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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Phoenix

Post by Tattooedman » Fri Feb 01, 2013 11:19 am

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

Skills: Expertise [High Society] 9 (+13), Expertise [Magic] 12 (+14), Expertise [Pop Culture] 6 (+8.), Insight 9 (+11), Perception 9 (+11), Ranged Combat [Unholy Fire & Light Array] 6 (+10), Stealth 6 (+9), Vehicles [Land] 6 (+9)

Advantages: All-Out Attack, Benefit 2 [Wealth (millionaire)], Close Attack 6, Power Attack

Powers: The Shining Crown of Krim:
Unholy Fire & Light Array:
Immolation: Ranged Weaken Toughness 10 & Ranged Damage 10 (Extra: Penetrating)
-Bolt of Blindness: Ranged Visual Affliction 11 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Cumulative)
-Blinding Glare: Visual Affliction 11 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extras: Area [Burst], Cumulative)
-Firey Blast: Ranged Damage 12 (Extra: Penetrating)
-Fire Fists: Strength-Based Damage 7 (Extra: Penetrating 11)
-Firey Shield: Damage 10 (Extras: Penetrating, Reaction)
-Unholy Lance: Nullify 11 [Holy Descriptor Powers] (Extras: Broad, Simultaneous)
Demonic Form: (Move Action -1 pt)
Protection 7 (Extra: Impervious 11)
Immunity 15 [Fire Effects, Light Damage]
Demonic Sight: Senses 2 [Infravision, Low-Light Vision]
Phoenix Eyes: Immunity 5 [Visual Affliction Effects] (Flaw: Limited [Half Effective])
Wings of Fire: Flight 8

Offense: Initiative +3
Melee Attack +10
Ranged Attack +4 // Unholy Fire & Light Array Attack +10

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


Costs: Abilities 50+ Skills 22+ Advantages 10+ Powers 101+ Defenses 28= 211 pts.


Real Name: Greg Shackleford
Height: 6'
Weight: 190 lbs
Hair: Black
Eye Color: Reddish-Orange

Complications:
Obsession: Phoenix is a pyromaniac and greatly enjoys watching things (and people) burn.

Secret Identity: Phoenix’s identity as Greg Shackleford isn’t public knowledge.

Weakness: Phoenix takes additional damage from attacks with the Holy Descriptor, he suffers a round of being Stunned.


Background: In the works.... :twisted:
Last edited by Tattooedman on Fri Mar 15, 2013 8:20 am, edited 1 time in total.
World of Freedom Setting 3E

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Temblor

Post by Tattooedman » Fri Feb 01, 2013 11:20 am

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Temblor:
PL:
11
Strength 12 (2)
Stamina 6 (2)
Agility 4
Dexterity 4
Fighting 8 (4)
Intellect 1
Awareness 1
Presence 2

Skills: Expertise [Geology] 12 (+13), Expertise [Magic] 12 (+13), Expertise [Exploration & Spelunking] 9 (+10), Expertise [Survival] 9 (+10), Insight 9 (+10), Perception 9 (+10), Ranged Combat [Mastery of the Earth Array] 6 (+11)

Advantages: All-Out Attack, Close Attack 2, Power Attack, Ranged Attack, Task Focus [Expertise (Geology):Geo Physics], Task Focus [Expertise (Geology): Seismology]

Powers: The Stone Crown:
Mastery of the Earth Array:
Dust Blast: Ranged Visual Affliction 11 [Impaired, Disabled, Unaware] (Extra: Cumulative)
-Crystalline Growth: Elongation 5 (Flaw: Limited [Arms Only])
-Earth Grip: Ranged Affliction 11 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extra: Cumulative, Extra Condition); (Feat: Indirect); (Flaws: Limited Degree, Limited [Both Temblor and his target must be in contact with the ground])
-Earthen Hand: Move Object 11 (Flaws: Limited [Both Temblor and his target must be in contact with the ground], Limited [Focus of Move Object can be destroyed])
-Obsidian Blade: Feature [Adds 12 ranks of Multiattack on Strength]
-Spiky Stone Fist: Feature [Add 12 ranks of Penetrating on Strength] (Feat: Improved Critical 4 [Unarmed])
Demonic Form: (Move Action -1 pt)
Enhanced Strength 10
Enhanced Stamina 4
Enhanced Fighting 4
Earth Melding: Movement 3 [Permeate 3] (Flaw: Limited [Only earth and stone materials])
Foot Meld: Immunity 5 [knockback effects] (Flaws: Limited [Half Effective], Limited [Only when in contact with the ground])
Heavy Stone Skin:
Enhanced Strength 4 (Flaw: Limited [Lifting Only])
Feature 2 [Increased Mass (x2)]
Protection 6 (Extra: Impervious 12)
Supreme Digging: Burrowing 10 (Extra: Penetrating)
Demonic Eyes: Senses 11 [Touch (Accurate, Extended, Radius), Direction Sense, Infravision, Low-Light Vision, Vision Penetrates Concealment (Flaw: Limited [Earthen Materials Only])]

Offense: Initiative +4
Melee Attack +10
Ranged Attack +5 // Mastery of the Earth Array Attack +11

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


Costs: Abilities 40+ Skills 23+ Advantages 7+ Powers 135+ Defenses 23= 228 pts.


