World of Freedom: FC Setting Builds....

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Tattooedman
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Auric

Post by Tattooedman » Thu Jul 11, 2013 5:20 pm

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Auric:
PL:
10
Strength 10 (1)
Stamina 10/8 (2)
Agility 2
Dexterity 2
Fighting 2
Intellect 0
Awareness 1
Presence 1

Skills: Athletics 3 (+4/+11), Insight 6 (+7), Perception 6 (+7), Persuasion 6 (+7), Ranged Combat [Thrown Objects] 6 (+9), Stealth 6 (+8.), Vehicles [Land] 3 (+5)

Advantages: Close Attack 6, Interpose, Ranged Attack, Teamwork

Powers: Midas Touch: Transform 10 [anything into gold version of itself] (Extra: Continuous); (Feat: Reversible)
-Midas’ Curse: Affliction 10 [Impaired & Hindered, Immobile & Defenseless, Transformed to Stone & Unaware); resisted by Fortitude] (Extras: Continuous, Extra Condition); (Feat: Reversible)

Liquid Gold Body: (Alternate Form – Move Action -1 pt)
Elongation 4
Feature 1 [can channel electrical effects through body w/out harm to herself]
Immunity 10 [Electrical Effects]
Immunity 10 [Life Support]
Insubstantial 1
Protection 6
Suffocation: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Progressive)
-Solid Gold Body: (Alternate Form – Move Action -1 pt)
Superhuman Strength & Durability:
Enhanced Strength 9
Feature 1 [can channel electrical effects through body w/out harm to herself]
Immunity 10 [Electrical Effects]
Immunity 10 [Life Support]
Protection 8 (Extra: Impervious 10)
Shapeable Limbs: Strength-Based Damage 0 (Feat: Variable Descriptor 2 [piercing, slashing])

Offense: Initiative +2
Melee Attack +8
Ranged Attack +3 // Thrown Object Attack +9

Defense: Dodge +8
Parry +8
Toughness +10*/+8**/+2 [*Solid Gold Form/**Liquid Gold Form]
Fortitude +7
Will +7

Equipment: Issued Communicator


Costs: Abilities 22+ Skills 13+ Advantages 9+ Powers 108+ Defenses 23= 175 pts.


Real Name: Natalie Devlin
Height:
Weight:
Hair: Red
Eye Color: Green


Complications:
Rookie: Auric is the newest member of the Crown Guard as well as being new to the metahuman scene of heroes vs. villains, so it is very likely she is going to make some mistakes before she learns the ins and outs of working in the ‘field’.

Secret Identity: Auric’s identity as Natalie Devlin is kept a secret as to protect her family and friends from the supervillains he fights as part of the Crown Guard.


Background: When her ability to transform living matter to gold first manifested, Natalie accidentally killed her boyfriend. His parents contacted the authorities and soon Natalie was under investigation for manslaughter until Troy Griffin learned of the situation and stepped in.

He used his influence to get Natalie released to his custody and he took the frightened young woman to one of the training centers for the Ministry of Powers and offered Natalie a place to come and learn how to control her powers.

Once she’d completed training, having progressed with her powers to the point that she could change back anything she turned into gold and even developing the ability to transform herself into either solid or liquid gold, Griffin offered her a slot in the Crown Guard. Having nowhere else to go Natalie agreed to the offer and she has yet to loose her ‘rookie status’ within the group.
World of Freedom Setting 3E

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

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Tattooedman
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Big Ben

Post by Tattooedman » Thu Jul 11, 2013 5:24 pm

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Big Ben:
PL:
10
Strength 12 (2)
Stamina 3
Agility 3
Dexterity 3
Fighting 4
Intellect 8
Awareness 1
Presence 1

Skills: Close Combat [Unarmed] 4 (+8.), Expertise [Sciences] 8 (+16), Insight 8 (+9), Intimidation 9 (+10/+12), Perception 9 (+10), Ranged Combat [Weapons Systems] 6 (+10), Technology 8 (+16)

Advantages: Eidetic Memory, Interpose, Inventor, Ranged Attack, Speed of Thought, Ultimate Effort [Technology Checks]

Powers: Big Ben Exo-Armor: (Removable -24 pts) [96 pp]
Armor: Protection 7 (Extra: Impervious 12)
Computer Guidance Systems:
Enhanced Advantages 6 [Improved Aim, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Improved Trip]
Large Size:
Enhanced Strength 6
Enhanced Strength 4 (Flaw: Limited [Lifting Only])
Growth 4 [Large size: 12 ft tall; +4 Strength, +4 Protection, +2 Intimidation; -2 Dodge/Parry, -4 Stealth] (Extra: Permanent); (Feat: Innate)
Life Support Systems: Immunity 9 [All Environmental Conditions, Disease, Poison, Suffocation]
On-Board Computer: Feature 1 [Database]
Searchlights: Environment 3 [increase light]
Self-Repairing Systems: Regeneration 5
Sensors: Senses 9 [Vision (Extended), Hearing (Extended), Infravision, Ultra-Hearing, Microscopic Vision 3 (DNA size), Radio]
Weapons Systems Array:
Tanglers: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized, Paralyzed; resisted by Dodge/Strength] (Extras: Cumulative, Extra Condition)
-Grenade Launchers: Ranged Damage 10 (Extra: Area [Burst], Penetrating)
-Non-Lethal Rounds: Ranged Damage 10 (Extra: Penetrating)
-Taser: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude]

Offense: Initiative +8
Melee Attack +4 // Unarmed Attacks +8
Ranged Attack +4 // Weapon Systems Attack +10

Defense: Dodge +5
Parry +5
Toughness +14* [*Impervious 12]
Fortitude +8
Will +7


Costs: Abilities 50+ Skills 19+ Advantages 6+ Powers 96+ Defenses 14= 185 pts.


