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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 -- The Republic Alliance!

    Kid Robot (as of June 2016)



    Up until now, it's been suggested that the quest to obtain and use the Progenitor Stones was a largely bloodless affair, with no one on the forces of good suffering death or serious injury. This is only partially true, however. Closer to the fullness of truth is that no one suffered permanent death. And the fact that this has become an option is becoming a concern to certain people.

    During one phase of the quest, several of the heroes were subjected to visions of their dreams fulfilled, and Kid Robot -- or Kevin, as he thinks of himself -- saw himself as a normal boy, having a normal life with his friend Kimmy*. The vision became very strange after a certain point, portraying him as a young man and Kimmy as a young woman, and things happened that Kevin has decided not to think about at the present. In any event, the implication was that he could abandon the quest and have the vision become reality, or continue the quest and possibly never have that opportunity again.

    The visions assailing his teammates were no less confusing to them than Kevin's own, and so it was that he was the first to reject the offer. The situation portrayed in the vision was too vague to be taken seriously, lacking in details that would explain how the situation it depicted came about. Even though it did appeal, the present situation was more important, and Kevin pressed on -- to be rather vindictively blasted by the artifact containing the Precursor Stone, blowing him to pieces.

    Fortunately, the sight of his death rallied the rest of his team, and they were able to overcome the defense system and obtain the stone. His friends sadly gathered his remains and proceeded with the mission. Once it was over, and the Freedom League and Sentinels alliance returned to the Lighthouse, a small army of experts in the field of artificial intelligence, including Andrea Atom, Frederik Zane, and Solo Takeshi, began studying the pieces in hopes of putting them back together again.

    For a wonder, they succeeded. Kid Robot returned to life with no awareness that any time had passed between his loss of consciousness and the restoration of it. And the exact steps required to accomplish this were recorded, so it would seem likely that similar episodes can be recovered from in the future.

    Understandably, Dr. Hallemier, while happy that her son was saved in this way, is concerned that Kevin might start taking more risks now that he knows that he can be repaired from seemingly permanent destruction. Kevin has picked up on this and has tried to reassure Natalie that he's much less likely to do so now that he's experienced 'death'. He can't quite articulate his reasons for feeling this way, as he's aware that they're not very logical-sounding -- since he didn't experience anything between the cessation and restoration of his consciousness, why does he feel afraid of that moment of non-experience?

    The experience has resulted in a few changes to his systems -- the removal of certain limiters, subtle modifications to his force field, and a small but measurable increase in his height. This has led to Natalie and Harry discussing whether to make major upgrades to Kevin's chassis to represent the growth spurt that normal children go through in adolescence. Until now, Kevin preferred to stay out of these discussions as his ideas on how to change himself are more radical than either of his parents realize. But now, when the topic came up, Kevin indicated that he very much does want to be taller.

    Kid Robot -- PL 11

    Abilities: STR 0 | STA -- | AGL 4 | DEX 6 | FGT 2 | INT 4 | AWE 2 | PRE 0
    Powers: Armored Chassis (Protection 4), Artificial Intelligence (Immunity 20 [mental effects]), Can Be Rebuilt (Immortality 10, Technology Check [DC 20] Required), Construct (Immunity 30 [Fortitude Effects]), Force Field (Sustained Impervious Protection 8), Force Flight (Enhanced Strength 4, Limited to lifting, Quirk [only when flying]; Flight 7), Force Generation (Array: Line Area 2 Damage 8, AP: Ranged Damage 11, Accurate 2, AP: Ranged Multattack Damage 7, Accurate 3, AP: Burst Area 2 Damage 8, AP: Deflect 8), Sensors (Senses 7 [extended vision penetrates concealment, extended hearing, radio]), Short (Permanent Shrinking 4, Innate).
    Advantages: Improved Initiative, Power Attack, Ranged Attack
    Skills: Close Combat: Unarmed 4 (+6), Expertise: Science 4 (+8), Intimidation 0 (-2 from Shrinking), Perception 6 (+8), Stealth 2 (+10), Technology 6 (+10).
    Offense: Initiative +8, Unarmed +6 (Close Damage 0), Force Blast +11 (Ranged Damage 11), Force Bolts +13 (Ranged Multiattack Damage 7), Force Drill -- (Line Area Damage 8), Force Burst -- (Burst Area Damage 8).
    Defense: Dodge 10, Parry 10, Fortitude Immune, Toughness 12/4, Will 6
    Totals: Abilities 28 + Powers 135 + Advantages 3 + Skills 11 + Defenses 14 = 191 points
    Complications: Acceptance--Motivation. Enemy. Family. Friend. Naive. Responsibility (student).

    * See Everyone: This is Kevin, by Eytal Bernstein.
    Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

    Comment


    • Re: Davies' Character Thread: World of Freedom 3.2 -- The Republic Alliance!

      Rocky (as of June 2016)



      For Rocky, the biggest revelation of the whole celestial quest business had to his discovery that he has stopped aging -- which he found out when a version of him from five hundred years in the future showed up to collar a time travelling villain who'd attempted to lay claim to one of the stones. The two didn't have time to talk, beyond the other Rocky's warning that he was just from a future that might happen. Honestly, Rocky had been too bewildered by this development to start getting overconfident, but he did appreciate the warning.

      It's definitely making him look at things differently. Rocky is probably the Sentinel most devoted to going out to stop street crime, or possibly he's tied with Dragoneye. Consequently, he notices a lot of the changes that are happening down on the streets, like small businesses closing their doors, new boutique stores opening up and then closing down really quickly, or even just new cracks in the streets that someone's going to have to repair, eventually. And these are the changes that have happened in his neighborhood just in the few short years he's been going out on his missions. How are things going to look next year, a decade from now ... a century from now?

      And even without that, there've been some real changes that he's only now starting to notice. He still gets asked for autographs every time he goes out, but now the focus is much more on 'autograph of a superhero' than 'autograph of a fallen celebrity'. It's so rare for him to get 'knock your block off' jokes these days that he actually found himself laughing the last time someone used that line on him. For good or ill, he's become as beloved a citizen as Princess, and while nobody knows better than Rocky how quickly that kind of fame can turn to notoriety, he's determined to use it as a tool to help people as much as possible, and he uses his image to draw attention to deserving charities.

      That had some interesting reprecussions, recently, when he came under attack by Granite and Pyre of the Factor Four a few weeks ago. Owing to their sneak attack, Granite got in enough good hits on Rocky to leave him on the ropes and looking a lot worse than he actually was. He was almost as surprised as the two villains were when, like something out of the finale of Streets of Fire, a number of the civilians in the area showed up to try and beat the stuffing out of the people who had the nerve to beat up their Rocky! While the distraction allowed him to turn the tables and give Granite a good clobbering, and send Pyre flying off to get picked up by Vortex shortly afterwards, Rocky is now a bit concerned that people could get themselves really hurt 'coming to his rescue'.

      Well, the only solution to that is to keep training so they don't have to do that, and Rocky's mastered quite a few new 'tricks' in the last little while. Maybe folks like Centuria and Thunderbolt are stronger than he is, but he doesn't think any of them have explored just what you can do with simple strength and the toughness it takes to use that strength effectively as much as he has. (Rocky's not aware that he actually duplicates a lot of the stunts that the Human Tank was famous for, seventy years ago, but since he really doesn't know, he's not imitating anybody. One of the Crimson Katanas, on the other hand, is very aware ...)

