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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!

    just a note, Davies, you may want to update the thread title. it hasn't changed since Toxic

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

      Originally posted by Kreuzritter View Post
      just a note, Davies, you may want to update the thread title. it hasn't changed since Toxic
      I think you're the only other person who's reading it, but okay.
      Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

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      • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

        I'm lurking too

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        • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

          ^_^ I read it on both forums.
          [url=http://roninarmy.com/threads/996]My Builds[/url]

          [b]Current games:[/b]
          [url=http://www.echoesofthemultiverse.com/viewtopic.php?f=15&t=839]The J.V. Team (GM)[/URL]

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          • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

            Originally posted by Gilliam View Post
            I'm lurking too
            I appreciate knowing that, thank you.

            Originally posted by FuzzyBoots View Post
            ^_^ I read it on both forums.
            I appreciate (although am perplexed) knowing that too.
            Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

            Comment


            • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

              Larry Smalls
              Formerly known as Gravity Master



              Lawrence Smalls was pretty much born to lose. While unquestionably a genius, his socialization lagged far behind his intellectual gifts. Duncan Summers had seen this particular pattern many times before, and he accepted Smalls as a student at Claremont Academy in the hope that the school's structure would work to prevent the boy from going down the path of so many mad scientists before him. It didn't work out that way, and there was no real question in anyone's mind that Lawrence was going to graduate and become a menace to society.

              And then in 2009, everything changed. Claremont Academy entertained a most unusual guest speaker, one Takeshi Solo, the 'reformed' mad scientist better known as Doc Otaku. (Summers was less than enthused about letting him talk to his students, but allowed himself to be persuaded by Daedelus, who in his turn had decided to accept his former protégé's change of heart without any visible reserve.) Takeshi talked about what it had been like for him as a student who imagined he already knew everything, why he had embraced crime, and what it had been like to be a mastermind.

              "It sucked," he said. "I went into it to get the respect I wasn't getting, but nobody respected me. They were afraid of me, and yeah, I was willing to lap that up, but when I finally had the chance to think about it seriously, I realized that they would have been afraid of anybody who could come up with the crap that I did. And there were plenty of people who could! Nobody cared that it was me who did it. Nobody cared about me. And that sucked. So I got out. And for your own sakes, I really hope none of you get sucked in to that spiral, because it sucks."

              Smalls saw his own future talking to him, and he came to a few realizations in that moment -- helped along by Takeshi's subsequent hints that he was able to get away with way more now that he'd gone legit. He knew that he wasn't respected, and he knew that he wanted respect, but he knew no way to get it. So he was going to have to learn something, and he began to study the people who were respected on campus.

              They all seemed to be in good physical shape, so he underwent a crash program to get him into better condition. It was agony, but by the time he graduated, he'd turned himself into a well-toned individual, having used his singularity belt's control of gravitational fields to train under higher gravities. His personality grew a bit more tolerable in the process, since he was no longer being mocked quite as much, and even complimented from time to time. When Gravity Master made his professional debut, he soon found himself a respected superhero.

              It took him three years to realize that he didn't really want to be a superhero, however well-respected. So he made a big show of early retirement after what was actually a fairly minor injury, and went to work for Takeshi Technologies, which welcomed him with open arms. He's currently the director of their gravitonic research division, and engaged in some scheming that could have him seizing control of the company from its founder. How well that is going to work out for him remains to be seen ... but he's happier than he's ever been, and that's nothing to be sneezed at.

              Larry Smalls -- PL 8

              Abilities: STR 1 | STA 1 | AGL 0 | DEX 0 | FGT 0 | INT 10 | AWE 1 | PRE 0
              Powers: Singularity Belt (Feature 9 [dimensional pocket]; Flight 8, Subtle; Sustained Impervious Toughness 8; Array: Ranged Damage 8, AP: Ranged Multiattack Damage 8, AP: Burst Area Damage 8, AP: Cone Area Damage 8, AP: Line Area Damage 8, AP: Environment 8 [high gravity], AP: Environment 8 [low gravity], AP: Move Object 8; Removable)
              Advantages: Benefit 3 (millionaire) Improvised Tools, Inventor, Power Attack, Skill Mastery (Technology).
              Skills: Expertise: Business 5 (+15), Expertise: Science 5 (+15), Ranged Attack: Gravity Control 6 (+6), Technology 8 (+18).
              Offense: Initiative +0, Unarmed +0 (Close Damage 1), Gravity Blast +6 (Ranged Damage 8), Gravity Pulses +6 (Ranged Multiattack Damage 5), Gravity Burst -- (Burst Area Damage 8), Gravity Wave -- (Cone Area Damage 8), Gravity Beam -- (Line Area Damage 8).
              Defense: Dodge 6, Parry 4, Fortitude 3, Toughness 9/1, Will 7.
              Totals: Abilities 26 + Powers 52 + Advantages 7 + Skills 12 + Defenses 16 = 113 points.
              Complications: Greed--Motivation. Still Kind of an Asshole.
              Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

