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  • Moonquake


    Moonquake:
    PL:
    11
    Strength 1
    Stamina 1
    Agility 2
    Dexterity 2
    Fighting 2
    Intellect 3
    Awareness 0
    Presence 1

    Skills: Close Combat [Unarmed] 8 (+10), Deception 10 (+11), Expertise [Streetwise] 9 (+12), Expertise [Science] 15 (+18), Intimidation 9 (+10), Technology 15 (+18), Perception 9 (+9), Insight 9 (+9), Ranged Combat [Grav-Gauntlets Array] 8 (+10), Stealth 8 (+10)

    Advantages: Benefit 4 [Membership (Crime Union) 4 (Capo)], Contacts, Daze [Intimidation], Improved Initiative, Inventor, Luck [Determination], Power Attack, Skill Mastery 2 [Expertise (Science), Technology], Startle

    Powers: Grav-Gauntlets: (Removable –13 pts) [55 pp]
    Grav-Propulsion: Flight 8
    Grav-Field: Force Field 12 (Extra: Impervious)
    Gravity Control Array:
    Grav-Force: Move Object 12
    -Grav-Blast: Ranged Damage 12
    -Grav-Burst: Damage 6 (Extra: Area [Burst])
    -Heavy-Gee Punch: Damage 12
    -Gravity Wave: Affliction [Hindered & Vulnerable, Prone & Defenseless; resisted by Dodge] (Extras: Area [Burst], Extra Condition); (Flaw: Limited Degree)

    Offense: Initiative +6
    Melee Attack +2 // Unarmed Attack +10 // Unarmed Damage +1 // Heavy-Gee Punch Damage +12
    Ranged Attack +2 // Grav-Gauntlets Array Attack +10 // Grav-Gauntlets Array Damage +12

    Defense: Dodge +9
    Parry +9
    Toughness +13*/+1 [*Grav-Field (Impervious 12)]
    Fortitude +8
    Will +8


    Costs: Abilities 24+ Skills 36+ Advantages 13+ Powers 55+ Defenses 29= 157 pts.


    Real Name: Cody Bloom
    Height: 5’10”
    Weight: 180 lbs.
    Hair: Black
    Eye Color: Blue


    Complications:
    Hates Heroes: Moonquake is little more than an angry kid lashing out at a world that took his superhero father from him; he now takes this anger out on heroes active today and uses his powers to cause as much destruction as he can just so he can lash out at them.

    Motivation ~Greed: Moonquake is always improving his armor so it can better access the energies of the Infinity Moon Crystal, which is expensive. So he often uses the profits from his crimes to fund his efforts.


    Background: Cody Bloom’s father was a small time hero from the 80s who used the name Moonquake after he discovered a crystal that he called the Infinity Moon Crystal. It allowed him to manipulate gravity in a number of different ways and he quickly became semi-famous for his crime fighting efforts. Famous enough to be given membership into a corporate sponsored team that worked across the country and also did several PR appearances for their sponsor when not fighting crime. This left the original Moonquake with little time for his family though, but Cody didn’t mind too much. At age twelve you tend to idolize heroes, let alone heroes that are actually your own dad. Cody even went as far as to study all he could about his father’s equipment that accessed the Infinity Moon Crystal so that he could eventually become Moonquake’s side-kick, Lunar Lad.

    Fortunately though Cody’s dad was wise enough to realize that the life of heroics in the late 80s and early 90s were no place for kids and declined. Eventually the luster of having a super hero dad began to wear off and as Cody entered his teen years he began to resent all the time his father spent away. Cody soon grew into a brooding and somewhat destructive teen and then something horrible happened. Moonquake’s group were sent to help deal with a mass hostage situation at a Live-Aid Concert in 1996. The team had been suffering from some minor defeats lately and were slightly antagonistic towards each other and that led to mistakes being made during their attempted rescue several hundreds of people being killed as a result as well as several members of the team being badly injured by the explosives the terrorists had planted.

    Cody’s father returned home a broken hero, suffering from severe spinal injuries and an extreme amount of emotional trauma from seeing the deaths he was partially responsible for. Cody felt nothing but disgust and contempt for his dad’s part in the bloodbath and didn’t speak to him for the remaining years until he died five years later.

    Cody’s father had hoped that one day Cody would get past his anger and eventually take up the Infinity Moon Crystal and the equipment that he had built to use it to follow in his footsteps as the new Moonquake. Instead Cody decided to use his legacy and drive it straight into the ground and prove just how useless it was for heroes to fight. Cody took the inheritance his father had left him and went to college to be better able to understand the applications of the Infinity Moon Crystal and was able to build a better suit than his father had done. Once it was finally ready Cody assumed the identity of Moonquake and dedicated his powers to creating wanton destruction. Since then Cody has been arrested several times for his crimes and served time in federal prisons but he has managed to escape and start his random acts again and again. He’s been around long enough now to be a recognized player on the villain scene and he has even been known to hire himself out as a distraction for other villains, creating massive destruction that calls for superhuman intervention while his employers are busy pulling some other job while any possible interference is busy dealing with Moonquake.

    Moonquake is a dangerous man overall, he cares nothing for property damage or innocent bystanders that could be injured. He feels that if the “heroes” weren’t always sticking their collective noses where they didn’t belong then almost 90% of the “villains” wouldn’t be around. In a fight Moonquake will use his area affects to keep heroes at bay, dealing with rescuing people from the effects of his gravity manipulations. Not that he can’t handle himself in a fight, between his force field and heavy-gee punch. In fact he almost enjoys using it so that he can see the pain he inflicts on the hero up close and personal. Moonquake isn’t an unintelligent man either, he holds a degree in physics and was able to create a better control system to access the power of the Infinity Moon Crystal in only a few years. He’s mostly blinded by his own feelings of loss and abandonment and is more like an angry kid lashing out at the world that destroyed his father/heroic figure.

    Comment


    • Scarlet Knight


      Scarlet Knight:
      PL:
      13
      Strength 10
      Stamina 8
      Agility 4
      Dexterity 4
      Fighting 8
      Intellect 2
      Awareness 3
      Presence 4

      Skills: Deception 8 (+12), Expertise [CEO] 9 (+11), Expertise [Criminal] 6 (+8), Expertise [History] 8 (+10), Insight 9 (+12), Intimidation 8 (+12), Perception 9 (+12), Stealth 6 (+10)

      Advantages: Benefit 3 [Wealth x3 (Millionaire)], Fearless, Improved Initiative, Move-By Action, Ranged Attack, Takedown 2, Uncanny Dodge

      Powers: Crimson Dawn: (Easily Removable –28 pts) [42 pp]
      Cleric's Bane: Immunity 10 [Holy Effects]
      Profane Eyes: Senses 4 [Darkvision, Vision Counters Invisibility]
      Scarlet Armor: Protection 7 (Extra: Impervious 12)
      Blade Beam: Ranged Mystical Force Damage 13 (Feats: Accurate 4, Improved Critical 3)
      -Cut Through Space: Teleport 6 (Extras: Accurate, Portal)
      -Profane Blade: Healing 11 (Extras: Energizing, Restorative); (Flaw: Limited [Self Only])
      -Profane Defense: Deflect 11 (Extras: Redirect, Reflect)
      -Screaming Sword: Strength-Based Slashing Damage 4 (Feats: Accurate 2, Affects Insubstantial 2, Improved Critical 4, Improved Disarm, Improved Smash, Weapon Break)

      Offense: Initiative +8
      Melee Attack +8 // Screaming Sword Attack +12
      Ranged Attack +5 // Blade Beam Attack +13

      Defense: Dodge +11
      Parry +11
      Toughness +15*/+8 [*Scarlet Armor (Impervious 12)]
      Fortitude +12
      Will +12


      Costs: Abilities 86+ Skills 19+ Advantages 10+ Powers 42+ Defenses 23= 180 pts.


      Real Name: Peter King
      Height: 6’2”
      Weight: 200 lbs
      Hair: Brown
      Eye Color: Blue


      Complications:
      Arrogance: The Scarlet Knight is supremely confident in his own abilities, so much so that he tends to underestimate his opponents.

      More Than Just Another Magical Sword: Members of the Lodge recognize the sword named Crimson Dawn as part of a set of artifact weapons forged during the Magi Wars. There seems to be a presence held within the blade that has a long reaching goal that is a mystery at the moment but the Lodge elders are sure the other artifact weapons are set upon the same goal.

      Pete’s Not In Right Now…: Peter King has been completely possessed by the spirit that inhabits the sword .

