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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catsi563
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Re: World of Freedom 3rd Edition: Halfway There...

Post by catsi563 » Tue Aug 28, 2012 8:00 pm

Looks good so far. And new events or events that are old can always be added in as needed.
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Re: World of Freedom 3rd Edition: Halfway There...

Post by kenseido » Tue Aug 28, 2012 9:48 pm

How do the later story events from Freedom's Knights tie into that timeline, since many of them are dependent for some of the future stories.
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Re: World of Freedom 3rd Edition: Halfway There...

Post by Tattooedman » Wed Aug 29, 2012 7:21 am

Honestly? I have only just started to think on how some of those stories will influence things to come aside from one part that you and I have been talking about but I didn't want to post anything that might ruin the surprises of future adventures.
World of Freedom Setting 3E

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Re: World of Freedom 3rd Edition: Halfway There...

Post by ClassDunce » Wed Aug 29, 2012 10:44 pm

Hey TM. I was on another board and I saw a piece of art that would fit perfectly with Starknight or a rogue Starknight gone bad. I thought you would appreciate it.

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Tatterdemalion

Post by Tattooedman » Thu Aug 30, 2012 8:27 am

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Tatterdemalion:
PL:
10
Strength 3
Stamina 8 (3)
Agility 10 (3)
Dexterity 10 (3)
Fighting 6
Intellect 0
Awareness 2
Presence 2

Skills: Acrobatics 4 (+14), Athletics 6 (+9), Deception 9 (+11), Expertise [Criminal] 7 (+7), Insight 9 (+11), Intimidation 10 (+12), Perception 9 (+11)

Advantages: Close Attack 4, Daze [Intimidation], Fearless, Follow-Up Strike, Improved Feint, Language [Base: Romanian; English], Luck [Determined Recovery] 2, Startle

Powers: Alternate Form [Ragamuffin Stuffing] (Move Action)
Enhanced Stamina 5
Enhanced Agility 7
Enhanced Dexterity 7
Enhanced Advantages 7 [Chokehold, Evasion 2, Fast Grab, Hide In Plan Sight, Improved Hold, Move-By Action]
Immunity 12 [Critical Hits, Entrapment Effects, Falling Damage]
Insubstantial 1
Leaping 4
Movement 3 [Swinging, Wall-Crawling 2]
Pins & Needles Array:
Needles: Ranged Damage 10 (Extra: Penetrating)
-Eyes Stitched Shut: Ranged Affliction [Vision Impaired, Vision Disabled, Vision Unaware; resisted by Fortitude] (Extra: Cumulative)
-Handful of Needles: Ranged Damage 10 (Extra: Multiattack)
-Pins: Strength-Based Damage 7 (Extra: Penetrating 10); (Feat: Improved Critical 2)
-Stitched in Place: Ranged Affliction [Hindered, Immobilized, Paralyzed; resisted by Dodge] (Extra: Cumulative)

Offense: Initiative +10
Melee Attack +10 // Unarmed Damage +3 // Pins Damage +10; critical 18-20
Ranged Attack +10 // Needles/Handful of Needles Damage +10

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


Costs: Abilities 44+ Skills 18+ Advantages 12+ Powers 105+ Defenses 18= 197 pts.


Real Name: Radu Meinrad
Height: 5' 10"
Weight: 190 lbs
Hair: Black
Eye Color: Green


Complications:
Adopted: Tatterdemalion has never met and knows nothing about his biological parents.

Honor: Tatterdemalion will always keep any promise he makes, this includes the verbal contracts he takes from employers.


Background: Tatterdemalion was raised by a former high ranking member of the Romanian military near the Carpathian Mountains with several other 'brothers and sisters'. All of whom possessed some kind of metaman ability and were trained by their 'father' in their use.

Radu possessed the oddest set of powers of all the children and he struggled to be as effective as his adoptive siblings. At some point he was deemed a failure by his father and sent out into the world where his father hoped Radu would be able to fulfill the promise he'd seen within the boy. Using some contacts his father had left him Radu found himself being hired as a mercenary, his powers and training allowing him to get into places that most normal people wouldn't have a chance of getting into.

