World of Freedom: FC Setting Builds....

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Tattooedman
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Ember

Post by Tattooedman » Sun Aug 19, 2012 11:06 pm

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Ember:
PL:
11
Strength 0
Stamina 2
Agility 4
Dexterity 4
Fighting 4
Intellect 0
Awareness 2
Presence 2

Skills: Acrobatics 9 (+11), Insight 4 (+6), Intimidation 10 (+12), Ranged Combat [Pyrokinesis] 6 (+11), Perception 7 (+9)

Advantages: All-Out Attack, Close Attack 2, Daze [Intimidation], Equipment, Improved Initiative, Power Attack, Ranged Attack, Startle

Powers: Pyrokinesis:
Fire Blast: Ranged Damage 11 (Extra: Penetrating)
-Fire Ball: Ranged Damage 11 (Extra: Area [Burst])
-Fire Control: Move Object 11 (Feat: Precise); (Flaw: Limited [flames only])
-Fireflash: Affliction 11 [Vision Impaired, Vision Disabled, Vision Unaware; resisted by Dodge] (Extras: Area [Burst], Cumulative)

Fireproof: Immunity 10 [Fire/Heat Effects]
Fiery Propulsion: Flight 5
Fiery Shield:
Damage 11 (Extra: Reaction)
Force Field 9

Offense: Initiative +6
Melee Attack +6
Ranged Attack +5 // Pyrokinesis Attack +11 // Pyrokinesis Damage +11

Defense: Dodge +11
Parry +9
Toughness +11*/+2 [*Fiery Shield]
Fortitude +7
Will +9

Equipment: Costume [Immunity 1 (Environmental Cold)]


Costs: Abilities 36+ Skills 13+ Advantages 8+ Powers 109+ Defenses 24= 190 pts.


Real Name: Frankie Psion
Height: 5’6”
Weight: 107 lbs
Hair: Red
Eye Color: Blue


Complications:
Reputation: Ember is known as the member of the Psions that is more likely to use violence to solve her problems.

Temper: Ember often loses her cool during fights.


Background:
Last edited by Tattooedman on Fri Jan 11, 2013 8:48 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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Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
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Empath

Post by Tattooedman » Sun Aug 19, 2012 11:18 pm

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Empath:
PL:
11
Strength 0
Stamina 1
Agility 3
Dexterity 3
Fighting 4
Intellect 2
Awareness 5
Presence 10 (3)

Skills: Deception 7 (+17), Expertise [Behavioral Science] 9 (+11), Insight 8 (+13), Perception 8 (+17), Persuasion 7 (+15), Stealth 6 (+9)

Advantages: Close Attack 4, Daze [Deception], Defensive Roll 4, Equipment, Fascinate [Deception], Luck [Determination], Ranged Attack 5, Set-Up, Taunt, Teamwork

Powers: Empathic Control: Ranged Affliction 11 [Entranced, Compelled, Transformed (emotions); resisted by Will] (Extras: Cumulative, Perception); (Feat: Subtle)
-Empathy: Mind Reading 11 (Flaw: Limited [Emotions Only])
-Mental Blast: Ranged Damage 11 (Extras: Alternate Resistance [Will], Perception)
Empathic Dealings: Enhanced Presence 7
Psychic Sensitivity: Senses 1 [Mental Awareness]

Offense: Initiative +3
Melee Attack +8
Ranged Attack +8

Defense: Dodge +12
Parry +9
Toughness +7*/+3** [*Costume & Defensive Roll//**Costume]
Fortitude +5
Will +10

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


Costs: Abilities 42+ Skills 15+ Advantages 20+ Powers 63+ Defenses 20= 160 pts.


Real Name:Juliana Psion
Height: 5’9”
Weight: 111 lbs
Hair: Auburn
Eye Color: Blue


Complications:
No Lethality: Empath would rather avoid unneed violence if possible, unfortunately not all of the other members of the Psions agree with her.


Background:
Last edited by Tattooedman on Fri Jan 11, 2013 8:47 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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Jump

Post by Tattooedman » Sun Aug 19, 2012 11:25 pm

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Jump:
PL:
11
Strength 2
Stamina 4
Agility 7
Dexterity 7
Fighting 5
Intellect 2
Awareness 4
Presence 2

Skills: Acrobatics 9 (+16), Expertise [Criminal] 8 (+10), Expertise [Pop Culture] 6 (+8.), Expertise [Current Events] 6 (+8.), Insight 9 (+13), Perception 9 (+13), Stealth 7 (+14)

Advantages: Agile Feint, Benefit [Multilingual], Close Attack 6, Defensive Roll 2, Equipment, Evasion 2, Improved Defense, Improved Initiative, Instant Up, Teamwork

Powers: Apportation Array:
Normal Jumps: Teleport 11 (Extras: Accurate, Easy, Extended); (Feat: Change Direction, Change Velocity, Increased Mass 5, Turnabout)
-Nauseating Jumps: Affliction 11 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Rapid Attack Jumps: Strength-Based Damage 9 (Extras: Area [Burst] 2, Selective)


Offense: Initiative +11
Melee Attack +11 // Unarmed Damage +2 // Rapid Attack Jumps Damage +11
Ranged Attack +7

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

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


Costs: Abilities 66+ Skills 18+ Advantages 17+ Powers 65+ Defenses 22= 188 pts.


Real Name: Joshua Psion
Height: 5’8”
Weight: 130 lbs
Hair: Brown
Eye Color: Brown


Complications:
Not Totally Committed: Jump secretly questions several of his grandfather’s ideals and goals.

Secret Life: Jump periodically leaves the Psions to experience something that resembles a ‘normal life’, none of his teammates are aware of what he is doing.


