World of Freedom: FC Setting Builds....

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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Tattooedman
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Miako Niota

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

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Miako Niota (Blazing Star):
PL:
10
Strength 2
Stamina 2
Agility 4
Dexterity 4
Fighting 6
Intellect 2
Awareness 2
Presence 0

Skills: Acrobatics 4 (+8.), Expertise [Science] 12 (+14), Expertise [Survival] 7 (+9), Insight 8 (+10), Perception 8 (+10), Ranged Combat [Cosmic Energy Matrix Array] 4 (+10), Stealth 4 (+8.), Technology 12 (+14)

Advantages: Close Attack 4, Improved Initiative, Languages 2 [Base: Swahili; English; French], Lionheart, Power Attack, Ranged Combat 2

Powers: Daka Crystal Ring: (Removable –14 pts) [59 pp]
Cosmic Energy Matrix:
Enhanced Advantages 2 [Diehard, Move-By Action]
Create 10 (Extra: Movable); (Power Feat: Precise)
-Cosmic Blast: Ranged Damage 10 (Extra: Penetrating); (Feat: Accurate)
-Cosmic Force: Move Object 10 (Extra: Damaging); (Feat: Precise)
-Cosmic Energy Restraints: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extra: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Cosmic Energy Weapon: Strength-Based Damage 8 (Extra: Penetrating 10); (Feat: Improved Critical 3, Improved Sunder)
Cosmic Propulsion: Flight 8
Cosmic Energy Field:
Immunity 10 [Life Support]
Force Field 10

Offense: Initiative +8
Melee Attack +8 // Unarmed Damage +2 // Cosmic Energy Weapon Damage +10; critical 17-20
Ranged Attack +6 // Cosmic Energy Matrix Array Attack +10 // Cosmic Energy Matrix Array Damage +10

Defense: Dodge +8
Parry +8
Toughness +12*/+2 [*Cosmic Energy Field]
Fortitude +8
Will +12


Costs: Abilities 44+ Skills 20+ Advantages 11+ Powers 59+ Defenses 22= 156 pts.


Real Name: Adaisa Xolani
Height: 5’ 10”
Weight: 180 lbs
Hair: Black (shaved bald)
Eye Color: Brown


Complications:
One With the Ring: The Daka Crystal Ring is bonded to Miako Niota and will not function for anyone else.

Power Loss: From time to time the Daka Crystal Ring is pushed beyond it's limits and must spend some time recovering it’s energies (triggered if a natural 1 is rolled while use one of the ring's powers).

Responsibility ~Dakana: Miako Niota feels that as one of the few heroes the nation Dakana that he needs to be a positive example to it’s people and to protect them against any and all possible threats.


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

Post by Shock » Wed Aug 15, 2012 10:13 am

That's a lot of high-powered bad guys you got there T-man.

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

Post by Tattooedman » Wed Aug 15, 2012 10:25 am

They're not all bad guys Shock....... :twisted:

But ok, to be fair I'll post a couple lower pp costing crooks.
Last edited by Tattooedman on Wed Aug 15, 2012 10:30 am, edited 1 time in total.
World of Freedom Setting 3E

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

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Pulsar

Post by Tattooedman » Wed Aug 15, 2012 10:27 am

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Pulsar:
PL:
10
Strength 2
Stamina 2
Agility 3
Dexterity 3
Fighting 4
Intellect 0
Awareness 1
Presence 1

Skills: Deception 8 (+9), Expertise [Criminal] 8 (+8.), Expertise [Soldier] 3 (+3), Insight 6 (+7), Intimidation 8 (+9), Perception 6 (+7), Ranged Combat [Photonic Energy Array] 2 (+8.), Stealth 6 (+9)

Advantages; Close Attack 4, Daze [Deception], Improved Feint, Improved Initiative, Language [Spanish], Power Attack, Precise Attack [ranged; cover], Ranged Attack 3

Powers: Photonic Energy Array:
Photonic Blast: Ranged Damage 12 (Extra: Penetrating); (Feat: Improved Critical 4)
-Heatwave: Ranged Damage 10 (Extra: Area [Burst]); (Feat: Improved Critical 4)
-Lightwave: Affliction 10 [Vision Impaired, Vision Disabled, Vision Unaware; resisted by Fortitude] (Extras: Area [Burst], Cumulative); (Flaw: Limited [visual senses only])
-Lightray: Ranged Affliction 10 [Vision Impaired, Vision Disabled, Vision Unaware; resisted by Fortitude] (Extra: Cumulative); (Flaw: Limited [visual senses only])
-Heat Field: Damage 10 (Extra: Reaction)

Photonic Field: Force Field 8
Photonic Mastery:
Immunity 15 [Heat Damage, Light Effects]
Senses 4 [Darkvision, Infravision, Low-Light Vision]

Offense: Initiative +7
Melee Attack +8 // Unarmed Damage +2
Ranged Attack +6 // Photonic Energy Array Attack +8 // Photonic Energy Array Damage +12

Defense: Dodge +10
Parry +8
Toughness +10*/+2 [*Photonic Field]
Fortitude +7
Will +6


Costs: Abilities 32+ Skills 16+ Advantages 13+ Powers 71+ Defenses 21= 153 pts.


Real Name: Franklin “Frank” Carstairs
Height: 5’ 10”
Weight: 180 lbs
Hair: Brown
Eye Color: Brown


Complications:
Gimme the CASH!: Pulsar is greedy, plain and simple. He wants money and lots of it.

I’m the MAN!: Pulsar tends to think a little too much of his powers and what he can do with them, sometimes a foe can take advantage of that to defeat him.

Normal Life: Amazingly enough and despite his losing streak, Pulsar has managed to get free of imprisonment before his identity as Frank Carstairs is discovered by law enforcement agencies.


Background: Frank Carstairs was just a grunt, closing out his time in the Army serving in the Middle East when his patrol encountered a terrorist cell. During the course of the ensuring fire-fight, Frank soon became the only remaining member of his unit and seeing his end coming soon felt a strange sensation of something building inside of his body, struggling to be released. Fearing for his life Frank so no reason to not “nudge” the feeling and immediately his body released a pulse of light energy that vaporized his surroundings – including the terrorists!