Over the years it Radu, using the name Tatterdemalion, has built himself a reputation as a skilled operator for hire that is loyal to his employer, never saying or doing anything that could be considered counter to the wants and needs of those currently paying him for his services.
World of Freedom Setting 3E

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

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Uppercut

Post by Tattooedman » Thu Aug 30, 2012 8:27 am

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Uppercut:
PL:
10
Strength 10 (3)
Stamina 10 (4)
Agility 6 (2)
Dexterity 6 (2)
Fighting 6
Intellect 0
Awareness 2
Presence 0

Skills: Athletics 3 (+13), Close Combat [Unarmed] 4 (+10), Expertise [Streetwise] 6 (+6), Insight 10 (+12), Intimidation 12 (+12), Perception 8 (+10), Stealth 6 (+12)

Advantages: All-Out Attack, Cunning Fighter, Defensive Strike, Follow-Up Strike, Improved Critical [Unarmed] 4, Improved Demoralize, Improved Feint, Last Stand, Luck [Determination] 2, Luck [Determined Recovery] 2, Power Attack, Startle

Powers: Power House Brick Treatment:
Enhanced Strength 7
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Enhanced Stamina 6
Enhanced Agility 4
Enhanced Dexterity 4
Enhanced Advantages 4 [Diehard, Great Endurance, Improved Initiative, Seize Initiative]
Immunity 1 [Suffocation (airless)]

Offense: Initiative +10
Melee Attack +10 // Unarmed Damage +10; critical 16-20
Ranged Attack +6

Defense: Dodge +9
Parry +10
Toughness +10
Fortitude +11
Will +9


Costs: Abilities 38+ Skills 20+ Advantages 17+ Powers 52+ Defenses 15= 142 pts.


Real Name: Wallace ‘Wally’ Mangold
Height: 6’ 1”
Weight: 250 lbs
Hair: Black (shaved bald)
Eye Color: Brown

Complications:
The Old Man: Uppercut is in his early 40s at this point, making him much older than the rest of his team and his mentality and personal views on various subjects show that he is from an older generation.


Background: Wally Mangold was an aging prize fight with no big victories under his belt and retirement looming over him like the shadow of death. The problem was that Wally had fighting in his blood; it had been his father’s trade and was something that Wally had wanted to do his entire life.

He could have retired, thirty-four was considered old for a professional boxer, and opened his own gym, or become a trainer of younger boxers but it wouldn’t be anywhere near the same thing and would never be enough for Wally. He wanted that one last shot at greatness but time hadn’t been kind to the aging boxer and he no longer was as strong, fast or tough as he used to be. Wally knew he needed an edge, something to help him even his odds.

So he reached out to the criminal element in his sport, letting them all know he was looking for something that would improve his performance and soon he was approached by men claiming they could help him get that one chance at greatness, but for a price. They would see to Wally would be returned to his prime form from years ago and that within one year he would have his title fight.

Wally couldn’t have agreed quickly enough and soon he was taken to one of the Power House’s treatment facilities where he endured the injection of various chemical creations and radiation treatments meant to catalyze those chemicals. A couple of times during that following year Wally did some enforcer-style work for his new backers and spent the rest of his time training for his fight and working through several of the lower ranked fighters.

Finally the night of Wally’s big fight came and he found himself more than a match for the champ, easily avoiding his punches and peppering him with jabs that were almost blindingly quick. But in the heat of the moment Wally misjudged his own growing strength and literally knocked the champ’s head clean off as he hit him with a haymaker, horrifying the crowd.

Wally quickly ducked back to his locker room as the crowd started shouting the he was a freak who’d killed the champ on purpose in the ring. The police arrived within minutes, intent to talk with Wally but by that time he’d been taken away from the arena and was safe with his backers. It wasn’t too long before Wally met the man his backers represented, August Roman himself, who then informed Wally that he belonged to him now and would do as ordered.

