World of Freedom: FC Setting Builds....

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Tattooedman
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Druid

Post by Tattooedman » Fri Aug 10, 2012 10:51 am

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Druid:
PL:
9
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 3
Presence 3

Skills: Expertise [Nature] 8 (+10), Expertise [Magic] 8 (+10), Expertise [Medicine] 5 (+7), Perception 7 (+10), Persuasion 7 (+10), Ranged Combat [Druidic Magics] (+9), Stealth 7 (+9), Treatment 6 (+9)

Advantages: Animal Empathy, Close Attack 2, Improved Initiative, Lionheart, Ranged Attack 3, Ritualist, Task Focus [Expertise (Magic): Druidic]

Powers: Druidic Magics:
Thorn Whip: Ranged Damage 9 (Extra: Multiattack)
-Call Lightning: Ranged Damage 9 (Feat: Indirect 2)
-Nature’s Tongue: Comprehend 6 [speak & understand all languages, speak & understand animals, speak & understand plants]
-Plant Allies: Summon 6 (Extras: Active, Horde); (Feat: Mental Link, Multiple Minion 2 [2 max])
-Plant Masses: Create 9 (Feat: Innate)
-Travel Through the Green: Teleport 7 (Extra: Portal); (Feat: Increased Mass ); (Flaw: Medium [Plant Matter])

Nature’s Blessings:
Movement 1 [Trackless]
Sense 1 [Direction Sense]
Barkskin Enchantment: Protection 6

Offense: Initiative +6
Melee Attack +6 // Unarmed Damage +2
Ranged Attack +5 // Druidic Magics Attack +9 // Druidic Magics Damage +9

Defense: Dodge +8
Parry +8
Toughness +8
Fortitude +9
Will +9

Equipment: Costume [Commlink, GPS, Immunity 2 (Environmental Cold, Environmental Heat)]


Costs: Abilities 40+ Skills 16+ Advantages 10+ Powers 40+ Defenses 23= 129 pts.


Real Name: Aeron Gwynn
Height: 5’ 10”
Weight: 145 lbs
Hair: Black
Eye Color: Green


Complications:
Enemies: Bolo, of the Thieves' Guild, and Chess Club.

Mysterious Ways: Druid gained his powers from a Fae queen for reasons and unknown and was drawn to Freedom City, specifically Claremont Academy for reasons he still has yet to uncover.

Power Loss: If Druid cannot speak or gesture the needed parts of his spells then he cannot cast them.


Background:Druid sees his membership in the Next-GEN as the next step towards whatever it is that drew him to Claremont and has accepted it with the same vigor that he had with his joining the student body. He still somehow manages to maintain all of his other various volunteer efforts (several of the students now think he doesn’t need to sleep at this point). Druid is also smart enough to realize that a large part of Bolt’s reason for having him be a part of Next-GEN is to replace Serena as resident arcane expert and though their two areas of magic overlapped in many ways Druid is more limited than Seven. Not that he can’t handle himself any less capably than she could, but instead of directly confronting foes like her Druid is more content to use some wits in his fights to deal with opponents.

Often times Druid uses his plant spells to manipulate the environment to the group’s advantage and creating cover for downed teammates and bystanders. Though there was the time he animated several rose bushes to deal with the Bolo of the Thieves Guild (which has led to something of an odd rivalry between the two of them) and the lightning storm he unleashed on Chess Club’s Chessmen (which has reserved a special place for Druid in the young man‘s plans of revenge on the Next-GEN for completely trashing his robots and forcing him to rebuild them from scratch).
World of Freedom Setting 3E

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

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Re: World of Freedom 3rd Edition: Starting up

Post by Shock » Fri Aug 10, 2012 10:55 am

It seems odd to me that Bankshot was selected to the team for her people skills but she doesn't have any ranks in Persuasion.

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Tattooedman
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Elite

Post by Tattooedman » Fri Aug 10, 2012 10:57 am

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Elite:
PL:
9
Strength 3
Stamina 3
Agility 5
Dexterity 5
Fighting 5
Intellect 3
Awareness 4
Presence 3

Skills: Acrobatics 8 (+13), Athletics 8 (+11), Deception 9 (+12), Expertise [Computers] 8 (+11), Expertise [Criminal] 8 (+11), Insight 8 (+11), Intimidation 8 (+11), Investigation 9 (+12), Perception 9 (+12), Sleight of Hand 9 (+13), Stealth 9 (+13)

Advantages: Assessment, Close Attack 6, Equipment 5, Evasion 2, Hide In Plain Sight, Improved Critical [Combat Batons] 2, Improved Critical [Unarmed] 2, Improved Feint, Improved Initiative, Power Attack, Precise Attack [ranged; cover], Ranged Attack 6, Seize Initiative, Set-Up, Skill Mastery [Investigation], Startle, Teamwork, Uncanny Dodge

Offense: Initiative +9
Melee Attack +11 // Unarmed Damage +3; critical 18-20 // Combat Batons Damage +5; critical 18-20
Ranged Attack +11 // Throwing Discs Damage +5

Defense: Dodge +11
Parry +11
Toughness +7*/+3 [*Costume]
Fortitude +8
Will +10

Equipment: Costume [Protection 4; Subtle, Commlink, GPS, Immunity (Environmental Cold, Environmental Heat)]
Utility Belt: (25 ep)
Tear Gas Pellets [Ranged Cloud Area Affliction 4 (Daze & Vision Impaired, Stunned & Vision Disabled, Incapacitated; resisted by Fortitude)]
-Bolos [Snare 3 (Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge]
-Explosives [Ranged Burst Area Damage 5]
-Combat Batons [Strength-Based Damage 2 (Multiattack 5)]
-Cutting Torch [Damage 1 & Weaken Toughness 1]
-Flash-Bangs [Ranged Burst Area Affliction 4 (Vision Impaired, Vision Disabled, Vision Unaware; resisted by Fortitude)]
-Grapple Gun [Movement 1 (Swinging) & Speed 2)]
-Sleep Gas Pellets [Ranged Cloud Area Sleep 3 (Fatigued, Exhausted, Asleep; resisted by Fortitude)
-Smoke Pellets [Ranged Cloud Area Visual Concealment (Attack)]
-Throwing Discs [Ranged Strength-Based Damage 3 (Ricochet 2)]



Costs: Abilities 62+ Skills 31+ Advantages 35+ Defenses 23= 151 pts.


