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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Tattooedman
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Magnus

Post by Tattooedman » Wed Aug 28, 2013 1:28 pm

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Magnus:
PL:
10
Strength 0
Stamina 0
Agility 2
Dexterity 4
Fighting 4
Intellect 5
Awareness 2
Presence 0

Skills: Acrobatics 4 (+6), Expertise [Chemistry] 9 (+14), Expertise [Computers] 9 (+14), Expertise [Sciences] 9 (+14), Insight 4 (+6), Investigation 5 (+7), Perception 5 (+7), Ranged Combat [Magnetic Manipulation Array] 6 (+10), Stealth 6 (+8), Technology 9 (+14)

Advantages: All-Out Attack, Close Attack 4, Improved Initiative, Inventor, Skill Mastery [Expertise (Chemistry)], Task Focus [Expertise (Science): Magnetics]

Powers: Magnosuit: (Removable –17 pts) [69 pp]
Magnetic Assembly: Feature 1 [Quick Change]
Magnetic Propulsion: Flight 4
Magnetically Reinforced Frame:
Immunity 10 [All Environmental Conditions, Aging, Disease, Poison, Suffocation]
Protection 10 (Extra: Impervious)
Magnetic Sensor: Senses 5 [Detect (Electromagnetic Energies: Analytical, Radius, Ranged)]
Magnetic Shields:
Enhanced Dodge 6
Enhanced Parry 6
Magnetic Manipulation Array:
Minor Ferrokinesis: Feature 1 [You can generate a strong enough magnetic field to move small (mass rank –5 or less) ferrous objects within about an arm’s reach.]
Magnetic Manipulations: Feature 1 [You can use magnetic fields to turn or operate small metal fasteners (screws, bolts, nails, etc.) within arm’s reach as if you had the proper tools.]
True North: Feature 1 [You have an “internal compass” — always able to sense magnetic north on a planet with magnetic poles, equivalent to the Direction Sense effect and know if an object is magnetized by touching it.]
Magnetic Control: Move Object 10 (Extra: Perception); (Flaw: Limited [Ferrous Materials Only])
-Magnetic Binding: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Strength] (Extra: Cumulative); (Flaw: Limited Degree)
-Magnetic Blast: Ranged Damage 10
-Magnetic Interference: Concealment 2 [all magnetic and radio] (Extras: Area [Burst] 3, Attack, Selective)
-Magnetic Repulsion: Deflect 10 (Extras: Redirect, Reflect); (Flaw: Limited [Ferrous Materials Only])
-Magnetic Shaping: Transform 9 [Ferrous metal from one shape to another] (Extra: Increased Duration [Continuous])
-Magnetic Storm: Environment 10 [Impede Movement (-2 speed), Visibility (-5 Perception)] (Extra: Selective); (Flaw: Reduced Range)
-Magnetic Wave: Move Object 10 (Flaw: Limited [Away Only], Limited [Ferrous Materials Only])

Offense: Initiative +6
Melee Attack +8
Ranged Attack +0 // Magnetic Manipulation Array Attack +10

Defense: Dodge +10*/+4 [*Magnosuit]
Parry +10*/+4 [*Magnosuit]
Toughness +10*/+2 [*Magnosuit (Impervious)]
Fortitude +7
Will +6


Costs: Abilities 34+ Skills 23+ Advantages 9+ Powers 69+ Defenses 15= 150 pts.


Real Name: Mark Johnson
Height: 5’10” (outside of Magnosuit) // 6’1” (wearing Magnosuit)
Weight: 184 lbs
Hair: Brown
Eye Color: Blue


Complications:
Disability: Magnus suffers from severe nightmares that make it difficult for him to sleep through the night. Periodically this causes him trouble during the waking hours of the day.

Honor (non-lethal): Enemies know Magnus will not use lethal force on them, and try to use this as an advantage, often times when any force would be lethal (such as on the edge of a skyscraper).

Reputation: While not a world renowned scientist, Mark is well know in certain scientific communities, and not all of this reputation is good, remarked as, by some, as a money chaser, for his proposition to sell a potentially dangerous piece of weaponry (the Magnosuit).

Reputation: As Magnus, he is regarded as an inexperienced nuisance, likely originating from an... erm... unfortunate incident with the Statue of Liberty.

