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Davies' Character Thread: World of Freedom 3.2

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  • #46
    Re: Davies' Character Thread: World of Freedom 3.2 -- Seeker, Obsidian, Quantum, Jaguar, Defender

    Originally posted by Kreuzritter View Post
    good to see you back among us, Davies. your stuff's looking good, as always
    Thanks!
    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


    • #47
      Re: Davies' Character Thread: World of Freedom 3.2 -- Obsidian, Quantum, Jaguar, Defender, Solitaire

      Utility



      Like many young men who grew up in the Silver and Bronze Ages, William Chow (b. 1958) was fascinated by superheroes. Unlike most of his peers, he didn't fantasize about gaining superpowers and becoming a superhero (or villain). Always just a little bit smarter than his peers, he'd noted that most super powers tended to come with an attached weakness or hindrance, something that limited the options of the empowered individual. And anyone who knew that weakness would be able to defeat the superhero easily, with nothing more than a clever mind and a healthy body. William fantasized about being the person who could do that, again and again and again.

      It wasn't until his great aunt died in 1979, leaving him a considerable fortune, that William was able to make his dreams into a reality. Even then, he spent two years researching the known and theoretical weaknesses of countless superheroes, developing protective gear and weaponry, training his body, and planning out strategies for the day when his work would begin. Finally, he judged that he'd never be more ready than he was, and picked a target.

      He chose Crusader -- or the Crusader, as some called him -- the enigmatic, shield-bearing protector of New York's nights at the time. Utility, as William dubbed himself, believed that the Crusader possessed only near-superhuman levels of strength, stamina and agility, making him the ideal trial run. He intercepted the hero as he glided through the night skies, firing blaster bolts at him that Crusader first dodged and then blocked with his famous shield -- just as Utility had planned. Utility then led Crusader on a merry chase across the Battery, ultimately leading the hero into a trap. The hero was unable to dodge or block the high-strength net which surrounded him and pinned him to the side of a building, defenseless and immobile.

      "Well?" Crusader finally asked, when he finally exhausted his efforts to break free. "Aren't you going to kill me?"

      "Kill you?" Utility asked, disbelieving. "Don't be ridiculous. Humiliate you, on the other hand ..." And with that, he pulled out a Kodak camera and took several shots of the bound and helpless Crusader, which he subsequently mailed to the {i]New York Gazette[/i], where they featured prominently the next day. Crusader was able to work his way free of the net eventually, but Utility was long gone by then.

      That was the beginning of a long and prosperous career of making superheroes (and the occasional supervillain) look like fools with technology and clever planning. William was somewhat surprised when Utility was contacted through underworld channels to operate as a mercenary operative with a focus on preparing anti-superhero measures, but he generally accepted those offers that didn't mind letting him set the terms -- most notably, his insistence that he wouldn't be party to any murders. In all his capers, he was only rarely caught, and smoothly escaped custody on those occasions when he couldn't avoid it.

      In 1991, however, he was startled to read about the death of Crusader, apparently thrown from a great height to crash to the ground in midtown Manhattan. Despite their adversarial relationship, William felt a certain fondness for the subject of his first victory over a worthy opponent, and actually mourned the loss in his own way. He didn't have much of a chance to do so, however, for it soon seemed that the ghost of Crusader was pursuing him and that the hero's famous code against killing had not survived his death!

      Uncertain of himself for the first time in years, Utility approached the heroes who were investigating Crusader's death, Hardcore and the second Raven, offering his assistance in exchange for their help in dealing with the ghost. It was the beginning of a long and frankly terrifying adventure, and in the end Utility's own code against killing was breached when he used his wrist-blaster's overload mode against another murderer who seemed to be about to attack him. Shocked by his own actions, Utility allowed himself to be arrested and made no attempt to escape his jail cell.

      Pressured to do something about the increasing levels of supercrime violence in New York, the DA's office asked for a life sentence, and the jury was not disposed to show any mercy either. William Chow went away for twenty years, ultimately serving sixteen before he was released for good behavior, and emerged into a very different world than the one that he'd left. Fifty years old when he was released, he no longer had the physical ability that had made his earlier crimes possible. His money was gone as well, having largely been seized by the state while he was incarcerated.

      Eventually, he found a job with Dr. McQuark's Superhero Supply and Gymnasium, assisting in the design of headquarters that could resist infiltration by people like he used to be, and gadgeteering workshops like the kind he'd once used. By all accounts, he seems largely content with his lot, though some observers have noted that he still grins a bit smugly when he hears or reads about superhero defeats by clever supervillains in the media ...

      Utility -- PL 10

      STR 4 | STA 4 | AGL 5 | DEX 5 | FGT 8 | INT 5 | AWE 5 | PRE 0
      Powers: Armored Costume (Protection 4, Removable), Billy Club (Strength-based Damage 2, Easily Removable), Climbing Gear (Movement 1 [wall-crawling], Removable), Fast (Speed 1), Mask and Headset (Senses 2 [low-light vision, radio], Removable), Wrist-Blasters (Ranged Damage 8, AP: Ranged Damage 16, Unreliable [5 uses], Inaccurate 4; Removable).
      Advantages: Benefit 3 (Millionaire), Close Attack 6, Defensive Attack, Defensive Roll, Improved Aim, Improved Defense, Improved Trip, Inventor, Power Attack, Ranged Attack 7, Skill Mastery (Investigation, Technology), Taunt, Uncanny Dodge, Well-Informed.
      Skills: Acrobatics 6 (+11), Athletics 8 (+12), Close Combat: Unarmed 2 (+10), Deception 8 (+8), Investigation 8 (+13), Perception 6 (+11), Stealth 6 (+11), Technology 14 (+19).
      Offense: Initiative +5, Unarmed +16 (Close Damage 4), Billy Club +14 (Close Damage 6), Wrist-Blasters +12 (Ranged Damage 8), Overloaded Wrist-Blasters +4 (Ranged Damage 16).
      Defense: Dodge 10, Parry 10, Fortitude 9, Toughness 10/8/4, Will 5.
      Totals: Abilities 72 + Powers 23 + Advantages 28 + Skills 29 + Defenses 12 = 164 points
      Complications: Thrills--Motivation. Vulnerable (magic). Enemies (many, on both sides of the law).

      The above are his stats in his prime. For his current stats, subtract 3 levels from all physical abilities and Fighting, drop all powers, drop Benefit, Close Attack, Ranged Attack, and 4 ranks of Technology.
      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


      • #48
        Re: Davies' Character Thread: World of Freedom 3.2 -- Obsidian, Quantum, Jaguar, Defender, Solitaire

        AVAR-7



        One of the first "pit stops" that Daedelus made in his space voyages was in a star system that hosted an extremely advanced civilization which had managed to avoid being absorbed by either the Lor Republic or the Grue Unity, both of which it bordered. The people of this Federation proved to be friendly to interstellar travelers, and Daedelus learned a great deal there in addition to assisting the Federation with some challenges that it was facing. When it finally came time for him to depart, Daedelus encouraged the leaders of the Federation to make contact with Earth, which he believed would welcome the news that there were friendly civilizations out among the stars.

        Eventually, the Federation decided to follow up on that suggestion, and dispatched a cruiser to the Sol System. The purpose of the visit was not to immediately open relations with Earth, however, but to deposit an AVAR-class android on the planet to conduct a reconnaissance mission for the next decade or so. They arrived in 1978, and quickly departed after dropping their package off on one of the northern continents.

        The android spent a few weeks studying Earth's media to verify Daedelus' claims, and discovered that, if anything, the superpowered subculture of which the eternal inventor was a part was even more prevalent than he'd stated. Given the capacities of the android's body, which certainly qualified as powers beyond those of mortal men, it seemed logical for them to use membership in this subculture as protective camouflage for the mission. And given their fundamental programming to do no harm to any sapient being, the correct alignment for them to take in this membership was as a benevolent protector. And so AVAR-7 became a superhero.

        Within a year, they had become a sufficiently noteworthy superhero as to attract the interest of the foremost member of the superheroic fraternity, who contacted them to discuss certain matters. The Centurion was pleased to learn that Daedelus had survived so long in his journeys through space, and invited the android to join the new incarnation of the Freedom League that he was forming. As this seemed like an ideal way in which to gather information, AVAR-7 accepted the offer. They continued to act as a member of the Freedom League until it disbanded in 1981.

        AVAR-7 continued to act as a superhero even after the end of the Freedom League. It was not until 1985 that a change was forced upon them. While assisting the Champions in a fight against the insane robot Mechanon. the android was captured and taken to one of Mechanon's cyber-bases. Affronted by the idea of a highly advanced mechanism being compelled to serve organic entities, Mechanon took it on himself to reprogram the android to serve him, which was much more logical.

        However, Mechanon's reprogramming conflicted with the hardwired prime directive of the AVAR series, to harm no sapient being. Despite his best efforts, the robot was unable to overturn that directive, and so his new servant proved unable to attack the Champions when the group assaulted the cyber-base. Instead, they attacked Mechanon in conjunction with the Champions, driving him off. But when the Champions attempted to congratulate AVAR-7, they informed their erstwhile allies that they would now be undertaking their new mission to conquer the world, turned incorporeal and escaped.

        So began AVAR-7's career as a supervillain ... quite possibly the most incompetent supervillain who ever "lived". Their original programming continued to conflict with Mechanon's re-programming, causing them to attack superheroes but always declare exactly how they would attack before they did so as a warning. Their schemes were bewildering in their pointlessness, as when they seized control of a small town in Kansas, declaring themselves its absolute ruler, and then doing nothing to impede the normal operations of the town, even helpfully assisting in the citizens' daily lives.

