World of Freedom 3.2 - Whatever Comes To Mind

Where in all of your character write ups will go.
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Davies
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Re: World of Freedom 3.2 - Seeker, Obsidian, Quantum, Jaguar, Defender, Solitaire

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Herculan

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Terrec Tren of the planet Fassai was a veteran of several "house wars" fought between the aristocracies of his home planet. Though his family's wealth and status guaranteed him a position as a general of the robot armies which fought those wars, he demonstrated that he could easily have earned such a post through skill and merit alone. The conflicts might have resembled chess matches to the observer, but they were far from bloodless, and Tren needed every possible advantage to ensure his survival and victory. Thus, he augmented himself with advanced cybernetics, and earned the nickname "Herculan" after a semi-legendary figure on Fassai who'd had similar augmentations.

Not long after they started calling Tren that, a new element entered the house wars -- fanatical soldiers fighting alongside the robot armies of one house in particular, with that house levying far more punitive terms of surrender on those it defeated. There were whispers that the rising house sought to make all the houses into its clients, uniting the entire world beneath it, and then revolt against the greater Republic to which Fassai belonged. Tren thought all of this to be a sign of madness on the part of the rising house's leaders, and resolved to do all in his power to prevent it from happening.

Alas, all in his power proved to be less than enough, and the final battle of Herculan proved to be a terrible defeat, with the terms of surrender demanded by the enemy including the right to execute him. While an honorable soul, Tren found that he was not honorable enough to accept that death. He managed to escape his homeworld just ahead of the assassins sent to perform the execution, and set his vessel on course for Magna-Lor, intending to report on these developments to the Senate in hopes that something would be done to stop the madness.

But the possibility that he might escape had been taken into consideration, and a saboteur had gotten to the vessel's navigation system. Instead of a swift voyage to Magna-Lor, the ship departed at a blindingly fast speed in a completely different direction, with the acceleration knocking Tren unconscious. The ship's medical system responded to his plight by placing him in a state of suspended animation, and so he slept through the entire journey across Grue space, even when the shapeshifters attempted to pursue the speeding vessel and fired shots that damaged it but did not slow it down enough to capture it.

By the time Tren regained consciousness, the vessel was crossing the orbit of the fourth planet of the Sol system. A quick scan of the region revealed life on the third planet, and Tren elected to force a landing there in hopes that the locals would have the parts he'd need to repair the ship so it could make the return journey. Fortunately, the local species proved to be almost identical to the humanoids of the Lor republic, such as those of the Fassai, so he was able to pass in secret among them. Unfortunately, the planet proved to be a barbaric backwater, where the supplies he needed were nowhere to be found -- and worse yet, where the locals who discovered his ship while he was away from it proceeded to damage it further in some drunken display of superiority!

Tren had had enough. He was Herculan, damn it, Herculan, and he would no longer be the victim of circumstances that he had been lately. Now he would master this whole mad would if he had to in order to get what he needed, and no one would be allowed to stand in his way. Of course, that sort of declaration positively attracts those who will stand in the way of the sort of person who makes it, and Herculan found himself frequently in combat with the New Champions, as they were still being called when he hit the scene. He developed a particular grudge against Obsidian, somehow guessing that the stony strongman was a fellow alien and resenting the fact that he'd somehow made a home for himself on this backwater.

Yet resentment gradually gave way to confusion and curiosity. How had Obsidian managed to do that, if these barbarians responded to any sign of difference with hostility? He puzzled over that for a long while, until he found himself distracted by the Grue invasion of Earth. To his amazement, the barbarians and their super-barbarians managed to drive back an invasion that would have surely daunted even the combined forces of the Republic. And there were rumors that some of the Grue's slave soldiers had found new homes here on Earth.

That proved to be the turning point. If that could happen, then perhaps these barbarians were not quite so barbaric as he'd always believed. He surrendered to Obsidian at their next meeting, and allowed himself to be taken into custody, tried and sentenced for his various crimes. He served a few years in prison before being released into the custody of Bay City's version of Project Freedom, and made to do community service. All this he did patiently, even making his first friends on Earth in the Project.

When the news came of the destruction of Magna-Lor, he was stunned and horrified, but he knew what he must do. Contacting METE, he offered his services as a translator for them in dealing with refugees from the fallen Republic. This has had him working fairly closely with Obsidian, with whom he has formed a wary friendship. His reform seems to be well under way ... but he remains the prideful warrior of old, and it would be easy for him to fall into old patterns of behavior if pushed the wrong way.

