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World of Freedom: FC Setting Builds....

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Re: World of Freedom 3rd Edition: Almost Done...

Postby McGuffin » Fri Oct 05, 2012 9:29 am

Awesome! :D Looking forward to 'em T-man.
McGuffin's Workshop: Warp, Naga

Why crawl when you can walk? Why walk when you can run? Why run when you can fly?
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the Power Corps

Postby Tattooedman » Fri Oct 05, 2012 11:00 am

The Power Corps:
Power Corps is a team of mercenaries originally recruited and trained by the supervillain Mastermind to act as his agents. He outfitted them with advanced suits of armor, powerful enough to make them a match for heroes like the Freedom League, or so they thought. The Power Corps worked for the Mastermind for awhile, going up against the members of the League individually and as a group. Eventually the Mastermind suffered defeat at the hands of the League and was missing and presumed dead, leaving the Power Corps to decide their own fate on their own. They recovered their armor and became super-mercenaries for hire.

Since then, the Power Corps have worked for anyone able to afford their services, from body-guarding to theft, intimidation or assassination, and even the overthrow of small governments. Their list of clients has included crime-lords, drug kingpins, would-be dictators, and, of course, various super-criminals in need of powerful henchmen. They have on at least one occasion fallen under the influence of their original employer, the Mastermind, but have since then adjusted the psionic circuitry he hadd placed in their armor to telepathically control them. Now it instead generates a psionic jamming frequency to help shield them against outside mental influence.

A portion of all the Corps’ fees go towards the maintenance and upkeep of their armor, and they’ve also been able to establish safe houses and supply caches in various places around the world in case they need to make some quick repairs on the fly or lay low after pulling a job. Occasionally the team has seen fit to replace members either lost in combat or decided to leave the group, though for the most part the Power Corps are a fairly tight-knit group and few have chosen to leave.

Recently Number One had decided that the Power Corps needed to change their way of operating to be a more credible threat. He wanted to have their armors redesigned to have a more individual style to them as well as a variety of weapons systems. This was a subject that didn’t go over well with some of the other members but being the kind of leader he was, Number One decided to make it a group decision. So a vote was cast and in the end the majority of them were in favor of Number One’s idea and they contacted the Foundry about building the new armors as the members who were against the change left the Power Corps. During that time Number One and Number Two started the recruitment process to find new members to fill the void left by the departing ones.

When the new sets of armor were complete all that was left was the payment. Luckily Number One had managed to stash away a good portion of the profits from the Power Corps’ last couple of jobs and used that as the opening payment to the Foundry in addition to an agreement that the Power Corps’ would perform a set number of missions for the Foundry as well as a percentage of the their future jobs over the next year to pay off their total debt of their commission.

Now no longer identified by the numbers on their chests, the members of the Power Corps are Scattershot, Wysper, Hollowpoint, Mortarfire, Haymaker, Pinpoint and Firearm. With seven members each wearing their own unique set of armor, the Power Corps doesn’t always deploy all of its members on the same job. Scattershot, the former Number One, sometimes splits the team; sending another squad under Wysper’s, the former Number Two, command to handle a separate job at the same time. At this point the Power Corps is looking to take on as many jobs as they possibly can, they want to pay off the Foundry as quickly as possible and prove that they’re still a viable option in the world of super-mercenaries.


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

Skills: Acrobatics 6 (+7), Athletics 4 (+6), Deception 6 (+8.), Expertise [Mercenary] 12 (+14), Expertise [Technology] 4 (+5), Perception 6 (+8.), Insight 8 (+10), Intimidation 9 (+11), Ranged Combat [Pulse Blaster Array] 6 (+10), Stealth 7 (+8.), Treatment 4 (+5), Vehicles [Air] 6 (+7)

Advantages: Assessment, Close Attack 4, Daze [Deception], Equipment [Safe-Houses], Improved Feint, Improved Initiative, Inspire 3, Leadership, Power Attack, Ranged Attack 3, Set-Up, Teamwork

Powers: Scattershot Armor: (Removable –17 pts) [69 pp]
Pulse Blaster: Ranged Damage 10 (Extra: Multiattack)
-Pulse Beam: Ranged Damage 10 (Extra: Penetrating)
-Servos:
Enhanced Strength 6
Enhanced Strength 2 (Flaw: Limited to Lifting])
Boot Jets: Flight 8
Sealed Systems: Immunity 10 [Life Support]
Psi-Scramblers: Enhanced Will 4 (Flaw: Limited [Only vs. Mental Effects])
Armor Plating: Protection 8 (Extra: Impervious)
Sensor Systems:
Immunity 10 [Audio & Visual Afflictions] (Flaw: Limited [Half Effective])
Senses 5 [Direction Sense, Infravision, Low-Light Vision, Radio, Time Sense]

Offense: Initiative +5
Melee Attack +8 // Unarmed Damage +8 (in armor)
Ranged Attack +4 // Pulse Blaster Array Attack +10 // Pulse Blaster Array Damage +10

Defense: Dodge +10
Parry +10
Toughness +10*/+2 [*Armor (Impervious 8.)]
Fortitude +8
Will +8 [+12 vs. Mental Effects]


Costs: Attributes 30+ Skills 27+ Advantages 19+ Powers 69+ Defenses 27= 172 pts.


Real Name: Randall Trask
Height: 6’
Weight: 200 lbs
Hair: Brown
Eye Color: Blue


Complications:
Mercenary: The members of the Power Corps work for whomever can pay them, largely regardless of the job. Once hired, they tend to remain loyal to their employer (having a Expertise al reputation to maintain) but could be swayed by a better offer.

Not Made Here: The Power Corps uses stolen technology, some of it more advanced than they truly understand. They have run into problems in the past with repairing and maintaining their armors, along with having some unexpected surprises installed.


Background: Randall “Rand” Trask earned his dishonorable discharge from the U.S. Army the old fashioned way: brawling and conduct unbecoming. He worked as a mercenary in a number of bush-wars in South and Central America, including a stint or two with VIPER before drawing Mastermind’s attention. Originally the loyal soldier, Trask saw an opportunity after Mastermind met his defeat and took the Power Corps in its own direction, and has been leading it ever since.

He’s a good leader, making sure his people are taken care of (both in and out of the field) and knows many of the other member’s dirty secrets but keeps that information to himself until he may have a need of it at a later point.



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

Skills: Acrobatics 6 (+8.), Athletics 6 (+7), Deception 9 (+10), Expertise [Mercenary] 10 (+11), Expertise [Technology] 2 (+3), Insight 8 (+11), Intimidation 8 (+9), Perception 9 (+10), Ranged Combat [Sonic Stunner] 6 (+10), Stealth 6 (+8/+11), Vehicles [Air] 6 (+8.)

