World of Freedom: FC Setting Builds....

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Tattooedman
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Steel Commando

Post by Tattooedman » Sat Aug 04, 2012 10:06 am

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Steel Commando:
PL:
12
Strength 3
Stamina 3
Agility 3
Dexterity 3
Fighting 6
Intellect 2
Awareness 3
Presence 1

Skills: Athletics 6 (+9), Deception 12 (+13), Expertise [Mercenary] 12 (+14), Insight 9 (+12), Intimidation 12 (+13), Investigation 9 (+11), Perception 12 (+15), Ranged Combat [Energy Rifle] 6 (+12), Stealth 9 (+12), Vehicles [Air] 6 (+9), Vehicles [Land] 9 (+12)

Advantages: All-Out Attack, Close Combat 4, Contacts, Equipment 5, Improved Aim, Improved Initiative, Languages [English, French], Minions 7 [PL 5 Soldiers (x10)], Power Attack, Precise Attack [ranged; cover], Quick Draw, Ranged Attack 3, Seize Initiative, Startle

Powers: Steel Commando Armor: (Removable –7 pts) [31 pp]
Environmental Seals: Immunity 7 [Disease, Environmental Cold, Environmental Heat, Poison, Radiation, Suffocation]
Helmet: Senses 4 [Infravision (tracking), Low-Light Vision, Radio]
Jump Jets: Leaping 4
Multi-Layered Plasti-Steel Coating: Protection 9
Shocker Gauntlet: Damage 12 (Feat: Improved Critical 2)

Energy Rifle: (Removable –7 pts) [32 pp]
Direct Fire Mode: Ranged Damage 12 (Extra: Penetrating)
-Automatic Fire Mode: Ranged Damage 12 (Extra: Multiattack)
-Pulse Fire Mode: Ranged Damage 12 (Feat: Variable Descriptor 2 [technological])
-Wide Fire Mode: Ranged Damage 12 (Extra: Area [Cone])

Offense: Initiative +7
Melee Attack +10 // Unarmed Damage +3 // Baton Damage +5 // Shocker Gauntlet Damage +12; critical 18-20
Ranged Attack +6 // Energy Rifle Attack +12 // Energy Rifle Damage +12

Defense: Dodge +12
Parry +12
Toughness +12*/+3 [*Steel Commando Armor]
Fortitude +10
Will +10

Equipment: Mercenary Arsenal: (25 ep)
Tear Gas [Ranged Cloud Area Affliction 4 (Dazed & Vision Impaired, Stunned & Vision Disabled, Incapacitated; resisted by Fortitude)]
-Baton [Strength-Based Damage 2]
-Explosives [Ranged Burst Area Damage 5]
-Flash-Bangs [Ranged Burst Area Dazzle 4 (visual & audio)]
-Smoke Bombs [Ranged Cloud Area Concealment Attack 4]
-Sleep Gas [Ranged Cloud Area Sleep 4]
-Fragmentation Grenades [Ranged Burst Area Damage 5]
-Knives [Strength-Based Damage 1; critical 19-20]
-2 ep free as needed


Costs: Abilities 48+ Skills 35+ Advantages 29+ Powers 63+ Defenses 29= 204 pts.


Real Name: Heinrich Kappel
Height: 6’ 5”
Weight: 230 lbs
Hair: Dark Blonde
Eye Color: Blue


Complications:
Mercenary Code: Steel Commando will not give up any kind of information on his current employer no matter what, he sees this as maintaining a professional reputation.

He Wants It, No Matter What: The Steel Commando is amoral and completely self-centered to the point that he will do whatever is called for, even killing someone, to get whatever it is he wants and it is only his mercenary code will overrule this behavior.


Background: Heinrich Kappel was denied entry into the German army due to psychological problems and was thrown out of the French Foreign Legion after several episodes of ‘conduct unbecoming an officer’ that were due to those same psychological problems (including almost beating his commanding officer to death). Kappel then decided that mercenary would be the next best use of his ‘talents’ but after several years he realized that he needed some kind of an edge to put himself above the others in his field of work.

Taking the bulk of the money he’d earned over the years Kappel approached Fabricators Inc. to build him a suit of armor and weapons system that would put him on a level playing field with most superhumans, that would be enough to give him the edge he wanted Kappel figured. It took almost six months but the those working for Fabricators were able to come up with a weapon that Kappel was happy with and it took him almost a full years worth of work, combined with a few outright bank robberies, for him to pay off most of his bill and Kappel slipped out of the rest of what he owed. Over the years collection agents from Fabricators Inc (superpowered ones of course) have been trying to collect the remaining amount due from Kappel but to date he’s managed to deal with them and keep possession of his suit.

Now Kappel is known as the Steel Commando, one of the best superpowered mercenaries currently active. Only the likes of Orion the Hunter and the Jack of Blades are considered his peers.
World of Freedom Setting 3E

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

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Tattooedman
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Re: World of Freedom 3rd Edition: Starting up

Post by Tattooedman » Sat Aug 04, 2012 10:08 am

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

Skills: Athletics 3 (+6), Deception 9 (+9), Expertise [Computers] 6 (+6), Expertise [Criminal] 12 (+12), Insight 9 (+11), Intimidation 9 (+9), Perception 9 (+9), Ranged Attack [Eye Lasers] 4 (+10), Stealth 6 (+8), Vehicles [Land] 6 (+8)

Advantages: Benefit 2 [Membership (Crime Union) 2], Close Attack 4, Equipment, Improved Feint, Improved Initiative, Power Attack, Ranged Attack 4, Ultimate Effort [Ultimate Aim]

Powers: Optic Cybernetic Implants:
Eye Lasers: Ranged Damage 10 (Extra: Penetrating); (Feats: Improved Aim, Improved Critical 3, Improved Sunder, Precise Attack [ranged; cover], Ricochet 2)
Visual Enhancements: Senses 17 [Darkvision, Extended Vision, Infravision (tracking), Microscopic Vision (atomic size), Low-Light Vision, Vision Counters Concealment, Vision Counters Illusion, Vision Penetrates Concealment (except lead)]
Cybernetic Systems: Features 4 [Digital Camera, Digital Video Recorder, PDA]

Offense: Initiative +6
Melee Attack +8 // Unarmed Damage +3
Ranged Attack +6 // Eye Lasers Attack +10 // Eye Lasers Damage +10; critical 17-20

Defense: Dodge +12
Parry +10
Toughness +8*/+3 [*Costume]
Fortitude +8
Will +6

Equipment: Costume [Protection 5]


Costs: Abilities 32+ Skills 25+ Advantages 15+ Powers 58+ Defenses 25= 155 pts.


Real Name: Carl Rogers
Height: 6’ 2”
Weight: 190 lbs
Hair: Dark Brown
Eye Color: Red


Complications:
Gun for Hire: Eyespy is known for being willing to work for anyone that will pay him.

Temper: Eyespy was taught to value street credibility, if he feels disrespected he is known to become angry.


Background: Carl Rogers was a enforcer for the Oliverti Family that was seriously injured during the hit on Boss Oliverti taking shrapnel to his eyes, effectively blinding him. But despite the seriousness of his injury Carl managed to survive and seek out the early beginnings of the Power House for cybernetic enhancements to replace his now useless eyes with the savings he’d put away during his time working for the Family.

But this was back in the eighties and his cybernetics were large and bulky looking, giving him a somewhat odd appearance due to his oversized eyes but they were no less deadly; Rogers had made sure that his improvements left him always armed and he was now able to fire laser beams from his new eyes. Rogers wasted no time in trying to replace all the money he’d been forced to spend to save his life, taking work from any and all who were willing to hire him with a respectable amount of cash and during the 90s he fought pretty much every active hero in New York, Freedom City, San Francisco, Arcadia and even some occasional work in Emerald City. Each time he was defeated, Eyespy (as Rogers had named himself) managed to get away either before the police arrived or break free after the hero in question had left.

That is until he faced Technomancer of the Sentinels, who quickly defeated Eyespy by disabling his cybernetics, leaving him blind and much easier to deal with. His following trial was a quick affair and he was sentenced to Blackstone where he stayed for the remainder of the 90s and much of the early 2000s until he and several other lesser, technology-themed criminals were secretly broken out by agents of the Foundry on the orders of Talos.

