Taros' Assorted Builds (Fallout! Yao Guai! Liberty F###in' Prime! Freedomverse Rogues! Anvil!)

Where in all of your character write ups will go.
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OwOMotaros
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Taros' Assorted Builds (Fallout! Yao Guai! Liberty F###in' Prime! Freedomverse Rogues! Anvil!)

Post by OwOMotaros »

I've finally gotten around to setting up a thread to place all my random builds. There won't be any specific theme, but there should be posts reasonably often here (I mean, what else am I supposed to do with all that time I spend not posting in the Toku thread?). Once again, I'll be working off my "Pretty-Much-Just-Jab's-Scale"™ scale (which is pretty similar, but with more fluff and a bit less lowballing). Speaking of, I'll also use this thread to list any special rules I use in my builds.

Personal Rules

Terminology

Strength-Based Strike/Strength-Damage: In my builds, Strength-Based Strike describes bonuses caused by weapons, while Strength-Damage is bonuses directly added to Unarmed Damage. For example, a Sword is a Strength-Based Strike, while Claws are Strength-Damage.

Edited Advantages

Defensive Roll: Defensive Roll is Limited to Ranked (2) unless used as an Enhanced Advantage. Just personal taste, since I don't like how the official builds use so much of it. You will very rarely see its' use.

Fearless: Fearless, rather than a straight-up Immunity, serves as a sort of Mental Great Endurance. A +5 to Fear Checks, applying to Effects and Intimidation.

Improved Initiative: Improved Initiative is Limited to Ranked (2) unless used as an Enhanced Advantage. Same 'sitch as Defensive Roll, but a lot more common.

Languages: An idea I'm porting over from Jab's Design Diary, I use a Limited Ranked version of Languages: Rank 1 (+1 Language), Rank 2 (Small Set (Usually based around an area they spent an extended time in)), Rank 3 (A Buttload (Enough to Cover Pretty Much Any Given Language On Earth, Short of HIGHLY-specific examples)), Rank 4 (Pretty Much Whatever).

Minion: As far as I can tell, Minion is utterly useless. You'll almost certainly never see this.

Move-By Action: Move-By Action will be nearly ubiquitous on my builds (people be fast). No changes, just wanted to make that note.

Tracking: Tracking is now Ranked (3), allowing users to choose between Visual, Hearing, and Scent at first rank, and picking another with each additional. These seem reasonable to have available as an Advantage since I feel uncomfortable giving some characters Powers for Talent abilities.

Additional Advantages

Cunning Fighter: A potential advantage I've long wrestled over. (May use your base Fighting rank over Deception to feint in combat. Targets resist using base Fighting or Insight.)

Last Stand: (Hero Point; Ignore All Damage Conditions For a Turn)

Speed of Thought: (Intellect over Agility to determine base Initiative.)

Strongarm: Found in a third-party supplement (Better Mousetrap by Misfit Studios), just slightly broadened. (May use Strength over Presence for Intimidation checks.)

Withstand Damage (Ranked (2)): (Immobile, -2/-5 Active Def/+2/+5 Toughness)

Power Rules

Modifiers

Knockback: Knockback is a Flat +1 Per Rank. Each Rank adds to the Damage of an Effect when determining Knockback. E.X (Blast 5 with Knockback 3 = Blast 8 for Knockback). Knockback is capped at the base Damage rank, allowing Knockback to be no more than double.

Restricted: Restricted is a Ranked (2) Flat Mod. Rank 1 allows you to choose a small category of potential use, e.x (Those with a certain degree of Strength, Those of a specific species, etc). Rank 2 narrows that further, e.g. (Worthiness Enchantments, Specific Genetic Codes, etc).

Summonable: Summonable is a Flat +1 Mod, allowing the user to summon the Device it is applied to, to their hands, as a Free Action.

Tether: Tether is a +1 Point Per Rank mod, allowing the user to exert their own Strength through certain effects. Most commonly used on Create, but I also tend to throw it onto Snare Afflictions to reflect things like Spider-Man throwing people around with his webs.

Regrowth: Regrowth is a Flat +1 Mod, allowing Regeneration to recover lost body parts, be it limbs, organs, etc.
Last edited by OwOMotaros on Tue Mar 21, 2023 12:37 pm, edited 67 times in total.
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Assorted Build Gallery

Post by OwOMotaros »

Tabletops

Freedomverse

Heroes

Freedom League
Bowman IV
Centuria
Daedalus
Dr. Metropolis
Johnny Rocket II
Lady Liberty IV
Siren
Star Knight
Thunderbolt
Equipment

The Atom Family
Maximus "Max" Atom
Tesla "Tess" Atom
Victoria "Vicky" Atom
Chase "Doesn't Have A Nickname" Atom (& Cosmo)
Jack Wolf
A.L.E.X
Equipment

The Sentinels
Dragoneye
Kid Robot
Mongrel
Princess
Rocky Jones
The Rook
Ultramarine
Vortex
Xeno
Equipment

Claremont Academy
Claremont Academy (School)
Next-Gen
Blue Bolt
Catalyst
Elflight
Junior
Ms. Kitty
NGM (New Golden Marvel)
Silver Eagle
Wraith
Backgrounders
Cassie Dugan/Bluebird
Sebastian Shields/Casanova
Eddie Fell/Chump

Donny Pasternak/Jargon
Noah Garcia/Leapfrog
Zoe Robinson/Morgana

Yuna Tanaka/Shadow
Adnan Homsi/Storm King
Charlene Hart/Toxin

Telemachus of Atlantis/Triton
Angel Davis/White Witch


Solo Heroes
Dr. Tomorrow, Guardian of Time
Foreshadow

Villains

The Crime League
Devil Ray
Dr. Simian
Dr. Stratos
Freebooter
Medea
Orion the Hunter
Tom Cypress
Wildcard
Equipment

SHADOW
Overshadow
The Crimson Mask
Ragnarök
Shadow Agents
Equipment

The Terminus
Omega, Lord of the Terminus
The Annihilists
Shadivan Steelgrave
Madrigal Martinet
Mandragora
Physician Friendly & the Nightmare Nurses
Omegadrones

The Foundry
Keres
Echidna
Scylla
Charibdrones
Myrmidons (MK I-IV)

The Labyrinth
Taurus
Ms. Scarlet
Dr. Hanks
Dr. Reeds
Access
Dybbuk
Payback
Sidetrack
Tamper
Targette

The Factor Four
Professor Fathom
Granite
Pyre
Sylph

Elysian Academy
Marionette II
Elysian Academy (Equipment & Faculty)
Alpha Group
Apex
Brimstone
Demonwing
Ms. Scorpion
Night Terror
Winter Wrath

Solo Villains
Abracadaver
Anvil
Argo
Baron Samedi
Captain Kraken
The Collective
Conqueror Worm
Conundrum
The Curator (w/ Curator Drones)
The Crimson Katana III
The Cosmic Mind
Doc Holiday
Doc Otaku (w/ Angel Androids)
Downtime
Fear-Master
Gamma, the Atom Smasher
Goanna
The Green Man
Hades
The Hellqueen
Jack-A-Knives
Knightfire
Lady Lunar
Lady Seven
Madame Zero
Magpie
Megalodon the Man-Shark
Meta-Grue
Omega
Sandstone
The Silencer
Silver Scream
Syzygy
Talona
Talos
Tarot
Warden

Comics

Fused Marvel/DC Setting

Heroes

Villains

Cartoons

Ben 10 (2006)

Heroes

Team Ben
Ben Tennyson
Gwen Tennyson
Grandpa Max
Original 10
Heatblast
Wildmutt
Diamondhead
XLR8
Grey Matter
Four Arms
Stinkfly
Ripjaws
Upgrade
Ghostfreak

