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

Where in all of your character write ups will go.
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OwOMotaros
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Re: Taros' Assorted Builds (Freedomverse Rogues! Eris, Goddess of Discord! Nightmare Child! Jack-A-Knives! Black Vulture

Post by OwOMotaros »

greycrusader wrote: Wed May 24, 2023 4:00 pm One house rule of mine is that flying characters who take Favored Environment (Aerial) have to specify whether it applies to flying in confined/tight spaces (through alleyways inside spacious buildings, etc.) OR open sky (no obstructions), or buy the Advantage twice. Otherwise a character with the Flight power can nearly always effectively by a PL higher. Same goes for urban-based heroes who want Favored Environment (City), as otherwise it just comes into play too often, so they need to choose types of neighborhoods or circumstances (while doing parkour, within sight of certain landmarks, etc.).

All my best
Yeah, that tracks.

Edit: Yup, stealin' that.
Last edited by OwOMotaros on Thu Jul 06, 2023 8:32 am, edited 1 time in total.
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The Battle Brothers

Post by OwOMotaros »

Next up, a pair of overmuscled douchenozzles...

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The Battle Brothers (Jack Bryce & Malcolm Manning)

PL 9 (139 PP)

Identity: Jack Bryce & Malcolm Manning
Gender: Male (Both)
Age: Unknown (Early/Mid-30s Each?)
Height: Unknown
Weight: Unknown
Eyes: Blue/Brown (Bryce/Manning)
Hair: Blonde/Bald (Bryce/Manning)
Group Affiliation: Each Other, Varies (Mercenaries)
Base of Operations: Emerald City, USA

Abilities
Strength 2/10, Stamina 3/10, Agility 3, Dexterity 0
Fighting 7, Intellect 0, Awareness 0, Presence 0

Powers

Battle Bracers: Rapid 1 (x10) Subtle 2 Communication Link 1 (Mental, Other Brother), Enhanced Abilities 15 (Strength 8, Stamina 7), Enhanced Advantages 6 (Improved Critical (Unarmed) 1, Improved Grab, Improved Hold, Interpose, Teamwork, Uncanny Dodge), Immunity 8 (Starvation/Thirst, Suffocation 2, Environmental Conditions 5), Impervious Toughness 11, Leaping 7 (900-ft), Speed 2 (120-fpr/8 mph). Total: 68

Advantages
All-Out Attack, Chokehold, Improved Critical (Unarmed) 1, Improved Grab, Improved Hold, Interpose, Move-By Action, Ranged Attack 2, Set-Up 1, Startle, Takedown 1, Teamwork, Uncanny Dodge

Skills
Acrobatics 2 (+5 Total)
Athletics 3 (+13 Total)
Deception 3 (+4 Total)
Expertise: Criminal 5 (+5 Total)
Expertise: Mercenary 5 (+5 Total)
Intimidation 6 (+7 Total)
Perception 4 (+5 Total)
Ranged Combat: Throwing 5 (+7 Total)
Stealth 2 (+5 Total)
Vehicles 3 (+3 Total)

Offense
Initiative +3
Unarmed +7 | Close, Damage 10, Crit 19-20
Throwing +7 | Blast 10

Defense
Dodge 7, Parry 7, Fortitude 12, Toughness 10 (Impervious +6), Will 5

Abilities 34, Powers 68, Advantages 8, Skills 19, Defenses 10 = 139 PP

________________________________________________________________________________________________________________________

Complications

Personalities - The Brothers are kindred, asshole spirits, who want to do what they want with their newfound power.

Weakness (Distance Between Brothers) - The Battle Bracers are linked, and thus, so are the brothers. If they are separated far enough, they will begin to die.

Bracers - The Battle Bracers are permanently (as far as anyone knows) attached to the Brothers, and are thus not Removable. They are also effectively indestructible, though they are potentially vulnerable to technological manipulation.

