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Tattooedman
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Posts: 14313
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Fiacho

Post by Tattooedman » Wed Sep 12, 2012 6:47 am

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Fiacho:
PL:
12
Strength 4
Stamina 4
Agility 6
Dexterity 6
Fighting 8
Intellect 6
Awareness 5
Presence 6

Skills: Acrobatics 8 (+14), Athletics 8 (+14), Deception 8 (+14), Expertise [Civics] 8 (+14), Expertise [Computers] 6 (+12), Expertise [Criminal] 8 (+14), Expertise [Current Events] 8 (+14), Expertise [Tactics] 8 (+14), Intimidation 8 (+15), Investigation 8 (+14), Perception 10 (+15), Persuasion 8 (+14), Insight 10 (+15), Sleight of Hand 6 (+12), Stealth 10 (+16), Vehicles [Land] 7 (+13)

Advantages: All-Out Attack, Assessment, Close Attack 8, Chokehold, Defensive Roll 2, Defensive Strike, Equipment 6, Evasion 2, Follow-Up Strike, Improved Critical [Unarmed] 2, Improved Disarm, Improved Feint, Improved Initiative 2, Improved Trick, Improved Trip, Inspire 3, Languages 4 [Base: Danish; English, French, German, Italian, Polish, Portuguese, Russian, Spanish], Leadership, Luck [Determination] 2, Luck [Determined Recovery] 2, Luck [Inspired] 2, Power Attack, Ranged Attack 6, Startle, Uncanny Dodge, Well-Informed

Powers: Gauntlets: (Removable –10 pts) [41 pp]
Flechettes: Ranged Damage 12 (Extras: Multiattack, Penetrating); (Feat: Improved Critical 2)
-Corrosive Gel Pellets: Ranged Weaken Toughness 12 (Extras: Affects Objects, Sustained); (Feat: Improved Critical 2)

Offense: Initiative +12
Melee Attack +14 // Unarmed Damage +4; critical 18-20 // Power Knuckles Damage +8; critical 18-20
Ranged Attack +12 // Thowing Blade Damage +5 // Throwing Disc Damage +5 // Flechettes Damage +12; critical 18-20

Defense: Dodge +15
Parry +15
Toughness +9*/+7**/+4 [*Costume & Defensive Roll/**Costume]
Fortitude +10
Will +13

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



Costs: Abilities 78+ Skills 43+ Advantages 55+ Powers 41+ Defenses 30= 247 pts.


Real Name: Danar Nicole
Height: 6’ 2”
Weight: 180 lbs
Hair: Black
Eye Color: Brown


Complicaitons:
Unify Europe: Fiacho intends on making Europe into the super power it should have become no matter what he has to do to accomplish that goal, even committing criminal acts.


Background: Eurostar was borne out of the twisted dream of one Danar Nicole, who sought dominion over others. His family had great social and political influence in his own land of Denmark and Danar was able to easily win rank and position in the United Nations at a relatively young age. He intended to unite the cultures and nations of Europe under one flag and under the control of one hand, his own, to guide the growth of the world. Danar believed that it was the destiny of the cultured European states to do this, rather than the rash, upstart Americans or the clumsy and brutish Soviets. His family had ruled over lesser men and he, at the age of eighteen, ruled over his family and they prospered, Danar saw to that and so it was from respect and not fear that his family followed him. Why would the world be any different?

Eventually Danar manipulated his way into the position of U.N. liaison to UNISON, the first step he needed to gain his goal; access to the information which the organization gathered on various metamen (both newly emerged as well as established, good and ill intentioned) in hopes of being able to form a group of like-minded people who would help Danar achieve his dream. During these years Danar made sure to improve his already fit body, believing that a sound mind needs a sound body, refining his regimen to include many of the standards used to train UNISON’s agents to the point that he was as able bodied as any active agent, and then some since Danar refused to accept he had an equal in any regard. It was also during this time that he began acquiring the weapons and equipment he would eventually need once he took a more open role in his plans, paying the Foundry to design and build them through subverted secondaries.

Finally Danar was ready to gather those he’d chosen and monitored over the years to his side and within only a few months time the original line up of Eurostar made their debut at a United Nations event, but thanks to the Sentinels (who were there in attendance because Doc Steele, who had been a main contributor to the cause of the event, was also there) their overall effect was minimal.

Over the years since Fiacho, as Danar named himself, has lead Eurostar on various plots to conquer different parts of Europe or were focused on strengthening the social/political power their members already possessed. Danar has never had his other identity exposed and has held onto his position in UNISON and thanks to his machinations and manipulations of various people of authority in UNISON, Eurostar is almost immune to that agency’s efforts to stop them and has certain higher ranking members of that orgainization beginning to wonder if there aren't moles in their midst in the employ of Eurostar.
World of Freedom Setting 3E

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

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Tattooedman
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Posts: 14313
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Bora

Post by Tattooedman » Wed Sep 12, 2012 6:57 am

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Bora:
PL:
11
Strength 0
Stamina 2
Agility 4
Dexterity 4
Fighting 4
Intellect 0
Awareness 3
Presence 3

Skills: Acrobatics 4 (+8.), Deception 8 (+11/+13), Expertise [Model] 8 (+9), Insight 8 (+11), Perception 8 (+11), Persuasion 9 (+12/+14), Ranged Combat [Air Control Array] 6 (+10), Stealth 6 (+10)

Advantages: All-Out Attack, Attractive, Improved Initiative, Improved Taunt, Language 2 [Base: Italian; English, Spanish], Move-By Action, Power Attack, Precise Attack [ranged; concealment], Set-Up, Taunt, Teamwork

Powers: Air Control Array:
Suffocate: Affliction 11 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Progressive)
-Air Blast: Ranged Damage 12 (Extra: Affects Corporeal)
-Control Air Currents: Move Object 12 (Extra: Affects Corporeal)
Body of Air:
Flight 6
Incorporeal 4 [affected by wind-based attacks] (Power Feat: Subtle 2)

Offense: Initiative +8
Melee Attack +4
Ranged Attack +4 // Air Control Array Attack +10 // Air Blast Damage +12

Defense: Dodge +13
Parry +13
Toughness +2
Fortitude +8
Will +8


Costs: Abilities 40+ Skills 23+ Advantages 12+ Powers 74+ Defenses 29= 178 pts.


Real Name: Irene Bertholt
Height: 5'4"
Weight: Unknown
Hair: Brown
Eye Color: Blue

Complications:
Protective: Bora is incredibily driven to keep her exteneded family protected from others and has been known to lash out violently at those who hurt them.


Background: Irene Bertholt was born to German aristocrats, the nobility of the old regime but during WWII her grandfather, a high ranking Nazi officer in charge of one of the many death camps, had been captured, tried and executed for his crimes while his property was divided out amongst his victims resulting in the near poverty Irene had been born into only two generations later. Resenting what had happened to her family due to her grandfather’s simple following of orders, Irene grew up to become a very angry young woman who joined a anarchist movement that sought to disrupt the government.

