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

Post by Arkrite » Sun Jun 30, 2013 6:14 pm

Glad to see you're still around.
Miss you in the games.
Hope things get better for you, man!

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Re: World of Freedom: Freedom's Most Wanted

Post by ClassDunce » Sun Jun 30, 2013 6:34 pm

I missed you guys too, not just in the games, and things are already getting better. I've got a new job and I'm in a new place. A much smaller place both in locale and in the home that I'm renting. Right now I'm just trying to get back into a rhythm. I'll get there.
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Re: World of Freedom: Freedom's Most Wanted

Post by kirinke » Sun Jun 30, 2013 6:37 pm

No worries. Take it one step atta time.

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Re: World of Freedom: Freedom's Most Wanted

Post by catsi563 » Mon Jul 01, 2013 2:08 am

yep, well be here and so will the games.

take life one day at a time till then. :)
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Re: World of Freedom: Freedom's Most Wanted

Post by Tattooedman » Mon Jul 01, 2013 7:00 am

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.
Well, I'm not going to lie about it - when I built Sportsmaster in the back of my mind I wanted him to be a challenge for a character like Dovetail. I've found that to do that a GM needs to be a bit liberal with the pp of the build in question. In my mind that's a compliment to the players as they've got a lot less to work with.
World of Freedom Setting 3E

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Re: World of Freedom: Freedom's Most Wanted

Post by Shock » Mon Jul 01, 2013 1:01 pm

CD, I'll echo the others. It's nice to know your absense isn't permanent and I hope you get to feeling back to normal soon. We missed you.

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Greystone

Post by Tattooedman » Tue Jul 02, 2013 6:28 pm

Image
Greystone:
PL:
8
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 2
Presence 2

Skills: Athletics 4 (+6.), Expertise [Art] 6 (+6), Insight 6 (+8.), Intimidate 8 (+10), Perception 6 (+8.), Persuasion 4 (+6), Stealth 6 (+8.)

Feats: Close Attack 4, Benefit [Improved Demoralize (perform as move action)], Cunning Fighter, Equipment 2, Improved Initiative, Languages 2 [German; Spanish], Lionheart, Power Attack, Ranged Attack 6, Startle

Powers: Eat Anything: Feature 1 [Iron Stomach]
Shapeshifting:
Feature 1 [Shiftable Skin]
Variable 8 [40 pt. pool] (Extra: Move Action); (Flaw: Limited [Humanoids Only])

Sample Traits:
-Aquatic Form [8 pts]:
Immunity 3 [Environmental Cold, Environmental Pressure, Underwater Suffocation]
Movement 1 [Environmental Adaptation (Aquatic)]
Swimming 4

-Bat Radar [3 pts]: Senses 3 [Audio (Accurate, Radius, Ranged)]

-Claws [10 pts]: Strength-Based Damage 6 (Feats: Improved Critical 4)

-Cloven Legs [9 pts]:
Enhanced Advantage 1 [Great Endurance]
Speed 4
Movement 2 [Sure-Footed 2]

-Wings [4 pts]: Flight 4 (Flaw: Limited [Winged])

-Increased Muscle Mass [14 pts]:
Enhanced Strength 6
Enhanced Strength 2 (Flaw: Limited [Lifting & Grappling Only])

-Sensitive Nose [4 pts]: Senses 4 [Olfactory (Analytical, Extended, Tracking 2)]

-Toughened Skin: [4 pts] Protection 4

-Toxic Frog Skin [8 pts]: Weaken Stamina 8

-Electric Eel Glands [16 pts]: Damage 8 [electrical] (Extra: Continuous Duration)

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

Defense: Dodge +8
Parry +8
Toughness +4*/+2 [*Vindicators Uniform]
Fortitude +7
Will +4 [+9 vs. fear effects]

Equipment: Vindicators Uniform [Protection; Comlink; Immunity 2 (environmental cold & environmental heat), Morphic (ajusts to different forms)]
Cell Phone
MP3 player
-2 ep not used


Costs: Attributes 20+ Skills 14+ Advantages 20+ Powers 51+ Defense 17= 131 pts.


Real Name: Jack Rexroth
Height: 5’9”
Weight: 157 lbs
Hair: Black
Eye Color: Brown


Complications:
Prejudice: Neo-Sapien.

Rivalry: Alex “Lex” Murphy.

Straight Edge Life: Jack will not drink alcohol and doesn’t tolerate aggressive drunks due to his being abused by his alcoholic father.

Temper: Jack is an angry teenager, more than most and he can lash out sometimes without thinking things through.


Background: Jack Rexroth’s life was normal growing up, the son of two working parents who made sure he had all the basics in life and some of his wants too. They spent “family time” together but he had times when he had to entertain himself with their work schedules left him home alone for a few hours a day. He had a small circle of friends, but he wasn’t the most popular kid at school and girls weren’t a totally foreign concept to him.

That was until one day he and his mother were in a car wreck.

The impact left Jack concussed and knocked out briefly until his mother’s moans of pain awakened him. Realizing that they needed to get out of the broken car Jack fought to free his mother from the wreckage but lacked the strength to do it, in that moment his Neo-Sapien powers manifested, allowing him to make himself strong enough. Though he didn’t realize that was what happened, and most others simply attributed it to one of those amazing things of where a situation triggered a response from the body under stress.

But his efforts had been too late, his mother’s injuries were too severe and she died as the paramedics arrived. His father sank into a depression over the loss of his wife and soon began to drink to escape his pain, leaving Jack to deal with all of it alone. Jack reacted like most young teenagers did, by developing a bad attitude.

Soon he was running with the rougher crowd, started smoking, got a couple tattoos, a few piercing, skipping school and getting into fights. That was his days at school, at home Jack was either ignored completely by his father or bore the brunt of his alcohol fueled anger over his loss. The abuse only added to Jack’s behavior which led to more beatings at the hands of his father.

Finally tiring of the treatment after several years, Jack hit his father back. Though he hadn’t purposely used his powers since his mother’s death, Jack subconsciously drew upon them again and left his father with several deep cuts that required almost a hundred stitches. Jack stared for a few moments in shock at his now clawed fingers for a few moments before gathering his wits enough to wash the blood off and call 911 for his father before packing a few minor belongings in his backpack and ran out the door of their apartment.

