World of Freedom: FC Setting Builds....

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Tattooedman
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Sandstone

Post by Tattooedman » Thu Sep 06, 2012 7:22 am

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Sandstone:
PL: 12
Strength 10 (2)
Stamina 6
Agility 0
Dexterity 0
Fighting 8
Intellect 0
Awareness 0
Presence 0

Skills: Bluff 9 (+9), Expertise [Chemicals] 9 (+9), Expertise [Criminal] 9 (+9), Insight 9 (+9), Intimidation 12 (+12), Investigation 6 (+6), Perception 9 (+9), Ranged Combat [Sand Blasts] 12 (+12), Stealth 9 (+9), Vehicles [Land] 9 (+9)

Advantages: All-Out Attack, Close Attack 4, Connected, Defensive Attack, Improved Grab, Improved Initiative, Power Attack, Takedown

Powers: Sand & Stone Physiology: Alternate Form [Particulate] (Flaw: Permanent)
-Alt. Effect: Alternate Form [Solid]
Sand Form:
Blast 12 (Extra: Area [Cone]); (Flaw: Close Range)
-Alt. Effect: Blast 12 (Extra: Area [Burst]); (Flaw: Close Range)
-Alt. Effect: Burrowing 10 (Flaw: Limited [Sand only])
-Alt. Effect: Damage 12 [Sand Whip] (Extra: Extended Range 4, Improved
Critical 3]
Elongation 2
Flight 5 (Flaw: Gliding)
Immunity 20 [Ballistic Damage, Bludgeoning Damage, Life Support]
Insubstantial 1

Stone Form:
Enhanced Strength 8
Immunity 22 [Cold Damage, Critical Hits, Heat Damage, Life Support]
Impervious Toughness 14
Protection 8

Offense: Initiative +4
Melee Attack +12 // Unarmed Damage +10 // Sand Whip Damage +12; critical 17-20
Sand Blasts Attack +12 // Sand Blasts Damage +12

Defense: Dodge +10
Parry +10
Toughness +6/+14* [*Solid Form]
Fortitude +8
Will +5

Equipment: Issued Communicator


Costs: Abilities 32+ Skills 33+ Advantages 11+ Powers 71+ Defense 19= 166 pts.


Real Name: Alexandra Flint
Height: 5'9"
Weight: 122 lbs
Hair: Black
Eye Color: Brown


Complications:
Quirk ~No Kids Hurt: Alexandra won't take any job that would harm children, espeically anything drug related.

Quirk ~No Killing: Alexandra isn't the kind of person who would simply kill because she could do it. In fact often times she's satisfied with giving her opponents a sound beating and will only attempt to kill someone when she has no other options left.

Responsibility ~Parole: Alexandra has to follow the rules of her parole or else be returned to Blackstone to finish out the rest of her sentence.

Secret ~Not Going Legit: Alexandra plans to put together an elemental themed team of criminals, with her in charge, to pull down big scores and make a name for themselves. To that end she’s already recruited fellow Project: Freedom members, La Pyra, and only needs to regain her freedom to get things really going.


Background: Sandstone has had a run of bad luck lately, she’d been suffering from a losing streak in the Circuit-Maximus and Saturnalia had replaced her as bodyguard as a result. In an effort to improve her standings Sandstone undertook more work-for-hire and ended up running afoul of Sonic once again but this time the sound manipulating hero was prepared for dealing with her and defeated her following an intense battle which landed Alexandra in Blackstone.

During her time there Alexandra ran into fellow female super villain, Valkrie, and the pair developed a strong dislike of one another. So much so that when Valkrie’s plan to take revenge on former teammate La Pyra finally came to fruition, Alexandra stepped in (somehow managing to have countered her power nullification restraints) and fought Valkrie until the Blackguards could arrive in full MAX armor to take control of the situation. She surrendered immedately and it was because of her actions to protect another inmate that Alexandra was offered a place in Project: Freedom.

An offer she accepted with a smile on her face on the condition that La Pyra be made a similar offer. It’s not that Alexandra has any intention of going on the straight and narrow, in fact she’s already working on a plan to put together a super-powered crew of her own, with an elemental theme of course, and has managed to convince La Pyra to be part of it. Now all they have to do is get out of Project: Freedom and recruit the other members Sandstone has in mind and then they’re going to deal with Valkrie and her Furies once and for all before pulling off new crimes.
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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Corbae

Post by Tattooedman » Thu Sep 06, 2012 7:37 am

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Corbae:
PL:
10
Strength 8 (2)
Stamina 2
Agility 3
Dexterity 3
Fighting 4
Intellect 5
Awareness 1
Presence 0

Skills: Acrobatics 6 (+10), Close Combat [Gravity-Gauntlets] 4 (+10), Expertise [Computers] 6 (+11), Expertise [Science] 9 (+14), Insight 9 (+10), Perception 9 (+10), Ranged Combat [Talon Blaster Array] 6 (+10), Stealth 6 (+9), Technology 9 (+14)

Advantages: Close Attack 2, Favored Environment [Airborne], Improvised Tools, Improved Initiative, Inventor, Luck [Determination], Move-By Action, Power Attack, Ranged Attack, Skill Mastery [Expertise (Science)], Teamwork, Uncanny Dodge

Powers: Corbae Armor: (Removable –16 pts) [64 pp]
Talon Blaster: Ranged Damage 10 (Extra: Multiattack)
-Grappler Setting: Ranged Affliction 10 [Vulnerable & Impaired, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Built-In Exo-skeleton:
Enhanced Strength 6
Enhanced Strength 3 (Flaw: Limited [Lifting Only])
Refractive Coating: Visual Concealment 4
Independent Flight Harness: Flight 6 (Flaw: Winged)
Armor Plating: Protection 6 (Extra: Impervious 8.)
Helmet Visor: Senses 5 [Vision (Extended), Darkvision, Infravision, Low-Light Vision]
Gravity-Gauntlets: Strength-Based Damage 2 (Extra: Penetrating 10); (Feats: Improved Critical 2, Improved Smash)

Offense: Initiative +7
Melee Attack +6 // Gravity-Gauntlets Attack +10 // Gravity-Gauntlets Damage +10; critical 18-20
Ranged Attack +4 // Talon Blaster Array Attack +10 // Talon Blaster Damage +10

Defense: Dodge +12*/+10 [*Airborne]
Parry +12*/+10 [*Airborne]
Toughness +8* [*Corbae Armor (Impervious)]
Fortitude +8
Will +7

Equipment: Issued Communicator


Costs: Abilities 40+ Skills 23+ Advantages 13+ Powers 64+ Defenses 25= 165 pts.


Real Name: Christopher “Chris” Mannet
Height: 6’
Weight: 176 lbs
Hair: Brown
Eye Color: Brown


Complications:
Reputation: Due to his arrest Chris is considered by the public to be the black sheep of the O’Conner family.

Responsibility ~Parole: Chris has to follow the terms of his parole or go back to prison.

Secret: Chris is one of the few people to know that his uncle, Michael O’Connor Sr., had been the Freedom Eagle.


Background: Christopher “Chris” Mannet is one of the few people to know the secret of the O’Connor family - that Michael O’Connor Sr. had been the Freedom Eagle during World War II. He accidentally discovered O’Connor Sr.’s hidden room where he stored his old costume and a few choice trophies from his adventures a few years ago and when he confronted the older man about it he was told the entire story of the Freedom Eagle.

Already a respected engineer in his own right, Chris pressed O’Conner about allowing him to continue the legacy of the Freedom Eagle. It took a bit of work but eventually Chris managed to convince the senior O’Conner that he could handle himself, especially after Chris brought Michael Jr. into the discussion where he admitted he had no interest in carrying on the legacy himself due to his being the mayor of Freedom City and it would be a huge conflict of interest on his part. O’Conner Sr. relented and proceeded to ‘train’ Chris in the use of the older equipment. But Chris could see where upgrades could be made to the armor and soon he and the elder O’Conner had built a more modern version of the suit that had the old flight harness (despite being over forty years old it was still more advanced than anything either of the two of them could come up with) connected to it.

