The Shadow AcademyFormed by the Labyrinth, the Shadow Academy are your basic school for superpowered, evil youngsters, ready made to throw down with the Next-Gen, Alterniteens, Teen Titans, Young Avengers, and so on. These builds required a bit of work converting, a lot of the base builds had some funky formatting or were just plain wrong in some respects.
Count Zero
PL 14 178AbilitiesStrength 8, Stamina -. Agility 3, Dexterity 3, Fighting 8, Intellect 10, Awareness 0, Presence -1
PowersWeb-Head Feature 1 (mental connection to the Internet, uses Expertise (current events to Gather Info for Investigation checks)
1Synthezoid Immunity 30 (Fortitude), Protection 10 (Impervious Toughness 3)
43Techno-merge Mind Control 9, Ranged, Feedback, Limited to machines, Continuous, Flaw-leaves physical body behind, Dynamic
27•
Datalink Radio Communication 4, Dynamic
2•
Machine Control Perception Move Object 9, Precise, Limited to machines, Dynamic
2Infomorph Mental Quickness 6, Senses 8 (Detect EM signatures, Extended Hearing 2, Extended vision 3, Lowlight vision, radio)
11Advantages: Ranged Attack 2, Eidetic Memory, Speed of Thought, Ultimate Expertise (current events), Well-Informed
Skills: Technology 14 (+24), Expertise (current events) 10 (+20), Expertise (science) 14 (+24), Investigation 10 (+20)
OffenseInitiative +10
Unarmed +8 Damage 8
DefenseDodge 8 (
5), Parry 8
Toughness 10, Fortitude -, Will 5 (
5)
Abilities 52+Powers 86+Advantages 6+Skills 24+Defenses 10=178
•Count Zero is definitely a support player, being PL 8 on offense and PL 9 on defense. With a good use of his techno-merge power he could potentially control a far more combat-oriented machine, though. But he's best left in the back lines doing high-speed research to gain as much information on his enemies as he can.
Shadowbox
PL 8 84AbilitiesStrength -1, Stamina 1, Agility 2, Dexterity 2, Fighting 2, Intellect 4, Awareness 1, Presence 0
Powers
Darkness Control Burst Area 8 Visual Concealment 2 (normal vision), Flaw-Distracting
18•
Animate Shadows Summon Shadows 8 (Active, Flaw-Requires Shadows to animate, Distracting)
1•
Shadow Scry Remote Sensing 8 (vision and hearing), Medium-Shadows
1•
Shadow Bind Snare 4 (Perception Range)
1•
Shadow Hands Perception Damaging Move Object 3
1•
Shadow Walk Extended Teleport 4 (500 feet/16 miles), Portal, Medium-Shadows
1Shadow Sprites Enhanced Active Defenses 10
20Shadow Sight Senses 2 (darkvision)
2Advantages: Defensive Roll, Eidetic Memory
Skills: Expertise (art) 6 (+10), Expertise (stringed instruments) 2 (+6)
OffenseInitiative +2
Unarmed +2 Damage -1
DefenseDodge 14/4 (
2), Parry 14/4 (
2)
Toughness 2/1, Fortitude 3 (
2), Will 6 (
5)
Abilities 22+Powers 45+Advantages 2+Skills 4+Defenses 11=84
•Erika Brandt, AKA Shadowbox is the Headmistress' daughter, and has similar powers. A depressed, apathetic, and non-violent person, Shadowbox is really only kept around because of her every growing shadow powers. She makes an excellent sympathetic villain for the PCs, and someone they can achieve a victory against by simply winning her to their side, rather than just beating her up.
