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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kirinke
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Re: World of Freedom: Freedom's Most Wanted

Post by kirinke » Sat Jun 08, 2013 3:01 pm

Tattooedman wrote:No clue how I made that mistake, but it's been fixed now.
No worries, it happens. Still, I like the concept alot!

Spectrum
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Re: World of Freedom: Freedom's Most Wanted

Post by Spectrum » Sat Jun 08, 2013 8:59 pm

Other chosen of the Greeks

Tman was kind enough to start up a contest among his players for other Greek inspired characters. The list so far:

Ares: not yet claimed
Hercules: not yet claimed
Aphrodite: claimed by Kaisius
Hermes: Themis, krinke
Hera: claimed by catsi
Hades: claimed by EnigmaticOne
Dionysus: Dennis Waters, Spectrum

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Tattooedman
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Psycho Skull

Post by Tattooedman » Sat Jun 22, 2013 10:45 am

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Psycho Skull:
PL:
13
Strength 15 (2)
Stamina 2
Agility 4
Dexterity 4
Fighting 6
Intellect 2
Awareness 3
Presence 3

Skills: Athletics 6 (+8/+21), Expertise [Pop Culture] 6 (+), Expertise [Psionics] 12 (+), Expertise [Streetwise] 8 (+), Insight 9 (+12), Investigation 6 (+8.), Perception 9 (+12), Persuasion 8 (+11), Ranged Combat [Mental Domination] 6 (+13), Ranged Combat [T.K. Blast] 6 (+13), Stealth 8 (+12)

Advantages: All-Out Attack, Close Attack 3, Connected, Contacts, Improved Initiative, Power Attack, Ranged Attack 3, Well-Informed

Powers: Illusion Casting Array: (Dynamic)
Control The Senses: Illusion 13 [all senses] (Extra: Free Action [+2]); (Flaw: Resistible by Will)
-Blazing Burst: Visual Affliction 13 [Impaired, Disabled, Unaware] (Extra: Area [Burst] 2)
-Invisibility: Concealment 4 [all visual senses] (Extras: Affects Others, Ranged)
-Vertigo Effect: Affliction 13 [Hindered & Impaired, Prone & Disabled, Paralyzed; resisted by Will] (Extras: Area [Burst] 2, Extra Condition)

Telepathic Might Array: (Dynamic)
Mental Stun: Ranged Affliction 13 [Dazed, Stunned, Incapacitated; resisted by Will] (Extras: Cumulative, Perception)
-Group Mental Domination: Affliction 13 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Area [Burst] 2, Cumulative)
-Mental Domination: Ranged Affliction 13 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Cumulative)
-Open Your Mind To Me: Mind Reading 13 & Communication 3 [mental] (Extras: Area, Selective)
-Telelocation: Senses 8 [Detect (Minds; Acute, Ranged 2), Detect (Life; Radius, Ranged 2]

Telekinetic Might Array:
T.K. Field: Force Field 13 (Extra: Impervious 12)
T.K. Blast: Damage 13 (Extra: Area [Line] 2)
-T.K. Boost: Enhanced Strength 13 & Enhanced Strength 5 (Flaw: Limited [Lifting/Grappling Only])
-T.K. Shove: Move Object 13 (Extra: Perception); (Flaw: Limited [Towards/Away Only])
-T.K. Wedge: Damage 13 (Extra: Area [Cone] 2)

Offense: Initiative +8
Melee Attack +11
Ranged Attack +7 // Mental Domination +13 // T.K. Blast Attack +13

Defense: Dodge +11
Parry +11
Toughness +15* [*Impervious 12]
Fortitude +8
Will +14


Costs: Abilities 52+ Skills 28+ Advantages 12+ Powers 204+ Defenses 29= 325 pts.


Real Name: Kevin Poe
Height: 6'1"
Weight: Unknown
Hair: None
Eye Color: Glowing White


Complications:
Motivation -Revenge: Psycho Skull seeks to avenge himself on all of those who have wronged him, especially the members of PSI and definately their leaders Psimon and Medusa.

Temper: Thanks to all the psionic powers he's absorbed over the years, that now causes him intense pain periodically, Psycho Skull has a nasty temper that he has trouble keeping in check.


Background: Kevin Poe, son of the original founder of PSI Sebastian Poe, managed to survive the war with PSI unbeknownst to all those who were present at its finale. He managed to sneak away in all the confusion of Psimon’s rampage to lick his wounds and rebuild his Jumper Gang only to find out that he no longer had the power of mental possession – instead he had an large assortment of physical and other traditional psionic gifts.

This led the young man to question what he knew of his powers and after spending years tracking down several of his father’s old, abandoned labs where he’d find hidden notes he realized that his father had been trying to create a unique kind of psychic, one that could duplicate the abilities of any other psychic they came into contact with and that led Kevin to finally realized that he was the product of his father’s work – he’d only gained his possession power after meeting the psychic who became his number two and had a similar ability (and it was from their shared power to “jump” into the body of others that they named their gang).

But now Kevin realized he was something else entirely, almost a new kind of psychic that had no real limits to his power. All he needed was exposure to other psionically gifted people and he would have all the power he’d ever need to get his revenge. Now over ten years later Poe has reached the point that he feels he is as ready as he’ll ever be; he’s gained several new abilities, each one has been practiced and developed during his time hidden to the point that his version dwarfed the original, though the eventual side effect of having so much raw psionic talent has left Poe with with the permanent disfigurement of having his entire skull burn with so much psionic energy that his head is constantly surrounded by excess psionic energy that resembles flames that has made his skin, muscle and hair opaque, leaving his skull bare so that it can be seen.