Left exhausted from the initial release of his metaman powers, Frank was later found by another patrolling unit and taken back to an on-site hospital where it was determined he needed to be sent home, and a few months later Frank had was out of the Army and given a clean bill of health by his doctors since they couldn’t find anything wrong with him and he’d kept the emerging of his powers a secret from them.

Instead he’d been secretly practicing with them, developing them until he was comfortable enough to use them in public to enjoy his newfound lease on life. After all, hadn’t he almost died that fateful day in the desert? Didn’t he deserve to live a life of luxury? Well with these powers Frank was going to make sure he would.

Soon Frank had put together a costume and made his public debut as Pulsar, robbing the Atlantis casino in Freedom City and facing off against the Raven (who’d been attending a charity gambling event in her civilian identity). To say things went poorly for Pulsar would be an understatement – he was beaten by a non-powered hero, he didn’t manage to get any of the money he’d had his hands on but he did manage to get away.

But that first outing seemed to set the pace for Pulsar’s criminal career; pretty much every time he tries to commit a crime some hero manages to be there, or nearby and sticks their nose into his business and he ends up with some lumps and welts for his efforts and very little, if any, of the profits he’d intended.

Not that Pulsar lets any of his history keep him from continuing to try. In fact he’s managed to build himself a semi-decent name as a committed crook who is “in the life” wholeheartedly. Over the years Pulsar has even managed to score a couple of jobs working for other criminal mastermind types who were looking for metaman enforcers, it’s a job Pulsar finds he enjoys. He gets a good payday, does a little work and gets to get the hell outta Dodge when things go sideways and he’s not the one the capes are looking for when everything is said and done.
Last edited by Tattooedman on Fri Jan 11, 2013 8:47 am, edited 3 times in total.
World of Freedom Setting 3E

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

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Principia

Post by Tattooedman » Wed Aug 15, 2012 10:28 am

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Principia:
PL:
11
Strength 12 (0)
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 3
Awareness 4
Presence 3

Skills: Deception 9 (+12), Expertise [Computers] 9 (+12), Expertise [Criminal] 9 (+12), Expertise [Physics] 7 (+10), Insight 6 (+10), Perception 6 (+10), Persuasion 6 (+9), Ranged Combat [Gravity Manipulation Array] 8 (+10), Stealth 8 (+10), Technology 12 (+15)

Advantages: Close Attack 4, Contacts, Eidetic Memory, Improved Feint, Improved Initiative, Inventor, Luck [Determination] 2, Power Attack, Precise Attack [ranged; cover], Skill Mastery [Technology]

Powers: Gravity Manipulation Array:
Gravimetric Blast: Ranged Damage 12
-Gravimetric Manipulations: Move Object 11 (Feat: Precise)
-Gravimetric Wave: Damage 11 (Extra: Area [Burst])
-Gravimetric Boost: Enhanced Strength 12

Gravimetric Field: Force Field 9
Gravimetric Propulsion: Flight 8

Offense: Initiative +6
Melee Attack +8 // Gravimetric Boost Damage +12
Ranged Attack +2 // Gravity Manipulation Array Attack +10 // Gravimetric Wave Damage +11 // Gravimetric Blast Damage +12

Defense: Dodge +11
Parry +11
Toughness +11*/+2 [*Gravimetric Field]
Fortitude +8
Will +9


Costs: Abilities 40+ Skills 28+ Advantages 14+ Powers 52+ Defenses 27= 161 pts.


Real Name: Margaret Trevail
Height: 5’ 7”
Weight: 128 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Honest Crook: Principia holds up any agreement or deal she makes with anyone, hero or villain.

No Kids: Principia will not put children in any kind of danger and will intervene personally to keep them safe.

Normal Life: Principia’s identity as Margaret Trevail isn’t known to law enforcement agencies.


Background:
Last edited by Tattooedman on Fri Jan 11, 2013 8:46 am, edited 2 times in total.
World of Freedom Setting 3E

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

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The Pugilist

Post by Tattooedman » Thu Aug 16, 2012 8:33 am

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The Pugilist:
PL:
11
Strength 6
Stamina 6
Agility 6
Dexterity 6
Fighting 6
Intellect 1
Awareness 4
Presence 2

Skills: Acrobatics 3 (+9), Athletics 6 (+12), Deception 8 (+10), Expertise [Criminal] 6 (+8.), Insight 8 (+12), Intimidation 12 (+14), Investigation 4 (+5), Perception 6 (+10), Sleight of Hand 4 (+10), Stealth 6 (+12), Vehicles [Land] 3 (+9)

Advantages: All-Out Attack, Assessment, Close Attack 8, Cunning Fighter, Daze [Intimidation], Defensive Strike, Evasion, Follow-Up Strike, Improved Critical [Unarmed] 4, Improved Defense, Improved Feint, Improved Initiative, Instant Up, Last Stand, Lionheart, Luck [Determination] 2, Luck [Determined Recovery] 2, Luck [Inspired] 2, Power Attack, Ranged Combat 2, Seize Initiative, Takedown, Ultimate Effort [Ultimate Toughness], Uncanny Dodge

Powers: Bare-Knuckle Brawling: Strength-Based Damage 2 (Feat: Affects Insubstantial 2)

Immortal Physiology:
Immunity 3 [Aging, Disease, Poison]
Immortality 2
Protection 2

Offense: Initiative +10
Melee Attack +14 // Unarmed Damage +8; critical 16-20
Ranged Attack +8

Defense: Dodge +12
Parry +14
Toughness +8
Fortitude +10
Will +12


Costs: Abilities 74+ Skills 22+ Advantages 38+ Powers 13+ Defenses 26= 173 pts.


Real Name: Owen McKeeny
Height: 5’ 9”
Weight: 163 lbs
Hair: Dark Blonde
Eye Color: Blue


Complications:
Lost History: Pugilist doesn't remember who he is at this point in his long life, thanks to a head injury he suffered in the 90s. He's been wandering around the United States since then.

Sense of Right & Wrong: The Pugilist will involve himself in any situation that he seems to find unfair or unjust in some way, it's just the way he is. He tends to find himself fighting for the little guy that can't do it himself.


Costs: Abilities 44+ Skills 16+ Feats 33+ Powers 32+ Saves 14+ Combat 36= 175 pts.