Advantages: Close Attack 4, Daze [Deception], Equipment [Safe-Houses], Improved Critical [Unarmed], Improved Feint, Improved Initiative, Inspire 2, Power Attack, Precise Attack [ranged; cover], Ranged Attack 2, Set-Up, Teamwork

Powers: Wysper Armor: (Removable –18 pts) [74 pp]
Stalker Stealth System:
Audio Concealment 2
Enhanced Skill 1 [Stealth +3]
Sonic Stunner: Ranged Damage 10 (Extra: Penetrating)
-Servos:
Enhanced Strength 7
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Boot Jets: Flight 8
Sealed Systems: Immunity 10 [Life Support]
Psi-Scramblers: Enhanced Will 4 (Flaw: Limited [Only vs. Mental Effects])
Armor Plating: Protection 9 (Extra: Impervious)
Sensor Systems:
Immunity 10 [Audio & Visual Afflictions] (Flaw: Limited [Half Effective])
Senses 5 [Direction Sense, Infravision, Low-Light Vision, Radio, Time Sense]

Offense: Initiative +6
Melee Attack +8 // Unarmed Damage +8 (in armor)
Ranged Attack +4 // Sonic Stunner Attack +10

Defense: Dodge +10
Parry +10
Toughness +10*/+1 [*Armor (Impervious 8.)]
Fortitude +7
Will +7 [+11 vs. mental effects]


Costs: Attributes 30+ Skills 26+ Advantages 17+ Powers 74+ Defenses 24= 171 pts.


Real Name: Magaret 'Mags' Malinski
Height: 5’ 8”
Weight: 137 lbs
Hair: Black
Eye Color: Hazel


Complications:
Mercenary: The members of the Power Corps work for whomever can pay them, largely regardless of the job. Once hired, they tend to remain loyal to their employer (having a Expertise al reputation to maintain) but could be swayed by a better offer.

Not Made Here: The Power Corps uses stolen technology, some of it more advanced than they truly understand. They have run into problems in the past with repairing and maintaining their armors, along with having some unexpected surprises installed.


Background: Margaret Malinski was as good a soldier, if not better, than anyone in her unit, but because she was a woman, no one acknowledged it, and because she was a lesbian, she eventually got kicked out. She made a name for herself as a mercenary. Trask recognized her skills early on and recruited her, making her his Number Two in the Power Corps and she has been his loyal right-hand. Anyone who crosses him has to answer to her, as several of their former employers have found out to their dismay.

Malinski has been trying to convince Trask into considering expanding the Power Corps, almost doubling their numbers (and their profits in her mind). The truth is that Malinski wants to lead a team of her own but doesn’t see the current members supporting her taking over. Malinkski sees the possible expansion as her only other option to keep the peace within the Power Corps.




Image
Mortarfire:
PL:
10
Strength 8 (2)
Stamina 2
Agility 1
Dexterity 1
Fighting 4
Intellect 0
Awareness 0
Presence 0

Skills: Acrobatics 6 (+7), Athletics 4 (+6), Deception 6 (+6), Insight 8 (+8.), Intimidation 10 (+10), Expertise [Demolitions] 10 (+10), Expertise [Mercenary] 6 (+6), Perception 6 (+6), Ranged Combat [Bomb Blaster] 6 (+10), Stealth 6 (+7), Technology 7 (+7), Vehicles [Air] 4 (+5)

Advantages: All-Out Attack, Close Attack 4, Daze [Intimidation], Equipment [Safe-Houses], Improved Initiative, Power Attack, Precise Attack [ranged; cover], Ranged Attack 3, Set-Up, Startle, Teamwork

Powers: Mortarfire Armor: (Removable –17 pts) [70 pp]
Bomb Blaster: Ranged Damage 10 (Extra: Area [Burst]); (Feat: Homing 2)
-Servos:
Enhanced Strength 6
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Jet Boots: Flight 8
Sealed Systems: Immunity 10 [Life Support]
Psi-Scramblers: Enhanced Will 4 (Flaw: Limited [Only vs. Mental Effects])
Armor Plating: Protection 8 (Extra: Impervious)
Sensory Systems:
Immunity 10 [Audio & Visual Afflictions] (Flaw: Limited [Half Effective])
Senses 5 [Direction Sense, Infravision, Low-Light Vision, Radio, Time Sense]

Offense: Initiative +5
Melee Attack +8 // Unarmed Damage +8 (in armor)
Ranged Attack +4 // Bomb Blaster Attack +10 // Bomb Blaster Damage +10

Defenses: Dodge +10
Parry +10
Toughness +10*/+2 [*MArmor (Impervious 8.)]
Fort +7
Will +5 [+9 vs. mental effects]


Costs: Attributes 20+ Skills 28+ Advantages 16+ Powers 70+ Defenses 25= 159 pts.



Real Name: Daniel 'Dan' Sullivan
Height: 5’ 10”
Weight: 173 lbs
Hair: Red
Eye Color: Green


Complications:
Mercenary: The members of the Power Corps work for whomever can pay them, largely regardless of the job. Once hired, they tend to remain loyal to their employer (having a Expertise al reputation to maintain) but could be swayed by a better offer.

Not Made Here: The Power Corps uses stolen technology, some of it more advanced than they truly understand. They have run into problems in the past with repairing and maintaining their armors, along with having some unexpected surprises installed.


Background: Dan Sullivan is the Corps’ munitions specialist; the red-haired and bearded Sullivan likes blowing things up a little too much for anyone else’s comfort. Some of them wonder if it’s only a matter of time before he finally meets his end in the form of a massive explosion as he‘s fond of playing practical jokes on the others (with homemade contraptions).



Image
Firearm:
PL:
10
Strength 8 (2)
Stamina 2
Agility 3
Dexterity 3
Fighting 4
Intellect 0
Awareness 0
Presence 0

Skills: Acrobatics 7 (+8.), Athletics 4 (+6), Close Combat [Unarmed] 2 (+10), Deception 6 (+6), Expertise [Mercenary] 6 (+6), Insight 8 (+8.), Intimidation 8 (+8.), Perception 6 (+6), Stealth 6 (+7), Technology 6 (+6), Vehicles [Air] 6 (+9),

Advantages: Close Attack 4, Defensive Strike, Daze [Intimidation], Equipment [Safe-Houses], Improved Critical [Plasma Generator System] 2, Improved Feint, Improved Initiative, Power Attack, Ranged Attack 2, Set-Up, Startle, Teamwork

Powers: Firearm Armor: (Removable –15 pts) [62 pp]
Plasma Generator System: Damage 10 (Extra: Penetrating); (Feat: Improved Critical 2)
-Servos:
Enhanced Strength 6
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Jet Boots: Flight 8
Sealed Systems: Immunity 10 [Life Support]
Psi-Scramblers: Enhanced Will 4 (Flaw: Limited [Only vs. Mental Effects])
Armor Plating: Protection 8 (Extra: Impervious)
Sensory Systems:
Immunity 10 [Audio & Visual Afflictions] (Flaw: Limited [Half Effective])
Senses 5 [Direction Sense, Infravision, Low-Light Vision, Radio, Time Sense]

Offense: Initiative +7
Melee Attack +8 // Unarmed Damage +8 (in armor) // Plasma Generator System Damage +10
Ranged Attack +5

Defenses: Dodge +10
Parry +10
Toughness +10*/+2 [*Firearm Armor (Impervious 8.)]
Fortitude +8
Will +6 [+10 vs. mental effects]


Costs: Attributes 28+ Skills 22+ Advantages 17+ Powers 62+ Defenses 25= 154 pts.


Real Name: Aaron 'A.K.' Kendall
Height: 5’ 11”
Weight: 168 lbs
Hair: Black
Eye Color: Brown


Complications:
Mercenary: The members of the Power Corps work for whomever can pay them, largely regardless of the job. Once hired, they tend to remain loyal to their employer (having a Expertise al reputation to maintain) but could be swayed by a better offer.

Not Made Here: The Power Corps uses stolen technology, some of it more advanced than they truly understand. They have run into problems in the past with repairing and maintaining their armors, along with having some unexpected surprises installed.