OOC wrote:For the most part I'm treating Psycho Skull's ability to 'duplicate psionic abilities of others' as a plot device, he can improve the powers he copies and it takes him a while to assess the abilities he gains so no variable powers for him. But this way I have a way to explain away Psycho Skull showing up and sporting entirely new psionic powers.
World of Freedom Setting 3E

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

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Tattooedman
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Skullcrusher

Post by Tattooedman » Sat Jun 22, 2013 10:47 am

Image
Skullcrusher:
PL:
10
Strength 10 (0)
Stamina 12 (0)
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 2
Presence 2

Skills: Athletics 3 (+13), Insight 9 (+12), Intimidation 9 (+11), Perception 9 (+11), Ranged Combat [Fire Bolt Array] 6 (+8.), Stealth 6 (+8.)

Advantages: All-Out Attack, Close Attack 4, Daze [Intimidation], Diehard, Improved Demoralize, Improved Initiative, Power Attack, Ranged Attack, Startle

Powers: Chosen Wielder Of The Mace:
Enhanced Strength 10
Enhanced Strength 6 (Flaw: Limited [Lifting Only])
Enhanced Stamina 12
Impervious Toughness 12

Skullcrusher Mace: (Removable -7 pts) [32 pp]
Fire Bolt: Ranged Damage 12 (Extra: Penetrating)
-Thrown Mace: Ranged Strength-Based Damage 2 (Extra: Penetrating 12); (Feats: Improved Critical 2, Improved Sunder, Ricochet 2)
-Mace Strike: Strength-Based Damage 2 (Extra: Penetrating 12); (Feats: Improved Critical 4, Improved Smash)
-Smash ‘Em All: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Dodge/Fortitude] (Extras: Area [Burst], Cumulative)

Offense: Initiative +6
Melee Attack +8
Ranged Attack +2 // Fire Bolt Array Attack +8

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


Costs: Abilities 24+ Skills 15+ Advantages 7+ Powers 94+ Defenses 16= 156 pts.


Real Name: Neal Hayott
Height: 6’6”
Weight: 330 lbs
Hair: Black
Eye Color: Blue


Complications:
Connections Of A Bad Kind: AEGIS has linked Skullcrusher’s mace to Bloodaxe’s magical axe, they would like to know exactly what the connection between the two weapons is.

Secret: The first Skullcrusher was defeated by members of the Sentinels and his magical weapon was studied briefly by AEGIS personnel but then it was stolen somehow by Neal who has taken over the identity of Skullcrusher.


Background: Nobody is exactly sure how Agent Neal Hayott, a low-level operative of Division 5, came into possession of the enchanted mace Skullcrusher, a name he now uses himself, though it seems that Neal’s personality is different now that he’s using the power granted to him by the mace. He’s more prone to violence and shows a strong enjoyment of combat, even boasting somewhat about the amounts of destruction he’s caused in his past fights.

AEGIS’ Division 5 has been able to study Skullcrusher, the mace, once and they were able to determine that it bears similar rune-like markings as the enchanted axe called Bonereaver, currently being used by the criminal Bloodaxe, but what actual connection the two magical weapons might have isn’t clear yet.
World of Freedom Setting 3E

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

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Tattooedman
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Grenadier

Post by Tattooedman » Sat Jun 22, 2013 10:49 am

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Grenadier:
PL:
12
Strength 7
Stamina 7
Agility 4
Dexterity 4
Fighting 4
Intellect 0
Awareness 2
Presence 0

Skills: Athletics 3 (+10), Deception 10 (+10), Expertise [Criminal] 12 (+12), Expertise [Streetwise] 10 (+10), Intimidation 10 (+10), Perception 6 (+), Ranged Combat [Explosive Energy Array] 8 (+12), Ranged Combat [Pistols] 2 (+6), Stealth 6 (+10)

Advantages: All-Out Attack, Close Attack 8, Daze [Intimidation], Diehard, Evasion, Great Endurance, Improved Initiative, Power Attack, Startle

Powers: Enhanced Physiology:
Enhanced Strength 3 (Flaw: Limited [Lifting Only])
Immunity 5 [All Environmental Conditions]
Protection 7

Explosive Energy Array:
Explosive Blast: Ranged Damage 12 (Extras: Multiattack, Penetrating); (Feats: Improved Critical 4)
-Explosive Release: Damage 12 (Extras: Area [Cone], Penetrating)
-Mini-Explosives: Ranged Damage 12 (Extras: Area [Burst], Penetrating)
-Whole Body Explosion: Damage 12 (Extras: Area [Burst] 2, Penetrating)
-Explosive Strike: Strength-Based Damage 5 (Extra: Penetrating 12); (Feats: Improved Critical 4)

Offense: Initiative +8
Melee Attack +12
Ranged Attack +4 // Pistol Attack +6 // Explosive Energy Array Attack +12

Defense: Dodge +10
Parry +10
Toughness +14
Fortitude +10
Will +10


Costs: Abilities 56+ Skills 24+ Advantages 16+ Powers 71+ Defenses 23= 190 pts.


