World of Freedom: FC Setting Builds....

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Tattooedman
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Orion the Hunter

Post by Tattooedman » Wed Jul 25, 2012 8:21 am

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Orion the Hunter:
PL: 11
Strength 3
Stamina 3
Agility 5
Dexterity 5
Fighting 10
Intellect 0
Awareness 4
Presence 0

Skills: Acrobatics 6 (+11), Athletics 6 (+9), Expertise [Criminal] 12 (+12), Insight 9 (+13), Intimidation 15 (+15), Investigation 9 (+9), Perception 12 (+16), Stealth 12 (+17), Vehicle [Land] 6 (+11), Vehicle [Air] 6 (+11)

Advantages: Assessment, Equipment 2, Evasion, Improved Critical [Battle Staves] 2, Improved Initiative, Luck 2, Power Attack, Precise Attack [ranged; cover], Prone Fighting, Quick Draw, Ranged Attack 7, Track

Powers: Costume: Removable (-2 pts)
Flexmesh Weave: Protection 5
Optics: Senses 5 [Extended Vision, Darkvision, Infrared Vision, Ultravision]

Cybernetic Whip: Removable (-3 pts)
Steel Woven Tip: Damage 5 [strength based] (Extra: Penetrating 8.)
Enhanced Feats 3 [Extended Reach 3]

Battle Staves: Removable (-2 pts)
Steel Hardened Casing: Damage 5 (Extra: Multiattack)

Javelins: Removable (-7 pts)
Diamond Edged: Blast 10 (Extra: Penetrating)
-Volley of Javelins: Blast 10 (Extra: Multiattack)
-Net Javelin: Snare 10
-Shrieker Javelin: Ranged Affliction 10 [Vulnerable & Defenseless; Resisted by Dodge] (Flaw: Limited Degree)
-Flash Javelin: Ranged Affliction 10 [Impaired & Disabled; Resisted by Dodge] (Flaw: Limited Degree)
-Acid Javelin: Ranged Weaken Toughness 10

Offense: Initiative +9
Melee Attack +10 // // Unarmed Damage +3 // Battle Stave Damage +8; critical 18-20 // Cybernetic Whip Damage +8
Ranged Attack +12 // Javelin Damage +10

Defense: Dodge +14
Parry +14
Toughness +8*/+3 [*Costume]
Fortitude +9
Will +11

Equipment: Blaster Pistol: Ranged Damage 5


Costs: Abilities 48+ Skills 31+ Advantages 21+ Powers 57+ Defense 26= 183 pts.


Real Name: Jack O'Ryan
Height: 6'
Weight: 185 lbs
Hair: Red
Eye Color: Blue


Complications:
Enemy: Lady Liberty

Mercenary: Orion will work for anyone who is willing to pay his fee, not that he's so worried about money but it does help support his other hunts.

Professional: Orion pretty much is the definition of the word; he doesn't crack jokes while working, engage in monologue, or making threats during a fight. He's all about finishing the business at hand as quickly and professionally as he can.

Thrill of the Hunt: Nothing beats the rush Orion gets while out on one of his hunts, it's not even the killing that makes it so engaging for him. It's the challenge of it all that matters to him.
Last edited by Tattooedman on Wed Jul 25, 2012 12:11 pm, edited 2 times in total.
World of Freedom Setting 3E

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Re: World of Freedom 3rd Edition: Starting up

Post by Shock » Wed Jul 25, 2012 8:25 am

Hmmm... I imagined Piper to be a lot less creepy looking. Also, he can't be PL10 with a rank 12 AOE attack.

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Wildcard

Post by Tattooedman » Wed Jul 25, 2012 8:28 am

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Wildcard:
PL: 10
Strength 2
Stamina 3
Agility 4
Dexterity 4
Fighting 8
Intellect 0
Awareness 0
Presence 2

Skills: Acrobatics 9 (+13), Deception 12 (+14), Expertise [Criminal] 9 (+9), Insight 9 (+9), Perception 9 (+9), Sleight of Hand 9 (+13), Stealth 9 (+13)

Advantages: Agile Feint, Beginner's Luck, Daze [Deception], Defensive Roll 2, Evasion 2, Improved Initiative, Improvised Weapon, Luck [Determination] 2, Power Attack, Precise Attack [ranged; cover], Ranged Attack 8, Redirect, Second Chance [avoiding traps], Taunt, Uncanny Dodge

Powers: Influence Probability:
Enhanced Advantage 6 [Luck 6] (Flaw: Limited [only for Luck Control])
Luck Control 4 (Extras: Area [Burst], Selective)

Edged Throwing Cards: Removable (-5 pts)
Blast 8 (Extra: Multiattack)
Enhanced Advantage 1 [Improved Critical]

Offense: Initiative +8
Melee Attack +8 // Unarmed Damage +2
Ranged Attack +12 // Edged Throwing Card Damage +8

Defense: Dodge +15
Parry +15
Toughness +5*/+3 [*Defensive Roll]
Fortitude +10
Will +10


Costs: Abilities 46+ Skills 22+ Advantages 25+ Powers 46+ Defense 35= 175 pts.


Real Name: Jacob "Jake" Walker
Height: 5' 10"
Weight: 165 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Take it to the limit: Wildcard can't ever leave well enough alone, he'll always take the risk even if it's clear the odds are against him.

