World of Freedom 3.2 - The Sentinels (updated)! Meta-4! The Algernon Files

Where in all of your character write ups will go.
Post Reply
User avatar
Davies
Posts: 1162
Joined: Thu Mar 23, 2017 10:37 pm
Location: Edmonton, AB

Re: World of Freedom 3.2 - Ta-heru-ah, Hus'aus-l'yi, The Harvester, Dream Demon

Post by Davies » Sun Jun 11, 2017 3:10 am

Tomorrow: Three potential allies for heroes in the Famous Monsters of Freedom's Filmland campaign.

User avatar
Davies
Posts: 1162
Joined: Thu Mar 23, 2017 10:37 pm
Location: Edmonton, AB

Re: World of Freedom 3.2 - Ta-heru-ah, Hus'aus-l'yi, The Harvester, Dream Demon

Post by Davies » Sun Jun 11, 2017 2:08 pm

Glasya Lebolas

Image

There was once an extraordinarily foolish young woman who thought it would be a fine idea to summon the devil to Earth. Fortunately (for everyone else) the devil -- or Asmodeus, to use his professional name -- wasn't interested in destroying the world at that moment. He was interested in creating an agent on Earth-Prime, and so he took the foolish young woman to him -- to describe things far more delicately than they probably should be. Nine months later, a daughter was born and given the name Glasya. Her mother did not survive the birth, but the child was raised in comfort by servants of her father.

As she grew up, Glasya trained in the powers that were her heritage, and studied the arcane arts as well. In the process, she developed a somewhat unique outlook on life. While believing in her father's cause of universal damnation, and looking forward to the day when he would raise her up to stand at his side in the depths of Hell, she also believed that, from a purely mortal point of view, the path of righteousness was the correct one. When she was raised up she would no longer be mortal and it would no longer matter, but as long as she was and it did, Glasya would enjoy herself by doing good.

So it was that, at an appropriate age, she sought to further her education by becoming a student at Claremont Academy, under the name "Jill Asia". Duncan Summers was understandably suspicious of her motives, but consented in the end. Glasya made many friends during her first few weeks there, and soon enough found herself becoming one of the second team of Next Gen. The adventures she went on were exhilarating, and she was able to stretch the limits of her abilities considerably.

But just a year later, her father spoke to her and told her that her youth was done and she would be traveling to Hell to join him immediately. Startled by the suddenness, Glasya nonetheless agreed and descended into Hell. Her reception was not exactly what she was expecting. Rather than meeting with her father, she was escorted by his functionaries to a very comfortable set of rooms in the palace and told to remain there until further notice. Of course, she did so.

To her surprise, Glasya soon discovered that the Next Gen, operating under the belief that she had been kidnapped to hell instead of coming voluntarily, were assaulting the palace to "rescue" her. Amazed by their audacity, she decided to appeal to her father to simply send them back to Earth-Prime rather than decorating the palace wall with their heads when their attack inevitably failed. She left her room to do so and traveled in secret to the heart of the palace, her father's throne room.

It was there that she overheard her father talking with his closest adviser and discovered the true reason that she had been brought to Hell. Asmodeus had no intention of raising her up to rule at his side. He'd never had any such intention. The very reason she had been conceived was to act as a decoy for his true daughter, also named Glasya, but born of a coupling between him and the Abyssal Bensozia (an Abyssal, of all things!) The existence of the girl called 'Jill Asia' had never been anything but a long, silly joke.

For a brief moment, Glasya found herself aghast that her father could have done such a thing, could have lied to her in such a way. And then she remembered that she was mortal, just like her mother had been, and that he had probably done far worse things to other mortals in the past. And she laughed once ... the last laugh of her life, thus far. Glasya fled the palace, fighting her way out through its defenders, her mortal semblance tearing so that she looked far more diabolical. She reconnected with her friends and together they escaped from Hell.

Through practice, Glasya learned to restore her mortal semblance, but it would never be as lasting as it had been. She continued to serve as a member of the Next Gen until her graduation, at which point she departed to serve as a shadowy warrior against the designs of her father and other demons. She holds no illusions that she can win some sort of redemption in such a manner. In truth, she doesn't really want any. (And in the deepest, darkest parts of her soul, she yearns to pay Asmodeus and his kind back by seizing enough power for herself so that she can rule in Hell over them all.)

Glasya knew the current Raven when he used the name Elite, and he was one of the friends who assaulted Hell for her. If he contacted her for assistance in the matter of monsters besieging New York, she would certainly travel to his side to assist him in any way that she could. Especially if she could gain some new power from the monsters that would bring her closer to her secret ambition ...

