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Davies' Character Thread: World of Freedom 3.2

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

    The Artisan
    Aka Yod-Ash

    Yod-Ash was one of the second generation of the Ultima, born sometime after the Cataclysm and after the first Ultima Prime developed a way for the children of the first generation to come to term. He declines to state exactly when he was born, since the calendar that they used was too different from that of the modern era to make any sense at all. He will state that he and El-Kem were cousins, and that they married and had a child long before she was seduced away by the wonders of the outside world.

    For his part, Yod-Ash was more concerned about exploring the inner world. He became a student of the first Master of Telepathy, eventually assuming the title himself when his elder retired to a life of contemplation. Yet unlike the elder, he also had an interest in the workings of vril. When he wasn't teaching telepathic techniques to his peers and the younger generation, he studied some of the more esoteric ways the Power Primeval could be used.

    Sometime around 800 BCE, he discovered a means to bind the energies of the vril into objects -- which were quickly consumed by the powers within them, but which proved to have many uses. This proved to be a revolution in the Ultima's civilization, and so he received the unique title of 'the Artisan'. He would have preferred it to be a title he could pass on to a pupil, but so far he has been singularly unlucky in passing on his technique to anyone.

    It was his frustration with this that likely drove him to leave Ultima Thule for the first time in his long life, in the early 19th century. His travels took him to Europe, where El-Kem had met her end, and he spent some time in the company of her son, Er-Kel. And then, in the year outer worlders called 1839, the announcement was made that a method of making a photographic image within minutes had been discovered by Louis Daguerre ... and whatever sensation the rest of the world experienced could not possibly have compared to what Yod-Ash felt.

    This was something that the technologies of Atlantis, and that of the Ultima which built on them, had never even considered. The Ultima could make recordings of mental images -- for that matter, Yod-Ash had made many himself -- but to paint an image exactly as it was, without the need of a mediating intelligence? It was the purest novelty that he had ever encountered, and he knew that he had to know more. And so what was meant to be a vacation of a decade became a voyage that has lasted until the present day.

    He would be caught off guard once more, when the mortals discovered a method of stringing together many photographic images and projecting them onto a screen, creating the illusion of motion. But this too only increased his fascination, and he studied the art of moving pictures in as much detail as he studied photography. Phonography and radio caught some of his interest, though it was muted, since such techniques were well known to the Ultima. Still, there was a certain joy to be found in what were new notions to the mortals.

    His journeys took him to Germany in the 1920s, and Yod-Ash remained there even after the Nazis took over. Until 1939, he was inclined to view these mortals as simply another group of odious dictators whose reach would surely exceed their grasp, and no problem for him. And then he learned that a renegade member of his people, the boy Kal-Zed, had joined forces with them, and his world tilted again. What would happen if the Nazis learned that yet another Ultima was among them? Perhaps he should leave ...

    ... and yet. While certainly not a devout foe of evil, Yod-Ash had always tried to use his powers to assist those in need that he encountered in his journeys, whenever possible. If these people now suffered under a truly mythic dictatorship, shouldn't he try to aid them by opposing it? With a heavy and uncertain heart, he proceeded to do so, assisting underground movements against the Nazis as much as he could, and making his services available to foreign intelligence networks.

    In the process, he encountered the lone survivor of a small village in Poland, and recorded the man's memories of what he saw the day that the Ubermensch came. When the war finally ended, Yod-Ash knew his duty and brought those memories back to the Ultima, so they could see for themselves what Kal-Zed had done. To his mild horror, they decided that the 'movie' should be shown to every Ultima who reached adolescence, which had certainly not been Yod-Ash's intention -- it should be saved, like the movies of the Cataclysm and Gotterdammerung, for when they were adults!

    The argument that resulted sent him back into the outside world, and he decided to travel to Hollywood and continue his studies of film there. He has remained there ever since, occasionally offering mentoring to young filmmakers, such as when he assisted a young man from Modesto, in the process letting a few ideas slip about the education of children with superhuman powers that would be of great influence decades later. He finds this a bit embarrassing, and it is unwise to use the term 'padawan' around him.

    Most recently, Yod-Ash has acted as a mentor for Charlie Graham, teaching her the subtleties of telepathy. He's quite impressed with her talent, and in light of her demonstrated abilities with Vril-Ya, he wonders whether this time he might have found a new Artisan. Particularly since he suspects, without proof, that he might be her remote ancestor.

    The Artisan -- PL 12

    Abilities: STR 10 | STA 12 | AGL 3 | DEX 5 | FGT 6 | INT 4 | AWE 6 | PRE 5
    Powers: Levitation (Flight 7), Predictive Defenses (Enhanced Defenses 12 [Dodge 6, Parry 6], Quirk [not against foes Immune to Mental Effects]), Shielded Mind (Impervious Will 12), Telepathy (Feature 2 [ I Am A Camera]; Mental Communication 2; Comprehend Languages 2; Array: Cumulative Mind Reading 12, AP: Illusion 9, Resistable by Will, AP: Perception Range Affliction 12 [Resisted and Overcome by Will; Dazed, Stunned, Asleep], AP: Remote Sensing 12 [mental, visual]), The Power Primeval (Array: Ranged Damage 10, AP: Illusion 6 [auditory and visual], AP: Perception Range Move Object 6), Ultiman Invulnerability (Immortality 5; Immunity 12 (aging, life support, sleep); Regeneration 5).
    Advantages: Artisan*, Assessment, Connected, Eidetic Memory, Great Endurance, Improved Defense, Jack-of-all-Trades, Ranged Attack 7, Redirect, Taunt.
    Skills: Deception 8 (+13), Expertise: Art 18 (+22), Expertise: History 12 (+16), Insight 12 (+18), Investigation 8 (+12), Perception 12 (+18), Technology 8 (+12).
    Offense: Initiative +3, Unarmed +6 (Close Damage 10), Power Primeval +12 (Ranged Damage 10), Sleep Effect -- (Perception Range Will 12).
    Defense: Dodge 12/6, Parry 12/6, Fortitude 12, Toughness 12, Will 12.
    Totals: Abilities 101 + Powers 133 + Advantages 16 + Skills 39 + Defenses 9 = 298 points
    Complications: Seeks Art--Motivation. Responsibility (the Ultima). Secret.

    * Works like Inventor, but for Expertise: Art.
    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 Kar-Zol, AKA Karrin Solomon

      Born just a handful of decades after her cousin Kal-Zed, Kar-Zol was a far more typical example of her people. While the idea of striding the world like a god did appeal to her, as it obsessed him, it was more based on a desire to experience the outside world than a need to be worshipped. After the arrival of the German expedition to Ultima Thule, she even lost that desire -- from what they revealed, the outside world seemed to be a horrid place! She was glad when they were sent away, but then Kal-Zed disappeared as though he'd followed them.

      For more than a decade, Kar-Zol fretted over this, wondering what had happened to him. (Her elders elected not to tell her about Kal-Zed's misdeeds as Ubermensch. At her mother's request, she was even spared seeing the mental movie of his activities in Poland.) She didn't want to go out into the world -- horrid place! -- but at the same time she did want to know what had happened to her cousin. (She had a bit of a crush on him, you see.) Finally, in 1959, she secretly ventured out of Ultima Thule ... and promptly got lost in a terrible blizzard. She was found and rescued by the Centurion, and proved the agent of introduction between him and the Ultima. Soon after, she would help him in a battle against his foe Superior ... and discovered, to her sorrow, what had happened to Kal-Zed.

