Taros' Assorted Builds (Freedomverse Rogues! Kirby Builds! Dr. Tectonic!)

Where in all of your character write ups will go.
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Gilliam
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Re: Taros' Assorted Builds (The Next-Gen! Catalyst! Elflight! Junior! Ms. Kitty! NGM!)

Post by Gilliam »

Scary he was PL14

THE GOLDEN MARVEL
PL 14; Init +4 (Dex); Defense 17 (+2 Base, +4 Dex, +1 Dodge); Spd 30 ft. (fly 70 ft.); Atk. +12 melee (+8S/5’ reach/crit 20, punch), +13 ranged (+14S/140’ range/crit 20, energy blast or dazzle);

SV Dmg +9 (+18 with Force Field*), Fort +9, Ref +4, Will +2;

Str 17, Dex 18, Con 17, Int 14, Wis 14, Cha 16.

*The Golden Marvel’s Damage Save with his Force Field doesn’t include his bonus from Super-Constitution because it
exceeds his power level.

Skills: Acrobatics +12, Diplomacy +7, Intimidate +10, Search +5, Sense Motive +10, Spot +6.

Feats: Aerial Combat, Darkvision, Dodge, Fame, Heroic Surge, Immunity (energy (light)).

Powers: Energy Control – Light +14 [Effects: Dazzle; Extras: Flight, Force Field; Power Stunts: Energy Blast; Source:
Mutation; Cost: 4 pp; Total: 58 pp], Super-Constitution +5 [Source: Mutation; Cost: 4; Total: 20 pp], Super-Strength +5
[Source: Mutation; Cost: 4 pp; Total: 20 pp].

Totals: Abilities 69 + Skills 34 + Feats 12 + Powers 98 = Total
213 pp.
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EternalPhoenix
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Re: Taros' Assorted Builds (The Next-Gen! Catalyst! Elflight! Junior! Ms. Kitty! NGM!)

Post by EternalPhoenix »

Golden Marvel

Power Level: 13; Power Points Spent: 203

STR: +12 (17/35), DEX: +4 (18), CON: +8 (17/27), INT: +2 (14), WIS: +2 (14), CHA: +3 (16)

Tough: +8/+14, Fort: +12, Ref: +7, Will: +5

Skills: Acrobatics 8 (+12), Diplomacy 4 (+7), Intimidate 8 (+11), Notice 4 (+6), Search 4 (+6), Sense Motive 8 (+10)

Feats: Favored Environment (Aerial)

Powers:
Enhanced Constitution 10 (+10 CON)

Enhanced Strength 18 (+18 STR)

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

Force Field 6 (+6 Toughness; Impervious)

Immunity 10 (common descriptor: Light)

Light Control (Environmental Control 14) (light (bright), Radius: 100000 ft.)
. . Blast 14 (Alternate; DC 29)

Super-Senses 2 (darkvision)

Super-Strength 5 (+25 STR carry capacity, heavy load: 51.2 tons; +5 STR to some checks)

Attack Bonus: +12 (Ranged: +12, Melee: +12, Grapple: +24/+29)

Attacks: Blast 14, +12 (DC 29), Unarmed Attack, +12 (DC 27)

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

Initiative: +4

Languages: English Native

Totals: Abilities 36 + Skills 9 (36 ranks) + Feats 1 + Powers 103 + Combat 44 + Saves 10 + Drawbacks 0 = 203

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

He was arguably undercapped defensively and unarmed. Favored Environment only gives a +1 and it's situational besides. I made this myself just now, looking at him in Lockdown. He's actually using the Light Control power from Ultimate Power, but that's just Enviro Control (Bright Light) with another name.

Edit: Oh, sorry Gilliam. Didn't see you there. :sweat_smile:
The Phoenixverse (A 2e OC 'verse!)
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You, Dear Reader, may comment on any build at any time. I will be happy regardless.
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Miracle
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Re: Taros' Assorted Builds (The Next-Gen! Catalyst! Elflight! Junior! Ms. Kitty! NGM!)

Post by Miracle »

That Light Control can light up half the world. I assume Golden Marvel is in jail because of that :mrgreen:
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Gilliam
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Re: Taros' Assorted Builds (The Next-Gen! Catalyst! Elflight! Junior! Ms. Kitty! NGM!)

Post by Gilliam »

EternalPhoenix wrote: Tue Dec 27, 2022 9:13 pm Golden Marvel

Power Level: 13; Power Points Spent: 203

STR: +12 (17/35), DEX: +4 (18), CON: +8 (17/27), INT: +2 (14), WIS: +2 (14), CHA: +3 (16)


Totals: Abilities 36 + Skills 9 (36 ranks) + Feats 1 + Powers 103 + Combat 44 + Saves 10 + Drawbacks 0 = 203

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

He was arguably undercapped defensively and unarmed. Favored Environment only gives a +1 and it's situational besides. I made this myself just now, looking at him in Lockdown. He's actually using the Light Control power from Ultimate Power, but that's just Enviro Control (Bright Light) with another name.