      Secret: The fact that Peter King and the Scarlet Knight are the same person.


      Background: How CEO Peter King, came into possession of the artifact sword named Crimson Dawn isn’t known but after only a few years of being possessed by the malevolent spirit that lives inside the blade there is little left of King.

      What is more disturbing to the likes of the Lodge is that Crimson Dawn is just a part of a series of artifact weapons that have possessed their owners (all of whom are villains operating within the United States). The members of the Seventh Circle are sure there is only a sinister plan in the works but have yet to figure out what the overall goals of the spirits within the weapons might be.

      So far they seem more than satisfied with creating mayhem and leaving chaos in their wake.

      For the time being the Lodge continues to watch the Scarlet Knight’s moves in the hopes that they will learn what he plans for the future might be. So far all they’ve learned is that the Scarlet Knight enjoys fighting and being soaked in the blood of his enemies and will commit any crime that might give him the chance to fight.
      Last edited by Tattooedman; 26th October 2015, 08:49 AM.

      Comment


      • Overkill


        Overkill:
        PL:
        10
        Strength 10
        Stamina 10
        Agility 2
        Dexterity 2
        Fighting 6
        Intellect 0
        Awareness 1
        Presence 0

        Skills: Athletics 3 (+13), Expertise [Criminal] 6 (+6), Insight 6 (+7), Intimidation 8 (+9), Perception 6 (+7), Ranged Combat [Weapon Arm Array] 3 (+8)

        Advantages: All-Out Attack, Chokehold, Close Attack 2, Cunning Fighter, Fast Grab, Improved Initiative, Language [Italian], Power Attack, Ranged Attack 3

        Powers: Cybernetic Body:
        Enhanced Strength 3 (Flaw: Limited [Lifting only])
        Leaping 2
        Protection 2
        Cybernetic Senses: Senses 2 [Vision (Extended), Infravision]
        Cyborg Size: Growth 2 [+2 Strength, +2 Stamina, +1 Intimidation, +2 Mass; -1 Dodge/Parry, -2 Stealth] (Extra: Permanent); (Feat: Innate)
        Weapon Arm Array:
        Arm Cannon: Ranged Damage 10
        -Autocannon: Ranged Damage 6 (Extra: Multiattack)
        -Rocket Launcher: Ranged Damage 8 (Extra: Area [Burst (rank 4 30 ft)])

        Offense: Initiative +6
        Melee Attack +8
        Ranged Attack +2 // Weapon Arm Array Attack +8

        Defense: Dodge +8
        Parry +8
        Toughness +12 [*Impervious]
        Fortitude +12
        Will +6


        Costs: Abilities 62+ Skills 11+ Advantages 12+ Powers 36+ Defenses 15= 135 pts.


        Real Name: Nicholas 'Nico' Rocca
        Height: 9'10"
        Weight:
        Hair: None
        Eye Color:


        Complications:
        Ego: With his cybernetic upgrades, Overkill is very sure no one can handle him. Not that this is the case, but Overkill continues to think this way.

        Weakness: Because of his cybernetic parts, Overkill is vulnerable to magnetic based attacks.

        Weakness: Because of the parts of his mind that are computerized, Overkill is vulnerable to effects that control or alter the way machines/computers operate.


        Background: Nicholas 'Nico' Rocca was born a troublemaker, starting his life of crime at the young age of 13. Initially extorting protection money from the shop owners in his neighborhood and selling his talents as a leg breaker to his fellow students. Then at 15 years of age, Nico caught the eye of Marco Scarlatti, one of the top enforcers for the Scarlatti Family. Marko took Nico under his wing and began training him to channel his strength and violence.

        During his life with the Scarlatti Family, Nico became one of their best assets and quickly became known to the community. However during one job Nico killed the son of rival boss Vito Calogero, a longtime rival of the Scarlattis, who was enraged and organized a hit on Nico. Calling in favors from oil-rich Arabian friends, Calogero had Nico ambushed; the Arabs shredded Nico and left him for dead. Clinging to life, he was found by Scarlatti's men and brought home. Leo Scarlatti decided try one last time to make a Mafia super hit man.

        This time they had a willing patient in Nico, and the experiment with the paramesh system used went far beyond their expectations; Nico's body and mind embraced the operation fully. That night he became the one and only Overkill. After proving himself over the following years, Scarlatti began loaning Overkill's services out either for favors to be named later or a high fee. For the most part Overkill normally deals with non-superhuman problems and in that regard he does very well, in fact that's how he ended up earning his name - for going well past what was called for on his jobs. But here in the past couple of years Overkill has been dealing with members of the Champions as well as some of the solo heroes that operate in Bay City, like Crusader and Hunter and while he's been able to be a viable threat to them they've managed to defeat him. The last time Overkill did a job he ran afoul of the Commander and Jetstream, one of Bay City's more experienced heroes; after seriously injuring Jetstream, Overkill was literally ripped to pieces by the Commander.

        How long it will be before the Scarlatti Family rebuilds Overkill is anyone's guess but it given that they've always done so in the past it is highly likely that at some point Overkill will return.

        Comment


        • Grey Gargoyle


          Grey Gargoyle:
          PL:
          11
          Strength 10 (1)
          Stamina 3
          Agility 2
          Dexterity 2
          Fighting 6
          Intellect 4
          Awareness 1
          Presence 1

          Skills: Deception 7 (+8.), Expertise [Science] 7 (+11), Insight 7 (+8.), Intimidation 9 (+10), Perception 7 (+8.), Ranged Combat [Thrown Objects] 6 (+8.), Stealth 6 (+8.), Technology 8 (+12)

          Advantages: Close Attack 4, Chokehold, Fast Grab, Improved Hold, Improved Initiative, Language [Base: French; English], Power Attack, Task Focus [Expertise (Science): Chemistry]

          Powers: Stone Body: (Move Action -1 pt)
          Enhanced Strength 9
          Protection 10 (Extras: Impervious 12)
          Immunity 10 [Life Support]

          Stone Hand:
          Organic Petrification: Affliction 12 [Impaired & Hindered, Immobile & Defenseless, Transformed to Stone & Unaware; resisted by Fortitude] (Extras: Increased Duration [Continuous], Extra Condition) (Flaw: Instant Recovery [One Hour])
          -Inorganic Petrification: Transform 9 [Objects into Stone] (Extras: Increased Duration [Continuous]); (Flaw: Limited [transformed objects change back to normal after one hour])

          Offense: Initiative +6
          Melee Attack +10
          Ranged Attack +2 // Thrown Objects Attack +8

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


          Costs: Abilities 40+ Skills 20+ Advantages 11+ Powers 98+ Defenses 21= 190 pts.


          Real Name: Paul Pierre Duval
          Height: 5’11”
          Weight: 160 lbs // 200 lbs (stone form)
          Hair: Black // Grey (stone body)
          Eye Color: Blue // Grey (stone body)


          Complications:
          Enemy: Horus the Avenger.

          Motivation ~Greed: The Grey Gargoyle wants money.

          Motivation ~Desires Immortality: Grey Gargoyle is trying to figure out a way to become immortal.

          Power Loss: Grey Gargoyle will lose his Stone Body power after an hour has past.

          Power Loss: The Grey Gargoyle must be able to touch his body with his right hand to engage the activation of his Stone Body power.



          Background: Paul Duval was a French chemist that accidentally gains the ability to turn anything to stone by touching it. Turning his body to stone, Duval dons a mask and cape and becomes a criminal with the alias the Grey Gargoyle. Duval, however, becomes bored with normal crimes, finding that his powers make it ‘too easy’ and decides to try to achieve immortality by confronting Horus the Avenger and stealing his mystic ankh hammer.

          For several years the Grey Gargoyle would vex the Son of Ra until Horus finally returned to Heliopolis after completing his original mission to capture the rogue god Set. But Horus wasn’t the only hero that the Grey Gargoyle faced off against; in fact there were a few times he went after the Centurion after realizing that the Guardian of Good had hardly aged since his debut several decades earlier. But the Grey Gargoyle faired worse against the Centurion than he ever did Horus.

          There were also a few rare times when Daedalus ran afoul of the Grey Gargoyle’s odder plots – like when the Gargoyle adopts the false identity of sculptor Paul St. Pierre, intending to make a fortune in the art world by selling persons transformed to stone as authentic sculptures. The ruse, however, is discovered by Daedalus, who defeats the villain and sends him off to Blackstone Prison.