Thrill Junkie: Wildcard constantly looks to push himself for that adrenaline rush, be it going against heroes, gambling, or pulling crimes.
World of Freedom Setting 3E

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-- Chiun

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Re: World of Freedom 3rd Edition: Starting up

Post by Tattooedman » Wed Jul 25, 2012 8:30 am

Shock wrote:Hmmm... I imagined Piper to be a lot less creepy looking. Also, he can't be PL10 with a rank 12 AOE attack.
The Albright gang dealt with Piper on what could be called a 'good day'.

I'll be doing edits of the builds here shortly, so far many of these are imports from my old thread when I first was figuring out 3e. So plenty of things need fixed.
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Seeker

Post by Tattooedman » Wed Jul 25, 2012 9:09 am

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

Skills: Acrobatics 9 (+14), Athletics 6 (+11), Expertise [Biology] 6 (+9), Expertise [Chemistry] 6 (+9), Expertise [Martial Arts] 12 (+15), Expertise [Medicine] 6 (+9), Expertise [Survival] 6 (+10), Insight 9 (+12), Intimidation 12 (+12), Perception 9 (+12), Stealth 9 (+14)

Advantages: Assessment, Cunning Fighter, Defensive Roll 2, Equipment 2, Follow-Up Strike, Hide In Plain Sight, Improved Critical [Unarmed] 2, Improved Disarm, Improved Feint, Improved Initiative, Improved Sunder, Improved Trip, Instant Up, Languages 2 [Base: Chinese; English, German], Move-By Action, Power Attack, Ranged Attack 7, Seize Initiative, Takedown Attack 2, Teamwork, Uncanny Dodge

Powers: Genetic Enhancements: (Feat: Innate)
Immunity 2 [Disease, Poison] (Flaw: Limited [Half Effective])
Leaping 3
-Alt. Power: Speed 3
Senses 6 [Extended Vision, Low-Light Vision, Accurate Extended Hearing, Acute Olfactory]

Yento Martial Arts Training:
Eagle’s Claw: Strength-Based Damage 5 (Extra: Penetrating 10); (Feat: Improved Critical 2)
Eagle’s Eye: Senses 4 [Acute Analytical Ranged Detect Weakness]

Offense: Initiative +9
Melee Attack +10 // Unarmed Damage +5; critical 18-20 // Katana Damage +8;critical 18-20 // Eagle’s Claw Damage +10; critical 16-20
Ranged Attack +12 // Throwing Knives Damage +1


Defense: Dodge +11
Parry +13
Toughness +7*/+5 [*Defensive Roll]
Fortitude +10
Will +10

Equipment: Commlink
Ninja Arsenal: (5 ep)
Masterwork Katana [Strength-Based Damage 3; critical 18-20]
-Throwing Knives [Ranged Damage 1; Multiattack]

-3 ep free

Costs: Abilities 74+ Skills 30+ Advantages 32+ Powers 35+ Defense 20= 191 pts.

Real Name: Adam Hunter
Height: 5’9”
Weight: 170 lbs
Hair: Black
Eye Color: Brown


Complications:
Confusion: Seeker’s unique upbringing leaves him some what lost to understand modern society.

Honor: Seeker will not strike a foe that has their back to him.

Secret Identity: Seeker’s identity as Adam Hunter isn’t public knowledge.

Secret: Genetically bred human created by SHADOW scientists


Background: The young man currently known as Adam Hunter is truly a one of a kind person – VIPER made him that way. Adam was created by VIPER scientists in an effort to learn from SHADOW but with their own twist; they wanted almost superhumanly powerful ones and with that in mind they used a variety of drugs (from Max, to Zoom along with certain steroids). Of all twelve of the women impregnated with the altered embryos there was only one child born nine months later, a boy that was named Adam.

By the time Adam was thirteen years old he was able to defeat a grown man and could follow the talks of the scientists who raised him but he often wondered who he was, as the scientists simply told him his parents had died in a lab explosion a few years after he’d been born and they had raised him to believe that they were working to make the world a better place. But when Adam found the animal pens where the VIPER scientists kept the results of their other experiments he realized that things weren’t as he’d been raised to believe and after setting up dozens of custom made explosives he left the island in a stolen VIPER water craft only to end up in China where he wandered until he met a wondering master who took the boy in and eventually begun to think of Adam as his own son.

For eight years Adam learned all his “father” had to teach him from herbal medicine to philosophy and eventually martial arts itself until Adam was a skilled as he was and by that point Adam wanted to know more about the world, so with a heavy heart his father arranged for him to travel to America (where he would stay with a cousin of his who’d already been living there for over twenty years in San Francisco) and within a month Adam Hunter stepped off the plane with all the proper paperwork that allowed him entry into the U.S.

It was a week later when Adam made his first appearance as Seeker, dealing with more of VIPER’s men when he’d realized their connection to his former island home and knew that they were up to nothing good. It didn’t take long for the martial arts themed hero to get noticed and gain a strong following of fans as well as the respect of law enforcement as Seeker was always careful to obey the laws of his new homeland. He was the first one Quantum contacted when she was looking for people to join the team she was putting together.
Last edited by Tattooedman on Tue Jan 08, 2013 7:48 pm, edited 1 time in total.
World of Freedom Setting 3E

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-- Chiun

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Re: World of Freedom 3rd Edition: Starting up

Post by kenseido » Wed Jul 25, 2012 9:11 am

Oh look, it's Stryke's buddy in all his 3E glory.

