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Tattooedman
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Hemogoblin

Post by Tattooedman » Mon Oct 01, 2012 10:30 am

Image
Hemogoblin:
PL:
10
Strength 8
Stamina 8
Agility 8
Dexterity 8
Fighting 8
Intellect 0
Awareness 0
Presence 0

Skills: Acrobatics 6 (+14), Athletics 6 (+14), Insight 8 (+8.), Intimidation 6 (+6/+15), Perception 8 (+8.), Stealth 5 (+13)

Advantages: All-Out Attack, Chokehold, Close Attack 2, Cunning Fighter, Fast Grab, Hide In Plain Sight, Improved Feint, Improved Grab, Improved Hold, Improved Initiative, Power Attack, Precise Attack [melee; concealment], Ranged Attack 2, Startle, Takedown 2

Powers: Vampire Symbiote:
Boosted Host Physiology:
Enhanced Strength 4 (Flaw: Limited [Grappling/Lifting Only])
Enhanced Dodge
Enhanced Parry
Movement 2 [Wall-Crawling 2]
Regeneration 5 (Flaw: Limited [Only after Vampiric Tendril has been used successfully])
Speed 2
Leaping 2
Cellular Morphing:
Carry-On Space: Feature [Hidden Pockets]
Frightening Face: Enhanced Skill 3 [Intimidation +9]
Living Skinsuit: Senses 1 [Radius Sight]
Cellular Reshaping: Morph 2 [humanoids]
-Cellular Camouflage: Visual Concealment 2 (Flaw: Blending)
Tendril Array:
Tendril Snare: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Feat: Tether); (Flaw: Limited Degree)
-Tendril Blades: Strength-Based Damage 2 (Extra: Penetrating 10); (Feats: Improved Critical 3, Reach 6)
-Tendril Line: Movement 1 [Swinging] & Speed 3
-Vampiric Tendrils: Weaken Stamina 8 (Feat: Reach 6)
-Whip-Like Tendrils: Strength-Based Damage 2 (Extra: Multiattack 10); (Feat: Reach 6)

Offense: Initiative +12
Melee Attack +10 // Unarmed Damage +8 // Tendril Blades Damage +10; critical 17-20 // Whip-Like Tendrils Damage +10
Ranged Attack +8

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


Costs: Abilities 80+ Skills 13+ Advantages 18+ Powers 67+ Defenses 20= 198 pts.


Complications:
Dependence: Hemogoblin needs to feed on blood or the Symbiote will weaken and eventually perish.

Vulnerable: The Vampire Symbiote is particularly vulnerable to fire and silver effects. He takes one additional degree of effect against fire two degrees against silver effects.


Background: The creature known as Hemogoblin is nothing more than an experiment by Doctor Rune; he'd encountered a small clan of vampires who show an impressive amount of skill with morphing their bodies. After wiping out the majority of the clan the mage took the few remaining survivors to his lab in Arcadia where he began a many year series of experiements in trying to create a creature that could reproduce the vampires' morphic ability.

What he created he called Hemogoblin; a creature that was dependant upon both the blood of a host creature as well as the blood of others to survive. Doctor Rune then quickly selected one of his lower ranking subordinates and bonded his creature to him and then watched as Hemogoblin then went on a killing spree that lasted two days before finally stopping (and then it was only because Rune had grown bored with the show).

In the years since Doctor Rune has trained Hemogoblin to follow his orders, which aren't too complex and normally involve killing someone or destroying something, and makes sure to have a few extra assisstants around in case Hemogoblin needs a new host.
Last edited by Tattooedman on Fri Jan 11, 2013 8:46 am, edited 1 time in total.
World of Freedom Setting 3E

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

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Tattooedman
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Rikus

Post by Tattooedman » Mon Oct 01, 2012 10:32 am

Image
Rikus:
PL:
15
Strength 2
Stamina 6
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 4
Presence 2

Skills: Close Combat [Gore] 5 (+15), Close Combat [Knives] 4 (+14), Deception 12 (+14), Expertise [History] 8 (+10), Expertise [Life Sciences] 15 (+17), Expertise [Magic] 15 (+17), Insight 8 (+12), Intimidation 12 (+14), Perception 9 (+13), Ranged Combat [Blood Magic] 10 (+15), Stealth 9 (+11)

Advantages: Artificer, Close Attack 6, Daze [Intimidation], Diehard, Equipment 8, Fearless, Great Endurance, Improved Critical [Knives] 2, Improved Feint, Minion 8 [32 PL 3 minions (Cultists [uses Thug])], Ranged Attack 3, Ritualist, Startle

Powers: Blood Magic Array:
Bursting Heart: Ranged Affliction 15 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative, Perception); (Flaw: Limited [target must have open, bleeding wound])
-Awaken Blood: Ranged Damage 15 (Extra: Perception); (Flaw: Limited [target must have open, bleeding wound])
-Blood Bolt: Ranged Damage 15 (Extra: Penetrating 12)
-Blood Wrappings: Ranged Affliction 15 [Hindered & Vulnerable, Defenseless * Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Bloodgate: Teleport 12 (Extra: Accurate); (Feat: Change Direction); (Flaw: Medium [blood/tissue])
-Bloody Eyes: Ranged Visual Affliction [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Cumulative)
-Burning Blood: Ranged Affliction 15 [Dazed, Exhausted, Fatigue; resisted by Fortitude] (Extras: Cumulative, Perception); (Flaw: Limited [target must have open, bleeding wound])
-Gore: Damage 15 (Extra: Penetrating 12); (Feat: Improved Critical 4)
-Red Rain: Visual Concealment 2 (Extras: Area, Attack)
-Withering Blood: Ranged Damage 15 (Extra: Perception); (Flaw: Limited [victim must have open, bleeding wound])