It was during one of the group’s attempts to cause public panic, setting off a bomb in a hospital, that Irene’s powers manifested. Specifically when she was caught by local police and they tried to arrest her, in the first use of her powers Irene killed them both. Panicking she fled the building and went into hiding for several months, only coming out when she absolutely needed something. There were times when she didn’t use her powers but when she did that Irene would lose control and kill again, sending her straight back into hiding.

It was Fiacho who finally found her, using his UNISON information to track Irene’s movements, and by the virtue of his charm and magnetic personality he managed to calm the frightened young woman and convinced her to come with him where he could help her to understand and control her newfound powers and would show her how to strike back at the world that had done her and her family so wrong.

It was almost four months later when Bora made her public debut along with the rest of Eurostar where she demonstrated that she was one of their most committed and driven members. Bora’s mood shifts like the winds she controls but she never forgives an action against her, Eurostar, or Fiacho no matter how slight and will always strive to return it at least double in magnitude. Over the years she has been intimately involved with almost every male member of the group and currently is having an affair with White Flame.
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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Durak

Post by Tattooedman » Wed Sep 12, 2012 7:05 am

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Durak:
PL:
12
Strength 14 (4)
Stamina 14 (4)
Agility 0
Dexterity 0
Fighting 6
Intellect 0
Awareness 1
Presence 1

Skills: Athletics 3 (+17), Intimidation 15 (+16), Insight 10 (+11), Perception 10 (+11), Ranged Combat [Thrown Objects] 6 (+10), Stealth 10 (+10)

Feats: All-Out Attack, Chokehold, Close Attack 4, Fast Grab, Improved Grab, Improved Hold, Improved Initiative 2, Interpose, Languages 2 [Base: Russian; English, German], Power Attack, Ranged Attack 4

Powers: Super-Soldier Treatment:
Enhanced Strength 10
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Enhanced Stamina 10
Immunity 20 [Cold Damage, Fire Damage, Life Support]
Impervious Toughness12
Leaping 5

Feats of Super-Strength:
Shockwave: Damage 12 (Extra: Area [Burst]); (Flaw: Limited [Both Durak and his targets must be in contact with the ground])
-Groundstrike: Affliction 12 [Vulnerable, Defenseless; resisted by Fortitude] (Extras: Area [Burst]); (Flaws: Instant Recovery, Limited Degree, Limited [Both Durak and his targets must be in contact with the ground])
-Thunderclap: Audio Affliction 12 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Area [Burst], Cumulative); (Flaw: Limited [Both Durak and his targets must be in contact with the ground])

Offense: Initiative +8
Melee Attack +10 // Unarmed Damage +14
Ranged Attack +4 // Thrown Objects Attack +10

Defense: Dodge +10
Parry +10
Toughness +14* [*Impervious 12]
Fortitude +15
Will +9


Costs: Abilities 32+ Skills 19+ Advantages 19+ Powers 93+ Defenses 23= 186 pts.


Real Name: Igor Sternankov
Height: 6’5”
Weight: 300 lbs
Hair: Blonde
Eye Color: Glowing Red


Complications:
Rivalry: Durak seeks to outdo his former teammates, the Winter Guard.

Spoiling for a Fight: Durak enjoys fighting other metamen and often uses violence to solve his problems.


Background: Igor Sterankov's super-physique is the product of one of the very last of the old Soviet Union's super-soldier programs. A former member of the Winter Guard who was kicked out for assorted misdemeanors, he eventually ended up as Fiacho's first recruit, and basically is his enforcer. Durak couldn't care less about unifying Europe, but enjoys the opportunity to show up the effete snobs of the Winter Guard at every opportunity.

Durak is little more than a super-powered thug, following Fiacho's orders to the letter (especially since most of the time they involve Durak fighting or being destructive in some way). He lives his life the way he sees fit now as is due a man of his personal power and is highly protective of it.
Last edited by Tattooedman on Thu Jan 24, 2013 8:02 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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Cosmic Entity
Posts: 14313
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Mentalla

Post by Tattooedman » Wed Sep 12, 2012 7:07 am

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Mentalla:
PL:
10
Strength 0
Stamina 1
Agility 1
Dexterity 1
Fighting 4
Intellect 3
Awareness 6
Presence 3

Skills: Deception 10 (+13), Expertise [History] 4 (+6), Expertise [Psionics] 10 (+13), Insight 8 (+14), Perception 4 (+10), Persuasion 10 (+13), Stealth 9 (+10), Technology 5 (+8.)

Advantages: Daze [Deception], Defensive Roll 3, Equipment, Fascinate 2 [Deception, Persuasion], Languages 2 [Base: Spanish; English, Italian], Luck [Inspiration], Second Chance [Will Saves], Set-Up, Teamwork, Ultimate Effort [Ultimate Will Save], Uncanny Dodge

Powers: Astral Form: Remote Sensing 8 [all senses] (Feat: Subtle); (Flaw: Quirk [Body left behind & vulnerable])
Telepathy:
Communication 3 [mental] (Extras: Area, Selective)
Mind Reading 10 (Extra: Effortless)
-Mind Rot: Ranged Weaken Awareness 10 (Extra: Perception)
-Psionic Scenery: Illusion 9 [all senses] (Extra: Selective); (Flaw: Limited [those with minds only])
-Mental Bolt: Ranged Damage 10 (Extras: Alternate Resistance [Will], Perception)
-Mind Control: Ranged Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative, Perception)

Psionic Awareness: Senses 2 [Danger Sense, Mental Awareness]
Psionic Defenses:
Enhanced Dodge 4
Enhanced Parry 4

Offense: Initiative +1
Melee Attack +4
Ranged Attack +1

Defense: Dodge +13
Parry +13
Toughness +7*/+4**/+1 [*Costume & Defensive Roll/**Costume]
Fortitude +6
Will +12

Equipment: Costume [Protection 3; Subtle]


Costs: Abilities 38+ Skills 17+ Advantages 15+ Powers 100+ Defenses 25= 195 pts.


Real Name: Isabella Medina
Height: 5'7"
Weight: Unknown
Hair: Black
Eye Color: Hazel


Complicaitons:
Revenge: Mentalla sometimes lashes out at her former master, the super villain Mastermind as well as her own brother, Menton in plots that normally involve heroes she is guiding against them.


Background: Isabella Medina was given to Mastermind as a personal servant at a young age along with her twin brother Alejandro and both were experimented upon by their new master to test his theories on unleashing the untapped psionic power all people carry within themselves. Both eventually manifested formidable psionic powers, though Alejandro’s were stronger than Isabella’s, and after years of service Alejandro took advantage of one of Mastermind’s failures where it seemed he’d died during a confrontation with the Freedom League and abandoned both his sister and his master.