Quirk ~Accident Prone: Through a combination of momentary lapses in concentration or just sheer bad luck, Magnus is a walking accident magnet (no pun intended). He doesn't experience these accidents enough to feel 'jinxed' but nearly anyone will admit that he has worse than average luck.

Weakness: Magnus takes an additional degree of damage from attacks that have the Mental Descriptor.


Background: New York born,Dr. Mark Johnson, was one in a long line of physicists and was determined to not only follow in the family legacy but exceed their reputation. Pushed by his father even harder after his mother's death, he became valedictorian of his high school class and was given an almost complete scholarship to MIT.

Upon getting out of college Mark wanted to work freelance, more or less. He was given funding by many chemical engineering firms to work on various jobs, including work involving super-alloys. After a few years of work Mark was able to develop one which maintained excellent magnetic properties, but he soon found himself unable to replicate his original success. Having a large quantity of it from his preliminary experiments, Mark tried to market it to his bosses but without a way to recreate it handy he could not convince them to fund more experiments to recreate it.

After failing to sell his creation, Mark decided on a lark to build a suit of armor out of the unique metal in an effort to hopefully sell it to a new wave of wanna-be crime fighters, like those in Freedom City. Unfortunately, he attracted more attention of wanna-be villains, who attempted to steal the suit and Mark was forced to don his creation and he found that the suit was much more intuitive than he originally thought. It responded to his mental commands and allowed him to manipulate magnetic fields like a second set of arms. Thanks to his knowledge of electromagnetic phenomenon Mark was able to make short work of the would-be thieves and when the police came to collect them, rather than give his identity away, Mark claimed that he sold the suit to a buyer who wanted to remain anonymous but had been the one to apprehend them.

Mark then continued to work on chemical engineering projects; which allows him to work on a flexible schedule, allowing him to be able to fight crime on his own time. He’d been fighting crime for just a half of a year when approached by Ethan Keller with an offer of employment that would allow Mark to make use of both his scientific skills and the Magnosuit as a part of a new FORCE Ops team Keller was putting together.

After considering the offer, Mark accepted and moved to Freedom City (New York was getting pretty full as it was) and he was getting a bad rap from other engineering firms for his selling of the Magnosuit. He chose to stay out of the spotlight as Magnus for a couple months while first in Freedom City to avoid any suspicion of being connected to him and it was during that time that Mark met his current Girlfriend, Christina, but decided not to tell her about his heroic alter ego, so as to let her meet the real him.

While a member of FORCE Ops, Mark had a couple of adventures; fighting the Order of Chaos and even the White Knight. But during that fight he suffered a psychic trauma when the team’s mentalist, H4ck, was forced to split his consciousness between all the members of FORCE Ops to save himself from dissipating due to over exerting himself in psychic combat with Marko Worth. Soon each member of the group began to have memory based nightmares from H4ck’s life and soon AEGIS Agent Ryan Lin (who was a psychic) was sent to assess the situation and help however he could. He determined what H4ck had done and using his psionic abilities, helped H4ck reform his mental energy body from the minds of his teammates.

However Mark continued to suffer from nightmare memories that belonged to his teammate as his mind had accepted them as his own memories and Mark was starting to go nights without sleeping as the nightmare would constantly wake him up several times a night. Finally he broke down and called an old friend who worked at the Albright Institute and asked if he could help (the friend’s area of study was in the field of understanding psionic effects) and he quickly offered Mark a place to come and get the help he needed.

Since then Mark has been getting treatment for his problem and he continues to tinker with the Magnosuit, sometimes responding to problems that pop up from time to time at the Institute as a way of paying back for the help they’ve given him so far.

Notes & Comments wrote:Magnus created by ScourgeXLVII for my FORCE Ops game.

Unfortunately Scourge pretty much disappeared a long while ago and I was forced to write Magnus out of the game (using H4ck’s mental hide-away trick from the Hate is a 4 Letter Word adventure as the catalyst for his departure). I’ve been debating about adding a new NPC to Albright (like they need more right?) who could maybe be something of a warning story to them about the dangers of being active in the world of heroes, but wanted to try and pull someone in that was more from my setting and then I recalled Magnus.

