World of Freedom: FC Setting Builds....

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Tattooedman
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Shifter

Postby Tattooedman » Mon Mar 10, 2014 6:50 pm

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Shifter:
PL:
10
Strength 3
Stamina 5
Agility 2
Dexterity 2
Fighting 6
Intellect 0
Awareness 3
Presence 1

Skills: Athletics 5 (+8), Close Combat [Unarmed] 4 (+10), Deception 12 (+13), Expertise [Criminal] 10 (+10), Expertise [Current Events] 6 (+6), Insight 6 (+9), Perception 6 (+9), Persuasion 8 (+9), Stealth 10 (+12)

Advantages: Benefit 2 [Membership (Crime Union) 2], Connected, Contacts, Daze [Deception], Defensive Roll 2, Improved Feint, Improved Initiative, Power Attack

Powers: Invisibility: Concealment 4 [all visual senses]
Phasing: Insubstantial 4 (Feats: Precise, Subtle)
Phasing Attacks Array:
Disperse Objects: Ranged Weaken Toughness 10 [resisted by Toughness] (Extras: Affects Corporeal, Affects Objects Only, Perception) & Ranged Damage 10 (Extras: Affects Corporeal, Perception); (Flaw: Limited [Affects Objects Only])
-Disruptive Strike: Damage 10 (Extras: Affects Corporeal, Alternate Resistance [Fortitude])
-Phasing Strike: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Affects Corporeal)

Offense: Initiative +6
Melee Attack +6 // Unarmed Attack +10
Ranged Attack +

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


Costs: Abilities 44+ Skills 23+ Advantages 10+ Powers 102+ Defenses 20= 199 pts.


Real Name: Martin Evers
Height: 5’10”
Weight: 160 lbs
Hair: None
Eye Color: Red
Unusual Features: Green skin


Complications:
Motivation ~Greed: Shifter likes money.

Prejudice: Shifter’s appearance marks him as an obvious metahuman.

Racist: Shifter hates mundanes (normal people) and often times will use his powers when lashing out at them.


Background: Another of the many victims of the Wild Strike, Martin Evers went from a quite and reserved banker to a green skinned, red eyed metahuman that had a dislike for mundanes (normal people). Add to this the fact that Martin now also possessed the ability to lessen not only his own atomic weight but that of matter around him which allowed him to go basically anywhere he wanted at any time.

This led to Martin becoming a super criminal very quickly following his transformation and over the years he's tangled with a number of superheroes, but hasn't ever really developed regular foe from that list.
Last edited by Tattooedman on Wed Apr 09, 2014 4:00 pm, edited 1 time in total.
World of Freedom Setting 3E

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

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

Postby Shock » Tue Mar 11, 2014 9:18 am

Tattooedman wrote:Running Girl

She runs faster than ten fast women!

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Tattooedman
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Ranark

Postby Tattooedman » Tue Mar 11, 2014 6:00 pm

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Ranark:
PL:
14
Strength 4
Stamina 6
Agility 2
Dexterity 4
Fighting 8
Intellect 4
Awareness 6
Presence 4

Skills: Deception 10 (+14), Expertise [History] 6 (+10), Expertise [Magic] 15 (+19), Insight 6 (+12), Intimidation 10 (+14), Perception 6 (+12), Persuasion 6 (+10), Ranged Combat [Shaman's Knowledge Array] 8 (+12), Stealth 10 (+12)

Advantages: Artificer, Close Attack 4, Improved Feint, Improved Initiative, Multilingual, Ritualist, Startle

Powers: Beyond The Spirit Realm: Immunity 31 [Aging, Fortitude Effects]
Mystical Protection:
Enhanced Dodge 6 (Flaw: Sustained)
Enhanced Parry 6 (Flaw: Sustained)
Protection 10 (Extra: Impervious 12); (Flaw: Sustained)
Tongue Of The Crow: Comprehend 3 [Speak, Read, Understand All Languages]
Shaman’s Knowledge Array:
Trickster’s Forms: Morph 3
Mystical Blasts: Ranged Mystical Damage 16 (Feat: Improved Critical)
-Cloud The Mind: Ranged Affliction 14 [Dazed, Stunned, Incapacitated; resisted by Will]
-Control The Elements I (Earthquake): Ranged Affliction 11 [Dazed & Vulnerable, Stunned & Prone; resisted by Dodge/Fortitude] (Extra: Area [Burst] 2, Extra Condition); (Flaw: Limited [to two degrees], Limited [opponents/objects touching ground])
-Control The Elements II (Water Spray): Ranged Affliction 8 [Vision Impaired, Vision Disabled, Vision Unaware; resisted by Dodge/Fortitude] (Extras: Area [Cloud] 2, Cumulative); (Flaw: Limited to 1 Sense [Vision])
-Control The Elements III (Remove Air): Ranged Affliction 8 [Fatigued, Exhausted, Incapacitated; resisted by Fortitude] (Extra: Progressive)
-Control The Elements IV (Earth Trap): Ranged Affliction 11 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extra: Extra Condition, Cumulative); (Flaw: Limited [to two degrees]);
-Control The Weather: Environment 6 [Impede Movement (-2 ranks), Visibility (-5 to Perception Checks)] (Extra: Selective)
-Elemental Lifting: Move Object 16 (Quirk: Limited [Air/Earth/Wind/Fire based objects only])

Coup Stick: (Easily Removable -10 pts) [16 pp]
Stronger Than Ten Warriors: Strength-Based Bludgeoning Damage 8 (Extra: Penetrating 12); (Feats: Improved Critical 3, Improved Smash)
-Earth Strike I: Damage 12 (Extra: Area [Burst])
-Earth Strike II: Affliction 12 [Hindered & Vulnerable, Defenseless & Prone; resisted by Dodge] (Extras: Area [Burst], Extra Condition); (Flaw: Limited Degree)

Tomahawk: (Easily Removable -6 pts) [9 pp]
Sharp Enough To Cut The Gods: Strength-Based Slashing Damage 10 (Feat: Improved Critical 4, Improved Smash)

Offense: Initiative +2
Melee Attack +12
Ranged Attack +4 // Shaman's Knowledge Array Attack +12

Defense: Dodge +12*/+6 [*Mystical Protection]
Parry +12*/+8 [*Mystical Protection]
Toughness +16* [*Mystical Protection (Impervious 12)]
Fortitude +12
Will +14


Costs: Abilities 76+ Skills 27+ Advantages 6+ Powers 149+ Defenses 16= 274 pts.