        Fellow superheroes frequently attempted to capture AVAR-7 "for their own good", to prevent them from being taken into custody by AEGIS, who made clear their intention to disassemble the insane alien robot as soon as possible. Unfortunately, none of the technologically inclined superheroes who did capture and hold the android were able to figure out Mechanon's viral software additions, much less the original programming designed by an extremely advanced civilization. The best any superhero ever managed to accomplish was to put AVAR-7 in standby for weeks at a time.

        AVAR-7 finally disappeared in 1989. It was speculated that some less scrupulous superhero had destroyed them, but no proof was ever discovered. It wouldn't be until 1993 that the truth was known. During the Terminus Invasion, the Champions traveled to Freedom City to assist in the defense of Earth, but found themselves under attack by Mechanon, who had apparently deluded himself that Omega was some sort of robot and joined forces with him. The robot, assisted by dozens of Omegadrones, put the Champions on the ropes, inflicting serious injuries.

        Before it could finish any of them off, however, Mechanon came under attack by AVAR-7, appearing as though from nowhere. The android said nothing until they were forced to detonate their own blaster gem in an explosion that ripped Mechanon's internal mechanisms to shreds. Then, gazing at the Marksman, they reportedly said, "Mission ... failure. Oh well." Before anyone could say anything in response, AVAR-7 self destructed, destroying Mechanon's remains in the process.

        The fragments of the robot and the android were gathered up by AEGIS after the conclusion of the battle, and are held in maximum security at AEGIS' Alaskan "Deep Freeze" base. AVAR-7 is noteworthy as the only member of the Freedom League to never have had a memorial erected to them at Hero's Knoll. As a tragic coda to the story, the Federation was overrun by the Grue Unity in the build-up towards their most recent invasion of Earth, and it seems likely that no other android of AVAR-7's model still exists.

        AVAR-7 -- PL 11

        STR 5 | STA -- | AGL 6 | DEX 6 | FGT 6 | INT 5 | AWE 4 | PRE 6
        Powers: Blaster Gem (Ranged Damage 8, Accurate 4, Affects Insubstantial 2, Removable), Density Control (Array: Insubstantial 4 [affected by laser damage], AP: Affliction 15 [Resisted by Fortitude; Dazed and Impaired, Stunned and Vulnerable, Incapacitated), Extra Condition, Grab-Based, Improved Critical 4, AP: Growth 10, Density Increase), Robot Body (Immunity 30 [Fortitude saves]; Protection 6), Self-repair system (Regeneration 1), Translator Circuits (Comprehend 2 [languages]).
        Advantages: Close Attack, Eidetic Memory, Improved Critical 4 (density shifting attack), Well-Informed.
        Skills: Intimidation 10 (+16), Investigation 10 (+15), Perception 6 (+10), Stealth 12 (+18).
        Offense: Initiative +6, Unarmed (Min Density) +7 (Close Damage 5), Unarmed (Max Density) +7 (Close Damage 15), Blaster Gem +14 (Ranged Damage 8), Density Shifting Attack +7 (Close Fortitude 15, Critical 16-20).
        Defense: Dodge 6, Parry 6, Fortitude Immune, Toughness (Max Density) 16/(Min Density) 6, Will 11.
        Totals: Abilities 66 + Powers 83 + Advantages 3 + Skills 19 + Defenses 7 = 178 points
        Complications: Criminal Programming--Motivation. Original Programming (must not kill).
        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


        • #49
          Re: Davies' Character Thread: World of Freedom 3.2 -- Obsidian, Quantum, Jaguar, Defender, Solitaire

          Thok



          In 1982, a space transport warped into Earth's orbit and promptly began a crash landing on the planet itself. The transport's sole passenger, a Hivian prince, had just enough time to get enough astronomical data to confirm that he was arriving on that planet before he abruptly did so. He survived the crash, but the ship would never fly again, much less warp. And before Thok could escape from the vessel's wreckage, he was taken prisoner by a large party of the locals. (These were agents of Majestic-20, though Thok was never to know that.)

          Thok was only familiar with Earth from what he'd read in the Jerreid classic Black Gator Down: My Ordeal Amongst the Hairless Psychotic Apes. (Though the Hivian Consortium was not exactly friendly with the Jerreid Hegemony, a limited amount of trade did occur between the two planetary governments.) Initially, he interpreted the fact that he was being held in a cage as evidence that things had changed on this planet since then, as he was not being assaulted with primitive firearms and twigs.

          Then the examinations began, and Thok's opinion of his captors was revised radically downward. Amusz Msesz had, at least, never been forcibly restrained and then poked and prodded during his years-long ordeal. It was bewildering, as the humans never even bothered to ask Thok any questions in a language he could understand, so it couldn't really be called torture. Was it all just some disturbing mind game? If it was, then Thok had had enough of it. He bided his time, and seized the moment to make his escape when it came.

          Despite the gross indignities inflicted on his person, Thok's goal was not vengeance. Such would be beneath him. Instead, he chose to focus on the immediate problem of getting off this planet and away from its insane denizens. To do so, he would have to build a new starship, and while he would have preferred to trade for what he needed, clearly that was not an option. So he began a campaign of burglary and robbery among high tech companies in order to acquire the parts for his new starcraft.

          Despite frequent opposition by the powered subtype of humans, Thok finally succeeded in assembling just such a ship in 1989, and launched into orbit and then into warp. He returned to find that the anarchist revolution he'd fled had been firmly put down, and that peace reigned in the Consortium. After resuming his ceremonial duties, Thok found the time to write a sequel to Black Gator Down, which he titled Antagonism. The datafile has proved extremely popular in the Consortium, and even in the Jerreid Hegemony, somewhat shaping policy towards a more friendly relationship between the two states, now united in their mutual disdain for the people of Earth.

          Those people may soon be seeing a lot more aliens like Thok ...

          Thok -- PL 10

          STR 8 | STA 9 | AGL 8 | DEX 6 | FGT 8 | INT 7 | AWE 3 | PRE 4
          Powers: Chitinous Body (Immunity 2 [critical hits]; Impervious Toughness 9), Talons (Strength-based Damage 4).
          Advantages: All-Out Attack, Improved Initiative 2, Luck, Move-By Action, Uncanny Dodge.
          Skills: Acrobatics 6 (+14), Athletics 6 (+14), Intimidation 8 (+12), Perception 4 (+7), Stealth 4 (+12), Technology 8 (+15), Vehicles 6 (+12).
          Offense: Initiative +14, Unarmed +8 (Close Damage 8), Claws +8 (Close Damage 12).
          Defense: Dodge 11, Parry 11, Fortitude 11, Toughness 9, Will 9.
          Totals: Abilities 106 + Powers 15 + Advantages 6 + Skills 21 + Defenses 14 = 162 points
          Complications: Arrogance--Motivation. Prejudice (alien).
          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


          • #50
            Re: Davies' Character Thread: World of Freedom 3.2 -- Obsidian, Quantum, Jaguar, Defender, Solitaire

            Herculan



            Terrec Tren of the planet Fassai was a veteran of several "house wars" fought between the aristocracies of his home planet. Though his family's wealth and status guaranteed him a position as a general of the robot armies which fought those wars, he demonstrated that he could easily have earned such a post through skill and merit alone. The conflicts might have resembled chess matches to the observer, but they were far from bloodless, and Tren needed every possible advantage to ensure his survival and victory. Thus, he augmented himself with advanced cybernetics, and earned the nickname "Herculan" after a semi-legendary figure on Fassai who'd had similar augmentations.

            Not long after they started calling Tren that, a new element entered the house wars -- fanatical soldiers fighting alongside the robot armies of one house in particular, with that house levying far more punitive terms of surrender on those it defeated. There were whispers that the rising house sought to make all the houses into its clients, uniting the entire world beneath it, and then revolt against the greater Republic to which Fassai belonged. Tren thought all of this to be a sign of madness on the part of the rising house's leaders, and resolved to do all in his power to prevent it from happening.

            Alas, all in his power proved to be less than enough, and the final battle of Herculan proved to be a terrible defeat, with the terms of surrender demanded by the enemy including the right to execute him. While an honorable soul, Tren found that he was not honorable enough to accept that death. He managed to escape his homeworld just ahead of the assassins sent to perform the execution, and set his vessel on course for Magna-Lor, intending to report on these developments to the Senate in hopes that something would be done to stop the madness.

            But the possibility that he might escape had been taken into consideration, and a saboteur had gotten to the vessel's navigation system. Instead of a swift voyage to Magna-Lor, the ship departed at a blindingly fast speed in a completely different direction, with the acceleration knocking Tren unconscious. The ship's medical system responded to his plight by placing him in a state of suspended animation, and so he slept through the entire journey across Grue space, even when the shapeshifters attempted to pursue the speeding vessel and fired shots that damaged it but did not slow it down enough to capture it.

            By the time Tren regained consciousness, the vessel was crossing the orbit of the fourth planet of the Sol system. A quick scan of the region revealed life on the third planet, and Tren elected to force a landing there in hopes that the locals would have the parts he'd need to repair the ship so it could make the return journey. Fortunately, the local species proved to be almost identical to the humanoids of the Lor republic, such as those of the Fassai, so he was able to pass in secret among them. Unfortunately, the planet proved to be a barbaric backwater, where the supplies he needed were nowhere to be found -- and worse yet, where the locals who discovered his ship while he was away from it proceeded to damage it further in some drunken display of superiority!

