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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Protectrons

Post by OwOMotaros »

Next, RobCo's all-purpose dumbass...

Image

Protectrons

PL 3 (25 PP)

Identity: Varies
Gender: N/A
Age: Unknown (Pre-War)
Height: Unknown (Human-Sized)
Weight: Unknown
Eyes: N/A
Hair: N/A
Group Affiliation: Varies, RobCo (Creator)
Base of Operations: Varies

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

Powers

Machine: Decreased Speed 1 (15-fpr/1 mph), Immunity 30 (Fortitude Effects 30), Protection 4. Total: 33

Arm Lasers: Double Blast 4 (Laser, DC 19). Total: 9

Advantages
Ranged Attack 2

Skills
Perception 2 (+2 Total)

Offense
Initiative +0
Unarmed +2 | Close, Damage 2
Arm Lasers +2 | Double Blast 4

Defense
Dodge 2, Parry 2, Fortitude N/A, Toughness 4, Will 0

Abilities -22, Powers 42, Advantages 22, Skills 1, Defenses 2 = 25 PP

________________________________________________________________________________________________________________________

Complications

Personality - Protectrons are generally blank slates, designed to be swapped into nearly any workplace.

Weakness (Easily Reprogrammed) - Protectrons can be very easily reprogrammed to assume any other of their pre-loaded modes.

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

Weakness (Self-Destruct) - Protectrons, when heavily damaged, will initiate a self-destruct sequence. This can be activated by outside agents.

Background: The Protectron, the Wasteland's premier mindless drone. Yet another invention of RobCo Industries, the Protectron was designed as an inexpensive alternative to hiring low-skill workers, able to function in a variety of roles from simple office work to construction or even security. Post-War, most units were found either abandoned at their former workplaces, shut down in their pods, or wandering aimlessly with their combat inhibitors off, leading them to attack anyone they find. For those with the resources to make them work, however, the Protectron can still find its uses amongst the various factions of the Wasteland.

Notes: I quite like Protectrons, tbh. Simple, highly customizable, and exceptionally stupid at times, what's not to appreciate? While the baseline model is a relatively unimpressive PL 3 (dangerous to regular people, but not to any absurd degree), specialized models can get a lot more dangerous. For example, Protectron Medics, armed with defibrillators (No Arm Lasers, Expertise: Medical 4, Electrical Descriptor to Unarmed, Linked Affliction 5 (Dazed/Stunned)), Fire Brigadier Protectrons, with fire-retardent Cryo-Guns (No Lasers, Expertise: Firefighter 4, Cold Blast 4, A.E Nullify Fire 5), or Utility Protectrons, armed with nail guns & cargo-loader arms (No Arm Lasers, Expertise: Construction 4, Strength +2, Protection +2, Penetrating Blast 5).
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Re: Taros' Assorted Builds (SCP! 035! 173! Fallout! Deathclaws! Assaultrons! Radroaches! Cazadores! Protectrons!)

Post by betterwatchit »

Also, unhacked Protectrons still in their pod are an attacker's best friend. Hack the pod and you have an instant distraction or instant backup! :D
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Radscorpions

Post by OwOMotaros »

Next, my favorite Fallout bugs...

Image

Radscorpions

PL 7 (114.5 PP)

Identity: N/A
Gender: Varies
Age: Unknown (Evolved from Pre-War Emperor Scorpions)
Height: Unknown
Weight: Unknown
Eyes: Black
Hair: None
Group Affiliation: None
Base of Operations: Mobile

Abilities
Strength 5, Stamina 7, Agility 2, Dexterity 0
Fighting 8, Intellect -4, Awareness 0, Presence -5

Powers

Giant Scorpion Physiology: Burrowing 5 (30-fpr/1 mpr, Limited (Non-Solid Materials)), Innate Permanent Growth 2 (10-ft), Immunity 10 (Radiation Effects, Limited (Half Effect)), Movement 2 (Wall-Crawling 2), Senses 3 (Visual 2 (Radius 2)), (Tactile 1 (Ranged 1)), Speed 2 (120-fpr/8 mph). Total: 21.5

Stinger: Penetrating 5 Reach 1 (5-ft) Strength-Damage +1 (Piercing, DC 21), Linked Cumulative Progressive Affliction 7 (Poison, DC 17 Fortitude, (Fatigued/Exhausted/Dying)). Total: 35

Advantages
Fast Grab, Hide in Plain Sight, Improved Critical (Stinger) 1, Improved Initiative 2, Startle

