World of Freedom: FC Setting Builds....

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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Re: World of Freedom: Crooks, Criminals, Crazies & Heroes

Post by Shock » Thu Jan 03, 2013 9:15 am

Arkrite wrote:
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? ;~)
ME! But you know teens. They just have to learn these things for themselves.

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

Post by Arkrite » Thu Jan 03, 2013 9:51 am

Right, right. I'm sure it had nothing to do with not having a better plan ;~)

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Re: New York City

Post by Tattooedman » Sat Jan 05, 2013 9:42 am

Well since I hate to let things go to waste (and I finally managed to get through the list of characters from Criminals, Crooks and Rogues) I decided to use that space to hold the notes I'd gotten done for one of the citys in my WOF - New York City. But I figured it'd be a good idea to repost it here so that people would know about that small change, so with that said here's the post.


Tattooedman wrote:New York City:

New York City is the largest city and largest metropolitan area, by population, in the United States. It is an international center for politics, theatre, music, fashion, finance, and culture. New York City houses the United Nations and is home to many famous landmarks; the Statue of Liberty, the Empire State Building, the Chrysler Building and Saint Patrick’s Cathedral. It is also a known hub of metaman activity with the current roster of the Sentinels headquarters being located within the city’s limits as well as independent heroes like Grasshopper, Manhunter, Facade and Cyberhawk operating in various neighborhoods.

Over the years there have been several major events that have occurred within the city limits including an invasion by the space-faring Grue, and the second Terminus Invasion, but the heroes of this city have managed to keep it from being destroyed. An interesting fact is that several of the local heroes tend to favor certain burrows over others, giving the general public the notion that each considers said burrow "theirs" but that isn't the case. It's more that they have focused their efforts on certain elements of crime that have taken root in those burrows and are determined to deal with them, the only exceptions are Manhunter, who goes wherever his current 'prey' operate, and the members of the Sentinels, who go where they are needed.


Notable Heroes:

Cyberhawk: Jefferson Talbot spent over a year travelling Europe following the his family’s company being run into the ground by his deceased father’s board of directors, who really were in the pocket of Antone Lone (a local syndicate boss who’d held a long time grudge against the senior Talbot). Jefferson eventually figured who was behind his family’s troubles and after secretly returning to the U.S. he used a custom suit of power armor he’d been developing while on his trip as his weapon against Lone and his organization. After over a year of conflict, Talbot finally managed to defeat Lone in a one-on-one fight (Lone was secretly a metaman) as well as get the evidence he needed to prove Lone’s involvement in corporate raiding of the Talbot business and send the criminal to jail (where he died under mysterious circumstances). Due to the corporate espionage that had been used to dismantle Talbot’s company the federal court returned all of it’s assets to Jefferson as the sole member of the family and using technology he’d developed in the past few years he managed to relaunch the company and returned it to the forefront of advanced technologies market. Jefferson decided to keep using the Cyberhawk identity since he enjoyed the challenges he found acting as a hero and despite a last dig from Lone before his death that revealed Jefferson as Cyberhawk, he’s still counted among the heroes active in New York City (despite Jefferson’s “type A” personality).


Façade: Aaron Stewart was just one among a few hundred of actors making a living working in various Broadway shows when he was approached by an older producer with an offer of the lead role in a new show he was developing; a show about a man selected by an aging super hero who was looking for someone to carry on his work once the old hero was gone. Intrigued by the concept Aaron spent months talking with the producer and training to learn the various skills he’d need to pull off the role, which fit well with Aaron’s “method acting” style. It wasn’t until eight months later that the producer, pleased with Aaron’s progress revealed that the story of the old hero was his own and Aaron was the person he’d chosen to take his place as New York City’s resident vigilante Facade. At first Aaron was confused and angry; he refused to comply with the old man and stormed out of the old theater the pair had been working out of. A few weeks later Façade was killed while fighting a gang of criminals and Aaron was contacted by a lawyer who told him he’d been the old producers sole beneficiary and had everything the producer owned was now his. Days later as he walked into the old theater he’d spent so much time with the producer Aaron realized that he at least owed it to the original Façade to try and follow his thirty year example. So Aaron broke into the city’s evidence storage and reclaimed the Façade costume and mask and set to doing the best he could to follow the original’s lead, all while maintaining the illusion that he is the original who is somehow immortal and constantly hunting down criminals be they mundane gangsters or the more unique costumed variety.


Grasshopper: Teenager Marc McGlothlin’s mutant powers manifest, granting him superhuman strength, reflexes, resistance to injury as well as the ability to cling to any surface but he must shrink down to a size of only a few inches tall. At first Marc is thrilled to have powers and after quickly familiarizing himself with them he then assembles a makeshift costume and hits the streets to “see what he can find”. Soon Marc began taking his responsibilities as Grasshopper more seriously and applied himself when dealing with the odd assortment of themed metamen crooks he began to encounter on a regular basis. Active now for several years Grasshopper is attending college in his secret identity and has finally managed to get somewhat serious with his long time girlfriend, Laura. He still patrols around town on a regular basis, ready to deal with all manner of crooks and criminals with a smile on his face and quip coming out of his mouth.


Manhunter: Retired professional mercenary, Chase Ramsey returned home to New York to repair his relationship with his younger brother only for him to be killed by a metaman merc hired by a local crime boss. Ramsey’s brother had been one of the prosecutors on the case and the crime boss had decided to make an example of him. This drove Chase to use the skills he’d developed as a mercenary to get justice for his brother. Despite finding the killer and discovering who had hired him, Chase was unable to make anything illegal stick. He then decided to continue using his skills to help others so that they wouldn’t have to suffer the injustice his family had been forced to endure.


The Sentinels: This current roster of the team (Blackheart, Hardcore, Iron Angel, Speed Demon, Technomancer, Think Tank, Troll, Sebastian Arcane, and Wildflower) is the third, and includes a few legacies of the founding members from the 1940s, and has just within this last year celebrated it’s fifteenth year anniversary (currently tying the previous team’s tenure and they look to exceed them as the longest incarnation). Over the years there have been many members, most of whom hold reserve status and are always willing to lend a hand in a crisis.

This gathering of the Sentinels came about due to the Hierophant and his minions trying to open a dimensional gate for their god, the cosmic clockwork consciousness Ex Machina, so he could enter and consume the Earth. Hardcore, Speed Demon, Wildflower (a powerful plant controller), Think Tank (a psychic with very physical abilities), Troll (a Russian metaman who‘d come to America after the end of the Cold War) and Sundance (an energy manipulating marksman) came together to oppose the criminal and once he’d been defeated (though the Hierophant managed to escape) the group decided to remain together seeing that they worked well together and there were no active teams of heroes during that period of time. They called themselves the Sentinels in part due to the connection several of them had to the original team and the fact that many of them had been inspired by that generation’s activities. Doc Steele (being the only original member remaining) officially gave his blessing to the new team and donated a private island that he’d boughten from the government in the 1980s. Fortress, as it’s called, is approximately a mile off the coast and had been originally raised by the Prometheans during one of their schemes in the 1970s and following a defeat by that era’s Sentinels with Doc Steele’s help was turned over to the government before Omnitech Industries purchased it to use as a testing site for new technologies.

