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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D6

Post by Tattooedman » Fri Nov 22, 2013 7:53 pm

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D6:
PL:
8
Strength 2
Stamina 2
Agility 1
Dexterity 1
Fighting 4
Intellect 0
Awareness 0
Presence 1

Skills: Acrobatics 5 (+6/+9), Athletics 6 (+8.), Deception 9 (+10), Expertise [Pop Culture] 4 (+4), Expertise [Thief] 8 (+8.), Insight 6 (+6), Perception 6 (+6), Sleight of Hand 8 (+9/[/i]+12[/i]), Stealth 8 (+9/+12)

Advantages: Close Attack 4, Improved Feint, Improved Initiative 2, Power Attack, Teamwork

Powers: Two-Dimensional Form: (Move Action -1 pt)
Enhanced Skills 3 [Acrobatics +3, Sleight of Hand +3, Stealth +3]
Enhanced Advantages [Agile Feint, Hide In Plain Sight, Instant Up, Move-By Action]
Enhanced Dodge 4
Enhanced Parry 2
Concealment 4 [all visual] (Flaw: Limited [One side only])
Elongation 4
Insubstantial 1 (Flaw: Quirk [Limited by body width])
Movement 3 [Slithering, Wall-Crawling 2]
Protection 6
Dimensional Blade: Damage 8 (Extra: Penetrating); (Feats: Affects Insubstantial 2, Improved Critical 3, Subtle)

Offense: Initiative +9
Melee Attack +8
Ranged Attack +1

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

Equipment: Shadow Academy Communicator


Costs: Abilities 22+ Skills 20+ Advantages 9+ Powers 58+ Defenses 14= 123 pts.


Real Name: David Kennel
Height: 5’10”
Weight: 155 lbs
Hair: Brown
Eye Color: Brown


Complications:
Been Forced To Drink The Kool-Aid: D6 has been brainwashed by Brother Blood to be loyal first to him, then to the Shadow Academy.

Prejudice: T-Cell Radiation Victim.


Background: David Kennel was just one of the many children whose DNA was altered by the Terminus Invasion, and like many of them he went to the Albright Institute for help with his powers. At some point however Brother Blood learned of his powers and thought they could be of use to him so he had David kidnapped and brainwashed him until he was a willing attendant.

Several months ago I posted a couple characters ideas for other possible students in a Claremont Academy game, D6 being one of them. That idea sat in the back of my head unused until I was trying to come up with more characters to attend the Shadow Academy, and while writing up D6 I got the idea to add a small twist and a bit of a nod to my favorite writer on the ATT, Michuru81 (who is responsible for the New Vindicators in the Story Hour) and one of his characters who had a similar power set; Suicide King.

Hopefully Mich will approve of my hackish tribute....
World of Freedom Setting 3E

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

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Tattooedman
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Nightstrike

Post by Tattooedman » Fri Nov 22, 2013 7:54 pm

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Nightstrike:
PL:
10
Strength 3
Stamina 5
Agility 5
Dexterity 5
Fighting 4
Intellect 3
Awareness 2
Presence 2

Skills: Acrobatics 6 (+11), Athletics 6 (+11), Deception 6 (+8.), Expertise [Criminal] 6 (+9), Expertise [Tactics] 6 (+9/+15), Insight 8 (+10/+15), Intimidation 8 (+10), Perception 6 (+8/+10), Ranged Combat [Thrown Objects] 4 (+12), Sleight of Hand 5 (+10), Stealth 5 (+10/+15), Vehicles [Air] 4 (+9), Vehicles [Land] 4 (+9), Vehicles [Sea] 4 (+9)

Advantages: Cunning Fighter, Equipment 6, Hide in Plain Sight, Improved Feint, Startle, Tracking

Powers: Survival Implants:
Enhanced Advantages 3 [Diehard, Trance, Withstand Damage]
Immunity 6 [Critical Hits, Environmental Cold, Environmental Heat, Disease, Starvation/Thirst]
Regeneration 1 [1/every 5 rounds]

Mental Combat Computer:
Enhanced Skills 8 [Expertise (Tactics) +6, Insight +5, Perception +2, Ranged Combat (Thrown Objects) +4, Stealth +5]
Enhanced Advantages 33 [Assessment, Close Attack 8, Defensive Attack, Evasion 2, Improved Critical 2 [Unarmed], Improved Hold, Improved Initiative 2, Improvised Weapon, Power Attack, Precise Attack [close; cover] Precise Attack [close; concealment], Quick Draw, Ranged Attack 3, Second Chance [Insight checks for Assessment], Seize Initiative, Skill Mastery [Insight], Takedown 2, Throwing Mastery 2, Uncanny Dodge]
Enhanced Dodge 4
Speed 2
Senses 3 [Superpower Awareness (Visual, Acute), Danger Sense]

