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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Re: World of Freedom: FC Builds, Magical Items

Post by Arkrite » Sun Nov 24, 2013 2:26 am

At least you had backup ;~)

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Re: World of Freedom: FC Builds, Magical Items

Post by Tattooedman » Sun Nov 24, 2013 3:55 am

Shock wrote:No wonder Nightstrike was kicking my ass. He's PL10 and has 50pp on me.
Arkrite wrote:At least you had backup ;~)
Exactly. There's a reason I didn't use him in Melissa's solo fight. :wink:
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Mantas

Post by Tattooedman » Sun Nov 24, 2013 4:06 am

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Mantas:
PL:
5
Strength 2
Stamina 2
Agility 1
Dexterity 1
Fighting 2
Intellect 0
Awareness 0
Presence 0

Skills: Athletics 3 (+5), Expertise [Criminal] 3 (+3), Expertise [Nautical] 3 (+3), Insight 3 (+3), Perception 3 (+3), Ranged Combat [Spear Gun] 3 (+4), Stealth 3 (+4), Vehicles [Sea] 4 (+5)

Advantages: Close Attack 3, Equipment 3, Teamwork

Powers: Dive Suit (Removable -2 pts) [10 pp]
Environmental Seals: Immunity 3 [Environmental Cold, Pressure, Suffocation (Drowning)]
Armored Mesh: Protection 3
Sensors: Senses 3 [Darkvision, Low-Light Vision]
Turbines: Swimming 3

Offense: Initiative +1
Melee Attack +5
Ranged Attack +1 // Spear Gun Attack +4

Defense: Dodge +5
Parry +5
Toughness +5*/+2 [*Dive Suit]
Fortitude +4
Will +3

Equipment: Diving Knife [Strength-Based Damage 1; Improved Critical] (2 ep)
Communicator (1 ep)
Spear Gun [Ranged Damage 4] (8 ep)


Costs: Abilities 16+ Skills 10+ Advantages 7+ Powers 10+ Defenses 12= 55 pts.

Nothing to fancy here really, this is just the 3E version of Devil Ray's crew but I've had this on my PC forever now. So I figured I might as well post them just to clear out space.
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Re: World of Freedom: Icon Builds

Post by Spectrum » Sun Nov 24, 2013 12:51 pm

Tattooedman wrote:
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?
The answer is yes, always yes.

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Re: World of Freedom: FC Builds, Magical Items

Post by EnigmaticOne » Sun Nov 24, 2013 3:43 pm

Spectrum wrote:
Tattooedman wrote:
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?
The answer is yes, always yes.
The issue is more of a mechanics one - you might as well go the Adventure! route and have a 6th rank that = Richer than Midas. Undefined super-wealth.
Impeach the peach!

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Re: World of Freedom: FC Builds, Magical Items

Post by catsi563 » Sun Nov 24, 2013 4:17 pm

theoretically you can have a single rank benefit Wealth (defined as Richer then Midas, fabulously wealthy, wealth of the world)

in lack of an actual money system a single rank basically entails that you have all the money you'll ever need for your crime fighting/Criminal empire.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: World of Freedom: FC Builds, Magical Items

Post by Tattooedman » Mon Nov 25, 2013 5:07 pm

True on that count EO & catsi.

I've never really gotten super involved when it comes to wealth checks with the PCs unless they're really going out there with something - like one time a PC whose background had him barely getting by when it came to money tried to buy a new RV.

To me that Benefit is more of a 'character driven' style advantage, it says something about the PC that could possibly be used in the game as part of a interlude or sub-plot for the character.

In other news I finished the last of the Icon Builds; so if you want to check out that take on the Fantastic Four here's a link to the starting post of those.
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Vulcan

Post by Tattooedman » Mon Nov 25, 2013 8:51 pm

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

Skills: Athletics 4 (+6), Deception 4 (+5), Expertise [Streetwise] 4 (+5), Insight 5 (+7), Intimidation 5 (+6), Perception 5 (+7), Stealth 6 (+8.)

