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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 -- Freedom Legion! The Guard! Seekers of Fate!

    Originally posted by Davies View Post
    Yep, eventually.


    • Re: Davies' Character Thread: World of Freedom 3.2 -- Freedom Legion! The Guard! Seekers of Fate!

      Originally posted by Kreuzritter View Post
      Snow has not yet met Swan, and is understandably not obsessed with her. Yet.
      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 -- Freedom Legion! The Guard! Seekers of Fate!

        Nick Grey

        Don't ever tell her, because you just know that she'd take it the wrong way, but Nick actually has a fair amount of sympathy for the amount of teasing that Snow White must have endured because of her name. While it's only been in the last couple years that people have been saying, "Oh, like in the book" or "like in the movie" when they hear his family name -- and why are they referencing a dirty book/movie to a teenager, anyway? -- he has always lived in perpetual fear that people will find out that his name is not short for Nicholas, but rather Phoenix. He really wishes he knew why his dads named him that.

        (His dads named him that to always remind themselves, if not their traumatized and amnesiac son, that they and he had been given a second chance. All three members of this little family were born on a different world now lost to the Terminus, and were part of the wave of refugees that arrived on Earth-Prime in 2008, when the boy was about nine years old. The two men met and fell in love in the Belarussian refugee camp, and adopted Phoenix there. How they made their way from that place to Boston is another, even longer story.)

        One of his fathers is a practicing alchemist who is peripherally involved in Boston's magical society. It was somewhat inevitable that one of his customers would notice that the boy who helped out in the shop had the aura of a magician, and she helpfully offered (for which read demanded) to instruct him. Thus began a very uncomfortable time in Nick's life, as he struggled to balance magical instruction, school work, working for his dad, and another part-time job to help with the family's income. Somehow, he managed without losing his mind.

        His mentor came perilously close, on the other hand. Nick's talent for magic was profound, but very strange. Things that were extraordinarily difficult for most mages, like spells of healing, came easily to hm, while the simplest bits of thaumaturgy, like spells of blasting and shielding, were completely beyond his ability to learn. Perhaps the only spell that Lady Gracelinde was able to successfully impart was a charm spell, taking advantage of the way that Nick was already able to speak in a language anyone could understand to enable him to talk nearly anyone into nearly anything, given about a minute. (Nick doesn't like doing this; it feels like stealing.)

        Over the last year or so, Nick's jobs (and indeed most of his classes) have been replaced by a never-ending series of tasks that the mages of Boston ask of him. He only turns down requests that go against his moral code -- or that come from people who have in the past tricked him into going against it -- and so he's always busy. That's part of the reason that he was happy when the Nemean himself asked him to accompany (and send him reports about) Snow White's journey to Freedom City -- despite how difficult it is, it's practically a vacation.

        The other reason is that Nick really admires superheroes, unlike the majority of the magical community, who do their level best to pretend such creatures aren't real. (Or, as Nick is uncomfortably aware, identify more with supervillains.) Probably the most thrilling moment of his life to date was when his middle school class was rescued by Boston's major superhero, Splotch. Heading somewhere that offers him the opportunity to meet more people like the Invincible Ink is great!

        And, to be honest, spending time with a rather attractive member of the opposite sex is great, too! But please don't tell Snow White that, you know she'd take it the wrong way ... actually, there's no real right way to take that, is there?

        "Nick" Grey -- PL 8

        Abilities: STR 2 | STA 2 | AGL 2 | DEX 3 | FGT 4 | INT 1 | AWE 3 | PRE 2
        Powers: High Speech (Comprehend Languages 3), Mystic Senses (Senses 9 [magic awareness, postcognition, precognition]), Unusual Magic (Array: Affects Objects Restorative Healing 8, Limited to Others, AP: Burst Area Nullify Magic 8, Broad, Simultaneous, Tiring, AP: Protection 8, Affects Others Only At Perception Range, AP: Enhanced Strength-based Damage 8, Affects Others Only At Perception Range, AP: Speed 8, Affects Others Only At Perception Range, AP: Cumulative Perception-Range Affliction 8 [Resisted by Will; Dazed, Compelled, Controlled], Hearing Dependent)
        Advantages: All-Out Attack, Assessment, Beginner's Luck, Defensive Roll 2, Diehard, Extraordinary Effort, Improved Initiative, Jack-of-all-Trades, Trance.
        Skills: Athletics 6 (+8), Close Combat: Unarmed 4 (+8), Expertise: Magic 5 (+6), Insight 6 (+9), Investigation 6 (+7), Perception 6 (+9), Persuasion 5 (+7), Stealth 4 (+6), Technology 4 (+5), Treatment 8 (+9).
        Offense: Initiative +6, Unarmed +8 (Close Damage 2).
        Defense: Dodge 9, Parry 10, Fortitude 8, Toughness 5/2, Will 8.
        Totals: Abilities 38 + Powers 47 + Advantages 10 + Skills 27 + Defenses 24 = 146 points
        Complications: Doing Good--Motivation. Overly Self-Sacrificing. Responsibility (spy on Snow White).
        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 -- Freedom Legion! The Guard! Seekers of Fate!

          Originally posted by Gilliam View Post
          will we see the bodyguard?
          Here he is.

          The Huntsman

          Tied to a rock to keep himself standing, he stared with fading vision at his final enemies in the distance -- for they were bold enough to strike down two of the greatest loves of his life, but not near bold enough to come face to face with him, as weak as he was. He knew he shouldn't feel as unhappy as he did. He had crafted a legend that might well outlive Ulster itself, and if it ended unhappily, well, no man escaped his dán. But he did find himself annoyed and unsettled at how it had all worked out. And then he heard a voice -- he thought it might be that of the one everyone claimed was his father -- that offered him more, and he'd have been a far greater fool than he already was to refuse.

          So began another life of endless war, summoned to battles across the ages by wizards. He stopped using the name they'd given him in half mockery just as he'd stopped using the name they'd given him as a boy. Why bother to be known by such a title, when half the time the wizard who called him up spoke not a word of the language and couldn't appreciate the jest in that name? They called him Spearman, for the most part, since that was what he was, but those who made use of his warp frenzy often came up with other names. He knew who he was. Let them call him what they wanted.

          He had to obey the word of the mage who summoned him, which could be annoying at times. But he found that he had a great latitude in how to go about obeying that word, as long as the mages -- who tended to be bigger cowards than the bastards who'd killed him -- stayed well back from the front lines. And he had to admit that having those instructions feeling like iron in his head helped him to learn to master the warp frenzy, so that he now knew friend from foe when it came upon him.

          The last time he was called up, he was pleased to find himself in Ireland, not so pleased to find that they were still fighting amongst each other as they had been in his time. One bunch of them wanted him to fight some fellow called the Pugilist, whom they said was no true Irishman. The fight was one of the most enjoyable he'd ever had, all the more so for the way that the other man called a break in the middle and invited him to have something called Guiness. Wonderful stuff! The man offering it to him had to be a true Irishman! He almost didn't mind losing that time.

          This time, he's not sure what to make of his circumstances. On the one hand, there's a maid who looks so near to Mebh as to almost make his head spin, and she's a witch besides, and has the rule of him. So that's not what he calls fun. On the other hand, she works with a lad who has the same weird scent of sanctity as some of those monks he fought that one time. The boy's not yet made any signs to drive him off, so he feels inclined to take the lad seriously for a while. And how the two of them go on! The phrase 'get a room, you two' keeps floating through his head, and he's fairly sure it means what he thinks it means, but he's held off on saying it. Would probably wreck his image.

          Ah well. The fights should be interesting.

          The Huntsman -- PL 12

          Abilities: STR 7 | STA 8 | AGL 6 | DEX 4 | FGT 12 | INT 1 | AWE 5 | PRE 3
          Powers: Hound's Senses (Senses 4 [acute tracking olfactory, low-light vision, ultrasonic hearing]), Spear of Piercing (Strength-based Damage 3; Ranged Damage 12, Accurate 2, Diminished Range; Easily Removable), Swiftness (Array: Speed 8, AP: Leaping 8; Movement 2 [wall-crawling 2], Only When Moving), Undying Spark (Immunity 10 [aging, cold, disease, heat, poison, pressure, radiation, suffocation, vacuuum]; Impervious Toughness 8), Warp-Frenzy (Linked Growth 5 and Sustained Immunity 10 [interaction skills, emotion effects], Standard Action)
          Advantages: All-Out Attack, Assessment, Daze (Intimidation), Diehard, Great Endurance, Hide in Plain Sight, Improved Critical 4 (Spear), Inspire, Language (English, Irish Gaelic is native), Power Attack, Ritualist, Startle, Takedown 2, Ultimate Effort (Toughness checks).
          Skills: Acrobatics 6 (+12), Athletics 6 (+13), Close Combat: Spear 2 (+14), Expertise: Magic 6 (+7), Expertise: Outdoorsman 8 (+9), Insight 10 (+12), Intimidation 12 (+15), Perception 10 (+12), Ranged Combat: Spear 4 (+8).
          Offense: Initiative +6, Unarmed +12 (Close Damage 12/7), Spear +14 (Close Damage 10, Crit 16-20), Thrown Spear +12 (Ranged Damage 12, Crit 16-20).
          Defense: Dodge 12/10, Parry 12/10, Fortitude 13/8, Toughness 13/8, Will 10.
          Totals: Abilities 92 + Powers 68 + Advantages 15 + Skills 32 + Defenses 11 = 218 points
          Complications: Obedience to Master--Motivation. Power Loss (cannot use the Spear of Piercing or Swiftness when the Warp Frenzy is upon him). Thrillseeker.
          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 -- Freedom Legion! The Guard! Seekers of Fate!

            Rose II

            Rose Rhett has done her level best to forget her life before age six, when Child Protective Services put her in foster care. Her new parents weren't paragons of loving kindness, but she's sure that they must have been better than what she had before. They didn't adopt her, but they did let her use their name, instead of her old one, when she registered at Claremont Academy after her mutant powers showed up. She suspects that they might have agreed to most anything to get her away from them.

            While psychokinesis is a fairly common power, Rose's use of it as a way of sensing the world around her as accurately as a thousand pairs of eyes has marked her out as something special. She hopes to one day be qualified to join the Next Gen. Actually, that's a bit inaccurate ... she hoped to be qualified to join the Next Gen as soon as the most recent team formed, but was told that she was still just a bit too young, despite her versatile power set. She accepted this, even though it left her feeling a tremendous sense of abandonment.

            Discussing this in student counselling led to her being diagnosed with borderline personality disorder, and starting a course of medication and therapy to help her address that. So far, she's learned to recognize when she's "splitting" through mindful awareness of black and white thinking during those periods. It's a constant struggle, but she hopes to set a good example for other students at Claremont who might have mental health challenges ... ideally the sort of good example that ends up on the Next Gen. In some ways, she hasn't made much progress at all.

            In the meanwhile, Rose has started to use her powers to help out in her community. She chose her 'hero name' to make it easier to remember, having heard horror stories about novice superheroes who failed to remember their alias when someone was shouting it. The fact that there was another, deceased psychic superheroine by that name made it even more appealing. In the process, she's found herself running up against the Starblights (see Rogue's Gallery). Rose has found that she can handle the members of the magical girl gang one on one, but they are very rarely willing to give her that handleable scenario. Some help would be very welcome.

            So far, Rose has shown no signs of any telepathic talents, so she wonders why she keeps having dreams of another girl, with hair as dark as ebony, eyes as blue as the sky, and skin as white as snow ... who looks a bit like Rose's own reflection.

