Announcement

Collapse
No announcement yet.

Davies' Character Thread: World of Freedom 3.2

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

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

    Mister Alchemy



    Terrance Brown used to be called 'Kid Alchemy', after Sonic convinced him that going around calling himself 'Bling' was more than a bit stereotypical. Since he's no longer a kid, that's no longer appropriate, but while he's considered calling himself Doctor Alchemy, that's a little pretentious for a man who dropped out of college. So Mister Alchemy it is. Please don't ask him to turn anything to gold, he focuses on rare Earth metals these days.

    In his final year at the Claremont Academy, Terrance found himself wondering what he should do with his powers once he graduated. He'd received the self-defense training that they gave every super-kid, but he knew that going out to beat up wrong-doers was not really going to be on his agenda. His powers could easily make him a very nice living, and he'd be able to do so completely legally. But was that really what he was meant to do? And that question led to another question -- meant by whom?

    He began to study philosophy and religion, particularly some of the writings of Carl Jung on the subject of alchemy, which portrayed alchemy as a metaphor for the attempt to examine one’s own life, bring it into union with the divine, and perfect the soul. This intrigued him, and so he decided to put off the decision about what to do with his powers until he'd done some more studying on the subject, and became a student at FCU. Some examination of his own life later, he realized that it wasn't enough for him to just achieve that unity, that he had the obligation to share his understanding of it with others.

    Out of all the religions in Freedom City, the one that came closest to Terrance's beliefs about reality and truth was the Pinnacle Path, and so he contacted them about joining the faith and acting as a spokesperson. Jeremiah Ross was hesitant -- there've been other supers who've expressed an interest in his philosophy but they've generally been engaged in schemes -- but a lengthy conversation with Terrance convinced him of the young man's sincerity, and so Mister Alchemy became the Pinnacle Path's latest in-house superhero.

    Terrance spends quite a bit of time joining his fellow followers of the path in their charitable works. As there are occasional obstacles on the path, he has invested in some means of protecting himself to be better able to protect his fellows, most visibly the suit that he wears that is woven with an incredibly light but tough super-metal of his own creation. He also has quietly developed the power to, with difficulty, turn people into gold for a while, but uses this ability with extreme caution.

    Mister Alchemy - PL 8

    Abilities: STR 0 | STA 1 | AGL 2 | DEX 1 | FGT 7 | INT 2 | AWE 3 | PRE 4
    Powers: Alchemy (Array: Continuous Transform 7 [metals into metals], Precise, AP: Progressive Affliction 9 [resisted by Fortitude; hindered and impaired, disabled and immobile, paralyzed and transformed], Affects Objects, Extra Condition, Tiring), Metal Suit (Protection 6; Strength-based Damage 1; Removable).
    Advantages: Benefit 2 (independently wealthy), Connected, Seize Initiative, Taunt.
    Skills: Acrobatics 5 (+7), Deception 8 (+12), Expertise: Religion 5 (+7), Expertise: Streetwise 8 (+10), Perception 6 (+9), Persuasion 8 (+12).
    Offense: Initiative +2, Unarmed +7 (Close Damage 1), Golding Touch +7 (Close Progressive Fortitude 9).
    Defense: Dodge 7, Parry 7, Fortitude 4, Toughness 7/1, Will 8.
    Totals: Abilities 40 + Powers 42 + Advantages 4 + Skills 20 + Defense 13 = 119 points
    Complications: Faith--Motivation. Job. Reputation (Pinnacle Path member).
    Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

    Comment


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

      Pusher



      For every shining success of the Claremont Academy like Centuria, there's been a failure. Naomi Vasquez never had any intention of becoming a superhero when she came to the academy, but she didn't have any plans to become a supervillain either. And she certainly didn't intend to wind up helping to run a slave plantation. All she wanted was to avoid being pushed around as she had been from her childhood onward, but it's become clear to her that the only way to do that is to be the one pushing.

      She started pushing when her telepathic abilities manifested, driving people away from her by learning their secrets, and eventually cultivating the power to push people's minds so they did exactly what she wanted. With a bit more study and practice, she learned how to turn people into completely brainwashed slaves who would automatically do what they were told. Witnessing the fate of the Student Body, she managed to keep her capabilities a secret despite serious scrutiny.

      Naomi decided that the best place for her to continue to practice her powers was with people who had similar abilities and had managed to avoid being pushed around by society. So she made contact with the Psions and offered to join them. She was one of the last recruits of Professor Psion before his tragic demise in 2012, and before Empath led the family into an alliance with MEDUSA. On learning of Pusher's brain-wiping abilities, Gorgon immediately placed her in charge of turning captive normals into blank-minded 'helots' who'd work to provide MEDUSA's growing army with food, with a sideline in assisting Empath in running the organization's training camps.

      It has not escaped Pusher's notice that she's still being told what to do, and that her handful of rebellious episodes have resulted in abuse every bit as cruel as anything she knew as a child. (She still doesn't quite walk right after she tried to take over Gorgon's mind when the other woman requested that she train her in mind control.) She would like to get out of this situation, but is more afraid of her superiors than she is of the authorities.

      Pusher is not really meant to be a serious opponent for superheroes, but it is very unlikely for them to encounter her without numerous brainwashed mundanes around her, and she has no compunctions about using and abusing them to save herself. However, she is also a weak link in MEDUSA which could be exploited if her safety is guaranteed.

      Pusher -- PL 10

      Abilities: STR 0 | STA 2 | AGL 1 | DEX 1 | FGT 3 | INT 3 | AWE 4 | PRE -1
      Powers: Knowledge Transplant (Variable 2 [Enhanced Skills and Languages], Free Action, Affects Self or Others at Perception Range, Mental Communication-Dependant, Limited to Intellect Skills, Limited to Target's Skill Ranks), Predictive Defenses (Enhanced Dodge 8, Quirk [not against subjects immune to mental powers]; Enhanced Parry 6, Quirk; Enhanced Advantage 6 [Defensive Roll 4, Evasion], Quirk), Telepathy (Mental Communication 1; Array: Cumulative Mind Reading 10, Subtle, AP: Perception Range Cumulative Affliction 6 [Resisted by Will; Dazed, Compelled, Controlled], Reversible, AP: Perception Range Cumulative Affliction 6 [Resisted by Will; Entranced, Compelled, Transformed], Reversible)
      Advantages: Assessment, Defensive Roll 4, Evasion, Improved Initiative, Second Chance (Mind Control)
      Skills: Expertise: Education 8 (+11), Insight 8 (+12), Stealth 5 (+6), Technology 7 (+10).
      Offense: Initiative +5, Unarmed +3 (Close Damage 0), Mind Control -- (Perception Range Will 6), Mind Erasure -- (Perception Range Will 6).
      Defense: Dodge 9/1, Parry 9/3, Fortitude 6, Toughness 7/2, Will 14.
      Totals: Abilities 26 + Powers 73 + Advantages 3 + Skills 14 + Defenses 14 = 130 points
      Complications: Power--Motivation. Fear (Gorgon and Empath, not necessarily in that order).
      Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

      Comment


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

        Sloth



        It came as something of a surprise that Bill Polzysky managed to graduate from Claremont Academy. From practically the moment that he arrived, he was making life harder for almost everyone with whom he came into contact, with the possible exception of a small clique of similarly misbehaving students whom he led. His academic performance was terrible, and he was an outright bully towards his fellow students. It has been suggested that Duncan Summers kept him around as a horrible warning.

        Regardless, he did graduate -- without any invitations from adult superteams, without any references to super-employment agencies, without anything except his training and a few disciples who continued to follow his lead even after graduation. Fyirwhrx was one of these, and Sloth was the criminal mastermind who set up the casino robbery that resulted in her arrest, along with the rest of his followers. By purest luck, he managed to avoid being captured by the Freedom League, but that left him on the run from the Crime League.

