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  • Chaos


    Chaos:
    PL:
    12
    Strength 2
    Stamina 3
    Agility 3
    Dexterity 3
    Fighting 4
    Intellect 0
    Awareness 2
    Presence 0

    Skills: Athletics 5 (+7), Close Combat [Unarmed] 4 (+8.), Insight 6 (+8), Intimidation 8 (+8.), Perception 5 (+7), Ranged Combat [Plasma Blast] 3 (+8.), Stealth 7 (+10)

    Advantages: All-Out Attack, Defensive Roll 3, Equipment, Improved Initiative, Ranged Attack 2, Takedown

    Powers: Chaos Array:
    Plasma Burst: Damage 12 (Extras: Area [Burst] 2, Penetrating)
    -Plasma Blast: Ranged Damage 14 (Extras: Penetrating 12); (Feats: Improved Critical 2)
    -Plasma Flash: Visual Affliction 12 [Impaired, Disabled, Unaware; resisted by Dodge/Fortitude] (Extras: Area [Burst], Cumulative)

    Offense: Initiative +7
    Melee Attack +4 // Unarmed Attack +8
    Ranged Attack +5 // Plasma Blast Attack +8

    Defense: Dodge +12
    Parry +10
    Toughness +9*/+6**/+3 [*Containment Suit & Defensive Roll/**Containment Suit]
    Fortitude +8
    Will +8

    Equipment: Containment Suit [Protection 3; Feature 1 (Helps control his Chaos Array)]


    Costs: Abilities 34+ Skills 14+ Advantages 9+ Powers 50+ Defenses 26= 133 pts.


    Real Name: Daniel 'Dan' Dash
    Height: 6'
    Weight: 183 lbs
    Hair: Blonde
    Eye Color: Brown [right]/Green[left] (complete heterochromia)


    Complications:
    Accident: Chaos has often had trouble controlling his powers without his containment suit.

    Disability: Chaos has a form of Obsessive-compulsive disorder (ironically enough), for which he takes a complex pharmaceutical cocktail to curtail his obsessions and compulsions. If he were to go off of them for even a few days, Chaos would quickly degrade to the point that he would be unable to take part in field missions.

    Motivation ~Patriotism: Chaos completely believes in the goals of Genesis Island and the Red King – namely the equal treatment of all methumans. He is willing to do anything to achieve that goal.

    Prejudice: Metahuman.

    Responsibility ~Family: Dwayne Dash (brother).


    Background: When Dan Dash used his Chaos Blast, a plasma-like force blast projected from his left eye, to save the life of his brother, Dwayne, at a flight show by destroying the trees Dwayne’s plane was about to crash into the majority of the audience ran away. But there was a small group who tried confronting Dan but thanks to Dwayne’s quick thinking they got away.

    Dwayne knew that Genesis Island would be the best place for Dan, so the Dash brothers hit the road. Months later they managed to finally arrived and were separated as Dwayne isn’t a metahuman like Dan but still wanting to be close to his brother accepted the fact that he’d only have rare passing moments with on the island but that Dan would be safe.

    Because of Dan’s OCD condition, the doctors on Genesis Island were hard pressed to develop the right kinds of medicines to prescribe him to help him control his issues but eventually they found a mixture of several that worked fairly well. Up until that time Dwayne had been allowed to stay with Dan as he was the only person who could calm him down when he became irritated by his sickness and given his highly destructive power nobody wanted Dan to be upset.

    But by this point Dan had come to the attention of Cassius Mass, who was still looking for metahumans to recruit into his Cadre (a group of metahuman criminals who would be secretly supported by Gene Nation to operate in the United States to help further Mass’ plans for eventual metahuman rule over humans), and all that he had to promise Dan was that Dwayne could continue to live with him in his house instead of the Human district where all non-metahumas were forced to live.

    Comment


    • Rapture


      Rapture:
      PL:
      9
      Strength 3
      Stamina 4
      Agility 5
      Dexterity 3
      Fighting 6
      Intellect 0
      Awareness 2
      Presence 3

      Skills: Acrobatics 6 (+11/+14), Athletics 4 (+7), Close Combat [Sword] 4 (+12), Expertise [Religion] 6 (+6),Insight 7 (+9), Perception 7 (+9), Persuasion 4 (+7/+9), Stealth 5 (+10)

      Advantages: Attractive, Close Attack 2, Defensive Roll 2, Equipment, Follow-Up Strike, Improved Critical [Sword] 2, Improved Disarm, Improved Initiative, Set-Up, Teamwork, Weapon Break

      Powers: Aerial Expertise: (Flaw: Limited [only when flying])
      Enhanced Skills 2 [Acrobatics +3, Close Combat (Sword) +2]
      Enhanced Advantages 8 [Agile Feint, Defensive Attack, Improved Defense, Move-by Action, Redirect, Takedown 2, Uncanny Dodge]
      Enhanced Dodge 3
      Enhanced Parry 3
      Feather Wings: Flight 5 (Flaw: Winged)
      Laying Of Hands Healing: Healing 6 (Extras: Energizing, Restorative)

      Omni-Steel Sword: (Easily Removable -6 pts) [9 pp]
      Hardened Edge: Strength-Based Slashing Damage 4 (Extra: Penetrating 7); (Feats: Improved Critical 3, Improved Smash)

      Offense: Initiative +9
      Melee Attack +8 // Sword Attack +12
      Ranged Attack +3

      Defense: Dodge +12*/+9 [*Aerial Expertise]
      Parry +12*/+9 [*Aerial Expertise]
      Toughness +6*/+4 [*Defensive Roll]
      Fortitude +9
      Will +8

      Equipment: Rapier [Strength-Based Damage 3; Improved Critical]


      Costs: Abilities 52+ Skills 15+ Advantages 14+ Powers 51+ Defenses 18= 150 pts.


      Real Name: Joy
      Height: 5'5"
      Weight: 100 lbs
      Hair: Red
      Eye Color: Yellow
      Unusual Traits: Blue Skin


      Complications:
      Holy Truths: Rapture believes that her powers are a gift from God and that the Red King is his prophet.

      Motivation ~Holy Warrior: Rapture thinks that it is her duty to take part in this newest Holy War in God’s name, thus she will do anything to further her group’s goals.

      Prejudice: Metahuman.


      Background: Joy was found as a child at an abbey by the nuns who lived there. Taking her arrival and appearance (that of a blue skinned cherub) as a sign from God the sisters made the healing of injured birds one of their sacred duties. Joy lived her whole life at the abbey until nearby villagers finally became fearful enough of her that they mobbed the abbey demanding she be turned over to them. The Mother Superior of the abbey forced Joy to flee while the nuns stalled the mob as long as they could and Joy took to the skies with tears in her eyes as she watched the only place she’d ever known as home be destroyed by fire.

      It was days later when security for Genesis Island picked up Joy’s presence in the air and she was met by several flying members of Gene Nation’s defense force who escorted her directly to Cassius Mass so she could state her intentions. After hearing her story Cassius immediately welcomed Joy to the island nation and saw that she had all of her needs tended to while she recovered over the next several days from her ordeal.

      During that time Cassius used his ability to influence people to sway Joy into joining his Cadre, a group of metahuman criminals who would be secretly supported by Gene Nation to operate in the United States to help further Mass’ plans for eventual metahuman rule over humans. Thanks to Joy’s already fragile mental state she now views the Red King as God’s prophet and considers it her sacred duty to follow his direction.

      What she doesn't realize is that Cassius has played on her religious upbringing and had telepaths who are loyal to him implant certain 'memories' that help her to believe his words as well as certain skills that she would find useful in her new calling - such as how to use the Omni-Steel sword he supplied her with.
      Last edited by Tattooedman; 07-22-2014, 08:48 AM.