Real Name: Miguel Cordova
Height: 6'6"
Weight: 280 lbs
Hair: None
Eye Color: Emerald Green

Complications:
Reputation: Temblor is known for being over confident in his abilities.

Reputation: Temblor is known to enjoy causing massive property damage.

Secret Identity: Temblor’s identity as Miguel Cordova isn’t public knowledge.

Weakness: Temblor takes additional damage from attacks with the Holy Descriptor, he suffers a round of being Stunned and a second Toughness Save.


Background: In the works..... :twisted:
Last edited by Tattooedman on Fri Mar 15, 2013 8:36 am, edited 4 times in total.
World of Freedom Setting 3E

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Re: World of Freedom: Takofanes & the Crowns of Krim

Post by catsi563 » Fri Feb 01, 2013 11:42 am

YAY! I was wondering when those guys would show up. :mrgreen:

Look solid too strong builds all around.

Ill go hide under the couch now.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: World of Freedom: Takofanes & the Crowns of Krim

Post by Tattooedman » Fri Feb 01, 2013 12:56 pm

Yeah, they took a while to get done to a point I was happy with them. But after not finding anything else I felt needed to be tweeked anymore I figured I should break down & finally post them. I like how they turned out overall and what I've got planned for them should keep them interesting.

Plus I have more things I've been working on these last couple weeks, I bought a couple new books online and have been busy bringing in some more characters for the setting. Right now I'm about half done, I'm still figuring some of it out (who's going where, who interacts with who/what I've already got/where I'm planning on going) but for the most part I've got all kinds of new things to add here in the next week or so.
World of Freedom Setting 3E

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Doctor Mayhem

Post by Tattooedman » Mon Feb 04, 2013 10:18 am

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Dr. Mayhem:
PL:
12
Strength 12 (0)
Stamina 2
Agility 1
Dexterity 1
Fighting 4
Intellect 10
Awareness 6
Presence 3

Skills: Close Combat [Unarmed] 6 (+10), Deception 10 (+13), Expertise [Computers] 6 (+16), Expertise [Science] 14 (+24), Insight 6 (+12), Perception 6 (+12), Ranged Combat [Battlesuit Weapon Systems] 6 (+12), Technology 14 (+24), Vehicles [Air] 7 (+8.)

Advantages: Eidetic Memory, Improvised Tools, Inventor, Jack-Of-All-Trades, Luck [Determination], Power Attack, Ranged Attack 5, Second Chance [Expertise (Science) Checks], Speed of Thought, Task Focus [Expertise (Science): Physical Sciences]

Powers: Battlesuit: (Removable -26 pts) [106 pp]
Armor Plating: Protection 12 (Extra: Impervious)
Boot Thrusters: Flight 10
Electrified Outershell: Affliction 10 [Impaired, Stunned, Incapacitated; resisted by Fortitude] (Extra: Reaction)
Life Support Systems: Immunity 9 [All Environmental Conditions, Disease, Poison, Suffocation]
Weapon Systems Array:
Blaster: Ranged Damage 12 (Extra: Penetrating)
-Flare Setting: Ranged Visual Affliction 12 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Cumulative)
-Pulse Setting: Ranged Damage 12 (Extra: Multiattack)
-Micro-Missiles: Ranged Damage 10 (Extra: Area [Burst]); (Feat: Homing 2)

Offense: Initiative +10
Melee Attack +4 /// Unarmed Attack +10
Ranged Attack +6 // Battlesuit Weapon Systems Array Attack +12

Defense: Dodge +12
Parry +12
Toughness +12*/+0 [*Battle suit (Impervious)]
Fortitude +7
Will +11


Costs: Abilities 54+ Skills 27+ Advantages 14+ Powers 106+ Defenses 29= 230 pts.


Real Name: John Jackson
Height: 6’
Weight: 180 lbs
Hair: Black w/ White at temples
Eye Color: Green


Complications:
Quirk ~No History: Thanks to his being outside the timeline when history was rewritten, most of Dr. Mayhem's life was erased. Officially his life starts when he made his first public appearance in the late 90s and his time spent in Providence Asylum following that.

Sins Of The Father: With the loss of his archenemy, Dr. Mayhem has decided that the man's son (who has somehow survived as well) will just have to make do.


