World of Freedom: FC Setting Builds....

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Tattooedman
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Spanner

Post by Tattooedman » Thu Jan 16, 2014 9:58 pm

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Spanner:
PL:
8
Strength 1
Stamina 2
Agility 3
Dexterity 3
Fighting 6
Intellect 0
Awareness 1
Presence 2

Skills: Acrobatics 3 (+6), Athletics 4 (+5), Deception 4 (+6/+8), Expertise [Pop Culture] 4 (+4), Insight 6 (+7), Perception 6 (+7), Persuasion 3 (+5/*+7), Stealth 6 (+9)

Advantages: Attractive, Close Attack 2, Improved Feint, Improved Initiative, Set-Up, Teamwork

Powers: Elastic Body:
Enhanced Dodge 2
Enhanced Parry 2
Elongation 6
Immunity 10 [Bludgeoning Damage, Falling Damage]
Protection 4

Stretching Tricks Array:
Form Shapes: Morph 2 [shapes] (Flaws: Limited to Simple Shapes, Quirk [retains her colour])
-Flat Sheet: Flight 3 (Flaws: Gliding)
-Malleable Form: Insubstantial 1 (Feat: Precise)
-Hammer Fists: Strength-Based Damage 7

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

Defense: Dodge +10*/+8 [*Elastic Body]
Parry +10*/+8 [*Elastic Body]
Toughness +6
Fortitude +6
Will +6


Costs: Abilities 36+ Skills 12+ Advantages 7+ Powers 42+ Defenses 16= 113 pts.


Real Name: Unknown
Height: 5’5”
Weight: Unknown
Hair: Blonde
Eye Color: Blue


Complications:
Enemy: Enthralla, Magneta.

Prejudice: Mutant.

Relationships: She is close to her fellow classmates.


Background: A beautiful blonde with the mutant ability to stretch her body (similar to Mr. Fantastic), Spanner is a member of the X-People. She was tricked by Enthralla into fighting J2 before seeing the truth and helping him and the rest of the X-People defeat Enthralla.

During the final battle between Seth and Spider-Girl, she was among several heroes to defeat the God of death during the final battle. Spanner, along with the other X-People, was also part of the gathering of heroes who tied to fight off Galactus during his invasion of Earth.
World of Freedom Setting 3E

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

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

Post by Tattooedman » Thu Jan 16, 2014 9:58 pm

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Simian:
PL:
8
Strength 6 (1)
Stamina 6 (1)
Agility 4 (0)
Dexterity 3 (0)
Fighting 6
Intellect 0
Awareness 2
Presence 1

Skills: Acrobatics 8 (+12), Athletics 3 (+9), Close Combat [Unarmed] 2 (+8), Insight 5 (+7), Intimidation 3 (+4), Perception 4 (+6), Stealth 4 (+8)

Advantages: Agile Feint, Defensive Roll 2, Evasion, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Improved Trip, Instant Up, Move-By Action, Power Attack

Powers: Simian-Like Physiology:
Enhanced Strength 5
Enhanced Stamina 5
Enhanced Agility 4
Enhanced Dexterity 3
Feature 1 [Prehensile Feet]
Leaping 2
Simian-Like Senses: Senses 3 [Olfactory (Acute, Extended), Low-Light Vision]
Simian-Like Strength & Long Arms: Strength-Based Damage 2 (Feat: Reach)

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

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

Costs: Abilities 22+ Skills 10+ Advantages 12+ Powers 43+ Defenses 14= 101 pts.


Real Name: Unknown
Height: 6’2”
Weight: Unknown
Hair: Black
Eye Color: Green


Complications:
Enemy: Enthralla, Magneta.

Prejudice: Mutant.

Relationships: He is close to his fellow classmates.



Background: An Australian teenager with gorilla-like strength and agility, Simian is a member of the X-People. He was tricked by Enthralla into fighting J2 before seeing the truth and helping him and the rest of the X-People defeat Enthralla.

During the final battle between Seth and Spider-Girl, he was among several heroes to defeat the God of death during the final battle. Simian, along with the other X-People, was also part of the gathering of heroes who tied to fight off Galactus during his invasion of Earth.
World of Freedom Setting 3E

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

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Tattooedman
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Posts: 14313
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Angry Eagle

Post by Tattooedman » Thu Jan 16, 2014 10:01 pm

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Angry Eagle:
PL:
8
Strength 3
Stamina 3
Agility 4
Dexterity 3
Fighting 6
Intellect 0
Awareness 1
Presence 1

Skills: Acrobatics 2 (+6/+12), Athletics 3 (+6), Insight 6 (+7), Intimidation 6 (+7), Perception 6 (+7), Ranged Combat [Throwing Knives] 4 (+8), Stealth 4 (+8)

Advantages: Close Attack 2, Diehard, Favored Environment (Airborne), Great Endurance, Improved Initiative, Power Attack, Ranged Attack, Set-Up, Startle, Takedown, Teamwork

Powers: Aerial Combatant: (Flaw: Limited [Only when flying])
Enhanced Skill 2 [Acrobatics +6]
Enhanced Dodge 6
Enhanced Parry 5
Enhanced Advantages 7 [Agile Feint, Defensive Roll 2, Evasion 2, Improved Initiative, Move-By Action]

Bird-Like Physiology:
Movement 1 [Environmental Adaptation (High Altitudes)]
Senses 1 [Extended Vision]

Feathered Wings: Flight 5 (Flaw: Winged)

Stun-Daggers: (Easily Removable –6 pts) [10 pp]
Bioelectrical Charge: Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Feat: Reach 6)
-Finely Crafted Blade: Strength-Based Damage 1 (Feat: Improved Critical)
-Made For Throwing: Ranged Strength-Based Damage 1 (Extra: Multiattack 4); (Feat: Improved Critical)

Offense: Initiative +12*/+8 [*Aerial Combatant]
Melee Attack +8
Ranged Attack +4 // Thrown Objects Attack +8

Defense: Dodge +11*/+5 [*Aerial Combatant]
Parry +11*/+6 [*Aerial Combatant]
Toughness +5*/+3 [*Aerial Combatant]
Fortitude +7
Will +7


Costs: Abilities 42+ Skills 11+ Advantages 12+ Powers 34+ Defenses 12= 111 pts.


