World of Freedom: FC Setting Builds....

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Tattooedman
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Solomon Goldberg

Post by Tattooedman » Thu Sep 13, 2012 8:42 am

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Solomon Goldberg:
PL:
5
Strength 2
Stamina 2
Agility 1
Dexterity 1
Fighting 4
Intellect 0
Awareness 0
Presence 0

Skills: Athletics 6 (+8.), Close Combat [Unarmed] 2 (+6), Expertise [Business] 8 (+8.), Insight 6 (+6), Perception 4 (+4), Ranged Combat [Blaster] 4 (+5), Stealth 6 (+7)

Advantages: Eidetic Memory, Equipment 3, Improved Critical [Unarmed] 2, Improved Defense, Power Attack, Teamwork

Offense: Initiative +1
Melee Attack +4 // Unarmed Attack +6 // Unarmed Damage +2; critical 18-20
Ranged Attack +1 // Blaster Attack +5 // Blaster Damage +5

Defense: Dodge +5
Parry +5
Toughness +5*/+2 [*Armored Costume]
Fortitude +5
Will +5

Equipment: Armored Costume [Protection 3; Subtle]
Engery Blaster [+5 Damage]


Costs: Abilities 20+ Skills 13+ Advantages 9+ Defenses 13= 55 pts.


Height: 5' 9"
Weight: 163 lbs
Hair: Brown with hints of turning grey (from stress)
Eye Color: Light Blue


Complications:
Always look on the not-so-bright side of life: To say that Sol is constantly glum and pessimistic is like saying the sky is blue. He doesn't seem to ever enjoy himself no matter what he's doing, Sol has simply been worn down by his old life and expects his new one to eventually end (and probably not in a good way either).


Background: When Solomon Goldberg was barely a teenager, his widowed, Jewish mother gave him some advice: "You should be an lawyer Solly, or an accountant, like your father. That's a good life and you can get a little something for yourself with it."

At the time it sounded like the best advice Sol had ever heard and he applied himself towards the goal of being like his father, but when it came time for him to go to college Sol took the easier route and studied accounting and graduated with no trouble. Sol found a job easily enough and went right to work, but after a couple of years rolled by Sol realized he'd made a mistake listening to his mother. All accounting boiled down to was simple number-crunching, bookingkeeping, whatever you wanted to call it, it was just juggling numbers. Numbers that represented someone else's money, money that wasn't Sol's and was left asking himself was this any way for a man to make a living?

Sol didn't think so, but what could he do? He was trapped now. Trapped in a no where job, working with no where people. So Sol started to seek out excitement where he could find it. He went skydiving, rock climbing, scuba diving, and went as far as to take up boxing. While he collected a large amount of bumps, bruises, contusions and even a broken nose nothing changed really. Sol was still just an accountant.

Until a chance encounter in the early part of June; Sol was sitting at his desk, thinking about quitting time when a brown and black cowled figure came tumbling in through the window. "Alright! Nobody move and everyone gets hurt!" It screamed, "no...wait, that's not right. Shut UP! Shut UP! I can handle it! Nobody hurts and everybody moves! I mean....., awwww the heck with it! EVERYONE FREEZE!!"

It was Foxbat! In a short amount of time he and Exodus (who had came in through the door) had the office under their control and were hacking into the computer. Then they hit a snag: all of the office's files were encrypted. Unknkown to everyone but the boss (and Foxbat), this firm had several clients who were involved with VIPER, who demanded the tightest security measures possible. Without the key to the encryption, Exodus couldn't get the information Foxbat was after. The villains turned to Sol's boss an demanded the key but the boss (who was much more afraid of VIPER than Foxbat) refused them. Things were seconds away from taking an ugly turn when Sol stepped in, pushed Exodus to one side and entered the key code which allowed the data to appear.

Soon the duo were out the door with what they'd came for and no sooner had they left then Sol's boss recovered his composure enough to snarl "GOLDBERGE, you're FIRED!!!" Well that was just fine with Sol and he grabbed his coat and made for the door himself. Once Sol exited the building and was out on the street he found a strange van waiting at the curb for him, the door slide open and Foxbat peered out at him. “Hey, what are you waiting for? Get in, we’ve got places to go.” Bemused, Sol climbed in for the ride and he’s been cruising with Foxbat and the others ever since.
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun

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Tattooedman
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Talion

Post by Tattooedman » Thu Sep 13, 2012 8:48 am

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Talion:
PL:
10
Strength 6
Stamina 6
Agility 6
Dexterity 6
Fighting 6
Intellect -1
Awareness 0
Presence -1

Skills: Acrobatics 4 (+10), Athletics 6 (+12), Expertise [Survival] 8 (+8.), Insight 8 (+8.), Intimidation 15 (+14), Perception 6 (+6), Stealth 4 (+10)

Advantages: All-Out Attack, Close Attack 4, Evasion, Fearless, Grappling Finesse, Improved Critical [Beastly Charge] 2, Improved Defense, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Improved Trip, Move-By Action, Power Attack, Prone Fighting, Startle, Takedown Attack, Withstand Damage

Powers: Animalized Mutations:
Enhanced Advantages 3 [Diehard, Great Endurance, Evasion]
Leaping 3
Movement 2 [Wall-Crawling 2]
Protection 4
Regeneration 5
Senses 4 [Vision (Low-Light), Olfactory (Acute, Extended, Tracking)]
Claws: Strength-Based Damage 2 (Power Feats: Improved Critical 2)

Beastly Spark: Damage 8 (Extra: Reaction) (Feat: Improved Critical 4) & Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Beastly Charge: Strength-Based Damage 4 (Feats: Improved Critical 4)

Offense: Initiative +10
Melee Attack +10 // Unarmed Damage +6 // Claw Damage +10; critical 18-20 // Beastly Charge Damage +10; critical 14-20 // Beastly Spark Damage +8; critical 16-20
Ranged Attack +6

Defense: Dodge +12
Parry +12
Toughness +8
Fortitude +12
Will +8


Costs: Abilities 56+ Skills 17+ Advantages 22+ Powers 87+ Defenses 26= 208 pts.


