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Davies' Character Thread: World of Freedom 3.2

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  • #61
    Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: Plasmoid, Slick, Blackstar, Charger

    Leech



    Once upon a very strange time -- the late sixties, to be precise -- there was a cab driver named Frank Winston, who'd been driving the streets of San Francisco for what felt like forever. He honestly believed that he'd seen everything the world could possibly show him, from the time when all four of those 'beetle' fellows had crammed into the back of his hack and yelled 'follow that car', to the time when some long-haired kid had stabbed him when he went around to pull her out of the cab, to the time he'd driven right through a fight between those Champions guys and a bunch of weirdos dressed in green underwear. His was a jaded soul.

    So one fine evening, he picked up a guy in a long black cloak from the airport. Well, it takes all kinds, right? And so what if he laughed in what Frank had to admit was a rather sinister way when Frank talked about the weather? People are gonna laugh how they're gonna laugh. No point in getting antsy about it. And after all, the way that the guy kept telling him to change directions abruptly just meant that it took a long while to get where they were going, raising the fare by quite a bit, to the point where it was probably the highest amount he'd ever accumulated at one time by the time they got out to some haunted-looking place in the boonies.

    And then the guy smiled, and suddenly Frank knew that, no, he hadn't seen it all, and there were quite a few things he was better off never seeing. But it was too late for such realizations. The passenger held up a gold coin and began moving it back and forth before Frank's eyes, like he was trying to hypnotise him or something. Of course, it didn't work on a tough-minded character like Frank, and so when he got out of the cab and followed the passenger up to and in through the front door of the house, it was entirely his own decision to do so, even if he found himself wondering why he'd decided this as he stepped over the threshold.

    Had Frank known that his passenger was John Fulton, the infamous Archimago, and that his destination was the House that Hate Built, it probably would not have saved him. Led by Archimago, whose mystic knowledge easily uncovered the clues that led to the hellbound heart of the House, the cabbie was right on the verge of freedom when the fell wizard tapped the House's mystical power to transform him into a hideous monster, stripping away Frank's mind and perhaps even his soul until there was nothing left but Leech.

    Over the decade that followed, Leech proved to be an effective servant for Archimago, bound to follow him regardless of which patron's commands Archimago now heeded. When Archimago needed him not, Leech sought out the rivers and wetlands to make his home. When free, he lashed out at anyone who crossed his path, for whatever remained of his personality was driven by rage against the very world. And then one day the link that bonded him to his master shattered with Archimago's death, and Leech was left with no master. Startled by this, he proved to be easy prey for ARCADE, who imprisoned him for decades.

    But Leech proved more cunning than his captors realized, and when ARCADE moved into its new headquarters, he seized the opportunity to escape into the bayous of Louisiana. Viewed as a low priority target by ARCADE, he has remained free ever since. He has clashed with La Sirene on at least one occasion, when the Mayombe attempted to seize control of him. Their rough magic didn't come close to seizing his will in the way that Archimago's had, however, though he was perfectly content to attack such a disgustingly beautiful creature such as the Lady of the Waves. Eluding capture on that occasion, Leech remains at large ...

    ... and is the only creature in all the world who knows that with the death of Adrian Eldritch, the way is now open for Archimago's return.

    Leech -- PL 10

    STR 8 | STA 11 | AGL 4 | DEX 0 | FGT 8 | INT -1 | AWE -1 | PRE 6
    Powers: Alien Eyes (Senses 1 [infravision]), Amphibious (Immunity 2 [suffocation]; Movement 1 [environmental adaptation (water)]; Swimming 4), Chameleonic (Visual Concealment 2, Blending), Clinging Grip (Movement 2 [wall-crawling]), Leech Grip (Array: Weaken Strength 8, AP: Weaken Stamina 8, AP: Weaken Intellect 8, AP: Weaken Will 8), Resilient Form (Immunity 11 [aging, life support]; Impervious Toughness 6).
    Advantages: Chokehold, Close Attack 4, Diehard, Great Endurance, Improved Grab, Improved Hold, Startle.
    Skills: Athletics 6 (+14), Expertise: Magic 6 (+5), Intimidation 8 (+14), Perception 12 (+11).
    Offense: Initiative +4, Unarmed +12 (Close Damage 8), Leech Grip +12 (Close Weaken Various 8).
    Defense: Dodge 9, Parry 9, Fortitude 13, Toughness 11, Will 4.
    Totals: Abilities 70 + Powers 43 + Advantages 10 + Skills 16 + Defenses 13 = 152
    Complications: Vengeance--Motivation. Physical (no fine manipulators, unable to speak).
    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


    • #62
      Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: Plasmoid, Slick, Blackstar, Charger

      Lazer



      Emil Nelson was just a naturally greedy man. As a child in the 1950s, he stole his schoolmates' toys, and eventually moved on to stealing loose change and later large sums of cash from the neighbors. He might have gone on to a very profitable career as a second story man, but the army drafted him when he was eighteen and sent him straight to Vietnam. In the army, however, Nelson found a new niche for himself as the company's scrounger. The corruption he encountered was breath-taking in its scope, and Emil found that he loved the thrill of being an arms dealer.

      But the war finally ended and Emil didn't love being an arms dealer enough to stay in a collapsing third world state, so back he went to America in 1973. Extricating himself from the army proved relatively simple, and with his GI benefits and the contacts he'd made in the service, he was able to set himself up as a player back home, as well. He was enough of a player, in fact, that the Mafia made him an offer he couldn't refuse for a piece of his action. A smarter man than Emil would have given the Mafia what they wanted and continued to grow richer. Emil, however, was a greedy man and wanted every dime that he could get out of his operation.

      Just like that, his contacts started to dry up or turn on him, and his storehouses were looted or bombed. Emil found himself with nothing other than a package he'd managed to obtain from one of AEGIS' trucks, containing a prototype for one of their Chevalier laser rifles. Emil had a choice -- he could sell the rifle to his last remaining contact for a fraction of its worth and go back to being a burglar, or he could do something crazy as well as stupid.

      Supervillainy it was! Rather than maintain that last contact, Emil used the rifle to rob them of a suit of protective gear and a jet pack, pretty much what every other gadget-wielding supervillain used. His plan after that was a bit clever, though -- it involved posing as a vigilante superhero out to take down the mob, counting on the support of other, genuine superheroes to protect him against retaliation.

      As he sat in the jail cell, he wasn't really sure what had gone wrong. Maybe shooting those unarmored mob types with the laser, killing them in the fight, had given the superjerks some sort of notion that he was other than what he pretended to be. Or had it been offering them a cut of what he stole from the mob as thanks that tipped them off? Well, now he faced another choice -- he could sit on his ass until some sort of opportunity for a break out combined with the unlikely chance of being able to recover his gear came along, or he could do something crazy as well as stupid.

      Ratting out his former contacts it was! The feds came in and took over his case, Emil went into witness protection and lasted a whole three years before he started up as a burglar once again, attracting the mob's attention. They killed him in a rather overly dramatic manner, and that was the end of this strictly D-list supervillain. The modifications he made to his Chevalier were deemed too hard on the batteries by AEGIS' technical department, and no one seems likely to pick up where the original Lazer left off.

      Lazer -- PL 8

      STR 0 | STA 3 | AGL 3 | DEX 4 | FGT 4 | INT 0 | AWE 0 | PRE 0
      Powers: Armored Suit (Impervious Protection 8, Removable), Goggles (Senses 1 [low-light vision], Removable), Jetpack (Flight 7, Removable), Laser Rifle (Ranged Damage 9, Penetrating 9, Easily Removable).
      Advantages: Accurate Attack, Improved Aim, Improved Critical 2 (laser rifle), Power Attack, Precise Attack (Cover), Ranged Attack 4.
      Skills: Acrobatics 8 (+11), Athletics 6 (+6), Deception 10 (+10), Expertise: Soldier 6 (+6), Insight 8 (+8), Perception 6 (+6), Stealth 6 (+9), Technology 4 (+4), Vehicles 6 (+10).
      Offense:
      Initiative +5, Unarmed +4 (Close Damage 0), Laser Rifle +8 (Ranged Damage 8, Critical 18-20).
      Defense: Dodge 5, Parry 5, Fortitude 6, Toughness 11/3, Will 4.
      Totals: Abilities 28 + Powers 41 + Advantages 10 + Skills 30 + Defenses 10 = 119 points.
      Complications: Greed--Motivation. Enemy (the Mafia).
      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


      • #63
        Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: Plasmoid, Slick, Blackstar, Charger

        Ladybug



        Born in British Columbia on the first of July, Sandra Anderson grew up to be a fervent Canadian patriot who viewed the government of her country with abject disdain. With all the resources of the true north, strong and free, surely they should have been able to do a better job of looking after the people -- all the people -- than they managed. Instead of all the money they spent on a conventional military, wouldn't it be better to have a much smaller armed force equipped with super-technology, who would be able to work smarter, not harder, leaving more money for social programs?

        She set out to make that happen, working to develop a suit of powered armor that could enable such a super army. While studying for her second Master's degree at the University of Toronto, she discovered a process to polarize metal fibers embedded in plastic in such a way as to create an extremely light and resilient armored shell. Thrilled by the discovery, she took it to her thesis adviser ... and was shocked to be told that it would never work. "Perhaps you should try working on something else. Cold fusion, perhaps. I hear there's some great things being done in that field."

