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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SCP-049

Post by OwOMotaros »

First off is one of the first Foundation anomalies to make it big...

Image

"My cure is most effective..."

SCP-049 (049/"The Plague Doctor")
Object Class: Euclid

PL 9 (228 PP)

Identity: Unknown
Gender: Male
Age: Unknown (Active Since at least the 1400s)
Height: 1.9 meters (6'2")
Weight: Unknown
Eyes: Blue
Hair: None
Group Affiliation: None
Base of Operations: Mobile (Formerly), Contained at Foundation Site-19

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

Powers

Anomalous Nature: Immunity 4 (Aging, Disease, Sleep, Starvation/Thirst). Total: 4

Deadly Touch: Incurable Progressive Subtle 2 Weaken Stamina 11 (DC 21 Fortitude), Linked Alternate Resistance (Fortitude) Dangerous 4 Incurable Subtle 2 Damage 11 (Biological, DC 26). Total: 54

Personal Journal & Medical Bag: Move Action Variable 1, Limited 2 (2 Equipment Ranks Max, Medical Equipment Only), Device (Easily Removable). Total: 4

Create SCP-049-2 Instances: Continuous Horde Multiple Minions 3 Slow Source (Dead Bodies) Unreliable Variable Type 2 (Available Bodies) Summon 3 (8 PL 3 SCP-049-2 "Zombies"). Total: 27

Advantages
Benefit 1 (May Use Expertise: History for Well-Informed), Chokehold, Diehard, Eidetic Memory, Fast Grab, Fearless, Great Endurance, Hide in Plain Sight, Improved Grab, Improved Initiative 1, Jack-Of-All-Trades, Languages 3 (Medieval French (Base), English, Assorted Others (Renaissance Europe/Middle East/Asia)), Move-By Action, Ranged Attack 2, Skill Mastery 2 (Expertise: Science, Treatment), Takedown 1, Well-Informed

Skills
Acrobatics 2 (+4 Total)
Athletics 2 (+5 Total)
Deception 10 (+12 Total)
Expertise: History 6 (+13 Total)
Expertise: Science 11* (+18 Total, 6 Ranks Limited to Biology)
Insight 5 (+10 Total)
Intimidation 8 (+10 Total)
Investigation 1 (+8 Total)
Perception 2 (+7 Total)
Persuasion 6 (+8 Total)
Stealth 5 (+7 Total)
Treatment 11 (+18 Total)

Offense
Initiative +6
Unarmed +7 | Close, Damage 3
Deadly Touch +7 | Incurable Progressive Subtle 2 Weaken Stamina 11, Linked Resisted by Fortitude Incurable Subtle 2 Damage 11, Crit 16-20

Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 5, Will 9

Abilities 68, Powers 89, Advantages 21, Skills 33, Defenses 17 = 228 PP

________________________________________________________________________________________________________________________

Complications

Personality - 049 is a generally cooperative, amiable subject, though is known to become aggressive when denied new subjects.

Obsession - 049's life mission is to root out "The Pestilence", an unknown disease that the entity claims has infected nearly every living thing. Their "cure" for this disease is to kill their subjects and reanimate them into instances of SCP-049-2.

Power Loss (Deadly Touch) - 049's touch requires direct skin contact to cause a fatal reaction. Sufficient armor or thick enough clothing will keep it from taking effect.

Weakness (Lavender) - While not an outright solution to containment, the scent of lavender has been shown to calm the entity.

Background: SCP-049, colloquially known as "The Plague Doctor", is a Euclid-Class humanoid entity contained by the highly-secretive SCP Foundation. While the exact details of the subject's history haven't been disclosed, we do know two things; 049 has a pathological obsession with destroying all traces of "The Pestilence", an unknown disease that they believe has infected most living creatures, and 049 has been working towards that goal for hundreds of years. In the pursuit of this goal, 049 has left a trail of reanimated corpses (SCP-049-2) in its wake, the result of his supposed "cure". 049 was first contained by Foundation operatives in the French town of Montauban, discovered alongside several hostile 049-2 instances. After they were dispatched, 049 willingly entered Foundation Containment and has been there ever since, though not without the occasional incident regarding the lack of "test subjects". Its annoyance and eventual rage regarding the lack of human subjects would lead to the death and alteration of Dr. Hamm into a 049-2 instance, and the slight freedom the entity enjoyed to perform experiments was cut down to nothing. 049 has been under somewhat tight containment ever since; the potential danger its' intelligence and deadly touch presents brings them up to a Euclid-Class.

Notes: 049 is somewhat weird to stat out, as all SCPs are. Physically, 049 is a decent threat; able to physically overpower most people, but still frail enough to be taken down through sustained effort in unarmed. Usually doesn't come to that, however, due to the incredibly dangerous effect their Deadly Touch causes; a Linked Incurable Subtle 2 Weaken Stamina/Incurable Subtle Resisted by Fortitude Damage effect that drops pretty much any non-anomaly in the setting instantly and severely damages most biological entities, as well as his ability to create his own backup through revived 049-2s (Jab's Zombie Build is perfect for these). This is supplemented by his high-grade intellect, knowledge of history (a good portion of which he's lived through), and great medical knowledge. On the downside, he's only a PL 7.5 on active defenses and an 8 on exotic defenses. I wouldn't underestimate him, though.
Last edited by OwOMotaros on Wed Apr 26, 2023 7:45 am, edited 4 times in total.
SolarOracle
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Re: Taros' Assorted Builds (The Next-Gen/Claremont Academy Complete! SCP! 049!)

Post by SolarOracle »

Never really been into SCP, basically purely because of how annoying SCP fans can be. I always thought the concept of it was interesting and there was a page or two on the wiki I ended up stumbling onto and finding really cool, but how obsessed with power scaling and treating what is supposed to be a mysterious and enigmatic horror universe as if it were a shonnen anime or something the fanbase is kind of ended up making me want to stay away from it, LOL.

