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Freedom City: Days of Revenge Roll Call Thread

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Freedom City: Days of Revenge Roll Call Thread

Postby BS Digital Q » Fri Mar 02, 2012 5:56 pm

Official Roll Call thread for the Skype game "Freedom City: Days of Revenge"


Image
Burnout
Real Name: Michael Collins
Identity: Secret
Occupation: Test Pilot
Base of Operations: Freedom City (Formerly of Emerald City)
Affiliation: Freedom City Defenders
Height: 5'11"
Weight: 195 lbs.
Eyes: Brown with Golden Flecks
Hair: Blonde

Years ago, Michael Collins was a respected officer in the Air Force. He left in hopes of joining NASA's space program, but was given a better offer by Grant Aerospace to test out their latest air-space craft, a job he enjoyed very much.

On a day like any other, Collins was testing out the orbital engine of a new air-space hybrid variation of Nolan Aircraft's experimental X-14. While above the Southwestern desert, he got a mayday signal from a Captain Gardener, whom was caught in a hurricane-like storm. Collins stayed in orbit far longer than his test allowed to relay Gardener's signal to ground control for assistance.

Unbeknownst to anyone on the ground until it was too late, a solar flare cropped up and headed towards Earth. Being at the outer limits of Earth's electromagnetic field, Collins was exposed to extreme levels of solar radiation, that penetrated even the radiation fail-safes built into his cockpit. Now in an emergency of his own, Collins piloted his craft to safe ground without the aide of instrumentation, as they were blown during the solar flare.

All seemed well until a few days later, when Collins began to... change. It all happened slowly at first - like when the grill he was cooking on suddenly went cold or when he broke his neighbor's back during a friendly game of two-hand touch football.

Required tests at work showed that he was emitting dangerous levels of radiation that would, over time, kill him. They warned that it was unsafe for him to be intimate with his fiance. But the news came too late, she had already lost her unborn child and had contracted stage-four cancer. She was dead inside of seven months.

Embittered by the events, Collins quit his job and moved to Freedom City - where the rest of the freaks lived. Through training he learned to control his powers better, ensuring that he was no longer a danger to those around him - though he still didn't trust himself to be intimate with another woman. After learning the limits of his powers, Michael decided to make good of these cursed abilities and joined the superhero community as Burnout.

Complications
Motivation - Atonement: Michael feels the need to make good use of the abilities that killed his fiance and unborn child.
Fear of Intimacy: Whether real or imagined, Michael is afraid that being intimate with someone would infect them with radiation poisoning.
Grudge: After replaying events in his head, Michael blames Ray Gardener and Dr. Stratos for what happened to him.
Weakness: Michael recharges through the absorption of heat or solar radiation. Normally the sun is enough to maintain his power levels, but if he goes without natural sunlight or another source of heat or radiation his powers will begin to fade.

Power Level: 11 (190pp)

Abilities
Strength 2 [11], Stamina 2, Agility 2, Dexterity 3, Fighting 5, Intellect 2, Awareness 2, Presence 2

Powers
Photonucleic Cellular Density: Protection 10 (Impervious 12) • 22 points
Power of the Sun: Array (21 points)
    • Solar Beam: Ranged Damage 10, Variable Descriptor (Solar - Light, Heat, Radiation) • 21 points
    • Absorb or Project Light and Heat: Environment 2 (Extreme Cold, Extreme Heat, Extreme Visibility), Selective; Nullify 6, Variable Descriptor (Solar - Light, Heat, Radiation) • 1 point
    • Solar Flare: Perception Area Cumulative Affliction 7 (Resisted by Fortitude; Vision Impaired, Vision Disabled, Vision Unaware) • 1 point
    • Solar Strength: Enhanced Strength 9; Power Lifting 2 (200 tons) • 1 point
    • Super Nova: Burst Area Damage 11, Penetrating 10, Tiring • 1 point
Solar Detection: Senses 1 (Infravision) • 1 point
Solar Metabolism: Immunity 7 (Environmental Heat, Environmental Radiation, Fire Damage); Healing 5, Reaction to a Successful use of Absorb on an Existing Source of Light, Heat or Radiation, Self; Regeneration 1, Persistent, Source (Sunlight or Immunities) • 29 points
Supersonic Flight: Flight 10 (2,000 MPH) • 20 points

Advantages
All-Out Attack, Extraordinary Effort, Fast Grab, Favored Environment (Airborne), Improved Hold, Improved Initiative, Interpose, Leadership, Move-By Action, Power Attack, Startle

Skills
Acrobatics 4 (+6), Athletics 4 (+14), Close Combat: Unarmed 6 (+11), Expertise: Military 9 (+11), Insight 5 (+6), Intimidate 8 (+10), Investigation 4 (+6), Perception 6 (+7), Ranged Combat: Solar Powers 9 (+12), Technology 5 (+7), Vehicles 12 (+15)

Offense
Initiative +6
Solar Beam +12, Ranged, Damage 10
Solar Flare, Perception Area, Affliction 7, Resisted by Fortitude (DC 22)
Super Nova, Burst Area, Damage 11 (Penetrating 10)
Unarmed +11, Close, Damage 11