Background:
Last edited by Tattooedman on Fri Jan 11, 2013 8:49 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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Aura

Post by Tattooedman » Sun Aug 19, 2012 11:28 pm

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

Skills: Acrobatics 3 (+7), Insight 8 (+12), Perception 9 (+13), Stealth 7 (+11)

Advantages: Defensive Roll 3, Equipment, Evasion, Improved Initiative, Speed of Thought, Teamwork

Powers: Iron Will: Enhanced Will 4 (Flaw: Limited [only vs. Mental Effects])
Psionic Sensitivity: Senses 1 [Mental Awareness]
Twin Link: Senses 1 [Communication Link (w/Argent)]
Telepathic Array:
Telepathy:
Communication 4 (Extras: Area, Selective)
Mind Reading 10
-Implanted Psychic Images: Illusion 10 [all senses] (Extra: Selective); (Flaw: Resistible by Will [DC 20])
-Mental Blast: Ranged Damage 10 (Extras: Alternate Resistance [Will], Perception)
Illusionary Invisibility: Concealment 10 [All Senses] (Extra: Affects Others); (Flaw: Resistible by Will [DC 20] -20 pts)
Psychic Defense: (Flaw: Quirk [not against opponents Immune to Mental Powers]) –2 points]
Enhanced Dodge 8
Enhanced Parry 8

Offense: Initiative +6
Melee Attack +4
Ranged Attack +4

Defense: Dodge +14
Parry +14
Toughness +6*/+3** [*Costume & Defensive Roll/**Costume]
Fortitude +6
Will +9 [+13 vs. Mental Effects]

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


Costs: Abilities 44+ Skills 9+ Advantages 9+ Powers 76+ Defenses 22= 160 pts.


Real Name: Gwendolyn “Gwen” Psion
Height: 5’6”
Weight: 103 lbs
Hair: Black
Eye Color: Brown


Complications:
Power Loss: Aura loses -1 rank from her Telepathy Array per 30 feet away from Argent she is.


Background:
Last edited by Tattooedman on Fri Jan 11, 2013 8:48 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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Argent

Post by Tattooedman » Sun Aug 19, 2012 11:29 pm

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

Skills: Acrobatics 4 (+8.), Expertise [Pop Culture] 4 (+5), Insight 6 (+10), Perception 6 (+10), Ranged Combat [Telekinetic Might Array] 6 (+10), Stealth 4 (+6)

Advantages: Close Combat 4, Evasion 2, Improved Initiative, Instant Up, Power Attack, Teamwork

Powers: Psionic Sensitivity: Senses 1 [Mental Awareness]
Twin Link: Senses 1 [Communication Link (w/Aura)]
Telekinetic Might Array:
Telekinesis: Move Object 10 (Extra: Damaging); (Feat: Precise)
-T.K. Blast: Ranged Damage 10 (Feat: Improved Critical 2)
-T.K. Ram: Damage 10 (Extra: Area [Line]); (Feat: Improved Critical)
-T.K. Wave: Damage 10 (Extra: Area [Cone]); (Feat: Improved Critical)
T.K. Propulsion: Flight 7
T.K. Field: Force Field 10 (Extra: Impervious)

Offense: Initiative +8
Melee Attack +8 // Unarmed Damage +1
Ranged Attack +4 // Telekinetic Might Array Attack +10 // Telekinetic Might Array Damage +10

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

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


Costs: Abilities 44+ Skills 11+ Advantages 10+ Powers 70+ Defenses 19= 154 pts.


Real Name: Carolyn “Carrie” Psion
Height: 5’6”
Weight: 105 lbs
Hair: Black
Eye Color: Brown


Complications:
Power Loss: Argent loses -1 rank from her Telepathy Array per 30 feet away from Aura she is.


Background:
Last edited by Tattooedman on Fri Jan 11, 2013 8:49 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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Johnny Sixx

Post by Tattooedman » Tue Aug 21, 2012 8:39 am

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Johnny Sixx:
PL:
10
Strength 2
Stamina 4
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 2
Presence 1

Skills: Expertise [Criminal] 8 (+8.), Insight 8 (+10), Intimidation 9 (+10), Perception 8 (+10), Stealth 6 (+8.), Vehicles [Land] 6 (+8.)

Advantages:[/u] All-Out Attack, Close Attack 6, Contacts, Defensive Roll 4, Improved Feint, Improved Initiative 2, Language [Spanish], Luck [Determination], Power Attack, Ranged Attack 6, Teamwork, Uncanny Dodge

Powers: One-Man-Gang: Duplication 11 (Extras: Active, Horde); (Feats: Multiple Minions 3 [total 6])

Copy Powers of Others: Variable 10 [50 pt pool for duplicating a subject’s traits] (Extra: Continuous Duration, Move Action to Change); (Flaws: Limited [inherent powers only], Resistible [Dodge DC 20])

Offense: Initiative +10
Melee Attack +8
Ranged Attack +8

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


Costs: Abilities 34+ Skills 15+ Advantages 26+ Powers 117+ Defenses 20= 212 pts.


Real Name: Jonathan “Johnny” Jorgan
Height: 6'
Weight: 180 lbs
Hair: Black
Eye Color: Blue

Complications:
Thug: Johnny Sixx grew up on the streets, as a member of a gang and has the mentality to show for it. Most the time his answer for anything tends to be using force to solve a problem.

Short Fuse: Johnny Sixx isn’t known for having a lot of patience and when things start to go sideways he normally loses his temper.


Background: Not every child that was altered by the strange energies of the last Terminus Invasion have used their powers for good, Johnny Sixx is the proof of that. His mother was pregnant during the Invasion and unbeknownst to her she was actually carrying sextuplets but something in the energies that bombarded them caused them to merge into one body. When Johnny was born he gave no sign of having any powers and he grew up relatively normal, for a single mother with a newborn baby that is and by the time he was a teenager Johnny was running the streets in the Fens. Johnny has a record befitting his background and nobody is 100% sure when he manifested his powers and Johnny’s not telling but thanks to tests done by the prison officials after Johnny was arrested after his debut as a super villain has revealed the source of his powers. Somehow Johnny and his “brothers” have managed to copy powers of superhumans from across the country that they thought would be useful in their endeavors but thankfully as long as Johnny’s ability to summon his “brothers” is nullified then they are not a problem. Of course the set of powers he himself has managed to duplicate must be dealt with too but that’s not much of a problem overall.