Offense: Initiative +13
Melee Attack +12
Ranged Attack +8 // Thrown Objects Attack +12

Defense: Dodge +11
Parry +11
Toughness +9*/+5 [*Armored Costume]
Fortitude +9
Will +9

Equipment: Shadow Academy Communicator
Armored Costume [Protection 4; Subtle]
Combat Arsenal: (25 ep)
Flash Bang Grenade: Visual & Auditory Affliction 4 [Impaired, Disabled, Unaware; resisted by Dodge] (Extra: Targeted Area [Burst]) 16ep
-Bo Staff: Bludgeoning Strength-Based Damage 2 (Feature: Collapsible)
-Battle Staves: Bludgeoning Strength-Based Damage 2 (Feats: Improved Critical, Split)
-Thrown Staves: Bludgeoning Ranged Strength-Based Damage 2
-Flashlight: Feature 1 [Illumination 30 ft]
-Grapple Gun: Movement 1 [Swinging] & Speed 1
-Rebreather: Immunity 2 [Suffocation] (Flaw: Limited [20 Rounds of Oxygen])
-Restraints: Feature 1 [Toughness 9, DC20 Sleight of Hand/Technology]
-Shuriken: Piercing Ranged Damage 1 (Extra: Multiattack); (Feat: Improved Critical)
-Smoke Grenade: Concealment 4 [Visual] (Extras: Area [Cloud], Attack)



Costs: Abilities 58+ Skills 24+ Advantages 11+ Powers 60+ Defenses 20= 173 pts.


Real Name: Unknown
Height: 5'10"
Weight: Unknown
Hair: Dark Brown
Eye Color: Hazel


Complications:
Power Loss: If Nightstrike's implants are nullified or somehow removed, he loses all his powers and his abilities drop to Strength 1, Stamina 1, Agility 1, Dexterity 1, Intellect 0, Awareness 0.


Background: Taurus is always looking for ways to create reliable assassins that are cheap to produce, so to that end a third of the people his agents kidnap are subjected to unique enhancements to make them deadly fighters who can kill with minimum effort.

The teenaged boy known as Nightstrike is one such creation. He's been brainwashed to the point that he doesn't recall his previous life and all he's ever known is the instructors at the Shadow Academy, taking in everything they've taught him and even managing to improve upon those lessons. Over the years Nightstrike has developed a sadistic attitude when it comes to fighting, enjoying the injuries he inflicts on his opponents. The only surprise that Nightstrike has ever really given his teachers is the friendship he's forged with fellow amnesiac Daybreaker. The pair having forged a close bond over their shared hardship of not knowing anything about themselves.
World of Freedom Setting 3E

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

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Tattooedman
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Touch N' Go

Post by Tattooedman » Fri Nov 22, 2013 7:54 pm

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Touch 'N Go:
PL:
9
Strength 6 (2)
Stamina 6 (2)
Agility 7 (3)
Dexterity 7 (3)
Fighting 4
Intellect 0
Awareness 2
Presence 2

Skills: Acrobatics 8 (+11/+15), Athletics 8 (+10/+14), Expertise [Pop Culture] 6 (+6), Insight 6 (+8.), Perception 6 (+8.), Stealth 8 (+11/+15)

Advantages: Agile Feint, Close Attack 2, Defensive Roll 3, Improved Initiative, Move-By Action, Set-Up, Teamwork

Powers: Bio-Siphon: Weaken Stamina 8 (Feat: Fades 1 [5 rounds])
Boosted Kinesiology: (Flaw: Limited [Only useable if Bio-Siphon has successfully been used])
Enhanced Strength 4
Enhanced Stamina 4
Enhanced Agility 4
Enhanced Dexterity 4
Enhanced Parry 2
Enhanced Advantages 9 [Close Attack 3, Evasion 2, Hide In Plain Sight, Improved Trip, Ranged Attack 2]

Capoeira Fighting Style: Strength-Based Damage 3 (Feat: Improved Critical 2, Innate)

Offense: Initiative +11*/+7 [*Boosted Kinesiology]
Melee Attack +6 // +9* [*Boosted Kinesiology]
Ranged Attack +4 // +9* [*Boosted Kinesiology]

Defense: Dodge +9*/+5 [*Boosted Kinesiology]
Parry +9*/+5 [*Boosted Kinesiology]
Toughness +9*(+6*)/+5 (+2) [*Defensive Roll]
Fortitude +10*/+6 [*Boosted Kinesiology]
Will +8


Costs: Abilities 36+ Skills 14+ Advantages 10+ Powers 40+ Defenses 13= 113 pts.