Go Champions.
-----------------------------
Kenseido's Menagerie of Characters

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Behemoth

Post by Tattooedman » Wed Jul 25, 2012 9:12 am

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

Skills: Close Combat [Unarmed] 4 (+8.), Expertise [Archeology] 9 (+11), Insight 6 (+8.), Intimidation 12 (+14), Perception 6 (+8.), Persuasion 6 (+8.)

Advantages: All-Out Attack, Equipment, Improved Initiative, Interpose, Power Attack, Ranged Attack 8, Task Focus [Expertise (Archeology): Mediterranean Myths & Legends], Taunt

Powers: Demonic Endowments:
Enhanced Advantages 3 [Ambidexterity, Diehard, Great Endurance]
Enhanced Strength 10
Enhanced Stamina 10
Enhanced Strength 6 (Flaw: Limited [Lifting Only])
Extra Limb 1 [tail] (Feat: Improved Trip)
Leaping 6
Immunity 10 [Life Support]
Impervious Toughness 12
Senses 2 [Darkvision]
Shockwave: Affliction 12 (Extra: Area [Burst]); (Flaw: Limited [Both Behemoth & his targets must be in contact with the ground])
-Groundstrike: Affliction 12 [Vulnerable, Defenseless; resisted by Fortitude] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited [Both Behemoth & his targets must be in contact with the ground])], Limited Degree)

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

Defense: Dodge +6
Parry +8
Toughness +12* [*Impervious]
Fortitude +12
Will +8

Equipment: Commlink
-4 ep free


Costs: Abilities 28+ Skills 16+ Advantages 15+ Powers 94+ Defenses 16= 169 pts.


Real Name: Ryan Desmond
Height: 6’ 8”
Weight: 300 lbs
Hair: Blonde
Eye Color: Yellowish-Orange


Complications:
Devil’s Due: Behemoth thinks that he has a demon bonded to his soul.

Secret Identity: Behemoth’s identity as Ryan Desmond isn’t public knowledge.

….Only a Mother could love: Behemoth can’t transform to look like his former self for very long periods of time, only an hour or so at most.

Temper: From time to time Behemoth can get mad enough that he’ll focus on a certain foe until they’re beaten.

Reputation ~Trash Talker: Behemoth is somewhat known for taking cheap verbal shots at his foes while he’s fighting them.


Background: When an old college friend contacted Ryan Desmond to help him stay on the run from SHADOW, who wanted some artifact he’d discovered at an excavation in Egypt, he never imagined the adventure he’d signed on for.

Ryan found himself forced to go with his friend, Paul, to survive, and the pair globe-trotted for several weeks until finally coming to Mexico where Paul was able to open a mystic portal that led them to the Shattenwelt to escape the SHADOW mutates that had been sent after them. It was thanks to Paul’s knowledge that both he and Ryan managed to survive their trip through that dark dimension but before they left Ryan felt something enter into his body.

Returning to Earth they forced a confrontation with Crimson Mask, SHADOW’s leader of the Thule Society and the one after Paul in the first case, when Ryan’s ‘other’ finally manifested it’s gifts; superhuman strength and durability as well as a large inhuman looking body. After making short work of the SHADOW agents, Paul was able to use his knowledge of the artifact in question to force Crimson Mask to back down and give his word (on his power, a serious promise from a mage) that he’d leave the pair alone for the rest of their lives.

Finally parting ways Ryan discovered he couldn’t return to his human form and sought help from ASTRO Labs for several months before finally coming home, forced to accept his inhuman appearance. Fortunately the dean of the college didn’t hold Ryan’s transformation against him and worked out a deal where Ryan was allowed to keep his job while still working in his profession, just as a researcher. It didn’t take too long however for Ryan to keep getting pulled into situations where his metaman powers made a difference for the better and he was sought out by Quantum for the team she was trying to assemble.
Last edited by Tattooedman on Tue Jan 08, 2013 7:48 pm, edited 1 time in total.
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Quantum

Post by Tattooedman » Wed Jul 25, 2012 9:14 am

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Quantum:
PL:
11
Strength 1
Stamina 2
Agility 3
Dexterity 1
Fighting 4
Intellect 2
Awareness 4
Presence 3

Skills: Acrobatics 3 (+6), Deception 9 (+12), Expertise [Civics] 3 (+5), Expertise [Current Events] 6 (+8.), Expertise [Criminal] 9 (+11), Insight 6 (+10), Intimidation 6 (+9), Investigation 6 (+8.), Perception 6 (+10), Persuasion 9 (+12), Ranged Combat [Electromagnetic Energy Control Array] 4 (+5), Stealth 6 (+9), Vehicles [Air] 6 (+7), Vehicles [Land] 6 (+7)

Advantages: Benefit [AEGIS Clearance], Close Attack 2, Connected, Equipment, Improved Initiative, Luck [Determination], Move-By Action, Power Attack, Ranged Attack 5, Takedown, Teamwork

Powers: Electromagnetic Energy Control:
EM Blast: Ranged Damage 12 (Extra: Penetrating)
-Energy Flare: Ranged Affliction 12 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Cumulative); (Flaw: Limited [one sense only (visual)]
-EM Force: Move Object 12
-EM Manipulations: Ranged Affliction 12 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extra: Extra Condition); (Flaw: Limited Degree)
Electromagnetic Propulsion: Flight 8
EM Field: Force Field 10

Offense: Initiative +7
Melee Attack +6 // Unarmed Damage +1
Ranged Attack +6 // Electromagnetic Energy Control Array Attack +10 // Electromagnetic Energy Control Array Damage +12

Defense: Dodge +9
Parry +8
Toughness +11*/+1 [*Force Field]
Fortitude +7
Will +11

Equipment: Comm Link
-4 ep free

Costs: Abilities 40+ Skills 27+ Advantages 17+ Powers 65+ Defense 22= 171 pts.