Skills
Athletics 5 (+10 Total)
Expertise: Survival (AWE) 5 (+5 Total)
Intimidation 15 (+10 (+11 w/Size))
Perception 7 (+7 Total)
Stealth 8 (+10 (+8 w/Size))

Offense
Initiative +10
Unarmed +8 | Close, Damage 5
Stinger +8 | Penetrating Strength-Damage +6, Linked Cumulative Progressive Affliction 7 (Fatigued/Exhausted/Dying), Crit 19-20

Defense
Dodge 7, Parry 7, Fortitude 7, Toughness 7, Will 0

Abilities 26, Powers 56.5, Advantages 6, Skills 20, Defenses 6 = 114.5 PP

________________________________________________________________________________________________________________________

Complications

Personality - Radscorpions are highly aggressive, territorial, and relentless.

Rivalry (Humans) - Radscorpions are occasionally hunted by humans, as their venom can be turned into extremely effective anti-venom.

Weakness (Soft Spot) - Radscorpions are generally very tough, but their small faces provide a potential weak spot.

Background: Radscorpions, the Wasteland's premier apex pest. The result of radioactive mutations of Pre-War pet Emperor Scorpions, widely kept across America, the Radscorpions grew to huge size and became one of the greatest threats to Wasteland wanderers. There's not much to say about them besides that; giant scorpions are dangerous.

Notes: Radscorpions are veeeery dangerous, packing a powerful, Penetrating Stinger (capable of even breaching Power Armor), with deadly venom, high durability, and the terrifying mobility of a giant scorpion; Burrowing, Speed, & Wall-Crawling. They're not unstoppable, however. Nothing's truly bulletproof in Fallout (at least, no one I've posted).
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Yao Guai

Post by OwOMotaros »

Next, the Wasteland's second-rate apex predator...

Image

Yāo Guài ("Monster")

PL 7 (77.5 PP)

Identity: N/A
Gender: Varies
Age: Unknown
Height: Unknown (Large)
Weight: Unknown (Heavy)
Eyes: White
Hair: Varies
Group Affiliation: None
Base of Operations: Mobile

Abilities
Strength 6, Stamina 7, Agility 3, Dexterity 0
Fighting 6, Intellect -4, Awareness 1, Presence -2

Powers

Irradiated Ursine Physiology: Immunity 10 (Radiation Effects 10, Limited (Half Effect)), Increased Mass 1 (400 lbs), Senses 4 (Visual 1 (Low-Light Vision 1)), (Scent 3 (Acute 1 Extended 1 (-1/100) Tracking 1)), Speed 1 (60-fpr/4 mph). Total: 11

Natural Weapons - Teeth & Claws: Dangerous 1, Strength-Damage +2 (Slashing/Piercing, DC 23). Total: 3

Advantages
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab, Fearless, Improved Hold, Startle

Skills
Athletics 4 (+10 Total)
Expertise: Survival (AWE) 7 (+8 Total)
Intimidation 10 (+8 Total)
Perception 6 (+7 Total)
Stealth 2 (+5 Total)

Offense
Initiative +3
Unarmed +6 | Close, Damage 6
Natural Weapons - Teeth & Claws +6 | Close, Damage 8, Crit 19-20

Defense
Dodge 5, Parry 6, Fortitude 9, Toughness 7, Will 5

Abilities 34, Powers 14, Advantages 7, Skills 14.5, Defenses 8 = 77.5 PP

________________________________________________________________________________________________________________________

Complications

Personality - The Yao Guai are extremely aggressive to almost everything in the Wasteland, up to and including Deathclaws.

Responsibility (Cubs) - The Yao Guai retain their predecessors' extremely protective nature over their cubs.

Background: Yao Guai, the Wasteland's would-be apex predator. The result of radioactive mutations in the native American Brown Bear population, the Yao Guai (named by the survivors of America's Chinese internment camps) are just as tough and mean as their ancestors, with the added benefits of Radiation Resistance and an unyielding rage. Found all across the Wasteland, Yao Guai are a much more common terror than their reptilian superiors, but a terror nonetheless.

Notes: The Yao Guai were a pretty simple build, directly evolving from the American Brown Bear. Sooo I did a little yoinkin' (Jab, you're a lifesaver), and then tossed on Radiation Resistance, Fearless (again, these things nut up and fight DEATHCLAWS), and Startle. They are just as dangerous to wastelanders as regular bears are to us nowadays.
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Re: Protectrons

Post by Ares »

OwOMotaros wrote: Mon Feb 27, 2023 5:04 am Next, RobCo's all-purpose dumbass...

