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World of Freedom: FC Setting Builds....

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moodswing

Postby Tattooedman » Thu Oct 18, 2012 9:55 pm

Image
Moodswing:
PL:
11
Strength 1
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 3
Presence 2

Skills: Deception 6 (+8.), Expertise [Pop Culture] 6 (+8.), Insight 8 (+11), Perception 8 (+11), Persuasion 3 (+5), Stealth 8 (+10)

Advantages: Daze [Deception], Improved Feint, Language [Base: Mandarin; English], Luck [Determination], Taunt, Ultimate Effort [Ultimate Will Save]

Powers: Stolen Force Field Generator: (Removable –2 pts) [8 pp]
Belt Designed Projector: Force Field 10

Psionic Sensitive: Senses 2 [Danger Sense (mental), Awareness (mental)]
Psionics:
Iron Will: Enhanced Will 5 (Flaw: Limited [Only vs. Mental Effects])
Psionic Domination: Ranged Affliction 11 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative, Perception); (Power Feats: Mental Link, Subtle)
-Psi Blast: Ranged Damage 11 (Extras: Alternate Resistance [Will], Perception)
-Psi-Bolt: Ranged Affliction 11 [Dazed, Stunned, Incapacitated; resisted by Will] (Extra: Cumulative, Perception)

Telepathy:
Communication 3 [mental] (Extras: Area, Selective)
Mind Reading 11 (Extras: Cumulative, Effortless)
-Psionic Imagery: Illusion 11 [all senses]

Offense: Initiative +2
Melee Attack +4
Ranged Attack +2

Defense: Dodge +10
Parry +10
Toughness +12*/+2 [*Force Field]
Fortitude +7
Will +7 [+13 vs. Mental Effects]


Costs: Attributes 36+ Skills 13+ Advantages 6+ Powers 123+ Defenses 23= 201 pts.


Real Name: Len Xu-Loh
Height: 5’6”
Weight: 115 lbs.
Hair: Black
Eye Color: Brown


Complications:
Six other Psychic Personalities: Moodswing houses a total of seven different minds within his body and the other six are brought to the forefront by various stimulus triggers that Moodswing must constantly be alert for else he loose control of his body until such a time he can retake it.


Background: Len Xu-Loh grew up in Taiwan and at an early age started to develop his mind controlling ability. The Chinese Government quickly kidnapped him and placed him in a program of theirs meant to train young psychics into weapons for the government. This backfired slightly as the American counter-part to the agency kidnapped Len from one of the Chinese facilities. From there Len lived in what was called Halfmoon House, which was a more civilized setting for psychic children, tended by a combination of specially equipped and trained agents as well as various doctors who took care of the children’s needs. In Halfmoon House Len became the friend of one of the training agents, who was himself a Chinese-American named Shen, who could relate to some of Len’s issues with acclimating to life in America. The older psychic put Len through regimens to develop his abilities and over time the two grew close becoming friends. As part of how things were done at Halfmoon House, Len was allowed to leave for short leaves as long as he was supervised and often Shen was chosen for that duty and he allowed Len to experience rave culture somewhat.

Years later both Len and Shen were sent to participate in the Astral Plane Project the Government was doing. The point of the project was to explore the Astral Plane and it’s connection to the Dreamspace, where it seemed most people’s minds drifted while they slept. The group was made up of Shen, Len and six other psychics recruited by the Project and they were to connect to a machine that would take care of their bodies while their minds were drifting free in the Dreamspace. The idea was that the group would be able to explore the Dreamspace and possibly use it as a resource for locating other psychics as well as helping people. During the experiment the group encountered a gathering of Nightmare Riders, vicious demons native to Dreamspace. Before they were driven off the creatures severed the astral cords, which kept the minds connected to their physical bodies, of six of the psychics. The only two who hadn’t suffered that fate were Shen and Len who at that point called for the end of the mission and began to return to their bodies. The six marooned psychics begged the pair to allow them to nest their psyches within their healthy minds but Shen refused. He knew that to do so would inflict the survivors with madness.

Shen fled Dreamspace, expecting his young friend to follow him without question. Len remained though and allowed the six others to bond their minds to his in a noble effort he hoped might save them from oblivion. Instead he gained six psychic parasites who live within his mindspace and fight bitterly for control of his body, which they all use for their own motivations. The six psychics dwell in a psychic dimension fuelled by the controlling personality’s subconscious when they are not the one in control over Len’s body (this includes Len too).

Len himself isn’t a criminal, though he can be prone to violence and hates both the scientists of the Astral Plane Project as well as Shen for betraying the lost psychics and leaving them to die, directly ruining Len’s life. The other personalities are mostly criminal however and take whatever steps are needed to maintain control as long as possible, making Moodswing seven different foes in one.

Recently Len ran into Next-GEN and after a short fight they learned just how bad his situation really was and managed to convince him to come with them to Claremont Acadmey where he could get some professional help. Unfortunately Parker Psion learned of Len's new living situation and with his grandchildren and other followers raided the school in an effort to recruit Len into the Psions with the promise of helping him get the other psychics out of his head and into their own bodies. Fortunately the members of the Albright program became involved and fought virtually all the members of the Psions in an effort to give Len the actual choice of where he wanted to go - with the Psions or to stay at Claremont.

Len's decided to stay at Claremont where he's been put in contact with several experts fromt the Albright Institute who are sure they can come up with a solution but for now they are trying to fully understand how Len's brain has been able to house six other mental essences for so long without some kind of physical deteriation.


The lost Psychics:
Preston Hart: A vicious pyrokinetic that was pulled from the depths of prison to participate in a government project to explore the Astral Plane and they felt his ability to manipulate energy would be possibly useful. Hart had been convicted of burning down an entire college dormitory to the ground simply because one of its female residents had rejected his romantic advances. His disregard for human life and unabashed pyromania make him the most dangerous of all Moodswing’s personalities, in fact all the other personalities hate him and make it a point to keep him contained as much as possible.

Trigger: Exposure to unusual amounts or displays of fire.

Intellect 1
Awareness -1
Presence 1

Skills: Deception 6 (+7), Expertise [Streetwise] 3 (+4), Insight 6 (+5), Intimidation 9 (+10), Perception 6 (+5), Stealth 6 (+8.)

Advantages: Distract [Intimidation], Improved Feint, Seize Initiative, Startle

Powers: Pyrokinesis:
Immolation: Weaken Toughness 10 (Extra: Area [Burst]) & Damage 10 (Extra: Area [Burst])
-Control Fire: Move Object 11 (Flaw: Limited [Fire Only])
-Fire Blast: Ranged Damage 11 (Extra: Penetrating)
-Fire Shaping: Create 11 (Extra: Movable)

Fire Proof: Immunity 10 [Fire Effects]

Joyce Brendleman: The pains of childbirth over three days brought her the power of ESP. After her daughter, Chelsey, was brought home Joyce began to have visions that led directly to the arrest of serial killer David Allen Hanson. Soon enough other law enforcement agencies began to contact her for help with open cases and despite her growing notoriety in the law enforcement community, Joyce made sure that Chelsey was her main concern and she worried that all her work with the police got in the way of her spending time with her daughter. However when her government called upon her for the Astral Plane Project, Joyce agreed to take part only expecting to be away from her husband and child for no more than a day or two at most.

