World of Freedom: FC Setting Builds....

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Tattooedman
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Bombard

Post by Tattooedman » Tue Mar 05, 2013 7:25 pm

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Bombard:
PL:
10
Strength 12 (5)
Stamina 5
Agility 2
Dexterity 2
Fighting 6
Intellect 0
Awareness 1
Presence 0

Skills: Expertise [Pop Culture] 4 (+4), Insight 8 (+9), Intimidation 12 (+12), Perception 8 (+9), Ranged Combat [Bio-Nuclear Blast] 6 (+8.), Stealth 7 (+9)

Advantages: All-Out Attack, Close Attack 2, Equipment, Fast Grab, Improved Hold, Improved Initiative, Power Attack, Startle

Powers: Bio-Nuclear Energy Array:
Bio-Nuclear Bomb: Damage 10 (Extras: Area [Burst] 2, Penetrating)
-Bio-Nuclear Blast: Ranged Damage 12 (Extra: Penetrating); (Feat: Improved Critical 4) [Dynamic]
-Bio-Nuclear Strength: [Dynamic]
Enhanced Strength 7 (Feat: Improved Critical [Unarmed] 2)
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
-Bio-Nuclear Propulsion: Flight 10 [Dynamic]

Bio-Nuclear Physiology:
Enhanced Advantage 1 [Withstand Damage]
Protection 7 (Extra: Impervious 12)
Regeneration 3

Offense: Initiative +6
Melee Attack +8
Ranged Attack +2 // Bio-Nuclear Blast Attack +8

Defense: Dodge +8
Parry +8
Toughness +12* [*Impervious]
Fortitude +10
Will +9

Equipment: Cyberlink [Communicator; Subtle]
Containment Suit [Feature (prevents him from giving off background radiation)]


Costs: Abilities 42+ Skills 16+ Advantages 9+ Powers 67+ Defenses 21= 155 pts.


Real Name: Ray Emerson
Height: 6’ 4”
Weight: 250 lbs
Hair: Black
Eye Color: Brown


Complications:
Hazardous: Bombard’s body generates so much radioactive energy that he is constantly releasing enough background radiation to give someone cancer if they’re around him for excessive periods of time without some kind of protective measures being taken.

Responsibility: To Project: Icarus.

Temper: Bombard can get out of hand once he’s angry.


Background: Freed from one of Dr. Shock’s lab along with Impact, Ray was subjected to treatments that involved being injected with DNA of various metamen who were “genetically similar” to him to discover if he would manifest abilities similar to the donors or would be completely unique to Ray.

Project: Icarus closely studied Ray until his powers manifested, rather explosively as he destroyed two labs in his first use of his powers. They then built a containment suit for him to wear that keeps him from leaking his radioactive energies and trained him in the use of his powers, right after putting a Brain Box in his head to keep his temper in check and to make sure he’d follow their orders.
Last edited by Tattooedman on Wed Dec 11, 2013 11:09 am, edited 1 time in total.
World of Freedom Setting 3E

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Tattooedman
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Override

Post by Tattooedman » Tue Mar 05, 2013 7:30 pm

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

Skills: Acrobatics 3 (+7), Athletics 6 (+8.), Close Combat [Energy Spike] 4 (+10), Expertise [Computers] 15 (+17), Expertise [Criminal] 8 (+10), Insight 8 (+10), Investigation 12 (+15), Perception 12 (+14), Ranged Combat [Wrist Blasters] 2 (+10), Stealth 6 (+10), Sleight of Hand 8 (+12), Technology 15 (+17)

Advantages: Equipment, Teamwork

Powers: Cyberpathic Mind:
Cyberhacking:
Enhanced Skills 10 [Expertise (Computers) +15, Technology +15]
Enhanced Advantage 2 [Online Research, Ultimate Effort (Technology Checks)]
Cyberlink:
Communication 2 [WiFi] (Flaw: Limited [Electronics Only])
Mind Reading 10 (Flaw: Limited [Electronics Only])
Cyberspeaker: Comprehend 2 [Electronics]
Efficiency Implant:
Enhanced Skills 8 [Investigation +12, Perception +12]

Cyber-Exosuit: (Removable –6 pts) [24 pp]
Concealed Wrist Blasters: Ranged Damage 10 (Feats: Accurate 2)
-Energy Spike: Damage 10
Flex-Mesh Weave: Protection 7

Offense: Initiative +4
Melee Attack +6 // Energy Spike Attack +10
Ranged Attack +4 // Wrist Blaster Attack +10

Defense: Dodge +10
Parry +10
Toughness +10*/+3 [*Cyber-Exosuit]
Fortitude +7
Will +7

Equipment: Cyberlink [Communicator; Subtle]


Costs: Abilities 46+ Skills 16+ Advantages 2+ Powers 62+ Defenses 19= 145 pts.


Real Name: Unknown
Height: 6’
Weight: 180 lbs
Hair: Black
Eye Color: Unknown


Complications:
Responsibility: To Project: Icarus.


Background: None of the current techs, or doctors of Project: Icarus are really sure exactly where they picked up Override. He’s one of their experiments, that is for sure, but no one can recall how he came to them.