His offer was simple: the Foundry would upgrade their various cybernetics, armors, special weapons, and whatnot and what have you to current levels of Foundry tech and in return the gathered villains would attack the Freedom League at their soon to be empty Freedom Hall, as they were preparing to move full time into the Lighthouse. To say that Heavy Mettle, as the group was named, was defeated quickly is putting it mildly but some of the groups members were able to make a getaway (including Eyespy) before the League could wrap everything up thanks to the Foundry’s attack on the Lighthouse for various new technologies during Heavy Mettles attack on the Hall. Since then Eyespy has popped up several times in various locations; mostly Bay City and Arcadia, but there have been a few times the offer of money has brought him to Freedom City.
Last edited by Tattooedman on Wed Apr 09, 2014 3:26 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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Minotaur

Post by Tattooedman » Sat Aug 04, 2012 7:56 pm

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

Skills: Athletics 3 (+15), Expertise [Soldier] 9 (+9), Insight 6 (+8.), Intimidation 12 (+12), Ranged Combat [Thrown Objects] 4 (+8.), Perception 6 (+8.), Stealth 6 (+8.)

Advantages: All-Out Attack, Benefit [AEGIS Security Clearance], Close Attack 4, Diehard, Fast Grab, Great Endurance, Improved Grab, Improved Initiative, Improved Pin, Power Attack, Ranged Attack 2, Startle, Takedown, Withstand Damage

Powers: Man/Myth Endowments:
Enhanced Strength 8
Enhanced Strength 7 (Flaw: Limited [Lifting Only])
Enhanced Stamina 8
Immunity 15 [Disease, Cold Damage, Environmental Cold, Environmental Heat, Heat Damage, Poison, Pressure]
Impervious Toughness 12
Leaping 5

Groundstrike: Affliction 10 [Vulnerable, Defenseless; resisted by Fortitude] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited Degree, Limited [both Minotaur & his targets be in contact with the ground])
-Shockwave: Damage 10 (Extra: Area [Burst]); (Flaw: Limited [both Minotaur & his targets must be in contact with the ground])

Offense: Initiative +6
Melee Attack +8 // Unarmed Damage +12
Ranged Attack +4 // Thrown Objects Attack +8

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

Equipment: Earbud Communicator
-4 ep free as needed


Costs: Abilities 36+ Skills 15+ Advantages 18+ Powers 82+ Defenses 16= 167 pts.


Real Name: Damon Sharpe
Height: 6’ 6”
Weight: 300 lbs
Hair: Black (shaved pattern on the sides of head)
Eye Color: Brown


Complications:
Once my friends, now my enemies: When Minotaur first gained his powers he was part of a military funded team, the majority of whom have become the super criminal groups known as the Beastiary. Minotaur now fights against them and often spends a fair amount of his personal time checking out tips on their doings and whereabouts.

Temper: Minotaur can loose his cool from time to time and really cuts loose.


Background: Damon Sharpe was your simple, everyday solider in the Army. He did his job well, followed orders, cared about his unit and traveled all over the world protecting his nation’s interests. It was those reasons that he was picked to take part in Project: Man/Myth, a program that was supposed to create superhuman agents for the military and soon enough seven subjects from the military and other government agencies were assigned to the project, all judged to be mentally stable enough to withstand the mutations that would be done to them.

When the experiment was done all eight subjects displayed some kind of superhuman ability, for better or worse. While many of them suffered from obvious physical mutations (Argus, Undine, Nemean, and Manticore) others developed mental issues that weren’t as obvious and were able to keep them hidden (Chimera, Cockatrice, and Basilisk). Though Damon wasn’t part of either group, somehow he’d managed to be the only one not physically mutated nor affected psychologically by the process in any way, a fact that put him at odds with some of the other subjects, particularly Brock Majors (aka Nemean) who shares a similar set of powers but was seriously mutated and psychologically unbalanced.

Eventually the whole group was trained in uses of their powers and sent off on their first missions. They continued on this way for about a year as Chimera became more convinced that they were being used for some governmental shadow war (falling victim to his paranoia more) and that in the end the whole team would be killed. It was during a mission in the Middle East that the majority of the team, Chimera, Undine, Nemean, Manticore and Cockatrice, discovered proof of Chimera’s theories and went rogue while the rest of the team, Minotaur (as Damon was named), Argus, and Basilisk responded to the latest attack by the Atomic Brain.

They faired badly, as Basilisk was killed outright during the fight and Argus was put into a vegetative state from injuries he suffered fighting the Atomic Brain. After that the rogue part of the team started to call themselves the Beastiary and began to commit seemingly random crimes for themselves or as mercenaries for hire and Minotaur was assigned to bring them back to the project.

This led to Minotaur’s encounter with the Patriot as the Beastiary had taken work from SHADOW, targeting various labs that specialized in energy technologies for Overshadow’s latest doomsday weapon and secretly Chimera’s latest plan (the recreation of the machine that generated the radiation that empowered the original team so that the Beastiary could increase their powers). It was pretty much a disastrous mission all the way around, between property damages done at every encounter and in the end Minotaur was taken captive by the Beastiary and subjected to the newly rebuilt device as a test run while Patriot was forced to watch. Surprisingly enough though Minotaur’s powers were enhanced further as Chimera had theorized and he became stronger enough to free himself and hold his own against part of the Beastiary so that Patriot could free himself and together they defeated the larger group, though they did manage to get away.

Minotaur returned to his superiors and continued his hunt for his former team as well as doing special missions for the military until his tour came to an end and he wanted out from under the military’s thumb. Not wanting to lose their asset they threatened to throw him in prison unless he agreed to re-enlist until Patriot was able, through the help of Director Powers, to bring Minotaur into AEGIS as a special agent. Since then Minotaur has worked under the supervision of the Patriot and reported only to him and Director Powers, so when the Patriot was given the clearance to recruit for the Reserve he quickly tapped Minotaur as his first recruit.

Minotaur is the stoic member of the Reserve, the muscle and backbone of the team. He realizes he’s one of the more durable members and tries to keep the attention of their foes during a fight and tries to take out as many foes at a time as he can, coming up with some creative uses for his strength and durability. He’s a very straight forward kind of man, with a serious look on his face most of the time.
World of Freedom Setting 3E

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

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Tattooedman
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Lady Hex

Post by Tattooedman » Sat Aug 04, 2012 7:59 pm

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Lady Hex:
PL:
10
Strength 1
Stamina 1
Agility 3
Dexterity 3
Fighting 4
Intellect 3
Awareness 5
Presence 3

Skills: Deception 9 (+12), Expertise [Magic] 11 (+14), Insight 9 (+14), Perception 9 (+14), Persuasion 9 (+12), Ranged Combat [] 6 (+10), Stealth 7 (+10)

Advantages: Benefit [AEGIS Security Clearance], Close Attack 4, Daze [Deception], Defensive Roll 4, Eidetic Memory, Fascinate [Deception], Improved Initiative, Improved Trip, Luck [Determination] 2, Power Attack, Quick Change, Ranged Attack, Ritualist, Teamwork

Powers: Shambala Vale Training: (Innate)
Martial Strikes: Strength-Based Damage 7

Slow Aging: Immunity 1 [Aging] (Flaw: Half Effective)

Mystical Might Array:
Gentle Hands of the Lotus: Move Object 10 (Extra: Damaging); (Feats: Affects Insubstantial 2, Precise)
-Channelling the Dragon Lines: Ranged Damage 10 (Extra: Penetrating); (Feat: Affects Insubstantial 2)
-Closing the Dragon Lines: Nullify 10 [magic effects]
-Creation of the Dragon Line: Create 10 (Extra: Movable); (Feat: Affects Insubstantial 2)
-Friends of the Dragon: Summon (Extra: Horde)
-Ghost Walking: Insubstantial 4
-Seeing through the Dragon‘s Eyes: Remote Sensing 10 [audio & visual]

Sparrow Cloak: (Removable -3 pts) [12 pp]
Flight 5
Protection 5

Offense: Initiative +7
Melee Attack +8 // Unarmed Damage +1 // Marital Strikes Damage +8
Ranged Attack +4 // Mystical Might Array Attack +10 // Mystical Might Array Damage +10

Defense: Dodge +10
Parry +10
Toughness +10*/+5** [*Defensive Roll & Sparrow Cloak//**Defensive Roll]
Fortitude +7
Will +12

Equipment: Earbud Communicator


Costs: Abilities 46+ Skills 30+ Advantages 21+ Powers 60+ Defenses 26= 183 pts.


