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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Re: World of Freedom: What If?/Amalgam Builds

Post by Tattooedman » Sat Dec 28, 2013 9:37 pm

Kreuzritter wrote:better than my take on him, anyway. I've got some of the other pics from that article if you want them, btw
Honestly I thought your 2e build was pretty close. Its where I got the picture to use.
As for the otherpics that would be cool if you dont mind.
World of Freedom Setting 3E

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

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Re: World of Freedom: What If?/Amalgam Builds

Post by Tattooedman » Sat Dec 28, 2013 9:38 pm

Spectrum wrote:Wow- really cool work on Evil Hulk.

You won't like me when I'm angry.
I was born pissed off.
That sums him up pretty well.
World of Freedom Setting 3E

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

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Cascade

Post by Tattooedman » Mon Dec 30, 2013 8:52 pm

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Cascade:
PL:
10
Strength 1
Stamina 3
Agility 3
Dexterity 2
Fighting 5
Intellect 0
Awareness 2
Presence 1

Skills: Athletics 6 (+7), Deception 8 (+9), Expertise [Marine Biologist] 7 (+7), Expertise [Streetwise] 5 (+5), Insight 6 (+8), Intimidation 7 (+8), Perception 6 (+8), Ranged Combat [Water Attacks] 8 (+10), Stealth 6 (+9)

Advantages: Improved Feint, Improved Initiative, Power Attack, Set-Up, Teamwork

Powers: The Life Aquatic:
Immunity 2 (Drowning, Pressure) [2]
Riding the Waves: Flight 5 (60 mph) (Extras: Affects Others); (Feat: Move-By Action); (Flaws: Platform)
Water Shields:
Enhanced Defense 5
Enhanced Parry 5
Protection 7

Hydrokinesis:
Dehydrate: Ranged Affliction 10 [Fatigued & Impaired, Exhausted & Disabled, Incapacitated; resisted by Fortitude] (Extras: Cumulative, Extra Condition)
-Current Control: Swimming 4 (Extras: Affects Others +0) & Ranged Weaken Swimming 4 (Extras: Area [Shapeable], Selective)
-Drown: Ranged Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area [Shapeable], Cumulative) (Flaws: Distracting, Quirk [Requires Water])
-Hard Water Shapes: Create 10 (Extra: Moveable); (Flaw: Quirk [Requires Water])
-Hard Water Trap: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extras: Area [Burst], Extra Condition) (Flaws: Limited Degree, Quirk [Requires Water])
-Pushing Wave: Affliction 10 [Hindered & Impaired, Prone & Disabled; resisted by Strength/Athletics] (Extras: Area [Shapeable], Extra Condition) (Flaws: Limited Degree, Quirk [Requires Water])
-Tidal Wave: Ranged Damage 10 (Extras: Area [Cone]) (Flaw: Quirk [Requires Water])
-Water Blast: Ranged Damage 10
-Water Control: Move Object 10 (Flaw: Limited [Water Only])
- Whirlpool: Ranged Damage 10 (Extras: Area [Cylindar]) (Flaw: Quirk [Requires Water])

Offense: Initiative +7
Melee Attack +5
Ranged Attack +2 // Hydrokinesis Attack +10

Defense: Dodge +10*/+5 [*Water Shields]
Parry +10*/+5 [*Water Shields]
Toughness +10*/+3 [*Water Shields]
Fortitude +8
Will +10


Costs: Abilities 29+ Skills 21+ Advantages 5+ Powers 74+ Defenses 16= 145 pts.


Real Name: Katherine Andrews
Height: 5’4”
Weight: 118 lbs
Hair: Brown
Eye Color: Brown


Complications:
Motivation ~Protection Of The Environment: T Like the other members of the Force of Nature, Cascade is out to save the environment. But she is willing to use any means necessary; murder, kidnapping and extortion are all acceptable practices to her.


Background: A marine biologist, Katherine Andrews was an environmentalist who attempted to stop the testing of a new type of 'clean' nuclear weapon on a Pacific Island. While it seemed like she was going to stop the testing by protesting on the island he Atomic Brain, who'd been monitoring the test, took over the controls of the testing system and set off the supposed 'clean' nuke. Disintegrated, Kathy somehow survived, becoming a being of living water. Filled with outrage by what happened, and driven slightly mad, she became an environmental terrorist and joined Zero Latitude. It was there that Cascade met Goldfire, Terraformer, Skybreaker, Tundra and Magma and eventually became friends with the five other environmentally-minded metahumans.

They didn’t consider teaming up until one night, a few years later when they were all laying low following individual missions against different targets that had all been stopped by various heroes and they’d begun talking about how if any of the others present had been there things would have gone differently. It was then and there that the four of them realized what they were saying and a week later the Force of Nature made their criminal debut when they attacked land developers in the Amazon to stop them from clearing sections of the rainforest.

Since then the Force of Nature has been all over the world, using their connection in Zero Latitude to travel discreetly to their intended targets and they’ve fought the likes of the Winter Guard, the North Watch, the Crown Guard, and even Tiger Squad (though it was an accidental fight in that regard and FoN barely managed to get away). It’s the Force of Nature’s use of lethal force against non-powered people (both the people working for the companies that the Force of Nature as well as the bystanders who are caught their attacks) that has garnered them the most attention from the likes of AEGIS and the super heroic community. Most of the time the heroes that face the Force of Nature are hard pressed in trying to control the amount of collateral damage FoN inflicts during their attacks instead of directly fighting the members themselves.
World of Freedom Setting 3E

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

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Terraformer

Post by Tattooedman » Mon Dec 30, 2013 8:54 pm

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Terraformer:
PL:
10
Strength 6
Stamina 6
Agility 3
Dexterity 3
Fighting 6
Intellect 0
Awareness 2
Presence 0

Skills: Intimidation 12 (+12), Expertise [Botany] 12 (+12), Ranged Combat [Clorokinesis] 4 (+10)

Advantages: Close Attack 2, Power Attack, Ranged Attack 3, Teamwork

Powers: Plant Stimuloid:
Immunity 6 [Environmental Heat, Drowning, Poison, Sleep, Suffocation]
Comprehend 2 [Speak to & Understand Plants]
Barkskin: Protection 5
Carrier Vines: Flight 3 (Extra: Affects Others); (Flaw: Platform)
Plant Control: Mind Control 4 (Extras: Area [Burst] 2) (Flaws: Close Range, Limited t[Plants only])

Clorokinesis:
Thorny Vine Wrap: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extra: Extra Condition); (Feat: Reversible) & Ranged Damage 5
-Mold Toss: Concealment 2 [Visual] (Extras: Attack, Ranged)
-Multiple Vine Stabs: Ranged Damage 10 (Extras: Multiattack)
-Plant Blast: Ranged Damage 10 (Feats: Split)
-Plant Growth: Create Plants 10 (Extra: Permanent); (Feat: Innate)
-Vines Tear the Earth: Ranged Affliction 8 [Dazed, Prone; resisted by Dodge] (Extras: Area [Line], Extra Condition); (Flaws: Instant Recovery) & Ranged Damage 8 (Extra: Area [Line]); (Flaw: Limited [Only to targets of Affected by 2nd Degree])
-Wild Vine Snare: Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extras: Area [Burst], Extra Condition, Selective); (Feat: Reversible)

Offense: Initiative +3
Melee Attack +8
Ranged Attack +6 // Clorokinesis Attack +10

Defense: Dodge +9
Parry +9
Toughness +11
Fortitude +9
Will +9


Costs: Abilities 52+ Skills 18+ Advantages 7+ Powers 80+ Defenses 19= 176 pts.