        It was at that point that representatives of "Colonel" James Anderson's Foregone Conclusions (see Paragons) contacted him and offered him a job, claiming that they'd been planning to get in touch even before he'd graduated. The company could protect him from the Crime League, as the two groups had an understanding, and he'd be able to exercise his talents in ways that would make him rich and comfortable, rather than living a life on the run. Sloth grinned broadly and signed the contract right away.

        Since then, he has served as one of Foregone Conclusions most elite operatives ... or so he believes. The truth is that he's regarded as a completely expendable asset, and significantly less useful than other super-strong types in their arsenal, as their abilities won't vanish after six seconds exposure to a nullifier field. Still, he keeps surviving his missions, and as long as he does, they'll keep sending him on them. It's a winning situation for everyone who actually matters.

        Sloth -- PL 9

        Abilities: STR 10/2 | STA 11/3 | AGL 0 | DEX 1 | FGT 7 | INT 1 | AWE 0 | PRE 1
        Powers: Fearsome Presence [Selective Visual Perception Area Affliction 8 [Resisted by Will; Impaired, Disabled, Paralyzed], Subtle, Intimidation Check Required [DC 15]), Powerful Build (Enhanced Stamina 8; Enhanced Strength 8; Immunity 5 [knockback effects]; Impervious Toughness 8).
        Advantages: Close Attack 1, Equipment 10 (by mission).
        Skills: Athletics 4 (+14), Expertise: Soldier 5 (+6), Intimidation 8 (+9), Perception 6 (+6), Ranged Combat: Guns 6 (+7), Stealth 5 (+5), Technology 5 (+6), Vehicles 5 (+6).
        Offense: Initiative +0, Unarmed +8 (Close Damage 10), Guns +7 (Ranged Damage variable).
        Defense: Dodge 6, Parry 7, Fortitude 14, Toughness 11, Will 4.
        Totals: Abilities 30 + Powers 67 + Advantages 11 + Skills 22 + Defenses 13 = 143 points.
        Complications: Cruelty--Motivation. Responsibility (Foregone Conclusions). Laziness.
        Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

        Comment


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

          Fatal Attraction



          Daisy Gibbons is quite sure that it's everyone else's fault that things have worked out this way. After all, she was brought to Claremont Academy to learn how to use her powers, right? Well, if one's powers are to make other people love one, then there's really nothing that one can do with them except to make people love one and do one's bidding, now is there? So by turning the as much of the faculty as possible into her love-slaves as possible, she was practicing her powers, and when they realized what she was doing -- as they never would have, without the interference of that savage Zarana -- they should have given her some sort of commendation.

          Instead, she was expelled, and her efforts to transfer to some more appropriate school where savages would be unable to bring her down were thwarted. And they had the utter gall to accuse her of violating people. Her! She hadn't asked for any of this, she was the true victim here! Those people had been given the supreme gift of believing that she loved them, when she honestly didn't think any of them were fit to breathe the same air as she did!

          All right. If things were going to go this way, then she was going to just have to fund her rise to the celebrity status she deserved the hard way. She used the investigative skills they'd taught her at Claremont -- which she'd only ever intended to use to research roles -- in order to find out the schedules for an armored car delivery, and then turned one of the drivers into her puppet. Unfortunately, the other driver managed to resist her wiles, and he was actually pulling a gun on her! It was simple self-defense, the way that she pushed her powers to their utmost to drive him crazy with love in a way that left him lying on the floor in a puddle of his drool.

          And then Daisy stared down at the work of her mind as her love sick pawn asked her what he ought to do. She turned to look at him and said, quite calmly, "The same thing." A moment later, there were two collapsed men on the ground. She didn't bother to take the money after all. Why had she ever imagined that she needed it in the first place?

          Fatal Attraction has worked with a variety of other supervillains, most notably the Clique and Janus. These partnerships never end well, as she is far more dedicated to the means of her crimes than the ends. She has frequently sought means to enhance her powers so as to be able to inflict extreme emotional states on large numbers of people, without success so far. While she still could put a target under an emotional domination, with a bit of effort, she prefers to accomplish this through simple conversation, reserving her powers for the dark joy she feels when someone is reduced to a helpless puddle in front of her.

          One day, the entire world will love her and despair.

          Fatal Attraction -- PL9


          Abilities: STR 0 | STA 0 | AGL 1 | DEX 1 | FGT 2 | INT 2 | AWE 4 | PRE 12/6
          Powers: Boosted Beauty (Enhanced Presence 6, Fades), Emotional Assault (Progressive Perception Ranged Affliction 9 [Resisted by Will; Impaired, Disabled, Incapacitated], Insidious, Subtle, Variable Descriptor [Emotions]).
          Advantages: Attractive 2, Beginner's Luck, Daze (Deception), Defensive Roll 3, Fascinate (Deception), Hide in Plain Sight, Improved Initiative 2, Inspire 2, Languages 4, Luck 5 (Fortune), Redirect, Uncanny Dodge.
          Skills: Deception 7 (+19/+13), Expertise: Streetwise 8 (+10), Intimidation 7 (+19/+13), Investigation 4 (+6), Perception 6 (+10), Persuasion 6 (+18/+12), Sleight of Hand 8 (+9), Stealth 6 (+7), Technology 5 (+7), Vehicles 5 (+6).
          Offense: Initiative +9, Unarmed +2 (Close Damage 0), Emotional Assault -- (Progressive Perception Range Will 9).
          Defense: Dodge 6, Parry 6, Fortitude 5, Toughness 4, Will 13.
          Totals: Abilities 32 + Powers 54 + Advantages 24 + Skills 31 + Defense 23 = 164 points
          Complications: Psychopath--Motivation. Reputation (bad teammate).
          Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

          Comment


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

            Warcry



            For as long as he could remember, Clay Beaudry wanted to be a hero. If he'd wanted to do that because of a desire for justice or a wish to do good, things would have gone very differently than they did. But at the bottom of Clarence's desire to be a hero was the fact that, for all his family's wealth and privilege, there were people who were clearly above them in the social pecking order of Freedom City -- the heroes. He wanted to join that society -- truthfully, he intended to lead it.

            So when one of the several genetic treatments his parents bought him gave him the power to blast things with his voice, and he was sent to Claremont Academy to learn to use those powers for the betterment of blah blah blah, he was thrilled. This was his ticket to join the Freedom League, and he intended to ride it all the way there. The fact that he was never selected for any of the Next-Gen teams that formed during his time at Claremont disconcerted him, a little, but he suspected that his grandmother had probably asked the faculty to not put him at risk like that. (He was right, as it turned out.)

            Eventually, though, his graduation arrived, and they were unable to deny him the opportunity to try out for the Freedom League. He showed them what he was capable of, sat through several interviews, and then waited for them to acknowledge all the many ways that he'd be able to contribute to the team. And they did acknowledge that ... even as they were saying that he had failed to demonstrate the proper attitude and would not be asked to join the team at this time. He didn't really bother to listen to the coda about how if he started to show a little humility, they might reconsider.

            Instead, Clay angrily decamped for his family home, accompanied by his girlfriend Bess "Breaker" Bartholomew, who'd also been given a rejection. The Beaudry family was less than enthused about Bess, but allowed her to remain while she and Clay tried to figure out what to do with the rest of their lives. That only served to alienate Clay from his family even further than he already was. After about a year, he finally came to a conclusion -- there was another superculture that both the conventionally wealthy and the heroes had to respect, and the two of them were expertly qualified to join it.

            And so the Devious Duo were unleashed upon Freedom City, soon to become a Terrible Trio when a former member of the Psions named Rampart joined up. When they discovered and repaired one of the prototype Angel Androids that Doc Otaku had abandoned, they became a foursome -- and inevitably became known as the Fearsome when they began staking out turf that earlier groups known by that name had also taken. They've defended that neighborhood from all comers, heroic and villainous, earning the ire of the Crime League and the Capoyabun's organization in the process.

            How long Warcry and his crew will be able to hold on to what they view as theirs is an open question, but for now, the Fearsome have the respect that they've been seeking -- and the family that all of them wanted, too.

            Credit to Tattoooedman and Class Dunce for this character concept.