Real Name: Amelia Lopez
Height: 5'3"
Weight: 109 lbs
Hair: Black
Eye Color: Blue


Complications:
A Happy Little Headcase: Touch ‘N Go acts as if she’s always happy no matter what she’s doing – be it inflicting pain on others or simply pulling off a heist. The only time she’s not happy is if things aren’t going the way she wants, then she becomes angry and stops joking around completely.

Loyalty: Touch ‘N Go is devoted to Brother Blood, though it is thought that this is due to his using his mental abilities to inspire his student instead of anything else. Regardless, Touch ‘N Go will do virtually anything for her teacher.


Background: A young street thief living in Detroit, Amelia Lopez was struck by a truck while committing a robbery, and was more dead than alive until her metahuman powers manifested to save her life; when she touched one of the EMT’s working to save her, Amelia drained the man of his vitality which healed her of all her injuries and ended up killing him. In shock from her ordeal, Amelia broke out of the ambulance easily enough and made her way back to the streets she knew so well to try and piece together what had happened to her.

Several days later, Amelia was using her powers to commit another robbery as her new personality; that of a seemingly happy-go-lucky girl, who cared little for the welfare of others, began to fully form from the trauma she’d endured. A year later she was still active and had been gotten the attention of some people who liked to know about the goings on of the younger metahumans active in the country – the Shadow Academy.

Brother Blood was dispatched to recruit Amelia and with a combination of a silver tongue and his mental powers, he easily convinced the mentally unbalanced young woman to come back with him to the Shadow Academy. In the past couple of years since Touch-‘N Go, as Amelia was codenamed, has learned how to be a better fighter as well as perfect her thief skills all while having an enjoyment for fighting that Brother Blood continues to encourage and secretly use to further his own goals within the Shadow Academy.
World of Freedom Setting 3E

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

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Tattooedman
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Big Zero

Post by Tattooedman » Fri Nov 22, 2013 7:55 pm

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Big Zero:
PL:
8
Strength 2
Stamina 2
Agility 2
Dexterity 0
Fighting 2
Intellect 2
Awareness 2
Presence 2

Skills: Expertise [Pop Culture] 3 (+5), Expertise [Science] 6 (+8.), Expertise [Streetwise] 6 (+8.), Insight 6 (+8.), Intimidation 6 (+8/+12), Perception 6 (+), Ranged Combat [Thrown Object] 6 (+6), Technology 6 (+8.)

Advantages: All-Out Attack, Fast Grab, Improved Initiative, Power Attack, Startle, Task Focus [Expertise (Science): Electronics], Takedown

Powers: Giant Sized: Growth 8 [ size; +8 Strength, +8 Stamina, +4 Intimidation, +8 Mass; -4 Dodge/Parry, -8 Stealth] (Extra: Increased Duration [Continuous]); (Flaw: Quirk [Full Size])
Giant Sized Combat: (Flaw: Linked to Giant Size)
Enhanced Advantages 4 [Close Attack 4, Improved Grab, Improved Hold]
Enhanced Dodge 6
Enhanced Parry 6
Massive Strength Array:
-Under My Thumb: Weaken Toughness 8 (Extra: Affects Objects); (Flaw: Grab-Based)
-Going The Distance: Move Object 8 (Extra: Damaging); (Flaws: Limited [Away Only], Touch Range)
-Seismic Stomp: Affliction 8 [Dazed & Vulnerable, Stunned & Prone; resisted by Fortitude] (Extras: Area [Burst], Extra Condition); (Flaws: Instant Recovery, Limited [Big Zero & targets must be on the ground], Limited Degree)

Offense: Initiative +6
Melee Attack +2 // Giant Size Combat +6
Ranged Attack +0 // Thrown Objects Attack +6

Defense: Dodge +6*/+4 [*Massive Size modifiers]
Parry +6*/+4 [*Massive Size modifiers]
Toughness +10*/+2 [*Massive Size modifiers]
Fortitude +10*/+2 [*Massive Size modifiers]
Will +6


Costs: Abilities 28+ Skills 16+ Advantages 7+ Powers 40+ Defenses 10= 101 pts.


Real Name: Amity Hunter
Height: 5'7"
Weight: Unknown
Hair: Blonde
Eye Color: Blue


Complications:
Motivation ~Power: Big Zero has no real aspiritions beyond destroying things and pushing around those weaker than her.

Young Racist: Big Zero hates minorities and will take any opportunity to harass them.


Background: Amity Hunter is a metaman who was recruited into the Shadow Academy from Johnny Reb's Knights of the New Confederacy, something that has left the demonically powered man unhappy with both with Esper and Brother Blood (the first being the one who allowed the second to recruit Amity away from Reb). But since the Shadow Academy has taken steps to ensure that Johnny Reb can't set foot on the school grounds they're not too worries about it.

