World of Freedom: FC Setting Builds....

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Tattooedman
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Redline

Post by Tattooedman » Thu Dec 27, 2012 9:29 am

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Redline:
PL:
12
Strength 8
Stamina --
Agility 8
Dexterity 8
Fighting 8
Intellect 3
Awareness 2
Presence 2

Skills: Acrobatics 4 (+12), Athletics 3 (+11), Close Combat [Unarmed] 6 (+14), Insight 9 (+11), Perception 9 (+11), Ranged Combat [Thrown Objects] 6 (+14), Stealth 2 (+10)

Advantages: Agile Feint, All-Out Attack, Improved Smash, Power Attack

Powers: Robot Physiology:
Immunity 30 [Fortitude Effects]
Protection 12
Self Repairing: Regeneration 3

Fastest Robot There Is:
Enhanced Dodge 4
Enhanced Parry 4
Enhanced Advantages 9 [Improved Initiative 6, Instant Up, Move-By Action, Seize Initiative]
Quickness 14
Speed 14
High Speed Movement: Movement 3 [Wall-Crawling 2, Water Walking] (Flaw: Limited [Only when running])

Offense: Initiative +32
Melee Attack +8 // Unarmed Attack +14
Ranged Attack +8 // Thrown Object Attack +14

Defense: Dodge +12
Parry +12
Toughness +12
Fortitude N/A
Will +12


Costs: Abilities 68+ Skills 15+ Advantages 4+ Powers 93+ Defenses 10= 190 pts.


Real Name: R-LINE v3.5
Height: 6’
Weight: 300lbs
Hair: None
Eye Color: LED red


Complications:
Motivation ~Greed: It seems that Redline is more interested in making as much money as it possibly can.

Reputation: Redline is known for being a straight-forward robber that uses incredible amounts of speed to move in, get what valuables it can, and get out.

Who’s In Control Of It?: Nobody has been able to figure out who was behind the original theft of the R-LINE v3.5 and why they’ve allowed it to now become a super villain.


Background: The R-LINE v3.5 is the latest version of a prototype of humanoid robots designed to perform work that any human could do but in hostile environments for early stages of off-planet colonization. The R-LINE robots are the creation of a group of scientists working at ASTRO Labs, under a government contract in the hope that their final, finished version will end up as part of the first manned expedition to Mars as a tool for the astronauts to make use of.

Tragedy struck when the Power Corps raided the transport holding the latest R-LINE robot, diagrams, and experimental parts while it was in route for their latest demonstration to the government backers. Nobody took credit for hiring the Power Corps, and as usual the Power Corps wasn’t talking about who had hired them and what had happened next to the robot is unknown.

Then exactly two months later the R-LINE robot made its first public appearance as Redline, a supervillain, and using it’s powerful leg motors (one of the latest developments on the R-LINE v3.5) it proceeded to perform over a dozen smash-and-grab robberies all across New York City in the blink of an eye. By using its armored body to crash directly into storefronts, it’s above average strength to break open display cases and then it’s phenomenal speed to flee the scene, Redline was a difficult crook to catch despite Speed Demon’s best effort to try. Eventually she was simply forced to admit that Redline was faster so she called upon fellow heroic speedsters Johnny Rocket and Rush to help her corral the wayward robot and even then they were barely able to keep up with Redline.

It wasn’t until Technomancer lent a hand to them by figuring out the precise frequencies Redline’s power supply generated and devised an EMP bomb that would target only that frequency and the next time the trio of speedsters faced the racing robot the bomb worked perfectly, deactivating Redline instantly. Unfortunately though what none of them realized is that Redline was able to reboot itself and while it was being transported by AEGIS to Blackstone Prison, Redline escaped custody while the transport was still moving. Redline hasn’t been since but it’s only a matter of time before it reappears given it’s preference for straight-forward robbery.
Last edited by Tattooedman on Fri Jan 11, 2013 11:45 am, edited 1 time in total.
World of Freedom Setting 3E

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

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Tattooedman
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Cosmic Entity
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Fury

Post by Tattooedman » Thu Dec 27, 2012 9:30 am

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Fury:
PL:
12
Strength 12 (2)
Stamina 15 (2)
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 1
Presence 1

Skills: Athletics 3 (+18.), Expertise [Criminal] 7 (+7), Expertise [Drinking Games] 6 (+6), Insight 9 (+10), Intimidation 14 (+15), Perception 9 (+10), Ranged Combat [Thrown Objects] 8 (+10), Stealth 3 (+5)

Advantages: All-Out Attack, Close Attack 5, Daze [Intimidation], Follow-Up Strike, Improved Critical [Unarmed] 2, Improved Feint, Power Attack, Startle

