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

Where in all of your character write ups will go.
greycrusader
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Re: Taros' Assorted Builds (Freedom League Done! Atom Family!)

Post by greycrusader »

They are a cool treatment of the characters.

All my best.
ChriswJ
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Re: Taros' Assorted Builds (Freedom League Done! Atom Family!)

Post by ChriswJ »

Can't wait to see what's next
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OwOMotaros
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Re: Taros' Assorted Builds (Freedom League Done! Atom Family!)

Post by OwOMotaros »

ChriswJ wrote: Wed Oct 19, 2022 3:52 am Can't wait to see what's next
Soooooooooon, just finishing some Rider stuff
Last edited by OwOMotaros on Wed Apr 26, 2023 6:58 am, edited 1 time in total.
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Dr. Tomorrow, Guardian of Time

Post by OwOMotaros »

Sorry for the wait, here's a random treat...

Dr.Tomorrow.JPG
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Dr. Tomorrow (Tomas Morgen)

PL 10 (248 PP)

Identity: "Thomas Morgan" (Tomas Morgen) (Secret)
Gender: Male
Age: Unknown (Slowed Aging + Time Travel = ¯\_(ツ)_/¯)
Height: 6'1"
Weight: 190 lbs
Eyes: Blue
Hair: Blond
Group Affiliation: Liberty League (Former), Time-Keepers
Base of Operations: Mobile throughout the Timestream (Freedomverse Multiverse)

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

Powers

Guardian of Time: Immunity 5 (Temporal Effects 5). Total: 5

Blaster: Blast 8 (Particle, DC 23), Device (Easily Removable), Personal (Biometrics). Total: 11

Propulsion Pack: Flight 5 (900-fpr/60 mph), Movement 1 (Environmental Adaptation (Zero-G)), Device (Removable). Total: 10

Survival Barrier Belt: Sustained Subtle 2 Immunity 8 (Life Support except Starvation/Thirst & Sleep), Impervious 5 Subtle 2 Force Field 3, Device (Removable). Total: 16

Advantages
Assessment, Beginner's Luck, Benefit 1 (Time-Keeper), Connected, Diehard, Eidetic Memory, Equipment 21 (Time Ship), Evasion 1, Great Endurance, Improved Defense, Improved Disarm, Improved Initiative 1, Improvised Tools, Inspire 1, Inventor, Jack-Of-All-Trades, Languages 3 (German (Base), English, A Whole Lotta Others (Gathered from War Fronts, Other Dimensions, etc)), Leadership, Move-By Action, Quick Draw, Ranged Attack 7, Takedown 1, Teamwork, Tracking (Visual), Well-Informed
Equipment
Image
Time Ship (103 PP/21 EP)
Huge
Strength 8
Flight 8 (1 mpr/500 mph)
Defense +6 (DC 16)
Toughness 12
Features 8 (Communications 2 (Audio-Visual, Dimensional), Computer, Library, Living Space, Navigation System, Remote Control 2 (Subtle))
Powers
Time-Shift: Movement 5 (Dimensional Travel 2 (Alternate Timelines of Earth-Prime), Time Travel 3 (Any Point))
Spatial-Shift: Passive Concealment 10 (All Senses), Linked Passive Insubstantial 4 (Incorporeal, Vulnerability (Dimensional Effects))
Tractor Beam: Subtle Move Object 10 (25 tons)
Skills
Acrobatics 4 (+8 Total)
Athletics 7 (+10 Total)
Close Combat: Unarmed 2 (+12 Total)
Deception 7 (+12 Total)
Expertise: History 13 (+18 Total)
Expertise: Science 10 (+15 Total)
Expertise: Time-Keeper 5 (+10 Total)
Insight 5 (+10 Total)
Intimidation 3 (+8 Total)
Investigation 6 (+11 Total)
Perception 7 (+12 Total)
Persuasion 5 (+10 Total)
Stealth 6 (+10 Total)
Technology 10 (+15 Total)
Treatment 5 (+10 Total)
Vehicles 7 (+12 Total)

Offense
Initiative +8
Unarmed +12 | Close, Damage 3
Blaster +12 | Blast 8

Defense
Dodge 13, Parry 12, Fortitude 8 (+13 Endurance), Toughness 4/7 (Impervious +4), Will 10

Abilities 82, Powers 42, Advantages 53, Skills 51, Defenses 20 = 248 PP

________________________________________________________________________________________________________________________

Complications

Guardian of Time - Dr. Tomorrow works for the cosmic Time-Keepers and is responsible for protecting the time stream from outside influence, forbidden to interfere except to preserve his charge.

Responsibility - Having taken it upon himself to change history once, Dr. Tomorrow has accepted responsibility for guarding history against outside influences.

Power Loss - Dr. Tomorrow's status as a Guardian of Time can be easily retracted by his cosmic higher-ups, leaving him vulnerable to being swept up in the temporal mess that is the Multiverse.

Background: Dr. Tomorrow, the time-hopping former Nazi super-soldier. Born in 1971 in an alternate timeline where the Axis Powers won WWII, Tomas Morgen was genetically engineered to be the "perfect Aryan". He was a complete success; a master athlete, a genius, "genetically perfect" in every way, and loyal to his masters. Unfortunately for them, he was too smart. On a mission to wipe out the American Resistance, Tomas discovered the true history of his regime and the atrocities they had committed and flipped sides. Alongside the Resistance, Tomas would get his hands on an experimental time-travel device and travel back, attempting to stop the problem at the source. Arriving in Freedom City shortly after Pearl Harbor, Tomas (now going by Thomas, to hide his ethnicity), would take on the codename 'Dr. Tomorrow', assisting the Allies and becoming a founding member of the Liberty League. He kept his true status a secret from nearly everyone he knew, with only President Roosevelt, the Centurion, and the Freedom Eagle learning of his true future origins. With his military and combat prowess, Tomas would support the Liberty League and all of the Allies' supers in combatting the Axis Powers, even gaining a few Rogues of his own, most notably Zeitgeist, the mind of a Nazi Scientist from his timeline displaced into the body of a mutant gorilla.

V-Day & A Terrible Timeline
Eventually, the day came. The War ended. 3 days after VJ-Day, Dr. Tomorrow disappeared. To his newfound friends, they believed he had returned to his timeline, having accomplished his goal. Unfortunately, Multiverse Theory's a Bitch.

Tomas HAD successfully altered history, just not....his history. Unbeknownst to him, the time machine had instead shunted him to a parallel universe, and all of his efforts were for naught. At least, for naught for his world. Captured by the still very much dominant Axis, Tomas was rescued by his Resistance allies and the descendants of his Earth-Prime allies and took back to the fight for freedom. Using his inventive genius, Tomas was able to overcome the Nazis' technological advancements, and bring the world into total rebellion, all the while working on perfecting true time travel, to prevent any of this from happening.