      Comment


      • Mercury


        Mercury:
        PL:
        10
        Strength 5
        Stamina -- (5)
        Agility 4
        Dexterity 4
        Fighting 6
        Intellect 1
        Awareness 3
        Presence 0

        Skills: Athletics 5 (+10), Deception 10 (+10), Insight 7 (+10), Intimidation 8 (+8.), Investigation 3 (+4), Perception 7 (+10), Stealth 8 (+12), Vehicles [Air] 4 (+8.), Vehicles [Land] 4 (+8.), Vehicles [Sea] 4 (+8.)

        Advantages: All-Out Attack, Close Attack 4, Contacts, Improved Critical [Mercury Blades] 2, Improved Feint, Improved Initiative, Improved Trip, Power Attack, Prone Fighting, Ranged Attack 4

        Powers: Bio-Mercury Form: (Move Action -1 pt)
        Enhanced Durability:
        Enhanced Strength 2 (Flaw: Limited [Lifting Only])
        Protection 10
        Regeneration 3
        Self-Sustenance: Immunity 30 [Fortitude Effects]
        Malleable:
        Enhanced Advantage 1 [Instant Up]
        Elongation 3
        Immunity 5 [Falling Damage] (Flaws: Limited [Half Effect])
        Telepathic Resistance: Immunity 10 [Mental Effects] (Flaw: Limited [Half Effect])
        Molecular Adhesion: Movement 2 [Wall-Crawling 2]
        Suffocating Ensnarement: Affliction 10 [Hindered & Dazed, Immobile & Stunned, Incapacitated; resisted by Strength/Fortitude] (Extras: Extra Condition, Progressive) (Flaw: Distracting)
        -Mercury Blades: Strength-Based Damage 5 (Extras: Multiattack 10); (Feats: Extended Reach 3, Improved Critical)

        Offense: Initiative +8
        Melee Attack +10
        Ranged Attack +8

        Defense: Dodge +10
        Parry +10
        Toughness +10
        Fortitude N/A
        Will +9


        Costs: Abilities 46+ Skills 20+ Advantages 17+ Powers 91+ Defenses 16= 190 pts.


        Real Name: Lee Addison
        Height: 5'11"
        Weight: 184 lbs // 200 lbs (transformed)
        Hair: Black
        Eye Color: Blue



        Complications:
        Hatred: Mercury cannot stand anti-metamen bigots, like the members of S.H.O.C.K.

        Motivation ~Patriotism: Mercury completely believes in the goals of Genesis Island and the Red King – namely the equal treatment of all methumans. He is willing to do anything to achieve that goal.

        Prejudice: Metahuman.


        Background: Lee Addison had managed to keep his metahuman powers hidden despite joining the Marine Corps once he’d graduated high school and he’s managed to climb up through the ranks to that of Sergeant before his secret was exposed. It was while he was on leave; Lee was in a local bar relaxing when he started flirting with another patron of the bar. Unfortunately her boyfriend didn’t care for Lee’s advances and after exchanging some heated words the two met out in the bar’s parking lot where several of the other man’s friends decided to help him out and Lee found himself facing off against five attackers in the pouring rain. Seeing no other choice Lee shifted into his other form and quickly dispatched the men, forcing most of them to seek medical treatment once they’d regain consciousness.

        Of course the police were involved in the matter and it only took them a few days to track Lee down. Faced with not only local police but military police as well Lee smartly went quietly, but once he’d been taken off base the police informed him that they weren’t going to put up with some hotshot military guy giving the locals any trouble (you see nobody believed the beaten men’s story about Lee turning into some kind of monster, the authorities simply thought the combat trained man had bested five drunks in a fight) and they headed for a remote location to give Lee a ‘tune up’ for his troubles before taking him into jail. Deciding that he’d had enough, Lee once again used his powers; this time escaping the restraints that had been put on him as well as the police cruiser while it was still rolling.

        After that Lee lived on the run and AWOL from the Marine Corps for several months until he heard about Genesis Island; a sovereign island where all metahumans were welcome to come and live. Figuring that his military skills would give him plenty of options there Lee wasted no time in making his way there and three months later he took his first steps on the sandy beaches of the island’s western port.

        When Lee applied for work his military background was of great interest and he was selected by Cassius Mass himself to be part of a group that would work to help achieve his goal of metahuman dominance over humanity. After a quick set of meetings, during which Cassius carefully used his powers on Lee, the young man agreed to be a member of the Cadre, a group of metahuman criminals who would be secretly supported by Gene Nation to operate in the United States to help further Mass’ plans for eventual metahuman rule over humans.

        Comment


        • Dragoness


          Dragoness:
          PL:
          10
          Strength 2
          Stamina 3
          Agility 3
          Dexterity 4
          Fighting 8
          Intellect 2
          Awareness 3
          Presence 3

          Skills: Acrobatics 4 (+7), Athletics 5 (+7), Close Combat [Swords] 2 (+12), Deception 7 (+10/+12), Expertise [Criminal] 6 (+8.), Insight 6 (+9), Intimidation 6 (+9), Perception 6 (+8.), Persuasion 5 (+8/+10), Ranged Combat [Guns] 4 (+12), Sleight of Hand 5 (+9), Stealth 6 (+9), Technology 6 (+8.)

          Advantages: Attractive, Close Attack 2, Connected, Contacts, Defensive Attack, Defensive Roll 3, Equipment 4, Improved Initiative, Languages 2 [Base: Mandarin; Cantonese, English], Power Attack, Ranged Attack 4

          Powers: Psionic Dragons Array:
          Dragon’s Digging In The Mind: Mind Reading 10 (Feat: Subtle)
          -Dragon’s Bite: Damage 10 (Extra: Alternate Resistance [Will]); (Feats: Reach 6, Split)
          -Dragon’s Carry: Move Object 10 (Flaw: Noticeable)
          -Dragon’s Mindfire: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Will] (Feats: Reach 6, Split); (Flaw: Noticeable)
          -Dragon’s Pin: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Feats: Reach 6, Split); (Flaw: Noticeable)

          Offense: Initiative +7
          Melee Attack +10
          Ranged Attack +8 // Gun Attack +12

          Defense: Dodge +12
          Parry +11
          Toughness +7*/+4**/+3 [*Costume & Defensive Roll/**Costume]
          Fortitude +7
          Will +11

          Equipment: Costume [Protection 1; Subtle, Commlink]
          Smuggler’s Arsenal: (17 ep)
          Ion Auto-Blaster: Ranged Damage 8
          -Katana: Strength-Based Damage 3, Critical 19-20



          Costs: Abilities 56+ Skills 24+ Advantages 21+ Powers 25+ Defenses 23= 149 pts.


          Real Name: Tamara Tsuburaya
          Height: 5’6”
          Weight: Unknown
          Hair: Blonde
          Eye Color: Brown


          Complications:
          Agent of Sin: Dragoness is one of several agents of Dr. Sin is expected to make progress in the long term goals of her master.

          Gone Native?: Dragoness has spent a number of years on Genesis Island and has slowly become close with several people who live there, which has made her begin to question her role as an agent of Dr. Sin.

          Prejudice: Metahuman.

          Secret: Is a spy for Dr. Sin.


          Background: Born to a Chinese woman and an American solider, Tamara Tsuburaya grew up being called ‘half-breed’ by all her classmates and neighbors as her father was forced to return home without being allowed to take his family with him, forcing her mother to raise her alone and disowned by her own parents. Eventually her mother turned to prostitution as a means to support her daughter and Tamara learned how to manipulate men using her feminine wiles.

