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

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

Post by OwOMotaros »

greycrusader wrote: Sat Mar 25, 2023 4:12 pm I am very much enjoying your takes on the Freedomverse bad guys so far! I’m rather hoping you get to a few of the villains I did, but my mine debuted in Rogues Gallery, the second book of 3e villains.

All my best!
Trust me, Grey, everyone's getting done eventually.
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The Mad Machinist II

Post by OwOMotaros »

Next up, one of Emerald City's up-and-coming villains...

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The Mad Machinist II (Dr. Harold Hellman)

PL 10 (115 PP)

Identity: Dr. Harold Hellman
Gender: Male
Age: Unknown
Height: Unknown
Weight: Unknown
Eyes: Unknown
Hair: Unknown
Group Affiliation: None
Base of Operations: The Machinarium, Underneath Emerald City

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

Powers

Portable Controller: Senses 1 (Communication Link 1 (Radio, Robots)), Device (Easily Removable). Total: 37

Retro-Robots: Array 61 (2 Alternate Effects)
  • Summon Omni-Bots: Concentration Controlled Distracting Heroic Mental Link Multiple Minions 1 (x2) Ranged Summon 10
  • Summon Rob-E-Bots: Concentration Controlled Distracting Horde Mental Link Multiple Minions 4 (x16) Ranged Summon 5
Advantages
Daze (Deception), Equipment 5 (The Machinarium), Fascinate (Persuasion), Inventor, Ranged Attack 4, Taunt

Skills
Deception 9 (+11 Total)
Expertise: Psychiatry 7 (+11 Total)
Expertise: Science 4 (+8 Total, 3 Ranks Limited to Mechanics)
Insight 6 (+9 Total)
Intimidation 5 (+7 Total)
Investigation 4 (+8 Total)
Perception 4 (+7 Total)
Persuasion 9 (+11 Total)
Stealth 4 (+4 Total)
Technology 4 (+8 Total)
Treatment 3 (+7 Total)

Offense
Initiative +0
Unarmed +2 | Close, Damage 0

Defense
Dodge 5, Parry 5, Fortitude 3, Toughness 1, Will 5

Abilities 24, Powers 37, Advantages 13, Skills 29, Defenses 12 = 115 PP

________________________________________________________________________________________________________________________

Complications

Secret Identity - So far, Harold has maintained his secret identity as the Mad Machinist.

Personality - Harold is a quiet, timid doctor, whose mental issues have led to him taking on the role of a supervillain in an attempt to cope.

Rookie Mechanic - Harold is a psychiatrist, not a mechanic. He's done wonders with his limited training but is still not all up to snuff with operating the old Machinist's gear.

Therapy - Harold's supervillain exploits are, to him, a method of therapy. It lets him release his anxieties and emotions in a terrifyingly unhealthy way.

Background: Dr. Harold Hellman, the modern-day Mad Machinist. Originally a hopeful, fresh-faced psychiatrist, looking to help others through their problems, he had turned into an embittered, nihilistic man, having spent years on fruitless work, in a never-ending battle with his patients' mental illnesses, and his own. Still struggling to hold on, Harold turned to pharmaceuticals as he fell deeper and deeper. After a...inappropriate comment regarding a suicidal patient, and a reprimand almost revoking his license, the doctor didn't believe he could hit the bottom any harder. Then he received a new patient, by the name of Walter Wychoski. Walter looked like a cybernetic monstrosity out of an old 50s movie; rolling around in a strange machine, with wires and electrodes traveling through his decrepit body. Should've been dead years ago. Nevertheless, Harold took him on, and, through long hours, developed enough of a rapport to discover the old man's secret: he was the long-since-retired 50s supervillain, the Mad Machinist. In his years, he had led armies of automatons on several high-profile attacks on Emerald City. These attacks eventually petered out and then ceased altogether, as the Mad Machinist became little more than a historical footnote. The Doctor saw the old man as his ticket out of the hole. In the course of "treating" him, he slowly drugged and hypnotized his patient into revealing all of his deepest secrets, and used them to gain access to his long-abandoned machinations. Undertaking a night course in mechanical engineering, he brought them out of mothballs and took to the stage as the newest villain to menace Emerald City, the Mad Machinist!

Notes: The Mad Machinist himself isn't all that much to look at. A plenty competent psychiatrist with above-average Deception & Persuasion skills and the Advantages to use them in the field, but with explicitly civilian-tier strength, speed, and durability, the true danger from them comes from their control over the original Machinist's army of war machines. The powerful Omni-Bots and the annoying swarms of Rob-E-Bots can allow them to overwhelm most rookies and prove quite the issue to even high-tiers. Emerald City is lucky that he's so inexperienced with all this stuff, leaving him as just a newfound nuisance rather than a full-blown team threat.