Lo & Behold, the Time-Keepers!
His experiments would eventually bring him to the full attention of the Time-Keepers, a sect of cosmic entities from the end of time. They would rip him out of time, fill his mind with the secrets of the Multiverse, and charge him with disrupting the Timestream. With the knowledge that his timeline would be fine without him, he would accept the responsibilities of becoming one of the Time-Keepers' operatives; A Guardian of Time. Since then, Tomas has traveled the Timestream, guarding worlds from outside interference, and the timeline as a whole from disruption.

Notes: Dr. Tomorrow is a sort of expanded version of the classic Ray-Gun Hero; super smart, physically capable, and a crack shot with their blaster weapon. This is in addition to his 'Propulsion Pack' and 'Survival Barrier', granting him viability in even more locales and situations, and his 'Guardian of Time' power, leaving him unaffected by changes in whatever world he may come across, allowing him to interfere and set things right. The main changes from the official version are scaling back of base stats (seriously, I get he's supposed to be "Peak Human", but that means nothing when yall have Strength 7 (3 tons) as Peak Human), and an expansion of his Time Ship, which I made much more powerful: greater size, durability, a broader range of Features (including Dimensional Communication and Subtle Remote Control), and a Tractor Beam. The character themselves is pretty cool; a sorta best-case scenario from the worst-case scenario, once again, Green Ronin proves they've got some pretty cool concepts in their settings; just some weird building decisions.
Last edited by OwOMotaros on Wed Apr 26, 2023 7:02 am, edited 3 times in total.
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Foreshadow

Post by OwOMotaros »

Next up, Freedom City's resident defender of the night...

Foreshadow.JPG
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Foreshadow (David Sloane)

PL 9 (174.5 PP)

Identity: David Sloane (Secret)
Gender: Male
Age: Unknown
Height: 6'0"
Weight: 180 lbs
Eyes: Blue
Hair: Blond
Group Affiliation: None
Base of Operations: Freedom City

Abilities
Strength 2, Stamina 3, Agility 4, Dexterity 1
Fighting 10, Intellect 3, Awareness 5, Presence 2

Powers

Martial Artist: +1 Strength-Damage. Total: 1

Combat Sense: Enhanced Advantages 11 (Accurate Attack, Assessment, Close Attack 2, Defensive Attack, Evasion 2, Improved Defense, Improved Initiative 1, Redirect, Uncanny Dodge), Enhanced Defenses 6 (Dodge 3/Parry 3), Enhanced Unarmed 1. Total: 17.5

Foresight: Senses 10 (Visual 5 (Counters All Concealment 5), (Mental 5 (Danger Sense 1 Precognition 4). Total: 10

Advantages
Accurate Attack, Assessment, Benefit 2 (Independently Wealthy), Close Attack 2, Defensive Attack, Equipment 4 (Mansion w/Underground Lair), Evasion 2, Hide in Plain Sight, Improved Critical (Unarmed) 1, Improved Defense, Improved Disarm, Improved Initiative 1, Improved Trip, Languages 2 (English (Base), Assorted Others (Gathered from Travels), Move-By Action, Redirect, Takedown 1, Uncanny Dodge, Well-Informed
Equipment
Underground Lair (17 PP/4 EP)
Large
Toughness 12
Features 12 (Communications (Audio-Visual), Computer, Concealed 2 (DC 25), Fire Prevention System, Garage, Gym, Library, Living Space, Power System (Independent Generators), Security System 2 (DC 25)
Skills
Acrobatics 8 (+12 Total)
Athletics 8 (+10 Total)
Close Combat: Unarmed 2 (+15 Total)
Deception 9 (+11 Total)
Expertise: Current Events 7 (+10 Total)
Expertise: Streetwise 9 (+12 Total)
Insight 8 (+13 Total)
Intimidation 6 (+8 Total)
Investigation 10 (+13 Total)
Perception 7 (+12 Total)
Persuasion 4 (+6 Total)
Sleight of Hand 7 (+8 Total)
Stealth 10 (+14 Total)
Technology 2 (+5 Total)
Treatment 2 (+5 Total)
Vehicles 7 (+8 Total)

Offense
Initiative +8
Unarmed +15 | Close, Damage 3, Crit 19-20

Defense
Dodge 12/15, Parry 12/15, Fortitude 6, Toughness 3, Will 10

Abilities 60, Powers 28.5, Advantages 15, Skills 53, Defenses 18 = 174.5 PP

________________________________________________________________________________________________________________________

Complications

Responsibility - Foreshadow is the only one who can prevent the events he foresees, so he knows that he must take action.

Rivalry (Tarot) - Foreshadow has a rival and equal in Tarot, whom he loves, but must also fight against because of her loyalty to, and later leadership of, the Driogano Mob.

Background: Foreshadow, the Dark Defender who sees all. From a young age, David Sloane knew he was....off. Sometimes, he could see what would happen BEFORE it happens. He quickly learned to keep quiet about his visions; kids aren't supposed to know the things he knew. His power would develop as he aged, into his teen years, when he saw a vision of his parents being killed in a terrible accident. That night, he begged his parents to be careful on their date night; his warnings didn't make a difference. A drunk driver hit them head-on, and David was alone.

Self-Discovery
Blaming himself, and wishing he could've done more to prevent it from happening, David graduated, took his family's substantial estate and life insurance, made some key investments, and left to travel the world. To the outside world, this seemed like the textbook response of a newly-legal adult with substantial funds, but in secret, this was a journey of self-discovery, specifically about his abilities. Traveling through various South American and East Asian countries, David would train under a variety of masters, learning how to focus his "Foresight" into a precision tool, and picking up a swath of other skills as well; martial arts, infiltration, criminal psychology and investigation, etc. Returning to Freedom City nearly a decade later, David fixed up a run-down mansion on the Southside and began to use his gifts to protect the neighborhood, taking up the mantle of Foreshadow.

Foreshadow Begins
Organized crime on the Southside took a major hit; Foreshadow, first a myth, and later a proven fact, could always appear at the scene of a crime at just the right moment, and he would come under the purview of the Freedom League, who would offer him membership. Foreshadow turned them down, saying he worked best alone. In truth, he had received a vision that suggested that his joining the League would be.....disastrous. He would stick to his street-level adventures, fending off the organized crime that was oddly prominent in a city this chock-full of heroes...

The Drioganos
Throughout his career, Foreshadow's primary foe was the Driogano Criminal Enterprise, headed up by Boss Driogano, the one man who seemed to be able to remain in-step, if not a step ahead of Foreshadow's pursuits. This was thanks to the abilities of his mysterious 'advisor', Lady Tarot, who seemed to have the same foresight David had. Foreshadow and Lady Tarot would encounter each other often, their opposition being one of mutual interest, and eventually, attraction, Foreshadow seeking to bring Tarot into the light, and Tarot attempting to both keep David from foiling her father's schemes, and protecting him from her father's more....ruthless tendencies. David found himself having....fun with his tireless pursuits, almost content with his life, until...

