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World Of Freedom: Freedom City Setting Updates

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  • Strobe


    Strobe:
    PL:
    8
    Strength 1
    Stamina 2
    Agility 2
    Dexterity 0
    Fighting 5
    Intellect 0
    Awareness 0
    Presence 2

    Skills: Athletics 4 (+5), Close Combat [Unarmed] 3 (+8), Deception 6 (+8), Insight 6 (+6), Perception 6 (+6), Ranged Combat [Thermal Energy Field Array] 8 (+8), Stealth 6 (+8)

    Advantages: All-Out Attack, Equipment, Power Attack, Seize Initiative, Teamwork

    Powers:
    Thermal Energy Field Array:
    Heat Aura: Heat Damage 8 (Extras: Linked to Protection, Reaction [being touched]); (Feat: Selective) Protection 6 (Extras: Linked to Heat Damage, Sustained)
    Heat Blast: Ranged Heat Damage 8 (Extra: Penetrating)
    -Melt Objects: Weaken Toughness 8 (Feat: Reach 2)
    -Flare: Affliction 10 [Vision Impaired, Vision Disabled, Vision
    Unaware; resisted by ] (Extras: Area [Burst], Cumulative); (Flaw: Limited [1 sense (vision)])

    Offense: Initiative +2
    Melee Attack +5 // Unarmed Attack +8
    Ranged Attack +0 // Thermal Energy Field Array Attack +8

    Defense: Dodge +7
    Parry +7
    Toughness +8*/+2 [*Heat Aura]
    Fortitude +7
    Will +6

    Equipment: Commlink


    Costs: Abilities 24+ Skills 15+ Advantages 5+ Powers 56+ Defenses 18= 118 pts.


    Real Name: Juliana Worthing
    Height: 5'6"
    Weight: Unknown
    Hair: Red
    Eye Color: Green


    Complications:
    Prejudice: Strobe is a metahuman, though her powers don’t make it obvious until she uses them.

    Quirk: Metahuman chauvinist


    Background: Another mutant captured by Project: Icarus, Juliana hadn't been experimented on yet by the time MEDUSA broke into their facility but she'd seen enough of what was done to the others that it took little effort from Gorgon to convince her to join MEDUSA to save other metahumans.
    Last edited by Tattooedman; 25th June 2014, 11:57 PM.

    Comment


    • Fiacho


      Fiacho:
      PL:
      12
      Strength 4
      Stamina 4
      Agility 6
      Dexterity 6
      Fighting 8
      Intellect 6
      Awareness 5
      Presence 6

      Skills: Acrobatics 8 (+14), Athletics 8 (+14), Deception 8 (+14), Expertise [Civics] 8 (+14), Expertise [Computers] 6 (+12), Expertise [Criminal] 8 (+14), Expertise [Current Events] 8 (+14), Expertise [Tactics] 8 (+14), Intimidation 8 (+15), Investigation 8 (+14), Perception 10 (+15), Persuasion 8 (+14), Insight 10 (+15), Sleight of Hand 6 (+12), Stealth 10 (+16), Vehicles [Land] 7 (+13)

      Advantages: All-Out Attack, Assessment, Close Attack 8, Chokehold, Defensive Roll 2, Defensive Strike, Equipment 6, Evasion 2, Follow-Up Strike, Improved Critical [Unarmed] 2, Improved Disarm, Improved Feint, Improved Initiative 2, Improved Trick, Improved Trip, Inspire 3, Languages 4 [Base: Danish; English, French, German, Italian, Polish, Portuguese, Russian, Spanish], Leadership, Luck [Determination] 2, Luck [Determined Recovery] 2, Luck [Inspired] 2, Power Attack, Ranged Attack 6, Startle, Uncanny Dodge, Well-Informed

      Powers: Gauntlets: (Removable –10 pts) [41 pp]
      Flechettes: Ranged Damage 12 (Extras: Multiattack, Penetrating); (Feat: Improved Critical 2)
      -Corrosive Gel Pellets: Ranged Weaken Toughness 12 (Extras: Affects Objects, Sustained); (Feat: Improved Critical 2)

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

      Defense: Dodge +15
      Parry +15
      Toughness +9*/+7**/+4 [*Costume & Defensive Roll/**Costume]
      Fortitude +10
      Will +13

      Equipment: Costume [Protection 3; Subtle]
      Utility Belt: (25 ep)
      Tear Gas Pellets [Ranged Cloud Area Affliction 4 (Dazed & Vision Impaired, Stunned & Vision Disabled, Incapacitated; resisted by Fortitude)]
      -Bolos [Snare 3 (Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge)]
      -Cutting Torch [Damage 1 & Weaken Toughness 1]
      -Explosives [Ranged Burst Area Damage 5]
      -Power Knuckles [Strength-Based Damage 4]
      -Sleep Gas Pellets [Ranged Cloud Area Sleep 4 (Fatigued, Exhausted, Asleep; resisted by Fortitude]
      -Smoke Pellets [Ranged Cloud Area Visual Concealment Attack]
      -Swingline [Movement 1 (Swinging)]
      -Throwing Blades [Ranged Multiattack Strength-Based Damage 1]
      -Throwing Discs [Ranged Strength-Based Damage 1]



      Costs: Abilities 78+ Skills 43+ Advantages 55+ Powers 41+ Defenses 30= 247 pts.


      Real Name: Danar Nicole
      Height: 6’ 2”
      Weight: 180 lbs
      Hair: Black
      Eye Color: Brown


      Complicaitons:
      Arrogant: Fiacho is unwilling to believe that he has any equal and can be extremely over-confident in combat and his planning.

      Identity: Fiacho's identity as Danar Nicole is a secret he fervently guards.

      Motivation ~Power/Control: Fiacho is driven to take over Europe and make it the superpower in the global community that he knows it should be, and he is willing to do whatever it takes to make it happen.

      Unify Europe: Fiacho intends on making Europe into the super power it should have become no matter what he has to do to accomplish that goal, even committing criminal acts.


      Background: Eurostar was borne out of the twisted dream of one Danar Nicole, who sought dominion over others. His family had great social and political influence in his own land of Denmark and Danar was able to easily win rank and position in the United Nations at a relatively young age. He intended to unite the cultures and nations of Europe under one flag and under the control of one hand, his own, to guide the growth of the world. Danar believed that it was the destiny of the cultured European states to do this, rather than the rash, upstart Americans or the clumsy and brutish Soviets. His family had ruled over lesser men and he, at the age of eighteen, ruled over his family and they prospered, Danar saw to that and so it was from respect and not fear that his family followed him. Why would the world be any different?

