World of Freedom: FC Setting Builds....

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Tattooedman
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Vega

Post by Tattooedman » Mon Jul 23, 2012 10:31 am

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Vega:
PL: 10
Strength 10
Stamina 10
Agility 2
Dexterity 2
Fighting 6
Intellect 0
Awareness 3
Presence 0

Skills: Insight 6 (+9), Perception 6 (+9), Stealth 6 (+8.)

Advantages: All-Out Attack, Close Attack 2, Diehard, Interpose, Luck [Determination], Power Attack, Ranged Combat 6

Powers: Energy Channeling: Blast 10 (Extra: Penetrating); (Feat: Accurate)
Flight 10
Invulnerability:
Immunity 10 [Life Support]
Impervious Toughness 10
Protection 2 (Extra: Impervious)
Super Senses: Senses 4 [Darkvision, Low-Light Vision, Vision (Extended)]
Super Strength: Enhanced Strength 5 (Flaw: Limited [Lifting only])

Offense: Initiative +2
Melee Attack +10
Ranged Attack +8 // Energy Channeling Attack +10

Defense: Dodge +8
Parry +8
Toughness +12* [*Impervious]
Fortitude +10
Will +10

Costs: Abilities 66+ Skills 6+ Advantages 13+ Powers 80+ Defense 15= 180 pts.


Background: Jon Armstrong lead a rough life, being given up to the foster care system. For several years he bounced around from family to family never being taken in by any one for more than six months.

Eventually Jon joined a street gang in an attempt to gain the family he had never had. He ended up being in charge of running the gang's protection racket, which led him to the encounter with an old store owner who wouldn't knuckle under the pressure to pay off.

Finally Jon had to lead his guys to roust the old man's store, it was a day he would never forget. As the crew entered the store and began to trash it the old man simply shook his head and said "Well, it looks like you boys want to do this the hard way. I tried to be nice." Then suddenly the old man jumped over the counter and into the middle of the crew and began to beat them up and throw them out of his store.

All until he got to Jon, then the old man simple offered Jon a hand up and asked him why he was with the gang. When Jon told him that the gang was his family the old man told him "No they aren't. They are only using you for their purpose." The old man offered Jon a meal and chance to talk about what made a family, by the end of that meal and talk it was decided that Jon would move in with the old man and help him at the store that was set up beneath.

Unfortunately though, Jon's old gang wouldn't let him out that easy. They firebombed the old man's store and house several months later in an effort to get rid of both Jon and the old man. Jon was able to dig through the rubble enough to find the old man who had been badly injured. The old man simply told Jon that his time was done and that it was now Jon's turn to "do the right thing for other people." With that the old man took Jon's had and suddenly Jon felt light-headed, and burning with a fever. Then it was over just as suddenly and the old man was dead.

Jon was so mad about what had happened to the only person that had ever been kind to him that he went straight to the gang's main hangout and confronted the leader and about twenty of his crew. Jon simple told them to disband the gang and go on their way... or else.

When the head of the gang was done laughing he asked Jon what the "or else" would be?

Jon simply said "Well, I guess its gonna be the hard way then." and then proceeded to try to beat the leader up. Unfortunately though the rest of the gang wouldn't let him finish and they began to beat him. Amid the punches and kicks Jon felt lightheaded and feverish again and then when it passed he couldn't feel their blows anymore. Then he heard the gang members yelling that they had hurt themselves hitting him. Suddenly Jon realized that the old man had somehow passed whatever abilities he had to him. So Jon proceeded to use them on the gang and in the process he destroyed their safe house.

Once Jon had dug his way out he found Sentry waiting on him. Jon asked him if he had known the old man and Sentry answered that he had fought with him more times than he could count. Then Sentry told Jon that there was a place for him to go so he could learn to control the powers he had gained and learn how to use them to help others like the old man had done for him. Jon has been a member of the Alliance, and even took the same name that the old man used when he was a hero.

In that year Jon discovered that the old man had been given his powers by an alien who had been a member of an coalition of beings that were empowered to protect planets that was called the Star Corps and with help from some of the other members of the Corps he has been able to expand his abilities somewhat. He has also found out that he has a younger brother and sister related to him by his father, and is currently attempting to get to know them better.

After that Jon has dealt with several threats to Drake City as Vega, from the antics of the vain villainess Tempest, to the cruelty of the Masters of Doom. Jon continued to grow in skill with his powers and made friends with his teammates in the Alliance, with Ashmoore becoming his closest friend and a budding romance with Blackstone.

The Curator, a mechanical entity that gathers all manner of things for it’s intergalactic collection, came back to Earth again; his interest in the planet had became renewed once again. During the Curator's thefts of various items about the different times in Earth's history Vega, Blackstone, and Echon worked to stop him. When the gathered heroes managed to gain access to the Curator's ship they managed to stop the Curator from transporting the items to his Archive but during the fight Vega ended up getting sucked into the fringes of the warp and was transported away.

He found himself in a place he named the “video zone” as he could see hundreds of other realities before finally entering into the World of Freedom. Right off the bat Jon found himself involved in a fight between Captain Thunder and Daedalus and the criminal Doctor Stratos, with the megalomaniacal villain damaging a passing by airplane in an effort to distract the heroes, which Jon immediately moved to save leaving his surprised allies to deal with Stratos.

Jon pushed himself too much however, not realizing just how drained he’d been from his time in the Video Zone and collapsed in front of Captain Thunder and Daedalus after the plane had been saved and Stratos dealt with. The two elder heroes took Jon to their orbital base, the Lighthouse and after treating him for extreme exhaustion and having him share his story the Freedom League investigated his claims as best they could until they came to the conclusion that Jon must be telling them the truth.