        The way she'd been dismissed like that bewildered Sandra, so she decided to take a sabbatical to figure things out. (Unbeknownst to her, her thesis adviser was an acquaintance of Daedelus, who recognized that Sandra had 'discovered' one of the techniques used in the Immortal Inventor's armor, rather than a genuinely new process.) Her sabbatical lasted through the summer of 1984, and she watched the resignation of Pierre Trudeau, the terribly brief government of John Turner, and the election of Brian Mulroney as the first prime minister of Canada to come from the Progressive Conservative party. ("Progressive Conservative? Who do they think they're kidding?" she was heard to remark.)

        With that last development, everything suddenly fell into place. The reason that her armor project was being poopooed had nothing to do with its merits. It was because of this whole situation. Just like with the Avro Arrow, no one -- for which read the Americans -- wanted Canada to have an army of power armored soldiers. Well, she was not going to let 'no one' stop her from giving her country what it needed!

        She built her first prototype in her parents' garage. It didn't have rockets, but she managed to pull together a set of servomotors that would multiply her strength two thousand fold -- once she understood how the structure came together, little things like that were simple enough. The only part that really worried her were the cybernetic control systems. Sandra knew that she was far from being a trained cyberneticist, and the possibility that she could cook her own brain this way frightened her quite a bit. Finally, the armor was ready ... and she marched into a bank and yanked its automated teller right out of the front wall.

        Improving the design was going to cost money, after all. Her test run showed her what she could accomplish, she hadn't had to hurt anybody, her brain was not fried. Really, everything was going great! In fact, it occurred to her that it was the most fun she'd ever had, and that she should keep right on robbing banks. Actually, now that she thought about it a little more ... there was an even better thing that she could do.

        Heading down to the States, once she installed the turbines on her armor, meant that she could rob a better class of bank, and the niggling feeling of guilt she felt about taking money that theoretically belonged to her fellow Canadians was gone. She also started to run into superheroic opposition, and what she learned from these encounters allowed her to continue to improve the armor's design so that it could handle whatever the world threw at it. Sandra never even considered installing weapons in her "Ladybug's" chassis. Her suit was all the weapon she'd ever need.

        Over the next four years, she became one of Canada's most notorious supervillains, and something of a folk hero in Canada as well. The fact that she avoided fights with Canada's handful of superheroes, and did her best to show up American superheroes when they came north of the border looking for her, did a great deal to ensure that she was well regarded. She'd also done her part to oppose much worse criminals, and helped during disasters.

        And then Borealis made himself known, and his attempt to overthrow the Mulroney government shortly before the 1988 elections fascinated Sandra. She'd always imagined that someday she'd be part of something that would end the Conservative government's hold on Canada's people, and here was someone who had made a genuine attempt to do just that. He'd been thwarted, of course, and now those obnoxious Pacific Sentinels who'd fought him were being lauded as heroes of the state. Sandra rolled her eyes and decided to make contact with the real hero of the hour.

        So it came to pass that Ladybug became one of the first members of Borealis' answer to the Crime League, Destiny. The next two years were a wild ride for Sandra, as she slowly realized that Borealis' determination to overthrow the Canadian government had nothing to do with specific policies and everything to do with his general megalomania -- the Canada he wanted to create would have nothing to do with the country that existed in the real world. The breaking point came when he murdered two members of La Ligue des Héros du Québec because they annoyed him with their talk of sovereignty association. Sandra had no use for Quebecoise nationalism, but that went too far.

        She contacted the Canadian Sentinels and betrayed Borealis' headquarters to them. In the battle that followed, Borealis drew too deeply on the mystical source of his powers and destroyed himself, nearly taking the other members of Destiny with him. Ladybug was seriously injured, but managed to remain standing and smilingly ask for a five minute head start. She's still not sure which one of them knocked her out.

        The armor was seized and Sandra went to jail for what looked to be a very long time, thanks to her role as an accessory to many of Borealis' worst acts before she'd grown scruples. As it happened, she spent nearly fourteen years in prison before she was offered a conditional pardon for assisting the Canadian government during the Grue Invasion in 2004. She wasn't surprised to find out that she had been almost completely forgotten by the time she got out, and has since lived quietly, looking after her now quite elderly parents in BC.

        She finds the fact that a mass production version of her armor is in use by the Canadian Forces to be terribly, terribly ironic.

        Ladybug -- PL 11

        STR 14/0 | STA 0 | AGL 8/0 | DEX 0 | FGT 8/0 | INT 6 | AWE 2 | PRE 0
        Powers: All Removable. Armored Core (Impervious Protection 14), Cybernetic Controls (Enhanced Agility 8; Enhanced Fighting 8; Enhanced Fortitude 8; Enhanced Will 5), Intimidating Appearance (Enhanced Skill 14 [Intimidation 14]), Sealed Systems (Immunity 10 [life support]), Sensors (Senses 5 [accurate radio, low-light vision, ultrasonic hearing]), Rockets (Flight 10), Strength Augmentation (Enhanced Strength 14).
        Advantages: Improved Grab, Improvised Tools, Inventor, Language (English, French), Power Attack, Ultimate Effort (Technology), Well-informed
        Skills: Expertise: Science 12 (+18), Intimidation 14 (+14), Perception 4 (+6), Persuasion 4 (+4), Technology 12 (+18).
        Offense: Initiative +8, Unarmed +8 (Close Damage 14).
        Defense: Dodge 8/0, Parry 8/0, Fortitude 8/0, Toughness 14/0, Will 10/5.
        Totals: Ablities 16 + Powers 114 + Advantages 7 + Skills 16 + Defenses 5 = 158 points.
        Complications: Thrills--Motivation. Patriotism (Canada).

        The "mass production version" of her armor. dubbed the Ladybird, is normally worn by Veteran or Elite Soldiers; there are sixteen suits in usage across Canada and another sixteen in storage. They are often equipped with heavy weapons.

        Ladybird - 54 points
        Communication 2 (radio); Enhanced Strength 7 (AP: Flight 7); Immunity 10 (Life support); Protection 9, Impervious 7; Senses 5 [accurate radio, low-light vision, ultrasonic hearing)
        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


        • #64
          Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: Plasmoid, Slick, Blackstar, Charger

          Okay. I know I said that I was going to convert every character in Enemies. And I am. But I never said I was going to use their artwork if I thought it looked utterly ridiculous ...

          Barney O'Tumey



          Barney O'Tumey was always the sort of kid who was always in trouble, and in Belfast during the early eighties there was a lot of trouble to get into. He was always a scrapper, fighting with his family, his so-called friends, people he'd just met and took to less than kindly, or the Ulster Scots paramilitaries. Somehow, he managed to escape serious injury in these 'scraps', though most of his friends weren't so lucky. Every injury that one of his mates suffered at the hands of his enemies -- whoever they were that day -- made him hate them all that much more.

          And then his luck seemed to run out, as a lorry carrying a load of toxic waste happened to suffer an accident while he was walking past, spilling a load of mutagenic materials all over him. The doctors who examined him were grim, but Barney somehow recovered from the chemical burns within just a few days, and had a new story about his supposed invincibility to tell everyone. Which he did. Perhaps that's why, a month later, when he started yet another fight in a pub, someone pulled a gun on him and pulled the trigger.

          The bullets bounced off Barney's chest. For a second all was quiet in the tavern, until the silence was broken by the sound of Barney's faintly maniacal laughter, shortly followed by the sound of him punching the man who'd tried to shoot him through the pub's wall and across the street into the next row of buildings. Everyone else also left the building as quickly as they could, or more quickly if Barney got hold of them before they reached the door.

          The very next day, Barney contacted someone he knew who had an in with one of the Provisional IRA's brigades and volunteered his services to them. He had such ambitions, now. Driving the Brits and the Scots into the sea wasn't an unattainable dream. In fact, almost as soon as he was closeted with the leadership of the militia, he proposed that they steal into the UK and steal one of their nukes, using it for some good old fashioned extortion! That'd show 'em.

          "But what if they think we're bluffing?" asked one of the officers, just a little tremorously.

          "Then we nuke Derry, of course. Place is a s--thole anyway."

          Showing unusual discernment, the terrorists decided that it might not be such a great idea to have someone like this working for them. The likelihood that he'd escalate the situation and get the British to send their paranormal assets into Northern Ireland was too great, to say nothing of the fairly strong possibility that Barney might decide that the leadership of the Army wasn't going far enough and try to take over, something that nobody who was already in charge wanted. Instead, they offered to give him a special mission that only someone as clever and ruthless as he was would be able to accomplish.

          When they told him what they wanted, Barney got really excited, and agreed at once ... with one provision. If they were sending him off to America, he insisted on taking his dear sweet ma with him, since she needed to be constantly looked after. (The rest of the family were a bunch of layabouts, and they could all go hang as far as he was concerned.) Two tickets to Boston later, they were on their way to the new world, where Barney found himself installed as an enforcer for one of Boston's crime families, with a particular focus on making sure that none of the local IRA supporters would welsh on their commitments.