Wally was smart enough to realize that Roman wasn’t one to mess around with and agreed without hesitation. Fortunately for Wally most of the work Roman wanted him to do involved Wally using his fists, which he had no problem with at all. He enjoyed his new powers and the chance to use them while earning more money than Wally had ever earned from a fight.

Nowadays Wally is part of the Circus Maximus and has become something of a leader of a group of fighters collectively called the Body Shots. First put together for a ten-person brawl they discovered they worked well together and forged as an unofficial group, backing one another up in the locker room and pairing up for other multi-person fights. It’s gotten to the point that those that come to the Maximus know the reputation of the Body Shots and they’ve slowly become as popular as the Contenders (for the most part the two groups get along, aside from Roundhouse’s bickering and picking at everyone else that is).
World of Freedom Setting 3E

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Roundhouse

Post by Tattooedman » Thu Aug 30, 2012 8:29 am

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Roundhouse:
PL:
10
Strength 4
Stamina 6
Agility 6
Dexterity 6
Fighting 4
Intellect 0
Awareness 0
Presence -1

Skills: Acrobatics 8 (+14), Expertise [Marital Arts] 7 (+7), Insight 10 (+10), Perception 10 (+10), Stealth 7 (+13)

Advantages: Agile Feint, Assessment, Close Attack 6, Improved Defense, Instant Up, Languages 2 [Base: English; Chinese, Japanese], Luck [Determination], Luck [Determined Recovery] 2, Power Attack, Takedown

Powers: Enkōsen: Protection 4 (Extra: Impervious 8.)
Geki:
Speed 3
Movement 2 [Air Walking 2]
Kuyō: Enhanced Advantages 11 [Damaging Escape, Defensive Strike, Evasion 2, Follow-Up Strike, Improved Initiative 2, Move-By Action, Takedown, Uncanny Dodge, Withstand Damage]
Tozanshō: Strength-Based Damage 6 (Extra: Penetrating 10); (Feat: Improved Critical 3)
-Shuishō: Strength-Based Damage 6 (Extra: Multiattack 10); (Feat: Improved Critical 3)

Offense: Initiative +14
Melee Attack +10 // Unarmed Damage +4 // Tozanshō Damage +10; critical 17-20 // Shuishō Damage +10; critical 17-20
Ranged Attack +6

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


Costs: Abilities 50+ Skills 14+ Advantages 17+ Powers 50+ Defenses 22= 153 pts.


Real Name: Archie Voss
Height: 6’ 2”
Weight: 200 lbs
Hair: Black
Eye Color: Blue


Complications:
Martial Arts is Dead: Roundhouse believes that martial arts have become impure, corrupted and are impotent. This has been brought about by people who open schools that charge students a fee for lessons and he seeks to get rid of those undesirable elements and return martial arts back into the ‘pure’ state it was 100 years ago.

To be the Best: To date Roundhouse hasn’t lost a fight yet, in his mind that simply means that his personal style of fighting makes him unbeatable. Were he to lose a fight Roundhouse would become single minded in his efforts to correct that ‘fluke’.


Background: Archie Voss is a name that is more disliked than few others in the Martial Arts community; an arrogant, belligerent, and very skilled, self-taught martial artist who took up a personal quest against all current forms of martial arts.

Voss had come to the belief that the martial arts in general had weak and useless thanks to so many supposed masters ‘selling out’ and taking students on for money, leaving this generation of fighters to be taught by fools, hypocrites and vultures. Voss took it upon himself to be the one to purify the arts and began training himself for several years until he’d perfected his own unique style of fighting, he then began to travel the country going to various dojos and schools to challenge the masters to single combat before an audience.

The terms of the fights were simple; if Voss lost he would retire from fighting forever. But if he won, the master would cease teaching forever and dissolve his school. In just under five years Voss fought over thirty matches, winning every one and created a swath of silence across the marital arts community.

