World of Freedom: FC Setting Builds....

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Tattooedman
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Fullbore

Post by Tattooedman » Fri Aug 31, 2012 12:51 am

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Fullbore:
PL:
11
Strength 12 (3)
Stamina 8 (4)
Agility 2
Dexterity 2
Fighting 5
Intellect 0
Awareness 3
Presence 2

Skills: Acrobatics 4 (+6), Expertise [Streetwise] 12 (+12), Expertise [Soldier] 9 (+9), Insight 8 (+11), Intimidation 10 (+12), Perception 8 (+11), Persuasion 8 (+10), Stealth 7 (+9), Treatment 6 (+6)

Advantages: All-Out Attack, Close Attack 4, Contacts, Equipment, Improved Trip, Luck [Determination], Luck [Determined Recovery], Language [French], Power Attack, Ranged Attack 2, Takedown 2

Powers: Superhuman Speed:
Enhanced Advantages 8 [Improved Initiative 6, Instant Up, Move-By Action]
Quickness 10
Speed 12 (Flaw: Limited [no precision; has trouble with turns/stopping])

Superhuman Strength & Durability:
Enhanced Strength 9
Enhanced Stamina 4
Enhanced Advantage 1 [Withstand Damage]
Protection 5 (Extra: Impervious 12); (Flaw: Noticeable [rubbery looking skin])

Mental Radar: Senses 5 [Radar (Accurate, Extended, Radius, Rapid Mental Sense)]

Fin Suit: (Removable –1 pt) [11 pp]
Corrective Headgear: Feature 12 [Removes Flaw on Speed power]

Fullbore Attack: Strength-Based Damage 1 (Feats: Improved Critical 4, Ricochet 6)

Offense: Initiative +26
Melee Attack +9 // Unarmed Damage +12 // Fullbore Attack Damage +13; critical 16-20
Ranged Attack +4

Defense: Dodge +9
Parry +9
Toughness +13* [*Impervious 12]
Fortitude +10
Will +9

Equipment: Commlink, GPS


Costs: Abilities 42+ Skills 24+ Advantages 13+ Powers 95+ Defenses 19= 193 pts.


Real Name: Harold ‘Harry’ Cole
Height: 6’ 3”
Weight: 200 lbs
Hair: Black with flecks of Grey
Eye Color: Brown


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

Relationships ~ Blur, Cheetah, & Whirligig: Fullbore considers those three to be like his extended family, the younger brothers and kid sister he never had. He often looks out for them and makes sure they get whatever help they.

Wanted Man: Besides his criminal activities, Fullbore is wanted by the Canadian Government. He is the only survivor of a super-soldier program that granted him his powers and they’d like very much to study him to find out why.


Background: Stubborn as a mule, Canadian army Sgt. Harry Coyle still isn't sure what in the super-soldier project he’d taken part in had caused him to gain superspeed and invulnerability, but he does know that combined with the lack of precision to stop easily or turn quickly, he's become a human artillery shell and didn’t want to spend the rest of his life as a test subject.

So he used his powers to break out of the building he had been held in, accidentally killing four guards as he caused a concrete wall to collapse on them. Now wanted by the Canadian military for going AWOL on top of several manslaughter charges Harry lived a life on the run, stealing what he needed to survive while staying under the radar of those hunting him.

After a few years of living like this Harry met another speedster whose life had been less than perfect, Drake Zarik, and the two men hit it off bonding over their mutual misfortunes in life. The duo keep their distance from one another, more because Zarik was in the process of putting his life back together under an assumed identity and Harry didn’t want to mess up his new friend’s chances by hanging around him all the time. So they would set up times and places to meet and do a big robbery or two then spend some time catching up with one another then go their separate ways.

During one of those breaks Harry met Dylan Sagan, a chemist who’d been driven to a life of crime by her corrupt boss. He managed to calm the frantic woman and gave her shelter and help with understanding her speed powers, eventually introducing her to Zarik and soon after the trio was using the name of the Masters of Speed in their crimes.

When Zarik started a business under his new identity, which he used as a base of for the group to operate out of Harry was thrilled to finally have a ‘normal place’ to go instead of living in one rundown hole in the wall or another. He still stays around the base for the most part, though he does venture out periodically just to get some ‘fresh air’ and ‘stretch his legs’ so to speak.

With all of his free time Harry started to frequent the internet and soon began to learn of other troubled speedsters and put forth the idea to Zarik that they bring them into the Masters. Years later it’s Harry who is responsible for looking into the backgrounds of all new possible members as well as training them once they join. He also serves as the Masters' second in command.
World of Freedom Setting 3E

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

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Tattooedman
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Cheetah

Post by Tattooedman » Fri Aug 31, 2012 12:53 am

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Cheetah:
PL:
10
Strength 3
Stamina 5
Agility 8
Dexterity 8
Fighting 5
Intellect 3
Awareness 2
Presence 2

Skills: Acrobatics 4 (+12), Deception 3 (+5/+7), Expertise [Biology] 9 (+12), Expertise [Computers] 6 (+9), Expertise [Science] 9 (+12), Insight 8 (+10), Perception 8 (+10), Persuasion 3 (+5/+7), Stealth 4 (+12)

Advantages: Agile Feint, Close Attack 5, Attractive, Equipment, Inventor, Power Attack, Second Chance [Expertise (Science)], Set-Up, Skill Mastery 2 [Expertise (Biology), Expertise (Science)], Teamwork

Powers: Cat-Like Mutations:
Cat Tail: Extra Limb 1
Claws: Strength-Based Damage 7 (Feat: Improved Critical 3)

Superhuman Reflexes & Stamina:
Enhanced Advantages 2 [Great Endurance, Seize Initiative]
Enhanced Dodge 4
Enhanced Parry 7
Enhanced Fortitude 7

Superhuman Speed:
Enhanced Advantages 10 [Defensive Roll 3, Improved Initiative 6, Move-By Action]
Quickness 8
Speed 8

Offense: Initiative +32
Melee Attack +
Ranged Attack +

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

Equipment: Commlink, GPS


Costs: Abilities 72+ Skills 16+ Advantages 14+ Powers 57+ Defenses 6= 165 pts.


Real Name: Dylan Sagan
Height: 5’ 4”
Weight: 110 lbs
Hair: Red
Eye Color: Yellow


Complications:
Changes: Over the years since first taking her serum, Cheetah has slowly mutated into a more feline-like state.

