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  • Faultline


    Faultline:
    PL:
    13
    Strength 2
    Stamina 3
    Agility 1
    Dexterity 1
    Fighting 2
    Intellect 0
    Awareness 1
    Presence 0

    Skills: Acrobatics 3 (+4), Athletics 5 (+6), Expertise [Criminal] 4 (+4), Expertise [Pop Culture] 3 (+3), Insight 8 (+9), Perception 8 (+9), Stealth 6 (+7), Vehicles [Land] 2 (+3)

    Advantages: Close Attack 5, Defensive Roll 3, Equipment, Evasion, Improved Defense, Improved Initiative 2, Task Focus [Expertise (Pop Culture): Disaster Movies]

    Powers: Earth Control Array:
    Chasm: Ranged Affliction 13 [Dazed, Prone; resisted by Dodge] (Extras: Area [Line] 2); (Flaw: Instant Recovery [the Dazed and Prone conditions only last for a round], Limited Degree) & Ranged Damage 13 (Extra: Area [Line] 2); (Flaw: Limited [Only Affects Those Suffering Second Degree of Affliction])
    -Earth Burst: Move Object 13 (Extras: Area [Burst] 2, Damaging); (Flaw: Limited [Material (rock/earth)])
    -Earthquake: Ranged Affliction 13 [Dazed & Vulnerable, Stunned & Prone; resisted by Dodge/Fortitude] (Extras: Area [Burst] 3, Extra Condition, Secondary Effect); (Flaw: Limited Degree, Limited [Opponents/objects touching ground])
    -Rock Storm: Damage 13 (Extra: Area [Shapeable] 3)

    Shield of Debris:
    Enhanced Dodge 4
    Enhanced Parry 4
    Natural Geologist: Feature 1 [Faultline can determine the type of any stone he encounters just by touching it]
    Seismically Aware: Feature 1 [Faultline can sense the condition of the tectonic plates in the surrounding area, as well as being able to locate the location of the cracks that plague them.]
    Stonework Knowledge: Feature 1 [Faultline can tell if a stone surface is natural or worked with tools [or even shaped by earth powers] simply by touching it]

    Tremorsense:
    Enhanced Advantages 2 [Precise Attack (ranged; concealment), Uncanny Dodge]
    Senses 2 [Touch (Ranged, Extended)]

    Offense: Initiative +9
    Melee Attack +6
    Ranged Attack +1

    Defense: Dodge +14
    Parry +14
    Toughness +10*/+7**/+3 [*Armored Costume & Defensive Roll/**Armored Costume]
    Fortitude +10
    Will +7

    Equipment: Armored Costume [Protection 4; Subtle]


    Costs: Abilities 20+ Skills 13+ Advantages 14+ Powers 83+ Defenses 30= 160 pts.


    Real Name: Carl Halton
    Height: 5’10”
    Weight: 160 lbs
    Hair: Brown
    Eye Color: Green


    Complications:
    Hated By The Underworld: Faultline is known for being one of AEGIS' most wanted criminals and thusly few of his peers will have anything to do with him.

    Reputation: Faultline is known for his destruction addiction.

    WHATTA RUSH!!: Faultline basically lives for using his powers in as much of a destructive manner as he possibly can, he plans entire capers to make sure he damages buildings and people as much as he can.


    Background: A few years ago the Centers for Disease Control were working with a biotech company, Palloo Inc., trying to work up a serum that would almost eliminate most types of viral infection. Unfortunately Palloo Inc. was another one of the front companies for the Labyrinth and they were using the CDC as a means of finding test subjects that were in better health for the a new version of the DNAscendent process.

    Of the one hundred test subjects that were injected only ten survived long enough to be picked up by the Labyrinth’s retrieval teams and brought to a “secure medical facility”. Within a week only Carl Halton remained but he showed no onset of any kind of powers and the latest version of the process was deemed a failure and Carl was returned home. It wasn’t until over two months later that Carl fell very ill that his seismic powers manifested with a vengeance and uncontrolled in any manner. Carl ended up triggering the fault lines that were beneath the city of San Altimo, causing more than $400 million in residential and commercial damage. While the rest of the country focused on tragic loss of lives those injured Carl was enjoying the rush of being the cause of all that destruction like it was a drug and he soon mastered his powers just so he could engineer such destruction again.

    Unfortunately for Carl his seismic powers were no longer powerful enough to cause the kind of destruction he now craved and he was unwilling to wait for the “right” conditions to set off another quake, so he went after specific targets; the Golden Gate Bridge, the Sears Tower, the St. Louis Arch. It was by going after national landmarks that Carl made a name for himself, calling himself Faultline in one of his earlier recorded demands that were sent to city officials.

    Of course this led to Faultline quickly climbing AEGIS’ Most Wanted List and his being hounded almost non-stop only for him to pick a new target and make his move which brings the heat back down upon him and giving him a bit more criminal celebrity. Faultline has been captured a few times and put on trial for his crimes but he’s always managed to escape, either by hiring someone to break him out or figuring out a way around the power nullifiers used on him and using his seismic powers to free himself.

    Currently Faultline is being held at Blackstone Prison while the new Buckner Ridge is being built on the other side of the country to relieve the pressure the older prison is currently under as it continues to be filled just over it’s operating capacity.

    Comment


    • Kilawatts


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

      Skills: Deception 7 (+7), Expertise [Streetwise] 8 (+8.), Insight 8 (+8.), Intimidation 10 (+10), Perception 8 (+8.), Ranged Combat [Master of Electricity] 6 (+10), Stealth 7 (+9)

      Advantages: All-Out Attack, Close Attack 4, Daze [Intimidation], Equipment, Improved Feint, Improved Initiative, Power Attack, Ranged Attack 2, Startle

      Powers: Electrified Body:
      Arc Riding: Flight 6 (Flaw: Platform)
      Electrical Aura: Damage 10 (Extras: Reaction, Selective)
      Sense Electricity: Senses 6 [Detect (Electrical Phenomena: Accurate, Acute, Ranged, Tracking)]
      Shock Proof: Immunity 10 [Electrical Effects]
      Supercharged Form: Immunity 9 [Disease, Environmental Cold, Environmental Heat, Poison, Pressure, Radiation, Starvation & Thirst, Suffocation]

      Master of Electricity:
      Electrical Blast: Damage 10 (Extras: Area [Line], Penetrating)
      -Electrical Storm: Damage 10 (Extras: Area [Burst], Penetrating)
      -Electrical Flash: Visual Affliction 10 [Impaired, Disabled, Unaware; resisted by Dodge/Fortitude] (Extras: Area [Burst], Cumulative)
      -Electro-Shock: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Dodge/Fortitude] (Extra: Cumulative)

      Offense: Initiative +6
      Melee Attack +8
      Ranged Attack +4 // Master of Electricity Attack +10

      Defense: Dodge +10
      Parry +10
      Toughness +8*/+4 [*Non-Conductive Costume]
      Fortitude +8
      Will +8

      Equipment: Non-Conductive Costume [Protection 4; Subtle]


      Costs: Abilities 30+ Skills 16+ Advantages 13+ Powers 103+ Defenses 26= 188 pts.