Real Name: Unknown
Height: ‘10”
Weight: Unknown
Hair: Black
Eye Color: Brown


Complications:
Enemy: Enthralla, Magneta.

Prejudice: Mutant.

Relationships: He is close to his fellow classmates.



Background: Native American youth with large bird-like wings on his back that allow him to fly and armed with stun-daggers that he can throw with superb accuracy, Angry Eagle is a member of the X-People. He was tricked by Enthralla into fighting J2 before seeing the truth and helping him and the rest of the X-People defeat Enthralla.

During the final battle between Seth and Spider-Girl, he was among several heroes to defeat the God of death during the final battle. Angry Eagle, along with the other X-People, was also part of the gathering of heroes who tied to fight off Galactus during his invasion of Earth.
World of Freedom Setting 3E

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

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Tattooedman
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Torque

Post by Tattooedman » Thu Jan 16, 2014 10:02 pm

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Torque:
PL:
8
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 6
Intellect 0
Awareness 2
Presence 2

Skills: Acrobatics 5 (+7), Athletics 5 (+7), Expertise [Pop Culture] 5 (+5), Insight 6 (+8), Perception 6 (+8), Stealth 6 (+8)

Advantages: Close Attack 2, Leadership, Teamwork

Powers: Superhuman Speed & Reflexes:
Enhanced Advantage 6 [Defensive Roll 4, Improved Initiative 2]
Enhanced Dodge 5
Enhanced Parry 4
Speed 3

Spinning:
Immunity 10 [Entanglement Effects]
Senses 2 [Radius Vision]
Spinning Fist: Strength-Based Damage 6 (Extra: Multiattack 8); (Feat: Improved Critical)

Offense: Initiative +10
Melee Attack +8
Ranged Attack +2

Defense: Dodge +10*/+5 [*Superhuman Speed & Reflexes]
Parry +10*/+6 [*Superhuman Speed & Reflexes]
Toughness +6*/+2 [*Defensive Roll]
Fortitude +8
Will +7



Costs: Abilities 36+ Skills 12+ Advantages 4+ Powers 45+ Defenses 14= 111 pts.


Real Name: Unknown
Height: 5’10”
Weight: Unknown
Hair: Dark Brown
Eye Color: Brown


Complications:
Enemy: Enthralla, Magneta.

Prejudice: Mutant.

Relationships: He is close to his fellow classmates.


Background: A moody, arrogant teen with superhuman speed and reflexes that let him spin so fast that he creates a miniature tornado around himself, Torque is a member of the X-People. He was tricked by Enthralla into fighting J2 before seeing the truth and helping him and the rest of the X-People defeat Enthralla.

During the final battle between Seth and Spider-Girl, he was among several heroes to defeat the God of death during the final battle. Torque, along with the other X-People, was also part of the gathering of heroes who tied to fight off Galactus during his invasion of Earth.
World of Freedom Setting 3E

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

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Tattooedman
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Spider-Girl

Post by Tattooedman » Fri Jan 17, 2014 2:29 pm

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Spider-Girl:
PL:
10
Strength 8
Stamina 5
Agility 8
Dexterity 3
Fighting 4
Intellect 2
Awareness 2
Presence 2

Skills: Acrobatics 0 (+14), Athletics 2 (+10), Close Combat [Unarmed] 4 (+8/+10), Expertise [Pop Culture] 3 (+5), Deception 6 (+8), Insight 4 (+6), Perception 6 (+8/+11), Persuasion 4 (+6), Ranged Combat [Web Shooters] 6 (+10), Stealth 2 (+10)

Advantages: Equipment, Improved Feint, Improved Taunt, Ranged Attack, Taunt

Powers: Does Whatever a Spider Can:
Enhanced Strength 1 (Flaw: Limited [Lifting Only])
Leaping 1
Movement 2 [Wall-Crawling 2]

Spider-Sense:
Enhanced Skills 5 [Acrobatics +6, Close Combat (Unarmed) +2, Perception +3 (Limited [Danger Sense Checks only])]
Enhanced Advantages 5 [Defensive Roll 2, Evasion 1, Move-By Action, Uncanny Dodge]
Enhanced Dodge 3
Enhanced Parry 3
Senses 6 [Danger Sense (mental: Accurate, Acute, Extended, Ranged)]

Web Shooters: (Removable -7 pts) [31 pp]
Web Swinging: Movement 1 [Swinging] & Speed 4
Web Slinging: Ranged Affliction 9 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extras: Cumulative, Extra Condition); (Feat: Split); (Flaw: Limited Degree) 33 pts
-Impact Webbing: Ranged Affliction 9 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extras: Area [Burst], Extra Condition); (Flaws: Limited Degree, Reduced Burst Area [15 ft])
-Stinger Darts: Ranged Affliction 9 [Hindered, Immobile, Paralyzed; resisted by Fortitude] (Extra: Cumulative)
-Web Throwing: Move Object 9
-Webbing In The Eyes: Ranged Affliction 9 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Dodge] (Extra: Cumulative); (Flaw: Limited to one sense [Visual])
-Web Objects: Create 6 (Extra: Continuous, Stationary) (Feat: Tether); (Flaw: Permanent, Quirk 2 [No complex objects, Stationary requires anchor])

Offense: Initiative +8
Melee Attack +4 // Unarmed Attack +10
Ranged Attack +4 // Web Shooters Attack +10

Defense: Dodge +13*/+10 [*Spider-Sense]
Parry +13*/+10 [*Spider-Sense]
Toughness +7*/+5 [*Defensive Roll]
Fortitude +8
Will +8

Equipment: Cell Phone
Extra Web Fluid Canisters [Feature 1 (Can negate Power Loss complication of running out of web fluid)]
Spider Tracer & Receiver [Feature 1 (Tracking, 2 Mile range)]


Costs: Abilities 68+ Skills 14+ Advantages 5+ Powers 59+ Defenses 22= 168 pts.


Real Name: May "Mayday" Parker
Height: 5'7"
Weight: 119 lbs
Eye Color: Blue
Hair: Brown


Complications:
Enemy: Funny Face, Black Tarantula, Hobgoblin, Canis, Carnage, Crazy Eight, Fury the Goblin Queen, Lady Octopus, and others.

Identity: She has the secret identity of May Parker.