Framed: Cheetah was framed by her crooked boss with charges of industrial espionage, assault, and attempted murder that are all false.

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


Background: Doctor Dylan Sagan was a biochemist whose cosmetics research ended up creating a formula for superspeed, which she used on herself in a fit of rage when her corrupt boss pushed her too far trying to steal the formula and cut her out of the work she‘d spent years developing. Twenty-four hours later she was wanted for assault and attempted murder, and using her new powers to life on the literal run.

After a few months time Dylan was pretty much at the end of her rope when she happened to run into another speedster called Fullbore while in the middle of a robbery. Fullbore saw just how desperate and worn Dylan was and offered to take her back to his place to hide out, not having anywhere else to go and Fullbore was fairly convincing in his sincerity Dylan went along. That night she shared her story with him and Harry, Fullbore's real name, shared his as well, showing Dylan that it was possible for her to make a living for herself despite her situation.

Months later Dylan was calling herself Cheetah and was Fullbore's partner in crime and she soon met his best friend, another speedster named Hellbent that had suffered because of his powers. For Dylan it was love at first sight and when Hellbent suggested they all continued to work together as the Masters of Speed she was all for it. When Hellbent built a hidden base for the Masters, Cheetah moved into it full time and Hellbent confessed that he cared for her as much as she did him. She and Hellbent soon became lovers and she is totally committed to him as well as the Masters.

Cheetah has underwent physical mutations as her body continues to react to the formula she injected herself with several years ago. At this point Dylan now looks like a hybrid between a woman and a cheetah, complete with spots, a tail and natural claws.
World of Freedom Setting 3E

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

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Tattooedman
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Whiplash

Post by Tattooedman » Fri Aug 31, 2012 12:57 am

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Whiplash:
PL:
11
Strength 3
Stamina 6 (3)
Agility 6 (3)
Dexterity 6 (3)
Fighting 8
Intellect 2
Awareness 2
Presence 0

Skills: Expertise [Civics] 4 (+6), Expertise [Criminal] 10 (+12), Insight 9 (+11), Intimidation 13 (+13), Investigation 6 (+8.), Perception 9 (+11), Stealth 6 (+12), Vehicles [Land] 6 (+12)

Advantages: Close Attack 2, Cunning Fighter, Daze [Intimidation], Defensive Strike, Equipment, Improved Demoralize, Improved Feint, Fast Grab, Luck [Determination], Luck [Determined Recovery], Power Attack, Ranged Attack 2, Startle

Powers: Adhere to Any Surface: Movement 2 [Wall-Crawling 2]
Superhuman Endurance & Reflexes:
Enhanced Stamina 3
Enhanced Agility 3
Enhanced Dexterity 3
Enhanced Advantages 3 [Great Endurance, Instant Up, Seize Initiative]
Enhanced Dodge 6
Enhanced Parry 4
Enhanced Fortitude 3

Superhuman Speed:
Enhanced Advantages 7 [Improved Initiative 6, Move-By Action]
Quickness 10
Speed 10
Movement 1 [Water-Walking] (Flaw: Limited [Only when Running])

High Speed Attacks Array:
Whiplash: Damage 11 (Extra: Penetrating)
-Wave of Fists: Damage 11 (Extra: Area [Burst])
-Quick Hits: Damage 11 (Extra: Multiattack)
-High Speed Grab: Affliction 11 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extra: Extra Condition); (Flaw: Limited Degree)

Offense: Initiative +30
Melee Attack +6 // Unarmed Damage +3 // Improvised Weapon Damage +8
Ranged Attack +8

Defense: Dodge +12
Parry +12
Toughness +8*/+6 [*Costume]
Fortitude +11
Will +10

Equipment: Costume [Protection 2; Subtle, Commlink, GPS]


Costs: Abilities 48+ Skills 21+ Advantages 15+ Powers 87+ Defenses 10= 181 pts.


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


Complications:
Sadistic: Whiplash loves to inflict pain upon others and often laughs or jokes about injuries he’s caused to others in the past.


Background: Jackson Sieber is a former CIA assassin and a brutal, remorseless killer. So much so that his handlers were ordered to ‘retire’ him but Sieber was somehow aware of their intent and instead dealt with them in the manner he’d been trained and went rogue. It’s not known at what point he’d gained his powers of superspeed but following his leaving of the CIA, Sieber soon made his first public appearance as Whiplash when he attacked an AEGIS team transporting Constrictor and Kryogen of VIPER’s Dragon Branch to Blackstone.

He managed to free the two super agents and get himself away clean, an act that earned him a high ranking on AEGIS’ most wanted list. After that Sieber spent several months dealing with teams of agents hunting him down and he realized that he needed to be part of a team to stay out of jail. So he used some of his CIA connections to learn what he could about the Masters of Speed (as they were the only group Sieber felt he belonged) and managed to track them down and asked to join them.

It threw the Masters off that someone had been able to track them down (at that point the Masters were only the three original members; Hellbent, Fullbore & Cheetah) and they decided to let Whiplash join but kept a close eye on him for several months until they were certain of his intensions. After four months Whiplash had taken part in several crimes with the Masters, several times leading the charge once on the scene and the others felt secure enough with their newest member. Then on the following job Whiplash killed two security guards, something he’d not done before while out with the Masters. On the job following that Sieber killed a bank teller who argued and fought with him then assaulted one of the bank patrons who tried to stop him from continuing the robbery.

The Masters learned to regret not checking more into Whiplash’s past before they brought him onto the team and while they'd love to kick him off, Hellbent and Fullbore both know Whiplash would stop at nothing to take his revenge on them, be it through murder, or just making all their secrets and methods public and getting the Masters captured.
World of Freedom Setting 3E

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

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Tattooedman
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Whirligig

Post by Tattooedman » Fri Aug 31, 2012 12:59 am

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Whirligig:
PL:
10
Strength 4
Stamina 4
Agility 5
Dexterity 5
Fighting 4
Intellect 0
Awareness 1
Presence 2

Skills: Acrobatics 8 (+13), Expertise [Ice Skating] 12 (+12), Insight 6 (+7), Perception 6 (+7), Ranged Combat [Spinning Attack Array] 4 (+10), Stealth 4 (+9)

Advantages: Agile Feint, All-Out Attack, Close Attack 4, Great Endurance, Improved Defense, Improved Initiative, Language [Base: German; English], Move-By Action, Power Attack, Ranged Attack, Set-Up, Teamwork