      Eventually Danar manipulated his way into the position of U.N. liaison to UNISON, the first step he needed to gain his goal; access to the information which the organization gathered on various metamen (both newly emerged as well as established, good and ill intentioned) in hopes of being able to form a group of like-minded people who would help Danar achieve his dream. During these years Danar made sure to improve his already fit body, believing that a sound mind needs a sound body, refining his regimen to include many of the standards used to train UNISON’s agents to the point that he was as able bodied as any active agent, and then some since Danar refused to accept he had an equal in any regard. It was also during this time that he began acquiring the weapons and equipment he would eventually need once he took a more open role in his plans, paying the Foundry to design and build them through subverted secondaries.

      Finally Danar was ready to gather those he’d chosen and monitored over the years to his side and within only a few months time the original line up of Eurostar made their debut at a United Nations event, but thanks to the Sentinels (who were there in attendance because Doc Steele, who had been a main contributor to the cause of the event, was also there) their overall effect was minimal.

      Over the years since Fiacho, as Danar named himself, has lead Eurostar on various plots to conquer different parts of Europe or were focused on strengthening the social/political power their members already possessed. Danar has never had his other identity exposed and has held onto his position in UNISON and thanks to his machinations and manipulations of various people of authority in UNISON, Eurostar is almost immune to that agency’s efforts to stop them and has certain higher ranking members of that orgainization beginning to wonder if there aren't moles in their midst in the employ of Eurostar.
      Last edited by Tattooedman; 23rd June 2014, 08:26 AM.

      Comment


      • Bora


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

        Skills: Acrobatics 4 (+8.), Deception 8 (+11/+13), Expertise [Model] 8 (+9), Insight 8 (+11), Perception 8 (+11), Persuasion 9 (+12/+14), Ranged Combat [Air Control Array] 6 (+10), Stealth 6 (+10)

        Advantages: All-Out Attack, Attractive, Improved Initiative, Improved Taunt, Language 2 [Base: Italian; English, Spanish], Move-By Action, Power Attack, Precise Attack [ranged; concealment], Set-Up, Taunt, Teamwork

        Powers: Air Control Array:
        Suffocate: Affliction 11 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Progressive)
        -Air Blast: Ranged Damage 12 (Extra: Affects Corporeal)
        -Control Air Currents: Move Object 12 (Extra: Affects Corporeal)
        Body of Air:
        Flight 6
        Incorporeal 4 [affected by wind-based attacks] (Power Feat: Subtle 2)

        Offense: Initiative +8
        Melee Attack +4
        Ranged Attack +4 // Air Control Array Attack +10

        Defense: Dodge +13
        Parry +13
        Toughness +2
        Fortitude +8
        Will +8


        Costs: Abilities 40+ Skills 23+ Advantages 12+ Powers 74+ Defenses 29= 178 pts.


        Real Name: Irene Bertholt
        Height: 5'4"
        Weight: Unknown
        Hair: Brown
        Eye Color: Blue

        Complications:
        Motivation ~Entitlement: Bora feels that she is owed much from society since society saw fit to force her family into poverty.

        Protective:
        Bora is incredibly driven to keep her extended family protected from others and has been known to lash out violently at those who hurt them.


        Background: Irene Bertholt was born to German aristocrats, the nobility of the old regime but during WWII her great grandfather, a high ranking Nazi officer in charge of one of the many death camps, had been captured, tried and executed for his crimes while his property was divided out amongst his victims resulting in the near poverty Irene had been born into only a few generations later. Resenting what had happened to her family due to her great grandfather’s simple following of orders, Irene grew up to become a very angry young woman who joined a anarchist movement that sought to disrupt the government.

        It was during one of the group’s attempts to cause public panic, setting off a bomb in a hospital, that Irene’s powers manifested. Specifically when she was caught by local police and they tried to arrest her, in the first use of her powers Irene killed them. Panicking she fled the building and went into hiding for several months, only coming out when she absolutely needed something. There were times when she didn’t use her powers but when she did that Irene would lose control and kill again, sending her straight back into hiding.

        It was Fiacho who finally found her, using his UNISON information to track Irene’s movements, and by the virtue of his charm and magnetic personality he managed to calm the frightened young woman and convinced her to come with him where he could help her to understand and control her newfound powers and would show her how to strike back at the world that had done her and her family so wrong.

        It was almost four months later when Bora made her public debut along with the rest of Eurostar where she demonstrated that she was one of their most committed and driven members. Bora’s mood shifts like the winds she controls but she never forgives an action against her, Eurostar, or Fiacho no matter how slight and will always strive to return it at least double in magnitude. Over the years she has been intimately involved with almost every male member of the group and currently is having an affair with White Flame.
        Last edited by Tattooedman; 23rd June 2014, 08:26 AM.

        Comment


        • Durak


          Durak:
          PL:
          12
          Strength 14 (4)
          Stamina 14 (4)
          Agility 0
          Dexterity 0
          Fighting 6
          Intellect 0
          Awareness 1
          Presence 1

          Skills: Athletics 3 (+17), Intimidation 15 (+16), Insight 10 (+11), Perception 10 (+11), Ranged Combat [Thrown Objects] 6 (+10), Stealth 10 (+10)

          Feats: All-Out Attack, Chokehold, Close Attack 4, Fast Grab, Improved Grab, Improved Hold, Improved Initiative 2, Interpose, Languages 2 [Base: Russian; English, German], Power Attack, Ranged Attack 4

          Powers: Super-Soldier Treatment:
          Enhanced Strength 10
          Enhanced Strength 2 (Flaw: Limited [Lifting Only])
          Enhanced Stamina 10
          Immunity 20 [Cold Damage, Fire Damage, Life Support]
          Impervious Toughness12
          Leaping 5

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

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

          Defense: Dodge +10
          Parry +10
          Toughness +14* [*Impervious 12]
          Fortitude +15
          Will +9


          Costs: Abilities 32+ Skills 19+ Advantages 19+ Powers 93+ Defenses 23= 186 pts.


          Real Name: Igor Sternankov
          Height: 6’5”
          Weight: 300 lbs
          Hair: Blonde
          Eye Color: Glowing Red


          Complications:
          Rivalry: Durak seeks to outdo his former teammates, the Winter Guard.

          Spoiling for a Fight: Durak enjoys fighting other metamen and often uses violence to solve his problems.


