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Tattooedman
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Posts: 14313
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Briton

Post by Tattooedman » Mon Nov 12, 2012 12:03 pm

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Briton:
PL:
11
Strength 11 (1)
Stamina 11 (1)
Agility 2
Dexterity 2
Fighting 11 (1)
Intellect 4
Awareness 2
Presence 3

Skills: Expertise [History] 12 (+16), Insight 8 (+10), Intimidation 8 (+11), Perception 8 (+10)

Advantages: Accurate Attack, All-Out Attack, Connected, Inspire 3, Language [Latin], Leadership, Power Attack, Takedown

Powers: Cor Leonum:
Enhanced Fighting 10
Enhanced Dodge 5
Enhanced Will 5
Fortitudo Ursi:
Enhanced Strength 10
Enhanced Stamina 10
Mystical Senses:
Remote Sensing 20 [visual] (Flaw: Side Effect [physical body is defenseless and immobile])
Senses 4 [Detect (Magic: Acute, Ranged, Tracking)]
Supersonic Flight: Flight 10
Virtute Stellarum:
Mystical Light Armaments:
Penetrating 11 on Strength Damage (Feat: Variable Descriptor 3 [bludgeoning, piercing, slashing])
Impervious Toughness 11 (Flaw: Sustained Duration)
-Mystical Light Objects: Create 11 (Extra: Movable); (Feat: Precise); (Flaw: Tiring)
-Mystical Light Projection: Ranged Damage 11 (Feat: Accurate 3)

Offense: Initiative +2
Melee Attack +11
Ranged Attack +2 // Mystical Light Projection Attack +8

Defense: Dodge +10
Parry +11
Toughness +11* [*Impervious (with Virtute Steallrum Armaments)]
Fortitude +11
Will +9


Costs: Abilities 32+ Skills 12+ Advantages 10+ Powers 101+ Defenses 10= 165 pts.


Real Name: Darren Prendergast
Height: 6' 5"
Weight: 218 lbs
Eyes: Blue
Hair: Blonde


Complications:
Motivation ~Thrills: Briton’s superheroism originated from and is motivated by his thrill for adventure.

Fame: Briton is known as one of the mightiest superheroes of Great Britain and Canada.

Responsibility: Briton has duties in Britain’s Ministry of Powers, Canada’s S.C.R.E.T., and as Chairman of the Fedora Foundation.


Background: Darren Prendergast began his love for archeology early in his youth, much to his parents' chagrin as often the local constable would bring Darren to his parents' flat for having dug in areas of the park or disturbing flower beds nearby meant for beautification or preservation. Darren was fascinated with both history and legend, and any opportunity to dig up a piece of the past seemed to be among his greatest delights.

Unlike many children who grow out of this fascinations, Darren proved it to be a character trait, a natural state for him, as he followed this path into university studies, double-majoring in archeology and history at Cambridge. During his attendance at university, Darren befriended several students in one or both of his major classes and they formed a small group of adventuring collegians, jokingly calling themselves The Fedoras, a "tipping of the hat" to a famous movie archeologist/adventurer. Summers in between semesters were spent vacationing in various parts of Europe and the near East, looking for dig sites, visiting local museums, or studying religious texts for clues as to historical locations and finding relics of all sorts. It would be on one such dig that Darren's life, and that of The Fedoras as a whole, would be forever altered.

Darren and company joined the archeology team digging at the location of The Battle of Botsworth, where it is believed the remains of King Richard III rest. Just outside the main dig site, Darren opted to continue working long into the evening when most of the others were done for the day. As they lay in their accommodations, Darren came across what he initially believed to be a landmark stone of sorts. Indeed, it was a brick with an engraving on it that read, in Latin, "Cor Leonum, Fortitudo Ursi, Virtute Stellarum". Roughly translated it states, "Heart of Lions, Strength of Bears, Power of the Stars". As Darren read the inscription out loud, the text glowed, which surprised him and caused him to drop the brick, which cracked open on impact with another stone. Magical energies were released into the air around him, and then, as they swirled ever faster, these energies wrapped themselves around Darren and he was transformed into some sort of champion, wearing the Union Flag and he could now feel the energies flowing in and through him, permeating his being. A voice spoke to him and informed him that he is now the sole possessor of the powers and might all of Britain's greatest champions throughout history and legend. This voice offered to be his guide through at least the initial part of Darren's adventures, but would not be with him forever.

Darren was given instant access to all of the powers granted, and an innate understanding of what these abilities are, which led him to first take flight, rather excitedly.

As he took up this mantle publicly, the press dubbed him “The Mightiest Briton”, the latter portion of which stayed with him as his official code name. As Briton, Darren would save his beloved country and homeland dozens of times from terrorist acts and metaman criminals, and the like. Briton would play a key role in the formation of S.C.R.E.T. (Superhuman Control, Retrieval and Emergency Teams), in Canada, when he served as adjunct metaman expert, sent as an emissary from Britain's counterpart organization, the Ministry of Powers. Briton has been called into action within the Canadian borders on behalf of S.C.R.E.T. several times over the years, and he has even been granted membership into Canada's own metaman military-sponsored team, La Montre Du Nord (The North Watch). His most recent adventures with them centered on defeating a cadre of metaman eco-terrorists threatening one of Canada's pipelines.

When not adventuring, Darren operates as Chairman for the Board of Directors of The Fedora Foundation--a scholarship program founded by Jack Kelly, an entrepreneur and collegiate friend of Darren’s. He also continues to go on digs, even to this day.
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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Gravitas

Post by Tattooedman » Mon Nov 12, 2012 12:05 pm

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

Skills: Athletics 3 (+6), Expertise [Pop Culture] 4 (+6), Expertise [Theology & Philosophy] 5 (+7), Insight 6 (+9), Perception 6 (+9), Ranged Combat [Gravity Control Array] 4 (+7)

Advantages: Accurate Attack, Defensive Attack, Languages 2 [Base: English; French, Italian], Move-By Action

Powers: Anti-Graviton Flight: Flight 8 (500 MPH)
Gravitic Force Field:
Immunity 7 [All Environmental Conditions, Suffocation]
Protection 11 (Extra: Impervious)
Graviton Control Array: (Dynamic)
Gravitic Blast: Ranged Damage 11
-Gravitic Bubble: Affects Others, Ranged, and Shapeable Area on
Immunity 7 [All Environmental Conditions, Suffocation]
-Gravitic Manipulation: Move Object 11
-Gravitic Shield: Create 11

Offense: Initiative +3
Melee Attack +3
Ranged Attack +3 // Gravity Control Array Attack +7

Defense: Dodge +5
Parry +5
Toughness +13*/+2 [*Gravitic Force Field]
Fortitude +6
Will +12


Costs: Abilities 34+ Skills 10+ Advantages 5+ Powers 74+ Defenses 17= 140 pts.


Real Name: Emilie Trèschaud
Height: 5' 6"
Weight: 143 lbs
Hair: Auburn
Eye Color: Green


Complications:
Reputation: Gravitas’ extreme introversion may be perceived as haughtiness or aloofness.


Background: Emilie Trèschaud enjoyed her family's wealth as a means to avoid social life, even if it meant throwing a monstrously large party for her "friends" while she found a way to get lost in the crowd. Emilie's teen life was an experiment in social dysfunction, partly due to the awkward nature of her family life, especially as a young child.

Emilie's parents were considered "wild" by their peers. Her father, Emile-Yves, is a man who built his wealth in real estate investment early on, then migrated his focus toward political lobbying and fund-raising, was a rarely-seen man in his own home, while using his family as arm-candy during his hosted social events. Most often he was working on the next great project or multimillion dollar operation, or lobbying for some political party or individual. Other times, he was flitting about in his various affairs with other men and women. His wife, Marguerite, Emilie's mother, could care less, having married him for his money anyway. She often found her way inside a bottle or the arms of another lover. This left Emilie and her younger, twin brothers in the care of the family nannies, Priscilla and Hannah. These two women, devout Catholics, abhorred the outwardly rebellious lifestyles of both Emile-Yves and Marguerite and raised the children with moderately religious moral principles, albeit not forcefully or disruptively. Instead, the ladies loved on the children in a very parental fashion and educated them at home so as to protect and influence the children directly, in every avenue of their lives. Emilie, in particular, loved being doted on by her trusted guardians, whereas the boys didn't pay much mind either way. They enjoyed their nannies, but boys are boys, and so they still found their way into plenty of mischief.