Hellhound
PL 8 235AbilitiesStrength 5, Stamina 8, Agility 8, Dexterity 8, Fighting 8, Intellect 3, Awareness 3, Presence 4
PowersTail Extra Limb 1
1Hellfire Blast 7, Penetrating 7, Indirect 2
23•
Emotion Control Perception Area-sight, Affliction 6 (Dazed/Compelled/Controlled, Resisted to Will, Limited to controlling emotions), Subtle, Sustained
1Hypnosis Close Range Mind Control 6, Perception Area-Auditory, Continuous, Subtle
37Demon Leaping 1, Speed 1
2Shapeshift Morph 3 (humanoids)
15Horns and Claws Strength-based Damage 1
1Hellfire Aura Reaction Damage 4
16Advantages: Daze (Deception), Evasion, Fascinate (Deception), Improved Critical (horns and claws) 3, Move-by Action, Power Attack, Redirect, Ritualist, Seize Initiative, Set-up, Startle
Skills: Acrobatics 3 (+11), Deception 14 (+18), Persuasion 6 (+10), Intimidation 4 (+8), Expertise (magic) 4 (+7), Perception 4 (+7), Investigation 3 (+6), Insight 14 (+17), Stealth 4 (+12)
OffenseInitiative +8
Claws +8 Damage 6
Hellfire +8 Damage 7
DefenseDodge 8, Parry 8
Toughness 8, Fortitude 8, Will 8 (
5)
Abilities 94+Powers 96+Advantages 13+Skills 27+Defenses 5=235
•Hellhound came out obscenely expensive in 3E. This mostly because Mind Control is twice is expensive, and because he relied heavily on Sneak Attack for damage output, which doesn't exist in 3E. So he's undercapped on offense and need to power attack vulnerable opponents. But he has a lot of useful skills and traits outside of combat, so its not really a big deal.
The Headmistress
PL 10 170
AbilitiesStrength 0, Stamina 3, Agility 4, Dexterity 4, Fighting 8, Intellect 3, Awareness 3, Presence 3
PowersDarkness Control Burst Area 2 Concealment 2 (visual)
8•
Shadow Constructs Create 4, Distracting
1Shadow Aura Enhanced Advantage-Startle
1Shadow Disk Flight 4, Platform
4Shadow Armor Enhanced Active Defenses 6, Feature 1-Shadow Aura
13Shadow Claws Damage 6
6Shadowsight Senses 2 (darkvision)
2Advantages: Close Attack 2, Ranged Attack 4, Attractive, Connected, Defensive Roll 2, Diehard, Equipment 3, Evasion, Fascinate (Deception), Favored Foe (men), Grabbing Finesse, Improved Disarm, Improved Initiative, Taunt, Languages 3 (Arabic, English, French, Russian, base-German)
Equipment Commlink, Pistol (Blast 3), hidden blades (Damage 1), Smoke bomb
Skills: Acrobatics 4 (+8), Deception 8 (+11/+13), Athletics 4 (+4), Technology 2 (+5), Persuasion 4 (+7/+9), Sleight of Hand 6 (+10), Investigation 6 (+9), Intimidation 8 (+11), Expertise (psychology) 8 (+11), Expertise (business) 4 (+7), Expertise (Streetwise) 10 (+13), Perception 6 (+9), Expertise (Teacher) 6 (+9), Insight 6 (+9), Stealth 6 (+10), Ranged Combat (guns) 4 (+12)
OffenseInitiative +4
Shadow Claws +10 Damage 6
Pistol +12 Damage 3
DefenseDodge 14/8 (
4), Parry 14/8
Toughness 5/3, Fortitude 5 (
2), Will 9 (
3)
Abilities 56+Powers 35+Advantages 24+Skills 46+Defenses 9=170
•Eliza Brandt is a ruthless former terrorist recruited by Taurus to head up the Shadow Academy. Her shadow powers have waned over the years from when she was known as Tenebrous. A cold, cunning woman, she cares little for her students other than pushing them to achieve success. She doesn't meet any of her caps, but comes pretty close on Defense and like HH, needs to power attack to make up for the lack of Sneak Attack.
Stompzilla
PL 10 123
AbilitiesStrength 10, Stamina 10, Agility 1, Dexterity 1, Fighting 7, Intellect 0, Awareness 0, Presence 1
PowersLarge Permanent Growth 5
10Invulnerable Immunity 9 (cold, critical hits, disease, poison, pressure, starvation&thirst, metabolic descriptor), Protection 5, Impervious Toughness 11
25Super Jumps Leaping 3
3Super Strength Power Lifting 1 (50 tons)
1Groundstrike Alternate Effect of Strength Damage, Burst Area Affliction 10, Resisted by Dodge, Vulnerable/Defenseless, Instant Recvoery, Limited-Stompzilla and targets must be in contact with the ground
1Rapid Healing Regeneration 5
5Advantages: All-out Attack, Ranged Attack 2, Improved Critical (unarmed) 3, Fast Grab, Improved Grab, Improved Hold, Improved trip, Interpose, Power Attack, Startle
Skills: Close Combat (unarmed) 2 (+9), Deception 5 (+6), Expertise (pop culture) 5 (+5), Intimidation 8 (+11), Expertise (streetwise) 5 (+5), Insight 5 (+5)
OffenseInitiative +1
Unarmed +9 Damage 10
DefenseDodge 5 (
6), Parry 5
Toughness 15, Fortitude 10, Will 4 (
4)
Abilities 40+Powers 45+Advantages 13+Skills 15+Defenses 10=123
•One of the easier builds to convert, Stompzilla is just a big nasty brick who actually has some finesse in combat as well. He's undercaps slightly on offense, but since the SA are mostly still rookie villains and because he's so tough for his PL, it doesn't matter, as he's the type to AOA and PA for +5/-5, soaking most damage and being very dangerous in melee. I dropped the cost for immunity metabolic effects because I don't see it coming up that often.
