exclusively, with his ranch HQ not far from Dallas-Fort Worth. His wife’s name is Annabelle, and she was a speedy flyer of a hero. This was how she met Tex. They were partners, and then spouses. Then Tex’s darlin’ was pregnant, and she retired from hero work. They’re like two peas in a pod, as far as their relationship goes. They fit so well they haven’t fought in longer than their youngest has been alive. The same cannot be said for their oldest, Charlotte. From day one she scrapped with her father over just about everything. Annabelle tried to mediate, but it just didn’t help. The core problem is that Charlotte doesn’t think too well of hero work. She refuses to do it, despite being almost as powerful as her father. She can’t understand why anyone would sacrifice their life that way. And Tex can’t understand why anyone wouldn’t. Two strong willed individuals with opposing opinions on the most important topic between them. Charlotte graduated high school, left home, and hasn’t been back. Though, with some time apart, they’ve come to understand each other’s viewpoints a little bit. The middle child, Gabriel, is the hero Lonestar. He’s not as strong willed as his father or sister, and as such isn’t nearly as powerful as either. He’s a hero out of duty and responsibility. He doesn’t share the love of it that his father does, but he’s a good son who loves his father. He even works at the ranch as he attends college. Despite that, Tex is always vaguely disappointed in his son. He doesn’t want to be, but the fact is Lonestar will never be the hero that he is, and he finds that a little sad. For Gabriel’s part, he’ll never stop trying to be the son he thinks his father wanted. The baby, Dallas, is energy, charisma, and enthusiasm poured into human form. Unlike the other two, she adores hero work so much it makes her father uneasy. Especially when she insists on wearing that overly revealing costume. Bottomless chaps. Belly baring bustier. Good god, girl. You can’t even vote yet and your bits are hanging out all over. But she’s got a will to match her father’s, and she’s also got more energy than a power plant on her side. Girl’s running wild…but not too wild, or she’ll catch a backhand that’ll make her ears ring. On some things Tex puts his foot down on. Being the most famous man in the state has its advantages.

 

Tex’s personality is…different. He’s the most stereotypically Texan Texan who ever Texan’ed. No, seriously. He reckons things instead of thinking about them. Things aren’t good, they’re mighty fine. His parents are still “Daddy” and “Momma”. And yes, he uses y’all, doggone it, and even holy moly unironically. It is unclear how much of this is an act, and how much is actually who he is. Annabelle finds it charming. Charlotte is mortified. Gabriel tolerates it. And Dallas loves it. Either way, he’s a respectful and easygoing guy, albeit with a blazing temper once successfully provoked. He works hard because it’s just what you do. He’s passionate about livestock and livestock care. He’s made some enemies, it’s true. Some of them are more tenacious than others, but some are barely criminals anymore. A few see themselves as rival fighters at this point. You fight the same crew for so long, you either hate each furiously or you’re a weird kind of friends. At least, that’s how it works with Tex and his enemies. But above all, he never, ever swears.

 

Stereotypically Texan cowboy brick. Highest PL in the Icons, and there is effectively nobody tied. This is definitely a man who isn’t an expy. At all. He’s pretty tall, though Tidal has a couple inches on him. He’s got a lot more meat on his bones, though. Tex is a big guy. His hair is sandy brown and his eyes aren’t much darker. He dressed in blue jeans and a button down shirt that is sometimes denim and sometime not denim. He adores his ten gallon hat, but loses it often in combat, with comical results. He’ll even chase it around while everyone else is fighting, and destroying it is perhaps the only quick way to make him lose his temper. Tex Austin, boys and girls.

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Caviezel (PL13/15, 250 PP)

 

Power Level: 15; Power Points Spent: 250/250

 

STR: +5 (20), DEX: +1 (12), CON: +5 (20), INT: +5 (20), WIS: +5 (20), CHA: +4 (18)

 

Tough: +8, Fort: +10, Ref: +10, Will: +15

 

Skills: Acrobatics 7 (+8), Computers 5 (+10), Diplomacy 6 (+10), Disable Device 5 (+10), Drive 14 (+15), Gather Information 16 (+20), Intimidate 16 (+20), Investigate 15 (+20), Knowledge (civics) 5 (+10), Knowledge (physical sciences) 5 (+10), Knowledge (streetwise) 15 (+20), Knowledge (tactics) 10 (+15), Notice 10 (+15/+25), Search 15 (+20), Sense Motive 10 (+15/+25), Stealth 14 (+15)