By the time Emilie turned 15, her mother had abandoned the family altogether. Emile-Yves, Emilie's father, remained in the home and maintained the services of both Priscilla and Hannah as the children's caretakers/educators. With her mother gone, Emilie withdrew slightly, even from the nannies. The following summer, however, brought her back to a greater sense of "normal" when her father decided to take his children to Powder King Mountain Resort for a family skiing and snowmobile trip. Even Priscilla and Hannah attended the trip, but they remained in the resort hostel while the family ventured out in to the wintery playground. Unbeknownst to anyone, in the woods nearby a private laboratory housed a physicist and his team working with gravitic-particle accelerators which would soon turn this family weekend into a tragic series of events. The experiments went awry causing an explosion, just as Emilie's snowmobile cruised by the general vicinity. She was thrown several meters from her brother James, who was riding on the back, and both were knocked unconscious. The siblings were rushed to the nearest medical facility, with James seemingly locked deep into a coma. Emilie, too, remained unconscious until her heart stopped temporarily and the doctors initiated manual compressions alongside atropine and adrenaline to jumpstart her cardiac functions.

Instantly upon reactivation of Emilie's heart, an electromagnetic pulse blasted outward from Emilie's body, essentially disabling electronics on nearly the entire floor. After the emergency systems kicked in, Emilie had stabilized and awoke with only symptoms of a mild concussion, a couple of broken bones, cuts, and a few deep bruises. However, one of the nurses, secretly an undercover agent for the Superhuman Control, Retrieval and Emergency Teams (S.C.R.E.T.), contacted Lt. Col. Frank Mason about the possibility of Emilie's emergence based on the hospital event. Mason visited the hospital, meeting with Emilie's father and explaining her condition, and what S.C.R.E.T. can do to help both Emilie and Canada. While he was somewhat resistant, initially, Emile-Yves recognized the value in letting his daughter attend school and receive training at S.C.R.E.T. facility while they attempt to understand what abilities she may have received at her emergence. Emilie withdrew even more, but remained kind-hearted, as she entered the school, that is, until her new roommate arrived. Emilie met and befriended Michelle Porter, who would go on to be not just Emilie's roommate, but only real friend amongst all of the other students, and eventually her teammate.

Initially, Emilie struggled to exhibit any abilities at all, despite the myriad tests she had been put through. The staff decided to create a highly-stressful environment to "trigger" a reactive ability. While this is harmless, it is a last resort for the training facility, as some students misperceive the intentions and the event could have negative psychological ramifications. The exact nature of the staged event Emilie underwent isn‘t something she has shared with anyone, even Michelle, though clearly it worked as it was revealed that Emilie has the psionic ability to manipulate gravitons and their opposites, anti-gravitons. Emilie excelled at the training in the use of her powers and soon graduated to Alpha Status, reserved for the most adept and powerful metamen training with S.C.R.E.T. Because of her serious attitude, training focus, quiet, reserved approach, and the gravitic nature of her abilities, Emilie was dubbed "Gravitas" by her trainers. As Gravitas, she would go on to be a founding member of S.C.R.E.T.'s first metaman field team La Montre Du Nord (The North Watch).
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:

Cométte

Post by Tattooedman » Mon Nov 12, 2012 12:06 pm

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

Skills: Acrobatics 6 (+9), Insight 5 (+7), Perception 5 (+7), Persuasion 6 (+8.), Ranged Combat [Cold Propulsion Array] 5 (+8.)

Advantages: Accurate Attack, Improved Initiative, Language [Base: English; French], Power Attack, Teamwork

Powers: Cold Aura: Damage 5 (Extras: Alternate Resistance [Fortitude], Reaction)
Cold Field: Force Field 8
Cold Propulsion Array:
Cold Snare: Ranged Cumulative Affliction 10 [Hindered & Vulnerable, Immobile & Defenseless; resisted by Dodge/Overcome by Damage or Sleight of Hand] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Cold Wake: Line Area Affliction 8 [Dazed, Prone; resisted by Dodge] (Extras: Area [Line], Reaction [while moving at high speed]); (Flaws: Instant Recovery, Limited Degree, Limited [to Directly Behind You])
-Flight: Flight 8
-Freezing Blast: Ranged Damage 10 (Extra: Alternate Resistance [Fortitude])

Offense: Initiative +7
Melee Attack +4
Ranged Attack +3 // Cold Propulsion Array Attack +8

Defense: Dodge +7
Parry +7
Toughness +11*/+3 [*Cold Field]
Fortitude +7
Will +8


Costs: Abilities 38+ Skills 9+ Advantages 5+ Powers 66+ Defenses 17= 135 pts.


Real Name: Michelle Porter
Height: 5' 5"
Weight: 137 lbs
Hair: Black
Eye Color: Blue


Complications:
Motivation ~Responsibility: As a member of Les Supérieurs.

Relationship: Cométte is the twin sister of Lynx, Michael Porter.


Background: Michelle and her twin brother Michael were abandoned by their parents, and brought to a children's home in Vancouver by an unidentified individual who found them near a police station in Coquitlam. The two spent a couple of years at the home before a young white couple adopted them. Most of their younger years were typical of a suburban, middle-class life, with no major events worth noting.

It wasn't until the twins reached puberty that things became…interesting. One afternoon, their home was invaded by thieves looking to cash in on what was a relatively safe, and unguarded, neighborhood. With the family huddled on the couch, scared and unsure of what was to become of this whole ordeal, Michelle's father started making threatening comments to the hoods, who then pointed a gun at him. Michelle reacted instinctively, diving toward the hood and inadvertently activating latent metaman powers. She blasted into him with a flying tackle, taking him through three interior walls, and out the main wall up into the air before she realized what was happening. Just as instinctively, she turned off her powers and the two plummeted toward the earth. Michelle reacted, again on instinct, just prior to hitting the ground and her powers turned on briefly in an icy field which protected her from the impact while also reducing her descent. The hood she dropped was not so fortunate, and he ended up landing in the neighborhood's retention pond, breaking several bones throughout his body and suffering a concussion which, incidentally, damaged his memories of the entire event.

While Michelle was flying out of the house, her father picked up the gun that the hood dropped and shot the other invader in the leg, not realizing he was unarmed. The family called in the police, and, while able to explain some of the situation, they were unable to explain what happened to Michelle and why there was a frost around the exploded holes in the walls. One of the officers called in to a special military agency, as yet unnamed publicly, and within the hour the Porter home was visited by a man named Frank Mason, a Lieutenant Colonel for JTF-2 operating on special assignment. Mason discussed Michelle's emergence and discussed the options for their family to ensure both their safety and hers. Mason promised to have his department pick up the repairs to the home while also providing Michelle with education, training, a family stipend, and an outlet for her special abilities. The sacrifice would be months away from home at a time, not unlike a boarding school situation. The family agreed, Michelle included, and plans were set to bring her to a facility at an undisclosed location that is designed to accommodate her unique abilities.

Over time, Michelle gained a greater control over her powers while studying under the watchful eye of Lt. Col. Mason, or as he was better known, Mase, alongside her fellow metamen. Michelle's light-hearted nature, and studious work ethic moved her to Alpha Status, a ranking for the more powerful and adept metamen students in the facility. It was here that Michelle first came to meet Emilie Trèschaud, a fellow Alpha Status student, whose brusque, snobbish nature proved more a challenge for Michelle than any trial the department could put her through. Nonetheless, the two girls became friends, eventually becoming roommates when all of the Alpha Status students were moved to a newer wing of the facility to better manage the power levels of this group.

As the program had intended, a select few of the participants "graduated", making them eligible for action in the field as a member of La Montre Du Nord (the North Watch). This field assignment is reserved for those exhibiting alpha level of power and control over their abilities to make them both effective and able to be controlled in order to prevent unnecessary collateral damage. Lt. Col. Mason has the final say when it comes to the students, including who “graduates” as well as serving as the evaluator, trainer, and disciplinarian. Michelle and her roommate Emilie both graduated to field duty after two years of their arrival at the training facility. They were joined another graduate code named Runabout, the recruited urban hero Lynx (who is also Michelle‘s brother who eventually manifested his own powers) along with an operative on loan from England’s Ministry of Powers, code named Briton.

