World of Freedom: FC Setting Builds....

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Tattooedman
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Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
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Redhawk

Post by Tattooedman » Sat Sep 01, 2012 10:43 am

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

Skills: Acrobatics 3 (+5/+11), Deception 10 (+10), Expertise [Criminal] 8 (+8.), Expertise [Science] 4 (+5), Insight 6 (+6), Perception 6 (+6), Persuasion 8 (+8.), Ranged Combat [Forearm Laser Array] 6 (+10), Stealth 6 (+8/+14), Technology 3 (+4/+10)

Advantages: Improved Feint, Improved Initiative, Ranged Attack 2, Seize Initiative

Powers: Redhawk Armor: (Removable –15 pts) [60 pp]
Forearm Laser: Ranged Damage 10 (Extra: Penetrating); (Feat: Precise)
-Photonic Flare: Ranged Affliction 10 [Vision Impaired, Vision Disabled, Vision Unaware;; resisted by Dodge] (Extra: Cumulative)
Armored Frame: Protection 8
Built-In Hydraulics: Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Helmet Sensors: Senses 8 [Darkvision, Ultravision, Radio, Vision Penetrates Concealment]
Onboard Computer: Enhanced Skills 6 [Acrobatics +6, Stealth +6, Technology +6]
Thruster System: Flight 8

Offense: Initiative +6
Melee Attack +4
Ranged Attack +4 // Forearm Laser Array Attack +10 // Forearm Laser Damage +10

Defense: Dodge +10
Parry +8
Toughness +10*/+2 [*Redhawk Armor]
Fortitude +6
Will +6


Costs: Abilities 26+ Skills 21+ Advantages 5+ Powers 60+ Defenses 22= 134 pts.


Real Name: Dominick Trent
Height: 5'9"
Weight: 130 lbs. [240 lbs. in armor]
Hair: Brown
Eyes: Blue


Complications:
System Issues: Due to his lack of technical skill, Redhawk's armor has slowly become a mess. Periodically different systems will malfunction and many times it's a matter of bad timing for Redhawk.


Background: Dominick Trent is basically your typical lazy, college dropout that thinks he knows more than he really does and wants everything he thinks he’s entitled too. He got into a life of crime because it was easy to do and he enjoyed the thrill of committing crime, he managed to get involved in a heist for some nano-technology kept in a very secured warehouse and found a suit of power armor which he figured would catapult him into the big leagues of crime.

Dominick spent several weeks figuring out how the suit works and soon began to commit large flashy crimes while calling himself Redhawk: from outright daylight robbery to sneaky, second-story break-ins that paid well. Of course along the way he’s run into a few heroes and during those fights the various damages have piled up and while Redhawk has a basic understanding of how the armor works, repairing it is slightly beyond his abilities honestly. So now Dominick is fighting to hide the glitches in the different systems while trying to find a way to do a total repair and get back to where he was or better yet be able to do a serious upgrade on the armor and be even more powerful.

Personality-wise, Redhawk is a loudmouth bragger who loves to spout off about how much better he is than the heroes and how they have no idea who they are messing with. Though at this point it’s mostly an act as several times in a fight any of his on-board systems tend to malfunction. His laser won’t fire, or will only work at half power, or his thrusters suddenly kick out and he falls to the ground and has to get out of the fight on foot. Something seems to just mess with him at this point and he’s becoming something of a joke but he is just dangerous enough between his knowledge and attitude in that he’s willing to go all out if he thinks it will have a big payoff for him in the end.
World of Freedom Setting 3E

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

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

Post by Tattooedman » Sat Sep 01, 2012 11:43 am

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Cateran:
PL:
11
Strength 8 (2)
Stamina 8 (2)
Agility 3
Dexterity 3
Fighting 8
Intellect 3
Awareness 6
Presence 5

Skills: Acrobatics 7 (+10), Athletics 4 (+12), Deception 9 (+14), Expertise [Criminal] 12 (+15), Expertise [Current Events] 6 (+9), Expertise [History] 9 (+12), Expertise [Survival] 8 (+11), Expertise [Tactics] 9 (+12), Insight 9 (+15), Intimidation 6 (+11), Investigation 6 (+9), Perception 8 (+14), Persuasion 7 (+12), Stealth 9 (+12), Vehicles [Air] 7 (+10), Vehicles [Land] 7 (+10)

Advantages: Animal Empathy, Benefit 4 [Ambidexterity, Multilingual, Wealth (x2)], Beginner’s Luck, Chokehold, Close Attack 3, Connected, Equipment 2, Improved Critical [Swords], Improved Critical [Unarmed] 2, Improved Defense, Improved Disarm, Improved Feint, Improved Hold, Improved Initiative, Improved Smash, Improved Trip, Jack-of-All-Trades, Luck [Determination] 2, Luck [Inspiration], Power Attack, Quick Draw, Ranged Attack 5, Startle, Takedown 2, Teamwork, Weapon Bind, Weapon Break

Powers: Immortal Born:
Immunity 1 [Aging]
Immunity 2 [Disease, Poison] (Flaw: Limited [Half Effective])
Immortality 2 [1/week]
Regeneration 2 [1/10 rounds] (Extra: Persistent)

Superhuman Strength & Durability:
Enhanced Strength 6
Enhanced Strength 4 (Flaw: Limited [Lifting Only])
Enhanced Stamina 6

Offense: Initiative +7
Melee Attack +11 // Unarmed Damage +8 // Claymore Damage +11; critical 16-20
Ranged Attack +8

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

Equipment: Costume [Protection 2; Subtle]
Claymore [Strength-Based Damage 3; Extended Reach, Improved Critical 3]


Costs: Abilities 64+ Skills 41+ Advantages 40+ Powers 38+ Defenses 21= 201 pts.


Real Name: Heather McGowrie
Height: 6’ 4”
Weight: 143 lbs
Hair: Red
Eye Color: Green


Complications:
Free Spirit: Cateran hates to be confined, limited in any way or told what to do.

Old Time Code: Cateran will treat her foe with old time fighting rules, not killing unless they use underhanded tricks, anger her severely or try to seriously injure her first.

Jaded: Cateran has watched all manner of people and things give way to time, so she now tries to avoid becoming too attached to either. She knows that she’ll only end up losing them eventually.


Background: Heather McGowrie hasn't ever found a place or time she could call her own. Born in the year 1644, she was a woman trapped in a man's world even though she grew up tall, lanky and strong --- stronger than any of her brothers or their friends --- she was forced into a woman's lifestyle. Sewing, cooking and tending to small children wasn't what she wanted for her life though, Heather wanted to ride, wield a sword and have adventures! The only time she truly felt alive was when the old men were telling stories and tales and she could shut her eyes and feel as if she were taken away to that world they spoke of.

When Heather got to be old enough that young men were coming around to court her, she'd finally had as much as she was going to take. They were all so weak and soft-seeming as well as close-minded that she just couldn't stand the thought of being with any of them. They weren't truly men, just boys playing at it and damned if she'd play along with them. Finally she stole a horse and rode off into the night, thinking to ride to Edinburgh or London or some other far away city and make her fortune there.

Heather was stopped by a band of brigands and freebooters (or caterans, as they were called then in the Highlands), before she'd ridden more than a day's time. her pretty horse, and pretty self were rich prized indeed for this band. But the pretty girl had fangs, as they found out when she broke the arms of two of them and crushed the skull of a third with a blow from her fist. Almost before they knew it, Heather had convinced them to let her join them. Heather liked the life of a brigand, for it offered a freedom from the constraints and demands of society like none she'd ever experienced before. She learned how to survive off the land around her, fight, ride, kill and take what she wanted. Soon she was leading the brigands herself, and the 'Men of Heather' became a group to be reckoned with. More and more men, hearing of Heather and her men's exploits, came to join her. But it was too good to last; the lairds of the clans could no longer stand for her depredations and pillaging and came after Heather and her men with a small army of Highlanders. Seeing no reason to stay and be defeated, Cateran took to her horse and left her men to die.

Heather spent the next few years roaming about Scotland and the British Isles, enjoying her freedom. It was during this time that she realized just how strong she really was -- why, she lifted the Stone of Dunleavy easily with only one hand and nobody had been able to heft it normally in the past seventy-five years! The biggest, burliest men were no match for her in contests of strength. And Heather realized something else, she didn't seem to be growing older; her face showed at most a modest twenty years but she'd been on this Earth for two score or more. This thought scared her, had she been somehow cursed by the Devil to walk the Earth forever like the Wandering Jew? Feeling that her mortal soul was in peril, Heather rode to the nearest abbey and asked to be admitted. Seeing the trouble that lay upon her soul, the Mother Superior admitted her as a lay sister.

The religious life of Heather lasted about two months, as she soon found that she couldn't stand it. Every minute of the day and night was regimented, ordered, and regulated. What a waste! She quickly came around to the line of thought that her longevity wasn't a curse but instead as a gift from God or whatever higher power there was, but either way Heather didn't care anymore and decided to make the best of it. So she spent the next two centuries wandering around the world, Heather saw the glittering spires of London, and visited the king's court in the garb of a lady. She explored the Black Forest and wrestled bears in the Russian taiga. She watched Schliemann excavate Troy. She crept in disguise into Mecca and traveled the Ottoman Empire in the same guise. She learned how to sail and traveled the length and breadth of the British Empire. Then at long last Heather came to America.

The 1920s and 30s found Heather in New York City, now this is a country where people knew how to live in Heather's opinion. No centuries-old traditions, no caste system or rules that that let just only the privileged do as they pleased. She took to it like a fish to water and whenever Heather needed a little bit of money, a little bit of robbery gave her what she needed. Then came World War II, Heather had managed to avoid the first World War by staying in the Orient but this time she wanted to be involved. She traveled back to Europe and, in disguise, joined a Scottish regiment where she acquitted herself very well and when the war ended Heather returned to America. This time giving the West Coast a try to see how it differed from the East. Heather found san Francisco to be to her liking; there were a few of these 'heroes' out there who sometimes tried to keep her from robbing banks but she never had much trouble with them -- fancy clothes aren't enough to overcome three hundred years of experience. She decided to join in their fun though and adopted the name of 'Cateran' for her brigandish exploits.