Advantages: Improved Initiative, Luck 2, Power Attack

Powers: Vulcan Metavirus: (Move Action -1 pt)
Encyclopedia Vulcanis: Feature 2 [A.I. & Database]
Combat Programs:
Enhanced Dodge 4
Enhanced Parry 4
Enhanced Advantages 10 [Close Attack 4, Ranged Attack 6]
Host Protective Shell:
Immunity 10 [Fire/Heat Effects]
Protection 5 (Flaw: Noticable)
Sensory Enhancements: Senses 3 [Infravision (Tracking 2)]
Fire Manipulation:
Flame Aura: Damage 4 (Extras: Penetrating, Reaction)
Fire Bolt: Ranged Damage 10 (Extra: Penetrating)
-Boost Flame Aura: Damage 4 (Extras: Penetrating, Reaction)

Monomolecular Sword: (Easily Removable -10 pts) [12 pp]
Monomolecular Blade: Strength-Based Damage 6 (Extra: Penetrating 8.); (Feats: Feature [Micro Storage], Improved Critical 3, Improved Smash, Quick Draw)

Offense: Initiative +6
Melee Attack +8
Ranged Damage +8

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


Costs: Abilities 34+ Skills 11+ Advantages 4+ Powers 83+ Defenses 13= 145 pts.


Real Name: Peter Morton
Height: 5'10" (6' when powered up)
Weight: 143 lbs (197 lbs when powered up)
Hair: Dark Blonde (Black when powered up)
Eye Color: Brown (Red when powered up)


Complications:
Guilt: Vulcan feels that it is his fault that his girlfriend died several months ago during a fight he had with a group of alien bounty hunters who were trying to take the alien Metavirus from him.

Hunted: Vulcan gained his powers from bonding with an alien Metavirus, there are several alien beings that would like to get possession of it and have sent agents to collect it for them.

Motivation ~Responsibility: Vulcan feels that he needs to use his powers to help others, normally by protecting them from criminals.

Secret Identity: Vulcan's identity as Peter Morton isn't public knowledge.


Background: The full history of the Vulcan Metavirus isn’t known, even to it’s current user – Peter Morton, but none the less it has existed for several centuries. That has been confirmed by Mentor, as it is mentioned several times in the Knight’s Guidebook (a historical journal that has been maintained by the Star Knights since their founding). Some times the Metavirus was used by someone for criminal intensions, other times the user was of better moral and tried to use the Metavirus as a tool for good. Regardless the longer a user possessed the Metavirus the more powerful it, and as a result the user, became.

The last user of the Metavirus had been a member of the Lor Mentat who acted as a champion for good using a combination of his impressive mental abilities and the flame manipulating abilities granted by the Metavirus. Eventually his enemies joined forces against him, setting a trap that he fell into but managed to escape despite the serious injuries he’d suffered. Not wanting to lose the upper hand they’d worked so hard to gain, the criminals number ones chased after the Mentat. Even braving the wormhole he’d triggered to enhance his chances of escape, only to find themselves in orbit above Earth and closing in fast on their quarry as he steered his ship towards planetside.

Teenager Peter Morton watched what looked like three falling stars streak across the night sky, thrilled to see such an event until he realized that the lead star was going to crash just a few blocks away in Central Park. Not wasting any time, Peter ran the whole way there despite the ominous rumblings of the ‘star’ hitting the ground. Following the trail of destruction Peter quickly realized that it hadn’t been a fallen star that had came crashing down but a starship.

What surprised him more was when he heard a voice in his head directing him to enter the craft, telling him what the key code was to open the hatch and explaining that the ship’s only occupant would soon die and that he had something that he needed to pass on to someone worthy and that Peter’s memories showed him to be of the kind of character the alien was looking for. Despite part of his mind telling him to run like hell, Peter instead took the alien’s offered hand and felt a burning sensation run up his arm then spread all over his body in the blink of an eye. The alien mentalist then told Peter that he’d best get moving as he’d activated an auto-destruct sequence that would ruin the remains of his ship so that none of it could be misused by those on this planet who would be interested in getting a hold of alien technology. Between that revelation and the approaching sounds of sirens, Peter ran for all he was worth all the way home.