Unable to pursue Menton, as he’d renamed Alejandro, for fear of exposing himself after his "death", Mastermind took out his frustration on Mentalla, as Isabella had been renamed, torturing the young girl. Mentalla eventually repaid Matermind’s mistreatment with abandonment; going independent like her brother did but lacking the raw power to that Menton did, Mentalla joined up with Eurostar, becoming Fiacho's number two, in charge of keeping the less stable members of the team (like Ultrasonique) under control. She is also frequently Fiacho's lover. While not in her brothers league, Mentalla is still a powerful psychic in her own right and frequently strikes against both her brother and Mastermind through proxies when she feels she can get away with it.
World of Freedom Setting 3E

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

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Tattooedman
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Posts: 14313
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Scorpia

Post by Tattooedman » Wed Sep 12, 2012 7:10 am

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Scorpia:
PL:
11
Strength 4
Stamina 4
Agility 6
Dexterity 6
Fighting 6
Intellect 0
Awareness 3
Presence 0

Skills: Acrobatics 10 (+16), Close Combat [Stinger Gloves] 4 (+14), Expertise [Criminal] 12 (+12), Expertise [Poisons] 12 (+12), Intimidation 10 (+10), Investigation 10 (+10), Perception 8 (+11), Insight 8 (+11), Sleight of Hand 4 (+10), Stealth 10 (+16)

Advantages: Agile Feint, Assessment, Close Attack 4, Defensive Roll 2, Equipment, Evasion 2, Defensive Strike, Follow-Up Strike, Grappling Finesse, Hide In Plain Sight, Improved Initiative, Improved Trip, Instant Up, Luck [Determination], Luck [Inspiration], Move-By Action, Power Attack, Precise Attack [melee; concealment], Ranged Attack 2, Takedown 2, Uncanny Dodge

Powers: Stinger Gloves:(Removable –6 pts) [25 pp]
Poisoned Blades I: Strength-Based Damage 4 (Extra: Penetrating 8.); (Feat: Improved Critical 2) & Affliction 8 [Fatigued, Exhausted, Incapacitated; resisted by Fortitude] (Extra: Cumulative); (Feat: Subtle 2)
-Poisoned Blades II: Strength-Based Damage 4 (Extra: Penetrating 8.); (Power Feat: Improved Critical 2) & Affliction 8 [Hindered, Immobilized, Paralyzed; resisted by Fortitude] (Extra: Cumulative); (Feat: Subtle 2)

Offense: Initiative +8
Melee Attack +10 // Unarmed Damage +4 // Stinger Gloves Attack +14 // Poisoned Blades Damage +8; critical 18-20
Ranged Attack +8

Defense: Dodge +13
Parry +13
Toughness +9*/+7**/+4 [*Costume & Defensive Roll/**Costume]
Fortitude +9
Will +9

Equipment: Costume [Protection 3; Subtle]


Costs: Abilities 58+ Skills 30+ Advantages 28+ Powers 25+ Defenses 25= 166 pts.


Real Name: Fiona O'Brady
Height: 5’ 5”
Weight: 120 lbs
Hair: Black (with red streaks)
Eye Color: Blue


Complications:
Pretty Little Psycho: Scorpia is a very jealous and petty individual with a penchant for slicing up any woman she feels is prettier than her.


Background: Fiona O'Brady was originally a member of the IRA turned mercenary turned costumed psychopath who eventually joined Professor Muerte's metaman terrorist group, Anarchy as Scorpia. For years she performed various missions across the world trying to overthrow various governments in convulted plots the Professor had devised. At some point Fiacho contacted her about joining Eurostar, which interested Scorpia who had grown tired of Muerte's non-stop rantings and failed plans. She was integral in disposing of Muerte when she defected to Eurostar, poisoning him with curare while the rest of Eurostar dealt with the other members of Anarchy.

While lacking actual super powers, Scorpia is a highly skilled combatant that has had years of training in inflitration and assassination that wears a set of wrist mounted blades that are coated with different kinds of deadly poison of her own devising.
Last edited by Tattooedman on Thu Jan 24, 2013 8:04 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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Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
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Ultrasonique

Post by Tattooedman » Wed Sep 12, 2012 7:15 am

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Ultrasonique:
PL:
11
Strength 0
Stamina 0
Agility 2
Dexterity 2
Fighting 4
Intellect 5
Awareness 0
Presence 0

Skills: Expertise [Computers] 14 (+17), Expertise [Science] 15 (+20), Insight 8 (+13), Perception 8 (+13), Ranged Combat [Sonic Weapons] 6 (+10), Stealth 10 (+12), Technology 15 (+20), Vehicles [Air] 10 (+12), Vehicles [Water] 10 (+12)

Advantages: Eidetic Memory, Improved Initiative, Improvised Tools, Inventor, Languages 2 [Base: French; English, German], Ranged Attack 2, Second Chance [Technology Skill Checks], Speed of Thought, Teamwork

Powers: Sonic Battlesuit: (Removable –14 pts) [58 pp]
Sonic Beam: Ranged Damage 12 (Feat: Improved Critical)
-Sonic Lance: Damage 8 (Extra: Area [Line]); (Feat: Improved Critical)
-Sonic Stunner: Ranged Audio Affliction 8 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Cumulative)
Environmental Seals: Immunity 10 [Life Support]
Protective Layers: Protection 11
Sonar System: Super-Senses 7 [Sonar (Accurate, Counters Concealment, Extended, Radius, Ranged)]
Diving Apparatus:
Enhanced Feats 1 [Environmental Adaptation (Underwater)]
Swimming 6
Sonic Blade: Damage 8 (Feat: Improved Critical 2)

Offense: Initiative +9
Melee Attack +8 // Sonic Blade Damage +8; critical 18-20
Ranged Attack +4 Sonic Weapons Attack +10

Defense: Dodge +11
Parry +11
Toughness +11*/+0 [*Sonic Battlesuit]
Fortitude +9
Will +9


Costs: Abilities 26+ Skills 33+ Advantages 11+ Powers 58+ Defenses 34= 162 pts.


Real Name: Jean Dubois
Height: 5'11"
Weight: 178 lbs
Hair: Blonde
Eye Color: Blue


Complicaitons:
Disabled: Ultrasonique is actually blind without the sonar system of his Sonic Battlesuit.

High Strung: Ultrasonique suffers from a form of PTSD and can have a breakdown during stressful situations.


Background: Jean Dubois was a gifted scientist working for the French Navy, developing new radar systems for detecting subs, until a improperly disarmed torpedo exploded near him. He was blinded and was put in the hospital where he developed acute paranoia after the attack and was freed by Fiacho, who had known Dubois due to his UNISON clearance. Fiacho convinced Dubois to join Eurostar as Ultrasonique by playing on his mental imbalance and he is unwavering in his dedication to the group's goals, he of course supports the idea of unifying Europe to the hilt ... since, as everyone knows, France is the natural leader of such a union.

