World of Freedom: FC Setting Builds....

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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Re: World of Freedom: Freedom's Most Wanted

Post by hermes » Sat Apr 20, 2013 7:24 am

Interesting take on Black Vulture. It's nice to see he's getting some use. I approve! 8)

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Re: World of Freedom: Freedom's Most Wanted

Post by catsi563 » Sat Apr 20, 2013 1:41 pm

Interestingly enough he isnt technically a cannibal. Avians being a seperate species of humanity the eating of dead human flesh wouldnt cannabilistic since he isnt by rough definition human.

Funny enoguh with Red she wouldnt take umbrage to his eating of carrion as much as she would human carrion, and her primary disagreements with him would be semi political. Namely it starts giving avians in general bad name becase most humanity fails to make the actual distnction between carrion and cannibalism.

And the fact that humans are filled with diseases and germs and are generaly filthy creatures if looked at scientifically. Its why so few sharks are actualy maneaters, people just dont taste that good :P
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Arcanix

Post by Tattooedman » Wed Apr 24, 2013 8:04 pm

Image
Arcanix:
PL:
13
Strength 0
Stamina 2
Agility 2
Dexterity 4
Fighting 2
Intellect 4
Awareness 4
Presence 2

Skills: Deception 10 (+12), Expertise [Magic] 12 (+16), Insight 8 (+12), Investigation 6 (+10), Perception 6 (+10), Persuasion 3 (+5), Ranged Combat [Mystical Might Array] 6 (+11), Sleight of Hand 7 (+11), Stealth 11 (+13)

Advantages: Artificer, Assessment, Defensive Roll 2, Evasion 2, Hide In Plain Sight, Move-By Action, Ranged Attack, Ritualist, Taunt, Well-Informed

Powers: Aura Of Occultation: Concealment 10 [all senses] (Extra: Alternate Resistance [Will], Permanent); (Flaw: Limited [Recollections of him only])

Levitation: Flight 4
Longevity: Immunity 1 [Aging]
Mystical Deflection: Force Field 8

Mystical Might Array:
Scarlett Bands of Sirrion: Ranged Affliction 15 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Strength] (Extra: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Mystic Blast: Ranged Damage 15
- Lamal’s Mighty Hands: Move Object 15 (Feat: Precise)

Secret Doors:
Teleport 13 (Extras: Accurate, Easy, Extended); (Flaws: Limited [Extended Only], Limited [Only useable when unobserved])
-Movement 3 [Dimensional Travel (any dimension)] (Flaw: Limited [Only useable when unobserved])

Offense: Initiative +2
Melee Attack +2
Ranged Attack +4 // Mystical Might Array Attack +11

Defense: Dodge +14
Parry +14
Toughness +12*/+10**/+2 [*Mystical Deflection & Defensive Roll/**Mystical Deflection]
Fortitude +9
Will +13


Costs: Abilities 40+ Skills 24+ Advantages 12+ Powers 116+ Defenses 38= 230 pts.


Real Name: Unknown
Height: 6’
Weight: Unknown
Hair: Unknown
Eye Color: Unknown


Complications:
Enemies: Arcanamaton, Seven.

Motivation ~Acquisition: Arcanix is driven to acquire new occult secrets, lore, and artifacts to his growing collection.

Power Loss: Arcanix cannot use his Mystical Might Array if he is unable to speak and gesture.

Secretive: Conversely, Arcanix jealously guards his own secrets, including his origins and identity.


Background: Arcanix still continues to be a thief that specialized in all items and matters of a mystical background, he’s recently run afoul of the likes of Seven who has decided that he needs to be dealt with since Eldrich is too busy with his duties as Earth’s Master Mage, which makes it her job.

Despite her best efforts so far Arcanix continues to slip out of her grasp at the last possible moment, and he’s managed to take the latest item of his interest as well. Seven is considering putting together a small, but varied group of mystically themed heroes to hunt Arcanix down and is currently trying to recruit those she has in mind.