Real Name: Benjamin “Ben” Baxter
Height: 5’9”
Weight: 140 lbs
Hair: Red
Eye Color: Green


Complications:
Disability: When not ‘wearing’ the Big Ben armor, Ben is a dual transfemoral amputee (meaning both of his legs have been removed above his knees).

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

Time Limits: Ben cannot stay in the Big Ben armor for long periods of time, otherwise he may become bonded to the armor permanently.


Background: Ben Baxter is a brilliant engineer and mechanic, who lost both of his legs in a car accident who then devoted several years to developing a pair of prosthetic legs for himself that were just as good as the flesh and blood ones he’d lost. During the course of his work Troy Griffin, one of the top ranked members of the Ministry of Powers (the U.K.’s answer to AEGIS), saw his work first hand realized that Baxter could build a suit of power armor that could be used by a specially trained pilot for the Ministry.

Intrigued by the challenge, Baxter went to work immediately and within two years had a finished model to be put through military level testing. One unique feature Baxter managed to design for the armor was that instead of the pilot wearing the armor or operating it from a hidden cockpit; they would instead synchronize on a molecular level.

It was innovative and groundbreaking to say the least. The problem was that none of the pilots selected to operate the armor could handle the idea of physically merging with it. In the end Ben was asked to put the armor through all the tests as he had none of the problems that the other pilots did since he was the one responsible for developing the synchronizing system in the first place and had done it hundreds of times while building the armor.

Agent Griffin was impressed with the armors performance during the testing, declaring it to be more successful than he’d originally hoped and offered Ben a place on the team he was assembling for the Ministry then and there, realizing that it would be a rare few who could operate the armor as well as Ben could and that his technical knowledge would also be very useful in the field as well.

Ben saw it as a chance to live a life of adventure and excitement he might otherwise miss out on and accepted the offer. Naming the armor ‘Big Ben’, as a nod to where he comes from and a bit of a joke on his own name, he’s come to be a dependable member of the Crown Guard who’s willing to jump into the thick of things without a second thought for his own safety.

I felt it necessary to take a moment to point out that in game mechanics Big Ben‘s molecular synchronizing isn‘t any different mechanically compared to any other Power Armor character putting on their armor.

It‘s really nothing more than a bit of descriptive flair inspired by the character art.
Last edited by Tattooedman on Tue Jul 23, 2013 7:29 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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Cerberus

Post by Tattooedman » Thu Jul 11, 2013 5:29 pm

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

Skills: Acrobatics 8 (+12), Athletics 5 (+8.), Close Combat [Rapier] 5 (+13), Deception 9 (+12), Expertise [Magic] 12 (+15), Insight 6 (+9), Investigation 3 (+6), Perception 6 (+9), Persuasion 9 (+12), Sleight of Hand 8 (+12), Stealth 8 (+12)

Advantages: Artificer, Close Attack 2, Connected, Contacts, Daze [Deception], Equipment 5, Improved Feint, Ritualist, Second Chance [Expertise [Magic] Checks], Set-Up, Skill Mastery [Expertise (Magic)], Taunt, Teamwork, Uncanny Dodge

Powers: Detect Magical Beings & Items: Senses 3 [Detect (Magic Energies: Radius, Ranged)]
Gateway Spells Array:
Traditional Gate: Teleport 10 (Feats: Turnabout, Increased Mass 7 [3 tons]) 28 pts
-Quick Gateways: Strength-Based Damage 4 (Extra: Area Burst 2 [60 ft radius], Selective)
-Rapid Gateways: Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)

Summon Hounds From Hell: Minion 9 [Hellhounds] (Extras: Controlled, Horde); (Feats: Mental Link, Multiple Minions 3 [3 total ~see below~])

Ancient Rapier: (Easily Removable –2 pts) [8 pp]
Artifact: Feature 1 [Indestructible]
Enchanted Edge: Strength-Based Damage 4 (Feats: Affects Insubstantial 2, Improved Critical 2, Improved Smash)

Offense: Initiative +4
Melee Attack +8 // Rapier Attack +13
Ranged Attack +4

Defense: Dodge +12
Parry +12
Toughness +7*/+3 [*Armored Costume]
Fortitude +7
Will +11

Equipment: Issued Communicator
Armored Costume [Protection 4; Subtle]

Headquarters [The Workshop]: (20 ep)
Size: Large
Toughness: 10
Features: Defenses, Dual Size (Small), Gym, Library, Living Space, Personnel, Power Source, Sealed, Secret 3 [DC 20], Security System 3 [DC 30], Self-Repairing, Workshop


Costs: Abilities 58+ Skills 27+ Advantages 19+ Powers 81+ Defenses 26= 211 pts.


Real Name: Marcus Williams
Height: 5'10"
Weight: 159 lbs
Hair: Brown
Eye Color: Blue


Complications:
Secret Identity: Cerberus’ identity as Marcus Williams is kept a secret as to protect his family and friends from the supervillains he fights as part of the Crown Guard.


Background: Marcus Williams parents are part of British upper society; they know the right people, go to the right parties, drink only the finest of wines and dress in the finest of clothing. And they bored their son to tear on a daily basis with all their stiff upper lip nonsense so much so that he began to take on the mannerisms of the working class simply to irritate his father and mother.