Real Name: Unknown
Height: 6’ 5”
Weight: 320 lbs
Hair: Orange
Eye Color: Red


Complications:
Disability: Talion doesn't seem to be able to speak a recognized language, he can understand what is said to him but to date he has only only ever verbalized himself with grunts, growls, and other animal-like noises.

Loyalty: Talion is completely loyal to Doctor Shock and follows his directives without hesitation.

Prejudice ~Monster:- Talion has bright yellowish-green and bright orange hair, he cannot pass for human.


Background: Coming soon……..
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun

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Tattooedman
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Location: The Lands of Ink
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Caballo

Post by Tattooedman » Thu Sep 13, 2012 8:50 am

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Caballo:
PL:
10
Strength 6
Stamina 6
Agility 2
Dexterity 2
Fighting 4
Intellect -1
Awareness 0
Presence 0

Skills: Acrobatics 3 (+5), Athletics 3 (+9), Expertise [Survival] 6 (+6), Insight 8 (+8.), Intimidation 10 (+10), Perception 12 (+12), Stealth 6 (+8.)

Advantages: All-Out Attack, Accurate Attack, Close Attack 4, Great Endurance, Improved Initiative, Luck [Determination] 2, Move-By Action, Power Attack, Precise Attack [ranged; cover], Quick Draw, Ranged Attack 7, Seize Initiative, Teamwork

Powers: Big as a Horse:
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Feature 1 [Increased Mass]
Protection 2

Cloven Legs:
Speed 4
Cloven Kick: Strength-Based Damage 4 (Feats: Improved Critical 2, Improved Smash)

Horse Sense:
Senses 4 [Danger Sense (mental), Hearing (Extended), Vision (Low-Light Vision, Radius)] (Feat: Uncanny Dodge)

The Lone 1 (Removable –7 pts) [28 pp]
Buckshot Blast: Ranged Damage 11 (Extra: Multiattack)
-Standard Discharge: Ranged Damage 11 (Extra: Penetrating)
-Wide-Angle Shot: Ranged Damage 11 (Extra: Area [Cone])

Offense: Initiative +6
Melee Attack +8
Ranged Attack +9

Defense: Dodge +12
Parry +10
Toughness +8
Fortitude +10
Will +8


Costs: Abilities 38+ Skills 16+ Advantages 23+ Powers 49+ Defenses 28= 154 pts.


Height: 6’ 8”
Weight: 410 lbs
Hair: White mane
Eye Color: Black


Complications:
Loyalty: Caballo is completely loyal to Doctor Shock and follows his directives without hesitation.


Background: Coming soon....
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun

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kenseido
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Joined: Wed Jul 25, 2007 8:57 am
Location: Kyle, Texas
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Re: Foxbat

Post by kenseido » Thu Sep 13, 2012 8:54 am

Tattooedman wrote:Foxbat
YES!
-----------------------------
Kenseido's Menagerie of Characters

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Tattooedman
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Primeape

Post by Tattooedman » Fri Sep 14, 2012 8:25 am

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Primeape:
PL:
10
Strength 10 (6)
Stamina 8 (6)
Agility 6 (2)
Dexterity 6 (2)
Fighting 6
Intellect 1
Awareness 2
Presence 0

Skills: Acrobatics 8 (+13), Athletics 6 (+16), Close Combat [Unarmed] 4 (+10), Expertise[Pop Culture] 4 (+7), Expertise [Survival] 6 (+8.), Insight 8 (+10), Perception 8 (+10), Persuasion 8 (+11), Ranged Combat [Thrown Objects] 4 (+10), Stealth 6 (+11)

Advantages: All-Out Attack, Benefit [Ambidexterity], Close Attack 4, Cunning Fighter, Defensive Roll 4, Fast Grab, Improved Feint, Improved Grab, Improved Hold, Improved Initiative, Power Attack, Ultimate Effort [Ultimate Strength Check], Uncanny Dodge

Powers: Gorilla Traits: (Innate)
Enhanced Advantage 1 [Benefit (Reach)]
Features 2 [Insulating Fur, Prehensile Feet]
Senses 3 [Low-Light Vision, Olfactory (Acute, Extended)]

Forced Evolution:
Enhanced Advantages 2 [Diehard, Great Endurance]
Enhanced Strength 4
Enhanced Stamina 2
Protection 2

Arm/Leg Shields: (Removable -1 pt) [5 pp]
Enhanced Advantages 2 [Improved Defense, Interpose]
Enhanced Dodge 2
Enhanced Parry 2

Offense: Initiative +10
Melee Attack +10 // Unarmed Damage +10
Ranged Attack +6 // Thrown Object Attack +10

Defense: Dodge +10
Parry +10
Toughness +10
Fortitude +11
Will +9


Costs: Abilities 50+ Skills 22+ Advantages 19+ Powers 31+ Defenses 18= 140 pts.


Real Name: Colo
Height: 6’ 4”
Weight: 520 lbs
Hair: Black
Eye Color: Brown


Complications:
Not Totally Loyal: Apparently Primeape is forced to wear a control collar by Doctor Shock, while wearing it she follows his orders without hesitation.


Background: Coming soon…….
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun

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Tattooedman
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Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
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Komodo

Post by Tattooedman » Fri Sep 14, 2012 8:28 am

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Komodo:
PL:
10
Strength 5
Stamina 5
Agility 3
Dexterity 3
Fighting 4
Intellect 0
Awareness 0
Presence 0

Skills: Acrobatics 8 (+11), Insight 10 (+10), Intimidation 12 (+12), Perception 10 (+10), Ranged Combat [Breath Weapon] 6 (+10), Stealth 8 (+8.)