Powers: Spinning Like a Hurricane!:
Enhanced Advantages 5 [Defensive Roll 4, Uncanny Dodge]
Enhanced Dodge 4
Enhanced Parry 4
Immunity 5 [Entrapment Effects] (Flaw: Limited [Half Effective]
Movement 2 [Air-Walking 2] (Flaw: Limited [Only while spinning])
Senses 1 [Vision (Radius)]
Speed 10

Spinning Attack Array:
Needle through a Tree: Move Object 10 (Extra: Area [Burst]); (Flaw: Close Range)
-Air Ram: Ranged Damage 10
-High Winds & Debris:
Environmental 5 [Impede Movement Penalty -2]
Environmental 5 [Visibility Penalty -5]
-Spinning Backfist: Damage 10 (Feat: Improved Critical 2)
-Tornado: Damage 10 (Extra: Area [Burst])

Offense: Initiative +9
Melee Attack +8 // Unarmed Damage +4 // Spinning Backfist Damage +10; critical 18-20
Ranged Attack +6 // Spinning Attack Array Attack +10 // Spinning Attack Array Damage +10

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

Equipment: Costume [Protection 2; Subtle, Commlink, GPS]


Costs: Abilities 50+ Skills 14+ Advantages 15+ Powers 54+ Defenses 14= 147 pts.


Real Name: Otto Muller
Height: 5’ 11”
Weight: 168 lbs
Hair: Blonde
Eye Color: Blonde


Complications:
All for the Team: In Whirligig’s opinion, the Masters of Speed basically gave him his life back and he will always be in their debt and is willing to do whatever the founding members ask of him.

Guilt: Whirligig is haunted by his injuring people when his powers first manifested.


Background: Otto Muller was an Olympic gold medalist figure skater who developed the ability to spin himself at whirlwind velocities. He fled to America after his initial outbreak of his powers left his career in ruins.

At first he spent months living on the streets, covering his basic needs by performing on street corners for tips but he always holding back to keep his powers in check. Then one day he was approached by two men who first chatted Otto up wanted to see what he could really do. Nervous as to their intensions Otto tried to question them but instead they simply offered him an obscene amount of money for the best show he could give them. Seeing a way off the streets Otto agreed but said that they needed to meet him in a few hours at the nearby frozen lake with a pair of ice skates for him.

To his surprise the duo showed up, with the skates. So Otto decided to go through with the show, giving his all to show what he could do to the two well dressed men. He even went to the point that his powers manifested, but he managed to keep them basically under control and when he was done the two were applauding. They then took Otto out for one of the best meals he’d ever had and they explained who they were (Fullbore and Hellbent of the Masters of Speed) and that they wanted Otto to join their group, the Masters of Speed. They didn’t spare any detail of what the Masters did for a living but they stressed the point that they were more interested in making money above anything else.

The sincerity of their offer was clear and Otto didn’t hesitate in accepting it and by the end of the day he’d arrived at the Masters hidden headquarters. Like Cheetah, Otto is opposed to unnecessary violence, and would jump at the chance to throw Whiplash to the wolves (or for lack of wolves, the police) especially since Whiplash loves to taunt and bait him as a pastime in-between jobs.
World of Freedom Setting 3E

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

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Tattooedman
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Blur

Post by Tattooedman » Fri Aug 31, 2012 1:00 am

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Blur:
PL:
10
Strength 3
Stamina 5
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 1
Presence 1

Skills: Acrobatics 4 (+6), Athletics 4 (+7), Deception 10 (+11), Expertise [Construction Work] 8 (+8.), Insight 6 (+7), Perception 6 (+7), Persuasion 8 (+9), Ranged Combat [Vibration Control Array] 8 (+10), Stealth 8 (+10)

Advantages: Close Attack 6, Daze [Deception], Improved Taunt, Set-Up, Taunt, Teamwork

Powers: Superhuman Speed:
Enhanced Advantages 6 [Improved Initiative 5, Move-By Action]
Quickness 8
Speed 8

Vibrating Body:
Feature 1 [Blurred Features]
Immunity 10 [Vibration Effects]
Insubstantial 4
Protection 5

Vibration Control Array:
Rattle Their Heads: Ranged Damage 10 (Extra: Penetrating)
-Rock Their World: Damage 10 (Extras: Area [Cone], Penetrating)
-Shake Their Foundations: Damage 10 (Extras: Area [Burst], Penetrating)
-Shatter Their Everything: Damage 10 (Extra: Penetrating)

Offense: Initiative +22
Melee Attack +10 // Unarmed Damage +3 // Rock Their World Damage +10
Ranged Attack +2 // Vibration Control Array Attack +10 // Vibration Control Array Damage +10

Defense: Dodge +10
Parry +10
Toughness +10
Fortitude +9
Will +7

Costs: Abilities 36+ Skills 22+ Advantages 11+ Powers 91+ Defenses 24= 184 pts.


Real Name: Jake Fenton
Height: 5’ 11”
Weight: 186 lbs
Hair: Brown
Eye Color: Brown


Complications:
The Jokester & Prankster: Blur is the member of the Masters of Speed who is always pulling a joke of some kind on his fellow teammates, but despite his jovial nature Blur is really miserable over the uncontrolled aspects of his powers.

To Be Normal: Blur would jump on any chance to give up his powers if it meant he could go back to his old life.


Background: Jake Fenton gained superspeed from exposure to a meteor that crashed near the construction site he was working, but it came at a price; he now constantly vibrates at a rate that makes him look like a complete blur. Because of his obvious superhuman nature it didn’t take long for Jake to be avoided by all his former friends and it wasn't much of a leap from there to become a criminal as he couldn‘t work any kind of job to support himself and Jake was forced to steal to take care of himself.

When Fullbore and Hellbent approached him to join a group of people who understood his problems and would help support him as well as try to help him cure him of his afflictions, Jake leapt at the offer.

