World of Freedom: FC Setting Builds....

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Tattooedman
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Hammer

Post by Tattooedman » Sun Nov 18, 2012 12:25 pm

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Hammer:
PL:
11
Strength 4
Stamina 4
Agility 3
Dexterity 3
Fighting 6
Intellect 0
Awareness 2
Presence 2

Skills: Acrobatics 4 (+7), Athletics 6 (+10), Close Combat [Hammer of the People Array] 3 (+11), Deception 8 (+10), Expertise [Soldier] 10 (+10), Expertise [Streetwise] 6 (+6), Insight 9 (+11), Intimidation 8 (+10), Perception 8 (+10), Stealth 7 (+11), Technology 5 (+5), Vehicles [Air] 4 (+7), Vehicles [Land] 7 (+10), Vehicles [Sea] 5 (+8.)

Advantages: All-Out Attack, Close Attack 2, Daze [Deception], Improved Feint, Improved Initiative, Interpose, Language [Base: Russian; English], Power Attack, Ranged Attack 6, Second Chance [Vehicles Skills Checks], Set-Up, Takedown 2, Teamwork

Powers: Soviet Super Soldier Enhancements:
Enhanced Strength 3 (Flaw: Limited [Lifting Only])
Speed 3

Micro-Polymer Skin Weave: Protection 3

Hammer Of The People Array:
Compressed Air Blast: Ranged Damage 11 (Feat: Improved Critical 2) & Move Object 6 (Flaw: Limited [Away Only])
-Hammer-Punch: Damage 11 (Extra: Penetrating); (Feat: Improved Critical 4, Improved Smash, Weapon Break)
-Piston Shockwave: Damage 11 (Extra: Area [Burst]); (Flaw: Limited both Hammer & her targets must be in contact with the ground])
-Piston Groundstrike: Affliction 11 [Vulnerable, Defenseless, Incapacitated; resisted by Dodge/Fortitude] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited both Hammer & her targets must be in contact with the ground])

Offense: Initiative +7
Melee Attack +6 // Hammer of the People Array +11
Ranged Attack +9

Defense: Dodge +11
Parry +11
Toughness +11*/+7 [*Costume]
Fortitude +11
Will +10

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


Costs: Abilities 48+ Skills 30+ Advantages 20+ Powers 42+ Defenses 28= 168 pts.


Real Name: Natalya Vasilev
Height: 5' 6"
Weight: 127 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Relationship: Hammer is married to Sickle.

Responsibility: Hammer feels a strong sense of responsibility for her country.

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


Background: Wanting to serve her nation and her people, Natalya joined the Red Army when she was done with school. Her physical exams showed that she might be a viable low-level test subject for some of super-soldier programs the Soviet military was working on, so she was assigned to a special unit with soldiers who’d tested similarly. There she met Stephan Stepanov, who became a friend for life, and Vasilli Vasilev, who in time became her beloved husband.

The three came up through the ranks together until the day Stepanov was re-assigned to a secret project and the Vasilev’s lost touch with him. They might never have seen him again, for he became the second Bogatyr, but then during a routine mission in Afghanistan they were involved in a IED explosion that grievously wounded Vasilli’s left hand. It became apparent that the hand would have to be amputated — and that was just the sort of situation the scientists on the super-soldier project had been waiting for. They’d developed a weapon they could attach to his left arm, provided they could use their special treatments to toughen his body. Vasilli was willing to take part in the experiment, but in a rare act of defiance refused to go along unless his wife was also brought into the program. He might have gotten shot for his pains, but their old friend Bogatyr heard about what was happening and used his influence to see that Vasilli’s wishes were met.

Natalya and Vasilli both successfully underwent the treatments that had made their old friend Bogatyr, though the strength, swiftness, and toughness they gained were much less than his. Vasilli was fitted with a special bladed hand weapon and codenamed Sickle. As his counterpart, Natalya was provided with a gauntlet-based piston weapon and was codenamed Hammer and the two were soon reunited with their old friend as the original members of the Winter Guard. A few months later Red Dawn, Ursa, Avaiatrix and Drago were added to the team and they truely got started working to protect the people.
Last edited by Tattooedman on Sun Nov 18, 2012 11:21 pm, edited 3 times in total.
World of Freedom Setting 3E

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

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Tattooedman
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Ursa

Post by Tattooedman » Sun Nov 18, 2012 12:35 pm

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Ursa:
PL:
11
Strength 12 (4)
Stamina 12 (4)
Agility 5 (2)
Dexterity 5 (2)
Fighting 6
Intellect 1
Awareness 4
Presence 2

Skills: Athletics 6 (+10/+18.), Expertise [Government Operative] 8 (+9), Intimidation 10 (+12/+14), Persuasion 6 (+8.), Ranged Combat [Thrown Objects] 5 (+10), Stealth 8 (+10/+11)

Advantages: All-Out Attack, Close Attack 3, Daze [Intimidation], Fast Grab, Improved Feint, Improved Grab, Improved Hold, Language [Base: Russian; English], Power Attack, Startle

Powers: Lycathropy: Morph 1 [full bear form only] (Feat: Metamorph)
Beast Hybrid Form: (Move Action Activation -1 pt)
Enhanced Strength 4
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Enhanced Stamina 4
Enhanced Agility 3
Enhanced Dexterity 3
Enhanced Advantages 6 [Animal Empathy, Diehard, Great Endurance, Improved Initiative, Interpose, Withstand Damage]
Growth 4 [12 ft tall; +4 Strength, +4 Stamina,+2 Intimidation // -2 Dodge/Parry, -4 Stealth] (Extra: Permanent); (Feat: Innate)
Protection 1 (Extra: Impervious 8.)
Regeneration 5 (Extra: Persistent)
Senses 7 [Darkvision, Low-Light Vision, Ultrahearing, Olfactory (Acute, Etended, Tracking)]
Bestial Mind: Enhanced Will 5 (Flaw: Limited [Only vs. Mental Effects])
Claws & Fangs: Strength-Based Damage 1 (Extra: Penetrating 12); (Feat: Improved Critical 3)

Offense: Initiative +9
Melee Attack +9
Ranged Attack +5 // Thrown Objects Attack +10

Defense: Dodge +9
Parry +9
Toughness +13* [*Impervious 8]
Fortitude +12
Will +10*/+5 [*Bestial Mind]


Costs: Abilities 50+ Skills 14+ Advantages 12+ Powers 94+ Defenses 11= 181 pts.