Powers: Quantum Charged Physiology:
Enhanced Strength 10
Enhanced Strength 8 (Flaw: Limited [Lifting Only])
Enhanced Stamina 13
Impervious Toughness 12
Quantum Channeling: Strength-Based Damage 3 (Feat: Improved Critical 3)
Quantum Resistance: Enhanced Will 3 (Flaw: Limited [Only vs. Mental Effects])

Offense: Initiative +2
Melee Attack +9
Ranged Attack +2 // Thrown Ojects Attack +10

Defense: Dodge +9
Parry +9
Toughness +15* [*Impervious 12]
Fortitude +15
Will +9*/+6 [*Quantum Resistance]


Costs: Abilities 28+ Skills 21+ Advantages 13+ Powers 75+ Defenses 17= 154 pts.


Real Name: Craig Baldrick
Height: 6’3”
Weight: 310 lbs
Hair: Brown
Eye Color: Blue


Complications:
Reputation: Fury is known for being an over-aggressive thug.

Temper: Fury isn’t just a slick sounding name, it describes the man very well as he is very full of anger and will lash out with the slightest provocation.


Background: The theory of quantum wrinkles is a relatively newer one in the world of physics. It basically states that from time to time the fabric of universal space-time bunches up due to gravitic and other anomalous distortions and as a result space-time crunches up, holds momentarily and then snaps back to its original configuration, sending a ripple distortion outward from the original point of disturbance. Everything within range of the subsidiary ripple experiences a diminished reproduction of the original space-time distortion and will experience a corresponding slip from the standard quantum velocity of the universe.

It isn’t very easy to follow is it?

That’s what Craig Baldrick thought as well when he first read about quantum wrinkles in his college physics textbook, then again for this hard drinking, party boy, thinking about anything too much was hardly worth the effort (which explains why he was in his seventh year of college and still no closer to graduating than he’d been the last three years). Craig‘s roommate, a physics major (as well as something of a genius) had built what he believed to be a prototype quantum wrinkling device and had set it up for a test run first thing the next morning before going out that night to celebrate with trip to the pizza shop and the theater to catch a movie.

Unfortunately he’d left the device out in the open where a totally drunk Craig stumbled his way in from an evening of excessive drinking and pledge hazing. While heading through the darkened apartment searching for the toilet, Craig crashed into the quantum device and set if off – directing a localized quantum disturbance right into his body! Craig’s reaction was that he was just suffering from a really, really bad case of “spinning room” syndrome (which was a fairly regular sensation for him) and passed out in his bed. It wasn’t until Craig awoke the following day that he realized his roommate’s machine had done something to him.

A few weeks later Craig dropped out of college and started living off of the allowance his rich parents kept sending him. Craig ended up living in the bottom of a bottle while he worked on learning to control the powers he’d gotten, and while those powers could have made Craig a hero, or to be totally honest a villain, Craig instead spent his days holding down a seat at a pub and occasionally getting into fights with other rowdy patrons and thrashing the hell out of them.

This continued for a while until one day Troll, in a fight with Orge crashed their way into the pub while fighting. Despite the fact he was outclassed, Craig wasted no time in rolling up his sleeves and trying to give the duo a good beating for interrupting his drinking only to be enough interference for Orge to gain the upper hand and make his getaway. Craig ended up being knocked out by Troll after a few moments of fighting and was carted off to an AEGIS cell before finally making his way to Blackstone Prison.

Craig ended up having much of the damages done to the pub put on him, as he’d kept the fight going on longer than it would have without his interference, as well as being charged with several counts of aggravated assault due to the injuries other patrons had suffered during the three-way-brawl. In the end Craig pleaded out to several reduced charges but still had to serve three years for his part of the damages done to the pub. During that time he was forced to sober up, and he got a lot meaner for it as his previous preference for casual violence and bullying were intensified by his environment.

So much so that when Craig got out, after doing his full sentence, he threw together a costume and went on a crime spree to draw out Troll. Once the hero showed Craig wasted no time in laying into the person he directly blamed for how bad his life now was and even though Troll ended up winning their second fight it was a vastly harder win as Craig had spent his time in prison learning how to better handle himself in a scrap. By the time AEGIS was on the scene Craig had made his escape, though he continues to pop up and harass Troll from time to time he now mostly focuses on earning spare cash when he needs it by working for whoever is willing to pay him.
Last edited by Tattooedman on Fri Jan 11, 2013 11:45 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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Twilight