Meanwhile Big Zero, as Amity is code named, isn't all that bothered about leaving the KoNC since she was one of the few women in the group and was constantly fending off the advances of her teammates whom she had no interest in (they were planning on 'teaching her what her proper place is' when Brother Blood got her out) and is enjoying herself for the most part at the Shadow Academy. Though she does have some problems with some of the other students as they offend her white supremacist views.
World of Freedom Setting 3E

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

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Tattooedman
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Executioner

Post by Tattooedman » Fri Nov 22, 2013 7:56 pm

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

Skills: Athletics 4 (+8.), Expertise [Current Events] 7 (+8.), Expertise [Pop Culture] 5 (+6), Expertise [Streetwise] 8 (+9), Insight 7 (+9), Intimidate 9 (+9), Investigation 7 (+8.), Perception 7 (+9), Ranged Combat [Guns] 2 (+10), Stealth 6 (+10)

Advantages: All-Out Attack, Assessment, Close Attack 6, Equipment 6, Evasion 2, Improved Aim, Improved Initiative, Move-By Action, Power Attack, Precise Attack [ranged; cover], Quick Draw, Ranged Attack 2, Tracking, Ultimate Effort [Ultimate Toughness], Uncanny Dodge

Powers: Iscariot Noose: (Removable -4 pts) [19 pp]
Immortality 11 [1/30 minutes] (Flaw: Limited [strangulation with the rope itself])
Protection 4 (Extra: Impervious 8.)

Offense: Initiative +8
Melee Attack +10
Ranged Attack +8 // Gun Attack +10

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

Equipment: Flash Goggles
Gas Mask

Ranged Arsenal: (21 ep)
Blaster Rifle: Ranged Damage 8
-Blaster Pistols: Ranged Damage 5 (Feat: Split)
-Flash Bangs: Ranged Visual & Audio Affliction 4 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Area [Burst], Extra Condition)
-Grenade Launcher: Ranged Damage 5 (Extra: Area [Burst])
-Smoke Bombs: Ranged Visual Concealment 4 (Extras: Area [Cloud], Attack)
-Tear Gas: Ranged Affliction 4 [dazed & visually impaired, stunned & visually disabled, incapacitated; resisted by Fortitude] (Extras: Area [Cloud], Extra Condition)


Melee Arsenal: (7 ep)
Machete: Strength-Based Damage 2 (Feat: Improved Critical 2)
-Knives: Strength-Based Damage 1 (Feat: Improved Critical)
-Omnium Steel Knuckles: Strength-Based Damage 2 (Feat: Improved Critical)



Costs: Abilities 46+ Skills 21+ Advantages 27+ Powers 19+ Defenses 18= 131 pts.


Real Name: Daniel 'Danny' DuBois
Height: 5'10"
Weight: Unknown
Hair: Brown
Eye Color: Brown


Complications:
Motivation ~Predator: Executioner hunts and kills not just for the sport, but to assert his own dominance.


Background: It's unclear if Danny DuBois came to the Shadow Academy with the Iscariot Noose already in his possession or not but either way he makes the most of the protections it gives him while using his wide selection of weapons against his opponents.

DuBois considers everyone potential prey, even his classmates and has ideas on how best to hunt each of them as well as dozens of heroes. His serious manner combined with his far away stare is a combination that makes several of his instructors nervous, except for Brother Blood who encourages DuBois to follow his instincts since they've done so well for him so far.
World of Freedom Setting 3E

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

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Tattooedman
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Melter

Post by Tattooedman » Fri Nov 22, 2013 7:57 pm

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

Skills: Atheltics 4 (+5), Expertise [Pop Culture] 4 (+4), Expertise [Streetwise] 4 (+4), Insight 6 (+8.), Perception 6 (+8.), Ranged Combat [Melting Beam] 6 (+8.), Stealth 6 (+9)

Advantages: Close Attack 6, Improved Initiative, Interpose

Powers: Melting Touch: Weaken Toughness 8 (Extras: Affects Objects, Secondary Effect) & Damage 8 (Extra: Secondary Effect); (Feat: Improved Critical 4)
-Melting Beam: Ranged Weaken Toughness 8 (Extras: Affects Objects) & Ranged Damage 8 (Feat: Improved Critical 4)
Melting Aura: Protection 8 (Extra: Impervious 10)

Offense: Initiative +7
Melee Attack +8
Ranged Attack +2 // Melting Beam Attack +8

Defense: Dodge +6
Parry +6
Toughness +10*/+2 [*Melting Aura (Impervious)]
Fortitude +7
Will +9

Equipment: Control Suit


Costs: Abilities 26+ Skills 13+ Advantages 8+ Powers 63+ Defenses 20= 130 pts.