Background: Owen McKeeny came to America in the early 1890s from a family of farmers in Ireland, wanting his own land to farm as he saw fit. Arriving in Boston, Owen ended up owning little except the clothes on his back and no real skills that were usable in a city. That was until he was set upon by desperate robbers, thinking he was someone with money trying to pass off a disguise, and Owen beat all three unconscious without any kind of help. You see, Owen had three brothers back home in Ireland who would constantly gang up him whenever they was a disagreement and he had developed a respectable amount of skill in using his fists.

A local crime boss, Patrick Sheen, witnessed the attempted theft and immediately introduced himself to Owen and quickly arranged lodging for him; setting the young man in an apartment next to a brothel he owned where the several of the girls were to take care of him (making sure he had clean clothing, mending said clothes, meals prepaired, room cleaning and such) as well as arranging a job for him. During the day Owen was to keep an eye on the brothel while at night he went to his 'other job', bare-knuckle fighting for Sheen at one of his 'entertainment establishments' where women danced, men drank and fighting was wagered on.

Because of his talent for fighting Owen made a large amount of money very quickly thanks to his skills with his fists and was able to buy the best of anything he wanted as he put his plans for farming on the backburner to enjoy a lifestyle he'd never known. This arrangement continued on for over a year until Owen met a girl, Mae O'Brien, and the two fell in love making plans to marry and take part in the Land Run of 1893 in Oklahoma. Unfortunately Sheen hadn't given Owen his blessing and felt wronged by the younger man's plans and made plans of his own to make Owen pay for the insult. Setting up a fight with another skilled brawler Sheen kidnapped Mae and forced Owen to fight the other brawler, stating the money he'd make from the fight would set them even.

Owen was too distracted by Mae's being held by Sheen at the fight and he was savagely beaten by the other brawler, making Sheen lose thousands of dollars. Enraged, thinking that Owen had thrown the fight on purpose Sheen had his men assault Mae, beat Owen more and claim all of Owen's possessions as reimbursement. During the confusion Mae attacked one of the men assaulting her and was shot dead in retaliation while Owen was bound in a sack and tossed into the Harbor to drown, which he did.

Then he rose up from his watery grave several nights later.

His mind not right due to his death, Owen wandered his way out of Bostom, heading west while not really understanding why he favored that direction. It wasn't until several days later when his head finally cleared that Owen recalled the last few hours of his life before climbing out of the harbor and then all he could do was mourn his dead love and continue on his journey. Though he never did compete in the Land Run nor did he become a farmer, instead Owen simply wandered around the United States trying to put his past behind him and try to move on with his life. But somehow, Owne started getting drawn into the problems of other people, so Owen helped them as much as he could. Be it advice, doing odd jobs for them, or even using his fists sometimes to deal with the cause of those problems. Sometimes Owen suffered the pain of death but he would rise up from where he'd been laid to rest and move on before anyone noticed he couldn't find a way to stay dead.

Owen lived this nomadic lifestyle until World War I, when he enlisted in the Army and did his part for the Allies. At the end of it Owen decided to stay overseas and see what the rest of the world had to offer him and he wasn't seen again by Americans until World War II when he simply showed up at a recruitment office asking where to sign up. The recruiter asked for his name he simply answered with Owen McKeeny III as he signed on the dotted line. During his time back overseas Owen's knowledge of the country sides help his unit a great deal as well as his courage, he even managed to meet the Allies of Freedom a couple of times and developed a semi-close friendship with Sarge Shrapnel.

What Owen did after the war isn’t known as once again he disappeared into the European country side following some unspoken need he felt. It wasn’t until the early 70s that he was seen again, this time back in America, specifically Boston, working against the mob that were the leftovers of the 1950s. It was during this time that Owen fell in love again but this time he got his happy ending, this time marrying his girl and even fathering a child, a daughter he named Mae. Unfortunately though some of his old enemies from the mob managed to track him down and take their revenge on Owen and his family and he was forced to watch as his family was consumed in a car bomb meant for him. Lost in his grief, Owen once again left Boston and wandered his way south into the Texas-Mexico border. Living somewhere just on the Mexican side of the border and living the life of a hermit and recluse who only dealt with people when they stumbled across his property. Owen drifted back into the things of rumors and legends until Jack Simmons came calling on him in the early 90s to help him deal with SHADOW, remembering the things Overshadow was responsible for from WWII Owen agreed to help in memory of his friends the Allies of Freedom.

What exactly happened on that mission is still considered to be classified but Owen was thought lost in the explosion that claimed SHADOW’s island base. A few years ago reports of someone matching Owen's discription started to be made by members of law enforcement, always in situations where average citizens were fighting against organized crime and were slowly losing. The reports are almost identical in their discription of Owen's supposed involvement; he arrives as a newcomer to the area, becomes affiliated with the people currently facing problems then after some small scuffles he directly deals with those in charge of the organization (usually following a one-man raid on their place of main operation) which leaves the criminals operation in shambles. Then within the days following Owen moves on from the town in question.

While Owen has not dealt with anyone who he knew him in earlier years, most people who recall the Pugilist simply think that Owen is his grandson, using the “family” name. The truth of the matter is that Owen suffered a serious head injury in the fiery end of SHADOW’s island base and suffers from amnesia, and doesn’t realize he’s actually as old as he really is. For now he’s content protecting the less fortunate people he meets from the criminals they've been dealing with and living his life as simply as possible.
World of Freedom Setting 3E

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

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Tattooedman
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Amend

Post by Tattooedman » Thu Aug 16, 2012 8:39 am

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Amend:
PL:
8
Strength 3
Stamina 3
Agility 3
Dexterity 3
Fighting 5
Intellect 2
Awareness 2
Presence 2

Skills: Acrobatics 3 (+6/+10), Athletics 3 (+6/+10), Insight 6 (+8.), Perception 6 (+8.), Sleight of Hand 3 (+6), Stealth 3 (+6/+10)

Advantages: Equipment 2, Luck [Determination], Luck [Determined Recovery]

Powers: Mental Duplication:
Enhanced Advantages 2 [Assessment, Eidetic Memory]
Enhanced Dodge 6
Enhanced Parry 4
Variable 4 [20 pt pool] (Extra: Free Action); (Flaw: Limited [skills & advantages only])

~Sample Setup:
Skills: Acrobatics +4, Athletics +4, Stealth +4
Advantages: Agile Feint, All-Out Attack, Close Attack 3, Defensive Roll 2, Improved Feint, Improved Defense, Improved Initiative, Move-By Action, Power Attack, Ranged Attack 3, Uncanny Dodge


Offense: Initiative +7
Melee Attack +8 // Unarmed Damage +3 // Escrima Stick Damage +5
Ranged Attack +8

Defense: Dodge +9
Parry +9
Toughness +7*/+5 [*Costume & Defensive Roll//**Costume]
Fortitude +8
Will +8

Equipment: Escrima Sticks [Strength-Based Damage 2]
Costume [Protection 2; Subtle, Immunity (Environmental Cold, Environmental Heat)]


Costs: Abilities 46+ Skills 8+ Advantages 5+ Powers 44+ Defenses 11= 114 pts.