          At some point during her teenage years Tamara’s psionic powers began to manifest but she hid them and secretly developed her control over them. After graduating high school Tamara moved out of her mother’s house (the two had been fighting bitterly for years at this point) and quickly began using a combination of her skills at manipulation and her psionic powers to take care of herself. This eventually brought her to the attention of Dr. Sin, who was very interested in having an agent with the type of abilities that Tamara possessed and he made the young woman part of his organization – using her psionic talents to head up his smuggling operations (interestingly enough Tamara never did done a costume as many of Dr. Sin’s other specialized agents tended to do, preferring to dress in ‘normal clothing’ to be better able to hide from law enforcement).

          When the Red King opened Genesis Island up to all metamen across the planet, Dr. Sin decided to send in one of his agents to act as a spy in Gene Nation and chose Tamara for this mission. For several years she performed her job well, never being suspected as a mole for a rival organization, thanks to her careful ways and attention to detail. When the Red King was selecting operative for his Cadre, Tamara was among those being heavily considered due to her psionic abilities.

          At first she was hesitant to accept the offer but then she was instructed by Dr. Sin to take it and act as his eyes in the Red King’s latest venture, to see how it could, in the future, benefit her master. Since then Tamara, or as she named herself, Dragoness, has been a member of the Cadre. While she agrees overall with the Red King’s desire for metahuman equality it is the ethics of several of his followers (as well as some of Cassius Mass’ own bloody plans) that leave her questioning the validity of his organization. It is because of this shared mentality that Tamara is somewhat close with fellow Cadre member Tempo and she will often back the other woman up when it comes to reigning in some of their teammates when they are pushing the boundaries of their mission to satisfy their desire for revenge for past wrongs done to them.

          As it is Tamara continues to report in to Dr. Sin on the Cadre’s activities as well as what she can learn about the happenings of Genesis Island through her ‘friends’ there, and she has come to dread the day that Dr. Sin will tell her it is time to return home as she knows that will mean that an attack on Genesis Island is coming soon and she worries about those she ahs become close to over the years of her infiltration.

          Comment


          • Spiral


            Spiral:
            PL:
            10
            Strength 5
            Stamina 6
            Agility 6
            Dexterity 4
            Fighting 8
            Intellect 0
            Awareness 3
            Presence 2

            Skills: Acrobatics 6 (+12), Athletics 6 (+12), Deception 6 (+8.), Insight 8 (+11), Intimidation 8 (+10), Perception 8 (+11), Sleight of Hand 6 (+12), Stealth 6 (+12)

            Advantages: Close Attack 4, Cunning Fighter, Defensive Roll 2, Equipment 4, Evasion, Fast Grab, Improved Disarm, Improved Feint, Improved Initiative, Move-By Action, Power Attack, Precise Attack [melee; concealment], Quick Draw, Ranged Attack 8, Takedown 2, Uncanny Dodge

            Powers: Six Arms: Extra Limbs 4 (Feats: Benefit [Ambidexterity], Innate)
            Six Arm Fighting Style: (Feat: Innate)
            Adds Multiattack 10 Extra to any Melee Attack
            Adds Improved Critical 2 & Split Feat to any Melee Attack
            Enhanced Dodge 4
            Enhanced Parry 4

            Dimensional Storage: Dimensional Pocket 3 [400 lbs] (Flaw: Limit [Non-Organic Items Only])
            Winding Way Gate: Teleport 8 (Extras: Accurate, Easy, Extended, Portal); (Feat: Increased Mass x5 [1600 lbs])
            -Winding Way: Teleport 10 (Extra: Accurate); (Feats: Change Direction, Change Velocity, Turnabout)

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

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

            Equipment: Dimensionally Held Arsenal: (20 ep)
            Axe: Damage 4 [4 ep]
            Baton: Damage 2; Improved Critical [3 ep]
            Knives: Damage 1; Improved Critical [2 ep]
            Nunchaku: Damage 2; Improved Critical, Improved Smash [4 ep]
            Swords: Damage 3; Improved Critical [4 ep]
            Throwing Blades/Shuriken: Ranged Damage 1; Multiattack [3 ep]



            Costs: Abilities 68+ Skills 18+ Advantages 31+ Powers 98+ Defenses 15= 230 pts.


            Real Name: Rita Wayword
            Height: 5’9”
            Weight: Unknown
            Hair: Silver-White
            Eye Color: Silver-White


            Complications:
            Guilt: Spiral feels responsible for the death of her sister, Betsy, at the hands of S.H.O.C.K.

            Motivation ~Patriotism: Spiral completely believes in the goals of Genesis Island and the Red King – namely the equal treatment of all methumans and she is willing to do anything to achieve that goal.

            Prejudice: With six arms and silver-white hair and eyes, Spiral is an obvious metahuman.

            Reputation ~Violent Metaman: Spiral is known for injuring people on a regular basis.


            Background: A victim of the Wild Card virus, Rita Wayword’s only power was the ability to store any non-organic item in a dimensional pocket only she could access, and the turning of her card gave her four additional arms that clearly marked her as a Joker. Remembering that Genesis Island would take in any metahuman who wanted to live there, Rita quickly decided to make the journey as her current home was becoming unlivable due to people harrassing her on the street (her appartment had been broken into three times already and everything was trashed and she'd had some intense yelling matches with some of her neighbors that almost turned violent). Rita’s sister, Betsy, traveled with her despite the fact she wasn’t a metahuman at all but members of S.H.O.C.K. (who'd been alerted by one of Rita's neighbors about her) followed after them. They ended up killing Betsy when she acted as a distraction so Rita could make a big teleport to her destination.

            After appearing on Genesis Island Rita was given medical treatment and recovered from her injuries, though her heart was heavy over the loss of her sister. Once she'd healed, Rita requested to become part of the Harbingers (as she'd learned of their existence while recovering and she wanted revenge for the loss of her sister), but instead the Red King made her a part of the other group he was putting together, the Cadre, which would work independently of Gene Nation against their various enemies while being secretly supported by them.

            To make Rita more effective as part of that group, the Red King subjected her to a strain of the Wild Card Virus he’d created that was much more stable, which expanded her dimensional breeching powers to include teleportation and turned her hair and eyes a silver-white color. He also had combat skills and weapon proficiencies telepathically planted in her mind so that she could handle herself in a fight.

            Now calling herself Spiral, Rita is one of the more militant members of the Cadre along with Senyaka and if often seen at the front of any fight they are involved in. Sometimes they make use of Spiral’s dimensional pocket to carry off their intended loot, since it frees any of them from having to transport it themselves.

            Comment


            • Phantazia


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

              Skills: Deception 9 (+10), Insight 6 (+7), Perception 6 (+7), Stealth 6 (+8.)

              Advantages: Daze [Deception], Improved Initiative, Ranged Attack 2, Seize Initiative, Set-Up

              Powers: Localized Anti-Gravity Field: Flight 3
              Sense Electromagnetic Energy: Senses 5 [Detect (Electromagnetic Energy: Acute, Radius, Ranged, Tracking)]
              Harmonizing Array:
              Short Out Electronic & Computerized Systems: Nullify Technological Objects 10 (Extra: Area 3, Broad [technological], Concentration, Simultaneous])
              -Disrupt Bioelectric Fields: Ranged Affliction 10 [Dazed & Impaired, Disabled & Immobilized, Paralyzed; resisted by Will] (Extras: Cumulative, Extra Condition, Perception)
              -Disrupt Powers: Ranged Affliction 10 [Controlled; resisted by Will] (Extras: Cumulative, Perception); (Flaws: Limited Degree [Third Degree Only], Limited [Controlling Target’s Powers])
              -Control Electronic & Computerized Systems: Ranged Affliction 10 [Controlled; resisted by Will] (Extras: Cumulative, Perception); (Flaws: Limited [Third Degree Only], Limited [Control Function Only])
              -Render Undetectable To Electronic Systems & Physical Senses: Concealment 10 [all senses] (Extras: Affects Others, Area [Burst])

              Offense: Initiative +6
              Melee Attack +4
              Ranged Attack +4

              Defense: Dodge +10
              Parry +10
              Toughness +6*/+2 [*Armored Costume]
              Fortitude +6
              Will +7


              Equipment: Armored Costume [Protection 4; Commlink]


              Costs: Abilities 26+ Skills 9+ Advantages 6+ Powers 75+ Defenses 24= 140 pts.


