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  • Tattooedman
    started a topic World Of Freedom: Freedom City Setting Updates

    World Of Freedom: Freedom City Setting Updates

    World of Freedom Setting:
    Well, I figured I should at least get a starting point up & running so to speak...

    Anyways, this is the setting used for the PbP games I run here in the Game Room, it's mostly straight from the 3E book with some minor House Rules I’ve come up with. I'm using characters from several different sources (different games like Heroes Unlimited, different versions of the Champions games, CROOKS!, as well as ideas from posters here on the ATT), so it's a bit of a mish-mash and hopefully an interesting read for all.

    Any comments and critiques from people would be more than welcomed and appreciated.


    Index:
    WOF Original Builds
    World of Freedom Criminals (by team)
    World of Freedom Criminals (solo)
    World of Freedom Heroes
    World of Freedom NPCs
    World of Freedom Races
    Places & Things of Interest
    Artifacts & Devices of Interest
    Organizations



    House Rules:
    Skills:
    -Skill points are 3/pp rather then 2/pp except for Close Combat and Ranged Combat, those two skills will remain 2/pp.

    -Expertise [Criminal]: You know the local gangs, symbols, slang, and the various bosses, and possibly ones in other cities (it wouldn't take you too long to find out). You know where drugs are made, distributed and sold. You know how to disable an alarm system, break into a car, hotwire something (normally a Tech-skill), and probably how to recognize the signs of an easy "mark". Most super-villains with this Skill are the thuggish types who know where the money is in the bank, and knows how to safe-crack a little bit.

    -Expertise [Streetwise]: You know crime from an outsider's point of view, which lets you step back and view things as a whole better than someone "in the mix". You know most of the above stuff (recognizing gangs, their symbols mostly but perhaps their slang as well), or at least the signs of it. Criminologists and the like are up here.


    -Vehicles is divided into four sub-skills; Air, Exotic, Land, and Sea. As each set requires a different understanding of the basic operation of the various vehicles.

    -Air: This sub-skill applies to planes, jets and helicopters.

    -Exotic: This sub-skill applies to vehicles like tanks, space ships, hovercrafts, and APCs (Assault Personnel Carriers). Unique crafts that call for specialized training to operate, it also applies to any on-board weapon systems the vehicle might be equipped with as well.

    -Land: Most people can operate cars without need of this skill. It mostly applies only when under a stressful or dramatic situation like taking part in a chase, being attacked while operating or trying to reach a destination at higher than normal speeds. This sub-skill also applies to most other vehicles similar to cars in operation as well as motorcycles and 18-wheeler trucks.

    -Sea: This sub-skill applies to any motorized water craft like speed boats, yachts, subs, and jet-skis.

    Advantages:
    Clean (ranked): Checks to connect you with a crime increase by DC5 per rank.

    Conceal Efforts: Anyone who inspects your bindings during a Sleight of Hand escape check must make a Perception check with a DC equal to your Sleight of Hand result to notice your escape attempt.

    Cunning Fighter: Use Attack instead of Deception to feint an opponent.

    Damaging Escape: When you escape from a grab, you get an unarmed attack against the opponent as a free action. You still have to roll to hit.

    Defensive Strike: Get a +2 to hit enemy that misses you in melee combat, a second rank increases the bonus to +5.

    Durable Lie: The target believes your Deception for an additional round.

    Follow-Up Strike: Additional melee attack after Critical Hit is scored.

    Hide Tampering: You can conceal any tampering done to a device. Anyone who inspects the device must make a Technology check against your Sleight of Hand check to notice your tampering.

    Improved Daze: Allows a character to make a Daze attempt as a move action.

    Improved Feint: Allows a character to Feint an opponent as a move action.

    Improved Demoralize: Allows a character to Demoralize an opponent as a move action.

    Improved Taunt: Allows a character to make a Taunt attempt as a move action.

    Improved Trick: Allows a character to make a Trick attempt as a move action.

    Last Stand: Spend an HP to ignore all Damage Conditions for one round.

    Lionheart: Grants a +5 to saves against fear that is not limited to PL caps.

    Multilingual: By spending an HP a character can speak a certain language for the remainder of a scene.

    Online Research: Allows a character to use the Expertise [Computers] skill instead of the Gather Information sub-skill of Investigation when looking for anything that would normally be acquired by talking to people and buy them drinks and such. This feat can be used with the Well-Informed advantage also.