Background: In the works......
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Syzygy

Post by Tattooedman » Mon Feb 04, 2013 10:42 am

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Syzygy:
PL:
14
Strength 5
Stamina 5
Agility 3
Dexterity 3
Fighting 10
Intellect 3
Awareness 6
Presence 0

Skills: Acrobatics 6 (+9), Athletics 6 (+11), Expertise [Galactic Lore] 7 (+10), Expertise [Tactics] 12 (+15), Insight 10 (+16), Intimidation 13 (+13), Investigation 9 (+12), Perception 9 (+15), Stealth 9 (+12)

Advantages: Close Attack 4, Cunning Fighter, Daze [Intimidation], Fearless, Follow-Up Strike, Improved Critical [Unarmed] 3, Improved Feint, Improved Initiative 2, Luck [Determination], Luck [Determined Recovery], Move-By Action, Power Attack, Ranged Attack 9

Powers: Dimensional Space: Dimensional Pocket 10 [25 tons]
Sturdy Body: Protection 8
Four Arms: Extra Limbs 2
Well Traveled: Comprehend 2 [speak & understand languages] (Feat: Innate) [5 pp]
Personal Dimensional Manipulation Array:
4-D Form:
Enhanced Strength 10
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Protection 5
-2-D Form:
Enhanced Dodge 3
Enhanced Parry 3
Strength-Based Damage 9 (Extra: Penetrating 12)
-5-D Form:
Movement 1 [Dimensional Travel (His Dimensional Space)] (Feat: Increased Mass 10 [25 tons])
-Teleport 3 (Feat: Increased Mass 4 [800 lbs])
-6-D Form: Remote Sensing 2 [all senses] (Feat: Dimensional) [11 pp]

Advanced Alien Super-Tech: Variable 6

Offense: Initiative +11
Melee Attack +14
Ranged Attack +12

Defense: Dodge +15*/+12 [*2-D Form]
Parry +15*/+12 [*2-D Form]
Toughness +16*/+11 [*4-D Form]
Fortitude +8
Will +10


Costs: Abilities 70+ Skills 27+ Advantages 27+ Powers 110+ Defenses 18= 252 pts.


Real Name: Unpronounceable
Height: 7’3”
Weight: 130 lbs
Hair: None
Eye Color: White


Complications:
Code Of Combat: When fighting a foe for the first time, Syzygy will will gauge their combat skill and if he finds them wanting he will hold back and attempt to make them better fighters. But if Syzygy finds them able fighters he will not hold back and fight to win, no matter what steps he needs to take.

Code Of Honor: Syzygy is deadly serious about keeping any promises he makes.

Rival: The Meta-Grue.


Background: Syzygy has been keeping himself busy on Earth, still challenging various heroes from Freedom City to New York and Bay City. But it still wasn’t enough for him; something within him still felt the call of the arena, the roar of the crowds, the camaraderie only warriors shared. His solution came when Syzygy learned of the Circuit-Maximus and after watching them for a few weeks he approached August Roman, quickly dispatching his body guards and making an offer of his services as a trainer for the fighters. Roman instantly recognized that having someone like Syzygy in his employ would be beneficial to his operation and wasted no time in working out a contract with the alien warrior. Syzygy quickly gained some credibility with the fighters he’s been training for Roman, they realize he’s the real deal and have been rising in the rankings and are growing more loyal to him than their “managers” in the Maximus and have been lending him a hand when he steps outside the Maximus on his “testing” of heroes.

He’s also managed to make an enemy of the Meta-Grue, who’d entered into an open competition that had a large cash purse. His strutting around the venue trash talking the other fighters ended up unintentionally pissing off Syzygy with his attitude. So he decided to teach the alien a lesson in humility and entered as well, beating the Meta-Grue while pointing out all of the mistakes he was making during their fight, then to add insult to injury Syzygy withdrew from the competition after their fight. Darr’Kan is still seething and has went undercover in the Circuit-Maximus as a new fighter, looking for some advantage to gain and waiting for the right moment to make use of it.

Now with a base to work out of, besides his dimensional space, Syzygy has begun to acclimate himself more and more with Earth culture and is finding that he enjoys the duality of Earth culture - as on one hand they try to reach for the stars and he has no doubts that eventually humanity will be counted among the greater races in the intergalactic community. But on the other hand humanity is still very brutal with all of the various wars, crimes and other atrocities that still plague many third-world countries in the modern times. It shows him that deep down humanity is a race of warriors, even if they don’t realize it yet.
Last edited by Tattooedman on Mon Feb 25, 2013 6:46 am, edited 1 time in total.
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The Thran Alliance

Post by Tattooedman » Tue Feb 05, 2013 9:25 am

The Thran Alliance:

Corvos Major was once a desolate and rocky planet inhabited by cruel despotic serpent men. These serpent men were the descendents of the ancient Sayron race that had long ago fled from Earth’s devastation in cryo-ships that managed to reach a planet that was suitable for their needs.

The Thran’s existence was a harsh and troubled lot until the rise of the first Praetor Prime. Birthed with strange abilities that separated him from the majority of his race, the Praetor Prime proceeded to enslave the whole of his race. The Praetor Prime then realized that there were others with strange abilities as well but instead of destroying them, the Praetor Prime invited them to be part of a new ruling class thus giving birth to the Thran Allegiance.

The Thran Allegiance is a genetic feudal state. The Praetor Prime rules as an Emperor selected from the best genetic stock in the Thran race, while the nobility are cultivated from the populace that displays superpowers. Noble children who do not display superpowers are frequently culled from the bloodline. Thran without superpowers are treated as middle managers, given authority over non-Thran but rarely allowed to rise higher than the rank of common soldier.