During this time that Chris decided he wouldn’t call himself the new Freedom Eagle but instead he would make his own identity as a way to help protect the O’Conner family secret. But on his first outing as Corbae found himself dealing with members of the Oliverti Mob and the Silencer, who had been tracking the higher ranking member that was among the members there and during the fight between Corbae, the Silencer and the mobsters a building was destroyed. When the dust was settled just over a dozen bystanders had been injured, with Chris among them, and two people were dead. Freedom City police had little choice but to arrest Corbae and charge him with involuntary manslaughter and destruction of private property, the building in questions had been one of the many fronts for the Oliverti Mob and Al Driogano made sure to press charges against the new hero. The trial was short and to the point as Chris couldn’t fight the overwhelming evidence that Driogano’s lawyer presented and he was sentenced to Blackstone for his crimes.

Recently Chris has been approached by those in charge of Project: Freedom and offered a chance to serve out the rest of his sentence as part of the program where his technical skills and armor can be put to good use.
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
Location: The Lands of Ink
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Harrier

Post by Tattooedman » Thu Sep 06, 2012 7:38 am

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Harrier:
PL:
9
Strength 5 (1)
Stamina 5 (1)
Agility 5
Dexterity 5
Fighting 2
Intellect 0
Awareness 0
Presence 2

Skills: Acrobatics 3 (+8/+14), Close Attack [Unarmed] 4 (+10), Deception 6 (+8.), Expertise [Pop Culture] 6 (+6), Expertise [Streetwise] 9 (+9), Insight 8 (+8.), Perception 8 (+8.), Stealth 8 (+13)

Advantages: Close Attack 4, Daze [Deception], Favored Environment [Airborne], Improved Initiative, Luck [Determination], Power Attack, Seize Initiative, Set-Up

Powers: Durable Body:
Enhanced Strength 4
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Enhanced Stamina 4
Enhanced Advantages 2 [Diehard, Great Endurance]
Immunity 8 [Airless Suffocation, Environmental Cold, Friction Effects, Pressure]
Protection 3
High Speed Punches: Strength-Based Damage 3
Sonic Flight:
Enhanced Skills 2 [Acrobatics +6] (Flaw: Limited [Only while flying])
Flight 12 (Feats: Agile Feint, Move-By Action)

Offense: Initiative +9
Melee Attack +6 // Unarmed Attack +10 // Unarmed Damage +5 // High Speed Punches Damage +8
Ranged Attack +5

Defense: Dodge +11*/+9 [*Airborne]
Parry +11*/+9 [*Airborne]
Toughness +8
Fortitude +11
Will +7

Equipment: Issued Communicator


Costs: Abilities 32+ Skills 16+ Advantages 11+ Powers 58+ Defenses 24= 141 pts.


Real Name: Rex Barker
Height: 5’10”
Weight: 180 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Phobia ~Heights: When Rex’s powers first manifested he went out to enjoy his ability to soar through the skies when his powers cut out on him, dropping him several hundreds of feet before his powers kicked back on. Granted he was several thousand feet in the air but that experience has left him with an almost crippling fear of heights. As a result he developed his ground-hugging style of flight so that he would never have to face that fear.

Responsibility ~Parole: Rex has to follow the terms of his parole or go back to prison.


Background: Rex Barker grew up in the Midwest, knowing of the various superhumans that populated the world but never thinking he’d ever be a part of it. Then during his junior year Rex noticed that he was getting physically stronger, a bit more smooth with his movements as well as a bit tougher. He just thought that he was finally seeing a physical payoff from his time on the high school track team, but he soon discovered that he was a mutant when he started to fly under his own power. Realizing that he’d probably be shunned and possibly hunted by normal people for being a mutant Rex hid his growing powers and practiced with them in secret, but he had problems - several times his still developing powers cut out on him while he used them. The first time this happened Rex was flying high in the sky, several thousand feet, when he began to plummet a few hundred feet before his powers kicked back in. After that Rex was afraid of suffering another power outage at high altitudes and began to develop a ground hugging style of flight that was very acrobatic so he could avoid obstacles in his path.

A year later once he’d finished high school Rex moved to Emerald City and set himself up as a courier who was willing to work for anyone who would pay his fee. Rex didn’t ask any questions about the packages he carried, the less he knew about what was in them the better for him, Rex thought. But Rex’s luck finally ran out when he took on the wrong job for the wrong type of people and ended up becoming wanted on an aiding and abetting charge and earned himself an resisting arrest charge on top of that. Rex led the police and S.W.A.T. team on a five hour chase around the city, his knowledge of it’s streets and back alleys helped him give his chasers the run around.

Eventually though he began to tired and make mistakes that were exploited by the creative officers who managed to finally capture Rex. He was sentenced to five years in jail, more for his resisting arrest than his adding and abetting (which his lawyer managed to downplay due to Rex’s lack of factual knowledge of what he’d been carrying in his packages).

After his one year anniversary Rex was approached to take part in Project: Freedom, mostly because Rex was a non-violent offender and he’s thought to be one of the more promising new members who can turn his life around if given the right kind of encouragements. So far Rex has managed to keep himself out of trouble but he’s not happy with his current situation, being on parole has been difficult for him as he feels cut off from the world and right now all he wants is to be free and get his life restarted but he still has a long bit of time to go before that can happen.
World of Freedom Setting 3E

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

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

Post by Tattooedman » Thu Sep 06, 2012 7:39 am

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Lionheart:
PL:
10
Strength 6
Stamina 6
Agility 6
Dexterity 6
Fighting 6
Intellect 2
Awareness 5
Presence 4

Skills: Acrobatics 3 (+9), Athletics 6 (+12), Close Combat [Swords] 2 (+10), Expertise [History] 9 (+11), Expertise [Tactics] 9 (+11), Insight 9 (+14), Intimidation 9 (+13), Perception 9 (+14), Persuasion 9 (+13)

Advantages: Assessment, Close Attack 2, Cunning Fighter, Daze [Intimidation], Follow-Up Strike, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Inspire 3, Leadership, Luck [Determination] 2, Luck [Determined Recovery] 2, Quick Draw, Ranged Attack 2, Startle, Takedown 2, Teamwork, Weapon Bind, Weapon Break, Uncanny Dodge

Powers: Long Sword: (Removable –3 pts) [15 pp]
Enchanted Edge: Strength-Based Damage 4 (Extra: Penetrating 10); (Feats: Improved Critical 3, Improved Smash)

Medium Shield: (Removable –1 pt) [6 pp]
Enhanced Dodge 3
Enhanced Parry 3
Enhanced Advantage 1 [Improved Defense]

Plate Armor: (Removable –2 pts) [12 pp]
Enchanted Defenses: Protection 4 (Extra: Impervious 10)

Offense: Initiative +10
Melee Attack +8 // Unarmed Damage +6 // Sword Attack +10 // Sword Damage +10; critical 17-20
Ranged Attack +8

Defense: Dodge +10
Parry +10
Toughness +10*/+6 [*Plate Armor (Impervious)]
Fortitude +9
Will +11

Equipment: Issued Communicator


Costs: Abilities 82+ Skills 22+ Advantages 28+ Powers 33+ Defenses 17= 182 pts.


Real Name: Joseph Nunder
Height: 6’2”
Weight: 200 lbs
Hair: Brown
Eye Color: Brown


Complications:
Guilt: Joseph is ashamed of allowing himself to be mind controlled by Cortex and the crimes he committed while under his control.

Responsibility ~Parole: Joseph has to follow the terms of his parole or go back to prison.


Background: Joseph Nunder had been chosen to be the wielder of an enchanted long sword and matching shield by the Vanguard Council, a secret society that worked against the forces of darkness for over fifty years. They’d determined Joseph to be of the proper mentality and moral fortitude they were looking for to act as a hero, they also trained him in their use as well as developing his body to the point that he would be force to be reckoned with. Calling himself Excalibur, Joseph cut through the criminal element like few others could - his actions stopped many a would-be mastermind’s plan from coming about while his words uplifted those who listened to him. He led by example and in the front, traits that earned him respect and favor of the people he protected.