Edit: Oh, sorry Gilliam. Didn't see you there. :sweat_smile:
No worries, this is a much cleaner build and I am suspecting that my copy of Lockdown is 1E not 2E which explains why a lot of the builds in it are just not quite right :)
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Davies
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Re: Taros' Assorted Builds (The Next-Gen! Catalyst! Elflight! Junior! Ms. Kitty! NGM!)

Post by Davies »

Yep, that's a 1E build up there. Takes me back ...
"I'm sorry. I love you. I'm not sorry I love you."
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OwOMotaros
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Re: Taros' Assorted Builds (The Next-Gen! Catalyst! Elflight! Junior! Ms. Kitty! NGM!)

Post by OwOMotaros »

Ah, thanks guys. I'll be sure to get around to a 3e variation at some point. But hey, at least I'm learning how to decipher all that 2e stuff now.

Oh, and I did, in fact, have the book somewhere in my files. Dude's got a nice suit.

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OwOMotaros
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Silver Eagle

Post by OwOMotaros »

Next, the Next-Gen's goody-two-shoes...

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Silver Eagle (Nina Cruz)

PL 8 (142 PP)

Identity: Nina Cruz
Gender: Female
Age: Mid-Teens
Height: Unknown
Weight: Unknown
Eyes: Silver
Hair: Brown
Group Affiliation: Next-Gen, Claremont Academy
Base of Operations: Claremont Academy, Freedom City

Abilities
Strength 3/5, Stamina 5, Agility 4, Dexterity 2
Fighting 7, Intellect 2, Awareness 2, Presence 2

Powers

Argent Field: Impervious 7 Force Field 3. Total: 10

Silver Wings: Winged Flight 7 (1/2 mpr/250 mph). Total: 7

Argent Energy Control: Array 31 (4 Alternate Effects)
  • Argent Blasts: Split 1 Blast 8 (Energy, DC 23)
  • Argent Field Projection: Impervious Movable Create 7 (125-cft)
  • Argent Field Enhancement: Enhanced Impervious Toughness 2, Enhanced Strength 2, Sustained Immunity 8 (Life Support except Sleep & Starvation/Thirst), Power-Lifting 2 (3 tons)
  • Silver Shield: Deflect 8
Advantages
Diehard, Improved Initiative 1, Interpose, Jack-Of-All-Trades, Leadership, Move-By Action, Power Attack, Ranged Attack 2, Teamwork

Skills
Acrobatics 2 (+6 Total)
Athletics 4 (+7/9 Total)
Close Combat: Unarmed 1 (+8 Total)
Deception 3 (+5 Total)
Expertise: AEGIS 2 (+4 Total)
Expertise: Student 3 (+5 Total)
Insight 4 (+6 Total)
Intimidation 1 (+3 Total)
Perception 3 (+5 Total)
Ranged Combat: Argent Energy Control 4 (+8 Total)
Stealth 2 (+6 Total)
Technology 1 (+3 Total)
Treatment 1 (+3 Total)
Vehicles 1 (+3 Total)

Offense
Initiative +8
Unarmed +8 | Close, Damage 3 (5 with Field Enhancement)
Argent Blasts +8 | Split 1 Blast 8

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 5/8 (Impervious +4/5), Will 8

Abilities 54, Powers 48, Advantages 10, Skills 16, Defenses 14 = 142 PP

________________________________________________________________________________________________________________________

Complications

Motivation - Silver Eagle was raised to believe in the ideals of the American Dream, and strives to be a living example of the best the country has to offer.

Identity - Silver Eagle maintains a secret identity as Nina Cruz, daughter of retired AEGIS Agent Lorenzo Cruz, a notable hero of the Terminus Invasion.

Reputation - Nina, both in her public and private IDs, is known as a bit of a goody-two-shoes. She's somewhat easily taken advantage of and believes in the innate goodness of everyone.

Background: Silver Eagle's story begins not with her, but with her father. Lorenzo Cruz was an AEGIS Agent at the time of the Terminus Invasion. He was the first operative on the scene and was key in closing down the portal between the Terminus and Earth-Prime. While injured, the main problem was his exposure to massive amounts of extradimensional energy--a problem that wouldn't be fully understood until the birth of his first child; Nina.