      Over the next few decades, Kar-Zol would go out into the world quite a few times, having adventures with Centurion and other superheroes. She variously called herself Centuria and Vesta, and among those who were unaware of the Ultima's existence, she would sometimes claim to be Centurion's cousin or little sister. All the while, she nursed a deep crush on her rescuer, and while she sometimes showed romantic interest in other heroes -- such as the young Jack Wolf -- she always held onto the hope that Centurion would one day return his feelings. But he never did, even after his wife passed away.

      And then Centurion died. Kar-Zol went into a decade-long period of seclusion and mourning, from which she only emerged in 2005. Soon after, Ultimaid arrived in Freedom City, and attempted to join the Freedom League. Unfortunately, Captain Thunder strongly disapproved of her use of a variation on Centurion's costume, even though she tried to explain that he'd tacitly given his permission years before. Upset, she continued to fight crime and hoped that the League would reverse the decision when they saw how effective she could be.

      During the Grue Invasion, Ultimaid met and fought alongside the Patriot, impressing him enough that he invited her to join the Arsenal of Democracy when it passed from the Department of Defense to AEGIS in early 2006. She adopted a more "America"-themed costume in the process. Ever since, she has served as a trusted member of the Patriot's team, long after most of the original membership of that team has retired to find work for private military contractors.

      Ultimaid was surprised when the daughter of the Centurion arrived on Earth and began calling herself Centuria, using the same costume she'd originally worn. There was more than a bit of envy mixed in with that surprise, for Centuria was more powerful than she was and seemed to be growing more powerful as time passed. The same could be said of Charlie Graham, whom Kar-Zol had introduced to her Ultima heritage. And yet Kar-Zol herself remained "plateaued" at her current level of power, just as she had for decades, and it didn't seem likely that she would grow even more powerful for decades or centuries to come. Still, she resolved to do what she could with what she had available to her, rather than getting angry or jealous over the matter.

      But then, soon after Centuria joined the Freedom League, Superior sought the daughter of the Centurion out to make her a proposition. This was soundly refused, but Superior wasn't inclined to take no for an answer. The Arsenal was dispatched by AEGIS to assist the Freedom League in their fight against the rogue Ultiman.

      Ultimaid's greatest fear had always been the possibility that she might have to face Superior in battle. She was present when Centurion banished him to the Zero Zone, and though she was the only one to weep for Kal-Zed's fate at the time, she knew that he would try to kill her. That wasn't the frightening aspect; what terrified her was the possibility that in order to stop him from killing her, she'd have to kill him. Could she do that -- kill her cousin, her first love?

      When thinking of this, it had never even once occurred to her that when she confronted Superior, he would completely ignore her as irrelevant in the battle at hand, showing no signs of recognizing her at all.

      Something snapped in Kar-Zol's heart and mind that day. She has become the spokesman for a faction among the Ultima, small but vocal, who argue that regardless of whether they should leave Earth behind or remain there, their responsibility to the world demands that they hunt down and execute Kal-Zed, regardless of the cost. It is not a popular viewpoint, which makes her rather angry. She has begun training fanatically, in order to gain enough power to be able to do it herself, if need be.

      What will become of this love to hatred turned?

      Ultimaid -- PL 10

      Abilities: STR 12 | STA 14 | AGL 1 | DEX 4 | FGT 6 | INT 0 | AWE 1 | PRE 3
      Powers: Levitation (Flight 7), Telepathy (Mental Communication 2; Comprehend Languages 2), The Power Primeval (Array: Ranged Damage 12, AP: Continuous Transform 6 [any inanimate object to any inanimate object], Tiring), Ultiman Invulnerability (Immortality 5; Immunity 12 (aging, life support, sleep); Impervious Toughness 4; Regeneration 10).
      Advantages: Attractive, Close Attack 2, Jack-of-all-Trades, Power Attack.
      Skills: Deception 4 (+7), Expertise: Bureaucracy 6 (+6), Expertise: History 8 (+8), Expertise: Politics 4 (+4), Investigation 8 (+8), Perception 8 (+9), Persuasion 4 (+7), Ranged Attack: Power Primeval 4 (+8).
      Offense: Initiative +1, Unarmed +8 (Close Damage 12), Power Primeval +8 (Ranged Damage 12).
      Defense: Dodge 4, Parry 6, Fortitude 14, Toughness 14, Will 6.
      Totals: Abilities 82 + Powers 89 + Advantages 5 + Skills 21 + Defenses 8 = 205 points.
      Complications: Vengeance--Motivation. Responsibility (the Arsenal). Secret.
      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!

        Her Royal Majesty, Princess Jessika Meister

        Among the mercenary army that founded the Empire of the Azure Throne were many exceptional soldiers, often possessing powers beyond those of ordinary men. Those who survived the foundation of the realm typically received lands and cities to call their own. One such lordling, gifted with might more befitting a giant than a man, founded the city of Emeraldias on the shores of Hammerfall Bay, and styled himself Prince. Her Royal Majesty is his direct descendant, and shows this in her own inhuman strength and stamina.

        Princess Jessika ascended to the throne at a very early age, after her father fell in battle against the Eiskarls of Vimborge. Her mother having descended into howling madness at the news of her husband's death, the title of regent for the child princess was reluctantly granted to her uncle by marriage, Lord Maximus. He proceeded to rule the city passingly well, but worked primarily to enrich himself and certain of his cronies for the next decade.

        Princess Jessika played the role of a naïve child for a number of years as she approached her majority, affecting to have no interest in the burdens of rule. All the while, however, she was covertly recruiting a quite startling variety of allies for the day when she asserted her authority. When that day finally came, two years ago, Maximus seemed to be utterly caught off guard. He chose to graciously yield to the Princess, and she took the throne of her fathers.

        However, that proved to be only the beginning of her challenges. Upon stepping down as regent, Maximus promptly departed from Emeraldias, taking with him the majority of the city's army, who had been for many years paid out of his own pocket instead of the city treasury -- which was nearly empty. Maximus' cronies remained within the city, and have been doing their best to undermine Princess Jessika's rule ever since. So far, with the help of her allies and the aid she has purchased from the Last Men Standing, she has held on to her throne. How long that will last is an open question.

        Where her counterpart is open and cheerful, Princess Jessika is closed and solemn. Her allies are allies, not friends. She is determined to rule well over Emeraldias and increase the happiness of its people. but there is not one single doubt in her mind that she is the monarch, and anyone who opposes her rule has committed a capital crime. She may choose to be merciful, but she is not obligated to be/ She is also profoundly lonely, but believes herself to be wed to the city.

        Princess Jessika Meister -- PL 8

        Abilities: STR 7 | STA 7 | AGL 3 | DEX 1 | FGT 5 | INT 1 | AWE 2 | PRE 2.
        Powers: Bound (Leaping 4), Grit (Immunity 2 [cold, heat]; Impervious Toughness 4), Stride (Speed 3).
        Equipment: Armor (Protection 4), Sword (Strength-based Damage 3).
        Advantages: All Out Attack, Attractive, Benefit 4 (Princess of Emeraldas), Connected, Diehard, Equipment 2, Inspire, Power Attack, Well-Informed.
        Skills: Athletics 2 (+9), Close Combat: Sword 1 (+6), Deception 4 (+6), Expertise: Rulership 3 (+4), Insight 6 (+8), Intimidation 6 (+8), Perception 4 (+6), Persuasion 4 (+6).
        Offense: Initiative +3, Unarmed +5 (Close Damage 7), Sword +6 (Close Damage 10).
        Defense: Dodge 5, Parry 5, Fortitude 11, Toughness 11/7, Will 4.
        Totals: Abilities 54 + Powers 13 + Advantages 13 + Skills 15 + Defenses 8 = 103 points
        Complications: Obligations of Nobility--Motivation. Enemy (Uncle Maximus' circle). 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!