Then Joseph crossed his sword with the criminal Cortex, who managed to eventually capture the stalwart hero and subjected him to a chemical regiment that bound the hero to his will. Redressing him in new armor and calling him the Blackguard, Cortex used Joseph as his personal enforcer and sent him out to deal with his rivals and their lackeys. Over a several month long period of time Joseph carried out every order Cortex gave him, often time this lead to Joseph causing several thousands of dollars worth of property damage and injury to his once adoring public.

Finally it was members of the Sentinels who captured Blackguard and revealed his true identity, shocking everyone that the once beloved hero was the one responsible for all of the pain and suffering Blackguard had done. It was only Joseph’s crime fighting career as Excalibur that spoke towards his innocence, along with the contents of Cortex’s lab where the mind controlling drug that had been used on him was discovered (though Cortex had managed to slip away by this point).

In the trial that followed Joseph never took the stand in his own defense, an action many feel was a mistake as it is suspected that if he’d shared his experience Joseph would have kept his freedom. Instead Joseph was sentenced to ten years in prison for the crimes he committed as Blackguard and he was sent to Blackstone where he stayed quiet and kept to himself as a form of personal penance for his crimes as Joseph feels that if his heart had been more pure then he’d have been able to fight off the effects of Cortex’s drug and his crusading drive wouldn’t have come to such an end.

For several years Joseph pay his debt to society in self imposed silence until he was approached by those in charge of Project: Freedom to put his talents to use once again for the betterment of the people. With some words of encouragement from Leroy Conte, the former Golden Marvel about still having to pay his dues to the people Joseph accepted the offer and was quickly transferred out of Blackstone.
World of Freedom Setting 3E

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

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

Post by Tattooedman » Thu Sep 06, 2012 7:40 am

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Nahual:
PL:
11
Strength 2
Stamina 5
Agility 2
Dexterity 2
Fighting 4
Intellect 3
Awareness 5
Presence 3

Skills: Athletics 4 (+6), Deception 9 (+12), Expertise [Art] 6 (+9), Expertise [Current Events] 6 (+9), Expertise [History] 6 (+9), Expertise [Magic] 12 (+15), Expertise [Survival] 7 (+10), Expertise [Theology & Philosophy] 9 (+12), Insight 11 (+16), Intimidate 12 (+15), Perception 9 (+14), Persuasion 9 (+12)

Advantages: Animal Empathy, Close Attack 2, Daze [Intimidation], Improved Initiative, Language [Base: Navajo; English], Ranged Attack 6, Ritualist, Startle, Task Focus [Expertise (Magic): Native American], Task Focus [(History): Native American]

Powers: Channeling the Animal Totems:p Variable Power 12 [60 pt pool] (Extras: Continuous Duration, Move Action); (Flaw: Limited [only animals associated with Native American heritage])

Totem Champion:
Enhanced Advantages 4 [Close Attack 2, Diehard, Great Endurance]
Enhanced Will 3
Comprehend 2 [speak & understand all animals]
Protection 3

Offense: Initiative +6
Melee Attack +8
Ranged Attack +8

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

Equipment: Issued Communicator


Costs: Abilities 52+ Skills 33+ Advantages 16+ Powers 110+ Defenses 17= 228 pts.


Real Name: James Iron Eyes
Height: 6’2”
Weight: 207 lbs
Hair: Black
Eye Color: Brown


Complications:
Responsibility ~Spiritual Leader: Nahual is one of the most powerful shamans of his people and is supposed to have led them through spiritual problems and illnesses.

Responsibility ~Parole: Nahual has to follow the terms of his parole or go back to Blackstone.

Reputation ~Failure: Nahual lost his place among his people when he destroyed the casino they were building. They consider him to be ‘dead’ to the tribe and won’t associate with him.


Background: James Iron Eyes had been a shaman of his people who felt betrayed by them when they voted to revitalize their economy by building a casino. James removed himself to the wilderness of the reservation to ask the tribe’s ancestral spirits for guidance and after four days of fasting, dancing, and chanting he was visited by those spirits who infused him with their power (which at first manifested as the power of the Great Bear).

James took this as a sign and used his newfound powers to lay waste to the construction site, destroying millions of dollars worth of work and construction equipment. Having no other choice, the tribal elders called upon the American government for help and James found himself facing the members of the newly founded Reserve and was subsequently captured, tried in federal court and sentenced to Blackstone (the elders allowed this as they lacked an adequate facility of their own that would be able to contain Iron Eyes).

For many years James felt betrayed by his people, not only for how they treated him but also to their heritage, and he was a sullen, bitter man. James did not see himself as a criminal but as a crusader for his misguided people. The idea that he might have been wrong to against the tribal elder’s decision didn’t enter his mind as why would have the Spirits allowed him the power of the Great Bear if his cause hadn’t been just? It wasn’t until James had become a ward councilor (a position earned thanks to his good behavior since his incarceration) and talked with many other younger criminals and he began to see the similarities between his story and theirs - where young adults thought that they’d been justified in their actions, though misguided in the execution of their actions. James came to a startling personal revelation and then proceeded to pray to the Spirits for guidance and after another several days of fasting and chanting he received a vision where he faced the Spirits who berated him for misusing the powers they’d given him.

James pleaded with the spirits to allow him a chance to make amends for his past actions, that he’d been a fool who had been blinded by his anger and that was why he could only access the power of the Great Bear at first, his emotions limited his ability to tap into the abilities he’d been granted. The Spirits demanded a penance from James, one he paid in their world that took what seemed to be just over a year but in truth only took a few days worth of time in the real world. James awoke to find himself in the medical ward, connected to several machines that were working to keep his body working until his mind and spirit returned.

From there James continued to be one of the more trusted inmates at Blackstone and soon he was approached to take part in the expanded Project: Freedom program, something he sees as a reward from the Spirits for his making penance and giving him the chance to right the wrongs he's done. Since joining Project: Freedom, James has reached out to his people only to find that the tribal elders have declared him to be 'dead' to them, basically cut off from his own people now. James knows that he can only strive to show them he has grown and changed and that someday they will accept him back with open arms and does his best while working for the Project to accomplish that goal.
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:

La Pyra

Post by Tattooedman » Thu Sep 06, 2012 7:41 am

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La Pyra:
PL:
11
Strength 1
Stamina 2
Agility 3
Dexterity 3
Fighting 3
Intellect 0
Awareness 1
Presence 2

Skills: Acrobatics 6 (+9/+12), Deception 6 (+8.), Expertise [Criminal] 6 (+6), Insight 6 (+7), Intimidation 3 (+5/+11), Ranged Combat [Fire Blast] 8 (+11), Perception 6 (+7)

Advantages: All-Out Attack, Move-By Action, Power Attack, Precise Shot [ranged; cover]

Powers: Alternate Form [Fire Woman] (Move Action)
Fire Blast: Ranged Damage 11 (Extra: Penetrating)
Enhanced Skills 3 [Acrobatics +3; Intimidation +6]
Body of Flames:
Damage 11 (Extras: Penetrating, Reaction)
Immunity 10 [Fire Effects]
Insubstantial 3
Protection 8
Senses 1 [Infravision]
Fiery Propulsion: Flight 5

Offense: Initiative +3
Melee Attack +3
Ranged Attack +3 // Fire Blast Attack +11 // Fire Blast Damage +11

Defense: Dodge +12
Parry +10
Toughness +10*/+2 [*Alternate Form]
Fortitude +8
Will +6

Equipment: Issued Communicator


Costs: Abilities 30+ Skills 13+ Advantages 4+ Powers 119+ Defenses 26= 192 pts.


Real Name: Claudia Martinez
Height: 5’ 2”
Weight: 98 lbs
Hair: Black (with red streaks)
Eye Color: Red


Complications:
Enemy ~Valkyrie: A former teammate from Claudia’s time in the Furies, the woman has sworn revenge on Claudia for turning against the team and spilling her guts to the authorities.

Quirk ~Depression: As a result of living in fear of being attacked by her former team, the Furies, and barely surviving the eventual attack by her former teammate, Valkyrie, Claudia now often questions if she has made the right choices in her life recently and is suffering from a serious case of depression which has to be medically controlled at this point.

Responsibility ~Parole: La Pyra has to follow the terms of her parole or go back to Blackstone.

Secret ~Not Going Legit: La Pyra has already agreed to partner up with fellow parolee Sandstone to create a new team once they are released from Project: Freedom.