Blood Mage Training:
Magical Awareness: Senses 4 [Detect (Extended, Radius, Ranged)]
Sense Blood: Senses 6 [Detect (Acute, Extended, Radius, Ranged)]
Use to the Pain: Protection 2

Bloodpool: (Removable –11 pts) [47 pp]
Seeing Through the Crimson Eye: Remote Sensing 18 [audio, olfactory, visual senses/18000 miles] (Feats: Dimensional 3, Subtle)

Bloodstone: (Removable –9 pts) [36 pp]
Blood of the Fallen: Force Field 7
Blood Survivor: Immortality 2 [1/week] (Flaw: Limited [Unless cremated])
Enchanted Artifact: Feature [Indestructible]
Servant of Blood: Summon 12 [PL 12 minion] (Extras: Active)

Offense: Initiative +2
Melee Attack +10 // Knives Attack +14 // Unarmed Damage +2 // Knives Damage +3; critical 17-20 // Gore Damage +15; critical 16-20
Ranged Attack +5 // Blood Magic Array Attack +15

Defense: Dodge +15
Parry +12
Toughness +15*/+8 [*Force Field]
Fortitude +13
Will +13


Equipment: Knives [Strength-Based Damage 1; Critical 19-20]
-3 ep free as needed

Headquarters (35 ep)[Underground Sanctum: Size: Large; Toughness: 12] Features: Deathtraps, Effect [Teleport 10 (in/out)], Holding Cells, Isolated, Laboratory, Library, Living Space, Sealed [no doors/windows], Security System 2 [Arcane DC 25], Workshop


Costs: Abilities 48+ Skills 39+ Advantages 35+ Powers 147+ Defenses 37= 306 pts.


Real Name: Unknown
Height: 6’ 3”
Weight: Unknown
Hair: Bald
Eye Color: Pale Blue


Complications:
Power Loss: Rikus is loses his Blood Magic Array when he is unable to speak.


Background: Not much is known about Rikus, he has managed to keep his cult under wraps since he came to America decades ago. But it has several members that are located in many cities across the country and each member is almost fanatical in their devotion to Rikus. The cult operates out of a cavern that members can access through arcane means Rikus has put into place, allowing them to have only one meeting place that is almost completely under his control.

Often times if Rikus has a problem with someone he will send out Razorfane to deal with it, she has been by Rikus‘ side for almost twelve years now, since she was only a teen and is slavishly devoted to the Blood Mage. She will do anything he asks of her without question or hesitation, many of the cultists think that she is mentally unbalanced and there is a good chance they‘re correct but they have been smart enough not to say it anywhere near her.

Rikus is considered to be the second in command of the Brimstone House, after Baron Twilight. Though neither man trusts the other they realize that they somewhat need one another to survive in the current times but occasionally they plot against one another in something comparable to that of a deadly, live chess game; each man countering the other‘s actions through minions and puppets as they test one another to see if they still are worthy of their membership in the House.

Image
Beast of Blood:
PL:
12
Strength 14
Stamina –
Agility 0
Dexterity 0
Fighting 10
Intellect 0
Awareness 0
Presence 0

Skills: Insight 6 (+6), Perception 6 (+6), Ranged Combat [Thrown Objects] 12 (+12)

Advantages: All-Out Attack, Improved Critical [Unarmed] 2, Improved Initiative 2, Power Attack

Powers: Blood Golem Traits: (Innate)
Growth 4 [size: +4 Strength, +4 Protection, +2 Intimidation, -4 Stealth, -2 Dodge/Parry] (Flaw: Permanent)
Immunity 62 (Critical Hits, Fortitude Effects, Mental Effects)
Protection 14 (Extra: Impervious 12)
Senses 3 [Darkvision, Low-Light Vision]
Sense Life: Senses 7 [Detect Living Beings (Accurate, Extended, Radius, Ranged, Tracking)]

Bloody Scary: Affliction 12 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Area [Burst]); (Feat: Innate); (Flaw: Limited [Can only make people run away])
Blood Wrappings: Ranged Affliction 12 [Hindered & Vulnerable, Defenseless * Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Blood Wave: Affliction [Vulnerable, Prone; resisted by Doge] (Extra: Area [Cone]); (Flaw: Limited Degree)

Offense: Initiative +8
Melee Attack +10 // Unarmed Damage +14; critical 18-20
Ranged Attack +0 // Thrown Object Attack +12

Defense: Dodge +8
Parry +8
Toughness +14* [*Impervious 12]
Fortitude N/A
Will N/A


Costs: Abilities 30+ Skills 8+ Advantages 6+ Powers 156+ Defenses 10= 210 pts.


Complications:
Disability: The Beast of Blood is mute.

Follows Orders: Being a golem means that the Beast of Blood follows it’s orders to the letter and nothing more. Tell it to stand guard over a certain door and that’s were it will stay, only keeping others from passing through it and not chasing anyone who might run away after a short fight trying to get through.