They offered Jon a place to stay while trying to help him return to his home dimension, as well as voting to make him a reserve member of League to help smooth over any potential problems he might find with local law enforcement. In the months since Jon, as Vega, has continued to show he is a hero by facing the likes of Goanna, Black Claw, Johnny Sixx, Ogre, Downtime, Barrage, and has found himself the new focus of mentally unbalanced villain Doctor Mayhem.
Last edited by Tattooedman on Mon Dec 31, 2012 4:51 pm, edited 4 times in total.
World of Freedom Setting 3E

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

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Tattooedman
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Blackbird II

Post by Tattooedman » Mon Jul 23, 2012 10:49 am

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Blackbird II:
PL: 10
Strength 5
Stamina 5
Agility 4
Dexterity 4
Fighting 8
Intellect 3
Awareness 0
Presence 3

Skills: Deception 12 (+15), Expertise [Computers] 9 (+12), Insight 12 (+12), Invesitgation 9 (+12), Persuasion 12 (+15), Ranged Combat [Gauntlets] 8 (+12), Stealth 12 (+16), Technology 9 (+12), Vehicles [Air] 6 (+10), Vehicles [Land] 6 (+10)

Advantages: Close Combat 4, Daze [Deception], Fearless, Improved Initiative, Instant Up, Jack-of-All-Trades, Online Research, Seize Initiative, Taunt, Well-Informed

Powers: Blackbird Gauntlets: (Removable -8 pts) [34 pp]
Net: Snare 8 (Extra: Area [Burst])
-Blade Launcher: Blast 8 (Extra: Multiattack)
-Claws: Damage 3 [Strength based]
Enhanced Advantages 2 [Improved Critical 2]

Eagle-Eye Helmet: (Removable -2 pts) [8 pp]
Optical Enhancements: Senses 10 [Darkvision, Infravision, Direction Sense, Distance Sense, Radio, Time Sense, Ultra-Hearing]

Raptor Flight Suit: Removable (-4 pts) [17 pp]
Rocket Powered Wings: Flight 8
Flexmesh Layers: Protection 5

Offense: Initiative +8
Melee Attack +12 // Claw Damage +8 // Unarmed Damage +5
Blackbird Gauntlet Attack +12 // Blast Damage +8

Defense: Dodge +10
Parry +10
Toughness +10*/+5 [*Raptor Suit]
Fortitude +10
Will +10


Costs: Abilities 64+ Skills 33+ Advantages 13+ Powers 59+ Defense 23= 192 pts.


Background: Recently coming off his intense interest with the Raven, Blackbird managed to get away before the police arrived to take him into custody though he did have spend several months recovering from the injuries he’d gotten from that last encounter. It was during that time that a new heroine has gotten his attention (or become the subject of his newest obsession). With a new focus in his life, Blackbird applied himself to regaining his former levels of skill and fitness so that he can present himself appropriately to her. While researching her habits, Blackbird learned of the heroine’s interest in a local middle man in the criminal underworld and has started staking out his places of business waiting for his chance to finally meet the subject of his misguided affections.
Last edited by Tattooedman on Thu Apr 10, 2014 1:38 pm, edited 3 times in total.
World of Freedom Setting 3E

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

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Tattooedman
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Crimson Katana III

Post by Tattooedman » Mon Jul 23, 2012 10:51 am

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Crimson Katana III:
PL: 12
Strength 2
Stamina 4
Agility 5
Dexterity 5
Fighting 8
Intellect 0
Awareness 2
Presence 2

Skills: Acrobatics 9 (+14), Insight 9 (+11), Intimidation 9 (+11), Investigation 3 (+3), Perception 9 (+11), Persuasion 3 (+5), Sleight of Hand 6 (+11), Stealth 6 (+11)

Advantages: Agile Feint, Benefit 2 [Ambidexterity, Quick Change], Close Combat 4, Cunning Fighter, Defensive Attack, Equipment, Evasion, Follow-Up Strike, Improved Critical [Unarmed] 2, Improved Critical [Wakizashi], Improved Defense, Improved Disarm, Improved Initiative, Improved Smash, Improved Trip, Instant Up, Languages 2 [Base: Japanese; Chinese; English], Luck, Move-By Action, Quick Draw, Ranged Combat 3, Up the Walls, Weapon Break, Weapon Bind

Powers: Martial Training:
Leaping 4
-Alt. Effect: Speed 4
Movement 4 [Safe Fall; Sure-Footed 2; Trackless]

3 Flames Katana: Removable (-2 pts)
Supernaturally Sharp: Damage 8 [strength based]
-Withering Blade: Affliction 8 [Resisted by Fortitude--Fatigued/Exhausted] (Flaw: Limited Degree)
-Paralyzing Blade: Affliction 8 [Resisted by Will--Hindered/Immobile/Paralyzed]
-Draining Blade: Weaken 8 [Stamina]
Enhanced Advantages 3 [Improved Critical 3]
Feature 1 [Tranforms into a dragon tattoo]

Wakizashi: Removable (-1 pts)
Damage 4 [strength based]
Feature 1 [Tranforms into a dragon tattoo]

Teleport Ring: (Removable -6 pts) [28 pp]
Nobody Left Behind: Feature [Triggers other rings in area when used]
Back to the Safety of the Base: Teleport 8 (Extras: Easy, Extended); (Feat: Change Direction)

Offense: Initiative +9
Melee Attack +12 // 3 Flames Katana Damage +10; critical 17-20 // Wakizashi Damage +6; critical 19-20 // Unarmed Damage +2; critical 18-20
Ranged Attack +8

Defense: Dodge +14
Parry +12
Toughness +7*/+4 [*Armored Costume]
Fortitude +8
Will +7

Equipment: Armored Costume: Protection 3


Costs: Abilities 56+ Skills 18+ Advantages 30+ Powers 58+ Defense 22= 184 pts.


Complications:
Agent of Sin: Crimson Katanna is one of several agents of Dr. Sin is expected to make progress in long term goals of her master.