Advantages: Agile Feint, All-Out Attack, Close Attack 6, Daze [Intimidate], Favored Environment [Airborne], Move-By Action, Power Attack, Ranged Attack, Set-Up, Startle, Teamwork

Powers: Lizard-Like Traits:
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Enhanced Advantages 2 [Improved Initiative 2]
Flight 6 (Flaw: Winged)
Regeneration 5
Scaly Skin: Protection 5
Wing Slap: Strength-Based Damage 3
Claws: Strength-Based Damage 5 (Feats: Improved Critical 2)
Enhanced Sight: Senses 4 [Vision (Extended), Darkvision, Low-Light Vision]

Breath Weapons:
Green Mist: Damage 10 (Extra: Area [Cone])
-Yellow Mist: Weaken Toughness 8 (Extra: Area [Cone])
-Red Mist: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Area [Cone])

Offense: Initiative +5
Melee Attack +10 // Unarmed Damage +5 // Wing Slap Damage +8 // Claws Damage +10; critical 18-20
Ranged Attack +4 // Breath Weapons Attack +10 // Green Mist Damage +10

Defense: Dodge +12*/+10 [*Airborne]
Parry +12*/+10 [*Airborne]
Toughness +10
Fortitude +8
Will +7


Costs: Abilities 40+ Skills 19+ Advantages 16+ Powers 56+ Defenses 23= 154 pts.


Height: 6'2"
Weight: Unknown
Hair: None
Eye Color: Green


Complicaitons:
Loyalty: Kimodo is completely loyal to Doctor Shock and follows his directives without hesitation.


Background: Coming soon....
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun

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Tattooedman
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Mammuthus

Post by Tattooedman » Fri Sep 14, 2012 8:30 am

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Mammuthus:
PL:
11
Strength 12
Stamina 12
Agility 0
Dexterity 0
Fighting 6
Intellect -2
Awareness 0
Presence 0

Skills: Athletics 0 (+12), Expertise [Survival] 6 (+6), Insight 6 (+6), Intimidate 12 (+14), Perception 6 (+6), Ranged Combat [Thrown Objects] 10 (+10), Stealth 6 (+2)

Advantages:All-Out Attack, Close Attack 4, Chokehold, Fast Grab, Great Endurance, Follow-Up Strike, Improved Critical [Unarmed] 2, Improved Demoralize, Improved Grab, Improved Initiative, Interpose, Power Attack

Powers: Elephant Traits: (Innate)
Growth 4 [Large size (12 ft tall): ] [+4 Strength, +4 Stamina, +2 Intimidate; -2 Dodge/Parry, -4 Stealth] (Feat: Innate); (Flaw: Permanent);
Senses 3 [Hearing (Extended), Olfactory (Acute, Extended)]
Tremorsense: Senses 4 [Tactile (Accurate, Ranged 2)] (Flaw: Limited [Half Effect])
Trunk: Extra Limb 1 (Feat: Improved Trip)
Tusks: Feature 4 ([Adds Improved Critical 4 to Unarmed Attacks]

Forced Enhancements:
Super-Thick Layer of Skin: Impervious Toughness 12
Enhanced Strength 6 (Flaw: Limited [Lifting Only])

Feats of Super-Strength:
Shockwave: Damage 11 (Extra: Area [Burst]); (Flaw: Quirk [Mammuthus and his targets both must be in contact with the ground])
-Groundstrike: Affliction 11 [Vulnerable, Defenseless; resisted by Fortitude] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited Degree, Quirk [Mammuthus and his targets both must be in contact with the ground])
-Stunning Attack: Affliction 11 [Daze, Stunned; resisted by Fortitude]
-Thunderclap: Audio Affliction 11 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extras: Area [Burst], Cumulative); (Flaw: Limited [Manikin and his targets both must be in contact with the ground]; Limited [One Sense Only])

Offense: Initiative +4
Melee Attack +10 // Tusk Damage +13 Unarmed Damage +12
Ranged Attack +0 // Thrown Objects Attack +10

Defense: Dodge +10
Parry +10
Toughness +12* [*Impervious]
Fortitude +14
Will +7


Costs: Abilities 40+ Skills 12+ Advantages 21+ Powers 54+ Defenses 23= 150 pts.


Height: 12 ft
Weight: 1800 lbs
Hair: None
Eye Color: Black


Complications:
Loyalty: Mammuthus is completely loyal to Doctor Shock and follows his directives without hesitation.

Dull Witted: Despite being uplifted from an simple animal Mammuthus still has trouble grasping many human concepts.


Background: Coming soon......
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun

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Tattooedman
Cosmic Entity
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Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
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Manikin

Post by Tattooedman » Fri Sep 14, 2012 8:35 am

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Manikin:
PL:
11
Strength 8
Stamina 8
Agility 8
Dexterity 8
Fighting 6
Intellect 5
Awareness 4
Presence 0

Skills: Acrobatics 3 (+11), Athletics 3 (+11), Deception 12 (+12), Expertise [Current Events] 9 (+14), Expertise [Pop Culture] 9 (+14), Insight 9 (+13), Perception 9 (+13), Stealth 3 (+11)

Advantages: All-Out Attack, Close Attack 5, Cunning Fighter, Defensive Attack, Fast Grab, Follow-Up Strike, Grappling Finesse, Improved Critical [Unarmed] 4, Improved Feint, Improved Grab, Improved Hold, Improved Trip, Luck [Determination] 2, Luck [Inspiration] 2, Power Attack, Ranged Attack 3, Task Focus [Expertise (Pop Culture): Heroes & Villains], Takedown 2

Powers: Synthezoid Traits:
Enhanced Strength 4 (Flaw: Limited [Lifting Only])
Leaping 3
Morph 3 [humanoids]
Protection 3
Senses 8 [Darkvision, Low-Light Vision, Vision (Extended), Olfactory (Analytical), Hearing (Acute, Extended)]
Quickness 3
Speed 3

Feats of Super-Strength:
Shockwave: Damage 11 (Extra: Area [Burst]); (Flaw: Quirk [Manikin and his targets both must be in contact with the ground])
-Groundstrike: Affliction 11 [Vulnerable, Defenseless; resisted by Fortitude] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited Degree, Quirk [Manikin and his targets both must be in contact with the ground])
-Stunning Attack: Affliction 11 [Dazed & Vulnerable, Stunned & Defenseless; resisted by Fortitude] (Extra: Extra Condition); (Flaw: Limited Degree)

Inhumanly Strong Attacks: Strength-Based Damage 3 (Feats: Improved Critical 3, Improved Smash)

Offense: Initiative +8
Melee Attack +11 // Unarmed Damage +11; critical 17-20
Ranged Attack +11

Defense:Dodge +11
Parry +11
Toughness +11
Fortitude +11
Will +11


Costs: Abilities 94+ Skills 19+ Advantages 30+ Powers 47+ Defenses 18= 208 pts.