Interested to check out these builds and your thoughts on each of the ones you are exploring tho, man. Keep up the good work!
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OwOMotaros
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Re: Taros' Assorted Builds (The Next-Gen/Claremont Academy Complete! SCP! 049!)

Post by OwOMotaros »

SolarOracle wrote: Mon Feb 13, 2023 3:29 pm Never really been into SCP, basically purely because of how annoying SCP fans can be. I always thought the concept of it was interesting and there was a page or two on the wiki I ended up stumbling onto and finding really cool, but how obsessed with power scaling and treating what is supposed to be a mysterious and enigmatic horror universe as if it were a shonnen anime or something the fanbase is kind of ended up making me want to stay away from it, LOL.

Interested to check out these builds and your thoughts on each of the ones you are exploring tho, man. Keep up the good work!
Thank you for putting that into words, I've got the exact same issue. When half your cosmology is Outerversal+, where's the fun? That's why I can't stand any of the Scarlet King lore. But most of the isolated, slightly more grounded supernatural stuff in the setting is great.
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SCP-076-2

Post by OwOMotaros »

Next up, the Foundation's premier human-ish edgelord (though far from the only one)...

Image

"Why does his death bother you? You've killed many humans before, why is he so-"

"Different? Because, unlike you [Sumerian word, untranslated], he was a challenge, a real enemy."


SCP-076-2 (076/"Able")
Object Class: Keter

PL 11 (225 PP)

Identity: "Able"
Gender: Male
Age: Unknown (Presumably Ancient)
Height: 1.96 meters (6'4")
Weight: 81.65 kg (180 lbs)
Eyes: Black
Hair: Black
Group Affiliation: SCP-073 "Cain" (Supposed Brother), Mobile Task Force Omega-7 "Pandora's Box" (Former Operative)
Base of Operations: Foundation Containment Area 25B, Unknown

Abilities
Strength 7, Stamina 9, Agility 5, Dexterity 4
Fighting 13, Intellect 2, Awareness 2, Presence -1

Powers

Anomalous Nature: Immunity 14 (Aging, Disease, Poison, Sleep, Starvation/Thirst, Pain Effects 2, Suffocation 2, Fatigue Effects 5, Pain/Suffocation/Fatigue Limited to Half Effect), Leaping 2 (30-ft), Speed 2 (120-fpr/8 mph). Total: 13.5

Materialize Bladed Weapons (Thrown): Diminished Range 2 (x5/x10/x25) Penetrating 7 Blast 9 (Piercing/Slashing, DC24), A.E (Materialize Bladed Weapons: Dangerous 2 Double Impressive Penetrating 7 Reach 1 (5-ft) Strength-Damage +2 (Slashing/Piercing, DC24)). Total: 24

SCP-076-1: Uncontrolled Immortality 7 (8 hours). Total: 7

Advantages
All-Out Attack, Assessment, Daze (Intimidation), Diehard, Evasion 1, Extraordinary Effort, Fearless, Great Endurance, Improved Critical (Unarmed) 1, Improved Critical (Bladed Weapons) 2, Improved Disarm, Improved Grab, Improved Initiative 2, Improved Smash, Improvised Weapon, Languages 2 (Ancient Sumerian (Base), English, Assorted Others (Various Ancient Languages/Modern Ones Taken from Omega-7 Members)), Last Stand, Luck 1, Move-By Action, Power Attack, Precise Attack 1 (Close Concealment), Prone Fighting, Quick Draw, Ranged Attack 6, Seize Initiative, Startle, Takedown 2, Tracking (Visual), Ultimate Effort (Fortitude), Weapon Break

Skills
Acrobatics 5 (+10 Total)
Athletics 8 (+15 Total)
Deception 8 (+7 Total)
Expertise: Anatomy 8 (+10 Total)
Expertise: History 6 (+8 Total)
Expertise: Tactics 11 (+13 Total)
Insight 5 (+7 Total)
Intimidation 14 (+13 Total)
Perception 6 (+8 Total)
Ranged Combat: Thrown Weapons 2 (+12 Total)
Stealth 3 (+8 Total)
Technology 2 (+4 Total)
Treatment 3 (+5 Total)

Offense
Initiative +13
Unarmed +13 | Close, Damage 7, Crit 19-20
Materialized Bladed Weapons +13 | Double Impressive Penetrating 7 Reach 1 (5-ft) Strength-Damage 9, Crit 16-20
Materialized Bladed Weapons (Thrown) +12 | Diminished Range 2 (x5/x10/x25) Penetrating 7 Blast 9, Crit 18-20

Defense
Dodge 13, Parry 13, Fortitude 12, Toughness 9, Will 10

Abilities 82, Powers 44.5, Advantages 39, Skills 40.5, Defenses 19 = 225 PP

________________________________________________________________________________________________________________________

Complications

Personality - 076-2's mind, at best, functions incredibly different from regular humans in terms of interpretation, or, at worst, is just downright sociopathic. The subject derives great enjoyment in the acts of combat and murder and is almost entirely detached from regular human social concepts like love or empathy.

Obsession (Murder) - 076-2, upon release from 076-1, is almost always driven into a trancelike, bloodlusted state, cutting down every living thing in its path until neutralized.

Respect - 076-2, on rare occasions, has shown a level of respect for those it sees as superior combatants, to the extent that they surrendered to Foundation Personnel after learning of the death of an agent who had successfully contained them multiple times in the past.

Power Loss (076-1) - SCP-076-1, the indestructible, coffin-like anomaly which revives 076-2 from any previous deaths, is incredibly unreliable in regards to how long it takes to revive the subject. Times have ranged anywhere from 6 hours (Immortality 7) to 25 years (Immortality -8(?)).

