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  • Re: World Of Freedom: Solo crooks & PSI

    Originally posted by Horsenhero View Post
    He's about to receive his first AARP membership solicitation in the mail. I know when that happened to me, I was absolutely wrecked. You can live your whole life in denial until some jerk says "Congratulations, you're old!"
    I was 19 when I got my first.

    Comment


    • Re: World Of Freedom: Solo crooks & PSI

      Originally posted by Shock View Post
      I was 19 when I got my first.
      I get that about 3-5 times a week now, if not more when my kids are around.

      Comment


      • Aura


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

        Skills: Acrobatics 3 (+7), Insight 8 (+12), Perception 9 (+13), Stealth 7 (+11)

        Advantages: Defensive Roll 3, Equipment, Evasion, Improved Initiative, Speed of Thought, Teamwork

        Powers: Iron Will: Enhanced Will 4 (Flaw: Limited [only vs. Mental Effects])
        Psionic Sensitivity: Senses 1 [Mental Awareness]
        Twin Link: Senses 1 [Communication Link (w/Argent)]
        Telepathic Array:
        Telepathy:
        Communication 4 (Extras: Area, Selective)
        Mind Reading 10
        -Implanted Psychic Images: Illusion 10 [all senses] (Extra: Selective); (Flaw: Resistible by Will [DC 20])
        -Mental Blast: Ranged Damage 10 (Extras: Alternate Resistance [Will], Perception)
        Illusionary Invisibility: Concealment 10 [All Senses] (Extra: Affects Others); (Flaw: Resistible by Will [DC 20] -20 pts)
        Psychic Defense: (Flaw: Quirk [not against opponents Immune to Mental Powers]) –2 points]
        Enhanced Dodge 8
        Enhanced Parry 8

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

        Defense: Dodge +14
        Parry +14
        Toughness +6*/+3** [*Costume & Defensive Roll/**Costume]
        Fortitude +6
        Will +9 [+13 vs. Mental Effects]

        Equipment: Costume [Protection 2; Subtle, Immunity 2 (Environmental Cold, Environmental Heat)]


        Costs: Abilities 44+ Skills 9+ Advantages 9+ Powers 76+ Defenses 22= 160 pts.


        Real Name: Gwendolyn “Gwen” Psion
        Height: 5’6”
        Weight: 103 lbs
        Hair: Black
        Eye Color: Brown


        Complications:
        Power Loss: Aura loses -1 rank from her Telepathy Array per 60 feet away from Argent she is.


        Background: Aura is still struggling with her shyness, so much so that she's had very little to do with the newer members of the Psions in fact. Most of them are only barely aware of her presence and the few of them that worked with her in the field were surprised at her level of power. However despite that Aura and Argent, though more due to Argent's pushing the matter, have managed to lessen their dependence upon having a close proximity to one another and still remain at their full power. It's not as much distance as Argent would like, and Aura isn't very happy with it but Professor Psion is happy with the progress, however he's remains frustrated by the fact that the twins "psychic gestalt" still only works for them despite his efforts to include others in it over the years.

        Over the past months Aura has been experiencing blackouts, and doesn't remember what is causing them. In all honesty they scare her and she's not shared the fact she's having them with anyone, even Argent as she knows her sibling would think it simply was a ploy to get her to stay close and despite the friction between them over the different things they want Aura wants her sister to be happy.

        The ironic thing is that Argent has been suffering the exact same problem and has told nobody about it either. The truth of the matter is that somehow the twins are somehow physically merging and creating a new personality that possesses both of their powers but a separate personality and at this point it is exploring the world around it to figure out it's place. None of the other members of the Psions know this is happening thanks to the new personality using it's mental powers to hide itself as it comes and goes. Professor Psion would be extremely interested in this new being obviously and knows that there is something going on (as his hidden security cameras have blank spaces for some reason). It is interesting to note that after their time spent merged that Aura has a renewed level of calmness, which makes sense given the amount of closeness she gets while merged, and slowly returns to her more stressed out mind set as time goes on in between merged times. The merge is the real reason for the twins being able to extend the distance between them as it was only after their first merge that they were able to extend the distance.

        Out of all the original Psions, Aura is the one lest likely to leave (ever really) as she is intensely loyal to her grandfather and her co-dependence tendencies make her the easiest for the older man to manipulate.