Herculan -- PL 11

STR 9 | STA 5 | AGL 7 | DEX 7 | FGT 10 | INT 7 | AWE 2 | PRE 0
Powers: Implanted Gadgets (Array: Insubstantiality 4, AP: Concealment 10, AP: Ranged Weaken Strength 7 AND Enhanced Strength 3, Quirk [Only after successful Weaken attack], AP: Ranged Cumulative Affliction 6 [Resisted by Fortitude; Hindered and Vulnerable, Defenseless and Immobile], Extra Condition, Limited Degree), Space Armor (Immunity 10 [life support]; Impervious Protection 6; Movement 1 [environmental adaptation (space)]; Speed 5; Removable).
Advantages: Assessment, Diehard, Language 4 (English, several alien languages), Power Attack, Takedown.
Skills: Athletics 6 (+18/+15), Expertise: Tactics 6 (+13), Insight 10 (+12), Perception 8 (+10), Ranged Attack: Gadgets 8 (+15), Technology 6 (+13), Vehicles 6 (+13).
Offense: Initiative +7, Unarmed +10 (Close Damage 12/9), Muscle Drain +15 (Ranged Weaken Strength 7), Paralyzer Blast +15 (Ranged Fortitude 6).
Defense: Dodge 10, Parry 10, Fortitude 9, Toughness 11/5, Will 9.
Totals: Abilities 94 + Powers 46 + Advantages 8 + Skills 25 + Defense 14 = 187 points
Complications: Acceptance--Motivation. Former Criminal.
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Re: World of Freedom 3.2 - Seeker, Obsidian, Quantum, Jaguar, Defender, Solitaire

Post by Voltron64 »

Davies wrote: Thu Jun 22, 2017 3:11 am All credit for that one belongs to Professor McGlothlin, for the Alien-Gator entry in Freedom's Most Wanted. ;)
Just goes to show that aliens aren't as superior to as earthlings as they think.
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Re: World of Freedom 3.2 - Seeker, Obsidian, Quantum, Jaguar, Defender, Solitaire

Post by Davies »

Voltron64 wrote: Thu Jun 22, 2017 7:13 pm
Just goes to show that aliens aren't as superior to as earthlings as they think.
Probably not.
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Re: World of Freedom 3.2 - Enemies: Utility, AVAR-7, Thok, Herculan

Post by Ken »

We like to think we are.


Do you have any of the original Mark Williams art for these charters (Enemies and Enemies II, rather than Classic Enemies)?
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Re: World of Freedom 3.2 - Enemies: Utility, AVAR-7, Thok, Herculan

Post by Davies »

For some of the ones who weren't reprinted in Classic Enemies, yes. I'll also be using his pictures of Dr. Destroyer and Mechanon when the time comes.
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Re: World of Freedom 3.2 - Enemies: Utility, AVAR-7, Thok, Herculan

Post by Davies »

GENOCIDE
It's Not An Acronym For Anything.

In the late 1950s and early 1960s, the public was gradually made aware of the possibility that some or all of the many emerging superhumans were the result of mutations caused by chemical or radiation exposures suffered by their parents. This resulted in a certain amount of head-scratching among Fundamentalist Christians in the United States, who wondered how "mutation" could possibly be reconciled with what was starting to be called "creation science". Most eventually decided that the abilities and physical transformations demonstrated by the so-called mutants were not proof that they had somehow changed species, and found better things to do with their time (like preventing public school students from learning accurate biology.)

However, a small lunatic fringe was not satisfied with such rationalizations. To them, the sudden appearance of many individuals who seemed to confirm the blasphemous doctrines of evolution could only mean one thing -- they were tools being used by the Devil in an attempt to turn God-fearing Christians away from the truth found in the Gospel. The fact that such ideas didn't find a great deal of acceptance, even in the Fundamentalist movement, did little to diminish the passion with which they were advocated. Instead, it drove their advocates into alliance with other extremists.

SHADOW agents infiltrated several gatherings of these "concerned Christians", encouraging them to cooperate with each other, and providing them with arms and equipment when, inevitably, they decided to strike back. They were also directed, primarialy against superheroes who'd been causing trouble for SHADOW or super-criminals who had refused to work for the agency. The investigations into such incidents, by AEGIS and other federal agencies, convinced the fanatics that the government was hand-in-hoof with the Devil -- which many of them already believed anyway -- and drove them underground.