              Real Name: Eileen Harsaw
              Height: 5'9"
              Weight: Unknown
              Hair: Brown
              Eye Color: Blue


              Complications:
              Motivation ~Patriotism: Phantazia completely believes in the goals of Genesis Island and the Red King – namely the equal treatment of all methumans and she is willing to do anything to achieve that goal.


              Background: Eileen Harsaw’s life before coming to Genesis Island was fairly normal since her powers didn’t leave her with any physical way of telling she was a metahuman. But when the Red King opened up the borders of his island she knew that was where she belonged, as she was tired of ‘living her life as a lie’.

              Upon reaching Genesis Island, Eileen heard the horror stories of other metamen about the persecution they’d faced and the harassment they’d dealt with up until that point. Wanting to do more but unsure how she was surprised when she was selected to be part of the Cadre by the Red King but accepted the offer. Like some of the others she was given a telepathic download of combat skills so that she wouldn’t be totally helpless in the field despite the fact her powers aren’t really combat related – Phantazia was selected because what he powers could do for the Cadre.

              Comment


              • Harpoon


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

                Skills: Acrobatics 2 (+5), Athletics 4 (+7), Close Combat [Harpoons] 2 (+10), Expertise [Criminal] 6 (+6), Expertise [Hunting] 6 (+6), Insight 6 (+7), Intimidation 6 (+6), Perception 6 (+7), Ranged Combat [Harpoons] 4 (+10), Stealth 6 (+9)

                Advantages: All-Out Attack, Close Attack 2, Defensive Roll 2, Equipment 2, Improved Aim, Improved Critical [Harpoons] 2, Improved Disarm, Improved Initiative, Improved Smash, Language [Base: Inuit; English], Power Attack, Precise Attack [ranged; concealment], Quick Draw, Ranged Attack 2, Takedown, Teamwork, Tracking

                Powers: Charge Objects With Bio-Energy:
                Disintegrating Charge: Ranged Damage 10 (Extra: Penetrating); (Feats: Affects Insubstantial 2, Improved Critical 2); (Flaws: Quirk [requires object], Reduced Range) & Ranged Weaken Toughness 8 (Extra: Affects Objects); (Flaws: Quirk [requires object], Reduced Range)
                -Explosive Charge: Ranged Damage 10 (Extra: Area [Burst]); (Flaws: Quirk [requires object], Reduced Range)
                -Paralyzing Charge: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative); (Feat: Affects Insubstantial 2); (Flaws: Quirk [requires object], Reduced Range)

                Offense: Initiative +7
                Melee Attack +8 // Harpoon Attack +10
                Ranged Attack +6 // Harpoon Attack +10

                Defense: Dodge +10
                Parry +10
                Toughness +8*/+6**/+4 [*Costume & Defensive Roll/**Costume]
                Fortitude +8
                Will +6

                Equipment: Costume [Protection 2; Subtle, Commlink]
                Inuit Arsenal: (6 ep)
                Throwing Harpoon: Ranged Strength-Based Damage 2; Critical 19-20
                Harpoon: Strength-Based Damage 2; Critical 19-20



                Costs: Abilities 42+ Skills 17+ Advantages 22+ Powers 40+ Defenses 20= 141 pts.


                Real Name: Kodiak Noatak
                Height: 5'7"
                Weight: Unknown
                Hair: Dark Brown
                Eye Color: Brown


                Complications:
                Motivation ~Greed & Destruction: Harpoon is a mercenary at heart, he'll do anything if the price is right or if he gets the change to break things or people.

                Prejudice: Metahuman.


                Background: The only part of Harpoon’s early life that has been confirmed by members of law enforcement is that he was born and raised in an Inuit fishing village (which is more than likely where he developed his skills with his namesake weapon) but he left the village when he was in his young twenties and became part of the metahuman mercenary scene then displaying his metahuman abilities. He often took any job as long as he felt the pay was good and if he would have the chance to ‘break stuff or someone’ and had a reputation for being a cold blooded killer.

                When the Red King opened up Genesis Island to all metahumans, Harpoon was among the those who became citizens in an effort to avoid the efforts of law enforcement to capture him for his various crimes (as Genesis Island has no extradition treaties with any other country). Harpoon quickly fell in with the more militant members of the island, more for the acts of violence that they would engage in on the human population of the island (a small amount of human sympathizers were allowed to become what was basically second class citizens on the island due to skills they possessed that were deemed as highly needed).

                Some of the more violent members of the militant faction, Harpoon among them, were chosen to be part of the Red King’s Cadre; a group that would appear to engage in criminal acts on American soil but in reality were striking at either political, business or personal enemies of the Red King.

                Out of all his teammates, Harpoon gets along best with Senyaka (though the Sri Lankaian only cares for the way Harpoon inflicts pain on people and otherwise could care less about him) and clashes often personality-wise with Tempo (which often results in his getting a ‘time out’ from her). When on a job Harpoon is often paired up with either Vertigo or Phantazia to make the most of his power as a first strike, though he doesn’t shy away from combat when the chance presents itself either. To be honest Harpoon is developing a bad habit of jumping the gun on the Cadre’s plans, setting things in motion too early simply to satisfy his own enjoyment of marauding.

                Comment


                • Tempo


                  Tempo:
                  PL
                  10
                  Strength 1
                  Stamina 1
                  Agility 2
                  Dexterity 0
                  Fighting 5
                  Intellect 1
                  Awareness 2
                  Presence 1

                  Skills: Acrobatics 3 (+5), Close Combat [Unarmed] 2 (+7), Deception 9 (+10), Expertise [Current Events] 7 (+8.), Persuasion 7 (+8.), Insight 6 (+8.), Investigation 3 (+4), Perception 6 (+8.), Stealth 6 (+8.), Technology 4 (+5)

                  Advantages: Defensive Roll 4, Equipment, Improved Feint, Ranged Attack 5, Seize Initiative, Set-Up, Teamwork

                  Powers: Self Propulsion: Flight 5

                  Create Chronological Fields:
                  Quickness 5 (Extras: Affects Others, Area [Burst], Selective) [20]
                  Speed 5 (60 mph) (Extras: Affects Others, Area [Burst], Selective) [20]
                  Enhanced Advantages 7 [Improved Initiative 3, Close Attack 2, Ranged Attack 2] (Extras: Affects Others, Area [Burst], Selective) (Flaws: Tiring) [14]
                  Enhanced Dodge 2 (Extras: Affects Others, Area [Burst], Selective) [6]
                  Enhanced Parry 2 (Extras: Affects Others, Area [Burst], Selective) [6]
                  -Speed Up Natural Momentum: Adds up to 8 ranks of the following Extras [Affects Others, Area [Burst], Multiattack, Selective] (Flaws: Tiring)
                  -Slow Down Natural Momentum: Affliction 10 [Dazed, Fatigued & Hindered/Stunned, Exhausted & Defenseless; resisted by Strength/Speed Rank] (Extras: Area [Burst], Extra Condition 2, Selective) (Flaws: Limited Degree, Instant Recovery)

                  Anti-Psi Helmet: (Removable -1 pt) [4 pp]
                  Psionically Resistant Material: Enhanced Will 5 (Flaws: Limited [Only vs. Mental Effects])

                  Offense: Initiative +2
                  Melee Attack +7
                  Ranged Attack +5

                  Defense: Dodge +12
                  Parry +12
                  Toughness +8*/+4**/+1 [*Costume & Defensive Roll/**Costume]
                  Fortitude +7
                  Will +12*/+7 [*(Anti-Psi Helmet) Only vs. Mental Effects]

                  Equipment: Costume [Protection 3; Subtle; Commlink]


                  Costs: Abilities 26+ Skills 18+ Advantages 14+ Powers 82+ Defenses 30= 170 pts.