Their next adventure was the Terminus Invasion of 1993, they’re credited with helping to keep New York City from being as ravaged as badly as Freedom City was and it’s due to that fact that they are as popular as they are with the people of NYC. Over the years there have been other members of the Sentinels; Spoilsport (a power mimicking, wise-cracking hero), Technomancer (Hardcore’s brother and Doc Steele’s youngest son), Brimstone (a mage who eventually went on to take a position with the Lodge), Onyx (a scientist bonded to a symbiote that grants her cosmic energy manipulating powers), Horus (originally a member of the previous incarnation of the Sentinels who returned to this plane, once again chasing his ancient foe the Serpent Queen and her cult of followers), Dragonfly (that shrinks down to a few inches tall, gaining insect looking wings and energy blasts), Shadowfox (raised by to be an special operative (otherwise known as an assassin) for a shadow initiative within the government that went rogue and possess the usual super-spy skill set as well as the ability to open what she calls “fox holes” that she uses to teleport short distances) to name a few.

Often times the members of the Sentinels are active in solo action all about New York (as well as across the country due to their personal interests) but don’t hesitate to call upon their teammates if they find themselves dealing with something they can’t handle on their own. They also work with AEGIS from time to time but lately they’ve not been called upon as the newly reformed FORCE Ops in Freedom City brokered a deal with the government agency to act in a similar manner in return for certain allowances as recognized members of law enforcement. This doesn’t mean that the Sentinels aren’t busy however, as they all have their personal interests and foes they face on semi-regular basis (though that list is to large to share here) as well as the likes of the Black Knights, the Sinister Circle, the robotic consciousness driven known as the Assembly and the time-traveling conqueror Praetorian among others.



Notable Villains:

Brain Trust: Five VIPER scientists who were chasing after immortality as well as keep themselves from having to go to jail, Brain Trust is actually a robot body that holds the brains of it’s five creators, who acting in unison are capable of impressive feats of psionic power as well as the physicality of the robotic body that houses them. After escaping VIPER Brain Trust moved to New York and has slowly building the beginnings of a proper network of crime. He knows there are players active here that could wipe him out despite his being more of a physical threat but they have better resources than he does so for now he bides his time and tries to appear as none threatening as he can and still be respected in the criminal underworld.

David Rhodes: A former, semi-popular hero called Titan, Rhodes parlayed his fame into something of a career. Making appearances in various popular television shows and even a couple movies as well as getting a regular gig as a motivational speaker. From there Rhodes was able to turn a large profit which he then used to start up his own business, Titan Industries, which has become a mammoth in the entertainment industry as well as backing several (back then) beginning scientific think tanks that have only increased Rhodes’ personal fortune to the point that he’s considered to be among the ten richest men in America.

The problem is that Rhodes secretly seeks to gain as much power for himself as he can and is very willing to use whatever underhanded and criminal methods he deems needed to accomplish his bid for personal power. Currently Rhodes is among the top leaders of organized crime in New York City, his only competitor is a man known as the Bishop who has just as many contacts in the underworld and often brokers deals for other criminals more than Rhodes.

The Bishop: The other major crime boss of New York, nobody knows anything about his past (which is the way he likes it). While David Rhodes tends to favor high tech crimes and schemes that involve the manipulation of others through blackmail and emotional manipulation, the Bishop works with members of the criminal underworld trying to make them better criminals by providing them with better contacts in the underworld (from fences of stolen goods to black market doctors) and even going as far as helping them to train in the use of their powers (and getting a cut of their future profits of course as payment for his 'help'). The Bishop has shown to have more than a passing knowledge of many areas - from super-science to magic and everything inbetween and isn't afraid to mix and mash them together to accomplish his goals.
Last edited by Tattooedman on Sun Jan 06, 2013 8:11 am, edited 1 time in total.
World of Freedom Setting 3E

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Detroit

Post by Tattooedman » Sat Jan 05, 2013 10:08 am

Detroit:

Detroit has always been a unique kind of town; with even it’s criminals having a sort of “working man’s ethic” to them there hasn’t ever really been costumed heroes or criminals that call the Motor City home. Organized crime never really allowed any of them to set up shop permanently. Instead of the spandex and capes that places like New York and Freedom City normally see, Detroit has found itself with a collection of anti-heroes and vigilantes who were more interested in making criminals pay here and now and are less concerned with the “law” and more interested in “justice”. Detroit has always been a dark kind of city and it makes sense that it would attract a similar kind of hero as well as criminal.

For years the mob ran things, as an extension of their operations in Chicago, until a middleman, Ricky “Bottles” Yale, decided that the boys in the Windy City didn’t deserve a cut of his action and he was able to lure away the majority of his “family” into a new one led by him. The only reason this new family managed to survive breaking away from “the Outfit” was due to their leader, Al Capone, finally being arrested by Eliot Ness. For several decades Yale’s organization was in charge of various different kinds of illegal operations: stolen cars, outlawed liquor, running “gentlemen’s entertainment” as well as several protection rackets that were run in various neighborhoods throughout Detroit. Yale and his men slowly faded away from the streets as their influence became more and more hidden within the walls of City Hall and Yale was able to establish several legit businesses and further increase his personal wealth as well as work as a cover for his criminal empire. But eventually his time came to an end and a newer, younger leader took his place who had new ideas as to how the “family” could make money.

This continued up until a massive change in the hierarchy of the criminal underworld came in 1990 at the tail end of October with the death of then-time crime kingpin, Top Dollar, and the vast majority of his lieutenants on Devil’s Night (a night-long reign of destruction that normally includes hundreds of acts of vandalism and very often multiple cases of arson) by a vigilante who painted his face in a parody of a harlequin mask. Days later, with Top Dollar’s organization on the rocks a new player moved in and deftly picked up the pieces and reorganized them into a whole new operation. But nobody knows what he looks like or even his real name, he is simply called the Patriarch and he’s been running Detroit ever since from the shadows. At first a few of the survivors of Top Dollar’s organization tried to find out who the Patriarch was only to find their deaths instead and soon those who remained learned not to wonder about who was running things as long as they were still making their money. Many think that the Patriarch actually hides himself in plain sight within the “family” by performing lesser work and staying very close to the streets as to hear all the rumors and street talk that’s worth knowing. Many dismiss this idea as ridiculous but so far the Patriarch has stopped five attempted coups before they ever gained any real momentum.