Ultrasonique is armed with a variety of sound and sonic based weaponry and gadgets, including a special radar harness which replaces his sight. Ultrasonique suffers from a form of PTSD from his old injury and often needs to be mentally calmed by Mentalla to keep him from going berserk in delicate operations.
World of Freedom Setting 3E

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

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

Post by Tattooedman » Wed Sep 12, 2012 7:17 am

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

Skills: Acrobatics 8 (+13), Athletics 8 (+13), Close Combat [Whips] (+), Deception 8 (+10), Expertise [Criminal] 10 (+10), Insight 8 (+12), Intimidate 8 (+10), Perception 8 (+12), Sleight of Hand 6 (+11), Stealth 8 (+13)

Advantages: All-Out Attack, Assessment, Close Attack 4, Equipment, Evasion 2, Follow-Up Strike, Improved Critical [Whips], Improved Defense 2, Improved Disarm, Improved Initiative, Improved Smash, Improved Trick, Languages 2 [Base: Romany; English, Germany], Luck [Determination], Luck [Inspiration], Power Attack, Ranged Attack 3, Precise Attack [melee; concealment], Takedown 2, Teamwork, Uncanny Dodge

Powers: Cyber-Whip (Removable –4 pts) [17 pp]
Wrap Up Targets: Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Degree); (Flaw: Limited Degree)
-Omnium Steel Tip: Strength-Based Damage 5 (Extra: Penetrating 10); (Feats: Improved Critical 2, Improved Trip, Reach 2)

Offense: Initiative +9
Melee Attack +8 // Unarmed Damage +5 // Whip Attack +10 // Omnium Steel Tip Damage +10; critical 17-20
Ranged Attack +8

Defense: Dodge +11
Parry +11
Toughness +9*/+5 [*Costume]
Fortitude +9
Will +11

Equipment: Armored Costume [Protection 4]


Costs: Abilities 68+ Skills 24+ Advantages 30+ Powers 17+ Defenses 22= 161 pts.


Real Name: Carlo Romanov
Height: 6'1"
Weight: 200 lbs
Hair: Black
Eye Color: Brown


Complications:
Honor: Whiplash will keep any agreement he makes to the letter.

Secret: Whiplash is actually an agent of Mastermind, currently inflitrating Eurostar.


Background: Carlo Romanov was just another member of the hundreds of gypsies that roamed across Germany that broke many laws just to get by, unfortunately for Carlo his breaking and entering into a person’s home had been discovered much too early and he was forced to flee from local police.

He was saved however by an unlikely hero; the criminal Mastermind, who had been traveling in disguise around the country side (looking for other lost locations of Preserver technology specifically) when the police and Carlo stumbled across him. Mastermind quickly dealt with the law enforcement agents, leaving no trace of their bodies to which Carlo proceeded to drop to his knees and pledged his undying loyalty to his savior. Which interested Mastermind, as he’d just recently lost Menton and Mentalla and was in need of new servants and Carlo seemed to be of good genetic stock.

Over the following months Mastermind subjected Carlo to several procedures that brought him to the pinnacle of human ability and then armed him with advanced weaponry, specifically an Omnium Steel whip and body armor. Carlo, already proficient with the mundane version of the weapon was now able to face superhumans on equal footing and was sent back out into the world by Mastermind with one mission: infiltrate Eurostar and report back their operations.

It took Carlo, or Whiplash as he’d been named, a couple years to draw Fiacho’s attention but eventually when the criminal mastermind started looking for a new crop of recruits for Eurostar, Whiplash was highly ranked on his list. In the years since joining Whiplash has preformed his duties, both to Eurostar and Mastermind, without fail and is considered to be one of the more reliable members of the group when in truth at the order of Mastermind he would betray them all without a second thought.
World of Freedom Setting 3E

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

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Tattooedman
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Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
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White Flame

Post by Tattooedman » Wed Sep 12, 2012 7:18 am

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White Flame:
PL:
10
Strength 2
Stamina 2
Agility 3
Dexterity 3
Fighting 4
Intellect 2
Awareness 2
Presence 2

Skills: Acrobatics 6 (+10), Deception 10 (+12), Expertise [High Society] 8 (+10), Expertise [Magic] 8 (+8.), Expertise [Current Events] 6 (+6), Expertise [Pop Culture] 6 (+6), Insight 8 (+10), Perception 8 (+10), Ranged Combat [Fire Elemental Channeling] 4 (+8.)

Advantages: All-Out Attack, Benefit 4 [Social Status (Titled), Wealth 3], Close Attack 2, Improved Feint, Improved Initiative, Languages 2 [Base: English; German, Italian], Power Attack, Precise Attack [ranged; cover], Ranged Attack, Ritualist

Powers: Fire Elemental Channeling:
Fire Bolt: Blast 12 (Extra: Penetrating); (Feat: Improved Critical 2)
-Combustion: Damage 10 (Extra: Area [Burst]); (Feats: Improved Critical)
-Fire Flare: Visual Affliction 10 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extras: Area [Burst], Cumulative)
-Master of Fire: Move Object 12 (Feat: Precise); (Flaw: Limited [fire only])
-Super-Heated Air: Ranged Affliction 10 [Fatigue, Exhausted, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
Fire Protects Me:
Damage 12 (Extras: Reaction, Selective)
Force Field 10
Fire Guides Me: Flight 8

Offense: Initiative +7
Melee Attack +6 // Unarmed Damage +2 // Fire Protects Me Damage +12
Ranged Attack +4 // Fire Elemental Channeling Attack +8 // Fire Bolt Damage +12; critical 18-20

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


Costs: Abilities 40+ Skills 22+ Advantages 13+ Powers 128+ Defenses 21= 224 pts.


Real Name: Sir John Aleister
Height: 5’10”
Weight: 160 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Snob: White Flame is from old, English money and tends to look down on others who haven't had the same kind of upbringing that comes along with that kind of life.


Background: After his wife was murdered, Sir John Aleister, baronet, turned to his family's occult heritage to get revenge. Empowering himself with the abilities of a fire elemental, Aleister hunted down her murderers and killed them in turn. Captured and tried for his crimes, Aleister was convicted but before his sentence could be executed Fiacho approached Aleister and then offered him a chance to use his powers in a way that would make sure that people don’t have to suffer like he had.

That was all Aleister needed to hear and within days White Flame joined Eurostar. It hasn’t been all good however as much of Aleister’s proper upbringing leaves him looking down on a few of his teammates (especially Durak, who White Flame sees as little more than a common thug), and makes things a bit tense periodically. Ironically enough it’s that attitude that has seemed to attract his teammate Bora and at this current time the two are an item.

While White Flame tells himself that he's going to make the world a better place, it's really just a lie he tells himself as he honestly enojys living beyond mundane law and doing as he pleases. The formerly uptight man is now living his life exactly how he wants and doesn't want it to end.

White Flame’s family has a history of dabbling in sorcery and since joining Eurostar he has spent a fair amount of time going over the collection of books his family had gathered over the years. At this point White Flame can perform rituals for specific effects but he’s never going to be a major player in the world of magic but from time to time his knowledge of things magical have been useful to Fiacho and the other members of Eurostar.
World of Freedom Setting 3E

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

Post by catsi563 » Wed Sep 12, 2012 11:08 am

EuroStar WOOT!!