Height: 5’10”
Weight: Unknown
Hair: Black
Eye Color: Brown


Complications:
Enemy: The members of the Canadian Government sponsored team, the North Watch.

Motivation ~Power: Reclaiming his lost power and taking over the world.

Power Loss: Ranark has to say the word 'Inukchuk' to cast any of his spells.


Background: Centuries ago, Ranark was an Indian shaman who made obscene pacts with the dark spirits until he became like unto a god himself. Fearful of his might and how it would corrupt him, the medicine men of neighboring tribes banded together and used spells to imprison his spirit within a sacred urn, which they hid in a remote crypt in the mountains of northwest Alberta, Canada.

In the present day Ranark managed to employ a powerful "mind-spell" that mesmerized a young descendent of his and forced him to open the urn freeing him, which allowed Ranark to possess the young man and use his body as spirit saw fit. In the years since returning to the mortal plane Ranark has tried several times to take over the world by turning it into a likeness of his native time, thankfully the members of the North Watch have been up to the task of stopping Ranark's efforts.
World of Freedom Setting 3E

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

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Tattooedman
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Crimson & Clover

Postby Tattooedman » Tue Mar 11, 2014 6:05 pm

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Crimson & Clover:
PL:
12
Strength 0
Stamina 1
Agility 1
Dexterity 2
Fighting 4
Intellect 3
Awareness 2
Presence 2

Skills: Expertise [Pop Culture] 7 (+10), Expertise [Science] 9 (+12), Insight 8 (+10), Perception 8 (+12), Ranged Combat [Energy Projection Array] 10 (+12)/Ranged Combat [Force Constructs Array] 10 (+12), Stealth 7 (+8)

Advantages: Power Attack, Task Focus [Expertise (Science): Biology], Teamwork

Powers: Aura Of Propulsion: Flight 8
Protective Aura: Force Field 11 (Extra: Impervious 12)

Telepathic Link: Senses 1 [Communication Link (w/sister)]

Unique to Crimson:
Energy Projection Array:
Energy Blast: Ranged Energy Damage 12 (Extra: Penetrating); (Feats: Improved Critical, Variable Descriptor x10 [bludgeoning, cold, darkness, electric, gravimetric, heat, kinetic, light, magnetic, radiation])
-Any Size Needed Blast: Energy Damage 12 (Extra: Area [Shapeable] 2); (Feat: Variable Descriptor x10 [bludgeoning, cold, darkness, electric, gravimetric, heat, kinetic, light, magnetic, radiation])
-Rapid Fire Blast: Ranged Energy Damage 12 (Extra: Multiattack); (Feat: Variable Descriptor x10 [bludgeoning, cold, darkness, electric, gravimetric, heat, kinetic, light, magnetic, radiation])

Unique to Clover:
Force Constructs Array:
Force Blast: Ranged Bludgeoning Damage 12 (Extra: Penetrating) [Dynamic]
-Force Barrage: Ranged Bludgeoning Damage 12 (Extra: Multiattack) [Dynamic]
-Force Lifting: Move Objects 12 (Extra: Movable) [Dynamic]
-Force Objects: Create 12 [Dynamic]
-Force Trap: Ranged Affliction 12 [Hindered & Vulnerable, Defenseless & Immobilized, Paralyzed; resisted by Dodge/Damage] (Extra: Extra Condition) [Dynamic]
-Suffocation: Ranged Affliction 12 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative) [Dynamic]
-Force Bubble:
Immunity 10 [Life Support] (Extra: Affects Others Only) [Dynamic] & Protection 10 (Flaw: Affects Others Only) [Dynamic]

Offense: Initiative +1
Melee Attack +4
Ranged Attack +2 // Energy Projection Array/Force Constructs Array Attack +12

Defense: Dodge +10
Parry +10
Toughness +12*/+1 [*Protective Aura (Impervious)]
Fortitude +8
Will +8


Costs: Abilities 30+ Skills 18+ Advantages 3+ Powers 89+ Defenses 27= 167 pts.


Real Name: Megan (Crimson) & Kimiko (Clover) O'Reilly
Height: 5'3"
Weight: Unknown
Hair: Black
Eye Color: Green


Complications:
Relationships: Each other (fraternal twin sisters).


Background: Kimiko and Megan O’Reilly are the twin daughters of Seamus O’Reilly and Masa Takahara, two physicists whose mental partnership has produced developments that have set the physics world on its ear while their physical partnership produced Kimiko and Megan.

The girls grew up knowing that they were third on their parents’ priority list after their latest project. That higher priorities took up most of the two physicists’ attention, and what free time was left they spent with one another keeping the romance in their marriage. Left to their own resources, the twin girls formed a kinship that was closer than even most identical twins (the girls are fraternal twins – though they did grow to be very similar in basic build and hair and eye coloration). Early on they developed a “secret language” that no one else could understand, and in fact couldn’t hear as it was actually a telepathic link, though the girls didn’t realize that until they took some psychic talent tests while in college.

Like many other twins, the girls aimed their educations towards the same goal, and being smart enough to realize that they would never be accepted as equals by their parents, or their co-workers, in the realm of hard sciences so they instead devoted their efforts to biology. Their parents praised their choice, supported them during their years studying, attended their graduation from the University of Toronto and then returned to the lab they now owned to continue working on their latest project.

In the meantime the twins had developed their own cash cow; certain alkaloids seemed to have the potential to be designed into various normal house plants to create a series of psychoactive chemicals that would do very well indeed in the street market. Ecstatic after collecting their first payment from the dealers they had found in their University, the twins decided to drop by their parents’ combination house and laboratory to celebrate without telling their parents what the celebration was about. Kimiko and Megan were used to their folks’ general inattention and took a certain delight in keeping secrets in plain sight from them.