Blur (as Jake is now called) is a reliable member of the Masters, often playing back up to the others as he’s not entirely sure of his offensive powers. He’s also the team jokester and prankster, but uses it to mask his misery. A fact most of the other members realize and let the vast majority of his pranks slide, except for Whiplash, who Jake has learned doesn’t have much of a sense of humor.
World of Freedom Setting 3E

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

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Tattooedman
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Slo-Mo

Post by Tattooedman » Fri Aug 31, 2012 1:17 am

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Slo-Mo:
PL:
10
Strength 5
Stamina 5
Agility 4
Dexterity 4
Fighting 6
Intellect 0
Awareness 3
Presence 2

Skills: Close Combat [Unarmed] 4 (+12), Expertise [Criminal] 8 (+8.), Insight 10 (+13), Intimidation 12 (+14), Perception 6 (+9), Stealth 6 (+10)

Advantages: All-Out Attack, Close Attack 2, Cunning Fighter, Daze [Intimidation], Defensive Strike, Great Endurance, Follow-Up Strike, Improved Critical [Unarmed] 4, Improved Defense, Improved Demoralize, Improved Feint, Improved Initiative, Luck [Determination] 2, Luck [Determined Recovery] 3, Power Attack, Seize Initiative, Startle, Takedown, Teamwork, Tough 3, Uncanny Dodge

Powers: Hard Hitter: Strength-Based Damage 3 (Feat: Innate)
Slow the Passage of Time: Affliction 10 [Hindered, Immobilized, Paralyzed; resisted by Will] (Extras: Area [Burst], Selective, Sustained Duration) [Dynamic]
-Hands That Move Faster Than The Eye Can Follow: Strength-Based Damage 3 (Extra: Multiattack 8.) [Dynamic]

Whysper Jet Pack: (Removable –4 pts) [18 pp]
Flight 10 (Feats: Move-By Action, Subtle)

Offense: Initiative +8
Melee Attack +12 // Unarmed Damage +8
Ranged Attack +4

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


Costs: Abilities 58+ Skills 16+ Advantages 29+ Powers 75+ Defenses 24= 202 pts.


Real Name: John Blue (aka Johnny ‘Fast Hands’ Blue)
Height: 6’ 2”
Weight: 220 lbs
Hair: Black
Eye Color: Brown


Complications:
Motivation ~Money: Slo-Mo joined the Masters of Speed for one reason: to make money, and a lot of it.

The New Guy: Slo-Mo is the newest addition to the Masters of Speed, having only joined eight months ago. Honestly the first six months of that time was his probationary period and he’s just now been learning the workings of how the Masters operate.

Temper: Slo-Mo’s being barred from professional boxing and being forced into a life of crime has left him with something of a temper control issue.


Background: Johnny "Fast Hands" Blue was stripped of his boxing championship titles when it was revealed he was a mutant with powers that allowed him to slow time around him to a crawl despite his claims of never having used his powers in the ring (the truth is Johnny didn't use his powers but there were so many threats of law suits from his former opponents that the boxing commission found it simpler to take the titles).

Unable to recover financially from the civil law suits he then found himself facing, Johnny was approached by Hellbent and Fullbore with an offer to join the Masters of Speed. Seeing no other options for his future Johnny accepted the offer, but ironically enough he's the only member without some form of superspeed so to compensate Hellbent bought a jetpack from the Foundry that allows Slo-Mo to keep up with the rest of the team.

So far all the other members of the Masters like the Slo-Mo, even Whiplash who is an huge boxing fan (in fact it is thanks to him that Hellbent and Fullbore learned of what happened to Johnny), thanks to his easy going nature. Johnny is still considered a probationary member of the Masters but Hellbent and Fullbore have already started talking about making him a full member soon as Slo-Mo has handled himself well on the jobs he’s been out on so far.
World of Freedom Setting 3E

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

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Tattooedman
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Avian Template

Post by Tattooedman » Fri Aug 31, 2012 10:03 am

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Avian Template:

Abilities: Agility 4, Dexterity 4

Advantages: Agile Feint, Animal Empathy, Evasion, Favored Environment [Aerial], Great Endurance, Improved Feint, Improved Initiative, Language [Avian], Power Attack

Powers: Avian Eyes: Senses 4 [Vision (Extended), Low-Light Vision, Direction Sense, Distance Sense]
Feather Wings: Flight 5 (Feats: Evasion, Move-By Action); (Flaw: Winged)
High Flying People: Immunity 1 [Environmental Cold]
Talons: Strength-Based Damage 2 (Feat: Improved Critical)


Costs: Abilities 8+ Advantages 9+ Powers 15= 32 pts




Notes: Avians are tall, thin humanoids with sleek muscles that can turn their hands and feet into claws. Their most distinctive feature is a pair of powerful, feathered wings that sprout from their shoulder blades that enables them to fly. Avian feathers are as distinctive as human hair coloration and tends towards the colors brown, tan, grey, black and white with a variety of patterns within the colors. The Avian's eyes are normally dark in color and grants them exceptional vision.

For several years now the Avians have lived in the arctic mountains of Nothern Greenland, a place they call the Aerie that sits atop impassable cliffs, honeycombed into the almost living rock that is unique to that location. There the Avians have built an agarian culture, with domesticated animals while gathering parties venture out of the Aerie to hunt for food in the surrounding mountains.

The Avians have maintained their isolationist ways, still refusing membership in the United Nations, unlike Atlantis who has been cautiously engaged in diplomatic meetings concerning their joining for several years now, but the United Nations still recognize the Aerie as a sovereign state.
Last edited by Tattooedman on Fri Aug 31, 2012 10:34 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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Atlantean Template

Post by Tattooedman » Fri Aug 31, 2012 10:18 am

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Atlantean Template:

Abilities: Strength 4, Stamina 4

Skills: Athletics +6

Advantages: Favored Environment [Aquatic], Great Endurance

Powers: Aquatic Nature:
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Immunity 3 [Environmental Cold, Pressure, Underwater Suffocation]
Movement 1 [Environmental Adaptation (Aquatic)]
Senses 2 [Low-Light Vision, Ultrahearing]
Swimming 4

Complication: Weakness [dehydration (suffers a -1 to all physical abilities every 4 minutes)]


Costs: Abilities 8+ Skills 2+ Advantages 2+ Powers 13= 25 pts


Notes: Atlanteans look very similar to humans with a sleek and muscular build due to the constant swimming they do simply to move around their homeland. However they possess a denser body mass that helps them to survive in the depths of the oceans which makes them far stronger than humans.

Atlanteans do not have gills, instead the lining of their lungs have developed in a manner that allows them to extract oxygen from water and also allows them to breath air just as easily, however most Atlanteans are most comfortable in an aquatic environment. Their diet consists mainly of various forms of plants that grow underwater with steady suppliment of fish and other sea animals, though the meat content is lower than most surface people would find comfortable. Thus a good bit of Atlanteans are what would be considered vegetarian by human standards.