            Rose II -- PL 8

            Abilities: STR 0 | STA 3 | AGL 1 | DEX 1 | FGT 3 | INT 1 | AWE 2 | PRE 1
            Powers: Psychokinesis (Perception Range Damaging Move Object 8, Subtle), Sensors (Senses 7 [accurate acute extended 2 radius ranged mental sense]), Shields (Sustained Impervious Protection 8).
            Advantages: Attractive, Second Chance (Mind Control), Teamwork.
            Skills: Athletics 2 (+2), Deception 5 (+6), Insight 5 (+7), Perception 4 (+6), Persuasion 4 (+5).
            Offense: Initiative +1, Unarmed +3 (Close Damage 0), Psychokinesis -- (Perception Range Damaging Move Object 8).
            Defense: Dodge 5, Parry 5, Fortitude 6, Toughness 11/3, Will 6
            Totals: Abilities 24 + Powers 56 + Advantages 3 + Skills 10 + Defense 13 = 106 points
            Complications: Recognition--Motivation. Borderline Personality Disorder. Secret Identity (sort of).
            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 -- Freedom Legion! The Guard! Seekers of Fate!

              Father Maximilian Beauregard

              Maximilian Beauregard is a well-respected member of the Order of St. Cyprian (see Atlas of Earth-Prime), one of its most accomplished exorcists, monster hunters, and theologians. He has risked his life countless times in battle against supernatural evil, frequently fighting alongside (and sometimes against) the forces of ARCADE. His name has often been put forth as a candidate to succeed Father Lundi when the Grand Master of the Order passes on, but he has politely indicated that he has no such ambitions, preferring to remain in the field for as long as possible.

              And he is, by any rational estimate, a complete psychopath. It is not clear if his present emotional and spiritual malaise is the consequence of his never-ending battles, or if he was always bent this way and has just now started to express his true nature now that he has the opportunity to do so. What is clear is that he has settled on a particular goal, believes that his aim is sanctified by God, and will not turn aside from what must be done in order to fulfill that holy task -- ending the Ban.

              The Ban has always been a subject of great controversy among the scholars of the Order. On the one hand, it ensures that demons cannot enter the world without a mortal to summon them forth. However, the same is also true of those beings who seem to correspond to angels. The fact that the Ban was brought about by Simon Magus, a notorious sinner condemned not only by the Holy Bible but also by the Acts of Peter (which should be part of the Bible, in Beauregard's opinion) tilts the scale further towards its creation being an evil act which had unintended good consequences.

              Beauregard believes, as other members of the Order before him have believed, that those consequences do not justify the Ban's existence. Unlike those other members before him, he lives in an era where it might be possible to bring about the Ban's destruction. There is no Master Mage. The wards which support the Ban are fading. It is possible that they could be completely uprooted and the cosmic order returned to what it was in the ages before the Common Era, if there was someone with the knowledge and the will to bring it about.

              That this would allow demons free reign on Earth does not trouble him. The demons would be opposed by the angels, and by the will of God Almighty. Faith would be truly rewarded in such a world, and sinners more immediately punished. Everything would be as it should be.

              In the name of this goal, Beauregard is currently following the efforts of a pair of Bostonian mages, one of whom he has known since her birth, having arranged for her inconvenient older sister to be placed with a family from which she would be rescued by Child Protective Services. (He performed many such favors for noteworthy mage families, as a way of earning their trust so as to receive aid from them when it proved necessary.) Their summoning of a hero interests him a great deal, and so he has researched it -- and discovered that the 'heroes' thus summoned were those whose lives ended in failure.

              Did not Simon Magus' life end in failure? Would it not be supremely ironic to summon his spirit back to the world and use it as a servant in the great work of undoing his great work?

              Father Maximillian Beauregard -- PL 9

              Abilities: STR 4 | STA 4 | AGL 3 | DEX 2 | FGT 8 | INT 2 | AWE 5 | PRE 3
              Powers: Striking Strength (Strength-based Damage 2), Unreasonable (Immunity 5 [interaction skills]).
              Advantages: All-Out Attack, Assessment, Daze (Intimidation), Defensive Attack, Defensive Roll 3, Diehard, Extraordinary Effort, Fascinate (Persuasion), Favored Foe (demons), Improved Initiative, Improvised Weapon, Languages 2 (Ancient Greek, Aramaic, Hebrew, Latin, English is native), Power Attack, Ritualist, Takedown, Well-Informed.
              Skills: Athletics 8 (+12), Close Combat: Unarmed 4 (+12), Deception 9 (+12), Expertise: Magic 10 (+12), Expertise: Theology 13 (+15), Insight 10 (+15), Intimidation 10 (+13), Investigation 8 (+10), Perception 8 (+13), Persuasion 10 (+13), Stealth 8 (+11), Treatment 4 (+6).
              Offense: Initiative +7, Unarmed +12 (Close Damage 6).
              Defense: Dodge 8, Parry 10, Fortitude 8, Toughness 8/4, Will 10.
              Totals: Abilities 62 + Powers 7 + Advantages 19 + Skills 51 + Defenses 16 = 155 points
              Complications: Faith--Motivation. Secret (goals).
              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 -- Freedom Legion! The Guard! Seekers of Fate!


                Long ago -- so long ago that it is futile to use any Earthly date as a referent -- there was a war in heaven, among the servants of the Light and the Logos. In one sense, this war ended long ago. In another, it is happening right now. Regardless of such considerations, it must be understood that this is all just establishing context, for one faction of these beings, led by one called Belial (the name 'Lucifer' would not be invented until much later) were cast out into the Shadow, where they created a realm they called Hell.

                For an eternity, these rebel angels continued their war as best they could, using mortal worlds as their battlegrounds. And then, roughly two thousand years before the common era, it was discovered that Belial, their ruler, had somehow abandoned -- or perhaps escaped -- Hell. They were unable to discover how he had done this, or what became of him, and he was never seen again in any of the shapes he had ever used. Of course, their investigation was somewhat hindered by the civil war in Hell that had broken out as soon as the truth became known.

                The victor of this brief conflict, lasting only a few centuries, was known as Belzebab (sometimes called Baalzebul or Beelzebub). He achieved his triumph through the support of many of the denizens of Hell who had not been among the rebel angels, but had gravitated towards this place because it served their own purposes. One of Belzebab's most significant supporters, believed by some to have been the architect of the fallen angel's strategy, was known as Asmodeus.

                Asmodeus' origins are a mystery. There are the predictable suggestions that he is Belial returned in a new shape, but he has never pursued any of the vendettas that Belial engaged in before his disappearance. Some claim that he is a servant of the Zoroastrian destructive spirit, Angra Mainyu, who has either abandoned his old master or serves him still, trying to make Hell into a province of his master's domain. There are many tales, some suggesting that Asmodeus is older and stranger than Hell itself. He certainly is not telling.

                For a moderate amount of time, as eternal beings reckon things, Asmodeus served Belzebab as an agent. But Belzebab's rule of hell would be marked by disasters, such as the time he sent Asmodeus to a mortal world to tempt a particularly wise king, only for that ruler to devise means of binding demons to mortal will. As this still allowed the Infernals to tempt mortal wizards, it was at best a minor misstep, particularly compared to the catastrophes of the Pact and latter Gotterdammerung. Not long after that last defeat, Asmodeus was invited by a council of Hell's most powerful entities to usurp Belzebab's throne.

                This he did, but then Asmodeus surprised his supporters by not destroying Belzebab but rather installing him as one of the most powerful of Hell's new aristocracy. The council quickly found themselves divided against themselves; none of them trusted the other, and none of them had enough power to overthrow Asmodeus alone. And so Asmodeus' rule over hell began, and has lasted for more than a thousand years -- not quite as long as Belzebab's did, but with markedly fewer disasters.

                For the most part, Asmodeus has had no interest in Earth-Prime, preferring to pursue strategies on Anti-Earth (where he serves as the deity of one of the major world religions) or the crazy-quilt world where Freeport exists. (Or rather, where one of the cities known as Freeport exists.) This changed in the aftermath of Hades' unsuccessful invasion of Freedom City, which attracted a great deal of interest throughout the lower realms. Asmodeus' investigations revealed that Iblis, the ruler of Gehenna, had also embarked on a plot there, fathering a being who became known as the Anti-Christ. Asmodeus believed that this plot was doomed to failure (as indeed it proved, less than the blink of an eye later) but it did get him thinking.

                The result of that thinking was the birth of two daughters, one a cambion known as Glasya Lebolas, and the other a strange crossbreed between Hell and the Abyss, also named Glasya. It will take centuries for that second child to be ready to serve a role in Asmodeus' grand designs, which demonstrates that he possesses the decidedly undemonic characteristic of patience. In the meanwhile, he has seen the mortal Glasya rebel against him, which actually made him respect her a bit more for showing that she had the strength to oppose him. This respect will not save her if she ever inconveniences him, but it does keep him from sending a stream of hellish assassins after her.

                Asmodeus -- PL 16

                Abilities: STR 12 | STA 17 | AGL 3 | DEX 6 | FGT 13 | INT 11 | AWE 11 | PRE 13
                Powers: Infernal Body (Immunity 26 [aging, corrosive effects, fire/heat effects, life support]; Impervious Toughness 17; Morph 4; Senses 2 [darkvision]), Infernal Mind (Comprehend Languages 4; Comprehend Spirits 2; Impervious Will 13), Infernal Powers (Array: Ranged Damage 13/20, Affects Insubstantial 2, AP: Ranged Affliction 13/20 [Resisted and Overcome by Fortitude; Impaired, Disabled, Transformed], Variable Descriptor 2 [many possible transformations], AP: Illusion 7/10 [all senses], Resistable by Will, AP: Continuous Precise Create 9/14, AP: Transform 5/8 [any material into any material], AP: Accurate Extended Teleport 9/14, Only within Hell), Ruby Rod (Strength-based Damage 3; Variable 3, Free Action, Limited to Enhanced Infernal Powers; Easily Removable), Shadowy Wings (Flight 12)
                Advantages: Benefit 6 (Wealth Beyond Avarice, Ruler of Hell), Connected, Diehard, Eidetic Memory, Fascinate (Persuasion), Fearless, Ranged Attack 6, Ritualist, Well-Informed.
                Skills: Close Combat: Ruby Rod 4 (+17), Deception 5 (+18), Expertise: Magic 10 (+21), Insight 9 (+20), Intimidation 13 (+26), Perception 8 (+19), Persuasion 9 (+22).
                Offense: Initiative +3, Unarmed +13 (Close Damage 12), Ruby Rod +17 (Close Damage 15), Hellfire Blast +12 (Ranged Damage 13/20), Polymorph Spell +12 (Ranged Fortitude 13/20).
                Defense: Dodge 11, Parry 13, Fortitude 17, Toughness 17, Will 13.
                Totals: Abilities 172 + Powers 169 + Advantages 19 + Skills 29 + Defenses 10 = 399 points
                Complications: Power--Motivation. Rivals/Enemies (countless other demon lords).

                Author's Note: Elements of this character sheet were suggested by the character sheet for Asmodeus in Jacob Blackmon's Super-Powered Legends Sourcebook.
                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 -- Freedom Legion! The Guard! Seekers of Fate!


                  Imagine, if you can, the destruction of your home. And not just your home, but the home of everyone you have ever met, along with all of those people. Then go a little further, and imagine that your entire world, and -- though this is probably impossible for most people -- all the worlds that made up your universe have also been destroyed. But you have somehow been spared. For the rest of your life, you will be sure that the destruction you barely escaped is somewhere just behind you. You will never sleep soundly again.

                  This is the life of those who have escaped the Terminus' destruction of their worlds. There are a surprisingly large number of them, all across reality -- the forces of oblivion make only cursory efforts to prevent such flights, since they will claim all of existence in due time. Most of these people live in never-ending flight, owning no more than they can carry and leaving at the first hint that anything might be wrong in their new realities. And no, they do not sleep soundly, and their dreams are the sleep of reason.

                  Which, of course, breeds monsters.

                  Initially, the being now known as Orkus was only a nightmare image of Omega in the dreams. Yet somehow, perhaps because of the transcendent reality of what Omega is, the way that his image resonates throughout the many dimensions of existence, the nightmare became a creature aware of itself and the dream world around it. Embodying both Omega himself and the Entropy which he serves, the creature was born with an unending hunger, not for the substance of the material world, but for spiritual energy.