Defense
Dodge 10, Parry 10
Toughness 12 (Impervious), Fortitude 9, Will 8

Abilities 40 + Powers 95 + Advantages 11 + Skills 18 + Defenses 29 = 190 points
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Re: Freedom City: Days of Revenge Roll Call Thread

Postby Lost_Scholar » Fri Mar 02, 2012 5:58 pm

Baihu (pronunciation)
Alexander Stark
Age: 20
Heigt: 5'11”
Weight: 195 lbs

Image

PL 11 190

Abilities: {64 points}
Strength 5 Stamina 5 Agility 4 Dexterity 2 Fighting 9 Intelligence 3 Awareness 4 Presence 0

Defenses: {12 points}
Dodge 12 Parry 12 Fortitude 10 Will 10 Toughness 10

Offense:
Initiative +12
Unarmed +11 DC 20 Toughness
Quicksilver Essence +11 DC 26 Toughness (multiattack)
Vital Disruption +11 DC 26 Toughness, DC 21 Fortitude
Enhanced Riposte +13 DC 24 Toughness
Riposte +11 DC 17 Toughness
Flow like Water Deflect +11
Vital Disruption +11 to hit main target, DC 19 dodge, DC 26 Toughness main target, DC 24 Toughness area
Chi Shot +12 DC 25 Toughness


Skills: {19 points}
Acrobatics 5 (+9), Athletics 5 (+10/+14), Close Combat (Unarmed) 2 (+11), Expertise [Magic] 15 (+18), Expertise [Science] 5 (+8), Insight 6 (+10), Investigation 5 (+8), Perception 6 (+10), Persuasion 10 (+10), Sleight of Hand 8 (+10), Stealth 4 (+8), Technology 5 (+8)

Advantages: {22 points}
Accurate Attack, All-out Attack, Artificer, Defensive Attack, Defensive Roll 1, Evasion 1, Great Endurance, Improved Critical (Unarmed) 1, Improved Defense, Improved Disarm, Improved Initiative 2, Improved Trip, Instant Up, Jack of All Trades, Move-by Action, Power Attack, Ritualist, Skill Mastery (Expertise [Magic]),Trance, Uncanny Dodge, Weapon Bind

Powers: {77 points}

Magical Adept: {10 points}
Mystic Senses: Senses 1 (Magical Awareness [Mental]) {1 point}
Savant: Quickness 4 (Limited to Magic) {2 points}
Language Talent: Comprehend Langauges 3 (Read, Speak, and Write) [Noticeable]{5 points}
Immunity 1(Aging)
Feature 1: Quick Change

Martial Training: {6 points}
Regeneration 1 {2 points}
Speed 2 {1 point}
Immunity 2 (Need for sleep, Starvation and thirst) {2 point}

Geomantic Matrix Amulet (Hard to Remove) {Total: 61 points}

Quintessence of the Way (Array, 23 point base, 6 alternate effects)
Quicksilver Essence: Enhanced Strength 4 (Multiattack 11) Affects Insubstantial 2, Reach 1, Subtle 1{23 points}
Alternate Effect- Vital Disruption: Affliction 11 [Fortitude, Dazed and Vulnerable, Stunned and Defenseless] (Extra Condition, Limited Degree, Instant Recovery) linked to Strength Based Damage 4 (Penetrating 10 on Strength based Damage, Affects Insubstantial 2) {1 point}
Alternate Effect- Enhanced Riposte: Strength Based Damage 2 (Reaction on Damage 5) Accurate 1, Affects Insubstantial 2, Reach 1, Subtle 1{1 point}
Alternate Effect= Flow Like Water- Deflect 11 (Reflect, Redirect, Reach 1) (Range: Close) {1 point}
Alternate Effect- Vital Eruption: Strength Based Damage 4 (Selective Area (Cone) on Damage 9) {1 point}
Alternate Effect- Breath of Life- Healing 11 (Resurrection, Restorative) (Limited- Others Only, Tiring) Stabilize {1 point}
Alternate Effect: Chi Shot: Blast 10 (Accurate 5, Diminished Range [50, 100, 250 ft]) {1 point}

Riposte Aura: Strength based Damage 2 (Reaction) {8 points}

Mirrored Shell Matrix: Enhanced Traits 6 (Enhanced Parry 3 and Enhanced Dodge 3 [Permanent]) and Protection 4 (Noticeable) {9 points}

Omniscient Sight: Senses 8 (Radius, Extended, Counters Concealment Vision) {8 points}
Alternate Effect: Analytical Magus: Senses 8 (Radius Accurate Acute Analytical Extended 2, Rapid on Magical Awareness) {1 point}

Sigil of Air: Flight 6 {12 points}
Alternate Effect: Sigil of Land: Speed 6 and Movement 3 (Wall-crawling 2, Water-walking) {1 point}
Alternate Effect: Sigil of Mirrored Worlds: Movement 3 (Dimensional) Increased Mass 6 (3200 pounds) { 1 point}

Wholeness of Body: Immunity 4 (Disease and Poison [Limited to Half Effect], Critical Hits], Enhanced Traits 4 (Enhanced Fortitude 2 and Enhanced Will 2 [Permanent]) {7 points}


Totals: Abilities 64 + Defenses 12 + Skills 19 + Advantages 22 + Powers 77 = 194/216
(HP:5)

Complications:
Motivation: Responsibility- Alex was instilled at the Temple with both a strong sense of right and wrong and a duty to protect those weaker then him.
Hatred- Warmongers and those that incite violence- Alex strongly dislikes those that actively try to disrupt peaceful or calm situations, and will do his best to quell such people.
Secret Identity- The public does not know that Baihu and Alex are the same person.
Reputation- Outsider: Alex has long been absent from the Freedom City area, and so some heroes there may think of him as “butting in” to their affairs.