After the experiment went wrong and the group of psychics took residence in Len’s mind it took Joyce the longest time to be able to assume control of the shared body. Joyce discovered that her husband had been told she died in service to her country and supplied with a small pension. He had also reconnected with an old high school sweetheart who Chelsey was calling “Mommy”. Joyce was enraged and vowed revenge against the program that had taken her from her family, and soon began using her powers to track down other psychic across the United States. She then kills them in order to spare them the grief of any interference of the American Government as well as deny them access to its “natural resource” of American psychics. Joyce is especially fond of Collette, viewing her as a surrogate child.

Trigger: Exposure to dead bodies.

Intellect 1
Awareness 2
Presence 1

Skills: Deception 9 (+10), Persuasion 9 (+10)

Powers: Thought Casting: Remote Senses 8 [all senses]
Psionic Detection & Tracker: Senses 5 [Detect (Psionics- Extended x2, Ranged, Tracking)]


Pappa Gumbo: A semi-famous psychic, thanks mostly to his shameless and ubiquitously cheap television ads that touted his pay-for-use psychic services, Pappa Gumbo is the weakest member of the Astral Plane Project. At best he can be described as only being sensitive to the use of psionic abilities. The power of P.R. got the 59 year old con man a spot on the team assembled, an appointment he considers the best thing that ever happened to him.

Now when he gains control, he has fantastic psychic abilities and shaved almost four decades off his age. He spends most of his time in control concocting highly illegal get-rich schemes using Len’s powers but Pappa Gumbo spends the vast majority of his ill-gotten gains as soon as he can, knowing that he will not remain in control long enough to make it truly useful to him.

When Pappa Gumbo is in control of Len’s body, he speaks with a thick Cajun accent.

Trigger: Hearing a ringing phone.

Intellect 1
Awareness 5
Presence 2

Skills: Deception 9 (+11), Expertise [Current Events] 4 (+5), Expertise [Pop Culture] 4 (+5), Expertise [Streetwise] 4 (+5), Insight 9 (+14), Investigation 6 (+7), Perception 6 (+11), Persuasion 9 (+11)

Advantages: Distract [Deception], Fascinate [Persuasion]

Powers: Detect Psionics: Senses 1 [(Mental)]
*~can also use Len’s powers as well

Madame Libra: At the time of the Astral Plane Project, Jason Lawrence wrote an astrology and psychic advice column for the Up in the Sky tabloid under the name “Madame Libra”. In life, Madame Libra was Lawrence’s transvestite alter-ego, a gorgeous glamour queen and pillar of the city’s underground dance scene. The vivacious Libra loved nothing more than ecstasy-fueled parties and outrageous outfits, viewing her psychic gifts as a means to support her luxurious lifestyle.

Libra went along with the experiment to dodge a possession charge and while she hates sharing a body with six other minds at least she’s able to make Len’s body look good in that size 5 dress. Libra shares a passion for music with Len and has gone on to become one of his most trusted confidants. Truthfully Libra is the only member of the group that Len doesn’t actively dislike or distrust. Len tends to stick mostly to hip-hop clubs but will occasionally subject himself to house music dancehalls to reward his friend with a few days of life in the real world.

Trigger: Hearing dance music

Intellect 2
Awareness 1
Presence 2

Skills: Deception 8 (+10), Expertise [Dance] 4 (+6), Expertise [Writing] 6 (+6)

Powers: See the Future: Senses 4 [Precognition]


Collette: At the age of 7, Collette accidentally killed her abusive parents with her mental blasts. French authorities were baffled by her mysterious powers and scared that she would feel the urge to use those abilities on them and quickly allowed the American Government to take custody of her who were able to reach her somewhat and keep her under control. She was placed in the Halfmoon House the government used for children like her, all of them psychics of various levels of ability. A few years later Collette was selected to be a part of the Astral Plane Project, it was thought that her mental blasts would be important to the group’s survival in case it was attacked during the mission.

Years of physical and emotional abuse have transformed Collette from a loving child to a small, hateful engine of wrath and childlike cruelty who cares nothing beyond her immediate whims and curiosities. Her demeanor ranges from sweetly innocent to ruthlessly enraged, and most of the other personalities keep their distance from her in their shared psi-scape. When she controls Len’s body, his eyes glow with a fiery intensity. She understands the English language but only speaks French.

Trigger: Exposure to children’s toys

Intellect 0
Awareness 0
Presence 0

Skills: Intimidate 9 (+9)

Advantages: Language [Base: French; English (understands only)]

Powers: Psionic Blast: Mental Blast 11


Gregor: Captured as a suspected Soviet spy by the American Government, the Lithuanian telekinetic known simply as Gregor spent a fair amount of time in various American prisons drugged so that his powers were suppressed. That was until he was tapped to take part in the Astral Plane Project, it was rumoured that he was offered some kind of release for his efforts in the project.

There have only been three occasions in which Gregor has been the dominate psyche of Moodswing. Each of those times he’s attempted to travel back home in Europe, it’s thought that there is some sort of lost collection of Soviet Cold War psychic research and equipment that’s remained hidden all these years. It’s possible that research and equipment may hold the key to splitting Moodswing’s various personalities and Gregor tries to keep his control over Len’s body for as long as he can so that he can make the journey. Gregor does everything he can to avoid losing control, keeping a mental journal of any known triggers for the other personalities and avoiding them as much or as quickly as possible. Gregor is willing to kill anyone who gets in his way and has done so every time he has been in control.

When Gregor is in control of Len’s body he speaks with a thick Eastern European accent.

Trigger: Anytime that Moodswing makes a save against another mental power.

Intellect 2
Awareness 3
Presence 1

Skills: Athletics 4 (+5), Deception 8 (+9), Expertise [International Spy] 9 (+11), Expertise [Psionics] 9 (+11), Insight 6 (+9), Intimidation 10 (+11), Persuasion 4 (+5), Perception 9 (+12), Sleight of Hand 6 (+8.), Stealth 6 (+8.), Vehicles [Air] 4 (+6), Vehicles [Land] 4 (+6)

Advantages: Close Attack 8, Eidetic Memory, Fearless, Improvised Tools, Languages 4 [Base: Lithuanian; English, French, German, Greek, Japanese, Mandarin, Russian, Spanish], Luck [Determination], Luck [Determined Recovery] 3, Ranged Attack 8

Powers: Telekinesis: Move Object 11 (Extra: Damaging); (Feat: Precise)
Telekinetic Force: Force Field 10 (Extra: Impervious)
Last edited by Tattooedman on Wed Jan 16, 2013 12:18 pm, edited 1 time in total.
World of Freedom Setting 3E

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

Postby Tattooedman » Mon Oct 22, 2012 10:37 am

Zero Latitude:
There have always been people who tried to do more with their concerns over the improvement of the health of the environment and animal rights and there are several groups who resorted to acts of violence to further their cause but it wasn’t until the early 2000s that metamen activists became publicly heard of.