          Background: Igor Sterankov's super-physique is the product of one of the very last of the old Soviet Union's super-soldier programs. A former member of the Winter Guard who was kicked out for assorted misdemeanors, he eventually ended up as Fiacho's first recruit, and basically is his enforcer. Durak couldn't care less about unifying Europe, but enjoys the opportunity to show up the effete snobs of the Winter Guard at every opportunity while Fiacho is more than happy to make use of Durak's military connections.

          Durak is little more than a super-powered thug, following Fiacho's orders to the letter (especially since most of the time they involve Durak fighting or being destructive in some way). He lives his life the way he sees fit now as is due a man of his personal power and is highly protective of it.
          Last edited by Tattooedman; 23rd June 2014, 08:25 AM.

          Comment


          • Mentalla


            Mentalla:
            PL:
            10
            Strength 0
            Stamina 1
            Agility 1
            Dexterity 1
            Fighting 4
            Intellect 3
            Awareness 6
            Presence 3

            Skills: Deception 10 (+13), Expertise [History] 4 (+6), Expertise [Psionics] 10 (+13), Insight 8 (+14), Perception 4 (+10), Persuasion 10 (+13), Stealth 9 (+10), Technology 5 (+8.)

            Advantages: Daze [Deception], Defensive Roll 3, Equipment, Fascinate 2 [Deception, Persuasion], Languages 2 [Base: Spanish; English, Italian], Luck [Inspiration], Second Chance [Will Saves], Set-Up, Teamwork, Ultimate Effort [Ultimate Will Save], Uncanny Dodge

            Powers: Astral Form: Remote Sensing 8 [all senses] (Feat: Subtle); (Flaw: Quirk [Body left behind & vulnerable])
            Telepathy:
            Communication 3 [mental] (Extras: Area, Selective)
            Mind Reading 10 (Extra: Effortless)
            -Mind Rot: Ranged Weaken Awareness 10 (Extra: Perception)
            -Psionic Scenery: Ranged Affliction 10 [Figment, Phantasm, Immersion; resisted by Will] (Extras: Perception, Selective); (Flaw: Limited [those with organic minds])
            -Mental Bolt: Ranged Damage 10 (Extras: Alternate Resistance [Will], Perception)
            -Mind Control: Ranged Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative, Perception)

            Psionic Awareness: Senses 2 [Danger Sense, Mental Awareness]
            Psionic Defenses:
            Enhanced Dodge 4
            Enhanced Parry 4

            Offense: Initiative +1
            Melee Attack +4
            Ranged Attack +1

            Defense: Dodge +13
            Parry +13
            Toughness +7*/+4**/+1 [*Costume & Defensive Roll/**Costume]
            Fortitude +6
            Will +12

            Equipment: Costume [Protection 3; Subtle]


            Costs: Abilities 38+ Skills 17+ Advantages 15+ Powers 100+ Defenses 25= 195 pts.


            Real Name: Isabella Medina
            Height: 5'7"
            Weight: Unknown
            Hair: Black
            Eye Color: Hazel


            Complicaitons:
            Motivation ~Safety: Mentalla is with Eurostar to have protection from her former master, Mastermind.

            Revenge: Mentalla sometimes lashes out at her former master, the super villain Mastermind as well as her own brother, Menton in plots that normally involve heroes she is guiding against them.


            Background: Isabella Medina was given to Mastermind as a personal servant at a young age along with her twin brother Alejandro and both were experimented upon by their new master to test his theories on unleashing the untapped psionic power all people carry within themselves. Both eventually manifested formidable psionic powers, though Alejandro’s were stronger than Isabella’s, and after years of service Alejandro took advantage of one of Mastermind’s failures where it seemed he’d died during a confrontation with the Freedom League and abandoned both his sister and his master.

            Unable to pursue Menton, as Mastermind had renamed Alejandro, for fear of exposing himself after his "death", Mastermind took out his frustration on Mentalla, as Isabella had been renamed, torturing the young girl. Mentalla eventually repaid Matermind’s mistreatment with abandonment; going independent like her brother did but lacking the raw power to that Menton did, Mentalla joined up with Eurostar, becoming Fiacho's number two, in charge of keeping the less stable members of the team (like Ultrasonique) under control. She is also frequently Fiacho's lover. While not in her brothers league, Mentalla is still a powerful psychic in her own right and frequently strikes against both her brother and Mastermind through proxies when she feels she can get away with it.
            Last edited by Tattooedman; 23rd June 2014, 08:17 AM.

            Comment


            • Scorpia


              Scorpia:
              PL:
              11
              Strength 4
              Stamina 4
              Agility 6
              Dexterity 6
              Fighting 6
              Intellect 0
              Awareness 3
              Presence 0

              Skills: Acrobatics 10 (+16), Close Combat [Stinger Gloves] 4 (+14), Expertise [Criminal] 12 (+12), Expertise [Poisons] 12 (+12), Intimidation 10 (+10), Investigation 10 (+10), Perception 8 (+11), Insight 8 (+11), Sleight of Hand 4 (+10), Stealth 10 (+16)

              Advantages: Agile Feint, Assessment, Close Attack 4, Defensive Roll 2, Equipment, Evasion 2, Defensive Strike, Follow-Up Strike, Grappling Finesse, Hide In Plain Sight, Improved Initiative, Improved Trip, Instant Up, Luck [Determination], Luck [Inspiration], Move-By Action, Power Attack, Precise Attack [melee; concealment], Ranged Attack 2, Takedown 2, Uncanny Dodge

              Powers: 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)

              Offense: Initiative +8
              Melee Attack +10 // Stinger Gloves Attack +14
              Ranged Attack +8

              Defense: Dodge +13
              Parry +13
              Toughness +9*/+7**/+4 [*Costume & Defensive Roll/**Costume]
              Fortitude +9
              Will +9

              Equipment: Costume [Protection 3; Subtle]


              Costs: Abilities 58+ Skills 30+ Advantages 28+ Powers 25+ Defenses 25= 166 pts.


              Real Name: Fiona O'Brady
              Height: 5’ 5”
              Weight: 120 lbs
              Hair: Black (with red streaks)
              Eye Color: Blue


              Complications:
              Motivation ~Madness: Scorpia is a psychopath; caring nothing for what society says she should do or feel or even the other members of society, preferring to do what she wants despite those that might be in her way.

              Pretty Little Psycho: Scorpia is a very jealous and petty individual with a penchant for slicing up any woman she feels is prettier than her.


