World of Freedom: FC Setting Builds....

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Tattooedman
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Cobra

Post by Tattooedman » Tue Oct 01, 2013 3:41 pm

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Cobra:
PL:
11
Strength 5
Stamina 5
Agility 6
Dexterity 6
Fighting 8
Intellect 2
Awareness 3
Presence 2

Skills: Acrobatics 8 (+14), Athletics 5 (+10), Deception 7 (+9), Expertise (Criminal) 6 (+8.), Insight 9 (+12), Intimidation 10 (+12), Perception 9 (+12), Sleight of Hand 8 (+14), Stealth 8 (+14)

Advantages: Accurate Attack, Agile Feint, All-Out Attack, Chokehold, Close Attack 5, Cunning Fighter, Defensive Attack, Diehard, Evasion 2, Fast Grab, Improved Defense, Improved Disarm, Improved Hold, Improved Initiative, Improved Trip, Power Attack, Precise Attack [melee; concealment], Ranged Attack 7, Skill Mastery [Acrobatics], Skill Mastery [Athletics], Ultimate Effort [Ultimate Acrobatics Skill]

Powers: Snake-Like Anatomy:
Contortionist: Immunity 5 [Entrapment Effects]
Flexible Skeleton:
Movement 1 [Slithering]
Protection 2

Neural Poison Touch: Affliction 8 [Fatigued, Exhausted; resisted by Fortitude] (Extras: Cumulative, Progressive) (Flaws: Limited Degree) & Weaken Dexterity 8

Cobra Costume: (Removable -2 pts) [8 pp]
Hidden Armor: Protection 2
Mask: Senses 4 [Darkvision, Infravision, Low-Light Vision]
Suction Cups: Movement 2 [Wall-Crawling 2]

Kama Fangs: (Easily Removable –20 pts) [30 pp]
Paralytic Poison Coated Blades: Affliction 8 [Dazed, Stunned, Paralyzed; resisted by Fortitude] (Extras: Cumulative); (Feat: Split) & Weaken Strength 8 (Extras: Progressive) (Feats: Improved Critical 3, Split) & Strength-Based Damage 3 (Feat: Improved Critical 2)

Martial Training: Strength-Based Damage 3 (Feats: Improved Critical 2, Innate)

Offense: Initiative +10
Melee Attack +13
Ranged Attack +13

Defense: Dodge +13
Parry +13
Toughness +9*/+7 [*Cobra Costume]
Fortitude +10
Will +12


Costs: Abilities 74+ Skills 23+ Advantages 32+ Powers 77+ Defenses 26= 232 pts.


Real Name: Seth Burroughs
Height: 6’
Weight: 210 lbs
Hair: Black
Eye Color: Green


Complications:
Motivation ~Greed: A mercenary at heart, Cobra can always be bought.

Motivation ~Self-Improvement: Cobra is obsessed with becoming greater, though this typically manifests as interest in some Asian artifact that supposedly empowers the wielder in some way.

Reputation ~Bloodthirsty: Cobra is known for using excessive force while working a job, even if it is somewhat counter productive to his current goals.

Secret: Cobra typically lets his opponents think that Snake-Like Anatomy and Neural Poison Touch powers are the result of his studying some obscure martial arts style when in truth they are the result of his metahuman nature carefully applied during combat.


Background: Seth Burroughs grew up a scrawny kind of kid, the type that bullies always seem to prefer to pick on given the chance so when he was twelve years old his parents enrolled him in Master Lee’s Dojo. Seth quickly blossomed under Lee’s teachings, and within a few years was skilled enough in the martial arts that he easily handled all three of his bullies at once and never got hit by any of them once.

But that experience had an affect on Seth – after finally facing his tormentors he realized he was stronger than they were and that he could do to them what they’d done to him his whole life. Thus Seth began to bully his bullies until they were basically little more than his goons, but this new attitude of Seth’s did little to impress Master Lee who began to include ‘moral lessons’ in Seth’s usual lessons which only caused Seth to think that Master Lee was little more than an old fool who wasn’t in touch with modern times.

Then the second biggest event in Seth’s life happened – his metahuman abilities manifested. And after testing what he could and couldn’t do over the following weeks he started incorporating it into the fighting style he’d learned from Master Lee; developing a uniquely dangerous style though Seth continued to train under Master Lee, the older man began to slow up the pace of the lessons sensing something had changed in his student.