Regardless with his having a Brain Box in his head, Override isn’t a threat to anyone working for Icarus. However the same can’t be said for the general public or any hero that might encounter him while he’s out on a mission.
World of Freedom Setting 3E

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

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Tattooedman
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Locus

Post by Tattooedman » Tue Mar 05, 2013 7:33 pm

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Locus:
PL:
10
Strength 0
Stamina 1
Agility 3
Dexterity 0
Fighting 4
Intellect 1
Awareness 1
Presence 1

Skills: Acrobatics 3 (+6), Close Combat [Rending Attack] 4 (+8.), Deception 8 (+9), Insight 7 (+8.), Intimidation 8 (+9), Investigation 3 (+4), Perception 7 (+8.), Ranged Combat [Gate Attack] 8 (+8.), Stealth 4 (+8.)

Advantages: Defensive Roll 3, Daze [Deception], Equipment, Favored Environment [Airborne], Improved Feint, Languages 4 [Base: English; Arabic, Cantonese, French, German, Greek, Japanese, Mandarin, Spanish], Taunt, Set-Up, Teamwork

Powers: Teleporting Gates:
Gate Hovering: Flight 5
Gate Shunting:
Enhanced Defense 4
Enhanced Parry 4
Transport Gate: Teleport 10 (Extras: Accurate, Extended); (Feats: Change Direction, Increased Mass 5 [1600 lbs]); (Flaws: Limited to Locations She Or Target Has Been)
-Gate Attack: Teleport 10 (Extras: Attack, Accurate, Extended); (Feats: Change Direction, Increased Mass 5 [1600 lbs], Reach 2); (Flaws: Limited to Locations She Or Target Has Been)
-Gate Rending Attack: Damage 10 (Extra: Penetrating); (Feat: Reach 3)

Offense: Initiative +3
Melee Attack +4 // Gate Rending Attack +8
Ranged Attack +0 // Gate Attack +8

Defense: Dodge +14*/+12**/+8 [*Gate Shunting & Airborne/**Gate Shunting]
Parry +12*/+10**/+6 [*Gate Shunting & Airborne/**Gate Shunting]
Toughness +6*/+3**/+1 [*Costume & Defensive Roll/**Costume]
Fortitude +7
Will +9

Equipment: Costume [Protection 2; Subtle]
Cyberlink [Communicator; Subtle]


Costs: Abilities 22+ Skills 14+ Advantages 14+ Powers 56+ Defenses 21= 127 pts.


Real Name: Rayna Piper
Height: 5' 6"
Weight: Unknown
Hair: Blonde
Eye Color: Green


Complications:
Conflicting Frequencies: Locus' teleporting powers can be interfered with by other powerful energy sources, such as those generated by other superhumans, and can throw off her intended destination.

Responsibility: To Project: Icarus.

Reputation: Locus is known for being somewhat mentally unstable.


Background: Nothing about the life of Rayna Piper before she was kidnapped by Project: Icarus and eventually transformed her into Locus. It's been said she is one of Icarus' longest working agents to date and it's thought that it's mostly due to her powers that she has always managed to getaway.

In recent years Locus has been demoted from being the team leader for Weapon P.R.I.M.E. due to her more erratic behavior. Icarus scientists have been carefully trying to determine if Locus' mental issues are due to having a Brain Box implanted for so long, as her career working for them is one of the longest so the long-term effects of the mind altering device aren't really understood.
World of Freedom Setting 3E

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Warblade

Post by Tattooedman » Tue Mar 05, 2013 7:34 pm

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

Skills: Acrobatics 7 (+12), Athletics 7 (+10), Deception 4 (+4), Expertise [Art] 6 (+6), Insight 6 (+8.), Intimidation 10 (+10), Perception 6 (+8.), Stealth 5 (+10), Technology 3 (+3)

Advantages: All-Out Attack, Close Attack 2, Cunning Fighter, Diehard, Equipment, Improved Feint, Improved Initiative, Power Attack, Takedown 2, Weapon Break

Powers: Organic Metal Body: 10 pts
Impervious Toughness 8
Elongation 2
Fast Healer: Regeneration 1 [1/every 5 rounds]
Warblade Array:
Warblade Strike: Strength-Based Damage 9 (Extra: Penetrating 12); (Feats: Improved Critical 3, Split, Variable [Piercing/Slashing])
-Fountain of Darts: Strength-Based Ranged Damage 7 (Extra: Multiattack); (Feats: Accurate 3, Variable [Piercing/Slashing]); (Flaw: Activation [Move Action])
-Murder Tree: Strength-Based Damage 7 (Extras: Area [Burst], Penetrating); (Feat: Variable [Piercing/Slashing])
-Warblade Barrage: Strength-Based Damage 9 (Extra: Multiattack); (Feat: Variable [Piercing/Slashing])

Offense: Initiative +9
Melee Attack +10
Ranged Attack +4 // Fountain of Darts Attack +10

Defense: Dodge +12
Parry +12
Toughness +8* [*Impervious]
Fortitude +12
Will +8

Equipment: Cyberlink [Communicator; Subtle]


Costs: Abilities 60+ Skills 18+ Advantages 11+ Powers 40+ Defenses 21= 150 pts.