              Background: Fiona O'Brady was originally a member of the IRA turned mercenary turned costumed psychopath who eventually joined Professor Muerte's metaman terrorist group, Anarchy as Scorpia. For years she performed various missions across the world trying to overthrow various governments in convulted plots the Professor had devised. At some point Fiacho contacted her about joining Eurostar, which interested Scorpia who had grown tired of Muerte's non-stop rantings and failed plans. She was integral in disposing of Muerte when she defected to Eurostar, poisoning him with curare while the rest of Eurostar dealt with the other members of Anarchy.

              While lacking actual super powers, Scorpia is a highly skilled combatant that has had years of training in infiltration and assassination that wears a set of wrist mounted blades that are coated with different kinds of deadly poison of her own devising.
              Last edited by Tattooedman; 23rd June 2014, 08:25 AM.

              Comment


              • Ultrasonique


                Ultrasonique:
                PL:
                11
                Strength 0
                Stamina 0
                Agility 2
                Dexterity 2
                Fighting 4
                Intellect 5
                Awareness 0
                Presence 0

                Skills: Expertise [Computers] 14 (+17), Expertise [Science] 15 (+20), Insight 8 (+13), Perception 8 (+13), Ranged Combat [Sonic Weapons] 6 (+10), Stealth 10 (+12), Technology 15 (+20), Vehicles [Air] 10 (+12), Vehicles [Water] 10 (+12)

                Advantages: Close Attack 4, Eidetic Memory, Improved Initiative, Improvised Tools, Inventor, Languages 2 [Base: French; English, German], Ranged Attack 2, Second Chance [Technology Skill Checks], Speed of Thought, Teamwork

                Powers: Sonic Battlesuit: (Removable –14 pts) [58 pp]
                Sonic Beam: Ranged Damage 12 (Feat: Improved Critical)
                -Sonic Lance: Damage 8 (Extra: Area [Line]); (Feat: Improved Critical)
                -Sonic Stunner: Ranged Audio Affliction 8 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Cumulative)
                Environmental Seals: Immunity 10 [Life Support]
                Protective Layers: Protection 11
                Sonar System: Super-Senses 7 [Sonar (Accurate, Counters Concealment, Extended, Radius, Ranged)]
                Diving Apparatus:
                Enhanced Feats 1 [Environmental Adaptation (Underwater)]
                Swimming 6
                Sonic Blade: Damage 8 (Feat: Improved Critical 2)

                Offense: Initiative +9
                Melee Attack +8
                Ranged Attack +4 // Sonic Weapons Attack +10

                Defense: Dodge +11
                Parry +11
                Toughness +11*/+0 [*Sonic Battlesuit]
                Fortitude +9
                Will +9


                Costs: Abilities 26+ Skills 33+ Advantages 15+ Powers 58+ Defenses 34= 166 pts.


                Real Name: Jean Dubois
                Height: 5'11"
                Weight: 178 lbs
                Hair: Blonde
                Eye Color: Blue


                Complicaitons:
                Disabled: Ultrasonique is actually blind without the sonar system of his Sonic Battlesuit.

                High Strung: Ultrasonique suffers from a form of PTSD and can have a breakdown during stressful situations.


                Background: Jean Dubois was a gifted scientist working for the French Navy, developing new radar systems for detecting subs, until a improperly disarmed torpedo exploded near him. He was blinded and was put in the hospital where he developed acute paranoia after the attack and was freed by Fiacho, who had known Dubois due to his UNISON clearance. Fiacho convinced Dubois to join Eurostar as Ultrasonique by playing on his mental imbalance and he is unwavering in his dedication to the group's goals, he of course supports the idea of unifying Europe to the hilt ... since, as everyone knows, France is the natural leader of such a union.

                Ultrasonique is armed with a variety of sound and sonic based weaponry and gadgets, including a special radar harness which replaces his sight. Ultrasonique suffers from a form of PTSD from his old injury and often needs to be mentally calmed by Mentalla to keep him from going berserk in delicate operations.
                Last edited by Tattooedman; 23rd June 2014, 08:24 AM.

                Comment


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

                  The World of Freedom is a very dangerous place ;}

                  Comment


                  • Whiplash


                    Whiplash:
                    PL:
                    10
                    Strength 5
                    Stamina 5
                    Agility 5
                    Dexterity 5
                    Fighting 6
                    Intellect 2
                    Awareness 4
                    Presence 2

                    Skills: Acrobatics 8 (+13), Athletics 8 (+13), Close Combat [Whips] (+), Deception 8 (+10), Expertise [Criminal] 10 (+10), Insight 8 (+12), Intimidate 8 (+10), Perception 8 (+12), Sleight of Hand 6 (+11), Stealth 8 (+13)

                    Advantages: All-Out Attack, Assessment, Close Attack 4, Equipment, Evasion 2, Follow-Up Strike, Improved Critical [Whips], Improved Defense 2, Improved Disarm, Improved Initiative, Improved Smash, Improved Trick, Languages 2 [Base: Romany; English, Germany], Luck [Determination], Luck [Inspiration], Power Attack, Ranged Attack 3, Precise Attack [melee; concealment], Takedown 2, Teamwork, Uncanny Dodge

                    Powers: 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 +9
                    Melee Attack +8 // Unarmed Damage +5 // Whip Attack +10
                    Ranged Attack +8

                    Defense: Dodge +11
                    Parry +11
                    Toughness +9*/+5 [*Costume]
                    Fortitude +9
                    Will +11

                    Equipment: Armored Costume [Protection 4]


                    Costs: Abilities 68+ Skills 24+ Advantages 30+ Powers 17+ Defenses 22= 161 pts.


                    Real Name: Carlo Romanov
                    Height: 6'1"
                    Weight: 200 lbs
                    Hair: Black
                    Eye Color: Brown


                    Complications:
                    Honor: Whiplash will keep any agreement he makes to the letter.

                    Secret: Whiplash is actually an agent of Mastermind, currently inflitrating Eurostar.


                    Background: Carlo Romanov was just another member of the hundreds of gypsies that roamed across Germany that broke many laws just to get by, unfortunately for Carlo his breaking and entering into a person’s home had been discovered much too early and he was forced to flee from local police.

                    He was saved however by an unlikely hero; the criminal Mastermind, who had been traveling in disguise around the country side (looking for other lost locations of Preserver technology specifically) when the police and Carlo stumbled across him. Mastermind quickly dealt with the law enforcement agents, leaving no trace of their bodies to which Carlo proceeded to drop to his knees and pledged his undying loyalty to his savior. Which interested Mastermind, as he’d just recently lost Menton and Mentalla and was in need of new servants and Carlo seemed to be of good genetic stock.