                  For a very long time, the creature subsisted on what scraps of that energy it could steal away from those dreamers whose sleeping minds imagined the Terminus. It was never satisfied with this, of course, but it lacked the power to claim anything more. But then something happened that no one could have expected. Shortly before the battle known as Gotterdammerung, the goddess Eris (see Threat Report) and a number of her associated lesser gods (called her children in myth, though there was no actual relation between them) were passing through the realm of dreams on some business, and chanced to attract the attention of the Omega-dream.

                  It attacked them, harming many of the gods, and outright killing and consuming Horkos, the god of oaths, before Eris could be bothered to bestir herself in response. Yet when she did, she was easily able to bind the creature, whom she observed with some interest. By consuming Horkos, it had transformed itself from a nightmare into something more material. After learning all that interested her, Eris spoke. "You now have the life you have claimed from my son, and so I give you his last possession as well. I name thee Orkus. And in honor of your naming, I give another gift." She pressed a minor wand of necromantic power into the creature's clawed hand, then spoke a word to cast the newly named Orkus into the Abyss.

                  Most likely, Eris expected the creature to be consumed by one of the more powerful demons of that place. This has not happened, to put it mildly. Instead, Orkus and his wand of death have grown mightier and mightier in the centuries that followed, until he is one of the most potent of the Abyss' rulers, and the wand become one of the mightiest artifacts of black magic in the cosmos. Whatever the goddess of strife thinks about the rise of her 'pupil' is known only to her.

                  Shaped in the image of Omega, Orkus likewise seeks destruction -- but where Omega seeks the end of everything, all that Orkus desires is the end of all life. It could be said that he views his original as a father of sorts, and that he hopes to exceed him by destroying all that lives in every dimension, thus rendering Omega's victory meaningless, in his imagination. (In reality, Omega will not care and simply shove the lifeless and undefended realities into the Doom Coil, likely exterminating Orkus long before that job is done.)

                  Also like his "father", Orkus has led occasional demonic invasions of material planes, usually causing a great deal of havoc there but never succeeding in destroying any of them. Very recently, he led an assault against the defenders of a world called Verecia, where he crippled Invictus, that world's version of the Centurion, intending to leave him to stew in his misery and thus demonstrate his superiority over Omega. Another entity intervened and granted Invictus a painless death, however, ruining Orkus' gesture.

                  The fundamental truth of Orkus is that he is more about the idea of destruction than its actuality. Make no mistake, he is a terrifying and dangerous opponent. But just as a nightmare is something that can be faced and endured much more easily than the cause of a nightmare, so is it with him.

                  Orkus -- PL 15 (home plane)/13 (everwhere else)

                  Abilities: STR 15/13 | STA 16/14 | AGL 6/4 | DEX 6/4 | FGT 12/10 | INT 3 | AWE 6 | PRE 12/10
                  Powers: Abyssal Gifts (Array: Cloud Area Affliction 15/13 [Resisted by Fortitude; fatigued and vulnerable, exhausted and defenseless), Extra Condition, Limited Degree, AP: Auditory Perception Area Affliction 15/13 [Resisted by Will; impaired, disabled, paralyzed]), Claws (Strength-based Damage 3), Home Plane Advantage (Enhanced Agility 2; Enhanced Area Affliction 2; Enhanced Dexterity 2; Enhanced Fighting 2; Enhanced Presence 2; Enhanced Stamina 2; Enhanced Strength 2; Immortality 10; Limited [only on Abyssal Home Plane]), Massive (Innate Permanent Growth 4), Otherworldly Nature (Immunity 18 [aging, disease, electricity damage, emotion effects, fire damage, poison]; Impervious Protection 2; Impervious Toughness 8; Senses 2 [darkvision]), Telepathy (Mental Communication 1; Comprehend Languages 4), Wand of Death (Ranged Damage 16; Summon Undead 10, Active, Controlled, Horde, Mental Link, Multiple Minions 3, Sacrifice, Variable Type 2; Easily Removable), Wings (Flight 8, Wings).
                  Advantages: All-Out Attack, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Ritualist, Startle, Takedown.
                  Skills: Expertise: Magic 18 (+21), Intimidation 12 (+24/+22), Perception 12 (+18), Ranged Combat: Wand of Death 6 (+12).
                  Offense: Initiative +10/+8, Unarmed +12/+10 (Close Damage 15/13), Claw +12/+10 (Close Damage 18/16), Necrotic Blast +12/+10 (Ranged Damage 16), Vile Breath -- (Cloud Area Fortitude 15/13), Terrifying Roar -- (Perception Area Will 15/13).
                  Defense: Dodge 10/8, Parry 12/10, Fortitude 16/14, Toughness 18/16, Will 12.
                  Totals: Abilities 120 + Powers 217 + Advantages 9 + Skills 24 + Defenses 14 = 384 points
                  Complications: Destruction--Motivation. Inconveniently Large.
                  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 -- Freedom Legion! The Guard! Seekers of Fate!

                    Foxbat II

                    The life story of Freddy Foswell, the original variously adjectived Foxbat, is too well-known to be more than briefly summarized here. The comic book-loving child of wealthy parents, he was devastated first by their sudden deaths when he was in his early twenties, then by the revelation that their family's financial manager had been embezzling from them, leaving him now nearly ruined. Driven a bit cuckoo by these tragedies, Freddy came to believe that he was a character in a comic book, and sought to overcome the vast, ill-defined and probably imaginary conspiracy which had wrought his ruin, employing his native agility and eccentric genius as and you know what name comes here.

                    Foxbat was one of the most persistent and (definitely) the most aggravating of the foes of the original Champions. Increasing the headache that he represented, he sometimes saw himself as one of their allies. He did actually assist them (as a distraction, mostly) on several occasions ... and never let anyone involved forget it.

                    When all but one of the Champions died during the Terminus Invasion, Foxbat was shocked, but realized what he had to do. The Champions could not -- nay, must not! -- be allowed to end that way. And so, as he had several times before, he announced to the world that he was no longer a criminal, and with his stalwart companion Exoskeleton Man at his side, he declared that a new team of Champions had been born.

                    Two weeks later, when no other heroes had accepted his open invitation to join "Foxbat and the Champions", and the police and local government had indicated their complete lack of interest in cooperating with them, and Exoskeleton wondering aloud where his next paycheck was coming from, and even Foxbat himself forced to admit that his brilliant plan might just possibly have a few unforeseen problems, he still remained confident that history would show that this was his finest hour.

                    Didn't happen.

                    He went back to crime, to pay the bills more than any other reason, but without the Champions around, it just wasn't the same. Even the establishment of the Justice Foundation didn't help matters. They were all so darned serious all the time, and that Corona girl seemed impervious to his irresistible masculine allure as no superheroine had ever been before her.

                    By the time that an authentic team of New Champions were formed, Freddy was in his early forties, and somewhat past his prime. While the team's rebirth was pleasant to witness, he had a feeling that the new group was somewhat out of their depths. They needed a true challenge to test themselves against, and so ... lo! Enter the Foxbat, Redux!

                    But it couldn't be him. Freddy wasn't that crazy. Back in the day, he would've walked all over these new guys, but that day was gone. (Curse the tendency of people to age in real time when their adventures aren't being published!)

                    So he sought out an heir to the noble legacy of Foxbat, and found one in the person of Stanley Foswell, his distant cousin and close look-a-like. Kidnapping the lad, Freddy explained what he needed. Stanley refused to have any part of it. (Of course he did! It said he would, right here in Campbell under "Refusing the Call".) So Freddy understood this "No" to mean "Convince me". Therefore, he subjected him to weeks of intense psychological and chemical conditioning designed to help him understand Freddy's unique perspective on reality, the key to being Foxbat. Stanley quit screaming in horrible agony after the first few hours, so he can't have found it too unpleasant.

                    When he was finally ready, Stan was equipped with a duplicate of the Foxbat suit and ping-pong gun, and sent out to challenge the Champions. The plan was for him to lead them back to the newest incarnation of the Foxbat Den. Then Freddy would reveal himself and, using a souped up version of the Exoskeleton Man suit, fight against the Champions alongside the new Foxbat, setting up his "the mentor departs" moment. Unfortunately, the best laid plans, et cetera. His departure proved a little more permanent than he'd intended, when the exoskeleton's improvements demonstrated a few bugs that he hadn't had the chance to fix, and blew the whole thing up around him. There was a body, it was positively identified, and the long, strange, tragic, humorous, and above all long saga of the original Foxbat saw the publication of its final issue.

                    Stanley suffered a total collapse at this revelation, and was sent to a psychiatric facility for treatment. The doctors there, with the help of visiting expert Dr. Ashley Ellis, helped him to recover from the wounds his cousin had inflicted on his psyche. They were able to heal him of the delusion the two Foxbats had shared, of being characters in a comic book. He broke out of the hospital a few weeks later, to resume his career as the new Foxbat. How had he ever been convinced of such a ridiculous idea as being a character in a comic book? Obviously, he was a non-player character in a super-heroic role-playing game!

                    Ever since then, he has bedeviled the new Champions. Mostly, he's the same occasionally endearing, usually aggravating, full-fledged loon that the original was. Periodically, however, a very different, more disturbing side of his personality shows itself, when he displays a shocking indifference to human suffering. ("Come on! They're bystanders, it's not like they have any backstory!") On the other hand, a more noble, even selflessly heroic aspect has also been known to make an appearance.

                    His behaviour is utterly erratic. He will sometimes shout out terminology from his imaginary role-playing, even going so far as to refer to the Champions by a civillian names utterly different from their "real ones", presumably those of the "players". Perhaps the weirdest thing about this, as Seeker has observed, is that sometimes listening to Foxbat's babble makes one almost believe that one really is just a player character ...

                    Recently, Stanley has started to feel his years. It's been twelve years since his debut, and he's well aware that most campaigns don't last anywhere nearly this long. Maybe he should start looking for a successor, the way Freddy did. And hey, why not have it be a female, a minority, or both, just to annoy everybody! How long this particular scheme will last before something distracts him remains to be seen.

                    Foxbat II -- PL 10

                    Abilities: STR 3 | STA 2 | AGL 5 | DEX 6 | FGT 13 | INT 3 | AWE 3 | PRE 5
                    Powers: Costume (Flight 5, Gliding; Protection 2; Removable), Ping Pong Gun (Array: Ranged Multiattack Damage 5, AP: Ranged Cloud Area Affliction 5 [Resisted by Fortitude; Dazed, Stunned, Asleep], AP: Ranged Burst Area Affliction 5 [Resisted by Fortitude; Impaired, Disabled, Unaware], AP: Ranged Cloud Area Weaken Fighting 5; Easily Removable)
                    Advantages: Agile Feint, Daze (Deception), Defensive Attack, Defensive Roll, Equipment 10, Evasion 2, Fascinate (Deception), Grabbing Finesse, Improved Initiative, Knows That He's An NPC*, Power Attack, Ranged Attack 7, Redirect, Taunt.
                    Skills: Acrobatics 8 (+13), Athletics 6 (+9), Deception 10 (+15), Insight 8 (+11), Intimidation 8 (+13), Perception 10 (+13), Ranged Combat: Ping-Pong Gun 2 (+8), Sleight of Hand 10 (+16), Stealth 10 (+15).
                    Offense: Initiative +9, Unarmed +13 (Close Damage 3), Ping Pong Gun +15 (Ranged Multiattack Damage 5), Knockout Gas Ping Pong -- (Ranged Cloud Area Fortitude 5), Flashbang Ping Pong -- (Ranged Burst Area Fortitude 5), Glueball Ping Pong +15 (Ranged Weaken Fighting 5).
                    Defense: Dodge 14, Parry 13, Fortitude 6, Toughness 6/4/2, Will 11.
                    Totals: Abilities 80 + Powers 17 + Advantages 30 + Skills 36 + Defenses 21=184 points
                    Complications: Thrills--Motivation. Enemy (oh so many). Reputation (a dangerous loon).

                    * And also knows everything about the adventure, the other NPCS, and the PCs that the GM does. Whenever he uses this knowledge, it counts as a use of GM Fiat, and the players affected get a Hero Point.
                    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 -- Freedom Legion! The Guard! Seekers of Fate!

