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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 Sentinels (Revised)!

    Originally posted by greycrusader View Post
    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.
    Far-Sider royal lineage? Yeah, Lady Lunar is not kinda like that if she ever finds out.

    And god knows if the Van Meter haven't had contact with the Atom Family before, they will eventually...


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

      Herald Sisyphus

      A long time ago, in a star system far far away ... the Heralds ruled their star kingdom justly and well. And yet one of them, the Herald of Despair and Sorrow, was unsatisfied with her lot. Her power was only to be used to banish despair and sorrow, to help people work through such emotions, not to spread them or revel in them, and so she came to envy those of her fellows who could freely use their powers. And eventually, her envy turned to hatred, and she began to study forbidden magic. So it was that she became an agent of the Lord of Bitter Laughter, one of the Nameless Ones, and worked against her fellows as the Herald of Despair and Torment. She claims that it was her influence that brought down the star kingdom, but she claims a great deal.

      Like all the other Heralds, her essence was cast across the galaxy to be reborn on other worlds. Unlike all the other Heralds, her "rebirth" is a parasitic possession of a human form and transformation of that form into something resembling her original body. Where it takes decades for a Herald to be reborn when they fall, it takes her no more than a few weeks to resume her full power. On the other hand, the other Heralds can grow to become much more powerful than the Herald of Despair, as they bond with the spirits of their hosts while she suppresses hers.

      Herald Sisyphus, as she's come to be known on Earth, was a persistent enemy of Herald Endymion and the Legendary Angels, allying with (and betraying) the Angels' other enemies as she pleased. They were never able to permanently defeat her, but they prevented her schemes to cause tragedies to the best of their abilities. Towards the end of Herald Endymion's life, the Legendary Angels regarded her as more of an annoyance than anything else, someone that they had beaten over and over again.

      As with the downfall of the star kingdom, there is no proof for Herald Sisyphus' claim that she was the one who drove Herald Endymion to invade the Terminus, resulting in the death of the Herald of Love and Justice. If her plan was to make the other Legendary Angels fall into despair, it failed. They continued to pursue her, and were more ruthless in doing so than they'd ever been before. Five years after Herald Endymion's fall, Herald Sisyphus was captured and imprisoned in a magical barrier, occasionally released in order to have experiments performed on her in hopes of terminating her possession of the human form ... and sometimes because Herald Mentor felt like performing experiments.

      Ten years later, however, the Lord of Bitter Laughter was summoned to Earth Prime and walked it freely for a full week. Almost unthinkingly, it momentarily enhanced Herald Sisyphus' powers and allowed her to break out of her confinement. Communing with her master, the Herald of Despair pledged her service anew, swearing to make this world a fit place for its return. For the next few years, she proved to be a serious foe to the Legendary Angels and also to Akazuchi Academy's Campus Defense Club, often thwarted but never captured.

      The Campus Defense Club managed to exile her out of phase with the universe as part of their graduation exercises, and she has only recently been able to escape that fate. It turned out to be a mixed blessing, as she was able to hear her master's voice more clearly while separated from the world of matter, and now has a long term plan to cause great despair and suffering. Her alliance with the Lord of Vampires, Dracula, is a step towards the fulfillment of that plan, and she waits in Denver for the arrival of the other two members of her trinity -- one from Toronto, the other from Washington, D.C.

      Together, they will darken the skies and make the world scream.

      Herald Sisyphus -- PL 13

      Abilities: STR 4/0 | STA 4/0 | AGL 8/0 | DEX 8/0 | FGT 10/0 | INT 4/0 | AWE 6/0 | PRE 6/0
      Powers: Augmented Form (Enhanced Advantages 2 [Attractive 2]; Enhanced Agility 8; Enhanced Awareness 6; Enhanced Dexterity 8; Enhanced Fighting 10; Enhanced Intellect 4; Enhanced Presence 6; Enhanced Stamina 4; Enhanced Strength 4; Leaping 4; Speed 5), Barrier Costume (Immunity 10 [life support]; Protection 12), Heraldic Powers (Array: Ranged Damage 16, AP: Ranged Affliction 16 [Resisted by Will; Vulnerable, Defenseless, Incapacitated], AP: Ranged Burst Area Weaken Stamina 10, AP: Linked Perception Range Affliction 13 [Resisted by Will; Entranced, Compelled, Controlled], Limited to evil supernatural creatures, and Mental Communication 2, Limited to Controlled Subjects), Madness Place (Immunity 10 [interaction skills]; Immunity 20 [mental effects], Limited to half effect), Serial Immortality (Immortality 2).
      Advantages: All-Out Attack, Attractive 2, Evasion, Fascinate (Deception), Favored Foe (Legendary Angels), Grabbing Finesse, Improved Critical 4 (Wave of Despair), Power Attack, Redirect, Taunt.
      Skills: Deception 15 (+21), Expertise: Magic 15 (+19), Intimidation 8 (+14), Perception 12 (+18), Persuasion 12 (+18), Ranged Combat: Herald Powers 2 (+10), Stealth 6 (+14).
      Offense: Initiative +8, Unarmed +10 (Close Damage 4), Dark Magic Blast +10 (Ranged Damage 16), Wave of Despair +10 (Ranged Will 16, Crit 16-20), Explosion of Lassitude -- (Ranged Burst Area Weaken Stamina 10), Wield the Darkness -- (Perception Range Will 13).
      Defense: Dodge 10, Parry 10, Fortitude 9, Toughness 16, Will 12.
      Totals: Abilities 0 + Powers 192 + Advantages 12 + Skills 35 + Defenses 13 = 252
      Complications: Psychopath--Motivation. Addicted to Despair. Vain.
      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 -- The Sentinels (Revised)!


        Generally assumed to be a Russian "clone" or "copy" of the Centurion, the truth of Protonik's origins is hidden in the massive amount of Russian classified files that have not been (and probably never will be) released to the West. His story begins in 1981, when Soviet researchers discovered a method of travelling to alternate realities. To their horror, the first one they found was a bizarre world where the Oktober Revolution had never taken place, and modern-day Russia was ruled over by a figure called the Czar -- whom they recognized as a counterpart of the Soviet Union's great defender, Bogatyr! (This may have done a great deal to destabilize these scientists beliefs in historical inevitability, to say nothing of its influence on the assassination of Bogatyr later that year.) This was the world dubbed Anti-Earth by Johnny Rocket when he first visited it, nearly two decades later.