Real Name: Nathan “Nate” Roberts
Height: 6’2”
Weight: 218 lbs
Hair: Brown
Eye Color: Brown


Complications:
One Man, Two Lives: Grenadier works both as a normal hitman and a metahuman one, keeping his two lives separate.

Secret: So far Grenadier has managed to keep his identity as Nate Roberts a secret from the members of law enforcement.


Background: Nate Roberts had always been in some kind of trouble; starting when he was a neighborhood street thug, then moved up to working for the local crooks as muscle until he eventually worked his way into the world of killing for hire. And while Nate did decently well, he wasn’t anyone special in that circle and is just one of dozens of cold-blooded killers.

Then Nate took a job that put him in Emerald City, specifically during the Silver Storm. Unlike most of the people who were struck by those strange energies Nate didn’t manifest his powers immediately and ended up being taken to the hospital where he was treated for some minor injuries he’d sustained during all the mayhem that happened that day.

It wasn’t until several weeks later that Nate begun to suffer from incredibly painful migraine headaches, he thought at some points that if his head could pop off his shoulders it might relieve the pain as the medicine he took for it barely did anything to help. Then one day which Nate had been laid up in bed all day in agony, he’d stared at the lamp on his nightstand wishing he could be able to reach up and shut it off as his sensitivity to light had intensified when the lamp spontaneously exploded (and thus destroying the nightstand it had been on as well) but the pain in his head subsided greatly almost immediately.

Quickly figuring out there might be a connection between the two events, Nate focused his attention on the small radio alarm on the other side of his bed and it exploded within seconds and again his pain ebbed. Realizing that he had something he could use to make some serious money Nate stopped playing with his power and slept off the rest of the medicine he’d taken. The following day Nate moved himself out to a cabin he rented that was hours away from his home and devoted himself to practicing with his newfound powers. A month later Nate felt he was ready to go to work and soon the Grenadier made his debut in the super-merc community, willing to take on pretty much any work that was well paying. So far he’s developed a decent reputation as a competent hand but he’s not run into any known super heroes yet so that might change.

Inspired by Psistrike's Detonator build
Last edited by Tattooedman on Wed Jul 31, 2013 5:40 am, edited 1 time in total.
World of Freedom Setting 3E

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

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Tattooedman
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Dr. Hyper

Post by Tattooedman » Mon Jun 24, 2013 10:24 am

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Dr. Hyper:
PL:
12
Strength 4
Stamina 5
Agility 4
Dexterity 4
Fighting 6
Intellect 8
Awareness 3
Presence 2

Skills: Acrobatics 3 (+7), Athletics 6 (+9), Deception 12 (+14), Expertise [History] 10 (+18.), Expertise [Life Sciences] 12 (+20), Expertise [Science] 14 (+22), Insight 9 (+12), Investigation 10 (+18.), Perception 12 (+15), Stealth 6 (+10), Technology 14 (+22), Vehicles [Air] 6 (+10), Vehicles [Exotic] 6 (+10), Vehicles [Land] 6 (+10), Vehicles [Sea] 6 (+10)

Advantages: Close Attack 4, Contacts, Eidetic Memory, Equipment 10, Inventor, Multilingual, Quick Draw, Ranged Attack 8, Speed of Thought, Task Focus [Expertise (Life Science): Genetics], Task Focus [Expertise (Science): Physics]

Powers: Chemically Altered Physiology:
Enhanced Strength 4 (Flaw: Limited [Lifting Only])
Leaping 3
-Speed 2

Cybernetic Brain Implant:
Communication 1 [mental] (Flaw: Limited [electronic devices only])
Enhanced Advantage 1 [Well-Informed]
Feature 1 [AI Database]

Life Extended Formula: Feature 1 [Longevity]

Mentally Quick: Quickness 5 (Flaw: Limited [mental tasks only])

Cyber-Gauntlet: (Removable –11 pts) [47 pp]
Weapons Systems Array:
Ice Ray: Affliction 12 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Fortitude] (Extras: Area [Line] 2, Cumulative, Extra Condition); (Flaw: Limited Degree)
-Plasma Bolt: Ranged Damage 12 (Extra: Penetrating)
-Reinforced Omnisteel Coating: Strength-Based Damage 6
-Shock Grenades: Ranged Damage 12 (Extra: Area [Burst], Penetrating)
Force Field Generator: Protection 7

Offense: Initiative +8
Melee Attack +10
Ranged Attack +12

Defense: Dodge +10
Parry +10
Toughness +12
Fortitude +10
Will +13

Equipment: The Hypermobile (20 ep) [Size: Huge; Strength: 8, Speed: 7 (air, 250 MPH), Defense: –2, Toughness: 9] Features:
Navigation System, Remote Control

The Hyperworks (20 ep) [Size: Large, Toughness: 12] Features: Communications, Computer, Defense System, Dimensional Portal, Fire Prevention System, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Personnel, Power System, Security System, Workshop]


Costs: Abilities 72+ Skills 44+ Advantages 30+ Powers 64+ Defenses 25= 235 pts.


Real Name: Edgar Aumont
Height: 200 lbs
Weight: 6’
Hair: Brown, with graying at the temples and beard
Eye Color: Blue


Complications:
Acquisitive: Dr. Hyper lusts after what he does not (and often cannot) have, drawn to acquire new things: artifacts, knowledge, and power.

Arrogance: Dr. Hyper is selfish and greedy, seeking out new treasures and hidden locales out of a sense of personal pride and increasing his list of accomplishments.