    Speed of Thought: Allows a character to use their Intellect modifier for Initiative.

    Task Focus (Ranked): Choose a specific task or situation that can be performed with a skill check, such as keeping watch at night for Notice. When making checks that involve your chosen specialization, you gain a bonus +2 bonus that can exceed PL caps. You can buy additional ranks, these can either increase the bonus to +5 or apply to a new task.

    Unbalancing Strike: When you hit an opponent with a close attack, you can choose to throw him off balance rather than inflicting damage (a hit means he is Vulnerable on defense for the next round).

    Withstand Damage: Trade-Off Defense for Toughness- I would allow this for either Parry or Dodge.

    Languages: Are way too expensive in the RAW for my taste, so my rule is that Languages rank 1 gives you 1 additional language, 2 ranks gives you 2 additional languages, 3 ranks gives you 4 additional languages, 4 ranks gives you 8 additional languages and so on (though at that point it might be simpler to use the Multilingual Advantage mentioned above).

    Combat Maneuvers: I'm fairly sure that Jon L has said that characters are not supposed to use maneuver combos like All-Out/Power Attack at the same time, but I think it fits for certain moments in a scene. That said the character must have both Advantages (and not just using the -/+2 bonus everyone is now allowed to use) and must spend an HP to use the full -/+5 bonus together.

    The Luck Advantage:
    The maximum amount rank of this feat is half the Power Level of the game; a PL 8 can only have 4 total ranks of the Luck feat, while a PL 10 can have a total of 5 ranks. Purchasing the Luck feat allows one of the following:

    • Determination: Lets the character re-roll any die roll made and take the better of the two rolls.
    • Edit Scene: You can “edit” a scene to grant your hero an advantage by adding or changing certain details.
    • Inspired: Lets the character gain the benefits of one advantage the character doesn’t already possess.
    • Inspiration: You can spend a hero point to get sudden inspiration in the form of a hint, clue, or bit of help from the GM.
    • Instant Counter: You can spend a hero point to attempt to counter an effect used against you as a reaction.
    • Recovery: You can spend a hero point to recover faster; immediately remove a dazed, fatigued, or stunned condition, without taking an action (this option allows you to use Extra Effort without suffering from fatigue). Instead you can convert an exhausted condition into a fatigued condition.
    • Skillful: Lets the character use the Beginner's Luck feat.


    Powers:
    -All "Flat +1 Extras" are called "Feats" because it's ridiculous to change it to something more confusing.

    -Impervious works just as it did in 2nd Edition.

    -Penetrating works just as it did in 2nd Edition.

    Extras & Feats:

    ~Independent (Extra +0 per rank): Applied to a sustained effect, this modifier makes its duration independent of the user and based instead on the number of power points in the effect. The effect occurs normally and then fades at a rate of 1 power point of effectiveness per round until it is gone. While it lasts, it requires no attention or maintenance from the user, like a continuous duration effect, although it can still be countered or nullified (also like a continuous effect). This is like a combination of the Duration (continuous) and Fades modifiers. An Independent Alternate Power continues to function even when the Array is switched to a different configuration. If an effect is not sustained, modify its duration before applying this modifier. Independent is useful for effects like Create (for objects that fade or melt away), Environmental (for changes to the environment that slowly return to normal), or Concealment (for obscured areas that slowly shrink and disappear, like the effects of a smoke or gas grenade).

    ~Total Fade (Extra +1 per rank): Effects with this extra don’t fade gradually, at the normal at a rate of 1 power point per round. Instead, when the total fade time is up, the trait returns to its normal level. For example, an ability score receives an adjustment of 10 points. This would normally fade in a minute, or ten rounds (at a rate of 1 point per round). With total fade, the ability score retains the 10-point adjustment for one minute, and then loses the entire amount at once, back to its original value. GMs should be cautious about allowing this modifier in conjunction with more than one or two ranks of the Slow Fade power feat; it can be an easy way to create long-lasting effects requiring no effort from the user.