Hopefully he won’t irritate the kids too much.
Last edited by Tattooedman on Mon Jan 20, 2014 8:32 pm, edited 2 times in total.
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Marine Marauder

Post by Tattooedman » Wed Aug 28, 2013 1:30 pm

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Marine Marauder:
PL:
10
Strength 2
Stamina 2
Agility 3
Dexterity 4
Fighting 4
Intellect 3
Awareness 2
Presence 0

Skills: Acrobatics 3 (+6), Athletics 8 (+10), Expertise [Science] 12 (+15), Insight 6 (+8.), Intimidation 10 (+10), Perception 6 (+8.), Ranged Combat [Blaster Goggles] 6 (+10), Stealth 6 (+9), Technology 12 (+15)

Advantages: Close Attack 2, Improved Initiative, Improvised Tools, Inventor, Second Chance [Expertise (Science)], Second Chance [Technology], Skill Mastery [Expertise (Science)], Skill Mastery [Technology]

Powers: Blaster Goggles: (Removable -8 pts) [32 pp]
Concentrated Blast: Ranged Damage 10 (Extra: Penetrating); (Feats: All-Out Attack, Improved Critical, Improved Smash, Power Attack, Precise Attack [ranged; cover], Precise Attack [ranged; concealment])
-Straight Shot: Damage 10 (Extra: Area [Line] 2)
Ocular Improvements: Senses 3 [Darkvision, Low-Light Vision]

Cybernetic Marine Command Helm: (Removable –7 pts) [29 pp]
Summon Marine Life I: Summon 8 [120 pt minions] (Extras: Controlled, Horde, General Type [Marine Life]); (Feats: Mental Link, Multiple Minions 2 [4 Minions]); (Flaw: Limited [In or Near Water])
-Summon Marine Life II: Summon 4 [60 pt minions] (Extras: Controlled, Horde, General Type [Marine Life]); (Feats: Mental Link, Multiple Minions 4 [16 Minions]); (Flaw: Limited [In or Near Water])

Dive Suit: (Removable -3 pts) [13 pp]
Flexmesh Weave: Protection 6
Micro-Turbines: Swimming 4
Withstand Underwater Pressure:
Enhanced Advantage 1 [Favored Environment (Aquatic)]
Immunity 3 [Environmental Cold, Environmental Pressure, Underwater Suffocation]
Movement 1 [Environmental Adaptation (Aquatic)]

Offense: Initiative +7
Melee Attack +6
Ranged Attack +2 // Blaster Goggles Attack +10

Defense: Dodge +11*/+9 [*Favored Environment]
Parry +11*/+9 [*Favored Environment]
Toughness +8*/+2 [*Dive Suit]
Fortitude +8
Will +9


Costs: Abilities 40+ Skills 24+ Advantages 9+ Powers 74+ Defenses 23= 170 pts.


Real Name: Marlene Simmonds
Height: 5’8”
Weight: 131 lbs
Hair: Black
Eye Color: Blue


Complications:
Motivation ~Fame & Wealth: Marine Marauder wants to be famous and have as much money as possible, but disliked the hard work associated with running a business. So she turned to crime instead.


Background: Dr. Marlene Simmonds had also been a very competitive person. She had to the best in all respects, and beauty simply wasn't enough for her. After developing a way to control sea-life, she bought a ticket for a cruise, intending for her first crime to be an act of piracy; taking the possessions of the other passengers while they were at far out at sea.

What she hadn’t counted on was that Siren was on the cruise as well, though she was there as Cassandra Vale on a short vacation, but the heroine wasted no time in transforming and dealing with the would-be thief. Despite the power Siren brought to bear, the Marine Marauder’s (as Dr. Simmonds was calling herself) ability to summon marine life to do her wishes left Siren in a bit of a situation as to how to deal with the animals without hurting them too badly.