Timeslip
Eventually, after an encounter with the Drioganos, Foreshadow would experience what he's called a 'timeslip', where he lost nearly a day of time, remembering nothing of what happened. This would be accompanied by the deterioration of his relationship with Tarot, who appeared to turn entirely evil, becoming the new Boss of the Drioganos. Foreshadow's life has taken a downturn, foreseeing the possibility that the woman he loves may need to be stopped permanently. He hopes that the future can be changed before it is too late...

Notes: Foreshadow comes as a capable PL 9 Street-Tier Martial Artist; even without his powers, he's quite a skilled combatant, which is only compounded on by his high-tier Insight, Investigation, Perception, and Stealth. With his powers, he becomes an elite melee fighter, both offensively and defensively, with the addition of Counters All Concealment Vision and a Mental Danger Sense/Precognition package. His unique assembly of powers (most notably that fully-controlled Precognition) allows him to take on foes of a much higher caliber. Compared to the official version, my version mostly just makes his Abilities make sense (base Fighting 6 after a full-on Batman Training Journey?), broadens his Combat Sense, and makes his defense make much more sense for a Clairvoyant (Active Def 12/Toughness 6?). I find Foreshadow quite interesting, wish I could find more adventures involving him. A clairvoyant street-tier martial artist is a pretty cool concept, and look at that design!
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The Claremont Academy/Next-Gen

Post by OwOMotaros »

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The Claremont Academy

Roles: America's Premier Secret Super-School, The Raven's Retirement Plan

Roster
Duncan Summers/Raven I (Headmaster/Retired Badass)
Powered Faculty
Gabriel Marquez (Head Counselor/Power Nullifier)
Jesse Perry/Ghostman (Creative Writing/Living Ghost)
Alan Archer/Hot Rod (Phys. Ed/Slowing-Down Speedster)
Stephanie Harcourt (Science/Super-Genius)
Non-Powered Faculty
Vice Principal Dugan (Vice Principal)
Nurse Aretha Joy (Yes I'm serious) (Head Nurse)
Darian Skyler (Math)
Leeroy Hawke/Turbo-Boost (Meta-Ethics/Ex-Con)
Demetrius Kuzkin (Theater)
Basil Faulks (Janitor)

The Next-Gen (Gen III)
Jae Murphy/Blue Bolt
Reena Sarin/Catalyst
Alea Arlissan/Elflight
Wally Thompson Jr./Junior
Amelia Cero/Ms. Kitty
Martin Conte/NGM (New Golden Marvel)
Nina Cruz/Silver Eagle
Luke Dixon/Wraith
Academy 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


Background
Claremont Academy, Freedom City's super-elite campus, on scenic Bayview Heights, with a......storied past. Long before it became the premier super-school on the East Coast, hell, before the estate was built, Claremont Academy went through the wringer of history....but that's for you to find out later. This is about the campus' modern lore.

The Terminus Invasion
Before the Terminus Invasion, Claremont Academy was known as St. Thomas Aquinas Academy, a formerly prestigious private Catholic school situated on the outskirts of town, that, as a result of the grounds' mysterious past, had fallen into disrepair and disuse. It was heavily damaged during the Invasion (then again, name a building in the city that wasn't), and was simply abandoned.

Mr. Summers
An undetermined amount of time after the Invasion, Duncan Summers, noted philanthropist and the long-retired original bearer of the mantle of the Raven, purchased the remnants for a pittance and set to work. With the experience of training his daughter, Callie, into taking on the role of the Raven, Mr. Summers had decided to dedicate his retirement to preparing the younger generations to take on the world. Mr. Summers restored the school, renaming it after its founder, Dr. Charles Claremont. With Freedom City on a sort of "nostalgia kick", trying to bring their city out of the decades of darkness they had lived through, many quickly enrolled their kids into this new school. Quietly, while accepting your regular, mundane rich kids, as expected for a private academy, Mr. Summers would, by using his various contacts, secretly recruit several "special" students; burgeoning supers, who he wanted to help get a handle on their powers, & keep them away from the influence of villainous organizations like SHADOW or his father-in-law Dr. Sin, while also providing a strong education.

We're the Next-Gen!
Mr. Summers quickly gathered a whole class of powered students, with whom he hoped to finish training without an incident. Actual, on-the-field operations were not the place of rookies and amateurs, and he would not have these kids in harm's way if he could avoid it. Unfortunately, corralling teenagers is much harder when they're all powered. In an undisclosed event, several students were caught up in a direct battle with an assortment of supervillains, because, in their words, "no other heroes were around to fight the bad guys, so we did." Somehow, be it training, innate skill, or luck, the kids pulled through and ran off the villains. Recorded live by Channel 9, one of the students, Sonic, responding to a comment asking if these kids were related to the Freedom League, would fire back with "Nah, they're old school. We're the Next-Gen!"

Modern Era
In the years since the "Next-Gen" has gone from an unofficially-sanctioned extra-curricular to a right of passage for any superheroic hopeful attending the Academy. Several students have gone on to make names for themselves in the world, with notable members Bowman IV, Bolt (now Thunderbolt), and Seven having made it to the active roster of the Freedom League! It's not all success stories, though. Most notably, the original lineup's powerhouse, Megastar, has fallen off the deep end, becoming a cosmic threat working towards the goals of the Argents. These issues are far from the minds of the Next-Gen's current lineup, most of whom are too young to even remember the heyday of their predecessors. Mr. Summers plans to make sure that these recruits achieve the potential he knows they have.

Notes: Whew, that took way too much brain power to write up. Anyway, the concept of the Next-Gen and the Claremont Academy as a whole is pretty cool, though I don't have much to say besides that. Every setting needs a good school (or, at least, some method of bringing up newbies). But this should provide a good bit of content for this thread (finally). Maybe I'll even write up the Academy's actual lore.
Last edited by OwOMotaros on Tue Feb 07, 2023 8:05 am, edited 15 times in total.
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Blue Bolt

Post by OwOMotaros »

First of this gen's Next-Gen, we have...

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Blue Bolt (Jae Murphy)

PL 8 (110 PP)

Identity: Jae Murphy
Gender: Male
Age: Mid-Teens
Height: Unknown
Weight: Unknown
Eyes: Unknown
Hair: Blue (Dyed, I assume? Might be powers tho, idk)
Group Affiliation: Next-Gen, Claremont Academy
Base of Operations: Claremont Academy, Freedom City

Abilities
Strength 1, Stamina 3, Agility 2, Dexterity 0
Fighting 5, Intellect 1, Awareness 1, Presence 2

Powers

Electrical Alien-Adjacent: Total: 49

Electrical Resistance: Immunity 10 (Electrical Effects 10, Limited (Half Effect)). Total: 5

Electromagnetic Field: Force Field 5. Total: 5

Electrosense: Senses 3 (Mental 3 (Detect Electricity 3 (Acute 1 Ranged 1))). Total: 3

Lightning Leap: Flight 4 (500-fpr/30 mph, Limited (Must End Turn On a Surface)). Total: 4