Rough background:

Alexander Stark was born and raised in Freedom City, his parents living in the West End neighborhood. Alexander came to the attention of Adrian Eldritch as having some mystic potential. Rather then keep him in Freedom City and potentially drag him into affairs far beyond him, Eldritch contacted someone from the Shambala Vale, to see if Alexander could learn and train at the Temple. Alexander was evaluated and judged a worthy candidate for training, and was escorted to the Shambala Temple.

Alexander spent almost all of his adolescence at the Temple, training in both martial any mystic arts. Though he was not the most accomplished martial artist there, he was able to supplement his abilities with minor magics. During this time he earned the nickname “Baihu”, or White Tiger, a reference to the mythological guardian due to his devotion and talent. Eventually, Alexander heard of the globalization of the Freedom League, and felt some concern for the place of his birth. As he had learned most of the lessons available from the Temple, Alexander decided to travel back to Freedom City, to render what assistance he can.
Last edited by Lost_Scholar on Fri Mar 30, 2012 11:08 pm, edited 6 times in total.
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Re: Freedom City: Days of Revenge Roll Call Thread

Postby Aerlwyn » Fri Mar 02, 2012 5:58 pm

Image
Image


Rysta Black

Powerslam - PL 12

Strength 15, Stamina 0, Agility 2, Dexterity 2, Fighting 2, Intellect 8, Awareness 2, Presence 2

Advantages
Attractive, Benefit, Wealth 5 (billionare), Connected, Contacts, Eidetic Memory, Equipment 4, Inventor, Jack-of-all-trades, Skill Mastery: Technology, Speed of Thought, Well-informed

Skills
Athletics 1 (+15), Close Combat: Grab 1 (+9/+3), Close Combat: Unarmed 1 (+9/+3), Deception 2 (+4), Expertise: Armor Design 12 (+20), Expertise: Robotics 8 (+16), Expertise: Science 12 (+20), Expertise: Weapons Design 12 (+20), Insight 8 (+10), Investigation 2 (+10), Perception 2 (+9/+4), Persuasion 8 (+10), Ranged Combat: Weapon Systems 1 (+10/+3), Technology 14 (+22), Vehicles 8 (+10)

Powers
Body armor (Removable) 80pp
Multiple Effects
- Flight 8 (Speed: 500 miles/hour, 1 mile/round)
- Immunity 10 (Life Support)
- Protection 14 (+14 Toughness; Impervious)
- Radar: Senses 3 (Extended: Radio: x10, Radio, Ranged: Radio)
- Radio Communication 3 (Subtle: encrypted)
- Sensors: Senses 3 (Analytical: Vision, Ultra-hearing, Ultravision)
- Tactical Computer: Enhanced Trait 24 (Traits: Dodge +7 (+10), Parry +7 (+10), Close Combat +6 (+9), Ranged Combat +7 (+10), Close Combat +6 (+9), Perception +5 (+9), Advantages: Assessment, Favored Foe: previous assessment check, Improved Initiative, Uncanny Dodge)
- Tech Scanner: Senses 2 (Detect: Technology , Ranged: Detect)
- UV Lightsource: Feature 1

Weapon Systems (Removable) 31pp
@ Enhanced Myomers 32pp
- Enhanced Strength 14 (Linked; +14 STR)
- Power-lifting 4 (Linked; +4 STR for lifting)
AE Arm Machine Guns: Damage 8 (DC 23; Accurate 3: +6, Increased Range: ranged, Multiattack, Penetrating 4) 1pp
AE Emp Blast: Nullify 10 (Counters: Technology, DC 20; Broad, Simultaneous) 1pp
AE Homing Missile 1pp
- Heat signature scanner: Senses 1 (Linked; Infravision)
- Homing missile: Damage 12 (Linked; DC 27; Accurate: +2, Homing 3: 3 extra attempts, Increased Range: ranged)
AE Micro missiles: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, Increased Range: ranged) 1pp
AE Minigun: Shapeable Area Damage 10 (DC 25; Shapeable Area: 30 feet, cubic, Increased Range: ranged) 1pp
AE Palm Blast: Blast 14 (DC 29, Advantages: Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover)) 1pp

Equipment
Skyscraper (5 floors)

Offense
Initiative +12
Arm Machine Guns: Damage 8, +16 (DC 23)
Emp Blast: Nullify 10, +10 (DC Will 20)
Grab, +9 (DC Spec 25)
Homing missile: Damage 12, +12 (DC 27)
Micro missiles: Burst Area Damage 10 (DC 25)
Minigun: Shapeable Area Damage 10 (DC 25)
Palm Blast: Blast 14, +10 (DC 29)
Throw, +2 (DC 30)
Unarmed, +9 (DC 30)