The Thran Allegiance controls the better part of ten thousand worlds and rules over nearly three hundred different species. These species are not precisely enslaved, but they are considered second-class citizens and exist in a kind of apartheid. The majority of their labors go to providing the Thran Allegiance with resources to continue their relentless quest to dominate all of space.

The Thran Allegiance recognizes Earth as the homeworld of the Sayron race. As such, they desire to conquer the world as a symbolic gesture. Also, humanity’s rising number of Metamen has convinced the Thran that humans have the potential to become a race as powerful as them and the Thran would do almost anything to prevent this from happening. At present, the Thran Allegiance has a non-aggression treaty with the Lor Republic, this is only so they can focus on destroying their mortal enemies, the Tsavong.

Corvos Major is the center of the Thran Allegiance and is the heart of their vast bureaucracy and military command. Corvus Major is essential to guarantee the Thran’s domination of the galaxy. If communications were disrupted from the planet for even a day, chaos would ravage much of the Allegiance worlds. The Praetor Prime manages the planet from the High Palace and controls the Military Senate with an iron fist. The Thran’s ruthless genetically engineered super-soldiers patrol nearly every street in the capital. These cloned troopers are known as the Purity Corps.

Surprisingly, the Thran themselves are outnumbered by ‘outsiders’ on their homeworld a the Thran’s deep devotion to racial purity and belief in their own inherent superiority has limited them to taking positions of leadership within the Alliance. The vast majority of Corvos Major’s populace is made up of immigrants from their subject worlds. Non-Thran on Corvos Major are not treated particularly well, but none of them want to bring down the wrath of their red-skinned masters upon their families back on their homeworlds that are now under control of the Thran. Those who are accustomed to the chaotic bustle of Earth will find themselves deeply unnerved by Corvos Major’s symmetry; every city on the planet is virtually identical as unfeeling super computers handle the day-to-day bureaucracy and must approve all new buildings and structures. Given the prominence of the military, most humans tend to think Corvos Major is nothing more than a futuristic fascist state and they would be right for the most part.

Corvos Major’s Alien Districts are somewhat more tolerable. Amongst themselves the the conquered races of the Thran Allegiance are much more laid back than their totalitarian masters; most of them hate the Thran to some degree or another but few are willing to take an active stance so long as their homeworlds are held hostage. One major weakness of the Thran is the fact that nearly everything is centralized - nearly all of the Empire’s communications are routed through one central hub, the Master Control. It is on of the most heavily guarded locations in the Allegiance, with only the Praetor Prime's ruling chamber being more heavily guarded. However, should the Master Control be destroyed then the resulting chaos might cripple the Allegiance for years, which wouldn't honestly matter as their enemies would make short work of them in that time.


The Thran People:

Thran are seven-foot red-skinned humanoids that remind many humans of dinosaurs. The average Thran could crush the average human with one clawed hand. Despite being reptiles, Thran resemble humans more than they do their serpentine ancestors: they have hair and their scales are so microscopic that they seem to have normal looking skin. Thran have a four-foot long tail that drapes down from their backside.

The Thran are a race obsessed with purity and order and they are nearly paralyzed by the thought of their bloodline being contaminated with alien D.N.A. Curiously, despite being cross-fertile with most other intelligent species in the galaxy. Any Thran that interbreeds with another race is guilty of a capital crime on Corvos Major, since Thran are almost incapable of thinking outside of their rigidly defined worldviews. The thought of being accidentally in violation of orders is enough to cause a Thran soldier to contemplate suicide. One exception to the Thran’s obsession with racial purity is the area of super powers, as the planet Earth has managed to draw a great deal of attention from the Thran due to the fact that it is filled with an abundance of super powered beings. The Thran are eager to capture any ‘gifted’ humans they can so that they can be studied, hoping that the ‘genetic anomalies in an otherwise unremarkable race’ can be bent to their use.

Aside from being militaristic and xenophobic the Thran are a race of great scholars, perhaps to compensate for their inherent lack of imagination, and most Thran are extremely intelligent. Scholars and scientists actually hold a higher standing on Alliance worlds than soldiers, and they will take great pains to preserve the knowledge of a world even as they wipe out its inhabitants to add to the Alliance. As a result Thran technology is among the most advanced in the all the galaxies and allows their soldiers to face superhumans on an almost equal footing.

The Thran are one of the most powerful races in the universe, second only behind the Lor Republic. The only race that approaches them in level of power are the Tsavong, and the two species have been locked in a fierce Cold War for several decades to see who can conquer the most space before full-scale war breaks out between them.

Like their enemies in the Tsavong, the Thran are divided into two castes. The first caste is the Citizen Caste that makes up the majority of their race. These Thran are the ones that administrate the Thran Allegiance. Many of them also serve as soldiers or officers in the Allegiance’s war machine. Above the Citizen Caste are the Ruling Houses, which are composed of the Thran who possess superpowers. The emergence of a superpower amongst a member of the Citizen Caste is grounds for their immediate elevation to the status of nobility. Likewise, Ruling Houses that do not produce a superpowered member within two generations are stripped of their rank and then exterminated. Ruling House members tend to join the military or become scholars, and those in the military often become super soldiers and are often the vanguard of almost every Thran invasion. The different Ruling Houses are constantly engaing in secret acts of manipulation against one another for social standing within the ruling class of the Thran and has been taken advantage of before by Earth's heroes to defeat previous invasions.



