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.
Locked
Horsenhero
Cosmic Entity
Cosmic Entity
Posts: 13293
Joined: Thu Sep 17, 2009 5:24 pm
Location: Riding the range

Re: World of Freedom: New FC Setting characters

Post by Horsenhero » Wed Oct 09, 2013 9:05 pm

Wow. Solar. Now there's a villain I haven't thought about in a long time. Of course Whirlwind and Phantom Eagle (the original Moonstone) haven't really flitted across my radar much either.

Given any thought to doing builds of Porcupine, the Eel, White Rabbit or Unicorn while you're cranking out obscure baddies? Hmmm....lots of animal themes there, so I'll throw in the Arsenal robot from the Avengers just to switch things up. 8)

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

Re: World of Freedom: New FC Setting characters

Post by Tattooedman » Thu Oct 10, 2013 10:51 am

Horsenhero wrote:Wow. Solar. Now there's a villain I haven't thought about in a long time. Of course Whirlwind and Phantom Eagle (the original Moonstone) haven't really flitted across my radar much either.

Given any thought to doing builds of Porcupine, the Eel, White Rabbit or Unicorn while you're cranking out obscure baddies? Hmmm....lots of animal themes there, so I'll throw in the Arsenal robot from the Avengers just to switch things up. 8)
I might be able to do something with those characters; White Rabbit is not really my kind of villain but theme-wise I can totally see her as a Silver Age villain and I can see some possibilities for the others.
World of Freedom Setting 3E

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

catsi563
Cosmic Scion
Cosmic Scion
Posts: 5816
Joined: Thu Jul 21, 2005 7:57 pm
Location: The dark side of the Moon
Contact:

Re: World of Freedom: New FC Setting characters

Post by catsi563 » Thu Oct 10, 2013 12:35 pm

Shed make a great Blackwing or Raven or Foreshadow Foe
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

White Rabbit

Post by Tattooedman » Mon Oct 14, 2013 7:45 pm

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

Skills: Acrobatics 1 (+4), Athletics 4 (+4), Deception 6 (+8/+10), Expertise [Criminal] 6 (+8.), Expertise [Pop Culture] 6 (+8.), Persuasion 6 (+8/+10), Ranged Combat [Weapon Umbrellas Array] 4 (+8.), Stealth 6 (+9), Technology 1 (+3), Vehicles [Air] 3 (+6), Vehicles [Land] 3 (+6)

Advantages: Attractive, Benefit 3 [Wealth x3 (Millionaire)], Close Attack 4, Defensive Roll 3, Equipment 14, Minions 8 [PL 3 Goons (x16 total)], Task Focus [Expertise (Pop Culture): Literature]

Powers: Weapon Umbrellas Array: (Easily Removable –8 pts) [15 pp]
Sleep Gas Umbrella: Affliction 8 [Fatigued, Exhausted, Incapacitated; resisted by Dodge/Fortitude] (Extra: Area [Cloud]); (Feat: Reach 4)
-Buzz Saw Umbrella: Damage 8 (Extra: Penetrating); (Feat: Improved Critical 3, Improved Smash)
-Machine Gun (Metal Carrots) Umbrella: Ranged Damage 6 (Extra: Multiattack)
-Flamethrower Umbrella: Damage 8 (Extra: Area [Cone])

Offense: Initiative +3
Melee Attack +8
Ranged Attack +4 // Weapon Umbrellas Array Attack +8

Defense: Dodge +8
Parry +8
Toughness +6*/+3**/+1 [*Undercover Vest & Defensive Roll/**Undercover Vest]
Fortitude +5
Will +5

Equipment: Undercover Vest [Protection 2; Subtle]

The Flying Hare Zeppelin (35 ep) [Size: Gargantuan; Strength: 13; Speed: 3; Defense: 4; Toughness: 12; Features: Navigation System, Remote Control, Smokescreen]
-The Bunnymobile (7 ep) [uses Limousine stats (pg 172)]
-34 ep free as needed for devices and other equipment


Costs: Abilities 34+ Skills 16+ Advantages 31+ Powers 15+ Defenses 16= 112 pts.


Real Name: Lorina Dodson
Height: 5'7"
Weight: 130 lbs
Hair: Red
Eye Color: Blue


Complications:
Motivation ~Thrills: The White Rabbit commits her crimes because she enjoys the attention she gets while doing it.

Quirk ~Lewis Carroll/Rabbit Theme: If it can be tied to either Alice in Wonderland or rabbits in general then it's a safe bet that the White Rabbit will be interested in stealing it (or at least trying to).


Background: Born into a wealthy family, Lorina was a sheltered child, protected by overbearing parents intent on seeing their daughter become a proper lady. Finding solace in the many books of the family library, she was entranced by Lewis Carroll's Alice in Wonderland. Later in life, at the age of 21, she was married off to a rich, elderly man of 82, named Lewis Dodson. Being treated as a trophy wife caused Lorina’s mind to snap and she killed off her husband, a death that the authorities ruled as accidental (though she says that he "died happy"). With funds gained from her inheritance, Lorina bought various hi-tech gadgets (all themed around rabbits or Alice in Wonderland) and developed a criminal career as the eccentric villain the White Rabbit.

Her first crime was to unleash a score of genetically-altered rabbits (which were the size of cougars by the way) on New York unless she was paid one million dollars, in quarters, when the Raven first learned of her plan when he ran across some of her goons robbing a grocery store to steal enough carrots and raw meat to keep the oversized creatures well-fed and docile until the time came to release them. He then infiltrated the White Rabbit's hideout and battled her giant rabbit robot and the rest of her goons before finally knocking her out when she tried to confront him on her own.