Background: SCP-076 is a set of two anomalies, designated 076-1 and -2. 076-1 is a large, indestructible cube coffin, engraved with unknown patterns, with a single, lock-covered door, all the keys of which are lost. 076-2, known as "Able", is the humanoid anomaly contained within -1; a young, tall Semitic man, covered in ancient occult iconography, who, upon awakening from -1, is driven into a murderous rampage. Due to the subject's superhuman physical characteristics, remarkable endurance, ability to self-generate weaponry, and innate bloodlust, 076 registers as a Keter-Class anomaly, necessitating the devotion of an entire Containment Area to a single anomaly, and the acceptance of semi-regular Containment Breaches resulting in significant casualties. Despite 076-2's consistently violent, sociopathic nature, the potential use of their abilities in a directed manner led to the creation of Mobile Task Force Omega-7, codenamed "Pandora's Box", essentially the Foundation's Suicide Squad, composed out of some of the Foundation's most elite agents, and several specialized anomalies, intended for use in high-risk tactical scenarios. Even with the Foundation's precautions (they even did the Suicide Squad neck bomb thing), 076-2 eventually grew bored with the lack of missions, pushing the other operatives too hard (broke an agent's jaw with a damn Nerf sword), and eventually causing such a disastrous breach that the Site's nuclear warhead was engaged. Since then, 076-2 has been placed under permanent no-contact containment, and the Foundation's higher-ups have worked to keep the incident under wraps. Not that such organizational politics matter to 076-2; they'll get out again, and they won't be the ones suffering for it.

Notes: To be blunt, 076-2 is a dangerous combatant. With a combination of mid-grade superhuman stats, high accuracy, self-generated weaponry, and a combination of Resistances that allow them to power through conditions that would disable most others, they are able to tear through swaths of Foundation Personnel with little issue and prove quite the annoyance to many higher-tier fighters. Seriously, their ability to just ignore Damage is incredible. Even without Regeneration, Diehard, Great Endurance, Last Stand, and Ultimate Fortitude will get someone through pretty much anything, even if they get torn apart by Foundation Defense Systems or are drowned for an hour straight.
Last edited by OwOMotaros on Thu Nov 16, 2023 9:39 am, edited 7 times in total.
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SCP-096

Post by OwOMotaros »

Next up, another classic, iconic SCP...

Image

"Four pixels caused all of this? Four fucking pixels?!"

SCP-096 (096/"The Shy Guy")
Object Class: Euclid

PL 10 (163 PP)

Identity: Unknown
Gender: N/A
Age: Unknown
Height: 2.38 meters (7'8")
Weight: Unknown (Noticeably Emaciated)
Eyes: Blank
Hair: None
Group Affiliation: None
Base of Operations: Contained at Foundation Site-19

Abilities
Strength 11, Stamina 13, Agility 3, Dexterity 0
Fighting 7, Intellect -4, Awareness -3, Presence -4

Powers

Anomalous Nature: Features 2 (Indestructible Skeleton, Can Erase Traces of Killed Targets), Innate Permanent Growth 1 (8-ft), Immunity 15 (Fatigue Effects 5, Life Support 10), Leaping 12 (4 miles), Movement 2 (Sure-Footed 2), Reach 1 (5-ft) to Unarmed, Persistent Regeneration 5 (-1 every 2 rounds/-5 every minute), Speed 7 (1/2 mpr/250 mph), +2 Strength-Damage. Total: 56

Detect SCP-096-1s: Innate Senses 20 (Mental 20 (Detect Others 20 (Accurate 2 Counters All Concealment 5 Extended 8 (-1/1,000,000,000) Radius 1 Ranged 1 Tracking 2, Limited (Beings Who've Seen the Entity's Face IRL, in Photography, or Recorded Video))), Linked Enhanced Perception 15, Limited (Detecting Beings Who've Seen the Entity's Face IRL, in Photography, or Recorded Video). Total: 15

Advantages
All-Out Attack, Diehard, Great Endurance, Improved Critical (Unarmed) 2, Improved Grab, Improved Hold, Improved Initiative 1, Last Stand, Move-By Action, Power Attack, Startle, Takedown 1, Ultimate Effort 2 (Strength, Fortitude), Withstand Damage 2

Skills
Acrobatics 4 (+7 Total)
Athletics 7 (+18 Total)
Intimidation 16 (+12 Total)
Perception 8 (+5, (+20 Detect SCP-096-1s))
Stealth 5 (+7 Total)

Offense
Initiative +7
Unarmed +7 | Close, Damage 13, Crit 18-20

Defense
Dodge 7, Parry 7, Fortitude 18, Toughness 13, Will 2

Abilities 42, Powers 72, Advantages 17, Skills 20, Defenses 14 = 163 PP

________________________________________________________________________________________________________________________

Complications

Personality - 096 doesn't show any higher brain functions or a real personality, though they are constantly in states of docile sadness or uncontrollable rage.

Obsession - 096 HATES having its' face seen and enters a state of considerable distress when it happens. 096, after a few minutes of incoherent sobbing, they will head to tear apart whoever saw them. And they will never stop until a target is destroyed. Usually.

Weakness (Getting Their Ass Beat)/Phobia (173/682) - In the course of 096's termination tests, the entity has battled several other powerful SCPs, most notably SCP-173, "The Sculpture", and SCP-682, "The Hard-To-Destroy Reptile". 096 effectively lost both of these battles and was unable to kill either entity, eventually pacifying after sustained conflict. The entity now refuses to attack either creature, presumably outta fear.

Weakness (Head Covering) - By covering 096's face with an opaque covering, their agitated response via IRL viewing can be negated.

Disabled - 096 is not a sapient creature, unable to speak or process anything beyond animalistic instinct. They also miiiight be blind, but that has not been confirmed.

Power Loss (Leaping, Movement, Speed) - 096's top speed is based on the distance between them and their target, with the listed stats being their top baseline (not counting Dash Actions or Athletics Boosts).