Real Name: Gary
Height: 6’
Weight: 144 lbs
Hair: None (though he has green leaves styled in a hair-like style)
Eye Color: Black


Complications:
Involuntary Transformation: Into unmoving plant material if dehydrated.

Motivation ~Protection Of The Environment: Like the other members of the Force of Nature, Terraformer is out to save the environment. But he is willing to use any means necessary; murder, kidnapping and extortion are all acceptable practices to him.

Vulnerable: As a plant-based lifeform, Terraformer suffers additional damage from Fire/Heat based attacks (double damage) and is susceptible to herbicides instead of poisons.


Background: Terraformer is a plant stimuloid that was created by the Plantman, but unlike the others the old villain had made he somehow gained a mind of his own. Terraformer soon found himself on his own (since Plantman was defeated that time by the first Raven and was sent to jail) so he decided to start a life of his own, though mostly he was committing super-crimes because that was all he knew at that point and after several months he became more and more of an individual.

One thing that meant a great deal to Terraformer was how humanity treated the environment; their wasteful and destructive ways were appalling to him and this lead to his joining Zero Latitude. It was there that Terraformer met Cascade, Goldfire, Skybreaker, Tundra and Magma and eventually became friends with the five other environmentally-minded metahumans.

They didn’t consider teaming up until one night, a few years later when they were all laying low following individual missions against different targets that had all been stopped by various heroes and they’d begun talking about how if any of the others present had been there things would have gone differently. It was then and there that the four of them realized what they were saying and a week later the Force of Nature made their criminal debut when they attacked land developers in the Amazon to stop them from clearing sections of the rainforest.

Since then the Force of Nature has been all over the world, using their connection in Zero Latitude to travel discreetly to their intended targets and they’ve fought the likes of the Winter Guard, the North Watch, the Crown Guard, and even Tiger Squad (though it was an accidental fight in that regard and FoN barely managed to get away). It’s the Force of Nature’s use of lethal force against non-powered people (both the people working for the companies that the Force of Nature as well as the bystanders who are caught their attacks) that has garnered them the most attention from the likes of AEGIS and the super heroic community. Most of the time the heroes that face the Force of Nature are hard pressed in trying to control the amount of collateral damage FoN inflicts during their attacks instead of directly fighting the members themselves.
World of Freedom Setting 3E

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

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Goldfire

Post by Tattooedman » Mon Dec 30, 2013 8:54 pm

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Goldfire:
PL:
10
Strength 1
Stamina 3
Agility 4
Dexterity 2
Fighting 6
Intellect 0
Awareness 2
Presence 2

Skills: Acrobatics 3 (+7), Deception 6 (+8), Expertise [Earth Science] 6 (+6), Expertise [Survival] 3 (+3), Insight 6 (+8), Intimidation 6 (+8), Investigation 3 (+3), Perception 3 (+5), Ranged Combat [Pyrokinesis] 8 (+10), Stealth 6 (+10)

Advantages: Daze [Intimidation], Language [Base: Vietnamese; English], Set-Up, Teamwork

Powers: Pyrokinesis:
Fire Blast: Ranged Fire Damage 10 (Extra: Multiattack)
-Fire Bomb: Ranged Fire Damage 10 (Extra: Area [Burst])
-Firewall: Fire Damage 10 (Extra: Area [Cone] 2)
-Flame Sheath: Fire Damage 7 (Extra: Reaction [being touched])
-Flame Thrower: Ranged Fire Damage 10 (Extra: Area [Shapeable])
-Manipulate Ambient Heat & Light: Environment 7 [Extreme Heat, Bright Light] (Extra: Selective)
Fire Shield: Protection 7
Fiery Propulsion: Flight 6 (Feat: Move-By Action)
Fireproof: Immunity 10 [Fire Effects]
Thermal Vision: Senses 1 [Infravision]

Offense: Initiative +4
Melee Attack +6
Ranged Attack +2 // Pyrokinesis Attack +10

Defense: Dodge +10
Parry +8
Toughness +10*/+3 [*Fire Shield]
Fortitude +8
Will +9


Costs: Abilities 40+ Skills 18+ Advantages 4+ Powers 66+ Defenses 20= 148 pts.


Real Name: Min Li Ng
Height: 5’2”
Weight: 106 lbs
Hair: Black
Eye Color: Brown


Complications:
Motivation ~Protection Of The Environment….kind of: Like the other members of the Force of Nature, Goldfire is out to save the environment. But she is willing to use any means necessary; murder, kidnapping and extortion are all acceptable practices to her (though the truth is that she could be swayed to follow another cause if properly convinced as long as she is allowed to have a violent outlet for her powers).


Background: The daughter of an Officer of the South Vietnamese Army, Min Li was accidentally exposure to a napalm explosion which triggered the manifestation of her powers to protect her.

For the next few years Min Li was forced to learn how to use her powers by the Vietnamese military in an effort to create super-soldiers that would be loyal to the government. Instead all they did was teach an angry young girl how to use her powers to hurt others. When members of Zero Latitude came to Vietnam to fight against some developer destroying the habitat of some native animal the Government dispatched Min Li who instead killed her handlers and offered to join Zero Latitude so she could escape Vietnam. She stayed with Zero Latitude as only a few of its members could talk to her (she only spoke Vietnamese at that point) and eventually she became a full member of the group as she proved herself loyal to their efforts. It was as a part of Zero Latitude that Goldfire met Cascade, Terraformer, Skybreaker, Tundra and Magma and eventually became friends with the five other environmentally-minded metahumans.

They didn’t consider teaming up until one night, a few years later when they were all laying low following individual missions against different targets that had all been stopped by various heroes and they’d begun talking about how if any of the others present had been there things would have gone differently. It was then and there that the four of them realized what they were saying and a week later the Force of Nature made their criminal debut when they attacked land developers in the Amazon to stop them from clearing sections of the rainforest.

Since then the Force of Nature has been all over the world, using their connection in Zero Latitude to travel discreetly to their intended targets and they’ve fought the likes of the Winter Guard, the North Watch, the Crown Guard, and even Tiger Squad (though it was an accidental fight in that regard and FoN barely managed to get away). It’s the Force of Nature’s use of lethal force against non-powered people (both the people working for the companies that the Force of Nature as well as the bystanders who are caught their attacks) that has garnered them the most attention from the likes of AEGIS and the super heroic community. Most of the time the heroes that face the Force of Nature are hard pressed in trying to control the amount of collateral damage FoN inflicts during their attacks instead of directly fighting the members themselves.
World of Freedom Setting 3E

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

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Magma

Post by Tattooedman » Mon Dec 30, 2013 8:56 pm

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Magma:
PL:
10
Strength 2
Stamina 2
Agility 3
Dexterity 3
Fighting 6
Intellect 1
Awareness 2
Presence 2

Skills: Acrobatics 3 (+6), Athletics 4 (+6), Deception 6 (+8), Expertise [Criminal] 4 (+6), Expertise [Geology] 4 (+6), Insight 6 (+8), Intimidation 5 (+7), Perception 6 (+8), Persuasion 4 (+6), Ranged Combat [Geokinesis] 6 (+10), Stealth 6 (+9)

Advantages: Improved Aim, Improved Critical [Magma Blast], Improved Initiative, Power Attack, Ranged Attack, Task Focus [Volcanology], Teamwork

Powers: Geothermal Form: (Move Action -1 pt)
Magma Aura: Damage 6 (Extras: Penetrating, Reaction [being touched])
Magma Skin: Protection 6
Surviving Lava: Immunity 11 [Heat Effects, Suffocation (breathe normally in alien atmosphere)]