After being arrested the White Rabbit was found to be mentally unfit to stand trial and was sent to Providence Asylum where she stayed for over a year before being declared cured of her mental illness and released. But it was all an act on the White Rabbit’s part and she immediately assembled a new crew of goons and began robbing various locations of fast food restaurant Kwikkee Burger (whose mascot is a anamorphic rabbit that is also named Kwikkee) of the games pieces they were giving away with select items as part of a collection contest so she could win the 100 thousand dollar prize and a face-to-face meeting with Kwikkee. Once again the Raven intervened and quickly brought an end to this latest crime spree and the White Rabbit was returned to Providence Asylum, though she would escape or be released several more times over the years before finally quietly passing away one Easter morning in the early 1980s of a brain aneurism.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

Plantman

Post by Tattooedman » Mon Oct 14, 2013 7:49 pm

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

Skills: Athletics 5 (+6), Expertise [Earth Science] 11 (+14), Expertise [Science] 8 (+11), Insight 6 (+7), Intimidation 7 (+8.), Perception 6 (+7), Ranged Combat [Floro Gun] 8 (+11), Stealth 6 (+8.), Technology 8 (+11)

Advantages: Close Attack 4, Equipment, Inventor, Ranged Attack, Task Focus [Expertise (Earth Science): Botany]

Powers: Floro Gun: (Easily Removable –24 pts) [36 pp]
Vege-Ray: Summon Animated Plants 6 (Extra: Perception Ranged); (Feat: Multiple Minions 3 [8 total]); (Flaw: Limited [Only plants available])
Cloro-Blast: Ranged Affliction 9 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Strength] (Extras: Area [Burst], Cumulative, Extra Condition); (Flaw: Limited Degree)
-Spore-Shot I: Ranged Affliction 9 [Fatigued, Exhausted, Incapacitated; resisted by Dodge/Fortitude] (Extra: Area [Cloud], Cumulative)
-Spore-Shot II: Ranged Affliction 9 [Impaired, Disabled, Paralyzed; resisted by Fortitude] (Extra: Secondary Effect)
-Thorn Blast: Ranged Damage 9 (Feats: Improved Critical 3, Split)

Create Simuloids: Summon Plant Minions 8 (Extras: Controlled, Horde, Increased Duration [Continuous]); (Feat: Multiple Minions 3 [8 total]); (Flaw: Slow)

Offense: Initiative +2
Melee Attack +8
Ranged Attack +3 // Floro Gun Attack +11

Defense: Dodge +10
Parry +10
Toughness +7*/+3 [*Costume]
Fortitude +7
Will +7

Equipment: Costume [Protection 4; Subtle]


Costs: Abilities 32+ Skills 23+ Advantages 7+ Powers 71+ Defenses 24= 157 pts.


Real Name: Samuel Smithers
Height: 5'10"
Weight: 194 lbs
Hair: Brown
Eye Color: Blue


Complications:
Motivation ~Bettering The World: The Plantman seeks to eventually build a device that would make humanity capable of communicating with plants and thus live in harmony with the planet.

Motivation ~Greed: It takes a lot of money to fund the Plantman’s research and he’ll often take special jobs or perform robberies to get a quick infusion of cash.


Background: Samuel Smithers was born in London and orphaned out very early. At some point during his childhood, he left the orphanage. He went to work as a lab assistant to a well-known London botanist who was exploring the low-order mental activity of plant life. After ten years, the botanist died and Samuel came to the U.S., in hopes of continuing his work: an invention to make plant life smart enough so that human beings could speak with plants and understand them.

Smithers did not have the proper education needed so Smithers went to work as a gardener in Glenville, Long Island, New York. He worked for Morris Evans, a member of New York high society, who eventually fired him because he was spending more time working on his invention than gardening. Not long after, lightning struck his plant ray gun, giving it the power to control and animate all plant life.

He made a costume and called himself Plantman, then thought out a suitable revenge for his former boss Morris Evans, and framed him for robbery. However, one of Evans’ friends was Duncan Summers, who was secretly the hero known as the Raven, who thwarted Plantman and cleared Evans' name. Even though the Raven was able to destroy Plantman’s ray gun, he did escape.

Smithers then created another ray gun, even stronger than his first. He challenged the Raven to a duel in the botanical garden but was defeated and taken to prison. Years later he earned an early release due to good behavior but Smithers returned to his life of crime, being recruited by a man (who unbeknownst to Smithers, worked for Dr. Sin) into a group of previous foes of the Raven (the Swordsman, Porcupine and the Eel) that was named the Emissaries of Evil in an effort to get revenge upon their mutual foe – the Raven.

But despite outnumbering the Raven the Emissaries were defeated, though they all managed to escape imprisonment that time around. And in the years that followed the Plantman would commit crimes either as part of that group or on his own, more often than not being forced to deal with the interference of the Raven mainly (though there were other heroes the Plantman faced over the course of his criminal career as well). But unlike his allies in the Emissaries, who would spend years at a time incarcerated, Plantman would simply drop out of the public eye and be inactive in the world of super heroes and villains (these were the times he was more focused on his scientific works).

Nobody had heard from the Plantman since the end of the ‘Silver Age’ until the mid 1980s when he resurfaced using a new identity - that of Jason Woodrue, a professor who taught Botany at Freedom University. For years he worked in secret as Woodrue, supplying a custom made marijuana to the gangs of the city to sell that contained chemicals that he would later activate to control the minds of over half the people of Freedom City until he was finally stopped by the original FORCE Ops team.