Image

Protectrons

Notes: I quite like Protectrons, tbh. Simple, highly customizable, and exceptionally stupid at times, what's not to appreciate? While the baseline model is a relatively unimpressive PL 3 (dangerous to regular people, but not to any absurd degree), specialized models can get a lot more dangerous. For example, Protectron Medics, armed with defibrillators (No Arm Lasers, Expertise: Medical 4, Electrical Descriptor to Unarmed, Linked Affliction 5 (Dazed/Stunned)), Fire Brigadier Protectrons, with fire-retardent Cryo-Guns (No Lasers, Expertise: Firefighter 4, Cold Blast 4, A.E Nullify Fire 5), or Utility Protectrons, armed with nail guns & cargo-loader arms (No Arm Lasers, Expertise: Construction 4, Strength +2, Protection +2, Penetrating Blast 5).
I love the visual design on these guys, along with most of the tech in the Fallout games. Such a lovely hybrid of old 50's era sci-fi combined with a post-apocalyptic, torn and worn aesthetic.
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Liberty Prime

Post by OwOMotaros »

Next up, the most powerful character in the setting...

Image

Liberty Prime MK II

PL 12 (195 PP)

Identity: Liberty Prime
Gender: N/A
Age: 215 (2287)
Height: Unknown (Roughly 45-ft)
Weight: Unknown (Heavy)
Eyes: Blue
Hair: None
Group Affiliation: U.S Army (Formerly), Brotherhood of Steel
Base of Operations: The Citadel (Formerly), Boston Airport (2287)

Abilities
Strength 12, Stamina N/A, Agility 2, Dexterity 0
Fighting 8, Intellect N/A, Awareness -1, Presence N/A

Powers

War Machine: Innate Permanent Growth 10 (45-ft), Immunity 30 (Fortitude Effects 30), Increased Mass 4 (400 tons), Impervious 19 Protection 16, Speed +1 (120-fpr/8 mph). Total: 91

"Tactical Assessment: Red Chinese Victory -- Impossible.": Senses 17 (Visual 8 (Analytical 2 Darkvision 2 Extended 1 (-1/100) Infravision 1 Tracking 1 Ultravision 1), (Radio 9 (Accurate 4 Acute 2 Extended 1 (-1/100) Tracking 1)). Total: 17

MK 28 Nuclear Bombs: Burst Area 2 Direct Hit 2 Blast 12 (Nuclear, DC 29/27, 60-ft burst, Quirk 1 (Range Determined by Strength), A.E (Eye Lasers: Accurate 1 Extended Range 1 Blast 12 (Heat, DC 27)), A.E (Giant-Sized Smash: Burst Area .5 Damage 10 (Bludgeoning, DC 25, 15-ft burst)). Total: 53

Advantages
All-Out Attack, Assessment, Favored Foe (Communists), Improved Critical (Eye Lasers) 1, Improved Grab, Power Attack, Precise Attack 2 (Ranged Cover/Concealment), Ranged Attack 10, Takedown 1

Skills
Athletics 2 (+14 Total)
Insight 5 (+4 Total)
Perception 7 (+6 Total)
Stealth 0 (+2 (-8 w/Size))

Offense
Initiative +2
Unarmed +8 | Close, Damage 12
Eye Lasers +12 | Extended Range 1 (x50/x100/x200) Blast 12, Crit 19-20
MK 28 Nuclear Bombs +10/(DC 22 Dodge) | Burst Area 2 Direct Hit 2 Blast 12, Quirk (Range Determined by Strength)
Giant-Sized Smash (DC 20 Dodge) | Burst Area .5 Damage 10

Defense
Dodge 8, Parry 8, Fortitude N/A, Toughness 16 (Impervious +10), Will N/A

Abilities -8, Powers 161, Advantages 19, Skills 7, Defenses 16 = 195 PP

________________________________________________________________________________________________________________________

Complications

Personality - Liberty Prime is the universe's most anti-communist anything, ever.

Motivation (Destroy All Communists/Protect America) - Liberty Prime's primary directives are to destroy its perceived enemies (believed by them to be the Communist Chinese) and to protect the American homeland.

Weakness (Power Supply) - Liberty Prime has consistently had power supply issues; this prevented them from activating pre-war and kept them deactivated for centuries.

Background: Liberty Prime, the Brotherhood's secret weapon. Originally created by the Pre-War U.S. Army as their end-all solution to the reclamation of Anchorage, Alaska from Chinese occupation, this highly-advanced, incredibly powerful machine encountered a variety of technical issues; most vitally, the inability to create a compact enough power source to allow full functionality. While they continued to work on the problem in the Pentagon basement, the Alaskan front was won, and Liberty Prime would remain there as the world went crazy.