Early members did all they could with their powers; repairing damage caused to the atmosphere, causing endangered species to procreate more, alter the migration patterns of various species of animals to protect them from hunters, to name a few. But no matter how much was done there still was only so much that could be done by any one person, even if they possessed powers beyond the norm. Eventually several like-minded metamen gathered together and came to a conclusion: the only way to restore the balance of the ecosystem was to become as proactive as they possibly could.

Their first target was a logging company in the Amazon and the group managed to stop the loggers from continuing their work of cutting down large chunks of the rainforest. From this event was born Zero Latitude; a group who promised it would be as ruthless as those they fought against to save the planet.

In the years since it’s formation, Zero Latitude has seen several members come and go; some have been sent to prison for crimes they committed during their crusade, while others have died for the cause. No matter what those who aren’t still with Zero Latitude, for whichever reason, are mourned by the current membership as they view them as members who were willing to cross any line, pay any price to make the group’s dream a reality.


Zero Latitude Members: (The following are some of the more well known members of Zero Latitude, but isn’t a complete list of all of it’s members.)
Arctica & Frostbite: A married couple and environmentalists, James and Lisa Vaughn went up north to try and stop some whalers. The whalers responded by ramming their boat and leaving the two for dead in the freezing waters but as luck would have it energy from the Aurora Borealis activated the pair’s metamen talents; James gained cold manipulation powers, while Lisa gained the power to create polar weather conditions.

Cascade: A marine biologist, Katherine Andrews was an environmentalist who attempted to stop the testing of a new type of 'clean' nuclear weapon on a Pacific Island. While it seemed like she was going to stop the testing by protesting on the island he Atomic Brain, who'd been monitoring the test, took over the controls of the testing system and set off the supposed 'clean' nuke. Disintegrated, Katy somehow survived, becoming a being of living water. Filled with outrage by what happened, and driven slightly mad, she became an environmental terrorist and joined Zero Latitude.

Hornet: Gerard Byrne was a doctor seeking a miracle cure deep in the jungles of the Amazon, accidentally stumbling on the hives of some mutant insects (an abandoned experiment of Doctor Animo) and was stung repeatedly by the bugs which mutated Byrne into a ruthless half man/half insect madman that possess superhuman strength and durability as well as a giant, lethal stinger and the ability to project what he calls ‘venom blasts’.

Thorn: Lawrence Lloyd, the head of the Bay City University's department of Botany, was on the verge of a miracle cure which combined DNA from numerous plants (and, unknown to Dr. Lloyd, samples of the Green Man's DNA as well) when he accidentally injected himself with his own creation, becoming a half plant/half man hybrid as well. Now filled with the same a loathing for humanity over their treatment of the planet Thorn, as Lloyd, named himself, wreaks havoc upon the people of the world.
World of Freedom Setting 3E

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

Postby Tattooedman » Tue Oct 30, 2012 11:04 am

Image
Coppertop:
PL:
14
Strength 16
Stamina 16
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 3
Presence 0

Skills: Athletics 3 (+19), Close Combat [Unarmed] 4 (+12), Deception 10 (+10), Expertise [Life Science] 13 (+15), Expertise [Science] 13 (+15), Insight 6 (+9), Intimidation 15 (+15), Investigation 3 (+5), Perception 6 (+9), Ranged Combat [Thrown Objects] 4 (+10), Technology 9 (+12)

Advantages: All-Out Attack, Chokehold, Close Attack 4, Fast Grab, Lionheart, Power Attack, Ranged Attack 4, Startle, Takedown

Powers: Bio-Electrical Control: Ranged Damage 14
-Bio-Electrical Discharge: Damage 14 (Extra: Area [Burst])
Coppertop Hide: Impervious Toughness 12
Large Size: Growth 4 [+4 Strength, +4 Stamina, +2 Intimidation, +1 Speed, +4 Mass; -2 Dodge/Parry, -4 Stealth] (Extra: Permanent); (Feat: Innate)
Super Charged Physiology:
Enhanced Advantages 2 [Diehard, Great Endurance]
Immunity 22 [Aging, All Environmental Conditions, Diseases, Electrical Effects, Need to Sleep, Poisons, Starvation, Suffocation]
Regeneration 5 (Extra: Persistent)
Super-Strength:
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Leaping 15
Speed 5

Feats of Super Strength:
-Groundstrike: Damage 14 (Extra: Area [Line]); (Flaws: Limited [Coppertop & his targets must be on the ground])
-Shockwave: Affliction 14 [Dazed & Vulnerable, Stunned & Prone; resisted by Dodge/ Fortitude] (Extra: Area [Burst], Extra Condition); (Flaws: Limited Degree, Limited [Coppertop & his targets must be on the ground])
-Sonic Slam: Affliction 14 [Dazed & Vulnerable, Stunned & Prone; resisted by Dodge/Fortitude] (Extras: Area [Cone], Extra Condition); (Flaws: Distracting, Limited Degree)
-Thunderclap: Affliction 14 [Impaired & Dazed, Disabled & Stunned, Unaware & Incapactiated; resisted by Dodge/Fortitude] (Extras: Area [Burst], Extra Condition); (Flaw: Limited [Coppertop & his targets must be on the ground])

Offense: Initiative +1
Melee Attack +8 // Unarmed Attack +12
Ranged Attack +6 // Thrown Objects Attack +10

Defenses: Dodge +8
Parry +10
Toughness +16* [*Impervious 12]
Fortitude +16
Will +10


Costs: Abilities 90+ Skills 30+ Advantages 13+ Powers 113+ Defenses 23= 269 pts.


Real Name: Christopher Fagan
Height: 13’ (as Coppertop) // 5’7” (as Fagan)
Weight: 3200 lbs (as Coppertop) // 160 lbs (as Fagan)
Hair: None (electrical corna as Coppertop) // Blonde (as Fagan)
Eye Color: White (as Coppertop) // Blue (as Fagan)


Complications:
Power Loss: In his normal form, or if his powers are removed, his stats drop to Strength 2, Stamina 2, Fighting 0


Background: Chris Fagan was a researcher trying to unlock the human body's naturally occuring bio-electrical field as a means of enhancing people as part of a government project to create better soldiers. His theories were considered to be on the fringes of science and he was dismissed and told to focus on the more favored projects that were going on.

Sure his ideas would work, Fagan decided to use himself as a test subject and subjected himself to the process he'd designed only to be turned into a hulking, copper-skinned being whose skin crackled with electrical energy and possessed a very different personality than Fagan.

Naming himself Coppertop, this being went on a rampage across several towns until Troll, of the the Sentinels, was called in to help contain him. Following a long fight Coppertop managed to escape and periodically pops back up commiting robberies to keep himself supplied for experiements he is conducting to make more beings like himself, so he can not be alone in the world.