These five formed the young core of La Montre Du Nord, with Mase (aka Lt. Col. Mason) acting as their liaison to S.C.R.E.T. (Superhuman Control, Retrieval and Emergency Teams).
Last edited by Tattooedman on Wed Mar 20, 2013 7:28 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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Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
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Lynx

Post by Tattooedman » Mon Nov 12, 2012 12:09 pm

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Lynx:
PL:
10
Strength 7 (4)
Stamina 7 (4)
Agility 5
Dexterity 5
Fighting 6
Intellect 2
Awareness 2
Presence 3

Skills: Athletics 8 (+12), Close Combat [Unarmed] 5 (+11), Expertise [Art] 3 (+5), Expertise [Music] 4 (+6), Expertise [Streetwise] 6 (+8), Insight 4 (+6), Intimidation 6 (+9), Perception 6 (+8), Persuasion 6 (+9), Ranged Combat [Thrown Weapons] 6 (+11), Stealth 6 (+11)

Advantages: All-Out Attack, Connected, Cunning Fighter, Defensive Attack, Defensive Roll 2, Diehard, Equipment, Follow-Up Strike, Great Endurance, Improved Feint, Improved Critical [Unarmed] 2, Improved Initiative, Language 3 [Base: English; Creole, French, Italian, Spanish], Power Attack, Takedown 2

Powers: Psionic Surge Array:
Psychic Projectiles: Ranged Affliction 8 [Dazed, Stunned, Paralyzed; resisted by Will] (Extras: Multiattack, Cumulative)
-Force Weaponry: Damage 8, Penetrating, Reach
-Psionic Boost:
Enhanced Strength 3
Enhanced Stamina 3
Impervious Toughness 5
Enhanced Dodge 2
Enhanced Parry 2
-Psychic Weaponry: Affliction 8 [Dazed, Stunned, Paralyzed; resisted by Will] (Extra: Cumulative)

Offense: Initiative +9
Melee Attack +11
Ranged Attack +11

Defense: Dodge +11*/+9 [*Psionic Boost]
Parry +11*/+9 [*Psionic Boost]
Toughness +9*/+6 [*Psionic Boost]
Fortitude +11*/+8 [*Psionic Boost]
Will +8

Equipment: Claws [Strength-Based Damage 2; Improved Critical 2, Improved Smash]


Costs: Abilities 62+ Skills 22+ Advantages 20+ Powers 35+ Defenses 17= 156 pts.


Complications:
Motivation ~Responsibility: Michael is driven to protect his family and those less fortunate.

Relationship: Michael is the twin brother of Cométte, Michelle Porter.


Background: Michael and his twin sister Michelle were abandoned by their parents, and brought to a children's home in Vancouver by an unidentified individual who found them near a police station in Coquitlam. The two spent a couple of years at home before a young white couple adopted them. Most of their younger years were typical of a suburban, middle-class life, with no major events worth noting.

Michael often struggled growing up in a nearly all-white neighborhood and never quite "fit in", but he always made the most of it, excelling at his school studies and ignoring some of the teases from other kids. Early in his pre-teen years, he started listening to the rappers The Wu-Tang Clan and fell in love with things more urban than his middle-class neighborhood. Michael's parents were gracious and understood his desire to experience things from his culture and racial history, and so they gladly went along with his desires, albeit with restraint. He soon began to enjoy sports as much as his studies and new music passions, joining the junior varsity football team and enrolling in a Tae Kwon Do class. The summer after his freshman year in high school, Michael continued his Tae Kwon Do studies, and added Shaolin Kung Fu classes in Montreal, inspired by his favorite rappers. By the time he graduated from high school he was a near-master rank in each martial art.

Just before summer's end, the year of their senior year in high school, the Porter family experienced a break-in which forever changed their fortunes. During the event it was discovered that Michelle was a metaman and the family was approached by Lt. Col. Frank Mason to have Michelle be tested, trained, and studied while continuing her traditional education at a special facility for Canadian metamen.

While Michelle studied away from home, Michael continued his martial training, almost obsessively, so as to ensure his family would never be left vulnerable again. After graduation from high school, he immediately began work on several community development projects, helping impoverished individuals through various programs such as his local Salvation Army. Entrepreneurial in spirit, Michael began several fund-raising efforts and began investor programs to help the disadvantaged open businesses or find opportunities to build their businesses. By the time he turned 22, Michael helped to open nearly a dozen new, small businesses led by minorities and disadvantaged individuals. His passion for investing thusly led to the formation of his investment organization, Vulcan Investors, LLC.

His sister Michelle graduated from her training in the use of her metamen abilities and became the super heroine Cométte. This gave Michael inspiration to better focus his desires to protect and fight for those less fortunate, while also providing an outlet for his martial arts skills in real combat, and he thus created the persona of the Lynx. As the Lynx, Michael began patrolling the rougher areas of Montreal, fighting would-be rapists, thieves, murderers, and the like. His unparalleled skill in the various martial arts forms provided him a huge advantage, especially when combined with his new costume and animalistic approach to his fighting style. He began studying the American Kenpo style, adding to his repertoire of martial arts skills, but even this would prove not enough during a particular altercation in which he was confronted by more than ten hoods at once.

During his patrols, the Lynx came across what appeared to be an attack on a prostitute by three thugs. It turns out, this was a trap as eleven more were waiting in the shadows and the prostitute was actually paid to play this "damsel in distress" role. When they were all engaged, Lynx held them out for a good while, but he would eventually wear down, and that's when his own emergence occurred. As he fought back in an apparently lost effort, a surge of energy flowed through him and, like his sister during her emergence, he instinctively reached out throwing forth a volley of blue-tinged, white flame projectiles that resembled throwing knives. These projectiles pierced into his attackers, stunning them by shutting down certain nervous system functions that controlled their muscles. Not thinking too much about what happened, Lynx used this new ability to regain the advantage. Michael then quickly learned to channel that energy intentionally, rather than reactively, and created a set of dragon-shaped whips of this energy, which, when he focused enough, could actually create physical damage, as opposed to just a neurological attack. Needless to say, Lynx won this battle, turning each of the hoods into the local authorities for prosecution.

Armed with this newfound ability, Michael set himself to practice with these energies, developing a new fighting style that incorporates them into it. Soon, he would learn that he can not only call out these energies to create powerful, but limited, constructs for use in fighting, but he can also enhance his own strength to metahuman levels while also providing him a greater resistance to injury. The Lynx, already a popular icon in the Montreal area media, would gain national prominence fighting a few supervillains.

A short while after this Lynx was contacted by Lt. Col. Mason, who offered the younger man membership on La Montre Du Nord (The North Watch), a team that was being put together by S.C.R.E.T., the Canadian Governments answer to AEGIS, which included his sister, Cométte and several other metamen who‘d been trained alongside her.

In his off time, Lynx continues to fight against the more common, street-level, villains in his home town. His daytime efforts and his nighttime adventures are working to create a better city and more peaceable community for the residents. Michael is a hero in both his identities, to the people of Montreal.
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:

Runabout

Post by Tattooedman » Mon Nov 12, 2012 12:11 pm

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Runabout:
PL:
9
Strength 6
Stamina 7
Agility 5
Dexterity 5
Fighting 6
Intellect 1
Awareness 0
Presence 2

Skills: Athletics 8 (+14), Expertise [Pop Culture] 4 (+5), Insight 6 (+6), Perception 6 (+6)

Advantages: Close Attack 6, Language [Base: English; French], Lionheart, Uncanny Dodge

Powers: Directional Acceleration:
Speed 12
-Leaping 12
Enhanced Reflexes:
Enhanced Advantages 4 [Improved Initiative 3, Move-By Action]
Enhanced Dodge 5
Enhanced Parry 5
Quickness 10
Impulse Control:
Rapid Attack: Multiattack on Strength
-Runaround Strikes: Area [Burst] on Strength
-Phase: Movement 3 [Permeate 3]

Offense: Initiative +17
Melee Attack +12
Ranged Attack +5

Defense: Dodge +11
Parry +11
Toughness +7
Fortitude +8
Will +7


Costs: Abilities 64+ Skills 8+ Advantages 9+ Powers 45+ Defenses 9= 136 pts.


