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Davies' Character Thread: World of Freedom 3.2

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  • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!


    Marius Agrippa was a fairly poor fit at Claremont Academy from the very beginning. Having already gone through intensive training since he was a child, he was at best amused by the physical conditioning of even the top-ranked students at the academy, and viewed actual superhumans as employing 'cheats'. Furthermore, unlike many of the so-called exchange students who came to the school from other worlds, his goal was not to become the first of a new generation of superheroic protectors for Terra-Roma, but to gain even greater fame for himself.

    Perhaps the greatest difference between himself and the rest of the students was his attitude towards violence. While the gladiatorial games of modern Terra Roma were no longer generally fought to the death, accidents still happened, particularly in training, and Marius had been familiar with bloody death from his earliest years. Life was not something he held particularly sacred, and he was frequently disciplined by the faculty for excessive force during training sessions or while fighting crime.

    He was not exactly given a choice in the matter when it came to joining the Alterniteens. The negotiations between Navigatrix and the agents of the Eternal Republic involved matters well above his paygrade, such as permission for his activities with the team to be recorded constantly in exchange for the rights to use Terra-Roma as a secondary staging area for the team's mission of omniversal exploration. The only thing that he really cared about when it came to the deal was that he was issued a pair of jump boots, so as to make his fights that much more visually appealing.

    Until the end of his time at Claremont, he served loyally but more or less dispassionately with the Alterniteens, being genuinely helpful in their missions but clearly not caring at all whether they succeeded as long as he looked good. He was honest enough to admit that the experiences assisted him in training for situations that his manager could never have imagined, and that he had grown as a fighter as a result. But gratitude was something fairly foreign to his personality.

    The conclusion of his time at Claremont was marked by Agent Hope deciding that she'd had enough of Gladiator's crap and challenging him to a final duel. He accepted and was more than a bit put out when, after she shorted out his gadgets and armor, she actually managed to knock him out after a hard-fought bare knuckle brawl. When he recovered, he was actually humble for about five seconds before insisting that if Hope had been outfitted appropriately, rather than cheating with her powers, it would have been an entirely different story.

    After graduation, Marius returned to Terra-Roma and entered the adult branch of the International Gladiatorial League. He has made no attempt to contact any of his former allies in the Alterniteens, though he is clearly still alive and quite famous on Terra-Roma.

    Gladiator -- PL 10

    Abilities: STR 4 | STA 4 | AGL 3 | DEX 4 | FGT 12 | INT 3 | AWE 3 | PRE 3
    Powers: Armor (Concealment 2 [vision], Partial; Impervious Protection 4; Removable), Drusus (Strength-based Damage 3; Array: Ranged Damage 8, AP: Ranged Multiattack Damage 5, AP: Ranged Affliction 8 [Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobile], Extra Condition, Limited Degree; Easily Removable), Helmet (Senses 5 [communication link, direction sense, extended vision, infravision, ultravision]; Removable), Jump Boots (Enhanced Advantage 2 [Improved Initiative 2]; Leaping 2; Speed 3; Removable).
    Advantages: Agile Feint, All-Out Attack, Assessment, Defensive Attack, Evasion, Improved Initiative 2 Instant Up, Language (English, [Latin is native]), Power Attack, Ranged Attack 4, Takedown Attack 2.
    Skills: Acrobatics 6 (+9), Athletics 8 (+12), Close Combat: Sword 1 (+13), Expertise: Gladiator 8 (+11), Insight 4 (+7), Intimidation 6 (+9), Persuasion 6 (+9), Ranged Combat: Drusus 2 (+6), Technology 4 (+7), Treatment 3 (+6).
    Offense: Initiative +11, Unarmed +12 (Close Damage 4), Sword Strike +13 (Close Damage 7), Drusus Bolt +10 (Ranged Damage 8), Drusus Pulses +10 (Ranged Multiattack Damage 5), Net +10 (Ranged Affliction 8, Resisted by Dodge).
    Defense: Dodge 10, Parry 12, Fortitude 10, Toughness 8/4, Will 8.
    Totals: Abilities 72 + Powers 27 + Advantages 14 + Skills 24 + Defenses 18 = 155 points
    Complications: Fame--Motivation. Callous.
    Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


    • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!


      Once upon a time, on a world that no longer exists, there was a soldier who fought with exceptional bravery against the end of that world. Alas, that soldier's efforts, and those of they who fought alongside and above him, were for naught. And the reward for the soldier's courage was to be transformed into an armored, flying executioner of the will of Omega, Lord of the Terminus -- an Omegadrone.

      Long afterward, that particular Omegadrone was left behind on Earth-Prime following the so-called Time of Crisis, and was employed as an enforcer by the Driogano mob. Foreshadow managed to capture the drone and turned him over to Daedelus, who in turn managed to devise a way to partially undo the Omegadrone transformation. The end result was the creation of a completely new mentality within the Omegadrone's armor, for all intents and purposes a child. Daedelus attempted to educate his new son for a few years, before he reached the conclusion that Deucalion (named for the son of Prometheus and survivor of the great flood) would require teachers other than himself in order to grow as an independent person.

      So the boy was sent to Claremont Academy, where he began to socialize for the first time ever. It was something of a disaster, as explanations about mind control tended to be overlooked when compared to the fact that, yes, he was an Omegadrone. While his fellow students had been babes in arms during the invasion, they'd all seen photos or videos of beings who looked just like Deucalion wreaking terrible havoc and murdering people. He tended to be left to himself at the best of times. The boy's intellectual short-comings didn't help him much, either.

      Despite this, Deucalion was recruited to join the second team of Next Gen, supposedly thanks to a personal request from Daedelus. Even his teammates were a bit leery of him, though Changeling eventually warmed up to him and led the team in trying to make him feel welcome. They soon found that he was a very capable defender, wielding his power pike against a variety of foes. It also soon became very clear that he had a great deal of anger within him, that would frequently explode forth when his friends were threatened.

      When "l33t" set out to destroy the Next Gen, he didn't have to work very hard to uncover Deucalion's weakness. Using his datajack, he was easily able to divest the former Omegadrone of the life-sustaining armor that Deucalion wore, leaving him collapsed on the floor of the dormitory, with Changeling -- who'd been subjected to an invention that left him locked in her human form -- left alone to face l33t. The agent of the Murder League stepped forward, grinning broadly as he spoke of all the wonderful things he was going to do to Elite's precious little angel.

      And then he found that he could go no further, because Deucalion had grabbed hold of one of his legs and was staring up at l33t with eyes that spoke new volumes on the subject of murder. l33t panicked and began attacking Deucalion with his nanoglove, but regardless of the terrible wounds that were opened up in Deucalion's body, he would not let go. The rest of the team managed to extricate themselves from l33t's traps and converge on the scene, driving the villain to flee ... but Deucalion was beyond saving.

      Ignoring something someone had once told her, Changeling slipped her mind into Deucalion's and waited with him as he slipped away into death. She has never told anyone what they 'spoke' of during that brief moment in time. Deucalion was given a burial with full Freedom League honors, but no statue on Hero's Knoll. As yet, this oversight has not been addressed, and that may be part of the reason that Changeling has not visited Freedom City even after the end of the Grant administration.