From birth, Nina showcased some...unusual talents. She would often glow a bright silver, sometimes she'd start floating out of her crib; nothing they couldn't handle. With their connections in the super community, they discovered that, while Nina was perfectly healthy, she was also born a mutant, able to manipulate a silvery, extradimensional force. Having been born into the super-scene, Nina has trained with her abilities for most of her life, and that was BEFORE joining Claremont Academy. She's attended the school for most of her academic life and sees it as a second home. She can't wait to complete her training and start using her powers for good.

Notes: Nina, despite her experience, still comes out to around the same level as her Next-Gen teammates. She's got a very solid selection of powers; a Force Field, Flight, an Array of Blasts, Object Creation, Energy Shields, and even a physical boost. She's also got quite a few ranks in skills; all that training hasn't gone to waste.
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OwOMotaros
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Wraith

Post by OwOMotaros »

Next up, the last of the main set, we have the school's most traumatized child...

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Wraith (Luke Dixon)

PL 8 (130.5 PP)

Identity: Luke Dixon
Gender: Male
Age: Mid-Teens
Height: Unknown
Weight: Unknown
Eyes: Unknown
Hair: Unknown
Group Affiliation: Next-Gen, Claremont Academy
Base of Operations: Claremont Academy, Freedom City

Abilities
Strength 5, Stamina 5, Agility 6, Dexterity 3
Fighting 8, Intellect 1, Awareness 2, Presence 2

Powers

Cybernetic Enhancements: Immunity 3 (Poison, Suffocation 2, Quirk 1 (Suffocation Limited to 30 Minutes), Leaping 2 (30-ft), Movement 3 (Safe Fall, Swinging, Wall-Crawling 1, Quirk 3 (Safe Fall Limited to Nearby Surfaces, Swinging Limited to Available Lines, Wall-Crawling Limited to While Moving), Senses 3 (Visual 1 (Infravision 1), (Hearing 2 (Danger Sense 1 Radio 1), Speed 2 (120-fpr/8 mph). Total: 12

Advantages
Agile Feint, Defensive Attack, Defensive Roll 1, Diehard, Equipment 2 (Throwing Spikes +5), Evasion 1, Improved Defense, Improved Initiative 1, Move-By Action, Power Attack, Quick Draw, Ranged Attack 3, Takedown 2
Equipment
Throwing Spikes: (Thrown: Diminished Range 2 Blast 5 (Piercing, DC 20), A.E (Melee: Split 1 Strength-Damage +1). Total: 9
Skills
Acrobatics 6 (+12 Total)
Athletics 5 (+10 Total)
Close Combat: Unarmed 2 (+10 Total)
Close Combat: Piercing Weapons 2 (+10 Total)
Deception 4 (+6 Total)
Insight 4 (+6 Total)
Intimidation 5 (+7 Total)
Perception 5 (+7 Total)
Ranged Combat: Thrown Weapons 5 (+11 Total)
Sleight of Hand 2 (+5 Total)
Stealth 4 (+10 Total)
Technology 4 (+5 Total)
Vehicles 2 (+5 Total)

Offense
Initiative +10
Unarmed +10 | Close, Damage 5
Throwing Spikes (Melee) +10 | Split 1 Strength-Damage 6
Throwing Spikes (Thrown) +11 | Diminished Range 2 Blast 5

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 5/6, Will 6

Abilities 64, Powers 12, Advantages 17, Skills 24.5, Defenses 13 = 130.5 PP

________________________________________________________________________________________________________________________

Complications

Responsibility - Wraith feels a sense of duty, needing to use his augmentations to help others.

Enemy - Wraith's cybernetics are the result of Foundry technology, and they wish to reclaim him and put his template to use in their own cybernetic armies.

Identity - Wraith maintains his secret identity as Luke Dixon from everyone besides his teammates.

Power Loss (Cybernetics) - Wraith's cybernetics are too connected to be easily removed, but are vulnerable to technological manipulation and various other effect types.

Background: As the son of a constantly-traveling U.S. military scientist and single father, Luke Dixon's early life was full of excitement. Constantly seeing new places, attending private schools with other military kids, etc. Sure, his family life wasn't perfect (with an overprotective, somewhat controlling father and all), but they didn't interact much anyway. As Luke got older, he became more perceptive; everywhere they went was a warzone, which seemed weird to send a scientist to. In fact, nowhere they were sent even had an official American military presence. Suspicious, Luke began snooping through his father's things and discovered who he truly worked for: an organization called "The Foundry", which supplied advanced weapons and technological systems to the highest bidder. His father had been working on "living" cybernetics for years, using half-alive "volunteers" as test subjects.