Background: Recently it was learned by Foreshadow and those that were working with him; Raptor, Stryke, and Panda, that the Crimson Katana had came to Freedom City and killed the leader of Doctor Sin's operations, Mister Hurang, for failing his master in his work. She also apparently killed the woman and child he was using as a cover identity to totally sever all possible ties to Doctor Sin and managed to make her escape before her crime could be discovered.
Last edited by Tattooedman on Tue Aug 27, 2013 7:25 pm, edited 4 times in total.
World of Freedom Setting 3E

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

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Tattooedman
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White Knight

Post by Tattooedman » Mon Jul 23, 2012 10:53 am

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White Knight:
PL: 11
Strength 10
Stamina 2
Agility 0
Dexterity 0
Fighting 8
Intellect 0
Awareness 0
Presence 2

Skills: Insight 6 (+6), Intimidation 12 (+14), Perception 6 (+6), Ranged Attack [Fire Bolt] 10 (+10)

Advantages:b All-Out Attack, Dirty Fighter, Ranged Combat 2, Power Attack, Withstand Damage

Powers: Fire Control: Environment 12 [Extreme Heat]
-Fire Bolt: Blast 12
-Fire Flare: Affliction 11 [Resisted by Dodge--Vision Impaired/Vision Disabled] (Extra: Area [Burst]); (Flaw: Limited Degree)
-Fire Shroud: Energy Aura 12
Fiery Propulsion: Flight 4

Perfected Body: Power Lifting 4
Protection 10

Offense: Initiative +0
Melee Attack +8 // Unarmed Damage +10 // Fire Shroud Damage +12
Ranged Attack +10 // Fire Bolt Damage +12

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


Costs: Abilities 44+ Skills 13+ Advantages 6+ Powers 96+ Defense 24= 183 pts.


Complications:
Hatemonger: White Knight hates anyone who isn't white, male, heterosexual and doesn't fit into his very narrow view of a "good" Protestant Christian. And he'll go on all day long about why he is better than whoever he is facing, in a very rude, direct manner that insults anyone who listens.


Background:
Last edited by Tattooedman on Tue Jul 24, 2012 9:45 pm, edited 2 times in total.
World of Freedom Setting 3E

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

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Tattooedman
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The Hellqueen

Post by Tattooedman » Mon Jul 23, 2012 10:55 am

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Forearm:
PL:
12
Strength 14
Stamina --
Agility 5
Dexterity 5
Fighting 8
Intellect 8
Awareness 3
Presence 3

Skills: Athletics 3 (+17), Deception 6 (+9), Expertise [Computers] 15 (+23), Expertise [Cybernetics] 15 (+23), Expertise [Robotics] 15 (+23), Insight 6 (+9), Intimidation 6 (+9), Investigation 3 (+11), Perception 6 (+9), Technology 9 (+17), Treatment 6 (+14)

Advantages: Benefit 2 [Membership (Crime Union) 2], Inventor, Startle, Well-Informed

Powers: Additional Arms: Extra Limbs 2
Fast Healer: Regeneration 5
Superhuman Strength: Enhanced Strength 5 (Flaw: Limited [Lifting Only]
No Peeking If You're A PC In One Of My Games Now. Thanks wrote:Artificial Form:
Immunity 30 [Fortitude Effects]
Leaping 3
Protection 14 (Extra: Impervious 12)
Senses 12 [Direction Sense, Distance Sense, Low-Light Vision, Radio, Rapid Vision 4, Time Sense, Ultrahearing, Ultravision]

Digitized Intelligence:
Enhanced Advantages 2 [Eidetic Memory, Fearless]
Immunity 10 [Mental Effects] (Flaws: Limited [Half Effective], Quirk [Not against effects that target technology])

Programmed Responses: Enhanced Advantages 9 [Close Attack 2, Improved Initiative 2, Ranged Attack 5]
Offense: Initiative +5
Melee Attack +10
Ranged Attack +10

Defense: Dodge +10
Parry +10
Toughness +14* [*Impervious 12]
Fortitude N/A
Will +10


Costs: Abilities 82+ Skills 30+ Advantages 5+ Powers 104+ Defenses 14= 235 pts.


Real Name: Unknown
Height: 7’
Weight: 413 lbs
Hair: None
Eye Color: Yellow
Unusual Features: Red skin and four eyes

Complications:
Fighting Code: Forearm won’t blindside an opponent, he’ll announce his presence just before striking them.

Motivation ~Greed: Forearm wants to make as much money as he can.


Background: Nothing of Forearm’s past is known to law enforcement agencies and he’s not sharing either, however comments he has made in the past give the idea that he was in some sort of chemical accident that transformed him into his current state. Since gaining his powers, Forearm has used his superhuman strength and brawling skills working for the highest bidder as he sells his services in the criminal underworld.
Last edited by Tattooedman on Wed Apr 09, 2014 3:26 pm, edited 4 times in total.
World of Freedom Setting 3E

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

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Tattooedman
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Chimera

Post by Tattooedman » Mon Jul 23, 2012 10:56 am

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Chimera:
PL: 11
Strength 2
Stamina 4
Agility 4
Dexterity 4
Fighting 8
Intellect 3
Awareness 2
Presence 3

Skills: Athletics 6 (+8.), Deception 12 (+15), Expertise [Science] 9 (+12), Expertise [Criminal] 9 (+12), Insight 12 (+14), Investigate 12 (+15), Perception 12 (+14), Persuasion 12 (+15), Ranged Attack [Internal Chemical Reactions] 4 (+8.), Stealth 6 (+10)

Advantages: Daze [Deception], Eidetic Memory, Equipment 3, Fascinate [Persuasion], Improved Initiative, Luck 2, Inspire 3, Power Attack, Precise Attack [ranged; cover], Set-Up, Teamwork, Well-Informed

Powers: Internal Chemical Reactions:
Fire Breath: Damage 12 (Extras: Area [Cone], Penetrating)
-Acid Spit: Weaken Toughness 12 (Extra: Affects Objects, Ranged)
-Hardening Foam: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)

Super Solider Treatments:
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Protection 6

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

Defense: Dodge +12
Parry +11
Toughness +10
Fortitude +8
Will +12

Equipment: Equipment: Zoo Base [14 pt]: Size-Medium; Communications, Computer, Concealed, Defense System, Garage, Holding Cells, Infirmary, Laboratory, Living Space, Pool, Power System, Security System, Workshop


Costs: Abilities 68+ Skills 32+ Advantages 17+ Powers 46+ Defense 29= 192 pts.


Complications:
Hunted: Like the other members of the Bestiary, Chimera is wanted by AEGIS and they often perform routine raids against that agency, cyber and face to face, to keep tabs on their efforts against the Bestiary.

Conspiracy Theories: Chimera thinks there is several secret cabals truely running the various law enforcement agencies of the American government and constantly works to prove their truth. Often times using illegal means and ways.