One interesting fact about Arcanix has come to light recently – as the magical golem Arcanamaton has shared with Seven that he’s dealt with Arcanix a few times over the course of his service (which spans centuries mind you). What this means about the secretive mage isn’t entirely clear yet and that makes Seven a bit nervous to be honest.
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Arcanamaton

Post by Tattooedman » Wed Apr 24, 2013 8:20 pm

Image
Arcanamaton:
PL:
13
Strength 15
Stamina --
Agility 0
Dexterity 0
Fighting 6
Intellect 5
Awareness 1
Presence 0

Skills: Expertise [Magic] 12 (+17), Expertise [History] 6 (+11), Insight 8 (+9), Intimidation 10 (+12), Perception 12 (+13)

Advantages: Assessment, Close Attack 4, Eidetic Memory, Favored Foe [Magic Users], Fearless, Ranged Attack 6, Ritualist, Seize Initiative, Startle

Powers: Enchanted Iron Body:
Feature 1 [+1 Mass]
Growth 4 [+4 Strength, +4 Toughness, +2 Intimidation, -4 Stealth, -2 Dodge/Parry] (Extra: Permanent); (Feat: Innate)
Immunity 30 [Fortitude Effects]
Immunity 10 [Magical Descriptor] (Flaw: Limited [Half Effective])
Protection 12 (Extra: Impervious)

Imbued Spell Array:
Spell Breaker: Nullify 15 (Extras: Broad [magical], Sustained Duration [+2]); (Flaw: Close Range)
-Eldritch Bolt: Ranged Damage 15 (Feats: Accurate 2, Homing, Improved Critical 2)
Levitation Spell: Flight 4
Mystical Senses: Sense 6 [Detect (Magic: Accurate, Extended, Ranged), Darkvision]
Truesight: Senses 8 [Vision & Hearing Counter Concealment, Vision & Hearing Counter Illusion]

Offense: Initiative +0
Melee Attack +10
Ranged Attack +6 // Eldritch Bolt Attack +10

Defense: Dodge +8
Parry +8
Toughness +16* [*Impervious 12]
Fortitude N/A
Will +11


Costs: Abilities 46+ Skills 16+ Advantages 17+ Powers 137+ Defenses 24= 240 pts.


Height: 9’
Weight: 500 lbs
Hair: None
Eye Color: Sparkling Emeralds


Complications:
Disability: Arcanamaton’s body has a limited sense of touch compared to a human’s and he completely lacks a sense of smell or taste.

Enemy: Arcanix.

Magical “Robot”: Because Arcanamaton is a very advanced kind of golem, people who know how to “program” them would be able to control him.

Relationship: Arcanamaton feels a kinship to Adrian Eldrich for giving it its freedom.


Background: Created in ancient times by Ios, then-time Master Mage, the Arcanamaton was built to protect the Earth from magic threats when there is no Master Mage. Active and inactive at various times throughout history the machine did its job well, being imbued with enough magic to actually be considered alive in its own way.

Following Adrian Eldrich’s becoming the Master Mage in the 1930s the golem, badly weakened in a battle with time-travelling 22nd century American sorcerers who wished to lead a Pax Americana following World War II, retired to a temple to begin a cycle of repair where Eldrich discovered it a few years ago and awakened it. He set it free from its compulsion to follow its duty, and now the Arcanamaton follows its own will, though still fighting the good fight.

Interestingly enough Arcanamaton has a long standing enmity with the villain Arcanix that spans several different centuries, though Arcanamaton isn’t sure if it is the same man or a title passed on between master and student.

This build came about after I read Arthur Eld's build of the character but decided that I didn't care for the mystic staff personally, so for my build all those powers have been internalized and I ended up making him stronger and more durable.
I also used a pic that was a bit more within my realm of personal taste more than anything else.
Last edited by Tattooedman on Thu Apr 25, 2013 12:30 pm, edited 2 times in total.
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Re: World of Freedom: Freedom's Most Wanted

Post by catsi563 » Wed Apr 24, 2013 11:18 pm

Hey look one of Krises future playmates :twisted:
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Re: World of Freedom: Freedom's Most Wanted

Post by kenseido » Wed Apr 24, 2013 11:28 pm

Yeah, it's just like when GL fights someone covered in yellow.
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Re: World of Freedom: Freedom's Most Wanted

Post by Arthur Eld » Thu Apr 25, 2013 8:00 am

Nice work, T-Man. Its always cool to see how someone else will handle the same character concept.