Rather than confront his father, Luke decided to escape. Waiting for a lull in the fighting, he stole a vehicle (not that he knew how to drive), and made a run for it. While he got clear of the compound and made it all the way to the nearest city, he wasn't safe. If they only fired bullets, he'd probably have been fine, but an RPG is a different story. His story would've ended there if not for his father, who recovered his half-dead, mangled body, and took the opportunity to test his cybernetics.

Unlike most subjects, Luke miraculously survived, adapting very well to his bio-cybernetics. Not that he'd know, as he'd stay comatose for months before beings recovered by an AEGIS raid. Awoken in America, Luke would adapt to his new existence and be recommended to Claremont Academy. He's attended ever since.

Notes: Statistically, Wraith is...how do you describe this type of character? Highly agile, decently powerful (though not quite superhuman), and armed with weirdly simple weaponry; Throwing Spikes, providing both a ranged and melee option. His cybernetics provide some assorted effects (Radio Hearing, Infravision, and some Immunities), but he's not really a character I see becoming a high-grade super. Unless the Foundry gets its hands on him, that is...
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OwOMotaros
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Claremont Backgrounders (1/4)

Post by OwOMotaros »

Next up, short stubs about the named extra students attending Claremont...

Sorry for the image quality, btw, these screencaps are pretty much the only pictures available

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Bluebird (Cassie "B.B" Dugan)

Daughter of Claremont's Vice Principal, who's been attending her entire life. Despite great control over her telekinetic flight (and a burgeoning telekinetic field), she's over becoming a superhero.

Stats: STA +1, AGI +2, DEX +2, FIG +3, INT +1, AWE +1, (Skills: Acrobatics +6 (+8), Limited (While Flying), Athletics +2 (+2), Close Combat: Unarmed +2 (+5), Deception +4 (+4), Expertise: Current Events +2 (+3), Expertise: Student +4 (+5), Perception +3 (+4), Persuasion +2 (+2), Ranged Combat: Telekinesis +3 (+7), Stealth +3 (+5)), (Advantages: Languages 1 (English (Base), Spanish), Move-By Action, Ranged Attack 2, (Powers: (Personal Telekinetic Field: Enhanced Advantages 2 (Evasion 1, Favored Environment (Aerial), Evasion Limited (While Flying), Subtle 2 Flight 5 (900-fpr/60 mph), Force Field 6, (Telekinesis: Move Object 5 (1,600 lbs))

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Casanova (Sebastian Shields)

Son of a single immigrant mother, who acts like the spoiled brat son of a family far above his station. Cruel, petty, and possibly sociopathic, using their Mind Control power to get ahead in life. Has a small group of followers who follow him around, most notably "Chump"

Stats: STR -1, AGI +1, FIG +2, INT +3, AWE +4, PRE +4, (Skills: Deception +6 (+10), Insight +3 (+7), Perception +4 (+8), Persuasion +4 (+8), Stealth +2 (+3)), (Advantages: Eidetic Memory, Fascinate 2 (Deception/Persuasion), Luck 1, Move-By Action, Second Chance (Failed Deception/Persuasion resulting in Negative Attitude Change), Taunt, (Powers: (Mental Awareness: Senses 3 (Mental 3 (Mental Awareness 3 (Acute 1 Radius 1))), (Low-Grade Mind Shield: Enhanced Will 2, Limited (Mental Effects)), (Mind Control: Mind Control 8 (Mental, DC 18 Will, (Dazed/Compelled/Controlled)))

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Chump (Eddie Fell)

Severely underconfident All-American boy with a slight temper issue. Combined with his Powerhouse capabilities, this makes him a huge danger to others.

Stats: STR +9, STA +10, AGI +2, FIG +4, INT +1, (Skills: Athletics +4 (+13), Close Combat: Unarmed +1 (+5), Expertise: Pop Culture +4 (+4), Insight +1 (+1), Perception +4 (+4), Ranged Combat: Throw +3 (+4), Stealth +1 (+3), Technology +2 (+3)), (Advantages: All-Out Attack, Improved Grab, Improved Hold), (Powers: (Mutant - Superhuman Strength/Durability: Immunity 7 (Suffocation 2, Environmental Conditions 5, Suffocation Limited (Must Hold Breath)), Impervious Toughness 11, Leaping 2 (30-ft), Power-Lifting 2 (50 tons), Regeneration 1 (-1 every minute), Speed 2 (120-fpr/8 mph))
Last edited by OwOMotaros on Sun Jan 22, 2023 12:08 pm, edited 1 time in total.
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OwOMotaros
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Claremont Backgrounders (2/4)

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Jargon (Donny Pasternak)

Autistic super-genius, able to create incredibly advanced tech on the fly.

