The Freedom BrigadeFrom Freedom City, this six-person Golden Age team joined together shortly before open hostilities with Japan. After Pearl Harbor, they sent out in the Seahawk's Flying Submersible, only to be intercepted by Dr. Tomorrow. The time traveler had foreseen that they would be ultimately be defeated, captured, and brainwashed in Japan, with disastrous consequences for other American heroes.
So instead, he transported them to modern-day Erde, the world where the Nazis and their allies had conquered the entire world. Now they serve as shining beacons of America's past greatness, and the hope that tyranny can be defeated and freedom restored once more.
The Magister
PL 8 125AbilitiesStrength 3, Stamina 3, Agility 3, Dexterity 3, Fighting 5, Intellect 3, Awareness 7, Presence 3
Powers Prison Bars (Easily Removable)
10Rapidly expanding bars Snare 8, Accurate, Diminished Range (80/200/400 feet) Flaw-5 uses, Bars must be recovered before being used again
Advantages: Equipment 2, Improved Defense, Ranged Attack, Startle, Takedown
Equipment Bullet-proof Robes (Protection 5), Gavel of Justice (Strength-based Damage 3, Improved Critical, Reach)
Skills: Close Combat (gavel) 5 (+10), Persuasion 10 (+13), Vehicles 6 (+9), Investigation 6 (+9), Intimidation 10 (+13), Expertise (current events) 8 (+11), Expertise (Law, AWE-based) 9 (+16), Perception 6 (+13), Insight 8 (+15), Stealth 8 (+11)
OffenseInitiative +3
Gavel of Justice +10 Damage 6
Prison Bars +6 Snare 8
DefenseDodge 8 (
5), Parry 8 (
3)
Toughness 8/3, Fortitude 4 (
1), Will 8 (
1)
Abilities 60+Powers 10+Advantages 6+Skills 38+Defenses 11=125
•Magister was a little tricky, but I saved points by dropping his roadster (how would he even have it on
Erde, plus the Sea-Hawk makes it redundant), and making some of his other gadgets Equipment. I could have done the same with his Prison Bars, but it just didn't 'feel' right.
The Sea Hawk
PL 8AbilitiesStrength 0, Stamina 2, Agility 2, Dexterity 2, Fighting 4, Intellect 5, Awareness 4, Presence 2
PowersSea Hawk Costume (Removable)
12Glider Wings Flight 4 (Gliding, 30 MPH, 500 feet per round)
Sealed Environment Immunity 8 (life support, minus starvation & thirst, and vacuum)
Armored construction Protection 4
Ray Gun (Easily Removable)
11Photon Beam Blast 8, Accurate, Extended Range-400/800/1600 feet
Advantages: Attractive, Defensive Roll 3, Ranged Attack 4, Defensive Roll 3, Daze (Deception), Equipment 9, Grabbing Finesse, Improved Disarm, Improved Hold, Improved Trip, Inventor
Equipment Grappling line (Movement 1, Swinging),
Flying Submersible (Size: Gargantuan, Strength 8, Toughness 11, Defense -4, Flight 7 (Aquatic), Features: Hidden compartments, nav system, remote control, Powers: Machine Guns-Blast 7, Multiattack, AE: Torpodes (Blast 8, Homing), Concealment 2 (radar)
Skills: Athletics 7 (+7), Deception 4 (+6/+8), Technology 9 (+14), Expertise (science) 7 (+12), Vehicles 6 (+8), Perception 5 (+9), Expertise (business) 3 (+8), Investigation 7 (+12)
OffenseInitiative +4 Damage 0
Ray Gun +8 Damage 8
Unarmed +4 Damage 0
DefenseDodge 7 (
5), Parry 7 (
3)
Toughness 8/5 Fortitude 4 (
1), Will 5 (
1)
Abilities 42+Powers 23+Advantages 26+Skills 24+Defenses 10=125
•Sea-Hawk is a well-balanced character, and more importantly, she's the team's ride, able to fly or go underwater. I dropped her INT a little to save points, but it didn't affect her skills too much. And honestly, one team doesn't need three geniuses.
Commander USA
PL 8 125AbilitiesStrength 4, Stamina 6, Agility 4, Dexterity 3, Fighting 6, Intellect 1, Awareness 1, Presence 5
PowersTransmutation Transform 8 (200 lbs of any material into anything else)
40Advantages: Defensive Roll 2, Fascinate (Persuasion), Inspire 2, Takedown
Skills: Close Combat (unarmed) 2 (+8), Deception 2 (+7), Expertise (chemistry) 2 (+3), Technology 2 (+3), Persuasion 6 (+11), Intimidation 2 (+7), Perception 4 (+5), Stealth 2 (+6)
OffenseInitiative +4
Unarmed +8 Damage 4
DefenseDodge 8 (
4), Parry 8 (
2)
Toughness 8/5, Fortitude 6, Will 3 (
2)
Abilities 60+Powers 40+Advantages 6+Skills 11+Defenses 8=125
•The Commander was probably the toughest character to get down to points, tied with maybe the Agent, because of the difference in price between Transform in 2E and 3E. The big difference is that his Transformation isn't Continuous in this build. But honestly, Continuous Transform is a really powerful effect, so even without it he's a potent fighter, decent mook-sweeper, and good team player.