Height: 6’2”
Weight: 215 lbs
Hair: Black
Eye Color: Green


Complications:
Quirk ~Must Obey: Any order that Doctor Shock gives him, Manikin must comply with. This is his primary command of his programming,

Reputation: Manikin is developing a name as an able super criminal and people are beginning to recognize him on sight.


Background: One of Doctor Shock’s newest creations, Manikin is a bio-mimicking construction of nano-technology. Essentially he is a synthetic human, his parts are all artificial but they perfectly mimic the biological function of the human body, though Doctor Shock has made sure that Manikin is at the peak of physical perfection and knows how to handle himself in combat (thanks to many a few superhumans who found themselves on the Doctor's work table).

Lately Doctor Shock has started to use Manikin as his representative in the world, instead of going out himself and risk being discovered and having to deal with various heroes. Those in the know of the criminal underworld have come to understand that Manikin represents Doctor Shock and to cross him is the same as crossing his creator (something none of them want). Right now Manikin hasn’t faced a true superhuman yet, though Doctor Shock expects it to happen sooner rather than later, but he looks forward to the challenge.
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun

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Tattooedman
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Joined: Wed Nov 28, 2007 4:16 pm
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Living Dead Girl (& Tombstone)

Post by Tattooedman » Fri Sep 14, 2012 8:56 am

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Living Dead Girl
PL:
11
Strength 0
Stamina --
Agility 3
Dexterity 3
Fighting 2
Intellect 0
Awareness 1
Presence 4

Skills: Acrobatics 4 (+7), Deception 8 (+12/+14), Expertise [Pop Culture] 8 (+8.), Expertise [Dancing] 8 (+11), Expertise [Magic] 12 (+12), Insight 6 (+7), Intimidation 8 (+12), Perception 7 (+8.), Persuasion 6 (+10/+12), Ranged Combat [Spirit Magic] 6 (+10), Stealth 10 (+13), Vehicles [Land] 4 (+7)

Advantages: Attractive, Equipment 5, Ranged Combat, Sidekick 30 [Tombstone]

Powers: Undead Creature:
Immunity 32 [Critical Hits, Fortitude Effects]
Protection 12
Regeneration 5 (Flaw: Quirk [Needs flesh])

Amulet of Straker: (Removable –7 pts) [31 pp]
Enhanced Skill 4 [Expertise (Magic) +12]
Enhanced Advantage 1 [Ritualist]
See the Spirits: Senses 5 [Spirit Awareness, Vison Counters Concealment]
Spirit Magic Array:
Spirit Blast: Ranged Damage 12 (Extra: Alternate Resistance [Will])
-Ectoplasm to the Face: Ranged Visual Affliction 11 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Cumulative); (Flaw: Limited [One Sense Only])
-Circling Ghosts: Visual Concealment 4 (Extras: Area, Attack, Selective); (Flaw: Resistible [Will])
-Wrestling Ghosts: Ranged Affliction 8 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-The Dead Rise: Summon 5 [Zombies (uses prodigyduck’s Plague Zombie build)] (Extra: Horde); (Feat: Multiple Minions 5 [16 total])

Offense: Initiative +3
Melee Attack +2
Ranged Attack +4 // Spirit Magic Attack +10 // Spirit Blast Damage +12

Defense: Dodge +8
Parry +8
Toughness +12
Fortitude N/A
Will +8

Equipment: Cell Phone
Dragula: (muscle car) [Strength 6, Speed 6, Defense 8, Toughness 9; Size: Large; Features: Caltrops, Oil Slick, Smoke Screen]
Headquarters: Abandoned Wax Museum [Size: Medium; Toughness: 8] Features: Communications, Computer, Concealed, Garage, Living Space, Power System, Security System 2 [DC 25]


Costs: Abilities 8+ Skills 23+ Advantages 37+ Powers 76+ Defenses 18= 162 pts.


Real Name: Jenny Harken
Height: 5’7”
Weight: 104 lbs
Hair: Blonde
Eye Color: Blue

Complications:
Gotta Have It!: Living Dead Girl steals anything that appeals to her, simply to have what she feels she was denied in her life.

Motivation ~Thrills: Living Dead Girl loves the rush of committing robberies. It’s one of the few things she can still feel in her current condition.


Background: Jenny Harken was practically born to be a statistic. She grew up in a poor urban family, her father was an alcoholic, and liked to beat his wife and make inappropriate trips into his daughters’ bedrooms at night. The anti-fairy tale was complete when Jenny’s father killed her mother after an especially long night drinking. Jenny and her two older sisters were sent off to live in different group homes. Utterly alone Jenny began acting out, embracing every shade of counter culture that she could think of. By fifteen she was pierced, tattooed, drank, smoked, took drugs, dressed in black leather, and listened to music that made those older than her cringe. She began to attract all sorts of attention from rough customers who liked those kind of things in a girl. Finally getting the attention she desired Jenny dropped out of high school and left the group home.

All this new found attention however proved to be brief, the types of thugs that she had attracted lost interest quickly and began giving their attention to other underage girls. Having no marketable skills and no place to live Jenny became desperate. She turned to prostitution, but abandoned it quickly after a bad experience and decided to do the next best thing, becoming an “exotic dancer” lying about her age to secure the position. The job proved to be a perfect fit for Jenny, her unique sense of fashion, her natural good looks, and her tendency to dance to the music of shock-themed artists made her stand out from all the other girls at the club. It earned her praise, money, and what she wanted most, attention. Jenny was thrilled, she began to embrace her vices with wild abandon. She did more drugs, drank more booze, and bedded strange men and women at an almost epic pace. In a short period of time Jenny became infamous within the city’s underbelly as the poster girl for a good time that’d one would never tell their mother about.