Power Loss: If she loses her powers, her stats change to Strength 0, Agility 1, Dexterity 1, and Fighting 3.

Relationships: Mary Jane Parker (mother), Peter Parker (father), Benjy Parker (brother), Wes Westin (boyfriend), Normie Osborn, Phil Urich, Eugene Thompson, Moose Mansfield, Courtney Duran, Davida Kirby, Jimmy Yama, Simone DeSantos.

Responsibility: With great power comes…


Background: May "Mayday" Parker is the child of Peter and Mary Jane Parker, when she was little she was kidnapped from her parents. They were reunited with their baby daughter by Kaine, who found the child living with Alison Mongraine, the con artist who had kidnapped the baby on instruction from the Green Goblin.

A few years after they were reunited, Peter lost a leg during the horrific final conflict with the Green Goblin. For years, they chose to keep their past from Mayday and hoped that she wouldn't develop powers of her own. Despite her parents' hopes, May began developing versions of her father's Spider-powers when she was fifteen years old.

At the same time, Normie Osborn (the Green Goblin's grandson) set out to restore the family name (as he saw it). May donned Ben Reilly's Spider-Man costume to stop him and soon took to crime fighting at first hindered, but then is helped by her worried parents. Peter and Mary Jane Parker initially forbade May from adopting her new role, but they soon realized that their protests were in vain, and Peter chose to help teach his daughter the skills she would need to survive. As Spider-Girl, May encountered many new villains and allies in her war against crime. Most importantly, she convinced Norman Jr. to abandon his pointless feud, and they co-founded a loosely banded super-team of " New Warriors."

In a battle with the super-villain Killerwatt, who controlled electricity, Spider-Girl was severely shocked. This causing her to lose her spider abilities, using an old goblin glider and other weapons of the Green Goblin (which she got from Phil Urich) May resumed her role as Spider-Girl. Eventually she got in a battle with "The New Spider-Man" (Spider-woman's son), during which she fell into a generator and was severely shocked again, with the second shock restoring her powers.

Spider-Girl was faced with other specters from her father's past, including the near-invincible Black Tarantula. The Tarantula arrived from and selected May Parker to be the perfect young woman to carry his bloodline. Creating "Team Spider" to supposedly help May in her war on evil, he tried a twisted mind-game to win May's heart, while seeking to strengthen his grip the criminal infrastructure. She also fought the Savage Six, and fought Aftershock (Electro's daughter).

Following a battle with Hobgoblin which nearly resulted in her death, May promised to give up costumed super heroics, dated Eugene Thompson, and ran for student council. When Mary Jane became aware that the Hobgoblin posed a threat to her daughter's teenage friends, she allowed May to resume her activities as Spider-Girl (a situation they wanted to keep secret from Peter). After a battle with the Hobgoblin May told her father the truth and after a conversation with Mary Jane, they allowed May to resume her Spider-Girl identity.

After an attempt at helping the S.H.I.E.L.D government agency, a case filled with a piece of the Carnage symbiote was released. It attaches itself to May's friend Moose Mansfield, who becomes the new Carnage. In exchange, Carnage promises it will bond itself to Moose's terminally ill father, curing him in the process. Carnage causes a stir at May's school and kidnaps her dad and Baby Ben, forcing May to confront her friend. May tries to talk to Moose within the symbiote but fails, and it bonds with her brother Ben. Peter escapes as May battles the two symbiotes and gathers the sonic equpiment of Reverb from police custody in an attempt to defeat the symbiote. She gives it to her father, but he is wary of causing harm to his son.

However May uses the weapon, thereby destroying the piece of the Carnage symbiote. Her success is not without a measure of collateral damage as well, however; not only is Moose furious at Spider Girl for dooming his father, but the sonic weapon renders Ben deaf, possibly forever. Ben's hearing is eventually restored thanks to Normie Osborn using his family's money to pay for a newly developed, experimental surgery.

Normie later stumbles on one of Norman Osborn's former labs, and discovers a fluid tank containing what appears to be a physical duplicate of May Parker. Notes left behind by his grandfather indicate that this May is the original he kidnapped years ago, hinting that the May who has lived a full life is yet another clone. May continues to date Gene Thompson, but her jealously over Gene's relationship with Simone DeSantos enrages and confuses her, she has found some mild release from her problems due to her close friendship with Wes Westin, which in turn has incensed Gene.

During an encounter between the three in a bar, Gene almost knocks out Wes with a firm fist, but the punch is blocked by a concerned May. Gene's punch being obstructed by Mayday humiliates him in front of his entire football team. May eventually starts to feel the weight of her relationship, and chews out Wes for intervening on her behalf. Wes, however, remains deeply concerned about May and discovers a plot by Simone to blackmail Gene and discredit her in front of the entire High School.

Meanwhile, Fury The Goblin Queen activates a signal that awakens the May Clone inhabiting the tank within Osborn's labs, and she escapes, confronting May on the roof of her high school just as she is changing into Spider-Girl. The new May was revealed to be a human/symbiote hybrid with all the abilities of May and the powers of a symbiote, though this symbiote was not sentient so the girl did not had to deal with a second consciousness in her mind. This new hybrid was all a part of Osborn's master plan to be reborn into an immortal Goblin Creature.

He used the hybrid to fuse his mind with the bodies of May Parker, Peter Parker, and his symbiote hybrid creation. After the ensuing battle in their collective consciousness, the Parkers proved victorious and the hybrid decided to join their family. She then named herself "April" as a play-on-words with her "sister" May. She then enrolls in the same school as May calling themselves "cousins." She also becomes the psychotic vigilante, Mayhem. It has yet to be determined which girl is the clone and which is the original - April or May. May has more experience then April who jumps into battles without thinking. However, April is more vicious then May and is not above killing criminals to stop them.

April eventually takes on the name "Mayhem" and embraces her symbiotic, intense, no-nonsense nature and cuts herself off from The Parker family to pursue a life as a vigilante who answers to no one. May eventually sacrifices herself to save April's life. Shocked by what had happened, April tried to assume May's life but Ben Parker was able to realize that April was an imposter and after that Mayhem went on a rampage, killing all the various super powered criminals of New York from Funny Face to members of the Revengers. Eventually the Redeemers and Kaine were sent to deal with her but she killed them one by one. Then later in a battle with American Dream,April accidentally impaled her in a fit of anger and the government used the various pieces of the Carnage symbiote to create bio-predators from various hired mercenaries.