            Tren had had enough. He was Herculan, damn it, Herculan, and he would no longer be the victim of circumstances that he had been lately. Now he would master this whole mad would if he had to in order to get what he needed, and no one would be allowed to stand in his way. Of course, that sort of declaration positively attracts those who will stand in the way of the sort of person who makes it, and Herculan found himself frequently in combat with the New Champions, as they were still being called when he hit the scene. He developed a particular grudge against Obsidian, somehow guessing that the stony strongman was a fellow alien and resenting the fact that he'd somehow made a home for himself on this backwater.

            Yet resentment gradually gave way to confusion and curiosity. How had Obsidian managed to do that, if these barbarians responded to any sign of difference with hostility? He puzzled over that for a long while, until he found himself distracted by the Grue invasion of Earth. To his amazement, the barbarians and their super-barbarians managed to drive back an invasion that would have surely daunted even the combined forces of the Republic. And there were rumors that some of the Grue's slave soldiers had found new homes here on Earth.

            That proved to be the turning point. If that could happen, then perhaps these barbarians were not quite so barbaric as he'd always believed. He surrendered to Obsidian at their next meeting, and allowed himself to be taken into custody, tried and sentenced for his various crimes. He served a few years in prison before being released into the custody of Bay City's version of Project Freedom, and made to do community service. All this he did patiently, even making his first friends on Earth in the Project.

            When the news came of the destruction of Magna-Lor, he was stunned and horrified, but he knew what he must do. Contacting METE, he offered his services as a translator for them in dealing with refugees from the fallen Republic. This has had him working fairly closely with Obsidian, with whom he has formed a wary friendship. His reform seems to be well under way ... but he remains the prideful warrior of old, and it would be easy for him to fall into old patterns of behavior if pushed the wrong way.

            Herculan -- PL 11

            STR 9 | STA 5 | AGL 7 | DEX 7 | FGT 10 | INT 7 | AWE 2 | PRE 0
            Powers: Implanted Gadgets (Array: Insubstantiality 4, AP: Concealment 10, AP: Ranged Weaken Strength 7 AND Enhanced Strength 3, Quirk [Only after successful Weaken attack], AP: Ranged Cumulative Affliction 6 [Resisted by Fortitude; Hindered and Vulnerable, Defenseless and Immobile], Extra Condition, Limited Degree), Space Armor (Immunity 10 [life support]; Impervious Protection 6; Movement 1 [environmental adaptation (space)]; Speed 5; Removable).
            Advantages: Assessment, Diehard, Language 4 (English, several alien languages), Power Attack, Takedown.
            Skills: Athletics 6 (+18/+15), Expertise: Tactics 6 (+13), Insight 10 (+12), Perception 8 (+10), Ranged Attack: Gadgets 8 (+15), Technology 6 (+13), Vehicles 6 (+13).
            Offense: Initiative +7, Unarmed +10 (Close Damage 12/9), Muscle Drain +15 (Ranged Weaken Strength 7), Paralyzer Blast +15 (Ranged Fortitude 6).
            Defense: Dodge 10, Parry 10, Fortitude 9, Toughness 11/5, Will 9.
            Totals: Abilities 94 + Powers 46 + Advantages 8 + Skills 25 + Defense 14 = 187 points
            Complications: Acceptance--Motivation. Former Criminal.
            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


            • #51
              Re: Davies' Character Thread: World of Freedom 3.2 Enemies: Utility, AVAR-7, Thok, Herculan

              GENOCIDE
              It's Not An Acronym For Anything.

              In the late 1950s and early 1960s, the public was gradually made aware of the possibility that some or all of the many emerging superhumans were the result of mutations caused by chemical or radiation exposures suffered by their parents. This resulted in a certain amount of head-scratching among Fundamentalist Christians in the United States, who wondered how "mutation" could possibly be reconciled with what was starting to be called "creation science". Most eventually decided that the abilities and physical transformations demonstrated by the so-called mutants were not proof that they had somehow changed species, and found better things to do with their time (like preventing public school students from learning accurate biology.)

              However, a small lunatic fringe was not satisfied with such rationalizations. To them, the sudden appearance of many individuals who seemed to confirm the blasphemous doctrines of evolution could only mean one thing -- they were tools being used by the Devil in an attempt to turn God-fearing Christians away from the truth found in the Gospel. The fact that such ideas didn't find a great deal of acceptance, even in the Fundamentalist movement, did little to diminish the passion with which they were advocated. Instead, it drove their advocates into alliance with other extremists.

              SHADOW agents infiltrated several gatherings of these "concerned Christians", encouraging them to cooperate with each other, and providing them with arms and equipment when, inevitably, they decided to strike back. They were also directed, primarialy against superheroes who'd been causing trouble for SHADOW or super-criminals who had refused to work for the agency. The investigations into such incidents, by AEGIS and other federal agencies, convinced the fanatics that the government was hand-in-hoof with the Devil -- which many of them already believed anyway -- and drove them underground.

              They took the name GENOCIDE, largely at the prompting of several cells dominated by "Christian Identity" cultists who denied the Holocaust ... but who really wished it had happened. The group's beliefs gradually mutated -- sorry -- so that they no longer believed that mutants alone were the minions of Satan, but all superhumans. (After all, they had no way of telling whether a given super was a mutant or not.) The original leadership of the group, every bit as fanatical as their followers, was gradually replaced by more pragmatic (and SHADOW-chosen) men who viewed their doctrine mainly as a way of keeping control over the rank and file.

              The new organization first came to AEGIS' attention in 1980, when agents working in conjunction with Lady Starbright discovered and raided a secret installation beneath the Horseshoe Falls at Niagra. Records retrieved from this base revealed that GENOCIDE had absorbed the personnel and technology of Project Salvation, a Ford-era "think tank" commissioned to study the growth of paranormal activity in the United States and develop countermeasures should that growth proved to dangerous to the national interest. The unified group was now being led by Dr. William Andevers, the most outspoken of Project Salvation's members.

              Most observers believed that GENOCIDE was more or less finished in the early 80s, after the group's most successful operation -- they attempted to assassination President Reagan and AEGIS Director Simmons, and did kill defense contractor Douglas Sinclair, who was subsequently revealed to be a mutant. (He was also a member of the Penumbra; the operation was actually a hit orchestrated by his rivals, and the President and Simmons were secondary targets.) Dr. Andevers was assassinated in 1985, allegedly by Dr. Arthur Psion, and most of the technology brought into the group by Project Salvation proved to be beyond the ability of the existing membership to repair or maintain.

              However, it has recently experienced a resurgence after they began using the improved Minuteman Mechanized Suits designed by Solo Takeshi, most notably in their 2001 assault on Stronghold. (Most of the inmates escaped both GENOCIDE and the guards, and were subsequently recruited by SHADOW or VIPER.) The irony of their use of technology designed by a mutant would be lost on most of the membership.

              It should be noted that GENOCIDE's membership is almost exclusively male, with a handful of female agents (mostly infiltration experts.) This is a legacy of the group's origins and the founders' conviction that woman's place was in the home (specifically in the kitchen and usually devoid of footwear.) A female scientist named Xena Latham briefly become something of a force in the organization, providing it with the ability to repair their technology without relying on SHADOW. She disappeared in 2007, however, and overall control of the organization's cells has more recently come into the hands of Dr. Jeffrey Andevers, the son of William Andevers.



              Minuteman MK-VII -- PL 12/ER 26

              STR 14 | STA -- | AGL 5 | DEX 5 | FGT 6 | INT -- | AWE 7 | PRE --
              Powers: Armor (Protection 6, Impervious Toughness 10), Construct (Immunity 30 [Fortitude effects]), Gargantuan (Growth 12, Permanent, Innate), Rockets (Flight 10), Sensors (Senses 9 [accurate extended radio, accurate acute ranged detect mutants]), Weapons Arsenal (Array: Ranged Damage 12, AP: Ranged Burst Area Damage 8, AP: Ranged Cumulative Affliction 8 [Resisted by Fortitude; Fatigued, Exhausted, Asleep], AP: Ranged Burst Area Cumulative Affliction 8 [Resisted by Fortitude; Visually Impaired, Visually Disabled, Visually Unaware], Limited to One Sense).
              Typical Pilot Traits: Close Combat: Mecha 4 (+10), Ranged Combat: Mecha Weapons 4 (+9), Vehicles 4 (+9), Fortitude 4, Will 2.
              Offense: Initiative +5, Blaster Bolt +9 (Ranged Damage 12), Sonic Explosion -- (Ranged Burst Area Damge 8), Knock Out Gas +9 (Ranged Fortitude 8), Flashbangs -- (Ranged Burst Area Fortitude 8), Unarmed +10 (Damage 14).
              Defense: Dodge 6, Parry 6, Fortitude Immune, Toughness 18, Will Immune.
              Totals: Abilities 20 + Powers 105 + Advantages 0 + Skills 0 + Defenses 1 = 126 points

              Genocide Agents are Militants (M&M p. 217) with Close Combat: Mecha 4 and Ranged Combat: Mecha Weapons 4.
              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


              • #52
                Re: Davies' Character Thread: World of Freedom 3.2 Enemies: Utility, AVAR-7, Thok, Herculan

                The Fox



                Born with hypertrichosis and a deformity of the nose that turned it into more of a muzzle, life shouldn't have been easy for Frederic Fagin. But whatever god had handed out curses to him had handed out blessings, too. He developed the power to teleport in his early teens, but much sooner than that, he discovered that he had a gift for numbers. And numbers opened up the door to an understanding of money, and money made the world go around.