Johnny has been trying to break into the world of serious villainy but his small-time mentality is holding him back: he tends to favor pulling jobs that revolve around instant pay off (bank robberies, jewelry theft and things like that). Though he has started to offer his services as a gun for higher, working for those willing to pay him for pulling a job.

the powers of the Johnny’s wrote: Johnny Prime: 45 pp
Defensive Shooting:
Enhanced Dodge 2
Enhanced Parry 2
Energy Charged Body: Protection 2
Optic Blast: Ranged Damage 10 (Extra: Penetrating); (Feats: Accurate, Improved Critical 2, Precise, Ricochet 2)
-Wide Angle Beam: Damage 10 (Extra: Area [Cone]); (Power Feats: Improved Critical 2)
-Rapid Fire: Ranged Damage 10 (Extra: Multiattack); (Power Feats: Improved Critical 2)
-Stunning Blast: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Area [Cone]); (Power Feats: Improved Critical 2)

>>>
Johnny #2: 41 pp
Animalistic Fighting:
Enhanced Dodge 4
Enhanced Parry 4
Claws: Damage 8 (Power Feats: Improved Critical 4)
Enhanced Senses: Senses 8 [Darkvision, Low-Light Vision, Ultrahearing, Olfactory (Accurate, Acute, Tracking)]
Healing Factor:
Immunity 2 [Disease, Poison]
Regeneration 5 (Extra: Persistent); (Feat: Diehard)

>>>
Johnny #3: 49 pp
Alternate Form Metal Form:
Enhanced Strength 8
Enhanced Strength 4 (Flaw: Limited [Lifting Only])
Immunity 10 [Life Support]
Protection 8
Groundstrike: Affliction 10 [Vulnerable, Defenseless; resisted by Fortitude] (Extras: Area [Burst], Extra Condition); (Flaw: Instant Recovery, Limited [Vamp & her targets must both be in contact with the ground], Limited Degree)
-Shockwave: Damage 10 (Extra: Area [Burst]); (Flaw: Limited [Vamp & her targets must both be in contact with the ground])

>>>
Johnny #4: 48 pp
Enhanced Agility 4
Enhanced Dexterity 4
Movement 2 [Wall-Crawling 2]
Teleport 7 (Extra: Accurate); (Powers: Change Direction, Increased Mass 5, Turnabout)

>>>
Johnny #5: 30 pp
Enhanced Advantages 6 [Improved Initiative 6]
Movement 2 [Air-Walking 2]
Quickness 10
Speed 10
World of Freedom Setting 3E

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

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Tattooedman
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Posts: 14313
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Green Dragon

Post by Tattooedman » Tue Aug 21, 2012 8:40 am

Image
Green Dragon:
PL:
10
Strength 12 (4)
Stamina 12 (4)
Agility 4
Dexterity 4
Fighting 6
Intellect 0
Awareness 1
Presence 1

Skills: Acrobatics 0 (+8.), Athletics 3 (+15), Expertise [Marital Arts] 6 (+6), Expertise [Survival] 9 (+9), Insight 9 (+10), Intimidation 12 (+13), Perception 9 (+10), Ranged Combat [Thrown Objects] 6 (+10), Stealth 6 (+14)

Advantages: All-Out Attack, Close Attack 2, Cunning Fighter, Improved Critical [Unarmed] 3, Improved Feint, Languages 2 [Base: Chinese; English, Japanese], Power Attack, Startle

Powers: Body Strengthening Chi Potential:
Enhanced Strength 8
Enhanced Strength 4 (Flaw: Limited [Lifting Only]) [Dynamic]
-Alt. Effect: Leaping 4 [Dynamic]
Enhanced Stamina 8
Enhanced Advantages 2 [Diehard, Great Endurance]
Immunity 4 [Disease, Environmental Cold, Environmental Heat, Starvation]
Impervious Toughness 12

Teleport Ring: (Removable –6 pts) [28 pp]
Nobody Left Behind: Feature [Triggers other rings in area when used]
Back to the Safety of the Base: Teleport 8 (Extras: Easy, Extended); (Feat: Change Direction)

Offense: Initiative +4
Melee Attack +8 // Unarmed Damage +12; critical 17-20
Ranged Attack +4 // Thrown Objects Attack +10

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


Costs: Abilities 48+ Skills 21+ Advantages 12+ Powers 85+ Defenses 13= 179 pts.


Real Name: Chow Deng (maintains traditional naming of family name first)
Height: 6' 2"
Weight: 230 lbs
Hair: Black
Eye Color: Brown


Complications:
Agent of Sin: Green Dragon is one of several agents of Dr. Sin and is expected to make progress in long term goals of his master.

Honor: Green Dragon conducts himself within a certain set of guidlines when it comes to combat; he will not attack a foe from behind (announcing his presence just before attacking), will not 'fight dirty' (using tricks like throw dust in a foe's eyes for example), fight a woman (unless she attacks him first), use weapons (again, unless they are used against him first).

Traditional Man: Green Dragon believes that China has fell from it's former glories by embracing the ways of the West and that if only it's people would return to the old ways things would improve for the homeland. As such, he finds American culture offensive and decadent and will point out it's flaws when given a chance. Green Dragon also will not sully himself with sinful or licentious conduct of any kind and will chastize anyone else he sees indulging in such behaviors.


Background: For the most part Green Dragon’s earlly life is unknown aside from the fact he is one of the few superhuman operatives in the employ of Doctor Sin.

Recently Green Dragon traveled to Freedom City with Black Lotus and Jade Phoenix to confront Mister Hurang, the man in charge of Doctor Sin’s operations there, as there had been a series of interferences from one of the many masked heroes that operate there. It turned out that it was Dovetail of FORCE Ops in a second masked identity, and she had run across Foreshadow and the small group of heroes he had assembled to deal with the growing mobs. Deciding to make use of their goals to aid her efforts against Hurang, Dovetail, set them against the 99 Dragons, the gang Hurang used across the city in his efforts to extend the reach of his master.

Jade Phoenix became aware of the presence of Foreshadow and his people (Panda, Raptor and Stryke), and alerted his allies as well as Hurang’s people which led to a fight between the three martial artists.