She was still operating out of San Francisco when the Black Paladin had awoken and formed the Masters of Fortune. Now there was a man Heather thought -- powerful, determined, willing and able to take what he wanted from the world. Although she didn't feel romantically attracted to him -- Heather was long past such foolishness -- she did admire his style, and felt a certain bond of comradeship with him. Both of them were warriors out of time, trapped in a world very unlike that in which they'd grown up. She eventually agreed to join his group and soon became his right-hand woman.

Heather spent a large chunk of time with the Masters. It had it's ups and downs; there were times when they were rolling in money and periods when, for the first time in her long life, Heather found herself in jail. She couldn't stand it; she almost went stir crazy, but the Paladin and his men always broke her out. Then he didn't come back from some quest for a magical book. Suddenly Heather found herself leading the Masters on her own, and she found herself enjoying it; it was very much like leading the Men of Heather almost. Then she got thrown into Blackstone again. Not only did confinement infuriate her but without her the Masters went off and got themselves killed fighting against Omega and his drones. Grief and rage increased Heather's strength to the point where she was able to escape from Blackstone in the days after the Terminus Invasion and she went into hiding for many years and it wasn't until almost eight years later did Heather come back to the world of superhumans. She quickly went about reestablishing her credibility for a few years before recruiting a new Masters of Fortune and since then they have been freebooting ever since.
World of Freedom Setting 3E

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

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

Post by Tattooedman » Sat Sep 01, 2012 11:46 am

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Tungarak:
PL:
10
Strength 12
Stamina –
Agility 0
Dexterity 0
Fighting 6
Intellect 1
Awareness 1
Presence 1

Skills: Deception 6 (+7), Expertise [Art] 9 (+10), Expertise [History] 9 (+10), Expertise [Pop Culture] 3 (+4), Expertise [Streetwise] 6 (+7), Persuasion 6 (+7)

Advantages: All-Out Attack, Close Attack 2, Contacts, Interpose, Power Attack, Ranged Attack 2, Task Focus [Expertise (History): Native American]

Powers: Feats of Superhuman Strength: 11 pp
Shockwave: Damage 10 (Extra: Area [Burst]); (Flaw: Limited [Tungarak and his targets both must be in contact with the ground])
-Groundstrike: Affliction 10 [Vulnerable, Defenseless; resisted by Fortitude] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited Degree, Limited [Tungarak and his targets both must be in contact with the ground])

Red Rock Avatar: 63 pp
Enhanced Strength 6 (Flaw: Limited [Lifting Only])
Immunity 32 [Critical Hits, Fortitude Effects]
Protection 13 (Extra: Impervious 12)

Reshape the Land: 42 pp
Quakstorm: Affliction 10 [Hindered & Vulnerable, Prone & Defenseless; resisted by Dodge] (Extras: Area [Burst] 2, Cumulative, Extra Condition); (Flaw: Limited Degree)
-Make Way: Burrowing 10 (Extra: Penetrating)
-Rock Shards: Damage 10 (Extra: Area [Cone], Penetrating)

Offense: Initiative +0
Melee Attack +8 // Unarmed Damage +12
Ranged Attack +2 // Rock Shard/Shockwave Damage +10

Defense: Dodge +7
Parry +7
Toughness +13* [*Impervious 12]
Fortitude N/A
Will +5


Costs: Abilities 42+ Skills 13+ Advantages 7+ Powers 116+ Defenses 12= 190 pts.


Real Name: Paul Grissolm
Height: 8’
Weight: 380 lbs
Hair: None
Eye Color: Turquoise


Complications:
Big Rocky Hands: Tungarak has trouble using items that haven’t been custom made for his larger hands. Steering wheels, game system controls, TV remotes and so tend to give him trouble or get broken.

Lovestruck: Tungarak is harboring a serious attraction and feelings for Cateran. He’d do anything she’d ask of him, no matter what.

Red Rocky Guy: Tungarak’s looks make him stand out, thus he spends the majority of his downtime at the Masters of Fortune’s base. Usually either watching TV with his custom made remote, or playing in the Virtual Reality game system Cateran had built for him.

Second Life: No law enforcement agencies are aware that Tungarak is really Paul Grissolm.


Background: Paul Grissolm managed to barely graduate college with his degree in archaeology (partying with his frat always had been Paul's favorite past time) and it wasn't long before he used what little knowledge he'd actually gained to make a profit for himself. Specifically he became a treasure hunter, locating rare and unique historical pieces that he'd put for sale on the black market for those collectors who were willing to pay top dollar for such things, it even got to the point that Paul would take orders' and hunt for certain things his clients were wanting to add to their collections. Despite the danger of being arrested for various charges (from trespassing, to breaking and entering and even assault) Paul like his work, he was able to travel around the world on someone else's dime and was treated to all the best in life while working.

It was on such a job that Paul found himself in one of the many pueblos of Arizona, picking and hunting through the remains of one of the many Native America sites when he stumbled across a hidden set of stairs that he quickly traveled down (as in Paul's experience, hidden tunnels meant items not yet discovered and big bucks in his pockets!) and found himself in what he thought must be the heart of the mountain. Though he wondered how the people back then were able to create such a perfectly smooth tunnel; it was almost as if something had melted away the rock and it had cooled in the shape Paul found it in. All along the walls were painted pictures, gorgeous works really done in ochres, various shades of red, black and even shades of blue interworked as well. They showed warriors fighting a demon-like thing with the head of a buffalo and a rough looking body, almost like it was made of rock maybe. When Paul finally reached the bottom of the stairs he found that they led to a large, naturally formed cavern that was filled with various Indian artifacts of all kinds (beaded necklaces, pottery, and such) and he could hear the trickling sounds of water echoing through it coming from somewhere on the far side of the cavern.

Making his way across the cavern to investigate the source of the sounds Paul found a pedestal surrounded by more scenes of warriors fighting the buffalo-demon. On top of the pedestal was a chunk of stone that made out the same color red as some of the mesas were but at the center there was a pool of liquid-like turquoise that reflected the light of Paul's flashlight, sending reflections out all over the cavern. It didn't look like any kind of Indian art Paul had ever seen or read about but it was so beautiful that he knew he could make some serious money off of it and so he took it from the pedestal and into the pocket of his pants. After he'd loaded up his backpack with as much artifacts as he could carry, Paul carefully made his way back up the stairs as he mentally planned on how he was going to come back for several more trips to pick the place totally clean before anyone could discover the place.

Within a few hours time Paul had met with his client, who happily paid for the items Paul had brought him (though Paul didn't share his other major find with the buyer, he simply couldn't bring himself to part with it). Paul had planned on going out to celebrate his sudden influx of money but he began to feel oddly tired, figuring he'd simply over done it while exploring the cavern Paul went home and slept instead. But sleep came slowly, and filled with pain. Intense pain. Pain that seemed to radiate from his entire body until it reached the point that Paul couldn't take it anymore and began to moan and mutter in pain as he tossed and turned in his bed. After what seemed like hours Paul finally fell asleep as the pain thankfully lessened enough to allow but it wasn't too long before a loud crashing noise woke Paul.

To his surprise his bead had broken to bits underneath him. Wondering how that could happen Paul turned on a light only to discover that his body had transformed into a dusky red stone-like substance with veins of turquoise running all over it and his head had assumed the shape of a buffalo's skull. He now resembled the demon he'd seen drawings of in the cavern. Calming himself down after several tense moments and attempts at getting out of his room without breaking anything (which was a failure by no small means) Paul made his way to a friend's where that friend contacted some of his other friends and two days later Paul was pulling his first crime (it's easy to rob a bank when you can rip the vault door out of the wall). After doing those kind of 'smash & grab' crimes, Paul, now using the name Tungarak (supposedly coming from the legend he saw in the cavern after doing some research), was contacted by Cateran about joining the new Masters of Fortune.

Paul signed on right away, more because he saw it as a means to make more money in a quicker fashion (and he has made more money since joining), but also because he fell in love with the immortal woman the moment he laid eyes on her. Paul realizes he's got no chance with Cateran, who would want to be with a huge pile of rocks with legs and an animal head (?), and he's been carefully looking into ways to keep his powers while being able to go between his two forms but if push came to shove he'd take the one-way ticket to normal.
World of Freedom Setting 3E

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

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

Hummingbird

Post by Tattooedman » Sat Sep 01, 2012 11:48 am

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Hummingbird:
PL:
10
Strength 0
Stamina 1
Agility 2
Dexterity 2
Fighting 1
Intellect 0
Awareness 0
Presence 1

Skills: Acrobatics 4 (+6/+12), Deception 9 (+10), Expertise [Criminal] 10 (+10), Expertise [Pop Culture] 6 (+6), Insight 4 (+4), Perception 9 (+9/+12), Stealth 0 (+2/+18)

Advantages: Agile Feint, Daze [Deception], Equipment, Improved Defense, Improved Feint, Improved Initiative, Set-Up, Teamwork

Powers: Alternate Form [Hummingbird Size] (Move Action)
Enhanced Skills 3 [Acrobatics +6, Perception +3]
Enhanced Advantages 8 [Evasion 2, Hide in Plain Sight, Tough (x5)]
Enhanced Dodge 4
Enhanced Parry 4
Flight 4
Mental Suggestion: Ranged Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Cumulative, Perception)
-Mental Blast: Ranged Damage 10 (Extras: Alternate Resistance [Will], Perception)
Small Size: Shrinking 16 [1 inch tall: Stealth +16, Dodge +8, Parry +8, Intimidation -8, Strength -4, Speed -2] (Extra: Continuous Duration); (Flaw: Limited [Full Power])


Defense: Dodge +14*/+2 [*Shrunken]
Parry +14*/+2 [*Shrunken]
Toughness +6*/+1 [*Shrunken]
Fortitude +5
Will +5

Equipment: Commlink
Thieves’ Tools


Costs: Abilities 14+ Skills 14+ Advantages 8+ Powers 99+ Defenses 10= 145 pts.


Real Name: Melissa Saunders
Height: 5’ 5”
Weight: 103 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Airhead: Hummingbird can be a little…..blonde, that is to say sometimes she simply gets confused during a conversation and tends to misplace things. A lot. Things like jewelry she has just stolen last week and needs to get to her fence.