It was during their dinner when a group of men in black uniforms broke into the family home, kidnapping Megan and Kimiko after shooting their parents dead right before their eyes. The twins were too stunned by this event to put up much of a fight and they had black bags put over their heads and taken somewhere only to find themselves in a lab of some kind when the bags were removed. Standing in front of them was a man with perfect features and barely managed blonde hair who proceeded to introduce himself as Teleios and then tell the twins that he needed them for an experiment of his. Over the following weeks both Megan and Kimiko were feed a steady diet of various vitamins and chemicals before having liquefied Omlevex injected into them.

The pain was almost unbearable and lasted over several days from what the twins recall, thankfully there were long periods of unconsciousness which brought them peace for a little while at least. Once their bodies had recovered from the shock of their treatment, both girls immediately began to show signs of having manifested different abilities – a fact which interested Teleios a great deal.

Later experimentation showed that each girl could each manifest a glowing aura of energy about themselves, with Megan’s manifesting as the color red while Kimiko’s was green, which bestowed upon them the ability to fly as well as some protection from injury as well as a separate unique ability apiece: Megan was able to fire a beams of various energies while Kimiko could generate near-indestructible force fields of variable texture and tensile strength.

Over a period of months, Megan and Kimiko learned much about controlling and how to use their powers under the always watchful eye of Teleios until one day they awoke to find themselves not in Teleios’ labs but instead in what they latter learned was Banff National Park, just west of Calgary. After being questioned by authorities about their disappearance and then by agents of S.C.R.E.T. (Superhuman Control, Retrieval and Emergency Teams), Canada’s answer to AEGIS, they were allowed to return home.

However, the twins had never said a word about Teleios, his experiments on them, or their resulting powers. They had decided that they could make much better use of those abilities on their own as they had no interest in being ‘trained’ by and eventually joining La Montre Du Nord (The North Watch). No Megan and Kimiko would use their powers as they saw fit without the input of some government bossy type.

Their first attempt as heroes was to help with a toxic spill cleanup in a nearby suburb, but their efforts were completely misinterpreted and the twins barely escaped with their freedom. As they pondered what to do next, they were contacted by Tundra, who had seen first hand what had happened to Megan and Kimiko and suggested that their powers could be put to much better work punishing the corporations who were trying to turn Canada into a toxic wasteland.

The idea intrigued the twins and for a few months they did just that – meting out justice to those who thought they could buy their way out of such regulations but eventually the twins antics made them wanted criminals and hunted by S.C.R.E.T. and The North Watch. Recently Megan and Kimiko have decided that if they’re going to be treated as criminals then they would act like them then – and have begun in a life of super crime with a level of enthusiasm that few others have shown.
World of Freedom Setting 3E

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

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

Postby Horsenhero » Tue Mar 11, 2014 6:13 pm

The only thing I don't like about Crimson & Clover is you've got fight them over and over. :mrgreen:

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Tattooedman
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Kodiak

Postby Tattooedman » Tue Mar 11, 2014 8:46 pm

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Kodiak:
PL:
12
Strength 12 (1)
Stamina 12 (1)
Agility 0
Dexterity 0
Fighting 6
Intellect 0
Awareness 1
Presence 0

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

Advantages: Contacts, Daze [Intimidation], Improved Smash

Powers: Werekodiak Form: (Move Action -1 pt)
Enhanced Strength 8
Enhanced Strength 6 (Flaw: Limited [Lifting Only])
Enhanced Stamina 8
Enhanced Advantages 14 [All-Out Attack, Animal Empathy, Close Attack 4, Fast Grab, Great Endurance, Improved Grab, Improved Hold, Improved Initiative 2, Power Attack, Startle]
Enhanced Dodge 5
Enhanced Parry 6
Regeneration 2 [1/5 rounds]
Kodiak Claws & Teeth: Adds the following Feats to Unarmed Attacks (Improved Critical 2, Variable Descriptors [Piercing, Slashing])
Kodiak Fur:
Immunity 1 [Environmental Cold]
Movement 1 [Environmental Adaptation (cold conditions)]
Kodiak Senses: Senses 4 [Olfactory (Acute, Extended, Tracking)], Low-Light Vision]
Kodiak Size: Growth 3 [10 ft tall: Strength +3, Stamina +3, Intimidation +1, Mass +3; Dodge/Parry -1, Stealth -3] (Extra: Permanent); (Feat: Innate)
Kodiak Speed: Speed 4

Offense: Initiative +8
Melee Attack +10
Ranged Attack +0 // Thrown Objects Attack +8

Defense: Dodge +11*/+6 [*Werekodiak Form]
Parry +11*/+6 [*Werekodiak Form]
Toughness +12*/+1 [*Werekodiak Form]
Fortitude +15
Will +9


Costs: Abilities 18+ Skills 21+ Advantages 3+ Powers 86+ Defenses 17= 145 pts.


Real Name: Jeremy Tensmokes
Height: 5'11" (10’ transformed)
Weight: 160 lbs (480 lbs transformed)
Hair: Brown
Eye Color: Black


Complications:
Motivation ~Greed: Kodiak wants as much money as he can get a hold of.

Normal Identity/Power Loss: Kodiak can only remain in his were-bear form for up to six hours each day, is wracked by transformation-ending seizures at dawn, and cannot transform within two hours of assuming his normal identity or without the bearskin.


Background: Jeremy Tensmokes is a Méti, a Creole mixture of Cree Indians and the original French colonists of Canada, who was a handyman that dabbled in burglary when he couldn’t make ends meet. Finding himself in Vancouver with a serious lacking of funds, Jeremy picked out an old Victorian mansion that looked like it had been well maintained and broke into the domicile, easily defeating an alarm system that hadn’t been upgraded since the 1980s.

The home turned out to be the home of an older gentleman whose family had done well for themselves. Apparently, all of the homeowner’s money had gone into the upkeep of his home's Victorian décor as the home’s electronic suite was of the same vintage as the alarm system, and there was little else in the way of any items of obvious value that the fences of Vancouver would be interested in – at least not the ones Jeremy knew.

Jeremy grabbed what he could, stuffing the few items into his bag and on his way out of the Victorian home Jeremy heard the sounds of someone else in the house; someone was shouting that he was being robbed. Despite his best efforts otherwise, Jeremy soon found himself on the run from the police and ended up ducking into the beginnings of a small forest that was on the outskirts of town.