Complications:
Animalistic: Sometimes Ursa has problems controlling his animal instincts while transformed.

Hunters In The Shadows: Ursa knows that at some point the Tribes of the Moon will learn of his connection to them and will send members of their enforcer clan to forcibly bring him into the Clan.

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

Secret Identity: Ursa’s identity as Adrik Smirnov is considered to be a top secret subject.

Temper: Ursa has a history of falling into animalistic rages.

Weakness: Ursa takes double damage from items made of silver.


Background: Adrik Smirnov was born to parents who lived in a tiny village in the backwoods of northern Russia. The village was full of superstitious folk, but his parents were not among them but that was because they were secretly part of some of those legends – specifically that of the Werebear. But they did their part for the village and kept their secret, never using their other forms to improve their lot in life.

Once Adrik was old enough to understand, the family secret was revealed to him. The year he turned thirteen years old, on a night of a full moon he transformed into a Bearman for the first time. He couldn’t begin to explain the rush of sensory input he gained, the power he felt in his own limbs……how his parents could deny these feelings was beyond him and Adrik knew that he could never live their life, he wanted to enjoy this form as much as he possibly could.

For a few years his parents tried to control him, and tried everything they could to rein in their son, but it was all for naught. Finally, in desperation Adrik ran away from home and headed for the first military outpost he could find and following a very tensely awkward introduction Adrik was turned over to the Soviet government.

Sensing a possible asset, the KGB took Adrik and raised him in a sort of military school where he was subjected to Soviet propaganda at every turn, resulting in his growing up to be a deeply loyal Communist that was extremely eager to serve his country with his special “abilities.” His superiors gave him the codename Ursa — Bear — and assigned him to the Winter Guard.
World of Freedom Setting 3E

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

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Tattooedman
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Red Dawn

Post by Tattooedman » Sun Nov 18, 2012 12:38 pm

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Red Dawn:
PL:
11
Strength 12 (0)
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 7
Awareness 3
Presence 0

Skills: Athletics 5 (+5), Close Combat [Unarmed] 5 (+9), Deception 10 (+10), Expertise [Computers] 9 (+16), Expertise [Science] 9 (+16), Insight 7 (+10), Investigation 6 (+13), Perception 7 (+10), Persuasion 7 (+7), Ranged Combat [Red Dawn Weapon Systems] 7 (+9), Stealth 6 (+8.), Technology 12 (+19)

Advantages: Eidetic Memory, Inventor, Language [Base: Russian; English], Skill Mastery [Expertise (Science)], Speed of Thought, Task Focus [Expertise (Science): Weapons Systems]

Powers: Red Dawn Power Armor: (Removable –30 pts) [120 pp]
Cybernetic Control Modules Implants: Feature [Can only be used by Fyodor Mikhailov]
Mega-Gauntlets Array:
Mega-Beam: Ranged Damage 12 (Extra: Penetrating)
-Concussor Blast: Ranged Damage 12 & Move Object 6 (Flaw: Limited [Away Only])
-Explosive Blast: Ranged Damage (Extra: Area [Burst])

Secondary Weapons Array:
Micro-Rocket Launcher: Ranged Damage 12 (Extra: Area [Burst]); (Feat: Homing 2)
-Mini-Gun: Ranged Damage 12 (Extra: Multiattack)
-Chest Beam: Ranged Damage 12 (Extra: Area [Line])

Layered Armor Plating: Protection 11 (Extra: Impervious 12)
Psi-Shields: Enhanced Will 5 (Flaw: Limited [Only vs. Mental Effects]) Defense
Flare Shielding: Immunity 2 [Visual Afflictions] (Flaw: Limited [Half Effective])
Hearing Protection: Immunity 2 [Audio Afflictions] (Flaw: Limited [Half Effective])
Life Support Systems: Immunity 10 [Life Support]
Boot-Jets: Flight 10
Helmet Communication System: Senses 1 [Radio]
Sensor Array: Senses 11 [Normal Vision [Extended], Normal Hearing [Extended], Infravision, Ultra-Hearing, Microscopic Vision 3, Vision Penetrates Concealment]

Offense: Initiative +7
Melee Attack +4 // Unarmed Attack +9
Ranged Attack +2 // Red Dawn Weapons Systems Attack +9

Defense: Dodge +9
Parry +9
Toughness +13*/+2 [*Impervious 12]
Fortitude +9
Will +13*/+8 [*Psi-Shields]


Costs: Abilities 40+ Skills 32+ Advantages 6+ Powers 120+ Defenses 24= 222 pts.


Real Name: Fyodor Mikhailov
Height: 5' 9"
Weight: 173 lbs
Hair: Brown
Eye Color: Green


Complications:
Obsession: Red Dawn is cannot help but to check out all forms of “new” technology that he runs across.

Responsibility: Red Dawn feels a strong sense of responsibility for his country.

Secret Identity: Red Dawn’s identity as Fyodor Mikhailov is considered to be top secret.


Background: A top-notch engineering student recruited into the weapons development program of the Red Army, Fyodor Mikhailov has been working on powered armor systems for most of his adult life. He became intrigued by them during his college days, when he designed a prototype gauntlet blaster for his graduation project. Getting to work with the best technology the Soviet Union had to offer soon turned that interest into an obsession.