Complications:
Secret Identity: Quantum’s identity as Jo Amos isn’t public knowledge.

Public Safety: Quantum will always do whatever she can to keep any bystanders safe from harm, even going as far as to throw herself in front of attacks aimed at them.

Responsibility: Quantum has trouble sometimes keeping dates with her boyfriend, Samuel Corland.

Tradition: Quantum’s family all either currently work for or have retired from Public Service jobs. It’s something they have all been raised to believe was there duty to do.


Real Name: Joanne “Jo” Amos
Height: 5’ 7”
Weight: 134 lbs
Hair: Black [Turns Blonde when she uses her powers]
Eye Color: Brown


Background: Joanne “Jo” Amos family was moderately shocked when she announced that she was going to try to join AEGIS instead of the police department like her older brothers, father and grandfather had already done. And following years of pushing herself to have all the right grades and athletics to be in the kind of shape she’d need to be, Jo made it and eventually worked her way into command of a squad of her own which quickly developed a reputation as a rough and ready crew.

Then they fell into a trap set by terrorist group, Overthrow, and with half her squad injured and pinned down Jo got herself seriously injured trying to pull them out. But instead of going down from the injury her previously dormant powers finally manifested and she used them to make quick work of her opponents, save her people all while somehow managing to keep her powers eruption a secret. Realizing she couldn’t work with certain members of the Reserves (AEGIS’ metaman team) Jo decided to resign from AEGIS and work for herself, getting her investigators licence and opening up shop in Bay City shortly after the Proprietor War. She then split her time between the people who hired her for various jobs and operating as the hero Quantum (though in her heroic identity she still maintains much of her old agent personality).

After a few years Quantum realized that the criminals were starting to take advantage of the fact that there wasn’t any single hero powerful enough to deal with several of them at once and had begun to band together. The solution was easy enough in her mind; form a team of heroes.

Easier said than done really, as it took over six months for Jo to gather what she thought was enough information on the various heroic metamen of Bay City and after having made her choices for members she sought out the one surviving member of the Champions, the original heroes of San Francisco, the Marksman. Arranging that meeting took another two months but after three hours of explaining what she wanted to do, how she was going to handle the people she recruited, as well as explaining why she’d chosen who she wanted for the team and why they’d work together as well as every other the Marksman could come up with (and trust me, that man loves to ask questions) Quantum walked away with the blessing of the Marksman to use his old team’s name. After that it was just a matter of extending membership to those she’d selected and while a few declined, the majority accepted and soon the new Champions made their debut.
Last edited by Tattooedman on Tue Jan 08, 2013 7:50 pm, edited 1 time in total.
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Zenith

Post by Tattooedman » Wed Jul 25, 2012 9:15 am

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Zenith:
PL:
11
Strength 0
Stamina 0
Agility 2
Dexterity 2
Fighting 2
Intellect 2
Awareness 5
Presence 3

Skills: Deception 6 (+9/+11), Expertise [Magical Lore] 9 (+11), Insight 9 (+14), Perception 9 (+14), Persuasion 9 (+12/+15), Ranged Combat [Mystical Might] 8 (+10), Sleight of Hand 6 (+8.), Stealth 6 (+8.)

Advantages: Attractive, Benefit [Status-4th Circle Member of the Lodge], Equipment, Fascinate [Persuasion], Languages 2 [Base: English; Atlantean, Latin], Luck [Determined Recovery], Luck [Determination], Teamwork

Powers: Mystical Might Array:
Healing Light: Healing 12 (Extra: Energizing)
-Eyes of Thoth: Remote Sensing 12 [audio & visual]
-Hermetic Bonds: Ranged Affliction 12 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extra: Extra Condition); (Flaw: Limited Degree)
-Morkia’s Grasping Hands: Move Object 11 (Feat: Precise)
-Mystic Bolts: Ranged Damage 12 (Feat: Affects Incorporeal 2)
-Walls of Force: Create 12 (Extras: Impervious, Selective); (Flaw: Limited [Only to make barriers])
-Whispering Winds: Communication 3 [mental] (Extras: Area, Selective); (Feat: Subtle)
Wards of Protection: Force Field 11

Offense: Initiative +2
Melee Attack +2
Ranged Attack +2 // Mystical Might Array Attack +10 // Mystic Bolts Damage +12

Defense: Dodge +10
Parry +10
Toughness +12*/+1 [*Force Field]
Fortitude +7
Will +13

Equipment: Commlink
-4 ep free

Costs: Abilities 32+ Skills 22+ Advantages 9+ Powers 53+ Defenses 31= 147 pts.


Real Name: Shannon Havelock
Height: 5’ 6”
Weight: 120 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Arcane Guardian: Zenith knows that her knowledge of magic makes it her responsibility to protect mankind from all threats of a mystical nature.

Life Arcane: Zenith has responsibilities to the Lodge, the group that trained her in magic, that she must take care of on a monthly basis. This also includes looking into any matters they deem worthy of her attention. This also draws her into conflict with the Brimstone House, a group that opposes the Lodge quite often.