Coppertop also commits crimes that allow him to endulge in baser impulses that are best left not spoken about in most company, however AEGIS has taken note of these sprees and are attempting to put together a profile so they can apprehend Coppertop.
Last edited by Tattooedman on Mon May 13, 2013 1:21 pm, edited 4 times in total.
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun
User avatar
Tattooedman
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Dragonclaw

Postby Tattooedman » Tue Oct 30, 2012 11:19 am

Image
Dragonclaw:
PL:
10
Strength 4
Stamina 5
Agility 6
Dexterity 6
Fighting 8
Intelligence 1
Awareness 4
Presence 1

Skills: Acrobatics 7 (+13), Athletics 7 (+11), Close Combat [Sword] 4 (+12), Close Combat [Unarmed] 4 (+12), Deception 12 (+13), Expertise [Criminal] 13 (+14), Expertise [Survival] 9 (+13), Insight 9 (+13), Perception 9 (+13), Persuasion 3 (+4), Ranged Combat [Blaster] 4 (+12), Ranged Combat [Water Jutsu Array] 2 (+10)

Advantages: Agile Feint, Benefit 3 [Membership (Crime Union) 3 (officer - to Nightblade)], Defensive Roll, Equipment 3, Evasion 2, Great Endurance, Improved Aim, Improved Critical [Water Jutsu] 2, Improved Defense, Improved Initiative, Language 2 [Base: Kanarian; Chinese, English], Move-By Action, Power Attack, Precise Attack [melee; concealment], Precise Attack [ranged; cover], Quick Draw, Ranged Attack 2, Set-Up, Teamwork

Powers: Water Shields:
Enhanced Dodge 4
Enhanced Parry 2
Water Slide: Flight 5 (Flaws: Platform)
Water-Based Copies: Duplication 14 (Extra: Horde); (Feat: Multiple Minion 3 [4 total])

Water Jutsu Master Array:
Ice Bonds: Ranged Affliction 10 [Hindered & Vulnerable, Prone & Defenseless, Paralyzed; resisted by Dodge/Strength] (Extras: Cumulative, Extra Condition)
-Controls the Flows: Move Object 10 (Extra: Perception Range); (Feat: Precise); (Flaw: Limited [Water Only])
-Drowning: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Progressive)
-Flooding Rivers: Environment 3 [impede movement]
-Ice Slick: Affliction 10 [Hindered, Prone; resisted by Strength or Agility] (Extra: Area [Burst] 2) (Flaw: Limited Degree)
-Ice Storm: Ranged Damage 10 (Extra: Multiattack)
-Ice Wave: Affliction 8 [Hindered & Vulnerable, Prone & Defenseless, Paralyzed; resisted by Dodge/Strength] (Extras: Area [Cone] 2, Cumulative, Extra Condition)
-Steam: Visual Concealment 2 (Extras: Area [Burst], Attack)
-Water to Ice: Transform 10 (Feat: Reversible)
-Water/Ice Whip: Ranged Damage 10 (Extra: Penetrating); (Feats: Precise, Variable Descriptor [blunt or piercing]) & Move Object 5 (Flaw: Limited [Away Only])
-Water Stream: Damage 10 (Extra: Area [Line]); (Feat: Variable Descriptor [blunt or piercing])
-Water Wave: Damage 10 (Extra: Area [Cone]); (Feat: Variable Descriptor [blunt or piercing])

Offense: Initiative +10
Melee Attack +8 // Sword Attack +12 // Unarmed Attack +12
Ranged Attack +8 // Water Jutsu Array Attack +10 // Blaster Attack +12

Defense: Dodge +12
Parry +12
Toughness +8*/+7**/+5 [*Alien Ninja Armor & Defensive Roll/**Alein Ninja Armor]
Fortitude +9
Will +11

Equipment: Alien Ninja Armor [Protection 2]
Alien Ninja Arsenal: (13 ep)
Blaster Pistol [Ranged Damage 5]
-Alien Chain Weapon [Strength-Based Damage 2; Improved Trip, Reach 2]
-Alien Swords [Strength-Based Damage 3; critical 19-20; Split Attack]
-Alien Thrown Blades [Ranged Strength-Based Damage 1; Multiattack]



Costs: Abilities 70+ Skills 30+ Advantages 29+ Powers 121+ Defenses 15= 265 pts.


Real Name: Krizam Dekart
Height: 5'8"
Weight: 153 lbs
Hair: White
Eye Color: Yellow


Complications:
Power Loss: Water Jutsu requires the use of bodily-movements and forms. If a master’s body is restrained in any manner, their Jutsu will be badly-hampered. Full entrapment will neutralize all Jutsu.

Power Loss: Water Jutsu requires actual water to be present- this is usually not a problem (most towns are close to water sources), but they can be locked inside of cells with no regular access. Most Water Jutsu Masters carry water in small pouches with them to be sure to have access if the need should arise.



Background: Krizam Dekart was captured by members of the Star Knights and was headed for a local prison planet when he managed to escape his cell and hi-jack the craft. Unforntunately Krizam isn't worth much as a star-ship pilot and crashed the ship on Earth after accidentally steering it through a stargate that put it in the Sol System.

Several of the imprisoned criminals, along with Krizam, were able to escape the crash and have settled into the criminal element here on Earth. Krizam, now calling himself Dragonclaw, often works for anyone willing to pay him, using his skills in water jutsu to compete with other superhuman criminals.

He has clashed a few times with Earth's resident Star Knight a few times who is aware that Dragonclaw is an alien criminal that should be deported off-world when he's finally captured.
Last edited by Tattooedman on Wed Apr 09, 2014 2:04 pm, edited 3 times in total.
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun
User avatar
Tattooedman
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Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Shatterhand

Postby Tattooedman » Tue Oct 30, 2012 11:21 am

Image
Shatterhand:
PL:
10
Strength 5
Stamina 5
Agility 5
Dexterity 5
Fighting 8
Intellect 2
Awareness 3
Presence 2

Skills: Acrobatics 5 (+10), Athletics 5 (+10), Deception 8 (+10), Expertise [Criminal] 8 (+10), Expertise [Current Events] 8 (+10), Insight 9 (+12), Intimidation 9 (+11), Investigation 9 (+11), Perception 9 (+12), Sleight of Hand 5 (+10), Stealth 9 (+14)

Advantages: Assessment, Benefit 2 [Membership (Crime Union) 2], Contacts, Close Attack 2, Daze [Intimidation], Defensive Strike, Evasion, Fearless, Improved Defense, Improved Feint, Improved Initiative, Improved Smash, Improved Trip, Instant Up, Move-By Action, Power Attack, Precise Attack [melee; concealment], Startle, Trance, Weapon Break, Well-Informed

Powers: Disruptive Touch Array:
Disrupt Powers: Nullify 10 (Extras: Broad [Metaman Effects], Effortless, Sustained [+2]); (Flaw: Close Range)
-Disrupt Materials: Damage 10 (Extra: Penetrating) & Weaken Toughness 10
-Disrupt Minds: Damage 10 (Extra: Alternate Resistance [Will]); (Feat: Improved Critical 2)
-Disrupt Senses: Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Cumulative); (Flaw: Close Range, Limited [target cannot process any sensory input])

Martial Training: (Innate)
Body Hardening Techniques: Protection 3
Grace of a Lotus:
Enhanced Dodge 4
Enhanced Parry 4
Quick Moves:
Speed 3
-Leaping 3


Offense: Initiative +9
Melee Attack +10
Ranged Attack +5

Defense: Dodge +12
Parry +12
Toughness +8
Fortitude +10
Will +10


Costs: Abilities 70+ Skills 31+ Advantages 23+ Powers 62+ Defenses 15= 201 pts.