Fallout 3
In 2255, the technology-hungry Brotherhood of Steel would uncover the inert bot underneath the Pentagon remnants, leading the organization to take the entire former Defense Department center as their new D.C home base, the Citadel. They too found issues in finding a proper power source, spending over 20 years fighting both that and the machine's own A.I., in an attempt to bring it online. After decades of struggle, unauthorized testing, and the near-death of the leader of the Brotherhood, Liberty Prime was finally brought online during the events of Fallout 3, engaging the genocidal government remnant known as the Enclave during the battle for Project Purity, tearing through their forces for WEEKS, and necessitating the Enclave's use of orbital weaponry to finally knock the brute offline.

Fallout 4
10 years following Liberty Prime's destruction against the Enclave, the remnants of the machine were transported to the New England Commonwealth aboard the Brotherhood flagship, the Prydwen, in the hopes that their attempted repairs would allow the war bot to engage their newest foe, the scientists of the hidden Institute. Through a series of technology-gathering missions, the Brotherhood managed to reactivate Prime, but what happened from there is anyone's guess...

Notes: Liberty Prime is, short of long-dormant ICBMs and secret in-orbit satellites, the most powerful weapon in the Fallout setting. Big enough for full Class 100 Strength, enough Toughness to tank everything up to and including mini-nukes, and one-shot beings as powerful as Super Mutant Behemoths, they become all the more powerful with their chosen weapon: tactical nuclear weapons that it THROWS LIKE FOOTBALLS. Now, I'm not big on patriotism, sports, or Americana in general, but that's some baller shit right there.
Last edited by OwOMotaros on Sat Apr 29, 2023 11:38 am, edited 1 time in total.
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Next Up

Post by OwOMotaros »

Y'know, with Liberty Prime up, I think we'll pause on Fallout for now. Next up, until our next big section, let's circle back to why I made this in the first place: The Freedomverse Rogues Gallery. I'll probably use these as filler between my big franchise posts, since I've got...a lot of these. Hope y'all enjoy it!
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Abracadaver

Post by OwOMotaros »

Our inaugural Freedomverse Rogues post is...

Abracadaver.JPG
Abracadaver.JPG (41.55 KiB) Viewed 2431 times

Abracadaver (Mortimer Coffin)

PL 10 (212 PP)

Identity: Mortimer Coffin (formerly Martin Achery)
Gender: Male
Age: Unknown
Height: Unknown
Weight: Unknown
Eyes: White
Hair: Grey (Thinning)
Group Affiliation: None
Base of Operations: Emerald City

Abilities
Strength 6, Stamina N/A, Agility 0, Dexterity 2
Fighting 5, Intellect 3, Awareness 3, Presence 4

Powers

Dark Aura: Enhanced Withstand Damage 1, Force Field 4. Total: 5

Grave Sight: Senses 9 (Visual 2 (Darkvision 2)), (Mental 7 (Detect Life 5 (Accurate 2 Acute 1 Ranged 1)), (Magical Awareness 2 (Acute 1))). Total: 9

The Walking Dead: Active Controlled Horde Mental Link Multiple Minions 4 (x16) Responsive Sacrifice Variable Type 1 (Zombies) Summon 2 (16 PL 2 Zombies). Total: 29

Undead: Immunity 30 (Fortitude Effects 30), Fades Protection 8. Total: 34

Dead Magician: Array 43 (4 Alternate Effects)
  • Dark Blast: Blast 10 (Death, DC25)
  • Death's Door: Accurate Change Direction Change Velocity Portal Teleport 5 (900-ft)
  • Life Drain: Incurable Progressive Ranged Weaken Stamina 7 (Death, DC17 Fortitude)
  • Shadow Bind: Snare 10 (Darkness, DC20 Dodge/Strength, (Hindered-Vulnerable/Defenseless-Immobile/Incapacitated))
Advantages
Artificer, Daze 2 (Deception/Intimidation), Fascinate (Expertise: Stage Performer), Improved Initiative 1, Move-By Action, Ranged Attack 4, Ritualist, Startle

Skills
Close Combat: Unarmed 2 (+7 Total)
Deception 7 (+11 Total)
Expertise: Magic (AWE) 10 (+13 Total)
Expertise: Stage Performer (PRE) 6 (+10 Total)
Insight 2 (+5 Total)
Intimidation 9 (+13 Total)
Perception 4 (+7 Total)
Ranged Combat: Dead Magician 4 (+10 Total)
Sleight of Hand 8 (+10 Total)
Stealth 4 (+4 Total)
Treatment 2 (+5 Total)

