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

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Re: World of Freedom 3.2 - Enemies: Utility, AVAR-7, Thok, Herculan, GENOCIDE, The Fox, Dragon Master

Post by catsi563 » Sun Jun 25, 2017 7:45 pm

Love the ultimates and theyre a great fit for the freedomverse since all their origins fit perfectly in to its timeline.
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Re: World of Freedom 3.2 - Enemies: Utility, AVAR-7, Thok, Herculan, GENOCIDE, The Fox, Dragon Master

Post by Davies » Mon Jun 26, 2017 3:50 pm

Binder

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In 1974, Earl Whitaker was employed by Madison Chemicals to do research on optical coatings. Quite by accident, he discovered an extraordinary new adhesive. His attempts to bring this discovery to his superiors' attention came to naught, however, as his claims for the substance's properties were dismissed as hyperbole. Already somewhat antisocial due to his upbringing as the least accomplished of a family of scientists, Whitaker developed the notion that Madison was attempting to distract him from his discovery so that they could claim it for themselves.

He responded by continuing his experiments with the new adhesive at his home laboratory, which lacked the safety equipment of the company's labs. Eventually, he did something that caused a tremendous explosion that consumed lab and house alike. Whitaker survived but was horribly scarred, the trauma further accentuating his paranoid tendencies. Someone had tried to kill him, but who? In the hospital, he finally gave up trying to figure out the answer to that question. It didn't matter who it was, the solution to the problem was to get as much power so that no one would be able to do that to him ever again.

The solution was to become the Ultimate.

The superadhesive he'd discovered was the first step towards that goal. Designing a gun which could project it as a stream was the next. Contacting an underworld armorer and using his insurance payout to purchase a suit of protective gear and a jetpack followed quickly after. With his assembled gear, he was ready to begin conducting larger strategies towards his long-term goal -- like bank robbery, hostage taking, and the like.

But Whitaker soon realized that the opposition he was likely to face had certain advantages. The superheroes he encountered, most notably the Champions, operated in teams, where he was all alone. The solution to this problem was to recruit a team of his own, and as he realized this, opportunities to do so started rolling in. Recruiting one new villain after another, Whitaker soon adopted the alias of Binder. It wouldn't do to let his subordinates realize the exact scope of his ambitions by telling them that he was going to be the Ultimate.

And oddly, no matter how paranoid he was, it never occurred to Whitaker that what he was doing might be exactly what the people who'd blown up his home wanted him to do.

For more than a decade, Binder and the Ultimates (as the team became known) were one of the most dangerous associations of supervillains on the west coast. Their schemes usually came to naught, but Binder always had a plan for their escape, and on those occasions that any of them were captured, Plasmoid -- who proved almost impossible to capture -- was always able to free Binder so that he could start working on plans to rescue the others.

In 1987, an attempt to improve the strange radiotelepathic bond that existed between Binder and Plasmoid resulted in Whitaker undergoing an expansion and enhancement of his neural pathways, increasing his intelligence many times over. When he recovered from this experience, he no longer believed that he would one day become the Ultimate. He was there now. Abandoning the persona of Binder like an old set of clothes that no longer fit, he used his teammates as the components of a plan to make himself the master of the Earth.

This one didn't work either, and its failure caused the Ultimate to suffer a stroke that sent him into a catatonic state from which he never emerged. Earl Whitaker passed away in 1998, outliving most of his enemies but in a way that none of those enemies would have wished on anyone. His glue gun, discovered in the Ultimate's base, is part of the collection of trophies held by the current Champions team; the formula for his adhesive (and the near-universal solvent that can dissolve it) is a classified secret held by AEGIS.