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Re: World of Freedom: Freedom's Most Wanted

Post by HustlerOne » Thu Apr 25, 2013 10:59 am

I really like your work on Arcanamaton. A powerhouse golem that can fly and nullify magic! That badass looking pic pretty much
goes with your stats. For some odd strange reason he reminds me of a magical version of Protobot from Batman brave and the bold. :lol:

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Re: World of Freedom: Freedom's Most Wanted

Post by catsi563 » Thu Apr 25, 2013 11:36 am

He is pretty cool looking and a nasty fight thats for sure.

one minor note his toughness is listed as 16 but im counting 15 +11 protection and +4 growth unless im missing something?
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Re: World of Freedom: Freedom's Most Wanted

Post by Tattooedman » Thu Apr 25, 2013 2:20 pm

catsi563 wrote:Hey look one of Krises future playmates :twisted:
Do you mean Arcanix or Arcanamaton? The first is from the Threat Reports book (though I did raise his PL abilities as well as added a couple things of my own for how he's going to work in my setting) while the second is more of a heroic NPC I thought was interesting and would fit pretty well into the mystical part of the setting (which I continue to expand upon it seems).
Arthur Eld wrote:Nice work, T-Man. Its always cool to see how someone else will handle the same character concept.
Thanks. Overall I liked how your build was but I just wanted to do a couple minor changes that I thought worked well together.
catsi563 wrote:He is pretty cool looking and a nasty fight thats for sure.

one minor note his toughness is listed as 16 but im counting 15 +11 protection and +4 growth unless im missing something?
Whoops, that's was supposed to be Protection +12 but that's been fixed now.
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Re: World of Freedom: Freedom's Most Wanted

Post by catsi563 » Thu Apr 25, 2013 2:23 pm

hehe Arcanix actually tought a good sorcerous foil would be good for Kris :D
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Re: World of Freedom: Freedom's Most Wanted

Post by kenseido » Thu Apr 25, 2013 3:33 pm

Yeah, he would. I liked the picture as Corrupt Sorcerer in the GM Guide, and his write up in the compiled Threat reports leaves a lot of potential.
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Hexenhammer

Post by Tattooedman » Mon Apr 29, 2013 4:03 pm

Image
Hexenhammer:
PL:
11
Strength 4
Stamina 6
Agility 2
Dexterity 2
Fighting 10
Intellect 1
Awareness 4
Presence 2

Skills: Acrobatics 2 (+4), Athletics 4 (+8.), Expertise [Magic] 6 (+7), Expertise [Oratory] 6 (+8.), Expertise [Interrogation & Torture] 9 (+10), Insight 6 (+10), Intimidation 10 (+12), Investigation 6 (+7), Perception 6 (+10), Stealth 8 (+10)

Advantages: All-Out Attack, Close Attack 2, Defensive Roll 4, Evasion, Favored Foe [Mystics], Improved Critical [Hammer Strike] 2, Improved Initiative, Improved Trip, Languages 2 [German, Latin], Power Attack, Precise Attack [melee; concealment], Quick Draw, Ranged Attack 6, Skill Mastery [Intimidation], Startle, Takedown, Weapon Bind, Weapon Break

Powers: Fanatical Fervor: Enhanced Advantages 4 [Fascinate (Oratory), Inspire 2, Leadership] (Flaw: Limited [Only useable against religious zealots/followers])

Hexenhammer: (Removable –21 pts) [87 pp]
Anti-Magic Wards: Immunity 20 [Magic] (Extra: Reflect)
Hammer Throw: Ranged Strength-Based Damage 6 (Extra: Penetrating 10); (Feat: Affects Insubstantial 2) & Nullify Magic 10 (Extras: Broad, Simultaneous)
-Hammer Strike: Strength-Based Damage 6 (Extra: Penetrating 10); (Feat: Affects Insubstantial 2) & Nullify Magic 10 (Extras: Broad, Simultaneous); (Flaw: Close Range)
Heal Wielder: Regeneration 5
Indestructible: Feature 1 [Indestructible]
Silvered And Blessed: Feature 2 [Made with pure silver and has been blessed by the Catholic Church]
Soul Vessel: Feature 1 [Holds the soul of wielder when not in host body]
Witchfinder: Senses 4 [Detect (Mystics & Potential Mystics; Ranged, Tracking 2)]

Offense: Initiative +6
Melee Attack +12
Ranged Attack +8

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


Costs: Abilities 62+ Skills 21+ Advantages 29+ Powers 87+ Defenses 24= 223 pts.