That reputation landed her an invitation to a huge party in honor of a local sports superstar, Brad Thomas. Jenny had been called in to show the guest of honor a good time. Odds are that she would have accomplished that goal if she hadn’t sampled some of the drugs that were being served at the party. One of the Thomas’ more jaded buddies decided to get his friend another surprise, and replace his usual dose of MAX, with a mix of MAX and Zombie Dust. The moment Jenny took it she went wild, ripping apart the VIP room with her bare hands and seriously injuring the Brad Thomas in the process.

When she finally crashed Thomas’ entourage pounced on Jenny, severely beating her for hurting their meal ticket. They then took her unconscious body, drove it out to the Fens and dumped her by the river. If she had been taken to a hospital odds are she would have survived the overdose, and even the beating, but without medical attention she died there that night, having finally become the statistic she was destined to be.

That was until shortly after her funeral.

Jenny awoke in her own coffin and quickly realized where she was, began a frenzied attempt to claw her way free. After what seemed like an eternity Jenny burst out from her own grave, unaware that she hadn’t drawn one breath, or felt the urge to eat once the entire time. When she pulled herself from her grave she saw a tall man wearing a dark coat over a perfectly fitted black suit warming himself by a fire that illuminated the night around him. When he saw her, the man smiled wide and beckoned her to join him by the fire.

“I was wondering when you’d wake up.” He chuckled softly as he warmed his hands by the fire.

Jenny, still dazed followed his example but after a few moments she realized that she was feeling cold. She blinked in surprise and looked to the man.

“Hey Mister, who are you?”

He simply grinned at her from across the fire.

“My dear, you need not worry about what my name is. Just know that I gave you what you wanted so very badly. There will be a point in the future when I will require a favor from you in return.”

With that the man stood up and walked away from the fire and Jenny hasn‘t seen nor heard from the man since. Jenny stumbled back to her apartment only to find her possessions all tossed out onto a curb. She scrounged through the mess and was only able to salvage some of her old dancing clothes. During that furious attempt to dress herself she caught sight of herself in a nearby window; her skin was extremely pale and she could feel just how cold her body really was now. It was then that Jenny realized what had happened… she had died… and she wasn’t quite alive anymore. The course of events caused her remaining sanity to fracture.

When Jenny emerged from the haze of her own breakdown she was no longer the same person. She began calling herself Living Dead Girl (after a favorite song of hers that she often danced to when she was alive), and began to take whatever she wanted. She had been a victim her entire life, and she wasn’t going to be that way in death. During one of her first crimes, robbing an antique shop, she came across an amulet that seemed to be glowing. When she touched the amulet she could then see the spirit world, seeing the flow of dead souls around her. She immediately knew what she wanted to do with this new found trinket; she’d get revenge on those that had killed her.

Over the course of a week Living Dead Girl tracked down and murdered each member of Brad Thomas’ entourage, finally killing the man himself ten minutes before game time, and leaving his skinned corpse where his teammates could find it. With her revenge satisfied she set about stealing as much as she possibly could, in hopes of getting the comfort she never had in life. This brought all sorts of attention to her and Living Dead Girl soon found herself tangling with super heroes. She was able to hold her own, but having no experience fighting she was often pressed to win and she mostly managed to make her escape due to her opponents underestimating the amount of power she possessed. Living Dead Girl began to look into find herself some muscle but no living person seemed willing to work with the mentally unstable over-sexed zombie, so she hit upon the idea of using her power over spirits to raise one for herself. After several months of research she learned of the Celestial Crane, a deceased martial artist that seemed like the perfect candidate for her needs. Living Dead Girl preformed a ritual that drew his skeleton from the ground and she filled it in with soil and stone forcing it to mimic a human frame. Living Dead Girl fixed a mask on her creation and christened her servant Gravestone.

Since that day Living Dead Girl and Gravestone have been the villainous duo to beat all over the eastern seaboard. They’ve robbed entire cities blind, while Gravestone viciously beats down the foes that can actually slow Living Dead Girl down. She’s established a hideout of sorts in an abandoned wax museum. There Living Dead Girl has turned the museum into an homage to B horror films. She’s also grown unnaturally close to her protector Gravestone, relating to the mute animated corpse like a long-term boyfriend. It’s disturbing to watch, but to Living Dead Girl it’s the perfect relationship, she’s finally found a man that won’t use her, he can’t, he exists to be used by her instead.


Image
Gravestone:
PL:
10
Strength 12
Stamina --
Agility 0
Dexterity 0
Fighting 8
Intellect 0
Awareness 0
Presence 0

Skills: Athletics 3 (+15), Insight 6 (+6), Intimidation 12 (+12), Perception 6 (+6), Ranged Combat [Thrown Objects] 4 (+8.)

Advantages: All-Out Attack, Chokehold, Fearless, Improved Disarm, Improved Initiative, Improved Smash, Improved Trip, Interpose, Power Attack, Ranged Attack 4, Startle

Powers: Dirt & Stone Body:
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Immunity 30 [Fortitude Effects]
Protection 12
Regeneration 5 (Flaw: Quirk [Needs soil/dirt])

Frightful Presence: Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Area [Burst]); (Feat: Innate); (Flaw: Quirk [Can only make people run away])

Super-Strong Fighting Style:
Forceful Fist: Move Object 10 (Flaws: Close Range, Limited [Can only send things away])
-Stunning Fist: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude]

Offense: Initiative +4
Melee Attack +8 // Unarmed Damage +12;
Ranged Attack +4 // Thrown Objects Attack +8

Defense: Dodge +8
Parry +8
Toughness +12
Fortitude N/A
Will +6


Costs: Abilities 30+ Skills 11+ Advantages 13+ Powers 82+ Defenses 14= 150 pts.


Real Name: Sato Tomita
Height: 5’8”
Weight: 300 lbs
Hair: Unknown
Eye Color: Brown


Complications:
Disability: Gravestone is mute.