          After the end of the ‘Silver Age’ nobody heard from the Grey Gargoyle following his release from Blackstone and it is thought that he simply returned to his homeland of France under an assumed name to escape his past and try to start his life over.

          Comment


          • Electro


            Electro:
            PL:
            11
            Strength 2
            Stamina 2
            Agility 3
            Dexterity 3
            Fighting 4
            Intellect 0
            Awareness 1
            Presence 0

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

            Advantages: All-Out Attack, Close Attack 4, Equipment, Improved Initiative, Power Attack, Ranged Attack 2, Startle, Task Focus [Expertise (Science): Electrical Phenomena]

            Powers: Electric Aura:
            Damage 8 (Extra: Reaction [being touched])
            Protection 10 (Extra: Sustained)
            Electric Body: Immunity 10 [Electrical Effects]
            Electrical Sense: Senses 3 [Detect (Electricity [Acute, Ranged])]
            Electrical Control Array:
            Electrical Blast: Ranged Damage 12 (Extra: Penetrating)
            -Brain-Fry: Ranged Affliction 11 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
            -Chain Lightning: Ranged Damage 12 (Extra: Multiattack)
            -Riding the Current: Teleport 12 (Extra: Accurate); (Flaw: Medium [Electrical Wires])
            -Short-Out: Nullify Electrical Devices & Powers 12 (Extras: Area [Burst], Broad, Simultaneous); (Flaw: Concentration)

            Offense: Initiative +7
            Melee Attack +8
            Ranged Attack +5 // Electrical Control Array Attack +10

            Defense: Dodge +9
            Parry +9
            Toughness +12*/+2 [*Electrical Aura]
            Fortitude +8
            Will +7


            Equipment: Insulating Suit [Protects Electro from Water-Based Attacks]

            Costs: Abilities 30+ Skills 18+ Advantages 12+ Powers 95+ Defenses 23= 178 pts.


            Real Name: Max Dillion
            Height: 5'10"
            Weight: 173 lbs
            Hair: Brown
            Eye Color: Brown


            Complications:
            Motivation ~Greed: Electro likes money and power and that can be his downfall.

            Power Loss: Electro's powers can be shorted out by his being submerged/dosed in enough water if his Insulating Suit is damaged.

            Weakness: Electro takes an extra degree of damage against water based attacks if his Insulating Suit is damaged.


            Background: Max Dillion's father was a struggling accountant and had difficulties on keeping a job. Because of this, Max and his family constantly found themselves moving which caused Max to become a reclusive child seeing how it was hard for him making new friends because his family moving. Max's father eventually abandoned the family, causing Max’s mother to become overprotective over her son as he grew into adulthood. Wanting to find some independence within his life Max got a job as an electrical lineman, eventually becoming one of the most notable and well experienced linemen working for his employer.

            Due to his skill, Max developed a personality that was both selfish and arrogant which made him unliked by his co-workers, but when a fellow lineman was knocked unconscious and stuck high up on a pole with loose wires surrounding him Max's field boss had him climb up to help the other lineman. Max easily saved the unconscious lineman and brought him to safety but was struck by a bolt of lightning which knocked him off the pole almost killed him, though paramedics were able to revive him and Max was taken to the hospital.

            During his recovery time Max discovered that the accident had granted him electrically based powers and upon his release from the hospital Max worked on mastering this new found set of powers as well as trying to increase them. This led Max to a life of crime as he realized he needed advanced technology to increase his powers and he put together a costume and robbed several high tech manufacturers to get the equipment he needed.

            Those thefts got the attention of the first Raven, who quickly was able to track Max down (though he was calling himself Electro by this point) and forced the electric villain to abandon his makeshift lab to keep his freedom. After this Electro turned more to ‘normal’ supercrime – robbery, and most of the time he ran afoul of the Raven who had figured out a number of ways to deal with Electro’s powers and would send him either running off to lick his wounds or to prison (which Electro would promptly break out of). But because their regular clashes Electro sometimes found himself among the ranks of the Crime League of the Silver Age, to help the rouges of the other Freedom League members finally defeat their enemies (not that it ever really happened, they came close a couple of times but the Freedom League always seemed to bounce back from whatever plan Dr. Stratos had hatched).

            At some though Electro stopped appearing in public, some say he finally learned his lesson and went legit while others say he finally mouthed off to the wrong person and got his big mouth shut permanently.

            Comment


            • Killjoy


              Killjoy:
              PL:
              11
              Strength 4
              Stamina 5
              Agility 7
              Dexterity 7
              Fighting 8
              Intellect 0
              Awareness 1
              Presence 2

              Skills: Acrobatics 5 (+12), Athletics 6 (+10), Deception 6 (+8.), Expertise [Criminal] 10 (+10), Insight 9 (+10), Intimidation 10 (+12), Perception 9 (+10), Ranged Combat [Guns] 5 (+14), Stealth 5 (+12), Technology 4 (+4), Vehicles [Air] 3 (+10), Vehicles [Land] 3 (+10), Vehicles [Sea] 3 (+10)

              Advantages: Agile Feint, All-Out Attack, Close Attack 6, Diehard, Equipment 3, Improved Defense, Power Attack, Precise Attack [ranged; cover], Quick Draw, Ranged Attack 2, Redirect, Takedown 2

              Powers: Cybernetic Skin Graft:
              Immunity 2 [Disease, Poison]
              Protection 3 (Extra: Impervious 5)
              Rapid Defenses:
              Enhanced Dodge 4
              Enhanced Parry 4
              Superhuman Speed:
              Enhanced Advantages 7 [Evasion 2, Improved Initiative 2, Instant Up, Move-By Action]
              Quickness 8
              Speed 8
              -Running Jump: Leaping 6 (Flaw: Quirk [requires a running start])
              Speed Attacks:
              Rapid Firing: Ranged Damage 8 (Extra: Multiattack); (Flaw: Limited [Requires guns])
              -Rapid Disarm: Burst Area on Strength 4 for Disarming (Extra: Selective)
              -Rapid Strike: Strength-Based Damage 4 (Extra: Multiattack 8.)
              -Rapid Strikes For Everyone!: Strength-Based Damage 4 (Extra: Area [Burst])

              Offense: Initiative +15
              Melee Attack +14
              Ranged Attack +9 // Gun Attack +14

              Defense: Dodge +14*/+10 [*Rapid Defenses]
              Parry +14*/+10 [*Rapid Defenses]
              Toughness +8* [*Impervious 5]
              Fortitude +10
              Will +10


              Equipment: High Speed Arsenal: (12 ep)
              Twin Blaster Pistols: Energy Ranged Damage 5 (Feat: Split)
              -Knives: Strength-Based Damage 1 (Feat: Improved Critical)
              -3 ep free as needed



              Costs: Abilities 68+ Skills 27+ Advantages 21+ Powers 60+ Defenses 19= 195 pts.


              Real Name: Brenda Lews
              Height: 5’10’
              Weight: 290 lbs
              Hair: Black
              Eye Color: Yellow


              Complications:
              Reputation ~High Collateral Damage: Killjoy is starting to become known for causing a high body count and damage to her surroundings on the jobs she takes.

              Responsibility: To Project: Icarus (Killjoy is unaware of this).

              Spoiling For A Fight: Killjoy's answer to everything is to shoot it, punch it or kick it.


              Background: By the time Brenda Lews was fifteen years old she'd been arrested several times; robbery, auto theft, and aggravated battery. By the time she was eighteen, she had dropped out of high school, got married, gotten divorced and then spent the next few years of her life drifting in and out of detention facilities, welfare hotels and emergency rooms. During one her stays in the hospital for addiction, Brenda was diagnosed as suffering from chronic drug abuse, attention deficit disorder and anti-social personality disorder.

              After a failed robbery attempt that was followed by a high speed car chase through the streets of New York City, she was stopped because of being hit by a tanker truck. Despite the fact she was moving at high speeds at the time of the crash, Brenda could not avoid the explosion that followed and was left burned over 90% of her body and had been crippled. That was when Project: Icarus got their claws into her; using their government connections they had Brenda taken to one of their many hidden labs were she was subjected to several surgeries where cybernetic implants were put into her body to help her recover from the accident.