With the help of some other Soviet scientists, Mikhailov soon achieved major breakthroughs, eventually designing a suit of armor his superiors code named Krasniy Rassvet — “Red Dawn.” The one drawback to the armor was that to operate it a person needed to have certain cybernetic control modules implanted in his brain, spine, and nervous system. No one wanted to undergo the risky surgery, so Mikhailov volunteered to do it himself. (secretly he was happy for the opportunity, but he pretended to be making a noble sacrifice to earn the favor of his superiors.) The procedure was a success, and he soon joined the ranks of the Winter Guard.
World of Freedom Setting 3E

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

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Tattooedman
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Avaiatrix

Post by Tattooedman » Sun Nov 18, 2012 12:41 pm

Image
Avaiatrix:
PL:
11
Strength 2
Stamina 3
Agility 4
Dexterity 4
Fighting 6
Intellect 1
Awareness 3
Presence 1

Skills: Acrobatics 6 (+10), Athletics 2 (+10), Expertise [Current Events] 7 (+8.), Expertise [Science] 6 (+7), Insight 10 (+13), Perception 10 (+13), Ranged Combat [Photonic Energy Control Array] 6 (+10), Stealth 8 (+12), Technology 6 (+7), Vehicles [Air] 8 (+12)

Advantages: Benefit [Government Clearance], Close Attack 2, Improved Initiative, Interpose, Language [Base: Russian; English], Power Attack, Ranged Attack 2, Teamwork

Powers: Airborne Skill:
Enhanced Skill 2 [Acrobatics +6]
Enhanced Feat 1 [Agile Feint]
Enhanced Dodge 5
Enhanced Parry 5
Energized Propulsion: Flight 10 (Feat: Move-By Action)
Invulnerability:
Immunity 5 [Disease, Environmental Heat, Environmental Cold, Pressure, Vacuum]
Protection 8
Photonic Energy Control Array:
Photonic Blasts: Ranged Damage 12 (Extra: Penetrating)
-Photonic Burst: Damage 12 (Extra: Area [Burst] 2)
-Photonic Dazzle: Visual Affliction 12 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extras: Area [Burst], Cumulative)

Offense: Initiative +8
Melee Attack +8
Ranged Attack +6 // Photonic Energy Control Array Attack +10

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


Costs: Abilities 48+ Skills 20+ Advantages 10+ Powers 85+ Defenses 19= 182 pts.


Real Name: Anya Rostonov
Height: 5’9”
Weight: 140 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Responsibility: Avaiatrix feels a strong sense of responsibility for her country.

Secret Identity: Avaiatrix's identity as Anya Rostonov is considered to be top secret.


Background: One of the first female members of the Soviet Air Force, Anya Rostonov who was testing a new experimental plane when a malfunction occurred, force her to crash-land the craft which unearthed a mysterious meteor that had arrived during the Tunguska event. While Anya survived the crash and managed to make contact to arrange for her pick up she was forced to stay near the meteor fragment which gave off a unique form of radiation that had a mutating effect on Anya’s biology.

By the time a rescue team reached her, Anya was surrounded by an aura of light her body was producing naturally and she was immediately quarantined and examined by top Soviet doctors and scientists. After months of work it was determined that the energies Anya gave off were not hazardous to people. Also during this time she had begun to develop a measure of control over her newly gained powers and when she was ordered to report for testing and training with her abilities Anya was already far beyond what her trainers had been expecting.

Several months later Anya was deemed fully trained in the uses and applications of her energy manipulating powers and was made part of the Winter Guard. It is an assignment she does enjoy, as she sees it as an extension of her work as part of the Soviet Air Force; protecting the people of her country while pushing the limits of what she can do while as she goes off on grand adventures.
World of Freedom Setting 3E

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

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Tattooedman
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Spoilsport

Post by Tattooedman » Mon Nov 19, 2012 1:20 am

Image
Spoilsport:
PL:
8
Strength 1
Stamina 2
Agility 3
Dexterity 3
Fighting 4
Intellect 0
Awareness 1
Presence 1

Skills: Acrobatics 6 (+9), Deception 6 (+9), Expertise [Criminal] 2 (+2), Expertise [Pop Culture] 3 (+3), Insight 6 (+7), Perception 6 (+7), Stealth 6 (+9), Technology 7 (+7)

Advantages: Agile Feint, Defensive Roll 2, Evasion, Luck [Determination], Luck [Determined Recovery], Luck [Inspired], Move-By Action

Powers: Alter Probability: Luck Control 3 [Bestow HP, Force re-roll, Negate re-roll] (Feat: Luck 7)
Cause Catastrophe: Ranged Damage 5 (Extra: Perception); (Feats: Indirect 4, Subtle 2, Variable Descriptor [accidents])

Lucky Girl:
Enhanced Dodge 5
Enhanced Parry 5
Enhanced Advantages 9 [Beginner’s Luck, Defensive Roll 2, Evasion, Improved Initiative, Jack-of-All-Trades, Luck [Skilful] 2, Uncanny Dodge]

Offense: Initiative +7
Melee Attack +4 // Unarmed Damage +1
Ranged Attack +3

Defense: Dodge +10
Parry +10
Toughness +6*/+2 [*Defensive Roll]
Fortitude +7
Will +7


Costs: Abilities 30+ Skills 14+ Advantages 8+ Powers 57+ Defenses 14= 123 pts.


Real Name: Chelsea Harding
Height: 5’ 5”
Weight: 100 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Power Loss: If Spoilsport can't verbalize some kind of good or bad fortune for someone then she can't use her Alter Probability or Cause Catastrophe powers.

Sometimes a Jinx: Periodically Spoilsport has to endure all of the ‘bad luck’ she’s countered and she can’t use her powers to offset it.


Background: In the works......
Last edited by Tattooedman on Mon Nov 25, 2013 6:58 pm, edited 5 times in total.
World of Freedom Setting 3E

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

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Re: World of Freedom 3rd Edition: Odds & Ins....

Post by Horsenhero » Thu Nov 22, 2012 12:02 am

Oy, I've gotta keep a closer eye on this thread. I forget to check it for a couple days and WHAM!, I'm looking through pages of builds. Not that I mind really, but it can distract me from the all important business of posting to the pbp's I participate in.

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Tattooedman
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Re: World of Freedom 3rd Edition: Odds & Ins....

Post by Tattooedman » Thu Nov 22, 2012 12:47 pm

Yeah for some reason lately I've been getting builds done and not posting them right away mostly due to my time online being somewhat limited doing odd jobs around the house-slash-overtime at work. Add in the fact I'm working on groups that can make for a page worth or so of posts pretty quick.