Mental Static: Sustained Immunity 10 (Mental Effects 10, Limited (Half Effect)). Total: 5

Electrical Control: Array 27 (3 Alternate Effects)
  • Bolt Blast: Blast 9 (Electrical, DC 24)
  • EMP: Affects Objects Only Alt. Resistance (Tech Skill of Creator) Broad Simultaneous Burst Area 2 Weaken Electronics 5 (Electrical, DC 15, 60-ft burst)
  • Taser Touch: Cumulative Affliction 9 (Electrical, DC 19 Fortitude, (Dazed/Stunned/Incapacitated))
Advantages
Improved Initiative 1, Move-By Action, Ranged Attack 3

Skills
Acrobatics 2 (+4 Total)
Deception 3 (+5 Total)
Expertise: Pop Culture 3 (+4 Total)
Insight 2 (+3 Total)
Perception 4 (+5 Total)
Persuasion 2 (+4 Total)
Ranged Combat: Electrical Control 4 (+7 Total)

Offense
Initiative +6
Unarmed +5 | Close, Damage 1
Bolt Blast +7 | Blast 9
Taser +5 | Cumulative Affliction 9 (Dazed/Stunned/Incapacitated)
EMP (DC 15) | Affects Objects Only Broad Simultaneous Burst Area 2 Weaken Electronics 5

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

Abilities 30, Powers 49, Advantages 5, Skills 10, Defenses 16 = 110 PP

________________________________________________________________________________________________________________________

Complications

Accident - Jae's powers occasionally set off at random, not enough to hurt anyone, but easily damaging sensitive electronics.

Identity - Jae's identity is a secret from everyone besides his teammates and the faculty.

Thrillseeker - Jae's primary motivation for working as a hero is the thrills the profession makes up. He loves the idea of being a hero.

Power Loss - Jae's powers are immediately short-circuited by water immersion, and he is very susceptible to energy draining. He quickly tires in both situations.

Background: Jae Murphy's early life was typical for a boy of his lot in life; as the lone child of a Korean ex-model/actress, and a successful American event planner, he lived the L.A high life and enjoyed it. The only real oddities in his life were 1) his absolute inability to use electronics without it blowing up in his face, and 2) his mother's clear lack of sanity. You see, ever since he was little, his mother told him that he was actually the son of an alien she had met at a New Year's Eve party in 2000. He never believed her, but she kept up what he assumed was a joke for yeaaaaaars, making sure he knew to tell her if anything....odd happened to him.

Oh Shit, Mom's Not Crazy!
On a trip into the city, Jae was caught up in a battle between Xeno, Emerald City's alien hero, and several agents of the anti-alien Majestic-20 organization. In the scuffle, Jae's DNA was picked up by one of their scanners as that of an unknown alien genome. With them believing him to be the disguised Xeno, they attacked him. In a moment of adrenaline and fear, Jae unwittingly accessed his abilities for the first time, launching himself to the top of a nearby parking lot, with a scorch mark at his feet. Falling unconscious, he would wake up to Xeno, who asked him where he was from. When he responded "Irvine", Xeno laughed and told him that the agents' sensors detected alien genetics. Guess Mom was right.

Academy Life
Xeno would help Jae get in touch with Mr. Summers, who flew the boy out to Freedom City for testing. With a little persuasion and coaching, Jae was able to manifest various electrical powers with surprising natural skill. Afterward, Jae would be admitted to the Academy (with parental consent) and has been attending ever since.

Notes: Gonna be honest, Blue Bolt isn't much. A PL 8 Electrical Blaster with a lot of potential, but not a lot of current power. Jae's got a good share of offensive, defensive, and utility powers; able to fire off solidly-powerful electrical blasts, short-range taser shocks, or short-range EMP bursts. He's naturally resilient to electrical effects, can generate an electrical force field to divert the force of incoming damage, or dramatically increase the excess electrical energy stored internally to protect his mind from mental effects. He's even able to briefly enter an energy form to fly at high speed to travel between locations (though he can't maintain this form long enough to fly far.) Outside of his powers, Jae doesn't have much besides some naturally higher Presence-based skills (a result of his rich kid lifestyle), and thus, needs a team to truly be effective. But something tells me I'll be able to say this about most of these kids.
Last edited by OwOMotaros on Wed Apr 26, 2023 7:07 am, edited 1 time in total.
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Catalyst

Post by OwOMotaros »

Next up, the Next-Gen's resident nerd...

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Catalyst (Reena Sarin)

PL 8 (117.5 PP)

Identity: Reena Sarin
Gender: Female
Age: Mid-Teens
Height: Unknown
Weight: Unknown
Eyes: Unknown
Hair: Reddish-Brown (?)
Group Affiliation: Next-Gen, Claremont Academy
Base of Operations: Claremont Academy, Freedom City

Abilities
Strength 0, Stamina 1, Agility 2, Dexterity 2
Fighting 2, Intellect 5, Awareness 0, Presence 0

Powers

Bio-Blast: Fades Tiring Blast 10 (Life Force, DC 25). Total: 5

Bio-Energy Control Rod: Device (Removable). Total: 58

Bio-Field: Force Field 9, Sustained Immunity 10 (Life Support). Total: 19

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

Bio-Energy Control: Array 39 (4 Alternate Effects)
  • Controlled Blast: Feature 15 (Buys Off Fades & Tiring Flaws from Bio-Blast)
  • Bio-Beam: Line Area 1 Damage 8 (Life Force, DC 23, 30-ft line)
  • Bio-Burst: Burst Area 1 Damage 8 (Life Force, DC 23, 30-ft burst)
  • Vital Transfer: Energizing Restorative Stabilize Ranged Healing 7
Advantages
Eidetic Memory, Inventor, Languages 1 (English (Base), Hindi)

Skills
Deception 4 (+4 Total)
Expertise: Science 5 (+10 Total)
Perception 5 (+5 Total)
Ranged Combat: Bio-Energy 4 (+6 Total)
Technology 5 (+10 Total)

Offense
Initiative +2
Unarmed +2 | Close, Damage 0
Bio-Blast +6 | Blast 10 (Fades/Tiring w/o Control Rod)
Bio-Beam/Burst (DC 18) | Line Area 1/Burst Area 1 Damage 8
Vital Transfer +6 | Energizing Restorative Stabilize Ranged Healing 7

Defense
Dodge 5, Parry 5, Fortitude 4, Toughness 1/10, Will 7

Abilities 24, Powers 63, Advantages 3, Skills 11.5, Defenses 16 = PP

________________________________________________________________________________________________________________________

Complications

Accident-Prone - Reena has a track record of causing severe collateral damage.

Identity - Reena keeps her identity a secret from everyone besides her teammates and the faculty.

Background: The daughter of Indian immigrants, Reena Sarin grew up in Florida with her parents and 3 older siblings. Always headstrong and bright, Reena's personality changed little as her natural intellect grew.

