World of Freedom: FC Setting Builds....

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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Arkrite
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Re: World of Freedom 3rd Edition: Starting up

Post by Arkrite » Wed Aug 01, 2012 11:22 am

Ah the Atoms.
I don't know why, but they're probably my favorite Freedom City creation.
Nice stuff, TM.

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Re: World of Freedom 3rd Edition: Starting up

Post by Tattooedman » Wed Aug 01, 2012 11:28 am

Thanks iNSOMN14, since I'm in the process of switching over all my games in the Game Room over to 3rd edition I figured I might as well share my takes on the already known heroes of Freedom City.

I've heard that there have been some advancement of the WOF timeline when the Emerald City book comes out and am curious to see what changes have been made to the established characters.

I hear that Bolt has graduated from Claremont and is calling himself Thunderbolt now but I'd like to see the stats for him; is he a PL 10 now? Did his powers turn out more along the lines of a speedster type or did they favor his electrical powers more? Stuff like that always interests me.
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Re: World of Freedom 3rd Edition: Starting up

Post by Tattooedman » Wed Aug 01, 2012 11:28 am

Arkrite wrote:Ah the Atoms.
I don't know why, but they're probably my favorite Freedom City creation.
Nice stuff, TM.

Maybe because Richard has that 'not-date' with Tesla coming soon?

Hard to say.

And a quick note on the builds I've got posted (and on the way) of the Atoms; I'm referencing their Threat Report and my original 3E builds of them, combining parts of each that I feel better fit the characters.
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Re: World of Freedom 3rd Edition: Starting up

Post by Arkrite » Wed Aug 01, 2012 11:49 am

Tattooedman wrote: Maybe because Richard has that 'not-date' with Tesla coming soon?
That does make it a lot more interesting, after all it's always good to know who might be kicking my character's butt soon! ;~)

But I've been fond of them before Charlie went to get her Chinchilla problem looked into.

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Victoria Atom

Post by Tattooedman » Wed Aug 01, 2012 12:08 pm

Image
Victoria Atom:
PL:
11
Strength 1 (5)
Stamina 2 (7)
Agility 4
Dexterity 3
Fighting 5
Intellect 4
Awareness 1
Presence 3

Skills: Deception 9 (+12), Expertise [Current Events] 6 (+10), Expertise [Pop Culture] 6 (+10), Expertise [Writing] 6 (+10), Insight 6 (+7), Investigation 3 (+7), Perception 9 (+10), Sleight of Hand 9 (+12), Steath 6 (+9), Technology 3 (+7), Vehicles [Air] 3 (+6)

Advantages: Beginner's Luck, Close Attack 6, Eidetic Memory, Fast Grab, Grabbing Finesse, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative, Luck [Determination], Ranged Combat 5, Teamwork

Powers: Precise Molecule Manipulation:
Flexible Form: Morph 4 [any form]
Elongation 6
Growth 4 [+4 Strength & Stamina]
Semi-solid Form: Insubstantial 1
Naturally Resilient: Protection 6
Sub-space Communication Implant: Senses 5 [Communication Link w/Dr. Atom, Jack Wolf, and siblings]

Offense: Initiative +8
Melee Attack +11 // Unarmed Damage +1 // Full Size Unarmed Damage +5
Ranged Attack +8

Defense: Dodge +12//+10*
Parry +12//+10*
Toughness +8//+12*
Fortitude +7//+11*
Will +10


Costs: Abilities 46+ Skills 22+ Advantages 21+ Powers 50+ Defenses 27= 166 pts.

Notes wrote:*= Modifications from Growth power.

Height: 5'3"
Weight: 103 lbs
Hair: Dark Brown
Eye Color: Green


Complications:
Motivation ~Doing Good: Victoria prefers to use her skills and abilities for the benefit of others.

Quirk: Likes to fit in.