Having nowhere else to go Jack lived on the streets, fending for himself and with no real way to provide for himself. He stole what he needed to get by, practicing with his powers to make it easier as well as to keep himself safe from the other predators of the streets. Soon he had a reputation as someone to leave alone and enough of the basics to get by on, a place to sleep and food to eat.

But it didn’t last for too long. New York was transformed into a hellish nightmare by Apocatastasis and though the Vindicators managed to stop him and return the city to normal, Jack felt the repercussions of it. Soon after Black Box came looking for any and all reports of possible Neo-Sapien activity and with Jack’s street reputation they quickly came looking for him.

His powers nullified and sent to Petoria, Jack was branded along with everyone else there and lived in the hidden camp until they were rescued by the Vindicators. Realizing that he had nowhere to go in America given how it had turned into almost a police state for any Neo-Sapien, Jack took the offer made by Quintessence to transport anyone who wanted to go to Vienna and attend the European Academy.

Wanting to keep a bit of his own identity, as one of the Americans refugees at the school, he uses the name of Greystone. After the name of the street he lived on before Black Box captured him. After spending the bulk of his summer in Europe Jack began his sophomore year at the New Vindicators Academy where he found himself involved in the Sophomore Blitz, a class-wide event where all sophomore students fought one another to show who has developed their powers best.

During the Blitz Jack took down fellow student Cornelis Notebloom (aka Apex), who was considered to be one of the more physically powerful students of the NVAE, but when Jack threatened to impale another student, Tatjana Nelson (aka Fach), if her team didn’t immediately surrender Martin Curie (aka Fluxx) used his ability to alter his body’s chemical composition to become acidic and grappled Jack until he passed out from the pain. At that point Jack’s team leader forfeited the Blitz and those wounded were attended to by the faculty.

Unfortunately the damage had already been done as most of the student body considered Jack to be little more than a violent thug with a dangerous set of powers and a willingness to use them. Not that the American cared all that much, in fact he preferred to be left alone as he was still adjusting to not living on the streets and had been having a difficult time making that transition.

A few days later the K-Town incident happened; members of Laputa attacked an German town, taking dozens of hostages including Ronald Nelson, Tatjana’s father. Distraught the young German girl sought the aid of her fellow students to help her go on a rescue mission to save her father, with Jack being among them.

To say that is was little more than a disaster would be a kindness. Most of who went were new students to the school and had never worked together ever, and to further complicate matters Alex Murphy, another American refugee student, had taken issue with Jack’s actions during the Blitz and taking offense to things said during the flight to K-Town almost got into a fight with Jack.

Then once on the ground the teens split into two groups – one that was entering the building from the normal entrance while the other group made their way to the roof of the building and entered there, working to meet the other group in the middle. The ground team ran afoul of Laputa agents who were acting as guards to hold off any rescue attempts while the others ran across traps laid by Laputa’s lead agent on that mission, Confectionary.

However when it was all said and done the two groups of teens were able to save the hostages, free Ronald Nelson as well as the young Esper Confectionary had forced into working for Laputa, Emily Alder, whom they took back to the school. It was at the end of the mission that Jack really got to know his fellow classmate, Vlad Radikovich (aka Candyman), as Vlad took drastic means to disable Basilisk’s power by stabbing his eyes out with bits of broken glass. Once again Lex Murphy took issue with his teammate’s actions, making for an uneasy plane ride back to the school.

Once they were back Headmaster Newton revealed to them that the attack on K-Town had just been a distraction for Laputa’s real goal – stealing of unique jet engines from a nearby Air Force base. Another fact learned was that several members of Laputa were related to a good portion of the sophomore class; some fathers, mothers and even siblings combined with other unknown Neo-Sapiens who agreed with Laputa’s stated goals of overthrowing the United States, and any other country that sought to oppress Neo-Sapiens, and then usher in an era of prosperity.

Over the following months Jack and his classmates spent the majority of their time dealing with different criminal acts performed by Laputa as their members engaged in various plans that were confusing to understand, but their foes weren’t limited to just them; normal mobsters who specialized in human trafficking, the Amazing Presto, F.A.S.T., Savateuse, Jihad and his newly created Primes, and Iconoclast (though when their fight ended in a stalemate Jack and Iconoclast came to an understanding concerning personal honor).

It was also during this time that Jack was forced to undergo counseling with Mr. McClanahan (aka Pict), the school’s Chaplin to deal with his personal issues stemming from the physical abuse he suffered from his father. Between the priest’s efforts and Jack gaining the friendship of Vlad, Cornelis, Ellen Woof (Vlad’s girlfriend), as well as meeting one Elfriede Weiss (and became something of a romantic interest to him) the lost teen began a road to recovery.

Unfortunately that road led to Vlad leaving the not only Jack but the school as well as he went ‘undercover’ in Laputa to try and stop them by joining them. He left all the information he’d complied at that point to Jack, asking him to use it as he saw fit to stop Laputa. Eventually Jack ended up fighting with his own father when Therianthrope came to Vienna searching for one of Jack’s classmates whose powers would allow the Vindicators’ investigation into Laputa to make significant progress. Leading his classmates in combat against his own father, Jack was the one to deal the final blow of the fight that left Dale Rexroth defeated and bound for Pandora.

The Vindicators became aware of the fact that Therianthrope had in fact thrown the fight so he could be taken to Pandora as part of Laputa’s larger plan; Lacuna, an Esper able to plant ‘seeds’ of it’s [nobody had a clue as to Lacuna’s gender at this point in time] own mind in another person’s body that could be set to activate under specific circumstances and the seeds could plant new ‘seeds’ of their own, was to take over Pandora to add to Laputa’s forces. Quintessence took Jack to intercept Therianthrope’s transport and question him about how to locate Laputa’s flying island base so that the Vindicators could free the hostages (family members of several of the students) the terrorists had taken in an effort to stymie the students and neutralize the active members of the organization, which the elder Rexroth complied with and shared what he knew.