            Warcry -- PL 10

            Abilities: STR 2 | STA 3 | AGL 2 | DEX 2 | FGT 8 | INT 1 | AWE 3 | PRE 3
            Powers: Sonic Scream (Array: Cone Area Damage 10, AP: Cumulative Cone Area Affliction 10 [Resisted by Fortitude; Hearing Impaired, Hearing Disabled, Hearing Unaware], Limited to hearing, AP: Progressive Cone Area Affliction 10 [Resisted by Will; Dazed, Stunned], Limited Degree, Hearing Dependent, AP: Selective Auditory Illusion 9, Precise, AP: Penetrating Burrowing 10, AP: Selective Area Audio Communication 3, Subtle 2), Ultra-hearing (Senses 1 [ultra-hearing]).
            Equipment: Armored Costume (Protection 3) and two points as needed.
            Advantages: Benefit 2 (independently wealthy), Defensive Roll 2, Equipment, Improved Defense, Improved Initiative, Leadership, Luck 4 (Fortune), Power Attack, Set-Up, Teamwork.
            Skills: Acrobatics 3 (+5), Athletics 4 (+6), Deception 7 (+10), Expertise: High Society 5 (+6), Expertise: Streetwise 6 (+7), Insight 6 (+9), Intimidation 6 (+9), Perception 6 (+9), Persuasion 6 (+9), Stealth 6 (+8), Vehicles 3 (+5).
            Offense: Initiative +6, Unarmed +8 (Close Damage 2), Sonic Scream -- (Cone Area Damage 10), Deafening Shriek -- (Cone Area Fortitude 10), Confusing Wail -- (Cone Area Will 10).
            Defense: Dodge 11, Parry 10, Fortitude 8, Toughness 9/6/3, Will 8.
            Totals: Abilities 48 + Powers 26 + Advantages 15 + Skills 29 + Defense 21=139 points.
            Complications: Thrills--Motivation. Relationship (Breaker). Enemies (oh where to start).
            Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

            Comment


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

              Author's Note: This article, and any outrage that might result from it, are entirely Jabroniville's fault. He was the one who complained about the absence of a certain mythology from the Marvel Universe. Well, this is what a literal embodiment of that mythology might look like in a different superhero universe. What follows are not my own religious beliefs, which I have no intention of discussing.

              Additional credit is owed to Christopher Moore and the late Father Andrew Greeley.


              The Preacher
              Aka Yeshua ben-Yosef



              Given the number of apocalyptic events that Earth-Prime has endured in recent years, it should come as no surprise that the numbers of people expecting the Second Coming are very much on the rise. Even some members of the Freedom League have been known to discuss the concept, especially those who are familiar with the existence of the Logos and its angelic servants. Understandably, such discussions make those members of the Freedom League who are associated with non-Christian traditions uncomfortable ... and make Daedelus and a number of senior Freedom League members uncomfortable for a completely different reason.

              That being that they are aware that there is no need for a second coming, as he has never left.

              He did leave his followers in Judea behind, but he did not depart the world of men. Instead, he quietly continued his ministry on Earth, traveling across the old world and speaking of the love of God. The entire affair in Jerusalem had been much more dramatic than he'd wanted -- he'd meant what he said when he prayed to have this suffering taken from him -- and he strove to avoid such situations in the future. He eventually became aware that his followers had taken exactly the wrong example from his experience, and sometimes seemed to be seeking out opportunities to martyr themselves. But that was hardly the worst misunderstanding that they, and those who joined them, brought to his teachings, and all that he could do was shake his head in dismay.

              He traveled, and taught, and helped others to resist the influence of demons wherever possible. He generally doesn't talk about his activities in the centuries since. When Daedelus met him for the first time, in 1431, the Preacher was observing the execution of a young woman who claimed to have been guided by the saints. Apparently moved by her sincerity, he raised her from the dead -- a feat made difficult by the fact that all he had to work with was her heart -- and sent her on her way. She eventually married a French knight and died a second time of old age, many years later.

              Eventually, he travelled to the new world as well, living among the people there, teaching and learning from them. Guided by his prophecies, he has spent most of his time in this part of the world, though he has voyaged elsewhere when he felt the need. The fact that this part of the world gave birth to the religion that, in his view, comes closest to his teachings -- while still departing from them on several key points, as is only human -- interests him a great deal.

              He has frequently been troubled by the vampire Iscariot, who may or may not be his former disciple turned deadly foe. (All that he'll say on the subject is that the other man thinks he is Judas, but the truth of that is known only to God.) He was also involved in preventing the rise of an antichrist in 1978, and has kept a careful eye on the former antichrist ever since, as well as the man's numerous offspring. He was actually able to persuade a few of them to resist the temptations of their heritage, but others have sadly gone on to be opponents to various superheroes.

              Daedelus revealed the existence of the Preacher to the Freedom League when the team found themselves at a loss to end the possession of the Sentry Statue by the Centurion's spirit. He was able to exorcise the spirit without causing it undue pain, helped by the fact that the Centurion's soul only desired to be reunited with his wife's soul in the afterlife. He indicated that he would be happy to help the group out with their problems, either spiritual or temporal, but had no interest in joining.

              And he has done many other things. If they were all written down one by one, I suppose the whole world could not hold all the books that would be written.

              The Preacher -- PL 13

              Abilities: STR 1 | STA 6 | AGL 1 | DEX 0 | FGT 4 | INT 3 | AWE 9 | PRE 7
              Powers: Eternal (Flight 2; Immortality 2; Immunity 11 [aging, life support]), Holy Powers (Array: Reaction Restorative Energizing Healing 11, AP: Perception Range Restorative Energizing Resurrection Healing 11, AP: Burst Area 2 Cumulative Affliction 13 (Resisted by Will; Hindered, Immobile, Paralyzed), Linked Burst Area 2 Damage 13, Limited to demons and the undead, AP: Auditory Perception Area Effortless Simultaneous Nullify Mind Control 11, Sustained), Prophecy (Senses 4 [precognition]), Tongues (Comprehend Languages 4).
              Advantages: Benefit 2 (Cipher), Connected, Extraordinary Effort, Inspire 5, Interpose, Jack of all Trades, Luck 6 (Fortune).
              Skills: Expertise: Oratory 8 (+15), Expertise: History 6 (+9), Expertise: Theology and Philosophy 12 (+15), Insight 14 (+23), Intimidation 8 (+15), Perception 6 (+15), Persuasion 8 (+15).
              Offense: Initiative +1, Unarmed +4 (Close Damage 1), Rebuke the Unholy -- (Burst Area Will and Damage 13).
              Defense: Dodge 6, Parry 8, Fortitude 12, Toughness 6, Will 14.
              Totals: Abilities 62 + Powers 116 + Advantages 20 + Skills 31 + Defenses 19 = 248 points
              Complications: Doing Good--Motivation. Enemy (Iscariot). Secret Identity.

              Author's Note: Yeah, I'm going to hell. No surprises.
              Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

              Comment


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

                Song Hyu Li
                Codename: Deva



                The first thing you should know about Song Hyu Li, ace mecha pilot for the Army of the Republic of South Korea, is that she is nineteen years old. Some poor individuals, seeing her, have believed that she must be younger than that. Such suspicions have also been kindled by the fact that, before she was recruited to pilot, she was an award-winning online game player, a field much more dominated by the young than, for example, the military. But such notions are foolish in the extreme; if the state says she's nineteen, then by god she is nineteen.

                Hyu Li loves her life. She is doing something she loves, and is famous for doing so. She is thrilled to be able to operate her vehicle against threats to her country, and is cheerfully willing to accept the judgment of her superiors on the identities of such threats, without asking questions. She maintains a friendly competition with the three other pilots in her unit, but is quite content with the results of that competition to date -- to wit, she has the high score in every simulation and every actual mission that they've run.

                Perhaps the only unsatisfying aspect of her life are the occasional encounters with Japanese superheroes which her unit has endured, such as those obnoxious Angels of Legend, who clashed with the team while dealing with a rogue kaiju. The Angels dealt with the monster before the mekateam could dispatch it, and Hyu Li desperately wants a rematch where she'll show that modern Korean technology is more than a match for ancient Japanese magic or alien magic or whatever. She's sure of it.