Background: The story of the Battle Brothers is simple. Two former grunts, Jack Bryce and Malcolm Manning, serving 30 years in prison for armed robbery and assault, got a lucky break when an attack by the F.O.E. gave them a chance to escape from their chain gang. Fleeing into a nearby national park, the pair, attempting to hide, entered a small cave and discovered a hidden container. Within the container, they found a pair of odd-looking wrist guards. Thinking they could make a little money off them, they decided to take them, each putting one on. The bracers immediately activated, securing themselves to their bodies. Since the devices were seemingly intended for use on a single subject, the splitting of their power had some strange side effects. While both received superhuman strength and durability, they also became linked physiologically and psychically, to the extent of dying. Knowing little about how these things worked, but knowing that they were now ready for some higher-tier action. Setting themselves up as super-muscle-for-hire, the two have made it their mission to supply the highest bidder with high-quality service, all the while trying to better understand their weapons and eliminate their weaknesses.

Notes: OK, look, I like the concept. I really do. But I have two complaints. The major one is their status at PL 11. Sure, having two Class 100s as a duo is neat, but...that is on top of my second complaint. Their "One-Two Punch" power. It's a nasty little Reaction (When One Brother Lands a Regular Close Attack) Damage, Limited (Same Target). I get the concept, but jeez that's a step too far. My build is a vast depowering, bringing them to a pair of Class 25 Powerhouses specced for team combat, with most of the associated gimmicks (Leaping, low Speed, Impervious Toughness, etc), as well as some unique things like a Rapid Subtle Communication Link between each other. They're relatively new at this, and not really used to super-combat, leaving them somewhat lacking in accuracy, keeping them at a pair of mere PL 9s. If they play their cards right though, I could definitely see these two being solid threats.
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Re: Taros' Assorted Builds (Freedomverse Rogues! Nightmare Child! Jack-A-Knives! Black Vulture! The Battle Brothers!)

Post by Jabroniville »

I'm digging these, especially the modifications. I found that a LOT of the official GR builds for everything were overly inflated, and it was nakedly there just to inflate the "trouble" these things would cause PCs, and to neutralize any potential weaknesses. Essentially building characters to be hard fights, not as if they actually existed that way in the setting.

I can see WHY in some cases, but the books had comparatively few jobbers and a TON of PL 12-14 monsters. And stuff like the Atlantean bioweapon who WHOOPS ALSO CAN'T BE PSYCHICED OUT was a good example of it. In comics that's a reasonable way to take out a giant monster (and few teams had major telepaths)- but the book takes into account people with Will-affecting powers being semi-common.

(A lot of this might have to do with their "starter baseline is PL 10", which I always felt was too high for a rookie. In inflates the cost of everything and makes PL 4 henchmen into a box of kittens in terms of challenge)
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Re: Taros' Assorted Builds (Freedomverse Rogues! Nightmare Child! Jack-A-Knives! Black Vulture! The Battle Brothers!)

Post by OwOMotaros »

Jabroniville wrote: Thu Jun 15, 2023 9:47 am I'm digging these, especially the modifications. I found that a LOT of the official GR builds for everything were overly inflated, and it was nakedly there just to inflate the "trouble" these things would cause PCs, and to neutralize any potential weaknesses. Essentially building characters to be hard fights, not as if they actually existed that way in the setting.

I can see WHY in some cases, but the books had comparatively few jobbers and a TON of PL 12-14 monsters. And stuff like the Atlantean bioweapon who WHOOPS ALSO CAN'T BE PSYCHICED OUT was a good example of it. In comics that's a reasonable way to take out a giant monster (and few teams had major telepaths)- but the book takes into account people with Will-affecting powers being semi-common.

(A lot of this might have to do with their "starter baseline is PL 10", which I always felt was too high for a rookie. In inflates the cost of everything and makes PL 4 henchmen into a box of kittens in terms of challenge)
EXACTLY, THANK YOU!

