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.
Locked
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

The Entropic Masters

Post by Tattooedman » Tue Feb 12, 2013 8:11 am

Entropic Masters:

The Entropic Masters are the survivors of the previous universes that existed before the creation of this one. Somehow surviving the death of the old universe, they became obsessed with destroying the current universe; at least, this is the speculation by most scholars that even know about them. In fact, few beings are capable of comprehending the minds of the Entropic Masters. They seem hostile to life, but their motivations are so alien that any attempt to unravel their reasoning is doomed to failure.

The most powerful of the Entropic Masters are the Elder Gods, beings who are imprisoned within the Annihilation Zone by the first Cosmic Eternals. The Elder Gods are bizarrely shaped creatures whose physical forms are almost maddening if one were to gaze upon them, they actually exist across multiple dimensions and are often the size of planets, and are known by bizarre names such as Shibbnorruab, Yog-Sothoth or K’thuul. Most dwell in a state of hibernation thanks to the way their prison was constructed by the first Cosmic Eternals but their dreams powerful is so great that their dreams are enough to influence the minds of mortals in the physical universe. Many cults have come into existence with the idea of eventually freeing one or more of these beings from their imprisonment, with one such group being the Cult of the Yellow Sign.

Of all the Elder Gods, only one has ever successfully escaped imprisonment: the Queen of Horrors. Its original name lost to antiquity, the Queen of Horrors successfully spawned the first of the Anti-Gods that are better known as the Entropic Masters by the rest of the galaxies. They are far removed from the original Elder Gods and are significantly more human-like than their forebears but are still devoted to corruption and destruction of all life. The youngest, but most powerful, of these was Orkus, who eventually slew his mother and his siblings once he had gained enough knowledge and power.

The majority of the Entropic Masters live on Abaddon, an artificial world, plotting the eventual conquest of the Omniverse. A small number of them have left, setting themselves up as rulers of various alternate universes and far-off planets. Orkus cares little about these deserters but intends to eventually hunt them all down and destroy them for abandoning his crusade. All Cosmic Eternals are devoted to the cause of destroying the Entropic Masters, but fear of their combined power mixed with the distrust of one another that many of the Cosmic Eternals suffer from has prevented them from moving en masse against the Entropic Masters too effectively.

The Entropic Masters have been known to gather worshipers in the same way that Cosmic Eternals have. However, due to the noxious nature of their rituals, most of these cults are forced to hide from the reprisals of their fellow citizens. Because of the potential gain, the Entropic Masters are surprisingly generous to their followers - offering immortality, supernatural power, and wealth to those who can keep them supplied with a steady supply of souls and power.



Notable Entropic Masters*:

Image
Belial: Orkus' younger brother, Belial appears as a glowing eyed Medieval Knight wearing full armor and a helmet and often rides on a black flame-eyed pegasus. It is said that his sword is able to kill with a single blow.

Belial is strangely honorable for a Entropic Master and seeks ever greater challenges as he spreads his doctrine of Order through Bloodshed. Belial is the former Supreme Commander of Abaddon and is a markedly superior strategist to Thantoss.


Image
Lilith: The Queen of Abaddon and co-ruler with Orkus, though he is in charge. Lilith is the Mother of All Monsters and responsible for birthing many of the Entropic Masters over the years, though most of them have been slain in the various wars, but she is capable of producing many more. She is a formidable sorceress in her own right, able to play politics better than any on Abaddon. Lilith routinely attempts to overthrow Orkus but she never attempts this herself. Instead, she always employs pawns to do it.

Lilith looks like some kind of hybrid between a woman and a dinosaur, with thick bone-like ridges and protrutions covering her body. She is able to shapeshift however and is served by countless Succubi and Incubi that she has bestowed this gift upon and they tithe a portion of each lifeforce they steal to her.


Image
Morgath the Unspeakable: Morgath the Unspeakable is a skeleton that glows with the energies contained within the remains of his body. It’s not surprising that Morgath is a worshiper of the Darkness Beyond Time and is one of the most powerful of Entropic Masters after Orkus. The two have dueled for the rulership of their race several times over the centuries, with Morgath temporarily assuming control on a number of occasions before Orkus rallies back. Mogath has a thirst for magic and power that dwarfs any other being in the Multiverse other than Orkus, depopulating entire universes to provide him with supernatural energies to manipulate.

Morgath is, even by the standards of the Entropic Masters, totally insane. He rants, screams, cackles, and speaks in a melodramatic tone that would be comedic if not for the fact if he says "I will send you to the Hell of being skinned alive FOR A THOUSAND YEARS" he REALLY MEANS IT. Morgath is considered an even bigger threat than Orkus in many places as he helped bring the Darkness Beyond Time's manifestation into the cosmos.


Image
Morwen: The beautiful daughter of Orkus, Morwen is the polar opposite of most Entropic Masters in temperament. Quite literally, she cares nothing for blood sports and cruelty, and merely desires to pleasure herself. Oddly, this attitude has resulted in her starting to realize that she is unhappy serving under her parents. This doesn't mean Morwen isn't evil, merely she of a more mundane and normal evil than her embodiment of darkness family. Morwen typically appears as a dark skinned, raven haired woman that has a tendency for suggestive but not 'slutty' attire that is very tight fitting. She has a resemblance to her half-sister Serena Mass.