It was there that he stumbled across a hidden entrance to an underground cave that he found he could use as a makeshift hideout until the heat on him had died down. After settling in Jeremy decided to pass the time by exploring his hideout and he went deeper into the cave. As he walked down the underground system Jeremy began to notice odd symbols carved into the cavern walls, they didn’t look like anything that would be left behind by members of the First Nations but still they seemed to hold some kind of power that Jeremy could feel in the air around him.

Then he saw it, simply hanging on a wall surrounded by more of the odd wall carvings that Jeremy couldn’t figure out - a huge bearskin.

He could immediately tell that it was that of a Kodiak grizzly but what puzzled him the most was the leather headband that was placed over the bearskin’s eyes for some strange reason. In a kind of trance, Jeremy slung the skin over his shoulders like a cape with the bear’s head resting on top of his and then suddenly the world changed; for one thing, he was now standing several feet taller. Then his ears pricked up, and he could feel them move as they orientated on the source of the sounds he was hearing. Jeremy was momentarily overwhelmed by the scents of the cave: dust, mud, various animals that had spent hours in the cavern system, old moldy water and burned herbal remnants that assailed his now very sensitive nostrils.

Bringing his hands up to his face, Jeremy saw they were now massive, furred, and clawed, but yet were not paws, but rather still very functional human hands. Making his way to a different part of the cave system, Jeremy managed to find a pool of water and even though he had to hunch down to see himself in it clearly, he saw a bear-like head atop a humanoid body that rippled with muscle.

Tentatively, Jeremy pulled on the stalagmite, in an effort to test the power of the newly gained muscles, and he easily pulled it free of the cavern floor. For the next several hours Jeremy continued to experiment with his new body; slowly determining that he had indeed become a superhumanly strong being that was easily the match of scores of men. The only problem, if you could call it that, was that Jeremy had no idea how to turn back to himself again and as he was adjusting to the idea of forever being a bear man, he collapsed as he suddenly suffered a seizure. Thankfully as Jeremy rolled around on the floor the bearskin came off and the seizures suddenly ceased.

Experimentation over the next couple of days revealed that Jeremy could be in the werekodiak form up to six hours every day at maximum, though dawn was the delimiter: if he was in werekodiak form when dawn broke in his current location, Jeremy would be hit with seizures again. Also no matter how Jeremy played around with the timing, he could not assume the werekodiak form within two hours of having been released from it and the bearskin was essential to the transformation. So with a firm understanding of the limitations of the artifact in his possession, Jeremy began his career in super crime as Kodiak.

What Jeremy doesn’t know is that the bearskin is another one of Archimago’s Artifacts that were released at the mage’s death as his way of “leaving his mark on the world”.
World of Freedom Setting 3E

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

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Tattooedman
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Dr. Wattage

Postby Tattooedman » Thu Mar 13, 2014 6:38 pm

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Dr. Wattage:
PL:
12
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 6
Intellect 1
Awareness 2
Presence 2

Skills: Athletics 4 (+6), Deception 6 (+8), Expertise [Criminal] 8 (+9), Expertise [Science] 5 (+6), Insight 6 (+8), Intimidation 5 (+7), Perception 6 (+8), Persuasion 4 (+6), Ranged Combat [Electrical Control Array] 6 (+12), Stealth 8 (+10), Technology 5 (+6)

Advantages: Benefit [Membership (Crime Union)], Close Attack 2, Contacts, Equipment 3, Power Attack, Ranged Attack 4

Powers: Light Control Array:
Feature 1 [Has a minor degree of immunity to light effects, enough that he never sunburns, need sunglasses, or otherwise have trouble with any amount of full direct sunlight]
Feature 1 [can emit a directed cone or beam of light at will, as if you carried a powerful flashlight at all times]
Feature 1 [Can create minor, static holographic images within arm’s reach and no more than volume rank 1 in size (about a cubic foot)]
Immunity to Light: Immunity 10 [Light Effects] (Flaw: Limited [Half Effective])
Solar Sustenance: Immunity 2 [Need for Sleep, Starvation & Thirst] (Flaw: Source [light])
Vision Enhancement: Senses 4 [Darkvision, Infravision, Low-Light Vision]
Banish Darkness: Nullify Darkness 12 (Extras: Area [Burst], Simultaneous)
-Blinding Burst: Affliction 12 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Dodge/Fortitude] (Extras: Area [Burst], Cumulative); (Flaw: Limited to one sense [vision])
-Dazzling Burst: Affliction [Dazed, Stunned, Incapacitated; resisted by Dodge/Fortitude] (Extras: Area [Burst], Cumulative); (Flaw: Sense Dependent [vision])
-Reflective: Deflect 12 (Extra: Reflect); (Flaws: Close Range, Limited [Light
Effects Only])
-Warp Light: Visual Concealment 4 [All visual senses]

Wattage Suit: (Removable -15 pts) [62 pp]
Micronized Electrical Generator:
Precision Electrical Manipulations:
Feature 1 [Can power electrical devices as if he were a battery or standard electrical outlet simply by touching or holding the device or its power cord]
Feature 1 [Can do spot-welding by touch, like an arc-welder]
Feature 1 [Can detect the approximate amount of electrical energy in a storage device (e.g., a battery) simply by touching it]
Arc Riding: Flight 5 (Flaw: Platform)
Electrical Field:
Affliction 6 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Reaction [being touched])
Protection 10 (Extra: Sustained)
Insulation: Immunity 10 [Electrical Effects] (Flaw: Limited [Half Effective])
Electrical Control Array:
Lightning Bolt: Ranged Electrical Damage 12 (Feat: Improved Critical)
-Ball Lightning: Ranged Electrical Damage 8 (Extra: Area [Burst])
-Blackout: Nullify Electronics 5 (Extras: Broad, Area [Burst], Simultaneous); (Flaws: Concentration, Close Range)
-Chain Lightning: Ranged Electrical Damage 8 (Extra: Multiattack)
-Seizure: Ranged Affliction 8 [Entranced, Stunned, Incapacitated; resisted by Will] (Extra: Cumulative)
-Taser: Ranged Affliction 8 [Dazed, Stunned, Incapacitated; resisted Fortitude] (Extra: Cumulative)

Offense: Initiative +2
Melee Attack +8
Ranged Attack +6 // Electrical Control Array Attack +12

Defense: Dodge +12
Parry +10
Toughness +12*/+2 [*Electrical Field]
Fortitude +8
Will +11

Equipment: Underground Lair [(15 ep): Size: Medium Toughness: 10] Features: Communications, Computer, Concealed, Defense System, Isolated, Laboratory, Library, Living Space, Power System, Security System

Costs: Abilities 38+ Skills 22+ Advantages 12+ Powers 115+ Defenses 29= 216 pts.