      Rocky -- PL 11

      Abilities: STR 14 | STA 14 | AGL 2 | DEX -1 | FGT 8 | INT 2 | AWE 2 | PRE 4
      Powers: Makeshift Handholds (Movement 1 [wall-crawling], Limited to surfaces of Toughness 14 or less), Powerful Legs (Leaping 5; Speed 4), Stone Man (Feature 4 [Mass Rank 4]; Immunity 9 [aging, cold, critical hits, disease, heat, poison, pressure, radiation, vacuum]; Sustained Immunity 2 [suffocation], Quirk [limited to approximately 30 minutes at a time]; Impervious Toughness 14), Strength Tricks (Array [Based on Strength Damage]: Sustained Immunity 10 [being moved], AP: Burst Area Damage 11, Limited to targets in contact with the same ground as self, AP: Burst Area Affliction 11 [Resisted by Fortitude; Vulnerable, Prone], Instant Recovery, Limited Degree, Limited to targets in contact with the same ground as self, AP: Progressive Affliction 7 [Resisted by Fortitude; Dazed, Stunned, Incapacitated], Grab-Based, AP: Burst Area Affliction 7 [Resisted by Fortitude; Dazed and Vulnerable, Defenseless and Stunned], Extra Condition, Limited Degree), Super-Strength (Enhanced Strength 1, Only for lifting).
      Advantages: All-out Attack, Benefit 3 (Status: Big in Japan, Status: Former celebrity, Well-off), Connected, Diehard, Great Endurance, Improved Grab, Improved Smash, Interpose, Languages 1 (Japanese), Power Attack, Takedown, Ultimate Effort 2 (Toughness checks, Fortitude checks).
      Skills: Athletics 2 (+16), Expertise: Art 6 (+8), Expertise: Performance 4 (+8), Insight 6 (+8), Intimidation 8 (+12), Perception 6 (+8), Persuasion 6 (+10), Ranged Combat: Throwing 8 (+7), Stealth 4 (+6), Treatment 4 (+6), Vehicles 4 (+3).
      Offense: Initiative +2, Unarmed +8 (Close Damage 14).
      Defense: Dodge 6, Parry 8, Fortitude 16, Toughness 14, Will 6.
      Totals: Abilities 90 + Powers 44 + Advantages 16 + Skills 29 + Defenses 10 = 189 points
      Complications: Responsibility--Motivation. Accident. Enemy (Granite). Fame.

      Author's Note: One key difference between my universe and a typical comic book universe is that the bystanders are generally people worth risking your neck.
      Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

      Comment


      • Re: Davies' Character Thread: World of Freedom 3.2 -- The Sentinels (Revised)!

        Dragoneye (as of June 2016)



        While some of the Sentinels are coping with the idea of their powers continuing to grow, others have had to face the fact that they've plateaued. Dragoneye is one of the latter. As a consequence of this, and the fact that he had no idea whether or not his magic would continue to function outside of Earth's solar system, Dragoneye was given command of the Sentinels' 'earth team' when most of the team departed on the Precursor Stones quest. Between himself, Mongrel, Firepower, Tenfold and Justicar -- aided a bit by Minerva at one point -- the group was able to keep Emerald City's criminal element from realizing that the majority of the Sentinels were gone until they'd actually come back.

        Larry has come to accept that, while his ability to use the Dragon's power might continue to grow, and he might learn new ways to use it, the actual power granted him by the Dragon will probably never increase. This is simply how the Dragon does things, and asking for explanations is like talking to the wind and rain. Then again, considering the madness brought on by Feng-li's acceptance of power from a dragon who does continue to grant more and more power to its medium, Larry has considered that he might actually be lucky.

        He has had several confrontations with Feng-Li, or the Dragon Lady as she calls herself. (He was horrified by her use of such a cliched name that reeks of racist overtones, but given that she chose that over the Resplendent Vulva and Womb of the True Great Dragon, he understands that particular choice.) Often, he's had to get bailed out by his friends, and once by the travelling mage called Zalman, but he has managed to overcome her alone a few times as well. But he has never had any luck in capturing her, and can only take what cold comfort is possible from the fact that she's left the Tong in a shambles, forcing many of its leaders to seek police protection.

        Dragoneye was one of the first mystical allies that Zalman sought out, and they've worked together very well, such as when they joined forces (aided by a young druid named Rhiannon, who volunteered herself as bait) to magically imprison Blackthorn. Zalman urged Dragoneye to consider beginning the quest to become the new Master Mage, but a quick divination revealed that the Dragon did not desire that its medium seek that position. The Dragon is a powerful, neutral force in the conflict between natural law and ephemera, and does not intend to have its servant take a side in that struggle. Assisting those on either side is acceptable, however, and since Larry's own inclinations lead him to support the powers of order, the matter seems resolved. For now.

        Dragoneye -- PL 10

        Abilities: STR 1 | STA 1 | AGL 1 | DEX 3 | FGT 3 | INT 3 | AWE 6 | PRE 4
        Powers: Astral Projection (Array: Remote Sensing 20 [auditory, visual, mental], Dimensional 3, Side Effect [body is defenseless and immobile], AP: Flight 9, Subtle AND Sustained Impervious Protection 11, Subtle 2), Dragoneye Open (Senses 4 [hyper-extended radius mystical awareness]), Dragon Channelling (Array: Ranged Damage 12, AP: Cone Area Affliction 10 [Resisted by Will; Dazed, Stunned, Incapacitated], AP: Auditory Perception Area Affliction 10 [Resisted by Will; Entranced, Compelled, Controlled], AP: Affects Objects Energizing Healing 6, AP: Deflect 8, AP: Moveable Create 8, AP: Nullify Magic 8, Broad, Simultaneous).
        Advantages: Accurate Attack, Fearless, Languages 1 (Mandarin), Ranged Attack 5, Ritualist, Trance.
        Skills: Close Combat: Unarmed 3 (+6), Deception 4 (+8), Expertise: Magic 15 (+18), Expertise: Streetwise 8 (+11), Insight 10 (+16), Intimidation 6 (+10), Perception 8 (+14), Persuasion 8 (+12), Sleight of Hand 4 (+7).
        Offense: Initiative +1, Unarmed +6 (Close Damage 1), Dragon's Breath +8 (Ranged Damage 12), Dragon's Roar -- (Cone Area Will 10), Dragon's Soothing Voice -- (Auditory Perception Area Will 10).
        Defense: Dodge 8, Parry 8, Fortitude 8, Toughness 12/1, Will 12.
        Totals: Abilities 44 + Powers 77 + Advantages 10 + Skills 33 + Defenses 25 = 189 points
        Complications: Responsibility--Motivation. Enemy (Dragon Lady). Power Loss (unable to use Dragon Channeling if unable to speak or move hands).
        Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

        Comment


        • Re: Davies' Character Thread: World of Freedom 3.2 -- The Sentinels (Revised)!

          Ultramarine (as of June 2016)



          The biggest change in Veronica Steeley's life came a few months before the Precursor Stones quest, when she and Victor, supported by a heavy contingent of AEGIS troopers, raided the Trident's Sea-cave after the Rook discovered its location on a different mission. All three members of the Trident were arrested, and, while Trawler has managed to escape captivity and start up new operations in Argentina, Steelhead and Coral Snake remain incarcerated. In the process, a DNA test confirmed that Bradford Steeley shares a set of grandparents with her, making it a near-certainty that he's actually her half-brother.