Villains
Vilgax
Vilgax's Minions
Dr. Animo
Animo's Mutations

Danny Phantom

Generator Rex

Anime

Miss Kobayashi's Dragon Maid

Main Cast
Kobayashi
Tohru
Kanna Kamui
Saikawa Rika
Elma
Lucoa
Magatsuchi Shouta
Makoto Takiya
Fafnir
Ilulu

Games

Fallout

Named Characters
Frank Horrigan

Creatures/Bugs
Cazadores
Deathclaws
Feral Ghouls
Glowing Ones
Radroaches
Radscorpions
Yao Guai

Mutants
Centaurs
Super Mutants
Nightkin

Robots
Assaultrons
Liberty Prime
Protectrons
Robobrains
Sentry Bots

Mega Man

Heroes

Humans
Dr. Light

Robot Masters
Proto Man
Mega Man
Roll

Villains

Humans
Dr. Wily

Robot Masters
Cut Man
Guts Man
Ice Man
Bomb Man
Fire Man
Elec Man
Metal Man
Air Man
Bubble Man
Quick Man
Clash Man
Flash Man
Heat Man
Wood Man

Team Fortress 2
The Scout
The Soldier
The Pyro
The Demoman
The Heavy
The Engineer
The Medic
The Sniper
The Spy

Internet

S.C.P. Foundation

SCPs
SCP-035
SCP-049
SCP-053
scp-073
SCP-076
SCP-079
SCP-096
SCP-106
SCP-173
SCP-294
SCP-343
SCP-457
SCP-662
SCP-682
SCP-939
SCP-999
SCP-1048
Last edited by OwOMotaros on Tue Mar 21, 2023 12:37 pm, edited 89 times in total.
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Bowman IV

Post by OwOMotaros »

Alright, starting off my random thread with some Freedomverse rebuilds, we have....

Image

Bowman (Fletcher "Fletch" Beaumont III/Bowman IV)

PL 10 (170 PP)

Identity: Fletcher "Fletch" Beaumont III (Secret)
Gender: Male
Age: Unknown (Late 20s/Early 30s?)
Height: 5'11"
Weight: 175 lbs
Eyes: Blue
Hair: Red
Group Affiliation: Freedom League, The Ledger (Future C.E.O)
Base of Operations: Freedom City

Abilities
Strength 3, Stamina 3, Agility 5, Dexterity 5,
Fighting 12, Intellect 2, Awareness 3, Presence 3

Powers

Bow & Arrows: Array 25 (6 Alternate Effects), Device (Easily Removable). Total: 15
  • Peerless Shot: Precise Multiattack Blast 5 (Piercing, DC 20)
  • Explosive Arrow: Diminished Range 1 Burst Area 1 Blast 7 (Explosive, DC 22, 30-ft burst)
  • Taser Arrow: Inaccurate 1 Cumulative Ranged Affliction 7 (Electrical, DC 17 Fortitude, (Dazed/Stunned/Incapacitated)
  • Bola Arrow: Inaccurate 1 Snare 7 (Wire, DC 17 Sleight of Hand/Strength, (Hindered-Vulnerable/Defenseless-Immobile)
  • Smoke Arrow: Ranged Cloud Area 2 Visual Concealment Attack 4 (All Visual, 30-ft cloud)
  • Swingline Arrow: Movement 1 (Swinging)
Advantages
Accurate Attack, Agile Feint, Benefit 1 (Well-Off), Connected, Defensive Attack, Equipment 1 (Armored Costume +1), Evasion 1, Improved Aim, Improved Critical (Bows) 2, Improved Defense, Improved Disarm, Improved Initiative 1, Improved Smash, Instant Up, Move-By Action, Power Attack, Precise Attack 2 (Ranged Cover/Concealment), Quick Draw, Ranged Attack 8, Seize Initiative, Set-Up 1, Taunt, Takedown 2, Ultimate Effort (Bows)

Skills
Acrobatics 7 (+12 Total)
Athletics 7 (+10 Total)
Deception 4 (+7 Total)
Expertise: Business 3 (+5 Total)
Expertise: Streetwise 6 (+8 Total)
Insight 4 (+7 Total)
Intimidation 4 (+7 Total)
Investigation 3 (+5 Total)
Perception 6 (+9 Total)
Persuasion 2 (+5 Total)
Ranged Combat: Bows 2 (+15 Total)
Stealth 7 (+12 Total)
Technology 4 (+6 Total)
Vehicles 3 (+8 Total)

Offense
Initiative +9
Unarmed +12 | Close, Damage 3
Peerless Shot +15 | Precise Multiattack Blast 5, Crit 18-20
Taser Arrow +13 | Cumulative Ranged Affliction 7 (Dazed/Stunned/Incapacitated), Crit 18-20
Bola Arrow +13 | Snare 7 (Hindered-Vulnerable/Defenseless-Immobile), Crit 18-20
Explosive Arrow (DC 17 Dodge) | Diminished Range 1 Burst Area 1 Blast 7
Smoke Arrow (N/A) | Ranged Cloud Area 2 Visual Concealment Attack 4

Defense
Dodge 14, Parry 12, Fortitude 7, Toughness 3/4, Will 8

Abilities 72, Powers 15, Advantages 34, Skills 31, Defenses 18 = 170 PP

________________________________________________________________________________________________________________________

Complications

Personality - Fletch is cool & collected, having trained for a life as a hero for longer than they can remember.

Legacy - Fletch is the 4th bearer of the 'Bowman' title, leaving him to live up to a long-lived heroic legacy.

Thrillseeker - The primary reason Fletch pursues heroics; they're a severe adrenaline junkie. This causes heavy conflict with their professional life, which they find incredibly boring.

Background: Fletcher "Fletch" Beaumont III is the fourth bearer of the 'Bowman' mantle, trained by three generations of heroic archers to take on the role. While he became one of the greatest archers to ever live, as well as a skilled all-around crimefighter, he never got a true opportunity to be a kid. Taking up the mantle in his teenage years, Fletch attended Claremont Academy, the world's premier hero school, leading the first generation of their "Next-Gen" teen hero team, before graduating and joining the Freedom League. His upbringing, groomed from an early age exclusively to become a hero, has left him ill-equipped to handle the more mundane aspects of his family's life: being the high-powered C.E.O-in-training for the family publishing company, The Ledger. If push comes to shove, he knows he'd jump ship in a second to devote his life exclusively to heroics.

Notes: Bowman IV comes out as a pretty cut-and-dry PL 10 Trick Archer build, with an incredible degree of accuracy with his chosen weapon (down from the Freedom City version, which goes with a +16/+4 split), capable melee skill, but limited by human-tier durability (only hitting PL 9 on Dodge, and PL 8 on Parry, and doesn't use Defensive Roll 4 like the original). In comparison to Hawkeye and Green Arrow, he fits on par in terms of accuracy (I mean, you need stupid-high accuracy to justify an archer on your premier hero team), though is more specced towards infiltration and athletics than the other two (at least it's not the +16 in Acrobatics and Stealth the original has). Previous bearers of the mantle would likely sit around PL 8-9.
Last edited by OwOMotaros on Mon Feb 06, 2023 6:17 am, edited 3 times in total.
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Centuria

Post by OwOMotaros »

Next up, the extra-dimensional daughter of the Freedomverse's greatest hero...