That night Peter watched the news to see what authorities had learned about the crash only to find out that they thought it was some kind of space debris that had finally came back to Earth thanks to a decaying orbit. Thinking over the events as he recalled them, Peter again experiences a burning sensation but this time it is across his entire body and the next thing he realizes that his body is now red in color and much stronger and more durable.

It's at this point that Pandora, the A.I. of the Metavirus, fully activates and introduces itself to Peter, at first freaking him out but carefully explains what has happened to him as well as what he is now capable of doing since he accepted the Metavirus into him. Deciding to use his newly gained powers as a super hero, Peter ventured out into the streets of his neighborhood and began using the flame-based powers he now possessed to dispense a bit of justice.

Just as Peter was beginning to get comfortable with his powers was when alien mercenaries hired by the Octoboss, one of the previous host’s enemies, to collect the Metavirus finally had located it. Of course this meant that they were forced to deal with the Metavirus’ new host but they were confident that they could handle the Earther who barely understood what he possessed.

How wrong they were.

Thanks to a built-in ‘instruction manual’ in the Encyclopedia Vulcanis, Peter almost immediately understood the applications of his newly gained powers. What he really lacked was experience and practice as the collateral damages done during that skirmish were high – as buildings were damaged as well as the people in and around them. Unfortunately this included Peter’s girlfriend Grace, who was crushed in the damage done to her parent’s apartment building, though he only learned of her death after he’d defeated the alien mercenaries and sent them packing.

As a result of that Peter spent the following months practicing with his powers, developing the actual skill needed to use them both properly and safely so that he’d not cause the death of anyone else due to his own lack of ability again. And it was only after he was satisfied with his level of skill did Vulcan return to crime fighting. But his return was noticed by the criminal fight arranger Roulette and she chose Vulcan to become part of the House’s newest ventures – young hero fights.

Vulcan spent weeks held prisoner after being captured and was forced to fight several members of the Shadow Academy for the enjoyment of Roulette’s patrons. It wasn’t until the members of the Albright Institute were given similar treatment by Roulette and affected an escape that Vulcan had a chance to escape as well as the Albrighters freed him and the other teen heroes who had been captured before them.

Together they fought against the whole of the Shadow Academy that had been brought to the House and managed a victory despite being outnumbered and once the Albright teens had managed to get them all out of the House’s holding/fighting arena, Vulcan returned home and has continued his efforts against crime. Though lately he's begun to be attacked more and more alien mercenaries that have been sent after him to take the Metavirus from him.
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Deadlock

Post by Tattooedman » Thu Dec 12, 2013 6:35 am

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Deadlock:
PL:
10
Strength 3
Stamina 6
Agility 6
Dexterity 4
Fighting 8
Intellect 0
Awareness 2
Presence 0

Skills: Acrobatics 3 (+9), Athletics 6 (+9), Expertise [Criminal] 7 (+7), Insight 8 (+10), Intimidation 10 (+10), Perception 8 (+10), Stealth 9 (+15)

Advantages: All-Out Attack, Benefit [Membership (Crime Union)], Close Attack 4, Defensive Roll 2, Follow-Up Strike, Hide In Plain Sight, Improved Critical [Claws], Improved Disarm, Improved Initiative, Power Attack

Powers: Claws: Strength-Based Slashing Damage 5 (Feats: Improved Critical 3, Improved Smash) [Dynamic]
-Climbing Claws: Movement 2 [Wall-Crawling 2] [Dynamic]
Paralyzing Poison: Affliction 10 [Dazed, Stunned, Paralyzed; resisted by Fortitude] (Extra: Cumulative)
-Sickening Poison: Weaken Fortitude 8 (Feat: Slow Fade 2 [10 rounds])
Stalker Field: Concealment 4 [all visual]

Offense: Initiative +8
Melee Attack +12
Ranged Attack +4

Defense: Dodge +10
Parry +12
Toughness +8*/+6 [*Defensive Roll]
Fortitude +9
Will +11


Costs: Abilities 58+ Skills 17+ Advantages 14+ Powers 40+ Defenses 22= 151 pts.


