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  • Sulemain


    Sulemain:
    PL:
    12
    Strength 1
    Stamina 2
    Agility 2
    Dexterity 2
    Fighting 2
    Intellect 5
    Awareness 4
    Presence 3

    Skills: Deception 10 (+13), Insight 8 (+12), Intimidation 9 (+12), Investigation 6 (+11), Expertise [Magic] 15 (+20), Expertise [History] 12 (+17), Expertise [Sciences] 10 (+15), Perception 8 (+12), Persuasion 9 (+12), Ranged Combat [Goetia Cask Magic] 10 (+12), Ranged Combat [Sacred Geometry Magic] 10 (+12), Stealth 9 (+11)

    Advantages: Daze [Deception], Eidetic Memory, Fascinate 2 [Deception /Persuasion], Improved Initiative, Languages 3 [Base: English; French, Greek, Hebrew], Speed of Thought, Ultimate Effort [Ultimate Will Save]

    Powers: Sacred Geometry Magic Array:
    Black Up-Pointing Triangle: Move Object 12 (Extra: Damaging); (Feat Precise)
    -Dotted Circle: Illusion 9 [all senses] (Flaw: Limited [Only those with a mind])
    -White Diamond: Healing 12 (Extra: Energizing)
    -White Square Containing Black Small Square: Remote Senses 7 [all senses]

    The Goetia Cask: (Removable –16 pts) [64 pp]
    Bonded Demonic Spirit Magic Array:
    Asmoday’s Aura: Force Field 10 (Extra: Impervious 12)
    Lerage’s Bow: Ranged Damage 12 [force] (Extras: Multiattack, Penetrating)
    -Barbato’s Link: Mental Communication 5 (Feat: Subtle)
    -Bathin’s Ship: Teleport 10 (Extra: Accurate); (Feats: Change Direction, Change Velocity)
    -Breath of Vepar: Ranged Damage 12 [fire] (Extra: Penetrating)
    -Foras’ Binding: Audio Affliction 12 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extras: Area [Burst], Cumulative)
    -Forneus’ Ear & Tongue: Comprehend 2 [speak & understand languages]
    -Paimon’s Binding: Visual Affliction 12 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extras: Area [Burst], Cumulative)
    -Shroud of Shax: Visual Concealment 4 (Extras: Area, Attack, Selective)
    -Will of Labolas: Ranged Affliction [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative, Perception)
    -Worms of Sabnok: Ranged Weaken Intellect 12
    -Wrath of Marbas: Ranged Damage 12 (Extra: Alternate Resistance [Will])

    Lemurian Circlet: (Removable –1 pt) [4 pp]
    Hearty: Immunity 2 [Disease, Poison]
    Nightvision: Senses 3 [Darkvision, Low-Light Vision]

    Offense: Initiative +9
    Melee Attack +2 // Unarmed Damage +1
    Ranged Damage +2 // Goetia Cask Magic Attack +12 // Sacred Geometry Magic Attack +12

    Defense: Dodge +12
    Parry +10
    Toughness +12*/+2 [*Impervious Force Field]
    Fortitude +8
    Will +14


    Costs: Abilities 42+ Skills 32+ Advantages 10+ Powers 108+ Defenses 34= 226 pts.


    Real Name: Lemuel Druitt
    Height: 6’
    Weight: 150 lbs.
    Hair: Black
    Eye Color: Red


    Complications:
    Motivation ~Power Lust: Sulemain is driven to take control of the world through the secrets of Sacred Geometry that have been hidden or lost through the ages.

    Power Loss: Sulemain will lose the use of his Sacred Geometry Magic when he is unable to make the needed gestures.


    Background: Sulemain was once an archeologist and amateur as Lemuel Druitt who was obsessed with esoteric mystical traditions and the secret history of Freemasonry. His largest goal in life was to excavate Solomon’s Temple in Jerusalem, Masonry’s most revered site. While working one night alone in 1934, Druitt unearthed a series of secret chambers in the foundation of the temple. The ancient rooms, undisturbed for thousands of years, contained numerous tomes detailing the temple’s construction and ancient secrets of the world’s nature. In the deepest chamber, which was protected by several devious traps, was the Goetia Cask, a small brass vessel containing the spirits of 72 demons imprisoned within it by King Solomon himself.

    Rapt by the realization of his life’s work, Druitt claimed the Cask as his own, declaring himself Solomon’s living reincarnation. He sealed the chambers and set about studying the texts and scrolls to decode their secrets. He became convinced that the Earth and everything on it followed the dictates of “Sacred Geometry”, a sort of esoteric mathematical formulae. Druitt reasoned that if he could master it then he would be able to control anyone or anything, years later Druitt emerged from the Temple of Solomon clothed in ancient garb, now calling himself Sulemain. With the power of the Goetia Cask Sulemain and the magic he'd discovered in Sacred Geometry he embarked on a tour of the world’s great museums and libraries, looting them of gems, relics and manuscripts related to his numerological quest. Throughout the 1930s several heroes thwarted the wizard’s plans, and while Sulemain often battled the likes of Eldrich, Doc Prophet and John Danger, he reserved a especial hatred of Danger who along with his Jungle Patrol were Sulemain’s most frequent foes.

    Eventually Sulemain once again faced the Jungle Patrol and Eldrich when he pierced the legendary Sphinx of Egypt, attempting to gain access to a hidden library it held. While Sulemain was able to cast several volumes into the Goetia Cask, he was also cast into the magical vessel and trapped in the nether void within it. Eldrich being drained from the fight wasn’t able to argue his point effectively enough to stop Danger from taking the Cask as a trophy of the fight. For years the Cask set in his private collection and long after his passing, then his grandchildren, who were unaware of what was held within it, allowed the Cask to be taken as part of an Egyptian exhibit to be set up in the Hunter Museum of Natural History. It was there that the Cask came into contact with Martin Jones, one of several people employed to handle the arranging of the exhibit. Sulemain had spent his time in the Cask developing his abilities and was able to mentally dominate Jones and forced him to steal the Cask and return home.

    Since then Martin Jones has been missing and Sulemain has recently made his return to his goal of investigating the same secrets that fueled him decades ago. He has no respect for ancient art as a thing unto itself and will destroy an ancient sculpture to discover the secret texts that are hidden within it. Sulemain also tends to deal very directly with any kind of superhuman interference, whatever will remove them from hindering him is what he’ll do so that he can continue on his quest. If using Paimon’s Binding will work he’ll use that, or if using his telekinesis to hurl a hero out of his way and through a wall or two then he’ll do that with just as much distracted effort. He tends to be thinking of how best to use the item in question before he has possession of it and is always lost in thought of how he will use his newfound power.