Quirk: Tries to see the best in people.
Last edited by Tattooedman on Thu Aug 02, 2012 7:41 am, edited 4 times in total.
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Re: World of Freedom 3rd Edition: Starting up

Post by Tattooedman » Wed Aug 01, 2012 12:10 pm

Arkrite wrote:
Tattooedman wrote: Maybe because Richard has that 'not-date' with Tesla coming soon?
That does make it a lot more interesting, after all it's always good to know who might be kicking my character's butt soon! ;~)

But I've been fond of them before Charlie went to get her Chinchilla problem looked into.
I've liked the Atoms from the start since I like their family dynamic better than the Fantastic Four's, just a personal preference really but I think it's way more interesting.
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Re: World of Freedom 3rd Edition: Starting up

Post by Arkrite » Wed Aug 01, 2012 12:37 pm

If they could swap out Jack Wolf for the Thing they'd be the best Fantastic Four style group ever!

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Chase Atom

Post by Tattooedman » Thu Aug 02, 2012 6:57 am

Image
Chase Atom:
PL:
11
Strength 0
Stamina 1
Agility 2
Dexterity 2
Fighting 3
Intellect 3
Awareness 3
Presence 1

Skills: Deception 6 (+7), Expertise [Psychic Powers] 9 (+12), Insight 9 (+12), Investigation 3 (+6), Perception 6 (+9), Persuasion 6 (+7), Stealth 6 (+7), Vehicles [Air] 3 (+5)

Advanatages: Close Attack 3, Defensive Roll 4, Evasion, Extraordinary Effort, Improved Defense, Improved Initiative, Luck [Determination], Second Chance [Will Saves against Mental Powers], Sidekick 23 [Cosmo], Taunt, Teamwork, Uncanny Dodge

Powers: Mind Shield: Impervious Will 14 (Flaw: Limited [Only against Mental Powers])
Psychic Evasion: Enhanced Defenses 6 [Dodge 2,Parry 4] (Extra: Sustained) (Flaw: Quirk [Not against foes immune to mental powers])
Psychic Link: Senses 1 [Communicaiton Link w/ Cosmo]
Psychic Sensitivity: Senses 2 [Acute Mental Awareness]
Sub-space Communication Implant: Senses 5 [Communication Link w/Dr. Atom, Jack Wolf, and siblings]
Telepathic Translation: Comprehend 2 [speak & understand all languages]
Telepathy Array:
Mental Blast: Range Damage 9 (Extras: Alternate Resistance [Will], Perception) [Dynamic]
-Mental Communication: Communication 5 [mental] [Dynamic]
-Mental Illusion: Illusion 5 [all senses] (Extra: Selective); (Feat: Illusion Area +1); (Flaw: Resistible [Will]) [Dynamic]
-Mind Reading: Mind Reading 11 [Dynamic]
-Mind Wipe: Affliction 9 [Entranced, Compelled, Transformed; resisted by Will] (Extra: Cumulative) [Dynamic]

Offense: Initiative +6
Melee Attack +6
Ranged Attack +2

Defense: Dodge +12
Parry +12
Toughness +5*/+1 [*Defensive Roll]
Fortitude +7
Will +14* [*Impervious vs Mental Effects 14]


Costs: Abilities 30+ Skills 16+ Advantages 39+ Powers 61+ Defenses 24= 170 pts.


Height: 5'6"
Weight: 129 lbs
Hair: Black
Eye Color: Brown

Complications:
Honor: Chase doesn’t use his mental powers to violate others’ privacy or rights.

Motivation ~Responsibility: Chase feels that because of the powers he possesses that he must use them for the better of the general public.