During the confrontation it is revealed that Plantman had somehow transformed himself into a plant/human hybrid and had internalized many of the abilities he’d used his Vege-Ray to produce, as well as developing a few abilities that he couldn’t have hoped to have done before – such as surviving having his head cut off from his body.

Still alive and taunting Archer and the others, Plantman boasted that he’d eventually grow a new body and would simply start anew. To which Archer simply lit a Bunsen burner and stuck Plantman’s head just above it then instructed his team to withdraw as Plantman began to scream in pain. It is assumed that the Plantman’s plant-matter remains were burnt to cinders and that was the end of him as he has not reappeared since that time.
Last edited by Tattooedman on Mon Nov 25, 2013 9:26 pm, edited 1 time in total.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

Eel I

Post by Tattooedman » Mon Oct 14, 2013 7:52 pm

Image
Eel I:
PL:
10
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 3
Awareness 1
Presence 1

Skills: Acrobatics 3 (+5), Athletics 4 (+6), Expertise [Criminal] 6 (+9), Expertise [Marine Biology] 6 (+9), Expertise [Science] 4 (+7), Insight 7 (+8.), Perception 7 (+8.), Ranged Combat [Electrical Discharge] 8 (+10), Stealth 7 (+9), Technology 4 (+7)

Advantages: Close Attack 4, Power Attack, Precise Attack [ranged; cover], Task Focus [Expertise (Science): Electronics], Task Focus [Expertise (Marine Biology): Fish], Teamwork

Powers: Eel Costume: (Removable –25 pts) [100 pp]
Direct Current Electrification:
Damage 8 (Extra: Reaction [being touched]) & Affliction 8 [Dazed & Vulnerable, Stunned & Defenseless, Incapacitated; resisted by Fortitude] (Extras: Cumulative, Extra Condition, Reaction [being touched])
Feature 1 [Illuminate a 30 ft area]
Electric Discharge: Ranged Damage 8
Electrical Sensory Field: Senses 6 [Awareness (Electrical Activity: Accurate, Acute, Radius, Ranged)]
Insulated Inner Layer: Immunity 10 [Electrical Effects]
Protective Layer: Protection 6 (Feat: Subtle)
Silicone Coating: Immunity 5 [Entanglement Effects]

Offense: Initiative +2
Melee Attack +8
Ranged Attack +2 // Electrical Discharge Attack +10

Defense: Dodge +10
Parry +10
Toughness +8*/+2 [*Eel Costume]
Fortitude +7
Will +6


Costs: Abilities 34+ Skills 20+ Advantages 9+ Powers 100+ Defenses 24= 187 pts.


Real Name: Leopold Stryke
Height: 5’10”
Weight: 184 lbs
Hair: Brown
Eye Color: Blue


Complications:
Enemy: The Raven I.

Motivation ~Greed: Eel first started his criminal career to fund his research in marine biology but after a while he just wanted the money for himself.

Background: Leopold Stryke was a marine biologist at the aquarium in New York City who was repeatedly denied grants for his research and decided to turn to crime to fund his scientific efforts. Combining his knowledge of electronics and sea life Stryke built a costume that allowed him to replicate the electrical manipulating abilities of the genus Electrophorus electricus (also known as the electric eel).

Calling himself the Eel, Stryke performed several robberies which brought him to the attention of the first Raven, who was able to figure out the Eel’s pattern and confronted him at his next target. Despite the abilities of his suit the Eel was soundly defeated and sent to jail but after his release he returned to his life of crime, being recruited by a man (who unbeknownst to Stryke, worked for Dr. Sin) into a group of previous foes of the Raven (the Swordsman, Porcupine and the Plantman) that was named the Emissaries of Evil in an effort to get revenge upon their mutual foe – the Raven.

But despite outnumbering the Raven the Emissaries were defeated, though they all managed to escape imprisonment that time around. And in the years that followed the Eel would commit crimes either as part of that group or on his own, more often than not being forced to deal with the interference of the Raven mainly (though there were other heroes the Eel faced over the course of his criminal career as well) and would spend a good part of his life behind bars for his actions. In the end however, Stryke ended up an old man in jail where he finally passed away due to neurological issues that had developed from his use of his suit.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

Porcupine

Post by Tattooedman » Mon Oct 14, 2013 7:56 pm

Image
Porcupine:
PL:
10
Strength 4 (1)
Stamina 1
Agility 1
Dexterity 1
Fighting 4
Intellect 2
Awareness 0
Presence 0

Skills: Athletics 3 (+4/+8), Deception 6 (+6), Expertise [Criminal] 6 (+8.), Expertise [Science] 7 (+8.), Intimidation 7 (+7), Ranged Combat [Quill Shaped Offensive Weapons Array] 10 (+11), Technology 7 (+8.)

Advantages: Close Attack 4, Power Attack, Task Focus [Expertise (Science): Weapons Design]