Real Name: Unknown, now uses the alias Rick White
Height: 5’ 10”
Weight: 166 lbs
Hair: Black
Eye Color: Blue


Complications:
Hunted: Wound-Maker, Elite's former trainer and handler for the Murder League, has been trying to capture Elite and bring him back under the Murder League's control.

Lost Past: Thanks to the brain washing done to him by the Murder League, Elite doesn't have many memories of his life before his breaking their conditioning.


Background: Elite joined Bolt’s new version of the Next-GEN, mostly because he knows the kind of trouble they can get into and he realizes that they’ll get into trouble without him and he can help bring them all home in one piece. He still spends time patrolling around Freedom City as well, just an outlet for his solitary nature as much as his wanting to help others who need it.

His tactical mind has made the difference several times for the group, his plans are some of the best (and that’s straight from Headmaster Summers behind closed doors. No small feat there). Bolt understood this fact almost immediately and was one of his main reasons for bringing Elite into the group, in the field everyone defers to him without question which makes Elite somewhat nervous as he knows at some point that the Murder League will send someone else after him besides Wound-Maker (who’s been defeated largely due to situations the team has been able to use against him). So Elite still tries to maintain somewhat withdrawn from the other members of the Next-GEN but Changeling and Firepower both seem intent on drawing him out simply to get him to try and lighten up which Elite plays along with.

Magni on the other hand recognizes the seriousness in most of Elite’s actions and while he understands them he also knows how it can be hurtful as well. So he’s making efforts of his own to pull his friend out of his self-imposed shell, namely getting Elite to accompany him on several of his smaller “quests” that he‘s undertaking, trying to show the more grim teen how to balance the seriousness of their lifestyle while still allowing for better things in life. All in the Asgardian manner of relaxing and socializing, which has led the pair into a couple interesting situations neither were expecting.
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 » Fri Aug 10, 2012 11:00 am

Shock wrote:It seems odd to me that Bankshot was selected to the team for her people skills but she doesn't have any ranks in Persuasion.
Ah, typos.....how I haven't missed you.

Thanks Shock, I've got that added in now.
World of Freedom Setting 3E

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

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Magni

Post by Tattooedman » Fri Aug 10, 2012 11:04 am

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Magni:
PL:
10
Strength 8
Stamina 10
Agility 0
Dexterity 0
Fighting 8
Intellect 0
Awareness 1
Presence 2

Skills: Expertise [Asgardian Lore] 4 (+4), Expertise [Survival] 8 (+8.), Insight 7 (+8.), Intimidation 10 (+12), Perception 7 (+8.), Ranged Combat [Hammer Blasts] 2 (+8.)

Advantages: All-Out Attack, Close Attack 2, Follow-Up Strike, Improved Sunder, Lionheart 2, Language [English], Power Attack, Ranged Combat 6, Startle, Ultimate Effort [Ultimate Strength Check], Withstand Damage

Powers: Asgardian Physiology: (Innate)
Enhanced Strength 8 (Flaw: Limited [Lifting Only])
Immunity 10 [Life Support]
Impervious Toughness 10

The Hammer Surtur: (Removable –4 pts) [18 pp]
Fires of Muspelheim: Ranged Damage 10
-Hammer of Fire: Strength-Based Damage 2
Musphelheim Rising: Environment 8 [extreme heat] (Extra: Selective); (Flaw: Reduced Ranged)

The Hammer Ymir: (Removable –4 pts) [18 pp]
Ice of Niflheim: Ranged Damage 10
-Hammer of Ice: Strength-Based Damage 2
-Niflheim Rising: Environment 8 [extreme cold] (Extra: Selective); (Flaw: Reduced Range)

Offense: Initiative +0
Melee Attack +10 // Unarmed Damage +8 // Hammer of Fire Damage +10 // Hammer of Ice Damage +10
Ranged Attack +6 // Hammer Blasts Attack +8 // Fire of Musphelheim Damage +10 // Ice of Niflheim Damage +10

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

Equipment: Costume [Commlink, GPS]


Costs: Abilities 58+ Skills 13+ Advantages 23+ Powers 67+ Defenses 19= 180 pts.


Real Name: Magni Thorson
Height: 6’ 4”
Weight: 235 lbs
Hair: Black
Eye Color: Blue


Complications:
Not from around here: Magni is the son of Thor and a human woman from another dimension, as such he is considered to be a demi-god and his upbringing was unique (sneaking out of Asgard to test himself against Frost Giants and such). His speech pattern is different as well and marks him as a foreigner.

Prove his Worth: Magni is going out on his own 'mini-quests' to gain more notoriety as a hero so he can appropriately present himself to Nereid's father, King Thesues of Atlantis.


Background: Magni has stuck around Claremont even though Nereid graduated last year and returned home. They had a brief, and somewhat awkward, romance but being the Norse kind of guy he is he's decided his best way to win approval from her family is to gain as much glory he can to impress them with. To better his chances for adventure and glory he accepted Bolt's invitation to gallivant around with the Next-GEN and he's not regretted it yet. Magni's even managed to have a minor scuffle with Ragnarok along with his teammates, though it was just a stalling tactic Elite called for so they could get away in one piece but it did show the potential Magni has.

Though Magni did learn that he still has a long way to go before he can really challenge the other Aesir gifted man in a serious fight. To that end he spends a fair amount of his time training in the Doom Room under the watchful eye of Challenger as well as taking part in the weekly "field trips" into Freedom City to study local crime (i.e. look for criminals in the act and put a quick stop to it). In between all that effort Magni still manages to find the time to try and get Elite to come out from his self imposed detachment and accompany him on his “quests”, so far it seems to be working in small ways and Magni has managed to get a couple good stories to share with his friends (even though Elite would prefer to keep those stories between them).
World of Freedom Setting 3E

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

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Changeling

Post by Tattooedman » Fri Aug 10, 2012 11:06 am

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Changeling:
PL:
9
Strength 0
Stamina 5
Agility 3
Dexterity 3
Fighting 6
Intellect 3
Awareness 3
Presence 3

Skills: Expertise [Current Events] 4 (+7), Expertise [Pop Culture] 4 (+7), Insight 5 (+8.), Perception 5 (+8.), Persuasion 6 (+9)

Advantages: Eidetic Memory, Fascinate [Persuasion], Luck [Determination], Ranged Combat 3, Teamwork

Powers: Grue Formshifting: Variable Power 8
Grue Telepathic Talent:
Communication 2 [mental]
Comprehend 2 [speak & understand all languages]
Mind Reading 6

Offense: Initiative +3
Melee Attack +6
Ranged Attack +6

Defense: Dodge +6
Parry +6
Toughness +5
Fortitude +7
Will +8

Equipment: Communicator [Commlink, GPS]


Costs: Abilities 52+ Skills 8+ Advantages 7+ Powers 80+ Defenses 10= 157 pts.