The Bio-peds, as they were called, went out of control and either destroyed and assimilated others into their numbers, putting the world in chaos. Because she viewed it as being her fault, April changes her ways and fought for humanity. However decades in the future, a future incarnation of April uses Doctor Doom's time machine to return to the present and convince her past self to act responsibly, she does and saves May's life at the cost of her own and at the cost of the future that came to be. May is later united with Wes, who reveals that he does indeed know May's secret and they kiss, beginning a relationship.
World of Freedom Setting 3E

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

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Tattooedman
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Mayhem

Post by Tattooedman » Fri Jan 17, 2014 2:31 pm

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Mayhem:
PL:
11
Strength 8
Stamina 5
Agility 8
Dexterity 3
Fighting 4
Intellect 0
Awareness 2
Presence 0

Skills: Acrobatics 0 (+14), Athletics 2 (+10), Close Combat [Unarmed] 4 (+8/+10), Deception 6 (+8), Insight 4 (+6), Intimidation 9 (+9), Perception 6 (+8/+11), Ranged Combat [Organic Weapons] 6 (+10), Stealth 3 (+11)

Advantages: All-Out Attack, Improved Feint, Power Attack, Startle

Powers: Parker Clone Physiology:
Enhanced Strength 1 (Flaw: Limited [Lifting Only])
Leaping 1
Movement 2 [Wall-Crawling 2]

Spider-Sense:
Enhanced Skills 5 [Acrobatics +6, Close Combat (Unarmed) +2, Perception +3 (Limited [Danger Sense Checks only])]
Enhanced Advantages 5 [Defensive Roll 2, Evasion 1, Move-By Action, Uncanny Dodge]
Enhanced Dodge 3
Enhanced Parry 3
Senses 6 [Danger Sense (mental: Accurate, Acute, Extended, Ranged)]

Symbiote Hybrid:
Cellular Morphing: 12 pts
Symbiote Clothing:Feature 1 [Quick Change]
Morphing: Morph 2 [People roughly same size and gender]
-Blending: Concealment 2 (Flaw: Blending)
Spider Sense Immunity: Immunity 1 [Spider-Senses]
Organic Weapons: 31 pts
Tendril Slinging: Ranged Affliction 9 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extras: Cumulative, Extra Condition); (Feat: Split); (Flaw: Limited Degree)
-Tendril Blades: Strength-Based Slashing Damage 1 (Extra: Penetrating 9); (Feats: Split, Variable Descriptor [Piercing])
-Tendril Blade Blast: Strength-Based Slashing Damage 1 (Extra: Multiattack 9, Penetrating 9); (Feats: Reach 6, Variable Descriptor [Piercing])
-Tendril Blade Burst: Strength-Based Slashing Damage 1 (Extra: Area [Burst], Selective); (Feat: Variable Descriptor [Piercing])
-Tendril Throwing: Move Object 9

Offense: Initiative +8
Melee Attack +4 // Unarmed Attack +10
Ranged Attack +4 // Organic Weapons Attack +10

Defense: Dodge +13*/+10 [*Spider-Sense]
Parry +13*/+10 [*Spider-Sense]
Toughness ++7*/+5 [*Defensive Roll]
Fortitude +8
Will +6


Costs: Abilities 60+ Skills 15+ Advantages 4+ Powers 72+ Defenses 21= 172 pts.


Real Name: April Parker
Height: 5'7"
Weight: 119 lbs
Eye Color: Blue
Hair: Brown


Complications:
b]Enemy:[/b] Funny Face, Black Tarantula, Hobgoblin, Canis, Carnage, Crazy Eight, Fury the Goblin Queen, Lady Octopus, and others.

Identity: She has the secret identity of April Parker.

Power Loss: If she loses her Spider-based powers, her stats change to Strength 0, Agility 1, Dexterity 1, and Fighting 3.

Relationships: Mary Jane Parker (mother), Peter Parker (father), Benjy Parker (brother), Wes Westin (boyfriend), Normie Osborn, Phil Urich, Eugene Thompson, Moose Mansfield, Courtney Duran, Davida Kirby, Jimmy Yama, Simone DeSantos.

Temper: Due to her DNA being part Symbiote, Mayhem has some issues controlling her anger.

Who’s The Clone?: Mayhem is convinced that she is the original.


Background: May Parker was stolen by Norman Osborn when she was born. During the time she was stolen she had been cloned. Kaine, Peter Parker's genetically engineered and aged clone, saved one of the May's but is not certain which May he had saved. Sixteen years later the May that had grown up in a test tube had gotten out, and wanting her life back attacked May. During the battle there was a big explosion which injured May and she was taken into care from the Black Tarantula.

May's clone replaced her while she was trying her hardest to live. May lost control of her body from Arana and then got it back with a spirit in her mind also called May. During the time May was gone Peter had lost control of his body to Norman Osborn. May went to the house to tell every one that her clone was posing as her but, it all ended up messing up the there living room in a fight. By the end of the fight May, her clone, Peter, and Norman had combined into one and begun to fight in Peter's body, fighting through the memories of Peter and even some of May's memories. By the end of the fight May had won and had gotten her clone to go to her side. Peter had regained control of his body and they all left Peter's body. The only problem was where they were going to put May's clone?

They ended up letting May's clone live with them and the clone ended up coming with her own new name of April Parker. Even though Peter said they would figure out her back story with each other April did what she wanted to do, even changing her appearance with her hybrid powers. April is stubborn and never listens to what ever anyone says. When May was thought to be killed at the hands of Tombstone and only April knew, she had pretended to be May and kissed Wes. April wanted to be her own and not to be in May's shadow so in a gang war she made her own name and called herself Mayhem.

April also does not want to follow the rules of May; she does not believe in the no kill policy that May believes in. April says if she has to finish the job by killing then that is what she is going to do, then warns May that if she gets in April's way then she will just have to kill her also. To stop the gang war she killed Hobgoblin.

Mayhem tells Spider-Girl after the gang war that if Spider-Girl got in her way that Mayhem will kill her. As May is walking with her friends to Cafe Indigo she saw April running on the roof tops watching May. May tells an excuse to her friends and goes and asks April why she is following her. April tells May to step aside and to admit that she was the clone and not April. April tells May that she is protecting the city by making everyone terrified of her, but when May disagrees April cuts her with a symbiote tendril.