This eventually led to the end of Seth’s time as one of Master Lee’s students as he felt the old man was trying to hold him back now, fearful that the student would surpass the master. Finally things came to a head and the two had a heated exchange with Seth trying to strike Master Lee, but the older man saw the attack coming and was able to not only block it but counterattack with his walking stick to prove that he was still the Master between the two. Seth really lost his temper then and after a tirade about Master Lee’s style of teaching he left the dojo and never returned.

By this point Seth was out of high school and decided that he needed to learn from new teachers so he packed his few belongings into a bag and left Freedom City to go abroad for several years. At some point he gained possession of the Kama Fangs as well as an increased knowledge of Martial Arts techniques and began to sell his services to those willing to pay him for them. Now calling himself Cobra, Seth is a well known member of the super-merc community and has a reputation for being both professional and bloodthirsty.
Last edited by Tattooedman on Fri Oct 04, 2013 10:50 am, edited 1 time in total.
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Re: World of Freedom: New FC Setting characters

Post by Spectrum » Tue Oct 01, 2013 3:49 pm

Erk. Big brother?

I mean interesting..

How many years ago was this?

*putters off to start rewriting character background*

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Re: World of Freedom: New FC Setting characters

Post by Tattooedman » Tue Oct 01, 2013 3:53 pm

Spectrum wrote:Erk. Big brother?

I mean interesting..

How many years ago was this?

*putters off to start rewriting character background*
Well in my characters notes (aka the big binder I keep hard copies of all setting character states & notes in) Cobra is about 25 years old now so he left Freedom City about six years ago then made his debute as Cobra about two years ago or so.
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Re: World of Freedom: New FC Setting characters

Post by Spectrum » Tue Oct 01, 2013 4:08 pm

Oh goods. Not a big brother. Potential rival but not big brother.

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The Leader

Post by Tattooedman » Fri Oct 04, 2013 8:51 am

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The Leader:
PL:
12
Strength 0
Stamina 2
Agility 1
Dexterity 2
Fighting 2
Intellect 12 (2)
Awareness 4
Presence 1

Skills: Deception 6 (+7/+18), Expertise [Science] 10 (+22), Insight 6 (+10/+18), Investigation 3 (+15), Perception 7 (+11), Ranged Combat [Invented Weapons] 8 (+10), Technology 10 (+22)

Advantages: Close Attack 2, Equipment 13, Minion 13, Task Focus [Expertise (Sciences): Biology], Task Focus [Expertise (Sciences): Physics], Task Focus [Expertise (Sciences): Robotics]

Powers: Superhuman Mental Acumen:
Enhanced Intellect 10
Enhanced Advantages 7 [Beginner's Luck, Benefit (Cunning Charm), Benefit (Cunning Intuition), Eidetic Memory, Inventor, Jack-Of-All-Trades, Speed of Thought]
Quickness 8 (Flaw: Limited [mental tasks only])
Intellectual Clairvoyance: Senses 4 [Precognition] (Flaw: Limited [must have access to tactical and strategic data])
Mental Domination: Affliction 12 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Cumulative)

Body Armor: (Removable -4 pts) [20 pp]
Armor Plating: Protection 5
Force Field: Protection 7 (Extras: Impervious 12, Sustained)

Offense: Initiative +12
Melee Attack +4
Ranged Attack +2 // Invented Weapons Attack +10

Defense: Dodge +6
Parry +6
Toughness +14*/+7**/+2 [*Body Armor & Force Field (Impervious 12)/**Body Armor]
Fortitude +7
Will +14

Equipment: ~60 ep to be used for Headquarters, Weapons & Vehicles as needed


Costs: Abilities 28+ Skills 18+ Advantages 30+ Powers 81+ Defenses 23= 178 pts.


Real Name: Peter Wisdom
Height: 6'3"
Weight: 133 lbs
Hair: None
Eye Color: Green
Unusual Features: Green Skin, enlarged cranium


Complications:
That's What Minions Are For: As powerful as he is, the Leader prefers to avoid physical conflict.

Superior: The Leader sees himself better than lesser minds (which is pretty much everyone else).


Background: The Leader used to be Pete Wisdom, a British Intelligence agent of the Ministry of Powers (the U.K.'s answer to AEGIS) who was selected to be part of a project to create metamen agents for the Ministry using a combination of chemical injections and radiation treatment. All that ended up happening was that all of the volunteers became sick to varying degrees due to the toxic combination of chemicals and radiation but unlike everyone else who recovered normally, Wisdom slowly mutated into a green-skinned, super-intelligent entity with an oversized brain housed in a enlarged cranium.