      Deucalion -- PL 8

      Abilities: STR 5 | STA 5 | AGL 0 | DEX 2 | FGT 8 | INT -1 | AWE 0 | PRE -1
      Powers: Armor (Flight 6; Immunity 10 [life support]; Impervious Protection 3; Senses 7 [communication link with Daedelus, darkvision, direction sense, distance sense, radio, time sense]; Removable), Power Pike (Ranged Damage 7, Melee; Easily Removable), Rage (Enhanced Advantage 1 [Fearless]; Enhanced Strength 2, Quirk [-1 penalty to active defenses]).
      Advantages: Close Attack 1, Endurance, Interpose, Second Chance (mind control), Startle
      Skills: Intimidation 7 (+6), Perception 2 (+2), Ranged Combat: Power Pike 7 (+9).
      Offense: Initiative +0, Unarmed +9 (Close Damage 7/5), Power Pike +9 (Close or Ranged Damage 7).
      Defense: Dodge 7/6, Parry 8/7, Fortitude 11, Toughness 8/5, Will 5.
      Totals: Abilities 38 + Powers 40 + Advantages 5 + Skills 8 + Defense 18 = 109 points
      Complications: Acceptance--Motivation. Armorbound (removing armor renders him Vulnerable and Disabled). Prejudice.
      Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


      • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!


        Falcus, a young warrior of the Aerie, hated being sent to Claremont. He hated most everyone there. He hated the stench of pollutants in the air. He hated having to sit in classes, rather than perch. He was a gigantic bundle of hate, was Falcus.

        So it wasn't really much of a surprise when he went missing towards the end of his first year at the school. The faculty expected that he'd reached the limits of his willingness to obey the orders of the Avian elders, and flown back home to protest. So they were a bit startled when Talona herself showed up a week later, demanding to know why Falcus had not reported in per his orders, and threatening to tear the school down to its foundations if she didn't like the answer that she got.

        The Next Gen were on a 'field trip', so it fell to the Envoys to answer Talona's questions. Interestingly, Crater had actually gone out of his way to invite Falcus to join his team, only to be told that while Crater might float up on the moon, he was still just a walker. With help from Aeron Gwynn, who had managed the almost impossible task of befriending the Avian, and was known to Talona from Falcus' reports, they were able to convince her that the disappearance of Falcus was as big a mystery to them as it was to her.

        Neither Talona nor the Envoys were particularly well-trained as detectives, so it's not surprising that their investigation didn't turn up any leads. What was surprising was that the Raven and Lady Liberty, who'd been shadowing the unlikely alliance, were only able to turn up a single piece of evidence -- the injured body of Whitewing, Falcus' pet eagle. He told Talona and the Druid a confused story about faceless men who'd overcome Falcus with toxic gas and taken him prisoner, but -- being a bird -- wasn't able to identify any details about them.

        Talona took Whitewing back to the Aerie for healing, warning the walker heroes that they should expect vengeance to be taken for the fate of Falcus. Apparently, she was overruled -- at the very least, she has made no reference to the episode on any of the other occasions that she has visited Freedom City. However, it is now believed that one of the consequences of Falcus' kidnapping can be identified, for it seems fairly like that Seraphim, a member of Project Freedom, was grown from cell samples taken from him ...

        Raptor -- PL 8

        Abilities: STR 3 | STA 3 | AGL 3 | DEX 3 | FGT 10 | INT 1 | AWE 2 | PRE 3
        Powers: Birdspeech (Comprehend Animals 2, Limited to birds), Claws (Strength-based Damage 1), Vision (Senses 2 [extended vision, low-light vision]), Wings (Flight 4, Wings).
        Equipment: Taloned Gauntlets (Strength-based Damage 2), Breastplate (Protection 3).
        Advantages: Accurate Attack, Distract (Intimidate), Endurance, Equipment 1, Evasion, Fast Grab, Minion 3 (Whitewing, Hawk; see Gamemaster's Guide, p. 134), Move-by Action, Power Attack, Startle, Takedown Attack, Track, Uncanny Dodge.
        Skills: Expertise: Survival 6 (+7), Intimidation 6 (+9), Perception 6 (+8), Stealth 6 (+9), Treatment 4 (+6).
        Offense: Initiative +3, Unarmed +10 (Close Damage 3), Claws +10 (Close Damage 4), Taloned Gauntlets +10 (Close Damage 6).
        Defense: Dodge 7, Parry 10, Fortitude 6, Toughness 6/3, Will 5.
        Totals: Abilities 56 + Powers 11 + Advantages 17 + Skills 16 + Defense 10 = 107 points
        Complications: Sullen Acquiescence to Authority--Motivation. Hatred (walkers).
        Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


        • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!


          Nakamura Sachi of Earth-Ape's Jape-An (get it? get it? isn't that clever?) was honored to be the student from Claremonkey Lyceum (ah-ha! ah-ha!) selected to travel to Earth-Prime and study at the Academy's counterpart, while an Earth-Prime student visited her academy in her place. It was expected that she would be highly involved in the life of the naked apes, while maintaining a calm and patient demeanor beyond the abilities of the rest of the excitable student population.

          Well, she managed to maintain that demeanor, all right, but somewhat at the cost of the other part of her mission. Sachi's natural shyness and reserve ensured that she acted more as an observer than a participant. Perhaps the only notable episode from her career at Claremont was the time that she got involved with some students from Japan's Akazuchi Academy who were in Freedom City for no adequately explained reason while they fought against the Earth-Prime and the Earth-Ape versions of Doctor Simian, who'd joined forces.

          In the end, when Sleet-Saru returned to Earth-Ape, she had many stories about the things that she'd seen, but she had established no real links. Ironically, her counterpart had managed to do so, and it's largely as a result of his efforts that the occasional exchange between the two schools has continued to this day.

          Sleet-Saru eventually graduated from Claremonkey Lyceum and returned to Jape-an, where she has teamed up with a pair of crime-fighting chimpanzees (one a red-garbed super-speedster, the other a golden brawler) and a black-clad ninja who is secretly a catgirl from Ani-Earth. They appear to be having a fair amount of success.

          Sleet-Saru -- PL 10

          Abilities: STR 1 | STA 2 | AGL 4 | DEX 7 | FGT 5 | INT 1 | AWE 2 | PRE 2
          Powers: Ape Senses (Senses 2 [low-light vision, scent]), Cold Control (Array: Ranged Damage 12, AP: Cone Area Damage 8, Alternate Resistance [Fortitude], AP: Create 12, AP: Environment 8 [cold 1, hamper movement 1, visibility 1], AP: Ranged Burst Area Affliction 8 [Resisted and Overcome by Dodge; Hindered and Vulnerable, Defenseless and Prone), Alternate Resistance, Extra Condition, Limited Degree, AP: Ranged Cumulative Affliction 8 [Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobilized], Extra Condition, Limited Degree), Ice Armor (Sustained Immunity 5 [entrapment], Limited to Half Effect; Sustained Protection 6), Cold Resistance (Immunity 5 [cold damage]), Icewalking (Movement 2 [environmental adaptation (ice), trackless (limited to ice)]), Thermal Vision (Senses 1 [infravision]).
          Advantages: Accurate Attack, Benefit (Agile Climber), Defensive Roll, Language (English), Ranged Attack 1, Trance.
          Skills: Athletics 4 (+8), Expertise: Art 4 (+5), Perception 4 (+6), Sleight of Hand 2 (+9).
          Offense: Initiative +4, Unarmed +5 (Close Damage 1), Ice Shards +8 (Ranged Damage 12), Ice Breath -- (Cone Area Damage 8, Resisted by Fortitude), Ice Slick -- (Burst Area Affliction 8, Resisted by Dodge), Ice Binding +8 (Ranged Affliction 8, Resisted by Dodge).
          Defense: Dodge 10, Parry 8, Fortitude 7, Toughness 10/8/2, Will 8.
          Totals: Abilities 48 + Powers 48 + Advangtages 6 + Skills 7 + Defense 20 = 129 points
          Complications: Responsibility--Motivation. Shyness.
          Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


          • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

            The Star of Africa

            Edet Cherono was more than a bit bemused by the turns that his life took after he was caught in an explosion of daka crystals and became something more and less than human. Like many of the people of Dakana, he had never expected to leave the land of his birth, and yet there he was, on his way to Claremont Academy in the United States. His homesickness was easily cured by regular internet chats with his family, but something else bothered him -- the odd feeling that he had been sent to Claremont as a way for King M'Balla to ease his conscience. Which made no sense, because as far as he could see, the King had not had anything to do with his transformation. Had he?