              But while she was recovering from the last procedure it was learned that Brenda had developed metahuman speed as the pain killers she’d been on that had left her barely able to talk began to wear off. Realizing they had a potential agent on their hands her handlers from Icarus decided to implant a ‘black box’ inside her head, a device that would insure her loyalty to them above all others (or at least as much as someone so anti-social as Brenda could be). Once that was completed Brenda, now codenamed Killjoy, was implanted with various skill sets (thanks to the cybernetic parts place in her brain to allow her to better deal with moving at high speeds), from hand-to-hand fighting and firearm handling (which included ways to use her newly gained speed to her advantage) to various spy-related skills such as breaking and entering and lock picking.

              After that Icarus put together a fake history for Killjoy; saying that she’s originally a soldier from South America who was injured during a rebellion and remade by her government into her current state before going rogue and working as a supermerc. They use Killjoy as a mole to keep tabs on various super criminals that she might be able to get close to thanks to her mercenary ways, though sometimes her Icarus handlers will activate the control system that will make Killjoy do their bidding without her realizing she’s being controlled to perform certain jobs that the Project needs taken care of but doesn’t want to be directly connected to.

              Comment


              • Cobra


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

                Skills: Acrobatics 8 (+14), Athletics 5 (+10), Deception 7 (+9), Expertise (Criminal) 6 (+8.), Insight 9 (+12), Intimidation 10 (+12), Perception 9 (+12), Sleight of Hand 8 (+14), Stealth 8 (+14)

                Advantages: Accurate Attack, Agile Feint, All-Out Attack, Chokehold, Close Attack 5, Cunning Fighter, Defensive Attack, Diehard, Evasion 2, Fast Grab, Improved Defense, Improved Disarm, Improved Hold, Improved Initiative, Improved Trip, Power Attack, Precise Attack [melee; concealment], Ranged Attack 7, Skill Mastery [Acrobatics], Skill Mastery [Athletics], Ultimate Effort [Ultimate Acrobatics Skill]

                Powers: Snake-Like Anatomy:
                Contortionist: Immunity 5 [Entrapment Effects]
                Flexible Skeleton:
                Movement 1 [Slithering]
                Protection 2

                Neural Poison Touch: Affliction 8 [Fatigued, Exhausted; resisted by Fortitude] (Extras: Cumulative, Progressive) (Flaws: Limited Degree) & Weaken Dexterity 8

                Cobra Costume: (Removable -2 pts) [8 pp]
                Hidden Armor: Protection 2
                Mask: Senses 4 [Darkvision, Infravision, Low-Light Vision]
                Suction Cups: Movement 2 [Wall-Crawling 2]

                Kama Fangs: (Easily Removable –20 pts) [30 pp]
                Paralytic Poison Coated Blades: Affliction 8 [Dazed, Stunned, Paralyzed; resisted by Fortitude] (Extras: Cumulative); (Feat: Split) & Weaken Strength 8 (Extras: Progressive) (Feats: Improved Critical 3, Split) & Strength-Based Damage 3 (Feat: Improved Critical 2)

                Martial Training: Strength-Based Damage 3 (Feats: Improved Critical 2, Innate)

                Offense: Initiative +10
                Melee Attack +13
                Ranged Attack +13

                Defense: Dodge +13
                Parry +13
                Toughness +9*/+7 [*Cobra Costume]
                Fortitude +10
                Will +12


                Costs: Abilities 74+ Skills 23+ Advantages 32+ Powers 77+ Defenses 26= 232 pts.


                Real Name: Seth Burroughs
                Height: 6’
                Weight: 210 lbs
                Hair: Black
                Eye Color: Green


                Complications:
                Motivation ~Greed: A mercenary at heart, Cobra can always be bought.

                Motivation ~Self-Improvement: Cobra is obsessed with becoming greater, though this typically manifests as interest in some Asian artifact that supposedly empowers the wielder in some way.

                Reputation ~Bloodthirsty: Cobra is known for using excessive force while working a job, even if it is somewhat counter productive to his current goals.

                Secret: Cobra typically lets his opponents think that Snake-Like Anatomy and Neural Poison Touch powers are the result of his studying some obscure martial arts style when in truth they are the result of his metahuman nature carefully applied during combat.


                Background: Seth Burroughs grew up a scrawny kind of kid, the type that bullies always seem to prefer to pick on given the chance so when he was twelve years old his parents enrolled him in Master Lee’s Dojo. Seth quickly blossomed under Lee’s teachings, and within a few years was skilled enough in the martial arts that he easily handled all three of his bullies at once and never got hit by any of them once.

                But that experience had an affect on Seth – after finally facing his tormentors he realized he was stronger than they were and that he could do to them what they’d done to him his whole life. Thus Seth began to bully his bullies until they were basically little more than his goons, but this new attitude of Seth’s did little to impress Master Lee who began to include ‘moral lessons’ in Seth’s usual lessons which only caused Seth to think that Master Lee was little more than an old fool who wasn’t in touch with modern times.

                Then the second biggest event in Seth’s life happened – his metahuman abilities manifested. And after testing what he could and couldn’t do over the following weeks he started incorporating it into the fighting style he’d learned from Master Lee; developing a uniquely dangerous style though Seth continued to train under Master Lee, the older man began to slow up the pace of the lessons sensing something had changed in his student.

                This eventually led to the end of Seth’s time as one of Master Lee’s students as he felt the old man was trying to hold him back now, fearful that the student would surpass the master. Finally things came to a head and the two had a heated exchange with Seth trying to strike Master Lee, but the older man saw the attack coming and was able to not only block it but counterattack with his walking stick to prove that he was still the Master between the two. Seth really lost his temper then and after a tirade about Master Lee’s style of teaching he left the dojo and never returned.

                By this point Seth was out of high school and decided that he needed to learn from new teachers so he packed his few belongings into a bag and left Freedom City to go abroad for several years. At some point he gained possession of the Kama Fangs as well as an increased knowledge of Martial Arts techniques and began to sell his services to those willing to pay him for them. Now calling himself Cobra, Seth is a well known member of the super-merc community and has a reputation for being both professional and bloodthirsty.

                Comment


                • Phantom Eagle


                  Phantom Eagle:
                  PL:
                  10
                  Strength 8
                  Stamina 8
                  Agility 3
                  Dexterity 3
                  Fighting 4
                  Intellect 0
                  Awareness 2
                  Presence 1

                  Skills: Acrobatics 3 (+6), Athletics 6 (+8.), Expertise [Military] 4 (+4), Expertise [Pilot] 10 (+10), Insight 6 (+8.), Perception 6 (+8), Ranged Combat [Moon Stone Power] 5 (+10), Stealth 6 (+9), Vehicles [Air] 5 (+8)

                  Advantages: Benefit [Membership (Crime Union)], Close Attack 4, Improved Initiative, Ranged Attack 2

                  Powers: Self Propulsion: Flight 5
                  Moon Stone Array:
                  Gravitonic Blast: Ranged Damage 10 (Extra: Penetrating)
                  -Gravitonic Burst: Visual Affliction 10 [Impaired, Hindered, Unaware; resisted by Fortitude] (Extras: Area [Burst], Cumulative)
                  -Phasing: Insubstantial 4 (Feat: Subtle)
                  Minor Molecular Control: Feature 1 [Instant Change]

                  Offense: Initiative +7
                  Melee Attack +8
                  Ranged Attack +5 // Light Control Array Attack +10

                  Defense: Dodge +10
                  Parry +10
                  Toughness +5
                  Fortitude +10
                  Will +8


                  Costs: Abilities 58+ Skills 18+ Advantages 8+ Powers 43+ Defenses 24= 151 pts.


                  Real Name: Lloyd Bloch
                  Height: 6’1”
                  Weght: 218 lbs
                  Hair: Blonde
                  Eye Color: Blue


                  Complications:
                  Arrogance: Because of his great power Phantom Eagle can become overconfident at times, leading to his downfall.

                  Motivation ~Thrills: Phantom Eagle enjoys the thrill of stealing and using his powers to do as he pleases.

                  Power Loss: Phantom Eagle’s powers derive from an ancient Preserver Gravity Stone that has merged internally with his body. If the stone were to be somehow removed, Phantom Eagle becomes powerless and his Strength and Stamina are reduced to 2.


                  Background: Lloyd Bloch was just a small time smuggler who specialized in using planes as his means of transporting whatever it was he was hired to move (most of the time it was drugs) and it was while on one such job that his plane was hit by a meteor, at least that’s what Lloyd thought it was at first upon climbing free of the wreckage that had been his plane.