          Youen-Sut, the Scintillating Eye

          The earliest memories of the child Youen-Sut are of the cabin of the great ship which brought him from the Dragon Lands to the continent where he would spend the rest of his life. The faces of his parents, the village where he lived, any details of the land of his birth, all are lost in a haze which he suspects cannot be natural, but rather the product of magical memory tampering. Well, perhaps it was meant to be.

          His master, the previous Scintillating Eye, had him brought to Emeraldias primarily to act as a servant. Or so it seemed to the child. He wasn't to know that the master's divinations had revealed that this boy was most likely to inherit the powers and responsibilities of the master's office, and so had to be raised in the "proper" manner. And thus he never realized that most servant children are not taught to read, to write, to speak several languages, to know the basics of sorcerous theory, and to keep all of this secret.

          Eventually, one of the old man's enemies worked a spell that got through the old man's defenses, and he died quite suddenly. Before Youen-Sut could come to any understanding of this abrupt change in his life, his mind and soul were filled with the voice of an elder dragon. His studies had, he now knew, prepared him for this moment, and he agreed to the terms of the pact. The dragon's power was his to use, as long as he provided it with experiences gleaned from the distant land it could never otherwise witness ... and occasionally did a small service, from time to time.

          As you might expect, the services were more frequent than the word 'occasional" would imply. While fulfilling one such task in the hills north of Emeraldias, Youen-Sut found himself allied with a group of adventurers travelling through the same region. It didn't take much magic for him to realize that these supposed rogues were actually in the service of the Princess of Emeraldias, preparing for the day when she would claim her throne. Seeing an opportunity, he offered his own services to the group's patron, and since then has acted as Her Majesty's magical counsellor, affording him experiences he could never have known as a menace best avoided. The demands on his time are a new burden, but he can manage them ... for now.

          Youen-Sut -- PL 8

          Abilities: STR 0 | STA 0 | AGL 1 | DEX 3 | FGT 1 | INT 3 | AWE 6 | PRE 4
          Powers: Dragon's Eye (Senses 2 [radius magical awareness]), Mystic Shield (Sustained Protection 10, Subtle), Sorcery (Array: Ranged Damage 9, AP: Perception Range Affliction 8 [Resisted by Will; Dazed, Compelled, Controlled], Visual-Dependent, Subtle 2, AP: Nullify Magic 6, Broad, Simultaneous).
          Advantages: Contacts, Fearless, Languages 2, Ritualist, Trance.
          Skills: Deception 4 (+8), Expertise: Magic 8 (+11), Insight 6 (+12), Intimidation 4 (+8), Investigation 4 (+7), Perception 4 (+10), Ranged Combat: Sorcery 4 (+7), Sleight of Hand 4 (+7).
          Offense: Initiative +1, Unarmed +1 (Close Damage 0), Dragon's Breath +7 (Ranged Damage 9), Dragon's Gaze -- (Perception Range Will).
          Defense: Dodge 6, Parry 4, Fortitude 4, Toughness 10/0, Will 10
          Totals: Abilities 36 + Powers 33 + Advantages 6 + Skills 19 + Defenses 16 = 110 points
          Complications: The Dragon's Demands--Motivation. Reputation (evil wizard).
          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!

            Captain Steelhead
            AKA Trudolla Gallantes

            Trudolla's father, Admon Gallantes, was the admiral of Emeraldia's small navy at the time of Prince Huppert's death, and she herself served as a middie on one of the ships in that fleet. But the entire navy was cashiered when Maximus' regency took power, as his agents preferred to bribe pirates to leave the merchant fleet alone rather than spend money to defend it. Admon took his daughter and a large number of sailors personally loyal to him, and sailed away on the fleet's flagship, to become a mercenary pirate hunter.

            He died in a skirmish six years later, and Trudolla -- who'd quickly risen to become his second-in-command -- inherited his ship, the enchanted armor he'd found on an island somewhere, and the sobriquet 'Captain Steelhead'. The new Captain strove to live up to the ideals that her father had instilled in her, but ideals, famously, will not keep one fed. Nor did pirate hunting in a time when, ironically enough, Captain Steelhead had inspired a dozen or more other mercenary pirate hunters to start roving the waves. Trudolla hated it, but there were times when her crew were forced to act as pirates themselves.

            As the years passed, those times kept becoming more and more necessary as their reputation spread and fewer legitimate ports would allow them to take anchorage. Then a representative from the young Princess of Emeraldias contacted Trudolla with an offer of amnesty if she would agree to lead the city's navy once again. The captain initially distrusted the offer, thinking it a trap, but after some drama -- and after learning that the so-called representative was in fact the Princess herself -- she agreed.

            So far, the job has worked out pretty well for all concerned. The only problem is that her primary loyalty is still to her crew's well-being, and Captain Steelhead is well aware that their share of whatever prizes they bring in is much less than it would be if they were pirates. There may come a day when the crew starts demanding more money for their duty, and she's not sure what she'll do then.

            Captain Steelhead -- PL 8

            Abilities: STR 6/1 | STA 6/2 | AGL 2 | DEX 2 | FGT 5 | INT 4 | AWE 2 | PRE 2
            Powers: Enchanted Armor (Enhanced Stamina 4; Enhanced Strength 5; Immunity 2 [cold, drowning]; Movement 1 [environmental adaptation--aquatic]; Protection 5, Swimming 5; Removable), Crossbow Gauntlet (Array: Ranged Damage 3, Accurate, AP: Ranged Affliction 3 [Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile], Extra Condition, Limited Degree, Accurate; Removable)
            Equipment: Sword (Strength-based Damage 3), The Revenge of Admon Gallantes (see below)
            Advantages: Benefit 3 (Admiral of the Fleet), Close Attack 2, Equipment 5, Leadership, Teamwork
            Skills: Athletics 4 (+5/+10), Expertise: Mariner 6 (+10), Expertise: 8 (+12) Perception 6 (+8), Ranged Combat: Crossbow 5 (+7), Vehicles 9 (+11).
            Offense: Initiative +2, Unarmed +7 (Close Damage 6/1), Sword +7 (Close Damage 9/4), Crossbow +9 (Ranged Damage 3), Netshot +9 (Ranged Affliction 3)
            Defense: Dodge 4, Parry 5, Fortitude 6/2, Toughness 11/2, Will 6.
            Totals: Abilities 38 + Powers 31 + Advantages 12 + Skills 19 + Defenses 6 = 106 points
            Complications: Loyalty to Her Crew--Motivation. Reputation (pirate).

            Vehicle: The Revenge of Admon Gallantes -- 20 points
            Size: Gargantuan. Strength: 12. Toughness: 11. Speed: 5 (water). Features: Ballista (Ranged Damage 6).
            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!

              Viktar the Valiant

              Far to the north of Emeraldias, in a narrow stretch of land east of Chelgrim's Teeth and south of the Icewall, there are many barbarians who have yet to learn the value of armor beyond simple clothing, and sometimes not even that. From this place came Viktar the Valiant, mercenary and rogue, down into the Empire of the Azure Throne to seek his fortune. He enjoyed some small success in this pursuit, gaining a reputation as a capable captain, but by the time his path led him to Emeraldias, anything he'd gained beyond reputation had already been spent.