Morwen tends to have severe issues letting go of anything she wants and this has resulted in odd situations where she 'crushes' on male heroes until she can get them. Morwen is an enchantress with incredible mastery of illusions and casting charming spells. She is even able to sway Orkus' heart to her favor when she desires, but this may be him recognizing his favortism to her frustrates his relations.


Image
Moloch: Orkus' oldest son Moloch looks mainly human, aside from his legs which give away his inhuman nature. Moloch is the chief police officer of Abaddon, enforcing Orkus’ will with such tyranny and oppression as to make Big Brother blush. Moloch was briefly summoned to Earth during the second World War by Wilhem Kantor in order to aid in empowering numerous Ubersoldaten. Moloch so liked the concept of nazism than he has begun using it as the template for the military dictatorships that pledge allegiance to him on various worlds.


Image
Mordekai: The chief advisor, scientist, and torturer for Orkus who is the closest thing to a confident as Orkus has. He endures the tremendous abuse that Orkus inflicts upon him because his power is second to none on Abaddon. Mordekai often acts as a slavish and boot licking toady but in reality he is a terrifying genius and manipulator that is happy to play the helpless abused servant in order to get others to lower their guard.

Mordekai is incredibly strong and powerful despite his demeanor and is a master of brainwashing technology and various scientific devices that Orkus wields in his bid to Omniversal domination. He is intensely jealous of Lilith and Morwen, fearing they have better sway over Orkus and he always has several on-going plots against them to eliminate them as his rivals.


Image
Thantoss: Orkus' other, idiot, son. Thantoss is by no means stupid, by human standards, but his brute force approach to resolving problems has resulted in his father disintegrating him several times. Thantoss loves nothing more than getting his cosmic axe soaked in blood. A typical plan of his is to teleport to a location, start wrecking things, and wait for the place’s defenders to show up.

Despite the fact he's one of the least intelligent Entropic Masters in existence, Thantoss is Supreme Commander of the military and is resoundingly popular amongst Abaddon's Proles. Thantoss routinely indulges them with gladiator games of him slaughtering sapients and recruits the fittest to be Demon Drones.

A typical battle cry is "THAN...TOSS!" usually immediately before his throwing something at a foe.


Image
Toldaz the Destroyer: Toldaz the Destroyer is a embodiment of destruction that exists only to eradicate everything in his path. Toldaz frequently assumes the appearance of Godzilla sized monsters and creates his own with awesome power. The only reason for this is to inflict more devastation where it may be done. Toldaz is hardly mindness in his lust for carnage, however. Instead, he views it as a great sport and occasionally assumes a six armed and one eyed cyclopean form to celebrate his victories. In this form, he vaguely resembles Goro from Mortal Kombat.

Toldaz craves Morwen as his bride and would dearly love to win the Succubus over but she is repulsed by his presence in every way imaginable. Toldaz has been defeated and humiliated by her magic enough times that he's put off all thoughts of seizing her by force. Oddly, Toldaz is one of the few Entropic Masters to show affection to other beings and gets truly angry whenever someone hurts one of his Pet Dragons.




Underlings ~ the Demon Drones:
Demon Drones are immortal, immune from disease, and eight feet tall genetically modified soldiers that are cybernetically implanted in their suits. All Demon Drones are totally subservient to Orkus and have had all desire but service to his will obliterated from their minds. Demon Drones wear rocket-wings and horned helmets. Demon Drones are known for employing hand held energy canons and chainsaw swords. Despite their slavish loyalty, they are not unintelligent and often make use of tactics.


* wrote:Orkus isn't listed here as he will have a post all his own.
Last edited by Tattooedman on Mon Feb 25, 2013 7:02 am, edited 2 times in total.
World of Freedom Setting 3E

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

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

P.H.A.N.T.O.M.

Post by Tattooedman » Tue Feb 12, 2013 8:20 am

P.H.A.N.T.O.M.:

The Philanthropic Harmony Association for National Treaties, Order, and Militarism is rarely referred to by its benevolent sounding name. Instead, it is better known by its acronym of P.H.A.N.T.O.M.

P.H.A.N.T.O.M. is the largest arms dealer, terrorist organization, mercenary company, and private militia. Additionally, P.H.A.N.T.O.M. is an umbrella government that controls more than a dozen third-world and European countries, with influence over several dozen more. The organization is known to recruit its agents from intelligence agencies, various militaries, government bodies, and even criminal organizations in order to increase its membership and influence. Few of its higher-ranking members hold any stated ideology, instead they have a nebulous devotion to a ‘greater world order’ that seems nothing more than an excuse to expand their own power base.

P.H.A.N.T.O.M. has its roots in the Second World War, where it began as a united American, English, and European think-tank led by Colonel John Moriarty (a.k.a. James Moriarty III), as they tried to figure out ways to hamper the Third Reich, originally known as Project: Icarus. After the fall of Hitler, certain members found themselves in possession of an extremely powerful network of spies and operatives that were active across both lines of the Cold War. Rather than continue their service to their home nations, the members proceeded to set themselves up as a ‘third side’ devoted to their own profit and broke away from Project: Icarus, naming themselves P.H.A.N.T.O.M. They played up the anti-Nazi roots amongst both sides during the Cold War but eventually won the everlasting hatred of the USSR and the US.