Like, I get needing to have stuff prepped to challenge your players, but that many things above PL 10? Half of these guys don't even deserve it! Padding their Toughness with mass ranks of Defensive Roll, gifting massively expensive Immunities when its not entirely justified (I just finished writing up a set where 3/4 had full-on Will Resistance), or just generally inflating characters who shouldn't be fighting in these leagues (Doctor Shock, for example, is a goddamn PL 11, for some reason.) So bringing these in line with my semi-conservative PL, high point-cost build style makes it feel a lot saner, at least to me.
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Cerebrus Rex

Post by OwOMotaros »

Next up, the Saurian Scientist Supreme...

CerebrusRex.JPG
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Cerebrus Rex (Sssethas Ruul)

PL 12 (348.5 PP)

Identity: Sssethas Ruul
Gender: Male
Age: Unknown
Height: Unknown (Huge)
Weight: Unknown (Huge)
Eyes: Yellow
Hair: None (Exposed Brain)
Group Affiliation: Saurians (Self-Proclaimed Leader)
Base of Operations: Mobile throughout Freedomverse, Usually on Earth-Prime

Abilities
Strength 6, Stamina 7, Agility 1, Dexterity 3
Fighting 5, Intellect 10, Awareness 5, Presence 3

Powers

Natural Weapons - Jaws & Claws: Grabbing Reach 1 (5-ft) Strength-Damage +3 (Crushing/Piercing/Slashing). Total: 5

Neural Implants: Enhanced Advantages 7 (Assessment, Eidetic Memory, Improved Initiative 1, Jack-Of-All-Trades, Move-By Action, Ultimate Effort 2 (Expertise: Science, Technology)), Enhanced Will 4, Limited (vs Mental Effects), Mental Quickness 4 (2 minutes - 6 seconds). Total: 11

Saurian Physiology: Innate Permanent Growth 2 (10-ft), Increased Mass 3 (1,600 lbs), Senses 4 (Visual 1 (Low-Light Vision 1)), (Scent 3 (Acute 1 Extended 1 (-1/100) Tracking 1)). Total: 12

Exo-Suit: Device (Removable). Total: 173

Deflector Field: Enhanced Defenses 11 (Dodge 6/Parry 5), Sustained Immunity 7 (Suffocation 2, Environmental Conditions 5), Impervious 13 Force Field 6. Total: 37

Dimensional Control Gauntlet: Dynamic Array 179 (7 Alternate Effects)
  • Dimensional Cascade (Area): Indirect 4 (Any Point) Variable Descriptor 1 (Environmental) Cone Area 1 Blast 12 (Environmental, DC 27, 60-ft cone)
  • Dimensional Cascade (Blast): Indirect 4 (Any Point) Variable Descriptor 1 (Environmental) Blast 13 (Environmental, DC 28)
  • Dimensional Shunt: Reflect Redirect Deflect 11
  • Robosaurs: Active Controlled Continuous Horde Multiple Minions 4 (x16) Sacrifice Variable Type 2 (Dinosaurs) Summon 10 (16 up to PL 10 Robosaurs)
  • Spatial Shock (Area): Burst Area 2 Cumulative Affliction 12 (Spatial, DC 22 Fortitude, 60-ft burst, (Dazed/Stunned/Incapacitated))
  • Spatial Shock (Perception): Perception Ranged Cumulative Affliction 12 (Spatial, DC 22 Fortitude, (Dazed/Stunned/Incapacitated))
  • Teleportals: Portal 3 Movement 2 (Dimension Travel 2 (Alien Dimensions), 30-ft), Accurate Extended Portal 3 Teleport 15 (32,000 miles, 30-ft, Limited (Extended Only))
Advantages
Assessment, Eidetic Memory, Equipment 20 (Underground Lair, Assorted Items), Improved Initiative 1, Improved Trip, Improvised Tools, Inventor, Jack-Of-All-Trades, Move-By Action, Ranged Attack 4, Startle, Ultimate Effort 2 (Expertise: Science, Technology)
Equipment
Underground Lair (PL 12): Huge, Toughness 14, Features 18 (Communications 2 (Audio-Visual, Dimensional), Computer, Concealed 2 (DC 25), Deathtraps, Dual Size (Small/Huge), Fire Prevention System, Garage, Holding Cells (Toughness), Isolated, Laboratory, Living Space, Power System (Extradimensional Energies), Security System 3 (DC 30), Workshop). Total: 25