              Naturally, he was keen to improve his fortunes, and became one of the first adventurers to attach his banner to that of the Princess, swearing his sword to her. For his heroics in her service, she has rewarded him with the title of Captain of the Palace Guard, and he is busily training the city's militia to create a credible army for when the contract with the Last Men Standing ends. Despite this, he still finds time to go roving in the hills outside the city, looking for trouble and often finding it.

              Viktar's barbaric manner and accent conceal a keen soldier's mind and shrewd judge of character. However, that's not all they conceal. He was in fact raised by an isolated community of savants known as the Foreseers, who trained him to nearly the epitome of human ability. They sent him out into the world as their agent, and have directed him to Emeraldias in order to subtly influence Her Majesty's government in ways that suit the Foreseers.

              But the Foreseers are themselves deceived. Viktar, in his journeys in the south, encountered agents of the Servants of the Shield, and came to realize that his personal values were more akin to them than they were to the self-interested Foreseers. He allows his former masters to believe that they still have his loyalty, while working with the agenda of the Servants of the Shield -- which is to turn Emeraldias into a dagger aimed at the heart of the Empire.

              Viktar -- PL 8

              Abilities: STR 4 | STA 4 | AGL 4 | DEX 4 | FGT 5 | INT 2 | AWE 2 | PRE 2
              Powers: Physical Training (Movement 1 [swinging]; Speed 1), Stunning Blow (Affliction 4 [Resisted by Fortitude; Dazed and Vulnerable, Stunned and Defenseless], Extra Condition, Limited Degree)*.
              * AP of Strength Damage.
              Equipment: Sword (Strength-based Damage 3).
              Advantages: Assessment, Benefit (Captain of the Guard), Close Attack 4, Daze (Deception), Defensive Roll 2, Equipment 1, Jack-of-all-Trades, Leadership, Minion 1 (Horse), Set-Up, Uncanny Dodge.
              Skills: Acrobatics 3 (+7), Athletics 3 (+7), Deception 8 (+10), Expertise: Horsemanship 3 (+7), Expertise: Military 6 (+8), Insight 8 (+10), Intimidation 6 (+8), Perception 6 (+8), Stealth 3 (+7).
              Offense: Initiative +4, Unarmed +9 (Close Damage 4), Stunning Blow +9 (Close Fortitude 4), Sword +9 (Close Damage 7).
              Defense: Dodge 9, Parry 9, Fortitude 6, Toughness 7/4, Will 6.
              Totals: Abilities 54 + Powers 4 + Advantages 15 + Skills 23 + Defenses 15 = 111 points
              Complications: Hidden Agenda--Motivation. Prejudice (barbarian). Secret.
              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 Stone Singer

                He doesn't often tell his own story, for the bard's way is to make the stories one is telling more interesting than oneself. From comments he's made, it seems that he was born in the Witchlands, the victim of some curse -- or perhaps just afflicted by a miscast spell -- that made his skin grow tough as stone as he grew older. At some point, he must have fled the lands of his birth, or he would likely have become a warrior in some witch's army. Instead he found his way to the Bandit Kingdoms and joined up with a group of travelling entertainers, at first as a strongman.

                But the call of the bard was on him, and he was tutored in its arts by the circus' chief performer. The novelty of having his deep, booming voice declaiming the ancient songs earned him fame and the company wealth, and convinced the group's master of ceremonies that they could find even more of both in the Empire. So they journeyed to the west, and found some of what they were seeking.

                But then the master had the brilliant idea of using the hypnotic properties of the Stone Singer's voice to seize control of one of the Imperial Governors. The Singer found himself uncomfortable with this notion, as he'd only ever used this talent as a way to defend himself or his friends. Unwilling to go along with the plan, he informed the authorities, and thus was the only member of the circus not to be arrested and tossed into prison. The entire affair left him very disenchanted with the legal system of the Empire, but also ensured that he had an 'understanding' with the keepers of the Labyrinth, ensuring he could travel where he liked.

                Those journeys took him to Emeraldias, where he played for the court and attracted the interest of the Princess, who employed him in her schemes from an early point. He went along with this, as he hadn't gone with the master's schemes, because he sees an intriguing story playing out. As long as that story remains interesting, he will be satisfied to serve as the Princess' court bard, often employing his stone speech to deliver messages from the throne to denizens of the city.

                The Stone Singer -- PL8

                Abilities: STR 11 | STA 12 | AGL 0 | DEX -2 | FGT 4 | INT 1 | AWE 1 | PRE 4
                Powers: Powerful Voice (Array: Cumulative Hearing Area Affliction 6 [Resisted by Will; Entranced, Compelled, Controlled], Concentration Duration, Instant Recovery, AP: Selective Area Auditory Communication 3), Stone Body (Feature 3 [mass]; Immunity 8 [aging, cold, critical hits, disease, heat, poison, pressure, vaccum]; Impervious Toughness 5)
                Advantages: Benefit (Court Bard), Diehard, Great Endurance, Improved Smash, Interpose, Ultimate Effort (Toughness checks)
                Skills: Athletics 2 (+13), Close Combat: Unarmed 1 (+5), Expertise: History 4 (+5), Expertise: Performance 8 (+12), Perception 6 (+7), Persuasion 3 (+7)
                Offense: Initiative +0, Unarmed +5 (Close Damage 11), Hypnotic Song -- (Hearing Area Will 6).
                Defense: Dodge 2, Parry 4, Fortitude 12, Toughness 12, Will 4
                Totals: Abilities 62 + Powers 35 + Advantages 6 + Skills 12 + Defenses 5 = 120
                Complications: Artistry--Motivation. Prejudice (obviously inhuman). Power Loss (Powerful Voice is blocked by water).
                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!

                  Beneichen, the Puppet Man

                  It is said -- though only they of the Crown know all -- that an elderly lady wizard once lived not far from Emeraldias. As with many wizards, she had not discovered the secret of the long years until after she had already lived many true years, and many of the joys of a life outside of the pursuit of wizardry had passed her by ... the joy of motherhood among them. Of course, the joy of wizardry was that it could provide a reasonable substitute for all the other joys there were.

                  And so one day she set out to make a child for herself, out of magically toughened wood. Giving her creation a mind was actually the easiest part. Investing his frame with the power to move freely, rather than at the directions of whoever held his strings, took a lot more doing. Yet she managed it, and named her son 'Beneichen', and began to teach him the secrets of the universe, delighting in his innocence.

                  One day, Beneichen found that he could not rouse his mother from her slumber, and decided that some sickness must have come upon her. Knowing nothing of how to treat the sick, he set out from the wizard's tower for the first time, and flew quickly to Emeraldias to seek out the help of a physician-priest. He chanced to arrive just as the Princess was paying a visit of her own to the temple. Fascinated by the creature, Her Majesty offered to accompany him to the tower, confirming her suspicions ... and then accepting the burden of explaining what death meant to a child.

                  Alone in the world, Beneichen chose to return to Emeraldias with the only other being who had ever shown any concern for him, and do her bidding just as he had once done his mother's. Her page is not taken very seriously, even by most of Her Majesty's other allies, but he has fought bravely on her behalf in the past and will do so again. Yet his true goal is to explore the world that his mother tried to teach him about, and the limits of the magic that allows him to move. He is sure that he can do much more than he has already done.

                  There are, after all, no strings on him.