Several fighters began to develop new styles to counter Voss’ eclectic, self-made style of fighting but he suddenly disappeared. Voss came to Freedom City to challenge Master Lee but before he could locate the school he was approached by August Roman, who wanted Voss to take on some of his top fighters. It was a challenge that Voss simply couldn’t resist, so he met with the top brawlers of the Circus Maximus in a series of matches that pushed Voss like no other fight he’d been involved in (though he did still manage to keep his impressive winning streak intact and it was Uppercut who managed to really challenged Voss). Impressed, Roman offered Voss a spot in the Maximus as well as a position as an enforcer. Voss agreed and has since taking on all comers in the Maximus, seeking to further improve his style so that once he returns to his mission he will be unstoppable.
World of Freedom Setting 3E

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Knuckleduster

Post by Tattooedman » Thu Aug 30, 2012 8:30 am

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Knuckleduster:
PL:
10
Strength 10
Stamina --
Agility 5
Dexterity 5
Fighting 4
Intellect 2
Awareness 2
Presence 2

Skills: Athletics 3 (+13), Expertise [Medicine] 4 (+6), Expertise [Streetwise] 7 (+9), Insight 12 (+14), Perception 12 (+14), Stealth 5 (+10)

Advantages: All-Out Attack, Close Attack 6, Cunning Fighter, Improved Critical [Unarmed] 2, Improved Feint, Improved Initiative 2, Languages 2 [French; Spanish], Move-By Action, Power Attack, Takedown 2, Teamwork

Powers: Battlebot Traits:
Immunity 30 [Fortitude Effects]
Protection 10 (Extra: Impervious)
Audio Systems: Senses 1 [Radio]
Jump Jets: Leaping 4
-Leg Actuators: Speed 4
Optic Systems: Senses 2 [Vision (Extended), Infravision]
Electrical Discharge System: Damage 10

Offense: Initiative +13
Melee Attack +10 // Unarmed Damage +10; critical 18-20 // Electrical Discharge System Damage +10
Ranged Attack +

Defense: Dodge +10
Parry +10
Toughness +10* [*Impervious]
Fortitude N/A
Will +11


Costs: Abilities 40+ Skills 14+ Advantages 20+ Powers 68+ Defenses 20= 162 pts.


Real Name: KN-23 (creation designation)
Height: 6’ 8”
Weight: 600 lbs
Hair: Black (artificial implant)
Eye Color: Green (colored lenses)


Complications:
Mysterious Past: Knuckleduster has no memory of it’s life prior to awakening in some mountains. It (as it prefers to think of itself) knows that it is a robotic life form but has no clue as to who built it or for what purpose.


Background: Awakening in the remains of a plane crash in the mountains of Oregon, the being that would eventually call itself Knuckleduster started to make it’s way South where it would arrive in the city of Arcadia. By that point Knuckleduster had managed to become self-aware and realized that even though it was an artificial being it would have certain needs that would need to be taken care of; new parts and upkeep maintenance. Things that it couldn’t go to just anyone to be taken care of, lest whoever had built it would learn of it’s survival and would then hunt it down.

So Knuckleduster went underground and soon learned of the supervillain community within Arcadia, with whom it started its new life of crime with. Making use of it’s melee fighting programs, Knuckleduster took part in several heists and quickly earned enough money to keep itself in top condition. Knuckleduster also learned that it had a taste for violence and the thrill of breaking the law.

Eventually Knuckleduster began to hear talk in the criminal underground about the Circus Maximus and decided to look into it. Soon enough it had been recruited into that organization on a full time basis Knuckleduster takes special pleasure out of beating people to a pulp on a regular basis.