Real Name: Unknown
Height: 6'
Weight:[b/] Unknown
[b]Hair:
Unknown
Eye Color: Brown


Background: A metaman with a destructive touch and an unknown history, Shatterhand sells his services to those willing to pay him.
Last edited by Tattooedman on Wed Apr 09, 2014 4:00 pm, edited 3 times in total.
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Glaciator

Postby Tattooedman » Tue Oct 30, 2012 11:23 am

Image
Glaciator:
PL:
10
Strength 12 (0)
Stamina 12 (0)
Agility 2
Dexterity 2
Fighting 2
Intellect 0
Awareness 2
Presence 1

Skills: Expertise [Criminal] 6 (+6), Expertise [Pop Culture] 6 (+6), Insight 6 (+8.), Intimidation 6 (+/+12*), Perception 6 (+8.), Ranged Combat [Cryokinetic Array] 6 (+8.), Ranged Combat [Thrown Objects] 6 (+8.)

Advantages: Close Attack 6, Daze [Intimidation], Improved Feint, Startle

Powers: Ice Giant:
Enhanced Advantages 4 [Chokehold, Fast Grab, Improved Grab, Improved Hold]
Growth 12 [60 ft tall: +12 Strength, +12 Stamina, +6 Intimidation, +1 Speed; -12 Stealth, -6 Dodge/Parry]
Giant Fists & Feet: Feature 12 [adds the Area (Burst) Extra to Glaciator’s unarmed attacks]

Cryokinetic Array:
But It’s Ice Out: Immunity 10 [Cold Effects]
Ice Blast: Ranged Damage 12 (Extra: Penetrating)
-Ice Chunks: Ranged Damage 12 (Extra: Multiattack)
-Cold Beam: Ranged Damage 10 (Extra: Alternate Resistance [Fortitude]); (Feat: Improved Critical 2)
-Make Ice: Create 11 (Extra: Continuous); (Feat: Innate)

Offense: Initiative +2
Melee Attack +8
Ranged Damage +2 // Thrown Objects Attack +8 // Cryokinetic Array Attack +8

Defense: Dodge +2*/+8
Parry +2*/+8
Toughness +12*/+0
Fortitude +14*/+2
Will +6


Costs: Abilities 18+ Skills 16+ Advantages 9+ Powers 89+ Defenses 18= 150 pts.


Real Name: Ivan Johannasen
Height: 5'8" (normal size)
Weight: 150 lbs
Hair: Blonde
Eye Color: Blue


Background: Ivan Johannnsen's powers manifested when he found himself caught in a house fire, he survived thanks to the fact he could become a giant of ice and snow at will, as well as powerful cryokinetic abilities. Hungry for money and looking to enjoy his newfound powers, Glaciator has become a crook who simply takes what he wants whenever he wants.
Last edited by Tattooedman on Fri Jan 11, 2013 9:07 am, edited 1 time in total.
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Riptide

Postby Tattooedman » Tue Oct 30, 2012 11:25 am

Image
Riptide:
PL:
10
Strength 1
Stamina 1
Agility 3
Dexterity 3
Fighting 3
Intellect 0
Awareness 1
Presence 1

Skills: Close Combat [Water Whips] (+), Deception 7 (+8.), Expertise [Criminal] 5 (+5), Expertise [Pop Culture] 6 (+6), Expertise [Singing] 7 (+8.), Insight 6 (+7), Perception 6 (+7), Persuasion 9 (+10), Ranged Combat [Drowning Blast Array] 6 (+10), Stealth 8 (+11)

Advantages: Improved Feint, Improved Initiative, Ranged Attack

Powers: Water Form: (Move Action – 1 pt)
Enhanced Dodge 4
Enhanced Parry 4
Visual Concealment 2 (Flaw: Limited [Only Underwater])
Elongation 5
Immunity 10 [Life Support]
Insubstantial 1 [liquid - water: affected by electrical effects] (Flaw: Permanent)
Protection 8
Drowning Blast: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Progressive)
-Water Jet: Ranged Damage 10 (Extra: Penetrating); (Feat: Improved Critical 2)
-Water Whip: Damage 10 (Extra: Penetrating); (Feats: Improved Critical 2, Improved Trip, Reach 4)
Powerful Swimmer: Swimming 7

Offense: Initiative +7
Melee Attack +3 // Water Whip Attack +10
Ranged Attack +4 // Drowning Blast Array Attack +10

Defense: Dodge +12
Parry +12
Toughness +8
Fortitude +8
Will +7


Costs: Abilities 26+ Skills 21+ Advantages 3+ Powers 85+ Defenses 23= 158 pts.


Real Name: Margie Preston
Height: 5'6"
Weight: 118 lbs
Hair: White
Eye Color: Blue


Background: Margie Preston was a young runaway with dreams of becoming a famous singer but her dreams fell short when she was taken in by a lower ranking member of the Brimstone House, who used her in an experiment to attempt to replicate Neried's ability to become living water by fusing a water elemental to her via a magical ritual. The process worked but Margie quickly made her escape and soon became a criminal on her own
Last edited by Tattooedman on Fri Jan 11, 2013 9:09 am, edited 1 time in total.
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Black Mist

Postby Tattooedman » Tue Oct 30, 2012 5:54 pm

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Black Mist:
PL:
10
Strength 5
Stamina 5
Agility 8
Dexterity 8
Fighting 8
Intellect 1
Awareness 2
Presence 2

Skills: Acrobatics 6 (+12), Athletics 6 (+11), Deception 12 (+14), Expertise [Criminal] 13 (+14), Expertise [Martial Arts] 13 (+14), Expertise [Poisons] 12 (+13), Expertise [Pop Culture] 4 (+5), Insight 10 (+12), Intimidation 7 (+9), Perception 10 (+12), Sleight of Hand 6 (+14), Stealth 6 (+14)

Advantages: Chokehold, Close Attack 4, Daze [Deception], Defensive Strike, Equipment 6, Evasion 2, Fast Grab, Follow-Up Strike, Hide In Plain Sight, Improved Defense, Improved Feint, Improved Grab, Improved Initiative, Improved Trick, Improved Trip, Instant Up, Language [Base: Japanese; English], Luck [Determination], Luck [Determined Recovery], Move-By Action, Power Attack, Precise Attack [melee; concealment], Prone Fighting, Quick Draw, Ranged Attack 6, Redirect, Skill Mastery [Stealth], Tracking, Trance, Uncanny Dodge, Weapon Bind, Weapon Break

