Announcement

Collapse
No announcement yet.

World Of Freedom: Freedom City Setting Updates

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • El Brujo (th Wizard)


    El Brujo:
    PL:
    10
    Strength 2
    Stamina 2
    Agility 2
    Dexterity 2
    Fighting 5
    Intellect 3
    Awareness 3
    Presence 3

    Skills: Athletics 6 (+8), Deception 9 (+12), Expertise [Archeology] 6 (+9), Expertise [History] 6 (+9), Expertise [Magic] 6 (+9), Insight 9 (+12), Perception 9 (+12), Persuasion 6 (+9), Sleight of Hand 6 (+8), Stealth 6 (+8)

    Advantages: Improved Feint, Power Attack, Task Focus [Expertise (History): Mexico], Task Focus [Expertise (History): Ancient Civilizations of Mexico], Task Focus [Expertise (Magic): Lore & Legends of Mexico]

    Powers: Blessed By Quetzalcoatl:
    Enhanced Advantage 5 [Close Attack 5]
    Enhanced Dodge 5
    Enhanced Parry 5
    Feature 1 [Change into costume as free action]
    Protection 8

    Psionic Talents:
    Telepathy:
    Communication 2 [mental] (Extras: Area, Selective)
    Mind Reading 8
    -Illusions: Ranged Affliction 9 [Figment, Phantasm, Immersion; resisted by Will] (Extra: Perception); (Feat: Precise)

    Psionic Might:
    Psi-Saber: Psionic Damage 10 (Extra: Alternate Resistance [Will])
    -Telekinetic Strike: Bludgeoning Damage 10 (Extra: Penetrating)
    -Physchoportation: Teleportation 6 (Extra: Accurate); (Feat: Move-By Action)

    Offense: Initiative +6*/+2 [*Blessed By Quetzalcoatl]
    Melee Attack +10
    Ranged Attack +2

    Defense: Dodge +10*/+5 [*Blessed By Quetzalcoatl]
    Parry +10*/+5 [*Blessed By Quetzalcoatl]
    Toughness +10*/+2 [*Blessed By Quetzalcoatl]
    Fortitude +8
    Will +12


    Costs: Abilities 44+ Skills 23+ Advantages 5+ Powers 75+ Defenses 18= 165 pts.


    Real Name: Eduardo "Ed" Dorado
    Height: 5’9”
    Weight: 173 lbs
    Hair: Black
    Eye Color: Brown


    Complications:
    Identity: The fact that El Brujo is actually Ed Durado is a secret he protects to keep his friends and family safe from the mystical threats he faces.

    Motivation ~Responsibility of Power: El Brujo feels that he needs to use his powers for the benefit of others.


    Background: An historian and archeologist specializing in pre-Columbian societies, Ed Dorado discovered a way to contact the Aztec god Quetzalcoatl from a 'lost' temple. As he had done centuries ago, Quetzalcoatl empowered Ed with several psychic abilities to use to protect the people of the land.

    After a period of training himself in the use of his powers, Ed set out to use his powers as a hero to the Mexican people as EL Brujo (the Wizard). Now years later Brujo often finds himself dealing with mystical threats more than anything else, though he does keep an eye on local crime as well as dealing with the occasional threat from the Boca Tierra Caverns.

    Comment


    • Fixit


      Fixit:
      PL:
      10
      Strength 4
      Stamina 8
      Agility 2
      Dexterity 2
      Fighting 6
      Intellect 10 (4)
      Awareness 6 (2)
      Presence 0

      Skills: Expertise [Computers] 9 (+19), Expertise [Life Sciences] 4 (+14), Expertise [Science] 10 (+20), Insight 9 (+15),
      Perception 9 (+15), Technology 10 (+20)

      Advantages: Equipment 8, Inventor

      Powers: Cybernetic Upgrades:
      Enhanced Intellect 6
      Enhanced Awareness 4
      Enhanced Advantages 4 [Eidetic Memory, Skill Mastery (Expertise [Science]), Skill Mastery (Technology), Speed of Thought]
      Immunity 10 [All Environmental Conditions, Disease, Poison, Starvation & Thirst, Suffocation]
      Impervious Will 12 (Flaw: Limited [Only vs. Technologically themed Will Saves])
      Protection 2 (Extra: Impervious 10)
      Quickness 7 (Flaw: Limited [Mental Tasks only])
      Blaster: Ranged Energy Damage 10 (Extra: Penetrating); (Feat: Accurate 8)

      Technopath:
      Ranged Affliction 10 [Dazed, Compelled, Controlled; resisted by Will/Technology Skill Rank] (Extra: Cumulative); (Flaw: Limited [Machines
      only])
      Communication 2 [machines] (Extra: Area, Selective)
      Comprehend 2 [machines]
      Move Object 10 (Feat: Precise); (Flaw: Limited [Machines only])
      Ranged Transform 8 [any mechanical object into another mechanical object]
      Mechanical Regeneration: Healing 10 (Flaw: Limited [Affects objects only])

      Offense: Initiative +10
      Melee Attack +5
      Ranged Attack +2 // Blaster Attack +10

      Defense: Dodge +8
      Parry +8
      Toughness +12* [*Impervious 10]
      Fortitude +8
      Will +12* [*Impervious vs. Technologically themed Will Saves]

      Equipment: 40 ep for Headquarters


      Costs: Abilities 56+ Skills 17+ Advantages 9+ Powers 197+ Defenses 14= 293 pts.


      Real Name: Clyde Baxter
      Height: 6’4”
      Weight: 248 lbs
      Hair: None
      Eye Color: Blue


      Complications:
      Always In Need Of Upgrades: Fixit is constantly looking to “improve” himself, and sometimes this can be the reason he’s committing crimes.

      Identity: Nobody realizes that Clyde Baxter is the cyborg criminal known as Fixit.


      Background: Clyde Baxter was a low-powered psychic whose gifts resulted in Technopathy, the ability to mentally merge with
      machinery; this led to him being a gifted electronic technician until he was diagnosed with a rare neurological disorder that would kill him within
      a few years as there was no known cure for the disease.

      Then Dr. Shock learned about Clyde’s situation and things took a turn for the worse.