Real Name: Scott Hoell
Height: 5' 11"
Weight: 183 lbs
Eyes: Hazel
Hair: Blonde (dyed orange)


Complications:
Motivation ~Recognition: Runabout wants to use his powers to gain fame and celebrity.

Motivation ~Thrills: Runabout is an adrenalin junkie.


Background: The Portland Timbers soccer team was about all that Scott Hoell enjoyed about his hometown of Troutdale. Not that he despised his birthplace, just that he seemed to have run out of things to do, at least from his perspective. Rambunctious from the start, Scott tore into everything he could--and not in a negative fashion, just to say his energy levels were somewhat "off the scale" for even little boys. He climbed trees, scaled rock walls, went on hikes, camped out under the stars, swam frequently, ice skated in Crocs when the weather permitted, built forts from fallen timber, and raced anyone and everyone he could. While this seems rather normal for a young boy, Scott did much of this before reaching puberty. By the time he entered high school, he had seemingly accomplished every feasible dare devilish feat imaginable.

Scott's "adrenaline junkie" approach to life provided him favor amongst the many coaches in high school, most certainly his track coach. Scott joined the track team, albeit somewhat reluctantly, and found a fondness for the series of events in which he could find himself. By graduation day, Scott had broken every school, and most state, records in track and field competitions. He received numerous collegiate applications, and myriad visits from college scouts, all wanting him to join their respective alma mater. Not much seemed to be going wrong with Scott's life. He had it "all". His workaholic father ensured the family lived in comfort, and had everything they could want. However, this same man, seemingly so honest and paternalistic, withheld much from his family--which would forever change things in the Hoell household. Art Hoell was a compulsive gambler, and addicted to prostitutes. A very successful gambler, and a more-than-capable liar, Art managed to keep these addictions from his family for apparently many years. Until, he made that one mistake. Art visited his regular brothel, it was "safe" and familiar to him, he was, after all, a man of comforts, but on this fateful day he came across another patron of the establishment--one to whom he still owed several thousands of dollars. When the man confronted him, a fight broke out, and Art was shot several times in the chest. The attacker fled, stealing all of his cash, his smartphone, and credit cards. When news broke out, the family was absolutely devastated, which was compounded by the facts of the case. The murderer was apprehended with Art's credit cards and smartphone, the latter of which was used to track the suspect. When the details were broadcast on the news Scott‘s mother, Sonja, felt so betrayed as well as a spectacle, that she moved the entire family to Red Deer, Alberta, Canada to escape the media circus that her life had now become.

Scott relished the chance to start over, as this new life in Canada afforded him more opportunities to explore, take on new adventures, and escape much of the boredom he felt in Oregon. Not three months into his new home there came a turn of events that would stir the family perhaps even more so than did their father's infidelity and murder. While snowboarding with several friends on Tent Ridge, and avalanche triggered and the friends were sent in multiple directions, each trying to save themselves. Unfortunately Scott would find himself racing downhill against the impossible speeds of the furious avalanche. Just as the avalanche began nipping at his heels, Scott lost site of a rock formation in front of him and he hit it, smashing his board and sending himself hurtling several yards downhill.

Then, with the surge of fear-fed adrenaline, and miraculous timing, his mutant powers emerged. While yet still in mid-air, Scott noticed that the world slowed down--perhaps to give him that fleeting chance to see his life flash before him as impending death loomed behind--and he instinctively attempted to right himself while falling toward the ground. He hit the snow banks feet-first, and then disappeared in a trail of snow, mud, dust, and dirt before finding himself nearly 22km away from the avalanche. It didn't take him long to figure out what happened, and even less time to celebrate and start to toy around with these new abilities. Scott then remembered his friends and raced back to Tent Ridge to track them all down. Nearly forty-five seconds later he had located them all and returned them to the nearby cabin in which the party had stayed that weekend. Telling his friends of the amazing ability he discovered, and showing off a little bit along the way, Scott then thought about what he should do with these powers. After consulting his friends, Scott thought about entering the Olympics, becoming a celebrity, an actor, an spokesmen, and so forth. He returned home with the secret amongst the friends, and lots to ponder.

It wouldn't be long before his decision would be made. Lieutenant Colonel Frank Mason visited the home of the Hoells just two days later, offering Scott a significant government salary, a spiffy costume, and the chance to be a superhero, all on the provision that Scott return with the Lt. Col. to an undisclosed location and pass a series of tests. There was no hesitation in Scott's decision, and he soon departed his family in joy, and began to participate in the training programs sponsored by S.C.R.E.T. Scott would soon "graduate" the program and receive his new codename and customized suit in which he engaged in field activities outside of S.C.R.E.T. as part of La Montre Du Nord (The North Watch). As Runabout, Scott Hoell serves his new homeland, and his passion for adventure, with zeal and a twinkle in his eye.

He's still trying to find a way to get sponsorships and do commercials, in spite of his government contract…
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Black Bow

Post by Tattooedman » Tue Nov 13, 2012 10:28 am

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Black Bow:
PL:
11
Strength 3
Stamina 3
Agility 8
Dexterity 8
Fighting 6
Intellect 1
Awareness 3
Presence 2

Skills: Acrobatics 4 (+12), Athletics 8 (+11), Expertise [Pop Culture] 5 (+6), Insight 7 (+10), Investigation 6 (+7), Perception 8 (+11), Sleight of Hand 6 (+14), Stealth 6 (+14), Technology 6 (+7)

Advantages: Agile Feint, Close Attack 2, Defensive Attack, Defensive Roll 4, Great Endurance, Improved Aim, Improved Critical [Bow], Improved Disarm, Improved Initiative, Move-By Action, Power Attack, Precise Attack [ranged; cover], Precise Attack [ranged; concealment], Ranged Attack 6, Takedown 2, Ultimate Effort [Ultimate Aim], Uncanny Dodge

Powers: Perfect Aim: Variable 2 [10 pt pool] (Extra: Free Action); (Flaw: Limited [Limited to adding Perception or Ricochet Extras on a Ranged effect])

Custom Bow and Trick Arrows: (Easily Removable -16 pts) [24 pp]
Sleeping Gas Arrow: Ranged Affliction 8 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extras: Area [Cloud], Cumulative)
-Broadhead Arrows: Ranged Damage 8 (Extra: Multiattack)
-Acid Arrow: Ranged Weaken Toughness 8 (Extra: Affects Objects)
-Cable Arrow: Movement 1 [Swinging]
-Explosive Arrow: Ranged Damage 8 (Extra: Area [Burst])

Offense: Initiative +12
Melee Attack +10
Ranged Attack +14

Defense: Dodge +14
Parry +14
Toughness +7*/+4 [*Defensive Roll]
Fortitude +8
Will +8


Costs: Abilities 68+ Skills 17+ Advantages 27+ Powers 40+ Defenses 20= 172 pts.




Real Name: Kellen Carson
Height: 6'1"
Weight: 201 lbs
Eyes: Brown
Hair: Black


Complicaitons:
Reputation: Black Bow is infamous for killing an opponent during a baseball game.


Background: Kellen Carson thought he’d get the world on a silver platter, using his tremendous throwing ability to lead his high school team to national recognition over his four years as the starting pitcher, and receiving numerous scholarship offers to play for nearly any college he chose. He didn’t expect that his popularity would turn to infamy with just one overly-aggressive play. In the summer following his graduation from Summit High School, Kellen participated in the All-American High School Baseball Classic as the leading choice as the East team’s starting pitcher by the selection committee. Prior to the game, one of the West’s players tweeted negative comments about Kellen’s abilities and attitude, which angered Kellen to no end. When the player was up to bat early in the first inning, Kellen determined to pelt him in the head with a fastball. Winding up, Kellen concentrated all his rage into this pitch – he let it fly, and true to his aim, the baseball flew straight into the player’s head, clocking in at 101mph, smacking him in the temple area of his skull. The player was dead on impact, and the high school baseball world was in complete shock.