Background: Aaron “A.K.” Kendall is an African-American ex-Marine who got involved with the Power Corps so Mastermind’s advanced technology could replace a foot he lost to a landmine as a mercenary working with Trask. A.K. has thought of leaving the Corps but is in too deep (wanted in numerous countries) and is torn between his loyalty to Trask and the family he’s started since joining the Power Corps (who know nothing about how he supports them) and is starting to seriously consider his what his options are.



Image
Haymaker:
PL:
10
Strength 12 (3)
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 0
Presence 0

Skills: Acrobatics 4 (+6), Athletics 4 (+8.), Intimidation 9 (+9), Expertise [Streetwise] 6 (+6), Expertise [Tactics] 6 (+6), Perception 6 (+6), Expertise [Mercenary] 4 (+4), Insight 8 (+8.), Ranged Combat [Trapper System] 6 (+10), Stealth 4 (+6), Technology 2 (+2), Vehicles [Air] 6 (+8.), Vehicles [Land] 4 (+6),

Advantages: All-Out Attack, Close Attack 4, Cunning Fighter, Equipment [Safe-Houses], Improved Critical [Unarmed] 4, Improved Demoralize, Improved Feint, Improved Initiative, Power Attack, Ranged Attack 2, Set-Up, Startle, Teamwork

Powers: Haymaker Armor: (Removable –17 pts) [72 pp]
Trapper System: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Servos:
Enhanced Strength 9
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Jet Boots: Flight 8
Sealed Systems: Immunity 10 [Life Support]
Psi-Scramblers: Enhanced Will 4 (Flaw: Limited [Only vs. Mental Effects])
Armor Plating: Protection 10 (Extra: Impervious)
Sensory Systems:
Immunity 10 [Audio & Visual Afflictions] (Flaw: Limited [Half Effective])
Senses 5 [Direction Sense, Infravision, Low-Light Vision, Radio, Time Sense]

Offense: Initiative +6
Melee Attack +8 // Unarmed Damage +12 (in armor); critical 16-20
Ranged Attack +4 // Trapper System Attack +10

Defense: Dodge +8
Parry +8
Toughness +12*/+2 [*Armor (Impervious 10)]
Fort +8
Will +6 [+10 vs. Mental Effects]


Costs: Attributes 26+ Skills 24+ Advantages 20+ Powers 72+ Defenses 22= 164 pts.


Real Name: Del Chambers
Height: 6’ 2”
Weight: 223 lbs
Hair: Blonde
Eye Color: Green


Complications:
Mercenary: The members of the Power Corps work for whomever can pay them, largely regardless of the job. Once hired, they tend to remain loyal to their employer (having a Expertise al reputation to maintain) but could be swayed by a better offer.

Not Made Here: The Power Corps uses stolen technology, some of it more advanced than they truly understand. They have run into problems in the past with repairing and maintaining their armors, along with having some unexpected surprises installed.


Background: Del Chambers is a brawny bruiser known for penchant for violence and making Wysper’s life difficult by going off half-cocked and not respecting her authority. Chambers is mostly a thug who enjoys bullying others in the field and is only put up with by the others because he can get the job done.



Image
Pinpoint:
PL:
10
Strength 8 (1)
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 2
Presence 0

Skills: Acrobatics 5 (+7), Athletics 4 (+6), Deception 8 (+8.), Expertise [Science] 9 (+11), Expertise [Mercenary] 6 (+6), Insight 8 (+8.), Intimidation 8 (+8.), Perception 7 (+8.), Ranged Combat [Laser Ports] 6 (+10), Stealth 5 (+7), Technology 8 (+10), Vehicles [Land] 5 (+7)

Advantages:[b] Defensive Attack, Equipment [Safe-Houses], Improved Feint, Improved Initiative, Improved Taunt, Power Attack, Precise Attack [ranged; cover], Ranged Attack 2, Set-Up, Taunt, Teamwork

[b]Powers:
Pinpoint Armor: (Removable –18 pts) [72 pp]
Laser Ports: Ranged Damage 10 (Extra: Penetrating); (Feats: Improved Critical 3, Improved Smash, Precise)
-Servos:
Enhanced Strength 7
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Jet Boots: Flight 8
Sealed Systems: Immunity 10 [Life Support]
Psi-Scramblers: Enhanced Will 4 (Flaw: Limited [Only vs. Mental Effects])
Armor Plating: Protection 8 (Extra: Impervious)
Sensory Systems:
Immunity 10 [Audio & Visual Afflictions] (Flaw: Limited [Half Effective])
Senses 5 [Direction Sense, Infravision, Low-Light Vision, Radio, Time Sense]

Offense: Initiative +6
Melee Attack +8 // Unarmed Attack +8 (in armor)
Ranged Attack +4 // Laser Ports Attack +10 // Laser Ports Damage +10; critical 17-20

Defenses: Dodge +10
Parry +10
Toughness +10*/+2 [*Pinpoint Armor (Impervious 8.)]
Fort +6
Will +6 [+10 vs. mental effects]


Costs: Attributes 30+ Skills 25+ Advantages 12+ Powers 72+ Defenses 22= 161 pts.


Real Name: Rosa Elzie
Height: 5’ 5”
Weight: 118 lbs
Hair: Black
Eye Color: Brown


Complications:
Mercenary: The members of the Power Corps work for whomever can pay them, largely regardless of the job. Once hired, they tend to remain loyal to their employer (having a Expertise al reputation to maintain) but could be swayed by a better offer.

Not Made Here: The Power Corps uses stolen technology, some of it more advanced than they truly understand. They have run into problems in the past with repairing and maintaining their armors, along with having some unexpected surprises installed.


Background: Rosa Elzie is the Power Corps current techie. Her efforts help keep their armor in good operating condition, which is not always easy, nor is being the only other woman in the Power Corps. Rosa can do makeshift repairs in the field, but any serious damage is beyond her ability to fix and the Power Corps would need to contact the Foundry.



Image
Hollowpoint:
PL:
10
Strength 8 (1)
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 1
Awareness 2
Presence 0

Skills: Acrobatics 6 (+8.), Athletics 4 (+6), Deception 8 (+8.), Expertise [Mercenary] 6 (+7), Insight 8 (+10), Intimidation 8 (+8.), Perception 8 (+10), Ranged Combat [Auto Cannon] 6 (+10), Stealth 6 (+8.), Technology 6 (+7), Vehicles [Air] 6 (+8.)

Advantages: All-Out Attack, Equipment [Safe-Houses], Improved Aim, Improved Feint, Improved Initiative, Improved Taunt, Power Attack, Precise Attack [ranged; cover], Precise Attack [ranged; concealment], Ranged Attack 2, Set-Up, Seize Initiative, Teamwork

Powers: Hollowpoint Armor: (Removable –19 pts) [76 pp]
Auto Cannon: Ranged Damage 10 (Extras: Multiattack, Penetrating); (Feat: Improved Critical 2)
-Servos:
Enhanced Strength 7
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Jet Boots: Flight 8
Sealed Systems: Immunity 10 [Life Support]
Psi-Scramblers: Enhanced Will 4 (Flaw: Limited [Only vs. Mental Effects])
Armor Plating: Protection 8 (Extra: Impervious)
Sensory Systems:
Immunity 10 [Audio & Visual Afflictions] (Flaw: Limited [Half Effective])
Senses 5 [Direction Sense, Infravision, Low-Light Vision, Radio, Time Sense]

Offense: Initiative +2
Melee Attack +8 // Unarmed Damage +8 (in armor)
Ranged Attack +4 // Auto Cannon Attack +10 // Auto Cannon Damage +10; critical 18-20

Defenses: Dodge +10
Parry +10
Toughness +10*/+2 [*Armor (Impervious 10)]
Fortitude +7
Will +7 [+11 vs. mental effects]


Costs: Attributes 28+ Skills 25+ Advantages 10+ Powers 76+ Defenses 24= 163 pts.