          That was all secondary, however, to what happened when Coral Snake poisoned Victor during the raid. Ultramarine knocked the serpent woman out with a furious blow in the instant after she bit Victor, but he continued to stiffen into a stone-like state even after Coral Snake was unconscious. Fortunately, AEGIS' medical team had antivenoms that strengthened Victor's already remarkable fortitude enough to fight off the poison's effects before it turned him completely into stone, but it was a very close call. The panic that Veronica felt when she thought her teammate was dying forced her to realize that she wasn't just slightly attracted to him, but actually pretty deeply in love.

          She kept that realization to herself for a while, as Victor was clearly not even aware that Ultramarine was a woman, much less a woman that he'd met in her civilian identity several times. It wasn't until Victor decided to leave the Sentinels in order to join the Freedom League that Veronica finally decided that she'd had enough of this, revealed her true identity to Victor (and all the other Sentinels and much of the Freedom League in the process) and told him how she felt. The ensuing silence was broken by Vortex shouting, "Kiss her, you brilliant fool!" When he was still hesitating, she took the initiative, to crazy applause.

          Victor didn't change his mind about joining the Freedom League, but the two of them are exploring a long-distance relationship. Most of Veronica's other friends have noticed that she's in a much better mood lately, but put it down to the fact that Brad's in jail. Where all this is going, she doesn't know, but she's definitely enjoying the trip.

          With Daedelus' departure, Ultramarine found herself the top powered armor expert on Earth -- for a few months, before the crazy bastard who calls himself the Grundekyzer showed up. Having reluctantly worked with him a few times, she has a fairly good suspicion about his true identity, but has only shared it with Princess, to get her read on the situation. As yet, they've both decided to hold off on going to the Freedom League with their suspicion, since the Grundekyzer is fighting legitimate threats, even if he may or may not be profiting from them as well ...

          Ultramarine -- PL 11

          Abilities: STR 10/0 | STA 9/3 | AGL 2 | DEX 3 | FGT 4 | INT 5 | AWE 2 | PRE 2
          Powers: (All Removable) Armored Exoskeleton (Enhanced Stamina 6; Feature [conceals identity]; Protection 4; Impervious Toughness 6), Battlesuit Arnament (Array: Enhanced Strength 10, AP: Ranged Damage 10, AP: Ranged Cumulative Affliction 6 [Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobilized), Extra Condition, Limited Degree, Accurate 2, AP: Ranged Burst Area Affliction 6 [Resisted by Dodge, Overcome by Fortitude; Dazed and Impaired, Stunned and Disabled], Extra Condition, Limited Degree, AP: Burst Area Concentration Damage 10, Limited to within water), Computer Controls (Enhanced Advantages [Close Attack 4, Ranged Attack 4]; Enhanced Dodge 4; Enhanced Parry 4), Multi-Environmental Turbines (Array: Flight 9, AP: Swimming 9), Sealed Systems (Immunity 9 [cold, disease, heat, poison, pressure, radiation, suffocation, vacuum]; Movement 1 [environmental adaptation--aquatic]), Sensors (Senses 9 [ranged accurate radius ultra-hearing, direction sense, low-light vision, radio, time sense])
          Advantages: Agile Feint, Benefit 3 (Millionaire), Close Attack 4, Improved Aim, Improved Initiative, Improvised Tools, Interpose, Inventor, Language 1 (Lemurian), Ranged Attack 2/6, Teamwork, Tracking.
          Skills: Athletics 4 (+14/+4), Close Combat: Unarmed 4 (+8), Expertise: Navy 1 (+6), Expertise: Science 10 (+15), Expertise: West Coast 6 (+11), Perception 10 (+12), Ranged Combat: Battlesuit Armament 3 (+6), Technology 15 (+20), Treatment 3 (+8), Vehicles 4 (+7).
          Offense: Initiative +6, Unarmed +12 (Close Damage 10), Blue-Green Laser +12 (Ranged Damage 10), Netline +16 (Ranged Affliction 6, Resisted by Dodge), Pulser -- (Ranged Burst Area Affliction 6, Resisted by Dodge), Electrical Charge -- (Burst Area Damage 10).
          Defense: Dodge 9, Parry 9, Fortitude 9/3, Toughness 13/6, Will 9.
          Totals: Abilities 42 + Powers 82 + Advantages 12 + Skills 30 + Defenses 11 = 177 points
          Complications: Responsibility--Motivation. Enemy. Friends. Relationship. Secret Identity.
          Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

          Comment


          • Re: Davies' Character Thread: World of Freedom 3.2 -- The Sentinels (Revised)!

            Xeno (as of June, 2016)



            Out of all the heroes assembled for the Preserver Stones quest, none of them were quite as tempted to join Daedelus in maintaining a watch at the Orrery as Xeno. The idea of studying the further reaches of the galaxy beyond those blighted by the war between the Grue and the Lor was very tempting to both sides of her mind, but Xeno ultimately chose to return to Earth with her fellow Sentinels. If she's doomed to be an alien wherever she may go, she might as well be an alien where part of her still feels at home.

            The loss of two members of her new family shook her pretty badly, and she's very glad that Ultramarine is maintaining ties with Victor. For her part, she's worked quite hard to get back into the Rook's trust after arguing against him during the dispute which led to his departure from the team. Xeno makes sure that he has access to intelligence she thinks he needs for his crusade against Majestic Twenty and some associated organizations, and the Rook has reciprocated by sending some intel back to the Sentinels as well.

            In particular, the Rook has entrusted her with the responsibility of keeping an eye on Justicar, and making sure that he doesn't slide back into vigilantism. Xeno finds this 'responsibility' to be a bit hypocritical, coming from the Rook, but is happy to do it, as she's found she quite likes Cody Reese as a person, and wants him to keep flying right. He and the Kim side of her personality actually have a lot in common, and it has occurred to the Malak side that their encounters could probably be interpreted as 'dates'. She's not sure what she thinks of that.

            Xeno was somewhat surprised to find that her fears about Herald Phineus were completely unfounded, and that the magical girl was kind, gentle and somewhat in over her head, in contrast to the nightmare legends about the Legendary Angels of her peoples' legends. The ones who showed up to kidnap Herald Phineus, on the other hand, matched those legends exactly, and while Xeno is honestly frightened by the possibility of fighting them again, she's decided to support Princess to the very end in this battle.

            Xeno -- PL 11

            Abilities: STR 12 | STA 12 | AGL 2 | DEX 4 | FGT 6 | INT 3 | AWE 2 | PRE 2
            Powers: Flight (Flight 9), Xenobiology (Array: Ranged Damage 8, Accurate 4, AP: Insubstantial 4, AP: Continuous Morph 3 [humanoid forms], AP: Concealment 10), Universal Translator (Comprehend 2 [speak and understand all languages], Removable), Xenoform (Immunity 10 [life support]; Protection 4).
            Advantages: Extraordinary Effort, Improved Initiative, Interpose, Languages 2 (Grue, Japanese, Lorcan, Ruluan), Move-by Action, Power Attack, Second Chance (mind control), Trance.
            Skills: Close Combat: Unarmed 4 (+10), Deception 4 (+6), Expertise: Biology 6 (+8), Intimidation 6 (+8), Investigation 4 (+7), Perception 6 (+8), Ranged Combat: Eyebeams 2 (+6), Technology 10 (+12), Vehicles 2 (+6).
            Offense: Initiative +6, Unarmed +10 (Close Damage 12), Eyebeams +14 (Ranged Damage 8).
            Defense: Dodge 6, Parry 6, Fortitude 12, Toughness 16, Will 9.
            Totals: Abilities 86 + Powers 60 + Advantages 9 + Skills 22 + Defense 11=188 points
            Complications: Responsibility--Motivation. Enemy (Majestic Twenty). Family. Prejudice (obvious alien). Relationship. Secret Identity.
            Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

            Comment


            • Re: Davies' Character Thread: World of Freedom 3.2 -- The Sentinels (Revised)!