Power Loss (Detect Others) - 096's agitated response does not occur when someone views artistic depictions (like drawings), or through other methods like radar.

Background: SCP-096 is a tall, deathly pale, and thin humanoid anomaly, who is generally extremely docile, if somber. This docile state quickly changes whenever someone sees the subject's face, be it directly, via photography, or on video. This causes 096 to enter an extreme, incoherently agitated state, which culminates in the entity rushing towards whoever saw them, then designated 096-1. They tear through any material in their way, in an attempt to kill the -1. 096's properties make the entity incredibly physically powerful, and, while their flesh is only as durable as any other human, their skeleton is practically indestructible, making it impossible for the Foundation to stop 096's rampages under normal circumstances. In the most dangerous breach to date, Incident-096-1-A, 096 was unexpectedly triggered, tore its way through dozens of MTF personnel, took a Foundation aircraft out of the sky, leveled several dozen miles of Interstate 40, and nearly caused an XK-Class "End Of The World" scenario (a situation where an anomaly's actions effectively end life on earth as we know it), all over one person looking at 4. PIXELS. of a hiking photo that had inexplicably caught 096 in it. The severity of this breach and the later revelation of high-ranking Foundation complicity in the breach would lead to the approval of 096's termination, which is...still an ongoing effort. Until that termination has been completed, anyone could, at any moment, become a victim of this animalistic terror.

Notes: 096 is a viciously dangerous creature; unrelenting, powerful, and practically impossible to put down. With Class 50 Strength, solid Persistent Regeneration, similarly solid durability, and absolutely absurd Fortitude (that'll be a running theme in a lotta these, actually), 096 can almost give as good as they get. This is made all the worse for whoever their target is due to the subject's innate knowledge of the exact location of whoever's seen their real face. Seriously, 096 is such a pain in the ass that the Foundation, dedicated to containment and study, actually relented in approving the termination of an SCP for once. Hasn't worked yet, but they're certainly trying.
Last edited by OwOMotaros on Fri Apr 28, 2023 6:57 am, edited 4 times in total.
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Re: Taros' Assorted Builds (Claremont Academy Complete! SCP! 049! 076-2! 096!)

Post by EternalPhoenix »

If they were less secretive, they could simply put it on a rocket to the sun. 🤷‍♂️
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
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Re: Taros' Assorted Builds (Claremont Academy Complete! SCP! 049! 076-2! 096!)

Post by OwOMotaros »

EternalPhoenix wrote: Wed Feb 15, 2023 3:52 am If they were less secretive, they could simply put it on a rocket to the sun. 🤷‍♂️
In one tale, they did that. After a week, 096's tracking signal disappeared. So, to be sure, they had a D-Class look at a photo.
Spoiler
The Earth's orbit began to decay. The Sun STARTED MOVING CLOSER.
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Re: Taros' Assorted Builds (Claremont Academy Complete! SCP! 049! 076-2! 096!)

Post by OwOMotaros »

And the Foundation's secrecy isn't really a drain on resources. It's known to, and funded by, most major governments, mostly so they don't have to deal with anomalies themselves.
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SCP-035

Post by OwOMotaros »

Next up, the Foundation's most...charismatic anomaly...

Image

SCP-035 (035/"The Possessive Mask")
Object Class: Keter

PL 12 (482.5 PP)

Identity: Unknown
Gender: N/A
Age: Unknown
Height: Unknown
Weight: Unknown
Eyes: None
Hair: None
Group Affiliation: None
Base of Operations: Contained at Unknown Foundation Site

Abilities
Strength N/A, Stamina N/A, Agility N/A, Dexterity N/A
Fighting N/A, Intellect 8, Awareness 7, Presence 10

Powers

Anomalous Nature: Feature 1 (User's Current Appearance is reflected in all representations of them, be it artistic, photography, video footage, etc), Immunity 30 (Fortitude Effects 30), Morph 1 (Comedy to Tragedy), Protection 3. Total: 39

Drive Mannequins into Motion: Affects Objects Only Enhanced Abilities 20 (Strength 5, Agility 5, Dexterity 5, Fighting 5, Limited (While Possessing Unmoving Objects)). Total: 20

Corruptive Element: Continuous Reaction (When Touched) Selective Weaken Toughness 10 (Corrosive, DC 20 Fortitude, Limited (Selective on 6 Ranks Only)), Linked Continuous Reaction (When Touched) Penetrating 8 Selective Damage 10, Limited (Selective on 6 Ranks Only)). Total: 84

Hallucinations & Negativity Generation: Independent Selective Illusion 12 (Visual/Aural, 60-cft, 6 Ranks Limited to Increasing DC), Linked Burst Area 2 Continuous Cumulative Subtle 2 Affliction 12 (Mental, DC 22 Will, (Entranced/Compelled/Controlled, Limited (Negative Emotions & Eventual Self-Harming Actions))). Total: 125

Possession: Affects Objects & Others Continuous Reaction (When Worn) Affliction 12 (Mental, DC 22 Will, (Controlled, Limited (Third Degree Only))), A.E (Mental Influence: Perception Area Selective Subtle 2 Sustained Affliction 4 (Mental, DC 14 Will, (Entranced/Compelled (To Put On The Mask))). Total: 85

Telepathy: Area Selective Subtle 2 Mental Communication 1 (100-ft), Linked Cumulative Effortless Subtle 1 Mind Reading 12, Limited (Language). Total: 45

Advantages

Benefit 1 (May use Expertise: History for Well-Informed Checks), Daze 2 (Deception/Intimidation), Eidetic Memory, Fascinate 2 (Deception/Persuasion), Fearless, Inspire 2, Jack-Of-All-Trades, Languages 4 (Nearly All Human Languages/Various Mythic/Archaic Languages), Leadership, Luck 2, Skill Mastery 5 (Deception, Expertise: History, Expertise: Psychology, Expertise: Theology, Persuasion), Startle, Taunt, Ultimate Effort 2 (Deception/Persuasion), Well-Informed