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

Post by Arkrite » Wed Sep 12, 2012 1:33 pm

Shock wrote:I think they'd be much scarier to the Albright crew. Dovetail could probably take the two of them on her own.
Please ignore Shock, he's obviously gone bonkers ;~)

With the exception of Jenna I can't imagine anybody taking on that girl and coming away unscathed.
At best the rest of us might hit PL4 without powers.

Strangely enough I've never really been a fan of power nullifier types.
Superheroes aren't very super without their powers, in my mind.
They do make great scarey villains and narrative fodder though.

It'd almost be interesting to see the lady trying to deal with the drawbacks to a few of the Albright crew's powers.

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

Post by Tattooedman » Wed Sep 12, 2012 4:27 pm

catsi563 wrote:EuroStar WOOT!!

awesome builds.
Thanks catsi, I was a bit nervous on those builds since the only thing I've read about Eurostar was the New Millennium which was a bit hit and/or miss on some of the characters (for me at least). So I cobbled together information from Crinos' and Davies' Settings Threads with bits from NM as I thought would be interesting.

I know you've read much more on the characters than me so if you approve of the builds then I think I've managed to do them some justice.

Thanks.
Arkrite wrote:
Shock wrote:I think they'd be much scarier to the Albright crew. Dovetail could probably take the two of them on her own.
Please ignore Shock, he's obviously gone bonkers ;~)
Obviously. He's part of that game.

Arkrite wrote:With the exception of Jenna I can't imagine anybody taking on that girl and coming away unscathed.
At best the rest of us might hit PL4 without powers.
Especially with her not-right-in-the-head-boy-toy helping her out.
Arkrite wrote:Strangely enough I've never really been a fan of power nullifier types.
Superheroes aren't very super without their powers, in my mind.
They do make great scarey villains and narrative fodder though.

It'd almost be interesting to see the lady trying to deal with the drawbacks to a few of the Albright crew's powers.
I'm not too big on characters with power nullifing abilities either, I'd rather keep it limited to devices for the most part but this character idea was one that I thought was interesting and as an NPC I don't have to worry about power abuse.
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Re: World of Freedom 3rd Edition: Halfway There...

Post by catsi563 » Wed Sep 12, 2012 5:36 pm

Thanks catsi, I was a bit nervous on those builds since the only thing I've read about Eurostar was the New Millennium which was a bit hit and/or miss on some of the characters (for me at least). So I cobbled together information from Crinos' and Davies' Settings Threads with bits from NM as I thought would be interesting.

I know you've read much more on the characters than me so if you approve of the builds then I think I've managed to do them some justice.

Thanks.
nah you did nicely.

You captured the essences of the original Classic Enemies team save you put Scorpia in place of Pantera. Still since Pantera was replaced by Scorpia anyways no complaints.

as too the pair above well Im confident Dovetail could ahndle them, and ive got a pretty good idea of someone else who could as well.

the interesting thing would have been to see if Panda could have taken the pair on without her powers. She was trained highly with them and without them.
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Foxbat

Post by Tattooedman » Thu Sep 13, 2012 8:25 am

Image
Foxbat:
PL:
11
Strength 5
Stamina 5
Agility 7
Dexterity 7
Fighting 6
Intellect 0
Awareness 1
Presence 3

Skills: Acrobatics 10 (+15), Athletics 3 (+8.), Close Combat [Unarmed] 4 (+12), Deception 6 (+9/+15), Expertise [Pop Culture] 3 (+3/+9), Expertise [Streetwise] 8 (+8/+11), Insight 8 (+8./+11), Perception 8 (+8.), Persuasion 5 (+8/+14), Ranged Combat [Ping-Pong Ball Gun] 2 (+10), Stealth 8 (+15)

Advantages: Agile Feint, Benefit [Ambidexterity], Close Attack 2, Benefit 4 [Wealth x4], Daze [Deception], Defensive Roll 2, Equipment 9, Fascinate [Deception], Improved Critical [Unarmed] 2, Improved Defense, Improved Initiative, Improved Trip, Luck [Determination], Luck [Determined Recovery], Move-By Action, Power Attack, Precise Attack [ranged; cover], Precise Attack [melee; concealment], Quick Draw, Ranged Attack, Takedown 2, Uncanny Dodge

Powers: Uncle Freddie's Transplanted Mind: (Innate)
Enhanced Skills 8 [Deception +6, Persuasion +6, Expertise (Pop Culture) +6, Expertise (Streetwise) +3, Insight +3]
Enhanced Advantages 4 [Luck (Determination), Luck (Determined Recovery), Luck (Inspiration) 2]
Enhanced Will 4

Ping-Pong Ball Gun: (Removable -8 pts) [32 pp]
Single Ping-Pong Ball: Ranged Damage 12 (Extra: Penetrating); (Feat: Improved Critical 2)
-Lots o’ Ping-Pong Balls: Blast 12 (Extra: Autofire); (Power Feat: Improved Critical 2)
-Don’t Move!!: Ranged Affliction 11 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)

Fox-Gear: Variable 6 [30 pt pool] (Flaw: Limited [Technological Descriptor Only])
~Example Gear:
Jet-Glider Wings: Flight 8

Bouncer Bombs: Damage 10 (Extra: Area [Burst]); (Feat: Ricochet 4)

Grabber Glove: Move Object 12 (Flaw: Limited [Ferrous Items Only])


Offense: Initiative +11
Melee Attack +8 // Unarmed Attack +12 // Unarmed Damage +5
Ranged Attack +8 // Ping-Pong Ball Gun Attack +10 // Single Ping-Pong Ball Damage +12; critical 18-20 // Lots o’ Ping-Pong Balls Damage +12

Defense: Dodge +14
Parry +14
Toughness +10*/+8**/+5 [*Costume & Defensive Roll/**Costume]
Fortitude +9
Will +12

Equipment: Armored Costume [Protection 3; Subtle]
Headquarters [19 ep] [The Belfry: Size: Huge; Toughness: 10] Features: Communications, Computer, Concealed, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Power System, Security System, Workshop

Foxbatmobile [Large Size; Strength 6; Speed 6; Defense 8; Toughness 9; Features: Alarm, Caltrops, Hidden Compartments, Oil Slick, Remote Control] [16 ep]
-BattleWagon [Huge Size; Strength 8; Speed 5; Defense 6; Toughness 8; Features: Caltrops, Navigation System, Oil Slick] [10 ep]


Costs: Abilities 68+ Skills 22+ Advantages 37+ Powers 87+ Defenses 26= 240 pts.


Real Name: Jason Brouder
Height: 6'
Weight: 150 lbs
Hair: Dark Brown
Eye Color: Brown


Complications:
Freddy in my Brain: Thanks to that alien device, Jason now has copy of his Uncle Freddy's mind inside his brain. Freddy hardly ever shuts up, constantly commenting on what's happening around them, tossing out one-liners for use, or better yet another ludicrous, multi-staged master plan. Plus Uncle Freddy has a habit of becoming fixated on something, or someone (like an attractive female hero as a luv interest or a male hero to be the #1-best buddy of!).