Powers: Ninja Mind Training:
Strong Mind: Enhanced Will 5 (Flaw: Limited [Only vs. Mental Effects])
Mind Control: Affliction 8 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Cumulative); (Flaw: Limited [Must be able to perform hand kata first])

Ninja Training: (Innate)
Ninja Moves: Movement 3 [Safe Fall (surfaces must be within reach), Trackless (visual), Water Walking]
-Strong Leaper: Leaping 3
-Strong Runner: Running 3

Martial Arts: (Innate)
Atemi Punch: Affliction 8 [Daze, Stunned, Incapacitated; resisted by Fortitude]
Knife Hand: Strength-Based Damage 3 (Extra: Penetrating 8.); (Feat: Improved Critical 2)

Black Mist Form: (Move Action -1 pt)
Flight 2
Immunity 2 [Suffocation]
Insubstantial 2 [Gaseous: affected by air/wind]

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

Defense: Dodge +13
Parry +13
Toughness +7*/+5 [*Modern Shinobi Shōzoku]
Fortitude +9
Will +11*/+6 [*vs. Mental Effects]

Equipment: Modern Shinobi Shōzoku [Protection 2; Hidden Pockets, Subtle]
Ninja Arsenal: (26 ep)
Fukiya (blowgun) [Ranged Damage 1 & Cumulative Ranged Affliction 6 (Fatigued, Exhausted, Incapacitated; resisted by Fortitude)]
-Happō (eggshell bomb) [Ranged Cloud Area Visual Dazzle 5]
-Kusarigama [Strength-Based Damage 3; Improved Critical 1, Reach 2]
-Kunai [Ranged Strength-Based Damage 2; Improved Critical 1/Strength-Based Damage 2; Improved Critical 1]
-Ninja Bow [Ranged Damage 3]
-Ninjatō [Strength-Based Damage 3; Improved Critical 3]
-Shuriken [Ranged Damage 1; Multiattack]



Costs: Abilities 78+ Skills 35+ Advantages 46+ Powers 47+ Defenses 18= 224 pts.

Complications:
Motivation ~Greed: Black Mist wants to earn as much money as he can from his skills.

Motivation ~Personal Freedom: Black Mist will always strive to keep himself free from the control of others, like the Red Banner Cult, and various law enforcement agencies (such as UNISON & AEGIS).

Reputation: Black Mist is known for being totally loyal to his current employer.

Reputation: Black Mist is known for being willing to kill if that is part of his current assignment.

Old Ties That Want to Bind Him Up: Black Mist left the Sekihara Clan to pursue his fortunes in the world, since the Clan is a major part of the Cult of the Red Banner they’d like to bring Black Mist back in.


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


Background: The man who would become known to the world as the Black Mist was born into the mysterious Sekihara Clan of Japan. For countless centuries the Sekihara had lived in deep, hidden places and served the infamous Cult of the Red Banner. Like other clan children, the young Black Mist was tested in various ways until he was six years old, and based on those tests he was assigned specific ninja training.

For over a dozen years he worked, and sweated, and bled to learn the skills of the Sekihara ninja, including the simplest of their ninja magics and when he had completed his training satisfactorily, the clan sent him into the world to work the will of the Cult.

And that was their mistake.

Exposure to the greater world intrigued and enthralled Black Mist, and he soon decided he had no interest in serving some bizarre, nihilistic religious sect for the rest of his life. He wanted all the wealth and excitement the world had to offer. He defected from the clan and became a mercenary, offering his hard-won skills to the highest bidder.

The Cult of the Red Banner still hunt Black Mist, looking to capture him and bring him back into their fold but he is a wily and crafty person who knows what to expect from his former teachers.
Last edited by Tattooedman on Fri Jan 11, 2013 9:06 am, edited 1 time in total.
World of Freedom Setting 3E

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Smoke & Mirror

Postby Tattooedman » Tue Oct 30, 2012 5:57 pm

Image

Smoke:
PL:
10
Strength 1
Stamina 2
Agility 4
Dexterity 4
Fighting 4
Intellect 2
Awareness 1
Presence 2

Skills: Acrobatics 4 (+8.), Deception 9 (+11/+13), Expertise [Criminal] 9 (+11), Expertise [Pop Culture] 6 (+8.), Insight 9 (+10), Perception 9 (+10), Persuasion 9 (+11/+13), Ranged Combat [Shadow Manipulation Array] 4 (+10), Stealth 9 (+13), Vehicles [Air] 4 (+8.), Vehicles [Land] 4 (+8.)

Advantages: Attractive, Close Attack 4, Daze [Deception], Equipment, Fascinate [Deception], Improved Initiative, Language [Base: Russian; English], Ranged Attack 2, Task Focus [Expertise (Pop Culture): Superhuman World], Set-Up, Taunt, Teamwork

Powers: Family Doesn’t Fight: Immunity 1 [Sibling’s Powers]
Don’t Hurt Yourself: Immunity 1 [Own Powers]

Shadow Field: Visual Concealment 4 (Extras: Area, Attack)
Shadow Shield:
Enhanced Dodge 7
Enhanced Parry 7
Shadow Manipulation Array:
Shadow Force Blast: Ranged Damage 10 (Extra: Penetrating)
-Blinding Shadow Force: Ranged Visual Affliction 10[Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Cumulative)
-Grasping Shadows: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Shadow Sphere: Create 10 (Extra: Movable); (Flaw: Limited [Can only make encasing bubble]
-Shadow-Travel: Teleportation 7 (Extra: Accurate); (Feat: Increased Mass 3 [400 lbs])

Offense: Initiative +8
Melee Attack +8
Ranged Attack +6 // Shadow Manipulation Array Attack +10

Defense: Dodge +12
Parry +12
Toughness +6*/+2 [*Armored Costume]
Fortitude +8
Will +8

Equipment: Armored Costume [Protection 4; Subtle]


Costs: Abilities 40+ Skills 26+ Advantages 14+ Powers 66+ Defenses 15= 161 pts.


Real Name: Lizaveta Perovsky
Height: 5’6”
Weight: 124 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Even Villains Have Standards: Smoke will not kill anyone, hurt them? Sure, but killing someone is a concept she’s not comfortable with.

Family Matters: Smoke is protective of her sister, Mirror, and will go after anyone who seriously hurts her.

Wanted Woman: VIPER would very much like to have a long chat with Smoke about her sharing information on them with AEGIS in return for a lesser sentence.

Weakness: Smoke suffers additional damage from attacks with the Light Descriptor, she will be Dazed and Hindered the following round.