                      The Geist II

                      From 1966 to 1986, Chicago's most noteworthy costumed crimefighters were the mysterious figure known as the Geist, and his young partner the Goblin. Frequently accused of being a copycat of Freedom City's Raven, the Geist never responded to such accusations, or anything else, either. Where most masked avenger types tried to establish working relationships or were even deputized by the police departments of their home cities, the Geist neither sought nor received any such sanction, and also avoided contact with the press and his so-called peers in the field of superheroics. When his operations finally ceased, it was unclear what had happened to him, but most suspected that he'd met a very final end.

                      Then, in 2013, a new Geist appeared in the Windy City, every bit as mysterious, if not more so. The rumors suggest that the Geist has become more powerful, shrugging off bullets like a tank, except for those that suggest that he's the same as he ever was, avoiding gunfire with stealth and cunning. Some of the more bewildering tales are clearly impossible, because they describe the Geist being in more than one place at the same time. Certain people have wondered if perhaps the Geist is just an urban legend, invented to explain criminal failures, since no one has managed to get a good photograph of the new one. And so everyone is left to wonder -- who is the Geist?

                      And the answer is -- no one.

                      Or rather, no individual. The current Geist is a team of people who employ a sophisticated combat suit which completely disguises their identity -- as well as jamming all digital cameras -- and enhances their abilities to allow them to perform the Geist's physical feats. There are currently three suits, each representing about a year's work and an enormous expense. Normally only one suit will be in use at any given time, while the other are being maintained. The handful of times that more than one suit has been in use represented conditions of extreme danger that justified such a risk to the team's resources.

                      Geist Costume (Concealment 4 [visual senses], Limited to machines; Enhanced Agility 5; Enhanced Fighting 5; Enhanced Ranged Attack 5; Enhanced Strength 4; Flight 4, Limited to ascending; Morph 1; Movement 2 [safe fall, wall crawling]; Protection 4; Senses 7 [communication link with Geistheim Computer, distance sense, direction sense, tracking infravision, lowlight vision, time sense]; Removable), Geist Darts (Array: Ranged Multiattack Damage 5, AP: Ranged Burst Area Damage 5; Easily Removable)

                      Michael Sachs -- PL 5

                      Michael Sachs was the original Geist. A German Jew born in 1939, he lost his entire family to the Holocaust and was adopted by an American soldier who took him to Chicago. In the early 1960s, he followed his adoptive father into the military and served two tours of duty in Vietnam. During this time, he developed the idea of becoming the Geist, and put it into practice when he returned to the United States in 1966. He married the ex-wife of one of his enemies in 1973, and his wife was finally able to persuade him to retire from crimefighting in 1986.

                      Michael's wife passed away in 2011. This stressor would likely have driven him back into action as a crimefighter, despite his advanced age, had his adoptive son and daughter-in-law not approached him with the plan to create a "Team Geist". He was faintly surprised that they came up with the idea, given their backgrounds, but has embraced it. Despite their expectation that he would act as mission control for the team, he heads into action as much as any of the others do, using the suit's abilities to compensate for his old age and frailty. He has come to view Joshua as a second son, and finds Biddie trying but admirable.

                      Abilities: STR 1 | STA 0 | AGL 1 | DEX 1 | FGT 7 | INT 3 | AWE 4 | PRE 6
                      Advantages: Accurate Attack, Benefit 3 (Millionaire), Connected, Contacts, Defensive Attack, Defensive Roll 2, Improved Disarm, Improved Trip, Ranged Attack 6.
                      Skills: Acrobatics 4 (+5), Athletics 4 (+5), Deception 4 (+10), Expertise: Streetwise 6 (+9), Insight 8 (+12), Intimidation 4 (+10), Investigation 8 (+11), Perception 4 (+8), Sleight of Hand 4 (+5), Stealth 6 (+7), Technology 6 (+9), Vehicles 4 (+5).
                      Offense: Initiative +1, Unarmed +7 (Close Damage 1).
                      Defense: Dodge 7, Parry 7, Fortitude 4, Toughness 3/0, Will 6.
                      Totals: Abilities 46 + Advantages 16 + Skills 31 + Defenses 12 = 105 points
                      Complications: Justice--Motivation. Family (Alexander). Post-Traumatic Stress Disorder. Secret Identity. Very Old.

                      Alexander Sachs -- PL 7

                      Alexander Sachs (born 1966, as Alexandru Moriarty) was the second Goblin, active from 1978 to 1986. The son of one of the Geist's most persistent enemies, he was adopted by Michael not long after his marriage to Alexander's mother. Despite his strong desire to help his father in any way possible, he came to realize that he wasn't a crimefighter by nature, and joined his mother in convincing Michael to retire. Alex went on to become an executive in the family business, with a focus on research and development.

                      He met Maggie Lee in 2006 while she was investigating a murder that involved one of his company's holdings, and they began a whirlwind romance that saw them married the next year. This meant she had to be brought in on the secret of the Geist and the Goblin, much to his father's disapproval. Alex was genuinely shocked when Maggie proposed using suit he and Joel had designed as a medical exoskeleton to fight crime as a new Geist, but agreed and brought his father in. Alex still doesn't particularly enjoy the violent side of crime fighting, but does find the puzzling out of criminal schemes to be exciting.

                      Abilities: STR 1 | STA 2 | AGL 2 | DEX 2 | FGT 4 | INT 7 | AWE 1 | PRE 3
                      Equipment: Geistheim (Headquarters [Size: Large, Toughness: 10, Features: Communications, Computer, Fire Prevention System, Infirmary, Laboratory, Library, Living Space, Personnel, Power System, Security System, Workshop])
                      Advantages: Assessment, Attractive, Benefit 3 (Millionaire), Defensive Roll 2, Eidetic Memory, Equipment 3, Improvised Tools, Inventor, Skill Mastery (Technology).
                      Skills: Close Combat: Unarmed 6 (+10), Expertise: Business 5 (+12), Expertise: Science 10 (+17), Insight 8 (+9), Persuasion 5 (+8), Technology 10 (+17), Vehicles 4 (+6)
                      Offense: Initiative +2, Unarmed +10 (Close Damage 1)
                      Defense: Dodge 9, Parry 8, Fortitude 7, Toughness 5/2, Will 7
                      Totals: Abilities 44 + Powers 0 + Advantages 14 + Skills 24 + Defenses 22 = 104 points
                      Complications: Justice--Motivation. Family (Maggie, Michael). Responsibility (business). Secret Identity.

                      Maggie Lee -- PL 7

                      Maggie Lee's life before 1982, when she was taken in by the Chicago foster care system, who estimated her to be five years old, is a mystery. She decided to become a police officer from an early age, possibly influenced by memories of the officers who brought her in. She stuck to that dream despite many temptations along the way, and ultimately graduated from the police academy with extremely high marks. She made detective in record time, having almost accidentally busted a serial killer, and led the department in closed cases after reaching that rank. But her personal life was lonely and empty until she began an investigation that led to her meeting Alexander Sachs in 2006.

                      She was quite surprised to discover his family secret, but kept it nonetheless, despite the somewhat adversarial relationship she developed with her father-in-law. As the Chicago PD gradually came under the influence of Black Snake Security, Maggie became increasingly frustrated with the corruption and brutality that her beloved department was demonstrating. This inspired her to suggest using her husband's power suit technology to fight crime as a new Geist, and she has embraced the role of a vigilante eagerly. However, she acts with greater caution than many of her partners, as she believes that she has much more to fear from the exposure of her secret.

                      Note: Maggie does not use her Laser Pistol (a gift from her husband) or the rest of her police-issued equipment while active as the Geist.

                      Abilities: STR 1 | STA 2 | AGL 2 | DEX 2 | FGT 7 | INT 4 | AWE 3 | PRE 1
                      Powers: Laser Pistol (Ranged Damage 5, Accurate; Easily Removable)
                      Equipment: Concealed Vest, Light Pistol, Tonfa, Smartphone, Handcuffs.
                      Advantages: Contacts, Defensive Attack, Equipment 3 Improved Initiative, Jack-of-all-trades, Languages 3, Power Attack, Ranged Attack 5, Skill Mastery (Investigation), Uncanny Dodge, Well-Informed.
                      Skills: Athletics 6 (+7), Close Combat: Unarmed 6 (+13), Deception 6 (+7), Expertise: Streetwise 4 (+8), Insight 5 (+8), Intimidation 4 (+5), Investigation 6 (+10), Perception 5 (+8), Sleight of Hand 6 (+8), Stealth 8 (+10).
                      Offense: Initiative +6, Unarmed +13 (Close Damage 1), Laser Pistol +9 (Ranged Damage 5), Light Pistol +7 (Ranged Damage 3).
                      Defense: Dodge 9, Parry 10, Fortitude 6, Toughness 4/2, Will 8
                      Totals: Abilities 44 + Powers 7 + Advantages 19 + Skills 28 + Defenses 19 = 117 points
                      Complications: Justice--Motivation. Family (Alexander). Partner (Biddie). Secret Identity.

                      Patricia Wainwright -- PL 7

                      Patricia Wainwright is Michael Sachs' maid, personal assistant, nurse, and driver. She is also a highly sophisticated humanoid robot with a sapient artificial intelligence. Designed by the mad robot Mechanon, she and her fellow robots were intended to serve as the vanguard of an army to overthrow humanity. However, this plan by Mechanon was defeated by the Geist in 1985, leaving the robots inactive but intact. Alexander Sachs studied the programming of these robots and was able to get "Patricia" up and running a more human-friendly personality. (Manufacturing more robots of her type is beyond the Sachs family's capabilities, but they recently reactivated a second unit and sent it to be educated as a human in Mystery, New Hampshire.)

                      While Patricia was aware of the Geist program from its initiation onward, her participation was a surprise. When Michael suffered an accident while active as the Geist, her prime directive forced her to come to his aid, and she wore the recently completed second suit to disguise her identity while doing so. She is responsible for the stories of the new Geist's invulnerability, but those claims make the rest of the team very reluctant to send her into action. Patricia is content with this situation, but must follow the demands of her prime directive. Besides, she loves these silly people.

                      Abilities: STR 4 | STA -- | AGL 3 | DEX 2 | FGT 6 | INT 3 | AWE 1 | PRE 0
                      Powers: Laser Eyebeam (Ranged Damage 5), Robot (Immunity 35 [emotion effects, Fortitude effects]; Impervious Protection 8).
                      Advantages: Improved Grab, Improved Initiative, Power Attack.
                      Skills: Deception 6 (+6), Perception 7 (+8), Ranged Attack: Laser 7 (+9), Stealth 6 (+9), Treatment 8 (+11), Vehicles 4 (+6).
                      Offense: Initiative +7, Unarmed +6 (Close Damage 4).
                      Defense: Dodge 6, Parry 6, Fortitude Immune, Toughness 8, Will 5.
                      Totals: Abilities 28 + Powers 61 + Advantages 3 + Skills 19 + Defenses 7 = 118 points
                      Complications: Duty--Motivation. Secret (robot). Secret Identity.

                      Joshua Stein -- PL 8

                      Joshua Stein is the older brother of Joel Stein, who is secretly Boston's chief superhero, Splotch. Until 2001, Joshua operated as Splotch's partner, Ink, until he was nearly fatally attacked by one of their enemies and left in a coma for nearly a decade. Even when he emerged, he was still paralyzed from the waist down. Refusing to let this stop him, Joshua became one of the world's leading experts on information technology, and was hired by Alexander Sachs' company, where he helped to develop the technology that became the Geist's power suit. He treats the suits as the very fragile pieces of technology that they are, and nearly has a heart attack every time they are damaged.

                      That said, Joshua also welcomes the opportunity to be a superhero again that the suit allows him, and is the member of the team who most wants the new Geist to interact more with Chicago's other superheroes. Most of the rest of the team prefer to avoid such team-ups. Joshua respects their wishes, and even managed to keep his activities as the new Geist a secret from Joel when he recently visited Chicago ... though the Geist and Splotch did end up working a case together on that occasion.