Vulnerable: Despite being a construct, effects that target the liquid blood inside the Beast of Blood’s body could do more damage to it than normal attacks.
World of Freedom Setting 3E

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

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Tattooedman
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Bloodmoon

Post by Tattooedman » Mon Oct 01, 2012 10:37 am

Image
Bloodmoon:
PL:
11
Strength 3
Stamina 5
Agility 3
Dexterity 3
Fighting 8
Intellect 0
Awareness 3
Presence 0

Skills: Acrobatics 3 (+6), Athletics 12 (+16), Expertise [Nature] 12 (+12), Expertise [Survival] 12 (+15), Expertise [Tactics] 9 (+9), Insight 9 (+12), Intimidation 12 (+12), Perception 9 (+12), Stealth 9 (+12)

Advantages: All-Out Attack, Benefit [Ambidexterity], Animal Empathy, Cunning Fighter, Defensive Roll 3, Defensive Strike, Diehard, Equipment, Follow-Up Strike, Great Endurance, Improved Demoralize, Improved Feint, Improved Initiative, Improved Smash, Luck [Determination] 2, Power Attack, Ranged Attack 5, Skill Mastery [Expertise (Nature)], Skill Mastery [Expertise (Survival)], Takedown 2

Powers: Lycanthropic Mastery: Shapeshift 6 [30 pt pool] (Flaw: Limited [predator animal traits only])

Master of the Beasts Array:
Summon Wild Life I: Summon 8 [120 pt minions] (Extras: Horde, Variable Type [Forest Animals]); (Feats: Mental Link, Multiple Minions 2 [4 Minions]); (Flaw: Limited [In or Near Forests]); 49 pts
-Summon Wild Life II: Summon 4 [60 pt minions] (Extras: Horde, Variable Type [Forest Animals]); (Feats: Mental Link, Multiple Minions 4 [16 Minions]); (Flaw: Limited [In or Near Forests])

Spear of the Red Moon: (Removable –12 pts) [49 pp]
Enchanted Thrown Edge: Ranged Strength-Based Damage 5 (Extra: Penetrating 11); (Feats: Improved Critical 3, Ricochet 2)
-Enchanted Stabbing Edge: Strength-Based Damage 5 (Extra: Penetrating 11); (Feats: Improved Critical 3, Reach 2)
Venomous: Affliction 11 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative); (Feat: Triggered [Target must fail Resistance Check vs. one of Enchanted Edge attacks])
Frightful Feelings: Affliction 11 [Dazed. Compelled, Controlled; resisted by Will] (Extra: Area [Burst]); (Flaw: Limited [Can only change target’s emotions], Limited [Fear only])

Offense: Initiative +7
Melee Attack +8 // Claw of the Hunter Damage +5 // Enchanted Stabbing Edge Damage +8; critical 17-20
Ranged Attack +8 // Enchanted Thrown Edge Damage +8; critical 17-20

Defense: Dodge +11
Parry +11
Toughness +5
Fortitude +11
Will +11

Equipment: Claws of the Hunter [Strength-Based Damage 2; critical 19-20]


Costs: Abilities 50+ Skills 29+ Advantages 28+ Powers 119+ Defenses 25= 251 pts.


Real Name: Adam Wilson
Height: 6' 6"
Weight: 290 lbs
Hair: Red
Eye Color: Green


Complications:
Loyalty: Bloodmoon would do anything the Crescent Lady orders without hesitation.

Weakness: Bloodmoon takes additional damage from items made of silver.


Background: How Adam Wilson became associated with the Brimstone House isn't clear but he soon found himself in the debt of the Crescent Lady, a member of the Inner Circle, who decided to have Adam repay his debt by becoming an operative for her.

Using a ritual that involved the blood of several different members of the Clans of the Moon, the Crescent Lady bestowed upon Adam powerful lycanthropic based abilities and a few unique weapons that he now uses in service to her as Bloodmoon.
World of Freedom Setting 3E

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

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Tattooedman
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Blackheath

Post by Tattooedman » Mon Oct 01, 2012 10:39 am

Image
Blackheath:
PL:
12
Strength 3
Stamina 4
Agility 2
Dexterity 2
Fighting 4
Intellect 3
Awareness 0
Presence 0

Skills: Athletics 6 (+9), Expertise [Life Sciences] 12 (+15), Expertise [Magic] 15 (+18.), Expertise [Nature] 13 (+16), Expertise [Survival] 9 (+9), Expertise [Theology & Philosophy] 4 (+8.), Insight 9 (+9), Intimidation 10 (+10), Perception 9 (+9), Ranged Combat [Corrupted Druidic Magic] 6 (+12)

Advantages: Animal Empathy, Close Attack 4, Improved Initiative, Power Attack, Ranged Attack 4, Ritualist, Speed of Thought, Task Focus [Expertise (Magic): Druidic Magic]

Powers: Barkskin: Protection 8 (Extra: Impervious)
Corrupted Presence: Affliction 5 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Area [Burst], Cumulative); (Flaws: Limited [Affects Animals Only], Limited [Changes Emotions Only], Limited [Hate Only], Permanent)
Rejected by the Earth: Flight 1