Binder -- PL 10

STR 2 | STA 5 | AGL 4 | DEX 6 | FGT 6 | INT 6 | AWE 1 | PRE 4
Powers: Able to Understand Plasmoid (Senses 1 [communication link]), Armored Costume (Impervious Protection 6, Removable), Glue Gun (Array: Ranged Cumulative Affliction 7 [Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile], Extra Condition, Limited Degree, AP: Permanent Create 10, Easily Removable), Jetpack (Flight 10, Removable)
Advantages: Close Attack 2, Daze (Intimidation), Equipment 3 (headquarters), Improved Defense, Improved Trip, Inventor, Leadership, Power Attack, Startle
Skills: Expertise: Science 12 (+18), Intimidation 9 (+13), Perception 6 (+7), Ranged Attack: Glue Gun 7 (+13), Stealth 8 (+12), Technology 12 (+18), Vehicles 6 (+12).
Offense: Initiative +4, Unarmed +8 (Close Damage 2), Glue Gun +13 (Ranged Affliction 7, Resisted by Dodge).
Defense: Dodge 9, Parry 9, Fortitude 9, Toughness 11, Will 8.
Totals: Abilities 68 + Powers 40 + Advantages 12 + Skills 33 + Defense 19 = 172 points
Complications: Power--Motivation. Heavily Scarred.

Should statistics for "the Ultimate" be required, use the Overlord (Gamemaster's Guide, p. 148) but make the character's powers Removable and increase Flight to 8 ranks.

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Re: World of Freedom 3.2 - Enemies: The Ultimates: Binder

Post by catsi563 » Mon Jun 26, 2017 6:55 pm

Damn, now that makes me a sad catsi. Binders one of those villains that you really do almost feel sorry for. because hes a genius with a lot of potential to help humanity if you can get past his issues. And hes such a great villain though one whose own schemes tend to backfire in his face despite how good they are.
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Re: World of Freedom 3.2 - Enemies: The Ultimates: Binder

Post by Davies » Mon Jun 26, 2017 8:15 pm

catsi563 wrote:
Mon Jun 26, 2017 6:55 pm
Damn, now that makes me a sad catsi. Binders one of those villains that you really do almost feel sorry for. because hes a genius with a lot of potential to help humanity if you can get past his issues. And hes such a great villain though one whose own schemes tend to backfire in his face despite how good they are.
I quite agree with all the above, so I deliberately left room for someone to take up his legacy in the modern era, on either side of the hero/villain divide.

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Re: World of Freedom 3.2 - Enemies: The Ultimates: Binder

Post by Davies » Mon Jun 26, 2017 9:14 pm

Plasmoid

Image

Deeper towards the core of the Milky Way galaxy, far from any of the civilizations which have had dealings with the planet Earth and its inhabitants, there is a species as far advanced beyond what is usually thought of as "galactic" technology as they are beyond Earth's average technological level. What they look like is unknown, what they call themselves is no more known. Binder, during the period when he styled himself the Ultimate, referred to them as the Starbuilders. It's not clear whether that term was his own invention or a translation of something he learned from Plasmoid's holographic data banks.

They built many like Plasmoid -- intelligent space probes made of hydrogen and helium, held together by magnetic force fields -- and dispatched them across the cosmos, to engage in combat with aggressive species and communication with more passive ones. The specific probe that arrived on Earth in 1974 had been damaged in some cosmic mishap, losing most of its memories and some of its offensive capability. It landed near a radiotelescope facility in southern California, driving the local astronomers to flight. When Binder arrived on the scene, he discovered the creature attempting to communicate with a television. He attracted its attention, and indicated a willingness to communicate through sign language.

The probe didn't understand the signing, of course, but it recognized that this was an intelligent life form and one sufficiently passive enough to receive communication. This understanding prompted him to upload a radiotelepathic communication link into the creature's neurosystem through one of its visual data receptors. To Binder, there was a brief flash, a pain in one of his eyes, and suddenly he was able to understand the creature, which he dubbed a "plasma humanoid" or Plasmoid. And not only did the Plasmoid understand him, it was willing to obey him.

Plasmoid played the silent role of the Ultimates' heavy hitter for many years, interspersed with attempts to communicate with machinery. The same experiment that caused Binder to become the Ultimate, however, also jarred something loose inside of Plasmoid that allowed it to fully repair itself. After the Ultimate's fall, Plasmoid revealed itself as an Emissary from the galactic core, and stated that the variety of aggressive life forms resident on this planet required it to destroy Earth so that its inhabitants could never be a threat to its makers.