Real Name: Unknown
Height: 5’6”
Weight: Unknown
Hair: Black
Eye Color: Green


Complications:
Power Loss: Lady Hex loses her Mystical Might Array if she is unable to gesture and speak the components required to cast spells.

Preserving the Balance: Lady Hex works to keep those that practice the blacker arts of magic held in check.

Who am I?: Lady Hex doesn’t remember anything about her past before starting her heroic career. Sometimes she meets a person, goes to a place, or handles something that triggers a sliver of a memory for her. Another piece of the puzzle that is her life.


Background: Lady Hex simply started appearing in San Francisco, fighting all manner of crimes from robbery to mystical threats several years ago. Not staying around long after the ordeal was done to answer questions from the press about herself. Though it didn’t take long for a couple determined reporters to figure out a few key things about her: she’s of Asian heritage but they’ve not been able to figure out where she’s from, and that she was some kind of mage. Otherwise, Lady Hex has done an excellent job of keeping her personal life quiet.

For several years Lady Hex kept the public safe from all manner of threats and at one point she worked with Patriot when he was tracking down some SHADOW agents doing a mission for Crimson Mask. He was seeking several mystical items for a ritual he was planning and a couple of them were in Lady Hex’s possession, which put her in his sights. Patriot was able to gain Lady Hex’s trust and together they were able to turn the tables on the group, and keep Lady Hex’s artifacts safe as well as recover the artifacts already stolen by the agents. Over the following years if Patriot needed an expert on anything mystical and wanted an outsider opinion he’d contact Lady Hex, trusting her knowledge when his usual sources weren’t so reliable.

Eventually Patriot was able to assemble a group together to work for AEGIS, and he knew he wanted Lady Hex onboard so San Francisco was his third stop during his recruitment drive. For her part Lady Hex accepted more for the help Patriot offered with her personal situation; she doesn’t have any memories of her life past a few months prior to her debut as hero in San Francisco and has been unable to uncover anything in the years since.

GM Notes wrote:The real truth to Lady Hex’s past is that she is a mystic raised and trained in Shambala Vale (not that she knows that fact at this point), who came to the outside world to assess it for the elders of the Temple. What made her decide to stay after she had performed that duty is one of the many questions she has yet to figure out, as well as where she’s from but she knows that she has some important reason.

From time to time Lady Hex will experience sudden memory recovery when dealing with people, places or things. This is more a matter of her running across such things as a result of her long life span (which is something else she‘s not 100% sure about, though she‘s starting to notice that she‘s not aged yet and is beginning to suspect she has a longer than usual life span).
World of Freedom Setting 3E

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

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Tattooedman
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Headcase

Post by Tattooedman » Sat Aug 04, 2012 8:04 pm

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

Skills: Deception 12 (+15), Expertise [Psionics] 10 (+13), Insight 10 (+14), Investigation 6 (+9), Perception 10 (+14), Persuasion 12 (+15), Ranged Combat [Telekinesis] 8 (+10), Stealth 6 (+8.), Vehicles [Land] 6 (+8.)

[Advantages: Close Attack, Beginner’s Luck, Benefit [AEGIS Security Clearance], Contacts, Daze [Deception], Evasion, Fascinate [Persuasion], Improved Initiative, Luck [Determination], Luck [Determined Recovery], Jack-of-all-Trades, Set-Up, Teamwork

Powers: Iron Will: Impervious Will 10 (Flaw: Limited [Only vs. Mental Effects])
Psionic Senses: Senses 2 [Ranged Detect (Mental Powers)]
Psionic Translation: Comprehend 2 [speak & understand all languages]
Telekinetic Field: Force Field 8 (Extra: Impervious 10)
Telepathy:
Communication 3 [mental] (Extras: Area, Selective); (Feat: Subtle)
Mind Reading 10
-Brain Bolt: Ranged Damage 8 (Extra: Alternate Resistance [Will], Perception)

Offense: Initiative +6
Melee Attack +4 // Unarmed Damage +2
Ranged Attack +2 // Brain Bolt Damage +8

Defense: Dodge +10
Parry +10
Toughness +10*/+2 [*Force Field]
Fortitude +8
Will +12* [*Impervious 10 vs. Mental Effects]

Equipment: Earbud Communicator


Costs: Abilities 48+ Skills 31+ Advantages 12+ Powers 67+ Defenses 29= 187 pts.


Real Name: Ryan Lin
Height: 5’ 7”
Weight: 150 lbs
Hair: Black
Eye Color: Brown


Complications:
Ladies Man: Headcase has a habit of hitting on attractive women, no matter what situation he finds them in. Sometimes this gets him into trouble, both with Patriot and with the people he’s trying to deal with.

Smug SOB: Headcase had a hard life growing up and when his powers manifested he used them to get everything he’d ever wanted as a child. It all was so easy for him to do that he began to feel like he was above most the people he dealt with. Nowadays he’s gotten better about it but he still thinks he’s better than most the people he deals with.


Background: Raised in a state home in New York, Ryan Lin grew up being bullied by the older, bigger children and quickly learned to use his cunning and intelligence as his main weapon. Soon he had spied enough on the other children to know how to manipulate them through their secrets to convince them to leave him alone or else found ways for their secrets to be discovered which resulted in punishments fierce enough to ensure his safety from them. During his teen years Ryan began to notice the early beginning onset of his telepathic abilities, overhearing the thoughts of others as he passed them by. Realizing what he could do with that kind of power Ryan quickly started working to develop his talent as much as he could and soon he was the most popular teen in his ward, able to charm the majority of the other teens into doing what he asked them and even able to charm the adults that worked with them.

When he aged out of the state system Ryan wasted no time in moving his act to the streets of NYC, quickly getting his hands on a large sum of money to invest in the stock market. Ryan had sampled enough of the poor lifestyle and was ready to a life free of worry about the basics in life, so he knew he’d need a massive amount of funds. Becoming friendly with several analysts, Ryan subtly scanned their minds for the stocks that would have the largest payout and when they’d would be the best time to sell them. From there it was a little matter for him to secure the services of a firm and order the purchase of specific amounts of stocks and when the time was right sell them, resulting in his becoming rich enough to not ever have to worry about what something would cost him. For a few years Ryan lived his life how he wanted, enjoying the high roller life in Vegas and yachting in the Caribbean during the winter, until the FBI came calling on him.

Agent Seely told Ryan that his country had a need for someone with his talents, at which Ryan laughed in the man’s face. “What talents would those be Seely?” Ryan teased. “The ability to pick just the right wine to go along with dinner or the one that lets me pick up beautiful women with only a few softly spoken words?” For his part, Agent Seely didn’t get angry nor try to punch Ryan for his rudeness, he simply gave a knowing smirk and played his hidden ace. “No Mr. Lin, the government need the talent that lets you do the latter, that talent called telepathy.” After Ryan managed to pick his jaw up off the floor he tried to stammer his way through a feeble excuse that Seely didn’t let him get by with and when Ryan then tried to use his powers against Seely he discovered the man was somehow immune to his mental abilities. Seeing no other choice Ryan went with Agent Seely and became a specialist used in select cases that required a unique touch, Ryan’s only real comfort was that he was allowed to live his life as he had been. Now he simply was on-call to Agent Seely, expected to drop anything else he had going on and report in immediately for his latest mission.