When the Vindicators made their move the islands defensive systems shot their jets out of the sky, though they were able to crash land on the island itself, but they were separated in the chaos and destruction. Wandering about the island trying to locate both the hostages and his classmates and teachers Jack instead ran afoul of Tallemaja, a member of Laputa not yet encountered. It was one of the hardest fights for the American, as Tallemaja seemed to possess several Neo-Sapien abilities – making herself(?) look like any number of people, generating blinding spheres of light and even shifting her body into a wraith-like state that meant Jack couldn’t physically attack her. Falling back on a few private lessons he’d been given in ways to use his powers, Jack developed a psuedopod that allowed him to blind Tallemaja so badly that she ran away rather than try to continue fighting him.

After that Jack ran into Therianthrope, who’d been freed by other agents of Laputa following his ‘talk’ with Jack, and at first the father and son fought but the elder Rexroth managed to convince the younger one that he was willing to turn against his allies as long as Jack was willing to help him save his new wife, who was possessed by Lacuna and running Laputa. But just as Jack lowered his guard Therianthrope revealed he was actually another possessed victim of Lacuna at this point and launched a surprise attack on Jack that almost ended up killing him if not for the intervention of Iconoclast (who had seen news footage of Jack landing on the flying island and had choose to see if the youth would be in need of aid). Iconoclast was immune to Lacuna’s mental seeding power and used his telekinesis to hold Therianthrope’s body in place and allowed Jack to resume his search for hostages and allies.

He finally managed to reconnect with the majority of the Vindicator raiding party and supplied Pict with the image of a C1-30 aircraft, creating it on his own skin, so the man could use his Neo-Sapien ability to animate picture and images to create a means of getting everyone off the island. During the flight home Jack’s reunion with his best friend Vlad was cut short by the Romanian becoming angered by the actions of other classmates to the lower ranked members of Laputa and Vlad exited the plane in mid-flight having declared them no better than the members of Laputa and struck out on his own.

Once the Vindicators and New Vindicators returned to the school, the members of Laputa were taken into custody of the U.N. soldiers to be readied for transport to Pandora and Jack was left with trying to make sense of his life now; while he has managed to help stop Laputa Jack has lost both his father and his best friend.
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Tattooedman
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Re: World of Freedom: Freedom's Most Wanted

Post by Tattooedman » Tue Jul 09, 2013 11:14 am

Image
Rick Helms:
PL:
10
Strength 6
Stamina 6
Agility 4
Dexterity 4
Fighting 4
Intellect 1
Awareness 3
Presence 2

Skills: Deception 6 (+8.), Insight 6 (+9/+15), Intimidation 6 (+8.), Investigation 6 (+7/+13 [search only]), Perception 6 (+9/+15), Persuasion 4 (+6), Stealth 4 (+8.), Vehicles 4 (+8.)

Advantages: All-Out Attack, Close Attack 4, Equipment 2, Improved Feint, Quick Draw, Ranged Attack 4, Takedown

Powers: Hypervigilance:
Enhanced Skills 9 [Insight +6, Investigation +6 (Limited [Search only]), Perception +6]
Enhanced Advantage 3 [Defensive Roll 2, Uncanny Dodge]
Enhanced Dodge 6
Enhanced Parry 6
Senses 15 [Auditory (Accurate, Acute, Counters Concealment, Extended), Visual (Accurate, Acute, Counters Concealment, Extended), Danger Sense]

Scion Physiology:
Enhanced Strength 2 (Flaw: Limited [Lifting & Grappling Only])
Immortality 5 [1 day]

Offense: Initiative +4
Melee Attack +8
Ranged Attack +8

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

Equipment: Blaster Pistol [Ranged Damage 5]


Costs: Abilities 60+ Skills 19+ Advantages 14+ Powers 50+ Defenses 7= 150 pts.


Real Name: Rick Helms
Height: 6’3”
Weight: 207 lbs
Hair: Black
Eye Color: Brown


Complications:
Distracted: Rick is still adjusting to his expanded senses and can sometimes lose his focus because of things he can see and hear that others can't.

Dying SUCKS!!!: Just because Rick can come back from certain death doesn’t mean that it doesn’t hurt like hell.

Learning As He Goes: As a Scion, Rick is still developing his Æsir-based abilities.

Skewed Memories: Death takes a toll on you, even when you recover from it. Rick loses all his memories of the of the day he dies on and when he comes back to life he is confused about what has happened to him.

Unknown Heritage: Rick is a Scion of Heimdall, not that he knows that. There are certain people who would like to take advantage of the son of the guardian of Asgard.


Background: Rick Helms was a member of WITSEC (otherwise known as the Witness Protection Agency) and even though he was still considered a newbie after a couple of years he was showing some decent promise as a Marshal who had an eye for details that most others somehow missed. While on a protection detail for one of his witnesses, who was making a trial appearance, Rick died taking a bullet that was meant for his charge and died while in route to the hospital.

He woke up the following night at the medical examiner’s office, confused as to exactly how he‘d gotten there and unable to recall anything from the previous day. So after ‘borrowing’ some clothes he returned home then reported in at his job the following morning. Needless to say he caused a bit of scene and soon he found himself getting orders to report to a place he learned was called Warehouse 23.

Rick is unaware that he is a Scion of Heimdall or that his death triggered the manifestation of his divine abilities that are just now beginning to show themselves. He just thinks that the is some kind of metaman whose powers manifested because of his death.