Glasya Lebolas -- PL 10

STR 7 | STA 7 | AGL 3 | DEX 3 | FGT 9 | INT 2 | AWE 3 | PRE 4
Powers: Fearsome Presence (Selective Perception (Visual) Area Affliction 4 [Resisted and Overcome by Will; Impaired, Disabled, Paralyzed), Subtle), Hellfire Control (Array: Ranged Damage 9, Accurate, Affects Insubstantial 2, AP: Cone Area Damage 10, AP: Create 7, Movable, AP: Perception Ranged Affliction 10 [Resisted by Will; Entranced, Compelled, Controlled], Visual Sense-Dependent, AP: Extended Teleport 7), Mortal Semblance (Morph 1), Otherworldly (Senses 2 [darkvision]), Staff of Smiting (Strength-Based Damage 4, Removable), Toughness (Immunity 15 [fire damage, life support]; Impervious Protection 4).
Advantages: Agile Feint, Benefit 2 (wealthy), Power Attack, Ritualist.
Skills: Acrobatics 6 (+9), Deception 4 (+8), Expertise: Magic 8 (+10), Insight 6 (+9), Intimidation 8 (+12), Perception 6 (+9), Persuasion 4 (+8), Ranged Attack: Hellfire 6 (+9), Stealth 6 (+9).
Offense: Initiative +3, Unarmed +9 (Close Damage 7), Staff +9 (Close Damage 11), Hellfire +11 (Ranged Damage 9).
Defenses: Dodge 9, Parry 9, Fortitude 9, Toughness 11, Will 11
Totals: Abilities 76 + Powers 71 + Advantages 5 + Skills 27 + Defenses 16 = 195 points
Complications: Justice--Motivation. Power-hungry. Weakness (religious symbols).

User avatar
Davies
Posts: 1162
Joined: Thu Mar 23, 2017 10:37 pm
Location: Edmonton, AB

Re: World of Freedom 3.2 - Ta-heru-ah, Hus'aus-l'yi, The Harvester, Dream Demon

Post by Davies » Sun Jun 11, 2017 7:21 pm

Aquaos

Image

Like most of the Deep Ones spawned in the ruins of Y'ha-nthlei in the eight thou-- ahem. eighty years after the Unasked Devastation, Huq'aus grew up being constantly told that it was the duty of his generation to one day avenge the death that the upper-earth men had shot into the sea. Unlike the other spawn, however, Huq'aus found himself moved to ask questions about this. Questions like 'why had the upper-earth men done this?', and 'what if they are sorry now that they did this?' and 'if we try to hurt them will they not do it again?' He was always told that such questions were ridiculous, that they did not show intelligence but recalcitrant stupidity. No wonder, then, that while his cousins and playmates were being admitted to professional fraternities, he was shunted off to become a simple soldier.

Huq'aus found himself surprisingly okay with this. He'd always been a little bit stronger than any of his fellows, and in the soldiery he was able to put that strength to good use defending the city against the under-water men who sometimes raided it. In times of peace, he and his fellows were put to use doing the hard labor needed to return Y'ha-nthlei to its former splendor, and he was fine with that too. He kept getting stronger, and some of the soldiers claimed that he must have Father Dagon's blessing. Huq'aus didn't know about that, since he was happy with the way his life was, and the thought of growing into a giant among the Deep Ones didn't really appeal to him.

One day, though, the leader of his unit decided that Huq'aus was going to exercise that strength by being at the forefront of a raid on an upper-earth men vessel traveling between two of the islands in the far north. The objective briefing alone was enough to awaken all Huq'aus' old doubts about the course of vengeance, but he stolidly followed orders, leading the warriors up the side of the vessel so that they could attack the passengers and crew. But when it finally came down to it, when he was confronted by the notion of attacking a screaming human clutching a much smaller screaming human to herself -- a mother and child, he realized suddenly -- his nerve broke.

He hid the upper-earth men as best he could, then sought out his unit leader and attacked him by surprise. Easily knocking the leader out, he threw him back in the sea, knowing that the rest of the unit would follow the leader while he dove off the other side of the vessel and swam away, a deserter. Huq'aus had no idea where he was going now. All hands would be turned against him. In swimming out to the depths of the ocean, he perhaps hoped to find something bigger than himself that could swallow him up like a minnow. And in a way, that's just what he did find.

For a voice spoke to him and told him that he was going the wrong way. Huq'aus, as politely as he could, inquired as to whether he was talking to Father Dagon, as some of the sorcerer-scientists were supposed to do. The voice, getting a little louder, told him that he was not, that he was talking to someone vastly older, who had very definite plans for the only Deep One in thousands of years to be born without the Unspeakable One's corruption. And that Huq'aus should swim on a certain bearing, until he could swim no more, and then walk.