Real Name: Edward “Eddie” Voss
Height: 6'
Weight: 189 lbs
Hair: Black
Eye Color: Hazel


Complications:
Enemy: Shade.

Motivation ~Thrills: Deadlock loves the rush he gets committing crimes.

Temper: Sometimes Deadlock’s anger gets the best of him.


Background: Another of the many victims of the Silver Storm, Eddie Voss developed a predatory instinct and powers to match; claws, a 'stalker field’ that renders him invisible and the ability to produce a couple of different poisons that either weaken his victims or causes their motor function to lock up.

Like so many of the others affected by the Silver Storm that day, Eddie began going wild on Yellow Brick Row until the few local heroes of Emerald City and the rare Stormers who were able to keep control of themselves helped to get the situation under control along with ECPD. In Eddie’s case he fought against Shade and lost but he quickly recovered and unlike many of the other Stormers managed to get away in all the confusion.

A few days later he was soon approached by Erudite with an offer of joining the Crime Union, an offer Eddie accepted without hesitation realizing that he would be better off working with a large group until he could figure things out for himself. Eddie was soon introduced to the Professor and given some combat training to supplement his newly gained powers and soon he was given the name of Deadlock by Erudite and sent off on his first job where he once again ran afoul of Shade, setting the stage for Deadlock to become one of the hero’s growing number of regular foes.
Last edited by Tattooedman on Wed Apr 09, 2014 3:23 pm, edited 1 time in total.
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Fourplay

Post by Tattooedman » Thu Dec 12, 2013 6:37 am

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Fourplay:
PL:
10
Strength 10
Stamina 10
Agility 2
Dexterity 2
Fighting 8
Intellect 0
Awareness 1
Presence 0

Skills: Expertise [Criminal] 6 (+6), Insight 6 (+7), Intimidation 9 (+9), Perception 6 (+7), Stealth 6 (+8)

Advantages: All-Out Attack, Benefit [Membership (Crime Union)], Chokehold, Close Attack 2, Fast Grab, Improved Grapple, Improved Hold, Improved Initiative, Power Attack, Startle

Powers: Four Arms: Extra Limbs 2 (Feats: Benefit [Ambidexterity], Innate)
Superhumanly Tough:
Immunity 5 [All Environmental Conditions]
Impervious Protection 10

Feats Of Super Strength:
-Groundstrike: Damage 10 (Extra: Area [Line]); (Flaw: Limited [Targets must be on the ground])
-Shockwave: Affliction 10 [Dazed & Vulnerable, Stunned & Prone; resisted by Dodge/Fortitude] (Extras: Area [Burst], Extra Condition); (Flaw: Limited [Targets must be on the ground])

Offense: Initiative +6
Melee Attack +10
Ranged Attack +2

Defense: Dodge +8
Parry +8
Toughness +10* [*Impervious]
Fortitude +12
Will +8


Costs: Abilities 66+ Skills 11+ Advantages 11+ Powers 20+ Defenses 15= 123 pts.


Real Name: Mary Delk
Height: 5’9”
Weight: 187 lbs
Hair: Brown
Eye Color: Green


Complications:
Arrogance: Fourplay's gaining her powers have made her overly confident which can be exploited.

Inferiority Complex: Being picked on all her life has left Fourplay insecure (which she normally hides pretty well behind her arrogance), attempts to use Deception/Taunt against her gain a +2 circumstance bonus.


Background: Shy and quiet Mary Delk found herself thrown into the life of metahumanity thanks to the Silver Storm – she was turned into a four-armed amazon with an impressive amount of clearly superhuman strength as well as resistance to injury and a serious axe to grind with the society that had ridiculed her.