              Mongrel(as of June, 2016)



              On the advice of his adopted tribe's spiritual leader, or Theurge, Mongrel remained on Earth during the Precursor Stones quest. He wasn't happy about this, and would have preferred to help out the team, but the Theurge has never yet steered him wrong when it comes to the mystical and physical limitations of his new existence, and she indicated that he might as well be committing suicide if he tried to leave something she called the Tellurian, which he understands as representing Earth. While Michael still prefers to believe that he's just caught some sort of mutating disease, he's seen too much in the past few years to question that there's some decidedly non-biological aspects to his condition.

              For example, he's noticed that his wounds are healing even faster than they did when he first began changing, and suspects that it might have something to do with the way he's been accepted by the other werewolves. He's even hunted along side them -- deer, not humans -- and feasted with them. Many of them still regard him as an overgrown cub who needs to have the simplest things explained to him, over and over again, but the more canny members of the pack see that he has skills and understanding that they lack, and may desperately need in the nights to come. The greatest frustration in his life is the fact that every time he's sat down to try and learn their language, it rolls off his brain like melting Jello.

              Since his encounter with Gary Freshkills was the first time in living memory any of the werewolf tribe had used the 'gift' they call Honoring the Slayer -- which is supposed to bestow werewolf status on a human who manages to kill a werewolf -- there's a lot that even they don't know about how the gift is supposed to work. The possibility that Gary made a mistake in using the gift -- as he certainly made in targeting it! -- has been discussed. The possibility that they might have to seek out counsel from some of the tribes who live further inland has been raised in counsel a few times, only to be shot down each time. "This is our people's business, not anyone else's," argue those who speak against it.

              Mongrel suspects that sooner or later he's going to have to seek out some counsel, regardless what the people think, but for now, he's waiting and hoping that his new people will figure out what they want to do with him before he has to take steps on his own.

              Mongrel -- PL 10

              Abilities: STR 5/1 | STA 6/2 | AGL 7/1 | DEX 4/1 | FGT 7/1 | INT 2 | AWE 5/2 | PRE 4/0
              Powers: Bestial Form (Activation [Move Action]), Animalistic Senses (Enhanced Skill 2 (Perception 4); Senses 4 [acute scent, danger sense, extended hearing, infravision, tracking), Beastlike (Enhanced Agility 6; Enhanced Awareness 3; Enhanced Dexterity 3; Enhanced Fighting 6; Enhanced Presence 4; Enhanced Stamina 4; Enhanced Strength 4), Claws (Enhanced Advantage 1 [Improved Critical [unarmed]); Movement 1 [wall-crawling]), Instincts (Enhanced Advantages 9 [Chokehold, Evasion, Improved Initiative, Instant Up, Move-by Action, Power Attack, Precise Attack (Close; Concealment), Takedown, Uncanny Dodge]; Enhanced Dodge 7; Enhanced Fortitude 6; Enhanced Parry 7; Enhanced Skills 10 [Acrobatics 7, Athletics 5, Close Combat: Unarmed 6, Stealth 2]), Pounce (Leaping 2; Speed 3), Quick Recovery (Regeneration 10).
              Advantages: Agile Feint, Animal Empathy, Chokehold, Contacts, Diehard, Evasion, Improved Critical (Unarmed), Improved Initiative, Instant Up, Move-by Action, Power Attack, Precise Attack (Close; Concealment), Takedown, Uncanny Dodge.
              Skills: Acrobatics 2 (+16), Athletics 4 (+14), Close Combat: Unarmed 2 (+15), Expertise: Paramedic 4 (+6), Expertise: Streetwise 3 (+5), Expertise: Werewolf Lore 4 (+6), Intimidation 4 (+8), Investigation 1 (+3), Perception 3 (+12), Persuasion 4 (+8), Stealth 5 (+14), Treatment 4 (+6), Vehicles 6 (+10).
              Offense: Initiative +11, Unarmed +15 (Close Damage 5, Critical 19-20)
              Defense: Dodge 14, Parry 14, Fortitude 12, Toughness 6, Will 7
              Totals: Abilities 20 + Skills 23 + Advantages 4 + Powers 123 + Defenses 2 = 172 points
              Complications: Responsibility--Motivation. Involuntary Transformation. Power Loss (Regeneration doesn't work against silver weapons). Secret Identity.
              Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

              Comment


              • Re: Davies' Character Thread: World of Freedom 3.2 -- The Sentinels (Revised)!

                Vortex (as of June 2016)



                If you'd asked Vortex if he thought that he'd ever be one of the senior members of the Sentinels, looked to by others for leadership, he'd have laughed at you. And yet somehow that's happened. Princess frequently puts him in charge of whichever sub-team of the group she's not leading personally, and while that's mostly because he's their best escape ticket if things turn hairy, it's not only because of that. He's also developed the instincts to know when to punch that escape ticket, and when not to do so as well.

                If nothing else, he demonstrates his qualities as a crimefighter by the scope of his enemies. While he still needs help from the rest of the team when Professor Zed shows up, he was able to single-handedly overcome Cerebrus Rex the last time they fought -- though that was with a lot of luck, and a good deal of carelessness on the dinosaur's part. Upon defeating him, Vortex returned Cerebrus Rex to his own timeline and had a short adventure there, assisting a nation of Simians in the process.

                These adventures on other worlds are becoming a thing for him. Vortex has learned he's visited as many parallel worlds and strange dimensions in the few years he's been active as the Atom Family has in their entire decades-long history, with his accounts comprising roughly a third of the entries in the Freedom League's Multiversal Database. The fact that he's one of the few superheroes with dimensional travel powers has often resulted in him being contacted by other heroes and used as a dimensional traveling courier, something he's not all that thrilled about, but endures nonetheless.

                By now, the fact that he got his start as a burglar has been all but forgotten by most people. It hasn't been forgotten by the law, however, and so Vortex found himself 'volunteered' to assist in the creation of a version of Freedom City's notorious Project Freedom in Emerald City, giving advice and guidance to paroled supercriminals, and sometimes leading them in clean-up duties. Honestly, he's ridiculously ill-suited to this sort of thing, and would love to push it off onto someone else, but nobody on the team seems appropriate, now that Victor has left.