Real Name: Benjamin 'Ben' Hennessy
Height: 5'11"
Weight: 164 lbs
Hair: Light Brown
Eye Color: Blue


Complications:
Bully: Dr. Wattage enjoys humiliating others when he has the upper hand.

Dependent On Light: Dr. Wattage's natural powers (Light Control) requires an ambient amount of light. He suffers a Weakness effect in reduced light exposure as suited to the lighting levels of the area he is in.

Nyctophobia: Dr. Wattage is afraid of the dark.

Something To Prove: Dr. Wattage can be driven into a rage if sufficiently mocked or belittled about his carrying on the name of a lesser known and/or less respected criminal.


Background: A former low-end crook who developed light based powers, Ben Hennessy learned of Silver Age crook Dr. Wattage while trying to come up with a name to call himself for his own super crook identity. Becoming interested in the minor villain, Ben managed to locate the tell all book Dr. Wattage wrote during his time in Blackstone before his death and realized that the old criminal had hidden clues on how to find one of his old hideouts within its pages.

Piecing together the clues, Ben found the lab which had been untouched for several decades. There he found a variety of equipment, as Dr. Wattage had been a scientist before becoming a super crook, which included a working version of his high tech costume.

Seeing the opportunity to cash in, so to speak, on the reputation, granted it's a minor one, Ben spent a year teaching himself the basics of Dr. Wattage's tech until he was familiar enough with it's systems that he understood it. Then it was time to show the world the new Dr. Wattage.

So far, Ben has had a pretty successful run -taking on the likes of Johnny Rocket, and Megastar and managed to get away with most of his haul. Dr. Wattage is slowly becoming a name within the super crook community.
Last edited by Tattooedman on Wed Apr 09, 2014 3:24 pm, edited 1 time in total.
World of Freedom Setting 3E

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

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Bomb Girl

Postby Tattooedman » Thu Mar 13, 2014 6:41 pm

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Bomb Girl:
PL:
10
Strength 3
Stamina 5
Agility 3
Dexterity 2
Fighting 6
Intellect 0
Awareness 2
Presence 2

Skills: Expertise [Pop Culture] 6 (+6), Insight 6 (+8), Perception 6 (+8), Persuasion 6 (+8)

Advantages: Close Attack 2, Ranged Attack 2

Powers: Da Bomb Girl: Force Damage 12 (Extras: Area [Burst], Penetrating)
-Explosive Release: Force Damage 12 (Extra: Penetrating)
Durability: Protection 7 (Extra: Impervious 8)

Offense: Initiative +3
Melee Attack +8
Ranged Attack +4

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


Costs: Abilities 46+ Skills 8+ Advantages 4+ Powers 52+ Defenses 16= 126 pts.


Real Name: Jill Lowell
Height: 5'6"
Weight: 124 lbs
Hair: Black
Eye Color: Blue


Complications:
Identity: She keeps the fact that Bomb Girl is really Jill Lowell a secret.

Rookie: As a newer hero Bomb Girl could make mistakes that more experienced super heroes wouldn't.


Background: Passing through Emerald City on her way to a music festival, Jill Lowell found herself in the middle of the Silver Storm and the chaos it caused on Yellow Brick Row. When it was all said and done Jill had seemingly escaped any kind of serious injury or transformation by the either the Silver Storm itself or the Stormers. So Jill returned to her traveling in order to make the festival, but along the way she began to feel odd…kind of thicker like she was bloated but her clothes fit her fine and she didn’t seem to feel tired all that much.

Unfortunately Jill never made it to the music festival as she was cut off on the highway by another driver which caused her to lose control of her car, going off the road and wrecking. While Jill was fine thanks to her wearing a seatbelt she was trapped in her overturned car out of sight due to it being nighttime and fact she'd landed in a grove of trees her car had landed in. As Jill fought to try and open her door, she started to panic growing more frantic in her efforts until suddenly a yellow energy discharged from her hands loudly that blew the dented in door dozens off its hinges and sent it flying dozens of feet away.

Days later, after dealing with her insurance company, Jill found a secluded spot and began testing her powers and learned that she had gained superhuman durability as well as the ability to generate energy that she could discharge with explosive force.

Jill decided to use those powers to be a hero in her hometown of New Troy, granted she's new to the lifestyle but she's slowly starting to build a following with the youth of the city.
World of Freedom Setting 3E

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

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Tattooedman
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the Shingle

Postby Tattooedman » Thu Mar 13, 2014 6:42 pm

Image
Shingle:
PL:
8
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 1
Presence 1

Skills: Insight 6 (+7), Perception 6 (+7), Ranged Combat [Shingle Manipulation Array] 6 (+8), Stealth 6 (+8)

Advantages: Close Attack 4, Improved Initiative, Power Attack

Powers: Shingle Manipulation Array:
Shingle Platform: Flight 4 (Extra: Affects Others); (Flaw: Platform)
Shingle Shield: Protection 6 (Extras: Affects Others, Impervious, Sustained)
Shingle Blast: Ranged Bludgeoning Damage 8 (Extra: Multiattack)
-Shingle Barrier: Deflect 8 (Extras: Area [Burst], Reflect)
-Shingle Creations: Create 8 (Extra: Movable)
-Shingle Lift: Move Object 5 (Extras: Area [Burst], Selective); (Feat: Precise)

Offense: Initiative +6
Melee Attack +8
Ranged Attack +2 // Shingle Manipulation Array Attack +8

Defense: Dodge +8
Parry +8
Toughness +8*/+2 [*Shingle Shield]
Fortitude +7
Will +7


Costs: Abilities 28+ Skills 9+ Advantages 6+ Powers 53+ Defenses 21= 117 pts.


Real Name: George Nichols
Height: 6'
Weight: 174 lbs
Hair: Brown
Eye Color: Brown


Complications:
Prejudice: Because of the shingle-like growths that cover his body, Shingle is an obvious metahuman.