Post by Tattooedman » Thu Dec 27, 2012 9:32 am

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

Skills: Acrobatics 6 (+11), Athletics 7 (+10), Expertise [Art] 6 (+8.), Expertise [Criminal] 10 (+12), Expertise [Sciences] 9 (+11), Insight 9 (+12), Perception 9 (+12), Sleight of Hand 6 (+11), Stealth 7 (+12)

Advantages: Close Attack 4, Contacts, Equipment, Great Endurance, Improved Initiative, Power Attack, Ranged Attack, Second Chance [Disabling Devices], Task Focus [Expertise (Sciences): Communication Tech]

Powers: Black Lasers: Ranged Damage 10 (Extra: Penetrating); (Feat: Accurate 2)
Bringing On The Darkness: Concealment 4 [all visual] (Extras: Area, Attack, Selective)
Creature Of The Night:
Enhanced Strength 5 (Flaw: Limited [only in darkness])
Concealment 4 [all visual]
Immunity 1 [Own Powers]
Senses 2 [Darkvision]

Offense: Initiative +9
Melee Attack +8
Ranged Attack +6 // Black Lasers Attack +10

Defense: Dodge +12
Parry +12
Toughness +7*/+3 [*Costume]
Fortitude +8
Will +9

Equipment: Costume [Protection 4; Subtle]
Thieves’ Tools


Costs: Abilities 50+ Skills 23+ Advantages 12+ Powers 64+ Defenses 26= 175 pts.


Real Name: Dirk Reynolds
Height: 6’
Weight: 190 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Altered Biology: Twilight now requires energy for nourishment instead of food because of how his body has been altered by the accident that changed him.

I’m NOT On Team Edward!!: Because of the slivers of black diamonds that are permanently embedded all over his body, Twilight’s skin will sparkle in daylight (thus he tends to stay indoors for the most part or else wears clothing that covers most of his body year round).

Reputation: Twilight is known in the underworld as a crook who doesn’t follow the unspoken rules that most of his fellow criminals do and thus isn’t well liked by the majority of his peers.


Background: Dirk Reynolds had been a leading research assistant for a communications firm working on a project to create a new kind of lasing tube that used man-made black diamonds. While testing a sample of some of the black diamonds a power surge occurred and caused an explosion, catching Dirk right at the epicenter of the blast. Several other researchers were seriously injured which led to litigation in court and eventually drove the firm into bankruptcy.

But strangely enough Dirk wasn’t among those who had sued the firm, as he was busy developing the powers that he’d gained from the accident as thousands of tiny, black diamond slivers had been embedded into his skin and triggered some kind of mutation in his body. Since that time Dirk has become a metaman independent contractor who works by his own rules and agenda as the criminal known as Twilight.
Last edited by Tattooedman on Fri Jan 11, 2013 11:45 am, edited 1 time in total.
World of Freedom Setting 3E

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

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Tattooedman
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Posts: 14313
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Firefly

Post by Tattooedman » Thu Dec 27, 2012 9:46 am

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

Skills: Acrobatics 9 (+9), Deception 12 (+14), Expertise [Computers] 6 (+8.), Expertise [Science] 6 (+8.), Expertise [Streetwise] 6 (+8.), Insight 12 (+15), Perception 12 (+15), Stealth 12 (+12), Technology 6 (+8.)

Advantages: Daze [Deception], Improved Feint, Second Chance [Insight Checks], Second Chance [Perception Checks]

Powers: Firefly Armor: (Removable –23 pts) [92 pp]
Combat Computer:
Enhanced Skills 7 [Acrobatics +9, Stealth +12]
Enhanced Advantages 19 [Close Attack 8, Improved Initiative 2, Move-By Action, Power Attack, Precise Attack (ranged; concealment), Ranged Attack 6]
Enhanced Dodge 5
Enhanced Parry 5
Diffusing Laminated Layer: Immunity 20 [Energy Effects] (Flaw: Limited [Half Effective])
Electrostatic Pads: Movement 2 [Wall-Crawling 2]
Electro-Stingers: Ranged Damage 10 (Extra: Penetrating); (Feat: Accurate 2)
-Electro-Field: Damage 8 (Extra: Reaction)
Insect-Like Wings: Flight 12 (Flaw: Winged)
Omnisteel Mesh: Protection 10 (Extra: Impervious)

Offense: Initiative +8
Melee Attack +10
Ranged Attack +6 // Electro-Singers Attack +10

Defense: Dodge +10
Parry +10
Toughness +10* [*Impervious]
Fortitude +6
Will +12


Costs: Abilities 18+ Skills 20+ Advantages 4+ Powers 92+ Defenses 22= 156 pts.


Real Name: Jefferson David “J.D.” Thompson
Height: 5’10”
Weight: 160 lbs
Hair: Silver
Eye Color: Blue


Complications:
Reputation: Firefly is starting to become known for being willing to help the "little guy" even though he's supposed to be a crook.