For the next few years the Williams didn’t know what to do with Marcus until a family friend, Jacob Vogel, saw the boy in action and offered to take guardianship over him in order to ‘straighten him out’. It was an offer the Williams couldn’t pass up, Jacob was considered to be among the elite of the upper society and for their son to be ‘taken in’ by a person that was in such good standing meant that there would be many kinds of opportunities for Marcus when he was older.

But Marcus learned that there was much more to Jacob Vogel than met the eye when he moved in with the older man. As soon as the door closed behind Marcus, Vogel proceeded to show the teenager around his new home but several of the items that Marcus saw during that tour either had connections to the supernatural or were of a mystical nature that stood out to him. The showing ended in an old workshop, so old that the walls were still made of old hewn stone like Marcus had seen in several medieval themed movies, along those walls were dozens of potions as well as a connected library that was filled with some of the strangest books Marcus had ever heard of.

It was at this point that Jacob Vogel revealed to Marcus the truth of the matter; that Vogel was a mage of considerable skill and that he had been looking for an apprentice to take on and that he had found Marcus to be of the proper bloodlines with enough intellect and wit that he could be called for to be a competent mage once he’d been fully trained. Vogel then asked Marcus if he would be interested in becoming his apprentice, to which Marcus could only manage to shake his head in acceptance.

A few years later, after many lessons and many studied books, Marcus had already mastered the basics of arcane lore and all the base foundations a mage would need to know as well as the beginning spells Vogel had recently taught to him and was looking forward to learning even more when intruders in charcoal and black uniforms managed to break into Vogel’s well warded home, They were lead by a man wearing a mask that was made of some kind of red metal, who was yelling about some artifact Vogel kept locked down in his small vault.

Marcus quickly gathered up his rapier, which Vogel had insisted he learn how to use, as to confront the intruders only to be stopped by Vogel who gave the young man a satchel and pointed him towards the teleporting circle he’d just drawn on the nearby wall. The next thing Marcus knew he was in a large room filled with a few men, the majority of whom were wearing odd outfits. The first to recover from Marcus’ sudden entrance was Troy Griffin, who then calmed the members of the Crown Guard down enough that they could listen to Marcus’ story of how he’d appeared in their training area.

What Marcus wasn’t aware of was that Jacob Vogel had been an asset of Troy Griffin – someone to call upon when needed. Upon hearing a description of Crimson Mask leading S.H.A.D.O.W. troops on a raid against one of ‘his people’, Griffin quickly put the Crown Guard to task (with Marcus in tow once he demonstrated his small repertoire of useful spells). Arriving back at Vogel’s sanctum before Crimson Mask could manage to open the hidden vault; the Crown Guard made short work of the S.H.A.D.O.W. troopers and forced Crimson Mask to retreat without his prize.

Afterwards Griffin offered a place on the Crown Guard to Marcus, citing that he’d meshed fairly well with the others. Marcus realized that he had few other options that appealed to him; with Vogel dead he could return to his parents but after living his life the way he’d been for the past several years that wasn’t an option Marcus was honestly interested in. He could try and make a go of it alone but with the limited number of spells he knew and no one to teach him any more (as many actual mages are very particular about who they pick to teach their craft and taking on someone else’s apprentice is something that happens in extremely rare situations) and knowing the pitfalls that could befall him if he tried to continue his mystical education on his own, Marcus was unsure of how to proceed.

That is until a few days later when a lawyer contacted Marcus to inform him that he was Vogel’s sole heir, and Vogel’s entire estate was now his. Now having Vogel’s library and workshop to use for himself Marcus took Griffin up on his offer to join the Crown Guard as their mystical expert and hasn’t regretted it yet.

Image
Hellhounds:
PL:
10
Strength 6
Stamina 6
Agility 2
Dexterity 2
Fighting 6
Intellect -2
Awareness 2
Presence -2

Skills: Acrobatics 5 (+7), Athletics 7 (+13), Expertise [Survival] 7 (+9), Insight 6 (+8.), Intimidation 14 (+12), Perception 6 (+8.), Stealth 7 (+9)

Advantages: All-Out Attack, Close Attack 4, Improved Initiative 2, Move-By Action, Power Attack, Precise Attack [melee; concealment], Teamwork

Powers: Outsider Physiology:
Speed 3
Leaping 2
Protection 4
Immunity 5 [Fire Damage]
Regeneration 3
Senses 4 [Darkvision, Olfactory (Acute, Tracking 2)]
Hellfire: Damage 10 (Extra: Area [Cone])
-Hellfire Bite: Strength-Based Damage 4 (Feat: Improved Critical 2)

Offense: Initiative +10
Melee Attack +10
Ranged Attack +2

Defense: Dodge +10
Parry +10
Toughness +10
Fortitude +11
Will +9

Costs: Abilities 40+ Skills 18+ Advantages 11+ Powers 42+ Defences 24= 135 pts.
World of Freedom Setting 3E

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

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Tattooedman
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Zero

Post by Tattooedman » Thu Jul 11, 2013 5:30 pm

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Zero:
PL:
10
Strength 2
Stamina 2
Agility 4
Dexterity 4
Fighting 4
Intellect 5
Awareness 2
Presence 1

Skills: Acrobatics 3 (+7), Expertise [Sciences] 9 (+14), Insight 6 (+8.), Investigation 3 (+8.), Perception 7 (+9), Persuasion 6 (+7), Ranged Combat [Quantum Manipulation Array] 6 (+10), Technology 8 (+13)

Advantages: Close Attack 2, Interpose, Speed of Thought, Task Focus [Expertise (Sciences: Physics)], Teamwork