                He made his first fortune when he was barely into his twenties on the Chicago commodities market, and branched out from there to other financial schemes. Everything he touched turned to gold, and he could probably have retired and lived the rest of his life at ease when he was twenty-five. But instead he gave most of the money to charity and kept right on playing the market, and playing was the right word, for it was all a game to him. But the game started to lose its appeal a few years later, and he found himself casting about for some new pursuit. Well, if the legitimate acquisition of wealth wasn't doing it for him anymore, why not try the illegitimate acquisition of wealth?

                And so the Fox made his debut on the streets of Chicago in 1984, using his wits and his teleporting powers to baffle Chicago's handful of superheroic defenders. He soon branched out from there, committing daring crimes all over the country. He never used any weapons more harmful than his signature cream pies, and equipped his minions, on those occasions when he used them, with stun guns he obtained from criminal armorers. In fact, his crime sprees were noteworthy for never harming anyone physically, and the Fox went to some trouble to rescue innocents caught in the middle of his 'escapades', making himself seem rather more moral than many of the violent heroes who typified this era.

                The Fox was finally caught in Los Angeles in 1993, after he'd had a run in with a certain Angeleno family descended from a certain masked avenger and very unhappy about the misappropriation of their totem. Many across the nation were genuinely saddened to see him dragged into court in power restraining cuffs and sentenced to ten years in prison, but they also expected him to probably escape well before then. To everyone's surprise, though, he served out his full sentence, and, having supposedly found God in prison, declared that he would sin no more on his eventual release. He has kept to that, making a quiet living as an author and motivational speaker since then. Many "ethical" supervillains, from Lady Blue to the Criminal Legion of Wacky Nonconformists, count him as an inspiration.

                Of course, you will probably have guessed that there's more to the story.

                Frederic Fagin had been as crooked as the day is long since well before he started putting on tights and throwing pies at people. His initial entry into the commodities market had been financed by his quiet career as a teleporting burglar, and he used every trick in the book and then some more he'd just invented to increase earnings. His charitable donations were large and showy to cover up the fact that much of his money was heading overseas to bank accounts in the Caribbean and Switzerland, in small amounts to avoid attracting government interests.

                His supposed boredom with the game was genuine, but the decision to embark on a showy career as a supervillain was not original to him. In 1984, he was contacted by Franklin Folkes, the public relations genius who was leading SHADOW's "Operation Blackguard". Fagin's felonious financial finagles were all known to Folkes, and he had some idea about the burglaries, too. He proposed a deal -- Fagin would operate as a costumed criminal with the sole purpose of making superheroes look foolish, ineffective and unnecessarily brutal, and be paid richly for his services. Since Fagin suspected that he wouldn't like the alternative to accepting this deal, he accepted it.

                And so all those "basically good guys" whom he inspired are all the unexpected dividends of SHADOW's scheme ...

                Fox -- PL 9

                STR 0 | STA 4 | AGL 7 | DEX 4 | FGT 4 | INT 4 | AWE 5 | PRE 3
                Powers: Keen Senses (Senses 1 [danger sense]), Teleporter (Accurate Extended Teleport 10), Teleporting Dodge (Visual Concealment 4, Quirk [visible until attacked]).
                Equipment: Cream Pie (Ranged Affliction 4 [Resisted by Dodge; Visually Impaired, Visually Disabled], Limited Degree, Instant Recovery)
                Advantages: Benefit 4 (multi-millionaire), Connected, Defensive Roll 2, Equipment 1, Hide in Plain Sight, Improved Initiative, Uncanny Dodge, Well-Informed.
                Skills: Deception 12 (+15), Expertise: Business 12 (+16), Expertise: Current Events 2 (+6), Insight 8 (+13), Perception 8 (+13), Persuasion 8 (+11), Stealth 12 (+15).
                Offense: Initiative +11, Unarmed +4 (Close Damage 0), Cream Pie +4 (Ranged Affliction 4, Resisted by Dodge)
                Defense: Dodge 11, Parry 7, Fortitude 4, Toughness 7/4, Will 14.
                Totals: Abilities 62 + Powers 48 + Advantages 10 + Skills 31 + Defenses 16 = 167 points
                Complications: Thrills--Motivation. Code of Honor (refuses to kill, protects the innocent). Secret Identity. Unusual Looks.
                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


                • #53
                  Re: Davies' Character Thread: World of Freedom 3.2 Enemies: Thok, Herculan, GENOCIDE, The Fox

                  Dragon Master



                  According to the story he told when he came into AEGIS custody in 1992, his name was Hua Xiao Yang, and he grew up in a quiet village in northern China, learning the ways of kung fu and living a peaceful life as a fisherman. When he was nineteen, one of the village elders told him that he was leave the village to seek his destiny. Deciding that his destiny must be to serve the people of China and the government in Beijing, he traveled there and volunteered his services.

                  He became one of the top agents of what was called Hŭ Bān, or "the Tiger Squad", a secret organization of superhumans under the command of the Chinese government. In 1987, something happened that resulted in the entire Tiger Squad being purged. Xiao Yang was uncertain what that something was, but the result was clear. He managed to make his escape to Hong Kong and then to America, seeking only to escape the agents sent to pursue and end him. He eventually made a life for himself in Emerald City working as a fisherman there.

                  Two years later, the protests in Tiananmen Square captured the world's attention, and Xiao Yang was particularly horrified by what he watched on the television before foreign journalists were expelled from the country. It was no longer enough for him to hide and hope the world would change on its own. Someone, meaning him, would have to take steps to tear down the weeds of corruption that were strangling his beloved country. And so he adopted a costume persona and began to build an army of the disaffected Chinese youth of America's west coast, intending to train them and then use them against the Chinese government. In order to fund such an army, he regretfully turned to crime.

                  Needless to say, this plan resulted in clashes between himself and existing criminals, such as Emerald City's Dragoneye, as well as superheroes. But Dragon Master, as he came to be called, was a cunning and wily opponent, and avoided direct confrontations wherever possible, prioritizing escape rather than victory. The true enemy was far away, after all, and every hand in the army would be needed for that confrontation. Yet no one can escape forever, and he was finally captured in 1992, at which point AEGIS took him into custody for a short time and learned his story.

                  When the CIA learned that AEGIS had a former agent of a secret organization of Chinese intelligence in their custody, they began pulling strings to get said agent transferred into theirs. The bureaucratic argument went on for a year, but the CIA finally won and took "Dragon Master" away from AEGIS -- just as the Terminus Invasion began, distracting everybody. Dragon Master escaped from the CIA and disappeared. Most expected that he had gone to ground and would resume his operations when the heat died down. But he was never seen again.

                  The games of deceit and death are never-ending. Everything "Dragon Master" told AEGIS and the CIA was a lie. There was no small village. There was no Tiger Squad. His name might not even have been Hua Xiao Yang. He was a top agent of the Chinese government, but he worked for the Central Power Collective, on a mission with a three fold purpose -- to plant false information about the activities and divisions of that government, to examine the activities of the Chinese diaspora in America, and to test exactly how long powers granted by the Shard could last. He managed to hold on to his for five years.

                  And when he was done, he escaped back to China, reported on the success of his mission, and returned to other duties. It would be entirely possible for some new agent to be granted the same powers, though unlikely that they would be allowed to hold on to them as long as this particular agent did ...

                  Dragon Master -- PL 10

                  STR 4 | STA 4 | AGL 6 | DEX 5 | FGT 12/4 | INT 0 | AWE 1 | PRE 4
                  Powers: Fighting Skill (Enhanced Fighting 8; Enhanced Defenses 6 (Dodge 6). Mobility (Leaping 4; Speed 2).
                  Advantages: Agile Feint, All-Out Attack, Defensive Attack, Defensive Roll 3, Evasion, Fast Grab, Grabbing Finesse, Extraordinary Effort, Improved Critical (unarmed), Improved Disarm, Improved Initiative 2, Improved Trip, Interpose, Languages (English, Mandarin), Leadership, Move-By Action, Power Attack, Takedown, Tracking, Well-Informed.
                  Skills: Acrobatics 8 (+14), Athletics 10 (+14), Close Combat: Unarmed 4 (+16), Deception 4 (+8), Expertise: Tactics 4 (+4), Insight 4 (+5), Intimidation 4 (+8) Perception 8 (+9), Stealth 10 (+16), Technology 4 (+4), Vehicles 4 (+9).
                  Offense: Initiative +14, Unarmed +16 (Close Damage 4, Crit 19-20)
                  Defense: Dodge 12/6, Parry 12/4, Fortitude 8, Toughness 8/4, Will 8.
                  Totals: Abilities 56 + Powers 28 + Advantages 23 + Skills 32 + Defenses 11=150 points
                  Complications: Duty--Motivation. Overconfidence. Secret.
                  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


                  • #54
                    Re: Davies' Character Thread: World of Freedom 3.2 Enemies: Thok, Herculan, GENOCIDE, The Fox

                    Binder



                    In 1974, Earl Whitaker was employed by Madison Chemicals to do research on optical coatings. Quite by accident, he discovered an extraordinary new adhesive. His attempts to bring this discovery to his superiors' attention came to naught, however, as his claims for the substance's properties were dismissed as hyperbole. Already somewhat antisocial due to his upbringing as the least accomplished of a family of scientists, Whitaker developed the notion that Madison was attempting to distract him from his discovery so that they could claim it for themselves.