Real Name: Chase Anthony
Height: 6' 1"
Weight: 160 lbs
Hair: Blonde
Eye Color: Hazel

Background: The leader of the Beastiary and still a handful on his own, Chimera gained the ability to create a few different in his stomach and can release them as a kind of spit/exhalation. Most the time it’s things like a fire breath or an corrosive acid spit but he can release a hardening compound that has been shown to hold superhumans. He’s also got the knowledge to know what chemicals to create for some other effects but I figured those were best left to creative Game Masters & Luck chips.

Chimera’s the brain of the Beastiary, planning almost all their moves. From simple robberies to other intricate plans against the government that he feels betrayed him and the rest of the team. Chimera is willing to work with all other kind of villains either as equals or as paid muscle as the situation demands, he knows that being predictable means the Beastiary will get caught and he’s trying to prevent that at all costs. His government contacts and counter-government factions allow him to stay very in the know and can be incredibly up to date on the various goings on of the government agencies he fights against.
Last edited by Tattooedman on Tue Aug 27, 2013 7:39 pm, edited 3 times in total.
World of Freedom Setting 3E

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

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Tattooedman
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Nemean

Post by Tattooedman » Mon Jul 23, 2012 10:57 am

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Nemean:
PL: 11
Strength 14
Stamina 14
Agility 2
Dexterity 0
Fighting 4
Intellect 0
Awareness 0
Presence 0

Skills: Close Attack [Unarmed] 2 (+7), Intimidation 15 (+15), Insight 6 (+6), Perception 6 (+6), Vehicles [Land] 3 (+5), Vehicles [Exotic] 3 (+5)

Advantages: All-out Attack, Chokehold, Close Combat, Daze [Intimidation], Fast Grab, Great Endurance, Improved Critical [Unarmed] 2, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Power Attack, Ranged Combat 6, Startle

Powers: Enlarged Physiology:
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Growth 4 (Extra: Permanent); (Feat: Innate)
Immunity 10 [Life Support]
Impervious Toughness 12
Regeneration 5

Feats of Super Strength:
-Hard Hitting: Penetrating Strength 14
-Shockwave: Damage 11 (Extra: Area [Burst])
-Groundstrike: Affliction 11 [Resisted by Fortitude--Vulnerable, Defenseless] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited Degree, Limited [both Nemean and his targets must be in contact with the ground])
-Stunning Punch: Affliction 11 [Impaired Attack & Defense/Stunned; resisted by Fortitude] (Flaws: Instant Recovery, Limited Degree)

Offense: Initiative +6
Unarmed Attack +7
Ranged Attack +6

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


Costs: Abilities 52+ Skills 12+ Advantages 20+ Powers 67+ Defense 18= 169 pts.


Complications:
Raging Monster: Neman has trouble keeping his anger in check, often times he degenerates into a beast that will attack anyone near him that acts in an aggressive fashion.

Obvious Freak: Because of his mutations, Nemean can't go anywhere without drawing attention to himself due to his looks.

Real Name: Brock Majors
Height: 8' 1"
Weight: 450 lbs
Hair: Dark Green
Eye Color: Dark Green

Background: The serious muscle of the Beastiary, Nemean looks to be a serious problem. From penetrating strength damage, a fairly high impervious toughness, and a bit of regenerating ability he seems like he can dish it & take it pretty well in a fight.

Nemean is the main force behind most of the team’s crimes, often pulling most the attention of whoever answers the call of his rampage. Most the others on the team play support to him in most fights and given his single mindedness once he gets mad. Nemean wasn’t always a bad attitude with muscle though and he knows it. Before his transformation he was a highly skilled Army Ranger with several awards given to him. Now he recalls how he used to be and it only adds to his anger, which isn’t to say he doesn’t have enough as it is. Most times he gets wrapped up in his anger during a fight and often ends up getting captured as the team will leave him behind to hold off any possible heroes and will then break him out as soon as possible. He’s one of them and plus he’s an important part of the team. Most times in a fight Nemean will pick a foe and play the smash & bash game with them until they’re no longer a moving and will move on to another target. All in all a pretty straightforward kind of guy.
Last edited by Tattooedman on Tue Aug 27, 2013 7:42 pm, edited 4 times in total.
World of Freedom Setting 3E

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

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Tattooedman
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Manticore

Post by Tattooedman » Mon Jul 23, 2012 10:59 am

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Manticore:
PL: 10
Strength 4
Stamina 8
Agility 3
Dexterity 3
Fighting 6
Intellect 0
Awareness 0
Presence 0

Skills: Close Attack [Claws] 4 (+10), Intimidation 9 (+9), Insight 6 (+6), Perception 9 (+9), Ranged Attack [Quill Launcher] 6 (+9), Stealth 9 (+12)

Advantages: Daze [Intimidation], Improved Initiative, Power Attack, Ranged Combat, Startle

Powers: Sonic Blast: Blast 10 (Extras: Area [Cone], Penetrating); (Flaw: Uncontrolled)
-Sonic Beam: Blast 10 (Extras: Area [Line], Penetrating)
-Sonic Shield: Deflect 10

Animal Enhancements: Protection 2
Senses 8 [Extended Vision, Darkvision, Ultravision, Extended Hearing, Ultra-Hearing, Acute, Tracking Scent]

Sonic Harness: Removable (-2 pts)
Regulate Sonic Energies: Enhanced Advantages 2 [Improved Aim, Precise Attack (ranged; cover)]
Feature 12 [Removes Flaws from Blast & allows for alternate abilities]

Gauntlets: Removable (-6 pts)
Quill Launcher: Blast 10 (Extra: Multiattack)
-Forearm Claws: Damage 6 [strength based]
Enhanced Advantages 3 [Improved Critical 3]

Offense: Initiative +7
Melee Attack +10 // Forearm Claws Damage +10
Ranged Attack +10 // Quill Launcher Damage +10 // Sonic Blast/Beam +10

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


Costs: Abilities 48+ Skills 16+ Advantages 5+ Powers 77+ Defense 19= 165 pts.


Background: Manticore is the other half of the assault team for the Bestiary along with Nemean. Manticore is the one who unleashes monstrous ranged attacks that cover larger areas. He enjoys using his powers destructively as he is convinced that his powers make him better than everyday people. He sticks with the Bestiary mostly because he realizes that Chimera is a good leader and by working with him Manticore basically gets to act how he likes whenever he feels like it. Not that he agrees with everything Chimera plans and has been considering betraying the team during
one of their smaller missions so he can go solo or maybe hook up with a bigger organization, like SHADOW maybe, but either way it’ll be the better choice for Manticore no matter what.