The play was initially ruled an “horrific tragedy” and a “freak accident” until Kellen tweeted, “That [CENSORED] got xactly wut he deserved. Mebbe nxt tm ppl will think abt [CENSORED]ing with me.” from his account. Immediately, the local District Attorney’s office filed criminal murder charges against Kellen, and the journalistic maelstrom began. Kellen Carson was demonized by the press, and his trial became a media circus. Ultimately, Kellen was convicted of involuntary manslaughter, receiving five years in prison with all but nine months suspended for it being his first conviction.

While in prison, instead of “rehabbing” Kellen was stewing in his anger and frustration. He studied archery for his therapy, also playing baseball and football with his fellow inmates to maintain his athletic prowess. The doctors, following standard procedures, gave Kellen Carson a complete physical that revealed he was a low-level metaman. After that Carson was transferred to Blackstone Prison, per standard protocol, to finish out his sentence. Upon his exit from Blackstone, Kellen found that he was still despised by those who remembered him and struggled to find any work at all. Shortly after his release, Kellen was met by a mysterious “agent” who confronted him with an offer as an assassin – his athletic prowess and metaman targeting ability would prove to be an asset to the agent’s employer. Kellen agreed and a week later he made his debut as the costumed archer Black Bow with the gang he joined robbed attempted to rob one of ASTRO Labs facilities, but it failed thanks to the intervention of members of the Freedom League, but Black Bow managed to escape arrest. His current whereabouts are unknown, it is firmly believed that the last of Black Bow hasn‘t been seen.
Last edited by Tattooedman on Mon Apr 29, 2013 9:06 am, edited 3 times in total.
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Basilisk

Post by Tattooedman » Thu Nov 15, 2012 10:39 am

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

Skills: Athletics 4 (+10), Deception 6 (+8.), Expertise [Religion] 4 (+4), Expertise [Serial Killer] 6 (+6), Insight 6 (+7), Intimidation 10 (+12), Perception 9 (+10), Stealth 6 (+10)

Advantages: Chokehold, Fast Grab, Fearless, Improved Hold, Improved Initiative, Power Attack, Ranged Attack 2, Startle

Powers: Reptilian Monster Form: (Move Action -1 pt)
Enhanced Strength 4
Enhanced Stamina 4
Leaping 2
Impervious Toughness 8
Regeneration 3 (Extra: Persistent)
Speed 3
Swimming 3
Claws & Teeth: Strength-Based Damage 2 (Extra: Penetrating 10); (Feat: Improved Critical 3, Improved Smash)
-Climbing Claws: Movement 2 [Wall-Crawling 2]
Hypnotic Stare: Ranged Affliction 8 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative, Perception) (Flaw: Sense Dependent [Visual])
Reptilian Tail: Extra Limb 1 (Feat: Improved Trip)

Offense: Initiative +8
Melee Attack +10
Ranged Attack +6

Defense: Dodge +12
Parry +12
Toughness +8* [*Impervious]
Fortitude +12
Will +7


Costs: Abilities 54+ Skills 17+ Advantages 9+ Powers 80+ Defenses 20= 180 pts.


Real Name: Walter Wayne Williams
Height: 6’6” (transformed) // 5’9” (as Williams)
Weight: 300 lbs (transformed) // 147 lbs (as Williams)
Hair: None (transformed) // Brown (as Williams)
Eye Color: Yellow (transformed) // Brown (as Williams)


Complications:
Weakness: Basilisk will become Stunned if he views his own reflection- it is a reminder of his original human form.


Background: A serial killer who made a deal with Mister Infamy while hiding from Foreshadow, Walter Wayne Williams now is able to turn into an reptilian monster with a hypnotic stare and a weakness against his own reflection.
Last edited by Tattooedman on Fri Jan 11, 2013 11:19 am, edited 1 time in total.
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Bellicose

Post by Tattooedman » Thu Nov 15, 2012 10:40 am

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Bellicose:
PL:
11
Strength 8
Stamina 8
Agility 5
Dexterity 5
Fighting 8
Intellect 0
Awareness 0
Presence 0

Skills: Acrobatics 4 (+9), Athletics 5 (+13), Expertise [Military] 6 (+6), Insight 9 (+9), Intimidation 12 (+12), Perception 9 (+9), Ranged Combat [Shield] 2 (+11), Stealth 5 (+10), Vehicles [Air] 4 (+9), Vehicles [Land] 6 (+11), Vehicles [Sea] 3 (+8.)

Advantages: All-Out Attack, Chokehold, Close Attack 3, Cunning Fighter, Defensive Strike, Follow-Up Strike, Improved Critical [Unarmed] 2, Improved Critical [Shield] 2, Improved Demoralize, Improved Feint, Last Stand, Luck [Determination], Luck [Determined Recovery], Power Attack, Ranged Attack 4, Startle, Takedown 2

Powers: Insanity Defense: Enhanced Will 3 (Flaw: Limited [Only vs. Mental Effects])
Super Soldier Enhancements:
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Immunity 2 [Disease, Poisons]
Enhanced Advantages 4 [Diehard, Great Endurance, Improved Initiative 2]
Leaping 2
Speed 3
Regeneration 5

Omnium Steel Shield: (Easily Removable 4- pts) [7 pts]
Shielding:
Enhanced Dodge 2
Enhanced Parry 2
Enhanced Advantages 4 [Defensive Attack, Improved Defense, Tough, Withstand Damage]
Feature 2 [Non-conductive coating, Nonferrous]
-Pointed Shield Strike: Strength-Based Damage 3 (Feat: Improved Critical)
-Shield Throw: Ranged Strength-Based Damage 3 (Feat: Ricochet)

Offense: Initiative +13
Melee Attack +11
Ranged Attack +9 // Shield Throw Attack +11

Defense: Dodge +13*/+11 [*Onmium Steel Shield]
Parry +13*/+11 [*Onmium Steel Shield]
Toughness +9*/+8 [*Defensive Roll]
Fortitude +13
Will +9*/+6 [*Insanity Defense]


Costs: Abilities 68+ Skills 22+ Advantages 25+ Powers 28+ Defenses 20= 163 pts.


Real Name: Jefferson “Jeff” Radko
Height: 6’4”
Weight: 284 lbs
Hair: Black
Eye Color: Hazel


Complications:
Mental Instability: Due to his own violent nature and side effects from the modified Patriot Serum, Bellicose is prone to bouts of paranoia and violent behaviour.

Temper: Because of his mental issues, Bellicose has a short temper if he does not properly medicate himself in some manner.

Weakness: Due to the non-stop psionic tampering done by Damon Lazaris over the past few years Bellicose doesn't get to add his Insanity Defense power to saves versus Lazaris' psionic powers in addition to a -2 penalty to his Will Save.


Background: Jefferson Radko was a soldier in the US army before his homicidal mania landed him on death row where his expendability allowed him to be 'volunteered' for a highly dangerous super soldier experiment. The process was a success and Radko was transformed into a physical powerhouse who then promptly used his enhanced abilities to escape and for a short while Radko worked as a mercenary until he developed a reputation as a mad dog who always went overboard and nobody would consider hiring him.

It was then that he was approached by agents of Fabricators Incorporated with an offer of a permanent job working as a bodyguard for higher management in the company and seeing a chance to make good money he signed on. His job is to protect Damon Lazaris, the second in command of Fabricators Incorporated but unknown to everyone Lazaris is a psychic who uses his powers to influence everyone around him and Bellicose is no exception; in fact he is Lazaris' most common target as the man uses Bellicose to deal with all manner of problems he encounters then wipes the memories of to keep him quiet about his extra cirricular activities until it is time for Lazaris to take over Fabricators.