                  Beneichen -- PL 8

                  Abilities: STR 5/0 | STA -- | AGL 4 | DEX 2 | FGT 6 | INT 2 | AWE 4 | PRE 0
                  Powers: Body of Wood (Immunity 50 [Fortitude Effects, Mental Effects]; Protection 4; Permanent Shrinking 4, Innate), Moves Without Strings (Array: Flight 5, AP: Enhanced Strength 5)
                  Equipment: Knife (Strength-based Damage 1, Improved Critical), Buckler (Enhanced Dodge 1, Enhanced Parry 1)
                  Advantages: Defensive Attack, Defensive Roll, Equipment, Improved Initiative
                  Skills: Close Combat: Knife 4 (+10), Deception 2 (+2), Expertise: Magic 4 (+6), Perception 6 (+10)
                  Offense: Initiative +8, Unarmed +6 (Close Damage 5/0), Knife +10 (Close Damage 6/1, Crit 19-20)
                  Defense: Dodge 8/7, Parry 10/9, Fortitude Immune, Toughness 6/4, Will 4
                  Abilities 28 + Powers 74 + Advantages 4 + Skills 8 + Defenses 2 = 116 points
                  Complications: Exploring the World and Himself--Motivation. Prejudice (inhuman). Vulnerable (Fire).
                  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 Castle Crow

                    As a boy, Guigliemo Shabat's greatest joy was to sit at his grandfather's side and listen to tales of Emeraldias' past. Though the old man swore that all his stories were nothing less than the simple truth, the world they described seemed so utterly different from the city he knew, impossible to reconcile with the court he sometimes visited in the company of his parents. Best of all the tales, often revisited, were the stories of the Castle Crow, a mysterious figure who'd appeared in the night to strike down the enemies of the throne if they dared to approach the Emerald Castle.

                    Much later, after his grandfather had passed away and he'd grown to adulthood, Guigliemo chanced to gain access to the castle archives, and whimsically decided to look up records about the Castle Crow. He was shocked and horrified to learn that, while there had indeed been such a person, that individual was not by any means a heroic one. One of the Princes of two centuries past had developed a madness that led him to go about after dark and murder random individuals, who were subsequently declared 'enemies of the throne'. Nor was that the only dark secret he discovered hidden behind the tales of heroism he'd so enjoyed.

                    Shaken by this, Guigliemo chose to put the past behind him and focus on the present, where he strove to be worthy of the legacy his grandparents and parents had left to him, in a time when so many of his fellow aristocrats cared for nothing but their own advancement. He avoided entangling his family's destiny with that of the Regent, and watched the fortunes of his fellows start to outpace his own, with only the satisfaction of his own integrity and the company of a few others of like mind ... from whom he eventually learned that the Princess was making plans of her own.

                    The notion that the corrupt Regency might be brought to an end appealed to him, but he was also aware that many of the Princess' ancestors, such as the one behind the Castle Crow legend, had taken action in less than wholesome manners. He needed to be sure of her character before he offered her his allegiance, but how to gain that surety? And then the idea came to him, and he developed the identity of the new Castle Crow, a thief-taker who joined the Princess' entourage without revealing his true nature.

                    So far, he has seen nothing to suggest that Her Majesty has succumbed to the dark side of her heritage, and yet he continues the masquerade. At times he wonders if perhaps he has contracted some manner of madness, that his double life would not end even if his secret were known to all ...

                    The Castle Crow -- PL 8

                    Abilities: STR 3 | STA 3 | AGL 5 | DEX 5 | FGT 8 | INT 5 | AWE 2 | PRE 2
                    Equipment: Concealed Armor (Protection 2, Subtle), Fighting Staff (Strength-based Damage 2, Reach 1), Throwing Daggers (Strength-based Ranged Damage 2).
                    Advantages: Benefit 3 (Wealth), Close Attack 3, Defensive Roll, Equipment 2, Move-By Action, Power Attack, Quick Draw.
                    Skills: Acrobatics 3 (+8), Athletics 5 (+8), Expertise: Burglary 5 (+10), Expertise: Courtier 6 (+8) Intimidation 5 (+7), Investigation 1 (+6), Perception 6 (+8), Ranged Combat: Throwing Daggers 4 (+9), Stealth 5 (+10).
                    Offense: Initiative +5, Unarmed +11 (Close Damage 3), Fighting Staff +11 (Close Damage 5, Reach 1), Throwing Daggers +9 (Ranged Damage 5).
                    Defense: Dodge 9, Parry 9, Fortitude 6, Toughness 7/5/3, Will 6.
                    Totals: Abilities 66 + Advantages 12 + Skills 20 + Defenses 12 = 110 points
                    Complications: Responsibility--Motivation. Secret.

                    Thanks to Daibhid C for the image!
                    Last edited by Davies; 28th June 2018, 08:01 PM.
                    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!


                      In the forested hills to the north of Emeraldias, there lives what is certainly the largest community of non-human or part-human intelligences to be found anywhere in the Empire of Azure Throne, and quite possibly on the entire continent. If not further -- the sheer variety of the peoples who dwell there cannot even be matched, if Youen-Sut is to be believed, in the Dragon Lands. Just how they came to dwell in this place, which they have since long before the city's foundation, is a tale their loremasters do not share with outsiders.

                      While rumors of their existence gave rise to many legends told in the boulevards of Emeraldias, there was always an unspoken agreement between the rulers of the city and the peoples without it that they would be left to their own devices so long as they made no trouble. Then the regency came to power and one of the Regents cronies began hunting them for alchemical reagents, or even simply for their furs and skins. One of the first steps towards the Princess' revolution was to forge an alliance between herself and the clans, swearing that she would replace the unspoken agreement with a clearly defined treaty in exchange for their service in the struggles to come.

                      The council of the peoples sent one of the clans' greatest warriors, Fhenrir, to stand at the side of this human monarch and act as an ambassador. It was a task for which he was remarkably ill-suited, and yet matters have worked out rather well. Even those of the people who think ill of a deeper relationship between themselves and the city are inclined to believe that Fhenrir will be mighty enough to serve as their champion should a new round of wars begin.

                      Fhenrir himself is less optimistic about the prospects of his survival should that struggle begin, having actually seen the Princess and her allies at war. He is thus very motivated to work to see that it never happens, and was so even before his grandmother told him that the mother who pupped him was actually a woman of the city-folk. This secret would ruin his reputation among the clans if it ever got out, and he is not certain how to proceed to learn more, or indeed if he wants to.

                      Fhenrir -- PL 8

                      Abilities: STR 4 | STA 4 | AGL 5 | DEX 2 | FGT 5 | INT 1 | AWE 5 | PRE 1
                      Powers: Animalistic Senses (Senses 4 [danger sense, extended hearing, infravision, tracking), Claws (Strength-based Damage 1, Improved Critical; Movement 1 [wall-crawling]), Pounce (Leaping 2; Speed 3), Sembling (Morph 1 [human identity]).
                      Advantages: Animal Empathy, Chokehold, Defensive Roll, Diehard, Evasion, Improved Critical (Claw), Instant Up, Move-by Action, Power Attack, Takedown, Uncanny Dodge
                      Skills: Acrobatics 5 (+10), Athletics 3 (+7), Close Combat: Claw 6 (+11), Expertise: Outdoorsman 8 (+9), Intimidation 4 (+5), Perception 6 (+11), Persuasion 2 (+3), Stealth 4 (+9).
                      Offense: Initiative +7, Unarmed +11 (Close Damage 5, Critical 19-20)
                      Defense: Dodge 10, Parry 10, Fortitude 8, Toughness 6/4, Will 5
                      Totals: Abilities 54 + Powers 17 + Advantages 10 + Skills 19 + Defenses 14 = 114
                      Complications: Duty to the Clans--Motivation. Lunacy (easily angered when the moon is full. Secret.
                      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!