    Comment


    • Thunderbolt


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

      Skills: Acrobatics 4 (+8), Athletics 5 (+7), Close Combat [Unarmed] 4 (+10), Deception 9 (+9), Expertise [Criminal] 8 (+8), Insight 6 (+7), Perception 6 (+7), Ranged Combat [Thrown Objects] 4 (+10), Stealth 4 (+8)

      Advantages: Benefit 2 [Membership (Crime Union) 2], Close Attack 2, Ranged Attack 2, Takedown 2

      Powers:Super-Speed Movement: Movement 3 [Wall Crawling 2, Water Running] (Flaw: Limited [only when running])
      Super Speed:
      Enhanced Advantages 15 [Agile Feint, Defensive Attack, Defensive Roll 2, Evasion, Great Endurance, Improved Defense, Improved Initiative 5, Move-by Action, Redirect, Seize Initiative]
      Enhanced Dodge 8
      Enhanced Parry 8
      Speed 11
      Quickness 11

      Speedster Physiology:
      Immunity 3 [Friction Heat, Poisons (Limited-half effective), Diseases (Limited-half effective)]
      Regeneration 3

      Super Speed Tricks:
      Tornado Blast: Move Object 10 (Extra: Area [Cone]); (Flaw: Range [Close])
      -Cyclone: Move Object 10 (Extra: Area [Burst], Concentration Duration); (Flaw: Side-Effect [limited fine movement and powerful winds])
      -Rapid Fire Punches: Strength-Based Damage 8 (Extra: Multiattack 10)
      -Rapid Attack: Damage 6 (Extra: Area [Burst], Selective)
      -Thunderbolt Flash: Visual Affliction 6 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extras: Area [Burst], Cumulative)
      -Vacuum: Affliction 5 [Fatigued, Exhausted, Incapacitated; resisted by Fortitude] (Extra: Area [Burst], Concentration Duration, Cumulative)

      Offense: Initiative +24
      Melee Attack +6 // Unarmed Attack +10
      Ranged Attack +6 // Thrown Objects Attack +10

      Defense: Dodge +12
      Parry +12
      Toughness +6*/+4 [*Defensive Roll]
      Fortitude +12
      Will +8


      Costs: Abilities 38+ Skills 18+ Advantages 8+ Powers 86+ Defenses 31= 181 pts.


      Complications:
      Motivation ~Greed: Thunderbolt is just looking for a pay off, so he can live better than he did growing up.


      Background: A poor kid growing up in San Francisco, later Bay City, Rob Bleskid grew up learning to look out for himself. One day he came across a strange meteorite, which somehow imbued him with superhuman speed and the ability to cause his body to release blinding flashes of light. Rob started calling himself Thunderbolt and became a professional criminal, he is a regular foe to Johnny Rocket and Rush.

      Comment


      • Burner


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

        Skills: Athletics 4 (+6), Expertise [Criminal] 9 (+9), Insight 6 (+6), Intimidation 8 (+8.), Perception 6 (+6), Ranged Combat [Control the Element of Fire] 6 (+10), Sleight of Hand 9 (+11), Vehicles [Land] 6 (+8.)

        Advantages: All-Out Attack, Close Attack 2, Defensive Roll 5, Improved Initiative, Power Attack, Ranged Attack 2

        Powers: Control the Element of Fire Array:
        Fire Blast: Ranged Damage 10 (Extra: Penetrating); (Feat: Improved Critical 2)
        -Create Smoke: Visual Concealment 2 (Extra: Area [Cloud], Attack)
        -Extinguish Flames: Nullify Fire Effects 10 (Extra: Perception)
        -Spontaneous Combustion: Ranged Damage 10 (Feat: Indirect 3)
        Fire Aura: Damage 8 (Extra: Reaction); (Feat: Improved Critical 3)
        Fire Proof: Immunity 10 [Fire Effects]

        Offense: Initiative +6
        Melee Attack +6 // Unarmed Damage +2 // Fire Aura Damage +10; critical 17-20
        Ranged Attack +4 // Control the Element of Fire Array Attack +10 // Fire Blast Damage +10; critical 18-20

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


        Costs: Abilities 26+ Skills 19+ Advantages 12+ Powers 80+ Defenses 23= 160 pts.


        Real Name: Robert “Mac” McDougall
        Height: 5’10”
        Weight: Unknown
        Hair: Red
        Eye Color: Green


        Complications:
        That’s My Sister!: Burner is protective of his sister, Dusty. So much so that he will immediately target anyone who attempts to attack her instead of following whatever plan he initially had.


        Background: Biological twins Burner and Dusty know that not all families are good ones, and they would know; they’ve been through several foster families for most of their lives. They never knew their biological parents; they were killed in a car wreck only a few months after the twins were born and with no other surviving family members to take them in they were sent to a group home for several years before jumping around between foster families.

        When Burner and Dusty turned sixteen they ran away together to see their dream of being entertainers come true but life on the streets are harsh and even though it’s been a few years since they started out the pair have managed to keep together.

        At some point during over the past couple of years both Burner and Dusty’s metamen powers emerged. Maybe it was the stress of their lifestyle that brought them out, or maybe it was the drugs they took to forget about the hardships they’ve endured, it’s difficult to say. But the twins have developed good control over the abilities (plus earned their nicknames) and started using their powers as they see fit to live the kind of life they feel they deserve after all the years of hardship they’ve had to live through.

        Recently while at a party Dusty and Burner met Rant and Rave, another pair of super powered young adults with a history of family issues, and the four seemed to hit it off. So well in fact that they indulged in a night long series of robberies and acts of vandalism that was finally ended when the S.T.A.R. Squad, Sonic and Foreshadow managed to catch up to them, though they did manage to escape thanks to Dusty’s ability to manipulate earthen materials (she created an underground tunnel for the four of them to use to escape from the building they’d holed up in). The two sets of siblings had so much fun that they agreed to look each other up the next time they’re at a party.

        Comment


        • Dusty


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

          Skills: Athletics 4 (+6), Close Combat [Rock Fist] 2 (+8.), Deception 8 (+9/+11), Expertise [Criminal] 8 (+8.), Expertise [Singing] 8 (+9/+11), Insight 7 (+8.), Perception 7 (+8.), Persuasion 8 (+9/+11), Ranged Combat [Control the Element of Earth Array] 4 (+10), Sleight of Hand 7 (+11), Stealth 6 (+10)

          Advantages: Attractive, All-Out Attack, Close Attack 2, Contacts, Daze [Deception], Defensive Roll 6, Improved Feint, Improved Initiative, Power Attack, Ranged Attack 2, Set-Up, Teamwork

          Powers: Control the Element of Earth Array:
          Hurl a Stone: Ranged Damage 10 (Extra: Penetrating)
          -Dirt Wave: Ranged Affliction [Hindered & Vulnerable, Defenseless & Prone; resisted by Dodge] (Extra: Extra Condition); (Flaw: Limited Degree)
          -Dust Storm:
          Damage 6 (Extra: Area [Burst])
          Visual Affliction 6 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extras: Area [Burst], Cumulative)
          -Hurl Rocks: Ranged Damage 10 (Extra: Multiattack)
          -Move Earthen Material: Move Object 10 (Extra: Perception); (Flaw: Limited [Earth-like materials only])
          -Quicksand: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
          -Rend Earth: Burrowing 10 (Extras: Penetrating, Ranged)
          -Rock Fists: Damage 10 (Extra: Penetrating)
          -Wall of Earth: Create 9 (Extras: Continuous, Movable); (Feat: Innate); (Flaw: Limited [Can only make barriers])
          Rock Surfing: Flight 5 (Extra: Affects Others); (Flaw: Platform)

          Offense: Initiative +8
          Melee Attack +6 // Rock Fist Attack +8 // Rock Fist Damage +10
          Ranged Attack +6 // Control the Element of Earth Array Attack +10 // Hurl a Stone/Hurl Rocks Damage +10

          Defense: Dodge +10
          Parry +10
          Toughness +8*/+2 [*Defensive Roll]
          Fortitude +6
          Will +5


          Costs: Abilities 32+ Skills 24+ Advantages 19+ Powers 48+ Defenses 22= 145 pts.