Thran Racial Adjustments:
-Strength +4
-Intellect +4
-Protection 2
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Re: World of Freedom: Dr. Mayhem & Syzygy

Post by Shock » Tue Feb 05, 2013 9:36 am

Dino-people! Cool!

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The Tsavong Hegemony

Post by Tattooedman » Tue Feb 05, 2013 9:46 am

The Tsavong Hegemony:

The popular perception is that the Tsavong are a race of intergalactic star conquerors that have little love of art or learning and that they are focused purely on the pursuit of hedonistic delights and conquest. Like most stereotypes, this is inaccurate and misleading. The Tsavong are a product of the genetic engineering of the Djinn, a rogue element of the Preservers, who uplifted the Tsavong from their primitive caveman-like existence by being given an almost unlimited amount of knowledge and technology, but almost no culture to acclimate them to it. Instead, the Djinn deliberately set the Tsavong loose on the galaxy in order to spread destruction and chaos (as the Djinn believe is the true process of the universe and seeks to prove this theory).

The Tsavong would have eventually been used up and discarded by the Djinn like so many other races created by them, if not for the assistance of a time-lost Protonik. The Space-spanning hero led a revolt on their homeworld of Tsavos which successfully freed them from the Djinn’s control. Unfortunately, this placed the Tsavong under the control of the equally despotic Masters Caste.

The Tsavong Masters are as devoted to intellectual pursuits as Tsavong Warriors are devoted to pleasure and war. Directing the Warriors to capture new technology as much as wealth, the Tsavong Masters reverse engineered much of what they found, especially Thran technology, rapidly transforming their race into one of the most advanced species in the galaxy. The Tsavong also further genetically modified themselves so that they could breed with nearly any other race in the galaxy, with the resulting children always being of Tsavong genetic stock. Finally, the Tsavong recruited those races that displayed military prowess into their armies and as a result the Tsavong Hegemony has grown from being a single slave race to a Star Empire that controls several hundreds of worlds; close to a hundred species have willingly joined the Tsavong Hegemony as fellow warriors (chief among such races are the Thundarians) while another hundred more have been conquered and added forcefully to the Hegemony. The shockingly rapid expansion of the Tsavong Hegemony has caught most of the galaxy off-guard, part of this has to do with the frequent intermarriages and rapid breeding of the Tsavong. It is said that the only thing the Tsavong like more than fighting is mating.

Despite several attempts by the Tsavong to conquer the Earth, the Hegemony is currently at peace with the planet. The Tsavong have learned to respect humanity’s skill in battle and believe they might be won over with diplomacy rather than conquest. To facilitate this long-term plan many sleeper agents have been carefully placed on Earth, covertly influencing humanity’s leadership to eventually accept the idea of joining the Hegemony. The Tsavong are also assisting humanity in advancing their space traveling capabilities as part of the same long-term goals. But this hasn’t stop independent Tsavong warlords and pirates from attempting to seize the planet on occasion. The Tsavong are currently at peace with the Lor Republic but are locked in a three-way genocidal struggle with the Thran Allegiance and the Grue Unity.


The Tsavong People:

A rapacious race of slavers and warriors divided into castes of ‘brain’ and ‘brawn’, the Tsavong were created by the Djinn, a rogue element of the Preservers, when they came across a race of barely sentient protoplasmic primitives. The Djinn proceeded to drastically accelerate the Tsavong’s evolution and then promptly abandoned them. All Tsavong gained a blue-skinned humanoid form and the ability to alter it to a limited degree while only a select number gained astounding mental abilities and it is these characteristics that divide the two castes still to this day. The Tsavong worship the Djinn as gods despite not having had contact with them for thousands of years and the Masters of the Tsavong has long since subverted the worship of the Djinn’s into a method of controlling the Warriors.

The highest caste is the Tsavong Masters, who act as the leaders of the race, a Tsavong Master can execute any Warrior Tsavong at a whim as long as they can come up with just the simplest justification. The Tsavong Masters resolve disputes amongst themselves through mental combat, as they see physical combat as a sign of lesser beings. In order to rise in position, a lower-ranking Tsavong Master must simply challenge and kill a higher ranking Tsavong Master, thus proving they are better than originally thought by their peers.

Tsavong Masters resembling normal Tsavong except for their exaggerated skull which holds a larger than average brain, the Tsavong Masters are refined and evolved creatures that nevertheless have souls of pure savagery. They are powerful psychics who enjoy gladiator games, torture, and being worshiped as gods by the Warrior Caste as well as the races they conquer.