Just a Kid: Cateran tends to keep an eye on Hummingbird during jobs, so if anyone manages to hurt Hummingbird it’s a safe bet that Cateran will be swinging her claymore their way.

Vocal Impairment: When in her “Hummingbird” form, Hummingbird’s voice is tiny and high pitched. Making it very difficult to hear by anyone without any kind of enhanced sense of hearing.


Background: It's common for people to have that dream where you wake up and you're suddenly very tiny and everything around you looks gigantic, but for Melissa Saunders it was a reality.

One night, when she was just shy of turning sixteen, Melissa had been reading Alice's Adventures in Wonderland for her English class before going to bed and when she woke up the next morning she found that everything in her room (the bed, dressers, vanity and so on) had become massively huge! Melissa screamed but no one seemed able to hear her (she figured out later that her voice hadn't been loud enough to be heard thanks to her new physical size). After she stopped panicking she realized that it wasn't that her furnishings had gotten bigger -- it was that she'd gotten smaller! By sizing herself up a aginst the pillow, Melissa figured she was only about an inch tall.

Melissa sat there for a while and tried to figure out what to do; she couldn't tell her parents (they usually didn't have the time to talk to her most other mornings as they got ready to rush off to work), and she knew she didn't want to tell any of her friends either! This was one of those things that was simply best kept a secret it seemed. And anyways, how was she going to get to school? It would take her two hours just to walk to the bus stop at her current size, let alone trying to get off the bed at the moment. None the less, Melissa crawled towards the edge and looked over it; she'd have to jump and hope she didn't break anything. She gritted her teeth, closed her eyes and leapt....

Only to find herself suspended in mid-air!! Melissa concentrated hard for a moment and found that she could move herself! She could fly! Within five minutes, the teen was zipping around the room just as pretty as you please, executing mid-air spins, hairpin turns, and all sorts of fancy maneuvers. She landed on the floor by ner desk and considered her new found powers; while flying was pretty awesome the whole Tina Thumb routine kinda sucked still. So maybe if she really concentrated on going back to her normal size again? And it was a few seconds later that Melissa found herself back to normal as if she hadn't woken up shrunken down at all. But she did find out that she couldn't fly at her normal size, it seemed that power only worked when Melissa was tiny.

Sitting down at the desk and digging her biology textbook out of her backpack, Melissa flipped through it for a few seconds as she looked for something she'd read the other day in class. 'Mutation: a change ina gene which results in a new inheritable characteristic.'

"Wow," she thought. "that must be it. I mean it's not like I've been in any lab accidents or bitten by a radioactive butterfly or something...what else could it be? Cool!"

So needless to say that Melissa did what any other sixteen year old without significant parental supervision that just discovered they had the ability to become really small and fly: she used them to spy on her rivals at school. And break into the teacher's desk and get a look at the test before you take it. Soon Melissa was making straight As and the gossip mill was buzzing with stories about all the popular girls who'd been snubbing her since the 4th grade. All in all, it was a very good junior year.

But it wasn't too long before Melissa graduated to petty theft. Nothing major -- small pieces of jewelry, a little cash here and there, anything small enough and light enough for her to carry in her 'Hummingbird' form (as Melissa called it). It was during one of these 'shopping runs' that she learned about some of her other powers that were slowly emerging; Melissa was lifting a small but very valuable diamond ring from a jewler's store in the mall when a sales clerk saw her.

"Hey! Come back here!" He shouted at her as he waved his hands about, trying to grab ahold of her.

"Leave me alone!" Melissa shouted in her tiny, squeaky voice as she buzzed around the clerk's head.

Then suddenly the clerk stopped, turned around and walked the other way as if nothing had happened! Intrigued, Melissa flew right up behind him and gave another order. "Cluck like a chicken!" Then seconds later he was strutting around the store making clucking noises. A little bit of experimenting later on brought out another mental power; a psychic blast.

So when you're a seventeen years old and find out you have mind control powers, what do you do wtih them? That's right -- you get the captain of the football team to take you to the Senior Prom and make your parents give you a brand new car for graduation! But petty theft and idle amusement didn't satisfy Melissa for too long, she had all these powers so why shouldn't she really use them? Before long she had graduated from petty
theft to making her living as a thief and fencing jewelry and similar small valuable items. After she had proven herself trustworthy, her fence turned Melissa on to some spy-jobs that she was ideal for. Soon she was making more money doing industrial espionage and surveillance work than by stealing and was having fun doing it. Sure, her parents thought Melissa was attending community college but with a little mental control here and there it was easy to ensure that she got top marks without having to even attend class.

Melissa came to Cateran's attention when the immortal needed to get her hands on some information about a computer corporation that the Masters of Fortune wanted to hit. She needed to know where the plans for a certain experimental microchips and the actual prototype chips were stored so they wouldn't waste time when they broke in. Melissa got the information Cateran wanted and in the span of only a few days, impressing the older woman. The second job did for Cateran went just as well; Helios, having gone and gotten himself caught by the Freedom League and was being held in one of their detention cells until a transport from AEGIS could arrive to collect him, and Cateran needed to know the layout of the place so she could know what to expect from their security and defenses were like.

This was the most serious thing Melissa had ever done and she knew it would be a test of her abilities to their limits. After a few reconnaissance flights, she went in and despite the sensors in Freedom Hall being some of the best they weren't able to pick up something as small and as fast as Melissa was. She got the information Cateran wanted with none of the Freedom League the wiser and in turn Cateran got Helios out of there. So when Cateran was putting together the new Masters of Fortune, she immediately thought of Melissa; her abilities as a scout or as a surprise angle were worth having. At first Melissa passed on the invitation, being in a super villain group usually meant fighting super heroes but slowly the idea grew on her and Cateran cleverly appealed to Melissa's vanity so it wasn't too long before Melissa signed on for good.
World of Freedom Setting 3E

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

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

Whitestar

Post by Tattooedman » Sat Sep 01, 2012 11:51 am

Image
Whitestar:
PL:
10
Strength 2
Stamina 2
Agility 3
Dexterity 3
Fighting 4
Intellect 3
Awareness 3
Presence 3

Skills: Acrobatics 3 (+6), Athletics 6 (+8.), Deception 9 (+12), Expertise [Pop Culture] 6 (+9), Expertise [Magic] 6 (+9), Insight 9 (+12), Intimidation 8 (+11), Perception 9 (+12), Ranged Combat [White Light Array] 4 (+10), Vehicles [Air] 5 (+8.), Vehicles [Land] 5 (+8.)

Advantages: Attractive, Close Attack 4, Daze [Intimidation], Improved Initiative, Languages 2 [French, Latin], Power Attack, Ranged Attack 3, Ritualist, Startle

Powers: White Light Array:
White Blast: Ranged Damage 10 (Extra: Penetrating)
-Leeching the Soul: Ranged Weaken Stamina 10
-White Beam: Ranged Damage 10 (Extra: Area [Cone])
-White Flare: Affliction 10 [Vision Impaired, Vision Disabled, Vision Unaware; resisted by Dodge] (Extras: Area [Burst], Cumulative)
White Field: Force Field 10 (Extra: Impervious)
Mystical Propulsion: Flight 8

Offense: Initiative +7
Melee Attack +8 // Unarmed Damage +2
Ranged Attack +6 // White Light Array Attack +10 // White Light Array Damage +10

Defense: Dodge +8
Parry +8
Toughness +12*/+2 [*Impervious Force Field 10]
Fortitude +8
Will +11


Costs: Abilities 46+ Skills 24+ Advantages 15+ Powers 69+ Defenses 23= 177 pts.


Real Name:Arthur Kosigian
Height: 5’ 10”
Weight: 167 lbs
Hair: Red
Eye Color: Green


Complications:
Bad Blood: The Brimstone House would like to remind Whitestar of his oath to them.

In it for the Money: Whitestar likes to maintain his privileged lifestyle, and that calls for lots of money.

Normal Life: Whitestar‘s identity as Arthur Kosigian isn‘t known to law enforcement agencies.

Over Privileged Jerk: Whitestar is so used to getting his way that he’s really overconfident, bordering on being arrogant.

Spoiling for a Fight: Whitestar enjoys using his powers to fight and will often use excessive force.


Background: It's amazing what rich people do when they're bored; some of them buy and swap boats, sportscars, horse, or things like that. Some of them buy and swap entire companies while some of them take up sports like skiing, polo, golf or 'extreme sports' like skydiving or base jumping. But there are those that even activities like those aren't enough, they need to feel that missing 'something' they can' t quite put their finger on and Arthur Kosigian was one of those rich people.

His father had taken the family markets and produce distributors and turned them into a chain of supermarkets, distributorships, and related businesses. Arthur had it good all his life; no worries about anything and all the money he could possibly spend but he was bored. He tried the social circuit -- the parties, the cotillions, the picnics. It was boring. There are only so many women one can sleep with before they all start to look and sound alike. So Arthur tried sports -- polo, yachting, golf, race car driving and bout a dozen others total. They were boring too. They were pleasant enough until Arthur got good at them, then they lost their appeal -- the idea of slow, steady improvement and perfection of skills was not something he cared about. he even tried getting involved with the family business (shudder!!) and quickly vowed to never do anything like that again.

One day a friend mentioned something interesting, a 'meeting' that he'd been attending for a few months. It was called the Brimstone Club, he told Arthur and asked if he'd like to go along. Having nothing better to do that night, Arthur went expecting to see a bunch of fat, old men dressed in robes, chanting meaningless nonsense and waving candles in the air. What he saw instead was one hell of a surprise; there were no old, fat men. In fact all of the people there were young (they all looked to be around Arthur's age), good-looking and were a mixture of men and women. He was told they'd used magic to retain their youth -- several claimed to be in their fifties! And then, after the candles were lit, the Priestess came out. Arthur's attention was immediately riveted to her; she was tall, gorgeous and had a regal bearing that attracted all eyes. She noticed Arthur's gaze and smiled at him. Ske kept smiling at him throughout the ceremony, she somehow seemed as attracted to him as he was to her. Yet when the ritual ended, she walked out without a backward glance Arthur's way.