His sonic powers are pretty much always on and his sonic harness allows him to control it. Without it he couldn’t be able to talk as every time he’d open him mouth he’d let a blast loose and it’s the fact that Chimera was the main builder of the harness is why Manticore has been loyal this long to him. But it has started to erode as Manticore has come to terms with the effects of his changes though he would eventually like to find a way to not have to wear the harness but it’s not a major priority for him since the
harness makes his powers manageable.

Manticore is a good fighter as well, he knows that most of the time it’s his job to soften up foes with his sonic blasts but if a hero is somehow to handle that attack he’ll switch to his quills to test their resistance to ranged projectiles and if that doesn’t work he’ll quickly move to melee and start trying to use his claws to rip them apart. He’ll sometimes make use of his minor team working ability (distracting foes for the others) if he has problems with a foe or Chimera calls for it, but mostly he’s use to being able to handle most threats to the team before having to go that route.
Last edited by Tattooedman on Tue Jul 24, 2012 9:55 pm, 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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Undine

Post by Tattooedman » Mon Jul 23, 2012 11:00 am

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Undine:
PL: 10
Strength 3
Stamina 2
Agility 6
Dexterity 6
Fighting 4
Intellect 2
Awareness 2
Presence 2

Skills: Athletics 6 (+9), Deception 12 (+14), Expertise [Current Events] 9 (+11), Expertise [Criminal] 9 (+11), Insight 9 (+11), Investigation 6 (+8.), Persuasion 9 (+11), Perception 9 (+11), Ranged Attack [Water Control] 4 (+10), Stealth 6 (+12)

Advantages: Close Combat 4, Contacts, Fascinate [Deception], Improved Initiative, Languages 3 [Arabic; French; Russian], Precise Attack [ranged; cover], Teamwork

Powers: Aquatic Adaptations: Immunity 3 [Drowning, Environmental Cold, Environmental Pressure]
Power Lifting 3
-Alt. Power: Leaping 3
Protection 8
Swimming 6

Arm Spines & Claws: Damage 5 [strength based]
Enhanced Advantage 2 [Improved Critical 2]

Water Control:
Hard Water Bonds: Snare 10
-Drowning Attack: Affliction 10 [Resisted by Fortitude--impaired/stunned/incapacitated] (Extras: Ranged)
-Hard Water Bolt: Blast 10
-Hard Water Shapes: Create 10 (Extra: Movable)

Offense: Initiative +10
Melee Attack +8 // Arm Spine/Claw Damage +8; critical 18-20
Ranged Attack +10 // Water Control Array Damage +10

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


Costs: Abilities 54+ Skills 28+ Advantages 12+ Powers 61+ Defense 20= 175 pts.


Complications:
Stand by her man: Undine is devoted to Chimera without question, even though she realizes it is a romance of convenience.

Hunted: Like the other members of the Bestiary, Undine is wanted by AEGIS and they often perform routine raids against that agency, cyber and face to face, to keep tabs on their efforts against the Bestiary.

The face girl: Undine is commonly sent out by Chimera to represent the Bestiary in the criminal world to work on gaining allies in various other criminal ventures. As such if things go out of hand, Undine will do her best to get away.


Real Name: Rachel Wallace
Height: 5' 2"
Weight: 120 lbs
Hair: Green
Eye Color: Blue

Background: Undine often acts as the go between for Chimera and the criminal world, because he’s kind of paranoid and she’s more than willing to do that for her man. She’s a little love struck with her leader, but given how he’s manipulated her from the moment he met her it’s understandable. Undine was a CIA operative that got involved with the attempt to create government controlled superhumans. She had shown herself to be a level-headed and able operative with a stable psychological background, then her transformation radically altered her body chemistry and Chimera simply played on her loyalty to him from there. Her water controlling powers and cunning are a deadly combination in addition to her physical enhancements, Undine knows that she isn’t the best suited for hand to hand but she’s not shy about getting involved in it either. But most of the time she will attack from range and will make use of setting up the other members of the Beastiary as often as possible.

She’s probably the one member of the team that a group of heroes would encounter as Chimera sends her out the most to work or meet with other criminals either as the team’s representative or as hired muscle. Normally Undine is spying on the client/ally for Chimera but that’s just part of his normal M.O., gathering all kinds of information for anything possibly useful at a later date.
Last edited by Tattooedman on Tue Jul 24, 2012 9:57 pm, 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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Rose Monk

Post by Tattooedman » Mon Jul 23, 2012 11:07 am

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Rose Monk:
PL: 10
Strength 6
Stamina 8 (6)
Agility 8
Dexterity 8
Fighting 8
Intellect 0
Awareness 3
Presence 0

Skills: Acrobatics 6 (+14), Expertise [Martial Arts] 12 (+12), Expertise [Philosophy] 9 (+9), Expertise [Criminal] 6 (+6), Insight 12 (+15), Perception 12 (+15), Persuasion 6 (+6), Sleight of Hand 6 (+14), Stealth 6 (+14)

Advantages: Agile Feint, Assessment, Close Combat 2, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Instant Up, Languages 3 [Chinese, Japanese, Korean], Luck 2, Move-By Action, Power Attack, Precise Attack [melee; cover], Smash, Up the Walls, Weapon Bind, Weapon Break

Powers: Shang Qing Conditioning:
Enhanced Advantages 2 [Diehard, Great Endurance]
Enhanced Stamina 2
Leaping 2
Speed 2
Senses 2 [Darkvision]

Shang Qing Boxing:
Dragon Rend: Strength-Based Damage 4 (Extra: Penetrating 10)
Enhanced Advantage 2 [Improved Critical 2]
-Five Warrior’s Fists: Affliction 10 [resisted by Fortitude-hindered/defenseless] (Flaw: Limited Degree)
-Yoshio’s Harmonious Fist: Affliction 10 [resisted by Will--fatigued/exhausted] (Flaw: Limited Degree)
-Dawn of Serenity: Affliction 10 [resisted by Will-impaired/disabled/paralyzed]
-Waltzing Butterfly: Affliction 10 [resisted by Fortitude--dazed/stunned/incapacitated]
-Catapulting Strike: Affliction 10 [resisted by Dodge--vulnerable/prone] (Flaw: Limited Degree)
-Yin's Curse: Weaken 10 [Constitution]

Offense: Initiative +12
Melee Attack +10 // Shang Qing Boxing Damage +10
Ranged Combat +8

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


Costs: Abilities 78+ Skills 25+ Advantages 21+ Powers 32+ Defense 19= 175 pts.