Currently Atlantis is engaged in talks with representatives of the United Nations on joing that gathering of countries, despite efforts of a rebelous faction that would prefer their maintaining seperated from the surface world. Atlantis is recognized as a sovereign nation by the majority of the surface world but contact has always been limited due to the constant questioning of how far the Atlantean's domain of the oceans extends and if King Theseus can truely claim to be the Soveregin of the Seven Seas.
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 » Fri Aug 31, 2012 10:20 am

You have Evasion listed twice for Avians. Also, do they have anything to help them survive the weather in Northern Greenland? The pic makes me think they aren't particularly concerned about the cold ;}

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Utopian Template

Post by Tattooedman » Fri Aug 31, 2012 10:28 am

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Utopian Template:

Abilities: Strength 3, Stamina 3, Agility 3, Dexterity 3

Advantages: Beginner’s Luck, Eidetic Memory, Trance

Powers: Evolved Physiology:
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
-Leaping 2
-Speed 2
Immunity 4 [Aging, Poison, Sleep, Starvation] (Flaw: Limited [Half Effective])
Immunity 1 [Disease]


Costs: Abilities 24+ Advantages 3+ Powers 7= 33 pts.


Notes: Utopians are best described as fitter and much more physically developed than ordinary humans as they benefit from the genetic enhancements of their Atlantean ancestors.

Virutally nothing is known about Utopian society as they are an extremely isolationist people, having spent centuries shunning contact with the outside world since the sinking of Atlantis and settling in what was a remote Atlantean outpost somewhere in the Caribbean situated in the midst of the Bermuda Triangle.

While the Utopians have developed an advanced society that prizes peace, equality and personal achievement, as well as sciences that are extremely more advanced than the majority of human society, they are limited in number due to infertility. Something that many of their healers attribute as a side effect of the Utopian's longer than normal life span. The United Nations are only just barely aware of the existance of the Utopians and as a result do not recognize them as a nation of any kind.
Last edited by Tattooedman on Sat Sep 01, 2012 8:29 am, edited 1 time in total.
World of Freedom Setting 3E

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

Post by Tattooedman » Fri Aug 31, 2012 10:31 am

Shock wrote:You have Evasion listed twice for Avians. Also, do they have anything to help them survive the weather in Northern Greenland? The pic makes me think they aren't particularly concerned about the cold ;}

Yep, Avians have Evasion 2. But part of it comes from their being able to use their wings to fly so if their wings are pinned or they're somehow prevented from flying due to enclosed space they only get the +2 bonus.

Good point on surviving the weather. I'll add something to address that.
World of Freedom Setting 3E

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Hyperborean Template

Post by Tattooedman » Sat Sep 01, 2012 9:35 am

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Hyperborean Template:
Advantages: Eidetic Memory, Jack-of-All-Trades

Powers: Vril Enhanced Physiology:
Vril Enhanced Strength: Enhanced Strength 10
-Vril Energy Beams: Ranged Damage 10
Vril Enhanced Constitution: Enhanced Stamina 10
Vril Energy Channeling:
Vril Energy Propulsion: Flight 5 [Dynamic]
-Vril Enhanced Might: Enhanced Strength 10 (Flaw: Limited [Lifting Only]) [Dynamic]
Vril Enhanced Immortality:
Immunity 12 [Aging, Life Support, Sleep]
Regeneration 5 (Extra: Persistent)
Vril Enhanced Mind:
Communication 2 [mental] (Extras: Area, Selective)
Mind Reading 10 [Dynamic]
-Comprehend 2 [speak & understand languages] [Dynamic]


Costs: Advantages 2+ Powers 111= 113 pts.


Notes: The Ultiman, also known as Hyperboreans, are an advanced, cosmically powered offshoot of humanity. The Hyperboreans call the energy their bodies generate vril enhances it’s functions and grants them various energy manipulating abilities. The most common ways that vril is used is to enhance their strength and constitution, which makes them highly resistant to harm, as well as improving their ability to recover from virtually any injury. Another common trait among the Hyperboreans is low-level telepathy that allows them to communicate in any language.

Ironically enough the Hyperboreans are another off-shoot of ancient Atlantis similar to the Utopians, however the Hyperboreans left Atlantis before it’s sinking after an experiment involving cosmic energies devastated an Atlantean outpost empowered them. Those survivors migrated far north, beyond any human habitation, where they created the city of Hyperborea and lived apart from humanity, immersing themselves in contemplation and study while keeping watch for any and all signs of the Serpent People, and their minions, returning to threaten the world.

Many Hyperboreans will devote much of their time to the pursuit of a particular area of interest, be it a certain realm of artistic expression, science, medicine, philosophy, and even marital disciplines. There have been times when individuals have left Hyperborea to in the last sixty years to compare the rest of the world’s level of understanding in their chosen areas of knowledge, but they eventually return back to their homeland.

Humanity in general knows very little of the Hyperboreans. Daedalus has visited the city during his early travels around the world and spent several years among them but eventually returned to his wandering. The next outsiders to have come to Hyperborea were members of the Thule Society, then part of the Nazi movement, among them was Wilhelm Kantor (the future Overshadow). The Nazi scholars were able to get the Hyperboreans to agree they were the likely source of many of the legends of a superhuman “Aryan” race but they had no interest in the Nazi’s ideology and soon decided to wipe the memories of their city from the human’s minds and sent them off. Unfortunately it was this contact with the ‘modern world’ that was responsible for Kal-Zed, who would later become known as Superior, becoming interested in the idea of guiding humanity personally and he secretly contacted the Nazis a few months later.

However Kal-Zed did not reveal anything about Hyperborea or his people to the German High Command and the Hyperborean Elders choose not to reveal their existence to bring Kal-Zed back. Instead they exiled him and washed their hands of him and his actions.

The Hyperboreans are few in number, totaling less than eighty members total as child conception is extremely rare (even compared to the Utopians) and in the last one hundred years there have only been four children born. Hyperborean scientists believe it is due to their bodies generation of vril but have not yet been able to explain how Hyperborean that have traveled abroad have been able to have children with humans.

Thanks to their bodies production of vril the Hyperboreans need very little for things such as food and drink, but they do enjoy the tastes they can experience so they do have a developed agricultural system. As for their level of technology, their founders had managed to bring along a respectable amount of Atlantean technology with them when they founded Hyperborea but it’s never been expanded on any of it in actual use, the majority of the Hyperborean’s efforts have went towards theory. Their artists on the other hand have created all manner of works and much of the decorations in Hyperborea are the results of their efforts.