So on that note....
World of Freedom Setting 3E

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

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Tattooedman
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Cult of the Red Banner

Post by Tattooedman » Thu Nov 22, 2012 1:07 pm

The Cult of the Red Banner:

The Cult of the Red Banner is an order of mystically trained ninja who are heavily involved in organized crime and mercenary activities such as assassination plots. The Cult covets power above all other objectives and are willing to go to almost any measure to gain it.

They are primarily based in Japan but operate internationally, taking work from various clients all over the world. The Cult was founded in 1588 as a secret society of Japanese nationalist samurai but was infiltrated by a rival ninja clan that worshipped a primordial demon known only as the Beast. Many members of the Cult are practitioners of powerful occult magic but only the most powerful can murder a person and then bring that person back to life as a servant of the Cult, this has only been done a few times, on a select number of powerful foes the Cult felt would make a welcome addition to their group and to date none who were brought into the Cult in this manner have ever managed to reverse the programming.

For now the Cult of the Red Banner bide their time, as their ultimate goal is to bring the Beast to this dimension and through his power rule the world. But they need several, select, but unspecified, items and must collect them carefully as many of the items needed must be gathered in a highly specific manner (for example - only during the 357th year of the Dragon during a full moon of the 7th month).


Notable Members:
Image
Reptile:
PL:
11
Strength 7
Stamina 7
Agility 9
Dexterity 9
Fighting 8
Intellect 0
Awareness 0
Presence 0

Skills: Acrobatics 3 (+12), Athletics 6 (+11), Deception 9 (+9), Expertise [Criminal] 9 (+9), Expertise [Martial Arts] 9 (+9), Insight 9 (+9), Intimidation 12 (+12), Perception 9 (+9), Sleight of Hand 6 (+15), Stealth 6 (+15)

Advantages: Close Attack 4, Daze [Intimidation], Defensive Strike, Evasion 2, Fast Grab, Follow-Up Strike, Hide In Plain Sight, Improved Defense, Improved Feint, Improved Initiative, Improved Trick, Improved Trip, Instant Up, Language [Base: Japanese; English], Luck [Determination], Luck [Determined Recovery], Move-By Action, Power Attack, Precise Attack [melee; concealment], Prone Fighting, Quick Draw, Redirect, Skill Mastery [Stealth], Tracking, Trance, Uncanny Dodge

Powers: Ninja Mind Training:
Strong Mind: Enhanced Will 4 (Flaw: Limited [Only vs. Mental Effects])
Mind Control: Affliction 8 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Cumulative); (Flaw: Limited [Must be able to perform hand kata first])

Ninja Training: (Innate)
Ninja Moves: Movement 3 [Safe Fall (surfaces must be within reach), Trackless (visual), Water Walking]
-Strong Leaper: Leaping 3
-Strong Runner: Running 3

Martial Arts: (Innate)
Knife Hand: Strength-Based Damage 3 (Extra: Penetrating 10); (Feat: Improved Critical 2)
-Atemi Punch: Affliction 9 [Daze, Stunned, Incapacitated; resisted by Fortitude]

Lizard Style Array:
Acidic Spit: Weaken Toughness 10 (Extra: Affects Objects); (Feat: Reach 6) & Damage 10 (Feat: Reach 6)
-Chameleon: Visual Concealment 4
-Dragon Blast: Ranged Damage 10 (Extra: Penetrating); (Feat: Homing 2, Improved Critical)
-Tongue Lash: Strength-Based Damage 4 (Feats: Improved Critical 3)

Reptile Physiology:
Movement 2 [Wall-Crawling 2]
Protection 3
Regeneration 5
Senses 6 [Darkvision, Olfactory (Accurate, Acute, Tracking)]

Offense: Initiative +13
Melee Attack +12
Ranged Attack +9

Defense: Dodge +11
Parry +11
Toughness +11
Fortitude +12
Will +12*/+8


Costs: Abilities 80+ Skills 26+ Advantages 30+ Powers 112+ Defenses 18= 266 pts.


Real Name: Unknown
Height: 5’ 8”
Weight: Unknown
Hair: None
Eye Color: Green


Complicaions:
Responsibility: Reptile is honor-bound to follow the directions of the leaders of the Cult of the Red Banner.

Image
Noob Saibot:
PL:
11
Strength 6
Stamina 6
Agility 8
Dexterity 8
Fighting 10
Intellect 3
Awareness 5
Presence 5

Skills: Acrobatics 6 (+14), Athletics 6 (+12), Deception 12 (+17), Expertise [Criminal] 13 (+16), Expertise [Martial Arts] 13 (+16), Insight 10 (+15), Intimidation 8 (+13), Perception 10 (+15), Sleight of Hand 6 (+14), Stealth 6 (+14)

Advantages: Chokehold, Close Attack 4, Daze [Deception], Defensive Strike, Equipment 4, Evasion 2, Fast Grab, Follow-Up Strike, Hide In Plain Sight, Improved Defense, Improved Feint, Improved Grab, Improved Initiative, Improved Trick, Improved Trip, Instant Up, Language [Base: Japanese; English], Luck [Determination], Luck [Determined Recovery], Move-By Action, Power Attack, Precise Attack [melee; concealment], Prone Fighting, Quick Draw, Ranged Attack 6, Redirect, Skill Mastery [Stealth], Tracking, Trance, Uncanny Dodge, Weapon Bind, Weapon Break

Powers: Ninja Mind Training:
Strong Mind: Enhanced Will 3 (Flaw: Limited [Only vs. Mental Effects])
Mind Control: Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Cumulative); (Flaw: Limited [Must be able to perform hand kata first])

Ninja Training: (Innate)
Ninja Moves: Movement 3 [Safe Fall (surfaces must be within reach), Trackless (visual), Water Walking]
-Strong Leaper: Leaping 3
-Strong Runner: Running 3

Martial Arts: (Innate)
Knife Hand: Strength-Based Damage 3 (Extra: Penetrating 9); (Feat: Improved Critical 2)
-Atemi Punch: Affliction 9 [Daze, Stunned, Incapacitated; resisted by Fortitude]

Mirror Style: Variable 10 [50 pt pool; any martial style he has seen] (Extras: Continuous, Free Action)

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

Defense: Dodge +14
Parry +14
Toughness +8*/+6 [*Modern Shinobi Shōzoku]
Fortitude +11
Will +13*/+10 [*Strong Mind]

Equipment: Modern Shinobi Shōzoku [Protection 2; Hidden Pockets]
Ninja Arsenal: (17 ep)
Happō (eggshell bomb) [Ranged Cloud Area Visual Dazzle 5]
-Ninjatō [Strength-Based Damage 3; Improved Critical 3]
-Kunai [Ranged Strength-Based Damage 2; Improved Critical 1/Strength-Based Damage 2; Improved Critical 1]


Costs: Abilities 102+ Skills 30+ Advantages 44+ Powers 141+ Defenses 20= 337 pts.


