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Tattooedman
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The Rosemont Center

Post by Tattooedman » Fri Mar 15, 2013 7:25 pm

The Rosemont Center:

The premier medical center that deals solely with metahumans and their often peculiar psychological and physiological difficulties, it houses a team of talented and dedicated mental health professionals who are led by the respected Dr. Emily Rosemont. It is thanks to her efforts that the best possible care for those metahumans whose condition either before or after their power manifestation is less than ideal.

Under this public veneer lies one important secret few even suspect. First, Emily Rosemont is herself a metahuman, using her ability to manifest items and objects to hide her physical handicap and to aid in her chosen work. The Rosemont Center began when Emily Rosemont, a rising star in the field of psychiatry, broke out with her own metaman abilities, both empowering and crippling her. Permanently tied to her home and estate, unable to leave or interact with others in what would be considered a normal fashion, Dr. Rosemont chose to help others like her, to explore her new abilities and to assist others in their own explorations.

Using her personal fortune and inherited estate, Dr. Rosemont built a center that has become the world’s premier psychiatric institute catering to the paranormal and their sometimes peculiar mental and physical disabilities (that are sometimes tied to their powers). The staff members of the Center are all highly sought after experts in the fields of psychiatry, human development and medicine, able to provide the best care and training to the newly empowered metaman even under adverse conditions.

To the outside world, the Rosemont Center is a psychiatric institute studying the mental maladies of metahumans, a vital link in keeping superhumans of the worlds happy and healthy. To those in the confidence of Emily Rosemont and her people it is more; it is a rescue center collecting and assisting unfortunate metamen born into pain and confusion, and a training center for fostering the development and understanding of metahuman power. These less public purposes are continually disguised through misdirection and stealth, by the excellent job the Center does at its publicly-stated purpose and through Dr. Rosemont’s use of her own powers.

All things in the Center flow down from Emily Rosemont. The Center is small, servicing few enough paranormals, that Dr. Rosemont can take a personal interest in every case coming through her doors. Patients at the Center can expect personal attention from the famous doctor on a nearly daily basis as the woman rarely seems to sleep.

All other functions of the Center, such as food service, waste dis¬posal, and even legal services are contracted to outside businesses. The two non-medical tasks of note handled directly by Center staff are security, which can be particularly daunting given the average client, and much of the gardening, done by patients as part of their rehabilitation and concentration exercises.

The Rosemont Center is housed at the Rosemont estate, the personal residence of Dr. Rosemont, who has turned her family home into the health center it is today. Several buildings have been added to house patients, the staff and the equipment required for their care, but at its core, the grounds are still the rolling hills, terraced gardens, and palatial Victorian mansion that have been in the Rosemont family for generations.

Underneath the grounds lies the secret facility serving as housing and a base of operations for Dr. Rosemont. The secure location, built secretly due to Rosemont’s powers and resources, also houses Emily’s body in a safe room with various life support machines to feed and hydrate her helpless physical form. Emily uses her powers and those of select, former patients to keep the facility both hidden and secure and they have done such an excellent job to date that few who spend any time at the Center could even guess at its existence.

The small and talented medical staff at the Center consists of some of the greatest hearts and minds available in the highly specialized field of metahuman medicine, including Dr. Rosemont herself. These professionals are highly sought after for consultation and opinion around the world, creating a lucrative private business that is both encouraged and sponsored by the Center.

In addition to the current patients at the Center, there is a tight-knit group of metamen (who sometimes call themselves the Collected) that help to protect the Center (as there are those who are aware of it and the people who are there and would very much like to bring those people into their own factions), it’s staff and of course their fellow patients. Unbeknownst to the many of Center’s staff and the outside world, the Collected work with Dr. Rosemont to ensure the safety of patients as well as to gather others in need of the care the Center provides. Besides as many as one hundred medical, nursing, and security staff, the Center also houses a number of metamen and various outpatients visit during the daytime hours of operation. While the members of the Collected generally keep to themselves in the underground facility, it is not uncommon to find Rachel Carson or Von Stahl wandering the grounds.
Last edited by Tattooedman on Fri May 03, 2013 9:29 am, edited 2 times in total.
World of Freedom Setting 3E

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

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S.H.O.C.K.

Post by Tattooedman » Fri Mar 15, 2013 7:28 pm

S.H.O.C.K. (Super Human Observation & Control Knights):

A fanatical group of human supremacists, they feel that anything that isn't fully human (metahumans, aliens, androids that want to be “real”, etc.) are threats to 'natural man’ and must be exterminated, along with the 'traitors' who fraternize with their enemies and have the high technology to back up their ambitions. Unlike other superhuman hate groups (like Baseline or the Worthy), S.H.O.C.K. has no problems with magicians, magic weapon wielders, cyborgs or psychics, as they feel that mastering magic or psionics isn't too different from learning quantum physics, and as physicists master the natural world, human magicians and psychics can master the unnatural and that using technology to improve oneself isn’t a bad thing. Kevin Masters, the founder of the group, makes sure it’s members present the image of cooperation with the law, keeping with their presentation as a high tech citizen's militia.

Masters has managed to gather some powerful political backers over the last fifteen years, various wealthy politicians and business men from all across the United States help to keep S.H.O.C.K. well armed and supplied with the latest technological advancements available as well as information on all known metamen and making sure their field operatives have the best training money can buy.

But there is more to S.H.O.C.K. than that; they are always doing “studies” on metahuman biology, secretly operating different clinics that claim to be working with groups like the Albright Institute and ASTRO Labs to help metamen “better understand their powers” while in reality they experiment upon metamen (using methods straight from the Nazi’s playbook) to learn about how metamen powers work. It is thanks to their grizzlier works that S.H.O.C.K.’s scientists have developed some of the best power nullification equipment in use currently (seriously, the folks at Blackstone, Buckner Ridge and New Alcatraz could learn a thing or two from S.H.O.C.K. gear). Recently their scientists have managed to complete work on a series of weapons that are designed to cause metamen powers to malfunction, causing the metahuman’s powers to rage out of control and thus proving S.H.O.C.K.’s claims of the dangers metamen pose to the public.

What Kevin Masters ultimate goals for S.H.O.C.K. are is still unclear to many of his higher ranking members, but they’ve all learned better than to question him (they’ve seen what happens to those that do), but it is abundantly clear that he considers metamen a bane to mankind and seeks to destroy them before they can destroy humanity.
World of Freedom Setting 3E

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

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Re: World of Freedom: Whole lot of new stuff for FC Setting

Post by Horsenhero » Fri Mar 15, 2013 8:35 pm

I'm not sure I like those S.H.O.C.K. fellows all that much...as opposed to that Shock fellow, who I like just fine.

They're excellent villains, which is to say they're wretched scum, dontcha know. 8)

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Tattooedman
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Visor

Post by Tattooedman » Mon Mar 18, 2013 9:01 pm

Image
Visor:
PL:
10
Strength 2
Stamina 3
Agility 5
Dexterity 4
Fighting 4
Intellect 1
Awareness 2
Presence 1

Skills: Acrobatics 3 (+8.), Athletics 6 (+8), Close Combat [Unarmed] 5 (+9), Deception 8 (+9), Expertise [Criminal] 9 (+10), Intimidation 9 (+10), Perception 5 (+7/+16), Persuasion 4 (+5), Ranged Combat [Optic Blasts Array] 2 (+6/+10), Stealth 3 (+8), Technology 6 (+7), Vehicles [Land] 3 (+7)

Advantages: All-Out Attack, Benefit 2 [lesser associate of the Scarlatti Family], Benefit [Membership (Crime Union)],Connected, Defensive Roll 2, Equipment 2, Evasion 2, Improved Initiative, Skill Mastery [Expertise (Criminal)]