Real Name: Brian Alders
Height: 5’ 8”
Weight: 130 lbs
Hair: Black


Complications:



Background: Brian Alders didn’t grow up in Freedom City, in fact he’s only ever been there once (but we’ll get to that in a minute), he grew up in New York City. It wasn’t an easy life but he was more or less happy, did well in school, had a future in basketball thanks to some serious talent. Then he was approached by Professor Parker Psion, a strange fella in Brain’s opinion who talked about his hidden power. Plus there were the other kids that ran around with him, he found out later they were the Professor’s grandkids and they had powers of their own. When Brian asked just what kind of power he had the Professor laughed and pointed to the basketball, citing his skill on the courts. Then Brian got angry and told the old, white man to go screw himself. Which only brought more laughs from the older man, and he then asked Brian how he did in school? What kind of grades did he get? How often did he really crack a book open? How did he do that? It was his power that responsible.

The Professor then took Brain, with some help from Jump, to Canada where they watched a hockey game followed by a trip to a nearby pond where the Professor talked Brian into trying ice skating. Which took some doing as Brian complained he was going to fall flat on his face since he’d never done it before and in the long run the Professor had to wager a hundred dollars to get the youngster out on the ice.

But the surprise was all Brian’s, he found he could skate without a problem and skate very well. In fact his form was identical to those of the hockey player’s he’d just watched only a short time before. That was how Brian was convinced of his power, which the Professor called mental duplication. Brian’s mind was able to copy all the knowledge of those nearby for him to use as he wanted but early on it was unrefined and undeveloped. He was just randomly copying people he saw, like the other basketball players on his local court where he’d always hung out or the teachers at his school.

Though it was the Professor’s next statement that got Brian’s full attention: it was how he was wasting his power. Professor Psion explained how Brian was one of the few blessed people in the world were able to develop psionic talents and that made him better than everyone else. He shouldn’t have to live hand to mouth like he’d been doing, struggling to have the basics in life. Brian should take his place among his peers, those who were willing to make their place in the world and make the world accept the fact those few are better. Brian liked that idea and quickly agreed to go with the Professor and his grandchildren and over the following months he developed his mental duplication abilities as far as he could, absorbing all he could about combat, driving any kind of vehicle, and every other odd and in physical skill he could as well as actually using them.

Given his own unique costume to tell the world he was part of the Psions, as well as his own unique name: Amend (because of how he could alter his skills to suit the situation he found himself in). His first mission was to help gather information the Albright Institute had concerning the effects of the Terminus energies on psychics as well as anyone who’d developed psionic talents because of their exposure to those said energies. This led to Amend’s first foray into the world of super-humans and his first real defeat at the hands of Adam “Haywire” Maday, who subdued Amend with a well placed burst of electricity. In the end Amend was pulled out by the other Psions after all the information they’d gathered was destroyed by Sean “Sundial” O’Toole and other members of the Psions were suffering defeats of their own and it was decided by Empath that the Psions needed to cut their losses.
World of Freedom Setting 3E

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

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Tattooedman
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Rampart

Post by Tattooedman » Thu Aug 16, 2012 8:40 am

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

Skills: Deception 6 (+8.), Expertise [Criminal] 4 (+4), Insight 8 (+10), Intimidation 8 (+10), Perception 7 (+9), Stealth 6 (+7)

Advantages: All-Out Attack, Close Attack 6, Daze [Intimidation], Equipment, Improved Initiative, Language [Spanish], Ranged Attack 3, Startle

Powers: Psionic Exoskeleton:
Enhanced Strength 7 (Feat: Affects Insubstantial 2)
Enhanced Strength 4 (Flaw: Limited [Lifting Only])
Enhanced Advantages 6 [Fast Grab, Improved Critical (Unarmed) 2, Improved Grab, Improved Pin, Ultimate Effort (Ultimate Toughness)]
Enhanced Will 4 (Flaw: Limited [Only vs Mental Effects])
Protection 6 (Extra: Impervious 8.)
Shockwave: Damage 8 (Extra: Area [Burst]); (Flaw: Quirk [Rampart & his targets both must be in contact with the ground])
-Groundstrike: Affliction 8 [Vulnerable, Defenseless; resisted by Fortitude] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited Degree, Quirk [Rampart & his targets both must be in contact with the ground])

Offense: Initiative +5
Melee Attack +8 // Unarmed Damage (normal) +1 // Unarmed Damage (Psionic Exoskeleton) +8
Ranged Attack +4

Defense: Dodge +6
Parry +8
Toughness +8*/+2 [*Imperverious]
Fortitude +7
Will +7

Eqipment: Costume [Immunity (Environmental Cold, Environmental Heat)]


Costs: Abilities 22+ Skills 13+ Advantages 14+ Powers 51+ Defenses 21= 121 pts.


Real Name: Julian Cruz
Height: 5’ 7”
Weight: 136 lbs
Hair: Black
Eye Color: Brown


Complications:
Reputation: Rampart is known for acting like a bully.


Background: Nothing of Julian Cruz’s life before he joined the Psions is known. Though he does seem to enjoy being a part of them and working to further their efforts.