>>
Mirror:
PL:
10
Strength 1
Stamina 2
Agility 4
Dexterity 4
Fighting 4
Intellect 2
Awareness 1
Presence 2

Skills: Acrobatics 4 (+8.), Deception 9 (+11/+13), Expertise [Computers] 11 (+13), Expertise [Criminal] 9 (+11), Expertise [Pop Culture] 6 (+8.), Insight 9 (+10), Perception 9 (+10), Persuasion 9 (+11/+13), Stealth 9 (+13)

Advantages: Attractive, Close Attack 4, Daze [Deception], Equipment, Fascinate [Deception], Improved Initiative, Language [Base: Russian; English], Online Research, Ranged Attack 2, Task Focus [Expertise (Pop Culture): Superhuman World], Set-Up, Taunt, Teamwork

Powers: Family Doesn’t Fight: Immunity 1 [Sibling’s Powers]

Illusionary Defenses:
Enhanced Dodge 7
Enhanced Parry 7
Illusion Casting: Illusion 10 [all senses] (Extras: Independent, Selective); (Flaw: Limited [Only affects those with a mind])

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

Defense: Dodge +12
Parry +12
Toughness +6*/+2 [*Armored Costume]
Fortitude +8
Will +8

Equipment: Armored Costume [Protection 4; Subtle]


Costs: Abilities 40+ Skills 25+ Advantages 17+ Powers 73+ Defenses 15= 170 pts.


Real Name: Irina Perovsky
Height: 5’6”
Weight: 124 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Even Villains Have Standards: Mirror will not kill anyone, hurt them? Sure, but killing someone is a concept she’s not comfortable with.

Family Matters: Mirror is protective of her sister, Smoke, and will go after anyone who seriously hurts her.

Wanted Woman: VIPER would very much like to have a long chat with Mirror about her sharing information on them with AEGIS in return for a lesser sentence.


Background: Lizaveta and Irina Perovsky are twin metamen whose powers — darkness control and illusion creation, respectively — manifested when they were in their early teens. Their parents, wretchedly poor and highly superstitious, Russian farmers were “persuaded” to sell their “devil children” to VIPER.

VIPER instructors indoctrinated the two, codenamed them Smoke and Mirror, and brought them into Dragon Branch. Though they weren’t truly happy in VIPER, especially when asked to participate in some of the organization’s more violent or brutal activities, it was the only life they knew. In 2004, VIPER launched Operation: Fever Dream, an effort to force the world to pay an enormous ransom to avoid being subjected to biological warfare. It was mostly a feint designed to test the world’s strength and ability to respond to a threat of that magnitude, and to a large extent it worked. But any plan requires the use of some organizational resources, and in VIPER’s case one of the things it had to do was sacrifice Smoke and Mirror; they were betrayed to AEGIS and UNISON and left to endure a long term in jail.

At first the two girls remained loyal to VIPER, but it didn’t take long for their indoctrination to wear off. Eventually they realized VIPER had used them as dupes. At that point they agreed to cooperate with the authorities by revealing everything they knew about VIPER’s inner workings as well as locations of different Nests in the US and Canada in exchange for early parole. This is something that the Supreme Serpent and the rest of the VIPER council haven’t yet forgiven, honestly they’d expected the sister’s brainwashing to last much longer (if not forever), and has periodically sent agents after them for their “treachery.”

Once released from Blackstone Prison, Smoke and Mirror returned to their life of supercrime and in the years since they’ve worked primarily as villains for hire (always as a duo), and on occasion have even perpetrated their own schemes.
Last edited by Tattooedman on Fri Jan 11, 2013 9:05 am, edited 1 time in total.
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Witchwind

Postby Tattooedman » Tue Oct 30, 2012 6:04 pm

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

Skills: Deception 9 (+11), Expertise [Earth Sciences] 8 (+9), Expertise [Magic] 12 (+13), Insight 8 (+11), Perception 8 (+11), Ranged Combat [Wind Magic Array] 6 (+10)

Advantages: Close Attack 2, Defensive Roll 4, Daze [Deception], Fascinate [Deception], Improved Feint, Power Attack, Precise Attack [ranged; cover], Move-By Action, Ranged Attack

Powers: Wind’s Blessings:
Flight 10
Immunity 4 [Suffocation, Wind Effects]
Senses 5 [Counters Visual Concealment (air disturbances)]

Wind Magic Array:
Winds of the East: Move Object 12 (Extra: Perception); (Feat: Precise)
-Winds of the West: Blast 12 (Extra: Area [Cone])
-Winds of the North: Auditory & Visual Affliction 10 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Area [Burst], Extra Condition); (Feat: Selective)
-Winds of the South: Ranged Affliction 10 [Dazed, Stunned, Paralyzed; resisted by Will] (Extra: Cumulative)
-Protective Winds: Deflect 10 (Extras: Reflection, Redirection)
-Gusting Winds: Environmental Control 8 [distraction (DC 10) & Environmental Control 8 [hamper movement (one-quarter speed)]

Offense: Initiative +2
Melee Attack +4
Ranged Attack +4 // Wind Magic Array Attack +10

Defense: Dodge +12
Parry +12
Toughness +6*/+2 [*Defensive Roll]
Fortitude +7
Will +9


Costs: Attributes 32+ Skills 18+ Advantages 13+ Powers 71+ Defenses 30= 164 pts.


Real Name: Rose McCarthy
Height: 5’ 6”
Weight: 131 lbs
Hair: Red
Eye Color: Green


Complications:
Power Loss: Witchwind must be able to gesture and speak to use any of her Wind Magic.

Background: The life of Rose McCarthy before she took on the identity of Witchwind isn’t known to members of the law enforcement community. She simply appeared one day, attacking one of the labs of Grant Conglomerates citing their offenses to the planet as the reason for her attack.

Despite the arrival of members of the Freedom League, Witchwind managed to escape. Later appearances have a similar environmental tone to them which leads AEGIS investigators to believe that Witchwind is very much involved with groups like Greenpeace and they wonder just how long it will be before she joins Zero Latitude.
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Menagerie

Postby Tattooedman » Tue Oct 30, 2012 6:07 pm

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

Skills: Expertise [Pop Culture] 6 (+6), Expertise [Streetwise] 5 (+5), Expertise [Veterinarian] 6 (+6), Insight 8 (+10), Intimidation 10 (+10), Perception 8 (+10), Stealth 8 (+12)

Advantages: Close Attack 4, Evasion 2, Improved Initiative, Power Attack, Startle, Uncanny Dodge

Powers: Channeling the Animal Within: Shapeshift 12 [60 pt pool] (Flaw: Limited [animal traits only])

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

Defense: Dodge +8
Parry +8
Toughness +2
Fortitude +8
Will +8

Costs: Attributes 34+ Skills 17+ Advantages 10+ Powers 74+ Defenses 19= 154 pts.


Real Name: Megan Munroe
Height: 5’4”
Weight: 114 lbs
Hair: Black
Eye Color: Brown


Complications:
Call of the Wild: If she spends too long using her powers, Menagerie can become more animalistic in her attude and personality.

Motivation ~Greed: Menagerie seeks to make as much profit as she can.