                    Over the following months Mastermind subjected Carlo to several procedures that brought him to the pinnacle of human ability and then armed him with advanced weaponry, specifically an Omnium Steel whip and body armor. Carlo, already proficient with the mundane version of the weapon was now able to face superhumans on equal footing and was sent back out into the world by Mastermind with one mission: infiltrate Eurostar and report back their operations.

                    It took Carlo, or Whiplash as he’d been named, a couple years to draw Fiacho’s attention but eventually when the criminal mastermind started looking for a new crop of recruits for Eurostar, Whiplash was highly ranked on his list. In the years since joining Whiplash has preformed his duties, both to Eurostar and Mastermind, without fail and is considered to be one of the more reliable members of the group when in truth at the order of Mastermind he would betray them all without a second thought.

                    Comment


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

                      Originally posted by Shock View Post
                      The World of Freedom is a very dangerous place ;}
                      Looks like it.

                      Comment


                      • White Flame


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

                        Skills: Acrobatics 6 (+10), Deception 10 (+12), Expertise [High Society] 8 (+10), Expertise [Magic] 8 (+8.), Expertise [Current Events] 6 (+6), Expertise [Pop Culture] 6 (+6), Insight 8 (+10), Perception 8 (+10), Ranged Combat [Fire Elemental Channeling] 4 (+8.)

                        Advantages: All-Out Attack, Benefit 4 [Social Status (Titled), Wealth 3], Close Attack 2, Improved Feint, Improved Initiative, Languages 2 [Base: English; German, Italian], Power Attack, Precise Attack [ranged; cover], Ranged Attack, Ritualist

                        Powers: Fire Elemental Channeling:
                        Fire Bolt: Blast 12 (Extra: Penetrating); (Feat: Improved Critical 2)
                        -Combustion: Damage 10 (Extra: Area [Burst]); (Feats: Improved Critical)
                        -Fire Flare: Visual Affliction 10 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extras: Area [Burst], Cumulative)
                        -Master of Fire: Move Object 12 (Feat: Precise); (Flaw: Limited [fire only])
                        -Super-Heated Air: Ranged Affliction 10 [Fatigue, Exhausted, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
                        Fire Protects Me:
                        Damage 12 (Extras: Reaction, Selective)
                        Force Field 10
                        Fire Guides Me: Flight 8

                        Offense: Initiative +7
                        Melee Attack +6 // Unarmed Damage +2 // Fire Protects Me Damage +12
                        Ranged Attack +4 // Fire Elemental Channeling Attack +8 // Fire Bolt Damage +12; critical 18-20

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


                        Costs: Abilities 40+ Skills 22+ Advantages 13+ Powers 128+ Defenses 21= 224 pts.


                        Real Name: Sir John Aleister
                        Height: 5’10”
                        Weight: 160 lbs
                        Hair: Blonde
                        Eye Color: Blue


                        Complications:
                        Motivation ~What Is Right & Just: White Flame doesn't see himself as a criminal, he is a man seeking to make the world a better place no matter what others have to say about how he goes about it.

                        Snob: White Flame is from old, English money and tends to look down on others who haven't had the same kind of upbringing that comes along with that kind of life.


                        Background: After his wife was murdered, Sir John Aleister, baronet, turned to his family's occult heritage to get revenge. Empowering himself with the abilities of a fire elemental, Aleister hunted down her murderers and killed them in turn. Captured and tried for his crimes, Aleister was convicted but before his sentence could be executed Fiacho approached Aleister and then offered him a chance to use his powers in a way that would make sure that people don’t have to suffer like he had.

                        That was all Aleister needed to hear and within days White Flame joined Eurostar. It hasn’t been all good however as much of Aleister’s proper upbringing leaves him looking down on a few of his teammates (especially Durak, who White Flame sees as little more than a common thug), and makes things a bit tense periodically. Ironically enough it’s that attitude that has seemed to attract his teammate Bora and at this current time the two are an item.

                        While White Flame tells himself that he's going to make the world a better place, it's really just a lie he tells himself as he honestly enjoys living beyond mundane law and doing as he pleases. The formerly uptight man is now living his life exactly how he wants and doesn't want it to end.

                        White Flame’s family has a history of dabbling in sorcery and since joining Eurostar he has spent a fair amount of time going over the collection of books his family had gathered over the years. At this point White Flame can perform rituals for specific effects but he’s never going to be a major player in the world of magic but from time to time his knowledge of things magical have been useful to Fiacho's plans.

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                        • Living Dead Girl


                          Living Dead Girl
                          PL:
                          11
                          Strength 0
                          Stamina --
                          Agility 3
                          Dexterity 3
                          Fighting 2
                          Intellect 0
                          Awareness 1
                          Presence 4

                          Skills: Acrobatics 4 (+7), Deception 8 (+12/+14), Expertise [Pop Culture] 8 (+8.), Expertise [Dancing] 8 (+11), Expertise [Magic] 12 (+12), Insight 6 (+7), Intimidation 8 (+12), Perception 7 (+8.), Persuasion 6 (+10/+12), Ranged Combat [Spirit Magic] 6 (+10), Stealth 10 (+13), Vehicles [Land] 4 (+7)

                          Advantages: Attractive, Equipment 5, Ranged Combat, Sidekick 30 [Tombstone]

                          Powers: Undead Creature:
                          Immunity 32 [Critical Hits, Fortitude Effects]
                          Protection 12
                          Regeneration 5 (Flaw: Quirk [Needs flesh])

                          Amulet of Straker: (Removable –7 pts) [31 pp]
                          Enhanced Skill 4 [Expertise (Magic) +12]
                          Enhanced Advantage 1 [Ritualist]
                          See the Spirits: Senses 5 [Spirit Awareness, Vison Counters Concealment]
                          Spirit Magic Array:
                          Spirit Blast: Ranged Damage 12 (Extra: Alternate Resistance [Will])
                          -Ectoplasm to the Face: Ranged Visual Affliction 11 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Cumulative); (Flaw: Limited [One Sense Only])
                          -Circling Ghosts: Visual Concealment 4 (Extras: Area, Attack, Selective); (Flaw: Resistible [Will])
                          -Wrestling Ghosts: Ranged Affliction 8 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
                          -The Dead Rise: Summon 5 [Zombies (uses prodigyduck’s Plague Zombie build)] (Extra: Horde); (Feat: Multiple Minions 5 [16 total])

                          Offense: Initiative +3
                          Melee Attack +2
                          Ranged Attack +4 // Spirit Magic Attack +10 // Spirit Blast Damage +12

                          Defense: Dodge +8
                          Parry +8
                          Toughness +12
                          Fortitude N/A
                          Will +8

                          Equipment: Cell Phone
                          Dragula: (muscle car) [Strength 6, Speed 6, Defense 8, Toughness 9; Size: Large; Features: Caltrops, Oil Slick, Smoke Screen]
                          Headquarters: Abandoned Wax Museum [Size: Medium; Toughness: 8] Features: Communications, Computer, Concealed, Garage, Living Space, Power System, Security System 2 [DC 25]


                          Costs: Abilities 8+ Skills 23+ Advantages 37+ Powers 76+ Defenses 18= 162 pts.