They took the name GENOCIDE, largely at the prompting of several cells dominated by "Christian Identity" cultists who denied the Holocaust ... but who really wished it had happened. The group's beliefs gradually mutated -- sorry -- so that they no longer believed that mutants alone were the minions of Satan, but all superhumans. (After all, they had no way of telling whether a given super was a mutant or not.) The original leadership of the group, every bit as fanatical as their followers, was gradually replaced by more pragmatic (and SHADOW-chosen) men who viewed their doctrine mainly as a way of keeping control over the rank and file.

The new organization first came to AEGIS' attention in 1980, when agents working in conjunction with Lady Starbright discovered and raided a secret installation beneath the Horseshoe Falls at Niagra. Records retrieved from this base revealed that GENOCIDE had absorbed the personnel and technology of Project Salvation, a Ford-era "think tank" commissioned to study the growth of paranormal activity in the United States and develop countermeasures should that growth proved to dangerous to the national interest. The unified group was now being led by Dr. William Andevers, the most outspoken of Project Salvation's members.

Most observers believed that GENOCIDE was more or less finished in the early 80s, after the group's most successful operation -- they attempted to assassination President Reagan and AEGIS Director Simmons, and did kill defense contractor Douglas Sinclair, who was subsequently revealed to be a mutant. (He was also a member of the Penumbra; the operation was actually a hit orchestrated by his rivals, and the President and Simmons were secondary targets.) Dr. Andevers was assassinated in 1985, allegedly by Dr. Arthur Psion, and most of the technology brought into the group by Project Salvation proved to be beyond the ability of the existing membership to repair or maintain.

However, it has recently experienced a resurgence after they began using the improved Minuteman Mechanized Suits designed by Solo Takeshi, most notably in their 2001 assault on Stronghold. (Most of the inmates escaped both GENOCIDE and the guards, and were subsequently recruited by SHADOW or VIPER.) The irony of their use of technology designed by a mutant would be lost on most of the membership.

It should be noted that GENOCIDE's membership is almost exclusively male, with a handful of female agents (mostly infiltration experts.) This is a legacy of the group's origins and the founders' conviction that woman's place was in the home (specfically in the kitchen and usually devoid of footwear.) A female scientist named Xena Latham briefly become something of a force in the organization, providing it with the ability to repair their technology without relying on SHADOW. She disappeared in 2007, however, and overall control of the organization's cells has more recently come into the hands of Dr. Jeffrey Andevers, the son of William Andevers.

Image

Minuteman MK-VII -- PL 12/ER 26

STR 14 | STA -- | AGL 5 | DEX 5 | FGT 6 | INT -- | AWE 7 | PRE --
Powers: Armor (Protection 6, Impervious Toughness 10), Construct (Immunity 30 [Fortitude effects]), Gargantuan (Growth 12, Permanent, Innate), Rockets (Flight 10), Sensors (Senses 9 [accurate extended radio, accurate acute ranged detect mutants]), Weapons Arsenal (Array: Ranged Damage 12, AP: Ranged Burst Area Damage 8, AP: Ranged Cumulative Affliction 8 [Resisted by Fortitude; Fatigued, Exhausted, Asleep], AP: Ranged Burst Area Cumulative Affliction 8 [Resisted by Fortitude; Visually Impaired, Visually Disabled, Visually Unaware], Limited to One Sense).
Typical Pilot Traits: Close Combat: Mecha 4 (+10), Ranged Combat: Mecha Weapons 4 (+9), Vehicles 4 (+9), Fortitude 4, Will 2.
Offense: Initiative +5, Blaster Bolt +9 (Ranged Damage 12), Sonic Explosion -- (Ranged Burst Area Damge 8), Knock Out Gas +9 (Ranged Fortitude 8), Flashbangs -- (Ranged Burst Area Fortitude 8), Unarmed +10 (Damage 14).
Defense: Dodge 6, Parry 6, Fortitude Immune, Toughness 18, Will Immune.
Totals: Abilities 20 + Powers 105 + Advantages 0 + Skills 0 + Defenses 1 = 126 points

Genocide Agents are Militants (M&M p. 217) with Close Combat: Mecha 4 and Ranged Combat: Mecha Weapons 4.
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Re: World of Freedom 3.2 - Enemies: Utility, AVAR-7, Thok, Herculan

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The Fox

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Born with hypertrichosis and a deformity of the nose that turned it into more of a muzzle, life shouldn't have been easy for Frederic Fagin. But whatever god had handed out curses to him had handed out blessings, too. He developed the power to teleport in his early teens, but much sooner than that, he discovered that he had a gift for numbers. And numbers opened up the door to an understanding of money, and money made the world go around.