                Vortex -- PL 11

                Abilities: STR 0 | STA 3 | AGL 3 | DEX 4 | FGT 2 | INT 2 | AWE 2 | PRE 1
                Powers: Cosmic Awareness (Senses 8 [acute hyper-extended 3 dimensional awareness]), Quick Change (Feature [quick change]), Shunting Field (Linked Enhanced Dodge 11 and Enhanced Parry 11 and Sustained Protection 3), Summoning Vortices (Array: Ranged Damage 14, Variable Descriptor [any environmental], AP: Cone Area Damage 11, Variable Descriptor [any environment], AP: Linked Close Range Cone Area Move Object 7, Limited Direction (away from source) and Sustained Cone Area Cumulative Affliction 7 [Resisted by Fortitude; Hindered, Prone], Instant Recovery, Limited Degree), Travel Vortices (Array: Accurate Teleport 11, Change Direction, Increased Mass 2, AP: Accurate Extended Only Teleport 11, Change Direction, Increased Mass 2, AP: Accurate Portal Teleport 11, Change Direction, Distracting, Tiring, AP: Movement 3 [dimensional travel (any)], Increased Mass 2), Vortex Platform (Array: Flight 3, Platform, AP: Indirect 3 on Strength Damage).
                Advantages: Accurate Attack, Evasion, Luck 4, Power Attack, Ranged Attack 4, Redirect, Taunt, Ultimate Effort (Dodge checks).
                Skills: Close Combat: Unarmed 4 (+6), Deception 8 (+8), Expertise: Musician 2 (+4), Expertise: Student 2 (+4), Expertise: The Multiverse 4 (+6), Perception 8 (+10), Persuasion 6 (+6), Stealth 6 (+9)
                Offense: Initiative +3, Unarmed +6 (Close Damage 0, Indirect 3), Projection Vortex +8 (Ranged Damage 14), Wide-Angel Vortex -- (Cone Area Damage 11).
                Defense: Dodge 16/5, Parry 14/3, Fortitude 8, Toughness 6/3, Will 8.
                Totals: Abilities 34 + Powers 108 + Advantages 14 + Skills 20 + Defense 14 = 190 points
                Complications: Thrills--Motivation. Enemy (Professor Zed, Cerebrus Rex). Responsibility (Project Freedom). Secret Identity.
                Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                Comment


                • Re: Davies' Character Thread: World of Freedom 3.2 -- The Sentinels (Revised)!

                  Justicar



                  Before the Silver Storm, Cody Reese was employed in the ECPD forensics lab. An excellent crime scene analyst, he was shy, introverted and just a bit too impressed with his own intelligence. He was also becoming increasingly frustrated at the way that his analysis of crime scenes and discovery of airtight evidence kept being used to pressure criminals into accepting plea deals rather than for convictions, not to mention the way that he was accused of being naive when he complained about the subject.

                  The Silver Storm turned his body into that of a muscleman and gave him the ability to make people fear him with a thought. It also affected his brain, but not enough to make him run wild like other victims of the incident did. Instead, he began spending his nights as the Justicar, a gunslinging vigilante with a gothic motif, and pursued those criminals whom he believed had escaped their punishment. His activities soon attracted the attention of the Rook, who prevented him from killing any of his targets during his first few months of activities, though the Justicar always escaped capture.

                  In September of 2012, however, the Justicar was one of several stormers placed under the direct control of Tellax for an assault on the Sentinels and MarsTech. Horrified at having been forced to attack the innocent and fellow crimefighters (as he saw the Sentinels) he surrendered to the authorities as soon as the control was lifted, and went to jail. The Rook continued to take an interest in his case, and persuaded the police to place the Justicar in his own custody.

                  Forced in the most direct way possible to realize that even "good" people could do "bad" things, Cody Reese's black and white worldview was badly damaged. It received further shocks as the Rook revealed to him that at least one of the people he'd tried to murder because of the way they'd "gotten away with it" had had all that "airtight evidence" against them because they'd been framed, and rather effectively, by one of the numerous secret agencies and conspiracies active in Emerald City. "'No-nonsense' solutions like yours ignore the fact that the world is full of nonsense!" the Rook told him.

                  Despite that, the Rook was also unable to deny that the Justicar had been a very effective operator, and that he could become a genuinely useful ally in the Sentinels' activities. He took Cody under his wing, outfitted him with AEGIS-issued blasters (theoretically less lethal weapons than the Desert Eagles he'd been using up until this point) and gave him some personal training. Following the example of Vortex, the Justicar became a probationary member of the Sentinels early in 2014, and has remained with the team ever since. He also left the ECPD forensics lab and went to work for a private forensic firm.

                  The Justicar was tempted to quit after the dispute that led to the Rook leaving, as he agreed with his friend and mentor completely, but the Rook urged him to remain and continue to stand for what they both believed in. The entire sordid affair is bringing his old tendencies to the fore, though, and it's very possible that he's going to do something he regrets before too long. His relationship with Kim Kamada is providing a lot of stress relief, however.

                  Justicar -- PL 10

                  Abilities: STR 8 | STA 4 | AGL 3 | DEX 4 | FGT 9 | | INT 2 | AWE 4 | PRE 3
                  Powers: Aura of Fear (Selective Cone Area Affliction 9 [Resisted by Will; Impaired, Immobile, Incapacitated]).
                  Equipment: Bulletproof Vest (Protection 4), Urban Camoflage, Smartphone, Gas Mask, Handcuffs, Two Blaster Pistols (Ranged Damage 5), Multitool, Night Vision Goggles, Toolkit, Justi-car (Size: L, Strength: 5, Speed: 6 (ground), Defense: 8, Toughness: 8, Features: Alarm 3, Commlink, Toolkit).
                  Advantages: Close Attack 3, Daze (Intimidation), Defensive Roll, Equipment 8, Fascinate (Intimidation), Fearless, Hide in Plain Sight, Improved Aim, Improved Initiative, Quick Draw, Ranged Attack 5, Takedown, Well-Informed.
                  Skills: Acrobatics 7 (+10), Athletics 2 (+10), Deception 3 (+6), Expertise: Criminology 6 (+8), Insight 2 (+6), Intimidation 7 (+10), Investigation 10 (+12), Perception 6 (+10), Persuasion 7 (+10), Ranged Combat: Guns 3 (+7), Stealth 5 (+8), Technology 6 (+8), Vehicles 2 (+6).
                  Offense: Initiative +7, Unarmed +12 (Close Damage 8), Blaster Pistol +12 (Ranged Damage 5), Aura of Fear -- (Cone Area Will 9).
                  Defense: Dodge 9, Parry 9, Fortitude 7, Toughness 10/8/4, Will 8.
                  Totals: Abilities 70 + Powers 27 + Advantages 26 + Skills 33 + Defenses 13 = 169 points
                  Complications: Justice--Motivation. Reputation (dangerous ex-vigilante). Unreasonable.
                  Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                  Comment


                  • Re: Davies' Character Thread: World of Freedom 3.2 -- The Sentinels (Revised)!

                    Tenfold



                    Eddie DeCamp was yet another perfectly normal soul -- a university freshman studying music at ECU -- who was transformed by the Silver Storm. He became roughly ten times stronger, faster, tougher and (maybe) smarter than the average human. Now, while that's not all that impressive in a world where there are people who are much stronger, faster, tougher or smarter than even that, his combination of abilities -- and the fact that their acquisition didn't drive him into a frenzy -- marked him out as a bit more than the norm.

                    Naturally, given these talents, Eddie's desire was to make sure everyone knew how great he was. To his credit, he did understand the distinction between notoriety and fame, and wanted to become famous as a hero, not a villain. He'd only gotten as far as designing a costume when his mind was taken over by the Commander and he was used to attack Redshift Energies. He recovered after a day, but the fact that the first footage of him was going to be of his criminal enterprises was a serious blow to his plans for an action figure deal.