Geokinesis:
Magma Blast: Ranged Damage 10 (Extra: Penetrating)
-Boost Magma Aura: Damage 5 (Extras: Penetrating, Reaction [being touched])
-Burning Lava: Environment 10 [extreme heat, extreme light] (Extra: Selective)
-Earthquake: Affliction 10 [Hindered, Prone; resisted by Dodge/] (Extra: Area [Burst] 2) (Flaws: Limited Degree, Instant Recovery, Limited [Targets on the ground]) & Damage 10 (Extra: Area [Burst] 2) (Flaw: Limited [Targets on the ground], Limited [Targets suffering the Prone Condition of the Affliction])
-Erupting Volcano: Ranged Damage 10 (Extra: Area [Burst])
-Lava Tunnel: Burrowing 10 (Extra: Penetrating)
-Magma Stream: Damage 8 (Extra: Area [Line] 2); (Feats: Indirect 2)
-Move The Earth: Move Object 10 (Extra: Perception Range) (Flaw: Limited to Earth/Rock)
-Tectonic Shifting: Affliction 10 [Speed Impaired, Speed Disabled; resisted by Dodge/Acrobatics/Agility] (Extras: Area [Burst] 2, Selective); (Flaw: Limited [Targets on the ground])

Offense: Initiative +7
Melee Attack +6
Ranged Attack +4 // Geokinesis Attack +10

Defense: Dodge +10
Parry +10
Toughness +8*/+2 [*Magma Skin]
Fortitude +7
Will +8


Costs: Abilities 42+ Skills 19+ Advantages 7+ Powers 84+ Defenses 22= 174 pts.


Real Name: Heather Anson
Height: 5’4”
Weight: Unknown
Hair: Blonde
Eye Color: Brown


Complications:
Motivation ~Protection Of The Environment: Like the other members of the Force of Nature, Magma is out to save the environment. But she is willing to use any means necessary; murder, kidnapping and extortion are all acceptable practices to her.


Background: During her late teenaged years Heather Anson realized that she didn’t agree with the way that most others wasted the natural resources of the planet and became involved with several environmental groups while in college and she began earning a reputation of being an aggressive protester; getting right up close to those she was picketing and yelling her rhetoric and environmental views at them.

It was during a protest of work being done by ASTRO Labs during the rebuilding of Bay City that this tactic blew up literally in Heather’s face as the machine that was supposed to reroute the flow of lava that had been created by a newly formed volcano during the upheaval of the Wild Strike overloaded and went critical in the span of only a few seconds time. This resulted in Heather getting bombarded her with radioactive silica and magma particles and then being rushed to a nearby hospital for treatment of sever third degree burns all over her body.

But by the time the ambulance carrying her arrived something had happened to Heather on a genetic level due to the radioactive elements she’d been exposed to; her body quickly healed itself and the young woman found herself in possession of the ability to manipulate and control magma as well as the ability to then transform her own flesh and blood into an organic version of magma.

Unfortunately however, Heather’s mind was still in shock over her experience and she went on a small rampage – creating several mini-volcanoes and throwing molten lava around to give vent to the pain she felt. It took the efforts of Crusader, Quantum, and Defender (all newly relocated heroes of Bay City) to stop Heather and get her the medical treatment she needed. Once she’d recovered, Heather changed her major from Sociology to Geology (specializing in Vulcanology – the study of volcanoes) as to better understand her powers. Despite the accident that had happened to her, Heather was now even more determined to make a change for the betterment of the planet and saw her powers as a way she could make even more of a difference.

After graduating from college, Heather embarked on a career as a metahuman eco-terrorist, simply calling herself Magma. In South America she stopped cutting crews from further reducing the amount of trees or while in New York she buried one of Grant Conglomerate’s chemical plants that was secretly dumping toxic waste under a few hundred pounds of molten lava, no location was too far out of her reach. Eventually Heather found a group of like minded metahumans in Zero Latitude, where she would met and befriend Cascade, Terraformer, Skybreaker, Tundra and Goldfire.

They didn’t consider teaming up until one night, a few years later when they were all laying low following individual missions against different targets that had all been stopped by various heroes and they’d begun talking about how if any of the others present had been there things would have gone differently. It was then and there that the four of them realized what they were saying and a week later the Force of Nature made their criminal debut when they attacked land developers in the Amazon to stop them from clearing sections of the rainforest.

Since then the Force of Nature has been all over the world, using their connection in Zero Latitude to travel discreetly to their intended targets and they’ve fought the likes of the Winter Guard, the North Watch, the Crown Guard, and even Tiger Squad (though it was an accidental fight in that regard and FoN barely managed to get away). It’s the Force of Nature’s use of lethal force against non-powered people (both the people working for the companies that the Force of Nature as well as the bystanders who are caught their attacks) that has garnered them the most attention from the likes of AEGIS and the super heroic community. Most of the time the heroes that face the Force of Nature are hard pressed in trying to control the amount of collateral damage FoN inflicts during their attacks instead of directly fighting the members themselves.
World of Freedom Setting 3E

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

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Skybreaker

Post by Tattooedman » Mon Dec 30, 2013 8:57 pm

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Skybreaker:
PL:
10
Strength 2
Stamina 2
Agility 4
Dexterity 4
Fighting 6
Intellect 0
Awareness 2
Presence 1

Skills: Acrobatics 4 (+8), Deception 7 (+8), Expertise [Streetwise] 6 (+6), Expertise [Survival] 6 (+6), Insight 6 (+8), Intimidation 7 (+8), Perception 6 (+8), Ranged Combat [Aerokinesis] 6 (+10), Stealth 6 (+10)

Advantages: Agile Feint, Improved Initiative, Ranged Attack, Set-Up, Teamwork

Powers: Air Sense: Senses 2 [Awareness (Air: Ranged Touch)]
Air Shield:
Enhanced Dodge 4
Enhanced Parry 4
Protection 6
Master Of Winds: Features 2 [Snuff Flames, Throw Off Arrows]
Carried By The Winds: Flight 5 (Feat: Move-By Action)

Aerokinesis:
Suffocation: Ranged Affliction 10 [Fatigued, Exhausted, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Air Control: Move Object 10 (Extras: Perception Range) (Flaws: Limited [Air only])
-Air Blast: Ranged Damage 10 (Feat: Improved Critical)
-Strong Winds: Environment 5 [Impede Movement 2]
-Wind Gusts: Move Object 10 (Feat: Precise)
-Wind Screen: Deflect 10 (Extra: Redirect)

Offense: Initiative +6
Melee Attack +6
Ranged Attack +5 // Aerokinesis Attack +10

Defense: Dodge +12*/+8 [*Air Shield]
Parry +12*/+8 [*Air Shield]
Toughness +8*/+2 [*Air Shield]
Fortitude +8
Will +8


Costs: Abilities 42+ Skills 19+ Advantages 5+ Powers 64+ Defenses 18= 148 pts.


Real Name: Anthony “Tony” Carter
Height: 6’
Weight: 160 lbs
Hair: Red
Eye Color: Blue


Complications:
Motivation ~Protection Of The Environment: Like the other members of the Force of Nature, Skybreaker is out to save the environment. But he is willing to use any means necessary; murder, kidnapping and extortion are all acceptable practices to him.



Background: When Tony Carter’s father passed away as a result of cancer cause by his inhalation of toxic fumes while performing his job, the young man found himself drawn to environmental causes to protect both the people and the planet. When his mutant power to manipulate air manifested Tony dedicated himself to using them to help his cause. The problem was that every time Tony tried to follow through on his ideas he found himself being labeled as a ‘villain’ and got into fights with various superheroes.

Eventually the idealistic young man became an embittered hardliner and found himself among the ranks of Zero Latitude where his beliefs and actions were agreed with and praised. It was in Zero Latitude that Skybreaker met Cascade, Terraformer, Goldfire, Tundra and Magma, eventually became friends with the five other environmentally-minded metahumans as they bonded over their shared beliefs.