He made his first fortune when he was barely into his twenties on the Chicago commodities market, and branched out from there to other financial schemes. Everything he touched turned to gold, and he could probably have retired and lived the rest of his life at ease when he was twenty-five. But instead he gave most of the money to charity and kept right on playing the market, and playing was the right word, for it was all a game to him. But the game started to lose its appeal a few years later, and he found himself casting about for some new pursuit. Well, if the legitimate acquisition of wealth wasn't doing it for him anymore, why not try the illegitimate acquisition of wealth?

And so the Fox made his debut on the streets of Chicago in 1984, using his wits and his teleporting powers to baffle Chicago's handful of superheroic defenders. He soon branched out from there, committing daring crimes all over the country. He never used any weapons more harmful than his signature cream pies, and equipped his minions, on those occasions when he used them, with stun guns he obtained from criminal armorers. In fact, his crime sprees were noteworthy for never harming anyone physically, and the Fox went to some trouble to rescue innocents caught in the middle of his 'escapades', making himself seem rather more moral than many of the violent heroes who typified this era.

The Fox was finally caught in Los Angeles in 1993, after he'd had a run in with a certain Angeleno family descended from a certain masked avenger and very unhappy about the misappropriation of their totem. Many across the nation were genuinely saddened to see him dragged into court in power restraining cuffs and sentenced to ten years in prison, but they also expected him to probably escape well before then. To everyone's surprise, though, he served out his full sentence, and, having supposedly found God in prison, declared that he would sin no more on his eventual release. He has kept to that, making a quiet living as an author and motivational speaker since then. Many "ethical" supervillains, from Lady Blue to the Criminal Legion of Wacky Nonconformists, count him as an inspiration.

Of course, you will probably have guessed that there's more to the story.

Frederic Fagin had been as crooked as the day is long since well before he started putting on tights and throwing pies at people. His initial entry into the commodities market had been financed by his quiet career as a teleporting burglar, and he used every trick in the book and then some more he'd just invented to increase earnings. His charitable donations were large and showy to cover up the fact that much of his money was heading overseas to bank accounts in the Caribbean and Switzerland, in small amounts to avoid attracting government interests.

His supposed boredom with the game was genuine, but the decision to embark on a showy career as a supervillain was not original to him. In 1984, he was contacted by Franklin Folkes, the public relations genius who was leading SHADOW's "Operation Blackguard". Fagin's felonious financial finagles were all known to Folkes, and he had some idea about the burglaries, too. He proposed a deal -- Fagin would operate as a costumed criminal with the sole purpose of making superheroes look foolish, ineffective and unnecessarily brutal, and be paid richly for his services. Since Fagin suspected that he wouldn't like the alternative to accepting this deal, he accepted it.

And so all those "basically good guys" whom he inspired are all the unexpected dividends of SHADOW's scheme ...

Fox -- PL 9

STR 0 | STA 4 | AGL 7 | DEX 4 | FGT 4 | INT 4 | AWE 5 | PRE 3
Powers: Keen Senses (Senses 1 [danger sense]), Teleporter (Accurate Extended Teleport 10), Teleporting Dodge (Visual Concealment 4, Quirk [visible until attacked]).
Equipment: Cream Pie (Ranged Affliction 4 [Resisted by Dodge; Visually Impaired, Visually Disabled], Limited Degree, Instant Recovery)
Advantages: Benefit 4 (multi-millionaire), Connected, Defensive Roll 2, Equipment 1, Hide in Plain Sight, Improved Initiative, Uncanny Dodge, Well-Informed.
Skills: Deception 12 (+15), Expertise: Business 12 (+16), Expertise: Current Events 2 (+6), Insight 8 (+13), Perception 8 (+13), Persuasion 8 (+11), Stealth 12 (+15).
Offense: Initiative +11, Unarmed +4 (Close Damage 0), Cream Pie +4 (Ranged Affliction 4, Resisted by Dodge)
Defense: Dodge 11, Parry 7, Fortitude 4, Toughness 7/4, Will 14.
Totals: Abilities 62 + Powers 48 + Advantages 10 + Skills 31 + Defenses 16 = 167 points
Complications: Thrills--Motivation. Code of Honor (refuses to kill, protects the innocent). Secret Identity. Unusual Looks.
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Re: World of Freedom 3.2 - Enemies: Utility, AVAR-7, Thok, Herculan, GENOCIDE, The Fox