Rivalry: The Atom Family for the most part, but Dr. Hyper opposes anyone who works within “his realms” of exploration and discovery.

Secret: Dr. Hyper really is the grandson of Dr. Alexander Atom.


Background: Dr. Atom’s wartime romance with the French Resistance fighter Marie Vaulaire resulted in a child the good doctor never knew about that was named Isabelle. Unfortunately Marie didn’t keep the child as she wanted no reminder of her affair with Alexander Atom. Isabelle spent several years in an orphanage in France before being adopted by a young couple.

Soon it was discovered that Isabelle possessed an intellect that was higher than normal, and she eventually became a well respected scientist in the (then) new field of genetics. Isabelle eventually married Henri Aumont, a physicist of good standing within his field of scientific study and they had two children in the mid to late 1970s; Edgar and Hélène. Both of them inheriting their mother’s higher than average intellect (in truth Edgar was the smarter of the two, approaching his grandfather’s I.Q. while Hélène was closer to their mother’s but either way you look at it – they are both much smarter than the average person) and by the time they’d entered college they both were pursuing careers in areas of science. Edgar earned degrees in several fields; electronics, mechanics, genetics, life sciences and physics, while Hélène became a well known and highly respected chemist in her own right.

But one thing that both the Aumont children hid was their disdain for their fellow man, both of them were cruel and callous in their dealings with others and rumors often flew about the two of them of how they would verbally abuse those that worked under them in the lab as well as their colleges. Many people simply attributed it to the odd workings of the minds of geniuses and learned to tread carefully around the Doctors Aumont.

When the Atom Family began to go on adventures around the world, developing their reputation as world class scientists and explorers of the unknown, it was Edgar who noticed the similarities between his mother and Andrea Atom and he realized that the striking resemblance had to be more than mere chance. It was an idea that Edgar became fixated upon to the point that he became a follower of the exploits of the Atom Family in an effort to learn more about them and their history. A few years later he’s managed to somehow obtain DNA samples of Dr. Atom and Andrea, which he quickly compared to his own and finally confirmed his connection to them.

Sharing this information with his sister, Hélène, Edgar convinced her to join him in pursuing a lifestyle that was very similar to what the Atoms had lived with one large difference; they would keep all their discoveries for themselves (or to be more honest about it – sell them to the highest bidder). It was an idea that Hélène found rather appealing and the two of them raided idols made of pure gold and silver from hidden cultures in South America, made off with sizable amounts of Daka Crystals from Dakana, and even managed to unearth a lost city that had originally been overrun with a splinter faction of Terra-King’s Sub-Terrans.

Over the years Edgar and Hélène have profited much over the years and along the way they’ve gained in a large amount of personal power; with Edgar developing a cybernetic arm that grants him a number of unique abilities of his own creation while Hélène gained metahuman powers due to her exposure to a rare find in Egypt. Eventually though the pair realized that they needed help, as there was only the two of them and despite their combined, impressive intellects, there were areas of knowledge they simply did not have and had no way of gaining. Thus Edgar tracked down a child, a girl named Hailey, he’d fathered several years prior, telling her he’d not known about her until recently and convinced her to come away with him and share in the adventures he and his sister had.

Once he’d gotten Hailey to the Hyperworks, his personal lab, Edgar wasted no time in subjugating her to a battery of experiments and tests to determine what kind of skills she possessed and what he would need to do to her to “make her more useful” and set to using his vast knowledge to “improve her”.

A few years later Edgar helped Hélène conceive a child that they subjected to several experimental treatments that resulted in the boy, named Samuel, developing powerful energy manipulating abilities. Unfortunately Samuel couldn’t fully control his powers and was a threat to those around him so Edgar was forced to build a containment suit for Samuel to wear to protect himself and the rest of his family.

Over the years, to keep up with the growing number of metamen that are active in the world, Edgar has subjected himself to several different chemical, genetic, and cybernetic upgrades; he is able to lift several tons and can run and jump much faster and farther than a normal human can, his mind has a cybernetic implant that allow him to access the internet and the vast knowledge his computers have on file. His cybernetic arm is equipped with many offensive weaponry, such as plasma bolts, shock grenades, and ice rays to name a few as well as a personal force field generator built into it to keep him safe when things get a bit “messy”.
World of Freedom Setting 3E

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

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Tattooedman
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Madame Hyper

Post by Tattooedman » Mon Jun 24, 2013 10:35 am

Image
Madame Hyper:
PL:
11
Strength 13 (0)
Stamina 1
Agility 1
Dexterity 1
Fighting 4
Intellect 4
Awareness 3
Presence 3

Skills: Expertise [Chemistry] 12 (+16), Expertise [Science] 10 (+14), Insight 10 (+13), Perception 9 (+12), Persuasion 9 (+12), Ranged Combat [Thrown Objects] 8 (+9), Stealth 10 (+11), Technology 12 (+16)

Advantages: Close Attack 5, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Improvised Tools, Second Chance [Technology], Skill Mastery [Expertise (Chemistry)]

Powers: Chemically Altered Physiology:
Immunity 5 [Disease, Environmental Cold, Environmental Heat, Poison, Pressure]
Protection 5
Senses 2 [Analytical Detect (Chemical Composition)]

Life Extended Formula: Feature 1 [Longevity]