Complications
Disability: Cybernetic right leg and left arm
Quirk: cutting corners (random glitch)

Languages
English

Defense
Dodge 10/3, Parry 10/3, Fortitude 14, Toughness 14, Will 10

Power Points
Abilities 38 + Powers 111 + Advantages 18 + Skills 23 (92 ranks) + Defenses 24 = 214





--------------------

Skyscraper (5 floors) - PL 12

Toughness 14, Size Large

Features:
Communications, Computer, Defense System, Fire Prevention System, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System 2, Workshop

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 4 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 20


Backstory
Rysta Black was born in 1986. Her father created Black Defense Industries before she was born, and since Rysta was his and his wife's only child, she wanted for nothing throughout her childhood; turning her in to a pampered and vain young woman. From a very young age she showed above average intellegence, causing her to be put several years ahead of her age group in school. She especially excelled at applied technologies, earning her a scholarship at M.I.T. when she was just 12 years old.

After graduating college at an age where most children would still not have completed high school, she began hanging around her Father's company, where she constantly made suggestions on how things should be done, becoming frustrated when everyone else had trouble following her leaps of logic and vision.

Thinking to teach her a few lessons about the way in which the company ran things, her Father put her in charge of a research division, but during the attempts she made to prove herself and make a mark, she cut corners, ignored warnings from the other staff, and decided to experiment with a few designs of her own. Thinking herself more knowledgeable than others before her, she ignored many of the safety protocals, which resulted in the armor she had designed for herself malfunctioning. Since she was wearing it at the time, having decided to test it herself, the result was that it exploded with her inside it. Her right leg and left arm were such a mess from the explosion that they had to be amputated. However, she was luckier than the six scientists who were in the vacinity, since they lost their lives. While she recovered in hospital, her father took alot of effort to hush it up with generous payments to all those who knew of the events, anouncing that his daughter would no longer have any involvement with the Company.

Once she had fully recovered, her Father took her aside and told her he was disgusted with her. The feelings of guilt she had felt on learning of the deaths of the scientists intensified as her father voiced his displeasure, becoming worse still when he reminded her of the families those scientists had left behind. Determined to make amends, she modified a set of powered armour to compensate for her missing limbs, and now acts as a hero to salve her feelings of guilt, and to make things right.
Last edited by Aerlwyn on Sat Mar 31, 2012 9:28 pm, edited 11 times in total.
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Re: Freedom City: Days of Revenge Roll Call Thread

Postby EnigmaticOne » Fri Mar 02, 2012 5:58 pm

Smog
PL 11, 192 PP (Banked 1)

Image

-Rough Concept-

Abilities - 36 pp
STR 0, STA 2, AGL 3, DEX 5, FGT 2, INT 0, AWE 3, PRE 3

Defenses - 42 pp
Dodge 15, Fortitude 12, Toughness 7/2, Parry 15, Will 10

Skills - 13 pp (52 ranks)
Deception 9 (+12/+17), Insight 9 (+12), Perception 9 (+12), Persuasion 9 (+12/+17), Ranged Combat: Pollution Powers 7 (+12), Stealth 9 (+12)

Advantages - 8 pp
Attractive 2, Defensive Roll 5, Power Attack

Powers - 91pp
Pollutant Constitution: Immunity 12 (Critical Hits, Life Support); Immunity 30 (Fortitude Effects), Limited to Half Effect
Smog Form: {Insubstantial 2; Reaction Damage 3 (Resisted By Fortitude)} (Activation -1)
Flight: Flight 3
Pollution Gestalt: Variable 1 (Pollution Powers; Move Action +1)
Pollution Powers Array
- Pollution Blast: Ranged Damage 10 (Variable Descriptor- Pollution)
- Gas Spray: Ranged Damage 7 (Resisted by Fortitude)
- Acid Cloud: Burst Area Damage 10 (Variable Descriptor- Chemical)
- Gagging Odors: Ranged Affliction 10 (Resisted by Fortitude; Impaired and Vulnerable, Defenseless and Disabled; Limited to Two Degrees, Extra Condition; Variable Descriptor - Pollution)

Complications
Motivation: Doing Good
Accident: The potential for the pollution powers causing collateral effects.
Reputation: A hero with pollution powers is considered often one step from mass collateral loss of lives, though that belief largely unfounded.
Secret Identity
Rival: Dr. Metropolis
Enemy: Hiroshima Shadow

Background

Caroline Wilson worked as a personable talk show host on the WSTR radio station, though wags commented her curvaceous body was far more impressive - a pity listeners could no see it. Eventually a co-worker jealous of her monopolizing another attractive co-worker's attention ended up pushing into a locked room with a severe gas leak, saying that was where filthy people like her belonged.

Ironic, that Caroline found herself turning into smog at a desperate moment and flowing out through the smallest of cracks. A brief, but nerve-wracking bit of cautious self-testing later showed that she had a clear control of acids and other chemical and pollution related materials. But rather than hide them or misuse them, she went out as a costumed hero. In time, she became a member of the local Freedom City Defenders (though she is only somewhat amused by Magpie's flirting) and won over people despite the concerns over a hero who very much could sicken multitudes in one wrong moment.