Powers: Quantum Propulsion: Flight 8
Quantum Manipulation Array:
Quantum Drain: Weaken All Electromagnetic Energy Based Abilities 10 (Extras: Affects Objects, Area [Burst], Broad [all EM energy], Cumulative, Simultaneous, Selective)
-Quantum Blasts: Ranged Damage 10 (Extra: Penetrating)
-Quantum Bolts: Ranged Affliction 10 (Fort; Dazed/Stunned/Paralyzed] (Extra: Cumulative); (Feat: Split)
-Time Stop: Affliction 10 [Dazed, Fatigued & Hindered, Stunned, Exhausted & Defenseless, Paralyzed) (Extras: Area [Burst], Extra Condition 2, Selective); (Feat: Feature [Can freeze targets in mid-air]); (Flaw: Instant Recovery) & Deflect 10 (Extra: Reflect)
Quantum Field: Force Field 10 (Extra: Impervious 12)

Offense: Initiative +5
Melee Attack +6
Ranged Attack +4 // Quantum Manipulation Array Attack +10

Defense: Dodge +8
Parry +8
Toughness +12*/+2 [*Impervious Quantum Field]
Fortitude +6
Will +8

Equipment: Issued Communicator


Costs: Abilities 48+ Skills 17+ Advantages 6+ Powers 111+ Defenses 18= 200 pts.


Real Name: Brian Keogh
Height: 5’11”
Weight: 174 lbs
Hair: Black
Eye Color: Brown


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


Background: Brian Keogh was an up and coming scientist employed by the Ministry of Powers, specifically the research division where they tore apart the devices of the criminals the Ministry had dealt with.

He’d pulled a rotation of field duty and went out on a pick up following a bust up of a P.H.A.N.T.O.M. weapons selling operation. Brian was the one who’d found a hidden teleportation unit and was in the process of figuring out the ins and outs of how it worked he stumbled over a few stray cords that connected the device to its power source, accidentally activating the platform.

The problem was that once P.H.A.N.T.O.M. abandons a base of operations they lock out its teleporting platform, thus Brian was sent through a vicious energy loop for what seemed like days to him. Eventually he was freed by efforts of other Ministry scientists but Brian had been changed by his experience – his body had absorbed massive amounts of the energy he’d been trapped within, quantum energy to be specific. Brian was now able to tap into that field of energy for various purposes; straightforward energy blasts, flight, force fields, as well as fine manipulation of quantum energy for various effects on the biology of others and other types of energy.

Troy Griffin was assigned to help Brian work to control his powers and after several months of work the senior agent felt that Brian was ready to join the team he was putting together to deal with various metahuman threats to the United Kingdom, the Crown Guard.
World of Freedom Setting 3E

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

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Tattooedman
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Spitfire

Post by Tattooedman » Thu Jul 11, 2013 5:31 pm

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Spitfire:
PL:
10
Strength 4
Stamina 4
Agility 5
Dexterity 5
Fighting 6
Intellect 0
Awareness 3
Presence 2

Skills: Acrobatics 1 (+6/+12), Deception 9 (+11), Expertise [Mechanics] 6 (+6), Expertise [Tactics] 4 (+4), Insight 6 (+9), Perception 10 (+13), Stealth 6 (+11), Vehicles [Air] 3 (+8.), Vehicles [Land] 9 (+14)

Advantages: All-Out Attack, Close Attack 4, Evasion, Improved Initiative, Luck 2, Set-Up, Taunt, Teamwork, Throwing Mastery 5

Powers: Self Propelled:
Enhanced Skill 2 [Acrobatics +6]
Enhanced Advantages 4 [Agile Feint, Evasion, Great Endurance, Move-By Action]
Flight 11
High Flyer:
Enhanced Dodge 5 (Flaw: Limited [Only while Flight is in use])
Enhanced Parry 5 (Flaw: Limited [Only while Flight is in use])
Immunity 2 [Environmental Cold, Pressure]
Protection 4
Keen Senses: Sense 5 [Danger Sense (visual), Direction Sense, Low-Light Vision, Vision (Extended), Uncanny Dodge]
Shielded Senses: Immunity 10 [Audio & Visual Sense Based Afflictions] (Flaw: Limited [Half Effective]) 5 pts
Stronger Than He looks: Enhanced Strength 8 (Flaw: Limited [Lifting & Grappling Only], Limited [While in flight only])

Offense: Initiative +9
Melee Attack +10
Ranged Attack +5 // Thrown Objects Attack +10

Defense: Dodge +7/+12* [*High Flyer]
Parry +7/+12* [*High Flyer]
Toughness +8
Fortitude +10
Will +8

Equipment: Issued Communicator


Costs: Abilities 58+ Skills 18+ Advantages 17+ Powers 62+ Defenses 14= 169 pts.



Real Name: Evan Benson
Height: 6’
Weight: 170 lbs
Hair: Brown
Eye Color: Brown


Complications:
Legacy: Spitfire struggles to live up to some of the reputation of his grandfather, Spitfire Jones.

Reputation ~Aerial Daredevil: Spitfire sometimes takes unneeded risks while fighting.

Responsibility: Spitfire does his best to use his powers for the betterment of the people of the United Kingdoms.

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


Background: Evan Benson loved airplanes from a young age. Something about the sense of freedom they inspired in him as he watched them fly through the air, performing various aerial stunts and tricks. It was almost an obsession for Evan as he learned all he could about airplanes - their history, how they were developed. Everything he could possibly learn. When he was of age Evan joined the Royal Air Force to accomplish his lifelong goal, eventually joining the 25th Squadron.