    ~Slow Fade (Feat +1 total): An effect that fades over time, such as a trait effect or an effect with the Fades modifier, does so slower with this power feat. Each application moves the time interval one step down the following table;

    • 1 rank: 5 rounds
    • 2 ranks: 10 rounds
    • 3 ranks: 1 minute
    • 4 ranks: 4 minutes
    • 5 ranks: 15 minutes
    • 6 ranks: 30 minutes
    • 7 ranks: 1 hour
    • 8 ranks: 4 hours
    • 9 ranks: 16 hours
    • 10 ranks: 1 day



    Dimensional Pocket:
    Feature - Extradimensional storage of mass rank in material. (1 pt per rank)

    You can access an extradimensional “pocket” or storage space where you can place things and retrieve them later.
    Items placed in your dimensional pocket remain in the same state until you withdraw them. You cannot place living or unwilling beings into your pocket, only nonliving objects. The object you wish to retrieve from the pocket is always “on top” when you reach into it, coming immediately into your hand. The power’s rank determines the mass you can store at once. Once the pocket is “full” nothing else will fit into it without first removing something.


    Movement:
    ~Air Walking: You can “walk” on air at half your normal ground movement speed as if it were solid ground and move up or down at a 45 degree angle at half speed (one-quarter your ground movement speed). For two ranks, you move at your normal ground movement speed (half speed when ascending or descending).


    Summon:
    ~Multiple Minion (Feat: 1 pt flat): You can summon more than one minion. Each application of this extra doubles your total number of minions. So, for example, with Summon 6, you summon a single 90-point minion. With Multiple Minions 1 you can summon two 90-point minions, four at 2 ranks, eight at 3 ranks and so on. It requires a standard action to summon each minion unless you also have the Horde extra. +1 flat point.

    Regeneration Rounds: To clarify, this a chart to show which rounds you recover a -1 to Toughness if you have Regeneration.

    Regeneration 1 (1/every 10 rounds [10]); 1 pts
    Regeneration 2 (1/every 5 rounds [5, 10]); 2 pts
    Regeneration 3 (3/every 10 rounds [3, 7, 10]); 3 pts
    Regeneration 4 (4/every 10 rounds [2, 5, 8, 10]); 4 pts
    Regeneration 5 (1/every other round [2, 4, 6, 8, 10]); 5 pts
    Regeneration 6 (6/every 10 rounds [2, 4, 5, 6, 8, 10); 6 pts
    Regeneration 7 (7/every 10 rounds [2, 3, 5, 6, 8, 9, 10]); 7 pts
    Regeneration 8 (8 out of 10 rounds [2, 3, 4, 5, 7, 8, 9, 10]); 8 pts
    Regeneration 9 (9/every 10 rounds [2, 3, 4, 5, 6, 7, 8, 9, 10]); 9 pts
    Regeneration 10 (1/every round); 10 pts

    Regeneration 11 on would be one every round, then add a check per the chart



    With all that said, on with the build lists and holding spaces......
    Last edited by Tattooedman; 10-09-2016, 08:04 AM.

  • Kaisius
    replied
    Re: World Of Freedom: Freedom City Setting Updates

    Originally posted by Tattooedman View Post
    To be fair I took it from here. I've got a modified membership, so not all of those characters are on my version of it.
    Wait, wait, wait....

    Bum Rush? Snow Bunny & Fire Fox? Sass Squash, the roller derby Bigfoot?!?! PETER PARKOUR?!?!?!

    God have mercy on our (characters) souls.....
    Last edited by Kaisius; 10-23-2016, 04:49 PM.

    Leave a comment:


  • Shock
    replied
    Re: World Of Freedom: Freedom City Setting Updates

    This is a great set of builds. You could run a whole campaign with these guys as opposition.

    Leave a comment:


  • Tattooedman
    replied
    Re: World Of Freedom: Freedom City Setting Updates

    Originally posted by catsi563 View Post
    Interesting looks like simian cloned the Primate Patrol which would make a morose sense. turning the apes of the patrol into bad guys or as he sees it Ape first good guys would appeal to him.
    Not exactly making clones, but still Dr. Simian was inspired by the some of the members of the Primate Patrol when creating some of the members of the Prime 8.

    Plus I wasn't personally wild about all of the original members and wanted things to be a little different, and since I don't really plan on sending any PCs to Earth Ape I figured I should try and get some use out of those characters.


    The codenames for Dr. Simian's hench-apes are pretty dang clever.

    I salute your word play.
    I wish I could take credit for that, but Chimpandroid, Mecharilla, Commandrill, Leaping Lemur, Howler & BaBOOM (as well as the Prime 8 team name) are "borrowed" from here. I just thought it would be a good fit for Dr. Simian to use them after leaving the Crime League.