Nothing too wild here, just a character I came up with for Crinos' Warehouse 23 game.
World of Freedom Setting 3E

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

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Aurora

Post by Tattooedman » Thu Jul 11, 2013 3:57 pm

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

Skills: Acrobatics 4 (+7), Deception 8 (+10), Insight 6 (+8.), Perception 6 (+8), Ranged Combat [Borealis Auras Array] 8 (+10), Stealth 6 (+9)

Advantages: All-Out Attack, Benefit [Membership (Crime Union)], Close Attack 2, Improved Feint, Improved Initiative, Power Attack, Precise Attack [ranged; cover]

Powers: Borealis Auras Array:
Red: Ranged Damage 10 (Extra: Penetrating)
-Orange: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Will] (Extra: Cumulative)
-Yellow: Ranged Visual Affliction 10 [Impaired, Disabled, Unaware; resisted by Dodge/Fortitude] (Extra: Cumulative)
-Green: Ranged Affliction 10 [Hindered, Immobile, Paralyzed; resisted by Fortitude] (Extra: Cumulative)
-Blue: Auditory & Visual Concealment 6
-Blue: Illusion 6 [audio & visual]
-Purple: Move Object 10 (Extra: Perception); (Flaw: Limited [Away or Towards Only])

Aura Of Change: Feature 1 [Move Action to change into costume]
Aura Of Propulsion: Flight 8 (Feat: Move-By Action)
Protective Aura: Force Field 7

Offense: Initiative +7
Melee Attack +5
Ranged Attack +2 // Borealis Auras Array Attack +10

Defense: Dodge +8
Parry +8
Toughness +12*/+5 [*Protective Aura]
Fortitude +7
Will +7


Costs: Abilities 38+ Skills 14+ Advantages 8+ Powers 61+ Defenses 17= 138 pts.


Real Name: Sue Harris
Height: 5’6”
Weight: 127 lbs
Hair: Black
Eye Color: Blue


Complications:
Criminal Intentions: Aurora is willing to do whatever she feels is needed to get the things she wants in life now, even if she has to break the law.

Moody: Since gaining her powers from the Silver Storm, Aurora suffers from periodic severe mood shifts; she can go from happy go lucky and carefree to angry with the slightest provocation. Opponents can sometimes make use of this to defeat Aurora.


Background: Sue Harris had led a life that would best be described as boring. She’d been of average looks, average intelligence coming from an average family. She never really stood out in any way at any point during her younger years, she’d never won any contests or awards or anything like that throughout her school years.

So it was no surprise that when she finally moved out on her own she moved to Emerald City, one of the most ‘normal’ towns in the United States that had no established metahuman population. Sue’s average grades forced her into retail work, selling what she could from the small shop on Yellow Brick Row she managed to get a job at.

Then the Silver Storm happened and Sue wasn’t so average anymore. Not only did Sue gain several powers that each had a distinctive coloring too them, her looks were no longer average. But it didn’t take her long to figure out her powers and she contributed to a good part of the chaos of that day. The whole time Sue felt like she was almost bursting with power, so much so that anytime she used her newly gained powers she was surrounded by an aura of energy that was the same color as she was projecting. It’s from that effect that Sue took the name Aurora and hasn’t been average ever since.
Last edited by Tattooedman on Wed Apr 09, 2014 2:49 pm, edited 1 time in total.
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-- Chiun

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Charybdis

Post by Tattooedman » Thu Jul 11, 2013 4:00 pm

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Charybdis:
PL:
13
Strength 8
Stamina 8
Agility 4
Dexterity 4
Fighting 8
Intellect 2
Awareness 2
Presence 2

Skills: Acrobatics 4 (+7), Athletics 6 (+8.), Close Combat [Unarmed] 4 (+12), Deception 6 (+8.), Expertise [Football] 8 (+10), Insight 8 (+10), Intimidation 8 (+10), Perception 8 (+10), Stealth 6 (+10)

Advantages: All-Out Attack, Assessment, Benefit [Membership (Crime Union)], Defensive Roll 2, Improved Initiative, Power Attack, Ranged Attack 4, Takedown 2, Teamwork

Powers: Maw Vortex: Affliction 13 [Hindered, Immobile, Transformed (sent to pocket dimension); resisted by Dodge/Will] (Extras: Area [Cone] 2, Increased Duration [Continuous]); (Flaws: Instant Recovery, Quirk [must be able to inhale through mouth])
-Maw Vortex Pull: Move Object 13 (Extra: Area [Cone] 2); (Flaws: Close Range, Limited [Towards Charybdis only], Quirk [must be able to inhale through mouth])

Pocket Dimension: Dimensional Pocket 8 [6 tons] [Linked to Mouth Gate]
Tougher Than He Looks: Protection 4

Offense: Initiative +7
Melee Attack +6 // Unarmed Attack +10
Ranged Attack +8

Defense: Dodge +12
Parry +12
Toughness +12
Fortitude +11
Will +10


Costs: Abilities 76+ Skills 20+ Advantages 15+ Powers 75+ Defenses 23= 209 pts.


Real Name: Wesley "Wes" Walsh
Height: 6’
Weight: 177 lbs
Hair: Dark Brown
Eye Color: Green


Complications:
Mook Mentality: Despite gaining metahuman powers, Charybdis is little more than a mook in the criminal underworld and is considered to be little more than fodder for scheming criminals to make use of.

Reputation: Charybdis is little more than a bully; often bragging, showing off and taking advantage of every dirty trick he can while he has the upper hand in a fight. But the moment things turn against him, he will try his best to get away.


Background: Wes Walsh, an ex-high school jock who was now working a minimum wage job as a dishwasher, was one of several people who were at Yellow Brick Row when the Silver Storm happened and was changed by it. In Wes’ case any time he inhales he creates a vortex that begins to draw everything—including the air in front of him—into his maw, which is actually the portal to a pocket dimension.

Unfortunately Wes, like so many other victims of the Silver Storm, has chosen to use his newly gained powers in criminal ways. So far he’s been stopped from being too destructive by new hero Shade as well as other heroes of Emerald City.
Last edited by Tattooedman on Wed Apr 09, 2014 2:56 pm, edited 3 times in total.
World of Freedom Setting 3E

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

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Boomerang

Post by Tattooedman » Thu Jul 11, 2013 4:09 pm

Image
Boomerang:
PL:
10
Strength 2
Stamina 3
Agility 4
Dexterity 6
Fighting 6
Intellect 0
Awareness 2
Presence 1

Skills: Acrobatics 3 (+7), Athletics 6 (+8), Close Combat [Unarmed] 2 (+8), Deception 9 (+10), Expertise [Baseball] 8 (+8), Expertise [Streetwise] 9 (+9), Insight 6 (+8), Intimidation 8 (+9), Perception 6 (+8), Ranged Combat [Throwing] 2 (+12), Stealth 3 (+7), Vehicles 2 (+8)