                        Perhaps the greatest secret kept by Pontifex Viktoria Imprimis, high priestess of Sadrian in bright-spired Freedom's Reach, was that she was raising the daughter of Invictus, Defender of Men, as a lay sister of her faith. She did not share this fact with even her closest allies in Freedom's Guard, nor did she reveal to her protégé the truth of her origin until very recently. After Viktoria was crippled in battle against the Rose Red Huntress and her crew of miscreants, however, she unburdened herself as she begged Vesta to rise up and take her place among the Guard. Obedient to her Pontifex's commands, she has done so.

                        There are still many mysteries about the Defender's Daughter, known perhaps not even to herself. Most assume that her mother was the previous Pontifex, who fought alongside Invictus and was rumored to be his lover. A more quietly whispered tale is that Vesta is in fact the demigoddess daughter of Sadrian Herself. The Maiden of Might deflects such questions as irrelevant or even blasphemous. As a faithful follower of the goddess of Justice, Freedom and Compassion, she observes the orthodoxy that there are only nine gods, no less, and no more -- and certainly no demigods.

                        Despite this, people are already starting to worship her ...

                        Her greatest weakness is that, raised as she was in the cloisters, she has little familiarity with worldly matters, and little understanding of poverty, sickness, or human cruelty. She also has no real comprehension of how powerful she is, even in comparison to the mighty members of the Guard. While an inspiring figure, she is more of a follower than a leader, and generally looks to others for direction rather than taking initiative. However, she is young yet, and may grow to be a force to be reckoned with, if given the chance.

                        Vesta -- PL 11

                        Abilities: STR 14/2 | STA 8/2 | AGL 2 | DEX 0 | FGT 6 | INT 2 | AWE 2 | PRE 3
                        Powers: Blessing of Sadrian (Immortality 16, Limited Uses [1/year]), Invulnerability (Immunity 10 [life support]; Impervious Toughness 4; Impervious Protection 8), Might (Enhanced Stamina 6; Enhanced Strength 12; Enhanced Strength 2, Limited to Lifting), Swift (Flight 7; Quickness 4).
                        Advantages: Close Attack 2, Eidetic Memory, Improved Disarm, Improved Grab, Improved Hold, Inspire, Interpose, Move-by Action, Power Attack, Teamwork.
                        Skills: Acrobatics 4 (+6), Expertise: Religion 8 (+10), Insight 4 (+6), Intimidation 2 (+5), Investigation 2 (+4), Perception 8 (+10), Ranged Combat: Throwing 6 (+6), Treatment 4 (+6).
                        Offense: Initiative +6, Unarmed +8 (Close Damage 14).
                        Defense: Dodge 6, Parry 6, Fortitude 12, Toughness 16, Will 10.
                        Totals: Abilities 38 + Powers 86 + Advantages 11 + Skills 19 + Defenses 16 = 170 points
                        Complications: Duty to the City and the Faith--Motivation. Unworldly.

                        Thanks to Kreuzritter for the basic outline of this character!
                        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!


                          Nine years after she stumbled into a refugee camp in Niger, the young woman who calls herself Eve Noire still has no idea who she is or where she came from. Nor has she been able to gain any mastery over the fear that afflicts anyone who touches her. But she has to some extent come to terms with the fear, from watching other people struggle with and overcome it. Courage has become something she appreciates a great deal, and something she strives to experience herself.

                          After graduating from Claremont Academy in 2010, Angst fought crime in Lincoln, frequently teaming up with Sonic during this period. However, her dislike of violence made the experience an uncomfortable one, as she was too often forced to employ violence against her opponents, as opposed to cleverly tricking them into defeat, as she preferred. The never-ending nature of the battle also wore on her fairly quickly. Sonic was of little help, unfortunately, as he'd grown perhaps too accustomed to this life, and could only urge her to make an accommodation to the way of things.

                          In 2013, she happened to learn through the grapevine that the Champions of West Africa had been having membership difficulties. While she didn't regard that region of the world as her home any more than she regarded Freedom City that way, she did wonder whether she might be able to help people in the region in ways that would require less violent solutions if she joined forces with the renowned CWA. She bid farewell to Freedom City and returned to Niger, where she began working as a crime fighter to build up a local reputation before contacting the Champions.

                          Before that happened, however, she became caught up in one of Mr. Twist's missions in the area. Angst found herself admiring the outlaw's ability to confuse and elude his opponents without harming them. She sought to learn more about him, and soon found herself in a discussion with the man himself, which took place all over the world before finally leading them back to the Refuge. Impressed by the scope of Mr. Twist's operations, Angst offered him her help in his rescue missions. To both their surprise, he accepted the offer.

                          Since then, Angst has become Mr. Twist's de facto second in command, using what she learned at Claremont to train the other super-powered members of the refuge to help in their missions. The responsibility of protecting all these people and rescuing even more has helped her to make the accommodation to the occasional use of violence, though she still prefers solutions that leave people uninjured though terrified. The Refuge itself fascinates her, but despite her hopes, it hasn't helped her to recover any of her memories, which suggests that it has nothing to do with her forgotten backstory.

                          Very recently, however, Eve has had recurring dreams involving the repetition of a set of words in a language that she understands without recognizing it. "[F]or the fear of death or corruption could not touch her heart." It sounds like something biblical, or some fantasy story trying to sound biblical. She doesn't know what it could mean, and no one that she's spoken with recognizes the words either. One more mystery, perhaps.

                          Angst -- PL 10

                          Abilities: STR 1 | STA 3 | AGL 3 | DEX 3 | FGT 6 | INT 3 | AWE 4 | PRE 4
                          Powers: Beyond All Fear (Immunity 5 [emotion effects]), Fear Aura (Affliction 10 [Resisted by Will; Impaired, Disabled, Paralyzed], Reaction [contact], Secondary Reaction*, Permanent), Fear Projection (Array: Selective Burst Area Affliction 10 [Resisted by Will; Impaired, Disabled, Paralyzed], AP: Perception Range Damage 7, Alternate Resistance [Will]), Hidden Fears (Concealment 10, Resistable [Will]), Scent of Fear (Senses 1 [danger sense]).
                          * Her Reaction activates in response to physical and mental contact.
                          Equipment: Utility Belt (M&M Hero's Handbook p. 164).
                          Advantages: Defensive Roll 2, Distract (Intimidation), Equipment 5, Extraordinary Effort, Improved Initiative, Language (English, [French treated as native]).
                          Skills: Expertise: Art 5 (+8), Insight 6 (+10), Intimidation 10 (+14), Perception 8 (+12), Treatment 3 (+6).
                          Offense: Initiative +7, Unarmed +6 (Close Damage 1), Fear Aura +6 (Will 10), Burst of Fear -- (Burst Area Will 10), Flash of Fear -- (Perception Range Damage 7, Resisted by Will).
                          Defense: Dodge 8, Parry 10, Fortitude 7, Toughness 6/3, Will 12.
                          Totals: Abilities 54 + Powers 88 + Advantages 11 + Skills 16 + Defenses 21=190 points.
                          Motivation: Responsibility--Motivation. Dislikes Violence. Outlaw.
                          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!

                            Tiro Por Banda/Bank Shot

                            When she lost her sight to a congenital disorder at the age of nine, the life of Idalyz Melendez might have seemed to be over. Soon after her eyes went dark forever, however, she developed a compensating mental radar. This attracted the interest of the Claremont Academy, and she was flown to America to start attending classes there. In the process, she was rescued from agents of the Venezuelan government, who planned to educate her in a very different fashion.