                  But upon inspecting the item that had run his craft into the ground Lloyd instead found a fist sized gemstone that was cool to his touch despite it’s fiery descent from the sky and at first his mind was lost in trying to figure out exactly how much he could sell it for but when the gemstone started melting away in his hand all Lloyd had running through his mind was PAIN. So much pain in fact that he passed out, only to wake up hours later and there was no sign of the gemstone. After spending days barely surviving in the jungles of South America, Lloyd ran afoul of a local tribe who apparently practiced cannibalism and was forced to run for his life.

                  The tribe’s ‘hunters’ were used to such tactics from their prey and had already set traps, one of which was a spiked pit which Lloyd fell into but the stress of the situation released the powers the alien gemstone had bestowed upon him and allowed him to escape not only the cannibal tribe but the country altogether. After returning home, Lloyd spent some time experimenting with his powers and decided to embark upon a career in super villainy since he couldn’t see himself going legit and trying to be a hero. Since then he’s been operating as the Phantom Eagle and has encountered a number of different heroes across the country as he repeatedly tries to increase his personal wealth through robbery.

                  Comment


                  • Whirlwind


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

                    Skills: Acrobatics 6 (+9), Athletics 3 (+5), Expertise [Criminal] 6 (+6), Expertise [Perform] 6 (+9), Insight 6 (+7), Perception 6 (+7), Ranged Combat [Centrifugal Throw] 8 (+12), Vehicles [Land] 3 (+7)

                    Advantages: Benefit 2 [Membership (Crime Union) 2], Close Attack 4, Equipment, Improved Initiative

                    Powers: Rotate Body At Superhuman Speed:
                    Movement 2 [Wall-Crawling 2]
                    Senses 1 [Radius Vision]
                    Speed 5
                    Spinning Defense:
                    Enhanced Dodge 8
                    Enhanced Parry 8
                    Immunity 5 [Entanglement Effects] (Flaw: Limited [Half Effective])
                    Protection 2
                    Generate Air Current Array:
                    Tornado: Affliction 8 [Hindered, Prone; resisted by Fortitude] (Extra: Area [Cylinder]); (Flaws: Instant Recovery, Limited Degree) & Damage 8 (Extra: Area [Cylinder])
                    -Focused Air Blast: Damage 8 (Extra: Area [Line])
                    Centrifugal Force Attack Array:
                    Centrifugal Throw: Ranged Damage 8 (Extra: Multiattack)
                    -Centrifugal Strike: Strength-Based Damage 8

                    Offense: Initiative +7
                    Melee Attack +8
                    Ranged Attack +4 // Centrifugal Throw Attack +12

                    Defense: Dodge +12*/+4 [*Spinning Defense]
                    Parry +12*/+4 [*Spinning Defense]
                    Toughness +8*/+6**/+2 [*Body Armor & Spinning Defense/**Body Armor]
                    Fortitude +7
                    Will +7

                    Equipment: Body Armor [Protection 4; Subtle]


                    Costs: Abilities 34+ Skills 16+ Advantages 8+ Powers 82+ Defenses 13= 153 pts.


                    Real Name: David Cannon
                    Height: 6"1"
                    Weight: 220 lbs
                    Hair: Brown
                    Eye Color: Blue


                    Complications:
                    Arrogance: Whirlwind tends to overestimate his own abilities.

                    Motivation ~Greed: Whirlwind wants to get as much money as he can and doesn't mind breaking laws to do it.

                    Personality Quirk ~Selfish: Whirlwind views other people as objects and has no feelings for anybody else but for himself.


                    Background: David Cannon realized during his teenage years that he was a metahuman who could move his body at great speeds when spinning in a tight circle. Secretly developing his skill with his metahuman ability, David found legitimate work as a circus performer, a professional wrestler, and a professional ice skater as an adult. However Cannon’s talents caught the attention of group of criminals who specialized in fixing games then taking bets on said events to reap the profits who employed Cannon to help them with their criminal gains. Cocky and flamboyant over his success, Cannon grew careless in his activities and the authorities grew suspicious over his activities which resulted in both he and his criminal partners to be investigated but Cannon manages to fool the investigators into thinking he was legitimate in his efforts.

                    Becoming over confident with his abilities and the success he’d experienced, Cannon left the gang to pursue a career as a costumed thief on his own; designing a costume that played well to his powers and started calling himself Whirlwind. Since then Whirlwind has become a well known super villain who either pulls various robberies with differing levels of success or is under the employ of various mastermind villains as part of some revenge scheme that is paying him for his service.
                    Last edited by Tattooedman; 25th June 2014, 11:56 PM.

                    Comment


                    • Solar


                      Solar:
                      PL:
                      10
                      Strength 5
                      Stamina 8
                      Agility 3
                      Dexterity 3
                      Fighting 4
                      Intellect 0
                      Awareness 2
                      Presence 2

                      Skills: Expertise [Streetwise] 6 (+6), Insight 5 (+7), Intimidation 7 (+9), Perception 6 (+8), Ranged Combat [Sunstone Array] 5 (+10), Stealth 6 (+9), Vehicles [Land] 3 (+6)

                      Advantages: Benefit 2 [Membership (Crime Union) 2], Close Attack 4, Daze [Intimidation], Power Attack, Ranged Attack 2, Startle

                      Powers: Sun Stone Array:
                      Heat Blast: Ranged Damage 10 (Extra: Penetrating)
                      -Burning Fist: Damage 10 (Extra: Penetrating)
                      -Heat Wave: Damage 10 (Extras: Area [Shapeable], Penetrating)
                      Solar Propulsion: Flight 6
                      Use To The Heat:
                      Immunity 15 [Fire/Heat Effects, Light Damage]
                      Senses 1 [Infravision]

                      Offense: Initiative +3
                      Melee Attack +8
                      Ranged Attack +5 // Sunstone Array Attack +10

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


                      Costs: Abilities 54+ Skills 14+ Advantages 9+ Powers 60+ Defenses 25= 162 pts.


                      Real Name: Silas King
                      Height: 6’2”
                      Weight: Unknown
                      Hair: Red
                      Eye Color: Orange
                      Unusual Features: Golden colored skin

                      Complications:
                      Enemy: Cyberhawk.

                      Motivation ~Greed: Solar wants to make the big money so he can live the high life.


                      Background: Silas King was born in Carson City, Nevada, working as a smuggler of various illegal goods. On a drug run from New York City to Los Angeles, his van broke down in the Mojave Desert and upon trying to make his way back to civilization, King spent several days out in the desert sun. During his journey he witnessed a ‘falling star’, tracking it down to use as a heat source during the coming cold night in the desert.

                      What he found instead was a meteor that was cracked open from the impact with a scarlet gem sitting in its center and no heat from entering Earth’s atmosphere. Fascinated by his discovery, King found himself drawn to the cracked meteor until he finally reached in tentatively and took the gem. The last thing King recalls from that night was staring at the in the light of the small fire he’d managed to build, but when he awoke the next morning the gem was gone and he summed up the experience as a hallucination brought on by his trekking through the desert during the day time.

                      Eventually King made contact with civilization and while recovering from sunstroke and dehydration in the hospital, he realized he could discharge the solar energy he had stored as heat blasts. He also found out what had happened to the gem – it had somehow become embedded in his chest and seemed to be the source of his newly gained powers.

                      After getting discharged from the hospital King spent some time practicing with his powers, then once he felt he was ready he named himself Solar and began his super criminal career by robbing a bank in New York City. This of course got the attention of Cyberhawk and the two men took an instant disliking to one another which has led to something of a heated rivalry between them over the years but so far Cyberhawk has been the one to come out on top more times than not. Not that Solar has limited himself to only dealing with one hero, as he’s fought a number of the other local heroes of New York at one time or another, he just seems to run afoul of Cyberhawk the most.