The Patriarch has made sure to quickly squash any possible form of resistance to his influence or possible threat to his power in such a violently aggressive manner that the majority of his “victims” don’t mind paying his fees as the Patriarch doesn’t take more than anyone can really afford to give. He simply makes sure he gets “his cut” of their profits. This laid back style combined with the Patriarch’s habit of making sure his people and those he owes something too (whatever that might be) are paid off in a very grand manner. Overall the Patriarch’s organization is normally non-violent, only resorting to force when pushed to it by other parties with the Patriarch himself advocating careful thought before action at any given time.

The only problem with this is that there are some in the Patriarch's organization that don't always follow his rules and it is these few that are responsible for the violent crime in Detroit. The Patriarch knows who these people are but allows these few remaining "old schoolers" to have a means with which to vent their more violent tendencies lest they turn them fully against him.


Local Heroes:

Black Hood: Giles “Hit” Coffee was one among the small circle of chief henchman who worked for the Patriarch, and has worked for the mob since his teens (picked up his unusual nickname years ago as a numbers runner). Coffee first witnessed the power of the Hood when it’s then time owner, Wayne Simmons, attacked Coffee and his men during their pickups of smuggled goods. Suddenly in the wrong place at the wrong time, Hit ended up committing his first murder by shooting Simmons in the head and taking possession of the Hood for himself (though he only took it to clean blood off himself). Because of Simmons invasion of on of the Patriarch’s more profitable ventures Hit soon found himself taken off the fast track within the Patriarch’s organization and returned to where he started – running the numbers and books for the Patriarch’s gambling houses. Soon afterward, he leanred of the Hood's unique abilities and decided to use it to make himself Detroit's next Patriarch.

But Hit never counted on the sorcerers’ curse that had been placed on the Hood -the power that limits its wearer to "do only good." To some degree, that curse has served Hit well, since the Hood allows him to take action to set himself up as one of the more influential members of the Detroit mob, apparently judging his actions and goals to be the lesser of two evils when compared to those of the current members of the Patriarch's organization. On the other hand, the Hood will not allow Hit to engage in any acts that would intentionally harm innocents, which irritates him to no end.

So for now Hit operates as the Black Hood, using his contacts and connections within the Patriarch's organization to bring a harsh and no-nonsense style of justice to Detroit (which just happens to help his numbers rackets make a very respectable profit) that is slowly chipping away at the Patriarch’s contorl of his mob.

Vendetta & Veil: Tabitha and Isaiah Stone are a brother and sister duo of costumed adventurers/martial artists heroes in the mold of the Raven, taking the fight to street gangs and organized crime by striking swiftly from and fading back into the all-concealing shadows. Driven by the murders of their parents over a decade ago when their lawyer father was prosecuting high ranking members of Top Dollar’s organization and refused to back off when given a ‘warning’. The two children were raised by their father’s brother in Freedom City were the Isaiah and Tabitha carefully developed the skills they would later use, both are former students of Master Lee having earned black belts in multiple fighting styles. They’ve teamed with the Black Hood (and don’t exactly care for his permanent way of dealing with criminals, but can’t knock his intel) and even worked with the Raven when she came to Detroit a few years ago looking into rumors that Doctor Sin was trying to establish a foothold in the underworld. Seeing that the pair were making a difference, but were under funded she began to secretly provide both tech and a bit of financial support to them, and now uses them as her eyes and ears in Detroit.


Notable Villains:

Hammerhead: The cool-headed lieutenant of the Patriarch’s organization, Hammerhead often does much of the Patriarch’s legwork in and around Detroit and is considered by many to be the number two man in the syndicate. He suffers from retrograde amnesia and knows nothing of his life prior to fifteen years ago when he woke up in the hospital being treated for a head injury, his only link to his past was the three-piece suit he’d been wearing when he was brought to the hospital by EMTs. Somehow he managed to escape the hospital and wonder around town, trying to set up protection rackets, party hard on money from robberies he’d commit and generally be a crook (but a crook with morals as he won’t do anything that would possibly endanger kids). It didn’t take too long for representatives of the Patriarch to find Hammerhead and tell him to knock it off. Hammerhead’s response was to beat the three men to a pulp, alone and only using his fists. The next person to contact Hammerhead instead offered him a job within the organization, which Hammerhead took and hasn’t looked back since; instead he focused on raising his position which thanks to his ability to carefully plan when it was called for and to be exceptionally violent when it was needed. Now with the Black Hood showing a surprising amount of in-depth knowledge on the inner workings of the organization, Hammerhead has been tasked by the Patriarch with finding out who is dropping dimes and dealing with them along with “taking care” of the Black Hood. On top of all that, Hammerhead has had to deal with his rival within the organization, fellow lieutenant Tombstone, efforts to interfere and try to maneuver himself into Hammerhead’s spot.


Tombstone: An emotionless and highly intelligent man, Lionel Lincoln suffers from a unique medical condition that has left his skin chalk-white and seems to possess an almost superhuman level of strength, reflexes and resistance to injury. To the public Lincoln has the image of a successful business man but the truth is he is one of the Patriarch’s lieutenants, having worked his way up from enforcer (where he earned his street name) during Top Dollar‘s time in charge. He’s responsible for overseeing the Patriarch’s protection rackets and has something of a rivalry with fellow lieutenant Hammerhead whose place in the organization Tombstone wants.



The Blackstone Underground: A splinter group of the Chicago Vice Lords street gang, the BSU are a small gang but make up for it by having metaman members. This has allowed them to quickly move up in the underworld rankings of Detroit and make them a valid threat to the way the Patriarch runs his crime syndicate. Their inner circle consists of:

~Jackhammer: The boss, Jack Lewis earned his name not just from his incredible strength, but his powers of vibration.

~Ping & Pong: A pair of Mexican sisters, Ping is a gravity controller, while Pong is an elastic brick. Both are grandstanding egomaniacs, and Jackhammer's loyal enforcers.

~The Reader: A weasel-like attorney whose life was ruined when an OD on Zombie Dust left him with a corpse-like appearance and telepathic powers, Reader could take over the gang, but knows he'd run them right into the ground in a short period of time.
World of Freedom Setting 3E

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

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Tattooedman
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Tangleweb

Post by Tattooedman » Sun Jan 06, 2013 8:25 am

Image
Tangleweb:
PL:
11
Strength 7
Stamina 7
Agility 5
Dexterity 5
Fighting 5
Intellect 4
Awareness 3
Presence 1

Skills: Acrobatics 7 (+12), Athletics 3 (+10), Expertise [Arachnology] 12 (+16), Expertise [Biochemistry] 12 (+16), Insight 6 (+9), Intimidation 9 (+10), Investigation 4 (+8.), Perception 9 (+12), Ranged Combat [Web Snare] 6 (+11), Stealth 9 (+16), Technology 12 (+16), Treatment 7 (+11)

Advantages: Accurate Attack, Agile Feint, Close Attack 5, Defensive Attack, Defensive Roll 2, Eidetic Memory, Improved Initiative, Power Attack, Startle, Takedown 2, Uncanny Dodge