To date the only people who are aware of the Hyperboreans are the Atom Family and the main body of the Freedom League. None of the other governments of the world know of them in any way.
Last edited by Tattooedman on Tue Feb 18, 2014 2:22 pm, edited 2 times in total.
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Ninjas of Sin

Post by Tattooedman » Sat Sep 01, 2012 10:05 am

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Ninjas of Sin:
PL:
8
Strength 3
Stamina 3
Agility 3
Dexterity 3
Fighting 3
Intellect 0
Awareness 2
Presence 0

Skills: Acrobatics 7 (+10), Athletics 3 (+6), Deception 8 (+8.), Expertise [Criminal] 8 (+8.), Expertise [Martial Arts] 3 (+3), Insight 4 (+6), Intimidate 9 (+9), Perception 8 (+10), Sleight of Hand 7 (+10), Stealth 9 (+12)

Advantages: Agile Feint, Close Attack 5, Defensive Roll 3, Equipment 3, Evasion, Improved Disarm, Improved Initiative, Improved Trip, Instant Up, Prone Fighting, Quick Draw, Ranged Attack 5, Startle, Teamwork

Powers: Martial Training: Strength-Based Damage 2 (Feats: Improved Critical, Innate)

Offense: Initiative +7
Melee Attack +8 // Unarmed Damage +5; critical 19-20 // Katana Damage +6; critical 18-20 // Changbang Damage +7
Ranged Attack +8 // Kunai Damage +5

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

Equipment: Armored Gi [Protection 2; Feature (infrared blocking), Subtle]
Ninja Arsenal: (9 ep)
Changbang [Strength-Based Damage 4]
-Katana [Strength-Based Damage 3; critical 18-20]
-Kunai [Ranged Strength-Based Damage 2 (Multiattack)]



Costs: Abilities 34+ Skills 22+ Advantages 26+ Powers 4+ Defenses 22= 108 pts.


Background: Doctor Sin’s personal force of men and women that follow his every order without question. It’s not known how he managed to bring them into his operation, one theory is that he somehow gained control of the clan several decades ago and fostered their growth for his own ends since that time. He uses them in all of his bases and in the field when he wants to be discrete, though sometimes events play out before the eyes of the public but so far Doctor Sin has managed to keep his connection to them hidden.

They are lead by Crimson Katana and her second in command, Black Lotus, and operate all over the world, in any place their master wants them to. The majority of them have cover identities within the various fronts for Doctor Sin’s operations and are trained in how to work in whatever field needed.
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Trailblaze

Post by Tattooedman » Sat Sep 01, 2012 10:07 am

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Trailblaze:
PL:
9
Strength 1
Stamina 4
Agility 3
Dexterity 3
Fighting 3
Intellect 0
Awareness 2
Presence 1

Skills: Acrobatics 6 (+8.), Close Combat [Unarmed] 6 (+9), Deception 10 (+10), Expertise [Computers] 8 (+8.), Expertise [Pop Culture] 6 (+6), Expertise [Streetwise] 4 (+4), Insight 6 (+8.), Perception 6 (+8.), Stealth 8 (+10)

Advantages: Benefit [Alternate Identity], Defensive Roll 2, Improved Defense, Taunt

Powers: Superhuman Speed:
Enhanced Advantages 11 [Defensive Roll 2, Evasion 2, Great Endurance, Improved Initiative (x4), Move-By Action, Uncanny Dodge]
Enhanced Dodge 4
Enhanced Parry 4
Quickness 8
Speed 8
Super-Movement 3 [Air-Walking 2, Wall Running] (Flaw: Limited [only when running])
Fire Aura: Damage 9 (Extras: Penetrating, Reaction, Selective) [Linked to Speed]

Offense: Initiative +19
Melee Attack +9 // Unarmed Damage +1 // Fire Aura Damage +9
Ranged Attack +3

Defense: Dodge +10
Parry +10
Toughness +8*/+4 [*Defensive Roll]
Fortitude +7
Will +7


Costs: Abilities 34+ Skills 21+ Advantages 5+ Powers 101+ Defenses 14= 175 pts.


Real Name: Dana Reece (legally changed from Carolyn Mayes)
Height: 5’ 6”
Weight: 132 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Family: Trailblaze is the younger sister of Afterburn, a member of the Syndicate of Seven. They have made it a point of keeping their relationship a secret to prevent those Afterburn deals with from coming after Trailblaze in retaliation.

Thrills: Trailblaze loves being the center of attention and doing things that push the envelop, from pulling of her robberies to trading banter back and forth with the heroes who try and stop her. She’s a fan of most the usual extreme sports and often will run across the country to see the various shows in person as well as take part in the amateur circuits.


Background: Carolyn Mayes was one of the youngest child of the family and watched in horror alongside her mother when her older brother, Billy, manifested his powers and caused one of the worst prairie fires their home state had ever seen. Billy ran away from home following that, seeking to learn to control his powers and cut himself off from his sibling and parents the entire time.

It wasn’t until several years later that the Mayes family learned what had happened to their wayward member as they watched news footage of a band of criminals calling themselves the Syndicate of Seven attempted to take over one of the Hawaiian Islands and saw an zoomed shot of the man who called himself Afterburn. Carolyn immediately recognized her brother and her shock was quickly followed by her mother’s tears and her father’s cursing of Billy’s name.

Carolyn couldn’t understand why her brother would have turned to a life of super-crime and how it would effect the family. Her parents disowned Billy because of his choice and had few good things to say about superhumans in general.

It was because of that atmosphere that when Carolyn’s powers began to manifest she kept them a secret - learning to control them in secret sessions at night after she was supposed to have gone to bed. During those times Carolyn gained an insight into why her brother perhaps stayed away, both their powers could be destructive if they weren’t careful but she did enjoy her ability to move faster than what was humanly possible and could see the seductive nature of having abilities that others didn’t. But over the next couple years she didn’t ever use her powers aside from her practice time and eventually she left home to go to college.

It was while there in her second year that VIPER broke into one of the labs of the college, where work was done for the government and they wanted whatever was being worked on (it was all classified as top secret). Carolyn used her powers to stop the VIPER agents before they could get their hands on whatever it was they wanted, though she did do a fair amount of damage to the lab from her burning trail, but she did stop them none the less.