They didn’t consider teaming up until one night, a few years later when they were all laying low following individual missions against different targets that had all been stopped by various heroes and they’d begun talking about how if any of the others present had been there things would have gone differently. It was then and there that the four of them realized what they were saying and a week later the Force of Nature made their criminal debut when they attacked land developers in the Amazon to stop them from clearing sections of the rainforest.

Since then the Force of Nature has been all over the world, using their connection in Zero Latitude to travel discreetly to their intended targets and they’ve fought the likes of the Winter Guard, the North Watch, the Crown Guard, and even Tiger Squad (though it was an accidental fight in that regard and FoN barely managed to get away). It’s the Force of Nature’s use of lethal force against non-powered people (both the people working for the companies that the Force of Nature as well as the bystanders who are caught their attacks) that has garnered them the most attention from the likes of AEGIS and the super heroic community. Most of the time the heroes that face the Force of Nature are hard pressed in trying to control the amount of collateral damage FoN inflicts during their attacks instead of directly fighting the members themselves.
World of Freedom Setting 3E

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

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Tattooedman
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Tundra

Post by Tattooedman » Mon Dec 30, 2013 8:59 pm

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Tundra:
PL:
10
Strength 12 (1)
Stamina 8 (1)
Agility 0
Dexterity 0
Fighting 8
Intellect 0
Awareness 1
Presence 0

Skills: Athletics 3 (+4/+15), Expertise [Current Events] 6 (+6), Insight 6 (+7), Intimidation 9 (+9/+11), Perception 6 (+7)

Advantages: All-Out Attack, Interpose, Power Attack

Powers: Ice Form: (Move Action -1 pt)
Enhanced Strength 7
Enhanced Stamina 3
Growth 4 [12 ft; Strength +4, Stamina +4, Intimidation +2; Dodge/Parry -1, Stealth -4] (Extra: Permanent); (Feat: Innate)
Immunity 20 [Cold Effects, Life Support]
Protection 4 (Extra: Impervious 12)

Freezing Aura: Cold Damage 10 (Extra: Penetrating, Reaction [being touched])

Offense: Initiative +0
Melee Attack +8
Ranged Attack +0

Defense: Dodge +8
Parry +8
Toughness +12* [*Impervious]
Fortitude +10
Will +9


Costs: Abilities 22+ Skills 10+ Advantages 3+ Powers 105+ Defenses 20= 160 pts.


Real Name: Terrance ‘Terry’ Hennings
Height: 12'
Weight:
Hair: Brown (none when transformed)
Eye Color: Blue (white when transformed)


Complications:
Motivation ~Protection Of The Environment: Like the other members of the Force of Nature, Tundra is out to save the environment. But he is willing to use any means necessary; murder, kidnapping and extortion are all acceptable practices to him.


Background: Terry Hennings was the son of two well-achieved research scientists. While his mother was successful his father was widely disregarded due to his radical theories of thermodynamics and how humanity was affecting the Earth’s natural balance by causing global warming. His father became frustrated and started drinking and abusing his wife and son. Eventually his wife left him, taking Terry with her. While they were leaving, Dr. Hennings' experimental devices, which were supposed to have been able to generate powerful cold, caused an explosion which killed him and his wife while it mutated his son who had tried to save them both.

Terry found his way into the sewers beneath Freedom City and stayed there for several weeks while his body continued to mutate even further, becoming more powerful but also mentally unstable. Terry turned to stealing to support himself, which lead him to have a conflict with members of the Atom Family who had been called in to look into stories of an ‘Ice Monster’ living beneath the streets of the city.

After having several dealings with the ‘creature’ the Atoms were able to track Terry down to his lair, capturing him and bringing him back to the Goodman Building where Dr. Atom, aided by Telsa, were able to reverse some of the effects of Terry’s mutation which cured him of the mental instability it had caused. Though they were unable to return Terry to his former appearance, but he was happy to at least have his mind back.

But when Terry tried to claim his parent’s life insurance policies he was denied as he could not prove he was their son (his DNA having been drastically altered by the accident that transformed him). Left with no way to support himself Terry moved back to his underground home and began to become bitter and angry with the world. In his mind if people would treat the environment better then his father wouldn’t have wasted his talents on trying to fix that problem and he would be the monster he is now. So with that hatred burning in his heart, Terry started targeting companies that profited from not following the rules when it came to their treatment of the environment and it didn’t take him long to become part of Zero Latitude once he learned of it.

It was there that Tundra met Cascade, Terraformer, Skybreaker, Goldfire and Magma and eventually became friends with the five other environmentally-minded metahumans.

They didn’t consider teaming up until one night, a few years later when they were all laying low following individual missions against different targets that had all been stopped by various heroes and they’d begun talking about how if any of the others present had been there things would have gone differently. It was then and there that the four of them realized what they were saying and a week later the Force of Nature made their criminal debut when they attacked land developers in the Amazon to stop them from clearing sections of the rainforest.

Since then the Force of Nature has been all over the world, using their connection in Zero Latitude to travel discreetly to their intended targets and they’ve fought the likes of the Winter Guard, the North Watch, the Crown Guard, and even Tiger Squad (though it was an accidental fight in that regard and FoN barely managed to get away). It’s the Force of Nature’s use of lethal force against non-powered people (both the people working for the companies that the Force of Nature as well as the bystanders who are caught their attacks) that has garnered them the most attention from the likes of AEGIS and the super heroic community. Most of the time the heroes that face the Force of Nature are hard pressed in trying to control the amount of collateral damage FoN inflicts during their attacks instead of directly fighting the members themselves.
World of Freedom Setting 3E

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

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Dark Sentinel

Post by Tattooedman » Thu Jan 02, 2014 5:44 pm

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Dark Sentinel:
PL:
11
Strength 5
Stamina 6
Agility 7
Dexterity 7
Fighting 8
Intellect 5
Awareness 5
Presence 5

Skills: Acrobatics 6 (+12), Athletics 6 (+11), Close Combat [Unarmed] 3 (+14), Deception 9 (+13), Expertise [Criminology] 9 (+13), Expertise [Streetwise] 9 (+13), Insight 9 (+14), Intimidation 9 (+14), Investigation 9 (+14), Perception 9 (+14), Persuasion 6 (+11), Ranged Combat [Sentinel Shield] 3 (+14), Sleight of Hand 9 (+16), Stealth 9 (+16), Technology 3 (+8), Treatment 2 (+7), Vehicles [Air] 6 (+13). Vehicles [Land] 6 (+13), Vehicles [Sea] 6 (+13)

Advantages: Assessment, Benefit 5 [Wealth x5 (Billionaire)], Close Attack 3, Connected, Contacts, Daze [Intimidation], Defensive Attack, Eidetic Memory, Equipment 14, Evasion, Follow-Up Strike, Hide In Plain Sight, Improved Critical [Shield] 2, Improved Critical [Unarmed] 2, Improved Disarm, Improved Initiative, Improved Trip, Improvised Tools, Interpose, Luck [Determination], Luck [Edit Scene], Move-By Action, Multilingual, Power Attack, Precise Attack [melee; concealment], Precise Attack [ranged; concealment], Quick Draw, Ranged Attack 4, Redirect, Skill Mastery [Intimidation], Skill Mastery [Investigation], Skill Mastery [Stealth], Seize Initiative, Startle, Takedown 2, Tracking, Trance, Ultimate Effort [Ultimate Investigation Skill], Uncanny Dodge, Well-Informed