                Don't ask about her family, please. It's perfectly normal for nineteen year old women to have little or no contact with their family, and refer to their superior officers as their de facto parents. And there is also no truth to any allegations that piloting a mekasuit has any detrimental impact on the pilot's mental health.

                Codename: Deva -- PL 8

                Abilities: STR -1 | STA 1 | AGL 3 | DEX 4 | FGT 3 | INT 2 | AWE 2 | PRE 3
                Powers: Bracer of Power (Radio Communication 3; Summon Heroic Controlled Mekasuit 6, Limited Uses [5/day], Delay, Removable).
                Advantages: Benefit 2 (Military Rank 2), Equipment 3, Improved Initiative.
                Skills: Athletics 8 (+7), Close Combat: Mecha 4 (+7), Expertise: Gamer 10 (+12), Perception 5 (+7), Ranged Combat: Guns 4 (+8), Technology 5 (+7), Vehicles 8 (+12).
                Offense: Initiative +7, Blaster Pistol +8 (Ranged Damage 5), Unarmed +3 (Close Damage -1).
                Defense: Dodge 6, Parry 5, Fortitude 5, Toughness 1, Will 11.
                Totals: Abilities 34 + Powers 19 + Advantages 6 + Skills 20 + Defenses 18 = 97 points
                Complications: Fame--Motivation. Competitive. Innocent.

                Mekasuit -- PL 8


                Abilities: STR 8 | STA — | AGL 0 | DEX 2 | FGT 4 | INT — | AWE 0 | PRE —
                Powers: Armor (Protection 6, Impervious Toughness 8), Construct (Immunity 30 [Fortitude effects]), Booster Rockets (Leaping 8), Large (Growth 4, Permanent, Innate), Weaponry (Ranged Multiattack Damage 8, AE: Burst Area Ranged Damage 8), Sensor Suite (Senses 6 [accurate radio [radar], extended hearing, extended vision, infravision)
                Pilot Traits: Close Combat: Mecha 4 (+8), Ranged Combat: Guns 4 (+6), Vehicles 8 (+10), Fortitude 5, Will 11
                Offense: Initiative +4, Pulse Rifle +6 (Ranged Multiattack Damage 8), Rocket Pods -- (Ranged Burst Area Damage 8), Unarmed +8 (Close Damage 8).
                Defense: Dodge 6, Parry 6, Fortitude Immune, Toughness 10, Will Immune
                Totals: Abilities –10 + Powers 92 + Advantages 0 + Skills 0 + Defenses 8 = 90 points
                Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                Comment


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

                  Lee Go Han
                  Codename: Asura



                  Lee Go Han led a rather boring existence until one day recruiters from the Army broke into his apartment and informed him that, as a frequent winner in video game tournaments of the appropriate age of nineteen, he was being given the opportunity to serve his country as a mecha pilot. Since then he has done so, occasionally making second place in the unit's eternal competition but more frequently achieving third, and being gently mocked for this by the two girls on the team.

                  He would perhaps be bothered by that, except for two tiny details that have troubled him about this experience ever since it started. For one thing, he had never played video games all that seriously, and never participated, much less won, any tournaments. For another thing, he's fairly sure he was coming up on his twenty-first birthday. Both of these facts, which he has chosen not to publicize, have lead him to the conclusion that something strange is going on, as has the fact that despite having no experience in playing video games, he has managed to do well enough with the allegedly video-game based systems of his mekasuit to almost keep up with a pair of fanatical gamers like Song and Rain.

                  In the process of trying to figure out what is going on with his life, Lee has gotten rather good at telling lies and almost but not quite as good at guessing when he's being lied to. He is thus much more concerned about the fervent denials that piloting these things is bad for his mental health, as he is quite concerned for his mental health, and also his physical health. However, as he's also fairly sure that refusing to pilot would be very bad for his physical health, he's sticking to the program. For now.

                  And since you're bound to ask, he thinks Song and Rain are both very attractive, but thinks that Song is too young for him and that Rain is a lesbian. Such misfortune.

                  Codename: Asura -- PL 8

                  Abilities: STR 0 | STA 0 | AGL 2 | DEX 2 | FGT 2 | INT 2 | AWE 1 | PRE 1
                  Powers: Bracer of Power (Radio Communication 3; Summon Heroic Controlled Mekasuit 6, Limited Uses [5/day], Delay, Removable).
                  Advantages: Benefit 2 (Military Rank 2), Close Attack, Equipment 3, Jack of all Trades, Ranged Attack 2.
                  Skills: Athletics 4 (+4), Close Combat: Mecha 3 (+5), Deception 10 (+11), Insight 8 (+9), Perception 5 (+6), Ranged Combat: Guns 4 (+6), Technology 2 (+4), Vehicles 4 (+6).
                  Offense: Initiative +2, Unarmed +3 (Close Damage 0), Blaster Pistol +8 (Ranged Damage 5).
                  Defense: Dodge 4, Parry 4, Fortitude 3, Toughness 0, Will 7.
                  Totals: Abilities 20 + Powers 19 + Advantages 10 + Skills 20 + Defenses 13 = 82 points
                  Complications: Survival--Motivation. In Over His Head. Lecherous Cur.

                  Mekasuit -- PL 8

                  Abilities: STR 8 | STA — | AGL 0 | DEX 2 | FGT 4 | INT — | AWE 0 | PRE —
                  Powers: Armor (Protection 6, Impervious Toughness 8), Construct (Immunity 30 [Fortitude effects]), Booster Rockets (Leaping 8), Large (Growth 4, Permanent, Innate), Weaponry (Ranged Multiattack Damage 8, AE: Burst Area Ranged Damage 8), Sensor Suite (Senses 6 [accurate radio [radar], extended hearing, extended vision, infravision).
                  Pilot Traits: Close Combat: Mecha 3 (+7), Ranged Combat: Guns 4 (+6), Vehicles 4 (+6), Fortitude 3, Will 7
                  Offense: Initiative +4, Pulse Rifle +8 (Ranged Multiattack Damage 8), Rocket Pods -- (Ranged Burst Area Damage 8), Unarmed +8 (Close Damage 8).
                  Defense: Dodge 6, Parry 6, Fortitude Immune, Toughness 10, Will Immune
                  Totals: Abilities –10 + Powers 92 + Advantages 0 + Skills 0 + Defenses 8 = 90 points
                  Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                  Comment


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

                    Rain Mi Na
                    Codename: Valkyrie



                    Mi Na -- known as Rain to all who know her -- is the comfortable second place performer of the unit. She demonstrates neither Song's cool competence nor Lee's bursts of genius, but she performs generally well all the same. She appears to be a more typical teenager than Song, having interests outside of gaming and piloting the mekasuits, but does prefer gaming to anything else. The fact that the walls of her dorm room are plastered with posters of girl groups, and the additional fact that she will generally always choose to spend time with Song rather than Lee, have given Lee a certain theory about her which is actually untrue.

                    However, that is the least of his mistakes when it comes to her. Rain's entire persona is somewhere between a mask that she's developed and a mask that she's slowly becoming. She really is fascinated by video gaming, girl groups, junk food and manhua. These were all things that she didn't have access to in the small fishing village where she was born, and where she was trained from infancy in martial arts. The village was one of the last remaining centers of training for the arts of the sulsa, and its chief export, after fish, was assassins who would go to work for the government in Seoul.

                    Some bright person in said government came up with the idea of using the flashy, public operations of the mekasuit corps as the ideal way to cover up the activities of one such assassin. Often, the exercises that the unit go through are distractions so that Rain can extricate herself from her suit and go forth to end some poor foolish person whom the state wants ended. She sometimes employs strangling wire on these operations, but prefers to use her bare hands as they are weapons no one can take from her.