Advantages: Accurate Attack, All-Out Attack, Benefit [Membership (Crime Union)], Improved Aim, Improved Critical [Boomerangs], Improved Disarm, Improved Feint, Improved Initiative, Power Attack, Precise Attack [ranged; cover], Quick Draw, Ranged Attack 4, Skill Mastery [Throwing], Takedown, Throwing Mastery 2

Powers:
Boomerang Costume: (Removable –2 pts) [10 pp]
Body Armor: Protection 2
Boot Jets: Flight 5

Trick Boomerangs: (Easily Removable -14 pts) [24 pp]
Razorangs: Ranged Damage 6 (Extras: Multiattack 8, Penetrating 8.); (Feats: Homing, Indirect, Ricochet 2) 32 pts
-Bomborangs: Ranged Damage 6 (Extra: Area [Burst]); (Feats: Homing, Indirect, Ricochet 2)
-Gasarangs: Ranged Affliction 6 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Feats: Homing, Indirect, Ricochet 2)
-Gravityrangs: Ranged Affliction 6 [Hindered, Immobile, Paralyzed; resisted by Strength] (Extra: Area [Burst]) (Feats: Homing, Indirect, Ricochet 2)
-Screamerangs: Ranged Audio Affliction 6 [Impaired, Disabled, Debilitated; resisted by Fortitude] (Extra: Area [Burst]); (Feat: Indirect)
-Shatterangs: Ranged Damage 6 (Extra: Area [Burst]); (Feats: Homing, Indirect, Ricochet 2)
-Weighted Boomerangs: Ranged Strength-Based Damage 6 (Feats: Homing, Indirect, Ricochet 2)

Offense: Initiative +8
Melee Attack +6 // Unarmed Attack +8
Ranged Attack +10 // Thrown Attack +12

Defense: Dodge +12
Parry +10
Toughness +8*/+6 [Boomerang Costume]
Fortitude +8
Will +7


Costs: Abilities 48+ Skills 22+ Advantages 20+ Powers 34+ Defenses 22= 146 pts.


Real Name: Frederick ‘Fred’ Myers
Height: 5’10”
Weight: 173 lbs
Hair: Dark Brown
Eye Color: Brown


Complications:
Greed: Boomerang wants money and power.

Rivalry: Captain Boomerang II.


Background: Fred Myers was born in Alice Springs, Northern Territory, Australia and lived there until his teenage years when his mother moved them both to the United States. Growing up Myers had developed a love for baseball, and spent several years of his youth training himself to perfect his pitching skills and by the time he was twenty Myers had realized his dream of pitching for a American Major League team. However, within a year he foolishly began accepting bribes to shave points during games and was thrown out of the major leagues once his illegal activities were discovered.

Shortly thereafter Myers was contacted by VIPER, a criminal organization that saw the potential of his skills and wanted to put them to use for them. Myers agreed but stipulated that he wanted and an arsenal of exotic and deadly boomerangs to use as his personal weapons as well as taking his criminal name from them.

VIPER then sent Boomerang to New York City where he was to assassinate the hero the Grasshopper for his interference in several of VIPER’s on-going plots. Needless to say Boomerang failed in completing his assignment though he did manage to get away before being defeated and immediately went rogue of VIPER, taking his new suit and weapons with him.

Boomerang then returned to his native Australia and laid low for a year, perfecting his aim and making modifications to his weapons. Once he felt he was ready, he returned to America and began offering his services as a freelance criminal-for-hire. Despite having a number of defeats and a few captures Boomerang is still able to find semi-reliable work still to this day.

One other point that should be noted as well; Boomerang has a very intense rivalry/dislike with the criminal known as Captain Boomerang II, who uses a very similar M.O. in his crimes. Authorities do not know the reason for the two men’s dislike of one another but they both have been known to interfere in the jobs of the other when given the chance. The truth behind this matter is that Boomerang and Captain Boomerang II are both the sons of the original Captain Boomerang, a costumed criminal who was active during the late seventies and most of the eighties and each feel that they are the ‘true’ legacy to their father.

Apparently during his career, Captain Boomerang I was deported several times back to his native country of Australia and while there he began a relationship with Myers’ mother which eventually resulted in Fred’s birth. Thus Fred’s early years are filled with memories of his time spent with his father and sharing his interest in boomerangs, which explains a lot about Fred’s criminal ventures nowadays. Even when Captain Boomerang I would travel back to America to resume his criminal ways he would at periodically check in with his family but at some point Captain Boomerang I stopped corresponding with the Myers family and cut all ties to them.

This is when Ms. Myers moved to America in an effort to locate the father of her child; unfortunately she didn’t have the needed criminal connections and eventually moved on in her life. Fred on the other hand began to resent his father for abandoning both him and his mother and used that anger to fuel his baseball training. When VIPER approached him about becoming a costumed operative for them he jumped at the chance to dust off his old skill with a boomerang and prove himself to be a better criminal than his father had been (Captain Boomerang I is nowadays remembered as something of a joke due to his gimmick and accent). The revealation that his father had started another family that had produced another criminal who used their father's M.O. has only led to Fred transferring his anger from his late father to his half brother.
Last edited by Tattooedman on Wed Apr 09, 2014 2:53 pm, edited 2 times in total.
World of Freedom Setting 3E

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

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Captain Boomerang II

Post by Tattooedman » Thu Jul 11, 2013 4:13 pm

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Captain Boomerang II:
PL:
10
Strength 3
Stamina 3
Agility 5
Dexterity 6
Fighting 6
Intellect 0
Awareness 2
Presence 2

Skills: Acrobatics 5 (+8), Athletics 5 (+8), Close Combat [Unarmed] 2 (+8), Deception 9 (+11), Expertise [Streetwise] 7 (+7), Insight 6 (+8), Perception 6 (+8), Persuasion 6 (+8), Ranged Combat [Boomerangs] 4 (+12), Sleight of Hand 2 (+8), Stealth 2 (+8), Technology 6 (+6)