Another one of the Stormers recruited into the Crime Union by Erudite, Fourplay is just really starting to get a real understanding of the different ways she can use her strength beside simply punching thing until they’re broke or can’t get back up.
Last edited by Tattooedman on Wed Apr 09, 2014 3:27 pm, edited 1 time in total.
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Blacklash

Post by Tattooedman » Thu Dec 12, 2013 6:39 am

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Blacklash:
PL:
10
Strength 3
Stamina 5
Agility 6
Dexterity 4
Fighting 8
Intellect 0
Awareness 3
Presence 1

Skills: Acrobatics 6 (+12), Athletics 4 (+7), Close Combat [Shadow Strike] 2 (+10), Deception 8 (+9), Insight 6 (+9), Perception 6 (+9), Ranged Combat [Shadow Tendrils] 5 (+10), Sleight of Hand 7 (+11), Stealth 6 (+12)

Advantages: Agile Feint, Assessment, Benefit [Membership (Crime Union)], Defensive Roll, Equipment, Evasion, Fast Grab, Follow-Up Strike, Grabbing Finesse, Hide In Plain Sight, Improved Critical [Shadow Strike] 2, Improved Initiative, Move-By Action, Power Attack, Ranged Attack 2, Takedown 2, Uncanny Dodge

Powers: Shadow Tendrils: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized, Incapacitated; resisted by Dodge/Damage] (Extra: Progressive, Extra Condition)
-Shadow Jump: Teleport 5 (Extra: Accurate); (Feats: Change Direction, Increased Mass 3 [400 lbs])
-Shadow Lash: Darkness Energy Damage 10 (Extra: Penetrating); (Feat: Reach 6)
Used To The Dark: Senses 2 [Darkvision]

Offense: Initiative +10
Melee Attack +8 // Shadow Strike Attack +10
Ranged Attack +5 // Shadow Tendrils Attack +10

Defense: Dodge +12
Parry +12
Toughness +8*/+7/+5 [*Costume & Defensive Roll/**Costume]
Fortitude +8
Will +9

Equipment: Costume [Protection 3; Subtle]


Costs: Abilities 60+ Skills 18+ Advantages 21+ Powers 54+ Defenses 21= 174 pts.


Real Name: Carl Conrad
Height: 5’11”
Weight: 153 lbs
Hair: Brown
Eye Color: Brown


Complications:
Motivation ~Profit: Blacklash just wants to pull off a good scores, the kind where he can take off a couple of months and relax and not worry about paying his bills.


Background: Carl Conrad knew from an early age that he was some kind of low-level metahuman, from the age of thirteen he was able to see no matter how dark it was. But it wasn’t until he was eighteen that the rest of his powers, creating tentacles of a shadowy energy and teleporting through a place of total darkness, finally manifested.

Deciding to use his powers to make his life easier Carl had little trouble becoming a super-crook. Despite a hit and miss record, Carl has yet to see the inside of a super prison of any kind but he knows that it’s mostly thanks to his own careful nature and his ability to teleport away when things start to go against him.
Last edited by Tattooedman on Wed Apr 09, 2014 2:51 pm, edited 1 time in total.
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Hammerstein

Post by Tattooedman » Fri Dec 13, 2013 10:30 am

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Hammerstein:
PL:
10
Strength 13
Stamina 10
Agility 2
Dexterity 2
Fighting 5
Intellect 0
Awareness 1
Presence 1

Skills: Athletics 3 (+16), Close Combat [Unarmed] 2 (+9), Expertise [Construction] 6 (+6), Expertise [Survival] 5 (+5), Insight 5 (+6), Intimidation 9 (+10), Perception 6 (+7), Ranged Combat [Throwing] 5 (+7), Stealth 3 (+5)

Advantages: All-Out Attack, Improved Critical [Unarmed] 2, Improved Feint, Improved Initiative, Improvised Weapon, Power Attack, Startle, Throwing Mastery, Weapon Break