Powers: Porcupine Armor: (Removable –16 pts) [64 pp]
Boot Jets: Flight 3 (Flaw: Limited [Short distances only])
Built-In Exoskeleton: Enhanced Strength 3
Built-In Urban Combat Equipment: Enhanced Advantage 1 [Equipment x1 (Flash Goggles, Gas Mask, Rebreather, Mini-Tracers, Multi-Tool)]
Defensive Armor: Protection 7 (Feat: Subtle)
Razor-Edged Steel Quill-Like Projections: Damage 6 (Extras: Reaction [being touched], Penetrating)
Quill Shaped Offensive Weapons Array:
Liquid Cement: Ranged Affliction 8 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Strength] (Extra: Cumulative); (Flaw: Limited Degree)
-Firing Quills: Ranged Damage 8 (Extra: Multiattack)
-Laser Beam/Electrical Blast: Ranged Damage 8 (Feat: Variable Descriptor [light/electrical])
-Acetylene Torch: Damage 8 (Extra: Area [Line]); (Flaw: Reduced Range on Area)
-Micro-Rockets: Ranged Damage 8 (Extras: Area [Burst]); (Flaw: Reduced Range on Area)
-Tear Gas: Affliction 8 [Dazed & Vision Impaired, Stunned & Vision Disabled, Incapacitated; resisted by Fortitude] (Extras: Area [Cloud], Cumulative, Extra Condition); (Flaw: Reduced Range on Area)
-Sleeping Gas: Affliction 8 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extras: Area [Cloud], Cumulative); (Flaw: Reduced Range on Area)
-Smoke Screen: Visual Concealment 2 (Extras: Attack, Area [Cloud])
-Hypnotic Light: Affliction 8 [Vulnerable, Defenseless, Incapacitated; resisted by Will] (Extras: Area [Cone], Cumulative); (Flaws: Reduced Range on Area, Sense Dependent [visual])

Offense: Initiative +1
Melee Attack +8
Ranged Attack +1 // Quill Shaped Offensive Weapons Array Attack +11

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


Costs: Abilities 20+ Skills 17+ Advantages 6+ Powers 64+ Defenses 26= 133 pts.


Real Name: Alexander Gentry
Height: 5'10"
Weight: 200 lbs
Hair: Brown
Eye Color: Brown


Complications:
Enemy: The Raven I.

Motivation ~Greed: Porcupine is a criminal just to make money.

Motivation ~Show His Genius: Porcupine believes that his armor is one of the best ever made and many of his criminal outings were a ‘showcase’ for how well it would work to potential buyers.


Background: Alexander Gentry was originally a scientist who worked as a weapons designer for the United States Army. He conceived the idea of designing a battle-suit in imitation of a porcupine; it would be covered with quill-like projections for defense. Moreover, it would be able to shoot its quills, or gases, flames, chemicals, paralysis-inducing pellets, or weapons from quill-like tubes, at an opponent. Gentry spent months working overtime to create his porcupine themed battle-suit. He is proud of his achievement when the suit was finished, and believes his invention is worth a fortune. Yet Gentry also believes that the government would pay him, one of its employees, virtually nothing for his creation. Angrily, Gentry decides to keep the porcupine battle-suit and to use it to become wealthy through crime. Thus Gentry became the Porcupine, one of the first costumed professional criminals of his generation.

In his first outing as the Porcupine, Gentry invaded a major Manhattan hotel to steal the valuables in its safe, then on his way out he realized there was a fashion show being held in one of the hotel's ballrooms and he decided to rob the people in attendance to increase his criminal profit. Unfortunately for Porcupine one of the people in the show audience was the Raven, in his secret identity of Duncan Summers, and after slipping away to quickly change into costume he defeated Porcupine.

Sentenced to several years for his crimes, Gentry earned an early release for good behavior but before he could attempt to live his live on the straight and narrow he was recruited by a man (who unbeknownst to Gentry, worked for Dr. Sin) into a group of previous foes of the Raven (the Swordsman, the Eel and the Plantman) that was named the Emissaries of Evil in an effort to get revenge upon their mutual foe – the Raven.

But despite outnumbering the Raven the Emissaries were defeated, though they all managed to escape imprisonment that time around. And in the years that followed the Porcupine would commit crimes either as part of that group or on his own, more often than not being forced to deal with the interference of the Raven mainly (though there were other heroes the Porcupine faced over the course of his criminal career as well) and would spend a good part of his life behind bars for his actions.

Tired of his long string of defeats, Gentry believed his criminal career had become a joke. He decided to give up his career as a costumed criminal and live off the millions of dollars he expected to receive by selling his battlesuit. Gentry totally redesigned his porcupine battlesuit, making it far deadlier than before then set to trying to sell the battlesuit. But by that point the Porcupine was virtually universally regarded by major criminals and leading subversive organizations as a laughable failure, and hence they saw his battlesuit as virtually worthless to them. Gentry tried to sell it to V.I.P.E.R., S.H.A.D.O.W., Project: Icarus, P.H.A.N.T.O.M. and even the Power House but almost no one wanted it, and the few offers he did receive for it were insultingly low.

Gentry was in despair, but finally came up with the idea of selling the battlesuit to A.E.G.I.S. to prevent it from falling into the hands of other possible criminal users. The Patriot was intrigued by Gentry's proposal, and in talking to Gentry, learned that he knew how to contact V.I.P.E.R., whom he’d been trying to bring to justice. The Patriot agreed to have A.E.G.I.S. buy the battlesuit if Gentry helped get him to high ranking members of V.I.P.E.R.

Seeing no other way, Gentry accepted the Patriot’s terms.

The Patriot’s plan was for Gentry to pretend to have captured him and to offer V.I.P.E.R. the opportunity to kill him, so Gentry contacted Dragon Branch (V.I.P.E.R.’s metahuman division and the ones who regularly deal with super heroes) and arranged to have some of their members meet him at a lower Manhattan construction site. Gentry, having reluctantly donned his Porcupine costume once more as part of the plan, pretended to guard the Patriot, who was seemingly bound with chains. Gentry was frightened and did not want to have to do any fighting, but Patroit told him he could leave as soon as he had turned him over to the members of Dragon Branch.

Soon Boomslang, Constrictor, Diamondback and Oculon arrived at the construction site and the Patriot wasted no time in taking them by surprise, and Porcupine began to flee. Boomslang, realizing that the Porcupine had set them up, went after him and fired a pair of mini-grenades at him. The weapons exploded on impact, damaging Gentry’s battlesuit somewhat, but not harming him. Nevertheless, seeing his only valuable asset, the costume, damaged, Gentry flew into a rage and attacked Boomslang. As they exchanged attacks, Boomslang again damaged Gentry’s suit more and as he tried to escape, he tripped and fell.

