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Tattooedman
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Blight

Post by Tattooedman » Mon Aug 13, 2012 10:52 am

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Blight:
PL:
12
Strength 2
Stamina 2
Ability 2
Dexterity 2
Fighting 4
Intellect 5
Awareness 5
Presence 3

Skills: Expertise [Magic] 12 (+17), Expertise [Medicine] 9 (+14), Expertise [Theology & Philosophy] 9 (+14), Insight 9 (+14), Intimidation 12 (+15), Perception 9 (+14), Ranged Combat [Bone Staff] 10 (+12), Technology 9 (+14), Treatment 12 (+17)

Advantages: Artificer, Benefit 3 [Wealth (x3)], Close Attack 4, Luck [Determination] 3, Luck [Determined Recovery] 3, Minion 9 [Brass Frog], Ritualist, Speed of Thought, Task Focus 2 [Expertise (Magic): Necromancy (+5)]

Powers: Bone Staff: (Removable -8 pts) [36 pp]
Kill the Will to Live: Weaken Awareness 10 [resisted by Will] (Extras: Area [Burst], Progressive)
-Bone Summoning: Create 12 (Extra: Movable); (Feat: Innate)
-Chill of Death: Ranged Affliction 12 [Daze, Stunned, Paralyzed; resisted by Will]
-Necromantic Blast: Ranged Damage 12 (Extra: Penetrating)
-Skull Strike: Strength-Based Damage 10 (Extra: Penetrating 12)

Necro-Tech Armor: (Removable -8 pts) [32 pp]
Arcane Sensors: Senses 7 [Darkvision, Low-Light Vision, Vision Penetrates Concealment]
Life Extending Enchantments:
Enhanced Advantage 1 [Diehard]
Immunity 11 [Aging, Life Support]
Protective Wards: Protection 10 (Extra: Impervious 12)

Necro-Tech Artifacts: Variable Power 10 [50 pt pool]

Offense: Initiative +5
Melee Attack +8 // Unarmed Damage +2 // Skull Strike Damage +12
Ranged Attack +2 // Bone Staff Attacks +12 // Necromantic Blast Damage 12

Defense: Dodge +12
Parry +10
Toughness +12* [*Impervious]
Fortitude +10
Will +13


Costs: Abilities 50+ Skills 32+ Advantages 27+ Powers 138+ Defenses 32= 279 pts.


Real Name: Unknown
Height: 6’ 2” (in armor)
Weight: Unknown
Hair: Unknown
Eye Color: Unknown


Complications:
On the Path to Knowledge: Blight is always trying to increase his magical knowledge, by whatever means he deems needed. From attacking another mage and then using a device to drain their minds for the information or digging up a body and performing a ritual that will force the spirit to share all it knows.

Weakness: Attacks with the Holy/Light Descriptor bypass Blight's ranks of Impervious.


Background: Nothing is known about the life of the man who calls himself Blight. He’s somehow learned to craft mystical artifacts, which indicates that he’s had some training in matter of the arcane, though he’s never said who taught him or where that training might have taken place.

All that is really known about Blight is that his artifacts are among some of the most powerful currently being used by any mage or mystic operating around the world and that he is fascinated with the areas of magic concerning necromancy. He seems to be seeking items that are related to that area of magic as well as learning more about magic in general from other mages, unfortunately though he seems more willing to take the information he wants by force. Simply ripping the information from the bodies of those he defeats via one of the many strange creations he carries on him, he‘s traveled around the world on this quest for knowledge.

Brass Frog:
PL
8
Strength 2
Stamina --
Agility 5
Dexterity 5
Fighting 4
Intellect 0
Awareness 0
Presence 0

Skills: Acrobatics 9 (+14), Athletics 9 (+11), Stealth 9 (+14)

Powers: Construct Traits:
Immunity 60 [Fortitude Effects, Mental Effects]
Leaping 4
Movement 2 [Wall-Crawling 2]
Protection 8
Regeneration 5
Teleport 6 (Feat: Increased Mass 4 [800 lbs])

Offense: Initiative +5
Melee Attack +4
Ranged Attack +5

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


Costs: Abilities 22+ Skills 9+ Advantages 0+ Powers 97+ Defenses 7= 135 pts.


Complications:
Just a Simple Creature: The Brass Frog is cannot speak nor manipulate objects due to it’s animal-like design.
Last edited by Tattooedman on Wed Aug 14, 2013 9:24 am, edited 2 times in total.
World of Freedom Setting 3E

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

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Tattooedman
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Paragon

Post by Tattooedman » Tue Aug 14, 2012 10:46 am

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Paragon:
PL:
12
Strength 6 (3)
Stamina 6 (3)
Agility 6 (3)
Dexterity 6 (3)
Fighting 8
Intellect 4
Awareness 5
Presence 5

Skills: Acrobatics 9 (+15), Athletics 6 (+12), Deception 12 (+17), Expertise [Criminal] 10 (+14), Expertise [Soldier] 10 (+14), Insight 10 (+15), Intimidation 10 (+15), Investigation 6 (+11), Perception 10 (+15), Ranged Combat [VED Pistols] 2 (+12), Sleight of Hand 6 (+12), Stealth 10 (+16)

Advantages: Assessment, Close Attack 4, Connected, Equipment 2, Improved Feint, Inspire 4, Leadership, Lionheart, Luck [Determination] 2, Luck [Determined Recovery] 2, Ranged Attack 4, Power Attack, Takedown, Teamwork, Uncanny Dodge

Powers: Apex Treatment:
Enhanced Strength 3
Enhanced Stamina 3
Enhanced Agility 3
Enhanced Dexterity 3
Enhanced Advantages 3 [Great Endurance, Evasion, Improved Initiative]
Immunity 2 [Disease, Poison] (Flaw: Limited [Half Effective])
Speed 3
-Alt. Effect: Leaping 3

VED Pistols: (Removable –8 pts) [32 pp]
Energy Discharge: Ranged Damage 12 (Extra: Penetrating); (Feat: Improved Critical 3)
-Pulse Discharge: Ranged Damage 12 (Extra: Multiattack); (Feat: Improved Critical 3)

Nightstick: (Removable –2 pt) [8 pp]
Omnium Steel Shell: Strength-Based Damage 6 (Feat: Improved Critical 3, Improved Sunder)

Offense: Initiative +10
Melee Attack +12 // Unarmed Damage +6 // Nightstick Damage +12; critical 17-20
Ranged Attack +10 // VED Pistols Attack +12 // VED Pistols Damage +12; critical 17-20

Defense: Dodge +14
Parry +14
Toughness +10*/+6 [*Costume]
Fortitude +11
Will +13

Equipment: Costume [Protection 4; Subtle, Commlink]
-3 ep free

Costs: Abilities 68+ Skills 34+ Advantages 27+ Powers 72+ Defenses 27= 228 pts.


Real Name: Alan Foster
Height: 6' 4"
Weight: 300 lbs
Hair: Brown
Eye Color: Brown


Complications:
The Best There Is: Paragon suffers from a kind of god-complex.

Reputation: Paragon is known to be the leader of the Syndicate of Seven.

Reputation: Paragon is known for being a skilled planner and having several plans in place for any operation he is taking part in.

Vulnerable: Paragon suffers more damage from psionic based attacks.


Background: Alan Foster was a modern day attempt to recreate the success of Project: Patriot by the American military. The Joint Chiefs felt they needed a new icon to rally the troops and people on the home front and set about choosing a select group of soldiers from various branches and in the end they chose Alan. He was injected with the same formula as Jack Simmons had been given as well as a unique series of radiation treatments to boost the effects the formula had previous displayed. While they had searched based on genetic similarities to Simmons they failed to really consider the mentality of Foster; he’d had several run ins with his superiors and almost been demoted for insubordination.