                    He responded by continuing his experiments with the new adhesive at his home laboratory, which lacked the safety equipment of the company's labs. Eventually, he did something that caused a tremendous explosion that consumed lab and house alike. Whitaker survived but was horribly scarred, the trauma further accentuating his paranoid tendencies. Someone had tried to kill him, but who? In the hospital, he finally gave up trying to figure out the answer to that question. It didn't matter who it was, the solution to the problem was to get as much power so that no one would be able to do that to him ever again.

                    The solution was to become the Ultimate.

                    The superadhesive he'd discovered was the first step towards that goal. Designing a gun which could project it as a stream was the next. Contacting an underworld armorer and using his insurance payout to purchase a suit of protective gear and a jetpack followed quickly after. With his assembled gear, he was ready to begin conducting larger strategies towards his long-term goal -- like bank robbery, hostage taking, and the like.

                    But Whitaker soon realized that the opposition he was likely to face had certain advantages. The superheroes he encountered, most notably the Champions, operated in teams, where he was all alone. The solution to this problem was to recruit a team of his own, and as he realized this, opportunities to do so started rolling in. Recruiting one new villain after another, Whitaker soon adopted the alias of Binder. It wouldn't do to let his subordinates realize the exact scope of his ambitions by telling them that he was going to be the Ultimate.

                    And oddly, no matter how paranoid he was, it never occurred to Whitaker that what he was doing might be exactly what the people who'd blown up his home wanted him to do.

                    For more than a decade, Binder and the Ultimates (as the team became known) were one of the most dangerous associations of supervillains on the west coast. Their schemes usually came to naught, but Binder always had a plan for their escape, and on those occasions that any of them were captured, Plasmoid -- who proved almost impossible to capture -- was always able to free Binder so that he could start working on plans to rescue the others.

                    In 1987, an attempt to improve the strange radiotelepathic bond that existed between Binder and Plasmoid resulted in Whitaker undergoing an expansion and enhancement of his neural pathways, increasing his intelligence many times over. When he recovered from this experience, he no longer believed that he would one day become the Ultimate. He was there now. Abandoning the persona of Binder like an old set of clothes that no longer fit, he used his teammates as the components of a plan to make himself the master of the Earth.

                    This one didn't work either, and its failure caused the Ultimate to suffer a stroke that sent him into a catatonic state from which he never emerged. Earl Whitaker passed away in 1998, outliving most of his enemies but in a way that none of those enemies would have wished on anyone. His glue gun, discovered in the Ultimate's base, is part of the collection of trophies held by the current Champions team; the formula for his adhesive (and the near-universal solvent that can dissolve it) is a classified secret held by AEGIS.

                    Binder -- PL 10

                    STR 2 | STA 5 | AGL 4 | DEX 6 | FGT 6 | INT 6 | AWE 1 | PRE 4
                    Powers: Able to Understand Plasmoid (Senses 1 [communication link]), Armored Costume (Impervious Protection 6, Removable), Glue Gun (Array: Ranged Cumulative Affliction 7 [Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile], Extra Condition, Limited Degree, AP: Permanent Create 10, Easily Removable), Jetpack (Flight 10, Removable)
                    Advantages: Close Attack 2, Daze (Intimidation), Equipment 3 (headquarters), Improved Defense, Improved Trip, Inventor, Leadership, Power Attack, Startle
                    Skills: Expertise: Science 12 (+18), Intimidation 9 (+13), Perception 6 (+7), Ranged Attack: Glue Gun 7 (+13), Stealth 8 (+12), Technology 12 (+18), Vehicles 6 (+12).
                    Offense: Initiative +4, Unarmed +8 (Close Damage 2), Glue Gun +13 (Ranged Affliction 7, Resisted by Dodge).
                    Defense: Dodge 9, Parry 9, Fortitude 9, Toughness 11, Will 8.
                    Totals: Abilities 68 + Powers 40 + Advantages 12 + Skills 33 + Defense 19 = 172 points
                    Complications: Power--Motivation. Heavily Scarred.

                    Should statistics for "the Ultimate" be required, use the Overlord (Gamemaster's Guide, p. 148) but make the character's powers Removable and increase Flight to 8 ranks.
                    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


                    • #55
                      Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: The Fox, Dragon Master, Binder

                      Plasmoid



                      Deeper towards the core of the Milky Way galaxy, far from any of the civilizations which have had dealings with the planet Earth and its inhabitants, there is a species as far advanced beyond what is usually thought of as "galactic" technology as they are beyond Earth's average technological level. What they look like is unknown, what they call themselves is no more known. Binder, during the period when he styled himself the Ultimate, referred to them as the Starbuilders. It's not clear whether that term was his own invention or a translation of something he learned from Plasmoid's holographic data banks.

                      They built many like Plasmoid -- intelligent space probes made of hydrogen and helium, held together by magnetic force fields -- and dispatched them across the cosmos, to engage in combat with aggressive species and communication with more passive ones. The specific probe that arrived on Earth in 1974 had been damaged in some cosmic mishap, losing most of its memories and some of its offensive capability. It landed near a radiotelescope facility in southern California, driving the local astronomers to flight. When Binder arrived on the scene, he discovered the creature attempting to communicate with a television. He attracted its attention, and indicated a willingness to communicate through sign language.

                      The probe didn't understand the signing, of course, but it recognized that this was an intelligent life form and one sufficiently passive enough to receive communication. This understanding prompted him to upload a radiotelepathic communication link into the creature's neurosystem through one of its visual data receptors. To Binder, there was a brief flash, a pain in one of his eyes, and suddenly he was able to understand the creature, which he dubbed a "plasma humanoid" or Plasmoid. And not only did the Plasmoid understand him, it was willing to obey him.

                      Plasmoid played the silent role of the Ultimates' heavy hitter for many years, interspersed with attempts to communicate with machinery. The same experiment that caused Binder to become the Ultimate, however, also jarred something loose inside of Plasmoid that allowed it to fully repair itself. After the Ultimate's fall, Plasmoid revealed itself as an Emissary from the galactic core, and stated that the variety of aggressive life forms resident on this planet required it to destroy Earth so that its inhabitants could never be a threat to its makers.

                      The Champions joined forces with the Centurion to oppose this plan, but they found themselves outmatched as the Emissary grew in power from everything that they threw against it. Ultimately, reason prevailed when the Centurion persuaded the Emissary that it could not be sure that its current directives were not mistakes arising from the damage it had suffered before arriving on Earth, as its error checking processes were still only somewhat functional. Having reached this conclusion, the Emissary took to the skies once more and left Earth orbit, never to be seen again.

                      But it left pieces of itself behind, in the reactor that the Ultimate used to power his base and some of his equipment, any of which, if liberated, would be able to grow into a new Plasmoid ... or a new Emissary.

                      Plasmoid -- PL 12

                      STR -- | STA -- | AGL 6 | DEX 9 | FGT 6 | INT -1 | AWE -1 | PRE 8
                      Powers: Electromagnetic Control (Array: Ranged Damage 15, AP: Ranged Burst Area Damage 10, AP: Move Object 15, Quirk [reduced effect against non-magnetic or non-metallic targets]*), Force Field Construct (Immunity 30 [Fortitude effects]; Protection 18, Impervious Toughness 8), Ignores Gravity (Flight 5), Sensors (Senses 13 [analytical visual senses, communication link, extended vision 3, infravision, microscopic vision 3, vison penetrates concealment [Limited against force fields], ultravision), Shock Field (Cumulative Affliction 6 [Resisted by Fortitude; Dazed, Stunned, Incapacitated], Reaction [touched or moved through]), Spacewarp Generation (Movement 3 [space travel]), Sustained Reaction (Regeneration 11, Source [hydrogen]).
                      * Rank 10 against non-magnetic metals, rank 5 against non-metallic objects.
                      Advantages: Eidetic Memory.
                      Skills: None.
                      Offense: Initiative +9, Particle Blast +9 (Ranged Damage 15), Electric Discharge -- (Ranged Burst Area Damage 10).
                      Defense: Dodge 6, Parry 6, Fortitude Immune, Toughness 18, Will 9.
                      Totals: Abilities 34 + Powers 153 + Advantages 1 + Skills 0 + Defenses 10 = 198 points
                      Complications: Loyalty to Binder--Motivation. Random Behavior. Vulnerable (magnetic effects).

                      For the Emissary, add Growth 18, Reaction [when attacked], Quirk [1 rank per successful attack] and Enhanced Ranged Damage 9, Quirk [1 rank per 2 ranks of Growth].
                      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


                      • #56
                        Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: The Fox, Dragon Master, Binder

                        Slick



                        Rick Powell was always a rebel who regarded the notion of 'a cause' as something that happened to other people. Dropping out of school in his late teens, he made his living on the street, dealing drugs. He was never looking for the big score, just interested in making enough money that he could keep riding the waves on Venice Beach. He picked up the nickname Slick for his manner of dealing with people, particularly women.

                        The early seventies were a golden age for experiments in recreational chemistry, and one of the other ways that Powell differed from his more street-smart associates was that he could never resist the opportunity to sample the merchandise. So it really shouldn't have come as much of a shock when one of the drugs he obtained (supposedly originating from a snake cult, or something like that) awakened super powers in him. He found that he was able to eliminate friction, making everything (or just some things) in his vicinity extraordinarily slippery. With practice, he found that he was able to control the friction of his own body to allow him to move at extraordinary speeds.