Being a somewhat mentally unbalanced by his ordeal, Wisdom began to think that the hospital staff were secretly planning on performing vivisection upon him in order to better understand how his mutation had occurred so they could recreate it in other subjects and he quickly used his increased intellect to effect an escape. Calling himself the Leader, Wisdom embarked on several ambitious criminal schemes which led him into conflict with various heroes, including members of both the Freedom League and the Sentinels. Though he's always managed to escape as his schemes fall apart for the most part, the few times that the Leader has been incarcerated he has had a plan in place to regain his freedom ready to go and he’s not spent more than a week in prison for any of his crimes.

In the last decade the Leader found his robotic creations to not be up to the task of dealing with the various heroes he kept encountering and sought to overcome this hindrance to his goals by creating his own squad of metahuman minions to serve him. After determining what he wanted his new minions to be capable of power-wise the Leader spent years collecting the DNA samples he needed from various supervillains, both currently active one and other who haven't been seen in years. He also realized that he needed to make sure their loyalty to him would be without question - so he engineered their brains with nanotech components to ensure they'd never betray him no matter what (something he learned from Dr. Shock's work with his Ani-Men) and so far Aftershock, Magmus, Warhead, Gauss, Mortar and Silhouette have performed to his high expectations.
Last edited by Tattooedman on Sun Oct 06, 2013 8:19 am, edited 1 time in total.
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Aftershock

Post by Tattooedman » Fri Oct 04, 2013 8:58 am

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

Skills: Expertise [Current Events] 7 (+8.), Insight 6 (+8.), Intimidation 8 (+9), Perception 6 (+8.), Ranged Combat [Electrical Control Array] 4 (+6), Stealth 6 (+8.)

Advantages: Close Attack 4, Improved Initiative, Move-By Action, Startle, Task Focus [Expertise (Current Events): Social Media]

Powers: Electric Aura:
Damage 8 (Extra: Increased Duration [Continuous])
Protection 6 (Extra: Sustained)
Electric Body: Immunity 10 [Electrical Effects]
Electrical Sense: Senses 3 [Detect (Electricity [Acute, Ranged])]
Electrical Control Array:
Electrical Blast: Ranged Damage 10
-Ball Lightning: Ranged Damage 6 (Extra: Area [Burst])
-Chain Lightning: Ranged Damage 6 (Extra: Multiattack)
-Lightning Bolt: Visual Affliction 8 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Area [Burst], Cumulative)
-Thundershock: Damage 8

Offense: Initiative +6
Melee Attack +8
Ranged Attack +2 // Electrical Control Array Attack +8

Defense: Dodge +8
Parry +8
Toughness +8*/+2 [*Electrical Aura]
Fortitude +7
Will +7


Costs: Abilities 28+ Skills 13+ Advantages 8+ Powers 67+ Defenses 20= 136 pts.


Real Name: Danielle Blunt
Height: 5'5"
Weight: 127 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Power Loss: Aftershock's powers can be shorted out by her being submerged or dosed in enough water.

Programmed Loyalty: Aftershock is unquestioningly loyal to the Leader.

Rival: Aftershock knows that Gauss is trying to take her job as the field leader of the group and is always watching him for signs of a new plan in action.

Weakness: Aftershock takes an extra degree of damage against water based attacks.


Background: Made from DNA taken from the retired villain, Electro, Aftershock could be considered the Leader's number one in the field as she's the one who tries to keep the others focused on the mission that's been assigned to them (which isn't an easy task with Warhead and Magmus) and is the one who has been held accountable in the past when the group failed the Leader in some way.

As a result Aftershock is something of a control freak and doesn't hesitate to use an electric blast to get her teammate's attention while on a mission. She has an on-going rivalry with Gauss, who seeks to eventually replace Aftershock as the field leader of the group and is constantly on guard for his attempts to screw her over.

Based on a build done by Kreuzritter.
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Magmus

Post by Tattooedman » Fri Oct 04, 2013 9:00 am

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

Skills: Athletics 4 (+9), Expertise [Streetwise] 6 (+6), Insight 6 (+8.), Intimidate 8 (+8.), Perception 6 (+8.), Range Combat [Flamethrower] 4 (+6)

Advantages: All-Out Attack, Close Attack 4, Improved Initiative, Power Attack, Startle

Powers: Flamethrower: Ranged Damage 10 (Extras: Multiattack, Penetrating)
-Burning Man: Damage 8 (Extras: Penetrating, Reaction)
Fireproof: Immunity 10 [Fire/Heat Effects]

Offense: Initiative +6
Melee Attack +8
Ranged Attack +2 // Flamethrower Attack +6

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


Costs: Abilities 52+ Skills 12+ Advantages 8+ Powers 51+ Defenses 16= 139 pts.