Real Name: Christopher 'Chris' Colchiss
Height: 5'10"
Weight: Unknown
Hair: Brown
Eye Color: Blue


Complications:
Deadly Hands: Melter's control over his powers is incomplete, and he sometimes melts things or people he doesn't want to if he's not wearing his control suit.

Good Intentions: Despite spending several years at the Shadow Academy where he's been shown nothing else besides how to be ruthless and brutal in combat, Melter still tries to 'do the right thing' when given the opportunity.


Background: Chris Colchiss had a good up bringing until his meathuman powers, that enabled him to destabilise molecules and effectively melt any solid object, manifested at an early age and he accidentally killed his parents with his powers. This experience scarred him and has led to him being hesitant to become close to anyone out of a fear of accidentally hurting someone else he cares about. Recruiters from the Shadow Academy learned about him thanks to none of his extended family wanted to take custody of him due to the accident with his parents and they easily took custody of him and began training him on how to use his powers for combat.
World of Freedom Setting 3E

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

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Re: World of Freedom: Icon Builds

Post by Spectrum » Fri Nov 22, 2013 8:01 pm

Pretty nifty seeing the Shadow Academy character sheets. It was a good fight.

Also, I just noticed, Lex Luthor 'only' has 5 levels of wealth? Then again, can it go any higher?

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Re: World of Freedom: Icon Builds

Post by kenseido » Fri Nov 22, 2013 8:32 pm

Oohh... Young Masters... excellent....
-----------------------------
Kenseido's Menagerie of Characters

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Re: World of Freedom: Icon Builds

Post by Tattooedman » Sat Nov 23, 2013 9:04 am

Spectrum wrote:Pretty nifty seeing the Shadow Academy character sheets. It was a good fight.

Also, I just noticed, Lex Luthor 'only' has 5 levels of wealth? Then again, can it go any higher?
Yeah they did alright, less so in the big ending fight, but ok overall.

As for Lex's levels of Wealth....well there isn't a higher rating than 5 but honestly when you're a billionaire do you really need more money?
kenseido wrote:Oohh... Young Masters... excellent....
While I like a good part of that group there are some of them I'm not too wild about overall so what you're seeing now is who is going to show in the setting.
World of Freedom Setting 3E

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

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Roulette

Post by Tattooedman » Sat Nov 23, 2013 10:40 am

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Roulette:
PL:
11
Strength 2
Stamina 2
Agility 4
Dexterity 4
Fighting 6
Intellect 4
Awareness 5
Presence 5

Skills: Deception 9 (+14), Expertise [Computers] 12 (+16), Expertise [Criminal] 12 (+16), Insight 9 (+14), Intimidation 5 (+10), Perception 8 (+13), Persuasion 8 (+13), Sleight of Hand 9 (+13), Stealth 9 (+13), Technology 12 (+16)

Advantages: Assessment, Beginner's Luck, Benefit 2 [Cipher 2], Benefit 4 [Wealth x4 (Multi-Millionaire)], Close Attack 8, Connected, Daze [Deception], Defensive Roll 5, Equipment 5, Evasion, Improved Initiative, Inspire 3, Minions 9 [House Employees], Minions 9 [4 Spheres (PL 6)], Ranged Combat 8, Redirect, Set-Up, Uncanny Dodge, Well-Informed

Powers: Stolen & Copied Gear: Variable 8 [40 pt. pool] (Extras: Free Action, Increased Duration [Continuous])
~Sample Gear:
Paragon's VED Pistols: (Removable –8 pts) [32 pp]
Energy Discharge: Ranged Damage 12 (Extra: Penetrating); (Feat: Improved Critical 3)
-Pulse Discharge: Ranged Damage 12 (Extra: Multiattack); (Feat: Improved Critical 3)

Paragon's Nightstick: (Removable –2 pt) [8 pp]
Omnium Steel Shell: Strength-Based Damage 6 (Feat: Improved Critical 3, Improved Sunder)

Blackbird's Gauntlets: Removable (-5 pts) [21 pp]
Net: Ranged Affliction 8 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Strength] (Extras: Area [Burst], Extra Condition); (Flaw: Limited Degree)
-Blade Launcher: Ranged Damage 8 (Extra: Multiattack)
-Claws: Strength-Based Damage 3 (Feat: Improved Critical 2)

Foxbat's Bouncer Bombs: Ranged Damage 10 (Extra: Area [Burst]); (Feat: Ricochet 4)