So he did. He swam until he reached the harbor of Freedom City, then came ashore and walked. The upper-earth men were understandably a bit skeptical of his peaceful intentions, and he found himself jailed, then released into the care of something called Project Freedom. His time with the organization was relatively brief. Harriet Wainwright found that his uses were minimal outside of the water, and the difficulties of keeping him constantly hydrated away from the water, not to mention protecting his eyes from the sunlight, were considerable. Wainwright found a solution to the problem by 'trading' him to the Silber Agency in exchange for certain needed materials.

In the Silber Agency, he flourished. Agency doctors were able to operate on his eyes so that sunlight no longer blinded him, while leaving his ability to see in utter darkness intact. He's become one of their top operatives, the head of their small Maritime Security division, in fact. While Aquaos -- the human pronunciation of his name -- still worries about the vengeance of the Deep Ones, having had their tenacity demonstrated to him when he returned to visit an old friend from Project Freedom and had to fight an even older friend, he's determined to act as a protector of the surface, and dreams of the day when he can be an ambassador of peace to his old homeland.

Aquaos -- PL 10

STR 9 | STA 7 | AGL 4 | DEX 3 | FGT 8 | INT 0 | AWE 1 | PRE 0
Powers: Aquatic (Immunity 3 [cold, drowning, pressure], Movement 1 [environmental adaptation: aquatic], Senses 8 (accurate extended hearing, darkvision, direction sense, distance sense, ultrahearing), Swimming 8), Claws (Strength-based Damage 1), Hydro-Blast (Ranged Damage 10, Quirk: Must be in contact with water), Scales (Protection 2).
Advantages: Assessment, Close Attack 2, Defensive Roll, Evasion, Fearless, Improved Initiative, Move-By Action, Uncanny Dodge
Skills: Athletics 8 (+17), Deception 6 (+6), Insight 8 (+9), Perception 8 (+9), Persuasion 8 (+8), Ranged Attack: Hydro-Blast 6 (+9)
Offense: Initiative +8, Claws +10 (Close Damage 10), Hydro-Blast +9 (Ranged Damage 10)
Defenses: Dodge 8, Parry 9, Fortitude 11, Toughness 11/9, Will 8
Totals: Abilities 64 + Powers 43 + Advantages 9 + Skills 22 + Defenses 17 = 155 points
Complications: Doing Good--Motivation. Prejudice (looks like a monster). Weakness (dehydration).

User avatar
Davies
Posts: 1162
Joined: Thu Mar 23, 2017 10:37 pm
Location: Edmonton, AB

Re: World of Freedom 3.2 - Dream Demon, Glasya Lebolas, Aquaos

Post by Davies » Sun Jun 11, 2017 11:37 pm

Carmilla

Image

The exact circumstances under which the Styrian aristocrat Mircalla Karnstein became a vampire at the tender age of eighteen, more than three hundred years ago, are understandably a bit obscure. Most likely one of her several suitors at the time of her death was a vampire. Ironically, another of those suitors was the Baron Vordenburg, a well-known vampire hunter. From remarks she has made since, one scenario has suggested itself, but it remains only a plausible scenario. Discovering the vampire attacking Mircalla, Baron Vordenburg dispatched him but not before the transformation of the vampire's victim had already begun. Baron Vordenburg then took Mircalla into custody to prevent her from harming anyone ... and, if her claims are to be believed, to take advantage of her unliving nature for the satisfaction of his necrophiliac proclivities.

Eventually, Mircalla escaped, and began her own career as a vampire in central Europe. With the assistance of servants under her sway, she established a pattern. One of her servants, posing as her mother, would place her under a deformation of her proper name in the care of an aristocratic family with a daughter who attracted the interest of the vampire, who apparently forswore male company after becoming a creature of the night. She would establish an intimate, passionate friendship with the daughter, who would eventually seem to die of a unrecognized malady, after which Mircalla would move on, vanishing back into the shadows.

It was while engaged in these pursuits in 1837 that she took the name Carmilla and became the "friend" of an English girl named Laura Holley, a bit too soon after she had already murdered the daughter of one General Spielsdorf, who counted the Holley family among his acquaintances. The result was the near destruction of Carmilla -- indeed, the manuscript that Laura wrote soon before her death, which came into the possession of the occult doctor Martin Hesselius, claims that Carmilla did die and in a remarkably final manner. Yet as Laura admitted, she sometimes fancied that she heard Carmilla's footsteps near her ...