 

Feats: All-Out Attack, Assessment, Attack Focus (melee) 10, Chokehold, Connected, Contacts, Defensive Attack, Elusive Target, Equipment 5, Evasion, Fearless, Improved Block, Improved Disarm, Improved Grab, Improved Initiative, Improved Pin, Improved Throw, Improved Trip, Power Attack, Skill Mastery 2 (Gather Info, Intimidate, Investigate, KN (streetwise), Notice, Search, Sense Motive, Startle, Stunning Attack, Takedown Attack, Uncanny Dodge 2 (Visual & auditory), Well-Informed

 

Powers:

Eyes of Truth (Linked)

   Enhanced Trait 24 (Linked; Traits: Defense Bonus +6 (+18), Notice +10 (+25), Sense Motive +10 (+25), Attack Focus (melee) 10 +6 (+10), Feats: Fearless; Innate)

   Stun 15 (Linked; DC 25; Alternate Save (Will), Range 2 (perception); Limited (Doesn't work on targets previously rendered Unconscious), Sense-Dependent (Sight), Side-Effect (sometimes - Affects Caviezel); Innate)

   Super-Senses 10 (Linked; true sight; Innate)

Protection 3 (+3 Toughness)

Strike 3 (DC 23; Mighty)

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

 

Equipment: Flashlight, Heavy Pistol, Laptop Computer, Toolkit (Basic), Vehicle: Full-size Car

 

Attack Bonus: +8 (Ranged: +8, Melee: +12/+18, Grapple: +17/+24)

 

Attacks: Heavy Pistol, +8 (DC 19), Strike 3, +18 (DC 23), Stun 15 (DC Staged/Will 25), Unarmed Attack, +18 (DC 20)

 

Defense: +12/+18  (Flat-footed: +9), Knockback: -4

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 50 + Skills 42 (168 ranks) + Feats 33 + Powers 61 + Combat 40 + Saves 24 + Drawbacks 0 = 250

 

 Caviezel: His first name remains unrevealed. He’s the premier detective in the Icons. He’s just a little bit better of an unarmed fighter than Shadowspirit. And he has the Eyes of Truth, which strip bare every falsehood he sees…including the little lies people tell themselves and each other to function in society. As a hero, he’s a throw-all-the-way-back to the Mystery Men era. A two fisted detective who has the power to see through every lie any mook dares to tell him, and anyone who looks him in the eyes sees the terrible, irrefutable, and unbearable truth about themselves? That is as about as old school as it gets. Caviezel always wanted to be a boxer. He trained from a young age, and went pro as soon as he could. He was dominant, knocking out all comers without a barely a hair knocked out of place. Before long he was in line for a shot at the heavyweight champ. But he knew the truth, every time he looked in the mirror. His eyes were his ace in the hole, letting him see right through his opponent’s feints and tricks. It wasn’t right, so he walked away…right into the police academy. He glided through quickly as one of the smartest to ever step in the place. He did his time as a beat officer. Met a girl. Got married. Nothing but smooth sailing, right? Even was one of the youngest ever to pick up his detective’s shield. Not quite thirty. Married. Living a new dream as the new guy in Robbery/Homicide. Then it started going wrong. His wife couldn’t take all the long hours alone. A notorious murderer reared his head in town. She started seeing someone on the side. Caviezel was young. He trusted her, including with some things he shouldn’t have. Bodies dropping almost daily, and the police can’t find the guy. Even Caviezel, regarded as one of the department’s finest detective despite his relative youth, keeps coming up empty. He had to have an accomplice. Someone close to the investigation. No other way he could keep escaping. Climax point. One day, he came home early to find his wife in bed with her lover. He shot the man three times in the chest before he knew what happened. It was bad. Real bad. But then he recognized the guy. The murderer half the department (including Caviezel) were after. The accomplice. It was his wife. The mole in the department was him. She begged him not to. He called it in anyway. Arrangements were made. Fortunately, the murderer had his weapon with him, which eased things some. His wife went to prison. He took a very early retirement.