Revenge: Firefly goes after the high level members of Grant Conglomerate for his being fired by them a few years ago.


Background: J.D. Thompson was just a janitor….make that sanitation engineer that worked in the R&D section of Grant Conglomerate for just over thirty years when he was laid off due to personnel cutbacks. When Thompson learned that upper management had gone on a “white hair hunt”, eliminating any employee that was on the verge of collecting a full pension he got angry. Sure he could have took Grant to court but it would take years for him to see any kind of payday and there was no telling what his health would be like by that point. Instead J.D. decided to go with a much quicker and easier solution – he stole the prototype Firefly suit from the R&D section.

When J.D. eventually put the suit on he learned that it was far easier to use than he had first thought it would be, and using the suit’s combination of insect-like abilities he made sure that Grant Conglomerate was going to pay. Big time.

The first member of Grant’s board that J.D. visited was the chief accountant. Using the name Firefly, J.D. took the man and his family hostage while he set about destroying their home, though he left the members of the family unhurt. After making the accountant give up the addresses of the other members of Grant’s board and in one spree-filled night, he visited eight other members and terrorized them and destroyed their property. By dawn J.D. had pretty well vented all of his rage and was ready to “retire” the suit and get on with his life without a job. But it was as he was about to enter his home that AEGIS agents descended upon him.

J.D. spent a few hours trying to evade capture but the agents finally managed to corner the older man and he realized that going to jail would basically be a death sentence for him and decided he couldn’t go to jail and struck back, hard. When it was all said and done, several AEGIS agents were injured and all of their vehicles were in pieces while Thompson had escaped into the night.

J.D. has since held onto his grudge against Grant Conglomerate, going after the members of Grant’s upper brass even though they take almost every precaution they can against Firefly. J.D. has adopted a slower style of revenge; now instead of blitzing them he lets them live in fear of him a little bit before he chooses the next one to pick off. Over the years J.D. has developed a Robin Hood reputation as he takes half the money he steals from Grant’s people to homeless shelters, the church (anonymously) and those he happens to encounter personally that seem to be down on their luck. Also over the years Firefly has helped at a number of fires, working with the fire fighters to rescue those trapped within. It’s these acts that the news stations have started to pick up on and they now question Firefly’s true reasons for his attacks on the higher-ups of Grant Conglomerate.
Last edited by Tattooedman on Fri Jan 11, 2013 11:47 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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Magog

Post by Tattooedman » Mon Dec 31, 2012 7:31 am

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Magog:
PL:
16
Strength 18
Stamina 18
Agility 5
Dexterity 5
Fighting 8
Intellect 8
Awareness 8
Presence 8

Skills: Athletics 3 (+23), Close Combat [Unarmed] 3 (+14), Deception 8 (+16), Expertise [Galactic Lore] 10 (+18.), Insight 8 (+16), Intimidation 10 (+19), Perception 8 (+16), Persuasion 6 (+14), Ranged Combat [Entropy Array] 4 (+14), Ranged Combat [Thrown Objects] 9 (+14), Stealth 4 (+7), Vehicles [Exotic] 6 (+11)

Advantages: All-Out Attack, Chokehold, Close Attack 3, Cunning Fighter, Diehard, Equipment 26, Fearless, Follow-Up Strike, Improved Critical [Unarmed] 2, Improved Feint, Improved Grab, Improved Hold, Improved Initiative, Power Attack, Ranged Attack 5, Startle, Takedown 2, Ultimate Effort [Ultimate Toughness Check]

Powers: Vitrumian Physiology:
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Growth 2 [Strength +2, Stamina +2, +1 Intimidation, +2 Mass; -1 Dodge/Parry, -2 Stealth] (Extra: Permanent); (Feat: Innate)
Immunity 11 [Aging, Life Support]
Impervious Toughness 12
Travelled The ‘Verse: Comprehend 2 [read & understand all languages]
Entropy Array:
The Entropy Effect: Ranged Damage 18 (Feats: Affects Insubstantial 2, Homing 5, Improved Critical 3, Ricochet 5)
-Entropy Burst: Damage 16 (Extra: Area [Burst])
-Entropy Gate: Teleport 11 (Extra: Portal); (Feat: Increased Mass 5 [1600 lbs])

Offense: Initiative +5
Melee Attack +11 // Unarmed Attack +14
Ranged Attack +10 // Entropy Array Attack +14

Defense: Dodge +12
Parry +12
Toughness +18* [*Impervious 12]
Fortitude +18
Will +14

Equipment: 130 ep as needed for Space Ships, War Platform, HQ, and whatnot….