The fall of the Soviet Union should have allowed the United States to focus on eliminating the terrorist group but a series of invasions by aliens (most notably the Thran and Tsavong respectively, as well as the Orkus Invasion) in the 1990s distracted and sapped the resources of the US and P.H.A.N.T.O.M. wisely chose to restructure itself into a massive alliance of corporations, terrorist cells, and small dictatorships. The United States might have destroyed it anyway but decided to work on isolating it instead but this policy has since proven to be a failure and now P.H.A.N.T.O.M. is more powerful than ever.

Most of the world’s governments view P.H.A.N.T.O.M. as an unpleasant but necessary part of world politics. Some naive leaders even delude themselves that the organization has given up its ‘ludicrous’ dream of world domination. This viewpoint ignores the massive number of terrorist plots that have been revealed to have been carried out by the organization over the years. Under the direction of the mad Death Mask I, P.H.A.N.T.O.M. even threatened to destroy the world on several occasions in attempts to blackmail the rest of the international community to submit to it.

These days, P.H.A.N.T.O.M’s ‘daily business’ is more in arms dealing, espionage, drug trafficking, mercenary work, terrorism for hire, and extortion on a national scale. Through bribery and corporate acquisition, the group controls a large percentage of the world’s technological research firms and news media outlets (with a concerning concentration on American cable news operations.). P.H.A.N.T.O.M. believes that “He who controls what the world knows, controls the world.”

There is a central group of people, known as the Inner Council, which runs the organization of P.H.A.N.T.O.M. The Inner Council is made up of a dozen individuals known as the Chairmen. Each Chairman has dominion over a specific region of the planet. Some members of the Inner Council, like Dr. Sin, are simply using the organization to their own ends. Others, like Death Mask II, truly believe that they are bringing about a new world order.

Death Mask II effectively controls P.H.A.N.T.O.M. by having three other Chairmen under his thumb. While he could easily be outvoted if the others were to combine their efforts against him, none of them can ever trust the others that far. Thus, Death Mask II usually holds a plurality during the Inner Council’s meetings.

The Red Guard is P.H.A.N.T.O.M.’s army, a fiercely loyal army of men and women that dress in an all-red uniform that is complete with a full-length face mask that is emblazoned with the thunderbolt symbol of P.H.A.N.T.O.M. The Red Guard’s members are usually drawn from existing militaries before they are put through a punishing training regime that includes full-scale brainwashing. Civilians that perform covert P.H.A.N.T.O.M business are also the rank given rank within the Red Guard as well and are given a basic, training on how to use P.H.A.N.T.O.M. equipment, and tactical training in case the need should ever arise.

P.H.A.N.T.O.M’s R&D division spends a great deal of its time developing genuinely beneficial technology that P.H.A.N.T.O.M. can profitably market. A small portion of its yearly budget is always set aside, though, for special projects which include orbital mind control rays, robot armies, and zombie-creation viruses amongst other colorful devices.

P.H.A.N.T.O.M. has bases that are scattered across the world, with possibly more than a dozen countries under their control; they continue to expand their influence. P.H.A.N.T.O.M’s operations are largely decentralized with the Inner Council usually only meeting in person on a quarterly basis. Most of the time, individual members of the Committee and their underling staff have free rein to carry out operations as they see fit. P.H.A.N.T.O.M’s ‘official headquarters’ in Paris is nothing more than a public relations shell for the group. The Inner Council does monitor the visitors to the building, however, and those who genuinely wish to contact the group are able to do so through its offices using a specific code that is constantly altered to maintain secrecy.

Red Guard:
PL:
5
Strength 2
Stamina 2
Agility 1
Dexterity 1
Fighting 2
Intellect 1
Awareness 0
Presence 1

Skills: Athletics 4 (+6), Deception 8 (+9), Expertise [Terrorist] 8 (+9), Insight 6 (+6), Perception 6 (+6), Persuasion 5 (+6), Stealth 4 (+5), Vehicles [Land] 4 (+5)

Advantages: Close Attack 3, Equipment 5, Inspire, Ranged Attack 4, Teamwork

Offense: Initiative +1
Melee Attack +5 // Unarmed Damage +2 // Fang Knife Damage +3; critical 19-20
Ranged Attack +5 // Force Blaster Damage +5

Defense: Dodge +5
Parry +5
Toughness +5*/+2 [*Viper Armor]
Fortitude +5
Will +5

Equipment: Commlink, Gas Mask, Flash Goggles
Red Guard Armor [Protection 3]
Terrorist Arsenal (19 ep):
Fragmentation Grenade [Ranged Damage 5 (Extra: Area [Burst])]
-Flash-Bang [Ranged Visual Dazzle 4 (Extra: Area [Burst])]
-Smoke Bomb [Ranged Visual Concealment 4 (Extra: Area [Cloud])]
-Force Blaster: [Ranged Damage 5]
-Knife [Strength-Based Damage 1; critical 19-20]



Costs: Abilities 20+ Skills 14+ Advantages 14+ Defenses 15= 63 pts.
Last edited by Tattooedman on Mon Feb 18, 2013 10:00 am, edited 2 times in total.
World of Freedom Setting 3E

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

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

Re: World of Freedom: Members of Death's Head

Post by Tattooedman » Tue Feb 12, 2013 9:52 am

Tomorrow Society:

Founded by Serena Mass and Black Wing, the surviving members of the Outsiders, and financed by combining Black Wing’s fortune with Serena’s; their mission is to fight the oppression of metamen and to oppose those who would use their powers to abuse ordinary citizens. Over the years they have been joined by a number of metamen that they initially rescued while others they have meet during the course of various adventures.