 

It wasn’t like crime had gone away. Caviezel still had contacts. Still knew who was who in the underworld He made a few calls. Got his PI license and his carry permit. Started over. Detroit never knew what hit it. Released from the red tape of the police department, he went on a crime solving rampage that continues to this day. No attachments. Just the work. The Icons recruited him practically ten years to the day he had both license and permit. He’s punched out mobsters, powered goons, masterminds, and alien invaders. Thrown them to the ground and choked them out with his judo. Made them look into his eyes and see the absolute truth of who they were. And along the way he’s solved crimes that baffled rooms full of police and armchair detectives. Crime bosses think they’ve planned the perfect crime. Maybe they have, if their opponent wasn’t Caviezel. Hope they’re hungry, because he’s made knuckle sandwiches. He’s a vital member of the Icons braintrust, knowing more about the criminal underworld and gathering information from both people and evidence than anyone. In Detroit he’s worked closely with the police since the beginning, as they were glad to retain his expertise, even if he couldn’t remain on the force. He’s a legend in that city, and his efforts played a major role in it’s comeback in the last few years. He’s getting older. Sixty is looming. Retirement? No, not yet. His city still needs him. He’s still strong, still tough. Still Caviezel. Besides, punching out scum is his hobby, now. What else would he do for fun on a Saturday night?

 

Caviezel is as gruff as they come, without actually being mean. He knows how dishonest you’re being with yourself about quite literally everything. Because it, he’s deeply cynical about human nature.  It’s also difficult to talk to people without seeing all their lies. And of course, he can’t lie to himself about anything, or he’ll know the next time he looks in the mirror. It’s made him an extremely honest man who simply won’t tolerate lying. For the sake of team unity he can put up with it for a while, but it makes him even more difficult to deal with. People who don’t know about his powers or how long he’s lived with them can find him to be a nigh unbearable jerk. There is some truth to that. He was a poster boy for Good Is Not Nice when he was young and had some optimism about people. Now he’s older and that optimism is gooooooone.

 

So yeah. Noir private detective with a potent superpower meets two fisted adventurer. He’s as old school and pulp-y as they come.  He doesn’t really have any modern heroes he’s like, but there are similarities to the Crimson Avenger, the Shadow, the original Sandman, and guys like that. He’s a big guy, and strong for an unenhanced human. With his boxing skill, he can hit harder than anything short of a heavy machine gun. He’s every big as tall and broad as Tex, but not quite as thickly built. His hair is brown and graying. His eyes are, like SG’s, a literally magical blue. He doesn’t wear a costume or a mask, instead going with a gray suit and matching trenchcoat. There’s also sunglasses, to mute the effect of his eyes. Sometimes he wears a hat with the ensemble. With the Stun effect he’s PL 15, otherwise he meets PL 13 caps. Tex, he is not.

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Medic (PL 12, 250 PP)

 

Power Level: 12; Power Points Spent: 250/250

 

STR: +4 (18), DEX: +4 (18), CON: +4 (18), INT: +5 (20), WIS: +5 (20), CHA: +3 (16)

 

Tough: +12, Fort: +12, Ref: +10, Will: +12

 

Skills: Acrobatics 11 (+15), Bluff 12 (+15), Climb 1 (+5), Computers 5 (+10), Concentration 10 (+15), Craft (electronic) 5 (+10), Craft (mechanical) 5 (+10), Diplomacy 12 (+15), Disable Device 5 (+10), Gather Information 12 (+15), Investigate 5 (+10), Knowledge (behavioral science) 5 (+10), Knowledge (life sciences) 15 (+20), Knowledge (physical sciences) 5 (+10), Knowledge (streetwise) 10 (+15), Knowledge (tactics) 5 (+10), Knowledge (technology) 5 (+10), Language 1 (+1), Medicine 15 (+20), Notice 10 (+15), Search 5 (+10), Sense Motive 10 (+15), Sleight of Hand 4 (+8), Stealth 6 (+10), Swim 1 (+5)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Defensive Attack, Elusive Target, Endurance (+4), Evasion, Fearless, Improved Critical (Strike 8), Improved Disarm, Improved Initiative, Improvised Tools, Interpose, Move-by Action, Power Attack, Quick Draw, Skill Mastery (Diplomacy, Gather Info, KN (life sciences), Medicine), Takedown Attack, Ultimate Effort 2 (Medicine checks, Toughness checks), Uncanny Dodge (Auditory)

 

Powers:

Array 25 (default power: healing)

   Healing 12 (Default; DC 22; Restoration, Total; Persistent, Regrowth)