                    Rain is more or less sanguine about her lot in life. Everyone has their role to play in the functioning of society, and her role is to kill people -- that's the biz, sweetheart! However, she has become somewhat corrupted by the luxuries she has access to as a member of the mekasuit unit, and definitely wants to stay where she is rather than move on to another assignment. She's also surprisingly fond of both of her teammates, even if they are rather silly people with no understanding. So far, this has caused no problems, but it may in the future, especially if that business between Lee and one of the heads of the mekasuit program, who recruited him into it despite his apparent lack of talent, comes to a head in the future.

                    Codename: Valkyrie -- PL 8

                    Abilities: STR 2 | STA 2 | AGL 4 | DEX 4 | FGT 6 | INT 1 | AWE 3 | PRE 3
                    Powers: Bracer of Power (Radio Communication 3; Summon Heroic Controlled Mekasuit 6, Limited Uses [5/day], Delay, Removable), Trained Strength (Strength-based Damage 1).
                    Advantages: Agile Feint, All-Out Attack, Assessment, Benefit 2 (Military Rank 2), Chokehold, Defensive Roll, Equipment 3, Evasion, Hide in Plain Sight, Improved Critical 2 (unarmed), Improved Hold, Improved Initiative, Power Attack, Takedown 2, Tracking.
                    Skills: Acrobatics 8 (+12), Athletics 8 (+10), Close Combat: Mecha 4 (+10), Close Combat: Unarmed 7 (+13), Expertise: Gamer 6 (+7), Insight 8 (+11), Perception 8 (+11), Ranged Combat: Guns 4 (+8), Stealth 7 (+11), Vehicles 8 (+12).
                    Offense: Initiative +8, Unarmed +13 (Close Damage 3, Crit 18-20), Blaster Pistol +8 (Close Damage 5).
                    Defense: Dodge 10, Parry 12, Fortitude 7, Toughness 4/2, Will 9.
                    Totals: Abilities 50 + Powers 20 + Advantages 20 + Skills 34 + Defenses 23 = 147 points
                    Complications: Loyalty--Motivation. Loves Worldly Pleasures. Friendship (teammates)

                    Mekasuit -- PL 8

                    Abilities: STR 8 | STA — | AGL 0 | DEX 2 | FGT 4 | INT — | AWE 0 | PRE —
                    Powers: Armor (Protection 6, Impervious Toughness 8), Construct (Immunity 30 [Fortitude effects]), Booster Rockets (Leaping 8), Large (Growth 4, Permanent, Innate), Weaponry (Ranged Multiattack Damage 8, AE: Burst Area Ranged Damage 8), Sensor Suite (Senses 6 [accurate radio [radar], extended hearing, extended vision, infravision).
                    Pilot Traits: Close Combat: Mecha 4 (+8), Ranged Combat: Guns 4 (+6), Vehicles 8 (+10), Fortitude 7, Will 9
                    Offense: Initiative +4, Pulse Rifle +8 (Ranged Multiattack Damage 8), Rocket Pods -- (Ranged Burst Area Damage 8), Unarmed +8 (Close Damage 8).
                    Defense: Dodge 6, Parry 6, Fortitude Immune, Toughness 10, Will Immune
                    Totals: Abilities –10 + Powers 92 + Advantages 0 + Skills 0 + Defenses 8 = 90 points
                    Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                    Comment


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

                      Asenath Amari



                      Since mid 2014, the commanding officer of Canada's corps of Ladybird Powered Armor pilots, and thus one of the primary 'superhuman' protectors of Canada, has been Captain Asenath Amari, a ten year veteran of the Canadian Armed Forces and daughter of a decorated veteran of Canada's participation in the first Gulf War. Of mixed Egyptian and First Nations ancestry, she is uncomfortably aware that she was chosen for her role as team captain less because of any particular talent that she demonstrated during her career as a pilot than because of the glamorous appearance she could give as a "face" of the squad. However, refusing the promotion would have been career suicide.

                      In light of this, she accepts the occasional "glamor shot" of her in her powered armor. Under no other circumstances would she ever operate it without her helmet on -- the potential hearing damage alone would prevent her from doing so. The situation does have its upside, as the brass have been unable to prevent her from getting some decidedly non-regulation inkwork done on her face as it was judged by public affairs to add to her image. That they are unaware that it marks her as an ally of the Sons of Horus is gravy.

                      Based out of CFB Edmonton, Captain Amari is frequently able to visit with her father, a local attorney. She has a somewhat more distant relationship with her mother, who disapproved of her becoming a soldier, and who currently acts as a bodyguard for a group of adventuring archaeologists active in central Asia. Captain Amari is a serial monogamist who seldom goes long between partners, but is currently single. Whoever dates her should be aware that she is first and foremost married to her armor.

                      Asenath Amari -- PL 10

                      Abilities: STR 10/3 | STA 1 | AGL 1 | DEX 1 | FGT 5 | INT 3 | AWE 3 | PRE 2
                      Powers: Ladybird Powered Armor (Communication 2 (radio); Feature (Color Change); Array: Enhanced Strength 7, AP: Flight 7; Immunity 10 [life support); Protection 9, Impervious 7; Senses 5 [accurate radio, low-light vision, ultrasonic hearing]; Removable)
                      Equipment: Rocket Launcher (Ranged Burst Area Damage 8)
                      Advantages: Benefit 3 (Military Rank), Equipment 5, Improved Initiative, Leadership.
                      Skills: Athletics 4 (+7), Close Combat: Unarmed 4 (+9), Expertise: Soldier 5 (+8), Intimidation 4 (+7), Perception 3 (+6), Ranged Combat: Guns 8 (+9).
                      Offense: Initiative +5, Unarmed +9 (Close Damage 10), Rocket Launcher -- (Ranged Burst Area Damage 8).
                      Defense: Dodge 9, Parry 9, Fortitude 6, Toughness 10/1, Will 6.
                      Totals: Abilities 38 + Powers 44 + Advantages 10 + Skills 14 + Defenses 23 = 129 points
                      Complications: Duty--Motivation. Family (father). Responsibility (Sons of Horus).
                      Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                      Comment


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

                        Harriet Wainwright



                        There are many unanswered questions about the life of Harriet Wainwright (nee Adams), born in 1954 to an MP serving at Ramstein Air Base and his German bride. Her higher education, which included an MA in Political Science, is a matter of record, as is her marriage to Carl Wainwright in 1979. However, the reasons that she left her post as a White House intern, starting in 1981, for a job as a parole officer in Freedom City in 1985, are somewhat opaque. It may or may not have had something to do with the birth of her only child, Carolyn Wainwright, in 1983.

                        During the early years of her work at the Department of Probation, Harriet Wainwright was peripherally associated with the activities of Project: Cerberus, an initiative by Freedom City's government to offer favorable parole terms to supervillains willing to perform covert operations at the city's behest. From various remarks she made in later years, it seems clear that she was better informed about the activities of this illegal program than she should have been as someone who simply flagged files for potential recruitment. She apparently regarded the operation as a corrupt blight on the department, but was unable to deny the success rate of the operatives.

                        At the same time, her husband was pursuing his own career as a police officer, and became involved in a murder investigation that turned into an obvious frame up. He received a promotion to detective in exchange for his silence in the matter, but kept a file on what he believed had actually happened on the night Rachel Baldwin was arrested, intending to revisit the matter at a time when it was safer to do so. Unfortunately, he was killed during the Terminus Invasion, preventing the deaths of his wife and a number of other city employees, before he could do so.

                        Her husband's death gave Wainwright a purpose in life -- she was now obsessed with avenging his death by bringing about the arrest (and eventual execution) of Omega. While exploring Terminus invasion affected properties on the south side of Freedom City, she discovered an undocumented portal to the Terminus. While she was deliberating whether to report this discovery to the proper authorities or use it for her own purposes, Tomen the Archivist passed through the portal and had a brief conversation with her, the substance of which is now known only to Tomen. It resulted in Wainwright being given a glimpse of one page of the Sourcebook, greatly augmenting her intelligence at the cost of robbing her of the ability to feel fear.