Advantages: Benefit [Membership (Crime Union)], Equipment, Improved Critical [Boomerang] 2, Power Attack, Precise Attack [ranged; concealment], Precise Attack [ranged; cover], Quick Draw, Ranged Attack 3, Task Focus [Technology (custom boomerang building)]

Powers: Trick Boomerangs: (Easily Removable -12 pts) [18 pp]
Smokerrang: Ranged Visual Concealment 4 (Extras: Area [Cloud], Attack); (Feats: Homing, Indirect, Ricochet 2)
-Acidarang: Ranged Damage 5 (Extra: Secondary Effect); (Feats: Homing, Indirect, Ricochet 2)
-BOOMerang: Ranged Damage 5 (Extras: Area [Burst]); (Feats: Homing, Indirect, Ricochet 2)
-Electrorang: Ranged Damage 5 (Extras: Contagious, Sustained); (Feats: Homing, Indirect, Ricochet 2)
-Razorang: Ranged Damage 3 (Extra: Penetrating); (Feats: Homing, Improved Critical 3, Indirect, Ricochet 2)
-Weighted Boomerangs: Ranged Strength-Based Damage 5 (Feats: Homing, Indirect, Ricochet 2)

Burst Of Speed: Speed 8 (Feats: Evasion, Improved Initiative 4, Move-By Action); (Flaw: Unreliable)
Rapid Throwing: Variable 1 (Extra: Free Action); (Flaws: Limited [Can only add Multiattack to Thrown Attacks], Unreliable)

Offense: Initiative +21*/+5 [*Burst Of Speed]
Melee Attack +6 // Unarmed Attack +8
Ranged Attack +9 // Boomerang Attack +13

Defense: Dodge +12
Parry +10
Toughness +8*/+3 [*Flex Mesh Costume]
Fortitude +8
Will +8

Equipment: Flex Mesh Costume [Protection 5]


Costs: Abilities 54+ Skills 21+ Advantages 12+ Powers 33+ Defenses 21= 141 pts.


Real Name: Owen Mercer
Height: 5’10”
Weight: 166 lbs
Hair: Dark Brown
Eye Color: Brown


Complications:
Motivation: Captain Boomerang II wants to be respected as a criminal.

Motivation: Captain Boomerang II wants money.

Rivalry: Boomerang.

Rogues’ Code: Captain Boomerang II follows certain ‘rules of conduct’ as a professional criminal - he won’t kill unless lethal force is used against him first. He won’t harm kids or women. He doesn’t do drugs. It is possible there are other rules that haven’t been revealed yet.

Background: Owen Mercer is the second son of the criminal known as Captain Boomerang, birthed after his father had permanently moved to America (and abandoning his ‘other’ family back in Australia). Owen grew up having a decent amount of contact with his father and the two of them had a close bond. Years later Captain Boomerang died while fighting the hero Manhunter in New York City and Owen began to train himself in earnest to attain a level of skill with boomerangs that was similar to his father’s in an effort to carry on his legacy. It was during this time that Owen's latent metahuman speed powers manifested, and he learned to incorporate them with his skills with a boomerang to make him more of a legitimate threat than his father ever could have been.

Before Owen could make his debut as the new Captain Boomerang, another criminal came onto the scene using trick boomerangs as his gimmick and called himself simply Boomerang. This angered Owen as he felt Boomerang was an insult to his father’s memory and his first forays into the world of supercrime were to interfere with Boomerang’s crimes. This has resulted in the two men becoming heated rivals with one another, even after learning that they are in fact half brothers – both of them are the sons of the original Captain Boomerang.

When not fighting with his half-brother, Captain Boomerang II is busy either planning his next job or pulling it off. Most of the time Owen works for himself but he’s been known to accept high paying jobs if he thinks they’re within his ability to pull off and he's not afraid to work with other super villains as long as he gets his fair cut of the take.
Last edited by Tattooedman on Wed Apr 09, 2014 2:55 pm, edited 2 times in total.
World of Freedom Setting 3E

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

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Arachnus

Post by Tattooedman » Thu Jul 11, 2013 5:05 pm

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Arachnus:
PL:
10
Strength 8
Stamina 7
Agility 10
Dexterity 3
Fighting 2
Intellect 1
Awareness 2
Presence 0

Skills: Acrobatics 0 (+14), Athletics 1 (+13), Close Combat [Unarmed] 6 (+11), Expertise [Computers] 12 (+13), Expertise [Popular Culture] 3 (+4), Expertise [Streetwise] 3 (+4), Insight 3 (+5/+8), Perception 4 (+6/+10), Ranged Combat [Spinnerets Array] 6 (+10), Stealth 2 (+12/+15)

Advantages: Beginner’s Luck, Close Attack 2, Jack-of-All-Trades, Luck, Ranged Attack, Takedown Attack 2, Task Focus [Computers: Hacking], Taunt

Powers: Spider-Like Physiology:
Enhanced Skills 10 [Acrobatics +4, Athletics +4, Close Combat (Unarmed) +6, Insight 3+, Perception +4, Ranged Combat (Spinnerets Array) +6, Stealth +3]
Enhanced Parry 8
Concealment 2 [visual senses] (Power Feat: Close Range); (Flaw: Blending)
Enhanced Advantages 4 [Agile Feint, Evasion 2, Improved Initiative]
Leaping 3
Movement 2 [Wall-Crawling 2]
Senses 2 [Tactile (Extended, Ranged)] (Feat: Uncanny Dodge)
Spinnerets: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Feat: Tether); (Flaw: Limited Degree)
-Web Swinging: Speed 4 (Flaw: Limited [only useable with Swinging]) & Movement 1 [Swinging]
-Spider’s Venom: Affliction 10 [Fatigued, Exhausted, Incapacitated; resisted by Fortitude] (Extra: Cumulative)

Defense: Dodge +12
Parry +12
Toughness +8
Fortitude +9
Will +8

Offense: Initiative +11
Melee Attack +4 // Unarmed Attack +11
Ranged Attack +4 // Spinnerets Array Attack +10


Costs: Attributes 66+ Skills 8+ Advantages 10+ Powers 67+ Defenses 14= 165 pts.