Powers: Enhanced Visual Perception: Enhanced Skill 3 [Perception +9] (Flaw: Limited [Sight Only])
Multi-Spectrum Vision: Senses 12 [Darkvision, Infravision, Lowlight Vision, Vision (Extended 2), Vision Counters Illusion, Vision Penetrates Concealment (Limited [Not vs. Lead])]
Polarized Eyes: Immunity 5 [Sensory Affliction Effects] (Flaw: Limited [Sight Only])
Natural Targeting Skill:
Enhanced Skill 2 [Ranged Combat (Optic Blasts Array) +4]
Enhanced Advantages 5 [Improved Aim, Precise Attack (ranged; concealment), Precise Attack (ranged; cover), Ricochet 3]
Optic Blasts Array:
Electro Beam: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Area [Line])
-Flash Beam: Ranged Visual Affliction 10 [Impaired, Disabled, Unaware; resisted by Fortitude]
-Force Beam: Move Object 10 (Flaw: Limited Direction [Away Only])
-Heat Beam: Ranged Damage 10
-Ice Beam: Ranged Affliction 10 [Hindered, Immobile, Paralyzed; resisted by Dodge]
-Penetrating Beam: Ranged Weaken Toughness 10 (Extra: Affects Objects Only [-0])

Offense: Initiative +9
Melee Attack +4 // Unarmed Attack +9
Ranged Attack +4 // Optic Visor Attack +10

Defense: Dodge +8
Parry +8
Toughness +8*/+6**/+3 [*Armored Costume & Defensive Roll/**Armored Costume]
Fortitude +7
Will +8

Equipment: Armored Costume [Immunity 2 (Environmental Cold, Environmental Heat), Protection 3]


Costs: Abilities 44+ Skills 22+ Advantages 13+ Powers 63+ Defenses 17= 151 pts.


Real Name: Michael “Mick” Saunders
Height: 6’ 2”
Weight: 200 lbs
Hair: Black
Eye Color: Brown


Complications:
Just Another Crook With A Gimmick: Visor likes to let everyone think that his powers come from the visor he wears as part of his costume, but that's an absolute lie his powers are inherent to him.

Motivation ~ Greed: Visor is in it for money and power.

Responsibility: Visor has a wife (Andrianne) and an unnamed child to support with his criminal activities.


Background: Mick Saunders had no aspirations at all in his adult life, he knew where he stood in life and that was firmly as a thug; hired muscle that worked for anyone looking to make some quick cash. So when Mick went to Bay City taking on some work from the Scarlatti Family he didn’t give it a second thought, but he found that working for Antonio Scarlatti to be one of his better jobs – he was making a good profit from the enforcement and every once in a while he’d have to rough up some chumps for payment. While most of his “customers” tended to pay up after just one visit, occasionally Mick would have to return to break something in a store or shop to give the more obstinate ones the incentive to pay in a timely manner. He made a few friends while working the job as well. Some were hired thugs like him that he teamed up with on bigger projects, while others he knew from a more administrative role, like Adrianne, who worked in one of the labs Scarlatti used to produce technologies he would supply his people with deal with superheroes and supervillains (who tended to try and overtake certain parts of the Scarlatti Family’s operations for their own gain). Eventually Mick and Adrianne began dating and Mick soon became a permanent addition to the ranks of the Scarlatti Family’s criminal army.

One of the problems that faced the Scarlatti Family was trying to come up with ways to deal with the local heroes of Bay City but every time they hired out some super-merc or convinced an established super villain to work with them to eliminate a common enemy something always went wrong; the super villain would try and take over the family, kill the family over some old grudge, the merc would give up all kinds of information they’d learned about the Family’s then-time operations and so on, but Antonio was convinced that he had an answer to their problem – either pony up the cash to get a trusted enforcer some powers from those who could do such things or get their hands on some of that Omlevex. Since it was much easier to just find out when the one of the local super-labs had some Omlevex, that was the plan that was approved and Mick was among those chosen to be exposed to it (there were ten total; six died but Mick and three others [Joyride, Magnum, & Mustang] gained powers).

Mick, along with the other empowered survivors, spent several months being trained in how to use his powers along with some other underworld skills to upgrade his skill set his as well as a rigorous training routine that toned his physique to make him better look the part of serious villain before being unleash on the general public. Calling himself Visor, Mick and the others were sent after Bay City’s Chief of Police, Assistant District Attorney and the Mayor in an effort to show that their recent efforts to crack down on organized crime weren’t going to get very far.

Unfortunately for Visor and the rest of his new crew, the Champions intervened. While the heroes were able to save the Mayor and Chief of Police, Visor did kill the A.D.A.; which resulted in setting back many of the then-time on-going court cases the man had been involved in, one of which was a federal case against the Scarlatti Family (which ended up being dropped due to a loss of evidence during the interim). Together Scarlatti’s crew of metamen did respectively well as super villains; they won almost as often as they lost (mostly because many of their missions had a secret goal) but while Magnum, Joyride, Mustang and Visor were all loyal to the Family they didn’t exactly get along so well between one another.

Finally their in-fighting got to the point that an all out fight broke out between them, with Mustang and Magnum partnering up (since they’d become good friends over the years) against Joyride and Visor. Joyride quickly realized that his powers were going to have little effect on either of his opponents and he used them to escape, leaving Visor to fend for himself against a duo who had years of experience working together. Honestly, Visor did fairly well considering the odds against him and he managed to escape with only a few injuries and the majority of his pride intact. However due to the falling out of the crew, the Scarlatti Family washed their hands of them all, effectively shunning them all for several years. During this time Visor worked as a normal super villain; robbing banks, jewelry imports, and other straightforward style of robberies and building his reputation as a solo criminal.

A few years ago Visor approached the Scarlatti Family when they’d made inquiries about hiring a metahuman criminal to pull a specific style job for them and made them an offer – out of respect to them for making him the criminal he was now Visor would work freelance for the Family at half price and he would always give their jobs priority over any other offers he might have at any given time. Feeling that Visor had atoned enough, as well as remembering that he was one of their better operatives back when he was in their employ, Leo Scarlatti agreed to the terms. For the most part Visor isn’t making much when he works for the Family but now if he gets arrested the Family provides for all his needs while in jail; his wife (former girlfriend), Adrianne and their daughter, is taken care of as well as all of Mick’s legal needs in addition to his having the Family’s protection while in jail or if he needs medical treatment he can make use of the Family’s physician.

Otherwise Visor is free to operate as he sees fit, meaning that he can show up just about anywhere for a number of reasons.
Last edited by Tattooedman on Wed Apr 09, 2014 4:08 pm, edited 6 times in total.
World of Freedom Setting 3E

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

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Tattooedman
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Sureshot

Post by Tattooedman » Mon Mar 18, 2013 9:02 pm

Image
Sureshot:
PL:
10
Strength 2
Stamina 4
Agility 7 (4)
Dexterity 3
Fighting 7 (4)
Intellect 2
Awareness 2
Presence 1

Skills: Acrobatics 6 (+13), Athletics 6 (+8), Close Combat [Unarmed] 1 (+8), Deception 9 (+10), Expertise [Engineering] 6 (+8), Expertise [Physics] 9 (+11), Expertise [Sports] 3 (+5), Expertise [Streetwise] 6 (+8), Perception 6 (+8), Ranged Combat [Energy Discs] 7 (+10), Stealth 3 (+10), Technology 9 (+11), Treatment 3 (+5)

Advantages: Accurate Attack, Agile Feint, All-Out Attack, Benefit 2 [Membership (Crime Union) 2], Benefit [Wealth (Well-Off)], Connected, Diehard, Great Endurance, Improved Aim, Improved Critical [Energy Discs] 3, Language [French], Power Attack, Precise Attack [ranged; concealment], Precise Attack [ranged; cover], Taunt

Powers: Reflex Suit: [Removable (-13 pts)] (54 pp)
Flex-Mesh Underarmor: Protection 4
Eye Screen:
Immunity 5 [Sensory Affliction Effects] (Flaw: Limited [Visual Only])
Senses 1 [Lowlight Vision]
Wired Reflexes:
Enhanced Agility 3
Enhanced Fighting 3
Enhanced Dodge 3
Enhanced Parry 3
Enhanced Advantages 8 [Defensive Attack, Defensive Roll 2, Evasion 2, Improved Initiative, Instant Up, Uncanny Dodge]
Ionic Energy Discs Array:
Explosive Disc: Ranged Damage 10 (Extra: Area [Burst])
-Blinding Disc: Ranged Visual Affliction 10 [Impaired, Disabled, Unaware; resisted by Dodge/Fortitude] (Extra: Area [Burst])
-Bouncing Disc: Ranged Damage 10 (Feat: Ricochet 5)
-Taser Disc: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Dodge/Fortitude]

Offense: Initiative +11
Melee Attack +7 // Unarmed Attack +8
Ranged Attack +3 // Energy Discs Attack +10

Offense: Dodge +10*/+7 [*Reflex Suit]
Parry +10*/+7 [*Reflex Suit]
Toughness +8
Fortitude +8
Will +8


Costs: Abilities 44+ Skills 26+ Advantages 18+ Powers 47+ Defenses 10= 145 pts.