They start to fight and end up going into a abandon building, slamming into the electricity circuit which makes the building begin to catch fire. Because of the fire a piece of wood is about to fall on April but May pushes her away and saves April and May can not get out. As April is saying that May did that to make her look bad, May throws a web ball that knocks April out of the building and across the street. As April lands on the roof the building explodes killing May.

Then the story flashes to the future and shows Auntie M telling this story, but Torus needs her and she had to stop the story. Torus tells Auntie M that the Carnages are back and then he asks a question and that question was why she always makes herself the bad guy in that story. Then Auntie M turns into Mayhem and says that is because "I am the bad guy". She tells Torus when May died all she wanted to do was replace her but, that was impossible because Mary Jane, May's mother, knew that April was not May and found out that May died. After that she continued trying to be a hero; she killed most of the heroes because she thought that was the right thing.

Since she was killing heroes the government made an experiment and that is what made the Carnages, which were killing the human race. As April finishes the story more Carnages attack and after defeating them April decides to go back in time to before when May died and that would be the only way to save the future. When April goes back to the past she takes control of her younger self and does not let May save her this time, instead letting April be the one who gets stuck under the rubble and dies in the following explosion instead of May. Her last words to May were "Seems you were always right kiddo. Just took me a lifetime to see it. Say goodbye to the family for me I really did love them in my own way........" She died a true hero and saved the world as only she could.
World of Freedom Setting 3E

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

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Tattooedman
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Re: World of Freedom: M² Universe Builds

Post by Tattooedman » Fri Jan 17, 2014 2:35 pm

And that'll bring an end to this run of M² Universe characters, since the books I picked up that inspired it don't have any other characters I can find any more information for. Honestly I like the overall theme of the M² Universe setting and think it'd be some fun to play in but I don't see a game like that happening anytime soon in the Game Room.

Now back to the Freedom City setting where I've got a couple interesting things worked up.
World of Freedom Setting 3E

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

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Tattooedman
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Micron Armor

Post by Tattooedman » Fri Jan 17, 2014 2:44 pm

Micron Armor:

The Albright Institute has made several major technological advances since its creation decades ago. One such breakthrough came following the death of the Flea, a minor hero who perished defending Freedom City from Omega and his forces from the Terminus in 1993. Once the Flea’s body was identified and returned to his family, they donated it to science in accordance with his final wishes.

The Institute was able to isolate the particular wavelength of energy that the Flea accessed to reduce his body in size while maintaining his normal mass. Soon a high tech suit was constructed with the ability to harness that same energy, as the scientists found that due to some x-factor in the Flea’s DNA allowed him to use without any harm to himself but all of the test subjects who tried to use the energy suffered serious injury until they realized that they needed to use some kind of 'filter'. The Micron Armor, as the project was named, has since been for a number of research and laboratory processes and is considered one of the only truly safe and reliable sources of mass altering technology available in the world.

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Micron Armor: (Removable –21 pts) [84 pp]
Flex-Mesh Layers: Protection 8
Jump Jets: Leaping 5 (Feat: Move-By Action)
Radio: Feature 1 [Built-In Communicator]
Sensors: Senses 10 [Vision (Acute, Analytical), Darkvision, Infravision, Low-Light Vision, Detect (Energy [visual]: Acute, Analytical, Ranged)]
Size & Mass Control: Shrinking 20 (Extras: Increased Duration [Continuous], Normal Strength); (Feat: Atomic)
Last edited by Tattooedman on Thu Feb 06, 2014 10:40 am, edited 1 time in total.
World of Freedom Setting 3E

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MACO Armor

Post by Tattooedman » Fri Jan 17, 2014 2:48 pm

Nixon Petrochemicals Aquatic Armor (MACO):

Similar to the well known AEGIS MAX armor, the MACO (Mobile, Armored Construction Unit) suit developed by Nixon Petrochemicals for work on their offshore and undersea interests have their origin in an older, now closed military project; specifically it is based on an early blueprint for the Devil Ray Armor, the prototype suit made infamous by the criminal Devil Ray. The MACO now has little visible connection to its predecessor, being more heavily armored and the weapons systems are there only for the wearer to use to defend themselves against the predators that roam the seas.

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MACO Suit: (Removable –9 pts) [36 pp]
Built-In Turbines: Swimming 3
Communication Array: Feature 2 [Commlink, Video Link]
Flex Mesh Weave & Light Armor: Protection 4 (Extra: Impervious)
Harpoon Launcher: Ranged Piercing Damage 6 (Feat: Improved Critical)
Muscle Enhancing Motors: Enhanced Strength 4
On-Board Support Systems:
Immunity 3 [Environmental Cold, Drowning, Pressure]
Senses 7 [Auditory (Sonar: Accurate, Radius), Darkvision, Infravision, Radio]
Search Lights: Feature 1 [30 illumination]
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Nullifier Armor

Post by Tattooedman » Fri Jan 17, 2014 2:54 pm

The Foundry's Nullifier Armor:

In a world dominated by superhumans, many nations are concerned with defending their interests against any who would threaten them, whether heroes or villains. Many have been trying to develop a powered armor that was cost effective to elevate an average soldier to the equivalent of a superhuman but that has proven to not truly level the playing field.

The Foundry, an organization devoted to developing and profiting from new technologies, instead developed a means of reducing a superhuman to the level of an average soldier based on nullifying technology used in New Alcatraz. The Nullifier Armor has thus been designed to identify and then disrupt the biological energies that provide superhumans with their unique abilities.

Depsite it's effectiness there are a few flaws that keep the Nullifier Armor from being more widely seen item. The main issue is the unsteady nature of Zero Point Energy; even the units used at New Alcatraz seem to have a number of malfunctions on an almost monthly basis, the problem for the Nullifier Armor those normally happen in the field where little repair work can be properly done. And by that point the people the nullifier has been used on had either recovered enough to regain some of their powers and thrash the operator, or some of their allies do the deed.

The other problem is that the constant exposure to Zero Point Energy eventually renders the armor itself mechanically unsound in a number of ways; the Hydraulic Boosters overload, the Jump Jets stop working while in use and there have been times where the sturdiness of the armor plating has been compromised.