Real Name: Chad Reynolds
Height: 5’ 11”
Weight: 170 lbs
Hair: Black
Eye Color: Brown


Complications:
Motivation ~Responsibility: Arachnus feels that he should use his powers to help others as much as possible.

Secret Identity: Arachnus keeps his heroic life hidden from his friends and family.

Secret Origin: Arachnus actually gained his powers from the spider-like creature Raknis, and not the Silver Storm. Raknis and his minions, the Widow and the Lord of Spiders, are using Arachnus as a worshipping focus to aid in eventually summoning Raknis to this plane of existence. The more people are aware of Arachnus and support him as a hero the easier it will be for the Widow & the Lord of Spiders to complete the summoning ritual, so they often manipulate other villains and criminals into action for Arachnus to run into. (Arachunus is unaware of this complication).


Background: Chad Reynolds was just a normal college student in Emerald City when he happened to be spending some down time on Yellow Brick Row when the Silver Storm happened.

Like so many other people that were there Chad gained superhuman abilities, his manifesting as several spider-like abilities. Unlike most of the others Chad didn’t go on a rampage but instead he quickly donned a makeshift mask and began trying to stop the resulting super-riot. Once things were under control instead of talking with AEGIS, like the soon to be formed Sentinels did, Chad made his way home in an effort to try and figure out what had happened to him.

Over the following days he dug through all of the internet reports and learned all that was released to the public about the Silver Storm, but it didn’t really tell Chad much about his own situation so he hacked his way into the college’s Life Sciences labs and began working his way through learning what changes his body had undergone.

Determining that he wasn’t going to die from his transformation and inspired by the help he’d given during the Silver Storm, Chad decided to use his powers to help others and he set to putting together a full body costume to protect his identity and within a week Arachnus made his public debut in Emerald City.

So far Arachnus has quickly gained an assortment of metahuman foes, many of which are victims of the Silver Storm themselves, as well as learning of the formerly hidden Crime Union and dealing with some of that organization’s members. Needless to say his life has become much more hectic as Chad tries to balance his old life with his new responsibilities as Arachnus.
World of Freedom Setting 3E

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

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Silverfang

Post by Tattooedman » Thu Jul 11, 2013 5:16 pm

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Silverfang:
PL:
10
Strength 6 (4)
Stamina 8 (4)
Agility 6 (3)
Dexterity 2
Fighting 8
Intellect 2
Awareness 2
Presence 1

Skills: Acrobatics 3 (+6/+9), Athletics 6 (+10/+12), Deception 7 (+8.), Expertise [Spycraft] 10 (+12), Expertise [Streetwise] 8 (+10), Insight 6 (+8.), Investigation 6 (+8.), Perception 6 (+8/+14), Sleight of Hand 5 (+7), Stealth 8 (+11/+14), Vehicles [Land] 3 (+5)

Advantages: All-Out Attack, Close Attack 4, Evasion, Power Attack, Ranged Attack 6,

Powers: Beast Senses: Senses 6 [Vision (Low-Light Vision), Hearing (Accurate), Olfactory (Acute, Tracking), Ultra-Hearing]
Fast Healer: Regeneration 2
Stronger Than He Looks: Enhanced Strength 2 (Flaw: Limited [Lifting/Grappling Only])

Wolf Hybrid Form: (Move Action – 1 pt)
Enhanced Strength 2
Enhanced Stamina 4
Enhanced Agility 3
Enhanced Skills 4 [Intimidation +6, Perception +6]
Enhanced Advantages 12 [Damaging Escape, Daze (Intimidate), Diehard, Evasion, Fast Grab, Fearless, Improved Critical (Claws & Teeth), Improved Hold, Improved Initiative, Improved Trip, Move-By Action, Prone Fighting]
Enhanced Will 4
Feature 1 [Insulating Fur]
Leaping 2
Speed 3
Claws & Teeth: Strength-Based Damage 2 (Feat: Improved Critical 2)
Even Faster Healing: Regeneration 3
Predator’s Senses: Senses 4 [Hearing (Extended), Olfactory (Extended, Tracking), Infravision]

Offense: Initiative +3/+10* [*Wolf Form]
Melee Attack +12
Ranged Attack +8

Defense: Dodge +8/+12* [*Wolf Form]
Parry +8/+12 [*Wolf Form]
Toughness +4/+8* [*Wolf Form]
Fortitude +6/+8* [*Wolf Form]
Will +8/+12* [*Wolf Form]

Equipment: Issued Communicator


Costs: Abilities 52+ Skills 22+ Advantages 13+ Powers 64+ Defenses 14= 165 pts.


Real Name: Jon Talbain
Height: 7’4” (transformed)/ 5’10” (human form)
Weight: 180 lbs (transformed)/ 154 lbs (human form)
Hair: Blonde
Eye Color: Blue


Complications:
Lunar Influence: The phases of the moon have periodically mad it difficult for Jon to control his more beastial impulses when he is transformed.

Man With A Purpose: Jon believes that he's putting his powers and skills to the best use possible and is willing to put his life on the line to accomplish his assigned missions.

Secret Identity: Silverfang’s identity as Jon Talbain is kept a secret as to protect his family from the supervillains he fights as part of the Crown Guard.



Background: Jon Talbain grew up in Bristol, living a normal childhood until he was fifteen years old. It was then that his natural genetic mutation (in other words he’s a mutant), manifested – transforming Jon into what is basically recognized as a werewolf.

While at first he was confused about how he gained his ability, Jon grew to enjoy the bonuses that came along with his mutation; even when not transformed Jon is much stronger, physically durable than most people and his senses are more sensitive. His parents, unaware of Jon’s ability, raised him to do the right thing as well as to be a proud member of Britain’s working class which led to him to using his wolf-form to hunt down crooks from time to time once he was an adult. This activity led to his being approached by Troy Griffin, a member of the Ministry of Powers (the U.K.’s answer to AEGIS), who wanted Jon to come work for the Ministry as a special agent. Realizing that he could do more for his country working for Griffin, Jon agreed and soon began his agent training.