              Comment


              • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

                SuperHD



                Quentin Rodriguez loved Claremont Academy. Not so much being a student, but he was completely stoked about having the opportunity to use his illusion-casting powers to do special effects for the school theatre and the freedom to do performances and improvisations of his own. He also thrilled in his never-ending prank warfare with Anthony Andrews (aka Whoop-Ant) even though it frequently ended up with them both in detention. But no matter how much fun he had, always on his mind was the fact that all this was just a prelude to the excitement that he was going to have when he went to work in Hollywood.

                And then, in 2010, he obtained an interview with a major Hollywood producer to show off his stuff. The producer admitted that he was genuinely impressed, but gave Quentin some very bad news -- there had been a lot of attempts by illusion-weaving supers to break into the entertainment industry, and none of them had ever gotten anywhere, thanks to the entrenched power of the VFX union. If he wanted to use someone like Quentin in one of his movies, he'd still have to pay a lot of visual effects artists for their time, to the point where it was probably cheaper to not have the illusionist working for him in the first place.

                Stumbling out of this interview, his dreams in ashes, Quentin then discovered that Whoop-Ant was apparently going to be graduating with honors in a month or so. Something snapped in Quentin, then, as he saw what he believed to be the truth behind Claremont Academy. For all its pretense of trying to give kids with superpowers training so that they could find a place in the world, the behavior that it truly rewarded was superheroism. Someone who'd gotten into just as much trouble as he had was getting honors, while Quentin was looking at a grim future of unemployment, all because he had no interest in being a superhero.

                Well then. There was really only one way to rebel against a system like that, wasn't there?

                Whoop-Ant's graduation ceremony was interrupted by the debut 'performance' of SuperHD, only the first time the two former friends have clashed over the last five years. Anthony still believes that Quentin can be reformed, and it's true that so far the Illrigger of Illusions has avoided crimes that would seriously harm or kill anyone. But the fact that he's worked for the Crime League (his ego would insist on claiming that he worked with them, but he'd be kidding himself) has pretty much convinced everyone else that there's no going back. This failure weighed heavily on Duncan Summers' mind in the last few weeks of his life ...

                SuperHD -- PL 8


                Abilities: STR 1 | STA 2 | AGL 2 | DEX 3 | FGT 5 | INT 2 | AWE 2 | PRE 4
                Powers: Massive Illusions (Array: Illusion 8 [all senses], AP: Linked Illusion 5 [all senses], Limited to One Target, AND Perception Range Damage 5, Insidious, Variable 2, AP: Perception Range Cumulative Burst Area Affliction 8 [Resisted by Will; Impaired, Disabled, Unaware]), Illusory Concealment (Concealment 10, Resistable by Will).
                Equipment: Armored Costume (Protection 3), and up to 47 points of Equipment for any given operation.
                Advantages: Defensive Roll 2, Distract (Deception), Equipment 10, Redirect, Second Chance (resistance to illusions), Set-Up, Taunt.
                Skills: Deception 6 (+10), Expertise: Actor 2 (+6), Insight 4 (+6), Perception 4 (+6), Sleight of Hand 6 (+9), Stealth 6 (+8).
                Offense: Initiative +2, Unarmed +5 (Close Damage 1), Illusory Attack -- (Perception Range Damage 5), Sensory Overload (Perception Range Will 8).
                Defense: Dodge 8, Parry 5, Fortitude 5, Toughness 8/5/2, Will 11.
                Totals: Abilities 42 + Powers 52 + Advantages 17 + Skills 14 + Defense 18 = 143 points.
                Complications: Revenge--Motivation. Desire for Fame. Reluctant to Kill.

                Author's Note: In reality, the VFX/SPFX industry is not that unionized, just like the AMA doesn't go after unlicensed doctors. Earth-Prime is different from reality in a lot of ways.
                Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                Comment


                • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

                  Elite II



                  Shinnosuke Koyama was the first and so far only student to be admitted to Claremont after discovering its secret for himself. A genius level hacker and gadgeteer, he seemed to excel at any task to which he turned his hand, and proved to be extraordinarily popular with everyone. He was the living embodiment of cool, from his crooked little grin to his heterochromatic eyes.

                  The words 'too good to be true' were invented for people like this.

                  Just what his real name might be is unknown, possibly unknowable. There's no guarantee that he originates from any version of the Japanese archipelago on any world, much less any world's Asian continent. The Murder League has the technology to change any aspect of their operatives' appearance in the name of their mission, and he's a master of disguise, even beyond that.