Along the way Ryan learned more about his powers and developed them further than he’d ever thought he would have, even managing to unlock a strong telekinetic ability. Somewhere among his various missions Ryan worked with one Jack Simmons, the AEGIS agent also known as the Patriot, who became involved with several of Ryan’s cases as AEGIS was also interested in several of the people Ryan was sent after. While Ryan was a smug and conceited operative Patriot had to admit that the man was talented beyond just having strong psychic powers and the two of them kept in semi-regular contact, their jobs often bringing them together more than anything else, and when Patriot was given the go-ahead to create the Reserve he contacted Ryan about joining. At that point Ryan’s relationship with the FBI was rather tense, his handler, Agent Seely, had been killed in the line of duty and most of the other agents didn’t want to deal with Ryan. Eager to leave the FBI’s service after being treated that way given all he had done for them Ryan’s decision to join the Reserve was a quick one.

As part of the Reserve Ryan acts as the face of the team, given his smooth manner of handling himself and others plus his ability to read minds doesn’t hurt either. When the time comes for a rougher solution to a problem Ryan can always fall back upon his telepathic abilities and telekinetic shield.
World of Freedom Setting 3E

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

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Tattooedman
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Prometheus

Post by Tattooedman » Sat Aug 04, 2012 8:06 pm

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

Skills: Deception 6 (+8.), Expertise [Law Enforcement] 9 (+11), Expertise [Criminal] 9 (+11), Insight 9 (+12), Intimidation 6 (+8.), Investigation 12 (+14), Ranged Combat [Fire Blast] 2 (+8.), Perception 9 (+12), Persuasion 6 (+8.), Stealth 6 (+8.)

Advantages: Close Attack 4, Benefit [AEGIS Security Clearance], Contacts, Improved Initiative, Ranged Attack 4, Power Attack, Well-Informed

Powers: Create & Manipulate Fire Array:
Fire Blast: Ranged Damage 12 (Extra: Penetrating) [Dynamic]
-Fire Aura: Damage 9 (Extra: Reaction) [Dynamic]
-Fire Constructs: Create 12 (Extra: Moveable) [Dynamic]
-Fire Stopper: Nullify 10 [fire effects] [Dynamic]
Fiery Propulsion: Flight 5
Flame Field: Force Field 10
Friend to Fire: Immunity 10 [Fire Effects]
Heat Sense: Senses 1 [Infravision]

Offense: Initiative +6
Melee Attack +8 // Unarmed Damage +2 // Fire Aura Damage +9
Ranged Attack +6 // Fire Blast Attack +8 // Fire Blast Damage +12

Defense: Dodge +8
Parry +8
Toughness +12*/+2 [*Force Field 10]
Fortitude +7
Will +8

Equipment: Earbud Communicator


Costs: Abilities 38+ Skills 25+ Advantages 13+ Powers 74+ Defenses 20= 160 pts.


Real Name: Jason Latrell
Height: 5’ 9”
Weight: 167 lbs
Hair: Black (shaved bald)
Eye Color: Brown


Complications:
Eeyore of the Team: For some reason Prometheus has decided to express himself in a very pessimistic and gloomy manner. This has led to many people avoiding dealing with him more than they might have to.

Power Loss: Prometheus loses all his powers in non-oxygenated environments (airless space, submerged under water, and so on).


Background: Jason Latrell is the youngest of five children, born in L.A. who wanted nothing more than to be a police officer to help better his community. Given Jason’s drive and determination he easily made it into the academy, graduating in the top two percentile of his class and then quickly climb up the ranks, becoming a detective in one of the shortest periods known. A fact he was proud of given his life growing up in one of the worst neighborhoods around, but then he discovered a ring of corrupt cops working out of his district and he set about learning all he could before turning them.

The following trial brought Jason to the public’s attention as the one responsible for taking down the ring and being the prosecution’s star witness. It was only a few months after the end of the trial did the gang that had been working with the corruption ring strike back at him for his interference, leading Jason to a chemical plant under their control with a bogus tip, captured him, and then subjected him to a series of beatings and torture that left him just barely alive before sealing him into a chemical drum and sending it out to be dumped with several other filled containers off site.

Something in the chemical residue left over in the drum reacted with an unknown part of Jason’s DNA as it mixed into his open wounds, granting him control and creation over fire, powers he then used to capture the men responsible for trying to kill him. Unfortunately for Jason the aftermath was worse, none of his fellow officers wanted to work with him given his new reputation as a informer for IAB and after his first few outings in the field using his powers his superiors were uncomfortable with the idea of a super-powered officer. They were facing several civil court cases by perpetrators due to the excessive damage Jason caused fighting those that resisted arrest as well as cases brought by bystanders. Granted they understood that at that point Jason was still adjusting to his powers but the civil cases were looming more in the higher ranking men’s minds, so Jason was offered a payout on his pension and benefits to leave the force. Disgusted by the whole affair and the politics that caused it Jason took the offer without any kind of argument.

During the following years Jason lived off the pension the L.A. PD paid him monthly and decided to supplement his income by becoming a bounty hunter, but not just a normal one. Jason specialized in tracking down minor super villains who jumped bail, his powers allowing him to deal with them when they resisted arrest. It was during this time that Jason, using the name Promethus, first encountered the Patriot.

Both men were looking for a criminal named Slick who had been working for VIPER as a hired merc occasionally. During the hunt, which took several weeks and involved traveling through three states and raiding several VIPER Nests, the two men developed a respect for the other’s abilities and skills. Jason’s investigative skills were key in their chase, as his ability to link seemingly meaningless clues allowed them to follow the trail. In the end they were able to finally bring Slick into custody but only after a showdown against two VIPER squads and Dragon Branch members Diamondback and Sidewinder as well as Slick himself.

Years later when the Patriot was forming the Reserve he realized that they needed someone like Jason on the team to balance out the power the members brought to the group, not that Jason’s fire manipulating abilities weren’t powerful on their own but he brings a keen, analytical mind to the group. Though several of the other members of the Reserve, as well as most AEGIS agents, do get a bit tired of listening to his bemoaning of misfortune and wishing that his life could be as simple as it had been before he gained his powers and was simply a cop working his beat. In truth Jason loves the challenges of his job, working against some of the most ruthless and cunning criminals around and being able to stop what they’re planning. He simply plays at being such a sour individual for reasons he’s never shared.
World of Freedom Setting 3E

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

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Sepulchre

Post by Tattooedman » Sun Aug 05, 2012 12:17 pm

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Sepulchre:
PL:
15
Strength 14 (2)
Stamina 10 (2)
Agility 2
Dexterity 2
Fighting 5
Intellect 5
Awareness 6
Presence 3

Skills: Close Attack [Bone Tendrils] 8 (+15), Deception 12 (+15), Expertise [Art] 10 (+15), Expertise [History] 10 (+15), Expertise [Magic] 19 (+24), Insight 9 (+15), Intimidation 9 (+15), Perception 9 (+15), Persuasion 3 (+6), Ranged Combat [Mystical Might] 10 (+15), Stealth 6 (+8.)

Advantages: Artificer, Benefit [Multilingual], Close Attack 2, Improved Initiative, Quick Change, Ritualist, Skill Mastery [Expertise (Magic)], Ranged Attack 3, Speed of Thought, Task Focus [Expertise (Magic): Arcane History], Ultimate Effort [Expertise (Magic)]

Powers: Shroud of Belial: (Removable -18 pts) [74 pp]
Aura of Fear: Affliction 15 [Impaired, Disabled, Paralyzed; resisted by Will] (Extra: Perception [visual], Selective); (Feat: Subtle); (Flaw: Intimidation Check Required [DC 25])
Demonic Blessings:
Enhanced Stamina 8
Life Support 15 [Fatigue Effects, Life Support]
Dimensional Rifts: Movement 3 [Any Dimension]
Never Fear Death: Immortality 5 [within 1 day]

Typhon's Teeth: (Removable -14 pts) [56 pp]
Bone Tendrils:
Extra Limbs 6 (Feat: Reach 6)
Enhanced Advantages 5 [Benefit (Ambidexterity), Improved Critical (Unarmed) 3, Instant Up]
Enhanced Strength 12
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Movement 2 [Sure-Footed 2]
Bone Armor: Protection 8 (Extra: Impervious 12)