          Real Name: Elizabeth “Libby” McDougall
          Height: 5’8”
          Weight: Unknown
          Hair: Red
          Eye Color: Green


          Complications:
          Family Matters: Dusty cares deeply about her brother, Burner, so much so that she’d forgo any on-going plan to get him out of a bad situation (i.e. losing a fight badly) just to get them both away.


          Background: Biological twins Burner and Dusty know that not all families are good ones, and they would know; they’ve been through several foster families for most of their lives. They never knew their biological parents; they were killed in a car wreck only a few months after the twins were born and with no other surviving family members to take them in they were sent to a group home for several years before jumping around between foster families.

          When Burner and Dusty turned sixteen they ran away together to see their dream of being entertainers come true but life on the streets are harsh and even though it’s been a few years since they started out the pair have managed to keep together.

          At some point during over the past couple of years both Burner and Dusty’s metamen powers emerged. Maybe it was the stress of their lifestyle that brought them out, or maybe it was the drugs they took to forget about the hardships they’ve endured, it’s difficult to say. But the twins have developed good control over the abilities (plus earned their nicknames) and started using their powers as they see fit to live the kind of life they feel they deserve after all the years of hardship they’ve had to live through.

          Recently while at a party Dusty and Burner met Rant and Rave, another pair of super powered young adults with a history of family issues, and the four seemed to hit it off. So well in fact that they indulged in a night long series of robberies and acts of vandalism that was finally ended when the S.T.A.R. Squad, Sonic and Foreshadow managed to catch up to them, though they did manage to escape thanks to Dusty’s ability to manipulate earthen materials (she created an underground tunnel for the four of them to use to escape from the building they’d holed up in). The two sets of siblings had so much fun that they agreed to look each other up the next time they’re at a party.

          Comment


          • Rant


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

            Skills: Deception 7 (+8.), Expertise [Criminal] 5 (+5), Insight 5 (+6), Intimidation 7 (+8.), Perception 5 (+6), Ranged Combat [Disintegration Blast] 2 (+8.), Vehicles [Land] 4 (+7)

            Advantages: Defensive Roll 5, Improved Initiative, Ranged Attack 3

            Powers: Disintegration Blast: Ranged Damage 12 & Ranged Weaken Toughness 12 (Extra: Affects Objects); (Flaw: Limited [Only when in physical contact w/Rave])
            Sensitive Ears: Senses 3 [Accurate Hearing, Ultrahearing]
            Sonic Shout: Affliction 10 [Hearing Impaired, Hearing Disabled, Hearing Unaware; Resisted by Fortitude] (Extras: Area [Cone], Cumulative)
            -Sonic Scream: Damage 10 (Extra: Area [Cone])

            Offense: Initiative +7
            Melee Attack +4
            Ranged Attack +6 // Disintegration Blast Attack +8 // Disintegration Blast Damage +12

            Defense: Dodge +12
            Parry +10
            Toughness +8*/+3 [*Defensive Roll]
            Fortitude +7
            Will +5


            Costs: Abilities 34+ Skills 12+ Advantages 9+ Powers 82+ Defenses 23= 160 pts.


            Real Name: Ray Trask
            Height: 5’10”
            Weight: 154 lbs
            Hair: Brown (dyed Blue)
            Eye Color: Blue


            Complications:
            That’s My Sister!: Rant is protective of his sister, Rave. So much so that he will immediately target anyone who attempts to attack her instead of following whatever plan he initially had.

            Fodder for the Masterminds: When it’s all said and done Rant isn’t going to take over the world. In fact any crime more advanced than knocking over a bank or cracking open an ATM is pretty much beyond his abilities and even those plans consist of ‘get the money and get out, and shoot anyone that tries to stop me.’

            Comment


            • Rave


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

              Skills: Deception 8 (+10), Insight 5 (+6), Perception 5 (+6), Ranged Combat [Disintegration Blast] 4 (+8.), Vehicles [Land] 3 (+6)

              Advantages: Daze [Deception], Defensive Roll 6, Ranged Attack, Set-Up

              Powers: Disintegration Blast: Ranged Damage 12 & Ranged Weaken Toughness 12 (Extra: Affects Objects); (Flaw: Limited [Only when in physical contact w/Rant])
              Induce Nausea: Affliction 10 [Hindered, Disabled, Incapacitated; resisted by Will] (Extras: Area [Burst] 2, Cumulative, Selective)
              -Alter the Perceptions of Others: Affliction 10 [Impaired & Vulnerable, Disabled & Defenseless; resisted by Will] (Extras: Area [Burst] 2, Cumulative, Selective); (Flaws: Limited Degree, Limited [Can only confuse sensory input])
              -Hide People & Things: Concealment 3 [auditory & visual] (Extra: Affects Others, Area [Burst] 2, Selective); (Flaw: Resistible by Will)
              -Induce Confusion: Affliction 10 [Dazed, Compelled, Controlled] (Extra: Area [Burst] 2, Selective); (Flaw: Limited [Subjects acted in an random manner not under Rave’s control])

              Offense: Initiative +3
              Melee Attack +2
              Ranged Attack +3 // Disintegration Blast Attack +8 // Disintegration Blast Damage +12

              Defense: Dodge +12
              Parry +10
              Toughness +8*/+2 [*Defensive Roll]
              Fortitude +6
              Will +6

              Costs: Abilities 26+ Skills 9+ Advantages 9+ Powers 101+ Defenses 26= 171 pts.


              Real Name: Rachel Trask
              Height: 5’7”
              Weight: 110 lbs
              Hair: Brown (dyed Red)
              Eye Color: Blue


              Complications:
              Family Matters: Rave cares deeply about her brother, so much so that she’d forgo any on-going plan to get him out of a bad situation (i.e. losing a fight badly) just to get them both away.


              Background: In the years since their debut Rant and Rave have become well known for robbing banks, cash advance stores, ATMs and any other place that might have large amounts of cash on hand.

              For the most part they tend to get away with these crimes as they’re able to get in, get the money, and get out before members of the FCPD can arrive on the scene. There have been a couple instances of Rant and Rave working for the Crime League as hired muscle but they managed to get away during the confusion of the aftermath and keep their freedom.

              The problem is that Rant and Rave still are self centered in their desires and wants, citing that they’re the only ones who have ever cared about the other and are taking out the frustrations of neglected children on the world around them now that they have a bit of power. Interestingly enough Rant has developed something of a rivalry with Sonic, thanks to the similarities of their powers, and it’s only been Rave’s interventions that have kept her brother out of jail.