Transmutation Array:
Chemical Manipulation: Transform 12 [substances into other substances derived from chemical reactions] (Feat: Precise, Subtle)
-Gaseous Form: (Move Action -1 pt)
Affliction 9 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extras: Area [Cloud], Progressive)
Concealment 4 [all visual] (Extras: Area [Cloud], Attack)
Flight 2
Insubstantial 2
-Liquid Form: (Move Action -1 pt)
Affliction 11 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extras: Area [Shapeable], Progressive)
Concealment 4 [all visual] (Extras: Area [Shapeable], Attack); (Flaw: Limited [Underwater only])
Insubstantial 1
Swimming 4
-Solid Form: (Move Action -1 pt)
Enhanced Strength 13
Immunity 2 [Critical Hits]
Leaping 5
Protection 7 (Extra: Impervious 12)
Morph Limbs: Feature 3 [Variable Descriptor x3 on unarmed attacks]
Superhuman Strength: Enhanced Strength 3 (Flaw: Limited [Lifting Only])
Feats Of Super Strength:
-Groundstrike: Damage 11 (Extra: Area [Line]); (Flaws: Limited [Madame Hyper & her targets must be on the ground])
-Knockback Punch: Move Object 11 (Extra: Damage); (Flaws: Close Range, Limited [Away Only])
-Shockwave: Affliction 11 [Dazed & Vulnerable, Stunned & Prone; resisted by Dodge/ Fortitude] (Extra: Area [Burst], Extra Condition); (Flaws: Limited Degree, Limited [Madame Hyper & her targets must be on the ground])
-Thunderclap: Audio Affliction 11 [Impaired & Dazed, Disabled & Stunned, Unaware & Incapacitated; resisted by Dodge/Fortitude] (Extras: Area [Burst], Extra Condition); (Flaw: Limited [Madame Hyper’s targets must be able to hear])

Offense: Initiative +5
Melee Attack +9
Ranged Attack +1 // Thrown Objects Attack +9

Defense: Dodge +8
Parry +8
Toughness +13*/+6** [*Solid Form/**Normal Form]
Fortitude +9
Will +12


Costs: Abilities 34+ Skills 28+ Advantages 12+ Powers 78+ Defenses 28= 180 pts.


Real Name: Hélène Aumont
Height: 5’7”
Weight: Unknown
Hair: Dark Brown
Eye Color: Green


Complications:
Motivation ~Thrills: Madame Hyper works with the Hypernauts mostly because she enjoys the rush of finding some new or “lost” relic or city as well as the opportunity to use her powers in a fight.

Secret: Madame Hyper really is the granddaughter of Dr. Alexander Atom.


Background: Hélène Aumont is the second child of Isabelle and Henri Aumont, a pair of French scientists. Life for herself and her brother, Edgar, was rather straightforward and enjoyable for that period in time and Hélène demonstrated early on that she followed her mother and brother’s example of being rather intelligent and she took an interest in science, eventually settling on chemistry as her field of choice.

For several years Hélène worked and developed a well deserved reputation as a leader in her field until she sudden took on work under a ‘private contract’ and has been rarely seen by the scientific community since. The truth behind this is that Edgar had learned that their paternal grandfather was none other than Alexander Atom, the genius sire of the Atom Family and Edgar was wanting to embark on a similar career path that promised much more finical benefits (in other words they’d sell the items they find to the highest bidder or else keep them for themselves otherwise). The idea of traveling all over the globe appealed to Hélène and she agreed to Edgar’s plan.

For several years the pair saw all sorts of mysterious locations, as well as sights of all kinds that words couldn’t ever properly convey the majesty of, and the money they made was an obscene amount as well. But then in Egypt Hélène found herself trapped in a chamber with an artifact that was radiating a strange purple light that she found was making her feel weak and soon she passed out and when Edgar found her the light had totally faded to nothing. Though she made a quick recovery, Hélène had moments when she felt lightheaded in the days that followed her ordeal and she simply contributed those moments to lingering after-effects of what she’d been through.

A month later Hélène and Edgar where trekking their way through the wilds of Dakana looking for some shards of Daka Crystal to sell to a buyer when they tripped an alarm, alerting the nearby soldiers of their presence. At first the pair tried to fight their way past the native guards but they quickly learned that Dakana arms its soldiers well and they were captured and put in a cell. Cursing their misfortune Hélène was pushing against the bars of their cell, wishing she could just slip between them like the air that invisibly hung in-between them when suddenly she found herself on the other side of them and Edgar was yelling something about how had she disappeared.

A very startled Hélène reformed outside the cell, and wisely choosing a later time to try and figure out what had just happened, grabbed the key and let Edgar out so they could make their escape. It was on the way back to the Hyperworks that Hélène and Edgar were discussing how she had been able to do that the theory was put forth that the Egyptian artifact had changed her somehow (based on legends of the artifact being able to create warriors with similar abilities). After getting back to the Hyperworks, Edgar subjected Hélène to a battery of tests to determine just how fine and expansive her newly gained powers of self-transmutation were only to find that she almost had no limits - as long as Hélène could think of a substance, she could change her body into it. This only led the pair to going after bigger and more dangerous items, many of which they were able to take possession of, sometimes from the hands of others.