            Putting such concerns aside, the Star of Africa was more than willing to lend his powers of light and energy to the assistance of several groups of Claremont students, beginning as a member of the Envoys and later following Crater over to the third group of Next Gen. It was while he was a member of the latter group that he discovered that his powers had expanded to include the ability to fly, with some tests suggesting that he would eventually be able to influence gravity by thought -- as though he truly was a star come to Earth. Edet found such suggestions a bit disturbing, and consciously chose to hobble himself.

            At the same time, he found that he was beginning to experience stronger urges to return home, which he was only able to satisfy during school breaks. Each time he left, the urge to return immediately grew in intensity, and Edet realized that this was not something psychological. Shortly before his graduation, he managed to arrange a meeting with King M'Balla to discuss the situation. His awareness of the king's guilt and sorrow was even stronger in this meeting, and he finally asked the question that he had forced himself never to ask, all these years -- "Did you do this to me?"

            The King sighed, and explained that he had not ... but that he did have knowledge of Edet's condition that had not been shared with the young man's physicians or family. Edet was not the first Dakanan whose body had been riddled by Daka crystals and transformed into a living star. It had happened roughly once a century, with the twentieth century seeing it happen twice. In every case, the Dakanan in question had eventually developed a compulsion to travel deep into the Earth and merge with the Dakana crystals in the earth beneath Dakana, a journey from which they never returned.

            When King M'Balla had been younger than Edet, he had seen his father M'Zale struggle to save the previous Star from this fate, and fail. M'Balla was determined to succeed in finding a way to prevent this from happening to Edet, but in the event that he could not, he wanted Edet to have led as full a life as possible, exercising his vital powers in a world affording them scope. Unfortunately, all of the king's efforts, even when assisted by other brilliant scientists, had produced no way to end the calling.

            Edet took the explanation surprisingly well. He was a loyal son of Dakana, and knew that the King had many burdens that he could not share with his people. He was certainly frightened of his dark fate, but he was confident that he would not meet it before M'Balla had done all that he could to prevent it from happening. Now that he understood what was happening, he would face his future as a man should.

            In the years since, Edet has worked to resist the compulsion to meld into the Daka Crystals. So far, he has lasted longer without doing so than any previous living star, but he finds that he cannot travel more than a certain distance from the central lode without pain. However, that distance includes all of southern Africa, and so he travels frequently in the area, acting as a goodwill ambassador from Dakana in ways that the White Lion cannot.

            Meanwhile, M'Balla has continued his efforts to save Edet, and his decision to step down as King in favor of his daughter was partially motivated by a desire to have more time to devote to this quest. Edet is a bit disturbed by the chaos that has resulted, but the new Queen has his complete loyalty, and he has clashed with the Red Hyena and his forces more than once.

            Star of Africa -- PL 10

            Abilities: STR 8/0 | STA 8/2 | AGL 8/0 | DEX 6/0 | FGT 6 | INT 2 | AWE 2 | PRE 2
            Powers: Cosmic Energy Control (Flight 6; Array: Ranged Damage 10, AP: Healing 10, AP: Selective Insubstantial 3, DAP: Environment 10 [light 2], DAP: Ranged Cumulative Affliction 10 [Resisted by Fortitude; Impaired, Disabled, Unaware], Limited to Visual Senses, DAP: Visual Perception Area Cumulative Affliction 6 [Resisted by Fortitude; Impaired, Disabled, Unaware], Concentration Duration, Limited to Visual Senses), Enhanced Physique (Enhanced Agility 8; Enhanced Dexterity 6; Enhanced Stamina 6; Enhanced Strength 8; Immunity 5 [cold, disease, heat, poison, starvation and thirst]; Impervious Toughness 8).
            Advantages: Diehard, Endurance, Language (English, Dakanan is native), Power Attack.
            Skills: Insight 4 (+6), Intimidation 4 (+6), Ranged Combat: Cosmic Energy Control 4 (+10), Technology 4 (+6), Treatment 4 (+6).
            Offense: Initiative +8, Unarmed +6 (Close Damage 8), Cosmic Energy Blast +10 (Ranged Damage 10), Light Blast +10 (Ranged Fortitude 10), Shining Star -- (Visual Perception Area Fortitude 6).
            Defense: Dodge 12, Parry 10, Fortitude 12, Toughness 8, Will 6.
            Totals: Abilities 28 + Powers 109 + Advantages 4 + Skills 10 + Defense 16 = 167 points
            Complications: Doing Good--Motivation. Compulsion.
            Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


            • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!


              After the stultifying experiences she'd had at St. Trinian's and other girl's schools in the UK, Susanna Challenger found Claremont Academy a wonderful relief, and threw herself into the Claremont experience with all the enthusiasm she felt while moving through the trees of the Lost World. She made many friends, one mortal enemy -- Daisy Gibbons, once known as the Student Body and later Fatal Attraction -- and generally had a great time. Zarana -- to use her mother's name for her -- was genuinely surprised to be recruited for the Envoys, as she didn't really see herself as any sort of superhero, but she joined anyway and had fun pushing her talents to the limit.

              The best part of the Envoys experience, to her, was that it got her close to Xymert, whom she'd been interested in for a while. Annoyingly, even when they were working together, he kept missing her obvious signals that she wanted to mate with him. Even her mother hadn't had this much trouble attracting her father's interest, surely! But giving up was not something Zarana had ever been good at. They kept up their dance all the way through high school, with Xymert somehow managing to completely miss the implications of the full-force tongue kiss she gave him after he came back from his last trip to Utopia. So frustrating.

              Well, who knows, maybe if he had realized what was going on, she would have been too busy to realize what Daisy was doing to the faculty and expose her with the help of Chase Atom, resulting in her old enemy being expelled from school. That outcome was actually not what Zarana had intended -- since they were training to use their powers, and this was a pretty clever way to use one's powers, she'd expected the Student Body to only get chastised -- and she's actually not all that happy to have played a role in the birth of a notorious supervillain. But that's the way the cookie crumbles.

              After graduation, she took a short trip back home to confirm to herself that there really wasn't room in the Lost World for two jungle lords, and decided to explore the outer world, coincidentally following the path through the world that Xymert has been tracing as the Envoy. She wonders how many times they're going to have to coincidentally run into each other before he gets the message. It's been quite a few already ... what is wrong with that boy?