              Recently while at a party Rant and Rave met Dusty and Burner, another pair of super powered young adults with a history of family issues, and the four seemed to hit it off. So well in fact that they indulged in a night long series of robberies and acts of vandalism that was finally ended when the S.T.A.R. Squad, Sonic and Foreshadow managed to catch up to them, though they did manage to escape thanks to Dusty’s ability to manipulate earthen materials (she created an underground tunnel for the four of them to use to escape from the building they’d holed up in). The two duos had so much fun that they agreed to look each other up the next time they’re at a party.
              Last edited by Tattooedman; 23rd June 2014, 09:14 AM.

              Comment


              • Chokechain


                Chokechain:
                PL:
                10
                Strength 8 (1)
                Stamina 8 (1)
                Agility 4
                Dexterity 4
                Fighting 4
                Intellect 3
                Awareness 0
                Presence 2

                Skills: Close Combat [Chain] 2 (+10), Deception 8 (+10), Expertise [Criminal] 6 (+9), Expertise [Current Events] 6 (+9), Expertise [Pop Culture] 6 (+9), Expertise [Music] 6 (+9), Insight 6 (+6), Investigation 4 (+7), Intimidation 9 (+11), Perception 6 (+6), Stealth 6 (+10)

                Advantages: All-Out Attack, Close Attack 4, Improved Initiative, Power Attack, Ranged Attack 4, Task Focus [Expertise (Music): Punk Rock]

                Powers: Agent of Chaos:
                Enhanced Strength 7
                Enhanced Stamina 7
                Enhanced Advantages 4 [Daze 2 (Deception, Intimidation), Improved Feint, Startle]
                Protection 2
                Chaotic Luck: Luck Control 2 [Force re-roll, Negate re-roll] (Feat: Luck 5)
                Chaotic Shock: Damage 10 (Flaws: Resisted by Will, Quirk [Requires metal of some kind to transmit through])

                Chain of Chaos: (Removable –5 pts) [20 pp]
                All Wrapped Up: Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Feat: Reach 4); (Flaws: Limited Degree)
                -Chain Whip: Strength-Based Damage 2 (Feats: Chokehold, Improved Grab, Improved Disarm, Fast Grab, Improved Critical 2, Improved Trip, Reach 4)

                Offense; Initiative +8
                Melee Attack +8 // Unarmed Damage +8 // Chain of Chaos Attack +10 // Chain of Chaos Damage +10; critical 18-20
                Ranged Attack +8

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


                Costs: Abilities 38+ Skills 22+ Advantages 12+ Powers 74+ Defenses 24= 170 pts.


                Real Name: Molly Duncan
                Height: 5’2"
                Weight: Unknown
                Hair: Red
                Eye Color: Blue


                Complications:
                For the People: Chokechain often targets large corporations and businesses that she views as corrupting the public with a materialistic way of life that is very uncaring of the ‘common man’.

                No Bystanders: Chokechain will not intentionally injure or endanger (any more than she already is) people who witness her crimes, that same doesn’t hold true for members of law enforcement or heroes who attempt to stop her.


                Background: Molly Duncan came from a life of hardship; orphaned at the age of six she lived in a series of less-than-ideal foster homes that turned the intelligent girl into a bitter and troubled teen with an indomitable will.

                Molly finally ran away from her last foster home at the age of fifteen and made her way to Portland where she fell in love with the punk scene that questioned everything in an aggressive fashion. It was there that she became involved with fringe groups who saw Corporate America as the cause of many of society’s problems and sought to make them pay while trying to inspire the public to abandon the message they were spoon fed everyday with acts of highly organized vandalism. It was on one of these sprees that things went badly; the police over-reacted to the group’s use of cow blood, which covered much of the windows and walls of the company’s front entrance, allowing the S.W.A.T. team to make a tactical entry.

                It was nothing short of a massive mistake.

                All of the vandals were injured with three being killed on the scene while two others died days later from their injuries and another was left confined to a wheelchair. What was worse was that one of the bystanders was accidentally killed and Molly, the leader of the group, had it all pinned on her. She was detained as a terrorist and held without legal counsel, spending nine months before going in front of a federal judge. It was during her trial that she was visited by a man wearing an immaculate black suit that was perfectly fitted, who gained entry by claiming to be her lawyer but once they were alone he told her the truth; that he was just there to offer her another kind of deal. One that would grant Molly the kind of power to make the changes she sought across the country if she played her cards right. All she had to do was agree to perform a small favor for him at a later date.

                It took the young anarchist no time to agree and she shook the man’s hand as he told her smiling that he’d see to the details shortly and Molly was taken back to her cell. But while being escorted her guard shoved her and chided her for her laconic pace. Molly, who had finally had enough, pushed back and a fight ensued.

                Other guards quickly came to their co-worker’s aid but wanting to make an example of Molly, began to beat her into submission. Once they were done on of the guards started to handcuff her and Molly noticed an odd low tone that was increasing in volume and pitch until she finally somehow released a powerful burst of mental energy that coruscated through the metal restraints and shocked the man into unconsciousness. With a little effort on her part, Molly was able to discharge that same energy through the jail’s metal railings, leaving all the gathered guards on the floor around her nothing more than gibbering vegetables. Molly realized that this was the power the man in the suit had promised her and she felt her strength surge and she quickly made use of her newfound abilities to escape.

                Molly returned to her home streets much more dangerous now with a newly forged grudge against the government and it’s lackeys. It seemed logical to her to strike out at them using her powers and she quickly assembled a costume and soon she found herself facing super heroes, who she quickly added to her list of those the government had already gained control of with their subtle manipulations of the public. At this point now Molly, or Chokechain as she named herself, has been active for a few years now and is on AEGIS’ most wanted given her terrorist-like habit of targeting public targets. She’s managed to stay free despite AEGIS’ efforts to capture her, which include using several C.I.s and a select number of undercover agents, her unnatural luck helping her to stay a step or three ahead of their efforts.

                Comment


                • Thunder


                  Thunder:
                  PL:
                  10
                  Strength 12 (0)
                  Stamina 12 (0)
                  Agility 2
                  Dexterity 2
                  Fighting 4
                  Intellect 0
                  Awareness 1
                  Presence 0

                  Skills: Expertise [Criminal] 4 (+4), Insight 6 (+7), Intimidation 11 (+11), Perception 6 (+7), Ranged Combat [Thrown Objects] 6 (+8)

                  Advantages: All-Out Attack, Benefit 2 [Membership (Crime Union) 2], Close Attack 4, Improved Critical [Unarmed] 2, Improved Initiative, Move-By Action, Power Attack

                  Powers: Paragon Traits:
                  Enhanced Strength 12
                  Enhanced Strength 6 (Flaw: Limited [Lifting Only])
                  Enhanced Stamina 12
                  Flight 8
                  Immunity 10 [Life Support]
                  Impervious Toughness 12

                  Offense: Initiative +6
                  Melee Attack +8 // Unarmed Damage +12; critical 18-20
                  Ranged Attack +2 // Thrown Object Attack +8

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


                  Costs: Abilities 18+ Skills 12+ Advantages 12+ Powers 92+ Defenses 16= 150 pts.