   Nauseate 12 (Array; DC 22; Autofire (interval 2, max +5), Secondary Effect)

   Paralyze 12 (Array; DC 22; Alternate Save (Fortitude), Autofire (interval 2, max +5), Secondary Effect)

   Stun 12 (Array; DC 22; Autofire (interval 2, max +5), Secondary Effect)

Club (Device 2) (Easy to lose)

   Strike 8 (DC 27, Feats: Improved Critical (Strike 8); Mighty)

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

Protection 8 (+8 Toughness)

Super-Senses 2 (analytical: Life Process Awareness, awareness: Life Process (Visual))

 

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +16)

 

Attacks: Nauseate 12, +12 (DC Fort/Staged 22), Paralyze 12, +12 (DC Fort/Staged 22), Strike 8, +12 (DC 27), Stun 12, +12 (DC Fort/Staged 22), Unarmed Attack, +12 (DC 19)

 

Defense: +12  (Flat-footed: +6), Knockback: -6

 

Initiative: +8

 

Languages: English, Spanish

 

Totals: Abilities 50 + Skills 45 (180 ranks) + Feats 23 + Powers 71 + Combat 40 + Saves 21 + Drawbacks 0 = 250

 

Medic (Daniel Ivanoff): The first and most important thing one should know about Daniel Ivanoff is that he’s only half human. His mother is an alien from another dimension, who only looks like a human being. This is why he has his powers. She has them too, much stronger and a few more besides. The second thing one should know is that first and foremost, he is a doctor. One of the world’s finest, in fact. His oath to first do no harm informs everything he does. Because of his oath, virtually no one knows he’s not just a healer. He’s a life controller, and a fairly powerful one. He’s also an expert martial artist and his club greatly amplifies his striking power. With that said, his go to move is to talk it out. And with his reputation, New York’s citizens have a tendency to listen. Put it this way. Being a Senior Icon means you have an enormous amount of respect in the hero community. That doesn’t necessarily extend outside of it, to the common citizen. Even Fletcher wouldn’t be treated nearly the same if he had to do something in Atlanta instead of the Pacific Northwest. Medic is the one for whom this caveat virtually doesn’t apply. His skill as a doctor and generous personality means he’s traveled to most of the US and a decent portion of the globe besides. He doesn’t wear a mask or at any time impose himself on anyone. If anyone needs his help and asks (with words or with injuries) he helps. He’s a doctor, after all.

 

It does present a contrast to the rest of the previously posted Icons. They’re good people, but a little…removed from the common man. SG and Shadowspirit are far older. Fletcher’s been filthy rich for decades. Caviezel’s got the Eyes of Truth issue. Tex has been able to take rockets to the face without comment since he was a teenager. Medic is simply the world’s finest doctor…who works in a community hospital in Harlem, for a tenth of what he could get for his skills elsewhere. He saves lives, no matter who they are or what they’ve done. He is a man of the people, for good or ill. This is very likely because of his origins. His mother, Sasha Ivanoff (whose build, backstory, and long, complicated history we’ll just save for later otherwise this post would be much longer), picked an African American man to father her one, single child. Who he was quite literally didn’t matter to her at the time. Later was another story (saving, saving). At any rate, she raised him alone in Harlem, without the benefit of an actual identity. No Social Security Number, no personal history, nothing. Her reasons were…pretty good (but saving, saving). But with that said, Daniel grew up broke and having absolutely nothing. Additionally, while SG is of Korean descent, his mask has hidden it almost from the start. The Twenties were a different time, unfortunately. Medic has not had that luxury. He is quite clearly an African American man, with all the implications that brings due to the US’s long, sad, and complicated history with those of that ethnicity. Both have deeply impacted the man (and the hero) he is today.

 

As for his personality, you should have a grasp on it already. Kindness, compassion, humility, and integrity. The will to withstand even the greatest adversity. Standard hero stuff. The difference is, he’s coming at it from the perspective of a doctor. He doesn’t suit up for the purpose of punching crime in the face. Crime is just a symptom of a greater disease. He’s going to diagnose and treat it. Or lobby those that can. This has won him few political friends, and most of his fellow doctors can’t stand him. If he wasn’t literally the best in the world, he’d be blacklisted across the country. Think tanks debate the morality (and some even the sanity) of a doctor who’s also a vigilante. His selflessness is immensely respected. His status as a true hero is unquestioned and unquestionable. It’s just that a lot of people wish he’d just shut up and fight crime. To which he responds with “What do you think I’m doing?”