Post by Voltron64 »

What's MJ12's relationship with GENOCIDE, useful pawns for the former?
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Re: World of Freedom 3.2 - Enemies: Utility, AVAR-7, Thok, Herculan, GENOCIDE, The Fox

Post by Davies »

Voltron64 wrote: Fri Jun 23, 2017 8:09 pm What's MJ12's relationship with GENOCIDE, useful pawns for the former?
Not even that, they view them as delusional psychopaths and a waste of time and technology. Lincoln views them with particular contempt as a result of their attempted assassination of Reagan, the one POTUS who actually made a genuine attempt to do something about the metahuman and alien problems.
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Re: World of Freedom 3.2 - Enemies: Utility, AVAR-7, Thok, Herculan, GENOCIDE, The Fox

Post by Voltron64 »

Davies wrote: Fri Jun 23, 2017 8:35 pm
Voltron64 wrote: Fri Jun 23, 2017 8:09 pm What's MJ12's relationship with GENOCIDE, useful pawns for the former?
Not even that, they view them as delusional psychopaths and a waste of time and technology. Lincoln views them with particular contempt as a result of their attempted assassination of Reagan, the one POTUS who actually made a genuine attempt to do something about the metahuman and alien problems.
So Standard Protocol: Kill on Sight, Steal Their Gear?
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Re: World of Freedom 3.2 - Enemies: Utility, AVAR-7, Thok, Herculan, GENOCIDE, The Fox

Post by Davies »

Voltron64 wrote: Fri Jun 23, 2017 9:41 pm
Davies wrote: Fri Jun 23, 2017 8:35 pm
Voltron64 wrote: Fri Jun 23, 2017 8:09 pm What's MJ12's relationship with GENOCIDE, useful pawns for the former?
Not even that, they view them as delusional psychopaths and a waste of time and technology. Lincoln views them with particular contempt as a result of their attempted assassination of Reagan, the one POTUS who actually made a genuine attempt to do something about the metahuman and alien problems.
So Standard Protocol: Kill on Sight, Steal Their Gear?
Pretty much.
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Re: World of Freedom 3.2 - Enemies: Utility, AVAR-7, Thok, Herculan, GENOCIDE, The Fox

Post by Voltron64 »

Davies wrote: Fri Jun 23, 2017 9:44 pm
Voltron64 wrote: Fri Jun 23, 2017 9:41 pm
Davies wrote: Fri Jun 23, 2017 8:35 pm

Not even that, they view them as delusional psychopaths and a waste of time and technology. Lincoln views them with particular contempt as a result of their attempted assassination of Reagan, the one POTUS who actually made a genuine attempt to do something about the metahuman and alien problems.
So Standard Protocol: Kill on Sight, Steal Their Gear?
Pretty much.
Eh, just goes to show even among xenophobic d-bags, they have their standards.

However little they may be.
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Re: World of Freedom 3.2 - Enemies: Utility, AVAR-7, Thok, Herculan, GENOCIDE, The Fox

Post by Davies »

Voltron64 wrote: Fri Jun 23, 2017 9:50 pm Eh, just goes to show even among xenophobic d-bags, they have their standards.

However little they may be.
Uh-huh.
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Re: World of Freedom 3.2 - Enemies: Utility, AVAR-7, Thok, Herculan, GENOCIDE, The Fox

Post by Davies »

Dragon Master

Image

According to the story he told when he came into AEGIS custody in 1992, his name was Hua Xiao Yang, and he grew up in a quiet village in northern China, learning the ways of kung fu and living a peaceful life as a fisherman. When he was nineteen, one of the village elders told him that he was leave the village to seek his destiny. Deciding that his destiny must be to serve the people of China and the government in Beijing, he traveled there and volunteered his services.