*75 points for assorted items/weapons/vehicles
Skills
Athletics 3 (+9 Total)
Close Combat: Unarmed 2 (+7 Total)
Deception 8 (+11 Total)
Expertise: Science 11 (+21 Total)
Insight 6 (+11 Total)
Intimidation 7 (+10 (+11 w/Size))
Investigation 3 (+13 Total)
Perception 5 (+10 Total)
Persuasion 4 (+7 Total)
Ranged Combat: Own Inventions 4 (+11 Total)
Stealth 0 (-1 (-3 w/Size))
Technology 11 (+21 Total)
Treatment 3 (+13 Total)
Vehicles 2 (+5 Total)

Offense
Initiative +5
Unarmed +7 | Close, Damage 6 (9, Grabbing, Reach 1 w/Natural Weapons)
Dimensional Cascade (Area) (DC22) | Indirect 4 (Any Point) Variable Descriptor 1 (Environmental) Cone Area 1 Blast 12
Dimensional Cascade (Blast) +11 | Indirect 4 (Any Point) Variable Descriptor 1 (Environmental) Blast 13
Spatial Shock (DC22) | Burst Area 2/Perception Ranged Cumulative Affliction 12 (Dazed/Stunned/Incapacitated)

Defense
Dodge 5/11, Parry 5/10, Fortitude 9, Toughness 7/13 (Impervious +7), Will 10 (+14 vs Mental)

Abilities 72, Powers 201, Advantages 28, Skills 34.5, Defenses 13 = 348.5 PP

________________________________________________________________________________________________________________________

Complications

Personality - Sssethas is an exceedingly arrogant, somewhat megalomaniacal scientist. He seeks to secure a future for his people and to place himself as their leader.

Appearance - Sssethas is a whole-ass dinosaur-man; standing at a huge size and with both a t-rex head and exposed brain, his appearance is...uncommon to say the least.

Otherworldly - Sssethas isn't from Earth-Prime, and thus doesn't know that much about the world around him.

Saurian Supremacist - Sssethas is, if anything, a speciesist. He sees all other life forms as beneath the Saurian race, with specific enmity for the "Simians" (equivalents to humans in his world).

Motivation (Survival of the Species) - Sssethas' main goal in this world is to gain a secure foothold from which to discover a new home for his people.

Background: Cerebrus Rex, the Saurian Scientist Supreme. Originating from another universe, where dinosaurs managed to endure past their near-extinction, evolving alongside mammalians into intelligent creatures; the Saurians and the Simians respectively. The Saurians' culture quickly turned imperialistic and destructive, and they went to war with the comparatively less-advanced Simians, using them as slaves to build their civilization. This violence, between both their "racial inferiors" and neighboring Saurian civilizations, continued for thousands of years, driving their technological advancements further and further. Sssethas Ruul, a Tyrannosaurid scientist and one of their greatest minds, put his great intellect into patriotic duty; developing devastating weaponry for the Allien Saurian Republic, working to bring victory in the "Final War". These weapons would DEVASTATE their world, and while the Saurians had finally won, their civilization was all but destroyed. Sssethas would then dedicate himself to the survival of his species. Utilizing his advancements in cybernetics and biosphere alteration, he successfully sheltered his surviving people from the hellworld he had created while he prepared for the next stage; breaching the veil of the multiverse, hoping to locate a new home for the Saurian civilization. This too would prove successful, as he made contact with another world, only to discover that its' civilization was full of Simians! Securing this connection, and "manipulating" the Simian scientist Zed, Sssethas learned how to travel the multiverse, setting up shop in Earth-Prime and working to secure a future for the Saurian race.