For indeed, Carmilla had survived this death by substituting a quickly made vampire who slightly resembled her in her coffin for the vampire hunting party to discover. But the damage was done, and eventually Laura's journal of the affair would be published by the Irish writer J. Sheridan Le Fanu under the title Carmilla, shortly before the author's own mysterious death. The vampire went into hiding, stealing out of her lair only once every decade or so to feed and sleeping the rest of the time. But the impact of the episode cannot be denied, for she stopped engaging in her habit of twisting her name as part of her identity. She was Carmilla, now and forever.

In 1948, events forced Carmilla to the realization that Europe had gotten too hot for her, despite her successful avoidance of involvement in either of the World Wars. Escaping vampire hunters sponsored by both the British and the Soviets, she traveled to America where she established new hiding places, initially planning to resume sneaking out once a decade in pursuit of her prey. But her studies of American culture led her to the realization that her old tricks would fail in this new milieu, and so she began a new plan, again reducing her murders to a minimal amount to avoid attracting the attention of hunters and authorities, and seeking her prey from among those society abandoned rather than the aristocracy.

By now, of course, you may be wondering when the twist in the tale will come, where this apparently villainous figure will somehow be redeemed, perhaps by love. Rest easy, Constant Reader ... it never happens. Carmilla is a thorough villain, who is utterly unsentimental about her victims -- everyone must eat, and it is simply her fate to be required to eat people. If anything, she believes that the illusion of love which she knowingly offers to her victims is better than the reality, with all its compromises and ambiguities.

However, while Carmilla is a villain, she is perhaps a lesser evil than that of Dracula, with whom she crossed paths in the 1920s and whom she regards with loathing and disgust. (It may be that Dracula sought to make her into one of his brides, which would not have gone over all that well.) On learning of his latest grand scheme, she will be concerned that, if it fails, it will bring down destruction on many of those who dwell in the shadows -- such as Carmilla -- or that, if it succeeds, it will destroy the civilization of which she is immensely fond. So she might be a potentially dangerous ally for heroes opposing Dracula, especially if they should number an attractive young woman among themselves.

After all, love will be cruel to who it entices.

Carmilla Karnstein -- PL 10

STR 6 | STA - | AGL 1 | DEX 2 | FGT 5 | INT 2 | AWE 3 | PRE 5
Powers: Blood Drain (Weaken Stamina 12 [Resisted by Fortitude], Grab-Based, Limited to Draining 1 rank per round), Blood Link (Mental Communication 3, Limited to anyone who drinks her blood; Mind-Reading 5, Sensory Link, Limited to anyone who drinks her blood), Undead Invulnerability (Immortality 6, Limited [remains must be exposed to moonlight]; Immunity 30 [Fortitude effects]; Impervious Protection 12, Limited [not against holy weapons], Regeneration 10, Source [blood]).
Advantages: Attractive, Benefit 2 (Wealth), Daze (Deception), Fascination (Persuasion), Improved Initiative, Power Attack.
Skills: Close Combat: Unarmed 3 (+8), Deception 7 (+12), Expertise: Popular Culture 8 (+10) Insight 6 (+9), Intimidation 9 (+14), Perception 8 (+11), Persuasion 12 (+17), Stealth 9 (+10).
Offense: Initiative +5, Unarmed +8 (Close Damage 6), Blood Drain +8 (Close Weaken Stamina 12).
Defense: Dodge 6, Parry 8, Fortitude Immune, Toughness 12, Will 9
Totals: Abilities 38 + Powers 74 + Advantages 7 + Skills 31 + Defenses 14 = 164 points.
Complications: Survival--Motivation. Compulsion (Must be invited into any dwelling she does not own). Power Loss (All powers except Undead Invulnerability cannot be used in daylight hours.) Weakness (Can be held back by a holy symbol in the hands of a believer, impaired while listening to hymns sung by the faithful).

User avatar
Arkrite
Posts: 1051
Joined: Fri Nov 04, 2016 9:16 pm
Location: Canada

Re: World of Freedom 3.2 - Dream Demon, Glasya Lebolas, Aquaos, Carmilla

Post by Arkrite » Mon Jun 12, 2017 3:27 am

Well, it looks like Dracula has quite the house of cards.
While it's all standing he's in a very powerful position, but played right by a hero Dracula's whole empire could crumble around him. Nice.

Also enjoying the heroes who are thematically dark to fit the setting.