Offense
Initiative +4
Unarmed +7 | Close, Damage 6
Dark Blast +10 | Blast 10
Life Drain +10 | Incurable Progressive Ranged Weaken Stamina 7
Shadow Bind +10 | Snare 10 (Hindered-Vulnerable/Defenseless-Immobile/Incapacitated)

Defense
Dodge 8, Parry 8, Fortitude N/A, Toughness 12/8, Will 7

Abilities 36, Powers 120, Advantages 12, Skills 29, Defenses 15 = 212PP

________________________________________________________________________________________________________________________

Complications

Personality - Mortimer is a showman at heart, and sees his supervillainy as a way to gain the fame and power he always sought from performing.

Power Loss (Fades Protection) - Mortimer's Fades Protection takes a bit more effort to recover, requiring him to source outside body parts.

Prejudice (Is Fuckin' Dead) - Most people aren't comfortable working with a literally walking corpse.

Recognition - Mortimer wants to be known as the greatest magician to ever grace the stage.

Background: Mortimer Coffin, the magnificent undead magician, Abracadaver. In their living state as the struggling stage magician Martin Achery, their aspirations for fame and fortune as the greatest magician since Houdini ended up being just that—an aspiration. Unable to draw an audience, Achery fell into depression, with his show descending into gimmicks and a strange fixation on death, leading him to adopt the stage name of the Magnificent Mortimer. Even with this rebrand, his performances floundered and failed, and he sought to find a genuinely magical solution to his problem. As he poured over old, dusty tomes for weeks on end, his health rapidly declined, until he discovered an ancient "black book", filled with alien glyphs and incomplete notes. It was a start. Mortimer, with a failing body and splintering sanity, worked to uncover the dark secrets of the text before he gave out. The book eventually began to speak to him; revealing lore of dark dimensions and extradimensional entities, and hinting that the power of these entities was just within his grasp. It would not be in this life, however, as the cold touch of death got to him first. In death, Mortimer found the true secret of the book; the power to go beyond death and control life. Rising from the grave in his new undead glory, the Magnificent Mortimer sought to gain his long-sought fame & fortune through his newfound power, and under a new name—The Nefarious Necromancer, Abracadaver!

Notes: Abracadaver's quite the capable magician, tbh. With a small array of Darkness-&-Death-themed magics, a solid Dark Aura Force Field, and the pure annoyance of a Multiple Minions 4 Summon, they can certainly be a force on the battlefield, but they're not a real threat to the more high-tier heroes & villains of the setting. The main change from the original version is the durability. I REFUSE to have THIS GUY hit Toughness 16. Or Will 11. I continue to be astonished by some of these choices.

Abracadaver Zombies (Base)

PL 2 (14.5 PP)

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

Powers

Zombie Physiology: Immunity 30 (Fortitude Effects 30), Protection 3. Total: 33

Advantages
Fast Grab, Improved Hold, Strongarm, Teamwork

Skills
Athletics 2 (+5 Total)
Intimidation 5 (+8 Total)
Perception 4 (+4 Total)

Offense
Initiative +0
Unarmed +1 | Close, Damage 3

Defense
Dodge 0, Parry 1, Fortitude N/A, Toughness 3, Will N/A

Abilities -28, Powers 33, Advantages 4, Skills 5.5, Defenses 0 = 14.5PP

________________________________________________________________________________________________________________________

Notes: These are Abracadaver's baseline zombies; usually kept around as security or as a sort of sick fake audience. Its mostly Jab's Zombie Template, but made a bit quicker.
Last edited by OwOMotaros on Tue Mar 19, 2024 2:55 am, edited 4 times in total.
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Re: Taros' Assorted Builds (Fallout! Radscorpions! Yao Guai! Liberty F###in' Prime! Freedomverse Rogues!)

Post by greycrusader »

I think the choice to have quite a few solo villains at higher PL levels is to make them more of threat to teams of heroes; so a PL 11 villain, along with a few minions and perhaps a couple obstacles/traps, can take on a team of 3-5 PL 10 heroes at the finale of an adventure. Super-powered battles between equally matched hero and villain teams looks really cool on paper and on the big screen, but it can get pretty cumbersome with one GM having to run multiple villains.

And naturally there could also be some "power-geeking" going on with character creation as well.