Real Name: Unpronounable, has started using the alias Carrie Organa
Height: 5’ 3” [in default form]
Weight: 125 lbs [in default form]
Hair: Blonde [in default form]
Eye Color: Blue [in default form]


Background: Changeling has continued to adjust to this dimension fairly well and while she’s less likely to be taken for a fool by most the student body as well as anyone else she’d encounter on the streets she still can be played by experienced grifters. She’s made lots of new friends of the student body at Claremont and honestly none of them have a bad thing to say about her (except for she’s maybe a bit too cheery first thing in the morning). Changeling did have some problems with Daisy Gibbons (aka Student Body) for the first few years as she viewed the dimensionally displaced Grue as competition but despite her efforts to make Changeling look the fool those same plans always tended to somehow backfire on her (thanks mostly to some minor intervention by Serena and members of both Next-GEN and the AlterniTeens).

As for her sharing her feelings for Elite, well that’s a story best left not spoken of much unless you’re sure he’s not anywhere near (or have a listening device nearby), but basically when Changeling made her move on him it was a very awkward moment that only confused Changeling more at the time and after many tears and a long talk with Serena and then Elite things were finally settled and they parted on good terms. Changeling is more than happy to stay good friends with the more serious student and is constantly trying to get him to accompany her on her trips outside of school to see the wonders of town in an effort to get him to lighten up too much as she thinks he’s very much too Elmo.

As it is now Changeling has developed a crush on new student Jake Alexander and she now has learned enough about human behavior to know that he feels a similar interest in her. Now exactly how she pursues romance this time around is something the few she’s confided in are very curious to see.
World of Freedom Setting 3E

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

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Challenger

Post by Tattooedman » Fri Aug 10, 2012 11:10 am

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Challenger:
PL:
11
Strength 8 (2)
Stamina 8 (2)
Agility 8 (2)
Dexterity 8 (2)
Fighting 8
Intellect 2
Awareness 4
Presence 3

Skills: Acrobatics 2 (+10), Athletics 2 (+10), Deception 11 (+14), Expertise [Current Events] 8 (+10), Expertise [Medicine] 6 (+8.), Expertise [Soldier] 12 (+14), Insight 9 (+13), Intimidation 10 (+13), Investigation 6 (+8.), Perception 9 (+13), Vehicles [Air] 2 (+10), Vehicles [Land] 2 (+10), Vehicles [Water] 2 (+10)

Advantages: All-Out Attack, Benefit 2 [Ambidexterity, Security Clearance], Assessment, Close Attack 4, Contacts, Defensive Roll, Evasion 2, Improved Critical [Unarmed] 2, Improved Defense, Improved Feint, Improved Trip, Luck [Determination] 2, Power Attack, Precise Attack [ranged; cover], Ranged Attack 4, Takedown Attack, Tracking

Powers: Super Soldier Treatment:
Enhanced Strength 6
Enhanced Stamina 6
Enhanced Agility 6
Enhanced Dexterity 6
Enhanced Advantages 6 [Great Endurance, Move-By Action, Quick Draw, Second Chance (Fortitude Checks), Seize Initiative, Uncanny Dodge]
Leaping 3
Speed 3

Sonic Pistol: (Removable –6 pts) [28 pp]
Sonic Beam: Ranged Damage 11 (Extra: Penetrating)
-Sonic Stunner: Ranged Affliction 11 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)

Offense: Initiative +8
Melee Attack +12 // Unarmed Damage +8; critical 18-20
Ranged Attack +12 // Sonic Pistol Damage +11

Defense: Dodge +11
Parry +11
Toughness +9*/+8 [*Defensive Roll]
Fortitude +10
Will +11


Costs: Abilities 34+ Skills 28+ Advantages 26+ Powers 88+ Defenses 15= 191 pts.


Real Name: Nathan Ross
Height: 6’ 3”
Weight: 240 lbs
Hair: Grey
Eye Color: Blue-grey


Complications:
Family Ties: Challenger is Megastar’s grandfather, though the young hero has only recently been made aware of it. Their relationship is somewhat strained as a result.

Normal Life: Challenger’s identity as Nathan Ross isn’t public knowledge.

Old Solider [part 1]: Challenger bases most of his teaching style on the drill instructors he had in boot camp. Basically imagine R. Lee Ermey with super powers teaching the kids at Claremont.

Old Solider [part 2]: Challenger spent the majority of his career as an operative for the American Government. Even though he’s been retired for over a decade he is called upon from time to time to deal with a “unique” or “special” mission.

Responsibililty: Challenger has been juggling his work as hero and part time government operative with being married his entire career. Sometimes his wife, Lauren, has to accept that his work will always come first.

Sense of Duty: Challenger feels that his experiences, training and abilities make it his job to properly train the students to become better heroes.


Background: Nathan Ross was one of the first wave of heroes from WWII, taking part in a government experiment to make super-soldiers based off the serum that gave the Patriot his abilities. Upon gaining his powers and a brief time spent training in tactics and soon was given the costume and weapon that he be became known for as Challenger. He operated mostly in the European Theaters of war and worked several times with the Allies of Freedom, becoming good friends with most of the members. Not being able to avenge their deaths at the hands of Nacht-Krieger is something he’s regretted for the majority of his adult life. After the war Challenger went on to continue working for the American Government, performing covert missions over the years as he settled down in his personal life; getting married, having children and such things.