Weakness: Gravestone needs to be in contact with the ground (if he is off the ground for three rounds then Gravestone will take -1 to all of his ability scores per round until he either returns to the ground or has zeroes in his ability scores).


Background: Living Dead Girl’s silent servant is known as Gravestone. Those who fight him quickly realize that underneath his clothing and his seemingly normal skin and body is made of densely packed grave soil and stones. He’s gained a reputation for being nearly indestructible, as gravel, soil, and dirt tends to slip inside his clothing and replace as chunks of his earthen body knocked out of place.

Nobody knows that Gravestone is really the former hero Celestial Crane. He was active in the late 1970s and early 1980s. He was known primarily for his excellent physical condition and his use of martial arts in fighting crime with ruthless efficiency. Unfortunately he met his end in 1985 when he joined forces with Thomas Rhymer in defeating a creature who may or may not have been the vampire lord Dracula. After Celestial Crane managed to strike an especially brutal blow the vampire ripped out the martial artist’s heart. Celestial Crane was revealed to be Sato Tomita, an immigrant who used his martial skills to fight threats against innocent lives. He was laid to rest as a hero and those whose lives he touched celebrated his life and commitment.

That would have been the end of the story if Living Dead Girl hadn’t learned about him following her transformation. She quickly realized that despite her newfound power she was vulnerable against certain kinds of foes and needing protection she researched the deaths of heroes and discovered where Sato Tomita was buried. Using her new powers over the death she raised his skeleton from the grave and packed it with the dense soil and stone from his grave until her protector’s body was as hard as concrete. Since then Sato Tomita has served as Living Dead Girl’s protector, using his martial arts skill and prodigious strength to crush any enemy that rears its head.

Gravestone possesses only a fraction of the agility of his former self and his dim memories forming the basis for what few skills he has left. He appears to retain his martial skills, remembering his skills almost reflexively more than anything else. What few know is that he retains his strength only through keeping contact with the ground, if he’s kept in the air for long periods of time the soil surrounding his skeleton will fall away until he is unable to fight back.
Last edited by Tattooedman on Mon Dec 31, 2012 4:48 pm, edited 1 time in total.
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Re: World of Freedom 3rd Edition: Halfway There...

Post by dwellerofthedeep » Fri Sep 14, 2012 2:16 pm

Undead girl and golem guy huh? Likes it a lot.
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Re: World of Freedom 3rd Edition: Halfway There...

Post by Tattooedman » Sat Sep 15, 2012 6:30 am

As much as I'd like to claim credit for the ideas behind both characters dwellerofthedeep, I can't.

Both are my takes on characters originally created by White Howler that I thought would be interesting to see used in my setting and updated in 3rd edition.

I miss seeing what she came up with and I still read over her work from time to time.
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Rush

Post by Tattooedman » Sat Sep 15, 2012 6:38 am

Image
Rush:
PL:
10
Strength 2
Stamina 5
Agility 5
Dexterity 5
Fighting 4
Intellect 3
Awareness 3
Presence 3

Skills: Acrobatics 3 (+8/+14), Athletics 4 (+6), Close Combat [Unarmed] 6 (+10), Deception 8 (+11), Expertise [Civics] 9 (+12), Expertise [Physical Sciences] 6 (+9), Insight 8 (+11), Perception 8 (+11), Persuasion 8 (+11), Ranged Combat [Thrown Objects] 4 (+10), Stealth 3 (+8)

Advantages: Close Combat 6, Equipment, Ranged Attack, Takedown

Powers: Superhuman Speed:
Enhanced Dodge 8
Enhanced Parry 8
Enhanced Skills 2 [Acrobatics +6]
Enhanced Advantages 17 [Agile Feint, Defensive Attack, Defensive Roll 2, Evasion 2, Great Endurance, Improved Defense, Improved Initiative 5, Move-by Action, Redirect, Seize Initiative, Takedown]
Quickness 10
Speed 10
Super Speed Movement: Movement 3 [Wall Crawling 2, Water Running] (Flaw: Limited [Only when running])
Speedster Physiology: Immunity 3 [Friction Heat, Poisons (Limited), Diseases (Limited)]
Regeneration 3

Super Speed Tricks:
Vacuum: Affliction 8 [Fatigued, Exhausted, Incapacitated; resisted by Fortitude] (Extra: Area [Burst], Cumulative, Duration [Concentration]);
-Air Cushion: Movement 1 [Safe Fall, Extra: Affects Others, Area [Burst])
-Hi-Speed Throw: Ranged Strength-Based Damage 8 (Flaw: Medium [Item of Opportunity])
-Lightning Disarm: Enhanced Strength 5 (Extras: Area [Burst] 2, Selective); (Flaw: Limited [Disarm Only])
-Rapid Fire Punches: Strength-Based Damage 8 (Extra: Multiattack 10)
-Rapid Attack: Strength-Based Damage 8 (Extras: Area [Burst], Selective)
-Wrap ‘Em Up: Affliction 11 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaws: Limited Degree, Medium [Item of Opportunity])

Offense: Initiative +25
Melee Attack +10 // Unarmed Damage +2 // Rapid Fire Punches Damage +10 // Rapid Attack Damage +10
Ranged Attack +6 // Thrown Objects Attack +10 // Hi-Speed Throw Damage +10

Defense: Dodge +13
Parry +13
Toughness +7*/+5 [*Defensive Roll]
Fortitude +9
Will +8


Costs: Abilities 60+ Skills 23+ Advantages 9+ Powers 98+ Defenses 10= 200 pts.


Real Name: Gerald Spence
Height: 5’ 8”
Weight: 147 lbs
Hair: Brown
Eye Color: Brown


Complications:
Normal Life: Rush’s identity as Gerald Spence isn’t public knowledge.

Not a Mutant!: Rush is worried that his status as a mutant would be too much for his mother to take and has always lied about how he got his powers to the media.

Only so much time in the Day: Rush often sacrifices what little free time he has to deal with crimes, often times leaving him in a almost constant state of hot water with his girlfriend, Wendy.

Sense of Duty: Rush feels that his powers make it his responsibility to protect society from criminals.