              To Zarana's masterful agility and training in acrobatics, she's added more skills acquired at the Claremont Academy, including some that she gleaned from observations of how Daisy Gibbons got things done. (The hunter should learn the predator's techniques.) She is still accompanied by her pet microraptor, Squeaker, whose lifespan will probably exceed her own.

              Zarana -- PL 9

              Abilities: STR 2 | STA 4 | AGL 7 | DEX 7 | FGT 12 | INT 0 | AWE 3 | PRE 2
              Powers: Jungle Mobility (Leaping 2; Movement 6 [environmental adaptation (jungle), safe-fall, sure-footed 2, swinging, wall-crawling], Limited to jungle environments; Speed 2), Strong Swimmer (Swimming 1).
              Equipment: Knife (Array: Strength-based Damage 1, AP: Strength-based Ranged Damage 1, Limited Range)
              Advantages: Agile Feint, All-Out Attack, Animal Empathy, Attractive, Benefit 3 (agile climber, independently wealthy), Chokehold, Defensive Roll, Endurance, Equipment 1, Evasion, Favored Environment (Jungle), Fearless, Grabbing Finesse, Improved Hold, Improved Initiative, Improved Trip, Improvised Weapon, Languages 3 (Latin, Quechua, Spanish, Swahili, others), Minion 4, Move-By Action, Power Attack, Ranged Attack 2, Redirect, Taunt, Tracking.
              Skills: Acrobatics 12 (+19), Athletics 10 (+17), Deception 6 (+8), Expertise: Survival 12 (+12), Insight 6 (+9), Perception 8 (+11), Persuasion 6 (+8), Sleight of Hand 4 (+11), Stealth 10 (+17).
              Offense: Initiative +11, Unarmed +12 (Close Damage 2), Knife +12 (Close Damage 3), Thrown Knife +9 (Ranged Damage 3).
              Defense: Dodge 12, Parry 12, Fortitude 8, Toughness 6/4, Will 7.
              Totals: Abilities 74 + Powers 12 + Advantages 33 + Skills 37 + Defenses 13 = 169 points
              Complications: Thrills--Motivation. Relationship (Xymert).

              Squeaker -- PL 4

              Abilities: STR -2 | STA 0 | AGL 6 | DEX -2 | FGT 7 | INT -4 | AWE 3 | PRE -2
              Powers: Bite or Claw (Strength-based Damage 3), Jump (Leaping 1), Saurian Senses (Senses 4 [low-light vision, acute tracking scent, ultra-hearing]), Tiny (Permanent Shrinking 8, Innate).
              Skills: Perception 8 (+11), Stealth 4 (+18).
              Offense: Initiative +6, Claw or Bite +7 (Close Damage 1).
              Defense: Dodge 7, Parry 7, Fortitude 5, Toughness 0, Will 3.
              Totals: Abilities 16 + Powers 24 + Skills 6 + Defenses 6 = 52 points
              Complications: Loyalty to Zarana--Motivation. Animal (no hands, can't speak).
              Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


              • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!


                As she stood above the broken bodies of her parents, and first boyfriend, and best friend, and some other people she'd only met a couple of times but who seemed nice, all slain by the ruthless monsters who'd sought to steal the formula developed by her father's laboratory for their own twisted ends, Michelle Darling swore a mighty oath that she would never allow anyone else to be harmed in that way again, and so she drank the formula and ...

                ... and ...

                Okay, that never happened. Nothing like that ever happened. Sometimes, though, Mickie finds herself thinking that something is wrong with her because nothing like that ever happened. But her basic honesty (and the fact that she gets phone calls from daddy pretty frequently, which would really mess up any attempts to claim that he's no longer among the living) keeps her from telling people such a completely invented story.

                The truth is that when Mickie was just eighteen, her father's company developed what they thought was a safer synthetic derivative of manaka root, which they planned to market as a sports drink. Mickie happened to pay a visit to her father's offices on the day that the scientists gave him a presentation on the formula. She didn't understand a word that they were saying, but figured that a nice, refreshing sports drink would go over great after the tennis game she was going to play that afternoon.

                So she popped into the laboratory, using the access code that daddy didn't realize he'd shown her, and took a whiff of the drink that she found in the refrigeration unit. It smelled kind of odd, so she decided to take a taste so that if it was utterly repugnant she wouldn't find that out later. In retrospect, taking that sip was the smartest thing she ever did. Finding out the very unusual interaction between the formula and her own biochemistry later, when she was on the tennis court for example, would have been incredibly embarrassing.

                As it happened, growing to a height of twenty-four feet was only moderately embarrassing, and it was probably just as embarrassing for the poor lab technicians who found her as it was for her. Which didn't stop her from screaming her head off as she tried to cover herself. Eventually, Mickie was coaxed back to normal size. Well, normal for someone. In addition to giving her the power to grow to an enormous size, her "un-grown" size was now over six feet tall and much more -- shall we say, "athletic"? -- than she had been before.

                After all that, the only thing that Mickie could possibly do was go out and try to fight crime. What was she supposed to do, get a job in the construction business? Seriously? Fortunately, it was pretty easy to get ahold of some morphic molecule-imbued clothes so that she wasn't violating any laws against public nudity. After the Grue Invasion, she accepted the invitation from the Freedom League to become part of the group, and has been there ever since.

                Despite Mickie's occasional frivolity -- she's an absolutely awful gossip, and went through a grand total of sixty-four costume changes in her decade long career as a superhero -- she was well respected by her team-mates. She was known for keeping a level head in crisis situations, for being an encouraging and friendly voice on missions, and for being a bit more approachable than many of the more senior members of the Freedom League. She actually came in a close second to Lady Liberty when the League held open elections for a leader during a period when Captain Thunder was incapacitated, and proved to be a big help (no pun intended) to Nancy Gardener on the administrative end of the League.

                It was for the latter reason that Callie Summers, preparing for her mayoral run, offered Mickie the position of headmaster of Claremont Academy and commander in chief of the Next Gen when Gabriel Marquez announced his planned retirement. Extremely uncertain of the idea of being an educator when she'd never bothered with post secondary education, Mickie also believed that she was disqualified on the grounds that her lack of a secret identity would expose the Academy's secret. Callie just smiled.

                It's never a good sign when any of the Ravens smiles. One elaborate hoax involving supposed parallel world doppelgangers later, everyone was firmly convinced that Michelle Darling had never been Titaness, and the stage was set for her to become headmaster of Claremont Academy, where she's settled in rather well. The job is pretty exciting, and she gets to pass on her own hard-learned lessons about being a superhero in the modern day, with a number of different perspectives on how things work than Duncan Summers had. She does miss being Titaness sometimes, and welcomes her infrequent chances to join "her kids" in the field.

                Titaness -- PL 11

                Abilities: STR 16/4 | STA 16/4 | AGL 2 | DEX 2 | FGT 6 | INT 3 | AWE 3 | PRE 4
                Powers: Flight Gear (Flight 7, Quirk [not while grown], Removable), Size Changing (Growth 12 [+12 STR, +12 STA, +6 Intimidation, +1 Speed, -12 Stealth, -6 Parry, -6 Dodge], Linked Impervious Toughness 12, Quirk [ranks equal to current active growth]).
                Advantages: All-Out Attack, Defensive Attack, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Improved Trip, Interpose, Leadership, Set-Up, Teamwork.
                Skills: Athletics 4 (+20/+8), Expertise: Administration 4 (+7), Expertise: Popular Culture 8 (+11), Insight 6 (+9), Intimidation 4 (+14/+8), Perception 8 (+11), Persuasion 6 (+10).
                Offense: Initiative +6, Unarmed +6 (Close Damage 16).
                Defense: Dodge 10/4, Parry 10/4, Fortitude 16/4, Toughness 16/4, Will 6.
                Totals: Abilities 56 + Powers 45 + Advantages 11 + Skills 20 + Defenses 15 = 147 points
                Complications: Doing Good--Motivation. Responsibility (Claremont Academy). Secret Identity.
                Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!