                        With her augmented mentality, it was a trivial task to rise to the position of head of the department of probations in roughly a decade. She also developed a number of unique contacts and connections during this time. In 2005, she began advocating for the creation of an initiative that she dubbed Project Freedom, where criminal superhumans would be given the opportunity to perform super-powered community service in exchange for parole. It took a number of years for this program to be approved, and she had to step down from her job as head of the department in order to personally supervise it. As this was entirely as she planned, this was no trouble at all.

                        The full story of Project Freedom's activities is too lengthy to go into here. Events somewhat beyond her control forced Wainwright into leading her team into the Terminus before they were truly ready for the conflict. To her credit, on actually confronting Omega, Wainwright realized exactly how far astray her obsession had led her, and apparently sacrificed her own life in order to buy Zalman the time to create the team's escape route. Her armored suit was blasted into particles by Omega.

                        ... however, when Tomen the Archivist attended her funeral, speaking briefly with Rachel Baldwin, he indicated that the page of the Sourcebook which her mind contained had not returned to the book itself at the time of her death. So it may be that she somehow managed to escape that fate. There are always possibilities ...

                        Harriet Wainwright -- PL 7

                        Abilities: STR 0 | STA 1 | AGL 0 | DEX 2 | FGT 5 | INT 6/3 | AWE 4 | PRE 3.
                        Powers: A Page From The Sourcebook (Enhanced Advantages 4 [Eidetic Memory, Fearless, Speed of Thought, Well-Informed]; Enhanced Intellect 3)
                        Advantages: Connected, Contacts, Defensive Roll 2, Eidetic Memory, Equipment 10, Evasion, Fearless, Luck 3 (Fortune), Ranged Attack 7, Speed of Thought, Ultimate Effort 3 (Deception, Insight, Persuasion), Well-Informed.
                        Equipment: Blaster (Ranged Damage 5) and 40 other points of equipment as needed.
                        Skills: Deception 9 (+12), Expertise: Law 8 (+14), Expertise: Politics 8 (+14), Expertise: Streewise 6 (+12), Intimidation 9 (+12), Insight 11 (+15), Investigation 9 (+12), Perception 8 (+12), Persuasion 11 (+14), Stealth 8 (+8), Technology 4 (+10), Vehicles 5 (+7).
                        Offense: Initiative +6, Unarmed +5 (Close Damage 0), Blaster +9 (Ranged Damage 5).
                        Defense: Dodge 7, Parry 7, Fortitude 3, Toughness 4/1, Will 11.
                        Totals: Abilities 36 + Powers 10 + Advantages 28 + Skills 48 + Defense 18 = 140 points.
                        Complications: Justice--Motivation. Responsibility (Project Freedom). Power Loss (anything that affects her memory also disrupts her powers).
                        Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                        Comment


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

                          Swan



                          There was once a place called Camelot. And then, somewhat later, there was not. Shortly before that, however, a daughter was born to the Irish mistress of the Once and Future King. The child was named Siobhan by her mother and kept hidden from those who were tearing the realm apart both before and after his death. In one brief interval of peace, mother and child were discovered by the Aquilonian warrior who'd served as one of Arthur's greatest knights, who swore to protect both their lives and to raise the daughter of his friend, whom he had betrayed.

                          However, he was somewhat ill-informed about child rearing, and so treated her less like a princess and more like a squire. Her mother allowed this to happen, mostly because she had no interest in jeopardizing her new living situation. And so Siobhan became one of the most peerless warriors of the age after Camelot fell, and when the spirit that called itself Albion bestowed upon her what it claimed to be the sword of her father, there was no chance that she would not use her newfound might in the service of right, as the Swan Knight.

                          Less than a decade and a half later, her war was at an end -- not in battle, but slowly dying of infected wounds and despair. For all that she'd done, all the monsters and sorcerers slain, she'd never been able to restore the rule of law in the anarchic lands of Britain. The technologies that the Boss had introduced, two generations earlier, had been abandoned and forgotten, viewed with superstitious dread and even destroyed as instruments of the devil. Might no longer even bothered to pretend to be right. She was a failure as a hero.

                          And then she heard a voice, asking her if she truly believed that. There was a way that she could escape this dead end, to continue her battles in other times and places. She suspected that if she wasn't hearing the voice of the devil, it must be that of his most notorious son, but she was too tired, and in too much pain, to refuse the offer. So it was that the gates to the Imageria opened, and she was drawn within, to become something more than human.

                          Many times over the centuries that followed, Swan (as she became known) would be summoned as a servant to assist wizards in their battles with their rivals. In the process, she learned of the fate of the lands she'd defended, how Camelot had passed into legend as well, and came to realize that she had helped to create the foundation on which the later nations of Britain rested. She found some comfort in that notion, which allowed her to focus on the invariably red business at hand.

                          Most recently, she was summoned in the year 2008 by an amateur mage who served as a student council president at Akizuchi Academy in Japan, to serve as his bodyguard and champion. Bemused that he had risked his life and soul to gain a mystical servant for such petty purposes, Swan nevertheless guarded him loyally. In the process, she often clashed with members of the school's Campus Defense Club, who found themselves at odds with the school's student council.

                          Eventually, however, her master managed to graduate from school, and no longer needed her services as a bodyguard. But moved by the nobility of Swan's spirit, he chose to give her the freedom to continue existing in the world rather than returning to the Imageria, which she was glad to accept. They parted ways, promising to meet again and wishing each other well, and then Swan set out to experience the world and all its wonders. Specifically, its culinary wonders. Dark Ages Britain had not been known for excellence in this area, and the discovery of Japanese cuisine had awakened something in her.

                          It was while she was in Bangladesh that she first heard herself being compared to another Westerner who'd passed through sometime before, who had strength matched only by her appetite. She gave this no particular thought, for there were doubtless many individuals who fit that description. But when the comparisons continued when she moved on to another venue, she began to find herself perturbed. Who was this "Charlie" person and why did it seem that she was being compared to her no matter where she went, no matter what she did? (Well, granted, she was really only doing one thing, but still.)

                          Eventually, the same tendency towards obsession that had made her a ferocious warrior and later an effective bodyguard fixated on Charlie Graham, and she began pursuing rumors of her, always arriving just a little too late to meet her and confront her to see if she truly was all that the stories claimed. Swan finally decided to travel to the place where the stories said she had come from, and arrived at Charlie's bar just a few weeks after the last time she visited the place. She demanded to be given the opportunity to challenge Charlie ... and when members of Project Freedom's A-Team attempted to calm her down, she settled for the opportunity to challenge them.

                          Since then, Swan has been an occasional pain-in-the-ass for Project Freedom. She's not a supervillain -- by the 'rescuing cats in trees' test, she is actually something of a superhero! -- but she is willing to take jobs on the far side of ethical if they will provide her with the funding she needs to maintain herself in Freedom City, enjoying the food there and waiting for the day that she can finally settle matters once and for all with Charlie Graham (who has no idea who Swan is, remember.)

                          Swan -- PL 12

                          Abilities: STR 7 | STA 7 | AGL 8 | DEX 8 | FGT 12 | INT 0 | AWE 2 | PRE 2
                          Powers: Armor (Protection 5, Move Activation, Subtle, Removable), Gift of Tongues (Comprehend Languages 3 [speak, understand and read all languages]), Magic Resistance (Reaction Simultaneous Nullify Magic 8, Broad), Swiftness (Array: Speed 8, AP: Leaping 8; Movement 2 [wall-crawling 2], Only When Moving), Sword of Promised Victory (Feature [Appears as cane]; Strength-based Damage 3, Affects Insubstantial 2, Improved Critical 2, Easily Removable), Undying Spark (Immunity 10 [aging, cold, disease, heat, poison, pressure, radiation, suffocation, vacuum]; Impervious Toughness 7)
                          Advantages: Accurate Attack, Attractive 2, Defensive Attack, Evasion, Improved Defense, Improved Disarm, Improved Initiative 2, Power Attack, Quick Draw, Startle, Takedown Attack 2, Weapon Bind, Weapon Break.
                          Skills: Close Combat: Sword 2 (+14), Expertise: Harper 4 (+6), Expertise: History 8 (+8), Expertise: Riding 12 (+20), Intimidation 8 (+10), Perception 8 (+10).
                          Offense: Initiative +16, Unarmed +12 (Close Damage 7), Sword of Promised Victory +14 (Close Damage 10, Critical 18-20).
                          Defense: Dodge 12, Parry 12, Fortitude 15, Toughness 12/7, Will 7.
                          Totals: Abilities 92 + Powers 99 + Advantages 16 + Skills 21 + Defenses 17 = 245 points
                          Complications: Thrills--Motivation. Gluttony. Obsessive Tendencies.