                            As Bank Shot, Idalyz served as a member of the third team of Next Gen, which formed shortly before her graduation. As such, she remained in Freedom City until 2012, when her team broke up soon after Duncan Summers' passing. Idalyz had actually been considering quitting the team for some time before that, as her original goal had been to use her powers to make life better for her family in Caracas. While every dime of the money that she made as a violinist for the Philharmonic went back to them, she found that she missed them something fierce.

                            So she returned to Venezuela, under an alias, and reconnected with her family. Things had gotten even worse for them in the decade that she'd been away, and the money that she'd sent back had only helped a little bit. Direct action was clearly called for ... and yet operating as a superhero in the capital of Venezuela, where non-registered superhumans were hunted, could potentially do more harm than good for her family if the records about the blind girl who could see were dug up.

                            In order to prevent that from happening, Idalyz sought out assistance from the hacker underground, and contacted a hacker who used the screen name Napoléon. He was able to access SEBIN's servers and delete all information about one Idalyz Melendez. What he wanted in exchange was her help in dealing with a number of criminal organizations, some involving corrupt politicians, in Valencia. Agreeing to his terms, she traveled to the smaller city -- where she would hopefully attract less official attention, as well -- and began fighting crime there as Tiro Por Banda.

                            In the three years since then, she has actually come to learn Napoléon's secret identity -- a former school teacher turned grocery worker -- and their partnership has become one of mutual trust and respect, instead of opportunism. He often acts as her 'seeing-eye person'. While Idalyz is much more optimistic than her partner about the prospect of ending the Carmona regime without bloodshed and chaos, they both are willing to do whatever it takes to protect the innocent and the almost-innocent.

                            Tiro por Banda/Bank Shot -- PL 9

                            Abilities: STR 2 | STA 2 | AGL 5 | DEX 7 | FGT 8 | INT 2 | AWE 2 | PRE 1
                            Powers: Blindsight (Senses 5 [accurate ranged radius mental sense, uncanny dodge]), Combat Baton (Feature [appears as cane when extended]; Array: Strength-based Ranged Damage 3, Ricochet 2, Split 3, AP: Strength-based Damage 3, Improved Defense, Improved Disarm, Split 3, Weapon Bind, Weapon Break; Easily Removable), Parkour (Movement 5 [environmental adaptation (urban), safe-fall, sure-footed 2, wall-crawling], Limited to Urban Environments).
                            Equipment: Commlink.
                            Advantages: Accurate Attack, Agile Feint, Defensive Roll 2, Equipment, Evasion 2, Grabbing Finesse, Hide in Plain Sight, Improved Aim, Improved Initiative 2, Improved Trip, Instant Up, Language (English, [Spanish is native]), Move-By Action, Ranged Attack 6, Sidekick 10, Takedown, Throwing Mastery 2.
                            Skills: Acrobatics 8 (+13), Athletics 6 (+8), Close Combat: Baton Strike 3 (+11), Deception 6 (+7), Expertise: Violinist 4 (+6), Insight 5 (+7), Sleight of Hand 6 (+13), Perception 7 (+9), Stealth 8 (+13).
                            Offense: Initiative +13, Unarmed +8 (Close Damage 2), Baton Strike +11 (Close Damage 5), Baton Throw +13 (Ranged Damage 5), Thrown Object +13 (Ranged Damage 2).
                            Defense: Dodge 13, Parry 11, Fortitude 7, Toughness 5/2, Will 9
                            Totals: Abilities 58 + Powers 19 + Advantages 34 + Skills 25 + Defenses 23 = 159 points
                            Complications: Justice--Motivation. Blind to Details. Family. Outlaw.

                            "Napoléon" -- PL 4

                            Abilities: STR 0 | STA 0 | AGL 0 | DEX 0 | FGT 0 | INT 4 | AWE 3 | PRE 1
                            Equipment: Camera, commlink, computer, digital recorder, phone.
                            Advantages: Benefit (Makes Gather Information checks with Technology), Contacts, Equipment, Language (English, [Spanish is native]), Well-Informed.
                            Skills: Deception 4 (+5), Expertise: Current Events 4 (+8), Expertise: Streetwise 4 (+8), Investigation 4 (+8), Perception 4 (+7), Persuasion 2 (+3), Stealth 3 (+3), Technology 9 (+13).
                            Offense: Initiative +0, Unarmed +0 (Close Damage 0).
                            Defense: Dodge 5, Parry 4, Fortitude 3, Toughness 0, Will 5.
                            Totals: Abilities 16 + Advantages 4 + Skills 18 + Defense 12 = 50 points
                            Complications: Justice--Motivation. Family (mother and sisters). Secret.

                            Author's Note: Thanks to the real "Napoléon" for giving me permission to incorporate him into this story.
                            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!

                              Commander Crater

                              In hindsight, the Farside Council should have seen it coming. Their plan was simple -- to train a group of Farsiders into a condition where they could, using advanced technology and their own talents, serve as superheroic champions of their city. As it happened, only a single candidate emerged from their training regime, one Samot, and the decision was made to send him to Claremont Academy on Earth in order to polish him into the right condition to become their first superhero. Even at the time, this was a controversial choice, since Samot was one of the first telepaths born among the Farsiders since Lady Lunar's purges.

                              But to Earth he nonetheless went, and everything changed. On the moon, he'd been under constant pressure -- and he's heard every joke, so just keep it to yourself, all right? -- and found the relative freedom he experienced as a student to be somewhat exhilarating. Samot soon established a reputation as one of the top minds at the school, and a capable leader and trustworthy confidant. He helped to establish and lead a short-lived "team" of students from other hidden lands in 2008, the Emissaries.

                              Because of this experience, Duncan Summers asked Samot to be the leader of the third team of Next Gen when it formed the next year. It was thus his fate to be in charge during the Vah-Tan crisis of early 2010, when the Next Gen were on the spot with the bulk of the Freedom League held captive. He also supervised Centuria when she joined the team. The two of them became very close, and even dated a few times before they decided that they were better off as friends.

                              Finally, when his team of the Next Gen disbanded after Duncan Summer's death and Centuria's graduation, the call of Farside City could no longer be put off. The Council expected him to come back and share the lessons he'd learned with other heroes selected from the population, so that they would no longer be dependant on Earthly superheroes ...

                              But to their considerable horror, one of the lessons that he'd learned, and intended to teach, was that the sort of isolationism to which the Council aspired was unsustainable and even harmful to the Farsiders in an age when Earthbound humanity was beginning to reach for the stars. Rather than shunning the Earther heroes, the team he would lead would work with them as much as possible, always focused on protecting the City but willing to stand with their allies when threats to the system emerged.

                              The most moderate voices on the Council were aghast at the openness that Samot preached, but most of them believe that it is too late to start over with the project at this point. So Samot has become the Commander of the Farside Militia, while the Council works overtime to ensure that he doesn't have the chance to spew his xenophillic poison to the rest of their community. At least some of the Councillors actively want Samot dead, but he has avoided all their attempts so far. His subordinates in the Militia regard him with scarcely less than worship, even if he does work them all very hard, including rotating a small unit every month to act as security personnel aboard the Lighthouse.