Nathan stayed active for several decades, though the ways war was waged changed severely during that time, he eventually “retired” from field duty and spent several years being in-charge of a group of “super-agents” (all of whom had minor powers and loads of training). Finally during the 80’s he became fed up with the double standard of how things were done in his home town of Freedom City, where he was one of the few heroes who could avoid any troubles with the law if he used his powers in public due to his status as a government operative. So he retired and started to spend more time with his family, which by this point included grandchildren. When his first granddaughter, Emily, began to manifest her powers Nathan took the lead and started to train her in their use, much to her dismay. His idea of training is very similar to boot camp styles of older times, though he did “take it easy” on Emily due to age and gender (he’s still old school in his thoughts on women, though it‘s eased in his later years). Eventually Emily was deemed “as trained as she can be” and though it was during the end of the Moore Years she eventually made her way into the world of heroes (calling herself Shattersky, as she had developed gravity powers), though she did manage to find another teenage hero, Bugout, who was slightly more….hyper than she was. They had some minor success dealing with the mob and the gangs, keeping their drug trades and violence managed. They were lucky enough to stay low-key enough to stay mostly off law enforcement’s radar, especially with the original FORCE Ops and the duo of the Eye of Justice and Evening, but they made a difference in many lives dealing with street crimes.

Then the Terminus Invasion happened. Nathan dusted off his old costume and did much to help keep all the heroes organized, his leadership skills coming into play more than his actual powers (though he did manage to deal with several Omegadrones on his own. He has one of their power pikes hanging as a trophy). Unfortunately though Emily and Bugout weren’t as lucky. They gave their lives protecting a group of civilians from some of the escaped criminals from Blackstone, it was simply a case of their being overpowered by more experienced and vicious men and women. Nathan retired heartbroken following that crushing loss, to this day he is still estranged from his son over Emily’s death. Though his daughter didn‘t completely agree with her brother she did see his points on the matter but she didn‘t blame Nathan for Emily‘s death, though she feels he could have done more to prevent it from happening and didn‘t have much to do with Nathan either. For several years Nathan was a hermit, living in his home without going out, though his wife stood by him during those tough years.

Eventually Duncan Summers reached out to Nathan and what he proposed was simple: train the students at the Claremont Academy in a manner he saw fit to be better prepared for life as a hero. Summers saw that Nathan had a talent for training and respected the man for his past work during WWII and had seen the results of his training with Emily. It was no small task, it took years of work on Summers’ part; eventually time had healed much of Nathan’s grief and guilt and the fact that his grandson (his daughter’s child) had gained powers of his own and had become a student at Claremont.

Nathan has found that he enjoys working at Claremont, the students challenge him in all manner of things, in ways he never thought possible. He realizes that he still has much to offer them and he’s willing to use lots of “tough love” to make sure they take it. Most of the time Nathan is dressed in black BDU pants, a white tee shirt with a ballcap sporting his “colors” (the theme used in his Challenger costume of old: a star over a blue & silver background) and his sonic pistol in a shoulder holster.

In his first two years at Claremont Challenger’s pet project was Megastar, the young paragon was in need of some serious discipline and Challenger was just the man to give it to him. What most people doesn’t realize, aside from Headmaster Summers that is, is that Challenger is trying to connect with his grandson in some way since he’s not really been involved in his life since he was born. For his part Megastar (Chris Beck) had no idea of his relation to Challenger for the majority of that time, but that was more due to his mother’s insistence that Nathan not reveal their relation to one another himself. It had been Nathan’s choice to not be part of Chris’ life early on and now that he’d decided to reach out she wass all for it, but wanted it done in slow steps as to not alienate Chris. Nathan had agreed to those few stipulations but it didn‘t end well as Chris still managed to discover that Challenger was kin to him thanks to a time-traveling trip to the 1980s that lasted for a few weeks. For several weeks Megastar didn’t attend Challenger’s class and avoided his grandfather every time they were in the same room. It wasn’t until Megastar was injured fighting his Anti-Earth counterpart, Darkstar, when the Next-GEN went to Anti-Earth following their trip through time and he was left confined to a bed for a long recovery period and was physically unable to get away from his grandfather that Challenger confronted Chris and a long, involved (and sometimes tense) talk that the two of them came to an understanding.

Since the graduation of the senior class, which for the most part was the members of the Next-GEN (aside from Bolt), and the start of the new school year Challenger has been focusing on his other students. Giving special attention to the members of the new Next-GEN, which means special classes for them on top of their normal sessions with him including bi-weekly ‘field trips’ into Freedom City to learn the basics of fighting street crime (which Challenger is somehow able to relate to the likes of the Crime League).
World of Freedom Setting 3E

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

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Tattooedman
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Atomic Brain

Post by Tattooedman » Sat Aug 11, 2012 11:37 am

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Atomic Brain:
PL:
16
Strength 14 (-5)
Stamina 3
Agility 2
Dexterity 2
Fighting 5
Intellect 8
Awareness 3
Presence 3

Skills: Close Combat [Unarmed] 10 (+15), Expertise [Physics] 18 (+26), Insight 10 (+13), Intimidation 12 (+15), Ranged Combat [Radiation Control Array] 14 (+16), Perception 10 (+13), Technology 13 (+21)

Advantages: Eidetic Memory, Equipment 9, Inventor, Languages [English], Minion 12 [Singularity], Startle, Task Focus [Expertise (Physics): Radiation]

Powers: Irradiated Brain:
Immunity 20 [Life Support, Radiation Effects]
Senses 3 [Radius Vision, Darkvision]

Radiation Control Array:
Disintegrating Beam: Ranged Weaken Toughness 10 & Ranged Damage 12
-Radiation Aura: Damage 11 (Extra: Reaction)
-Radiation Blast: 16
-Radiation Poisoning: Weaken Stamina 12 (Extras: Area [Burst], Progressive)

Robotic Body: (Removable -13 pts) [56 pp]
Armored: Protection 15
Robotic Limbs: Enhanced Strength 19
Channeled Radioactive Propulsion: Flight 8

Offense: Initiative +2
Melee Attack +5 // Unarmed Attack +15 // Radiation Aura Damage +11 // Unarmed Damage +14
Ranged Attack +2 // Radiation Control Array Attack +16 // Disintegration Beam Damage +12 // Radiation Blast Damage +16

Defense: Dodge +12
Parry +12
Toughness +18* [*Robotic Body]
Fortitude +15
Will +15

Equipment: Volcano Island [Size: Awesome, Toughness 14] Features: Communications, Computer, Defense System, Dock, Effect [Flight 10], Fire Prevention System, Hangar, Holding Cells, Isolated, Lab, Living Space, Power System, Security System, Workshop


Costs: Abilities 52+ Skills 30+ Advantages 26+ Powers 126+ Defenses 41= 275 pts.