Complications:
Technology: Without his reflex suit, Sureshot has a poor relationship with anything electrical. He’s penalized -8 on any roll to use any kind of technology when not wearing it.

Motivation ~Loyalty: The Crime Union has treated Sureshot well. Because of this, he’s become quite loyal to that organization.


Real Name: Christopher Jenkins
Height: 5’ 10”
Weight: 160 lbs
Hair: Red
Eye Color: Green


Background: Background: Hired to help develop a suit of power armor for the US military, Christopher Jenkins was a young engineer who thought he’d hit the big time and that fame within the scientific community would soon be his but instead of having his life changed by the advancements he might have come up with it was by an accident caused by the actions of one of his co-workers – rupturing the unstable power source he’d been developing for the armor that subjected Jenkins to an intense amount of radiation.

However, instead of killing him the dose of ionic energy triggered a mutation in Jenkins’ biology; he was now able to produce ionic energy naturally and his body became almost supercharged with the excesses of energy it was making. So much so that Jenkins ended up spending a decent amount of time doing various physical activities to burn off excessive energy.

Jenkins was immediately removed from that project, and was placed in isolation to protect those around him as he became the source of a new project and over the following year he was poked, prodded and examined by some of the best military scientists there were in a collective effort to fully understand what had happened to him, if there were any drawbacks to what changes he’d undergone and if the process could be reproduced (unknown to Jenkins during the early stages). Early on, the scientists, who were helped by Jenkins, created a suit that would siphon off the extra energy his body created. The prototype was bulky, but it allowed Jenkins to be more functioning in the lab than he previously could be and over the following months they worked on refining the containment suit even more.

With every attempt, Jenkins’ suit became more streamlined until finally they’d developed something they’d called a Reflex Suit. This suit was slim and almost skin tight, unlike the others Jenkins had worn, which allowed it to fit under regular clothing. It also granted him more freedom of movement, which enabled Jenkins to show off his physical skills he’d developed a bit easier.

By his mid-twenties, Jenkins had become tired of all the testing and frustrated by the lack of any real progress in curing him of his condition and he began to work in secret; toiling around the clock, he worked all day in the lab refining his suit, while by night he practiced to master his control over the energy his body produced. One night while he was working late, Jenkins stumbled across a computer file that detailed how the project scientists had figured out how to duplicate the process that transformed him, in a controlled setting, and thus create others who had similar powers without any of the problems he still faced.

Angered beyond belief, Jenkins refused to allow anyone to suffer the same hardship he’d underwent despite the notes that the process should be 100% safe and he quickly gathered together some equipment he’d need to operate on his own, as well as a truck to transport it all with, then trashed the lab and destroyed all records connected to the project. Jenkins’ biggest problem once he was one his own was that without the backing of the military he needed to find a new way to get the few key parts for the Reflex Suit that he needed to make it even more streamlined and functional. Granted the suit would operate just fine without them but the controls would be a tad sloppy and erratic at best.

So, having no other options to choose from Jenkins did the only thing he thought he could do - he stole what he needed. Breaking into various companies to take the parts he needed to perfect his suit. Once that had been done Jenkins moved to Bay City, where he used the final bits of his illegally gained savings to set himself up with a small lab where he could live and continue to work. Granted it was for the less than reputable businessmen of the city, but it paid very well and eventually led to his employers learning of his metahuman abilities and eventually hiring him to take on mercenary work for hire from time to time (something that Jenkins was surprised to learn he enjoyed given how his powers affected his physiology).

After six months of doing such jobs Jenkins, who was using the name Sureshot when working, was approached by the Big Brain of the Crime Union who offered him a position in the organization. Jenkins accepted the offer realizing that the Union offered him several resources he wouldn’t have if he continued to work alone, and he quickly rose from freelance criminal to steady employment within the criminal agency. These days Sureshot tends to move around where ever the Union needs him to. While generally stationed in Bay City, he’s been seen in Freedom City, Arcadia, and even Emerald City on several occasions.
Last edited by Tattooedman on Wed Apr 09, 2014 3:38 pm, edited 4 times in total.
World of Freedom Setting 3E

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

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Tattooedman
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Joyride

Post by Tattooedman » Mon Mar 18, 2013 9:03 pm

Image
Joyride:
PL:
8
Strength 2
Stamina 3
Agility 3
Dexterity 4
Fighting 2
Intellect 1
Awareness 1
Presence 0

Skills: Acrobatics 3 (+6), Athletics 3 (+5), Close Combat [Judo] 4 (+6), Deception 6 (+6), Expertise [Mechanics] 7 (+8), Expertise [Streetwise] 6 (+7), Investigation 2 (+3), Perception 6 (+7), Persuasion 3 (+3), Ranged Combat [Stun Blast] 4 (+8), Stealth 6 (+9), Technology 4 (+5/+15), Vehicles [Air] 5 (+9/+18), Vehicles [Exotic] 5 (+9/+18), Vehicles [Land] 5 (+9/+18), Vehicles [Sea] 5 (+9/+18)[/i]

Advantages: Benefit 3 [Membership (Crime Union) 3 (officer - vehicle specialist)], Connected, Defensive Roll, Equipment 4, Improved Initiative, Instant Up, Language [Spanish], Move-by Action

Powers: Control Vehicles: Summon 8 (Extras: Controlled, Perception Range, Type [Broad: Vehicles]); (Feat: Mental Link); (Flaw: Limited [Available Vehicles in Area])
Vehicle Detection: Senses 7 [Detect (Vehicles: Analytical, Extended, Radius, Ranged]
Master Of Any Vehicle:
Comprehend 2 [speak to & understand machines/electronics] (Flaw: Limited [Vehicles Only])
Enhanced Skill 12 [Vehicles (Air) +9, Vehicles (Exotic) +9, Vehicles (Land) +9, Vehicles (Sea) +9]
Enhanced Skill 3 [Technology +9] (Flaw: Limited [Only vs. Vehicle Security
Systems])

Offense: Initiative +7
Melee Attack +2 // Judo Attack +6
Ranged Attack +4 // Stun Blast Attack +8

Defense: Dodge +6
Parry +6
Toughness +8*/+7 [*Armored Jacket & Defensive Roll/**Armored Jacket]
Fortitude +4
Will +4

Equipment: Armored Jacket [Immunity 2 (Environmental Cold, Environmental Heat) Protection 4]
Flash Goggles
Stun Blaster [Stun Blast: Ranged Affliction 6 (Dazed, Stunned, Incapacitated; resisted by Dodge)]


Costs: Abilities 32+ Skills 26+ Advantages 10+ Powers 73+ Defenses 11= 154 pts.2

Real Name: Daniel “Danny” Ryker
Height: 5’ 10”
Weight: 157 lbs
Hair: Black
Eye Color: Hazel


Complications:
Motivation ~Greed: Joyride’s pretty comfortable with his lifestyle and will cheat or steal anything needed to keep it.