        If the scientists were appalled by what they found in this other Russia, what they found in its corresponding America was rather intriguing; it was ruled over by "the Praetor", who was quite obviously a counterpart to the Centurion, of their own world's America. But they were also familiar enough with the Man of Adamant's origins to realize that they meant the Praetor could not reasonably exist. The Centurion had been sent to Earth from another reality; were they supposed to believe that there were also multiple iterations of that world, as well as Earth? Utter nonsense! (Actually true, but they didn't know it.) Something must have happened to create this counterpart during the passage of the Centurion's life pod through the Terminus ... which suggested some a fascinating question: were there others?

        It took the Russian team months of potentially deadly labor to find a "divergent" version of the Centurion's life pod that had yet to slip through a rift in the Terminus to an alternate Earth. Returning to their base with it, they then subjected it to a variety of exotic radiations in an attempt to crack it open, intending to use the mutated infant's genetic material as the basis for a new generation of Russian super-soldiers. Unexpectedly, when the pod finally did open up, it revealed a fully grown man with coal black hair and dark brown eyes.

        His mind was that of an infant; however, he learned astonishingly quickly, and was discussing the theoretical underpinnings of his abilities and Marxist-Leninist philosophy within the week. His powers were different from Centurion's in many ways, and seemed -- at least initially -- to be greater. A thrilled commissariat dubbed him Protonik, the new leader of the People's Glorious Metahuman Defense Collective. (Or the People's Heroes, to use the less flowery term.) He served the state faithfully, saving many lives after the Chernobyl melt-down and exposing the activities of many enemy agents. In 1987, however, he was given an assignment that he didn't particularly relish -- challenging the Centurion, via a press conference, to a test of might on Kaiju Island.

        The Centurion, it should be noted, was not in a particularly good mood. Wounded from last year's passage of the Moore Act, that left him essentially exiled from his home town, he accepted the challenge in hopes of working out his frustrations on the new Russian super. When he arrived on Kaiju Island, however, he was struck by the somber expression on Protonik's face. Before the fight was scheduled to begin, the younger man hesitantly raised a hand -- looking like nothing so much as one of Mark Leeds' students -- and asked if he could have a question answered. Puzzled, the Centurion nodded.

        "Can you please explain to me how this melee is supposed to demonstrate the superiority of one of our respective systems of government, given that such matters do not actually seem to have had anything to do with our empowerment as individuals?"

        The Centurion blinked, then sat down on a conveniently placed boulder. "Well, that's a very good question."

        Geologists listening for seismic disturbances on the island were seriously perplexed when nothing happened. While the discussion that ensued was quite heated at times, nothing was raised except the participant's voices. They debated many apparently tangential issues, and also discussed their mutual origin. (Having met his canine counterpart from Ani-Earth, Centurion was intellectually prepared to accept Protonik as an alternative version of himself.) Ultimately, when Protonik received a radio transmission ordering him back to Russia, the two men parted as friends. The Centurion returned home in a much better state of mind; discussing the democratic system with Protonik had restored his own appreciation for its ideals, no matter how badly he'd been betrayed by their realities.

        For his part, Protonik was pensive as he made his way home. When he was questioned as to why he had not fought, he answered that he hadn't felt any particular need to prove himself to Centurion, and wondered aloud why true believers in the inevitable victory of Communism -- as those around him certainly ought to be -- should feel so insecure about the West. This did not go over very well. Less than a year later, Protonik quietly defected to the United States. Believing that America was well-supplied with heroes, he spent the next several years doing farm work in Kansas. He was very happy.

        Unfortunately, just as the Terminus Invasion began, another divergent copy of the Centurion -- one who had landed in Russia and risen to rule the Soviet Union during World War II -- arrived on Earth-Prime and attacked Protonik. The battle between Protonik and Neutronik (as the latter eventually dubbed himself) caused a great deal of damage and prevented Protonik from coming to the assistance of Freedom City until the invasion was over. Neutronik ultimately fled, and rather than cause panic about the possibility of an evil Centurion-level figure, Protonik chose to refuse to talk about the reasons for his absence during the invasion.

        Unfortunately, Protonik's mysterious origins, ties to Russia and absence during the Terminus Invasion all made his activities somewhat suspect to a Freedom City still learning to trust its heroes again, as was did the fact that he was never invited to join the Freedom League. In order to deal with his frustrations, Protonik began spending time outside of Earth's atmosphere. During one of the first of these excursions, he encountered and defeated Firewing, and began to consider how to prevent future alien attacks.

        After nine frustrating years, Protonik decided that he'd had enough, and left Freedom City, the United States and Earth itself behind. Since then, he's spent most of his time in space, contemplating the beauty of the cosmos and monitoring traffic through the solar system. He briefly returned to assist Earth's defenders during the Grue Invasion, but when Captain Thunder offered an apology and membership in the expanded Freedom League, Protonik curtly declined. "I have better things to do," he said, before soaring off once more.

        He finally mended fences with the Captain and the rest of the League in 2007 during the Olympus Delendam Est episode, and revealed to them what those 'better things' were. Protonik has come to realize that, unlike the Centurion, he's not particularly long-lived -- in fact, what was done to him may have shortened his life expectancy by quite a bit. Already there are streaks of silver in his formerly coal-black hair, and Protonik has his doubts that, even absent enemy action, he'll live to see his fiftieth birthday, in 2031. He is determined, however, to do something of worth for humanity before his time is done.

        So he's decided to terraform Mars.

        He's spent the last decade studying how to go about it, learning from the best theoretical sources and discussing the science of planet-shaping with the scientific staff of visiting Lor starships. His efforts to assist with the interstellar refugee crisis have interrupted this plan, but have also allowed him to discuss his ideas with Daedelus. As of right now, he believes that he'll be ready to commence final operations in 2018. By the time humanity is ready and able to travel to Mars, they'll find it a suitable second homeworld. Hopefully they'll treat this one better than they did the first, but that's for generations yet to come.