The Tomorrow Society is a very controversial organization in that many believe it to be a terrorist organization for its destruction of various Project: Icarus facilities and laboratories which are actually owned by the American Government. Groups like the Church of the Seven Thunders and S.H.O.C.K. do their best to blacken the name of the Tomorrow Society in the forum of public opinion at every opportunity (and in S.H.O.C.K.’s case) as well as occasionally engage them in combat. There are those in positions of authority in AEGIS that consider the Tomorrow Society a champion of the oppressed that has saved as many humans as they have metahumans but there are just as many who see them more as a terrorist-like threat.

In support of the group’s efforts help metamen deal with their powers Serena has funded several facilities across the world whose locations, as well as anyone connected to them, are buried so well within Serena’s mind that it would require several telepaths working together to unearth that information. Part of her down time is spent checking in on the various training centers to make sure things are running smoothly, as those places are also responsible for helping metamen return to society once they’ve mastered their powers. Many of them choose to live at or near the facility, often working there as a way to repay the people there who helped them.

The Tomorrow Society is based out of Serena's family home, Castle Mass. While one might think operating a metaman team from an ancestral home that was brought, brick by brick from their homeland in Germany, wouldn't be a good idea the castle has been subjected to several mystical wards and rights of protection that make it uniquely suited to the needs of the Tomorrow Society; it is not detectable by any technological means and people have to actually know its location to be able to find it (or be in the company of someone who does). Combined with the castle's built-in defenses (which are mystical in nature) make the prospect of raiding Castle Mass is a difficult task.
World of Freedom Setting 3E

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

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

Orkus

Post by Tattooedman » Wed Feb 13, 2013 10:03 pm

Image
Orkus:
PL:
16
Strength 14
Stamina 14
Agility 2
Dexterity 2
Fighting 10
Intellect 7
Awareness 8
Presence 6

Skills: Deception 8 (+14), Expertise [Magic] 15 (+22), Expertise [Theology & Philosophy] 8 (+15), Insight 9 (+14), Intimidation 9 (+15), Investigation 6 (+13), Perception 9 (+17), Persuasion 8 (+14)

Advantages: Benefit 6 [Ruler of the Entropic Masters], Close Attack 4, Contacts, Daze [Intimidation], Diehard, Fearless, Improved Initiative 2, Power Attack, Quick Draw, Ranged Attack 11, Ritualist, Trance, Well-Informed

Powers: Entropic Master Size:
Enhanced Strength 10 (Flaw: Limited [Lifting Only])
Growth 4 [+4 Strength, +4 Stamina, +2 Intimidation, +4 Mass; -2 Dodge/Parry, -4 Stealth] (Extra: Permanent); (Feat: Innate)
Tail Lash: Affliction 14 [Dazed &Vulnerable, Stunned & Prone; resisted by Strength] (Extra: Reaction [to opponent moving into close range], Extra Condition); (Feat: Reach 2); (Flaw: Limited Degree)
Wings: Flight 6 (Flaw: Winged)

Entropic Resistances:
Immunity 11 [Aging, Life Support]

Entropic Senses:
Remote Sensing 8 [all senses] (Feat: Dimensional 3 [any])
Senses 3 [Darkvision, Detect (Energy: Ranged, Tracking)]
Entropic Tongue: Comprehend 3 [speak & understand all languages, be understood by all]
Entropic Toughness: Protection 6 (Extra: Impervious 12)

Entropic Magic Array:
Annihilation of Creation: Ranged Weaken Toughness 12 (Extra: Also Affects Objects) & Ranged Damage 12 (Extra: Penetrating)
-Entropic Blast: Ranged Damage 18
-Entropic Burst: Damage 16 (Extra: Area [Burst] 2)
-Entropic Sickness: Ranged Affliction 16 [Impaired, Disabled, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Entropic Web: Ranged Affliction 16 [Hindered & Vulnerable, Defenseless & Immobilized, Paralyzed; resisted by Dodge/Strength] (Extras: Cumulative, Extra Condition)
-Fear Of Annihilation: Ranged Affliction 16 [Entranced, Compelled, Transformed (emotions); resisted by Will] (Extras: Cumulative, Perception); (Flaw: Limited [Fear Only])

Wand of Orcus: (Easily Removable -18 pts) [25 pts]
Annihilation Burst: Damage 16 (Extra: Area [Burst] 2); (Flaw: Unreliable [5 uses]) & Healing 10 (Extra: Area [Burst] 2); (Flaw: Others Only, Limited [Entropic Beings only])
-Wand Strike: Bludgeoning Strength-Based Damage 4 (Extra: Penetrating 15); (Feat: Improved Critical 2, Reach)

Offense: Initiative +10
Melee Attack +14
Ranged Attack +13

Defense: Dodge +9
Parry +11
Toughness +20* [*Impervious 12]
Fortitude +16
Will +16


Costs: Abilities 126+ Skills 24+ Advantages 32+ Powers 247+ Defenses 18= 447 pts.