                  Real Name: Margaret Harrington
                  Height: 6’
                  Weight: 200 lbs
                  Hair: Blonde
                  Eye Color: Blue


                  Complications:
                  Jealous: Thunder will take an instant dislike to any other woman that seems to be interested in her husband, Lightning, or another woman that seems to be getting extra attention from him as well. She'll often try to intimidate them or that failing try to give them a beating they won't soon forget.

                  Temper: Thunder is known to have a habit of becoming very angry with little cause.


                  Background: John and Margaret Harrington had no real interest in using their super powers, but when the upper-middle class couple had cash trouble at tax time thanks to an audit from the IRS, they began to use their powers for petty theft to make ends meet. They did this for a couple of years until they were caught by Captain Thunder. On his advice, The Harrington's were shown leniency and given a year of community service as super heroes. Unfortunately all this did was make the pair bitter and convince them to become outright super villains.

                  Comment


                  • Lightning


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

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

                    Advantages: All-Out Attack, Benefit 2 [Membership (Crime Union) 2], Close Attack 4, Improved Feint, Power Attack, Precise Attack [ranged; cover], Teamwork

                    Powers: Electrical Control Array:
                    Electric Arcs: Feature [Disguised Appearance]
                    Lightning Bolt: Ranged Damage 12 (Extra: Penetrating)
                    -Lightning Flash: Affliction 10 [Vision Impaired, Vision Disabled, Vision Unaware; resisted by Fortitude] (Extras: Area [Burst], Cumulative); (Flaw: Limited [Visual senses only])
                    -Shock Fist: Damage 12 (Extra: Penetrating)
                    -Thunderstruck: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude]
                    Shock Proof: Immunity 10 [Electrical Effects]
                    Electric Field:
                    Damage 10 (Extra: Reaction)
                    Force Field 10
                    Electro Jump: Teleport 5 (Feats: Change Direction, Increased Mass 3 [400 lbs])

                    Offense: Initiative +4
                    Melee Attack +8 // Unarmed Damage +1 // Shock Fist Damage +12
                    Ranged Attack +4 // Electrical Control Array Attack +8 // Lightning Bolt Damage +12

                    Defense: Dodge +8
                    Parry +8
                    Toughness +12*/+2 [*Force Field]
                    Fortitude +7
                    Will + 7


                    Costs: Abilities 38+ Skills 15+ Advantages 11+ Powers 114+ Defenses 19= 197 pts.


                    Real Name: John Harrington
                    Height: 5’10”
                    Weight: 170 lbs
                    Hair: Red
                    Eye Color: Blue


                    Complications:
                    Married Life: Lightning just wants to make his life easier, he views super crime as the best means available. Often times his wife, Thunder, makes this difficult.


                    Background: John and Margaret Harrington had no real interest in using their super powers, but when the upper-middle class couple had cash trouble at tax time thanks to an audit from the IRS, they began to use their powers for petty theft to make ends meet. They did this for a couple of years until they were caught by Captain Thunder. On his advice, The Harrington's were shown leniency and given a year of community service as super heroes. Unfortunately all this did was make the pair bitter and convince them to become outright super villains.
                    Last edited by Tattooedman; 8th April 2017, 08:44 AM.

                    Comment


                    • Black Diamond


                      Black Diamond:
                      PL:
                      9
                      Strength 2
                      Stamina 2
                      Agility 4
                      Dexterity 4
                      Fighting 2
                      Intellect 3
                      Awareness 1
                      Presence 1

                      Skills: Acrobatics 4 (+8.), Athletics 3 (+5), Deception 6 (+7), Expertise [Pop Culture] 5 (+8.), Expertise [Science] 10 (+13), Insight 8 (+9), Perception 8 (+9), Ranged Combat [Cold Energy Array] 4 (+8.), Technology 10 (+13)

                      Advantages: Agile Feint, Close Attack 4, Evasion 2, Favored Environment [Airborne], Improved Initiative, Move-By Action, Seize Initiative

                      Powers: Coldsuit: (Removable –11 pts) [44 pp]
                      Cold Energy: Ranged Damage 10 (Extra: Penetrating)
                      -Ice Spikes: Ranged Damage 10 (Feat: Improved Critical 2)
                      Ice Coating: Environment 5 [impede movement by 2 ranks]
                      Armored: Protection 7
                      Environmental Seals: Immunity 5 [Environmental Cold, Environmental Heat, Pressure, Suffocation]
                      Optics: Senses 2 [Darkvision]

                      Hoverboard: (Removable –6 pts) [28 pp]
                      Hoverjets: Flight 12
                      Hoverboard Smack: Damage 10

                      Offense: Initiative +8
                      Melee Attack +6 // Unarmed Damage +2
                      Ranged Attack +4 // Cold Energy Array Attack +8 // Cold Energy Damage +10 // Ice Spikes Damage +10; critical 18-20

                      Defense: Dodge +9
                      Parry +9
                      Toughness +9**/+2 [*Coldsuit]
                      Fortitude +8
                      Will +6

                      Costs: Abilities 38+ Skills 20+ Advantages 11+ Powers 72+ Defenses 23= 164 pts.


                      Real Name: Daniel "Danny" Nash
                      Height: 5'9"
                      Weight: 140 lbs.
                      Hair: Blonde
                      Eyes: Hazel


                      Complications:
                      Motivation: Black Diamond is a criminal because he secretly loves the thrills he can get from doing crimes.

                      Obsession: Black Diamond seeks to eventually take control of his father’s company, Nash Teletronics.


                      Background: Harrison Nash groomed his sone from birth to eventually assume control of the family business, an aggressively amoral high-technology research and development firm called Nash Teletronics. With the vast proceeds generated by the company, Nash lavished young Daniel with a staggeringly expensive education. A cadre of tutors worked day and night to insturct the boy on the intricacies of internation finance, computer sciences, and the budding field of robotics. The boy excelled at his studies, finishing high school at the age of 11 and completing his undergraduate studies just a few years after that.

                      Shortly after achieving his doctorate Daniel’s life fell apart. For the past decade, government regulators had been sniffing around Nash Teletronics, suspecting widespread corruption on the board of directors and collusion with several terrorist organizations. The suspicions turned to outright indictments when the Justice Department accused Harrison Nash and his company of providing material support to terrorists in the form of privately contracted super-science devices wielded by a handful of super villains. The indictment cited several similarities between the illegal technology and Nash methodology, igniting a media explosion and several months of televised trials.

                      Nash Teletronics stock plummeted, hundreds of scientists and technicians fled to competing firms, and the money that once sustained Daniel’s education and lifestyle was diverted to the company’s legal defense. Harrison Nash became obsessed with protecting his “good name” and all but ignored his son. Disdainful of his father’s new priorities, Daniel abandoned his position as a 17-year old junior executive to dedicate his life to the one pastime his father had always considered his most wasteful indulgence, snowboarding. Daniel became “Danny”, and embraced his new life as a pro-am shredder without any responsibilities beyond keeping his board waxed and his bed warmed with the bodies of numerous female admirers. Unfortunately, he wasn’t good enough to make it as a professional snowboarder, and never achieved ultimate success on the slopes despite his affinity for the sport. His embittered father turned off the money spigot, forcing Danny to return to Nash Teletronics or take up honest work.