                          Real Name: Jenny Harken
                          Height: 5’7”
                          Weight: 104 lbs
                          Hair: Blonde
                          Eye Color: Blue

                          Complications:
                          Gotta Have It!: Living Dead Girl steals anything that appeals to her, simply to have what she feels she was denied in her life.

                          Motivation ~Thrills: Living Dead Girl loves the rush of committing robberies. It’s one of the few things she can still feel in her current condition.


                          Background: Jenny Harken was practically born to be a statistic. She grew up in a poor urban family, her father was an alcoholic, and liked to beat his wife and make inappropriate trips into his daughters’ bedrooms at night. The anti-fairy tale was complete when Jenny’s father killed her mother after an especially long night drinking. Jenny and her two older sisters were sent off to live in different group homes. Utterly alone Jenny began acting out, embracing every shade of counter culture that she could think of. By fifteen she was pierced, tattooed, drank, smoked, took drugs, dressed in black leather, and listened to music that made those older than her cringe. She began to attract all sorts of attention from rough customers who liked those kind of things in a girl. Finally getting the attention she desired Jenny dropped out of high school and left the group home.

                          All this new found attention however proved to be brief, as the type of men that she had attracted lost interest quickly and began giving their attention to other underage girls. Having no marketable skills and no place to live Jenny became desperate. She turned to prostitution, but abandoned it quickly after a bad experience and decided to do the next best thing by becoming an “exotic dancer” lying about her age to secure the position. The job proved to be a perfect fit for Jenny, her unique sense of fashion, her natural good looks, and her tendency to dance to the music of shock-themed artists made her stand out from all the other girls at the club. It earned her praise, money, and what she wanted most, attention. Jenny was thrilled, she began to embrace her vices with wild abandon. She did more drugs, drank more booze, and bedded strange men and women at an almost epic pace. In a short period of time Jenny became infamous within the city’s underbelly as the poster girl for a good time that one would never tell their mother about.

                          It was that reputation landed her an invitation to a huge party in honor of a local sports superstar, Brad Thomas. Jenny had been called in to show the guest of honor a good time. Odds are that she would have accomplished that goal if she hadn’t sampled some of the drugs that were being served at the party. One of the Thomas’ more jaded buddies decided to get his friend another surprise, and replace his usual dose of MAX, with a mix of MAX and Zombie Dust. The moment Jenny took it she went wild, ripping apart the VIP room with her bare hands and seriously injuring Brad Thomas in the process.

                          When Jenny finally came down Thomas’ entourage pounced on Jenny, severely beating her for hurting their meal ticket. They then took her unconscious body, drove it out to the Fens and dumped her by the river. If she had been taken to a hospital odds are Jenny would have survived the overdose, and even the beating, but without medical attention she died there that night, having finally become the statistic she was destined to be.

                          That was until shortly after her funeral.

                          Jenny awoke in her own coffin and quickly realized where she was, began a frenzied attempt to claw her way free. After what seemed like an eternity Jenny burst out from her own grave, unaware that she hadn’t drawn one breath, or felt the urge to eat once the entire time. When she pulled herself from her grave she saw a tall man wearing a dark coat over a perfectly fitted black suit warming himself by a fire that illuminated the night around him. When he saw her, the man smiled wide and beckoned her to join him by the fire.

                          “I was wondering when you’d wake up.” He chuckled softly as he warmed his hands by the fire.

                          Jenny, still dazed followed his example but after a few moments she realized that she was feeling cold. She blinked in surprise and looked to the man.

                          “Hey Mister, who are you?”

                          He simply grinned at her from across the fire.

                          “My dear, you need not worry about what my name is. Just know that I gave you what you wanted so very badly. There will be a point in the future when I will require a favor from you in return.”

                          With that the man stood up and walked away from the fire and Jenny hasn‘t seen nor heard from the man since. Jenny stumbled back to her apartment only to find her possessions all tossed out onto a curb. She scrounged through the mess and was only able to salvage some of her old dancing clothes. During that furious attempt to dress herself she caught sight of herself in a nearby window; her skin was extremely pale and she could feel just how cold her body really was now. It was then that Jenny realized what had happened… she had died… and she wasn’t quite alive anymore. The course of events caused her remaining sanity to fracture.

                          When Jenny emerged from the haze of her own breakdown she was no longer the same person. She began calling herself Living Dead Girl (after a favorite song of hers that she often danced to when she was alive), and began to take whatever she wanted. She had been a victim her entire life, and she wasn’t going to be that way in death. During one of her first crimes, robbing an antique shop, she came across an amulet that seemed to be glowing. When she touched the amulet she could then see the spirit world, seeing the flow of dead souls around her. She immediately knew what she wanted to do with this new found trinket; she’d get revenge on those that had killed her.

                          Over the course of several weeks Living Dead Girl tracked down and murdered each member of Brad Thomas’ entourage, finally killing the man himself ten minutes before game time, and leaving his skinned corpse where his teammates could find it. With her revenge satisfied she set about stealing as much as she possibly could, in hopes of getting the comfort she never had in life. This brought all sorts of attention to her and Living Dead Girl soon found herself tangling with super heroes. She was able to hold her own, but having no experience fighting she was often pressed to win and she mostly managed to make her escape due to her opponents underestimating the amount of power she possessed. Living Dead Girl began to look into find herself some muscle but no living person seemed willing to work with the mentally unstable over-sexed zombie, so she hit upon the idea of using her power over spirits to raise one for herself. After several months of research she learned of the Celestial Crane, a deceased martial artist that seemed like the perfect candidate for her needs. Living Dead Girl preformed a ritual that drew his skeleton from the ground and she filled it in with soil and stone forcing it to mimic a human frame. Living Dead Girl fixed a mask on her creation and christened her servant Gravestone.