Due to the damage to his suit, Gentry was impaled on one of his own quills when he fell. Apparently, the quill went into his heart, for the injury proved fatal. Boomslang escaped, but the Patriot defeated the other three members of Dragon Branch. When the Patriot found Gentry he had already died from his injuries and despite the fact the man had been a criminal the majority of his life the Patriot made sure that Gentry was given a proper burial as he’d died trying to straighten out his life and the Patriot felt that mattered.

Rumor has it that the Patriot had the Porcupine armor placed in the Red Room, one of three super secure storage depots A.E.G.I.S. makes use of to contain dangerous items (such as doomsday weapons built by V.I.P.E.R., S.H.A.D.O.W. and P.H.A.N.T.O.M. to name a few) for the safety of the general public, as a way of keeping the armor safe from falling into the wrong hands.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

the Arsenal robot

Post by Tattooedman » Mon Oct 14, 2013 7:58 pm

Image
The Arsenal:
PL:
15
Strength 18
Stamina --
Agility 3
Dexterity 3
Fighting 8
Intellect 0
Awareness --
Presence 0

Skills: Insight 9 (+9), Perception 9 (+9), Ranged Combat [Weapons Systems] 8 (+12)

Advantages: All-Out Attack, Assessment, Close Attack 4, Follow-Up Strike, Improved Critical [Unarmed] 2, Improved Initiative, Power Attack, Ranged Combat, Withstand Damage

Powers: Large Robot:
Growth 2 [10 ft, 1 inch tall: +2 Strength, +2 Toughness, +1 Intimidation, +2 Mass; -2 Dodge/Parry, -2 Stealth] (Extra: Permanent); (Feat: Innate)
Immunity 65 [Fortitude Effects, Interaction Skills, Mental Effects]
Protection 14 (Extra: Impervious 12)
Sensor Array: Senses 22 [Vision (Analytical, Extended), Vision Counters Illusion, Vision Penetrates Concealment, Auditory (Analytical, Extended), Hearing Counters Illusion, Darkvision, Direction Sense, Infravision, Low-Light Vision, Radar (Accurate Radio), Radio, Ultra-Hearing, Communication Link w/ Mistress]

Weapons Systems Array:
Electro-Stun Field: Damage 12 (Extra: Reaction [being touched])
Ballistic Systems: Ranged Damage 12 (Extra: Multiattack)
-Chest Cannon: Ranged Damage 15 (Feat: Improved Critical 2)
-Flamethrower: Damage 12 (Extra: Area [Cone] 2)
-Focused Air Blasters: Move Object 13 (Flaw: Limited [Away Only])
-Inertia Darts: Ranged Affliction 12 [Movement Impaired, Movement Disabled, Incapacitated] (Extras: Cumulative)
-Laser Beams: Ranged Damage 12 (Feat: Precise)
-Toxic Gas Dispenser: Affliction 12 [Dazed, Stunned, Paralyzed; resisted by Fortitude] (Extras: Area [Cloud], Cumulative)

Offense: Initiative +7
Melee Attack +12
Ranged Attack +4

Defense: Dodge +12
Parry +12
Toughness +16* [*Impervious 12]
Fortitude N/A
Will N/A


Costs: Abilities 44+ Skills 10+ Advantages 13+ Powers 204+ Defenses 14= 285 pts.


Height: 10’1”
Weight: 2000 lbs
Hair: None
Eye Color: Sensor Red


Complications:
Weakness: The Arsenal robot is reliant upon it’s link to the Mistress computer to receive information, direction, and tactics. If that link is somehow broken then the Arsenal robot will cease its hostilities and shut down.


Background: Dr. Sin had been getting in-depth information on the various members of the 'Silver Age' Freedom League by his mole - the Swordsman. Taking that information the criminal genius had his scientists design a robot, that he dubbed the Arsenal, that would be able to exploit the various weakness and vulnerabilities the heroes possessed. Once the Arsenal was completed it, along with it's controlling computer unit Mistress which had been built into a transport vehicle that could carry the Arsenal wherever Dr. Sin needed it to go, was deployed to Freedom City.

Specifically they were to attack the League at Freedom Hall and Arsenal fought the League virtually to a standstill before retreating when Centurion finally arrived on the scene, though this was a tactic to allow Mistress the time it needed to develop new strategies based on the first hand information it had gathered on the League members through Arsenal's sensor array.

Arsenal soon went after the League again but by that point the Raven had been able to learn of the communication link between Arsenal and Mistress and had put together a device that allowed him to locate where Mistress was keeping itself while Arsenal was engaging the rest of the League. Taking Tectonic with him, the Raven learned that Mistress was actually housed in a custom designed stealth plane and after an intense chase around Freedom City the two heroes finally managed to board the craft.

While Raven engaged Mistress in a discussion over the 'obvious flaw' he saw in her programming - that once she and Arsenal destroyed the Freedom League then there would be no further need for either of them, Tectonic engaged in a series of subtle acts of destruction on Mistress' body frame with his powers. By the time the flying computer realized what was happening it was too late for it to do anything about it and she was destroyed in the resulting explosion that resulted from the damages inflicted upon her by Tectonic.