The Champions joined forces with the Centurion to oppose this plan, but they found themselves outmatched as the Emissary grew in power from everything that they threw against it. Ultimately, reason prevailed when the Centurion persuaded the Emissary that it could not be sure that its current directives were not mistakes arising from the damage it had suffered before arriving on Earth, as its error checking processes were still only somewhat functional. Having reached this conclusion, the Emissary took to the skies once more and left Earth orbit, never to be seen again.

But it left pieces of itself behind, in the reactor that the Ultimate used to power his base and some of his equipment, any of which, if liberated, would be able to grow into a new Plasmoid ... or a new Emissary.

Plasmoid -- PL 12

STR -- | STA -- | AGL 6 | DEX 9 | FGT 6 | INT -1 | AWE -1 | PRE 8
Powers: Electromagnetic Control (Array: Ranged Damage 15, AP: Ranged Burst Area Damage 10, AP: Move Object 15, Quirk [reduced effect against non-magnetic or non-metallic targets]*), Force Field Construct (Immunity 30 [Fortitude effects]; Protection 18, Impervious Toughness 8), Ignores Gravity (Flight 5), Sensors (Senses 13 [analytical visual senses, communication link, extended vision 3, infravision, microscopic vision 3, vison penetrates concealment [Limited against force fields], ultravision), Shock Field (Cumulative Affliction 6 [Resisted by Fortitude; Dazed, Stunned, Incapacitated], Reaction [touched or moved through]), Spacewarp Generation (Movement 3 [space travel]), Sustained Reaction (Regeneration 11, Source [hydrogen]).
* Rank 10 against non-magnetic metals, rank 5 against non-metallic objects.
Advantages: Eidetic Memory.
Skills: None.
Offense: Initiative +9, Particle Blast +9 (Ranged Damage 15), Electric Discharge -- (Ranged Burst Area Damage 10).
Defense: Dodge 6, Parry 6, Fortitude Immune, Toughness 18, Will 9.
Totals: Abilities 34 + Powers 153 + Advantages 1 + Skills 0 + Defenses 10 = 198 points
Complications: Loyalty to Binder--Motivation. Random Behavior. Vulnerable (magnetic effects).

For the Emissary, add Growth 18, Reaction [when attacked], Quirk [1 rank per successful attack] and Enhanced Ranged Damage 9, Quirk [1 rank per 2 ranks of Growth].

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Re: World of Freedom 3.2 - Enemies: The Ultimates: Binder, Plasmoid

Post by Davies » Tue Jun 27, 2017 4:14 pm

Slick

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Rick Powell was always a rebel who regarded the notion of 'a cause' as something that happened to other people. Dropping out of school in his late teens, he made his living on the street, dealing drugs. He was never looking for the big score, just interested in making enough money that he could keep riding the waves on Venice Beach. He picked up the nickname Slick for his manner of dealing with people, particularly women.

The early seventies were a golden age for experiments in recreational chemistry, and one of the other ways that Powell differed from his more street-smart associates was that he could never resist the opportunity to sample the merchandise. So it really shouldn't have come as much of a shock when one of the drugs he obtained (supposedly originating from a snake cult, or something like that) awakened super powers in him. He found that he was able to eliminate friction, making everything (or just some things) in his vicinity extraordinarily slippery. With practice, he found that he was able to control the friction of his own body to allow him to move at extraordinary speeds.

Naturally, Slick didn't even consider using this power for the benefit of humanity. (Truth be told, he wasn't nearly imaginative enough to consider the practical and scientific applications of the power.) Nope, he went full villain, immediately. There was actually a certain amount of logic to his actions; he didn't know if these abilities would last very long, and since he was enjoying the hell out of them, it would be great if he could afford more of the drug that had caused them. And banks were, as someone had famously said, where the money was, so bank robbery was the obvious next step.