________________________________________________________________________________________________________________________

Omni-Bots

PL 10 (138.5 PP)

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

Powers

Death-Ray: Penetrating 10 Blast 10 (Energy, DC 25), A.E (Pincers: Elongation 2 (30-ft), Extra Limbs 2 (Arms), Dangerous 1 Double Penetrating 7 Strength-Based Strike 2 (Piercing, DC 27)). Total: 31

Machine: Features 2 (Audio-Visual Displays), Innate Permanent Growth 8 (30-ft), Immunity 30 (Fortitude Effects 30), Leaping 2 (30-ft), Movement 2 (Wall-Crawling 2), Impervious 13 Protection 5, Speed 1 (120-fpr/8 mph). Total: 74

Sensor Suite: Senses 10 (Visual 3 (Infravision 1 Radius 2)), (Radio 7 (Accurate 4 Communication Link 1 (Command Remote) Extended 1 (-1/100)). Total: 10

Advantages
Fast Grab, Improved Hold, Improved Initiative 1, Instant Up, Move-By Action, Ranged Attack 10, Strongarm

Skills
Athletics 2 (+12 Total)
Intimidation 0 (+10 (+14 w/Size))
Perception 7 (+7 Total)
Stealth 0 (+2, (-6 w/Size))

Offense
Initiative +6
Unarmed +8 | Close, Damage 10
Pincers +8 | Double Penetrating 7 Strength-Based Strike 12, Crit 19-20
Death-Ray +10 | Penetrating 10 Blast 10

Defense
Dodge 6, Parry 7, Fortitude N/A, Toughness 13 (Impervious +7), Will N/A

Abilities -6, Powers 115, Advantages 14, Skills 4.5, Defenses 11 = 138.5 PP

________________________________________________________________________________________________________________________

Complications

Machine - As a machine, the Omni-Bots are unable to speak or easily manipulate items. They are also vulnerable to Magnetic & Electrical Effects.

Portable Controller - The Omni-Bots are unable to operate on their own, requiring the Mad Machinist to control their actions via the Portable Controller.

________________________________________________________________________________________________________________________

Rob-E-Bots

PL 5 (56.5 PP)

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

Powers

Blasters: Double Blast 5 (Energy, DC 20). Total: 11

Machine: Decreased Speed 1 (15-fpr/1 mph), Features 2 (Audio-Visual Displays), Immunity 30 (Fortitude Effects 30), Impervious 5 Protection 5. Total: 41

Sensor Suite: Senses 10 (Visual 3 (Infravision 1 Radius 2)), Radio 7 (Accurate 4 Communication Link 1 (Command Remote) Extended 1 (-1/100)). Total: 10

Advantages
Ranged Attack 2

Skills
Perception 2 (+2 Total)
Ranged Combat: Blasters 3 (+5 Total)

Offense
Initiative +0
Unarmed +4 | Close, Damage 4
Blasters +5 | Double Blast 5

Defense
Dodge 4, Parry 4, Fortitude N/A, Toughness 5, Will N/A

Abilities -14, Powers 62, Advantages 2, Skills 2.5, Defenses 4 = 56.5 PP

________________________________________________________________________________________________________________________

Complications

Machine - As a machine, the Rob-E-Bots are unable to speak or easily manipulate items. They are also vulnerable to Magnetic & Electrical Effects.

Portable Controller - The Rob-E-Bots are unable to operate on their own, requiring the Mad Machinist to control their actions via the Portable Controller.
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Dakuwanga

Post by OwOMotaros »

Next, Freedomverse's Doomsday equivalent...

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Dakuwanga

PL 14 (201 PP)

Identity: Dakuwanga
Gender: N/A
Age: Unknown (Ancient)
Height: Unknown (Huge)
Weight: Unknown (Huge)
Eyes: Green-Yellow
Hair: None (Spikes)
Group Affiliation: Atlantis (Formerly)
Base of Operations: Mobile throughout the Pacific

Abilities
Strength 17, Stamina 17, Agility 2, Dexterity 0
Fighting 7, Intellect -3, Awareness 0, Presence -1

Powers

Aquatic Monster: Innate Permanent Growth 3 (12-ft), Immortality 2 (1 Week), Immunity 7 (Aging, Drowning, Environmental Conditions 5), Impervious Toughness 17, Leaping 7 (900-ft), Movement 1 (Environmental Adaptation (Aquatic)), Power-Lifting 3 (25,000 tons), Persistent Regeneration 2 (-1 every 5 rounds/-2 every minute), Senses 6 (Visual 2 (Extended 1 (-1/100) Low-Light Vision 1)), (Scent 4 (Acute 1 Extended 2 (-1/1,000) Tracking 1)), Swimming 9 (1/2 mpr/250 mph). Total: 66

Natural Weapons - Jaws: Dangerous 2, Penetrating 10, Piercing to Strength-Damage +2. Total: 14

Single-Minded: Immunity 10 (Mental Effects 10, Limited (Half Effect)). Total: 5

Advantages
All-Out Attack, Daze (Intimidation), Diehard, Favored Environment (Aquatic), Favored Foe (Aquatic Beings), Fearless, Improved Initiative 1, Move-By Action, Power Attack, Startle, Takedown 1, Ultimate Effort (Toughness), Withstand Damage 2

