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Davies' Character Thread: World of Freedom 3.2

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  • #91
    Re: Davies' Character Thread: World of Freedom 3.2 -- Toxic!

    The Scarab (III)

    Despite certain claims to the contrary, New Yorker Herbert "Bert" Roland (b. 1988) didn't actually have any real interest in Egypt growing up. Sure, it was interesting, but there was a lot of stuff going on to distract him from the subject -- television, video games, his favorite bands. Truthfully, he was easily distracted from anything. His friends in high school remember him as a follower, not a leader, while his teachers were alternately impressed by his keen intelligence and frustrated by his lack of any real focus.

    His parents bought him the trip to Egypt as a graduation gift and reward for getting into the college of their choice. His father had noticed that, if it was only a minor interest, it was the only one that had stuck with him for any length of time. Bert shrugged and said, "Thanks, Dad." It'd at least allow him to have some time before they started nagging him to get a summer job before college. Gazing up at the Great Pyramid, walking beside the Sphinx ... it all seemed vaguely familiar, and his nights in Egypt were filled with dreams of a time when it was all new, not weighted down beneath the burden of centuries. But Bert figured that he was just imagining things, and maybe engaging in a bit of self-dramatization.

    On the last day of his trip, he walked out of the hotel lobby just in time to see the flying pyramid appear over Cairo. A giant hologram appeared of a man in an unusual suit of armor, announcing himself as the Pharaoh Amenhoten, reborn and returned to his beloved subjects. Bert recognized him as the notorious Dr. Scarab, an Egyptian master villain thought dead for nearly forty years, whom he had beaten in battle when challenged over the use of the word hey wait a minute what?

    His ka sure knows how to pick its moments. The memories of his lives as Heru-Ra, Alexander Rhodes and countless others left him staggering, and his new life could have ended very suddenly at the hands of Dr. Scarab's mummy-bots -- ("Mummy-bots?" The blasphemy made him want to scream.) -- but he recovered quickly and blasted them with telekinesis. Improvising a costume, he flew up at the Flying Pyramid and announced himself to Dr. Scarab. "Do you not know me, you spawn of Sheol? I am the true Scarab!" ("Spawn of Sheol?" Where was he getting this stuff?)

    They clashed both physically and psychically, and in that latter battlefield, the novice Scarab was triumphant, somehow controlling Amenhoten's mind so that it transferred control of the fortress and his forces to his enemy. Dr. Scarab broke free, but realizing that the tide had turned against him, took flight -- and was promptly blasted to pieces by the Pyramid's automated defense systems. Bert flew the Pyramid away, ultimately settling it down in an isolated valley in the southwest of Egypt, where it would (hopefully!) be hidden from anyone who might put its technology to evil purposes, until he could figure out what he ought to do with the thing. He then flew under his own power back to the United States, and managed to convince his parents that he'd caught an earlier flight home.

    Bert traveled to Freedom City to attend college and to learn more about his 'heritage'. He met with Sophia Cruz and convinced her of his bona fides, receiving the keys to the Scarab's Lair from her. With that, he was finally able to assume the identity of the Scarab. It wasn't long before Freedom City's newest hero was teaming regularly with the new Beacon and with Seven in a triumvirate.

    However, his most significant association was with the German heroine Rote Phönix (aka Sarah Gebhart), whose own perpetually reincarnating soul shared a romantic history with the Ka of Heru-Ra dating back into antiquity. They found each other once again, and became passionately involved despite knowing that every time that they had met had indicated the beginning of the end for one of them. They determined to defy destiny, and for a time it seemed that they were succeeding, for something happened that had never happened in any of their lives before this one -- in 2010, Sarah Gebhart discovered that she was pregnant.

    The two heroes planned to fake their deaths and begin new lives as civilians, raising their miracle child until they knew the meaning of this portent. But something went wrong, and as their child (dubbed Benjamin Alexander Roland) was born prematurely in early 2011, and something went horribly wrong during delivery. Sarah only lived a few hours after the child was born, devastating Bert. In the aftermath, he found himself uncertain of the correct course of action. Should he put his newborn son up for adoption to protect him from his father's enemies, or follow the plan of resuming civilian life?

    For a while, he followed the latter course, until a number of events persuaded him that he couldn't ignore the world in which his son was going to grow up, and became the Scarab once more. The fate of Seven and the departure of the Beacon a few years later only added to his sorrow, as did the distance that developed between him and Freedom City's other heroes after he backed a different candidate for the special mayoral election in 2014. (He believed that Callie Summer's past as a 'party girl', feigned though it had been, would be problematic in years to come.)

    In the past few months, however, things have begun to change for the Scarab. Betty Berringer, the sixteen year-old daughter of the second Scarab (active in the 80s and early 90s) sought him out as her psychic powers developed. She has begun acting as his sidekick, the Ankh. While not exactly thrilled to be putting a minor at risk, Bert can't deny that she's been very helpful, and is notably a better pilot of their flying vehicle, the Trygaeus.

    He has also started dating again, having met Robin Greyfaulk at the daycare Benjamin and her daughter Caroline both attend. He's fascinated by the way that she's been able to make a relatively normal life for her small family despite her superpowers. They are taking things slow, but the Ankh has commented that it's a good thing that the Scarab's mask covers his mouth, so no one can see how often he's smiling these days. It ruin his image.

    The Scarab III - PL 11

    Abilities: STR 0 | STA 1 | AGL 1 | DEX 2 | FGT 6 | INT 3 | AWE 9 | PRE 5
    Powers: Ka Sense (Senses 1 (Mental Awareness)), Past-life Memories (Enhanced Advantages 2 [Beginner’s Luck, Jack-of-all-
    Trades]), Telekinesis (Array: Perception Ranged Move Object 10, Dynamic, AP: Flight 5 AND Ranged Damage 10, Dynamic), Telekinetic Shield (Sustained Protection 10), Telepathy (Mental Communication 3; Array: Mind Reading 10, AP: Perception Range Damage 5, Resisted by Will, AP: Perception Range Affliction 10 [Resisted and Overcome by Will; Dazed, Stunned], Limited Degree), Trained Will (Impervious Will 12).
    Equipment: Armored Costume (Protection 2), Headquarters (The Scarab's Lair, see Freedom City 3e, Trygaeus (see below)
    Advantages: Beginner's Luck, Benefit 3 (Millionaire), Equipment 17, Jack-of-all-Trades, Move-By Action, Seize Initiative, Sidekick 19, Ultimate Effort (Will Save), Uncanny Dodge.
    Skills: Expertise: Business 8 (+11), Expertise: History 6 (+9), Insight 6 (+15), Perception 6 (+15), Persuasion 8 (+13), Ranged Combat: Telekinesis 10 (+12).
    Offense: Initiative +1, Unarmed +6 (Close Damage 0), Telekinetic Blast +12 (Ranged Damage 10), Mind Thrust -- (Perception Range Damage 5, Resisted by Will), Daze -- (Perception Range Will 10).
    Defense: Dodge 9, Parry 8, Fortitude 6, Toughness 13/11/3/1, Will 16.
    Totals: Abilities 54 + Powers 82 + Advantages 42 + Skills 22 + Defenses 22 = 223
    Complications: Responsibility--Motivation. Enemy (Overshadow). Family (Benjamin).

    The Ankh -- PL 7

    Abilities: STR 0 | STA 1 | AGL 2 | DEX 2 | FGT 6 | INT 1 | AWE 4 | PRE 2
    Powers: Psychic Defenses (Enhanced Advantages 4 [Defensive Roll, Evasion, Improved Initiative, Uncanny Dodge]; Enhanced Defenses 4 [Dodge 2, Parry 2], Telepathy (Mental Communication 1; Array: Mind Reading 6, AP: Perception Range Affliction 6 [Resisted and Overcome by Will; Dazed, Stunned], Limited Degree).
    Equipment: Armored Costume (Protection 2), Brass Knuckles (Strength-based Damage 1), Pepper Spray (Affliction 4 [Resisted by Fortitude; Impaired, Disabled, Unaware], Limited to Visual).
    Advantages: Defensive Roll, Equipment, Evasion, Improved Initiative, Move-By Action, Uncanny Dodge.
    Skills: Acrobatics 6 (+8), Expertise: Streetwise 6 (+7), Insight 4 (+8), Intimidation 8 (+10), Perception 4 (+8), Vehicles 6 (+8).
    Offense: Intiative +2, Unarmed +6 (Close Damage 1), Pepper Spray 6 (Close Fortitude 4), Daze -- (Perception Range Will 6).
    Defense: Dodge 9/7, Parry 9/7, Fortitude 5, Toughness 5/3/3/1, Will 9.
    Totals: Abilities 36 + Powers 25 + Advantages 2 + Skills 17 + Defenses 15 = 95.
    Complications: Thrills--Motivation. Family (her parents) Minor

    Size: Huge, Strength: 12, Flight Speed: 4, Defense: 6, Toughness: 12, Powers: Concealment 6 (visual, radio), Impervious Toughness 8, Ranged Damage 8, Features: Autopilot (+4), Communications, Navigation System.

    Author's Notes: Credit where credit is due department -- the romantic tie between the Scarab and the Red Phoenix (from Silver Age Sentinels, was the notion of fellow Atomic Think Tank poster Rhialto, with whom I shared many ideas. I've no idea where they are or what they're doing these days, but I hope they are well.
    Last edited by Davies; 21st October 2017, 06:52 PM.
    Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


    • #92
      Re: Davies' Character Thread: World of Freedom 3.2 -- Toxic!

      Credit for the creation of this character belongs to Shock.


      Robin Greyfaulk was born in 1989 with a silver spoon in her mouth, the daughter of a wealthy businessman. Her mother died in a car accident when Robin was young, and so Robin had a close but rocky relationship with her father while growing up. When she was in high school, she was sneaking out to sing at bars. There were a couple of run-ins with the law and she fell in with a bad crowd.

      When she was 18, she "fell in love" with an older man. However, he had ulterior motives. He knew of her family connections to various technology companies and wanted to use them to get his hands on some technology to fuel his criminal ambitions. He talked her into helping him steal a flying suit that was under development. Unfortunately for him, the suit she stole was too small and fit her much better than it fit him. It was also inadequate to his needs. In order to make it suit him better, he convinced her to use it to steal materials that he would use to add weapons and other enhancements to it.

      Initially she went along with his plans, but as the crime spree progressed, he was asking her to do more and more, and her vestigial conscience was increasingly troubled. Finally, they bit off more than they could handle. While trying to obtain some nanotech to make a major upgrade to the suit, Robin tripped off a security system she couldn't handle. She was hit with a powerful electric charge and was badly hurt. Fortunately for her, the electric attack somehow affected the nanites she was carrying and they saved her life. While repairing the damage, they integrated themselves into her physiology. She now had the suit all the time, but it also couldn't be taken away from her. After this incident, she surrendered to the authorities and her boyfriend vanished. (It has since been suggested that Robin's father had him murdered.)

      She was tried and convicted. Given the opportunity to escape prison time for the relative comfort of Project Freedom, Robin jumped at it. There she formed some lasting friendships and enmities while trying to grow into the powers and responsibility she found herself saddled with. In time, her sentence was vacated and her record cleared due to machinations by Mr. Infamy, but she stayed on as a contractor in order to continue her rehabilitation. She initally refused to accompany the team on their invasion of the Terminus, but ended up taking part in a rescue attempt by the Freedom League.

      Her father went to prison in 2009 for several acts of financial malfeasance (for which she's fairly sure he was only partially guilty.) Robin largely focused on keeping her family's interests afloat, with very little time left over for superheroics. This was probably for the best; her name was and is still mud in the police department and district attorney's office. However, she managed to act as a financial benefactor for Project Freedom, providing much of the backing for the refurbishment of their current headquarters -- without the knowledge of the current team.

      In 2010, a long-standing flirtation with the immortal Hercules finally blossomed into a brief romance that left her pregnant with the demigod's child. Despite knowing that Hercules would be at best an occasional co-parent, Robin elected to have the child, and gave birth to her daughter Caroline in early 2011. Caroline is easily the most important part of Robin's life, and her choices are all made with the intention of providing a better world for her.

      While she had only infrequent encounters with most of her former teammates, 2012 saw them reunited for a mission that resulted in the resurrection of Zalman. In the process, Robin demonstrated that she had not been totally idle in exploring the limits of her technology, as she was now able to activate her armor (or individual aspects of it) with merely a thought, rather than the process taking several seconds. She also idly mentioned that she's a frequent consultant for AEGIS' Mr. Infamy Incarceration/Elimination Taskforce.

      Since taking over running Grey Capital (she takes the day to day responsibilities, but her father is still the driving force behind major decisions), Robin has been mostly focused on restoring the company's reputation, which took quite a hit when her father was convicted. They lost some clients, including a big one, and it's been a struggle to replace that lost revenue. In particular, they were forced to take on another partner in order to raise capital. This greatly changed the power dynamic in the company because, while the Greyfaulks still hold a majority interest, it's increasingly difficult to justify overruling the four other partners with a single vote.

      While based in Freedom City, her business frequently takes her to Ferroburg, where she supervises Grey Capital's investments in Delta Media. This has occasionally put her in the unwelcome position of fighting the vigilantes known as the Steel City Angels, who use nanotech armor like her own, when they take jobs that threaten those investments. These situations often make her feel like a pawn in someone else's game, and she's never enjoyed that.