Real Name: Harold Hamilton
Height: 6’ 5”
Weight: 320 lbs (in robotic body)
Hair: None
Eye Color: None


Complications:
Quirk: The Atomic Brain has a particular dislike of any hero who derives their powers from nuclear energy or owes them to some sort of atomic-based accident. He will seek to make an example out of such people by capturing them and then torturing them until they agree to join his crusade of nuclear annihilation.

Reputation: Due to his long history of facing some of the best heroes of the world, the Atomic Brain is well respected by those in the super-criminal world as a force to be reckoned with and an invitation from him to take part in his latest caper is seen as a serious status symbol (surviving the experience on the other hand is another matter entirely).

The World Ends In Atomic Fire!: The Atomic Brain is set on destroying the world and every living thing on it to prove to those that doubted him all those years ago, and their decedents, that he is the greatest scientific mind the world will ever have known.


Background: The Atomic Brain has been a threat to the world since his accidental creation in the 1940s, coming up with various plots and plans to unleash nuclear devastation and prove his genius to all his former critics.

Over those years the former Harold Hamilton has dealt with almost every major team of superheroes that has ever formed - from the first Freedom League to the Sentinels team of the 70s, while in the 80s it was the Champions and the government funded Statesmen (a group he managed to actually break before the end of that decade by killing one part of the triplicating hero called Trinity and capturing another part which he later turned into his slave). Several times it seemed as if the Atomic Brain was destroyed but he’d only return at a later point with another new plot anew, often times operating from Volcano Island (which he’d long ago made mobile) and acting through a series of agents recruited with promises of power.

In the early part of 1993, the Atomic Brain reappeared and faced off against the combined forces of Protonik (a former Russian hero created based on DNA samples of Centurion, who‘d long abandoned that dying nation and focused on helping the world at large) and Centurion himself. The combined powers of those two men were enough to lay waste to Volcano Island and many of those who occupied that place weren’t able to escape the destruction. In the end it was Protonik’s efforts that seemingly ended the threat of the Atomic Brain; absorbing much of Hamilton’s natural radiation and weakening him to the point that the eerie green glow that was a hallmark of his being began to dim. It left him weak enough that it took him over a decade to recover himself enough to even begin to build a new Volcano Island.

While Hamilton raged when he learned that Centurion died stopping Omega later in that same year of his defeat he settled for focusing his anger on Protonik for the large part he played. Hamilton has built up a power base in Europe, using old contacts from the time before the accident that transformed him but now with SHADOW expanding their hold in that part of the world, he finds himself ready to return to his home lands and let the world know that the Atomic Brain is still a threat to the world like no other.


Image
Singularity:
PL:
11
Strength 12 (4)
Stamina 12 (4)
Agility 0
Dexterity 0
Fighting 8
Intellect -2
Awareness 0
Presence 0

Skills: Insight 7 (+7), Intimidation 10 (+12), Perception 7 (+7), Ranged Combat [Thrown Objects] 6 (+10)

Advantages: All-Out Attack, Close Combat 2, Fearless, Improved Critical [Unarmed] , Fast Grab, Improved Hold, Power Attack, Ranged Combat 4

Powers: Irradiated Physiology:
Enhanced Strength 4
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Enhanced Stamina 4
Growth 4 [8 ft tall; +4 Strength, +4 Stamina, +4 Mass] (Extra: Continuous Duration); (Flaw: Permanent)
Immunity 8 [All Environmental Conditions, Disease, Suffocation]

Radiation Aura: Damage 11 (Extra: Reaction)
Shockwave: Damage 11 (Extra: Area [Burst]); (Flaw: Limited [Singularity and his targets must be in contact with the ground])
-Groundstrike: Affliction 11 [Vulnerable, Defenseless; resisted by Fortitude; Vulnerable, Defenseless] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited Degree, Limited [Singularity and his targets must be in contact with the ground])


Offense: Initiative +0
Melee Attack +10 // Unarmed Damage +12
Ranged Attack +4 // Thrown Object Attack +10

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

Costs: Abilities 28+ Skills 11+ Advantages 15+ Powers 104+ Defenses 22= 180 pts.

*=modifiers from Growth

Real Name: Matthew Archer
Height: 8’ 6”
Weight: 300 lbs
Hair: Red
Eye Color: Red pupils

Complications:
Devotion to his master: Singularity serves the Atomic Brain without question or regret thanks to the brain-washing he had forced upon him.
Last edited by Tattooedman on Sat Aug 18, 2012 12:37 pm, edited 2 times in total.
World of Freedom Setting 3E

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

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Venus

Post by Tattooedman » Sun Aug 12, 2012 5:48 pm

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Venus:
PL:
9
Strength 1
Stamina 5
Agility 4
Dexterity 4
Fighting 5
Intellect 1
Awareness 2
Presence 3

Skills: Close Combat [Vine Whip] 4 (+9), Deception 6 (+9/+11), Expertise [Biology] 6 (+7), Insight 6 (+8.), Intimidation 6 (+9), Perception 6 (+8.), Persuasion 6 (+9/+11), Ranged Combat [Manipulation of the Green Array] 4 (+9), Stealth 6 (+10)

Advantages: Attractive, Daze [Deception], Evasion, Fascinate 2 [Deception, Persuasion], Improved Feint, Luck [Determination], Ranged Combat, Set-Up

Powers: Manipulation of the Green: Ranged Affliction 9 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Thorn Blast: Ranged Damage 9 (Extra: Multiattack)
-Vine Shaping: Create 9 (Extra: Movable); (Flaw: Quirk [requires plant material])
-Vine Whip: Damage 9 (Feat: Reach 4)
Nature’s Protection: Protection 3
Photosynthesis: Immunity 1 [Starvation]
Recover Like a Tree: Regeneration 3

Offense: Initiative +4
Melee Attack +5 // Vine Whip Attack +9 // Unarmed Damage +1 // Vine Whip Damage +9
Ranged Attack +5 // Manipulation of the Green Array Attack +9 // Thorn Blast Damage +9

Defense: Dodge +9
Parry +9
Toughness +8
Fortitude +8
Will +8


Costs: Abilities 50+ Skills 18+ Advantages 10+ Powers 37+ Defenses 17= 132 pts.