Lazaris equipped Bellicose with a costume and an Omnium Steel Shield to help him deal with his counterpart in the company; Voltaic, who is the bodyguard of Claude Pedrovski (the founder and owner of Fabricators Incorporated) that suspects Lazaris of having sinister plans for the company and a strong dislike of Bellicose.
Last edited by Tattooedman on Wed Apr 03, 2013 7:45 pm, edited 3 times in total.
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Aggressor

Post by Tattooedman » Thu Nov 15, 2012 10:41 am

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Aggressor:
PL:
11
Strength 3
Stamina 4
Agility 4
Dexterity 4
Fighting 8
Intellect 1
Awareness 3
Presence 0

Skills: Acrobatics 2 (+6), Athletics 6 (+9), Deception 10 (+10), Expertise [Demolitions] 12 (+12), Expertise [Military] 6 (+7), Expertise [Streetwise] 9 (+10), Insight 9 (+12), Intimidation 12 (+12), Investigation 6 (+7), Perception 9 (+12), Stealth 8 (+12), Technology 4 (+5), Treatment 3 (+4), Vehicles [Air] 3 (+7), Vehicles [Land] 3 (+7), Vehicles [Sea] 3 (+7)

Advantages: Daze [Intimidation], Equipment 8, Improved Aim, Improved Critical [Guns] 2, Improved Critical [Unarmed], Improved Initiative, Last Stand, Power Attack, Quick Draw, Ranged Attack 6, Startle, Takedown 2, Tracking, Well-Informed

Powers: Aggressor Armor: (Removable –7 pts) [29 pp]
Environmentally Sealed: Immunity 10 [Life Support]
Mirrored Visor: Immunity 2 [Visual Afflictions] (Flaw: Limited [Half Effective]
Omnium Steel Plating: Protection 7 (Extra: Impervious 11)
Targeting Systems: Senses 7 [Vision (Extended), Infravision, Low-Light Vision, Vision Penetrates Concealment]

Pulse Rifle: (Easily Removable –8 pts) [32 pp]
Sniper Setting: Energy Ranged Damage 12 (Extra: Penetrating)
-Burst Setting: Energy Ranged Damage 12 (Extra: Multiattack)
-Wide Angle Setting: Energy Ranged Damage 12 (Extra: Area [Cone])
~Chain Gun: Spray & Pray: Ballistic Ranged Damage 10 (Extras: Multiattack, Penetrating)

Offense: Initiative +8
Melee Attack +8
Ranged Attack +10

Defense: Dodge +11
Parry +11
Toughness +11*/+4 [*Aggressor Armor (Impervious)]
Fortitude +9
Will +10

Equipment: Commlink (his & Onslaught’s), Mini-Tracers, Multi-Tool, Parabolic Mics, Zip Restraints
Back Up Arsenal: (20 ep)
Flash-Bang Grenades [Ranged Burst Area Dazzle 4] 16 ep
-Fragmentation Grenades [Ranged Burst Area Damage 5]
-Heavy Blaster Pistol [Ranged Damage 5]
-Knife [Strength-Based Damage 1, Critical 19-20]
-Tear Gas Grenades [Ranged Burst Area Affliction 4 (Dazed and Visually Impaired, Stunned and Visually Disabled, Incapacitated; resisted by Dodge/Fortitude) (Extra: Extra Condition)]
-1 ep free as needed


Custom Van (13 ep) [Huge Size; Strength 9, Speed 5 (air/land/water), Defense 6, Tough 11; Features (Hidden Compartments, Multiple License Plates]


Costs: Abilities 54+ Skills 35+ Advantages 28+ Powers 61+ Defenses 22= 200 pts.


Real Name: Frank Ott
Height: 6’
Weight: 180 lbs
Hair: Black
Eye Color: Brown


Complications:
The Big, Bad, Babysitter: Because of Onslaught’s mental handicap, the Aggressor must be sure to keep tabs on his partner to keep him from accidently straying from their goals.

Motivation ~Greed: The Aggressor wants money and isn’t afraid to do whatever it takes to get it.

Motivation ~Respect: Due to his upbringing, the Aggressor feels that he must prove himself to be the best there is and will target anyone who disrespects him or his work.

Reputation: The Aggressor is known for being a cold-blooded killer that will use any kind of dirty, underhanded tactics to achieve his goals.


Background: In the works.........
Last edited by Tattooedman on Fri Jan 11, 2013 11:20 am, edited 1 time in total.
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Onslaught

Post by Tattooedman » Thu Nov 15, 2012 10:43 am

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Onslaught:
PL:
11
Strength 14
Stamina 13
Agility 1
Dexterity 1
Fighting 4
Intellect -2
Awareness -1
Presence 0

Skills: Athletics 3 (+17), Insight 6 (+5), Intimidation 12 (+14), Perception 6 (+5), Ranged Combat [Thrown Objects] 6 (+8.)

Advantages: All-Out Attack, Chokehold, Close Attack 4, Diehard, Great Endurance, Improved Grab, Improved Hold, Power Attack, Ranged Attack, Startle, Ultimate Effort [Ultimate Toughness]

Powers: Large Size: Growth 4 [9 ft. tall: +4 Strength, +4 Stamina, +2 Intimidation; -2 Dodge/Parry, -4 Stealth, +4 Mass] (Extra: Permanent); (Feat: Innate)
Super Strength: Enhanced Strength 4 (Flaw: Limited [Lifting Only])
Feats of Super Strength:
Groundstrike: Affliction 11 [Hindered, Prone; resisted by Dodge] (Extras: Area [Burst] 2) (Flaws: Instant Recovery, Limited [Onslaught & his targets must be on the ground], Limited Degree)
-Groundstomp: Damage 11 (Extras: Area [Line] 2); (Flaws: Distracting, Limited [Onslaught & his targets must be on the ground])
-Sonic Slam: Affliction 11 [Dazed, Stunned; resisted by Fortitude] (Extra: Area [Cone]); (Flaw: Limited Degree)
-Thunderclap: Move Object 11 (Extra: Area [Cone]); (Flaw: Close Range, Limited [Away From Him Only])

Onslaught Armor: (Removable –4 pts) [18 pp]
Invulnerability:
Immunity 9 [All Environmental Conditions, Disease, Poison, Suffocation]
Impervious Toughness 12
Protective Visor: Immunity 2 [Visual Afflictions] (Flaw: Limited [Half Effective]

Offense: Initiative +1
Melee Attack +8
Ranged Attack +2 // Thrown Object Attack +8

Defense: Dodge +7
Parry +7
Toughness +13* [*Impervious 12]
Fortitude +14
Will +6

Equipment: Commlink


Costs: Abilities 44+ Skills 12+ Advantages 14+ Powers 45+ Defenses 21= 136 pts.


Real Name: Gerald
Height: 9’
Weight: 400 lbs
Hair: Brown
Eye Color: Blue


Complications:
Bestest Buddies EVER!!!: As far as Onslaught cares, the only person who truly cares for him is Frank Ott (the Aggressor). Because of this Onslaught will do whatever the Aggressor tells him to do, without question or hesitation and will lash out violently at anyone who might hurt the Aggressor.

Mental Handicapped: Onslaught suffers from moderate mental retardation from the experiment that gave him his powers and needs a fair amount of supervision, else he’ll get into trouble. This also means that he can be easily confused, but nowadays he will simply lash out physically at the person who has confused him.

Temper: Onslaught can get angry at times, causing him to do the wrong thing.


Background: In the works....
Last edited by Tattooedman on Fri Jan 11, 2013 11:21 am, edited 1 time in total.
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Tessecrat

Post by Tattooedman » Thu Nov 15, 2012 11:00 am

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Tessecrat:
PL:
12
Strength 2
Stamina 2
Agility 3
Dexterity 3
Fighting 4
Intellect 4
Awareness 3
Presence 2

Skills: Acrobatics 3 (+6), Athletics 3 (+5), Close Combat [Dimensional Blade] 8 (+12), Expertise [Computers] 9 (+13), Expertise [Mathematics] 12 (+16), Expertise [Science] 6 (+10), Investigation 3 (+7), Perception 6 (+9), Stealth 6 (+9), Technology 12 (+16)

Advantages: Eidetic Memory, Improved Initiative, Inventor, Power Attack, Skill Mastery [Expertise (Mathematics)], Speed of Thought

Powers: Dimension Sense: Senses 2 [Detect (Dimension: Acute)]
Dimensional Storage: Dimensional Pocket 8
Dimensional Anchor: Immunity 5 [Dimension Powers]
Dimensional Distortion: Enhanced Will 7 (Flaw: Limited [Only vs. Mental Effects])
Dimensional Perspective: Senses 8 [Vision Penetrates Concealment, Hearing Penetrates Concealment]
Dimensional Shunting Field:
Enhanced Dodge 4
Enhanced Parry 4
Protection 10

Dimensional Shifting Array:
Dimensional Cascade: Damage 12 (Extra: Area [Cone]); (Feat: Variable Descriptor [Environmental Effects])
-Dimensional Blade: Damage 12 (Extra: Penetrating); (Feat: Subtle)
-Dimensional Shunt: Deflect 10 (Extra: Reflect)
-Dimensional Window: Remote Sensing 7 [audio & visual senses] (Feat: Dimensional 3 [any dimension])

Shifting Personal Dimensions Array:
Dimensional Shift: Insubstantial 4
-Four-Dimensional Form:
Indirect 3 (Variable Descriptor 2 [all attacks])
Senses 11 [Vision Counter All Concealment, Vision & Hearing Counter Illusions, Vision (Radius)] (Feat: Dimensional)
Teleport 2
-Two-Dimensional Form:
Concealment 4 [all visual senses] (Flaw: Limited [Only From One Side])
Insubstantial 1 (Flaw: Quirk [Limited by body width, –1 point]

Offense: Initiative +8
Melee Attack +4 // Dimensional Blade Attack +12
Ranged Attack +3

Defense: Dodge +12
Parry +12
Toughness +12*/+2 [*Dimensional Shunting Field]
Fortitude +7
Will +14*/+7 [*Dimensional Distortion]


Costs: Abilities 46+ Skills 24+ Advantages 6+ Powers 105+ Defenses 18= 199 pts.