This included Dr. Metropolis, as Smog seemed by every indication someone empowered by forces he did not want to see in his city. These forces are semi-mystical in nature, as Adrian Eldritch has theorized that Smog is actually a representative of the concept of pollution and urban filth, in a similar way to Metropolis.

The comparisons are also unwelcome to Hiroshima Shadow.
Last edited by EnigmaticOne on Fri Mar 02, 2012 8:57 pm, edited 1 time in total.
Impeach the peach!

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Re: Freedom City: Days of Revenge Roll Call Thread

Postby EPIC » Fri Mar 02, 2012 5:59 pm

Image
PL: 10, 196pp
[40]Abilities
Strength: 1
Stamina: 2
Agility: 4
Dexterity: 4
Fighting: 4
Intellect: 0
Awareness: 6
Presence: -1

[*]Combat[*]
Initiative: +10
Unarmed: +6 DC17 (T)
Mental Blast: Perc DC23 (W)
Ego Blade: +12 DC25 (W)
ID Blade: +12 DC25 (T) Pene
Will Shear: +12 DC20 (W)
Dream Razor: +12 DC20 (W) Cuml, Fati, Exau, Asle
Soul Snare: +12 DC20 (W) Cuml, Daze, Comp, Cont
Mind Spike: +12 DC20 (W)

[20]Defenses
Toughness: +11(2+7+2)
Dodge: +11(4+3+4)
Parry: +11(4+3+4)
Fortitude: + 8(2+6)
Will: +14(6+8)

[15]Skills[60sp]
Acrobatics 10(+14), Athletics 8(+9), C.C:EXE-CALIBER 8(+12), Deception 12(+11), Insight 4(+10), Perception 4(+10), R.C:EXE-CALIBUR 8(+12), Stealth 6(+10)

[13]Advantages
Agile Feint, Benefit(No Legal Records), Defensive Attack, Defensive Roll 2, Equipment, Great Endurance, Extraordinary Effort, Set-Up, Skill Mastery(Acrobatics), Takedown, Teamwork, Ultimate Will

Enhanced Advantages: Assessment*, Improved Defense, Improved Initiative, Second Chance*, Skill Mastery(Insight)*, Uncanny Dodge*
*= Only when in regards to targets that have minds

[102]Powers
[17pp]INNATE TALENTS:
-[ 5pp]Immunity 10 (Mental Effects), Limited(Half Effect)
-[ 8pp]Senses 8 (Mental; Accurate, Acute, Detect Mind, Extended, Radius, Ranged // Ranged Tactile)
-[ 1pp]Senses 1 (Danger Sense(Mental))
-[ 3pp]Enhanced Advantages 4 (Assessment, Second Chance(Insight: Resisting Combat Maneuvers), Skill Mastery(Insight), Uncanny Dodge), Quirk(Feats only in effect in regards to things with a mind)

[43pp]PSYCHIC DISCIPLINES:
-[34pp]MENTAL BLAST: Perception Range Damage 8, Insidious, Resist by Will, Distracting, Subtle 2
-[ 1pp]MENTAL ILLUSION: Illusion 11, (All Senses) Selective, Subtle, Distrcting, Feedback, Resisted by Will
-[ 2pp](5/1r+3)TELEPATHY: (1r = M.R. 2 & Comm 1, Subtle from M.R. and Comp 2 are the +3)
`->Mind Reading 10, Dynamic, Subtle, Side Effect(Always; Target gets Mind Reading vs Zero if he fails Will vs Same Effect)
`->Communication 3, (Mental)
`->Comprehend 2 (Languages), Limited(Only languages known by someone currently Mind Read)
-[ 2pp](2/1r+2)TELEKINESIS: Perception Move Object 11, Precise, Subtle(Detectable to mental senses only)
-[ 2pp](2/1r+4)T.K. FLIGHT: Flight 15, Aquatic, Subtle, Linked to Immunity 2 (Suffocation)
-[ 2pp](4/1r+7)T.K. PASSENGER: Move Object 9, Area:Burst 2, Increased Mass 2, Selective, Close, Linked to Immunity 2, (Suffocation) Affects others only,

Area:Burst, Precise

[ 8pp]ARMORED COSTUME: Removable(-2pp)
-[ 8pp]Protection 7, Subtle
-[ 2pp]Immunity 1, (Cold Environment, Hot Environment)

[ 8pp]COMBAT ORACLE: Removable(-2pp)
-[ 8pp]Enhanced Defenses 8 (Parry 4, Dodge 4)
-[ 2pp]Enhanced Advantages 2, (Improved Initiative, Improved Defense)

[20pp]EXE-CALIBUR: Removable(-5pp)
-[20pp]EGO BLADE: Damage 10, Alternate Save: Will
-[ 1pp]ID BLADE: Damage 10, Penetrating
-[ 1pp]WILL SHEAR: Weaken Will 10 (Res: Will), Penetrating
-[ 1pp]DREAM RAZOR: Affliction 10, (Res: Will - Fatigued, Exhausted, Asleep), Cumulative
-[ 1pp]SOUL SNARE: Affliction 10, (Res: Will - Entranced, Compelled, Controlled), Cumulative
-[ 1pp]MIND SPIKE: Affliction 10, (Res: Will - Impaired, Stunned, Transformed), Cumulative