                      Abilities: STR 1 | STA 2 | AGL 0 | DEX 2 | FGT 4 | INT 6 | AWE 6 | PRE 2
                      Advantages: Assessment, Benefit (Gather Information based on Technology), Connected, Contacts, Jack-of-all-Trades, Prone Fighting, Redirect, Set-Up, Well-Informed.
                      Skills: Deception 6 (+8), Expertise: Computers 10 (+16), Insight 8 (+14), Investigation 4 (+10), Perception 8 (+14), Persuasion 8 (+10), Technology 12 (+18).
                      Offense: Initiative +0, Unarmed +4 (Close Damage 1).
                      Defense: Dodge 4, Parry 4, Fortitude 5, Toughness 2, Will 8.
                      Totals: Abilities 46 + Advantages 9 + Skills 28 + Defenses 7 = 90 points
                      Complications: Justice--Motivation. Family (Joel). Paralyzed. Secret Identity.

                      Biddie Sherman -- PL 4

                      Biddie Sherman, an Amish farmgirl who never came back from her raumspringa, is Detective Maggie Lee's partner, and more or less worships the ground Maggie walks on. She was read in on the secret when she became Maggie's partner, and understands the importance of keeping it on the QT. Biddie has never (and, if Michael has his way, will never) operated as the Geist, but she has helped out on several critical occasions, and is thus considered an honorary member of Team Geist. She has also started dating Joshua, which makes Maggie more than a little uncomfortable, but everyone else seems to be coping rather well.

                      Biddie has the stats of a Police Officer (M&M p. 217) but with INT 2 and Investigation 4 (+6).
                      Last edited by Davies; 22nd May 2018, 06:18 PM.
                      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 -- Freedom Legion! The Guard! Seekers of Fate!

                        The Apparition



                        In 2011, the municipal government of Chicago, faced with increasing gang and superhuman violence, turned to the private security corporation Black Snake and offered its CEO, Lauren Fleming, virtually unlimited authority in dealing with the situation. Since then, crime rates have diminished -- not as much as most would like, but down to manageable levels. On the other hand, the police, emergency services, and court systems have all largely been taken over by Black Snake, and the surest way to make sure that you don't benefit from any of the above is to be a critic of the company.

                        Almost nobody outside of Black Snake is aware that the woman who appears to the public as Lauren Fleming is an actor recruited to play the role. Those within the company who are aware believe that this is simply a security measure, and they are right ... in a way. The actor plays the role so that nobody can realize that the real Lauren Fleming appears far too young to have founded the corporation in the early eighties, and would have serious difficulties making any public appearances when the sun is in the sky. To say nothing of the fact that she can't be photographed.

                        Lauren Fleming was born in North Carolina in the early 1830s, and was in her early twenties when she was murdered -- then raised again -- by a vampire. This vampire was the same one who transformed Thomas Pembroke, the Night Stalker, who broke up her coterie as one of his first "heroic" acts. Fleming managed to escape Pembroke's wrath, and fell into the sway of another, elder vampire, who revealed the truths of her condition to her as her maker had not -- that they were the descendants, figuratively speaking, of Caine, and members of a clan of vampires called the Ventrue. He also revealed some of the deeper secrets that not all of the Kindred knew, that Caine was the child of the Snake, and that it was therefore the duty of all Kindred to serve the Great Serpent.

                        Lauren absorbed all this with interest, but decided that she had no interest in serving anyone but herself. Over the next century, she lived all over the world, in the centers of the Kindred's power, and quietly built up her wealth through all sorts of methods, criminal and legal. She also trained her vampiric powers, or disciplines, mostly so that she would know how to resist those who would use those powers on her. She didn't return to America until the Second World War broke out, taking up residence in Chicago at that time.

                        As the years passed, and the world grew stranger, Lauren found herself increasingly hedged in by the traditions of her kind. Inspired by the madness of the mid-sixties, she made herself known as a costumed villain in Chicago, only to fall prey to the Geist, who'd deduced her true nature. Fortunately, he wasn't as well-informed on the vulnerabilities of a vampire as he believed, thinking that simply staking her heart would put an end to her. One of her mortal servants removed the stake, and she fled her home, swallowing curses all the way.

                        The lesson, then, was that these costumed mortals were more dangerous than she'd realized. She still craved power and influence over the herd, but the way to gain it was to be invisible, as much as possible. So she began consolidating her assets, and founded Black Snake in the eighties, taking the name from the stories her sire had told her. When a decade had passed since the last sighting of the Geist, Lauren moved the corporate headquarters to Chicago. The rest of her preparations took another decade and a half, but when it was over, she had the authority granted her by the mayor, as well as the naked power of being named the Prince of Chicago by her fellow vampires.

                        Ever since then, she has quietly run things to her satisfaction, letting criminals roam free as long as they don't endanger her own operations. She takes a great deal of ironic pleasure in running the Outfit through the person of the vampire Al Capone. (As a further irony, Capone is a sincere seeker of a form of redemption thought possible for a vampire -- the concept Cainites call 'Golconda' -- and tries to minimize the worst of Lauren's activities.) She has even infiltrated and dominated the staffs of the five federal prisons in Illinois, so that she can release inmates there more or less at will.

                        However, recently things have changed. The Geist has returned. Unlike most fools, Lauren knows that this must be her old foe returned -- as one of the Kindred! (And one who bears her own strange curse, as proved by the way no one has been able to photograph him.) So she will face him, but in the form of a decidedly unvampiric supervillain, the Apparition, so that when they finally have it out, he will be vulnerable as he wasn't, back then. She can taste his blood already ... and has decided that she will drink him down to the depths of his soul.

                        The Apparition -- PL 9

                        Abilities: STR 6/2 | STA - | AGL 4 | DEX 3 | FGT 10 | INT 3 | AWE 4 | PRE 3
                        Powers: Blood Drain (Weaken Stamina 6 [Resisted by Fortitude], Grab-Based, Limited to draining 1 rank per round), Keen Senses (Senses 1 [low-light vision]), Can't Be Photographed or Recorded (Concealment 6 [auditory and visual], Limited to machines), Undead (Immortality 6, Not when staked or beheaded; Immunity 30 [Fortitude effects]; Impervious Protection 3, Not against holy weapons or fire; Regeneration 10, Source [blood]), Vampiric Disciplines (Array: Perception Range Cumulative Affliction 9 [Resisted by Will; dazed, compelled, controlled], Triggered 2, AP: Visual Perception Area Cumulative Affliction 9 [Resisted by Will; impaired, disabled, paralyzed], AP: Enhanced Strength 4 AND Sustained Impervious Protection 5 AND Enhanced Advantages 4 [Improved Initiative 4] AND Quickness 3 AND Speed 4).
                        Equipment: Chains (Damaging Move Object 4; Movement 2 [safe fall; swinging]) and 4 other points of equipment as needed.
                        Advantages: Benefit 5 (Multi-millionaire, Prince of Chicago), Connected, Equipment 4, Hide in Plain Sight, Improved Initiative 4, Languages 3, Power Attack, Ranged Attack 6, Skill Mastery (Stealth).
                        Skills: Acrobatics 8 (+12), Athletics 6 (+12/+8), Close Combat: Unarmed 2 (+12), Deception 12 (+15), Expertise: Business 6 (+9), Insight 8 (+12), Intimidation 10 (+13), Investigation 6 (+9), Perception 6 (+10), Persuasion 9 (+12), Ranged Combat: Chain 3 (+6), Stealth 12 (+16).
                        Offense: Initiative +20/+4, Unarmed +12 (Close Damage 6/2), Blood Drain +12 (Close Fortitude 6), Dominating Gaze -- (Perception Range Will 9), Aura of Majesty (Perception Area Will 9).
                        Defense: Dodge 10, Parry 10, Fortitude Immune, Toughness 8/3, Will 9.
                        Totals: Abilities 48 + Powers 84 + Advantages 22 + Skills 44 + Defenses 11 = 209 points
                        Complications: Power--Motivation. Berserk (unless fed frequently). Distinctive Feature (doesn't cast a reflection). Phobia (sunlight and fire). Secret (vampire). Secret Identity. Vulnerablity (Sunlight).
                        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 -- Freedom Legion! The Guard! Seekers of Fate!

                          The Centurion

                          The life and legend of Earth's first true superhero are too well known to be repeated here. What is perhaps not so well known is the fact that the Centurion did not possess the epic level of power he demonstrated in his final battle with Omega when he began his career as a hero. Most people do know that he was originally only able to leap tall buildings in a single bound, rather than fly, but they fail to appreciate that his other attributes were not quite as superlative as they would become. Hopefully, this series of portraits, illustrating his capabilities at various points in his life, and discussing how he grew in power to become the mythic being that he was by his end, will clarify matters.

                          Further, one of the Centurion's most significant weaknesses was entirely unknown to the public. Perhaps because of the way in which he acquired his powers, through exposure to energies beyond ordinary space and time, the Centurion's powers would weaken when he himself traveled in time. Had he, at the time of his final battle with Omega, travelled back in time to his youth, the time travelling version of him would be no more powerful than the version of him which existed natively in that time period. When he time travelled to periods prior to his birth, he possessed no powers whatsoever.

                          An interesting question, and one that can sadly no longer be answered, is what would have happened had he travelled into the future ...

                          Mark Leeds (1931-1936) -- PL 10

                          The child who would become the Centurion demonstrated his powers even in his cradle, and so there is literally no point at which he can have been considered a typical child. This information expresses the abilities he possessed in his early adolescence. While he didn't adopt a costumed identity until later, he often did find himself getting into adventures in these years. Unfortunately, it can be fairly said that young Mark Leeds was somewhat horrified by the potential for havoc that his strength, even restrained, could cause. He was particularly afraid of what his strength might do to a member of the opposite sex if he gave into his emotions around them, and often seemed timid around young women of his acquaintance as a consequence.

                          This stage of his life came to an end when, in 1936, both his adoptive parents passed away within a few weeks of each other. He was more than just saddened by this; it was fair to say that he was devastated by this loss, which left him alone in a world that he didn't fit. Almost immediately after the funeral, Mark Leeds left Freedom City and began heading north, intending to spend the rest of his life in the Northwest Territories of Canada, where he would encounter as few people as possible, and thus put at risk the same few. Fortunately for the rest of humanity, he did meet people there, and one of those encounters changed the course of his life.

                          Abilities: STR 12/3 | STA 12/3 | AGL 1 | DEX 0 | FGT 6 | INT 0 | AWE 1 | PRE 2
                          Powers: Invulnerability (Immunity 6 [cold, disease, heat, poison, pressure, radiation]; Impervious Toughness 10), Might (Enhanced Stamina 9; Enhanced Strength 9), Super-Senses (Senses 4 [extended vision 2, low-light vision, ultra-hearing]), Super-Strength (Enhanced Strength 3, Limited to lifting), Swiftness (Enhanced Advantage 1 [Improved Initiative]; Leaping 6; Quickness 4; Speed 5)
                          Advantages: All-Out Attack, Improved Initiative, Language 1 (Latin, English is native).
                          Skills: Close Combat: Unarmed 2 (+8), Expertise: History 5 (+5), Insight 4 (+5), Intimidation 4 (+6), Perception 4 (+5), Persuasion 3 (+5).
                          Offense: Initiative +5, Unarmed +8 (Close Damage 12).
                          Defense: Dodge 5, Parry 6, Fortitude 12, Toughness 12, Will 5.
                          Totals: Abilities 32 + Powers 76 + Advantages 2 + Skills 11 + Defenses 8 = 129 points
                          Complications: Doing Good--Motivation. Afraid of His Own Strength. Family (parents). Minor. Secret. Weakness (time travel).