        Comment


        • Argent


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

          Skills: Acrobatics 4 (+8.), Expertise [Pop Culture] 4 (+5), Insight 6 (+10), Perception 6 (+10), Ranged Combat [Telekinetic Might Array] 6 (+10), Stealth 4 (+6)

          Advantages: Close Combat 4, Evasion 2, Improved Initiative, Instant Up, Power Attack, Teamwork

          Powers: Psionic Sensitivity: Senses 1 [Mental Awareness]
          Twin Link: Senses 1 [Communication Link (w/Aura)]
          Telekinetic Might Array:
          Telekinesis: Move Object 10 (Extra: Damaging); (Feat: Precise)
          -T.K. Blast: Ranged Damage 10 (Feat: Improved Critical 2)
          -T.K. Ram: Damage 10 (Extra: Area [Line]); (Feat: Improved Critical)
          -T.K. Wave: Damage 10 (Extra: Area [Cone]); (Feat: Improved Critical)
          T.K. Propulsion: Flight 7
          T.K. Field: Force Field 10 (Extra: Impervious)

          Offense: Initiative +8
          Melee Attack +8 // Unarmed Damage +1
          Ranged Attack +4 // Telekinetic Might Array Attack +10 // Telekinetic Might Array Damage +10

          Defense: Dodge +8
          Parry +8
          Toughness +12*/+2 [*Force Field Impervious 10]
          Fortitude +7
          Will +10

          Equipment: Costume [Immunity 2 (Environmental Cold, Environmental Heat)]


          Costs: Abilities 44+ Skills 11+ Advantages 10+ Powers 70+ Defenses 19= 154 pts.


          Real Name: Carolyn “Carrie” Psion
          Height: 5’6”
          Weight: 105 lbs
          Hair: Black
          Eye Color: Brown


          Complications:
          Power Loss: Argent loses -1 rank from her Telepathy Array per 60 feet away from Aura she is.


          Background: Argent is still pushing to be more independent of her twin sister Gwen but the accompanying loss of her telekinetic power is a vexing issue for her, though she vents her frustrations in the fights the Psions are finding themselves in more and more of late. At their current home base she's been decorating her (newly) private room with pictures of popular locations from all around the world; the Eiffel Tower, the Leaning Tower of Pisa, The Parthenon and a few others that she'd like to visit personally once she's figured out a way to keep her powers away from her sister.

          Ember still is the one member of the family that openly encourages this dream, though Jump is a strong supporter as well he's just much less vocal than his hot-headed cousin. This continues to be part of the reason that Argent follows Ember's example when in a fight, aggressive and strong, and is starting to become more vocal personally when at home as well. Parker Psion wishes Argent would have picked someone else's behavior to copy as Argent has pretty much stopped letting him run tests on her unless Aura is there to guilt her into it (she does wish that Gwen would grow a backbone). The one thing that has been a saving grace for Argent is that she and her sister have managed to increase the distance they can have between them before losing any of their level of power, and Argent has been enjoying as much as she can while in the field.

          One thing that's been a problem for Argent is that she's been experiencing periodic blackouts, she has no clue what's causing them or if she's doing anything in the base as none of the other Psions have said anything about having an encounter with her during those times. The problem is really starting to scare her but she's afraid to say anything to any of her family or the other Psions but ironically enough Aura is having the exact same problem; the truth of the matter is that the twins are somehow physically merging and creating a new personality that possesses both of their powers but a separate personality and at this point it is exploring the world around it to figure out it's place. None of the other members of the Psions know this is happening thanks to the new personality using it's mental powers to hide itself as it comes and goes. Professor Psion would be extremely interested in this new being obviously and knows that there is something going on (as his hidden security cameras have blank spaces for some reason). It is interesting to note that after their time spent merged that Argent is much more relaxed and laid back, which makes sense given the separate personality is going all across the country, and slowly returns to her more aggressive mind set as time goes on in between merged times. The merge is the real reason for the twins being able to extend the distance between them as it was only after their first merge that they were able to extend the distance.

          Recently Ember has shared her idea about leaving the Psions and traveling to Genesis Island with Argent, which is something that has sparked the younger girl's interest. She'd love to go and has even offered to accompany her cousin if she does go and is sure that she could convince Aura to come along as well since they'd be without their powers otherwise and her sister is still highly co-dependent on her and she knows it.