                    Eddie had an image problem. On the other hand, stormers in general had an image problem. Come to think of it, those who fought stormers had an image problem they didn't even know about yet. He waited until things had settled down from the whole alien robot trying to transform the world business, and then approached the Sentinels about joining. They politely turned him down, and he smiled and told them that he'd wait until they changed their minds. The very next day the first "Sentinels call stormers a menace to society" headline was on the news.

                    The debate over how (and if) the team should answer the criticism that they were too harsh on stormers lasted almost a full year. All the while, Tenfold kept right on fighting crime, showing up at the oddest times to help individual members of the Sentinels whenever there were a lot of media attention on them, wearing an Allegria-designed costume and looking good for the cameras. Finally, it was decided to offer him membership on the team, which was -- of course -- announced at a press conference.

                    Ever since, Tenfold has been working away to raise the Sentinels' media profile as well as his own. Sometimes these clever little schemes have had unexpected dividends, such as the time that he invited Bay City's Champions up to Emerald City so that the two teams could work together, with him busily sabotaging the Champions. His underhanded efforts came to naught, but the other members of the two teams formed a good working relationship, and nobody else realized what he was up to. (Or at least didn't say anything.) Other times, such as when the team almost found out what it looks like when Princess loses her temper after she found out that the rumors about her and Tenfold having wild sex in Cabo came from none other than the man himself, have come close to seeing him kicked out of the group.

                    Currently, Tenfold's efforts to keep the team's absence from Earth from the public has ensured that his most recent errors of judgement are being overlooked. It's something of a shame that he's so focused on fame, really, because he's also surprisingly loyal. Whenever the 'Sentinels Scramble!' call goes out, he's always one of the first to arrive, and never sends his apologies because he's got something else going on. On the other hand, it's been noted that his life is kind of empty other than his drive for fame and membership in the Sentinels, so he really doesn't have anything else going on.

                    Tenfold -- PL 10

                    Abilities: STR 5/1 | STA 6/2 | AGL 5/1 | DEX 6/2 | FGT 8/4 | INT 5/1 | AWE 5/1 | PRE 6/2
                    Powers: Strength of Ten (Enhanced Strength 4; Leaping 4), Tenfold Endurance (Enhanced Advantages 3 [Diehard, Extraordinary Effort, Great Endurance]; Enhanced Stamina 4; Impervious Fortitude 6), Tenfold Mind (Enhanced Advantages 5 [Beginnerís Luck, Eidetic Memory, Improvised Weapon, Jack-of-all-trades, Throwing Mastery]; Enhanced Awareness 4; Enhanced Intellect 4; Enhanced Presence 4; Impervious Will 8), Tenfold Senses (Senses 4 [acute olfactory, low-light Vision, tracking, ultra-hearing]), Ten Times As Fast (Enhanced Advantages 7 [Evasion, Improved Initiative 4, Takedown, Uncanny Dodge]; Enhanced Agility 4; Enhanced Dexterity 4; Enhanced Fighting 4; Quickness 4; Speed 4).
                    Advantages: Attractive, Beginnerís Luck, Close Attack 2, Defensive Attack, Defensive Roll, Diehard, Extraordinary Effort, Eidetic Memory, Evasion, Great Endurance, Improved Initiative 4, Improvised Weapon, Jack-of-all-trades, Power Attack, Ranged Attack 2, Takedown, Teamwork, Throwing Mastery, Uncanny Dodge.
                    Skills: Acrobatics 4 (+9), Athletics 4 (+9), Close Combat: Unarmed 4 (+12), Deception 4 (+10), Expertise: Music 3 (+8), Insight 4 (+9), Intimidation 4 (+10), Investigation 2 (+7), Perception 4 (+9), Persuasion 4 (+10), Ranged Combat: Throwing 4 (+10), Sleight of Hand 2 (+8), Stealth 4 (+9), Vehicles 3 (+9).
                    Offense: Initiative +21, Unarmed +14 (Close Damage 5).
                    Defense: Dodge 12/8, Parry 12/8, Fortitude 10/6, Toughness 8/6/4/2, Will 10/6.
                    Totals: Abilities 28 + Powers 109 + Advantages 10 + Skills 25 + Defenses 20 = 192 points
                    Complications: Fame--Motivation. Fear (losing powers).
                    Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                    Comment


                    • Re: Davies' Character Thread: World of Freedom 3.2 -- The Sentinels (Revised)!

                      Firepower



                      On the one hand, Nathan Collins feels like he has come a long way since the day he first arrived in Freedom City to attend Claremont Academy. After all, he was part of the Precursor Stones quest! And yet he still feels like he's easily overlooked. It's almost like some writer somewhere had introduced him as a member of his current team and then had absolutely no idea what to do with him afterwards ...

                      Actually, it's exactly like that. Cripes this guy is boring.

                      Firepower -- PL 11

                      Abilities: STR 0 | STA 2 | AGL 4 | DEX 5 | FGT 6 | INT 2 | AWE 1 | PRE 1
                      Powers: Fire Generation (Array: Ranged Damage 13, AP: Ranged Burst Area Damage 8, AP: Perception Area Cumulative Affliction 8 [Resisted by Dodge, Overcome by Fortitude; Impaired, Disabled, Unaware], Limited to Visual Senses, AP: Ranged Selective Shapeable Area 2 Damage 5, Concentration Duration), Flame Aura (Selective Reaction Damage 6), Firey Flight (Array: Flight 7, AP: Burrowing 11), Force Field (Sustained Impervious Protection 9), Temperature Resistant (Immunity 10 [fire effects]).
                      Advantages: Accurate Attack, All-out Attack, Improved Initiative, Power Attack, Taunt.
                      Skills: Acrobatics 6 (+10), Deception 8 (+9), Expertise: Science 6 (+8), Insight 6 (+7), Perception 6 (+7), Ranged Combat: Fire Generation 4 (+9), Vehicles 4 (+9).
                      Offense: Initiative +8, Unarmed +6 (Close Damage 0, Reaction Damage 6), Fire Blast +9 (Ranged Damage 13), Fireball -- (Ranged Burst Area Damage 8), Fire Flare -- (Perception Area Affliction 8, Resisted by Dodge).
                      Defense: Dodge 11, Parry 6, Fortitude 6, Toughness 11/2, Will 8.
                      Totals: Abilities 42 + Powers 97 + Skills 20 + Advantages 5 + Defenses 17 = 181 points
                      Complications: Responsibility--Motivation. Power Loss (water or lack of oxygen for Fire Generation and Firey Flight). Secret Identity.
                      Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                      Comment


                      • Re: Davies' Character Thread: World of Freedom 3.2 -- The Sentinels (Revised)!

                        The Rook



                        Officially, the Rook departed from the Sentinels as a result of an amicable mutual decision that his talents were best used elsewhere. The amicable mutual decision actually consisted of him screaming "I quit! I quit your stupid team! Now let me at that refugee from a mad scientist convention!" while Princess tried to calm him down and stop him from punching Victor again, in the wake of the decision to use the Preserver Stones to exile Collapsar from this reality instead of simply destroying the star-snuffing monster, as the Rook would have preferred. The trip back to Earth was a rather frosty one, in many respects.

                        In reality, though, the seeds of the Rook's departure were sewn when he and Daedelus had a rather long talk during the quest for the stones, about the activities of Majestic Twenty and GENOCIDE, two conspiracies that the Rook had spent a great deal of time trying to extirpate. While Daedelus agreed that they were a threat, he pointed out that the alien hunters and anti-super-activists were actually just small facets of a much larger conspiracy. He revealed the existence of the Labyrinth to the Rook, explaining how most agencies such as SHADOW and VIPER were dependant on the Labyrinth for financial support.