The Tsavong Warriors is the lesser caste and they exist solely to serve the Tsavong Masters. Life amongst the Tsavong Warriors is made tolerable by the fact that they are allowed to lord over the alien slaves taken from defeated plants. A large number of slaves are brought to the Tsavong homeworld every year by Warrior raiders and they are worked to death for the enjoyment of their new masters. Tsavong Warriors are not a particularly bright bunch and spend most of their days indulging in mindless decadence and fighting barely disguised as 'training'.

The Warrior Caste hate and fear the Tsavong Masters but obey them without question. Warriors are not allowed to formulate strategy or command any operation that goes above the raiding level. Instead members of the Warrior Caste devote themselves to becoming the greatest fighters that they possibly can. The Masters have recently adopted the use of cloning technology and now more Warrior Tsavong are created rather than born, lately the Tsavong Masters have started experimenting with bonding the DNA of more evolved races to the Warrior Caste, so now there are Tsavong shape-shifters, pyrokinetics, and other ‘useful’ superpowered warriors among the lower Caste but they are few in number still at this point. However the process is not perfect - over half the Warriors empowered this way have died when their powers raged out of control, killing them and dozens of fellow warriors near them in explosive fallouts. The Tsavong Masters haven't fully figured out why this happens and constantly screen the process to eliminate this deadly flaw and while they've managed to reduce the frequency of its happening it does still does exist and counts for a full 15% of the losses suffered during invasions.

Another tactic the Tsavong Masters have adopted is allowing the Warrior Caste to breed with suitably strong members of the ‘opposite’ sex (which is actually something that doesn't matter as all Tsavong can change their sex at will) to create the next generation of Tsavong Warriors who will help to increase the number of planets counted among the Tsavong Hegemony. So far the results have been promising but slow going when compared to the DNA bonding experiments but it might be better in the long run when one considers the mortality rate of the bonded Warriors.



Tsavong Master Racial Template:
-Intellect +4
-Awareness +4
-Presence +2
-Comprehend 2 [speak & understand all languages]
-Mind Reading 8
-Mental Blast 5
-Morph 3 [humanoids]


Tsavong Warrior Racial Template:
-Strength +10
-Stamina +10
-Intellect -2
-Awareness -2
-Presence -2
-Morph 3 [humanoids]
World of Freedom Setting 3E

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Thundarian Race

Post by Tattooedman » Tue Feb 05, 2013 9:56 am

Thundarians:

The Thundarians were once a vicious and warlike race of beings that originally were very similar to humans. Enslaved by the Djinn, they were combined with an avian species thus gaining the ability to fly, and a byproduct of that transformation is that they are natural starship pilots and aerial warriors. The Mithrans, one of the first races, eventually defeated the Thundarians then took took to teaching them civilization, but a thousand years later the Thundarians were conquered by the Tsavong Hegemony and absorbed into its empire.

Despite being considered more than the lapdogs of the Tsavong by the majority of other races, the Thundarians have maintained a reputation as one of the fiercest races of fighters in the galaxies. The taint of the Djinn still remains in their bloodline and they constantly struggle against their fierce tempers and raging passions. Thundarians compensate for this by maintaining strict martial discipline and most Thundarians go through at least six cycles worth of military-styled training, during that time they are taught to value honor above all other concepts. A Thundarian without honor is not a Thundarian at all, but instead is a wild animal that is prone to giving in to their baser instincts.

Thundarians are natural warriors who prefer to settle things up close and have developed a variety of weapons for this purpose. Rather than courts Thundarians use honor duels to settle disputes; usually these duels are non-lethal, but irreconcilable differences are settled in death duels that are monitored by a representative of the state. A Thundarian who refuses a duel challenge runs the risk of being labeled a coward, a fate worse than death in the eyes of many Thundarians.

Thundarians are a naturally beautiful species by human standards. The males are often broad shouldered, longhaired, and sport naturally sculpted physiques while their women are curvaceous and naturally sultry in appearance. Thundarians do not favor human courting ritual, as when a Thundarian wants a mate they simply approach the being in question and tells them directly and waits for their answer. Thundarians are polygamous by nature and great warriors are expected to have multiple consorts in the belief that fighting skill are passed down to their children.

Thundarians have a bitter hatred for the Thran and the Grue, and deep seated respect for the Tsavong. They view the Lor Republic as rivals to be challenged in honorable combat but they give no quarter when facing off against them. Rogue Thundarians are members of the Republic, even joining the military and holding positions of command despite their fiery tempers that can lead them astray if not kept under control.



Thundarian Racial Template:
-Strength +4
-Stamina +4
-Presence +2
-Flight 4 (Flaw: Winged)
-Protection 4
Last edited by Tattooedman on Wed Nov 27, 2013 5:17 pm, edited 1 time in total.
World of Freedom Setting 3E

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Re: World of Freedom: the Thran, Thundarians, & Tsavong

Post by marcoasalazarm » Tue Feb 05, 2013 2:02 pm

Read 'Thundarians' there and for one second thought that it was a 'Thundercats' shout-out species (recalled that it's 'ThunDERians', though).

Amazing stuff, all around, never the less.
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.