Power Loss: When Zenith is unable to speak or gesture she cannot use any of her magical abilities.

Secret Identity: Zenith’s identity as Shannon Havelock isn’t public knowledge.


Background: Raised all her life to value all forms of life and the ways of magic, Shannon Havelock took to her lessons with a zeal that impressed her teachers as she took their moral lessons to heart. So days after her eighteenth birthday she was summoned by the members of the 7th Circle (the leaders of the Lodge) and was told that she was to an American senator who was (she was told) in league with the forces of Hell. But when Shannon scouted the target she couldn't see any evidence of such corruption so she confronted the man and was persuaded of his innocence. Angrily, Elaine returned to the Lodge and demanded to know what was going on.

She was told that this had been her final test - that it wasn't enough for a member to mindlessly obey the 7th Circle’s orders; she had to know when to question them, or even refuse them. Shannon stared at them struggling to keep her anger in check, then said: "I refuse all future orders, then," and teleported away (the Lodge isn’t too happy with how this turned out but figure that at least she’s fighting against different supernatural threats and not adding to their problems. Besides she’ll probably come around in another fifty years).

Shannon used the limited funds she’d saved over the years to set herself up in the newly rebuilt Bay City (sensing the alignment of mystical energies that were slowly growing there) and thanks to soon meeting up with fellow mystic hero, Gatekeeper, established herself as a hero. Quantum had actually approached Gatekeeper with her offer of forming a local team but he turned her down and nominated Zenith instead.
Last edited by Tattooedman on Tue Jan 08, 2013 7:50 pm, edited 1 time in total.
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Defender

Post by Tattooedman » Wed Jul 25, 2012 9:16 am

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Defender:
PL:
11
Strength 10 (2)
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 3
Awareness 1
Presence 2

Skills: Acrobatics 6 (+8.), Deception 6 (+8.), Expertise [Computers] 9 (+12/+21), Expertise [Physics] 6 (+9/+18), Expertise [Technology] 9 (+12/+21), Insight 6 (+7), Perception 6 (+7), Persuasion 3 (+5), Ranged Combat [Laser Weapon Array] 4 (+10)

Advantages: Close Attack 4, Ranged Attack 4, Eidetic Memory, Luck [Determined Recovery], Power Attack

Powers: Defender Armor: (Removable –25 pts)
Laser: Ranged Damage 12 (Extra: Penetrating)
-Micro-Missiles: Ranged Damage 10 (Extra: Area [Burst]); (Feat: Homing 2)
-Tangler Polymer: Ranged Affliction 12 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extra: Extra Condition); (Flaw: Limited Degree)
Sub-Space Radio: Communication 4 [anywhere on Earth] (Feats: Dimensional, Subtle 2)
Enhanced Skills 9 [Expertise (Computers +9, Expertise (Physics) +9, Expertise (Technology) +9]
Armored Frame: Protection 10 (Extra: Impervious 12)
Boot Jets: Flight 8
Seals Systems: Immunity 4 [Environmental Cold, Environmental Heat, Pressure, Suffocation]
Internal Hydraulics: Enhanced Strength 8
Enhanced Strength 2 (Flaw: Limited [Lifting Only])


Offense: Initiative +2
Melee Attack +8 // Unarmed Damage +10
Ranged Attack +6 // Laser Weapon Array Attack +10 // Micro-Missiles Damage +10 // Laser Damage +12

Defense: Dodge +10
Parry +10
Toughness +12*/+2 [*Impervious Defender Armor]
Fortitude +8
Will +7

Costs: Abilities 36+ Skills 19+ Advantages 11+ Powers 100+ Defense 26= 192 pts.


Real Name: Glen Harmon
Height: 5’ 9” [unarmored] 6’ 3” [armored]
Weight: 178 lbs [unarmored] 260 lbs [armored]
Hair: Brown
Eye Color: Hazel


Complications:
The Secret Back-Up: Team Defender is Glen’s secret from the team.

Best Intensions: Glen can be somewhat impulsive, leading him to jump the gun in a situation.

Secret Identity: Defender’s identity as Glen Harmon isn’t public knowledge.


[]bBackgorund:[/b] Glen Harmon was just another college student in San Francisco, whose parents had loaded his class schedule with a science major. While smart, Glen had a bit of trouble keeping up with all his classes but thankfully his friends, Greg, Darren, Rick and Howie, were able to help him get through them all so he could keep his grades where he needed so he could still be part of the football program.

One night Glen and his friends all decided to see if the stories Glen’s granddad had told him about the local military base being a holding site for top secret government projects were true, and using their knowledge of electronics and various fields of science, broke into the warehouse. While exploring they discovered was several crates of various items but one really captured their attention – it was filled with some unique looking parts of some kind of incomplete armor that the majority of them decided to take with them and see what it was fully assembled. Needless to say that things didn’t go very smoothly for them and they were almost caught by the guards a few times before making off with their treasure. It took everyone’s help over the course of several months to figure out what they’d gotten their hands on but by the time they were all done they’d managed to assemble the armor as well as make a few custom add-ons of their own. All that was left to do was test it out and Glen was elected for the job (mostly due to the fact that he was the one the armor best fit and he was in good enough physical shape to put it all on by himself and not fall over).

While out on that first flight Glen ran across some thugs robbing a jewelry store and using the suit, with guidance from the others on the armor’s ultra-secure radio, he put a stop to it and instantly hooked on the rush of being a hero. For several months Glen operated as Defender around San Francisco then the Proprietor War happened and the original Champions died stopping him, forcing Glen to reevaluate his reasons for using the armor.