In the end Alan Foster was not of the same moral fiber that Jack Simmons had been and once he gained his powers his personality shifted, subtly at first, into that of a elitist mentality that made him question why he had to follow the orders of those not as perfect as he was and why couldn‘t he take what he wanted. Within six months Foster had gone rogue, taking with him several newly developed weapons and the costume the government had supplied him with and began his career as the criminal Paragon.

Over the span of several years Paragon managed to stay out of jail and come back time and time again to try and further his goals of creating a syndicate that answers to him. Though several heroes stood up to him every time and managed to prevent many of his plans from ever really succeeding it was the expansion of the Crime League that made Paragon decided that he needed to form a group of his own to meet his goals, to be able to deal with the problems that local ‘heroes’ presented to him whenever he enacted one of his various plans as well as hold onto his powerbase in case Dr. Stratos decides he wants a piece of what Paragon has managed to put together for himself. That was the birth of the Syndicate of Seven and within a year Paragon had scouted and recruited the others he felt would be the most useful to his plans.

The most interesting part of how the Syndicate works is that the majority of the members are actually set up in different cities across the country, with their own gangs of followers. Each committing their own crime sprees individually of one another and supporting themselves through their efforts as well as contributing a percentile of their funds to Paragon. It‘s not that they don‘t come together for big scores, not at all. In fact when they have gathered all the members of the Syndicate for a mission it has taken the majority of the Freedom League to deal with their threat as it‘s normally a huge event in itself: stealing the gold reserve from Fort Knox, breaking into NASA to take the circuits they need for one of their latest super weapons, securing the island of Hawaii (the big island) from the rest of the world to use as their new base are just some of the latest examples.

The leaders of the Crime League have considered confronting the Syndicate to force them into the League but question if they keep them in line within that organization, it‘s already a balancing act as it is with the current members and adding the personalities of the Syndicate members to that volatile mix could be the end of it. Between that and the fact that it would require at least a six month campaign for the Crime League to fully dismantle the Syndicate‘s resources enough to be considered the undisputed winner make the possibilities of a Crime War unlikely at this point.
Last edited by Tattooedman on Tue Aug 14, 2012 11:04 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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Re: Screwface

Post by Tattooedman » Tue Aug 14, 2012 10:50 am

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Screwface:
PL:
12
Strength 12*//8 (0)
Stamina 12*//8 (0)
Agility 6 (0)
Dexterity 6 (0)
Fighting 8
Intellect -1
Awareness 2
Presence 0

Skills: Acrobatics 3 (+9), Insight 6 (+8.), Perception 6 (+8.)

Advantages: All-Out Attack, Benefit [Iron Stomach], Close Combat 4, Fearless, Follow-Up Strike, Improved Initiative, Improved Sunder, Instant Up, Last Stand, Luck [Determination] 2, Move-By Action, Power Attack, Uncanny Dodge

Powers: Frightful Presence: Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Area [Burst]); (Feat: Innate); (Flaw: Quirk [Can only make people run away])

Monstrous Rage: (Feat: Innate); (Flaw: Quirk [must be angry])
Enhanced Strength 4
Enhanced Strength 4 (Flaw: Limited [Lifting Only])
Enhanced Stamina 4
Enhanced Will 3
Unenhanced Fighting -4 (Flaw: Only applies to Spinning Fist Attacks)

Superhuman Strength:
Enhanced Strength 8
Enhanced Strength 5 (Flaw: Limited [Lifting Only])

Superhuman Reflexes:
Enhanced Agility 6
Enhanced Dexterity 6

Superhuman Durability:
Enhanced Stamina 8.
Protection 2
Regeneration 5 (Extra: Persistent)

Superhuman Spinning:
Enhanced Dodge 2
Enhanced Parry 2
Movement 3 [Wall Running 2, Water Running] (Flaw: Quirk [Only while Speed in use])
Senses 2 [Radius Vision]
Speed 8 (Feat: Improved Trip)
Spinning Fist: Strength-Based Damage 4 (Extra: Multiattack 12); (Feat: Improved Critical 4)

Offense: Initiative +10
Melee Attack +8*/+12
Ranged Attack +6

Defense: Dodge +10/+12**
Parry +10/+12**
Toughness +10/+14*
Fortitude +13/+17*
Will +8/+11*

Equipment: Commlink


Costs: Abilities 18+ Skills 5+ Advantages 17+ Powers 145+ Defenses 17= 202 pts.

*=modified from Monstrous Rage
**=modified from Spinning Speed

Real Name: Unknown
Height: 6' 6"
Weight: 250 lbs
Hair: None
Eye Color: Yellow


Complications:
Disability: Can’t speak; Aside from animalistic grunts, growls, howls and such, Screwface hasn’t said a single word that anyone has ever heard. Though he is able to understand English.

Obsession ~ Paragon: For some odd reason Screwface is fascinated by his leader and hangs on his every word. If Paragon were to ever treat Screwface badly for whatever reason, the creature would take it as a rejection and would go on a rampage unlike anything he's done before.

Phobia: Cats. No seriously, this guy is deathly afraid of cats. Nobody has any clue as to why.

Reputation: Mutant nutcase that is almost nothing more than destruction on two legs. He has injured a few hundred people and killed over five dozen others during his past rampages as well as causing almost billions in damages.

Vulnerable: Screwface suffers more damage from psionic based attacks.


Background: Nothing is known about the past of the person known as Screwface, how he gained his powers or if he is a mutant of some kind. He is considered to be one of the more unpredictable criminals active in the United States, possibly one of the most mentally unstable active criminals rivaled by only Grond. His early days are nothing more than sprees of outrageous violence and mayhem, his short attention span left him leaving many actual crimes unfinished with him moving on for some unknown reason. He has left hundreds of people injured and several dozen dead thanks to his collateral damage.

That all changed when Paragon chose Screwface to be a member of the Syndicate of Seven. The rogue government agent recognized that his fledgling group would need the kind of power that Screwface possesses and he set about tracking the creature and finally approaching him alone. It was several hours later before Paragon was seen again but Screwface was following behind him almost like a puppy following it‘s owner. Paragon has managed to manipulate Screwface somehow into almost blindly following his every order and without Paragon‘s influence Screwface would revert back to his old ways. To make sure this doesn't happen Paragon had Screwface's commlink implanted into his ear so that it will not come loose short of being physically ripping it out, thus making sure that Paragon can be heard by Screwface at any time. Screwface is also the only member of the Syndicate that doesn‘t have his own operation in a different city, in fact he is part of Paragon‘s due to his limitations.
Last edited by Tattooedman on Wed Aug 14, 2013 10:10 am, edited 3 times in total.
World of Freedom Setting 3E

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

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Tattooedman
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Vipress

Post by Tattooedman » Tue Aug 14, 2012 10:54 am

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Vipress:
PL:
11
Strength 5
Stamina 6
Agility 8
Dexterity 8
Fighting 8
Intellect 3
Awareness 4
Presence 4

Skills: Acrobatics 6 (+14), Athletics 6 (+11), Deception 12 (+16), Expertise [Criminal] 10 (+13), Expertise [Poisons] 10 (+13), Insight 10 (+14), Intimidation 10 (+14), Perception 10 (+14), Ranged Combat [Dart Launcher] 4 (+11), Sleight of Hand 6 (+14), Stealth 10 (+18.), Vehicles [Air] 3 (+11), Vehicles [Land] 3 (+11)

Advantages: Close Attack 3, Daze [Deception], Equipment, Hide in Plain Sight, Improved Defense, Improved Initiative, Instant Up, Luck [Determination] 2, Move-By Action, Power Attack, Precise Attack [ranged; cover], Ranged Attack, Seize Initiative, Set-Up, Takedown, Teamwork

Powers: Serpent Folk Traits:
Enhanced Advantages 3 [Agile Feint, Evasion 2]
Immunity 1 [Poison]
Senses 5 [Darkvision, Accurate Tracking Olfactory]
Claws: Strength-Based Damage 5 (Feat: Improved Critical 2)

Dart Launcher: (Removable –8 pts) [33 pp]
Poisoned Darts: Ranged Weaken Stamina 10 (Extra: Progressive)
-Normal Darts: Ranged Damage 11 (Feat: Improved Critical 2, Ricochet 2)

Offense: Initiative +12
Melee Attack +11 // Unarmed Damage +5 // Claw Damage +10; critical 18-20
Ranged Attack +7 // Dart Launcher Attack +11 // Normal Dart Damage +11; critical 18-20

Defense: Dodge +14
Parry +14
Toughness +8*/+6 [*Costume]
Fortitude +9
Will +11

Equipment: Costume [Protection 3; Subtle, Commlink]


Costs: Abilities 92+ Skills 34+ Advantages 19+ Powers 49+ Defenses 22= 216 pts.