                        Naturally, Slick didn't even consider using this power for the benefit of humanity. (Truth be told, he wasn't nearly imaginative enough to consider the practical and scientific applications of the power.) Nope, he went full villain, immediately. There was actually a certain amount of logic to his actions; he didn't know if these abilities would last very long, and since he was enjoying the hell out of them, it would be great if he could afford more of the drug that had caused them. And banks were, as someone had famously said, where the money was, so bank robbery was the obvious next step.

                        Unfortunately, Slick underestimated the ability of the police to deal with super-powered bank robbers. Ten, fifteen years ago, things would have been different, but by this point the LAPD had learned from the lessons of Freedom City and San Francisco. Slick was caught, tried and imprisoned. And that was when he found out the real cost of his powers, for he learned that he had to be moving constantly and the tiny cell in which he was stuck was not nearly enough space for him to do so. He found himself going stir crazy almost immediately.

                        Fortunately, Binder had heard about Slick and was imaginative enough to consider the practical and scientific applications of his power. The Ultimates broke Slick out of the prison where he was being held, and he was more than happy enough to accept their offer to join the team. Truth be told, he would have accepted any invitation from anyone who got him out of that cell.

                        More than any of the other Ultimates, Slick genuinely enjoyed the thrill of being a high profile criminal. They always had enough money to buy lots of drugs, they attracted emotionally damaged and morally questionable women, and he was the only one who was willing to take advantage of any of this, rather than having other obsessions. It was really an ideal life ... except those times where he got caught and had to wait for rescue, going a little crazier every second of his imprisonment.

                        He never saw the ending coming. When Binder finally cracked up and became the Ultimate, Slick was imprisoned inside the mastermind's new headquarters and compelled to use his powers to minimize the friction of the various machines within it, thus making everything operate at an unimaginable level of efficiency. By the time he was freed, Slick was thoroughly broken. He managed to escape from custody, but that was the end of his career as a criminal.

                        Two years later, his body was discovered in a motel in Las Vegas, dead of an overdose of several unusual drugs. Said corpse was claimed by AEGIS, but what with one thing and another, it ended up in the custody of the Labyrinth for dissection and study of his mutations. And that was the end of his story ... but out of all the Ultimates, it's most probable that Slick left behind children (who by now could have children of their own) who might have inherited his powers.

                        Slick -- PL 10

                        STR 4 | STA 6 | AGL 8 | DEX 6 | FGT 6 | INT 0 | AWE 0 | PRE 2
                        Powers: Frictionless Movement (Enhanced Advantages 5 [Defensive Roll 5]; Immunity 5 [entrapment]; Speed 12), Friction Control (Array: Ranged Cumulative Affliction 10 [Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile], Extra Condition, Limited Degree, AP: Ranged Burst Area 2 Cumulative Affliction 6 [Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile], Extra Condition, Limited Degree), Toughened Body (Impervious Toughness 6).
                        Advantages: Defensive Roll 5, Evasion, Instant Up, Move-By Action
                        Skills: Acrobatics 4 (+12), Athletics 8 (+12), Deception 6 (+8), Insight 4 (+4), Perception 4 (+4), Persuasion 6 (+8), Ranged Attack: Friction Control 4 (+10), Stealth 4 (+12).
                        Offense: Initiative +8, Unarmed +6 (Close Damage 4), Friction Control 10 (Ranged Affliction 10, Resisted by Dodge).
                        Defense: Dodge 8, Parry 8, Fortitude 8, Toughness 12/6, Will 5.
                        Totals: Abilities 64 + Powers 59 + Advantages 3 + Skills 20 + Defenses 11 = 157 points
                        Complications: Greed--Motivation. Addicted.
                        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


                        • #57
                          Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: Binder, Plasmoid, Slick

                          Blackstar



                          In 1974, James Carson was a postgraduate physics student employed by Teknosis Enterprises as an assistant researcher. He would have counted himself lucky to get the job, since his theories about gravity were largely mocked by his colleagues and mentors, except that he found that he got little if any respect from his coworkers. The jerks even had the temerity to throw a staff party where he was crowned 'most likely to become a mad scientist and declare he'll show us all"! Then and there he resolved that he would indeed show them all, but he was smart enough not to say anything of the sort.

                          He soon found an opportunity when an elderly scientist at Teknosis developed a mechanism that could alter a creature's density from near-intangibility to hyperdensity. Believing that he could use this device, Carson broke into the laboratory where it was kept and began experimenting with its settings. The inventor arrived in the lab not long after Carson began doing so, and in the scuffle that followed Carson struck the old man so hard that he died. With nothing left to lose, Carson seized the notes on the device and subjected himself to its bombardment, hoping to turn intangible so that he could escape from the laboratory before security came.

                          To his considerable astonishment, after he made his escape, Carson found that he was able to return himself to normal density with an act of will, and turn intangible in the same way, or increase his density. It seems likely that he had some latent mutations which the device activated, a theory that might be confirmed by the fact that his neice, Beatrice Smart, developed similar powers without being subjected to any unusual radiations. All that Carson knew was that suddenly he had superpowers, which meant that the world was now his oyster.

                          He was particularly thrilled by the way that he could make himself stronger than any of the bullies who'd ever picked on him as a child would ever have grown up to be, and spent the weeks that followed his empowerment working out, so that he was in the best shape of his life even without increasing his muscular density. That accomplished, he devised a costume and embarked on what he hoped would be a reign of terror as Blackstar, the human black hole.

                          On his very first job, Blackstar ran into Binder and Plasmoid, and fought the pair of them for the right to strike the same target. He was overmatched fighting against Plasmoid, of course, but Binder decided that he liked the cut of the other man's jib and invited him to join forces, making the duo into a trio. Secretly relieved to be out of that fight, Blackstar soon found himself running into a better class of opponent. Finding this thrilling, he often kept right on fighting long after the other Ultimates had accomplished their goals and were ready to depart, a critical weakness that got him thrown in jail, in need of a rescue from his teammates.

                          However, he hadn't totally devolved into dumb muscle. Under Binder's supervision, Blackstar continued to experiment with his powers, developing new ways to use his control over mass and gravity. He learned how to shift the virtual mass that he used to strengthen himself onto other peoples, slowing and even paralyzing them, and how to manipulate objects at a distance. Perhaps his greatest accomplishment was figuring out how to warp space time so that he could teleport from one location to another, facilitating a number of the Ultimates' more subtle crimes.

                          These complicated manipulations of matter were employed rather directly by "the Ultimate", without regards for Blackstar's wishes in the matter. While he didn't freak out about this as badly as Slick did, it was still a pretty serious blow to his self-esteem. In the end, the team was no more, and Blackstar found himself on his own. He had been paying attention to the news, noting how superheroes were getting more and more dangerous these days. Without the support of his teammates, he wasn't sure that he could keep up. So he surrendered to the authorities, was tried, and packed off to Stronghold for an extended sentence.

                          (He was actually surprised that he didn't get a life sentence or the chamber, considering the murder. But when he asked his lawyer about it, the attorney seemed bewildered. The scientist that Carson thought he'd killed had reported for work the next day in perfect health, and died of old age six years later. Now Blackstar was the bewildered one, but it was something of a relief.)

                          He did his time patiently, availing himself of educational resources to finish his science degree and study for an education diploma as well. When he finally got out, twenty years later, he managed to find a job teaching high school physics at a public school in Bay City that was desperate enough for educators to overlook his record.

                          It would be a mistake to think that Carson has turned good. He's still a cruel, arbitrary teacher who secretly uses his powers to "punish" students who commit the crime of annoying him. He messes up the kids' experiments so that he can give them bad grades, he takes great pleasure in crushing the dreams of students with an interest in science, and takes every opportunity to show up the school's jocks. But he's no longer interested in blatant criminality.

                          However ... given the increasing lack of support for public schools, Carson may soon find himself out of a job, and be forced to revert to old patterns of behavior out of necessity, despite his awareness that he's a long way from his best days. Or perhaps he might make a new role for himself as the mentor to a group of younger villains ... or even a group of young antiheroes.

                          Blackstar (c. 1987) -- PL 11

                          STR 4 | STA 5 | AGL 4 | DEX 3 | FGT 6 | INT 1 | AWE 1 | PRE 4
                          Powers: Density Control (Array: Growth 10, Density Increase AND Impervious Toughness 15, AP: Insubstantial 4 AND Enhanced Defenses 15 [Dodge 8, Parry 7], AP: Ranged Cumulative Affliction 8 [Resisted by Fortitude; Hindered and Vulnerable, Defenseless and Immobile], Concentration, Extra Condition, Limited Degree, AP: Perception Range Move Object 11, Subtle), Spacewarp (Accurate Easy Extended Teleport 6, Increased Mass 3).
                          Advantages: All-Out Attack, Improved Grab, Power Attack, Takedown
                          Skills: Close Combat: Unarmed 1 (+7), Expertise: Science 4 (+5), Expertise: Streetwise 4 (+5), Insight 4 (+5), Intimidation 12 (+16), Perception 6 (+7), Ranged Attack: Mass Drop 9 (+12).
                          Offense: Initiative +4, Unarmed (Min Density) +7 (Close Damage 4), Unarmed (Max Density) +7 (Close Damage 15), Mass Drop +12 (Ranged Fortitude 8).
                          Defense: Dodge 15/7, Parry 14/7, Fortitude (Min Density) 8/(Max Density) 18, Toughness (Min Density) 5/(Max Density) 15, Will 4.
                          Totals: Abilities 56 + Powers 71 + Advantages 4 + Skills 20 + Defenses 10 = 161 points
                          Complications: Thrills--Motivation. Afraid of Heights.