      Eager to have a subject with a similar medical problem Dr. Shock quickly kidnapped Clyde and subjected him to a number of “experiments”, a number of which involved implanting cybernetics similar to the ones Dr. Shock used on himself (though upgraded given the years that had passed since the mad doctor had first underwent his own upgrades). Clyde soon found his Technopathy increased to the point that he was able to take control of Dr.
      Shock’s lab computer and free himself at a time that the doctor was not in and made his escape.

      Unfortunately Clyde’s mind was a bit of a mess from his experiences under Dr. Shock’s care and he found refuge in one of his former captor’s old
      bases, which Clyde was able to convert into his own thanks to his now expanded powers. Realizing that he’d never be able to return to his old
      life, Clyde decided to use his powers to support himself as best he could and he began selling his skill in electronics and mechanics to those who
      had a need for it.

      Now Clyde is known as Fixit, a cyborg who is known for his technological skills and fairness in pricing (for those who can’t really afford either
      the Foundry or Fabricators Inc.), repairing and building devices to suit his 'clients' needs and wants.



      One quick note about Fixit’s Impervious Will; the descriptor of the Flaw applies to such things as hacking programs used on his cybernetic brain or another technopath’s powers (just as two examples I could think of right off the top of my head).

      Comment


      • Fleur De Lis


        Fleur De Lis:
        PL:
        11
        Strength 4
        Stamina 4
        Agility 6
        Dexterity 4
        Fighting 8
        Intellect 2
        Awareness 3
        Presence 2

        Skills: Acrobatics 8 (+14), Athletics 3 (+7), Expertise [Criminal] 6 (+8), Expertise [Military] 6 (+8), Expertise [Soldier] 9 (+11), Insight 9 (+12), Investigation 3 (+5), Intimidation 10 (+12), Perception 9 (+12), Stealth 6 (+12)

        Advantages: Agile Feint, All-Out Attack, Assessment, Benefit [Up The Walls (use Acrobatics Skill instead of Athletics for Climb Checks)], Close Attack 7, Contacts, Defensive Roll 3, Equipment 3, Evasion 2, Improved Critical [Unarmed] 2, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Instant Up, Language [Base: French; English], Move-By Action, Power Attack, Precise Attack [melee; concealment], Prone Fighting, Quick Draw, Ranged Attack 6, Redirect, Takedown 2, Uncanny Dodge

        Powers: Parkour: (Feat: Innate)
        Movement 2 [Safe Fall, Wall-Crawling] (Flaw: Limited [Only when in an Urban Environment])
        Speed 2
        Savate Mastery: (Feat: Innate)
        Kick, Punch Combos: Strength-Based Damage 2 (Feat: Improved Critical 2)
        Vaulting: Leaping 3
        Situational Awareness: Senses 1 [Danger Sense (visual)] (Feat: Innate)

        Offense: Initiative +10
        Melee Attack +15
        Ranged Attack +10

        Defense: Dodge +15
        Parry +15
        Toughness +7*/+4
        Fortitude +10
        Will +9

        Equipment: Quick-Tie Restraints

        Utility Belt: (5 ep)

        Throwing Blades: Ranged Piercing Damage 1; Multiattack
        -Baton: Strength-Based Bludgeoning Damage 2
        -Grapple Gun: Movement [Swinging]


        Headquarters [Converted Warehouse (9 ep); Size: Medium; Toughness: 8] Features: Communications, Computer, Concealed, Gym, Living Space, Power System, Security System


        Costs: Abilities 66+ Skills 23+ Advantages 43+ Powers 18+ Defenses 30= 180 pts.


        Real Name: Isabelle Darrieux
        Height: 5'6"
        Weight: 137 lbs
        Hair: Aurburn
        Eye Color: Green


        Complications:
        Identity: That Fleur De Lis is really Isabelle Darrieux.

        Motivation ~Justice: Fleur De Lis is driven to bring justice to those who are in need of it, be they the victims of crime or those committing them.


        Background: When her 17-year-old sister committed suicide shortly after being assaulted by a pair of men, Isabelle Darrieux vowed to make sure that nobody else would have to suffer at the hands of criminals. Towards that goal she trained her self to physical perfection and practiced martial arts, as well as gathering a small assortment of specialized equipment that she felt she'd need in her work.

        In the years since, Fleur De Lis, as Isabelle named herself based on the historical fact that it was originally used as a symbol of purity by early French royalty, has built a reputation as a crime fighter that cares about the people of Paris and often times deals with non-superhuman criminals though she has dealt with a number of low-level criminals either pursuing their own goals in the City of Lights or were hired by the mobs she normally deals with.

        Comment


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

          I like her that's a nice design and set for a costumed adventurer
          Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

          [URL="http://roninarmy.com/threads/79-Showdown-at-the-Litterbox-New-Stuff?p=554&viewfull=1#post554"]Showdown at the Litterbox[/URL]

          [url=http://www.fanfiction.net/~catsi563]Catsi stories[/url]

          Comment


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

            Yeah, I love me some Costumed Adventures and was playing around with a couple of ideas. So there are a couple more builds a coming.

            Comment


            • Rote Fledermaus (Red Bat)


              Rote Fledermaus (Red Bat):
              PL:
              11
              Strength 8* (0)
              Stamina 8* (0)
              Agility 8* (0)
              Dexterity 8* (0)
              Fighting 4
              Intellect 2
              Awareness 2
              Presence 2

              Skills: Acrobatics 3 (+3/+11), Expertise [Chemistry] 12 (+14), Expertise [Criminal] 6 (+8), Expertise [Biology] 12 (+14), Insight 6 (+8), Intimidation 3 (+5/+11), Investigation 6 (+8), Perception 6 (+8), Ranged Combat [Thrown] 2 (+10), Stealth 3 (+3/+11)

              Advantages: All-Out Attack, Benefit [Bruiser (use Strength instead of Presence for Intimidation checks)], Close Attack 10, Equipment 4, Language 1 [Base: German; English], Power Attack, Skill Mastery[Expertise (Chemistry)], Startle