Real Name: Jason Burns
Height: 5’10”
Weight: 213 lbs
Hair: None
Eye Color: Glowing Reddish-yellow
Unusual Features: Black colored, rock-like skin with bright red ‘veins’ covering it. Top of head is open and appears to be aflame.


Complications:
Burning Rage: Magmus is possessed of volcanic temper, both easily goaded and unable to stay hidden before he needs to destroy something.

Motivation ~Destruction: Magmus is a simple thug who revels in the destruction he can cause with his powers.

Programmed Loyalty: Magmus is unquestioningly loyal to the Leader.

Wet Blanket: Magmus’ powers can be snuffed out by water.


Background: Created by the Leader with samples of the energy of the Prime Elements that empower Pyre and Granite of Factor Four, Magmus is unique among the other minions for having two genetic donors and like Warhead isn't an artificially made being but instead is a random person taken by the Leader and exposed to the energies and mentally conditioned to be loyal to the Leader.

Magmus combines both his 'fathers' personalities - being an easily controlled follower of orders with a fiery temper that loves to burn things. It's the last personality trait that has let Magmus become close with Warhead while the others tend to distance themselves from the pair due to their shared like of causing as much collateral damage as they can.


Based on a build done by Kreuzritter with a name change since I already had an Ember active in my setting.
Last edited by Tattooedman on Fri Oct 04, 2013 10:52 am, edited 1 time in total.
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Warhead II

Post by Tattooedman » Fri Oct 04, 2013 9:01 am

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Warhead II:
PL:
8
Strength 12
Stamina 8
Agility 2
Dexterity 0
Fighting 2
Intellect 0
Awareness 1
Presence 1

Skills: Insight 6 (+7), Intimidation 9 (+10), Perception 6 (+7), Ranged Combat [Radioactive Blast] 6 (+6)

Advantages: Accurate Attack, All-Out Attack, Close Attack 2, Power Attack, Startle

Powers: Inhuman Form:
Immunity 7 [All Environmental Conditions, Disease, Poison]
Protection 4 (Extra: Impervious 12)

Radioactive Blast: Ranged Damage 10 (Extras: Penetrating, Secondary Effect); (Feat: Improved Critical 2)
-Hard Radiation: Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extras: Area [Burst], Cumulative, Secondary Effect)
-NUKE ‘EM!: Damage 8 (Extras: Area [Burst], Penetrating, Secondary Effect)
-Radioactive: Damage 8 (Extra: Reaction); (Feat Improved Critical 2)
-Radioactive Discharge: Damage 10 (Extras: Penetrating, Secondary Effect); (Feat: Improved Critical 2)

Offense: Initiative +0
Melee Attack +4
Ranged Attack +0 // Radioactive Blast Attack +6

Defense: Dodge +4
Parry +4
Toughness +12* [*Impervious]
Fortitude +10
Will +6


Costs: Abilities 52+ Skills 10+ Advantages 6+ Powers 69+ Defenses 13= 150 pts.


Real Name: Anthony ‘Tony’ Lu
Height: 5’9”
Weight: Unknown
Hair: None
Eye Color: Green
Unusual Features: Iridescent green skin


Complications:
Motivation ~Artist: Warhead doesn't destroy for its own sake (mostly), regarding each of his rampages as performance art, meant to be contemplated and discussed by the public.

Motivation ~Thrills: Warhead loves using his powers and doing as he pleases (when he's not following the Leader's orders).

Programmed Loyalty: Warhead is unquestioningly loyal to the Leader.

Radioactive: In addition to his constant neon green glow, Warhead gives off a distinctive and easily traced radiation signature.


Background: Based on the data he'd taken from the old U.S. government labs where Fallout, Ground Zero, Meltdown and Half-Life were created by Project: Hyperion, the Leader experimented with the frequencies of radiation used on the men to create Warhead, who was just a random person he'd kidnapped and wiped the memories of and rewrote them to make him a lethal minion.

Warhead is the most violent of all the Leader's minions, usually being the one to instigate fights or use force to accomplish their goals. He enjoys using his powers to take what he wants and views combat as something like a form of performance art and he will often have a video-bot or two with him to record his latest 'show' which he'll later load on the internet for others to view.