He became one of the top agents of what was called Hŭ Bān, or "the Tiger Squad", a secret organization of superhumans under the command of the Chinese government. In 1987, something happened that resulted in the entire Tiger Squad being purged. Xiao Yang was uncertain what that something was, but the result was clear. He managed to make his escape to Hong Kong and then to America, seeking only to escape the agents sent to pursue and end him. He eventually made a life for himself in Emerald City working as a fisherman there.

Two years later, the protests in Tiananmen Square captured the world's attention, and Xiao Yang was particularly horrified by what he watched on the television before foreign journalists were expelled from the country. It was no longer enough for him to hide and hope the world would change on its own. Someone, meaning him, would have to take steps to tear down the weeds of corruption that were strangling his beloved country. And so he adopted a costume persona and began to build an army of the disaffected Chinese youth of America's west coast, intending to train them and then use them against the Chinese government. In order to fund such an army, he regretfully turned to crime.

Needless to say, this plan resulted in clashes between himself and existing criminals, such as Emerald City's Dragoneye, as well as superheroes. But Dragon Master, as he came to be called, was a cunning and wily opponent, and avoided direct confrontations wherever possible, prioritizing escape rather than victory. The true enemy was far away, after all, and every hand in the army would be needed for that confrontation. Yet no one can escape forever, and he was finally captured in 1992, at which point AEGIS took him into custody for a short time and learned his story.

When the CIA learned that AEGIS had a former agent of a secret organization of Chinese intelligence in their custody, they began pulling strings to get said agent transferred into theirs. The bureaucratic argument went on for a year, but the CIA finally won and took "Dragon Master" away from AEGIS -- just as the Terminus Invasion began, distracting everybody. Dragon Master escaped from the CIA and disappeared. Most expected that he had gone to ground and would resume his operations when the heat died down. But he was never seen again.

The games of deceit and death are never-ending. Everything "Dragon Master" told AEGIS and the CIA was a lie. There was no small village. There was no Tiger Squad. His name might not even have been Hua Xiao Yang. He was a top agent of the Chinese government, but he worked for the Central Power Collective, on a mission with a three fold purpose -- to plant false information about the activities and divisions of that government, to examine the activities of the Chinese diaspora in America, and to test exactly how long powers granted by the Shard could last. He managed to hold on to his for five years.

And when he was done, he escaped back to China, reported on the success of his mission, and returned to other duties. It would be entirely possible for some new agent to be granted the same powers, though unlikely that they would be allowed to hold on to them as long as this particular agent did ...

Dragon Master -- PL 10

STR 4 | STA 4 | AGL 6 | DEX 5 | FGT 12/4 | INT 0 | AWE 1 | PRE 4
Powers: Fighting Skill (Enhanced Fighting 8; Enhanced Defenses 6 (Dodge 6). Mobility (Leaping 4; Speed 2).
Advantages: Agile Feint, All-Out Attack, Defensive Attack, Defensive Roll 3, Evasion, Fast Grab, Grabbing Finesse, Extraordinary Effort, Improved Critical (unarmed), Improved Disarm, Improved Initiative 2, Improved Trip, Interpose, Languages (English, Mandarin), Leadership, Move-By Action, Power Attack, Takedown, Tracking, Well-Informed.
Skills: Acrobatics 8 (+14), Athletics 10 (+14), Close Combat: Unarmed 4 (+16), Deception 4 (+8), Expertise: Tactics 4 (+4), Insight 4 (+5), Intimidation 4 (+8) Perception 8 (+9), Stealth 10 (+16), Technology 4 (+4), Vehicles 4 (+9).
Offense: Initiative +14, Unarmed +16 (Close Damage 4, Crit 19-20)
Defense: Dodge 12/6, Parry 12/4, Fortitude 8, Toughness 8/4, Will 8.
Totals: Abilities 56 + Powers 28 + Advantages 23 + Skills 32 + Defenses 11 = 150 points
Complications: Duty--Motivation. Overconfidence. Secret.
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Re: World of Freedom 3.2 - Enemies: Utility, AVAR-7, Thok, Herculan, GENOCIDE, The Fox, Dragon Master

Post by Davies »

Slight delay while I get my story straight for Binder and the rest of the Ultimates. Mixing an off-hand reference In Champions: The New Millenium with what's described in Enemies I and Enemies Assemble is proving to be something of a challenge.
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