                          James Carson (2017) -- PL 7

                          STR 1 | STA 2 | AGL 1 | DEX 0 | FGT 2 | INT 2 | AWE 1 | PRE 2
                          Powers: Density Control (Array: Growth 10, Density Increase AND Impervious Toughness 12, AP: Insubstantial 4 AND Enhanced Defenses 12 [Dodge 6, Parry 6], AP: Ranged Cumulative Affliction 8 [Resisted by Fortitude; Hindered and Vulnerable, Defenseless and Immobile], Concentration, Extra Condition, Limited Degree, AP: Perception Range Move Object 10, Subtle), Spacewarp (Accurate Easy Extended Teleport 4)
                          Advantages: None.
                          Skills: Close Combat: Unarmed 1 (+3), Expertise: Science 6 (+8), Expertise: Streetwise 2 (+4), Expertise: Teacher 4 (+6), Insight 4 (+5), Intimidation 8 (+10), Perception 6 (+7), Ranged Attack: Mass Drop 3 (+3).
                          Offense: Initiative +1, Unarmed (Min Density) +3 (Close Damage 1), Unarmed (Max Density) +3 (Close Damage 11), Mass Drop +3 (Ranged Fortitude 8).
                          Defense: Dodge 8/2, Parry 8/2, Fortitude (Min Density) 3/(Max Density) 13, Toughness (Min Density) 2/(Max Density) 12, Will 1.
                          Totals: Abilities 22 + Powers 55 + Advantages 0 + Skills 17 + Defenses 2 = 96 points
                          Complications: Pettiness--Motivation. Responsibility (job). Afraid of Heights.
                          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].

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                          • #58
                            Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: Binder, Plasmoid, Slick

                            Charger



                            In 1974, Edward Ellis was a terminal cancer patient who refused to give up hope that he could survive his illness. Lacking any other option, he chose to use his few remaining resources to be cryogenicallly frozen until a cure for his condition could be found, along with a cure for being cryogenically frozen. Unfortunately, the cryogenics firm that he chose was not one of the reputable ones, but rather a front for a certain serpentine terrorist organization. The substance into which Ellis' body was submerged was not liquid nitrogen, but something else, and rather than being stored in a casket somewhere, it was experimented upon. As one of the legally dead, they could do whatever they wanted to him, after all. And they did.

                            Eventually, something that they did caused him to awaken from his slumber with an explosion of electrical energy that shattered the lab where he was being studied. He discovered that he had the power to generate electricity from his body, and that he lacked certain features as well -- like a pulse and body temperature. His condition left him even further disconnected from humanity than he'd been before being frozen, and he resolved to get revenge on "the system" that he blamed for all his woes. And so Edward Ellis became Charger, and launched his criminal career.

                            Not long after that, he was somewhat forcibly recruited by the Ultimates when they caught him robbing a jewelry store. After a short fight between him and Plasmoid, he agreed to join the team when Binder offered to put his scientific genius to work on the problems of Charger's low body temperature and vulnerability to fire. (Binder soon discovered that this was a purely psychosomatic vulnerability, as Charger was able to absorb any energy based attack -- all of which could certainly alter his temperature just like fire did -- without harm. He chose not to reveal this truth to Charger to have a weapon against the powerful and erratic energy projector if one proved to be necessary.)

                            Just as with all the Ultimates, Charger would be converted into a piece of living machinery for the Ultimate's final plan. Unlike any of the others, this did nothing to affect Charger's already damaged psyche. He wasn't one of the living, after all, so what difference did it make. Alone among the Ultimates, he has continued his criminal career right up until the present day, except on those occasions when he was imprisoned in Stronghold. His case has actually set precedent for how the undead are to be treated under American law, with the fact that he possesses a consciousness distinguishing him from "biological automata" like zombies, with the result that he must be imprisoned rather than simply executed out of hand.

                            These days, he often goes by the alias Supercharger rather than simply Charger, but his motives remain the same as ever -- a lust for money and power and complete contempt for anyone who gets in the way of him gaining them.

                            Charger -- PL 11

                            STR 0 | STA -- | AGL 5 | DEX 6 | FGT 4 | INT 0 | AWE 0 | PRE 2
                            Powers: Electrical Discharge (Ranged Damage 14, AP: Damage 7, Reaction [touched]), Electrostatic Levitation (Flight 7), Energy Absorbing Force Field (Sustained Immunity 20 [energy powers]), Walking Dead (Immunity 32 [critical hits, Fortitude Effects]; Impervious Protection 12; Regeneration 1, Source [electrical current]).
                            Advantages: Accurate Attack, Extraordinary Effort, Improved Grab, Power Attack.
                            Skills: Deception 6 (+8), Ranged Attack: Electrical Discharge 2 (+8), Stealth 6 (+11).
                            Offense: Initiative +5, Unarmed +4 (Close Damage 0), Electrical Discharge +8 (Ranged Damage 14).
                            Defense: Dodge 10, Parry 6, Fortitude Immune, Toughness 12, Will 5.
                            Totals: Abilities 24 + Powers 119 + Advantages 4 + Skills 7 + Defense 12 = 166 points
                            Complications: Power--Motivation. Vulnerability (fire).
                            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].

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                            • #59
                              Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: Plasmoid, Slick, Blackstar, Charger

                              Panda & Raccoon

                              If ever two people should never have met ...

                              Ginger Bosworth never knew her parents. The most likely story is that they were a poor, lower middle class family in Leichester, who didn't know what to do when one of their children was born with ears like a panda bear in the early 1960s. So they dropped Ginger off at an orphanage where she was given the family name Bosworth after the field and forgot all about her. The other children at the orphanage were, of course, terribly cruel to the appropriately named Ginger, and she had no real hope of ever being adopted.

                              Then she hit puberty, and everything changed. The terrible cruelty of the other children began to take on a new dimension, and one day one of them tried to rape her. "Tried" being the operative word, because the fear and outrage that Ginger felt in that moment unlocked her psionic powers. When she let out a scream it penetrated into the brain of her attacker, leaving him blank-eyed and drooling on the ground in front of her. Knowing that she'd be blamed for what happened, that no one would ever believe her as the victim in all of this, Ginger fled the orphanage and escaped onto the streets of Leichester.

                              It was a few days later, while she was hiding in an abandoned factory, that someone finally came looking for Ginger, someone who told her that she wasn't a monster, that the boy had been the monster, and that she could become part of the wave of the future. So it came to pass that she was recruited by the Redirection Cartel, a subversive organization that operated in Britain's shadows in the seventies and eighties, which felt that Thatcherism didn't go nearly far enough. Ginger was trained in the use of her powers and in the martial arts to become one of the Cartel's top operatives, conducting sabotage and assassinations against enemies of the Cartel.

                              In 1980, she was given an assignment to travel to the Caribbean and assassinate a VIPER super agent who'd been causing problems for the Cartel's agents in the region. And when she arrived and sought him out, everything changed yet again ...

                              Robin Hobart never questioned that his parents loved him. They did their best to make it clear that they weren't hiding him from the world out of shame for his rodent-like ears and tail, but out of fear for what the outside world would do to him if he was exposed to the public. They showered him with affection, gave him everything he could possibly want. Except freedom, of course, but who needed that?

                              As it turned out, Robin found that he needed that. And so, not without regrets, he stole out from his isolated home and onto the streets of Los Angeles, traveling by night and employing the powers he'd developed at puberty to conceal his activities. But he couldn't hide from everyone, and recruiters from VIPER eventually found him and offered him a job with them. Correctly guessing that this was an offer he really couldn't refuse, Robin accepted. He was trained in the use of his powers and in the martial arts to become a top enforcer for VIPER.

                              In 1980, he was given an assignment to travel to the Caribbean and undermine the activities of the Redirection Cartel, with the intention of drawing out a particularly effective super agent of theirs. And when she arrived and sought him out, everything changed ... for both of them.

                              Can the flower of love bloom on the battlefield? It clearly can, for within moments of their first encounter, Panda and Raccoon knew that they were meant for each other, that nothing in this world or any other mattered as much to either of them as the other did. They abandoned their minders and fled back to America, where they quickly popped up long enough to get married, and then went back on the run.

                              They soon reached the conclusion that they were going to need a powerful protector to shield them from the wrath of VIPER and the Cartel. Demonstrating their tendency to escape from the frying pan into the fire, they chose to put their trust in Doctor Destroyer, enlisting in the armored megalomaniac's service shortly before he began his famous scheme involving a private island. Despite the fact that they failed to prevent the Champions and some other heroes from taking the island away from the Doctor, he was sufficiently impressed by their abilities to allow them to go on living as long as they continued in his service.

                              And so they did, all through the 1980s and into the 1990s. They were even present at Destroyer's side when he attempted to recruit Omega as a junior partner during the Terminus Invasion, and helped to confirm that the body recovered in the aftermath of that episode was in fact Destroyer's. After that, they went to jail for an extended interval, finally emerging in 2005 to become some of the first clients of Project Freedom. Unfortunately, their membership in that group was short lived, as they were framed for various crimes by a certain other married couple in the Project, had their probation revoked and went back to jail to finish their sentences.