Powers: Power Lifting: Enhanced Strength 3 (Flaw: Limited [Lifting Only])
Rockhard Skin:
Immunity 9 [All Environmental Conditions, Critical Hits, Disease, Poison]
Protection 3 (Extra: Impervious 12)

Super Strong Legs: Running 5

Feats Of Super Strength:
-Groundstomp: Force Damage 10 (Extras: Area [Line])
-Shockwave: Affliction 10 [Hindered, Prone; resisted by Dodge] (Extras: Area [Burst]); (Flaws: Limited Degrees, Instant Recovery, Limited [Targets must be on the ground])
-Sonic Slam: Affliction 10 [Dazed, Stunned; resisted by Fortitude] (Extra: Area [Cone]); (Flaw: Limited Degree)
-Thunderclap: Move Object 10 (Extra: Area [Cone]); (Flaws: Range [Close], Limited Direction [away])

Offense: Initiative +6
Melee Attack +5 // Unarmed Attack +7
Ranged Attack +2 // Thrown Object Attack +7

Defense: Dodge +7
Parry +7
Toughness +13* [*Impervious 12]
Fortitude +12
Will +8


Costs: Abilities 68+ Skills 16+ Advantages 10+ Powers 36+ Defenses 16= 146 pts.



Real Name: James "Jimmy" Hasker
Height: 6'3"
Weight: 227 lbs
Hair: Brown (shaved bald)
Eye Color: Blue


Complications:
Hatemonger: Hammerstein hates anyone who isn't white, male, heterosexual and doesn't fit into his very narrow view of a "good Christian". And he'll toss out insults to anyone he fights.

Weakness: Hammerstein takes additional damage from items that have the Holy/Divine descriptor.


Background: Jimmy Hasker was just another one of the disenchanted young adults who was looking for someone to blame for the hardships in his life - he lost his construction job because his boss would rather pay the illegals a cheaper day wage under the table than pay Jimmy what the Mason Union said was a fair wage, he couldn't get public aid to take care of his wife and kids because his unemployment pay put him out of consideration when all those uneducated mongrels who did nothing but sell drugs on the corner, party and have kids somehow managed to be eligible.

Thus Jimmy was a prime candidate for recruiters of the National Vanguard, one of the many growing National Socialism organizations. Within a couple of years Jimmy had developed a reputation as one of the nastiest enforcers for the group, often leading a small group of others to carry out attacks on those deemed to be rivals or threats to the NV. It was through Jimmy's membership in the National Vanguard that he met the disguised Johnny Reb, who worked his demonic wiles upon the younger man and soon had turned him into one of his followers.

At some point Johnny Reb decided that he needed to develop superhuman agents as the growing number of superheroes who could match his power were growing and using his magical knowledge he performed a set of rituals that empowered selected members of his followers. Jimmy was one of the first people chosen for this "honor" and he gained superhuman strength and resistance to injury which he swore to put to use under Johnny Reb's direction as part of the New Knights of the Confederacy.
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Scream

Post by Tattooedman » Fri Dec 13, 2013 10:31 am

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Scream:
PL:
10
Strength 8
Stamina --
Agility 2
Dexterity 2
Fighting 6
Intellect 0
Awareness 1
Presence 0

Skills: Close Combat [Unarmed] 2 (+8), Insight 6 (+7), Intimidation 9 (+9), Perception 6 (+7), Ranged Combat [Sonic Manipulations Array] 6 (+10)

Advantages: Diehard, Improved Critical [Concussive Noise] 2, Power Attack, Ranged Attack 2

Powers: Solid Sound Body:
Feature 1 [Replicate any sound heard]
Immortality 5 [1/day]
Immunity 30 [Fortitude Effects]
Insubstantial 4
-Protection 10
Senses 4 [Ultra-Hearing, Sonar (Accurate Extended Hearing)]