Based on a build done by Kreuzritter.
Last edited by Tattooedman on Sun Oct 06, 2013 8:29 am, edited 2 times in total.
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Mortar

Post by Tattooedman » Fri Oct 04, 2013 9:02 am

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

Skills: Deception 8 (+9/+11), Insight 7 (+9), Perception 7 (+9), Persuasion 8 (+9/+11), Stealth 9 (+12)

Advantages: Attractive, Close Attack 4, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Move-By Action, Set-Up, Taunt

Powers: Liquid Cement Body: (Move Action -1 pt)
Elongation 5
Immunity 10 [Life Support]
Insubstantial 1
Movement 1 [Slithering]
Protection 5
Engulf: Affliction 10 [Daze, Stun, Incapacitate; resisted by Fortitude] (Extras: Progressive); (Flaw: Grab Based)
-Body Weapons: Strength-Based Damage 5 (Extra: Penetrating 8.); (Feat: Improved Critical 3)

-Solid Cement Body: (Move Action -1 pt)
Enhanced Strength 5
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Immunity 10 [Life Support]
Protection 5 (Extra: Impervious 8.)

Offense: Initiative +7
Melee Attack +8
Ranged Attack +3

Defense: Dodge +8
Parry +8
Toughness +8*/+8** [*Liquid Cement Body/**Solid Cement Body (Impervious)]
Fortitude +7
Will +7


Costs: Abilities 38+ Skills 13+ Advantages 12+ Powers 48+ Defenses 18= 129 pts.


Real Name: Liana Feeser
Height: 5’5” (normal form) // 5’8” (transformed)
Weight: Unknown
Hair: Black (normal form) // Grey (transformed)
Eye Color: Blue (normal form) // Grey (transformed)


Complications:
Heart Of Stone: Mortar is demeaning and condescending to everyone around her, even her own teammates.

Motivation ~Envy: Mortar thinks she's a freak because of what her powers do to her looks and hates that the rest of the world gets to stay beautiful.

Programmed Loyalty: Mortar is unquestioningly loyal to the Leader.


Background: The least happy of the Leader's minions, Mortar would like nothing more than to somehow make a normal life for herself but the loyalty implants the Leader put in place prevent her from doing much to make that happen. It's interesting to note that for some reason Mortar has developed something of a split personality - while on a mission for the Leader she is just a driven to complete his goal as the others and will do so as aggressively as possible but once they've completed that job she regrets the things she's done.

The Leader is aware of this 'flaw' in Mortar and wonders if it has something to do with the chemical taint in the DNA sample of the Grey Gargoyle he used to make Mortar with.


Based on a build done by Kreuzritter.
World of Freedom Setting 3E

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Re: World of Freedom: New FC Setting characters

Post by Kreuzritter » Fri Oct 04, 2013 9:03 am

Magmus is a much better name, anyway
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Gauss

Post by Tattooedman » Fri Oct 04, 2013 9:05 am

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

Skills: Deception 8 (+11), Expertise [Pop Culture] 6 (+8.), Insight 6 (+9), Intimidation 8 (+11), Investigation 4 (+6), Perception 6 (+9), Ranged Combat [Gravity Manipulation Array] 5 (+8), Stealth 5 (+8.)

Advantages: Improved Initiative, Move-By Action, Taunt, Task Focus [Expertise (Pop Culture): Superheroes & Villains]

Powers: Gravity Manipulation Array:
Gravimetric Blast: Ranged Damage 8 (Extra: Penetrating)
-Gravimetric Manipulations: Move Object 8 (Feat: Precise)
-Gravimetric Pin: Ranged Affliction 8 [Hindered, Immobilized, Incapacitated; resisted by Dodge/Strength] (Extra: Cumulative)
-Gravimetric Wave: Damage 8 (Extra: Area [Burst])
Gravimetric Field: Force Field 8
Gravimetric Propulsion: Flight 8 (Extra: Affects Others)

Offense: Initiative +7
Melee Attack +2
Ranged Attack +3 // Gravity Manipulation Array Attack +8

Defense: Dodge +6
Parry +6
Toughness +10*/+2 [Gravimetric Field]
Fortitude +6
Will +9


Costs: Abilities 38+ Skills 17+ Advantages 5+ Powers 59+ Defenses 17= 136 pts.