Image

Centuria (Katherine "Kate" Leeds)

PL 12 (186 PP)

Identity: Katherine "Kate" Leeds (Secret)
Gender: Female
Age: Unknown (Early-Mid 20s?)
Height: 5'7"
Weight: 120 lbs
Eyes: Blue
Hair: White (Brown in civilian mode)
Group Affiliation: Freedom League
Base of Operations: Freedom City

Abilities
Strength 14, Stamina 12, Agility 4, Dexterity 0
Fighting 7, Intellect 1, Awareness 2, Presence 2

Powers

Invulnerability: Immunity 10 (Life Support 10), Impervious 15 Protection 2. Total: 27

Might: Power-Lifting 4 (6,000 tons). Total: 4

Super-Senses: Senses 10 (Visual 6 (Extended 2 (-1/1,000) Low-Light Vision 1 Microvision 2 (Cellular) Ultravision 1)), (Hearing 4 (Extended 3 (-1/10,000) Ultra-Hearing 1)). Total: 10

Swiftness: Flight 10 (4 mpr/2,000 mph), A.E (Speed 8 (1 mpr/500 mph), Quickness 8). Total: 21

Advantages
Eidetic Memory, Improved Critical (Unarmed) 1, Improved Disarm, Improved Grab, Improved Initiative 1, Interpose, Languages 1 (English (Base), Latin), Leadership, Move-By Action, Power Attack, Ranged Attack 4, Teamwork

Skills
Acrobatics 2 (+6 Total)
Close Combat: Unarmed 2 (+9 Total)
Insight 3 (+5 Total)
Perception 5 (+7 Total)
Persuasion 4 (+6 Total)

Offense
Initiative +8
Unarmed +9 | Close, Damage 14, Crit 19-20

Defense
Dodge 10, Parry 10, Fortitude 12, Toughness 14, Will 10

Abilities 84, Powers 62, Advantages 15, Skills 8, Defenses 17 = 186 PP

________________________________________________________________________________________________________________________

Complications

Responsibility - Kate is the daughter of the world's greatest hero (at least, a version of him), and seeks to live up to his legacy.

Outsider - Kate is an exile from an alternate reality of Earth-Prime, one which fell to Omega and the Terminus. This world is not her own, and she knows that all too well.

Background: Kate Leeds, daughter of the Centurion. At least, a version of him. The daughter of an alternate universe's version of Earth-Prime's greatest hero, Kate grew up un-powered in a world not dissimilar to the Prime Universe. As will happen to all worlds in this multiverse, the Terminus Invasion would arrive, and Centurion, wanting to keep his daughter safe, shot her away in a dimensional capsule, hoping she would find safety in another world. Landing in Wharton Forest, not far from Freedom City, she was taken in by the Freedom League, who proved her claims of being the daughter of Centurion, also discovering that her dimensional travel had imbued her (or at least activated in her), the same powers as her father. Orphaned by the Terminus, Kate was given an opportunity at a new life in this world; living with the retired Lady Liberty, attending Claremont Academy, and being caught in a media storm after revealing herself to the public as Centuria. Eventually working her way onto the Freedom League, Kate is seen by many as the world's new hope; the only possible true successor to Centurion's legend.

Notes: Statting out Centuria before taking on her father may be a bit strange, but it serves as a good testing ground for a build I eventually hope to get around to. Centuria's a quite solid PL 12 Flying Brick, hitting on a level just above your Class 100 Powerhouses, with full Life Support, a capable degree of Super-Senses, and nearly Mach 3 Flight. I imagine she's still developing her powers and could reach near the same levels as her father, at some point. Gotta say, statting out relatively simple builds like this is fun, a nice break from the more complex builds I do over in the other thread.
Last edited by OwOMotaros on Mon Feb 06, 2023 6:23 am, edited 6 times in total.
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Daedalus

Post by OwOMotaros »

Next, the setting's immortal Iron Man equivalent...

Image

Daedalus

PL 12 (268.5 PP)

Identity: Daedalus (Semi-Secret)
Gender: Male
Age: 2,000+
Height: 5'11"
Weight: 210 lbs
Eyes: Black
Hair: Black
Group Affiliation: Freedom League
Base of Operations: Varies between Freedom City/Mobile Throughout Local Space

Abilities
Strength 2/10, Stamina 2, Agility 2/4, Dexterity 4,
Fighting 8, Intellect 10, Awareness 4, Presence 2

Powers

Gift of the Gods: Immortality 5 (1 day), Immunity 3 (Aging, Disease, Poison). Total: 13

Grecian-Warrior Battlesuit: Device (Removable), Restricted 2 (Daedalus Only). Total: 96

Reinforced, Sealed, and Armored Exoskeleton: Enhanced Abilities 10 (Strength 8, Agility 2), Immunity 10 (Life Support 10), Impervious 9 Protection 10. Total: 49

Gravitic Repulsors: Subtle 1 Flight 7 (1/2 mpr/250 mph). Total: 15

Sensor Suite: Senses 14 (Visual 9 (Analytical 2 Direction Sense 1 Extended 1 (-1/100) Penetrates Concealment 4 Time Sense 1)), (Radio 5 (Accurate 2 Extended 2 (-1/1,000) Tracking 1)). Total: 14

Combat Systems: Enhanced Advantages 9 (Accurate Attack, Assessment, Improved Aim, Improved Disarm, Improved Initiative 1, Interpose, Power Attack, Ranged Attack 2), Enhanced Defenses 4 (Dodge 2/Parry 2). Total: 13

Force Blasters: Split 1 Blast 12 (Force, DC 27), A.E (Grappler Beams: Move Object 12 (100 tons). Total: 26

Advantages
Accurate Attack, Assessment, Eidetic Memory, Equipment 10 (The Icarus), Improved Aim, Improved Disarm, Improved Initiative 1, Improved Tools, Interpose, Inventor, Jack-Of-All-Trades, Languages 3 (Ancient Greek (Base), English, Most Others), Leadership, Move-By Action, Power Attack, Ranged Attack 4, Skill Mastery 3 (Expertise: History, Expertise: Science, Technology), Ultimate Effort 2 (Expertise: Science, Technology), Well-Informed
Equipment

The Icarus (PL 10 (11 PP/53 EP))
Colossal
Strength 16
Flight 12 (16 mpr/8,000 mph)
Defense +4 (DC 14)
Toughness 15
Features 4 (Communications, Laboratory, Library, Living Space)
Powers:
Spacefaring: Movement 2 (Space Travel 2)
Skills
Acrobatics 2 (+4 Total)
Athletics 2 (+4 Total)
Close Combat: Unarmed 2 (+10 Total)
Deception 8 (+10 Total)
Expertise: History 8 (+18 Total)
Expertise: Theology/Philosophy 8 (+18 Total)
Expertise: Science 12 (+22 Total)
Expertise: Space Lore 8 (+18 Total)
Insight 6 (+10 Total)
Investigation 4 (+8 Total)
Perception 6 (+10 Total)
Persuasion 4 (+6 Total)
Ranged Combat: Suit Weapons 4 (+10/12 Total)
Stealth 2 (+4 Total)
Technology 12 (+22 Total)
Vehicles 5 (+9 Total)

Offense
Initiative +8/2
Unarmed +10 | Close, Damage 2/10
Force Blasters +12 | Split 1 Blast 12
Grappler Beams +12 | Move Object 12 (100 tons)

Defense
Dodge 8/12, Parry 8/10, Fortitude 8, Toughness 2/12, Will 10

Abilities 68, Powers 109, Advantages 27, Skills 46.5, Defenses 18 = 268.5 PP

________________________________________________________________________________________________________________________

Complications

Alone Through the Ages - An immortal over two thousand years old, Daedalus tends to remain distant from the brief mortal lives he encounters.

Responsibility - Due to his centuries of experience in watching humanity rise and fall, Daedalus feels a responsibility to keep humanity from falling to their own incompetence and irresponsibility.

Guilt - Daedalus retains a good deal of guilt over the death of his son, Icarus.

Wanderlust - Deep down, Daedalus is an explorer. Having walked the entire world, this urge to see it all has expanded to the final frontier.