Real Name: Raymond Blair
Height: 6’
Weight: 170 lbs
Hair: Brown
Eye Color: Brown


Complications:
Mercenary: The members of the Power Corps work for whomever can pay them, largely regardless of the job. Once hired, they tend to remain loyal to their employer (having a Expertise al reputation to maintain) but could be swayed by a better offer.

Not Made Here: The Power Corps uses stolen technology, some of it more advanced than they truly understand. They have run into problems in the past with repairing and maintaining their armors, along with having some unexpected surprises installed.


Background: Raymond “Ray Blast” Blair was a sniper in the Army, and later a freelance assassin. He enjoys picking off his targets and the sheer power provided by his Corps armor and prefers to operate from range so that he can play to his strengths, not that he‘s afraid to mix things up in hand-to-hand. He just likes to pick the choicest shots to show off his skills.
Last edited by Tattooedman on Mon Oct 08, 2012 7:59 pm, edited 1 time in total.
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun
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Tattooedman
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Tom Cyprus

Postby Tattooedman » Sat Oct 06, 2012 8:41 am

Image
Tom Cyprus:
PL:
12
Strength 15
Stamina 15
Agility 0
Dexterity 0
Fighting 6
Intellect -2
Awareness 0
Presence 0

Skills: Athletics 3 (+18.), Close Attack [Unarmed] 3 (+9), Insight 6 (+6), Intimidation 12 (+14), Perception 6 (+6), Ranged Combat [Thrown Objects] 9 (+9)

Advantages: All-Out Attack, Animal Empathy, Diehard, Fast Grab, Improved Grab, Improved Pin, Power Attack, Startle, Takedown 2

Powers: Giant-Sized:
Enhanced Strength 8 (Flaw: Limited [Lifting Only])
Growth 4 [9 ft tall; +4 Strength, +4 Stamina, +2 Intimidate; -2 Dodge/Parry, -4 Stealth] (Feat: Innate); (Flaw: Permanent)

Feats of Super Strength:
Thunderclap: Audio Affliction 12 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extras: Area [Burst], Cumulative); (Flaw: Limited both Tom & his targets must be in contact with the ground])
-Groundstrike: Affliction 12 [Vulnerable, Defenseless; resisted by Fortitude] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited Degree, Limited both Tom & his targets must be in contact with the ground])
-Shockwave: Damage 12 (Extra: Area [Burst]); (Flaw: Limited both Tom & his targets must be in contact with the ground])

Swamp Made Body:
Immunity 11 [Aging, Life Support]
Impervious Toughness 12
Regeneration 10 (Extra: Persistent); (Flaw: Source [Swamps])

Offense: Initiative +0
Melee Attack +9 // Unarmed Damage +15
Ranged Attack +0 // Thrown Objects Attack +9

Defenses: Dodge +7
Parry +7
Toughness +15* [*Impervious 10]
Fortitude +15
Will +2


Costs: Attributes 68+ Skills 15+ Advantages 10+ Powers 72+ Defenses 14= 179 pts.


Real Name: Unknown
Height: 9'
Weight: Unknown
Hair: Greenish-brown
Eye Color: Brown


Complications:
Dull-Witted: Tom Cyprus can be manipulated fairly easy by others.

Temper: Tom Cyprus can quickly become frustrated and lash out at the source of said frustration.


Background: In the works……
World of Freedom Setting 3E

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

Postby Tattooedman » Sat Oct 06, 2012 8:43 am

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

Skills: Acrobatics 4 (+8), Athletics 5 (+7), Close Combat [Unarmed] 4 (+10), Deception 9 (+9), Expertise [Criminal] 8 (+8), Insight 6 (+7), Perception 6 (+7), Ranged Combat [Thrown Objects] 4 (+10), Stealth 4 (+8)

Advantages: Benefit 2 [Membership (Crime Union) 2], Close Attack 2, Ranged Attack 2, Takedown 2

Powers:Super-Speed Movement: Movement 3 [Wall Crawling 2, Water Running] (Flaw: Limited [only when running])
Super Speed:
Enhanced Advantages 15 [Agile Feint, Defensive Attack, Defensive Roll 2, Evasion, Great Endurance, Improved Defense, Improved Initiative 5, Move-by Action, Redirect, Seize Initiative]
Enhanced Dodge 8
Enhanced Parry 8
Speed 11
Quickness 11

Speedster Physiology:
Immunity 3 [Friction Heat, Poisons (Limited-half effective), Diseases (Limited-half effective)]
Regeneration 3

Super Speed Tricks:
Tornado Blast: Move Object 10 (Extra: Area [Cone]); (Flaw: Range [Close])
-Cyclone: Move Object 10 (Extra: Area [Burst], Concentration Duration); (Flaw: Side-Effect [limited fine movement and powerful winds])
-Rapid Fire Punches: Strength-Based Damage 8 (Extra: Multiattack 10)
-Rapid Attack: Damage 6 (Extra: Area [Burst], Selective)
-Thunderbolt Flash: Visual Affliction 6 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extras: Area [Burst], Cumulative)
-Vacuum: Affliction 5 [Fatigued, Exhausted, Incapacitated; resisted by Fortitude] (Extra: Area [Burst], Concentration Duration, Cumulative)

Offense: Initiative +24
Melee Attack +6 // Unarmed Attack +10
Ranged Attack +6 // Thrown Objects Attack +10

Defense: Dodge +12
Parry +12
Toughness +6*/+4 [*Defensive Roll]
Fortitude +12
Will +8


Costs: Abilities 38+ Skills 18+ Advantages 8+ Powers 86+ Defenses 31= 181 pts.


Background: A poor kid growing up in San Francisco, later Bay City, Rob Bleskid grew up learning to look out for himself. One day he came across a strange meteorite, which somehow imbued him with superhuman speed and the ability to cause his body to release blinding flashes of light. Rob started calling himself Thunderbolt and became a professional criminal, he is a regular foe to Johnny Rocket and Rush.
Last edited by Tattooedman on Wed Apr 09, 2014 4:09 pm, edited 2 times in total.
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Burner & Dusty

Postby Tattooedman » Sun Oct 07, 2012 12:14 pm

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

Skills: Athletics 4 (+6), Expertise [Criminal] 9 (+9), Insight 6 (+6), Intimidation 8 (+8.), Perception 6 (+6), Ranged Combat [Control the Element of Fire] 6 (+10), Sleight of Hand 9 (+11), Vehicles [Land] 6 (+8.)