                          Since that day Living Dead Girl and Gravestone have been the villainous duo to beat all over the eastern seaboard. They’ve robbed entire cities blind, while Gravestone viciously beats down the foes that can actually slow Living Dead Girl down. She’s established a hideout of sorts in an abandoned wax museum. There Living Dead Girl has turned the museum into an homage to B horror films. She’s also grown unnaturally close to her protector Gravestone, relating to the mute animated corpse like a long-term boyfriend. It’s disturbing to watch, but to Living Dead Girl it’s the perfect relationship, she’s finally found a man that won’t use her, he can’t, he exists to be used by her instead.
                          Last edited by Tattooedman; 9th October 2016, 01:26 PM.

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                          • Gravestone


                            Gravestone:
                            PL:
                            10
                            Strength 12
                            Stamina --
                            Agility 0
                            Dexterity 0
                            Fighting 8
                            Intellect 0
                            Awareness 0
                            Presence 0

                            Skills: Athletics 3 (+15), Insight 6 (+6), Intimidation 12 (+12), Perception 6 (+6), Ranged Combat [Thrown Objects] 4 (+8.)

                            Advantages: All-Out Attack, Chokehold, Fearless, Improved Disarm, Improved Initiative, Improved Smash, Improved Trip, Interpose, Power Attack, Ranged Attack 4, Startle

                            Powers: Dirt & Stone Body:
                            Enhanced Strength 5 (Flaw: Limited [Lifting Only])
                            Immunity 30 [Fortitude Effects]
                            Protection 12
                            Regeneration 5 (Flaw: Quirk [Needs soil/dirt])

                            Frightful Presence: Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Area [Burst]); (Feat: Innate); (Flaw: Quirk [Can only make people run away])

                            Super-Strong Fighting Style:
                            Forceful Fist: Move Object 10 (Flaws: Close Range, Limited [Can only send things away])
                            -Stunning Fist: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude]

                            Offense: Initiative +4
                            Melee Attack +8 // Unarmed Damage +12;
                            Ranged Attack +4 // Thrown Objects Attack +8

                            Defense: Dodge +8
                            Parry +8
                            Toughness +12
                            Fortitude N/A
                            Will +6


                            Costs: Abilities 30+ Skills 11+ Advantages 13+ Powers 82+ Defenses 14= 150 pts.


                            Real Name: Sato Tomita
                            Height: 5’8”
                            Weight: 300 lbs
                            Hair: Unknown
                            Eye Color: Brown


                            Complications:
                            Disability: Gravestone is mute.

                            Weakness: Gravestone needs to be in contact with the ground (if he is off the ground for three rounds then Gravestone will take -1 to all of his ability scores per round until he either returns to the ground or has zeroes in his ability scores).


                            Background: Living Dead Girl’s silent servant is known as Gravestone. Those who fight him quickly realize that underneath his clothing and his seemingly normal skin and body is made of densely packed grave soil and stones. He’s gained a reputation for being nearly indestructible, as gravel, soil, and dirt tends to slip inside his clothing and replace as chunks of his earthen body knocked out of place.

                            Nobody knows that Gravestone is really the former hero Celestial Crane. He was active in the late 1970s and early 1980s. He was known primarily for his excellent physical condition and his use of martial arts in fighting crime with ruthless efficiency. Unfortunately he met his end in 1985 when he joined forces with Thomas Rhymer in defeating a creature who may or may not have been the vampire lord Dracula. After Celestial Crane managed to strike an especially brutal blow the vampire ripped out the martial artist’s heart. Celestial Crane was revealed to be Sato Tomita, an immigrant who used his martial skills to fight threats against innocent lives. He was laid to rest as a hero and those whose lives he touched celebrated his life and commitment.

                            That would have been the end of the story if Living Dead Girl hadn’t learned about him following her transformation. She quickly realized that despite her newfound power she was vulnerable against certain kinds of foes and needing protection she researched the deaths of heroes and discovered where Sato Tomita was buried. Using her new powers over the death she raised his skeleton from the grave and packed it with the dense soil and stone from his grave until her protector’s body was harder than concrete. Since then Sato Tomita has served as Living Dead Girl’s protector, using his martial arts skill and prodigious strength to crush any enemy that rears its head.

                            Gravestone possesses only a fraction of the agility of his former self and his dim memories forming the basis for what few skills he has left. He appears to retain his martial skills, remembering his skills almost reflexively more than anything else. What few know is that he retains his strength only through keeping contact with the ground, if he’s kept in the air for a long enough period of time the soil surrounding his skeleton will fall away and he is unable to fight back until someone can repack grave dirt into his body.

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                            • Toreador


                              Toreador:
                              PL:
                              12
                              Strength 6
                              Stamina 6
                              Agility 7
                              Dexterity 7
                              Fighting 8
                              Intellect 4
                              Awareness 4
                              Presence 4

                              Skills: Acrobatics 8 (+15), Athletics 6 (+12), Deception 12 (+16), Expertise [Current Events] 10 (+14), Expertise [Pop Culture] 8 (+12), Expertise [Survival] 6 (+10), Expertise [Tactics] 10 (+14), Insight 8 (+12), Intimidation 12 (+16), Perception 8 (+12), Vehicles [Air] 4 (+11), Vehicles [Land] 4 (+11)

                              Advantages: All-Out Attack, Assessment, Close Attack 3, Daze [Bluff], Defensive Attack, Elusive Target, Evasion 2, Follow-Up Strike, Improved Defense 2, Improved Critical [Assassin’s Scarf] 2, Improved Critical [Unarmed] 3, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Move-By Action, Power Attack, Precise Attack [melee; concealment], Quick Draw, Ranged Attack 4, Takedown 2, Taunt, Weapon Bind, Weapon Break

                              Powers: Jade Mail: (Removable –4 pts) [18 pp]
                              Enchanted Protections:
                              Immunity 7 [Critical Hits, Fire Damage]
                              Protection 5 (Extra: Impervious 10)

                              Banderillas: (Removable –17 pts) [68 pp]
                              Power Inhibiting Poison: Ranged Weaken Powers 10 (Extras: Broad, Progressive, Simultaneous); (Feat: Incurable)
                              Omnium Steel Edge I: Ranged Strength-Based Damage 5 (Extra: Penetrating 11); (Feat: Improved Critical 4, Ricochet 3)
                              -Omnium Steel Edge II: Strength-Based Damage 5 (Extra: Penetrating 11); (Feat: Improved Critical 4)