                  His mission was one of infiltration, to insert himself into the milieu where their former operative, now using the name Elite, had taken shelter. He betrayed a bit of sadism by taking the alias 'L33t' for himself; from his perspective, he was all but shouting the truth of his nature as 'Elite's' dark reflection. But nobody noticed. Really, this world was so soft.

                  Eventually, he received new orders. He was to wait until Elite was at his most comfortable, his most complacent, his happiest, and only then strike to ruin that happiness in whatever way was possible. He waited until 2009, when he finally saw some signs of that comfort, and struck at the small family Elite had formed for himself in the Next Gen. When it was done, and that family was shattered forever, L33t delivered the reminder that the Murder League was coming for Elite ... and that when they came, Elite would envy his dear friend who lay cold and dead.

                  He was genuinely surprised that Elite didn't flee to yet another parallel world in the aftermath of this shattering. They have clashed again and again, over the years since then, with L33t always just a little bit better, a little faster and tougher, rarely captured, never held. When Elite disappeared and the new Raven made his debut in New York City, L33t let out a sigh and abandoned that name for one he truly deserved ... in preparation for the day when he will able to dance in his enemy's skin.

                  Most recently, the new Elite has learned of the plague of monsters affecting the Raven's city, and begun to wonder whether the master of those monsters would welcome the services of the Murder League. It's a good idea. He'll think it over. Who knows what he'll do?

                  Elite -- PL 11

                  Abilities: STR 4 | STA 4 | AGL 4 | DEX 4 | FGT 8 | INT 7 | AWE 4 | PRE 4
                  Powers: Datajack (Enhanced Advantages 4 [Contacts, Eidetic Memory, Jack-of-all-Trades, Well-Informed]; Array: Radio Communication 4, AP: Perception-Range Move Object 8, Limited to Machines, AP: Perception Range Affliction 8 [Resisted by Will; Dazed, Compelled, Controlled], Limited to Machines; Easily Removable), Nanoglove (Array: Strength-based Damage 4, Improved Critical 2, Reach 2, AP: Enhanced Dodge 4, Enhanced Parry 4; Enhanced Advantage 1 [Improvised Tools]; Removable), Nanosuit (Visual Concealment 4, Blending; Movement 4 [safe fall, wall-crawling 2, water-walking (only when moving)]; Protection 4; Removable).
                  Advantages: Benefit (Alternate Identity 5), Close Attack 6, Contacts, Defensive Roll, Eidetic Memory, Improved Initiative 2, Improvised Tools, Inventor, Jack-of-all-Trades, Well-Informed.
                  Skills: Deception 9 (+13), Intimidation 8 (+12), Investigation 9 (+16), Stealth 8 (+12), Technology 14 (+21).
                  Offense: Initiative +12, Unarmed +14 (Close Damage 4), Nanoglove +14 (Close Damage 8).
                  Defense: Dodge 12/8, Parry 12/8, Fortitude 9, Toughness 10/8/4, Will 9.
                  Totals: Abilities 78 + Powers 33 + Advantages 16 + Skills 24 + Defenses 14 = 165 points
                  Complications: Cruelty--Motivation. Obsession (the Raven).
                  Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                  Comment


                  • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

                    Mindforce



                    Tia'Kim Moc Thranen, born on one of the many colony worlds of the Lor Republic and raised on Magna-Lor once her enormous psychic potential was discovered, was slow to adapt to the comparative freedom offered by her course of study on Earth, at the Claremont Academy. For the first year of her tour of duty, she acted as though she was still in the military back home, referring to all faculty and staff as 'sir'. (It was as close as her linguasoft could get to the unisex term for 'superior' used in Lorcan.) While she did start to calm down a bit in her second year, she was still very slow to make friends or socialize.

                    It probably didn't help that her powers were actually growing faster than the most optimistic projections of her trainers on Magna-Lor. She wasn't sure whether it was something in the environment or the different techniques used by the faculty on Earth, but keeping her abilities under control ate up a great deal of her time. "Kim" found herself particularly fright-- concerned that any strong emotion on her part could unleash her telekinesis, and so deliberately cultivated a very cold, rigidly logical persona, drawing more than a bit of inspiration from one of the more prominent mentats in Earthly media. She even found herself raising an eyebrow and murmuring 'fascinating' at times.

                    She was finally starting to think that she might have enough self-control to be able to engage in social activities, in early 2010, when Captain Photon contacted her. The apparent superheroine was in fact the Lor starship Captain Vah-Tan, and she'd been monitoring Tia'Kim's studies for some time, even though she was not in the younger woman's chain of command. Vah-Tan was forthright with Kim, laying out the facts that she'd discovered -- sometime in the next century and a half, the Republic would fall and a Terran-dominated Confederacy would eventually rise in its place. To prevent that, and to end the Republic's growing degeneration, Vah-Tan intended to conquer Earth and add it to the Republic. And Tia'Kim was going to help her.