After Edgar had recruited his ’lost’ daughter to their group, Hélène decided that she wanted a child and convinced Edgar to help her. The result is her 'son', Samuel, whose cosmic energy powers are something of a threat to anyone around him and forced Edgar to deveop a containment suit that helped to regulate those energies and make it safe for people to be around him. Despite the hazard, Hélène does love her son and spent a good deal of time in an transmuted state that allowed her to withstand Samuel's energies so she could bond with him and thus the two are as close as any other mother and child. She is something of the 'den mother' of the Hypernauts, but make no mistake that she is just as criminal in her activities as the rest of her family.
Last edited by Tattooedman on Thu Feb 13, 2014 2:32 pm, edited 1 time in total.
World of Freedom Setting 3E

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

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Tattooedman
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Gremlin

Post by Tattooedman » Mon Jun 24, 2013 10:36 am

Image
Gremlin:
PL:
11
Strength 2
Stamina 2
Agility 3
Dexterity 4
Fighting 6
Intellect 4
Awareness 2
Presence 2

Skills: Acrobatics 3 (+6), Athletics 8 (+10), Deception 8 (+10), Expertise [Criminal] 8 (+12), Expertise [Science] 10 (+14), Insight 8 (+10), Investigation 6 (+10), Perception 10 (+12), Ranged Combat [Blasters] 4 (+12), Sleight of Hand 8 (+12), Technology 15 (19),

Advantages: Benefit 3 [Membership (Crime Union) 3 (officer - to)], Close Attack 4, Durable Lie, Eidetic Memory, Evasion, Hide In Plain Sight, Hide Tampering, Improved Initiative, Ranged Attack 4, Second Chance [Technology Skill Checks], Skill Mastery [Technology Skill], Ultimate Effort [Technology Skill]

Powers: Gremlin Armor: (Removable –27 pts) [110 pp]
Built-In Blasters: Range Damage 10 (Extra: Penetrating); (Feat: Variable Descriptor [any electromagnetic energy])
-Built-In Blade: Strength-Based Slashing Damage 6 (Feat: Improved Critical 3)
Environmental Seals: Immunity 8 [All Environmental Conditions, Disease, Suffocation]
Flex-Mesh Layers: Protection 8
Jump Jets: Leaping 5 (Feat: Move-By Action)
Radio: Feature 1 [Built-In Communicator]
Sensors: Senses 10 [Vision (Acute, Analytical), Darkvision, Infravision, Low-Light Vision, Detect (Energy [visual]: Acute, Analytical, Ranged)]
Size & Mass Control: Shrinking 20 (Extras: Increased Duration [Continuous], Normal Strength); (Feat: Atomic)
Tool Kit: Enhanced Advantages 2 [Equipment (5 ep of tools), Improvised Tools]

Offense: Initiative +7
Melee Attack +10
Ranged Attack +8 // Blasters Attack +12

Offense: Dodge +12*/+6 [*Shrinking rank 12]
Parry +12*/+6 [*Shrinking rank 12]
Toughness +10*/+2 [*Gremlin Armor]
Fortitude +8
Will +8


Costs: Abilities 50+ Skills 32+ Advantages 20+ Powers 110+ Defenses 14= 226 pts.


Real Name: Spencer Rhames
Height: 5'10" (varies)
Weight: Unknown
Hair: Blonde
Eye Color: Blue


Complications:
My Tech Skills Are Better: Gremlin is driven to prove that his technological aptitudes are better than the people whose tech he is sabotaging.

Motivation ~Greed: Gremlin's skills and services can be bought by anyone willing to pay his fee.


Background: Spencer Rhames was a smarter than average teenager who breezed his way through high school and upon graduation he was recruited by representatives of Fabricators Inc. Over the following two years Spencer was pushed to his intellectual and physical limits as he was trained in the art of industrial spying, also known as industrial espionage.

Once his training was completed, Spencer was sent out on assignments from which he became well known over the years within his department for being a professional who specialized in the theft of intellectual property, though Spencer would engage in sabotage when his superiors called for it.

Eventually Spencer was assigned to steal the blueprints for the Albright Institute’s Micron Armor and it turned out to be the most difficult assignment of his criminal career. But despite all of the obstacles that were in his way, Spencer managed to achieve his goal and he returned to Fabricators Inc. where he was richly rewarded for his efforts. However months later once Fabricators scientists finished building their first working model they learned that the blueprints they had been working from was actually a forgery with several in-depth deceptions that resulted in their armor fusing into a pile of worthless slag.

It seems that Spencer decided to make a new opportunity for himself with his last assignment – stealing a copy of the blueprints for the Micron Armor which he kept for himself while giving his superiors at Fabricators a carefully doctored fake he’d made while undercover at the Albright Institute. Spencer then took the large cash bonus he’d been given and hired the Foundry to build him a slightly customized version of the Micron Armor and brokered a deal where the Foundry would receive 25% of all of his profits for the next two years to pay off his final costs.

It’s been a few years since Gremlin started working for himself, having paid off the Foundry just recently and so far things seem to be working out just like he planned.

Notes & Comments wrote:While he has 20 ranks in Shrinking, Gremlin normally only uses a rank 12 (which makes him about 6 inches tall) when fighting and that is what is reflected in his stats here.
Last edited by Tattooedman on Wed Apr 09, 2014 3:29 pm, edited 4 times in total.
World of Freedom Setting 3E

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

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Hailey Hyper

Post by Tattooedman » Mon Jun 24, 2013 10:40 am

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Hailey Hyper:
PL:
11
Strength 1
Stamina 3
Agility 6
Dexterity 6
Fighting 4
Intellect 2
Awareness 4
Presence 4

Skills: Acrobatics 9 (+15), Athletics 12 (+14), Close Combat [Unarmed] 6 (+14), Deception 9 (+13), Expertise [Criminal] 12 (+14), Insight 9 (+13), Perception 9 (+13), Persuasion 9 (+13), Sleight of Hand 9 (+15), Stealth 9 (+15), Technology 6 (+8.)