      Real Name: Jimmy Kaatz
      Height: 5’ 11”
      Weight: 150 lbs
      Hair: Bluish-White
      Eye Color: White


      Complications:
      Altered Physiology: While he doesn’t need to eat like normal people, Kilawatts does periodically have to feed on electrical energy to sustain his body.

      Motivation ~Money & Respect: Kilawatts wants money and wants to be respected for the powers he has.

      Weakness: Water-based attacks cause Kilawatts’ electrical powers to foul up as well as cause him some serious pain, he suffers a Stunned Condition and a temporary halving of his powers ranks.


      Background: Jimmy Kaatz was a criminal who’d killed a bystander while committing a robbery so when he was caught by the police and put on trial he ended up sentenced to death by the electric chair for crimes he committed in Kentucky. Unfortunately all that did was activate his metahuman powers of electrical manipulation, which he then used to escape and go on to become a super criminal; doing even worse crimes than he could have ever dreamed of and loving every minute of it.

      Over the years Kilawatts mostly has stuck to pulling various robberies and fighting with many different heroes, but he’s also been known to take work for any mastermind types who are looking to hire other criminals to pull specific jobs.

      Comment


      • Bellezza


        Bellezza:
        PL:
        11
        Strength 8
        Stamina 8
        Agility 5
        Dexterity 5
        Fighting 5
        Intellect 2
        Awareness 3
        Presence 6

        Skills: Athletics 2 (+10), Deception 6 (+12/+17), Expertise [Magic] 3 (+5), Insight 7 (+10), Perception 5 (+8.), Persuasion 6 (+12/+17), Ranged Combat [Golden Staff] 6 (+11), Sleight of Hand 4 (+9), Stealth 6 (+11)

        Advantages: Attractive 2, Benefit [Wealth], Close Attack 3, Daze [Deception], Daze [Persuasion], Diehard, Fascinate [Persuasion], Great Endurance, Improved Trick, Language [Italian], Taunt

        Powers: Enchanted Physiology: Immunity 4 [Disease, Environmental Cold, Environmental Heat, Poison]

        Golden Staff: (Removable –13 pts) [56 pp]
        Sub-Dimensional Storage: Feature 1 [summon & dismiss staff at will]
        Alchemy Based Alterations: Ranged Transform 11 [elements into other elements] (Extra: Continuous Duration)
        -Alchemy Stun: Ranged Affliction 11 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
        -Alchemy Trap: Ranged Affliction 11 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extra: Cumulative)
        -Clubbing It: Strength-Based Damage 3
        Protective Wards:
        Enhanced Dodge 5
        Enhanced Parry 5

        Offense: Initiative +5
        Melee Attack +8
        Ranged Attack +5 // Golden Staff Attack +11

        Defense: Dodge +13
        Parry +13
        Toughness +8
        Fortitude +8
        Will +9


        Costs: Abilities 84+ Skills 16+ Advantages 14+ Powers 56+ Defenses 10= 180 pts.


        Real name: Victoria Romano
        Height: 5’ 4”
        Weight: Unknown
        Hair: Blonde
        Eye Color: Blue


        Complications:
        Motivation ~Greed: Bellezza wants all the best in life, even if she has to take it.

        Power Loss: If Bellezza loses possession of the Golden Staff for a 24 hour period of time her stats become Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 1.


        Background: Victoria Romano was memorable only for three things: her family's minor fortune (which she was quickly running through), he stunning beauty and her bitter attitude. While on vacation in Italy, she found a golden staff that had washed up on a beach and quickly discovered its magical properties that she could use to help her maintain the lavish lifestyle she'd become so accustomed to living.

        Unknown to her the golden staff is actually one of Archimago’s Artifacts that were released at the mage’s death as his way of “leaving his mark on the world”.

        Comment


        • Re: World Of Freedom: Starting over...

          Originally posted by Tattooedman View Post
          Yeah, I had surgery earlier this week and today is the day that I finally feel close to normal and with my little tattooed ones running around (though at this point they're not so little, 14 & 9 respectively) re-posting old builds is about all I've had energy/time to do today.

          And yeah I decided to start with the characters that are some of my personal favorites. Lot of them came about after the FORCE Ops game started so I built them with the mindset of challenging that group.
          Surgery? You didn't have enough on your plate already? Here's hoping you get a little rest with your recovery.

          Comment


          • Proxy


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

            Skills: Acrobatics 6 (+11), Athletics 6 (+9), Deception 9 (+11), Expertise [Mercenary] 9 (+9), Insight 6 (+8.), Perception 6 (+8.), Persuasion 9 (+11), Stealth 6 (+11)

            Advantages: Close Attack 3, Daze [Deception], Defensive Roll, Equipment 6, Evasion, Improved Feint, Improved Initiative, Lionheart, Ranged Attack 3, Set-Up, Teamwork

            Powers: Call In The Proxies!: Summon Duplicate 9 (Extras: Continuous, Heroic, Horde); (Feats: Mental Link, Multiple Minions 4 [8 duplicates total], Sacrifice)

            Absorb Proxies To Heal: Healing 2 (Flaws: Limited [Self Only], Limit [Must take back a healthier Duplicate])

            Hive Mind: Enhanced Will 8 (Flaw: Limited [1 rank per active duplicate], Limited [Only vs. Mental Effects])

            Skills Learned by Proxies:
            Enhanced Advantages 4 [Beginner’s Luck, Jack-of-all-Trades, Luck (Skillful) 2]
            Variable 1 [5 pt pool: skills & feats only] (Extra: Free Action); (Feat: Innate)

            Offense: Initiative +7
            Melee Attack +10
            Ranged Attack +10

            Defense: Dodge +12
            Parry +12
            Toughness +8*/+7**/+3 [*Jumpsuit & Defensive Roll/**Jumpsuit]
            Fortitude +8
            Will +12*/+4 [*Hive Mind]

            Equipment: Jumpsuit [Protection 4; Subtle]
            -25 ep worth of equipment as needed
            ~ Pair of Heavy Pistols [Ranged Damage 4; Split]


            Costs: Attributes 50+ Skills 19+ Advantages 19+ Powers 24+ Defenses 21= 202 pts.