Skills
Athletics 5 (+22 Total)
Close Combat: Unarmed 2 (+9 Total)
Expertise: Survival (AWE) 7 (+7 Total)
Intimidation 15 (+15 (+15 w/Size))
Perception 5 (+5 Total)
Ranged Combat: Throwing 7 (+7 Total)
Stealth 3 (+2 (+2 w/Size))

Offense
Initiative +6
Unarmed +9 | Close, Damage 17 (19, Penetrating 10, Crit 18-20 w/Natural Weapons)

Defense
Dodge 7, Parry 7, Fortitude 17, Toughness 17 (Impervious +9), Will 7

Abilities 66, Powers 85, Advantages 14, Skills 22, Defenses 14 = 201 PP

________________________________________________________________________________________________________________________

Complications

Personality - Dakuwanga is a single-minded engine of death & destruction. It lives to fulfill this single mission.

Hatred (Atlanteans/Lemurians) - Dakuwanga holds a special degree of hatred for their creators, the Atlanteans, and the civilization it was created to destroy, the Lemurians.

Background: Dakuwanga, the last of the Atlantean Bioweapons. Originally one of many created by the ancient Atlanteans through a mix of various prehistoric marine life (in Dakuwanga's case specifically, the Dunkleosteus) and their own, Dakuwanga was part of the armies unleashed against the Atlanteans' rival empires, specifically the Lemurians, whose civilization was all but annihilated as a result. However, after their victory, the Atlanteans found themselves unable to control their weapons and sealed them in the deepest depths of the ocean. On occasion, some of the beasts would escape and cause absolute havoc, originating a variety of sea monster myths throughout the millennia. Eventually, each of the beasts would fall, until finally, Dakuwanga was the last standing. Freed in the modern day on accident by the ocean-based villain organization Trident, Dakuwanga (after nearly annihilating the squad of villains), has spent the past months terrorizing the Pacific: disrupting both ecosystems and shipping routes, and tearing paths of destruction through entire islands, with no signs of stopping.

Notes: Dakuwanga is a real superheavyweight in a setting with a scarce few superheavyweights. With access to +19 Damage, All-Out & Power Attack, and high durability, Dakuwanga could probably solo the active Freedom League roster with relative ease. They can't even be effectively worked around by Mental Effects, with that little Mental Resistance in there. The main difference between this build and the official Threat Report build is a general lowering in defenses (I don't buy +10 Active Def on guys this big), and the removal of a LOT of Resistances (the original had Resistance to both Will Effects and Bludgeoning/Piercing/Slashing Damage). I mean, I get needing to make premades hard for PCs to fight, but REALLY?
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Eris, Goddess of Discord & Strife

Post by OwOMotaros »

Next up, we have the outcast of the Olympians...

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Eris, Goddess of Discord & Strife

PL 15 (355 PP)

Identity: Eris (Various Others)
Gender: Female
Age: Unknown (Ancient)
Height: Unknown
Weight: Unknown
Eyes: Yellow
Hair: Black
Group Affiliation: Gods of Olympus (Outcast)
Base of Operations: Cave System beneath Mt. Olympus

Abilities
Strength 7, Stamina 8, Agility 2, Dexterity 4
Fighting 7, Intellect 5, Awareness 7, Presence 7

Powers

Alter Form: Morph 4 (Any Form). Total: 20

Olympian Physiology: Comprehend 5 (Understand/Understood/Read; All Languages, Understand/Understood; Spirits), Immortality 19 (6 seconds, Limited (Not vs Other Deities)), Immunity 11 (Aging, Life Support 10), Impervious Toughness 7, Persistent Regeneration 5 (-1 every 5 rounds/-2 every minute). Total: 57

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

Goddess of Discord: Dynamic Array 113 (11 Alternate Effects)
  • Bolts of Bedevilment: Penetrating 8 Blast 14 (Magical, DC 29)
  • Bringer of Discord: Move Action Variable 9 (45 points for Chaos Magic Effects)
  • Claws of Eris: Damaging Precise Move Object 10 (25 tons)
  • Dreams of Discord: Dimensional 2 (Mythic Dimensions) Resistible by Will Illusion 15 (Magical, All Senses, 32,000-cft, Limited (Single Subject))
  • For the Fairest: Dimensional 2 (Mythic Dimensions) Subtle 2 Burst Area 1 Ranged Affliction 15 (Magical, DC 25 Will, 30-ft burst, (Entranced/Compelled/Controlled, Limited (Illiciting Jealousy/Rage)))
  • Godly Passage: Accurate Affects Others & You Burst Area 1 Change Velocity Easy Extended Teleport 13 (30/8,000 miles)
  • Mirror Gate: Affects Others & You Burst Area 1 Movement 2 (Dimension Travel 2 (Mythic Dimensions))
  • Mirror, Mirror: Dimensional 2 (Mythic Dimensions) No Conduit Subtle 1 Remote Sensing 13 (Visual/Auditory/Mental, 30 miles))
  • Mythic Veil: Impervious 6 Force Field 8
  • Veil of Deception: Dimensional 2 (Mythic Dimensions) Independent Resistible by Will Illusion 13 (Visual/Auditory, 8,000-cft)
  • Web of Woe: Burst Area 1 Selective Snare 13 (Magical, DC 23 Dodge/Strength, (Hindered-Vulnerable/Defenseless-Immobile)))
Advantages
Artificer, Benefit 1 (Deity), Connected, Evasion 1, Fascinate (Deception), Improved Defense, Move-By Action, Ranged Attack 3, Redirect, Ritualist, Seize Initiative, Skill Mastery (Deception), Taunt, Well-Informed