Background: Megan Munroe is a metaman with the ability to transform her body to include traits of different animals. Possessing a predatory streak, Menagerie works as a veterinarian by day and as a criminal by night.
Last edited by Tattooedman on Tue Nov 12, 2013 9:23 am, edited 2 times in total.
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Speedmetal

Postby Tattooedman » Tue Oct 30, 2012 6:10 pm

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Speedmetal:
PL:
8
Strength 8 (0)
Stamina 0
Agility 2
Dexterity 2
Fighting 2
Intellect 1
Awareness 1
Presence 1

Skills: Acrobatics 2 (+4), Close Combat [Unarmed] 6 (+8.), Expertise [Guitar] 7 (+8.), Expertise [Pop Culture] 5 (+6), Insight 5 (+6), Perception 5 (+6), Stealth 3 (+5)

Advantages: All-Out Attack, Great Endurance, Power Attack, Task Focus [Expertise (Pop Culture): Music]

Powers: Superhuman Speed:
Enhanced Advantages 6 [Improved Initiative 5, Move-By Action]
Quickness 8
Speed 8

Solid Metal Body: (Move Action -1pt)
Enhanced Strength 8
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Immunity 5 [Disease, Environmental Cold, Environmental Heat, Pressure, Starvation & Thirst]
Protection 10 (Extra: Impervious)

Offense: Initiative +22
Melee Attack +2 // Unarmed Attack +8
Ranged Attack +2

Defense: Dodge +6
Parry +6
Toughness +10*/+0 [*Impervious Solid Metal Form]
Fortitude +7
Will +6


Costs: Attributes 18+ Skills 10+ Advantages 4+ Powers 68+ Defenses 21= 121 pts.


Real Name: Kyle Carter
Height: 5’ 7” [6’ 7” transformed]
Weight: 130 lbs [600 lbs transformed]
Hair: Black
Eye Color: Brown


Complications:
Responsible with his powers: Speedmetal can't let a situation pass him by when he knows he can do something to help/protect someone.

Secret: Speedmetal is currently struggling to keep his parents from finding out that he is a mutant.

Weakness: With his metal body, Speedmetal is vulnerable to magnetic based attacks.


Background: Kyle Carter was just your typical teenager living in Arcadia, high school sucked thanks to all the jocks and bullies while all Kyle wanted to do was enjoy either the latest version of HALO or bury his nose in the new RPG book he’d bought thanks to the part time job of washing dishes at a local diner

But that changed one day when Kyle’s powers manifested; superspeed and being able to transform his body into super strong, nigh invulnerable living metal. So far he’s managed to keep his powers a secret from his parents but after eight months they’re starting to suspect something is going on with their son.

For the most part Kyle has kept his head down but there have been a few times when he’s seen something about to go down and has done something about it. To date he’s managed to disappear immediately after the situation was handled but police would like to talk with this new superhuman that’s been active around town.
Last edited by Tattooedman on Tue Nov 12, 2013 9:24 am, edited 2 times in total.
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Re: World of Freedom 3rd Edition: Odds & Ins....

Postby Arkrite » Wed Oct 31, 2012 5:26 pm

Twin blonde bombshells who could, theoretically, be called over to the side of angels.
Nice ;~)
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Re: World of Freedom 3rd Edition: Odds & Ins....

Postby Tattooedman » Thu Nov 01, 2012 11:07 am

Arkrite wrote:Twin blonde bombshells who could, theoretically, be called over to the side of angels.
Nice ;~)


~nods~

Thanks, I try to use interesting character ideas and the possible face-turn is always popular IMO. Plus making it not only one, but two hot chicks? With foreign accents? Always awesome.
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Dreadnaught

Postby Tattooedman » Thu Nov 01, 2012 11:09 am

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Dreadnaught:
PL:
11
Strength 13 (4)
Stamina 10 (4)
Agility 1
Dexterity 1
Fighting 5
Intellect 1
Awareness 3
Presence 2

Skills: Athletics 3 (+7/+16), Expertise [Criminal] 12 (+13), Insight 9 (+12), Intimidation 12 (+14), Perception 9 (+12), Ranged Combat [Thrown Objects] 6 (+9),

Advantages: All-Out Attack, Close Attack 4, Contacts, Daze [Intimidation], Improved Feint, Improved Initiative, Interpose, Power Attack, Ranged Attack 2, Set-Up, Startle, Teamwork

Powers: Organic Metal Form: (Move Action -1 pt)
Dreadnaught Strength:
Enhanced Strength 9 (Feat: Innate)
Enhanced Strength 4 (Flaw: Limited [Lifting Only])
Dreadnaught Invulnerability:
Enhanced Advantage 1 [Great Endurance]
Enhanced Stamina 6 (Feat: Innate)
Protection 4 (Extra: Impervious 12)
Immunity 7 [Disease, Environmental Cold, Environmental Heat, Pressure, Starvation, Suffocation]
Armored Physique: Feature 2 [Increased Mass 2]

Offense: Initiative +5
Melee Attack +9
Ranged Attack +3 // Thrown Objects Attack +9

Defense: Dodge +8
Parry +8
Toughness +14* [*Impervious 12]
Fortitude +11
Will +9


Costs: Abilities 42+ Skills 18+ Advantages 16+ Powers 61+ Defenses 23= 160 pts.


Real Name: James 'Jimmy' Corrigan
Height: 6'2" (6'8" transformed)
Weight: 200 lbs (400 lbs transformed)
Hair: Black
Eye Color: Blue


Complications:
Relationship: Dreadnaught has been in a long-term romance with his teammate, Tiger Lily, for several years now (and they have been talking about finally getting married at some point soon), his sister Jackie (aka Alloy).

Weakness: Because of his metal form, Dreadnaught is highly vulnerable to Magnetic based attacks.


Background: Jimmy Corrigan was a scrawny little kid growing up, the perpetual target of bullies. That changed one day in 2003 when he was right in the middle of puberty; he tried to fight back against his latest tormentor, and as usual he was just getting pounded harder because of it... when suddenly he began to grow bigger and stronger and turn into solid steel! The pain of the transformation was worse than any beating he’d ever taken, but when it was done he beat up the bullies who were attacking him so badly that they ended up in the hospital. Then he smashed his way into three different classrooms and administered the same treatment to half a dozen other bullies who’d used him as their personal punching bag over the years.

The S.T.A.R. Squad soon corralled him after arriving on the scene and he was put into a juvenile detention facility. The total unfairness of it all made him so mad he often had trouble staying out of trouble during his time in the facility. No one had done anything when he was the one being beaten up, but as soon as he turned the tables and gave them a dose of their own medicine he was a “dangerous juvenile delinquent.” Well, if “the system” was going to stack itself against him like that, he wanted nothing to do with it.

So Jimmy bided his time and was eventually released on his eighteenth birthday, having done his time for his crime and had managed to mostly behave himself. Now older and wiser, he began a supervillainous career as Dreadnaught, with his first “crime” being to reduce the juvenile detention facility to rubble. He might have gone on being just another second-rate supercriminal... but then he met Tiger Lily, fell in love, and formed the Black Guard by reaching out to other super criminals that they‘d worked with in the past.

Since then, the Black Guard have made a real mark for themselves in the superhuman world. Willing to take on just about any job (though they far prefer robberies and the like to missions involving killing, significant violence, or threats to the world), they’re known as competent, confident, highly-skilled super-criminals who can get the job done.
Last edited by Tattooedman on Tue Mar 25, 2014 3:20 pm, edited 4 times in total.
World of Freedom Setting 3E

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