            Real Name: Roxanne Chell
            Height: 5’ 5”
            Weight: 124 lbs
            Hair: Brown
            Eye Color: Brown


            Complications:
            Motivation ~Thrills: Roxanne used to live a boring life but now with her powers she doesn’t hesitate to jump headfirst into anything, since nine out of ten times it’s one of her proxies actually being the one at risk.


            Background: Roxanne Chell wanted to be a daredevil, an adventurer, she wanted to live life on the edge, but instead all she ever did was read about it in books or see it in movies. She worked in a bookstore and lived alone except for her two cats, and her life could not have been more boring. She never really took a chance in her whole life until she realized life was leaving her behind.

            Finally, she decided to go for it and signed up to go skydiving, but when the moment came she couldn’t jump, no matter how hard she tried. The same thing happened with bungee jumping; she chickened out at the last minute. She was afraid, and angry about it. In her apartment that night she saw an extreme sports broad¬cast on cable and something in her snapped. She smashed the TV screen in a fit of rage…and manifested her powers.
            That night a very different Roxanne hit the S&M club scene in Bay City, while police spotted another Roxanne diving a high performance sports car off the Golden Gate Bridge, and a third woman matching Roxanne’s description took on a mugger in Golden Gate Park, beating him soundly and turning him into the police. Roxanne woke up in the morning to see three copies of herself all standing over her, grinning fiercely. As soon as they touched her, she absorbed them and knew everything they’d experienced the previous night.

            It was a rush like she’d never had before.

            From that moment on, Roxanne Chell was a true adrenaline junkie but she never had to take the risks herself; she just sent one of her “proxies” to do it. The memories were the same as if she’d done it herself, but with no risk. In fact, Roxanne has “died” several times doing various foolhardy stunts but now she knows the limits of her abilities and skills very well. One time, while flirting with a dangerous man, one of Roxanne’s proxies was assaulted and she killed her attacker in self-defense. That was a most unexpected rush for Roxanne and she loved the feeling of power it gave her, to say nothing of the fact that she had an ironclad alibi. Roxanne realized that she wanted more of that feeling.

            So “Proxy” became a freelance metman for hire, using her “proxies” to carry out the “dirty work” while keeping her real identity a secret. The training wasn’t difficult when she could work on a dozen different things at once. The more dangerous the job, the more Proxy likes it, since it gives her a shot at some real thrills. Her opponents can never be sure if they’re dealing with the real Proxy or one of her “proxies”, and quiet a few have made the mistake of thinking Proxy was dead after a particularly disastrous encounter.

            Proxy’s powers have had a definite influence on her personality and behavior over the past couple of years since their emergence; once somewhat shy and fearful, she is now daring, bold, utterly fearless, willing and even eager to take wild risks just for the thrill of it. Proxy has developed a certain solipsistic attitude since it has become increasingly more difficult to say which of her selves is “real.” Proxy’s experienced trauma and even death first-hand, but she’s still alive and perfectly healthy, which has contributed to a certain subconscious belief that she’s immortal, at least so long as she hedges her bets by having a “spare” of herself tucked away somewhere.

            Comment


            • Re: World Of Freedom: Starting over...


              Viridian:
              PL:
              11
              Strength 13 (3)
              Stamina 13 (3)
              Agility 4
              Dexterity 4
              Fighting 6
              Intellect 0
              Awareness 2
              Presence 2

              Skills: Acrobatics 4 (+8.), Close Combat [Unarmed] 3 (+9), Expertise [Pilot] 4 (+4), Expertise [Streetwise] 5 (+5), Insight 7 (+9), Perception 7 (+9), Persuasion 5 (+7), Vehicles [Pilot] 6 (+10)

              Advantages: All-Out Attack, Favored Environment [Airborne], Improved Initiative 2, Move-by Action, Power Attack, Takedown

              Powers: Self Propulsion: Flight 7
              Tachyon Shift: Flight 4 [stacks with Flight 7]
              -Quantum Phase:
              Enhanced Power 2 [Subtle 2 on Flight]
              Movement 3 [Permeate 3]

              Invulnerability:
              Enhanced Stamina 10
              Immunity 10 [Life Support]
              Impervious Toughness 12

              The Power Viridian: Enhanced Strength 10
              -Neutron Strike: Strength-Based Damage 10 (Extra: Secondary Effect)
              Quick Change: Feature 1
              Spectra-Vision: Senses 4 [Vision (Extended 2), Infravision, Ultravision]

              Offense: Initiative +12
              Melee Attack +9
              Ranged Attack +4

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


              Costs: Abilities 48+ Skills 24+ Advantages 7+ Powers 91+ Defenses 11= 181 pts.


              Complications:
              Motivation ~Money & Power: Viridian wants everyone to know her name and to get as much money as she can.

              Reputation: Viridian is known to be something of a show-off during a fight as well as a bully.


              Background: Regina “Gina” grew up with a mother who was emotionally distant and a father who had Narcissistic Personality Disorder, which led to Gina growing up doing her level best to win any kind of attention and praise from her parents. Most of the time this resulted in Gina getting into trouble at school for various stunts and pranks she would pull, then once she got home she was disciplined harshly for her antics. Eventually Gina decided to pursue other ways of getting the attention she craved by becoming the school bully, which ended up getting her sent to several different schools as her behavior became worse and worse.

              When Gina did finally graduate high school, a year later than she should have mind you, it was from a school that specialized in “problem children” but all that Gina had really learned there was how to better hide her activities while she continued to be one of the most rebellious kids in attendance there. It was shortly after this that Gina went out on her own and finally made the jump to petty crime, joining up with a crew that specialized in “grab-n-dash” styled mugging (basically running past a mark and grabbing their valuables right out of their hands and running like hell) when Gina ran her way right into the Silver Storm.

              Right after the energy struck her, Gina suddenly began to glow with a viridian colored energy and suddenly she found herself launched through the sky as she accidently activated her power of flight. When she had managed to finally stop herself Gina found herself only a few miles west of New York, hundreds of miles away from Emerald City where’d she’d been living. Seeing this as a sign of greater things in store for her, Gina continued on to the Big Apple and quickly made a name for herself as a super villain, calling herself Viridian, who liked showing off with her energy manipulating powers. So far Viridian has tangled with members of the Sentinels (specifically Speed Demon and Hardcore) as well as the Grasshopper, but none of them have managed to give her a solid defeat and put her behind bars, a fact that Gina loves to point out every time she runs into one of them.