Skills
Close Combat: Unarmed 2 (+9 Total)
Deception 10 (+17 Total)
Expertise: History 8 (+13 Total)
Expertise: Magic (AWE) 11 (+18 Total)
Insight 8 (+15 Total)
Intimidation 6 (+13 Total)
Perception 5 (+12 Total)
Persuasion 8 (+15 Total)
Ranged Combat: Goddess of Discord 4 (+11 Total)
Stealth 6 (+8 Total)

Offense
Initiative +2
Unarmed +9 | Close, Damage 7
Bolts of Bedevilment +11 | Penetrating 8 Blast 14
Claws of Eris +11 | Precise Damaging Move Object 10
Dreams of Discord (DC 25 Will) | Dimensional 2 (Mythic Dimensions) Resistible by Will Illusion 15 (All Senses), Limited (Single Subject)
For the Fairest (DC 25 Will) | Dimensional 2 (Mythic Dimensions) Subtle 2 Burst Area 1 Ranged Affliction 15 (Entranced/Compelled/Controlled, Limited (Illiciting Jealousy/Rage))
Veil of Deception (DC 23 Will) | Dimensional 2 (Mythic Dimensions) Independent Resistible by Will Illusion 13 (Visual/Auditory)
Web of Woe (DC 23 Dodge/Strength) | Burst Area 1 Selective Snare 13 (Hindered-Vulnerable/Defenseless-Immobile)

Defense
Dodge 10, Parry 8, Fortitude 10, Toughness 8/16 (Impervious +4/7), Will 10

Abilities 94, Powers 197, Advantages 16, Skills 34, Defenses 14 = 355 PP

________________________________________________________________________________________________________________________

Complications

Personality - Eris is a spiteful, scheming, angry immortal, whose outcast status amongst the gods has left her unable to truly form positive emotional connections.

Jealous - Eris is the bitter, jealous type, wanting to draw the credit and attention she believes she deserves.

Responsibility (Indirect Influence) - As a result of ancient pacts between the godly pantheons, Eris is unable to act on Earth in the open. She is thus limited to working through proxies, such as worshippers.

Troublemaker - It is in Eris's nature to cause strife and discord. She sees peace and friendly cooperation as little but lies, and she is determined to expose that fact.

Background: Eris, the Greek Goddess of Discord & Strife, has had a rough eternity. Born the daughter of Nyx, Goddess of the Night, she had always been seen as a shunned distant cousin to the haughty, superior gods of Olympus. A consistent troublemaker, she was thus consigned to dwell in the massive, labyrinthine cave network beneath Mt. Olympus, which connected the heavenly realm to the underworld and greater multiverse. It was there that she went through her god-tier edgy brooding phase, often meeting with (and attempting to influence) the fellow exile Hades.

At some point, Eris began spreading her schemes into the wider world, with the most notable of these being her disruption of the marriage of Peleus and Thetis, the parents of Achilles. Having not received an invitation alongside the rest of the gods, she set out to ruin the event. Crafting a golden apple, engraved with the word "Kallisti" (translated as "For the Fairest"), she drove Hera, Athena, and Aphrodite into an argument over who the apple was meant for. The three chose the mortal prince Paris of Troy to judge them, each offering incredible rewards in return for choosing them. When Paris chose Aphrodite, he was rewarded with the love of the most beautiful woman in the world, Helen, wife of the King of Sparta, leading to the Trojan War.

This began a long, long career of Eris toying with mortal affairs, albeit with limited effect (as a result of pacts between the various pantheons declaring the limits of godly manipulation of the mortal plane), but for her, it was little more than a difficulty increase for her sick games. In the modern era, she has grown to become one of the more powerful Olympians, drawing an exorbitant amount of power from the modern parodical "religion" of Discordianism, granting her not only increased abilities but a solid foothold in the mortal realm, allowing her to cause conflict on a global scale! For now, she bides her time, stoking the flames of chaos on Earth-Prime, preparing to use her power to topple her arrogant "family" atop Mt. Olympus and rule over all.