      Most recently, Robin has started dating Bert Roland, an executive in the Rhodes Foundation, whose son Benjamin attends the same daycare as Caroline. She was quite surprised to learn that he is actually the Scarab -- which he revealed in the spirit of full disclosure -- and unsure about the prospect of being drawn deeper into the superheroic lifestyle she's largely escaped. Still, she enjoys his company, and they have a great deal in common.

      Songbird - PL 11

      Abilities: STR 8/-1 | STA 5/2 | AGL 4/1 | DEX 4/1 | FGT 9/6 | INT 1 | AWE 0 | PRE 4
      Powers: Nanite Armor (Array: Ranged Damage 11, Accurate, AP: Cone Area Damage 11, AP: Cumulative Affliction 11 [Resisted by Fortitude; Dazed, Stunned, Incapacitated], Accurate, AP: Enhanced Strength 9 AND Strength-based Damage 5; Enhanced Agility 3; Enhanced Dexterity 3; Enhanced Fighting 3; Enhanced Stamina 3; Features [audio recorder, cell phone, digital camera, flash goggles, gas mask, GPS, rebreather]; Flight 7; Protection 8, Impervious 10; Senses 2 [extended vision, low light vision]), Nanite Health (Enhanced Advantage 1 [Diehard]; Immunity 2 [disease, poison]; Regeneration 1), Rage (Enhanced Strength 3, Linked Enhanced Fortitude 2, Linked Enhanced Will 2, Side Effect [Power Loss: Enhanced Agility, Enhanced Dexterity, Enhanced Fighting]), Wing Blades (Ranged Damage 5, Accurate 4, Diminished Range 2, Improved Critical 3, Improved Disarm, Ricochet)
      Advantages: Attractive, Benefit 3 (Millionaire), Diehard, Languages 2 (French, Italian, Japanese, Russian), Power Attack, Ranged Attack 4.
      Skills: Acrobatics 5 (+9/6), Athletics 4 (+12/3), Deception 5 (+9), Expertise: Business 5 (+6), Expertise: Magic 1 (+2), Expertise: Pop Culture 5 (+6), Expertise: Singing 5 (+9), Insight 7 (+7), Perception 6 (+6), Persuasion 6 (+10), Technology 5 (+6).
      Offense: Initiative +4/+1, Unarmed +9/+6 (Close Damage 13/-1), Rage Attack +6 (Close Damage 16/2), Sonic Blast +10 (Ranged Damage 11), Sonic Waves -- (Cone Area Damage 11), Sonic Stunner +11 (Close Fortitude 11), Wing Blades +16/+13 (Ranged Damage 5, Crit 17-20).
      Defense: Dodge 9/6, Parry 9/6, Fortitude 9/11, Toughness 13, Will 9/11.
      Totals: Abilities 30 + Powers 114 + Advantages 11 + Skills 27 + Defenses 18 = 200 points
      Complications: Responsibility--Motivation. Family (Caroline and her father). Metallic. Reputation (criminal). Temper.
      Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


      • #93
        Re: Davies' Character Thread: World of Freedom 3.2 -- Toxic!

        Author's Note: This character was created by Arkrite.


        Born Fredrick Astrovik Zane in 1974 to a pair of distant but wealthy parents, Zane was as well-adjusted individual as one could expect, considering he was given money instead of attention, and more money instead of parental love. A bright child, he learned quickly that money couldn't buy everything, but that by investing it correctly he could get the things he truly desired: power and attention. And of course more money. Hard to give up childhood toys, after all.

        At the age of 19, however, things changed. An annoying buzz that had followed him since birth started turning into annoying voices. After a quick trip to the therapist he discovered three things. One, he wasn't insane. Two, he could read minds. Three, his psychologist spent their sessions thinking about sleeping with his secretary. One fired therapist later (and a date with the previously mentioned secretary) he was on his way to greatness.

        His personal attempts at the original design of technology fell to the wayside as he learned to harness his powers. At first, he simply used to get a leg up on negotiations, and to know exactly what to say to get a woman in bed. Soon he realized the true potential of his ability when combined with his photographic memory and his solid grasp of technology. All he had to do was a read a scientist or engineer's mind for the schematics, bring them back to his own company, repurpose it for his own usages and market it as his own. It's surprising how often you can get away with this when you make the effort to avoid building exactly the same thing and bringing it out at the exact same time.

        Most people could have been happy with that. His company was growing by leaps and bounds, especially since he saved almost all the money that would have been spent on development. When asked how he came up with these ideas he simply passed it off as his being another genius level intellect in a world already filled with them. But he wasn't happy with what he had achieved. He wanted more. Because people who have money and power always crave more. Also he seemed to be the only sane person on the planet, so why shouldn't he be in charge? And who needs armies when you can just simply own everything?

        Before his downfall he was starting to plan for bigger and better things. He started buying stocks in other companies. His goal was to own every last business he could, by hook or by crook, and set himself up in a monopoly. From there he could dominate the government with his control over their technological and medical resources. And then, of course, would come the unmasking, the consolidation of all his assets, and controlling the world through his semi-benevolent corporate empire!

        And he would have gotten away with it too if it wasn't for those darned meddling kids. In 2007, during a celebration and media gathering at one of his newest purchased companies, Elite and Changeling snuck in to have some fun in the festivities, unaware that some assassins from Elite's past were planning on making an example out of his friend. Zane, scanning through the crowd for useful tidbits of knowledge he could steal, came across an assassin planning on pulling a gun and shooting Changeling in the back just before he did it. Without thinking he yelled "He's got a gun" and tackled Changeling out of the way before she could get shot.

        The shot missed by inches, Elite saved the day, and as he helped the grateful young woman from the ground she looks at him, smiled and said, "Wow, you must have been psychic!"

        And that's when his entire world crashed down around him. Footage of the event showed him moving before the gunman had even started pulling his gun, putting the final nails in the coffin of his plans for a subtle world take over. Suddenly, every company he'd ever had dealings with where they came out second best was pressing charges against him for something: illegal business practices, theft, corporate espionage, mind control, invasion of privacy, anything and everything that might get them some tiny piece of the proverbial golden goose.

        What's left of his empire was a pitiful ghost of what he used to have. Everything else ended up either being lost in court, lost outside of court to avoid more criminal charges, taken from him by alarmed shareholders, or simply confiscated by the government while they complete their investigations. While he was lucky enough to avoid any major charges, he was looking at more than ten years in jail, wearing a giant helmet that stopped his powers, and left him feeling like he'd lost an arm or a leg ... or the same amount of time serving in Project Freedom.

        It was no real choice whatsoever.

        Zane was in for quite a few surprises in his time at Project Freedom. From his first day foreward he was recruited into a conspiracy with the Director, Harriet Wainwright, that left him terrified at her audacity. He often rubbed his fellow inmates the wrong way, and they him, which led to the hilarious development of him being placed in charge, which in turn led to him developing feelings of responsibility towards the members of the Project. Completely to his surprise, he found himself falling in love for the first time in his life, with veteran Ex-Con Toxic -- or Rachel, as he became one of the few people to call her with her permission.

        Given opportunities to engage in research and development of his own, Zane rediscovered his fascination with technology. Once he found himself granted a pardon thanks to his extraordinarily meritorious acts on several missions, he was free to resume his business dealings -- and, having learned a lesson or two in the process, doing so with greater honesty than he had in the past. He also managed to finagle a job as the reformed Project Freedom's technology consultant, so that he could remain close to Rachel while she continued her struggle to complete her sentence.

        SaneTech, his rebranded company, was one of the major medical technology companies in North America by 2012. While managing it took up the lion's share of Zane's time, he also became known in the superheroic community as one of the people to turn to for medical assistance -- hence his title as 'the Doctor'. Through it all, he has maintained a one-sided rivalry with the Freedom Leaguer Daedelus, whose technology is always just that little bit better than his own. Often learning that Daedelus is involved in something will motivate Zane to take an interest despite his better instincts.

        When Rachel discovered she was pregnant with their child in December of 2014, Zane went through several waves of panic. Unfortunately, their relationship had been permitted to continue only as long as they didn't do anything to draw official attention to themselves, and this definitely qualified. When Toxic revealed her condition to the Director of Project Freedom and also the identity of the father, Zane found himself dismissed from his position as the Project's tech consultant and separated from Rachel for a few months. Ultimately, the two were reunited before Zane completely lost his mind, and he was in the delivery room when she gave birth to Billie, their child.

        Zane is probably one of the most powerful telepaths on Earth at this point, slightly more powerful than Chase Atom, whom he's actually taught a few things. However, Chase's power has not yet reached its full potential, while Zane has been at his maximum output for several years now. The upshot of this is that he's also being sought out as a teacher by telepaths of many motivations ... not all of whom care about his consent to teach them.

        Zane - PL 12

        Abilities: STR 2 | STA 1 | AGL 0 | DEX 0 | FGT 8 | INT 9 | AWE 3 | PRE 3
        Powers: Antigravity Ring (Movement 1 [slow fall], Removable), "Bugout Belt" (Teleport 5, Extra Mass 3, Removable), HW Protean Mark IV (Array: Ranged Damage 5, AP: Strength-based Damage 10, Easily Removable), Psychic Awareness (acute mental awareness, communication link with Toxic, danger sense, uncanny dodge), Telepathy (Array: Cumulative Mind Reading 12, Subtle 2, AP: Mental Communication 5, Dimensional 3, Rapid 9, Subtle 2, AP: Selective Burst Area 9 Affects Others and Self Mental Communication 2, Subtle 2, AP: Ranged Affliction 12 [Resisted by Will; Impaired, Disabled, Paralyzed], Accurate 2, Improved Critical 2, Reversible, Subtle 2; AP: Area 3 Illusion 4 [all senses], AP: Remote Sensing 27 [auditory, visual], Medium [readable minds], Subtle 2, AP: Damage 12, Alternate Resistance [Will], Accurate 2, Affects Insubstantial 2, Reversible), Telekinesis (Array: Continuous Move Object 7, Precise, AP: Enhanced Defenses [Dodge 8, Parry 4] AND Sustained Protection 10, AP: Moveable Create 7, Precise).
        Advantages: Benefit (Wealth 3 [millionaire]), Connected, Eidetic Memory, Inventor, Ranged Attack 8, Speed of Thought, Ultimate Effort (Will Saves), Uncanny Dodge, Well-informed
        Skills: Deception 14 (+17), Expertise: Business 8 (+17), Expertise: Law 4 (+13), Expertise: Science 6 (+15), Expertise: Teacher 4 (+13), Insight 6 (+9), Investigation 1 (+10), Perception 2 (+5), Persuasion 7 (+10), Technology 13 (+22), Treatment 7 (+16)
        Offense: Initiative +9, Unarmed +8 (Close Damage 2), Null Field Jian +8 (Close Damage 12), Null Field Pistol +8 (Ranged Damage 5), Brain Freeze +12 (Ranged Will 12), Psychic Weapon +12 (Close Damage 12, Resisted by Will).
        Defense: Dodge 12/4, Parry 12/8, Fortitude 8, Toughness 11/1, Will 16
        Totals: Abilities 52 + Powers 100 + Advantages 17 + Skills 36 + Defenses 24 = 229 points
        Complications: Discovery--Motivation. Friendship (Changeling, others). Relationship (Rachel Baldwin, Billie). Reputation. Rivalry (DAEDELUS!!!!).
        Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


        • #94
          Re: Davies' Character Thread: World of Freedom 3.2 -- Toxic!

          Author's Note: Character created by Jalinth!


          Born into a coven of necromancers, there was little hope that Zalman would have a normal life. His early years were filled scenes of horror he accepted as normal. The walking dead were as familiar to him as livestock to a farm child. When other children would be learning to milk a cow, Zalman was being given lessons in how to strip the lifeforce from the cow and consume it. His pets were the skeletons of animals that he animated.

          Even ignoring the dark magics in use, the coven was a poisonous place. Scheming and backstabbing was constant. The dozen members were only united by fear of other mages. If not for the threat of the other covens and circles in the area, the coven would have broken into open fighting many times over. As the youngest person in the coven who was not expressly there for experimentation, a great deal of effort was spent by each of the members to bring the boy into their shadow. He was young and talented. Brimming with potential, but not strong enough to be a threat. A perfect apprentice.

          Zalman quickly learned how dangerous this could be. Anytime he got to close to someone, another would take steps to drive them apart. Sometimes violently. Even Zalman's parents acted in this manner, and soon Zalman viewed them as just two coven members. No different then any of the others.

          The boy learned to walk a perilous path. By alternatively showing favor and disdain to each of the 12, he was able survive. It was a delicate balance, and there were numerous times when Zalman feared for his life, and not only from those with whom he was not in favour. Apprentices were viewed as both as students and as experimental subjects. Any time a mage believed he had perfected a rite of personal enhancement before using it on himself, the final test was always to see how young Zalman responded to it. During this time he learned all he could, taking lessons from each covener in turn. Always hiding just how much he had learned. If he became too powerful, he would be a threat not an asset.