    Leave a comment:


  • greycrusader
    replied
    Re: World Of Freedom: Freedom City Setting Updates

    The codenames for Dr. Simian's hench-apes are pretty dang clever.

    I salute your word play.

    All my best.

    Leave a comment:


  • catsi563
    replied
    Re: World Of Freedom: Freedom City Setting Updates

    Interesting looks like simian cloned the Primate Patrol which would make a morose sense. turning the apes of the patrol into bad guys or as he sees it Ape first good guys would appeal to him.

    Leave a comment:


  • Tattooedman
    replied
    Elastigibbon


    Elastigibbon:
    PL:
    10
    Strength 2 (+14 [at full height])
    Stamina 4 (+16 [at full height])
    Agility 5
    Dexterity 5
    Fighting 8
    Intellect 0
    Awareness 5
    Presence 2

    Skills:
    Deception 9 (+11), Athletics 5 (+7/+18), Expertise [Pop Culture] 9 (+9), Insight 4 (+9), Perception 6 (+11), Perform [Comedy] 9 (+9), Stealth 6 (+11)

    Advantages:
    Chokehold, Close Attack 2, Daze [Deception], Fascinate [Perform], Grab Finesse, Improved Defense, Improved Disarm, Fast Grab, Improved Grab, Improved Hold, Improved Taunt, Improved Trip, Set-Up, Taunt

    Powers:
    Stretchy Form:
    Morph 4 [any form] (Feat: Precise)
    Elongation 6 [+6 to grab]
    Movement 1 [Swinging]

    Mallible Body Array:

    Giant Size: Growth 12 [120 ft; Strength +12, Stamina +12, Speed +1, Intimidation +6, Mass +12; Dodge/Parry -6, Stealth -6)
    -Tiny Size: Shrinking 12 [6 inches; Strength -3, Speed -1, Intimidation -6; Dodge/Parry +6, Stealth +12]

    Primate Senses: Senses 2 [Low-Light Vision, Olfactory]

    Combat:
    Initiative +5
    Melee Attacks +10
    Ranged Attacks +5

    Defense:
    Dodge +8 (+2 [at full height], +14 [at smallest])
    Parry +8 (+2 [at full height], +14 [at smallest])
    Toughness +4 (+16 [at full height])
    Fortitude +6 (+18 [at full height])
    Will +6
     

    Costs: Abilities 62+ Skills 16+ Advantages 15+ Powers 56+ Defenses 6= 155 pts.


    Complications:
    Loyalty: Dr. Simian.

    Obsession: With all things related to humor/comedy and pulling pranks on others.

    Prejudice: Elastigibbon is a super powered gibbon, this is troubling to most people.


    Background:
    Using samples of Victoria Atom's DNA, Dr. Simian was able to empower a gibbon he stole with powers similar to the young heroine. What he hadn't expected was for Elastigibbon to develop a sense of humor that was bigger than Victoria's was, and while Elastigibbon follows Dr. Simian's orders without hesitation his habit of playing pranks on the other members of the Prime 8 (as well as Dr. Simian) makes him the one member that is a bit disliked amongst the Prime 8.
    Last edited by Tattooedman; 10-23-2016, 04:24 PM.

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  • Tattooedman
    replied
    Commandrill


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

    Skills: Acrobatics 3 (+4), Athletics 3 (+4), Deception 6 (+8), Insight 9 (+14), Perception 3 (+8), Persuasion 3 (+5), Ranged Combat [Psionic Enhancements Array] 6 (+10)

    Advantages: Animal Empathy, Defensive Roll 3, Eidetic Memory, Improved Initiative, Ranged Attack 3, Trance, Ultimate Will

    Powers: Psionic Enhancements Array:
    Telekinesis: Move Object 10 (Extra: Perception Range); (Feats: Precise, Subtle)
    -Mental Commands: Ranged Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Cumulative)
    -Mind Scan: Mind Reading 10 (Extra: Cumulative)
    -Psi-Fry: Ranged Mental Damage 10 (Extra: Alternate Resistance [Will])
    -Thought Projection: Communication 3 [mental] (Extras: Area, Selective); (Feat: Subtle)
    -Mind Scramble: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Will] (Extra: Perception); (Feat: Subtle)