                    This was well outside the mission parameters of Kim's assignment on Earth, and she strongly doubted that Vah-Tan had the approval of any of the civilian or military authorities back home to conduct such a campaign. But, nonetheless, she was a superior, and obedience to superiors had been carefully drilled into her during the initial phases of her training. So Tia'Kim followed the orders she was given, and assisted in taking the Freedom League prisoner. She then came under attack by the Next Gen, and the combination of her own reluctance to harm people she'd actually met and their teamwork spelled her defeat, and, eventually, the downfall of Van-Tan's plans.

                    Vah-Tan and Tia'Kim were both taken into custody and held prisoner by the Freedom League for most of a year. During this time, Kim developed something of a wary friendship with Crater, who visited her in her prison. Eventually, a Lor Naval vessel arrived to take the two renegades back to the Republic for judgment. That was the last time either of them was seen by any Earth resident, though a message eventually arrived from Magna-Lor for Crater, telling him that Tia'Kim had been found not guilty of any charges, and that she was now a fully commissioned mentat.

                    That message arrived carried by the fleet of refugees from the Republic's fall. It is very likely that Tia'Kim Moc Thranen was on Magna-Lor when it was destroyed by Collapsar. She would not have fled the last battle of the Republic she loved and swore to serve. Beyond any reasonable doubt, she was one of the billions who died that day. Ironically, Captain Vah-Tan is known to command a vessel of the Stellar Imperium ...

                    Mindforce -- PL 11

                    Abilities: STR 0 | STA 1 | AGL 1 | DEX 2 | FGT 6 | INT 1 | AWE 6 | PRE 0
                    Powers: Force Field (Sustained Protection 15, Impervious 12), Levitation (Flight 9), Mentat Training (Senses 1 [mental awareness]), Telekinesis (Array: Move Object 21, AP: Damaging Move Object 14, AP: Progressive Ranged Affliction 10 [Resisted by Fortitude; Fatigued, Exhausted, Dying], AP: Line Area 3 Damage 10, AP: Ranged Burst Area 2 Damage 10)
                    Advantages: Benefit (Lor Security Clearance), Extraordinary Effort, Improved Initiative, Language (English, [Lorcan is native]), Power Attack, Ranged Attack 2, Trance, Ultimate Effort (Will Resistance).
                    Skills: Expertise: Military 4 (+5), Insight 8 (+14), Perception 8 (+14), Ranged Combat: Telekinesis 4 (+6).
                    Offense: Initiative +5, Unarmed +6 (Close Damage 0), Focused Telekinesis +8 (Ranged Damage 14), Suffocation +8 (Ranged Progressive Fortitude 10), Column of Force -- (Line Area Damage 10), Force Burst -- (Burst Area Damage 10).
                    Defense: Dodge 6, Parry 6, Fortitude 6, Toughness 16/1, Will 14.
                    Totals: Abilities 34 + Powers 98 + Advantages 9 + Skills 12 + Defenses 18 = 171 points
                    Complications: Loyalty--Motivation. Unimaginative.
                    Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                    Comment


                    • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

                      Ripper



                      By now, Crystal Gaithers can barely even remember being the spoiled, selfish child she was before she destroyed her grandmother's dream catcher and was caught up in a mystical explosion that left her a changed girl. In the early days, whenever the beast that slumbered within her awoke, she'd spend the experience having nightmares about callous or even cruel things that she'd done, but those dreams have all faded as she's grown more comfortable in her compassionate nature, and as Ripper also changed and grew from a mindless thrill-seeker into an entity that sought to protect Crystal from all the dangers she encounters.

                      There've been a lot of those dangers, especially since Crystal joined the Alterniteens. It began as almost something of a lark, after she made friends with Samantha 'Relentless' Capote and learned about the terrible world she'd escaped from and the team's mission to rescue teenagers and children from other broken or dangerous worlds. That was the noblest goal Crystal had ever even imagined, and she jumped at the chance to work with Relentless and her brother, Dauntless.

                      Time makes colder, children get older, and by now Crystal is the only member of that particular grouping of super-powered teens who remains. She's seen friends fall, and watched other friends find happy endings on Earth-Prime or elsewhere in the omniverse. She's romanced beautiful blue skinned princes, and fought some of the most dangerous beings in any reality. She keeps on going, because the job will never not need doing, but is somewhat aware of the irony of a twenty-something woman leading a group that's supposed to be made up of teenagers. She's keeping an eye out for a younger hero who can do her job so that she can gracefully retire to a more advisory role.