Sonic Manipulations Array:
High Pitch Noise: Affliction 10 [Hindered & Vulnerable, Disabled & Defenseless; resisted by Fortitude] (Extras: Affects Corporeal, Area [Cone] 2, Cumulative, Extra Condition); (Flaw: Limited Degree)
-Concussive Noise: Ranged Damage 10 (Extras: Affects Corporeal, Penetrating)
-Disorienting Noise: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extras: Affects Corporeal, Area [Cone] 2, Cumulative)
-White Noise: Ranged Audio Affliction 10 [Hearing Impaired, Hearing Disabled, Hearing Unaware; resisted by Fortitude] (Extras: Affects Corporeal, Cumulative)
Sonic Propulsion: Flight 6

Offense: Initiative +2
Melee Attack +6 // Unarmed Attack +8
Ranged Attack +4 // Sonic Manipulations Array Attack +10

Defense: Dodge +10
Parry +10
Toughness +10* [*when not using Insubstantial]
Fortitude N/A
Will +6


Costs: Abilities 28+ Skills 11+ Advantages 6+ Powers 131+ Defenses 17= 193 pts.


Real Name: Unknown
Height: 6'5”
Weight: Unknown
Hair: None
Eye Color: None (usually allows holes to form where they should be in his energy body)


Complications:
Disability: Scream has never talked since he first appeared during the Silver Storm, and nobody knows if it is because (ironically) he cannot anymore or if he has simply chosen not to.

Physical Medium Required: Due to his body being comprised entirely of sonic energy, Scream’s body needs a transmission medium (normally this is air or other material or substance that reacts automatically to sound waves) to allow the propagation of the sound waves he forms his body out of. If somehow deprived of that medium then Scream’s body will disperse until he can somehow reform himself.


Background: Thought to be one of dozens of victims of the Silver Storm (as he didn't make his first appearance until after that event), nothing is known about the being who is now known as Scream. He seems to be either unable or unwilling to speak, thus AEGIS and ECPD have been unable to learn anything about his past.

Scream seems to be motivated by greed as mostly he has targeted the usual places that fiscally minded super villains normally go after - banks, jewelry stores and other places where highly valuable items might be sold or kept.
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Omnium Steel

Post by Tattooedman » Tue Dec 17, 2013 12:24 pm

Omnium Steel:

A man-made metal that is a very dense, artificially produced, iron-based alloy that is virtually indestructible, Omnium Steel was invented by the American scientist and retired hero, Ulysses Steele in an effort to create unique alloy of steel that could withstand superhuman forces be they physical (as in superhuman strength) or energy (as in fire, acid, ice, kinetic, electromagnetic forces to name a few). It took him over thirty years to develop a process that was stable enough to meet the criteria as well as finalize that process so that it consistently produced the product in question.

Omnium Steel is created by mixing certain metals held in chemical resins together, the exact composition of those resins were a closely guarded secret for several years at Steele Omnitech until the Foundry finally managed to steal the formula in the 1990s (which has resulted in groups like V.I.P.E.R. and Project: Icarus gaining the ability to produce Omnium Steel themselves). When these metals and resins are mixed and kept at a temperature of 1,500 degrees Fahrenheit, the resulting liquid can be cast or worked into a predetermined mold or shape as once liquid Omnium Steel cools and hardens it can never be manipulated again. However, due to the density of Omnium Steel there are few known forces capable of doing that. In its solid form, Omnium Steel is colorless, shiny, and resembles high-grade steel or titanium. Despite its utility in armament and armature Omnium Steel is rarely used due to its inability to be reshaped once made, often times such items are specially made.