Corrupted Druidic Magic Array:
Storm’s Anger: Ranged Damage 12 (Extra: Penetrating); (Feat: Indirect 2)
-Concealing Mists: Visual Concealment 4 (Extra: Area, Attack)
-Fireflare: Ranged Visual Affliction 11 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Cumulative)
-Power of the Storm: Damage 12 (Extras: Area [Burst], Penetrating)
-Searing Sun: Environment 12 (Feat: Precise); (Flaw: Reduced Range)
-Snowfall: Environment 12 (Feat: Precise); (Flaw: Reduced Range)
-Wildfire: Ranged Damage 12 (Power Feats: Improved Critical 2)
-Wild Vines: Ranged Affliction 8 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extra: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Uncontrolled Overgrowth: Create 12 (Extra: Moveable); (Feat: Precise)

Corrupted Elementals: Summon 12 (Extras: Active, Variable Type [elemental creatures])

Offense: Initiative +7
Melee Attack +8 // Unarmed Damage +3
Ranged Damage +6 // Corrupted Druidic Magic Attack +12

Defense: Dodge +12
Parry +12
Toughness +12* [*Impervious 8]
Fortitude +11
Will +13


Costs: Abilities 36+ Skills 32+ Advantages 14+ Powers 117+ Defenses 38= 237 pts.


Real Name: Unknown
Height: 5'10"
Weight: Unknown
Hair: White
Eye Color: Blue


Complications:
Power Loss: Blackheath cannot cast any of his Corrupted Wiccan Magic when he is unable to gesture & speak the components of his spells.

Weakness: Blackheath takes additional damage from items made of Silver.


Background: The past of life of the man known as Blackheath isn’t known. He has been a member of the Brimstone House for over a decade but how he joined that organization isn’t clear. Blackheath has shown to be knowledgeable in areas of magic that are normally associated with Druidic magic, though he uses it more for his own personal gain than to help others.


elemental creatures wrote: Image
Pyrus:
PL:
12
Strength 8
Stamina 8
Agility 4
Dexterity 4
Fighting 4
Intellect -2
Awareness 0
Presence 0

Skills: Insight 9 (+9), Intimidation 9 (+14), Perception 9 (+9), Ranged Combat [Fire Blast Array] 6 (+8.)

Advantages: Close Attack 4, Power Attack

Powers: Elemental of Fire:
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Flight 7
Growth 8 [+8 Strength, +8 Stamina, +4 Intimidation, +1 Speed, -8 Stealth, -4 Dodge/Parry] (Feat: Innate); (Flaw: Permanent)
Immunity 5 [Emotion Effects]
Impervious Toughness 12
Protection 4
Senses 1 [Infravision]
Body of Fire: Damage 12 (Extra: Reaction)
Cone of Fire: Damage 12 (Extra: Area [Cone]); (Feat: Improved Critical 2)

Offense: Initiative +4
Melee Attack +8 // Bite Damage +8 // Fire Shroud Damage +12
Ranged Attack +4 // Cone of Fire Damage +12; critical 18-20

Defense: Dodge +7
Parry +7
Toughness +12
Fortitude +10
Will +6


Costs: Abilities 20+ Skills 12+ Advantages 5+ Powers 121+ Defenses 22= 180 pts.


Complications: .
Disabilities: Pyrus cannot speak and has no hands to manipulate items.



>>>
Image
Tyrus:
PL:
12
Strength 12
Stamina 12
Agility 0
Dexterity 0
Fighting 4
Intellect -2
Awareness 0
Presence 0

Skills: Insight 9 (+9), Intimidation 9 (+13), Perception 9 (+9)

Advantages: All-Out Attack, Close Attack 4, Follow-Up Strike, Improved Critical [Horn Shot] 3, Interpose, Move-By Action, Power Attack, Ranged Attack 4

Powers: Elemental of Earth:
Enhanced Strength 8 (Flaw: Limited [Lifting Only])
Growth 4 [+4 Strength, +4 Stamina, +2 Intimidation, -4 Stealth, -2 Dodge/Parry] (Feat: Innate); (Flaw: Permanent)
Immunity 7 [Critical Hits, Emotion Effects]
Impervious Toughness 12
Speed 4
Tail: Extra Limb 1 (Feat: Improved Trip)
Body Spikes: Damage 10 (Extra: Reaction)
Groundstrike: Damage 12 (Extra: Area [Burst]); (Flaw: Limited [Both Tyrus & his targets must be in contact with the ground])
-Earthwave: Affliction 12 [Vulnerable, Prone] (Extras: Area [Burst], Cumulative); (Flaws: Limited [Both Tyrus & his targets must be in contact with the ground], Limited Degree)

Offense: Initiative +0
Melee Attack +8 // Horn Shot Damage +12; critical 17-20
Ranged Attack +4

Defense: Dodge +10
Parry +10
Toughness +12* [*Impervious]
Fortitude +14
Will +6


Costs: Abilities 36+ Skills 9+ Advantages 16+ Powers 91+ Defenses 28= 180 pts.


Complications:
Disabilities: Tyrus cannot speak and has no hands to manipulate items.
Last edited by Tattooedman on Tue Oct 02, 2012 8:55 am, edited 2 times in total.
World of Freedom Setting 3E

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

User avatar
Tattooedman
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Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
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Corvis

Post by Tattooedman » Mon Oct 01, 2012 10:42 am

Image
Corvis:
PL:
12
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 2
Intellect 4
Awareness 5
Presence 3

Skills: Athletics 5 (+7), Close Combat [Swords] 6 (+12), Deception 10 (+13), Expertise [Chemistry] 16 (+20), Expertise [History] 10 (+13), Expertise [Magic] 16 (+20), Expertise [Survival] 4 (+9), Insight 9 (+14), Intimidation 8 (+11), Investigation 12 (+16), Perception 9 (+14), Persuasion 9 (+12), Ranged Combat [Obsidian Magic] 10 (+12), Stealth 6 (+8.)