Real Name: Eve Borlin
Height: 5' 9"
Weight: 158 lbs
Hair: Dark Green
Eye Color: Green


Complications:
Reputation: Vipress is known as a cold-Blooded killer who enjoys her work.

Secret: Vipress has connections to the Brotherhood of the Yellow Sign and must occasionally perform missions for them. If the others found out they would cast her out of the group for split loyalties.

Vulnerable: Vipress takes additional damage from cold-based attacks.


Background: Coming from somewhere down around Florida, Vipress worked for several years as a assassin. Her talents for being able to sneak into a place undetected and leaving only a trail of bodies behind her that have all been poisoned by various snake venoms as her calling card made her someone AEGIS wanted to put away for a long time. Paragon realized that such a predatory woman would be very useful to him in the Syndicate of Seven and it even took him a few months to manage to track Vipress down so he could make his offer.

She was sly enough to see that Paragon had enough intelligence to make such an operation work and she had been wanting to expand her own interests for awhile so she agreed to his offer easily enough. Mostly her gang favors doing smuggling and information banking, crimes that require a subtler touch and they are one of the more profitable parts of the Syndicate. What Paragon doesn’t know is that Vipress is part of the Brotherhood of the Yellow Sign, the cult of the Serpent Men who have been trying to regain their hold in the world. Her father being a disguised agent who went out into the world to breed hybrids that would be loyal to the cult and when Vipress was old enough he brought her into the Cult. While she doesn’t adhere to their dogma as blindly as other members, she does enjoy the idea of being one of the ‘blessed ones’ that will help their god rule when he comes (at least that‘s the version she‘s been told). To that end Vipress siphons off a percent of her criminal earnings to the Cult and hides it from the rest of the Syndicate, something they would no doubt have issues with, and occasionally performs secret missions for the Cult as well. So far she has been able to keep her two loyalties hidden from the rest of the Syndicate but if push came to shove, Vipress would side with the Cult unless she would be shown proof of their lies to her over the years. Then she would devote her time to hunting down their members and making them pay.
World of Freedom Setting 3E

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

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Tattooedman
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Overdrive

Post by Tattooedman » Tue Aug 14, 2012 10:56 am

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Overdrive:
PL:
12
Strength 10 (0)
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 6
Awareness 4
Presence 1

Skills: Expertise [Computers] 16 (+22), Expertise [Science] 16 (+22), Insight 6 (+10), Intimidation 9 (+10), Perception 9 (+13), Ranged Combat [Electromagnetic Blasters Array] 10 (+12), Technology 16 (+22)

Advantages: Close Attack 8, Eidetic Memory, Inventor, Skill Mastery 2 [Expertise (Science), Technology], Speed of Thought

Powers: Cybernetic Harness: (Removable –24 pts) [96 pp]
Electromagnetic Booster: Enhanced Strength 10
Electromagnetic Blasters: Ranged Damage 12 (Extra: Multiattack)
-Electromagnetic Beam Generator: Ranged Damage 9 (Extras: Area [Line], Penetrating)
-Mini-Missile Launcher: Ranged Damage 10 (Extra: Area [Burst]); (Feat: Homing 2)
-Cyber Link:
Communication 3 (Flaw: Quirk [Machines Only]
Senses 13 [Darkvision, Infravision, Microscopic Vision (atomic scale), Direction Sense, Distance Sense, Radio, Ranged Detect (Energy Frequencies), Time Sense]
Cybernetic Support Systems:
Enhanced Strength 4 (Flaw: Limited [Lifting Only])
Enhanced Fortitude 10
Enhanced Will 6
Immunity 10 [Life Support]
Electromagnetic Field Generator: Protection 11
Electromagnetic Propulsion: Flight 10

Offense: Initiative +6
Melee Attack +12 // Unarmed Damage +10
Ranged Attack +2 // Electromagnetic Blasters Array Attack +12 // Electromagnetic Beam Generator Damage +9 // Mini-Missile Damage +10 // Electromagnetic Blasters Damage +12

Defense: Dodge +11
Parry +11
Toughness +13* [*Cybernetic Harness]
Fortitude +2 [+12]
Will +6 [+12]

Costs: Abilities 42+ Skills 29+ Advantages 13+ Powers 96+ Defenses 18= 198 pts.


Real Name: Dwayne Dillion
Height: 5’ 8” (w/out harness)/ 6’ 3” (in harness)
Weight: 153 lbs (w/out harness)/ 348 lbs (in harness)
Hair: Brown
Eye Color: Blue


Complications:
Paranoid: Overdrive is always keeping an eye out for any signs of betrayal from within his own group or the Syndicate.

Smartest One Around: Overdrive will always take the chance to prove (or comment) that his intellect is more impressive than those around him.


Costs: Abilities 34+ Skills 28+ Feats 13+ Powers 102+ Saves 6+ Combat 26- Drawbacks 4= 205 pts.



Background: Simply put Dwayne Dillion knew from an early age that he‘d be a unique person, the simple fact of his naturally high intelligence was proof of that. Rising above his low-income roots Dwayne managed to gain scholarships that let him attend some of the best schools possible, from there he worked at a numerous labs across the country but never stayed long. His arrogance led to conflicts with his co-workers as well as his bosses and eventually he would be terminated. Finally he got an offer to work for a super-villain who specialized in hi-tech crimes that employed a team of scientists to work on his various projects for him as he committed crimes to fund his research. Dwayne realized that at that point in his career that his options were becoming fewer and fewer thanks to his growing reputation and he accepted. Dwayne quickly rose through the ranks of his new job thanks to the combination of his own gift for creating weapon systems and shrewdness, eliminating his rivals by way of ‘accidents’ until he‘d perfected the work on his Cybernetic Harness System.

Using it to depose of his employer, Dwayne took over the whole operation and was happy to operate as a small-time super criminal, calling himself Overdrive, until Paragon approached him with the offer to join his Syndicate. Intrigued by the proposal Dwayne agreed and soon his latest creations were being used by Paragon in his latest capers. Dwayne loves the fact that he‘s the smartest member of the Syndicate and everyone knows it, plus the fact that Paragon is smart enough to realize that many of his plans are based on what Dwayne can do for him. He also has a bad habit of reminding everyone of that fact and even though Paragon would like to silence his ego-fueled spiels he wants to have a replacement for Overdrive ready in the wings before that happens.