Overactive
At the age of 12, Reena began going through an......odd puberty. Sure, all the normal changes were happening, but they were accompanied by severe headaches, extended bouts of manic behavior followed by heavy exhaustion, and difficulty focusing on much of anything. Her parents and doctors were, quite frankly, concerned. Bringing her to a specialist, they discovered that Reena's metabolism was extremely out-of-whack, sending and receiving conflicting signals. Over the next few years, Reena's symptoms would fade in and out, and she came to believe this would simply be a lifelong condition she'd have to deal with.

Close Call
One day, while returning from school, Reena encountered a very well-dressed Russian woman, who introduced herself as Vila. According to Reena, the two had a very nice conversation, which ended with Reena getting in her car, driving to her very nice home, and meeting some very nice other kids her age, who Vila told her were her new family. This seemed fine. One of the other kids, going by Mindfreak, used their telepathic abilities to root through Reena's mind, activating her powers for the first time. She uncontrollably blew out the back wall of the kitchen......and subsequently passed out. A few minutes later, she woke up feeling better than she had in years, and also realized the situation she was currently in. Blasting Mindfreak out the other end of the house, Reena took off, pursued by Vila's currently gathered group of brainwashed super-kids. She ended up taking out a few, but only managed to escape capture by the arrival of police, who arrested her.

Discovery & Academy Life
Though she was arrested, news in the superpowered scene moves fast. Mr. Summers quickly got news of a small Florida town coming under attack from a swarm of super-kids and headed out to investigate. Using his influence to get Reena released, he spoke to her and her family about enrolling the child into the Claremont Academy. Her parents agreed. While attending the school, Reena's tests came back positive for a natural mutation; her overactive metabolism was, in fact, an innate ability to supercharge her own life force in the form of energetic blasts. The only downside was that it was very tiring. Reena quickly learned the limits and weaknesses of her powers and worked to resolve them with her scientific mind; constructing her Bio-Energy Control Rod to focus, store, and control her powers. She's quite proud of what she's accomplished with this, with her new level of control getting her all the way from the bottom ranks of Claremont Academy's power scale to the Next-Gen itself.

Notes: Reena's quite an interesting build; I like characters where their powers have in-built weaknesses, and having burgeoning super-scientist abilities are just a nice side tool. Reena's natural Bio-Blast is already on the higher end of output within the Claremont Academy, and it becomes even more powerful while wielding her Control Rod. While it naturally drains her energy, while wielding the Control Rod she's able to store her energies and fire it out at full power without any real loss in energy, even allowing her to spread the energy out into Line Area Beams and Burst Area Bursts. The Control Rod has allowed her to expand her powers into multiple fields; she can generate a Bio-Field around her body, serving as a defensive force field & life support system, she can use her Bio-Energy as a propulsion system, allowing for high-speed flight, and can even transfer her Bio-Energy into others, healing wounds! All this is supported by solid Intellect, though it comes with an innate lack of Awareness & Presence. Reena's got an impulsive streak, unable to think ahead in a strategic sense, and her somewhat unstable powers and accident-prone nature lead to her putting off others.
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Elflight

Post by OwOMotaros »

Next up, the mystic warrior in training...

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Elflight (Alea Arlissan)

PL 8 (127.5 PP)

Identity: Alea Arlissan
Gender: Female
Age: Mid-Teens
Height: Unknown
Weight: Unknown
Eyes: White
Hair: White
Group Affiliation: Faerie Royal Court, Next-Gen, Claremont Academy
Base of Operations: Claremont Academy, Freedom City

Abilities
Strength 1, Stamina 3, Agility 3, Dexterity 1
Fighting 7, Intellect 2, Awareness 2, Presence 3

Powers

Half-Elf: Feature 1 (Longevity), Immunity 1 (Sleep, Limited (Half Effect), Senses 2 (Visual 2 (Extended 1 (-1/100) Low-Light Vision 1). Total: 3.5

Whitestar: Affects Insubstantial 1 Dangerous 1 Penetrating 4 Strength-Damage +6 (Magical/Slashing, DC 22), Device (Easily Removable). Total: 7

Adept of Abbridon: Dynamic Array 15 (4 Alternate Effects)
  • Aegis of Abbridon: Impervious 5 Force Field 2, Enhanced Withstand Damage
  • Disguise: Continuous Morph 1 (Human Form)
  • Illumination of Abbridon: Environment 2 (Light 2, 60-ft)
  • Mystic Bolt: Diminished Range 1 Blast 6 (Magical, DC 21, Unreliable (5 Uses, Recharge Through Rest)
Advantages
Animal Empathy, Attractive 1, Equipment 3 ("Hidey-Hole" Base, Armor +2), Languages 2 (Elven (Base), English, Draconic), Leadership, Move-By Action, Ranged Attack 3, Ritualist, Sidekick 12 (Phoros the Dragonling), Withstand Damage
Equipment
Extradimensional "Hidey-Hole"
Medium
Toughness 8
Features 11 (Concealed 2 (DC 25), Dimensional Portal (Earth/Avalon/Pocket Dimension), Dual Size (Miniscule (Back of Closet), Laboratory, Library, Living Space, Sealed (Mystic Barrier), Secret 2 (DC 25), Security System 1 (Magic, DC 20)

Armor: Protection 2
Skills
Acrobatics 2 (+5 Total)
Athletics 4 (+5 Total)
Close Combat: Swords 2 (+9 Total)
Deception 0 (+3/5 (Attractive))
Expertise: Avalon Lore 4 (+7 Total)
Expertise: Magic (AWE) 6 (+8 Total)
Insight 2 (+4 Total)
Perception 5 (+7 Total)
Persuasion 2 (+5/7 (Attractive))
Ranged Combat: Adept of Abbridon 4 (+8 Total)
Stealth 2 (+5 Total)
Treatment 1 (+3 Total)

Offense
Initiative +3
Unarmed +7 | Close, Damage 1
Whitestar +9 | Affects Insubstantial 1 Penetrating 4 Strength-Damage 7, Crit 19-20
Mystic Bolt +8 | Diminished Range 1 Blast 6, Unreliable (5 Uses)

Defense
Dodge 9, Parry 9, Fortitude 5, Toughness 3/5/7, Will 8

Abilities 44, Powers 25.5, Advantages 25, Skills 17, Defenses 16 = 127.5 PP

________________________________________________________________________________________________________________________

Complications

Motivation - Alea has a strong sense of morality and honor, she seeks to be a force of good in whatever world she ends up in.

Identity - Alea, though not entirely understanding why has agreed to hide her identity as a half-elf/extradimensional being from all but her teammates.

Out-Of-Place - Alea's.....pretty out of place amongst humans. She doesn't get their pop culture, social cues, sarcasm, etc.

Power Loss - All spellcasters in Earth-Prime require vocal and somatic elements to cast spells.

Background: Alea Arlissan is not of this world. Born in the mystical realm of Avalon, a dimension closely connected to Earth-Prime, Alea was born to the Queen of the Faerie & Thomas Rhymer, a human mystic with a......checkered past. Upon her birth, the Queen had her raised as a "ward of the court", unaware of her royal heritage short of her half-elf nature. Regardless, her position of being raised by the royal court afforded her the opportunities of a noble; most notably training in combat & magic, both of which she showcased considerable talent in.