Real Name: Unknown
Height: 5’ 7”
Weight: Unknown
Hair: Red
Eye Color: Green


Complications:
Obey the Green Man: Like the other Brides of the Green, Venus almost slavishly follows the directions of the Green Man.

Protect Nature: Venus is dedicated to preserving the natural world from the horrors humanity has inflicted upon it.


Background: Nothing of the life of Venus is known before she was transformed into a superhuman by the Green Man. AEGIS’ file on her puts forth the idea that Venus was once known as Danielle Snow, but how she became connected to the Green Man isn’t known.

Over the years Venus, with the Brides of the Green or accompanying the Green Man, has committed various acts of vandalism and robbery to further the Green Man’s cause to make the world free of the taint he (and the Brides) see humanity as.

Recently this led the Green Man and the Brides into conflict with the newest members of the Freedom League when the Green Man somehow obtained what he called the ‘Meta-Seed’, a seemingly mystical artifact that allowed him to corrupt and tap into the powers of Doctor Metropolis so that the Green Man could increase his own powers to convert Freedom City into one of the first ‘purified cities’ of his new world.

Fortunately the members of the League were up to the task of handling the Green Man and his Brides, freeing Doctor Metropolis of the Meta-Seed and returning Freedom City back to normal. Venus and the other Brides managed to escape thanks to Flora’s ability to teleport between plant matter while the Green Man was transformed into a massive tree in Liberty Park. When they will be able to free their Master isn’t known but the Brides will not leave the Green Man in such a condition for too long.
World of Freedom Setting 3E

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

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Flora

Post by Tattooedman » Sun Aug 12, 2012 5:50 pm

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Flora:
PL:
9
Strength 0
Stamina 3
Agility 3
Dexterity 3
Fighting 4
Intellect 0
Awareness 2
Presence 2

Skills: Deception 6 (+8/+10), Expertise [Survival] 6 (+6), Insight 6 (+8.), Perception 6 (+8.), Persuasion 6 (+8/+10), Ranged Combat [Pollen Clouds Array] 4 (+9)

Advantages: Attractive, Evasion, Defensive Roll 5, Great Endurance, Ranged Attack, Teamwork

Powers: Pollen Clouds Array:
Pollen Spray: Affliction 9 [Visual Impaired, Visual Disabled, Visual Unaware] (Extra: Area [Targeted Cone], Cumulative)
-Stunning Pollen: Affliction 9 [Dazed, Stunned, Asleep; resisted by Fortitude] (Extras: Area [Targeted Cone], Cumulative)
-Choking Pollen: Affliction 9 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extras: Area [Targeted Cone], Progressive)

One with the Green: Immunity 2 [Own Powers, Starvation]
Walking the Green Mile: Teleport 6 (Feat: Increased Mass 3); (Flaw: Medium Required [plant matter])

Offense: Initiative +3
Melee Attack +4
Ranged Attack +4 // Pollen Cloud Array Attack +9

Defense: Dodge +8
Parry +8
Toughness +8*/+3 [*Defensive Roll]
Fortitude +7
Will +7


Costs: Abilities 34+ Skills 12+ Advantages 10+ Powers 40+ Defenses 18= 114 pts.


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


Complications:
Obey the Green Man: Like the other Brides of the Green, Flora almost slavishly follows the directions of the Green Man.

Protect Nature: Flora is dedicated to preserving the natural world from the horrors humanity has inflicted upon it.


Background: Nothing of the life of Flora is known before she was transformed into a superhuman by the Green Man. AEGIS’ file on her puts forth the idea that Flora was once Brittney Clay, a woman who was a member of several “Save the Earth” styled groups when she was approached by the Green Man somehow and he made his offer to her to empower her to be able to actually do something about the wrongs she saw happening to the planet.

Over the years Flora, with the Brides of the Green or accompanying the Green Man, has committed various acts of vandalism and robbery to further the Green Man’s cause to make the world free of the taint he (and the Brides) see humanity as.

Recently this led the Green Man and the Brides into conflict with the newest members of the Freedom League when the Green Man somehow obtained what he called the ‘Meta-Seed’, a seemingly mystical artifact that allowed him to corrupt and tap into the powers of Doctor Metropolis so that the Green Man could increase his own powers to convert Freedom City into one of the first ‘purified cities’ of his new world.

Fortunately the members of the League were up to the task of handling the Green Man and his Brides, freeing Doctor Metropolis of the Meta-Seed and returning Freedom City back to normal. Flora and the other Brides managed to escape thanks to Flora’s ability to teleport between plant matter while the Green Man was transformed into a massive tree in Liberty Park. When they will be able to free their Master isn’t known but the Brides will not leave the Green Man in such a condition for too long.
World of Freedom Setting 3E

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

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Maxima

Post by Tattooedman » Sun Aug 12, 2012 5:51 pm

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Maxima:
PL:
9
Strength 4 (8*)
Stamina 4 (8*)
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 0
Presence 0

Skills: Athletics 6 (+9), Expertise [Survival] 6 (+6), Insight 10 (+10), Intimidation 10 (+10/+12*), Perception 10 (+10), Ranged Combat [Thrown Objects] 6 (+9), Stealth 6 (+8/+4*)

Advantages: All-Out Attack, Close Attack 5, Great Endurance, Follow-Up Strike, Improved Critical [Unarmed] 2, Interpose, Power Attack, Ranged Combat, Startle

Powers: Big as a Tree:
Enhanced Strength 4 (Flaw: Limited [Lifting Only], Limited [Linked to ranks of Growth])
Growth 4 [15 ft tall; +4 Strength, +4 Stamina, +4 Mass]
One with the Green: Immunity 1 [Starvation]
Protection of the Green: Protection 2

Shockwave: Damage 9 (Extra: Area [Burst]); (Flaws: Limited [Maxima and her targets must be in contact with the ground], Limited [Can only be used when Maxima is at full height])
-Groundstrike: Affliction 9 [Vulnerable, Defenseless; Resisted by Fortitude] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited Degree, Limited [Maxima and her targets must be in contact with the ground], Limited [Can only be used when Maxima is at full height])

Offense: Initiative +2
Melee Attack +9 // Unarmed Damage +4//+8*
Ranged Attack +3//+1* // Thrown Object Attack +9

Defense: Dodge +9//+7*
Parry +9//7+*
Toughness +6//+10*
Fortitude +6//+10*
Will +7


Costs: Abilities 32+ Skills 19+ Advantages 14+ Powers 25+ Defenses 21= 111 pts.