Mystical Might Array:
Lamal’s Mighty Hands: Move Object 15 (Extra: Damaging); (Feat: Precise)
-Ahgrazul’s Path: Teleport 10 (Extras: Accurate, Easy); (Feat: Increased Mass 5 [1600 lbs])
-All-Revealing Light of Abbridon: Nullify 15 [all concealing & illusionary effects] (Extraz: Area [Burst], Simultaneous); (Flaw: Close Range)
-All-Seeing Eyes of Abbridon: Remote Senses 15 [audio & visual]
-Beasts of Bal’Hemoth: Summon [giant scorpions] 10 (Extra: Horde); (Feat: Multiple Minion 3 [6 total; uses Jab‘s Giant Scorpion Build])
-Grasp of Ghorummaz: Ranged Affliction 15 [Hindered & Vulnerable, Defenseless & Immoblized; resisted by Dodge] (Extras: Cumulative, Extra: Condition); (Flaw: Limited Degree)
-Illusions of Idolon: Illusion 9 [all senses]
-Mystic Bolts: Ranged Damage 15 (Extra: Multiattack)
-Shining Suns of Sirrion: Ranged Affliction 15 (Vision Impaired, Vision Disabled, Vision Unaware; resisted by Dodge/Fortitude] (Extra: Cumulative); (Flaw: Limited [Vision Only])
-Yig‘s Poison: Ranged Affliction 15 [Impaired, Stunned, Incapacitated ; resisted by Will] (Extra: Cumulative)
-Yig’s Venom: Ranged Affliction 15 [Hindered, Immobile, Paralyzed; resisted by Will] (Extra: Cumulative)

Offense: Initiative +9
Melee Attack +7 // Bone Tendril Attack +15 // Bone Tendril Damage +14; critical 17-20
Ranged Attack +5 // Mystical Might Attack +15 //

Defense: Dodge +10
Parry +10
Toughness +18* [*Impervious 12]
Fortitude +14
Will +16


Costs: Abilities 54+ Skills 37+ Advantages 14+ Powers + Defenses 27= pts.


Real Name: Lazarius Arkannos (a.k.a. Lazarus Arcane)
Height: 5' 10"
Weight: 150 lbs
Hair: White
Eye Color: Grey


Complications:
Fallen Hero: Sepulchre was once of the Lodge’s most effective operatives for several decades before abandoning their goals for his own.

Power Loss: Sepulchre loses his Magical Might Array if he is unable to speak or gesture the needed components of his spells.

Secret Societies: Sepulchre was once a member of the Lodge and knows many of their secrets and methods.



Background: The seventh son of a seventh son, born to a family that could trace its bloodline to the Slavic witch-kings of old, Lazarius Arkannos knew his abilities made him special long before he came of age and left his native Lithuania. Immigrating to London in the early part of Victoria’s reign, he anglicized his name to Lazarus Arcane, the vanity of its connotations amusing him, and, thanks to his abilities, soon came to the attention of the organization known as the Lodge.

Their ethos appealed to him and his sense of adventure. In short time he became one of their most respected members, continuing to grow stronger and stronger in his natural gifts as he faced the depredations of the Skinmiser, the Lord of Mirrors, Amos Isaacson and his Unbelievers, and all the other enemies the Lodge found for him to fight. He grew stronger, and ever more disenchanted with the path he had chosen. Year after year, decade after decade, the fight continued – with no end in sight, and only the smallest signs that his successes actually mattered. Several of his foes continued to return time after time, as new foes appeared as well over the years. And what satisfaction could be garnered in defending humanity, when they themselves became ever more efficient in seeking the death and pain of their fellows? Arcane’s old world sensibilities, especially as tempered by his adopted Victorian outlook, left him little prepared for the appalling brutality of the 20th Century.

Still, he might have eventually come to grips with the pains of progress, might have recovered his inner focus, if not for Montressor, whose experiments with siphoning anguish-filled life energies from the hellish Dachau provided the key for Arcane’s horrible metamorphosis. When Montressor’s guilt-ridden exprotégé eventually brought details of his experiments to the attention of the Lodge in the years following the war, it was Arcane whose experience, skills, and power, resulted in his being appointed to study the aftermath of the “experiment.” What finally happened in the ruins of that concentration camp can only be speculated upon. Some members of the Lodge insist that Arcane was warped by his exposure to the tortured spiritual residue of the site. Others believe that he finally decided that a race capable of perpetrating such an evil, aside from Montressor’s involvement, was no longer worthy of protection. But those closest to him, and they are few, say that Dachau simply provided Arcane with one last glimpse too many into the abyss, and that Nietzsche’s fatal pronouncement claimed another victim as the abyss became him.

Regardless, Arcane returned from his journey weeks earlier than anticipated, speaking to no one as he removed his few belongings from the London Chapter House. Then a week after that, on a cold and windless midwinter’s night, Arcane entered the Lodge’s Motherhouse in Paris, storehouse of the group’s most treasured secrets and collections, murdering those unlucky enough to be standing guard that fateful night, he quickly found and took a number of items from the vaults – items that the order had kept hidden and warded for fear of their foul and malicious power, such as Typhon’s Teeth and the Shroud of Belial. He left a hastily scrawled note in their stead that read only, “I no longer suffer the company of fools.”

Under the name Sepulchre, Arcane then began a three decade long reign of terror, again and again his schemes met defeat at the hands of those few champions brave enough to face him, but always by only the narrowest of margins. Finally on All Hollow’s Eve in 1995, he met his most telling defeat in combat with the metaman groups, the Sentinels and the Champions, he was tricked into using a tainted focus for his great summoning and the resultant backlash sent him falling through the trackless Netherwastes. Though the mundane authorities breathed a collective sigh of relief at the apparent end of Sepulchre’s threat, wiser members of the Lodge know it is only a matter of time before the man who was once one of their greatest operatives eventually finds his way back to this plane.

What very few realize is that Sepulchre has already managed to make his way back to this plane and has set himself to subtly building himself a power base. And to accomplish that goal he has associated himself with the reformed Brimstone House, approaching Baron Twilight with an offer of an alliance where he’d not attempt to take control of the inner circle of the in exchange for the group’s protection of certain interests of Sepulchre’s from outside interferences.

It took the Baron no time at all in accepting this deal, as such bargains worked out between wizards always have sacred vows sworn by those involved and in the world of magic, vows are very powerful. To have an ally with the level of power that Sepulchre wields the Baron would have sacrificed many of the other members of the Brimstone House. None of the other higher level members of the House are aware of what Sepulchre’s agenda might be, even Baron Twilight, but they have no doubt that it will have massive effect on the modern world.
World of Freedom Setting 3E

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

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Tattooedman
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Sister Blister

Post by Tattooedman » Sun Aug 05, 2012 9:48 pm

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

Skills: Acrobatics 4 (+6), Athletics 4 (+5), Deception 6 (+8.), Expertise [Criminal] 4 (+4), Insight 6 (+6), Intimidation 6 (+8.), Perception 6 (+6), Ranged Combat [Fire Blast] 6 (+8.), Stealth 6 (+8.)

Advantages: Evasion, Favored Environment [Airborne], Improved Initiative, Move-By Action, Power Attack, Precise Attack [ranged; cover], Startle

Powers: Pyrophoric Skin:
Flame Aura: Damage 12 (Extra: Reaction); (Flaw: Uncontrolled)
Fire Proof: Immunity 10 [Fire/Heat Effects]

Containment Suit: (Removable -23 pts) [93 pp]
Armored Structure: Protection 8
Fiery Propulsion: Flight 8
Fire Dampening: Feature [Buys off Uncontrolled Flaws on Flame Aura]
Fire Blast: Ranged Damage 12 (Extra: Penetrating); (Feat: Improved Critical 4)
-Fire Flash: Damage 12 (Extra: Area [Burst]); (Feat: Improved Critical 4)

Offense: Initiative +6
Melee Attack +4 // Unarmed Damage +1 // Flame Aura Damage +12
Ranged Attack +2 // Fire Blast Attack +8 // Fire Blast Damage +12

Defense: Dodge +10
Parry +8
Toughness +10*/+2 [*Containment Suit]
Fortitude +7
Will +10


Costs: Abilities 28+ Skills 16+ Advantages 7+ Powers 139+ Defenses 27= 217 pts.


Real Name: Gwen Foster
Height: 5'5"
Weight: 105 lbs.
Hair: Blonde
Eye Color: White


Complications:
Public Menance: Sister Blister is best known for her disregard for what happens to bystanders to her crimes.