 

Heh. Little bit of Daredevil. Bunch of Luke Cage. Dash of the politics of both Oliver Queen and Steve Rogers. Original stuff for the rest. In many ways he’s the Heart of the Seniors. When anyone on the team starts behaving unethically, he’s typically the one to call them on it, if it isn’t Queenie. Yeah. He’s that guy. Do The Right Thing, even it costs you. As mentioned, he’s African American in appearance, with no outward sign of his alien lineage. So, dark brown hair and eyes. He’s a tall and broad shouldered man, but falls short of Caviezel and Tex by a bit. He’s pushing fifty but looks maybe two thirds of it if that. His costume is a white shirt with the Red Cross’s…cross on it. Sometimes he goes full bodysuit instead. Doctor. Hero. Community Activist. Yep.

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  • 4 weeks later...

Sage (PL12, 250 PP)

 

Power Level: 12; Power Points Spent: 250/250

 

STR: +2 (14), DEX: +3 (16), CON: +2 (14), INT: +5 (20), WIS: +4 (18), CHA: +4 (18)

 

Tough: +2/+16, Fort: +8, Ref: +8, Will: +17

 

Skills: Acrobatics 2 (+5), Climb 3 (+5), Concentration 16 (+20), Disable Device 5 (+10), Drive 5 (+8), Escape Artist 5 (+8), Gather Information 11 (+15), Intimidate 11 (+15), Investigate 10 (+15), Knowledge (arcane Lore) 10 (+15), Knowledge (earth sciences) 2 (+7), Knowledge (physical sciences) 2 (+7), Knowledge (streetwise) 5 (+10), Knowledge (theology & philosophy) 10 (+15), Language 1 (+1), Medicine 1 (+5), Notice 8 (+12), Perform (stringed instruments) 1 (+5), Search 10 (+15), Sense Motive 8 (+12), Stealth 7 (+10), Swim 3 (+5)

 

Feats: Accurate Attack, All-Out Attack, Artificer, Equipment 2, Force of WIll (can spend hero point to substitute Will save in place of Fortitude save), Improved Critical 2 (Seven Sorceries's Elemental Tattoos (Array 16)), Improved Initiative, Improvised Tools, Power Attack, Ritualist, Skill Mastery (Intimidate, Investigate, Knowledge (arcane lore), Search), Uncanny Dodge (Auditory)

 

Powers:

Defiance Field (Force Field 14) (magic, +14 Toughness; Impervious [10 ranks only])

Seven Sorceries's Elemental Tattoos (Array 16) (default power: blast; Innate)

   Agonyshock Tempest (Blast 16) (Array; bestowed, electricity, DC 31)

   Hatefrost Aurora (Blast 16) (Array; bestowed, cold, DC 31)

   Ragefire Blast (Blast 16) (Default; bestowed, fire, DC 31)

Titanium Will (Immunity 30) (will saves; Limited - Half Effect; Innate)

Wizardry (Array 10) (default power: communication)

   Communication 10 (Default; sense type: magic; Omni-Directional Area)

   Concealment 10 (Array; all senses)

   Environmental Control 5 (Array; light (bright), Radius: 100 ft.; Selective Attack)

   ESP 6 (Array; affects: 2 types - normal visual & audio; No Conduit)

   Healing 10 (Array; DC 20)

   Immunity 9 (Array; life support; Duration (continuous); Duration (sustained))

   Morph 10 (Array; morph: broad group, +50 Disguise)

   Nullify 10 (Array; counters: all powers of (type) - technological, DC 20; Nullifying Field (50 ft. radius))

   Nullify 16 (Array; counters: all powers of (type) - magic, DC 26; Action (full))

   Obscure 5 (Array; affects: visual senses, Radius: 100-5000 ft.; Selective Attack; Partial; Progression, Increase Area 5 (area x50))

   Super-Strength 12 (Array; +60 STR carry capacity, heavy load: 358.4 tons; +12 STR to some checks; Duration (sustained); Bracing, Groundstrike (Radius: 20 ft., DC 12), Thunderclap (Area: 10 ft., DC 12))

   Transform 4 (Array; affects: broad > broad - inorganic into inorganic, Transforms: 10 lbs., DC 14)