Arthur, dazed and confused by the evening's events, as if drunk on new-found knowledge and darkling beauty, stumbled out to his Porsche and drove himself home. The next morning a letter was hand delivered to his penthouse 'requesting' his attendance that night at midnight. Unable to concentrate on anything else, Arthur sat and watched the clock tick away the hours. Right on the stroke of midnight he arrived back at the Brimstone Club. The interior of the building was dim, lit only by a ring of black candles surrounding a pentagram. The Priestess waited for him at the center of the pentagram, a large book in her hands. Arthur walked towards her but just as he was about to step into the pentagram she spoke.

"Stop." Her voice was soft toned but one that carried an unmistakable air of command and Arthur did as she bid.

"Do you desire initiation into the Brotherhood of Brimstone?" She questioned.

"Yes!" He answered, unable to hide his eagerness.

"If you enter the pentagram and take unto you the Book of Blood and open it to learn the things held within it's pages, you can never turn your back on them or on those who taught them to you. You must pledge your heart and soul to the Brotherhood and swear to hold secret all that you will learn from your brothers and sisters. Do you so swear?"

"I will."

"Swear to me then, your soul and heart, that you will belong to the Brotherhood for now and forever. That it's secrets will be as your secrets, in this life and all lives to come."

"By my heart and soul, I swear!"

"Enter the pentagram."

Arthur stepped over the candles and into the pentagram, and in the dark of the moon that night, he opened the Book of Blood and began to learn the wisdom therein. And when the sun rose that following morning he shut the Book, went home and fell into a deep and dreamless sleep. He returned the next night, and the one after that, and the one following that and every night afterwards. The study of the Book fascinated him, intrigued him, obsessed him really, like nothing before. It was strange to him, to hold interest in a thing for that long and not become tired of it. That Arthur might be imperiling his soul much more than he already had by swearing it to the Brotherhood never troubled him at all. Over the course of years, Arthur's knowledge of arcane lore increased in slow and carefully measured steps, his masters taught him until his comprehension of the esoteric arts reached a level where he was allowed to take part in rituals as a postulant.

Arthur performed well the tasks set before him and before long had progressed from minor rituals to major ones, he still knew no spells but he felt confident that he was on his way to the true wisdom where such workings would be revealed to him. Then came a night, a shadowy May Eve, when Arthur was chosen by the Brotherhood to speak five words of power in one of their darkest, vilest rituals: it was a ritual of Binding and Pacting with a demon of the Shadow Realms. When the time came, Arthur spoke his words well but it was the tongue of the Master whose words formed the keystone of the spell faltered and the demon was loosed upon them. Arthur felt a great wave of terror and pain pass over him just before a wave of white light filled his eyes, and then he collapsed.

Arthur awoke in a hospital bed with an odd amulet on his neck -- apparently the Brotherhood had brought him here and given him the amulet for protection rather than trying to help him itself. Yet he felt no pain and his body showed no wounds. And so, bitter at the abandonment by his supposed brothers and sisters, Arthur tore the amulet from his neck and his eyes filled with white light again but this time when it cleared he felt a strength, an invigoration such as he'd never felt before. Whatever had been summoned in that ritual had given him unimaginable power! With but a thought he projected a blast of bright white energy at the wall, smashing a tremendous hole in it and then flew off from the hospital.

Soon the papers were reporting a new super villain who called himself Whitestar; he'd blasted his way into an armored car and stole three million dollars. Cateran read about him and decided he would be a good fit for the newest version of the Masters of Fortune she was putting together, what she didn't know was that Whitestar is just as blood thirsty as Crimson the Archer. It's those two that are responsible for 90% of the injuries that happen to the guards that are hurt during the Masters' crimes, though Cateran had picked up on that fact and has been planning jobs that require those two's attention in other areas and keeps the Masters' profile as violent criminals low.
World of Freedom Setting 3E

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

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Tattooedman
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Crimson the Archer

Post by Tattooedman » Sat Sep 01, 2012 12:07 pm

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Crimson the Archer:
PL:
10
Strength 2
Stamina 4
Agility 5
Dexterity 5
Fighting 4
Intellect 2
Awareness 3
Presence 0

Skills: Acrobatics 4 (+9), Athletics 6 (+), Deception 10 (+10), Expertise [Criminal] 9 (+11), Expertise [Science] 7 (+9), Expertise [Survival] 9 (+11), Insight 9 (+12), Intimidation 10 (+10), Perception 9 (+12), Ranged Combat [Bow & Arrows] 4 (+12), Stealth 8 (+13), Technology 6 (+8.)

Advantages: Accurate Attack, Benefit [Alternate Identity (Richard Atwood)], Close Attack 4, Daze [Intimidation], Equipment, Improved Aim, Improved Demoralize, Improved Initiative, Power Attack, Quick Draw, Ranged Attack 3, Seize Initiative, Skill Mastery [Stealth], Startle

Powers: Armored Costume: (Removable –9 pts) [36 pp]
Features: Enhanced Advantage 1 [Equipment (Flash Goggles, Gas Mask, Improvised Tools, Mini-Tracer, Rebreather)]
Custom Armor Plating: Protection 4
Mask Sights: Senses 4 [Vision (Extended), Darkvision, Infrared]
Built-In Bow:
Explosive Tip: Ranged Damage 8 (Extra: Area [Burst])
-Acid Arrow: Ranged Damage 4 & Ranged Weaken Toughness 5 (Extra: Affects Objects)
-Boomerang Arrow: Ranged Damage 8 (Feats: Homing, Ricochet 2)
-EMP Arrow: Nullify 5 [technology] (Extras: Sustained Duration)
-Flash Arrow: Ranged Affliction 8 [Vision Impaired, Vision Disabled, Vision Unaware;; resisted by Dodge] (Extra: Area [Burst])
-Gas Arrow: Ranged Affliction 8 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extra: Area [Burst])
-Hunting Tip: Ranged Damage 8 (Extra: Multiattack)
-Line Arrow: Movement 1 [Swinging]
-Omnium Steel Tip: Ranged Damage 8 (Extra: Penetrating)
-Smoke Arrow: Obscure 2 [visual] (Extras: Attack, Area [Burst])
-Sonic Arrow: Ranged Affliction 8 [Hearing Impaired, Hearing Disabled, Hearing Unaware; resisted by Doge] (Extra: Area [Burst])
-Tangler Arrow: Ranged Affliction 8 [Vulnerable & Hindered, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Tear Gas Arrow: Ranged Affliction 6 [Dazed & Vision Impaired, Stunned & Vision Disabled, Incapacitated & Vision Unaware; resisted by Fortitude] (Extras: Area [Burst], Extra Condition)

Offense: Initiative +9
Melee Attack +8 // Unarmed Damage +2
Ranged Attack +8 // Bow & Arrow Attack +12

Defense: Dodge +12
Parry +10
Toughness +8*/+4 [*Armor Costume]
Fortitude +8
Will +11

Equipment: Commlink
Thieves’ Tools


Costs: Abilities 50+ Skills 31+ Advantages 18+ Powers 36+ Defenses 25= pts.


Real Name: Ricardo Smith [but now has all the proper documents to use the name Richard Atwood]
Height: 5’ 9”
Weight: 162 lbs
Hair: Dirty Blonde
Eye Color: Hazel


Complications:
Baddest Man with a Bow: Crimson the Archer knows that he’s good with a bow and tends to show off his skills, sometimes at the price of getting the job done quickly.

Blood Thirsty: Crimson likes hurting people, in fact he takes a good deal of pleasure from it.

On a Short Leash: Cateran is keeping an eye on Crimson so that his vicious streak doesn’t get the MOF into more serious trouble with the police and heroes.

Normal Life: Crimson the Archer’s identity as Richard Atwood isn’t known the law enforcement agencies.


Background: Ricardo grew up in an orphanage in South America, raised by the nuns there after the groundskeeper, Pepe, found him as a baby in the wreckage of a downed plane. Ricardo was the only survivor, a miracle in the mind of the nuns and they waited for someone to come looking for those who'd been on the plane but nobody ever came. So the nuns named the baby and raised him along with the other children, but Ricardo's life wasn't easy by any means. The other children taunted and teased Ricardo because of his white skin and blonde hair while the nuns expected him to pay attention to every rule they laid out and punished him when he broke any of their many rules. It was only Pepe who ever showed any kindness to Ricardo, the older man was a native and came to think of Ricardo as the son he'd never had. Soon the boy was helping the older man do parts of his work around the orphanage and listening to the stories the old man would tell at night to the children at night before bedtime. And finally learning archery, Pepe knew how to use a gun but when he would go out hunting for the orphanage he preferred the bow he'd learned to use as a boy. It was so much quieter and more elegant than guns that scared away all the other possible game for miles around when you fired them.

Ricardo become infected by Pepe's love of the bow and began to spend all of his free time practicing archery, finding out that he had a talent for it -- his hand-eye coordination was superb and his instincts for the sport were excellent. Ricardo was good at hunting to and soon he accompanying Pepe on his weekly forays into the forest. Pepe was glad for the company and the help, but there was a gleam in Ricardo's eyes when he looked down the shaft at his target that disturbed Pepe. A gleam of what -- lust? rage? morbid fascination? Pepe couldn't tell but it scared him all the same.

Ricardo's unusual mannerisms only increased as he got older; he became quiet, sullen, and withdrawn as he reached his teenage years. He no longer paid any attention to the taunts of the other children, he just turned his back on them as if they didn't matter and his dislike of schoolwork and willingness to defy the nuns only became worse. It was only on the archery grounds did Ricardo seem to come alive. He was intense, driven, and a perfectionist who wanted every shot to hit the bullseye. None of the other children could even begin to match his skills. Then, on one hot summer day when Ricardo was sixteen, he finally did something about the taunts of the other children; he took his bow and three quivers of arrow and began to target his tormentors. Ricardo killed five before they could run away from his screaming while he simply smiled the largest smile he'd ever been seen wearing and once he was done, Ricardo left the orphanage and took off into the jungles.

And right to the Sendero Luminoso, the Maoist guerrillas who lived in the jungles, and offered his skills for them to use. At first they nearly killed him, thinking him a spy of some sort but Ricardo was able to convince them of his intentions and his skills so they gave him just the job he was best suited for -- assassin. Within four years the Government and other enemies of the Sendero Luminoso were calling Ricardo El Espectro de la Selva, 'the Ghost of the Jungles', as he moved through the forests and city streets undetected, then visited swift, silent death on his targets with his arrows.