                          The Centurion (1938-1950) -- PL 12

                          It's been said that even if you travel as far away from your home as you can imagine, there's a good chance that you'll end up meeting someone from there. So it was with young Mark Leeds, who had journeyed far into the north of Canada only to run into a fellow Freedonian -- Dr. Thomas Osiris Prophet, the legendary Man of Marble, whose adventures Mark had read about without ever imagining he might meet the man behind them. Doc Prophet maintained a small laboratory in northern Canada to conduct experiments which might be too dangerous for civilization, and happened to encounter the young paragon in the course of one.

                          Amazed by the abilities that Mark demonstrated, the doctor invited him to make his home in this sanctuary, as it lay unoccupied when Prophet was busy elsewhere. The two men formed an odd friendship, and had many conversations about the world and their respective places in it. Under the Doctor's tutelage, Mark came to see that he could do many things with his strength that could help people, rather than place them at risk. On the other hand, he also realized that if he made himself available to do that work, as Doc Prophet did, he would be forever called upon at any and all hours, leaving him with no time to himself.

                          From these discussions came the idea of the secret identity that Mark would eventually embrace. Drawing on the Roman history his mother had taught him, he developed the identity of the Centurion with Prophet's help, as well as creating the false Mark Leeds -- a stammering coward -- to ensure that no one would link the two men. Doc also helped to train him in the limits of his abilities, so that he understood his exact powers and just how much control he had over them, ensuring that he no longer had much cause to fear them.

                          Eventually, Mark decided that he was ready, and returned to his hometown to begin the great work that Dr. Prophet had urged on him. While it may be true that, without the love and support of his adoptive parents, the boy might have grown up to be a tyrant, it can also be said that without the influence of Doc Prophet, he would never have grown up to become a superhero.

                          It should be said, however, that Doc Prophet's training alone cannot account for the increase in his superhuman abilities that occurred over the year and a half that they worked together. Such an increase suggests a hypothesis about the way that the Centurion's powers increased -- that it happened in response to frustrations or unhappiness in his life. This hypothesis also offers an explanation for the way that his ability to make enormous leaps transformed into the ability to defy gravity, coming as it did within a year of his earliest battles with the man who would become his nemesis, August Roman.

                          Abilities: STR 15/5 | STA 15/5 | AGL 1 | DEX 1 | FGT 7 | INT 1 | AWE 2 | PRE 2
                          Powers: Invulnerability (Immunity 8 [aging, cold, disease, heat, poison, pressure, radiation, starvation & thirst]; Impervious Toughness 10), Might (Enhanced Stamina 10; Enhanced Strength 10), Super-Senses (Senses 4 [extended vision 2, low-light vision, ultra-hearing]), Swiftness (Enhanced Advantage 1 [Improved Initiative]; Leaping 8*; Quickness 4; Speed 6).
                          * Becomes Flight 8 in late 1942.
                          Advantages: All-Out Attack, Improved Initiative, Language 1 (Latin, English is native), Power Attack, Ranged Attack 6, Ultimate Effort (Strength checks).
                          Skills: Close Combat: Unarmed 2 (+9), Expertise: Civics 4 (+5), Expertise: History 5 (+6), Insight 8 (+10), Intimidation 6 (+8), Perception 4 (+6), Persuasion 5 (+7).
                          Offense: Initiative +5, Unarmed +9 (Close Damage 15).
                          Defense: Dodge 6, Parry 7, Fortitude 15, Toughness 15, Will 7.
                          Totals: Abilities 48 + Powers 81/89 + Advantages 10 + Skills 17 + Defenses 10 = 166/174 points
                          Complications: Doing Good--Motivation. Secret Identity. Weakness (time travel).

                          The Centurion (1951-1968) -- PL 13

                          The next major increase in the Centurion's power may be tied to the great change in his life which occurred when he wed Laurie Lamont in 1950, having revealed his secret identity to her some time before that. Others have argued that the growth he demonstrated in the Atom Age came as a response to the fact that he realized that human beings could now move faster than he'd ever imagined possible, and that bursting shells could now do enough damage to destroy whole cities. Another factor might have been his ongoing frustration that, nearly a decade after he'd first clashed with Augustus Roman's criminal empire, he had proven unable to keep his arch-enemy behind bars.

                          This hypothesis that he experienced growths of power in response to changes, frustrations and tragedies in his life might seem contraindicated by the way that he didn't appear to experience any when his friends and colleagues in the Liberty League retired or disappeared. However, we know from other accounts that he wasn't particularly close to the most notoriously vanished Liberty Leaguer, the man called Midnight. Contrariwise, he was friends with the original Bowman and Arrow, and encouraged the young Arrow to take up his mentor's identity, just as Doc Prophet had encouraged the Centurion himself.

                          Something else that becomes apparent in these accounts is that the Centurion never considered himself to be a leader of his fellow heroes, but just part of the same team as them -- a team which included the law-abiding public and the police. He was faintly bewildered by the divisions that were beginning to demonstrate themselves in American society, and tried to ignore them as much as possible. He saw himself as encouraging others to do what they already knew to be the right thing, rather than telling them what that right thing was.

                          This was also the era where he formally took charge of Doc Prophet's laboratory, following the man's own retirement, and began to transform it into his Sanctum. He had first travelled to what seemed to be his original homeworld but was actually the world Terra-Roma in 1947, and used the Sanctum as a place where he could embrace Rome, where his home life with his wife was completely Americanized. Even with his wife in his life, he maintained a sharp division between his identity as the Centurion and the life of Mark Leeds -- and she was part of Mark Leeds' life, not the Centurion's.

                          Abilities: STR 16/5 | STA 16/5 | AGL 2 | DEX 1 | FGT 8 | INT 1 | AWE 2 | PRE 3
                          Powers: Invulnerability (Immunity 9 [aging, cold, disease, heat, poison, pressure, radiation, starvation & thirst, vacuum]; Impervious Toughness 10), Might (Enhanced Stamina 11; Enhanced Strength 11), Super-Senses (Senses 4 [extended vision 2, low-light vision, ultra-hearing]), Super-Strength (Enhanced Strength 2, Limited to Lifting), Swiftness (Enhanced Advantage 1 [Improved Initiative]; Flight 9; Quickness 4; Speed 6).
                          Advantages: All-Out Attack, Equipment 5 (Sanctum), Improved Disarm, Improved Initiative, Inspire, Language 1 (Latin, English is native), Power Attack, Ranged Attack 7, Second Chance (mind control), Ultimate Effort (Strength checks).
                          Skills: Close Combat: Unarmed 2 (+10), Expertise: Civics 4 (+5), Expertise: History 7 (+8), Expertise: Teaching 4 (+7), Insight 8 (+10), Intimidation 6 (+9), Perception 4 (+6), Persuasion 5 (+8), Technology 4 (+5).
                          Offense: Initiative +6, Unarmed +10 (Close Damage 16).
                          Defense: Dodge 7, Parry 8, Fortitude 16, Toughness 16, Will 8.
                          Totals: Abilities 54 + Powers 98 + Advantages 19 + Skills 22 + Defenses 11 = 204 points
                          Complications: Doing Good--Motivation. Enemy (Augustus Roman). Fame. Family (wife). Secret Identity. Weakness (time travel).

                          The Centurion (1969-1982) -- PL 14

                          Just a few years after the first Terminus Invasion, the Centurion met with Tomen the Archivist and learned from him the truth of what had become of his homeworld. It seems fairly likely that the stress, anger and grief of this realization were what spurred his development to yet another level of power, which he maintained throughout what was called the Bronze Age. For those who don't accept that hypothesis, it might be that he developed this increased power through his fairly common clashes with Omega's servants, the Annihilists.

                          This was also the era when the Centurion had the role of leader of the Freedom League forced upon him. He made a valiant effort to handle this task, but it proved to be beyond him, and he would ultimately preside over the end of the original League. It took the death of Lady Starbright to make him realize that he'd made a terrible mistake in disbanding the League, which led to him taking the initiative to form the Guard in response. This was a dramatic change from how he'd been in the past, and he ended up accepting the role of the Guard's leader as well.

                          Abilities: STR 18/5 | STA 18/5 | AGL 2 | DEX 1 | FGT 8 | INT 1 | AWE 2 | PRE 3
                          Powers: Invulnerability (Immunity 9 [aging, cold, disease, heat, poison, pressure, radiation, starvation & thirst, vacuum]; Sustained Immunity 2 [suffocation]; Impervious Toughness 10), Might (Enhanced Stamina 13; Enhanced Strength 13), Super-Senses (Senses 4 [extended vision 2, low-light vision, ultra-hearing]), Super-Strength (Enhanced Strength 2, Limited to Lifting), Swiftness (Enhanced Advantage 1 [Improved Initiative]; Flight 10; Quickness 4; Speed 6).
                          Advantages: All-Out Attack, Equipment 5 (Sanctum), Improved Disarm, Improved Initiative, Inspire, Language 1 (Latin, English is native), Power Attack, Ranged Attack 7, Second Chance (mind control), Ultimate Effort (Strength checks).
                          Skills: Close Combat: Unarmed 2 (+10), Expertise: Civics 4 (+5), Expertise: History 7 (+8), Expertise: Teaching 4 (+7), Insight 8 (+10), Intimidation 8 (+11), Perception 6 (+8), Persuasion 5 (+8), Technology 6 (+7).
                          Offense: Initiative +6, Unarmed +10 (Close Damage 18).
                          Defense: Dodge 7, Parry 8, Fortitude 18, Toughness 18, Will 9.
                          Totals: Abilities 54 + Powers 110 + Advantages 19 + Skills 25 + Defenses 12 = 220 points
                          Complications: Doing Good--Motivation. Enemy (Augustus Roman). Fame. Family (wife). Secret Identity. Weakness (time travel).

                          The Centurion (1983-1989) -- PL 15

                          This change in power was unique, when compared to the others, as it was due more to the growth in the Centurion's skill in using his abilities than the growth of those abilities themselves. While the Guard was a more loose organization than the Freedom League had been, the Centurion made a genuine effort to learn from his new teammates, and practiced combat exercises with them as he had not done with any of his previous teams. The result was a Centurion who was more proficient in fighting than he had ever been, perhaps appropriate for this Iron Age.

                          Abilities: STR 18/5 | STA 18/5 | AGL 2 | DEX 1 | FGT 8 | INT 1 | AWE 2 | PRE 3
                          Powers: Invulnerability (Immunity 9 [aging, cold, disease, heat, poison, pressure, radiation, starvation & thirst, vacuum]; Sustained Immunity 2 [suffocation]; Impervious Toughness 10), Might (Enhanced Stamina 13; Enhanced Strength 13), Super-Senses (Senses 4 [extended vision 2, low-light vision, ultra-hearing]), Super-Strength (Enhanced Strength 4, Limited to Lifting), Swiftness (Enhanced Advantage 1 [Improved Initiative]; Flight 10; Quickness 4; Speed 6).
                          Advantages: All-Out Attack, Equipment 5 (Sanctum), Improved Disarm, Improved Initiative, Inspire, Interpose, Language 1 (Latin, English is native), Power Attack, Ranged Attack 9, Second Chance (mind control), Ultimate Effort (Strength checks).
                          Skills: Close Combat: Unarmed 4 (+12), Expertise: Civics 4 (+5), Expertise: History 9 (+10), Expertise: Teaching 6 (+7), Insight 10 (+12), Intimidation 8 (+11), Perception 8 (+10), Persuasion 5 (+8), Technology 8 (+9).
                          Offense: Initiative +6, Unarmed +12 (Close Damage 18).
                          Defense: Dodge 9, Parry 10, Fortitude 18, Toughness 18, Will 11.
                          Totals: Abilities 54 + Powers 112 + Advantages 22 + Skills 31 + Defenses 18 = 237 points
                          Complications: Doing Good--Motivation. Enemy (Augustus Roman). Fame. Family (wife). Secret Identity. Weakness (time travel).