In his only known public appearance so far Julian, or as he’s been named by Professor Psion: Rampart, helped the Psions raid one of the Albright Institutes locations. They were after information concerning the effect the energies released during the Terminus Invasion has had on psionically gifted people. During that raid Rampart faced off against Sean “Sundial” O’Toole, which left Rampart the loser after a bit of trash talking between the two. That fight went unresolved as Jump intervened, taking Rampart out of the fight since the information the Psions had gathered had been destroyed during the fight with O’Toole.
World of Freedom Setting 3E

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

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Tattooedman
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Unani

Post by Tattooedman » Thu Aug 16, 2012 8:44 am

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

Skills: Bluff 6 (+9+/14), Expertise [Biology] 4 (+6), Expertise [Survival] 6 (+8.), Insight 7 (+10), Perception 7 (+10), Persuasion 6 (+9/+14), Stealth 6 (+7), Treatment 6 (+8.)

Advantages: Attractive 2, Daze [Deception], Defensive Roll 2, Eidetic Memory, Equipment, Fascinate 2 [Deception, Persuasion], Language [Greek], Set-Up, Teamwork

Powers: Natural Resiliency:
Enhanced Stamina 3
Immunity 2 [Disease, Poison]
Regeneration 5 (Extra: Persistent); (Feat: Diehard)

Bio-Manipulation Array:
Heal the Sick: Healing 8 (Extras: Energizing, Perception Range); (Feat: Stabilize)
-Drain Vitality: Ranged Weaken Stamina 8 (Extra: Perception); (Feat: Incurable, Reversible)
-Induce Fatigue: Ranged Affliction 8 [Fatigued, Exhausted, Asleep; resisted by Will] (Extra: Perception)
-Induce Seizure: Ranged Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Will] (Extra: Perception)

Offense: Initiative +1
Melee Attack +2
Ranged Attack +1

Defense: Dodge +5
Parry +5
Toughness +8*/+6 [*Costume & Defensive Roll//**Costume]
Fortitude +8
Will +8

Equipment: Costume [Protection 2; Subtle, Immunity (Environmental Cold, Environmental Heat)]


Costs: Abilities 24+ Skills 16+ Advantages 12+ Powers 63+ Defenses 17= 132 pts.



Real Name: Antonia “Toni” Lazarides
Height: 5’ 6”
Weight: Unknown
Hair: Black
Eye Color: Brown


Complications:
Not a Fighter: Given the choice Unani would rather avoid any kind of violence if possible and only uses her powers aggressively when pushed either by situation or her teammates.


Background: Antonia “Toni” Lazarides was the eldest daughter of four children and the who developed the ability to affect the biological functions of those around her. It was an ability that ran within her mother’s side of the family that Toni was taught how to control and hide for fear of prosecution from others outside the family. In the area of the Greek Isles her family lived in the people were still very superstitious and such abilities were thought to be from the devil and people would still be hounded for such things even in current times.

Unfortunately though Toni witnessed a car wreck in a nearby town where people were hurt and couldn’t simply stand by and do nothing. So she rushed in and used her powers to save the lives of several people but the majority of the gathered crowd were frightened by the display of Toni’s powers and began to turn into a mob and began to chase after her and her younger sisters, proclaiming them to be witches. Fortunately for Toni Professor Psion and his granddaughter, Empath, were among the people there and stepped in to save the girl they took her into the Psions and gave her a new home. Since then Toni has been a faithful member, always thankful to Professor Psion for saving her and her family.

Recently Toni went along with the rest of the Psions when they raided one of the Albright Institute’s facilities for information on the effects of Teminus energies on psionics. During that raid Toni spent most of the fight talking to one of the few patients of the Albright who had stayed to make sure no one was injured by the Psions, one Richard “Diamond” Dunn. When Toni did join in the fighting that had been going she quickly ended it by using her powers on Richard’s allies to fatigue them to the point of unconsciousness and allow Jump the time he’d need to locate everyone and get them out of there.
World of Freedom Setting 3E

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

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Gorgon

Post by Tattooedman » Fri Aug 17, 2012 8:09 am

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Gorgon:
PL:
10
Strength 8 (2)
Stamina 3
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 0
Presence 2

Skills: Deception 8 (+10), Expertise [Criminal] 8 (+8.), Insight 8 (+8.), Intimidation 10 (+12), Perception 8 (+8.), Ranged Combat [Medusa Blast] 8 (+10), Stealth 9 (+10)

Advantages: All-Out Attack, Close Attack 4, Daze [Intimidate], Contacts, Improved Critical [Unarmed] 2, Improved Feint, Improved Initiative, Power Attack, Startle

Powers: Living Snakes for Hair: Senses 1 [Radius Vision]
Medusa Blast: Ranged Affliction 10 [Vulnerable, Defenseless, Transformed to Stone; resisted by Will]
Scaly Skin: Protection 7
Stronger than she looks: Enhanced Strength 6

Offense: Initiative +6
Melee Attack +8 // Unarmed Damage +8
Ranged Attack +2 // Medusa Blast Attack +10

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


Costs: Abilities 30+ Skills 22+ Advantages +13 Powers 40+ Defenses 26= 131 pts.


Real Name: Roxanne ‘Roxy’ Reynolds
Height: 5’ 8”
Weight: 137 lbs
Hair: Living
Eye Color: Yellow


Complications:
Respect: Despite working in the ‘big leagues’ for over a year Gorgon still has a street thug mentality and craves respect over anything else.

Temper: Gorgon is a very angry young woman and will fly off the handle with little provocation.


Background: Roxanne ‘Roxy’ Reynolds just seemed to be a bad seed from the start, acting out at a young age so much that her parents thought she might have psychological issues and they took her to every specialist they could. What they learned was that their darling daughter didn’t have any such problems, she knew right from wrong but only cared about her wants and needs over anyone else’s.

At the tender age of thirteen Roxy ran away from home, ending up on the streets where she ended up joining a gang. But thanks to her aggressive mentality and willingness to do whatever was needed to get what she wanted Roxy managed to work her way as one of the most relied on members of the gang by it‘s leaders. When she was sixteen her powers manifested, she was left with scaly skin and living hair that looked a lot like something you’d see on a snake in addition to a head of hair that was now made of dozens of tiny snakes. Making her look like a creature from Greek myth, and Roxy was kicked out of the gang because of her new appearance. She soon learned of her offensive powers and went back to her old gang to pay them back for their harsh treatment of her, which left the majority of them dead and in pieces.