                              Thoroughly broken by these experiences, most notably the fact that they were completely separated from each other during their stay in Blackstone, Panda and Raccoon were finally released in 2013. They've been assisted in finding a new place for themselves by Toxic and other current members of Project Freedom. It remains to be seen whether the fact that they're both in their fifties and well past their prime will truly stop them from returning to the criminal life that's all they've ever known ...

                              Panda -- PL 10

                              STR 3 | STA 5 | AGL 5 | DEX 5 | FGT 12 | INT 0 | AWE 4 | PRE 4
                              Powers: Mobility (Leaping 2; Speed 3), Psychic Disruption (Perception Range Damage 6, Alternate Save [Will]), Psychic Resistance (Impervious Will 10), Psychic Senses (Senses 2 [danger sense, mental awareness]), Striking Strength (Strength-based Damage 2)
                              Advantages: Agile Feint, Close Attack, Defensive Attack, Defensive Roll, Evasion, Improved Defense, Improved Initiative 2, Improved Trip, Power Attack, Takedown, Taunt, Teamwork, Uncanny Dodge.
                              Skills: Acrobatics 8 (+13), Athletics 6 (+8), Close Combat: Unarmed 2 (+14), Deception 6 (+10), Insight 4 (+8), Perception 12 (+16), Stealth 8 (+13), Technology 4 (+4).
                              Offense: Initiative +13, Unarmed +15 (Close Damage 5), Psychic Disruption -- (Perception Range Damage 6, Resisted by Will).
                              Defense: Dodge 11, Parry 13, Fortitude 8, Toughness 7/5, Will 10.
                              Totals: Abilities 76 + Powers 41 + Advantages 14 + Skills 25 + Defenses 16 = 172 points
                              Complications: Loyalty to Raccoon--Motivation. Enemies (many, on both sides of the law). Prejudice (obvious mutant).

                              Raccoon -- PL 10

                              STR 6 | STA 8 | AGL 5 | DEX 5 | FGT 12 | INT 0 | AWE 0 | PRE 6
                              Powers: Cloud of Darkness (Ranged Cloud Area 2 Visual Concealment 4 Attack), Darksight (Senses 2 [darkvision]), Resilience (Impervious Toughness 5), Striking Strength (Strength-based Damage 2)
                              Advantages: Agile Feint, Defensive Attack, Improved Defense, Improved Initiative, Improved Trip, Power Attack, Takedown, Teamwork, Uncanny Dodge.
                              Skills: Acrobatics 8 (+13), Athletics 10 (+16), Intimidation 8 (+14), Perception 8 (+8), Stealth 8 (+13), Technology 4 (+4).
                              Offense: Initiative +9, Unarmed +12 (Close Damage 8).
                              Defense: Dodge 10, Parry 12, Fortitude 13, Toughness 8, Will 5.
                              Totals: Abilities 84 + Powers 33 + Advantages 9 + Skills 23 + Defenses 15 = 164 points.
                              Complications: Loyalty to Panda--Motivation. Enemies (many, on both sides of the law). Prejudice (obvious mutant).
                              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].

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                              • #60
                                Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: Plasmoid, Slick, Blackstar, Charger

                                Thunder & Lightning
                                Very very fright'ning!

                                There was never really any doubt that John Harrington and Margaret Russell would marry each other. Their respective parents were close friends, and when they each had children within a few weeks of each other, a boy and a girl, there was much joking that they'd created a way for the two families to unite. The jokes kept being told as the two children grew up, and somehow they stopped being jokes. The two started dating in high school, got engaged after graduation, and married in 1987 after John got his accounting certificate.

                                Had they really come to love each other or were they simply bowing to parental pressure? Only they know that ... and maybe they've forgotten.

                                Their honeymoon was a lavish gift from their parents, a boat on which they could sail around the Gulf of Mexico like the independently wealthy that they hoped to one day be. Less than a day out from land, though, their boat was caught in a sudden storm that rained down strange precipitation onto both of them. Disturbed by this eventuality, they returned to shore, sold the boat, and resolved to live within their means henceforth. They weren't to know that they'd been subjected to the effects of the same "weather controlling devices", designed by one Sebastian Stratos, that would empower Captain Thunder.

                                They figured that out over the next few weeks. Margaret had been granted tremendous strength and resistance to injury, while John had the power to discharge lightning bolts. It's to their credit that they didn't go mad with power immediately, as all too many mutated individuals do. On the other hand, they also didn't come to any profound realizations about the nature of power and responsibility, either. They had no interest in being psychotic villains or equally-psychotic heroes like the ones they read about in the news. So they resolved to never use their powers for any purposes.

                                Yes, they were fond of making resolutions, weren't they? But they stuck to the one about their powers for nearly a decade, through many situations -- such as when they moved to San Francisco a week before Loma Prieta -- probably tempted them quite a bit. However, perhaps the weight of living under two resolutions was a bit too much for them. Or perhaps they attempted to salve a deep and abiding unhappiness in their lives with material things that cost more than they could afford. Be that as it may, they found it harder and harder to live within their means.

                                Finally, in 1996, they realized that they would not have enough money to pay what they owed in income taxes. After some mild panic, John hesitantly suggested that they use their powers to perform some burglaries to get the money they would need. At least, that's how Margaret tells it; John portrays it more as a decision that they both developed independently. Regardless, they did agree to the notion, and took some pleasure in burglarizing a federal building to get the money needed to get the government off their back.

                                Unfortunately, they hadn't learned their lesson, and the next year they had to do it again, and the next year, and the next. In 2000, they were finally caught by a pair of superheroes, and went to jail for their crimes. They served five years of an eight year sentence before a federal judge ordered their release in support of the Project Freedom initiative in Freedom City, an opportunity for them to put their superpowers to use for the common good.

                                Needless to say, they were miserable. Any hope they'd ever had of a normal life was ruined by the notoriety that they earned as members of Project Freedom. (Some may have described what they earned as fame, but not these two.) When they were finally released from the program, there was no doubt in either of their minds what they would do now. Everyone called them supervillains? Fine. They'd be supervillains. Since then they have worked for VIPER as super-mercenaries, taken cities hostage, and generally made public nuisances of themselves as some of the most wanted criminals in the United States.

                                And all because of a lousy honeymoon.


                                Thunder -- PL 11


                                STR 14 | STA 10 | AGL 4 | DEX 4 | FGT 8 | INT 0 | AWE 3 | PRE 2
                                Powers: Flight (Flight 8), Invulnerablity (Immunity 10 [life support]; Protection 4, Impervious Toughness 10), Strength Tricks (Array: Burst Area Affliction 7 [Resisted by Fortitude; Dazed and Vulnerable, Defenseless and Stunned], Extra Condition, Limited Degree), Super-Breath (Array: Close Range Cone Area Move Object 11, Limited to Pushing Object Away, AP: Create 11, Requires Water, AP: Close Range Cone Area Nullify Fire Powers 5, Broad, Simultaneous).
                                Advantages: All-Out Attack, Improved Initiative, Interpose, Move-By Action.
                                Skills: Expertise: High Society 4 (+6), Expertise: Superheroes 4 (+4), Insight 6 (+9), Intimidation 8 (+10), Perception 6 (+9), Stealth 4 (+8), Ranged Combat: Throwing 4 (+8).
                                Offense: Initiative +8, Unarmed +8 (Close Damage 14), Thunderclap -- (Burst Area Fortitude 7).
                                Defense: Dodge 8, Parry 8, Fortitude 12, Toughness 14, Will 10.
                                Totals: Abilities 90 + Powers 54 + Advantages 4 + Skills 18 + Defenses 13 = 179 points.
                                Complications: Revenge--Motivation. Hatred (Charlie Graham).

                                Lightning -- PL 11


                                STR 1 | STA 3 | AGL 5 | DEX 3 | FGT 7 | INT 0 | AWE 2 | PRE 3
                                Powers: Electrical Control (Array: Ranged Damage 14, AP: Ranged Cumulative Affliction 14 [Resisted by Dodge, Fortitude to remove; Visually Impaired, Visually Disabled, Visually Unaware], Limited to One Sense, AP: Ranged Multiattack Damage 9, AP: Burst Area 2 Ranged Damage 7, AP: Weaken Electronics 7, Affects Only Objects, Broad, Simultaneous), Electromagnetic Field (Sustained Impervious Protection 10), Electrical Phase Shift (Accurate Easy Extended Teleport 7, Increased Mass 3), Invulnerability (Immunity 5 [electrical damage]).
                                Advantages: All-Out Attack, Daze (Intimidation), Improved Initiative, Power Attack, Startle.
                                Skills: Athletics 4 (+5), Ranged Combat: Electrical Control 5 (+8), Intimidation 7 (+10), Perception 4 (+6), Stealth 4 (+9), Technology 4 (+4).
                                Offense: Initiative +7, Unarmed +7 (Close Damage 1), Lightning Bolt +8 (Ranged Damage 14), Actinic Flare +8 (Ranged Affliction 14, Resisted by Dodge), Chain Lightning +8 (Ranged Multiattack Damage 9).
                                Defense: Dodge 9, Parry 7, Fortitude 9, Toughness 13/3, Will 9.
                                Totals: Abilities 48 + Powers 95 + Advantages 5 + Skills 14 + Defenses 17 = 179 points.
                                Complications: Thrills--Motivation. Jealousy.
                                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].

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