Background: Raised by his mechanic father, Danny Ryker had a gift when it came to cars: no matter the problem, he had a knack for being able to figure it out and with his father’s help, fix it. There was a chance Danny could have gone far with his talent but that wasn’t the hand fate dealt him.

While Danny’s father was a good mechanic he had a bad gambling habit and he spent just as much time at the race track as he did in his car shop. While the elder Ryker made sure that Danny had the essentials there was never enough to pay back the people he owed. Already sixteen years old by this point, Danny knew that he and his father needed money so he turned to crime in the hope of paying his father with his debts (bookies don’t care who pays on the debt, just that it’s paid on). As a result Danny spent many of his evenings hooking up with some of his contacts at a local chop-shop to find out what kind of cars they were looking for then going out to find them, spend a day or two casing them out then finally stealing them and then selling them to the chop-shop. Eventually Danny’s criminal outings came to the attention of some of the higher up in the Scarlatti Family who recognized his skill and recruited him into the Family’s vehicle theft operations. Danny quickly proved his reputation was well deserved and he was considered to be one of the best earners in his part of the Family and was favourably looked upon by his bosses.

So when the Family decided to steal some Omlevex and expose a group of their people to it so the Family could have their very own metahuman operatives, Danny was among those chosen to be exposed (there were ten total; six died but Danny and three others Visor, Magnum, & Mustang survived and gained powers). Danny, along with the others, was trained in the uses and applications of his newly gained powers for several months before being given their first job by the Family – to assassinate Bay City’s Chief of Police, Assistant District Attorney and Mayor to show that their recent efforts to crack down on organized crime weren’t going to get very far and that the Scarlatti Family were here to stay. Unfortunately for the four criminals, the Champions intervened and were able to save the Mayor and Chief of Police. Though Visor did manage to kill the A.D.A., which the Family considered a victory as that resulted in setting back a federal case that was being made against the Scarlatti Family (which ended up being dropped due to a loss of evidence during the interim thanks to corrupt cops on the Family’s payroll). Together Scarlatti’s crew of metamen did respectively well as super villains; they won almost as often as they lost (mostly because many of their missions had a secret goal) but while Magnum, Joyride, Mustang and Visor were all loyal to the Family they didn’t exactly get along so well between one another.

Finally their in-fighting got to the point that an all out fight broke out between them, with Mustang and Magnum partnering up (since they’d become good friends over the years) against Joyride and Visor. Joyride quickly realized that his powers were going to have little effect on either of his opponents and he bailed on the fight, quickly summoning a vehicle to get away in though he left Visor all alone against the other two. Due to the falling out of the crew, the Scarlatti Family washed their hands of all four of them and shunned them all (never hiring them for jobs, as the majority of the crew went into business as meta-criminals for hire and even went as far as to place bounties on their heads a time or two).

The Big Brain, the leader of the Crime Union, had been keeping tabs on Danny and sensing an opportunity, offered him a position in the organization. Danny took it as he had nowhere else to go – everything he’d owned had been lost when his old crew fell out with one another. The Big Brain was offering him not only a place to stay but a way for him to make money again, and if the man’s offer could be believed, Danny would work mostly behind the scenes. That was a type of security he’d never known before and that was all it took for Danny to accept the offer.

Since then, Joyride’s become a valuable commodity within the Crime Union; he acts as the organization’s private master mechanic. He services all the members vehicles, builds custom orders (as well as repairing them when they’ve been damaged) as well as doing side work of his own from time to time (which has allowed Danny to tighten up his control of his special gift, as well as expand it beyond cars to dominate any vehicle he runs into) either stealing cars for fun or working as a metahuman "wheel man", being hired by criminals to make sure they're able to get away with their stolen loot.

After all these years, Danny still enjoys swiping cars and motorcycles and will take on any job so long as the client can meet his fee. Recently he was hired by Mastermind to hijack the Champions’ team jet, a task he succeeded in doing, making it half way to his destination before being caught by them (though the Union intercepted his prison transport a few hours later and freed him) but his mission was a success; the Champions were unable to chase after Mastermind when he stole a rare mineral from ASTRO Labs.
Last edited by Tattooedman on Wed Apr 09, 2014 3:39 pm, edited 4 times in total.
World of Freedom Setting 3E

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

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Braincase

Post by Tattooedman » Mon Mar 18, 2013 9:04 pm

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Braincase:
PL:
10
Strength 2
Stamina 3
Agility 2
Dexterity 2
Fighting 5
Intellect 0
Awareness 1
Presence 1

Skills: Athletics 6 (+8.), Expertise [Streetwise] 8 (+8.), Insight 4 (+7), Intimidation 6 (+7), Perception 6 (+7), Ranged Combat [Brain Bursts Array] 6 (+8.), Stealth 6 (+8.), Vehicles [Land] 3 (+5)

Advantages: Accurate Attack, Defensive Roll 3, Improved Initiative, Power Attack, Teamwork

Powers: Brain Bursts Array:
TK Pulse: Ranged Damage 12 (Extra: Penetrating)
-Pulse Burst: Ranged Damage 12 (Extra: Multiattack)
-TK Detonation: Ranged Damage 10 (Extra: Area [Burst])
-TK Repulse: Deflect 12
TK Levitation: Flight 5 (Flaw: Quirk [cannot turn off at will])

Offense: Initiative +6
Melee Attack +5
Ranged Attack +2 // Brain Bursts Array Attack +8

Defense: Dodge +12
Parry +10
Toughness +6*/+3 [*Defensive Roll]
Fortitude +8
Will +7


Costs: Abilities 32+ Skills 15+ Advantages 7+ Powers 40+ Defenses 26= 120 pts.


Real Name: Joseph Arters
Height: 6’ 2”
Weight: 193 lbs
Hair: Black
Eye Color: Brown


Complications:
Disability: Braincase suffers from attention disorder and is easily distracted and provoked.


Background: Joey Arters was a normal, rambunctious boy growing up in the suburbs of New York City. When he started attending school his teacher worried that he wasn't paying attention well when reading at story time or working on coloring pages and that he seemed more interested in causing "trouble". She suggested he be evaluated by a child psychiatrist, and soon Joey was diagnosed with Attention-Deficit Hyperactivity Disorder (ADHD) and prescribed the usual medicines to help him focus. Joey still struggled in school but he did calm down some which allowed him to move on to higher grade levels. Over the years much of the same learning issues continued to crop up and school officials recommended to Joey's parents that he be enrolled into the Special Education program the school offered to help with his development.

It didn't take long for the other kids to start picking on Joey for being "Special Ed" or "riding the short bus to school" which prompted more of Joey's violent behavior, especially because he rode into school with all of the other "normal" kids. On an almost weekly basis Joey's parents would get a call from the school to inform them of another fight in which Joey had gotten into and eventually the school decided that Joey would be best served by working with a private tutor at home to supplement his schooling as well as continued counseling. It didn't help matters any that Joey's older brother, Jake, was an Honor Roll student that was hardly every in any kind of trouble, which made for a terrible comparison by many of Joey's teachers.

While the private tutor and counseling helped to ease Joey's in-school outbursts, he ended up shifting his violent tendencies to small animals around his home and Joey took great pleasure in hurting small animals. Still, the bullying continued to gnaw on him until one morning while awaiting the school bus at the neighborhood bus stop, Joey lashed out with a psychokinetic burst which knocked the bully back several feet and gave him a concussion. Joey, not realizing what had happened quite yet, jumped on the bully and started pounding on him, bare-knuckled. The bus driver rolled up, witnessing the last of the fight and reported the incident to the school. As a result Joey was removed from public schooling altogether and a social worker was assigned the case to help with the psychiatric evaluations.

During the following days, Joey continued to think on that fight and what really happened, continuing to recreate the effect while messing around with the animals in his back yard. One night, he had a breakthrough moment - he succeeded in blowing up the ground beneath a rabbit, flinging the hapless hare several dozen feet into the air and landing hard on the ground, breaking it's leg. Joey then pressed hard for another "explosion" which caused the rabbit to burst into shreds, spattering blood all over Joey. He continued to play with this newfound ability, nearly every night, by causing rabbits, raccons, snakes, and rats to burst under the explosive telekinetic pressure of Joey's mental outbursts. He discovered, however, that these exercises gave him major migraine headaches with accompanying nosebleeds, so he was forced to back off somewhat in order to ease the pain until he was able to continue his practicing.