          Inevitably, these missions took him to Freedom City, where he often ran up against the FORCE Ops, and sometimes did freelance work for the Circus Maximus. It was on one such job that, in 1991, he suffered a fall that his normally infallible luck failed to protect him from. (It's possible that Kismet, who was on the scene, used her luck powers to interfere with his.) Laid up with a broken back, the last thing he saw before he lost consciousness in the hospital was the sight of his dear sweet ma counting the money she'd just got paid by operatives of the Labyrinth in exchange for letting them take her son for some experimentation to examine the nature of his luck.

          Despite what you might be expecting, he's not dead. The Labyrinth had already progressed beyond the need to dissect paranormal corpses in order to figure them out by that point. Barney is, however, in cryogentic cold storage, and has probably been subjected to some psychological meddling. But he could certainly escape at any time, and who knows what he'd want then?

          Barney O'Tumey -- PL 10

          STR 15 | STA 12 | AGL 4 | DEX 3 | FGT 5 | INT 0 | AWE 0 | PRE 2
          Powers: Rapid Recovery (Regeneration 4), Ridiculous Luck (Enhanced Advantage 1 [Uncanny Dodge]; Enhanced Defenses 8 [Dodge 4, Parry 4]; Reaction Nullify 10 [Effects Countered by Coincidence], Broad, Simultaneous, Close Range), Sheer Damn Toughness (Impervious Toughness 12).
          Advantages: Accurate Attack, Charmed Life, Diehard, Improved Defense, Improved Grab, Improved Hold, Luck 5, Power Attack, Takedown, Uncanny Dodge.
          Skills: Expertise: Streetwise 8 (+8), Intimidation 12 (+14), Perception 4 (+4).
          Offense: Initiative +4, Unarmed +5 (Close Damage 15).
          Defense: Dodge 8/4, Parry 8/4, Fortitude 14, Toughness 12, Will 5.
          Totals: Abilities 82 + Powers 76 + Advantages 13 + Skills 12 + Defenses 14 = 197 points
          Complications: Enjoyment of Being A Vicious Bastard--Motivation. Family (dear sweet ma).
          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


          • #65
            Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: Leech, Lazer, Ladybug, Shamr--ahem.

            Ankylosaur and Wyvern

            The year was 1978, the place San Francisco. Paul Bressler and John MacDougal were a pair of small-time hoods hired by representatives of a local mobster (who was actually a Nest Leader of VIPER, not that they knew or would have cared) to act as a distraction while a group of burglars infiltrated a Duchess Industries laboratory in search of something that was none of Bressler or MacDougal's business. Simple enough job, right? But then Bressler, always a little too ambitious for his own good, decided to do a little infiltrating of his own, and MacDougal, always one to follow Bressler's lead even when he had a hunch that he shouldn't, came along.

            Meanwhile, the VIPER team's infiltration went pear-shaped, and ended up in a gunfight with Duchess' suspiciously well-equipped security guards. In the ensuing confusion, Bressler and MacDougal got separated. Bressler ended up hiding out in the shipping department, listening to the sounds of battle in the distance. When that got boring, he amused himself by peeling the shipping stickers off of a few crates and replacing them with new ones that had his address on them. Eventually, things settled down enough that Bressler decided it was time to leave, which he did, without even a cursory attempt to find out what had happened to MacDougal.

            He arrived home to discover the phone ringing and answered it, learning that his girlfriend thought she might be pregnant. "Well, do something about it, then," he said, and hung up.

            Over the next few weeks, a series of packages were delivered to his apartment -- the various crates he'd fiddled with during the raid. Most of them contained the pieces of a set of powered armor (which were, though he wasn't to know this, Duchess Industries' attempts to improve on the infamous Klankenhausen iron suit developed during World War II.) And one of them contained a bunch of blaster rifles that he sold on the black market in order to get the tools that he needed to put the suit together. When he was done, he had a heavily armed walking tank that resembled pictures of a dinosaur that he half remembered from elementary school -- an ankylosaur or something like that.

            After he taught himself how to use the thing, with the help of the manual that had been in one of the crates, he immediately embarked on a career of robbery, raking in enough money to put himself in an excellent mood when his girlfriend told him that she was keeping the baby -- a sufficiently excellent mood that he promised to help pay for everything. He frequently had cause to regret that promise, over the years to come, but he kept up the child support anyway, mostly to prevent his girlfriend from getting curious about where his money came from. Besides, there was always more where that came from.

            On one of his jobs in 1981, he ran into a crazy monster type with wings and claws that nonetheless seemed strangely familiar. And then he recognized the weirdo as MacDougal, who'd had some sort of radiation accident during the night of the raid that had turned him into this and done a real number on the guy's brain. There was just enough of MacDougal's mind left to recognize Bressler when he lured him out of town and got out of the suit to confront him, but that was enough to remind him of his old loyalty to the brains of their outfit. And just like that, Ankylosaur had a partner who could act as air support for his armor. He dubbed MacDougal "Wyvern", since he had no real knowledge of what such a creature was supposed to look like.

            Things seemed to be looking up even more in 1982, when the pair of them were recruited for an outfit dubbed the Conquerors, run by a mutant called Neutron. The guy's plans were completely over the top, but the way he described them made it seem like they were practically inevitable, so Bressler counted himself lucky to be getting on the ground floor of this operation. He soon found himself thoroughly disillusioned on that score, but the money that came in from the jobs that they pulled was good enough to keep him (and thus Wyvern) on the team until 1989, when they attempted to attack the Bush inauguration and got pasted by AEGIS' super team. Bressler still managed to make a personal escape from that fiasco, along with Wyvern.

            Like a number of other supervillains, Ankylosaur saw the Terminus Invasion as a great opportunity to get revenge on some old foes, and so he and Wyvern flew into the melee. Just what happened then is known only to Wyvern, who isn't talking. What is known that Wyvern flew out of the melee carrying the armor, made his way back to the West Coast, and then landed in the back yard of the house Bressler had bought for his ex-girlfriend and kid. The armor wasn't carrying anyone inside it, but the presence of some lucky charms that Bressler's ex recognized as his was enough to tell them what was going on.

            In 1999, Jimmy Bressler began using the Ankylosaur armor -- upgraded by several criminal armorers -- to commit a new generation of crimes, still with the apparently unaging Wyvern as his partner. He's been a little more open with his own family about his activities than his father was, and his daughter Amy-Jo is keen on the idea of becoming the third person to use the suit, or possibly an even further upgraded version. Jimmy is just enough of a decent human being that he's not crazy about that notion -- but mostly because that would mean he'd be out of the way when it happens.

            Ankylosaur -- PL 12

            STR 8/0 | STA 1 | AGL 7/2 | DEX 7/2 | FGT 8/3 | INT 0 | AWE 0 | PRE 0
            Powers: All Removable. Armor (Impervious Protection 10), Cybernetic Controls (Enhanced Agility 5; Enhanced Dexterity 5; Enhanced Dodge 3; Enhanced Fighting 5; Enhanced Fortitude 6; Enhanced Parry 3), Radar (Senses 3 [accurate radio]), Sealed Systems (Immunity 10 [life support]), Strength Augmentation (Enhanced Strength 8; Speed 5), Suit Weapons (Array: Ranged Burst Area Damage 12, AP: Linked Ranged Damage 9 and Ranged Affliction 9 [Resisted by Fortitude; Hindered and Vulnerable, Defenseless and Immobile], Extra Condition, Limited Degree, AP: Enhanced Strength 8, Limited to Tail AND Ranged Damage 14, AP: Ranged Burst Area Affliction 12 [Resisted by Dodge, Fortitude to remove; Visually Impaired, Visually Disabled, Visually Unaware], Limited to One Sense, AP: Ranged Cloud Area 5 Visual Concealment 4 Attack), Tail (Extra Limb 1)
            Advantages: All-Out Attack, Move-By Action, Power Attack, Sidekick 27, Takedown
            Skills: Expertise: Streetwise 8 (+8), Intimidation 12 (+12), Perception 4 (+4), Ranged Combat: Suit Weapons 3 (+10), Stealth 4 (+11), Technology 4 (+4), Vehicles 7 (+14)
            Offense: Initiative +10, Unarmed +8 (Close Damage 8), Tail +8 (Close Damage 16), Fire Burst -- (Ranged Burst Area Damage 12), Ice Shot +10 (Ranged Damage 9 and Ranged Fortitude 9), Cannon Shot +10 (Ranged Damage 14), Flare Shot -- (Ranged Burst Area Affliction 12, Resisted by Dodge).
            Defense: Dodge 12/4, Parry 12/4, Fortitude 12/6, Toughness 11/1, Will 5
            Totals: Abilities 16 + Powers 110 + Advantages 31 + Skills 21 + Defense 13 = 191 points
            Complications: Greed--Motivation. Vulnerable (sonics).