        Protonik -- PL 15

        Abilities: STR 17 | STA 18 | AGL 1 | DEX 3 | FGT 12 | INT 2 | AWE 2 | PRE 2
        Powers: Eyebeams (Ranged Damage 15, Accurate 2), Hyper-Flight (Flight 14; Movement 2 [environmental adaptation (microgravity), space travel]), Invulnerability (Immunity 11 [life support, need for sleep]; Impervious Toughness 18), Super-Senses (Senses 9 [hyper-extended vision 2, vision penetrates concealment, ultra-hearing]), Super-Strength (Enhanced Strength 4, Limited to lifting; Array [based on Strength Damage]: Affliction 17 [Resisted by Fortitude; Dazed, Stunned, Incapacitated], AP: Burst Area Affliction 15 [Resisted by Dodge or Strength; Hindered, Prone], Limited Degree).
        Advantages: All-Out Attack, Close Attack, Improved Initiative 2, Interpose, Language 4, Move-by Action, Power Attack, Ranged Attack 8.
        Skills: Expertise: Science 10 (+12), Insight 8 (+10), Intmidation 8 (+10), Perception 8 (+10), Persuasion 10 (+12), Technology 8 (+10).
        Offense: Initiative +9, Unarmed +13 (Close Damage 17), Eyebeams +15 (Ranged Damage 15), Finger-Flick +13 (Fortitude 17), Shockwave -- (Dodge or Strength 15).
        Defense: Dodge 10, Parry 12, Fortitude 19, Toughness 18, Will 10.
        Totals: Abilities 114 + Powers 108 + Advantages 19 + Skills 26 + Defenses 18 = 285 points
        Complications: Responsibility--Motivation. Detached From Human Concerns.
        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 -- The Sentinels (Revised)!

          Gimmick, the Gadget Girl

          Born at the very tail end of 1979 and growing up in the 1980s, Trixie Meadows was a fairly typical American girl -- except for the fact that she could take anything electrical or mechanical apart and then put it back together in ways that made it function even better than before. There was no mutation here, no secret experiments by sinister consortiums -- Trixie was just really that smart. Unfortunately, this was a little before Daedelus decided to start offering apprenticeships to talented young inventors, and other scholarship opportunities went to candidates who weren't "just" freakish inventive geniuses.

          So it came to pass that the first person to give nineteen year-old Trixie the opportunity to show the world what she could do was Wendy Wallace, aka 'the Other Woman', the auto-duplicating leader of the Clique. Trixie accepted her invitation to join the Clique under the alias 'Gimmick' -- chosen for its irony, as she'd been accused of just having a 'gimmick' in the past. She also brought with her a second member, an android from the future who went by the name Tangarine.

          It took two years for Gimmick to realize that the Clique had changed from a group of friends having good times together into a fairly ruthless criminal organization. (Either that or it had always been that way.) She attempted to act as a voice of sanity in the group, but found herself ignored, especially when Deirdre Pawlowski, aka the Crush, took charge. The breaking point was when she was told to purge Boy Toy's software of the signs of consciousness it was showing. She refused to do so, Tangarine supported her, and what with one thing and another the Clique's headquarters was in rubble when she and her friend fled the scene, reluctantly splitting up after a certain point.

          That began the second major chapter in Gimmick's life, her long, lonely quest to prove that she was really one of the good guys. Whenever she found the opportunity to do some good in the world, something -- the authorities, the Clique, some other group of malefactors -- would show up to ruin it, and she'd have to go back on the run again. Reports of her good deeds did begin to circulate in chatter among superheroes, but even there she kept having the worst luck. They'd show up to investigate her at the worst times, when she was doing something that looked suspicious, with the inevitable outcome of a fight breaking out to ruin everything. She also suffered a serious betrayal when she took another young genius, Shayla Bingham, under her wing, only for her to end up joining the Clique as 'Wallflower'.

          Things started to get a little better in 2007, when Overpower -- who recognized a fellow "misunderstood" super when she saw one -- recruited her for the Freedom League's Covert Action Taskforce. Happy for the opportunity to use her talents to help take down some of the established evils of the world, Gimmick kept trying to make the Taskforce into a group of friends, like she'd always seen the Clique as being. This worked well in some cases, as when she befriended Trouble and Pseudo, but she suffered through her efforts being rebuffed by other members who preferred to treat it as a job, like the Gauntlet.

          While she's still viewed as an outlaw in many parts of the country -- and wisely avoids Portland, the Clique's home base -- Gimmick has reached the point where she's more or less accepted as a superhero. Ironically, this limits her uses for the Taskforce, forcing her to operate as the team's mission control and armorer rather than joining her friends in the thick of things. However, she's more or less content with the way that things are ... though as she approaches her fortieth birthday, she's starting to take stock of her life and wonder how much she's really accomplished in the time she's been given.

          She and Tangarine are still close, though they don't get to face-to-face very often with the android currently operating under the name G.I. Droid as a member of the Arsenal. They connect a lot through the net. Yes, like that, not that it's any of your business. Also, despite knowing better, she keeps visiting members of the Clique whenever they end up in jail, hoping to talk them out of the dead-end course that their lives have put them on. So far, she hasn't gotten anywhere, which makes her very unhappy.

          Gimmick, the Gadget Girl -- PL 10

          Abilities: STR 0 | STA 0 | AGL 2 | DEX 2 | FGT 5 | INT 8 | AWE 4 | PRE 1
          Powers: Gimmick Purse (Variable 6 [gadgets]; Removable), Kevlex Armored Suit (Immunity 5 [fire damage]; Protection 5; Removable), Multi-blaster (Array: Ranged Damage 8, Accurate, AP: Ranged Cumulative Affliction 8 [Resisted by Dodge, Overcome by Fortitude; Impaired, Disabled, Unaware], Limited to Vision, Accurate, AP: Ranged Affliction 8 [Resisted by Dodge, Overcome by Damage; Hindered & Vulnerable, Defenseless and Immobile], Extra Condition, Limited Degree, Accurate; Easily Removable).
          Equipment: Grav-Bike (see Emerald City Player's Guide, p. 69), Smart Phone, and 7 points of equipment as needed.
          Advantages: Defensive Roll 2, Eidetic Memory, Equipment 8, Evasion, Luck, Power Attack, Skill Mastery: Technology.
          Skills: Deception 6 (+7), Expertise: Science 12 (+20), Insight 4 (+8), Perception 6 (+10), Ranged Combat: Multi-blaster 8 (+10), Technology 12 (+20).
          Offense: Initiative +2, Unarmed +5 (Close Damage 0), Blast Mode +12 (Ranged Damage 8), Flare Mode +12 (Ranged Affliction 8, Resisted by Dodge), Snare Mode +12 (Ranged Affliction 8, Resisted by Dodge).
          Defense: Dodge 12, Parry 8, Fortitude 5, Toughness 8/5/0, Will 8.
          Totals: Abilities 44 + Powers 53 + Advantages 16 + Skills 24 + Defenses 22 = 158 points
          Complications: Acceptance--Motivation. Secret (membership in the Freedom League's covert team). Attention Decifit SHINY!