Unfortunately, Slick underestimated the ability of the police to deal with super-powered bank robbers. Ten, fifteen years ago, things would have been different, but by this point the LAPD had learned from the lessons of Freedom City and San Francisco. Slick was caught, tried and imprisoned. And that was when he found out the real cost of his powers, for he learned that he had to be moving constantly and the tiny cell in which he was stuck was not nearly enough space for him to do so. He found himself going stir crazy almost immediately.

Fortunately, Binder had heard about Slick and was imaginative enough to consider the practical and scientific applications of his power. The Ultimates broke Slick out of the prison where he was being held, and he was more than happy enough to accept their offer to join the team. Truth be told, he would have accepted any invitation from anyone who got him out of that cell.

More than any of the other Ultimates, Slick genuinely enjoyed the thrill of being a high profile criminal. They always had enough money to buy lots of drugs, they attracted emotionally damaged and morally questionable women, and he was the only one who was willing to take advantage of any of this, rather than having other obsessions. It was really an ideal life ... except those times where he got caught and had to wait for rescue, going a little crazier every second of his imprisonment.

He never saw the ending coming. When Binder finally cracked up and became the Ultimate, Slick was imprisoned inside the mastermind's new headquarters and compelled to use his powers to minimize the friction of the various machines within it, thus making everything operate at an unimaginable level of efficiency. By the time he was freed, Slick was thoroughly broken. He managed to escape from custody, but that was the end of his career as a criminal.

Two years later, his body was discovered in a motel in Las Vegas, dead of an overdose of several unusual drugs. Said corpse was claimed by AEGIS, but what with one thing and another, it ended up in the custody of the Labyrinth for dissection and study of his mutations. And that was the end of his story ... but out of all the Ultimates, it's most probable that Slick left behind children (who by now might have children of their own) who might have inherited his powers.

Slick -- PL 10

STR 4 | STA 6 | AGL 8 | DEX 6 | FGT 6 | INT 0 | AWE 0 | PRE 2
Powers: Frictionless Movement (Enhanced Advantages 5 [Defensive Roll 5]; Immunity 5 [entrapment]; Speed 12), Friction Control (Array: Ranged Cumulative Affliction 10 [Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile], Extra Condition, Limited Degree, AP: Ranged Burst Area 2 Cumulative Affliction 6 [Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile], Extra Condition, Limited Degree), Toughened Body (Impervious Toughness 6).
Advantages: Defensive Roll 5, Evasion, Instant Up, Move-By Action
Skills: Acrobatics 4 (+12), Athletics 8 (+12), Deception 6 (+8), Insight 4 (+4), Perception 4 (+4), Persuasion 6 (+8), Ranged Attack: Friction Control 4 (+10), Stealth 4 (+12).
Offense: Initiative +8, Unarmed +6 (Close Damage 4), Friction Control 10 (Ranged Affliction 10, Resisted by Dodge).
Defense: Dodge 8, Parry 8, Fortitude 8, Toughness 12/6, Will 5.
Totals: Abilities 64 + Powers 59 + Advantages 3 + Skills 20 + Defenses 11 = 157 points
Complications: Greed--Motivation. Addicted.

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Blackstar

Post by Davies » Wed Jun 28, 2017 4:50 pm

Blackstar

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In 1974, James Carson was a postgraduate physics student employed by Teknosis Enterprises as an assistant researcher. He would have counted himself lucky to get the job, since his theories about gravity were largely mocked by his colleagues and mentors, except that he found that he got little if any respect from his coworkers. The jerks even had the temerity to throw a staff party where he was crowned 'most likely to become a mad scientist and declare he'll show us all"! Then and there he resolved that he would indeed show them all, but he was smart enough not to say anything of the sort.

He soon found an opportunity when an elderly scientist at Teknosis developed a mechanism that could alter a creature's density from near-intangibility to hyperdensity. Believing that he could use this device, Carson broke into the laboratory where it was kept and began experimenting with its settings. The inventor arrived in the lab not long after Carson began doing so, and in the scuffle that followed Carson struck the old man so hard that he died. With nothing left to lose, Carson seized the notes on the device and subjected himself to its bombardment, hoping to turn intangible so that he could escape from the laboratory before security came.