                  Real Name: Heather Tucker
                  Height: 5’4”
                  Weight: Unknown
                  Hair: Black
                  Eye Color: Brown


                  Complications:
                  Prejudice: Metahuman.

                  Reputation ~Voice of Reason: Tempo is known to be the one who will try to talk the other members of the Cadre out of hurting someone unnecessarily or to try and use the non-violent option when there is one to take.


                  Background: Tempo has never shared anything about her past life with the authorities on Genesis Island, not that they honestly care about a person’s background only that they are a metahuman, nor anyone else she was neighbors with. But somehow Cassius Mass, the Red King, knew something about her past as he used that information to get her to become part of the Cadre.

                  She often acts as the voice of reason within the group, helping to settle down the more violent members and keeping everyone focused on what their latest mission is. Sometimes she’s been forced to use her powers on them, which seems to bother Tempo and does cause some hard feelings between her and whoever she does it too for a short while but she does it to preserve the mission objective.

                  Comment


                  • Unuscione


                    Unuscione:
                    PL:
                    10
                    Strength 10 (1)
                    Stamina 3
                    Agility 3
                    Dexterity 2
                    Fighting 2
                    Intellect 1
                    Awareness 2
                    Presence 2

                    Skills: Acrobatics 2 (+5), Athletics 2 (+3/+8), Close Combat [Psionic Exoskeleton Attacks] 0 (+10), Expertise [Current Events] 4 (+5), Insight 6 (+8.), Intimidation 0 (+11), Perception 6 (+8.), Stealth 7 (+10)

                    Advantages: All-Out Attack, Close Attack 2, Equipment, Language [Base: English; French], Power Attack, Ranged Attack 4, Teamwork

                    Powers: Psionic Exoskeleton:
                    Enhanced Strength 9
                    Enhanced Skills 6 [Close Combat (Exoskeleton Strike) +6; Intimidation +9]
                    Enhanced Advantages 10 [Crushing Pin, Daze (Intimidation), Fast Grab, Improved Critical (Exoskeleton Strike), Improved Grab, Improved Hold, Improved Initiative, Power Attack, Startle, Takedown]
                    Protection 9 (Extras: Affects Others, Impervious 12); (Flaw: Sustained)
                    Mind Shield: Enhanced Will 4 (Flaw: Limited [Only vs. Mental Attacks])
                    Exoskeleton Strike: Strength-Damage 2 (Extra: Penetrating 10); (Feat: Reach 6)
                    -Bio-Electric Stun: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Feat: Reach 6)

                    Offense: Initiative +7*/+3 [*Psionic Exoskeleton]
                    Melee Attack +4 // Psionic Exoskeleton Attacks +10
                    Ranged Attack +6

                    Defense: Dodge +8
                    Parry +8
                    Toughness +12*/+3 [*Psionic Exoskeleton (Impervious 10)]
                    Fortitude +7
                    Will +12*/+8 [*Mind Shield (only vs. Mental Effects)]

                    Equipment: Commlink


                    Costs: Abilities 32+ Skills 9+ Advantages 11+ Powers 76+ Defenses 22= 150 pts.


                    Real Name: Carmella Unuscione
                    Height: 5’7”
                    Weight: Unknown
                    Hair: Dark Brown
                    Eye Color: Hazel


                    Complications:
                    Prejudice: Metahuman.

                    Temper: Unuscione can get so angry that she will focus all of her attention on the source of what set her off instead of doing what she is supposed to be doing.


                    Background: Thought to be the daughter of 1970s criminal Unus the Untouchable, Unuscione is a supporter of the Red King’s idea that the time for metahuman rights is now. Rumor has it that Unus’ powers eventually went out of control and cut him off from being able to eat, which led to a slow and painful death in front of his family, as nobody would help him because of his previous criminal acts with his powers. It is perhaps because of this that Unuscione is one of the more violent members of the Cadre; she knows first hand the hardships metahumans have had to face over the years.

                    Comment


                    • Senyaka


                      Senyaka:
                      PL:
                      10
                      Strength 7 (4)
                      Stamina 7 (5)
                      Agility 6 (4)
                      Dexterity 0
                      Fighting 6
                      Intellect 0
                      Awareness 1
                      Presence 0

                      Skills: Acrobatics 2 (+6/+8), Athletics 4 (+8/+11), Close Combat [Whips] 2 (+12), Insight 7 (+8.), Intimidation 10 (+10), Perception 7 (+8.), Stealth 3 (+7/+9)

                      Advantages: Close Attack 4, Chokehold, Daze [Intimidation], Defensive Roll, Fast Grab, Great Endurance, Improved Critical [Whips] 2, Improved Disarm, Improved Feint, Improved Initiative, Improved Hold, Improved Trip, Languages 3 [Base: Sinhalese; Creole Malay, English, Dutch, Tamil], Ranged Attack 5, Startle

                      Powers: Psionic Whips:
                      Ignite Nerve Clusters: Affliction 8 [Fatigued & Dazed, Exhausted & Stunned, Paralyzed; resisted by Fortitude] (Extras: Extra Condition, Cumulative); (Feats: Split, Reach 5)
                      -Sear Flesh: Strength-Damage 1 (Feats: Reach 5)

                      Augmented Physical Attributes:
                      Enhanced Strength 3
                      Enhanced Stamina 2
                      Enhanced Agility 2
                      Regeneration 5

                      Offense: Initiative +10*/+8 [*Enhanced Agility]
                      Melee Attack +10 // Whip Attack +12
                      Ranged Attack +5

                      Defense: Dodge +12
                      Parry +12
                      Toughness +8*/+7**/+5 [*Defensive Roll/**Enhanced Stamina 2]
                      Fortitude +11*/+10**/+8 [*Enhanced Stamina 2]
                      Will +8

                      Equipment: Commlink


                      Costs: Abilities 40+ Skills 12+ Advantages 25+ Powers 50+ Defenses 28= 155 pts.


                      Real Name: Suvik Senyaka
                      Height: 5’10”
                      Weight: Unknown
                      Hair: Unknown
                      Eye Color: Glowing Red


                      Complications:
                      Motivation ~Patriotism: Senyaka completely believes in the goals of Genesis Island and the Red King – namely the equal treatment of all methumans and he is willing to do anything to achieve that goal.

                      Prejudice: Metahuman.

                      Reputation ~Violent Metaman: Senyaka is known for sometimes trying to make sure he can hurt as many humans as he can and enjoying the screams he causes.


                      Background: A metahuman from Sri Lanka, Senyaka was among some of the more militant metahumans to come to Genesis Island and for a while they didn’t cause too much trouble. In fact they helped keep people organized and even worked out many of the kinks of law enforcement for the fledgling nation but eventually they were the ones who were treating the sympathetic human workers the worst and it was because of them that there was almost a human revolt early in the history of Genesis Island.