That allowed the Marine Marauder to make her escape. Since that time the Marine Marauder has either made sure to have some sea worthy goons backing her up or else she’s teamed up with another aquatic-themed criminal to split the loot with.
World of Freedom Setting 3E

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-- Chiun

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Tattooedman
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Golden Sorcerer

Post by Tattooedman » Wed Aug 28, 2013 1:33 pm

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Golden Sorcerer:
PL:
11
Strength 8 (2)
Stamina 8 (2)
Agility 2
Dexterity 2
Fighting 6
Intellect 1
Awareness 2
Presence 0

Skills: Acrobatics 4 (+6), Expertise [Criminal] 9 (+10), Expertise [Movie Direction] 8 (+9), Insight 6 (+8.), Perception 6 (+8.), Ranged Combat [Force Manipulation Array] 4 (+10), Sleight of Hand 6 (+10), Stealth 6 (+10)

Advantages: Accurate Attack, All-Out Attack, Close Attack 2, Evasion, Improved Disarm, Improved Initiative, Improved Trip, Languages 2 [Base: Cantonese; English, Mandarin], Power Attack, Ranged Attack 4

Powers: Human Bio-Energy Battery:
Enhanced Strength 6
Enhanced Stamina 6

Force Field:
Immunity 10 [Life Support]
Protection 3 (Extra: Impervious 11); (Flaw: Sustained)

Force Manipulation Array: [Dynamic]
Force Blast: Ranged Damage 12
-Force Constructs: Create 12
-Movable Constructs: Create 8 (Extra: Movable)
-Force Lifting: Move Object 12

The Golden Warriors: Summon 8 [120 pt Warrior Minions] (Extras: Active, Horde, Variable Type 2 [Broad; Fighters/Warriors]); (Feat: Multiple Minions 5 [32 total])

Offense: Initiative +6
Melee Attack +8
Ranged Attack +2 // Force Manipulation Array Attack +10

Defense: Dodge +11
Parry +11
Toughness +11*/+8 [*Force Field (Impervious 11)]
Fortitude +10
Will +12

Costs: Abilities 58+ Skills 17+ Advantages 15+ Powers 117+ Defenses 26= 233 pts.


Real Name: Miko Kurata
Height: 5’8”
Weight: 180 lbs
Hair: Reddish Brown
Eye Color: Reddish-Yellow


Complications:
Agent of Sin: The Golden Sorcerer is one of several agents of Dr. Sin is expected to make progress in long term goals of his master.

Arrogant: The Golden Sorcerer believes that his powers make him better than everyone else around him, even other metahumans powers don’t measure up to his as far as he cares.


Background: A movie director for Fragrant Harbor Films in Hong Kong, Miko Kurata snuck a small crew into the basement laboratory of the Hong Kong branch of ASTRO Labs to shoot several scenes of the latest movie he was working on. Unfortunately during the filming of a stunt scene the stuntman performing, Danny Tsang, fell into a vat of experimental fuel cell plasma.

Getting his entire body soaked in the substance resulted in Tsang gaining several superhuman powers; eventually becoming the hero known as Striker Z. But what nobody saw during the accident was that Kurata ended up ingesting some of the mutagenic substance and underwent a transformation as well – gaining powers that were a much stronger version of what Tsang developed.

Kurata kept his newfound abilities to himself, even when he was fired by the president of Fragrant Harbor Films for the fiasco at ASTRO Labs. Kurata spent the next several months developing his powers and his connections in the criminal underworld of China, eventually coming to the attention of Dr. Sin. Seeing the usefulness of Kurata’s powers, Sin wasted no time in bringing him into his operation and making him part of his gathering of warriors.
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Re: World of Freedom: New FC Setting characters

Post by Shock » Wed Aug 28, 2013 1:39 pm

Tattooedman wrote:Hopefully he won’t irritate the kids too much.
Of course, the lesson there is "stay away from psychics." I think the kids are all pretty well on board with that one. No teenager is going to trust a telepath.

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Re: World of Freedom: New FC Setting characters

Post by Arkrite » Wed Aug 28, 2013 1:43 pm

Of course Shock is not in any way biased by previous encounters with psychics ;~)

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Eel II

Post by Tattooedman » Wed Aug 28, 2013 2:14 pm

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Eel II:
PL:
11
Strength 2
Stamina 3
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 2
Presence 2

Skills: Acrobatics 3 (+5), Athletics 9 (+11), Expertise [Criminal] 10 (+10), Insight 8 (+10), Intimidation 10 (+12), Perception 8 (+10), Ranged Combat [Hydrokinesis Array] 8 (+10), Stealth 8 (+10), Vehicles [Land] 3 (+5), Vehicles [Sea] 7 (+9)