Background: Gerald Spence has spent his entire heroic career protecting Bay City and denying the rumors that he’s actually a mutant. It’s not that he dislikes them or anything, it’s just he’s worried that his dear, sweet Mother would be upset by that news. What he doesn’t realize is that he gets his powers from her.

You see Gerald’s father died when he was three years old and Mrs. Spence went about making sure her boy had every advantage she could give him. She worked as a housekeeper for several well to do families, cleaning their homes (it’s amazing what a small amount of super speed applied to normal everyday tasks does for time management). But Mrs. Spence never shared her secret with Gerald, afraid her son would feel like a freak if he found out, unaware his powers manifested and he uses them.

Gerald managed to work his way through college and earn his law degree and took a job in the Public Defenders office of Bay City. Over the years Gerald has managed to work his way up the ranks to the point now that he’s considered to be the Assistant District Attorney’s right hand man and when the time comes for a new one to be named Gerald is going to be the one chosen. He’s yet had to deal with the problem of having to prosecute a criminal he’s caught in his other identity, so far Gerald has managed to pass that duty off to others that work in the office without anyone becoming suspicious but that won’t always be the case.

What little free time Gerald leaves to himself when he’s not working in the courthouse or busting crooks as Rush is nine out of ten times spent with his girlfriend Wendy. While he cares a lot for her, he doesn’t want to burden her with the worry of what might happen to him when he goes out in costume. Most of the problems in their relationship stems from the fact that Wendy feels like Gerald doesn’t spend enough time with her and when he does Gerald is always distracted. So Gerald ends up constantly in the dog house with her and is constantly trying to make up for having to call short their nights when he hears news, or sees signs, of a crime going on.
Last edited by Tattooedman on Mon Oct 22, 2012 7:16 am, edited 1 time in total.
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Toreador

Post by Tattooedman » Sat Sep 15, 2012 6:41 am

Image
Toreador:
PL:
12
Strength 6
Stamina 6
Agility 7
Dexterity 7
Fighting 8
Intellect 4
Awareness 4
Presence 4

Skills: Acrobatics 8 (+15), Athletics 6 (+12), Deception 12 (+16), Expertise [Current Events] 10 (+14), Expertise [Pop Culture] 8 (+12), Expertise [Survival] 6 (+10), Expertise [Tactics] 10 (+14), Insight 8 (+12), Intimidation 12 (+16), Perception 8 (+12), Vehicles [Air] 4 (+11), Vehicles [Land] 4 (+11)

Advantages: All-Out Attack, Assessment, Close Attack 3, Daze [Bluff], Defensive Attack, Elusive Target, Evasion 2, Follow-Up Strike, Improved Defense 2, Improved Critical [Assassin’s Scarf] 2, Improved Critical [Unarmed] 3, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Move-By Action, Power Attack, Precise Attack [melee; concealment], Quick Draw, Ranged Attack 4, Takedown 2, Taunt, Weapon Bind, Weapon Break

Powers: Jade Mail: (Removable –4 pts) [18 pp]
Enchanted Protections:
Immunity 7 [Critical Hits, Fire Damage]
Protection 5 (Extra: Impervious 10)

Banderillas: (Removable –17 pts) [68 pp]
Power Inhibiting Poison: Ranged Weaken Powers 10 (Extras: Broad, Progressive, Simultaneous); (Feat: Incurable)
Omnium Steel Edge I: Ranged Strength-Based Damage 5 (Extra: Penetrating 11); (Feat: Improved Critical 4, Ricochet 3)
-Omnium Steel Edge II: Strength-Based Damage 5 (Extra: Penetrating 11); (Feat: Improved Critical 4)

Assassin’s Scarf: (Removable –6 pts) [26 pp]
Carried Through the Night: Flight 2 (Flaw: Platform)
Entangle: Affliction 11 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extra: Cumulative, Extra Condition); (Feat: Reach 5); (Flaw: Limited Degree)
-Swing Away: Movement 1 [Swinging]
-Whip-Like: Strength-Based Damage 5 (Feats: Reach 5)

Martial Training:
Flurry Attack: Strength-Based Damage 5 (Extra: Multiattack 11)
-Stunning Fist: Affliction 11 [Dazed, Stunned, Incapacitated; resisted by Fortitude]
-Sweeping Strike: Affliction 11 [Vulnerable, Prone; resisted by Dodge] (Flaw: Limited Degree)

Offense: Initiative +11
Melee Attack +11 // Unarmed Damage +6 // Flurry Attack Damage +11 // Omnium Steel Edge II Damage +11; critical 16-20 // Whip-Like Damage +11
Ranged Attack +11 // Omnium Steel Edge I Damage +11; critical 16-20

Defense: Dodge +13
Parry +13
Toughness +11*/+6 [*Jade Mail (Impervious 10)]
Fortitude +9
Will +10


Costs: Abilities 92+ Skills 32+ Advantages 35+ Powers 130+ Defenses 20= 309 pts.


Real Name: St. John Aristide
Height: 6’ 2”
Weight: 190 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Disability ~Frail: Twenty years of combat combined with hard living have started to take their toll on Toreador’s health. Basically he’s starting to feel his age, despite his combat ability he is a lazy man who is used to not dirtying his hands with ‘common tasks’. On average Toreador smokes three packs of cigarettes a day and drinks himself to sleep (on the finest liquors only of course) on a nightly basis so as a result he now suffers a -5 penalty on all disease checks and any checks regarding endurance (running, swimming, holding his breath and such).

Quirk ~Braggart: With a winning streak as long as Toreador’s complacency has developed in his mentality. There are those that wonder if Toreador has ever truly been seriously challenged. This has led to Toreador developing a habit of bragging and engaging in idly chit-chat with injured foes instead of finishing them off and ignores the actions of non-combatants and minions.