                      But even if she finds one, it's fairly likely that she won't turn over the reigns of command just now, while the team is caught in the middle of the crosstime "hot" war between the realities of Alpha and the realm of Istvatha V’han. Owing to the 'understanding' that the Alterniteens have with Alpha's Committee on Law Enforcement, they are nominally on Alpha's side of the affray, and were notably responsible for fighting off an attack on Paris-Alpha. The entire situation is something of a distraction from their mission, in Navigatrix's opinion, but Crystal isn't willing to just ignore the conflict, either ... even if they've discovered evidence which suggests that Alpha deliberately provoked the war with V'han by trying to trick the Imperium into attacking their rival, Prime.

                      Ripper, of course, has no opinion about any of this. There's that which tries to harm Crystal and those she cares about, and that which is no threat to them. The former will get ripped to shreds by the most expeditious means possible. It's never ripped an Empress of a Billion Worlds before, and somewhat looks forward to the experience.

                      Ripper -- PL 10

                      Abilities: STR 9 | STA 9 | AGL 9 | DEX 6 | FGT 9 | INT -1 | AWE 6 | PRE 0
                      Powers: Beastly Senses (Senses 4 [acute scent, danger sense, low-light vision, tracking]), Fearsome Presence (Selective Visual Perception Area Affliction 5 [Resisted and Overcome by Will; Impaired, Disabled, Paralyzed]), Swiftness (Leaping 4; Speed 5), Tough (Impervious Toughness 6), Tooth and Claw (Strength-based Damage 2, Improved Critical 2).
                      Advantages: All-Out Attack, Diehard, Evasion, Fearless, Improved Initiative, Move-by Action, Power Attack, Startle, Takedown Attack, Uncanny Dodge.
                      Skills: Athletics 8 (+17), Close Attack: Tooth and Claw 2 (+11), Expertise: Survival 14 (+13), Perception 8 (+14), Stealth 8 (+17).
                      Offense: Initiative +13, Tooth and Claw +11 (Close Damage 9, Critical 19-20).
                      Defense: Dodge 11, Parry 11, Fortitude 12, Toughness 9, Will 8.
                      Totals: Abilities 94 + Powers 38 + Advantages 10 + Skills 20 + Defenses 9 = 171 points.
                      Complications: Protect Crystal--Motivation. Bestial (cannot speak, clumsy hands).

                      Crystal Gaithers -- PL 6

                      Abilities: STR 0 | STA 1 | AGL 1 | DEX 2 | FGT 3 | INT 2 | AWE 2 | PRE 4
                      Equipment: Blaster (Ranged Damage 5), Universal Translator (Comprehend Languages 1), commlink, and 10 other points of equipment as needed.
                      Advantages: Assessment, Connections, Defensive Roll, Distract (Deception), Equipment 5, Improved Aim, Improved Defense, Improved Trip, Leadership, Set-Up.
                      Skills: Deception 8 (+12), Expertise: History 4 (+6), Expertise: Magic 4 (+6), Expertise: Streetwise 4 (+6), Insight 10 (+12), Perception 8 (+10), Persuasion 6 (+10), Ranged Combat: Blaster 4 (+6), Stealth 4 (+5), Technology 6 (+8).
                      Offense: Initiative +1, Unarmed +3 (Close Damage 0), Blaster +6 (Ranged Damage 5).
                      Defense: Dodge 9, Parry 9, Fortitude 5, Toughness 3/1, Will 7.
                      Totals: Abilities 30 + Advantages 14 + Skills 29 + Defense 23 = 96 points.
                      Complications: Doing Good--Motivation. Responsibility (her crew). Transformation (must let out Ripper every few days, or Ripper will be involuntarily freed for 24 hours).

                      Author's Note: Information about Alpha and Prime is here.
                      Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                      Comment


                      • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

                        Agent Hope



                        Hope Rogers did not want to attend Claremont Academy. Hope Rogers did not want to be on the same planet as Claremont Academy, coming as she had from Erde, the nightmare world where the Axis powers had conquered the world. She wanted to be back on her own world, fighting against the evil that had destroyed her family and so many others. But a great deal of effort had been expended to get her where she was, and so she resolved to adapt and overcome, taking advantage of the training she was being given and eventually using it to get herself back where she belonged.

                        She made several attempts, notably joining the Alterniteens for a mission which she then attempted to redirect to Erde. None of her efforts got her where she wanted to be, and her frustration -- and isolation from the other students around her -- grew each time. She seemed somewhat oblivious to the fact that she was performing extremely well on her practical examinations and coming to the attention of a number of mentors, with Duncan Summers taking a personal interest in her development.

                        She was likewise somewhat oblivious to the fact that, when she was sent on a class field trip to Pennsylvania, security was deliberately sabotaged to allow her to get loose and seek out the region on Earth-Prime which served as the counterpart to her home. Even if she had realized that something was up, she might have been distracted from that realization by how startled she was to realize that exact duplicates of her family existed on this world, as semi-prosperous land-owning farmers instead of serfs assigned to this plot of land. She was still trying to work out the implications when, sneaking around the farm, she ran into her own counterpart, likewise sneaking around to go out and meet her boyfriend.