Real Name: Reno Bryce
Height: 6’
Weight: 200 lbs
Hair: Brown
Eye Color: Brown


Complications:
Reputation: Warblade prefers to use violence as an answer to any problem he may encounter while on a mission.

Responsibility: To Project: Icarus.


Background: Remo Bryce was an orphan whose powers manifested when he was being bullied and he used them to lash out at his tormentors to pay them back for years of abuse. Within days Project: Icarus swooped in, plucked him up and took him back to their labs to see what they could with someone like his powers.

Years later Warblade is little more than a pitbull kept on leash by Project: Icarus. All of their experiments have done little to help the troubled young man and have turned him into a violent man who loves to fight and often uses violence as his answer to any problem he comes across.
World of Freedom Setting 3E

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Tattooedman
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Impact

Post by Tattooedman » Tue Mar 05, 2013 7:38 pm

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Impact:
PL:
10
Strength 13
Stamina 12
Agility 2
Dexterity 2
Fighting 6
Intellect 0
Awareness 2
Presence 0

Skills: Athletics 0 (+13), Deception 7 (+8), Expertise [Tactics] 6 (+6), Insight (+2), Intimidation 11 (+12), Perception 3 (+5), Ranged Combat [Thrown Objects] 4 (+7)

Advantages: All-Out Attack, Close Attack, Diehard, Equipment, Fast Grab, Improved Grab, Improved Initiative, Improved Smash, Interpose, Power Attack, Ranged Attack, Startle, Teamwork

Powers: Large Size:
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Growth 2 [+2 Strength, +2 Stamina, +1 Intimidation; -1 Dodge/Parry, -2 Stealth] (Extra: Permanent); (Feat: Innate)

Bonded Omnisteel Skin:
Immunity 42 [Critical Hits, Energy Attacks (Flaw: Limited [Half Effective])], Energy Effects (Flaw: Limited [Half Effective])]
Protection 2 (Extra: Impervious 12)

Feats of Super Strength:
-Groundstomp: Affliction 10 [Hindered, Prone; resisted by Dodge] (Extras: Area [Burst] 2); (Flaws: Limited Degree, Limited [Impact & targets must be on the ground])
-Groundstrike: Damage 10 (Extras: Area [Line] 2); (Flaw: Limited [Impact & his targets must be on the ground])
-Thunderclap: Move Object 10 (Extra: Area [Cone] 2); (Flaws: Close Range, Limited [One Direction: away from him only])

Offense: Initiative +6
Melee Attack +7
Ranged Attack +2 // Thrown Object Attack +7

Defense: Dodge +6
Parry +6
Toughness +14* [*Impervious 12]
Fortitude +13
Will +7

Equipment: Cyberlink [Communicator; Subtle]


Costs: Abilities 66+ Skills 11+ Advantages 12+ Powers 46+ Defenses 12= 147 pts.


Real Name: John O'Shea
Height: 10’
Weight: 500 lbs
Hair: Silver
Eye Color: Yellow


Complications:
Responsibility: To Project: Icarus.


Background: John O'Shea was just a mutant who happened to be discovered by Dr. Shock, who quietly captured the young man and immediately began putting him through inhuman testing in an effort to increase the deranged doctor’s understanding of metaman biology.

Over a year later John had somehow survived all the treatments and tests that Dr. Shock had devised, which is nothing short of a miracle considering the Doctor’s mortality rate is damn near 90% within six months, but there was a price to be paid for surviving such treatment – John’s power to increase his physical size and mass had been left stuck “on”, leaving him at ten feet tall. Not that Dr. Shock really minded, as far as he cared that simply meant that he had more subject tissue to work with.

At some point members of Weapon P.R.I.M.E. break into the lab where Dr. Shock was holding John, intent on freeing as many subjects as possible to take back to Project: Icarus. During their raid a fire started in one of the laboratories which triggered several small explosions, one of which caught John, mutilating and burning him. By the time he arrived at one of Icarus’ hidden lab, John’s whole body is covered in third degree burns that went so deep that his nerves were damaged. So Icarus scientists simply covered him with a newly developed metal alloy all over his body to protect him for further injury while implanting a brain box in his head to ensure his obedience.
World of Freedom Setting 3E

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Tattooedman
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Heatwave

Post by Tattooedman » Tue Mar 05, 2013 7:40 pm

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

Skills: Acrobatics 6 (+10), Athletics 6 (+8.), Deception 4 (+6), Expertise [Military] 8 (+10), Insight 6 (+9), Perception 6 (+9), Persuasion 4 (+7), Ranged Combat [Plasma Control Array] 4 (+8.), Stealth 4 (+8.), Treatment 4 (+6)

Advantages: Agile Feint, Close Attack 2, Defensive Roll 2, Equipment, Favored Environment [Airborne], Improved Initiative, Move-By Action, Takedown, Teamwork