              Powers: Wunder Enhancements:
              Enhanced Strength 8
              Enhanced Stamina 8
              Enhanced Agility 8
              Enhanced Dexterity 8
              Enhanced Advantages 4 [Diehard, Great Endurance, Improved Initiative, Withstand Damage]
              Enhanced Dodge 8
              Enhanced Parry 5
              Impervious Toughness 8
              Regeneration 2
              Speed 4
              -Leaping 3

              Offense: Initiative +12
              Melee Attack +14
              Ranged Attack +8 // Thrown Attacks +10

              Defense: Dodge +13*/+5 [*Wunder Enhancements]
              Parry +13*/+5 [*Wunder Enhancements]
              Toughness +8* [*Impervious]
              Fortitude +11
              Will +8

              Equipment: Wrist-Mounted Line Launchers [Movement 1 (Swinging)]
              -2 ep as needed

              Headquarters [Bat Cave (underground lair [17 ep]): Size: Huge; Toughness: 14] Features: Communications, Computer, Concealed, Defense System, Isolated, Laboratory, Library, Living Space, Power System, Security System


              Costs: Abilities 20+ Skills 20+ Advantages 20+ Powers 95+ Defenses 15= 170 pts.


              Real Name: Erich Löwith
              Height: 6'2"
              Weight: 211 lbs
              Hair: Black
              Eye Color: Blue

              Complications:
              Identity: The fact that Rote Fledermaus is Erich Löwith is a fact he closely guards.

              Motivation ~Guilt: Rote Fledermaus seeks to make amends for the fact that his creation has become a tool used by criminals.


              Background: Erich Löwith was a chemist that was working on developing new vitamins and hormone supplements for athletes when he created a vitamin that he learned increased the strength and vitality of the test mice he’d given a concentrated dose of the vitamin to several times past the level of normal ones. Erich decided to risk his own health and took a dose himself to further test the vitamins effects; soon he too developed greatly enhanced strength, endurance, reflexes, speed for the duration of the vitamin's effect in his body.

              Calling the vitamin Wunder (Miracle), Erich quickly realized the potential for abuse Wunder presented and destroyed his samples and his notes on how he’d made it. But months later when a gang of criminals began a series of crimes displayed abilities similar to the enhancements Wunder bestowed, Erich began to worry that somehow someone had learned of his vitamin and subtly began an investigation into the matter to give himself some piece of mind.

              Erich managed to track down the criminals and obtained a blood sample which he found did contain traces of Wunder, which led Erich into finding out exactly how someone had managed to recreate the vitamin; he learned that his supervisor had installed a program on his lab computer that copied everything Erich wrote on it and using his early notes while developing Wunder the man had sold it on the Black Market.

              Realizing that he needed to do something, Erich recreated Wunder and an identity for him to use to protect his identity. Calling himself Rote Fledermaus (the Red Bat) Erich began the search for the criminals who had stolen his work. Eventually Erich learned that one of the German crime families had bought the early Wunder formula and used it on several of their lower ranking members so they could gain an edge on their criminal competition.

              Realizing that it was his creation that was now giving criminals an edge over law enforcement, Erich dedicated himself to righting that balance and over the years now has grown the reputation of Rote Fledermaus to the point that criminals all over Germany fear he is waiting in the shadows for them.
              Last edited by Tattooedman; 2nd July 2014, 10:57 PM.

              Comment


              • Die Eule


                Die Eule (the Owl):
                PL:
                11
                Strength 5 (1)
                Stamina 2
                Agility 5 (1)
                Dexterity 1
                Fighting 4
                Intellect 8
                Awareness 4
                Presence 4 (2)

                Skills: Acrobatics 3 (+5/+8), Athletics 3 (+5/+8), Close Combat [Unarmed] 4 (+12), Expertise [Criminal] 3 (+11), Expertise [Science] 12 (+20), Insight 6 (+10), Intimidation 5 (+7/+9), Investigation 3 (+11), Perception 6 (+10), Ranged Combat [Weapon Systems] 0 (+14), Stealth 7 (+8/+12), Technology 12 (+20)

                Advantages:
                Close Attack 4, Eidetic Memory, Inventor, Ranged Attack, Second Chance [Technology Checks], Skill Mastery [Technology], Speed of Thought

                Powers:
                Owl Suit: (Removable –22 pts) [88 pp]
                Armor: Protection 8 (Extra: Impervious)
                Cloaking System: Concealment 5 [radar, all vision (flaw: blending)]
                Combat Computer:
                Enhanced Skill 6 [Ranged Combat (Weapon Systems) +12]
                Enhanced Dodge 6
                Enhanced Parry 6
                Environmental Systems:
                Feature 1 [Monitors vital signs]
                Immunity 8 [All Environmental Conditions, Disease, Suffocation])
                Exoskeleton:
                Enhanced Strength 4
                Enhanced Agility 4
                Enhanced Presence 2
                Owl Wings & Jump Jets:
                Flight 5 (Flaw: Gliding)
                Leaping 4
                Molecular Adhesive Pads: Movement 2 [Wall-Crawling 2]
                Sensor Suite: Senses 12 [Vision (Extended), Hearing (Extended), Touch (Analytical - Chemical), Hearing Penetrates Concealment (flaw: limited to material he can touch), Infravision, Low-Light Vision, Ultravision, Ultrahearing, Radio, Time Sense]
                Weapons Systems Array:
                Vapor Owls: Ranged Area Cloud Affliction 6 [Fatigued, Exhausted, Asleep; resisted by Dodge/Fortitude] (Extra: Area [Cloud])
                -Grapnel: Movement 1 [Swinging]
                -Stun Owls: Ranged Affliction 6 [Impaired, Disabled, Incapacitated; resisted by Fortitude]
                -Owlarangs: Ranged Strength-Based Damage 3 (Feat: Variable Descriptor 2 [Bludgeoning or Slashing])
                -Owl Blades: Strength-Based Damage 3 (Feats: Split, Variable Descriptor 2 [Bludgeoning or Slashing])

                Offense:
                Initiative +8
                Melee Attack +8 // Unarmed Attack +12
                Ranged Attack +2 // Weapon Systems Attack +14

                Defense:
                Dodge +12*/+2 [*Owl Suit]
                Parry +12*/+6 [*Owl Suit]
                Toughness +10*/+2 [*Owl Suit (Impervious 8)]
                Fortitude +9
                Will +9


                Costs: Abilities 52+ Skills 22+ Advantages 10+ Powers 88+ Defenses 15= 187 pts.