                      Senyaka was one of the biggest troublemakers, so to make his life easier the Red King ‘assigned’ him to be part of the Cadre. Though he does want them to be able to handle themselves, and Senyaka will make sure they can, but since he eliminated the top two trouble makers (in horrible “accidents”) and put the remaining few into the Harbingers (where they can take out their aggressions on the right people) things have gotten significantly better on Genesis Island.

                      However, Senyaka does make the Cadre’s work more difficult that it needs to be as he has basically dedicated his life to making humanity pay for all the hardships it has inflicted on him. Thus he often takes off on his own from the group and does work for hire (typically incurring a high bystander injury count) or will just throw together a quickie crime and a crew to pull it off just to do it. Basically he’s something of an Alpha Male that needs to be kept on a short leash until it’s time to fight and he can be turned loose.

                      Comment


                      • Vertigo


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

                        Skills: Acrobatics 3 (+5), Athletics 4 (+4), Deception 6 (+7), Expertise [Survival] 5 (+5), Insight 6 (+7), Perception 6 (+7), Stealth 6 (+8.)

                        Advantages: Close Attack, Defensive Roll, Improved Initiative, Ranged Attack 3, Seize Initiative, Teamwork

                        Powers: Vertigo Field: Affliction 10 [Hindered & Impaired, Defenseless & Stunned, Incapacitated; resisted by Fortitude] (Extras: Area [Burst] 2, Cumulative, Extra Condition, Selective)
                        -Sleep Field: Affliction 10 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extras: Area [Burst] 2, Cumulative, Selective)

                        Offense: Initiative +6
                        Melee Attack +5
                        Ranged Attack +3

                        Defense: Dodge +9
                        Parry +9
                        Toughness +6*/+5**/+2 [*Costume & Defensive Roll/**Costume]
                        Fortitude +7
                        Will +8

                        Equipment: Costume [Protection 3; Subtle, Commlink]


                        Costs: Abilities 20+ Skills 12+ Advantages 8+ Powers 61+ Defenses 26= 127 pts.


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


                        Complications:
                        Power Loss: Vertigo's powers are vast, but highly acrobatic people (those who possess a total +12 bonus in Acrobatics Skill), who are extremely used to dizziness and the effects of vertigo can often handle her power and be unaffected.

                        Prejudice: Metahuman.

                        Secret: See below…..

                        Who Am I?: Vertigo suffers from amnesia and has no memories of her life prior to a few days before arriving at Genesis Island.


                        Background: Vertigo has no memory of her past save but a few days before coming to Genesis Island. Her first memory is waking up in her cabin on the ship that brought her there, her only memory she can recall is the name she answers to - Vertigo.

                        The doctors on Genesis Island have been unable to help Vertigo remember anything either, despite their best efforts. They’d simply hit a wall and aside from trying to figure out where she came from (most are assuming it’s America given her manner of speech and accent) and taking her there to see if that would trigger anything for her.

                        It was around that time that the Red King was selecting the metamen that would become the Cadre, and Vertigo was among them. Her powers would be useful to the group and she has shown herself able to handle combat situations well (she’s part of the policing force on Genesis Island as it is). For her part Vertigo figured that it would be her best chance to try and learn something about her past since the group was likely to operate all over America so the chance that she might come to her ‘home town’, or somewhere near it, was moderate at least.

                        However, so far she’s had no luck and it’s beginning to frustrate her. A lot.
                        Last edited by Tattooedman; 07-22-2014, 09:16 AM.

                        Comment


                        • Re: World Of Freedom: Body Shots & Beastiary

                          For whatever reason the ATT wouldn't let me add this bit to Vertigo's post so I'll just put it here.



                          Big Secret Background Stuff: So the big secret is that Vertigo is actually a victim of the Wild Strike that was captured by Dr. Shock for study. Originally her only power was the vertigo effect and that was only in subjects that she made physical contact with, but after years of experimentation by Dr. Shock her powers have advanced and evolved further to the point of where they currently are.

                          When the Red King opened the borders of Genesis Island, Dr. Shock saw an opportunity to expand his knowledge on several different types of metamen and quickly devised a plan to send Vertigo in as his sleeper agent. He implanted in her an organic nanovirus that broadcasts everything Vertigo experiences back to Dr. Shock (which he of course catalogs after subjecting the feed to all manner of scanning), removed all of the scars she had from his old experiments and tests then packed her off (through his intermediates of course) on a chartered ship that was heading for Genesis Island.

                          The organic nanovirus is also responsible for Vertigo’s amnesia, as intended by Dr. Shock. If it were to be finally removed or countered somehow then Vertigo would suddenly recall her past (and probably suffer a something close to a seizure as a result), but would more than likely be looking to get revenge.

                          And there’s a good chance the other members of the Cadre would be more than happy to help her get it too.


                          ~here’s that other Complication of Vertigo’s since I can’t really post it with the rest of them.~
                          Secret: Vertigo is actually a spy for Dr. Shock, sent to gather information on all the various types of metahumans living on Genesis Island. (she is unaware of this complication)

                          Comment


                          • Tangleweb


                            Tangleweb:
                            PL:
                            11
                            Strength 7
                            Stamina 7
                            Agility 5
                            Dexterity 5
                            Fighting 5
                            Intellect 4
                            Awareness 3
                            Presence 1

                            Skills: Acrobatics 7 (+12), Athletics 3 (+10), Expertise [Arachnology] 12 (+16), Expertise [Biochemistry] 12 (+16), Insight 6 (+9), Intimidation 9 (+10), Investigation 4 (+8.), Perception 9 (+12), Ranged Combat [Web Snare] 6 (+11), Stealth 9 (+16), Technology 12 (+16), Treatment 7 (+11)

                            Advantages: Accurate Attack, Agile Feint, Close Attack 5, Defensive Attack, Defensive Roll 2, Eidetic Memory, Improved Initiative, Power Attack, Startle, Takedown 2, Uncanny Dodge

                            Powers: Claws: Strength-based Damage 3
                            Enhanced Biology:
                            Enhanced Advantages 2 [Diehard, Great Endurance]
                            Immunity 3 [Aging, Disease, Poison]
                            Regeneration 5 [every 2 rounds] (Extra: Persistent)
                            Enhanced Setae: Senses 3 [Danger Sense (Touch: Radius)] (Feat: Second Chance [Danger Sense Rolls])
                            Enhanced Sight: Senses 2 [Extended: Sight 2]
                            Monstrous Presence: Affliction 8 [Impaired, Disabled, Paralyzed; resisted by Will] (Extra: Perception, Selective); (Feat: Subtle); (Flaw: Check Required [Intimidation DC 11]
                            Spider Arms: Extra Limbs 4 [4 extra limbs] (Feats: Fast Grab, Improved Grab, Improved Hold)
                            Spider Climb: Movement 2 [Wall-Crawling 2]
                            Spider Leap: Leaping 3
                            Spinnerette Array:
                            Web Snare: Ranged Affliction 12 [Hindered, Immobile, Paralyzed; resisted by Dodge] (Extra: Cumulative)
                            -Web Swing: Movement 1 [Swinging]
                            Venomous Talons: Strength-Based Damage 4 (Extra: Penetrating 11) & Affliction 12 [Dazed, Exhausted, Paralyzed; resisted by Fortitude] (Flaw: Limited [Follows successful Damage Attempt])

                            Offense: Initiative +9
                            Melee Attack +10
                            Ranged Attack +5 // Web Snare Attack +11

                            Defense: Dodge +13
                            Parry +13
                            Toughness +9*/+7 [*Defensive Roll]
                            Fortitude +8
                            Will +10


                            Costs: Abilities 74+ Skills 33+ Advantages 17+ Powers 118+ Defenses 24= 266 pts.