            Wyvern -- PL 8

            STR 8 | STA 8 | AGL 3 | DEX 3 | FGT 6 | INT -2 | AWE 0 | PRE 2
            Powers: Claws (Strength-based Damage 2), Eyes (Senses 1 [infravision]), Poison Breath (Ranged Damage 8, Secondary Effect), Tail (Extra Limb 1), Toughness (Immunity 2 [critical hits], Impervious Toughness 4), Wings (Flight 5, Wings)
            Advantages: Agile Feint, Evasion, Great Endurance, Power Attack, Ranged Attack 5.
            Skills: Acrobatics 8 (+11), Athletics 6 (+14), Intimidation 12 (+14), Perception 6 (+6)
            Offense: Initiative +3, Unarmed +6 (Close Damage 8), Claws +6 (Close Damage 10), Poison Breath +8 (Ranged Damage 8, Secondary Effect).
            Defense: Dodge 8, Parry 8, Fortitude 11, Toughness 8, Will 5.
            Totals: Abilities 56 + Powers 39 + Advantages 9 + Skills 16 + Defenses 15 = 135 points
            Complications: Revenge--Motivation. Animal Instincts.
            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


            • #66
              Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: Leech, Lazer, Ladybug, Shamr--ahem.

              King Cobra



              Dr. Timothy Blank was one of several researchers employed by a secret, multi-government initiative dubbed the Book of Life, an attempt to completely map the human genetic code that began more than twenty years before the better known Human Genome Project. Of course, the reason that the latter project is better known is that the Book of Life was an abject failure that dissolved in 1972, before it had mapped even 25% of the genetic code, amid bitter acrimony between the scientists involved over methodology. It is very possible that the conflicts that tore the project apart were induced by the Labyrinth, which wished for no competition in their advanced understanding of human genetics.

              Dr. Blank barely noticed any of the conflict, though. He had his own peculiar obsession with a certain sequence of DNA in the introns, the "junk" DNA, which he was convinced were not junk. He found the same code in many mammals as well as humans, and became increasingly convinced that it was a lock that was just waiting for the right protein-based key to open and reveal wonders. The fact that this sequence was present in his own DNA convinced him that it was best to skip animal testing altogether and see what could be done with human experimentation. To his dubious credit, his first subject was himself.

              The key, he ultimately decided, had to be in the genes of those animals that did not have the code in their DNA, such as reptiles. In particular, such as snakes, for which Dr. Blank had always had something of a fascination. Driven by obsession rather than reason, he proceeded to inject himself with genetic material from a king cobra, simply to see what would happen. What happened was nearly an hour of excruciating pain that shredded what little sanity he had left ... and then enlightenment and majesty.

              What Blank had discovered was the legacy of the Serpent People, their experimentation on humans (and other mammals) to create slave soldiers. These creatures, created millennia earlier, were by now the ancestors of roughly half of all human beings now living. By activating what Dr. Blank -- or KIng Cobra, as he now styled himself -- dubbed the Coil gene, he could transform a human being into a snake-human hybrid, just as he himself had been transformed. The nation of serpents awaited their king, and he could not in conscience deny them the same majesty he now enjoyed. Well, maybe he could deny them that -- it would probably be better if they didn't go through the full procedure and enjoy the enhanced intelligence he'd been granted. After all, they were just to be soldiers in his war.

              He did grant that benefit to a handful of scientists he carefully selected, making sure that he could control them through one means or another, but most of those he transformed were reduced to mindless, confused serpent-men who needed to be trained as soldiers. King Cobra's serpentine charisma ensured that he was obeyed by the rank and file of his army. The crimes of this army of new men soon attracted hostile attention from superheroes, but King Cobra was never personally captured, and if he suffered losses, they were easily replaced.

              In 1982, an opportunity came his way. The second supreme leader of VIPER, the engineered superman known as Viperion, abandoned his followers and departed the planet Earth entirely. VIPER dissolved once again into confused infighting, which King Cobra and his followers were able to exploit in order to seize control over the entire organization. VIPER's sole remaining corporate backer was less than enthused about a crazy serpent man running their covert action wing, but decided to give King Cobra enough rope to hang himself.

              He proceeded to do so, using VIPER to run showy, grandstanding campaigns that covered for his own efforts to build his serpentine army even larger. All this drew far too much law enforcement and superheroic attention, and VIPER suffered serious losses in the five years he was in charge. King Cobra was finally killed in battle with the superhero called Mercenary, who blew up VIPER's headquarters in Bentonville, Arkansas, killing much of the COIL army, as well as himself. This was the last straw for the corporate sponsorship, who withdrew their support for VIPER the next year, forcing it into the arms of SHADOW.

              Samples of the Coil Gene, both in its mind-enhancing and mind-neutralizing form, are still in the possession of VIPER, who have used them to create a handful of snake-themed supervillains in the last thirty years. As yet, none of them have had the ambition or fortune to rise as high as King Cobra did.

              As yet.

              King Cobra -- PL 11

              STR 4 | STA 7 | AGL 7 | DEX 8 | FGT 15 | INT 8 | AWE 4 | PRE 6
              Powers: Coil Gene Transformation (Perception Range Progressive Affliction 9 [Resisted by Fortitude; Hindered, Stunned, Transformed], Olfactory Dependent, Unreliable, Quirk [if the unreliable roll fails, the effect will NEVER work on that target], Removable), Snakelike Senses (Senses 3 [accurate hearing, infravision]), Striking Strength (Strength-based Damage 2), Venoms (Array: Ranged Damage 10, AP: Progressive Affliction 6 [Resisted by Fortitude; Dazed, Stunned, Incapacitated]).
              Advantages: Agile Feint, Assessment, Chokehold, Close Attack, Defensive Attack, Evasion, Fast Grab, Grabbing Finesse, Improved Disarm, Improved Grab, Improved Hold, Power Attack, Prone Fighting, Takedown, Trance, Uncanny Dodge, Weapon Bind.
              Skills: Acrobatics 8 (+15), Athletics 8 (+12), Deception 8 (+14), Expertise: Science 8 (+16), Insight 8 (+12), Intimidation 12 (+18), Investigation 6 (+14), Perception 8 (+12), Ranged Attack: Venom 4 (+12), Stealth 8 (+15), Technology 4 (+12).
              Offense: Initiative +7, Unarmed + 16 (Close Damage 6), Venom Bite +16 (Close Fortitude 6), Venom Spit +12 (Ranged Damage 10).
              Defense: Dodge 13, Parry 15, Fortitude 9, Toughness 7, Will 9.
              Totals: Abilities 118 + Powers 40 + Advantages 17 + Skills 36 + Defenses 13 = 225 points
              Complications: Power--Motivation. Vulnerability (fire and cold).

              Victims of the Coil Gene Transformation as described above can eventually have the statistics of Civilized Serpent People (Atlas of Earth-Prime: Sub-Terra) and the equipment of Soldiers of varying quality. The more complicated Coil Gene Transformation is a slower, more painful process.
              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


              • #67
                Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: Leech, Lazer, Ladybug, Shamr--ahem.

                Mongoose



                In 1979, Alex Taylor was in his early twenties and moderately obsessed with the study of kung fu. He was in fact sufficiently obsessed to have developed some genuinely superhuman talents in the area, which he found interesting but not all that useful in the sort of formal tournaments where he used his fighting arts. The notion of employing his talents to either fight crime or perpetrate it seemed ridiculous to him.

                Then, as often happens, everything changed. At one tournament, he encountered a group of loud mouths who called themselves the Cobra Club. Unimpressed with their bravado, he called them out and easily defeated them in a series of short bouts, teaching them the very valuable lesson that there was always someone better. Had he known that these were non-mutated agents of the man who called himself King Cobra, Alex still would have done it, but he might have been better prepared for their response. Immediately after the tournament ended, they cornered him and taught him the very valuable lesson that he really needed to learn how to block bullets.

                Fortunately, he didn't die as they expected him to do, but he was laid up in the hospital for quite some time. Faced with an alarming hospital bill and limited resources with which to pay it, Alex decided that the only reasonable thing to do was to embark upon a life of crime -- specifically, a life of crime directed at the assholes who'd shot him. He managed to burglarize their 'clubhouse', in the process discovering the alarming true nature of the Coil, and got away with enough cash to cover his hospital bill and then some. Clearly, this business of being a costumed criminal was more lucrative than he'd realized, and so Alex decided to become a Mongoose, enemy of cobras.

                He fought his private war with King Cobra for many years, and occasionally ventured into other forms of supervillainy for the thrill of it. Ultimately, though, King Cobra was brought down, and Alex decided to retire his own costumed identity as well, resuming his career as the head of Johnny Li's Temple of Kung Fu. In the mid nineties, after the statute of limitations on his crimes had elapsed, he revealed himself as the Mongoose in order to drum up more publicity for the school. He continued teaching martial arts at that school until fairly recently, when he retired on his sixtieth birthday.

                Mongoose -- PL 10

                STR 4 | STA 4 | AGL 6 | DEX 5 | FGT 14 | INT 1 | AWE 3 | PRE 3
                Powers: Penetrating Kick (Penetrating 4 on Strength Damage, Quirk [must Power Attack]), Sensitivity (Senses 2 [extended ranged tactile]).
                Advantages: Agile Feint, All Out Attack, Defensive Roll, Improved Critical (unarmed), Improved Initiative 2, Improved Trip, Move-by Action, Power Attack, Seize Initiative, Skill Mastery (Acrobatics), Takedown, Taunt.
                Skills: Acrobatics 10 (+16), Athletics 6 (+10), Close Combat: Unarmed 2 (+16), Deception 6 (+9), Perception 6 (+9), Sleight of Hand 10 (+15), Stealth 10 (+16).
                Offense: Initiative +14, Unarmed +16 (Close Damage 4).
                Defense: Dodge 14, Parry 14, Fortitude 11, Toughness 6/4, Will 5.
                Totals: Abilities 80 + Powers 5 + Advantages 13 + Skills 25 + Defenses 17 = 140 points
                Complications: Thrills--Motivation. Enemy (King Cobra).
                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


                • #68
                  Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: Leech, Lazer, Ladybug, Shamr--ahem.