Almost immediately after the destruction of Mistress high above the city, the Arsenal stopped working as it required the input from Mistress to be able to operate itself and becomes inert. The unit is then partially dismantled and made part of the League’s trophy room for several years before being donated to the Supers Museum where it still sits today.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

Swordsman

Post by Tattooedman » Mon Oct 14, 2013 8:10 pm

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

Skills: Acrobatics 3 (+7), Athletics 8 (+11), Close Combat [Bladed Weapons] 6 (+14), Expertise [Criminal] 8 (+8.), Expertise [Bladed Weapons] 12 (+12), Insight 6 (+8.), Intimidation 6 (+8.), Investigation 3 (+3), Perception 6 (+8.), Sleight of Hand 4 (+8.), Ranged Combat [Built-In Weapons] 4 (+10), Stealth 8 (+12), Vehicles [Land] 4 (+8.)

Advantages: All-Out Attack, Assessment, Close Attack 2, Connected, Improved Critical [Swords] 3, Defensive Roll, Equipment 2, Follow-Up Attack, Improved Defense, Improved Disarm, Improved Initiative, Improved Smash, Language [Base: French; English], Power Attack, Precise Attack [melee; concealment], Quick Draw, Ranged Attack 2, Takedown Attack 2, Uncanny Dodge

Powers: Omnium Steel Sword: (Easily Removable -8 pts) [15 pp]
Nerve Gas: Affliction 5 [Dazed & Fatigued, Stunned & Defenseless, Paralyzed; resisted by Fortitude] (Extras: Area [Cloud], Cumulative, Extra Condition)
-Jet Of Flame: Damage 8 (Feat: Reach 4)
-Sword Slash: Strength-Based Damage 3 (Extra: Penetrating 6); (Feat: Improved Critical)
-Taser Wire: Damage 8 (Feat: Reach 4)

Offense: Initiative +8
Melee Attack +8 // Bladed Weapons Attack +14
Ranged Attack +6 // Built-In Weapons Attack +10

Defense: Dodge +12
Parry +12
Toughness +8*/+7**/+4 [*Costume & Defensive Roll/**Costume]
Fortitude +8
Will +8

Equipment: Costume [Protection +3; Subtle]
Knives [Strength-Based Damage 1; Improved Critical 1]


Costs: Abilities 50+ Skills 28+ Advantages 25+ Powers 15+ Defenses 24= 142 pts.


Real Name: Jacques DuQuesne
Height: 6'2"
Weight: 223 lbs
Hair: Black
Eye Color: Blue


Complications:
Enemy: The Raven I.

Motivation ~Greed: Swordsman is all about his bottom line.

Motivation ~Best With A Sword: The Swordsman holds his reputation as one of the best swordsmen scared and will seek to avenge himself upon those that sully or challenge that reputation.

Reputation: The Swordsman is considered to be one of the best of his time to wield a sword in the world.


Background: Jacques DuQuesne was a performer at various circuses and carnivals under the name of the Swordsman; his act demonstrated his mastery of knives, swords, and other bladed weapons. However his gambling problem left him heavily in debt and one day the carnival paymaster was robbed. Soon members of the circus found Swordsman with the money and he was forced to injure several of them so he could escape.

Having little other skills than the ones that involved his sword, the Swordsman became a mercenary who operated across the world; committing various crimes for those willing to pay him, but this caused him to be barred from several small nations. Eventually the Swordsman returned to the United States when he was hired by Dr. Sin to eliminate his rival the Raven and outfitted with a costume and uniquely built sword, but after series of skirmishes the Swordsman was defeated and sent to prison.

A few months later Dr. Sin engaged in another plan to destroy the Raven and had been leading him all over the country via various minions to push the hero past his limits. His end game was the assembling of several of the Raven's old enemies - the Porcupine, the Eel and the Plantman and the Swordsman (who was broken out of prison) as the Emissaries of Evil. Despite being outnumbered the Raven managed to triumph thanks to his playing upon the various personality flaws of the members of the Emissaries to turn them against one another which allowed him to pick them off one at a time; though all the Emissaries managed to escape returning to prison at that time.

Following that defeat the Swordsman returned to Europe for several years, focusing on more mundane work which allowed him to avoid dealing with superheroes. During that time the Swordsman learned he'd fathered a daughter years ago in one of the many third world countries he'd worked as a mercenary and he spent much of his time not working trying to locate her but to no avail. At some point Dr. Sin had learned of the Swordsman's daughter, located her and blackmailed the Swordsman into working for him once again; this time to infiltrate the Freedom League and act as a mole for him.

Seeing no other way the Swordsman agreed, approaching the group telling them that his previous criminal endeavors were the results of being blackmailed by Dr. Sin and that he sought to make amends for his past misdeeds. He managed to convince the Centurion with his sincerity (as it was partly true in a manner just the time of it was wrong) and the Swordsman was admitted on a probationary basis despite the objections of the Raven, who didn't buy the Swordsman's story. For months the Swordsman secretly reported to Dr. Sin about the activities of the Freedom League as well as information about their powers, abilities, and weaknesses, which Dr. Sin used to build the robot he called the Arsenal - specially designed to destroy not only his foe the Raven but the rest of the Freedom League as well.

Months later the Swordsman was forced to reveal his status as a mole for Dr. Sin when the mastermind enacted a plot that allowed him to capture a greatly weakened Freedom League following a fight with the Adamant. Teleporting a bomb into Freedom Hall that was set to go off within a few minutes time, Dr. Sin ordered the Swordsman to pull out and leave the League to their fate but something within the criminal wouldn’t allow him to abandon the League to such an end as they had been the only people who had ever given the Swordsman a chance to prove the kind of man he could be.