Powers: Plasma Propulsion: Flight 6
Plasma Immunity: Immunity 10 [Fire/Heat Effects]

Plasma Regulator Suit: (Removable -1 pt) [5 pp]
Built-In Armor: Protection 3
Plasma Absorption Regulation:
Feature 1 [Helps control powers]
Enhanced Advantages 2 [Improved Aim, Power Attack]

Plasma Control Array:
Plasma Blast: Ranged Damage 12
-Plasma Barrage: Ranged Damage 8 (Extra: Multiattack)
-Plasma Burst: Damage 8 (Extra: Area [Burst])

Offense: Initiative +8
Melee Attack +8
Ranged Attack +4 // Plasma Control Array Attack +8

Defense: Dodge +13*/+11 [*Airborne]
Parry +11*/+9 [*Airborne]
Toughness +7*/+5**/+2 [*Body Armor & Defensive Roll/**Body Armor]
Fortitude +8
Will +8

Equipment: Cyberlink [Communicator; Subtle]


Costs: Abilities 50+ Skills 18+ Advantages 8+ Powers 53+ Defenses 21= 150 pts.


Real Name: Dylan Cruise
Height: 6’ 2”
Weight: 212 lbs
Hair: Brown
Eye Color: Blue


Complications:
Responsibility: To Project: Icarus.


Background: Dylan Cruise was a mutant with the power to absorb and release ambient solar energy in the form of super-heated plasma who hated his powers as for some reason he did not possess a natural immunity to the energies his body generated; so when Dylan generated plasma he always ended up getting burned almost as bad as the things he damaged with his powers. Dylan accidentally killed his best friend with one of his power surges, where his body would (for some unknown reason) generate plasma in a unidirectional manner. It’s something he’s never been able to come to terms with and a few years later, once Dylan had graduated high school and developed enough control over his powers to prevent the surges, he chose to leave home and enroll in naval training school, rather than endure their accusing eyes he felt were always watching him.

Dylan graduated with honors, got married, then joined the Navy and eventually became a member of one of the elite SEAL Teams. Tragedy struck once again a few years later when his young daughter and wife were killed during a terrorist attack. His ability to perform under pressure dropped to the point that he suffered another power surge during the course of a high-risk rescue operation, causing serious injury to himself and several of the men under his command. While waiting for his trial Dylan felt that he had finally hit rock bottom, and that was when Project: Icarus came into his life with an offer to provide him with a special suit that would allow him better control over his powers as well as help him with his impending legal issues. Dylan quickly agreed, seeing no other options available to him, and shortly after that he disappeared from his cell without a trace.

The doctors at the Project did indeed develop a Regulator Suit for Dylan to wear but they also put in a “brain box” inside his skull that helps to keep him following the Project’s orders without questions.
Last edited by Tattooedman on Tue Mar 05, 2013 7:42 pm, edited 1 time in total.
World of Freedom Setting 3E

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Tattooedman
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Psi-Fire

Post by Tattooedman » Tue Mar 05, 2013 7:41 pm

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Psi-Fire:
PL:
10
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 4
Presence 3

Skills: Deception 8 (+11), Insight 6 (+11), Intimidation 8 (+11), Perception 6 (+11), Persuasion 4 (+6), Ranged Combat [T.K. Bolt] 8 (+10), Ranged Combat [Pyrokinetic Mind Array] 8 (+10), Stealth 4 (+6)

Advantages: Daze [Deception], Improved Initiative, Equipment, Luck [Determination], Startle

Powers: Shared Mind Array:
Psionic Defenses: Enhanced Will 6 (Flaw: Limited [Only VS. Mental Effects])
Psionic Levitation: Flight 5
Psionic Sensitivity: Senses 5 [Mental Awareness (Acute, Extended 2, Tracking)]
Telekinetic Shield: Force Field 10 (Extra: Impervious)
Pyrokinetic Mastery: Immunity 10 [Fire/Heat Effects]

Telekinetic Mind Array:
Telekinesis: Move Object 10 (Extra: Perception); (Feat: Precise)
-T.K. Bolt: Ranged Damage 10 (Extra: Penetrating)
-T.K. Ram: Damage 10 (Extra: Area [Line] 2)

Telepathic Mind Array:
Telepathy:
Communication 3 [mental] (Extras: Area, Selective); (Feat: Subtle 2)
Mind Reading 10
-Synaptic Blast: Ranged Damage 10 (Extras: Alternate Save [Will], Perception)
-Telepathic Domination: Ranged Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Cumulative)

Pyrokinetic Mind Array:
Fire Blast: Ranged Damage 10 (Extra: Penetrating)
-Fire Ball: Ranged Damage 10 (Extra: Area [Burst])
-Fire Control: Elemental Control 10 (Feat: Precise)
-Immolation: Weaken Toughness 10 (Extra: Area [Burst] 2)

Offense: Initiative +6
Melee Attack +4
Ranged Attack +2 // T.K. Bolt Attack +10 // Pyrokinetic Mind Array Attack +10

Defense: Dodge +8
Parry +6
Toughness +12*/+2 [*Impervious 10]
Fortitude +7
Will +13*/+7 [*Only vs. Mental Effects]

Equipment: Cyberlink [Communicator; Subtle]


Costs: Abilities 38+ Skills 20+ Advantages 5+ Powers 159+ Defenses 16= 238 pts.