The Foundry's scientists continue to try and perfect a model that can better handle Zero Point Energy or improve it's ability to withstand the side effects but so far haven't made any progress. Despite those flaws criminals still occationally order a couple sets of the armor for sporadic or specialty uses.


Image
Nullifier Armor: (Removable –20 pts) [82 pp]
Armor Plating: Protection 8 (Extra: Impervious)
Concealed Autoguns: Ranged Ballistic Damage 8 (Extra: Multiattack)
Environmental Seals: Immunity 6 [All Environmental Conditions, Suffocation (Limited [20 minute supply of air])]
Hydraulic Boosters: Enhanced Strength 4
Jump Jets: Leaping 4
Sensors & Communications:
Feature 1 [Commlink]
Senses 11 [Vision (Extended), Darkvision, Infravision, Auditory (Extended), Detect (metahumans: Acute, Analytical, Ranged, Tracking 2)]
Nullification System Array:
Zero Point Energy Frequency Alpha: Ranged Affliction 10 [Dazed, Stunned Transformed (Powerless); resisted by Fortitude] (Extra: Cumulative); (Feat: Slow Fade [5 rounds])
-Zero Point Energy Frequency Beta: Ranged Affliction 10 [Dazed, Stunned, Transformed (Powerless); resisted by Will] (Extra: Cumulative); (Feat: Slow Fade [5 rounds])
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Illithids

Post by Tattooedman » Mon Jan 27, 2014 8:42 pm

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Illithids (aka Mind Flayers)
PL:
8
Strength 2
Stamina 3
Agility 2
Dexterity 2
Fighting 6
Intellect 4
Awareness 3
Presence 3

Skills: Close Combat [Tentacles] 2 (+8), Close Combat [Psionic Crystal Weapon] 2 (+8), Deception 6 (+9), Expertise [Galactic Lore] 6 (+10), Insight 6 (+9), Intimidation 6 (+9), Perception 6 (+9), Persuasion 6 (+9), Stealth 6 (+8)

Advantages: Daze [Intimidation], Grabbing Finesse, Improved Initiative, Languages 4 [Base: Illithian; Galactic Common, 3 other of choice], Speed Of Thought

Powers: Illithid Physiology: (Innate)
Brain Bore: Damage 5 (Extra: Increased Duration [Concentration]); (Flaw: Grab-Based) & Weaken Intellect 5 (Extra: Increased Duration [Concentration]); (Flaw: Grab-Based)
Inhuman Flesh: Protection 5
Face Tentacles: Extra Limbs 4 (Feats: Fast Grab, Improved Grab, Improved Hold)
Inhuman Eyes: Senses 2 [Darkvision]
Inhuman Hearing: Senses 2 [Auditory (Accurate)]

Psionics:
Levitate: Flight 2
Telepathy: Communication 2 [Mental] (Extras: Area, Selective)
Mind Blast: Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Will] (Extra: Area [Cone] 2)
-Charm: Ranged Affliction 8 [--, --, Transformed [helpful attitude]; resisted by Will] (Extra: Perception); (Feat: Subtle 2); (Flaw: Limited Degree [3rd Degree Only])
-Detect Thoughts: Mind Reading 8
-Suggestion: Range Affliction 8 [Entranced, Compelled, Controlled; resisted by Will] (Extras: Cumulative, Perception); (Flaw: Limit [Only one command per use])

Offense: Initiative +8
Melee Attack +6 // Tentacles/ Psionic Crystal Weapon Attack +8
Ranged Damage +2

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

Costs: Abilities 50+ Skills 16+ Advantages 8+ Powers 73+ Defenses 18= 165 pts.


Complications:
Addiction: Illithids must consume the brain of a sentient being once a month in order to properly function.

Arrogance: Mind flayers believe themselves to be superior to all other living creatures.

Prejudice: Illithids are one of the most feared and hated creatures in the universe.


Notes: Illithids, or Mind Flayers as they're more commonly called by other races, are humanoids with an octopus-like head with four tentacles around a lamprey-like mouth. Their eyes are pale white which allows them to see perfectly well in both darkness and light, a result of their ancestors coming from underground environments. Their skin varies in color, from a purplish blue to gray-green tone and covered in mucus and is very sensitive to sunlight even though sunlight does not actually harm them, they loathe it. An Illithids’ main dietary requirements are the brains of sentient creatures and are a large part of the reason they conquer other races.

Over the years, the Illithids have enslaved multitudes of other races, slaughtering those that offered too much resistance to them. They exert total dominance over their prisoners, often using their mental abilities to both control and punish those being as the Illithids see fit. The most horrifying and repulsive attribute of the Illithids is their physical form, a grisly mockery of the humanoid victims from which they were birthed.

Illithids use other creatures to reproduce, a procedure they call ceremorphosis; a juvenile Illithid is implanted inside a victim's skull, and upon being implanted the larva then grows as it consumes the host's brain, absorbing the host's physical form entirely and becoming sapient itself, a physically mature (but mentally young) Illithid with features that hint at its former race. Some Illithids search out specific beings for their young, believing that a powerful host body makes for a strong Illithid.

Almost all of the Illithids’ technology appears to be psionic in nature, using some form of unique crystals that is assumed to be either naturally occurring on their homeworld or is somehow made by the Illithid. All of their weapons as well as the other forms of technology (such as their star ships) seem to use it. This psionic crystal technology will not work for a being that does not possess some form of psionic ability; though not much else is really known about the Illithids’ as they are very secretive about all the facets of their society.