Temper: Sister Blister can get incredibly angry when things don’t go her way.


Background: Gwen Foster's life is one that shows how the children irradiated by the Terminus Invasion lives are difficult. When her pyrophoric skin manifested and her house burnt down almost killing her entire family, it led to her being tried and convicted of arson and then held in a jail, despite her younger age due to her powers, where she learned the harsher realities of the real world. When her powers flared up actively again Gwen used them to escape jail. Gwen was a priority criminal given her crimes and the fact that she had killed several guards in her escape, and soon government agencies were actively looking for her and that led to Chimera, of the Beastiary, discovering her. The smooth talking criminal was able to locate Gwen and convince her to join his group, giving her the home and acceptance she longed for. Plus it didn't hurt that Gwen was attracted to Chimera too, a fact he quickly picked up on and encouraged in little ways to keep her loyal to the group while he trained her in how to use her powers as well as building her containment suit that did much for Gwen controlling her flames.

Even though things were going good for Gwen with her new ‘family’ they would soon end though. Her crush on Chimera grew to the point where she began to secretly follow him and finally one night she discovered he wasn't the pure hearted man he made himself out to be. Gwen watched, heartbroken, as Chimera spent a night with another member of the Beastiary, Undine. Gwen quickly came to hate her teammate, and soon she was quietly sabotaging missions in an effort to get rid of Undine and make it look like an accident. This led to Undine getting captured and Gwen ended up breaking her out, more out of guilt than anything else as Chimera was extremely upset about her actions during the mission. After bringing Undine back Gwen verbalized her feelings to Chimera and he foolishly dismissed them as childish. Gwen packed her few belongings that night and left the Beastiary's base without a word.

Soon after Gwen, now calling herself Sister Blister, began to commit crimes to support herself but with each robbery her hurt and anger with Chimera grew. This led to her finally settling on the life of a super criminal, as she'd finally learned that nobody was going to do anything for her and that she'd have to do it herself. At this point Sister Blister is a serious foe to deal with, her flame powers make her highly dangerous to deal with. Plus add in the fact that she doesn't worry about collateral damage and will often endanger bystanders to help herself out in a fight. Cause nothing makes a hero drop their guard like trying to save people in danger. While her powers are dangerous, Sister Blister isn't highly skilled in their use, but she gets by on power mostly. Overall she is an angry child lashing out at the cruel world around her that has done nothing but hurt her again and again.
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 ClassDunce » Mon Aug 06, 2012 3:22 pm

I still think that Aegis needs a super-secret almost Thunderbolts/Suicide Squad style Black Ops team. The Reserve works the front line being seen while The Shadow Reservetm does the dirty work that no one wants to talk about. Here's a sample roster using existing villains within the universe for some kind of rotating roster and a created leader.

The Shield - The Leader.
Image

A trained soldier imprisoned for war crimes who has been scooped up by AEGIS and outfitted with energy gauntlets that allow him to create and manipulate force fields

Sandstone - The Muscle
Image

Wildcard - Comedic relief
Image

Black Claw - The Scrapper
Image

Celsius - Energy Controller
Image
"When they ask how I died, tell them: still angry." - Quellcrist Falconer

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Tattooedman
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The Crush

Post by Tattooedman » Tue Aug 07, 2012 9:37 am

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The Crush:
PL:
8
Strength 1
Stamina 1
Agility 1
Dexterity 1
Fighting 3
Intellect 0
Awareness 2
Presence 3

Skills: Deception 9 (+12), Expertise [Computers] 3 (+3), Expertise [Pop Culture] 9 (+9), Insight 9 (+9), Investigation 6 (+6), Perception 6 (+8.), Persuasion 9 (+12), Stealth 6 (+7)

Advantages: Attractive, Close Combat, Contacts, Daze [Deception], Defensive Roll 2, Equipment 2, Fascinate 2 [Deception, Persuasion], Ranged Attack 5, Set-Up, Teamwork

Powers: Drain Force of Will: Weaken Will 8 (Extra: Area [Burst], Selective)
Psionic Charm: Ranged Affliction 8 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative, Perception, Selective); (Flaw: Limited [Only affects those who would find her attractive])

Offense: Initiative +1
Melee Attack +4 // Unarmed Damage +1
Ranged Attack +6 // Blaster Damage +5

Defense: Dodge +7
Parry +7
Toughness +7*/+5** [*School Uniform & Defensive Roll //**School Uniform]
Fortitude +4
Will +5

Equipment: Modified School Uniform [Protection 4; Subtle; Commlink, GPS; Immunity 2 (Environmental Cold, Environmental Heat)]

Blaster [Ranged Damage 5]


Costs: Abilities 24+ Skills 25+ Advantages 16+ Powers 72+ Defenses 16= 153 pts.


Real Name: Deidre Pawlowksi
Height: 5' 6"
Weight: NONE of your business!
Hair: Green
Eye Color: Green


Complications:
Rivalry: Sometimes Deidre is more like frienemies with Daisy Gibbons (aka Student Body) than actual friends. The two will often via for leadership of their clique of ‘it’ girls.

Reputation: Deidre is known for being a stuck up witch.

Reputation: Deidre is known for having many, many male friends.


Background: Deidre Pawlowski had always been daddy’s little girl, an only child she would always get whatever she wanted (her father’s attempt to make up for the fact Deidre’s mother died when she was very young). His work as a scientist meant he could afford many things most single parents couldn’t and Deidre made sure to flaunt everything she had to those around her.

As Deidre became older it became obvious that she didn’t have much by way of skills that would let her lead a productive life when she was an adult; she always relied on her ability to get others to do anything for her to get by in life. So what if she had to go out on a date with a boy to get him to pay for that mini-skirt she wanted that daddy wouldn’t buy? Or flirt heavily (and hands on) with one of daddy’s co-workers to get that car she wanted?

Deidre got what she wanted.

Then her powers manifested and her father realized that Deidre’s personality combined with the mental abilities meant she could end up in jail if she wasn’t careful (and Deidre didn’t tend to think of things in the long run or how legal they were, as long as she got what she wanted). So the older man started to subtly inquire into a place he could send his pride and joy where she could learn to use her powers in a responsible manner and found out about Claremont.

A short visit later from the Headmaster (who seemed to be able to resist Deidre’s abilities and had no patience for her flirty attitudes) and it was agreed that she’d join the growing number of students there. At first Deidre was mad about her situation, then she realized that the competition in the social circles at Claremont was basically nil, aside from Daisy Gibbons that is, and Deidre quickly moved her way in as the number 2 ‘it girl’ at Claremont.

Between Deidre’s ability to charm most people (either from her powers or way with words, she has had years of practice after all before her powers manifested) and Daisy’s all around physical perfection, the two have put together an impressive clique of girls that are basically nothing more than a super-powered collection of mean girls (which includes Betsy Barcal (Jawbreaker), Shayla Bingham (Wallflower), Leiko Mingei (Pixie) and of Daisy Gibbons (Student Body)). Though many times it seems that Deidre and Daisy have a running contest between them to see just who is in charge of their group and it seems to shift from week to week.

Many members of the staff wonder just how many of those girls will end up becoming criminals after they leave Claremont (while a select few wonder just how many of them will do that because Deidre is manipulating them into doing it).
World of Freedom Setting 3E

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

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Tattooedman
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Jawbreaker

Post by Tattooedman » Tue Aug 07, 2012 9:40 am

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Jawbreaker:
PL:
8
Strength 10 (0)
Stamina 5 (0)
Agility 0
Dexterity 0
Fighting 5
Intellect 0
Awareness 0
Presence 0

Skills: Athletics 3 (+13), Expertise [Pop Culture] 3 (+3), Insight 6 (+6), Intimidation 9 (+9), Perception 6 (+6)

Advantages: All-Out Attack, Close Combat 3, Interpose, Power Attack, Ranged Combat 4, Startle

Powers: Superhumanly Strong:
Enhanced Strength 10
Enhanced Strength 4 (Flaw: Limited [Lifting Only])

Superhumanly Tough:
Enhanced Stamina 5
Immunity 3 [Environmental Cold, Environmental Heat, Pressure]
Protection 5 (Extra: Impervious 10 [Feature: Color changeable; 1/days time])

Groundstrike:Affliction 8 [Vulnerable, Defenseless; resisted by Fortitude] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited Degree, Limited [both Jawbreaker & her targets must be in contact with the ground])

Offense: Initiative +0
Melee Attack +8 // Unarmed Damage +10
Ranged Attack +4

Defense: Dodge +7
Parry +8
Toughness +10* [*Impervious]
Fortitude +10
Will +5


Costs: Abilities 10+ Skills 9+ Advantages 11+ Powers 61+ Defenses 15= 106 pts.