After weeks of soul-searching Glen decided to be a more responsible hero and soon Defender was seen in the skies of the rebuilt Bay City. When Quantum gathered together several other local heroic metamen with the idea of forming the second generation of the Champions, Glenn was the first one to sign on. Since then Glen, as Defender, as been the Champions’ technological expert (though he’s never told them about Team Defender, as his friends named themselves) and all around team player, willing to take one what role is needed during a fight as he can blast or brawl equally well.
Last edited by Tattooedman on Tue Jan 08, 2013 7:51 pm, edited 1 time in total.
World of Freedom Setting 3E

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Re: World of Freedom 3rd Edition: Starting up

Post by Tattooedman » Wed Jul 25, 2012 10:25 am

kenseido wrote:Oh look, it's Stryke's buddy in all his 3E glory.

Go Champions.
Just wait, eventually I'll have other characters from the Champions game system converted over as well (mostly villains but they still count).
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Downtime

Post by Tattooedman » Wed Jul 25, 2012 10:36 am

Image
Downtime:
PL: 12
Strength 3
Stamina 3
Agility 2
Dexterity 2
Fighting 6
Intellect 0
Awareness 1
Presence 0

Skills: Deception 9 (+9), Expertise [Criminal] 9 (+9), Insight 9 (+10), Sleight of Hand 12 (+14), Stealth 9 (+11), Technology 9 (+9)

Advantages: Close Combat 6, Contacts, Defensive Roll 5, Luck [Determination], Luck [Inspiration], Power Attack, Uncanny Dodge

Powers: Time-Belt: (Removable -23 pts) [94 pp]
Enhanced Dodge 10
Enhanced Parry 8
Enhanced Advantages 8 [Close Attack 3, Evasion 2, Improved Defense, Move-By Action, Seize Initiative]
Downtime Effect:
Concealment 4 [all visual senses]
Immunity 10 [Time Effects]
Quickness 12
Senses 1 [Time Sense]
Speed 12
Time Stop: Affliction 12 [Hindered & Impaired, Vulnerable & Defenseless, Paralyzed; resisted by Will] (Extra: Area [Burst] 2, Extra Condition)

Cheap Shot: Strength-Based Damage 5 (Feat: Innate); (Flaw: Limited [Only useable on foes who suffer a Vulnerable Condition])

Offense: Initiative +40
Melee Attack +12
Ranged Attack +12

Defense: Dodge +14
Parry +14
Toughness +8*/+1 [*Defensive Roll]
Fortitude +8
Will +8


Costs: Abilities 34+ Skills 19+ Advantages 16+ Powers 99+ Defense 20= 188 pts.


Real Name: David Andersen
Height: 5'11"
Weight: 165 lbs
Hair: Sandy Brown
Eye Color: Brown

Complications:
Enemy: Johnny Rocket

Little Fish In The Big Pond: Downtime has serious potential as a villain but for right now his way of thinking keeps him acting as hired muscle for others or pulling simple robberies for himself.


Background: In the works....
Last edited by Tattooedman on Wed Apr 03, 2013 9:48 am, edited 3 times in total.
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Meta-Grue

Post by Tattooedman » Wed Jul 25, 2012 10:40 am

Image
Meta-Grue:
PL: 13
Strength 3
Stamina 3
Agility 2
Dexterity 2
Fighting 4
Intellect 1
Awareness 3
Presence 2

Skills: Deception 12 (+14), Insight 9 (+12), Intimidation 9 (+11/+17), Investigation 9 (+10), Perception 6 (+9), Stealth 9 (+11)

Advantages: Close Attack 9, Fast Grab, Improved Initiative, Improved Hold, Ranged Attack 11

Powers: Metamorph Physiology: Shapeshift 5 [25 pt pool]

Metamorph Psionics: Communication 3 [mental]
Comprehend 2 [speak & understand all languages]
Mind Reading 12

Leeched Bio-Energies:
Variable 10 [50 pt pool--powers only] (Extra: Continuous Duration); (Flaw: Limited [the powers of the Atom Family only])
Atom Family Power Sets:
Maximus:
Atomic Structure Alteration:
Increased Mass [24 pp]: Growth 12 [60 ft tall] [+12 Strength/Stamina; +12 Mass; +6 Intimidation; +6 Speed; -6 Defenses]
-Shifted Molecular Valance [20 pp]: Insubstantial 4
-Decreased Mass [20 pp]: Shrinking 20


Tesla:
Nucleonic Energy Manipulation:
Nucleonic Energy Shapes [31 pp]:[ Create 10 (Extras: Movable, Precise)
-Disintegration [30 pp]: Weaken 10 [Toughness] (Extras: Affects Objects, Ranged)
-Radiation Bolt [20 pp]: Blast 10
-Nucleonic Absorption [20 pp]: Nullify Radiation 10 (Extra: Area [Burst])
-Nucleonic Burst [10 pp]: Ranged Affliction 10 [Resisted by Dodge--Vision Impaired/Vision Disabled] (Flaw: Limited Degree)
Nucleonic Field [22 pp]: Force Field 11 (Extra: Impervious)
Nucleonic Propulsion [10 pp]: Flight 5


Victoria:
Precise Molecule Manipulation:
Flexible Form [34 pp]: Morph 4 [any form]
Elongation 6
Growth 4
Semi-solid Form [5 pp]: Insubstantial 1
Naturally Resilient [6 pp]: Protection 6