          The value of power was driven home when Zalman was thirteen. The man who had sired him wished to use his spawn for yet another experiment, one that Zalman knew was flawed and would probably kill him. All his efforts to convince his father of the dangers only enraged the proud man. He ordered one of his undead servitors to seize the boy and drag him to the ritual circle. Zalman promptly countermanded the order, and forced the mighty zombie to launch a ferocious attack on its erstwhile master. His father only survived by the narrowest of margins, and only because Zalman felt some faint, lingering affection for the man. Zalman's status changed after that. He was no longer a test subject for dangerous experiments or a prize to be won. Instead he became recognized as a true member of the coven, albeit a junior one. The change suited him immensely.

          Years passed, and Zalman found himself growing bored. He felt there was nothing more he could learn here, and the others were growing more and more concerned with his power. He decided to leave, and seek power elsewhere. One bright day after a particularly grueling ritual, Zalman broke into the various secret places of the others and stole the most valuable and useful tools. To prevent pursuit, he delivered the location of the coven's lair to a nearby chapter house of the Order of the Ashen Stake. Even if they survived the visit by those zealous vampire hunters, the coveners would be in no condition to pursue him.

          Wandering from place to place, Zalman added to his power through means fair and foul. In some places he seduced his way into the trust of a teacher, in others he simply took what he wished. In all cases, he moved on when he felt there was nothing more for him to learn. This behavior would catch up with him, and eventually Zalman was forced to flee for his life. He had made too many enemies, caused too much pain, and burned too many bridges. There was nowhere in the world he could hide for long.

          Realizing this, he decided the only thing to do was to go to another world. His studies had revealed the existence of other realities, and the means by which to travel to them. He searched for a world where he could further his quest for power, and perhaps come to rule. When he came to Earth-Prime, Zalman expected to continue as he had in the past. The problem was there were far fewer true practitioners of the art and those that there were tended to be more powerful than he had heretofore known.

          Soon Zalman was in a bad position. The locals were far harder to fool, and those he could often had no actual usable arcane knowledge. Many he took to be powerful adepts proved to be amateurs with no awareness of the true nature of the power they wielded. Even more infuriating was the fact that most had their power handed to them on a silver platter. No years of dangerous study, just one random event and they had the power of an archmage. Still, Zalman was lucky and adaptable. He probably would have managed to carve himself a comfortable niche if he had not crossed paths with a young witch calling herself Seven.

          The two fought on a number of occasions. Zalman had the advantage of power and ruthlessness, but Seven had near as much power, and allies she could trust. More often then not, Zalman was forced to retreat in the face of certain defeat. It was not these successive defeats that shook Zalman's world view, but rather Seven herself. Finding someone stronger not a surprise, but how she seemed to live with that power was... unsettling. Her companions were trustworthy. Her teachers were friends. Power for her was not a goal, but rather a means to an end, and the end was not personal comfort. It was contrary to everything he had ever known. On his home world even those who defended the weak ruled them.

          The young necromancer became obsessed with figuring out what made Seven tick. Their battles gradually became less contests of power, and more philosophy discussions punctuated with mage bolts. Ever the eager student, Zalman would experiment with altruism, stopping some super-villains even tough they were not directly in his way. He even helped Seven stop a particularly nasty extra-dimensional entity from entering the dimension. In the wake of that incident, he gave up on the darker aspects of his repertoire, instead calling on the more wholesome elemental powers he mastered during his long wanderings.

          Eventually, Zalman decided that Seven could truly be right and so he allowed himself to be defeated. Surrendering to Seven, he was stripped of his dark tools and sent to Blackstone. He spent three years there before he was released on probation, into the company of Project Freedom in April of 2008, where he became one of the linchpins of what was known as "the B-Team", alongside Charlie Graham. Though Harriet Wainwright was suspicious of the magic that he wielded, distrusting all sorcery no matter how supposedly wholesome, she gradually grew more accepting as time passed.

          Zalman had truly changed, and he showed it most clearly in the way that he unleashed the totality of his magic against the forces of the Terminus, sacrificing his life to buy the lives of his friends and companions. Yet for a necromancer, death is merely a stepping stone, and though Zalman had forsaken most of those powers, they had not forsaken him. He slowly crawled back from what lay beyond over the course of four years, and elemental beings appeared on Earth-Prime to herald his eventual return, in a ritual that involved the members of Project Freedom.

          There was a price for such magic, however. When he drew the first breath of his second life, he realized that the magical power he had always relied upon was gone. All of it had been consumed by the spell of resurrection, and now he was only a man with the knowledge of a mage, instead of the potency. Yet he was alive, and surrounded by true friends, and he was satisfied with this outcome.

          Within a year, though, things changed dramatically. As the role of Master Mage fell vacant, he knew -- who better? -- that this meant dark tidings for his adopted world. And the man that Zalman had become was not satisfied with simply warning his friends of the rising malevolence. He would have to find a way to stand with them against it. So began his quest to regain what he had given up, learning the magics of Earth-Prime.

          He is, again, a quick study, even if one who no longer seeks power for its own sake, or for his own comfort. Where before he abandoned his mentors without a backward glance, now he seeks to build a network of contacts and allies that recapitulates, to some degree, the pattern of the wards that shields the world from the darkness beyond. His name is now often mentioned among those who practice the arts for righteous reasons, and some wonder whether this traveler from another world might become the next Master Mage.

          Zalman regards such gossip as an absurdity -- how could someone touched by the darkest of dark arts possibly become reality's champion? No, he seeks merely to take care of matters until those who decide such things make their choice. It will not be him.

          Unless, of course, it is.

          Zalman -- PL 11

          Abilities: STR 2 | STA 4 | AGL 1 | DEX 1 | FGT 8 | INT 2 | AWE 3 | PRE 3
          Powers: Aegis of Abbridon (Sustained Impervious Protection 10), Magic (Array: Ranged Affliction 14 [Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobilized), Extra Condition, Limited Degree, Affects Incorporeal 2, Indirect, AP: Environment 6 [4 points of effect], Selective, AP: Ranged Damage 14, Indirect, Variable 2 [magic], AP: Nullify Magic 10, Broad, Simultaneous, Precise, AP: Move Object 14, Precise, Subtle, AP: Burst Area Affliction 7 (Resisted and Overcome by Will; Entranced, Compelled, Transformed), Progressive, Selective, Limited to Blanking Recent Memories, AP: Remote Sensing 8 [Vision], No Conduit, Dimensional 3, Subtle), Mystic Senses (Senses 6 [acute magic awareness, vision counters magic concealment, vision counters illusion]), Wings of Fire (Flight 3), Wisdom of the Dead (Enhanced Advantage 1 [Eidetic Memory]).
          Advantages: All-out Attack, Eidetic Memory, Contacts, Fascinate (Intimidation), Fearless, Improved Critical (Storm of Ghorummaz), Languages 4, Precise Attack (Ranged, Cover), Ranged Attack 7, Ritualist, Second Chance 2 (Expertise: Magic, Intimidation).
          Skills: Deception 5 (+8), Expertise: Life Sciences 2 (+4), Expertise: Magic 18 (+20), Expertise: Military 4 (+6), Expertise: Philosophy 2 (+4), Insight 10 (+13), Intimidation 12 (+15), Investigation 4 (+6), Perception 10 (+13), Persuasion 5 (+8).
          Offense: Initiative +1, Unarmed +8 (Close Damage 2), Storm of Ghorrummaz +8 (Ranged Damage 14, Indirect, Crit 19-20), Grasp of Ghorrummaz +8 (Ranged Affliction 14, Resisted by Dodge, Indirect), Mists of the Modrossus -- (Burst Area Will 7).
          Defense: Dodge 8, Parry 8, Fortitude 8, Toughness 14/7, Will 14.
          Totals: Abilities 48 + Powers 70 + Advantages 19 + Skills 36 + Defenses 22 = 195 points
          Complications: Responsibility--Motivation. Friendships. Reputation. Temper.
          Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


          • #95
            Re: Davies' Character Thread: World of Freedom 3.2 -- Toxic!

            Author's Note: This character created by Tattooedman.

            Donnie Benis, aka Curve

            Growing up in the Fens, crime was the only way Donnie Benis could support his sick mother who had been left years before by his father. One night, sixteen year-old Donnie was trying to break into a house when he was caught by the owner, Nicolas "Nico" Pizaro. Nico easily caught the teenager and quickly tied him up, then asked him why he was thinking, trying to break into someone's house. After Donnie explained why he had tried to rob Nico the older man felt a surge of pity for Donnie and then offered to teach him the real way to break into places to rob.

            Nico Pizaro was a semi-retired cat burglar and he took Donnie under his wing to pass on the old-time skills of burglary. As Nico looked at it the older generation of crooks had a certain class to them -- not like the kids today, who were all about guns and violence, a road that led nowhere. He could tell that Donnie had the mentality to make good use of these skills. Donnie was doing crimes to take care of his family, and that makes a man careful -- something every good burglar needs to be.

            For about six years, Nico taught Donnie everything he knew about breaking and entering, from mental training to take notes on the layouts of buildings to physical training to be able to climb, shimmy, and crawl through the most obscure possible ways into a building. Then Nico finally died from his cancer he had been quietly suffering from, the reason he had chosen to retire. Donnie was heart-broken but he knew that Nico would want him to go on with his life.

            For several years thereafter, Donnie's life was that of a successful burglar. He spent about half the year planning jobs and then pulled them off with a small crew (or sometimes alone) and lived off the swag. Then on a solo second-story job his climbing line broke. As he fell Donnie fell something swell up inside him. The next thing he knew he was hovering in mid-air, three stories above the ground. He finished the job and over a few months played with his new found powers to see what he could do.

            He soon moved up to superhuman crimes, though he kept them to basic robbery still, he didn’t want to rule the world he just wanted to do his chosen job and be able to retire. So being able to break into a jewelry store and fly away faster than any cop car could follow was a great back up plan. Then Johnny Rocket happened upon him. Donnie quickly found himself matched for speed, and he hadn’t really used his other abilities enough to be much of a serious threat to the speedster.

            (It should perhaps be noted that Johnny Rocket remembers this in a somewhat different fashion. He found Donnie to be the first person who'd ever forced him to 'redline' his speed in order to keep up, was further challenged by Donnie's complete three-dimensional maneuverability, and was also forced by Donnie's protective force field to use especially clever tactics to capture him rather than the rapid-fire punching he'd relied on to that point. The complexity of the encounter left him gasping when it was finally over. And that was when they were both much slower than they are now.)

            In the end Donnie went to jail, but he wasn't too upset about it, after all if your gonna take the chances doing what he did for a living you’d better be ready to pay the price for getting caught. In the five years after his capture and conviction Donnie realized that the life of a professional thief doesn't normally end too well. Nico had been the exception, and even he'd been a profoundly lonely man. The birth of a daughter, Mallory, to his then-time girlfriend was a huge deciding factor for him.

            Released into the custody of Project Freedom, Donnie found himself one of the B-Team's stalwarts. Called on to do things that were well outside his areas of expertise, caught in the never-ending emotional hurricanes of the rest of the team, he soldiered through supported by coffee, the occasional cigarette, and the love of his little girl. On the team's final mission in the Terminus, he lost an arm to Madrigal Martinet's Kordion blade, but sent the Annihilist through several walls with a kinetic blast, taking her out of the fight.

            He accepted his pardon in his hospital bed, where he also learned that a job with a security firm had been arranged for him by the late Harriet Wainwright. His lost arm was replaced by a prosthetic, and then by the first bionic limb manufactured by SaneTech. By 2011, he had developed a good enough reputation as a security consultant that he was able to start his own firm, which soon counted a number of very high-paying clients in its roster -- most notably Claremont Academy, where Mallory was starting to study on a scholarship.

            While he doesn't go looking for trouble as some of his fellow members of the Project do, he hasn't been able to avoid it when it comes looking for him. His work in security has seen him facing off with some serious threats, especially during the darker days of the Grant Administration. Now that that's over, things are starting to look up a bit, but on the other hand his baby girl is now a teenager -- with powers!

            Donnie Benis -- PL 12

            Abilities: STR 2 | STA 2 | AGL 3 | DEX 5 | FGT 8 | INT 0 | AWE 3 | PRE 0
            Powers: Cyber-Arm (Strength-based Damage 2), Force Field (Sustained Impervious Protection 11), Hover (Flight 1), Kinetic Energy Manipulation (Array: Enhanced Flight 15, Dynamic, DAP: Ranged Damage 15, DAP: Ranged Multiattack Damage 8, Accurate 3, Split Attack 3, DAP: Ranged Affliction 15 (Resisted by Dodge, Overcome by Fortitude; Hindered and Vulnerable, Immobile & Defenseless), Extra Condition, Limited Degree, DAP: Selective Burst Area 2 Affliction 10 (Resisted by Dodge; Vulnerable, Defenseless, Prone), Instant Recovery, DAP: Selective Burst Area Affliction 6 [Resisted by Dodge, Overcome by Fortitude; Hindered and Vulnerable, Immobile and Defenseless, Paralyzed and Mute], Concentration, Extra Condition, Reversible, DAP: Perception Range Move Object 9, Precise), Kinetic Senses (Senses 11 [accurate extended ranged radius detect movement, penetrates concealment, tracking).
            Advantages: Equipment, Improved Initiative, Improvised Tools, Second Chance (Disable Device), Move-By Action, Power Attack, Taunt.
            Skills: Acrobatics 5 (+8), Athletics 5 (+7), Deception 12 (+12), Expertise: Security 13 (+13), Expertise: Streetwise 12 (+12), Insight 10 (+13), Perception 10 (+13), Ranged Combat: KEM 4 (+9), Sleight of Hand 8 (+13), Stealth 10 (+13), Technology 7 (+7).
            Offense: Initiative +9, Unarmed +8 (Close Damage 4), Kinetic Bolt +9 (Ranged Damage 15), Buckshot +15 (Ranged Multiattack Damage 8), Slow Mo Bolt +9 (Ranged Affliction 15, Resisted by Dodge), Trip Wave -- (Burst Area 2 Selective Affliction 10, Resisted by Dodge), Slow Mo Field -- (Burst Area Selective Affliction 6, Resisted by Dodge).
            Defense: Dodge 9, Parry 9, Fortitude 8, Toughness 13/2, Will 10.
            Totals:Abilities 46 + Powers 78 + Advantages 7 + Skills 49 + Defenses 23 = 203 points
            Complications: Responsibility--Motivation. Family (Mallory). Job (security consultant).
            Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


            • #96
              Re: Davies' Character Thread: World of Freedom 3.2 -- Toxic!