                      Comment


                      • Makeshift


                        Makeshift:
                        PL:
                        10
                        Strength 1
                        Stamina 2
                        Agility 2
                        Dexterity 3
                        Fighting 6
                        Intellect 8
                        Awareness 4
                        Presence 3

                        Skills: Athletics 5 (+6), Expertise [Computers] 4 (+12), Expertise [Science] 8 (+16), Insight 7 (+11), Investigation 3 (+11), Perception 7 (+11), Persuasion 6 (+9), Ranged Combat [Tech Pack Weapons] 6 (+10), Technology 8 (+16), Vehicles [Air] 4 (+7), Vehicles [Exotic] 3 (+6), Vehicles [Land] 4 (+7), Vehicles [Sea] 4 (+7)

                        Advantages: Beginner’s Luck, Benefit 3 [Wealth x3 (Millionaire)], Close Attack 2, Defensive Roll 2, Inventor, Jack-of-all-Trades, Luck [Skillful] 2, Ranged Attack, Speed of Thought

                        Powers: Genius: Quickness 5 (Flaw: Limited [Mental tasks only])
                        Tech Suit: (Removable ?2 pts) [10 pp]
                        Environmental Seals: Immunity 6 [Environmental Cold, Environmental Heat, Environmental Pressure, Environmental Radiation, Suffocation]
                        Nano Armor: Protection 6

                        Tech Pack: (Removable ?12 pts) [52 pp]
                        Devices On Demand: Variable 8 [40 pts: technology descriptor] (Extra: Move Action)

                        Offense: Initiative +8
                        Melee Attack +8
                        Ranged Attack +4 // Tech Pack Weapons Attack +10

                        Defense: Dodge +12
                        Parry +12
                        Toughness +8*/+2 [*Tech Suit]
                        Fortitude +7
                        Will +9


                        Costs: Abilities 58+ Skills 24+ Advantages 14+ Powers 66+ Defenses 26= 188 pts.


                        Real Name: Kayleigh Owens
                        Height: 5'4"
                        Weight: 122 lbs
                        Hair: Black
                        Eye Color: Brown


                        Complications:
                        Mistakes From The Past: Makeshift spent several years as a supervillain but has recently become part of a newly assembled team of heroes, and there are those among her former peers who consider her to be a traitor and might come looking to "teach her a lesson" for jumping sides.

                        Motivation ~Ego: Makeshift is very proud of her intellect, and can be a bit….condescending to anyone she is dealing with.

                        Motivation ~Thrills: Makeshift originally turned to super crime to assuage her boredom with mundane life.

                        Not So Secret Identity: It's public knowledge that Makeshift is Kayleigh Owens.


                        Background: Kayleigh Owen was born to a family that struggled to stay in the lower middle class of society, it wasn't that they were lazy or not motivated but both of Kayleigh's parents hadn't graduated from high school and were unable to keep a steady job. Kayleigh meanwhile showed an early aptitude for machines; creating functioning contraptions from scavenged parts from mundane household items. Thus when Kayleigh first attended school she was tested and was declared a genius as her I.Q. was off the charts. Suddenly there was a flood of offers from several private schools offering scholarships to Kayleigh and bribes to her parents to influence their choice. Eventually her parents choose the school that provided a "grant" that allowed their students family to move near the school (and in this case that was a side of town that the Owens family would have never managed their entire lives) as well as a very generous housing fund that was to allow them to take care of the other household needs of the family.

                        Kayleigh then spent much of her young life studying in various prestigious schools as her intellectual interests changed and her graduate level increased. When Kayleigh was eighteen she graduated from college with degrees in chemistry, physics, mathematics, computers, and biology. That night Kayleigh was offered a job by one of the front companies of Fabricators Inc., as they recognized her level of genius and wanted it working for them. The yearly pay they offered was obscene enough that allowed Kayleigh to outright buy herself a new home in California, far away from her freeloading family.

                        For years Kayleigh produced various pieces of technological equipment for Fabricators, earning herself a small fortune thanks to the incentive bonuses Fabricators paid, but at some point Kayleigh started to feel that she wasn’t being challenged enough by her work and began a personal project designing a machine that was able to handle any conceivable challenge one might face "in the field". It took her a couple of years, developing a nanite infusion that could restructure and repurpose its contents based on the user’s mental commands but once she had a working model Kayleigh knew that she was going to become famous because of it.

                        Thus began the criminal career of Makeshift; the technological criminal. While she wasn’t as successful as she’d thought she would have been, Kayleigh enjoyed a good amount of success as she’d often times hire herself out as an "independent technology consultant" (doing hi-tech work for those willing to pay her fee) and earned herself even more money to finance her own scientific advancements as well as exposure to a number of experiences Kayleigh would have never had otherwise. Plus she rarely saw the inside of either Blackstone or New Alcatraz thanks to her lawyer often managing to get her charges reduced to the point all she had to do was pay a few thousand dollars and she was on about her business. Then Kayleigh got the oddest job offer ever Vega, a newer hero from Freedom City, tracked her down and offered her a spot on a team he was putting together. A team of heroes, and he wanted her on it? She couldn’t understand his line of thought until he plainly put it;

                        "You want to prove you’re the smartest one around right? Well who’s got the fancier gear? The good guys or the bad guys? Work with my group, stay outta trouble and you can pick apart anything hi-tech we find that AEGIS doesn’t take as long as you don’t use it for anything criminal."

                        That was all Kayleigh needed to hear and she agreed to join the Alliance that Vega was putting together. Granted some of her former peers aren’t too happy with her for her current choice of jobs but they’re not the ones getting to reverse engineering Farsider tech, so they can kiss her microchips.
                        Last edited by Tattooedman; 21st February 2015, 02:03 PM.

                        Comment


                        • Copperhead


                          Copperhead:
                          PL:
                          10
                          Strength 3
                          Stamina 5
                          Agility 6
                          Dexterity 6
                          Fighting 6
                          Intellect 1
                          Awareness 3
                          Presence 1

                          Skills: Acrobatics 8 (+14), Athletics 8 (+11), Expertise [Criminal] 10 (+11), Insight 6 (+9), Intimidation 9 (+10), Perception 6 (+9), Sleight of Hand 5 (+9/+18), Stealth 8 (+14)

                          Advantages: Agile Feint, Benefit 2 [Membership (Crime Union) 2], Chokehold, Close Attack 6, Damaging Escape, Daze [Intimidation], Defensive Roll 2, Follow-Up Strike, Grabbing Finesse, Hide In Plain Sight, Improved Feint, Improved Initiative, Move-by Action, Power Attack, Second Chance [Sleight of Hand Checks to Escape], Skill Mastery [Sleight of Hand], Takedown 2

                          Powers: Snakebite: Weaken Stamina 10 (Extra: Secondary Effect); (Feat: Subtle)
                          Snake Physiology:
                          Immunity 1 [Poison]
                          Immunity 5 [Entrapment Effects] (Flaw: Limited [Half Effective])
                          Movement 3 [Slithering, Wall-Crawling 2]
                          Senses 5 [Infravision, Olfactory (Acute), Tactile (Extended, Radius, Ranged)]
                          Claws: Strength-Based Damage 5 (Feat: Improved Critical 2)
                          Flexible Bones: Enhanced Skill 3 [Sleight of Hand +9] (Flaw: Limited [Contorting/Escape Checks Only])

                          Offense: Initiative +10
                          Melee Attack +12
                          Ranged Attack +6

                          Defense: Dodge +13
                          Parry +13
                          Toughness +7*/+5 [*Defensive Roll]
                          Fortitude +9
                          Will +8

                          Costs: Abilities 58+ Skills 20+ Advantages 25+ Powers 46+ Defenses 23= 172 pts.


                          Real Name: Unknown
                          Height: 5'9"
                          Weight: Unknown
                          Hair: Unknown
                          Eye Color: Yellow
                          Unusual Features: Scaly skin

                          Complications:
                          Bloodlust: Because of his powers making his brain more like that of a predatory animal than a human, Copperhead can sometimes become too aggressive.

                          Motivation ~Greed: Copperhead is driven to earn as much money as he can for the work he does.


                          Background: The criminal known as Copperhead first appeared in Bay City, committing numerous thefts before finally being apprehended by Seeker of the Champions. Copperhead then turned to more deadly pursuits as a super-assassin; constricting victims to a suffocating death by wrapping his body around them thanks to his contortionist skills and then flexing all of his muscles simultaneously.

                          Copperhead's first job was to assassinate an important finance minister at an Economic Conference being held in New York City. Fortunately for the minister local hero the Grasshopper was in the area and attempted to prevent Copperhead from fulfilling his contract, but the young hero underestimated Copperhead and the snake-themed villain completed his contract.

                          Later Copperhead was hired by gangster Ira Scarlatti to kill a New York City police detective who was getting close to connecting Ira to certain criminal activities he was involved with along with David Rhodes. Copperhead's first attempt was thwarted by a friend of the detective, Chase Ramsey (who also is the costumed vigilante Manhunter), and Ramsey knew that Copperhead would try again to complete his contract and began secretly following his friend so he could catch Copperhead and find out exactly who had hired him to go after Ramsey's friend. The two fought a few times as Manhunter kept interfering with Copperhead's attacks on the detective and eventually Copperhead was defeated and sent to prison (though he managed to escape shortly after).