                Real Name:
                Johann von Kleist
                Height: 6’
                Weight: 169 lbs (Owl Suit is padded to make him look more muscular)
                Hair: Black
                Eye Color: Blue


                Complications:

                Identity: The fact that Die Eule is Johann von Kleist is a secret he fervently keeps.

                Motivation ~Responsibility: Die Eule feels that since he created the suit he needs to use it for the better of others.


                Background: A scientist assigned to a special project of the German military, Johann von Kleist worked without question on his assigned parts of an advance battlesuit that was being developed for what he assumed was military use. It honestly mattered little to him, he was simply happy to be able to pursue his career.

                But then Johann’s fiancé was killed during a robbery of the bank she worked at, and to put it mildly – Johann lost it. He didn’t go to work for over a week while grieving the loss of his love and Johann’s mind fixated on how such a thing could have happened until he came to the understanding that there should be someone who should try and make the city a safer place, like Rote Fledermaus does even though he can’t be everywhere at once, so people wouldn’t have to suffer through pain like this.

                It was that night that Die Eule (the Owl) was born.

                Johann decided he would be that person, he just needed to figure out how he, a semi-fit scientist, was going to pull it off until an idea formed in the midst of Johann’s brainstorming. That night Johann returned to work, trusting that nobody would expect him to return during his bereavement leave; in the semi-darkened lab he helped himself to several pieces of older, unused prototypes of the armor he and other scientists of the project had developed and discarded as newer versions were designed and assembled.

                Thanks to his photographic memory Johann had little trouble finding the various bits and pieces he wanted from all the different suits that had been put into storage, and a few hours later he returned home and started the process of assembling everything he’d taken. All in all it took Johann a little over a month to do, his biggest problem had been marrying the newer sensor suite to the older armor but with a bit of ingenuity and lots of soldering he’d managed to do it.

                At this point Johann as been operating in the streets of Berlin as Die Eule and has been dealt with not only members of organized crime, but corrupt members of the German military as well as rogue scientists who seem to favor doomsday weapons but none the less he’s been able to handle every problem thanks to his Owl Suit used in combination with his keen analytical mind and a determination that rivals the American crime fighter, the Raven.
                Last edited by Tattooedman; 22nd October 2014, 12:48 AM.

                Comment


                • Dr. Light


                  Dr. Light
                  PL:
                  11
                  Strength 2
                  Stamina --
                  Agility 2
                  Dexterity 2
                  Fighting 6
                  Intellect 5
                  Awareness 2
                  Presence 1

                  Skills: Expertise [Astronomy] 9 (+14), Expertise [Criminal] 6 (+11), Expertise [Science] 9 (+15), Insight 6 (+8), Perception 6 (+8),
                  Persuasion 3 (+4), Ranged Combat [Photonic Manipulations Array] 2 (+10)

                  Advantages: All-Out Attack, Power Attack, Task Focus [Expertise (Science): ]

                  Powers: Photonic Body:
                  Immunity 40 [Fortitude Effects, Light Effects]
                  Insubstantial 3 [light energy]
                  Protection 11

                  Photonic Manipulations Array:
                  Laser Beam: Ranged Light Damage 12 (Extra: Penetrating); (Feats: Accurate 3, Affects Corporeal 2, Improved Critical 2, Precise)
                  -Blinding Beam: Ranged Affliction 12 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Dodge/Fortitude] (Extra:
                  Cumulative); (Feat: Accurate 3); (Flaw: Limited [1 sense only (vision)])
                  -Blinding Burst: Affliction 12 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Dodge/Fortitude] (Extras: Area
                  [Burst], Cumulative); (Flaw: Limited [1 sense only (vision)])
                  -Blinding Field: Concealment 4 [all visual] (Extras: Area [Burst] 2, Attack)
                  -Dazzling Burst: Affliction 12 [Dazed, Stunned, Incapacitated; resisted by Dodge/Fortitude] (Extras: Area [Burst], Cumulative); (Flaw:
                  Sense Dependent [vision])
                  -Light Absorption: Nullify Light 11 (Extras: Area, Concentration, Simultaneous)
                  -Light Speed: Teleportation 10 (Extras: Accurate); (Flaw: Medium [Light])
                  -Pulse Laser: Ranged Light Damage 12 (Extra: Multiattack); (Feats: Accurate 3, Affects Corporeal 2)

                  Offense: Initiative +2
                  Melee Attack +6
                  Ranged Attack +2 // Photonic Manipulations Array Attack +10

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


                  Costs: Abilities 30+ Skills 13+ Advantages 3+ Powers 117+ Defenses 23= 186 pts.


                  Real Name: Arthur Light
                  Height: 6’1”
                  Weight: Unknown
                  Hair: None, has corona of energy
                  Eye Color: Black


                  Complications:
                  Motivation ~Greed: Dr. Light wants to earn as much ill-gotten gains as he can now that he possesses powers….

                  Motivation ~Respect: …and he wants to be given his proper dues as a super villain.

                  Reputation ~Vindictive: Dr. Light tends to hold grudges longer than most other super villains and will repeatedly go after heroes
                  who have beaten him (especially if they made fun of him while doing it).


                  Background: Arthur Light was a prominent astronomer studying the uses of solar power who was using a device he'd built to examine a cosmic phenomena when there was some kind of cosmic event that caused a beam of energy from a large red star to strike Dr. Light rendering him unconscious.

                  After recovering Arthur learned that he'd gained powers over light energy and took the alias of Doctor Light as he embarked upon a criminal career. Over the years since he has battled a number of members of the Freedom League, the Sentinels and the Champions, both as part of villainous teams as well as on his own, but he holds a special disdain for the armor-clad hero Defender; the young hero was able to use his armor’s Blackbox battery to drain off all of Dr. Light’s photonic energy in an effort to stop his latest crime wave but hadn’t realized that Dr. Light’s body has been slowly transforming into that form of said energy since his empowerment years ago.