Advantages: All-Out Attack, Close Attack 2, Defensive Roll 5, Improved Initiative, Power Attack, Ranged Attack 2

Powers: Control the Element of Fire Array:
Fire Blast: Ranged Damage 10 (Extra: Penetrating); (Feat: Improved Critical 2)
-Create Smoke: Visual Concealment 2 (Extra: Area [Cloud], Attack)
-Extinguish Flames: Nullify Fire Effects 10 (Extra: Perception)
-Spontaneous Combustion: Ranged Damage 10 (Feat: Indirect 3)
Fire Aura: Damage 8 (Extra: Reaction); (Feat: Improved Critical 3)
Fire Proof: Immunity 10 [Fire Effects]

Offense: Initiative +6
Melee Attack +6 // Unarmed Damage +2 // Fire Aura Damage +10; critical 17-20
Ranged Attack +4 // Control the Element of Fire Array Attack +10 // Fire Blast Damage +10; critical 18-20

Defense: Dodge +10
Parry +10
Toughness +8*/+3 [*Defensive Roll]
Fortitude +6
Will +6


Costs: Abilities 26+ Skills 19+ Advantages 12+ Powers 80+ Defenses 23= 160 pts.


Real Name: Robert “Mac” McDougall
Height: 5’10”
Weight: Unknown
Hair: Red
Eye Color: Green


Complications:
That’s My Sister!: Burner is protective of his sister, Dusty. So much so that he will immediately target anyone who attempts to attack her instead of following whatever plan he initially had.


--
Dusty:
PL:
10
Strength 0
Stamina 2
Agility 4
Dexterity 4
Fighting 4
Intellect 0
Awareness 1
Presence 1

Skills: Athletics 4 (+6), Close Combat [Rock Fist] 2 (+8.), Deception 8 (+9/+11), Expertise [Criminal] 8 (+8.), Expertise [Singing] 8 (+9/+11), Insight 7 (+8.), Perception 7 (+8.), Persuasion 8 (+9/+11), Ranged Combat [Control the Element of Earth Array] 4 (+10), Sleight of Hand 7 (+11), Stealth 6 (+10)

Advantages: Attractive, All-Out Attack, Close Attack 2, Contacts, Daze [Deception], Defensive Roll 6, Improved Feint, Improved Initiative, Power Attack, Ranged Attack 2, Set-Up, Teamwork

Powers: Control the Element of Earth Array:
Hurl a Stone: Ranged Damage 10 (Extra: Penetrating)
-Dirt Wave: Ranged Affliction [Hindered & Vulnerable, Defenseless & Prone; resisted by Dodge] (Extra: Extra Condition); (Flaw: Limited Degree)
-Dust Storm:
Damage 6 (Extra: Area [Burst])
Visual Affliction 6 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extras: Area [Burst], Cumulative)
-Hurl Rocks: Ranged Damage 10 (Extra: Multiattack)
-Move Earthen Material: Move Object 10 (Extra: Perception); (Flaw: Limited [Earth-like materials only])
-Quicksand: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Rend Earth: Burrowing 10 (Extras: Penetrating, Ranged)
-Rock Fists: Damage 10 (Extra: Penetrating)
-Wall of Earth: Create 9 (Extras: Continuous, Movable); (Feat: Innate); (Flaw: Limited [Can only make barriers])
Rock Surfing: Flight 5 (Extra: Affects Others); (Flaw: Platform)

Offense: Initiative +8
Melee Attack +6 // Rock Fist Attack +8 // Rock Fist Damage +10
Ranged Attack +6 // Control the Element of Earth Array Attack +10 // Hurl a Stone/Hurl Rocks Damage +10

Defense: Dodge +10
Parry +10
Toughness +8*/+2 [*Defensive Roll]
Fortitude +6
Will +5


Costs: Abilities 32+ Skills 24+ Advantages 19+ Powers 48+ Defenses 22= 145 pts.


Real Name: Elizabeth “Libby” McDougall
Height: 5’8”
Weight: Unknown
Hair: Red
Eye Color: Green


Complications:
Family Matters: Dusty cares deeply about her brother, Burner, so much so that she’d forgo any on-going plan to get him out of a bad situation (i.e. losing a fight badly) just to get them both away.


Background: Biological twins Burner and Dusty know that not all families are good ones, and they would know; they’ve been through several foster families for most of their lives. They never knew their biological parents; they were killed in a car wreck only a few months after the twins were born and with no other surviving family members to take them in they were sent to a group home for several years before jumping around between foster families.

When Burner and Dusty turned sixteen they ran away together to see their dream of being entertainers come true but life on the streets are harsh and even though it’s been a few years since they started out the pair have managed to keep together.

At some point during over the past couple of years both Burner and Dusty’s metamen powers emerged. Maybe it was the stress of their lifestyle that brought them out, or maybe it was the drugs they took to forget about the hardships they’ve endured, it’s difficult to say. But the twins have developed good control over the abilities (plus earned their nicknames) and started using their powers as they see fit to live the kind of life they feel they deserve after all the years of hardship they’ve had to live through.

Recently while at a party Dusty and Burner met Rant and Rave, another pair of super powered young adults with a history of family issues, and the four seemed to hit it off. So well in fact that they indulged in a night long series of robberies and acts of vandalism that was finally ended when the S.T.A.R. Squad, Sonic and Foreshadow managed to catch up to them, though they did manage to escape thanks to Dusty’s ability to manipulate earthen materials (she created an underground tunnel for the four of them to use to escape from the building they’d holed up in). The two sets of siblings had so much fun that they agreed to look each other up the next time they’re at a party.
Last edited by Tattooedman on Fri Jan 11, 2013 9:02 am, edited 1 time in total.
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Re: World of Freedom 3rd Edition: McGuffin's requested builds

Postby McGuffin » Mon Oct 08, 2012 12:21 am

Very nice builds Tattooedman, much appreciated for fast-tracking them.
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Re: World of Freedom 3rd Edition: McGuffin's requested builds

Postby Tattooedman » Mon Oct 08, 2012 8:02 am

Thanks McGuffin, and no trouble at all. Glad to help out.
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Laeral

Postby Tattooedman » Mon Oct 08, 2012 8:03 am

Image
Laeral:
PL:
11
Strength 2
Stamina 3
Agility 6
Dexterity 6
Fighting 4
Intellect 3
Awareness 5
Presence 2

Skills: Athletics 7 (+9), Close Combat [Warstaff] 4 (+12), Deception 12 (+14), Expertise [the Imagineria] 12 (+15), Expertise [Magic] 12 (+15), Insight 10 (+15), Perception 12 (+17), Persuasion 10 (+12), Ranged Combat [Drow Crossbow] 4 (+12), Sleight of Hand 6 (+12), Stealth 6 (+12)

Advantages: Artificer, Close Attack 4, Daze [Deception], Fascinate [Deception], Daze [Persuasion], Language [Drow], Ranged Attack 2, Power Attack, Ritualist

Powers: Drow Traits:
Darkvision: Senses 2 [Darkvision]
Long Lived: Immunity 1 [Aging] (Flaw: Limited [Half Effective])
Sensitive Hearing and Vision: Senses 4 [Visual (Accurate), Hearing (Accurate)]
Innate Spell Powers:
Faerie Fire: Nullify Visual Concealment 8 (Extra: Area [Burst] 2)
-Darkness: Visual Concealment 4 (Extras: Area [Burst] 2, Attack)
-Dancing Lights: Environment 2 [light]