It was a short exchange, as the three criminals weren’t used to dealing with superhumans (for the most part, Black Lotus had only previously fought one that had ended badly for her) and it was only thanks to Green Dragon’s use of the activation feature on their teleport rings that saved them from going to jail.
World of Freedom Setting 3E

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

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Tattooedman
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Jade Phoenix

Post by Tattooedman » Tue Aug 21, 2012 8:42 am

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Jade Phoenix:
PL:
10
Strength 6
Stamina 6
Agility 6
Dexterity 6
Fighting 6
Intellect 2
Awareness 3
Presence 2

Skills: Acrobatics 8 (+14), Athletics 4 (+10), Deception 8 (+10), Expertise [Criminal] 6 (+8.), Expertise [Martial Arts] 8 (+10), Expertise [Survival] 4 (+6), Insight 10 (+13), Intimidation 10 (+12), Perception 10 (+13), Ranged Combat [Chi Beam] 4 (+10), Sleight of Hand 8 (+14), Stealth 8 (+14)

Advantages: Close Attack 4, Daze [Intimidation], Evasion 2, Follow-Up Strike, Improved Critical [Unarmed] 2, Improved Defense, Improved Feint, Improved Initiative, Languages 3 [Base: Chinese; English, Korean, Japanese, Spanish], Move-By Action, Power Attack, Startle

Powers: Body Hardening Training:
Immunity 2 [Environmental Cold, Environmental Heat]
Immunity 2 [Disease, Poison] (Flaw: Half Effective)
Protection 2

Chi Manipulation Array:
Chi Beam: Ranged Damage 10
-Deadly Dim Mak: Weaken Toughness 10
-Chi Strike: Strength-Based Damage 4 (Extra: Penetrating 10); (Feat: Improved Critical 4)

Martial Training:
Legs of the Stag: Speed 3
-Legs of the Mantis: Leaping 3
Insect Crawling: Movement 2 [Wall-Crawling 2]
Superior Balance: Movement 2 [Sure-Footed 2]

Sense the Flow of Chi: Senses 8 [Life Awareness (Acute, Extended, Radius), Detect Life (Acute, Extended, Ranged)]

Teleport Ring: (Removable –6 pts) [28 pp]
Nobody Left Behind: Feature [Triggers other rings in area when used]
Back to the Safety of the Base: Teleport 8 (Extras: Easy, Extended); (Feat: Change Direction)

Offense: Initiative +10
Melee Attack +10 // Unarmed Damage +6; critical 18-20 // Chi Strike Damage +10; critical 14-20
Ranged Attack +6 // Chi Beam Attack +10 // Chi Beam Damage +10

Defense: Dodge +12
Parry +12
Toughness +8
Fortitude +9
Will +11


Costs: Abilities 74+ Skills 30+ Advantages 19+ Powers 75+ Defenses 23= 221 pts.


Real Name: Cong Feng
Height: 5' 8"
Weight: 183 lbs
Hair: Black
Eye Color: Brown


Complications:
Agent of Sin: Jade Phoenix is one of several agents of Dr. Sin is expected to make progress in long term goals of his master.

Best of the Best: Jade Phoenix can't stand to be challenged about his level of mastery of the martial arts. He will attempt to at least seriously injure the person who did so if not kill them if given the chance.

Reputation: Jade Phoenix is known for being casual about killing those he faces in combat.


Background: For the most part Jade Phoenix’s early life is unknown aside from the fact he is one of the few superhuman operatives in the employ of Doctor Sin.

Recently Jade Phoenix traveled to Freedom City with Black Lotus and Green Dragon to confront Mister Hurang, the man in charge of Doctor Sin’s operations there, as there had been a series of interferences from one of the many masked heroes that operate there. It turned out that it was Dovetail of FORCE Ops in a second masked identity, and she had run across Foreshadow and the small group of heroes he had assembled to deal with the growing mobs. Deciding to make use of their goals to aid her efforts against Hurang, Dovetail, set them against the 99 Dragons, the gang Hurang used across the city in his efforts to extend the reach of his master.

Jade Phoenix was the one to notice the presence of Foreshadow and his people (Panda, Raptor and Stryke), and alerted his allies as well as Hurang’s people which led to a fight between the three martial artists.

It was a short exchange, as the three criminals weren’t used to dealing with superhumans (for the most part, Black Lotus had only previously fought one that had ended badly for her) and it was only thanks to Green Dragon using the activation feature on their teleport rings that saved them from going to jail.
World of Freedom Setting 3E

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

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Tattooedman
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Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
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Night Archer

Post by Tattooedman » Tue Aug 21, 2012 8:48 am

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Night Archer:
PL:
12
Strength 1
Stamina 2
Agility 5
Dexterity 5
Fighting 6
Intellect 3
Awareness 6
Presence 5

Skills: Acrobatics 5 (+10), Deception 9 (+14), Expertise [Chemistry] 10 (+13), Expertise [Criminal] 12 (+15), Expertise [Medicine] 5 (+8.), Expertise [Survival] 9 (+12), Insight 9 (+14), Intimidation 9 (+14), Perception 9 (+15), Ranged Combat [Bow & Arrows] 4 (+14), Stealth 8 (+13)

Advantages: Assessment, Close Attack 5, Contacts, Defensive Roll 2, Evasion, Equipment 8, Follow-Up Strike, Improved Aim, Improved Critical [Bow & Arrows] 3, Improved Defense, Improved Initiative, Improved Sunder, Luck [Determination] 2, Luck [Determined Recovery] 2, Move-By Action, Power Attack, Precise Attack [ranged; cover], Quick Draw, Ranged Attack 5, Skill Mastery [Stealth], Tracking, Uncanny Dodge, Well-Informed

Powers: Bow & Arrows: (Removable –10 pts) [43 pp]
Envenomed Arrow I: Ranged Damage 6 (Extra: Multiattack) & Ranged Affliction 10 [Fatigued, Exhausted, Incapacitated; resisted by Fortitude] (Extra: Multiattack)
-Envenomed Arrow II: Ranged Damage 6 (Extra: Multiattack) & Ranged Weaken Stamina 10 (Extra: Multiattack)
-Envenomed Arrow III: Ranged Damage 6 (Extra: Multiattack) & Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Multiattack)
-Envenomed Arrow IV: Ranged Damage 6 (Extra: Multiattack) & Ranged Affliction 10 [Hindered, Immobile, Paralyzed; resisted by Fortitude] (Extra: Multiattack)
-Flare Arrow: Ranged Affliction 12 (Extras: Area [Burst], Cumulative); (Flaw: Limited [Vision Only])
-Omnium Steel Broadhead Arrow: Ranged Damage 10 (Extra: Penetrating)