                      The young man resentfully returned to his father’s side, where he was assigned to a top secret coolant suit project. With access to cutting edge computers and manufacturing resources, Nash completed the coolant suit in record time, spending most of his time on a project he kept secret from everyone: a flying snowboard that would at long last allow him to make a name for himself. Using the cold suit, Danny has managed to build a reputation as the super criminal called Black Diamond, a persona that allows him to make use of all of the skills he’s developed over his lifetime. He steals from anyone and everyone, from other high technology firms and companys to banks and events (where he robs those in attendance). Danny’s been successful enough that he has managed to start his own company that specializes in computer sciences, proof to him that he’s just as good as his father. Often Danny’s robberies are his way to vent frustrations as well as lashing out at a world he feels has done him wrong, particularly his father (often times Black Diamond will break into one of Nash Teletronics facilities following an argument between the two of them).

                      So far Danny has managed to keep his identity as Black Diamond a secret but it’s only a matter of time before he gets too careless and loses the one edge he’s got.

                      Comment


                      • Jack of Blades


                        Jack of Blades:
                        PL:
                        12
                        Strength 5
                        Stamina 5
                        Agility 5
                        Dexterity 5
                        Fighting 5
                        Intellect 4
                        Awareness 4
                        Presence 3

                        Skills: Acrobatics 9 (+14), Athletics 6 (+11), Expertise [Criminal] 9 (+13), Expertise [Magic] 4 (+8.), Expertise [Martial Arts] 4 (+8.), Expertise [Survival] 6 (+10), Insight 11 (+15), Intimidation 12 (+15), Perception 11 (+15), Stealth 9 (+14), Vehicles [Air] 6 (+11), Vehicles [Land] 6 (+11), Vehicles [Sea] 6 (+11)

                        Advantages: Benefit [Ambidexterity], Close Attack 9, Cunning Fighter, Daze [Intimidation], Equipment 6, Fearless, Follow-Up Strike, Improved Critical [Unarmed] 2, Improved Critical [Knives] 3, Improved Feint, Improved Initiative, Instant Up, Luck [Determination] 2, Luck [Determined Recovery] 2, Move-By Action, Power Attack, Precise Attack [ranged; cover], Ranged Attack 5, Seize Initiative, Tracking, Well-Informed

                        Powers: Daggers of Ganth: (Removable -5 pts) [20 pp]
                        Enchanted Edge I: Ranged Strength-Based Damage 5 (Extra: Penetrating 10); (Feats: Improved Critical 2, Ricochet, Split Attack)
                        Enchanted Edge II: Strength-Based Damage 5 (Extra: Penetrating 10); (Feats: Improved Critical 2, Split Attack)

                        Mask of All Seeing: (Removable –1 pt) [7 pp]
                        Enchanted Vision: Senses 8 [Vision (Extended), Darkvision, Infravision, Vision Penetrates Concealment]

                        Skilled Fighter: Strength-Based Damage 5 (Feat: Innate)

                        Offense: Initiative +9
                        Melee Attack +14 // Unarmed Damage +10; critical 18-20 // Daggers of Ganth Damage +10; critical 15-20
                        Ranged Attack +10 // Thrown Knives Attack +14 // Thrown Knives Damage +6; critical 17-20 // Thrown Daggers of Ganth Damage +10; critical 15-20

                        Defense: Dodge +15
                        Parry +15
                        Toughness +9*/+5 [*Armor & Robes]
                        Fortitude +10
                        Will +12

                        Equipment: Armor & Robes [Protection 4]
                        Arsenal: (25 ep)
                        Tear Gas Pellets [Ranged Cloud Area Affliction 4 (Dazed & Vision Impaired, Stunned & Vision Disabled, Incapacitated; resisted by Fortitude)]
                        -Bolos [Ranged Affliction 3 (Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge)]
                        -Boomerangs [Ranged Strength-Based Damage 2]
                        -Cutting Torch [Damage 1 & Weaken Toughness 1]
                        -Explosives [Ranged Burst Area Damage 5]
                        -Pepper Spray [Close Range Visual Dazzle 4]
                        -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]
                        -Throwing Knives [Ranged Damage 2 (Extra: Multiattack)]
                        -6 ep free as needed



                        Costs: Abilities 72+ Skills 33+ Advantages 43+ Powers 33+ Defenses 33= 214 pts.


                        Real Name: Unknown
                        Height: 6'2"
                        Weight: Unknown
                        Hair: Unknown
                        Eye Color: Unknown


                        Complications:
                        Complete the Job: Jack of Blades considers finishing his contracts to be all important, he does have a reputation to maintain after all.


                        Background: Next to nothing is known about the history of the man known as the Jack of Blades. All that is known is that he’s willing to work for whoever can pay his fee and doesn’t ask any questions, a total professional in the field of mercenary work. How he came into ownership of the minor magical items he uses as part of his trademark equipment is unknown, they could have been early payments or items he somehow managed to start off with. Nobody knows for sure and nobody has ever tried to ask him.

                        Jack of Blades is a patient worker, willing to put in long hours stalking victims to learn their habits and rituals to the point that when he does finally go after them it all boils down to a game for him to follow after them. In fact it almost seems like he takes a kind of sadistic pleasure from chasing a victim, when they scream at him why he’s doing this. He just laughs and says that “Somebody paid me to do this. Not that I needed much other reason.”

                        Besides working as a hitman, Jack of Blades will do other kinds of merc work, from guarding drug shipments, protecting clients, to even guarding a building an employer wants to keep nosey heroes out of. Jack will do it all, for a price. So far he’s managed to make a getaway the few times he’s been beaten, keeping his identity from law enforcement so far. They have no idea who Jack is, how he’s contacted, paid or anything about how he conducts his business.

                        Comment


                        • Tatterdemalion


                          Tatterdemalion:
                          PL:
                          10
                          Strength 3
                          Stamina 8 (3)
                          Agility 10 (3)
                          Dexterity 10 (3)
                          Fighting 6
                          Intellect 0
                          Awareness 2
                          Presence 2

                          Skills: Acrobatics 4 (+14), Athletics 6 (+9), Deception 9 (+11), Expertise [Criminal] 7 (+7), Insight 9 (+11), Intimidation 10 (+12), Perception 9 (+11)

                          Advantages: Close Attack 4, Daze [Intimidation], Fearless, Follow-Up Strike, Improved Feint, Language [Base: Romanian; English], Luck [Determined Recovery] 2, Startle

                          Powers: Alternate Form [Ragamuffin Stuffing] (Move Action)
                          Enhanced Stamina 5
                          Enhanced Agility 7
                          Enhanced Dexterity 7
                          Enhanced Advantages 7 [Chokehold, Evasion 2, Fast Grab, Hide In Plan Sight, Improved Hold, Move-By Action]
                          Immunity 12 [Critical Hits, Entrapment Effects, Falling Damage]
                          Insubstantial 1
                          Leaping 4
                          Movement 3 [Swinging, Wall-Crawling 2]
                          Pins & Needles Array:
                          Needles: Ranged Damage 10 (Extra: Penetrating)
                          -Eyes Stitched Shut: Ranged Affliction [Vision Impaired, Vision Disabled, Vision Unaware; resisted by Fortitude] (Extra: Cumulative)
                          -Handful of Needles: Ranged Damage 10 (Extra: Multiattack)
                          -Pins: Strength-Based Damage 7 (Extra: Penetrating 10); (Feat: Improved Critical 2)
                          -Stitched in Place: Ranged Affliction [Hindered, Immobilized, Paralyzed; resisted by Dodge] (Extra: Cumulative)

                          Offense: Initiative +10
                          Melee Attack +10 // Unarmed Damage +3 // Pins Damage +10; critical 18-20
                          Ranged Attack +10 // Needles/Handful of Needles Damage +10

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


                          Costs: Abilities 44+ Skills 18+ Advantages 12+ Powers 105+ Defenses 18= 197 pts.