Height: 8’2”
Weight: 868 lbs
Hair: Black
Eye Color: Red


Complications:
Arrogance: His massive power makes him overconfident at times and he can underestimate his opponents.

Obsession: Ruling over all life.

Relationships: His Queen Lilith, daughter Morwen.

Reputation: Those that know of him generally aren't happy to see him arrive on their planet.

Secret: Soul of a mortal.

Temper: His cosmic level rage can overwhelm him at times.



Background: Orkus was the youngest son of the Queen of Horrors, he spent his early years gathering power for himself and once he came of age Orkus slaughtered his mother and all of his older siblings so that he could King of the Entropic Masters. Orkus had ambitions, for him it was not enough for their ancient race be feared and worshipped by mortal beings across the galaxies, instead Orkus wanted to conquer the inhabited worlds of the cosmos and rule the lesser races as their undisputed master. To fulfill this goal, Orkus began his Crusade of Darkness, a massive campaign to subjugate the whole of creation.

The Crusade has been under way for centuries at this point and there is no end to this war in sight with each hard won conquest only inspiring Orkus to grasp for more. The Crusade of Darkness has ravaged whole galaxies and turned many peaceful planets into hellish wastelands. Although Orkus has conquered many worlds and laid waste to entire star systems, his Crusade of Darkness has met with mixed results. Countless Entropic Masters have been killed in battle by Cosmic Eternals and the greatest of Earth’s heroes have also defeated his previous attempt to conquer their otherwise insignificant world. These defeats infuriate the Master of Darkness but also weaken his position amongst his fellow immortals. The most likely situation where the Crusade would end would be if one of the other Entropic Masters, who covet Orkus’ throne, were able to defeat him and take his throne. The war has been very unpopular even with the more bloodthirsty of the Entropic Masters and any successor is likely to abandon it.

Ultimately, the Crusade is a personal obsession. Orkus’ motivation is not simply the madness of a dictator but something much more personal. Orkus keeps this truth hidden from all of his fellows but he is not fully a god. Though he is the spawn of the Queen of Horrors, he somehow has the soul of a mortal man from somewhere in the Milky Way Galaxy. He has only brief flashes of memory but, unlike his fellow Entropic Masters, Orkus knows pain and fear and it is these weaknesses secretly drive Orkus ever further in his terrible crusade. Orkus would pay any price to discover the origin of his soul so that he might know how to rid himself of his ‘softness‘. Orkus has a sadistic side that is above even the usual monstrousness of his race, he especially enjoys building up the hope of others in order to break it down and is especially fond of corrupting seemingly incorruptible heroes. The only affection Orkus shows is to reward his Royal Court when they perform something truly ghastly. In the end, they are nothing but disposable pawns to the ultimate Master of Evil.
World of Freedom Setting 3E

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

Shock
Cosmic Entity
Cosmic Entity
Posts: 12051
Joined: Tue Mar 16, 2004 9:21 pm
Contact:

Re: World of Freedom: PHANTOM, Tomorrow Society, Orkus

Post by Shock » Thu Feb 14, 2013 10:43 am

You got any villains that aren't terrifying? How about a few PL7s for us to kick around?

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

Re: World of Freedom: PHANTOM, Tomorrow Society, Orkus

Post by Tattooedman » Thu Feb 14, 2013 12:14 pm

PL 7? phssst. Where's the challenge in that?
World of Freedom Setting 3E

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

catsi563
Cosmic Scion
Cosmic Scion
Posts: 5816
Joined: Thu Jul 21, 2005 7:57 pm
Location: The dark side of the Moon
Contact:

Re: World of Freedom: PHANTOM, Tomorrow Society, Orkus

Post by catsi563 » Thu Feb 14, 2013 1:08 pm

not smearing them all over the concrete :P
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563

Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

Re: World of Freedom: PHANTOM, Tomorrow Society, Orkus

Post by Kreuzritter » Thu Feb 14, 2013 1:49 pm

I'm sure Crinos would appreciate threats scaled to groups of 4 pl8 characters
Kreuz Control Promotions: over 2800 builds served, and counting...
Crinoverse: Contributions

Crinos
Cosmic Entity
Cosmic Entity
Posts: 26078
Joined: Sun Feb 18, 2007 7:53 pm
Contact:

Re: World of Freedom: PHANTOM, Tomorrow Society, Orkus

Post by Crinos » Thu Feb 14, 2013 3:49 pm

Well a lot of your foes will be Super powered teens created/recruited by the Labyrinth, Red Skull, various criminal organizations, etc.

But I will throw in some real villains now and again.