Costs: Abilities 148+ Skills 29+ Advantages 52+ Powers 90+ Defenses 19= 339 pts.


Height: 8’3”
Weight: Unknown
Hair: Unknown
Eye Color: Black


Complications:
Enemy: The Centurion (formerly), the Freedom League, the Star Knights, the Lor Republic, and even the Grue.

Reputation: Magog is known as a powerful conqueror that seeks to dominate all sentient beings.

Obsession: Magog wants to rule over all life.


Background: The warrior-king of a race of war obsessed beings from a distant world, Magog invaded Earth with his people to conquer it only to be beaten back by the Centurion and the Freedom League. Disgraced, Magog was exiled by his people and has since sought to reclaim his honor by destroying the one who'd defeated him in combat; the Centurion. Several times Magog made different attempts to crush Freedom City's greatest hero with the army he’s assembled over the years but always been defeated. When the Centurion died fighting Omega, Magog realized he’d never be able to return to his people, and for years he wandered the space ways adding to his intergalactic war machine as he conquers planet after planet. Recently Magog has decided that he should simply just take a planet that suits his tastes and build himself a new kingdom as he's grown tired of roaming space.

Notes wrote:Take a picture of a big JSA villain, add a touch of Darksied, with a bit or two of Thanos combined with maybe a dash of Mongul and you'd get my take on Magog's personality. The build started off based on a character note from Crinos' Setting thread and expanded from there as I worked on the build. I might just have to come up with an adventure to use Magog in, but in all honesty it'd probably end up being a crossover between all of my games since Magog has that kind of "world threatening vibe" to him (at least IMO he does).
Last edited by Tattooedman on Fri Jan 11, 2013 11:47 am, edited 1 time in total.
World of Freedom Setting 3E

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

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Tattooedman
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Cosmic Entity
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Howler

Post by Tattooedman » Mon Dec 31, 2012 7:40 am

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Howler:
PL:
10
Strength 1
Stamina 2
Agility 3
Dexterity 3
Fighting 4
Intellect 2
Awareness 2
Presence 2

Skills: Athletics 7 (+8.), Deception 9 (+11), Expertise [Archaeology] 10 (+12), Expertise [History] 10 (+12), Expertise [Survival] 6 (+8.), Insight 9 (+11), Perception 9 (+11), Persuasion 6 (+8.), Ranged Combat [Sonic Screaming Array] 6 (+10), Stealth 6 (+9)

Advantages: Close Attack 4, Improved Initiative, Luck [Determination], Luck [Determined Recovery] 2, Power Attack, Ranged Attack, Task Focus [Expertise (History): Ancient Cultures]

Powers: Sonic Screaming Array:
Deafening Scream: Audio Affliction 10 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extras: Area [Burst] 2)
-Directed Deafening Scream: Audio Affliction 10 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extras: Area [Cone] 2)
-Stunning Scream: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Shatter Objects: Ranged Weaken Toughness 10 (Extra: Penetrating); (Flaw: Limited [Objects Only])
-Nauseating Scream: Ranged Affliction 8 [Impaired, Disabled, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Concussive Scream: Ranged Damage 10 (Extra: Area [Burst] 2)
-Directed Concussive Scream: Damage 10 (Extra: Area [Cone] 2)
-Concussive Ram: Damage 10 (Extra: Area [Line] 2)
Sonic Field: Force Field 8

Offense: Initiative +7
Melee Attack +8
Ranged Attack +4 // Sonic Scream Array Attack +10

Defense: Dodge +10
Parry +10
Toughness +10*/+2 [*Sonic Field]
Fortitude +8
Will +8


Costs: Abilities 38+ Skills 26+ Advantages 11+ Powers 45+ Defenses 25= 145 pts.


Real Name: Susan Sonderheim
Height: 5'6"
Weight: 124 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Motivation ~Greed: Howler has decided that since she has her powers she might as well use them to get herself something to show for them.

Preserver Tech: There are those who are constantly on the lookout for any item from that lost race and they don’t care who they have to go after to get it, thus sometimes Howler is harassed by such people.