Powers: Claws: Strength-based Damage 3
Enhanced Biology:
Enhanced Advantages 2 [Diehard, Great Endurance]
Immunity 3 [Aging, Disease, Poison]
Regeneration 5 [every 2 rounds] (Extra: Persistent)
Enhanced Setae: Senses 3 [Danger Sense (Touch: Radius)] (Feat: Second Chance [Danger Sense Rolls])
Enhanced Sight: Senses 2 [Extended: Sight 2]
Monstrous Presence: Affliction 8 [Impaired, Disabled, Paralyzed; resisted by Will] (Extra: Perception, Selective); (Feat: Subtle); (Flaw: Check Required [Intimidation DC 11]
Spider Arms: Extra Limbs 4 [4 extra limbs] (Feats: Fast Grab, Improved Grab, Improved Hold)
Spider Climb: Movement 2 [Wall-Crawling 2]
Spider Leap: Leaping 3
Spinnerette Array:
Web Snare: Ranged Affliction 12 [Hindered, Immobile, Paralyzed; resisted by Dodge] (Extra: Cumulative)
-Web Swing: Movement 1 [Swinging]
Venomous Talons: Strength-Based Damage 4 (Extra: Penetrating 11) & Affliction 12 [Dazed, Exhausted, Paralyzed; resisted by Fortitude] (Flaw: Limited [Follows successful Damage Attempt])

Offense: Initiative +9
Melee Attack +10
Ranged Attack +5 // Web Snare Attack +11

Defense: Dodge +13
Parry +13
Toughness +9*/+7 [*Defensive Roll]
Fortitude +8
Will +10


Costs: Abilities 74+ Skills 33+ Advantages 17+ Powers 118+ Defenses 24= 266 pts.


Height: 6’7”
Weight: 345 lbs
Hair: Black
Eyes: Green


Complicaitons:
Vulnerability ~Sight Dazzles: Due to his multiple eyes, Tangleweb is more vulnerable to sight-based dazzles. He has no bonus to any resistance checks to save against them.

Motivation ~Knowledge: Tangleweb is more interested in knowledge, particularly when it comes to science. However, the means he takes to achieve such knowledge is usually dubious at best.


Background: Tangleweb’s origin is tied to the Labyrinth, not that they are aware of it (and Taurus would not be happy if he did know). Several decades ago Woodstock Stevens was subjected the DNAscent process, at first developing insect-like abilities but very quickly his body mutated to match his newly gained powers.

For a short while Stevens operated as the hero, Groove Thing but perhaps due to his still not fully matured body (Stevens was still a teenager at the time of his going through the DNAscent process) his physical mutations became more pronounced and his mind also started to be affected as well. After only a few months time Stevens withdrew from society to try and get a better handle on the changes that were happening to him. Unfortunately that never happened as the mutations, both physical and mental, continued over the years as well as in sudden, painful bursts and resulted in Stevens becoming unable to form any kind of rational thought instead he became more animal than man in both appearance and mentality which turned him into a monster with appetites that are too terrible to share here.

Eventually rumors of a spider-like creature that attacked those wondering the streets of Freedom City late at night during the late 70s and early 80s led to Stevens being named Daddy-O-Long-Legs and becoming something of an urban legend - spoke of in hushed tones by the city’s homeless as they circled around their trashcan fires but generally ignored by those in power. But from time to time people would disappear only to be found days later, looking like they’d been attacked by a wild animal and covered in webbing which simply fed into his legend.

But to the homeless of the city, who see things that most of society doesn’t knew the stories were true and after a few years they developed a strange relationship with Daddy-O-Long-Legs - when a bounty hunter, Semi-Auto, came looking for the creature. He realized that the homeless community knew more than everyone else and he began to lean on them for information, seriously injuring several of them before finally attempting to set some of the vagrants on fire in an effort to finally break the silence of the others and that’s when Daddy-O-Long-Legs attacked and killed him, leaving the homeless people in peace. This led to an unusual situation of the homeless seeing Daddy-O-Long-Legs as a protector of sorts and continued to protect him in their own way - by making certain the few individuals who came hunting for the creature were sent away with assurances it didn’t exist or sent on wild goose chases with incorrect and/or contradictory information that would confound them to the point that they would give up. Then when those who came to the region to prey upon the homeless, be they criminals, sadists or whoever, were killed and consumed by Daddy-O-Long-Legs.

How the creature understood this deal wasn’t known but the homeless community was willing to go along with it as long as Daddy-O-Long-Legs was. The vagrants also started to leave any of their number who were dying, or very near it, near the creature’s hunting grounds so that it’s hunger could be satisfied when criminals were rare. From time to time there were instances where enough time passed that the creature claimed one of the vagrants for food, but the remaining homeless considered this to be an acceptable price to pay for the sense of security they had.

Then Doctor Shock heard tales of Daddy-O-Long-Legs and was able to piece together its past and highly interested in learning more about the DNAscent process went out and managed to capture it and bring it back to his labs. Over the following months Daddy-O-Long-Legs was subjected to hundreds of experiments and tests before finally dying, not that Doctor Shock really cared as he’d learned all he could from the creature. Enough that he was able to create a better version of it, and within a year he had grown what is best called a modified clone of Daddy-O-Long-Legs, which he then let loose in the same area of Freedom City that Daddy-O-Long-Legs had inhabited for so many years to determine the worth of the improvements in his creation.

This lead the new creature, who never had been named, to develop it’s predatory instincts and soon it began hunting the homeless for food at first before moving on to more healthy prey - members of street gangs who were isolated or vulnerable in some way. This led to stories to begin to spread of the monster of old, which came to the attention of local hero K-9, as the new creature was active in the part of town in which the Mutated Marvel patrolled regularly. But before K-9 could hunt down the creature it again escalated it’s attacks, targeting members of the metaman youth that were living on the street as they’d started to hunt it themselves.

The whole situation escalated to the point that the creature realized the street youth relied on a local nun, Sister Agnes, for medical treatment as well as sometimes shelter and moral comfort. In an effort to draw it’s enemies into a trap the creature kidnapped the nun, leaving a trail to be followed to it’s lair. Which is what K-9 and his teammates in FORCE Ops was doing when Doctor Shock had decided that it was in his best interests to reclaim his test subject before it was destroyed. This led to a massive underground fight in the sewers of Freedom City that led to FORCE Ops being captured by Shock’s minions as well as the creature being collected up as well.

The group was able to break themselves free of the restraints Doctor Shock had placed them in and proceeded to escape from his hidden lab, causing massive damage along the way before having a final face off against the mad doctor and his mutated minions before Shock activated failsafes that destroyed his minions before making his own escape. Though he was forced to leave the creature, who’d managed to free himself during the struggle, though FORCE Ops and later, AEGIS, were unaware of this fact and the creature evaded all of AEGIS’ people who came to investigate the abandoned lab. Once they had finally left the creature managed to explore it’s new lair and soon enough it’s innate curiosity led to it figuring out how to operate the systems there so that it could learn from it’s creators files. The being that finally left that old lab was much different compared to the one that had been forcibly brought there - now understanding much of his own history and how he had came to be he desired to learn as much as he could about the world he lived in.