              Comment


              • David Rhodes


                David Rhodes:
                PL:
                12
                Strength 14 (0)
                Stamina 12 (0)
                Agility 3
                Dexterity 3
                Fighting 4
                Intellect 6
                Awareness 6
                Presence 6

                Skills: Acrobatics 2 (+5), Athletics 2 (+2/+16*), Deception 10 (+16), Expertise [Business] 8 (+14), Expertise [Criminal] 12 (+18.), Expertise [Current Event] 6 (+12), Insight 8 (+14), Intimidation 4 (+10/+16*), Investigation 6 (+12), Perception 6 (+12), Persuasion 6 (+12), Ranged Combat [Thrown Objects] 7 (+10), Stealth 1 (+7/-5*)

                Advantages: Benefit 6 [Clean 2 (Checks to connect you with a crime are increased by DC +5 per rank), Wealth 4 (Millionaire)], Connected, Contacts, Daze [Intimidation], Languages 3 [Base: English; French, Japanese, Mandarin, Spanish], Luck [Determination], Luck [Determined Recovery], Second Chance [Will Checks against Mind Control], Skill Mastery [Deception], Startle, Takedown, Well-Informed

                Powers: Dwarfism: (Innate); (Flaw: Permanent)
                Enhanced Skill 2 [Stealth +6]
                Enhanced Dodge 4
                Enhanced Parry 4
                Feature 1 [small stature 4 ft tall]
                Tallest Dwarf You’ve Ever Seen:
                Growth 12 [+12 Strength, +12 Stamina, +6 Intimidation, +1 Speed; -6 Dodge/Parry, -12 Stealth]
                Enhanced Strength 2 (Flaw: Limited [One rank per 6 ranks of Growth in effect])
                Enhanced Strength 4 (Flaw: Limited [Lifting Only], Limited [One rank per 3 ranks of Growth in effect])
                Impervious Toughness 12 (Flaw: Limited [Ranks of Growth in effect])
                Giant Sized Combat Training: (Innate); (Flaw: Limited [can only use while Growth is in effect])
                Enhanced Advantages 15 [All-Out Attack, Chokehold, Close Attack 6, Fast Grab, Improved Demoralize, Improved Feint, Improved Grab, Improved Hold, Improved Initiative, Power Attack]
                -Giant Hands & Feet: Burst Area on Unarmed Attacks

                Offense: Initiative +7
                Melee Attack +4 // Giant Sized Melee Attack +10
                Ranged Attack +3 // Thrown Objects Attack +10

                Defense: Dodge +12/+6* [*Giant Sized]
                Parry +12/+6* [*Giant Sized]
                Toughness +0/+12* [*Impervious (Giant Sized)]
                Fortitude +0/+12* [*Giant Sized]
                Will +12


                Costs: Abilities 56+ Skills 27+ Advantages 19+ Powers 63+ Defenses 15= 180 pts.


                Real Name: David Rhodes
                Height: 4’ [normal size] // 50’ [giant size]
                Weight: 120 lbs [normal size] // Unknown [giant size]
                Hair: Black (shaved bald)
                Eye Color: Blue


                Complications:
                Dwarfism: Titan was born with achondroplasia, commonly known as dwarfism. When not using his powers he is a little over four feet in height.

                Fame: Due to his impressive business dealings and unique physical stature, David is one of the best known “richest men in America”.

                Honor: David is true to his word, he simply doesn’t give it that much.

                Motivation David is driven to prove all those who taunted and teased in his youth that he is better than all of them and has dedicated his life to amassing as much money, power and respect as he can.

                Prejudice: David possess metaman abilities that make him a target to groups like S.H.O.C.K. and the Church of the Seven Thunders.


                Background: The origin of David Rhodes’ superhuman abilities is not particularly exciting or compelling. Born with achondroplastic dwarfism, he was often the target of bullies and made him resentful and embittered. He would muse many times in his younger years what it would be like to be bigger then one day in the middle of just such a thought, a teenaged Rhodes’ mutant power manifested. He grew to fifteen feet tall in an instant, much to the surprise of himself and those around him. What is interesting is what Rhodes did with his newfound powers.

                Deciding to use his abilities to help himself, Rhodes began a plan; he rescued trapped children from wells, he helped prevent several deaths in a tenement collapse, and engaged in dozens of other selfless acts. He managed his growing public image effectively and with an eye towards working public opinion in his favor, going on talk shows, posting about his life experiences on the Internet, and even appearing in various TV shows and movies while in college Rhodes studied business, investment, and marketing at college during this time as well, knowing that he’d need to know certain things to accomplish his long range goals just as he realized the novelty of his powers combined with his normally small stature would secure him the notice and fame he needed to not only become a hero in the mind of the public, but to turn that status into a profitable venture. Rhodes pursued a heroic identity, Titan, not just as an alter ego, but also as a corporate brand. With eyes wide open, Titan shamelessly turned himself from “the littlest Giant” to a true giant of industry.

                Rhodes’ company, Titan Industries, is a multinational business that has interests in multimedia, entertainment (new television and internet web shows), green energy sources research, pharmaceuticals, robotics, computer hardware and software, bio-engineering, and new medical technologies. Titan Industries has also gained controlling interest in three national banks (though very few people know of this), and has recently moved into the major financial markets and has been quietly looking into gaining new holdings worldwide. All of this is managed and manipulated by Rhodes to further his overall goals.

                To the world around him, David Rhodes comes off as a smooth and charming philanthropist who has a good head for business, whose acts of charity across the country prove that there are still good people in the world, while the truth is very different; Rhodes is a ruthless and power-hungry individual involved in many criminal enterprises which have made him one of the more powerful criminals in New York City. Rhodes’ only real rival in the criminal underworld is the man who calls himself the Bishop and the two often make attempts at getting rid of the other on a highly regular basis.

                Several of New York’s heroes, including members of the Sentinels, the street hero Façade and the vigilante Manhunter, know that Rhodes isn’t what he seems but have been unable to connect him in any way to any of the crimes he’s been behind. Doc Steele has tried to keep a close eye on Rhodes only to find much of his efforts blocked by Rhodes in many different ways thanks to his personal fortune and political influence.

                Comment


                • Re: World Of Freedom: Starting over...

                  Originally posted by Shock View Post
                  Surgery? You didn't have enough on your plate already? Here's hoping you get a little rest with your recovery.
                  Yeah I did, but I really kind of needed it to be done.