Real Name: Laura Palamaris
Height: 5'5"
Weight: 114 lbs
Hair: Brown (died Green)
Eye Color: Green


Complications:
Dimensional Fugue: Sometimes Tessecrat experiences sporadic views of other dimensions superimposed over the one she’s currently residing in, this leaves her Dazed and Stunned until she can recover (making a Fortitude Save vs. DC 20).


Background: Laura Palamaris was a math student at Freedom City University who somehow made mental contact with the sixth dimension while pondering a complex mathematical formula. Her perception of the world around her now warped thanks to the experience and able to manipulate space around her combined with a new outlook and a desire to steal, Laura took the name Tessecrat and went on a crime spree. A frequent foe of the Atom family (she used to be Tesla Atom's classmate and friend at school, and Tess would like to help her old friend get back to normal). She is often incarcerated in Providence Asylum when captured but currently is on the loose.
Last edited by Tattooedman on Fri Jan 11, 2013 11:22 am, edited 2 times in total.
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Re: World of Freedom 3rd Edition: Odds & Ins....

Post by catsi563 » Thu Nov 15, 2012 3:35 pm

I see someone Eva could have an encounter with.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Bogatyr

Post by Tattooedman » Sun Nov 18, 2012 12:03 pm

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Bogatyr:
PL:
11
Strength 8
Stamina 8
Agility 5
Dexterity 5
Fighting 8
Intellect 2
Awareness 2
Presence 3

Skills: Acrobatics 4 (+12), Athletics 4 (+12), Close Combat (Unarmed) 6 (+14), Deception 6 (+9), Expertise [Soldier] 9 (+10), Insight 10 (+12), Intimidation 10 (+10), Investigation 6 (+8.), Perception 10 (+12), Persuasion 6 (+9), Ranged Combat [Discus] 2 (+12), Stealth 3 (+13), Vehicles [Air] 3 (+8.), Vehicles [Land] 3 (+8.). Vehicles [Exotic] 1 (+6)

Advantages: All-Out Attack, Agile Feint, Chokehold, Cunning Fighter, Defensive Attack, Defensive Strike, Equipment, Evasion, Fast Grab, Follow-Up Strike, Improved Critical [Unarmed] 2, Improved Feint, Improved Hold, Improved Smash, Inspire 4, Languages 2 [Base: Russian; English, German], Leadership, Power Attack, Ranged Attack 5, Set-Up, Teamwork

Powers: Soviet Super Soldier Enhancements:
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Enhanced Advantages 3 [Diehard, Great Endurance, Improved Initiative]
Speed 3
Impervious Toughness 8
Leaping 2

Discus: (Removable –4 pts) [17 pp]
Unique Weapon: Feature [Restricted to people trained to use them]
Rebounding Discus: Ranged Strength-Based Damage 1 (Extras: Area [Shapeable], Selective)
-Discus Throw: Ranged Strength-Based Damage 1 (Feat: Improved Critical 3, Ricochet 3)

Offense: Initiative +12
Melee Attack +8 // Unarmed Attack +14
Ranged Attack +10 // Discus Attack +12

Defense: Dodge +12
Parry +12
Toughness +10*/+8 [*Costume (Impervious 8.)]
Fortitude +12
Will +10

Equipment: Costume [Protection 2; Subtle, Commlink]
Mask [Low-Light Vision]


Costs: Abilities 82+ Skills 32+ Advantages 30+ Powers 35+ Defenses 23= 202 pts.


Real Name: Stephan Stepanov
Height: 6' 2"
Weight: 210 lbs
Hair: Brown
Eye Color: Brown


Complications:
Enemy: The Czar and the members of the Burning Legion.

Guilt: Bogatyr has a bit of guilt over his actions while working for the KGB.

Responsibility: Bogatyr feels a strong sense of responsibility for his country and fellow members of the Winter Guard.

Secret Identity: Bogatyr’s identity as Stephan Stepanov is considered to be a top secret subject.


Background: In the late Eighties Soviet military scientists were still trying to recreate the success American scientists had managed with the creation of the Patriot, even though they still had the power of Protonik his handlers had reported a growing number amounts of insubordination from him regarding his orders on different missions and the Russian Government was looking for a new “Hero of the People”. Fortunately for them the KGB had infiltrated an agent into AEGIS, and he was able to obtain data on the Patriot Program in general. After months of work, the Soviet scientists thought they might be able to duplicate the results of the Patriot Serum if only they had the right subject.

That subject proved to be Stephan Stepanov, the son of a minor bureaucrat from Minsk who’d enrolled in the military several years before and been flagged as a potential subject for “special programs” based on the results of his physical. A loyal Soviet soldier, Stepanov willingly submitted to the experiments “to aid the Motherland.” And against all odds, the experiments were successful! Stepanov emerged from the lab able to lift several tons, run like the wind, and bounce gunfire off his chest.

Given a special uniform and christened as the second Bogatyr (the original having died a few years before) Stepanov learned that he was to be assigned to something named the Winter Guard and he would lead it. Faithfully obeying the orders of his Communist masters, Bogatyr threw himself into his training; become a master soldier and spy. He was immensely proud to be serving the Soviet Union, though some of his missions — assassinations, kidnappings, and worse — weren’t that much to his liking but he and his team had a duty to perform and he did the best he could and made sure his team did as well.

The Winter Guard had been operational a few years when the Soviet system collapsed to and the new government that took it’s place started to question the need for the Winter Guard. They really didn’t deal with street level crime that much and were in fact much more militaristic in function than their counterparts in the East, points which almost were the last nails in the team’s collective coffin. That is until the first Bogatyr made his return, now calling himself the Czar and vastly more powerful with his energy manipulating abilities, which he used to attack the new government in retaliation for his abandonment several years before at the Chernobyl disaster that led to his current increased levels of power (and accompanying physical mutations). The Winter Guard was quickly mobilized to deal with this threat and after almost a full week of various fights, skirmishes and gorilla-tactic-like strikes they managed to finally stop the Czar’s progress. Bogatyr was awarded the Order of Lenin in recognition for his actions during the week long battle against the Czar.