Determined to save his teammates, the Swordsman located the bomb and signalled for the League to evacuate Freedom Hall while he attempted to disarm the device himself. Unfortunately Dr. Sin had built cameras into the bomb which allowed him to see first hand his subject’s betrayal and he triggered the bomb prematurely as an act of punishment. The Swordsman had managed to activate certain defensive measures within the Hall that confined the blast of the bomb to only the section where the bomb was located but he was killed by the explosion.

A few days later, despite not being able to have found any sign of the Swordsman’s remains, the Freedom League held a funeral for their fallen member and added a statue for him in their memorial garden celebrating their member who’d given his life to save them.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

Unicorn

Post by Tattooedman » Mon Oct 14, 2013 8:12 pm

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

Skills: Athletics 5 (+8.), Deception 7 (+8.), Expertise [Criminal] 6 (+7), Expertise [Military] 6 (+7), Expertise [Spy Craft] 9 (+10), Insight 6 (+8.), Intimidation 8 (+9), Perception 6 (+8.), Stealth 6 (+9), Technology 4 (+5), Vehicles [Land] 3 (+6)

Advantages: All-Out Attack, Close Attack 3, Contacts, Defensive Roll, Improved Aim, Languages [Base: Russian; English], Ranged Attack 2

Powers: Head-Mounted Energy Projector: (Removable –5 pts) [21 pp]
Various Frequency Projector: Ranged Damage 12 (Feat: Variable Descriptor [any radiation])
-Force Beam: Move Object 8 (Extra: Perception)

Radiation Treatments:
Super Strength: Enhanced Strength 5
Super Resistance To Injury: Protection 5

Offense: Initiative +3
Melee Attack +11
Ranged Attack +6 // Ranged Attack +8

Defense: Dodge +11
Parry +11
Toughness +8
Fortitude +10
Will +7


Costs: Abilities 50+ Skills 22+ Advantages 10+ Powers 36+ Defenses 22= 140 pts.


Real Name: Milos Masaryk
Height: 6’2”
Weight: 219 lbs
Hair: Brown
Eye Color: Brown


Complications:
Enemy: The Raven I.

Mental Instability: The radiation treatments that gave increased the Unicorn’s physical abilities, and the attempts at curing the cellular degeneration it ended up causing him have caused the Unicorn to struggle with insanity periodically.


Background: Milos Masaryk was a Soviet Intelligence agent assigned to aid the Silver Age criminal Red Death while he was operating in the United States. At first Masaryk used only standard spy equipment but upon facing Red Death’s nemesis, the original Raven, he too is defeated by the hero (though Masaryk manages to escape before the police arrive).

Ordered to free Red Death from prison, Masaryk is given technology designed by Soviet scientists; a helmet that is equipped with an energy projector that tunes to various frequency and power levels. Masaryk gives himself the alias the "Unicorn" and battles the Raven when he attempts to stop Masaryk’s efforts to free Red Death from Blackstone Prison. Although the Raven manages to crash the Unicorn's plane, the villain manages to escape.

The Unicorn later allies himself with Roman, for financial reasons mostly, participating in Roman's attack on Washington, D.C. (which trapped the city in a force field that could prevent air from reaching the city). Once again he ends up facing the Raven, as well as the rest of the Silver Age incarnation of the Freedom League and they manage to end the threat of the force field.

After that incident, the Unicorn was approached by men who said they represented his superiors and that he was to undergo an experimental conditioning to augment his physical attributes (though the truth was that they actually were minions of Taurus who was looking for subjects to help test the early version of the DNAscent Process). The process leaves the Unicorn with an accelerated cellular deterioration and he begins working for Dr. Sin when the mastermind offers to develop a cure for his problem as long as the Unicorn willingly served him. In this capacity the Unicorn fights the Raven several times, each time managing to escape going to prison; however, years later it becomes evident that Dr. Sin has never tried to develop a cure and the Unicorn aides the Raven during one of his encounters against his arch-enemy and later escapes.

A few months after leaving Dr. Sin’s organization, the Unicorn was among the villains affected by Lady Lunar’s mental powers and was sent to the Goodman Building to attack the Atom Family at the wedding of Mentac and Andrea Atom. He faced off against Daedalus, of the Freedom League, and is defeated by the immortal inventor before he was able to try and attack the newlyweds. Unfortunately Lady Lunar’s mental manipulations were too much for the Unicorn’s already damaged mind to take and he fell into a coma at the wedding only to pass away several days later without ever waking up.
Last edited by Tattooedman on Mon Oct 14, 2013 10:28 pm, edited 1 time in total.
World of Freedom Setting 3E

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

Horsenhero
Cosmic Entity
Cosmic Entity
Posts: 13293
Joined: Thu Sep 17, 2009 5:24 pm
Location: Riding the range

Re: World of Freedom: HH's character requests

Post by Horsenhero » Mon Oct 14, 2013 9:46 pm

Plus Plantman and the Swordsman? Oh T-man, surely you are too good to me. It's an all-out mook-fest up in here! Yay!

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

Re: World of Freedom: HH's character requests

Post by Tattooedman » Mon Oct 14, 2013 10:32 pm

Well, those two got added because they fit into the background of Porcupine & Eel so with my habit of liking to do builds I tossed them in just because. :wink:

Glad you like 'em.
World of Freedom Setting 3E

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

catsi563
Cosmic Scion
Cosmic Scion
Posts: 5816
Joined: Thu Jul 21, 2005 7:57 pm
Location: The dark side of the Moon
Contact:

Re: World of Freedom: HH's character requests

Post by catsi563 » Tue Oct 15, 2013 1:45 am

great builds and I loved the way you did Porcupines death just like his comics death.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

Re: World of Freedom: HH's character requests

Post by Tattooedman » Tue Oct 15, 2013 8:53 am

Thanks, with all of these last builds I actually kept things pretty close to their 'official histories' only switching out names of characters and places for ones that are in the FC setting. One reason I did it was because it was simply easier in the long run since I was placing them in the setting's past.