From there Roxy tried her hand at breaking into the world of superhumans but despite her powers and willingness to do any kind of work she didn’t get too far, many weren’t willing to hire her because she was inexperienced. That is until she met a man who promised her all the work and money she could ever want, working for a group of people who could use someone with her talents. That was how Roxy became involved with the Brimstone House. In the last year since she’s been all over the county and robbed all kinds of places and roughed up a number of occult experts and those who collect items of interest.
World of Freedom Setting 3E

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

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Tattooedman
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Razorfane

Post by Tattooedman » Fri Aug 17, 2012 8:10 am

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Razorfane:
PL:
10
Strength 3
Stamina 5
Agility 5
Dexterity 5
Fighting 4
Intellect 0
Awareness 3
Presence 0

Skills: Acrobatics 9 (+14), Athletics 6 (+9), Expertise [Criminal] 9 (+9), Insight 9 (+12), Intimidation 12 (+12), Perception 9 (+12), Stealth 9 (+14)

Advantages: All-Out Attack, Close Attack 5, Defensive Roll 3, Great Endurance, Follow-Up Strike, Improved Initiative, Last Stand, Luck [Determination], Luck [Determined Recovery] 2, Move-By Action, Power Attack, Takedown, Uncanny Dodge

Powers: Predator’s Constitution: Regeneration 5
Predator’s Senses: Senses 10 [Hearing (Accurate, Extended), Ultrahearing, Olfactory (Accurate, Extended, Tracking 2), Low-Light Vision]
Predator’s Speed:
Movement 2 [Sure-Footed 2]
Speed 5

Blade Gauntlets: (Removable –4 pts) [19 pp]
Agonizing Strike: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Blinding Strike: Affliction 10 [Vision Impaired, Vision Disabled, Vision Unaware; resisted by Fortitude] (Extra: Cumulative)
-Blur of Steel: Strength-Based Damage 7 (Extra: Multiattack 10)
-Penetrating Strike: Strength-Based Damage 7 (Extra: Penetrating 10); (Feat: Improved Critical 4, Improved Sunder)

Offense: Initiative +9
Melee Attack +10 // Unarmed Damage +3 // Penetrating Strike Damage +10; critical 16-20
Ranged Attack +5

Defense: Dodge +12
Parry +12
Toughness +8*/+5 [*Defensive Roll]
Fortitude +10
Will +10


Costs: Abilities 40+ Skills 21+ Advantages 20+ Powers 43+ Defenses 27= 151 pts.


Real Name: Unknown
Height: 5'6"
Weight: Unknown
Hair: Black
Eye Color: Pale Blue


Complications:
Weakness: Razorfane is vulnerable to items/objects that are considered to be holy or have been blessed by a priest.


Background: The background of the woman Rikus calls Razorfane isn‘t known to any member of the Brimstone House. How he met her and why she has agreed to work for him are a mystery but she seems to have no trouble with how the blood mage conducts his work, in fact she enjoys it immensely. It is known that Rikus has spent a decent amount of time performing rituals upon her to give her several of the abilities she does possess as well as enchanting her gauntlets with various blood spells to make her more effective in her service to him.

For her part, Razorfane has shown to be 100% loyal to Rikus and even a willing subject and accomplice to his efforts. Rumor has it that she‘s mentally unbalanced and given her habit for enjoying inflicting pain on anyone she fights as well as routinely torturing some of the people kidnapped by agents of the House for her own personal enjoyment it‘s a fair bet those rumors are correct.
World of Freedom Setting 3E

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

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Tattooedman
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The Alchemist

Post by Tattooedman » Fri Aug 17, 2012 8:12 am

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The Alchemist:
PL:
10
Strength 3
Stamina 6 (3)
Agility 3
Dexterity 3
Fighting 4
Intellect 3
Awareness 3
Presence 0

Skills: Athletics 6 (+9), Deception 8 (+8.), Expertise [Periodic Table] 8 (+11), Expertise [Magic] 8 (+11), Expertise [Survival] 6 (+9), Insight 8 (+11), Intimidation 10 (+10), Perception 8 (+11), Stealth 7 (+10)

Advantages: All-Out Attack, Close Attack 6, Benefit [Ritualist uses Expertise (Periodic Table)], Fearless, Improved Initiative, Luck [Determination], Luck [Determined Recovery] 2, Power Attack, Ranged Attack 3, Ritualist

Powers: Inscribed Wards of Protection:
Enhanced Stamina 3
Protection 4

Alchemy Magic Array:
Change Matter: Transform 10 [any inanimate object into any other inanimate object] (Extra: Continuous Duration); (Feats: Innate, Precise); (Flaw: Expertise [Periodic Table] Check Required [DC 14])
-Explosive Changes: Damage 10 (Extra: Area [Burst])
-Breakdown Matter: Weaken Toughness 10 (Extra: Affects Objects)
-Reshape Matter: Create 10 (Extra: Continuous Duration); (Feats: Innate, Precise); (Flaw: Expertise [Periodic Table] Check Required [DC 14])
-Alchemical Bonds: Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Sword from a Stone: Variable 5 [25 pt. pool] (Flaw: Limited [Can only make melee weapons], Quirk [requires object to ‘transform’])
~Example Weapon: Spear: Strength-Based Damage 7 (Extra: Penetrating); (Feats: Improved Critical 4, Improved Sunder, Improved Trip, Reach 2)

Offense: Initiative +7
Melee Attack +10 // Unarmed Damage +3 // Explosive Changes Damage +10
Ranged Attack +6

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


Costs: Abilities 44+ Skills 23+ Advantages 16+ Powers 57+ Defenses 21= 161 pts.


Real Name: Unknown
Height: 5’ 10”
Weight: 153 lbs
Hair: Black
Eye Color: Brown (Golden yellow when using his magic)


Complications:
Big Ego: The Alchemist loves to brag about just how powerful he is compared to his current foe/victim and might make a mistake that a canny opponent might be able to take advantage of.

Power Loss: The Alchemist loses access to his Alchemy Magic Array if he is unable to touch his hands together before touching anything he wants to alter.