                  The end result was that Dr. Light was fully absorbed into the Blackbox battery and was trapped there for just over a month before Defender could figure out a means to free the villain. During that time Dr. Light gained a deeper understanding of the energy his body was now composed of and realized just exactly what he could now do with it. So once he was finally released, Dr. Light took the Champions by surprise with his increased levels of power and managed to make a fast escape.

                  Dr. Light hasn’t been appeared in public since and it is thought that Dr. Light is now becoming even more familiar with his expanded powers and it will only be a matter of time before he surfaces again.

                  Comment


                  • Psycho-Pirate


                    Psycho Pirate:
                    PL:
                    12
                    Strength 1
                    Stamina 3
                    Agility 2
                    Dexterity 2
                    Fighting 5
                    Intellect 3
                    Awareness 3
                    Presence 1

                    Skills: Deception 12 (+13), Expertise [Behavioral Science] 12 (+15), Expertise [Criminal] 9 (+12), Insight 9 (+12), Intimidation 12
                    (+13), Investigation 3 (+6), Perception 6 (+9), Persuasion 9 (+10)

                    Advantages: Connected, Contacts, Daze [Deception], Fascinate [Persuasion], Improved Feint, Seize Initiative, Well-Informed

                    Powers: Medusa Mask: (Removable –29 pts) [120 pp]
                    Artifact: Feature 1 [Indestructible]
                    Mental Strength: Enhanced Will 7 (Flaw: Limited [Only vs. Mental Effects])
                    Predictive Defenses: (Flaw: Quirk [Not against opponents Immune to Mental Powers/ without minds])
                    Enhanced Dodge 10
                    Enhanced Parry 10
                    Emotional Vampirism: Ranged Weaken Will 9 (Extras: Area [Burst], Progressive, Selective); (Feats: Fades 7 [recover/1 hour], Incurable)
                    Emotion Control: Ranged Affliction 12 [Impaired, Disabled, Incapacitated; resisted by Will] (Extras: Area [Burst] 2, Cumulative); (Feats: Subtle, Variable Descriptor [Emotions])

                    Offense: Initiative +2
                    Melee Attack +5
                    Ranged Attack +2

                    Defense: Dodge +15*/+5 [*Predictive Defenses]
                    Parry +15*/+5 [*Predictive Defenses]
                    Toughness +7*/+3 [*Costume]
                    Fortitude +8
                    Will +14*/+7 [*Mental Strength (Only vs. Mental Effects)]

                    Equipment: Costume [Protection 4; Subtle]


                    Costs: Abilities 40+ Skills 24+ Advantages 7+ Powers 120+ Defenses 12= 203 pts.


                    Real Name: Roger Hayden
                    Height: 6'
                    Weight: 180 lbs
                    Hair: Red
                    Eye Color: Blue-Green


                    Complications:
                    Feed It, Or Be Fed To It: If the Psycho Pirate doesn’t feed the emotions of someone to the Medusa Mask at least once a day then the
                    artifact will attack him, but instead of suffering the usual damage treat the attack as follows; Affliction 8 [Impaired, Disabled, Incapacitated;
                    resisted by Will].

                    Motivation ~Power: Originally the Psycho Pirate became a crook because he wanted power over others no matter what the cost….

                    Motivation ~Chaos: ….but now that he has paid the price for that kind of power he has been broken mentally by it and sometimes he simply wants to let chaos reign.


                    Background: A psychologist who learned of the Medusa Masks, seven golden masks that gave those that wore them the power to dominate a single emotion of whoever the wearer looked upon, Roger Hayden realized the potential of power the masks held. Hayden spent several years crossing the globe searching for them based on the clues he’d found in various texts across the world, and eventually he was able to obtain all seven Medusa Masks. Hayden then used a ritual, one he devised from the old texts he’d read, that merged all the masks into one single faceplate.

                    This new Medusa Mask gave Hayden power over the entire emotional spectrum, but it forced a unique form of vampirism as upon Hayden; one which required him to "consume" the emotions of others to survive. Now needing to steal the emotions of other people to feed to the Medusa Mask, less it feed upon his, Hayden became the Psycho Pirate.
                    Last edited by Tattooedman; 31st January 2015, 09:42 AM.

                    Comment


                    • Hex


                      Hex:
                      PL:
                      12
                      Strength 1
                      Stamina 3
                      Agility 4
                      Dexterity 4
                      Fighting 6
                      Intellect 4
                      Awareness 6
                      Presence 2

                      Skills: Close Combat [Mystical Staff] 6 (+12), Close Combat [Unarmed] 4 (+10), Deception 9 (+11), Expertise [Magic] 12 (+16), Intimidation 9 (+11), Ranged Combat [Otherworldly Magic Array] 4 (+8/+12), Stealth 6 (+10)

                      Advantages: Daze [Intimidation], Equipment 3, Fearless, Improved Feint, Ritualist, Startle, Task Focus 2 [Expertise (Magic): Artifact Lore], Trance, Ultimate Effort [Ultimate Will], Well-Informed

                      Powers: Otherworldly Magic Array:
                      Levitation: Flight 8
                      Elemental Blasts: Ranged Fire Damage 12 (Feat: Variable Descriptor 2 [Lightning, Earth]) [Dynamic]
                      -Devil’s Claw: Damage 12 (Extra: Penetrating) [Dynamic]
                      -Force Of Will: Move Object 12 (Feats: Precise, Subtle) [Dynamic]
                      -Mystic Blast: Ranged Magical Damage 12 [Dynamic]
                      -Mystic Gate: Teleportation (Feat: Increased Mass 4 [800 lbs]) [Dynamic]
                      -Mystic Shield: Deflect 12 [Dynamic]
                      -Scrying: Remote Sensing 6 [audio, visual & mental] [Dynamic]
                      -Transmogrification: Transform 12 [anything into anything] [Dynamic]

                      Protective Enchantments:
                      Enhanced Dodge 6
                      Enhanced Parry 6
                      Immunity 7 [Environmental Cold, Environmental Heat, Pressure, Radiation, Vacuum, Suffocation]
                      Protection 9 (Extra: Impervious 12)