Notes: Eris, in her current state, is a quite powerful villain. Having been supercharged by her newfound following, she now sits near the top of the pile, though still somewhat lacking in terms of defense. With several PL 15 Illusion and Affliction Effects, she is very easily able to warp the minds of others from dimensions away, and with her high Awareness & Presence, she doesn't even need her powers to manipulate you. A +17 Deception with Fascinate, Redirect, Skill Mastery, & Taunt? She's gonna just fuck with you from several dimensions over, doesn't even need to hit you with her PL 13 Offenses or set up her +16 Toughness Force Field. I imagine her old baseline was more like a PL 10 with PL 12 Illusions & Afflictions; her current boosts are BIG for her.
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Re: Taros' Assorted Builds (Freedomverse Rogues! Arcanix! The Mad Machinist! Dakuwanga! Eris, Goddess of Discord!)

Post by Ares »

Heh, I'd be folding money Jab got excited at the title update, only to find out it wasn't the Eris from the Sinbad animated movie.
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Re: Taros' Assorted Builds (Freedomverse Rogues! Arcanix! The Mad Machinist! Dakuwanga! Eris, Goddess of Discord!)

Post by Jabroniville »

Ares wrote: Tue Apr 18, 2023 3:35 pm Heh, I'd be folding money Jab got excited at the title update, only to find out it wasn't the Eris from the Sinbad animated movie.
SHUT UP YOU CAN PROVE NOTHING
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The Nightmare Child

Post by OwOMotaros »

Next up, the first "entity"-type build...

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Nightmare Child

PL 10 (128.5 PP)

Identity: N/A
Gender: N/A
Age: N/A
Height: Varies
Weight: Varies
Eyes: Varies
Hair: N/A
Group Affiliation: None
Base of Operations: Mobile throughout Freedom City

Abilities
Strength 8, Stamina N/A, Agility 0, Dexterity 0
Fighting 7, Intellect N/A, Awareness -1, Presence N/A

Powers

Composite Body: Elongation 2 (30-ft), Sustained Extra Limbs 4, Innate Permanent Growth 4 (15-ft), Immortality 5 (1 day), Immunity 30 (Fortitude Effects 30), Movement 2 (Slithering, Wall-Crawling 1), Protection 7. Total: 66

Psychic Scream: Mental Blast 10 (Psionic, DC 25). Total: 40

Advantages
Chokehold, Fast Grab, Improved Grab, Improved Hold, Improved Trip, Power Attack, Prone Fighting

Skills
Athletics 4 (+12 Total)
Close Combat: Unarmed 2 (+9 Total)
Perception 8 (+7 Total)
Stealth 12 (+12 (+8 w/Size))

Offense
Initiative +0
Unarmed +9 | Close, Damage 8
Psychic Scream (N/A) | Mental Blast 10

Defense
Dodge 7, Parry 5, Fortitude N/A, Toughness 11, Will N/A

Abilities -10, Powers 106, Advantages 7, Skills 13, Defenses 11 = 127 PP

________________________________________________________________________________________________________________________

Complications

Motivation (Assaulting Abusers & Protecting Children) - The Nightmare Child's only purpose is to locate and kill the abusive parents of Freedom City.

Power Loss (Growth) - The Nightmare Child's Composite Body is made out of discarded and trashed toys, and significant damage can slowly shrink the entity. Size can be regained by integrating more toys.

Weakness (Limited Existence) - The Nightmare Child only manifests in the late night hours, coalesced from Freedom City's children's combined fears and anxieties.

Weakness (Psionics) - The Nightmare Child's form is held together with psionic energy and can be disrupted by outside psionic energies. All "Psionic" Descriptor powers receive a free +5 effect against Nightmare Child.

Background: In recent months, Freedom City has seen an unexpected uptick in assaults. Dozens of adults had been found comatose, with a few even found dead, all seemingly struck down by a sudden brain hemorrhage, the only evidence of foul play being various small toys found at each scene. The case has left the FCPD stumped, unable to uncover any leads. Unbeknownst to the authorities, these were no simple assaults, but the work of a supernatural entity: The Nightmare Child. Born from the coalesced fear and anxiety of Freedom City's prepubescent population, the Nightmare Child rises each night to release this anxiety on its source; the abusive, neglectful, or even just slightly annoying parental figures of these children. Without the children knowing a thing, they have wrought true terror on the Freedom City populace.

Notes: The Nightmare Child's a relatively low-tier threat; slow, shambling, & unintelligent, but somewhat durable, a solid grappler for its PL, and with a wicked Mental Blast, it absolutely annihilates the PL 0 Bystanders it regularly hunts. Honestly, the only reason it hasn't been dealt with is presumably just it being lucky that none of the mentalists or mystics have caught on to its existence yet. I've made...not that many changes to the build, mostly just pulling it down in PL. The Nightmare Child has NO RIGHT being PL 12 in the book. A shambling psionic mound of toys shouldn't have STRENGTH 12 or TOUGHNESS 15, even if just to give the PCs a challenge.
Last edited by OwOMotaros on Tue Apr 25, 2023 1:20 am, edited 1 time in total.
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Re: Taros' Assorted Builds (Freedomverse Rogues! The Mad Machinist! Dakuwanga! Eris, Goddess of Discord! Nightmare Child

Post by greycrusader »

I'm really liking your feedback on these builds! Look forward to when you get to the Rogues Gallery or Super-Team Handbook where some of my official characters appear.