While on a mission as part of the 25th Squadron, Evan and his fellows ran afoul members of P.H.A.N.T.O.M. and an aerial fight broke out. Unfortunately P.H.A.N.T.O.M.’s forces took an early edge due to their superior firepower and Evan found his jet so badly damaged that he was forced to eject from it but his parachute suffered a malfunction and wouldn’t deploy.

Realizing that he had little other option Evan cut himself loose from the faulty ejected seat and watched as the ground rushed up to meet him. In those moments something deep within Evan opened up and suddenly the pilot found himself hovering in the air as if he weighed nothing at all.

Realizing he’d just manifested what he thought was the best power ever, Evan set to using it to help his Squadron fight off P.H.A.N.T.O.M.’s agents as well as rescue the others who had been shot down. These actions earned Evan the Conspicuous Gallantry Cross while the development of his metahuman powers earned him a transfer to the Ministry of Powers, specifically under Agent Troy Griffin.

Griffin was then putting together the start of a team of metahuman operatives that would work for the Ministry, much like the Reserve did for AEGIS. During his physical by Ministry doctors, Evan learned he was related to none other than Spitfire Jones, one of the members of the Allies of Freedom. Evan’s not entirely sure if it is on his father or mother’s side of the family but both families did both serve and support the military during World War II.

As a member of the Crown Guard, Spitfire is often used as the air support for the team or sometimes rapid transport of important people or items when time is an issue. Otherwise he mostly backs up either Big Ben or Auric in a fight unless given a specific role to play.
Last edited by Tattooedman on Thu Jul 11, 2013 9:26 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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Convert

Post by Tattooedman » Thu Jul 11, 2013 5:33 pm

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Convert:
PL:
10
Strength 5
Stamina 6
Agility 5
Dexterity 5
Fighting 8
Intellect 0
Awareness 3
Presence 1

Skills: Acrobatics 6 (+12), Athletics 6 (+12), Close Combat [Unarmed] 5 (+13), Insight 7 (+10), Perception 7 (+10), Stealth 6 (+12)

Advantages: Assessment, Cunning Fighter, Damaging Escape, Defensive Strike, Evasion 2, Follow-Up Strike, Improved Critical [Unarmed] 2, Improved Defense, Improved Disarm, Improved Feint, Improved Grab, Improved Initiative, Improved Smash, Improved Trick, Improved Trip, Instant Up, Move-By Action, Power Attack, Precise Attack [melee; concealment], Prone Fighting, Redirect, Takedown 2, Throwing Mastery 3, Uncanny Dodge

Powers: Mentally Possess Others: Ranged Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative, Merge with Subject, Perception, Sustained); (Feat: Subtle); (Flaws: Instant Recovery, Limited [Sense Dependent [sight])
Mind Reading 8 (Extras: Cumulative, Effortless); (Flaws: Close Range, Limited [Victims of Affliction Only])

Offense: Initiative +9
Melee Attack +8 // Unarmed Attack +13
Ranged Attack +5 // Thrown Object Attack +8

Defense: Dodge +14
Parry +14
Toughness +6
Fortitude +10
Will +10

Equipment: Issued Communicator


Costs: Abilities 66+ Skills 13+ Advantages 29+ Powers 56+ Defenses 26= 190 pts.


Real Name: Ian Slade
Height: 6’1”
Weight: 217 lbs
Hair: Brown
Eye Color: Blue


Complications:
Secret Identity: Convert’s identity as Ian Slade is kept a secret as to protect his family and friends from the supervillains he fights as part of the Crown Guard.


Background: Very little is known about Ian Slade’s life growing up aside from the fact he has underwent extensive hand to hand combat training, enough that he can hold his own against low level metahumans with little trouble, and that he refuses to talk about his past in any significant manner. Troy Griffin has told a few of the other members of the Crown Guard to simply let the matter be when they have asked what he knows about the man also known as Convert’s past.

Convert seems to be a well adjusted man that has been fairly well educated and seems to come from something of a working class background given comments he has made in the past and ideas he has expressed about how the British Government runs things.

With a moment’s concentration Convert can mentally possess another person, with his body disappearing until either he chooses to release his victim or they manage to force him out by sheer willpower. He often makes use of this power to take over a criminal and use them as a kind of ‘inside man’ only to reveal himself at a later point when the sabotage he has performed is set off.
Last edited by Tattooedman on Fri Aug 16, 2013 3:37 pm, edited 4 times in total.
World of Freedom Setting 3E

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

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Re: World of Freedom: New FC Setting characters

Post by Shock » Thu Jul 11, 2013 7:00 pm

I love the Captain Boomerang rivalry.

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Re: World of Freedom: New FC Setting characters

Post by Sidious » Thu Jul 11, 2013 7:55 pm

That is a great pic of Box!
Live fast. Love hard. Die with your mask on.

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Re: World of Freedom: New FC Setting characters

Post by Tattooedman » Thu Jul 11, 2013 10:08 pm

Shock wrote:I love the Captain Boomerang rivalry.
Thanks. I got the idea a couple days ago after reading over Thorpacolypse's build of Boomerang where he mentions that Fred had a rivalry with Owen based off their similar M.O.

My thought was what if they had an even bigger reason to dislike one another?

Thus the sibling themed idea.
Sidious wrote:That is a great pic of Box!
I agree!

I found it on onecoyote's deviantART thread, along with a couple other pics I've used in the past. He's got some good stuff there.
World of Freedom Setting 3E

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

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Penny Lent

Post by Tattooedman » Mon Jul 22, 2013 7:57 pm

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Penny:
PL:
8
Strength 2
Stamina 3
Agility 4
Dexterity 4
Fighting 6
Intellect 0
Awareness 1
Presence 1

Skills: Acrobatics 5 (+9), Deception 4 (+5), Expertise [Pop Culture] 4 (+4), Insight 4 (+5), Perception 4 (+5), Persuasion 4 (+5), Stealth 5 (+8.)

