World of Freedom: FC Setting Builds....

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Tattooedman
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Marksman

Post by Tattooedman » Thu Jul 26, 2012 9:17 am

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Marksman:
PL:
12
Strength 5
Stamina 5
Agility 7
Dexterity 8
Fighting 8
Intellect 5
Awareness 5
Presence 4

Skills: Acrobatics 3 (+11), Athletics 3 (+8.), Deception 9 (+13), Expertise [Ballistics] 12 (+17), Expertise [Criminal] 6 (+11), Expertise [Current Events] 3 (+8.), Expertise [Medicine] 6 (+11), Expertise [Special Forces] 12 (+17), Insight 9 (+14), Intimidation 9 (+13), Investigation 9 (+14), Perception 12 (+17), Persuasion 9 (+13), Stealth 6 (+14), Technology 9 (+14), Vehicles [Air] 3 (+10), Vehicles [Land] 3 (+10)

Advantages: Accurate Attack, Benefit 4 [Wealth x4], Close Combat 2, Contacts, Daze [Deception], Eidetic Memory, Equipment 6, Fascinate [Deception], Improved Aim, Inspire 3, Instant Up, Luck [], Move-By Action, Power Attack, Precise Attack [ranged], Quick Draw, Ranged Attack 4, Set Up, Takedown 2, Taunt, Teamwork, Tracking, Uncanny Dodge, Well-Informed

Powers: Healing Factor: Immunity 1 [Aging] (Flaw: Half Effective)
Regeneration 5 (Feat: Diehard)

Sharpened Senses: (Innate)
Senses 8 [Extended Vision, Darkvision, Low-Light Vision, Accurate Extended Hearing]

Throwing Mastery: (Innate)
Ranged Strength-Based Damage 1 (Extra: Multiattack 6); (Feat: Improved Critical 4)

Mark XXVII Sonic Rifle: (Removable –7 pts)
Focused Beam: Ranged Damage 12 (Extra: Penetrating)
-Pulse Setting: Ranged Damage 12 (Extra: Multiattack)
-Wide Angle Shot: Ranged Damage 12 (Extra: Area [Cone])
-Scrambler Setting: Ranged Affliction [Vulnerable, Stunned, Incapacitated ; resisted by Fortitude]

Offense: Initiative +
Melee Attack +10 // Unarmed Damage +5
Ranged Attack +12 // Throwing Mastery Damage +6; critical 16-20 // Sonic Rifle Damage +12

Defenses: Dodge +16
Parry +14
Toughness +8*/+5 [*Costume]
Fortitude +11
Will +13

Equipment: Costume [Protection 3; Subtle, Commlink]
Mini-Tracers, Handcuffs, Gas Mask, Multi-Tool, Rebreather

Utility Belt: (20 ep
Teat Gas Pellets [Ranged Cloud Area Affliction 4 (Dazed & Vision Impaired, Stunned & Vision Disabled, Incapacitated; resisted by Fortitude)]
-Cutting Torch [Damage 1 & Weaken Toughness 1]
-Explosives [Ranged Burst Area Damage 5]
-Flash-Bangs [Ranged Burst Area Affliction 4 (Vision Impaired, Vision Disabled, Vision Unaware)]
-Smoke Bombs [Ranged Cloud Area Visual Concealment 1 (Extra: Attack)]



Costs: Abilities 94+ Skills 41+ Advantages 38+ Powers 60+ Defenses 29= 262 pts.


Real Name: Donald Henderson
Height: 6’ 2”
Weight: 220 lbs
Hair: Black
Eye Color: Blue


Complications:
Sense of Duty: Marksman feels that his powers and skills make it his responsibility to protect the public from criminals.

The Mouthy One: Marksman is known for always having a flippant remark ready during a fight.

Secret Identity: Marksman’s identity as Donald Henderson isn’t public knowledge.

Show them the Way: As the most experienced member of the Champions, Marksman feels that it’s up to him to set an example to the rest of the team as to how a hero should carry themselves.

Survivor’s Guilt: Marksman feels like he failed the original team by being the only surviving member.


Background: Donald Henderson grew up a member of high society, raised mostly by his grandfather, as his parents were often busy with their own careers (his mother was an actress on contract with one of the largest movie companies in the 60s and his father operated as an costumed detective known as the Black Rose), who ingrained in Donald a strong sense of right and wrong as well as survival skills and how to handle himself in a fight. Years later Donald would graduate from medical school with honors and then join the Army where he was assigned to an elite task force that operated around the world dealing with various military threats, which took him around the world and allowed him to make use of all the knowledge and skills his grandfather had taught him. Donald thought he was making a difference for his country up until his grandfather passed away and in his will he’d left a letter for Donald which urged the young solider to do more with his life, to give back to the world in a more meaningful manner rather than simply following orders as he’d been doing.

Something in his grandfather’s words touch Donald and he used his part of the inheritance left to him to set up a private practice in the city where he’d grown up, to help those who needed medical treatments and couldn’t afford it. It was also around this time that Donald began to build his first version of the sonic rifle, a weapon he would soon become well known for as the Marksman - a hero who patrolled the streets and fought all manner of criminals using only his wits, skills and high tech weaponry.

Several years into his career as the Marksman, Donald met other heroes during the course of an adventure that called for all of them to pool their talents and abilities against the fledgling VIPER’s first plot. When it was all said and done the six heroes decided to continue to work together on cases that were bigger than any one of them could handle on their own, and was the beginning of the Champions (even though that group wouldn’t be officially founded until a few years later).