To his considerable astonishment, after he made his escape, Carson found that he was able to return himself to normal density with an act of will, and turn intangible in the same way, or increase his density. It seems likely that he had some latent mutations which the device activated, a theory that might be confirmed by the fact that his neice, Beatrice Smart, developed similar powers without being subjected to any unusual radiations. All that Carson knew was that suddenly he had superpowers, which meant that the world was now his oyster.

He was particularly thrilled by the way that he could make himself stronger than any of the bullies who'd ever picked on him as a child would ever have grown up to be, and spent the weeks that followed his empowerment working out, so that he was in the best shape of his life even without increasing his muscular density. That accomplished, he devised a costume and embarked on what he hoped would be a reign of terror as Blackstar, the human black hole.

On his very first job, Blackstar ran into Binder and Plasmoid, and fought the pair of them for the right to strike the same target. He was overmatched fighting against Plasmoid, of course, but Binder decided that he liked the cut of the other man's jib and invited him to join forces, making the duo into a trio. Secretly relieved to be out of that fight, Blackstar soon found himself running into a better class of opponent. Finding this thrilling, he often kept right on fighting long after the other Ultimates had accomplished their goals and were ready to depart, a critical weakness that got him thrown in jail, in need of a rescue from his teammates.

However, he hadn't totally devolved into dumb muscle. Under Binder's supervision, Blackstar continued to experiment with his powers, developing new ways to use his control over mass and gravity. He learned how to shift the virtual mass that he used to strengthen himself onto other peoples, slowing and even paralyzing them, and how to manipulate objects at a distance. Perhaps his greatest accomplishment was figuring out how to warp space time so that he could teleport from one location to another, facilitating a number of the Ultimates' more subtle crimes.

These complicated manipulations of matter were employed rather directly by "the Ultimate", without regards for Blackstar's wishes in the matter. While he didn't freak out about this as badly as Slick did, it was still a pretty serious blow to his self-esteem. In the end, the team was no more, and Blackstar found himself on his own. He had been paying attention to the news, noting how superheroes were getting more and more dangerous these days. Without the support of his teammates, he wasn't sure that he could keep up. So he surrendered to the authorities, was tried, and packed off to Stronghold for an extended sentence.

(He was actually surprised that he didn't get a life sentence or the chamber, considering the murder. But when he asked his lawyer about it, the attorney seemed bewildered. The scientist that Carson thought he'd killed had reported for work the next day in perfect health, and died of old age six years later. Now Blackstar was the bewildered one, but it was something of a relief.)

He did his time patiently, availing himself of educational resources to finish his science degree and study for an education diploma as well. When he finally got out, twenty years later, he managed to find a job teaching high school physics at a public school in Bay City that was desperate enough for educators to overlook his record.

It would be a mistake to think that Carson has turned good. He's still a cruel, arbitrary teacher who secretly uses his powers to "punish" students who commit the crime of annoying him. He messes up the kids' experiments so that he can give them bad grades, he takes great pleasure in crushing the dreams of students with an interest in science, and takes every opportunity to show up the school's jocks. But he's no longer interested in blatant criminality.

However ... given the increasing lack of support for public schools, Carson may soon find himself out of a job, and be forced to revert to old patterns of behavior out of necessity, despite his awareness that he's a long way from his best days. Or perhaps he might make a new role for himself as the mentor to a group of younger villains ... or even a group of young antiheroes.