After the formation of the Body Shots, Knuckleduster began to expand it’s program to include more in-depth classifications of those around it. To that end it currently considers the other members of the group to be the most useful/able allies it could have in the Maximus and will do everything it can to help them achieve their goals so that they would be willing to help it later on with it’s own plans.
World of Freedom Setting 3E

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

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Bolchock

Post by Tattooedman » Thu Aug 30, 2012 8:33 am

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Bolchock:
PL:
10
Strength 6
Stamina 6
Agility 4
Dexterity 4
Fighting 6
Intellect 0
Awareness 4
Presence 1

Skills: Acrobatics 4 (+10), Deception 9 (+10), Expertise [Criminal] 12 (+12), Insight 9 (+13), Perception 4 (+8.), Stealth 7 (+11)

Advantages: All-Out Attack, Assessment, Benefit [Ambidexterity], Close Attack 4, Cunning Fighter, Equipment, Favored Environment [Urban], Hide In Plain Sight, Improved Critical [Batons] 3, Improved Defense, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Instant Up, Languages 2 [Russian; Spanish], Power Attack, Quick Draw, Ranged Attack 2, Set-Up, Takedown 2, Teamwork, Tough 2, Weapon Bind, Weapon Break, Withstand Damage

Powers: Street Fightin’ Style: (Feat: Innate); (Flaw: Quirk [requires melee weapon])
Stunning Strike: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Knee Capper: Affliction 10 [Hindered & Vulnerable, Prone & Defenseless; resisted by Dodge] (Extra: Extra Condition); (Flaw: Limited Degree)
-Rain O’ Pain: Strength-Based Damage 2 (Extra: Multiattack 10); (Feat: Improved Critical 4)

Offense: Initiative +8
Melee Attack +10 // Unarmed Damage +6 // Rain O’ Pain Damage +10
Ranged Attack +6

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

Equipment: Fighting Batons [Strength-Based Damage 2]


Costs: Abilities 54+ Skills 15+ Advantages 34+ Powers 22+ Defenses 20= 145 pts.


Real Name: Daniel Tyson
Height: 6’ 2”
Weight: 210 lbs
Hair: Dark Blonde
Eye Color: Blue


Complications:
All Fer Me ‘Mates: Bolchock feels as if the rest of the Body Shots are like an extended family to him and he’ll do anything to help anyone of them.

Spoilin’ Fer A FIGHT!!: Bolchock loves to brawl and fighting will always be his answer to any problem he’s faced with.


Background: Formerly known as Daniel Tyson, the brawler now known as Bolchock has done his share of traveling around the world before joining the ranks of the Circus Maximus. He grew up on the mean streets of London’s East End, where the street gangs often battled each other over turf. Many of those gangs also exhibited their own unique style of dress, manners of speaking and ways of conducting themselves to show the differences between the various gangs. Tyson’s gang all dressed like they’d watched A Clockwork Orange a few too many times; complete with white jumpsuits, bowler derby hats, fake eyelashes on one eye, combat boots and fighting canes. It was during those days that Tyson became Bolchock and even though it’s been many years since the gang had disbanded he still keeps the name.

In the years since Bolchock had managed to become an enforcer, bodyguard and assassin for the Russian Mafia, being recruited just after his gang had broken up and he stayed with them until they were broken up by members of Stormwatch. Bolchock managed to hook up with the American faction of his employers but little did he know that they had offended August Roman in their dealings and he promptly wiped them all out save Bolchock, though it was only because he was so new to the organization, and because Roman saw potential for Bolchock in the Maximus.

Not having much other choice in the matter, Bolchock accepted the job offer.

At first he resented his situation but within a matter of months realized he enjoyed fighting in the Maximus as well as doing the odd bit of enforcing work that was sent his way. It wasn’t much later that the Body Shots were formed and the rest is history.
World of Freedom Setting 3E

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

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Knockout

Post by Tattooedman » Thu Aug 30, 2012 8:36 am

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Knockout:
PL:
10
Strength 8 (0)
Stamina 8 (0)
Agility 8 (0)
Dexterity 8 (0)
Fighting 4
Intellect 1
Awareness 2
Presence 2

Skills: Athletics 3 (+11), Deception 9 (+11), Expertise [Computers] 4 (+5), Expertise [Pop Culture] 4 (+5), Insight 6 (+8.), Intimidation 10 (+12), Perception 6 (+8.), Persuasion 9 (+11), Stealth 3 (+11)