Dwarfstar
PL 9 122
AbilitiesStrength 11/4, Stamina 2, Agility 1, Dexterity 1, Fighting 2, Intellect 0, Awareness 1, Presence 2
PowersGravity Blast Blast 6, Power Loss-when not shrunk
11Gravity Control Shapeable Area Close Range Move Object 6, Limited to moving up or down, Distracting, Sustained
1Gravity Flight Flight 5 (Limited-only when shrunk)
5Shrinking Shrinking 12, Normal Strength, Quirk-can only use Shrinking at full ranks
23Increased Density Enhanced Strength 7, Strength-based Damage 5, Protection 6, Impervious Toughness 7, Quirk-must be shrunk
29Fighting large targets Enhanced Ranged Attack 4, Limited-only when shrunk, against opponents larger than himself
2Advantages: Ranged Attack, Daze (Deception)
Skills: Ranged Combat (gravity blast) 6 (+8), Persuasion 3 (+5), Deception 3 (+5), Expertise (pop culture) 4 (+4), Perception 3 (+4), Insight 3 (+4), Stealth 0 (+1/+13)
OffenseInitiative +1
Unarmed +2 Damage 4/16
Gravity Blast +12 Damage 6
DefenseDodge 10/4 (
3), Parry 10/4 (
2)
Toughness 8/2, Fortitude 6 (
4), Will 4 (
3)
Abilities 26+Powers 71+Advantages 2+Skills 11+Defenses 12=122
•Dwarfstar's powers are actually a neat concept, so its too bad the original 2E build was all kinds of messed up, due to how shrinking used to work. I think I managed to correct most of the major problems and now the build reflects the concept, a guy who can shrink to one (much) smaller size and gains flight, super-strength, and gravity blasts when he does.
Lethal Lolita
PL 9 163
AbilitiesStrength 6, Stamina 6, Agility 6, Dexterity 6, Fighting 10, Intellect 1, Awareness 1, Presence 2
PowersUtopian Immunity 2 (age, disease, limited to half effect), Leaping 1, Speed 2, Senses 2 (Extended hearing, extended vision
6Martial arts mastery (Array, 21 points)
Counter-strike Aura Reaction Extra on Strength damage
18•
Knifehand Attack Penetrating Extra 6 on Strength Damage, Improved Critical (unarmed) 4
1•
Flurry Attack Multiattack Extra on Strength damage
1•
Whirlwind Attack Strength-based Damage 3, Burst Area
1Advantages: Agile Feint, Close Attack 2, Ranged Attack 4, All-out Attack, Attractive, Defensive Roll 2, Defensive Attack, Evasion, Improved Defense, Improved Disarm, Fast Grab, Improved Initiative, Improved Trip, Instant Up, Move-by Action, Power Attack, Seize Initiative, Takedown 2, Taunt
Skills: Acrobatics 7 (+13), Athletics 4 (+10), Deception 8 (+10/+12), Perception 8 (+9), Insight 9 (+10), Sleight of Hand 4 (+10), Stealth 4 (+10)
OffenseInitiative +10
Unarmed +12 Damage 6
DefenseDodge 10 (
4), Parry 10
Toughness 8/6, Fortitude 8 (
2), Will 8 (
7)
Abilities 76+Powers 27+Advantages 25+Skills 22+Defenses 13=163
•Lolita is another build that needed some work due to all her strike powers having Mighty and thus breaking her PL 9 caps. But she works well now, a nigh-superhuman fighter with impressive martial arts ability. Due to her extras and potential damage output, she could probably go toe-to-toe with non-powered types a PL above her, like Nightwing, with a fair chance of victory.