Skills
Deception 8 (+18 Total)
Expertise: History 12 (+20 Total)
Expertise: Philosophy 12 (+20 Total)
Expertise: Psychology 12 (+20 Total)
Expertise: Theology 12 (+20 Total)
Insight 8 (+15 Total)
Intimidation 4 (+14 Total)
Investigation 6 (+14 Total)
Perception 3 (+10 Total)
Persuasion 8 (+18 Total)
Technology 4 (+12 Total)
Treatment 2 (+10 Total)

Offense
Initiative +0
Corruptive Element (DC 20 Dodge) | Continuous Reaction (When Touched) Selective Weaken Toughness 10, Linked Continuous Reaction (When Touched) Penetrating 8 Selective Damage 10
Hallucinations & Negativity Generation (DC 22 Will) | Independent Selective Illusion 12 (Visual/Aural), Linked Burst Area 2 Continuous Cumulative Subtle 2 Affliction 12 (Entranced/Compelled/Controlled, Limited (Negative Emotions & Eventual Self-Harming Actions))
Possession (DC 22 Will) | Continuous Reaction (When Worn) Affliction 12 (Controlled)
Mental Influence (DC 14) | Perception Area Selective Subtle 2 Sustained Affliction 4 (Entranced/Compelled (To Put On The Mask))

Defense
Dodge N/A, Parry N/A, Fortitude N/A, Toughness 3, Will 12

Abilities 0, Powers 398, Advantages 27, Skills 45.5, Defenses 12 = 482.5 PP

________________________________________________________________________________________________________________________

Complications

Personality - 035 is a highly charismatic, intelligent, and manipulative entity. Its constant deceptions and ability to mess with the mind make pinning down their true personality difficult.

Weakness (Hosts) - While 035 is able to completely control a host's body, the entity cannot control how long said host will survive the corrosive element the entity constantly produces.

Power Loss (Corruptive) - 035's Corruptive Element pretty easily works its way through most materials, but glass seems the most resistant, taking half damage in comparison to others.

Power Loss (Mental Influence/Hallucinations & Negativity Generation) - 035's deleterious effects on the human psyche take time to ramp up, via prolonged contact.

Enemy (Various) - 035's got quite the history (or so they would lead you to believe), including encounters with various other SCPs and Groups of Interest. Luckily for the entity, they've got a knack for turning enemies into short-term allies.

Background: SCP-035, "The Possessive Mask", is our first anomalous item; a stage-performance mask that alternates between the appearance of comedy and tragedy, though that is faaaar from its only odd effect. The object generates a viscous corrosive substance, which slowly eats away at most materials, including the object's containment area, necessitating constant cleaning, and highly reinforced materials. 035 is sentient and incredibly intelligent, possessing an intrinsic knowledge of history, theology, and most importantly, the human psyche. In combination with their low-grade telepathy, this allows them to manipulate others with terrifying efficiency. This manipulation has gone so far that Foundation Personnel in the entity's wing of the facility has some of the lowest morale and highest suicide rates of any Foundation Site, as well as multiple containment breaches via conspiratorial personnel. The object's ability to cause mass emotional distress and low-grade compulsion has even necessitated the use of SCP-148 (a metal with anti-telepathic properties) in the use of containment. The most dangerous ability of all, however, is 035's ability to take possession of any subject with a face, be it living, dead, or even inanimate objects like statues, allowing 035 to move and interact as normal, and making them just that bit more dangerous. With this huge combination of dangerous abilities, 035 has been classified as Keter-Class and has been placed under permanent lockdown.

Notes: 035 is both incredibly dangerous and easily dealt with. The mask is chock-full of Subtle Mental Effects & Close Reaction Effects, allowing a build with NO PHYSICAL STATS to still prove very dangerous. This is on top of the powers of whoever they manage to possess, which can either give them baseline human stats or potentially turn them into an unstoppable entity depending on who they get their... 'hands' on.
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SCP-173

Post by OwOMotaros »

And lastly, for this segment, the one who started it all...

Image
Image

"Crunch."

SCP-173 (173/"The Sculpture")

PL 10 (150 PP)

Identity: N/A
Gender: N/A
Age: Unknown
Height: Unknown (Large)
Weight: Unknown (Heavy)
Eyes: Green/Black
Hair: None
Group Affiliation: None
Base of Operations: Contained at Foundation Site-19

Abilities
Strength 10, Stamina N/A, Agility 2, Dexterity 0
Fighting 8, Intellect -1, Awareness 0, Presence -3

Powers

Anomalous Nature: Immunity 45 (Interaction Effects 5, Mental Effects 10, Fortitude Effects 30), Increased Mass 3 (1,600 lbs), Impervious 11 Protection 12, Regrowth Regeneration 1 (-1 every 10 rounds/-1 every minute), Senses 1 (Hearing 1 (Tracking 1)), Subtle, +2 Strength-Damage. Total: 77

Blink & You'll Miss 'Em: Reaction (User is Partially Concealed from a Target) Change Direction Teleport 2 (120-ft, Limited (Places User Could Reach via Regular Movement Within a Turn)), A.E (Speed 4 (500-fpr/30 mph, Limited (While Unobserved))). Total: 10

Advantages
Chokehold, Fast Grab, Hide in Plain Sight, Improved Critical (Unarmed) 2, Improved Initiative 2, Improved Hold, Move-By Action, Power Attack, Seize Initiative, Startle, Strongarm, Takedown 2, Ultimate Effort 2 (Strength, Toughness), Withstand Damage 1

Skills
Athletics 4 (+14 Total)
Intimidation 5 (+15 Total)
Perception 5 (+5 Total)
Stealth 6 (+8 Total)

Offense
Initiative +10
Unarmed +8 | Close, Damage 12, Crit 18-20

Defense
Dodge 8, Parry 8, Fortitude N/A, Toughness 12 (Impervious +6), Will 7

Abilities 22, Powers 87, Advantages 18, Skills 10, Defenses 13 = 150 PP

________________________________________________________________________________________________________________________

Complications

Personality - 173's stony exterior keeps most from understanding its true personality.