                              Assassin’s Scarf: (Removable –6 pts) [26 pp]
                              Carried Through the Night: Flight 2 (Flaw: Platform)
                              Entangle: Affliction 11 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extra: Cumulative, Extra Condition); (Feat: Reach 5); (Flaw: Limited Degree)
                              -Swing Away: Movement 1 [Swinging]
                              -Whip-Like: Strength-Based Damage 5 (Feats: Reach 5)

                              Martial Training: (Feat: Innate)
                              Flurry Attack: Strength-Based Damage 5 (Extra: Multiattack 11)
                              -Stunning Fist: Affliction 11 [Dazed, Stunned, Incapacitated; resisted by Fortitude]
                              -Sweeping Strike: Affliction 11 [Vulnerable, Prone; resisted by Dodge] (Flaw: Limited Degree)

                              Offense: Initiative +11
                              Melee Attack +11 // Unarmed Damage +6 // Flurry Attack Damage +11 // Omnium Steel Edge II Damage +11; critical 16-20 // Whip-Like Damage +11
                              Ranged Attack +11 // Omnium Steel Edge I Damage +11; critical 16-20

                              Defense: Dodge +13
                              Parry +13
                              Toughness +11*/+6 [*Jade Mail (Impervious 10)]
                              Fortitude +9
                              Will +10


                              Costs: Abilities 92+ Skills 32+ Advantages 35+ Powers 133+ Defenses 20= 312 pts.


                              Real Name: St. John Aristide
                              Height: 6’ 2”
                              Weight: 190 lbs
                              Hair: Blonde
                              Eye Color: Blue


                              Complications:
                              Disability ~Frail: Twenty years of combat combined with hard living have started to take their toll on Toreador’s health. Basically he’s starting to feel his age, despite his combat ability he is a lazy man who is used to not dirtying his hands with ‘common tasks’. On average Toreador smokes three packs of cigarettes a day and drinks himself to sleep (on the finest liquors only of course) on a nightly basis so as a result he now suffers a -5 penalty on all disease checks and any checks regarding endurance (running, swimming, holding his breath and such).

                              Quirk ~Braggart: With a winning streak as long as Toreador’s complacency has developed in his mentality. There are those that wonder if Toreador has ever truly been seriously challenged. This has led to Toreador developing a habit of bragging and engaging in idly chit-chat with injured foes instead of finishing them off and ignores the actions of non-combatants and minions.


                              Background: A creation of the Labyrinth, St. John Aristide is their attempt to create a fabricated “Villain”. Genetically engineered and well trained, Toreador is a master assassin and bounty hunter with a penchant for killing and humiliating heroes that has been operationg for just over twenty years now. He is also a drunk and chain smoker who has ruined his health. In spite of this, he is still very deadly in a fight and is well worth the fee he charges.

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                              • Paintball


                                Paintball:
                                PL:
                                8
                                Strength 4
                                Stamina 5
                                Agility 5
                                Dexterity 5
                                Fighting 4
                                Intellect 2
                                Awareness 2
                                Presence 1

                                Skills: Acrobatics 9 (+15), Athletics 9 (+14), Expertise [Art] 6 (+8.), Insight 6 (+8.), Intimidation 6 (+7), Perception 6 (+8.), Ranged Combat [Wads of Paint] 2 (+8.), Sleight of Hand 9 (+14), Stealth 6 (+12)

                                Advantages: Agile Feint, Close Attack 3, Fearless, Improved Initiative, Improved Trip, Move-By Action, Power Attack, Ranged Attack, Task Focus [Expertise (Art): Painting), Taunt, Uncanny Dodge

                                Powers: Liquid-Man of Paint: (Move Action); (Feat: Innate); (Flaw: Permanent)
                                Enhanced Advantages 4 [Evasion 2, Fast Grab, Improved Hold]
                                Elongation 4
                                Illusion 2 [visual] (Flaw: Limited [Only makes target of Drain Constitution look white and drained of any colors])
                                Immunity 3 [Critical Hits, Own Powers]
                                Insubstantial 1
                                Gooey Wad of Purple: Affliction 8 [Hindered & Vulnerable, Defenseless & Immobilized] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
                                -Shocking Wad of Yellow: Ranged Damage 8
                                -Tiring Wad of Green: Ranged Weaken Stamina 8 (Linked to Illusion)
                                -Strangely Strong Wad of Red: Ranged Affliction 8 [Hindered & Vulnerable, Defenseless & Prone; resisted by Dodge] (Extra: Extra Condition); (Flaw: Limited Degree)

                                Offense: Initiative +9
                                Melee Attack +8 // Unarmed Damage +4
                                Ranged Attack +6 // Wads of Paint Attack +8 // Shocking Wad of Yellow Damage +8

                                Defense: Dodge +11
                                Parry +11
                                Toughness +5
                                Fortitude +9
                                Will +7


                                Costs: Abilities 56+ Skills 20+ Advantages 13+ Powers 36+ Defenses 22= 147 pts.


                                Real Name: Unknown
                                Height: 5’ 8”
                                Weight: 167 lbs
                                Hair: Unknown
                                Eye Color: Unknown


                                Complications:
                                Quirk~Mentally Unbalanced: Paintball isn’t right in the head, it’s unknown if it’s due to his powers or he had this problem before they emerged. Either way he is prone to fits of anger if things don’t go his way or else he is laughing it up at the trouble he is causing.

                                Quirk ~Causing Trouble: Paintball is fascinated with causing panic in groups of people. The more a crowd of people yell and scream the more he’ll laugh it up and do as much as he can to keep people panicking.

                                Weakness: Paintball is vulnerable to substances that thin/dilute paint (turpentine/paint thinner/ect) and being covered in it for more than a round will cause him to suffer a -1 Penalty to Stamina per minute until he can get it off of his body.


                                Background: Paintball’s past before appearing at a local art show in Liberty Park to rob the artists there who were there selling their work isn’t known. What is known is that he seems to be mentally unstable and likes to cause a panic, in fact he stayed longer than he should have to indulge this fascination of his and paid for it by fighting Sean O’Toole and Jenna Walters (also known as Sundial and Black) from the Albright Institute’s Generation program.

                                While Jenna suffered some minor injuries, Sean managed to defeat Paintball after a small back and forth that left the criminal with a serious need of burn treatment for the majority of his body once it was all said and done.

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