                        On returning to Earth, the Rook discovered that his own family fortune was tied to the Labyrinth, as his parents had worked for many of its front companies and he'd sold his interest in the search engine he'd developed to yet another one! Daedelus had expressed a belief that the Labyrinth might be too entrenched in the Western financial system to be destroyed without causing massive economic chaos, and the Rook was seeing evidence that this terribly pessimistic view of matters might be correct. But that just made him even more determined to destroy this conspiracy against all that was good and true in the world, and so the Rook became the enemy of the Labyrinth.

                        While obsessed, the Rook is not unreasonable, and he knows that he cannot achieve his goals without assistance. As such, he has decided to recruit some back-up now that he can no longer rely on the Sentinels for assistance. (At least, that's how he sees things.) His first aide de camp is Anton Ramsey, a former AEGIS Active Response Team member who was discharged for striking a superior officer. (The superior officer had been sexually harassing another member of the team.)

                        The Rook hired Ramsey as a bodyguard for his secret identity and proceeded to test his loyalty in various ways for several months, before revealing his secret and inviting Ramsey to work alongside him. Ramsey believes that his employer is not quite sane, but respects his conviction and will go to the wall for him nonetheless. He uses the alias Stotan, after a training program he took part in during his high school years. Generally, when he takes the field it's with the purpose of extricating the Rook from whatever situation his employer has gotten himself into, and he doesn't engage in independent crime-fighting.

                        The Rook has also upgraded his arsenal, using AEGIS-style armorweave as the basis of his costume instead of spandex and leather. He maintains ties with Maximilian Mars, who's shared his knowledge of another conspiracy, known as the Initiative. Neither of them is certain how this organization ties into the larger picture of the Labyrinth, and the Rook increasingly suspects that it might be independent of it, and a potential threat that he might leverage against the older conspiracy. Just what he's going to have to do to bring about the end of these predators sometimes keeps him from sleeping easily, no matter how weary his battles leave him ...

                        The Rook -- PL 12

                        Abilities: STR 3 | STA 3 | AGL 5 | DEX 5 | FGT 8 | INT 6 | AWE 3 | PRE 3
                        Powers: Armored Costume (Impervious Protection 2, Subtle; Removable), Cowl (Senses 3 [extended vision, low-light vision, radio]; Removable), Wings of the Rook (Flight 5, Subtle, Wings; Movement 1 [safe fall]; Removable)
                        Equipment: Arsenal (Array: Ranged Affliction 6 [Resisted by Fortitude; Dazed, Stunned, Incapacitated], AP: Ranged Cumulative Burst Area Affliction 4 [Resisted by Fortitude; Impaired, Disabled, Unaware], Limited to Vision, AP: Ranged Burst Area Damage 4, AP: Strength-based Damage 2, Reach 1, AP: Strength-based Ranged Damage 2), Flashlight, Mini-Tracers, Headquarters (Size: Large; Toughness: 10; Features: Communications, Computer, Concealed, Gym, Infirmary, Laboratory, Library, Living Space, Power System, Security System 3, Workshop).
                        Advantages: Benefit 4 (Multi-millionaire), Close Attack 7, Defensive Roll 3, Equipment 8, Improved Initiative 2, Inventor, Jack-of-all-trades, Move-by Action, Power Attack, Quick Draw, Ranged Attack 3, Sidekick 15, Well-informed.
                        Skills: Acrobatics 7 (+12), Athletics 7 (+10), Deception 6 (+9), Insight 8 (+11), Intimidation 9 (+12), Investigation 8 (+14), Perception 8 (+11), Ranged Combat: Throwing 8 (+13), Stealth 9 (+14), Technology 8 (+14), Treatment 3 (+8), Vehicles 3 (+8).
                        Offense: Initiative +13, Unarmed +15 (Close Damage 3), Battle Staff +15 (Close Damage 5, Reach 1), Throwing Talons +16 (Ranged Damage 5), Taser Talons +16 (Ranged Fortitude 6).
                        Defense: Dodge 15, Parry 15, Fortitude 8, Toughness 9/7/3, Will 12.
                        Totals: Abilities 72 + Powers 10 + Advantages 48 + Skills 42 + Defenses 31 = 203 points
                        Complications: Justice--Motivation. Obsession (conspiracies). Secret Identity.

                        Stotan -- PL 5

                        Abilities: STR 2 | STA 2 | AGL 2 | DEX 1 | FGT 5 | INT 1 | AWE 1 | PRE 1
                        Equipment: Armorweave Suit (Impervious Protection 2, Subtle), Collapsable Baton (Strength-based Damage 1, Feature [Collapsable]), Grav-Bike (Size: Medium; Strength: 4; Speed: 5 [air]; Defense 11; Toughness 9; Features: Alarm 3, Loudspeakers and Spotlights, Navigation System 3, Remote Control, Senses 3 [direction sense, radio, time sense]).
                        Advantages: Assessment, Close Attack 2, Equipment 8, Teamwork.
                        Skills: Athletics 5 (+7), Deception 4 (+5), Expertise: AEGIS Agent 4 (+5), Expertise: Tactics 4 (+5), Insight 4 (+5), Intimidation 4 (+5), Investigation 2 (+3), Perception 4 (+5), Persuasion 2 (+3), Ranged Combat: Guns 4 (+5), Technology 3 (+4), Vehicles 4 (+5).
                        Offense: Initiative +2, Unarmed +7 (Close Damage 2), Baton +7 (Close Damage 3).
                        Defense: Dodge 6, Parry 6, Fortitude 5, Toughness 4, Will 4.
                        Totals: Abilities 30 + Advantages 12 + Skills 22 + Defenses 11 = 75 points
                        Complications: Justice--Motivation. Responsibility (protect Jack Cooper).
                        Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                        Comment


                        • Re: Davies' Character Thread: World of Freedom 3.2 -- The Sentinels (Revised)!

                          Victor



                          In the end, it came down to a vote. Some of them, like most of the Star Raiders and the Rook, voted to use the Stones power to destroy Collapsar once and for all. Some of them, like Daedelus, abstained. But it was clear by the time that the vote rolled around to Victor that the majority of those present were in favor of just exiling Collapsar and its herald to another reality. So when they asked him what he chose, it was in the way of just observing the formalities.

                          And he said, "I vote for exile. Not that it matters, since I set that in motion as soon as we started talking about it."

                          The Rook expressed his displeasure with this revelation rather directly, and the rest of the Sentinels weren't all that happy with him either. For his part, Victor believes that this was the great threat he was shown by the Sands of Time, and believed that there was a good chance that whoever actually gave the command to the Preserver Stones would have to make a personal sacrifice -- likely their own life -- in exchange for it to function correctly. He was wrong in general, but right in that he did end up sacrificing the trust of most of his team.

                          Afterwards, however, Johnny Rocket spoke to him on the flight back to the Solar System. While Johnny also disagreed with what he'd done, even after Victor explained his reasoning, the chairperson of the Freedom League also recognized that his team needed someone who could act that decisively when necessary, and someone who could serve as an extremely effective field commander. Stunned to be offered membership in the Freedom League's core team at all, let alone under these circumstances, Victor agreed.