Blackstar (c. 1987) -- PL 11

STR 4 | STA 5 | AGL 4 | DEX 3 | FGT 6 | INT 1 | AWE 1 | PRE 4
Powers: Density Control (Array: Growth 10, Density Increase AND Impervious Toughness 15, AP: Insubstantial 4 AND Enhanced Defenses 15 [Dodge 8, Parry 7], AP: Ranged Cumulative Affliction 8 [Resisted by Fortitude; Hindered and Vulnerable, Defenseless and Immobile], Concentration, Extra Condition, Limited Degree, AP: Perception Range Move Object 11, Subtle), Spacewarp (Accurate Easy Extended Teleport 6, Increased Mass 3).
Advantages: All-Out Attack, Improved Grab, Power Attack, Takedown
Skills: Close Combat: Unarmed 1 (+7), Expertise: Science 4 (+5), Expertise: Streetwise 4 (+5), Insight 4 (+5), Intimidation 12 (+16), Perception 6 (+7), Ranged Attack: Mass Drop 9 (+12).
Offense: Initiative +4, Unarmed (Min Density) +7 (Close Damage 4), Unarmed (Max Density) +7 (Close Damage 15), Mass Drop +12 (Ranged Fortitude 8).
Defense: Dodge 15/7, Parry 14/7, Fortitude (Min Density) 8/(Max Density) 18, Toughness (Min Density) 5/(Max Density) 15, Will 4.
Totals: Abilities 56 + Powers 71 + Advantages 4 + Skills 20 + Defenses 10 = 161 points
Complications: Thrills--Motivation. Afraid of Heights.

James Carson (2017) -- PL 7

STR 1 | STA 2 | AGL 1 | DEX 0 | FGT 2 | INT 2 | AWE 1 | PRE 2
Powers: Density Control (Array: Growth 10, Density Increase AND Impervious Toughness 12, AP: Insubstantial 4 AND Enhanced Defenses 12 [Dodge 6, Parry 6], AP: Ranged Cumulative Affliction 8 [Resisted by Fortitude; Hindered and Vulnerable, Defenseless and Immobile], Concentration, Extra Condition, Limited Degree, AP: Perception Range Move Object 10, Subtle), Spacewarp (Accurate Easy Extended Teleport 4)
Advantages: None.
Skills: Close Combat: Unarmed 1 (+3), Expertise: Science 6 (+8), Expertise: Streetwise 2 (+4), Expertise: Teacher 4 (+6), Insight 4 (+5), Intimidation 8 (+10), Perception 6 (+7), Ranged Attack: Mass Drop 3 (+3).
Offense: Initiative +1, Unarmed (Min Density) +3 (Close Damage 1), Unarmed (Max Density) +3 (Close Damage 11), Mass Drop +3 (Ranged Fortitude 8).
Defense: Dodge 8/2, Parry 8/2, Fortitude (Min Density) 3/(Max Density) 13, Toughness (Min Density) 2/(Max Density) 12, Will 1.
Totals: Abilities 22 + Powers 55 + Advantages 0 + Skills 17 + Defenses 2 = 96 points
Complications: Pettiness--Motivation. Responsibility (job). Afraid of Heights.

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Charger

Post by Davies » Thu Jun 29, 2017 4:38 pm

Charger

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In 1974, Edward Ellis was a terminal cancer patient who refused to give up hope that he could survive his illness. Lacking any other option, he chose to use his few remaining resources to be cryogenicallly frozen until a cure for his condition could be found, along with a cure for being cryogenically frozen. Unfortunately, the cryogenics firm that he chose was not one of the reputable ones, but rather a front for a certain serpentine terrorist organization. The substance into which Ellis' body was submerged was not liquid nitrogen, but something else, and rather than being stored in a casket somewhere, it was experimented upon. As one of the legally dead, they could do whatever they wanted to him, after all. And they did.

Eventually, something that they did caused him to awaken from his slumber with an explosion of electrical energy that shattered the lab where he was being studied. He discovered that he had the power to generate electricity from his body, and that he lacked certain features as well -- like a pulse and body temperature. His condition left him even further disconnected from humanity than he'd been before being frozen, and he resolved to get revenge on "the system" that he blamed for all his woes. And so Edward Ellis became Charger, and launched his criminal career.

Not long after that, he was somewhat forcibly recruited by the Ultimates when they caught him robbing a jewelry store. After a short fight between him and Plasmoid, he agreed to join the team when Binder offered to put his scientific genius to work on the problems of Charger's low body temperature and vulnerability to fire. (Binder soon discovered that this was a purely psychosomatic vulnerability, as Charger was able to absorb any energy based attack -- all of which could certainly alter his temperature just like fire did -- without harm. He chose not to reveal this truth to Charger to have a weapon against the powerful and erratic energy projector if one proved to be necessary.)