The problem was that afterwards when the authorities tried to look into the identity of the mysterious superhuman who’d stopped the VIPER agents, they wanted to talk with her about the attempted robbery and her version of events (and about the damages she’d accidentally caused also) but Carolyn freaked out. Knowing that her relation to Afterburn would be quickly discovered if she did talk and she would be immediately considered suspect.

So she ran away and soon enough Carolyn found herself pretty much living on the streets since she had no job and no way to support herself and fearing being found by the authorities. Carolyn quickly fell into using her powers to pull small robberies to support herself but each time she found herself enjoying using her powers in such a manner, free of being judged and free to do as she pleased. It was a very different way of life for the very sheltered farm girl.

Carolyn came to understand her brother’s choices much better than she had a few years ago and she began to look for him, following news reports of the actions of the members of the Syndicate of Seven until she was able to contact her brother. He was very surprised with how Carolyn’s life turned out but quickly realized that she wouldn’t be convinced to leave her life of crime but he could help her not be connected to him (made easier due to the differences between their powers). Together they were able to legally change Carolyn’s name and Billy helped her get started with a small amount of cash that let her get a place to live and get started in her new life (all without the help of the other members of the Syndicate no less).

Now as Trailblaze, the former Carolyn now commits her crimes hundreds of miles away from where she lives, helping to keep her safe from being caught. She has a cover as a work-from-home computer troubleshooter and is able to work semi-legitimately as well as pull various crimes at her leisure.

So far nobody has been able to connect Trailblaze to Afterburn.
World of Freedom Setting 3E

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

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Shadowbeast

Post by Tattooedman » Sat Sep 01, 2012 10:39 am

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Shadowbeast:
PL:
10
Strength 8
Stamina 8
Agility 8
Dexterity 8
Fighting 4
Intellect 2
Awareness 2
Presence 0

Skills: Acrobatics 6 (+14), Expertise [Streetwise] 8 (+10), Insight 4 (+6/+12), Intimidation 6 (+6/+15), Investigation 7 (+9), Perception 4 (+6/+12), Stealth 4 (+12/+15)

Advantages: All-out Attack, Close Attack 6, Cunning Fighter, Follow-Up Strike, Improved Feint, Power Attack

Powers: Bonded Demonic Spirit:
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Enhanced Skills 10 [Acrobatics +6, Insight +6, Intimidation +9, Perception +6, Stealth +3]
Enhanced Advantages 3 [Hide in Plain Sight, Improved Initiative, Quick Change]
Immortality 5 [1/day]
Immunity 2 [Disease, Poison]
Regeneration 5 (Extra: Persistent)
Senses 2 [Darkvision]
Claws of Darkness: Strength-Based Damage 2 (Feat: Improved Critical 4, Improved Smash)
Hellish Gaze: Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Area [Burst]); (Feat: Innate); (Flaw: Quirk [Can only make people run away])
Track the Soul of Evil: Senses 7 [Detect Evil (Accurate, Extended 2, Radius, Ranged, Tracking)] (Flaw: Limited [must have had contact with target/item of target's])
Wraithform: Insubstantial 4
-Harrowing: Teleport 4 (Extra: Accurate); (Feats: Change Direction, Change Velocity, Progression 4 [800 lbs])

Offense: Initiative +12
Melee Attack +10 // Unarmed Damage +8 // Claws of Darkness Damage +10; critical 16-20
Ranged Attack +8

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


Costs: Abilities 68+ Skills 11+ Advantages 11+ Powers 86+ Defenses 22= 198 pts.


Real Name: Kirk McIntyre
Height: 6'
Weight: 187 lbs
Hair: Dark Brown
Eye Color: Brown


Complications:
Health Issues: Without the lifeforce of the demon, Kirk's health will begin to decline as his brain tumor resumes it's normal course.

Fallen Hero: Shadowbeast had always been something of a dark hero from the start of his career, with a reputation of things like dangling a stoolie over the edge of a building ledge by his feet to get the information he wanted. Shadowbeast would even go as far as to let them drop a few stories only to teleport under them to catch them and reappear back at the top of the building only to dangle them again as Shadowbeast repeated his question. After killing a child molester he caught in the process of disposing of the remains of his latest victim, Shadowbeast went to jail and is now considered to be one of the worst kind of super villains: a hero gone bad.

Driven: Shadowbeast is dedicated to dealing with criminals, almost to the level of obsessional. He will spend several hours a day prowling the streets and will hunt down a criminal relesntlessly until he's captured them, foregoing his own needs (both personal as well as physical).

I Hear Voices: Shadowbeast always has the voice of the demon that is bonded to him talking to him. The problem is that nobody else can hear the creature and sometimes Shadowbeast argues with it, causing others to think that he is suffering from mental issues.

Power Loss: Shadowbeast loses his powers and his Strength, Stamina, Agility, and Dexterity are reduced to 2 if he is prevented from accessing the demon's energies.


Background: Kirk McIntyre's youth was anything but normal. His older sister, Katlyn, was killed when he was only eight years old, and to make matters worse the killer had used Kirk as a hostage to get Katlyn to do as he wanted. Once the man had tied down Katlyn he did the same with Kirk and then set to satifiying his urges upon the teenaged girl as the restrained eight-year-old watched and screamed in horror.

By the time Kirk was found, Katlyn was dead and the man responsible was lone gone. Kirk's parents spent untold amounts of money trying to help him get over the guilt he felt over his part in Katlyn's death, but it didn't do any good. Kirk blamed himself for being to weak to have stopped the killer himself (basically a twisted form of survivor's guilt) and Kirk promised himself that he'd do everything he could to prevent others from having to experience anything close to what he'd been through and become a member of law enforcement. Kirk started devoting himself to his school work (sciences, social studies and gym) as well as spend long hours in the library on his own time when he wasn't at home going through the self developed workout routine he'd came up with. Kirk's parents worried about him but as he constantly told them he was fine and his therapist said that despite Kirk's borderline obsession with his goals he wasn't a threat to either himself or anyone else around him but he could maybe do more to be more social with others his own age and develop some hobbies that were separate from his occupational goals (not that Kirk bothered to follow that advice).