                          Copperhead continues to be an assassin and has traveled across the country on various jobs, and sometimes running into local heroes while trying to complete his contracts.

                          Comment


                          • Roulette


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

                            Skills: Deception 9 (+14), Expertise [Computers] 12 (+16), Expertise [Criminal] 12 (+16), Insight 9 (+14), Intimidation 5 (+10), Perception 8 (+13), Persuasion 8 (+13), Sleight of Hand 9 (+13), Stealth 9 (+13), Technology 12 (+16)

                            Advantages: Assessment, Beginner's Luck, Benefit 2 [Cipher 2], Benefit 4 [Wealth x4 (Multi-Millionaire)], Close Attack 8, Connected, Daze [Deception], Defensive Roll 5, Equipment 5, Evasion, Improved Initiative, Inspire 3, Minions 9 [House Employees], Minions 9 [4 Spheres (PL 6)], Ranged Combat 8, Redirect, Set-Up, Uncanny Dodge, Well-Informed

                            Powers: Stolen & Copied Gear: Variable 8 [40 pt. pool] (Extras: Free Action, Increased Duration [Continuous])
                            ~Sample Gear:
                            Paragon's VED Pistols: (Removable –8 pts) [32 pp]
                            Energy Discharge: Ranged Damage 12 (Extra: Penetrating); (Feat: Improved Critical 3)
                            -Pulse Discharge: Ranged Damage 12 (Extra: Multiattack); (Feat: Improved Critical 3)

                            Paragon's Nightstick: (Removable –2 pt) [8 pp]
                            Omnium Steel Shell: Strength-Based Damage 6 (Feat: Improved Critical 3, Improved Sunder)

                            Blackbird's Gauntlets: Removable (-5 pts) [21 pp]
                            Net: Ranged Affliction 8 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Strength] (Extras: Area [Burst], Extra Condition); (Flaw: Limited Degree)
                            -Blade Launcher: Ranged Damage 8 (Extra: Multiattack)
                            -Claws: Strength-Based Damage 3 (Feat: Improved Critical 2)

                            Foxbat's Bouncer Bombs: Ranged Damage 10 (Extra: Area [Burst]); (Feat: Ricochet 4)

                            Black Bow's Custom Bow and Trick Arrows: (Easily Removable -16 pts) [24 pp]
                            Sleeping Gas Arrow: Ranged Affliction 8 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extras: Area [Cloud], Cumulative)
                            -Broadhead Arrows: Ranged Damage 8 (Extra: Multiattack)
                            -Acid Arrow: Ranged Weaken Toughness 8 (Extra: Affects Objects)
                            -Cable Arrow: Movement 1 [Swinging]
                            -Explosive Arrow: Ranged Damage 8 (Extra: Area [Burst])

                            Red Death's Gas Guns: (Removable –7 pts) [28 pp]
                            Wide Dispersal Nozzle Sickening Gas: Affliction 10 [Impaired, Disabled, Incapacitated; resisted by Fortitude] (Extras: Area [Cloud], Cumulative)
                            -Wide Dispersal Nozzle Choking Gas: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extras: Area [Cloud], Cumulative)
                            -Wide Dispersal Nozzle Paralytic Gas: Affliction 10 [Hindered/Immobile/Paralyzed; resisted by Fortitude] (Extras: Area [Cloud], Cumulative)
                            -Poison Gas Bomb: Ranged Affliction 8 [Impaired, Disabled, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
                            -Choking Gas Bomb: Ranged Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
                            -Paralytic Gas Bomb: Ranged Affliction 8 [Hindered, Immobile, Paralyzed; resisted by Fortitude] (Extra: Cumulative)

                            Samhain's Bag of Tricks: (Easily Removable -16 pts) [27 pp]
                            Spider‘s Silk Bombs: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized, Paralyzed; resisted by Dodge/Strength] (Extra: Cumulative, Extra Condition)
                            -Gas Ghosts: Ranged Affliction 10 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extra: Cumulative)
                            -Gas Goblins: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
                            -Pumpkin Bombs: Ranged Damage 10 (Extra: Area [Burst])

                            Scorpia's Stinger Gloves: (Removable –6 pts) [25 pp]
                            Poisoned Blades I: Strength-Based Damage 4 (Extra: Penetrating 8.); (Feat: Improved Critical 2) & Affliction 8 [Fatigued, Exhausted, Incapacitated; resisted by Fortitude] (Extra: Cumulative); (Feat: Subtle 2)
                            -Poisoned Blades II: Strength-Based Damage 4 (Extra: Penetrating 8.); (Power Feat: Improved Critical 2) & Affliction 8 [Hindered, Immobilized, Paralyzed; resisted by Fortitude] (Extra: Cumulative); (Feat: Subtle 2)

                            Soundwave's Sonic Disruption Pistol: (Easily Removable –14 pts) [21 pp]
                            Setting 1: Damage 10 (Extra: Area [Line], Penetrating)
                            -Setting 2: Damage 10 (Extra: Area [Cone])
                            -Setting 3: Affliction 10 [Hearing Impaired, Hearing Disabled, Hearing Unaware; resisted by Dodge/Fortitude] (Extra: Area [Targeted Cone])
                            -Setting 4: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Dodge/Fortitude] (Extra: Area [Targeted Cone])
                            -Setting 5: Affliction 10 [Hindered, Immobile, Paralyzed; resisted by Dodge/Fortitude] (Extra: Area [Targeted Cone])
                            -Setting 6: Ranged Weaken Toughness 10 (Extra: Affects Objects); (Flaws: Limited [Objects Only], Unreliable)

                            Soundwave's Sonic Grenades: (Easily Removable –24 pts) [39 pp]
                            Disruption Grenade: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Dodge/Fortitude] (Extra: Area [Burst]) & Ranged Damage 10 (Extra: Area [Burst])
                            -Noise Maker Mark I: Audio Concealment 2 [all audio senses] (Extras: Area [Burst], Attack) & Ranged Damage 5 (Extra: Area [Burst])
                            -Noise Maker Mark II: Ranged Affliction 10 [Hearing Impaired, Hearing Disabled, Hearing Unaware; resisted by Dodge/Fortitude] (Extra: Area [Burst])
                            -Radio Wave Disruptor: Nullify 10 [radio/TV signals] (Extras: Area [Burst] 2, Continuous Duration)

                            Whiplash's Cyber-Whip: (Removable –4 pts) [17 pp]
                            Wrap Up Targets: Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Degree); (Flaw: Limited Degree)
                            -Omnium Steel Tip: Strength-Based Damage 5 (Extra: Penetrating 10); (Feats: Improved Critical 2, Improved Trip, Reach 2)


                            Offense: Initiative +8
                            Melee Attack +14
                            Ranged Attack +12

                            Defense: Dodge +13
                            Parry +13
                            Toughness +7*/+2 [*Defensive Roll]
                            Fortitude +7
                            Will +12

                            Equipment: Headquarters [The House (25 ep); Size: Gargantuan; Toughness 14] Features: Combat Simulator, Communicaitons, Computer, Concealed 4 [DC 25], Defense System, Fire Prevention System, Holding Cells, Infirmary, Laboratory, Living Space, Personnel, Power System, Security System 2 [DC 25], Workshop


                            Costs: Abilities 64+ Skills 31+ Advantages 63+ Powers 80+ Defenses 28= 266 pts.


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


                            Complications:
                            The House Always Wins: Roulette is driven by competition and determined to always end up on the winning side, usually by making sure she's the one setting up the battles before they happen.

                            Worldwide Audience: Nearly every battle arranged by Roulettle is broadcast to a large audience of criminals and villains, all of which are wagering on the outcomes, making Roulette's victories and her defeats known to everyone.


                            Background: The early years of the woman who calls herself Roulette are a mystery, which is just how she wants it. At some point she became part of the the Sin Factory, an underworld casino operated by Jackie and Johnny Deuce, and was placed in charge of what she calls the House - which is little more than gladiatorial styled fights between metahumans. For several years the fighters were members of the criminal underworld but a few years ago Roulette realized that many members of the criminal community would be interested in seeing members of the super heroic community fight one another. Thus began Roulette's M.O. of kidnapping various heroes and forcing them into fighting for her, and her patron's, enjoyment which built both her profits as well as her profile within the super heroic community.

                            Despite the efforts of many, including the Raven and Foreshadow, Roulette has yet to be made accountable for her crimes. This is due to the secret backers of the Sin Factory, the Brimstone House, a collection a mages who have connections in all levels of law enforcement that they use to protect the Sin Factory combined with various levels of security and protection (both mystical and mundane). Roulette is unaware of the Brimstone House's influence and control over her employers but in all honesty she wouldn't care as long as she was given the same free reign she enjoys as the head of the House.