Stats: STR -1, DEX +1, INT +8, AWE +3, (Skills: Expertise: Science +7 (+15), Perception +2 (+5), Ranged Combat: Gadgets +4 (+5), Stealth +2 (+2), Technology +7 (+15), (Advantages: Beginner's Luck, Eidetic Memory, Inventor, Ultimate Effort (Technology), (Powers: (Nth-Level Intellect: Mental Quickness 8, Slow Variable 2 (10 points for created gadgets)))


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Leapfrog (Noah Garcia)

Midwest kid whose comfortable, middle-class life was interrupted by the emergence of his mutant teleportation power. Very much wants to be a hero but is very much still a rookie.

Stats: STA +1, AGI +3, DEX +2, FIG +4, INT +1, AWE +2, PRE +2, (Skills: Acrobatics +4 (+7), Athletics +4 (+4), Close Combat: Unarmed +1 (+5), Deception +3 (+5), Insight +5 (+7), Perception +2 (+2), Persuasion +3 (+5), Sleight of Hand +3 (+5), Stealth +4 (+7), (Advantages: Grabbing Finesse, Hide in Plain Sight, Improved Defense, Improved Initiative 1, Move-By Action, Seize Initiative), (Powers: (Mutant - Leapfrogging: Enhanced Defensive Roll 2, Accurate Change Velocity Turnabout Teleport 5 (900-ft)))

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Morgana (Zoe Robinson)

Another All-American type, the popular, smart, head cheerleader of her small hometown. Gaining illusionary powers following the Silver Storm, she would be sent to Claremont after being caught using her powers to generate...illicit images of her girlfriends. She doesn't wanna be here.

Stats: STR +1, STA +1, AGI +3, FIG +3, INT +1, AWE +2, PRE +3, (Skills: Acrobatics +4 (+7), Athletics +4 (+5), Close Combat: Unarmed +2 (+5), Deception +2 (+5), Expertise: Pop Culture +2 (+5), Insight +3 (+5), Perception +5 (+7), Persuasion +$ (+7), Stealth +2 (+5), (Advantages: Move-By Action), (Powers: Illusioncasting (Array 26), (Illusions: Illusion 8 (Visual/Auditory, 250-cft)), (Illusory Disguise: Resistible by Will Morph 4 (Any Form)), (Minor Illusion: Features 2 (Can Create Minor Illusions))))
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Claremont Backgrounders (3/4)

Post by OwOMotaros »

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Shadow (Yuna Tanaka)

Delinquent Japanese transfer student whose delinquency is the result of an innate "Shadow", driving her to evil acts. Recruited by the newest Raven, Yuna's begun learning how to better control her dark side.

Stats: STR +1, STA +2, AGI +2, DEX +1, FIG +5, INT +1, AWE +1, PRE +2, (Skills: Acrobatics +2 (+4), Athletics +2 (+3), Deception +4 (+6), Expertise: Streetwise +3 (+4), Insight +3 (+4), Perception +4 (+5), Sleight of Hand +2 (+3), Stealth +4 (+6), Vehicles +2 (+3), (Advantages: Benefit 1 (Well-Off), Fearless, Languages (Japanese (Base), English), Ranged Attack 2), (Powers: Shadow Form: Concealment 10 (All Senses, Limited (In Darkness), Enhanced Abilities 4 (Agility 2, Fighting 2), Immunity 32 (Critical Hits 2, Fortitude Effects 30), Insubstantial 3 (Energy (Shadow), Vulnerability (Light))), Movement 6 (Permeate 3, Slithering, Wall-Crawling 2), Protection 5, Reduced Stamina 7, Senses 2 (Darkvision 2), Activation 1.

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Storm King (Adnan Homsi)

Syrian refugee whose natural ability to manipulate the weather accidentally shut down a whole district of Freedom City. Referred to Claremont after the incident, Adnan has taken to using his new education to advocate for other refugees

Stats: STA +1, FIG +2, INT +2, AWE +1, PRE +1, (Skills: Athletics +2 (+2), Expertise: Current Events +4 (+5), Insight +3 (+4), Investigation +3 (+5), Perception 5 (+6), Persuasion +2 (+3), Ranged Combat: Weather Effects +5 (+5), Stealth +2 (+2), Treatment +2 (+4), (Advantages: Languages 1 (Arabic (Base), English), (Powers: Wind-Rider: Distracting Flight 2 (120-fpr/8 mph), (Weather Control: Selective Environment 8 (Cold 1, Heat 1, Impede Movement 2, Visibility 1, 1/2 mile)), (Weather Manipulation: Array 24 (Arctic Freeze: Snare 7 (Cold, DC 17 Dodge/Fortitude), (Hailstorm: Indirect 2 (Above) Burst Area 1 Blast 5 (Bludgeoning, DC 20, 30-ft burst)), (Lightning Bolt: Indirect 2 (Above) Blast 7 (Electrical, DC 22), (Wind Blast: Cone Area .5 Close Move Object 7 (Wind, 3 tons, DC 17 Dodge. 30-ft cone, Limited Direction (Away)))

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Toxin (Charlene Hart)

Young girl, trapped in a containment suit to prevent her poisonous body from hurting others. Suffering exclusion from others as a result, she has become very depressed and somewhat unbalanced.