First Encounter with Earth-Prime
At some point in her early teens, Alea would have her first encounter with the outside universe. Seven, an Earth-Prime mage, had traveled to Avalon in search of an artifact held by the Fomori, which she needed to use to defeat Una, the Dark Lord of the Netherworld. While there, she would need the help of "One of Two Worlds" to recover the artifact. Understanding the seriousness of the situation, the Queen of the Faerie volunteered Alea for the task, revealing her half-human nature & bestowing upon her Whitestar, a legendary magical sword. Alea & Seven set off on their quest, bringing them to a heavily-fortified Fomori stronghold, where they fought an incredible battle to the center, a battle won through Seven's skill and Alea's rookie luck.

Leaving Home for Earth-Prime
Returning home, Alea, curious about her human heritage, asked the Queen to allow her to leave with Seven, to journey to Earth-Prime and discover more about herself. Both the Queen and Seven agreed, on the condition that she attended Seven's old school; Claremont Academy, as a cover. Alea agreed and has been attending ever since.

Notes: Elflight gives off heavy rookie vibes, even compared to her teammates. While a skilled swordfighter with a powerful weapon, allowing her to hit her offensive PL, she comes up short pretty much everywhere else. She averages only a PL 7 Defensively (PL 8 with the Aegis of Abbridon up), with a single PL 7 Ranged Option through her Mystic Bolt. Lucky for her, she's the only magician on the team, so her skills come in handy more often than not. Rituals really come in handy when you're a magician-in-training.

And let's not forget Alea's familiar...

Phoros the Dragonling

PL 4 (58 PP)

Identity: Phoros
Gender: Male
Age: Unknown
Height: Unknown (Small)
Weight: Unknown (Small)
Eyes: Yellow
Hair: None (Red Scales)
Group Affiliation: Elflight (Familiar)
Base of Operations: Mobile (w/Elflight)

Abilities
Strength -2, Stamina 2, Agility 0, Dexterity 0
Fighting 2, Intellect -2, Awareness 1, Presence 0

Powers

Cat Change: Continuous Morph 1 (Dragonling to Cat). Total: 6

Dragon's Breath: Diminished Range 2 Blast 4 (Fire, DC 19). Total: 6

Draconic Senses: Senses 6 (Visual 2 (Extended 1 (-1/100) Low-Light Vision 1), (Hearing 1 (Extended 1 (-1/100), (Scent 3 (Acute 1 Extended 1 (-1/100) Tracking 1). Total: 6

Dragon Wings: Winged Flight 2 (120-fpr/8 mph). Total: 2

Mini-Dragon: Immunity 3 (Aging, Disease, Poison), Innate Permanent Shrinking 8 (1-ft). Total: 20

Advantages
Diehard, Evasion 1, Ranged Attack 4

Skills
Perception 2 (+3 Total)

Offense
Initiative +0
Unarmed +2 | Close, Damage -2
Dragon's Breath +4 | Diminished Range 2 Blast 4

Defense
Dodge 6, Parry 6, Fortitude 2, Toughness 2, Will 4

Abilities 6, Powers 40, Advantages 6, Skills 1, Defenses 5 = 58 PP

________________________________________________________________________________________________________________________

Complications

Devotion - Phoros is Elflight's familiar and is thus dedicated to serving and protecting them.

Disabled - As a Dragonling, Phoros is unable to speak (though they do understand Draconic).

Is A Dragon - Phoros is a whole-ass Dragon (albeit a dragonling), which tends to draw attention.

Notes: Phoros is little more than a nuisance sidekick; low PL, few powers, a weak but not inefficient fire breath, etc. Presumably, he'll grow in power as Elflight does, but in his current state, his role is little more than a pet.
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Junior

Post by OwOMotaros »

Next up, is the Next-Gen's rookie powerhouse...

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Junior (Walter "Wally" Thompson Jr.)

PL 8 (118 PP)

Identity: Walter "Wally" Thompson Jr.
Gender: Male
Age: Mid-Teens
Height: Unknown (Big)
Weight: Unknown (Big)
Eyes: Unknown
Hair: Brown
Group Affiliation: Next-Gen, Claremont Academy
Base of Operations: Claremont Academy, Freedom City

Abilities
Strength 7, Stamina 7, Agility 4, Dexterity 0
Fighting 8, Intellect 0, Awareness 2, Presence 2

Powers

Sasquatch: Enhanced Hide in Plain Sight, Limited (Forests), Enhanced Stealth 6, Limited (Forests), Feature 1 (Longevity), Immunity 1 (Cold), Leaping 2 (30-ft), Movement 6 (Environmental Adaptation (Forests), Swinging, Wall-Crawling 1, Limited 2 (Swinging Limited to Available Lines, Wall-Crawling Limited to Forests), Senses 4 (Visual 1 (Ultravision 1), (Hearing 1 (Ultra-Hearing 1), (Scent 2 (Acute 1 Extended 1 (-1/100), Speed 2 (120-fpr/8 mph). Total: 16

Advantages
All-Out Attack, Animal Empathy, Diehard, Fast Grab, Favored Environment (Forests), Great Endurance, Hide in Plain Sight, Improved Critical (Unarmed) 1, Improved Grab, Move-By Action, Power Attack, Ranged Attack 2, Tracking 2 (Visual, Scent)

Skills
Athletics 5 (+12 Total)
Close Combat: Unarmed 1 (+9 Total)
Expertise: Survival (AWE) 6 (+8 Total)
Insight 3 (+5 Total)
Intimidation 5 (+7 Total)
Perception 4 (+6 Total)
Ranged Combat: Thrown Objects 5 (+7 Total)
Stealth 1 (+5, (+11 (Forests)))

Offense
Initiative +4
Unarmed +9 | Close, Damage 7, Crit 19-20

Defense
Dodge 9, Parry 9, Fortitude 9, Toughness 7, Will 7

Abilities 60, Powers 16, Advantages 14, Skills 15, Defenses 13 = 118 PP

________________________________________________________________________________________________________________________

Complications

Motivation - Raised amongst the best of humanity, Junior wants to make the world a better place.

Enemy - As a child of the Cryptid Clans, Junior is a target for Majestic-20.

Identity - Junior is suspiciously large and unusual, but is still not a fully-matured sasquatch, allowing him to keep up a human identity.

Background: Born to a Cryptid Clan of sasquatches being hunted down by a rogue government sect, Junior was whisked away by a clan member and left on the doorstep of an isolated farm. Discovered and adopted by the childless Thompson family, Walter "Wally" Jr. grew quickly, showcasing unnatural resilience, strength, and most concerningly, curiosity. Despite their child's......differences, that didn't stop the Thompsons from raising him with the best of humanity; teaching him kindness, responsibility, y'know, the Superman shtick. Wally would often spend time in the wilderness around his farm, rescuing people stranded & lost in dangerous territory.