Black Bow's Custom Bow and Trick Arrows: (Easily Removable -16 pts) [24 pp]
Sleeping Gas Arrow: Ranged Affliction 8 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extras: Area [Cloud], Cumulative)
-Broadhead Arrows: Ranged Damage 8 (Extra: Multiattack)
-Acid Arrow: Ranged Weaken Toughness 8 (Extra: Affects Objects)
-Cable Arrow: Movement 1 [Swinging]
-Explosive Arrow: Ranged Damage 8 (Extra: Area [Burst])

Red Death's Gas Guns: (Removable –7 pts) [28 pp]
Wide Dispersal Nozzle Sickening Gas: Affliction 10 [Impaired, Disabled, Incapacitated; resisted by Fortitude] (Extras: Area [Cloud], Cumulative)
-Wide Dispersal Nozzle Choking Gas: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extras: Area [Cloud], Cumulative)
-Wide Dispersal Nozzle Paralytic Gas: Affliction 10 [Hindered/Immobile/Paralyzed; resisted by Fortitude] (Extras: Area [Cloud], Cumulative)
-Poison Gas Bomb: Ranged Affliction 8 [Impaired, Disabled, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Choking Gas Bomb: Ranged Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Paralytic Gas Bomb: Ranged Affliction 8 [Hindered, Immobile, Paralyzed; resisted by Fortitude] (Extra: Cumulative)

Samhain's Bag of Tricks: (Easily Removable -16 pts) [27 pp]
Spider‘s Silk Bombs: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized, Paralyzed; resisted by Dodge/Strength] (Extra: Cumulative, Extra Condition)
-Gas Ghosts: Ranged Affliction 10 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extra: Cumulative)
-Gas Goblins: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Pumpkin Bombs: Ranged Damage 10 (Extra: Area [Burst])

Scorpia's Stinger Gloves: (Removable –6 pts) [25 pp]
Poisoned Blades I: Strength-Based Damage 4 (Extra: Penetrating 8.); (Feat: Improved Critical 2) & Affliction 8 [Fatigued, Exhausted, Incapacitated; resisted by Fortitude] (Extra: Cumulative); (Feat: Subtle 2)
-Poisoned Blades II: Strength-Based Damage 4 (Extra: Penetrating 8.); (Power Feat: Improved Critical 2) & Affliction 8 [Hindered, Immobilized, Paralyzed; resisted by Fortitude] (Extra: Cumulative); (Feat: Subtle 2)

Soundwave's Sonic Disruption Pistol: (Easily Removable –14 pts) [21 pp]
Setting 1: Damage 10 (Extra: Area [Line], Penetrating)
-Setting 2: Damage 10 (Extra: Area [Cone])
-Setting 3: Affliction 10 [Hearing Impaired, Hearing Disabled, Hearing Unaware; resisted by Dodge/Fortitude] (Extra: Area [Targeted Cone])
-Setting 4: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Dodge/Fortitude] (Extra: Area [Targeted Cone])
-Setting 5: Affliction 10 [Hindered, Immobile, Paralyzed; resisted by Dodge/Fortitude] (Extra: Area [Targeted Cone])
-Setting 6: Ranged Weaken Toughness 10 (Extra: Affects Objects); (Flaws: Limited [Objects Only], Unreliable)

Soundwave's Sonic Grenades: (Easily Removable –24 pts) [39 pp]
Disruption Grenade: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Dodge/Fortitude] (Extra: Area [Burst]) & Ranged Damage 10 (Extra: Area [Burst])
-Noise Maker Mark I: Audio Concealment 2 [all audio senses] (Extras: Area [Burst], Attack) & Ranged Damage 5 (Extra: Area [Burst])
-Noise Maker Mark II: Ranged Affliction 10 [Hearing Impaired, Hearing Disabled, Hearing Unaware; resisted by Dodge/Fortitude] (Extra: Area [Burst])
-Radio Wave Disruptor: Nullify 10 [radio/TV signals] (Extras: Area [Burst] 2, Continuous Duration)

Whiplash's Cyber-Whip: (Removable –4 pts) [17 pp]
Wrap Up Targets: Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Degree); (Flaw: Limited Degree)
-Omnium Steel Tip: Strength-Based Damage 5 (Extra: Penetrating 10); (Feats: Improved Critical 2, Improved Trip, Reach 2)


Offense: Initiative +8
Melee Attack +14
Ranged Attack +12

Defense: Dodge +13
Parry +13
Toughness +7*/+2 [*Defensive Roll]
Fortitude +7
Will +12

Equipment: Headquarters [The House (25 ep); Size: Gargantuan; Toughness 14] Features: Combat Simulator, Communicaitons, Computer, Concealed 4 [DC 25], Defense System, Fire Prevention System, Holding Cells, Infirmary, Laboratory, Living Space, Personnel, Power System, Security System 2 [DC 25], Workshop


Costs: Abilities 64+ Skills 31+ Advantages 63+ Powers 80+ Defenses 28= 266 pts.