Complications: Always on the look out: Rose Monk is constantly searching for more of the lost tomes of Shang Qing Boxing or items of power that have an Eastern influence.

Worthy foes: Rose Monk feels that there are few fighters left around the world that can truly challenge him, so when he comes across someone who seems to be very skilled he will limit his fighting style. From not using certain moves to limiting the amount of chi he channels to keep any possible confrontations on equal ground.


Real Name: Daniel Ladd
Height: 5' 10"
Weight: 140 lbs
Hair: White
Eye Color: Brown



Background: Rose Monk started off as a regular martial artist named Daniel Ladd who got into the underground fighting circuits and did very well due to his natural skill and ability. Eventually though being the top in such a setting leads to people wanting to see you fall and that time came for Daniel and he was left broken and beaten. Daniel was dropped off on a boat heading for China following his beating and he managed to recover during the trip thanks to the crew who would tell Ladd stories of their homeland and the martial artists there who possessed almost superhuman skill. Once in China Daniel traveled around researching the stories he’d been told and ended up in the Mountains of China trying to locate some of the temples he’d heard of.

He finally discovered a very well hidden temple and after finally managing to express his interest in learning from the monks and proving his worth as a student he was admitted. Ladd spent several years learning and again his natural skill as a fighter helped him to absorb the lessons the monks gave. Though Ladd’s teacher warned him against the warrior mentality he had and that it would always conflict with the peaceful teachings the monks practiced. Eventually though Ladd had attained the rank of Rose Monk, a high rank within the temple's hierarchy, after several few years, a feat which had never been done before by an outsider.

Eventually though the Chinese government came looking for the temple as they were looking to have the monks train their soldiers. The monks obviously were not interested in doing such a thing and after a month long stand standoff a duel was suggested by elders of the temple to end the draw, to which the military agreed. Ladd, as the Rose Monk, was chosen as the temple’s champion and he fought against the Military’s champion in a neutral location where Ladd quickly defeated the man but his anger over the military’s attacks that had killed several of his monk-brothers drove him to almost kill his opponent. Ladd’s master stopped him from finishing the man off and thanked him for saving the temple but told him that he must leave the temple before his warrior mentality ruined the temple.

Following his departure Ladd wondered the East for awhile and stumbled upon a lost volume of text from the temple that explained several lost techniques. Studying the text Ladd was able to expand his training to new levels that were beyond what the monks were able to do. Realizing that there must be other tomes Ladd began to research and chase down any and all “lost temples” and related stories in his efforts to continue increasing his knowledge and skills.

Along the way Ladd fell back into the underground fighting circuits as they operated outside the norm of society and allowed him access to those who were more knowledgeable on the lore he was looking for. Now calling himself the Rose Monk, Ladd has come back to the West in his search. He is known for being the only human that can hold his own against superhumans, the lost teachings he’s learned from have allowed him to access chi manipulating abilities that make him a danger to any who would face him.

Rose Monk is a moral grey area to deal with really; he’s not a violent person but he will use violence to deal with problems and it doesn’t bother him to do so. He is more concerned with increasing his knowledge and that’s his motivation though his way of increasing it can be considered wrong. Rose Monk is willing to break into a museum and steal an artifact if it will help him in his goal of further increasing his knowledge and skills and if the guards try to stop him they will end up with some serious bruises and probably even some broken bones for their efforts. Rose Monk is a very simple man basically and is the kind of criminal that will simply talk with heroes if they approach him in a civil matter but he is committed to his goals and will do what he can to complete them. Even if that means almost crippling a person that is in his way.
Last edited by Tattooedman on Sun May 05, 2013 12:46 am, edited 4 times in total.
World of Freedom Setting 3E

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

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Goanna

Post by Tattooedman » Mon Jul 23, 2012 12:07 pm

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Goanna:
PL: 12
Strength 8
Stamina 8
Agility 5
Dexterity 5
Fighting 8
Intellect 3
Awareness 0
Presence 0

Skills: Athletics 6 (+14), Expertise [Chemistry] 12 (+15), Expertise [Computers] 9 (+12), Expertise [Bio-Sciences] 12 (+15), Expertise [Medicine] 9 (+12), Insight 9 (+9), Intimidation 12 (+12), Perception 6 (+6), Ranged Combat [Venomous Spit] 6 (+12), Stealth 9 (+14)

Advantages: Animal Empathy, Chokehold, Close Attack 2, Daze [Intimidation], Fast Grab, Improved Hold, Improved Initiative, Power Attack, Ranged Attack, Startle

Powers: Claws: Damage 2 [strength based]
Enhanced Advantage 2 [Improved Critical 2]
Venomous Bite/Spit: Affliction 12 [Resisted by Dodge--Hindered/Immobilized/Paralyzed] (Extras: Extended Range 5)
Reptilian Physiology: Concealment 4 [all visual senses] (Flaw: Blending)
Extra Limb 1 [tail]
Feature 1 [Environmental Adaptation (Underwater)]
Immunity 4 [Drowning, Environmental Cold, Environmental Pressure, Poison]
Impervious Toughness 8
Leaping 6
-Alt. Effect: Speed 3
-Alt. Effect: Swimming 6
Movement 5 [Slithering, Wall-Crawling 2, Water Walking 2] (Flaw: Water Walking limited to while running only])
Regeneration 5
Senses 5 [Infravision; Low-Light Vision; Acute, Tracking Olfactory]

Offense: Initiative +9
Melee Attack +10 // Claw Damage +10; critical 18-20
Ranged Attack +5 // Venomous Spit Attack +12

Defense: Dodge +10
Parry +14
Toughness +8* [*Impervious]
Fortitude +10
Will +6


Costs: Abilities 74+ Skills 31+ Advantages 11+ Powers 66+ Defense 19= 201 pts.