In the years since Bogatyr has continued to lead the Winter Guard, though he’s starting to feel his age and the effects of the are starting to not be as impressive as they once were. This forces him to wonder if his superiors have noticed yet and are currently looking into their options for replacing him.
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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Drago

Post by Tattooedman » Sun Nov 18, 2012 12:08 pm

Image
Drago:
PL:
11
Strength 5
Stamina 5
Agility 5
Dexterity 5
Fighting 6
Intellect 1
Awareness 4
Presence 2

Skills: Acrobatics 3 (+8.), Athletics 6 (+11), Deception 9 (+11), Expertise [Ballistics] 15 (+16), Expertise [Soldier] 13 (+14), Expertise [Spy] 12 (+13), Insight 10 (+14), Intimidation 10 (+12), Perception 10 (+14), Stealth 12 (+17), Vehicles [Land] 7 (+12), Vehicles [Sea] 7 (+12)

Advantages: All-Out Attack, Close Attack 8, Daze [Intimidation], Equipment 6, Hide In Plain Sight, Improved Aim, Improved Initiative, Languages 2 [Base: Russian; English, Farsi], Last Stand, Luck [Determination] 2, Luck [Determined Recovery], Quick Draw, Power Attack, Ranged Attack 9, Set-Up, Skill Mastery [Stealth], Startle, Teamwork, Withstand Damage

Powers: Cybernetic Implants:
Cyber Eyes:
Immunity 2 [Visual Afflictions] (Flaw: Limited [Half Effective)
Senses 3 [Infravision, Low-Light Vision, Vision (Extended)]
Micro-Polymer Skin Weave: Protection 1 (Extra: Impervious 6)
Muscle Grafts & Bone Augmentations:
Enhanced Strength 3 (Flaw: Limited [Lifting Only])
Leaping 2
Speed 3
Swimming 2

Offense: Initiative +9
Melee Attack +14
Ranged Attack +14

Defense: Dodge +12
Parry +12
Toughness +10*/+6 [*Combat Armor]
Fortitude +13
Will +11

Equipment: Combat Armor [Protection 4; Commlink]
Combat Arsenal: (25ep)
RPG Ranged Damage 8 (Extra: Area [Burst] 4)]
-Fragmentation Grenades [Ranged Damage 5 (Extra: Area [Burst])]
-Heavy Machine Pistol [Ranged Damage 4 (Extra: Multiattack)]
-M60 Machine Gun [Ranged Damage 6 (Extra: Multiattack)]
-Sniper Rifle [Ranged Damage 6 (Feat: Critical 19-20)]
-Pump Shotgun [Ranged Damage 5]
-Tear Gas Grenades [Ranged Affliction 4 (Dazed & Visually Impaired, Stunned & Visually Disabled, Incapacitated; resisted by Dodge/Fortitude) (Extra: Area [Burst], Extra Condition)]



Costs: Abilities 66+ Skills 38+ Advantages 41+ Powers 22+ Defenses 28= 195 pts.


Real Name: Evgenii Drago
Height:
Weight:
Hair:
Eye Color:

Complications:
No Remorse: Drago has killed for his country before, many times in fact. If he feels that taking such an action would help the Winter Guard complete their mission he will not hesitate to use deadly force.

Quirk: Drago is self-centered, and will often tell tales of his old missions to his teammates (or anyone who just happens to be nearby when he’s drinking), or do some form of crazy stunt just to be the center of attention.

Secret Identity: Drago’s identity as Evgenii Drago is considered to be a top secret subject.


Background: In the early Eighties Evgenii Drago was a Spetznaz soldier assigned to the invasion of Afghanistan. Even for a Spetznaz he was skilled, ruthless, and brutal, soon earning a terrifying reputation among the Afghan rebels for his stealthiness, ability to kill, and love of torturing prisoners.

One day Drago and his squad walked into a carefully-laid ambush. The other soldiers were killed, but Drago fought on, eventually killing all of their attackers. But he paid a heavy price; he was shot in several places (including the left eye) and stabbed twice. Only a nigh-superhuman strength of will enabled him to walk out of there until he found some Russian troops who could get him to medical care.

Given the extent of his injuries, it seemed that Drago’s soldiering days were over — but fate had other plans in mind for him. The scientists of Directorate Black-12, the Soviet superhuman soldier program, had been waiting for just such an opportunity. They ordered the military to turn Evgenii Drago over to them, and he went under the knife.

Months passed in a blur of drugs and pain. Operation followed operation, separated only by chemical treatments and strange regimens of physical therapy. When Drago was finally coherent again, he discovered that the Directorate had implanted devices in his body: cybernetic eyes to replace the one he’d lost (and the other one, which had to be amputated to make the cyber-eye system function properly); muscle grafts and bone augmentations to make him stronger and faster; micro-polymers woven into his skin to make it resistant to bullets and knives. Deciding to use his last name Drago (derived from the Russian word for “dragon”) for his codename, they sent him for further training as a soldier and assassin.

For years Drago went on missions all over the world, killing whoever his handlers ordered him to. Then the powers that be decided the Soviet Union needed a team of super powered operatives, and Drago became a part of the Winter Guard. Drago has served loyally now for several years, enjoying the companionship of some of his comrades (even if they are a bit too squeamish about the use of force during missions).
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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Sickle

Post by Tattooedman » Sun Nov 18, 2012 12:13 pm

Image
Sickle:
PL:
11
Strength 3
Stamina 3
Agility 3
Dexterity 3
Fighting 6
Intellect 1
Awareness 2
Presence 2

Skills: Acrobatics 3 (+6), Athletics 6 (+9), Close Combat [Hammer-Punch] 5 (+11), Deception 9 (+11), Expertise [Computers] 13 (+14), Expertise [Soldier] 9 (+10), Expertise [Streetwise] 6 (+7), Insight 9 (+11), Perception 9 (+11), Ranged Combat [Compressed Air Blast] 2 (+11), Stealth 9 (+12)

Advantages: Close Attack 2, Equipment 2, Improved Initiative, Language [Base: Russian; English], Online Research, Power Attack, Ranged Attack 6, Skill Mastery [Expertise (Computers)], Second Chance [Expertise (Computer) Checks], Teamwork

Powers: Soviet Super Soldier Enhancements:
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Speed 2

Micro-Polymer Skin Weave: Protection 2

Golden Sickle Array:
Sickle’s Edge: Damage 11 (Extra: Penetrating); (Feat: Improved Critical 4, Improved Smash)
-Sickle’s Flatside: Damage 11
-Sickle Shield: Deflect 11 (Extra: Reflect)
-Spinning Sickle: Damage 11 (Extra: Multiattack)
-Electric Jolt: Damage 11 (Feats: Improved Critical 2, Reach 3)
-Paralytic Discharge: Affliction 11 [Dazed, Stunned, Paralyzed; resisted by Dodge/Fortitude] (Extra: Cumulative); (Feat: Reach 5)


Offense: Initiative +7
Melee Attack +8 // Hammer-Punch Attack +11
Ranged Attack +9 // Compressed Air Blast Attack +11

Defense: Dodge +13
Parry +13
Toughness +9*/+5 [*Costume]
Fortitude +10
Will +10

Equipment: Costume [Protection 4; Subtle, Commlink]
Jump Boots [Leaping 3]
Mask [Low-Light Vision]


Costs: Abilities 46+ Skills 28+ Advantages 17+ Powers 38+ Defenses 32= 161 pts.


Real Name: Vasilli Vasilev
Height: 6'
Weight: 198 lbs
Hair: Black
Eye Color: Brown


Complications:
Disability: Sickle lost his left hand years ago while on a mission, he had his namesake weapon mounted in it’s place. Sometimes this gives him problems..

Relationship: Sickle is married to Hammer.

Resonsibility: Sickle feels a strong sense of responsibility for his country.

Secret Identity: Sickle’s identity as Vasilli Vasilev is considered to be a top secret subject.


Background: Vasilli Vasilev is the grandson of Irina Vasilev, better known to the world as the Golden Sickle, a lesser member of the Übersoldaten during the Great Patriotic War (World War II) who died before the end of the war, though she had given birth to a son shortly before her passing. Decades later when he came of age, Vasilli could think of no better way to spend his life than to serve the Soviet Union as a soldier, the way his grandmother had.

He got his wish to an even greater degree than expected. As related in Hammer’s bio, after he suffered an injury that required the amputation of his left hand, the scientists running the program that created the Soviet Guard sensed opportunity. They’d been wanting to try to re-create the Golden Sickle, and perhaps even her old partner the Iron Hammer, and this was the perfect opportunity. At first they only wanted Vasilli himself, but he insisted that his wife Natalya be brought into the program, and the Soviet Guard backed his play. The scientists weren’t entirely happy with the situation, because they had better candidates for “Hammer” picked out, but it wasn’t the worst possible solution so they acquiesced.

Months of surgery, drug treatments, experimentation, and finally training followed. When it was all done Vasilli Vasilev had a powerful, symbolic weapon where his left hand had once been, and he went by a new name: Sickle.
Last edited by Tattooedman on Sun Nov 18, 2012 11:22 pm, edited 2 times in total.
World of Freedom Setting 3E

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

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