During one of these excursions, Wally encountered several Cryptid Clans, who recognized him for what he was and informed him of what happened to his original parents. Learning what he was, Wally would also learn that the rogue government sect that was responsible had re-emerged under the name "Majestic-20". Armed with high-tech weaponry and tactics, they sought to finish off the weakened Cryptid Clans. The subsequent battle between him, the Clans, and Majestic-20 drew the attention of nearby Emerald City's newfound hero team; The Sentinels. With their help, Majestic-20 was driven back, and the Clans were safe, for now. Impressed with Wally's capabilities, The Sentinels got in contact with Mr. Summers, and the rest is history.

Notes: Jr. fits pretty well as a PL 8 up-and-coming Powerhouse with some Environmental flare. As a sasquatch, he's got great physical strength and durability, and a natural aptitude for forest environments. On the streets of Freedom City, he's not that much of an issue outside of his strength, but fighting him in his element would be a challenge for anyone short of a League Member.
Last edited by OwOMotaros on Tue Jan 03, 2023 5:23 am, edited 1 time in total.
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Ms. Kitty

Post by OwOMotaros »

Next up, the Next-Gen's youngest member...

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Ms. Kitty (Amelia Cero)

PL 8 (130.5 PP)

Identity: Amelia Cero
Gender: Female
Age: 13 (2017)
Height: Unknown
Weight: Unknown
Eyes: Amber (Transformed)
Hair: Pink (Transformed)
Group Affiliation: Bastet (Emissary), Next-Gen, Claremont Academy
Base of Operations: Claremont Academy, Freedom City

Abilities
Strength -1/4, Stamina 0/4, Agility 2/7, Dexterity 1
Fighting 2/7, Intellect 2, Awareness 2/5, Presence 1

Powers

Blessing of Bastet: Comprehend 2 (Understand/Understood; Animals, Limited (Felines), Enhanced Animal Empathy, Features 3 (Divine Emissary 2 (Recognized as the Champion of Bastet, Hero Point to Ask GM a Question, Favored by Cats)). Total: 6

Bastet's Emissary: Activation 1. Total: 79.5

Cat Senses: Senses 5 (Visual 1 (Low-Light Vision 1)), Hearing 2 (Extended 1 (-1/100) Ultra-Hearing 1), (Scent 2 (Acute 1 Extended 1 (-1/100))). Total: 5

Feline Form: Enhanced Abilities 22 (Strength 5, Stamina 4, Agility 5, Fighting 5, Awareness 3), Enhanced Advantages 8 (Agile Feint, Defensive Roll 2, Evasion 1, Hide in Plain Sight, Improved Defense, Improved Initiative 1, Instant Up), Extra Limb 1 (Tail), Leaping 2 (30-ft), Movement 5 (Environmental Adaptation (Urban), Safe Fall, Sure-Footed 2, Wall-Crawling 1), Speed 2 (120-fpr/8 mph). Total: 67

Force in the Shadows: Passive Concealment 6 (All Visual, All Auditory, Limited (Darkness)), Regeneration 5, Limited (Darkness). Total: 5.5

Natural Weapons - Claws: Dangerous 1, Strength-Damage +2 (Slashing, DC 21). Total: 3

Advantages
Agile Feint, Beginner's Luck, Defensive Roll 2, Evasion 1, Hide in Plain Sight, Improved Defense, Improved Initiative 1, Instant Up, Jack-Of-All-Trades, Move-By Action

Skills
Close Combat (Unarmed) 2 (+4/9 Total)
Deception 4 (+5 Total)
Expertise: Egyptian Lore 3 (+5 Total)
Insight 1 (+3/6 Total)
Perception 3 (+5/8 Total)
Persuasion 2 (+3 Total)
Sleight of Hand 3 (+4 Total)
Stealth 3 (+5/10 Total)
Technology 1 (+3 Total)

Offense
Initiative +2/11
Unarmed +4/9 | Close, Damage -1/4 (6, Crit 19-20 with Claws)

Defense
Dodge 5/10, Parry 5/10, Fortitude 3/7, Toughness 0/4/6, Will 6/9

Abilities 18, Powers 85.5, Advantages 3, Skills 11, Defenses 13 = 130.5 PP

________________________________________________________________________________________________________________________

Complications

Motivation - As the latest in an unknown line of godly emissaries, Amelia seeks to live up to the title by protecting the world.

Divinely Appointed - As the chosen Emissary of Bastet, Amelia has several responsibilities that she is not actually aware of.

Mau - Amelia is nearly constantly under the watchful eye of Mau, one of Bastet's most competent servants, though he serves little purpose outside of bantering with the young hero while she fights for her life. Despite this, the two are kinda close, with Mau playing up the role of pet cat when necessary.

Background: Born the heiress of CeroSoft, a successful software manufacturer based in Chicago, Amelia Cero grew up a coddled rich kid. Until her 11th birthday, that is. On that day, her grandmother died, leaving a final gift for her; a magnificent Egyptian cat statuette that had been passed down in the family for a few generations. That night, in her bedroom, the statuette came to life on contact with the moonlight, revealing itself as Mau, the immortal cat-servant of the goddess Bastet. He would explain to Amelia that, having received the statue, she had been chosen as Bastet's next Emissary on Earth-Prime, before forcibly transforming her into her new feline form. Amelia was more than willing to accept, hoping to get some excitement in her life while also serving the greater good.

Amelia, now going by the hero name Ms. Kitty (dear god kill me now) had a relatively short stint as a rookie hero in Chicago; often getting in over her head, facing down a nasty criminal element in the city, and encountering the occasional other Emissary. Eventually, her parents would discover her secret and--rather than forcing her to quit--used their connections to get in contact with Mr. Summers. She was quickly accepted, able to live out from under her parents' thumbs for once. With her prior experience, she quickly gained a seat on the Next-Gen and has served on the team ever since.

Notes: Ms. Kitty serves more of a utility role than straight-up offense. Only hitting PL 7.5 with their Claws, and with high, but not high enough, active defenses, Kitty is best served utilizing their stealth capabilities and high speed to make openings for heavier hitters. Or using their status as Emissary to perform a little Divine Intervention. Out of their powered form, they're almost entirely useless though, as most 13-year-olds are.
Last edited by OwOMotaros on Wed Apr 26, 2023 7:17 am, edited 1 time in total.
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NGM (New Golden Marvel)

Post by OwOMotaros »

Next, the Next-Gen's legacy paragon...