Advantages: Agile Feint, Close Attack 2, Defensive Attack, Defensive Roll 3, Improved Critical [Unarmed] 2, Improved Defense, Improved Initiative, Improved Trip, Power Attack, Set-Up, Teamwork

Powers: Self Duplication: Summon 6 (Extras: Controlled, Heroic [+2], Horde); (Feat: Multiple Minions 3 [4 [PL 6] max]) (Flaws: Limited [will lose a minion permanently if killed])

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

Defense: Dodge +8
Parry +8
Toughness +6*/+3 [*Defensive Roll]
Fortitude +5
Will +5


Costs: Abilities 42+ Skills 10+ Advantages 15+ Powers 33+ Defenses 12= 112 pts.


Real Name: Penny Lent
Height: 5’4”
Weight: 110 lbs
Hair: Black
Eye Color: Brown


Complications:
Mean Pretty Girl: Despite the fact that Penny’s parents are Wild Strikers, her flaunts her normal appearance in the faces of her classmates that have been physically transformed by their powers.

Prejudice: Second generation Wild Striker.

Reputation: Penny is known for being something of a snotty witch with her fellow classmates.


Background: Penny Lent is the daughter of victims of the Wild Strike, and a few years ago she manifested her ability to create perfect copies of herself. This lead to her being brought into the Arcadian Academy by Donald Henderson, in an effort to show that the children of both Wild Strikers and Jokers shouldn’t be treated any differently than normal children are.

Unfortunately Penny isn’t the poster girl Henderson had hoped for. She’s vain, self-centered and always trying to be one of the ‘it girls’ at the AA and regularly teases her inhuman or mutated classmates about their appearances while flaunting her normal appearance.
World of Freedom Setting 3E

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

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Beast Boy

Post by Tattooedman » Mon Jul 22, 2013 7:58 pm

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Beast Boy:
PL:
8
Strength 2
Stamina 6
Agility 3
Dexterity 3
Fighting 3
Intellect 2
Awareness 2
Presence 2

Skills: Deception 6 (+8.), Insight 6 (+8.), Perception 6 (+8.)

Advantages: Taunt, Teamwork

Powers: Shapeshift:
Morph 3 [animals] (Flaw: Quirk [always red in color])
Variable 8 (Extra: Move Action); (Flaws: Limited [animal themed abilities only])

Offense: Initiative +3
Melee Attack +3
Ranged Attack +3

Defense: Dodge +8
Parry +8
Toughness +6
Fortitude +10
Will +6


Costs: Abilities 46+ Skills 6+ Advantages 2+ Powers 70+ Defenses 18= 142 pts.


Real Name: Garfield "Gar" Logan
Height: 5'5"
Weight: 119 lbs
Hair: Red
Eye Color: Red


Complications:
Motivation ~Thrills: Gar loves the fact he has super powers, loves that he's in the world of metahumans, and absolutely loves using his powers (especially when fighting super villains).

Prejudice: Second generation Wild Striker.


Background: Gar Logan’s life was always a bit different than most other kids his age, but most of that had to do with the fact that his skin and hair have been green since the day he was born, marking him as an obvious Wild Striker.

It wasn’t until last year that Gar’s powers manifested and he couldn’t have been happier. As it turns out Gar is a bit of an animal nut and has spent many a long hour reading up on various species from all over the world and watched countless hours of television shows on Animal Planet.

So when his ability to turn into any animal he could imagine manifested Gar felt like he’d finally gotten a break in life and quickly started playing around with his powers to amuse himself. When the Arcadian Academy was founded Gar was one of the first recruited students, some think for his chipper and outgoing personality (he’s almost smooth enough to make most people not make an issue of his odd appearance) is part of the reason Donald Henderson made sure Gar came to the AA.

Others think it was to keep him out of trouble. Due to Gar’s willingness to use his powers in public he’s among the students that have dealt with S.H.O.C.K.’s troops the most and they actually have recently put out a bounty on his head due to all the embarrassments he ahs caused them in the past year.
Last edited by Tattooedman on Wed Oct 16, 2013 2:09 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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Topspin

Post by Tattooedman » Mon Jul 22, 2013 7:59 pm

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Topspin:
PL:
8
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 1
Presence 1

Skills: Acrobatics 3 (+5/+11), Expertise [Art] 4 (+5), Expertise [Pop Culture] 4 (+5), Insight 6 (+7), Perception 6 (+7), Stealth 4 (+6)

Advantages: Close Attack 4, Power Attack, Ranged Attack 3, Teamwork

Powers: Spinning:
Enhanced Skills 2 [Acrobatics +6]
Enhanced Advantages 9 [Agile Feint, Defensive Roll 3, Improved Initiative 4, Move-By Action]
Enhanced Dodge 6
Enhanced Parry 4
Flight 6
Senses 1 [Radius Vision]
Grab & Spin: Affliction 8 [Dazed & Vulnerable, Stunned & Defenseless, Incapacitated; resisted by Fortitude] (Extra: Extra Condition)
-Centrifugal Punch: Damage 8 (Feat: Improved Critical 3)

Offense: Initiative +18
Melee Attack +8
Ranged Attack +5

Defense: Dodge +8*/+4 [*Spinning]
Parry +8*/+4 [*Spinning]
Toughness +8*/+5**/+2 [*Costume & Spinning/**Costume]
Fortitude +6
Will +6

Equipment: School Supplied Costume [Protection 3; Communicator, GPS]


Costs: Abilities 28+ Skills 9+ Advantages 9+ Powers 51+ Defenses 11= 108 pts.