Advantages: All-Out Attack, Close Attack 6, Follow-Up Strike, Improved Demoralize, Power Attack, Takedown 2

Powers: Superhuman Strength:
Enhanced Strength 8
Enhanced Strength 4 (Flaw: Limited [Lifting Only])

Superhuman Reflexes:
Enhanced Agility 8
Enhanced Dexterity 8
Enhanced Advantages 2 [Improved Initiative, Seize Initiative]

Superhuman Durability:
Enhanced Stamina 8
Enhanced Advantages 3 [Benefit (Iron Stomach), Diehard, Great Endurance]

Energy Channelling:
Strength-Based Damage 2
Protection 2

Offense: Initiative +
Melee Attack +10 // Unarmed Damage +8 // Energy Channelling Damage +10
Ranged Attack +8

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


Costs: Abilities 18+ Skills 18+ Advantages 12+ Powers 77+ Defenses 18= 143 pts.


Real Name: Stacy Frazier
Height: 5’ 10”
Weight: 150 lbs
Hair: Black
Eye Color: Violet


Complications:
Prejudice ~Mutant: Knockout is publically known to be a mutant.

Temper: Knockout is well known for getting mad when things don’t go her way.


Background: Years before becoming part of the Circus Maximus, Stacy Frazier was a world-class female bodybuilder on her way to the upper rankings of that sport where the serious money was at. Not only did she have a knockout physique Stacy still looked feminine and could handle herself in interviews and promotional events, she had a knack for being able to work a crowd no matter its size.

But then just before Stacy could win the Ironwoman Championship somebody leaked her secret to an international fitness magazine; that Stacy’s secret to her impressive physical form was due to her being a mutant. It was why she had blown away so many of her rivals in competition was thanks to an unfair genetic advantage she had, something she had kept hidden from her childhood. Stacy has no clue as to how someone learned her secret and she still carries a lot of anger over the loss of that career and being so close to easy street.

To make her problems worse, Stacy’s semi-celebrity status made it almost impossible for her to live a normal life following that public debacle. She was recognized as an lying and cheating mutant and was hounded by Marko Worth’s the Worthy movement for a few years). Unfortunately Stacy had managed to rack up a considerable amount of debt to loan sharks thanks to her liking to live the high life before she could truly afford it but it turned out to be a twist of fate that those people worked for August Roman and he had an offer to make to Stacy: Come to work for him, in the arena, do a bit of physical work when he called for it and he would forgive her debt and make sure she made enough money to live in the style she wanted.

It was an offer Stacy couldn’t refuse.

A life of crime wasn’t something Stacy had ever considered before and she was surprised to find herself adapting to it as quickly as she did. She’s also learned that she has something of a ‘killer’s instinct’ and likes leaving her opponents bloody and broken. As a result Knockout, as Stacy has become known in the Maximus, has a reputation as a merciless fighter who gives no quarter and throws haymakers every chance she gets. Those particular habits haven’t won Knockout many friends in the locker rooms of the Maximus and she quickly found herself with a sizeable list of those who wished to do her harm in the ring. Then she was drawn into the fight that created the Body Shots, and while Stacy isn’t what you would call close with any of the other members she is smart enough to realize that they work well together and the back-up they provide her with is enough that she doesn’t have to worry about who might be gunning for her in the ring next.
World of Freedom Setting 3E

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

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Re: World of Freedom 3rd Edition: Halfway There...