By the time Joey reached his teens, he had been taken off of his meds which actually seemed to eliminate the negative effects of his "brain bursts", as he called them. Now free of the headaches and nosebleeds, Joey started using his powers to rob convenience stores and small restaurants; wearing a green ski mask, goggles and a leather jacket as his disguise. By this point Joey had dropped out of school, and started skipping his tutoring sessions, frustrating his parents until they decided to contact the social worker to have Joey placed in a halfway house after they learned about his robberies. Appearing before a judge, who granted the request because of all the criminal misconduct, but desiring to see Joey come out of this the better for it all, Joey was placed into a halfway house on the south edge of Emerald City, which he ran away from at age 16.

Its unknown how Joey came to associated with the metahuman behemoth criminal Big Jack and his partner Hardknox, but Joey had begun calling himself Braincase and the trio became a constant headline for newspapers as they worked together as a loosely organized villain team known as the Faction. It seemed that they were always constantly fighting with the original Next-GEN. All of the members of the Faction became wanted criminals, and eventually Hardknox was captured and imprisoned, while Big Jack ended up becoming a victim of Dr. Shock and Braincase managed to never get captured during that time – thanks largely to his going underground for a while.

A few years later, Braincase returned to super crime, becoming a member of the Black Guard. This team is much more organized than the Faction had been and Braincase is still trying to find his place within the group. Recently he was sent to recruit the assassin archer Black Bow into the group (as a test by Dreadnaught), which he succeeded in doing much to the surprise of the other members of the Black Guard.
Last edited by Tattooedman on Sun May 26, 2013 9:31 am, edited 2 times in total.
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Re: World of Freedom: Whole lot of new stuff for FC Setting

Post by Horsenhero » Tue Mar 19, 2013 9:58 am

Gotta tell you T-man, I'm loving the roll you've been on recently with all the info on the Tattooedverse in your thread. The Rosemont Center is a cool addition and the recent villain & NPC builds have been primo.

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Re: World of Freedom: Whole lot of new stuff for FC Setting

Post by Tattooedman » Tue Mar 19, 2013 10:24 am

Thanks HH.

This is probably one of the most developed settings I've done, course a lot of the basics are covered by my use of the FC setting but I've been slowly working on adding my own unique twists and spins on things. Plus it helps that I've been making use of some awesome products from other companies (or in cases like the Rosemont Center other Green Ronin products that are loosely tied to M&M) that only need minor alterations to fit into the setting (mostly background info with maybe a few tweeks to skills, advantages and powers). Granted every now and then I get a unique idea that I use too, like Cloudburst for example, but for the most part I'm just making the most of the resources I have at hand and that I think would help make for a good setting.
World of Freedom Setting 3E

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

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Magnum

Post by Tattooedman » Tue Mar 19, 2013 6:18 pm

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Magnum:
PL:
12
Strength 12
Stamina 10
Agility 4
Dexterity 3
Fighting 8
Intellect 1
Awareness 0
Presence 5

Skills: Athletics 3 (+15), Close Combat [Unarmed] 4 (+12), Deception 5 (+10), Expertise [Current Events] 3 (+4), Expertise [Rancher] 4 (+5), Expertise [Streetwise] 6 (+7), Insight 7 (+7), Intimidation 5 (+10), Perception 8 (+8), Persuasion 1 (+6), Ranged Combat [Thrown Objects] 4 (+7)

Advantages: All-Out Attack, Benefit 2 [Membership (Crime Union) 2], Chokehold, Connected, Diehard, Equipment, Fast Grab, Fearless, Improved Critical [Unarmed] 2, Improved Grab, Improved Hold, Language [Spanish], Power Attack, Startle, Takedown 2, Taunt

Powers: Invulnerability: Immunity 140 [Fortitude Effects, Toughness Effects, Will Effects] (Flaw: Limited [Half Effective])
Strong As An Ox: Enhanced Strength 5 (Flaw: Limited [Lifting Only])

Offense: Initiative +4
Melee Attack +8 // Unarmed Attack +12
Ranged Attack +3 // Thrown Objects Attack +7

Defense: Dodge +4
Parry +8
Toughness +12
Fortitude +12
Will +7

Equipment: Commlink


Costs: Abilities 95+ Skills 18+ Advantages 19+ Powers 71+ Defenses 9= 212 pts.


Real Name: Raymond “Ray” Magnum
Height: 7’ 4”
Weight: 835 lbs
Hair: Brown
Eye Color: Brown


Complications:
Big Man: Magnum is a large individual, and as such does stand out wherever he goes. More often than not he needs specially made furniture and he’ll take out a door frame from time to time. It’s this reason why he doesn’t bother trying to keep a secret identity.

Motivation ~Greed: Magnum likes money and is in the criminal business to make a lot of it. Because of this he’s been known to be occasionally bought off of a job as long as it doesn’t land his friends (Mustang and his sometimes girlfriend Multitude) in jail.


Background: Raised by his uncle after his mother died in childbirth, Ray led a tough life. When he wasn’t at school, he worked at his uncle’s bar until closing time, only taking time out to study a bit and grab something to eat. As Ray grew older he developed a big physique, standing just under 6’5” by the time he was sixteen and was solidly built thanks to all his younger years spent doing all the manual labor around the bar. When you’re that big, built with solid muscle and able to bounce grown men outside with little effort, certain people are going to notice you as Ray found out when he was approached by men who offered him a job working for them as an enforcer. In Ray’s mind it at least got him away from his belligerent uncle who took every advantage of Ray that he could and the large, young man accepted the job and thus began Ray’s time as part of the Scarlatti Family.

He worked as a collector for the Family for the most part, but when time came to be violent Ray could handle that part of the job as well. He didn’t like it but the way he looked at it there was little doubt what would happen to those that either didn’t pay or were constantly late, he’d made sure of that so they really had no one else to blame but themselves for the beating he gave them. This mindset allowed him to be one of the Family’s highest earning collectors and there was little doubt that Ray was loyal, he’d proven it several times during the course of his work.

So when the Family decided to steal some Omlevex and expose a group of their people to it so the Family could have their very own metahuman operatives, Ray’s name was pretty much at the top of the list of those that would be exposed (there were ten total; six died but Ray and three others [Joyride, Visor, & Mustang] survived and gained powers).

Ray and the others were then set up in a recovery house where they were lived for several months while recuperating from their ordeal and began to get trained in the uses and applications of their newly gained powers. They were also given lessons in underworld skills to upgrade their knowledge and be of more use to the Family. Finally the crew was given their first job by the Family – to assassinate Bay City’s Chief of Police, the Assistant District Attorney and Mayor to show that their recent efforts to crack down on organized crime weren’t going to get very far and that the Scarlatti Family were here to stay. Unfortunately for the four criminals, the Champions intervened and were able to save the Mayor and Chief of Police. Though Visor did manage to kill the A.D.A., which the Scarlatti’s considered a victory as that resulted in setting back a federal case that was being made against the Scarlatti Family (which ended up being dropped due to a loss of evidence during the interim thanks to corrupt cops on the Family’s payroll). Together Scarlatti’s crew of metamen did respectively well as super villains; they won almost as often as they lost (mostly because many of their missions had a secret goal) but while Magnum, Joyride, Mustang and Visor were all loyal to the Family they didn’t exactly get along so well between one another.