User avatar
Davies
Posts: 1162
Joined: Thu Mar 23, 2017 10:37 pm
Location: Edmonton, AB

Re: World of Freedom 3.2 - Dream Demon, Glasya Lebolas, Aquaos, Carmilla

Post by Davies » Mon Jun 12, 2017 2:01 pm

Arkrite wrote:
Mon Jun 12, 2017 3:27 am
Well, it looks like Dracula has quite the house of cards.
While it's all standing he's in a very powerful position, but played right by a hero Dracula's whole empire could crumble around him. Nice.

Also enjoying the heroes who are thematically dark to fit the setting.
Thanks!

Later today: Dracula's long term goal. Think big. Really big.

User avatar
Davies
Posts: 1162
Joined: Thu Mar 23, 2017 10:37 pm
Location: Edmonton, AB

Re: World of Freedom 3.2 - Dream Demon, Glasya Lebolas, Aquaos, Carmilla

Post by Davies » Mon Jun 12, 2017 5:09 pm

Gigantosaur

Image

This is Dracula's ultimate goal. With the help of his servants, he can easily reduce thousands and even a few millions of people to terrified servitude, but he thinks bigger than that. His dream is a world like what he imagines his ancestor experienced, where people quake in fear of the unknown that lives right next door, let alone the terrors that live so far away that no one they know has ever seen them. A dark age, where monsters rule, where just beyond the borders of the known you will find it written ... here there be dragons.

He has chosen New York not only because it is the center of the world, but also because it is the headquarters of the United Nations and thus of UNISON, who are the administrators of Kaiju Island. With the powers of the Dream Demon, he will seize control of UNISON and have unfettered access to the island. With the Lemurian sorcery of Hus'aus-l'yi, bolstered by countless sacrifices taken by the Harvester, they will devise a means to control the monsters there and summon more of them, many, many more of them, from the world on the other side of the gateway. Cities will burn. Nations will fall. And through it all, the Prince of Darkness will observe from his position atop the crown of the mightiest kaiju of them all, the king of monsters mastered by the king of vampires.

(In case it's not obvious, Dracula is a special kind of crazy.)

Gigantosaur -- PL 14

STR 19 | STA 18 | AGL 0 | DEX –1 | FGT 7 | INT –4 | AWE 3 | PRE 0
Powers: Aquatic (Movement 1 [environmental adaptation: aquatic], Swimming 5), Bite (Strength-based Damage 2), Massive (Growth 16, Permanent, Innate), Massively Tough (Immunity 30 [cold, disease, drowning, heat, mental effects, pressure, radiation damage], Protection 2, Impervious Toughness 16), Saurian Senses (Senses 4 [low-light Vision, acute Smell, track, ultra-hearing]), Swallow Whole (Cumulative Progressive Affliction 15 [Resisted by Dodge; Hindered and Vulnerable, Defenseless & Immobilized], Extra Condition, Grab-Based, Feedback, Limited Degree; Damage 12, Penetrating 12, Secondary Effect, Reaction [successfully immobilized target]).
Advantages: Improved Grab, Improved Initiative, Power Attack.
Skills: Perception 8 (+11).
Offense: Init +4, Bite +7 (Close Damage 21), Claw +7 (Close Damage 19), Swallow Whole +7 (Close Affliction 15).
Defenses: Dodge 1, Parry 3, Fortitude 20, Toughness 20, Will 6.
Totals: Abilities 20 + Powers 194 + Advantages 3 + Skills 4 + Defenses 17 = Total 238 points.
Complication: Animal Instincts--Motivation

Shock
Posts: 1287
Joined: Fri Nov 04, 2016 8:27 pm
Location: Connecticut USA

Re: World of Freedom 3.2 - Dream Demon, Glasya Lebolas, Aquaos, Carmilla

Post by Shock » Mon Jun 12, 2017 5:21 pm

That's a great cap to a the movie monster villain team. I see no possible way this plan could backfire ;}

User avatar
Davies
Posts: 1162
Joined: Thu Mar 23, 2017 10:37 pm
Location: Edmonton, AB

Re: World of Freedom 3.2 - Dream Demon, Glasya Lebolas, Aquaos, Carmilla

Post by Davies » Mon Jun 12, 2017 5:46 pm

Shock wrote:
Mon Jun 12, 2017 5:21 pm
That's a great cap to a the movie monster villain team. I see no possible way this plan could backfire ;}
Thank you. I considered having Dracula have access to xenomorph warriors and a certain time-traveling genocidal robot, but I decided that was over the top. (The ersatz-Predator would have been an "ally" of the PCs.)