                  Lady Blue



                  Pretty much everybody in America knows the story of Tara Lemick by now. She grew up pretty much right on the edge of being dirt poor in Cleveland, Ohio, and despite her aptitude for science and engineering, no one offered her any scholarships so that she could continue her education past Grade 12. Instead, she went to work to keep her family together. Nonetheless, she had enough spare time to study acrobatics, martial arts, and several sciences. In particular, she made several breakthroughs in force field physics and anti-gravity that would have been worth billions if she patented them. Rather than do anything silly like that, though, she used them to build a suit of skintight power armor and become a latter day Robin Hood, stealing from the very rich (and very bad) and giving to the very poor. With a million dollar smile and the best legal team in the country, whom she can afford to pay despite giving all her money to the poor and to charities, she's become America's most popular supervillain ...

                  ... and by now you have probably guessed that there's more going on here than meets the eyes, right? The story of Tara Lemick is true up until that nonsense about having enough spare time. The one thing you rarely have when working two jobs is a lot of spare time. Instead, it was right around then that her identity was not so much stolen as purchased in exchange for a house in Hawaii to which she was able to move her entire family. They're still there, but are smart enough not to talk to any reporters lest the good times end. In any event, they don't know anything about the woman who bought Tara Lemick's identity.

                  Her name is Margaret Trevail, and she was one of the few members of the United Nations Science Advisory Council to avoid being controlled by a race of alien parasites. (The fact that she'd done so by discovering their existence and then keeping quiet about it while immunizing herself to their control was not discovered.) She was therefore welcomed into the research division of UNISON when it formed in 1994, and for a time she was quite happy there. But her attitude proved to be a poor fit for the new organization, and her employment was finally terminated in 1996. The extensive contacts she had developed in her time with UNSAC proved to be no help at all in letting her keep her job.

                  Frustrated, Trevail returned to her family home in upstate New York, and endured, with clenched teeth, some teasing from her cousins about how she'd been too much of a mad scientist for UNISON, and how it was a wonder that they had actually fired her, since she was sure to seek revenge as a supervillain. And reflecting on that, she found herself wondering whether that might not be such a bad idea. Among the many lesser secrets that she'd taken with her to work were her powers of gravitational control. With those, it might just be possible ...

                  She created the identity of Lady Blue over the next two years, selecting Tara Lemick from a list of science project winners when she determined that they had a fairly close physical resemblance. With the creation of a non-functional suit of "power armor" that disguised the true source of her powers, she was ready to roll. Her first job netted her a cool seven million dollars -- which would have been an enormous sum of money to the real Tara Lemick, but which Margaret Trevail could easily afford to give away to a charity so as to establish a reputation as a do-gooder vigilante on the wrong side of the law.

                  The truth about Lady Blue is suspected by many crimefighters throughout the United States, but no proof exists. Even those who know that she's not as good as she pretends to be tend to view her as a 'lesser evil', as she's known for keeping to the letter of any deals she makes with superheroes. She does take pride in making sure that no innocents are hurt by her operations, but she doesn't believe that anyone who goes out of their way to get in her way is an innocent.

                  As to her relationship with Jaguar of the Champions -- even she isn't sure whether she's using him as part of her long term plans to bring down the Champions, or whether she truly loves him. All that she knows is that whenever they're together, she finds herself being so happy that she hasn't killed him yet ...

                  Lady Blue -- PL 11

                  STR 0 | STA 2 | AGL 4 | DEX 5 | FGT 8 | INT 7 | AWE 2 | PRE 2
                  Powers: Gravitonic Control (Array: Ranged Damage 10, AP: Enhanced Strength 10, AP: Ranged Burst Area Damage 6, AP: Damaging Move Object 6, Precise, Subtle), Gravitonic Flight (Flight 8), Gravitonic Force Field (Sustained Impervious Toughness 10), Striking Strength (Strength-based Damage 2).
                  Advantages: Accurate Attack, Agile Feint, All-out Attack, Attractive, Benefit 4 (Multi-millionaire), Defensive Roll, Equipment 3 (Headquarters), Extraordinary Effort, Improved Initiative, Interpose, Move-by Action, Skill Mastery (Technology), Well-Informed.
                  Skills: Acrobatics 6 (+10), Deception 7 (+9), Expertise: Science 10 (+17), Perception 4 (+6), Persuasion 4 (+6), Ranged Attack: Gravitonic Control 7 (+12), Technology 10 (+17).
                  Offense: Initiative +8, Unarmed +8 (Close Damage 12/2), Gravitonic Blast +10 (Ranged Damage 10), Gravitonic Burst -- (Ranged Burst Area Damage 6).
                  Defense: Dodge 8, Parry 8, Fortitude 8, Toughness 14/4/2, Will 14.
                  Totals: Abilities 60 + Powers 61 + Advantages 18 + Skills 24 + Defenses 22 = 185 points
                  Complications: Power--Motivation. Fame. Honor. 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


                  • #69
                    Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: Leech, Lazer, Ladybug, Shamr--ahem.

                    Hideous



                    Up until mid-2001, Ron Jacobs was not hideous. Far from it, in fact. Everyone at his job at a warehouse in Bay City thought he should take some acting lessons or maybe do modeling. Ron just chuckled at such notions. The truth was that looking as good as he did took so much effort that he knew he could never manage to keep it up and learn lines, and he also knew that he didn't have enough patience to stand around and take a pose on command like a model would have to do. He was satisfied with the way things were, and the admiring and envious glances he got wherever he went.

                    Then Lady Blue ruined everything for him. She discovered that there were some interesting chemicals being stored in that particular warehouse, and she wanted to get her hands on some samples, in the process looking good by preventing them from being dumped near a low-rent housing project. She staged a raid on that warehouse, which attracted the attention of the New Champions. Ron Jacobs found himself in a super fight, and he wanted no part of this. So he hid in exactly the right spot to get the chemical dumped all over him when Lady Blue attempted to abscond with one of the barrels and Quantum blasted it open.

                    Enormous power filled Ron's body, and he was easily able to punch Lady Blue senseless when she descended to see what the chemicals had done to him. This was great! Maybe he could become a superhero, and he smiled broadly at the Champions in preparation for asking about joining the team. In the moment before he did, Seeker, looking appalled, said, "Crikey. The poor bugger's hideous." And Ron turned to look at a nearby mirror, which cracked when he looked at it. Yes, really it did.

                    Well, no, it really didn't, but good luck convincing him of that. The truth of the matter is, now that the burns have all healed, he's not that much more horrible looking than your typical 'heel' professional wrestler. But Hideous has it firmly fixed in his mind that he's a monstrosity, horrible in the sight of men, and that anyone who looked on his unmasked face would be appalled.

                    Ron fled the scene, wailing in horror. Ever since then he has lurked in the shadows of Bay City, sometimes exploding forth to attack things that he feels are too beautiful to be allowed to exist, like he once was. He's utterly bewildered by the way that Lady Blue keeps showing up when he does this. It's almost like she arranges for him to hear about such targets and then shows up to use him to make herself look good! (Actually, it's exactly like that.) While it's easy to feel sympathetic for him, such sympathies rarely last once someone actually meets him, for he's an extremely hammy menace to society, often making what he intends to be poignant remarks like "The world is not kind when you are no longer beautiful!" And that sort of thing.

                    Hideous -- PL 9


                    STR 12 | STA 12 | AGL 5 | DEX 4 | FGT 6 | INT -1 | AWE 0 | PRE -2
                    Powers: Fast (Leaping 3, Speed 2), Resilience (Impervious Toughness 8).
                    Advantages: All-Out Attack, Fearless, Great Endurance, Improved Hold, Power Attack, Takedown.
                    Skills: Athletics 4 (+16), Expertise: Survival 6 (+5), Intimidation 12 (+10), Perception 4 (+4), Stealth 4 (+9).
                    Offense: Initiative +5, Unarmed +8 (Close Damage 12).
                    Defense: Dodge 6, Parry 6, Fortitude 12, Toughness 12, Will 4.
                    Totals: Abilities 72 + Powers 13 + Advantages 6 + Skills 15 + Defenses 5 = 111 points.
                    Complications: Vengeance--Motivation. Hatred of Beauty.
                    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


                    • #70
                      Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: Leech, Lazer, Ladybug, Shamr--ahem.

                      Mindslayer



                      In 2002, Stacy Turner was a typical Chicago teenager who often had a fair amount of trouble fitting in with her school friends. Just before her sixteenth birthday, she and her parents were contacted by representatives of a parapsychological institute, who claimed that the reasons she was having trouble were due to her latent psychic powers. Stacy's mom, who had recently discovered the concept of 'indigo children', was thrilled to have her suspicions about her child's specialness confirmed, and pushed her husband into agreeing to send their daughter away to be taught how to cultivate her specialness.