          Why Gimmick has Deception:
          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 -- The Sentinels (Revised)!

            The Atomic Brain

            File photo, dated c. 1996:

            Photo, dated 2012

            "In the early 1940s, as the Nazi menace marched across Europe and into the Soviet Union, America and her allies engaged in furious research into the possibility of harnessing atomic energy as a weapon. One scientist involved in the project, a radical but undeniably brilliant atomic theorist named Harold Hamilton, commanded such respect among his colleagues that he was given his own cadre of experts to explore radical ideas not wholly accepted by the scientific community at large. No one was surprised when Hamilton immolated himself in an early field test, but nearly everyone was astonished to discover that the unconventional professor survived the blast, after a fashion.

            "Realizing they were out of their league, the scientists turned over Hamilton's glowing, obviously alive brain to the secret government body then tasked with investigating paranormal and superhuman activity. Their scientists rigged a machine to read the thoughts of the brain, which happily instructed America's scientists on how to build the atomic weapons that would bring the Japanese to their knees."

            That ... is a somewhat overly dramatic and inaccurate version of events.

            Harold Hamilton was a brilliant but highly erratic theorist attached to the Manhattan Project. He was not, however, so highly respected that he was allowed to work independently; he was operating outside of the Project's supervision without permission when he accidentally subjected himself to a dose of radiation greater than any human being had endured before. It enhanced his already prodigious intellect ... and it began to rot away at his body. Within a year, there was nothing left of him but his still-living, pulsing brain, which his colleagues did turn over to the FBI's Special Projects department.

            His claims that without his insights, the scientists of the Project would never have been able to build their first fission weapons, are delusions of grandeur and paranoia. While it is true that a mind-reading mechanism was designed to communicate with the brain by Drs. Alexander Atom and Ulysses Steele, it was used for a grand total of four hours in 1943 before the two scientists shut it off, disturbed by the visions of atomic devastation that seemed to be Hamilton's only thoughts. It would not be used again until 1947, long after the first bombs fell. (What only a few have wondered is whether or not his insights might have influenced the creation of the hydrogen bomb.) But he is convinced that he was robbed of credit for his discoveries, and since 1954, when the first of his many robot bodies was developed, it has been a singularly unwise move to challenge his version of events to his ... well, he doesn't have a face ...

            Over the next fifty years, the Atomic Brain fought many of Earth's mightiest costumed champions, beginning with the original Johnny Rocket and the Centurion, later against numerous agents of AEGIS under the command of one Gavin Pierce, and ultimately squaring off against Protonik in his most advanced robotic body yet, in 2002. Fortunately for the world, that was also his last robotic body. In the wake of its destruction and defeat, the Atomic Brain discovered that the Foundry, which had manufactured his bodies based on his designs since 1964, was no longer interested in his custom. Put simply, he had acquired an annoying tendency to get behind in his payments, and Talos had run out of patience. (Not enough to destroy the Atomic Brain, but enough to refuse to deal with him anymore.)

            The Atomic Brain found a refuge of sorts within SHADOW's hierarchy, eventually returning to the seat in the Penumbra he'd abandoned years before. With the organization's resources, he was able to build a new body -- little more than a glorified jar, but better than nothing. Like any member of the Penumbra worthy of the role, he busily plotted to overthrow Overshadow and seize command of the organization for himself, and like the vast majority of the members of the Penumbra, these schemes seemed to come to nothing. Except that it soon seemed that they were diversions, for in November 2012 the Brain seized control of what remained of Overthrow's American branch and began an operation intended to fulfill the alleged prophecy of Earth's destruction in December of that year. Virtually every superhero in the world joined forces to oppose him ... and despite this, he succeeded in his goals, destroying the Earth and all life upon it.

            Thirty seconds later, history rewound, leaving the Earth intact. The Atomic Brain, bewildered, turned to see Gimmick the Gadget Girl holding aloft a device of her own manufacture. "The world can be destroyed as many times as you want, but it can be restored just as easily," she told him. "And there are devices like this hidden all over the world, so don't think destroying me will get you anywhere." Confronted by science that clearly eclipsed his own, the Atomic Brain let out a shriek of mixed indignation and pure fury, then fell still. And Gimmick, who had no clear idea how her single-use rewind button, the only one in existence as far as she knew, had continued to function, let out a long sigh of relief that the biggest bluff of her career had paid off.

            The Brain has remained non-responsive, since then. Even mechanical mind-reading reveals a void where his thought processes should be. For most of that time, he has been kept in suspended animation in AEGIS' Icebox facility in Alaska, though he's scheduled to be transferred to Denver next month for a new attempt at psychic interrogation using a more recently developed thought box ...

            The Atomic Brain -- PL 14

            Abilities: STR -- | STA 0 | AGL 2 | DEX 4 | FGT 0 | INT 11 | AWE 2 | PRE 3
            Powers: Armored Support Tank (Comprehend Languages 2 [speak and understand any language]; Enhanced Strength 5, Limited to lifting; Immunity 1 [aging]; Impervious Protection 13; Removable), Levitating Brain (Flight 7; Impervious Will 11; Immunity 25 [life support, radiation effects, sensory Affliction effects]; Senses 3 [radius vision, vision counters darkness]), Master of Radiation (Array: Ranged Damage 18, Incurable, AP: Burst Area Ranged Damage 12, Incurable, AP: Ranged Weaken Stamina 12, Incurable),
            Advantages: Connected, Eidetic Memory, Inventor, Ranged Attack 6.
            Skills: Expertise: Physical Sciences 13 (+24), Insight 8 (+10), Intimidation 13 (+16), Perception 8 (+10), Persuasion 4 (+7), Technology 10 (+21).
            Offense: Initiative +2, Radiation Blast +10 (Ranged Damage 18), Irradiated Burst -- (Ranged Burst Area Damage 12), Life Drain +10 (Ranged Fortitude 12).
            Defense: Dodge 9, Parry 9, Fortitude 14, Toughness 13/0, Will 13.
            Totals: Abilities 26 + Powers 122 + Advantages 9 + Skills 28 + Defenses 41 = 226 points
            Complications: Destruction--Motivation. Paranoia. Disembodied Brain (no manipulators, cannot speak without tank's speakers).
            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 -- The Sentinels (Revised)!