All my best.
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Re: Taros' Assorted Builds (Fallout! Radscorpions! Yao Guai! Liberty F###in' Prime! Freedomverse Rogues!)

Post by OwOMotaros »

greycrusader wrote: Mon Mar 20, 2023 5:05 pm I think the choice to have quite a few solo villains at higher PL levels is to make them more of threat to teams of heroes; so a PL 11 villain, along with a few minions and perhaps a couple obstacles/traps, can take on a team of 3-5 PL 10 heroes at the finale of an adventure. Super-powered battles between equally matched hero and villain teams looks really cool on paper and on the big screen, but it can get pretty cumbersome with one GM having to run multiple villains.

And naturally there could also be some "power-geeking" going on with character creation as well.

All my best.
Yeah, makes sense from a gameplay perspective. But, like, in-universe, it just leaves the entire setting overinflated.
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Anvil

Post by OwOMotaros »

Next up, the mini metal monster...

Anvil.JPG
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Anvil (Donnie Moore)

PL 11 (228.5 PP)

Identity: Donnie Moore
Gender: Male
Age: Unknown (Probably Late 30s-Early 40s?)
Height: 3'0"
Weight: Unknown (Veeeery Heavy)
Eyes: Red
Hair: None
Group Affiliation: None (Freelancer)
Base of Operations: Mobile

Abilities
Strength 14, Stamina 13, Agility 2, Dexterity 0
Fighting 5, Intellect 0, Awareness 0, Presence 2

Powers

Bowlin' Ball Blitz, Baby!: Selective Line Area 2 Damage 11 (Bludgeoning, DC26, 60-ft line). Total: 44

Mini Metal Monster, Baby!: Immunity 16 (Aging, Fatigue Effects 5, Life Support 10), Increased Mass 4 (1.5 tons), Leaping 5 (250-ft), Impervious 13 Protection 2, Innate Normal Strength Permanent Shrinking 4 (3-ft), Speed 2 (120-fpr/8 mph), Strength-Damage +1. Total: 56

Advantages
All-Out Attack, Chokehold, Equipment 4 (Reinforced Motorcycle), Fast Grab, Fearless, Improved Critical (Unarmed) 1, Improved Initiative 1, Improved Trip, Instant Up, Move-By Action, Power Attack, Prone Fighting, Ranged Attack 4, Startle, Takedown 2, Ultimate Effort (Toughness), Withstand Damage 2
Equipment
Reinforced Motorcycle (PL5 (4PP/18EP))
Medium
Strength 6
Speed 6 (1,800-fpr/120 mph)
Defense +2 (DC12)
Toughness 8
Features 1 (Navigation System)
Skills
Acrobatics 3 (+5 Total)
Athletics 4 (+18 Total)
Close Combat: Unarmed 2 (+7 Total)
Deception 4 (+6 Total)
Expertise: Pop Culture 4 (+4 Total)
Expertise: Streetwise 7 (+7 Total)
Insight 2 (+2 Total)
Intimidation 8 (+10 Total)
Perception 5 (+5 Total)
Stealth 0 (+2 (+6 w/Size))
Vehicles 4 (+4 Total)

Offense
Initiative +6
Unarmed +7 | Close, Damage 15, Crit 19-20
Bowlin' Ball Blitz, Baby! (DC 21 Dodge) | Selective Line Area 2 Damage 11

Defense
Dodge 7, Parry 7, Fortitude 13, Toughness 15 (Impervious +7), Will 5 (Fearless +10)

Abilities 72, Powers 100, Advantages 25, Skills 21.5, Defenses 10 = 228.5PP

________________________________________________________________________________________________________________________

Complications

Personality - Donnie's an unsophisticated, chauvinistic street thug with the strength to tear a building down.

Accident (Weight) - Donnie weighs just over a ton & a half, leading to accidental damage to most structures he enters.

Thrills - Donnie's in the game not just for the money, but for the scraps. He's more than willing to put up or shut up.

Background: Donnie Moore's life had been spent doing little more than drinking, fighting, and riding. His violent nature & hard-drinking lifestyle had gotten him kicked out of every gang he'd ever been in (usually for excessive violence). After yet another booting from a gang, and while headin' for parts unknown on a "borrowed" motorcycle, he was caught up in the events of Emerald City's 'Silver Storm' incident. He awoke afterward to a police officer, checking if he was alright. Reacting instinctively, Donnie punched the officer, sending him across the street and through a window. Donnie was stunned, for a moment at least. Quickly coming to terms with his newfound might, he promptly took to causing absolute havoc in the aftermath of the Silver Storm, tearing through ECPD and AEGIS forces before gettin' outta dodge with a trail of destruction in his wake. Ever since, he's taken to freelance villain work; providing muscle-for-hire services to whoever's got the money. He doesn't care THAT much about the money; it's all about the fight for him nowadays.