                      Stacy started to have apprehensions about the 'Institute' as soon as she arrived there, for it didn't make any sense that a special school would be located in what looked like an abandoned tenement on the outskirts of Washington DC. By the time she got to the room she was assigned and discovered that the windows were barred and the door locked from the outside, she was fairly sure that something was horribly wrong. Then the experiments started, and it was far too late to have apprehensions.

                      The institute was a cover for a certain cabal of psychic mages, who were bent on studying the brains of naturally existing psychics, the better to induce such powers in themselves. Stacy's latent capabilities were formidable enough that they attracted the interest of one of the leaders of the cabal, Grand Master Irene Bradford, who took personal charge of the torture of Stacy's mind and body, leaving the late stages of the training of her own daughter in the hands of others. This proved to be a distraction she shouldn't have indulged, when Solitaire turned against the cabal and made her escape.

                      Of course, rather than learn from her mistake, Bradford dealt with her loss of prestige by taking it out on Stacy. It was her intention now to use the cabal's knowledge of psychic powers to turn her victim into the perfect psychic assassin, who would hunt down the errant Solitaire and put an end to her rebellion. The potential of Stacy's mind was now focused and honed to that one purpose over the next year. And just as before, Bradford put so much effort into the sadistic experimentation that she overlooked certain possibilities.

                      For example, she never considered that what remained of Stacy's consciousness and personality might resist being annihilated in the service of Bradford's ambitions. Just as the last tiny spark of independent thought in Stacy's mind was about to be extinguished, that spark was able to seize control of the powers that the long process of torture had created, and use them against its tormentor, nearly crippling Bradford with the first psychic 'blow'. Awakening in a damaged laboratory, the girl's first instinct was to escape, and her powers allowed her to do so quite easily.

                      Most of her memories of life before the experiments were gone, by now. She wandered for some time, drifting into crime and prostitution -- usually using her powers to murder the clients when she got hold of their money. It wasn't until she saw a news report about the Champions of distant Bay City, with a special focus on their youngest member, that something stirred in her memory -- images of the tormentor showing her a picture of a woman and claiming that she should blame her for all her suffering. And then a terrible fury was born.

                      Ever since, Mindslayer has been one of the most persistent foes of Solitaire, and by extension the other Champions. While her hatred of Solitaire burns most brightly, her loathing of any female superhero has led her to attacks on Star Knight in San Diego, Princess in Emerald City and Minerva in Olympia, along with many others up and down the West Coast. Mindslayer is unaware that her activities are well known to the cabal, who are content to allow her to act as an uncontrolled asset against Solitaire, for now. But Irene Bradford has slowly healed from the damage that was done to her, and vowed that one day she will have her vengeance on both the girls who wrecked her ambitions ...

                      Mindslayer -- PL 12

                      STR 0 | STA 5 | AGL 3 | DEX 3 | FGT 6 | INT 5 | AWE 5 | PRE 2
                      Powers: Clairvoyance (Remote Sensing 9 [visual and mental], AP: Sustained Protection 10, Subtle AND Flight 7, Subtle), Mindslaying (Array: Perception Range Damage 12, Resisted by Will, AP: Perception Range Cumulative Affliction 12 [Resisted by Will; Fatigued, Exhausted, Asleep], AP: Mental Communication 3 AND Mind-Reading 12, Sensory Link, AP: Perception Range Damaging Move Object 11, Subtle 2), Mindshield (Impervious Will 12)
                      Advantages: Attractive, Fascinate (Persuasion), Fearless, Improved Initiative, Trance, Uncanny Dodge
                      Skills: Deception 8 (+10), Insight 8 (+13), Perception 10 (+15), Persuasion 8 (+10), Stealth 4 (+7)
                      Offense: Initiative +7, Unarmed +6 (Close Damage 0), Mindreaving -- (Perception Range Damage 12, Resisted by Will), Mindnumbing -- (Perception Range Will 12).
                      Defense: Dodge 9, Parry 9, Fortitude 10, Toughness 15/5, Will 14
                      Totals: Abilities 58 + Powers 91 + Advantages 6 + Skills 19 + Defense 24 = 198 points
                      Complications: Revenge--Motivation. Compulsions. Hatred (women).
                      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


                      • #71
                        Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: Leech, Lazer, Ladybug, Shamr--ahem.

                        Vibron



                        In a world where the extraordinary is sometimes distressingly common, it shouldn't really come as a surprise that sometimes people claim to have paranormal advantages when they have nothing of the sort. Such was the case of David Lawson, who had a genuine gift for sonic engineering and a good chunk of musical talent as well. Unfortunately, to make himself stand out a little more, he was fond of claiming that he was a mutant whose synesthesia allowed him to "see sound". Whether this had anything to do with the tragedy is unknowable.

                        It's certainly not clear whether this claim was what tipped the decision to bring in an expert civilian consultant to the AEGIS Sonic Weapons Taskforce in his direction. Regardless, Lawson was happy to lend his talents to the study of exotic sonic phenomena like the late Maestro's musical weaponry or the despair devices of Miss Eyre, and he contributed a great deal to the agency's understanding of this technology. And then, less than a year into his work on the Taskforce, he was asked to examine a recently discovered "vibronic projector" recovered from a long-shuttered CIA operation. He'd just gotten the ancient device up and running when it exploded thanks to a booby trap that AEGIS' technicians had missed.

                        To everyone's amazement, including his own, Lawson was uninjured by the explosion. Doctors could find nothing wrong with him, but he was still hospitalized for the night. Lawson found it impossible to sleep, however, thanks to a tingly feeling in his left arm ... which gradually spread to the rest of his body. He discovered that he could exert tremendous force against objects with nothing more than a touch, that when he attempted to restrain himself from doing so he became a wraith-like image without substance. He was in a continuing vibrating state. He was a superhuman, now, for real.

                        And he would never be normal again. By the time he realized this, he had wrecked most of the hospital ward and AEGIS agents had been called in to try to bring him down. Of course, they failed, having no understanding of what he had become. None of the normals could possibly understand what it was like to lose everything in exchange for something strange and bewildering. It was all their fault anyway. And with this declaration, he launched himself out of the hospital at the speed of sound.

                        For the next five years, Vibron was a supervillain of note throughout North America, frequently returning to Freedom City as the place of his birth, but just as often terrorizing Bay City or Detroit or Chicago. He earned a reputation as one of the most brutal villains active, as he had no compunction about using his abilities against the normals that he despised (and envied) so much. He was captured, but never held for a long period of time before 2010, when he was transferred into the custody of Project Er.

                        The scientists there were able to extract the standing wave that had transformed into a being of vibration and thus restore him to normal. A lengthy course of therapy following that depowering apparently cured Lawson of his situational anti-social personality disorder, genuinely curing him of the alienation that he'd experienced. David Lawson left Project Er as one of its most dramatic successes.

                        He was then found dead three weeks later, in what was initially thought of as an overdose of drugs meant to give him superpowers again. The Raven took an interest in the case and proved that Lawson had actually been murdered by a family member of one of his victims who'd been outraged that he'd received a suspended sentence in exchange for becoming normal once again. "My husband doesn't get to be normal again, so why should he?" cried the murderer as he was taken into custody.

                        Vibron -- PL 10

                        STR 4 | STA 5 | AGL 5 | DEX 6 | FGT 5 | INT 2 | AWE 2 | PRE 2
                        Powers: Sonic Form (Damage 10; Flight 8; Immunity 10 [life support]; Insubstantial 3, Materializing), Sonic Shield (Sustained Impervious Protection 5)
                        Advantages: All-Out Attack, Attractive, Daze (Intimidation), Inventor, Power Attack, Startle
                        Skills: Close Attack: Vibratory Strike 5 (+10), Expertise: Music 6 (+8), Expertise: Science 4 (+6), Perception 4 (+6), Intimidation 7 (+9), Technology 6 (+8).
                        Offense: Initiative +5, Unarmed +5 (Close Damage 4), Vibratory Strike +10 (Close Damage 10).
                        Defense: Dodge 10, Parry 10, Fortitude 8, Toughness 10/5, Will 6
                        Totals: Abilities 62 + Powers 61 + Advantages 6 + Skills 16 + Defenses 17 = 162 points
                        Complications: Rage--Motivation. Hatred (normals).
                        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


                        • #72
                          Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: Lady Blue, Hideous, Mindslayer, Vibr

                          Frizbe



                          Paula O'Donnel was, in 1981, one of the legions of secretaries who worked nine to five, with frequent overtime, in New York's office buildings. The only thing that separated her from any other of those other secretaries was her participation in regular flying disc competitions held in Central Park, where she'd won quite a few tournaments. Yet this wasn't enough to answer a hunger burning inside of her, a hunger to do something more with her life, a hunger for notoriety.

                          Just where O'Donnel obtained the gravity-defying flying discs that were to become her trademark weapon and means of transportation remains something of a mystery. Nothing in her background suggests that she could have built them herself. While there were plenty of underworld armorers in New York, the devices were uniquely Frizbe's, not used by anyone else Surely, given the success that she enjoyed in her criminal endeavors, she would have had imitators who asked for similar weapons. Yet none of these appeared.