                            Height: 6’7”
                            Weight: 345 lbs
                            Hair: Black
                            Eyes: Green


                            Complicaitons:
                            Vulnerability ~Sight Dazzles: Due to his multiple eyes, Tangleweb is more vulnerable to sight-based dazzles. He has no bonus to any resistance checks to save against them.

                            Motivation ~Knowledge: Tangleweb is more interested in knowledge, particularly when it comes to science. However, the means he takes to achieve such knowledge is usually dubious at best.


                            Background: Tangleweb’s origin is tied to the Labyrinth, not that they are aware of it (and Taurus would not be happy if he did know). Several decades ago Woodstock Stevens was subjected the DNAscent process, at first developing insect-like abilities but very quickly his body mutated to match his newly gained powers. For a short while Stevens operated as the hero, Groove Thing but perhaps due to his still not fully matured body (Stevens was still a teenager at the time of his going through the DNAscent process) his physical mutations became more pronounced and his mind also started to be affected as well. After only a few months time Stevens withdrew from society to try and get a better handle on the changes that were happening to him. Unfortunately that never happened as the mutations, both physical and mental, continued over the years as well as in sudden, painful bursts and resulted in Stevens becoming unable to form any kind of rational thought instead he became more animal than man in both appearance and mentality which turned him into a monster with appetites that are too terrible to share here.

                            Eventually rumors of a spider-like creature that attacked those wondering the streets of Freedom City late at night during the late 70s and early 80s led to Stevens being named Daddy-O-Long-Legs and becoming something of an urban legend - spoke of in hushed tones by the city’s homeless as they circled around their trashcan fires but generally ignored by those in power. But from time to time people would disappear only to be found days later, looking like they’d been attacked by a wild animal and covered in webbing which simply fed into his legend. But to the homeless of the city, who see things that most of society doesn’t knew the stories were true and after a few years they developed a strange relationship with Daddy-O-Long-Legs.

                            When a low-level metahuman bounty hunter, Semi-Auto, came looking for the creature he realized that the homeless community knew more than everyone else and he began to lean on them for information, seriously injuring several of them before finally attempting to set some of the vagrants on fire in an effort to finally break the silence of the others. That’s when Daddy-O-Long-Legs attacked and killed him, leaving the homeless people in peace. This led to an unusual situation of the homeless seeing Daddy-O-Long-Legs as a protector of sorts and continued to protect him in their own way - by making certain the few individuals who came hunting for the creature were sent away with assurances it didn’t exist or sent on wild goose chases with incorrect and/or contradictory information that would confound them to the point that they would give up. Then when those who came to the region to prey upon the homeless, be they criminals, sadists or whoever, were killed and consumed by Daddy-O-Long-Legs.

                            How the creature understood this deal wasn’t known but the homeless community was willing to go along with it as long as Daddy-O-Long-Legs was. The vagrants also started to leave any of their number who were dying, or very near it, near the creature’s hunting grounds so that it’s hunger could be satisfied when criminals were rare. From time to time there were instances where enough time passed that the creature claimed one of the vagrants for food, but the remaining homeless considered this to be an acceptable price to pay for the sense of security they had.

                            Then Dr. Shock heard tales of Daddy-O-Long-Legs and was able to piece together its past and highly interested in learning more about the DNAscent process went out and managed to capture it and bring it back to his labs. Over the following months Daddy-O-Long-Legs was subjected to hundreds of experiments and tests before finally dying, not that Dr. Shock really cared as he’d learned all he could from the creature. Enough that he was able to create a better version of it, and within a year he had grown what is best called a modified clone of Daddy-O-Long-Legs, which he then let loose in the same area of Freedom City that Daddy-O-Long-Legs had inhabited for so many years to determine the worth of the improvements in his creation.

                            This lead the new creature, who never had been named, to develop it’s predatory instincts and soon it began hunting the homeless for food at first before moving on to more healthy prey - members of street gangs who were isolated or vulnerable in some way. This led to stories to begin to spread of the monster of old, which came to the attention of local hero K-9, as the new creature was active in the part of town in which the Mutated Marvel patrolled regularly. But before K-9 could hunt down the creature it again escalated it’s attacks, targeting members of the metaman youth that were living on the street as they’d started to hunt it themselves. The whole situation escalated to the point that the creature realized the street youth relied on a local nun, Sister Agnes, for medical treatment as well as sometimes shelter and moral comfort. In an effort to draw it’s enemies into a trap the creature kidnapped the nun, leaving a trail to be followed to it’s lair. Which is what K-9 and his teammates in FORCE Ops was doing when Doctor Shock had decided that it was in his best interests to reclaim his test subject before it was destroyed. This led to a massive underground fight in the sewers of Freedom City that led to FORCE Ops being captured by Shock’s minions as well as the creature being collected up as well.

                            The group was able to break themselves free of the restraints Dr. Shock had placed them in and proceeded to escape from his hidden lab, causing massive damage along the way before having a final face off against the mad doctor and his mutated minions before Shock activated failsafes that destroyed his minions before making his own escape. Though he was forced to leave the creature, who’d managed to free himself during the struggle, though FORCE Ops and later, AEGIS, were unaware of this fact and the creature evaded all of AEGIS’ people who came to investigate the abandoned lab. Once they had finally left the creature managed to explore it’s new lair and soon enough it’s innate curiosity led to it figuring out how to operate the systems there so that it could learn from it’s creators files. The being that finally left that old lab was much different compared to the one that had been forcibly brought there - now understanding much of his own history and how he had came to be he desired to learn as much as he could about the world he lived in.

                            First choosing a name, that was important. He now knew that people had a unique title and he’d seen how those hunting him had reacted to the name of his creator when they met him so he choose a name that he thought was appropriate - Tangleweb. After that he moved on to another of Dr. Shock’s hidden labs, thanks to the concealed teleport system, which was hundreds of miles away and from the look of it fairly well raided with much damage having been done to it. Explosives must have been used obviously if one were to consider the markings on the wall and the way the damage had been calculated by a person who completely understood how to shape charges for specific types of effect. But still there were some systems that were still accessible and from those Tangleweb learned more, and has repeated the process until he learned all he could. Now he believes himself to be ready to face the world again, this time better prepared for what he will encounter and willing to learn even more from it no matter what steps he has to take to further expand his knowledge.

                            Tangleweb realized that Dr. Shock was right to have a loyal follower, someone to both keep him company and act for him when it would be unwise for him to do so himself and using the knowledge he’d gained in the science of biology and genetic alteration, Tangleweb has made himself such a being - Carnivore, the perfect predator that obeys Tangleweb’s every order without hesitation.