Background: Daedalus, the Greek Inventor of myth. Commissioned two millennia ago by Minos, the King of Crete, to create the ultimate labyrinth in an attempt to contain the dreaded Minotaur, Daedalus would be imprisoned, alongside his son, Icarus, in the maze upon its completion. Creating two sets of wax wings, Daedalus and his son would fly for safety, only for Icarus' incompetence to lead to his unfortunate death. As compensation, the Gods of Olympus would grant Daedalus immortality, a gift he would be regretful of for centuries. Left with an infinite amount of time and no real goal, Daedalus would become a wanderer, only finding purpose in the studies he devoted himself to. Over his journeys, he would witness humanity's penchant for violent conflict and abuse of technology; the sword was trumped by the bow, the bow by the cannon, and the cannon by the nuclear bomb, all the while he would push humanity in secret, developing some of history's most important inventions. His slow-growing cynicism would be halted by the rise of superheroes, which he would become, fighting against the abuse of science and technology, as well as the occasional mythical threat. This all culminated in his founding member status of the Freedom League, a team he continues to serve intermittently, often disappearing from the planet for long periods of time to explore his newest frontier: Space.

Notes: Daedalus is essentially what happens when you make Reed Richards immortal, let him explore for two millennia straight, and then develop a super suit. A man of extreme intellect kitted out in a solid, gravity-manipulating battlesuit. With Subtle Flight, Force Beams, a Tractor Beam, and a Sensor Suite, he pretty well serves a semi-support, semi-front liner role on the Freedom League. At least, when he's actually sticking around. There isn't much change between this build and the Freedom City version, it's one of the more competently made builds in there for sure.
Last edited by OwOMotaros on Mon Feb 06, 2023 6:34 am, edited 6 times in total.
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Dr. Metropolis

Post by OwOMotaros »

Next, the mysterious man-of-the-city.....

Image

Dr. Metropolis

PL 12 (202.5 PP)

Identity: Metropolis (Public)
Gender: None
Age: Unknown
Height: 6'0"
Weight: 800 lbs
Eyes: Green
Hair: None
Group Affiliation: Freedom League
Base of Operations: Freedom City

Abilities
Strength 4, Stamina N/A, Agility 0, Dexterity 2,
Fighting 4, Intellect 4, Awareness 2, Presence 0

Powers

Constructed Form: Immunity 30 (Fortitude Effects 30), Increased Mass 2 (800 lbs), Protection 10, Source (Urban Materials) Regeneration 5 (-5 every minute). Total: 44.5

One With The City: Flight 2 (120-fpr/8 mph, Limited (Urban Areas)), Movement 3 (Permeate 3, Limited (Urban Areas)), Senses 8 (Mental 7 (Detect City Details and Layout 7 (Accurate 2 Acute 1 Analytical 1 Extended 2 (-1/1,000) Ranged 1))), (Radio 1). Total: 13

Urban Elemental: Dynamic Array 87 (4 Alternate Effects)
  • Animate Object: Damaging Precise Subtle Perception Move Object 12 (100 tons, Limited (Urban Construction Materials))
  • City Sculpting: Continuous Increased Mass 3 Transform 10 (6 tons, Any Urban Material - Any Urban Material)
  • City Scrying: No Conduit Subtle 2 Remote Sensing 13 (All Senses, 30 miles)
  • City Shifting: Accurate Change Direction Change Velocity Easy Extended Teleport 13 (30/8,000 miles, Limited Location (Urban Areas))
Advantages
Eidetic Memory, Fearless, Improved Initiative 1

Skills
Expertise: Civil Engineering 12 (+16 Total)
Expertise: Current Events 8 (+12 Total)
Insight 2 (+4 Total)
Perception 8 (+10 Total)
Technology 4 (+8 Total)

Offense
Initiative +4
Unarmed +4 | Close, Damage 4
Animate Object N/A | Damaging Precise Subtle Perception Move Object 12 (100 tons, Limited (Urban Materials)
City Sculpting +4 | Continuous Increased Mass 3 Transform 10 (6 tons, Urban Material - Urban Material)

Defense
Dodge 8, Parry 8, Fortitude N/A, Toughness 10, Will 6

Abilities 22, Powers 144.5, Advantages 3, Skills 16, Defenses 16 = 202.5 PP

________________________________________________________________________________________________________________________

Complications

Inhuman - The good Dr. is notably artificial, fitting in that "Uncanny Valley" range of appearance. This, coupled with their limited ability to understand human behaviors, leaves them isolated in society. This does not seem to bother them much.

Responsibility - The doctor's first responsibility is to Freedom City itself, and they push their artificial form to the limit to upkeep and defend their home. Notably, this defense does not always include the civilian populace.

Weakness - The Dr. is weakened severely when separated from his native urban environments. They will slow, and become physically frail, before becoming inert until they are returned to an urban zone.

Background: Dr. Metropolis' true identity and origins remain a mystery to this day. Emerging from the rubble of Freedom City following the successful defeat of Omega and the end of the Terminus Invasion, they quickly, and nearly silently, took to rebuilding the city, brick by brick. Simply referring to itself as "Metropolis", the entity's ability to reshape and repair all manner of construction material and sense, to the smallest detail, the shape of the city, cut potentially years off the recovery time of the city, and made national headlines. When the cleanup was complete, the entity was offered a spot on the Freedom League, which it accepted, believing it to be the path of least resistance to protecting its home. In the years since, Metropolis has slowly developed a personality and more human traits, mostly as a result of constant overexposure to its allies.

Notes: My main problem with the Freedom City Dr. Metropolis build is the odd decision to NOT make him a full-on artificial being. Not leaning into their artificial nature by making them a full-on Absent Stamina/Fortitude Immunity build puzzles me. Anyway, ignoring my complaints, the idea of a "City Spirit" is a really cool concept, and is pretty fun to play around with. By pushing it to some reasonable extremes, Dr. Metropolis has access to a very capable Dynamic Array, allowing them to warp all manner of Urban Materials, sense events across the entire city as if they were there, and teleport vast distances between urban centers in moments. That "Detect City Details and Layout" power is probably my favorite unique power I've encountered in any of these books yet. I'm a sucker for random, powerful if somewhat unnecessary Sensory Powers. Despite their vast capability, the Dr. is a bit of a Glass Cannon. Only PL 9 Defensively, with a PL 6 Will save, the Dr.'s hard-pressed to keep themselves in the fight.
Last edited by OwOMotaros on Mon Feb 06, 2023 6:36 am, edited 5 times in total.
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Johnny Rocket II

Post by OwOMotaros »

Next up, Earth-Prime's legacy Speedster...

Image

Johnny Rocket (John "Johnny" Wade/Johnny Rocket II)

PL 11 (217 PP)

Identity: John "Johnny" Wade (Public)
Gender: Male
Age: Unknown (Early 30s?)
Height: 5'10"
Weight: 165 lbs
Eyes: Blue
Hair: Blonde
Group Affiliation: Freedom League
Base of Operations: Freedom City

Abilities
Strength 2, Stamina 3, Agility 5, Dexterity 4,
Fighting 8/10, Intellect 2, Awareness 3, Presence 3

Powers

Super-Speedster: Enhanced Advantages 23 (Accurate Attack, Agile Feint, Defensive Attack, Defensive Roll 3, Evasion 1 (Total 2), Fast Grab, Grabbing Finesse, Improved Defense, Improved Initiative 4, Instant Up, Power Attack, Ranged Attack 2, Seize Initiative, Set-Up 1, Takedown 2, Uncanny Dodge), Enhanced Defenses 10 (Dodge 6/Parry 4), Enhanced Fighting 2, Movement 3 (Wall-Crawling 2, Water-Walking 1, Wall-Crawling Limited to While Moving), Quickness 12, Speed 16 (250 mpr/125,000 mph). Total: 69