Notes & Commements wrote:In game terms, Omnium Steel has certain bonuses when used in certain ways;

When used as a wall/barrier/restraint it has a rank Toughness 20.
When made into a weapon it should possess ranks of the Penetrating Extra and maybe have the Feature [Indestructible].
When made into armor/shield it should possess ranks of the Impervious Extra.
World of Freedom Setting 3E

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

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

Post by Tattooedman » Tue Dec 17, 2013 12:28 pm

Image
Foxfire:
PL:
14
Strength 2
Stamina 2
Agility 4
Dexterity 4
Fighting 2
Intellect 4
Awareness 4
Presence 5

Skills: Close Combat [Unarmed] 10 (+12), Deception 10 (+15), Expertise [Japanese Mythology] 9 (+13), Insight 9 (+13), Intimidation 4 (+9), Perception 10 (+14), Persuasion 7 (+12), Ranged Combat [Gift Of The Fox] 10 (+14), Sleight of Hand 10 (+14), Stealth 10 (+14)

Advantages: Defensive Attack, Evasion, Improved Feint, Improved Initiative, Improved Trick, Improved Taunt, Power Attack, Move-By Action, Taunt, Uncanny Dodge

Powers: Deceiving Spirit:
Illusion 14 [all senses]
Morph 4 [any form]

The Gift Of The Fox:
Comprehend 3 [Languages; Speak, Understand & Understood by all]
Protection 10
Blinding Light: Ranged Visual Affliction 14 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Fortitude] (Extra: Cumulative)
-Lightning: Ranged Damage 14 (Extra: Multiattack)

Possession: Ranged Affliction 14 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Affects Corporeal, Cumulative, Increased Duration 2 [Sustained], Perception) (Feats: Merge with Subject, Subtle 2); (Flaws: Instant Recovery, Limited [Only creatures with Intellect rank 0 or higher], Limited [Cannot access target’s consciousness])

Spirit Form:
Concealment 10 [all senses] (Extra: Increased Duration [Continuous])
Flight 4
Immunity 30 [Fortitude Effects]
Insubstantial 4 [Not versus Magic] (Feat: Innate); (Flaw: Permanent)
Senses 4 [Vision Counters Concealment, Auditory Counters Concealment] (Flaw: Limited [Spirits Only])

Offense: Initiative +8
Melee Attack +2 // Unarmed Attack +12
Ranged Attack +4 // Gift Of The Fox Attack +14

Defense: Dodge +12
Parry +12
Toughness +14
Fortitude +9* (*host body)
Will +11


Costs: Abilities 54+ Skills 33+ Advantages 10+ Powers 304+ Defenses 32= 433 pts.


Real Name: Unknown
Height: Varies
Weight: Varies
Hair: Varies
Eye Color: Varies


Complications:
Trickster: Foxfire is a trickster by nature, given to lying, deception, and manipulation to get others to do what he/she wants. He/She has a difficult time resisting an opportunity for mischief or a good prank, especially against a deserving target.

Word Is Bond: Foxfire will honor the exact letter of any agreement he/she makes, although he/she can (and will) creatively interpret or twist the wording to suit him/her.


Background: The Elysian Forest outside of Emerald City is home to many unusual creatures; some of alien origin or mutated by outside forces, while others are ancient remnants of human myths and legends, known as the Forsaken. One such is the entity called Foxfire is a kitsune-ninko, better known as a possessing-fox-spirit. In his/her natural state, Foxfire is true to his/her namesake: a small fox, seemingly made up of glowing golden light. However, he/she can become invisible and virtually undetectable at will or further conceal his/her appearance with incredibly realistic illusionary magic and shapeshifting.

Many years ago the previous Dragoneye had mystically bound Foxfire, prohibiting the spirit from causing trouble in Emerald City (especially the Eastern District), and forcing him/her to perform one service for him once a year for the rest of his life. The Dragoneye’s recent passing has freed Foxfire from his/her agreement, with many years of plotting trouble for Dragoneye and his people on his/her mind. Although the old mage was no more, his former allies - including the Golden Dragon Society and the alliance of criminals known as the Chamber - still exercised their influence in Emerald City.

So Foxfire possessed a host and adopted an illusionary guise which has allowed him/her to make mischief for the first time in several years. Many of the criminal elements in the Eastern District have faced challenges from the mysterious being known only as “Foxfire” and the city authorities seek to discover his/her identity as well as the motives of the vigilante operating under their very noses.
World of Freedom Setting 3E

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

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