              Charlie Graham
              AKA Strong Girl, AKA Sha-Li

              Born in 1981, Charlie was a star athlete her entire life. She excelled at every sport that she tried her hand at -- volleyball, soccer, softball, track and field -- but when, as a freshman, she made her high school football team, her parents started to think that something just wasn’t right about their not so little girl. They took her to a doctor who confirmed that Charlie was superhuman. After that got out, that was the end of her sports career - she was dropped from every team and disallowed from competition by the schools.

              Without that outlet, Charlie began to rebel. She would stay out all night, and eventually fell into the wrong crowd. She ran away from home at 17 and started to do jobs for a local gang boss, working her way up the criminal ladders. For a time she was a dominatrix, at another she drove 'escorts' to meet their clients. She ended up becoming the driver and bodyguard for a major crime lord before she was even 22. The Raven busted their organization, and Charlie, having thrown a pair of police cars into a SWAT van in order to buy time for her boss to get away, was bussed off to Blackrock.

              She served five years of her sentence before she was paroled and placed into the custody of Project Freedom. That was the beginning of a change in her life, as she welcomed the opportunity to be muscle for 'the good guys'. For a relatively short time, she was even the leader of the B-Team before her temper led to her dismissal. Even after that, she continued to act as the team's heart, admired (if not always respected) by the rest of its members.

              Very early in her time with the Project, she met Callie Summers and became attracted to her, a feeling that appeared to be mutual. Charlie had no idea, however, that Callie was actually the Raven, and was exploiting their connection in order to investigate certain suspicions she had about the project. Ironically, Callie eventually developed genuine feelings for Charlie, which forced her to break off the investigation and also to end the relationship, leaving Charlie heartbroken.

              Not long afterward, a visit to the Atom Family resulted in the surprising discovery that Charlie was, in fact, an Ultiman, despite having been born to normal human parents. Introduced to her heritage by Kar-Zol, the Ultimaid, Charlie began to develop her powers beyond simple strength and durability, gaining the ability to fly, communicate telepathically, and eventually project energy bolts. She was tutored in these abilities by Ur-Kel, better known as Hercules, and later by Yod-Ash, otherwise known as the Artisan.

              Surviving the Project's final mission in the Terminus, Charlie was devastated by the losses the team suffered, most notably the death of Harriet Wainwright. She was taken by her mentors to Ultima Thule to recuperate there, and spent most of a year doing so. Ultimately, however, she reached the conclusion that the city of her people was not a place where she felt comfortable, and chose to follow the example of her mentors and live in the world of mortals. Returning to Freedom City, she bought a bowling alley where she and the rest of Project Freedom had had a pleasant evening, and refurbished it to make it a place of relaxation specifically designed for superhumans.

              Finding the management of the bowling alley to be a bit tedious, Charlie became a world traveller for a time, only making occasional visits home, as when she came back to visit with Robin Greyfaulk after the birth of the latter's child. In 2012, however, she abandoned her travels to return to Freedom City when news of Duncan Summers' death reached her, as she hoped to be of help and comfort to his daughter Callie. While involved in the events leading up to the resurrection of Zalman, she also learned the truth of Callie's dual identity, leading to a bitter argument between the two women.

              Leaving Freedom City once more, Charlie returned to her world travels. It was at this time that she met and had a brief relationship with Tatyana Bolshova, the third Bogatyr (see Atlas of Earth Prime), which ended when they realized that they were too similar to each other. She accompanied Zalman on his first visit to Shamballah in 2014, and achieved a certain spiritual tranquility there as well, which led her to recently return to Freedom City in order to check in on matters there, forgiving Callie for the sins of the past.

              And also to flirt with Centuria, because some things just don't change.

              Charlie Graham -- PL 12

              Abilities: STR 13 | STA 14 | AGL 2 | DEX 3 | FGT 10 | INT 1 | AWE 0 | PRE 2
              Powers: Levitation (Flight 8), Telepathy (Mental Communication 2; Comprehend 2 (Languages, speak and understand all); Mind-Reading 6), Power Lifting (Enhanced Strength 4, Limited to Lifting), The Power Primal (Ranged Damage 13), Ultiman Invulnerability (Immortality 5; Immunity 12 [aging, life support, sleep]; Impervious Toughness 12; Regeneration 5).
              Advantages: All-Out Attack, Chokehold, Close Attack, Improved Grab, Improved Hold, Interpose, Leadership, Ranged Attack 6, Startle.
              Skills: Deception 5 (+7), Expertise: Bodyguard 3 (+4), Expertise: Streetwise 9 (+10), Insight 9 (+9), Intimidation 8 (+10), Perception 8 (+8), Vehicles 8 (+8).
              Offense: Initiative +2, Unarmed +11 (Close Damage 13), Power Primal +9 (Ranged Damage 13).
              Defense: Dodge 9, Parry 10, Fortitude 16, Toughness 14, Will 8.
              Totals: Abilities 90 + Powers 111 + Advantages 14 + Skills 25 + Defenses 17 = 257 points
              Complications: Thrills--Motivation. Flirtatious (towards women). Friendships. Secret (The Ultima).

              Author's Note: This character created by ClassDunce.
              Last edited by Davies; 27th October 2017, 10:56 AM.
              Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


              • #97
                Re: Davies' Character Thread: World of Freedom 3.2 -- Toxic!

                AKA Sebastian Gregory.

                Some time in the early 1970s, a group of men who probably should have known better decided to create a hero for the dark age they saw coming. While they had a success, some of them weren't particularly pleased with the results. Too physical, they thought, not nearly as intelligent as he would need to be. And so they decided to create a backup, using different methods. There had been another man of action whom many of them had admired, who had been even smarter than their heroic model in some ways, and so they decided to adapt some of what was known about his origins. To their dubious credit, they used one of their own children as the test subject, rather than some anonymous orphan.

                Savant's earliest memories are of his infancy. He was about two years old, he thinks, when he was pulled away from a source of comfort and warmth. He chooses to believe that this was his mother. It may not have been. It could have been a nurse, or a nanny. But his name for her is mother, and much of what he has done since that time has been focused on her.

                After this rupture, he was placed into an automated Skinner box, educated by sophisticated computers and cared for by robots. For thirteen years, he did not see another human being. The only images he was shown were of numbers, letters and objects. He was taught to read, but only to communicate the lessons to him. Pattern recognition, formal logic, mathematics ... these were what he learned, not any facts about the world beyond the walls.

                Finally, at fifteen, they decided he was ready, and opened the box. He met other humans for the first time, and in the process developed an abiding fascination. One of the men made a statement, and it wasn't expressed in the straightforward mechanical tones of a machine. And the muscles in his face moved. And from the way that the others reacted to the man's statement, the boy realized that the man had said something ... counter-factual. (Specifically, he'd said, "Doesn't he smell nice?" and the others had agreed that their subject needed a bath.)

                There were things in the world that could lie. (And/or be sarcastic, which was also interesting.) Recognizing when they were doing so became Savant's raison d'etre. In the process, he also became obsessed with learning the truth behind the lies. He wanted to learn everything, know everything. Because he also realized that a world where people could lie to him was a dangerous place, and he wanted safety and security.

                Less than a year later, he found out that he wasn't alone in all of this. They'd put an infant girl into an identical box when he was five, to see whether the experiment would show the same success with one slight change. But when Savant emerged, they became careless, and somehow she learned of the existence of human beings by accident. And her reaction wasn't fascination.

                Instead, she faked an illness that the computers didn't know how to handle, forcing a human intervention into her box when they sent in a doctor ... whom she killed, allowing her to escape and begin slaughtering the other researchers at the facility. Savant was away at the time, or she might have killed him, too. Or she might not. In the handful of times that they've met since then, she's indicated that she thinks of him as a brother. Of course, the fact that she has a tendency to choose Cain as a surname makes that somewhat worrying.

                The destruction of the project left him somewhat at loose ends. He knew what he wanted to do with his life, it was simply a question of finding a way to do it that would satisfy his needs. He considered becoming a police detective, but quickly realized that for the most part, they focused on cases determined primarially by physical evidence. (And who cared about that? Physical evidence couldn't lie!) And so he became a private detective instead, taking the cases that interested him.

                A fair number of these involved superhumans. Despite what you might expect, he didn't really get any particular charge out of foiling superhuman criminals with nothing more than his brains, because he realized that was a false dichotomy. His brains qualified as a superhuman power, after all. He didn't get any more of a thrill out of those cases than he did the others he took. Or so he says.

                And then came the day that he crossed paths with Mr. Infamy. Just what the case was is something that he's never discussed with anyone, only its outcome. "He offered to tell me my mother's name," he'll say. "I turned him down. It was the last time I followed my nobler impulses." He's soft-pedaling it, actually. The stress from the encounter led him to experiment with drugs for the first time.

                Soon after that, he travelled to Japan and spent a year there on the trail of a man who could kill with a notebook. It was an incredibly complicated case that ended with him in possession of said notebook, which he decided was too dangerous to be used. (But it was also too valuable to destroy, so he kept it hidden in a safety deposit box until ... well, that's someone else's story to tell.)

                It was while returning to the United States that he was caught with the drugs. Some have found it odd that someone as smart as he is could have been caught so easily. Did he want to be caught? Was this his way of cleaning up? (He'd mock the notion if it was suggested to him. "Do you have any idea how easy it is to get ahold of narcotics in prison? And why didn't I just go to rehab?") When he became eligible for parole, with the option of serving in Project Freedom, he jumped at the chance.

                Out of the frying pan, into the fire. What he called his independent thinking and what Harriet Wainwright called his refusal to heed direct orders got him into trouble with her almost immediately. It quickly became bad enough that she exposed the biggest secret about the Project to him as a way of keeping him in line. It worked, sort of. His rebellion became quieter, as he schemed to bring Wainwright's operation down around her ears.

                And then Fredrik Zane arrived on the scene, and the game changed again. As always, he consulted his sources about this new associate, and learned that he'd made a career out of reading people's minds to steal technological secrets. Savant's stomach dropped. What would someone like that do with the secrets that were rattling around in his brain? In fact ... was it not likely that the subject was some sort of psychic parasite, strengthening its own abillities to learn and process data at the expense of those around it?

                It didn't take long for Savant to learn that Zane was in on Wainwright's schemes, and when the other man became the head of the B-Team, he truly became terrified of what was going on in the Project. His confrontation with Zane muddled the matters further -- the other kept acting as though everything that he was doing was in the interests of the Project, which made no sense at all for a self-serving monster. He had to be pursuing a scheme of truly breath-taking proportions ...

                It wouldn't be until the team invaded the Terminus and he learned the true identity of Shadivan Steelgrave that everything finally fell into place. The Intellivore, as he thought of Zane, was his world's version of the architect of annihilation. Of course he was. That was the point. That explained everything. He finally understood what was going on. And more -- now that Savant knew what Zane was, he finally knew the point of his own existence. This feeling ... was it joy?

                In the aftermath, he managed to convince certain elements of the Grant administration that he was the ideal person to run a small agency devoted to covertly monitoring the activities of Project Freedom and its former clients, to make sure that these sorts of situations would not develop in the future. Of course, most of this agency's efforts went into monitoring Zane's activities, as Savant waited for the Intellivore to show his true colors to the world. The rest of the time it was mostly used to satisfy Savant's momentary curiosities regarding other matters.

                Of course, the end of the Grant administration brought an end to all that. Savant came out of it smelling like a rose, though. For the moment, he is following his curiosity about the murderer of Jonathan Grant. While he had no particular affection for the late mayor, the way that his death has been declared an unsolvable mystery by those who should know better annoys him. He'll investigate the matter until he finds the truth, grows bored, or is convinced that it's no longer in his interest. Then he'll return to his other obsession.

                It's understandable, perhaps, that the boy who was fascinated by the concept of lies should end entangled in one.