Speed-Fighter: Array 34 (5 Alternate Effects)
  • Rapid Strike: Multiattack on Strength-Damage +6 (Bludgeoning, DC 23)
  • Fast Attack: Burst Area 2, Selective on Strength-Damage +6 (Bludgeoning, DC 23, 60-ft burst)
  • Arm-Spinning Tornado: Cone Area 1 Close Move Object 8 (6 tons, 60-ft cone, Limited Direction (Away))
  • High-Speed Strike: Inaccurate 1 Strength-Damage +8 (Bludgeoning, DC 25)
  • Junk Toss: Multiattack Blast 7 (Bludgeoning/Piercing, DC 22, Quirk 1 (Requires Debris))
Advantages
Accurate Attack, Agile Feint, Daze (Deception), Defensive Attack, Defensive Roll 3, Diehard, Evasion 2, Fast Grab, Fearless, Grabbing Finesse, Great Endurance, Improved Critical (Unarmed) 1, Improved Defense, Improved Disarm, Improved Initiative 4, Instant Up, Move-By Action, Power Attack, Ranged Attack 4, Redirect, Seize Initiative, Set-Up 1, Takedown 2, Taunt, Teamwork, Uncanny Dodge

Skills
Acrobatics 4 (+9 Total)
Athletics 6 (+8 Total)
Close Combat: Unarmed 2 (+10/12 Total)
Deception 6 (+9 Total)
Expertise: Current Events 5 (+7 Total)
Expertise: Pop Culture (AWE) 5 (+8 Total)
Insight 3 (+6 Total)
Perception 6 (+9 Total)
Persuasion 4 (+7 Total)
Ranged Combat: Thrown Objects 4 (+10/12 Total)
Stealth 3 (+8 Total)

Offense
Initiative +21
Unarmed +10/12 | Close, Damage 2, Crit 19-20
Rapid Strike +12 | Multiattack Strength-Damage 8, Crit 19-20
High-Speed Strike +10 | Strength-Damage 10, Crit 19-20
Junk Toss +12 | Multiattack Blast 7, Requires Debris
Fast Attack (DC 18 Dodge) | Burst Area 2 Selective Strength-Damage 8
Arm-Spinning Tornado (DC 18 Dodge) | Cone Area 1 Close Move Object 8 (6 tons, Limited Direction (Away))

Defense
Dodge 10/16, Parry 10/16, Fortitude 7, Toughness 3/6, Will 9

Abilities 60, Powers 103, Advantages 13, Skills 24, Defenses 17 = 217 PP

________________________________________________________________________________________________________________________

Complications

Public Hero - Johnny has never had the luxury of a secret identity, leaving his personal life open to the masses to critique.

Responsibility - Johnny is the second bearer of the Johnny Rocket mantle, leaving him to live up to the legacy outlined by his grandfather's Golden Age heroics.

Prejudice - Johnny's gay. This is a problem for some people. For some reason.

Relationships - Johnny has assembled a small family around him; his husband, Chris Penny, a Freedom City EMT, his adopted daughter/clone, Jonni, and his own legacy protégé, Jenni Rocket, a chemistry teacher who gained similar powers through a freak accident.

Background: Johnny Rocket II, the World's Fastest. The grandchild of the Golden Age hero, the original Johnny Rocket, Johnny Wade grew up unaware of his grandfather's heroics, living a normal life up until his teens. At 17, Johnny and his grandfather were attacked by one of his old villains, with the elder hero just managing to save his grandson. With his grandfather injured, Johnny was struck by a severe adrenaline rush, activating his latent super-speed! Rushing his grandfather to a hospital, Johnny easily disarmed and defeated the old villain. This immediate public display of power caught the attention of the Freedom League (who, having lacked a speedster for a long time, offered him a spot on their roster almost immediately), and the media circuit in general. With his identity already out there, Johnny accepted. Following the discovery of Johnny's orientation, the media cut loose on the team, who stood firm to support of their newest member. Johnny took this in stride, coming out publicly, and taking the opportunity to use his status to support a variety of causes. In the years since, Johnny has grown into one of the elder members of the League, filling an in-between role of the younger members and mainstays.

Notes: Johnny is a pretty simple high-end Speedster build. While, in my opinion, not fast enough to reach the speeds of a fully-realized Flash, he's certainly comparable. As common with speedsters, he's much harder to hit than he is a hard-hitter, only hitting PL on his active defenses, and sitting at around PL 10 offensively. With his swath of enhanced Advantages and large Initiative score, Johnny is a capable feinter and support hero, best suited to clearing areas and distracting opponents. My rebuild is mostly an alteration of base stats, a massive Initiative lowering (I really don't get the massive +53 they went with), and a broadening of his Speed-Fighter array, adding a few powers I thought would fit. I mean, why did they give him a +13 Ranged Combat if he's not even going to have any Ranged Effects?
Last edited by OwOMotaros on Mon Feb 06, 2023 6:40 am, edited 3 times in total.
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Lady Liberty IV

Post by OwOMotaros »

Next up, yet another legacy hero....

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Art by michadraws on Deviantart

Lady Liberty (Sonia Gutierrez/Lady Liberty IV)

PL 9 (168.5 PP)

Identity: Sonia Gutierrez (Secret)
Gender: Female
Age: Unknown (Late Teens/Early 20s?)
Height: 5'9"
Weight: 140 lbs
Eyes: Blue
Hair: Black
Group Affiliation: Freedom League
Base of Operations: Freedom City

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

Powers

Transformation: Feature 1 (Quick Change). Total: 1

Soar: Flight 7 (1/2 mpr/250 mph). Total: 14

Liberty's Might: Enhanced Abilities (Strength 6, Stamina 4), Impervious 7 Protection 2. Total: 29

Force of Will: Enhanced Advantages 11 (Diehard, Extraordinary Effort, Fearless, Great Endurance, Inspire 3, Leadership, Luck 2, Ultimate Effort (Will)), Impervious Will 7. Total: 18

Light of Liberty: Array 25 (5 Alternate Effects)
  • Blinding Liberty: Visual Dazzle 10 (Light, DC 20 Dodge/Fortitude, (Visual Impaired/Disabled/Unaware))
  • Freedom: Nullify Bindings 10
  • Invigorate: Distracting Restorative Ranged Healing 7
  • Shield: Deflect 9
  • Uplift: Move Object 9 (12 tons)
Advantages
Beginner's Luck, Diehard, Extraordinary Effort, Fearless, Great Endurance, Improved Initiative 1, Inspire 3, Interpose, Languages 1 (English (Base), Spanish), Leadership, Luck 2, Move-By Action, Ranged Attack 2, Set-Up 1, Taunt, Teamwork, Ultimate Effort (Will)

Skills
Close Combat: Unarmed 2 (+8 Total)
Deception 5 (+7 Total)
Expertise: University Student 4 (+6 Total)
Insight 6 (+8 Total)
Perception 5 (+7 Total)
Persuasion 6 (+8 Total)
Ranged Combat: Light of Liberty 6 (+8 Total)
Stealth 2 (+4 Total)
Treatment 3 (+5 Total)

Offense
Initiative +6
Unarmed +8 | Close, Damage 7/1
Blinding Liberty +8 | Visual Dazzle 10 (Visual Impaired/Disabled/Unaware)
Uplift +8 | Move Object 9 (12 tons)
Invigorate +8 | Distracting Restorative Ranged Healing 7

Defense
Dodge 8, Parry 8, Fortitude 8/4, Toughness 8/2, Will 10

Abilities 34, Powers 87, Advantages 10, Skills 19.5, Defenses 18 = 168.5 PP

________________________________________________________________________________________________________________________

Complications

Responsibility - As a result of years of suffering and prejudice as a result of who she is, Sonia understands better than most the need for compassion in life. She seeks to extend that compassion to the world, using the powers of the Spirit of Liberty as a catalyst.

Identity - While Sonia's status as Lady Liberty is a secret, Lady Liberty being a transgender woman is not. This causes problems for some people.

Newbie - Sonia is a pretty green hero (probably barely a year into her career), and thus is folly to be easily surprised or distracted, or coming off as awkward around other, more established heroes and phenomena.

Power Loss - Rather than sharing the weakness to binding effects of her predecessors, Sonia's powers are restrained by her own mind. Any degree of loss in confidence can cause a severe weakening, if not entire deactivation, in her effects.