ClassDunce
Cosmic Entity
Cosmic Entity
Posts: 7372
Joined: Wed Sep 17, 2008 4:34 pm
Location: Texas
Contact:

Re: World of Freedom: PHANTOM, Tomorrow Society, Orkus

Post by ClassDunce » Fri Feb 15, 2013 5:56 am

Shock wrote:You got any villains that aren't terrifying? How about a few PL7s for us to kick around?
Speak for yourself. I for one take great satisfaction when Graham whips player level 10 ass. Especially when they're powerhouses or some variation of that.
"When they ask how I died, tell them: still angry." - Quellcrist Falconer

Shock
Cosmic Entity
Cosmic Entity
Posts: 12051
Joined: Tue Mar 16, 2004 9:21 pm
Contact:

Re: World of Freedom: PHANTOM, Tomorrow Society, Orkus

Post by Shock » Fri Feb 15, 2013 9:14 am

ClassDunce wrote:
Shock wrote:You got any villains that aren't terrifying? How about a few PL7s for us to kick around?
Speak for yourself. I for one take great satisfaction when Graham whips player level 10 ass. Especially when they're powerhouses or some variation of that.
Well, we don't all have Whip-Snap! at our disposal like Graham does ;}

Seriously though, I wasn't asking for easier opponents. I was just trying (and failing) to make a funny. Having a big bad villain to take down can be awesome.

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

Re: World of Freedom: PHANTOM, Tomorrow Society, Orkus

Post by Tattooedman » Fri Feb 15, 2013 9:17 am

Shock wrote:Well, we don't all have Whip-Snap! at our disposal like Graham does ;}

Seriously though, I wasn't asking for easier opponents. I was just trying (and failing) to make a funny. Having a big bad villain to take down can be awesome.
No worries Shock, I got the funny so it wasn't a fail. But you're right I've been posting some higher PL characters for a while now so I guess it couldn't hurt to do something that might be more around the Albright kids level of things.

......Just remember that you should be careful in what you ask for....... :twisted:
World of Freedom Setting 3E

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

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

Dr. Necros

Post by Tattooedman » Fri Feb 15, 2013 9:22 am

Image
Dr. Necros:
PL:
10
Strength 0
Stamina 0
Agility 0
Dexterity 0
Fighting 4
Intellect 8
Awareness 5
Presence 0

Skills: Close Combat [Hydra Suit Tentacles] 8 (+12), Expertise [Biology] 6 (+14), Expertise [Chemistry] 6 (+14), Expertise [Computers] 6 (+14), Expertise [Science] 12 (+20), Insight 9 (+14), Investigation 4 (+12), Perception 5 (+10), Ranged Combat [Thrown Objects] 8 (+8.), Technology 12 (+20)

Advantages: Beginner’s Luck, Eidetic Memory, Equipment 2, Improvised Tools, Inventor, Jack-Of-All-Trades, Luck [Determination], Speed of Thought, Skill Mastery [Expertise (Science)], Ultimate Effort [Ultimate Expertise (Science) Skill]

Powers: Hydra Suit: (Removable –17 pts) [73 pp] (Feats: Remote Control 2- From a Distance, Able to Do Multiple Activities Simultaneously, Restricted to The Doctor 2)
4 Tentacles:
Elongation 2 [30 ft] (Flaw: Limited [tentacles only])
Extra Limbs 4 (Feats: All-Out Attack, Benefit [Ambidexterity], Chokehold, Defensive Strike, Fast Grab, Follow-Up Strike, Improved Critical 3, Improved Disarm, Improved Grab, Improved Hold, Improved Smash, Improved Trip, Move-By Action, Power Attack, Prone Fighting, Weapon Bind, Weapon Break)
Tentacle Moving: Movement 4 [Slow-Fall, Swinging, Wall-Crawling 2]
See Through The Arms: Senses 1 [Radius Vision]
Super-Strength: Enhanced Strength 8
Blocked By Tentacles:
Enhanced Defense 8
Enhanced Parry 8
Armored Layers: Protection 8
Multiple Arm Attacks Array:
Multiple-Arm Strike: Adds Multiattack 8 on Strength Damage
-Arm-Swirling Strike: Adds Area [Burst] 8 on Strength Damage
-Arm-Launching Strike: Adds Area [Line] 8 on Strength Damage
-Standard Arm Strike: Adds Penetrating 8 on Strength Damage

Offense: Initiative +8
Melee Attack +4 // Hydra Suit Tentacles Attack +12
Ranged Attack +0 // Thrown Objects Attack +8

Defense: Dodge +12*/+4 [*Hydra Suit]
Parry +12*/+4 [*Hydra Suit]
Toughness +8*/+0 [*Hydra Suit]
Fortitude +6
Will +12

Equipment: Goggles [+5 vs. visual Dazzle attacks involving bright light ]
Hidden Lab Headquarters (9 ep) [Size: Medium, Toughness: 8] Features: Communications, Computer, Concealed, Laboratory, Living Space, Power System, Security System 2 (25), Workshop


Costs: Abilities 34+ Skills 28+ Advantages 11+ Powers 73+ Defenses 17= 163 pts.


Real Name: Ebenezer Necros
Height: 5' 6"
Weight: 245 lbs (w/Hydra Suit)
Hair: Grey
Eye Color: Brown


Complications:
It‘s All For SCIENCE!!: Doctor Necros is willing to forgo anything resembling ethical standards so that he can continue his scientific work.