                  The Navigatrix ('Trix' to those who know her well) has watched the family that grew up around her in her journeys before she came to 'Earth-Prime' (or Earth-502, or 'Soteria', to use her own code name) slowly break apart, with most of the Alterniteens moving on to other goals -- or in one case, meeting tragic ends. While Navigatrix knows no fear, she does know pain and grief and regret. But the mission remains, even if sometimes she wonders at the logic of rescuing super-powered children from breaking worlds, only to send them back into battle so they risk those rescued lives to save others. And her family grows larger, as well.

                  These concerns, particularly stimulated when Agent Hope gave the team a rather scathing dress down about their tactical difficulties, noting that Navigatrix, the most strategically important member of the group, was also the most fragile and the least well-armed, entirely dependent on her teammates for protection. That comment stuck with her, and so she began to examine some of her rarely used subprocesses in order to develop some additional combat capacities. Her ability to open portals to damaging environments developed as a result, as did her methods of strengthening dimensional space to prevent incursions.

                  The latter -- or rather a quickly improvised set of processes using those methods -- came in very handy when the current group of Alterniteens encountered the Looking Glass Gang while visiting Changeling in Bay City. Navigatrix was shocked and horrified to encounter another Matrix, and one who had been so badly damaged as to join criminals in their activities. While she was able to counter the Red Queen's time manipulation abilities, the Gang were able to escape. Navigatrix wants to rescue and repair the Red Queen, and so has another tie to this world and its peoples.

                  If not for such bonds, it's likely that she would have accepted the dissolution of her family with better grace and moved on, searching for other safe havens and those in need of them. She is somewhat amused by the fact that this particular safe haven is a world known to the Terminus, and thus a world which risks destruction every day. Yet it is also a world that has overcome the Terminus, and that gives her some hope that it can be done again.

                  Navigatrix -- PL 9

                  Abilities: STR 7 | STA 7 | AGL 1 | DEX 2 | FGT 6 | INT 3 | AWE 2 | PRE 1
                  Powers: Advanced Construct (Immunity 30 [Fortitude]; Protection 1), Anti-Gravity (Flight 3), Dimensional Circuits (Array: Cone Area 2 Damage 9, Variable [environmental effects], AP: Cloud Area Close Range Nullify Dimension Powers 9, Concentration, Simultaneous, AP: Burst Area 2 Teleport 5, Affects Others and Self, Extended, Standard Action, AP: Burst Area 2 Movement 3 [dimensional], Affects Others and Self, Standard Action), Sensors (Senses 7 [detect dimension, dimensional awareness, direction sense, distance sense, low-light vision, time sense, tracking]), Universal Translator (Comprehend 2 [speak and understand all languages]).
                  Advantages: Eidetic Memory, Fearless.
                  Skills: Expertise: Dimensional Explorer 10 (+13), Expertise: Physical Sciences 8 (+11), Insight 4 (+6), Investigation 8 (+11), Perception 6 (+8), Persuasion 6 (+7), Stealth 4 (+5), Technology 8 (+11).
                  Offense: Initiative +1, Unarmed +6 (Close Damage 7), Dimensional Discharge -- (Cone Area Damage 9).
                  Defense: Dodge 8, Parry 6, Fortitude Immune, Toughness 8, Will 9.
                  Totals: Abilities 58 + Powers 74 + Advantages 2 + Skills 27 + Defenses 14 = 176 points
                  Complications: Responsibility--Motivation. Alien. Enemy/Relationship (the Red Queen).
                  Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                  • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!


                    The least and yet perhaps most noticeable of the changes that Changeling has been through since her arrival on Earth-Prime is that she has learned the meaning of sarcasm. She doesn't use it herself, but she can understand that sometimes people say things that they do not mean literally without intending to make other people laugh. When she is uncertain, she will ask for clarification about the issue, but that is happening less and less often as time passes. She is very grateful to that Savant person who sat her down and explained the concept, and is sure that he must not be nearly as bad of a person as Mr. Zane suggested to her.

                    Onto other matters. She has also acquired familiarity with the concept of heartbreak at a closer range than she would probably wish for herself. First, she experienced the death of Deucalion, in the process gaining a deeper and more profound understanding of the nature of the Terminus than any native of Earth-Prime has ever known. Consequently, in the wake of that and the disbanding of her Next-Gen team, she spent a number of months being repeatedly and forcefully interviewed by AEGIS' Counter-Terminus Task Force, before Mr. Zane persuaded them to let her go and contact her later if they needed further information.

                    That makes two times Mr. Zane has saved her, and she now deeply desires to save him a few times. Unfortunately, he won't let her save him from the most serious threat to his safety and well-being, and in any event she no longer dislikes Rachel Baldwin as much as she once did. But she will admit to being unhappy that such a person is enjoying romance when, following her release, Elite informed her that they could never be together as long as the Murder League pursued him, as it clearly was.

                    Following a rather loud discussion on the ideas that she was not a helpless infant and neither wished for nor needed such 'protection' even if she had been rendered powerless by Murder League technology in the past, she and Elite discovered a mutual desire to spend some time apart. A great distance apart, as it happens. She has relocated to Bay City's Oakland district, where she has joined forces with members of the Champions on several occasions and even been offered membership in their team. She has declined, however, preferring to act as a quiet helper in her community -- an investigator where needed, but just as often a babysitter.

                    Sometimes, she worries about the changes she's been through. She wonders if she really wants to eventually bring what she's learned back to her people, whether it would really enhance the collective or whether it would hurt them as much as she has sometimes been hurt. But such concerns are for another day, far away. That journey will come in its own time.

                    On the other hand, she has lately considered making a trip back to Freedom City in light of recent developments there. And, let's not kid ourselves, even if the third Raven would certainly never put her at risk by contacting her for assistance, if she learned of his problems some other way -- such as from a certain cambion -- she would go to his side in a second. That's what love can do.

                    Changeling -- PL 10

                    Abilities: STR 1 | STA 6 | AGL 3 | DEX 3 | FGT 8 | INT 3 | AWE 3 | PRE 3
                    Powers: Shapeshifting (Morph 3 [humanoids]; Variable 8), Shielded Mind (Impervious Will 12), Telepathy (Mental Communication 4; Comprehend 2 [speak and understand languages]; Array: Cumulative Mind-Reading 8, AP: Remote Sensing 8 (All Senses), Limited to Subjects of Mental Communication, Sense Dependent).
                    Advantages: Defensive Attack, Eidetic Memory, Set-Up, Teamwork, Well-Informed.
                    Skills: Deception 8 (+11), Expertise: Popular Culture 4 (+7), Expertise: Streetwise 4 (+7), Insight 4 (+7), Investigation 8 (+11), Perception 8 (+11), Persuasion 6 (+9).
                    Offense: Initiative +3, Unarmed +8 (Close Damage 1 or by Variable power).
                    Defense: Dodge 10, Parry 10, Fortitude 8, Toughness 6, Will 12.
                    Totals: Abilities 60 + Powers 134 + Advantages 4 + Skills 21 + Defense 20 = 239 points
                    Complications: Doing Good--Motivation. Secret (alien). Relationships (Mr. Zane, the Raven).