Background: How the young man currently known as the Alchemist became associated with the Brimstone House isn't known but he has held membership in that group for several years now. His mastery of alchemy makes him one of their more versatile operatives due to his ability to create objects as needed. He claims that he was taken in at a young age by an elder alchemist and trained in the art for several years before being deemed fully trained and sent out into the world on his own. Exactly who his former teacher was isn’t something the Alchemist has shared with those in charge of the Brimstone House but they’d love nothing more to make an offer of membership to such a powerful sounding mage.
World of Freedom Setting 3E

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

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Tattooedman
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Brass Knight

Post by Tattooedman » Fri Aug 17, 2012 8:13 am

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Brass Knight:
PL:
11
Strength 14
Stamina –
Agility 0
Dexterity 0
Fighting 8
Intellect 0
Awareness 3
Presence 0

Skills: Insight 9 (+12), Intimidation 12 (+12), Perception 9 (+12), Ranged Combat [Thrown Objects] 6 (+10)

Advantages: All-Out Attack, Fast Grab, Improved Critical [Unarmed] 2, Improved Grab, Improved Hold, Improved Initiative, Interpose, Power Attack, Ranged Attack 4, Startle

Powers: Mystically Forged Brass Body:
Immunity 32 [Critical Hits, Fortitude Effects]
Protection 14 (Extra: Impervious 12)
Regeneration 5 (Extra: Persistent)
Senses 6 [Darkvision, Vision Counters Concealment, Vision Counters Illusion]

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

Army of One: Duplication 10 (Extra: Active); (Feats: Mental Link, Multiple Duplicates 12 [24 max], Sacrifice)

Offense: Initiative +4
Melee Attack +8 // Unarmed Damage +14; critical 18-20
Ranged Attack +4 // Thrown Objects Attack +10

Defense: Dodge +8
Parry +8
Toughness +14* [*Impervious 12]
Fortitude N/A
Will +8


Costs: Abilities 24+ Skills 13+ Advantages 14+ Powers 140+ Defenses 13= 204 pts.


Real Name: Victor “Vic” Reynolds
Height: 10'
Weight: 800 lbs
Hair: None
Eye Color: Emerald Green


Complications:
Must follow orders: As Baron Twilight is the one responsible for Vic’s transformation he also holds the key to undo it. Thus insuring Vic’s loyalty for the rest of his “life”.

Depression: Due to his situation with his body, Vic suffers from bouts of depression as he misses being a flesh and blood person and all that comes along with that.


Background: Victor "Vic" Reynolds was your typical streethood in the early 80s. He ran with the wrong crowd, was at all the wrong places at all the wrong times and by the time he'd turned 18 years old, Vic had a rap sheet that said he was nothing but trouble and would soon be living in federal prison in no time but it seemed fate had other plans for him. Vic and some of his buddies decided to rob a mansion they'd all heard held all kinds of loot: from the solid gold and silver kind to stacks of cash and things they could sell on the street for a hefty price tag. The problem was that it was finally time for Vic and his friends to run afoul a breed of criminals who were much worse than they were: they attempted to break into one of the places used by the Brimstone House as a power base.

Needless to say most of the crew didn't make it out of that place, although Vic did. When Baron Twilight moved forward to deal with Vic the youth fell to his knees and proceeded to beg for his worthless life as well as offer himself as a willing servant to the Baron. Which the idea of appealed to the Baron in an odd way and being in something of a peculiar mood that night agreed to Vic's offer, though he did state that Vic would need "some work done" to be really useful to the shadow mage. That work entailed subjecting Vic to a ritual grafting process in which he was forced to wear a hood that granted him certain unique abilities (mostly increased physical abilities, though Vic did like the fear causing abilities very much and the regenerating was helpful as well). Calling himself Hoodwink, Vic worked as the Baron's right hand man during much of the eighties. Performing duties such as gathering victims for sacrifice, recruiting new workers for the House, as well as making sure they were properly trained and being the head of security of whatever Brimstone House the Baron was residing at.

This went on for almost ten years, well into the 90s and the Baron moved to Freedom City and as usual Vic went along with him. Though this time things weren't as easy for him as they had before, this time Vic ran afoul a supernatural vigilante known as Nightrage. The two men took an instant disliking to one another and often went after the other whenever they had an opportunity, this continued until Nightrage joined FORCE Ops and Vic couldn't manage to assemble a crew of his own that could be an equal challenge to them, but he did try several times.

Those clashes eventually led FORCE Ops to the Brimstone House's door and needless to say that several of the regular happenings that went on behind those doors were enough to make the members decide to make the Brimstone House a priority. For most of the team's short career, they clashed repeatedly with the members of the House: Baron Twilight, Corvis, Telin, Rikus, Conjurer, Hoodwink, and Razorfane just to name a few. Eventually though Archer led FORCE Ops in one final major raid on the Brimstone House in a last effort to disable their operation, he'd managed to cobble together a couple other heroes to act with them and together they managed to do enough to cause the leaders of the House to declare a full evacuation. During that long night Hoodwink had his last fight with Nightrage. Both of them agreeing that only one of them would walk away from this final confrontation, and despite his best efforts it was Hoodwink who was lying in a pool of his own blood when it was all said and done. His hood had been forcibly removed from him, leaving it broken and no longer supplying Vic with the healing abilities he'd come to rely on and his injuries were bad enough that he wouldn't have survived without the help of someone.

Ultimately it was Baron Twilight who found Vic after Nightrage had left him for dead, taking the physically broken man with him as he left the House citing that Vic was his to do with as he pleased and despite the mistakes Vic had made he had shown how the House had become lax and soft and needed to change how it operated. Times had changed and it had been shown to the Baron that the House needed to adapt and change itself or it would die, and with that in mind how could he leave behind the man responsible for them learning this important lesson? It would have been cruel and ungrateful for him to have done that. No he had plans to for Vic that would show just how much the Baron truly appreciated what Vic had helped him to learn.

Within a day's time Vic was dead, well his body was even though his spirit lived on inside a gem the Baron had managed to keep ahold of despite the loss of so many other items. The Baron went about with his plans for bringing the Brimstone House into the modern era, reorganizing how things were run, how it's people were selected, how they were appointed work, everything. Including the security of the various houses the House operated out of, now they would be protected by a unique creation that the Baron paid for himself that would be an almost unyielding force and Vic was to a major part of it. The Baron commissioned the creation of a Brass Golem but instead of a pre-created personality he would supply a spirit to control the golem that was already 100% loyal to him. It took over a year for the golem to be forged but when it was done the gem that held Vic's spirit was inserted into the specially made slot and suddenly he able to interact with the world around him again. From there Vic had to be taught how to operate his new body and its implanted abilities, he had a special duty to perform and would need to be at his best.