Illusionary Magic Array:
Tiran Bortapn: Affliction 11 [Dazed & Vulnerable, Stunned & Defenseless; resisted by Fortitude] (Extras: Area [Burst] 2, Cumulative, Extra Condition, Selective); (Flaw: Limited Degree)
-Amige Lesint: Illusion 11 [visual]
-Binivisiliity: Visual Concealment 4
-Binivisiliity Perhes: Visual Concealment 4 (Extra: Affects Others)
-Ehalns Cegf: Morph 2 [humanoids]
-Hudo Tossgs: Illusion 11 [audio]
-Goimr Ajmae: Illusion 11 [all senses]
-Ropar Socly: Visual Affliction 11 [Impaired, Disabled, Unaware; resisted by Dodge] (Extras: Area [Burst], Cumulative)

Cursed Obsidian Hand: Transform 11 [anything into obsidian]

Adamantine Armor: (Removable 3- pts) [13 pp]
Underdark Forging: Protection 8 (Extra: Impervious)

Adamantine Warstaff: Removable -1 pt) [6 pp]
Dimensional Holding: Feature [easy storage]
Underdark Forging: Strength-Based Damage 6

Drow Crossbow: (Removable 5- pts) [23 pp]
Poison Bolt: Ranged Affliction 9 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Normal Bolt: Ranged Damage 6


Offense: Initiative +6
Melee Attack +8 // Warstaff Attack +12 // Unarmed Damage +2 // Warstaff Damage +8
Ranged Attack +8 // Drow Crossbow Attack +12

Defense: Dodge +11
Parry +11
Toughness +11*/+3 [*Adamantine Armor]
Fortitude +9
Will +13


Costs: Abilities 62+ Skills 31+ Advantages 13+ Powers 170+ Defenses 24= 300 pts.


Real Name: Laeral
Height: 5’6”
Weight: Unknown
Hair: White
Eye Color:


Complications:
Motivation ~Power: Laeral wants more personal power.

Motivation ~Revenge: Laeral plans to take revenge on her family, who banished her from the Imagineria.

Not From Around Here: As a being from the Imagineria, Laeral doesn’t get some of normal society’s rules.

Power Loss: Laeral must be able to speak and gesture or else she cannot caste her Illusion Magics.


Background: A member of the Drow, a race of dark elves native to Imagineria, Laeral was forced to go to the mortal world to make her fortune there. She somehow met up with Corvis and became one of the lesser mystics who work for him. She brings a calculating mind and cunning wisdom thanks to years of in-fighting with her own family, and well practiced illusion magic which has enabled her to work her way to the position of one of Corvis‘ number one assistant. One other thing of note; Laeral's right hand was transformed into a black glass-like substance through a magical curse she had placed on her before she left the Imagineria. She can use it to transform other objects into Obsidian with just a touch.
Last edited by Tattooedman on Fri Jan 11, 2013 9:02 am, edited 1 time in total.
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Strafe

Postby Tattooedman » Mon Oct 08, 2012 8:05 am

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Strafe:
PL:
10
Strength 10 (2)
Stamina 3
Agility 4
Dexterity 4
Fighting 4
Intellect 2
Awareness 2
Presence 2

Skills: Acrobatics 8 (+14), Athletics 8 (+11), Deception 8 (+8.), Expertise [Streetwise] 8 (+8.), Insight 8 (+10), Intimidation 8 (+8.), Perception 8 (+10), Ranged Combat [Weapons Systems] 4 (+10), Search 8 (+8.), Stealth 8 (+14)

Advantages: Agile Feint, Benefit [Ambidexterity], Close Attack 6, Assessment, Improved Initiative, Improved Taunt, Move-By Action, Power Attack, Ranged Attack 2, Startle, Taunt, Uncanny Dodge

Powers: Battlesuit: (Removable –13 pts) [55 pp]
Masers: Ranged Damage 10 (Extra: Penetrating); (Feat: Precise)
-Energy Weapon: Damage 10 (Extra: Penetrating); (Feat: Improved Critical)
-Strength Augmenting Systems: Enhanced Strength 8
-Stun Cannon: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Tanglers: Ranged Affliction 10 [Vulnerable & Hindered, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
Jet Boots: Flight 8
Reinforced Frame: Protection 7 (Extra: Impervious 10)

Offense: Initiative +8
Melee Attack +10 // Unarmed Damage +10 // Energy Weapon Damage +10
Ranged Attack +6 // Weapons Systems Attack +10 // Masers Damage +10

Defense: Dodge +10
Parry +10
Toughness +10*/+3 [*Battlesuit]
Fortitude +9
Will +9


Costs: Abilities 46+ Skills 26+ Advantages 18+ Powers 55+ Defenses 25= 170 pts.


Real Name: Darren “Fastball” Larson
Height: 6’
Weight: Unknown
Hair: Blonde
Eye Color: Blue


Complications:
Motivation ~Money: Strafe needs money to keep his armor in proper working order.

Rivalry [Power Corps]: Ever since leaving the Power Corps, Strafe feels that he is competing with them.


Background: Darren “Fastball” Larson was a long standing member of the Power Corps and was against their making the changes proposed by their leader, Randall Trask. Unfortunately for Darren he was the outvoted by the majority of the rest of the group, but was allowed to take his things (including his armor) and go his own way with no hard feelings (though he was warned against selling the group’s secrets of course).

Darren decided to stay in the super-mercenary game as a solo act but took his armor to Fabricators Inc. to have it modified and upgraded in an effort to further distance himself from his former team. Now calling himself Strafe, Darren sells his services to the highest bidder as he works to pay off his debt.

He’s been considering gathering together a team of power armor criminals of his own, perhaps in an effort to bring in more money or just to spite his old team. Either way Strafe is a dependable mercenary that knows his limits and charges well for them.
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Re: World of Freedom 3rd Edition: McGuffin's requested builds

Postby Tattooedman » Mon Oct 08, 2012 8:26 am

The Kheldian Race:

The Kheldians are race of energy beings from outside the Milky Way galaxy that live on planet Kheld, they have the ability to join with biological hosts in a (usually) symbiotic relationship which normally grants the host several energy manipulating abilities and allows the Kheldian to extend their life beyond their normal 15 year max. The merging of a Kheldian to a biological being isn’t parasitic but more symbiotic, though the some Kheldians try to take over the host's mind instead of working with the host. With a continual chain of hosts, Kheldians are functionally immortal. The Kheldians have learned how to manipulate their bodies to traverse the void of space and have traveled across different galaxies to see what other life forms exist in the universe. Over the years this has expanded to include FLT Light travel technology as many young members of the race that have hosts are unable to protect them from the rigors of space travel.


Peacebringers & Warshades:
There was a sect of Kheldians who, when faced with the short native lifespan of the Kheldian people, turned to science and changed themselves into beings of darkness. These changes allowed them to feed off of the life energy others, and at one point in the past developed a way to siphon the life force of other Kheldians to increase their own life span (which caused their energy to take on a darker coloring compared to other members of their race who had not). Because of this cannibal-like behavior there was a division within the Kheldians, with those who didn’t practice the feeding on the life energy of others calling themselves Peacebringers while those that did practice the feeding act becoming known as Warshades.

The civil war that followed ravaged their homeworld but the Peacebringers eventually won and banished the Warshades from the planet, though the Warshades try to invade the homeworld several times over the years but the Peacebringers always managed to repel them. At some point in the past the Kheldians became part of the Lor Republic as several of their colony worlds are within the area of influence of the Republic and the Lor have always backed the Peacebringers against the efforts of the Warshades.