Offense: Initiative +9
Melee Attack +11
Ranged Attack +10 // Bow & Arrow Attack +14 // Bow & Arrow Damage +6

Defense: Dodge +16
Parry +13
Toughness +8*/+6** [*Costume & Defensive Roll/**Costume]
Fortitude +10
Will +12

Equipment: Costume [Protection 4; Subtle]
Utility Belt: (25 ep)
Tear Gas Pellets [Ranged Cloud Area Affliction 4 (Dazed & Vision Impaired, Stunned & Vision Disabled, Incapacitated; resisted by Fortitude)]
-Bolos [Ranged Affliction 3 (Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge)]
-Boomerangs [Ranged Strength-Based Damage 2]
-Cutting Torch [Damage 1 & Weaken Toughness 1]
-Explosives [Ranged Burst Area Damage 5]
-Pepper Spray []
-Power Knuckles [Strength-Based Damage 4]
-Sleep Gas Pellets [Ranged Cloud Area Sleep 4 (Fatigued, Exhausted, Asleep; resisted by Fortitude)]
-Smoke Pellets [Ranged Cloud Area Visual Concealment Attack]
-Throwing Blades [Ranged Damage 2 (Extra: Multiattack)]
-5 ep free as needed


Headquarters: Abandoned Warehouse (10 ep) [Size: Medium; Toughness: 8] Features: Communications, Computer, Concealed, Garage, Gym, Living Space, Power System, Security System


Costs: Abilities 66+ Skills 30+ Advantages 43+ Powers 43+ Defenses 32= 214 pts.


Real Name: Nicholas Teller
Height: 5'9"
Weight: 140 lbs
Hair: Black (starting to grey)
Eye Color: Hazel


Complications:
Hatred ~Superhumans: Night Archer cannot stand superhumans, it doesn't matter what kind. They're all reckless fools that need to be taught their place.

No Bystanders: Night Archer will not endanger non-powered people in any way.


Background: Nicholas Teller got his love of bows from hunting with his father, who thought guns took the sport out of hunting. He got his love of poisons from his stint as a mercenary after being discharged from the military.

Teller used to be the leader of a societal group, the ALPHA (Association for the Legitimate Preservation of Human Achievement). This group desired purity of the species, and saw superhumans as a threat to mankind’s position in the world. The group petitioned for superhuman registration acts, civil suits covering property damage, bans on genetic research, and otherwise hassled the superhuman community.

The group’s methods seemed futile and weak, but Teller kept with it, hoping for a peaceful revolution. That changed when his only son was killed by falling rubble from a superhuman battle. Teller decided that it was time to take up arms and remedy the situation and if that called for violence then so be it.

Teller was originally active as Night Archer during the early 80s, having hunted and killed over two dozen superhumans of varying power but by the 90s with all of the laws restricting superhuman activities that came about because of the visciousness of that times 'heroes' he retired. In the years since the abolishment of those laws Teller has been seething, seeing a repeat of history and has finally decided to do something about it and reassumed his activities as Night Archer a couple of years ago. So far Teller has hunted, and ended the lives of, several up and coming heroes; Hammer Maiden, Mister Modify and Photon.

One thing that has changed is that this time around Night Archer has allied himself with a group of similar-minded people; S.H.O.C.K. Kevin Masters, that groups founder, cites Teller's earlier work as one of the insperations for his founding of S.H.O.C.K, was thrilled to be contacted by one of his idols about returning to the fight. S.H.O.C.K. gives Teller aid by keeping him up to date on active superhumans across the country as well as a silent financial support.

Night Archer will never put human bystanders at risk, though he has no qualms about sniping or otherwise fighting dirty while on a hunt and he will often attempt to psyche out his opponents to gain the upper hand. He is fairly well known for using poisonous arrows, and he plays up on people’s fears about that.

Honestly Teller is past his prime at this point and is not happy about it. He secretly wishes he was as young as the brash idiot supers he hunts. But since he can’t change that, he grates on the nerves of his youthful opponents by overtly embarrassing them when he faces them.

Night Archer is a normal human man, seemingly in his late forties, although he’s actually in his mid-sixties and now suffers from a weak heart and takes great care when handling his poisons. When in the field her wears two quivers of arrows on his back, and a utility belt around his waist. He keeps his special arrows grouped in his quivers in a manner that allows him he to pull out the correct arrow he wants without looking. Teller is skilled enough with a bow that he can fire off several arrows in succession quickly before an opponent can return fire.
World of Freedom Setting 3E

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

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Vamp

Post by Tattooedman » Tue Aug 21, 2012 9:18 am

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Vamp:
PL:
10
Strength 10 (1)
Stamina 10 (1)
Agility 6 (2)
Dexterity 6 (2)
Fighting 4
Intellect 1
Awareness 2
Presence 3

Skills: Deception 8 (+11/+13), Expertise [Pop Culture] 6 (+7), Insight 6 (+8.), Perception 6 (+8.), Persuasion 8 (+11/+13), Ranged Combat [Thrown Objects] 2 (+8.), Stealth 8 (+10)

Advantages: All-Out Attack, Attractive, Close Attack 4, Daze [Deception], Fascinate [Deception], Improved Feint, Improved Initiative, Language [French], Power Attack

Powers: Psychic Vampirism: Weaken Mental Abilities 10 (Extras: Broad, Simultaneous)

Psionic Boosted Abilities: (Flaws: Quirk [Must have used Psychic Vampirism successfully], Uncontrolled)
Enhanced Strength 9
Enhanced Stamina 9
Enhanced Agility 4
Enhanced Dexterity 4
Enhanced Advantages 5 [Diehard, Great Endurance, Evasion 2, Improved Initiative]
Impervious Toughness 10
Shockwave: Damage 10 (Extra: Area [Burst]); (Flaw: Limited [Vamp & her targets must both be in contact with the ground])

Offense: Initiative +10
Melee Attack +8 // Unarmed Damage +10
Ranged Attack +6 // Thrown Object Attack +8

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

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


Costs: Abilities 32+ Skills 16+ Advantages 12+ Powers 79+ Defenses 14= 153 pts.