                          Notes: Swan is obviously inspired by the Saber characters of the Fate franchise, both the original Saber and her counterpart in Fate/extra. She also works in elements from the backstory of the Algernon Files universe, which in turn pays tribute to the 'heroic masked knight' characters produced by both Marvel and DC. I was originally planning to use her as an NPC in the Freedom Panic game, but it ended before she could be introduced.
                          Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                          Comment


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

                            Character concept by RainOnTheSun.

                            Johnny Janosz



                            Johnny had a terribly unpleasant childhood, and nobody to talk to in order to make it easier. So he talked to himself, or at least, he talked to someone like himself. The other Johnny was different from him--he was stronger, and smarter, and the more Johnny talked to the other Johnny, the stronger he got. So the two Johnnys worked together until they were strong enough to get away from all the bad people who were giving them trouble, and then they moved to the big city to really make something of themselves.

                            A pretty vague origin, but given the milieu in which the Johnnys live their life -- that of New York's criminal underworld -- and their position within it -- as the chief agent of the Capoyabun in the city -- most people know not to ask many questions. The mobsters affiliated with the Capoyabun do their best to keep in Johnny's good graces, those not affiliated with the Capoyabun keep their attempts to put Johnny six feet under relatively discreet, and the police have no idea why this guy who talks to himself can get hardened killers dancing to his tune.

                            The Raven, on the other hand, has figured out that Johnny speaks for the Capoyabun, but believes that the various unusual phenomena that happen around Johnny are the activities of the man's as yet unidentified super-powered bodyguards. He hasn't yet tested this theory, instead leaving Johnny to operate in peace, because he wants the man behind the man who gives Johnny orders, whom he suspects might be the Capoyabun himself. (He's mistaken about that, too, as there are a few more levels of cut-outs between the mastermind and Johnny.)

                            Interestingly, thanks to his abilities, Johnny has picked up on the fact that there's a lot more 'hocus pocus stuff' happening in New York's nights, lately. He doesn't like it -- the supernatural becoming so apparent is bad for business -- and if he were to discover that an actual vampire was behind it all, Johnny would probably try to broker some sort of truce between the Capoyabun's organization and the Raven for the duration of the crisis, with the full support of his bosses, as the Capoyabun tries to break up vampiric organizations whenever possible.

                            Johnny Janosz -- PL 8

                            Abilities: STR 1 | STA 3 | AGL 1 | DEX 1 | FGT 6 | INT 1 | AWE 3 | PRE 2
                            Powers: "Johnny's Looking Out For Me" (Array: Perception Range Damage 8, Indirect 2, AP: Sustained Protection 5, Subtle AND Sustained Immunity 4 [critical hits, disease, poison] AND Sustained Immunity 30 (mental effects, magical damage), Limited to Half Effect), "Over There, Johnny?" (Senses 8 [accurate mental awareness, accurate mystical awareness, awareness counters illusions], Quirk [not if deafened]).
                            Advantages: Benefit 5 (Cipher, Crime Lord, Millionaire), Connected, Contacts, Diehard, Equipment 2, Quick Draw, Ranged Attack 7, Second Chance (mind control), Takedown, Uncanny Dodge, Well-Informed.
                            Equipment: Heavy Pistol (Ranged Damage 4, Improved Critical)
                            Skills: Deception 3 (+5), Expertise: Criminal 6 (+7), Expertise: Politics 3 (+4), Expertise: Streetwise 6 (+7), Insight 3 (+6), Intimidation 12 (+14), Investigation 3 (+5), Perception 3 (+6), Persuasion 5 (+7), Sleight of Hand 3 (+4), Stealth 3 (+4), Technology 3 (+5), Vehicles 3 (+4).
                            Offense: Initiative +1, Unarmed +6 (Close Damage 1), Pistol +8 (Close Damage 4), Johnny Looking Out For Me -- (Perception Range Damage 8).
                            Defense: Dodge 6, Parry 8, Fortitude 8, Toughness 8/3, Will 8.
                            Totals: Abilities 36 + Powers 32 + Advantages 21 + Skills 30 + Defense 17 = 136 points
                            Complications: Makin' Their Way, The Only Way They Know How -- Motivation. Reputation (nutjob). Responsibility (the organization).
                            Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                            Comment


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

                              The Capoyabun



                              The rumors first began to circulate in the early years of the current century, growing harder to ignore with each passing year. The claim that many of the leaders of organized crime answered to a common master was an old one -- at certain times, and in certain places, it had even been true. But the breadth of the rumors, stretching from coast to coast in the United States and Canada, with similar accounts arising in Europe and Asia, was certainly new. Eventually, the claims earned their own file designation -- as they pertained to both Sicilian and Japanese organized crime, the hypothetical unifying figure was dubbed the Capo-Oyabun, and eventually, Capoyabun.

                              Not until 2008 did some definitive evidence of the existence of the Capoyabun's syndicate come to light, when a former member of the Freedom City's mob turned state's evidence in exchange for protection, telling the story of how the gang war in the city had been ended when something dubbed the Midnight Syndicate had come to the assistance of Don Tonifanni to end the struggle, and that the Don now owed allegiance to this syndicate. The witness had evidence and showed it to the police, but it all disappeared immediately after the witness vanished from police custody despite the presence of the Arsenal of Democracy, temporarily loaned to the FBI, guarding the witness' safe house.

                              Speculation about the identity of the Capoyabun has run rampant ever since. Is he an alternate identity employed by some better known supervillain, or an agent thereof? Is he the head of some extraterrestrial criminal cartel, taking command of Earth's criminal activities as part of, or as prelude to, an invasion? Is he perhaps a god of crime? Is there even truly such an individual, or is the Midnight Syndicate ruled by a senate of criminals rather than a dictator?

                              All wrong. The man that the legal authorities have failed to identify, much less capture, is by all standards just that -- an ordinary man, not transhuman, metahuman or inhuman.

                              Arthur Hobbes, born in the late 1960s, was raised in a wealthy Chicago family; he was rarely denied anything he wanted and everyone loved him. He was recognized as a gifted intellect early in life, and was taught by private tutors who were supposed to nurture his gifts. His life followed a fairly normal course until the age of twelve, when his father was arrested for insider trading. Although this saddened Arthur, it fascinated him even more. He had never been exposed to anything as sordid as crime, and it interested him intensely.

                              This wasn't just a passing phase, as his mother and step-father hoped. The more he read, the more he became obsessed with crime. By his fifteenth birthday, he had formed the idea of establishing a global criminal empire, with himself as its emperor. His studies showed him that although such a conspiracy did not as yet exist, it had been attempted before, and so the seeds were there, if they could only be properly grown and cultivated. As soon as he seriously began to consider these ideas, he began to hide his criminal studies, so that his parents would think that he had "returned to normal." After he turned eighteen, Arthur poisoned them for his inheritance.

                              His initial idea was to rise as high as possible in an extant criminal organization, and from that position of power begin to unite other organizations under his banner. However, Arthur's investigation of the Chicago outfit uncovered the fact that the overwhelming majority of its leaders were under the domination, in one form or another, of vampires. While he had no moral objections to vampirism, he rather enjoyed the sensation of the sun on his skin and so had no interest in becoming one, and certainly none of serving one. The only thing to do, then, was to create a separate criminal organization and take control of other groups by gaining influence over them.