                    Typical Battleform: Enhanced Advantage 3 (Improved Initiative 2, Power Attack); Enhanced Strength 11; Flight 4, Wings; Protection 4, Impervious Toughness 6.

                    Her theme song, incidentally, is this.
                    Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                    • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

                      Dauntless and Relentless

                      They should have been very happy. They were rescued from their world as it tore itself to pieces, traveled together with friends through many other worlds, and finally came to a safe place -- well, as safe as any place was likely to be -- where they could have normal lives.

                      The problem, though, with being raised in a death camp and then becoming a guerilla from a young age, is that you never have any real conception of what a normal life is. Quite apart from their obvious physical differences -- noteworthy even in Freedom City, if not usually occasioning fear and hatred -- the traumas of Samuel and Samantha Capote's lives to this point made it hard for them to find places where they could fit in. Counselling could have begun to heal some of the wounds, but neither of them was willing to entrust themselves to authority figures who offered it.

                      Their respective unrequited loves were both disasters. Samantha was at least fortunate that Nereid immediately let her down gently as soon as she realized that there was another Alterniteen with romantic designs on her, and they became good friends before Nereid left the Academy. Samuel was less fortunate, as his crush on Seven caused serious trouble for the young mage during the conclusion of her war with Lucius Cabot, and he received a close-up demonstration of what exactly 'subtle and quick to anger' might mean.

                      And so, disappointed in the safety of Earth-Prime, they kept working with Navigatrix to explore and rescue the children of other parallel worlds, less out of a hope that they'd find someplace better than because they wanted to save others as they'd been saved, and for friendship, perhaps. Their journeys took them to countless worlds, some similar to those that they'd already known, many unlike anything that they'd ever imagined. They buried themselves in their work.

                      Then they found the world that changed everything. Another world where mutants had been treated as animals by a non-mutant population, until birthrates rose and mutants outnumbered their masters, beginning a war. Even some of the names were the same as they'd been in the history the Capotes had lived through, though there were no counterparts for themselves there. But this was a world where the struggle for freedom had yet to reach the point where the Dever Virus was unleashed.

                      There was really only one thing that Dauntless and Relentless could do, and they were supported by the other Alterniteens as they'd always supported them in the past. They contacted the leaders of the mutant insurgency and revealed what was going to happen, helping them to find where the virus was being created and preventing it from being made ... then helping the insurgency to make peace with more moderate human factions and bring the war to an end so that the decimation would never happen.

                      They'd saved a world just like their own, and they should have been very happy.

                      But they'd forgot that wars are fought by at least two sides, and that a peace which can satisfy many will not satisfy those who want only the peace of the grave for all those who oppose them. And so Relentless was murdered by a fellow mutant, and though Dauntless managed to capture her killer, he knew that his struggle was only beginning. That struggle would likely consume his life, in one way or another. Regardless, it was the end of his travels with the Alterniteens as well.

                      They left Samuel with a way of contacting Navigatrix if he ever needed their help. He hasn't in the years since, even though there are signs that his new world has been annexed by the crosstime mercantile empire of the world known as Prime ...

                      Dauntless -- PL 9

                      Abilities: STR 10 | STA 9 | AGL 0 | DEX 1 | FGT 8 | INT 0 | AWE 0 | PRE 0
                      Powers: Alloy Body (Enhanced Strength 2, Limited to Lifting; Growth 3, Density Increase, Permanent, Innate; Immunity 20 [cold damage, heat damage]; Impervious Toughness 9), Mighty Legs (Leaping 2).
                      Advantages: Endurance, Improved Hold, Interpose, Power Attack, Takedown Attack.
                      Skills: Expertise: Streetwise 4 (+4), Insight 4 (+4), Intimidation 8 (+8), Investigation 4 (+4), Perception 6 (+6), Stealth 4 (+4).
                      Offense: Initiative +0, Unarmed +8 (Close Damage 10).
                      Defense: Dodge 6, Parry 8, Fortitude 13, Toughness 9, Will 5.
                      Totals: Abilities 44 + Powers 40 + Advantages 5 + Skills 15 + Defenses 15 = 119 points
                      Complications: Acceptance--Motivation. Unrequited Love. Friendship (Navigatrix).

                      Relentless -- PL 9

                      Abilities: STR 6 | STA 6 | AGL 4 | DEX 3 | FGT 6 | INT 1 | AWE 2 | PRE 0
                      Powers: Flurry of Blows (Multi-Attack on Strength Damage), Super-Speed (Enhanced Dodge 6; Enhanced Parry 6; Enhanced Advantages 6 (Improved Initiative 6); Movement 1 [water-walking], Limited to when moving; Quickness 6; Speed 8).
                      Advantages: Accurate Attack, Endurance, Improved Initiative 6, Set-Up, Takedown Attack, Teamwork.
                      Skills: Acrobatics 4 (+8), Close Combat: Unarmed 6 (+12), Deception 6 (+6), Expertise: Streetwise 4 (+4), Insight 4 (+6), Intimidation 4 (+4), Investigation 6 (+7), Perception 6 (+8), Stealth 6 (+10).
                      Offense: Initiative +28, Unarmed +12 (Close Multiattack Damage 6).
                      Defense: Dodge 12, Parry 12, Fortitude 9, Toughness 6, Will 6.
                      Totals: Abilities 56 + Powers 39 + Advantages 5 + Skills 23 + Defenses 9 = 132 points.
                      Complications: Acceptance--Motivation. Unrequited Love. Friendship (Navigatrix).
                      Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                      • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!


                        Magni Thorson, sole survivor of his world's Ragnarok, was quite happy to settle on Earth-Prime. He found it not that different from the Midgard he'd known, even if its heroes were more colorful than those he'd known before. His world had been one of Norse-flavored urban fantasy, of heavy metal skalds, rune-carving wizards and gunslinging einherjar. If the costumes were strange to him, the battles were not, and this world was much to his liking, as were many of the people he met there. Most notably, of course, Thetis of Atlantis, the beautiful Nereid.

                        Their relationship was not an easy one, for though both he and she realized their attraction for each other soon enough, there was another in her heart, the somber paragon Caias Ward. For his own part, Ward made it clear to Thetis that he thought of her only as a dear friend, yet her heart was still broken when he was lost in space on the Next-Gen's graduation mission. She told Magni that she hoped that they could be together, but her responsibilities would always bind her to Atlantis, where his would take him on voyages to other worlds.

                        Unsatisfied with this, Magni embarked on a quest to show that he could be a champion of this world, and a fit partner for Thetis. He did many heroic deeds, particularly in Scandinavia, notably fighting against the forces of Shadow there. Unfortunately, in the process he attracted the attention of Ragnarok, Overshadow's chief enforcer and estranged son, and they fought a terrific battle. Magni had grown in might, but he was still no match for the Son of the Slain, and he was left bloody and crushed in the snow outside Uppsala, contemptuously discarded as not even worth a finishing blow. With the last of his strength, Magni spoke a quiet prayer to his father, and passed out to the sound of wings.