 

Equipment: Vehicle: Compact Car

 

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

 

Attacks: Agonyshock Tempest (Blast 16), +8 (DC 31), Hatefrost Aurora (Blast 16), +8 (DC 31), Nullify 10 (DC Will 20), Nullify 16, +8 (DC Will 26), Ragefire Blast (Blast 16), +8 (DC 31), Transform 4, +8 (DC Fort 14), Unarmed Attack, +8 (DC 17)

 

Defense: +8  (Flat-footed: +4), Knockback: -13

 

Initiative: +7

 

Languages: Chinese (Mandarin), English

 

Totals: Abilities 40 + Skills 34 (136 ranks) + Feats 14 + Powers 106 + Combat 32 + Saves 24 + Drawbacks 0 = 250

 

Sage(Sagacious Winifred Burke):Do not call her by her full name. She will hurt you. Seriously. Moving on then. Warning. Sage has the grimdarkiest backstory. It is hideous and terrible, yet it is a demonstration of how powerful her will is that she wasn’t broken by it. Damaged, sure. Broken? Not even in the same galaxy as close. You have, however, been warned. First and least, her parents separated when she was young, and her father for all intents and purposes disappeared. Her mother (one of SG’s children, to his sorrow), fell in with an evil man. She had two sisters, but they were significantly older and thus were legally able to leave before things got too bad. We’ll get to their fates later. Sage’s new stepfather was a hemomancer. A blood mage. Her mother’s will and magic were not strong enough (and she trusted him too much to realize his intentions before it was too late) became his thrall. He had designs on Sage as well, but her will and at the time unused magic were astonishingly potent and too much to initially overcome. It also did not hurt that Sage never once trusted him, remembering her father instead. Also, she was Sage. Rebellious and surly at best. She knew her mother was different now, and even if she didn’t know how, she did know why. Despite all that, her stepfather at last managed to slip a geas into her blood. It was a simple command. The only person she was capable of loving was now him. Unfortunately, there was no provision to 1) ensure that occurred and 2) block her from despising him. Shortly afterward her tattoos awakened. Shortly after that, she murdered him with Ragefire, killing her mother with Hatefrost to get to him. The names are both descriptive of the emotion required to use (and to a certain extent fuel) each power, and the element that is emitted. The geas did not cease with his death. She was 17 years old.

 

SG’s intervention prevented the system (among other things. Wizards have…issues with magical murder) from getting her, and she moved in with her sisters. They were a crime busting, demon killing trio. It was a good few years, even if they often squabbled like, well, sisters. However, their enemies list grew bigger, bolder, and more powerful with every victory. The day came when a group was bold enough to storm the sisters’ mansion home. It was a hell of a fight, and it cost her oldest sister her life. Afterward Sage was at her Sage-iest, and the two remaining sisters acrimoniously split. Sage kept working, gaining her present occupation as an unlicensed private detective specializing in the supernatural. It’s been…interesting. Multiple kinds of werewolves. Vampires of all stripes. Fairies, in all their truth bending glory. Demons of the possessive and corporeal variety. Necromancers. A literal fallen angel. Crime bosses butting in. And oh dear god, the wizards are the worst of all. Well. That’s what Sage says, so grain of salt. Also, her living sister had a son with a…well, nobody’s sure what Rue is anymore (what DO you call a demon that’s been purified of all its evil but still exists?) and then died, and her dead sister’s been reincarnated. Those, (Rue is more in the partner column), are her sidekicks. And then there’s the whole “wait, when did you give birth?” thing that she’s being entirely too closemouthed about. Sage’s life is a continuing and complicated disaster of varying proportions, honestly. You were warned. Heh. Uplifting side note. She’s been wounded enough over the years that the geas has entirely bled out of her. So hooray for that, at least.

 

Ah, the fun part. Personality. Rebellious and surly at best? Oh, yeah. Stubborn, short-tempered, foul mouthed, and generally a hassle to be around. Also inarguably one of the most heroic and selfless people on the planet. Even among the Icons not everyone believes the kind of things she’s fought through. She’s fairly self aware, as well. She tries to be better, but so many things irritate her. Fear. Despair. Suffering. Bad things happening to good people. Being out of milk when she wants Cheerios for breakfast. Okay, the last one’s not so bad, but you get the idea. But before anyone gets the wrong idea…Hatefrost? She almost can never use it. She doesn’t have enough hate in her heart for it to function. Rage? Tons of that, oh yeah. Agony? Some wounds never quite heal, especially the ones in the heart. Guilt is a powerful thing, especially when you refuse to talk about it. But hate? She felt hate once. It killed her mother. It made her a murderer, official absolution be damned.