                  Apparently part of my family has a genetic predisposition to growing cysts (at least 9 out of 10 times they are non-cancerous) but what happens is that at some point they grow large enough that they displace nerve endings to the point that they become extremely painful and need to be removed. Which is what happened with one of mine (I've still got three others that are much smaller by comparison - this one weighed just over a pound was as thick as my thumb and was the size of the bottom of a drinking glass), which was in my lower abdomen. So Tuesday I underwent outpatient surgery and had it removed. It went fine and there were no problems, and I've been on lite duty all this past week until here in a couple days when I go in for my follow up visit with the surgeon.

                  But so far everything seems to be going fine. It itches like crazy and the overall pain is much more bearable than what I had been dealing with. Sleeping has been something of a problem, most nights I've been only getting a couple hours then was up because I couldn't sleep comfortably then I'd grab a couple hour nap a couple times in the day but as the week has went on I've been sleeping longer at night and taking less naps during the day.

                  Comment


                  • Masquerade


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

                    Skills: Deception 9 (+13), Expertise [Acting] 12 (+16), Expertise [Current Events] 9 (+12), Expertise [Pop Culture] 6 (+9), Insight 9 (+13), Investigation 6 (+9), Perception 9 (+13), Persuasion 9 (+13), Stealth 9 (+11), Vehicles [Air] 3 (+5), Vehicles [Land] 3 (+5), Vehicles [Sea] 3 (+5)

                    Advantages: Eidetic Memory, Improved Initiative, Power Attack

                    Powers: Grue-Human Hybrid: Shapeshift 12 [60 pt pool] (Flaw: Limited [humanoid shapes only])
                    Self Sufficient: Immunity 6 [Disease, Poison, Sleep, Starvation, Suffocation]
                    Shielded Mind: Enhanced Will 6 (Flaw: Limited [Only vs Mental Effects])

                    Offense: Initiative +6
                    Melee Attack +6
                    Ranged Attack +2

                    Defense: Dodge +10
                    Parry +10
                    Toughness +5
                    Fortitude +8
                    Will +14*/+8 [*Shielded Mind]


                    Costs: Abilities 56+ Skills 29+ Advantages 3+ Powers 83+ Defenses 19= 190 pts.


                    Real Name: Unknown
                    Height: Unknown
                    Weight: Unknown
                    Hair: Unknown
                    Eye Color: Unknown


                    Complications:
                    Cipher: Virtually nothing is known about Masquerade, aside from his working name. This is something that AEGIS and other law enforcement agencies would love to change and Masquerade is constantly fighting against.

                    Secret: Masquerade is a Grue-Human hybrid, but even he doesn’t realize it at this point in his life. It is possible that he will develop other abilities common to that race.


                    Background: His origins and true gender unknown, Masquerade was found abandoned by an old woman one day as a baby, who took the child to raise as her own. Two things quickly became apparent about the child; his ability to alter his shape, and his utter amoral nature. After his "mother" perished, Masquerade went into business for him, becoming a thief and mercenary for hire, as well as impersonating people and wrecking their lives for kicks. He is a foe of Foreshadow and Pseudo (who has learned that Masquerade is one of the Grue/Human hybrids created several years ago by the Meta-Mind for an eventual new invasion, though he doesn't know that Morph, another shapeshifting criminal, is one as well).
                    Last edited by Tattooedman; 16th November 2014, 11:58 AM.

                    Comment


                    • Polarity


                      Polarity:
                      PL:
                      10
                      Strength 2
                      Stamina 3
                      Agility 2
                      Dexterity 2
                      Fighting 4
                      Intellect 1
                      Awareness 1
                      Presence 1

                      Skills: Acrobatics 4 (+6), Athletics 4 (+6), Deception 7 (+8), Expertise [Magnetics] 8 (+9), Expertise [Criminal] 4 (+5), Insight 6 (+7), Intimidation 6 (+7), Perception 6 (+7), Ranged Combat [Magnetic Mastery Array] 6 (+10), Stealth 6 (+8)

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

                      Powers: Magnetic Propulsion: Flight 10
                      Magnetic Senses: Senses 10 [Direction Sense, Magnetic Awareness, Detect (Metals - Accurate, Extended 2, Ranged, Radius, Penetrates Concealment)]

                      Magnetic Mastery Array:
                      Magnetic Control: Move Object 12 (Extras: Damaging, Perception); (Feats: Indirect, Precise); (Flaw: Limited [Metallic objects])
                      -EMP: Nullify Electronics 13 (Extra: Area [Burst] 2)
                      -Internal Attractions: Ranged Affliction 12 [Impaired, Stunned, Incapacitated; resisted by Fortitude] (Extras: Cumulative); (Feat: Reversible)
                      -Magnetic Blast: Ranged Damage 12 (Extra: Multiattack); (Feat: Variable Descriptor [Electromagnetic/Magnetic])
                      -Magnetic Bonds: Ranged Affliction 12 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree, Quirk [requires metal objects])
                      -Metal Manipulation: Transform 7 [Assemble/Disassemble/Shape Metal] (Extras: Continuous Duration, Perception)

                      Magnetic Field:
                      Immunity 10 [Life Support]
                      Protection 9 (Extra: Impervious 12)

                      Offense: Initiative +6
                      Melee Attack +4
                      Ranged Attack +4 // Magnetic Mastery Array Attack +10

                      Defense: Dodge +8
                      Parry +8
                      Toughness +12*/+3 [*Magnetic Field]
                      Fortitude +7
                      Will +6


                      Costs: Abilities 32+ Skills 20+ Advantages 5+ Powers 104+ Defenses 19= 180 pts.


                      Real Name: Richard Moby
                      Height: 5’9”
                      Weight: 170 lbs
                      Hair: White
                      Eye Color: Brown


                      Complications:
                      Motivation ~Greed: Polarity just wants to use his powers to make as much money as possible.

                      Reputation: Polarity is considered by much of the super criminal community to be “small time” since he likes to pull low-risk jobs.


                      Background: A former factory worker who turned to a life of crime when his magnetic powers manifested, Richard Moby dreams of his big score, and while hoping people won't get hurt in the process he feels better that it’s ‘them’ than him.

                      As Polarity, Richard tends to pull smaller jobs that are less likely to be interrupted by super heroes. He sees it as a smart way to operate and not have to worry about going to Blackstone Prison, his peers however view his criminal endeavours as those unbecoming of an actual metaman criminal and consider him as a serious criminal.