Real Name: David, Dennis, Dale Waller
Height: 5' 10"
Weight: 173 lbs
Hair: Brown
Eye Color: Blue


Complications:
Three-In-One: Psi-Fire is actually a set of identical triplicates who have merged together due to the experiments done to him by Project: Icarus, but each one still retains their individual personalities and powers (David - telekinetic, Dennis - telepath, Dale - pyrokinetic) within the shared body. Sometimes this can be used against them if their opponent is aware of their unique makeup.

Responsibility: To Project: Icarus.

Sadistic: Psi-Fire loves to use his powers to inflict pain and suffering on others.


Background: When the Waller triplicates first manifested their psionic gifts several years ago they were quickly picked up by Project: Icarus and taken to one of their many labs for study. During years of various testing and painful experiments somehow the three young psychics merged their bodies together while maintaining their individual personalities and powers, though each personality must be dominate to use their particular set of psionic abilities. Regardless, all three of them were twisted by their experiences that they eventually became a willing operative of Icarus; as such Psi-Fire is the only member of Weapon P.R.I.M.E. that doesn't have a brain box implanted in "his" head to ensure loyalty to Icarus (and the scientists aren’t exactly sure it would work on the merged being in the first place).

He totally enjoys the missions and assignments he's given and would be a chaotic super villain if left to his own devices. Something that Icarus' handlers are well aware of and often send Psi-Fire out on smaller mission on his own to keep him busy and occupied.
Last edited by Tattooedman on Fri May 03, 2013 9:21 am, edited 1 time in total.
World of Freedom Setting 3E

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-- Chiun

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Tattooedman
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Re: World of Freedom: Weapon PRIME

Post by Tattooedman » Tue Mar 05, 2013 7:45 pm

So there you go CD, all of Weapon PRIME in one big line of new builds.

Yes I realize that for the most part they are simply my takes on a couple characters from Image (& 1 from Marvel) comics but boy do they fit the bill for "damaged by their powers" in some way or by the "treatments" given to them. But I did get a bit of use out of some of those pics you were kind enough to share, so thanks for those & hope you like my idea for the group.
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Re: World of Freedom: Weapon PRIME

Post by kenseido » Tue Mar 05, 2013 8:04 pm

Tattooedman wrote:
Shock wrote:
Tattooedman wrote:Uncanny Aim:
Anything's A Weapon: Ranged Damage 5 (Feats: Improved Critical 2, Ricochet 2); (Quirk [Requires Throwable Object])
I'm curious, why this instead of Throwing Mastery?
For me it's more about establishing a set range for odd throwable items.
With Throwing Mastery, you can't add the Improved Critical or the Ricochet to every thrown item.
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Re: World of Freedom: Weapon PRIME

Post by Shock » Wed Mar 06, 2013 5:24 am

kenseido wrote:
Tattooedman wrote:For me it's more about establishing a set range for odd throwable items.
With Throwing Mastery, you can't add the Improved Critical or the Ricochet to every thrown item.
I don't see why you couldn't have Improved Critical:Throwing and she's already got a power that adds Ricochet 2 to any ranged attack. But I understand wanting to have a set range and damage for all throwing attacks so that makes sense to me.

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Praetorian

Post by Tattooedman » Wed Mar 06, 2013 9:52 am

Image
Praetorian:
PL:
16
Strength 12
Stamina 8
Agility 6
Dexterity 3
Fighting 8
Intellect 3
Awareness 3
Presence 6

Skills: Deception 9 (+15), Expertise [History] 12 (+15), Expertise [Physical Science] 10 (+13), Expertise [Tactics] 12 (+15), Expertise [Technology] 12 (+15), Insight 10 (+13), Intimidation 10 (+16), Perception 12 (+15), Persuasion 9 (+15), Stealth 6 (+12)

Advantages: Assessment, Close Attack 8, Daze [Intimidation], Equipment 40, Fearless, Improved Aim, Improved Defense, Improved Initiative, Inspire 2, Leadership, Luck [Determination], Luck [Determined Recovery], Minion 21 [PL 12 Spidermechs (x256)], Minion 19 [PL 8 Wardogs (x1024)], Power Attack, Ranged Attack 6, Second Chance [Intimidate Checks], Uncanny Dodge

Powers: 41st Century Eugenics:
Regeneration 1 [1/per 5 rounds]
Senses 4 [Direction Sense, Extended Vision, Infravision, Time Sense]