Voltron64
Posts: 130
Joined: Sat Nov 05, 2016 2:44 am
Location: Tucson, AZ

Re: World of Freedom 3.2 - Dream Demon, Glasya Lebolas, Aquaos, Carmilla

Post by Voltron64 » Mon Jun 12, 2017 5:48 pm

Davies wrote:
Mon Jun 12, 2017 5:46 pm
Shock wrote:
Mon Jun 12, 2017 5:21 pm
That's a great cap to a the movie monster villain team. I see no possible way this plan could backfire ;}
Thank you. I considered having Dracula have access to xenomorph warriors and a certain time-traveling genocidal robot, but I decided that was over the top. (The ersatz-Predator would have been an "ally" of the PCs.)
This is a Four-Color Supers Setting, over the top is an oxymoron here.

Shock
Posts: 1287
Joined: Fri Nov 04, 2016 8:27 pm
Location: Connecticut USA

Re: World of Freedom 3.2 - Dream Demon, Glasya Lebolas, Aquaos, Carmilla

Post by Shock » Mon Jun 12, 2017 6:01 pm

Davies wrote:
Mon Jun 12, 2017 5:46 pm
Shock wrote:
Mon Jun 12, 2017 5:21 pm
That's a great cap to a the movie monster villain team. I see no possible way this plan could backfire ;}
Thank you. I considered having Dracula have access to xenomorph warriors and a certain time-traveling genocidal robot, but I decided that was over the top. (The ersatz-Predator would have been an "ally" of the PCs.)
That sounds like a good idea for the sequel.

User avatar
Davies
Posts: 1162
Joined: Thu Mar 23, 2017 10:37 pm
Location: Edmonton, AB

Re: World of Freedom 3.2 - Dream Demon, Glasya Lebolas, Aquaos, Carmilla

Post by Davies » Mon Jun 12, 2017 6:08 pm

Voltron64 wrote:
Mon Jun 12, 2017 5:48 pm
This is a Four-Color Supers Setting, over the top is an oxymoron here.
Shock wrote:
Mon Jun 12, 2017 6:01 pm
That sounds like a good idea for the sequel.
Hmmmmm. Good points, both.

User avatar
Davies
Posts: 1162
Joined: Thu Mar 23, 2017 10:37 pm
Location: Edmonton, AB

Re: World of Freedom 3.2 - Dream Demon, Glasya Lebolas, Aquaos, Carmilla, Gigantosaur

Post by Davies » Tue Jun 13, 2017 1:33 am

Tomorrow: the start of some Champions conversions.

EDIT: Or so I had hoped, but my building's Internet connection is on the fritz again, so there may be a few days delay on that ...

User avatar
Davies
Posts: 1162
Joined: Thu Mar 23, 2017 10:37 pm
Location: Edmonton, AB

Re: World of Freedom 3.2 - Dream Demon, Glasya Lebolas, Aquaos, Carmilla, Gigantosaur

Post by Davies » Tue Jun 13, 2017 5:50 pm

Seeker

Image

He only answers to the name Seeker. Sometimes, when he wants people to be more casual around him, he'll tell them to call him "Don". Or "Bill". Or "Matt". But he's always forthright about these not being his real name.

Very little is known about his life. He came out of nowhere to become one of Australia's most noteworthy crimefighters in the mid 90s, and then came to America after a few years. When people ask him about this, he'll tell them, "I'm looking for something." When they ask him what he's looking for, he always replies, "I'll know when I've found it." Or, as is somewhat common, he'll make a joke.

For good or ill, Seeker is the hero most people think of when they think of the Champions. He has teamed up with other heroes much more frequently than the others, and is also well-known for throwing himself into single combat against foes he can't hope to defeat. Sometimes, this has resulted in surprising victories, but it's sadly more common for him to end up utterly defeated. In the process, though, he has acquired quite a list of contacts and connections, some of them quite surprising.

He almost has a split personality. Cheerful and wise-cracking one moment, he can become as hard as iron and as cold as ice another. Much more so than many martial artist heroes, he embraces the philosophical side of the traditions he studies instead of just their utilitarian aspects, and would welcome the opportunity to defeat an opponent using debate rather than violence. Still, if violence is called for, he's good at that too.

Seeker is the one true "success" of the top-secret Nazi-Japanese biological experiments on Hannya Island. Despite the defeat of their governments, the scientists of the hidden island laboratory continued their experiments, which finally resulted in the birth of the being they called "Adam" in 1969. While Adam was outwardly a normal human child, his genetic structure had been elaborately altered to create the ultimate in human potential.

Adam was raised by Dr. Araki Sato, leader of the project, and the other scientists of the island. They lead him to believe that he was a foundling, and carefully concealed their own background. It wasn't until he was eighteen that he discovered some of the less-successful experiments that had led to his creation, and learned the true story of Hannya Island.