The Marksman was the chairman of that group, the others recognizing his skill and abilities for what they were and for over a decade they fought against all manner of criminals - VIPER, the Masters of Fortune, the Ultimates, and the Conquerors just to name a few. The original Champions all died fighting against a villain who called himself the Proprietor that was attempting to create a nation for himself using California, and he was more powerful than any other foe the Champions had dealt with before. When it was all said and done the energies that the Proprietor controlled and manipulated were thrown out of balance and destroyed not only his base as well as himself, it also killed the members of the Champions who had been confronting him - the entire roster of the team except for the Marksman.

Donald had been taken out of the fight the day before the final showdown, stopping the Proprietor’s agents from stealing technologies that had been deemed needed for his cause. The injuries the Marksman had taken facing off against enhanced and empowered criminals were so severe that it took his healing factor over two days to bring him out of the coma he’d fallen into from all the trauma he‘d undergone. Once he’d recovered and been released from medical care Donald semi-retired the identity of the Marksman, mostly over the guilt he felt for ‘failing’ his friends and teammates. He would periodically pull out his old costume when he couldn’t ignore a situation or there was a large enough crisis but for the most part Donald Henderson focused on using his family’s fortune to make social changes that he hoped would have a longer lasting impact than what he could do while wearing a mask.

Though like many retired heroes, the Marksman returned during the Terminus Invasion. Leading a gathering of heroes from California against the minions of Omega and even though San Francisco was devastated they were able to repel those invading forces. It was during the aftermath that the Marksman was approached by several of those he’d lead in the previous days who wanted to reform the Champions and asked that he join them. Seeing that they would form the group even if he declined, Donald accepted their offer though he would not agree to being their leader in the field. Instead he would act as their chairman, guiding them as befitting his status as an older hero and helping them to establish themselves as a team. Towards that end Donald contributed much to the building of their new base, much like he did the restoration of San Francisco and it‘s surrounding suburbs into the ultra-modern Bay City.

As the years have gone on since then, the Marksman has been appearing less and less in the public eye, allowing the other members of the Champions to grow into the heroes he saw them becoming all those years ago. He still attends meetings from time to time and is always available to give advice to the others and will lend his skills in certain situations but he has slowly pulled back over the years into his efforts to better society as Donald Henderson.
Last edited by Tattooedman on Mon Jul 30, 2012 6:27 am, edited 1 time in total.
World of Freedom Setting 3E

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Damocles

Post by Tattooedman » Thu Jul 26, 2012 9:18 am

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Damocles:
PL:
13
Strength 8
Stamina –
Agility 3
Dexterity 3
Fighting 8
Intellect 4
Awareness 0
Presence 0

Skills: Expertise [Computers] 12 (+16), Expertise [Superhumans] 12 (+16), Insight 9 (+9), Perception 9 (+9), Ranged Combat [Optic Beam] 8 (+11), Stealth 9 (+12), Technology 12 (+16)

Advantages: All-Out Attack, Assessment, Benefit [Ambidexterity], Close Attack 5, Eidetic Memory, Fearless, Improved Initiative 2, Power Attack, Withstand Damage

Powers: Armored: Protection 13 (Extra: Impervious 12)
Artificial Being: Immunity 30 [Fortitude Effects]

DNA Sampling Matrix & Weapons Systems: Weaken 13 [Abilities, Physical Effects, Mental Effects] (Extras: Broad 3, Simultaneous); (Flaw: Limited [Must have target in grapple])
-Optic Beam: Ranged Damage 15 (Feat: Improved Critical 2)
-Energy Sword: Damage 13 (Extra: Penetrating 12); (Feats: Improved Critical 3, Improved Sunder)

Robotic Tentacles:
Elongation 4 (Flaw: Limited [Only applies to Extra Limbs])
Extra Limbs 10 (Feats: Fast Grab, Improved Grab, Improved Hold, Subtle)

Offense: Initiative +11
Melee Attack +13 // Unarmed Damage +8 // Energy Sword Damage +13; critical 17-20
Ranged Attack +11 // Optic Beam Damage +15

Defense: Dodge +13
Parry +13
Toughness +13* [*Impervious 12]
Fortitude N/A
Will +14


Costs: Abilities 42+ Skills 25+ Advantages 14+ Powers 100+ Defense 29= 210 pts.


Height: 6’ 6”
Weight: 300 lbs
Hair: None
Eye Color: LED Red


Complications:
Obsession ~Must catalog power sets: Damocles is programmed to get as many DNA samples of different superhumans as he possibly can.