Background: Susan Sonderheim was an archaeologist who accidentally stumbled upon an ancient Preserver artifact while on a dig: a mysterious amulet which bonded itself to her neck, granting her sonic manipulating powers. Unable to remove the amulet without perishing, the greedy Archaeologist used the abilities it granted her to become a criminal.
Last edited by Tattooedman on Fri Jan 11, 2013 11:48 am, edited 1 time in total.
World of Freedom Setting 3E

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

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

Post by Tattooedman » Mon Dec 31, 2012 9:00 am

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Gatekeeper:
PL:
10
Strength 0
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 6
Presence 3

Skills: Expertise [Artist] 8 (+10), Expertise [Magic] 10 (+12), Insight 8 (+14), Perception 4 (+10), Ranged Combat [Mystical Bolt] 8 (+10)

Advantages: Close Attack 4, Defensive Roll 5, Ritualist, Task Focus [Expertise (Magic): Dimension of Doors], Uncanny Dodge

Powers: Guardian Of The Nexus:
Personal Storage: Dimensional Pocket 6
Dimensional Phase:
Insubstantial 4
Movement 2 [Air Walking 2]
Sense Dimensional Effects: Senses 6 [Awareness (Dimensional: Accurate, Extended, Radius, Ranged, Tracking)]
Protective Wards: Immunity 10 [Life Support] (Flaw: Sustained Duration)
Mage Sight: Senses 2 [Detect (Magic: Ranged)]
Mystical Might Array:
Sicken: Affliction 10 [Vulnerable, Defenseless, Incapacitated; resisted by Will] (Extras: Affects Corporeal, Area [Burst], Cumulative)
-Obscuring Mists: Concealment 4 [all visual] (Extras: Area, Attack)
-Mystical Bolt: Ranged Damage 10 (Extras: Affects Corporeal, Penetrating)
-Stunning Spray: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extras: Affects Corporeal, Area [Burst], Cumulative)

Offense: Initiative +2
Melee Attack +8
Ranged Attack +2 // Mystical Bolt Attack +10

Defense: Dodge +11
Parry +11
Toughness +7*/+2 [*Defensive Roll]
Fortitude +7
Will +10


Costs: Abilities 42+ Skills 15+ Advantages 12+ Powers 92+ Defenses 25= 187 pts.


Real Name: Kyle Vance
Height: 5’10”
Weight: 165 lbs
Hair: Brown
Eye Color: Blue


Complications:
Power Loss: Gatekeeper loses his Mystical Might Array if he is unable to gesture and speak.

Responsibility: Gatekeeper is Bay City’s resident mystical hero.

Responsibility: As this generations Guardian of the Nexus, it is Gatekeeper’s duty to protect the Dimension of Doors from those who would seek to abuse it for their own goals.

Secret Identity: Gatekeeper closely guards his identity as Kyle Vance to protect his friends and loved ones from the mystical beings he fights against.


Background: Things haven't gotten any easier for Gatekeeper with San Francisco, as well as Oakland, being levelled by the event that's known the The Proprietor War that left the city's original heroes; the Champions destroyed and left Gatekeeper as the sole remaining hero for several months. During that time Kyle's life was constant chaos and he almost was forced to abandon his civilian life entirely. Fortunately enough a group of metamen came together, taking the Champions name in honor of the sacrifice of the original team and with help from Doc Steele, established themselves in Bay City.

And while this did much to help Gatekeeper he still is fairly busy with his mystical duties while trying to put his personal life back into some kind of order, which hasn't been easy as Eldrich, the Master Mage of Earth, recently started looking for someone to take on his role as Master Mage when he steps down (or is cut down depending on how you'd care to look at it) and Gatekeeper is on Eldrich's list of possible canidates to fill that void. This has made the Gatekeeper something of a target in the eyes of those who'd like to unseat Eldrich and take the mantle of Master Mage without having to worry about any supposed rightful bearers.
World of Freedom Setting 3E

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

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Tattooedman
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Britannia

Post by Tattooedman » Tue Jan 01, 2013 7:29 pm

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Britannia:
PL:
11
Strength 10 (1)
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 2
Presence 4

Skills: Expertise [Current Events] 4 (+6), Expertise [History] 3 (+5), Expertise [Medicine] 6 (+8.), Insight 8 (+10), Perception 6 (+8.), Persuasion 9 (+13), Treatment 6 (+8.)

Advantages: Great Endurance, Inspire 2

Powers: Spirit Of Britain:
Enhanced Strength 9
Enhanced Strength 6 (Flaw: Limited [Lifting Only])
Enhanced Advantages 18 [Close Attack 7, Improved Initiative 2, Ranged Attack 9]
Enhanced Dodge 8
Enhanced Parry 6
Flight 6
Protection 10 (Extra: Impervious 12)
Light Of The Isles Array:
Protect The Masses: Deflect 11 (Extras: Redirect, Reflect)
-Healing Light: Healing 11 (Extra: Energizing)
-Light Of Justice: Ranged Damage 11 (Extra: Penetrating)
-Lighting The Way: Environment 11 [lower/raise light level] (Feat: Precise)

Offense: Initiative +10
Melee Attack +11
Ranged Attack +11

Defense: Dodge +10
Parry +10
Toughness +12* [*Impervious]
Fortitude +10
Will +11


Costs: Abilities 38+ Skills 14+ Advantages 3+ Powers 126+ Defenses 17= 198 pts.