[12pp]OMEGA BOW+: Easily Removeable (-4pp)
-[20pp]PSI ARROWS: Enhanced EXE-CALBUR 20 (Adds Perception Range to effects in the array)

Zero is something of a tragic case. Zero isn't even her real name, but hell if she can remember the name her parents gave her... or her parents for that matter. Her parents were approached openly by a man in a suit, offering them the chance to enroll their "special" daughter into a program that would help her develop her latent psionic potential. Her parents declined, thinking it some kind of con, but that didn't stop the suit's associates from abducting her in the dead of night. That was the last she ever saw of her family, not that she remembers even this.

All Zero remembers is never being warm enough, even huddled together with over two dozen other "candidates" similarly abducted, the lights always dim if not off all together. She remembers pain, punishment for speaking or making noise. The endless tests and experiments and spouting of assurances that it was all for their benefit, to strengthen their psychic talents so they could be heroes.

The training was brutal, inhumane and bordering on insane and impossible. Out of over two dozen candidates, Zero clawed her way through, tooth and bloody nail and survived becoming the first and only prototype Psyber Knight product serial number PKX-0 or just "Zero". She was presented as a psychic soldier, a different kind of super soldier that could infiltrate enemy positions and undermine them from within, ending conflicts with minimal bloodshed.

However, due to independent investigations, the program was exposed for its brutal and inhumane "training" and the pile of bodies Zero had crawled over to survive. The program was shut down with its directors arrested, but the question was what to do with Zero. Despite the horrific training, the intention was still to create a new breed of hero.

The greatest fear was that she might be unstable, who wouldn't be after all, but it was decided there was nothing she could have done as a victim of circumstance, stolen from her home with all sense of that identity erased from her. She was given an option, but lacking any skills beyond what she was trained with, the choice was obvious, using her powers for their intention.

Zero became Psyber Knight Zero, or Zero for short, though from day one was a controversy with her mind-invasive powers, though no-one would dispute her results, her methods were questionable if nearly impossible to prove and to date, no charges have been officially leveled and stuck.

Complications:
Medicated: Zero requires a special medication that has several purposes, but they all stem from the same issue. Zero's psionic powers are overdeveloped. The medication acts as a sort of capacitor, regulating her psionc powers. Without taking her medication (which is a 24 hour dosage) her psyche begins to tear itself apart under the strain of its own power. This starts with headaches that go rapidly from mild to intense to nearly crippling migrains. Reaching these levels, she is highly unstable and dangerously unpredictable. The only way to alleviate this is through direct intervention by another psychic able to help her siphon off her power or her medication, which is very fast acting. Overdosing is entirely possible the result being a waking comatose state where she is little more than a zombie, awake by so "mentally relaxed" that she is unable to think coherently or function and has effectively no powers. Zero carries several vials of this medication on her person at all times, more when she anticipates being away for an extended period where she may need it.

Hatred: Thanks to her treatment in the Psyber Knight program, Zero has an entirely understandable hatred for people who use innocents. Whether as shields, tools or weapons, Zero has absolutely no mercy for such individuals and her unbridled rage often over-rides her normally cool logic. Tied in with this complication is a crippling fear of she herself being put into a position of being used against her will or otherwise being unable of controlling herself. She knows how dangerous she is after all, and she's the only person she trusts with her power.

Disability: Zero is very nearly legally blind. Having spent much of her life depravted of light to be forced to rely on her psionic gifts to see, her vision is irreperably weakened. While she can sense people and understand her surroundings from those minds as well as a spacial awareness, to use her actual eyes, her vision is extrmely weak able to see little more than light and vague, blurry shapes. With perscription glasses, she can see just well enough to function without relying on her powers, though fine details are beyond her ability to see.

Motivation: To say it was for a lack of other options is fairly accurate to explain Zero's motivations, at least when she first started. And though she will not admit anything else, on a deeper level, she feels compelled to make sure that the suffering and torment that not only she suffered, but all those others who didn't survive was not all in vain.
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Re: Freedom City: Days of Revenge Roll Call Thread

Postby 2konigiri » Sat Mar 17, 2012 5:57 pm

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"If Justice was ever to be a symbol, Achilles would wear it proudly. Fighter for piece, Justice, and any other stereotypical hero virtue."