Real Name: Erich Adler
Height: 5’ 10”
Weight: 160 lbs
Hair: White
Eye Color: Blue


Complications:
Allies: Hexenhammer can count upon the members of The Order of Saint Henricus to give him whatever aid or help they can.

Hatred: Hexenhammer hates all magic users, mystics, and occultists as he believes that they are all corrupt, godless and evil.

Motivation ~Annihilation: Hexenhammer is on a holly crusade to destroy all magic, magical beings, supernatural creatures, and artifacts. He will not rest until he achieves this goal.

Trapped Soul: Hexenhammer’s spirit is bound to his enchanted hammer and is trapped inside of it whenever he is without a host body. His spirit cannot rest until he has purged humanity of all mystics, sorcerers, and their descendants.


Background: In the works…..
Last edited by Tattooedman on Sun Sep 01, 2013 11:06 am, edited 1 time in total.
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Mr. Plague

Post by Tattooedman » Mon Apr 29, 2013 4:05 pm

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Mr. Plague:
PL:
10
Strength 6
Stamina 8
Agility 4
Dexterity 4
Fighting 4
Intellect 0
Awareness 4
Presence 0

Skills: Athletics 6 (+6), Expertise [Criminal] 9 (+9), Expertise [Survival] 6 (+10), Insight 8 (+12), Intimidation 12 (+12), Perception 5 (+9), Stealth 8 (+12)

Advantages: All-Out Attack, Benefit [Iron Stomach], Close Attack 4, Daze [Intimidation], Fearless, Hide In Plain Sight, Improved Initiative, Power Attack, Ranged Attack 2, Startle

Powers: Altered Metabolism:
Immunity 2 [Poison, Sleep (Limited – Half Effective)]
Regeneration 5 (Extra: Persistent); (Feats: Diehard, Great Endurance)

Poisonous Claws Array:
Nauseating: Affliction 12 [Impaired, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative) 24 pts
-Fatiguing: Affliction 12 [Fatigued, Exhausted, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Lethal: Weaken Abilities 12 (Extra: Broad [resisted by Fortitude])
-Non Poison Claw Strike: Strength-Based Damage 4 (Feat: Improved Critical 2)
-Psychotropic: Affliction 12 [Dazed, Compelled, Controlled; resisted by Will] (Flaw: Limited [can only confusing targets and making them act randomly]) 1
-Sedative: Affliction 12 [Dazed, Stunned, Asleep; resisted by Fortitude] (Extra: Cumulative)

Offense: Initiative +10
Melee Attack +8
Ranged Attack +6

Defense: Dodge +10
Parry +10
Toughness +8
Fortitude +10
Will +10


Costs: Abilities 60+ Skills 18+ Advantages 14+ Powers 42+ Defenses 20= 153 pts.


Real Name: Arthur Quinn
Height: 5’ 10”
Weight: 173 lbs
Hair: Dark Blonde
Eye Color: Brown


Complications:
Addiction: Mr. Plague is a functioning alcoholic; if he goes a whole day without drinking he becomes Impaired, then Disabled as well as suffers from withdrawal pains.

Healing Hurts: Mr. Plague’s body’s ability to heal itself is very painful to him every time it activates (he feels his body rapidly growing new parts).

Phobia: Mr. Plague is afraid of doctors/scientists due to his treatments following his being exposed to the Wildcard Virus.

Reputation: Mr. Plague is known for enjoying causing pain in his victims and in some cases playing games with them when he has the upper hand.


Background: Arthur Quinn was just one of many young men who joined the military once he graduated from high school, his plan was to do his tour of duty then us the G.I. Bill to pay for college but then war broke out in the Middle East and soon Quinn found himself clearing buildings and trekking through the hot sand all so he could fight terrorists.