What none of the other Syndicate members know is that thanks to how he entered the world of super crime, Dwayne is paranoid of what Paragon would like to do to him and has managed to bug almost everyone‘s main base. Except for Paragon that is, it seems the super-solider is just about as paranoid as Dwayne is and has managed to discover every bug sent so far. Dwayne still tries however, just to prove he can outsmart Paragon, not realizing he is adding to the other man‘s desire to be rid of him.
World of Freedom Setting 3E

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

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Tattooedman
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Psikosis

Post by Tattooedman » Tue Aug 14, 2012 10:58 am

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Psikosis:
PL:
12
Strength 0
Stamina 0
Agility 0
Dexterity 0
Fighting 4
Intellect 5
Awareness 5
Presence 5

Skills: Deception 10 (+15), Expertise [Art] 8 (+13), Expertise [Behavioural Sciences] 10 (+15), Expertise [Civics] 8 (+13), Expertise [Psionics] 12 (+17), Insight 10 (+15), Intimidation 9 (+14), Perception 10 (+15), Persuasion 10 (+15), Ranged Combat [Psionic Scanning Array] 12 (+12)

Advantages: Artificer, Benefit [Use Expertise (Psionics) for Artificer/Ritualist use], Daze 2 [Deception, Intimidation], Eidetic Memory, Fascinate 2 [Deception, Persuasion], Luck [Determination] 2, Ritualist, Speed of Thought

Powers: Psionic Awareness: Senses 3 [Extended Psionic Awareness, Danger Sense]
Psionic Defenses: Enhanced Will 6
Psionic Scanning:
Communication 3 [mental] (Extras: Area, Selective); (Feat: Subtle)
Mind Reading 12 (Extra: Sensory Link)
-Befuddle the Masses: Affliction 12 [Entranced, Stunned, Incapacitated; resisted by Will] (Extras: Area [Cone], Cumulative)
-Erase Memories: Affliction 12 [Dazed, Compelled, Transformed Mentally; resisted by Will] (Extras: Cumulative)
-Focused Mental Domination: Ranged Affliction 12 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative, Perception)
-Group Mental Domination: Affliction 11 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Area [Burst] 2, Cumulative, Selective)
-Mind’s Eye: Remote Sensing 12 [hearing & sight] (Feat: Subtle)
-Mind Lock: Ranged Affliction 12 [Hindered, Immobilized, Paralyzed; resisted by Will] (Extra: Cumulative)
-Psi-Bolt: Ranged Damage 12 (Extra: Alternate Resistance [Will])

Telekinetic Talents:
Telekinetic Field: Force Field 12
Telekinesis: Move Object 12 (Feat: Precise)
-Telekinetic Constructs: Create 8 (Extra: Movable)

Offense: Initiative +5
Melee Attack +4
Ranged Attack +0 // Psionic Scanning Array Attack +12 // Psi-Bolt Damage +12

Defense: Dodge +12
Parry +10
Toughness +12*/+0 [Telekinetic Field]
Fortitude +8
Will +8 [+14]

Equipment: Commlink


Costs: Abilities 38+ Skills 35+ Advantages 11+ Powers 109+ Defenses 29= 222 pts.


Real Name: Jonathan Horn
Height: 5’ 10”
Weight: 140 lbs
Hair: Black
Eye Color: Hazel


Complications:
Seeks Credit: Psikosis wants to be sure that anyone he deals with knows just how powerful and dangerous he is, with or without the Syndicate.

The things I put up with....: Psikosis is growing tired of his teammate Headknocker and his brutish ways day in and day out. Eventually he's going to do something about it, and then deal with whatever Paragon has to say about it.


Background: Jonathan Horn wasn't known for his psychic abilities for many years and that was how he liked it, however the criminal Psikosis was always listed in the FBI's top 10 most wanted thanks to his acts of sabotage across the United States (from disabling the pilots of commercial aircraft, forcing a foreman in a petro factory to set off an explosion) as well as his blackmailing of politicians and millionaires (simply by probing their minds). Jonathan simply feels that using his natural talents in such a manner is his right, those with power can pretty much do whatever it is they want. It took Paragon almost a year to track Psikosis down to make his offer of joining the Syndicate of Seven, but in the end it was Jonathan's own ego that led him to accept the offer. He'd grown tired of being a faceless criminal, now Jonathan wanted to be recognized as the villain he actually was and by working with the Syndicate he could achieve that goal.

One thing Psikosis isn't entirely happy about his membership in the Syndicate is that he has to tolerate, as he puts it, that brutish thug, his teammate Headknocker. Granted the mutated strongman knows his place within Psikosis' operation and has no intention of attempting to take it over but his overly simplistic attitudes towards combat combined with his almost obsessive drive of using his own head as a weapon in some overly gruesome acts does seem to wear Psikosis' nerves raw. He has thought about overriding the man's mind and changing around some parts to make Headknocker more tolerable but realizes that he'd loose something as a combatant and that would not be good for his or the Syndicate's operations.
Last edited by Tattooedman on Wed Aug 14, 2013 10:11 am, edited 2 times in total.
World of Freedom Setting 3E

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

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

Post by Tattooedman » Tue Aug 14, 2012 11:01 am

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Afterburn:
PL:
12
Strength 2
Stamina 4
Agility 4
Dexterity 4
Fighting 4
Intellect 1
Awareness 2
Presence 0

Skills: Acrobatics 6 (+10), Deception 10 (+10), Expertise [Pop Culture] 6 (+7), Insight 9 (+11), Intimidation 8 (+8/+), Perception 9 (+11), Ranged Combat [Fire Control Array] 8 (+12)

Advantages: All-Out Attack, Close Attack 6, Favored Environment [Airborne], Improved Initiative, Luck [Determination], Move-By Action, Power Attack, Taunt, Uncanny Dodge

Powers: Fire Control Array:
Fire Blast: Ranged Damage 12 (Extra: Penetrating)
-Fire Bolt: Ranged Damage 12 (Extra: Area [Burst])
-Fire Flare: Affliction 12 [Vision Impaired, Vision Disabled, Vision Unaware; resisted by Dodge/Fortitude] (Extras: Area [Burst], Cumulative)
-Rain of Fire: Ranged Damage 12 (Extra: Multiattack)

Fire Form:
Flame Aura: Damage 10 (Extras: Penetrating, Reaction)
Flame Field: Force Field 8
Fiery Propulsion: Flight 10
Friends with Fire: Immunity 11 [Environmental Cold, Fire Effects]

Offense: Initiative +8
Melee Attack +10 // Unarmed Damage +2 // Flame Aura Damage +10
Ranged Attack +4 // Fire Control Array Attack +12 // Fire Control Array Damage +12

Defense: Dodge +12
Parry +10
Toughness +12*/+4 [*Flame Field]
Fortitude +8
Will +6

Equipment: Commlink


Costs: Abilities 42+ Skills 20+ Advantages 14+ Powers 128+ Defenses 22= 226 pts.


Real Name: William "Billy" Mayes
Height: 6'
Weight: 200 lbs
Hair: Brown
Eye Color: Blue


Complications:
Family: Afterburn is the older brother of Trailblaze, a thrill seeking criminal speedster. They have made it a point of keeping their relationship a secret to prevent those Afterburn deals with from coming after Trailblaze in retaliation.

Not THAT Billy Mayes!: Afterburn hates the fact he shares a name with the man known for selling all those cleaning products that "Are as seen on TV". Any kind of taunts or jokes about this results in Afterburn focusing on whoever said anything.

Power Loss: Afterburn loses all of his powers in a non-oxygenated environment.

Reputation: Afterburn is known for not backing down in a fight, often causing massive amounts of property damage.


Background: William "Billy" Mayes grew up the son of a farmer, working in the fields of Kansas when he wasn't at school. His power over fire violently manifesting when he was a teenager, causing a prairie fire the likes of which nobody had seen before. At first scared of his powers, Billy ran away from home leaving his little sister behind, to live his life in seclusion for a few years as he learned to control his powers and come to grips with them. Eventually Billy mastered them he found himself questioning why he should work hard like his father had done most of his life when he could simply use his awesome powers to get everything he ever wanted.