Background:
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Tattooedman
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Grond

Post by Tattooedman » Fri Jul 27, 2012 1:12 am

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Grond:
PL:
14
Strength 18
Stamina 16
Agility 0
Dexterity 0
Fighting 8
Intellect -2
Awareness 2
Presence 0

Skills: Insight 9 (+8), Intimidation 15 (+15), Perception 9 (+8.), Ranged Combat [Thrown Objects] 8 (+8)

Advantages: All-Out Attack, Close Attack, Daze [Intimidation], Diehard, Fast Grab, Great Endurance, Improved Grab, Improved Hold, Improved Initiative 2, Power Attack, Startle, Takedown

Powers: Animalistic Mind: Impervious Will 10

Four Arms:
Feature 1 [Ambidexterity]
Extra Limb 2 [pair of arms]

Monstrous Size: Growth 4 [12 ft tall; +4 Strength, +4 Stamina, +4 Mass, +2 Intimidation, -4 Stealth, -2 Dodge & Parry] (Extra: Permanent); (Feat: Innate)

Monstrously Strong: Enhanced Strength 8 (Flaw: Limited [Lifting Only])
Monstrous Feats Of Strength:
-Bracing: Immunity 10 [Being Moved] (Flaw: Sustained)
-Groundstrike: Damage 14 (Extra: Area [Line] 2); (Flaws: Limited [Only targets on the ground])
-Makeshift Handholds: Movement 1 [Wall-Crawling] (Flaw: Limited [Only surfaces with material Toughness less than Strength modifier])
-Massive Knockback: Move Object 14 (Flaws: Close Range, Limited [Away Only])
-Monstrously Huge Leaps: Leaping 8
-Shockwave: Affliction 14 [Dazed & Vulnerable, Stunned & Prone; resisted by Dodge/Fortitude] (Extras: Area [Burst], Extra Condition); (Flaws: Limited [Only targets on the ground], Limited Degree)
-Thunderclap: Affliction 14 [Dazed & Vulnerable, Defenseless & Stunned; resisted by Fortitude] (Extras: Area [Burst], Extra Condition); (Flaw: Limited Degree)

Monstrously Tough:
Immunity 6 [Environmental Cold, Environmental Heat, Environmental Pressure, Environmental Radiation, Disease, Poison]
Immunity 2 [Aging, Suffocation (Flaw: Limited 20 minutes max)] (Flaw: Half Effective)
Impervious Toughness 12

Offense: Initiative +8
Melee Attack +9 // Unarmed Damage +15
Ranged Attack +0 // Thrown Objects Attack +8

Defense: Dodge +8
Parry +9
Toughness +16* [*Impervious 12]
Fortitude +16
Will +10* [*Impervious]


Costs: Abilities 68+ Skills 15+ Advantages 13+ Powers 56+ Defenses 17= pts.


Real Name: Unknown
Height: 12’
Weight: 833 lbs
Hair: None
Eye Color: Red


Complications:
Beserker: Grond’s not a total engine of destruction, but normally once someone tries to trick him or manages to hurt him, he starts to become very unhappy, taking it out on anyone he sees nearby.

OH NO! IT’S GROND!!!: Probably one of the most recognizable superhumans in the United States, when people see Grond they start to scream, panic and scatter as fast as possible. It’s a well known fact that Grond destroys entire city blocks before any hero can come close to stopping him.

Secret Past: No law enforcement agency knows what Grond’s real identity is, he simply just showed up at some point and started to demolish his surroundings.


Background: Nobody knows where Grond came from, he simply appeared one day on a rampage in San Francisco over twenty years ago. The fact that Grond can barely talk above the level of a 3-year old and has some serious anger problems doesn’t help, since most of the time he’s little more than destruction on two legs.

Over the years Grond has been used by the likes of Mastermind, VIPER, Overthrow, and several others since he’s so easily manipulated with his emotional and mental limits. It’s taken the likes of Centurion in the past to put Grond down for a reasonable amount of time and since his passing it’s always taken the Freedom League, the Sentinels or the Champions, with a bit of creative teamwork thrown in to halt his rampages.

It’s gotten to the point now that Grond is recognized almost immediately on sight by the average person on the street and his appearances normally cause a massive public panic because of his reputation. Most the time the best way to deal with Grond is to mediate the damage he could do and try to steer him away from people.
Last edited by Tattooedman on Wed Jan 29, 2014 9:51 pm, edited 5 times in total.
World of Freedom Setting 3E

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Tattooedman
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Black Lotus

Post by Tattooedman » Fri Jul 27, 2012 1:39 am

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Black Lotus:
PL:
10
Strength 3
Stamina 4
Agility 6
Dexterity 6
Fighting 8
Intellect 0
Awareness 3
Presence 2

Skills: Acrobatics 3 (+9), Deception 9 (+12), Expertise [Criminal] 9 (+9), Insight 9 (+12), Intimidation 9 (+11), Perception 9 (+12), Ranged Combat [Shuriken] 2 (+11), Sleight of Hand 6 (+13), Stealth 9 (+17)

Advantages: Agile Feint, Close Attack 4, Cunning Fighter, Daze [Deception], Defensive Roll 3, Equipment 2, Hide In Plain Sight, Improved Initiative, Improved Trip, Luck [Determined Recovery], Move-By Action, Power Attack, Quick Draw, Ranged Attack 3, Takedown 2, Uncanny Dodge

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

Martial Training:
Pressure Points: Affliction 10 [Dazed, Stunned, Incapacitated; Resisted by Fortitude]
-Striking Power: Strength-Based Damage 5

Perfect Defense: Immunity 30 [attacks targeting Dodge or Parry] (Extra: Concentration Duration)
Perfect Balance: Movement 2 [Wall-Crawling 2] (Flaw: Limited [Upright Movement Only])
Vaulting: Leaping 2 (Flaw: Acrobatics Check Required [DC 12])
Master Escape Artist: Insubstantial 1 (Flaw: Limited [Escape attempts only])