OOC wrote:*=modifiers from Growth

Real Name: Unknown
Height: 5’ 8” (up to 16’)
Weight: Unknown (presumably increases as her height does)
Hair: Green
Eye Color: Brown


Complications:
Obey the Green Man: Like the other Brides of the Green, Maxima almost slavishly follows the directions of the Green Man.

Protect Nature: Maxima is dedicated to preserving the natural world from the horrors humanity has inflicted upon it.


Background: AEGIS hasn’t been able to learn anything about Maxima’s life before becoming one of the Green Man’s Brides, but she is as slavishly devoted to him as Flora and Venus are.

Over the years Maxima, with the Brides of the Green or accompanying the Green Man, has committed various acts of vandalism and robbery to further the Green Man’s cause to make the world free of the taint he (and the Brides) see humanity as.

Recently this led the Green Man and the Brides into conflict with the newest members of the Freedom League when the Green Man somehow obtained what he called the ‘Meta-Seed’, a seemingly mystical artifact that allowed him to corrupt and tap into the powers of Doctor Metropolis so that the Green Man could increase his own powers to convert Freedom City into one of the first ‘purified cities’ of his new world.

Fortunately the members of the League were up to the task of handling the Green Man and his Brides, freeing Doctor Metropolis of the Meta-Seed and returning Freedom City back to normal. Maxima and the other Brides managed to escape thanks to Flora’s ability to teleport between plant matter while the Green Man was transformed into a massive tree in Liberty Park. When they will be able to free their Master isn’t known but the Brides will not leave the Green Man in such a condition for too long.
World of Freedom Setting 3E

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

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Tattooedman
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Freezerburn

Post by Tattooedman » Sun Aug 12, 2012 6:00 pm

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Freezerburn:
PL:
8
Strength 2
Stamina 2
Agility 3
Dexterity 3
Fighting 4
Intellect 0
Awareness 1
Presence 2

Skills: Acrobatics 4 (+7), Deception 8 (+10), Expertise [Criminal] 7 (+7), Insight 7 (+8), Intimidation 7 (+9), Perception 7 (+8), Ranged Combat [Fire & Ice Generation Array] 4 (+8), Stealth 6 (+9)

Advantages: All-Out Attack, Benefit 2 [Membership (Crime Union) 2], Close Attack 4, Daze [Deception], Defensive Roll 5, Improved Feint, Improved Initiative, Move-By Action, Power Attack, Ranged Combat, Taunt

Powers: Fire & Ice Generation:
Fire Bolt: Ranged Damage 8 (Extra: Penetrating)
-Cold Shot: Ranged Damage 8 (Extra: Alternate Resistance [Fortitude])
-Ice Bonds: Ranged Affliction 8 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extra: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Ice Sculpting: Create 8 (Feat: Innate)
-Sub-Zero: Environment 8 [extreme cold] (Feat: Selective)
-Turning Up the Heat: Environment 8 [extreme heat] (Feat: Selective)
Arms of Fire & Ice: Strength-Based Damage 6
Ice Slides: Flight 4 (Flaw: Platform)

Offense: Initiative +7
Melee Attack +8 // Unarmed Damage +2 // Arms of Fire & Ice Damage +8
Ranged Attack +4 // Fire & Ice Generation Array Attack +8 // Fire & Ice Generation Damage +8

Defense: Dodge +8
Parry +8
Toughness +8*/+3 [*Defensive Roll]
Fortitude +7
Will +7


Costs: Abilities 34+ Skills 14+ Advantages 19+ Powers 39+ Defenses 20= 126 pts.


Real Name: Joe Trager
Height: 5’ 10”
Weight: 180 lbs
Hair: Brown
Eye Color: Blue


Complications:
Can‘t work too hard….: After using his thermal controlling powers for too long, Freezerburn will need to rest and recover from the strain of altering his own internal temperatures and channeling them.

Just a crook: When it’s all said and done, Freezerburn is simply looking for an easy payday. He just wants the money and to get away from it.


Background:
Last edited by Tattooedman on Wed Apr 09, 2014 3:29 pm, edited 1 time in total.
World of Freedom Setting 3E

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

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Knightmare

Post by Tattooedman » Sun Aug 12, 2012 6:04 pm

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Knightmare:
PL:
9
Strength 8
Stamina 6
Agility 4
Dexterity 4
Fighting 4
Intellect 0
Awareness 2
Presence 0

Skills: Expertise [Criminal] 8 (+8.), Expertise [Metal Working] 8 (+8.), Insight 7 (+9), Intimidation 12 (+12), Perception 7 (+9)

Advantages: All-Out Attack, Close Attack 4, Improved Initiative, Move-By Action, Power Attack, Ranged Attack 2, Seize Initiative

Powers: Centaur Body:
Extra Limbs 4 [legs]
Senses 2 [Darkvision]
Speed 5
Dark Knight Armor: Protection 4
Energy Lance: Damage 10 (Extra: Penetrating); (Feats: Improved Critical 3, Reach 3)
-Energy Sword: Damage 10 (Extra: Penetrating); (Feats: Improved Critical 3, Improved Sunder)
-Thrown Energy Lance: Ranged Damage 10 (Feat: Improved Critical 3)

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

Defense: Dodge +8
Parry +8
Toughness +10
Fortitude +10
Will +6


Costs: Abilities 56+ Skills 14+ Advantages 11+ Powers 43+ Defenses 16= 140 pts.


Real Name: Martin Gibbons
Height: 8'
Weight: 720 lbs
Hair: Black
Eye Color: Unidentifiable


Complications:
Disability: Knightmare is mute and cannot talk.

Larger than most: Knightmare's body is much larger than a normal person and there are spaces that he cannot fit comfortably in (small hallways, most vehicles).