                        For a harrowing moment, Hope found herself considering the best way to murder her counterpart and take her place. Then the sheer vileness of the thought overcame her and she collapsed in tears, adding to the already considerable confusion that her double was already feeling. The two young women were eventually able to come to an understanding, and Hope accompanied her counterpart on her excursion, posing as the other girl's identical cousin. In the process of the evening's entertainment, the group of teenagers ran into some trouble with a group of outlaw bikers, and Hope ended up leading her 'cousin' and friends into a rumble, of all things.

                        The bikers were driven off, but it was clear that they'd eventually come back seeking revenge. It had only been one battle in a much larger war, and for the first time, Hope found herself understanding the way the leaders of the resistance had to look at things -- including the way that looked at how she fought every battle as if she didn't care if it were her last. Meeting with her counterparts' parents and siblings, so like her own lost family, helped her to finally start grieving for them and coping with the guilt she felt for having survived.

                        Duncan Summers showed up to pick Hope up about a day later, and they spent a long while talking on the plane back to Freedom City. Her attempts to sneak back to Erde stopped that day, and she focused entirely on developing her skills and her power -- especially the latter, working to minimize its side effect. By the time that she graduated, in 2011, she was no longer even occasionally knocked out by shorting out machinery, and she went back to her world with the intention of living to see the end of the war, and the determination to truly be Agent Hope.

                        Agent Hope -- PL 9

                        Abilities: STR 1 | STA 2 | AGL 3 | DEX 4 | FGT 9 | INT 3 | AWE 4 | PRE 1
                        Powers: Technological Jamming (Perception Range Nullify Technological 9, Broad, Simultaneous, Concentration), Trained Strength (Strength-based Damage 2).
                        Equipment: Blaster (Ranged Damage 5, Accurate), Body Armor (Protection 3), Binoculars, Flashlight, Flash Goggles, Gas Mask, Mini-Tracer, Multi-Tool, Night Vision Goggles, Rebreather, and 3 other points of equipment as needed.
                        Advantages: Assessment, Defensive Roll, Distract (Deception), Equipment 5, Evasion, Improved Aim, Improved Initiative, Precise Shot 2 (Ranged), Quick Draw, Ranged Attack 7, Teamwork, Ultimate Effort (Will Resistance).
                        Skills: Athletics 5 (+6), Deception 9 (+10), Expertise: Survival 5 (+8), Insight 8 (+12), Investigation 4 (+7), Perception 8 (+12), Stealth 8 (+11), Technology 4 (+7), Vehicles 5 (+9).
                        Offense: Initiative +7, Unarmed +9 (Close Damage 3), Blaster +13 (Ranged Damage 5).
                        Defense: Dodge 11, Parry 11, Fortitude 6, Toughness 7, Will 10.
                        Totals: Abilities 54 + Powers 47 + Advantages 23 + Skills 28 + Defense 20 = 172 points.
                        Complications: Justice--Motivation. Responsibility (the Resistance).
                        Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                        Comment


                        • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

                          Caryatid



                          Even more than most of the students that the Alterniteens brought to Claremont, Francoise Gravois was inclined to view Earth-Prime as a paradise compared to what she'd experienced before. She had the unique experience of being a student at Claremont's dark parallel, and suffered frequent nightmares about what she'd done to others and had done to her while she was there. She came to the very certain conclusion that she never wanted to return to her homeworld, under any circumstances, and would die before she'd go back.

                          Which complicated matters quite a bit, because she'd been sent to Earth-Prime by Anti-Earth's greatest (and only) superhero, Mind-master, with the intention of having her learn the skills she would need to become a soldier in his never-ending struggle for civilization, justice and compassion. Francoise, having abandoned a life of training to be a soldier for the Tyranny Syndicate, wanted none of it. Mind-master attempted to insist on the issue, but found himself opposed by the Alterniteens and the Next-Gen, including Centuria on one of her first missions with the latter. Ultimately, Mind-master was persuaded to let Caryatid be, but declared that he would never cooperate with Earth-Prime heroes again as a consequence.

                          That was not, in Francoise's opinion, her problem. After graduating from Claremont, she set out to see the rest of Earth-Prime. She soon found that most places in the world were not quite as bright or hopeful as the parts of Freedom City she'd seen, but even the worst places, the ones that reminded her of Anti-Earth, could be understood as aberrations from the norm. It was a beautiful world, and she was happy to do what she could to protect it and help out the people there when she came across problems that a geokinetic could solve.