                      Comment


                      • Evil Eye


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

                        Skills: Acrobatics 3 (+6), Close Combat [Energy Tentacles] 8 (+12), Deception 8 (+9), Expertise [Pop Culture] 6 (+6), Expertise [Magic] 12 (+12), Expertise [Streetwise] 6 (+6), Insight 6 (+8.), Perception 6 (+8.), Persuasion 6 (+7), Ranged Combat [Thrown Objects] 4 (+8.), Treatment 4 (+4)

                        Advantages: All-out Attack, Improved Initiative, Move-by Action, Power Attack, Ranged Attack, Ritualist

                        Powers: Energy Tentacles:
                        Enhanced Strength 7 (Flaw: Limited [Only applies to Extra Limbs])
                        Elongation 3 [60 ft] (Flaw: Limited [Only applies to Extra Limbs])
                        Extra Limbs 4 (Extras: Projection, Sustained); (Feats: Benefit [Ambidexterity], Fast Grab, Improved Grab, Improved Hold)

                        Unholy Protection:

                        Enhanced Dodge 4
                        Enhanced Parry 4
                        Protection 7

                        Stepping Discs:
                        Teleport 6 (Extras: Accurate, Portal); (Feat: Increased Mass 3 [400 lbs])
                        -Pocket Dimension: Dimensional Pocket 10 [25 tons]

                        Offense: Initiative +7
                        Melee Attack +4 // Energy Tentacles Attack +12
                        Ranged Attack +3 // Thrown Objects Attack +8

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


                        Costs: Abilities 30+ Skills 25+ Advantages 6+ Powers 70+ Defenses 20= 151 pts.


                        Real Name: Patricia Shorey
                        Height: 5’5”
                        Weight: 108 lbs
                        Hair: Black
                        Eye Color: Hazel


                        Complications:
                        Archimago’s Legacy: Because Evil Eye gained her powers from one of Archimago’s Artifacts, there are many in the mystical community that simply wish to see her dead.


                        Background: A victim of mugging by some sadistic thugs, Patricia Shorey lost an eye to their cruelty. A few days after getting home from the hospital she received a mysterious package that contained a glass eye, it was a magical artifact which allowed her to generate energy tentacles, teleport, and drag people into an alternate pocket dimension. Using the eye Patricia got revenge on the thugs who tormented her but then the eye began controlling her, forcing her to commit crimes.

                        The truth is that the eye was actually created by Archimago, a one-time mystically skilled supervillain who created dozens of artifacts to continue his legacy of evil as a way to continue terrorizing the world after his death. How he knew of Patricia and her plight and sent the eye to her years after his death no less, is a mystery to say the least.

                        Comment


                        • Skyfire


                          Skyfire:
                          PL:
                          11
                          Strength 4
                          Stamina 4
                          Agility 4
                          Dexterity 4
                          Fighting 4
                          Intellect 0
                          Awareness 2
                          Presence 2

                          Skills: Deception 6 (+8.), Expertise [Criminal] 6 (+6), Insight 8 (+10), Intimidation 9 (+11), Perception 8 (+10), Ranged Combat [Skyfire Bracers] 6 (+10), Stealth 8 (+12)

                          Advantages: All-Out Attack, Close Attack 6, Improved Initiative, Luck [Determination], Move-By Action, Power Attack

                          Powers: Skyfire Bracers: (Removable –20 pts) [80 pp]
                          Power Fields: Move Object 12 (Extra: Damaging)
                          -Power Blast: Ranged Damage 12 (Extra: Penetrating)
                          -Power Constructs: Create 12 (Extra: Movable)
                          -Power Fist: Damage 12 (Extra: Penetrating)
                          -Power Pulse: Damage 12 (Extra: Area [Burst] 2)
                          -Power Shackles: Ranged Affliction [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
                          -Stunning Blast: Ranged Affliction [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
                          Power Flight: Flight 10
                          Power Field: Immunity 10 [Life Support]
                          Power Shields:
                          Enhanced Dodge 2
                          Enhanced Parry 2
                          Protection 8 (Extra: Impervious 12)
                          Translation Feature: Comprehend 2 [speak & understand all languages]

                          Offense: Initiative +8
                          Melee Attack +10
                          Ranged Attack +4 // Skyfire Bracers Attack +10

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


                          Costs: Abilities 48+ Skills 18+ Advantages 11+ Powers 80+ Defenses 20= 177 pts.


                          Complications:
                          I Might Be A Villain But I Have Standards: There are a lot of crimes that Skyfire will commit, but murder isn’t one of them.

                          Motivation~Greed: Skyfire wants to make money, lots and lots of it.

                          Secret Identity: Skyfire’s identity as Roger Harrison isn’t known to law enforcement.

                          Weakness: Something about the alien tech of the Bracers make Skyfire suffer more damage from Mental Attacks.


                          Background: Harold Jackson was one of the best and brightest test pilots in the US Air Force. Handsome, bold, decisive, and an immensely-skilled pilot, he had a bright future ahead of him.

                          That changed the night he saw a UFO crashed on Earth. There was a bright blur in the sky, nothing like anything he’d ever seen before, then the flash and explosion he knew could only come from a crashing aircraft. Hurrying to the scene, he found the remains of a ship that was nothing like Earth technology. He heard moans of pain from within, so without a thought for his own safety he tore off one damaged door and made his way inside.
                          He soon found the ship’s sole occupant — the pilot, who’d apparently fallen ill and crashed his ship. He was much taller than a human; with green skin and facial features that made it clear he hadn’t been born on Earth. Around his wrists were bracers made of some blue-black metal and set with strange gems; they glowed with an eerie light.

                          Seeing him through a haze of pain, the alien feebly motioned Harold forward. He began to speak, and mysteriously Harold could understand him. “Man of Earth, I sense you are a being of wisdom and honor. I am dying; I will never see my homeworld again. I bequeath to you these power bracers that I wear, that once allowed me to steer this ship. They will give you great power, which I bid you use in the causes of justice and righteousness.”
                          And with that he died.

                          Dazed and not fully understanding what had happened, Harold removed the bracers from the alien’s arms and carried them outside. Walking away from the ship be examined them carefully. They didn’t seem dangerous; it would probably be all right to put them on. And what had the alien meant about “great power”?

                          Harold stopped and started to put the bracers on... when a drifter stepped out of the brush, bashed him in the head with a stick, took the bracers and ran. It was only a few days later that a new supercriminal calling himself Skyfire appeared in Bay City. In the years since Skyfire has been a solo villain mainly committing robberies, though sometimes he’ll take a job if the money is right or the target is a hero he has a grudge against.