Quirk: Metahuman chauvinist.


Background: A victim of the Wild Card Virus, George Nichols skin was covered with a material that looks very much like the shingles that would be used on the roof of a house and marked him as a Joker.

He ended up wandering across the country until he was found by members of MEDUSA and given a place where he belonged, where he wasn't judged because of his appearance, or the powers he had. It didn't take long for George to come to believe in their goal of metahuman control of society.
World of Freedom Setting 3E

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

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Tattooedman
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Stickerburr

Postby Tattooedman » Thu Mar 13, 2014 6:44 pm

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

Skills: Athletics 3 (+9), Expertise [DJ] 4 (+4), Expertise [Pop Culture] 4 (+4), Expertise [Streetwise] 4 (+4), Insight 4 (+5), Perception 4 (+5), Stealth 4 (+5)

Advantages: Improved Initiative, Move-By Action, Power Attack, Teamwork

Powers: Body Quills:
Covered In Quills:
Piercing Damage 2 (Extra: Reaction [being touched])
Protection 2
Pierce Materials: Movement 2 [Wall-Crawling 2]

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

Defense: Dodge +8
Parry +8
Toughness +8
Fortitude +7
Will +5


Costs: Abilities 56+ Skills 9+ Advantages 4+ Powers 12+ Defenses 10= 91 pts.


Real Name: Nick Carver
Height: 5'8"
Weight: 180 lbs
Hair: None
Eye Color: Brown
Unusual Features: Body is covered in green spikes: top of head, back, forearms and calves


Complications:
Prejudice: Due to the varying green colored spines that cover his body, Stickerburr is an obvious metahuman.

Quirk: Metahuman chauvinist.


Background: A victim of the Wild Card Virus, Nick Carver found his body covered in spikes that were varying shades of green which easily marked him as a Joker. Forced from his small town home he drifted across the country chased away from each one by people who were afraid of him.

Then Nick came to Emerald City and somehow met Gorgon, who soon introduced him to Charybdis, and Typhon. They didn't threaten him, curse him, or try to harm him in any way like so many others had done before. They gave him food, space to sleep, a place to be safe. After a few days of this kind of treatment it took little actual effort on Gorgon's part to convince Nick to join MEDUSA.
World of Freedom Setting 3E

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

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

Postby Shock » Fri Mar 14, 2014 9:15 am

Where was The Shingle when I needed my roof done?

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

Postby Tattooedman » Fri Mar 14, 2014 9:32 am

I know, right?

Could have saved me a load of work...
World of Freedom Setting 3E

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

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Tattooedman
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Tundra

Postby Tattooedman » Mon Mar 17, 2014 2:42 pm

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Tundra:
PL:
12
Strength 8
Stamina 8
Agility 2
Dexterity 2
Fighting 8
Intellect 3
Awareness 3
Presence 3

Skills: Athletics 3 (+11), Deception 9 (+12), Expertise [Criminal] 9 (+12), Expertise [History] 10 (+13), Expertise [Teacher] 6 (+9), Insight 10 (+13), Intimidation 6 (+9), Perception 8 (+11), Persuasion 9 (+12), Ranged Combat [Earth Manipulation Array] 8 (+12), Stealth 8 (+10)

Advantages: All-Out Attack, Improved Initiative, Language [Base: French; English], Multilingual, Power Attack, Ranged Attack 2,Task Focus [Expertise (History): Medieval History]

Powers: New Earth Elemental:
Immunity 14 [Aging, Critical Hits, Life Support, Starvation and Thirst]
Earth Meld: Movement 3 [Permeate 3] (Flaw: Limited [Earthen Materials only])
Earth Wave: Speed 5 (Feat: Move-By Action)
Gemology:
Feature 1 [She can determine the type of stone just by touching it]
Feature 1 [She can tell if the surface of a stone is natural or has been worked by tools]
One With the Earth: Movement 1 [Sure-Footed]
Stone Skin:
Morph 2 (Flaw: Limited [age & clothes only])
Protection 4 (Extra: Impervious 12)
Tremor Sense: Senses 5 [Touch (Accurate, Acute, Radius, Ranged)] (Flaw: Quirk [Requires Common Ground Contact])

Earth Manipulation Array:
Earthen Grip: Ranged Affliction 12 [Hindered & Vulnerable, Defenseless & Immobilized, Paralyzed; resisted by Dodge/Strength] (Extra: Extra Condition) [Dynamic]
-Earth Bending: Ranged Transform 12 [any Earthen material/shape into any other Earthen material/shape] (Extra: Increased Duration [Continuous]) [Dynamic]
-Earth Mover: Move Object 12 (Extra: Perception); (Feat: Precise); (Flaw: Limited [Earthen based materials only]) [Dynamic]
-Rock Shot: Ranged Bludgeoning Damage 12 (Extra: Penetrating) [Dynamic]
-Stone Spikes: Ranged Piercing Damage 12 (Extra: Multiattack) [Dynamic]

Offense: Initiative +6
Melee Attack +8
Ranged Attack +4 // Earth Manipulation Array Attack +12

Defense: Dodge +11
Parry +11
Toughness +12* [*Impervious]
Fortitude +10
Will +11


Costs: Abilities 74+ Skills 30+ Advantages 8+ Powers 101+ Defenses 22= 235 pts.


Real Name: Marie Devereaux
Height: 5’7”
Weight: 200 lbs
Hair: Black
Eye Color: Blue


Complications:
Identity: The fact that Marie Devereaux is Tundra is a fact she keeps secret.

Obsession: Saving the planet.

Still Likes Living Well: Even though she now fights to save the planet, Tundra likes the finer things in life and has an expensive lifestyle that she sometimes has to commit crimes to support.


Background: Marie Devereaux was a historian with a taste for both people living the low life and larceny as she parlayed her knowledge of historic sites and stories of the past into a vocation of raiding the past for a fortune in the present. Despite her success Marie lived simply, teaching history, with a focus on ancient and medieval periods, as a cover for her more lucrative activities while carefully spending her ill-gotten gains.