Finally their in-fighting got to the point that an all out fight broke out between them, with Mustang and Magnum partnering up (since they’d become good friends over the years) against Joyride and Visor. Joyride quickly realized that his powers were going to have little effect on either of his opponents and he bailed out on Visor, leaving him alone against Magnum and Mustang (though despite they teamwork Visor managed to get away with only a few injuries). Disgusted with how the group fell apart the Scarlatti Family washed their hands of them, withdrawing the support they’d previously given to the four men. Not that this really bothered Magnum, he and Mustang went on a spree of bank robberies (with Mustang creating a back draft-like effect that caught anything in its wake and carried it along after him, which, in this case, included the contents of the various vaults and drawers from the bank’s master safe that he’s opened as he went around it.) and used that money to “take a vacation” for a few weeks while the pair figured out what their next move would be.

It was during this time that the Big Brain, the leader of the Crime Union, reached out to Magnum and offered both he and Mustang membership in the group provided they could pass a series of challenges, which was more than enough to rile Mustang up to agree to the terms despite Magnum’s efforts to calm his partner down before he got them into trouble. Over the next week the pair set to working on the tasks they’d been given and after successfully completing those both Magnum and Mustang officially became part of the Crime Union. It’s in that capacity that the duo has confronted members of the Sentinels in upstate New York on more than one occasion but so far they’ve managed to get away without being taken into custody.

Magnum is the laid back one of the two, acting as the counterbalance to Mustang’s impulsiveness. Most of the time it’s his job to come up with their plans and make sure that Mustang sticks to it despite any possible setbacks they might encounter, like another speedster showing up during one of their jobs (that’s always a problem as far as Magnum cares).

Just over a year ago Magnum heard talk on the street that someone was looking for Mustang, and had been asking a lot of questions about him. This of course sent the speedster running off to chase down the person in question before Magnum could stop him and when Mustang returned it was with a girl who was barely an adult, which was something of a surprise to Magnum honestly. After hearing Multitude’s story though Magnum felt sorry for the girl and agreed to see if she had the stuff to cut it as a super crook, setting up a series of tests for her. While Multitude did manage to complete them all she did make her fair share of rookie mistakes that couldn’t be overlooked in Magnum’s eyes and he informed her that she couldn’t work with him or Mustang until she got some more experience but then offered to train her until he deemed she was ready. While he was a hash taskmaster, Magnum was fair in his treatment of her and eventually Multitude was deemed ready for the field and has since gone on to become a valued part of their group, though she’s not a member of the Crime Union (mostly because Magnum wants to keep some space between her and Mustang sine the two of them have been dating on and off for a while now and that boy tends to lose his head when it comes to woment).
Last edited by Tattooedman on Wed Apr 09, 2014 3:41 pm, edited 4 times in total.
World of Freedom Setting 3E

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Mustang

Post by Tattooedman » Tue Mar 19, 2013 6:21 pm

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Mustang:
PL:
12
Strength 5
Stamina 5
Agility 7
Dexterity 7
Fighting 8
Intellect 1
Awareness 3
Presence 3

Skills: Acrobatics 2 (+9), Athletics 2 (+7), Close Combat [Hyper-Speed Tricks] 2 (+10), Close Combat [Unarmed] 4 (+12), Deception 5 (+8), Expertise [Pop Culture] 4 (+5), Expertise [Streetwise] 4 (+5), Expertise [Tactics] 8 (+9), Insight 3 (+6), Intimidation 4 (+7), Perception 4 (+7), Persuasion 2 (+5), Sleight of Hand 2 (+9), Stealth 2 (+9)

Advantages: All-Out Attack, Assessment, Attractive, Benefit 3 [Alternate Identities (x3)], Benefit 2 [Membership (Crime Union) 2], Connected, Eidetic Memory, Equipment 2, Fearless, Great Endurance, Instant Up, Languages 2 [], Power Attack, Redirect, Second Chance [Dodge Checks], Takedown 2, Taunt, Teamwork, Uncanny Dodge

Powers: Frictionless Aura: Immunity 1 [Friction Descriptor]
Hyper-Healing: Regeneration 10 (Extra: Persistent); (Feat: Diehard)
Hyper-Speed:
Enhanced Dodge 7
Enhanced Parry 6
Enhanced Advantages 21 [Agile Feint, Defensive Roll 5, Evasion 2, Improved Initiative 12, Move-By Action]
Quickness 13
Speed 13
Hyper-Speed Tricks Array:
Distruption Punch: Affliction 12 [Fatigued & Vulnerable, Exhausted & Defenseless, Incapacitated; Resisted by Parry] (Extra: Extra Condition)
-Hyper Projectiles: Ranged Damage 12 (Extra: Area [Cone]); (Flaw: Limited [Requires Objects of Opportunity])
-RPM Strike: Strength-Based Damage 5 (Extra: Multiattack 10)
-Vibrational Attunement: Insubstantial 4 (Feat: Affects Corporeal)
-Whirlwind: Move Object 10 (Extra: Area [Burst]); (Flaw: Reduced Range [close])
Hyper-Movement: Movement 3 [Wall-Crawling 2, Water Walking] (Flaw: Limited [Only While Running])

Offense: Initiative +55
Melee Attack +8 // Hyper-Speed Tricks Attack +10 // Unarmed Attack +12
Ranged Attack +7

Defense: Dodge +14
Parry +14
Toughness +10*/+5 [*Defensive Roll]
Fortitude +9
Will +8

Equipment: Costume [Immunity 3 (Environmental Cold, Environmental Heat, Pressure); Commlink]
Polarized Mask [Immunity 5 (Visual Sensory Afflictions)] 3pts


Costs: Abilities 78+ Skills 17+ Advantages 25+ Powers 110+ Defenses 9= 239 pts.


Real Name: Jason Barr
Height: 6’
Weight:: 207 lbs
Hair: Brown
Eye Color: Hazel


Complications:
Best Buddy: Mustang is close friends with his criminal partner Magnum, and have worked together now for several years. There is little that Mustang wouldn't do to help Magnum.

Maturity: While he has a tactical mind, Mustang has the attitude of a teenager most of the time. This has led to him pulling pranks, calling people out when he really shouldn't and generally acting like a bully.

Obsession: Mustang has to be the fastest there is, no matter what he has to do to prove it. In the past he’s almost crippled other speedsters and has never backed down from a challenge to race yet.

Relationship: Mustang is in an on-again/off-again romance with fellow criminal/groupie Multitude.


Background: Jason Barr was the guy that pretty much everyone in the neighborhood knew and nobody wanted much to do with him since he was the local trouble maker with a smart mouth. Jason was always in trouble for something – fighting at school, cursing out his teachers, bullying other students, stealing cars, underage drinking (just to name a few) but basically if it was something he wasn’t supposed to do then Jason would be doing it.

This eventually led him to a life of crime and somehow Jason managed to get in good with the Scarlatti Family, despite his personality defects, and was considered a good enforcer. So when the Family decided to steal some Omlevex and expose a group of their people to it so the Family could have their very own metahuman operatives somehow Jason’s name was put on the list (according to the grapevine it was someone who was tired of having to deal with him). But instead of dying Jason was one of the few who not only survived but gained superhuman powers from the exposure (the others were Joyride, Magnum, and Visor).

Jason was trained with the others in the uses and applications of his newly gained powers for several months before being given their first job by the Family – to assassinate Bay City’s Chief of Police, Assistant District Attorney and Mayor to show that their recent efforts to crack down on organized crime weren’t going to get very far and that the Scarlatti Family were here to stay. Unfortunately for the four criminals, the Champions intervened and were able to save the Mayor and Chief of Police. Though Visor did manage to kill the A.D.A., which the Scarlatti’s considered a victory as that resulted in setting back a federal case that was being made against the Scarlatti Family (which ended up being dropped due to a loss of evidence during the interim thanks to corrupt cops on the Family’s payroll). Together Scarlatti’s crew of metamen did respectively well as super villains; they won almost as often as they lost (mostly because many of their missions had a secret goal) but while Magnum, Joyride, Mustang and Visor were all loyal to the Family they didn’t exactly get along so well between one another.