Post by Shock » Thu Aug 30, 2012 8:39 am

A female super called Knockout and she doesn't have Attractive? I must protest ;}

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Beholder

Post by Tattooedman » Thu Aug 30, 2012 8:43 am

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Beholder:
PL:
13
Strength 10
Stamina 8
Agility 6
Dexterity 6
Fighting 6
Intellect 0
Awareness 5
Presence 5

Skills: Close Combat [Skull Sword] 2 (+13), Deception 9 (+14), Expertise [Current Events] 9 (+9), Expertise [Magic] 12 (+12), Insight 9 (+14), Intimidation 9 (+14), Perception 9 (+14), Ranged Combat [Rune Marked Skulls] 6 (+13), Stealth 6 (+12)

Advantages: Close Attack 5, Daze [Deception], Evasion 2, Improved Feint, Improved Initiative, Move-By Action, Power Attack, Ranged Attack, Takedown 2

Powers: Magical Enhancements & Resistances:
Flight 10
Immunity 12 [Critical Hits, Life Support]
Protection 5 (Extra: Impervious 12)

Skull Sword: Strength-Based Damage 3 (Feats: Improved Critical 4, Improved Sunder, Weapon Break)

Rune Marked Skulls:
Rune of Destruction: Ranged Weaken Toughness 10 (Extra: Affects Objects) & Ranged Damage 13
-Rune of Fear: Affliction 13 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Area [Cone]); (Flaw: Limited [can only make people run away])
-Rune of Petrifaction: Ranged Affliction 13 [Hindered, Immobilized, Paralyzed; resisted by Dodge] (Extra: Cumulative)
-Rune of Wrath: Ranged Damage 13 (Extra: Alternate Resistance [Will])

Offense: Initiative +
Melee Attack +11 // Unarmed Damage +10 // Skull Sword Attack +13 // Skull Sword Damage +13
Ranged Attack +7 // Rune Marked Skulls Attack +13

Defense: Dodge +13
Parry +13
Toughness +13* [*Impervious 12]
Fortitude +11
Will +13


Costs: Abilities 92+ Skills 25+ Advantages 15+ Powers 117+ Defenses 25= 259 pts.


Real Name: Unknown
Height: 5'8"
Weight: Unknown
Hair: Black
Eye Color:


Complications:
Weakness: Beholder is empowered by infernal essences and that makes her vulnerable to magic that binds, holds, wards or injures such beings.



Background:
World of Freedom Setting 3E

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

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Re: World of Freedom 3rd Edition: Halfway There...

Post by Tattooedman » Thu Aug 30, 2012 8:43 am

Shock wrote:A female super called Knockout and she doesn't have Attractive? I must protest ;}
Yeah well let's see how Warshade feels after facing off against her. :wink:
World of Freedom Setting 3E

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

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Tattooedman
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Re: World of Freedom 3rd Edition: Halfway There...

Post by Tattooedman » Thu Aug 30, 2012 8:45 am

ClassDunce wrote:Hey TM. I was on another board and I saw a piece of art that would fit perfectly with Starknight or a rogue Starknight gone bad. I thought you would appreciate it.
Oh yes indeed I do appreciate it CD. Many thanks.
I will figure out a use for this image. ~rubs hands together eviliy~
World of Freedom Setting 3E

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

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Tattooedman
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Joined: Wed Nov 28, 2007 4:16 pm
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Hellbent

Post by Tattooedman » Fri Aug 31, 2012 12:48 am

Image
Hellbent:
PL:
11
Strength 10 (4)
Stamina 4
Agility 4
Dexterity 4
Fighting 5
Intellect 3
Awareness 4
Presence 4

Skills: Acrobatics 3 (+7), Deception 10 (+14), Expertise [Current Events] 6 (+10), Expertise [History] 9 (+13), Expertise [Streetwise] 9 (+13), Expertise [Tactics] 6 (+9), Insight 9 (+13), Intimidation 9 (+13), Perception 9 (+13), Persuasion 10 (+14), Stealth 4 (+8.)