Biography
James L. Madison, born into a wealthy family of a father who was a famous archaeologist and a mother who was a lawyer. James grew up doing nothing but reading. He was always interested in one subject in particular; Dinosaurs. James fascination for Dinosaurs grew exponentially as he gotten older in his child years. He would always beg for his father, James L. Madison Sr. to take him to one of expeditions but would always get the same response "*hearty laugh* This is no job for a lil' boy!" before walking out the door.
As he became more mature, he would dedicate his time studying on archaeology, not for mere enjoyment now, but with visions of besting his father. James grew up top 5 of his classes all the time and even graduated early. He attended a top private college and received a Doctorate in Archaeology! Which his father only completed a Bachelors. He felt proud as if he bested James Sr already!
Unfortunately, soon after graduation his mother would be killed in a car bombing. She was at the time working on a case for a client who was an ex-employee of a top crime boss. The evidence was staking, and there were a schedule session soon and the crime boss seemed to be loosing. She was unfortunately driving the witness around and was caught in the assassination attempt originally made for the witness. No shed tears by the crime boss...
James L Madison Sr, mourned for months over the lost. Completely drowning himself in alcohol and ignoring his work. James Jr dedicated most of his precious time taking care of the broken down ex-celebrity status archaeologist that he looked up to to surpass. Then one day James Jr. would walk into the home to see James Sr suiting up as if he was attending an expedition. James Jr was worried because he felt that psychologically, James Sr shouldn't do it. But to no avail he couldn't stop his father from going. They both went to a underground cave that was already begun being dug up with machines and tools lying around. They were greeted by the fellow archaeologist, and then they went inside. James Sr barely talked and this worried James Jr. They dug for hours until Sr discovered a path way that was unfinished. They both dug in its direction until one of the beams that was bracing the roof cracked. Rocks came crashing down and they became trapped in a small area. The others heard the cave in and was attempting to dig up the cave in. Days passed and they had no food and little water. Worst yet, James Sr was beginning to get ill. More days went by and James Sr was getting sicker, he seemed to lost all hope thinking there was nothing to live for. on day 17, James Sr finally passed away. He admitted to James Jr that he caused the cave in by striking the beam hoping to instantly kill himself. James Jr grew frustrated and attempted to dig ahead not waiting on the rescue. He eventually digged himself into a little room which was riddled with writing on the walls and a podium directly ahead. He looked at the podium to find a shiny hard iron spartan-shaped helmet sitting on the top. He lifted the helmet and put it on.
Nothing Happened.
He then looked at the podium to see word written using the English alphabet where the helmet covered. He pronounced them.
"'Eímai íroas." (I am a hero)
Then the helmet began to shine and illuminated him with light and transformed him with a full suit and a cape.
He felt stronger and different. He looked at the podium more to find a hidden scroll and took the scroll. The language was now readable and the scroll explained to him that the helmet was for those to wield whoever they see a hero was to be. He was able to use this helmet to break free from the cave with his father. Since then he took a new meaning and wanted to be a paragon for those who he wouldn't want to have destroyed lived for injustice. He became, Achilles!


Name: Achilles
Alias: Dr. James L. Madison Jr.
Race: Human
Gender: Male
Age: 27
Height: 6'1"
Weight: 171
Eyes: Green
Hair: Brown
Skin: Light
Power Level: 11
Power Points: [190/192]
Hero Points: 1

PL: 10
[10]Abilities
Strength: 0/13
Stamina: 0/10
Agility: 0
Dexterity: 0
Fighting: 0/5
Intellect: 5
Awareness: 0/8
Presence: 0

[*]Combat[*]
Initiative: 0
Magic Blast +10
Magic Blast Area +10
Close, Damage +13
Unarmed +9

[19]Defenses
Toughness: 12
Dodge: 10 + 0 = 10
Parry: 5 + 5 = 10
Fortitude: 10
Will: 8 + 4 = 12

[12]Skills(sp)
Deception 6, Expertise: Archaeology 4(+9), Insight 4(+12) Intimidate 16 Investigation 2(+7), Perception 4(+12), Persuasion 12

[9]Advantages
Assessment, All-out Attack, Close Attack 4, Diehard, Eidetic Memory, Fascinate: Intimidation, Inspire, Interpose, Leadership, Power Attack

[136]Powers
Device: Helm of Hephaestus: 128 points (Removable (-1points) Features (Indestructible))
Feature: Helmet only useable by Dr. James L. Madison Jr.
Feature: Upon placing the helmet, provides a magical quick change into costume.
Enhanced Strength 13
Enhanced Stamina 10
Enhanced Fighting 5
Enhanced Awareness 8
Impervious Toughness 12
Immunity 22 (Life Support, Mental Effects, Critical Hits)
Flight 7 (250mph, 0.5 miles/round)
Magic Blast 12 (250ft, DC 25, Accurate 5(+10) Ricochet 1)
AP: Magic Blast Area 8 (175ft, DC 22, Effects 30ft radius)

Complications
Justice - Achilles would go through lengths to make sure that the criminal are put behind bars, no matter how diplomatically immune they are.
Identity - James and Paragon may be the same person but the are different in the eyes of the public.
Competitive - James grew up wanting to best his father and that trait continued on to his adulthood. James is always looking for a challenge and would go through lengths to prove that he is the better man.
Last edited by 2konigiri on Sat Mar 24, 2012 7:41 pm, edited 1 time in total.
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Re: Freedom City: Days of Revenge Roll Call Thread

Postby Vermillion » Sat Mar 24, 2012 7:35 pm

Fremont Drake - PL 11 (UPDATED WITH REBUILD AND EARNED PP)

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Fremont Drake v2 - PL 11

Strength 4/10, Stamina 4, Agility 6, Dexterity 4, Fighting 8, Intellect 4, Awareness 6, Presence 4