                          Comment


                          • Eyespy


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

                            Skills: Athletics 3 (+6), Deception 9 (+9), Expertise [Computers] 6 (+6), Expertise [Criminal] 12 (+12), Insight 9 (+11), Intimidation 9 (+9), Perception 9 (+9), Ranged Attack [Eye Lasers] 4 (+10), Stealth 6 (+8), Vehicles [Land] 6 (+8)

                            Advantages: Benefit 2 [Membership (Crime Union) 2], Close Attack 4, Equipment, Improved Feint, Improved Initiative, Power Attack, Ranged Attack 4, Ultimate Effort [Ultimate Aim]

                            Powers: Optic Cybernetic Implants:
                            Eye Lasers: Ranged Damage 10 (Extra: Penetrating); (Feats: Improved Aim, Improved Critical 3, Improved Sunder, Precise Attack [ranged; cover], Ricochet 2)
                            Visual Enhancements: Senses 17 [Darkvision, Extended Vision, Infravision (tracking), Microscopic Vision (atomic size), Low-Light Vision, Vision Counters Concealment, Vision Counters Illusion, Vision Penetrates Concealment (except lead)]
                            Cybernetic Systems: Features 4 [Digital Camera, Digital Video Recorder, PDA]

                            Offense: Initiative +6
                            Melee Attack +8 // Unarmed Damage +3
                            Ranged Attack +6 // Eye Lasers Attack +10 // Eye Lasers Damage +10; critical 17-20

                            Defense: Dodge +12
                            Parry +10
                            Toughness +8*/+3 [*Costume]
                            Fortitude +8
                            Will +6

                            Equipment: Costume [Protection 5]


                            Costs: Abilities 32+ Skills 25+ Advantages 15+ Powers 58+ Defenses 25= 155 pts.


                            Real Name: Carl Rogers
                            Height: 6’ 2”
                            Weight: 190 lbs
                            Hair: Dark Brown
                            Eye Color: Red


                            Complications:
                            Gun for Hire: Eyespy is known for being willing to work for anyone that will pay him.

                            Temper: Eyespy was taught to value street credibility, if he feels disrespected he is known to become angry.


                            Background: Carl Rogers was a enforcer for the Oliverti Family that was seriously injured during the hit on Boss Oliverti taking shrapnel to his eyes, effectively blinding him. But despite the seriousness of his injury Carl managed to survive and seek out the early beginnings of the Power House for cybernetic enhancements to replace his now useless eyes with the savings he’d put away during his time working for the Family.

                            But this was back in the eighties and his cybernetics were large and bulky looking, giving him a somewhat odd appearance due to his oversized eyes but they were no less deadly; Rogers had made sure that his improvements left him always armed and he was now able to fire laser beams from his new eyes. Rogers wasted no time in trying to replace all the money he’d been forced to spend to save his life, taking work from any and all who were willing to hire him with a respectable amount of cash and during the 90s he fought pretty much every active hero in New York, Freedom City, San Francisco, Arcadia and even some occasional work in Emerald City. Each time he was defeated, Eyespy (as Rogers had named himself) managed to get away either before the police arrived or break free after the hero in question had left.

                            That is until he faced Technomancer of the Sentinels, who quickly defeated Eyespy by disabling his cybernetics, leaving him blind and much easier to deal with. His following trial was a quick affair and he was sentenced to Blackstone where he stayed for the remainder of the 90s and much of the early 2000s until he and several other lesser, technology-themed criminals were secretly broken out by agents of the Foundry on the orders of Talos.

                            His offer was simple: the Foundry would upgrade their various cybernetics, armors, special weapons, and whatnot and what have you to current levels of Foundry tech and in return the gathered villains would attack the Freedom League at their soon to be empty Freedom Hall, as they were preparing to move full time into the Lighthouse. To say that Heavy Mettle, as the group was named, was defeated quickly is putting it mildly but some of the groups members were able to make a getaway (including Eyespy) before the League could wrap everything up thanks to the Foundry’s attack on the Lighthouse for various new technologies during Heavy Mettles attack on the Hall. Since then Eyespy has popped up several times in various locations; mostly Bay City and Arcadia, but there have been a few times the offer of money has brought him to Freedom City.

                            Comment


                            • Faction


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

                              Skills: Athletics 6 (+10), Deception 12 (+15), Expertise [Chemistry] 6 (+8.), Expertise [Criminal] 12 (+14), Insight 9 (+13), Investigation 9 (+11), Perception 9 (+13), Persuasion 9 (+12), Ranged Attack [Optic Beam Array] 8 (+10), Stealth 9 (+11)

                              Advantage: Assessment, Close Attack 4, Daze [Deception], Equipment, Improved Aim, Improved Feint, Improved Initiative, Luck [Determination], Power Attack, Precise Attack [ranged; cover], Set Up, Teamwork

                              Powers: Optic Beam: Ranged Damage 10 (Extra: Penetrating); (Feats: Ricochet 2, Improved Critical 2)
                              -Wide Blast:Ranged Damage 10 (Extra: Area [Cone]); (Feats: Improved Critical 4)
                              Self Duplication: Duplication 10 (Extras: Horde); (Feat: Multiple Duplicates 2 [3 total])
                              Triplet Connection: Communication 2 [mental] (Flaw: Limited [Only with his siblings])

                              Offense: Initiative +6
                              Melee Attack +8 // Unarmed Damage +2
                              Ranged Attack +2 // Optic Beam Attack +10 // Optic Beam//Wide Blast Damage +10

                              Defense: Dodge +13
                              Parry +12
                              Toughness +7*/+3 [*Costume]
                              Fortitude +8
                              Will +9

                              Equipment: Costume [Protection 4; Subtle]


                              Costs: Abilities 44+ Skills 31+ Advantages 11+ Powers 79+ Defenses 29= 194 pts.


                              Real Name: Robert “Rob” Shaw
                              Height: 5’10”
                              Weight: 163 lbs.
                              Hair: Brown
                              Eye Color: Blue


                              Complications:
                              Family Buisness: It was Faction’s idea for the brothers to become thieves, as a result he’s the one who does all the planning, adapts the plans as needed on the spot and keeps his younger brothers in line so they can enjoy the proceeds of their ill-gotten gains.

                              Family Life: Faction is the only member of the Horde that has a wife and kids. Though they have no idea what he really does as a job to support them (he’s told his wife that he’s a traveling salesman, though she is suspicious of this lie but hasn’t worked up the nerve to ask questions).