Quirk Chase has very little experience with mundane life due to his upbringing.
Cosmo, the Moon Monkey:
PL:
5
Strength -4
Stamina 0
Agility 3
Dexterity 0
Fighting 3
Intellect -2
Awareness 2
Presence 0

Skills: Acrobatics 9 (+12), Close Combat: Unarmed 4 (+4), Expertise [Survival] 6 (+8.), Perception 3 (+5), Sleight of Hand 6 (+6), Stealth 3 (+14)

Advantages: Evasion 2, Improved Initiative, Improved Grab

Powers: Moon Monkey Traits:
Extra Limbs 1 [tail]
Shrinking 8 (Feat: Innate); (Flaw: Permanent)

Mental Link: Senses 1 [Mental Communication
Link w/ Chase Atom]
Teleport:
Teleport 13 (Extras: Accurate, Easy, Extended); (Feat: Change Velocity, Increased Mass 2 (200 lbs.), Turnabout
Movement 1 [Space Travel]

Offense: Initiative +7
Melee Attack +4
Ranged Attack +0

Defense: Dodge +9
Parry +6
Toughness +0
Fortitude +3
Will +4

Costs: Abilities 2+ Skills 11+ Advantages 3+ Powers 90+ Defenses 9= 115 pts.
Last edited by Tattooedman on Thu Aug 02, 2012 7:41 am, edited 1 time in total.
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Re: World of Freedom 3rd Edition: Starting up

Post by Tattooedman » Thu Aug 02, 2012 7:13 am

Arkrite wrote:If they could swap out Jack Wolf for the Thing they'd be the best Fantastic Four style group ever!

For me I can easily see Jack Wolf's personality being very similar to the Thing's and I've been considering running him as such when the opportunity arises (when he might show up in a game that is).
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Jack Wolf

Post by Tattooedman » Thu Aug 02, 2012 7:46 am

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Jack Wolf:
PL: 9
Strength 4
Stamina 4
Agility 2
Dexterity 3
Fighting 8
Intellect 0
Awareness 3
Presence 2

Skills: Acrobatics 6 (+8.), Athletics 6 (+10), Deception 11 (+13), Expertise [Current Events] 9 (+9), Expertise [Soldier of Fortune] 12 (+12), Insight 9 (+12), Intimidation 9 (+11), Investigation 6 (+6), Perception 9 (+12), Sleight of Hand 9 (+12), Stealth 9 (+12), Technology 6 (+6), Treatment 6 (+6), Vehicle [Exotic] 10 (+13), Vehicle [Land] 10 (+13), Vehicle [Air] 10 (+13), Vehicle [Water] 10 (+13)

Advantages: All-Out Attack, Assessment, Beginner's Luck, Daze [Deception], Defensive Roll 2, Diehard, Equipment 8, Evasion, Great Endurance, Improved Critical [Unarmed] 2, Improved Initiative 2, Languages 2 [Russian; Spanish], Leadership, Luck [Determination], Luck [Determined Recovery], Power Attack, Precise Attack [ranged; cover], Quick Draw, Ranged Combat 10, Set-Up, Skill Mastery 4 [all Vehicle Skills], Takedown, Taunt, Teamwork, Tracking, Uncanny Dodge

Powers: Sub-space Communication Implant: Senses 5 [Communication Link w/Dr. Atom and Atom kids]

Blaster Pistol: (Removable -2 pts)
Ranged Damage 5

Offense: Initiative +10
Melee Attack +8 // Unarmed Damage +2; critical 18-20
Ranged Attack +12 // Blaster Damage +5

Defense: Dodge +10
Parry +11
Toughness +6*/+4 [*Defensive Roll]
Fortitude +8
Will +8

Equipment: The Atomobile (20 ep) [Size: Huge; Strength: 8, Speed: 7 (air, 250 MPH), Defense: –2, Toughness: 9] Features:
Navigation System, Remote Control

The Nucleus (20 ep) [Size: Large, Toughness: 12] Features: Communications, Computer, Defense System, Dimensional Portal, Fire Prevention System, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Personnel, Power System, Security System, Workshop]


Costs: Abilities 52+ Skills 47+ Advantages 50+ Powers 13+ Defense 19= 181 pts.


Height: 5'11"
Weight: 180 lbs
Hair: Brown
Eye Color: Brown


Complications:
Motivation ~Responsibility: Jack looks after his family and friends.