By this point though Ricardo had grown tired of the jungle, he didn't want to stay in this backwater country forever and listening to Sendero Luminoso fighters spout off their ridiculous Marxist drivel. So Ricardo ran away again, this time to Lima and then on to Rio de Janeiro. In Rio he found work with certain criminal groups, including the Colombian cartels which earned him contacts with certain mercenaries who got him other jobs around the world. Ricardo then spent the following ten years doing 'work' for many different people around the world. He didn't care who he worked for, as long as the pay was good and he got to kill someone. Finally Ricardo decided to retire and enjoy his hard-earned money, 'the Game' wasn't a challenge to him anymore; it had gotten too easy and wasn't any fun to him. Where better to retire than the glorious U.S. of A.? He hired an agent who bough him a large house, sight unseen in a place called , the signature on the deed reading; Richard Atwood.

After moving his things in, Richard took a closer look around. The house was fine except for the basement, it just wasn't big enough for what he wanted to do: build an archery range. He began looking at the east basement wall, wondering if it would be feasible to take it down and possibly expand the basement as the bricks felt to fairly sturdy, it was then that the brick Richard was pushing against clicked and triggered a hidden door in the wall to open! Pushing the door further open Richard looked inside as automatic lights came on, flooding the hidden space with bright light and showing what was kept there; a target range, archery equipment (traditional and advanced past anything Richard had ever seen). Not just broadtip arrowheads but explosive arrows, tangler arrows, and dozens more. And the bows! Never in his life had Richard seen such high-tech pieces of work and wonder, then there was this armored red costume....

"And just what would you be doin' here lad?" Came a female voice in the doorway.

"Who the hell are you?! Get out of my house!" Richard said as he grabbed one of the bows off the wall with one hand as his other was reaching for some of the arrows sitting on a nearby table.

"Before you go gettin' ready ta shoot me with those arrows lad, let me explain to you where they came from." Now it was Cateran's turn to explain a few things. When she got around to offering Richard the role of the new Crimson Archer, he looked around the hidden room again, taking in the equiment and smiled in a manner very similar to smile he once wore a hot sunny day in his youth.

This was going to be a whole new kind of challenge.
World of Freedom Setting 3E

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

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Tattooedman
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Vivian Marcos

Post by Tattooedman » Sun Sep 02, 2012 12:46 pm

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Vivian Marcos:
PL:
4
Strength 0
Stamina 0
Agility 0
Dexterity 0
Fighting 0
Intellect 4
Awareness 2
Presence 3

Skills: Deception 6 (+9), Expertise [Computer] 10 (+14), Expertise [Current Events] 5 (+9), Expertise [Pop Culture] 5 (+9), Insight 8 (+10), Investigation 7 (+11), Perception 6 (+8), Persuasion 7 (+10), Technology 6 (+10),

Advantages: Connected, Online Research, Second Chance [Expertise (Computer)], Skill Mastery [Expertise (Computer)], Speed of Thought, Task Focus [Expertise (Computers): Hacking], Well-Informed

Offense: Initiative +4
Melee Attack +0
Ranged Attack +0

Defense: Dodge +2
Parry +2
Toughness +0
Fortitude +2
Will +6


Costs: Abilities 18+ Skills 20+ Advantages 7+ Defenses 10= 55 pts.


Height: 5’6”
Weight: 148 lbs
Hair: Blonde
Eye Color: Green


Complications:
Disability: Vivian is near-sighted and cannot see over distances without her prescription glasses.


Background: Nothing of Vivian’s past before coming to work for Ethan Keller is known but she shows a level of skill with computers that makes it obvious she is highly skilled, though it is unknown if she has attended schooling of some kind or possesses a natural aptitude for such work.

Based on her relationship with Ethan it seems that Vivian has worked with him for several years at least, but how the two met isn’t something that either of them have shared with anyone as of yet. When Ethan brought together the members of the new FORCE Ops, Abaddon immediately took an interest in her and began to flirt heavily with her up until he was taken off the active duty roster due to serious injuries he suffered on a mission. It looked as if Vivian did enjoy the attention but she never did actually go out on a date with the young hero despite his asking her a few times.

When the cyber-criminal Freebooter managed to sneak his way into the Anders Building, with a large group of ninjas and the Crimson Katana III chasing after him, Vivian ended up with the encode electronic information he’d stolen from Doctor Sin’s latest attempt to work his way into the business community of Freedom City. She was able to decipher the hidden information which allowed AEGIS to track down interfere in several of the Doctor’s on-going plans and prevent them from reaching his planned end for them.

Since then Vivian has spent many of her off hours trying to track down Freebooter so that FORCE Ops can pay him a proper visit to thank him for the destruction that happened to the Anders Building during their fight with the black-clad invaders.
World of Freedom Setting 3E

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

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Tattooedman
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Deep Ones Template

Post by Tattooedman » Sun Sep 02, 2012 7:09 pm

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Deep Ones:
PL:
8
Strength 4
Stamina 4
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 0
Presence 0

Skills: Athletics 6 (+10), Expertise [Survival] 8 (+8.), Insight 4 (+4), Intimidation 8 (+8.), Perception 4 (+4)

Feats: Close Attack 4, Equipment 2, Improved Initiative, Ranged Attack 4, Tracking

Powers: Deep One Traits:
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Immunity 3 [Environmental Cold, Pressure, Underwater Suffocation]
Movement 1 [Environmental Adaptation (Aquatic)]
Swimming 3
Senses 2 [Darkvision]
Scaly Skin: Protection 4
Webbed Claws: Strength-Based Damage 1

Offense: Initiative +6
Melee Attack +8 // Unarmed Damage +4 // Claws Damage +5 // Club Damage +6
Ranged Attack +6 // Spear Damage +7; critical 19-20

Defense: Dodge +8*/+6 [*w/ Medium Shield]
Parry +8*/+6 [*w/ Medium Shield]
Toughness +8
Fortitude +8
Will +4

Equipment: Undersea Arsenal: (10 ep)
Spear [Strength-Based Damage 3; critical 19-20]
-Club [Strength-Based Damage 2]
Medium Shield [+2 to active Defenses]



Costs: Abilities 32+ Skills 10+ Advantages 12+ Powers 17+ Defenses 12= 83 pts.


Complications:
Weakness: Deep Ones are easily blinded by any kind of bright light (treat as if they were Visually Unaware) and will immediately withdraw from an area until they have recovered.



Notes: A third faction of survivors from Atlantis who fell under the influence of a colony of Serpent People thanks to their use of the Serpent Scepter. Eventually the two races interbred to the point that their later generations no longer were recognizable to their parent races. Thanks to the use of the Serpent Scepter the Deep Ones have green, scaly skin, clawed hands and feet with almost entirely black eyes and sharp teeth. The scales on their body grant the Deep Ones a form of natural armor and their eyes are able to pierce the darkest waters of the ocean though they cannot deal with any form of light as bright as normal daylight a person would find above the seas.

For the most part Deep Ones nowadays are more nomadic barbarians than a conqueror empire, and it’s only the few mystics that rise up to lead them that keeps them as barely organized as they are. Recently it has been learned that a larger clan of Deep Ones have been taken over by the Naguar, a rebel faction within the society of Atlantis whose leaders live outside the domed city, as they prefer the life style the Deep Ones live and use them as their own private army.
Last edited by Tattooedman on Tue Sep 04, 2012 7:44 am, edited 1 time in total.
World of Freedom Setting 3E

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

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Sub-Terran Template

Post by Tattooedman » Sun Sep 02, 2012 7:11 pm

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Sub-Terrans:
PL: 2
Strength 2
Stamina 2
Agility 0
Dexterity 0
Fighting 2
Intellect -2
Awareness 0
Presence 0

Skills: Athletics 3 (+5), Expertise [Survival] 3 (+3), Perception 3 (+3)

Advantages: Great Endurance, Teamwork

Powers: Mutated Physiology:
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Senses 2 [Darkvision]

Offense: Initiative +0
Melee Attack +2 // Unarmed Damage +2
Ranged Attack +0

Defense: Dodge +2
Parry +2
Toughness +2
Fortitude +4
Will +1

Equipment: Visor [acts as Flash Goggles & counters their Disability]


Complications:
Disabled: Dayblind; Sub-Terrans are blinded by normal levels of daylight.


Costs: Abilities 8+ Skills 3+ Advantages 2+ Powers 4+ Defense 5= 21 pts.


Notes: A small, sickly-looking race of humanoids that have yellowish, hairless skin, large eyes that are adapted to the near-total darkness they live in and a surprising amount of strength for their size.

Nothing is really known about how the Sub-Terrans survive in their underground world, what little efforts that have been made by the Atom Family have been stifled by the Terra-King. The Sub-Terrans were created to act as slaves for the Serpent People, who had fled the sinking of Lemuria and had their first created servants, the Morlocks, had successfully rebelled against them and drove them out of their first city. Unfortunately the Sub-Terrans had been bread to be extremely controllable to dominate personalities, which left them unable to deal with the savagery of the Morlocks and the Serpent People were once again forced to abandon the subterranean city they’d built and they left the Sub-Terrans as well.

Eventually the fighting that continued between the three races drove them all back into barbarism, though some members of the Serpent People managed to escape to the surface world where they started cults to their insane god.

At some point both the Serpent People and the Morlocks decided that the Sub-Terrans weren’t any kind of threat to them and eventually left them alone. For hundreds of years the Sub-Terrans maintained their abandoned city, as the Serpent People had trained them to do, until Jerris Trent, the Terra-King, discovered them and used them to establish his own empire. The Sub-Terrans are servile and fanatically obedient to the Terra-King, who has imprinted himself upon the Sub-Terrans as their master, and they follow his every order without any form of hesitation.
World of Freedom Setting 3E

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

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Magmin

Post by Tattooedman » Tue Sep 04, 2012 8:30 am

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

Skills: Expertise [Survival] 9 (+7), Insight 6 (+6), Perception 6 (+6)

Powers: Magmin Physiology:
Immunity 15 [Heat Damage, Life Support]
Senses 3 [Darkvision, Infravision]
Molten Skin:
Damage 5 (Extra: Reaction)
Protection 4

Offense: Initiative +0
Melee Attack +4 // Unarmed Damage +3 // Molten Skin Damage +5
Ranged Attack +0

Defense: Dodge +2
Parry +4
Toughness +8
Fortitude +4
Will +2

Costs: Abilities 6+ Skills 7+ Powers 42+ Defenses 5= 60 pts.