Chase:
Mindlink [32 pp]: Communication 3 [mental]
Mind Reading 10
-Phantasms [32 pp]: Illusion 8 [all senses] (Flaw: Phantasms)
-Stunning Bolt [30 pp]: Mental Blast 10 (Flaw: Tiring)
Psionic Senses [2 pp]: Senses 2 [Ranged Psionic Awareness]
Offense: Initiative +6
Melee Attack +13 [+11/ Full size] // Unarmed Damage + [+15 /Full size]
Ranged Attack +13 // Nucleonic Bolt Damage +10

Defense: Dodge +13 [+7/Full size]
Parry +13 [+7/Full size]
Toughness +8 [+14/Force Field] [+15/Full size]
Fortitude +9 [+21/Full size]
Will +9


Costs: Abilities 40+ Skills 18+ Advantages 23+ Powers 150+ Defense 32= 263 pts.


Real Name: Darr'Kan
Height: 6'4"
Weight: 250 lbs
Hair: None (normal form)
Eye Color: White (normal form)


Complications:
Earthophile: Meta-Grue has spent a few years on Earth at this point and has come to enjoy certain aspects of human culture (he finds human selfishness to be tremendously liberating and as near as he can tell, humans mostly think about nothing but sex and self gratification mixed with a desire to smite our enemies [even if we don't act on it due to fear of reprisal]) as well as beginning to appreciate the more baroque pleasures the human form has to offer. He prefers human females since they seem to be more submissive as a rule, but hasn't really restricted himself that much.

Hunted: Like Pseudo, the Meta-Grue is wanted by the Meta-Mind (and thus the rest of the Grue Unity) as traitors to the race to killed as aberations.

New Grue Unity: Meta-Grue seeks to one day take over the Grue Unity, replacing the Meta-Mind. He plans to do this by liberating the minds of his fellow Grue on this planet before taking over this one. From there, he can use the newly rogue infiltrators to take over the Unity then conquer the rest of the galaxy.

Quirk: Due to his physiology being so different from humanitys, the Meta-Grue finds enjoyment in the consumption of odd or otherwise deadly substances - such as getting drunk on motor oil.
Last edited by Tattooedman on Wed Apr 03, 2013 10:09 am, edited 2 times in total.
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Mister Mist

Post by Tattooedman » Wed Jul 25, 2012 10:43 am

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Mr. Mist:
PL: 12
Strength 2
Stamina 5
Agility 4
Dexterity 4
Fighting 4
Intellect 3
Awareness 1
Presence 2

Skills: Expertise [Life Sciences] 9 (+12), Expertise [Physical Sciences] 12 (+15), Intimidation 9 (+11), Stealth 9 (+13)

Advantages: All-Out Attack, Luck, Startle

Powers: Gaseous Form:
Concealment 3 [auditory & visual]
Flight 6 (Extra: Continuous Duration at rank 1); (Flaw: Permanent)
Immunity 30 [Life Support, Energy Attacks (Flaw: Limited [half damage])
Insubstantial 2 (Extra: Continuous Duration); (Flaw: Permanent)
Protection 3
Senses 2 [Low-Light Vision, Radius Vision]

Cloud Attacks:
Toxic Cloud: Weaken Fortitude 12 (Extra: Area [Cloud 2], Progressive)
-Choking Cloud: Affliction 12 [Dazed, Stunned, Incapacitated; resited by Fortitude] (Extras: Area [Cloud] 2, Cumulative)
-Nausea Cloud: Affliction 12 [Vulnerable, Defenseless; resisted by Fortitude] (Extras: Area [Cloud 2], Cumulative); (Flaw: Limited Degree)
-Dense Fog: Concealment 4 [all visual] (Extras: Area Cloud 2, Attack)

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

Defense: Dodge +14
Parry +14
Toughness +8
Fortitude +7
Will +5


Costs: Abilities 50+ Skills 13+ Advantages 3+ Powers 114+ Defense 26= 206 pts.


Real Name: Brad Raymond
Height: 5'6" (varies in mist form)
Weight: virtually weightless
Hair: Formerly Blue (now varying shades of grey when making a replica of a head and face)
Eye Color: Formerly Black (now varying shades white and gray when making a replica of a head and face)


Complications:
Ephemeral Mind: Ever since his being transformed Mr. Mist wavers between times of being totally lucid and focused to periods where he is filled with psychotic rage. This also means that Mr. Mist can be easily distracted from his goals and allow openings to be captured.

Motivation ~Increase Power: Mr. Mist now looks to stabilize and increase his powers, he mainly wants to be able to regain a solid body that he doesn't have to concentrate to maintain but wants to keep the powers he's come used to having.