Advantages: Close Attack 4, Contacts, Evasion, Improved Defense, Improved Initiative, Power Attack, Precise Attack [ranged; cover], Startle

Powers: Hydrokinesis Array:
Hard Water Shield: Force Field 7
Water Shaping: Create Water Shapes 12 (Extra: Movable)
-Blinding Splash: Ranged Visual Affliction 12 [Impaired, Disabled, Unaware; resisted by Dodge, Overcome by Fortitude] (Extra: Cumulative)
-Drown: Ranged Affliction 12 [Fatigued, Exhausted, Incapacitated; resisted by Fortitude] (Extra: Cumulative); (Flaw: Concentration)
-Hydrokinesis: Move Object 12 (Extra: Perception); (Flaw: Limited to Water)
-Mist: Environment 6 [Limited Visibility (600 ft)]
-Water Blast: Ranged Damage 12
-Water Cannon: Affliction 12 [Dazed, Prone; resisted by Dodge/Fortitude] (Extras: Area [Line] 2, Cumulative); (Flaw: Limited Degree)
-Water Weapon: Strength-Based Damage 10 (Extra: Penetrating 12)

Water Movement:
Swimming: Swimming 10
-Walk On Water: Movement 1 [Water-Walking]

Dive Suit: (Removable -2 pts) [8 pp]
Withstand Underwater Pressure:
Enhanced Advantage 1 [Favored Environment (Aquatic)]
Immunity 3 [Environmental Cold, Environmental Pressure, Underwater Suffocation]
Movement 1 [Environmental Adaptation (Aquatic)]
Protection 2
Senses 2 [Darkvision, Low-Light Vision]

Offense: Initiative +6
Melee Attack +8
Ranged Attack +2 // Hydrokinesis Array Attack +10

Defense: Dodge +10
Parry +10
Toughness +12*/+5**/+3 [*Dive Suit & Water Shield/**Dive Suit]
Fortitude +8
Will +8


Costs: Abilities 34+ Skills 26+ Advantages 11+ Powers 76+ Defenses 25= 172 pts.


Real Name: Mort Coolidge
Height: 6’
Weight: 194 lbs
Hair: Brown
Eye Color: Hazel


Complications:
Motivation ~Greed & Respect: The Eel wants to get as much money as he can lay his hands on and all the respect he feels he is due thanks to his powers.

Reputation ~Ruthless: The Eel has become known for being merciless in the uses of his powers when fighting.


Background: A criminal with mild telekinetic powers, Mort Coolidge had a small-time career in both New York City then moved to Bay City when he felt he was going nowhere. It was there that Mort found his powers far more effective, learning that he had great control over water. Deciding to move into the 'big times', Mort commissioned Fabricators Inc. to build him a custom dive suit so that he could survive underwater and began his career as the super villain known as the Eel (though he has no relation to the original Eel who operated during the 'Silver Age' that was a foe of the first Raven).

Over the years the Eel has faced Siren and Nereid (along with the rest of the original Next-GEN) for the most part, but has always managed to get away before authorities could arrive. But given his mercenary mindset, the Eel could show up anywhere doing all manner of crime.
Last edited by Tattooedman on Thu Oct 10, 2013 1:10 pm, edited 1 time in total.
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The Atom

Post by Tattooedman » Wed Aug 28, 2013 2:17 pm

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Atom:
PL:
12
Strength 14 (2)
Stamina 14 (2)
Agility 2
Dexterity 2
Fighting 6
Intellect 1
Awareness 2
Presence 2

Skills: Deception 6 (+8.), Expertise [Physical Sciences] 6 (+8.),Insight 6 (+8.), Intimidation 6 (+8.), Perception 6 (+8.), Persuasion 6 (+8.), Technology 6 (+8.)