Real Name: Margaret Collins
Height: 5’5” (as Collins) // 5’10” (as Britannia)
Weight: 120 lbs (as Collins) // 135 lbs (as Britannia)
Hair: Blonde
Eye Color: Blue


Complications:
Legacy: Margaret Collins is the second woman to have earned the title of Britannia, and has inherited some of her predecessors foes.

Responsibility: When not active as Britannia, Margaret is a doctor and is expected to work a certain amount of hours a week.

Secret Identity: Nobody knows that Margaret Collins is Britannia.


Background: Still one of Great Briton's more easily recognized heroes, Britannia still keeps herself at arm's length from the Ministry of Powers, though she will share and take information from them (specifically Troy Griffin, one of the Ministry's top agents). Britannia often finds herself dealing with members of Eurostar, Gravitar, and lesser criminals such as Jack O' Lantern, Impala, the Beast, and Godiva.
World of Freedom Setting 3E

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

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Tattooedman
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Lady Mamba

Post by Tattooedman » Tue Jan 01, 2013 7:30 pm

Image
Lady Mamba:
PL:
10
Strength 0
Stamina 1
Agility 1
Dexterity 1
Fighting 4
Intellect 3
Awareness 5
Presence 3

Skills: Deception 12 (+15/+17), Expertise [Criminal] 10 (+13), Expertise [Magic] 12 (+15), Expertise [Theology & Philosophy] 9 (+12), Insight 9 (+14), Intimidation 9 (+12), Perception 6 (+11), Persuasion 11 (+14/+16)

Advantages: Artificer, Defensive Roll 5, Equipment 11, Fascinate [Deception], Fascinate [Persuasion], Improved Initiative, Minions 7 [16 Fanatical Cultists], Power Attack, Ranged Attack 3, Ritualist, Task Focus [Expertise (Magic): Voodoo]

Powers: Descended From Serpent-People:
Immunity 4 [Aging, Disease, Poison, Starvation & Thirst] (Flaw: Limited [Half Effective])
Senses 2 [Darkvision]

Iron Will: Enhanced Will 6 (Flaw: Limited [Only vs. Mental Effects])

Voodoo Magic Array:
Callin’ On My Friends: Summon Zombies* 2 (Extras: Controlled, Horde); (Feat: Multiple Minions 5 [32 total])
Doing Things My Way: Ranged Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative, Perception); (Flaw: Limited [needs voodoo doll of target])
-Nature Does Like I Ask: Element Control 10 [earth] (Feat: Variable Descriptor 3 [air, fire, water])
-Sick A Needle In Your Head: Ranged Damage 10 (Extras: Alternate Resistance [Will], Perception); (Flaw: Limited [needs voodoo doll of target])
-Seeing Through Another’s Eyes: Remote Sensing 7 [all senses] (Flaw: Medium [Mayombe Cultist])
-Stirrin’ The Coals: Concealment 4 [all visual] (Extras: Area, Attack)

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

Defense: Dodge +12
Parry +12
Toughness +6*/+1 [*Defensive Roll]
Fortitude +6
Will +12*/+6 [*Iron Will]

Equipment: 55 ep as needed for base and personal gear


Costs: Abilities 36+ Skills 26+ Advantages 32+ Powers 56+ Defenses 25= 175 pts.

*Uses Prodigyduck’s Zombie build
Real Name: Marie Vaulaire
Height: 5’4”
Weight: 108 lbs
Hair: Black
Eye Color: Black


Complications:
Relationship: Her son, Cottonmouth.

Motivation ~Power: Lady Mamba wants to have as much personal power as possible, she’s even stolen her own daughter’s body to try and regain what she has lost in the past few years.


Background: After finally pushing Baron Samedi too far, he withdrew the little support he’d been giving to the Mayombe and Siren was able to oust Lady Mamba, her children and her cult from New Orleans last year. With their number at the lowest they’d ever been the Mayombe drifted meaninglessly for weeks without a home before Lady Mamba realized what she had to do to save the Mayombe. It was radical and dangerous but the payoff would be worth while if she could do it and she wasted no time in making the needed arrangements.

Her daughter, Voodoo Dahlia, never saw the betrayal coming nor did she taste the potion in her drink that caused her to fall asleep which allowed her to be moved to a place her mother already had waiting for her. When Dahlia finally woke up she saw her mother standing over her with the ceremonial dagger in one hand and a soul jar in the other, she screamed for only a few seconds before her mother shed her blood and tore her spirit from her young body. Now with her spirit in her daughter’s body, Lady Mamba has set her sights on rebuilding the Mayombe with her son, Cottonmouth, still faithfully by her side as she subtly increases her influence in Arcadia.