Notes: Cerebrus Rex's power comes in multiple grades. First off, he's a 10-ft tall humanoid T-Rex, with the bite-force to boot. This alone would make him a, like, PL 8 melee combatant able to absolutely devastate any human-tier opponent. But he avoids sullying his teeth on the Simians, and instead uses his great intellect to construct an incredible technological powerset. With his Neural Implants advancing his natural-born intellect to superhuman degrees, and his Exo-Suit providing a high-grade Force Field, he's incredibly survivable for an intellect-leaning build. His true offensive capabilities come through his Dimensional Control Gauntlet, providing several Dimensional Damage and Affliction options, the ability to cross space and dimensions, and allowing him to summon his hordes of robotic minions; the Robosaurs. Luckily, you won't have to fight this bastard. He'll rarely engage in direct combat. It's beneath him. Especially against dirty Simians. Honestly, not that many differences from the official version, other than shifting around the Defenses a bit, shortening him, and tossing the Robosaurs into the Array. Also MASSIVELY raising the costs of the Teleportals (y'know, to fit his giant ass). I think my variation makes him a lot more elite, an actual potential world-conqueror, if he plays his cards right.

And here, just a little side-piece, Rex's primary Robosaur unit type...

Robo-Raptors

PL 7 (105 PP)

Abilities
Strength 3, Stamina N/A, Agility 4, Dexterity 0
Fighting 7, Intellect -4, Awareness 2, Presence -3

Powers

Deinonychus Robosaur Physiology: Digital Communication Link 1 (Cerebrus Rex), Immunity 40 (Mental Effects 10, Fortitude Effects 30), Leaping 1 (15-ft), Impervious 7 Protection 7, Senses 5 (Visual 2 (Infravision 1 Low-Light Vision 1)), (Scent 3 (Acute 1 Extended 1 (-1/100) Tracking 1)), Speed 3 (250-fpr/16 mph). Total: 64

Natural Weapons - Claws & Jaws: Dangerous 2 Strength-Damage +4 (Slashing/Piercing/Crushing, DC 22). Total: 6

Advantages
Fast Grab, Improved Hold, Improved Initiative 1, Move-By Action, Set-Up 1, Startle, Teamwork

Skills
Acrobatics 3 (+7 Total)
Athletics 5 (+8 Total)
Expertise: Survival (AWE) 5 (+7 Total)
Intimidation 10 (+7 Total)
Perception 6 (+8 Total)
Stealth 3 (+7 Total)

Offense
Initiative +8
Unarmed +7 | Close, Damage 3 (7, Crit 18-20 w/Natural Weapons)

Defense
Dodge 7, Parry 7, Fortitude N/A, Toughness 7 (Impervious +4), Will 3

Abilities 8, Powers 70, Advantages 7, Skills 16, Defenses 4 = 105 PP

________________________________________________________________________________________________________________________

Complications

Disabled (Animal) - Dinosaurs cannot speak to humans, nor use their limbs to easily manipulate objects.

Loyalty (Cerebrus Rex) - All Robosaurs follow the commands of their creator, Cerebrus Rex.
Last edited by OwOMotaros on Thu Jul 06, 2023 8:49 am, edited 1 time in total.
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Doctor Shock

Post by OwOMotaros »

Next up, Emerald City's metahuman butcher...

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Doctor Shock (Dr. Gordon Shockley)

PL 9 (207 PP)

Identity: Dr. Gordon Shockley (Secret, Legally Deceased)
Gender: Male
Age: Unknown (Late 30s/Early 40s(?))
Height: Unknown (Tall)
Weight: Unknown (Likely Heavy)
Eyes: Unknown
Hair: None
Group Affiliation: None
Base of Operations: Emerald City, U.S.A.