Powers: Super Soldier Enhancements:
Enhanced Advantages 2 [Diehard, Great Endurance]
Immunity 4 [Aging, Intoxication, Disease, Poisons (Limited)]
Leaping 1
Regeneration 1 [1/9 rounds]
Speed 2

Sentinel Shield: (Easily Removable -10 pts) [13 pp]
Shield Mastery:
Ultimate Defense: Immunity 80 [Dodge & Parry Based Attacks] (Flaws: Concentration, Limited [Not against surprise attacks or sufficiently large area effects])
-Shielding:
Enhanced Strength 5 (Flaw: Limited [Resisting movement effects])
Enhanced Advantage 1 [Improved Defense]
Enhanced Dodge 2
Enhanced Parry 2
Impervious Toughness 5
-Shield Strike: Strength-Based Bludgeoning Damage 3 (Extra: Penetrating 8); (Feat: Weapon Break)
-Shield Toss: Strength-Based Bludgeoning Damage 3 (Extra: Penetrating 8,); (Feat: Ricochet 6); (Flaw: Diminished Range [10/25/50])

Offense: Initiative +11
Melee Attack +11 // Unarmed Attacks +14
Ranged Attack +11 // Ranged Shield Attacks +14

Defense: Dodge +13*/+11 [*With Shield]
Parry +13*/+11 [*With Shield]
Toughness +9*/+6 [Chain Mail Costume]
Fortitude +10
Will +13

Equipment: Chain Mail Costume [Protection 3] 3 pts
Binoculars [+5 Perception (Visual at Distance)] 1 pt
Evidence Kit [Feature 2 (Tools, Analyze Evidence, Investigation)] 1 pt
First Aid Kit [Feature 1 (Tools, Treatment)] 1 pt
Flashlight [Feature 1 (Illumination)] 1 pt
Handcuffs [Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology)] 1 pt
Grapple Gun [Movement 1 (Swinging), Ranged Trip] 3 pts
Lockpicks [Feature 1 (tools, Technology), Concealable] 2 pts
Mini-Tracers [Feature 1 (Tracking, 2 Mile range)] 1 pt
Rebreather [Immunity 2 (Suffocation)] 1 pt


Vehicles: (55 pp)
Patrol Jet: Size - H, Strength - 10, Speed - 12, Def - 8, Tough - 10, Air-to-Air Missiles (Ballistic Ranged Damage 11, Extra: Area Burst 8, Homing 6], Extra: Multiattack), Features 2 (Cloaking, Remote Control); 52 pts
-Patrol Car: Size - H, Strength - 9, Speed - 6, Def - 6, Tough - 10, Features 21 (Alarm 4 [DC35], Caltrops, Hidden Compartments 2 [DC25], Navigation System, Oil Slick, Remote Control, Smokescreen, Impervious 5); 1 pt
-Patrol Jet Boat: Size - L, Strength - 9, Speed - 6, Def - 6, Tough - 10, Features 20 (Alarm 4 [DC35], Hidden Compartments 2 [DC25], Navigation System 2 [+10], Remote Control, Smokescreen, Impervious 5); 1 pt
-Patrol Motorcycle: Size - M, Strength - 1, Speed - 6, Def - 10, Tough - 8, Features 20 (Alarm 4 [DC35], Hidden Compartments 2 [DC25], Navigation System 2 [+10], Remote Control, Smokescreen, Impervious 5), Effects (Machine Guns [Ballistic Ranged Damage 6, Extra: Multiattack]); 1 pt


Costs: Abilities 96+ Skills 45+ Advantages 65+ Powers 22+ Defenses 21= 249 pts.


Real Name: Steven Wayne
Height: 6’2”
Weight: 240 lbs
Hair: Black
Eye Color: Blue


Complications:
Enemy: Ra’s Al Sabah Nur, C.O.B.R.A., Baron Freeze, the Laughing Skull.

Obsession: Dark Sentinel is driven to fight crime by the murder of his parents and the promise he made to rid Gotham of the evil that took their lives.

Power Loss: If Dark Sentinel misses his target badly, an opponent catches his shield, etc. he will have to retrieve it, losing it’s powers and advantages.

Relationships: Alfred Pennyworth, Abraham Thompkins, Night Falcon, Red Sentry.

Responsibility: Dark Sentinel sees Gotham as "his city" and protects it fiercely.

Secret Identity: He has a secret identity of Steven Wayne.


Background: As a young child, Steven Wayne watched his parents murdered before his eyes; Thomas and Martha Wayne were shot dead in the street by a mugger because Dr. Wayne refused to surrender neither his wallet or Martha’s pearl necklace. Fortunately, physician and social worker Abraham Thompkins was nearby making a house call that night, and arrived to give loving comfort to the traumatized boy, who was then raised on the Wayne Family estate by the wise and loyal family butler, Alfred Pennyworth.

Steven Wayne swore an oath to rid the city of the evil that had taken his parents' lives, but a frail and sickly body made that difficult to fulfill. Despite his limitations Steven spent his much of his youth traveling the world as he trained himself to intellectual perfection; learning a variety of crime-fighting skills, including chemistry, criminology, forensics, situational tactics, disguise, and escape artistry. During that time Steven also sought a way to cure himself of his body’s frailty and sickness and it was while he was in Germany that he learned of a rumor that during WWII the Nazi’s had developed a process that supposedly could endow a man with near perfect physical abilities but had killed more men than it had worked on, and those who had been changed by the process were said to have been physically mutated by it. Realizing that the process could be the answer to his problems, Wayne spent months locating and digging through all of the old documents he could get access to when he came across the diary of a Major Albrecht Kerfoot, who had been assigned to oversee the military project, which contained a copy of the process within it.

Returning to the United States, Wayne makes use of the family business; Wayne Enterprises, a large multinational conglomerate company which included a chemical engineering company, to perfect the German process. This took a few months before Steven managed to synthesize a safe version of the formula and after weeks of testing it Steven administered the serum to himself. Taking part of the compound intravenously and another part orally, he then subjected himself to a bombardment of Vita Rays (a special combination of exotic wavelengths of radiation) that was designed to accelerate and stabilize the serum's effect on his body. Steven emerged from the vita-ray chamber with a perfect human body.

After making sure he suffered no hidden side effects, Steven then put himself through an intensive physical training program that rivaled his intellectual teachings; training in multiple martial arts under various instructors and in different countries, man-hunting under Frenchman Henri Ducard, stealth and reconnaissance under the Japanese ninja Kirigi and other certified shinobi, hunting under the African Bushman (the Ghost Tribes of the Ten-Eyed Brotherhood, among others), and traditional healing disciplines under Nepalese monks. Steven returned to Gotham City after finishing his physical training, his body and mind developed to near perfection but he here was something missing in the completion of his physical and mental arsenal. The answer came to him one night while he watching a news report about Ivy Town hero Spider-Mite, and the anchorman focused on the fact that he was a lone man that nobody knew the real name of who was semi-supported by the local police.

Steven realized that he could craft a second identity for himself, one that would be the face of his war on crime in Gotham, be that person that all the criminals feared, to be that Dark Sentinel that would stand up for the people who were tired of living in fear. Once again using the resources of Wayne Enterprises and the help of former board member Lucius Fox, he gathers the various projects that could be very useful to his soon to begin war on crime, among those things is a disc-shaped shield that had been an abandoned military project for the U.S.