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Re: World of Freedom: the Thran, Thundarians, & Tsavong

Post by Tattooedman » Tue Feb 05, 2013 2:23 pm

I wish I could take the credit for coming up with those three alien races marcoasalazarm, but those are the work of Charles Phipps from his book, HALT Evil Doer! (aka HED as it's called in the Setting Thread here on the ATT). He was kind enough to allow me to post my takes on the various parts of his work that I wanted to use in my WOF setting (thanks again Charles, hope you like what I'm doing).

As for the Thundarians, I had the same thought when i first read their name. Though I've been debating about adding the Thunderian race but it would probably be under a different name to make things less confusing to read.
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Samhain

Post by Tattooedman » Tue Feb 05, 2013 2:54 pm

Image
Samhain:
PL:
10
Strength 8 (2)
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 3
Presence 2

Skills: Acrobatics 3 (+5), Athletics 5 (+7), Deception 10 (+12), Expertise [Criminal] 9 (+11), Insight 7 (+10), Intimidation 9 (+11), Investigation 4 (+6), Perception 7 (+10), Sleight of Hand 18 (+20), Stealth 8 (+10), Vehicles [Exotic] 10 (+12)

Advantages: Agile Feint, Benefit [Use Vehicles (Exotic) for Agile Feint], Close Attack 4, Daze [Deception], Equipment 8, Favored Environment [Airborne], Improved Feint, Improved Initiative 2, Luck [Determination], Move-By Action, Power Attack, Precise Attack [ranged; cover], Ranged Attack 8, Takedown

Powers: Samhain Costume: (Removable –9 pts) [36 pp]
Strength Enhancing: Enhanced Strength 6
Flex-Mesh Construction: Protection 6
Jack-O-Lantern Helmet:
Enhanced Advantage 1 [Equipment (Cell Phone, Flash Goggles, Gas Mask, Rebreather, Video Camera)]
Senses 5 [Darkvision, Infrared Vision, Vision (Extended, Radius)]
Witchfire Gloves: Ranged Damage 10 (Feat: Improved Critical)

Bag of Tricks: (Easily Removable -16 pts) [27 pp]
Spider‘s Silk Bombs: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized, Paralyzed; resisted by Dodge/Strength] (Extra: Cumulative, Extra Condition)
-Gas Ghosts: Ranged Affliction 10 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extra: Cumulative)
-Gas Goblins: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Pumpkin Bombs: Ranged Damage 10 (Extra: Area [Burst])

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

Defense: Dodge +12*/+10 [*Airborne]
Parry +12*/+10 [*Airborne]
Toughness +8*/+2 [Samhain Costume]
Fortitude +7
Will +12

Equipment: Halloween Arsenal: (15 ep)
Bat-O-Rangs [Ranged Strength-Based Damage 2; Multiattack 10, Homing]
-Smoke Bomb [Ranged Cloud Area Concealment Attack 4] (12)
-Sickle [Strength-Based Damage 2; Improved Critical 3, Improved Smash]


Bat Glider: [(25 ep) Size: Medium; Strength: 2; Speed: 7; Defense: 10; Toughness: 8] Features: Hidden Compartments, Remote Control, Smokescreen


Costs: Abilities 38+ Skills 26+ Advantages 32+ Powers 63+ Defenses 28= 187 pts.


Real Name: Jonathon “Jon” Levins
Height: 5' 10"
Weight: 160 lbs
Hair: Brown
Eye Color: Hazel


Complications:
Motivation ~Respect: Samhain is driven by a need to be respected by others, if he feels he's not getting his due then he will take steps to prove that he does deserve it.

Reputation: Samhain is known for being a difficult criminal to deal with, as he uses odd stratigies that are the opposite of what one might normally expect from a supervillain.


Background: Jonathon “Jon” Levins grew up being raised by his single mother, who suffered from some unknown kind of mental illness and abused him many times over the years until he finally ran away from home when he was fourteen, eventually joining a circus. By the time Jon was nineteen he was a good acrobat but was a highly skilled contortionist and escape artist that was one of the circus’ main performers. At some point several members of the circus had begun pulling robberies, using their unique skills, at the towns the circus stopped at to perform and Jon was among them using his contortionist skills to break into the different business and let the others in.

Of course when the circus came to Freedom City, the Raven happened to run across the circus crew while they were in the middle of pulling their latest robbery. She made short work of them until Jon faced off against the heroine, actually managing to hold his own briefly due to his contortionist skills giving him a temporary advantage as his fellow circus crooks made their escape before he followed after them. But the Raven managed to gather enough clues to point her in the right direction and the following night, as Callie Summers, she went to where the circus had set up and joined the audience in watching the various acts, quickly picking out the members of the robbery crew from the performers.

After the circus closed for the night, the Raven silently crept through the camp and managed to capture the majority of the circus crooks before any of them knew what was happening. Jon wasn’t one of them, in fact he’d spotted the Raven and decided to cut his losses, heading for where the loot was stashed to take it all for himself and get away from there as quickly as possible. But right as Jon had finished loading up the Raven found him and things quickly degenerated into a fight, with Jon thinking that this time would be like the last.