Things went really wrong for him when his unit came across a terrorist cell that was supposedly prepping a dirty bomb according to the intel they’d been given, but when they kicked in the door Quinn and the rest of his unit were exposed to a sample of the Wildcard Virus the insurgents had somehow gotten a hold of during the fire fight that followed.

Quinn was the only member of his unit to survive and was taken to a military hospital where they documented his transformation into a metaman. Then came all of the changes happening to him, specifically the painful process of having new organs (the glands in Quinn’s forearms that fuel his poison-making ability and the claws that transmit those poisons) grow inside him.

Of course some high-ranking, armchair general thought that this would be an excellent opportunity for the military to study metahuman physiology in an effort to further future super-soldier projects and Quinn was subjected to all manner of testing and probing and giving various samples of his blood and body tissues. It was a process that traumatized the young man to the point that something in his mind finally gave way and his personality underwent a radical change; where Quinn had once been a friendly and nice fellow he now was angry and uncaring as to the problems of others; in short he’d become a sociopath.

It didn’t take Quinn long to escape his prison after the change in his mental health, though he made sure to kill each and every one of the scientists and doctors who had taken part in the torturous experiments done to him. The ironic part in Quinn’s mind was that he used a different poison on each of them, as to let them experience the full effect of his powers.

From there Quinn made his way to Bay City where his hair-trigger temper and willingness to kill those he faced brought him to the attention of the leaders of the Scarlatti Family who were very interested in gaining a metaman operative to help them deal with Bay City’s local heroes. Their offer of money was enough to get Quinn’s attention and he’s not regretted joining the “family” yet, though he does do freelance work from time to time much to the irritation of his employers but they realize that if they tried to interfere that Quinn would turn against them.

It's funny how reading over someone else's builds can give you an idea.

See when I read Arthur Eld's build of Quinn the Eskimo I realized that his power set worked really well for an old Heroes Unlimited character I'd used (with some changes to suit how I wanted to use him) in the past - Mr. Plague.

So with a bit of work I did some changes on skills, advantages and improved his fighting ability I came up with this build. So thanks for the help AE.

The background is a new one for the character I came up with as I worked on the build, I've been trying to show the effects of the Wild Card Virus in my setting so I made sure to toss in a little something about it to go along with some of the other changes I made to Plague's history.
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Re: World of Freedom: Incarnations of Immortality

Post by Tattooedman » Wed May 01, 2013 2:29 pm

And now for something a little different than what I've been posting lately; recently I've managed to get my hands on an older series of books called the Incarnations of Immortality by Piers Anthony (which if you like the Dresden Files and such style of settings then I recommend the IoI series, it has a nice blend of science & magic that isn't overly complex).

It's a total of seven (actually 8 books but the last one came something like just shy of 20 years later and isn't a good tie in to the pervious books) that tells the stories of seven people who hold the offices of the Incarnations - Death, Time, Fate, War, Nature, Evil, and Good. For the most part (not surprisingly) the Incarnation of Evil is basically the bad guy in all the books (though he's not really and in his book it's shown that he performs his job in the idea of someone has to do it and that the terms of what is considered to be "Good" and "Evil" are in vast need of being revised and thus seeks to win the War with the Incarnation of Good [God] so that can be done) and messes with all of the other Incarnations when they newly take on their office so that he can eventually win the War of Good VS. Evil.

Overall the series lets the reader consider the nature of life in general as the various characters contemplate their actions on a daily basis as they perform the duties of their office as these normally impersonal forces are humanized in some interesting ways.

..... and I just realized how much I overdid that explaination........

(Sorry folks, back to my point now that you all know the basics of the series as well as my 2 cents on it)

Anyways...... I've been working on builds for some of the Incarnations (specifically Death, Time & War), and while I'd normally call them PL X in general I always find myself trying to make a statable version of characters I'm really into from various books and tv shows I watch. Admittedly I'd never allow someone to play one of these characters (unless it was set in the setting of the book and all the PCs were new Incarnations) but I did try to keep them all around the same PL since they all mostly came off as being equal to one another (more or less).

I don't know if I'll ever get around to stating the other Incarnations, Fate and Nature are both very oddly described in what the exact abilities of their office are and would best be represented by X-Traits outright while Good isn't ever really told but one would assume it's similar to Evil (just in the pursuit of Good souls).
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