          Comment


          • Vamp


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

            Skills: Deception 8 (+11/+13), Expertise [Pop Culture] 6 (+7), Insight 6 (+8.), Perception 6 (+8.), Persuasion 8 (+11/+13), Ranged Combat [Thrown Objects] 2 (+8.), Stealth 8 (+10)

            Advantages: All-Out Attack, Attractive, Close Attack 4, Daze [Deception], Fascinate [Deception], Improved Feint, Improved Initiative, Language [French], Power Attack

            Powers: Psychic Vampirism: Weaken Mental Abilities 10 (Extras: Broad, Simultaneous)

            Psionic Boosted Abilities: (Flaws: Quirk [Must have used Psychic Vampirism successfully], Uncontrolled)
            Enhanced Strength 9
            Enhanced Stamina 9
            Enhanced Agility 4
            Enhanced Dexterity 4
            Enhanced Advantages 5 [Diehard, Great Endurance, Evasion 2, Improved Initiative]
            Impervious Toughness 10
            Shockwave: Damage 10 (Extra: Area [Burst]); (Flaw: Limited [Vamp & her targets must both be in contact with the ground])

            Offense: Initiative +10
            Melee Attack +8 // Unarmed Damage +10
            Ranged Attack +6 // Thrown Object Attack +8

            Defense: Dodge +8
            Parry +8
            Toughness +10* [*Impervious]
            Fortitude +12
            Will +8

            Equipment: Costume [Immunity 2 (Environmental Cold, Environmental Heat)]


            Costs: Abilities 32+ Skills 16+ Advantages 12+ Powers 79+ Defenses 14= 153 pts.


            Real Name: Angelique Klein
            Height: 5’4”
            Weight: Unknown
            Hair: Blonde
            Eye Color: Blue


            Complications:
            Boy Crazy: Vamp tends to become interested in a boy she meets and will chase after him, even if he makes it clear he isn’t interested in her in that way.


            Background: Hiram Klein escaped the Nazis but stayed in Europe for most of his life, but unlike many others he had changed his name to hid his relation to his brother, Artur Zion, who had moved to America and renamed himself Parker Psion. Klein actually agreed with his brother’s views but felt that the psionically gifted should develop naturally as apposed to the Psion was attempting to force their development. So he simply settled down, married and had children of his own.

            But over the years Klein developed psychic abilities of his own and learned that his children had as well. Seeing this as a sign his brother was right, Klein experimented and tested his own abilities as well as those his children developed, becoming well versed in the science of psionics. Over the years the Klein children developed feelings of superiority over normal people whom they lived among and under the guidance of their father, set about to create a more powerful generation of psychics. Meanwhile Hiram Klein reached out to his brother Parker, sharing the news of his children’s growing abilities and the two made an arrangement concerning future generations.

            Many years later, three teenagers located Parker Psion and presented him with a letter from his brother, who had passed away the year before, explaining who the children were and that they were ready to help Parker achieve his goals of creating a world where the psionically gifted would rule the world.

            Angelique Klein is a psychic vampire who uses her beauty to twist people to her will as opposed to the physical nature of her powers; draining their mental vitality while boosting her physical attributes. When she is properly fed, she can reach superhuman levels of strength. She loves the attention she has gained from the newer members of the Psions (specifically Rampart) while she’s not very fond of Empath and Ember, who have both taken a disliking to Angelique. Though they show it in very different ways; Ember has told her right to her face that at some point she will turn her into ash while Empath has made subtle statements about what could happen to Angelique if she doesn’t stay in line with the Psions’ overall goals or gets in Empath’s way.

            If she's really bothered by either one of the other young women's response to her presence in the Psions Angelique hasn't shown it, she simply plans to one day feel the life fade from Ember as she chokes the last bits of life from her neck while select male members of the Psions deal with Empath for her.

            Comment


            • Outburst


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

              Skills: Acrobatics 4 (+6), Deception 8 (+10), Expertise [Earth Sciences] 4 (+5), Expertise [Pop Culture] 4 (+5), Insight 7 (+10), Perception 7 (+10), Ranged Combat [Electrokinesis Array] 8 (+10), Stealth 8 (+10)

              Advantages: Close Attack 5, Daze [Deception], Equipment, Improved Feint, Improved Initiative, Language [French], Leadership, Power Attack, Set-Up, Teamwork

              Powers: Electrokinesis Array:
              Lightning Bolt: Ranged Damage 10 (Extra: Penetrating)
              -Lightning Flash: Ranged Affliction [Vision Impaired, Vision Disabled, Vision Unaware; resisted by Dodge] (Extra: Cumulative)
              -Taser Shot: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)

              Electrical Field:
              Damage 10 (Extra: Reaction [being touched])
              Protection 8 (Extra: Sustained)