Complications:
Involuntary Transformation: Cooper Seidel will transform into Goanna with little provocation; often times in reaction to stress, anger or fear. These transformations can last for weeks before Goanna changes back into Seidel naturally.


Background:
Last edited by Tattooedman on Tue Jul 24, 2012 10:02 pm, edited 1 time in total.
World of Freedom Setting 3E

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

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Silver Hyena

Post by Tattooedman » Mon Jul 23, 2012 12:09 pm

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Silver Hyena:
PL: 12
Strength 8
Stamina 8
Agility 3
Dexterity 3
Fighting 8
Intellect 5
Awareness 6
Presence 4

Skills: Acrobatics 9 (+12), Athletics 6 (+14), Expertise [Arcane Lore] 6 (+11), Expertise [Life Sciences] 6 (+11), Expertise [Medicine] 12 (+17), Insight 9 (+15), Intimidation 12 (+16), Perception 9 (+15), Stealth 12 (+15)

Advantages: Agile Feint, All-Out Attack, Animal Empathy, Close Attack 4, Evasion, Fearless, Great Endurance, Hide in Plain Sight, Improved Initiative 2, Improved Trip, Ranged Combat 5, Skill Mastery 2 [Expertise (Arcane Lore); Expertise (Life Sciences)], Startle

Powers: Claws: Damage 4 [strength based]
Enhanced Advantage 3 [Improved Critical 3]
Fear of the Beast: Affliction 12 [Resisted by Will--Entranced/Compelled/Controlled] (Extras: Area [Burst], Extended Range 6, Progressive); (Flaw: Sense Dependant [hearing])
Preditory Spirit Enhanced Physiology:
Enhanced Skill- Deception 16 [Limited to imitating voices]
Power Lifting 4
Protection 4
Regeneration 10
Senses 6 [Danger Sense; Darkvision; Ultra-Hearing; Acute Scent]
Speed 4
-Alt. Effect: Leaping 4

Offense: Initiative +11
Melee Attack +12 // Claw Damage +12; critical 17-20
Ranged Attack +8

Defense: Dodge +10
Parry +12
Toughness +12
Fortitude +12
Will +11


Costs: Abilities 90+ Skills 27+ Advantages 22+ Powers 86+ Defense 20= 245 pts.


Background:
Last edited by Tattooedman on Tue Jul 24, 2012 10:04 pm, edited 1 time in total.
World of Freedom Setting 3E

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-- Chiun

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Terra-King

Post by Tattooedman » Mon Jul 23, 2012 12:12 pm

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Terra-King:
PL: 12
Strength 1
Stamina 3
Agility 1
Dexterity 1
Fighting 4
Intellect 6
Awareness 6
Presence 2

Skills: Deception 9 (+11), Athletics 9 (+10), Expertise [Computers] 9 (+15), Expertise [Earth Sciences] 12 (+18.), Expertise [Mechanical] 12 (+18.), Expertise [Survival] 6 (+12), Insight 9 (+15), Investigation 6 (+12), Perception 9 (+15), Ranged Combat [Command Scepter] 10 (+12), Stealth 9 (+10), Technology 12 (+18.)

Advantages: Close Attack 4, Defensive Roll 4, Improved Initiative, Language [Sub-Terran], Minions 10 [250 Sub-Terrans], Ranged Attack, Uncanny Dodge

Powers: Preserver BioTech Adaptations:
Senses 8 [Accurate Acute Auditory (Blindsight-hearing), Danger Sense (auditory), Direction Sense, Extended Radius Tactile (Tremor Sense)]

Command Scepter: Easily Removable (-12 pts) [21 pp]
Electrified Charge: Blast 10
-Alt. Effect: Damage 10
Datalink: Communication 2 [Etherwave transmission to his Preserver Technology] (Extras: Rapid 2, Subtle 2)

Offense: Initiative +5
Melee Attack +8 // Electrified Strike Damage +10
Ranged Attack +12 // Electrified Blast Damage +10

Defense: Dodge +14
Parry +14
Toughness +7*/+3 [*Defensive Roll]
Fortitude +7
Will +11


Costs: Abilities 48+ Skills 39+ Advantages 22+ Powers 29+ Defense 32= 170 pts.


Background:




Image
Sub-Terrans:
PL: 2
Strength 2
Stamina 2
Agility 0
Dexterity 0
Fighting 2
Intellect -2
Awareness 0
Presence 0

Skills: Athletics 3 (+5), Expertise [Survival] 3 (+3), Perception 3 (+3)

Advantages: Great Endurance, Teamwork

Powers: Mutated Physiology:
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Senses 2 [Darkvision]

Offense: Initiative +0
Melee Attack +2 // Unarmed Damage +2
Ranged Attack +0

Defense: Dodge +2
Parry +2
Toughness +2
Fortitude +4
Will +1

Equipment: Visor [acts as Flash Goggles & counters their Disability]


Complications:
Disabled: Dayblind; Sub-Terrans are blinded by normal levels of daylight.


Costs: Abilities 8+ Skills 3+ Advantages 2+ Powers 4+ Defense 5= 21 pts.

------

Every would-be king has gotta have someone to rule over and the Sub-Terrans are Terra-King's subjects. They follow his every whim and do as they're told without question. Not that they're worth much in a fight but in a sense of seer numbers? They could be useful from time to time.