                          It wasn't until 2014 that she ran into trouble that she couldn't handle on her own. She'd heard about Granite of the Factor Four, but when she actually met the other earth elemental while passing through Bhutan, he seemed friendly, even expressing an interest in going straight. It was of course a ruse, and Francoise walked right into the Factor Four's trap. Professor Fathom planned to use his technology to transfer Caryatid's geokinetic and stone-shifting powers into Granite, possibly using what he learned in the process to give all the Factor Four the ability to shift to and from their elemental forms. Francoise was not intended to survive the experience.

                          Fortunately, Charlie Graham and the mage Zalman had been in the area when Caryatid was kidnapped, and followed the kidnappers back to their temporary base in time to rescue Francoise from the machine and send the Four running. While embarrassed at having had to be rescued again, Caryatid decided that the safest place on Earth-Prime at the moment was probably wherever these two were, and travelled with them for a time. In the process, she found herself talking about her origins with the two of them.

                          Zalman observed that there was something a bit strange about the process that Professor Fathom had been using, which resembled magic known to him that would drain a child's power into a parent, or vice versa. Of course, there was no way that Granite could be Francoise's father, as she'd been born in another reality entirely ... but it came to her, then, that she really knew very little about her own history. Francoise asked Zalman to use his magic to communicate with Mind-Master. After a short conversation involving Charlie's inimitable negotiating skills, Mind-Master wearily agreed to reveal all that he knew about Caryatid's history if she would agree to help him on Anti-Earth for two years, instead of the never-ending battle he'd originally proposed.

                          Francoise reluctantly agreed to those terms, and thanked the two wanderers before journeying though a gate established by Mind-Master. To his credit, the Eternal Champion turned over all the information before sending her off on any missions. It turned out that she was in fact the daughter of the William Cole of Anti-Earth, who (unlike his counterpart) had possessed the power to transform to and from stone and fought alongside his three friends as revolutionaries against the Praetor in the 1980s. He and his fellow Prime Elements had died not long after Francoise was born, and she had been snatched up to be raised in the Academy.

                          Discovering that she has a connection to genuine heroism on Anti-Earth has done a bit to change Caryatid's views of her homeworld, as has encountering the tiny points of light that manage to shine despite the darkness of the Tyranny Syndicate's rule. She's honestly not sure if she's going to return to Earth-Prime when her contract with Mind-Master runs out next year, or if she'll renew their arrangement. Of course, she has to survive another year in hell before she makes that decision, which is by no means a sure thing. In particular, Maximillian Adamov, who uses her father's skull as a stein, has expressed an interest in having a smaller one from which to drink tea.

                          Caryatid -- PL 10

                          Abilities: STR 10/0 | STA 6/2 | AGL 1 | DEX 1 | FGT 6 | INT 2 | AWE 2 | PRE 1
                          Powers: Earth Control (Array: Perception Range Move Object 15, Limited to Earth and Stone, AP: Perception Range Damage 10, AP: Create 10, Impervious, AP: Perception Range Affliction 10 [Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobile], Extra Condition, Limited Degree, AP: Linked Perception Range Damage 5 AND Perception Range Affliction 5 [Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobile], Extra Condition, Limited Degree), Stone Form (Enhanced Strength 6; Growth 4; Sustained Immunity 10 [life support]; Sustained Impervious Protection 6).
                          Advantages: Interpose, Power Attack.
                          Skills: Close Combat: Unarmed 4 (+10), Expertise: Earth Sciences 4 (+6), Insight 4 (+6), Intimidation 6 (+7).
                          Offense: Initiative +1, Unarmed +10 (Close Damage 10/0).
                          Defense: Dodge 6, Parry 8, Fortitude 11/7, Toughness 12/2, Will 7.
                          Totals: Abilities 30 + Powers 76 + Advantages 2 + Skills 9 + Defenses 21=138 points.
                          Complications: Responsibility--Motivation. Overconfidence.
                          Last edited by Davies; 12-04-2017, 06:16 PM.
                          Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                          Comment


                          • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

                            I like the fact that Caryatid did return home even though she was manipulated into doing so and Max may find out he has bitten off more that he can chew

                            Comment


                            • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

                              Originally posted by Gilliam View Post
                              I like the fact that Caryatid did return home even though she was manipulated into doing so
                              Well, as someone once said, "Never and forever are neither for men". (Or women.)

                              Originally posted by Gilliam View Post
                              and Max may find out he has bitten off more that he can chew
                              It wouldn't be the first time that one of the secret masters of Anti-Earth did.
                              Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

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                              • Re: Davies' Character Thread: World of Freedom 3.2 -- Hero High Updated!