Advantages: Attractive, Close Attack 4, Daze [Deception], Defensive Roll 3, Evasion 2, Hide In Plain Sight, Improved Feint, Improved Initiative, Instant Up, Power Attack, Ranged Attack 5

Powers:
Cybernetic Implants:
Brain Implant:
Communication 1 [mental] (Flaw: Limited [electronic devices only])
Comprehend 2 [speak to & understand electronic devices]
Flight Implant: Flight 8 (Feat: Move-By Action)
Laser Blaster Fingers: Ranged Damage 11 (Extra: Penetrating); (Feats: Improved Critical 2, Precise)
Striking Surfaces: Strength-Based Damage 7 (Feat: Improved Critical)
Survival Implants:
Immunity 6 [Environmental Cold, Environmental Heat, Pressure, Suffocation, Vacuum]
Protection 5

Phase Shifting Array:
Tactile Shit: Insubstantial 4 (Feat: Precise)
-Visual Shift: Concealment 4 [all visual]

Offense: Initiative +10
Melee Attack +8 // Unarmed Attack +14
Ranged Attack +11

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


Costs: Abilities 60+ Skills 34+ Advantages 18+ Powers 101+ Defenses 22= 235 pts.


Real Name: Hailey Aumont (legally changed from D'Aramis)
Height: 5’6”
Weight: Unknown
Hair: Brown (dyed Magenta)
Eye Color: Blue


Complications:
Motivation ~Thrills: Hailey loves the rush she gets working with the Hypernauts and will often be the one to suggest outlandish solutions to their problems.

Love Life: Hailey is a bit boy-crazy and tends to 'fall in love' rather quickly and easily, this can sometimes be problematic for attractive heroes.


Background: Hailey D’Aramis (later Aumont) was born into a dynasty, a dynasty of liars, and thieves. Not that she knew it for most of the early years of her life, as Hailey didn’t know anything about her father aside from comments her mother said when pressed that he was a man of impressive intellect and determination. Raised in France, Hailey attended some of the best private schools money could buy, as her mother was the heir of a pharmaceutical company mogul, but she always had questions about her father that her mother was either unable, or unwilling, to answer.

That all changed when Hailey was sixteen years old, she came home for a holiday break to find a strange man with intense blue eyes and dark hair that was starting to gray slightly waiting for her. Hailey’s mother introduced him as her father, Edgar Aumont and the two of them spent several hours getting to know one another and during that talk Edgar shared many of his past adventures with Hailey, leaving the girl spellbound and wishing she could live that life instead of having to deal with the monotony of her life at boarding school. So when Edgar offered to come let Hailey live with him the girl couldn’t jump at the chance fast enough. Her mother needed little convincing and within a week Hailey moved into the Hyperworks.

Edgar then set to assessing Hailey’s intelligence and skills, learning that his daughter had not inherited his intellect but she did possess a sense of cunning and ability to manipulate people as she wanted that made up for that deficiency as those were skills that could not be taught. During that time Edgar slowly exposed Hailey to small truths about his life, his having superhuman abilities thanks to his own self-experimenting upon himself and convinced the girl to submit to similar treatments while he taught her better ways to steal and cheat her way out of any situation and Hailey took those lessons to new heights as she became the Hypernauts resident spy/thief.

After submitting to various cybernetic augmentation procedures Hailey is capable of interfacing with most computer systems mentally, is able to fire lasers from her fingers, and is capable of flying at supersonic speeds. Hailey also possesses the mutant ability to phase out of sync with reality, which manifested while Dr. Hyper was subjecting Hailey to the various cybernetic implantation surgeries, which allow her to walk through solid matter (though lead is a substance she cannot penetrate) or become invisible at will, though never both at the same time.
World of Freedom Setting 3E

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

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Samuel Hyper

Post by Tattooedman » Mon Jun 24, 2013 10:41 am

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Samuel Hyper:
PL:
11
Strength 8
Stamina 7
Agility 4
Dexterity 4
Fighting 4
Intellect 0
Awareness 1
Presence 0

Skills: Expertise [Pop Culture] 6 (+6), Intimidation 12 (+12), Ranged Combat [Cosmic Energy Attacks Array] 6 (+11)

Advantages: All-Out Attack, Close Attack 4, Power Attack, Ranged Attack, Startle

Powers: : Cosmically Charged Body:
Damage 6 (Extras: Alternate Resistance [Fortitude], Reaction); (Flaw: Uncontrolled)
Weaken Stamina 4 (Extra: Reaction); (Feat: Incurable); (Flaw: Uncontrolled)

Cosmic Energy Body:
Flight 10 (Feat: Move-By Action)
Immunity 30 [Fortitude Effects]
Insubstantial 3 (Feat: Innate); (Flaw: Permanent)
Protection 6

Cosmic Energy Attacks:
Cosmic Blast: Ranged Damage 11 (Extra: Penetrating)
-Cosmic Burst: Damage 11 (Extra: Area [Burst], Penetrating)
-Cosmic Discharge: Ranged Visual Affliction 8 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Cumulative)
-Cosmic Radiation: Affliction 11 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extras: Area [Burst], Cumulative)

Containment Suit: (Removable -3 pts) [15 pp]
Modulate Cosmic Energy: Affects Corporeal On Strength (Extra: Sustained); (Feats: Precise, Subtle)

Offense: Initiative +4
Melee Attack +8
Ranged Attack +5 // Cosmic Energy Attack +11

Defense: Dodge +8
Parry +8
Toughness +14
Fortitude N/A
Will +8


Costs: Abilities 46+ Skills 8+ Advantages 8+ Powers 121+ Defenses 15= 198 pts.