Real Name: Betssy Barcal
Height: 5’8”
Weight: 200 lbs
Hair: Violet
Eye Color: Blue


Complications:
Disability: Because of the shell that covers Jawbreaker’s entire body, her sense of touch is greatly diminished.

Disability: Jawbreaker depressed from time to time about how she’ll ever have a normal life due to her powers.

Reputation ~Reckless: Because of how early Jawbreaker’s powers manifested she really tends to enjoy cutting loose with them, during a fight she can get so into enjoying the experience that she’ll take chances she really shouldn’t.

Temper: Jawbreaker has a bit of a short fuse, anyone who teases or taunts her will find out how she earned her codename.


Background: From the start of her life Betsy Barcal was different from other children, coming into the world protected by a rainbow-colored egg. Her mother died within a few days of complications from birthing such a unique child and her father wanted nothing to do with it, which led to the egg being handled by the Albright Institute (as they were the only organization that could handle such an odd case) for just over three years.

Which is when the shell broke open to reveal a completely healthy three year old girl with cotton candy colored skin. During the following tests that were run it was discovered that the child was already stronger and more durable than a child her age (being equal to a preteen). Because of her abnormally long gestation, Betsy was schooled alongside younger children which left her feeling frustrated despite her physical power and led to the creation of a child who was all to able to bully her peers.

Despite her unusual looks and obvious powers, Betsy was placed with a family who did love her like she was one of their own children but her bad behavior continued all throughout Betsy’s time at school even as her strength and durability increase as she grew older. Eventually by the time she reached middle school, Betsy’s strength was finally low-level superhuman and her outbursts were becoming a source of concern for the staff of her school. Duncan Summers stepped in at that point, offering Betsy’s parents a place they could send their special child without worry about the institution being able to handle her growing powers and anti-social attitude.

So Betsy is one of the longest attending students at Claremont, having been in the Specials class for several years before catching up to similarly aged teens level of education. Her attitude having become more like a bruiser of a tomboy than anything else, she’s even managed to gain some friends since becoming high school aged. Though with people like Deidre Pawlowksi and Daisy Gibbons being her ‘best friends’, the staff wonder if Betsy isn’t learning how to be a better problem child as she’s turned into the muscle of the girl’s clique at Claremont (though any that compare her to Sloth had best not do it within earshot of her for their own good).

Overall Betsy is quiet and content to say little aside from a couple stray comments once in awhile. But once someone has gained her ire, Betsy will be the first one to confront the person up close and personal and in a very physical manner.
World of Freedom Setting 3E

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

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Tattooedman
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Pixie

Post by Tattooedman » Tue Aug 07, 2012 9:42 am

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Pixie:
PL:
8
Strength 1
Stamina 1
Agility 5
Dexterity 3
Fighting 8
Intellect 0
Awareness 0
Presence 0

Skills: Acrobatics 6 (+11), Athletics 9 (+10), Expertise [Criminal] 6 (+6), Insight 9 (+9), Perception 9 (+9), Sleight of Hand 9 (+12), Stealth 6 (+11/+23)

Advantages: All-Out Attack, Defensive Roll 3, Follow-Up Strike, Improved Disarm, Improved Initiative 2, Improved Trip, Language [Japanese], Power Attack, Weapon Bind

Powers: Assassin Training: (Innate)
Quick-Step: Speed 2
Deadly Strikes: Strength-Based Damage 5 (Feat: Improved Critical 2)

Pixie Stick: (Removable –3 pts) [13 pp]
Sympathetic Item: Feature [alters size to match Pixie's]
Striking Surface: Strength-Based Damage 7 (Extra: Multiattack 8.)

Pixie-Sized: Shrinking 12 [6 inches tall] (Extra: Normal Strength)

Offense: Initiative +13
Melee Attack +8 // Deadly Strike Damage +6; critical 18-20 // Pixie Stick Damage +8
Ranged Attack +5

Defense: Dodge +8/+14*
Parry +8/+14*
Toughness +8*/+5** [*School Uniform & Defensive Roll//**School Uniform]
Fortitude +7
Will +7

Equipment: Modified School Uniform [Protection 4; Subtle; Commlink, GPS; Immunity 2 (Environmental Cold, Environmental Heat)]


Costs: Abilities 36+ Skills 18+ Advantages 12+ Powers 60+ Defenses 16= 142 pts.
Notes wrote:*=modifications from Shrinking.

Real Name: Leiko Mingei
Height: 5’ 2”
Weight: 97 lbs
Eye Color: Brown
Hair: Black (died a bright blue)


Complications:
Jaded: Because of how Leiko was raised (by her assassin father who was training her to follow in the family business) she isn’t phased at all by any kind of violence and even seems to enjoy hurting people during fights (going as far as to giggle like a school girl as she cracks someone upside the head).

The ‘Creepy Friend’: Somehow Leiko has developed an unhealthy obsession with Deidre Pawlowski (the Crush) and is hopelessly devoted to the other girl. Leiko will do anything Deidre asks of her without hesitation to prove her dedication to her ‘friend’.


Background: When Yoshi Mingei’s daughter was born all he saw was a means to increasing his status within his clan. Yoshi was an assassin for the Yakuza who also had the ability to shrink down to under an inch in size, a handy skill for one whose sole job was to sneak into places undetected.

Yoshi hoped that his daughter, Leiko, would inherit his power and as soon as the girl was able to walk he began to train her in martial arts. By the time Leiko was ten she was able to dispatch an adult with little effort and could break into almost anywhere she was told to, the only problem was that Leiko had been raised in such a way that killing people didn’t bother her in any way. Yoshi Mingei had turned his daughter into a borderline psychopath, a person without any emotional connection to the world around her who lashed out in an almost lethal manner to any perceived insults or slights.

Eventually Yoshi Mingei’s life came to an end when he tried to leave the Yakuza and Leiko was brought more into the organization by his superiors where she lived a very comfortable life. Spoiled by her handlers as she romanticized her lifestyle her skills afforded her. She had no problem committing burglaries or other violent crimes and only cared if she was rewarded with more spoils. Finally though authorities managed to capture Leiko’s handlers while the fourteen year old slipped away and smuggled herself to America aboard a jet (easily done with her ability to take on a diminutive size). There are those in the higher ranks of the Yakuza who believe that Leiko had been behind her handler’s capture and have made their agents abroad aware of the girl and that they are very interested in regaining her employment.

It’s not known how Leiko came to Claremont, it’s a subject she will not speak about but she’s fallen in with the ‘it girl’ clique that includes the likes of Daisy Gibons and Deidre Pawlowksi, both of whom recognize Leiko’s stealth skills as the boon they are for spying on the other students. Plus in a pinch Leiko’s martial skills can fill in as would-be enforcer if Betsy isn’t around for some reason.