Background: Claudia Martinez grew up on the streets of Mexico City as a runaway, making her living by begging and performing odd jobs. It was on one such job, transporting some money for the neighborhood drug dealer, that her latent mutant powers revealed themselves when a quartet of toughs accosted her. After burning the toughs to ashes, Martinez fled Mexico City, overwhelmed by her new powers and panicked by the fact that she had just committed murder. For several months Martinez wandered across Mexico, using her newfound powers to intimidate people out of their money whenever she needed some, eventually crossing into the United States in the hopes of starting a new life.

But life was no better north of the border and soon Martinez was back roaming the streets and robbing people of their wallets. Her activities caught the attention of Valkyrie who, always on the lookout for new talent, recruited the young woman into the Furies. Caught after the Furies’ failed attempt to break into the Federal Reserve Bank in San Francisco, Martinez was given the opportunity to earn a reduced sentence and avoid extradition to Mexico if she would turn witness against the other Furies. Given such a lifeline, she had no choice but to take it.

Although she did what was right for her, Martinez was still torn about her betrayal of the Furies as she considered a number of them friends and combined with the fact that the Furies vowed revenge on her, made Martinez a generally morose person who would have liked nothing better than to get out of prison and begin a normal life. She got herself educated by borrowing copiously from the library, there were many days when the pressure got to her and she almost gave up hope of ever being anything other than a criminal.

This attitude worsened when Valkyrie made her move, almost killing Claudia except for the intervention of Sandstone (who had her own grudge with Valkyrie). Prison doctors were able to keep Claudia alive despite the massive amounts of blood she’d lost in the attack but the psychologist wasn’t sure how well her mental state was holding up. Despite the therapy she was undergoing, Claudia was approached by the people in charge of Project: Freedom and offered a spot in the program. She still has to have weekly sessions to help her deal with her depression and she has recently started taking a prescription to help her cope.

What nobody knows is that Claudia's teammate in Project: Freedom, Sandstone, has convinced Claudia to join her in forming a new villainous group once they get out of Project: Freedom. Something that interests Claudia a lot as she still fears the reprisal of her former team, the Furies, and figures that Sandstone and whoever else she recruits can help her to finally deal with them.
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:

Xeno

Post by Tattooedman » Thu Sep 06, 2012 7:42 am

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

Skills: Expertise [Life Science] 6 (+8.), Expertise [Science] 6 (+8.), Insight 6 (+8.), Intimidation 9 (+11), Perception 6 (+8.), Ranged Combat [Eye Beams] 6 (+8.), Ranged Combat [Thrown Objects] 6 (+8.), Stealth 6 (+8.), Technology 6 (+8.)

Advantages: Close Attack 6, Improved Initiative 2, Luck [Determination], Move-By Action, Power Attack

Powers: Alien Durability:
Immunity 10 [Life Support]
Protection 2 (Extra: Impervious 12)
Self Propulsion: Flight 8
Xenobiology:
Eye Beams: Ranged Damage 12 (Feat: Improved Critical)
-Intangibility: Insubstantial 5
-Shapeshifting: Morph 2 [humanoids] (Extra: Continuous Duration)

Offense: Initiative +10
Melee Attack +10 // Unarmed Damage +10
Ranged Attack +2 // Eye Beam Attack +8 // Thrown Object Attack +8 // Eye Beam Damage +12

Defense: Dodge +8
Parry +8
Toughness +12* [*Impervious]
Fortitude +11
Will +9

Equipment: Issued Communicator


Costs: Abilities 68+ Skills 19+ Advantages 11+ Powers 67+ Defenses 18= 183 pts.


Real Name: Malak Krin/Kim Kamada
Height: 5‘8“ (as Xeno)/5’4” (as Kim Kamada)
Weight: 157 lbs
Hair: None (as Xeno)/Black (as Kim Kamada)
Eye Color: Yellow (as Xeno)/Brown (as Kim Kamada)


Complications:
Prejudice: Xeno’s alien appearance and origins sometimes provoke mistrust or hostility.

Responsibility ~Parole: Xeno has to follow the terms of her parole or go back to Blackstone.

Secret ~Identity: Xeno uses the identity of Kim Kamada often times in public.



Background: The inhabitants of the planet Rulu IV (ROO-loo) were a peaceful people, just achieving spaceflight and exploring their solar system, when the shifting fronts of the centuries-old conflict between the Lor Republic and the Grue Unity came to their world. A Grue fleet surrounded the planet, and the Ruluan authorities surrendered after the invaders demonstrated their might by vaporizing a population center. So began what the Ruluans called the Occupation, and the formation of the Resistance.

Malak Krin joined the Resistance after Grue troopers killed one of her brothers and the other, a government minister and collaborator, chose to do nothing. Fighting against the telepathic- and shape-shifting Grue was a daunting task, even for a race like the Ruluans, possessed of considerable strength and energy projection abilities. Rebel scientists sought ways to neutralize the Grue’s advantages or, at least, even the playing field. An isolation of Grue neoplasm had promising potential. Several rebels volunteered to test it but, before they learned its effects, the Grue and Ruluan government forces raided their base. Many of the rebels were killed, while others were captured. All Malak can recall from that terrible day is the blaster fire, the screams and the smoke, the strange sensation of her body slipping away from her, terrible pain, and then long, deep darkness...

Biologist Kim Kamada didn’t know what to make of the strange artifact at first, found embedded in the volcanic soil of a Pacific Northwest rainforest while she was investigating reports of mutated animals in the area. It was a metallic cylinder, similar in size and shape to a SCUBA tank, but covered with years of mineral deposits. She put it aside and notified the proper authorities, planning to investigate further. Then, during the night, she heard—or felt—it calling out to her. Almost in a trance, Kim touched the cylinder and received flashes of memories not her own: alien vessels skirting the mountains and forests, an overload rupturing a vital system, the offending part jettisoned into the night, crashing to Earth...

Light flared at her camp, and Kim squinted, blinded. Was it the Feds? The police?

“We’ll take that,” a voice said, weapons raised and trained at Kim. She ran, and they opened fire. One of the shots must have hit the cylinder, because it ruptured and burst. The attackers backed off as a humanoid shape unfolded from within. “The Xeno!” one of the men yelled, just before laser-like beams flared from the alien’s dark eyes. The men fled, taking their injured with them and leaving behind a very confused visitor, and a mortally wounded Kim Kamada.

Malak reached out to the injured human, trying to understand who she was and why she had helped her when she found her shifting, unstable form began to merge with Kim’s. Memories that were not Xeno’s own flooded her mind and, suddenly, she was Kim Kamada. At least, she looked like her, sounded like her, and could remember her whole life. But inside, she was still Malak Krin, lost and alone and very far from home. Xeno adopted Kim Kamada’s identity and used it to get her bearings on Earth. She also used her abilities to take what she needed from her new home to attempt to build a starship so she could return to her own people. All the while Xeno searched for information about what had become of her home world, her people, and the Rebellion.

This led to her clashing with members of the Freedom League and her eventual capture and being sent to Blackstone prison for several years for all of the robberies and damages Xeno had been responsible for. After serving a few years of her sentence Xeno was approached by people in charge of Project: Freedom with an offer of a way out of jail and perhaps a bit of help in finding a way back to her home world. It wasn’t that difficult of a choice in Xeno’s mind really and within a few weeks she was being transported to the building the Project was set up in.
World of Freedom Setting 3E

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

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Tattooedman
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Bounce

Post by Tattooedman » Thu Sep 06, 2012 7:43 am

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Bounce:
PL:
10
Strength 5
Stamina 5
Agility 6
Dexterity 5
Fighting 4
Intellect 4
Awareness 2
Presence 1

Skills: Acrobatics 6 (+11), Athletics 3 (+8.), Deception 6 (+7), Expertise [Science] 6 (+10), Expertise [Streetwise] 3 (+7), Insight 6 (+8.), Investigation 3 (+7), Perception 6 (+8.), Ranged Combat [Spatial Shot] 4 (+10), Stealth 3 (+9), Technology 9 (+13)

Advantages: Agile Feint, Close Attack 8, Eidetic Memory, Equipment, Improved Disarm, Improved Trip, Move-By Action, Power Attack, Redirect, Takedown 2, Taunt

Powers: Reflexive Teleport:
Enhanced Advantages 8 [Defensive Roll 3, Evasion 2, Hide In Plain Sight, Improved Defense]
Enhanced Dodge 4
Enhanced Parry 4
Spatial Awareness: Senses 2 [Direction Sense, Distance Sense]
Spatial Jump: Teleport 10 (Feats: Change Direction, Change Velocity, Increased Mass 4 [800 lbs])
-Spatial Shot: Ranged Damage 10 (Feats: Indirect 4, Variable Descriptor 2 [Bludgeoning; Piercing, Slashing])

Offense: Initiative +6
Melee Attack +12
Ranged Attack +6 // Spatial Shot Attack +10

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

Equipment: Issued Communicator
Masterwork Tools [+2 to Expertise (Science) & Technology Skill Checks]
-2 ep free


Costs: Abilities 64+ Skills 19+ Advantages 19+ Powers 45+ Defenses 26= 173 pts.