Advantages
Accurate Attack, Artificer, Benefit, Wealth 4 (multimillionare), Equipment 3, Improved Critical 2: Magesteel Sword: Strength-based Damage 2, Improved Defense, Improved Smash, Improved Trip, Jack-of-all-trades, Languages 2, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 3, Ritualist, Skill Mastery: Expertise: Magic, Trance

Skills
Expertise: Magic 6 (+14/+10), Insight 6 (+12), Intimidation 4 (+8), Perception 4 (+10), Persuasion 4 (+8), Technology 4 (+8), Treatment 4 (+8)

Powers
Astral Projection: Remote Sensing 8 (magical, mystic, Affects: 3 Types, inc. Visual - Auditory, Mental, Range: 1 mile; Subtle 2: looks normal; Limited: Physical Body Defenseless)
. . Multiple Effects
. . . . Levitation: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
. . . . Mystic Shield: Protection 8 (+8 Toughness; Impervious, Sustained)
Draconic Essence
. . Immortality 5 (Return after 1 day; Tiring)
. . Immunity 1 (Aging)
. . Regeneration 5 (Every 2 rounds)
Engraved Sword Cane (Easily Removable)
. . Magesteel Sword: Strength-based Damage 2 (DC 21, Advantages: Improved Critical 2, Quick Draw; Multiattack, Penetrating 6, Subtle: subtle)
. . Magic Channeling: Enhanced Trait 6.5 (Traits: Ranged Combat +2 (+6), Expertise +4 (+14), Advantages: Improved Defense, Improved Smash, Improved Trip, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover))
Magic Spells
. . Dispel Magic: Nullify 8 (Counters: Magic, DC 18; Broad, Precise, Simultaneous, Subtle: subtle)
. . Doorway: Teleport 3 (250 feet in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Easy, Extended: 8 miles in 2 move actions, Portal, Turnabout)
. . Draconic Might: Enhanced Strength 6 (+6 STR, Advantages: Chokehold, Close Attack 2, Fast Grab, Improved Disarm, Improved Grab, Improved Hold, Improved Smash)
. . Eldritch Blast: Damage 13 (DC 28; Increased Range: ranged)
. . Healing Hands: Healing 6 (Energizing, Persistent, Restorative, Stabilize)
. . Invisibility: Concealment 11 (All Senses, Other Sense: Mental; Precise; Resistible: Will)
. . Mystic Bindings: Cumulative Affliction 12 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, Resisted by: Will, DC 22; Cumulative, Extra Condition; Limited Degree)
. . Mystic Constructs: Create 7 (Volume: 125 cft., DC 17; Increased Duration: continuous, Innate, Precise, Subtle 2: invisible)
. . Phantasms: Illusion 4 (Affects: All Sense Types, Area: 30 cft., DC 14; Illusion Area)
. . Protective Aura: Immunity 7 (magical, mystic, Enviromental Conditions (All), Suffocation (All); Affects Others, Sustained)
. . Scrambling Bolt: Damage 8 (DC 23; Alternate Resistance: Will, Increased Range: ranged)
Mystic Awareness: Senses 3 (Analytical: Awareness, Awareness: Mystic; mental, Radius: Awareness)
. . Draconic Mind: Quickness 6 (Alternate; Perform routine tasks in -6 time ranks; Limited to One Type: Mental)

Equipment
Dragon's Sanctum

Dragon's Sanctum - PL 11

Toughness 10, Size Medium

Features:
Concealed 2, Dual Size: Huge, Laboratory, Library, Living Space, Personnel, Sealed, Security System 2, Self-repairing 1, Workshop

Power Points
Abilities 1 + Powers 0 + Advantages 0 + Features 12 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.


Offense
Initiative +6
Dispel Magic: Nullify 8, +7/+9* (DC Will 18)
Eldritch Blast: Damage 13, +7/+9* (DC 28)
Grab, +8/+10* (DC Spec 14/20*)
Magesteel Sword: Strength-based Damage 2, +8/+10* (DC 21/27*)
Mystic Bindings: Cumulative Affliction 12, +8*/+10* (DC Will 22)
Scrambling Bolt: Damage 8, +7/+9* (DC Will 23)
Throw, +7 (DC 19/25*)
Unarmed, +8/+10* (DC 19/25)

Complications
Honor: Drake, like many dragons of old, has a habit of making agreements that he follows to the letter of the law. Of course, he tries his best to manipulate them to his advantage, but he never knowingly breaks his word to anyone.
Motivation: Thrills: Drake is easily bored, and really has little in the way of stimulating hobbies. He sees his heroics as a way to keep his mind sharp and his skills at peak while he works on his cure.
Power Loss: Like most magic users, Drake loses access to his magic if unable to speak or gesture
Quirk: Being a dragon, Drake has a very strong desire to hoard valuables. Usually this means gold, but can also include more modern conceits, such as high end electronics. In fact, this desire has manifested in an overwhelming urge to purchase the latest personal gadgetry available.

Languages
Draconic, English, Latin

Defense
Dodge 10, Parry 10, Fortitude 9, Toughness 4/11, Will 11

Power Points
Abilities 80 + Powers 87 + Advantages 19 + Skills 8 (32 ranks) + Defenses 16 = 210


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.
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