Finally their in-fighting got to the point that an all out fight broke out between them, with Mustang and Magnum partnering up (since they’d become good friends over the years) against Joyride and Visor. Joyride quickly realized that his powers were going to have little effect on either of his opponents and he bailed out on Visor, leaving him alone against Magnum and Mustang (though despite they teamwork Visor managed to get away with only a few injuries). Disgusted with how the group fell apart the Scarlatti Family washed their hands of them, withdrawing the support they’d previously given to the four men. Not that this really bothered Mustang, he and Magnum went on a spree of bank robberies (with Mustang creating a back draft-like effect that caught anything in its wake and carried it along after him, which, in this case, included the contents of the various vaults and drawers from the bank’s master safe that he’s opened as he went around it.) and used that money to “take a vacation” for a few weeks while the pair figured out what their next move would be.

It was during this time that the Big Brain, the leader of the Crime Union, reached out to Mustang and offered both he and Magnum membership in the group provided they could pass a series of challenges, which was more than enough to rile Mustang up and agree to the terms despite Magnum’s efforts to calm his partner down before he got them into trouble. Over the next week the pair set to working on the tasks they’d been given and after successfully completing those both Mustang and Magnum officially became part of the Crime Union. It’s in that capacity that the duo has confronted members of the Sentinels in upstate New York on more than one occasion but so far they’ve managed to get away without being taken into custody.

Mustang has even managed to pick up a groupie/girlfriend named Multitude. While he doesn’t mind doing the occasional job for the Crime Union, Mustang prefers to share his schemes only with Magnum, whom he considers his best and only real friend.
Last edited by Tattooedman on Wed Apr 09, 2014 3:41 pm, edited 6 times in total.
World of Freedom Setting 3E

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Multitude

Post by Tattooedman » Tue Mar 19, 2013 6:23 pm

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Multitude:
PL:
10
Strength 2
Stamina 3
Agility 5
Dexterity 3
Fighting 5
Intellect 0
Awareness 1
Presence 2

Skills; Acrobatics 3 (+8.), Athletics 4 (+5), Deception 3 (+5/+7), Expertise [Pop Culture] 7 (+7), Insight 6 (+7), Investigation 2 (+2), Perception 6 (+7), Persuasion 5 (+7/+9), Sleight of Hand 2 (+5), Stealth 3 (+8), Treatment 2 (+2), Vehicles [Land] 2 (+5)

Advantages: Agile Feint, Attractive, Beginner’s Luck, Benefit 2 [Wealth x2 (Independently Wealthy)], Close Attack 7, Connected, Contacts, Defensive Attack, Defensive Roll 2, Equipment 2, Improved Critical [Staff] 2, Improved Initiative 2, Jack-of-all-Trades, Languages [French], Ranged Attack 5, Redirect, Set-Up 2, Takedown 2, Taunt, Teamwork, Well-Informed

Powers: Enhanced Recovery: Regeneration 5 [1/per 2 rounds] (Feat: Diehard)
Multiplicity: Summon 8 [duplicates] (Extras: Controlled, Heroic, Reaction [kinetic effects] ); (Feats: Mental Link, Multiple Minions 4 [16 minions], Sacrifice)

Offense: Initiative +13
Melee Attack +12
Ranged Attack +8

Defense: Dodge +12
Parry +12
Toughness +8*/+6**/+3 [*Armored Costume & Defensive Roll/**Armored Costume]
Fortitude +6
Will +6

Equipment: Armored Costume [Immunity 2 (Environmental Cold, Environmental Heat), Protection 3]
Collapsable Staff [+3 Damage; Subtle]


Costs: Abilities 42+ Skills 15+ Advantages 38+ Powers 75+ Defenses 22= 192 pts.


Real Name: Megan “Meg” Tibault
Height: 5’ 7”
Weight: 127 lbs
Hair: Brown
Eye Color: Brown


Complications:
Obsession ~Mustang: Multitude is obsessed with Mustang, which has placed her in harm’s way on more than one occasion.

Motivation ~Thrillseeker: While crime has paid Multitude well, she’s in it more for the thrills than anything else.


Background: Born to an affluent family in New York City, Meg was a beautiful child in her parents’ eyes and perfect in every way. Then they discovered she possessed metahuman abilities after another kid hit her one day on the schoolyard and she produced a perfect duplicate of herself. Ashamed of what having a metahuman child might do to their reputation Meg’s father bought his staff’s silence, making sure that no one uttered a word about her “condition” to another person. Meanwhile, her mother revealed that she’d had an affair with a man that conceived Meg, which drove a permanent wedge between her parents that left her feeling like an outcast and she soon ran away from home.

meg quickly fell in with a group of street kids who accepted her without question and quickly taught her the basics of surviving on the streets. During that time she would practice with her powers in secret, developing better control over her self-duplicating ability until all she needed to do was lightly tap a wall and suddenly she had a helping hand and willing ally against the world. Quickly coming up with ways to make the most of her powers Meg used her duplicates to increase the money she pan-handled for to the point that was able to take care of her group on her own.

It was at this point that Meg was approached by a teenaged boy who called himself Scrap, that possessed his own set of metahuman powers as well as a talent for martial arts. His friendly and upbeat personality made it easy for Meg to trust him and open up about her past and the two realized that they could work really well together as Scrap could teach Meg how to carry herself in a fight and be ok while Meg could create a gang for them that would possess all of her knowledge and skills.

After months of preparing, the two embarked on a short-lived crime spree that had gotten the two of them involved with several of the metahuman students of the Arcadian Academy and ended with Scrap getting arrested and Meg slipping away and rejoining with her duplicates just a little richer than they had been and now much more well versed in the ways of the fist. However, unbeknownst to her, one of the Arcadian students had slipped their GPS on her so in no time at all agents of AEGIS showed up at her home and took the youth into custody. Meg was quickly tried, her parents practically disowning her in the process, and she was remanded to New Alcatraz, an island penitentiary just outside Bay City, that had a juvenile facility on premises.

While at New Alcatraz, Meg was fitted with nullifying bands and was expected to report to a counseling group twice a day in hopes of rehabilitating herself. Everything seemed to be falling apart for Meg as her sentence took her through the majority of her teen years. Then a week or so before her eighteenth birthday, Meg saw Mustang on the news for the first time. Meg soon became obsessed with the speedster, following his criminal career zealously, creating a shrine to him in her room, pasting newspaper clippings on her wall to go along with the nearly indecipherable, two-tone brown blurs that were supposed to be pictures of him. Unfortunately, the prison regulations frowned on this behavior and the guards confiscated the images as contraband, which drove Meg over the edge as a result.

Determined that she was done feeling sorry for herself, she staged a daring escape from the facility along with a few other inmates during a prisoner transfer. Meg managed to make it to the mainland, ditching the nullifying bands during her escape. She then managed to steal some new clothes for herself and headed back to New York, using her duplicates to confuse authorities about where she was going whenever she could.

When she finally reached her destination, Meg did everything that she could think of to find Mustang, but only managed to have some near encounters with him, often arriving at the scene of his crimes only minutes too late. Meg realized that she only had one way to be able to find him, and she mustered up all of her concentration and summoned over a dozen duplicates of herself to fan out to search the city. Some found hints and clues, but others only found trouble with the police, but none of them actually found their target.

Broken hearted, they formed back together to evaded the police now searching for her, Meg was about to give up when Mustang found her. It seems that he’d heard about someone looking for him that wasn’t any known hero, so he was quite surprised to learn that it was a young woman who only wanted to team-up with him and Meg used his stunned silence as a chance to tell him her story.

Once she’d finished Mustang agreed to give her a place to lay low for a few days and rest up then he and his partner, Magnum would test her to see if she could handle herself on the kind of jobs they normally pulled and they’d go from there. This news thrilled Meg, and she responded by throwing her arms around Mustang’s neck and planting a kiss on his lips, which again surprised the criminal speedster and he pulled Meg off of him and took her back to his hideout and introduced her to Magnum, telling him the girls story and about the deal he’d made with her.