Real Name: Unknown
Height: 5’10”
Weight: Unknown
Hair: Unknown
Eye Color: Brown


Complicaions:
Responsibility: Noob Saibot is honor-bound to follow the directions of the leaders of the Cult of the Red Banner.


Image
Ermac:
PL:
11
Strength 5
Stamina 5
Agility 8
Dexterity 8
Fighting 8
Intellect 0
Awareness 2
Presence 0

Skills: Acrobatics 6 (+14), Athletics 6 (+11), Deception 12 (+12), Expertise [Criminal] 12 (+12), Expertise [Martial Arts] 12 (+12), Insight 9 (+11), Intimidation 9 (+9), Perception 9 (+11), Sleight of Hand 6 (+14), Stealth 6 (+14)

Advantages: Close Attack 4, Daze [Deception], Defensive Strike, Equipment 4, Evasion 2, Follow-Up Strike, Hide In Plain Sight, Improved Defense, Improved Feint, Improved Initiative, Improved Trick, Improved Trip, Instant Up, Language [Base: Japanese; English], Luck [Determination], Luck [Determined Recovery], Move-By Action, Power Attack, Precise Attack [melee; concealment], Prone Fighting, Quick Draw, Ranged Attack 4, Redirect, Skill Mastery [Stealth], Tracking, Trance, Uncanny Dodge

Powers: Ninja Mind Training:
Strong Mind: Enhanced Will 3 (Flaw: Limited [Only vs. Mental Effects])
Mind Control: Affliction 9 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Cumulative); (Flaw: Limited [Must be able to perform hand kata first])

Ninja Training: (Innate)
Ninja Moves: Movement 3 [Safe Fall (surfaces must be within reach), Trackless (visual), Water Walking]
-Strong Leaper: Leaping 3
-Strong Runner: Running 3

Martial Arts: (Innate)
Knife Hand: Strength-Based Damage 5 (Extra: Penetrating 10); (Feat: Improved Critical 2)
-Atemi Punch: Affliction 10 [Daze, Stunned, Incapacitated; resisted by Fortitude]

Inner Focus Style Array:
Focus Ball: Ranged Damage 11 (Extra: Penetrating); (Feat: Homing 2)
-Focus Punch: Damage 11 (Extra: Penetrating); (Feat: Improved Critical)
-Focus Bomb: Damage 11 (Extra: Area [Burst])
-Inner Focus Manifested: Move Object 10 (Extra: Damaging)

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

Defense: Dodge +12
Parry +12
Toughness +7*/+5 [*Modern Shinobi Shōzoku]
Fortitude +10
Will +11*/+8 [*Strong Mind]

Equipment: Modern Shinobi Shōzoku [Protection 2; Hidden Pockets]
Ninja Arsenal: ( ep)
Happō (eggshell bomb) [Ranged Cloud Area Visual Dazzle 5]
-Ono (Axe) [Strength-Based Damage 3; Improved Critical 2]
-Shuriken [Ranged Damage 1; Multiattack]
[/i]


Costs: Abilities 72+ Skills 29+ Advantages 37+ Powers 81+ Defenses 19= 238 pts.


Real Name: Unknown
Height: 5’ 7”
Weight: Unknown
Hair: Unknown
Eye Color: Brown


Complicaions:
Responsibility: Ermac is honor-bound to follow the directions of the leaders of the Cult of the Red Banner.

Image
Scorpion:
PL:
11
Strength 6
Stamina 7
Agility 6
Dexterity 6
Fighting 8
Intellect 2
Awareness 4
Presence 1

Skills: Acrobatics 8 (+14), Athletics 6 (+12), Deception 9 (+10), Expertise [Criminal] 14 (+16), Expertise [Martial Arts] 15 (+17), Insight 9 (+13), Intimidation 14 (+15), Perception 9 (+13), Sleight of Hand 6 (+12), Stealth 6 (+12)

Advantages: All-Out Attack, Chokehold, Close Attack 4, Daze [Intimidation], Equipment 4, Evasion 2, Fast Grab, Follow-Up Strike, Hide In Plain Sight, Improved Feint, Improved Grab, Improved Initiative, Improved Trip, Instant Up, Language [Base: Japanese; English], Luck [Determination], Move-By Action, Power Attack, Precise Attack [melee; concealment], Prone Fighting, Quick Draw, Ranged Attack 6, Skill Mastery [Stealth], Startle, Tracking, Trance, Uncanny Dodge, Weapon Break, Withstand Damage

Powers: Ninja Mind Training:
Strong Mind: Enhanced Will 3 (Flaw: Limited [Only vs. Mental Effects])
Mind Control: Affliction 8 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Cumulative); (Flaw: Limited [Must be able to perform hand kata first])

Ninja Training: (Innate)
Ninja Moves: Movement 3 [Safe Fall (surfaces must be within reach), Trackless (visual), Water Walking]
-Strong Leaper: Leaping 3
-Strong Runner: Running 3

Martial Arts: (Innate)
Knife Hand: Strength-Based Damage 4 (Extra: Penetrating 10); (Feat: Improved Critical 2)
-Atemi Punch: Affliction 11 [Daze, Stunned, Incapacitated; resisted by Fortitude]

Fire Style Array:
Never Afraid of Fire: Immunity 10 [Fire/Heat Effects]
Flame Spear: Ranged Damage 11 (Extra: Penetrating); (Feat: Improved Critical 2) & Move Object 6 (Flaw: Limited [Towards him only])
-Fire Breath: Damage 11 (Extra: Area [Cone])
-Fire Punch: Damage 11 (Extra: Penetrating); (Feat: Improved Critical 2).
-Inner Fire: Damage 11 (Extra: Area [Burst])

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

Defense: Dodge +13
Parry +13
Toughness +9*/+7 [*Modern Shinobi Shōzoku]
Fortitude +12
Will +10*/+7 [*Strong Mind]

Equipment: Modern Shinobi Shōzoku [Protection 2; Hidden Pockets]
Ninja Arsenal: (17 ep)
Happō (eggshell bomb) [Ranged Cloud Area Visual Dazzle 5]
-Twin Lion Swords [Strength-Based Damage 3; Improved Critical, Split Attack]
-Shuriken [Ranged Damage 1; Multiattack]



Costs: Abilities 80+ Skills 32+ Advantages 41+ Powers 76+ Defenses 20= 249 pts.