Advantages: Artificer, Close Attack 4, Connected, Contacts, Eidetic Memory, Quick Draw, Ritualist, Speed of Thought, Task Focus [Expertise (Magic): Alchemy], Well-Informed

Powers: : Obsidian Magic:
Obsidian Bolt: Ranged Damage 12 (Extra: Penetrating); (Power Feat: Affects Insubstantial 2)
-Obsidian Blade: Strength-Based Damage 10 (Extra: Penetrating 12); (Feats: Improved Critical 4, Improved Smash)
-Obsidian Chains: Ranged Affliction 12 [Hindered, Immobilized, Paralyze; resisted by Will] (Extras: Cumulative)
-Obsidian Curse: Ranged Affliction 9 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extras: Cumulative, Perception)
-Obsidian Gate: Teleport 10 (Extras: Accurate); (Feat: Increase Mass 2 [200 lbs])
-Obsidian in the Heart: Affliction [Dazed, Compelled, Controlled; resisted by Will] 12 (Extra: Area [Burst] 2); (Flaw: Limited [Subject only feels inner fear])
-Obsidian Madness: Ranged Affliction 12 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative); (Flaw: Limited [Targets only act confused])
-Obsidian Mirror: Defect 12 [energy] (Extra: Reflection); (Flaw: Limited [Magic Only])
-Obsidian Storm: Damage 12 (Extra: Area [Cloud] 2)
-Obsidian Walls: Nullify Magic 12 (Extra: Area [Burst], Broad); (Flaw: Close Range)
-Searing Obsidian: Corrosion 10 (Power Feat: Extended Range 2)
-Shattering Wall of Obsidian: Weaken Magic 12 (Extras: Area [Burst], Broad)
-Shadows of Obsidian: Visual Concealment 4 (Extras: Area, Attack)

Onyx Blade: (Removable –3 pts) [14 pp]
Enchanted Edge: Strength-Based Damage 6 (Extra: Penetrating 8.); (Feats: Improved Critical 3)

Obsidian Necklace: (Removable –2 pts) [8 pp]
Mystical Wards: Protection 10

Offense: Initiative +4
Melee Attack +6 // Unarmed Damage +2 // Sword Attack +12 // Onyx Blade Damage +8; critical 17-20 // Obsidian Blade Damage +12; critical 16-20
Ranged Attack +2 // Obsidian Magic Attack +12

Defense: Dodge +12
Parry +10
Toughness +12*/+2 [*Obsidian Necklace]
Fortitude +9
Will +13


Costs: Abilities 44+ Skills 46+ Advantages 13+ Powers 72+ Defenses 33= 208 pts.


Real Name: Unknown
Height: 5’ 11”
Weight: 172 lbs
Hair: White
Eye Color: Silver


Complications:
Power Loss: Corvis cannot cast any of his Obsidian Magic if he is unable to gesture & speak the components of his spells.


Background: Corvis has managed to keep the vast majority of his life before joining the Brimstone House hidden, he was one of the founding members of the coupe that Baron Twilight put together decades ago to take over the Brimstone House and it isn’t known what he did during the years that were spent rebuilding following the House’s defeat by the original FORCE Ops.
World of Freedom Setting 3E

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

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Tattooedman
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the Crescent Lady

Post by Tattooedman » Mon Oct 01, 2012 10:47 am

Image
Crescent Lady:
PL:
11
Strength 0
Stamina 2
Agility 2
Dexterity 2
Fighting 2
Intellect 3
Awareness 4
Presence 4

Skills: Deception 9 (+12/+14), Expertise [Magic] 15 (+19), Expertise [Theology & Philosophy] 12 (+15), Insight 9 (+13), Perception 9 (+13), Persuasion 9 (+12/+14), Ranged Combat [Magicks of the Moon] 8 (+10)

Advantages: All-Out Attack, Artificer, Attractive, Close Combat 2, Daze [Deception], Eidetic Memory, Fascinate 2 [Deception, Persuasion], Improved Initiative, Power Attack, Ritualist, Trance

Powers: Magicks of the Moon:
Moonlight’s Fire: Ranged Damage 12 (Extras: Multiattack, Penetrating)
-Blinding Light of the Moon: Visual & Mystical Concealment 5 (Extras: Area, Attack)
-Lunar Control: Ranged Affliction 12 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative, Perception)
-Luna’s Fury: Damage 12 (Extra: Area [Burst], Penetrating)
-Lunar Lady’s Grace: Healing 10 (Extra: Energizing, Restorative); (Feats: Persistent, Stabilize)
-Lunar Language: Mental Communication 4 (Extras: Area, Selective); (Feat: Dimensional)
-Lunar Madness: Affliction 12 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Area [Burst], Cumulative); (Flaw: Limited [Targets only act confused])
-Gaze of Moonlight: Ranged Damage 12 (Extras: Alternate Resistance [Will], Perception)
-Moods of the Moon: Ranged Affliction 12 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative); (Feat: Variable Descriptor [emotion]); (Flaw: Limited [Changes Emotions Only])
-Moon‘s Calming Wards: Nullify Mental Effects 12
-Moonlit Paths: Teleport 10 (Extras: Accurate, Portal); (Feat: Increased Mass 2 [200 lbs]); (Flaw: Medium [moonlight])
-Shadows of the Moon: Illusion 8 [all senses] (Flaw: Limited [Only those with Minds])
-Under the Moonlight: Remote Sensing 12 [audio & visual] (Flaw: Medium [Moonlight])