Real Name: Lee Stevens
Height: 5'10"
Weight: 124 lbs
Hair: Black
Eye Color: Brown


Complications:
Motivation ~Responsibility: Bounce feels a great responsibility to use his powers and natural talents to help the community while paying back the debt he owes.

Secret Identity: To protect his loved ones, classmates and co-workers, Bounce strives to keep his identity as Lee Stevens a secret.

Responsibility ~Parole: Vortex has to follow the rules of his parole or else be returned to Blackstone Prison.


Background: Born in the section of Freedom City known as the Fens, Lee Stevens was raised by his grandmother after the death of his single mother in a drive-by shooting. Brought up to believe in personal responsibility, Lee pushed himself to use his intellect towards getting himself and his grandmother out of there. Still in high school, Lee impressed reps from ASTRO Labs with his talents and he was offered an internship that carried the possibility of a scholarship and future employment. Lee was assigned to a project to develop teleportation technology and while he was an asset in the lab his zeal to push ahead led him to trouble when he ran an unauthorized test of the equipment that resulted in the machine overloading and eventually exploding, bathing him in the energy it used.

Found by the project leader, Professor Zediker, who helped Lee to understand the changes that his body had undergone - his ability is to bridge spatial distances (he calls it bouncing) and while this teleportation has a distance of only a few miles Lee quickly developed an impressive level of control over it. He also gained a heightened spatial awareness which helps him not materialize inside other objects when he bounces. Lee's strength, endurance and agility were also increased thanks to his mutation and while he's not at superhuman levels he isn't a pushover. And after some training Lee tried his hand at being superhero only for him to be arrested for the destruction of the teleport system and the lab that it was kept in.

Found guilty by the jury, Lee was sent to Blackstone to serve out his sentence of eight years though he only spent a little over a year and a half serving his time as his powers were viewed as highly useful by those in charge of Project: Freedom and they soon came to him with an offer to get out of jail much sooner than he was supposed to if he'd join the program. Knowing he'd never get another chance like this, Lee jumped at the offer and moved into where Project: Freedom was set up and met the other ex-cons he was to be working with.
Last edited by Tattooedman on Sat Nov 30, 2013 10:55 am, edited 3 times in total.
World of Freedom Setting 3E

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

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Tattooedman
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]Harbinger

Post by Tattooedman » Thu Sep 06, 2012 7:44 am

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

Skills: Deception 12 (+16), Expertise [Criminal] 12 (+16), Expertise [Current Events] 9 (+13), Expertise [Pop Culture] 6 (+10), Insight 10 (+14), Investigation 6 (+12), Perception 10 (+14), Persuasion 10 (+14), Stealth 6 (+8.)

Advantages: Contacts, Defensive Roll 3, Equipment, Fascinate 2 [Deception, Persuasion], Improved Initiative, Luck [Determination] 2, Ranged Attack 2, Set-Up, Speed of Thought, Teamwork, Well-Informed

Powers: Sensitive Psionics:
Healing 11 (Feats: Stabilize, Subtle)
-Alt. Effect: Senses 10 [Postcognition, Precognition, Object Read] .

Telepathic Might Array:
Psi-Link:
Communication 3 [mental] (Extras: Area, Selective)
Mind Reading 11
Disable the Senses: Ranged Affliction 11 [Sense Impaired, Sense Disabled, Sense Unaware; resisted by Will] (Extras: Cumulative, Extra Condition 2 [hearing, olfactory, vision], Perception); (Feat: Subtle)
-Psionic Domination: Ranged Affliction 11 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative, Perception, Progressive); (Feat: Subtle)
-Psionic Images: Illusion 11 [all senses] (Feat: Subtle)
-Mental Duplication: Variable 6 [30 pt pool] (Feat: Subtle); (Flaw: Limited [Skills & Advantages of others only])
-Alter Memories: Ranged Affliction 11 [Dazed, Compelled, Transformed Mentally; resisted by Will] (Extras: Cumulative, Perception); (Feat: Subtle)

Offense: Initiative +8
Melee Attack +4
Ranged Attack +4

Defense: Dodge +13
Parry +10
Toughness +8*/+5**/+2 [*Costume & Defensive Roll/**Costume]
Fortitude +6
Will +14

Equipment: Costume [+3 Toughness; Subtle]
Issued Communicator


Costs: Abilities 44+ Skills 27+ Advantages 16+ Powers 110+ Defenses 28= 225 pts.


Real Name: Dennis Carter
Height: 5'9"
Weight: 161 lbs
Hair: Blonde
Eye Color: Hazel


Complications:
Responsibility ~Parole: Dennis has to follow the terms of his parole or go back to prison.

Secret ~More Powerful: Dennis hasn't revealed any of his more aggressive mental powers to the people running Project: Freedom.

Secret ~Running the Show: Dennis has been subtly using his powers on the Project: Freedom staff and other parolees to manipulate them all for his own purposes.


Background: Dennis Carter started off his criminal career with only a few minor psionic gifts, but he used them well. Very well in fact, as he was able to see into the future with uncommon accuracy and given enough time to prepare Dennis was able to plan out some of the most organized and well thought out robberies pulled in the last thirty years.

As Dennis’ powers grew so did his crimes, so when he became able to manipulate the tissues of the human body he changed his way of operating. Instead of pulling down his own jobs Dennis offered his services to other criminals, healing those injured doing work for their bosses so they didn’t have to go to the hospital (which would lead to too many questions), as well as helping to plan thefts for others or even interrogating via psychic probes to find out information and such just to name a few.

This third-party approach allowed Dennis to become highly connected in the criminal underworld and made him a lot more money than he’d ever make on his own. Eventually though certain criminals, who’d varied from one of his organized plans and were arrested and were looking to reduce their sentence, turned States evidence against Dennis. Testified to many of Dennis’ services over the years and to make matters worse they made him out to be some kind of small-time criminal mastermind who’d organized all the crimes he was tied to for his own profit. While he was convicted of many crimes they were all lesser felonies for aiding and abetting others, as the prosecutors were unable to connect Dennis to many of the robberies he’d planned for others, but he was convicted on one count of larceny from one of his early robberies.

Sentenced to almost seventy years worth of time in prison, Dennis was sent to Blackstone to serve his sentence where his psionic talents could be handled properly by the well trained staff there. Within the last year Dennis was approached by representatives of Project: Freedom and offered a way out of jail in exchange for performing certain services for the city. Seeing this as his one chance to get out of jail before becoming an old man, Dennis agreed to the deal.

But within days of arriving at where Project: Freedom was housed he began to suffer from migraine headaches that almost left him bedridden for over a week. During his time at Blackstone Dennis’ powers had been nullified and having them finally uncorked, as it were, after several years caused them to expand an accelerated rate. Realizing that his powers had increased to the point that he could now influence the minds of others Dennis has hatched a plan - to take control of Project: Freedom and run it himself via a surrogate. To this end Dennis subtly worked his wiles upon Harriet Wainwright, learned of her cancer and manipulated her into taking a medical leave. Dennis has been subtly using his powers now upon her replacement, Ryan Merryweathers, and at this point is often called into his office to consult before any of the group is sent out.