First choosing a name, that was important. He now knew that people had a unique title and he’d seen how those hunting him had reacted to the name of his creator when they met him so he choose a name that he thought was appropriate - Tangleweb. After that he moved on to another of Doctor Shock’s hidden labs, thanks to the concealed teleport system, which was hundreds of miles away and from the look of it fairly well raided with much damage having been done to it. Explosives must have been used obviously if one were to consider the markings on the wall and the way the damage had been calculated by a person who completely understood how to shape charges for specific types of effect. But still there were some systems that were still accessible and from those Tangleweb learned more, and has repeated the process until he learned all he could. Now he believes himself to be ready to face the world again, this time better prepared for what he will encounter and willing to learn even more from it no matter what steps he has to take to further expand his knowledge.

Tangleweb realized that Doctor Shock was right to have a loyal follower, someone to both keep him company and act for him when he would be unable to do so himself and using the knowledge he’d gained in the science of biology and genetic alteration, Tangleweb has made himself such a being - Apex, the perfect predator that obeys Tangleweb’s every order without hesitation.
Last edited by Tattooedman on Fri Jan 11, 2013 11:22 am, edited 1 time in total.
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Apex

Post by Tattooedman » Sun Jan 06, 2013 8:35 am

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Apex:
PL:
11
Strength 6
Stamina 6
Agility 6
Dexterity 6
Fighting 6
Intellect 0
Awareness 6
Presence 0

Skills: Acrobatics 4 (+10), Athletics 4 (+10), Close Combat [Unarmed] 4 (+14), Expertise [Survival] 9 (+15), Insight 3 (+9), Intimidation 13 (+13), Perception 9 (+15), Stealth 6 (+12)

Advantages: Agile Feint, All-Out Attack, Animal Empathy, Move-By Action, Power Attack, Precise Attack [melee; concealment]

Powers: Predator Physiology:
Enhanced Advantages 5 [Close Attack 4, Great Endurance]
Immunity 2 [Environmental Cold, Pressure]
Movement 1 [Environmental Adaptation (Aquatic)]
Animal Senses:
Enhanced Advantages 11 [Skill Mastery (Perception), Uncanny Dodge]
Senses 11 [Olfactory (Acute, Extended), Detect (Living Beings: Acute, Radius, Ranged), Direction Sense, Hearing (Extended), Ultrahearing, Vision (Extended), Low-Light Vision]
Apex Predator: Feature 1 [Registers as a predator to animals]
Claws & Teeth:
Enhanced Advantages 3 [Improved Critical [Unarmed] 3]
Feature 2 [Unarmed Attacks can be treated as slashing/piercing damage]
Gills: Immunity 1 [Drowning]
Land Movement:
Leaping 2
Speed 5
-Aquatic Movement: Swimming 5
Predator Instincts: Enhanced Advantages 4 [Daze (Intimidation), Follow-Up Strike, Takedown 2]
Predator Reflexs: Enhanced Advantages 6 [Defensive Roll 3, Evasion 2, Improved Initiative]
Predator Adaptations: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Feat: Variable Descriptor [predator attacks (venom, bio-shock, etc..)])
Tracking Senses: Senses 2 [Tracking 2] (Feat: Variable Descriptor [any animal sense])

Offense: Initiative +10
Melee Attack +10 // Unarmed Attack +14
Ranged Attack +6

Defense: Dodge +13
Parry +13
Toughness +9*/+6 [*Defensive Roll]
Fortitude +12
Will +8


Costs: Abilities 72+ Skills 17+ Advantages 6+ Powers 69+ Defenses 22= 186 pts.


Real Name: Unknown
Height: 6'4"
Weight: 200 lbs
Hair: White
Eye Color: Blue (cat-like)

Complicaitons:
More Animal Than Man: Due to all the animal DNA that has been implanted in him, Apex reacts to situations and people more like an animal would instead of a person. This can sometimes be used against him.

Loyalty: Apex has been mentally conditioned to obey Tangleweb without question or hesitation.


Background: The being known as Apex was a homeless man who had the misfortune of being captured by Tangleweb and was his first experiment - the creation of the perfect human predator. After being encoded with the DNA and instincts of
over 60 predatory animals and being subjected to behavior modification that has left him 100% loyal to Tangleweb, Apex is little more than a animal in the form of a man. His animal instincts make him is surprisingly social (being encoded with canine pack instincts). However, he is highly territoriality and possesses the urge to challenge those who show weakness combined with a strong urging to establish his status as the alpha of any group he finds himself in makes his behavior more aggressive than anything else.

Apex possesses enhanced strength, speed, endurance, as well as strong recuperative powers. His senses are enhanced and overlaid with other, less conventional senses, such as a shark’s electroreception and chiropteran echolocation. Apex can manifest a number of offensive and defensive abilities based on various animals, including (but not limited to): sharpened claws and fangs, various poisons, and an electric eel-like shock. Apex’s
predatory instincts and mental conditioning make him a skilled but feral combatant, making up in power and ferocity what he lacks in discipline.
Last edited by Tattooedman on Fri Jan 11, 2013 11:36 am, edited 1 time in total.
World of Freedom Setting 3E

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Black Hood

Post by Tattooedman » Sun Jan 06, 2013 8:41 am

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Black Hood:
PL:
11
Strength 3
Stamina 3
Agility 3
Dexterity 3
Fighting 4
Intellect 3
Awareness 5
Presence 5

Skills: Acrobatics 3 (+6), Athletics 5 (+8.), Deception 10 (+15), Expertise [Business] 6 (+9), Expertise [Criminal] 10 (+13), Expertise [Current Events] 6 (+9), Expertise [Pop Culture] 3 (+6), Insight 9 (+14), Intimidation 6 (+11), Perception 9 (+14), Persuasion 10 (+15), Ranged Combat [Guns] 4 (+7/+13), Stealth 9 (+12), Vehicles [Drive] 4 (+7)

Advantages: Close Attack 2, Connected, Contacts, Eidetic Memory, Equipment 9, Fascinate [Persuasion], Improved Feint, Task Focus [Expertise (Criminal): Book Making], Well-Informed

Powers: The Black Hood: (Removable –5 pts) [29 pp]
Enchanted Artifact: Feature 1 [Indestructible]
Mystical Concealment: Feature 1 [Voice is altered to sound deeper than it really is]
Protected From Influence: Immunity 10 [Interaction Effects] (Flaw: Half Effective)
Share the Knowledge of Previous Wearers: Variable 3 [any skill or advantage] (Extra: Free Action)

Example Set Up:
Advantages: Favored Foe [Mobsters], Improved Initiative, Quick Draw, Power Attack, Ranged Attack 6