Mage Sense: Super-Senses 2 [Detect Magic (Ranged)]
Moon’s Misleading Light: Morph 2 [humanoid forms] (Extra: Continuous Duration)

Moonstone: (Removable –3 pts) [13 pp]
Ageless like the Moon: Immunity 1 [Aging] (Flaw: Half Effect)
Protection of the Moon:
Immunity 5 [Mental Effects] (Flaw: Limited [Half Effect])
Protection 8
Nothing Hides Under the Moon’s Light: Senses 3 [Darkvision, Ultravision]

Offense: Initiative +6
Melee Attack +4
Ranged Attack +2 // Magicks of the Moon Attack +10

Defense: Dodge +12
Parry +10
Toughness +10*/+2 [*Moonstone]
Fortitude +8
Will +12


Costs: Abilities 42+ Skills 25+ Advantages 9+ Powers 85+ Defense 32= 193 pts.



Real Name: Mercedes Castlemere
Height: 5’ 6”
Weight: 120 lbs
Hair: White
Eye Color: Blue


Complications:
Power Loss: The Crescent Lady cannot cast any of her Magicks of the Moon Array; when unable to gesture & speak the components of her spells.


Background: How Mercedes Castlemere learned her repertoire of moon themed spells or how she came to join the Brimstone House isn’t known. It is suspected by some of the members that she somehow is connected to Corvis and was brought into the House by him during the rebuild that came during the 1990s.

Calling herself the Crescent Lady, Mercedes has established herself as a force to be reckoned with in the Inner Circle of the Brimstone House and is often spying on the other members endeavors.
World of Freedom Setting 3E

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

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Tattooedman
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Doctor Rune

Post by Tattooedman » Mon Oct 01, 2012 11:14 am

Image
Doctor Rune:
PL:
13
Strength 1
Stamina 4
Agility 2
Dexterity 2
Fighting 4
Intellect 5
Awareness 8
Presence 5

Skills: Deception 11 (+15), Expertise [Art] 10 (+15), Expertise [Magic] 15 (+20), Insight 7 (+15), Investigation 9 (+14), Perception 7 (+15), Persuasion 8 (+13), Ranged Attack [Magic] 6 (+13), Sleight of Hand 7 (+9), Stealth 7 (+9)

Advantages: Artificer, Connected, Fearless, Language 4 [Abyssal, Arabic, Atlantean, Enochian, Farsi, Latin, Sanskrit, Swahili], Luck [Determination], Luck [Determined Recovery], Luck [Inspiration] 2, Power Attack, Precise Attack [ranged; cover], Ranged Attack 5, Ritualist, Speed of Thought, Task Focus [Expertise (Magic): Artifact Lore], Trance

Powers: Wards of Protection:
Immunity 10 [Life Support]
Protection 8
Mystically Attuned: Senses 8 [Detect Magic, (Accurate, Acute, Extended 2, Radius, Ranged)

Mystical Might Array:
Eldritch Fire: Ranged Damage 13 (Extra: Alternate Resistance [Fortitude], Area [Cone]); (Feat: Improved Critical)
-Debilitating Curse: Ranged Affliction 8 [Dazed, Defenseless, Incapacitated; resisted by Will] (Extra: Cumulative, Progressive)
-Mystic Blast: Ranged Damage 13 (Feat: Improved Critical 2, Homing 4)
-Mystic Constructs: Create 13 (Extras: Continuous, Stationary); (Feats: Precise, Increased Volume)
-Phantasms: Illusion 10 [all senses] (Flaw: Limited [Only those with minds])
-Mystic Binding: Ranged Affliction 13 [; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Feats: Reversible, Indirect 3); (Flaw: Limited Degree)
-Telekinesis: Move Object 10 (Extras: Damaging, Perception)

Phoenix Gate: (Removable –17 pts) [68 pp]
Mystic Passage: Teleport 13 (Extras: Accurate, Extended, Portal); (Feats: Change Direction, Increased Mass 5 [1600 lbs], Turnabout)

Angelus’ Dorjes: (Removable –4 pts) [16 pp]
Undetectable: Concealment 10 [all senses]

Various Magic Artifacts: (Removable -14 pts) [56 pp]
Variable 10

Offense: Initiative +5
Melee Attack +4
Ranged Attack +

Defense: Dodge +14
Parry +12
Toughness +12
Fortitude +8
Will +15


Costs: Abilities 62+ Skills 30+ Advantages 22+ Powers 196+ Defenses 31= 341 pts.


Complications:
Collector: Doctor Rune is convinced that there is a magical artifact that possess the ability to bring his daughter back to life.

Motivation Bringing Back his Daughter: Doctor Rune focuses a good deal of his efforts to return his dead daughter back to life.