                              Three years later, with his new organization doing rather well, he was contacted by agents of the notorious Dr. Destroyer and somewhat bluntly informed that his group was now part of Destroyer's much larger organization. Unfazed by this development, Arthur agreed to these terms and went to work for the supervillain. He rose quickly in Destroyer's service, and soon was running the entire 'criminal' wing of the enterprise. In the process, he learned that the majority of Destroyer's agents came from the isolated valley of Javangari in India, and worshipped the Destroyer as an incarnation of Shiva. He filed that fact away for later use, careful to seem loyal to his new master in all ways.

                              In 1993, his patience paid off when Destroyer met his end. Arthur seized the opportunity to reveal to the Javangaris that the Destroyer spirit had, of his own choosing, withdrawn for a time from the mortal sphere, but that he would be watching as his faithful followers conquered the world in his name, that he might reign over it. They bought it. Before his thirtieth birthday, Arthur Hobbes was in command of the vast fortune, advanced weaponry, and armies of one of the world's mightiest supervillains, and he began to shape the Destroyer's organization into a more covert and criminal-oriented direction.

                              Since then, the power and influence of the Capoyabun -- a name he didn't choose, but genially accepts -- has grown even greater. His first major success, in his opinion, was taking over the organized crime of Freedom City. If his orgranization can operate in the same city as the most noteworthy superheroes on Earth, he must be doing something right. He has also known setbacks. His ability to operate in Eastern Asia outside of Japan is very limited as a result of Doctor Sin's activities, and the two masterminds are dueling for control of crime in India's cities. Much to his annoyance, his new power has also availed him not against the vampire lords of Chicago.

                              Perhaps his greatest failing, however, is that he underestimates the influence of the Labyrinth on his organization. If the two groups ever went to war, the Midnight Syndicate would be hurt (though not crippled) by the Labyrinth's infiltrators, who fortunately have never been able to penetrate the operational security of the valley of Javangari. Another problem is the way that he believes that he will be easily able to seize control of the extraterrestrial organized crime syndicate Voskhone, which he views as just another ethnic mafia. He is in for some very unpleasant surprises.

                              The Capoyabun -- PL 12

                              Abilities: STR 3 | STA 3 | AGL 2 | DEX 5 | FGT 11 | INT 7 | AWE 8 | PRE 6
                              Powers: Befuddling Lie (Selective Auditory Perception Area Affliction 12 [Resisted and Overcome by Will; Entranced, Stunned, Unaware], Subtle), Master Plan (Variable 5, Affects Others and Self, Free Action, Slow)*, Quick Wits (Quickness 3, Limited to Mental), Situational Awareness (Senses 1 [danger sense]), Unfazeable (Immunity 5 [interaction skills]).
                              Advantages: Assessment, Benefit 6 (Crime Lord, Billionaire), Connected, Contacts, Defensive Roll 3, Equipment X, Improved Defense, Improved Initiative, Improved Trip, Improvised Tools, Languages 5, Leadership, Minions X, Ranged Attack 6, Seize Initiative, Taunt, Uncanny Dodge.
                              Skills: Acrobatics 4 (+6), Athletics 5 (+8), Deception 12 (+18), Expertise: Criminal 15 (+22), Expertise: High Society 8 (+15), Expertise: Streetwise 15 (+22), Insight 12 (+20), Intimidation 10 (+16), Investigation 12 (+19), Perception 10 (+18), Persuasion 12 (+18), Sleight of Hand 12 (+17), Stealth 12 (+14), Technology 10 (+17), Vehicles 4 (+9).
                              Offense: Initiative +6, Unarmed +11 (Close Damage 3), Befuddling Lie -- (Perception Area Will 12).
                              Defense: Dodge 9, Parry 11, Fortitude 8, Toughness 7/3, Will 16.
                              Totals: Abilities 90 + Powers 90 + Advantages 31 + Skills 47 + Defenses 20 = 278 points
                              Complications: Power--Motivation. Secret Identity.

                              * Essentially, what this means is that the Capoyabun can assign up to 25 points of traits to himself or his agents as a Free Action, but once those traits are assigned they can't be reassigned until at least a few days pass.
                              Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                              Comment


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

                                Neil Prophet
                                Aka Science Boy

                                Nobody calls me thaaaaat!



                                The youngest member of the descendants of the heroic scientist, surgeon and explorer Doc Prophet is also the most determined to live up to his great-grandfather's legacy as a man of science. While his grandfather and aunt and uncle all continued (and in the latter cases continue) the Prophet legacy of adventure, Neil intends to pursue a career of invention and scientific research ... once they get around to letting him go for the first of his doctorates, at least. For some reason, the fact that he'd managed to achieve a Master's degree in astrophysics before he turned twelve made some of his advisors a little uncomfortable, and they suggested that he take a sabbatical and experience the world a bit before diving back into the laboratory to pursue his next goal.

                                While somewhat mystified by this, Neil followed this advice, picked up a teaching certificate and got a job as a science teacher at Philo Vance High School in Mystery, New Hampshire. His willingness to demonstrate just what can be done with real science, beyond what he teaches in class, has made him a rather popular educator. In the process, he's also gotten involved in some unusual adventures with his students, and while part of him thrills at the opportunity to study exotic phenomena at close range, his first concern is always for the safety of his young charges ... who are older than he is, and usually egging him on.

                                Neil has also become aware that some of his students are themselves a bit unusual, like the one with odd talents who claims to be a princess of demons, or something like that. Of course, she is no such thing, but probably just a metahuman descendant of people who became trapped in another dimension or something like that. He wishes that she didn't go about pretending to be a sorceress, as it might be a bad influence on the rest of the class, but as long as he can stand up for the methods of rationality, everything should be fine.

                                Neil's one real regret is that he doesn't have clearer memories of his father, who disappeared not long after he was born. He doesn't have any real interest in becoming an archaeologist like he was, but wants to believe that they'd both have the same profound respect for science and the scientifc method. He does wonder why his mother always changes the subject when they talk about him. (She does so to avoid telling her son that his father was a sword-swinging barbarian from another world who eventually traded in his sword for a shotgun and had no regard whatsoever for science.)

                                Neil Prophet -- PL 8

                                Abilities: STR -1 | STA 0 | AGL 0 | DEX 0 | FGT 2 | INT 8 | AWE 4 | PRE 3
                                Powers: Gifted Linguist (Comprehend Languages 2, Quirk [takes one scene to learn new language]), Gimmick Blaster (Array: Ranged Damage 8, Accurate 2, AP: Ranged Affliction 8 [Resisted by Fortitude; Dazed, Stunned, Incapacitated], Accurate 2, AP: Ranged Multiattack Damage 5, Accurate 3; Easily Removable), Force Field Belt (Array: Sustained Protection 10, Dynamic, AP: Flight 10, Platform, Dynamic, AP: Create 5; Removable).
                                Advantages: Accurate Attack, Beginner's Luck, Eidetic Memory, Equipment 3 (Headquarters), Improvised Tools, Inventor, Languages 3, Luck (Fortune) 3, Power Attack, Skill Mastery (Technology).
                                Skills: Close Combat: Unarmed 4 (+6), Expertise: Science 10 (+18), Expertise: Teacher 3 (+6), Insight 4 (+8), Ranged Combat: Gimmick Blaster 4 (+4), Perception 4 (+8), Persuasion 3 (+6), Technology 10 (+18).
                                Offense: Initiative +0, Unarmed +6 (Close Damage -1), Blaster Mode +8 (Ranged Damage 8), Stunner Mode +8 (Ranged Fortitude 8), Autofire Mode +10 (Ranged Multiattack Damage 5).
                                Defense: Dodge 6, Parry 6, Fortitude 4, Toughness 10/0, Will 12.
                                Totals: Abilities 32 + Powers 30 + Advantages 16 + Skills 21 + Defenses 22 = 121 points
                                Complications: Doing Good--Motivation. Minor. Responsibility/Friends (Students). Refusal to Believe in Magic.
                                Last edited by Davies; 03-22-2018, 05:45 PM.
                                Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                                Comment

                                Working...
                                X