Real Name: Darren Mitchell
Height: 5’10”
Weight: 162 lbs
Hair: White
Eye Color: Blue


Complications:
Prejudice: Second generation Joker (aka a Suicide King).


Background: Darren Mitchell’s life hasn’t ever been dull, the son of two Wilder Strikers (mutated victims of the energy released that happened at the end of the Proprietor War), he somehow managed to be born with a normal appearance and doctors thought that he’d somehow managed to avoid having any kind of physical mutation.

However Darren’s parents choose to have him raised by part of his mother’s family to spare him the hardship of having Joker parents and for many years Darren was unaware of his heritage. That all changed when he hit puberty; developing superhuman abilities as well as undergoing some permanent physical changes - he grew several inches taller and his hair turned white. His family did what they could to help Darren by explaining to him why this had happened to him - telling him the truth about his parents. After recovering from the shock of a life-long lie Darren met with his parents and soon visits were arranged so that he could work to control his powers and not be a threat to those around him (though he continued to live with his mother’s family as his parents had no wish for Darren to join them in Bay City’s Jokertown).

Unfortunately for the Mitchell family, SHOCK learned about Darren’s connection to his parents and first hunted them down; killing them for sending one of their own “monsters to infiltrate humanity” then set their sights on Darren. Fortunately though the Champions became aware of SHOCK’s activities and intervened, saving Darren in the process (though he wasn’t any kind of innocent bystander, oh no he jumped right into the fray and used his powers well enough to protect himself and help the Champions somewhat). Following that the question became what to do with Darren – his parents and mother’ s family had all been killed by members of SHOCK making him an orphan and foster care didn’t seem to be able to handle a teen with powers like Darren’s.

Then Donald Henderson stepped in.

Henderson was the main backer of PS238, a grade school and middle school that had been built inside Jokertown to allow the Joker children a place they could get an education and not have to deal with the likes of those who hated them simply because they were Jokers (though in the past few years a number of T-Cell children began attending as well). Within the following year several students would be ready to attend high school but none of Bay City’s schools were willing to take on so many additional students (let alone the fact they were also Jokers, but that was never publicly said) and Henderson had decided that he’d simply build a private school (similar to the one operated by Duncan Summers) of his own and he offered to have Darren declared to be under the care of the school until his 18th birthday. It was the only chance Darren had to get a high school diploma, what else was he going to do?
World of Freedom Setting 3E

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

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Brother X

Post by Tattooedman » Mon Jul 22, 2013 8:12 pm

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Brother X:
PL:
8
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 3
Awareness 3
Presence 3

Skills: Expertise [Construction] 12 (+12), Expertise [Philosophy & Theology] 9 (+12), Expertise [Pop Culture] 6 (+9), Expertise [Streetwise] 6 (+9/+12), Investigation 1 (+4/+7), Insight 5 (+7/+10), Intimidation 7 (+10), Perception 5 (+7/+10), Persuasion 7 (+10), Ranged Combat [Urban Shamanism Array] 6 (+8.), Stealth 5 (+7/+10), Technology 0 (+6)

Advantages: Close Attack 4, Equipment, Improved Initiative 2, Power Attack, Set-Up, Takedown 2, Teamwork

Powers: Adapted To City Life: (Flaw: Limited [Only in cities])
Enhanced Skills 11 [Expertise (Construction) +9, Expertise (Streetwise) +6, Insight +3, Investigation +3, Perception +3, Stealth +3, Technology +6]
Enhanced Advantages 8 [Artificer, Cunning Fighter, Improved Defense, Improved Feint, Diehard, Ritualist, Seize Initiative, Uncanny Dodge]
Immunity 8 [Environmental Cold, Environmental Heat, Disease, Poison, Radiation, Starvation & Thirst, Suffocation]
Impervious Will 8
Protection 6
Regeneration 5 (Extra: Persistent); (Flaw: Source [Urban Material])
Carried By The City: Flight (Flaw: Platform, Limited [Urban material only])
One With The City:
Comprehend 2 [Speak & Understand Cities]
Senses 14 [Vision (Extended, Penetrates Concealment), Olfactory (Acute, Analytical), Postcognition] (Flaw: Limited [only in cities]) 9 pts
Urban Shamanism Array:
Urban Burst: Move Object 8 (Extras: Area [Shapeable], Damaging, Selective, Penetrating); (Feat: Precise); (Flaw: Limited Material [City Components]); 41 pts
-Urban Snare: Affliction 8 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extra: Area [Shapeable], Cumulative, Extra Condition); (Flaw: Limited Degree)
-Urban Sculpting: Transform 8 [Any cityscape component into any other Cityscape component] (Extra: Continuous Duration)
-Urban Senses: Remote Sensing 8 [All Senses] (Feat: Subtle); (Flaw: Limited [Urban Areas only])

Offense: Initiative +10
Melee Attack +8
Ranged Attack +2 // Urban Shamanism Array Attack +8

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

Equipment: Shaman Staff [Strength-Based Damage 2; Reach]


Costs: Abilities 42+ Skills 20+ Advantages 12+ Powers 85+ Defenses 21= 180 pts.


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


Complications:
Predjuice: Second generation Wild Striker.

Mysterious Past: Brother X has made it a point to share as very little as possible about his life before he just showed up at the Arcadian Academy and asked to be admitted.