A few months later the fire throwing villain Afterburn made his first appearance, robbing an armored car in broad daylight. From there Afterburn worked alone, prefering to trust only himself (and have all the profits to himself), pulling a number of successful jobs as well as going against rival villains and heroes who had crossed him along the way. It was this reputation that brought Afterburn to Paragon's attention: he was looking for an experienced possible member of his Syndicate, and it seemed that Afterburn fit the bill. After hearing Paragon's offer, Afterburn took a few days to think it over and almost passed on it but an encounter with members of the Freedom League (Captain Thunder, Johnny Rocket, and Dr. Metropolis) that Afterburn barely managed to escape from he realized that at some point he would loose to the force of numbers. That night he contacted Paragon to accept the other man's offer and he hasn't looked back since, enjoying the fights he's been in and being able to mix it up with some of the more powerful heroes currently active and still keep his freedom to this day.
Last edited by Tattooedman on Sat Aug 18, 2012 12:50 pm, edited 1 time in total.
World of Freedom Setting 3E

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

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Headknocker

Post by Tattooedman » Tue Aug 14, 2012 11:03 am

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Headknocker:
PL:
12
Strength 14 (0)
Stamina 14 (0)
Agility 0
Dexterity 0
Fighting 6
Intellect 0
Awareness 0
Presence 0

Skills: Expertise [Criminal] 6 (+6), Insight 9 (+9), Intimidation 12 (+14), Perception 9 (+9), Ranged Combat [Thrown Objects] 8 (+8.)

Advantages: All-Out Attack, Close Attack 4, Daze [Intimidation], Fast Grab, Great Endurance, Improved Critical [Headbutt] 4, Improved Critical [Unarmed] 2, Improved Grab, Improved Hold, Power Attack , Startle

Powers: One Big, Strong Crook: Growth 4 [+4 Strength, +4 Stamina, +4 Mass, +2 Intimidation, -4 Stealth] (Extra: Continuous Duration); (Feat: Innate); (Flaw: Permanent)
Enhanced Strength 10
Enhanced Strength 6 (Flaw: Limited [Lifting Only]) [Dynamic]
-Leaping 6 [Dynamic]
Enhanced Stamina 10
Impervious Toughness 12 (Flaw: Noticeable [concrete grey skin])

Shockwave: Damage 12 (Extra: Area [Burst]); (Flaw: Quirk [Headknocker and his targets both must be in contact with the ground])
-Groundstrike: Affliction 12 [Vulnerable, Defenseless; resisted by Fortitude] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited Degree, Quirk [Headknocker and his targets both must be in contact with the ground])

Offense: Initiative +0
Melee Attack +10 // Unarmed Damage +14; critical 18-20 // Headbutt Damage +14; critical 16-20
Ranged Attack +0 // Thrown Objects Attack +8

Defense: Dodge +8*
Parry +10*
Toughness +14* [*Imperivous 12]
Fortitude +14
Will +8

Equipment: Commlink


Costs: Abilities 12+ Skills 16+ Advantages 18+ Powers 82+ Defenses 24= 152 pts.

*=modifiers from Growth
Real Name: Duke Franks
Height: 8' 2"
Weight: 600 lbs
Hair: Blonde (shaved bald)
Eye Color: Blue


Complications:
Obsession: For some ungodly reason Headknocker has always been fascinated with using his head as a weapon, as a result he's always trying to come up with some new trick to use in a fight.

That‘s what you get for using your head that way!: Headknocker's prone to debilitating migraines when he is exposed to extreme heat (anything over 95 degrees), this leaves him at less than his best; reduce all combat/skill bonuses by half until he has had a chance to get out of said conditions and recover.


Background: Duke Franks was a life time criminal, first getting involved with a local street gang before gaining the attention of the local mob enforcers. It was during those years that the super drug Max hit the streets and Duke was one of the few made enforcers to use it despite rumors of side effects, which didn't bother Duke all that much. He knew if he couldn't do his job that he'd be 'retired' anyway so the risk seemed worth it to him.

What ended up happening was much more unexpected. Duke had beat the odds of repeat use of Max for several weeks, until Foreshadow set his sights on the part of the 'family' that Duke worked for. When his confrontation with the much more agile adventurer finally came Duke's body finally lost it's long running gamble against the constant use of Max and he suffered a heart attack. Fortunately for him Foreshadow was able to get him to a nearby hospital where the doctors were able to keep Duke alive. But when the doctor gave him a strong dose of adrenaline, it caused an interaction with the Max still in Duke's system. Something between the chemical reaction released the powers that had been locked in his DNA, turning Duke into an almost eight foot tall, grey-skinned being. Immediately discovering his superhuman strength and resistance to injury, Duke made his escape and back out into the streets of Freedom.

For awhile Duke worked as a freelance villain, happy to work for anyone willing to pay him a fee. Along the way he earned a reputation as a vicious fighter that wasn't concerned about anyone unfortunate enough to be nearby while he's fighting. It was those traits that drew the attention of Paragon, who was looking for some muscle for his Syndicate of Seven and he soon made an offer to Duke that nobody else had ever tried: come work with him, for an insane amount of money and all the power he wanted could be his. To which Duke was highly interested in both and easily agreed to the offer, since that time he's worked as part of Psikosis' operation, Duke admits he's not all that for being a leader but being the second in command almost as much power as being top dog. Plus Duke gets to focus more on using his super strength in new uses, like his fascination with using head-butts as a form of attacking, which is how he earned his 'name' early in his career.
World of Freedom Setting 3E

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

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Barrage

Post by Tattooedman » Wed Aug 15, 2012 10:00 am

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Barrage:
PL:
11
Strength 5 (2)
Stamina 8 (2)
Agility 6 (2)
Dexterity 6 (2)
Fighting 6
Intellect 0
Awareness 2
Presence 0

Skills: Acrobatics 3 (+9), Athletics 3 (+8.), Deception 10 (+10), Expertise [Soldier] 9 (+9), Insight 10 (+12), Intimidation 12 (+12), Perception 10 (+12), Stealth 6 (+12), Vehicles [Air] 3 (+9), Vehicles [Land] 3 (+9)

Advantages: Close Attack 2, Cunning Fighter, Daze [Intimidation], Follow-Up Strike, Improved Aim, Improved Feint, Improved Initiative, Luck [Determination], Power Attack, Ranged Attack 4, Startle

Powers: Nanobiotic Symbiote:
Physical Enhancements:
Enhanced Strength 3
Enhanced Strength 3 (Flaw: Limited [Lifting Only])
Enhanced Stamina 6
Enhanced Agility 4
Enhanced Dexterity 4
Enhanced Advantages 5 [Close Attack 3, Evasion, Ranged Attack]
Enhanced Dodge 5
Enhanced Parry 5
Immunity 7 [Disease, Environmental Cold, Environmental Heat, Pressure, Starvation, Suffocation]
Leaping 4
Movement 2 [Wall-Crawling 2]
Protection 3 (Extra: Impervious 11)
Senses 2 [Darkvision]
Gun Arm I: Ranged Damage 11 (Extra: Penetrating)
-Gun Arm II: Ranged Damage 11 (Extra: Multiattack)
-Nano-Claws: Strength-Based Damage 6 (Extra: Penetrating 11); (Feats: Improved Critical 3, Improved Sunder)

Offense: Initiative +10
Melee Attack +11 // Unarmed Damage +5 // Nano-Claws Damage +11; critical 17-20
Ranged Attack +11 // Gun Arm I/Gun Arm II Damage +11

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


Costs: Abilities 32+ Skills 23+ Advantages 15+ Powers 118+ Defenses 10= 198 pts.


Real Name: Paul Gentry
Height: 5' 10
Weight: 171 lbs
Hair: Black
Eye Color: Green


Complications:
Honor: Barrage will do his best to complete his contract to the best of his ability and will not give up any information on his employers for any reason.

Hunted: Barrage is wanted by the U.S. military for his 'theft' of the nanobiotic symbiote.

Vulnerable: Because of the Nanobiotic Symbiote, Barrage is more vulnerable to magnetic based attacks.