Advantages: Close Attack 4, Chokehold, Diehard, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Interpose, Power Attack, Ranged Attack 4

Powers: Atomic Enhanced Physiology:
Unarmed Attacks have Affects Insubstantial 2
Immunity 11 [All Environmental Condition, Disease (Half Effective), Poison (Half Effective), Radiation Effects]
Atomic Propulsion: Flight 10
Manipulate Personal Atomic Weight:
Increased Atomic Weight:
Growth 12 [+12 Strength, +12 Stamina] (Extra: Normal Speed); (Flaw: Density Only [size does not change]) 3 pts per rank
Impervious Toughness 12 (Flaw: Quirk [Equal ranks to Growth in use])
Decreased Atomic Weight: Insubstantial 4

Manipulate Atomic Weight Of Others:
Transform 12 [anything into gas, liquid, or solid] (Extra: Increased Duration [Continuous])
-Affliction 12 [Dazed, Stunned, Transformed (gas, liquid or solid); resisted by Fortitude] (Extra: Increased Duration [Continuous])

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

Defense: Dodge +10
Parry +10
Toughness +14*/+2 [*Impervious 12 (Increased Atomic Weight)]
Fortitude +14*/+2 [*Increased Atomic Weight]
Will +10


Costs: Abilities 38+ Skills 14+ Advantages 12+ Powers 142+ Defenses 20= 226 pts.


Real Name: Adam Thompson
Height: 6'2"
Weight: 200 lbs
Hair: Black
Eye Color: Blue


Complications:
Motivation ~Doing Good: Atom is driven to use his powers for the benefit of others.

Guilt: The Atom is the son of the Iron Age hero known as Cobalt, who was counted among one of the more violent heroes of that dark time, and he seeks to undo the damages done by his father with his own heroics.


Background: Adam Thompson grew up in a suburban neighborhood raised by his single mother, an actress who mainly landed roles on television for the most part but often enough that she could make a steady living doing it. He’s never known his father, as the man was killed shortly after Adam was born. Years later, when Adam’s powers began to show themselves, he learned that his father had been the Iron Age hero Cobalt, a man able to manipulate radiation. But he wasn’t like the heroes who had come before him; Cobalt used methods that were just as ruthless and bloody as the criminals he faced. He had a reputation as a lethal hero though he did manage to survive almost the entirety of the Iron Age when several other ‘heroes’ of that time did not.

However Cobalt’s end came when he faced the radiation powered criminal, Hiroshima Shadow. The villain’s own radiation powers were much more powerful than Cobalt’s were but despite knowing that the man still knew he was one of the few heroes who had a chance of defeating the irradiated villain. Instead Cobalt was drained of his radiation energy and then quickly was executed by Hiroshima Shadow as a warning to the next hero who might try and stop him. After learning the truth about his father, Adam vowed that he would use his power to help others in a manner and began training himself in their use.

Several years later the Atom makes his heroic debut by intervening in a fight between Hiroshima Shadow and Dr. Metropolis, and together the two heroes were able to force Hiroshima Shadow to retreat. Metropolis then took Atom up to the Lighthouse and introduced him to several of the other established members of the Freedom League. After sharing his history at this point, Atom asked to join the League but was refused due to his relative newness as a hero. Instead he was offered reserve status with the group, and is allowed to make use of their training facilities and equipment. For the most part Adam is only called upon when circumstances are considered to be dire and requires the attention of as much of the League’s roster as possible. In the meantime, Adam decided to make a fresh start for himself and moved to Bay City. So far the Atom is a growing favorite amongst the public there between his good looks and down to earth nature.
Last edited by Tattooedman on Wed Aug 28, 2013 8:20 pm, edited 1 time in total.
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Aquawoman

Post by Tattooedman » Wed Aug 28, 2013 2:19 pm

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Aquawoman:
PL:
9
Strength 5
Stamina 6
Agility 2
Dexterity 2
Fighting 6
Intellect 0
Awareness 2
Presence 1

Skills: Acrobatics 4 (+6/+9), Athletics 6 (+11/+14), Insight 6 (+8.), Intimidation 6 (+7), Perception 6 (+8.), Persuasion 6 (+7), Stealth 8 (+10), Vehicles [Sea] 6 (+8.)