Several days later Meg had completed all the “tests” Mustang and Magnum could come up with and while she’d handled herself pretty well, her efforts weren’t up to the caliber the duo required and they had to decline her offer of teaming-up. Though they did offer to take her under thing wing and help her learn what else she’d need to know to make it as a super criminal and eventually Meg began going out with them on jobs they’d take on slowly proving herself time and time again as a valuable ally to them. Now, a couple years later, Meg is an equal member in their little group – often times acting a hired muscle would on a job for them thanks to her duplicating ability as well as able to hold her own against many superheroes in a one-on-one fight (ok well, you know what I mean there) and she has grown very close to Mustang, as the two of them have been in a on-again/off-again romance for a little over a year now.



Multitude Duplicate:
PL:
8
Strength 2
Stamina 3
Agility 5
Dexterity 3
Fighting 5
Intellect 0
Awareness 1
Presence 2

Skills; Acrobatics 3 (+8.), Athletics 4 (+5), Deception 3 (+5/+7), Expertise [Pop Culture] 7 (+7), Insight 6 (+7), Investigation 2 (+2), Perception 6 (+7), Persuasion 5 (+7/+9), Sleight of Hand 2 (+5), Stealth 3 (+8), Treatment 2 (+2), Vehicles [Land] 2 (+5)

Advantages: Agile Feint, Attractive, Beginner’s Luck, Close Attack 7, Connected, Contacts, Defensive Attack, Defensive Roll 2, Equipment 2, Improved Critical [Staff] 2, Improved Initiative 2, Jack-of-all-Trades, Languages [French], Ranged Attack 5, Redirect, Set-Up 2, Takedown 2, Taunt, Teamwork, Well-Informed

Powers: Enhanced Recovery: Regeneration 5 [1/per 2 rounds]

Offense: Initiative +13
Melee Attack +12
Ranged Attack +8

Defense: Dodge +12
Parry +12
Toughness +8*/+6**/+3 [*Armored Costume & Defensive Roll/**Armored Costume]
Fortitude +6
Will +6

Equipment: Armored Costume [Immunity 2 (Environmental Cold, Environmental Heat), Protection 3]
Collapsable Staff [+3 Damage; Subtle]


Costs: Abilities 42+ Skills 15+ Advantages 36+ Powers 5+ Defenses 22= 120 pts.
Last edited by Tattooedman on Tue May 14, 2013 7:19 pm, edited 2 times in total.
World of Freedom Setting 3E

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

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Tattooedman
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Wildfire

Post by Tattooedman » Wed Mar 20, 2013 8:10 am

Image
Wildfire:
PL:
10
Strength 3
Stamina 8 (3)
Agility 4
Dexterity 4
Fighting 4
Intellect 1
Awareness 2
Presence 5

Skills: Acrobatics 6 (+10), Athletics 8 (+11), Insight 6 (+8.), Perception 6 (+8.), Persuasion 4 (+9), Ranged Combat [Red Lightning Bolt] 6 (+10)

Advantages: Accurate Attack, All-Out Attack, Close Attack 6, Defensive Roll 2, Move-By Action, Power Attack, Takedown, Teamwork

Powers: Bioelectrical Enhancements:
Enhanced Stamina 5
Enhanced Advantages 4 [Great Endurance Improved Initiative 3]
Red Electric Propulsion: Flight 6
Red Lightning Array:
Red Shock Field: Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extras: Cumulative, Reaction)
-Red Lightning Bolt: Ranged Damage 10 (Extra: Penetrating)
-Electromagnetic Pulse: Weaken Electronics 7 (Extras: Affects Objects Only, Area [Burst], Broad, Simultaneous)
-Red Shocking Burst: Damage 10 (Extra: Area [Burst])
-Red Shocking Punch: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)

Offense: Initiative +16
Melee Attack +10
Ranged Attack +4 // Red Lightning Bolt Attack +10

Defense: Dodge +10
Parry +10
Toughness +10*/+8 [*Defensive Roll]
Fortitude +11
Will +7


Costs: Abilities 52+ Skills 13+ Advantages 14+ Powers 70+ Defenses 20= 169 pts.


Real Name: Shaun Markakis
Height: 6’ 2”
Weight: 191 lbs
Hair: Strawberry Blonde
Eye Color: Brown


Complications::
Motivation ~Thrills: Wildfire is living out his dream of being a superhero.

Temper: Wildfire has a fiery temper to match his personality.


Background: There would be nothing remarkable about young Shaun Markakis’ early life; he would endure the typified middle-class life filled with school, friends, sports, the occasional scrap--all that you would expect from a fiery, fun-loving boy.

But, when Shaun reached puberty things began to change, and not just in the way normal pubescent young boys change. At first, his physique began to evidence itself, albeit much more rapidly than would most teenagers. His energy levels picked up significantly, and he seemed to never tire, a trait that spurred him to consider joining the local intramural hockey team. He would go on to become team captain within a short period of time, and they’d win several divisional championships. Not only was Shaun one of the better players on the squad, he was one of the better fighters, too. While he tended toward the more fun-loving and joyful attitudes, he wouldn’t ever back down from a good scrap. Especially during a game.

During the intra-municipal tournament championship game, one particular bully--large, strong, and known for dirty play and causing injuries--began chipping away at Shaun’s patience from the first drop-in. After a few blows to the head with high-sticking, not all being called by the referees, Shaun finally lost his cool with this hockey thug when the latter tried to cut Shaun with a high-swinging foot as he charged him. Shaun dodged the blade enough to get barely nicked, but he had endured enough and off came the gloves!

During the fight, Shaun grew more and more enraged and he felt something within him begin to grow more and more as each punch landed. When the bully connected with a solid punch to Shaun’s face, Shaun finally lost all control which resulted in a hyper-charged punch that resulted in a reddish, lightning-like discharge from Shaun that knocked out all of the lights in the arena, as well as the bully. Fortunately, this prevented anyone from
realizing that the discharge came from Shaun, except for Shaun himself.

During the summer months, Shaun would go out and find a secluded location in which to play with this newfound ability to shoot red lightning out of his hands and eyes. Shaun dreamed of becoming a costumed hero like the ones from Freedom City that he had followed in magazines for so many years as a kid. It now looks as if his wildest dreams would come true...!

What he didn’t know was that during these little “training sessions”, Shaun was being watched. An agent from the Superhuman Control, Retrieval and Emergency Teams (S.C.R.E.T.) had kept close watch on him since the hockey tournament incident--one coincidentally attended by Lt. Col. Frank Mason. Mason had seen the red lightning flash just before the lights went out, but was unsure as to which of the two combating young men it had expelled the blast. So, S.C.R.E.T. began watching each of them. Shaun’s “test runs” made their determination much simpler.

The S.C.R.E.T. agent approached his parents, explaining to them the need to both register and train metamen in the use of their abilities to avoid both civil dangers and civil rights concerns. Shaun relished the idea, and his parents, though still dumbfounded as to how this all may have come about, relented, seeing the value in this for their son. He would be educated further, trained by expert military personnel, and studied by a series of scientists and doctors, all of which to help both Shaun and upcoming metamen...as well as the nation of Canada as a whole.

Shaun adopted the name Wildfire, and was perhaps the most enthusiastic of the trainees to go through the S.C.R.E.T. facility. He exceled in power development, skills usage, melee training, and the flyers’ obstacle course. He’s also one of the more liked students by both trainers and students alike and recently “graduated” to the La Montre Du Nord (The North Watch).
Last edited by Tattooedman on Tue Mar 11, 2014 3:56 pm, edited 1 time in total.
World of Freedom Setting 3E

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

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Re: World of Freedom: Whole lot of new stuff for FC Setting

Post by Shock » Wed Mar 20, 2013 8:15 am

Whoa, a good guy! ;}

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Re: World of Freedom: Whole lot of new stuff for FC Setting

Post by Horsenhero » Wed Mar 20, 2013 8:29 am

Indeed. A pretty cool character though, and a semi-emblematic hero at that. He's not really the prototypical "flag hero" because his colors don't match the flag, but the Maple Leaf emblem is a patriotic display.

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