                              Crater -- PL 9

                              Abilities: STR 9/0 | STA 1 | AGL 2 | DEX 3 | FGT 7 | INT 6 | AWE 4 | PRE 4
                              Powers: Kinetisuit (Array: Enhanced Strength 9, AP: Ranged Damage 9; Array: Speed 10, AP: Flight 5, AP: Impervious Sustained Protection 5, AP: Leaping 10; Immunity 10 [life support]; Impervious Protection 5; Removable), Telepathy (Mental Communication 3; Array: Mind Reading 6, AP: Perception Range Nullify Mental Powers 4, Concentration, AP: Perception Range Cumulative Affliction 5 [Resisted by Will; Transformed], Insidious, Subtle, Limited to Third Degree, AP: Remote Sensing 4 [all senses], Feedback, Medium [living mind]), Universal Translator (Comprehend Languages 2).
                              Advantages: Benefit (Farsider Champion), Connected, Fascinate (Persuasion), Jack-of-all-Trades, Leadership, Ultimate Save (Will).
                              Skills: Expertise: History 4 (+10), Insight 5 (+9), Perception 5 (+9), Persuasion 8 (+12), Ranged Combat: Kinetibolt 6 (+9), Technology 8 (+14).
                              Offense: Initiative +2, Unarmed +7 (Close Damage 9/0), Kinetibolt +9 (Ranged Damage 9), Mind Switch -- (Perception Range Cumulative Will 5).
                              Defense: Dodge 7, Parry 7, Fortitude 4, Toughness 11/5/1, Will 12.
                              Totals: Abilities 54 + Powers 84 + Advantages 6 + Skills 18 + Defenses 16 = 178 points
                              Complications: Responsibility--Motivation. Reputation (non-xenophobe).

                              Farside Militia -- PL 6

                              Abilities: STR 6/0 | STA 1 | AGL 1 | DEX 1 | FGT 3 | INT 1 | AWE 0 | PRE 0
                              Powers: Kinetisuit (Array: Enhanced Strength 6, AP: Ranged Damage 6; Array: Speed 8, AP: Flight 4, AP: Impervious Sustained Protection 4, AP: Leaping 8; Immunity 10 [life support]; Impervious Protection 4; Removable).
                              Advantages: None.
                              Skills: Expertise: Soldier 2 (+3), Insight 2 (+2), Perception 2 (+2), Ranged Combat: Kinetibolt 2 (+3), Technology 4 (+5).
                              Offense: Initiative +1, Unarmed +3 (Close Damage 6/0), Kinetibolt +3 (Ranged Damage 6).
                              Defense: Dodge 3, Parry 3, Fortitude 2, Toughness 9/5/1, Will 3.
                              Totals: Abilities 14 + Powers 34 + Skills 6 + Defenses 6 = 60 points
                              Complications: Follows Orders--Motivation.
                              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!

                                Aeron Gwynn
                                AKA Druid

                                The first thing you should know is that he absolutely hated his code name. He was bothered by the implied arrogance of proclaiming himself 'the Druid' when he was well aware that he was only a druid, and not a particularly notable druid at that. Also there was the practical side in that, if they were supposed to use these names in combat, wasn't announcing 'hey, he can do stuff with plants and elements and stuff' perhaps not the best tactical idea ever? Still, though he always encouraged people to just call him by his real name, he didn't make any attempt to change his alias to something more clever. That would cost him later on.

                                The second thing you should know is, while he believed in meeting his destiny with a calm heart, he was not above giving a sigh of relief when that destiny turned out to be postponed. When he saw Seven storm away from Claremont, he truly believed that the next time he saw her would be when she returned in even greater fury, when he would have to stand his ground against a much greater magic-user than himself. That this didn't happen, and that they ended up working together to repair the damage caused when the Vengeance Spirit broke free, was a pleasant surprise. It seemed that the dark destiny he foresaw was a mirage. Or at least that it was now more distant.

                                He was never a member of any of the teams, official or otherwise, that came out of Claremont during his time there. Instead, he made it known that he would provide mystical assistance to any of them when necessary, and found himself called on quite a bit. He even made his services available to groups like Project Freedom when they were without mystical personnel, and apparently knew about the secret life of Dr. Metropolis long before it was discovered by his friends on the Freedom League.

                                When he graduated from Claremont, in 2010, he returned home to Wales by a slightly more conventional method than he'd used to travel to the United States. There he continued his studies as both a mundane student and a druid, and was genuinely surprised to learn that he'd progressed much further along his chosen path than many others, even those who, like him, had studied for much longer than a human lifetime. The Ministry of Powers sought him out to have him work for them, but while he would assist them in their investigations into phenomena in his homeland, the thought of working for them full time made him uncomfortable. Druids are supposed to be neutral, after all.

                                In 2013, he felt the world grow colder, and prepared for the worst. As it happened, the worst was yet to come, and before it did, he was the first mage that Zalman sought out for instruction in the intricacies of Earthly magic. Always willing to help a student, especially one whom he judged to be a potential ally against the growing darkness, Aeron spent many days working with the mage, as they discussed the distinctions between the ancient, "Atlantean" magic that Zalman sought and the relatively younger style that Aeron practiced. They finally parted as friends when Zalman determined that he needed to go deeper than Aeron was willing to go.

                                A few months ago, after a confrontation between Zalman and the dark druid Blackthorn which ended inconclusively, Blackthorn sought to take vengeance on the mystical support system that Zalman had claimed to represent. He could have chosen many targets, from all over the world, but the arrogance of the one called Druid particularly offended him, and so Aeron became his first target. Zalman arrived just in time to recover Aeron's form from the lake where he'd been drowned, a death from which his powers would not allow him to recover. He has since been more successful in protecting his other friends, but has not yet been able to achieve either justice or vengeance on Blackthorn himself.

                                The third thing you should know is, there will be a reckoning.

                                Aeron Gwynn -- PL 10

                                Abilities: STR 3 | STA 6 | AGL 2 | DEX 4 | FGT 6 | INT 1 | AWE 4 | PRE 4
                                Powers: Magic (Array: Ranged Damage 10, AP: Comprehend Animals, Languages, Plants 6, AP: Summon Animated Plants 6, Controlled, Mental Link, Variable Type, AP: Burst Area Selective Cumulative Affliction 4 [Resisted and Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobile], Extra Condition, Limited Degree, AP: Ranged Burst Area Affliction [Resisted by Fortitude; Impaired, Disabled, Unaware], Limited to Hearing, AP: Accurate Extended Teleport 10, Limited to Extended, Medium [plants], AP: Environment 9 [2 points of effect], Variable [weather], AP: Environment 4 [4 points of effect], Variable [weather]), Natural Ruggedness (Immunity 4 [cold, disease, heat, poison]; Protection 4), Pass Without Trace (Movement 1 [trackless]), Sixth- And Seventh-Senses (Senses 3 [acute mystical awareness, direction sense]), Strength of the Earth (Immortality 1, Limited if separated from the ground), Wildshape (Variable 6, Limited to animal traits).
                                Advantages: Diehard, Fearless, Language (English, [Welsh is native]), Ritualist.
                                Skills: Expertise: Magic* 8 (+12), Expertise: Nature 8 (+9), Perception 6 (+10), Persuasion 6 (+10), Ranged Combat: Magic 5 (+9), Treatment 7 (+8), Stealth 4 (+6).
                                * Based on Presence.
                                Offense: Initiative +2, Unarmed +6 (Close Damage 3 or by Wildshape Damage effect), Levinbolt +9 (Ranged Damage 10), Plant Control -- (Burst Area Affliction 4, Resisted by Damage), Thunderclap (Ranged Burst Area Fortitude 10).
                                Defense: Dodge 8, Parry 10, Fortitude 8, Toughness 10, Will 12.
                                Totals: Abilities 60 + Powers 77 + Advantages 4 + Skills 22 + Defenses 20 = 183 points.
                                Complications: Responsibility--Motivation. Heeds Omens. Stubborn.
                                Last edited by Davies; 27th November 2017, 04:43 PM.
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