    Telekinetic Shields:
    Enhanced Dodge 6 (Feat: Subtle); (Flaw: Sustained)
    Enhanced Parry 6 (Feat: Subtle); (Flaw: Sustained)
    Protection 7 (Feat: Subtle); (Flaw: Sustained)

    Heightened Understanding: Comprehend 4 [understand all languages, is understood] (Flaw: Limited [Animals only])

    Mental Senses: Senses 3 [Detect (Minds; Acute, Radius)]

    Primate Senses: Senses 3 [Low-Light Vision, Olfactory (Acute, Extended)]

    Combat: Initiative +5
    Melee Attack +4
    Ranged Attack +4 // Psionic Enhancements Array Attacks +10

    Defense: Dodge +10*/+4 [*Telekinetic Shields]
    Parry +10*/+4 [*Telekinetic Shields]
    Toughness + 10*/+7 [*Telekinetic Shields]
    Fortitude +7
    Will +12


    Costs: Abilities 38+ Skills 12+ Advantages 11+ Powers 70+ Defenses 15= 146 pts.


    Complications:
    Prejudice: Commandrill is a talking mandrill, and this tends to bother most people.

    Loyalty: To Dr. Simian


    Background: Commandrill is a mandrill who was given a refined version of the serum that gave Professor Psion his own powers (how Dr. Simian got a sample to create this isn't known). This triggered great psychic powers in the soon to be Commandrill, greater than what Psion developed and soon Dr. Simian was training Commandrill in the use of them to act as the field leader of the Prime8.
    Last edited by Tattooedman; 10-23-2016, 04:11 PM.

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  • Tattooedman
    replied
    Chimpanzoom


    Chimpanzoom:
    PL:
    10
    Strength 4
    Stamina 6
    Agility 7
    Dexterity 7
    Fighting 7
    Intellect 0
    Awareness 1
    Presence 4

    Skills: Deception 5 (+9), Insight 5 (+6), Intimidation 5 (+9), Perception 5 (+6), Persuasion 2 (+6), Stealth 5 (+9)

    Advantages: Beginnerís Luck, Close Attack 3, Defensive Roll 3, Takedown 2

    Powers: Super Speed:
    Enhanced Advantages 12 [Evasion 2, Initiative 8, Instant Up, Move-By Action]
    Enhanced Dodge 4
    Enhanced Parry 4
    Speed 10
    Movement 1 [Water-Walking] (Flaw: Limited [Only When Running])
    Movement 2 [Wall-Crawling 2] (Flaw: Limited [Only When Running])
    Quickness 7

    Speed Stunts Array:
    Sonic Boom: Sonic Damage 6 (Extras: Area [Burst], Linked [Affliction]) & Affliction 8 [Hearing Impaired, Hearing Disabled, Hearing Unaware; resisted by Dodge/Fortitude] (Extras: Area [Burst], Linked [Damage])
    -Faster Than A Speeding Bullet: Deflect 10
    -Spinning Attack: Affliction 10 [Impaired, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
    -Stunning Punch: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
    -Super-Sonic Punch: Strength-Based Damage 6 (Extra: Multiattack 10)
    -Vacuum: Affliction 10 [Dazed, Stunned, Incapacitated ; resisted by Fortitude] (Extra: Progressive); (Flaw: Quirk [Only against targets who need to breathe])

    Primate Senses: Senses 2 [Low-Light Vision, Olfactory (Acute)]

    Combat: Initiative +39
    Melee Attacks +10
    Ranged Attacks +7

    Defense: Dodge +11*/+7 [w/out Super Speed]
    Parry +11*/+7 [w/out Super Speed]
    Toughness +9*/+6 [*Defensive Roll]
    Fortitude +7
    Will +6


    Costs: Abilities 72+ Skills 13+ Advantages 9+ Powers 72+ Defenses 6= 172 pts.


    Complications:
    Hyper Chimp: Because of his super speed powers Chimpanzoom is almost always bored and is looking for ways to entertain himself.

    Loyalty: Dr. Simian.

    Prejudice: Chimpanzoom is a super powered chimp, and most people have a problem with this.


    Background: A chimp taken from a local laboratory, Dr. Simian (who was inspired by stories of the hero from Earth Ape) subjected him to a serum based on the DNA of Johnny Rocket that successfully endowed him with super-chimp speed. Combined with the intellect enhancements Dr. Simian gave him, and Chimpanzoom is a challenging member of the Prime 8.