Background: A creation of the Labyrinth, St. John Aristide is their attempt to create a fabricated “Villain”. Genetically engineered and well trained, Toreador is a master assassin and bounty hunter with a penchant for killing and humiliating heroes that has been operationg for just over twenty years now. He is also a drunk and chain smoker who has ruined his health. In spite of this, he is still very deadly in a fight and is well worth the fee he charges.
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Sea Devil

Post by Tattooedman » Sat Sep 15, 2012 6:44 am

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Sea Devil:
PL:
12
Strength 4
Stamina 4
Agility 5
Dexterity 5
Fighting 6
Intellect 4
Awareness 3
Presence 3

Skills: Acrobatics 3 (+8.), Athletics 6 (+10), Deception 9 (+12), Expertise [Earth Sciences] 9 (+12), Expertise [Life Sciences] 10 (+13), Insight 9 (+12), Intimidation 9 (+12), Perception 9 (+12), Persuasion 6 (+9), Stealth 7 (+12), Technology 16 (+19)

Advantages: All-Out Attack, Close Attack 4, Daze [Intimidation], Defensive Roll 2, Improved Defense, Improved Initiative, Inventor, Luck [Determination], Minions 10 [PL 4 Renegade Atlanteans (32 total; use Government Agents stats with Atlantean Template added)], Move-By Action, Power Attack, Ranged Attack 2, Startle

Powers: Atlantean Aquatic Nature: (Innate) [42 pts]
Enhanced Strength 4
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Enhanced Stamina 4
Enhanced Skill 2 [Athletics +6]
Enhanced Advantages 2 [Favored Environment (Aquatic), Great Endurance]
Immunity 3 [Environmental Cold, Pressure, Underwater Suffocation]
Movement 1 [Environmental Adaptation (Aquatic)]
Senses 2 [Low-Light Vision, Ultrahearing]
Swimming 4

Strong Swimmer: (Flaw: Limited [Underwater])
Enhanced Skill 1 [Acrobatics +3]
Swimming 3

Sea Animal Mimicry: Variable 10 [50 pt pool] (Extra: Move Action); (Flaw: Limited [sea animal traits only])

Orichalcum Dagger: (Removable -1 pt) [4 pp]
Unique Metal: Feature 1 [Indestructible]
Sharpened Edge: Strength-Based Damage 1 (Feat: Improved Critical 3)

Offense: Initiative +9
Melee Attack +8 // Unarmed Damage +4 // Orichalcum Dagger Damage +5; critical 17-20
Ranged Attack +7

Defense: Dodge +12
Parry +12
Toughness +6*/+4 [*Defensive Roll]
Fortitude +9
Will +12


Costs: Abilities 52+ Skills 29+ Advantages 27+ Powers 120+ Defenses 27= 255 pts.


Real Name: Cova
Height: 5' 7"
Weight: 200 lbs
Hair: Blonde
Eye Color: Black


Complications:
Aggressive Eco-Freak: When Sea Devil actually witnesses someone being abusive towards the creatures or people of the sea she has trouble controlling her temper.

Keep the seas safe: Sea Devil is obsessed with protecting the sea and the creatures that dwell within them, often using violence as a means.

Racist: Sea Devil believes that the majority of humans are worthless bottom feeders that only end up slowly destroying the world they all share.

Weakness: Sea Devil, like all other Atlanteans, can suffer from dehydration if she doesn’t periodically immerse herself in water. If she doesn’t she then suffers a -1 to all physical abilities every 4 minutes until she can submerge himself.


Background: Coming soon......
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Manowar

Post by Tattooedman » Sat Sep 15, 2012 6:47 am

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Manowar:
PL:
10
Strength 8 (4)
Stamina 8 (4)
Agility 5
Dexterity 5
Fighting 6
Intellect 0
Awareness 3
Presence 0

Skills: Acrobatics 6 (+11), Athletics 6 (+), Expertise [Survival] 9 (+12), Insight 8 (+11), Perception 8 (+11), Stealth 8 (+13)

Advantages: Benefit [Ambidexterity], Close Attack 4, Fast Grab, Grappling Finesse, Improved Initiative, Language [English], Teamwork

Powers: Atlantean Aquatic Nature: (Innate) [42 pts]
Enhanced Strength 4
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Enhanced Stamina 4
Enhanced Skill 2 [Athletics +6]
Enhanced Advantages 2 [Favored Environment (Aquatic), Great Endurance]
Immunity 3 [Environmental Cold, Pressure, Underwater Suffocation]
Movement 1 [Environmental Adaptation (Aquatic)]
Senses 2 [Low-Light Vision, Ultrahearing]
Swimming 4

Strong Swimmer: (Flaw: Limited [Underwater])
Enhanced Skill 1 [Acrobatics +3]
Swimming 3

Giant Man o' War Traits: [ pts]
Enhanced Strength 4
Enhanced Stamina 4
Immunity 10 [Visual Affliction Effects]
Insubstantial 1 (Extra: Selective); (Power Feat: Innate); (Flaw: Permanent)
Senses 3 [Extended Radius Infravision]
Tentacles:
Elongation 4 (Flaw: Limited [tentacles only])
Extra Limbs 6 (Feat: Improved Grab, Improved Hold)
Poisonous Barbs: Affliction 10 [Hindered, Immobilized, Paralyzed; resisted by Fortitude] (Extra: Cumulative)
-Shocking Barbs: Damage 10
-Wrapped Up: Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)

Offense: Initiative +9
Melee Attack +10 // Unarmed Damage +8 // Shocking Barbs Damage +10
Ranged Attack +5

Defense: Dodge +12
Parry +12
Toughness +8
Fortitude +12
Will +8


Costs: Abilities 54+ Skills 13+ Advantages 10+ Powers 115+ Defenses 22= 214 pts.


Real Name: Unknown
Height: 5’6”
Weight: Unknown
Hair: None
Eye Color: Unknown


Complications:
Pro-Ocean Life: Manowar agrees wholeheartedly with Sea Devil’s ideals concerning Atlantis’ dealings with the surface world (that they should invade the surface world and make it part of the Atlantean Empire).

Weakness: Manowar, like all other Atlanteans, can suffer from dehydration if he doesn’t periodically immerse himself in water. If he doesn’t he then suffers a -1 to all physical abilities every 4 minutes until he can submerge himself.


Background: Coming soon.....
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun

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