Offense: Initiative +11
Melee Attack +12 // Unarmed Damage +3 // Striking Power Damage +8 // Katana Damage +6; critical 19-20 // Kusarigama Damage +5; critical 19-20 // Paired Sai Damage +4; critical 19-20
Ranged Attack +9 // Shuriken Attack +11 // Shuriken Damage +1

Defense: Dodge +13
Parry +13
Toughness +7*/+4 [*Defensive Roll]
Fortitude +9
Will +11

Equipment: Ninja Arsenal: (7 ep)
Masterwork Katana [Strength-Based Damage 3; critical 19-20]
-Kusarigama [Strength-Based Damage 2; 19-20; Improved Trip]
-Paired Sai [Strength-Based Damage 1; critical 19-20; Improved Disarm]
-Shuriken [Ranged Multiattack Damage 1]
-2 free ep



Costs: Abilities 64+ Skills 22+ Advantages 25+ Powers 76+ Defenses 23= 209 pts.


Background: Nothing is none about the history of the woman who calls herself Black Lotus except in certain circles that she has worked for Dr. Sin for several years. She‘s more well known in China where she has operated for most of her career until recently when Crimson Katana named Lotus as her number two and brought her over to the U.S.

Black Lotus was sent out to oversee the reclaiming of certain information that had been stolen from one of Dr. Sin‘s cover businesses that he used to ship equipment for his various plots across the United States. What happened next was a quick introduction of Black Lotus into the world of superhumans, which she lost to the newbie hero Livewire of the recently formed FORCE Ops team.

Black Lotus was given a squad of ninjas to secure the 19th floor of the Anders Building, FORCE Ops‘ base of operations, where the thief had gone following a brief skirmish in Liberty Park and ran across Livewire. Despite her powers giving the heroine problems she managed to defeat the larger number of foes as well as hold her own against the more combat skilled Black Lotus who underestimated the rookie hero and paid for it by being shocked into unconsciousness. In the end however, it was thanks to Crimson Katana and her use of Dr. Sin‘s teleporting technology that Black Lotus managed to escape being arrested. Only time will tell if she runs into FORCE Ops again.

A few months later Black Lotus was sent back to Freedom City, this time with Jade Phoenix and Green Dragon (another two of Doctor Sin’s agents), to check up on her master’s representative Mister Hurang. He had been experiencing several minor setbacks between a budding gang war with the Oliverti Family and the Red Shadow (a Russian gang that had moved into town trying to establish themselves) and the efforts of Caliber (a cover identity of local hero Dovetail, who’d already crossed swords with Hurang months earlier).

Foreshadow and a group of other lesser known metamen, who he’d brought together to deal with the growing three-way gang war, managed to sneak into Hurang’s center of operations and disrupt the meeting which lead to a fight between the three criminals and Foreshadow and his group that allowed Hurang to escape (though he was later killed by the Crimson Katana at one of his cover houses for his failure to serve Doctor Sin).

Black Lotus again suffered a loss to a metaman, defeated by the heroes Panda and Stryke, but again she was saved by the failsafe built into the rings Doctor Sin supplies his people with that allows them to teleport away to safety.
Last edited by Tattooedman on Tue Aug 21, 2012 8:47 am, edited 3 times in total.
World of Freedom Setting 3E

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

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Re: World of Freedom 3rd Edition: Starting up

Post by Shock » Fri Jul 27, 2012 10:33 am

Is it just me or are a lot of these guys coming out really expensive? Black Lotus over 200 points really surprised me.

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Re: World of Freedom 3rd Edition: Starting up

Post by Arkrite » Fri Jul 27, 2012 10:51 am

It's not just you. 3rd Edition seems to be much more expensive for anybody who isn't a brick.

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Re: World of Freedom 3rd Edition: Starting up

Post by Tattooedman » Fri Jul 27, 2012 10:55 am

I've noticed that too and I think part of it is the cost of Abilities and my not being too sure on how to judge Agility & Dexterity when converting characters over.

Plus in some cases the cost of powers are almost double what they were in 2e while others owe it to skill totals, even with my House Rule on their cost. But I'm finding out that if you're not a brick-themed character you're going to cost a bit more.

EDIT: I see that Arkrite already pointed out what I said here.

In Black Lotus' case though she got a major overhaul in design, as I saw several things in the Talent Power Profile that I thought would fit her concept better than the way I'd originally built her.
Last edited by Tattooedman on Fri Jul 27, 2012 11:47 am, edited 1 time in total.
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Re: World of Freedom 3rd Edition: Starting up

Post by kenseido » Fri Jul 27, 2012 11:40 am

I did notice that Tech heroes get a cost break on skills by rolling Computers, Disable Device, and two Crafts into a single skill.
-----------------------------
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Contrast

Post by Tattooedman » Sat Jul 28, 2012 3:09 pm

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Contrast:
PL:
10
Strength 3
Stamina 3
Agility 4
Dexterity 4
Fighting 6
Intellect 1
Awareness 3
Presence 0

Skills: Acrobatics 6 (+10), Athletics 6 (+9), Close Combat [Escrima Sticks] 4 (+13), Expertise [Criminal] 12 (+12), Insight 9 (+12), Perception 9 (+12), Stealth 9 (+13), Vehicles [Land] 3 (+5)