              Arc Riding: Flight 7 (Feat: Move-By Action)
              Following the Current: Senses 3 [Detect Electricity (Ranged, Tracking)]
              Shock Proof: Immunity 10 [Electrical Effects]

              Offense: Initiative +6
              Melee Attack +8 // Unarmed Damage +1 // Electrical Field Damage +10
              Ranged Attack +2 // Electrokinesis Array Attack +10 // Electrokinesis Array Damage +10

              Defense: Dodge +10
              Parry +8
              Toughness +10*/+2 [*Force Field
              Fortitude +7
              Will +10

              Equipment: Costume [Immunity 2 (Environmental Cold, Environmental Heat)]


              Costs: Abilities 32+ Skills 18+ Advantages 14+ Powers 108+ Defenses 27= 199 pts.


              Real Name: Jason Klein
              Height: 5’8”
              Weight: Unknown
              Hair: Black
              Eye Color: Brown


              Complications:
              Family Duties: As the eldest of the Klein children, Outburst feels that it is his responsibility to take care of his two cousins.


              Background: Hiram Klein escaped the Nazis but stayed in Europe for most of his life, but unlike many others he had changed his name to hid his relation to his brother, Artur Zion, who had moved to America and renamed himself Parker Psion. Klein actually agreed with his brother’s views but felt that the psionically gifted should develop naturally as apposed to the Psion was attempting to force their development. So he simply settled down, married and had children of his own.

              But over the years Klein developed psychic abilities of his own and learned that his children had as well. Seeing this as a sign his brother was right, Klein experimented and tested his own abilities as well as those his children developed, becoming well versed in the science of psionics. Over the years the Klein children developed feelings of superiority over normal people whom they lived among and under the guidance of their father, set about to create a more powerful generation of psychics. Meanwhile Hiram Klein reached out to his brother Parker, sharing the news of his children’s growing abilities and the two made an arrangement concerning future generations.

              Many years later, three teenagers located Parker Psion and presented him with a letter from his brother, who had passed away the year before, explaining who the children were and that they were ready to help Parker achieve his goals of creating a world where the psionically gifted would rule the world.

              The oldest of the Klein children, Jason is a electrokinetic able to generate and manipulate electricity for various effects. As the eldest Jason has been raised to keep an protective eye over his cousins, who are more like siblings given that they were raised together by their grandfather, and despite being welcomed into the Psions by Parker Psion himself he watches the others to be sure there is no surprises in store for his family. Jason is aware that there is something going on between Vamp, Ember and Empath but so far he’s been unable to figure out what exactly but he will eventually figure it as well as how to best use it to his advantage.

              Comment


              • Tracker


                Tracker:
                PL:
                8
                Strength 2
                Stamina 2
                Agility 2
                Dexterity 2
                Fighting 2
                Intellect 0
                Awareness 5 (2)
                Presence 0

                Skills: Athletics 4 (+6), Insight 3 (+8/+14), Investigation 4 (+4), Perception 3 (+8/+14), Stealth 6 (+8.), Vehicles [Land] 4 (+6)

                Advantages: Close Attack 4, Equipment, Language [French], Ranged Attack 4

                Powers: Enhanced Senses:
                Enhanced Awareness 3
                Enhanced Skills 4 [Insight +6, Perception +6]
                Senses 22 [Hearing (Accurate, Extended), Ultrahearing, Olfactory (Accurate, Acute, Analytical, Tracking 2), Direction Sense, Distance Sense, Low-Light Vision, Detect Powers (Accurate, Acute, Extended 3, Ranged, Tracking 2)]

                Sensory Block: Concealment 10 [all senses] (Extras: Affects Others); (Flaws: Limited [those with minds], Passive)

                Situational Awareness:
                Enhanced Advantages 10 [Assessment, Defensive Roll 4, Evasion 2, Improved Initiative, Second Chance (Resistance checks vs. ambushes & traps), Uncanny Dodge]
                Enhanced Dodge 6
                Enhanced Parry 6

                Offense: Initiative +6
                Melee Attack +6 // Unarmed Damage +2
                Ranged Attack +6

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

                Equipment: Costume [Protection 2; Subtle, Immunity 2 (Environmental Cold, Environmental Heat)]


                Costs: Abilities 24+ Skills 8+ Advantages 10+ Powers 64+ Defenses 11= 117 pts.


                Real Name: Paul Klein
                Height: 5’7”
                Weight: Unknown
                Hair: Black
                Eye Color: Blue


                Complications:
                Weakness: Tracker is vulnerable to sensory effects that target his enhanced senses.