Background: Paul Gentry was a member of the Marine Corps that was brought into a special project where scientists were attempting to build better soliders, this time using custom made colony’s of nano machines that would be injected into the various subject's bloodstreams. Of the other five subjects only Paul was able to survive the process, the shock of having such a large amount of foreign objects (even though they were microscopic in size there were thousands of them total) and once his body had adjusted to the nano machines presence he soon displayed abilities the scientists hadn't been expecting. It seemed that the tiny machines had performed well beyond their original programming and were now able to cover Gentry's body in a metallic alloy-like substance that increased his physical abilities as well as protected him from all but the most explosive ordinances the military could use in combat. Over a six month period of time Gentry was trained in how to use his new-found abilities in most lethal ways possible but Gentry began to question his reason for following the orders of those he knew were not his physical equals and couldn't do half of what he could now. It didn't take too long for this line of thought to begin to show in Gentry's actions and soon he was swearing at the testers and started to act out physically against those trying to test and train his abilities.

As his superiors debated how to handle his growing insubordination, Gentry focused on how to get free and he was the one to come up with a solution the quickest. Choosing one of the times he was taken out into the field for more training Gentry attacked the scientists and soldiers who’d accompanied him and killed several of them, leving the rest seriously injured while he took charge of their vehicle.

Two weeks later the super criminal Barrage made his debut in the world of super-crimes and he’s been active ever since. The military is still looking to get him back into the program but so far haven’t had any luck in locating Barrage when he’s not in the middle of a crime, they suspect he’s using some kind of criminal network to help stay hidden. The good news to them is that Gentry loves using his powers in such a destructive manner that he always pops back up somewhere to cause some mayhem. Though the few times that troops have been deployed they’ve been beaten by Barrage after some serious exchange of heavy fire.

At this point the higher-ups are considering tapping AEGIS to step in, specifically the Reserve. It’s not that they don’t have a couple other special agents who should be able to deal with Barrage but they want to keep those agents out of the public eye and working on the missions they were made to handle, not dealing with the rogue element that has gotten lose.
Last edited by Tattooedman on Wed Aug 14, 2013 9:58 am, edited 1 time in total.
World of Freedom Setting 3E

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

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Diablo

Post by Tattooedman » Wed Aug 15, 2012 10:00 am

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Diablo:
PL:
11
Strength 8 (1)
Stamina 8 (2)
Agility 2
Dexterity 2
Fighting 2
Intellect 0
Awareness 3
Presence 2

Skills: Deception 10 (+12), Expertise [Criminal] 6 (+6), Expertise [Magic] 6 (+6), Insight 8 (+10), Intimidation 10 (+12), Perception 8 (+10), Persuasion 8 (+10), Ranged Combat [Hellfire] 8 (+11), Ranged Combat [Soulfire] 8 (+11), Stealth 10 (+12)

Advantages: All-Out Attack, Daze 2 [Deception, Intimidation], Fascinate [Deception], Hide In Plain Sight, Startle

Powers: Alternate Form [The Devil Himself:] (Move Action)
Enhanced Strength 7
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Enhanced Stamina 6
Enhanced Advantages 16 [Close Attack 9, Diehard, Evasion 2, Fearless, Improved Initiative 2, Ranged Attack]
Enhanced Skill 8 [Ranged Combat (Hellfire) +8, Ranged Combat (Soulfire) +8]
Enhanced Dodge 6
Enhanced Parry 6
Feature [Altered Features]
Immunity 7 [All Environmental Conditions, Disease, Poison]
Regeneration 5
Senses 2 [Darkvision]
Tail: Extra Limb 1

Brimstone & Fire Array:
Hellfire Blast: Ranged Damage 11 (Extra: Penetrating)
-Soulfire Blast: Ranged Damage 11 (Extra: Alternate Resistance [Will])
-Smoke of Perdition: Visual Concealment 4 (Extra: Affects Others, Attack)
-Hellfire Trident: Strength-Based Damage 3 (Extra: Penetrating 11); (Feats: Improved Critical 3, Improved Sunder)
-Infernal Touch: Affliction 11 [Daze, Stunned, Incapacitated; resisted by Will] (Extra: Cumulative)
-Brimstone Portal: Teleport 7 (Extra: Accurate); (Feats: Change Direction, Increased Mass 2, Turnabout)

Offense: Initiative +10
Melee Attack +11 // Unarmed Damage +8 // Trident of Hellfire Damage +11; critical 17-20
Ranged Attack +3 // Hellfire Attack +11 // Hellfire/Soulfire Damage +11

Defense: Dodge +12
Parry +12
Toughness +8
Fortitude +12
Will +10

Costs: Abilities 28+ Skills 22+ Advantages 6+ Powers 117+ Defenses 19= 192 pts.


Real Name: Unknown
Height: 6’
Weight: 130 lbs
Hair: White
Eye Color” Yellow


Complications:
Weakness: Diablo takes more damage from holy items/effects.



Background:
Last edited by Tattooedman on Mon Apr 15, 2013 5:51 pm, edited 2 times in total.
World of Freedom Setting 3E

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

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Tattooedman
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Graves

Post by Tattooedman » Wed Aug 15, 2012 10:03 am

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Graves:
PL:
12
Strength 14
Stamina –-
Agility 3
Dexterity 3
Fighting 8
Intellect -1
Awareness 0
Presence 0

Skills: Insight 9 (+9), Intimidation 15 (+15), Perception 9 (+9), Ranged Combat [Thrown Object] 4 (+8.)

Advantages: All-Out Attack, Close Attack 2, Fearless, Power Attack, Ranged Combat

Powers: Undead Creature:
Enhanced Strength 6 (Flaw: Limited [Lifting Only])
Immunity 32 [Critical Hits, Fortitude Effects]
Protection 14
Regeneration 5
Senses 2 [Darkvision]

Rotting Waste: Weaken Stamina 12 (Extra: Insidious)
Shockwave: Damage 12 (Extra: Area [Burst]); (Flaw: Quirk [Graves & his targets both must be in contact with the ground])
-Groundstrike: Affliction 12 [Vulnerable, Defenseless; resisted by Fortitude] (Extra: Area [Burst]); (Flaws: Limited Degree, Instant Recovery, Quirk [Graves & his targets both must be in contact with the ground])

Offense: Initiative +3
Melee Attack +10 // Unarmed Damage +14
Ranged Attack +4 // Thrown Object Attack +8

Defense: Dodge +10
Parry +10
Toughness +14
Fortitude N/A
Will +10


Costs: Abilities 44+ Skills 13+ Advantages 6+ Powers 96+ Defenses 19= 178 pts.


Real Name: Brett Bines
Height: 6’ 2”
Weight: 143 lbs
Hair: Black
Eye Color: Glowing Green


Complications:
Weakness: Graves takes additional damage from items/objects that have the Holy descriptor.


Background: Brett Bines spent the majority of his life as a high powered corporate man, sitting on the executive board of Grant Industries. As such he wasn’t a nice guy and had little of any kind of a personal life. No family, few friends really and those he had were more of the “yes men” entourage that wanted to help him enjoy his money and the privilege it brought. So when Baron Samedi decided to branch out from his street gang dealing and into that world he choose Bines based on his solitary life style and quickly brought Bines under his control with promises of more power and money than he already had.

Eventually though Siren and Seven discovered what was happening and managed to confront both Bines and Samedi. The evil Loa decided that Bines had lost his usefulness and quickly converted Bines into a zombie to hold off the two heroes while he made his escape. But Bines wasn’t turned into a normal zombie, Samedi had planned for the possibility of Siren’s interference and had developed a spell to create a “super-zombie”: stronger, more resistant to damage, able to inflict a kind of rotting disease upon his opponents. It was enough that Seven was forced to call for help from her friends in the Next-Gen and it took their teamwork to finally defeat Bines, or Graves as he now called himself.