The increase in the Mayombe's activities haven't gone unnoticed as the Brimstone House has picked up on their activities and as begun sending lesser members to gage the power base their new rivals have built so far. This has led the two groups into some minor conflicts, though neither side has taken the lead yet but that is sure to change as both sides are eager to gain an upper hand against the other.
Last edited by Tattooedman on Fri Jan 11, 2013 11:49 am, edited 1 time in total.
World of Freedom Setting 3E

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

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Re: World of Freedom: Crooks, Criminals, Crazies & Heroes

Post by Horsenhero » Wed Jan 02, 2013 8:15 am

Oooooo...an epic crossover featuring the New Freedom League, Force Ops and Albright Institute vs. Magog. Oh yeah! That'd be carnage on a colassal scale.

And a colossal headache for you to coordinate. I'm thinking, it would be best to have Force Ops and Albright Institute face off with Magog's minions while the league does the heavy lifting.

On a different note, I love Britannia...I have a weakness for "flag" heroes. A pretty straight forward paragon, but there's nothing wrong with that.

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Re: World of Freedom: Crooks, Criminals, Crazies & Heroes

Post by Tattooedman » Wed Jan 02, 2013 11:07 am

Horsenhero wrote:Oooooo...an epic crossover featuring the New Freedom League, Force Ops and Albright Institute vs. Magog. Oh yeah! That'd be carnage on a colassal scale.

And a colossal headache for you to coordinate. I'm thinking, it would be best to have Force Ops and Albright Institute face off with Magog's minions while the league does the heavy lifting.
Funny enough you bring up the crossover idea. I've got one planned but it doesn't involve Magog (maybe next time, as it is I've got a half worked out idea) or the Albright kids (sorry there gang, this one's for the grown ups only).

As for running it I think what I'll end up doing is starting a completely seperate thread for it and run it seperately of the seperate games. I think it'd make it easier on me as well as the PCs to keep track of in the Game Room.
Horsenhero wrote:On a different note, I love Britannia...I have a weakness for "flag" heroes. A pretty straight forward paragon, but there's nothing wrong with that.
I'm the same way with "flag heroes", there's something about them that's just kind of cool IMO. Plus paragon's are just nice & straight forward so the two just seem to go tegether.
World of Freedom Setting 3E

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Re: World of Freedom: Crooks, Criminals, Crazies & Heroes

Post by Arkrite » Wed Jan 02, 2013 12:38 pm

Tattooedman wrote:Funny enough you bring up the crossover idea. I've got one planned but it doesn't involve Magog (maybe next time, as it is I've got a half worked out idea) or the Albright kids (sorry there gang, this one's for the grown ups only).
No worries. While they're busy saving the world the Albright kids will be busy making sure it's worth living in ;~)

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Re: World of Freedom: Crooks, Criminals, Crazies & Heroes

Post by Horsenhero » Wed Jan 02, 2013 12:56 pm

Arkrite wrote:
Tattooedman wrote:Funny enough you bring up the crossover idea. I've got one planned but it doesn't involve Magog (maybe next time, as it is I've got a half worked out idea) or the Albright kids (sorry there gang, this one's for the grown ups only).
No worries. While they're busy saving the world the Albright kids will be busy making sure it's worth living in ;~)
Right! Wait...they will? What's Sean gonna do? Make S'mores for all the good boys and girls...and give extra gifts to all the bad girls? :wink:

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Re: World of Freedom: Crooks, Criminals, Crazies & Heroes

Post by Tattooedman » Wed Jan 02, 2013 12:59 pm

Horsenhero wrote:
Arkrite wrote:
Tattooedman wrote:Funny enough you bring up the crossover idea. I've got one planned but it doesn't involve Magog (maybe next time, as it is I've got a half worked out idea) or the Albright kids (sorry there gang, this one's for the grown ups only).
No worries. While they're busy saving the world the Albright kids will be busy making sure it's worth living in ;~)
Right! Wait...they will? What's Sean gonna do? Make S'mores for all the good boys and girls...and give extra gifts to all the bad girls? :wink:
Well.....I've heard worse plans before.
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Re: World of Freedom: Crooks, Criminals, Crazies & Heroes

Post by Arkrite » Wed Jan 02, 2013 3:05 pm

Tattooedman wrote:Well.....I've heard worse plans before.
Who could have guessed a frontal assault against a large number of higher PL psychics wouldn't go well? ;~)

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