Advantages: Animal Empathy, Close Attack 4, Evasion, Favored Environment [Aquatic], Follow-Up Strike, Great Endurance, Improved Feint, Improved Initiative, Language [Base: Atlantean; English], Power Attack, Ranged Attack 4

Powers: Aquatic Nature:
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Immunity 3 [Environmental Cold, Pressure, Underwater Suffocation]
Movement 1 [Environmental Adaptation (Aquatic)]
Senses 2 [Low-Light Vision, Ultrahearing]
Swimming 4

Marine Telepathy:
Comprehend 2 [speak to & understand animals] (Flaw: Limited [Marine Life Only])
Communication 3 [mental] (Flaw: Limited [Marine Life Only])

Swim Like A Fish: Enhanced Skills 2 [Acrobatics +3, Athletics +3] (Flaw: Limited [Underwater Only])

Light Orichalcum Armor: (Removable –1 pt) [3 pp]
Unique Metal: Feature 1 [Indestructible]
Chain Mail: Protection 2 (Feat: Subtle)

Orichalcum Sword: (Removable –1 pt) [5 pp]
Unique Metal: Feature 1 [Indestructible]
Sharpened Edge: Strength-Based Damage 3; Improved Critical 2

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

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


Costs: Abilities 48+ Skills 16+ Advantages 17+ Powers 34+ Defenses 20= 135 pts.


Real Name: Oranna of House Kamuu
Height: 5'7"
Weight: 130 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Responsibility ~House Kamuu Of Atlantis: Aquawoman is considered to be part of the Royal Family of Atlantis (though she is actually a second cousin to the children of the King), and sometimes is called upon to perform certain duties that require her to be active in the Atlantean government.

Weakness: Aquawoman dehydrates when out of water for extended periods of time, becoming impaired, disabled, and finally incapacitated before her condition becomes life threatening. Immersion in water immediately removes all accumulated conditions.


Background: Oranna of House Kamuu is part of the extended Royal Family of Atlantis, being the child of the King’s cousin. She is only a year younger than Prince Marcus, and the same age (only two months older) as Prince Castor, and thus was raised alongside them as was Atlantean tradition.

As the three of them grew older Oranna noticed the kind of man that Castor was becoming; arrogant and overly ambitious, traits not well suited for a king to have and she was glad that Marcus was the crowned Prince. But as they became adults the rumors that several of the leading nobles of the other Houses of Atlantis were favoring Castor to be the next in line to rule due to his having inherited the powers of his Father and Grandmother while Marcus had not.

Realizing that Marcus needed all the help he could, Oranna silently gave her support of him by training by his side in the art of combat. Showing that despite her part of the family’s minor ability to speak to the creatures of the deep wasn’t a reason for her to be thought of as better than her ‘cousin’ and she developed a level of skill that almost rivaled Marcus’.

But when Marcus left for the surface world in an effort to earn a reputation as a hero so that he could win the hearts of the Atlantean people, Oranna began to work closely with the Royal Family as they started to deal with the Naguar; a rogue faction in Atlantis that favors returning the sunken city back to it’s older ways of life where they were more ‘in-tune’ with the oceans where they made their home and had no contact with the surface people. In fact the Naguar want to eventually go to war with humanity for all of their cruelties and harm inflicted on the people of the ocean and its creatures.

Oranna has become close with fellow cousin to the Royal Family, Mako, who has managed to become a member of the Naguar to spy upon them. This came after the Naguar’s efforts to sabotage the King’s talks with a delegation from the surface world, which resulted in death for several members of the diplomatic party and found the superhuman team known as FORCE Ops being sent in undercover to find out who was behind the attacks. After FORCE Ops revealed the Naguar’s involvement and managed to capture the majority of their leadership, Mako was allowed to free them in an effort to get in close with the group (as he’d long been a supported of Atlantis becoming harsher with the surface people for their habit of dumping waste in the oceans). So far the plan has worked as Mako has become a more trusted member of the Naguar but Oranna fears that if Prince Marcus doesn’t soon return that his father, King Theseus will be blindsided by the supporters of the Naguar that are currently hidden among the Royal Houses of Atlantis.
Last edited by Tattooedman on Wed Aug 28, 2013 8:24 pm, edited 1 time in total.
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Flash

Post by Tattooedman » Wed Aug 28, 2013 2:21 pm

Image
Flash:
PL:
10
Strength 0
Stamina 4
Agility 2
Dexterity 2
Fighting 4
Intellect 5
Awareness 2
Presence 4