Dennis’ goal is to use his growing influence on the new director to gain his release from Project: Freedom much earlier than he should. Then Dennis will access the funds he’d managed to keep hidden from law enforcement so he can get plastic surgery to alter his looks and get a new identity so that he can start over somewhere else and live a life of luxury. To that end he often uses his psionic gifts to alter the memories of the other parolees to make his part in their missions seem more impressive. Dennis realizes that one mistake or slip on his part and his plan will be exposed and he’ll go back to jail, something he’s decided will not happen again. So after talking to, and mind reading, all the other parolees in the project he’s revealed his plan to Sonya Gertz, also known as Red Phoenix, to help with him with his plan and in return for Dennis will use his influence to get her free of Project: Freedom in a similar manner.

Of course Dennis has every intention of betraying Sonya once he’s out but he's managed to convince Sonya that he will hold up his end of their deal once he’s free and clear, but for now he strings her along.
World of Freedom Setting 3E

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

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Tattooedman
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Red Phoenix

Post by Tattooedman » Thu Sep 06, 2012 7:46 am

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Red Phoenix:
PL:
11
Strength 8 (0)
Stamina 8 (0)
Agility 3
Dexterity 3
Fighting 6
Intellect 1
Awareness 2
Presence 2

Skills: Acrobatics 4 (+7), Expertise [Survival] 6 (+7), Expertise [Tactics] 9 (+10), Insight 8 (+10), Intimidation 12 (+14), Perception 8 (+10), Stealth 7 (+10)

Advantages: All-Out Attack, Close Attack 4, Cunning Fighter, Improved Feint, Improved Initiative, Languages 3 [Base: German; English, French, Italian, Spanish], Power Attack, Ranged Attack 5, Takedown 2, Uncanny Dodge

Powers: Energized Body:
Enhanced Strength 8
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Enhanced Stamina 8
Enhanced Advantages 2 [Diehard, Great Endurance]
Immunity 10 [Life Support]
Protection 4 (Extra: Impervious 12)

Energy Channeling:
Strength-Based Damage 1 (Extra: Penetrating 12); (Feats: Affects Insubstantial 2, Improved Critical 3, Improved Smash); (Flaw: Medium [item of opportunity])

Offense: Initiative +7
Melee Attack +10 // Unarmed Damage +8 // Broadsword Damage +11; critical 19-20 // Energized Broadsword Damage +12; critical 16-20
Ranged Attack +8

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

Equipment: Issued Communicator
Broadsword [Strength-Based Damage 3; critical 19-20]


Costs: Abilities 34+ Skills 18+ Advantages 20+ Powers 72+ Defenses 21= 165 pts.


Real Name: Sonya Gertz
Height: 5’11”
Weight: 180 lbs
Hair: Black
Eye Color: Green


Complications:
Quirk ~Likes a Challenge: Sonya will always challenge the most powerful looking opponent she can find to prove that she is the better fighter.

Responsibility ~Parole: Sonya has to follow the terms of her parole or go back to prison.

Secret ~Harbinger’s Plan: Sonya is the only member of Project: Freedom that is aware of the amount of control that fellow parolee Harbringer (Dennis Carter) has and works with him to gain her own freedom from the project.


Background: Sonya Gertz has never shared anything about her early years with anyone. The only thing that is known is from when her finger prints were ran they brought up an imigration file that said Soyna came to America from the former Soviet Union along with her mother and both were granted citizenship. Sonya will not say anything about where she grew up after coming to America, what (if anything) has happened with her mother or why she turned to crime.

Sonya simply made her criminal debute several years ago in New York, calling herself Red Phoenix, and ended up fighting members of the Sentinels, specifically Blackheart, who quickly dealt her a defeat (though she managed to slip away before the police couild arrive on the scene and take her into custody). From then on Red Phoenix simply sold her powers and skills to the highest bidder and made sure to be gone from any kind of law enforcement agency could respond. It wasn't until she faced Doctor Metropolis that Red Phoenix couldn't manage to escape before the S.T.A.R. Squad arrived on the scene and took her into custody that she was made to be held accountable for her crimes, which was basically destruction of property and various assault charges. But it was enough to make sure she'd be in jail for a long, long time.

Somehow her file ended up on the desks of those running Project: Freedom and it was decided that Red Phoenix could make a positive contribution to society with her powers and she liked the idea of working her remaining time off in a way that let her have more personal freedom than she'd had in the past few years as an inmate at Blackstone. Though Sonya was very surprised when she found out just how long she'd have to be a part of the Project to earn her release and had been looking at her options in planning an escape and leaving the country. It was then that she stumbled onto Harbinger's ongoing plan to use his powers to manipulate the people in control of Project: Freedom, as well as the other parolees, to gain his own release much earlier than he should have.

Sonya threatened to expose his actions and it was only Harbinger's silver tongue and subtle mental manipulations that allowed him to convince her to play along and be his 'straight-person' and help him pull off his plan and as payment he would use his influence to get her out in a manner similar to his. Sonya, desperate to get out of the Project, bought his lies hook, line and sinker and has been subtly helping Harbinger keep tabs on the other parolees and staff of the Project to make sure his influencing of them hasn't been noticed. But what she hasn't realized yet is that Harbinger is only stringing her along, why would he help her get out of the Project once he's left it? What leverage would she have over him then?

Those thoughts haven't occured to her yet.

May a higher power help Harbinger if they do.
World of Freedom Setting 3E

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

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Tattooedman
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Protonik

Post by Tattooedman » Thu Sep 06, 2012 7:51 am

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Protonik:
PL:
16
Strength 18 (2)
Stamina 18 (2)
Agility 1
Dexterity 1
Fighting 6
Intellect 3
Awareness 3
Presence 1

Skills: Close Combat [Unarmed] 2 (+14), Expertise [Civics] 5 (+7), Expertise [Science] 8 (+10), Expertise [Theology & Philosophy] 8 (+10), Insight 12 (+14), Intimidation 11 (+12), Perception 8 (+10), Persuasion 6 (+7), Ranged Combat [Nucleonic Blast] 6 (+12), Ranged Combat [Thrown Objects] 6 (+12), Technology 8 (+10)

Advantages: All-Out Attack, Close Attack 6, Improved Demoralize, Improved Initiative, Languages 2 [Base: Russian; English; Mandarin], Luck [Determination], Luck [Determined Recovery], Move-By Action, Power Attack, Precise Attack [ranged; cover], Ranged Attack 5, Task Focus [Expertise (Science): Astronomy]

Powers: Nuclear Powered Physiology:
Enhanced Strength 16
-Nucleonic Blast: Ranged Damage 16
Enhanced Strength 6 (Flaw: Limited [Lifting Only])
Enhanced Stamina 16
Immunity 10 [Life Support]
Impervious Toughness 10
Nucleonic Propulsion: Flight 12
-Alt. Effect: Movement 3 [Space Travel]
Nucleonic Vision: Senses 4 [Vision Penetrates Concealment]

Offense; Initiative +5
Melee Attack +12 // Unarmed Attack +14 // Unarmed Damage +18
Ranged Attack +6 // Nucleonic Blast Attack +12 // Nucleonic Blast Damage +16

Defense: Dodge +12
Parry +12
Toughness +18* [*Impervious 10]
Fortitude +20
Will +12


Costs: Abilities 38+ Skills 29+ Advantages 22+ Powers 120+ Defenses 28= 237 pts.


Real Name: Mikhail Petkus (identity given to him by Russian government)
Height: 6' 3"
Weight: 212 lbs
Hair: Black
Eye Color: Blue



Complications:
Vulnerable: Protonik is as vulnerable to magic as anyone else, his Toughness is not Impervious against magical-based attacks.


Background: In 1971 Russian scientists somehow had managed to get samples of Centurion's blood and spent the majority of that decade trying to decipher the genetic information held within it in an effort to create their own version of the American hero and by the year 1979 the scientists had mapped out what they could of Centurion's DNA. Despite all the advancements they'd developed over those years just to pursue this project they were still unable to figure out certain parts of the alien genetic code but they did realize that the DNA was compatible enough with human DNA that they could use a sample from another volunteer to fill in the blanks they were unable to figure out.