Real Name: Unknown
Height: 5’ 10”
Weight: Unknown
Hair: Unknown
Eye Color: Brown


Complicaions:
Responsibility: Scorpion is honor-bound to follow the directions of the leaders of the Cult of the Red Banner.

Image
Sub-Zero:
PL:
11
Strength 5
Stamina 6
Agility 8
Dexterity 8
Fighting 8
Intellect 0
Awareness 2
Presence 0

Skills: Acrobatics 6 (+14), Athletics 6 (+11), Deception 12 (+12), Expertise [Criminal] 12 (+12), Expertise [Martial Arts] 12 (+12), Insight 9 (+11), Intimidation 9 (+9), Perception 9 (+11), Sleight of Hand 6 (+14), Stealth 6 (+14)

Advantages: Close Attack 4, Daze [Deception], Defensive Strike, Equipment 4, Evasion 2, Follow-Up Strike, Hide In Plain Sight, Improved Defense, Improved Feint, Improved Initiative, Improved Trick, Improved Trip, Instant Up, Language [Base: Japanese; English], Luck [Determination], Luck [Determined Recovery], Move-By Action, Power Attack, Precise Attack [melee; concealment], Prone Fighting, Quick Draw, Ranged Attack 4, Redirect, Skill Mastery [Stealth], Tracking, Trance, Uncanny Dodge

Powers: Ninja Mind Training:
Strong Mind: Enhanced Will 3 (Flaw: Limited [Only vs. Mental Effects])
Mind Control: Affliction 8 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Cumulative); (Flaw: Limited [Must be able to perform hand kata first])

Ninja Training: (Innate)
Ninja Moves: Movement 3 [Safe Fall (surfaces must be within reach), Trackless (visual), Water Walking]
-Strong Leaper: Leaping 3
-Strong Runner: Running 3

Martial Arts: (Innate)
Knife Hand: Strength-Based Damage 5 (Extra: Penetrating 10); (Feat: Improved Critical 2)
-Atemi Punch: Affliction 10 [Daze, Stunned, Incapacitated; resisted by Fortitude]

Ice Style Array:
Nevermind the Cold: Immunity 10 [Cold Effects]
Freezing Ice: Ranged Affliction 8 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Ground Ice: Affliction 10 [Hindered, Prone; resisted by Dodge] (Extras: Area [Line] 2); (Flaws: Limited Degree, Limited [Sub Zero must be on the ground, targets must be on the ground])
-Freezing Teleport: Teleport 1 & Ranged Affliction 8 [Vulnerable, Defenseless; resisted by Dodge] (Flaw: Limited Degree)
-Ice Blast: Ranged Damage 8 (Extra: Multiattack)

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

Defense:Dodge +13
Parry +13
Toughness +8*/+6 [*Modern Shinobi Shōzoku]
Fortitude +12
Will +11*/+8 [*Strong Mind]

Equipment: Modern Shinobi Shōzoku [Protection 2; Hidden Pockets]
Ninja Arsenal: (17 ep)
Happō (eggshell bomb) [Ranged Cloud Area Visual Dazzle 5]
-Tetsubō (spike club) [Strength-Based Damage 2; Improved Critical 3, Reach]
-Shuriken [Ranged Damage 1; Multiattack]



Costs: Abilities 74+ Skills 29+ Advantages 37+ Powers 79+ Defenses 20= 239 pts.


Real Name: Unknown
Height: 5’ 10”
Weight: Unknown
Hair: Unknown
Eye Color: Brown


Complicaions:
Responsibility: Sub-Zero is honor-bound to follow the directions of the leaders of the Cult of the Red Banner.
Last edited by Tattooedman on Fri Jan 11, 2013 11:27 am, edited 1 time in total.
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Cremator

Post by Tattooedman » Thu Nov 22, 2012 1:11 pm

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Cremator:
PL:
13
Strength 2
Stamina 2
Agility 4
Dexterity 4
Fighting 4
Intellect 1
Awareness 1
Presence 0

Skills: Deception 10 (+10), Expertise [Life Sciences] 9 (+10), Expertise [Streetwise] 4 (+4), Insight 9 (+10), Intimidation 12 (+12), Perception 9 (+10), Ranged Combat [Fire Blast] 9 (+13)

Advantages: All-Out Attack, Close Attack 6, Improved Initiative, Power Attack, Startle

Powers: Fire Blast: Ranged Damage 13 (Extras: Penetrating); (Feat: Improved Critical 2)
-Fire Burst: Damage 13 (Extras: Area [Burst] 2)
-Fire Steam: Damage 13 (Extras: Area [Line] 2)
-Fire Wave: Damage 13 (Extras: Area [Cone] 2)
-Fire Aura Boost: Damage 9 (Extra: Reaction)
-Melt: Ranged Weaken Toughness 13 (Extra: Affects Objects)
Fire Aura: Damage 4 (Extras: Penetrating 12, Reaction)

Back From The Grave:
Enhanced Advantage [Fearless]
Immortality 2
Immunity 10 [Interaction Effects] (Flaw: Limited [Half Effective])
Immunity 10 [Life Support]
Protection 11

Creature of Fire: Immunity 10 [Fire/Heat Effects])

Offense: Initiative +8
Melee Attack +10
Ranged Attack +4 // Fire Blast Attack +13

Defense: Dodge +13
Parry +11
Toughness +13
Fortitude +12
Will +12


Costs: Abilities 36+ Skills 22+ Advantages 10+ Powers 80+ Defense 37= 185 pts.