                          Real Name: Radu Meinrad
                          Height: 5' 10"
                          Weight: 190 lbs
                          Hair: Black
                          Eye Color: Green


                          Complications:
                          Adopted: Tatterdemalion has never met and knows nothing about his biological parents.

                          Honor: Tatterdemalion will always keep any promise he makes, this includes the verbal contracts he takes from employers.


                          Background: Tatterdemalion was raised by a former high ranking member of the Romanian military near the Carpathian Mountains with several other 'brothers and sisters'. All of whom possessed some kind of metaman ability and were trained by their 'father' in their use.

                          Radu possessed the oddest set of powers of all the children and he struggled to be as effective as his adoptive siblings. At some point he was deemed a failure by his father and sent out into the world where his father hoped Radu would be able to fulfill the promise he'd seen within the boy. Using some contacts his father had left him Radu found himself being hired as a mercenary, his powers and training allowing him to get into places that most normal people wouldn't have a chance of getting into.

                          Over the years it Radu, using the name Tatterdemalion, has built himself a reputation as a skilled operator for hire that is loyal to his employer, never saying or doing anything that could be considered counter to the wants and needs of those currently paying him for his services.

                          Comment


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

                            Hey, I recognize that guy! Can the human Narwhal be far behind?

                            Nice build, T-Man. I always liked HnH's take on the alternate New Vindies of Europe.
                            [I]Any sound can shake the air. My voice shakes the heart![/I]

                            Comment


                            • Bloodstrike


                              Bloodstrike:
                              PL:
                              12
                              Strength 10
                              Stamina 9
                              Agility 8
                              Dexterity 8
                              Fighting 6
                              Intellect 2
                              Awareness 2
                              Presence 2

                              Skills: Acrobatics 8 (+16), Expertise [Criminal] 6 (+8.), Insight 8 (+10), Intimidation 12 (+14), Perception 8 (+10), Stealth 6 (+14), Vehicles [Air] 3 (+11), Vehicles [Land] 3 (+11)

                              Advantages: Agile Feint, All-Out Attack, Assessment, Close Attack 3, Daze [Intimidation], Defensive Strike, Equipment, Follow-Up Strike, Improved Critical [Unarmed] 4, Improved Feint, Improved Initiative 2, Improved Smash, Improved Trip, Luck [Determination] 2, Power Attack, Precise Attack [melee; concealment], Seize Initiative, Startle, Takedown 2, Ultimate Effort [Ultimate Dodge], Ultimate Effort [Ultimate Parry], Uncanny Dodge

                              Powers: DNAscent Process:
                              Enhanced Strength 8 (Flaw: Limited [Lifting Only]
                              -Leaping 8
                              Immunity 9 [Disease, Environmental Cold, Environmental Heat, Poison, Pressure, Radiation, Suffocation, Vacuum]
                              Regeneration 5
                              Zero Energy Shaping: Strength-Based Damage 5 (Feat: Improved Critical 4)

                              Offense: Initiative +16
                              Melee Attack +9
                              Ranged Attack +8

                              Defense: Dodge +15
                              Parry +15
                              Toughness +9
                              Fortitude +15
                              Will +9

                              Equipment: Stylized Body Armor [Feature (corrective lenses)]


                              Costs: Abilities 94+ Skills 18+ Advantages 30+ Powers 32+ Defenses 31= 205 pts.


                              Real Name: Micky Malone
                              Height: 6’3”
                              Weight: 225 lbs
                              Hair: Black
                              Eye Color: Blue


                              Complications:
                              Disability: Bloodstrike suffers from extreme nearsightedness and must wear corrective lenses.

                              Enemy: The Sentinels.

                              Movtivation ~Revenge: Bloodstrike wants to avenge himself on the Sentinels for kicking him off the team and prove that he is more powerful than any of them are.

                              Reputation: Bloodstrike is known for being a ruthless fighter who is vicious in a fight.

                              Weakness: Bloodstrike is vulnerable to psychic attacks and can suffer extra damage from such attacks (Increase DC of sucyh attacks by +5).


                              Background: Micky Malone grew up a local kid in Hell’s Kitchen with plenty of attitude and a hothead reputation, getting into fights far more quickly than he could get out of them. At an early age he became determined never to be on the losing side of a fight and dedicate himself to a strict physical regimen of exercise and fight training. By the time Micky was eighteen, he was a highly skilled, self-trained martial artist that was able to handle gang bangers, goons, mob enforcers and even low-level super crooks with little trouble.

                              The problem was that Micky lacked the mental discipline that most martial artists develop and he soon started to abuse his abilities, running into trouble with the NYPD after hospitalizing crooks. What finally landed Micky in jail was his attack on an entire street gang, granted the Wildboyz had been menacing several neighborhoods but Micky attacked them unprovoked and he permanently disfigured two of them and left one in critical condition with doctors unsure of his recovery. Micky was arrested for aggravated assault and a few other charges, tried and sentenced to ten years in prison.

                              Micky’s situation caught the attention of Hardcore of the Sentinels and he recognized the potential in the younger man if he could only get past the anger he had inside him and used his standing as a hero to offer Micky a deal; join the Sentinels so that hecould get better training and more importantly, proper guidance in how to be a hero and he would be considered on probation for his offense for the following five years with the stipulation that he must remain a member of the Sentinels for the entire time.

                              Unfortunately for him Micky proved to be a bad investment; he resisted any kind of formal training, resented authority and quickly began to grate on the nerves of the other members of the Sentinels (even good natured Troll). What was the final straw was when Micky disobeyed direct orders from Hardcore during a fight against the Black Knights where he chased after the fleeing members. Even though he managed to capture Terminal Velocity he was unnecessarily brutal, breaking both of the man’s legs as well as savagely beating him, but what was worse was that he failed to help the other Sentinels free innocent civilians who had been trapped in a burning bus during the two teams fighting. While it’s important to capture the bad guys, protecting the public is always more important and Hardcore knew that Micky knew that.