                      Mage Sense: Senses 7 [Awareness (Magic: Accurate, Acute, Analytical, Radius, Ranged)]

                      Mystical Staff: (Easily Removable –2 pts) [3 pp]
                      Spell Casting Focus:
                      Enhanced Skill 2 [Ranged Combat (Otherworldly Magic Array) +4]
                      Enhanced Advantages 2 [Accurate Attack, Power Attack]
                      -Staff Bash: Strength-Based Bludgeoning Damage 2

                      Offense: Initiative +4
                      Melee Attack +6 // Unarmed Attack +10 // Mystical Staff Attack +12
                      Ranged Attack +4 // Otherworldly Magic Array Attack +8/+12

                      Defense: Dodge +12*/+6 [*Protective Enchantments]
                      Parry +12*/+6 [*Protective Enchantments
                      Toughness +12*/+3 [*Protective Enchantments (Impervious)]
                      Fortitude +8
                      Will +13


                      Equipment: Headquarters [Hex's Tower (15 ep); Size: Medium; Toughness: 10] Features: Concealed 3 [DC 20], Dual Size (Huge), Laboratory, Library, Living Space, Security System 2 [DC 25], Workshop


                      Costs: Abilities 60+ Skills 19+ Advantages 13+ Powers 107+ Defenses 14= 213 pts.


                      Real Name: Unknown
                      Height: 5'10"
                      Weight: Unknown
                      Hair: Bald
                      Eye Color: Brown


                      Complications:
                      Motivation ~Power:
                      Hex seeks to increase his mystical power for some other reason, though he believes it to be of great importance and more than enough reason for him to commit the crimes he does.

                      Power Loss: Hex cannot use his Otherworldly Magic Array when he can’t gesture and speak.

                      Prejudice:
                      Hex is surrounded by an aura of “otherness” that sets him apart from others and makes it difficult for him to interact with others.


                      Background: A self-proclaimed "Master Magician", Hex desires to rule the world with his vast magic powers and is based out of a large tower-like place that he is apparently able to move as needed. Hex is normally accompanied by a young woman called Charmcaster (who has been said to be Hex's niece), though why she works with him isn't known.

                      Hex once possessed five mystical charms called the Charms of Bezel, from his home dimension of Bezel, that gave him immense powers (levitation, fire, reincarnation, lightning, and luck), in addition to his own spell-casting abilities. But during a confrontation with the Next-GEN they were lost in a volcano and apparently were either destroyed or Hex is unable to recover them yet.

                      Hex's normal M.O. is to make use of a magical artifact to empower him to the point that he can effect radical enough changes to restructure his surroundings so that it resembles medieval times; all people are transformed into medieval equivalents of themselves and modern electronic devices do not work as magic is the prevailing source of advancement (and normally Hex takes steps to ensure there is nobody who can challenge him). Another usual tactic is that he mentally enthralls any local heroes so that they are his enforcers (though they are transformed into medieval equivalents of themselves as well) though both times Hex has done this his spell has missed certain heroes either due to aspects of their powers or the intervention of people outside the time stream.

                      Other times Hex is engaged in simple thefts, though the items he is stealing tend to be 'lost' artifacts that he seeks to add to his collection assumedly to aid him in his next bid to take over the world.

                      Comment


                      • Charmcaster


                        Charmcaster:
                        PL:
                        10
                        Strength 0
                        Stamina 1
                        Agility 2
                        Dexterity 4
                        Fighting 5
                        Intellect 3
                        Awareness 3
                        Presence 3

                        Skills: Athletics 3 (+3), Deception 9 (+12/+14), Expertise [Magic] 9 (+12), Insight 6 (+9), Perception 6 (+9), Persuasion 6 (+9/+11), Ranged Combat [Otherworldly Magic Array] 6 (+10), Stealth 6 (+8)

                        Advantages: Attractive, Close Attack 3, Improved Initiative, Ritualist, Trance

                        Powers: Otherworldly Magic Array:
                        Rock Creatures: Summon 8 (Extras: Broad Type [Rock Animals], Controlled, Horde, Independent); (Feat: Multiple Minions 4 [8 total])
                        -Charm Beasts: Ranged Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Area [Burst]); (Feat: Subtle 2); (Flaw: Limited [Only affects beings with an Intellect -1 or lower])
                        -Charm People: Ranged Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Area [Burst]); (Feat: Subtle 2); (Flaw: Limited [Only affects beings with an Intellect 0 or higher])
                        -Glamour: Morph 3 [humanoids] (Flaw: Limited [women only])
                        -Illusion: Ranged Affliction 10 [Figment, Phantasm, Immersion; resisted by Will] (Extra: Cumulative)
                        -Mass Illusion: Ranged Affliction 10 [Figment, Phantasm, Immersion; resisted by Will] (Extra: Perception)

                        Protective Enchantments:
                        Enhanced Dodge 5
                        Enhanced Parry 5
                        Immunity 2 [Environmental Cold, Environmental Heat]
                        Protection 9 (Extra: Impervious 10)

                        Mage Sense: Senses 4 [Awareness (Magic: Acute, Analytical, Radius)]

                        Magic Bag: (Removable –2 pts) [8 pp]
                        Can Hold More Than It’s Size Would Suggest:
                        Enhanced Advantage 1 [Equipment 1]
                        Dimensional Pocket 1 [50 lbs total]
                        Variable 1 [5 pt pool; random magical items] (Extra: Move Action)

                        Spell Book: (Easily Removable –1 pt) [3 pp] (Flaw: Limited [User must have ranks in Magic Power])
                        Written Down Spells: Adds 5 Alternate Effects to user’s Magical Power Array

                        Originally posted by Charmcaster’s Usual Choices
                        -Mystic Chain Lightning: Electrical Damage 10 (Extra: Area [Cone] 2)
                        -Mystic Lightning: Ranged Electrical Damage 10 (Extra: Alternate Resistance [Fortitude])
                        -Mystic Shock: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude]
                        -Mystic Translocate: Teleport 10 (Extra: Accurate)
                        -Scrying: Remote Sensing 7 [audio, visual & mental]
                        Offense: Initiative +6
                        Melee Attack +8
                        Ranged Attack +4 // Otherworldly Magic Array Attack +10

                        Defense: Dodge +10*/+5
                        Parry +10*/+5
                        Toughness +10*/+1 [*Protective Enchantments (Impervious)]
                        Fortitude +7
                        Will +11


                        Costs: Abilities 42+ Skills 18+ Advantages 7+ Powers 111+ Defenses 15= 193 pts.