Doctor X
PL 8 125AbilitiesStrength 1, Stamina 3, Agility 1, Dexterity 1, Fighting 1, Intellect 7, Awareness 2, Presence 1
PowersMagnetic Propulsion Flight 8 (500 MPH 1 mile per round)
16Magnetic Force Field Force Field 8 (Limited against physical attacks)
4Magnetic Mastery Dynamic Array, 33 points
Reshape metal Transform 6 (50 lbs of any ferrous metal into a reshaped version of itself, Continuous, Distracting)
19•
Metallic bonds Snare 8, Accurate Limited-Requires sufficient metal to use
2•
Ferrous manipulation Perception Move Object 8, limited to magnetic materials
2•
Magnetic Blast Blast 8, Accurate
2•
Metallic projectiles Blast 6 (Multiattack, Improved Critical, Accurate 2, Limited-requires sufficient metal)
2•
Magnetic Deflection Deflect 8 (Limited to metallic attacks)
2•
Magnetic field Burst Area 2 (60 feet) Move Object 8 (limited to magnetic materials), Close Range
2•
Radio static Burst Area 7 Concealment 2 (radio)
2Advantages: Accurate Attack, Ranged Attack 5, Improvised Tools, Inventor, Power Attack
Skills: Technology 8 (+15), Expertise (science) 8 (+15), Perception 8 (+10), Investigation 8 (+15)
OffenseInitiative +1
Magnetic Blast +8 Damage 8
Metallic Projectiles +10 Damage 6
DefenseDodge 5 (
4), Parry 5 (
4)
Toughness 11/1, Fortitude 4 (
1), Will 5 (
4)
Abilities 34+Powers 53+Advantages 9+Skills 16+Defenses 13=125
•Dr. X wasn't too hard of a build to chop down to points. He's got a few decent options in combat, and when needed, can whip up a pretty potent Invention to tackle whatever threat
du jour the Freedom Brigade comes across.
The Mysterious Madame Radium
PL 8Abilities Strength 0, Stamina 4, Agility 4, Dexterity 3, Fighting 3, Intellect 2, Awareness 3, Presence 4
PowersRadium-powered Flight! Flight 5
10Radium-infused Immunity 10 (radiation)
10Radiation Control Dynamic Array, 29 points
Radiation poisoning Ranged Weaken Stamina 8, Resisted by Fortitude
17•
Radium Beam Blast 8
2•
Retinal Damage Visual Dazzle 4, Sustained
2•
Radiation Glow Environment 8 (Light 2)
2•
Radiation Sickness Ranged Affliction 8 Resisted by Fort, Impaired/Stunned/Incapacitated, Affects Insubstantial, Diminished Range
2•
Blinding Blast Visual Dazzle 8
2•
Genetic Damage Nullify 8 (Broad-genetic powers, Fortitude)
2Advantages: Attractive, Beginner's Luck, Defensive Roll 3, Move-by Action, Precise Attack (ranged, cover), Taunt
Skills: Deception 5 (+9/+11), Expertise (current events) 5 (+7), Perception 5 (+8), Expertise (secretary, AWE-based) 2 (+5), Ranged Combat (powers) 5 (+8)
OffenseInitiative +4
Powers +8 Damage 8/Affliction 8/Weaken 8
DefensesDodge 8 (
4), Parry 8 (
5)
Toughness 7/4, Fortitude 5 (
1), Will 4 (
1)
Abilities 46+Powers 49+Advantages 8+Skills 11+Defenses 11=125
•A former secretary turned radioactive blaster, MMR is built to zip around the battlefield, throwing around energy blasts from the relative safety of the sky. It helps that the Nazi supers the Brigade fights are mostly mutants, against whom Radium's Nullify is a potent threat.
The Invisible Agent
PL 8AbilitiesStrength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 5, Intellect 7, Awareness 3, Presence 2
PowersInvisibility Suit (Removable)
8Invisible Formula Concealment 4, all visual, Precise
Advantages: Contacts, Daze (Deception), Defensive Roll 3, Ranged Attack 2, Equipment 4, Inventor, Well-Informed, Language 4 (Arabic, French, German, Italian, Japanese, Mandarin, Russian, Spanish, base-English), Power Attack
Equipment Heavy Pistol (silencer), Knife (Strength-based Damage 2, Improved Critical), Concealable microphone, flashlight, gas mask, handcuffs, multi-tool, undercover shirt (Protection 2)
Skills: Close Combat (knives) 4 (+9), Deception 7 (+9), Technology 6 (+13), Persuasion 4 (+6), Vehicles 4 (+6), Sleight of Hand 4 (+6), Investigation 8 (+15), Intimidation 4 (+6), Expertise (science) 5 (+12), Expertise (current events) 6 (+13), Perception 8 (+11), Insight 6 (+9), Ranged Combat (pistol) 4 (+8), Stealth 10 (+12)
OffenseInitiative +2
Knife +9 Damage 4
Pistol +8 Damage 4
DefenseDodge 8 (
6), Parry 8 (
3)
Toughness 7/4, Fortitude 4 (
2), Will 4 (
1)
Abilities 50+Powers 8+Advantages 18+Skills 40+Defenses 9=125
•The Invisible Agent is the build I'm least happiest with, and the one I knew going in would be trouble. Still, I think I hit the high notes-he's a genius spy, but not too overwhelming at actual spy stuff, relying on his invisibility as an Ace in the whole. But against even well-trained mundane forces, its going to be a very powerful gimmick, as even things like infravision can't detect him. Then he just has to move quietly to get out of dodge. Definitely not a front-line fighter, he's built to go on solo stealth ops and come back with vital information, rather than causing sabotage or engaging in destruction.