Real Name: Devin Touhy
Height: 5’11”
Weight: Unknown
Hair: Black
Eye Color: Blue


Complications:
Can't Take A Joke: If there is one thing Gauss hates, it’s being ridiculed by someone.

Motivation ~Power: Gauss is driven to help the Leader attain power, and rule over others in his name.

Programmed Loyalty: Gauss is unquestioningly loyal to the Leader.

Rival: Gauss wants to replace Aftershock as the field leader of the group.


Background: The second minion created by the Leader, Gauss' genetic donor is Principia. Interestingly enough Gauss developed a personality that craves power but due to loyalty directives that the Leader implanted he is satisfied with ruling over others in the Leader's name. Though he does feel that he should be the field leader of the group and not Aftershock so he tries to take advantage of situations where he can make her look bad so that perhaps she will be removed from the position so that he could take her place.

The problem is that Aftershock is aware of Gauss' intent and is constantly on the look out for his latest effort and their rivalry is getting worse as time goes by, so much so that soon it might start to affect their ability to work in the field. Which is something the Leader wouldn't be happy with and would make it very clear to the two of them.

Based on a build done by Kreuzritter and again a name change due to someone in this setting already being called Singularity.
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Re: World of Freedom: New FC Setting characters

Post by Tattooedman » Fri Oct 04, 2013 9:06 am

Kreuzritter wrote:Magmus is a much better name, anyway
Thanks, I tried to come up with something that reflected his donor parents.
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Silhouette

Post by Tattooedman » Fri Oct 04, 2013 9:07 am

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Silhouette:
PL
8
Strength 2
Stamina 2
Agility 4
Dexterity 4
Fighting 6
Intellect 5
Awareness 3
Presence 2

Skills: Acrobatics 6 (+10), Athletics 7 (+9), Expertise [Criminal] 6 (+11), Insight 6 (+9), Perception 6 (+9), Stealth 8 (+12)

Advantages: Benefit [Ambidexterity], Close Attack 2, Cunning Fighter, Improved Initiative, Improved Trip, Power Attack, Takedown 2

Powers: Not Bothered By The Dark: Senses 2 [Darkvision]
Tougher Than She Looks: Protection 6
Shadow Form: (Move Action -1 pt)
Insubstantial 3
Concealment 4 [all visual] (Flaw: Limited [Only in shadows/darkness])
Elongation 3
Movement 3 [Slithering, Wall-Crawling 2)
Speed 3
Shadow Manipulations Array:
Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative); (Feat: Affects Corporeal 2) (22)
Shadow Blade: Strength-Based Damage 6 (Extra: Penetrating 8.)

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

Defense: Dodge +8
Parry +8
Toughness +8
Fortitude +7
Will +9


Costs: Abilities 56+ Skills 13+ Advantages 9+ Powers 62+ Defenses 17= 157 pts.


Real Name: Joanna Bonzhoff
Height: 5'3"
Weight: 110 lbs
Hair: Black
Eye Color: Brown


Complications:
Programmed Loyalty: Silhouette is unquestioningly loyal to the Leader.

Weakness: Silhouette suffers normal damage from silver weapons despite her Insubstantial power and it bypasses her ranks of Protection.

Weakness: Silhouette suffers an additional degree of damage from Light-based attacks.


Background: The Leader's first attempt in gaining more substantial minions, Silhouette was created from DNA samples of Nacht-Krieger he'd somehow obtained (possibly making use of time travel tech to go back to World War II to get it).

Silhouette is the one the Leader uses for infiltration missions and is something of his favorite of all his minions, being by his side when not on assignment and given the most personal freedom of all of them. Which is something that the others resent somewhat but know better than to try anything against Silhouette that could be traced back to them for fear of what the Leader would do to them for rebelling in such a way.
World of Freedom Setting 3E

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

Horsenhero
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Re: World of Freedom: New FC Setting characters

Post by Horsenhero » Fri Oct 04, 2013 9:34 am

Schweeet. I take it because of their current team structure and the fact the Leader isn't likely to try anything as subtle as "you're the unrecognized illegitimate children of these villains", the group is not called the Bastards of Evil in your setting.

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Tattooedman
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Re: World of Freedom: New FC Setting characters

Post by Tattooedman » Fri Oct 04, 2013 10:30 am

No, I considered it but ultimately decided against it.

Right now they're a nameless group with only a few outings and those have left the heroes they've dealt with so far a bit confused as to who & what they ran across. Nine times out of ten I will probably give them a name after they've made their 'official in-game debut'.
World of Freedom Setting 3E

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

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