                Background: Hiram Klein escaped the Nazis but stayed in Europe for most of his life, but unlike many others he had changed his name to hid his relation to his brother, Artur Zion, who had moved to America and renamed himself Parker Psion. Klein actually agreed with his brother’s views but felt that the psionically gifted should develop naturally as apposed to the Psion was attempting to force their development. So he simply settled down, married and had children of his own.

                But over the years Klein developed psychic abilities of his own and learned that his children had as well. Seeing this as a sign his brother was right, Klein experimented and tested his own abilities as well as those his children developed, becoming well versed in the science of psionics. Over the years the Klein children developed feelings of superiority over normal people whom they lived among and under the guidance of their father, set about to create a more powerful generation of psychics. Meanwhile Hiram Klein reached out to his brother Parker, sharing the news of his children’s growing abilities and the two made an arrangement concerning future generations.

                Many years later, three teenagers located Parker Psion and presented him with a letter from his brother, who had passed away the year before, explaining who the children were and that they were ready to help Parker achieve his goals of creating a world where the psionically gifted would rule the world.

                The youngest of the Klein children, Paul possesses enhanced senses that allow him to be aware of his surroundings, locate, identify and track metamen as well as hide his presence (as well as several people near him) from anyone who might pass him by. Tracker is very shy and unsure of himself and rarely speaks and Parker Psion believes part of this is due to Paul‘s powers allowing him to be extremely aware of what is going on around him at all times. He thinks that the boy has withdrawn somewhat into himself as a result of being overexposed to the world around him and so far the best he‘s been able to do is construct a chamber where Paul can stay that cuts off his overly acute senses.

                Comment


                • the Fiend


                  The Fiend:
                  PL:
                  11
                  Strength 2
                  Stamina 2
                  Agility 2
                  Dexterity 2
                  Fighting 4
                  Intellect 2
                  Awareness 2
                  Presence 2

                  Skills: Close Combat [Swords] 6 (+10), Deception 12 (+14), Expertise [Criminal] 9 (+11), Expertise [Current Events] 9 (+11), Expertise [High Society] 12 (+14), Expertise [History] 6 (+8.), Insight 8 (+10), Perception 8 (+10), Persuasion 8 (+10), Stealth 9 (+11)

                  Advantages: Benefit 3 [Wealth x3 (Millionaire)], Daze [Deception], Defensive Roll 2, Equipment 2, Fascinate 2 [Deception/Persuasion], Improved Feint, Improved Initiative 2, Language [Base: German; English], Ranged Attack 4, Set-Up, Teamwork

                  Powers: Psionic Pain Induction: Ranged Damage 11 (Extras: Alternate Resistance [Will], Perception, Secondary Effect)
                  -Acute Pain:Ranged Weaken Will 11 (Extra: Progressive)
                  Pain Management: Immunity 80 [All Effects Resisted by Toughness] (Flaw: Limited [Half Effective])
                  Psi-Shields: Enhanced Will Save 5 (Flaw: Limited [Only vs. Mental Effects])

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

                  Defense: Dodge +12
                  Parry +10
                  Toughness +8*/+6**/+2 [*Armored Costume & Defensive Roll/**Armored Costume]
                  Fortitude +7
                  Will +15*/+10 [*Psi-Shield]

                  Equipment: Armored Costume [Protection 4; Subtle]
                  Saber [Strength-Based Damage 3; Improved Critical 2]


                  Costs: Abilities 36+ Skills 30+ Advantages 20+ Powers 101+ Defenses 29= 216 pts.


                  Real Name: Niklas Krueger
                  Height: 6’
                  Weight: 196 lbs
                  Hair: Blonde
                  Eye Color: Blue


                  Complications:
                  Reputation: The Fiend is known for being a sadist.

                  Secret Identity: Niklas Krueger’s identity as the Fiend isn’t know to law enforcement.

                  Weakness: The Fiend takes additional damage from Mental Blasts for some reason.


                  Background: Born to an aristocratic German family whose lineage dates back centuries, Niklas Krueger was different from most other people in another way: he was a mutant. His psionic power of “pain induction” surfaced when he was thirteen and already a pretentious, abusive young man his newfound powers only made him worse. Soon anyone who crossed, insulted, or annoyed him suffered a splitting headache for their troubles. As he grew older, and even more selfish and jaded, Krueger became fascinated by causing others pain. Watching how they reacted to it, and their general suffering, was the only thing that eased his perpetual boredom. He came to see himself as a modern-day Marquis de Sade, exploring the frontiers of human feeling and freedom from restraint or morality.