                Savant -- PL 11

                Abilities: STR 0 | STA 1 | AGL 1 | DEX 4 | FGT 8 | INT 10 | AWE 9 | PRE 6
                Powers: Fast Learner (Variable 2 [learned skills and knowledge], Slow), My Mind is My Self (Sustained Immunity 20 [mental effects], Limited to Half Effect), Speed-Thinker (Quickness 8, Limited to Mental Tasks), Uncannily Precise (Enhanced Ranged Damage 3).
                Advantages: Assessment, Contacts, Defensive Attack, Defensive Roll 4, Equipment 6, Improved Defense, Improved Initiative 2, Jack-of-all-Trades, Ranged Attack 8, Redirect, Seize Initiative, Set-Up, Skill Mastery (Insight, Investigation), Well-Informed.
                Skills: Acrobatics 6 (+7), Close Combat: Unarmed 4 (+12), Deception 12 (+18), Expertise: Streetwise 8 (+18), Insight 12 (+21), Intimidation 10 (+16), Investigation 10 (+20), Perception 11 (+20), Persuasion 4 (+10), Ranged Combat: Guns 4 (+8), Sleight of Hand 9 (+13), Stealth 12 (+13), Technology 8 (+16).
                Offense: Initiative +9, Unarmed +12 (Close Damage 0), Light Pistol +16 (Ranged Damage 6).
                Defense: Dodge 15, Parry 13, Fortitude 8, Toughness 6/1, Will 14.
                Totals: Abilities 86 + Powers 32 + Advantages 31 + Skills 55 + Defenses 31 = 235 points
                Complications: Obsessive Curiosity--Motivation. Hatred (Fredrik Zane). Reputation (Drug addict).
                Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                • #98
                  Re: Davies' Character Thread: World of Freedom 3.2 -- Toxic!

                  Jimmy Hooker
                  AKA The Old Man

                  James Anthony Hooker -- Jimmy to his friends -- was born before the American Civil War, and grew up in the Wyoming Territory. In his early twenties, though employed as a ranch-hand, Jimmy Hooker spent quite a bit of his spare time practicing his shooting. He was also known for being extraordinarily lucky -- or at least, that was the generally accepted explanation for the way that he recovered from injuries that could have killed a less fortunate man. In fact, Jimmy was a very early example of a mutated human being, though this wouldn't become clear until much latter in his life.

                  Both his skills as a shootist and his luck were tested quite a bit when he joined up with a posse who went after the mad-dog killer, Alex "Tombstone" Tubbs. The Tombstone Kid took a particularly vicious dislike to Hooker, because the way Jimmy kept coming back from seemingly fatal wounds meant more work for Tubbs. Jimmy was one of the seven surviving members of that posse who chased the Tombstone Kid down into Mexico, and was present when the Kid was struck down by a lightning bolt. The long chase had cured him of any desire to be a wandering gunslinger, and he headed back to Texas to find work as a cowboy once more. He was unfortunate in his choice of employers, however, and ended up working for one Raymond Hunter -- an alias employed by Mastermind.

                  Very soon after that, Jimmy found himself entwined in a convoluted plot involving his boss, several guys who looked just like his boss, doors that led to some very unusual places, and a bunch of people in really odd costumes. His loyalty to his employer went out the window when he found out that the fellow was trying to become the Master of the World, and he wound up helping the Freedom League to battle Mastermind across recorded history and beyond. The chronal energies to which he was exposed super-charged the regenerative abilities that he'd always unwittingly possessed, but caused them to have the unusual and unfortunate side-effect of causing him to age rapidly, albeit only superficially, when they were used.

                  Although Mastermind's plot was failed, Jimmy and the Freedom League briefly found themselves in a timeline altered by their own actions in the past. He again assisted them in setting right the changes in history that had led to vampires ruling Freedom City and the world. Unfortunately, all these time jaunts and risks to temportal integrity prompted the Time Keepers to prohibit the Freedom League from any more time travel for some unspecified duration, which prevented them from returning Jimmy to his original time.

                  Jimmy wasn't too bothered by this turn of events. He'd seen too much to really be satisfied with going back to his home on the range. Instead, he set out to explore the brave new world of the future ... and promptly got into trouble with the law. Where he was from, if you got a little drunk and a little rowdy (okay, maybe not so little of either) the sheriff tossed you in the slammer to sleep off the drunk and then let you go in the morning, probably telling you to get the heck out of town if you didn't have a job. You didn't get hit with fines, much less threatened with more jail time if you couldn't pay them!

                  Fortunately, he was given another option -- community service with the Ex-Cons. He was more than willing to help them out, and has actually chosen to continue serving with the team even after fulfilling the requirements of his probation. While this isn't widely known, the charismatic cowboy was the one member of the group who managed to get a certain amount of good press before the entire team became famous in the aftermath of the Day of Vengeance.

                  Soon after he arrived in the present, Jimmy discovered that the Tombstone Kid had apparently been revived as some sort of zombie gunslinger, and hooked up with a bunch of fearsome sounding monsters. Jimmy knew perfectly well that if he could find out about the Kid, then the Kid could probably find out about him. If the Kid (as seemed pretty certain) still held a grudge, and came after Jimmy, it'd probably be a good idea to have backup of his own ... hence the reason he chose to stay with Project Freedom after completing his probation.

                  Ironically, this never became an issue during his time with Project Freedom, which ended after the group terminated all of its contracted employees in the wake of Harriet Wainwright's death. During the team's adventure in the Terminus, Jimmy was exposed to exotic radiation that caused his regeneration ability to cease aging him, and in fact quickly restored him to his actual biological age. He decided to leave Freedom City and journey to the west in hopes of finding some semblance of the life he'd known in the past.

                  He was actually quite successful in this, and found a job as an actual cowboy on a ranch in Arizona. For a few months, it seemed that everything was going well. Then his past finally caught up with him, as the Tombstone Kid sought him out and demanded a duel -- an honest-to-goodness quick draw shootout in the middle of town at high noon. Knowing that the zombie gunslinger would probably start killing the townsfolk if he didn't get his way, Jimmy agreed and faced his deadly enemy one last time.

                  He actually managed to outdraw Tubbs, putting a shot right through the creature's skull, causing Tubbs to collapse to the street. Shaky with the release of tension, Jimmy turned to walk away from the scene -- and was promptly shot in the back by the Tombstone Kid, unsurprisingly not killed by something as straightforward as that. Tubbs intended to fire a few more shots into Hooker, but the people of the town formed a human wall around Jimmy to hold the Tombstone Kid back. This wouldn't have stopped him, but the zombie's vampiric master, Stalker, chose that moment to summon him back to his side.

                  Unfortunately, Jimmy's regenerative abilities were unable to cope with the effects of the Tombstone Kid's ghost bullets, and he passed away a few hours later. He was buried by the townsfolk with honor.

                  Jimmy Hooker -- PL 11

                  Abilities: STR 3 | STA 6 | AGL 4 | DEX 6 | FGT 12 | INT 0 | AWE 5 | PRE 2
                  Powers: Fast Healer (Regeneration 10), Gunslinger (Array: Enhanced Skill 4 [Ranged Combat: Guns 4], AP: Feature [Can fire two guns of Ranged Damage 4 or less at once])
                  Advantages: Accurate Attack, Assessment, Defensive Attack, Defensive Roll, Diehard, Endurance, Equipment 5, Improved Critical 2 (revolver), Improved Disarm, Improved Initiative 2, Power Attack, Quick Draw, Ranged Attack 4, Redirect, Seize Initiative, Taunt, Tracking.
                  Skills: Acrobatics 4 (+8), Athletics 8 (+11), Deception 10 (+12), Expertise: Animal Handling 6 (+8), Expertise: Riding 6 (+6), Expertise: Survival 8 (+8), Insight 2 (+7), Intimidation 8 (+10), Perception 14 (+19), Ranged Combat: Guns 8/4 (+14/+10), Stealth 4 (+8), Treatment 2 (+2).
                  Offense: Initiative +12, Unarmed +12 (Close Damage 3), Revolver +18 (Ranged Damage 4, Crit 18-20), Independent Aim +14 (Ranged Damage 4 Crit 18-20, Ranged Damage 4 Crit 18-20), Lariat +12 (Ranged Affliction 4, Resisted by Dodge)
                  Defense: Dodge 14, Parry 12, Fortitude 11, Toughness 8/6, Will 5.
                  Totals: Abilities 76 + Powers 14 + Advantages 26 + Skills 40 + Defense 15 = 171 points
                  Complications: General Decency--Motivation. Man Out Of Time. Enemy (Tombstone Kid).
                  Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                  • #99
                    Re: Davies' Character Thread: World of Freedom 3.2 -- Toxic!

                    The Commander

                    Dieter Krieger was born in West Germany in the mid 1960s. By his early teens, it was readily apparent that he possessed superhuman strength and toughness. His father (and only parent) seemed unsurprised by this, but advised Dieter to keep them a secret. Fortunately, they were relatively subtle, and so even though he soon became the star of his school's wrestling team, most people took this as evidence of mundane natural talent and hard work.

                    On his eighteenth birthday, however, Dieter's father revealed the truth about his son's origins to him. He was actually the product of an experiment originating from a brief alliance between SHADOW and Ubermensch (or Superior, as he'd been calling himself then) in the early 1960s. Genetic samples had been taken from Superior, and used in another attempt to create a more advanced sort of super-soldier, by exposing the "serum" to children still in their mother's wombs.

                    Dieter's father, a semi-retired SHADOW agent, was thrilled by the success of the experiment that his son represented. Not only had he manifested highly useful traits, but he hadn't mutated into a horrible monster like so many of the other subjects. Now, he could use those powers in the service of the Fourth Reich!

                    Dieter was, to put it mildly, less than enthused by these revelations. He responded to them by contacting the West German security agency, and informing them of his father's activities. The old man was whisked away, and Dieter never saw him again.

                    He decided to try and make some good out of the vileness of his origins, by using his abilities to fight crime in West Germany, under the name Schwarzkappe. He enjoyed a certain amount of success in these endeavors over the next four years. His biggest case came in 1989, some months before the Wall came down, when he visited Berlin and fought a group of American "aesthetic terrorists" who were attempting to continue their rampage there. He then pursued them back to their stronghold in Manhattan, and assisted the Americans Hardcore and the Raven in defeating them once and for all.

                    The attention that the American media gave to the affair, more than he had ever received back home, had an unexpected result. He was contacted by an American comic book company who'd come up with an unusual gimmick to increase their publications' sales. They were going to sponsor a team of real-life superheroes based on their fictional characters, and wanted Dieter to be one fo them. Specifically, he'd become "Commander Atom", the team's leader.

                    After some consideration, Dieter decided that he'd accept the job offer. It seemed like a clever way to do some good while at the same time making a decent living. Then too, it seemed likely to be much more exciting than the mostly mundane crimefighting he'd been doing in Germany.

                    Today, the Incredible Five are largely regarded as one of the most laughable of the super-teams of the early 90s. At the time, however, they were a big hit, in terms of the sales boost that their activities gave to the comics that inspired them, as well as in the sales of merchandising. And they did actually do a fair bit of good, though the way that it all ended has tended to obscure that.

                    In 1991, the Incredible Five were sent into battle against a new foe, the Intimidator, an armored figure who caused unaccountable fear in almost everyone who got near him. Fighting off the fear, Commander Atom got the Intimidator into a headlock, hoping to hold him still long enough for one of his team-mates to blast their enemy. Nobdy was more surprised than the Commander when the Intimidator -- a nineteen year old high school dropout in non-powered armor with fear-generating powers -- broke his neck trying to get out of the hold.

                    The teams' lawyers advised Commander Atom to claim that he'd sincerely believed that th Intimidator was a genuine threat, and that he'd acted in self-defense and the defense of his team-mates and innocent bystanders. But Dieter couldn't bring himself to do it. In retrospect, there'd been too many clues that fear was all that this guy had going for him. He pled guilty to manslaughter, and received a sentence of 15 to 25 years.

                    Unfortunately, even as prepared to start serving his sentence in Stronghold, worse was to come. It came out that the Intimidator, as well as quite a few other so-called threats faced by the Incredible Five, had been hired to pose as a villain by the PR gurus employed by the group's sponsor. So rather than a hero who'd made an unfortunate mistake while pursuing what seemed to be a genuine threat, and then a principled decision to own up to the mistake, Dieter ended up looking like a pawn and a complete idiot.

                    Stoically, he served his sentence, unhesitatingly ratting out other inmates whenever he learned something was up. Despite this, he was courted by the True Brotherhood, an association of quote unquote Aryan supervillains with ties to SHADOW (and, some whispered, to Thule). He permitted the idiots to think that he was interested in associating with him, while luring them into mistake after mistake.

                    Unfortunately, they weren't quite as dumb as he thought. (But then, who could be?) And that's when Dieter found out the precise limits of the protection that the screws at Fort Sunderland were willing to extend to a snitch. He survived the experience, but spent a long time recovering in the prison hospital.

                    Eventually, he got his parole. As part of some political maneuverings between various Departments of Corrections, he ended up transferred to Freedom City, to serve his probation there as a member of Project Freedom. Because of his experience as a team leader, he soon found himself serving as the field commander for the Ex-Cons. More than any other factor, he was what turned them from a super-powered clean up crew to a team ready and able to fight crime when necessary.

                    Then Toxic became a member of the team. Her youthful appearance disturbed him a little, reminding him of his mistake, but he resolved to treat her no differently than any of the other members of the team. This resolution lasted until she ended up in a situation from which he had to rescue her, listening to her complaints about how she could have gotten out of it herself with a patient smile.

                    It only took a few such episodes for Dieter to admit to himself that he cared about this young woman far more than he wanted her to know ... and to realize that she clearly did not feel the same way about him. It was not really much of a surprise. Unrequited love was exactly the sort of thing that should happen to him. He resolved to endure it, and he did so, even when Toxic began to develop feelings for someone else.