Offense: Initiative +7
Melee Attack +6
Ranged Attack +9 // Guns Attack +13

Defense: Dodge +13
Parry +11
Toughness +7*/+3 [*Heavy Body Armor]
Fortitude +8
Will +11

Equipment: Cell Phone, Flashlight, Laptop, Thieves’ Kit
Heavy Body Armor [Protection 4; Feature (Hidden Pockets)]

Vigilante Arsenal: (26 ep)
RPG [Ranged Burst Area Damage 8]
-Assault Rifle [Ranged Multiattack Damage 5]
-Fragmentation Grenades [Burst Area Damage 5]
-Heavy Pistol [Ranged Damage 4]
-Knife [Strength-Based Damage 1; Improved Critical]
-Machine Pistol [Ranged Multiattack Damage 3]
-Shotgun [Ranged Damage 5]


Vehicle: Van (11ep): Size - H, Strength - 9, Speed - 5, Def - 6, Tough - 11, Features [Hidden Compartments, Multiple License Plates]


Costs: Abilities 58+ Skills 32+ Advantages 18+ Powers 29+ Defenses 28= 165 pts.


Real Name: Giles “Hit” Coffee
Height: 5’ 11”
Weight: 180 lbs
Hair: Black
Eye Color: Brown


Complications:
Influenced By The Hood: Ever since it was originally cursed in medieval times by a sorcerer to “Do Only Good!” there have been many times the Hood will force it’s wearer to make the “right choice”.

Motivation ~Money & Power: Hit wants to be the top man in the crime family he currently works in and uses the Hood to help achieve that goal.

Secret: Hit constantly fights to keep his identity as the Black Hood hidden from his underworld associates and friends.


Background: Giles “Hit” Coffee was one among the small circle of chief henchman for the Patriarch, and has worked for the mob since his teens (picked up his unusual nickname years ago as a numbers runner). Coffee first witnessed the power of the Hood when it’s then time owner, Wayne Simmons, attacked Coffee and his men during their pickups of smuggled goods. Suddenly in the wrong place at the wrong time, Hit ended up committing his first murder by shooting Simmons dead and taking possession of the Hood for himself. Because of Simmons invasion of on of the Patriarch’s more profitable ventures Hit soon found himself off the fast track within the Patriarch’s organization and returned to where he started – running the numbers and books for the Patriarch’s gambling houses. Soon afterward, he decided to use the hood to make himself Detroit's next Patriarch.

But Hit never counted on the sorcerers’ curse that had been placed on the Hood -the power that limits its wearer to "do only good." To some degree, that curse has served Hit well, since the Hood has allowed him to take action to set himself up as one of the more influential members of the Detroit mob, apparently judging his actions and goals to be the lesser of two evils when compared to those of the current members of the Patriarch's organization. On the other hand, the Hood will not allow Hit to engage in any acts that would intentionally harm innocents, which irritates him to no end.

So for now Hit operates as the Black Hood, using his contacts and connections to organized crime to bring a harsh and no-nonsense style of justice to Detroit (which just happens to help his numbers rackets make a very respectable profit) that is slowly chipping away at the Patriarch’s organization.
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Grasshopper

Post by Tattooedman » Sun Jan 06, 2013 8:45 am

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

Skills: Acrobatics 0 (+0/+8), Deception 10 (+13), Expertise [Pop Culture] 6 (+6), Expertise [Streetwise] 8 (+8.), Insight 8 (+10), Investigation 8 (+8.), Perception 8 (+10), Stealth 0 (+0/+20)

Advantages: Close Attack 7, Daze [Deception], Improved Feint, Improved Trick, Move-By Action, Power Attack, Takedown 2, Taunt

Powers: Size of a Bug:
Enhanced Dodge 4
Enhanced Parry 4
Feature 1 [Changes into costume when power is activated]
Shrinking 12 [6 inches tall: +6 Dodge/Parry. +12 Stealth; -6 Intimidation] (Extras: Continuous Duration, Normal Strength & Speed); (Flaw: Limited [Full Power])

Insect Physiology: (Flaw: Limited [Only useable when Size of a Bug is in effect])
Enhanced Strength 9
Enhanced Strength 4 (Flaw: Limited [Lifting Only])
Enhanced Agility 8
Enhanced Dexterity 8
Enhanced Advantages 5 [Agile Feint, Evasion 2, Great Endurance, Improved Initiative]
Leaping 4
Movement 2 [Wall-Crawling 2]
Protection 5
Senses 1 [Danger Sense] (Feat: Uncanny Dodge)

Offense: Initiative +12
Melee Attack +10
Ranged Attack +8

Defense: Dodge +13*/+3 [*Shrunken size]
Parry +13*/+3 [*Shrunken size]
Toughness +7*/+2 [*Shrunken size]
Fortitude +8
Will +9


Costs: Abilities 22+ Skills 16+ Advantages 15+ Powers 119+ Defense 16= 188 pts.


Real Name: Marc McGlothlin
Height: 5' 9"
Weight: 154 lbs
Hair: Brown
Eye Color: Brown


Complications:
Enemies: Ryder, Viridian, Raptor, and Mire to name a few of them.

Guilt: Marc feels deeply responsible for not being able to save his friend, Tony, from getting killed during one of his many fights.

Relationships: Arthur (father), Alice (mother), Kirk (younger brother)

Responsibility: Marc’s always juggling his time between being Grasshopper and his duties to his family.

Secret Identity: Marc fights to keep his identity as the Grasshopper to protect his loved ones from the super powered crooks he fights on a regular basis.


Background: The older of two boys born to the McGlothlin home, Marc was a typical teenager; interested mainly in music, girls, having fun with his friends and dodging as much school work as he could get away with. Then one day for no reason at all his mutant powers manifested and suddenly Marc found himself only a few inches tall but resistant to most form of injury and incredibly strong, in fact he was strong enough that he could launch himself across a room with no problem. On top of all that Marc was also able to cling to any surface he choose, much like many kinds of insects can do.

Deciding to use his powers for kicks, Marc threw together a makeshift costume and quickly hit the streets. During his first night out, Grasshopper as Marc came to be named, ran across several criminal acts in progress and intervened and left a good number of would-be crooks restrained and waiting for the police to come and pick them up. This inspired him to become a “legit super hero” and with the help of his best friend Tony, who’d managed to learn Marc’s secret, refined his costume and often acted as a distraction for Marc so he could slip away to deal with different problems that required Grasshopper’s attention and sometimes Tony would lend a hand at a crucial moment so he could deal with one of his growing rogues gallery of oddly themed metaman foes.