                                Envoy II



                                The excitement that Xymert Fel Sarlyn felt at being smuggled off of Utopia Island and into Claremont Academy didn't last very long, being soon replaced by a profound homesickness and a sense that his abilities had never been adequately tested by Utopian standards. The lonely youth underperformed in his examinations, perhaps unconsciously seeking to flunk out so that he would have to return to Utopia, and made few friends. Despite this, it was recognized that he was one of the kindest, gentlest students at the academy, and so somewhat popular despite himself.'

                                Things started to look up for Xymert when he was sought out by Samot of Farside City, who wanted him to join the team of students from the hidden lands that he was forming. Impressed by Samot's charisma, Xymert agreed, despite his suspicion that he'd be of very little use and his extreme discomfort at being part of a team called 'the Envoys'. The team didn't last very long, but while it did, he was able to form lasting friendships with the other members, most notably with Zarana of the Lost World, who equalled him in ability but was much more confident in its use.

                                With Zarana's encouragement, Xymert started to perform better on examinations, and found himself starting to grow into the sort of hero his father and mother had believed that he could be. But the activities of the short-lived team of Envoys had not gone unnoticed, and a small group of Utopians were sent to Freedom City to retrieve the runaway, clashing with the Next Gen in the process. After defeating several of the guardians sent after him, Xymert agreed to return to Utopia to prevent further violence, but his friends insisted on accompanying them to make sure that he wasn't punished too harshly.

                                Even the faction of the Utopian Council that believed that the time had come to send a new Envoy into the outside world was not pleased that Xymert and Sarlyn had acted so precipitously. The party of Sarlyn's rival Kylann was arguing that Sarlyn should be expelled from the Council as a consequence. To protect his father, Xymert insisted that the entire plan had been his own idea, and that the consequences of that plan should fall solely on him ... but he also argued that Utopia's secrecy hadn't been imperiled until the guardians had been sent after him. The questioning of the Next Gen confirmed this, somewhat easing the concerns of much of the council.

                                Eventually, the decision was made. The Council chose to consider Xymert's actions to be the start of an Envoy mission, recognizing his ability to defeat several guardians as evidence of his worthiness to perform such a mission. However, in the absence of a discrete emergency -- such as World War II -- which could, if ended, mark the end of the Envoy's mission, it was also decided that this would have to be a longer term mission than Sarlyn's had been. In essence, Xymert was now the Envoy -- and he was exiled from Utopia for a period of not less than twenty years. Should the secret of Utopia be exposed in that time, the exile would be for the rest of his life.

                                Given just enough time to say farewell to his parents and siblings, Xymert travelled back to Claremont with the Next Gen. He completed his training there, graduated, and then departed to fulfill his mission of learning as much as possible about the world. His journeys have mostly taken him through South America and Africa, though he also wants to travel in Asia and the Pacific. The grief he feels at the loss of contact with his family is considerable, but he is determined not to allow Councillor Kylann, whose hand can be clearly seen in all of this, break him. He will protect both Utopia and the world in which Utopia exists, and one day, he will return home.

                                Meanwhile, Kylann is plotting the destruction of the outside world, and views the death of her old enemy's son as the cream of the jest ...

                                Envoy II -- PL 9

                                Abilities: STR 4 | STA 4 | AGL 4 | DEX 6 | FGT 8 | INT 3 | AWE 2 | PRE 3
                                Powers: Immune System (Immunity 2 [aging, disease], Limited to half-effect), Orichalcum Chain (Strength-based Damage 2, Reach 4, Improved Disarm, Improved Trip, Split Attack; Easily Removable), Power Lifting (Enhanced Strength 1, Limited to lifting), Windfall Training (Movement 1 [safe fall], Limited to within reach of the surface).
                                Advantages: Accurate Attack, Agile Feint, Attractive, Defensive Attack, Defensive Roll, Eidetic Memory, Endurance, Evasion, Improved Initiative, Instant Up, Jack-of-all-Trades, Language 3 (English, Hausa, Hindustani, Mandarin, Portuguese, Quechua, Spanish, Swahili, Yoruba, [Utopian native]) Move-by Action, Power Attack, Teamwork, Trance.
                                Skills: Acrobatics 10 (+14), Close Attack: Orichalcum Chain 4 (+12), Athletics 6 (+10), Expertise: Philosophy 4 (+7), Perception 8 (+11), Persuasion 8 (+11), Stealth 8 (+12), Technology 6 (+9).
                                Offense: Initiative +8, Unarmed +8 (Close Damage 4), Orichalcum Chain +12 (Close Damage 6, Reach 20 ft).
                                Defense: Dodge 12, Parry 12, Fortitude 8, Toughness 6/4, Will 9.
                                Totals: Abilities 68 + Powers 8 + Advantages 18 + Skills 27 + Defenses 23 = 144 points
                                Complications: Doing Good--Motivation. Enemy (Councillor Kylann). Melancholy. Secret.
                                Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

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