The Warshades however are scattered all over the universe and while they have more numbers then the Peacebringers they aren’t as powerful. They have been trying to make alliances with a few other like-minded races; such as the Grue (the Meta-Mind realizes the Warshades will betray him at the first chance they get if it would help them achieve their goals and already has a few contingency plans in place that would guarantee it will come out ahead of any such acts), and the Star Khan (who is very interested in gaining super-powered warriors but is clever enough to know that the Warshades shouldn’t be trusted any further than he could toss them in space).

For the last few years there had been rumors of a faction within the Warshades, called the Shadowstars, that had grown tired of the war and wanted a reconciliation with the Peacebringers. It wasn’t until eight years ago that a Warshade named Ni’Tu approached the leaders of the Peacebringers, proving that the rumors were true, initially the Peacebringers were mistrustful, with good reason given the way the Warshades normally lived by dishonesty, but Ni’Tu was able to eventually prove his intent and earned a place in Kheldian society for the other Shadowstars like him. Many of the Warshades consider him to be the greatest traitor to their race and would like very much to express that to him in a highly physical manner, which is why the Peacebringers have hidden Ni’Tu away where the Warshades will have a difficult time finding him: Earth.

Thanks to their membership in the Lor Republic, the Peacebringers learned of the third planet in the Sol System that seemed to be a breeding ground for beings with unique abilities that had in the past repelled the efforts of the Grue Unity and invasions by other races. So an envoy was prepared and sent to Earth where they contacted AEGIS shared some technology and information as well of an agreement to help with future representation of Earth within the Republic when they reach out to the intergalactic community. All the Peacebringers wanted in return was to place a refugee, Ni’Tu, on Earth with a host.

AEGIS was more than happy to agree to that deal.

So far the Kheldian Peacebringers haven’t informed their allies in the Republic about their dealings with Earth, and with good reason; Earth has been declared a planet ‘still in need of maturing before further contact is established.’ in the minds of the chancellors of the Republic. For now the Kheldians view the matter as one that isn’t any of the Republic’s business and is something they will resolve on their own.
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The Brimstone House

Postby Tattooedman » Mon Oct 08, 2012 8:28 am

The Brimstone House:
Although the Brimstone House appears to merely be a national social club for the wealthy elite, its clandestine Inner Circle seeks to influence events around the country to their own agenda. The Brimstone House recruits new members from among the most famous, wealthy and influential members of society. Membership is passed on to descendants, but can also be earned through wealth or influence. While many accept the invitation simply for the pleasures that the House offers, others seek wealth and influence. In fact, the purpose of the Brimstone House is to obtain and exert power through politics and economic influence instead of outward conquest and domination. Since its foundation, the Brimstone House has been involved in crimes of all sorts to further the agendas and goals of its most powerful members. However, unbeknownst to most of the members there is a sub-group within the Brimstone House that calls itself the Inner Council. It is these members that profit the most, both financially and politically, from the connections and contacts the Brimstone House provides and they hold the true power in the organization. Each of member of the Inner Circle represents a “house” that represents certain correspondences of mystical elements and astrological alignments; each house also takes its name from one of the seven planetary metals of alchemical tradition: Gold, Silver, Copper, Iron, Tin, Mercury, and Lead. Each house is then divided among seven “chairs”; these seats take their names from the original seven celestial bodies given importance by medieval and renaissance alchemists: the Sun, Mercury, Venus, the Moon, Mars, Jupiter, and Saturn. Any member of the Brimstone House can be named by their position within the above-described hierarchy; Silas the Elder, for example, is also known as the Chair of Mars, House of Iron.

All the members of the Inner Council are magic users of some kind; there is no other requirement aside from possessing some form of mystical skill. To date there all the members of the Inner Circle are experts in a unique realm of magic and they use their arcane skills to engineer the financial and political power, sometimes as favors to other members but mostly for themselves individually. They often hatch plots to further increase their personal power base as well as the House’s, and like the use of their arcane skills to help one another, rarely are do these plans involve more than one of the members of the Inner Circle and most of the time the agents of other members are dispatched to interfere in the rivals plans, creating an atmosphere of intrigue and backstabbing between the members of the Inner Circle that makes it all their success all the more impressive .

Members of the Inner Circle:
Baron Twilight [House of Lead, Chair of the Sun]
Blackheath [House of Gold, Chair of Jupiter]
Corvis [House of Mercury, Chair of Saturn]
the Crescent Lady [House of Silver, Chair of the Moon]
Doctor Rune [House of Tin, Chair of Mercury]
Rikus [House of Copper, Chair of Venus]
Silas the Elder [House of Iron, Chair of Mars]
Sepulchre [House of Mercury, Chair of Mars]


Agents of the House:
Alchemist
Bloodmoon
Brass Knight
Conjurer
Diablo
Empress
Flay
Hellfire
Hellhound
Hemogoblin
Gorgon
Jin Tojo
Laeral
Longclaw
Razorfane
Seventh Son
Last edited by Tattooedman on Mon Apr 15, 2013 5:52 pm, edited 3 times in total.
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The Lodge

Postby Tattooedman » Mon Oct 08, 2012 8:29 am

The Lodge:
There have always been people who would use the forces of magic for evil purposes; cursing their enemies, unleashing hellish monster's, and selling their souls for power and wealth just as there have been beings and creatures that have existed beyond the realms of man, seeking to manipulate or control humanity for unspeakable purposes and guide them towards hellish ends.

That is the reason the organization known as the Lodge came together, to stop these people and creatures from succeeding in their goals. Founded in the middle ages to combat Dracula, who had carved an empire out of ancient Europe, they were originally made up of mystics and adventurers of that time that has carefully grown since in membership in the time since, and now has representatives from almost every form of magical and religious practice, all working together to keep humanity safe from the forces of supernatural evil.

The Lodge really expanded their network of operative across the world during the Second World War, where they secretly helped the Allies by countering the plans and spells of the Thule Society sorcerers and the Japanese mystics that were employed by the Axis. The costs to the Lodge was high during this period (such as Lazarius Arkannos becoming the monster Sepulcher as well as the deaths of many long time members), but the 7th Circle knew that what kind of horrors the Thule Society was bartering with for power and were willing to pay almost any price to stop them.

Today, the Lodge has operatives all over the world, keeping a mystic eye on several people, places, and things of mystical interest. Making sure they are either safe, taken care of or not being manipulated/used by those who might use them for evil means. The Lodge is a pan-denominational organization; it is not unusual to see Jewish Rabbis, Islamic Imams, Hindu Brahmins, and even Wiccian priestess and Druids working in a single chapter house (this is as much out of necessity more than anything else as demons and supernatural creatures of different regions often have different weaknesses). The Lodge is on good terms with Adrian Eldrich as well as the Order of Light (though they feel a bit sorry for them at this point with how low their numbers are, remembering how strong they were in younger years), but they don’t’ have much dealing with the actual ‘super heroes’ of the world as the Lodge prefers to keep it’s existence a secret from most of mankind. They have chapter houses in every major city of the world, as well as a couple extra residences in locations such as Freedom City, Arcadia, and New York.

A newer trend that has developed in recent years among the younger members of the Lodge is that some of the more skilled and powerful have become ‘super heroes’ themselves; with Zenith of the Champions being a high ranking member of the Lodge (though her team knows nothing about the Lodge), and Joan Arcanum, a French technomage, who has, for the most part, worked alone except for an occasional teaming with England’s Queen & Country (a trouble shooting organization for all manner of oddities in Europe), but she recently joined the Freedom League for a short while before her duties to the Lodge called her away from that group.