                        Real Name: Hope
                        Height: 5’6”
                        Weight: Unknown
                        Hair: White
                        Eye Color: Blue


                        Complications:
                        Enemy: Seven.

                        Loyalty: To Hex.


                        Background: While it is unclear what Charmcaster's exact relationship with Hex is, she is loyal to him none the less. Often times she acts as his agent abroad, as she understands more about Earth culture than he can ever hope to, she almost seems like a normal young adult if one were to discount the summoned rock creatures and magical bolts she readily makes use of when things do go her way.

                        Despite helping Hex accomplish his goals it seems that Charmcaster has found time to gain a rival of her own - Seven. It started when the Next-GEN first faced off against Hex and has continued on to the present day, even with Seven becoming a reserve member of the Freedom League.

                        Comment


                        • Impulse


                          Impulse:
                          PL:
                          8
                          Strength 5
                          Stamina 5
                          Agility 5
                          Dexterity 0
                          Fighting 8
                          Intellect 0
                          Awareness 0
                          Presence 0

                          Skills: Acrobatics 3 (+8), Deception 5 (+5), Expertise [Criminal] 4 (+4), Insight 5 (+5), Intimidation 6 (+6), Perception 4 (+4), Stealth 3 (+8)

                          Advantages: All-Out Attack, Equipment, Improved Critical [Arm Blades], Power Attack, Ranged Attack 4

                          Powers: Rapid Metabolism: Regeneration 1
                          Rapid Slice: Adds Multiattack Extra to Unarmed Damage 8 & Weaken Strength 8
                          Super Speed:
                          Enhanced Dodge 3
                          Enhanced Parry 3
                          Quickness 7
                          Speed 7
                          Enhanced Advantages 5 [Improved Initiative 2, Move-By Action, Takedown 2]

                          Costume: (Removable -7 pts) [28 pp]
                          Friction Proof: Immunity 5 [Friction Effects]
                          Poisoned Blades: Strength-Based Damage 3 (Extra: Linked [to Weaken Strength]); (Feats: Improved Critical, Improved Smash, Split) Weaken Strength 8 (Extras: Linked [to Damage], Progressive +2)

                          Offense: Initiative +13
                          Melee Attack +8
                          Ranged Attack +4

                          Defense: Dodge +11*/+8 [*Super Speed]
                          Parry +11*/+8 [*Super Speed]
                          Toughness +5
                          Fortitude +8
                          Will +5

                          Equipment: Commlink


                          Costs: Abilities 46+ Skills 10+ Advantages 8+ Powers 70+ Defenses 13= 147 pts.


                          Real Name: Dwight Hubbard
                          Height: 5'11"
                          Weight: Unknown
                          Hair: Black
                          Eye Color: Brown


                          Complications:
                          Motivation ~Destruction: Impulse is pretty crazy, and likes to cause pain and mayhem.

                          Quirk: Metahuman chauvinist.


                          Background: A violent youth with a sarcastic sense of humor, Dwight Hubbard joined a street gang at an early age. When he was caught in a drive-by shooting Dwight's mutant powers manifested and he was able to escape injury by literally outrunning the bullets, consumed with anger Dwight went after his would-be attackers with a zeal only a borderline psychopath could manage which ended the way one would expect.

                          This in turn made Dwight the focus of NYPD manhunt which resulted in Gorgon, the leader of MEDUSA, learning about him and his situation. MEDUSA easily tracked Dwight down and offered him a place in their organization, to which the young street-raised man accepted to replace the 'family' he'd recently lost with a new one. As a result Dwight is one of the most devoted new members of the group and is almost as bloodthirsty as Typhon, which is something Gorgon likes while Typhon doesn't as he hates the competition.

                          Comment


                          • Coronary


                            Coronary:
                            PL:
                            9
                            Strength 2
                            Stamina 3
                            Agility 2
                            Dexterity 0
                            Fighting 6
                            Intellect 4
                            Awareness 2
                            Presence 0

                            Skills: Deception 7 (+7), Expertise [Medicine] 4 (+8), Insight 6 (+8) Perception 6 (+8), Ranged Combat [Biokinetic Array] 4 (+9), Treatment 4 (+8)

                            Advantages: Equipment, Ranged Attack 5, Teamwork

                            Powers: Organic Crystal Body:
                            Immunity 2 [Disease, Poison]
                            Protection 5
                            Regeneration 2

                            Bokinetic Array:
                            Induce Pain: Ranged Affliction 9 [Dazed, Stunned, Incapacitated; resisted by Fortitude) (Extra: Progressive)
                            -Control Body Movements: Ranged Affliction 9 [Entranced, Compelled, Controlled; resisted by Will] (Extra: Progressive); (Flaw: Quirk [Target aware])
                            -Heart Attack: Ranged Weaken Stamina 9 (Feat: Slow Fade 2)
                            -Induce Unconsciousness: Ranged Affliction 9 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extras: Cumulative, Perception)
                            -Induce Vomiting: Ranged Affliction 9 (Fort; Dazed & Fatigued/Stunned & Prone/Incapacitated) (Extras: Cumulative, Extra Condition)
                            -Tire Out: Ranged Affliction 9 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extra: Cumulative)

                            Offense: Initiative +2
                            Melee Attack +6
                            Ranged Attack +0 // Bio-Telepath Attack +9

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

                            Equipment: Commlink


                            Costs: Abilities 38+ Skills 11+ Advantages 7+ Powers 50+ Defenses 19= 125 pts.


                            Real Name: James Sharp
                            Height: 6’2”
                            Weight: Unknown
                            Hair: None
                            Eye Color: Black
                            Unusual Features: Body appears to be made of a crystalline substance


                            Complications:
                            Involuntary Transformation: If struck by blunt force of at least rank +12 (or a fall from 100 feet or higher), Coronary will shatter, and take at least 3-10 rounds to reform.