Warskin: (Removable –27 pts) [111 pp]
Datalink: Communication 4 (Extras: Area, Selective)
Environmental Seals: Immunity 10 [Life Support]
Jet Boots: Flight 8
Sensory Systems: Senses 11 [Radius Sight, Microscopic Vision (atomic size), Distance Sense, Vision Counters All Concealment]
Temporal Displacement System: Movement 3 [Temporal Movement (any point in time)] (Feat: Increased Mass [100 lbs])
Warsafe Coating: Protection 8
Weapons Systems Array:
Matter Eraser: Ranged Weaken Toughness 14 (Extra: Affects Objects); (Accurate 2) & Ranged Damage 16 (Feat: Accurate 2)
-Energy Sword: Damage 16 (Feats: Improved Critical 3, Improved Smash)
-Micro-Missile Launcher: Ranged Damage (Extra: Multiattack); (Feats: Accurate 2, Homing 4)
-Paralyzer Ray: Ranged Affliction 16 [Dazed & Hindered, Immobilized & Stunned, Paralyzed; resisted by Fortitude] (Extras: Cumulative, Extra Condition); Feat: Accurate 2)

Tech Spear: (Easily Removable –6 pts) [9 pp]
Onboard Tracking Systems: Ranged Strength-Based Damage 4 (Feats: Accurate 2, Homing 2, Improved Critical 3)

Offense: Initiative +10
Melee Attack +16
Ranged Attack +9 // Weapon Systems Attack +16

Defense: Dodge +16
Parry +16
Toughness +16
Fortitude +12
Will +12

Equipment:
Image

Vehicle [Battle Sphere: Size: Awesome (5), Toughness 20 (Impervious 13) 18, Strength 29 (9), Flight 7 (250 MPH, .5 mile per round)] Features: Alarm, Communications, Computer, Defense Systems, Hangar, Holding Cells, Infirmary, Living Space, Navigation System, Security System, Powers: Particle Cannons (Multiattack Blast 18, Extended Range 3), AE: Plasma Torpedoes: Blast 15, Burst Area
Point Defense Grid: Reaction Damage 15, Reach 25, AE: Shapeable Area Move Object 15, Precise


Costs: Abilities 98+ Skills 34+ Advantages 107+ Powers 125+ Defenses 31= 395 pts.


Real Name: Unknown
Height: 6’ 5” (approximately)
Weight: Unknown
Hair: Black
Eye Color: Brown


Complications:
Motivation ~Conquest: Praetorian is driven to conquer and rule over ever era of Earth’s past.

Not of this Time: Praetorian’s time travel technology has certain limits and can be disrupted, sending him and his armies back to their rightful time.

Background: In a possible future, the discovery of time travel led to seemingly interminable temporal warfare that has left the timestream a tattered mess and the Earth a wasteland. In this desolate era, a single strong leader rose to prominence and rebuilt the Earth into a great and terrible power. A military genius and the product of grueling scientific experimentation in eugenics, this leader adopted both name and appearance from an ancient period of history he admired: Praetorian. Aside from small bits and pieces, practically nothing else is known about him. Using technology stolen from across the timescape, and cannibalizing hapless souls kidnapped from countless centuries as genetic fodder for his bioengineered armies, the man known only as Praetorian has conquered one era after another. His only rivals seem to be a mysterious and pseudo-religious consortium calling itself the Chronumvirate, who have engaged him in a brutal guerilla conflict throughout all the eras over which he holds sway.

Barely kept in check by the necessity of dealing with the Chronumvirate’s attacks, Praetorian has also encountered difficulty extending his grasp to modern times. He knows from fragmented historical records that the period spanning the second half of the 20th Century and the first half of the 21st Century is, for some reason, a vital link in the temporal chain for his continuing conquest of the entire temporal continuum. However, for several hundred years in both directions from the 21st Century, there is a “temporal storm,” which makes it impossible to accurately travel to and from this period using the technology he has acquired, and exceedingly difficult for his extratemporal incursions to stay here for any real duration. Oddly, this storm has neither been noticed by nor interfered with the travels of others using different forms of time travel than Praetorian’s bulk quantum tunnelers. There seems little rhyme or reason as to the dates on which Praetorian has attempted his invasions, with encounters ranging from as little as a few months apart to decades from one another. What is known is that he must secure beachheads of a sort, using his terrible Time Tower weapons to literally tear holes in the fabric of time. These holes must then be continually reinforced to allow him to bring his troops through, or they will collapse and his armies and equipment vanish, abruptly yanked back through time to their rightful origin. Not that these obstacles have in anyway deterred him from attempting his temporal invasions – on the contrary, the difficulties involved just seem to goad him into stronger resolve. Praetorian holds the dubious distinction of being the sole enemy shared by all three incarnations of the Sentinels, having fought each in their own era.

The product of comparatively primitive eugenics (technology is unevenly distributed through Praetorian’s home era in the aftermath of the Temporal Wars), the man called Praetorian is an impressive physical specimen. To some, his physique may even seem abnormally or overly well-developed. He wears a suit of highly advanced combat armor he calls his “warskin.” This suit is stylized to resemble an idealized Roman centurion’s uniform, containing weapons systems practically unmatched by anything that exists on modern Earth, even one where superhuman inventors have been at work for decades. A favorite of his is an energy sword that has proven able to cut through a meter thick section of Omnium steel. The combination of his own considerable combat prowess matched with the suit’s internal weaponry makes for a daunting opponent. The self-repairing smart-tech in the suit has even proven capable of reconfiguring itself to produce whatever systems Praetorian has needed, and includes a personal version of the time-tunnelling technology he uses for his army, but on a more stable scale.