All my best!
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Re: Taros' Assorted Builds (Freedomverse Rogues! The Mad Machinist! Dakuwanga! Eris, Goddess of Discord! Nightmare Child

Post by Davies »

I'd suggest dropping that Strength down one more rank and boosting Athletics to 4 ranks. Give it Powerlift if you really want it to be able to move 12 tons.
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Jack-A-Knives

Post by OwOMotaros »

Next up, the underworld's master of murder...

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Jack-A-Knives

PL 12 (245.5 PP)

Identity: Varies
Gender: N/A
Age: N/A
Height: Varies
Weight: Varies
Eyes: Varies
Hair: Varies
Group Affiliation: Hades
Base of Operations: Tartarus

Abilities
Strength N/A, Stamina N/A, Agility 0, Dexterity 0
Fighting 13, Intellect 2, Awareness 5, Presence 0

Powers

Murder Spirit: Flight 2 (120-fpr/8 mph), Immortality 5 (1 day), Immunity 30 (Fortitude Effects 30), Innate Permanent Insubstantial 4 (Incorporeal, Vulnerability (Magic)). Total: 65

Possession: Affects Corporeal 10 Continuous Insidious Instant Recovery Merge Progressive Subtle 1 (Magical/Psychic Senses) Affliction 11 (Mental, DC 21 Will, (Dazed/Compelled/Controlled), Limited (Suitable Hosts)). Total: 68

Spirit Knife: Affects Corporeal 7 Penetrating 7 Damage 7 (Slashing, DC 22). Total: 21

Advantages
All-Out Attack, Daze (Intimidation), Fearless, Hide in Plain Sight, Improved Critical (Bladed Weapons) 3, Improved Disarm, Improved Initiative 1, Move-By Action, Power Attack, Precise Attack (Close Concealment), Quick Draw, Startle, Takedown 2

Skills
Deception 12 (+12 Total)
Expertise: Murder Lore 13 (+15 Total)
Expertise: Streetwise (AWE) 8 (+13 Total)
Expertise: Supernatural Lore 8 (+10 Total)
Insight 3 (+8 Total)
Intimidation 13 (+13 Total)
Perception 5 (+10 Total)
Stealth 13 (+13 Total)

Offense
Initiative +4
Spirit Knife +13 | Affects Corporeal 7 Penetrating 7 Damage 7, Crit 17-20
Possession +13 | Affects Corporeal 11 Continuous Insidious Instant Recovery Merge Progressive Subtle 1 (Magical/Psychic Senses) Affliction 11 (Dazed/Compelled/Controlled), Limited (Suitable Hosts)

Defense
Dodge 13, Parry 13, Fortitude N/A, Toughness 0, Will 10 (+15 Fearless)

Abilities 20, Powers 154, Advantages 16, Skills 37.5, Defenses 18 = 245.5 PP

________________________________________________________________________________________________________________________

Complications

Deadly Connection - Whenever Jack leaves a host, they must make a DC 20 Fortitude save or immediately drop to Dying condition.

Motivation (Murder) - As a Murder Spirit, Jack's only reason for living is to unleash brutal death on mortal lives.

Responsibility (Spirit) - Jack's a Murder Spirit, and is intrinsically tied to the goings-on of the mystic sides of the universe.

Suitable Hosts - Jack can only possess sapient humanoids who have come into contact with the "life's blood" of another sapient humanoid, which is a fairly broad group.

Weakness (Possession) - Jack REQUIRES a host to exist in the mortal world for any significant period of time. Without a suitable host, Jack has roughly a minute of active time before being dragged back to Tartarus, unable to return to the mortal world for at least three months.

Background: Jack-A-Knives, the Murder Spirit of Earth-Prime. The recycled spirit of an ancient killer, whose soul had been pledged to the Lord of the Underworld, Hades, Jack's original being was stripped down to its base, murderous instincts, and pushed back into the mortal realm to bring its malevolence down onto the living. In the millennia since, the Murder Spirit has reaped souls from untold thousands; possessing living hosts and turning them into remorseless killing machines, with many infamous titles under its belt. Of course, in service to Hades, Jack has come up against many a mythic hero, and in recent times, has come to possess many a super in an effort to rack up higher death counts. While its' plots are always eventually foiled, it is never without bloodshed, and never permanent.

Notes: Jack's...alright. While out on their own, Jack gets by with their ghostly attributes, keeping them from any real damage, while they're able to dish out a solid amount of damage through their Spirit Knife. Once their Possession effect goes through, their PL could potentially break through the roof, depending on who they've taken over. But at a baseline, as long as someone's got a decent Magical Blast, they can shoot that stabby little bastard right back to Tartarus.
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Davies
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Re: Taros' Assorted Builds (Freedomverse Rogues! Dakuwanga! Eris, Goddess of Discord! Nightmare Child! Jack-A-Knives!)