Real Name: Unknown
Height: 5'7"
Weight: Unknown
Hair: Red
Eye Color: Green


Complications:
The House Always Wins: Roulette is driven by competition and determined to always end up on the winning side, usually by making sure she's the one setting up the battles before they happen.

Worldwide Audience: Nearly every battle arranged by Roulettle is broadcast to a large audience of criminals and villains, all of which are wagering on the outcomes, making Roulette's victories and her defeats known to everyone.


Background: The early years of the woman who calls herself Roulette are a mystery, which is just how she wants it. At some point she became part of the the Sin Factory, an underworld casino operated by Jackie and Johnny Deuce, and was placed in charge of what she calls the House - which is little more than gladiatorial styled fights between metahumans. For several years the fighters were members of the criminal underworld but a few years ago Roulette realized that many members of the criminal community would be interested in seeing members of the super heroic community fight one another. Thus began Roulette's M.O. of kidnapping various heroes and forcing them into fighting for her, and her patron's, enjoyment which built both her profits as well as her profile within the super heroic community.

Despite the efforts of many, including the Raven and Foreshadow, Roulette has yet to be made accountable for her crimes. This is due to the secret backers of the Sin Factory, the Brimstone House, a collection a mages who have connections in all levels of law enforcement that they use to protect the Sin Factory combined with various levels of security and protection (both mystical and mundane). Roulette is unaware of the Brimstone House's influence and control over her employers but in all honesty she wouldn't care as long as she was given the same free reign she enjoys as the head of the House.

Recently Roulette was approached by Brother Blood, one of the teachers at the Shadow Academy, with an offer of helping him test the members of the Albrigth project against certain students of his. Of course he paid Roulette for capturing the Albrighters and supplying the place for the fights he had in mind but Diamond, Epitaph, Light Weaver, Sundial and Rebound proved to be more skilled and resourceful than Brother Blood had expected as each of them not only beat their chosen opponents they managed to free the other teen aged metahumans Roulette had captured as a 'test run'. Together those three, Vulcan, Kyle and Cougar, and a girl who had been working for her, Chelsea, the Albrighters fought a larger force of Brother Blood's students to almost a standstill which forced Brother Blood to take his people amd flee from the area.

Before Roulette could release the Albright kids, and their freed allies, as was her plan since she had no interest in keeping them any longer given they'd served her purpose, Chelsea activated the escape plan she'd been working on during the fight which returned all of them back to the Arcadian Academy where the Albrighters had been taken from hours before.

If Roulette plans to regain custody of Chelsea isn't known but if she does it is almost a sure bet that there will some kind of profit for the House involved.
Spheres:
PL:
9
Strength -4
Stamina --
Agility 0
Dexterity 0
Fighting 0
Intellect --
Awareness 0
Presence --

Skills: Ranged Combat [Weapon Systems] 12 (+12), Stealth 0 (+12)

Advantages:

Powers: Built-In Computer: Feature 1 [Computer Database]
Cloaking System: Concealment 10 (Flaw: Limited [Machines Only])
Tiny Machine:
Immunity 30 [Fortitude Effects]
Protection 8
Shrinking 12 (Extra: Permanent); (Feat: Innate)
Micro-Jets: Flight 6
Weapons Systems:
Knockout Gas: Affliction 6 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extra: Area [Cloud])
-Holographic Projector: Illusion 4 [audio & visual]
-Magnesium Flare: Ranged Visual Affliction 6 [Impaired, Disabled, Unaware; resisted by Fortitude]
-Smoke Gas: Visual Concealment 4 [all visual] (Extras: Area [Cloud], Attack)
Transport Beam: Teleport X (Extras: Accurate, Attack); (Feat: Increased Mass 5 [1600 lbs])

Offense: Initiative +0
Melee Attack +0
Ranged Attack +0 // Weapons Systems Attack +12

Defense: Dodge +11
Parry +8
Toughness +8
Fortitude N/A
Will N/A


Costs: Abilities -32+ Skills 6+ Advantages 0+ Powers 106+ Defenses 7= 87 pts.
Last edited by Tattooedman on Fri Dec 06, 2013 9:28 am, edited 1 time in total.
World of Freedom Setting 3E

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

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Elkarion's Gloves

Post by Tattooedman » Sat Nov 23, 2013 11:33 am

Elkarion's Gloves:
A pair of gloves crafted from a supple and fine leather and coverd tastefully with studs made of gold. They are long, covering the wearer's entire forearm and always seem to match whatever clothing the wearing has on at the moment as well as never leave any kind of mark on anything they touch.