Real Name: Angelique Klein
Height: 5’4”
Weight: Unknown
Hair: Blonde
Eye Color: Blue


Complications:
Boy Crazy: Vamp tends to become interested in a boy she meets and will chase after him, even if he makes it clear he isn’t interested in her in that way.

Background: Hiram Klein escaped the Nazis but stayed in Europe for most of his life, but unlike many others he had changed his name to hid his relation to his brother, Artur Zion, who had moved to America and renamed himself Parker Psion. Klein actually agreed with his brother’s views but felt that the psionically gifted should develop naturally as apposed to the Psion was attempting to force their development. So he simply settled down, married and had children of his own.

But over the years Klein developed psychic abilities of his own and learned that his children had as well. Seeing this as a sign his brother was right, Klein experimented and tested his own abilities as well as those his children developed, becoming well versed in the science of psionics. Over the years the Klein children developed feelings of superiority over normal people whom they lived among and under the guidance of their father, set about to create a more powerful generation of psychics. Meanwhile Hiram Klein reached out to his brother Parker, sharing the news of his children’s growing abilities and the two made an arrangement concerning future generations.

Many years later, three teenagers located Parker Psion and presented him with a letter from his brother, who had passed away the year before, explaining who the children were and that they were ready to help Parker achieve his goals of creating a world where the psionically gifted would rule the world.

Angelique Klein is a psychic vampire who uses her beauty to twist people to her will as opposed to the physical nature of her powers; draining their mental vitality while boosting her physical attributes. When she is properly fed, she can reach superhuman levels of strength. She loves the attention she has gained from the newer members of the Psions (specifically Rampart) while she’s not very fond of Empath and Ember, who have both taken a disliking to Angelique. Though they show it in very different ways; Ember has told her right to her face that at some point she will turn her into ash while Empath has made subtle statements about what could happen to Angelique if she doesn’t stay in line with the Psions’ overall goals or gets in Empath’s way.

If she's really bothered by either one of the other young women's response to her presence in the Psions Angelique hasn't shown it, she simply plans to one day feel the life fade from Ember as she chokes the last bits of life from her neck while select male members of the Psions deal with Empath for her.
Last edited by Tattooedman on Fri Jan 11, 2013 8:50 am, edited 2 times in total.
World of Freedom Setting 3E

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

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Outburst

Post by Tattooedman » Tue Aug 21, 2012 9:21 am

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

Skills: Acrobatics 4 (+6), Deception 8 (+10), Expertise [Earth Sciences] 4 (+5), Expertise [Pop Culture] 4 (+5), Insight 7 (+10), Perception 7 (+10), Ranged Combat [Electrokinesis Array] 8 (+10), Stealth 8 (+10)

Advantages: Close Attack 5, Daze [Deception], Equipment, Improved Feint, Improved Initiative, Language [French], Leadership, Move-By Action, Power Attack, Set-Up, Teamwork

Powers: Electrokinesis Array:
Lightning Bolt: Ranged Damage 10 (Extra: Penetrating)
-Lightning Flash: Ranged Affliction [Vision Impaired, Vision Disabled, Vision Unaware; resisted by Dodge] (Extra: Cumulative)
-Taser Shot: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)

Electrical Field:
Damage 10 (Extra: Reaction)
Force Field 8

Arc Riding: Flight 7
Following the Current: Senses 3 [Detect Electricity (Ranged, Tracking)]
Shock Proof: Immunity 10 [Electrical Effects]

Offense: Initiative +6
Melee Attack +8 // Unarmed Damage +1 // Electrical Field Damage +10
Ranged Attack +2 // Electrokinesis Array Attack +10 // Electrokinesis Array Damage +10

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

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


Costs: Abilities 32+ Skills 18+ Advantages 15+ Powers 107+ Defenses 27= 199 pts.


Real Name: Jason Klein
Height: 5’8”
Weight: Unknown
Hair: Black
Eye Color: Brown


Complications:
Family Duties: As the eldest of the Klein children, Outburst feels that it is his responsibility to take care of his two cousins.


Background: Hiram Klein escaped the Nazis but stayed in Europe for most of his life, but unlike many others he had changed his name to hid his relation to his brother, Artur Zion, who had moved to America and renamed himself Parker Psion. Klein actually agreed with his brother’s views but felt that the psionically gifted should develop naturally as apposed to the Psion was attempting to force their development. So he simply settled down, married and had children of his own.

But over the years Klein developed psychic abilities of his own and learned that his children had as well. Seeing this as a sign his brother was right, Klein experimented and tested his own abilities as well as those his children developed, becoming well versed in the science of psionics. Over the years the Klein children developed feelings of superiority over normal people whom they lived among and under the guidance of their father, set about to create a more powerful generation of psychics. Meanwhile Hiram Klein reached out to his brother Parker, sharing the news of his children’s growing abilities and the two made an arrangement concerning future generations.

Many years later, three teenagers located Parker Psion and presented him with a letter from his brother, who had passed away the year before, explaining who the children were and that they were ready to help Parker achieve his goals of creating a world where the psionically gifted would rule the world.