Advantages: Close Attack 5, Benefit [Alternate Identity], Equipment 6, Great Endurance, Improved Feint, Inspire 3, Leadership, Luck [Determination] 2, Luck [Determined Recovery], Luck [Inspired], Task Focus [Expertise (History): Warfare], Teamwork

Powers: Bio-Ghost: Weaken Stamina 10
Vampiric Healing: Healing 10 (Extra: Restorative); (Feat: Persistent); (Flaws: Limited [Self Only], Quirk [must have used Bio-Ghost successfully])
-Super Charged: (Flaw: Quirk [must have used Bio-Ghost successfully])
Enhanced Strength 6
Enhanced Strength 4 (Flaw: Limited [Lifting Only])

Superhuman Speed:
Enhanced Dodge 7
Enhanced Parry 7
Enhanced Advantages 12 [Defensive Roll 2, Improved Initiative 8, Instant Up, Move-By Action]
Movement 3 [Wall-Crawling 2, Water-Walking] (Flaw: Limited [only when running])
Quickness 10
Speed 12

Offense: Initiative +36
Melee Attack +10 // Normal Unarmed Damage +4 // Super Charged Unarmed Damage +10
Ranged Attack +4

Defense: Dodge +14
Parry +14
Toughness +8*/+6** [*Costume & Defensive Roll/**Costume]
Fortitude +10
Will +12

Equipment: Costume [Protection 2; Subtle, Commlink, GPS]
Headquarters [Underground Bunker (25 ep); Size: Huge; Toughness: 20] Features: Communications, Computer, Concealed 3 [DC 20], Defense System, Fire Prevention System, Garage, Gym, Infirmary, Library, Living Space, Pool, Power System, Security System 4 [DC 35], Workshop


Costs: Abilities 64+ Skills 28+ Advantages 23+ Powers 79+ Defenses 19= 213 pts.


Real Name: Drake Zarik (aka: Derrick Callon)
Height: 6’ 1”
Weight: 190 lbs
Hair: Silvery-White
Eye Color: Green


Complications:
Hidden Past: As a teen, Hellbent used his newly emerged powers to kill his abusive father.

Leader of the Pack: Hellbent considers it his duty to bring his team home safe from every job they do, even if he doesn’t like certain members. He will always be in the middle of a fight, leading the other Masters by example.

Quirk ~No Killing: Having used his powers very early on to kill someone, Hellbent will go to great lengths to avoid repeating that experience. Only in extreme situations will he consider going to those lengths again.

Relationship ~Cheetah: Hellbent is deeply in love with his teammate, Cheetah, and would do anything to make sure she stays out of jail and safe. Even kill again.

Relationship ~Fullbore: Hellbent’s one true friend is his teammate Fullbore, and he would do almost anything to help his friend.


Background: Drake Zarik's athletic career came to an end when he not only developed superspeed during a track meet, but also a vampiric 'bio ghost' touch that could let him pass through others, draining their vitality in the process.

Leaving his old life behind, Drake dirfted for a couple years supporting himself with acts of theft from across the country using his speed to travel across the country and robbing small stores. He finally saved up enough to buy himself a new identity (Derrick Callon) and finished his education but by this point Drake had met Fullbore and the two struck up a friendship.

They didn't work together often, as Drake was going to college under his new identity and still committing the high speed robbery while Fullbore was on the run from the Canadian military. But they would get together a few times a year to catch up with one another and pull a big job to cover their needs for a period of time, during these crimes Drake used the criminal identity of Hellbent.

It was at one of the meetings that Drake met Dylan Sagan, another speedster who'd had a rough go of life, and it was an instant attraction and she became part of their crimes. Eventurally Drake graduated from college with a degree in business and he used some of the money he'd kept from previous robberies to start up his own shipping business, Callon Express, that is based out of Oregon. He employs a small staff (none of which are aware of their boss's criminal history) and underneath the business is the headquarters for the Masters of Speed, as the three speedsters were then known collectively.

Overtime the Masters slowly gained more members, recruited mostly by Hellbent and Fullbore (though Whiplash sought them out), and they have (for the most part) become a circle of close friends (aside from Whiplash, who most don't care for but tolerate) who see the group as the only place they have to go now. As Hellbent, Drake is the leader of the Masters of Speed and it’s his force of will and intelligence that's holds the team together.
World of Freedom Setting 3E

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

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