Background: Sonia Gutierrez, the rookie Lady Liberty. The child of Mexican immigrants, Sonia grew up in an internal culture war. This, coupled with an even more internal struggle to discover who she really was, served as the brightest beacon possible to the long-inert Spirit of Liberty, which had been without a host for decades following the retirement of its last bearer. Sonia, a fresh new student at FCU, would interfere in an attempted mugging one night. Rather than being struck down by a hail of bullets, she found herself storming through them. Now infused with the Spirit of Liberty, the rookie hero began a quiet solo career, interfering in muggings, carjackings, and other, more mundane crimes, before stumbling head-on into the rogues' gallery of her predecessor. Nearly being killed in her first supervillain battle against top-tier mercenary Orion the Hunter, Sonia would defeat the villain with the assistance of Beth Walton-Wright, the former Lady Liberty, who introduced the young hero to the Freedom League for proper training and support. Now the equivalent of a super-powered probie, Lady Liberty is looking to prove her worth.

Notes: Lady Liberty, being as new as she is, comes out as the weakest Leaguer, though one with a great deal of potential. Low-tier Super Strength and Durability, a small Array of pretty useful effects, and, of my own addition, a Will Boosting power, providing a swath of Advantages and even a small degree of Impervious Will. The only thing really pulling them down is their inexperience, only hitting PL with Blinding Liberty. I quite like this concept, wish my background actually did them justice. Just feel like I'm retreading what the book already says with this one.
Last edited by OwOMotaros on Mon Feb 06, 2023 6:43 am, edited 4 times in total.
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Siren

Post by OwOMotaros »

Next up, the Freedomverse's resident sea deity...

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Siren (Cassandra Vale/La Siren)

PL 10 (205 PP)

Identity: Cassandra Vale/La Siren (Secret)
Gender: Female
Age: Unknown (Active Since 1960s)
Height: 5'6"/5'10" (Cassandra/Siren)
Weight: 110/125 lbs (Cassandra/Siren)
Eyes: Brown/Green (Cassandra/Siren)
Hair: Black/Green (Cassandra/Siren)
Group Affiliation: Freedom League
Base of Operations: New Orleans, Louisiana

Abilities
Strength 7, Stamina 9, Agility 4, Dexterity 1,
Fighting 8, Intellect 3, Awareness 4, Presence 4/10

Powers

Divine Durability: Immunity 5 (Aging, Disease, Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation (Aquatic)), Protection 1. Total: 8

Freedom of the Sea and Sky: Flight 4 (500-fpr/30 mph), A.E (Swimming 8 (1,800-fpr/120 mph)). Total: 9

Loa Transformation: Feature 1 (Quick Change). Total: 1

Strength of the Seas: Power-Lifting 2 (12 tons). Total: 2

Command Sea Life: Comprehend 2 (Understand/Understood; Animals, Limited (Sea Creatures)), Enhanced Advantages 2 (Fascinate (Persuasion), Skill Mastery (Persuasion, Limited (Sea Creatures))), Enhanced Presence 6, Limited (Sea Creatures). Total: 9

Silver Net: Accurate 2 Affects Insubstantial 2 Diminished Range 2 Snare 10 (Magical, DC 20 Dodge/Strength, (Hindered-Vulnerable/Defenseless-Immobile)), Limited (One Target), Device (Easily Removable), Indestructible. Total: 14

Mistress of the Waters: Array 31 (4 Alternate Effects)
  • Blinding Spray: Accurate 1 Visual Dazzle 8 (Water, DC 18 Dodge/Fortitude, (Visual Impaired/Disabled/Unaware))
  • Drown: Concentration Cumulative Ranged Affliction 7 (Water, DC 17 Fortitude, (Fatigued/Exhausted/Incapacitated))
  • Water Blast: Blast 10 (Water Impact, DC 25)
  • Water Weapons: Penetrating 8 Variable Descriptor 1 (Archaic Weapons) Strength-Damage +3 (Bludgeoning/Piercing/Slashing, DC 25)
Advantages
Animal Empathy, Fascinate (Persuasion), Favored Environment (Aquatic), Improved Initiative 1, Leadership, Move-By Action, Ranged Attack 5, Ritualist, Skill Mastery (Persuasion)

Skills
Acrobatics 2 (+6 Total)
Athletics 3 (+10 Total)
Close Combat: Unarmed 2 (+10 Total)
Deception 5 (+9/15 Total)
Expertise: Magic (AWE) 8 (+12 Total)
Expertise: Mythology 7 (+10 Total)
Expertise: Psychology 5 (+8 Total)
Insight 4 (+8 Total)
Perception 5 (+9 Total)
Persuasion 7 (+11/17 Total)
Ranged Combat: Mistress of the Waters 4 (+10 Total)

Offense
Initiative +8
Unarmed +10 | Close, Damage 7
Water Weapons +8 | Penetrating 8 Strength-Damage 10
Water Blast +10 | Blast 10
Blinding Spray +12 | Visual Dazzle 8 (Visual Impaired/Disabled/Unaware)
Drown +10 | Concentration Cumulative Ranged Affliction 7 (Fatigued/Exhausted/Incapacitated)
Silver Net +10 | Affects Insubstantial 2 Diminished Range 2 Snare 10 (Hindered-Vulnerable/Defenseless-Immobile), Limited (One Target)

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

Abilities 80, Powers 74, Advantages 11, Skills 26, Defenses 14 = 205 PP

________________________________________________________________________________________________________________________

Complications

Archenemy (Baron Samedi) - Siren has long fought the villainous 'Loa of the Dead', Baron Samedi, who seeks to enslave humanity, seeing them as nothing but impulsive animals.

Motivation - Siren is motivated by her love for humanity, foils, and all.

Identity - Now an immortal, Cassandra currently maintains a life as her own daughter, running her psychology practice.

Power Loss - When not in her heroic state, Cassandra is unable to utilize most of her powers, maintaining only her immortality, and her stats decreasing to Strength 2, Stamina 2, Agility 2, Dexterity 0, and Fighting 5.

Power Loss - Siren's Water Effects require outside sources to manipulate.

Background: La Siren, the Loa of the Seas. Originally Cassandra Vale, a Psychology student visiting Haiti for her thesis, was caught up in a drug smuggling operation and kidnapped. Interrogated and injured, Cassandra was tossed into the sea to die. As she sank, she heard a voice call out to her. "Be not afraid. I will help you. If you let me." Cassandra accepted. Emerging from the waters adorned in regal mystic garb, Cassandra watched as her body wrecked the ship, wrapped the smugglers up in a magically-produced net, and delivered them to shore. In the midst of that, she lost consciousness. Waking the next morning, she thought it was but a dream, until the spirit that spoke to her revealed itself, lore-dumping the history of the long battle between herself and her fellow, benevolent Loa, and Baron Samedi, the Loa of the Dead, who wished to enslave humanity. The two sides came to an agreement, each choosing mortal champions to merge with to prove their argument. Cassandra, astonished by this, would eventually be forced to come around to the idea, having to fend off the Baron's first scheme to zombify himself an army. Returning home, Cassandra, as Siren, would make a name for herself in the Bronze Age hero community, shutting down drug smuggling operations, placating ancient sea beasts, and fending off the increasingly powerful minions of Baron Samedi. This culminated in her acceptance into the Freedom League, in which she would serve in a reservist role. Serving on the team during the Terminus Invasion, Siren would see a need to help support the world in a more premier role, becoming a mainstay for over a decade, before returning to her regular stomping grounds to continue the War of the Loas.

Notes: Siren's a pretty neat character, I think. A semi-Sea Deity, doing their work through a mortal body. She's strong, but not that strong. Low-Tier Super-Strength, solid durability, a capable Water Array, granting a Dazzle, Suffocation, Blast, and Variable Weapon effect, and a pretty powerful, mystical Snare. The only messy part of this build is that 'Command Sea Life' power. You'd think that a Sea Deity would be able to just straight-up control Sea Life, rather than having to get Presence 10. Buuuut, these builds being dumb and oddly assembled is sorta part of it, so I'll keep it. One problem I'm noticing with these builds is that there isn't much art for these guys out there. Gonna have to find a source somewhere.
Last edited by OwOMotaros on Mon Feb 06, 2023 6:52 am, edited 4 times in total.
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Star Knight

Post by OwOMotaros »

Next up, the Freedomverse Earth's Space Police equivalent...