Since then Graves has come back to unlife a couple of times, mostly as a pawn of the likes of Malador, Una, some of the more powerful members of Cabot, Cunningham & Crowley. His latest reappearance is thanks to a group of college aged, wanna-be Goths who found an old grimoire somewhere that they used in one of their several attempts at gaining some kind of power to gain revenge on their tormentors for all their past slights and pranks. The result was the resurrection of Graves with more power than he’d ever had before and under the control of his new masters/summoners, who quickly sent him after the people responsible for harassing them and soon several of them were in the hospital raving about a monster attacking them.

Fortunately members of the Next-Gen were doing taking part in a week long “school shadowing” program to let them get a taste of college life and were soon alerted to the strange goings on. They were able to figure out what was happening and soon confronted Graves while in the middle of his latest act of revenge. They were barely able to stop him due to the increase in his power but they managed to free him from the control of the Goths, who received a lesson from Grave’s who didn’t appreciate being a tool for someone else and he disappeared into the night and hasn’t been heard from since. Seven is still trying to locate him so that she can lay his spirit to rest but Graves seems uninterested in allowing that. He’s looking for some way to return to his old life somehow or at least back to being not an undead creature.
Last edited by Tattooedman on Wed Aug 14, 2013 9:59 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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Mire

Post by Tattooedman » Wed Aug 15, 2012 10:04 am

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Mire:
PL:
10
Strength 6 (1)
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 1
Presence 0

Skills: Deception 8 (+8), Expertise [Criminal] 10 (+10), Insight 8 (+9), Perception 8 (+9), Ranged Combat [Mud Trap Array] 8 (+10), Stealth 8 (+10)

Advantages: Benefit 2 [Membership (Crime Union) 2], Close Attack 6, Improved Initiative, Move-By Action, Power Attack

Powers: Alternate Form [Man of Mud] (Move Action)
Elongation 5
Immunity 4 [Critical Hits, Suffocation]
Insubstantial 2 (Feat: Selective)
Movement 1 [Slithering]
Protection 8
Mud Trap: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extra: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Hardened Mud Fists: Strength-Based Damage 4
-Mud Wave: Ranged Damage 10
Mud Slide: Environment 6 [Impede Movement]

Offense: Initiative +6
Melee Attack +10 // Unarmed Damage +6 // Hardened Mud Fists Damage +10
Ranged Attack +2 // Mud Trap Array Attack +10

Defense: Dodge +10
Parry +10
Toughness +10
Fortitude +8
Will +7


Costs: Abilities 24+ Skills 18+ Advantages 11+ Powers 72+ Defenses 26= 151 pts.


Real Name: Joe Gibbons
Height: 5’ 10”
Weight: 142 lbs
Hair: Blonde
Eye Color: Blue (green when transformed)


Complications:
Responsibility ~Family: Mire’s main reason for committing crimes is to support his family, (12 younger siblings [brothers & sisters], his mother and much of his extended family), most of his profits are sent back home to them.

Vulnerable: Because of his body being made of a mud-like substance, Mire takes an additional rank of damage against cold-based attacks.


Background: Coming from a small town in Louisiana, metaman Joe Gibbons developed his skill with his mtant powers when they manifested during his mid-teens until he graduated from high school a few years later. At first Joe tried to be a hero, calling himself Mire but the life of a new hero had difficulties Joe hadn't expected and he ended up turning to crime. It was a better fit in some ways, as Joe liked to use strong arm techniques against criminals in the first place but now as a criminal it was almost expected behavior and it helped him build a decent reputation in the underworld.

Now Mire travels across the country pulling off one job after another, sometimes working for masterminds who are looking to temporarily hire on metahumans for one or two jobs and other times just working on his own. Either way Mire has stolen several million dollars but he hasn't kept it all for himself. In fact over half of what Mire makes on any given job has been sent back to his widowed mother and his 12 brothers and sisters and extended family (which includes a legion of cousins, nieces and nephews).
Last edited by Tattooedman on Wed Apr 09, 2014 3:42 pm, edited 2 times in total.
World of Freedom Setting 3E

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

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Tattooedman
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Morph

Post by Tattooedman » Wed Aug 15, 2012 10:06 am

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

Skills: Acrobatics 4 (+6), Deception 12 (+14), Expertise [Criminal] 10 (+10), Expertise [Pop Culture] 7 (+7), Insight 12 (+14), Perception 9 (+11), Stealth 6 (+8.)

Advantages: Al-Out Attack, Fearless, Improved Defense, Improved Feint, Power Attack

Powers: Grue-Human Hybrid: Shapeshift 12 [60 pt pool] (Flaw: Limited [humanoid shapes only])
Self Sufficient: Immunity 6 [Disease, Poison, Sleep, Starvation, Suffocation]
Shielded Mind: Enhanced Will 6 (Flaw: Limited [Only vs Mental Effects])

Offense: Initiative +2
Melee Attack +8
Ranged Attack +2

Defense: Dodge +8
Parry +8
Toughness +2
Fortitude +8
Will +6 [+12 vs Mental Effects]


Costs: Abilities 40+ Skills 20+ Advantages 5+ Powers 93+ Defenses 16= 174 pts.


Real Name: Tabitha Markham
Height: 5’ 7” (but can alter it at will)
Weight: Unknown
Hair: Red
Eye Color: Green


Complications:
Greed: Morph is all about making a buck, she’ll take a job from anyone willing to pay her for her efforts. Failing that she’ll use her powers to either straight out pull a robbery or con someone to get money.

Secret: Morph is a Grue-Human hybrid, but even she doesn’t realize it at this point in her life. It is possible that she will develop other abilities common to that race.


Background: Tabitha Markham was born to what probably could be called the worse parents possible; Rob Markham was a four-time loser with a record of petty (and occasionally not-so-petty) crime that was as long as his arm, while Cindy Markham was a prostitute and a junkie.

By the time Tabitha was thirteen she had learned one important life lesson - you had to look out for yourself no matter what. Her powers manifested when she was fifteen, the ability to look like anyone she wanted allowed Tabitha to escape from her parents and their cruelty easily enough but she knew that she’d have to make sure she never lived her life poor anymore. Tabitha spent almost a year playing with her powers, learning what she could and couldn’t do before moving into the world of superhumans, offering her services to anyone who was willing to pay for them.

At first she started off doing ‘impossible’ robberies (leaving patsies behind to take the fall for her crimes as she left them tied up at home while she used their looks and I.D.s to break in and take what she needed be it information or items), then moving on to kidnapping and even the occasional hit job. Often times she’d be hired to follow a specific person, learning all she could about their life and reporting that information so the target could be blackmailed.

Now, several years later, Morph (as Tabitha calls herself) is a known mercenary who can handle her work and is professional enough to warrant the high sums she charges. Every once in a while Morph will pull straight out robberies on her own, her want of money driving her to get as much as she can.

What Morph doesn’t realize is that she is half Grue, her mother and father were kidnapped one night by a Grue scouting team who were trying to learn more about the people of the planet that had managed to repel their previous invasions when no other race had managed such a feat. Learning all that they could, the Grue scientists had been ordered by the Meta-Mind to create hybrid agents that were part Grue as well as part human. The ultimate set of spies and infiltrators that could be activated at a later point to help spearhead a future invasion attempt and the Markham’s were made part of that plan. Their memories were wiped of the event and a few weeks later Cindy discovered she was pregnant with Tabitha.

So far the Meta-Mind hasn’t activated Tabitha or the other hybrid children yet, and if it ever will isn’t known. But if it were to, both Pseudo and the Meta-Grue would be highly interested in locating all the hybrids (though their reasons would be vastly different). What Morph would do with that news isn't known but her reaction probably won't be good.