Background: Brother X has made it a point to constantly lie about his past whenever he's been asked by the staff at the Arcadian Academy. It's gotten to the point that they all like to sometimes compare stories to see which is more interesting/amusing as Brother X has some skills in spinning tall tales.

Donald Henderson hasn't seen a reason not to trust Brother X and allows him all the same treatments and rewards the other students earn. Many of the staff think that Brother X is either running from something in his old life or he has no memories of his past life after his powers manifested.

Either way, Brother X is a level headed teenager (stop laughing, he really is) and is often one of the last people to get involve in a fight. Instead he prefers to watch as things unfold and collect information before he acts on a course of action (which normally has meant he's the one ending fights and actually talking to people to smooth over any mistakes his classmates might have made).
World of Freedom Setting 3E

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

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Veil

Post by Tattooedman » Mon Jul 22, 2013 8:13 pm

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Veil:
PL:
8
Strength 0
Stamina 1
Agility 2
Dexterity 2
Fighting 3
Intellect 1
Awareness 2
Presence 1

Skills: Acrobatics 3 (+5), Deception 4 (+5), Expertise [Popular Culture] 3 (+4), Insight 5 (+7), Perception 4 (+6), Persuasion 6 (+7), Ranged Combat [Gas Control] 6 (+8.), Stealth 7 (+9), Technology 4 (+5)

Advantages: Defensive Roll 2, Evasion, Improved Initiative, Teamwork

Powers: Gaseous Form:
Concealment 2 [visual]
Flight 4
Insubstantial 2
Veil Physique: Immunity 2 [Poisons, Diseases (Limited)]
Gas Control Array:
Knockout Gas: Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Area [Burst], Selective); (Feat: Affects Corporeal)
-Blinding Fog: Visual Affliction 8 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extras: Area [Cloud], Selective); (Feat: Affects Corporeal)
-Fog: Environment 2 [Reduce Visibility 2 (-5 perception)]
-Sleep Gas: Affliction 8 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extras: Area [Burst], Selective); (Feat: Affects Corporeal)

Offense: Initiative +6
Melee Attack +3
Ranged Attack +2 // Gas Control Attack +8

Defense: Dodge +10
Parry +10
Toughness +3*/+1 [*Defensive Roll]
Fortitude +5
Will +7


Costs: Abilities 24+ Skills 15+ Advantages 5+ Powers 53+ Defenses 24= 121 pts.


Real Name: Madeline Berry
Height: 5’2”
Weight: 111 lbs
Hair: Red
Eye Color: Green


Complications:
Predjuice: T-Cell victim.

Motivation: Finding a cure for her condition.

Phobia: Her powers are making her molecules slowly lose cohesion and without a cure, she will simple dissipate eventually and the thought terrifies her.


Background: When Madeline's powers first manifested her parents wasted no time in getting her to the Albright Institute to be checked out. Six years later they've been gone now almost four years, not able to deal with their daughter's condition and have made her a ward of the Institute.

The good news is the the Institute scientists were able to build a custom suit that helps Madeline hold herself together and makes it easier for her to reassemble herself if she does use her powers but it is by no means any kind of a solution to the fact that her molecular cohesion is slowly breaking down and by the time Madeline is twenty-one she will more than likely disapate into thin air.
World of Freedom Setting 3E

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

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Risk

Post by Tattooedman » Mon Jul 22, 2013 8:15 pm

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Risk:
PL:
8
Strength 7
Stamina 7
Agility 7
Dexterity 7
Fighting 4
Intellect 0
Awareness 1
Presence 2

Skills: Acrobatics 0 (+7/+13), Athletics 0 (+7/+13), Deception 6 (+8.), Expertise [Pop Culture] 5 (+5), Insight 7 (+8.), Perception 7 (+8.), Persuasion 6 (+8.), Stealth 6 (+13), Vehicles [Land] 2 (+9)

Advantages: Close Attack 4, Daze [Deception], Defensive Roll, Power Attack, Set-Up, Takedown, Teamwork

Powers: Hyper-Adrenalized Physiology:
Enhanced Skills 4 [Acrobatics +6, Athletics +6]
Enhanced Advantages 5 [Agile Feint, Evasion 2, Improved Initiative, Takedown]
Leaping 2
Regeneration 3
Speed 3
Senses 10 [Vision (Extended, Darkvision, Low-Light Vision), Hearing (Accurate, Extended), Olfactory (Acute, Extended, Tracking 2)]

Offense: Initiative +11
Melee Attack +8
Ranged Attack +7

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


Costs: Abilities 70+ Skills 13+ Advantages 10+ Powers 27+ Defenses 13= 133 pts.


Real Name: Cody Driscoll
Height: 5'10"
Weight: 180 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Power Loss: If Risk’s Hyper-Adrenalized Physiology is negated somehow then his Strength, Stamina, Agility & Dexterity all drop to 2.

Predjuice: Second generation Wild Striker.

Reputation: Risk is known for not dealing with authority very well.


Background: Cody Driscoll was enrolled in the Arcadian Academy thanks to Donald Henderson's connections to the Bay City Police force, as Cody was a young, repeat offender that was contanstly being brought in on various charges of disorderly conduct or public menancing thanks to his metahuman powers making him more than a physical match for any full grown adult and his willingness to lay his hands on someone who had angered him.

Forced to go to the AA, Cody constantly rebels against the staff (much to the joy of Mr. Parr, who has decided to make Cody something of a personal project), and can be seen running, leaping or otherwise moving as fast as he can through the halls of the AA (normally with a few members of the staff in hot pursuit for one of his latest infractions of the rules).
World of Freedom Setting 3E

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

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