Abilities
Strength 7, Stamina 11, Agility 0, Dexterity 2
Fighting 7, Intellect 7, Awareness 2, Presence 2

Powers

Cybernetic Implants: Radio Communication 1 (100-ft), Enhanced Advantages 4 (Diehard, Great Endurance, Improved Grab, Improved Hold), Mental Quickness 2 (30 seconds - 6 seconds), Senses 4 (Visual 3 (Direction Sense 1 Distance Sense 1 Low-Light Vision 1)), (Hearing 1 (Extended 1 (-1/100))). Total: 13

Dermal Armor & Skeletal Reinforcement: Power-Lifting 2 (12 tons), Impervious Toughness 7. Total: 9

Mutant - Electrical Affinity: Total: 50

Electrical Affinity: Immunity 10 (Electrical Effects 10). Total: 10

Electrical Sense: Enhanced Perception 4, Limited (Detect Electricity Only), Senses 9 (Mental 9 (Detect Electricity 9 (Accurate 2 Acute 1 Analytical 1 Extended 1 (-1/100) Radius 1 Ranged 1 Tracking 1))). Total: 10

Electrical Generation (Aura): Electrical Aura 7 (Electrical, DC 22), A.E (Electrical Generation (Blast): Diminished Range 1 (x10/x25/x50) Blast 10 (Electrical, DC 25)), A.E (Electrical Generation (Taser): Cumulative Affliction 10 (Electrical, DC 20 Fortitude, (Dazed/Stunned/Incapacitated)). Total: 30

Advantages
Diehard, Eidetic Memory, Equipment 10 (Assorted Items/Headquarters/Vehicles), Fearless, Great Endurance, Improved Grab, Improved Hold, Inventor, Power Attack, Ranged Attack 2

Skills
Athletics 3 (+10 Total)
Deception 3 (+5 Total)
Expertise: Science 11 (+18 Total, 3 Ranks Limited to Metahuman Biology)
Insight 1 (+3 Total)
Intimidation 7 (+9 Total)
Investigation 6 (+13 Total)
Perception 5 (+7/11 Total)
Ranged Combat: Electrical Generation 4 (+8 Total)
Stealth 7 (+7 Total)
Technology 8 (+15 Total)
Treatment 6 (+13 Total)
Vehicles 3 (+5 Total)

Offense
Initiative +0
Unarmed +7 | Close, Damage 7
Electrical Generation (Aura) +7 | Close, Reaction Damage 7
Electrical Generation (Blast) +8 | Diminished Range 1 (x10/x25/x50) Blast 10
Electrical Generation (Taser) +7 | Cumulative Affliction 10 (Dazed/Stunned/Incapacitated)

Defense
Dodge 7, Parry 7, Fortitude 11, Toughness 11 (Impervious +4), Will 7 (+12 Fearless)

Abilities 76, Powers 72, Advantages 16, Skills 31, Defenses 12 = 207 PP

________________________________________________________________________________________________________________________

Complications

Personality - The curious mind of Gordon Shockley has been overtaken by the immoral, uninhibited mad curiosity of Doctor Shock.

Motivation/Obsession ("A Cure") - Doctor Shock's original motivation revolved around curing his mutant powers' negative effects and saving his life. He has yet to realize this is successful and continues to pursue a true cure.

Enemy (All Metahumans) - Doctor Shock is a cultural boogeyman amongst metas, being responsible for the mysterious disappearances and deaths of multiple metas over recent times.

Quirk (Dormant Personality) - Gordon Shockley is still somewhere in there, dormant and powerless against the psychopathic mind of Doctor Shock. But, with the right triggers (or a really powerful Telepath), Shockley could be brought back to the surface.