In his first night as the Dark Sentinel, Steven disrupts a drug shipment, leaving the drug runners tied to a light post for the police. He also disrupts an assassination attempt on Police Commissioner Gordon leaving him with evidence against a judge that is on the take. Days later Steven begins to learn of a new drug that is killing people by causing them to die of terror and while investigating a shipment of the drug coming into the docks, Dark Sentinel is stunned by Dr. Jonathan Crane, an Arkham Asylum psychiatrist who has been helping the mob men stay out of jail, who sprays him with a powerful hallucinogen that is the basis of the new deadly drug. Steven's butler Alfred Pennyworth rescues him, using an anti-toxin Steven had developed based on early samples of the drug. After recovering, Steven takes two more samples of the anti-toxin to Gordon, one for himself to take and the other to be used mass-production to provide for the people of Gotham.

From his analyzing the fear toxin, Steven realizes it can be deadly in vapor form, but it is lethal when ingested as a liquid. Deducing that Crane was going to pipe the fear toxin into the city through its water supply he tracks Crane to the sewer pipes below Arkham Asylum exposing him to his own toxin. When the police arrive at Arkham to arrest Crane, Steven escapes in his custom urban assault vehicle.

Later, in Wayne Manor, Steven is confronted at his birthday celebration by members of a terrorist organization known as C.O.B.R.A. (the Cult Of the Blood Red Apocalypse), who are led by Ra’s Al Sabah Nur who reveals himself to be the man responsible for supplying Crane with the main ingredient for his fear toxin. His plan was to destroy Gotham by distributing the toxin via the city's water supply, then vaporizing it with a microwave-emitter stolen by C.O.B.R.A. from Wayne Enterprises. Steven dismisses his guests by insulting them while pretending to be drunk, and fights briefly with Ra's while the men of C.O.B.R.A. set fire to the Manor. At the last minute, Steven escapes the inferno with Alfred's help.

Dark Sentinel arrives at the Narrows section of Gotham to aid the police in battling psychotic criminals, including Crane, now calling himself "Scarecrow", whom C.O.B.R.A. set free. After capturing several of the criminals, including Crane, Dark Sentinel leaves Gordon in control of his patrol car to stop the elevated train being used to transport the fear toxin to the city's central water-hub. Dark Sentinel battles Ra's aboard the train, then escapes just as Gordon topples the elevated line using the vehicle's autocannons, leaving Ra's to crash to the ground and perish in the explosion. Following the battle, Dark Sentinel becomes a public hero. Steven installs Fox as the new CEO of Wayne Enterprises, trusting the older man to run the day to day business while he continues his work protecting the citizens of Gotham as Dark Sentinel.
World of Freedom Setting 3E

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

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Spider-Mite

Post by Tattooedman » Thu Jan 02, 2014 6:44 pm

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Spider-Mite:
PL:
10
Strength 8 (0)
Stamina 2
Agility 6 (0)
Dexterity 2
Fighting 2
Intellect 6
Awareness 2
Presence 3

Skills: Acrobatics 3 (+3/+12), Expertise [Computers] 8 (+14), Expertise [Science] 8 (+14), Deception 9 (+12), Insight 6 (+8), Investigation 3 (+9), Perception 6 (+8), Technology 8 (+14), Stealth 3 (+3/+18)

Advantages: Daze [Deception], Hide In Plain Sight, Improved Feint, Improved Taunt, Improved Trip, Move-By Action, Taunt

Powers: Does What Spider Can:
Leaping 6 (Flaw: Limited [Only when shrunk])
Movement 2 [Wall-Crawling 2] (Flaw: Limited [Only when shrunk])
Sense 1 [Danger Sense]

Proportionate Size Of A Spider: Shrinking 12 [6 inches: +6 Dodge/Parry, +12 Stealth] (Extras: Continuous, Normal Strength); (Flaw: Quirk [maximum rank only])

Proportionate Strength & Agility Of A Spider:
Enhanced Strength 8 (Flaw: Limited [Only when shrunk])
Enhanced Agility 6 (Flaw: Limited [Only when shrunk])
Enhanced Skills 8 [Acrobatics +3, Close Combat (Unarmed) +8, Ranged Combat (Thrown Objects) +6]
Enhanced Advantages 4 [Agile Feint, Evasion 2, Improved Initiative] (Flaw: Limited [Only when shrunk])
Enhanced Parry 4
Protection 6 (Extra: Impervious 8); (Flaw: Limited [Only when shrunk])
Super Strength: Enhanced Strength 2 (Flaw: Limited [Only when shrunk])

White Dwarf Costume: Feature 1 [Can change into costume as free action]

Offense: Initiative +10
Melee Attack +2 // Unarmed Attack +10
Ranged Attack +2 // Thrown Objects Attack +8

Defense: Dodge +12*/+0 [*Shrunken]
Parry +12*/+2 [*Shrunken]
Toughness +8* [*(Shrunken) Impervious]
Fortitude +8
Will +10


Costs: Abilities 34+ Skills 18+ Advantages 7+ Powers 90+ Defenses 14= 163 pts.


Real Name: Peter Palmer
Height: 5'10"
Weight: 167 lbs
Hair: Brown
Eye Color: Brown


Complications:
Enemy: Chrono-Goblin, the Bug-Eyed Looter.

Intellectual Curiosity: Spider-Mite cannot pass up a chance to learn something new now matter how odd the situation (look at uses of the Time Pool over the years). Sometimes this can lead him into trouble or make him miss an important clue.

Relationships: Mary Jane Lorning, Aunt May, Princess Laeth’Gwen, the memory of Uncle Ben.

Responsibility: With great power comes…


Background: While attending a public exhibition demonstrating a particle accelerator powered by a fragment of white dwarf star, sponsored by the General Techtronics Corporation, Peter Palmer was bitten by a spider that had been irradiated by an experimental machine. Making his way home afterwards, Peter discovered he had somehow gained the ability to shrink down to the size of a spider, possessing incredible strength, agility, and the ability to cling to walls; things that he immediately associated with the spider bite.

Keeping his newly gained powers a secret Peter decided to answer an ad offering a cash prize for staying in the ring for three minutes with a professional wrestler, thinking it would be a good way to test his powers. Wearing a costume, complete with a mask, he designed to avoid potential embarrassment, Peter easily defeated his opponent and based on his performance he was offered the chance to go on television with his 'act'. Peter called himself Spider-Mite, becoming an immediate sensation.

Following his first TV appearance, Peter failed to act to stop an escaping thief, claiming that it was not his responsibility to do so. Peter forgot the incident as his fame rose over the following weeks, but one night he returned home to find his Uncle Ben had been murdered. Learning the police had the burglar responsible holed up in a warehouse, Peter easily captured him only to discover it was the same thief he had allowed to escape weeks earlier. Filled with remorse, he realized that when someone has power, he has an obligation to use it responsibly, so he decided to become a superhero calling himself the Amazing Spider-Mite.
World of Freedom Setting 3E

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

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Blade Runner

Post by Tattooedman » Fri Jan 03, 2014 10:03 pm

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Blade Runner:
PL:
11
Strength 5 (4)
Stamina 7
Agility 4
Dexterity 3
Fighting 8
Intellect 1
Awareness 5
Presence 1

Skills: Acrobatics 3 (+7), Athletics 3 (+8), Close Combat [Claws] 2 (+12), Expertise [Military] 4 (+5), Insight 4 (+9), Intimidation 10 (+11), Perception 7 (+12), Ranged Combat [Firearms] 3 (+6), Stealth 8 (+12)

Advantages: All-Out Attack, Animal Empathy, Close Attack 2, Follow-Up Strike, Improved Critical [Claws] 2, Improved Initiative, Power Attack, Startle, Takedown

Powers: Healing Factor:
Enhanced Advantages 2 [Diehard, Great Endurance]
Immunity 3 [Aging, Disease, Poisons [Limited])
Regeneration 5
Enhanced Senses: Senses 8 [Vision (Extended), Low-Light Vision, Hearing (Extended), Olfactory (Accurate, Acute, Extended, Tracking)]
Bone Claws: Strength-Based Slashing Damage 3
Adamantium Skeleton:
Enhanced Strength 1
Feature 1 [Increased Mass]
Protection 1
Adamantium Claws: Add Penetrating 8 Extra to Bone Claws