                          The technology of the discs was in its early days, apparently, as they emitted radiation that caused O'Donnel's skin (though oddly not her hair) to bleach until she resembled an albino member of her ethnicity, and developed an aversion to sunlight. She accepted these changes as a way of permanently separating herself from her civilian identity, and became a night-time burglar and raider. She naturally drew the attention of New York's defender, Crusader, and they clashed inconclusively many times, with Frizbe often participating in villain team-ups directed against Crusader.

                          In 1987, however, while Crusader was teaching a younger vigilante known as Sniper the ropes of the trade, Frizbe was killed in action -- supposedly accidentally, by Sniper. Crusader doubted the younger man's account of the situation, however, and severed their partnership. Four years later, Crusader himself would be murdered, by the former Sniper, now calling himself Crusade.

                          Frizbe's flying discs were sent to her only living family member, an older sister who'd married a man named Travers, who buried them in her attic and did her best to forget about them. Her only son, Miles, was another story -- he studied the devices incessantly, and figured out how to correct their leaking radiation. In the mid nineties, just out of college, he founded Bastion Technologies, and eventually marketed his aunt's weapons as micro-gravity generators. Years later, Miles' only daughter Aaliyah uses them as the costumed criminal Freestyle (see Rogues Gallery), unwittingly continuing her family's legacy.

                          Frizbe -- PL 9

                          STR 0 | STA 4 | AGL 6 | DEX 7 | FGT 10 | INT 1 | AWE 2 | PRE 2
                          Powers: Flying Discs (Ranged Damage 5, Variable Descriptor 2 [any technological]; Flight 5, Platform; Easily Removable)
                          Advantages: Agile Feint, All-Out Attack, Defensive Roll, Evasion, Improved Aim, Power Attack, Quick Draw, Ultimate Effort (Aim).
                          Skills: Acrobatics 12 (+18), Athletics 8 (+8), Expertise: Bureaucracy 6 (+7), Insight 8 (+10), Intimidation 8 (+10), Persuasion 8 (+10), Ranged Attack: Flying Disc 6 (+13), Sleight of Hand 4 (+12).
                          Offense: Initiative +6, Unarmed +10 (Close Damage 0), Flying Disc +13 (Ranged Damage 5)
                          Defense: Dodge 12, Parry 10, Fortitude 8, Toughness 6/4, Will 7
                          Totals: Abilities 64 + Powers 10 + Advantages 8 + Skills 30 + Defenses 15 = 127 points
                          Complications: Fame--Motivation. Weakness (Sunlight).
                          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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                          • #73
                            Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: Lady Blue, Hideous, Mindslayer, Vibr

                            Sledge



                            In 1987, Tom Jerome was in his last days as a second string linebacker for the NFL, thanks to allegations of drug abuse and petty larceny that had followed him from team to team. Finally, he was let go from the Atlanta Falcons, and found himself desperate, penniless and homeless. Specifically, he was desperate enough to sign up for a crazy experiment to create super-athletes, thinking that this was code for 'have drugs pumped into you' and hoping that he'd be able to steal some of the merchandise. In fact, it was code for 'get sold to the Labrynth for DNAscendant research', so he lost consciousness almost as soon as the ink dried on the contract.

                            When Jerome regained consciousness, he was inside some sort of tube. He felt much stronger, tougher ... and his craving for drugs was gone, too! Well, this was kind of awesome, so he tried to make a fist to pump it! And then he tried again. And again. Something was wrong -- he was able to move his body, at least a little, so why couldn't he make a fist out of his right hand? He looked down to see what the matter was, and stared in mute confusion at the stump of his right arm.

                            He kind of lost it, then. The tank in which he was imprisoned was no match for an outraged super who'd awakened before being psychologically reprogrammed to think that he had always had only one hand. He managed to escape from the Labrynth's facilties in Freedom City, mostly because it was decided that he wasn't worth pursuing and recapturing. With no further options remaining to him, Jerome attached a sledge hammer's head to his stump and began a career of infamy as ... yes, really ... "Sledge"!

                            Infamy is a strong word. Moderate nuisance might be closer to accurate. Actually, it's really a mild miracle that he survived the last bloody years of the Iron Age and the Terminus Invasion. But survive he did, even though he spent quite a few of those years surviving in prison. It was just after he was released from one such prison term in 2007 that he was contacted by someone who had an interest in his expertise. Jerome had to laugh. "What expertise?" he wanted to know.

                            "You've managed to survive in this business for twenty years," the man replied. "You must have something going for you. And I intend to put that something to use for my master. You may call him the Capoyabun."

                            Ten years later, at the age of fifty-seven, Sledge is one of the top enforcers in the Capoyabun's organization, tasked primarily with keeping an eye on Freedom's Don Tonnifanni and the operations of the organization in Freedom City. Most of his muscle has gone to flab, these days, but he's still a terrifying threat to any unfortunate normals who get in his way. And he's replaced the muscle with savvy and connections that make him a dangerous figure to cross.

                            He has ambitions, too. He suspects that the individual who hired him in the first place was the Capoyabun, but since that guy died in 2013 and the orders have kept coming, someone else has clearly taken the job. Which means that someone else yet again could take it from whoever holds it now. (He's quite wrong, incidentally, on all points. Some things just don't change.)

                            Sledge (1987- c. 1997) -- PL 8

                            STR 10 | STA 10 | AGL 5 | DEX 4 | FGT 4 | INT 0 | AWE 0 | PRE 2
                            Powers: Hammer Hand (Strength-based Damage 2, Removable), Long Strides (Speed 2).
                            Advantages: Diehard, Great Endurance, Power Attack, Takedown, Ultimate Effort (Toughness)
                            Skills: Athletics 6 (+16), Intimidation 6 (+8), Perception 6 (+6).
                            Offense: Initiative +5, Unarmed +4 (Close Damage 10), Hammer Hand +4 (Close Damage 12).
                            Defense: Dodge 6, Parry 6, Fortitude 11, Toughness 10, Will 5.
                            Totals: Abilities 70 + Powers 4 + Advantages 5 + Skills 9 + Defenses 9 = 97 points
                            Complications: Greed--Motivation. Physical (only one hand). Temper.

                            Sledge (2017) -- PL 7

                            STR 7 | STA 7 | AGL 3 | DEX 4 | FGT 5 | INT 0 | AWE 1 | PRE 2
                            Powers: Hammer Hand (Strength-based Damage 2, Removable).
                            Advantages: Assessment, Benefit 4 (Crime Lord, Wealth [millionaire]), Connected, Diehard, Great Endurance, Improved Initiative, Power Attack, Takedown, Well-Informed.
                            Skills: Athletics 8 (+15), Deception 9 (+11), Expertise: Streetwise 10 (+10), Insight 9 (+10), Intimidation 13 (+15), Perception 7 (+8), Persuasion 6 (+8).
                            Offense: Initiative +7, Unarmed +5 (Close Damage 7), Hammer Hand +5 (Close Damage 9).
                            Defense: Dodge 7, Parry 7, Fortitude 8, Toughness 7, Will 6.
                            Totals: Abilities 58 + Powers 2 + Advantages 12 + Skills 26 + Defenses 12 = 110 points
                            Complications: Power--Motivation. Physical (only one hand). Responsibility (the organization). Temper.
                            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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                            • #74
                              Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: Lady Blue, Hideous, Mindslayer, Vibr

                              Blowtorch



                              Who knows how or why someone becomes a pyromaniac? For as long as Perry Johnson can remember, he's been fascinated by fires. He used to spend time just watching small ones, then larger ones when that grew dull. Eventually, his need to watch larger and larger fires led him to become an arson investigator in Bay City, but that proved to be less fulfilling than he'd thought it would be -- most of those fires were out by the time he arrived on the scene, extinguished by those moon-faced assassins of joy in the fire department.

                              From that point, it was really only a matter of time before Johnson realized that the best way to ensure that he'd be able to watch sufficiently magnificent fires would be to start some himself. Once he was set on that goal, everything started to fall into place for him -- he obtained a modified World War II era flame thrower and modified it a bit further. He also picked up a flame-retardant suit of kevlar through the same black market connections. He was all set! That night was glorious as he burned down an entire building, exalting in the beauty of the flames. Sometimes he would speak poetry unto the raging plumes, sometimes sheerest nonsense or rock and roll lyrics. It didn't matter, he'd achieved the ultimate in flames!

                              And then the entire Champions team arrived on the scene and collectively hit him very very hard. Amazingly, he not only survived that, but the way that the tanks of his costume blew up when it happened. Perry Johnson was, despite his pyromania, found competent to stand trial and convicted of multiple charges of arson and attempted murder. He will not be eligible for parole until 2048. His weapons have been confiscated and disassembled.