Finally the time came when Kirk had graduated from high school and could apply to the police academy, easily passing the entrance requirements and setting records that took years to be broken. Kirk struggled somewhat at the academy, his drive making him come across to the other cadets like he thought he was better than them and he was the subject of several pranks but he never reacted publicly. Instead he used his skills in investigation to find out who was responsible and confront them one-on-one and made it clear that he had no time for their foolishness and the next time they pulled that kind of a stunt he'd make sure they'd be held accountable, either to the administration or to Kirk himself. Eventually the pranks on Kirk stopped as word of his threats made their way around the other cadets and he was basically left alone until graduation from the academy. From there Kirk volunteered for the worst beat in his district and walked it; showing concern for the people who lived there, understanding for those who struggled to get by, and contempt for the criminals as he tried to better the community.

This went on for a few years, Kirk fought as hard as he could against the growing influence of gangs like the One-Niners and the Mayans but eventually it was a case of his being only one man against an army and he began to make less of a difference each week. Finally a member of the Mayans called Kirk's bluff in the streets, looking to punk him in front of the people and make Kirk lose respect.

It backfired for the young banger.

Kirk met every verbal shot with a response that was even more insulting until the teen lost his cool, pulled his knife and tried to stab Kirk. Not wanting to hurt the teen, Kirk simply pulled his night stick used some of the moves he'd learned over the past few years and kept the blade away from him while trying to talk the young Mayan into stopping things right there before things got out of hand. Not that it worked out that way, as the teen's friends finally reacted to the situation they'd been watching by jumping in with their own blades pulled out leaving Kirk with little choice but to respond with deadly force. When it was all over with Kirk was the last one left standing, but only barely; he had suffered deep knife wounds as well as a concussion from being hit with a brick upside his head. Meanwhile the four Mayans that had attacked him were now lying on the ground holding their broken arms and legs while crying about how much pain they were in, well three of the four: Kirk had broken the neck of the first Mayan he'd been fighting with.

Kirk was able to call into his dispatch before passing out from blood loss and the next thing he saw when he opened his eyes was his captain sitting next to his bed as the doctor was talking to the nurse about their findings so far. He had managed to hold on long enough to be brought to the hospital where he was treated for all of his injuries and it was during an MRI scan that a tumor in his brain was discovered. Kirk was immediately put onto medical leave while doctors did all they could to determine what could be done about the tumor, but in the end they realized that it was inoperable and all they really could do at that point was to give Kirk some medicine for pain management and an experimental drug that might possibly halt the growth of the tumor.

Kirk spent the next year slowly wasting away as he fell into a deep depression; he had no real friends, he'd cut off contact with his parents over his guilt about Kathleen and when he wasn't at work he mainly slept and showered here and not much else. Eventually Kirk began to contemplate killing himself to end his suffering but he struggled with his personal beliefs on the matter for many months before almost put his back up pistol into his mouth when he started to hear an voice calling out to him.

He couldn't quite understand everything the voice said something about being able to stop Kirk's suffering and make him whole again. That got the sick man's attention and he began to search about his apartment for the source of the voice, talking back to it. Not that the voice spoke that well, honestly it's words were difficult to understand but there were feelings that went with it's few words, impressions really and that's what convinced Kirk the most: it seemed that the owner of this voice was interested in punishing those that were in need of it and that it needed a vessel to act through and in return it would cure him of his disease and make it so that Kirk would never have to worry about that kind of thing ever again.

That was all Kirk needed to hear before agreeing without really understanding what it was he was talking with and had just agreed to share his body with. None the less the being held up it's end of the deal, healing Kirk's tumor and returning the vitality he'd lost to his depression and then some along with other abilities that he'd not had before and soon Kirk was prowling the streets with the voice in his head guiding him in their use and striking fear into the hearts and minds of the local criminals.

Kirk's doctor was astounded that the experimental drug had worked (at least that's what Kirk let him think), but Kirk still couldn't be cleared to return back to police work. So he was given a full medical pension (which barely covered his costs and his living expenses truthfully) and thanked for his years of service. Kirk was angered by how he was treated but in the scheme of things it did leave him the kind of free time he desired to use his newfound abilities and he even went as far as to offer a service for hire; tracking people down for others. Many times these were cases of missing person cases that had gone cold and the people were desperate and didn't ask him too many questions about how he accomplished his job, this ended up supplementing Kirk's monthly payments from the city to the point that he was living fairly well. And his reputation as Shadowbeast was strong enough that he kept many of the gangs under control on his own for one of the longest periods of time.

But that's when the problems started.

The inner voice that Kirk had always had since gaining his powers, the spirit of the demon he shared his body with, had started to become clearer in how to deal with criminals (in short; more violent). Soon the voice talked almost non-stop to Kirk, even when he was trying to sleep and soon he began to crack under the pressure he was feeling (as the more criminals he dealt with the more and more he found it difficult to argue with the demon inside of him about sparing them) until eventually he had picked up the case of a missing eight year old girl. Making sure to have gone through the child's room while meeting with the parents, Kirk wasted no time in using his demon-granted sense to find the girl having to travel across over half the city to where she'd been taken to.

The scene that awaited Kirk was something best left to the likes of Stephen King to describe in one of his many books about people who mutilate the bodies of those they kill. Needless to say Kirk finally snapped and agreed with his inner demon on how to deal with the man who had kidnapped the girl simply to abuse her then killed her to keep his freedom. By the time that the police arrived at the location (called in by the kidnapper's neighbors who heard the blood-curling screams coming from his home) Kirk had subjected the kidnapper to many forms of torture that had finally killed him and left the medical examiner with only the man's teeth as means of identification. Kirk surrendered to the police without a fight, not saying a word almost like he was in a trance.

Kirk’s subsequent trial wasn’t a long drawn out affair, he pled guilty to the charges and was sent to Blackstone Prison where he was put into administrative segregation for two reasons; the first being for his own protection from the other inmates while the second was that his powers are difficult to counter using the usual means. The powers that be decided it wouldn’t be just to have a ritual done to remove the demon that’s bonded to Kirk as his disease would return so their only other option was to have a warding circle inscribed on the floor, walls and ceiling of Kirk’s cell that prevented him from accessing the powers he gained from the demon. Any time he is taken from his cell a rune stone necklace must be place on him to keep him de-powered during the transport, with that in effect Kirk is no more dangerous than a non-superhuman inmate.

For his part Kirk seems to regret his actions but what the staff at Blackstone don’t realize is that Kirk actually regrets not being able to locate the girl sooner and has spent the last several years in prison as his penance for that perceived failure. He’s been planning an escape for a few months and just about has everything he needs to break free and return to the streets.
World of Freedom Setting 3E

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

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