                    The Commander led Project Freedom (specifically Team A) through its deadliest year, up until the invasion of the Terminus. Remembering the group's encounter with Omega a few months earlier made him want to speak against the mission, but ultimately he kept silent. He was killed in action saving Fredrik Zane in the latter's confrontation with Shadivan Steelgrave. He attempted to put Steelgrave in a chokehold, only to be electrocuted by the Annihilist's armor and then blasted at point blank range by his repeller rays. However, the distraction allowed Zane and Toxic to escape unharmed, and he murmured "Fair trade," before expiring in Charlie Graham's arms.

                    Brought back to Earth-Prime, his body was given an honored burial by the Freedom League. The political situation in Freedom City did not permit the erection of a statue to him on Heroes Knoll at the time, but one was finally installed in 2014.

                    The Commander -- PL 12

                    Abilities: STR 6/3 | STA 8/3 | AGL 7/2 | DEX 7/2 | FGT 12/6 | INT 1 | AWE 3 | PRE 1
                    Powers: Combat Awareness (Enhanced Advantage 5 [Ranged Attack 5]; Enhanced Fighting 6), Hyper-Physique (Enhanced Agility 5; Enhanced Dexterity 5; Enhanced Stamina 5; Enhanced Strength 3), Keen Eyes and Ears (Senses 2 [extended hearing, extended vision]), Mobility (Leaping 3; Movement 1 [slow fall]; Speed 3), Tough as Nails (Impervious Toughness 4).
                    Advantages: Accurate Attack, Agile Feint, All-Out Attack, Benefit (Every Trick in the Book)*, Defensive Attack, Defensive Roll, Fast Grab, Improved Critical 2 (unarmed), Improved Grab, Improved Hold, Improved Initiative, Language (English, German is native), Leadership, Move-by Action, Power Attack, Ranged Attack 5 Set-Up, Takedown, Teamwork, Uncanny Dodge.
                    * Resists Feints and Tricks with Fighting.
                    Skills: Acrobatics 5 (+12), Athletics 5 (+11), Close Combat: Unarmed 4 (+16), Expertise: Military 9 (+10), Insight 7 (+10), Perception 7 (+10), Stealth 5 (+12), Treatment 4 (+5).
                    Offense: Initiative +11, Unarmed +16 (Close Damage 6, Crit 18-20).
                    Defense: Dodge 13, Parry 14, Fortitude 14, Toughness 10/8, Will 9.
                    Totals: Abilities 42 + Powers 79 + Advantages 20 + Skills 23 + Defense 20 = 184 points
                    Complications: Atonement--Motivation. Relationship (Toxic). Reputation.
                    Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                    • Re: Davies' Character Thread: World of Freedom 3.2 -- Toxic!

                      The Stray Brigade

                      ... yes, really.

                      Incredibly, even in 2013, there were people who still thought it was a good idea to dump their unusual mutagenic and possibly alien chemicals in the wild rather than disposing of them in a safe and sane manner. Once they were done doing so, a particularly curious raccoon drank from the polluted stream, and received an extremely large dose of the mutagens, boosting his intelligence and the telepathic abilities that came with it to literally godlike levels for a brief interval. Ringleader, as he came to be called, doesn't (more like can't) remember exactly what he thought or did during this period. But it seems likely that he's the reason that a large number of animals were drawn to drink from that stream, with each receiving an intelligence boost and some superhu-- er, superanimal powers.

                      Dimly aware of his responsibility for this, Ringleader decided to organize his new friends for their own protection. It's likely that would have been the end of it, but Baskerville insisted that they should use their intelligence and powers to help and protect other, non-sapient animals, as well as disadvantaged and young humans. This turned out to be much more fun than any of them expected, and so they've kept at it while trying to stay one step ahead of Freedom City's Animal Control and a handful of mad scientists who've figured out that those rotten animals who keep showing up to interfere are doing it on purpose.

                      As yet, the only member of Freedom City's human superheroic community to have encountered the Stray Brigade is Foreshadow. He's still not completely sure that he truly believes that these are sapient animals, but everything points to that being the case. He hasn't told any of his allies about the group because, really, who would believe it?

                      Baskerville -- PL8

                      The detective of the group, and the only one who can understand human speech. He lost his owner to crime, and wanted to protect other humans from that sort of thing even before the mutation.

                      Abilities: STR 2 | STA 2 | AGL 2 | DEX –2 | FGT 3 | INT 8 | AWE 6 | PRE 4
                      Powers: Bay of Terror (Perception [Auditory] Area Affliction 8 [Resisted and Overcome by Will; Impaired, Disabled, Paralyzed], Selective), Super-Senses (Senses 4 [Acute Extended Smell, Tracking, Ultra-Hearing]), Talk to Animals (Comprehend Animals 2), Understand Humans (Comprehend Languages 1 [understand all languages]).
                      Advantages: Defensive Roll.
                      Skills: Athletics 4 (+6), Investigation 4 (+12), Perception 8 (+14), Stealth 2 (+4).
                      Offense: Init +2, Bite +3 (Close, Damage 2).
                      Defense: Dodge 4, Parry 4, Fortitude 4, Toughness 4/2, Will 8.
                      Totals: Abilities 50 + Powers 40 + Advantages 1 + Skills 9 + Defenses 7 = Total 107 points.
                      Complications: Justice--Motivation. Animal.

                      Carrier -- PL 8

                      The group's winged scout, able to inflict non-fatal diseases on those she scratches with her talons. She was tortured by a particularly obnoxious human before gaining sapience, and so while she agrees with the idea of protecting other animals, she's not so sure about most humans ...

                      Abilities: STR -4 | STA 1 | AGL 2 | DEX -2 | FGT 1 | INT 1 | AWE 1 | PRE 0
                      Powers: Diseased Talons (Progressive Affliction 8 [Resisted and Overcome by Fortitude; Impaired Disabled, Incapacitated]), Talk to Animals (Comprehend Animals 2), Tiny (Shrinking 10, Permanent, Innate), Wings (Flight 3, Wings).
                      Advantages: Benefit 1 (Athletics based on Agility), Defensive Roll 3, Favored Environment (Aerial)
                      Skills: Acrobatics 4 (+6), Athletics 2 (+4), Close Combat: Talons 7 (+8), Perception 2 (+3), Stealth 2 (+9), Treatment 3 (+4).
                      Offense: Init +2, Talons +8 (Close Fortitude 8).
                      Defense: Dodge 9, Parry 9, Fortitude 4, Toughness 5/1, Will 4.
                      Totals: Abilities 6 + Powers 51 + Advantages 5 + Skills 10 + Defenses 11 = 81 points
                      Complications: Justice--Motivation. Animal. Easily Distr--OOH!

                      Karma -- PL 8

                      The group's mystic, able to control the strands of probability as easily as he now controls his own shade and hue. Of all the team, he's the one who's most focused on eventually finding a place that they can call their own, away from the many dangers of the world.

                      Abilities: STR -4 | STA 1 | AGL 0 | DEX -2 | FGT -2 | INT 1 | AWE 5 | PRE 0
                      Powers: Prehensile Tail (Extra Limb 1), Probability Manipulation (Luck Control 4, Luck 4), Talk to Animals (Comprehend Animals 2), Tiny (Shrinking 10, Permanent, Innate), True Chameleon (Concealment 4 [visual], Blending), Wall-Crawling (Movement 2 [wall-crawling]).
                      Advantages: Benefit (Athletics based on Agility), Defensive Roll 2.
                      Skills: Expertise: Magic 4 (+5), Insight 8 (+13) Stealth 12 (+17).
                      Offense: Init +0, Bite -2 (Close Damage -4).
                      Defense: Dodge 12, Parry 8, Fortitude 4, Toughness 4/1, Will 8.
                      Totals: Abilties 4 + Powers 54 + Advantages 3 + Skills 12 + Defenses 18 = 89 points
                      Complications: Acceptance--Motivation. Animal.

                      Catnap -- PL 8

                      The class of the group! Really, they should be grateful to her for lending them some of hers, because heaven knows they wouldn't have any otherwise. The only member of the team who actually has a home, and servants who would be absolutely lost without her.

                      Abilities: STR –4 | STA 2 | AGL 3 | DEX –2 | FGT 2 | INT 1 | AWE 1 | PRE 0
                      Powers: Catseyes (Senses 1 [low-light vision]), Small (Shrinking 8, Permanent, Innate), Stunning Pattern (Perception [Visual] Area Affliction 8 [Resisted and Overcome by Will; Dazed, Stunned, Incapacitated], Selective), Talk to Animals (Comprehend Animals 2).
                      Advantages: Benefit 1 (Athletics based on Agility), Defensive Roll 3, Improved Initiative.
                      Skills: Acrobatics 9 (+12), Athletics 9 (+12), Close Combat: Claws 2 (+4), Perception 4 (+5), Stealth 8 (+15).
                      Offense: Init +7, Claw +4 (Close, Damage –4).
                      Defense: Dodge 9, Parry 8, Fortitude 4, Toughness 6/2, Will 4.
                      Totals: Abilities 10 + Powers 50 + Advantages 5 + Skills 16 + Defenses 9 = Total 90 points
                      Complications: Thrills--Motivation. Animal. Dependents (her servants). Selfish.

                      Ringleader -- PL 8

                      The team's leader theoretically. He has the ability to control human minds through eye contact, and can seize control of animal minds even more easily ... though he's reluctant to do so except to save someone's life. Or if it would be funny.

                      Abilities: STR -4 | STA 1 | AGL 3 | DEX 0 | FGT 2 | INT 3 | AWE 4 | PRE 0
                      Powers: Keen Senses (Senses 2 [acute scent, low-light vision]), Mind Control (Array: Perception Range Affliction 8 [Dazed, Compelled, Controlled], Limited to Animals, AP: Perception Range Affliction 8, Vision Dependent; Communication 2, Limited to compelled or controlled targets, Linked Comprehend Languages 3 [understood by all]), Small (Shrinking 8, Permanent, Innate), Talk to Animals (Comprehend Animals 2).
                      Advantages: Benefit 1 (Athletics based on Agility), Defensive Roll 2, Leadership.
                      Skills: Acrobatics 6 (+9), Athletics 6 (+9), Close Combat: Claws 2 (+4), Sleight of Hand 12 (+12), Stealth 8 (+15).
                      Offense: Init +3, Claw +4 (Close, Damage -4).
                      Defense: Dodge 11, Parry 10, Fortitude 7, Toughness 5/1, Will 9.
                      Totals: Abilities 22 + Powers 62 + Advantages 4 + Skills 17 + Defenses 19 = 124 points
                      Complications: Thrills--Motivation. Animal. Reputation (urban blight).

                      Author's Notes: The Stray Patrol were created by Chris Heard and family for Icons Hero Pack 5.
                      Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                      • Re: Davies' Character Thread: World of Freedom 3.2 -- Toxic!

                        Huan, Hound of Ultima Thule

                        When Quo-Dis, one of the youngest of the children of the Ultima, was selected to travel to Claremont Academy for education and to keep an eye on activities there, her grandfather was not best pleased. While conceding the wisdom of the Ultima Prime, Tar-Dis felt that he must do something to make sure that his precious descendant would have protection and companionship among the mortals. And as he was the foremost geneticist among the Ultima, he naturally chose to make that companion and protector, and specifically one that could return Quo-Dis to her homeland in the blink of an eye if it became necessary.

                        It's not clear whether Tar-Dis intended to create an animal that was sapient, as well as super-powered, or if the "dog" having the same intelligence as a typical human was an undocumented feature. When Quo-Dis met her companion for the first time, she certainly had no inkling that Huan, as she named him, was anything other than a super-animal. The bond between the two was immediate -- understandably so, as Tar-Dis had trained and conditioned Huan to be loyal to Quo-Dis' scent.

                        Ultiteen, as she was sometimes called, soon introduced Huan to her small circle of friends on Claremont's campus, and to Charlie Graham, whom Quo-Dis had met and befriended. (He also met and developed a ferocious mutual antipathy with "Jill Asia"'s cat.) After the end of Charlie's time with Project Freedom, it was Huan who assisted her in traveling to Ultima Thule, and Quo-Dis had him divide his time between there and Claremont to care for her friend. In the process, though, Charlie stumbled on to the "secret" of Huan's intelligence when she used her telepathy on him.

                        Quo-Dis was shocked to learn the truth, and -- to her credit -- immediately realized that she'd done something horribly wrong by treating Huan as though he was just a pet. Meanwhile, Charlie was left with the unpleasant suspicion that the other Ultima, many of whom were much better telepaths than either she or Quo-Dis, had to have known the truth about Huan, and simply not cared. This was the first of several incidents that ultimately convinced Charlie that Ultima Thule could not be her permanent home.

                        Huan and Quo-Dis have developed a genuine friendship in the years that have passed since then, and he accompanies her on all her wanderings of the outer world. He usually only attempts to speak -- which he does with extreme difficulty -- when he is closeted with her, but their telepathic conversations are wide-ranging. The fact that he is the only one of his kind is probably Huan's greatest regret, but he's also not sure about the notion of asking Tar-Dis to engineer a mate for him -- what if they found they couldn't stand each other?