              Originally posted by Voltron64 View Post
              Far-Sider royal lineage? Yeah, Lady Lunar is not kinda like that if she ever finds out.

              And god knows if the Van Meter haven't had contact with the Atom Family before, they will eventually...
              Note under the Complications listed for Cinnamon Styx (if you own that pdf or the Rogues Gallery, having the Van Meter heritage can invite trouble from all sorts of interesting folk.


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

                Davies, very late on this one, but I remember you saying in the write-up for the Castle Crow that you couldn't find a picture of a caped crusader who a) fitted the setting and b) wasn't a swordsman. I was wondering if you'd seen this guy?


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

                  Originally posted by greycrusader View Post
                  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.

                  As someone was wont to say, Fascinating!

                  Originally posted by Voltron64 View Post
                  Far-Sider royal lineage? Yeah, Lady Lunar is not kinda like that if she ever finds out.
                  Right at the moment, Selene has a other stuff on her mind.

                  Originally posted by Daibhid C View Post
                  Davies, very late on this one, but I remember you saying in the write-up for the Castle Crow that you couldn't find a picture of a caped crusader who a) fitted the setting and b) wasn't a swordsman. I was wondering if you'd seen this guy?
                  That works. I just need to add some throwing weapons to the sheet. Thank you very much!
                  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 -- The Sentinels (Revised)!


                    Born in 1967 and thus coming up on his fiftieth birthday -- though from the looks of things he seems to have inherited his father's near-agelessness -- Jacob Hannibal Steele has never had anything that could be considered a normal life. He was the son of a hero of the golden age, born to a hero of the silver age, so there was never really any question that he was going to be a superhero. After his mother's death when he was five, Doc Steele made a few half-hearted gestures towards keeping him from that destiny, but ultimately stepped back to let his eldest son pursue that course. (He'd have a little more success with Jake's younger brother.)

                    At the age of 13, when he was practically a full grown man, he made his debut under the alias of the Masked Tornado, a member of the final incarnation of the original Freedom League. Sadly, less than a year after the Masked Tornado joined up, the Freedom League was devastated by their battle against the Katanarchists, and disbanded. Just a few months after that, the Metahuman Registration Act was signed into law, and for a while it seemed that Jake's career was over before it had really got started. When the act was finally struck down in early 1982, Doc finally gave his son permission to start heroing without backup as a reward for his restraint in staying inactive while it was law. (He didn't find out about a few minor incidents until much later ...)

                    Aside from a few team-ups with other solo heroes, Hardcore was completely independent over the next few years. In 1990, however, he ran into the new Raven while they were chasing the same gang of boosted thugs, and found that they worked surprisingly well together. They next worked together to investigate the murder of Crusader the next year, ultimately discovering the killer's identity but prevented from bringing the killer -- or the killer's killer -- to justice by circumstances beyond their control. They would work together a few more times after this, but their mutual awareness of an increasing attraction between the two of them forced them apart for a long time.

                    In March of 1993, while Hardcore was busy chasing down some saboteurs on Steele Omnitech's private space station (turned out to be Voth infiltrators ... little grey b-----ds ...) the Terminus Invasion occurred. He was unable to get back down to Earth until it was all over. This has been an unpleasant refrain throughout Hardcore's life ever since. He managed to join the fight against the Grue invasion, but was conspicuously absent for many other crises faced by the heroes of Freedom City. He keeps running into trouble that's a little more than even he can handle, and yet resists the idea of joining with other heroes who might be able to provide back-up. (Some have suggested that he was more affected by the deaths of Halogen and Tectonic than he's ever been able to admit to himself.)

                    The long-standing attraction between himself and Callie Summers finally blossomed into romance in 2007, and they enjoyed a relationship that lasted right up until Callie's father passed away and she had to make some major changes in her life ... changes that couldn't include him. (She also confessed her emotional infideliity with Charlie Graham, which didn't bother Jake, exactly , but did stun him that she'd managed to keep that a secret for so many years.) They remain friends, but aside from congratulations offered after her successful mayoral campaign, haven't had much to say to each other in quite some time.

                    His most persistent enemies of the last decade have been the Prometheans, the children of his father's nemesis Dr. Prometheus. Even without their notorious father, they remain fairly serious threats to the safety of the world. Fortunately, they're also a fractious bunch who have rarely even considered joining forces against Jake -- even when two or more of them are operating in the same area, Hardcore is usually able to take them down one by one, sometimes with the assistance of their renegade "sister" Blackheart.

                    Hardcore remains one of the leading heroes of his day, but is just as pleased to see that newer, younger heroes who might surpass him keep rising up. He teamed up with Centuria, recently, and has had nothing but good things to say about her ... but was a bit startled when he realized that she was rather blatantly checking him out. He's twice her age, for pity's sake! Is he under some sort of curse, to be the romantic target of heroines from Freedom City? (In fact, she was just appreciating the view, and isn't romantically interested in him at all. There's someone else on her mind.)

                    Hardcore -- PL 13

                    Abilities: STR 14 | STA 12 | AGL 2 | DEX 3 | FGT 8 | INT 2 | AWE 2 | PRE 4
                    Powers: Fast (Leaping 5; Speed 4), Keen Senses (Senses 3 [extended hearing, extended vision, low-light vision]), "Hard to Hurt" (Impervious Toughness 12; Immunity 11 [aging, life support]; Protection 6; Regeneration 4).
                    Equipment: 50 points of equipment as needed (usually spent on vehicles).
                    Advantages: Accurate Attack, All-Out Attack, Assessment, Benefit 2 (independently wealthy), Close Attack 4, Connected, Diehard, Equipment 10, Fearless, Improved Defense, Improved Grab, Improved Initiative 2, Improved Pin, Improved Trip, Inspire 2, Languages 2, Power Attack, Precise Attack (Close/Concealment), Set-Up, Skill Mastery 2 (Perception, Vehicles), Teamwork, Ultimate Save (Toughness).
                    Skills: Athletics 1 (+15), Deception 3 (+7), Expertise: Current Events 6 (+8), Insight 12 (+14), Intimidation 6 (+10), Perception 13 (+15), Persuasion 6 (+10), Ranged Combat: Thrown Weapon 5 (+8), Technology 4 (+6), Vehicles 12 (+15).
                    Offense: Initiative +10, Unarmed +12 (Close Damage 14).
                    Defense: Dodge 6, Parry 8, Fortitude 14, Toughness 18, Will 12.
                    Totals: Abilities 94 + Powers 45 + Advantages 38 + Skills 34 + Defenses 17 = 228 points
                    Complications: Doing Good--Motivation. Enemies (oh so many). Fame. Family. Smart-Ass.
                    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 -- The Sentinels (Revised)!