                          So Victor has relocated from Emerald City to Freedom City, operating out of a set of offices in Pyramid Plaza. He's also discovered that he's the beneficiary of much of the accumulated wealth of the now-dissolved Vanguard, as well as a collection of technological and mystical artifacts whose uses he's still exploring. (Another chunk of the above went to Sebastian Gregory, aka Savant, whom Victor has recently met for the first time.)

                          Studying this development, and learning about the tactical applications of the various members of the Freedom League, has consumed most of Victor's time over the past half of a year, but he has managed to get in a bit of crimefighting as well. There's also the relationship he seems to have stumbled into. He'd been aware of his own attraction to Ultramarine for quite some time, but believed that it was one-sided and unlikely to be reciprocated, especially after his actions at the Orrery. Learning that it was, and that Ultramarine was female, were both quite serious shocks to his worldview ...

                          Victor -- PL 10

                          Abilities: STR 5 | STA 5 | AGL 5 | DEX 5 | FGT 10 | INT 2 | AWE 3 | PRE 3
                          Powers: Blaster Pistol (Array: Ranged Damage 5, Accurate, AP: Ranged Damage 5, Alternate Resistance (Will), Limited to targets with a nervous system, Accurate, AP: Ranged Affliction 5 (Resisted by Fortitude; Dazed and Vulnerable, Stunned and Defenseless), Extra Condition, Limited Degree, Accurate, AP: Nullify Stormer Powers 5, Simultaneous, Accurate; Easily Removable), Gadgets (Variable 4 [devices and equipment], Slow), Physical Training (Leaping 2; Movement 3 [sure-footed 2, swinging]; Movement 1 [safe fall], Limited to when near a surface; Speed 1).
                          Advantages: All-Out Attack, Assessment, Benefit 4 (Multi-millionaire), Connected, Daze (Deception), Defensive Attack, Defensive Roll, Improved Defense, Improved Initiative 2, Inspire 5, Jack-of-all-trades, Languages 3, Leadership, Quick Draw, Ranged Attack 5, Set-Up 2, Teamwork, Uncanny Dodge.
                          Skills: Acrobatics 7 (+12), Athletics 7 (+12), Close Combat: Unarmed 5 (+15), Deception 10 (+13), Expertise: Secret History 6 (+8), Insight 11 (+14), Perception 11 (+14), Persuasion 8 (+11), Ranged Combat: Blaster Pistol 3 (+8), Stealth 9 (+11), Technology 7 (+9).
                          Offense: Initiative +13, Unarmed +15 (Close Damage 5), Blaster Shot +15 (Ranged Damage 5), Neuro Shot +15 (Ranged Damage 5, Resisted by Will), Stunner +15 (Ranged Fortitude 5), Disabler +15 (Ranged Nullify 5).
                          Defense: Dodge 13, Parry 13, Fortitude 9, Toughness 7/5, Will 9.
                          Totals: Abilities 76 + Powers 46 + Advantages 33 + Skills 42 + Defenses 21 = 218 points
                          Complications: Responsibility--Motivation. Fame. Honor. Outsider. Relationship.
                          Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                          Comment


                          • Re: Davies' Character Thread: World of Freedom 3.2 -- The Sentinels (Revised)!

                            Re: The Rook searching for suitable allies against the influence of the Labyrinth-in my mental canon, the Van Meters (from Rogues Gallery and an upcoming GR release) are distinctly NOT in cahoots with Taurus' network, but ARE aware of them. The very wealthy and politically connected clan nearly all have super-powers, including many with telepathy and/or clairvoyance (due to a three-generations ago intermarriage with Far-Sider royal exiles). Of course, one stands in opposition to the Labyrinth, trusting anyone from that point on can become nigh impossible. Of course, most use their special abilities to give the family utterly unfair advantages in all aspects of life, which Rook would frown upon mightily.

                            Of course, since you incorporate a lot of Champions material, both Factor 7 and/or the Futurists might stand with the Rook against Taurus and his minions, though all are on the wrong side of the law, and even veer into outright misguided true believer villainy.

                            Really solid work on further developing the Sentinels, my compliments!

                            Comment


                            • Re: Davies' Character Thread: World of Freedom 3.2 -- The Sentinels (Revised)!

                              Originally posted by greycrusader View Post
                              Re: The Rook searching for suitable allies against the influence of the Labyrinth-in my mental canon, the Van Meters (from Rogues Gallery and an upcoming GR release) are distinctly NOT in cahoots with Taurus' network, but ARE aware of them. The very wealthy and politically connected clan nearly all have super-powers, including many with telepathy and/or clairvoyance (due to a three-generations ago intermarriage with Far-Sider royal exiles). Of course, one stands in opposition to the Labyrinth, trusting anyone from that point on can become nigh impossible. Of course, most use their special abilities to give the family utterly unfair advantages in all aspects of life, which Rook would frown upon mightily.
                              He would probably view such a clandestine association as a lesser evil that could potentially be allies, and is prepared to become very grey in order to achieve his goals. Now I'm really looking forward to that release, you tease.
                              Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                              Comment


                              • Re: Davies' Character Thread: World of Freedom 3.2 -- The Sentinels (Revised)!

                                For rather obvious reasons, I can't reveal details about material yet to be released (likely tail-end of this year or early 2019). The Van Meter family really are only discussed in relation to one character, but in more somewhat more detail than they were in Sinclair Van Meter's (AKA Cinnamon Styx of the Candy Crew Gang) background.

                                In terms of UN-official information on the Van Meter family (since nothing is canonical unless published by GR), the origins of the clan's fortunes date to the late 19th century, when their adventurous ancestor found and rescued the surviving members of a crashed Far-Sider escape pod. These refugees were the remnants of a "royal" lineage mostly slaughtered in a coup; the romance which followed resulted in their forbear's wildest ambitions being realized, as few others of that era had access to a super-powered mate and extended family, along with science in advance of human civilization. Within a few decades, the Van Meters had wealth and influence across several continents, though they refrained from seeking rulership, preferring to remain the "power behind the thrones".
                                Relatively easy to do, as their numbers included many telepaths, precognitives, and even a shape-shifter or two.

                                The Van Meters have a fairly strict intra-family "code of behavior", which includes loyalty to kin over flag, ideology, or reach of the law; absolute secrecy regarding the clan's true nature and source of success; selection of husbands/wives for genetic compatibility with emotional attachment secondary; obedience to the eldest, most potent psychic of each generation. As a whole, they are aloof, more than a touch arrogant with regard to "normals", ethically dubious but rarely outright criminal (or heroic, for that matter), and highly intelligent. But few members of any generation have been perfect in observing these "rules", and the family has many "stand-outs", for good AND ill. However, the Van Meters have so far succeeded in concealing their Far-Sider heritage (they do not register as aliens or mutants on genetic scans). Should Cinnamon Styx be apprehended and his identity revealed, he would be passed off as a Stormer (partly true; his abilities were augmented by the Silver Storm),and the only other family member publicly revealed to have super-powers...

                                Well, that's a story better left for that future release I teased.

                                But regardless, they DO stand in opposition to the Labyrinth (right now a detente exists, with each having blackmail material on the other faction) and the equally sprawling House of Usher (both deny rumored commingling), both due to historical enmity dating back further than their ancestor's fateful encounter. The American branch also has something of a rivalry with the Prophets, when the press had the temerity to label Antun Van Meter an "prissy imitator" of Doc Prophet.

                                All my best!

                                Comment

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