                  Unfortunately there weren’t too many situations in which he could get away with using his powers freely; even in the more... unusual... parts of the European underworld. But one day he had a wonderful idea - become a supervillain! Crime, and the violence that sometimes accompanies it, would offer many opportunities to exercise his superhuman abilities. Adopting the name the Fiend, Krueger spent several years working as a villain-for-hire in Europe and North America, accepting jobs only from villains he had some degree of respect for. But he was never entirely satisfied. He did get to satisfy his ability to cause pain, but somehow it wasn’t enough. He wanted more. Crime alone wasn’t a worthy pursuit. He ought to be doing something more meaningful with his life and powers.

                  That’s when Parker Psion finally managed to catch up to Niklas. The older man was interested in Niklas for his psionic abilities (as well as his money; let's be honest it's difficult to fund experiments and maintain a hidden base full of teenagers and young adults) and his promise of great political power to come to all those psionically gifted while making the world a “better place” combined with the implication that Niklas would be able to pursue his “personal interests” without being judged by others, were enough to bring the European criminal into the ranks of the Psions.

                  Comment


                  • Brood of Dakuwanga


                    Brood of Dakuwanga:
                    PL:
                    12
                    Strength 12
                    Stamina 8
                    Agility 6
                    Dexterity 4
                    Fighting 6
                    Intellect 0
                    Awareness 4
                    Presence 4

                    Skills: Acrobatics 6 (+12), Athletics 3 (+15), Insight 6 (+10), Intimidation 8 (+12), Perception 6 (+10), Stealth 4 (+10)

                    Advantages: All-Out Attack, Agile Feint, Close Attack 2, Defensive Roll 2, Favored Environment [Aquatic], Fearless, Improved Critical [Unarmed] 2, Improved Feint, Improved Initiative, Move-By Action, Power Attack, Ranged Attack 4, Takedown, Tracking

                    Powers: Aquatic Physiology:
                    Immunity 3 [Environmental Cold, Pressure, Suffocation (Drowning)]
                    Movement 1 [Environmental Adaptation (Aquatic)]
                    Senses 2 [Darkvision]
                    Swimming 6
                    Super Strength: Enhanced Strength 2 (Flaw: Limited [Lifting Only])

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

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


                    Costs: Abilities 88+ Skills 11+ Advantages 20+ Powers 15+ Defenses 16= 150 pts.


                    Height: Varies (average is 5'8" to 6')
                    Weight: Unknown
                    Hair: None
                    Eye Color: White w/out pupils


                    Complicaitons:
                    Motivation ~Survival: More animal in nature than anything else, the spawn are more concerned with taking care of their needs; shelter, food, and such.


                    Background: The spawn of the creature known as Dakuwanga, these beings currently stay together and seem more interested in taking care of their basic needs more than anything else but the problem with that is that it seems their dietary needs calls for large amounts of meat. That combined with their aggressive nature is a likely bad recipe for trouble later on down the line.

                    Comment


                    • Hobgoblin


                      Hobgoblin:
                      PL/ML:
                      5
                      Strength 2
                      Stamina 4
                      Agility 1
                      Dexterity 0
                      Fighting 4
                      Intellect -2
                      Awareness 0
                      Presence -2

                      Skills: Perception 6 (+6), Stealth 6 (+7)

                      Advantages: Ranged Attack 3

                      Powers: Tough: Protection 2
                      Unnatural: Immunity 6 [All Environmental Conditions, Disease]
                      Wings: Flight 3 (Flaw: Winged)

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

                      Defense: Dodge +3
                      Parry +4
                      Toughness +6
                      Fortitude +6
                      Will +4


                      Costs: Abilities 14+ Skills +6 Advantages 3+ Powers 14+ Defenses 8= 45 pts.


                      Comments: Hobgoblins are ape-like creatures, covered in blue fur while their faces are distorted with rage and their eyes burn with an unusual green glow. They are often summoned by mages to act as spies in low numbers and cheap cannon fodder in larger numbers.