    Now if only he'd slow down a bit so that others could understand him, he'd be much more useful.
    Last edited by Tattooedman; 10-23-2016, 04:11 PM.

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  • Tattooedman
    replied
    BaBOOM


    BaBOOM!:
    PL:
    10
    Strength 2
    Stamina 5
    Agility 3
    Dexterity 3
    Fighting 6
    Intellect -1
    Awareness 1
    Presence 2

    Skills: Acrobatics 6 (+9), Athletics 3 (+5), Close Combat [Unarmed] 4 (+10), Intimidation 12 (+14), Perception 4 (+5), Ranged Combat [Focused Bio-Blast] 2 (+8), Stealth 3 (+6)

    Advantages: Daze [Intimidation], Extraordinary Effort, Improved Initiative, Move-By Action, Ranged Attack 3, Startle

    Powers: Bio-Energy Array:
    Defensive Energy Field: Protection 7 (Flaw: Sustained)
    Bio-Energy Overload: Affliction 10 [Stamina Impaired, Stamina Disabled, Incapacitated; resisted by Fortitude] (Extras: Area [Burst], Cumulative)
    -Big Boom: Kinetic Damage 10 (Extra: Area [Burst])
    -Explosive Propulsion : Leaping 10
    -Focused Blast: Ranged Kinetic Damage 12 (Feat: Improved Critical 2)

    Combat: Initiative +7
    Melee Attacks +6
    Ranged Attacks +6 // Focused Blast Attacks +8

    Defense: Dodge +8
    Parry +8
    Toughness +12*/+5 [*Defensive Energy Field]
    Fortitude +10
    Will +8


    Costs: Abilities 42+ Skills 12+ Advantages 8+ Powers 39+ Defenses 19= 1120 pts


    Complications:
    Accident: BaBOOM's powers tend to cause a lot of collateral damage.

    Alpha Female: BaBOOM considers the Prime-8 her 'troop' and often tries to act like the leader-despite lacking most, if not all, leadership qualities.

    Loyalty: To Dr. Simian

    Prejudice: BaBOOM is a superpowered baboon, and this tends to bother a lot of people.


    Background: BaBOOM was a young baboon female that was altered by Dr. Simian to have a metabolism that manifests an explosive energy she can channel. BaBOOM can actually do a lot more than her direct applications of power, but she doesn't have the patience to learn the more precise applications of her powers thus she has been slow in figuring out new uses and tends to rely on her one big trick in combat. It also doesn't hurt that BaBOOM also is one of the more aggressive members of the Prime 8, screeching and charging at enemies and trying to boss the others around.
    Last edited by Tattooedman; 10-23-2016, 03:46 PM.

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  • Tattooedman
    replied
    Howler


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

    Skills: Acrobatics 4 (+6), Athletics 4 (+6), Deception 4 (+5), Expertise [Music] 8 (+8), Expertise [Singing] 12 (+13), Insight 4 (+6), Perception 6 (+8), Ranged Combat (powers) 3 (+10), Stealth 2 (+4)

    Advantages: Animal Empathy, Fascinate [Expertise (Singing)], Precise Attack, Ranged Attack 5, Teamwork

    Powers: Vocal Mimicry: Feature 2 [can project voice as if he had bullhorn]

    Modified Voice Box Array:
    Sonic Shields: Protection 7 (Extra: Impervious 10); (Feat: Subtle); (Flaw: Sustained)
    Hypnotic Song: Ranged Affliction 10 [Entranced, Compelled, Controlled ; resisted by Will] (Extras: Cumulative, Perception Area); (Flaws: Instant Recovery, Sense Dependent [hearing])
    -Deafen: Ranged Affliction 10 [Hearing Impaired, Hearing Disabled, Hearing Unaware; resisted by Fortitude]
    -Shatter: Ranged Weaken Toughness 10 (Flaw: Affects Objects Only)
    -Sonic Blast: Ranged Sonic Damage 10
    -Sonic Shout: Sonic Damage 10 (Extra: Area [Cone])
    -Sonic Scream: Sonic Damage 10 (Extra: Area [Burst])
    -Sonic Phantasms: Illusion 10 [auditory]

    Primate Senses: Senses 3 [Accurate Hearing, Ultrahearing]

    Combat: Initiative +6
    Melee Attacks +5
    Ranged Attacks +7

    Defense: Dodge +9
    Parry +9
    Toughness +11*/+4 [*Sonic Shields (Impervious 10)]
    Fortitude +8
    Will +10


    Cost: Abilities 36+ Skills 16+ Advantages 9+ Powers 59+ Defenses 23= 143 pts.