Notes: Anvil is quite powerful for a Freedomverse Rogue; Class 100+ Strength, +15 Unarmed Damage & Toughness, and the Immunities to keep the fight going, he's a hard battle for most. He's not unbeatable though. His lack of tact and low Will are his main detriments. Heroes capable of solid strategy or outmaneuvering, or those with mental powers will find Anvil more of an annoyance than a high-grade threat. The main changes between this and the Threat Report build are fixing up his Powers section. This guy had an...odd Toughness Resistance (Immunity 80 (Toughness), Limited 3 (Physical Effects Only, When Not Surprised, & Half-Effect)), as well as the removal of a wicked Linked to Unarmed Damage Affliction 15 (Dazed/Stunned/Incapacitated), which I found painfully unnecessary. I did keep his "Bowling Ball Charge", however, but made it much simpler (Reaction Damage & Move Object, Limited (While Charging)). Besides all the...extra-ness they went through on this build, I quite like Anvil's concept, even if he's the type of guy I absolutely CANNOT stand.
Last edited by OwOMotaros on Tue Mar 19, 2024 3:02 am, edited 2 times in total.
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Re: Taros' Assorted Builds (Fallout! Yao Guai! Liberty F###in' Prime! Freedomverse Rogues! Anvil!)

Post by Ares »

Anvil seemed like a unique take on the Juggernaut archetype (physically unstoppable powerhouse) by way of combining elements of Wolverine and Colossus. So you have a guy made of metal who wears primarily red, but he's a short scrapper/brawler instead of a gentle giant. His immunities seemed overly complicated, but I kind of get what they were going for. They wanted a guy who, if he saw an attack coming, was really hard to hurt, but was much more vulnerable if he didn't see the hit coming.

Icon from Milestone Comics was similar in that regard, where he could take a punch from Superman if he was ready for it, but when taken by surprise he was a lot easier to hurt, which was why he invested in body armor.

Still, it just seemed like a lot of extra work to pull that off. That Affliction / Punch combo just seemed like a cheesy way to game a system that already allows you to Daze/Stun folks with punches.
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OwOMotaros
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Arcanix

Post by OwOMotaros »

Next, Earth-Prime's world-hoppin' sorcerer...

Arcanix.JPG
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Arcanix (Unknown)

PL 12 (283 PP)

Identity: Unknown
Gender: Male (?)
Age: Unknown
Height: Unknown
Weight: Unknown
Eyes: Red
Hair: Unknown
Group Affiliation: Order of the Door Wardens (Former)
Base of Operations: Behind the Secret Door (Effectively Mobile throughout the Earth-Prime Multiverse)

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

Powers

Aura of Occultation: Permanent Resistible by Will Concealment 10 (All Senses, Limited (Recollections Only)). Total: 5

Levitation: Subtle 1 Flight 2 (120-fpr/8 mph), Concentration Enhanced Flight 5 (1/2 mpr/250 mph). Total: 10

Mystic Senses: Senses 14 (Mental 14 (Dimensional Awareness 5 (Acute 1 Analytical 1 Extended 1 (-1/100) Radius 1), (Magical Awareness 5 (Acute 1 Extended 2 (-1/1,000) Radius 1)), (Detect Magic 4 (Acute 1 Analytical 1 Ranged 1)). Total: 14

Mystic Shielding: Enhanced Withstand Damage 2, Impervious 9 Force Field 7, Sustained Immunity 10 (Life Support 10). Total: 28

Secret Doors: Movement 3 (Dimensional Travel 3 (Freedomverse Dimensions), Limited (While Unobserved)), Accurate Easy Extended Teleport 14 (16,000 miles, Limited 2 (Extended Only, While Unobserved)). Total: 45