Secret(s): Jack has done things in his mercenary past he’s not proud of.
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Re: World of Freedom 3rd Edition: Starting up

Post by Arkrite » Thu Aug 02, 2012 7:51 am

Jack Wolf as played by Bruce Willis in the character of Ben Grimm?
I'm tearing up a little here. It's just so beautiful...

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Patriot

Post by Tattooedman » Thu Aug 02, 2012 8:00 am

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The Patriot:
PL: 11
Strength 8
Stamina --
Agility 8
Dexterity 8
Fighting 8
Intellect 1
Awareness 2
Presence 2

Skills: Acrobatics 3 (+11), Athletics 3 (+11), Deception 9 (+11), Expertise [Espionage] 12 (+13), Expertise [Tactics] 12 (+13), Insight 10 (+12), Intimidation 10 (+12), Investigation 7 (+8.), Perception 9 (+11), Sleight of Hand 3 (+11), Stealth 3 (+11), Vehicles [Air] 3 (+11), Vehicles [Land] 3 (+11)

Advantages: Assessment, Benefit 2 [Ambidexterity; Alternate Identity], Close Attack 3, Connected, Eidetic Memory, Defensive Attack, Improved Critical [Unarmed] 2, Improved Disarm, Improved Trip, Improvised Weapon, Inspire 3, Leadership, Luck [Determinded Recovery], Luck 2 [Determination], Move-By Action, Power Attack, Takedown, Teamwork

Powers: Android Physiology:
Enhanced Will Save 4 (Flaw: Limited [Only against Mental Attacks])
Immunity 30 [Fortitude Effects]
Protection 10 (Extra: Impervious)
Speed 4
-Alt. Effect: Leaping 4

Offense: Initiative +8
Melee Attack +10 // Unarmed Damage +10
Ranged Attack +8

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

Equipment: Ear Bud Communicator


Costs: Abilities 64+ Skills 29+ Advantages 25+ Powers 57+ Defense 16= 191 pts.


Real Name: Jack Simmons [alternate identity: Faraday Irons]
Height: 6’
Weight: 300 lbs
Hair: Black
Eye Color: Blue


Background: Thanks to the efforts of AEGIS’ Tech Section and Project: Ironmonger, Jack Simmons has been able to keep fighting against the likes of SHADOW and VIPER when his flesh and blood body finally lost it’s battle against cancer. Now living as a synthetic being, the Patriot still works as trouble shooter for AEGIS who is answerable to Director Powers and certain higher-ups in the U.S. government. Jack operated this way for several years, working with various other superhumans across the country (some who worked for other government organizations, like the FBI, the military and such, while others were independent of any such sponsorship), the whole time pushing for Director Powers to create a team of super-agents for AEGIS.

Finally after the last Terminus Invasion Jack got his wish, with the demise of the Arsenal of Democracy Director Powers allowed him to recruit some of the people he’d been keeping tabs on over the last couple of years. Soon enough there was a full team who was being put through the paces under the Patriot’s watchful eyes. Their first mission was a raid on the Foundry, and while they weren’t able to capture Keres thanks to Scylla’s use of Charibdrones to keep them busy while he made his getaway, they were able to capture several potential customers Keres had been showing new Foundry developments too as well as destroying the majority of that base. It was enough for Director Powers to consider it a victory and proof that the Reserve was a worthwhile project to have active. The presence of the members of the Reserve was the cause for a serious decline in agent injuries during the raid, as compared to past raids where there were always a high rate of injury to agents involved (so much so that agents commonly referred to raids on Foundry bases as “Grind Runs”).

From there the Reserve has become a very busy unit of AEGIS, they’re called in whenever agents become aware of plans by SHADOW and VIPER, particularly if members of VIPER’s Dragon Branch are suspected of being involved, plus anything that the members of the Reserve happen to run across on their own.

For his part, Jack is happy that his team is working as well as they are, he’s still leery of dealing with the Freedom League though. There are a couple members who remember him from his days before his “downloading” into his body and even though AEGIS has devised an “origin” for his cover identity of Faraday Irons, he has considered the idea of coming clean to those few members he knows he could trust with his secret. For now though he leads his team against any and all threats that come their way, secure in the knowledge they are the best ones suited for the job.