Post by Davies »

I'd argue that the Deadly Connection is not really a complication as it doesn't cause Jack-A-Knives any difficulties, whatever a problem it might be for his host.
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OwOMotaros
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Re: Taros' Assorted Builds (Freedomverse Rogues! Dakuwanga! Eris, Goddess of Discord! Nightmare Child! Jack-A-Knives!)

Post by OwOMotaros »

Davies wrote: Tue May 09, 2023 6:16 pm I'd argue that the Deadly Connection is not really a complication as it doesn't cause Jack-A-Knives any difficulties, whatever a problem it might be for his host.
Mostly made it that since the original build didn't bother really stating it out, just throwing a non-existent extra onto the Possession power that directs to an explanation at the end of the page. I also REALLY didn't wanna puff up the point cost by tossing on a Triggered Affliction or whatever.
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OwOMotaros
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Black Vulture (w/Avian Warriors)

Post by OwOMotaros »

Next up...

BlackVulture.JPG
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Black Vulture (Vohl-Turr)

PL 9 (10 w/Favored Environment (182 PP))

Identity: Vohl-Turr (Known to Authorities)
Gender: Male
Age: Unknown
Height: Unknown (Tall)
Weight: Unknown
Eyes: Brown
Hair: Dark Blue
Group Affiliation: Atlas Avian Clan (Warrior Chief)
Base of Operations: Atlas Mountains, Near Emerald City, U.S.A.

Abilities
Strength 3, Stamina 4, Agility 4/6, Dexterity 0
Fighting 9, Intellect 2, Awareness 3, Presence 1

Powers

Aerial Combatant: Enhanced Acrobatics 3, Limited (Flying in Open Air), Enhanced Agility 2, Limited (Flying in Open Air), Enhanced Advantages 10 (Agile Feint, Defensive Attack, Defensive Roll 2, Evasion 1, Improved Defense, Seize Initiative, Takedown 2, Uncanny Dodge, Limited (Flying in Open Air)), Enhanced Parry 2, Limited (Flying in Open Air). Total: 8.5

Avian Physiology: Comprehend 2 (Understand/Understood; Animals, Limited (Avians Only)), Enhanced Animal Empathy, Limited (Avians), Winged Flight 6 (1,800-fpr/120 mph), Senses 4 (Visual 3 (Extended 1 (-1/100) Low-Light Vision 1 Ultravision 1)), (Mental 1 (Direction Sense 1)). Total: 12.5

Natural Weapons - Claws: Dangerous 1, Penetrating 3, Slashing Descriptor to Strength-Damage +3 (Slashing, DC21). Total: 7

Summon Wakes: Active Horde Mental Link Multiple Minions 5 (x32) Self-Powered Summon 3 (32 PL3 Vultures). Total: 40

Advantages
Agile Feint, Assessment, Benefit 1 (Ruler of the Atlas Avian Clan), Daze (Deception), Diehard, Defensive Attack, Defensive Roll 2, Evasion 1, Favored Environment (Aerial (Open Air)), Hide in Plain Sight, Improved Defense, Improved Initiative 1, Languages 1 (Avian (Base), English), Leadership, Move-By Action, Ranged Attack 4, Seize Initiative, Takedown 2, Taunt, Tracking (Visual), Uncanny Dodge

Skills
Acrobatics 4 (+8 (+13 w/Airborne))
Athletics 7 (+10 Total)
Close Combat: Unarmed 2 (+11 Total)
Deception 10 (+11 Total)
Expertise: Survival (AWE) 5 (+8 Total)
Expertise: Tribal Leader 6 (+8 Total)
Insight 4 (+7 Total)
Intimidation 8 (+9 Total)
Perception 6 (+9 Total)
Persuasion 4 (+5 Total)
Stealth 5 (+9 (+11 w/Airborne))
Treatment 1 (+3 Total)

Offense
Initiative +8/10
Unarmed +11 | Close, Damage 3 (6, Penetrating 3, Crit 19-20 w/Claws)

Defense
Dodge 10/12, Parry 10/12, Fortitude 7, Toughness 4/6, Will 7

Abilities 52, Powers 68, Advantages 16, Skills 31, Defenses 15 = 182PP

________________________________________________________________________________________________________________________

Complications

Personality - Vohl-Turr is the most personable and sane of the Atlas Avian Clan; exuding a calm, collected confidence, but his underlying cruel nature is still noticeable.

Addiction/Reputation (People Eaters) - All Atlas Avians have evolved to consume dead flesh, with a taste for humans. This is pretty much an instant method to cause hostility to anyone, good or evil.

Motivation (Recognition) - Vohl-Turr seeks to make a name for himself and be recognized worldwide as the leader of his kingdom.

Rivalry (Talona & the Aerie Avians) - The other sect of Avians, based in the Aerie, have caught wind of the Atlas sect and are prepared to capture the group and try them for their crimes.