Magic Array: Array 41 (7 Alternate Effects)
  • Baleful Bindings of Bal'Hemoth: Affects Insubstantial 2 Snare 11 (Magical, DC 21 Dodge/Strength, (Hindered-Vulnerable/Defenseless-Immobile))
  • Bolts of Bedevilment: Penetrating 7 Blast 13 (Magical, DC 28)
  • Focused Mystic Shielding: Concentration Enhanced Impervious 5 Force Field 4
  • Mystic Grasp: Increased Mass 2 Precise Move Object 13 (Magical, 800 tons)
  • Storm of Ghorummaz (Area): Cylinder Area 1 Indirect 2 (Above) Damage 12 (Magical Electrical, DC 27, 30-ft cylinder)
  • Storm of Ghorummaz (Single): Accurate 1 Indirect 2 (Above) Blast 11 (Magical Electrical, DC 26)
  • Third Wheel of Weyan: Reflect Deflect 14
Advantages
Artificer, Assessment, Benefit 2 (May Use Expertise: Dimensions for Well-Informed, Rogue Door Warden), Defensive Attack, Diehard, Evasion 1, Hide in Plain Sight, Improved Critical (Magic) 1, Improved Defense, Improved Initiative 1, Move-By Action, Power Attack, Ranged Attack 3, Ritualist, Taunt, Well-Informed

Skills
Athletics 2 (+4 Total)
Deception 11 (+13 Total)
Expertise: Dimensions 13 (+17 Total)
Expertise: Magic (AWE) 11 (+15 Total)
Insight 7 (+11 Total)
Intimidation 7 (+9 Total)
Investigation 5 (+9 Total)
Perception 6 (+10 Total)
Persuasion 5 (+7 Total)
Ranged Combat: Magic 4 (+11 Total)
Sleight of Hand 6 (+10 Total)
Stealth 9 (+11 Total)

Offense
Initiative +6
Unarmed +5 | Close, Damage 2
Bolts of Bedevilment +11 | Penetrating 7 Blast 13, Crit 19-20
Baleful Bindings of Bal'Hemoth +11 | Affects Insubstantial 2 Snare 11 (Hindered-Vulnerable/Defenseless-Immobile), Crit 19-20
Mystic Grasp +11 | Precise Move Object 13
Storm of Ghorummaz (Single) +13 | Indirect 2 (Above) Blast 11, Crit 19-20
Storm of Ghorummaz (Area) (DC 22 Dodge) | Cylinder Area 1 Indirect 2 (Above) Damage 12

Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 14/10/3 (Impervious +7/+5), Will 13

Abilities 52, Powers 143, Advantages 19, Skills 43, Defenses 26 = 283 PP

________________________________________________________________________________________________________________________

Complications

Personality - Arcanix is an almost stereotypically arrogant and sarcastic sorcerer, aspiring for power over the multiverse.

Motivation (Greed) - Arcanix wishes nothing more than to obtain absolute mystic power, and seeks this goal through the acquisition of long-lost mystic artifacts and secrets.

Obsession (Secretive) - Arcanix is especially stingy on divulging knowledge, most importantly their identity.

Power Loss (Magic) - All Freedomverse Magics require somatic & verbal components to cast. If their hands are bound, or they are unable to speak, they cannot cast spells.

Rivalry (Gatekeeper) - Arcanix is usually opposed by the rookie dimensional sorcerer of Earth-Prime, Gatekeeper.

Background: Arcanix, the Sorceror Behind the Secret Door. Their true origins are unconfirmed, though the prevailing theory is simple. Arcanix is presumed to be a former member of the extradimensional Order of the Door Wardens, who, through their obsessive pursuit of knowledge, unlocked the secrets behind the legendary "Secret Door", a supposed dimensional nexus able to access all other worlds. Arcanix has since used this door to help further their collection, to what end, we do not know for sure. Power? Truth? Probably the former, but only they know.

Notes: Arcanix is a mix of oddities and classic super-sorcery, but it all comes together into a solid PL 12 Magic User. With a powerful Magic Array with Snares, Blasts, and Move Object, coupled with a varied set of Mystic Senses, and the potentially massive durability of their Mystic Shielding, they can prove a threat to nearly anybody. This isn't even including their two strangest powers: Aura of Occultation's Concealment only works retroactively, which is neat, and the Secret Doors give them nearly unlimited movement within their Multiverse, but only while unobserved. However, all this power and knowledge doesn't take away from the detriments of being a high-grade spellcaster: general frailty and the relative ease of causing their Power Loss.
Last edited by OwOMotaros on Sat Mar 25, 2023 2:09 pm, edited 1 time in total.
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Davies
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Re: Taros' Assorted Builds (Fallout! Yao Guai! Liberty F###in' Prime! Freedomverse Rogues! Anvil! Arcanix!)

Post by Davies »

Arcanix is also the only "generic" supervillain from the 2nd edition corebook to have been made part of Freedomverse canon.
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Re: Taros' Assorted Builds (Fallout! Yao Guai! Liberty F###in' Prime! Freedomverse Rogues! Anvil! Arcanix!)

Post by greycrusader »

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!
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