                        When he awoke, he was being tended by elf-maidens, and soon a great, red-bearded man with a chip of stone in his forehead entered the room. "So, you're the boy who was that ... other Thor's son," said Thor. "Be welcome in Bilskirnir." Magni's prayer had served as a summoning that called the attention of the gods of Asgard, and a Valkyrie had been dispatched to bring him to their realm. Of course, there was a price to be paid for such aid -- he was now to be treated as one of the Aesir, and not able to travel to Midgard unless someone summoned him.

                        It took him some time to get used to this very different version of the Realm Eternal, where Balder yet lived and Loki, hated Loki, was sometimes welcomed among the Aesir. The fact that there was a different Magni here didn't help matters. Yet in time, he came to view it as a home, and was happy to be given work in protecting it. He has some occasional qualms about the tasks that the All-Father -- who is definitely not the friendly grandfather he remembers, but a cold and calculating ruler -- sends him on, but he has found ways to accomplish them without violating his conscience thus far.

                        Some of those tasks have taken him to the Netherworld, and out of all those who knew Seven, he has the clearest picture of her struggles. He's keeping a watchful eye on her, and tries to help her when he can. Mostly, though, he does his work in hopes that his fame will reach the ears of those on Midgard who still hearken to the tales of the Aesir will learn of his heroics, and call him back from time to time. And perhaps that they'll reach the ears of one he's loved and now truly lost ...

                        Magni Thorson -- PL 11

                        Abilities: STR 9 | STA 9 | AGL 1 | DEX 3 | FGT 9 | INT 0 | AWE 1 | PRE 2
                        Powers: Half-God (Immunity 4 [aging, cold, disease, heat]; Sustained Immunity 2 [suffocation]; Impervious Protection 4), Power Lifting (Enhanced Strength 2, Limited to lifting), Surtur And Ymir (Strength-based Damage 2, Aura, Variable [environmental]; Array: Environment 8 [extreme cold], Dynamic, DAP: Environment 8 [extreme heat], DAP: Environment 8 [impede movement 2], DAP: Environment 8 [visibility 2], DAP: Ranged Damage 8; Removable), Worldwalker Talisman (Movement 2 [dimensional movement (mystical dimensions)]; Removable)
                        Advantages: All-Out Attack, Close Attack 2, Fearless, Improved Hold, Language 2 (Danish, Norwegian, Old Norse, Swedish), Power Attack, Ultimate Effort (Strength checks).
                        Skills: Athletics 4 (+13), Expertise: Magic 4 (+4), Expertise: Riding 6 (+7) Expertise: Survival 6 (+6), Insight 5 (+6), Intimidation 6 (+8), Perception 4 (+5), Ranged Attack: Lightning 5 (+8).
                        Offense: Initiative +1, Unarmed +11 (Close Damage 9), Hammer Strike +11 (Close Damage 11), Lightning +8 (Ranged Damage 8).
                        Defense: Dodge 7, Parry 9, Fortitude 13, Toughness 13, Will 7.
                        Totals: Abilities 70 + Powers 40 + Advantages 8 + Skills 20 + Defense 15 = 154 points.
                        Complications: Recognition--Motivation. Subject to the Ban. Temper. Relationship (Nereid).
                        Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                        • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!


                          There was a time when Whoop-Ant was having the time of his life. He was on the Next-Gen, he was on the Alterniteens, he was on the honor roll and he was on Andrea Atom's enemies list for dating her younger daughter. Every day was awesome. And if you looked in on him now, you might think that absolutely nothing had changed ... and you'd be sort of right. But that's part of the problem.

                          Things started to go a little bit astray just a little bit before he graduated, when a routine medical exam noted the absence of certain changes in his body. Several more detailed examinations later, it soon became clear that he had stopped aging around the age of sixteen. Whoop-Ant responded to this development with unfeigned enthusiasm, since he'd never seen the appeal of growing up. The fact that this meant Vickie had to break up with him, since she couldn't be dating someone who was stuck as a teen-ager when she was in her early twenties, was less than spectacular.

                          But hey, you gotta learn to roll with the punches, right? And anyway, he was ready to boogie as a member of the Freedom League while still serving with the Alterniteens, and hey, it even made sense for him to be part of the latter group forever, what with him being an eternal teen-ager and all. Unfortunately, neither Captain Thunder nor Navigatrix saw things that way. They both wanted him to make a commitment to one of the groups -- having someone who might be on a mission in some other dimension when they needed him didn't work for the Freedom League, and having someone who might be in outer space when they needed him didn't work for the Alterniteens.

                          Forced to make a choice like that, Whoop-Ant chose neither. Besides, he could probably accomplish more and have more fun times down on Freedom's streets, right? Well, he managed to do quite a bit of crime interruption and prevention, and played lots of pranks on the criminal fraternity. But in the Grant years, he often saw the guys he pranked and thwarted get out on the street because it was his word against theirs as to what had been happening. Ultimately, he ended up just not bothering to show up to testify. Too much of a hassle.

                          He worked a bit with the Freedom Knights, but even they found him unreliable; they had no way of getting in touch with Whoop-Ant when they needed him, as he'd go through disposable cell phones on what seemed like a daily basis. It was almost like he only wanted any contacts he had with people to be on his own terms, and no one else's. Actually, it was exactly like that.

                          When not out patrolling the street, Anthony Andrews lives in a rented room in Riverside, paid for with the monthly interest from a trust fund set up by Navigatrix to take care of her children on Earth-Prime. He makes no attempt to maintain any civilian life, or any relationships outside of the superheroic community. The fact that people view him as a flake says more about their overly serious selves than it does about him.

                          Whoop-Ant -- PL 9

                          Abilities: STR 8/0 | STA 1 | AGL 1 | DEX 2 | FGT 4 | INT 2 | AWE 2 | PRE 2
                          Powers: Shrinking (Shrinking 16 [+8 Dodge, +8 Parry, +16 Stealth], Normal Strength; Enhanced Strength 8, Quirk [one rank per 2 ranks of Shrinking active]), Unaging (Immunity 1 [aging]), Wind-riding (Flight 4).
                          Advantages: Assessment, Defensive Roll 4, Improved Initiative 2, Move-by Action, Set-Up, Taunt, Teamwork.
                          Skills: Acrobatics 8 (+9), Close Combat: Unarmed 6 (+10), Deception 9 (+11), Expertise: Streetwise 6 (+8), Expertise: Superheroes 5 (+7), Insight 6 (+8), Investigation 4 (+6), Stealth 2 (+3/+19).
                          Offense: Initiative +10, Unarmed +10 (Close Damage 8/0).
                          Defense: Dodge 12/4, Parry 12/4, Fortitude 6, Toughness 6/1, Will 8.
                          Totals: Abilities 28 + Powers 72 + Advantages 11 + Skills 23 + Defense 14 = 148 points.
                          Complications: Thrills--Motivation. Prankster. Reputation (flake).
                          Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                          • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

                            Desert Wasp

                            From the Atlas of Earth-Prime

                            The most public Saudi superhuman is also the most infamous, as he is both a criminal and willing exile from his homeland. Zaid Rahman was a troubled teen who had several brushes with the religious police even before his powers manifested. His family was grateful of the opportunity for Zaid to attend the Claremont Academy in the United States, and Zaid was grateful to escape, since life abroad finally allowed him to accept his growing awareness of his homosexuality. Once out of Saudi Arabia, Zaid adopted the code-name “Desert Wasp” and graduated Claremont with honors, making fast friends and, eventually, coming out and applying for asylum in the United States.