Shocked, he confronted Dr. Sato with his knowledge of their evil. The doctor, realizing what a threat the boy might be, tried to kill him. But the attempt failed, and in the ensuing confusion, a fire and explosion destroyed the lab as Adam set out to sea in small boat, leaving behind the wreckage of his childhood.

A few days later, the boat carrying a delirious boy washed up on the northern shores of Australia, where it was found by the man who called himself Edo, and whom Adam would come to call Sensei. Under the old man's tutelage, he began to do something with the potential that the scientists had instilled in him. He was also given moral and ethical training, as Edo insisted that he use the skills he was given to some purpose beyond simply becoming a better fighter.

Ultimately, this pursuit of moral achievement led Adam to become the hero called Seeker. When he finally left Edo's side, the old man gave him one final instruction -- "seek the final truth". He has no idea when he will find this, nor what it can possibly be. Perhaps the answer is life itself. Perhaps it is death. But he will seek it, and in the process bring good out of the evil of his origins.

Seeker -- PL 11

STR 5 | STA 5 | AGL 7 | DEX 6 | FGT 14 | INT 1 | AWE 4 | PRE 2
Powers: Mobility (Leaping 2; Speed 3), Super-hearing (Senses 3 [accurate hearing, danger sense, ultra-hearing])
Equipment: Commlink. Katana (Strength-based Damage 3, Improved Critical). Sais (Strength-Based Damage 1, Split Attack). Throwing Stars (Ranged Multiattack Damage 1). Triple Irons (Strength-based Damage 2, Reach).
Advantages: Accurate Attack, Agile Feint, Connections, Contacts, Defensive Attack, Defensive Roll, Equipment 2 (personal), Equipment 3 (team), Evasion, Improved Defense, Improved Disarm, Improved Critical (Katana) 2 Improved Initiative 2, Improved Trip, Language (Japanese), Power Attack, Ranged Attack 2, Takedown, Tracking.
Skills: Acrobatics 8 (+15), Athletics 8 (+13), Close Combat: Unarmed 2 (+16), Deception 6 (+8), Expertise: Martial Arts 7 (+8), Expertise: Survival 7 (+8), Intimidation 8 (+10), Insight 6 (+10), Investigation 4 (+5), Perception 8 (+12), Persuasion 4 (+6), Ranged Combat: Throwing Stars 8 (+14), Sleight of Hand 4 (+10), Stealth 8 (+15), Treatment 4 (+5).
Offense: Initiative +15, Unarmed +16 (Close, Damage 5), Katana +14 (Close, Damage 8, Critical 18-20), Sai (Close, Damage 6, Split Attack), Triple Irons +14 (Close, Damage 7, Reach), Throwing Stars +16 (Ranged, Damage 1, Multiattack).
Defense: Dodge 14, Parry 15, Fortitude 11, Toughness 7/5, Will 11.
Totals: Abilities 88 + Powers 8 + Advantages 24 + Skills 45 + Defenses 21 = 186 points
Complications: Justice--Motivation. Honor (will not attack disadvantaged foe, allows honorable foe to flee). Rivalry (other martial artists). Secret (origins).

Note: This represents the more experienced Seeker described in the 4th edition Champions Universe and Watchers of the Dragon. All the members of the Champions that follow will likewise be PL 11 with 180-195 points.
Last edited by Davies on Thu Jun 15, 2017 1:48 am, edited 1 time in total.

User avatar
Davies
Posts: 1162
Joined: Thu Mar 23, 2017 10:37 pm
Location: Edmonton, AB

Re: World of Freedom 3.2 - Dream Demon, Glasya Lebolas, Aquaos, Carmilla, Gigantosaur

Post by Davies » Wed Jun 14, 2017 5:09 pm

Obsidian

Image

His real name is more or less unpronounceable by human tongues. "Obsidian" is actually a shortened version of his title, akin to calling "His Serene Highness, the Prince of Ruritania" by the name "Prince". He has no problems with this familiarity, of course, since insisting on his full title would be uncouth ... and since it's really irrelevant, given that it's more or less an empty one. Or at least it was until recently.

Perhaps 25,000 years ago, Obsidian was given titular command of a vessel sent to the Sol system to investigate the disappearance of an earlier scouting mission to the area. The trail went cold on the third planet of the system, and, somewhat brashly, Obsidian suggested that they consult the locals to see whether they knew anything about the situation. As it turned out, they did not ... but the Serpent People of Lemuria, even those of a backwater colony on the shores of Mayapan, were not about to let a little thing like that get in the way of making their visitors welcome.