Image


Elkarion's Gloves: (Removable -9 pts) [37 pp]
Artifact: Feature 1 [Indestructible]
Always Fashionable: Feature 1 [Match the outfit of wearer]
Aura Of Normalcy:
Concealment 2 [all magical senses]
Feature 1 [Normal Touch]
Palms Of Holding: Dimensional Pocket 4
Cat's Grace:
Enhanced Agility 4
Enhanced Dexterity 4
Enhanced Skills 6 [Acrobatics +6, Stealth +6, Technology +6 (Security Checks Only)]
Enhanced Advantages 3 [Agile Feint, Evasion 2]
Enhanced Dodge 2
Enhanced Parry 2
Movement 1 [Safe Fall] (Flaw: Limited [Only when near a surface])
Phantom Touch: Movement 3 [Permeate 3]
World of Freedom Setting 3E

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

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Flayer

Post by Tattooedman » Sat Nov 23, 2013 11:35 am

Flayer:
A long whip that looks to be fashioned from the skin of large snake, Flayer is constructed of one solid piece (compared to normal whips that have several pieces used in their in their assembly). It's snake-skin pattern appears to be of some kind of constrictor but its pattern doesn't match any known species.

Image

Flayer: (Easily Removable -10 pts) [17 pp]
Artifact Weapon: Feature 1 [Indestructible]
Snake's Charms:
Enhanced Advantages 2 [Evasion 2]
Senses 1 [Olfactory (Acute)]
Snake's Sting: Ranged Damage 10 (Feat: Accurate)
-Snake Tounge Barb: Strength-Based Damage 3 (Feats: Improved Critical 2, Improved Trip, Reach 5)
-Whip Wrap: Ranged Affliction 10 [Hindered & Impaired, Defenseless & Disabled; resisted by Dodge/Strength] (Extra: Cumulative); (Flaw: Limited Degree)
World of Freedom Setting 3E

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

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Coral Bite

Post by Tattooedman » Sat Nov 23, 2013 11:36 am

Coral Bite:
Thought to be made before Atlantis sunk beneath the sea, Coral Bite was the weapon of one of it's greatest warriors, said to be blessed by the god of the seas to allow the warrior to fight equally well in the water as well on dry land and protect him against this foes attacks. It's been lost for centuries following the sinking of Atlantis and is considered to be a holy item in Atlantis.

Image

Coral Bite: (Easily Removable -14 pts) [22 pp]
Artifact Weapon: Feature 1 [Indestructible]
Blessing Of The 7 Seas:
Enhanced Skills 4 [Athletics +6, Expertise (Survival) +6]
Enhanced Advantages 2 [Diehard, Great Endurance]
Immunity 3 [Environmental Cold, Pressure, Suffocation (Drowning)]
Movement 1 [Environmental Adaptation (Underwater)]
Coral Armor:
Protection 4 (Extra: Impervious 10)
Parliament Of The Sea: Comprehend 2 [speak & understand animals] (Flaw: Limited [sea animals only])
Scion Of The Sea's Children: Enhanced Pressence 4
World of Freedom Setting 3E

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

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Desert Wind

Post by Tattooedman » Sat Nov 23, 2013 11:37 am

Desert Wind:
Crafted of steel, ivory and polished gold, Desert Wind is a graceful looking weapon whose hilt is set with brilliant blue sapphires and fire red rubies. It's looks often fool those that don't know how to truely judge a weapon and those that actually handle Desert Wind reveal the blade's perfect balance and keen edge as well as a grip that will not slip once in hand even if slickened with sweat or blood.


Image

Desert Wind: (Easily Removable -20 pts) [30 pp]
Artifact Weapon: Feature 1 [Indestructible]
Blessing of the Desert:
Enhanced Dexterity 6
Enhanced Advantages 2 [Improved Initiative, Quick Draw]
Immunity 2 [Environmental Cold, Environmental Heat]
Fiery Slash: Ranged Damage 10 (Extra: Penetrating)
-Deadly Sands Of The Desert: Ranged Weaken Toughness 8 (Extra: Affects Objects) & Ranged Damage 8
-Fire Tempered Edge: Strength-Based Damage 6 (Extra: Penetrating 10); (Feats: Improved Critical 3, Improved Smash)
-Howling Winds: Move Object 10 (Flaw: Limited [Away Only])
World of Freedom Setting 3E

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

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Re: World of Freedom: FC Builds, Magical Items

Post by Shock » Sat Nov 23, 2013 3:17 pm

No wonder Nightstrike was kicking my ass. He's PL10 and has 50pp on me.

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