Background: Doctor Shock, the modern metahuman boogeyman. Born Gordon Shockley (really on the nose there, jesus), he grew up with a deep fascination with metahumans; how their abilities defied the very laws of physics. This drove him into the sciences, where he excelled, driven both by curiosity and no small degree of jealousy. This jealousy didn't last long, however, with the emergence of his own latent mutant electrokinetic abilities! Gordon truly had it all...until his powers started killing him. The great deal of electrical energy he generated was overwhelming his nervous system, slowly shutting it down, and Gordon desperately threw himself into research, hoping to save himself from his fate. Gordon quickly resorted to drastic measures; self-experimentation with biological alteration, cybernetics, and even brain surgery. While unknowingly managing to stop his deterioration, the experimentation had altered Gordon, obscuring his original personality under one of pure, uninhibited, immoral intelligence; Doctor Shock. Gordon Shockley quietly disappeared, and soon Doctor Shock would make headlines for the murder of the giant-sized hero Mr. Big, and his reputation within the metahuman community would be quickly set; none are safe from the bad Doctor's scalpel.

Notes: Doctor Shock gets a lot of talk, and has the benefit of being one of the few NPCs with a heroic death under their belt, but in WHAT WORLD are they PL 11. Generally, it's a good concept, and it was fun to build him, but he makes much more sense as a PL 9 whose player is just veeeery strategic, utilizing Equipment, Inventor, and their solid Expertise: Science & Technology ranks to compensate for their relatively limited offensive capabilities. He's not incompetent in battle, however, capable of unleashing a solid +10 Blast or defending himself with short-range Taser and Electrical Aura effects. Though, without prep time, I doubt Doctor Shock could secure any major victories.
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Re: Taros' Assorted Builds (Freedomverse Rogues! Black Vulture! The Battle Brothers! Cerebrus Rex! Doctor Shock!)

Post by Woodclaw »

I had no idea this character even existed... which shows how far back I am with M&M publications.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Re: Taros' Assorted Builds (Freedomverse Rogues! Black Vulture! The Battle Brothers! Cerebrus Rex! Doctor Shock!)

Post by OwOMotaros »

Woodclaw wrote: Sun Jun 25, 2023 12:25 pm I had no idea this character even existed... which shows how far back I am with M&M publications.
His exposure my just be to me, since he's in an image in the Handbook that I constantly see while working.
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Re: Taros' Assorted Builds (Freedomverse Rogues! Black Vulture! The Battle Brothers! Cerebrus Rex! Doctor Shock!)

Post by greycrusader »

OwOMotaros wrote: Sun Jun 25, 2023 2:40 pm
Woodclaw wrote: Sun Jun 25, 2023 12:25 pm I had no idea this character even existed... which shows how far back I am with M&M publications.
His exposure my just be to me, since he's in an image in the Handbook that I constantly see while working.
Doctor Shock was the main villain in the M&M adventure Bite Club, which was set in the Claremont Academy for teen/tween heroes.

The PL 11 again likely came about because, again, the "Big Bad" needs to be able to handle 3, 4, or more PC heroes at an adventure's conclusion, unless part of a team of rogues, and not all Gamemasters would be comfortable with designing a challenging final battle that relies on clever tactics rather than combat ability. It takes a bit more experience (and sometimes improvising) than tacking on straightforward power to a villain.

All my best.
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Re: Star Knight

Post by Harnos »

OwOMotaros wrote: Mon Sep 05, 2022 3:15 pm Next up, the Freedomverse Earth's Space Police equivalent...


StarKnight.JPG


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.
Thanks for giving stats for melee. It disturbed me that they ignored the huge energy sword while giving stats or this passed by an editor.
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OwOMotaros
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Re: Star Knight

Post by OwOMotaros »

Harnos wrote: Wed Jun 28, 2023 1:26 pm
OwOMotaros wrote: Mon Sep 05, 2022 3:15 pm Next up, the Freedomverse Earth's Space Police equivalent...


StarKnight.JPG


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.
Thanks for giving stats for melee. It disturbed me that they ignored the huge energy sword while giving stats or this passed by an editor.
Dude, I was sooooooooo mad about that. Like, why stylize it as a sword if they're not gonna use it in melee?
Harnos
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Re: Taros' Assorted Builds (Freedomverse Rogues! Black Vulture! The Battle Brothers! Cerebrus Rex! Doctor Shock!)