The oldest of the Klein children, Jason is a electrokinetic able to generate and manipulate electricity for various effects. As the eldest Jason has been raised to keep an protective eye over his cousins, who are more like siblings given that they were raised together by their grandfather, and despite being welcomed into the Psions by Parker Psion himself he watches the others to be sure there is no surprises in store for his family. Jason is aware that there is something going on between Vamp, Ember and Empath but so far he’s been unable to figure out what exactly but he will eventually figure it as well as how to best use it to his advantage.
Last edited by Tattooedman on Fri Jan 11, 2013 8:51 am, edited 1 time in total.
World of Freedom Setting 3E

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

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Tracker

Post by Tattooedman » Tue Aug 21, 2012 9:22 am

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

Skills: Athletics 4 (+6), Insight 3 (+8/+14), Investigation 4 (+4), Perception 3 (+8/+14), Stealth 6 (+8.), Vehicles [Land] 4 (+6)

Advantages: Close Attack 4, Equipment, Language [French], Ranged Attack 4

Powers: Enhanced Senses:
Enhanced Awareness 3
Enhanced Skills 4 [Insight +6, Perception +6]
Senses 22 [Hearing (Accurate, Extended), Ultrahearing, Olfactory (Accurate, Acute, Analytical, Tracking 2), Direction Sense, Distance Sense, Low-Light Vision, Detect Powers (Accurate, Acute, Extended 3, Ranged, Tracking 2)]

Sensory Block: Concealment 10 [all senses] (Extras: Affects Others); (Flaws: Limited [those with minds], Passive)

Situational Awareness:
Enhanced Advantages 10 [Assessment, Defensive Roll 4, Evasion 2, Improved Initiative, Second Chance (Resistance checks vs. ambushes & traps), Uncanny Dodge]
Enhanced Dodge 6
Enhanced Parry 6

Offense: Initiative +6
Melee Attack +6 // Unarmed Damage +2
Ranged Attack +6

Defense: Dodge +8
Parry +8
Toughness +8*/+6** [*Costume & Defensive Roll//**Costume]
Fortitude +7
Will +7

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


Costs: Abilities 24+ Skills 8+ Advantages 10+ Powers 64+ Defenses 11= 117 pts.


Real Name: Paul Klein
Height: 5’7”
Weight: Unknown
Hair: Black
Eye Color: Blue


Complications:
Weakness: Tracker is vulnerable to sensory effects that target his enhanced senses.


Background: Hiram Klein escaped the Nazis but stayed in Europe for most of his life, but unlike many others he had changed his name to hid his relation to his brother, Artur Zion, who had moved to America and renamed himself Parker Psion. Klein actually agreed with his brother’s views but felt that the psionically gifted should develop naturally as apposed to the Psion was attempting to force their development. So he simply settled down, married and had children of his own.

But over the years Klein developed psychic abilities of his own and learned that his children had as well. Seeing this as a sign his brother was right, Klein experimented and tested his own abilities as well as those his children developed, becoming well versed in the science of psionics. Over the years the Klein children developed feelings of superiority over normal people whom they lived among and under the guidance of their father, set about to create a more powerful generation of psychics. Meanwhile Hiram Klein reached out to his brother Parker, sharing the news of his children’s growing abilities and the two made an arrangement concerning future generations.

Many years later, three teenagers located Parker Psion and presented him with a letter from his brother, who had passed away the year before, explaining who the children were and that they were ready to help Parker achieve his goals of creating a world where the psionically gifted would rule the world.

The youngest of the Klein children, Paul possesses enhanced senses that allow him to be aware of his surroundings, locate, identify and track metamen as well as hide his presence (as well as several people near him) from anyone who might pass him by. Tracker is very shy and unsure of himself and rarely speaks and Parker Psion believes part of this is due to Paul‘s powers allowing him to be extremely aware of what is going on around him at all times. He thinks that the boy has withdrawn somewhat into himself as a result of being overexposed to the world around him and so far the best he‘s been able to do is construct a chamber where Paul can stay that cuts off his overly acute senses.
Last edited by Tattooedman on Fri Jan 11, 2013 8:51 am, edited 1 time in total.
World of Freedom Setting 3E

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

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Red Death II

Post by Tattooedman » Tue Aug 21, 2012 9:29 am

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Red Death II:
PL:
11
Strength 2
Stamina 4
Agility 4
Dexterity 4
Fighting 6
Intellect 3
Awareness 2
Presence 3

Skills: Acrobatics 6 (+10), Athletics 6 (+8.), Deception 10 (+13), Expertise [Current Events] 9 (+11), Expertise [Reporter] 9 (+12), Expertise [Science] 6 (+9), Insight 10 (+12), Intimidation 10 (+13), Investigation 12 (+15), Perception 9 (+11), Ranged Combat [Gas Guns] 4 (+12), Technology 6 (+9)

Advantages: Close Attack 3, Daze 2 [Deception, Intimidation], Defensive Roll 2, Evasion, Equipment, Improved Initiative, Luck [Determination], Luck [Determined Recovery], Power Attack, Quick Draw, Ranged Attack 4, Seize Initiative, Skill Mastery [Investigation], Startle

Powers: Gas Guns: (Removable –7 pts) [28 pp]
Wide Dispersal Nozzle Sickening Gas: Affliction 10 [Impaired, Disabled, Incapacitated; resisted by Fortitude] (Extras: Area [Cloud], Cumulative)
-Wide Dispersal Nozzle Choking Gas: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extras: Area [Cloud], Cumulative)
-Wide Dispersal Nozzle Paralytic Gas: Affliction 10 [Hindered/Immobile/Paralyzed; resisted by Fortitude] (Extras: Area [Cloud], Cumulative)
-Poison Gas Bomb: Ranged Affliction 8 [Impaired, Disabled, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Choking Gas Bomb: Ranged Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Paralytic Gas Bomb: Ranged Affliction 8 [Hindered, Immobile, Paralyzed; resisted by Fortitude] (Extra: Cumulative)

Skull Mask: (Removable –1 pt) [4 pp]
Nightvision Lenses: Senses 2 [Darkvision]
Visual & Audio Dampening: Immunity 5 [Dazzle Effects] (Flaw: Limited [Half Effective])

Offense: Initiative +8
Melee Attack +9 // Unarmed Damage +2
Ranged Attack +8 // Gas Guns Attack +12

Defense: Dodge +13
Parry +13
Toughness +9*/+7** [*Armored Jumpsuit & Defensive Roll/**Armored Jumpsuit]
Fortitude +9
Will +12

Equipment: Armored Jumpsuit [Protection 3]
Gas Mask
Rebreather


Costs: Abilities 56+ Skills 33+ Advantages 21+ Powers 32+ Defenses 31= 173 pts.[/quote]


Real Name: Cecilia Rogers
Weight: 120 lbs
Height: 5' 10"
Hair: Black
Eye Color: Green

Complications:
A hero under it all: Red Death II considers herself to be a hero, striking out at the corrupt elite that poison society. So when another hero comes into conflict with her, she is confused and angered by their interference in her plans. Red Death II will always try to 'reason' with heroes but if they persist in their opposition, she will resort to force to complete her goals.