Background: At one point Doctor Rune was a member of the Lodge, a gathering of mystics that sought to protect the world from various magical threats and had been a long standing member until his daughter was killed by a clan of vampires; in fact it wasn’t just his daughter but an entire team (a total of five) of mages that was killed but Doctor Rune couldn’t help but blame the other members for the loss of his daughter.

He fell into a depression and slowly withdrew from his Lodge responsibilities until finally a few close friends finally reached out to him only to discover that Doctor Rune had started dabbling in darker mystical arts and they tried to talk sense to him only for Rune to lash out and kill them all for interfering in his work and then fell off the mystical grid.

Several years later Doctor Rune reappeared as a member of the rebuilt Brimstone House, how he gained membership isn’t known but his former associates in the Lodge would greatly like to speak with him.
Last edited by Tattooedman on Fri Jan 11, 2013 8:58 am, edited 1 time in total.
World of Freedom Setting 3E

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

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Re: World of Freedom 3rd Edition: Almost Done...

Post by Shock » Tue Oct 02, 2012 8:37 am

I get nervous everytime you post someone from Brimstone House. The Freedom League would have trouble with those guys.

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Re: World of Freedom 3rd Edition: Almost Done...

Post by Arkrite » Tue Oct 02, 2012 8:39 am

I have heart attacks half the time TM posts ;~)

Need to get him to hang around Jab more often, see if his love of Jobbers doesn't rub off!

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Re: World of Freedom 3rd Edition: Almost Done...

Post by Tattooedman » Tue Oct 02, 2012 9:52 am

What? I can't challenge the players in my games?

Ok, fine. I'll post someone nicer.
World of Freedom Setting 3E

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

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Blackheart

Post by Tattooedman » Tue Oct 02, 2012 9:54 am

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Blackheart:
PL:
12
Strength 6
Stamina 6
Agility 8
Dexterity 8
Fighting 8
Intellect 0
Awareness 4
Presence 3

Skills: Acrobatics 8 (+16), Athletics 4 (+10), Deception 3 (+6/+8.), Expertise [Criminal] 15 (+15), Expertise[Current Events] 9 (+9), Expertise [Survival] 6 (+10), Intimidation 12 (+15), Investigation 13 (+13), Sense Motive 10 (+14), Sleight of Hand 6 (+14), Stealth 16 (+24), Vehicles [Air] 4 (+12).Vehicles [Land] 4 (+12), Vehicles [Sea] 4 (+12)

Advantages: Agile Feint, All-Out Attack, Assessment, Attractive, Benefit [Security Clearance], Close Attack 6, Connected, Defensive Strike, Distract [Intimidate], Elusive Target, Equipment 2, Evasion 2, Follow-Up Strike, Hide In Plain Sight, Improved Critical [Nunchaku] 2, Improved Critical [Sai] 2, Improved Critical [Shrunken] 2, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Instant Up, Luck [Determination], Luck [Determined Recovery], Move-By Action, Power Attack, Precise Attack [melee; concealment], Ranged Attack 6, Takedown 2, Track, Uncanny Dodge

Powers: More than Human:
Immunity 3 [Age (Flaw: Limited [half effective]), Disease, Poison (Flaw: Limited [half effective])]
Leaping 3
Regeneration 3
Speed 3
Senses 5 [Vision (Extended), Lowlight Vision, Hearing (Accurate, Extended)]

Arsenal: (Removable –4 pts) [16 pp]
Power Staves: [Ranged Damage 8 (Extra: Penetrating); (Feat: Improved Critical)]
-Omnium Steel Sai: [Strength-Based Damage 2 (Extra: Penetrating 8.); (Feat: Split)]
-Nunchaku: [Strength-Based Damage 2 (Extra: Multiattack 8.); (Feat: Split)]
-Omnium Steel Shuriken: [Ranged Strength-Based Damage 2 (Extras: Multiattack, Penetrating)]


Offense: Initiative +12
Melee Attack +14 // Unarmed Damage +6 // Sai Damage +8 // Nunchaku Damage +8
Ranged Attack +14 // Shuriken Damage +8 // Power Staves Damage +8; critical 19-20

Defense: Dodge +15
Parry +15
Toughness +9*/+6 [*Body Armor]
Fortitude +11
Will +11

Equipment: Body Armor [Protection 3]
Commlink
Swing line [Movement 1 (Swinging)]


Costs: Abilities 86+ Skills 38+ Advantages 46+ Powers 32+ Defenses 26= 228 pts.


Real Name: Kallisto
Height: 5' 11"
Weight: 150 lbs
Hair: Black
Eye Color: Blue


Comlications:
Learned how to fit in to society: While she's spent a few decades living free, Blackheart still can be confused by 'small things'. Like how to properly display grief at a funeral or how to interpret well-played flirting.

Doesn't play around: Blackheart is one of the more straight forward members of the Sentinels and has a reputation for using the most direct way of dealing with super villains (and normal criminals as well). If a fight can be ended by her making a a head shot that blows up the the head of a regenerating villain (who she's sure will regrow it and be fine later) or sticking a knife in the gun hand of a robber who's holding a hostage to get them to drop the weapon then that's what she'll do.