Stats: STR -1, STA +2, AWE +1, (Skills: Deception +4 (+4), (Powers: (Toxin Immunity: Immunity 2 (Disease, Poison), (Toxic: Continuous Reaction Progressive Permanent Affliction 7 (Poison, DC 17 Fortitude, (Impaired/Disabled/Incapacitated)))
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Claremont Backgrounders (4/4)

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Triton (Prince Telemachus of Atlantis)

Crown Prince of Atlantis, and grandson of founding Liberty Leaguer Siren I, Triton is an artist at heart, who, despite inheriting great power from his family, simply wants to find his own place in the world, separate from his family's responsibilities.

Stats: STR +7, STA +7, AGI +3, FIG +7, INT +1, AWE +2, PRE +1, (Skills: Acrobatics +4 (+7), Athletics +1 (+8), Expertise: Atlantean Lore 4 (+5), Expertise: Magic +3 (+5), Expertise: Music +5 (+7), Insight +2 (+4), Perception +3 (+5), Persuasion +2 (+3), Ranged Combat: Sound of the Sirens +4 (+7), Treatment +2 (+3), (Advantages: Animal Empathy, Benefit 3 (Prince of Atlantis), Favored Environment (Aquatic), Languages 1 (Atlantean (Base), English), Move-By Action, Ranged Attack 3), (Powers: Atlantean Biology: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation (Aquatic), Senses 1 (Visual 1 (Low-Light Vision 1), Swimming 7 (900-fpr/60 mph), (Hear the Sirens: Senses 1 (Hearing 1 (Ultra-Hearing 1), (Sound of the Sirens: Array 24 (Deafening Shriek: Cone Area 1 Cumulative Affliction 7 (Sound, DC 17 Fortitude, 60-ft cone, (Hearing Impaired/Disabled/Unaware)), (Hypnotic Song: Concentration Cumulative Instant Recovery Hearing Area Affliction 7 (Sound, DC 17 Will, (Entranced/Compelled/Controlled))), (Sonic Blast: Cone Area 1 Damage 7 (Sound, DC 22, 60-ft cone), (Sonic Burst: Burst Area 1 Damage 7 (Sound, DC 22, 30-ft burst)))

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White Witch (Angel Davis)

Chicago native from a long bloodline of witches. Recruited herself to Claremont after casting a spell that gave her Mr. Summers' phone number.

Stats: STA +1, AGI +2, DEX+1, FIG +3, INT +3, AWE +3, PRE +3, (Skills: Acrobatics +1 (+3), Close Combat: Unarmed +2 (+5), Expertise: Magic +5 (+8), Expertise: Streetwise +2 (+5), Insight +4 (+7), Investigation +2 (+5), Perception +5 (+8), Persuasion +2 (+5), Ranged Combat: Magic +4 (+5), Sleight of Hand +2 (+3), Stealth +2 (+4), (Advantages: Animal Empathy, Benefit 2 (Cipher 2), Luck 1, Move-By Action, Ritualist, Trance, (Powers: The Sight: Comprehend Spirits 1, Senses 6 (Mental 6 (Detect Spirits 6 (Accurate 2 Acute 1 Danger Sense 1 Ranged 1), (Magic: Array 14 (Invisibility: Visual Concealment 2 (Normal Visual)), (Levitation: Flight 1 (60-fpr/4 mph)), (Mage Hand: Move Object 1 (100 lbs)), (Mystic Bolt: Blast 5 (Magical, DC 20)), (Shield: Force Field 4))
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Claremont Faculty

Post by OwOMotaros »

Next, we'll cover the school's faculty, only a few of whom are worth providing stats for...
ClaremontFaculty.JPG
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Working left to right we have...

Chief Janitor Basil Faulks

Gruff, usually silent chief janitor, who is usually heard traveling through the school's underground network making odd comments.

Drama Teacher Demetrius Kuzkin

Drama teacher who's spent the past decade complaining about the hauntings in his theater.

Meta-Ethics Teacher Leeroy Hawke/Turbo-Boost

Ex-con who went straight, traveling across the country as a motivational speaker before being recruited to teach the super-powered students how to treat their abilities with responsibility.