The Illithid are part of the Star Khan’s empire and apparently are high ranking within its hierarchy, it is thought that it is due to their naturally occurring psionic abilities that allow them to counter the Grue. Illithids often hold positions as interrogators or‘diplomats’ within the empire as well as acting as infiltrators and spies as well.
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Gamemaster

Post by Tattooedman » Mon Jan 27, 2014 8:50 pm

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

Skills: Deception 9 (+11), Expertise [Computers] 10 (+16), Expertise [Criminal] 4 (+10), Expertise [Games] 12 (+18), Expertise [Pop Culture] 6 (+12), Expertise [Science] 10 (+16), Insight 9 (+12), Investigation 1 (+8), Perception 9 (+12), Persuasion 6 (+8), Sleight of Hand 3 (+8), Ranged Combat [Joystick] 6 (+12), Stealth 7 (+9), Technology 10 (+16)

Advantages: Assessment, Benefit 5 [Wealth x5 (Billionaire)], Benefit [Robot/HAG Duplicates], Close Attack 2, Connected, Contacts, Eidetic Memory, Equipment 5, Inventor, Languages 2 [Base: English; French, German, Japanese], Ranged Attack, Second Chance [Expertise (Games) Checks], Seize Initiative, Skill Mastery [Expertise (Games)], Speed of Thought, Taunt, Well-Informed

Powers: Genius: Quickness 5 (Feat: Innate); (Flaw: Limited [Mental Tasks Only])

Gamemaster Suit: (Removable -11 pts) [47 pp]
Armored Construction: Protection 10 (Extra: Impervious)
Built-In Computer:
Enhanced Skill 2 [Ranged Combat (Joystick) +6]
Feature 1 [Computer]
Crisis Sensor: Senses 1 [Danger Sense]
Feature Disguiser: Feature 1 [Appearance Concealed]
Video Feed: Remote Sensing 10 [audio, visual] (Extra: No Conduit); (Feats: Feature [Recording/Playback], Subtle 2); (Flaw: Medium [Cameras])

Joystick: (Easily Removable -12 pts) [20 pp]
Maser Blast: Ranged Force Damage 10 (Extra: Penetrating)
-Stun Blast: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Maser Strike Field: Strength-Based Electrical Damage 10

SLATE (Soft-Light Animated Tactical Environment): (Removable -8 pts) [33 pp]
VR Terrain: Create 10 (Extras: Increased Duration [Continuous], Movable, Stationary); (Feat: Precise)

HAG (Hard-light Avatar Generator): (Removable -17 pts) [68 pp]
Mook Factory: Summon 8 (Extras: Active, Broad Type, Horde); (Feats: Mental Link, Multiple Minions 4 [16 total])
NPC Maker: Ranged Affliction 8 [--, --, Controlled; resisted by Will] (Extras: Perception); (Flaw: Limited Degree [3rd rank only])

Offense: Initiative +6
Melee Attack +8
Ranged Attack +6 // Joystick Attack +12

Defense: Dodge +9
Parry +9
Toughness +13*/+3 [*Gamemaster Suit]
Fortitude +8
Will +10

Equipment: HQ [Game Room (25 ep): Size: Huge; Toughness: 16] Features: Combat Simulator, Communications, Computer, Concealed 5 [DC 30], Deathtraps, Holding Cells, Power System, Security System 5 [DC 40], Workshop


Costs: Abilities 60+ Skills 32+ Advantages 26+ Powers 174+ Defenses 19= 286 pts.


Real Name: Gabriel ‘Gabe’ Crowell
Height: 5'10"
Weight: 174 lbs.
Hair: Brown
Eye Color: Brown


Complications:
Arrogant: There’s no doubt in the Gamemaster’s mind that he’s one of the smartest people in the world. A fact he’s not afraid to share with anyone who will listen.

Motivation ~Challenge: Gamemaster likes a good challenge, especially where games are concerned.

Sore Loser: When Gamemaster loses, he tends to take it out on everyone around him. Additionally, he also becomes obsessed with the person he lost to until he gets a re-match and wins.


Background: Gabe Crowell always loved games. It didn’t matter what the game was, either; whether a board game, a role playing game, a card game, electronic game system or PC game, he loved them all. Combined with his remarkable intelligence and highly competitive spirit and Gabe become a true master of so many different kinds of games that it was nearly impossible for any of his opponents to win if they played fairly against him. As the years went by Gabe found fewer and fewer people who were willing to play against him until finally, there was no one who would. Since games were his only social outlet, Gabe focused a good deal of his efforts on developing a game that would challenge him; two years later he’d finished an electronic game of his own design, that he’d named Serum, and it took him almost four months to conquer it.

But he was still driven to prove he was a better gamer than anyone else, so Gabe uploaded the game onto the internet as a free game for anyone to play. After a year had passed and nobody had beaten Serum, Gabe was contacted by people representing a relatively unknown company, Hammerpoint Games, with the offer of a job to refine the game (and adjust it so that it could be beaten). Seeing this as the proper recognition of his skills, Gabe took the job and six months later the newest version of Serum hit the stores.

Gabe became a rising star in the world of game design, earning a fortune in royalties as everything in Serum was his idea which meant that the majority of profits went to him. His next job assignment was a special, top secret project: a virtual reality game that would put the player in a completely holographic game grid. As lead designer Gabe made leaps and bounds in progress, completing the project ahead of schedule which delivered fantastic, while utterly real looking, results and the virtual reality opus, Daystalker/Nightslayer was poised for a block buster release.

Unfortunately problems with marketing, which included a rash of video game related violent crimes, delayed the game’s debut and soon after that Gabe received word that the game feature that allowed players to import the likeness of real people to be used as ‘skins’ for victims, one of the more difficult parts of the game he’d developed personally, was going to be removed prior to the release of the game and Gabe hit the roof. Protesting the removal, he found no support for his position among his peers, which caused him to dismiss them as little more than corporate lackeys and not true gamers like himself. Gabe dealt with those critics on his own terms; slaughtering their digital images on a nightly basis in the game grid. But when one of his co-workers discovered Gabe’s virtual violence he reported the genius to his superiors who fired Gabe on the spot.

Deciding that he no longer wanted to deal with a world that rejected and cheated him, Gabe began staying at his large mansion home where he began building robotic players to provide him with the competitive challenge and companionship he so desperately craved. However, even mechanical adversaries couldn’t keep up with his brilliant mind and their lack of personality and pitiful attempts at interaction got to Gabe, adding to his already weakened grip on reality and drove him slightly mad. Over the next few months Gabe perfected a plan to get even with those who had wronged him by practicing murdering them in a copy of the game grid he’d managed to somehow keep possession of. From there it wasn’t that difficult for Gabe to carry it out the deeds in real life and afterwards Gabe stole the two main components of the game grid: the HAG (Hard-light Avatar Generator) and the SLATE (Soft-Light Animated Tactical Environment) and went into hiding.