Now, several years later, Jon still works for the British Government, most of the time as part of the Crown Guard (the Ministry's of Powers’ team of metahuman operatives) while other times he is given special assignments and works as a lone operative without the team.

Thanks to Jon’s being the most experienced among them, he was ‘unofficially chosen’ to be the field leader of the Crown Guard by the other members. It is a roll he takes very seriously and is the kind of leader who is at the forefront of any of the group’s missions and strives to make sure all of ‘his’ people return home as safely as possible.
World of Freedom Setting 3E

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

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Caliburn

Post by Tattooedman » Thu Jul 11, 2013 5:17 pm

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Caliburn:
PL:
10
Strength 3
Stamina 3
Agility 3
Dexterity 3
Fighting 4
Intellect 4
Awareness 3
Presence 3

Skills: Acrobatics 5 (+8.), Athletics 5 (+8.), Deception 6 (+9), Expertise [History] 14 (+18.), Expertise [Criminal] 12 (+16), Expertise [Streetwise] 12 (+16), Insight 8 (+11), Investigation 7 (+10), Perception 9 (+12), Persuasion 6 (+9), Sleight of Hand 9 (+12), Stealth 9 (+12), Technology 6 (+10)

Advantages: Close Attack 10, Contacts, Cunning Fighter, Defensive Attack, Defensive Roll 2, Equipment 10, Evasion, Hide In Plain Sight, Improved Disarm, Improved Feint, Improved Initiative 2, Power Attack, Precise Attack [close; concealment], Quick Draw, Ranged Attack 12, Redirect, Set-Up, Skill Mastery [Investigation], Takedown 2, Task Focus [Arthurian Lore], Uncanny Dodge, Well-Informed

Offense: Initiative +11
Melee Attack +14
Ranged Attack +15

Defense: Dodge +13
Parry +13
Toughness +7*/+5**/+3 [*Armored Costume & Defensive Roll/**Armored Costume]
Fortitude +8
Will +11

Equipment: Issued Communicator
Armored Costume [Protection 2]
Flashlight [Feature 1 (illumination)]
Grapple [Movement 1 (Swinging)]
Mini-Tracers [Feature 1 (Tracking)]
Night Sight Goggles [Low-Light Vision]
Rebreather [Immunity 2 (Suffocation [limited])
Utility Belt: (20 ep)
Tear Gas Bombs: Ranged Affliction 3 [Dazed & Vision Impaired, Stunned & Vision Disabled, Incapacitated; resisted by Fortitude] (Extras: Area [Cloud], Cumulative, Extra Condition)
-Cutting Torch: Damage 1 & Weaken Toughness 1
-Explosives: Ranged Damage 5 (Extra: Area [Burst])
-Flash-Bangs: Ranged Affliction 4 [Vision & Hearing Impaired, Vision & Hearing Disabled, Vision & Hearing Unaware; resisted by Fortitude] (Extras: Cumulative, Extra Condition)
-Mini-Rangs: Ranged Strength-Based Damage 2 (Feat: Homing)
-Nightstick: Strength-Based Damage 3 (Feats: Improved Critical, Improved Smash)
-Smoke Bombs: Concealment 4 [all visual] (Extras: Area [Cloud], Attack)


Headquarters: Hidden Bunker (13 ep)
Size: Medium
Toughness: 10
Features: Communications, Computer, Concealed, Defense System, Gym, Infirmary, Library, Living Space, Power System, Workshop

Vehicle: Motorcycle (10 ep)
Size: Medium
Strength: 1
Speed: 6
Defense: 10
Toughness: 8
Features: Navigation System

Equipment: Issued Communicator


Costs: Abilities 52+ Skills 36+ Advantages 54+ Defenses 34= 176 pts.


Real Name: Tyson Decker
Height: 6’2”
Weight: 220 lbs
Hair: Black
Eye Color: Brown


Complications:
Motivation ~Inspire The People: Caliburn seeks to show the people of the England that one person can make a difference.

Motivation ~Seeks Justice: Caliburn fights against all manner of crimes, considering nothing to be ‘too small’ to be dealt with. He wants Justice for everyone equally.

Secret Identity: Caliburn’s identity as Tyson Decker is kept a secret as to protect his family and friends from the supervillains he fights as part of the Crown Guard.



Background: Born in the United Kingdom in , Tyson Decker led a normal life growing up. He earned a scholarship to the University of Oxford where he majored in history, eventually earning a doctorate in the subject with an intense interest in Arthurian lore that continues to this day.

He took a teaching position at Queen Mary, University of London as part of the History Department, where Tyson finished his doctorate work and received his title, and spent several years there. During that time he’d noticed a marked increase in crime in the area and the effect it had on not only his students but many of those attending the University.

Tyson took inspiration from the tales of King Arthur about creating order from the chaos, and while he’d always been athletic in habit Tyson took to a intense physical regimen, as well as developing other skills he felt he’d have a need of and within a year and a half he took to the streets as Caliburn.

Over the following few years Caliburn dealt with various manner of criminals; from street hooligans to posh mobsters who hid behind their family reputations and titles and even a fair amount of low-level metahuman crooks as well. He’d managed to forge a reputation as an intense but fair man who brought justice to all those in need and had gained something of a fan base despite never encouraging such a thing. It finally got the point that Troy Griffin, one of the top operatives/administrators of the Ministry of Powers (the U,K.’s version of AEGIS), decided to recruit Caliburn to the group of metahuman operatives he was putting together for the Ministry that was named the Crown Guard.

Tyson saw it as an opportunity for him to be a better known example to the people of his country as well as punish those who sought to abuse those same people and make them accountable for their crimes. The only thing Tyson somewhat regrets is that he had to give up his teaching position, he undstands the reasoning behind why he was asked to do it – it was too dangerous for him to continue to work at such a place while he was part of the Crown Guard. His students and co-workers could easily become the targets of those Tyson would fight against if they ever managed to learn his real identity.

Now Dr. Tyson Decker is considered to be ‘semi-retired’ from teaching while he focuses on writing a series of books on the topic of Arthurian legend. He does occasionally make appearances as a guest speaker at various schools, both in the U.K. as well as in the United States.
World of Freedom Setting 3E

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

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