Glory Hound: Jason loves to be the center of attention, and makes sure to put on a good show for everyone around him while he's in the middle of doing a job. He gets a rush whenever he hears people yell the name Foxbat (even if they follow if with a few choice adult words about his sanity).

Legacy: Jason is trying to live up the reputation his lovable Uncle Freddy created for the Foxbat identity. Granted it helps he has Freddy in his head to lend a plan or three, but Jason makes it a point to not threaten children, the elderly, those that are in poor health, or mentally challenged. Just like Uncle Freddy did it.

Looney as a Tune!: Originally Jason was your happy-go-lucky, boy next door while Freddy is a simply not right in the head. The combination of their minds have left Jason slightly off himself now but nowhere near as bad as his uncle was known to be. Still with Uncle Freddy sharing ideas combined with Jason's 3 second long attention span, well hi-jinks doth happen much and Foxbat is really the only person who understands how they
came about (half the trick is getting him to explain it, in order. The other half is acutally being able to follow his logic).

HAIL TO TIM TAYLOR!!: Uncle Freddy never really understood that Tim 'the Toolman' Taylor was a character on a television show, so he thought that Tim Taylor is a real person and had devoted his life to spreading the glory that was Tim Taylor. Unfortunately thanks to the alien Mind-Disk Jason now shares this obsession and maintains the shrine in the Belfry just as obsessively as Freddy once did.


Background: The Terminus Invasion not only affected the lives of several heroes but also the lives of many villains. Many a villain helped to fight against the minions and agents of Omega in the defense of their world, after all if Omega were to destroy it then what would there be to rob from? Let alone rule over? One of those villains was the mentally unstable criminal Foxbat and his group of henchmen (Harmonious Fist, Agent Orange, and Agent X just to name a few of them.....he had a lot), granted they weren't dangerous overall but they still committed crimes, but none the less they defended their world against the forces of Omega with a passion no less equal to the heroes they normally fought against. Sadly Foxbat and his crew all died while preventing dozens of Omegadrones from raiding a nearby school and as a result of their actions their names are among the others that were put on a small memorial in a out of the way part of Heroes' Knoll in recognition of their sacrifices that day. Many of those that survived the invasion thought the trouble that Foxbat brought was finally done with.

They had no idea just how wrong they were.

Jason Brouder's life was pretty normal growing up: his parents loved him and made sure he was well taken care of and they encouraged his interest in gymnastics to the point that by the time he was a teen he'd to not only compete in the State level events but he won the Regional Championship. It was one of the best days in his life but it was marred by his teammate (and good friend) shattered his arm during his Rings competition, but that was how Jason's life had always been: whenever a good thing happened it was countered by something equally bad. Though Jason knew when he was going through a rough patch he could always count on something nice happening to take the edge off of it and Jason grew to think of himself as being the human example of yin-yang.

The Terminus Invasion was bad enough but the news of his favorite relative's, Uncle Freddy, passing made it worse. It was no secret among his family about Freddy's other life and they always assumed he'd come to a bad end but they did take comfort that his last moments had been spent the way they were, it made them feel just the tiniest bit better about the black sheep of the family. Though Jason still took it the worst of all of them, Freddy had been his favorite member of the family (everyone has got weird aunts and oddball uncles, but who can claim Foxbat as their uncle?). Jason always got the best birthday and Christmas presents from his nutty, but loveable uncle. When Freddy's lawyer informed the family of the terms of his will: his entire estate, including a penthouse in Freedom City, had been left to his favorite nephew Jason, he was left speechless. He had been devastated by his uncle's death and while this sudden gift of wealth didn't make up for it, it sure helped to ease the pain of it. A few days later Jason was on his way to Freedom City and upon his arrival he traveled to the North Bay house that had suddenly become his. He'd never visited Uncle Freddy in Freedom City, so he was amazed by the luxury of his new home. Jason was thinking of settling down as it was; he was tired of doing the gymnastics thing and living off all of his medals and Freedom City seemed like a good place to start the next phase of his life.

Little did he know how that would manifest......

Jason spent the next few weeks cleaning out the mass of ....well junk that his uncle had accumulated. There was just no figuring where some of that stuff had come from. Other than the clutter, the place was perfect for Jason. It even had a built-in gym so he could keep up his exercise habits (no sense in getting out of shape, besides he was known for being an athlete....he had a reputation after all). It was during the third week of cleaning that Jason found something very strange. It was a hidden door, concealed behind the "shrine" to Tim Taylor. There was a hidden catch which caused the shrine to slide open, revealing a hidden elevator. Curious Jason rode it down to the hidden third basement of the building.

There he found all of Uncle Freddy's Foxbat gear, it was like Christmas all over again! Jason fingered the armored fabric of the costumes and posed with the famous Ping-Pong Ball Gun, he walked through the rooms touching and handling each piece of gear. He wasn't sure what he was going to do with it all....maybe open a Foxbat museum or something. Jason stepped back to admire the collection, absent-mindedly fiddling with a small disk-shaped object he had picked up. As he turned the disc over in front of him, he accidentally activated it and a beam of white light shot out, striking him in the forehead. He stood there transfixed as the device did as it followed it's programming.

More than anything, the Trepharians are race of warriors. The overwhelming concern of each Trepharian warrior is to perfect his fighting style then find a worthy student and teach it to them. In this way, a Trepharian warrior knows that he would never truly die. As long as his knowledge survived, he would be immortal. Occasionally though, a warrior would face a situation of certain death before he had found his student. In that case, the custom was to prepare a Mind Disk, which would store all the warrior's accumulated knowledge. His family would then pass it on to an honored student, so that the warrior would not pass completely from the circle. When a group a Trepharians, who are part of the Lor Republic, came to Earth several years ago to test themselves against the superhumans they'd begun to hear about they ran across the original Foxbat and his crew. When it was all said and done the Trepharians understood that humans are not fully developed mentally and lack the basic social skills needed to understand other races and quickly took their leave of the planet but not before Foxbat had helped himself to some of the technology on their ship (which included a Mind Disk). In the years following Foxbat would experiment with the alien equipment until he'd managed to somehow make the device work for him.

The beam from the modified Trepharian Mind Disk hit Jason and began it's work, but humans are not Trepharians however and the two species minds function in vastly different ways. So this didn't work quite like it was intended to, instead of merely conveying the skills and experiences of the first Foxbat it did something unexpectedly....... different.

"What the ---- Jason? Is that you?!" Came a thought Jason hadn't thought into his mind.

"Uncle Freddy?!? What's going on? What are you doing? I thought you were dead!?!"

"Dead? Is Disco dead? The dodo? David Caruso's acting career? Ha! I'm as alive as any of those....uhhh hang on...wait..."

"What are you doing in my mind?!?"

"Freaking alien tech. Not trustworthy. Take my advice son, buy American. I prefer Congressmen; they're often inexpensive. Especially compared to Senators."

Jason dropped the Mind Disk but it was too late. Foxbat, knowing he was about to do something extremely dangerous, had copied himself into the Mind Disk and it had created a copy of Foxbat's mind in Jason's brain. Jason still had control of his body but he now had a passenger: his loony, but loveable, Uncle Freddy.