Notes: Magmin are an offshoot of the Morlock subterranean race, their ancestors were a small cult that was transformed by a ritual done by their leader for some unknown reason. They typically live in the deeper depths of Sub-Terra, near natural pockets of magma and lava vents. Typically Magmin will attack anyone not of their race upon sight.

Magmin are stocky, wide creatures with skin that look like cooling magma: a rocky coating over seething hot liquid rock. Their eyes and mouths glow with the intense heat their bodies generate and give them a freakish appearance when encountered in the dark underground.

They are capable of speech, though it has a quality that reminds one of rocks grinding together, but most of the time they simply grunt and growl in an animal-like manner. It’s thought that those grunts and growls are the Magmin’s own language and only a few members, most likely leaders, are able to speak other languages.

The terrible heat the Magmin’s bodies generate makes even touching them dangerous, as they can melt stone upon contact. Also they have shown an immunity to intense heat and are able to wade through pools of lava with no trouble, in fact it’s clear that Magmin prefer hotter environments and shun cooler ones if at all possible.
Last edited by Tattooedman on Sun Jan 27, 2013 12:19 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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Serpent People (Savage & Civilized)

Post by Tattooedman » Tue Sep 04, 2012 8:32 am

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Serpent People:
PL:
4
Strength 3
Stamina 3
Agility 1
Dexterity 1
Fighting 2
Intellect -2
Awareness -2
Presence -1

Skills: Athletics 6 (+9), Expertise [Survival] 6 (+4), Stealth 6 (+7)

Advanatges: Equipment, Improved Initiative, Teamwork

Powers: Serpent-Human Hybrid:
Protection 1
Senses 3 [Darkvision, Olfactory (Acute)]
Poison Bite: Weaken Wisdom 4

Offense: Initiative +5
Melee Attack +4 // Unarmed Damage +3 // Dagger Damage +4; critical 19-20
Ranged Attack +1 // Spear Damage +6; critical 19-20

Defense: Dodge +4
Parry +4
Toughness +4
Fortitude +4
Will +0

Equipment: Savage Arsenal: ( ep)
Spear [Strength-Based Damage 3; critical 19-20]
-Dagger [Strength-Based Damage 1; critical 19-20]



Costs: Abilities 10+ Skills 6+ Advantages 3+ Powers 8+ Defenses 7= 34 pts.

The stats above are for a Savage Serpent Person.
For a Civilized Serpent Person add the following;

Abilities:
Stamina 2
Intellect 3
Awareness 2
Presence 2

Skills: Expertise [Magic] 6 (+9)

Advantages: Artificer, Ritualist

Costs: Abilities 32+ Skills 8+ Advantages 5+ Powers 8+ Defenses 7= 60 pts.

Notes: Most Serpent People are little more than animals on two legs, with sinuous bodies that are covered in scales with snake-like heads and tails. They favor basic, ragged clothing and mark their bodies with paint. Dull-witted they normally attack non-Serpent People on sight, using their hands if they have no weapons and poisonous bite. Savage Serpent People will automatically defer to a Civilized Serpent Person and they obey their commands without question, but Savage Serpent People aren’t generally smart enough to carry out complex orders.

Overall the Serpent People live on a diet of meat, taken from (and sometimes of) their enemies, and fungi that grows in their domains that they fiercely protect. Most of the time the Serpent people are looking to expand their area of control and will act out against the other races of Sub-Terra. The Civilized Serpent People are the leaders of various clan-like groups and are the ones responsible for spreading their cults to the surface world thanks to their ability to mystically take on the appearance of humans.
Last edited by Tattooedman on Sun Jan 27, 2013 12:19 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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Lor [Soldiers & Mentats]

Post by Tattooedman » Wed Sep 05, 2012 8:01 am

Image
Lor Soldier:
PL:
5
Strength 2
Stamina 2
Agility 1
Dexterity 1
Fighting 3
Intellect 0
Awareness 0
Presence 0

Skills: Athletics 3 (+5), Expertise [Soldier] 6 (+6), Insight 4 (+4), Perception 4 (+4), Ranged Combat [Lor Blaster] 2 (+5), Stealth 4 (+6), Vehicles [Exotic] 6 (+8.)

Advantages: Close Attack 2, Equipment 3, Improved Initiative, Ranged Attack 2

Offense: Initiative +5
Melee Attack +5 // Unarmed Damage +2
Ranged Attack +3 // Lor Blaster Attack +5 // Lor Blaster Damage +5

Defense: Dodge +6
Parry +6
Toughness +4*/+2 [*Lor Military Uniform]
Fortitude +5
Will +4

Equipment: Lor Military Uniform [Protection 2; Subtle, Commlink, GPS]
Lor Blaster [Ranged Damage 5]


Costs: Abilities 18+ Skills 10+ Advantages 8+ Defenses 15= 51 pts.

Image
Lor Mentat:
PL:
7
Strength 2
Stamina 2
Agility 1
Dexterity 1
Fighting 3
Intellect 3
Awareness 3
Presence 2

Skills: Athletics 3 (+5), Expertise [Mentat] 6 (+6), Insight 4 (+4), Perception 4 (+4), Ranged Combat [Lor Blaster] 2 (+5), Ranged Combat [Telekinetic Might Array] 2 (+5), Stealth 4 (+6), Vehicles [Exotic] 6 (+8.)

Advantages: Close Attack 2, Equipment 3, Improved Initiative, Ranged Attack 2, Speed of Thought

Powers: Mentat Traits:
Danger Sense: Enhanced Advantages 4 [Defensive Roll 2, Eidetic Memory, Uncanny Dodge]
Psionic Awareness: Senses 1 [Mental Awareness]

~Choose one of the two below~

Psionic Translation: Comprehend 2 [speak & understand languages]
Telepathy:
Communication 2 [mental] (Extras: Area, Selective)
Mind Reading 6

Telekinetic Might: Move Object 6 (Extra: Damaging); (Feat: Precise) [Dynamic]
-Telekinetic Bolt: Blast 6 (Feat: Improved Critical)[Dynamic]
-Telekinetic Propulsion: Flight 6 [Dynamic]

Offense: Initiative +7
Melee Attack +5 // Unarmed Damage +2
Ranged Attack +3 // Lor Blaster Attack +5 // Lor Blaster Damage +5 [Telekinetic Might Array Attack +5 // Telekinetic Might Damage +6]

Defense: Dodge +6
Parry +6
Toughness +6*/+4** [*Lor Military Uniform & Defensive Roll/**Lor Military Uniform]
Fortitude +5
Will +7

Equipment: Lor Military Uniform [Protection 2; Subtle, Commlink, GPS]
Lor Blaster [Ranged Damage 5]


Costs: Abilities 34+ Skills 11+ Advantages 9+ Powers 33+ Defenses 15= 102 pts.
Last edited by Tattooedman on Sun Sep 01, 2013 7:59 am, edited 1 time in total.
World of Freedom Setting 3E

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

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Tattooedman
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Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
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Black Paladin

Post by Tattooedman » Wed Sep 05, 2012 8:19 am

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Black Paladin:
PL:
12
Strength 6 (2)
Stamina 4
Agility 2
Dexterity 2
Fighting 6
Intellect 2
Awareness 4
Presence 3

Skills: Deception 9 (+12), Expertise [Computers] 12 (+14), Expertise [Criminal] 6 (+8.), Expertise [Magic] 6 (+8.), Expertise [Medieval] 12 (+14), Expertise [Science] 12 (+14), Expertise [Survival] 9 (+11), Expertise [Tactics] 12 (+14), Insight 9 (+13), Intimidation 9 (+12), Perception 6 (+10), Technology 12 (+14), Stealth 6 (+8.)

Advantages: All-Out Attack, Close Attack 6, Daze [Intimidation], Equipment 6, Follow-Up Strike, Improved Disarm, Improved Feint, Improved Initiative, Power Attack, Quick Draw, Ranged Attack 4, Startle, Takedown 2

Powers: The Black Blade: (Removable –4 pts) [19 pp]
Cursed Edge: Strength-Based Damage 6 (Extra: Penetrating 12); (Feats: Improved Critical 4, Improved Sunder)

Ebony Plate Armor: (Removable –9 pts) [39 pp]
Enhanced Strength 4
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Enhanced Fortitude 4
Enhanced Will 4 (Flaw: Limited [Only vs. Mental Effects])
Immunity 5 [Environmental Cold, Environmental Heat, Pressure, Suffocation]
Immunity 10 [Hearing & Visual Afflictions] (Flaw: Limited [Half Effective])
Protection 10 (Extra: Impervious 12)

Hi-Tech Medieval Weapons: Variable Power 10 [50 pt pool]

Offense: Initiative +6
Melee Attack +12 // Unarmed Damage +6 // Black Blade Damage +12; critical 16-20
Ranged Attack +6

Defense: Dodge +10
Parry +10
Toughness +14* [*Impervious 12]
Fortitude +12
Will +8 [+12 vs. Mental Effects]

Equipment: Skybike [Strength: 1; Speed: 6; Defense: 10; Toughness: 8; Size: Medium]

Headquarters [20 pts to spend as needed]


Costs: Abilities 50+ Skills 40+ Advantages 27+ Powers 128+ Defenses 20= 265 pts.


Real Name: Jason Barrett
Height: 6’ 2” (out of armor) 6’ 6” (in armor)
Weight: 218 lbs (out of armor) 300 lbs (in armor)
Hair: Black
Eye Color: Brown


Complications:
Arrogant Bastard: Black Paladin had been around since WWII, dealt with all manner of heroes and dabbled in dark magics his whole lifetime. There is little he doesn’t think he can defeat and he makes sure that anyone facing him knows it as well.