                          The Centurion (1990-1993) -- PL 16

                          Laurie Leeds, the wife of Mark Leeds, died in 1990. This data point provides some of the best evidence for the hypothesis concerning the Centurion's power level, as it was clear to both civilian witnesses and to his fellow heroes, that the Centurion in these last years had grown considerably in power even when compared to how he had grown after 1982. It was also clear that he was beginning to lose the connection he'd always had with his mortal life, spending most of his time in his Sanctum rather than living as Mark Leeds. He admitted to some of those he trusted that he was afraid of these changes, but felt helpless to stop them. Who can say what he would have become, had all the possibilities of his life not resolved into the sad certainty of its end during the Terminus Invasion?

                          Abilities: STR 20/5 | STA 20/5 | AGL 2 | DEX 1 | FGT 8 | INT 1 | AWE 2 | PRE 3
                          Powers: Invulnerability (Immunity 9 [aging, cold, disease, heat, poison, pressure, radiation, starvation & thirst, vacuum]; Sustained Immunity 2 [suffocation]; Impervious Toughness 10), Might (Enhanced Stamina 15; Enhanced Strength 15), Super-Senses (Senses 4 [extended vision 2, low-light vision, ultra-hearing]), Super-Strength (Enhanced Strength 2, Limited to Lifting), Swiftness (Enhanced Advantage 1 [Improved Initiative]; Flight 10; Quickness 4; Speed 6).
                          Advantages: All-Out Attack, Equipment 5 (Sanctum), Improved Disarm, Improved Initiative, Inspire, Interpose, Language 1 (Latin, English is native), Power Attack, Ranged Attack 9, Second Chance (mind control), Ultimate Effort (Strength checks).
                          Skills: Close Combat: Unarmed 4 (+12), Expertise: Civics 4 (+5), Expertise: History 9 (+10), Expertise: Teaching 6 (+7), Insight 10 (+12), Intimidation 8 (+11), Perception 8 (+10), Persuasion 5 (+8), Technology 8 (+9).
                          Offense: Initiative +6, Unarmed +12 (Close Damage 20).
                          Defense: Dodge 10, Parry 10, Fortitude 20, Toughness 20, Will 11.
                          Totals: Abilities 54 + Powers 118 + Advantages 22 + Skills 31 + Defenses 19 = 244 points
                          Complications: Doing Good--Motivation. Fame. Fears Losing Touch With Humanity. Secret Identity. Weakness (time travel).

                          The Centurion (hypothesized) -- PL 18

                          What follows is a conservative estimate of what the Centurion might have been, by the present day, had he not died in 1993. It assumes that he would have undergone at least two rapid growths in power during the last quarter century, possibly in response to the Grue Invasion and the Silver Storm, but just as likely from the arrival of Centuria and the discovery that a world where his wife was still alive had just been destroyed. Of course, what he would have been doesn't tell us who he would have been.

                          It may be worth noting that this information accurately describes the Centurion of Earth-1165, who was up until 2014 the sole intelligent inhabitant of his world, which suffered a devastating nuclear war in the 1980s. Fortunately for his sanity, roughly a thousand refugees from a different parallel Earth destroyed by Collapsar have joined him in an attempt to rebuild this planet, thanks to the Alterniteens.

                          Abilities: STR 24/5 | STA 24/5 | AGL 3 | DEX 2 | FGT 8 | INT 1 | AWE 2 | PRE 3
                          Powers: Invulnerability (Immunity 9 [aging, cold, disease, heat, poison, pressure, radiation, starvation & thirst, vacuum]; Sustained Immunity 2 [suffocation]; Impervious Toughness 10), Might (Enhanced Stamina 19; Enhanced Strength 19), Super-Senses (Senses 4 [extended vision 2, low-light vision, ultra-hearing]), Super-Strength (Enhanced Strength 6, Limited to Lifting), Swiftness (Enhanced Advantage 1 [Improved Initiative]; Flight 10; Quickness 4; Speed 6).
                          Advantages: All-Out Attack, Equipment 5 (Sanctum), Improved Disarm, Improved Initiative, Inspire, Interpose, Language 1 (Latin, English is native), Power Attack, Ranged Attack 9, Second Chance (mind control), Ultimate Effort (Strength checks).
                          Skills: Close Combat: Unarmed 4 (+12), Expertise: Civics 4 (+5), Expertise: History 9 (+10), Expertise: Teaching 6 (+7), Insight 10 (+12), Intimidation 8 (+11), Perception 8 (+10), Persuasion 5 (+8), Technology 8 (+9).
                          Offense: Initiative +6, Unarmed +12 (Close Damage 24).
                          Defense: Dodge 10, Parry 10, Fortitude 24, Toughness 24, Will 12.
                          Totals: Abilities 54 + Powers 126 + Advantages 21 + Skills 31 + Defenses 20 = 252 points
                          Complications: Unknown.
                          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 -- Freedom Legion! The Guard! Seekers of Fate!

                            Author's Note: Once again, dedicated to John Biles, the original ...

                            Dread Space Pirate Bailesu

                            Bai-Lesu was born (on the planet Arloceno, in the Lor Republic) with a gift of laughter, the sense that the universe was mad or at the very least run by rules very different than those taught him in grammar school, and the usual lack of parentage associated with these traits. His odd sense of humor often got him into trouble with the schoolmasters, as did his tendency to keep asking the wrong sorts of questions even after it was explained to him that they were the wrong sorts of questions.

                            After ten years of this, the schoolmasters were finally able to see the back of him, and did so with joy. None of the academies were interested in having him as a student, so he followed the only path open to him -- enlisting in the Republic's Navy as a common spaceman. He soon became the same despair of his new teachers as he'd been of the old ones, though he did manage to acquire some semblance of discipline after he learned the price of going too far -- when he witnessed the death by spacing of some mutineers.

                            During the Stellar Khanate's first wave of expansion, the ship on which Bai-Lesu was serving was attacked by pirates and captured. The pirate captain gave his captives a choice between either killing one of their shipmates or being killed themselves. Of course, the officers refused to play this sadistic game and ended up slaughtered. Then it came time for Bai-Lesu to either kill the ship's bosun or die at the hands of the pirates who'd just handed him a dagger.

                            Now, Bai-Lesu hated the bosun, thinking him an utter thug and blackguard. And the bosun returned the hatred in full, and stared at him in defiance as the younger man hefted the dagger. "Sorry, guv, but you gotta do what's right by yourself, nah?" Bai-Lesu asked. The bosun spat an unprintable reply.

                            And then, before anyone could blink, Bai-Lesu reversed his grip on the knife and stabbed backwards, into the throat of the pirate who'd handed it to him. And then, as the body collapsed, he turned to the other pirates who were standing over them and said, "Right, that's done, so now what?" And then, dragged before the pirate captain, he pointed out that the captain had said he had to either die himself or kill a member of the crew ... but he hadn't bothered to mention which crew!

                            A few minutes of blather later, the pirate captain was convinced that it had always been his own idea to give the captives the opportunity to join his crew, rather than simply picking them off one by one. He was also convinced that it was now in his best interest to put the rest of the captives into escape capsules and let them go, rather than letting them join en masse and become a potentially dangerous faction within the crew. It wasn't until nearly an hour later that he realized how badly he'd been conned, but he couldn't admit it in front of the crew or he'd risk seeming foolish.

                            Three decades later, nobody remembers the name of that once-famous pirate captain, but the Dread Space Pirate Bailesu (and he insists on being called that, in full, and talks about himself in the third person that way as well) is known to all who travel the spaceways of the Lor Republic. Only the Illthusian Captain Kra'ken and the mysterious Astral Queen are more feared. He has become legendary for his successes as a smuggler and raider, for the swiftness of his sword and the sureness of his blaster, and for his innumerable lively adventures which he will be happy to describe for you if you ask, or if you don't ask.

                            Of course, all legends grow somewhat in the telling, don't they? He is in fact, nowhere nearly as good a swordsman -- in either sense of the term -- as the stories make out. (He is a really, really, really good shot, though.) And while he has had a lot of adventures, most of them were not willingly embarked upon, but rather stumbled into and through. And he's absolutely terrified that his great weakness is going to become public knowledge, and will do absolutely anything to keep it a secret.

                            That weakness? He is hopelessly, utterly addicted ... to doing good deeds. He doesn't want to do them, he'd much rather be ruthless and mercenary like a pirate ought to be. But all it takes is one little act of benevolence, and within a few hours he'll be rescuing princesses, helping noble revolutionaries against corrupt tyrants, undoing the workings of evil masterminds, and even protecting small children! All the while, he'll be protesting that this is all just a big misunderstanding, that he expects to be richly rewarded for his pains, that he couldn't care less about damn-fool idealistic crusades ... but it never makes a lick of difference!

                            What Bai-- sorry, the Dread Space Pirate Bailesu most wants is what any pirate would want -- a not terribly risky but incredibly lucrative score that would allow him to hole up in a villa on a pirate run planet and live a life of sybaritic luxury till he drinks himself to death. In his unique case, of course, that holing up would allow him to avoid further temptations towards a life of righteousness. However, he's hampered by his own disdain for the sort of high-end jobs that would enable such a retirement -- like genocide for hire, breaking up planets for their mineral wealth, or stealing the DNA and memory records of entire cities.

                            The fall of the Republic and the rise of the Imperium didn't really change much for the Dread Space Pirate Bailesu. He sometimes pulled jobs for the Republic Alliance, but strictly as a hired gun, not as any sort of member. But then ... then ... no, the circumstances by which he was led to permanently tie his fate to the Alliance, thus ensuring that he's on the Imperium's hit list forever, are too ridiculous for him to remember. Go ask the kid about them, he'll be sure and tell you in vivid detail. Lately the Pirate spends most of his time getting very drunk and hoping that dying will hurt less if he's plastered when it happens. Oddly, the thought of betraying the Alliance has never occurred to him.

                            The Dread Space Pirate Bailesu -- PL 9

                            Abilities: STR 1 | STA 2 | AGL 4 | DEX 5 | FGT 8 | INT 1 | AWE 2 | PRE 3
                            Powers: None.
                            Equipment: Blaster Pistol (Ranged Damage 5), Laser Sword (Damage 6, Penetrating 6), Space Suit (Immunity 9 [life support]), The Jolly Vorriger (as Imperium Star Cruiser [Gadget Guide p. 121]).
                            Advantages: All-Out Attack, Assessment, Defensive Roll 3, Equipment 26, Evasion 2, Improved Defense, Improved Disarm, Improved Initiative, Move-by Action, Precise Attack 2 (Ranged/Cover and Concealment), Quick Draw, Ranged Attack 6, Redirect, Set-Up, Ultimate Effort (Deception), Uncanny Dodge, Weapon Bind.
                            Skills: Deception 12 (+15), Expertise: Streetwise 8 (+9), Expertise: Survival 4 (+5), Insight 6 (+8), Intimidation 4 (+7), Perception 8 (+10), Ranged Combat: Blaster Pistol 2 (+7), Sleight of Hand 8 (+13), Stealth 8 (+12), Vehicles 10 (+15).
                            Offense: Initiative +8, Unarmed +8 (Close Damage 1), Laser Sword +8 (Close Damage 6), Blaster Pistol +13 (Ranged Damage 5).
                            Defense: Dodge 12, Parry 10, Fortitude 6, Toughness 6/2, Will 5.
                            Totals: Abilities 52 + Powers 0 + Advantages 51 + Skills 35 + Defenses 17 = 155 points
                            Complications: Addicted to Doing Good--Motivation. Enemy (oh so many). Hedonist. Reputation (crazy pirate).
                            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 -- Freedom Legion! The Guard! Seekers of Fate!

                              Hrolent Duceines
                              (That's "heh-ROLL-int DEW-cay-NEZ")

                              Hrolent Duceines grew up on a nameless, numbered planet orbiting the star Terrestrial astronomers call Canopus, with three great certainties in his life. The first was that he lived on the most boring world in the entire inhabited universe. The second was that he was going to leave this place someday and never look back, and embark on a career of incredible space heroics. And the third, more or less instilled in him by his parents than a personal belief, as such, was that he was never going to tell the cops anything. Not just nothing about what mom and dad were growing in the silo out back, or who came around to buy the stuff, but nothing about nothing.