                            Recently Roulette was approached by Brother Blood, one of the teachers at the Shadow Academy, with an offer of helping him test the members of the Albrigth project against certain students of his. Of course he paid Roulette for capturing the Albrighters and supplying the place for the fights he had in mind but Diamond, Epitaph, Light Weaver, Sundial and Rebound proved to be more skilled and resourceful than Brother Blood had expected as each of them not only beat their chosen opponents they managed to free the other teen aged metahumans Roulette had captured as a 'test run'. Together those three, Vulcan, Kyle and Cougar, and a girl who had been working for her, Chelsea, the Albrighters fought a larger force of Brother Blood's students to almost a standstill which forced Brother Blood to take his people amd flee from the area.

                            Before Roulette could release the Albright kids, and their freed allies, as was her plan since she had no interest in keeping them any longer given they'd served her purpose, Chelsea activated the escape plan she'd been working on during the fight which returned all of them back to the Arcadian Academy where the Albrighters had been taken from hours before.

                            If Roulette plans to regain custody of Chelsea isn't known but if she does it is almost a sure bet that there will some kind of profit for the House involved.


                            Spheres:
                            PL:
                            9
                            Strength -4
                            Stamina --
                            Agility 0
                            Dexterity 0
                            Fighting 0
                            Intellect --
                            Awareness 0
                            Presence --

                            Skills: Ranged Combat [Weapon Systems] 12 (+12), Stealth 0 (+12)

                            Advantages:

                            Powers: Built-In Computer: Feature 1 [Computer Database]
                            Cloaking System: Concealment 10 (Flaw: Limited [Machines Only])
                            Tiny Machine:
                            Immunity 30 [Fortitude Effects]
                            Protection 8
                            Shrinking 12 (Extra: Permanent); (Feat: Innate)
                            Micro-Jets: Flight 6
                            Weapons Systems:
                            Knockout Gas: Affliction 6 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extra: Area [Cloud])
                            -Holographic Projector: Illusion 4 [audio & visual]
                            -Magnesium Flare: Ranged Visual Affliction 6 [Impaired, Disabled, Unaware; resisted by Fortitude]
                            -Smoke Gas: Visual Concealment 4 [all visual] (Extras: Area [Cloud], Attack)
                            Transport Beam: Teleport X (Extras: Accurate, Attack); (Feat: Increased Mass 5 [1600 lbs])

                            Offense: Initiative +0
                            Melee Attack +0
                            Ranged Attack +0 // Weapons Systems Attack +12

                            Defense: Dodge +11
                            Parry +8
                            Toughness +8
                            Fortitude N/A
                            Will N/A


                            Costs: Abilities -32+ Skills 6+ Advantages 0+ Powers 106+ Defenses 7= 87 pts.

                            Comment


                            • Moreta


                              Moreta:
                              PL:
                              8
                              Strength 3
                              Stamina 3
                              Agility 3
                              Dexterity 3
                              Fighting 4
                              Intellect 3
                              Awareness 3
                              Presence 3

                              Skills: Intimidation 5 (+8), Insight 5 (+8), Perception 5 (+8), Ranged Combat [Fire Blasts] 4 (+7)

                              Advantages: Equipment, Favored Environment [Airborne], Power Attack, Teamwork

                              Powers: Bionic Wings: Flight 6 (Feat: Feature
                              [Collapsible]); (Flaw: Winged)
                              Fire Blasts: Ranged Fire/Heat Damage 9 (Extra: Penetrating)
                              Fire Proof: Immunity 10 [Fire/Heat Effects]

                              Aerial Combatant: (Flaw: Limited [Only when flying])
                              Enhanced Dodge 4
                              Enhanced Parry 4

                              Offense: Initiative +3
                              Melee Attack +4
                              Ranged Attack +3 // Fire Blasts Attack +7

                              Defense: Dodge +10*/+6 [*Aerial Combatant]
                              Parry +10*/+6 [*Aerial Combatant]
                              Toughness +6*/+3 [*Costume]
                              Fortitude +7
                              Will +6

                              Equipment: Costume [Protection 3; Subtle, Commlink)]


                              Costs: Abilities 50+ Skills 7+ Advantages 4+ Powers 50+ Defenses 12= 123 pts.


                              Real Name: Tamara
                              Height: 5'3"
                              Weight: Unknown
                              Hair: Dark Brown
                              Eye Color: Brown


                              Complications:
                              Arrogant: Moreta is overconfident in battle.

                              Prejudice: Moreta is an obvious metahuman thanks to her bionic wings.

                              Quirk: Metahuman chauvinist.



                              Background: One of several metahumans secretly taken by Project: Icarus, Tamara had her bat-like wings amputated to see how her mutant physiology handled the strain then had a pair of bionic replacements grafted onto her to test her body's ability to adapt to that. Icarus scientists were considering adding more bionic parts to her when MEDUSA broke into their facility to destroy part of Icarus' assets, but upon seeing the various 'test subjects', like Tamara, they decided to free as many as possible in as well.

                              When it was all done and over with Tamara and a couple others were moved by Gorgon's speech about making a better world for metahumans, or they were looking for some serious payback for the things done to them just because they were metahumans (either way Gorgon and the others didn't care), that they accepted the offer of joining MEDUSA.
                              Last edited by Tattooedman; 22nd June 2014, 07:36 PM.

                              Comment


                              • Reaper


                                Reaper:
                                PL:
                                8
                                Strength 3
                                Stamina 3
                                Agility 4
                                Dexterity 0
                                Fighting 6
                                Intellect 0
                                Awareness 0
                                Presence 0

                                Skills: Acrobatics 2 (+), Close Combat [Unarmed] 2 (+8), Close Combat [Scythe] 2 (+8), Deception 5 (+5), Insight 5 (+5),
                                Intimidation 7 (+7), Perception 5 (+5), Stealth 6 (+10)

                                Advantages: All-Out Attack, Defensive Roll, Equipment, Improved Critical [Scythe], Improved Disarm, Improved Initiative, Improved Smash, Power Attack, Set-Up, Teamwork

                                Powers: Paralytic Energy: Affliction 8 [Dazed & Impaired, Stunned & Exhausted, Paralyzed; resisted by Fortitude] (Extras: Cumulative, Extra Condition); (Flaw: Medium [metallic objects])

                                Bionic Arms: Feature 1 [Allow channeling of powers]

                                [b]Omni Steel Scythe: (Easily Removable -6 pts) [9 pp]
                                Razor Sharp Edge: Strength-Based Slashing Damage 5 (Feats: Improved Critical, Reach) (Extras: Penetrating 8)

                                Offense: Initiative +8
                                Melee Attack +6 // Scythe/Unarmed Attack +8
                                Ranged Attack +0

                                Defense: Dodge +9
                                Parry +9
                                Toughness +7*/+6**/+3 [*Costume & Defensive Roll/**Costume]
                                Fortitude +8
                                Will +6

                                Equipment: Costume [Protection 3; Subtle, Commlink)]


                                Costs: Abilities 32+ Skills 12+ Advantages 10+ Powers 26+ Defenses 19= 99 pts.


                                Real Name: Unknown
                                Height: 6’
                                Weight: Unknown
                                Hair: Black
                                Eye Color: White
                                Unusual Features: Chalk white skin, black tattoos around eyes


                                Complications:
                                Prejudice: Reaper is an obvious metahuman.

                                Quirk: Metahuman chauvinist.

                                Weakness: (Magnetic, Electrical Attacks)- With cybernetic limbs, Reaper is vulnerable to magnetic attacks, and may take further effects from electrical damage.


                                Background: Another mutant picked up by Project: Icarus, the white skinned mutant who calls himself Reaper was being prepped to become part of their Weapon P.R.I.M.E. but was rescued by members of MEDUSA before they could implant the 'black box' control in his head.

                                Grateful to MEDUSA for rescuing him, Reaper took them up on their offer of his joining them to help other metahumans from similar treatments that he'd endured. So far Reaper has been one of the more blood thirsty members and does his best to keep up with Typhon in terms of the amount of violence he'll use while on a mission. Not that Gorgon really minds that is, she views Reaper as one of MEDUSA's better members as his outlook is very similar to the founders.
                                Last edited by Tattooedman; 25th June 2014, 11:57 PM.

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