Basically Jack’s having the time of his second life.
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Re: World of Freedom 3rd Edition: Starting up

Post by Tattooedman » Thu Aug 02, 2012 8:03 am

Arkrite wrote:Jack Wolf as played by Bruce Willis in the character of Ben Grimm?
I'm tearing up a little here. It's just so beautiful...

Yeah, I'll admit that it's just a bit of awesome I somehow managed to come up with (no clue how I did it but I'll roll with it that's for sure). :wink:
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Spasm

Post by Tattooedman » Thu Aug 02, 2012 8:04 am

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Spasm:
PL:
11
Strength 8 (4)
Stamina 6
Agility 3
Dexterity 3
Fighting 8
Intellect 0
Awareness 0
Presence 0

Skills: Athletics 3 (+11), Deception 9 (+9), Expertise [Criminal] 6 (+6), Insight 9 (+9), Intimidation 12 (+12), Perception 6 (+6), Stealth 6 (+9)

Advantages: All-Out Attack, Benefit [Ambidexterity], Close Attack 3, Fast Grab, Great Endurance, Improved Hold, Improved Initiative, Power Attack, Ranged Attack 5, Startle

Powers: Calcified Skin & Muscles: Protection 5
Arm Tentacles:
Elongation 3
Movement 3 [Swinging, Wall-Crawling 2]
Resilient: Regeneration 5
Superhuman Strength:
Enhanced Strength 4
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Neuro-Electric Shock: Nullify 11 (Extra: Broad [Metaman], Simultaneous)
-Barbed Skin: Strength-Based Damage 2 (Feat: Improved Critical 3)
-Poisonous Barbs: Weaken Stamina 11

Offense: Initiative +7
Melee Attack +11 // Unarmed Damage +8 // Barbed Skin Damage +10; critical 17-20
Ranged Attack +8

Defense: Dodge +10
Parry +11
Toughness +11
Fortitude +13
Will +9

Costs: Abilities 48+ Skills 17+ Advantages 16+ Powers 67+ Defenses 26= 174 pts.


Real Name: Earl Duke
Height: 7’2”
Weight: 430 lbs.
Hair: None
bEye Color: Blue


Complications:
Motivation ~Thrills: Spasms is in the mercenary game not just for the money, but for the sheer carnage.

Reputation: Spasm is known to be one of the more violent, criminal metaman.

Weakness: Spasm is vulnerable to electric attacks.


Background: Earl Duke was a sickly child growing up but his parents were able to get him involved in an experimental therapy program that was said to boost weakened immune systems like his. Despite rumors of subjects dying as a result of the therapy Earl came out fine, physically stronger than he had ever been and he was soon released and he went home to enjoy his improved body. In his small town boys always played football and Earl was eager to join the crowd, his therapy made him as strong as an ox and he soon led his team to State Championship status. He would have went pro if there hadn’t been a string of disciplinary reports in his record, including a barely avoided manslaughter charge, but the world of Sports Entertainment wasn’t as picky about their recruits and soon after graduation Earl started his career as a professional wrestler. For years he fought his way from backyard matches all the way to one of the biggest promoters, the Global Gladiatorial Federation.

The GGF was one of the first groups to begin recruiting obvious superhumans and often they were little more than madmen who enjoyed hurting others. Earl was one of the few non-superhumans in the Federation and was a popular fan favorite for it, seen as a kind of everyman fighting against those more powerful than him and still managing to come out the winner. Eventually Earl’s manager, Nolly Pratt who managed several of the other super-wrestlers, convinced him that he needed an edge to be able to truly compete with the other superhuman wrestlers after Earl had been hurt fairly seriously following a match and Pratt contacted a French based pharmaceutical company that was developing several performance enhancing drugs that were supposed to be able to bypass normal drug testing. All Pratt had to do was supply the company with periodic reports of possible side-effects and reactions to the drugs and he was given large amounts of money that never got to his talent.