                            Motivation ~Chaos (Causing Pain): Coronary likes to use his powers to make people violently ill.

                            Quirk: Metahuman chauvinist.


                            Background: A medical student, James Sharp hid the fact that he was a biokinetic; that he could psionically manipulate organic material at his whim. Somehow his teachers learned that James was using his powers to help himself with his lab work and had him expelled. James' response was to seek revenge and he stalked his teacher, using his powers to kill him and make it look like he suffered a heart attack.

                            Afterwards James went underground, mostly to distance himself from being exposed publically as a metahuman and likely to try and rebuild his life in some way. What he did during that time is unknown but when James next appeared in public he was part of MEDUSA and sporting his new look - a crystalline body. How that happened or why isn't known and James isn't sharing.
                            Last edited by Tattooedman; 20th August 2015, 08:57 AM.

                            Comment


                            • Asylum


                              Asylum:
                              PL:
                              9
                              Strength 1
                              Stamina 3
                              Agility 2
                              Dexterity 0
                              Fighting 6
                              Intellect 0
                              Awareness 0
                              Presence -2

                              Skills: Insight 6 (+6), Intimidation 12 (+10), Perception 6 (+6), Ranged Combat [Darkmist Energies] 4 (+9), Stealth 3 (+5)

                              Advantages: Close Attack 3, Improved Initiative 2, Power Attack, Ranged Attack 5

                              Powers: Dark Mist Form:
                              Enhanced Dodge 4
                              Enhanced Parry 6
                              Flying 5 (Extra: Permanent [1 rank])
                              Immunity 10 [Life Support]
                              Insubstantial 3 [energy] (Extra: Permanent)
                              Protection 3

                              Darkmist Energies:
                              Darkmist Hallucination: Affliction 9 [Dazed, Stunned, Paralyzed; resisted by Will] (Extras: Cumulative, Concentration)
                              -Darkmist Blast: Ranged Darkness Damage 9

                              Offense: Initiative +10
                              Melee Attack +9
                              Ranged Attack +5 // Darkmist Energies Attack +9

                              Defense: Dodge +12
                              Parry +12
                              Toughness +6
                              Fortitude +8
                              Will +8


                              Costs: Abilities 20+ Skills 14+ Advantages 11+ Powers 76+ Defenses 19= 140 pts.


                              Real Name: Unknown
                              Height: Usually appears to be around 6’6”
                              Weight: Unknown
                              Hair: None
                              Eye Color: None


                              Complications:
                              Disability: Asylum either cannot speak or simply does not for reasons only known to 'her'.

                              Weakness: Asylum's body can be disrupted by an aimed shot to her Mask (opponent must roll a 15-20 to hit while using Power Attack).


                              Background: An unnamed mental patient who manifested 'her' powers during a psychotic episode, Asylum went on a rampage that claimed the lives of over a dozen members of the medical staff before taking 'her' leave of the place and wandering around New Jersey for weeks before MEDUSA was able to locate 'her'.

                              What Gorgon offered Asylum to join MEDUSA isn't known and it isn't likely that Asylum is going to share anytime soon.

                              Comment


                              • Reptilla


                                Reptilla:
                                PL:
                                9
                                Strength 5
                                Stamina 7
                                Agility 5
                                Dexterity 0
                                Fighting 6
                                Intellect 1
                                Awareness 1
                                Presence 1

                                Skills: Athletics 5 (+10), Deception 5 (+6), Insight 6 (+7), Intimidation 6 (+7), Perception 6 (+7), Stealth 5 (+10)

                                Advantages: All-Out Attack, Close Attack 4, Fast Grab, Improved Critical [Snake Bites] 2, Improved Grab, Improved Hold, Improved
                                Initiative, Power Attack, Startle, Set-Up, Teamwork

                                Powers: Snake-Human Hybrid:
                                Arms That Are Also Snakes:
                                Enhanced Strength 2 (Flaw: Limited [Lifting Only])
                                Elongation 2
                                Venomous Arm-Snake Bites: Weaken Stamina 8 (Extra: Progression); (Feats: Reach 5, Split)
                                -Non-Venomous Arm-Snake Bites: Strength-Based Piercing Damage 3 (Feats: Reach 5, Split)
                                Snake's Tail:
                                Movement 2 [Slithering, Sure-Footed]
                                Snake-Like Senses: Senses 4 [Olfactory (Acute, Extended, Tracking) Infravision]

                                Offense: Initiative +9
                                Melee Attack +10
                                Ranged Attack +0

                                Defenses:Dodge +11
                                Parry +11
                                Toughness +7
                                Fortitude +9
                                Will +7


                                Costs: Abilities 52+ Skills 10+ Advantages 15+ Powers 51+ Defenses 19= 147 pts.


                                Real Name: Rachel Heskett
                                Height: 8’ (from head to tip of tail)
                                Weight: 327 lbs
                                Hair: Blonde
                                Eye Color: Blue
                                Unusual Features: Light green skin, lower body is serpent tail, arms appear to be snakes with her hands ending in their fully working heads


                                Complications:
                                A Proud Wildstriker: Reptilla is proud of her surviving the Wildstrike transformation she underwent years ago, there are many others
                                who didn’t.

                                Disability: Because of her mutation, Reptilla cannot perform delicate or detail related work with her hands.

                                Motivation ~Safety: Reptilla seeks to make the world a safer place for metahumans no matter what their origin might be.

                                Prejudice: Because of the Wildstrike Reptilla possesses several obvious serpentine features; her skin color is now an off green hue, while
                                her legs have fused together into a tail and her arms have transformed into snake-like creatures. Obviously she cannot pass for human at any time.


                                Background: A Wildstriker who sought out MEDUSA on her own, Reptilla was tired of dealing with the abuse heaped on her simply due to a twist of fate that had mutated her into her current state. She has seen the violence that non-metas are willing to do the “meta-positive” (as the government types refer to metahumans) and she is tired of seeing people who are more screwed over in life that are still good and moral as they were before despite the hardships they now face being turned into victims simply due to ignorant fear.
                                Last edited by Tattooedman; 19th March 2016, 10:47 PM.

                                Comment

                                Working...
                                X