                            Comment


                            • Carnivore


                              Carnivore:
                              PL:
                              11
                              Strength 6
                              Stamina 6
                              Agility 6
                              Dexterity 6
                              Fighting 6
                              Intellect 0
                              Awareness 6
                              Presence 0

                              Skills: Acrobatics 4 (+10), Athletics 4 (+10), Close Combat [Unarmed] 4 (+14), Expertise [Survival] 9 (+15), Insight 3 (+9), Intimidation 13 (+13), Perception 9 (+15), Stealth 6 (+12)

                              Advantages: Agile Feint, All-Out Attack, Animal Empathy, Move-By Action, Power Attack, Precise Attack [melee; concealment]

                              Powers: Predator Physiology:
                              Enhanced Advantages 5 [Close Attack 4, Great Endurance]
                              Immunity 2 [Environmental Cold, Pressure]
                              Movement 1 [Environmental Adaptation (Aquatic)]

                              Animal Senses:
                              Enhanced Advantages 11 [Skill Mastery (Perception), Uncanny Dodge]
                              Senses 11 [Olfactory (Acute, Extended), Detect (Living Beings: Acute, Radius, Ranged), Direction Sense, Hearing (Extended), Ultrahearing, Vision (Extended), Low-Light Vision]

                              Apex Predator:
                              Feature 1 [Registers as a predator to animals]
                              Claws & Teeth:
                              Enhanced Advantages 3 [Improved Critical [Unarmed] 3]
                              Feature 2 [Unarmed Attacks can be treated as slashing/piercing damage]

                              Gills:
                              Immunity 1 [Drowning]

                              Land Movement:

                              Leaping 2
                              Speed 5
                              -Aquatic Movement: Swimming 5

                              Predator Instincts:
                              Enhanced Advantages 4 [Daze (Intimidation), Follow-Up Strike, Takedown 2]

                              Predator Reflexs:
                              Enhanced Advantages 6 [Defensive Roll 3, Evasion 2, Improved Initiative]

                              Predator Adaptations:
                              Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Feat: Variable Descriptor [predator attacks (venom, bio-shock, etc..)])

                              Tracking Senses:
                              Senses 2 [Tracking 2] (Feat: Variable Descriptor [any animal sense])

                              Offense: Initiative +10
                              Melee Attack +10 // Unarmed Attack +14
                              Ranged Attack +6

                              Defense: Dodge +13
                              Parry +13
                              Toughness +9*/+6 [*Defensive Roll]
                              Fortitude +12
                              Will +8


                              Costs: Abilities 72+ Skills 17+ Advantages 6+ Powers 69+ Defenses 22= 186 pts.


                              Real Name: Unknown
                              Height: 6'4"
                              Weight: 200 lbs
                              Hair: White
                              Eye Color: Blue (cat-like)


                              Complicaitons:
                              More Animal Than Man: Due to all the animal DNA that has been implanted in him, Carnivore reacts to situations and people more like an animal would instead of a person. This can sometimes be used against him.

                              Loyalty: Carnivore has been mentally conditioned to obey Tangleweb without question or hesitation.


                              Background: The being known as Carnivore was a homeless man who had the misfortune of being captured by Tangleweb and was his first experiment - the creation of the perfect human predator. After being encoded with the DNA and instincts of over 60 predatory animals and being subjected to behavior modification that has left him 100% loyal to Tangleweb, Carnivore is little more than a animal in the form of a man. His animal instincts make him is surprisingly social (being encoded with canine pack instincts). However, he is highly territoriality and possesses the urge to challenge those who show weakness combined with a strong urging to establish his status as the alpha of any group he finds himself in makes his behavior more aggressive than anything else.

                              Carnivore possesses enhanced strength, speed, endurance, as well as strong recuperative powers. His senses are enhanced and overlaid with other, less conventional senses, such as a shark’s electroreception and chiropteran echolocation. Carnivore can manifest a number of offensive and defensive abilities based on various animals, including (but not limited to): sharpened claws and fangs, various poisons, and an electric eel-like shock. Carnivore’s predatory instincts and mental conditioning make him a skilled but feral combatant, making up in power and ferocity what he lacks in discipline.

                              Comment


                              • Araña


                                Araña:
                                PL:
                                11
                                Strength 8
                                Stamina 8
                                Agility 10
                                Dexterity 5
                                Fighting 6
                                Intellect 2
                                Awareness 2
                                Presence 0

                                Skills: Acrobatics 6 (+16), Athletics 6 (+16), Deception 12 (+12), Insight 9 (+11), Intimidation 12 (+12), Perception 9 (+11), Sleight of Hand 3 (+8), Stealth 6 (+16), Technology 6 (+8)

                                Advantages: Close Attack 4, Cunning Fighter, Daze [Deception], Equipment, Fearless, Hide In Plain Sight, Improved Aim, Luck [Determination], Luck [Determined Recovery], Quick Draw, Second Chance [Acrobatics], Taunt

                                Powers: Spider-Like Physiology:
                                Enhanced Advantages 7 [Agile Feint, Benefit (Ambidexterity), Defensive Roll 2, Improved Initiative, Instant Up, Move-By Action]
                                Leaping 5
                                Super-Movement 2 [Wall-Crawling 2]

                                Venomous Array:
                                Toxic Venom: Weaken Stamina 11
                                -Venomous Sting: Strength-Based Damage 3 (Feat: Improved Critical 4)

                                Black Widow Special: (Removable -12 pts) [21 pp]
                                Spider’s Silk: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized ; resisted by Dodge] (Extras: Extra Condition, Cumulative); (Flaw: Limited Degree)
                                -Impacting Silk: Ranged Affliction 7 (Extras: Area [Burst], Extra Condition, Cumulative); (Flaw: Limited Degree)
                                -Spider’s Fangs: Ranged Piercing Damage 10 (Extra: Multiattack)
                                -Spider’s Bite: Ranged Piercing Damage 10 (Extra: Penetrating)

                                Offense: Initiative +14
                                Melee Attack +10
                                Ranged Attack +10

                                Defense: Dodge +12
                                Parry +12
                                Toughness +10*/+8 [*Defensive Roll]
                                Fortitude +10
                                Will +11

                                Eqiupment: Swing-Line
                                -4 ep free


                                Costs: Abilities 82+ Skills 23+ Advantages 15+ Powers 49+ Defenses 24= 193 pts.


                                Real Name: Angela Ayala
                                Height: 5' 6"
                                Weight: 109 lbs
                                Hair: Brown
                                Eye Color: Brown


                                Complications:
                                Reputation: Araña is known for her habit of playing long term games with her foes, even the simplest theft or attack has some other reason to it. She is also known for having traps in her bases as well for when heroes come looking for her, normally of the deadly kind and they tend to be specially designed.

                                Reputation: Araña is a known sociopath; killing simply because she can as well as for her own amusement.


                                Background: Angela Alaya was always afraid of spiders ever since she was a young child. It didn't matter what kind they were, how they looked, what they were kept inside of or how far away from her they were: Angela would faint upon seeing them. This would have been a normal thing in the scheme of things really though, it was a fairly normal phobia for someone to suffer through but then Angela's life took a cruel twist. Early in her teenage years she began to show signs of being effected by the energies released during the last Terminus invasion and slowly manifested a set of powers that emulated the abilities of a spider: increased agility, able to crawl across walls, increased strength, as well as a venomous touch.

                                The association between herself and the thing she feared so much simply was too much for Angela to handle and she fell into a catatonic state for just under ten years. When she did finally wake up, Angela was a completely different person. It seems that while she was comatose, Angela's personality rebuilt itself to be much stronger than it had been. Now she was deviously cunning and almost completely ruthless as well as having a lust for predation. The doctors at the Albright Institute were shocked and amazed at the transformation Angela had underwent, they theorized that she had remade her personality based on her perceptions of what spider’s personality would be like. Angela quickly left the care of the Institute and went her own way, which led her by a lab that was developing a non lethal round that released a gel that restrained the target upon impact (which she has had modified over the years to now include offensive abilities).

                                From there Angela disappeared for several months only to reappear as Araña, for the first time, when she robbed the Jeweler's Show being held for charity which brought Araña into conflict with both the Raven and the Bowman (both of whom were there in their secret identities). Despite the experience against her, Araña was able to hold her own with her vicious nature and willingness to use hostages for leverage against the heroes and made her escape. Since then Araña has fought against the Raven for the most part though there have been a couple meetings with some of the other heroes of Freedom City, but none of them really challenge her like the Raven does. Araña has developed a knack for dreaming up long term plans of manipulation of events and people to accomplish her goals and loves to test Raven's ability to figure it all out

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