Skills: Expertise [Actress] 3 (+7), Expertise [Science] 6 (+11), Expertise [Pop Culture] 7 (+13), Insight 6 (+8.), Perception 6 (+8.), Persuasion 6 (+10/+12), Ranged Combat [Light Control & Manipulation Array] 8 (+10), Technology 7 (+12)

Advantages: Attractive, Close Attack 4, Daze [Persuasion], Power Attack, Seize Initiative, Task Focus [Technology: Photonics]

Powers: Girl Of Living Light: (Innate)
Enhanced Dodge 4
Enhanced Parry 4
Enhanced Advantages 6 [Evasion 2, Improved Initiative 4]
Feature 1 [Quick Change]
Immunity 10 [Life Support]
Protection 4
Solid As Light: Insubstantial 4
-Living Light Looks: Morph 4
Fast as Light: Flight 10

Light Control & Manipulation Array:
Hard Light Shapes: Create 10 (Extras: Movable, Selective, Stationary); (Feat: Precise)
-Laser: Ranged Damage 10 (Extra: Penetrating)
-Blinding Burst: Visual Affliction 10 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Area [Burst], Cumulative)
-Illumination: Environmental 10 [Light & Visibility] (Extra: Selective)

Offense: Initiative +2
Melee Attack +8
Ranged Attack +2 // Light Control & Manipulation Array Attack +10

Defense: Dodge +12
Parry +12
Toughness +8
Fortitude N/A
Will +8


Costs: Abilities 46+ Skills 16+ Advantages 9+ Powers 103+ Defenses 16= 190 pts.


Real Name: Lia Nelson
Height: 5’5”
Weight: 75 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Power Loss: Flash loses her Control & Manipulate Light Array when in complete darkness.

Weakness: Flash suffers an additional degree of from Darkness Based Effects.


Background: In the works……
Last edited by Tattooedman on Wed Jan 29, 2014 9:04 am, edited 1 time in total.
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Re: World of Freedom: New FC Setting characters

Post by catsi563 » Wed Aug 28, 2013 2:44 pm

Awesome stuff with Aquawoman :mrgreen:

Was wondering how and when that would play into the T-verse timeline.

Ive got to add a responsibility /relationship complication to Makos third ed sheet about her.
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Re: World of Freedom: New FC Setting characters

Post by Shock » Wed Aug 28, 2013 3:27 pm

Tattooedman wrote:Real Name: Lia Nelson
Height: 5’5”
Weight: 75 lbs
Hair: Blonde
Eye Color: Blue
Somebody get her a cheeseburger, stat!

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Re: World of Freedom: New FC Setting characters

Post by Tattooedman » Wed Aug 28, 2013 3:30 pm

Shock wrote:
Tattooedman wrote:Real Name: Lia Nelson
Height: 5’5”
Weight: 75 lbs
Hair: Blonde
Eye Color: Blue
Somebody get her a cheeseburger, stat!

:lol: Yeah, well since she's made of solid light all of the time I wasn't too sure how much to say her body weight was.
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Re: World of Freedom: New FC Setting characters

Post by catsi563 » Wed Aug 28, 2013 3:39 pm

Target weight for a female at 5-5 is usually 117-156 at the top end with 136 being target ideal.

being made of solid light all the time though means she should technically be weightless as I grant you though the phyiscs of being a walking hard light hologram escape me.

Eva would find her fascinating as all get out :D
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Re: World of Freedom: New FC Setting characters

Post by Tattooedman » Thu Aug 29, 2013 8:06 am

Yeah, comic book science tends to never translate well into real-world science in my experience. :lol:

Way back when the first line of Tangent comics came out there was a comment about Flash weighing more than she looked for a living hologram (to which she responded DO NOT!), so I figured she had some kind of physical weight to her but that it must be pretty low end over all given she's living light.

So 75 lbs is what I picked since I like that number. :wink:
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Re: World of Freedom: New FC Setting characters

Post by Horsenhero » Thu Aug 29, 2013 8:32 am

Poor Flash...hit in that weak spot for girls in our culture...weight.

Seriously, do these super-powers make me look fat? :wink:

Nice Tangent builds T-man. I always liked the Tangent take on the DCU...well, until they shuffled off all the interesting ones to plop Superman, Batman and Wonder Woman out front again.

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