Image
Spidermechs:
PL:
12
Strength 10
Stamina --
Agility 2
Dexterity 2
Fighting 9
Intellect 1
Awareness 0
Presence 1

Skills: Expertise (tactics) 6 (+7), Intimidation 0 (+4), Perception 6 (+6)

Advantages: Ranged Attack 7, Improved Aim, Improved Initiative, Improved Trip, Move-by Action, Fearless

Powers: Great Size: Growth 7 [+7 Strength, +7 Toughness, +3 Intimidation] (Extra: Permanent); (Feat: Innate)
Communications: Communication 3 [radio]
Cyborgs:[b/]
Immunity 30 [Fort effects]
Protection 8 (Extra: Impervious 11)
Senses 4 [Radius Sight, Low Lightvision, Infravision]
Fast: Speed 4
Heavy Blasters: Ranged Damage 12 (Extra: Multiattack); (Feat:Accurate)
-Explosive Rounds: Ranged Damage 12 (Extra: Area [Burst])

Offense: Initiative +6
Melee Attack +9
Ranged Attack +11

Defense: Dodge +6
Parry +6
Toughness +15* [*Impervious 11]
Fortitude N/A
Will +5


Costs: Abilities 26+ Skills 6+ Advantages 12+ Powers 122+ Defenses 12= 178 pts.


>>
Wardogs:
PL:
8
Strength 5
Stamina 5
Agility 1
Dexterity 1
Fighting 4
Intellect -1
Awareness 0
Presence 1

Skills: Athletics 5 (+10), Intimidation 4 (+5), Expertise (soldier) 5 (+4), Perception 4 (+4)

Advantages: All-out Attack, Great Endurance, Improved Critical (Powerlance), Ranged Attack 7, Close Attack 3, Teamwork

Powers: Battle Armor: (Removable) [31 pp]
Communications: Communication 3 [radio]
Sealed Systems: Immunity 10 [Life Support]
Future-Tech Armor: Protection 7 (Extra: Impervious 9)

Powerlance: (Easily Removable) [11 pp]
Lance Blast: Ranged Damage 8 (Penetrating 8.)
-Energy-Infused Lance Edge: Strength-Based Damage 4 (Penetrating 9)

Eugenically Superior:
Immunity 1 [Disease]
Senses 4 [Scent, Tracking 2, Ultrahearing]

Offense: Initiative +1
Melee Attack +7
Ranged Attack +8

Defense: Dodge +4
Parry +4
Toughness +12
Fortitude +8
Will +0

Costs: Abilities 32+ Skills 9+ Advantages 14+ Powers +47 Defenses +6=108 pts.
World of Freedom Setting 3E

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

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Tattooedman
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Phalanx

Post by Tattooedman » Wed Mar 06, 2013 9:58 am

Image
Phalanx:
PL:
12
Strength 12
Stamina 10
Agility 2
Dexterity 2
Fighting 8
Intellect 0
Awareness 0
Presence 2

Skills: Athletics 4 (+16), Deception 6 (+8), Expertise [Streetwise] 6 (+6), Insight 6 (+6), Investigation 4 (+4), Intimidation 8 (+10), Perception 6 (+6), Ranged Combat [Thrown Objects] 10 (+12), Vehicles [Land] 5 (+7)

Advantages: All-Out Attack, Close Attack 4, Equipment 2, Improved Critical [Unarmed] 2, Power Attack, Taunt, Teamwork

Powers: Invulnerable:
Immunity 15 [Aging (Flaw: Limited [Half Effective]), Cold Damage, Disease, Environmental Cold, Environmental Heat, Heat Damage, Poison, Pressure]
Protection 4 (Extra: Impervious 12)
Strong Leaper: Leaping 2
-Fast Runner: Speed 2
Superhuman Strength: Enhanced Strength 6 (Flaw: Limited [Lifting Only])
Duplication: Summon 11 [duplicates] (Extras: Active, Horde); (Feats: Mental Link, Multiple Minion 4 [16 total])
Absorption Healing: Healing 10 (Flaws: Limited [Personal Only], Quirk [must have duplicate to reabsorb])

Offense: Initiative +2
Melee Attack +12
Ranged Attack +2 // Thrown Objects Attack +12

Defense: Dodge +8
Parry +10
Toughness +14* [*Impervious 12]
Fortitude +14
Will +7


Costs: Abilities 72+ Skills 19+ Advantages 12+ Powers 98+ Defenses 19= 220 pts.


Real Name: Mike Hertzog
Height: 6’ 5”
Weight: 300 lbs
Hair: Dark Brown
Eye Color: Brown


Background: Mike Hertzog had only ever been good at two things: breaking legs and riding motorcycles. Luckily for him, he came of age during a time when that was a very popular image for a guy to have. He celebrated his 21st birthday by sneaking into the opening showing of Rebel Without a Cause.