                      Comment


                      • Beacon II


                        Beacon:
                        PL:
                        10
                        Strength 2
                        Stamina 2
                        Agility 2
                        Dexterity 2
                        Fighting 8
                        Intellect 1
                        Awareness 2
                        Presence 3

                        Skills: Close Combat [Sword of Light] 2 (+10), Deception 6 (+9), Expertise [Business] 4 (+5), Expertise [Magic] 10 (+11), Expertise
                        [Streetwise] 4 (+5), Insight 6 (+8), Perception 6 (+8), Persuasion 4 (+7), Ranged Combat [Light Bearer Array] 4 (+10), Stealth 6 (+8), Vehicles 2 (+4)

                        Advantages: Benefit [Ambidexterity], Improved Feint, Inspire 4, Leadership, Lionheart, Luck 2, Power Attack, Ranged Attack 4, Set-Up, Teamwork

                        Powers: Fortified By The Light: Protection 8
                        Light Bearer Array:
                        Ray Of Light: Ranged Mystical Light Damage 10 (Extras: Affects Insubstantial 2, Improved Critical)
                        -Burning Bright: Affliction 10 [Vision Impaired, Vision Disabled, Vision Unaware; resisted by Fortitude] (Extras: Area [Burst], Cumulative); (Flaw: Limited [1 Sense only (vision)]
                        -Calming Light: Affliction 10 [Dazed, Compelled, Controlled [change current emotion]; resisted by Will] (Extras: Area [Burst], Cumulative); (Flaw: Limited [Calm only])
                        -Healing Light: Healing 10 (Extra: Stabilize)
                        -Let There Be Light: Environment 10 [light 2] (Extra: Precise)
                        -Light Constructs: Create 10 (Extras: Affects Insubstantial 2, Precise)
                        -Lightspeed: Teleport 5 (Extras: Accurate, Changed Direction, Change Velocity, Increased Mass 5 [1600 lbs], Move-By Action)
                        -Sword Of Light: Mystical Light Damage 10 (Extras: Affects Insubstantial 2, Improved Critical, Penetrating)

                        Offense: Initiative +2
                        Melee Attack +8 // Sword of Light Attack +10
                        Ranged Attack +6 // Light Bearer Array Attack +10

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


                        Costs: Abilities 44+ Skills 27+ Advantages 19+ Powers 38+ Defenses 22= 150 pts.


                        Real Name: Nathaniel “Nate” Jackson
                        Height: 6’
                        Weight: 190 lbs
                        Hair: Black
                        Eye Color: Blue


                        Complications:
                        Identity: The fact Nate Jackson is the new Beacon is a secret he works to keep.

                        Legacy: As the new Beacon he might inherit some of the previous’ Beacon’s enemies. Also other heroes might have certain expectations of him since he’s carrying on the name of the Beacon.

                        Motivation Responsibility: To use his powers to help others.

                        Relationships: His “assistant” Leslie, who was picked by his predecessor to help him run the Albright Institute (who knows he’s the new Beacon) and his San Antonio Avengers teammates.


                        Background: Nate Jackson was just another one of the many kids who grew up in the Fens, making hard choices to survive. But despite the harsh conditions he found himself in Nate tried to do the right thing, he doesn't like stealing and only does it because he is in a bad situation and he often uses his ill-gotten profits to help his neighbors and friends who were worse off than he was.

                        Having grown up in the Fens all his life Nate taught himself to fight, at first to protect himself from the dangerous people that lived there as well and eventually he started using those skills to help others as well when the situation called for it. It was in this capacity that Nate came to meet Langston Albright, the retired hero Beacon who'd been active during the late 1950 and early 60s, who had come to the Fens one night and found himself accosted by a group of street thugs but was unable to call upon his powers due to his advanced age having forced Albright to use them to maintain his health.

                        Nate jumped in immediately without a thought for his own safety; using a nearby wall to build up enough momentum to jump over one the thugs and knock him out then flipped the unconscious thug into one of the others. It was at this point that the rest of the muggers recovered their wits enough to attack Nate and despite his melee skill he was stabbed several times before he managed to get the thugs to ran off. Turning his attention back to Albright, Nate did his best to comfort the older man until paramedics arrived thanks to his using Albright's phone to call for help.

                        Both of them were taken to Freedom Medical Center where both of them were admitted because of their injuries, and while there Nate was visited several times by Albright (and he even went as far as to cover Nate's medical bills as a way to thank him). It was during those visits that Albright learned about Nate's life - the things he'd done to help his family get by, how he felt about doing those questionable things and what he would have done differently if he could. Those talks gave the older man a very good understanding of the young man who'd saved his life and what kind of person Nate was growing into. He realized that he'd found a young man who understood that sometimes hard choices have to be made for a greater good and that would be able to handle making the kind of choices that a hero would have to make.

                        Langston Albright had found the person who would become his successor.