Background: In the works....
Last edited by Tattooedman on Wed Apr 03, 2013 9:32 am, edited 4 times in total.
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Foreshadow

Post by Tattooedman » Wed Jul 25, 2012 10:47 am

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

Skills: Acrobatics 10 (+14), Athletics 9 (+12), Close Combat [Unarmed] 2 (+14), Deception 9 (+12), Expertise [Criminal] 12 (+15), Insight 10 (+14), Intimidation 9 (+12), Investigation 10 (+13), Perception 10 (+14), Ranged Combat [Escrima Sticks] 6 (+14), Sleight of Hand 10 (+14), Stealth 10 (+14)

Advantages: Agile Feint, Assessment, Close Attack 6, Defensive Roll 3, Defensive Strike, Equipment 3, Evasion 2, Follow-Up Strike, Hide In Plain Sight, Improved Critical [Escrima Sticks] 2, Improved Feint, Improved Initiative, Improved Trick, Lionheart, Luck [Determination] 2, Power Attack, Quick Draw, Ranged Attack 4, Redirect, Seize Initiative, Takedown 2, Trance, Well-Informed

Powers: Sixth Sense:
Enhanced Advantages 3 [Precise Attack (ranged; cover), Precise Attack (ranged; concealment), Uncanny Dodge]
Senses 8 [Danger Sense, Precognition, Spatial Awareness, Vision Counters Concealment] (Flaw: Precognition is Uncontrolled)

Offense: Initiative +8
Melee Attack +12 // Escrima Stick Strike Damage +6; critical 18-20 // Unarmed Attack +14 // Unarmed Damage +4
Ranged Attack +8 // Escrima Sticks Attack +14 // Escrima Stick Damage +6; critical 18-20

Defense: Dodge +13
Parry +13
Toughness +7
Fortitude +9
Will +11

Equipment: Zip-tie Restraints
Lock Picks
-3 ep free as needed
Escrima Stick [Strength-Based Ranged Damage 3; Ricochet 2]
-Alt. Effect: Escrima Stick Strike [Strength-Based Damage 3; Improved Disarm, Improved Smash] (10 ep)


Costs: Abilities 62+ Skills 37+ Advantages 39+ Powers 9+ Defenses 28= 175 pts.


Real Name: David Sloane
Height: 6’
Weight: 180 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Guilt: Foreshadow still feels responsible for not saving his family and tries to redeem himself through his efforts to fight crime in Freedom City.

Relationship: Despite the fact she works for Big Al Driogano, Foreshadow is strongly attracted to Lady Tarot.

Reputation ~Loner: Foreshadow has trouble getting close to people, mostly due to his own fear of his foreseeing something terrible happening to them (as he did for his parents). He’s turned down membership in the Freedom League several times and rarely works with other heroes on a regular basis, he prefers to operate on his own.


Background: Not much has changed in Foreshadow’s life - he’s still fighting against the Oliverti Family’s influence on the streets of Freedom City. He’s still the loner that he’s always been, but he’s more willing to work with other heroes (as shown by his working with both new hero Nevermore and recently graduated Sonic) here lately due to the increase in activities of the mob in Freedom City.

It the recent additions to the underworld that changed. The Russian mob (now known on the streets as the Red Shadows) has gotten reorganized by a newcomer to the scene, Sergei Romanova a former member of the Spetsnaz. Meanwhile Doctor Sin’s Tong faction has also stepped up their criminal efforts as well. This is more to do with the Doctor wanting to expand his area of influence (but being able to vex his granddaughter is an added bonus). Driogano’s mob had immediately noticed the arrival of their new rivals and was already taking action against them, combined with the crime all three mobs were invested in as well as the brewing mob-war, Foreshadow saw that even with the help of his sometimes allies that they weren’t going to be able to effectively counter their efforts.

Knowing of several newer heroes; Stryke, Panda, Raptor, Pinnacle and Blindsight, who’d become active in Freedom City within the last few months, though they mostly dealt with lower levels of street crime (the drug dealers, gang bangers instead of the usual brand of super villains that populate Freedom City), Foreshadow realized that they could be useful in his fight against the new mobs. He approached them all with an offer to band together to help stop all three of the mob’s criminal activities.

For a short while it looked as if they were making a difference. The Red Shadows were reeling from the organized attacks of Foreshadow’s group, and they’d started working on rooting out the 99 Dragons from the city when things took a turn against them; Ramona Cortez and David Fraley, a pair of psychopathic, low level metamen killed Blindsight as part of their shared delusions. When it is all said and done the group has been put through what they considered to be the worst fight of their lives despite sending the killing couple to Providence Asylum.

Then the group became involved in plots by both Red Death and Cortex, though they manage to handle both villains Cortex manages to escape. Then Foreshadow and the others are targeted by Orion the Hunter, Reflex, and Coda, three of the most well known ‘super-mercenaries’ currently active, thanks to Sergei Romanov as payback for their interference in his building the Red Shadows’ operations in Freedom City. Foreshadow takes on Reflex’s identity and tries to catch the other two men in a trap that doesn’t succeed, though all the mercenaries decide to drop the contracts on Foreshadow, Panda, Stryke, and Raptor.

At this point events begin to happen that indicate that Cortex has returned and when Foreshadow and his group chase him down they discover that VIPER has hired him as a contractor for one of their plots to take over the American government. After a series of fights, the last of which was at VIPER’s newest Freedom City Nest where they had dozens of captives to use in their plot with Cortex, things spiral out of control despite their best efforts. Stryke ends up being captured during the mass evacuation of VIPER’s victims and Foreshadow decided to dissolve the group as he feels the losses of both Blindsight and Stryke are directly his fault and refuses to lead Raptor and Panda into any more danger, though he leaves the pair use of the brownstone he‘d supplied the group with but refused to give them any more aid with investigations. Since then Foreshadow has returned to his one-man war on the Oliverti Family, as well as the remains of the Red Shadows and the 99 Dragons.
Last edited by Tattooedman on Thu Sep 06, 2012 7:15 am, edited 1 time in total.
World of Freedom Setting 3E

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

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