It took Gabe years to perfect and implement the upgrades he’d designed for the HAG and SLATE, and once they had been completed he wanted a true test of the devices abilities. Thus Gabe ventured out of his home/lab to a nearby convention that was being held for comic books. There he tested out his new gadgets on some of the attendees and discovered that in addition to the normal functions of the HAG he could hack into the brains of some people, forcing them to do whatever he wanted. Giddy with excitement at the prospect of a new kind of game to play, Gabe tweaked his devices on the spot to broaden their range and effect until he had created his very own live action life simulator using the other convention goers as his playable characters. Fortunately for these people, there were a few heroes that were visiting as guests at the convention who were able to intervene and save the day. However, Gabe managed to get away undetected with a burning desire to play even more now that he’d learned his devices worked even better than he’d thought.

Gabe immediately began working on improving his devices, reworking them so that the next time he played he would be able to master his new game. Months passed and the only people who Gabe saw were deliverymen, either from one of the local restaurants internet stores where he bought his supplies. Once he had everything built to his liking, Gabe visited a nearby mall and subjugated the minds of most everyone within it in order to test his new equipment for bugs. Watching from a secure location, he was able to the view the world through the eyes of his “players”, forcing them to experience whatever he wanted and altering their reality to see things not as they actually were. Gabe had his fun at their expense for a little while even though it wasn’t long before that the police and members of the Sentinels arrived to spoil everything, but Gabe was able to slip away once again and return to his lab. There he donned a costume of his own design and named himself the Gamemaster, because he was finally ready to start playing the ultimate game against the ultimate opponents.

Over the years the Gamemaster has developed a criminal style that is uniquely his own thanks to his use of the HAG and SLATE systems, but he has also developed what he calls the Game Room; multiple locations he’s drastically altered to fit a specific theme or purpose and no two are the same. Each is designed to challenge and eventually defeat the people that are ‘playing’, though there a few constants: a workshop and control room hidden away somewhere where the Gamemaster runs the game and makes any needed tweaks and last minute changes to his NPCs before sending them out. Additionally he’s made sure to include a number of escape routes honeycombed within building, which allow him an easy escape if the current game he’s running goes haywire (also Gamemaster keeps at least one robotic duplicate of himself somewhere in the building, usually in the control room). There is a containment area set aside to hold the Non-Player Characters (aka random people he has kidnapped and force to take part in his games) until the Gamemaster needs them as well as dozens of hidden cameras he uses to observe and record the game for later personal enjoyment.

And, while the building and size tends to change, the majority of the space is always based around the theme of the game itself. With a bevy of deathtraps at his disposal, Gamemaster always builds them with the setting’s flavor in mind; knowing that he’ll be running a Jungle Adventure, the Gamemaster prepares several deathtraps to emulate the feel and atmosphere of a jungle - pit traps (with and without spikes), poison dart launchers, tangling vines, and log rams that swing from the trees to try and crush a target when triggered by the Gamemaster.
Last edited by Tattooedman on Mon Jan 27, 2014 9:39 pm, edited 1 time in total.
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Re: World of Freedom: M² Universe Builds

Post by EnigmaticOne » Mon Jan 27, 2014 8:54 pm

Funny thing, my real first name is Gabe (Gabriel in full), and I felt chills with this version of Player 2 and RPGers mashed together.
Impeach the peach!

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Re: World of Freedom: FC Setting Builds....

Post by Tattooedman » Mon Jan 27, 2014 9:26 pm

Good, I was shooting for a creepy vibe with the GM.
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Swashbuckler

Post by Tattooedman » Thu Feb 06, 2014 10:43 am

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

Skills: Acrobatics 4 (+7/+10), Athletics 5 (+8), Close Combat [Swords] 8 (+14), Deception 5 (+7), Expertise [Criminal] 6 (+7), Insight 3 (+5/+11), Perception 6 (+8), Ranged Combat [Built-In Weapons] 6 (+12), Stealth 7 (+10)

Advantages: Assessment, Evasion, Improved Initiative, Power Attack, Quick Draw, Ranged Attack 3

Powers: Master Swordsman: (Feat: Innate); (Flaw: Limited [must have sword drawn])
Enhanced Skills 11 [Acrobatics +3, Close Combat [Swords] +8, Insight +6]
Enhanced Advantages 17 [Cunning Fighter, Defensive Roll 3, Evasion, Follow-Up Strike, Improved Critical (Swords) 3, Improved Defense, Improved Disarm, Improved Feint, Improved Initiative, Improved Smash, Instant Up, Precise Attack (melee; concealment), Redirect, Takedown 2, Weapon Bind, Weapon Break]
Enhanced Dodge 3
Feature 1 [Ambidexterous]
Perfect Defense: Immunity 40 [Attacks targeting Parry] (Flaw: Concentration)

Omnium Steel Swords: (Easily Removable –14 pts) [21 pp]
Unique Construction: Feature 1 [Indestructible]
Nerve Gas: Affliction 8 [Dazed & Fatigued, Stunned & Defenseless, Paralyzed; resisted by Fortitude] (Extras: Area [Cloud], Cumulative, Extra Condition)
-Sword Strikes: Strength-Based Slashing Damage 3 (Extra: Penetrating 6); (Feats: Improved Critical, Split, Variable Descriptor [Piercing])
-Taser Wire: Electrical Damage 8 (Feats: Improved Critical 2, Reach 6)

Offense: Initiative +11*/+7 [*Master Swordsman]
Melee Attack +6 // Sword Attack +14* [*Master Swordsman]
Ranged Attack +6

Defense: Dodge +14*/+6 [*Master Swordsman]
Parry +14*/+6 [*Master Swordsman]
Toughness +6*/+3 [*Defensive Roll]
Fortitude +8
Will +8


Costs: Abilities 46+ Skills 15+ Advantages 8+ Powers 73+ Defenses 11= 153 pts.


Real Name: Jacob King
Height: 6’1”
Weight: 187 lbs
Hair: Black
Eye Color: Brown


Complications:
Enemy: The Rook.

Motivation ~Thrills: Swashbuckler is a criminal because he loves testing his skill and enjoys the rush he gets breaking the law.

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


Background: A master swordsman, Jacob King grew bored with conventional sword fighting, and decided to use his skills to become a costumed supervillain. Calling himself the Swashbuckler, King has become a regular foe of the Rook, who he views as one of the few people that can give him a serious challenge. Most of the time the crimes that Swashbuckler is pulling off is only to draw out the Rook.
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