Make them pay!: Red Death II has a single-minded vendetta against all wealthy people. In her mind they are evil (they have committed various "crimes" and use their fortunes to shield themselves from justice) and all their money is proof of their guilt.

The one behind it all: Red Death II has a pathological hatred of Hieronymus King, the man responsible for taking everything she ever cared about away from her, and has been trying to kill him for several years.


Background:
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 » Tue Aug 21, 2012 9:31 am

If Night Archer had a D&D class, it would be Ranger. I think you can guess where I'm going with this :mrgreen:

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Voltiac

Post by Tattooedman » Thu Aug 23, 2012 9:36 am

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Voltaic:
PL:
11
Strength 2
Stamina 3
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 3
Presence 2

Skills: Deception 9 (+11), Expertise [Criminal] 9 (+11), Expertise [Science] 6 (+8.), Insight 9 (+12), Intimidation 9 (+11), Perception 9 (+12), Ranged Combat [Electromagnetic Array] 6 (+10), Stealth 9 (+11)

Advantages: All-Out Attack, Close Attack 4, Improved Feint, Improved Initiative 2, Luck [Determination] 2, Power Attack, Ranged Attack 2, Startle

Powers: Electromagnetic Array:
Electrical Blast: Ranged Damage 12 (Extra: Penetrating)
-Absorb Electricity: Ranged Weaken Electrical Effects 12
-Chain Lightning: Ranged Damage 12 (Extra: Multiattack)
-Electrical Burst: Damage 12 (Extra: Area [Burst])
-Electrical Shock: Affliction 11 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extras: Area [Burst], Cumulative)
-Lightning Bolt: Affliction 11 [Vision Impaired, Vision Disabled, Vision Unaware; resisted by Fortitude] (Extras: Area [Burst], Cumulative); (Flaw: Limited [Visual senses only])
-Magnetic Manipulations: Move Object 12 (Feat: Percise)
Electrical Aura: Damage 11 (Extra: Reaction)
Electromagnetic Resistance: Immunity 20 [Electrical Effects, Magnetic Effects]
Electromagnetic Sense: Senses 4 [Detect Electromagnetic Energies (Extended, Ranged, Tracking)]
Super-Charged Body: Protection 9

Offense: Initiative +10
Melee Attack +8 // Electrical Aura Damage +11
Ranged Attack +4 // Electromagnetic Array Attack +10 // Electrical Blast/Chain Lightning Damage +12

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


Costs: Abilities 40+ Skills 23+ Advantages 14+ Powers 119+ Defenses 29= 225 pts.


Real Name: Garth Maxwell
Height: 6’ 2”
Weight: 194 lbs
Hair: Dark Brown
Eye Color: Blue


Complications:
Motivation ~Cash: Voltiac wants money and is willing to do pretty much anything to get it. He'll work for mastermind villains, doing any kind of work as well as pull robberies by himself.

Quirk ~Respect Me!: Voltiac hates to be disrespected in any way, so a hero who engages in banter and insults will soon find him becoming more violent towards them.


Background: Garth Maxwell started out his criminal career as a small-time crook who got busted for assault with a deadly weapon and breaking and entering and was sentenced to prison in Arizona. While there Maxwell took correspondence classes and earned a degree in electrical engineering and a few times he ended up doing minor repairs around the prison when the staff learned of his skills and wanted the work done cheaply.

All of this impressed the warden so much that he allowed Maxwell to take part in a work release program that allowed Maxwell to work on the hydro-electric generators near Hoover Dam and for over a year he returned to the prison and went to his cell without trouble.

Eventually the guards who regularly dealt with Maxwell for his work release began to relax around him, as was his plan the entire time, so when the chance for him to slip away appeared Maxwell wasted no time in taking it - making his way to a catwalk above the generators and power cables that led towards an ungarded exit. Unfortunately Maxwell was spotted and he panicked and ran, forcing the guards to open fire on him, one of them managing to hit Maxwell in the leg which sent him over the rail of the catwalk and into a web of live, high voltage cables.

A normal man would have been killed but Maxwell's metagene manifested, saving him from almost certain death and while recuperating in the prison hospital he learned of his newly gained powers over electromagnetic energy and a short time later Maxwell used his powers to escape. After spending some time further refining his control over his powers Maxwell doned a costume and went on crime spree in a nearby town - stealing a total of $78,000 dollars and he destroyed several police cruisers as well as killing two officers then went into hiding. Using the money to set himself up Maxwell then focused on establishing himself as hirable to anyone willing to pay him well for his powers.

Eventually Voltaic, as Maxwell called himself, was known as highly reliable muscle that could hold his own. And it was this reputation that led to his getting an offer of long term employement by Fabricators Incorporated, an offer which Voltaic couldn't pass up. At some point Voltaic met Claude Pedrovski by chance and somehow the two men took an immediate liking to one another and a few months later Voltaic became the older man’s personal body guard and enforcer. Voltaic loves the power and respect he has within Fabricators and is truly good friends with Pedrovski, whom Maxwell tends to think of as the father he never had growing up.

Voltaic does not like, nor trust, Damon Lazaris (or his bodyguard, Bellicose, for that matter), as Maxwell believes that the other man has ambitions to take over Fabricators (which could only be done by killing Pedrovski). Voltaic has voiced these concerns to his friend but Pedrovski has a deep sense of honor and a high regard for loyalty (which Lazaris has been the whole of his employment), so until Voltaic can come up with concrete proof of any planned treachery he cannot do anything to eliminate them. However that doesn’t mean Voltaic can not keep a close eye on both of them and use his influence within the company to stay apprised of their comings and goings.

Voltaic hopes to soon get the information he needs that would convince Pedrovski that Lazaris and Bellicose should be terminated; he’s never been all that good at playing the long odds.
Last edited by Tattooedman on Wed Apr 03, 2013 8:34 pm, edited 1 time in total.
World of Freedom Setting 3E

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

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