Background:
World of Freedom Setting 3E

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

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Tattooedman
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Siren II

Post by Tattooedman » Sun Aug 12, 2012 11:16 pm

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Siren II:
PL:
11
Strength 8
Stamina 5
Agility 4
Dexterity 4
Fighting 8
Intellect 2
Awareness 4
Presence 4

Skills: Acrobatics 2 (+10), Athletics 2 (+10), Expertise [Magic] 9 (+11), Expertise [Marine Biology] 12 (+14), Expertise [Psychology] 9 (+11), Expertise [Theology & Philosophy] 7 (+9), Insight 8 (+12), Intimidation 9 (+13), Perception 8 (+12), Persuasion 9 (+13), Ranged Combat [Water Control Array] 6 (+11)

Advantages: Close Combat 3, Favored Environment [Aquatic], Languages 2 [Dahomeny, French], Quick Change, Ranged Attack, Ritualist

Powers: Host of the Loa:
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Flight 4
Immunity 2 [Aging, Disease]
Protection 5

Aquatic Physiology:
Immunity 3 [Drowning, Environmental Cold, Pressure]
Movement 1 [Environmental Adaptation (Aquatic)]
Senses 2 [Darkvision]
Swimming 8

Speak to the Creatures of the Sea:
Enhanced Advantage 1 [Animal Empathy]
Comprehend 2 [speak & understand animals] (Flaw: Limited [Marine Life Only])
Water Control Array:
Choking Spray: Ranged Affliction 11 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Progressive)
-Control the Flow of the Seas: Move Object 11 (Flaw: Limited [Water Only])
-Spray of Water: Ranged Affliction 11 [Vision Impaired, Vision Disabled, Vision Unaware] (Extra: Cumulative); (Flaw: Limited [Visual Senses Only])
-Water Jet: Ranged Damage 11

Silver Net: (Removable -7 pts) [30 pp]
Tangle Target: Ranged Affliction 11 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Feats: Affects Incorporeal 2); (Flaw: Limited Degree)

Offense: Initiative +4
Melee Attack +11 // Unarmed Damage +8
Ranged Attack +5 // Water Control Array +11 // Water Jet Damage +11

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


Costs: Abilities 78+ Skills 30+ Advantages 11+ Powers 102+ Defenses 22= 242 pts.



Complications:
Normal Identity: Siren periodically has to change back into Cassandra Vale to deal with aspects of her life, this sometimes leaves her unable to change into her heroic identity.
Last edited by Tattooedman on Fri Apr 05, 2013 8:07 pm, edited 2 times in total.
World of Freedom Setting 3E

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-- Chiun

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Slipstream

Post by Tattooedman » Mon Aug 13, 2012 9:41 am

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Slipstream:
PL:
12
Strength 10 (3)
Stamina 6
Agility 6
Dexterity 6
Fighting 6
Intellect 2
Awareness 3
Presence 0

Skills: Acrobatics 3 (+11), Deception 10 (+10), Expertise [Criminal] 8 (+10), Expertise [Survival] 6 (+8.), Insight 9 (+12), Intimidation 12 (+12), Perception 9 (+12), Vehicles [Air] 6 (+12)

Advantages: All-Out Attack, Close Attack 6, Luck [Determination], Move-By Action, Power Attack

Powers: Hyper Enhanced Body:
Enhanced Strength 7
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Enhanced Feats 3 [Improved Initiative 3]
Protection 6
Hyper Awareness: Senses 3 [Extended Vision, Direction Sense, Radius Vision]
Hyper Movement: Flight 12
Hyper Speed Attacks:
Vortex: Affliction [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extras: Progressive, Shapeable); (Flaw: Quirk [Must be able to define the shape of area through his own movement])
-Missile Punch: Strength-Based Damage 2 (Feat: Improved Critical 4)
-Rapid Attack: Strength-Based Damage 2 (Extra: Area [Burst])

Offense: Initiative +18
Melee Attack +12 // Unarmed Damage +10 // Missile Punch Damage +12; critical 16-20 // Rapid Attack Damage +12
Ranged Attack +6

Defense: Dodge +12
Parry +12
Toughness +12
Fortitude +10
Will +9


Costs: Abilities 64+ Skills 21+ Advantages 10+ Powers 93+ Defenses 22= 210 pts.


Real Name: Leonard Winston
Height: 6’
Weight: 170 lbs
Hair: Black
Eye Color: Brown


Complications:
Reputation ~Arrogant Jerk: Slipsteam has earned a reputation for thinking he's all that compared to, well anyone, and it tends to make others not want to work with him.

Secret: Slipstream has never revealed how he actually gained his powers and their acutal source is a mystery.


Background: Leonard Winston was one of the top pilots in the Air Force, the one called in to test all the newest designed and classified projects. He was brash, loud and outgoing and really a poor choice for doing top secret work when it came to security concerns but there were very few others who could fly a plane like Leonard could. So he was allowed to get away with his attitudes and lax approach to discipline.

It was during a test flight that Leonard gained his powers, during the flight he found himself suddenly in the thick of an unexpected storm front that had come out of nowhere and couldn’t avoid it. The broken transmissions he managed to send out gave his superiors the idea that the craft was crashing and he was lost on their radar. When search parties were sent out looking for him they only found the wreckage of the plane and not a single sign of Leonard and while they were baffled by the situation the Air Force wrote him off as ‘Missing in action, presumed dead.’

Unfortunately that was not the case. Leonard reappeared a week later, committing over a dozen crimes (mostly robbery) in Chicago in the span of ten seconds. He was calling himself Slipstream and wore a costume but a moments worth of footage from a bank security camera was good enough to identify him and the authorities have been trying to capture him since.

Leonard hasn’t ever shared what happened to him during that time he was missing, but something happened that gave him his powers and within that time he managed to master them enough to the point that he could challenge most other superhumans with a level of confidence that borders on arrogant.

Now able to move at speeds that make Johnny Rocket look slow, Slipstream is the kind of super criminal who mostly works for himself (pulling robberies at superspeed) but will from time to time take a job for hire if the money is right. His reputation as a jerkass is starting to spread however and there are those who won’t work with him now because of his attitude.
Last edited by Tattooedman on Tue Aug 14, 2012 9:20 am, edited 1 time in total.
World of Freedom Setting 3E

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

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