Advantages: Agile Feint, Benefit [Ambidexterity], Close Attack 3, Cunning Fighter, Equipment 4, Follow-Up Strike, Hide In Plain Sight, Improved Critical [Escrima Sticks] 3, Improved Critical [Unarmed] 2, Improved Disarm, Improved Initiative, Improved Trip, Instant Up, Power Attack, Takedown 2, Uncanny Dodge

Powers: Life Under the Spotlight: Immunity 10 [Light Descriptor]
Light Bending:
Cloaking Field: Concealment 2 [normal vision]
Strobe Lighting: Affliction 10 [Vision Impaired, Vision Disabled, Vision Unaware; resisted by Fortitude] (Extras: Area [Burst], Cumulative); (Flaw: Limited [Visual Senses Only])
-Blackout: Concealment 4 [all visual senses] (Extras: Area [Burst], Attack)

Offense: Initiative +8
Melee Attack +9 // Escrima Stick Attack +13 // Unarmed Damage +3; critical 18-20 // Escrima Stick Damage +; critical 17-20
Ranged Attack +4

Defense: Dodge +12
Parry +12
Toughness +6*/+3 [*Costume]
Fortitude +8
Will +7

Equipment: Costume [Protection 3; Subtle]
Cell Phone, Lock Picks
Motorcycle
Escrima Sticks [Strength-Based Damage 2]
-2 ep free


Costs: Abilities 48+ Skills 20+ Advantages 25+ Powers 35+ Defenses 23= 151 pts.


Complications:
Criminal Life: Contrast’s identity as Jonathan White is known to law enforcement agencies.

Keep The Lights On: Contrast suffers from Nyctophobia, fear of total darkness.

Stay Challenged: Contrast tries to use his powers as little as possible while on a job. To him having to use his powers is almost like cheating, and means that he’s not skilled enough to have done the job right.


Real Name: Jonathan White
Height: 5’ 7”
Weight: 132 lbs
Hair: Black
Eye Color: Blue


Background: Jonathan White doesn’t have many happy memories of his childhood, he was stolen when still very young from his parents and raised by a Dr. Renn as a part of his experiment to create espers that were undetectable by any means. Apparently Jonathan was subjected to intense genetic manipulation and eventually he developed photokinetic abilities, able to manipulate light for various purposes mentally, and did not register as a mutant by any known means of scanning. Dr. Renn didn’t mistreat Jonathan in any other way and actually went through great pains to make sure that he was well educated and well taken care of, though once Jonathan turned eighteen he discovered that Dr. Renn was no relation to him at all, as he had thought over the years (thinking him to be a distant relative) and he simply packed his few belongings and ventured out into the world alone.

Being somewhat socially awkward, Jonathan realized he didn’t want to deal with people any more than he absolutely had to and decided that the best way to go about that was to take what he wanted. So he became a thief, training himself largely by trial and error and using his powers much of the time during those early years. Now several years later Contrast, as Jonathan named himself, is a well known thief. Much more skilled than he was in the beginning, almost to the point where he doesn’t even need to use his powers to pull a job (mostly only in case he runs afoul of a hero trying to stop him).
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Tattooedman
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Centerfire

Post by Tattooedman » Sat Jul 28, 2012 3:12 pm

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Centerfire:
PL:
10
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 2
Intellect 4
Awareness 0
Presence 1

Skills: Deception 3 (+4), Expertise [Ballistics] 12 (+16),Expertise [Criminal] 3 (+7), Insight 6 (+6), Perception 6 (+6), Persuasion 3 (+4), Ranged Combat [Gatlin 2200] 4 (+8.), Stealth 6 (+8.), Technology 9 (+13), Vehicles [Land] 3 (+5)

Advantages: Ranged Attack 2, Equipment 2, Power Attack, Precise Attack [ranged; cover], Seize Initiative, Skill Mastery [Expertise (Ballistics)], Task Focus [Technology: Weapons Systems]

Powers: Centerfire Armor: (Removable –6 pts)
Enhanced Strength 3 (Flaw: Limited [Lifting Only])
Immunity 2 [Critical Hits]
Protection 12 (Extra: Impervious)
Senses 2 [Extended Vision, Infravision]

Gatlin 2200: (Removable –10 pts)
Ranged Damage 12 (Extras: Penetrating, Multiattack); (Feats: Improved Aim, Improved Critical 4, Improved Sunder)

Offense: Initiative +
Melee Attack +
Ranged Attack +4 // Gatlin 2200 Attack +8 // Gatlin 2200 Damage +12; critical 16-20

Defense: Dodge +6
Parry +6
Toughness +14*/+2 [*Centerfire Armor (Impervious 12)]
Fortitude +5
Will +5

Equipment: Headquarters [Workshop Base (10 ep)] Size: Medium; Toughness: 10; Features: Communication, Computer, Concealed, Fire Prevention System, Laboratory, Library, Living Space, Security System 2 [DC 25], Workshop


Costs: Abilities 20+ Skills 19+ Advantages 9+ Powers 69+ Defenses 16= 133 pts.


Complications:
Gotta sell my stuff!: Centerfire is convinced that he needs to pull crimes and take jobs as the only means to sell his invention and prove how truely great a work of engineering.

Like a rat: Centerfire will lash out violently when cornered. He doesn't handle the stress of combat too well, he is only an engineer after all.

Slow to fire: Sometimes Centerfire will hesitate before pulling the trigger, the last pangs of his conscience trying to tell he's going to regret doing this.