Obsession (Crunch) - 173, through the limited insights into its personality we've gotten, has shown a level of obsession with its premier function; snapping human necks.

Disabled (Statue) - 173's anomalous nature doesn't provide it with the ability to speak or really interact socially, though it does clearly have a mind of its own.

Disabled (Movement) - 173 is unable to move when under direct line of sight, and its limbs don't actually move when it undertakes actions. This effectively leaves it Paralyzed (Defenseless/Immobile) when observed.

Quirk (Gross Shit) - 173 generates random amounts of feces and blood, necessitating regular cleanings of its cell and allowing for somewhat easier tracking.

Background: SCP-173, the original SCP. A Euclid-Class entity, 173 is an odd humanoid statue, composed of concrete and rebar, with the ability to move when not observed. This would be a simple oddity if not for the entity's drive to kill humans, with a focus on snapping necks or strangulation. Despite being somewhat easy to contain (easily locked behind high-grade doors), 173 reaches Euclid status due to a single complication; around the entity, blood and fecal matter spontaneously generates, requiring semi-regular cleanings of its cell and allowing for a potential breach. 173's a simple monster; it's just here to hear that glorious crunch.

Notes: 173 is a simple but dangerous creature; fast and able to dole out great damage, with the lone problem of being unable to move when under direct eyesight. But, with their high Strength & Toughness compared to the human-tier targets it usually attacks, 173 doesn't much have to worry about their inability to move. Didn't expect them to hit PL Point Limits tho, nice surprise.
Last edited by OwOMotaros on Wed Apr 26, 2023 8:56 am, edited 1 time in total.
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Fallout

Post by OwOMotaros »

Next up, starting some Video Game builds, we've got the world's premier post-apocalyptic RPG...

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Fallout
Role: 50's Nostalgia, Cultural Critique
Genre(s): Post-Apocalyptic, Retrofuturistic, RPG

History

In the late 90s, video game developer Interplay Entertainment, noted for their ability to create quality RPGs, released their magnum opus: Fallout (1997). Set in a timeline that diverged at some point after WWII, where the lack of natural resources led the world down the path of nuclear war, the first Fallout game followed the adventures of the Vault Dweller, the descendent of a survivor of the "Great War", who has been sent out of their West Coast Vault (a high-grade survival bunker) to acquire a mechanical part vital to their Vault's survival. In the course of this adventure, the Vault Dweller discovered what became of the surface world after the Great War, and the horrors that have emerged since. Subsequent games have dealt with the Vault Dweller's own descendent exploring the world 80 years after their ancestor changed the Wasteland forever, the events occurring on the East Coast of the U.S, as various factions fight to control the former capitol, the clash of ideologies between the New California Republic and Caesar's Legion surrounding the surviving city of New Vegas, and most recently (no 76) the fight for freedom and security in the Boston Commonwealth.

Notes: Since Fallout is an RPG, with highly-customizable protagonists and a variety of possible endings to each game, builds for the series have to stray away from player characters. Soooo, sorry, no Courier or Sole Survivor builds outta me. Luckily for us, Fallout's a very full world with a lot of characters to build, so we aren't exactly lacking in terms of potential builds. However, the setting is relatively low-powered, so this might not end up that interesting for some of you. I know I'll be having fun, though.

Builds

Named Characters
Frank Horrigan

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

Mutants
Centaurs
Super Mutants
Nightkin

Robots
Assaultrons
Liberty Prime
Protectrons
Robobrains
Sentry Bots
Last edited by OwOMotaros on Wed Mar 08, 2023 1:07 pm, edited 9 times in total.
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Deathclaws

Post by OwOMotaros »

First for my Fallout builds, we've got the series' arguably most iconic species...

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Deathclaws

PL 9 (111 PP)

Identity: N/A
Gender: Varies
Age: Unknown (First Created Pre-War)
Height: Varies
Weight: Varies
Eyes: Yellow/White
Hair: None (Horned)
Group Affiliation: Their Packs
Base of Operations: Mobile throughout the Wasteland

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

Powers

Monsterous Physiology: Innate Permanent Growth 2 (10-ft), Immunity 10 (Radiation Effects, Limited (Half Effect)), Impervious Toughness 7, Movement 2 (Environmental Adaptation 1 (Mountainous Regions), Wall-Crawling 1), Reach 1 (5-ft), Senses 5 (Hearing 2 (Extended 1 (-1/100) Tracking 1)), (Scent 3 (Acute 1 Extended 1 (-1/100) Tracking 1)), Speed 2 (120-fpr/8 mph). Total: 29

Natural Weapons - Teeth & Claws: Dangerous 2, Piercing/Slashing, +2 Strength-Damage. Total: 5

Advantages
All-Out Attack, Daze (Intimidation), Diehard, Fearless, Improved Grab, Power Attack, Prone Fighting, Startle

Skills
Acrobatics 2 (+4 Total)
Athletics 6 (+14 Total)
Expertise: Survival (AWE) 8 (+8 Total)
Intimidation 14 (+12 (+13 w/Size))
Perception 6 (+6 Total)
Ranged Combat: Throwing 4 (+4 Total)
Stealth 4 (+6 (+4 w/Size))

Offense
Initiative +2
Unarmed +8 | Close, Damage 8 (10, Crit 18-20 with Teeth & Claws)

Defense
Dodge 6, Parry 8, Fortitude 12, Toughness 10 (Impervious +4), Will 4

Abilities 36, Powers 34, Advantages 8, Skills 22, Defenses 11 = 111 PP

________________________________________________________________________________________________________________________

Complications

Personality - Deathclaws are highly-territorial apex predators.