Their choice wasn't difficult, the solider turned hero Bogatyr was ordered to submit for a medical checkup (he was never told about the project) and his DNA was gathered and within a month the scientists celebrated their creation of a single celled organism that was based on the merged DNA of Bogatyr and Centurion, six months later the being who would be known as Protonik emerged from the pod that had nourished and protected him looking like any other sixteen year old boy. The difference was that his mind was like an infants but the proto-teen learned at an highly accelerated rate even as his body continued to physically mature, achieving what was considered adult proportions within the following months. By that point Protonik had an education equal to newly trained member of the military and then the scientists began to train him in the various applications of his super human abilities and they learned that because of the inclusion of Bogatyr's DNA that Protonik's powers varied from Centurion's (Protonik was able to manipulate a nuclear-like form of energy his body generated, similar to that of his other father Bogatyr thanks to his exposure to nuclear energy that initially granted him his abilities).

A few months later Protonik was debuted to the people and began his work faithfully serving the state and protecting it's people from various threats from agents of enemy countries and saving many lives threatened by the Chernobyl meltdown. Several years later Protonik met his other father, the Centurion, during a mission to Kaiju Island where the Terra-King had set himself up as the master over the various monstrous creatures that lived there and had threatened to unleash them upon specific countries if they did not submit to his demands. Protonik was impressed with his counterpart's physical ability as well as his dedication to upholding certain ideals even though their opponent did not and after the pair had dealt with the Terra-King they stayed on the island and spoke for an extended period of time. They debated various subjects ranging from ideals of their respective countries to their own personal beliefs. When Protonik finally left Kaiju Island, after several radio communications from his superiors ordering him to return home, he had many questions for his superiors that were not very well received. He was punished for insubordination and within a year's time Protonik defected to the United States where he lived under an identity he was supplied with by AEGIS for several years, but he hasn't ever spoken of what region of the country he lived in let alone anyone he associated with during that time, though he has said a time or two in passing that it was one of the happier times of his life.

During the Terminus Invasion Protonik saw himself return to his homeland to defend it's people against the hordes of Omegadrones under the command of Mandragora as well as three of his draconian retainers. Protonik managed to defeat one of the massive beasts as several members of the Sentinels, with many of their reserve members having rejoined them to deal with the crisis and being led by Troll, worked to contain the other two creatures as well as deal with the army of drones which allowed Protonik to then confront Mandragora on-on-one in a intense battle in the air. It was a battle that Protonik won quickly and forced the Annihilist to be taken from the fight by his seconds to prevent his being captured.

In the aftermath of the Invasion Protonik was offered membership in the newly reformed Freedom League but he passed on the offer preferring to operate on his own, though he did accepted reserve status in case of dire emergency. Over the following years Protonik favored protecting many third world countries, areas that were lacking in superhumans of their own and were, for some reason, overlooked by many other heroes.

Following an encounter with the Curator, Protonik found himself in deep space with no means of returning back to Earth. So he set out to try and find a way back on his own, having many adventures that brought him to various worlds on the fringes of the outer galaxies. During those years he became involved the near constant fighting between the Lor Republic and the Grue Unity and it was by that point Protonik felt that he’d found his ‘place’ in the universe and was content to remain in the sea of stars helping those he found in need. Protonik has also had dealings with the Star Khan and his armies and so far Protonik has managed to come out the winner in those conflicts and the Khan has sworn that his most powerful foe will eventually fall to him. Protonik has also had adventures on various worlds in the system as well, but the details of those adventures aren't clear at the moment.

Despite his preference to live off world, Protonik has returned to Earth during select events; the first was part of a small group gathered by the Clockwatcher to deal with a disruption in the time stream that involved Doctor Tomorrow but those involved in that ordeal have kept the details to themselves for fear of some kind of chronal fallout.

The second was during the outbreak of the Legion Virus. Protonik had been contacted by the Atom Family about the situation and he quickly returned to help, specifically he fought to defend the Nucleus from those infected by Legion while Doctor Atom, Daedalus and the Mastermind worked to finish their cure against Legion. Protonik then worked with the recovered members of the Freedom League to spread the cure across the world. When the event was finally over with Protonik spent a couple of weeks on his home planet, visiting the few friends he’d missed before finally returning to the void where he felt he now belonged. Protonik did take a communication device with him this time however, that was made by Doctor Atom, so that there was now a reliable means of contacting the now space faring hero in case of another emergency like the Legion outbreak.
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
Location: The Lands of Ink
Contact:

Ethan Keller

Post by Tattooedman » Fri Sep 07, 2012 8:15 am

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Ethan Keller:
PL:
8
Strength 2
Stamina 3
Agility 4
Dexterity 4
Fighting 4
Intellect 2
Awareness 3
Presence 3

Skills: Acrobatics 3 (+7), Athletics 3 (+5), Deception 9 (+12), Expertise [Criminal] 10 (+12), Expertise [Current Events] 4 (+6), Expertise [Science] 6 (+8.), Insight 9 (+12), Intimidation 9 (+12), Investigation 7 (+9), Perception 9 (+12), Persuasion 9 (+12), Stealth 3 (+7), Vehicles [Air] 3 (+7). Vehicles [Land] 3 (+7)

Advantages: Benefit 2 [Wealth (x2)], Close Attack 4, Defensive Roll 2, Equipment 4, Improved Aim, Improved Defense, Improved Feint, Improved Initiative, Improved Trick, Luck [Determination] 2, Luck [Determined Recovery], Power Attack, Precise Attack [ranged; cover], Quick Draw, Ranged Attack 4, Ultimate Effort [Ultimate Aim]

Powers: Bow & Arrows: (Removable –6 pts) [26 pp]
Explosive Arrow: Ranged Damage 8 (Extra: Area [Burst])
-Standard Arrow: Ranged Damage 6 (Extra: Multiattack)
-Flash Arrow: Ranged Visual Affliction [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Area [Burst])
-Smoke Arrow: Ranged Visual Concealment 2 (Extras: Attack, Area [Burst])
-Tear Gas Arrow: Ranged Affliction 6 [Dazed & Vision Impaired, Stunned & Disabled, Incapacitated & Unaware; resisted by Fortitude] (Extras: Extra Condition, Area [Burst])
-Titanium Arrow: Ranged Damage 8 (Extra: Penetrating)
-Acid Arrow: Ranged Damage 4 & Ranged Weaken Toughness 5 (Extra: Affects Objects)
-EMP Arrow: Nullify Technology 5 (Extra: Sustained)
-Cable Arrow: Movement 1 [Swinging]

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

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

Equipment: Skyscraper Headquarters [The Anders Building (17 ep)]
-3 ep as needed


Costs: Abilities 50+ Skills 29+ Advantages 28+ Powers 26+ Defenses 22= 155 pts.


Height: 6’
Weight: 203 lbs
Hair: Black
Eye Color: Brown


Complications:
Disability: Ethan has problems with an old leg injury that makes it difficult for him to move like he used to (suffering a -5 penalty to certain actions).


Background: Ethan Keller is the man responsible for bringing the new FORCE Ops team together. Not satisfied with how the Freedom League had taken on a more global approach to things he felt there needed to be a team based in Freedom City that was there to protect the people. Using the investigative connections and contacts he’d developed over the years while building his company, Pinpoint Security, Ethan found several possible candidates for the team and made job offers to the most promising.

It’s been a rough process honestly as many of the founding members dropped out of the team for various reasons: Silverstreak quit during the first mission briefing over a personality conflict with several other members of the team. La Rana was injured on the first mission then had to take personal leave to deal with the death of her grandfather. Then Livewire’s powers continued to grow to the point that she couldn’t contain them and she was forced to seek treatment at the Albright Institute. Magnus left due to mental health issues brought on accidentally by new member H4ck during another mission.

Ethan has been reaching back into the pool of talent he’d already researched when first looking for recruits but now he finds himself wondering sometimes if he’s made the right choice. Is he putting people not quite ready for this kind of life in the line of fire too soon? Or is it just a product of being a super hero? Some days Ethan feels he’s just a man trying to make his home town a better place, other times he considers simply pulling the plug on the whole project to save the team from anymore hardship.