Real Name: Martin McCleary
Height: 5' 9"
Weight: 157 lbs
Hair: Brown
Eye Color: Brown


Costs: Attributes 14+ Skills 16+ Feats 17+ Powers 64+ Saves 11+ Combat 12- Drawbacks 4= 130 pts.


Background: Centerfire is relatively new villain on the scene, mostly working for those willing to pay for his services. Basically he’s a big gun for hire looking to sell his weapon designs.

Centerfire had been a weapons designer that was downsized out of his job by new management who were unimpressed with his work. McCleary realized that he needed to be his own boss and take charge of his life, this led him to develop the Gatlin 2200 and it’s several later upgraded versions. Soon though he saw that most governments weren’t willing to purchase weapons from a one man operation, preferring to deal with large corporations.

Realizing that he needed to reach out to more free-thinking potential clients Martin started to reach out to criminal groups of varying means. Even though they were interested in purchasing the Gatlin 2200 most of them wanted to see how well the weapon would work, not wanting to buy a weapon that wouldn’t perform as advertised. So Martin developed the support suit that had to be worn to use the Gatlin and soon after Centerfire made his first appearance keeping the police busy while VIPER agents robbed ASTRO Labs. Even though he did his part of the job VIPER declined to buy the Gatlin, so Martin keeps trying to sell the Gatlin 2200 by doing various crimes. In the long run Martin has ended up becoming a gun for hire, willing to work for anyone willing to meet his prices and go through a sales pitch for the Gatlin 2200.
World of Freedom Setting 3E

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

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Tattooedman
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Eclipse

Post by Tattooedman » Sat Jul 28, 2012 3:13 pm

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Eclipse:
PL:
10
Strength 3
Stamina 4
Agility 3
Dexterity 3
Fighting 4
Intellect 4
Awareness 2
Presence 1

Skills: Acrobatics 3 (+6), Athletics 6 (+9), Deception 9 (+10), Expertise [Biology] 9 (+13), Expertise [Chemistry] 12 (+16), Expertise [Computers] 9 (+13), Expertise [Criminal] 6 (+10), Insight 6 (+8), Perception 9 (+11), Ranged Combat [Needle Gun] 6 (+11), Sleight of Hand 9 (+11), Stealth 9 (+12), Technology 12 (+16)

Advantages: Benefit 2 [Membership (Crime Union) 2], Close Attack 4, Equipment 4, Luck [Determination] 2, Online Research, Ranged Attack, Skill Mastery 2 [Expertise (Chemistry); Sleight of Hand], Well-Informed

Powers: Sonar Sense: Senses 5 [Accurate Acute Radius Rapid Auditory]
Field of Darkness: Concealment 4 [all visual senses] (Extras: Area [Burst], Attack)

Needle Gun: (Removable –5 pts)
Poison Dart: Ranged Affliction 9 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Knockout Dart: Ranged Affliction 9 [Dazed, Exhausted, Asleep; resisted by Fortitude]
-Needle Spray: Ranged Damage 9 (Extra: Multiattack)


Offense: Initiative +3
Melee Attack +8 // Unarmed Damage +3
Ranged Attack +5 // Needle Gun Attack +11 // Needle Spray Damage +9

Defense: Dodge +12
Parry +12
Toughness +8*/+4 [*Costume]
Fortitude +8
Will +6

Equipment: Costume [Protection 4; Subtle]
Lockpicks
Cell Phone
Motorcycle
-3 free ep


Costs: Abilities 48+ Skills 33+ Advantages 17+ Powers 45+ Defenses 23= 166 pts.


Real Name: Jefferson Skoric
Height: 5’ 9”
Weight: 152 lbs
Hair: Red
Eye Color: Hazel


Complications:
Looks like death warmed over: Eclipse has a corpse-like coloring to his skin thanks to the mutations caused by his serums.

Motivation ~Thrills: Eclipse is addicted to the rush of committing high value robberies, this has replaced his previous gambling addiction.

Not a daylight kinda guy: Due to the mutations done to his body by his serums, Eclipse is extremely sensitive to light and must wear prescription glasses to protect his eyes. While working he wears a set of modified lenses of the same prescription as well as a full body covering costume.


Background:
Last edited by Tattooedman on Wed Apr 09, 2014 3:25 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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Joined: Wed Nov 28, 2007 4:16 pm
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Tarpit

Post by Tattooedman » Sat Jul 28, 2012 3:14 pm

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Tarpit:
PL:
11
Strength 8 (2)
Stamina --
Agility 0
Dexterity 0
Fighting 8
Intellect 0
Awareness 3
Presence 0

Skills: Deception 9 (+9), Expertise [Criminal] 9 (+9), Insight 6 (+9), Perception 6 (+9)

Advantages: Benefit 2 [Membership (Crime Union) 2], Close Attack 3, Daze [Deception], Diehard, Fast Grab, Improved Initiative, Improved Pin

Powers: Tar Body:
Enhanced Strength 6
Enhanced Advantage 1 [Instant Up]
Elongation 3
Insubstantial 1 [fluid-like] (Extra: Permanent); (Feat: Innate)
Immunity 32 [Critical Hits, Fortitude Effects]
Protection 11
Burning Hot Tar Body: Damage 11 (Extras: Penetrating, Reaction)
Sticky Tar Body: Affliction 11 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Smothering Tar: Affliction 11 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative); (Flaw: Grab-Based)

Offense: Initiative +4
Melee Attack +11
Ranged Attack +0

Defense: Dodge +9
Parry +11
Toughness +11
Fortitude N/A
Will +8


Costs: Abilities 16+ Skills 10+ Advantages 10+ Powers 121+ Defenses 17= 174 pts.