Unfortunately though this habit led to Tony getting killed (crushed by falling debris of one of Grasshopper’s fights), something that almost drove Grasshopper to hanging up his costume but ultimately he realized his friend would want him to continue so in his memory Grasshopper had dedicated himself. Now a few years later Grasshopper has graduated high school and started college, has finally gotten into a steady relationship with his long time girl-friend turned girlfriend, Laura, and still spends a good amount of time dealing with odd ball metamen as Grasshopper.
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Facade

Post by Tattooedman » Sun Jan 06, 2013 8:47 am

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Facade:
PL:
11
Strength 5
Stamina 5
Agility 6
Dexterity 6
Fighting 6
Intellect 2
Awareness 2
Presence 5

Skills: Acrobatics 3 (+9), Athletics 6 (+11), Deception 9 (+14), Expertise [Performance] 3 (+8.), Expertise [Research] 9 (+11), Insight 8 (+10), Intimidation 4 (+9), Investigation 3 (+5), Perception 9 (+11), Sleight of Hand 4 (+10), Stealth 8 (+14), Treatment 3 (+5)

Advantages: Beginner's Luck, Benefit [Wealth], Close Attack 10, Contacts, Daze [Deception], Defensive Roll 3, Equipment 2, Evasion 2, Improved Critical [Unarmed] 3, Improved Disarm, Improved Feint, Improved Trip, Jack-of-all-Trades, Luck [Determination], Luck [Determined Recovery], Luck [Inspired], Luck [Skillful] 2, Move-By Action, Power Attack, Redirect, Skill Mastery [Deception], Takedown 2, Ultimate Effort [Ultimate Disguise]

Powers: Mask of Thespis: (Removable -5 pts) [20 pp]
Cloaking: Concealment 4 (Feat: Hide In Plain Sight); (Flaws: Blending, Passive)
Eyes of Erebus: Senses 4 [Darkvision, Vision Counters Illusion]
Mask Appearance: Morph 2 [humanoids] (Extra: Continuous Duration); (Flaw: Move Action)
Project Voice: Feature 1 [Can throw voice up to 100 ft away]
Summoned Costume:
Feature 1 [summon & dismiss costume at will]
Flight 4 (Flaw: Gliding)
-Movement 2 [Wall-Crawling 2]

Offense: Initiative +6
Melee Attack +16
Ranged Attack +6

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

Equipment: Headquarters [The Theater of Shadows (10 ep): Size: Large; Toughness: 8] Features: Communications, Gym, Holding Cells, Infirmary, Library, Living Space, Secret


Costs: Abilities 74+ Skills 23+ Advantages 40+ Powers 20+ Defenses 31= 188 pts.


Real Name: Aaron Stewart
Height: 6’ 1”
Weight: 213 lbs
Hair: Brown
Eye Color: Green


Complications:
Legacy: Aaron isn’t the first man to be Façade, in fact he was chosen by the original and trained by him to eventually take the role. He now works to uphold the reputation set by his predecessor.

Motivation ~Justice: Façade is dedicated to seeking justice for those who cannot.

Secret Identity: Façade goes to great lengths to protect his identity as Aaron Stewart.



Background: Aaron Stewart is the second person to wear the mask and mantle of Facade. The first was James Miller, a talented young playwright and director who lost the love of his life to criminals in the late 1970s. Seeking a way to avenge his lover and protect others from the same fate, he fought crime as the vigilante Facade for over four decades. He was well into his later years when he first met the man who would replace him.

Aaron Stewart was an intense, talented young actor. He gained some notoriety for his “method” acting style and the way he threw himself into even bit parts, but despite his skill and passion for acting, fame eluded the young man. He was working various odd jobs, auditioning when finances and time allowed, when James found him.

At first, James approached the young man under the guise of needing a leading man for a play about masked vigilantes he was working on. He assured the young actor this was “the role of a lifetime”—one perfectly suited to Aaron. Convinced and desperate to prove his skill, Aaron threw himself into the training and research the older man insisted was necessary for the role. The pair spent countless nights discussing the “main character” of the supposed play and what it meant to be a masked hero. The two became very close, both as director and actor and mentor and student.

When he felt it was time, James revealed his true purpose and identity. He explained that as he grew older, being Facade became more difficult and he needed a younger man to assist him in keeping the legend built up around his alter ego. Angry at being deceived, and refusing a role that he could not share with the public, Aaron angrily rejected Miller’s proposal.

James Miller was killed in a battle with a supervillain two weeks later. When Aaron found out he learned that Miller had left everything he’d owned to him; his home, the surprisingly large bank account he’d had, the old theater Miller had operated out of as Façade, everything. This forced Aaron to realize he couldn’t walk away from the role he had spent months preparing. Breaking into the police evidence locker, he stole his predecessor’s mask and has since been operating as Facade ever since.

Outside of his obsessive tendencies Aaron is an unremarkable person, and he never saw himself as exciting or interesting, and it was this personal dissatisfaction that drew him to acting. He found more fulfillment in becoming other people than in being himself, so much so that he always completely immersed himself into a role. He was a serious devotee of the “method acting” style, believing he has to become his role as much as possible to truly play it well.

Aaron applies this passion to being Façade; he has not suffered a tragic loss nor does he have a personal vendetta against crime and corruption, but rather he is so into the “character” of Facade that he has embraced these motivations as his own. Aaron isn’t a bad guy but he was never self-sacrificing or heroic type either until he threw himself into the role. So far Aaron has played the role superbly, having devoted himself to becoming a masked hero so much that he has never stopped to consider that by this point he is no longer playing a role but truly become one.
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Manhunter

Post by Tattooedman » Sun Jan 06, 2013 8:55 am

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Manhunter:
PL:
11
Strength 6
Stamina 6
Agility 6
Dexterity 6
Fighting 8
Intellect 3
Awareness 4
Presence 2

Skills: Acrobatics 3 (+9), Athletics 3 (+9), Deception 8 (+10), Expertise [Civics] 3 (+6), Expertise [Criminal] 9 (+12), Expertise [Current Events] 6 (+9), Expertise [Mercenary] 9 (+12), Insight 8 (+12), Intimidation 9 (+11), Investigation 6 (+9), Perception 8 (+12), Sleight of Hand 6 (+12), Stealth 6 (+12), Vehicles [Air] 3 (+9), Vehicles [Land] 3 (+9)

Advantages: All-Out Attack, Assessment, Benefit [Multilingualism], Close Attack 6, Contacts, Cunning Fighter, Defensive Attack, Defensive Roll 2, Great Endurance, Equipment 6, Follow-Up Strike, Improved Critical [Unarmed] 4, Improved Defense, Improved Disarm, Improved Feint, Improved Initiative, Instant Up, Luck [Determination], Luck [Determined Recovery], Move-By Action, Power Attack, Precise Attack [melee; concealment], Precise Attack [ranged; cover], Quick Draw, Ranged Attack 8, Takedown 2, Track, Uncanny Dodge

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

Defense: Dodge +14
Parry +14
Toughness +8*/+6 [*Defensive Roll]
Fortitude +10
Will +12

Equipment: Modern Manhunting Arsenal: (30 ep)
C4 Explosive [Burst Area Damage 10; Triggered 2]
-Flash-Bangs [Ranged Burst Area Audio/Visual Affliction 4]
-Heavy Pistol [Modified 1916 Mauser: Ranged Damage 4]
-Katar [Strength-Based Damage 3; Improved Critical 2]
-Quarterstaff [Strength-Based Damage 2; Reach 2]
-Shuriken [Ranged Damage 1; Multiattack]
-Sleep Gas [Ranged Cloud Area Sleep 4]
-Smoke Bombs [Ranged Cloud Area Concealment Attack 4]
-Tear Gas [Ranged Cloud Area Affliction 4]



Costs: Abilities 82+ Skills 30+ Advantages 51+ Defenses 26= 189 pts.