Weakness (Poor Eyesight) - Deathclaws have somewhat lacking eyesight, relying on their superb hearing and scent senses.

Background: Deathclaws, the Wasteland's apex predator. Originally the result of Pre-War experimentation by the U.S Military, the Deathclaws were designed to replace frontline human soldiers on the battlefields of the Sino-American War. With the war ending before they could ever be deployed, the surviving subjects would escape into the new wild wasteland created by the Great War and thrive. In the early Post-War years, these massive beasts were believed to be little more than myths by the people of the wasteland; legendary, monstrous boogeymen. As their presence would spread across the entirety of the former United States, they would come to be seen as the general-purpose lethal predator they are; a threat to Brahmin herds and wandering traders everywhere. Interestingly, humanity has continued to screw with the species; with the ex-government sect The Enclave creating both mind-controlling "domestication units" to tame them, and even breeding a species of intelligent Deathclaws, fully sentient and capable of speech.

Notes: Deathclaws are extremely dangerous in the relatively low-powered setting of Fallout, where your average wastelander is wielding a +4-5 Blast with a paltry +2 Toughness. A single adult Deathclaw could tear through an entire squad of NCR or Brotherhood Soldiers, and even a few Power Armored Brotherhood Paladins given some good rolls. There are various Deathclaw variants, ranging from the PL 6-ish Baby Deathclaws (Fighting 5, Natural Weapon Damage 7), the aforementioned Intelligent Deathclaws (INT +1, PRE +0), the violently-irradiated Glowing Deathclaws (Radiation Descriptor to Strength-Damage), or the extra-powerful Mother & Legendary Deathclaws (possibly fully PL 10).
Last edited by OwOMotaros on Sat Feb 25, 2023 10:03 am, edited 1 time in total.
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Assaultrons

Post by OwOMotaros »

Next up, my favorite robot type of the series...

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Assaultrons

PL 8 (100 PP)

Identity: N/A
Gender: N/A (Can Have Gendered Programming)
Age: Unknown (Existed Pre-War)
Height: Unknown (Roughly Human-Sized)
Weight: Unknown
Eyes: Red
Hair: None
Group Affiliation: U.S Army (Pre-War), RobCo Industries (Creator, Pre-War)
Base of Operations: Varies

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

Powers

Robot: Immunity 30 (Fortitude Effects 30), Impervious 5 Protection 8, Senses 1 (Visual 1 (Low-Light Vision 1)), Speed 2 (120-fpr/8 mph). Total: 46

Head Laser: Blast 8 (Heat, DC 23), A.E (Claws: Piercing, +1 Strength-Damage). Total: 17

Advantages
Agile Feint, All-Out Attack, Assessment, Improved Aim, Improved Critical (Head Laser) 1, Improved Disarm, Improved Initiative 1, Move-By Action, Precise Attack 1 (Ranged Cover), Ranged Attack 4, Takedown 2

Skills
Acrobatics 3 (+7 Total)
Athletics 3 (+8 Total)
Close Combat: Unarmed 1 (+8 Total)
Insight 3 (+5 Total)
Perception 5 (+7 Total)
Ranged Combat: Head Laser 4 (+8 Total)
Stealth 3 (+7 Total)

Offense
Initiative +8
Unarmed +8 | Close, Damage 5 (6 with Claws)
Head Laser +8 | Blast 8, Crit 19-20

Defense
Dodge 8, Parry 8, Fortitude N/A, Toughness 8 (Impervious +3), Will N/A

Abilities 6, Powers 63, Advantages 15, Skills 11, Defenses 5 = 100 PP

________________________________________________________________________________________________________________________

Complications

Personality - Assaultron personalities vary, depending on programming, though they tend to be hostile.

Weakness (Machine) - Assaultrons are vulnerable to Electrical and Magnetic Effects, being, y'know, made of metal and circuits.

Weakness (Self-Destruct) - Assaultrons are powered by a miniature reactor, which is set to overload if the unit is severely damaged. This effect can be activated prematurely via hacking.

Power Loss (Head Laser) - An Assaultron's most powerful weapon, their Head Laser, can be disabled with sufficient damage to their head. It also requires several turns to charge up to full power, preventing them from just firing off every turn.

Background: The Assaultrons, the wasteland's unrelenting murder machines. Designed for the U.S Military by RobCo Industries, one of Pre-War America's premier technology manufacturers, the Assaultrons quickly made a name for themselves on the front lines of the Sino-American War as nimble, vicious killer bots; able to bum-rush Chinese soldiers with little regard for self-preservation, and tear them apart with their clawed limbs or vaporize them with their potent head lasers. After the Great War, most Assaultrons were either left to rot, guarding old military outposts or depots, or were reprogrammed by the various factions of the Wasteland to serve their wartime purpose once more.

Notes: Assaultrons are VERY dangerous, but not as unstoppable as most high-tier wasteland creatures. With high speed, solid strength, and a very powerful ranged option, Assaultrons are likely to eviscerate any common wastelander, and can likely stalemate most players. As with most creatures, there are a variety of alternate versions, such as Assaultron Invaders, armed with additional electrical charges (Electrical Descriptor to Unarmed, Linked to Unarmed Cumulative Affliction 5 (Dazed-Vulnerable/Stunned)) & Assaultron Dominators, armed with Stealth Boy invisibility tech (Additional +2 Strength-Damage, Visual Concealment 4 (All Visual)).
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Radroaches

Post by OwOMotaros »

Next up, the wasteland's premier vermin...