Terra-King has made it a point to craft visor for them to wear for when he takes the topside so they're not totatly worthless. Still a good burst of intense light will send them scurrying off real quick.
Last edited by Tattooedman on Wed Jul 25, 2012 7:37 am, edited 2 times in total.
World of Freedom Setting 3E

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-- Chiun

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Shadow Bandit

Post by Tattooedman » Mon Jul 23, 2012 12:13 pm

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Shadow Bandit:
PL: 10
Strength 2
Stamina 2
Agility 5
Dexterity 5
Fighting 2
Intellect 3
Awareness 0
Presence 0

Skills: Athletics 6 (+8.), Deception 12 (+12), Expertise [Sciences] 9 (+12), Sleight of Hand 6 (+11), Stealth 6 (+11), Technology 9 (+12)

Advantages: Benefit [Ambidexterity], Evasion, Taunt

Powers: Made of Shadows: Alternate Form
-Enhanced Advantages 10 [Close Attack 6, Fast Grab, Grabbing Finesse, Improved Hold, Improved Initiative]
-Concealment 4 [all visual senses] (Flaw: Quirk [needs shadows/darkness])
-Movement 8 [Slithering, Swinging, Wall-Crawling 2]
-Protection 8
-Senses 2 [Darkvision]
-Snare 8
--Alt. Effect: Elongation 5
Shadow Fists: Damage 8
Enhanced Advantages 2 [Improved Critical 2]
Elastic Physiology:
Enhanced Advantages 4 [Agile Feint, Evasion, Move-By Action, Power Attack]
Immunity 25 [Bludgeoning, Falling Damage]
Leaping 5
Pinball Attack: Damage 8 (Extra: Area [Burst]); (Flaw: Limited [must have a set of nearby surfaces to work off])

Offense: Initiative +9
Melee Attack +8 // Unarmed Damage +2 // Pinball Attack Damage +8 // Shadow Fist Damage +8
Ranged Attack +5

Defense: Dodge +10
Parry +10
Toughness +10
Fortitude +6
Will +5


Costs: Abilities 38+ Skills 16+ Advantages 3+ Powers 113+ Defense 22= 192 pts.


Real Name: Chase Shirer
Height: 5’ 10”
Weight: 165 lbs
Hair: Red [shaved bald]
Eye Color: Hazel


Background: Dr. Chase Shirer was one of the heads of the Raytheon Sidestep Program -- the exploration of existing parallel worlds -- when the quantum singularity generator temporarily trapped Shirer in the buffer between this reality and the Shattenwelt. While no two objects can exist in the same place at the same time, Shirer discovered he could “trade” his molecules and replace them with particles from the Shattenwelt, becoming a walking shadow-like creature, able to stretch out his form with no discomfort or ill-effects on his body. Shirer used his powers to become the Shadow Bandit and began a career in corporate espionage, stealing company secrets from Rayteon, including the singularity generator, as well as other rival companies. Eventually Shirer was caught by Daedalus of the Freedom League and sent to prison but he finally managed to escape after spending a few years in Buckner Ridge.

Since then Shadow Bandit has continued on with his criminal ways, often stealing items he needs to further his experiments to increase his powers or bankroll his various projects. Every once in awhile he will take on a job for hire, if the payout is what he feels worth his while. What he doesn’t realize is that Overshadow is very interested in his singularity generator and want to use it to create agents with powers like Shirer’s, though Nacht-Krieger on the other hand is more interested in utterly destroying the upstart to insure his usefulness to his master. Currently Nact-Krieger is discreetly trying to locate Shirer so that he can personally deal with him and then report to Overshadow the unfortunate news that the singularity generator was destroyed.
Last edited by Tattooedman on Tue Jul 24, 2012 10:08 pm, edited 1 time in total.
World of Freedom Setting 3E

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-- Chiun

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Skab

Post by Tattooedman » Mon Jul 23, 2012 12:16 pm

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Skab:
PL: 10
Strength 12 (2)
Stamina 4
Agility 1
Dexterity 1
Fighting 6
Intellect 0
Awareness 1
Presence 1

Skills: Deception 9 (+10), Expertise [Criminal] 6 (+6), Insight 6 (+7), Intimidation 9 (+10), Perception 6 (+7), Stealth 6 (+7), Vehicles [Land] 3 (+4)

Advantages: All-Out Attack, Close Combat 2, Daze [Intimidation], Improved Critical [Unarmed] 3, Improved Initiative, Power Attack, Ranged Combat 5, Startle

Powers: Groundstrike: Affliction 10 [resisted by Fortitude-Vulnerable/Defenseless] (Extra: Area [Burst]); (Flaw: Instant Recovery, Limited Degree, Limited [Both Skab & his target must be in contact with the ground])
Superhuman Strength: Enhanced Strength 10 (Flaw: Permanent) & Power Lifting 4
Scab-Shell: Protection 8 (Extra: Impervious 12)
Regeneration 5
Enhanced Advantage 1 [Diehard]

Offense: Initiative +5
Melee Attack +8 // Unarmed Damage +12; critical 17-20
Ranged Attack +6

Defense: Dodge +8
Parry +8
Toughness +12
Fortitude +8
Will +4


Costs: Abilities 32+ Skills 15+ Advantages 15+ Powers 49+ Defense 16= 127 pts.


Real Name: Tyron Hornell
Height: 6' 4" [normal] 8' [powered up]
Weight: 220 lbs
Hair: Black
Eye Color: Brown


Complications: Just a thug: Skab isn’t the sharpest spoon in the drawer, and he realizes it. So he tries to keep employed by one of the many established mastermind types that seem to favor living in Freedom City.

Weak minded: Skab is more vulnerable to psionic attacks, suffering extra damage from them.



Background: Tryon Hornell grew up on the streets of Chicago, living the life of a young gang banger when his powers manifested at just 13 years old. At first he was happy to be the enforcer for his gang, paving the way for them to become one of the preeminent forces on the streets. A short few years later Tyron graduated into the mob as an enforcer for them and from there he moved on to becoming a super-villain for hire. Tyron has worked for several of the known heavies: Mastermind, Conundrum (though he doesn’t know it), Dr. Mayhem. He’s even spent some time in the Circuit Maximus, his simplistic fighting style and trash talking ways made him a fairly popular participant. Though most of those times, aside from the Circuit, Tyron worked as part of a group and he rarely works alone. When he does it tends to be unimaginative crimes like simple armed robbery.

He’s been in prisons for superbeings time and again, (Buckner Ridge and Blackstone) he’s escaped from them, mostly as part of jail breaks or did his time and was released (but those times are few and mostly for destruction of property). Tyron has discovered that he does have weakness to psychic attacks and if he realizes he’s facing a mentalist he will deal with them first and most aggressively so that he won’t go back to jail. He hates prison, he’s been there enough to know that it holds nothing he wants a part of and the long stretches of time drive him nuts as he has trouble keeping himself occupied.
Last edited by Tattooedman on Sun Mar 17, 2013 2:04 pm, edited 2 times in total.
World of Freedom Setting 3E

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

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