                              And then, just a little over a year ago, he was out riding around on his cycle to avoid being told to either do chores or study, when he saw a falling star in the middle of the day. His persocomp helped him work out the area where it was going to come down, and he quickly headed in that direction, hoping to find valuable metals that he could sell to get him that ticket off-world. He was genuinely surprised to discover that the "star" turned out to be a disc-shaped space ship that clearly looked like it had been in a fight. Not that he had much time to look at it before a robot snuck up behind him and knocked him out.

                              When he regained consciousness, Hrolent found himself looking up at the most beautiful woman he'd ever seen. He promptly answered all of her questions -- the ones that he understood, anyway -- and found himself offering to deliver a message that she needed to send to an old hermit who lived out in the hills not far from his family's steading. When she smiled at him and told him that the future of the Republic was resting on his shoulders, he definitely believed her.

                              The old hermit turned out to be a "retired" mentat, whom the lady -- a senator! -- was trying to contact in order to convince him to lend his supposedly diminished powers to the cause of the Republic Alliance. The old man claimed that his powers were all but gone and that he'd be more of a hindrance than a help, and that he couldn't help her to get in touch with anyone who could fix her ship, either. At this point in their discussion, Hrolent spoke up and mentioned that his parents knew all sorts of people, some of whom would certainly be able to fix the ship. Seeming somewhat surprised that he was still there, the lady asked him to go take care of that.

                              He headed back to his parents and told them everything, and they in turn sent him into town to contact a certain mechanic they knew. Unfortunately, said mechanic was nowhere to be found, with only his chief laborer, a Cholaxian, in the building. Talking to the Cholaxian -- Hrolent learned a bit of their language as a grammar school elective -- revealed that his boss had received a frantic phone call just before Hrolent arrived, which had sent her running. In the vague hope that the Cholaxian might be able to do the job, the kid took him along when he headed back to the steading ...

                              ... to find an Imperium troop carrier parked in front of the dwelling. Terrified of what might be happening to his parents, Hrolent snuck around back and listened in, and found out that his parents didn't actually practice what they preached about never talking to the cops. At least, not when it came to a bunch of Stellar Imperium cops who didn't care about the drugs and also had a healthy budget for bribes. Horror turned to disgust, and Hrolent fled with the Cholaxian in tow to warn the senator.

                              The senator, her droid and the old mentat decided to flee together in hopes of finding passage on a renegade space ship. Hrolent went along to show them the way, and also to help make up for what had happened. The senator thanked him, and gave him a blaster -- a blaster! -- so that if it came to a fight he'd have something more than his fists. (He didn't have the heart to say that he'd never even seen a blaster outside of the pictures in a graphic before this.)

                              The small band of rebels actually found a captain who was willing to offer them passage, and not just any captain, but the infamous Dread Space Pirate Bailesu his own bad self! Negotiations for the cost of their passage was proceeding quite well, it seemed, when the Imperium's troop ship showed up and started shooting up the taverna. The situation looked incredibly grim, as the old hermit took a blast right in the chest.

                              And then, as the old man's body was flung through the air, time seemed to slow down to a crawl as his head sort of flopped over to gaze in Hrolent's direction. There was a sound like breaking glass in the kid's head. And then he, who'd never used a blaster before that moment, stood up and began returning fire, with deadly precision. Somehow, he'd become a mentat, despite never having shown any aptitude in that area throughout his childhood. Between his own shooting and that of the Dread Space Pirate Bailesu, they were able to shoot their way out and escape on the Jolly Vorriger.

                              Quite suddenly, Hrolent has found himself living his dreams of incredible space heroics, as an important member of Senator Elaynu's cell of the Republic Alliance. There are vanishingly few mentats in the entire Alliance, and he's the only one who has apparently precognitive powers. Which would be great, you know, if not for the fact that his empathic powers are busily telling him that there's almost no one trustworthy in the entire organization of which he's a part, with the principal exception of the literal space pirate who spends his time getting drunk and crying into his liquor.

                              Holy Space Gods! What will become of poor Hrolent?

                              Hrolent Duceines -- PL 8

                              Abilities: STR 1 | STA 2 | AGL 2 | DEX 3 | FGT 4 | INT 0 | AWE 3 | PRE 1
                              Powers: Empathy (Mind Reading 6, Limited to emotions), Predictive Defense (Enhanced Advantages 3 [Defensive Roll; Evasion; Uncanny Dodge]; Enhanced Dodge 8; Enhanced Parry 8), Predictive Offense (Enhanced Advantages 12 [Close Attack 4; Improved Initiative 2; Ranged Attack 6), Predictive Senses (Senses 1 [danger sense]).
                              Equipment: Blaster Pistol (Ranged Damage 5), Zipper Cycle (Size: Medium, STR: 5, Speed: 9 [ground], Toughness: 6, Defense: 10)
                              Advantages: Agile Feint, Beginner's Luck, Close Attack 4, Defensive Attack, Defensive Roll, Equipment 8, Evasion, Improved Defense, Improved Initiative 2, Inspire, Language 1 (Cholaxan), Luck 4 [Fortune], Ranged Attack 6, Uncanny Dodge.
                              Skills: Acrobatics 6 (+8), Athletics 6 (+7), Expertise: Incredible Space Heroics 4 (+4), Intimidation 2 (+3), Perception 6 (+9), Persuasion 6 (+7), Ranged Combat: Blaster 2 (+5), Technology 6 (+6), Vehicles 8 (+11).
                              Offense: Initiative +10/+2 , Unarmed +8/+4 (Close Attack 1), Blaster Pistol +11/+5 (Ranged Damage 5).
                              Defense: Dodge 12/4, Parry 12/4, Fortitude 5, Toughness 4/2, Will 6.
                              Totals: Abilities 32 + Powers 39 + Advantages 12 + Skills 23 + Defenses 8 = 120 points.
                              Complications: Thrills--Motivation. Rogue Mentat.
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                              • Re: Davies' Character Thread: World of Freedom 3.2 -- Freedom Legion! The Guard! Seekers of Fate!

                                Senator Yurusha Elaynu
                                and her robot, Seebeetee-Nayn

                                Up until three years ago, Yurusha Elaynu's concerns were fairly typical of a moderately experienced senator in the Lor Republic. She did what she could to keep a high public profile and an impeccable public image while lining her pockets at every opportunity. Of course, she also took care to look after the interests of her constituents, at least those of them who were rich enough to support her biannual re-election campaigns. It was a dirty business, but she was very good at it, and she had no reason to think it would come to an end any time soon.

                                And then Collapsar devoured Magna-Lor.

                                Elaynu was fortunate enough to be in a completely different star system when that happened, having given her proxy to one of her aides to vote on the issue of the galactic devastation. (She considered the situation to be probably just another Grue scheme, if she gave it any thought at all.) Once the worst had happened, she immediately travelled to Lor-Van to join with other surviving senators and debate what should be done. When a representative from the Star-Khan offered his master's 'assistance', Elaynu argued against accepting the offer in the strongest possible terms. She was out-voted, however, and fled the scene as quickly as possible.

                                Officially, Elaynu's opposition to the Stellar Imperium is founded on firm principles. The assembly that invited the Star-Khan to take the role of Praetor did not have enough senators, or their proxies, present to make such a decision, so the fact that it did so is illegal, and so is anything that resulted from it. The Republic Alliance is not a rebellion, it is the considered response to a rebellion. Unofficially ... immediately after the vote went against her, Elaynu was approached by one of her longtime rivals on the Senate floor, who praised her speech against the Star-Khan's offer ... then smugly told her that if she was that opposed to it, he'd had to vote in favor. "Payback is wonderful, don't you think?" he purred.

                                That asshole is going down. All the people who voted for this atrocity of a government are going down. Elaynu tries to maintain a dignified and distant demeanor, but as she reads the intelligence reports about what the Imperium is actually doing -- introducing chattel slavery, for pity's sake, which is completely different from the debt slavery that already existed because shut up it is -- it is becoming more and more difficult for her to believe that she is just an opportunist opposing a different group of opportunists. The enemy is truly evil ... surely that means that her side must be good? She doesn't want to believe that, it's surely the beginning of madness, but it's getting harder and harder to do.

                                She has risen to become one of the most important leaders of the Alliance, but is aware that she has many enemies within it. Whether they are those who had opposed her in the past but weren't as pathological about it as a certain person, or whether they are now in the pay of enemies of the Republic, doesn't matter much to her. She is accompanied everywhere by a bodyguard robot, Seebeetee-Nayn, even when meeting with members of her own cell. She trusts them as much as she is able, but that's not very much.

                                Further complicating matters is one of the most useful tools that has been added to her arsenal. She'd wanted an expert mentat to make sure that her cell hadn't been infiltrated by the Grue or other galactic factions. What she got was an untrained one who had unfathomably rare gifts that would be incredibly useful, if he could learn to use them in time. Unfortunately, her attempts to help train him to be useful have been interpreted as cynical manipulations, and she can tell that Hrolent no longer trusts her as much as he did when they first met. She wonders if he thinks she's hiding something from him.

                                She hopes not, because she is hiding something from him. When she first laid eyes on him, he seemed strangely familiar. It wasn't until much later, when they escaped back to her base, that she was able to check her suspicions. A DNA test confirmed them. She's not sure how she feels about what she's discovered. How can she tell him about what she did when she was just an intern to another, much older and now deceased senator? How can she tell him that she had to do what she did, nineteen long years ago?

                                How can she say, "Hrolent, I am your mother"?

                                Yurusha Elaynu -- PL 6

                                Abilities: STR 0 | STA 2 | AGL 1 | DEX 2 | FGT 2 | INT 2 | AWE 2 | PRE 4
                                Powers: Translator Earrings (Comprehend 2 [understand and speak all languages]; Removable).
                                Equipment: Concealed Body Armor (Protection 2, Subtle), Consular Shuttlecraft (as Pegasus Spaceplane [Gadget Guide, p. 121]), Customized Blaster Pistol (Ranged Damage 5, Accurate).
                                Advantages: Attractive, Benefit 4 (Millionaire, Senator), Connected, Daze (Deception), Defensive Roll, Equipment 11, Improved Critical (Blaster Pistol), Improved Initiative, Inspire 2, Leadership, Luck (Fortune) 3, Ranged Attack 3, Sidekick 18, Taunt, Teamwork.
                                Skills: Athletics 2 (+2), Deception 8 (+12), Expertise: Civics 12 (+14), Insight 12 (+14), Investigation 6 (+8), Perception 8 (+12), Persuasion 12 (+16), Stealth 4 (+5), Technology 6 (+8), Vehicles 2 (+4).
                                Offense: Initiative +5, Unarmed +2 (Close Damage 0), Blaster Pistol +7 (Ranged Damage 5, Crit 19-20).
                                Defense: Dodge 6, Parry 4, Fortitude 5, Toughness 6/4/2, Will 5.
                                Totals: Abilities 30 + Powers 5 + Advantages 50 + Skills 36 + Defenses 13 = 134 points
                                Complications: Ambition--Motivation. Cynic Growing Into A Believer. Enemy (oh so many). Responsibility (the Alliance).

                                Seebeetee-Nayn -- PL 6

                                Abilities: STR 7 | STA -- | AGL 1 | DEX 3 | FGT 5 | INT 0 | AWE 0 | PRE 0
                                Powers: Armor (Protection 7), Built-in Weapon (Ranged Damage 8), Robot (Immunity 30 [Fortitude])
                                Advantages: Eidetic Memory, Ranged Combat 1.
                                Skills: Expertise: Bodyguard 6 (+6), Perception 6 (+6), Vehicles 4 (+7).
                                Offense: Initiative +1, Unarmed +5 (Close Damage 7), Built-in Weapon +4 (Ranged Damage 8).
                                Defense: Dodge 4, Parry 5, Fortitude Immune, Toughness 7, Will 3.
                                Totals: Abilities 22 + Powers 53 + Advantages 2 + Skills 8 + Defenses 5 = 90.
                                Complications: Programming--Motivation. Property, Not A Person.
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