Ethan realizes he‘s pretty much past his prime for the hero business, between his age and the old injury to his leg from the last Terminus Invasion so he acts as the benefactor for FORCE Ops; supplying them with all the things they‘ll need to keep the city safe. Connections to law enforcement agencies, teams of investigators he has chasing down various people and things of possible interest as well as all the equipment they might need to do their jobs. So far the floors of the Anders Building where FORCE Ops currently operates out of has had to be rebuilt thanks to an invasion by ninjas that worked for Doctor Sin but Ethan was able to get this done in only a few weeks time but stated that it would be a one-time effort as he didn’t have the necessary funds to do it again anytime soon.
World of Freedom Setting 3E

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

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Tattooedman
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Doctor Leslie Reece

Post by Tattooedman » Fri Sep 07, 2012 8:21 am

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Doctor Leslie Reece:
PL:
4
Strength 0
Stamina 0
Agility 0
Dexterity 0
Fighting 1
Intellect 5
Awareness 2
Presence 0

Skills: Athletics 3 (+3), Deception 3 (+8.), Expertise [Behavioural Science] 6 (+11), Expertise [Life Science] 3 (+8.), Expertise [Medicine] 3 (+8.), Expertise [Science] 3 (+8.), Insight 6 (+11), Investigation 3 (+8.), Perception 6 (+11), Persuasion 3 (+8.), Technology 3 (+8.), Treatment 3 (+8.), Vehicles [Land] 3 (+3)

Advantages: Attractive, Benefit 3 [Cold Fish (use Intellect modifier for Presence-based Skills), Cunning Intellect (use Intellect modifier for Awareness-based Skills), Multilingual], Eidetic Memory, Luck [Determination], Inventor, Speed of Thought

Powers: Intellectual Genius: (Innate)
Enhanced Advantages 4 [Beginner's Luck, Luck [Inspiration] 2, Jack-of-All-Trades]

Offense: Initiative +5
Melee Attack +1
Ranged Attack +0

Defense: Dodge +3
Parry +3
Toughness +0
Fortitude +3
Will +5


Costs: Abilities 16+ Skills 16+ Advantages 8+ Powers 5+ Defenses 11= 56 pts.


Height: 5’ 7”
Weight: 126 lbs
Hair: Black
Eye Color: Brown


Background: Leslie Reece is a native of Freedom City who was unknowingly been affected by the radiation of the last Terminus Invasion. But instead of her manifesting any kind of obvious powers she instead gained an amazing intellect and an intuitive understanding of any subject she applies herself to. It's thanks to that ability that Doctor Reece holds as many degrees as she does (Masters Degrees in internal medicine and psychology as well as regular degrees in a few technical fields as well). It's a small wonder she didn't start her own bio-medical firm after a few years of working as her reputation grew, but it was Langston Albright who convinced her to come work at his Institute and focus her vast intelligence on the problems the other children affected by the Terminus radiation have been afflicted with. Seeing the challenge in the fact that no two cases manifest themselves in the same way, Leslie agreed and in no time was on her way increasing her reputation in the science community. Though she's had problems with some of the older members of the staff as Leslie has issues following instructions, she's always sees the best way to solve a problem but lacks the ability to completely explain her methods to others. Showing is usually the easier route for her but many people become nervous when you're talking about doing an test on a teenager with powers that can destroy a car in seconds.

Langston knew that Leslie was a boon to the Institute, but her inability to work well with superiors almost nullified that benefit so when he started to set up his program he instantly knew who he'd want to be leading the research end of things. Leslie was free to handle her work as she saw fit and the other members of the staff could handle the more social areas called for, an ideal situation for her and once again quickly agreed.

Now it's a matter of waiting to see how things work out.
World of Freedom Setting 3E

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

User avatar
Tattooedman
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Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
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Doctor Noah Spence

Post by Tattooedman » Fri Sep 07, 2012 8:22 am

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Doctor Noah Spence:
PL:
4
Strength 1
Stamina 1
Agility 1
Dexterity 1
Fighting 2
Intellect 3
Awareness 3
Presence 3

Skills: Expertise [Current Events] 3 (+5), Expertise [Science] 6 (+9), Expertise [Pop Culture] 3 (+5), Insight 6 (+9), Perception 3 (+9), Persuasion 6 (+9), Technology 6 (+9)

Advantages: Contacts, Connected, Defensive Roll 2, Inventor, Languages 2 [American Sign Language, Spanish], Ranged Attack, Skill Mastery 2 [Expertise (Science), Technology], Speed of Thought

Powers: Altered Brain Chemistry: Immunity 1 [Need for Sleep]

Offense: Initiative +3
Melee Attack +2
Ranged Attack +2

Defense: Dodge +4
Parry +4
Toughness +3*/+1 [*Defensive Roll]
Fortitude +4
Will +5


Costs: Abilities 30+ Skills 11+ Advantages 11+ Powers 1+ Defenses 10= 63 pts.


Height: 5’ 9”
Weight: 150 lbs
Hair: Brown
Eye Color: Blue


Background: Not much of Noah’s life before getting selected to take part in Langston Albright’s project to better the public image of the children who have been affected by the Terminus Radiation that was unleashed during the last invasion is known. Doctor Spence graduated from Michigan University with degrees in Engineering and Chemistry and worked in those fields for a few years before coming to work at the Albright Institute. It was while working there that Noah was one of several people that was attacked by Mister Mist, the gaseous criminal had formulated a new air-born chemical to affect the nervous systems of people; it would leave them over stimulated neurologically and unable to cope with the lack of sleep ADD-like symptoms. Noah was able to work with the researchers to develop a counter agent and tested it on himself before allowing the compound to be used on any of the other victims.

Unfortunately it wasn’t as safe as Noah had thought. The counter agent interacted with the chemical Mister Mist had exposed him too in an unexpected way, and though it did bring Noah back to his normal self he soon found out that it had altered his body’s chemistry to the point that he doesn’t need to sleep anymore. As a result Noah has developed many hobbies to fill the hours of the night one would normally be asleep. He spends a few hours a day in meditation to allow his mind to enter a dream-like state and relax but true sleep has eluded him ever since that time.
Last edited by Tattooedman on Wed Jun 12, 2013 2:51 pm, 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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Doctor Daphne Halperstein

Post by Tattooedman » Fri Sep 07, 2012 8:24 am

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Doctor Daphne Halperstein:
PL:
3
Strength 0
Stamina 0
Agility 0
Dexterity 0
Fighting 2
Intellect 2
Awareness 3
Presence 3

Skills: Deception 4 (+7/+9), Expertise [Current Events] 3 (+5), Expertise [Medicine] 5 (+7), Insight 6 (+9), Perception 6 (+9), Persuasion 4 (+7/+9), Treatment 5 (+7)

Advantages: Attractive, Benefit [Alternate Identity], Equipment, Ranged Attack 2

Offense: Initiative +0
Melee Attack +2
Ranged Attack +2

Defense: Dodge +3
Parry +3
Toughness +0
Fortitude +3
Will +4

Equipment: Cell Phone
Purse
Mace Canister


Costs: Abilities 20+ Skills 12+ Advantages 5+ Defenses 8= 45 pts.


Height: 5’ 8”
Weight: 124 lbs
Hair: Red
Eye Color: Green


Background: Daphne Halperstein hasn’t always went by that name, though nobody she knows now in Freedom City is aware of that fact. She’s went through much effort to create the identity of Daphne Halerstein for some reason and nobody yet has managed to figure out this falsehood.

Though it should be noted that she does seem to have underwent the needed schooling to do her job, and has worked at the Albright Institute since coming to Freedom City several years ago. Her cheery, level-headed nature made her a natural choice to be part of Langston Albright’s program to work to improve the image of the children affected by Terminus radiation. She’s the one brought in to keep the kid’s spirit’s up as well as be that friendly member of the staff they can turn to if they’re having a problem. At least that’s what Langston hopes will happen, so far it seems to be working as one of the teens, Sean O'Toole (a.k.a Sundial) whose fairly well known for his sarcasm and caustic wit, noticeably cools those tendencies whenever Daphne is around.

If that continues or the other teens relax more around her has yet to be seen.
Last edited by Tattooedman on Fri Sep 07, 2012 9:03 am, edited 1 time in total.
World of Freedom Setting 3E

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

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