Motivation: Doctor Necros wants money (though it’s so he can continue to do his research more than to be rich).


Background: Doctor Ebenezer Necros is proof that not every scientist is satisfied with the allure of tremendous wealth. Doctor Necros could have made billions through legitimately marketing his inventions but chose instead to criminally pursue his scientific studies and simply steal the money he required to carry on his research. The sheer number of individuals he’s killed to continue his experiments is enough to guarantee that he would never be released from prison either.

Originally a scientist working at ASTRO Labs, Ebenezer was not well-liked by any of his colleagues. He was egotistical, temperamental and even became almost physically violent on a few occasions. Focused on discovering a way to increase his own intelligence further, he created a device that would draw energy from the Annihilation Zone (granted at that time he, and most other scientists, didn‘t know what it really was) to enhance his brainwaves. With the assistance of a disguised James Moriarty V, Ebenezer succeeded in making a mental connection with an unknown Entropic Master, which drove him mad and saw him placed into Providence Asylum. After this minor setback, Ebenezer murdered his way out of the asylum and started his criminal career, where he discovered there was a lucrative market for amoral scientists and he sold his services to organizations like Overthrow and V.I.P.E.R. Ultimately all of his profits were funneled back into his increasingly surreal and dangerous experiments. Doctor Necros is too unstable to work for any organization full time but has developed a bulletproof reputation of being able to build almost anything a client could possibly want and in almost record time.

Despite having been driven mad by his intelligence enhancing experiment, Doctor Necros succeeded in his ultimate aim; he has since become an expert on nearly every single scientific subject in the world from Biology, Botany, Electronics, Engineering, Genetics, Mathematics, Medicine, Physics, and Robotics are merely different branches of the same field of study thanks to his enhanced brain. He is driven by his insatiable curiosity and his willingness to disregard all ethics in his pursuit of knowledge allows him to experiment in areas his former peers tend to shy away from.

Doctor Necros mostly steals in order to fund his experiments but also has been known to rob laboratories for any of the equipment he might have a need of. Doctor Necros is not above kidnapping fellow scientists and forcing them to work on his projects, and he is a vengeful and jealous sort who is also known to raise havoc whenever he feels his scientific genius has been slighted. He has attempted to murder his former lab partners on several occasions for their inability to acknowledge his intellectual superiority.

Ebenezer Necros is considered less of a threat than Death Mask II or the Iron Khan by most superheroes. Unfortunately, the very insanity that prevents him from making long-term plans also makes him more dangerous. He is fully capable of making a device that can hijack the United States’ nuclear arsenal and using it to avenge a minor slight. It’s also possible that an invisible hand guides his experiments; Doctor Necros has been known to slip into periods of schizophrenia where he talks to invisible entities that instruct him in certain tasks. Whether these are his secret Entropic Masters trying to bring themselves into this dimension or simply the product of his deluded psyche is anyone’s guess.

Doctor Necros has repeatedly clashed with both the young hero Grasshopper and more experienced hero Cyberhawk, both of whom consider him a dire threat. While the mad scientist is no physical match for most heroes, his Hydra Suit, an invention of his that gives him metal tendrils that end in snapping beaks, tends to even the odds. It allows him to fight off attackers, scale walls, and do the work of multiple scientists in his laboratory. Also, it’s his willingness to endanger innocents and bystanders to guarantee his success or distract his enemies long to for him to escape that have earned him the ire of several heroes over the years.

Doctor Necros is an older man in his early sixties, with long gray hair and a bushy unkempt beard. He wears a pair of goggles over his face and usually is dressed in a combination of military uniform and lab coat. It is not uncommon for his lab coat to be splattered with various chemicals and gore. Doctor Necros’ Hydra Suit gives him the impression of a giant spider and he often uses the four tendrils to travel around at amazing speeds.
World of Freedom Setting 3E

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

Shock
Cosmic Entity
Cosmic Entity
Posts: 12051
Joined: Tue Mar 16, 2004 9:21 pm
Contact:

Re: World of Freedom: PHANTOM, Tomorrow Society, Orkus

Post by Shock » Fri Feb 15, 2013 9:24 am

Awesome, Granpa Octopus!

It will be nice to see someone that won't instantly annihilate my characters. I've always had trouble getting higher PL characters to work.

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

Death Mask II

Post by Tattooedman » Fri Feb 15, 2013 10:13 am

Image
Death Mask II:
PL:
14
Strength 4
Stamina 4
Agility 4
Dexterity 4
Fighting 8
Intellect 10
Awareness 7
Presence 6

Skills: Athletics 7 (+9), Deception 10 (+16), Expertise [Business] 8 (+15), Expertise [Computers] 8 (+18.), Expertise [Current Events] 6 (+16), Expertise [Life Sciences] 8 (+18.), Expertise [Science] 15 (+25), Insight 10 (+17), Investigation 6 (+16), Perception 10 (+17), Persuasion 10 (+15), Technology 15 (+25), Vehicles [Air] 5 (+9), Vehicles [Land] 5 (+9), Vehicles [Sea] 5 (+9)