Head Counselor Gabriel Marquez

Former teacher at Claremont's predecessor, St. Thomas Aquinas, permanently disabled during the Terminus Invasion, which also awakened their ability to nullify powers.

(76 PP)

Attributes: Strength 1, Stamina 2, Agility -2, Dexterity 0, Fighting 2, Intellect 3, Awareness 3, Presence 2, (+22)

Skills: Athletics 4 (+5), Deception 4 (+6), Expertise: Counselor 7 (+10), Expertise: Psychology 7 (+10), Expertise: Teacher 4 (+7), Insight 5 (+8), Perception 4 (+7), Persuasion 6 (+8), Ranged Combat: Power Nullification 7 (+7), (+24)

Powers: (Power Nullification: Broad Effortless Insidious Subtle 1 Simultaneous Nullify Powers 7 (All Non-Magical or Technological, (+30))

Vice Principal Martha Dugan

Mother of Bluebird, who was offered the job both due to her prior experience, and to watch over her child. Her and her family have lived on campus ever since.

Principal Duncan Summers/The Raven I

Principal of the school and retired legend, who's devoted his later years to providing the next generation of heroes with a place to learn.

Phys. Ed Teacher Alan Archer/Hot Rod

Retired speedster hero who, after realizing his career wasn't making a difference to others, went into his true passion: teaching.

(64 PP)

Attributes: Strength 2, Stamina 3, Agility 2, Fighting 5, Intellect 0, Awareness 1, Presence 2, (+30)

Skills: Acrobatics 4 (+6), Athletics 6 (+8), Close Combat (Unarmed) 2 (+7), Deception 3 (+5), Expertise: Phys Ed 7 (+7), Expertise: Teacher 3 (+3), Perception 4 (+5), Persuasion 2 (+4), Treatment 3 (+3), (+17)

Advantages: Improved Disarm, Move-By Action, (+2)

Powers: (Super-Speed: Enhanced Advantages 8 (Defensive Roll 2, Evasion 1, Improved Initiative 2, Instant Up, Takedown 2, (+8)), Speed 6 (1,800-fpr/120 mph, (+6)), Strength-Damage +1, (+1)

Creative Writing Teacher Jesse Perry/Ghostman

Retired amateur superhero who used his limited adventuring experience to inspire his novels.

(78.5 PP)

Attributes: Strength 1, Stamina 1, Agility 0, Dexterity 0, Fighting 5, Intellect 2, Awareness 2, Presence 1, (+24)

Skills: Deception 4 (+5), Expertise: Current Events (AWE) 5 (+7), Expertise: History 4 (+6), Expertise: Pop Culture (PRE) 5 (+6), Expertise: Teacher 3 (+5), Expertise: Writer (AWE) 8 (+10), Insight 3 (+5), Investigation 4 (+6), Perception 5 (+7), Stealth 4 (+4), (+22.5)

Powers: (Ghost-ish: Concealment 6 (All Visual/Mental, (+12)), Insubstantial 4 (Incorporeal, Vulnerability (Evil Effects), (+20)

Science Teacher Stephanie Harcourt

Super-genius who came to the superhero community's attention during the most recent Grue Invasion, where she not only armed dozens of civilians with high-tech weaponry, but repaired the armor of Star Knight.

(57 PP)

Attributes: Strength 0, Stamina 0, Agility 1, Dexterity 2, Fighting 2, Intellect 7, Awareness 2, Presence 2, (+32)

Skills: Expertise: Science 9, (+16), Expertise: Teacher 3 (+10), Perception 2 (+4), Technology 9 (+16), Treatment 3 (+10), (+13)

Advantages: Beginner's Luck, Eidetic Memory, Improvised Tools, Inventor, Jack-Of-All-Trades, Languages 2 (English (Base), Assorted Travel Destinations), Skill Mastery (Technology), (+8)

Powers: Quick Thinker Under Pressure: Mental Quickness 4, (+4)

Math Teacher Darian Skyler

Absolute bastard of a math teacher, whose hard-ass nature covers up the lesson he's truly trying to teach; never doubt someone of intellect.