                              Blowtorch -- PL 9

                              STR 2 | STA 2 | AGL 4 | DEX 4 | FGT 8 | INT 4 | AWE 3 | PRE 2
                              Powers: Armored Costume (Immunity 5 [fire damage]; Impervious Protection 4, Removable), Flamegun (Array: Ranged Damage 12, AP: Ranged Multiattack Damage 8, AP: Ranged Burst Area Damage 8, Removable)
                              Advantages: Defensive Roll, Improved Aim, Improved Critical (Flamegun) 2, Improved Defense, Improved Trip.
                              Skills: Athletics 4 (+8), Deception 10 (+12), Insight 6 (+9), Investigation 4 (+8), Perception 6 (+9), Ranged Attack: Flamegun 2 (+6), Stealth 6 (+10), Technology 4 (+8)
                              Offense: Initiative +4, Unarmed +6 (Close Damage 2), Flamegun +6 (Ranged Damage 12, Critical 18-20), Flamegun Pulses +6 (Ranged Multiattack Damage 8, Critical 18-20), Flamegun Burst -- (Ranged Burst Area Damage 8).
                              Defenses: Dodge 8, Parry 8, Fortitude 8, Toughness 8/4/2, Will 5.
                              Totals: Abilities 58 + Powers 32 + Advantages 6 + Skills 21 + Defenses 12 = 129 points
                              Complications: Pyromania--Motivation. Vulnerable (physical attacks can cause flamegun's tanks to explode).

                              Blowtorch was the second lowest point total character in Enemies, with only an agent of GENOCIDE coming in lower. Adding in his unique disadvantage from Classic Enemies, I find it ridiculous that he'd survive more than one fight against a group of superheroes, even if he did have other villains fighting at his side. Hence the above biography.
                              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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                              • #75
                                Re: Davies' Character Thread: World of Freedom 3.2 -- Enemies: Lady Blue, Hideous, Mindslayer, Vibr

                                Firewing



                                On a world called Malva, located on the borders of the Lor Republic and the Stellar Khanate, among a humanoid people who called themselves the D'Nai, there was once a young man named Ariax Thone. His one ambition was to become one of the gladiators who kept Malva's decadent population entertained. Indeed, he wanted to be the greatest champion of the games that his world had ever seen. Eventually, after a few dishonorable acts that no one else ever knew about, Ariax realized his ambition. He had become the champion, and in the process had destroyed all possible competition for the title. He realized that decades might pass before there was anyone else who could give him a good fight, and that all he had to look forward to was twilight.

                                There was on Malva a legend that one day a man of valor would walk into flames and emerge as something more than mortal. It's possible that Ariax hoped to be that man of valor; it's also possible that, as he threw himself into a blast furnace, all that he sought was an ending to a burdensome life. If so, then once more he got more than he bargained for. He came out of the furnace as a creature of cosmic flame -- the Firewing.

                                The ruler of Malva, the Phazor, advised by the ancient wisdom stones, counselled the Firewing that he was in an ideal position to travel to distant Earth and challenge its legendary protectors. When he had overcome the mightiest of these champions, the other warriors of Malva would follow in his path to overcome those who remained. Then would Malva be the wonder and awe of the many worlds that had challenged Earth and fallen short of victory. Enchanted with this vision, particularly the part where he would once more do battle with foes worthy of his mettle, the Firewing set out for Earth. Even with his power to fly at speeds faster than light, the journey took years. But that was nothing to him.

                                Unfortunately, when he arrived in the Sol System in 1996, he leaned that Earth's defenders were even more potent than the legends claimed. Under Saturn's rings, the Firewing clashed with Protonik, who'd just begun his self-imposed exile from Earth. The fight was more brutal than anything either of them had ever known, but Protonik managed to emerge triumphant, and he silently indicated that Firewing should go back where he'd come from.

                                Thoroughly humiliated, Firewing journeyed back to Malva, intending to rest, recuperate and train for a rematch with Protonik. But when he arrived, he found a dead world. As the Stellar Khanate had begun its resurgence, it had attempted to bring Malva under its sway. After diplomatic efforts failed, the Star Khan decided that Malva's gladiators were too dangerous to be allowed to possibly ally with his enemies, and so ordered the planet to be scoured by orbital bombardment. And all this had happened, according to the data discs that Firewing found in the ruins of the capital, before he'd even reached Earth.

                                What now? He yearned to seek vengeance on those who'd killed his world, yet he knew that it would be an empty gesture; he would be overcome by the sheer number of troops standing between him and the Star Khan, and that the treacherous master of these armies would never face him in single combat. So instead, he turned his fury against Earth's heroes. If not for them, he would have been able to stand in defense of his homeworld -- if the Khan would even have dared to challenge a world with such a powerful protector -- and at least found honorable death with the rest of his kind.

                                With cunning born of experience, Firewing's second journey to Earth was not made on his power, but rather by "hitching" a ride with a Grue battle cruiser. In 2004, as Earth was defended against the Grue, a different threat slipped through the cordon around the planet, and descended to San Francisco Bay like an angry fallen star. From that point forward, he sought out and did battle with many of Earth's powerful figures -- heroic and villainous -- and left a path of ashes in his wake.

                                Soon after his arrival on Earth, Firewing realized that he would sometimes need assistance navigating the world's decidedly alien social systems. He found the help he needed in the person of a petty grifter named Jacob Lascke. From Lascke's point of view, it was an ideal arrangement where he had superpowered help for his various petty schemes. Firewing suspected (correctly) that Lascke was using him, but felt it would be beneath his dignity to annihilate such a pathetic specimen.

                                In 2007, Lascke heard rumors of some sort of underground fighting tournament, the Gathering, associated with the Circuits Maximus. Not only would this tournament's alleged prize make the winner (or rather, the winner's manager, since Firewing didn't care about material wealth) rich beyond the dreams of avarice, it would also afford Firewing the chance to face many of the mightiest fighters on Earth. Firewing found this notion intriguing, and has instructed Lascke to find out more.

                                As a result, Firewing found himself as one of the ultimate contenders for the prize of the Gathering, having firmly demonstrated his might against such foes as Barbarak, the Galactic Tough Gal. And his opponent in the final match? A tiny wisp of a girl, in whose empty eyes he could see the same world-weariness he himself had once felt before the furnace. The reminder of his mortal days disturbed him quite a bit, enough to make him violate his own code against attacking from surprise, simply to put an end to the matter as quickly as possible.

                                Nevertheless, she persisted. And won.

                                Both Firewing and Lascke were taken into AEGIS custody in the wake of the Gathering, and though Firewing was able to escape fairly soon (abandoning his 'manager' to his fate in the process) he was not able to fly away from his bewilderment at this defeat. This was not a case of him fighting a being of comparable power, as with Protonik, and the turning of fortune simply not favoring him. He'd had a power advantage, and he'd even cheated, and still he had not gained the victory to which he was entitled. It made no sense.

                                Inevitably, he confronted Trouble a second time, demanding a rematch. She patiently demurred. He threatened the safety of the refugee camp where she was working, and he saw her eyes go cold and empty once again as she agreed to fight him after all. "And I'll win again," she said. "Because I won't be fighting alone, or just for myself." And just as she'd promised, allies from all sides rose up to stand with her, and together they overcame Firewing even more soundly than before.

                                This time he found himself in UNISON custody. It was even easier to escape, and this time he fled Earth entirely, for now nothing made sense to him. Was there truly strength to be found in such combination? How could there be, when any ally might become an enemy in exchange for a slightly greater share of glory? And yet, that hadn't happened. At least, it hadn't happened here. He found himself wondering if that had been what happened on the last day of Malva, if the defenses had been lowered by someone who sought advantage or the settling of some grudge.

                                Slowly, for fire is not the element of swift thought or deep, especially fire that burns without air to fuel it, Firewing is coming around to a more humane point of view. And as he does so, and as he hears of the stories of what goes on in the Stellar Imperium, he finds himself wondering whether, in combination with other champions, he might be able to overcome the murderer of his world. What might he do then? What might he not do?

                                Firewing -- PL 15

                                STR 8 | STA 8 | AGL 7 | DEX 8 | FGT 12 | INT 5 | AWE 5 | PRE 8
                                Powers: Cosmic Life Force (Immunity 10 [life support]; Impervious Toughness 8), Firey Aura (Array: Ranged Damage 15, Affects Insubstantial, Subtle, AP: Ranged Cloud Area Damage 10, AP: Perception Range Damage 8, Concentration Duration, AP: Perception Area Cumulative Affliction 10 [Resisted by Dodge; Visually Impaired, Visually Disabled, Visually Unaware], Limited to One Sense, AP: Perception Range Shapeable Area Damage 6, Concentration Duration), Force Field (Sustained Impervious Protection 10), Spaceflight (Flight 15; Movement 4 [environmental adaptation (microgravity), space travel 3])
                                Advantages: Agile Feint, Evasion, Improved Defense, Improved Initiative 2, Power Attack, Ranged Attack 7, Skill Mastery (Perception)
                                Skills: Acrobatics 8 (+15), Athletics 8 (+16), Close Combat: Unarmed 4 (+16), Insight 6 (+11), Perception 8 (+13), Technology 6 (+11), Vehicles 6 (+14).
                                Offense: Initiative +15, Unarmed +16 (Close Damage 8), Firebolt +15 (Ranged Damage 15), Firey Cloud -- (Ranged Cloud Area Damage 10), Immolate -- (Perception Range Damage 8, Concentration), Firey Flare -- (Perception Area Affliction 10, Resisted by Dodge).
                                Defense: Dodge 12, Parry 12, Fortitude 18, Toughness 18/8, Will 10.
                                Totals: Abilities 122 + Powers 111 + Advantages 13 + Skills 23 + Defenses 20 = 288 points
                                Complications: Seeking A Purpose--Motivation. Honor. Temper.
                                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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