Learning of a possible First Nation site while doing research for new locations to plunder, Marie packed her few bags and traveled to a more remote part of Canada from her native Quebec. It took her a few days to locate the site in question but once she located it Marie found that she wasn’t the only person there; an old native was searching among the hidden ruins as well, but he wasn’t being gentle with anything. In fact he was throwing all manner of things that Marie could sell for a pretty penny with little trouble, so she summoned up the last of her courage and approached him, demanding that he stop what he was doing.

Ranark simply looked at the woman and wondered why she cared so much what he was doing to the remains of his people. It wasn’t like she was descended from them and could lay claim to them, no he had more right to that than she did. But the old native noticed the passion that the woman had in her spirit; it was something he could use in an ally. He just needed to find out what she really wanted, which took little effort of one who’d learned from the Coyote how to speak with honeyed words that sounded ever so sweet to those listening.

In a matter of minutes Marie had agreed to undergo a ritual done by Ranark so she could gain powers and help him on his quest to gather select items of his people so he could ‘right a great injustice that still burns in the depths of his soul’. Hours later at an appointed time and place selected by Ranark, Marie found herself standing in just a long shirt amid a crazy big pattern of symbols she barely recognized the majority of while the old man was beating a drum and singing a chant she couldn’t really understand.

Suddenly Marie found herself face to face with an Earth spirit made of the very dirt that was under her feet. For several tense moments the Earth spirit just stared at her but then suddenly it engulfed her in its mass. Marie could feel the dirt being shoved down her throat as the rest of the Gnome’s body threatened to crush hers – but she couldn’t stop it. And just as suddenly as it began, the ordeal was over; leaving Marie standing in the ritual circle.

And she felt wonderful!

Her body was youthful, and strong. Finding a travel mirror, Marie looked on a countenance that matched her old pictures of herself from when she graduated from college. Only she was fairer, more athletic, and generally far more youthful in appearance; in short, her looks now mirrored her idealized self image. Marie also realized that she was stronger than she had ever been before in her life.

Soon Ranark explained that she had become an Earth elemental, and that her entire body seemed to be now made of dirt and stone instead of flesh and bone. Breathing was an option, not a necessity, while her skin could take on the consistency of rock and she could control the very earth beneath her feet with just a simple thought. Marie quickly realized that she could easily perform the criminal acts she had previously farmed out to others in the past.

But Ranark reminded her of the deal she’d made with him for the powers she now had, and thus began the criminal career of Tundra, mistress of the Earth; a partner to Ranark, who eventually betrayed him when she learned of his intention to return the Earth to his former time period and realized that she would have no artifacts to profit off of.

Following that Marie’s interest in the ecology of the planet turned into a passion thanks to her powers giving her a better understanding of the effects mankind have had on the planet and she's become a known as an eco-terrorist who goes after big business that use their money and political connections to get around environmental laws. This has led to her fighting members of the North Watch a number of times but so far Tundra has managed to not only hold her own but get away before the rest of the team could arrive.
World of Freedom Setting 3E

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

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Tattooedman
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Joined: Wed Nov 28, 2007 4:16 pm
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Undertow

Postby Tattooedman » Mon Mar 17, 2014 2:46 pm

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Undertow:
PL:
11
Strength 11 (3)
Stamina 9 (3)
Agility 4
Dexterity 2
Fighting 7
Intellect 1
Awareness 3
Presence 9 (3)

Skills: Athletics 6 (+9/+15), Deception 4 (+7/+13), Insight 6 (+9), Intimidation 4 (+7/+13), Perception 6 (+9), Persuasion 4 (+7/+13), Stealth 6 (+10)

Advantages: All-Out Attack, Power Attack, Ranged Attack 2

Powers: Aquatic Form: [Move Action -1 pt] (Extra: Increased Duration [Continuous])
Enhanced Strength 8
Enhanced Stamina 6
Enhanced Skills 5 [Close Combat (Unarmed) +4, Ranged Combat (Water Control) +6]
Enhanced Advantage 4 [Favored Environment (Aquatic), Improved Initiative, Takedown 2]
Enhanced Dodge 6
Enhanced Parry 6
Immunity 3 [Environmental Cold, Pressure, Suffocation (drowning)]
Impervious Toughness 9
Movement 1 [Environmental Adaptation (Underwater)]
Senses 3 [Darkvision, Low-Light Vision]
Swimming 8 (Feat: Move-By Action)
Avatar of Dagon:
Comprehend 2 [speak to & understand animals] (Flaw: Limited [Marine Life (Invertebrates only)])
Enhanced Presence 6 (Flaw: Limited [Marine Invertebrates only])
Enhanced Advantage 1 [Animal Empathy]
Water Control Array:
Water Blast: Ranged Damage 12
-Mist: Environment 8 [Reduce Visibility]
-Water Cannon: Ranged Cumulative Affliction 12 [Dazed, Prone; resisted by Dodge/Fortitude] (Flaw: Limited Degree)
Waveriding: Flight 5 (Flaw: Platform)

Offense: Initiative +8
Melee Attack +7 // Unarmed Attack +11
Ranged Attack +4 // Water Control Array Attack +10

Defense: Dodge +13*/+7 [*Aquatic Form]
Parry +13/+7 [*Aquatic Form]
Toughness +9* [*Impervious]
Fortitude +12
Will +9


Costs: Abilities 52+ Skills 15+ Advantages 4+ Powers 125+ Defenses 14= 210 pts.


Real Name: David Sherman
Height: 6’
Weight: 177 lbs
Hair: Red
Eye Color: Green


Complications:
Motivation ~Greed: Undertow is willing to break the law to make money.

Secret: Undertow is unaware of his link to Dagon.


Background: David Sherman always felt drawn to the sea, almost as if he had some connection to it and as he knew at a young age that when he grew up the sea would be play a big part in his life. Thus as an adult David became a professional diver: exploring wrecks, working on oil rigs, and because that line of work isn't the most stable he devised a few sporadic robberies that made good use of his underwater skills and were small scale enough that he evaded police investigation.

It was while he was exploring a recently discovered wreck that David found that it was sitting on top of the remains of an undersea settlement. Recalling stories he’d heard of Atlantis the young man wasted no time in exploring what he considered to be a possible lost city of that legendary city. One seaweed and barnacle encrusted building that drew his attention among all the other buildings was some kind of temple that inside he found a giant statue of some long-lost deity that was surrounded by several smaller statuettes of the same deity, ranging in size from a duffel bag to a dessert plate.