Real Name: Joey Monteleone
Height: 8’
Weight: 600 lbs
Hair: None
Eye Color: Burning yellowish-orange


Complications:
Broken Family: Tarpit was sold out by his brother to the Labyrinth to pay off a drug deal gone bad. Periodically Tarpit seeks revenge on his brother for turning on him and being responsible for his transformation.

Cheap Thrills: Because of his lack of a human body, Tarpit often commits crimes that simply are for his own twisted sense of fun. He knows his chances of being normal are pretty much nil so he might as well have fun with being a super villain.

Man Monster: Tarpit cannot return himself to his human form.


Background: Joey Monteleone and his brother, Frankie, grew up in the rougher side of Detroit. Where you ended up hustling just to get by and ended up getting into the drug trade early on. Eventually they moved their operation to Freedom City where there were more opportunities and better chances for them to make money, the Monteleone brothers would deal in any illegal drug they could lay their hands on. This led them to working with suppliers of medical drugs as well as regular street drugs, which increased their profits and influence on the streets as well as working with a level of criminals that few drug peddlers ever come close to and the Monteleones had no clue they were dealing with the Labyrinth. Supplying them with various several parts of the chemicals needed for the DNAgent process but when Foreshadow finally managed to put their operation in the red with his breaking up their ring and left Frankie Monteleone owing the Labyrinth. So he placed the blame on Joey and left him to be the one accountable to them for the loss, and when the Labyrinth came to collect Joey was taken to help them test some of the more radical treatments Dr. Hanks had come up with.

The resulting chemical injections and radiation exposures resulted in Joey’s body transforming into a tar-like substance permanently. Over a year later Dr. Hanks had all the information he could get from direct study of Joey, or Tarpit as he was then called and his “escape” was arranged. Turning him loose on the City of Freedom so that Dr. Hanks could gather data on the process in the field.

Since then Tarpit has bounced around town, fighting against various heroes from Johnny Rocket to Captain Thunder and the Raven. Most of the time he has lost but managed to get away before he could be taken to Blackstone though he has been an inmate there a few times before being able to escape. For some reason his powers have proven to be difficult to counter for the superhuman prison and Tarpit is always sure to take advantage of that fact.
Last edited by Tattooedman on Wed Apr 09, 2014 4:10 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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Snowblind

Post by Tattooedman » Sat Jul 28, 2012 3:15 pm

Image
Snowblind:
PL:
11
Strength 2
Stamina 3
Agility 2
Dexterity 2
Fighting 6
Intellect 4
Awareness 3
Presence 1

Skills: Acrobatics 3 (+5), Expertise [Criminal] 6 (+10), Expertise [Science] 12 (+16), Expertise [Computers] 6 (+10), Insight 9 (+12), Perception 9 (+12), Ranged Combat [Cold Suit] 2 (+11), Stealth 9 (+11), Technology 12 (+16)

Advantages: Benefit 2 [Membership (Crime Union) 2], Close Attack 5, Improved Initiative, Inventor, Move-By Action, Power Attack, Ranged Attack 5, Skill Mastery [Expertise (Science)], Task Focus [Expertise (Science): Cryogenics]

Powers: Coldsuit: (Removable –13 pts) [55 pp]
Composite Lining: Protection 8
Thermal Lining: Immunity 15 [Cold Effects, Heat Damage]
Ice Blast: Ranged Damage 11 (Extra: Penetrating)
-Freeze Beam: Ranged Damage 11 (Extra: Alternate Resistance [Fortitude])
-Deep Freeze: Ranged Weaken Toughness 11
-Ice Sculptures: Create 10 (Extra: Continuous); (Feat: Innate)
-Ice Spike: Damage 11 (Feat: Improved Critical 2)
-Ice Trap: Ranged Affliction 11 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Snowfall: Concealment 2 [normal vision] (Extras: Area [Burst], Attack)
Ice Slide: Flight 6 (Flaw: Platform)

Offense: Initiative +6
Melee Attack +11 // Ice Spike Damage 11; critical 18-20
Ranged Attack +6 // Coldsuit Attack +11 // Ice Blast Damage +11 // Freeze Beam Damage +11

Defense: Dodge +11
Parry +11
Toughness +11*/+3 [*Coldsuit]
Fortitude +9
Will +9

Costs: Abilities 46+ Skills 23+ Advantages 19+ Powers 55+ Defenses 26= 169 pts.


Real Name: Maurice Edwards
Height: 5' 10"
Weight: 210 lbs
Hair: Black
Eye Color: Brown


Complications:
Family Pride: Snowblind is the grandson of 40s villain Dr. Zero and won't tolerate any negative talk about him. Often times his objections become physical, other times only a stern warning about respecting the previous generations.