Background: In the works.....
World of Freedom Setting 3E

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

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Think Tank

Post by Tattooedman » Tue Oct 02, 2012 10:00 am

Image
Think Tank:
PL:
11
Strength 10 (2)
Stamina 2
Agility 3
Dexterity 3
Fighting 3
Intellect 1
Awareness 3
Presence 2

Skills: Close Combat [Unarmed] 8 (+11), Deception 9 (+12), Expertise [Streetwise] 7 (+8.), Insight 7 (+10), Perception 7 (+10), Persuasion 6 (+8.), Ranged Combat [Thrown Objects] 6 (+9), Stealth 3 (+6)

Advantages: All-Out Attack, Connected, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Interpose, Power Attack

Powers: T.K. Force Suit:
Elongation 5
Enhanced Strength 5
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Force Field 7 (Extra: Impervious 12)
Growth 3 [+3 Strength, +3 Protection +1 Intimidation; -3 Stealth, -1 Dodge/Parry]
Immunity 10 [Life Support]
Shaped Force Fists: Strength-Based Damage 1 (Feat: Improved Critical 2)

Offense: Initiative +7
Melee Attack +11 // Unarmed Damage +2 // T.K. Force Suit Unarmed Damage +11
Ranged Attack +3 // Thrown Objects Attack +9

Defense: Dodge +10
Parry +10
Toughness +12*/+2 [*T.K. Force Suit]
Fortitude +8
Will +9

Costs: Abilities 34+ Skills 20+ Advantages 8+ Powers 55+ Defenses 26= 143 pts.


Real Name: George Barron
Height: 5' 10"
Weight: 148 lbs
Hair: Brown (shaved bald)
Eye Color: Brown


Complications:
For the public: Think Tank remembers just how difficult his life growing up was and spends a good part of his 'off-time' doing charity work that focuses on helping less fortunate kids. From guest appearnaces at schools across the country to fund raising for vairous school programs and helping to open after-school centers where kids can go to stay off the streets.


Background: In the works......
World of Freedom Setting 3E

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

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Technomancer

Post by Tattooedman » Tue Oct 02, 2012 10:01 am

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Technomancer:
PL:
11
Strength 0
Stamina 2
Agility 0
Dexterity 0
Fighting 4
Intellect 8
Awareness 2
Presence 2

Skills: Expertise [Computers] 8 (+6),Expertise [Pop Culture] 6 (+14), Expertise [Science] 8 (+16), Insight 6 (+8.), Perception 8 (+10), Persuasion 6 (+8.), Ranged Combat [Energy Manipulation System] 8 (+11), Technology 12 (+20)

Advantages: Benefit 3 [Security Clearance, Wealth (x2)], Eidetic Memory, Inventor, Luck [Determination], Luck [Determined Recovery], Luck [Inspiration], Ranged Attack 3, Skill Mastery [Technology], Speed of Thought, Teamwork, Ultimate Effort [Ultimate Technology Skill]

Powers: Technopathy Array:
Manipulate & Control Technology: Transform 11 [tech into other tech] (Extras: Continuous Duration, Perception Range); (Flaws: Distracting, Move Action)
-Datalink:
Communication 3 [Radio]
Comprehend 2 [Machines]
Senses 9 [Detect Technology (Acute, Analytical, Extended 3, Radius, Ranged)
-Hitting the Killswitch: Nullify All Technological effects 10 (Extras: Area [Burst], Selective); (Feat: Precise); (Flaws: Concentration, Close Range)
-See Through the Electronic World: Remote Senses 11 [audio, visual]

Powersuit: (Removable –14 pts) [59 pp]
Armored Frame with Energized Reinforcement:
Enhanced Dodge 3
Enhanced Parry 3
Protection 9
Boot Jets: Flight 5
Reconfigured Systems: Variable 1
Sensors: Senses 6 [Vision (Extended, Radius), Infravision, Direction Sense, Radio, Time Sense]
Energy Manipulation System:
Energy Restraints: Ranged Affliction 11 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Energy Bolt: Ranged Damage 11
-Energy Burst: Ranged Visual Affliction 11 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Cumulative)

Offense: Initiative +8
Melee Attack +4
Ranged Attack +3 // Energy Manipulation System Attack +11 // Energy Bolt Damage +11

Defense: Dodge +11
Parry +11
Toughness +11*/+2 [*Powersuit]
Fortitude +6
Will +9


Costs: Abilities 36+ Skills 22+ Advantages 15+ Powers 117+ Defenses 23= 213 pts.


Real Name: Isaac Augustus Steele
Height: 5’ 10”
Weight: 160 lbs
Hair: Sandy Blonde
Eye Color: Blue


Complications:
OP (original prankster): Technomancer likes to play high-tech jokes on just about everybody on the team. He can’t help it, and while overall everyone takes them in stride there are times they wish he’d take a break.


Background: In the works.....
World of Freedom Setting 3E

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

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Re: World of Freedom 3rd Edition: Almost Done...

Post by Arkrite » Tue Oct 02, 2012 10:32 am

Tattooedman wrote:What? I can't challenge the players in my games?
I'm in the street level crowd. I'm allowed to have heart attacks when baddies can summon disposable minions at my level ;~)
Tattooedman wrote:Ok, fine. I'll post someone nicer.
Tattooedman wrote:Blackheart
*Rimshot* :lol:
Nothing like a goodguy who's scarier than most of the badguys.
I'm sure Batman would point out that it is an effective tactic.

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Re: World of Freedom 3rd Edition: Almost Done...

Post by Spectrum » Tue Oct 02, 2012 4:22 pm

I'll start panicking (more) if I start to see a lot of magnakinetics and plastic eaters.. *shudder*

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