    Complications:
    Loyalty: Dr. Simian.

    Obsession: With music.

    Power Loss: Howler's abilities are tied into his voice box- if his throat should ever be damaged, he would lose his powers until it was healed.


    Background: Howler was a howler monkey given a genetically modified voice box by Dr. Simian, using designs created by the Maestro; he also tinkered with the animal a little more, raising his intelligence until it was on par with humans, thus giving him an innate knowledge and ability of how to manipulate his voice for various sonic applications as easily as most people speak. Howler is one of the more "normal" ones in the group - he's easily to get along with, and he can get along equally with people or animals, he just happens to talk whoever he is talking to ears off about music.
    Last edited by Tattooedman; 10-23-2016, 03:51 PM.

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  • Tattooedman
    replied
    Leaping Lemur


    Leaping Lemur:
    PL:
    10
    Strength 6
    Stamina 3
    Agility 8
    Dexterity 6
    Fighting 6
    Intellect -2
    Awareness 1
    Presence 2

    Skills: Acrobatics 9 (+17), Athletics 4 (+12), Close Combat [Unarmed] 6 (+12), Deception 3 (+5), Insight 4 (+5), Intimidation 4 (+4), Perception 5 (+6), Persuasion 1 (+3), Sleight of Hand 6 (+12), Stealth 9 (+20)

    Advantages: Agile Feint, Animal Empathy, Defensive Attack, Evasion, Hide In Plain Sight, Improved Defense, Move-By Action, Seize Initiative, Set-Up, Teamwork

    Powers: Cybernetic Legs:
    Leaping 7
    Speed 2

    Steel Tail:
    Extra Limb 1
    Strength-Based Damage 2 (Feat: Reach)

    Armored Limbs: Protection 5

    Primate Senses: Senses 3 [Low-Light Vision, Olfactory (Acute, Extended)]

    [b]Small Size:[b/] Shirking 4 [3 ft tall; Dodge/Parry +2, Stealth +4; Strength -1, Intimidation -2] (Feat: Innate); (Flaw: Permanent)

    Combat:
    Initiative +8
    Melee Attacks +6 // Unarmed Attacks +12
    Ranged Attacks +6

    Defense:
    Dodge +12
    Parry +12
    Toughness +8
    Fortitude +7
    Will +7


    Costs: Abilities 64+ Skills 18+ Advantages 10+ Powers 26+ Defenses 20= 138 pts.



    Complications:

    Leap, Don't Look: LL has a tendency to jump headfirst into danger.

    Loyalty: To Dr. Simian

    Monkey Nature: Though much smarter than the average monkey, LL is still often governed by his base nature.


    Background:
    Leaping Lemur is a member of Dr. Simian's Prime 8 project; a fairly intelligent lemur who was horribly mauled by a dog, thanks to his owner's negligence. The lemur, named Pepe, eventually ended up in the care of Dr. Simian, who gave him replacement cybernetic limbs. Leaping Lemur, as he's called in the field, is often the first to jump into combat with the team, although when it is called for, he can be quite stealthy.
    Last edited by Tattooedman; 10-23-2016, 03:41 PM.

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  • Tattooedman
    replied
    Mecharilla


    Mecharilla:
    PL:
    10
    Strength 12
    Stamina --
    Agility 1
    Dexterity 1
    Fighting 8
    Intellect 5
    Awareness 1
    Presence 0

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

    Advantages: Eidetic Memory, Improved Demoralize, Improved Initiative, Power Attack, Ranged Attack 3, Startle

    Powers: Artifical Construction: Immunity 30 [Fortitude Effects]

    Omnium Steel Armor: Protection 12 (Extra: Impervious)

    Servo Motors: Enhanced Strength 5 (Flaw: Limited [Lifting Only])

    Jet Pack: Flight 6

    Comms: Communication 3 [Radio]

    Combat Computer:
    Enhance Dodge 3
    Enhanced Advantages 3 [Ranged Attack 3]

    Sensors: Senses 2 [Vision (Extended), Darkvision, Infravision]

    Combat:
    Initiative +5
    Melee Attacks +8
    Ranged Attacks +4 // Thrown Objects Attacks +8

    Defense: Dodge +8
    Parry +8
    Toughness +12* [*Impervious]
    Fortitude N/A
    Will +9


    Costs: Abilities 46+ Skills 11+ Advantages 8+ Powers 91+ Defenses 12=168 pts.