This is happening because several of the younger members of the Lodge feel that the organization needs to have a more active roll in the world, rather than simply being a clandestine operation that waits for problems to happen. Currently the older, and more often higher ranking, members of the Lodge haven’t officially expressed any kind of disagreement with the actions of their younger members but rumor has it that many members of the 7th Circle (the leaders of the Lodge) aren’t all thrilled with the development. They feel that it isn’t the Lodge’s place to be at the forefront of such activities but to instead protect and gently guide humanity.

The only problem is that with beings like Kalak, Malador, and the Carrion Queen actively plotting different ends of the world and entities such as the Four Horsemen and the Seven Sins needing to be kept in their mystical prisons on top of trying to manage the latest fallout from one of Archimago’s Artifacts surfacing, keeping Stonehenge, the Lady of the Lake, and the various entrances and exits of the Imageria protected, the Lodge’s members are fairly busy and so long as those members who have been operating in the public eye remain silent about the Lodge itself the 7th Circle isn’t going to do anything about this phenomena anytime soon.
Last edited by Tattooedman on Tue Feb 05, 2013 8:58 am, edited 1 time in total.
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Re: The Brimstone House

Postby EnigmaticOne » Mon Oct 08, 2012 8:55 am

Tattooedman wrote:Members of the Inner Circle:
Baron Twilight [House of Lead, Chair of the Sun]
Blackheath [House of Gold, Chair of Jupiter]
Corvis [House of Mercury, Chair of Saturn]
The Crescent Lady [House of Silver, Chair of the Moon]
Doctor Rune [House of Tin, Chair of Mercury]
Rikus [House of Copper, Chair of Venus]
Silas the Elder [House of Iron, Chair of Mars]
Sepulchre [House of Mercury, Chair of Mars]


Agents of the House:
Alchemist
Bloodmoon
Brass Knight
Conjurer
Empress
Hellfire
Hellhound
Hemogoblin
Gorgon
Jin Tojo
Laeral
Longclaw
Razorfane
Seventh Son


The Tattooman Pact, I see. A nice challenge.
Impeach the peach!

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Hellfire

Postby Tattooedman » Mon Oct 08, 2012 9:00 am

Hellfire:

A lightless, heatless energy that for the most part resembles flames that is one of seven possible colors; red, blue, green, violet, indigo, orange and yellow. Each of the colors are tied to a certain sin of man (Lust [violet], Envy [green], Sloth [indigo], Gluttony [blue], Greed [orange], Wrath [red], Pride [yellow]). Hellfire seems to be psionic in nature, as it can respond to it’s users thoughts for the most part, thereby altering it’s manifestations, but it does not register as psionic abilities do according to the few experts who study such phenomena.

All instances of Hellfire are noticeable in some manner. So long as the person in question is accessing their power and actively channeling the energy, their eyes burn with an eerie glow representing their respective color. Additionally, Hellfire is never indirect- it always originates from the user. Also there are only a few common traits amongst those who manipulate Hellfire;
1). A type of medieval weapon that is made of Hellfire.
2). Simple blasts of Hellfire.

All other manifestations vary from user to user; while one user could possibly only make simple, geometric shapes (squares, triangles, spheres and such) another perhaps is able to create fully mobile imp-like creatures to follow their orders.

There is only a few ways for a person to be able to manifest and manipulate Hellfire;
a). Enter into an agreement of power with a demon.
b). Become possessed by a demon.
c). Cast infernal magical spells.
d). Be born of the union of a demon and a human, via demonic possession.

Various Manifestations of Hellfire:
The following is just a sample of how Hellfire influenced powers could be manifested.

-Create: One of the simpler tricks a user possesses is the ability to shape their energy. At early stages this manifests as a weapon symbolic of the user’s nature, but more advanced users are capable of creating larger, more intricate objects. For instance, one user might have such a fine control that they are able to conjure a landing for people to stand upon.

-Concealment: Many users are able to blanket an area in Hellfire- obscuring the senses through a visual veil of their colored energy.

-Damage: Many users are capable of solidifying Hellfire energy into a weapon- typically shaping a weapon representing them. For instance, one user could form a scythe for his weapon while another user’s Hellfire weapon is shaped as a sword or lance.

-Dazzle: A sudden flare of Hellfire energy can leave its victims momentarily blinded, unable to see save for the well of colour before them.

-Emotion Control: Given the psionic nature of Hellfire, nearly all users possess some level of influence over the emotion of others- though some might be limited to only certain emotions (such as a user who is the command fear or dread while another might manipulate affection while a third might instil anger.

-Energy Aura: Just as some users can produce an armor of Hellfire, some proceed to coat themselves in crackling flames that injure those around them.

-Flight: Users are able to manifest wings made of their respective energy. Such an power should not receive a power loss drawback typically given to winged heroes- a user can easily dispel their wings and reform them outside of their bindings.

-Force Field: It is a simple trick for a user to fashion a wall of Hellfire or to don energy armor to absorb attacks. Some are able to evoke walls to shield both themselves and others.

-Healing: It’s a misconception most have that Hellfire cannot heal - the truth is that it is an ability many are capable of doing. It is more a matter of a user choosing to develop that ability.

-Illusion: As previously stated, one of the most basic tricks a user possesses is the ability to form their Hellfire into a weapon. From there, they go on to create larger objects. However, those with peak ability can form interactive objects- physical phantasms as it were. It is theorized that such a talent would not be possible, were it not for the psionic nature of Hellfire.

-Protection: Some users are able to mold their Hellfire into an armor-like shape around themselves.

-Shield: Much like a Force Field, a user can summon create barriers of Hellfire to intercept attacks.

-Summon: Given the nature of Hellfire, it should go without saying that many users have an ability to command the dead and similar manifestations.

-Teleport: Some users are able to traverse between dimensions (Earth and the Circle of Hell their power is tied to) to instantly move from one point on the material plane to another. Skilled users are able to take passengers along with them.

-Weaken: Some users have such a finite control over their ability that they can fray the flesh from their opponents- severely weakening their defenses with Hellfire.
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun
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Tattooedman
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Re: The Brimstone House

Postby Tattooedman » Mon Oct 08, 2012 9:05 am

EnigmaticOne wrote:
Tattooedman wrote:Members of the Inner Circle:
Baron Twilight [House of Lead, Chair of the Sun]
Blackheath [House of Gold, Chair of Jupiter]
Corvis [House of Mercury, Chair of Saturn]
The Crescent Lady [House of Silver, Chair of the Moon]
Doctor Rune [House of Tin, Chair of Mercury]
Rikus [House of Copper, Chair of Venus]
Silas the Elder [House of Iron, Chair of Mars]
Sepulchre [House of Mercury, Chair of Mars]


Agents of the House:
Alchemist
Bloodmoon
Brass Knight
Conjurer
Empress
Hellfire
Hellhound
Hemogoblin
Gorgon
Jin Tojo
Laeral
Longclaw
Razorfane
Seventh Son


The Tattooman Pact, I see. A nice challenge.


Kind of....the Brimstone House is an idea I've had for a long time, something like 3 years now. It's always been a collection of mages working in secret for political and economic power that tried to stay behind the scenes but was willing to be active in the public eye, through agents, if they felt it was needed. So when I read about the Pact, from the Paragons book, I just saw some more members and information I could use to better flesh out some of the inner workings of the Brimstone House a bit and I've been slowly working on them now for a stretch of time now.

Glad you like it.
World of Freedom Setting 3E

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