After Jason had recovered from the shock, the two of them had a long talk. It didn’t really do much; talking with Freddy was like talking with Yoda cranked up on caffeine. Finally though, Jason was able to come to an understanding with his uncle. Freddy wanted the Foxbat tradition to continue and Jason couldn't see a reason why it shouldn't. He was mostly up to the physical challenge: he was nearly a world-class gymnast and Uncle Freddy had bought him a kung-fu school for his eighth birthday (most uncles settle for paying for lessons, but Freddy always did do things in a big way). Freddy, of course, agreed with this assessment and since he was around to provide sage advice (and master plans) he was sure Jason would have no trouble with the job. Soon Jason was practicing with the equipment and within a month Freddy deemed him ready for his first outing!

Disaster might be too harsh a word but only just barely. Foxbat went to complete some unfinished business with VIPER and the only thing that almost got finished was Jason. He escaped with his life and a deep, abiding dislike of VIPER all his own. After another two months of training and practice and Foxbat was ready to act again and this time he caught the VIPER agents by surprise. They were busy dealing with some guy wearing a kind of power armor, which left them open to the sucker-punches Foxbat unloaded on them (ok, kept them busy enough for Exodus to get his armor's systems back online but close enough).

That brief team-up reminded Freddy of the old days. "If two are company, and three are a crowd, then four must be a freakin' circus! Where are the elephants?"

Jason got his point though, the Foxbat of old always had a cadre of low-powered villains and operatives to help him. They had all died with the first Foxbat but maybe it was time to recruit some new ones. Exodus seemed agreeable to the idea and became the first member of the new gang, which was the turning point; things only got better. And once more Foxbat became a name to be feared (or dreaded at the very least...).
World of Freedom Setting 3E

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-- Chiun

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Exodus

Post by Tattooedman » Thu Sep 13, 2012 8:31 am

Image
Exodus:
PL:
8
Strength 8 (3)
Stamina 3
Agility 3
Dexterity 3
Fighting 6
Intellect 3
Awareness 2
Presence 1

Skills: Athletics 4 (+7/+12), Deception 8 (+9), Expertise [Computers] 10 (+13), Expertise [Science] 15 (+18.), Expertise [Streetwise] 7 (+9), Insight 7 (+10), Perception 7 (+10), Ranged Combat [Laser] 4 (+8.), Stealth 8 (+11), Technology 15 (+18.)

Advantages: Close Attack 2, Evasion, Improved Defense, Improved Feint, Improved Initiative, Inventor, Power Attack, Skill Mastery 2 [Expertise (Science), Technology], Set-Up, Takedown Attack, Teamwork

Powers: Amplified Bio-Electrical Field: Feature 1 [Can power technological devices (nothing larger than man-sized)]
EXODUS Exo-Skeleton: 13 (Removable -7 pts) [31 pp]
Laser: Ranged Damage 8 (Extra: Penetrating)
-Strength Boosters:
Enhanced Strength 5
Enhanced Strength 4 (Flaw: Limited [Lifting Only])
-Buzzsaw: Damage 8 (Extra: Penetrating)
Armored Frame: Protection 5 (Extra: Impervious)
Headgear: Senses 2 [Infravision, Radar]

Offense: Initiative +7
Melee Attack +8 // Unarmed Damage +8 (3) // Buzzsaw Damage +8
Ranged Attack +4 // Laser Attack +8 // Laser Damage +8

Defense: Dodge +8
Parry +8
Toughness +8*/+3 [*EXODUS Exo-Skeleton (Impervious 5)]
Fortitude +8
Will +6


Costs: Abilities 48+ Skills 29+ Advantages 12+ Powers 31+ Defenses 16= 136 pts.


Real Name: Jerry Miles
Height: 5' 10"
Weight: 150 lbs
Hair: Black
Eye Color: Brown


Complications:
Not just a Geek: Exodus has spent the majority of his life training himself to join the life of superhumans. Besides holding degrees in engineering and computer sciences, he has a black belt in karate and works out on a regular basis to keep in shape physically.

Normal Life: Exodus' identity as Jerry Miles isn't known to law enforcement agencies.


Background" Jerry Miles spent the majority of his younger years in awe over the stories and exploits of people like the first Sky-Lord, King Cole, Doc Holiday, and Foxbat. Super criminals each and everyone one, who broke the law but made sure not to be destructive about it while they were flaunting the system, and faced off against heroes like Centurion, the original Raven, and the Freedom League. It was a world that Jerry wanted to so very badly become a part of but since he was born so many years after much of those villains had been in their heyday he realized it would fall to folks like him to bring back that age of wonder and free wheeling.

By the time Jerry was ten he was already enrolled in a local karate class and was spending the rest of his free time at the library, trying to cram as much knowledge as possible into his young mind. His parents of course were clueless to Jerry's real motivation, they were more than happy with the fact their son was doing well in school, had hobbies and was committed to getting a good education. What they didn't know was that Jerry had no friends (of course that was mostly due to his not having the time for them) and he'd been given his share of detentions for fighting at school (but the looks on the bullies' faces were priceless when meek looking Jerry took them down with a few simple karate moves!) but Jerry simply forged their signatures on the notices and let his folks think he was at the library like he normally was.

When it was time for Jerry to go to college, he had little trouble getting into Stanford with his grades but it wasn't a full academic ride. Jerry had to come up with a portion of his tuition. So while Jerry told his parents he got a job as an assistant at a local lab what he really did was make contacts in the underworld and ran guns to the local gangs, and while
it was dangerous and Jerry had a couple of close calls (both with the gangs and the police) he came out in one piece and with two degrees: one for engineering and the other for computer sciences.

From there it was easy to actually get work at labs, between Jerry's wit, skills and work habits. In what little spare time he had Jerry would work on his way into the world of superhumans: an exo-suit. His only problem was coming up with a power source for it, so far he hadn't been able to make a workable design that could fulfill all the needs he could foresee the suit having. Jerry’s problem was he couldn’t get access to anything close enough to the tech levels he needed to see to learn more, it wasn’t his fault that AEGIS frowns on their new recruits having police records. Donnel had kept trashing Jerry’s stuff, so when Jerry finally stood up to him Donnel ended up with a broken arm and Jerry ended up with an minor assault charge that was pleaded down to serious fines (which Jerry’s side business took care of easily enough) and some community service but it was on his record for the rest of his life and enough to keep him out of AEGIS’ tech divisions.

But it seemed fate had other means for Jerry, as one night Jerry was doing some late night testing some equipment AEGIS had taken from VIPER (and brought to his employer to analyze due to their field of expertise and the newness of the tech) and he didn’t need the bosses knowing what he was working on. Jerry moved through the lab with confidence as he set up his test and strapped the power source in, the test itself wouldn’t take long and he’d be in and out within a couple hours with no one the wiser and he’d have some new data to work with.