                        Huan -- PL 9

                        Abilities: STR 10 | STA 10 | AGL 0 | DEX -2 | FGT 6 | INT 0 | AWE 2 | PRE 4
                        Powers: Canine Senses (Senses 7 [accurate acute extended tracking scent, low-light vision, ultra-hearling), Longevity (Immunity 1 [aging]), Swift Running (Speed 2), Telelocation (Remote Sensing 20 [scent]), Teleportation (Extended Teleport 12, Increased Mass 5).
                        Advantages: Diehard, Extraordinary Effort, Fast Grab, Great Endurance, Improved Hold.
                        Skills: Athletics 6 (+16), Close Combat: Bite 2 (+8), Insight 6 (+8), Intimidation 6 (+10), Perception 6 (+8).
                        Offense: Initiative +0, Bite +8 (Close Damage 10).
                        Defense: Dodge 6, Parry 8, Fortitude 12, Toughness 10, Will 6.
                        Totals: Abilities 64 + Powers 70 + Advantages 5 + Skills 13 + Defenses 14 = 166 points
                        Complication: Loyalty--Motivation. Disability (no manipulators, difficult speech). More Than Meets The Eye.

                        Author's Note: Inspired by a character created by Jacob Blackmon.
                        Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                        • Re: Davies' Character Thread: World of Freedom 3.2 -- Toxic!

                          Pretty Princess Loli-chan!!

                          And Satosaka Kohaku

                          When Satosaka Kohaku was just starting her first year of high school, she chanced to rescue a little old man from some jerks, and was rewarded by him with a magical brooch that would allow her to transform into a superhero! Unfortunately, the little old man was actually a deceptive sorcerer, one Dr. H, who planned to use his command over the brooch to turn the resultant superhero into his slave. He was interrupted before he could place the last enchantment on Kohaku, however, and so she was able to retain her free will.

                          Well, sort of. Whenever she transformed into Pretty Princess Loli-chan, it was like a completely different person took over her mind, and Kohaku could at best offer helpful suggestions to that other mind, who mostly cared about spreading a gospel of complete sexual liberation but could be persuaded to do things that would help the innocent out. She did this for several months at her school, battling various demons, monsters, perverts, and the sexually repressed, before the whole place burned down in one of these fights and Kohaku and her friends were forced to transfer to Akazuchi Academy.

                          Almost as soon as she arrived there, Kohaku was informed that a certain government agency was aware of her activities, and had decided to recruit Loli-chan (and consequently Kohaku as well) to be part of a team of young superheroes in training to protect the school and Japan as a whole. As someone who had a great deal of trouble making friends because of her shyness, Kohaku welcomed the opportunity to meet other young people in similar situations to her own. Loli-chan was hyped for different reasons that require no real elaboration.

                          So Loli-chan joined the Campus Defense Club, and served through tragedy and triumph for the next three years. In the process, she had the opportunity to meet with several members of the Magical Girls' Brigade (or Mahoshojodan) who took an interest in her transformations. Some investigation confirmed that Kohaku's brooch and her wand were both relics of the same extraterrestrial culture that the members of the Brigade had reincarnated from, though they appeared to have been damaged during their journey from their distant homeworld to Earth, and further damaged by whatever strange experiments Dr. H had performed on them.

                          The consequence of this was that Loli-chan was never going to 'grow up', and that it would be impossible for her consciousness to truly merge with Kohaku's, as the other Magical Girls had merged with their empowering spirits. (Seeing the consequences of that merging, Kohaku was not sure that was such a bad thing, but she was much too polite to say so.) And it was also impossible for them to be permanently separated without doing grave harm to both Kohaku and Loli-chan. So even as Kohaku grew into adulthood, she was always going to have a crazy little magical girl sharing space in her skull.

                          If she'd learned that when she started living with Loli-chan, Kohaku would have probably despaired. But she had slowly come to understand and feel compassion for Loli-chan, so silly, so love-crazed, and yet so very brave, too. From an unwanted houseguest, the other girl had come to be a sort of little sister that Kohaku wanted to protect, and so she was fine with having her with her forever. And Loli-chan was too busy ogling the members of the Mahoshojodan to pay any attention to any of this.

                          Time passed, and Kohaku graduated from Akazuchi Academy. Her contacts with the government helped her to get a job as a private investigator and open up an office. She has never really enjoyed a great deal of success in this job, since it's an unsuitable job for a woman in Japan, but it works as a way for her to discover problems that she can have Loli-chan solve in her own idiomatic manner, and keeps a roof over their mutual head. It also helps her maintain her independence from the Brigade, whose leaders she likes but does not trust.

                          Last year, Kinawa Eriko, Legendary Angel Herald Midas, inquired whether she would be able to use some of her contacts to help her discover the whereabouts of a child born fairly recently in the United States of America. As this was well outside her job description, Kohaku politely refused the inquiry ... until Eriko dropped a fairly large check on her desk. Apparently, you could put a price on her independence, and so she's begun an investigation that she suspects is probably going to result to her traveling to America for the first time since high school ...

                          (She might be more hesitant if she knew that (a) Loli-chan's 'star seed' was damaged not in its journey to Earth but at the very beginning of same, when a woman named Sue Evil tore it out of her own chest and cast it into space, and (b) Sue Evil currently lives in America and would not be best pleased to see the work of her hands abroad in the world. But finding out all that is before her.)

                          Magical Pretty Princess Loli-chan - PL 10

                          Abilities: STR 6/1 | STA 3/1 | AGL 3/1 | DEX 7/5 | FGT 5/3 | INT -1 | AWE -1 | PRE 4/1
                          Powers: Henshin! (Morph 1, Metamorph), Magical Abilities (Enhanced Agility 2; Enhanced Dexterity 2; Enhanced Fighting 2; Enhanced Presence 3; Enhanced Stamina 2; Enhanced Strength 5; Immunity 1 [aging]; Protection 6, Impervious 4), Mobility (Leaping 3; Movement 2 [sure-footed 2]; Speed 5), Pretty Princess Wand (Comprehend 2 (speak and understand all languages); Strength-based Damage 5; Sustained Protection 2; Array: Ranged Progressive Affliction 11 [Resisted and Overcome by Will; Entranced, Compelled, Controlled], Limited to Evil Supernatural Creatures, Limited to Holding at Bay, Affects Insubstantial 2, AP: Ranged Cumulative Affliction 11 [Resisted and Overcome by Will; Entranced, Compelled, Controlled], Limited to making creatures become VERY friendly, Affects Insubstantial 2, AP: Ranged Affliction 11 [Resisted by Dodge, Overcome by Damage, Hindered and Vulnerable, Defenseless and Immobilized], Extra Condition, Limited Degree, Affects Insubstantial 2, AP: Affects Objects Healing 8, AP: Ranged Damage 11, Affects Substantial 2; Easily Removable), Short (Shrinking 2, Permanent, Innate).
                          Advantages: Acrobatic Bluff, All-Out Attack, Attractive (to people who should be ashamed of themselves), Diehard, Evasion 2, Fascinate (Oratory), Fearless, Improved Critical (Pretty Princess Strike!), Improved Initiative, Move-by Action, Power Attack, Precise Shot 2 (ranged).
                          Skills: Acrobatics 8 (+11), Deception 4 (+8), Close Combat: Pretty Princess Strike 4 (+9), Expertise: Magic 4 (+3), Expertise: Oratory 10 (+14), Insight 6 (+5), Ranged Combat: Magic Wand Magic 2 (+9), Sleight of Hand 4 (+11), Stealth 8 (+13).
                          Offense: Initiative +7, Unarmed +5 (Close Damage 6), Pretty Princess Strike +9 (Close Damage 11, Crit 19-20), Pretty Princess Exorcism +9 (Ranged Will 11), Pretty Princess LUHV-Wave +9 (Ranged Will 11), Pretty Princesss Shibari +9 (Ranged Affliction 11, Resisted by Dodge), Pretty Princess BEEEEM +9 (Ranged Damage 11).
                          Defense: Dodge 9, Parry 7, Fortitude 9, Toughness 11/9, Will 5.
                          Totals: Abilities 20 + Powers 99 + Advantages 15 + Skills 25 + Defenses 18=177 points
                          Complications: Spreading Free Love Everywhere!!--Motivation. Vulnerable (Mind and Emotion Control). Enemy (Dr. H). Secret Identity.

                          Satosaka Kohaku -- PL 8

                          Abilities: STR 1 | STA 1 | AGL 1 | DEX 3 | FGT 3 | INT 5 | AWE 3 | PRE 1
                          Powers: Disguise Pendant (Morph 3 [humanoids], Removable), Henshin! (Morph 1, Metamorph), Pretty Princess Wand (Comprehend 2 (speak and understand all languages); Strength-based Damage 5; Sustained Protection 2; Array: Ranged Progressive Affliction 11 [Resisted and Overcome by Will; Entranced, Compelled, Controlled], Limited to Evil Supernatural Creatures, Limited to Holding at Bay, Affects Insubstantial 2, AP: Ranged Cumulative Affliction 11 [Resisted and Overcome by Will; Entranced, Compelled, Controlled], Limited to making creatures become VERY friendly, Affects Insubstantial 2, AP: Ranged Affliction 11 [Resisted by Dodge, Overcome by Damage, Hindered and Vulnerable, Defenseless and Immobilized], Extra Condition, Limited Degree, Affects Insubstantial 2, AP: Affects Objects Healing 8, AP: Ranged Damage 11, Affects Substantial 2; Easily Removable), Trained Strength (Strength-based Damage 2).
                          Advantages: Accurate Attack, Attractive (to people who like actual women), Connected, Contacts, Defensive Attack, Defensive Roll 2, Equipment 5, Fast Grab, Grabbing Finesse, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative, Improved Trip, Inspire, Jack-of-all-Trades, Languages (English, Japanese [native]), Prone Fighting, Ranged Attack 2, Redirect, Well-Informed.
                          Skills: Acrobatics 8 (+9), Athletics 4 (+5), Close Combat: Unarmed 4 (+7), Deception 8 (+9), Expertise: Popular Culture 6 (+11), Insight 8 (+11), Intimidation 6 (+7), Investigation 8 (+13), Perception 8 (+11), Persuasion 10 (+11), Sleight of Hand 4 (+7), Stealth 8 (+9), Technology 6 (+11), Treatment 4 (+9), Vehicles 4 (+7).
                          Offense: Initiative +5, Unarmed +7 (Close Damage 3), Pretty Princess Strike +3 (Close Damage 6), Pretty Princess Exorcism +5 (Ranged Will 11), Pretty Princess LUHV-Wave +5 (Ranged Will 11), Pretty Princesss Shibari +5 (Ranged Affliction 11, Resisted by Dodge), Pretty Princess BEEEEM +5 (Ranged Damage 11).
                          Defense: Dodge 10, Parry 9, Fortitude 5, Toughness 6/4/1, Will 9.
                          Totals: Abilities 36 + Powers 44 + Advantages 28 + Skills 48 + Defenses 21=177 points
                          Complications: Responsibility (mostly for Loli-chan)--Motivation. Prejudice (woman in a man's job). Secret Identity.

                          Author's Notes: Character created by Fuzzy Boots!
                          Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                          • Re: Davies' Character Thread: World of Freedom 3.2 -- Toxic!

                            Horus the Avenger

                            As with all gods, Horus' origins are obscure ... and unlike some gods, Horus has made statements that suggest that the mythology surrounding him is definitely wrong in some respects, as he refers to Ra as his father rather than Osiris. However, he has not elaborated on the matter beyond that, perhaps because he's had better things to do than clarify the facts of an ancient religion. It is possible that his situation may have something to do with the battle of Gotterdammerung.

                            Certainly that episode relates to the reasons that he came to Earth in the twentieth century. After the battle, Seth the Destroyer was imprisoned in a deep cavern beneath the Italian peninsula, surrounded by fiendish spirits used as locks on his prison. (Around 1300 CE the Italian politician, poet and mystic Dante Alighieri discovered this cavern and traveled deep within, ultimately passing through the portal at the bottom which led beyond the world, interpreting what he saw there in terms of his own religious and historical beliefs.) Many of these locks were damaged by events in the first half of the twentieth century, eventually enabling the escape of Set in the year 1962.

                            When that happened, Horus the Avenger begged leave to travel to Earth and recapture Set, and was granted permission to fuse his eternal essence with the mortal form of an archaeologist named Henry Farrow, with the mortal acting as the summoner required by the terms of the Pact. United in this way, Horus and Farrow fought against Set and his cult throughout the so-called Silver Age, as well as many other threats mortal and divine. Horus was never a member of the Freedom League, but did associate with the more loosely knit team known as the Sentinels during this time.

                            It was with the help of his fellow Sentinels as well as the aid of Adrian Eldrich that Horus was finally able to succeed in his original mission and imprison Set, in 1982. This accomplished, it was time for Horus to bid farewell to the mortal world, ending his binding to Henry Farrow and returning to Heliopolis. For his part, Henry Farrow took advantage of his new found freedom to finally marry the young woman who'd been following him around since the early seventies, and they soon had a son, named Henry Farrow, Jr, but better known by his nickname Rocky.