Speedster Physiology: Immunity 1 [Friction Heat]
Fastest Man Alive:
Enhanced Dodge 6
Enhanced Parry 6
Quickness 10
Speed 15
Enhanced Advantages 14 [Agile Feint, Defensive Roll 2, Evasion 2, Improved Initiative 5, Instant Up, Move-By Action, Seize Initiative, Takedown]
Super Speed Stunts:
-Rapid Attack: Damage 5 (Extra: Area [Burst], Selective)
-Super Speed Movement: Movement 2 (Wall Crawling, Water Running, Flaw: Limited [only when moving])
-Tornado Claw: Add Multiattack 8 to Bone Claw Attacks

Offense: Initiative +28
Melee Attack +10 // Claw Attack +12
Ranged Attack +3 // Firearm Attack +6

Defense: Dodge +14
Parry +14
Toughness +8
Fortitude +11
Will +10


Costs: Abilities 74+ Skills 15+ Advantages 11+ Powers 102+ Defenses 14= 216 pts.


Real Name: Logan West
Height: 5’3”
Weight: 300 lbs
Hair: Black
Eye Color: Blue


Complications:
Enemy: Professor Sabre, Cyber Grodd, and others.

Honor: Blade Runner generally lives by the samurai code, especially when in Japan. But he's willing to break it from time to time…

Prejudice: As mutant, Blade Runner is subject to a lot prejudice.

Reputation: He's the best he is at what he does, but what he does isn't very nice.

Secret Identity: Logan West.

Temper: He does have just a WEE bit of a temper…

Vulnerable: Because of Blade Runner’s Adamantium skeleton he is very vulnerable to Magnetic attacks.

Weakness: Extra Effort involving Speed threatens to draw the Blade Runner into the Speed Force.


Background: With a past shrouded in mystery, Logan West’s memories are full of government secrets, traumatic events, and death. One of his few early memories are of being beaten and kidnapped, by a group of armed men only to wake up floating in a containment tank, surrounded by several men wearing white lab coats.

The men in white coats attempted to bond a metal known as Adamantium to Logan's skeleton in an effort to make it unbreakable. However, it just so happened that the weather that day was stormy and, at that moment, lightning struck the containment tank, reacting with the process and chemicals being pumped into Logan’s body and awakening him in a berserker fury. Suddenly he was all over the room faster than the eye could follow, cutting men down with his newly gained claws. Logan quickly escaped the facility, the only survivors were three of the men in white coats; Dr. Cornelius, Dr. Hines, and Malcolm Colcord.

Over the following weeks Logan wandered the forests of the Canadian Rockies for weeks, in a feral state. Eventually he was discovered by James and Heather Hudson, young couple honeymooning in the Rockies, whom he attacked, only to be shot by Hudson. While he recovered, Logan regained enough of his human persona to be horrified at his claws, believing them to be artificial implants. Recovering his mental faculties with the Hudson's help, Logan became a member of Canada's superhuman-oriented government agency James Hudson founded, Department H, taking the code name Blade Runner.

Logan performs missions for the government and in return Hudson tries to gather any and all information he can about Logan's past. So far they've uncovered the fact that Logan was born in the 1890s and that he's had his claws since that time - they were not implanted into his body. What other secrets his past holds doesn't worry Logan, he's always been the best at what he does.

Even if what he does isn't very nice.
World of Freedom Setting 3E

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

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Post by Tattooedman » Fri Jan 03, 2014 10:06 pm

I've gotta admit that doing these alternate, amalgam, what if? builds is fun.

So in the idea of I've got something of an elseworlds theme going here I've got some other builds from a possible future timeline that I always thought was kind of interesting - The M² universe.
World of Freedom Setting 3E

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-- Chiun

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Wild Thing

Post by Tattooedman » Fri Jan 03, 2014 10:08 pm

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Wild Thing:
PL:
10
Strength 3
Stamina 5
Agility 5
Dexterity 4
Fighting 8
Intellect 1
Awareness 4
Presence 1

Skills: Acrobatics 5 (+10), Athletics 7 (+10), Close Combat [Psi-Claws] 4 (+12), Expertise [Survival] 6 (+7), Insight 4 (+8), Intimidation 8 (+9), Perception 6 (+10), Sleight of Hand 3 (+8), Stealth 6 (+11)

Advantages: Animal Empathy, Assessment, Defensive Roll 3, Evasion, Improved Feint, Improved Initiative, Languages 2 [Base: English; Greek, Japanese], Power Attack, Startle, Takedown 2

Powers: Healing Factor:
Enhanced Advantages 2 [Diehard, Great Endurance]
Immunity 3 [Aging, Disease, Poisons]
Regeneration 5

Enhanced Senses: Senses 8 [Vision (Extended), Low-Light Vision, Hearing (Extended), Olfactory (Accurate, Acute, Extended, Tracking)]

Psi-Claws Array:
Psychic Claw I: Affliction 8 [Dazed, Stunned, Paralyzed; resisted by Will] (Extra: Cumulative); (Feats: Affects Insubstantial 2, Improved Critical 2)
-Psychic Claw II: Damage 8 (Extra: Alternate Resistance [Will])
-Psychic Claw III: Damage 8 (Extra: Penetrating); (Feat: Improved Critical 2, Improved Smash)

Offense: Initiative +9
Melee Attack +8 // Psychic Claws Attack +12
Ranged Attack +4

Defense: Dodge +11
Parry +11
Toughness +8*/+5 [*Defensive Roll]
Fortitude +8
Will +9


Costs: Abilities 62+ Skills 17+ Advantages 14+ Powers 40+ Defenses 17= 150 pts.


Real Name: Rina Logan
Height: 5’4”
Weight: 98 lbs
Hair: Black
Eye Color: Brown


Complications:
Enemy: Sabreclaw, Magneta

Prejudice: As mutant, she is subject to a lot prejudice.

Relationships: Jubilee, the X-People, her father (Wolverine), her mother (Elektra), J2 (mutual attraction), Francis Barton (boyfriend).

Reputation: Wolverine’s daughter.

Temper: Like her father, she does have just a WEE bit of a temper.


Background: The daughter of Wolverine and Elektra, Rina Logan was raised learning the skills of both her parents. It is assumed that she attended Xaiver’s Institute for most of her education until high school when she enrolled in a normal high school, hiding the fact she was a mutant and adventurer known as Wild Thing.

At first some of the more popular girls tried to make her life miserable, describing Rina as the daughter of an immigrant and an unemployed biker. However, when her father picked her up from school on his bike, opinions changed about her, and especially when they learned that her mother Elektra was wealthy.

As Wild Thing, Rina had several adventures stem from her going to a normal high school; saving a classmate from a high-speed kidnapper, defeating a computerized assassin, stopped a demonic invader, and even fighting one of her teachers when he was turned into a Prime Sentinel. Wild Thing also had an early rivalry with newbie hero J2 until they eventually came to a mutual respect for one another (and a bit of mutual attraction). When Loki kidnapped several of Earth's heroes (including her father), Wild Thing's enhanced senses were pivotal in helping A-Next (that era’s Avengers) in finding them and fighting off Loki’s minions.