    Complications:
    Loyalty: Dr. Simian.

    Prejudice: Mecharilla is obviously a robot, which can bother some people.

    Weakness: Ultrasonic attacks of certain frequencys can disrupt Mecharilla's inner workings, leaving him dazed or stunned depending on the strength of the attack.


    Background: The second addition to the Prime 8, Mecharilla serves not only as the "muscle" of the group, but as a secondary lab assistant to Dr. Simian when the group isn't in the field and as the enforcer of the evil ape's will over the Prime 8. While both he and Chimpandroid have performed well so far, Dr. Simian did not want his group to be comprised only of artificial beings (who would likely have similar weaknesses and vulnerabilities) and thus they are the only artificially made members.
    Last edited by Tattooedman; 10-23-2016, 03:35 PM.

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  • Tattooedman
    replied
    Chimpandroid


    Chimpandroid:
    PL:
    10
    Strength 8
    Stamina --
    Agility 3
    Dexterity 2
    Fighting 7
    Intellect 4
    Awareness 1
    Presence 0

    Skills: Acrobatics 9 (+12), Expertise [Science] 3 (+7), Insight 3 (+4), Perception 6 (+7), Ranged Combat [Blaster] 3 (+10), Stealth 10 (+13), Technology 6 (+10)

    Advantages: Agile Feint, Close Attack 5, Eidetic Memory, Improved Initiative, Inventor, Move-By Action, Ranged Attack 3, Teamwork

    Powers: Artificial Construction: Immunity 30 [Fortitude Effects]

    Advanced Processors: Quickness 5 (Flaw: Limited [Mental Tasks only])

    Omnium Steel Armor: Protection 10 (Extra: Impervious)

    Servo Motors: Leaping 5

    Sensors: Senses 11 [Darkvision, Infravision, Microscopic Vision 4 (atomic size), X-Ray (Senses 4 (Vision Penetrates Concealment)]

    Blaster: Ranged Heat Damage 10 (Feat: Accurate, Precise)
    -Stunner: Affliction 10 (Extra: Cumulative); (Feat: Improved Critical 2) [Dazed, Stunned, Incapacitated; resisted by Fortitude]

    Combat: Initiative +6
    Melee Attacks +12
    Ranged Attacks +5 // Blaster Attacks +10

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


    Costs: Abilities 50+ Skills 14+ Advantages 14+ Powers 93+ Defenses 18= 189 pts.


    Complications:
    Loyalty: To Dr. Simian

    Prejudice: Chimpandroid is obviously a robot, which can bother some people.

    Weakness: Ultrasonic attacks of certain frequencys can disrupt Chimpandroid's inner workings, leaving him dazed or stunned depending on the strength of the attack.


    Background: Created by Dr. Simian to serve as a team of his own following his depature from the Crime League, the Prime 8 were empowered through methods stolen from his former teammates. Chimpandroid was his first creation - a robotic chimp that would always be loyal to him, as well as serve as an assistant in the lab in addition to being Simian's "eyes and ears" when the Prime 8 were in the field without him.
    Last edited by Tattooedman; 10-23-2016, 03:29 PM.

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  • Tattooedman
    replied
    Re: World Of Freedom: Freedom City Setting Updates

    Originally posted by catsi563 View Post
    Legionary: "The big joke? I didn't know I could fly. I thought it was the effects of a magic spell for a fairly long period of time."

    Harlequin: "When something like that happens, you know you've been in the cape business too long."

    Legionary: "I'm going out with Tesla Atom, my arch enemy is Foxbat, and one of my friends is a sentient star. My standards for weird might be a little skewed."

    Stars Fire: "Fellows I have a two thousand year old alien living in my mind, and so does my girl friend. We live in a space station with an immortal inventor and are teammates with an avian woman and an Atlantean prince, and a guy who makes art come to life; trust me weird is subjective."

    Yeah, it's all pretty relative in retrospect.

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