Enemy ~VIPER: Black Paladin will always take any given opportunity to attack, raid, trouble or hassle the criminal organization known as VIPER if given the chance. Sometimes he specifically will target their Nests if he learns of their location or he will hire a group of criminals to strike in his stead (though that is rare as the Black Paladin prefers that VIPER knows it is him behind the assault).

Normal Life: Black Paladin’s identity as Jason Barrett isn’t known to any law enforcement agencies.

Weakness: The Black Paladin is more vulnerable to damage from items that are considered to be holy or blessed.



Background: Back during the time of knights it was common for favored knights to be given lordship over a small area. To rule it almost as their own kingdom in a way: the lord would provide protection to those living on his lands, collect taxes for the realm he was aligned to, as well as hearing local legal matters brought up by the residents and deliver an educated resolution to the problem. Often times it worked, sometimes it did not.

Some lords would become corrupt with their power and would take to ruling over their domains with an iron gauntleted hand. Most of the time the lords would be dealt with by the force of their former realm, be stripped of title and rank and cast out as a nomad while there were some who would not give up their newly gained power without also giving up their life. This is the story of a lord who not only managed to repel that attack but eventually defeated him and claimed many of the other lands of his former realm as his prize, this is the story of Lord Gavin DeGiles.

Exactly when DeGiles decided to turn his lordship into a kingdom isn't clear but once he set himself upon that long road there was little to stop him. Every step was carefully planned out and it took him years to achieve his goal but once his rule was established DeGiles wasted no time in formally forming his army, mostly comprised of men he'd brought in over the years as he was given more land to watch over and establishing his own banner throughout his lands. It was suspected by many that most of his fall of morality and rise to power was brought on by his consort, a suspected sorceress named Isolane, who had worked her wiles upon DeGiles in a drive of her own to be a person of power even if only by proxy.

The truth is much worst.

DeGiles wasn't manipulated in any way, all Isolane did was give him the support he needed as DeGiles feared the repercussions of declaring his independence and Isolane worked her arcane knowledge and skills towards enchanting a suit of armor and great sword so that DeGiles would be unbeatable in personal combat. As well as creating potions that enhanced the abilities of DeGiles' men so that they would be stronger and more physically able than any they would face, effectively creating men who could fight, and win against, superior numbers. It wasn't until the Grail Knight, a wondering hero of that time, set his sights on the pair that they encountered problems. The Grail Knight was in possession of both the sword Caliburn as well as the Spear of Destiny, together those weapons allowed him to challenge DeGiles on more than equal footing. In fact it was the Grail Knight that then held the upper hand, DeGiles was unable to defeat the holy warrior. So Isolane summoned a great dragon to deal with their foe only to watch as the Grail Knight finally defeated the beast after a several day-long battle that ravaged much of the country side and then proceeded to come after her, even giving her a small injury.

But it was the sight of Isolane threatened that brought DeGiles' temper to bear and he attacked the Grail Knight with a fervor he'd never had before. And though he managed to put his foe on the defensive it was his own anger that undid DeGiles as the Grail Knight took advantage of his aggressiveness and fatally wounded him. As Isolane screamed her protest and ran to DeGiles' side, the Grail Knight simply sheathed his weapon and took his leave of their soon to be crumbling kingdom as he was sure DeGiles would be soon dead.

But magic and love is a strange and powerful combination, and Isolane was able to keep DeGiles alive for another six days with her knowledge of medicine and magic as she fought off various entities that came to try and calm him. In the end though Isolane simply didn't have the power to save her lover and settled for saving his soul from damnation, bonding it to his enchanted ebony armor and with her last living act Isolane hid it from those that would try and search for it. In the following months DeGiles' men fought amongst themselves to take his place but none could find where it had been hidden and eventually DeGiles' former realm came and cleared out the remains of his army and retook his lands. Then over the following decades the memory of DeGiles deeds faded and he became the stuff of legends and lore.

It wasn't until World War II that the ebony armor black great sword was discovered hidden deep away in a cave in by an American soldier who had become separated from his unit. Astounded by his discovery the young man reached out to touch the armor and blade in awe and he accidentally cut himself on the sword, thereby unknowingly triggering the final spell Isolane had cast upon the two items as the American's soul was ripped to shreds by DeGiles' more powerful spirit and after centuries of being asleep, the Black Paladin walked the Earth once again.

DeGiles spent the next few weeks roaming the country side, acclimating himself with the world he now found himself in as well as picking through the remains of his host's memories learning everything he could. Seeing the effects that the war was having on the countries involved he reasoned that America would be a good place for him to start anew, but knew he had no means of getting there. So he offered his skills and sword to the Nazi's, an offer they took him up upon as they had few superhuman agents at that time and his first few missions brought him into conflict with the Allies of Freedom, a group that he later came to realize he had underestimated though DeGiles did manage to escape each confrontation.

Eventually DeGiles was sent to America to deal with the 'threat' the Liberty League represented to Germany's plans but it was after his first loss to that group that DeGiles decided to abandon the Nazi's cause and tend to his own plans. Many heroes of the time then considered that being sent to America was DeGiles' plan the whole time, but he's never confirmed this theory ever.

For several years DeGiles wandered across the United States, seeing first hand everything there was to this new and strange country as well as slowly building himself several bunkers in various parts of the country and it wasn't until the 1960s that he came back onto the world of superhumans, but this time he was not alone. During his travels DeGiles had encountered several people who were of similar criminal mindset to his own and each was gifted with a variety of super powers, men and women who felt cheated by life in general but were in possession of some very unique abilities. It was during those years that DeGiles trained this group into a team that went on to be one of the most challenging gatherings of super-criminals seen in many years: the Masters of Fortune.

The original members of the group were Hellios (a scientist with the ability to manipulate various spectrums of light & heat), Crimson Archer (a master marksman with any ranged weapon), Crush (a biker with superhuman strength & durability), Phantazam (the mind of a deceased psychic that sustained itself by force of will alone for over a decade plus), and Lobo (a mutant who was stuck in a wolf/human hybrid form). For the majority of that decade the Masters dealt mostly with the newly formed Freedom League, though even now and then members of the Masters would take on their own side projects and be encountered by solo heroes.

Eventually though the membership changed, as is the way of such groups as old members leave or retire or even the occasional death (though that was a rare thing), with new members Cateran (an immortal, super strong swordswoman), Frost and Sunstroke (mutant brothers with opposite styles of energy [ice & fire]), and Jade (a constructed creature made of enchanted gemstone) just to name some of them. Overall the Masters of Fortune was a tool to the Black Paladin, a major piece on his chess board in his plans to rule a kingdom of his own, and while he never truly succeed in that ultimate goal the Masters did manage to pull off some impressive small victories over the course of their careers. But what finally ended the Masters of Fortune was the disappearance of the Black Paladin in the early 1970s: he simply stopped committing crimes. Soon people began to talk about how nobody had heard anything from him, the Masters had went on without any word from DeGiles in several months and began to slowly return to their normal habits (i.e.: committing crimes) and eventually the Masters fell apart without the Black Paladin's forceful personality guiding them as they fell victim to infighting and disagreements.

What very few people know is that when your spirit inhabits a body it was not born too there is a limit to how long you can inhabit it, as DeGile discovered the hard way as his stolen body finally began to reject his spirit. Forcing it back into the deep slumber of his enchanted ebony armor and only active for very short times (mostly a period of a few days at most), which DeGiles used to gather information on what had been going on in the world while he'd been asleep. It wasn't until the middle of the 1980s until DeGiles heard something he'd not heard in a very long time: the voice of another person talking to him. And that voice was offering DeGiles something......a partnership?

Gavin DeGiles, tired of the sleep of the armor agreed and found himself then sharing a body with it's original host, a man named Michael Mendron, and he was a wizard. That was how he communicated with DeGiles and managed to somehow keep his soul intact when DeGiles entered the body - by magic!

Michael Mendron was a mage of respectable power and drive but his means were what earned him the moniker of 'the Black Mage'. Mendron was willing to cross any line, break any taboo, do any deed to accomplish his goals. And he wanted to be a powerful and feared man and the Black Paladin was his ticket to those things, you see Mendron was a descendant of Isolane's bloodline and her gift for the mystical arts stayed within her descendents and it was passed down from parent to child over the generations, especially the tale of their most famous ancestor, Isolane.

When Mendron first saw pictures of the Black Paladin he instantly recognized the armor and it's place in his family's history and set about learning all he could about the villain, wanting to know if those stories were true or if the armor merely had magical enhancements as it would be a useful tool in his personal quest. It took Mendron many years to find out what had happened to the Black Paladin after his disappearance and a few more to then locate the armor, but he finally did find them he made sure not to touch the armor. Instead he cast a spell that allowed him to communicate with the spirit of DeGiles and offered him a deal: to share his body with the fallen knight, to not have his soul torn from his body and cast out. Mendron promised that together with their skills and knowledge they would be unstoppable. Intrigued by the offer and ready to agree to almost anything to escape his magical slumbering, DeGiles agreed to the deal and within a few day's time Mendron cast the spell and the Black Paladin was soon back in action for a new generation to fear.

Most people think that this version of the Black Paladin is either the original that has somehow managed to come back or is an heir of some kind, perhaps a relation to the original or an apprentice maybe. In the end though it didn't matter as the Black Paladin operated mostly in Europe for that part of his career: dealing with the British sponsored group Queen & Country as well as EuroStar, the other big team in Europe in the 1980s and early 1990s. Many of the Black Paladin's crimes had a mystical theme to them (thanks to Mendron being the one to come up with most of them), and while the majority of his plans were stopped the Black Paladin managed to succeed on several of his small goals that weren't obvious to those he opposed.

The most important one of these was the theft of the Dragon's Eye, a massive ruby the size of a man's fist from a museum in Prague. Legends stated that many of those mythical beasts were locked away in the pocket dimension the Eye housed, and Mendron knew of a very specific dragon that had been imprisoned in the Eye. A dragon that had been said to be a skilled wizard in it's own right known by the name Mathias and he was one of the greater dragons of his time, a leader among those massive and powerful creatures. Mendron had heard tales of Mathias’ power and skill and wanted the dragon to help him perform a select few rituals.