Halfway through the run Jerry heard some odd noises coming from the lab next door and when he went to see if it was the company’s security playing around he found himself face to face with several men dressed in the green and gold of VIPER! They’d come to take back their technology before AEGIS could figure it out. Jerry never once thought of his own safety, only about protecting his own experiment and he snap-kicked the first man and spun around with a back fist at the second putting half the men down in only a few seconds. But the third and forth men were able to fire off their blasters that hit Jerry and sent him flying back into the room where he was doing his test on VIPER’s equipment, causing a massive discharge of light and energy just before Jerry’s world fell into darkness.

Jerry woke up to find himself in the hospital with the AEGIS wanting to talk with him about what had happened at the lab. Jerry’s story about VIPER coming to reclaim their technology while he was working late was convincing enough that the AEGIS agents let him off with only a warning about being more careful and the foolishness of his actions and that he was lucky to not have been hurt worse than he had. His boss on the other hand was impressed with Jerry’s dedication to his work and actions to protect it and they gave him a raise as well as a small lab of his own to work out of.

It was months later when Jerry discovered he’d been changed by the accident, he couldn’t shoot energy from his eyes and guns would still hurt him like anyone else but he had been changed. Now his body could constantly emit a low level energy, not enough to actually hurt anyone but it did solve his power source problem! Once Jerry had figured out what happened he wasted no time in building his exo-skeleton, his key out of the life of the mundane folks and into the world of superhumans. All he needed to do was take it for a test run, and Jerry still held a grudge against VIPER so a little payback was called for. Breaking their encrypted communications wasn’t too challenging and soon Jerry had his target where there’d be a few VIPER agents.

Only there turned out to be a lot of VIPER agents, and Exodus’ systems still had a couple bugs in it. He was on the verge of defeat when a brown and black cowled figure came bouncing into the alley.

“Stand and deliver, you green and yellow freaks!” Shouted Foxbat.

This gave Jerry enough time to get the exodus’ systems back on track and blast the offending agents, putting them down easily enough and Foxbat looked at Jerry in surprise.

“Thanks for the assist. Need a job?”

Jerry remembered being inspired by this man back in his youth and smiled. Why not? It sounded like it would be fun.

“Sure,” He replied. “You looking for a good engineer?”

And the fun hasn’t stopped yet.
Last edited by Tattooedman on Thu Jan 24, 2013 8:11 am, edited 2 times in total.
World of Freedom Setting 3E

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

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Angela Fong

Post by Tattooedman » Thu Sep 13, 2012 8:35 am

Image
Angela Fong:
PL:
8
Strength 2
Stamina 3
Agility 5
Dexterity 5
Fighting 4
Intellect 1
Awareness 1
Presence 2

Skills: Acrobatics 6 (+11), Athletics 6 (+9), Deception 6 (+8/+10), Expertise [Mechanicsl] 3 (+4), Expertise [Survival] 3 (+4), Insight 9 (+10), Perception 9 (+10), Persuasion 6 (+8/+10), Stealth 3 (+8.), Vehicles [Air] 3 (+8.), Vehicles [Land] 3 (+8.)

Advantages: Attractive, Close Attack 4, Daze [Deception], Equipment 3, Follow-Up Strike, Improved Defense, Improved Feint, Improved Initiative, Improved Throw, Improved Trick, Languages 3 [Chinese, French, Portuguese, Spanish], Move-By Action, Power Attack, Ranged Attack 3, Set-Up, Teamwork

Powers: Outstanding Luck:
Immunity 2 [Critical Hits]
Enhanced Dodge 4
Enhanced Parry 4
Enhanced Advantages 12 [Beginner’s Luck, Close Attack 2, Jack-Of-All-Trades, Luck [Determination] 2, Luck [Determined Recovery] 2, Luck [Inspiration] 2, Ranged Attack 2]
Luck Control 2 [force others to re-roll// negate HP/Luck use] (Feat: Luck 5)

Offense: Initiative +9
Melee Attack +8 // Unarmed Damage +2
Ranged Attack +8 // Blaster Damage +5

Defense: Dodge +10
Parry +10
Toughness +6*/+3 [*Armored Costume]
Fortitude +6
Will +7

Equipment: Armored Costume [Protection 3; Subtle]
Engery Blaster [+5 Damage]


Costs: Abilities 46+ Skills 19+ Advantages 25+ Powers 33+ Defenses 20= 143 pts.


Height: 5' 7"
Weight: 133 lbs
Hair: Black
Eye Color: Brown


Complications:
Thrill Junkie: Angela loves to push the edge. From bungee jumping to high speed car chases, to working for Foxbat. She's always ready to go for whatever she thinks will get her adrenaline pumping.


Background: There's always some people that seem to have the whatever passes for the higher powers above smiling down on them. No matter what these people do, it always seems to come out right for them. Angela Fong is one of those people, she was so lucky she seemed to almost be blessed.

But her blessing was also her curse; she was so used to things going her way that she was bored. She just couldn't see going to college like her brothers and settling down into a boring job as a doctor or lawyer (which were the only approved professions in the Fong family). Angela wanted more excitement out of her life.

The Fongs were shocked when their youngest child, and only daughter, decided to become a smoke jumper. They told themselves that it was just a phase that would pass. There was no way that it would last, and they were right ---- it didn't. Despite the danger of that job Angela got bored after only a year of fighting fires. It wasn't edgy enough for her tastes anymore so she learned to fly the helicopters. That too proved to be mundane as well (Angela was a natural as a pilot and that just made it too easy for her), so she had to move on again. So she tried stock car racing. Boring. Then it was training and hand feeding sharks. Mundane. Professional Wrestling? She tried it and found the woman's leagues to be a joke mostly. It was too staged for her and there wasn't enough real danger to it. From there her career choices turned towards the seamier side of life. She became a professional gambler and lived on her luck and wits. Her luck never did fail her and she ended up being run out of Vegas by the Mob, now that was exciting.

Angela headed to Montana, where she learned to fly airplanes, from jets to old propeller planes. it was just her luck to learn from an old A-6 Intruder pilot with plenty of combat experience. He also had a lucrative side business flying people around with no questions asked and once Angela got her license, she became his partner. This line of work lasted for quite a while, Angela flew all over the world, ferrying some of the world's most wanted (normal) criminals but even the thrill of this illicit job began to wear thin. Angela was starting to think about finding something else when the Mob finally caught up to her.

Still mad about what happened in Las Vegas, they sent an enforcer to hit her at the airport. It looked like things were finally going to take a turn towards the bad for Angela but as luck would have it her mysterious client that day was none other than Foxbat. Thinking that the thug with the gun was after him, went to work and in a few short seconds took care of the enforcer.,

"Ummm, thanks?" Stammered a wide-eyed Angela.

"Think nothing of it, Jeeves. Now bring the car around or we'll be late for the Contessa's tea." By the end of the flight Foxbat had hired Angela on a full time basis. She was happy for hte change; the Mob seemed to be really serious this time. Besides, this was one job that didn't look like it was going to ever be boring!
World of Freedom Setting 3E

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

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