He hadn’t considered that the Raven was a very fast learner and she dealt with him and in half the time of their previous fight, knocking him out cold and tying him up along with his cohorts, left waiting for FCPD to come collect them. With all the evidence the Raven had left it was an easy task for the DA to get the entire crew convicted and sent to prison for a few years, but Jon had came to a realization – he had challenged the Raven and held his own. It was something of a milestone, despite his losing their next meeting, and he carefully analyzed his memory of how he’d managed that feat and how he could capitalize on it for the next time he’d face her. You see, Jon had a bit of mental issues himself, with his upbringing surely not helping any and he’d become fixated on proving that he could do whatever he set his mind to. It was one of the reasons he’d managed to become the showman he’d been in the circus – a single-minded drive and determination. It was simply a matter of learning what he needed to know and the young criminal realized that he was in the perfect place to learn many of the skills he’d need to properly challenge the Raven once he was out.

So from those who sold protection he learned how to fight better as well as how to scare the hell out of someone with only a few words and actions, from the organizers he learned how to plan a job, from the conmen he learned how to use his words to get what he wanted. Jon perverted the prison’s concept of “bettering himself” as much as he could, learning all that he could from all manner of criminal and crooks so that by the time he was paroled Jon had all the skills he needed to be a serious threat to someone of the Raven’s caliber.

The only thing he felt that he still needed was a gimmick. Something that set him apart from all the common thugs and goons that the Raven regularly dealt with, as Jon knew that the criminals that really challenged the Raven successfully were the ones like Wildcard, Black Claw, Fear-Master, Foxbat, Blackbird. They stood out. They got themselves noticed. They were the ones the public talked about, were secretly scared of and Jon just needed to figure out what his way to get noticed was. Then in the last, cold days of October Jon finally came up with the identity he would take on for when he faced the Raven. It was so simple it was brilliant.

With his idea firmly in mind Jon contacted Fabricators, Inc. (since he couldn’t afford the Foundry prices, and FI took payments) about designing a set of equipment for him, built around the theme of his new criminal identity. Six months later Jon met with Fabricators’ drop man accepted the shipment of crates, loaded them onto the truck he’d stolen and drove to where he’d been slowly building his base of operations where he carefully unloaded his newly gained equipment and began to familiarize himself with all of it.

It was a month later when Samhain made his public debut, breaking into ASTRO Labs looking for something called an ARC reactor, Fabricators had said that if Jon could bring that to them they’d cut his remaining balance in half (so if must have been valuable considering how much he still owed them) and so far all of his equipment had been working perfectly and he’d already taken care of the guards with not problem. By the time the Raven had let her presence be known he’d already stowed the item he’d been sent to collect into his bag-o-tricks and had been on his way out.

But now here he was face to face with her and she had no clue who he was or what he could do. This was exactly how he’d pictured it in his mind so many times and Jon, or rather Samhain, wasted no time in pulling out one of the pumpkin bombs as he introduced himself just before throwing the explosive at just the right angle so it was far enough away the Raven couldn’t knock it away from her but she’d be caught in the worst of it’s blast radius.

Or so he thought as he watched her calmly launch a grapple line and be pulled out of harm’s way just seconds before the bomb detonated. He recovered and kept on the defensive, throwing out more pumpkin bombs and even some bat-o-rangs to keep the Raven further off balance. And it worked, she’d thought he was going after her but once Jon had cleared himself a path out he didn’t hesitate to use it, laughing all the way as he managed to escape the Raven, taunting her the whole time.

This pattern of being unpredictable colored all of the following meetings between Samhain and the Raven; when it looked like he should run, he fought. When it looked like he should fight, he ran. If he looked as if he was alone, suddenly the goons he’d brought alone sprung from their hiding places. And for a while it worked but then the Raven adapted to Samhain’s style of crime and suddenly he found himself on the losing end of their exchanges, and even though he didn’t get whatever it was he’d come for he did manage to give the Raven the slip, keeping his personal freedom.

Now, years later Jon has grown past his petty rivalry with Raven and now enjoys the notoriety he gained from his original showings against one of the best known heroes of the times and branched out into working in places like Bay City, Arcadia and New York. Mostly pulling crimes for himself but he’s been known from time to time to take part in a supervillain team-up if he thinks the hassles are worth the potential payoff.
Last edited by Tattooedman on Mon Feb 25, 2013 6:47 am, edited 4 times in total.
World of Freedom Setting 3E

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

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Re: World of Freedom: the Thran, Thundarians, & Tsavong

Post by catsi563 » Tue Feb 05, 2013 4:08 pm

Damn great minds do think alike.

Samhain was an idea ive had for awhile now of a halloween themed vigilante spiderman/batman style.

In point of fact shes in HU.

great build too very similar to my own the strength enhancing exoskeleon in the costume, the jack o lantern head, and the halloween themed weaponry are all close or exactly as ive done them.
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Re: World of Freedom: the Thran, Thundarians, & Tsavong

Post by Arkrite » Tue Feb 05, 2013 4:12 pm

Agh, why didn't I think of that!
I'm downright envious TM, nice stuff!

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