Problems started right off as Earl had never told anyone about the treatments he had received when he was a child. That process had an reaction to the new drugs that were pumped into him which caused Earl to suffer incredible amounts of pain and neuromuscular damage that kept him out of the ring for almost two years. By the time he was recovered enough to make a comeback he had almost been totally forgotten by his fans. Combined with his looks now, as his face was twisted into a horrible mask of strained muscles and he wore a mask, and a growing problem controlling his temper Earl soon found his name off all possible cards for events. Pratt was able to use connections he had in minor Hollywood to get Earl jobs as “the monster” in features like Nuclear Mailman and Submarine Mountain. Again though Earl’s habit of becoming violent ended that kind of work as well, with him being arrested for assaulting crew members on the last movie he worked on. In jail his physical mutations continued and several calcified muscles grew through his skin while barbed tendons and cartilage twisted and bore through his internal tissues. Government doctors tried treating Earl with yet another chemical mixture that was supposed to counteract the process done by the French company. All the new treatment did was mutate Earl’s already unstable physical structure again. Recovering enough to think somewhat straight Earl realized he would never be able to return to his life semi-celebrity and angered greatly by the manipulations in his life Earl used the powers he developed to escape and inflict his pain and suffering on the world.

Since then Spasm, as Earl named himself, has done work for those willing to meet his price as well as work for himself. Spasm will do any job, though he tends to favor taking jobs as the “distraction” for other crews, creating massive property damage to draw all attention to him and not the crime being committed. Though there are times that Spasm is pulling the job for himself so he can support himself during times that jobs are sparse
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Photon

Post by Tattooedman » Thu Aug 02, 2012 8:05 am

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

Skills: Deception 9 (+12), Expertise [Optics] 12 (+15), Insight 6 (+9), Perception 6 (+9), Ranged Combat [Laser Beam] 8 (+10), Technology 12 (+15)

Advantages: Benefit [Membership (Crime Union)], Equipment 4, Improved Feint, Improved Initiative, Ranged Attack

Powers: Hard Light Field: Force Field 12
Photonic Projecting: Flight 12
Seen the Light: Immunity 10 [Light Effects]

Light Control Array:
Laser Beam: Ranged Damage 10 (Extra: Penetrating); (Feat: Precise)
-Manipulate Levels of Light: Environment 10 [light] (Feat: Precise)
-Photonic Burst: Affliction 10 [Visual Impaired, Visual Disabled, Visual Unaware; resisted by Dodge/Fortitude] (Extra: Area [Burst])
-Photonic Shaping: Create 10 (Extra: Moveable)

Offense: Initiative +5
Melee Attack +4
Ranged Attack +2 // Laser Beam Attack +10 // Laser Beam Damage +10

Defense: Dodge +8
Parry +8
Toughness +12*/+0 [*Force Field]
Fortitude +6
Will +7

Equipment: 20 ep for Headquarters & other gear as needed


Costs: Abilities 30+ Skills 19+ Advantages 8+ Powers 80+ Defenses 21= 158 pts.


Real Name: Coleen Dewey
Height: 5’ 4”
Weight: Unknown
Hair: Bluish-White
Eye Color: Blue


Complications:
Motivation ~Greed: Photon is always looking for a pay off of some kind be it an easy score robbery or stealing super tech to sell to the highest bidder.


Background: Coleen Dewey was an astronomer until one fateful night when a mysterious meteor crashed to Earth and she tracked it down. The light from the meteor somehow imbued her with powerful light manipulating powers, and caused her incredibly greedy and self-centred. It was only a few days later that Photon made her first appearance on the criminal scene and she’s been at it now for just over five years and has developed a reputation as a competent criminal but is a bit of a underachiever thanks to her focus on money.
Last edited by Tattooedman on Wed Apr 09, 2014 3:47 pm, edited 1 time in total.
World of Freedom Setting 3E

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