When he wasn’t drinking, thinking about drinking, or beating people up for beer money, Hertzog was riding his Harley, the one true love of his life. Slowly but surely, he became known to the right people as a legbreaker that was worth the money, and so when Mike started doing thug work for a few of the costumed crowd, not many of his few friends were all that surprised; after all, that was where the real moneywas. Eventually, he started working for this guy named Diablo, Dr. Diablo. The guy was strange, but he paid really, really well, so Mike didn’t care about his being weird. One day, the doctor approached Mike with a proposal – he’d pay Mike more money than he’d ever seen in one setting if Mike would only help out in an experiment. If it succeeded, Mike would be even stronger than he already was, strong enough to stand up to some of that other costumed crowd – the ones that were always interfering with Mike’s good times. Not really understanding the potential problems, and liking the money, he agreed.

The experiment succeeded and when Mike came out of Diablo’s machine he was immensely strong, the strongest thing he or anyone else had ever seen or would see for decades. And there was a bonus – he could make duplicates of himself. At first, this only happened when he was excited or stressed, but soon, with help from Dr. Diablo, Mike learned how to do it with just a little mental effort. Diablo even had a cool name to go with his powers: he called him Phalanx (and then explained what it meant), and like that Mike was in the big time.

Then he ran into Doc Steel, who not only beat him but did it by outsmarting him and put Mike in jail, which he quickly broke out. Then the Journeymen beat him and put him back, and he just broke out again. The Sentinels beat him and put him back, and so on. After a few years, Mike found himself in a prison that was actually designed to hold people like him, which he was told that he had Steel and a few other eggheads to thank for it. He still managed to ride along with a few larger jailbreaks on occasion, but they were few and far between, sometimes even years apart. It was during a particularly long stretch of time that Mike noticed that he wasn’t really aging, that he only looked a few years older than he had been when his career as high-powered muscle-for-hire began – he could afford to wait it seemed, even if he didn’t like it much. And so Mike continues to get out of jail, one way or another, and he continues doing the things that end up getting him put back in.

Phalanx possesses vast superhuman strength and durability, and is kind of considered to be one of the original thug-for-hire styled supervillains. In addition to his resistance to injury and incredible strength, Phalanx can generate exact duplicates of himself, several of them. In fact he can make enough that he could be a one-man crime wave (and he’s tried it before in the past). But like most other duplicators he can only make exact duplicates of himself – he’s never bothered to learn much more control than that. Phalanx is an effective brawler, and he’s never seen the need to learn any techniques more complicated than hit and hit a target again and again. It isn’t that Phalanx is a stupid person; he just doesn’t see the need to tax his brain when violence has always been his best solution to most of the problems he’s faced during the course of his life. Phalanx has spent most of the last 40 years cycling in and out of specially made prisons and is a little out of touch with the modern world. As far as he’s concerned, cool reached its natural pinnacle during his early twenties, and everything’s been downhill since.


Phalanx is just one of those kinds of straightforward characters I’ve always liked – no muss, no fuss and ready for a good fight. You don’t need a complex reason to have him show up in an adventure given his habit of working for anyone willing to pay him well for his services or he just wants to rob something.

An interesting side note on Phalanx; during one of his longer times out of jail during the 1980s, he hooked up a gal named Patty Shaw and ended up getting her pregnant. Then a week later he was back in jail and the girl moved on as best she could, eventually settling down with one of her “other boyfriends” (whom she told was the responsible party) and giving birth to a set of identical triplicate sons, who were named Rob, Steve, and Matt. Those three boys grew up to become the supervillain group known as the Horde.

Several years later history repeated itself and while out on parole, Phalanx became involved with a woman in New York City who went out one night 'slumming'. Their union resulted in a little girl who would grow up to become the criminal Multitude
Last edited by Tattooedman on Thu Mar 20, 2014 2:26 pm, edited 1 time in total.
World of Freedom Setting 3E

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

Horsenhero
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Re: World of Freedom: Weapon PRIME, Praetorian, Phalanx

Post by Horsenhero » Thu Mar 07, 2013 8:57 am

Well, Phalanx might be no muss, but with his physical stats, he's certainly likely to raise a fuss. He's a pretty scary villain when it comes down to it, but fortunately not quite a complete team wrecker due to his inability to fly. Still, for a "standard" PL team like Force Ops, he could be a challenge.

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Re: World of Freedom: Weapon PRIME, Praetorian, Phalanx

Post by Shock » Thu Mar 07, 2013 9:06 am

Especially since having Impervious 12 means that his duplicates are effectively immune to the two biggest weaknesses of Summoned Minions: Area attacks and high accuracy Takedown attacks. He would be a pretty steep challenge for Force Ops I think.
Tattooedman wrote:As far as he’s concerned, cool reached its natural pinnacle during his early twenties, and everything’s been downhill since.
Doesn't pretty much everyone think that? ;}

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Re: World of Freedom: Weapon PRIME, Praetorian, Phalanx

Post by Horsenhero » Thu Mar 07, 2013 9:10 am

Well...everyone who's early to mid twenties weren't during the disco era anyway. :wink:

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