                              Background: Robert “Rob” Shaw is the eldest of triplets, though only by seconds, but he’s always been the leader of the brothers from a young age. He was the brains behind the scenes, using his ‘younger’ brother, Steve, as muscle in high school to bully other kids and take revenge on those he thought slighted him academically.

                              Like both his other brothers, Rob’s powers manifested while he was a teen and he secretly practiced with them until he had mastered them. When the triplets graduated from high school it was Rob’s idea for them to use their powers to support themselves in a life of crime as super thieves, using the sheer numbers their ability to duplicate themselves gave them as an advantage in case any hero might stumble across their crimes. Rob’s main motivation behind this was that he wanted to attend college and wasn’t able to qualify for any scholarships and was unable to come up with the needed funds any other way. He’d originally planned to only do robberies for a few years, once he’d graduated with his degree in chemistry, but by that point he’d grown to enjoy the lifestyle and sense of control he had over his siblings and found himself unable to walk away from that life.

                              At some point Rob met and eventually married a young woman that he fell in love with and like many young couples they had children early in their marriage (two boys, who are not twins); more motivation for Rob to continue his life of crime to support his family. His wife thinks that Rob is a chemist who travels around the country consulting on various projects but she’s started to become somewhat suspect of this story but hasn’t confronted Rob about it as she doesn‘t want to upset the balance of her family. Rob’s always been able to support them and is able to be involved with the boy’s lives. Pretty much the best father possible as well as being a good husband, she doesn’t want to chance losing that.

                              After several years of success the Horde, as the three brothers were named by the press, became the focus of the newly formed FORCE Ops in Freedom City. Ethan Keller’s information network had managed to finally track the triplets back to their hidden base in the old sewer system of Freedom City after almost a year’s worth of work and he sent the new team after the thieves.

                              What FORCE Ops found when they finally arrived on site was disturbing; someone had already beaten them there and dealt with the Horde. Dispensing a vicious beating to all three members, despite their ability to create more of themselves. Eventually it was learned that another criminal group, the Order of Chaos, had been hired by a local mob boss to take back items the Horde had stolen from his safety deposit box in their last robbery and to give them the message that nobody messes with him. In the end the Horde was taken into custody by AEGIS and were transported to a local hospital to be treated for their injuries before going to Blackstone Prison to await their trial.

                              Comment


                              • Legion


                                Legion:
                                PL:
                                10
                                Strength 10 (2)
                                Stamina 10 (2)
                                Agility 0
                                Dexterity 0
                                Fighting 6
                                Intellect 0
                                Awareness 1
                                Presence 0

                                Skills: Expertise [Criminal] 9 (+9), Insight 9 (+10), Intimidation 12 (+12), Investigation 6 (+6), Ranged Combat [Thrown Objects] 8 (+8.), Perception 6 (+7), Stealth 6 (+6)

                                Advantages: All-Out Attack, Close Attack 4, Improved Initiative, Interpose, Power Attack, Startle, Teamwork, Withstand Damage

                                Powers: Superhumanly Strong & Tough:
                                Enhanced Strength 8
                                Enhanced Strength 5 (Flaw: Limited [Lifting Only])
                                Enhanced Stamina 8
                                Impervious Toughness 10
                                Self Duplication: Duplication 10 (Extras: Horde); (Feat: Multiple Duplicates 2 [3 total])
                                Triplet Connection: Communication 2 [mental] (Flaw: Limited [Only with his siblings])

                                Offense: Initiative +4
                                Melee Attack +10 // Unarmed Damage +10
                                Ranged Attack +0 // Thrown Objects Attack +8

                                Defense: Dodge +10
                                Parry +10
                                Toughness +10* [*Impervious]
                                Fortitude +12
                                Will +6


                                Costs: Abilities 22+ Skills 20+ Advantages 11+ Powers 91+ Defenses 21= 165 pts.


                                Real Name: Steven “Steve” Shaw
                                Height: 6‘ 3”
                                Weight: 240 lbs.
                                Hair: Black
                                Eye Color: Blue


                                Complications:
                                Bully: Legion is your classic high school bully. He’ll make threats, insults, physically menace a person all with a smile on his face, he’s never grown past the point where treating people that way hasn’t made him feel good about himself.

                                Spend it quick: Legion likes to live the high life, the best clothes, cars, company to keep, goes to the best clubs. All of which costs money, and he’s not afraid to spend it so he’s always looking to make more as soon as possible.


                                Background: Steven “Steve” Shaw is the second oldest of triplets, but only by seconds, but he is physically the largest of the brothers. He always was the ‘muscle’ of the brothers, acting as enforcer for ‘oldest’ brother Rob and defender for ‘younger’ brother Matt, a role he found enjoyable as he seemed to possess a strength that was always greater than any other boy his age. Liking the feeling of power he gained from his antics as a teen, Steve went into law enforcement (enjoying being able to exert his personal power over those he dealt with).

                                He was only a few years into his career as a police officer when Rob gathered the three of them and shared his idea for the three of them to become thieves, using the powers they‘d manifested and kept secret as teens. Steve immediately agreed, liking the idea of having more money to spend that he didn’t have to earn himself, which was a large part of Rob’s plan; he needed Steve’s connections to the underworld to be able to sell the goods they stole as well as casing their future marks, as no one would suspect a local cop of being involved in such a venture.

                                But eventually Steve’s bad habits on the force resulted in his leaving the force under scrutiny for being ’on the take’ (which he was, but he was working with a local gang to protect their drug trade by busting their rivals). But he’d been smart enough to cover his tracks well enough that when Internal Affairs began to look into him, he was able to walk away with only a black mark against his name instead of charges being brought against him. That just left Steve with more time on his hands to devote to the ‘family business’ as it were. So when he’s not living the high life, he’s working to support that way living.

                                After several years of success the Horde, as the three brothers were named by the press, became the focus of the newly formed FORCE Ops in Freedom City. Ethan Keller’s information network had managed to finally track the triplets back to their hidden base in the old sewer system of Freedom City after almost a year’s worth of work and he sent the new team after the thieves.

                                What FORCE Ops found when they finally arrived on site was disturbing; someone had already beaten them there and dealt with the Horde. Dispensing a vicious beating to all three members, despite their ability to create more of themselves. Eventually it was learned that another criminal group, the Order of Chaos, had been hired by a local mob boss to take back items the Horde had stolen from his safety deposit box in their last robbery and to give them the message that nobody messes with him. In the end the Horde was taken into custody by AEGIS and were transported to a local hospital to be treated for their injuries before going to Blackstone Prison to await their trial.

                                Comment

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