                              So with disgust over Micky’s last act of cruelty, Hardcore booted him from the Sentinels and returned him to prison to finish out his original sentence. An act that enraged and infuriated Micky to the point that he came up with a plan of revenge and he had soon broken out of prison and hooked up with what he thought was representatives of the Power-House, in truth however it was agents of the Labyrinth, to gain the levels of power he knew he needed to properly challenge Hardcore and the other Sentinels (as Micky was literally “bounced off” the team by Hardcore personally when he tried to attack him upon being told he was off the team), despite the chances of side-effects he was warned about. When the “treatments” were over, Micky emerged a changed man; now a hulking brute of muscle, rippling with power and the ability to shape a very destructive “zero energy” into a variety of weapon-like shapes. Unfortunately the process also drove Micky even more over the edge, as he now would fall into a homicidal fury over the least provocation.

                              His first attempt at striking back at the Sentinels almost earned him the revenge he wanted so badly; using their habits, personalities and weaknesses as he’d learned them from working with them Bloodstrike, as Wayne had then named himself, systematically picked off member after member until only Hardcore remained. Then in the hidden base Killjoy had set up, and in front of the other captured members of the Sentinels he had held there following his capturing of them, the two men faced off. It was only Hardcore’s years of experience that allowed him to not only hold off Bloodstrike but trick him into freeing the other Sentinels from their restraints.

                              It was then that Bloodstrike learned of a previously unknown weakness he’d acquired from his “Power-House treatment”; an increased vulnerability to psychic attacks, when Iron Angel used her mental powers to incapacitate him. Bloodstrike woke up almost three entire days later, now an inmate at Blackstone Prison.

                              Over the years since Bloodstrike has managed to escape a number of times, sometimes on his own and others helped by those looking to strike back at the Sentinels. But he still ends up eventually being returned to his customized cell at Blackstone where he’s subjected to a non-stop projection of alpha-wave frequencies that keep him constantly drowsy and a relaxed state that leaves Bloodstrike unable to focus himself enough to use his energy shaping powers or his strength to break out. Unfortunately this is the only way the technicians have of keeping Bloodstrike restrained as he is oddly resistant to their usual methods and it is a somewhat fragile system; if Bloodstrike goes unexposed to the alpha-waves for more than fifteen minutes he will come out of his induced stupor and respond accordingly.

                              Comment


                              • Stalwart


                                Stalwart:
                                PL:
                                12
                                Strength 14 (2)
                                Stamina 10 (2)
                                Agility 3
                                Dexterity 3
                                Fighting 6
                                Intellect 0
                                Awareness 3
                                Presence 1

                                Skills: Acrobatics 3 (+6), Diplomacy 6 (+7), Expertise [Pop Culture] 8 (+8.), Expertise [Streetwise] 4 (+4), Insight 9 (+12), Intimidation 12 (+13), Perception 9 (+12), Persuasion 6 (+7), Ranged Combat [Energy Blast] 5 (+8.), Stealth 8 (+11)

                                Advantages: All-Out Attack, Close Attack 2, Power Attack, Move-By Action

                                Powers: Meteor Given Powers:
                                Stronger Than Humanly Possible: Enhanced Strength 12
                                -Flash Vision: Ranged Damage 12
                                Tougher Than Humanly Possible:
                                Enhanced Stamina 8
                                Impervious Toughness 10
                                Protection 4 (Extra: Impervious 2)
                                Faster Than Humanly Possible: Flight 12

                                Offense: Initiative +3
                                Melee Attack +8
                                Ranged Attack +3 // Energy Blast Attack +8

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


                                Costs: Abilities 40+ Skills 24+ Advantages 5+ Powers 71+ Defenses 14= 154 pts.


                                Real Name: James Butler
                                Height: 6’2”
                                Weight: 227 lbs
                                Hair: Brown
                                Eye Color: Brown


                                Complications:
                                Guilt: Stalwart still feels that he has a debt to pay for the crooks he killed when he was mentally unbalanced as well for leading his team into the ambush that killed most of them and driving the few remaining members away.

                                Reputation: Stalwart is known for being a “failure” as a hero and killing a few low-level metaman crooks before being shipped off to Providence Asylum.


                                Background: For a short while in the early 1990s James Butler was Stalwart, one of the most well known heroes in the United States. Possessing impressive powers and courage he led a short-lived team known as the Ultranauts against several enemies all over the country, including the likes of the Sinister Syndicate, the Masters of Speed
                                and the Masters of Fortune to name a few.

                                James grew up in a Midwestern town where he found a strange rock that had crashed in his father’s crop field. James learned the rock was actually a meteor that had crashed, but only after digging it up and exposing himself to the strange, subtle radiation it gave off. James’ cellular structure mutated as a result and the meteor became inert shortly after that, no longer a possible threat to anyone. When he told his parents what had happened and they quickly took James to a local hospital which eventually the Butler family was referred to one of ASTRO Labs satellite locations in the nearby big city.

                                After several days of testing both James and the now inert meteor the scientists determined there were no harmful side effects of his transformation and they helped James to understand the basics of his powers as well as how to control them. His parents encouraged James to use his powers as a hero, to help humanity and within a few months Stalwart made his public debut. He operated solo for a few months until he and a few other heroes he’d encountered decided to band together, with them choosing Stalwart to lead them. For almost two years the Ultranauts fought all manner of crime until Stalwart unwittingly led the team into an ambush that ended with the deaths of several of his teammates; Black Dog, Condor, Crimson Commando, Jitterbug and Miss Mystery. The remaining members, El Dorado, Lady Lightning and Thunderfist retired from heroics. It seems that a rift had been growing among the group due to an affair between Lady Lightning and Jitterbug that was discovered by Lady Lightning’s husband, Black Dog, and Stalwart’s growing ego. Between that and the deaths of the majority of the group, the survivors had decided that they’d had enough and left Stalwart to his own devices.

                                Those two incidents - the ambush and the subsequent dissolution of the Ultranauts - drove Stalwart off the deep end and he began a quest to destroy super crooks when and wherever he found them. But instead of turning them over to authorities Stalwart would leave them physically broken; beating them savagely and leaving several of them for dead by the time he was done and what was worse was the fact that were scores of witness to his deeds. Finally the AEGIS couldn’t ignore what Stalwart was doing, quickly moving to close in on him and asked him to surrender. In a surprising moment of lucidity Stalwart realized the insanity of his behavior and surrendered peacefully, going on to plead not guilty by reason of mental defect to five counts of murder and following an in-depth psychological exam Stalwart was deemed mentally unfit to stand trial and was placed into the care of Providence Asylum. But due to his having powers several stipulations were put into place and he was ordered to wear power negating devices while staying at Providence and he was subjected to weekly check ups by representatives of Blackstone Prison to maintain and repair the devices.

                                Thanks to Doctor Ashley Ellis, Stalwart has managed to make a return from the haze of his madness. He does however realize the scope of his crimes (as he sees them, and feels that he should still have been sent to prison despite his mental illness) and how it affected the superhero community as well as his place in it as a disgrace and a fallen hero. Every day he contemplates his the foolishness of his actions and currently it is looking as if he’ll be released into the public at his next mental fitness evaluation that’s just a few months away despite his insistence that he should be sent to prison to serve time for his crimes instead.

                                How he will react once he’s out isn’t clear but it won’t be a warm welcome James’ finds waiting for him; he still receives hate mail to this day over his past failures. To him it’s just proof he still has a debt to pay.

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