                      Iron Angel

                      The Saeduun Commonwealth lies in that segment of the Perseus Spiral Arm of the Milky Way Galaxy which is presently closest to the solar system -- which still means that it is vastly further away from Earth than the Grue Hegemony or the worlds of the former Lor Republic, all of which lie in the Orion Spiral Arm. But the vagaries of hyperdrive and subspace communications can mean that such vast distances are tiny, and so it was that an Saeduun explorer discovered Earth in the 1960s, examined the planet (and the solar system) to learn about its many strange properties, and, having reported all this to his superiors, was assigned to stand watch over Earth for the foreseeable future. He settled in, posing as a human, and was genuinely surprised to discover that his species and the human race were genetically compatible. His daughter was born in 1974.

                      When Sarah Anne Thompson's mother passed away, her father revealed to his daughter the truth about himself, and the fact that she was beginning to demonstrate psychic powers significantly earlier than a typical Saeduun child did. He impressed on her the vital importance of keeping all this a secret, and she managed to do so for more than a decade, only revealing her powers while training -- first with her father, then later alone once she'd outstripped him. (She almost wonders whether he might have used compulsion on her to create that unnatural secrecy, but if so, it's something she's long since overcome.)

                      Sarah was finally forced to use her abilities to help save lives during a hostage taking on the CalTech campus where she was a psychology grad student, managing to keep her real identity a secret through the use of a mask she borrowed from the drama department. As the so-called Iron Angel, she fought crime in the Los Angeles area for a few months before she was offered a position with the United Nations International Quorum of Unaligned Exceptionals (UNIQUE). She would prove to be one of the few members of the team who came out of the Hypersapien attempt to seize control of the United Nations with her reputation intact, and went on to become a founding member of the Vanguard team that succeeded the Quorum following its dissolution. Most recently, following the loss in action of Luminary, Iron Angel has been promoted into the role of field leader for Vanguard Team A.

                      As a member of Vanguard, she engaged in a long psychic duel of wits with the Mindbender (see Paragons), and does not believe reports that her nemesis has met a final, firey end. On a more personal level, Iron Angel's most persistent foe is a renegade Saeduun who operates under the alias Crucible, who has repeatedly attempted to murder her so as to erase the stain of crossbreeding that she represents. She has sometimes had the assistance of other members of the Saeduun in dealing with him, but at other times has been forced to avoid capture by Saeduun who wish to study her powers. She and her father have also been threatened by Majestic-20 very frequently over the years.

                      Iron Angel -- PL 12

                      Abilities: STR 0 | STA 2 | AGL 2 | DEX 2 | FGT 6 | INT 3 | AWE 6 | PRE 3
                      Powers: Force Field (Sustained Impervious Protection 12), Iron Will (Impervious Will 10), Levitation (Flight 6), Psychic Senses (Senses 10 [danger sense, mental awareness (accurate, acute, analytical, hyper-extended 2)]), Psychic Powers (Selective Area Communication 3, Subtle; Array: Damaging Perception Range Move Object 12, AP: Selective Burst Area Mind-Reading 11, Subtle 2, AP: Perception Range Damage 12, Resisted by Will, AP: Illusion 12 [all senses], Resistable by Will, AP: Remote Sensing 12 [all senses], Medium [living mind]).
                      Advantages: Benefit (security clearance), Extraordinary Effort, Set-Up, Teamwork, Ultimate Effort (Will).
                      Skills: Deception 6 (+9), Expertise: Psychologist 6 (+9), Insight 8 (+14), Perception 6 (+12), Persuasion 6 (+9).
                      Offense: Initiative +2, Unarmed +6 (Close Damage 0), Mental Blast -- (Perception Range Damage 12, Resisted by Will)
                      Defense: Dodge 8, Parry 6, Fortitude 5, Toughness 14/2, Will 15.
                      Totals: Abilities 48 + Powers 126 + Advantages 5 + Skills 16 + Defenses 18 = 213 points
                      Complications: Responsibility--Motivation. Secret Identity.
                      Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


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

                        Doctor McQuark

                        Dr. Isaac Augustus Steele, younger brother of Hardcore, knew from a young age that he wanted to be a superhero. He designed his costume carefully, practiced the use of his powers, and kept up his studies. He listened with at best one ear to his father's warnings about the dangers of the profession, knowing that Doc Steele had told his older brother the same thing, and yet Jake was out there risking his semi-invulnerable neck. Eventually, Isaac was sure that his father would give in to his pleas as well.

                        Then the Terminus Invasion happened. The death toll, particularly among the superheroic population, was a reality that Isaac could not blithely ignore. Telling himself that it was just going to be for a while, until he perfected some protective devices that would ensure his safety, he shelved the planned superhero identity of 'Technomancer' and went to work in research and development for Steele Omnitech.

                        His father felt a bit conflicted about this. On the one hand, he didn't want to see both of his sons risking their necks, even for a good cause. On the other hand, he didn't want to see the younger of his sons abandoning his dreams like that, either! Trying to make the best of the situation, he frequently sent Isaac to act as a liaison between Steele Omnitech and the various superheroic and crimefighting agencies that it had business with, so that he'd still feel as though he was involved in 'the game'.

                        These missions often involved a great deal of diplomacy and negotiation, something that Isaac's technology-focused education hadn't really prepared him for. But he learned from his early mistakes and never repeated them, growing into a top flight liaison over a fairly short amount of time, developing skills that he might never have acquired. His father encouraged these new interests, seeing in them signs that Isaac might eventually be ready to take over running the company in a few decades.