To make a short and unpleasant story even shorter, the local wizard cast a spell on the crew of Obsidian's ship that turned them into unliving stone. His followers then attempted to figure out how the aliens' starship worked. Result -- an explosion that wrecked the colony while leaving most of the petrified aliens intact. The surviving serpent people fled back to Lemuria. Millenia past, and the ruins of the colony and the petrified aliens were buried underground.

In the last year of the twentieth century, an earthquake (or possibly something else) opened up a number of fissures in the Bay Area, and researchers descended within them. Within one of them, they discovered Obsidian and the rest of his people ... though only his petrified form remained fully intact. When one of the researchers (who, unbeknownst even to himself, possessed a talent for disrupting magical effects) touched Obsidian, he returned to life.

With the assistance of his crown, which contained a translator device, Obsidian was able to determine his current situation. He was marooned both in time and space, millennia from his point of origin on a planet without any real space capability. There was really only one thing to do in this situation -- he would have to make this world his new home, and protect it and its people. It was the responsible thing to do.

Obsidian quickly learned the ropes of being a "superhero", and following the traditions of his new role, joined with other protectors of lesser stature in the alliance called "the Champions". Encounters with other aliens resident on Earth confirmed his worst suspicions -- his people no longer existed. Their fate was unknown, but as their empire had been within the region of space now dominated by the Grue, it was not likely to have been pleasant.

Despite this sorrow, Obsidian soldiered on, lending the strength of his body and his formidable intellect to the Champions. At the same time, he was making contacts with an organization dedicated to assisting aliens on Earth, the Metropolitan Extra-Terrestrial Enclave (or METE). After the unsuccessful Grue invasion, which resulted in a large number of former Grue slaves seeking asylum on Earth, Obsidian accepted an invitation to work for the organization as its official superhero-in-residence.

Since then, he has split his time between the East and the West coasts, with the assistance of a teleportation ring that allows him to instantly move to the side of whoever is wearing the ring's mate. (That ring is usually worn either by METE's director, Marie Dumont, or the organization's security chief, Diana Ingraham.) So far, Obsidian has managed to balance the demands of his two alliances, but the time may come when he has to choose between them. The job has only gotten harder since several waves of refugees from the destruction of the Lor Republic have arrived on Earth, too.

His work with METE paid off in a major way when he was on-hand for a first contact scenario with a starship that appeared to be having serious engine troubles -- only to discover that it was the exploratory vessel he'd come to Earth in search of all those millennia ago, cast forward into the future because of an engine defect. On board were the first members of his species he'd seen in years, all of whom immediately accepted him as their prince. Most of these people are now assisting in the refurbishment of Starhaven, but some have visited Earth to train with the prince, allowing him to further his knowledge of the warrior's way.

Obsidian is well-known for being the most calm and stoic member of the Champions. He has the same emotional range as any of his colleagues, but doesn't display them as broadly, and often counsels patience to his more quick-tempered friends. When he initially woke up, he was often bewildered by many elements of Earthly life, and while he has adjusted for the most part, he still encounters things that baffle him to this day. However, he now has the tools to explain his confusion, and often point out that these things should confuse those who don't simply take them for granted or ignore them as part of the scenery ...

Obsidian -- PL 11

STR 14 | STA 13 | AGL 3 | DEX 3 | FGT 4 | INT 3 | AWE 1 | PRE 5
Powers: Massive (Growth 1, Permanent, Innate; Growth 5, Density Increase, Permanent, Innate), Massively Tough (Immunity 10 [life support]; Protection 4; Impervious Toughness 12), Teleportation Ring (Extended Teleport 11, Limited to Extended, Medium [communication link]; Senses 1 [communication link (other ring)], Removable), Translator Coronet (Comprehend 4 [languages], Removable), Way of Hiadmon (Sustained Immunity 80 [all damage], Limited to Half Effect, Move Action, Tiring)
Equipment: Commlink.
Advantages: Close Attack 4, Equipment (personal), Equipment 3 (team), Fast Grab, Improved Hold, Improved Smash, Improved Trip, Language (English), Power Attack.
Skills: Athletics 4 (+18), Expertise: Science 4 (+7), Insight 4 (+5), Persuasion 8 (+13), Technology 4 (+7), Vehicles 4 (+7).
Offense: Initiative +3, Unarmed +8 (Close Damage 14).
Defense: Dodge 5, Parry 5, Fortitude 16, Toughness 17, Will 6
Totals: Abilities 68 + Powers 76 + Advantages 14 + Skills 16 + Defenses 11 = 185 points
Complications: Responsibility--Motivation. Prejudice (alien).

Post Reply