For the most part though Leiko is content to go to class, enjoy the company of her ‘friends’ and indulge in her interest of Kowaii.
Last edited by Tattooedman on Tue Aug 07, 2012 9:52 am, edited 1 time in total.
World of Freedom Setting 3E

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

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Tattooedman
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Wallflower

Post by Tattooedman » Tue Aug 07, 2012 9:45 am

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Wallflower:
PL:
8
Strength 0
Stamina 0
Agility 1
Dexterity 1
Fighting 2
Intellect 6
Awareness 2
Presence 1

Skills: Expertise [Computers] 10 (+16), Expertise [Pop Culture] 6 (+12), Insight 4 (+6), Perception 6 (+8.), Stealth 6 (+6), Technology 10 (+16)

Advantages: Close Combat 4, Defensive Roll 2, Eidetic Memory, Equipment, Inventor, Ranged Combat 5, Speed of Thought, Teamwork

Powers: Gadget Bag: Variable Power 8 [40 pt pool; technological descriptor]

Phase Belt: (Removable –5 pts) [20 pp]
Insubstantial 4 (Feat: Precise)
Movement 2 [Air Walking 2]

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

Defense: Dodge +8
Parry +6
Toughness +6*/+4** [*School Uniform & Defensive Roll//**School Uniform]
Fortitude +4
Will +8

Equipment: Custom PDA [combines a cell phone with a laptop]
Computer Kit
Masterwork Tools
-1 ep free as needed

Equipment: Modified School Uniform [Protection 4; Subtle; Commlink, GPS; Immunity 2 (Environmental Cold, Environmental Heat)]


Costs: Abilities 26+ Skills 14+ Advantages 16+ Powers 76+ Defenses 21= 153 pts.


Real Name: Shayla Bingham
Height: 5’2”
Weight: 102 lbs
Hair: Black
Eye Color: Brown


Complications:
Always the fool: Shayla has a habit of developing secret crushes on different boys, though she’s never had the nerve to approach one of them (yet). This is something that the other girls will tease her about when they discover who her latest love interest is.

Disability: Wallflower is nearsighted without her glasses.

Finally in the Club: Shayla has been teased for most of her life due to her higher than average intelligence and now that she’s managed to work her way into a group of people that seem to accept and appreciate her she’ll fight kicking and screaming to stay in their good graces.

Time Management: Shayla is always working on something, be it her pet project of Boy Toy or tweaking her belt or working on something that Daisy or Deidre has asked for. She’ll always be found with her nose in a tech manual or tinkering with some piece of equipment that’s caught her fancy. As a result Shayla comes across as a bit distracted most of the time.


Background: Shayla Bingham was a gifted wunderkind at the age of 10, having an intelligence that rivaled adults that were considered to be geniuses and suffering socially for it. She was offered a chance to attend Claremont since normal school wasn’t anywhere near challenging enough for her and the idea of sending such a young child to college was only asking for trouble.

For Shayla the idea of going to a place where she wouldn’t be the subject of teasing and pranks because of her intellect was a dream come true. What she doesn’t fully realize is that she’s fallen in with the people she didn’t like at her last few schools (though now she’s starting to put the pieces together). Deidre Pawlowksi immediately recognized Shayla’s intelligence for what it was and played on her want of friends to get the super smart girl under her thumb.

Shayla has excelled at Claremont, given chances to study high levels of technology and experiment with it she’s devised her Phase belt and the items that fill her gadget bag. She’s often times found in the company of Deidre or Daisy Gibbons, doing the parts of their homework they don’t want to bother with (or are too cool to do) or working on some device they’ve dreamed up when on left to her own devices.

One side project that nobody knows about is Shayla’s attempt to create an A.I. in a fully functioning humanoid body. Boy Toy, as she calls him (never it), is almost finished at this point with Shayla working on developing a fully functional emotional response chip for him. How much longer she can keep him a secret is not known, especially at a place like Claremont where there are students who can walk through walls and shrink down to the size where doors aren’t a problem.
World of Freedom Setting 3E

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

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Tattooedman
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Student Body

Post by Tattooedman » Tue Aug 07, 2012 9:47 am

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Student Body:
PL:
8
Strength 6 (0)
Stamina 6 (0)
Agility 6 (0)
Dexterity 6 (0)
Fighting 4
Intellect 0
Awareness 0
Presence 6 (2)

Skills: Deception 6 (+12/+), Expertise [Pop Culture] 9 (+9), Expertise [Singing] 6 (+10), Insight 6 (+6), Intimidation 6 (+12), Perception 6 (+6), Persuasion 6 (+12/+), Stealth 3 (+9)

Advantages: Close Attack 2, Daze 2 [Deception, Persuasion], Fascinate [Expertise (Singing)], Ranged Attack 2

Powers: Physical Perfection:
Enhanced Strength 6
Enhanced Stamina 6
Enhanced Agility 6
Enhanced Dexterity 6
Enhanced Presence 4
Enhanced Advantages 2 [Attractive, Great Endurance]
Leaping 3
Speed 3
Senses 4 [Extended Vision, Low-Light Vision, Extended Hearing, Ultrahearing]

Offense: Initiative +
Melee Attack +6 // Unarmed Damage +6
Ranged Attack +6

Defense: Dodge +8
Parry +8
Toughness +8*/+6 [*School Uniform]
Fortitude +9
Will +6

Equipment: Modified School Uniform [Protection 2; Subtle; Commlink, GPS; Immunity 2 (Environmental Cold, Environmental Heat)]


Costs: Abilities 12+ Skills 16+ Advantages 7+ Powers 68+ Defenses 15= 118 pts.


Real Name: Daisy Gibbons
Height: 5' 7"
Weight: 123 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Rivalry: Sometimes Daisy is more like frienemies with Deidre Pawlowksi (aka the Crush) than actual friends. The two will often via for leadership of their clique of ‘it’ girls.

Reputation: Daisy is known for being a stuck up witch.


Background: Daisy Gibbons is the it girl at school, meaning she’s beautiful, she knows it, and she makes sure you never forget it. Daisy and her popular clique are elitist; high school is a popularity contest, and Daisy plans on being the only contender. She has no interest in being a heroine…her ambition is to be a model, a singer, or an actress, preferably all of the above.

Her clique of friends count the likes of Deidre Pawlowksi (the Crush), Betsy Barcal (Jawbreaker), Shayla Bingham (Wallflower), and Leiko Mingei (Pixie). Of which it's Deidre that rivals Daisy the most, making them frienemies at best and backstabbing normal teen-aged girls at worst. Daisy keeps the others in line with a good bit of old fashion threats of revealing their worst secrets to the whole school and in some cases a slap upside the head with a bit of hair pulling for good measure.
World of Freedom Setting 3E

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

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Tattooedman
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Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
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Sloth

Post by Tattooedman » Tue Aug 07, 2012 9:50 am

Image
Sloth:
PL:
8
Strength 8 (0)
Stamina 8 (0)
Agility 0
Dexterity 0
Fighting 4
Intellect 0
Awareness 0
Presence 0

Skills: Expertise [Criminal] 4 (+4), Expertise [Pop Culture] 3 (+3), Insight 4 (+4), Intimidation 12 (+12), Perception 4 (+4)

Advantages: All-Out Attack, Benefit [Iron Stomach], Close Attack 4, Improved Critical [Unarmed] 2, Startle, Ranged Combat 4

Powers: Increased Body Mass:
Enhanced Strength 8
Enhanced Stamina 8
Feature 2 [Increased Mass 2]
Protection 2

Offense: Initiative +0
Melee Attack + // Unarmed Damage +8; critical 18-20
Ranged Attack +4

Defense: Dodge +6
Parry +6
Toughness +10
Fortitude +11
Will +5

Equipment: Modified School Uniform [Commlink, GPS; Immunity 2 (Environmental Cold, Environmental Heat)]


Costs: Abilities 8+ Skills 9+ Advantages 13+ Powers 36+ Defenses 16= 82 pts.


Real Name: William Polzysky
Height: 7'
Weight: 375 lbs
Hair: Dark Blonde
Eye Color: Brown


Complications:
Not the sharpest spoon in the drawer: While not mentally deficient by any means, Sloth simply doesn't have it in him to be quick witted.

Reputation ~Bully: Sloth is known as one of the major bullies at Claremont.

Reputation ~the Muscle: Everyone knows that Sloth does all of Clay Beaudrie's dirty work.


Background: William Polzysky is not misunderstood or hurting inside; he’s just mean. Sloth is a massive teen, with a defensive lineman’s bulky build plus a couple of extra feet in height. And, he likes pushing his weight around, literally. Only Megastar and Magni have managed to plant him on his butt, but most other students don’t have that kind of power.

Sloth is often the dirty worker of Clay Beaudrie, handling all the physical bullying with Terrance Brown and Eric McGuit following right behind him with spouting all kinds of verbal support to the largest member of their crew.
World of Freedom Setting 3E

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

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