                        However, Isaac kept finding himself torn between his ideas of what the company could do for the superheroes and what his father and the other officers of Steele Omnitech were willing to do. This came to a head in 2004, when the board passed up his proposal to offer their assistance in the construction of the Freedom League's space station in favor of refurbishing Hyperion Point, the company's own space station. Isaac finally came to the conclusion that if he wanted to make his visions a reality, he was going to have to do them as his own boss, rather than while working for his father.

                        So he resigned his position, and (officially) disappeared. A few weeks later, Doctor McQuark's Superhero Supply and Gymnasium opened its doors, and has been providing competitively priced assistance to superhero teams ever since. Their biggest success to date was the design of 'the Guardtower', headquarters for the United Nations' Vanguard team, with lesser triumphs including their contributions to the construction of Emerald Tower and Project Freedom's unnamed second headquarters.

                        As yet, the only person who knows that Doctor McQuark is really Isaac Steele is, of course, Doc Steele. Despite the fact that Isaac is in competition with him, he's quite pleased with his son's entrepreneurial spirit, and believes that Isaac will eventually bring his company back under the umbrella of Steele Omnitech. The possibility that things might go the other way has not yet occurred to him ...

                        Doctor McQuark -- PL 10

                        Abilities: STR 1 | STA 2 | AGL 1 | DEX 2 | FGT 5 | INT 10 | AWE 2 | PRE 2
                        Powers: Force Field Vest (Sustained Impervious Protection 8; Removable), Technopathy (Radio Communication 2, Limited to Machines; Comprehend Machines 2; Senses 9 [detect technology (accurate, analytical, extended 3, radius, sense)]; Array: Selective Burst Area Nullify Technology 10, Broad, Concentration, Simultaneous, AP: Perception Range Continuous Transform 10 [any technological device into any other technological device], Distracting, AP: Remote Sensing 20 [visual and auditory], Medium [technological sensors], Simultaneous).
                        Equipment: Doctor McQuark's Superhero Supply and Gymnasium (Size: Colossal, Toughness: 6, Features: Combat Simulator, Communications, Computer, Defense System, Fire Prevention System, Garage, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Personnel, Power System, Security System 4, Workshop), Smartphone, and 75 points of equipment as needed.
                        Advantages: Benefit 4 (Millionaire, Nethead [use Technology for Gather Information checks]), Eidetic Memory, Equipment 20, Inventor, Skill Mastery (Technology).
                        Skills: Expertise: Business 6 (+16), Expertise: Science 8 (+18), Insight 8 (+10), Persuasion 8 (+10), Technology 10 (+20).
                        Offense: Initiative +1, Unarmed +5 (Close Damage 1)
                        Defense: Dodge 7, Parry 7, Fortitude 4, Toughness 10/2, Will 8
                        Totals: Abilities 50 + Powers 96 + Advantages 27 + Skills 20 + Defense 16 = 209 points
                        Complications: Responsibility--Motivation. Secret Identity.
                        Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


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


                          Originally posted by The Algernon Files
                          Arkady Gennadyevitch Sukinov had always heard and dismissed the legend passed down in his family, that long ago a heroic Sukinov knight ... had thwarted the great witch Baba Yaga and had been cursed. Supposedly, she had said that should any of his family ever
                          show his courage or heroism again, that they would suffer a horrible fate, and become the monsters that his great ancestor had fought.

                          Arkady always thought this was just a way to justify the uncounted generations of thieves, pirates, and swindlers that he knew his family had always been. He might have gone onto a career Russian military man (with all that implied after the collapse of the Soviet Union) if he hadnít selflessly endangered himself to drag his comrades out of a burning tank in Chechnya.

                          Collapsing, he later woke up to find himself changed Ė enormous, vastly strong and resilient, and uglier than a Politburo memberís backside. Resigned to his fate as only a Russian could be, Arkady attempted to be a hero in his native land, only to find out there wasnít much room for a hero in a land where corruption was king. Leaving the Rodina and his family (who now considered him an outcast), Arkady moved to America.
                          He spent some time in New York (largest number of bridges in the United States) before moving on to Pittsburgh (runner up) where he stayed for a few years, before his gambler's soul was drawn westward to what should probably have been his destination all along. He embraced Las Vegas, and for its part Las Vegas embraced him, with Arkady becoming a part time crime fighter, part time monster hunter, part time extra security guard (hired when the casinos thought they might have super trouble) and full time mountain-of-a-man about town. He was a freqent ally of the Freedom League's Empress, helping her out against the Card Shark gang and receiving her help in turn when old business from Russia came calling for him.

                          The epitome of that old business was, of course, the fury of Baba Yaga. The Crone, as Troll preferred to call her, was outraged that, when a member of the Sukinov family finally fell victim to her long-ago curse, he continued to try to play the hero instead of becoming the beast that he was in form. She was unable to confront him directly, but always made sure that he knew who was behind the monsters and mercenaries who came after him for no good reason. He bore up under this pressure well.

                          In 2014, after nearly a decade in which he hadn't heard a peep from Baba Yaga, Arkady got a little overconfident and decided to take a vacation in Russia. He disappeared not long after departing the airport, and while Baba Yaga is the most likely suspect in his disappearance, she's certainly not the only one. Discovering whatever happened to Troll might be a good mission for an ambitious team of young superheroes ...

                          Troll -- PL 12

                          Abilities: STR 15/11 | STA 12/8 | AGL 0 | DEX 0 | FGT 6 | INT 0 | AWE 1 | PRE 4
                          Powers: Healing Factor (Immunity 1 [disease]; Regeneration 16), Large Size (Permanent Growth 4, Innate), Meant to Lurk in Swamps (Immunity 2 [cold, drowning]; Senses 2 [darkvision]; Swimming 6), Sheer Toughness (Immunity 1 [pressure]; Impervious Protection 4), Smells Magic (Senses 3 [acute scent, detect magic (olfactory), tracking scent]), Super-Strength (Enhanced Strength 1, Limited to Lifting; Leaping 10; Array (based on Strength Damage): Burst Area Affliction 12 [Resisted by Dodge, Overcome by Fortitude; Dazed and Vulnerable, Stunned and Prone], Extra Condition, Limited Degree, Limited to targets on ground, AP: Burst Area Affliction 7 [Resisted by Fortitude; Dazed and Vulnerable, Defenseless and Stunned], Extra Condition, Limited Degree).
                          Advantages: All-out Attack, Attractive*, Close Attack 3, Contacts, Improved Grab, Improved Pin, Language 2, Power Attack, Startle, Taunt.
                          Skills: Deception 8 (+12), Expertise: Gambling 10 (+10), Expertise: Pop Culture 6 (+6), Expertise: Streetwise 8 (+8), Insight 8 (+9), Intimidation 8 (+12), Perception 6 (+7), Persuasion 2 (+6), Ranged Attack: Thrown 4 (+4).
                          Offense: Initiative +0, Unarmed +9 (Close Damage 15).
                          Defense: Dodge 6, Parry 6, Fortitude 14, Toughness 16, Will 8.
                          Totals: Abilities 60 + Powers 60 + Advantages 13 + Skills 30 + Defenses 19 = 182 points
                          Complications: Thrills--Motivation. Obvious Yet Loveable Monster. Enemy (Baba Yaga). Fame.