I thought it worked out rather well overall.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

Dreadbolt

Post by Tattooedman » Thu Oct 17, 2013 7:29 pm

Image
Dreadbolt:
PL:
10
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 2
Presence 2

Skills: Acrobatics 4 (+6), Athletics 4 (+6), Deception 6 (+8/+10), Expertise [Computers] 6 (+8.), Expertise [Criminal] 8 (+10), Expertise [Science] 7 (+9), Insight 6 (+8.), Intimidation 6 (+8.), Perception 6 (+8.), Persuasion 6 (+8/+10), Ranged Combat [Electrical Discharge] 8 (+10), Stealth 7 (+9), Technology 9 (+11)

Advantages: All-Out Attack, Attractive, Close Attack 4, Daze [Intimidation], Improved Initiative, Power Attack, Move-By Action, Seize Initiative, Set-Up, Task Focus [Expertise (Science): Electronics], Teamwork

Powers: Dreadbolt Suit: (Removable –12 pts) [48 pp]
Electrical Discharge: Ranged Damage 10
Electromagnetic Field:
Enhanced Dodge 6
Enhanced Parry 6
Protection 6
Electromagnetic Jump: Teleport 5 (Extra: Accurate); (Feats: Change Direction, Increased Mass x4 [800 lbs])
-Electromagnetic Propulsion: Flight 10
Visor: Senses 1 [Radius Vision]

Offense: Initiative +6
Melee Attack +8
Ranged Attack +2 // Electrical Discharge Attack +10

Defense: Dodge +12*/+6 [*Dreadbolt Suit]
Parry +12*/+6 [*Dreadbolt Suit]
Toughness +8*/+2 [*Dreadbolt Suit]
Fortitude +8
Will +10


Costs: Abilities 36+ Skills 29+ Advantages 13+ Powers 48+ Defenses 20= 146 pts.


Real Name: Terry Bolatinsky
Height: 6’
Weight: Unknown
Hair: Unknown
Eye Color: Unknown


Complications:
Motivation ~Power & Respect: After watching his father spend his life working for another, better known criminal, Dreadbolt has decided to not follow in his father's footsteps but instead become a well-known super villain in his own right.

The Games We Play: Dreadbolt is currently manipulating his teammates Disruptor and Persuader by engaging in semi-romantic relations with both of them in order for him to better manipulate them for his own ends. He knows that at some point one of them will eliminate the other and then he'll have to deal with whichever one that is.


Background: The son of one of Dr. Stratos’ old minions, Terry Bolatinsky watched his father work for almost no pay and a lot of time spent in jail throughout Terry’s life. Killed in prison the senior Bolatinsky had little to leave his son but urged him to make something more of himself with his life.

Taking his father’s words to heart, Terry decided to become a full on super villain instead of just a goon some of them employed (like his father had been) and he managed to get a job working at ASTRO Labs. Nothing fancy mind you, but then again it wasn’t too difficult to be the third shift janitor and it gave him the free time to make the most of his hacking skills and see what the different departments were working on.

After spending months raiding the various labs of some of their work, Terry used his ill-gotten information and put together his first powersuit (thanks to supplies slowly stolen from ASTRO) and began working out the bugs in its systems. A year later Dreadbolt was making his first robbery, the proceeds of which were all put into a fund for improvements on the powersuit and after four more robberies Terry was ready to get started but then his plan hit a snag.

The powers that be at ASTRO Labs had noticed things were missing and began an investigation, though Terry managed to stay clear of thanks to the investigation focusing on those with technical backgrounds while his job was manual in nature. Realizing the kind of bullet he’d managed to dodge, Terry decided to take the money he’d saved and hire Fabricators Inc. to work on the upgrades to his suit even if it would put him in debt with them (though the jobs he ended up working in trade for their services helped to build his super villain reputation, so it worked out in the end) until he would be able to handle the needs of such work on his own.

Terry often times set himself up in old, abandoned bases of other super villains and many times he helped himself to the things left behind – from basic supplies such as food to high-tech equipment and sometimes even designs for unique items; the most impressive being the plans for an ‘Atomic Axe’ and ‘Disruptor Gauntlets’, items Terry realized could be used very easily by the right people (in other words people he could manipulate and control) if he could find them and teach them how to use the devices.

It was then that the idea of forming his own team of criminals began to form in Terry’s mind and he soon began looking through the underworld grapevine for the right kind of people. It didn’t take him long to find Elise Kimble and Angelica Bay; two young women that had both killed people that were supposedly close to them but were in their way for one reason or another so they simply removed them but had been caught by the police.

Terry soon connected with both Kimble and Bay and easily convinced both of them to join him, though his use of his personal charms and manipulation of what little emotions both of the young women possessed didn’t hurt either, and after a few months of training them both in the uses of their new devices the were ready to make their first public appearance as the Elite.

It was successful as they did mange to get away with the money from the robbery but both Disruptor (Bay) and Persuader (Kimble) both had personality issues that set them against one another in the field as Speed Demon and Technomancer of the Sentinels, had been able to play upon that well, leaving it to Dreadbolt, as Terry had named himself, to pull things together and effect their escape. Another thing Terry learned was that having all of them rely on pieces of super-tech was liability and he began looking for other super criminals who possessed inherent abilities to shore up that perceived weakness; which is how Stunner, Carom, Sunburst and Zoo Keeper were brought into the Elite shortly after that fight. How the four of them will work with the original three members remains to be seen.
World of Freedom Setting 3E

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

Locked