Nurse Aretha Joy
(ain't no damn way that was an accident)

Caring, gentle nurse, coming from a family of medical specialists.
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OwOMotaros
Posts: 592
Joined: Thu Aug 13, 2020 3:20 am

Claremont Academy (School Grounds)

Post by OwOMotaros »

And, to wrap up this little section, we have the actual school itself...
Claremont2.JPG
Claremont2.JPG (41 KiB) Viewed 1589 times
Claremont Academy (9 PP/43 EP)
Huge
Toughness 12
Features 25
Combat Simulator, Communications, Computer, Concealed 3 (DC 30), Defense System, Fire Prevention System, Garage, Grounds, Gym, Infirmary, Laboratory, Library, Living Space, Personnel, Power System, Secret 3 (DC 30), Security System 4 (DC 35), Workshop
Powers
Teleportal Network Link: Affects Others Only Extended Teleport 12 (4,000 miles, Limited 2 (Extended Only, Other Teleportals))
Notes: As I said at the beginning of this little outing, love me some super-school-shenanigans. I've taken some slight liberties, roping the Academy into the Teleportal network, but besides that, this is practically a straight-up port. I don't have a lot to say about the school itself, however. Anything important to its modern status has either been listed in the hub for this section or is part of the (in my opinion) overly-long Vervain/Cabot/Seven backstory, which'll get touched on. Eventually.
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OwOMotaros
Posts: 592
Joined: Thu Aug 13, 2020 3:20 am

SCP Foundation

Post by OwOMotaros »

Next up, I'm going to run a short series of builds I've pretty much never seen mentioned here (or in the Discord, ya old farts), but it's gonna need a bit of a primer. So I present to you...

Image

The SCP Foundation
Role: Collaborative Writing Project, Creepypasta-Type-Beat, Men In Black but Lovecraftian
Genre: Varies (Horror, most commonly)

History

The SCP (Secure, Contain, Protect) Foundation is a collaborative writing project originating in the internet's back alley dumpster, 4chan, centered around a fictional, super-secret private organization, the SCP Foundation, and the variety of anomalous objects, entities, and phenomena that they keep contained in an attempt to maintain societal normality. Throughout the 15-ish years of the project, the universe of the Foundation has expanded greatly, but hasn't really strayed from its main focus; entries written as the in-universe containment procedures of the various anomalies (referred to as SCPs).

Some basic terminology you could do with if you don't wanna bother watching the half-hour explanation video linked to the title under the picture:

Object Classes

Object Classes serve as a basic guideline to explain how difficult it is to contain an anomaly, rather than the expected guideline based on danger. For example, let's take a button able to destroy the planet with a single push. Super dangerous, right? But if you can just put the button in a box and lock it away and nothing happens? Safe-Class. On the other end, a regular human who is simply able to walk right through any door you lock them behind? Keter.

Safe: Safe-Class anomalies are any SCP that is easily, safely contained. Usually, this is the result of an anomaly being an object requiring outside interaction to present any danger, like that world-destruction button from earlier.

Euclid: Euclid-Class anomalies are any SCP that requires a significant effort to keep contained. This is usually the result of the anomaly being some degree of sentient/sapient & autonomous. As such, nearly all human anomalies are Euclid as a baseline; the ability to think on one's own makes them naturally unpredictable.

Keter: Keter-Class anomalies are any SCP whose containment requires an excessive amount of Foundation resources, or exceedingly complex containment procedures. This is usually the result of a lack of understanding of the anomaly's capabilities or a lack of proper technology to contain the anomaly. Keter does not necessarily equate to the entity being dangerous, just hard to contain.

Thaumiel: Thaumiel-Class anomalies are SCPs that are specifically used to contain other anomalies. Thaumiel entities are rare and highly classified, even within the Foundation, usually only known to the Foundation's leading personnel: the O5 Council.

Foundation Personnel

D-Class: The lowly prisoner grunts of the Foundation, used as acceptable casualties while performing tests involving SCPs. D-Class are usually sourced from prisons worldwide, usually death row inmates, or occasionally even former Foundation staff who've committed a heinous act.

MTF (Mobile Task Forces): The MTF are the Foundation's elite special ops groups, drawn from the best of the best of militaries across the globe. Each MTF is specialized in certain fields, for example; MTF Epsilon-11, "Nine-Tailed Fox", performs internal security for Foundation sites and is the premier response force against Containment Breaches, or MTF Kappa-10, "Skynet", which works to counter and contain cyber-anomalies.

O5 Council: The O5 Council is the Foundation's mysterious group of leaders, the ones who know everything, essentially an entire board of Nick Furys. Likely being anomalous themselves, the O5s are always kept away from other anomalies and are unknown to most other Foundation personnel.

Notes: I'm not gonna be doing these all at once, this is more of just a primer to set y'all up for when I pepper these out between any big groups of builds I do (I really don't have the writing chops to cover a whole bunch of these guys at once). My explanation probably didn't do enough justice, but I really think yall should check this stuff out. A lot of the less...complex stories are really good, and I think yall will enjoy them. I'll link both the original articles and video variations of the articles to each build, just in case any of these pique your interest.

Builds

Foundation Personnel

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 Apr 25, 2023 8:56 am, edited 10 times in total.
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