Background:
Last edited by Tattooedman on Wed Apr 09, 2014 4:04 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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Whiteout

Post by Tattooedman » Sat Jul 28, 2012 3:17 pm

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Whiteout:
PL:
8
Strength 4
Stamina 5
Agility 5
Dexterity 2
Fighting 4
Intellect 2
Awareness 4
Presence 2

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

Advantages: Close Attack 2, Defensive Roll, Equipment, Improved Initiative, Power Attack, Ranged Attack 6, Uncanny Dodge

Powers: Psionic Altering Color Perception:
Alter Personal Colors: Feature 1 [change hair/clothing color]
Personal Whiteout: Concealment 4 [all visual senses]
Whiteout Field: Concealment 4 [all visual senses] (Extras: Area [Burst], Attack, Selective)

Minor Telekinetic Talent:
Move Object 2
-Alt. Power: Flight 2

Blaster Pistol: (Removable –3 pts)
Ranged Damage 8

Offense: Initiative +9
Melee Attack +6 // Unarmed Damage +4
Ranged Attack +8 // Blaster Pistol Damage +8

Defenses: Dodge +8
Parry +8
Toughness +8*/+5 [*Trenchcoat & Defensive Roll]
Fortitude +7
Will +7

Equipment: Armored Trenchcoat [Protection 2; Subtle]
Lockpicks


Costs: Abilities 56+ Skills 17+ Advantages 12+ Powers 47+ Defenses 15= 147 pts.


Real Name: Patrick McCarty
Height: 6’
Weight: 174 lbs
Hair: White
Eye Color: Blue


Complications:
Just a crook: Patrick is mostly interested in making a quick buck, so most times he will try to cut and run if given a chance (with his stolen goods in hand of course). He’ll only fight if he has no other option.


Background: Patrick McCarty never did like to work too hard, he always kept an eye open for the easy way out. So when his psionic abilities started to manifest his thoughts immediately turned towards how he could use them to make his life easier, in other words crime, specifically robbery.

There is a large amount of unsolved robberies that he’s done over the years, mostly small time stuff from smaller businesses where there are only a few members of staff and lower end security systems. Every once in awhile though Patrick has run into the police and his ability to cloak himself has come into play, but even then the police have tried to come up with ways of countering that ability (carrying paintball guns to mark him while invisible and even a couple of times nets were brought in). Thankfully for Patrick, he’s always playing around with his powers, testing their limits and trying to push past them. So he’s developed a couple other talents - like being able to alter the coloring of his own clothing (a trick he now uses to make all his clothing appear to be perfectly white in color only to return them to normal once he’s pulled his crime off and then coloring his hair from it’s usual white) or making one of his sometime chasers invisible and freaking out those around them as they search for their missing friend.

Recently Patrick has developed a lesser form of telekinesis, it’s nothing too minor really as he can lift himself up and move through the air (though that’s about his limit weight-wise) and he can do the same with other people (but he’s not tried it yet). Most of the time he uses it to help him carry loot and tools.
Last edited by Tattooedman on Sun Sep 29, 2013 6:13 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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Star Knight III

Post by Tattooedman » Sat Jul 28, 2012 3:18 pm

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Star Knight III:
PL:
10
Strength 10 (2)
Stamina 2
Agility 2
Dexterity 2
Fighting 8
Intellect 0
Awareness 2
Presence 2

Skills: Athletics 6 (+8.), Expertise [Solider] 6 (+6), Insight 6 (+8.), Intimidation 6 (+8.), Ranged Combat [Solar Energy Control] 4 (+10), Perception 6 (+8.), Persuasion 6 (+8.), Stealth 6 (+8.)

Advantages: All-Out Attack, Improved Initiative, Lionheart, Move-By Action, Power Attack, Ranged Attack 4

Powers: Star Stone Shard:
Datalink to Mentor: Senses 1 [Communication Link w/Mentor]
Electromagnetic Spectrum Sensitivity: Senses 8 [Accurate Acute Analytical Extended Ranged Tracking Detect (energy frequencies)]
Solar Energy Control: Ranged Damage 10 (Extra: Penetrating); (Flaw: Tiring)

Star Knight Armor: (Removable –22 pts)
Always on Call: Feature 1 [Quick Change (free action to don armor)]
Regulate Star Stone Shard: Feature [Removes the Flaw from Solar Energy Control & adds one Alternate Effect (11 pts)]
-Energy Sword: Damage 10 (Extra: Penetrating); (Feats: Improved Critical 3, Improved Sunder)
Solar Energy Field:
Enhanced Strength 8
Protection 10 (Extra: Impervious)
Environmentally Protected: Immunity 10 [Life Support]
Helm Sensors: Senses 7 [Extended Vision, Darkvision, Low-Light Vision, Infravision, Direction Sense, Radio]
Knight Link: Communication 5 [mental] (Flaw: Limited [only with other Star Knights])
Language Database: Comprehend 2 [speak & understand all languages]
Cross the Skies & Stars:
Flight 10
Movement 3 [Environmental Adaptation (Zero Gravity), Space Travel 2]

Offense: Initiative +6
Melee Attack +8 // Unarmed Damage +10 // Energy Sword Damage +10; critical 17-20
Ranged Attack +6 // Solar Energy Control Attack +10 // Solar Energy Control Damage +10

Defense: Dodge +8
Parry +8
Toughness +12* [*Impervious 10]
Fortitude +9
Will +11

Costs: Abilities 40+ Skills 16+ Advantages 9+ Powers 118+ Defenses 22= 210 pts.
Last edited by Tattooedman on Sun Sep 23, 2012 10:22 am, edited 1 time in total.
World of Freedom Setting 3E

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

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