                        Though he kept that to himself and upon his release from the hospital Albright began the putting his affairs in order. Over the next few weeks while the legalities were put into place Albright continued to have meetings with Nate, who'd been released from the hospital as well, and he slowly revealed the fact he'd been the Beacon and shared several tales of his adventures with you newly gained young friend. By the time everything was ready Albright had come to consider Nate to be like family and knew that the younger man felt the same way. Although this caused Albright to feel regret over the pain he was going to subject Nate to he understood that his time had long passed and it was only because he'd been using his powers to sustain himself until he'd been able to find his successor.

                        Albright had Nate meet him at his home and after enjoying a meal together the older man finally explained why he'd been meeting with Nate and the steps he'd been secretly taking to leave his estate and company to the young man. Needless to say Nate was shocked and before he could attempt to form some kind of argument about his not being the right person for such a gesture Albright finally allowed his powers to stop sustaining his body.

                        The effect was immediate - Langston Albright died, falling to the floor as the light energy that had been held in his body for over sixty years sought refuge inside Nate's body. Flooded with power he didn't understood and could barely contain, Nate rose into the air aglow as he cried out over the loss of the man he'd come to respect and think of as a father figure.

                        Minutes later, after he'd stopped crying, Nate called 911 and soon he was answering the questions of police detectives as to what had happened. Eventually the investigation was closed as it was determined that Albright had died of natural causes and Nate was cleared of any possible wrong doing. The only problem with Albright's plan was that Nate was only sixteen - still a minor and unable to fully inherit all the things left for him. So most of the money and all of the stocks in the Albright Institute were put into a trust under the control of Leslie Reece, one of Albright's most trusted associates and she acted as the executor of the estate until Nate was twenty-one. Also due to his now possessing metahuman abilities, Nate was enrolled in Claremont Academy where he could be taught how to properly control them (of course due to his family's financial issues, Nate's mother was secured a job at the school by the Headmaster to help the family out).

                        Over the course of the next four years Nate learned a great deal about his light-based powers and while he was skilled in using them he preffered to not been a teen hero like several of his classmates. Instead he trained as much as possible. Once Nate graduated he simply skipped having to deal with sidekick regulations and began operating as the new Beacon. Over the past few years Nate has been balancing the responsibilities of being the CEO of the Albright Institute and carrying on Langston's legacy as the Beacon.

                        Recently Nate was contacted by one of his Claremont classmates, Alex Kale, about joining the San Antonio Avengers. Specifically taking Alex's place on the team as personal commitments were forcing him to leave the group and he thought that Nate would be a good replacement for him. Since joining Nate has been to other dimensions to fight would-be conquerors as well as a number of Earth-based criminals that seem to be holding a serious grudge against him and his teammates.

                        __________________________________________________ __________________________________________________ __________________

                        Nothing too radical here, just a re-build of sorts of a current PC I'm playing in the San Antonio Avengers game run by kenseido as the game is transferring from 2e to 3e, well we are getting bumped up to PL 10 but with the changes in skill costs and some of Beacon's powers it was pretty easy to spend 150 pp.

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                        • Re: World Of Freedom: the Psions plus Odds & Ins

                          Read that aquaman Gn with the deep sea creatures did we?
                          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: the Psions plus Odds & Ins

                            Originally posted by catsi563 View Post
                            Read that aquaman Gn with the deep sea creatures did we?
                            Kind of, I read about it on Comic Vine. Plus the image looks too cool not to use and I'd been trying to find something to fit those aquatic beasties.

                            Comment


                            • Re: World Of Freedom: the Psions plus Odds & Ins

                              Originally posted by Tattooedman View Post
                              Kind of, I read about it on Comic Vine. Plus the image looks too cool not to use and I'd been trying to find something to fit those aquatic beasties.
                              while the beasties in the GN weren't as strong they were vicious carnivores, and were kidnapping people and cocooning them to take to the queen mother a big nasty thingy downd eep that mera and Arthur needed to kill.

                              actual GN was a great look at Aquaman and the ridicule he unjustly gets, as well as how he can handle himself ina fight.
                              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: the Psions plus Odds & Ins

                                Well, it's official, the Psions could destroy the Albright crew whenever they felt like it.

                                You know, if they survive each other ;~)

                                Psion's grandchildren all basically want away from him.

                                His brother's grandchildren are basically setting up to take over and crush anybody who gets in the way.

                                And then he brought in Fiend... a guy who loves inflicting pain into a place where he's got almost no oversight keeping him from lashing out at people.

                                The Psions are a powder keg waiting to go off! And that doesn't take into account the rest of the new troops that Old Man Psion brought in.

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