Grue-Human Hybrid Sidebar wrote: Agile Fighter:[42 pts]
-Enhanced Dodge 4
-Enhanced Parry 4
-Enhanced Advantages 2 [Evasion 2]
-Movement 5 [Safe Fall, Sure-Footed 2, Wall-Crawling 2]
-Protection 6
-Speed 5
-Strength-Based Damage 8 (Power Feats: Improved Critical 3)

Lady O' Metal [59 pts]:
Enhanced Strength 8
Enhanced Strength 4 (Flaw: Limited [Lifting Only])
Immunity 10 [Life Support]
Protection 8 (Extra: Impervious 10)
Shockwave: Damage 10 (Extra: Area [Burst]); (Flaw: Quirk [Morph & her targets both must be in contact with the ground])
-Groundstrike: Affliction 10 [Vulnerable, Defenseless; resisted by Fortitude] (Extra: Area [Burst]); (Flaws: Limited Degree, Instant Recovery, Quirk [Morph & her targets both must be in contact with the ground])
Last edited by Tattooedman on Sun Sep 01, 2013 10:23 am, edited 1 time in total.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
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Blueshift

Post by Tattooedman » Wed Aug 15, 2012 10:07 am

Image
Blueshift:
PL:
8
Strength 1
Stamina 3
Agility 4
Dexterity 4
Fighting 4
Intellect 2
Awareness 2
Presence 3

Skills: Acrobatics 6 (+10), Deception 8 (+11), Expertise [Business] 6 (+8.), Expertise [Computers] 6 (+8.), Expertise [Pop Culture] 4 (+6), Insight 6 (+8.), Perception 7 (+9), Persuasion 8 (+11)

Advantages: Benefit [Wealth], Great Endurance, Equipment 2, Improved Feint, Move-By Action, Quick Change

Powers: Hyper Brain: Variable 1 [5 pt pool] (Extra: Free Action to change); (Flaw: Limited [Skills Only])
Hyper Reflexes:
Enhanced Dodge 4
Enhanced Parry 4
Enhanced Advantages 5 [Improved Initiative 5]
Movement 3 [Wall Crawling 2, Water Walking] (Flaw: Quirk [Only when using Speed])
Quickness 10
Speed 10

Offense: Initiative +24
Melee Attack +4
Ranged Attack +4

Defense: Dodge +11
Parry +11
Toughness +5*/+3 [*Running Suit]
Fortitude +9
Will +6

Equipment: Running Suit [Protection 2; Immunity 5 (Friction); Cell Phone; PDA; GPS]


Costs: Abilities 46+ Skills 17+ Advantages 7+ Powers 44+ Defenses 16= 130 pts.


Real Name: Aaron Bierer
Height: 6’
Weight: 190 lbs
Hair: Black
Eye Color: Hazel


Complications:
All about the Benjamins: Blueshift’s main focus in life is his business, Blueshift Inc. He will always make sure to deliver his packages to where they’re supposed to be and any attack on his professional reputation will draw a war of words from Blueshift.

Not a Fighter: Blueshift realizes he doesn’t know how to fight worth a damn compared to the majority of other superhumans. He relies on his speed to get him out of hostile situations (zipping around looking for an exit rather than attempt to fight) trusting in his speed to keep him safe.


Background: A student at Stanford University with a computer science and business double major, Aaron Bierer had plans for his life - he wanted to create the next big thing in computers and become fantastically rich from it. During college however, money was still scarce so Aaron worked as a bicycle courier to make ends meet.

He enjoyed the work and feeling of freedom speeding from delivery to delivery gave him, though the pay wasn’t much and the job had the hassles of irate customers, hazardous traffic and territorial dogs. It was while making a delivery one day that one such dog, a huge black mastiff, managed to break loose from his leash and chase the student until neither Aaron nor his bike could go any further. Breathless, Aaron stood with his back against the wall while the growling dog advanced on him.

Maybe, he thought if I can just run fast enough…..maybe I can get around him. Before he knew what had happened, Aaron had run up and over three nearby buildings, two palm trees, and a taxi. With a yell of triumph and a mind racing with opportunities, Aaron Bierer greeted his newfound powers with open arms.

Aaron created the name of Blueshift as both his ‘professional’ name and as the name of his new company, Blueshift Inc. As Blueshift, Aaron sold his speed to people who needed small items or messages hand delivered incredibly fast and with the utmost discretion. Word quickly spread and soon Blueshift Inc. was a thriving business with Aaron sitting pretty as the founder, CEO, only employee and sole beneficiary of its income.

For the past year things have been going great for Aaron and his company but recently it’s gone kind of pear shaped - a man who has only identified himself as ‘Mister Doe’ contacted the company, not that Aaron was really concerned about the name, he’d worked for many who preferred to be anonymous and had few problems and fewer moral compunctions about working with them as they paid very well. It was when Aaron met his contact at the VIP section of a club in Emerald City that night that Aaron realized he might be in trouble. Mister Doe was accompanied by several large, well-armed men and he told Aaron that his country needed him, so from now on some of those discreet messages would have to a little less secret from now on. Mister Doe never gave his real name, in fact the only memorable feature was a tendency to drum his fingers, and he assured Aaron that no one would ever know Blueshift Inc. was compromised as long as he cooperated. Mister Doe also said Aaron was free to maintain his enterprise as he saw fit as long as he also relayed messages to his new contact.

Aaron knew he could run and never be caught by Mister Doe or his armed men, it would mean he would have to leave his newfound creature comforts far behind him as he would then be living a life on the run non-stop. That was something that the speedster couldn’t bring himself to do, so he now finds himself living in fear of being discovered for his indiscretions against the kinds of clients who would probably be highly unhappy and likely to take it out on him in a very physical manner.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

Lady Hive

Post by Tattooedman » Wed Aug 15, 2012 10:09 am

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Lady Hive:
PL:
13
Strength 0
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 5
Awareness 4
Presence 2

Skills: Acrobatics 6 (+8), Close Combat [Stingers] 4 (+12), Expertise [Criminal] 12 (+16), Expertise [Science] 9 (+14), Expertise [Psionics] 9 (+13), Insight 6 (+10), Perception 6 (+10), Ranged Combat [Stinger Launcher] 8 (+14), Stealth 9 (+11), Technology 9 (+14)

Advantages: Close Attack 4, Inventor, Luck [Determination] 2, Luck [Determined Recovery], Move-By Action, Ranged Attack 4, Speed of Thought

Powers: Hive Mind Possession:
Affliction 13 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Area [Burst] 2, Cumulative, Progressive)
Mind Reading 13 (Extras: Cumulative, Effortless, Sensory Link)
Hive Link: Communication 3 [mental] (Extras: Area, Selective); (Flaw: Limited [Only those affected by Hive Mind Possession])
Protection of the Hive Mind: Enhanced Will 8 (Flaw: Limited [Only vs Mental Effects])

Hive Armor: (Removable –8 pts) [35 pp]
Flight Harness: Flight 8 (Flaw: Winged)
Protective Plating: Protection 10
Stinger Launcher: Ranged Damage 12
-Stingers: Damage 12

Offense: Initiative +2
Melee Attack +8 // Stingers Attack +12 // Stingers Damage +12
Ranged Attack +6 // Stinger Launcher Attack +14 // Stingers Damage +12

Defense: Dodge +14
Parry +12
Toughness +12*/+2 [*Hive Armor]
Fortitude +8
Will +8 [+16 vs Mental Effects]


Costs: Abilities 42+ Skills 28+ Advantages 14+ Powers 197+ Defenses 30= 311 pts.


Real Name: Unknown
Height: 5’ 8” [in armor]
Weight: Unknown
Hair: Unknown
Eye Color: Unknown


Complications:
Bettering the World: Lady Hive believes that by spreading her influence across the planet she can organize all of mankind into some greater purpose and eliminate all the petty conflicts and struggles that come from individual thought.

Too Many Voices: Sometimes Lady Hive’s mind reading kicks into overdrive, linking her mentally to everyone within her mental range and she can’t shut it off. This has driven her over the edge and sometimes will leave her mentally crippled as she tries to sort through the mental noise.


Background:
Last edited by Tattooedman on Thu Mar 20, 2014 1:29 pm, edited 1 time in total.
World of Freedom Setting 3E

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

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