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Star Knight (Maria Montoya/Star Knight)

PL 11 (224.5 PP)

Identity: Maria Montoya (Secret)
Gender: Female
Age: Unknown (Early/Mid-30s?)
Height: 5'6"
Weight: 118 lbs
Eyes: Brown
Hair: Black
Group Affiliation: Freedom League, Star Knights
Base of Operations: Earth's Space Sector

Abilities
Strength 2/8, Stamina 3/5, Agility 3/5, Dexterity 2,
Fighting 8/10, Intellect 2, Awareness 2, Presence 2

Powers

Star Knight Armor: Device (Removable). Total: 102

Armored, Reinforced, and Sealed Exoskeleton: Enhanced Abilities 12 (Strength 6, Stamina 2, Agility 2, Fighting 2), Immunity 10 (Life Support 10), Impervious 9 Protection 5, Power-Lifting 2 (25 tons). Total: 50

Sensor Suite: Senses 7 (Visual 5 (Direction Sense 1 Extended 2 (-1/1,000) Low-Light Vision 1 Ultravision 1)), (Radio 2 (Communication Link 2 (Star Knights/Mentor))), (Universal Translator: Comprehend 3 (Understand/Understood; All Languages). Total: 13

Space Flight: Flight 10 (4 mpr/2,000 mph), Movement 3 (Environmental Adaptation 1 (Space), Space Travel 2). Total: 26

Star Shield: Enhanced Advantages 3 (Evasion 1, Improved Defense, Withstand Damage 1), Deflect 10. Total: 13

Star Sword: Dangerous 1 Penetrating 10 Reach 1 (5-ft) Damage 12 (Cosmic/Slashing, DC 27), A.E (Sword Blast: Blast 10 (Cosmic, DC 25). Total: 25

Advantages
All-Out Attack, Evasion 1, Fearless, Improved Disarm, Improved Defense, Improved Initiative 1, Interpose, Languages 1 (English (Base), Spanish), Move-By Action, Power Attack, Ranged Attack 8, Startle, Takedown 1, Withstand Damage 1

Skills
Acrobatics 4 (+7/9 Total)
Athletics 5 (+7/13 Total)
Close Combat: Unarmed 2 (+10/12 Total)
Deception 6 (+8 Total)
Expertise: Police Officer 7 (+9 Total)
Expertise: Streetwise 6 (+8 Total)
Expertise: Space 10 (+12 Total)
Insight 5 (+7 Total)
Intimidation 8 (+10 Total)
Investigation 6 (+8 Total)
Perception 6 (+8 Total)
Persuasion 3 (+5 Total)
Stealth 4 (+7/9 Total)
Technology 2 (+4 Total)
Vehicles 5 (+7 Total)

Offense
Initiative +7/9
Unarmed +10/12 | Close, Damage 2/8
Star Sword +10 | Penetrating 10 Reach 1 (5-ft) Damage 12, Crit 19-20
Sword Blast +10 | Blast 10

Defense
Dodge 10/12, Parry 10/12, Fortitude 6/8, Toughness 3/10, Will 8

Abilities 48, Powers 102, Advantages 18, Skills 38.5, Defenses 18 = 224.5 PP

________________________________________________________________________________________________________________________

Complications

Responsibility - Star Knights swear an oath to serve and protect to the best of their ability.

Temper - Maria has a bit of a reckless, angry streak, as well as having problems with authority.

Background: Maria Montoya, Earth's Star Knight. A second-generation child of immigrants, Maria always aspired to become a police officer. Despite her rough edges and hard-nosed personality, she excelled in the academy and graduated into the force. After a few successful years, she would uncover evidence of possible corruption, which would expand to being a full-on alien incursion by the shapeshifting Grue race. Being hunted by their Earth agents, Maria would find an ally in Pseudo, a rogue Grue who sought to warn the Earth of the incursion. These events would come to the attention of the Order of the Star Knights, who would welcome her into their ranks. She would be immediately put into service, assisting the Freedom League in running off the incursion. Afterward, she would leave Earth for a time, undergoing training under her predecessor, A'Lan Koor, before returning to defend her home as a member of the Freedom League. In the years since, she's become a seasoned Knight, defending Earth from cosmic threats, being roped into stellar wars, and dealing with the emergence of the alien A.I. Tellax and his Argent Corps, and the Blackguard, led by the rogue Star Knight, Blackstar. As a result of these constantly compounding catastrophes, Maria has had to abandon Earth for a time, leaving her home in the hands of her teammates, while she keeps the evil galactic forces at bay.

Notes: I'm a sucker for space cops. The Nova Corps are one of my favorite, if, (in my opinion), severely underused, aspects of the Marvel Universe, the various Lantern Corps speak for themselves, and there are several, incredible Tokusatsu heroes who are space cops. The Star Knights are a great variation, though the book build is a bit underwhelming and odd. Their Star Sword doesn't even have a melee option, and their Sensor Suite is terribly underpowered considering their role, but the concept is sound, which is all that really matters to me. Maria comes out to a solid PL 11, with a very strong Cosmic Battlesuit, granting Rider-Tier Strength and Durability, and a strong, dual-purpose Cosmic Weapon. Underneath all that, she's a pretty capable, well-rounded cop, hardened by years of service.
Last edited by OwOMotaros on Sat Feb 25, 2023 7:45 am, edited 3 times in total.
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Thunderbolt

Post by OwOMotaros »

Finally, to round out the modern Freedom League roster, we have the son of Captain Thunder...

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Thunderbolt (Ray Gardener Jr./Bolt/Thunderbolt)

PL 12 (233 PP)

Identity: Ray Gardener Jr. (Public)
Gender: Male
Age: Unknown (Late 20s?)
Height: 6'0"
Weight: 210 lbs (Containment Suit; Energy Weighs Nothing)
Eyes: N/A
Hair: N/A
Group Affiliation: Freedom League
Base of Operations: Freedom City

Abilities
Strength 12/-5, Stamina N/A, Agility 2, Dexterity 0,
Fighting 8, Intellect 1, Awareness 1, Presence 1

Powers

Electrical Being: (Electrosense: Senses 5 (Mental 5 (Detect Electricity 5 (Acute 1 Extended 1 (-1/100) Radius 1 Ranged 1))), Flight 8 (1 mpr/500 mph), Immunity 40 (Electrical Effects 10, Fortitude Effects 30). Total: 61

Containment Suit: Enhanced Strength 17, Impervious 11 Protection 14. Total: 59

Electrical Control: Array 64 (5 Alternate Effects)
  • Blackout: Affects Objects Only Broad Concentration Simultaneous Burst Area 2 Close Nullify Electronics 12 (60-ft burst)
  • Lightning Bolt: Blast 14 (Electrical, DC 29)
  • Taser: Affliction 12 (Electrical, DC 22 Fortitude, (Dazed/Stunned/Incapacitated))
  • Lightning Flash: Visual Perception Area Cumulative Affliction 10 (Light, DC 20 Dodge/Fortitude, (Visual Impaired/Disabled/Unaware))
  • Thunderbolt: Hearing Perception Area Cumulative Affliction 10 (Sonic, DC 20 Fortitude, (Hearing Impaired/Disabled/Unaware))
Advantages
All-Out Attack, Improved Critical (Electrical Control) 2, Improved Grab, Improved Initiative 1, Interpose, Move-By Action, Power Attack, Ranged Attack 4, Ultimate Effort (Will)