                          * Yes, really! Despite his appearance, Troll is very attractive to the opposite sex!
                          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 -- The Sentinels (Revised)!

                            Re: Troll's disappearance-does the current Russian government of you campaign world have any official stance/response to Baba Yaga (or any of the other old Slavic gods/monsters)? I would imagine the officially atheistic Communist government of the fallen USSR would have "officially" denied their existence, labeling any sightings or outright attacks by such creatures as either "Western propaganda" or "subversive meta-normal criminals!", whereas the current kleptocracy might have a working relationship of sorts.

                            BTW: In my mind, the Soviet heyday heroes (Bogatyr I & II, for example) were deliberately steered away from any such threats. Too high profile, too high risks to "Mother Russia's" military assets. But Eminence DID destroy a legendary dragon from the "Great Dark Forest" before she went rogue, and for some reason I keep thinking neither her or younger sister would care much for the Little Grandmother either.

                            All my best.

                            PS: Dr. McQuark!!!? Talk about a deep cut! I salute you.


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

                              Originally posted by greycrusader View Post
                              Re: Troll's disappearance-does the current Russian government of you campaign world have any official stance/response to Baba Yaga (or any of the other old Slavic gods/monsters)? I would imagine the officially atheistic Communist government of the fallen USSR would have "officially" denied their existence, labeling any sightings or outright attacks by such creatures as either "Western propaganda" or "subversive meta-normal criminals!", whereas the current kleptocracy might have a working relationship of sorts.
                              Well, they'd like to have that sort of relationship, but the absolute zero tolerance of any supernatural threats -- backed up by a mirror image version of ARCADE that didn't believe in taking prisoners and didn't really care about civilian casualties -- from the Communist era has most of the critters absolutely against any interaction with the state, almost in a parody of the thieves' code. Rasputin (from the Atlas) is the great exception, and even he uses multiple false identities while dealing with the government. (And isn't actually Grigori Effemovitch, who was a completely ordinary man who died a horrible death and was then the subject of wild tales invented to justify his murder.)

                              Originally posted by greycrusader View Post
                              PS: Dr. McQuark!!!? Talk about a deep cut! I salute you.
                              Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                              • Fujion

                                As with all popularity contests, any attempt to identify the most popular entertainer on Earth-Prime runs into the difficulty of finding a metric acceptable to all parties. In other words, it's doomed to failure. But it is quite possible that the man born Antony Campbell in Mississippi, a little more than thirty years ago, would be considered a leading candidate for that position. He suffers a bit for occasional comparisons to another dancer and singer, who died of scandal long before he died of medical malpractice, but Fujion simply smiles at such remarks, expressing only sincere admiration for that individual's artistic accomplishments and the hope that he can do just as well.

                                Those who've seen Fujion dance will swear that he can't be human, but some creature of purest rhythm brought to Earth. They're wrong, but right that he has something more than skill inspiring his moves. Fujion is probably the single most famous savant in the world, and is both a physical marvel and possessed of something beyond what is understood as perfect pitch. He probably could honestly claim to sing anything better than nearly anyone else, but generally just does his own stuff rather than that of other people.

                                In the course of his career, Fujion has met and even assisted many members of the Freedom League; even those who profess to dislike his music will admit that his willingness to lend his talents and money to charitable endeavors, in particular working to rescue and rehabilitate child soldiers, demonstrate a quality that's clearly heroic. He deals with being almost constantly in the public eye by being the icon almost constantly -- he doesn't walk, he dances; he doesn't speak, he sings. Very few people have ever seen him when he's not "on", and these universally respect his privacy by not discussing it. (One of them is Trouble, whom he taught to sing.)

                                Lately, Fujion's dreams have been troubled by a phrase of music that keeps recurring in them. It's not a pleasant sound, but the urge to incorporate it into his work is almost overpowering ...

                                Fujion -- PL7

                                Abilities: STR 1 | STA 3 | AGL 4 | DEX 3 | FGT 0 | INT 2 | AWE 3 | PRE 5
                                Powers: Dance Mastery (Enhanced Skills 6 [Acrobatics 6, Expertise: Dance 6]; Movement 1 [sure-footed]), Musician's Ear (Senses 2 [analytical hearing]).
                                Advantages: Assessment, Attractive, Benefit 4 (multimillionare), Connected, Daze (Deception), Defensive Disarm*, Defensive Roll, Evasion 2, Fascinate (Expertise: Dance), Favored Environment (on stage), Great Endurance, Improved Defense, Improved Disarm, Improved Initiative 2, Inspire 2, Instant Up, Languages 4, Redirect, Set-Up, Taunt, Weapon Bind.
                                Skills: Acrobatics 7/13 (+17), Athletics 7 (+8), Deception 6 (+11), Expertise: Dance 6/12 (+14), Expertise: Song (PRE) 8 (+13), Insight 8 (+11), Persuasion 6 (+11), Stealth 4 (+8).
                                Offense: Initiative +12, Unarmed +0 (Close Damage 1)**
                                Defense: Dodge 9, Parry 9, Fortitude 6, Toughness 5, Will 8
                                Totals: Abilities 42 + Powers 10 + Advantages 30 + Skills 26 + Defenses 22 = 130
                                Complications: Spread Joy--Motivation. Always On. Fame. Pacifism.

                                * Make Disarm attack check with Parry bonus.
                                ** Included for completeness; Fujion will not under any circumstances take an attack action.
                                Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].