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NGM (Martin Conte)

PL 8 (148 PP)

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

Abilities
Strength 10, Stamina 8, Agility 4, Dexterity 0
Fighting 6, Intellect 1, Awareness 2, Presence 2

Powers

Glow of the Golden Marvel: Enhanced Withstand Damage 1, Flight 7 (1/2 mpr/250 mph), Impervious 9 Force Field 2, Sustained Immunity 10 (Life Support 10). Total: 36

Golden Sight: Senses 2 (Visual 2 (Darkvision 2)). Total: 2

Gold Blast: Blast 8 (Light, DC 23), A.E (Glowy: Environment 3 (Light 2, 120-ft)). Total: 17

Advantages
Extraordinary Effort, Improved Initiative 1, Move-By Action, Power Attack, Ranged Attack 2, Taunt, Withstand Damage 1

Skills
Acrobatics 1 (+5 Total)
Deception 3 (+5 Total)
Insight 3 (+5 Total)
Intimidation 5 (+7 Total)
Perception 5 (+7 Total)
Persuasion 1 (+3 Total)
Ranged Combat: Gold Blast 6 (+8 Total)
Stealth 2 (+6 Total)

Offense
Initiative +8
Unarmed +6 | Close, Damage 10
Gold Blast +8 | Blast 8

Defense
Dodge 6, Parry 6, Fortitude 8, Toughness 10 (Impervious +5), Will 8

Abilities 66, Powers 55, Advantages 7, Skills 12, Defenses 8 = 148 PP

________________________________________________________________________________________________________________________

Complications

Motivation - Martin, due to his difficult upbringing and lack of proper parental figures, has a severe need for recognition.

Identity - Martin is the grandson and successor to his grandfather, Civil Rights-era hero Golden Marvel. While his codename is a subtle reference to this, he hides his relation to his predecessor and his heroic identity in general.

Overconfidence - Martin overcompensates their self-doubt by projecting severe overconfidence. He thinks he's the most powerful member of Next-Gen (which he sorta is), and he doesn't take to being refused of that status lightly.

Background: Martin Conte grew up wanting for much but having to get by with little. A father he had never met, a grandfather in prison, and a mother working multiple jobs to make ends meet. His problems would lessen following his grandfather's presidential pardon, as the book he wrote in prison was adapted into a smash-hit film, Golden Marvel: The True Story of Leroy Conte, bringing attention to his terrible treatment by the system. With his newfound fame and funds from the film, Grandpa Leroy was able to improve his daughter & grandson's station in life and attempt to uplift his community through continued social activism. Martin was not interested. His life revolved around his friends in the local gang, avoiding the cops, and figuring out how to score spending money.

Grandpa Leroy knew where he was coming from. The system had failed them both. It was while unfairly jailed at Buckner Ridge Penitentiary (better known as Lockdown) that Leroy discovered the golden light he used to become Golden Marvel, the "first black superhero". Hoping Martin would have the same epiphany he did, Grandpa decided to pull a little stunt.

One night, Grandpa received a call from Martin, asking for a pickup from the police station. Martin had been caught by the police on suspicion of drug possession and had gotten a bit......roughed up. After picking him up, Grandpa sat him down, fixed him dinner, and explained to him that what just happened was not right and that he and people like him had to stand up for themselves and their rights. Martin laughed in his face. The system was rigged against him from the onset. In reaction, Grandpa manifested his golden light and placed a hand on his chest. The light flowed out of Grandpa and into Martin, who immediately felt an incredible onset of power. When it was done, he simply said "Now you have the power to change it."

Unfortunately, it's not as simple as that. Martin loved his newfound power but was not entirely into the whole "hero" thing. And there was no way he was gonna use a lame name like "Golden Marvel". Despite Grandpa's efforts to train him on the use of his powers, he would eventually decide that it would be better for the boy to train under people who knew what they were doing, enrolling the boy in Claremont Academy.

Notes: Wow, my writing on that background was forced. Anywho, NGM is VERY strong for a rookie hero, packing Class 25 Paragon stats, with a Force Field providing further durability, Flight, Life Support, and Withstand Damage. Not to mention the Gold Blast, giving him potent options at all ranges. Notably, though, none of this is thanks to Martin himself; simply the result of the Golden Marvel package being quite powerful (I haven't seen any previous builds of Golden Marvel in any of the books I've got, but I imagine it's a Supermanalogue (Centuriologue?) situation, with him being roughly on par, or just short of, the Centurion). I mean, he's a PL 8 hitting nearly PL 10 in cost, his overconfidence is somewhat warranted.
Last edited by OwOMotaros on Wed Apr 26, 2023 7:22 am, edited 1 time in total.
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Re: Taros' Assorted Builds (The Next-Gen! Catalyst! Elflight! Junior! Ms. Kitty! NGM!)

Post by Ares »

Golden Marvel appeared in the Lockdown 2E sourcebook that focused on the big super prison of the setting.

I kind of wish they hadn't gone the legacy hero route and instead had the original Golden Marvel active as an experienced JSA-type hero on a modern team after being released from prison.
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
- Captain Marvel SHAZAM! : Power of Hope (2000)

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Re: Taros' Assorted Builds (The Next-Gen! Catalyst! Elflight! Junior! Ms. Kitty! NGM!)

Post by OwOMotaros »

Ares wrote: Tue Dec 27, 2022 2:54 pm Golden Marvel appeared in the Lockdown 2E sourcebook that focused on the big super prison of the setting.

I kind of wish they hadn't gone the legacy hero route and instead had the original Golden Marvel active as an experienced JSA-type hero on a modern team after being released from prison.
Ah it's in 2e. Gonna have to try to get ahold of that.

And I kinda agree on that second point, but I'd have to read up more on him before I make a decision on my stance. As it is rn, I still like it. The revolutionary fervor of a black Civil Rights era super having been pretty much disregarded and diluted by the new generation, who will hopefully learn how to become that revolutionary themselves.
Last edited by OwOMotaros on Wed Dec 28, 2022 1:28 am, edited 1 time in total.
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Re: Taros' Assorted Builds (The Next-Gen! Catalyst! Elflight! Junior! Ms. Kitty! NGM!)

Post by Ares »

OwOMotaros wrote: Tue Dec 27, 2022 3:10 pm
Ares wrote: Tue Dec 27, 2022 2:54 pm Golden Marvel appeared in the Lockdown 2E sourcebook that focused on the big super prison of the setting.

I kind of wish they hadn't gone the legacy hero route and instead had the original Golden Marvel active as an experienced JSA-type hero on a modern team after being released from prison.
Ah it's in 2e. Gonna have to try to get ahold of that.

And I kinda agree on that second point, but I'd have to ready up more on him before I make a decision on my stance. As it is rn, I still like it. The revolutionary fervor of a black Civil Rights era super having been pretty much disregarded and diluted by the new generation, who will hopefully learn how to become that revolutionary themselves.
Given the actions of some "modern revolutionaries", I honestly think an older voice of moderation who has lived through worse and can speak about the injustices he faced while also owning up to his own faults would be more productive. Plus the Freedom Universe has a lack of old guard heroes these days (Daedalus notwithstanding).

And while I don't have the book with me, I want to say the original Golden Marvel was either PL 10 or PL 12, and was a solid flying powerhouse with blaster abilities. He could have made for a decent replacement for Captain Thunder.
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
- Captain Marvel SHAZAM! : Power of Hope (2000)

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