Post by Harnos »

Also, i personally would want space cop to be pl 12 or more, since these guys are responsible for an entire planet or planets.
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OwOMotaros
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Re: Taros' Assorted Builds (Freedomverse Rogues! Black Vulture! The Battle Brothers! Cerebrus Rex! Doctor Shock!)

Post by OwOMotaros »

Harnos wrote: Wed Jun 28, 2023 2:33 pm Also, i personally would want space cop to be pl 12 or more, since these guys are responsible for an entire planet or planets.
Eh, there's just something about 'em that keeps me from pushing them that far. And yeah, that would make sense, but...just don't feel it. Haven't seen anything to reflect that.
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Ares
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Re: Taros' Assorted Builds (Freedomverse Rogues! Black Vulture! The Battle Brothers! Cerebrus Rex! Doctor Shock!)

Post by Ares »

It's probably because, overall, the Freedom City-verse isn't as high powered as Marvel or DC. Outside of folks like Centurion, the highest PL heroes tended to be around PL 12, and those were guys like Captain Thunder who were powerful and experienced. So you'd need a lot of raw power or a solid balance of power and experience to hit the PL 12 category, and Maria isn't quite there yet.

It is a shame, since like the rest of you I'm fans of the space cop idea. Green Lanterns really codified the concept, but you also had fun flavors like the Nova Corps (flying bricks with cool helmets), the Space Knights (literal knights in high tech armor), the Cosmo-Knights (knights with the Power Cosmic), the Space Sheriffs (Tokusatsu tech knights), Ultraman (giant kaiju fighters), the Jedi (kung fu space wizards with laser swords) and even guys like Space Ghost (a power blast for every occasion). It's just an overall great concept, and for what they have to do, they should generally be on the high power end of things, but it depends on the setting.
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Harnos
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Re: Taros' Assorted Builds (Freedomverse Rogues! Black Vulture! The Battle Brothers! Cerebrus Rex! Doctor Shock!)

Post by Harnos »

Ares wrote: Wed Jun 28, 2023 5:45 pm It's probably because, overall, the Freedom City-verse isn't as high powered as Marvel or DC. Outside of folks like Centurion, the highest PL heroes tended to be around PL 12, and those were guys like Captain Thunder who were powerful and experienced. So you'd need a lot of raw power or a solid balance of power and experience to hit the PL 12 category, and Maria isn't quite there yet.

It is a shame, since like the rest of you I'm fans of the space cop idea. Green Lanterns really codified the concept, but you also had fun flavors like the Nova Corps (flying bricks with cool helmets), the Space Knights (literal knights in high tech armor), the Cosmo-Knights (knights with the Power Cosmic), the Space Sheriffs (Tokusatsu tech knights), Ultraman (giant kaiju fighters), the Jedi (kung fu space wizards with laser swords) and even guys like Space Ghost (a power blast for every occasion). It's just an overall great concept, and for what they have to do, they should generally be on the high power end of things, but it depends on the setting.
Yes, Freedomverse heroes tend to go overboard with power levels. That cannot be said for villains though. Genius with power armor (Overshadow) has 14 int while Lex has 11. PL 15 villains like Mastermind and Superior can mop the floor with PL 15 official Superman.

Btw, Cosmo-knights are awesome. Their immunity to energy attacks make perfect sense in a space opera setting. It is more believable lanterns who can barely withstand chemical explosives taking down ships with super-science weaponry.
OwOMotaros wrote: Wed Jun 28, 2023 2:38 pm
Harnos wrote: Wed Jun 28, 2023 2:33 pm Also, i personally would want space cop to be pl 12 or more, since these guys are responsible for an entire planet or planets.
Eh, there's just something about 'em that keeps me from pushing them that far. And yeah, that would make sense, but...just don't feel it. Haven't seen anything to reflect that.
I see. Starknight is not stated to be that powerful or doesn't seem to be that important in the setting.
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