                            Zaid has remained a devout Muslim (in his view). Coupled with his sexuality and nationality, he has been a target for bigots on numerous fronts, including the sinister spirit known as Knightfire. He lives and operates out of Detroit in the United States, but his high-speed flight allows Desert Wasp to visit many places in the world. He has been accused of using his super-sonic flight to secretly aid other LGBT people in escaping persecution in the Middle East but, to date, no proof has arisen.
                            The accusations are totally true, and could conceivably cause a great deal of trouble for the Freedom League, who are officially unaware of what their Detroit representative is up to. If it comes to a choice between his membership in the League and what he views as his mission in life, there's no real question what he'll do.

                            Desert Wasp -- PL 10

                            Abilities: STR 2 | STA 4 | AGL 4 | DEX 5 | FGT 4 | INT 1 | AWE 2 | PRE 2
                            Powers: Energy Pulses (Ranged Damage 10), Force Field (Sustained Impervious Protection 8), Hyper-Speed (Flight 10; Quickness 8),
                            Advantages: Agile Feint, Evasion, Improved Aim, Instant-Up, Languages 2 (English, Farsi, French, Turkish [Arabic is native]), Move-by Action, Ranged Attack 4.
                            Skills: Acrobatics 8 (+12), Athletics 9 (+11), Deception 4 (+6), Perception 5 (+7), Stealth 8 (+12), Technology 6 (+7).
                            Offense: Initiative +4, Unarmed +4 (Close Damage 2), Energy Pulses +9 (Ranged Damage 10).
                            Defense: Dodge 8, Parry 8, Fortitude 8, Toughness 12/4, Will 7.
                            Totals: Abilities 48 + Powers 64 + Advantages 11 + Skills 20 + Defenses 17 = 160 points
                            Complications: Justice--Motivation. Prejudice (homosexual and Muslim).
                            Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                            • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!


                              Charles Kumble was more interested in the opportunities for his family to emigrate to the United States than his own personal benefit when he accepted the Claremont Academy's invitation to study there. After all, he could have studied at any of a number of schools for would-be superheroes in Bandhana (see Atlas of Earth-Prime: South Asia.) But he was familiar with rumors that suggested that students of these schools are encouraged to break ties with their birth families and view the school as their supreme allegiance. (In fact, not all of Bandhana's schools do this ... but some do, and are pretty serious about manufacturing compliance.)

                              He was thrilled when he was finally given the chance to be a member of the third Next-Gen team, and served with distinction there. Unfortunately, by the time of his graduation, it had become clear that he'd reached the limit of his powered development, and that said limit was quite a bit below what the Freedom League was looking for in an stretching hero and in an electrical one. He lacked the strength and toughness of the group's stretching member, the famous Stretch Armstrong, and his electrical generation was significantly less than a typical energy controller. He was encouraged to put his skills to use with another team.

                              Undaunted by this, Charles did so, and became a member of the Freedom Knights. He's served with them ever since, even acting as the team's rotating leader a few times. He's also an unofficial go-between for the Knights and Claremont Academy when one is required. While not fighting crime, Charles works as a math tutor, notably serving as such for the members of Seven-Up. His mother keeps trying to get him interested in nice Keralan girls she meets for him online, but he honestly feels too busy for romance -- and identifies as asexual, but has chosen not to go into that with his parents.

                              Eel-Skin -- PL 8

                              Abilities: STR 1 | STA 3 | AGL 4 | DEX 4 | FGT 8 | INT 2 | AWE 2 | PRE 2
                              Powers: Electrical Aura (Array: Damage 4, Reaction [touched], AP: Ranged Damage 8), Stretcher (Elongation 8; Enhanced Dodge 5; Enhanced Parry 5; Insubstantial 1, Precise; Movement 6 [environmental adaptation: tight spaces, safe fall, slithering, sure-footed, swinging, wall-crawling]).
                              Advantages: Chokehold, Grabbing Finesse, Improved Defense, Improved Hold, Improved Trip, Language 2 (English, Hindi, Marathi, Spanish, [Malayam is native]), Teamwork.
                              Skills: Expertise: Streetwise 4 (+6), Expertise: Mathematics 4 (+6), Ranged Attack: Electrical Discharge 4 (+8), Sleight of Hand 8 (+12), Stealth 6 (+9).
                              Offense: Initiative +4, Unarmed +8 (Close Damage 1), Electrical Aura +8 (Close Damage 4), Electrical Discharge +8 (Ranged Damage 8).
                              Defense: Dodge 13/8, Parry 13/8, Fortitude 6, Toughness 3, Will 7.
                              Totals: Abilities 52 + Powers 53 + Advantages 8 + Skills 11 + Defenses 12 = 136 points
                              Complications: Thrills--Motivation. Family. Secret Identity.
                              Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                              • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!


                                More than a decade after she was rescued from the favelas of Rio de Janeiro, the woman who goes by the name Felicia Landry still claims to have no memory of her life before her mutations expressed themselves and she reverted to a feral existence. The Academy educated her to the best of their ability, but although she understands a number of languages, she has never spoken in any of them, preferring to express herself through sign language or the written word. As she is a functional adult in all respects, this eccentricity is barely worthy of comment.

                                After graduating from the Academy, Feline sought and obtained a job with the school's security department. For the most part, this involves monitoring the security equipment supplied by Curve Security, but she also employs her ability to use the senses of the animals on campus to supplement that technology, and takes it on herself to patrol the campus at least twice a day, more often if there's been any threats recently. There's an informal competition among students to see who can spot her while she's on these patrols, which she regards as amusing and good practice.

                                In her private life, Felicia is dating a deaf musician named Kevin Swift, and volunteers to teach sign language -- both American and Brazilian -- to deaf children. She also participates in a neighborhood watch program. She finds the notion that she's a superhero to be absurd -- she's just doing what anyone would do.

                                Feline - PL8

                                Abilities: STR 1 | STA 4 | AGL 7 | DEX 3 | FGT 8 | INT 1 | AWE 3 | PRE 3
                                Powers: Animal Magnetism (Perception Range Affliction 8 [Resisted by Will; Dazed, Compelled, Controlled], Communication Dependent; Selective Area Mental Communication 2, Limited to animals; Comprehend Animals 1; Remote Sensing 8 [all senses], Feedback, Medium [animal]), Bounding (Leaping 3), Cat's Claws (Strength-based Damage 3), Fast Healer (Regeneration 5), Tail (Extra Limb 1).
                                Advantages: All-Out Attack, Defensive Attack, Defensive Roll, Evasion, Languages 2 (AMESLAN, Brazilian Sign Language, English, Spanish, [Portuguese is native]), Takedown Attack.
                                Skills: Acrobatics 11 (+18), Athletics 8 (+9), Close Combat: Claws 4 (+12), Intimidation 8 (+11), Investigation 4 (+5), Perception 8 (+11), Stealth 5 (+12).
                                Offense: Initiative +7, Unarmed +8 (Close Damage 1), Claws +12 (Close Damage 4).
                                Defense: Dodge 9, Parry 10, Fortitude 8, Toughness 6/4, Will 5.
                                Totals: Abilities 60 + Powers 63 + Advantages 7 + Skills 24 + Defenses 10 = 164 points
                                Complications: Responsibility--Motivation. Does Not Speak. Relationship.
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