 

There we go. Some Harry Dresden plus some early Phoebe Halliwell plus a little bit of Hulk minus wisecracking and quippage equals San Francisco’s contribution to the Icons. Since I’ve watched Jessica Jones, some of the title character’s made its way into Sage. Being strong willed, even in the face of things that’d send the rest of the team running for the hills (not necessarily literally, some of them are Fearless) is her thing. Her willpower has seen her through some hairy situations. A powers note: Yes, she’s a wizard. That’s not the note. Her eyes. Her willpower is strong enough to unnerve even literal gods when they peer into them for more than a moment, and absolutely no one will tell her why, for various reasons which they also will not share. It’s not in her statblock because the effect isn’t something that can be represented mechanically. Some of them are just impressed. Others want to kill her more or simply faster. And still others decide to try another town, because this one is protected. Tantalizingly enough, a very few say that she reminds them of her father. Basically it’s another Complication among many for poor Sage. She’s very tall for a woman, being slightly taller than Fletcher. He does, however, outweigh her by quite a bit. She’s naturally skinny and thin. The tattoos run up her arms from just below the wrist to near the shoulder. She has jet black hair, and like her grandpa SG, literally magical blue eyes. She doesn’t show much sign of being a quarter Korean, being as all three other grandparents were Causcasian.

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Maybelle McQueen (PL14, 250 PP)

 

Power Level: 14; Power Points Spent: 250/250

 

STR: +1 (12), DEX: +2 (14), CON: +2 (14), INT: +3 (16), WIS: +2 (14), CHA: +4 (18)

 

Tough: +2/+14, Fort: +8/+12, Ref: +8/+12, Will: +12

 

Skills: Concentration 13 (+15), Craft (chemical) 17 (+20), Diplomacy 7 (+11), Gather Information 6 (+10), Knowledge (physical sciences) 17 (+20), Notice 8 (+10/+14), Sense Motive 8 (+10/+14)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 4, Attractive (+4), Dodge Focus 6, Evasion 2, Interpose, Move-by Action, Power Attack, Precise Shot, Skill Mastery (Craft (chemical), Diplomacy, Knowledge (physical science), Sense Motive), Uncanny Dodge (Auditory)

 

Powers:

Ring of Aura (Device 32) (Hard to lose, Restricted use (Those of exceptionally noble and heroic spirit))

   Aura Comms (Communication 10) (sense type: radio; Omni-Directional Area; Variable Descriptor 2 (Broad group - Any Tech))

   Aura Compass (Super-Senses 2) (direction sense, distance sense)

   Aura Enhancement (Enhanced Trait 11) (Traits: Fortitude +4 (+12), Reflex +4 (+12), Evasion 2 +1 (+2), Notice +4 (+14), Sense Motive +4 (+14))

   Aura Field (Force Field 12) (+12 Toughness; Impervious)

   Aura Flight (Flight 14) ([0 active, 0/28 PP, 2/r], Speed: 250000 mph, 2200000 ft./rnd)

      Aura Constructs (Force Constructs 14) (Alternate; [0 active, 0/28 PP, 2/r], Max Size: 70 cu. ft.)

      Aura Might (Move Object 14) (Alternate; [0 active, 0/28 PP, 2/r], Strength: 70, Carry: 68.1 tons / 136.2 tons / 204.8 tons / 409.6 tons)

   Aura Force (Array 14) (default power: blast; Accurate (+2))

      Aura Blast (Blast 14) (Default; DC 29)

      Aura Computing (Linked)

         Datalink 10 (Linked; sense type: radio; Cyberspace)

         Enhanced Trait 3 (Linked; Traits: Computers +12 (+15))

      Aura Grip (Snare 14) (Array; DC 24)

      Aura Magic Canceller (Nullify 14) (Array; counters: all powers of (type) - magic, DC 24)

      Aura Scanners (Linked)

         Super-Senses 8 (Linked; analytical (type): Visual, analytical (type): Auditory, microscopic vision 4 (atom-size))