Advantages: Assessment, Benefit [Alternate Identity (Kenneth Kane)], Benefit 5 [Ruler of Ruritania], Benefit 4 [Wealth 4 (Multimillionaire)], Close Attack 4, Connected, Contacts, Defensive Roll 3, Equipment 21, Improvised Tools, Inventor, Leadership, Minions 10, Ranged Attack 8, Skill Mastery [Expertise Computers], Skill Mastery [Technology], Speed of Thought, Uncanny Dodge, Well-Informed

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

Defense: Dodge +15
Parry +15
Toughness +8*/+5**/+2 [*Armored Costume & Defensive Roll/**Armored Costume]
Fortitude +8
Will +13

Equipment: Armored Costume [Protection 3; Subtle, Commlink]
Mastermind’s Arsenal: (17 ep)
Energy Blaster [Ranged Damage 8]
-Saber [Strength-Based Damage 3 (Improved Critical 3)]
-83 ep free as needed



Costs: Abilities 94+ Skills 42+ Advantages 67+ Defenses 26= 229 pts.


Real Name: James Moriarty V (aka: Kenneth Kane)
Height: 6’2”
Weight: Unknown
Hair: Black
Eye Color: Blue


Complications:
Arrogance: Death Mask II has a sense of superiority that can cause him to become overconfident and lead to him underestimating his opponents.

Honor: Death Mask II always keeps his word and despite his megalomaniacal nature, he cares for his subjects.

Motivation: Death Mask II never stops wanting power for P.H.A.N.T.O.M.

Responsibility: As ruler of Ruritania, Death Mask II has a responsibility to his people.

Secret: Nobody is aware of the fact that James Moriarty V is actually Kenneth Kane.


Background: Archduke James Moriarty V of Ruritania, is the second man to bear the mantle of Death Mask, P.H.A.N.T.O.M.’s founder. As dictator of Ruritania and leader of P.H.A.N.T.O.M., Death Mask II is widely believed to be one of the most dangerous men in the world, which is not far from the truth. Death Mask II is arguably the most brilliant of his foul lineage, ruling more territory than Alexander the Great or the Roman Empire through puppet dictators and front companies. Moriarty is ‘only’ the third richest man in the world because he does not desire the position of first and his hidden wealth exceeds that of most nations.

Raised in Ruritania and educated by a selection of private tutors and servants, Moriarty developed an interest in science and put his burgeoning skills to astounding use forging a new path for Ruritania and P.H.A.N.T.O.M., where his father floundered with plot after bizarre plot against the West, James made a concentrated effort to befriend many of P.H.A.N.T.O.M.’s traditional foes. In 1980, his father attempted to start World War III so that P.H.A.N.T.O.M. might rule the radioactive ashes. Moriarty, long tired of the old man’s schemes, quietly assassinated his father and assumed control of the organization at the age of twenty-one with the world’s blessing. This would prove to be one of the greatest mistakes in the history of the United Nations.

Death Mask II saw the errors of his father had made at an early age and has made it his policy to corrupt and corrode rather than attempt to overtly conquer. Countless politicians have been secretly swung to the service of P.H.A.N.T.O.M. while agents co-opt corporations that are essential to global stability. Moriarty has been shockingly successful despite the efforts of Earth’s heroes against some of his more grandiose plans, mainly thanks to none of them realizing he is also industrialist Kenneth Kane, the founder and owner of Sparta Corp. One of the largest conglomerates in the business world today that is rivaled by the likes of Omnitech Industries and Mars Tech and is one of the main sources of money and technologies development for P.H.A.N.T.O.M.’s operations.

The greatest failure of James V, at least in his mind, is to none other than Doc Steele. Death Mask’s wife, fearing her husband’s corrupting influence on their infant son, fled to the United States with James V following after. While Moriarty was eventually able to catch up with her (and execute the woman for treason), he was unable to recover his son who Steele had placed with an associate of his in an effort to fulfill the dead woman’s final wish of keeping her son free of his father’s influence. However, recently Moriarty has discovered that the hero Black Wing is actually his son, James Moriarty VI.

His initial disappointment at his heir becoming a costumed crime fighter has since changed into a kind of perverse pride; he watches as Black Wing overcomes various threats time and again (including subtle attacks from P.H.A.N.T.O.M. agents or metahuman mercenaries hired to go after him, which are meant to test Black Wing more than actually kill him), Moriarty has come to admire his son’s skill and determination. Death Mask II hopes to eventually win over his son and pass rulership of Ruritania to him. To this end, Death Mask II has considered the use of female agents to seduce Black Wing, to carefully bring him into the folds of P.H.AN.T.O.M. slowly and in measured manner that will make it seem to Black Wing that taking control of P.H.AN.T.O.M. is the right course of action eventually.

Death Mask II is a charming and erudite villain that holds himself to a higher standard of behavior than one might expect from a terrorist. James Moriarty V holds himself to a higher standard and his word is unbreakable. He will not allow men under his command to perform certain activities as he finds being even remotely connected to them reprehensible. Unfortunately, this code of behavior does not prevent him from inflicting massive collateral damage as Moriarty believes that conquerors always need to forge their kingdoms on the backs of others.
World of Freedom Setting 3E

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

Locked