Real Name: Samuel Aumont
Height: 6’
Weight: Unknown
Hair: None
Eye Color: White


Complications:
Disabled: Without the containment suit, Samuel's powers run completely amok, endangering not only him, but everyone around him.

Reputation: Samuel is known for being something of a bully thanks to his powers.

Temper: Samuel has a short fuse and can be easily set off.


Background: Youngest and perhaps the most powerful of the Hypernauts is Samuel Aumont, whose body was bombarded by radioactive energies while in his mother’s womb. Samuel is only a few years old but has the body of an adult thanks to enchantments performed by his uncle, Dr. Hyper.

Samuel’s body is able to produce a kind of bio-nuclear energy that can produce a concussive force close to several tons of TNT. He is capable of flight and can even survive in space unaided. He can lift several tons of weight thanks to his containment suit and can increase that if he channels his personal energy into the suit. But even with all this power it is Samuel’s mind that makes him the most fragile of the team, since his maturity level is that of a child. In the past he has thrown tantrums in the middle of battles just because his family or his foes upset him.

There is a secret about Samuel that Dr. Hyper and Madame Hyper have kept hidden; Samuel is an artificially birthed child, the 13th one actually, that Dr. Hyper created in his lab using his sister’s DNA and that of an unidentified male donor. Samuel was the first child that was physically stable enough to survive and Dr. Hyper studies him as often as possible to keep a lookout for any signs of physical deterioration as that would be bad for anyone near Samuel if his body were to begin to break down – it would begin releasing the bio-nuclear energy at higher rads than normal and would likely end up becoming unstable and detonating.
World of Freedom Setting 3E

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

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Re: World of Freedom: Freedom's Most Wanted

Post by ClassDunce » Sun Jun 30, 2013 3:25 pm

Tattooedman wrote:IDK, don't get me wrong now, Dovetail is all kinds of kickass and all that but I think Sportsmaster might just be able to hold his own against her. Not saying he'd win mind you, but I don't think it'd be the totall one-sided victory some people would expect.
It would be a rumble... Sportsmaster has a few more advantages than her but that's because he's built with more points then I had for Susan. It could get close depending on how lucky the rolls got on either side but I could see Dovetail taking the win. I am biased though.
"When they ask how I died, tell them: still angry." - Quellcrist Falconer

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Re: World of Freedom: Freedom's Most Wanted

Post by EnigmaticOne » Sun Jun 30, 2013 3:46 pm

ClassDunce wrote:
Tattooedman wrote:IDK, don't get me wrong now, Dovetail is all kinds of kickass and all that but I think Sportsmaster might just be able to hold his own against her. Not saying he'd win mind you, but I don't think it'd be the totall one-sided victory some people would expect.
It would be a rumble... Sportsmaster has a few more advantages than her but that's because he's built with more points then I had for Susan. It could get close depending on how lucky the rolls got on either side but I could see Dovetail taking the win. I am biased though.
Are you coming back now? :P
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Re: World of Freedom: Freedom's Most Wanted

Post by ClassDunce » Sun Jun 30, 2013 4:22 pm

EnigmaticOne wrote:Are you coming back now? :P
I talked to TM about that yesterday. I'm not really in a place where I can be back yet. I'm going to be around but until I get through a few things I'm not going to be playing in any games. I apologized to TM about, basically, vanishing and I owe the same apology to all of you guys too. I'm sorry for disappearing without really a single word. I really am.

It's going to be awhile before I can actually play in a game again and even then I don't think I'm going to be able to play at the same pace that you guys are used to from me. Hell to be one hundred percent honest I could use a lighter toned game. I've been a little bit depressed lately.
"When they ask how I died, tell them: still angry." - Quellcrist Falconer

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Re: World of Freedom: Freedom's Most Wanted

Post by kirinke » Sun Jun 30, 2013 4:33 pm

It's alright. Real life takes precidence over a game. Concentrate on getting yourself together. This is secondary.

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Re: World of Freedom: Freedom's Most Wanted

Post by EnigmaticOne » Sun Jun 30, 2013 5:12 pm

ClassDunce wrote:
EnigmaticOne wrote:Are you coming back now? :P
I talked to TM about that yesterday. I'm not really in a place where I can be back yet. I'm going to be around but until I get through a few things I'm not going to be playing in any games. I apologized to TM about, basically, vanishing and I owe the same apology to all of you guys too. I'm sorry for disappearing without really a single word. I really am.

It's going to be awhile before I can actually play in a game again and even then I don't think I'm going to be able to play at the same pace that you guys are used to from me. Hell to be one hundred percent honest I could use a lighter toned game. I've been a little bit depressed lately.
Good luck. How bad are things? :(
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