      Aura Support Extension (Immunity 9) (Array; life support; Affects Others (Only), Burst Area (45 ft. radius - General))

      Obscure 5 (Array; affects: all sense types, Radius: 100 ft.; Selective Attack; Range (touch))

   Aura Life Support (Immunity 9) (life support)

   Aura Sensors (Super-Senses 13) (darkvision, extended: Radio 1 (-1 per 100 ft), extended (type): Visual 1 (-1 per 100 ft), extended (type): Auditory 1 (-1 per 100 ft), infravision, radar, ultra-hearing, ultravision)

   Aura Translation (Comprehend 2) (languages - understand all, languages - you're understood)

   Aura VI (Features 1)

   Space Travel (Super-Movement 3) (extra ranks 3)

 

Attack Bonus: +8 (Ranged: +12, Melee: +8, Grapple: +9)

 

Attacks: Aura Blast (Blast 14), +14 (DC 29), Aura Grip (Snare 14), +14 (DC Ref/Staged 24), Aura Magic Canceller (Nullify 14), +14 (DC Will 24), Unarmed Attack, +8 (DC 16)

 

Defense: +14  (Flat-footed: +4), Knockback: -13

 

Initiative: +2

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 19 (76 ranks) + Feats 20 + Powers 129 + Combat 32 + Saves 22 + Drawbacks 0 = 250

 

Queenie (Maybelle McQueen): This is a significantly smaller entry, as she’s one of my PCs. You can click the link in my signature, and that’ll tell you most of what you need to know. The differences stem entirely from this version of Queenie being twenty years older. She’s got the confidence of a veteran, and the fame that goes with being the American South’s premier hero. There’s the massive supporting cast, too. Other than that she’s not that different. No spouse. No children. Family kept at a distance. Only a few stubborn and bullheaded close friends. The massive part comes with various police detectives, politicians, fellow heroes, and Southern Queen employees. The restaurant is a tiny bit of a franchise. She gets along just fine with all of the Senior Icons. She’s just that kind of person. Spike and Scarlett, however, just set her teeth on edge for reasons that we’ll get into when it’s their turn.

 

Okay, with the seniors out of the way, the regular builds have been piling up, so I’m gonna post some more of those. Get your body ready. Heh.

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Snow Elemental

 

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

 

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

 

Tough: +12, Fort: Immune, Ref: +5, Will: +8

 

Skills: Intimidate 12 (+13), Knowledge (arcane Lore) 4 (+5), Knowledge (theology & philosophy) 4 (+5), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: Attack Focus (ranged) 4, Dodge Focus 4, Improved Initiative, Move-by Action, Power Attack, Uncanny Dodge (Auditory)

 

Powers:

Immunity 30 (fortitude saves)

Insubstantial 1 (Fluid; Permanent; Innate)

Living Blizzard (Array 24) (default power: weather control)

   Blast 10 (Array; [0 active, 0/48 PP, 3/r+2], DC 25; Alternate Save (Fortitude); Accurate (+2), Precise)

   Blast 12 (Array; [0 active, 0/48 PP, 2/r+3], DC 27; Homing (1 attempt), Precise, Ricochet (1 bounce))

   Fatigue 10 (Array; [0 active, 0/48 PP, 3/r], DC 20; Burst Area (50 ft. radius - General))

   Weather Control 6 (Default; [0 active, 0/48 PP, 5/r+2], cold (extreme), hamper move (25%), visibility, Radius: 250-1250 ft., DC 16; Progression, Increase Area 2 (area x5))

Protection 12 (+12 Toughness)

 

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

 

Attacks: Blast 10, +10 (DC Fort 25), Blast 12, +8 (DC 27), Fatigue 10 (DC Fort 20), Unarmed Attack, +4 (DC 15)

 

Defense: +8  (Flat-footed: +2), Knockback: -6

 

Initiative: +5

 

Languages: Native Language

 

Totals: Abilities 0 + Skills 9 (36 ranks) + Feats 12 + Powers 103 + Combat 16 + Saves 10 + Drawbacks 0 = 150

 

 

This is a spin on another One Piece character. I don't remember her name, but she was a Logia. She was literally made of snow. Took that idea and the image of the yeti/wendigo/abominable snowman and smushed them together. I know those three aren't the same, but they're commonly portrayed as white furred snow beasts with supernatural origins. And that's the story of this build.

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