Real Name: Edward Pontek
Height: 6’
Weight: 100 lbs
Hair: None
Eye Color: None


Complications:
Obsession: Cremator love using his powers to start fires.

Prejudice ~Obvious Superhuman: The Cremator is a walking, talking, burning skeleton that manipulates fire.


Background: Edward Pontek was a sociopath who had all the makings of a serial killer but not the desire...not until a terrible car accident awoke his pyrokinetic abilities, and the Cremator was first unleashed upon the world until he was finally put down like a rabid dog years later by the original FORCE Ops. Sadly, Cremator somehow rose up a few years ago from his unmarked grave and has returned to his efforts to burn everyone and everything he can.
Last edited by Tattooedman on Fri Jan 11, 2013 11:28 am, edited 1 time in total.
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Re: World of Freedom 3rd Edition: Odds & Ins....

Post by CelticREI » Thu Nov 22, 2012 9:11 pm

You made the Mortal Kombat ninja's part of your world...

ye see TM? This is one of the many reasons why I love you and your world lol
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

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Re: World of Freedom 3rd Edition: Odds & Ins....

Post by kenseido » Thu Nov 22, 2012 9:19 pm

Yep, T-Man is aces.
-----------------------------
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Re: World of Freedom 3rd Edition: Odds & Ins....

Post by CelticREI » Thu Nov 22, 2012 9:35 pm

One question in my mind... is he going to do something with the Kunoichi of MK...
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

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Re: World of Freedom 3rd Edition: Cirque Sinister

Post by Tattooedman » Fri Nov 23, 2012 10:31 am

CelticREI wrote:You made the Mortal Kombat ninja's part of your world...

ye see TM? This is one of the many reasons why I love you and your world lol
kenseido wrote:Yep, T-Man is aces.
At best I see myself as a bit of a minor hack with a talent for mixing interesting bits of things together into a semblance of something slightly ordered, or at least as much as my short attention span will allow that is. :roll:

But thanks for the very kind words.

CelticREI wrote:One question in my mind... is he going to do something with the Kunoichi of MK...
I'm going to say probably not. Mostly because I have no idea who that is. I added the Mortal Kombat ninjas purely on a lark, I was wanting to add the Cult of the Red Banner into the setting (I mean Dr. Sin can't have the monopoly on ninjas in the FC setting right?) and was thinking that their members would be "super-ninja" with all those kool martial arts style powers and stumbled across the Mortal Kombat wiki and well you've seen the results.
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Amnesia

Post by Tattooedman » Fri Nov 23, 2012 10:34 am

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Amnesia:
PL:
10
Strength 0
Stamina 2
Agility 3
Dexterity 3
Fighting 3
Intellect 1
Awareness 2
Presence 2

Skills: Acrobatics 3 (+6), Athletics 6 (+6), Deception 9 (+11), Expertise [Criminal] 12 (+13), Expertise [Urban Survival] 6 (+7), Insight 8 (+10), Perception 8 (+10), Persuasion 9 (+11), Ranged Combat [Pistols] 2 (+7), Stealth 8 (+11)

Advantages: Close Attack 3, Contacts, Daze [Deception], Defensive Roll 3, Equipment 2, Improved Feint, Improved Initiative, Ranged Attack 2, Teamwork

Powers: Induce Memory Loss: Ranged Affliction 10 [Dazed, Stunned, Transformed (one particular set of memories lost); resisted by Will] (Extra: Perception); (Feat: Insidious); (Flaw: Quirk [lost memories return when subject is reminded of what’s been lost])
-Crippling Confusion: Ranged Affliction 7 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Will] (Extras: Cumulative, Extra Condition, Perception); (Flaw: Limited Degree)
-Mental Agony: Ranged Damage 7 (Extras: Alternate Resistance [Will], Perception)
Memory Theft: Variable 2 [stolen memories from victims of Induce Memory Loss] (Extra: Free Action)
Mental Wards: Enhanced Will 6 (Flaw: Limited [Only vs. Mental Effects])
Psychic Bond: Senses 1 [Communication Link w/brother (Bobby Holmes)]

Offense: Initiative +7
Melee Attack +6
Ranged Attack +5 // Pistol Attack +7

Defense: Dodge +10
Parry +10
Toughness +8*/+5**/+2 [*Padded Costume & Defensive Roll/**Padded Costume]
Fortitude +7
Will +12*/+6 [*Mental Wards]

Equipment: Padded Costume [Protection 3; Subtle]
Light Pistol [Ranged Damage 3]


Costs: Abilities 32+ Skills 24+ Advantages 15+ Powers 56+ Defenses 23= 150 pts.


Real Name: Briana Holmes
Height: 5’ 4”
Weight: Unknown
Hair: Silver
Eye Color: Purple


Complications:
Responsibility: Amnesia is the one that’s supposed to keep her brother Bobby safe.

Reputation: Amnesia likes to create chaos when she gets the chance.

Secret Identity: Amnesia identity as Briana Holmes isn’t known to law enforcement.

Temper: As a victim of child abuse, when Amnesia children are threatened she becomes angry.

 
Background: Briana Holmes was born in Allentown, Pennsylvania in 1982. Her family was astonished by her purple eyes and silver colored hair, but as far as doctors could tell she was otherwise normal and her parents resolved to dye her hair regularly. By the time she reached grade school she was already having difficulties — though she was quite bright, she had trouble paying attention and was well-known for provoking fights and disrupting class. No one quite understood why, but there was a simple explanation: from the time Briana was a toddler she could psionically reach into other people’s minds and take their memories for herself. It wasn’t until she was about six that she realized everybody couldn’t do this, an epiphany that only increased her feelings of isolation and superiority and angered her at finding unflattering memories about herself caused her discipline problems.

By her early teens Briana had become quite adept at using her powers to manipulate others, but she had a breakthrough the first time she caused a mall security guard to forget he saw her and walked away with several hundred dollars in jewelry. At the same time, her home life was becoming increasingly difficult, as she fought with her parents (both of whom had drinking problems) regularly. The only person she could relate to was her younger brother Bobby, who never judged her or thought bad things about her. Eventually Briana decided that she’d had enough and ran away from home, heading first to Philadelphia, then south down the Atlantic coast, stopping in various cities and towns for a few weeks to commit a few robberies and then move on before anyone could gather enough physical evidence to catch her in spite of her remarkable powers.