Real Name: Chase Ramsey
Height: 6’ 3”
Weight: 230 lbs
Hair: Dark Brown
Eye Color: Brown


Complications:
Guilt: Over things he did during his time as a mercenary.

Honor: Will not kill those that are innocent in the ways of the world.

Secret Identity: Nobody knows that Manhunter is really Chase Ramsey.


Background: Chase Ramsey was born and raised in New York, the son of a Irish deli owners whose business is in one of the rougher neighborhoods of Brooklyn. From an early age Chase and his younger brother, Danny, both worked with their parents at the deli and as a result saw much of the harshness of life during the 1990s. In an effort to escape what he saw growing up Chase joined the Army once he graduated from high school, finding out that he possessed an aptitude for combat Chase eventually became a mercenary for several years following his tour of duty and traveled the world. During the time he is gone, his brother, Danny, had managed to get a scholarship to attend college, earning a law degree and worked his way to an Assistant District Attorney position in the Major Crimes Division. Also during this time both the elder Ramseys die in a car wreck, but due to his constantly being out of touch while on a mission Chase is unable to make it home for their funeral and drives a wedge between he and Danny for several years.

Deciding to take a break from merc work, Chase returns home in an effort to mend fences with Danny, and after a tense period of time the two siblings manage to overcome the hard feelings they harbored towards one another. During this time Chase establishes a small fortune for himself using the money that he had accumulated as a mercenary by investing, thus retiring from mercenary work. Also during this time Danny’s office begins working a case against a criminal syndicate that is secretly working for David Rhodes, a local philanthropist and business man with powerful connections (both legal and illegal), and despite receiving several threats on his life continues to pursue the case.

Rhodes decides to make an example of Danny, hiring metaman merc the Jack of Blades to deal with him. After a few days of following Danny, Jack made an attempt to kill him only to be stopped thanks to an intervention by Chase, who recognized Jack from his mercenary days and decides to look into the matter himself. Realizing that he’d need some form of disguise Chase threw together a costume from items he’d kept from his time as a merc and armed himself with easy to carry weapons.

After some digging Chase learns that Rhodes is the leader of the syndicate Danny is investigating and was the one who sent Jack of Blades after him but also learns (like others before him) that Rhodes has enough lawyers between himself and his operations that make it almost impossible for a connection to be proven. Rhodes hired another metaman mercenary, Reflex, to deal with Chase, who had started calling himself Manhunter by this point, and it is while Chase is fighting Reflex (which ends with Chase breaking one of Reflex's arms, forcing him to escape) that Jack of Blades completes his contract on Danny.

When Chase learns of Danny’s death he then commits himself to using his skills to help others so that they wouldn’t have to suffer injustices like his family had. In the years since then Chase, as Manhunter, has focused mostly on the organized crime element in New York and gained a reputation as a highly skilled hand-to-hand fighter who is extremely harsh on criminals. There have been times that he’s been declared a public menace and police task forces have been made to arrest him but Manhunter has managed to overcome those obstacles and continue in his efforts to protect the people of New York City.
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Re: World of Freedom: New York & Detroit plus some locals

Post by Thorpacolypse » Sun Jan 06, 2013 9:55 am

Nice stuff, Tattooed. When I finish my fantasy stuff (or get bored with it), I'll have to focus more on my Thorpacoverse. I like the way you split those cities out and fleshed out the inhabitants.
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Re: World of Freedom: New York & Detroit plus some locals

Post by Tattooedman » Sun Jan 06, 2013 10:50 am

Thanks Thorp.

I've always wanted to expand the WOF setting I used in the Game Room, in the past I've referenced the Sentinels (from Blackwyrm Games, 2E) who were said to be based in New York from the start but figured there should be a few more cities that had heroes. New York was easy enough with already having the Sentinels there so I just needed to come up with some other heroes (solo ones preferably) and of course bad guys, but with all the ones I've already done builds of that was the easy part.

So looking for ideas for some of the other cities I dug through some of my library of ~other superhero RPGs~ and pulled out info on Bay City (from Champions New Millennium). It's description is still in the works but I should have it done here soon and I'll get it posted. That one was about as easy as New York since I'd already converted the majority of those characters to my setting.

Detroit came about when I realized that I wanted a down & dirty, gritty, almost Iron Age feeling kind of city to round out the Modern Age feel I had happening in the other cities, but I didn't want it to be too Iron Age but something of a throwback to it. Then when I was watching the original Crow movie (during a weekend I didn't have my little tattooed ones and my lady decided to have a 'girls day' with her friends, ah free time how I barely remember you...) and thought how easy it'd be for a new crime boss to move in after what happened to Top Dollar and his people and then I remembered the old DC Comics !MPACT line of comics title the Black Hood where the mob was run by a behind-the-scenes-boss that nobody had ever seen and realized that would be a great way for him to take charge of things.

I've got some rough notes on Freedom City, as it's where all three of my on-going games are set and there is a lot to keep straight for that one, but it'll be coming as well. And once the Emerald City box set comes out I'll get a post up about that place, since I've got some ideas for a couple things already worked out from what I've read in the Emerald City Knights adventures but I wanted to wait until that came out so I could see what the folks at Green Ronin had in store.
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Re: World of Freedom: New York & Detroit plus some locals

Post by Arkrite » Sun Jan 06, 2013 2:26 pm

A monkey/spider/human hybrid?
I'm going to have nightmares for weeks.

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Re: World of Freedom: New York & Detroit plus some locals

Post by Kreuzritter » Sun Jan 06, 2013 3:58 pm

you're welcome to use my own Bay city ideas when you get there
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Horsenhero
Cosmic Entity
Cosmic Entity
Posts: 13293
Joined: Thu Sep 17, 2009 5:24 pm
Location: Riding the range

Re: World of Freedom: New York & Detroit plus some locals

Post by Horsenhero » Sun Jan 06, 2013 7:03 pm

Well, way back in my college age years, I had some friends who played a group of heroes from a small, mid-western city. Unfortunately, at this point I can only remember two members of the mighty...Des Moines Defenders!

The pair I remember are Vomit and Explodo the Clown. They were pure awesome...in a "Mystery Men" sort of way.

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