Background: Vohl-Turr, the Black Vulture, King of the Avians. Infinitely long ago, blessed by "the star-gods", the Avian offshoot species took to the skies of prehistoric Earth. Eventually, they were driven away by the land-dwellers, finding their own home in the Arctic, in a realm called "The Aerie". However, not all Avians retreated to the Arctic. A small tribe of warriors managed to evade detection and took their place in the Atlas Mountain Range. Over the centuries, the Atlas Avians kept to their violent, hunter-gatherer ways, though the proximity to human settlements required them to learn a new method: scavenging. Learning to feast on the dead rather than readily hunt the living, the tribe developed a taste for flesh. Human flesh. They even began to see this as a sacred ritual; feasting on the corpses of others, with the higher placement on the food chain resulting in greater strength and glory. This brings us to Vohl-Turr himself, a younger clan member with natural charisma (relative to the rest of the bloodthirsty bird people) and even more natural sadistic tendencies. With his skills in both combat and diplomacy, he rose through the ranks of the clan and eventually struck down the former chief in one-on-one combat. Consuming his victim's heart, Vohl was now the undisputed head of the tribe. Not content to sit back, Vohl-Turr sought to expand his tribe into a kingdom, with his first target being the nearby Emerald City...

Notes: Black Vulture's neat, but...seeing that +14 Unarmed in his base build has me all sorts of annoyed. It's an overly-ambitious bird person, why've they got elite-tier Unarmed? Was pretty easily rectified tho, sitting around PL 8.5-9, and only being boosted to PL 10 levels through Favored Environment. He could probably be pretty annoying with his Summon Wake, though. A swarm of vultures peckin' at your eyes has got to annoy even the most durable builds. This guy really doesn't strike me as all that much, tbh. Just an overzealous bird dude who I think will quickly be humbled out of the sky by...anyone competent.

Avian Warriors

PL 5 (6 w/Favored Environment (67.5PP))

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

Powers

Aerial Combatant: Enhanced Acrobatics 3, Limited (Flying in Open Air), Enhanced Advantages 5 (Agile Feint, Defensive Roll 2, Move-By Action, Set-Up 1, Limited (Flying in Open Air)). Total: 3

Avian Physiology: Comprehend 2 (Understand/Understood; Animals, Limited (Avians Only)), Enhanced Animal Empathy, Limited (Avians), Winged Flight 5 (900-fpr/60 mph), Senses 4 (Visual 3 (Extended 1 (-1/100) Low-Light Vision 1 Ultravision 1), (Mental 1 (Direction Sense 1)). Total: 11.5

Natural Weapons - Claws: Penetrating 3, Slashing Descriptor to Strength-Damage +3 (Slashing, DC20). Total: 6

Advantages
Agile Feint, Defensive Roll 2, Diehard, Favored Environment (Aerial (Open Air)), Move-By Action, Ranged Attack 2, Set-Up 1, Startle, Teamwork, Tracking (Visual)

Skills
Acrobatics 2 (+5 (+8 w/Airborne))
Athletics 4 (+6 Total)
Expertise: Survival (AWE) 4 (+5 Total)
Intimidation 6 (+5 Total)
Perception 4 (+5 Total)

Offense
Initiative +3
Unarmed +5 | Close, Damage 2 (5, Penetrating 3 w/Claws)

Defense
Dodge 5, Parry 5, Fortitude 3, Toughness 3/5, Will 3

Abilities 26, Powers 20.5, Advantages 7, Skills 10, Defenses 4 = 67.5PP

________________________________________________________________________________________________________________________

Complications

Addiction/Reputation (People Eaters) - All Atlas Avians have evolved to consume dead flesh, with a taste for humans. This is pretty much an instant method to cause hostility to anyone, good or evil.
Last edited by OwOMotaros on Sat Mar 02, 2024 6:47 am, edited 2 times in total.
greycrusader
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Re: Taros' Assorted Builds (Freedomverse Rogues! Eris, Goddess of Discord! Nightmare Child! Jack-A-Knives! Black Vulture

Post by greycrusader »

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

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Re: Taros' Assorted Builds (Freedomverse Rogues! Eris, Goddess of Discord! Nightmare Child! Jack-A-Knives! Black Vulture

Post by betterwatchit »

greycrusader wrote: Wed May 24, 2023 4:00 pmOne house rule of mine is that flying characters who take Favored Environment (Aerial) have to specify whether it applies to flying in confined/tight spaces (through alleyways inside spacious buildings, etc.) OR open sky (no obstructions), or buy the Advantage twice. Otherwise a character with the Flight power can nearly always effectively by a PL higher. Same goes for urban-based heroes who want Favored Environment (City), as otherwise it just comes into play too often, so they need to choose types of neighborhoods or circumstances (while doing parkour, within sight of certain landmarks, etc.).
That makes sense. For example, I can see Griffin the Angel (one of my characters) having Favoured Environment: Open Sky to better reflect his skill when he doesn't have to worry about hitting his wings on someone's balcony.
Last edited by betterwatchit on Thu Jun 15, 2023 5:45 pm, edited 1 time in total.
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