                            Horus briefly returned and merged with Henry Farrow again during the Terminus Invasion, when Omega's troops accidentally freed Apophis the Serpent Queen. Using his full power against the ancient enemy of his people, Horus and the Serpent Queen were apparently both destroyed, though Henry Farrow was left alive and semi-amnesiac. Unbeknownst to anyone, the Serpent Queen had merged her consciousness with the mind of a young woman named Kitty McDougall, while Horus' weakened essence merged into the body of nine year-old Rocky Farrow.

                            Kitty McDougall finally awakened to a reasonable fraction of her full power in 2004, but Horus had also regained enough strength to actively merge with Rocky Farrow's now adult body. Once again, Horus was battling foes divine and mortal; once again, he declined membership in the Freedom League, though he often worked with its individual members. He also found himself frequently fighting alongside Protonik, for the Serpent Queen's machinations were not limited to just the Earth, and the two of them developed a genuine friendship, and even a sense of brotherhood.

                            In early 2013, while assisting Protonik and Daedelus in setting up the Starhaven colony, Horus received a message from his divine father, informing him that the Serpent Queen had passed out of the universe visible to his all-seeing eye. Bewildered by this, Horus soon learned that Apophis had stowed away on one of the refugee ships bringing aliens to Earth as it departed to pick up more, thus leaving the solar system and the realm which Ra could perceive. That should have been the end of Horus' time on Earth, as the Serpent Queen was no longer an immediate threat to Earth or the realms beyond.

                            And yet ... what was she scheming, out there in the infinite darkness of space? What if she came back with an army of alien warriors behind her? Was it truly maat to just assume that she was now someone else's problem? Then, too, Rocky had always been fascinated by the idea, revealed to him by his father, that the gods of ancient Egypt had somehow descended from the stars to Earth below. And alone among the gods, Horus possessed the power to travel through the depths of space, for his ankh had been gifted with that capacity by Ptah himself.

                            So he set out for the beyond, and has not been seen on Earth since then. Where his journeys have taken him, not even the eye of Ra can follow. Perhaps he fights in some alien gladiatorial ring as part of some plan to cause an uprising in the Stellar Imperium. Perhaps he has voyaged even further than that ... but be that as it may, he cannot know that now there is no Master Mage to know if Set's bonds loosen once more.

                            Horus the Avenger - PL 13

                            Abilities: STR 8 | STA 13 | AGL 2 | DEX 3 | FGT 7 | INT 1 | AWE 3 | PRE 3
                            Powers: Ankh of the Avenger (Features [Indestructible, Quick-change]; Flight 10; Immunity 10 [life support]; Movement 4 [dimensional travel 2, space travel 3]; Senses 7 [Vision Counters Concealment and Illusions]; Strength-based Damage 8; Array: Ranged Damage 14, AP: Ranged Cumulative Affliction 14 [Resisted by Dodge, Overcome by Fortitude; Impaired, Disabled, Unaware], Limited to Vision, AP: Environment 14 [daylight]; Removable), Might (Enhanced Strength 5, Limited to Lifting; Immunity 7 [aging, disease, heat damage]; Impervious Protection 5), Omnilingual (Comprehend Languages 4).
                            Advantages: All-Out Attack, Animal Empathy, Fearless, Improved Grab, Improved Smash, Power Attack, Ranged Combat 8, Ritualist, Weapon Break.
                            Skill: Close Combat: Ankh Strike 2 (+9), Expertise: Magic 7 (+8), Expertise: History 8 (+9), Expertise: Theology and Philosophy 11 (+12), Insight 12 (+15), Intimidation 8 (+11), Perception 8 (+11), Persuasion 8 (+11).
                            Offense: Initiative +2, Unarmed Strike +7 (Close Damage 8), Ankh Strike +9 (Close Damage 16), Ankh Blast +11 (Ranged Damage 14), Ankh Dazzle +11 (Ranged Affliction 1, Resisted by Dodge).
                            Defense: Dodge 8, Parry 7, Fortitude 16, Toughness 18, Will 10
                            Totals: Abilities 80 + Powers 108 + Advantages 16 + Skills 32 + Defenses 16 = 252 points
                            Complications: Responsibility--Motivation. Prefers to Work Alone.
                            Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                            • Re: Davies' Character Thread: World of Freedom 3.2 -- Toxic!

                              AKA Heracles, AKA Ur-Kel, AKA Ercole, AKA Alcides of Thebes, AKA Al Keeds, AKA Lots of Other Names

                              For once, mythology gets it almost right -- he was the son of Zeus, Father of Gods and Men, and born around 1300 BCE. What the mythographers made up was everything they wrote about his mother -- rather than a princess of some royal court, she was El-Kem, one of the second generation of the Ultima. His birth marked the only time that the almost-gods of Ultima Thule and the gods of the worlds beyond collaborated on anything, and the problems of the project became apparent when the giant snakes showed up and tried to kill both mother and child. Unsuccessfully, of course, though they did give them a workout.

                              His many exploits in that heroic age are too many and too well known to be repeated here. He did things he remembers with pride, and things that fill him with shame even now, and some things that he is honestly not sure how he managed to do. (Thanatos is vastly more powerful than he is or ever could be, and yet he wrestled him for the sake of Alcestis.) In the end, poisoned by the blood of Nessus, he was taken away to Ultima Thule to have the full capabilities of his Ultima heritage awakened, just as he would later awaken them in Charlie Graham. The pyre to burn away his mortality was as best as the poets could come to understand what those who took him away told them.

                              The wonder of Ultima Thule wore thin for him fairly quickly, within a century or so, and he set out to explore the world, frequently in the company of his mother, who also had a restless spirit. It was then that he fought in the Gigantomachy and earned what passed for Hera's gratitude by saving her life in battle. He wed the goddess Hebe and lived among the Olympians for a time before this paradise, too, lost its luster, and the pathways of the world called him once more.

                              Time passed, and legends grew in the telling. Hercules found himself drawn to the theatre as it became less a religious festival and more a celebration of art. He will laughingly speak of times that he found himself playing himself, but he can also speak soberly of having known Euripides, Sophocles and Aeschylus, of having studied in the school of Sokrates. Yet he pursued many other paths, as well -- six centuries later, he claims to have been a ferryman who happened to meet a certain carpenter's son and carried him across the river, with tales of this event inspiring the Golden Legend of St. Christopher.

                              Yet for all his tales of his deeds, when it comes to Gotterdammerung he will fall silent and shake his head. So much of the world that he had always known passed away on that wicked day -- his father, the eternal, now gone forever -- and Hercules himself did not come out of it whole. Memories of that battle shape his perspective on gatherings of the mighty to this day.

                              The centuries since then have seemed to pass swiftly. He lost his mother to suicidal ennui in the French Revolution. He sought to exorcise the pain of this by working as a singer in La Scala. In the end, he returned to the land of his birth and sought to act as a quiet guardian spirit. But when a new age of heroes began in the twentieth century, he grew less cautious and revealed himself to the world. Unsurprisingly, few thought that he was the real Heracles, taking him as only a strongman with pretentions. Who knows what those who fought beside him in the resistance thought?

                              One who knew the truth, unfortunately, was Ubermensch, and the renegade Ultima decided to see just how powerful the elder was. The fight was brutal and terrible, and in the end Hercules found himself vanquished. Kal-Zed was satisfied to defeat and humiliate his foe, after extracting an oath by the Styx from him to never directly oppose him again. Frequently, Ur-Kel has wondered whether it would have been better to refuse to take that oath, and become a martyr for Greece.

                              He returned to Ultima Thule once the war was ended, unhappy with the outside world, but found himself a speaker for that faction of the Ultima who urged for greater involvement in that world. When the Centurion discovered their city, he was quick to befriend the man who had overcome Kal-Zed, and he sometimes boasts that the growth in power that the Centurion experienced was the result of his training. He took part in the trial of Superior, and watched with satisfaction as his enemy was banished to the Zero Zone in 1977.

                              It was a liberating experience, and he departed to see the world through new eyes once more. Since then, he has pursued a career as an actor and adventurer, openly claiming to be Hercules but with an elaborate, fake background as one of the mortals to keep people from digging too deeply. He has been declared Los Angeles' greatest hero on many occasions, and is quite proud of his star on the Walk of Fame. His brief romance with Robin Grayfaulk resulted in the birth of a daughter in 2010, and he pops in to see mother and child once a year or so, which is better than he has managed with some of his other children.

                              Hercules -- PL 13

                              Abilities: STR 15 | STA 15 | AGL 4 | DEX 4 | FGT 11 | INT 2 | AWE 5 | PRE 5
                              Powers: Awkward Flight (Flight 4), Power Lifting (Enhanced Strength 6, Limited to Lifting), The Power Primeval (Array: Ranged Damage 12, AP: Continuous Insubstantial 3, Linked Enhanced Flight 3, AP: Morph 4), Ultiman Invulnerability (Immortality 5; Immunity 12 [aging, life support, sleep]; Regeneration 5), Telepathy (Mental Communication 2; Comprehend Languages 2).
                              Advantages: Attractive, Benefit (Alternate Identity, Wealth 2), Defensive Attack, Fast Grab, Improved Hold, Improved Initiative 2, Improved Smash, Jack-of-all-Trades, Power Attack, Ranged Attack 8, Takedown Attack.
                              Skills: Athletics 8 (+23), Deception 6 (+11), Expertise: History 8 (+10), Expertise: Performance 4 (+9), Expertise: Theology and Philosophy 6 (+8), Insight 4 (+9), Intimidation 8 (+13), Perception 8 (+13), Persuasion 6 (+11).
                              Offense: Initiative +12, Unarmed +11 (Close Damage 15), The Power Primeval +12 (Ranged Damage 12).
                              Defense: Dodge 9, Parry 11, Fortitude 16, Toughness 15, Will 10.
                              Totals: Abilities 122 + Powers 85 + Advantages 20 + Skills 29 + Defenses 11 = 267 points
                              Complications: Thrills--Motivation. Fame. Bound by Oaths. Temper.
                              Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].


                              • Re: Davies' Character Thread: World of Freedom 3.2 -- Toxic!


                                Born in 1899, Quo-Dis is still only a teenager by the standards of the Ultima -- she won't be considered an adult until she passes her second century. She should still be cossetted in the Ultima's academies, taking as long as she needs to master Vril-Ya. Instead, in 2007, she was chosen as the ideal candidate to serve as a monitor of activities in Freedom City, and specifically the Claremont Academy. She eagerly accepted this opportunity, excited as any teenager to be able to get away from home.

                                Enrolling at Claremont under the name Alexandra Quotient, her excitement lasted the lifespan of the proverbial snowball in hell. Everyone, everything was so noisy! And there were so very many people here, with strange ways of acting and talking and just being! Nothing she had experienced had prepared her for high school, and she soon sank into misery, attending classes and hiding in her dorm room the rest of the time.

                                A year into her time at Claremont, things started to look up. She was taken to meet the human-born Ultima, Charlie Graham, and while she was startled at how demonstrative the other woman was -- even Quo-Dis' mother had only ever hugged her once -- she warmed up to Charlie. Studying alongside her, seeing how quickly she developed her powers, inspired Quo-Dis to push herself just that extra bit as well, and she gained confidence from her successes. Also, her grandfather sent her a companion, a genetically engineered 'dog' whom she named Huan, who became her constant companion. Finally, she made an effort to participate in school activities, taking up boxing.

                                The biggest shock of her life came a year later, when she learned that Huan was actually just as intelligent as she was. She immediately realized that there had been many hints that this was the case, and felt quite foolish for not seeing it before. Huan forgave her, and they soon developed a genuine friendship. Charlie was actually more upset about the whole situation than either of them, and they were both surprised to learn that their friend was leaving Ultima Thule. Well, since that meant that they got to see her, it was a good thing.

                                After graduating Claremont Academy in 2010, Quo-Dis' assignment in the outer world changed. She has become a roving agent of the Ultima Prime, travelling (thanks to Huan) all over the world to investigate matters that come to his attention. Even without his orders, they move from place to place frequently, to avoid attracting too much attention to themselves. Quo-Dis was recently startled to realize that there is less than two years remaining in her assignment, at which point she'll be expected to return to Ultima Thule.

                                For someone who didn't like the outside world very much, she's a bit ambivalent about that ...

                                Ultiteen -- PL 8

                                Abilities: STR 8 | STA 8 | AGL 1 | DEX 3 | FGT 8 | INT 1 | AWE 1 | PRE 0
                                Powers: Levitation (Flight 5), Telepathy (Mental Communication 1; Comprehend Languages 2), The Power Primeval (Ranged Damage 8), Ultiman Invulnerability (Immunity 4 [aging, sleep, suffocation], Limited to Half Effect; Immunity 7 [cold, disease, heat, poison, pressure, radiation, vaccuum]; Regeneration 5).
                                Advantages: Beginner's Luck, Defensive Attack.
                                Skills: Expertise: History 4 (+5), Perception 3 (+4), Ranged Attack: Power Primeval 5 (+8).
                                Offense: Initiative +1, Unarmed +8 (Close Damage 8), Power Primeval +8 (Ranged Damage 8).
                                Defense: Dodge 5, Parry 8, Fortitude 10, Toughness 8, Will 6.
                                Totals: Abilities 60 + Powers 54 + Advantages 2 + Skills 6 + Defenses 11=133 points.
                                Complications: Duty--Motivation. Friendship (Huan). Secret. Shyness.
                                Check out my new super hero/science fiction novel, [url=]Unbelievable: A Tale of the Exotica Chronicles[/url].