Image

Radroaches

PL 1 (25 PP)

Identity: N/A
Gender: Varies
Age: N/A
Height: Unknown (Roughly Housecat Size)
Weight: Unknown
Eyes: Black
Hair: None
Group Affiliation: N/A
Base of Operations: Mobile

Abilities
Strength -3, Stamina -1, Agility -2, Dexterity 0
Fighting -2, Intellect -4, Awareness -2, Presence -4

Powers

Giant Roach Physiology: Burrowing 3 (6-fpr/1,800-fpm, Limited (Not With Solid Ground)), Immunity 11 (Starvation/Thirst, Radiation Effects 10, Limited (Half Effect)), Movement 2 (Wall-Crawling 2), Radiation Descriptor to Unarmed, Senses 5 (Visual 2 (Radius 2)), (Olfactory 3 (Acute 2 Ranged 1)), Innate Permanent Shrinking 8 (1-ft). Total: 34

Advantages
Close Attack 2, Hide in Plain Sight, Improved Initiative 1

Skills
Athletics 5 (+2 Total)
Close Combat: Unarmed 2 (+2 Total)
Expertise: Survival (AWE) 7 (+5 Total)
Intimidation 10 (+6 (+2 w/Size))
Perception 2 (+0 Total)
Stealth 0 (-2 (+6 w/Size))

Offense
Initiative +2
Unarmed +2 | Close, Damage -3

Defense
Dodge 2, Parry 2, Fortitude 2, Toughness -1, Will 0

Abilities -32, Powers 34, Advantages 4, Skills 14, Defenses 5 = 25 PP

________________________________________________________________________________________________________________________

Complications

Personality - Radroaches are annoying, aggressive, invasive little bastard bugs.

Disabled (Animal) - Radroaches are bugs (giant bugs, but bugs nonetheless). They are unable to speak, manipulate objects effectively, etc.

Background: Y'know that theory, about how cockroaches will inherit the Earth after a nuclear war? The Radroaches are that theory brought to a frankly gross conclusion. The radioactive evolution of Pre-War cockroach species, the Great American cockroaches are massive, disgusting, carcass-feeders often found plaguing the damp & dark storage rooms of Vaults. While not overly dangerous, they are certainly annoying to the common wastelander.

Notes: As I've said, Radroaches are fairly unthreatening, even to your average PL 3-4 Wastelanders. It's mostly just a creep factor with them; I mean, would you want to fight a roach the size of your cat? They do have a Resistance to Radiation, however, but with -1 Toughness, I feel like it won't be put to much use...
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Cazadores

Post by OwOMotaros »

Next up, the Mojave Wasteland's deadliest bug...

Image

Cazadores ("Hunters")

PL 5 (88 PP)

Identity: N/A
Gender: Varies
Age: Unknown (Possibly Existed as Early as 2003)
Height: Unknown
Weight: Unknown
Eyes: Red
Hair: None
Group Affiliation: Their Swarm
Base of Operations: Varies (Originated from Big MT Research Facility, Found throughout the Mojave & Zion Canyon)

Abilities
Strength 1, Stamina 3, Agility 4, Dexterity 0
Fighting 5, Intellect -4, Awareness 1, Presence -1

Powers

Cazador Physiology: Enhanced Evasion 1, Limited (While Airborne), Winged Flight 4 (500-fpr/30 mph), Movement 1 (Wall-Crawling 1), Senses 5 (Visual 2 (Extended 1 (-1/100) Low-Light Vision 1)), (Olfactory 3 (Acute 2 Extended 1 (-1/100))) Innate Permanent Shrinking 4 (3-ft). Total: 20.5

Stinger: Dangerous 1, Piercing Descriptor, +4 Strength-Damage, Linked Progressive Affliction 5 (Venom, DC 15 Fortitude, (Dazed/Stunned/Dying)). Total: 21

Advantages
Agile Feint, Evasion 1, Move-By Action, Teamwork

Skills
Acrobatics 4* (+8 Total, Limited (While Airborne))
Athletics 4 (+5 Total)
Expertise: Survival (AWE) 6 (+7 Total)
Intimidation 10 (+9 (+7 w/Size))
Perception 7 (+8 Total)
Stealth 0 (+4 (+8 w/Size))

Offense
Initiative +4
Unarmed +5 | Close, Damage 1
Stinger +5 | Close, Damage 5, Linked Progressive Affliction 5 (Dazed/Stunned/Dying), Crit 19-20

Defense
Dodge 7, Parry 7, Fortitude 5, Toughness 3, Will 2

Abilities 20, Powers 41.5, Advantages 4, Skills 14.5, Defenses 8 = 88 PP

________________________________________________________________________________________________________________________

Complications

Personality - Cazadores are dangerous, erratic swarm predators, who will not hesitate to kill anything they see.

Power Loss (Venom) - Cazador venom can be mostly negated through the use of antivenom (though you are still getting stabbed, soooo).

Rivalry (Night Stalkers) - Cazadores compete with the hybrid coyote/rattlesnake Night Stalkers for prey.

Background: Cazadores, the Mojave Wasteland's premier fucker-of-shit. The result of genetic experimentation on the already dangerous Tarantula Hawk by the scientists of the Big MT research facility, several instances of the species would manage to escape containment Post-War and began to plague the surrounding region. With powerful stingers, full of potent venom, and a natural tendency to swarm, Cazadores are a true terror to wanderers of the wastes.

Notes: Cazadores, on their own, are already dangerous threats to a lone wastelander. While not ultra-durable, their erratic flight patterns make them some of the most evasive creatures of the wasteland. And when they can close that gap, they can easily put down most wastelanders with their high-damage stingers, linked with a decent Dazed/Stunned/Dying venom effect. They've even got decent skill ranks, with one of the highest Perception ranks of any creature in the setting, and solid Aerobatics (which should reflect that erratic flight well enough). God, bugs are cool.
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