One of the statuettes seemed to be placed in a position of greater importance than the others and when David reached out to take hold of it he found there was a resistance. He pulled harder only to find more resistance, which made David pull even harder until he reached the point of pulling as hard as he could on the statuette when it suddenly came free from its resting. Then the temple collapsed around David, pinning him under the rubble of stone where he discovered he that amazingly enough he wasn’t injured.

In fact, he felt stronger than he’d ever felt in his entire life.

It was then that David saw his air tube had been severed during the collapse despite the fact he was still breathing normally, which he quickly understood that he was somehow breathing water instead of air!

Despite this turn of events, David was still pinned under the stones of the temple and didn’t have the leverage to free himself when he registered that he wasn’t alone anymore in the remains of the temple – an octopus had wandered in for some reason. Much to David’s surprise the sea creature began to help him move the large stones that were holding him down and once they’d freed him the pair swam away from the collapsed temple.

Before leaving him the octopus dipped in the water as if it were bowing to David, once he was back on his small boat (where David was happy to find that he could still breathe air normally) David realized that he was still holding the statuette of the strange deity. It was then that David saw himself in the reflective surface of the water – he no longer looked the same! His skin had become bluish in color and it had taken on a different, sturdier texture while his eyes had turned completely black in color and become much wider. For a moment he, understandably so, freaked out.

But minutes later David saw that he’d returned to normal and realized that he’d somehow gained superhuman powers from his underwater ordeal. So over the next few months he experimented with his powers; learning that he could also manipulate water mentally for a number of different effects and that his speed in the water had been incredibly increased (apparently because he was unconsciously manipulating the water more than actually swimming in it), and after a few close calls with sharks and cetaceans (who seem to have an instinctive dislike of him) David figured out that his empathy with underwater creatures was limited to invertebrates (like octopi, squids, jellyfish, starfish, sea wasps, cuttlefish, sea urchins, and crustaceans) of the sea.

Taking the identity of Undertow, David started an aquatic criminal career that continues to this day and has recently begun associating with the aquatic themed group of crooks known as the Trident. It isn’t known if he has fully joined that organization or is perhaps being vetted for membership but so in the past few months Undertow has been working with Steelhead in acts of piracy.



Notes & Comments wrote:The truth is that Undertow stumbled upon a temple of Dagon, an old war god of Atlantis, whose pantheon was eventually wiped out by the other religious faction that worshipped an early version of the Roman Gods.

While Undertow understands that he got his powers from some kind of ancient underwater deity, he has no clue as to exactly who the deity is. And while he doesn’t realize that he is a pawn of an elder being Undertow is his servant, being inspired by dream visions Dagon bestows upon him for an unknown agenda.
World of Freedom Setting 3E

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

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Tattooedman
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Thumb Drive

Postby Tattooedman » Mon Mar 17, 2014 2:52 pm

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Thumb Drive:
PL:
11
Strength 1
Stamina --
Agility 5
Dexterity 5
Fighting 8
Intellect 4
Awareness 0
Presence 0

Skills: Acrobatics 6 (+11), Athletics 6 (+7), Cose Combat [Information Download Array] 4 (+12), Expertise [Computers] 9 (+13), Insight 8 (+8), Investigation 9 (+13), Perception 8 (+8), Sleight of Hand 8 (+13), Stealth 3 (+8/+20), Technology 9 (+13)

Advantages: Agile Feint, Diehard, Eidetic Memory, Hide In Plain Sight, Improved Initiative, Seize Initiative

Powers: Compact Size: Shrinking 12 [6 inches tall: Stealth +12, Dodge/Parry +6; Strength -4, Speed -1, Intimidation -6] (Extra: Permanent); (Feat: Innate)
Cybernetic Construction:
Immunity 30 [Fortitude Effects]
Elongation 3 [6 feet]
Leaping 2 [15 feet]
Protection 6
Senses 4 [Darkvision, Low-Light Vision, Radio]
Information Download Array:
Organic Scan: Affliction 10 [Dazed & Impaired, Stunned & Disabled; resisted by Parry/Fortitude] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree) & Mind Reading 10 (Extra: Cumulative, Effortless); (Flaw: Reduced Range 2 [Close]) 41 pts
-Digital Scan: Comprehend 2 [machines] & Mind Reading 10 (Extra: Cumulative, Effortless); (Flaws: Limited [machines only], Reduced Range 2 [Close])

Offense: Initiative +5
Melee Attack +8 // Information Download Array Attack +12
Ranged Attack +5

Defense: Dodge +15
Parry +15
Toughness +6
Fortitude N/A
Will +8


Costs: Abilities 44+ Skills 22+ Advantages 6+ Powers 111+ Defenses 13= 196 pts.


Real Name: Rory Mathers
Height: 6"
Weight: Unknown
Hair: None
Eye Color: Yellow
Unusual Features: Green Skin


Complications:
Disability: Thumb Drive is permanently six inches tall, this can be problematic at times.

Programmed Loyalty: Dr. Shock put several cybernetic implants in Thumb Drive's brain that ensure he does as Dr. Shock orders him to do.


Background: Rory Mathers had managed to keep the fact he was actually a mutant with the ability to reduce his size and weight a secret for most of his life, when he had the unfortunate luck of being kidnapped at random by Dr. Shock for experimentation.

Needless to say that Dr. Shock was pleasently surprised to learn that his test subject already possessed an interesting innate ability and he decided to go with a different experiment than the one he'd originally planned; this one involved heavy cybernetic rebuilding of a subject to allow them the ability to download large amounts of data from both electronic and biological sources. Rory's shrinking power simply made him a better canidate for it.

It took several weeks worth of painful surgeries to put all the required cybernetics into Rory's body and by that point the poor fellow wasn't really the same person mentally anymore, but to ensure his loyalty (unlike some of his previous creations) Dr. Shock placed a set of brain implants that guarenteed that Rory would do as the twisted doctor instructed him.

Now called Thumb Drive, Rory is little more than a remote controlled puppet of Dr. Shock's, often sent out to retrive information on various projects of others that have caught Dr. Shock's attention.
World of Freedom Setting 3E

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


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