Skills
Deception 4 (+5 Total)
Insight 3 (+4 Total)
Intimidation 7 (+8 Total)
Investigation 2 (+3 Total)
Perception 6 (+7 Total)
Ranged Combat: Electrical Control 6 (+10 Total)

Offense
Initiative +6
Unarmed +8 | Close, Damage 12
Taser +8 | Affliction 12 (Dazed/Stunned/Incapacitated)
Lightning Bolt +10 | Blast 14, Crit 18-20
Blackout (DC 22 Dodge/Technology) | Affects Objects Only Broad Concentration Simultaneous Burst Area 2 Close Nullify Electronics 12
Lightning Flash (DC 20 Dodge/Fortitude) | Visual Perception Area Cumulative Affliction 10 (Visual Impaired/Disabled/Unaware)
Thunderbolt (DC 20 Dodge/Fortitude) | Hearing Perception Area Cumulative Affliction 10 (Hearing Impaired/Disabled/Unaware)

Defense
Dodge 8, Parry 8, Fortitude N/A, Toughness 14, Will 11

Abilities 6, Powers 184, Advantages 13, Skills 14, Defenses 16 = 233 PP

________________________________________________________________________________________________________________________

Complications

Energy Being - Thunderbolt lacks a true physical form, relying on their containment suit to keep stable. If it were ever removed or severely damaged, he would become an extremely unstable and incorporeal sentient thunderbomb.

Isolation - Cut off from true human contact, Thunderbolt feels a severe amount of loneliness.

Responsibility - As the son of the 2nd greatest hero, and as the one who caused his early retirement, Thunderbolt feels a good deal of guilt, which compounds into a need to help others in his father's place.

Background: Thunderbolt, the new-age Captain Thunder. Son of the original Captain Thunder, Ray Gardener, Ray Jr. grew up idolizing his father's heroics. When Captain Thunder was unmasked by his archenemy Dr. Stratos, the family's life became public knowledge, and Ray Jr. was thrust into the spotlight: son of Earth's Strongest Hero. Entering his teen years, Ray Jr. would suffer from a series of epileptic seizures; the result of a natural overabundance of neural electricity. This would force him to retire from the various school sports he so enjoyed, causing him to dive further into learning about superheroics and reading an excessive amount of comics. The epilepsy would only increase in intensity over the years, culminating in the emergence of his own electrical abilities! Enrolling in Claremont Academy, he would take up the alias 'Bolt', and become a headlining member of the Next-Gen. While he loved the freedom that came with his abilities, he would increasingly fall to the pressures of his family name, often barely passing his classes. Just managing to graduate, Ray enrolled in Freedom College, splitting his time between mundane school life and superheroics, though it became clear to him that he wasn't being kept around the school for his grades. Dropping out, Ray focused fully on his hero career, aspiring to join the Freedom League on his own merits. In the course of his adventures, Ray would be captured by Dr. Stratos, who intended to drain Captain Thunder's powers into Ray Jr, turning him into an unstable 'Thunderbomb' that would wipe them all out. Captain Thunder came to his rescue and did lose his powers, but Ray Jr. did not cooperate, managing to absorb the entirety of the energy into himself, becoming an energy being and easily wiping the floor with Stratos. Just managing to survive through the scientific genius of Dr. Atom and Daedalus, being placed into a specialized containment suit, Ray Jr. would become lost without his physical form. After a rehabilitation period, Ray Jr. would be welcomed onto the Freedom League, taking on the name 'Thunderbolt'. Feeling responsible for the loss of Captain Thunder, Ray Jr. seeks to take over for his father, protecting the planet in his place.

Notes: Thunderbolt is a quite powerful Elemental/Flying Brick build, able to exert electricity at an incredible degree, while also sitting at Class 100 status physically. These alone would make him top tier on the Freedom League but coupled with his high-speed Flight, Electrosense, Durability, and Fortitude Immunity, make Thunderbolt an absolute powerhouse. I guess having the strength of two heroes at once would make you this capable. The only real lacking parts of his build are his low mental stats and his Energy Being Complication. I have a feeling Thunderbolt could easily fall to the 'Captain Atom' issue; getting his containment suit busted up and dissipating into nothingness.
Last edited by OwOMotaros on Sat Feb 25, 2023 7:53 am, edited 4 times in total.
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Re: Taros' Assorted Builds (Freedom League!)

Post by Davies »

Just so you know, most of the Freedom League have heights and weights listed in Freedom City 2nd Edition.

Estimates for those who don't:
Centuria 5'7'', 120 lbs
Lady Liberty III 5'9'', 140 lbs
Thunderbolt 6', 210 lbs (containment suit; functionally no weight in uncontained form.)
Skullmageddon: "Ah, for that you'll need Ghost Peppers. About six I'd say."
Kyoko: "What's a hot pepper gonna do to a magic-y vine?"
Skullmageddon: "No, a literal ghost pepper. They're the ghosts of peppers prematurely eaten."
Kyoko: "This town is so weird."
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Re: Taros' Assorted Builds (Freedom League!)

Post by OwOMotaros »

Davies wrote: Mon Sep 05, 2022 9:49 pm Just so you know, most of the Freedom League have heights and weights listed in Freedom City 2nd Edition.

Estimates for those who don't:
Centuria 5'7'', 120 lbs
Lady Liberty III 5'9'', 140 lbs
Thunderbolt 6', 210 lbs (containment suit; functionally no weight in uncontained form.)
Oh, thanks. Don't have any of the 2nd Edition books, so I'll look around.
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Davies
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Re: Taros' Assorted Builds (Freedom League!)

Post by Davies »

OwOMotaros wrote: Mon Sep 05, 2022 9:51 pm
Davies wrote: Mon Sep 05, 2022 9:49 pm Just so you know, most of the Freedom League have heights and weights listed in Freedom City 2nd Edition.

Estimates for those who don't:
Centuria 5'7'', 120 lbs
Lady Liberty III 5'9'', 140 lbs
Thunderbolt 6', 210 lbs (containment suit; functionally no weight in uncontained form.)
Oh, thanks. Don't have any of the 2nd Edition books, so I'll look around.
Oh, in that case:

Bowman: 5'11'', 175 lbs, blue eyes, red hair
Daedelus: 5'11'', 210 bs
Dr. Metroplis: 6', 400 lbs
Johnny Rocket: 5'10'', 165 lbs
Siren: 5'10'', 125 lbs
(as Cassandra: 5'6'', 110 lbs, black hair, brown eyes)
Star Knight: 5'6'', 118 lbs
Skullmageddon: "Ah, for that you'll need Ghost Peppers. About six I'd say."
Kyoko: "What's a hot pepper gonna do to a magic-y vine?"
Skullmageddon: "No, a literal ghost pepper. They're the ghosts of peppers prematurely eaten."
Kyoko: "This town is so weird."
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OwOMotaros
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Re: Taros' Assorted Builds (Freedom League!)

Post by OwOMotaros »

Davies wrote: Mon Sep 05, 2022 10:48 pm
OwOMotaros wrote: Mon Sep 05, 2022 9:51 pm
Davies wrote: Mon Sep 05, 2022 9:49 pm Just so you know, most of the Freedom League have heights and weights listed in Freedom City 2nd Edition.

Estimates for those who don't:
Centuria 5'7'', 120 lbs
Lady Liberty III 5'9'', 140 lbs
Thunderbolt 6', 210 lbs (containment suit; functionally no weight in uncontained form.)
Oh, thanks. Don't have any of the 2nd Edition books, so I'll look around.
Oh, in that case:

Bowman: 5'11'', 175 lbs, blue eyes, red hair
Daedelus: 5'11'', 210 bs
Dr. Metroplis: 6', 400 lbs
Johnny Rocket: 5'10'', 165 lbs
Siren: 5'10'', 125 lbs
(as Cassandra: 5'6'', 110 lbs, black hair, brown eyes)
Star Knight: 5'6'', 118 lbs
Perfect, thanks.
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