The first of which was to help him sever the bond Mendron had created between his body and DeGiles’ soul. After so many years of housing two fully manifested spirits Mendron’s body had begun to waste away but the mage knew that the corrupted knight would not go quietly. Mendron realized he would need to find someone to house the spirit of the Black Paladin and that the ritual would call for more power than Mendron could provide, thus his reason for helping to free Mathias from the Dragon’s Eye.

When Mendron contacted Mathias inside the dimensional prison, the elder dragon was intrigued by the offer put forth. Enough that he agreed to help fuel the ritual Mendron needed to perform to save his life, something that left the dragon weakened and still trapped in the Dragon’s Eye but owed a serious favor by the Black Mage. But the time that had been spent in piercing the layers of protection woven into the sub-dimension of the Dragon’s Eye took many years, even for a mage as skilled and powerful as Mendron and it took him the rest of the 1990s and well into the early years of the new millennium before he had managed to establish a solid means of communication with Mathias.

All Mendron left to do was find someone who would be willing to become the new host to the Black Paladin. Jason Barrett was a scientist that had been in the employ of VIPER that had become unhappy with his arrangement with his employers and was secretly seeking a way to free himself from it. Somehow Mendron had managed to find out about Barrett and his situation and carefully approached him with the offer of enough power to make sure that VIPER wouldn’t be able to force Barrett back into their ranks. Barrett couldn’t have agreed any faster than what he did (though Barrett doesn’t know that after long enough time his body will begin to wither as Mendron’s has done). For now however the new Black Paladin has struck out on his own, using the funds DeGiles had stashed away on his own centuries ago and they have parted ways with Mendron in an amicable manner so that Barrett and DeGiles can reestablish the reputation of the Black Paladin.
World of Freedom Setting 3E

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

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Tattooedman
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Elemental

Post by Tattooedman » Wed Sep 05, 2012 8:26 am

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Elemental:
PL:
14
Strength 12
Stamina 12
Agility 6
Dexterity 6
Fighting 6
Intellect 0
Awareness 4
Presence 0

Skills: Expertise [Magic] 13 (+13), Intimidation 13 (+13), Insight 8 (+12), Perception 8 (+12), Ranged Combat [Elemental Mastery Array] 4 (+14)

Advantages: All-Out Attack, Close Attack 8, Improved Initiative, Instant Up, Luck [Determination] 2, Move-By Action, Power Attack, Ranged Attack 4, Takedown 2, Task Focus [Expertise (Magic): Elemental]

Powers: Elemental State:
Enhanced Strength 4 (Flaw: Limited [Lifting Only])
Immunity 13 [Aging, Critical Hits, Life Support]
Impervious Toughness 12
Shockwave: Damage 12 (Extra: Area [Burst]); (Flaw: Limited [Both Elemental & his targets must be in contact with the ground])
-Groundstrike: Affliction 12 [Vulnerable, Defenseless; resisted by Fortitude] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited [Both Elemental & his targets must be in contact with the ground])], Limited Degree)
-Thunderclap: Affliction 12 [Hearing Impaired, Hearing Disabled, Hearing Unaware; Resisted by Fortitude] (Extra: Area [Burst]); (Flaw: Limited [Both Elemental & his targets must be in contact with the ground])

Elemental Master:
Elemental Manipulation: Move Object 14 (Extra: Damaging); (Feats: Precise, Variable Descriptor [4 elements])
-Earthquake: Damage 14 (Extra: Area [Burst])
-Earthen Shapes: Create Object 14 (Extra: Moveable)
-Crushing Wave: Ranged Damage 14 (Extra: Area [Cone])
-Fireballs: Ranged Damage 14 (Extra: Multiattack); (Feat: Improved Critical 2)
-Firebomb: Damage 14 (Extra: Area [Burst]); (Feat: Improved Critical 2)
-Fire Gout: Ranged Damage 14 (Extra: Penetrating); (Feat: Improved Critical 2)
-Fire Shield: Damage 10 (Extra: Reaction)
-Fire Spout: Ranged Damage 14 (Extra: Area [Line]); (Feat: Improved Critical 2)
-Ice Bonds: Ranged Affliction 14 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Patch of Ice: Ranged Affliction 14 [Vulnerable, Prone; resisted by Dodge] (Extra: Area [Burst] 2, Cumulative); (Flaw: Limited Degree)
-Rip the Air Out: Ranged Affliction 14 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Progressive)
-Stone Shards: Ranged Damage 14 (Extra: Area [Cone])
-Tornado: Ranged Damage 14 (Extra: Area [Burst])
-Water to Ice: Ranged Transform 14 [water to ice]
-Water Tendrils: Ranged Damage 14 (Extra: Multiattack)
-Water Whip: Ranged Damage 14 (Feats: Precise, Variable Descriptor [Blunt/Piercing])

Offense: Initiative +10
Melee Attack +14 // Unarmed Damage +12
Ranged Attack +10 // Elemental Mastery Attack +14

Defense: Dodge +14
Parry +12
Toughness +14* [*Impervious 12]
Fortitude +14
Will +13


Costs: Abilities 92+ Skills 16+ Advantages 22+ Powers 102+ Defenses 25= 257 pts.


Real Name: Allen Stevens
Height: 5’10”
Weight: 172 lbs
Hair: Brown
Eye Color: Brown


Complications:
Four-In-One: Elemental is a combination of five consciousnesses, that of Allen Stevens and four elemental spirits. Often times the elementals are able to exert a limited control over Stevens’ actions when he’s not transformed, a problem Stevens’ is trying to correct.

Uncontrolled Transformations: Allen Stevens doesn’t have complete control over his change into Elemental - in moments of high stress or increased anger he can change into his super-powered form.

Weakness: Exposure to pollution (smog, used oil, ect…), radiation, or anything that causes damage to nature will do additional damage to Elemental.



Background:
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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Knock-Off

Post by Tattooedman » Wed Sep 05, 2012 8:28 am

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Knock-Off:
PL:
10
Strength 2
Stamina 2
Agility 3
Dexterity 3
Fighting 4
Intellect 0
Awareness 3
Presence 0

Skills: Acrobatics 6 (+9), Deception 9 (+9), Expertise [Pop Culture] 6 (+6), Expertise [Streetwise] 9 (+9), Insight 9 (+12), Perception 9 (+12), Stealth 6 (+9), Vehicles [Land] 3 (+6)

Advantages: Close Attack 4, Improved Feint, Improved Initiative, Language [American Sign Language], Luck [Determination], Power Attack, Ranged Attack 5, Takedown 2

Powers: Object Mimicry: Variable Power 12 [60 pt pool] (Flaw: Limited [Can only take on the properties of materials he can touch])

~Sample Forms~
Steel Body: [57 pts]
Enhanced Strength 10
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Immunity 10 [Life Support]
Protection 10 (Extra: Impervious 12)

Energy Body (fire): [60 pts]
Immunity 15 [Fire Damage, Life Support]
Insubstantial 3
Fire Blast: Ranged Damage 10 (Extra: Penetrating)

Liquid Body: [55 pts]
Elongation 4
Immunity 10 [Life Support]
Insubstantial 1
Swimming 4
Hide in Plain Sight: Visual Concealment 2 (Flaw: Limited [only in same liquid as body is mimicking])
Choke Out: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Progressive)

Particulate Body (sand): [44 pts]
Elongation 4
Immunity 10 [Life Support]
Insubstantial 1
Movement 1 [Slithering]
Sand Blast: Ranged Damage 10
-Sand Fist: Damage 10


Offense: Initiative +7
Melee Attack +8 // Normal Unarmed Damage +2
Ranged Attack +8

Defense: Dodge +8
Parry +8
Toughness +2
Fortitude +8
Will +9


Costs: Abilities 34+ Skills 19+ Advantages 16+ Powers 72+ Defenses 21= 162 pts.


Real Name: Unknown
Height: Unknown
Weight: Unknown
Hair: Unknown
Eye Color: Unknown


Background: Nobody seems to know much of anything about the man called Knock-Off, aside from he's always being seen dealing with the thugs and gang members that infest New York City on a weekly basis. Every now and then he'll show up during a super crime, like when the Bolo tried robbing Stern & Sons Diamond Co.

Even while fighting Knock-Off is silent, it's not known if he is possibly a mute or simply that inclined to staying silent (though given how many heroes & villains nowadays like to run off at the mouth it is an odd trait). Despite his relative newness to the heroic scene, Knock-Off does possess a well developed understanding of his powers which reveals that either he has had several years’ worth of training or he has spent a vast amount of time practicing with his powers and pushing his limits on his own and managed to stay hidden while doing it.

Given the time since his first appearance it's possible that he's one of the people affected genetically by the last Terminus Invasion, an entire generation of children were exposed to those other-worldly energies and several have developed powers in the years since. The Albright Institute has been worked with many of them to help them deal with the side effects caused by their mutations and help them understand their powers but some have chosen to keep their abilities hidden from the public for whatever their personal reason may be. It's very plausible that Knock-Off is one of those children, feeling some underling guilt stemming from the source of his powers and striving to make amends for them.

The truth of the matter is that Knock-Off, aka Ronald Cooper, is one of those children affected by the energies of the Terminus. His parents were killed during the invasion and he went to live with his deaf aunt (which accounts for his mostly silent nature) while also going to the Albright Institute throughout his teenage years for help with the pains his body suffered from. Eventually when his powers fully developed the physical problems stopped and Ron stopped going to the Institute. He settled into a normal life, getting a job as a dock worker to help support his aunt now that she's starting to have health issues of her own. It wasn't until some thieves broke into one of the warehouses where Ron worked did he ever use his powers on purpose, quickly copying the concrete floor he made short work of the thieves and managed to keep his identity a secret. From that experience Ron realized how much he enjoyed himself cutting loose like that, his aunt had kept him shut in for the majority of his younger years due to his health problems and he realized that his powers allowed him to help others who would be in need of it. Like the heroes who stopped the Invasion all those years ago.

So Ron managed to throw together a decent, home made costume and soon hit the streets as Knock-Off. Over the years he has managed to earn a reputation as a hero that cares about the man on the street, showing a drive and desire to make a real difference in New York City.
World of Freedom Setting 3E

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

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