Despite having friends in A-Next, Wild Thing prefers to operate as a solo hero as she has been given a wide berth by so many other heroes because she is the daughter of Wolverine and is considered to be almost as dangerous as he is.
World of Freedom Setting 3E

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

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J2

Post by Tattooedman » Fri Jan 03, 2014 10:09 pm

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J2:
PL:
11
Strength 13
Stamina 13
Agility 0
Dexterity 0
Fighting 4
Intellect 2
Awareness 1
Presence 1

Skills: Athletics 1 (+14), Expertise [Pop Culture] 3 (+5), Insight 5 (+6), Intimidation 1 (+2/+4), Perception 5 (+6)

Advantages: All-Out Attack, Close Attack 4, Power Attack, Task Focus [Expertise (Pop Culture): Super Heroes & Villains)], Ultimate Effort [Ultimate Toughness Check]

Powers: Large Size: Growth 4 [6’10” tall: Strength +4, Stamina +4, Intimidation +2, +4 Mass; Dodge/Parry -2, Stealth -4 (Extra: Permanent); (Feat: Innate)
Invulnerability:
Enhanced Advantages 3 [Diehard, Great Endurance, Withstand Damage]
Immunity 12 [Life Support, Sleep, Starvation/Thirst]
Immunity 40 (All Toughness Effects, Flaw: Limited (Half Effective)]
Protection 4 (Extra: Impervious 12)
Regeneration 2
Super-Strength: Enhanced Strength 4 (Flaw: Limited [Lifting Only])

Helmet: (Removable –2 pts) [8 pp]
Immunity Against Telepathic Probing & Assault: Immunity 20 [Mental Effects] (Flaw: Limited [Half Effective]) 10 pp

Offense: Initiative +0
Melee Attack +8
Ranged Attack +0

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


Costs: Abilities 68+ Skills 5+ Advantages 8+ Powers 74+ Defenses 20= 175 pts.


Real Name: Zane Yama
Height: 5’5” (6’10” as J2)
Weight: 135 lbs (800 lbs as J2)
Hair: Brown
Eye Color: Blue


Complications:
Enemy: Magneta, Sylene, Soldiers of the Serpent, Loki, Ulik, Dr. Doom II, and the Revengers.

Relationships: Sachi Yama (mother), Cain Marko (father), Wild Thing (mutual attraction), his teammates in A-Next.

Reputation: During the early part of his heroic career, J2 was thought to be a criminal like his father, the Juggernaut.

Power Loss: J2 can only stay transformed in his super-powered form for about an hours worth of time. After that he turns back into Zane Yama and must wait an undetermined amount of time before being able to turn back into J2. As Zane Yama his stats are Strength 0, Stamina 0, Dodge 2 and Parry 2.


Background: When young Zane Yama was bullied by school bully Miller Hallendale, he discovered that he had inherited the powers of his father, the unstoppable Juggernaut, a reformed hero and member of the X-Men. J2 lived most of his younger life without the guidance of his father, who had gone missing on a mission with the X-Men.

His father's powers, received from the mystical Ruby of Cyttorak, transformed their wielder into a large behemoth with enchanted armor, granting amongst other things, super-strength and enhanced endurance. It was through an act of will that Zane could transform himself into a similar appearance, with armor which he had to fashion himself, also granting him super-strength and heightened endurance. A constant trademark of his costume was his father's flannel shirt tied around his waist.

Calling himself J2, Zane was offered membership to the group called A-Next, themselves also children of heroes, notably, the Avengers. Although J2 was also offered membership with a group known as the Uncanny X-People, led by an older Jubilee, he turned them down, albeit remaining friends with the team and assisting them on a few occasions. Similarly, Magneta, the self-styled mistress of magnetism, offered J2 a spot amongst the new villainous group she was forming, but she was also turned down.

J2 later learned of the reason behind his father's disappearance from Cyclops, leader of the X-Men. Juggernaut was being held prisoner by a villain called Nemesus in an alternate dimension. Thanks to the Sorcerer Supreme Doc Magus, J2 was able to locate his father and then rescue him. Later announcing his retirement, Juggernaut was content to let J2 to carry on his legacy, having proven himself worthy of the powers he wielded.
World of Freedom Setting 3E

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

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Tattooedman
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Thena

Post by Tattooedman » Fri Jan 03, 2014 10:10 pm

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Thena:
PL:
11
Strength 9
Stamina 10
Agility 2
Dexterity 2
Fighting 9
Intellect 0
Awareness 2
Presence 2

Skills: Athletics 3 (+12), Expertise [Magic] 6 (+6), Insight 6 (+8), Intimidation 6 (+8), Perception 6 (+8), Stealth 3 (+5)

Advantages: All-Out Attack, Attractive, Improved Disarm, Improved Initiative, Interpose, Power Attack, Task Focus [Expertise (Magic): Asgardian Lore], Weapon Break

Powers: Asgardian Physiology:
Enhanced Advantages 2 [Diehard, Great Endurance]
Feature 1 [Increased Mass]
Immunity 5 [Aging, Disease, Environmental Cold, Environmental Heat, Poison]
Senses 2 [Vision (Extended), Hearing (Extended)]
Asgardian Strength: Enhanced Strength 3 (Flaw: Limited [Lifting Only])

Goddess Of The Storm:
Wind Riding: Flight 8
Summon Thunderstorms: Environment 11 [Impeded Movement 2, Visibility 2] (Extra: Selective)

Asgardian Armor: (Removable –2 pts) [8 pp]
Asgardian Plate: Protection 3 (Extra: Impervious 7)

Titanium Hammer: (Easily Removable –2 pt) [3 pp]
1 Ton Alloy Head: Strength-Based Bludgeoning Damage 4 (Feat: Improved Smash)

Offense: Initiative +2
Melee Attack +9
Ranged Attack +2

Defense: Dodge +9
Parry +9
Toughness +13*/+10 [*Asgardian Armor (Impervious 7)]
Fortitude +12
Will +10


Costs: Abilities 72+ Skills 10+ Advantages 8+ Powers 73+ Defenses 17= 180 pts.


Real Name: Thena
Height: 6’1”
Weight: 400 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Enemy: Sylene, Ulik.

Not From Earth: Sometimes Thena struggles with her new role and life on Earth

Relationships: Her father (Thor), uncle (Loki), cousin (Sylene).

Responsibility: Protection of Earth and Asgard.


Background: The daughter of the Asgardian god of thunder Thor, Thena escaped Asgard after the world-devourer Galactus destroyed her world. She lost track of Sylene, her cousin and childhood friend, during the evacuation as Sylene hid, wanting to avenge her exiled father, the god of mischief Loki.

Sometime later, her father and grandfather, Thor and Odin, began rebuilding Asgard, and meanwhile Thena was sent to Earth to restore Thunderstrike’s powers, which he had lost due to the destruction of Asgard. While traveling inside a meteor, she was attacked by Nova and Earth Sentry, who had mistaken her for an enemy. Arriving at Manhattan, the angry Thena battled A-Next, which led to her hammer being shattered after she struck J2’s helmet. Eventually, Katherine Power convinced her to relent after she stunned her with a power blast. Afterwards, she was given a new titanium hammer, crafted by the Avengers' staff, as an apology, and then she accompanied them on their rescue mission for Masterson, who had been kidnapped by Sylene.

After the Avengers and Thena battled the rock troll Ulik and the robot Ultron Extreme, they mistakenly rescued a disguised Sylene, who captured and took them to her volcanic base. There Sylene tossed Thena and J2 into a pool of mystic energy, intending to use them as ingredients in her spell to transform Earth into a replica of Asgard. However, J2 recovered, rescued Thena then destroyed the pool, undoing Sylene's spell.

The other Avengers were freed and Thena finally restored Masterson's powers. The newly-restored Thunderstrike defeated Sylene, and A-Next escaped the volcano just before Mainframe crashed his satellite into the volcano to be sure that Sylene could not ever use the place as a base again.
World of Freedom Setting 3E

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

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