Now every one of the places used by the Brimstone House has Vic inside it, as his brass body is able to create complete copies of itself as well as Vic's personality to control it in addition to the usual physical ability such a creation has at its disposal. Dubbed the Brass Knight, he guards each place as if his life depends on it as it actually does. Baron Twilight has made it clear that if Vic were to fail in his work the mage would not step in to save him again, so Vic takes his current situation very serious and works tirelessly to protect the different locations owned by the Brimstone House.
World of Freedom Setting 3E

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

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Tattooedman
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Conjurer

Post by Tattooedman » Fri Aug 17, 2012 8:28 am

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

Skills: Acrobatics 6 (+7), Athletics 6 (+7), Deception 9 (+12), Expertise [Criminal] 9 (+12), Expertise [Magic] 6 (+9), Expertise [Zoology] 6 (+9), Insight 9 (+12), Perception 9 (+12), Persuasion 9 (+12), Sleight of Hand 9 (+12), Stealth 9 (+12)

Advantages: Close Attack 6, Daze [Deception], Eidetic Memory, Fascinate 2 [Deception, Persuasion], Improved Critical [Swords], Improved Disarm, Improved Feint, Improved Initiative, Power Attack, Ranged Attack 9, Ritualist

Powers: Creature Conjuring: Summon 10 (Extras: Active, Broad Type [animals], Horde); (Feats: Multiple Minions 4 [8 max], Sacrifice); (Flaw: Expertise [Zoology] Check Required [DC 14])
~Sample Animals:
Pegasus
Unicorn
Dire Boar
Megalodon
Colossal Squid
Roc (with Wing Sweep Array lowered to rank 10)
Manticore/Chimera


Conjured Objects: Create 10 (Extras: Movable, Stationary); (Feat: Precise)
-Conjured Melee Weapon: Strength-Based Damage 9 (Extra: Penetrating 10); (Feats: Improved Critical 3, Variable Descriptor)
-Conjured Ranged Weapon: Ranged Damage 10 (Extra: Penetrating); (Feat: Variable Descriptor)

Ring of Mage Armor: (Removable –3 pts) [15 pp]
Protective Wards: Protection 8 (Extra: Impervious 10)

Offense: Initiative +7
Melee Attack +10 // Conjured Melee Weapon Damage +10
Ranged Attack +10 // Conjured Ranged Weapon Damage +10

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


Costs: Abilities 44+ Skills 29+ Advantages 25+ Powers 109+ Defenses 27= 234 pts.


Real Name: Unknown
Height: 5’ 10”
Weight: Unknown
Hair: Grey-White
Eye Color: Hazel (glowing blue while using magic)


Background: There aren’t many people who know of the man called Conjurer and that’s the way he likes it. He works for a group of mages across the globe, from collecting items of interest to them to interfering in the workings of the likes of Gatekeeper and even Britannia. Though he’s not limited to only facing off against heroes, Conjurer has often times dealt with the members of the Mayombe and Cult of the Yellow Sign and even given hints of the workings of Malador to those who’d be interested in stopping his plans.

His form of magic is a lesser practiced but highly specialized style of summoning magic, allowing him to actually focus magical energy into servants or items he feels the need to use at any given moment. Conjurer’s level of control indicate that he is of master level and he is very creative in the uses of his abilities, from creating dire beasts to weapons for him to use in combat there is little he can’t have on hand at any given moment.
World of Freedom Setting 3E

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

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Tattooedman
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White Lion

Post by Tattooedman » Fri Aug 17, 2012 8:35 am

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White Lion:
PL:
12
Strength 4
Stamina 4
Agility 6
Dexterity 6
Fighting 8
Intellect 4
Awareness 3
Presence 3

Skills: Acrobatics 9 (+15), Athletics 9 (+13), Deception 7 (+11), Expertise [Business] 6 (+10), Expertise [Civics] 6 (+10), Expertise [Computers] 6 (+10), Expertise [Current Events] 6 (+10), Expertise [Science] 6 (+10), Expertise [Survival] 12 (+16), Expertise [Theology & Philosophy] 6 (+10), Insight 10 (+13), Intimidation 8 (+11), Investigation 4 (+8.), Persuasion 8 (+11), Perception 10 (+13), Stealth 9 (+15), Technology 7 (+11), Vehicles [Air] 4 (+10), Vehicles [Land] 4 (+10), Vehicles [Sea] 4 (+10)

Advantages: Agile Feint, Assessment, Benefit 2 [Diplomatic Immunity, Status (King of Dakana)], Close Attack 6, Defensive Roll 2, Evasion, Languages 2 [Base: Swahili; English, French], Lionheart, Improved Critical [Unarmed] 2, Improved Trip, Move-By Action, Ranged Attack 4, Takedown

Powers: Totem of the White Lion:
Enhanced Advantages 4 [Animal Empathy, Improved Initiative, Evasion, Uncanny Dodge]
Leaping 2
Senses 7 [Low-Light Vision, Extended Hearing, Ultrahearing, Accurate Extended Tracking 2 Olfactory]
Speed 3

White Lion Costume: (Removable –4 pts) [20 pp]
Daka Crystal Micro-Fiber: Protection 4 (Feat: Subtle)
White Lion Weaponry:
Daka Crystal Blades: Ranged Damage 6 (Extra: Multiattack)
-Daka Crystal Claws: Strength-Based Damage 4 (Extra: Penetrating 8.); (Feat: Improved Critical 2, Improved Sunder]

Offense: Initiative +10
Melee Attack +14 // Unarmed Damage +4; critical 18-20 // Daka Crystal Claw Damage +8; critical 16-20
Ranged Attack +10 // Daka Crystal Blades Damage +6

Defense: Dodge +14
Parry +14
Toughness +10*/+8** [*White Lion Costume & Defensive Roll//**White Lion Costume]
Fortitude +10
Will +11


Costs: Abilities 76+ Skills 47+ Advantages 26+ Powers 36+ Defenses 27= 212 pts.


Real Name: M’Balla, King of Dakana
Height: 6’
Weight: 177 lbs
Hair: Black
Eye Color: Brown


Complications:
Honor: The White Lion is held to a strict code of honor, else he risks the loss of his position and stripped of his powers.

Responsibility: To the people of Dakana.


Background:
World of Freedom Setting 3E

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

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