It was summer time in Atlanta in early 2005 that Briana finally hit the big time; her robberies had become increasingly bold (and profitable) as she gained experience in using her powers to slip past guards, bank tellers, and store managers. While she was in the middle of her biggest heist yet (a downtown bank’s basement security depository, the passcode to which the head guard could suddenly no longer remember), she was interrupted by the arrival of Atlanta’s leading superhero, Surge. As electricity crackled around him, Surge gave her one chance to surrender. Then he suddenly rubbed his eyes, wondering how he’d gotten into this dark basement. Oh yes, he’d been pursuing a robber! How could he have forgotten? She must have slipped by in his confusion....

Briana’s success went directly to her head. She adopted a flashy costume and the name Amnesia and began a campaign of harassment against the Atlanta police and Surge in particular, encountering him three more times without being captured. It was during this time that Briana met the other members of what would become Cirque Sinister, and her life changed again.

In early 2007 Amnesia had a strange dream in which she was talking to Bobby again for the first time in years. Bobby told her he was trapped in a strange place and that he needed her to come rescue him. When she awoke, she took the team to Pennsylvania. Though they complained at first, once they learned what Bobby was capable of they quickly agreed to rescue him and let him join the team. Amnesia now has the power she’s always wanted, and she’s looking around for something worthy to use it on.
Last edited by Tattooedman on Fri Jan 11, 2013 11:32 am, edited 2 times in total.
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Cauldron

Post by Tattooedman » Fri Nov 23, 2012 10:46 am

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

Skills: Close Combat [Unarmed] 4 (+8.), Expertise [Plumber] 8 (+8.), Expertise [Streetwise] 7 (+7), Insight 9 (+9), Intimidation 9 (+10), Perception 8 (+8.), Stealth 7 (+10)

Advantages: All-Out Attack, Daze [Intimidation], Improved Feint, Language [Base: Italian; English], Power Attack, Startle
 
Powers: Impressive Jaw Strength: Enhanced Strength 6 (Flaw: Limited [Only when he can clap his mouth on something])
Internal Combustion:
Feature [Iron Stomach]
Immunity 5 [Disease, Environmental Cold, Environmental Heat, Poison, Starvation & Thirst (Limited [only has to once per week])]
Immunity 10 [Fire/Heat Effects]
Fiery Eyes: Immunity 2 [Visual Afflictions] (Flaw: Limited [Half Effective])
DNAscendant Enhanced Body: Enhanced Stamina 5

Internal Combustion Array:
Cauldron Chomp!: Weaken Toughness 12 & Damage 12 (Extra: Penetrating)
-Spit Fire: Ranged Damage 10 (Extra: Area [Burst])
-Smoke Breath I: Ranged Affliction 8 [Dazed, Stunned Incapacitated; resisted by Fortitude] (Extras: Area [Cloud], Cumulative)
-Smoke Breath II: Visual Concealment (Extras: Area [Cloud], Attack)

Offense: Initiative +3
Melee Attack +4 // Unarmed Attack +8
Ranged Attack +3

Defense: Dodge +9
Parry +11
Toughness +8
Fortitude +13
Will +7


Costs: Abilities 32+ Skills 18+ Advantages 6+ Powers 65+ Defenses 26= 147 pts.


Real Name: Adriano Bompani
Height: 5’ 9”
Weight: 200 lbs
Hair: Black
Eye Color: Brown


Complications:
Arrogant: Cauldron is very overconfidence in his own abilities and this can be used against him in a fight.

Reputation: Cauldron is known to hold grudges against those who best him in combat as well as other areas he considers hi8mself to be well skilled.

Quirk: Cauldron is anti-authoritarian, and often times breaks the law for fun.

Secret Identity: Cauldron’s identity as Adriano Bompani isn’t known to members of law enforcement.

Weakness: Fire suppressant materials (fire-retarding chemicals, large amounts of water) will cause Cauldron to take internal injury, equal to a Damage 8 effect.


Background: Adriano Bompani was born in Salerno, Italy in 1982. As an adult he worked as a plumber and occasionally took odd jobs for local gangsters as a low-level thug and debt collector. A scientist working for the local VIPER
Nest recruited him in 1999 as a test subject for a experimental “super-soldier” drug, supposedly reverse-engineered from blood samples stolen from an old AEGIS program (in truth it was an older version of the DNAscendent process). Adriano experienced what appeared to be an allergic reaction to the serum and died on the operating table. VIPER quietly disposed of his body by dumping it in the Via Del Greci.

Bompani’s “allergic reaction” and apparent death were only temporary manifestations of a mutation on the cellular level. His body washed ashore on a deserted beach several days later, where he regained consciousness. Bompani discovered that his body had physically changed — his mouth was now considerably larger, and his eyes glowed with an internal fire. More
importantly, his upper torso had become like a powerful oven, capable of generating smoke and fire from his mouth, and anything he ingested was consumed by the terrible fires that burned painlessly in his chest. Fearing that if VIPER found
him it would subject him to even more awful experiments, he stowed away on a tramp freighterthat took him to America.

By the time Bompani arrived in Florida, he had become more comfortable with his new appearance and powers and decided to try to make his mark as a supervillain for hire. He called himself Cauldron, and after demonstrating his abilities for a local mobster outfit he was hired as freelance muscle. Cauldron eventually met Minimax while she was on one of her sprees of vandalism and was instantly smitten. Minimax was intrigued by his powers and found him entertaining to hang around with, so Cauldron abruptly quit his job with Sweetland to work as her partner, leading to some bad blood between himself and the mobster. The two shifted their activities north, committing crimes in Atlanta and other parts of Georgia and Alabama. When Minimax joined the Cirque Sinister, he did too, and it was his suggestion that the team move into the old, abandoned asylum that the group now uses as their base of operation.
Last edited by Tattooedman on Fri Jan 11, 2013 11:32 am, edited 1 time in total.
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-- Chiun

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