Just as with all the Ultimates, Charger would be converted into a piece of living machinery for the Ultimate's final plan. Unlike any of the others, this did nothing to affect Charger's already damaged psyche. He wasn't one of the living, after all, so what difference did it make. Alone among the Ultimates, he has continued his criminal career right up until the present day, except on those occasions when he was imprisoned in Stronghold. His case has actually set precedent for how the undead are to be treated under American law, with the fact that he possesses a consciousness distinguishing him from "biological automata" like zombies, with the result that he must be imprisoned rather than simply executed out of hand.

These days, he often goes by the alias Supercharger rather than simply Charger, but his motives remain the same as ever -- a lust for money and power and complete contempt for anyone who gets in the way of him gaining them.

Charger -- PL 11

STR 0 | STA -- | AGL 5 | DEX 6 | FGT 4 | INT 0 | AWE 0 | PRE 2
Powers: Electrical Discharge (Ranged Damage 14, AP: Damage 7, Reaction [touched]), Electrostatic Levitation (Flight 7), Energy Absorbing Force Field (Sustained Immunity 20 [energy powers]), Walking Dead (Immunity 32 [critical hits, Fortitude Effects]; Impervious Protection 12; Regeneration 1, Source [electrical current]).
Advantages: Accurate Attack, Extraordinary Effort, Improved Grab, Power Attack.
Skills: Deception 6 (+8), Ranged Attack: Electrical Discharge 2 (+8), Stealth 6 (+11).
Offense: Initiative +5, Unarmed +4 (Close Damage 0), Electrical Discharge +8 (Ranged Damage 14).
Defense: Dodge 10, Parry 6, Fortitude Immune, Toughness 12, Will 5.
Totals: Abilities 24 + Powers 119 + Advantages 4 + Skills 7 + Defense 12 = 166 points
Complications: Power--Motivation. Vulnerability (fire).

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Re: World of Freedom 3.2 - Enemies: The Ultimates: Binder, Plasmoid, Slick, Blackstar, Charger

Post by Davies » Fri Jun 30, 2017 9:24 pm

I'm taking the weekend off from this thread to celebrate Sailor Moon's birthday and Canada Day. I'll be back on Monday with Panda and Raccoon.

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Panda & Raccoon

Post by Davies » Tue Jul 04, 2017 4:48 pm

Panda & Raccoon

If ever two people should never have met ...

Ginger Bosworth never knew her parents. The most likely story is that they were a poor, lower middle class family in Leichester, who didn't know what to do when one of their children was born with ears like a panda bear in the early 1960s. So they dropped Ginger off at an orphanage where she was given the family name Bosworth after the field and forgot all about her. The other children at the orphanage were, of course, terribly cruel to the appropriately named Ginger, and she had no real hope of ever being adopted.

Then she hit puberty, and everything changed. The terrible cruelty of the other children began to take on a new dimension, and one day one of them tried to rape her. "Tried" being the operative word, because the fear and outrage that Ginger felt in that moment unlocked her psionic powers. When she let out a scream it penetrated into the brain of her attacker, leaving him blank-eyed and drooling on the ground in front of her. Knowing that she'd be blamed for what happened, that no one would ever believe her as the victim in all of this, Ginger fled the orphanage and escaped onto the streets of Leichester.

It was a few days later, while she was hiding in an abandoned factory, that someone finally came looking for Ginger, someone who told her that she wasn't a monster, that the boy had been the monster, and that she could become part of the wave of the future. So it came to pass that she was recruited by the Redirection Cartel, a subversive organization that operated in Britain's shadows in the seventies and eighties, which felt that Thatcherism didn't go nearly far enough. Ginger was trained in the use of her powers and in the martial arts to become one of the Cartel's top operatives, conducting sabotage and assassinations against enemies of the Cartel.

In 1980, she was given an assignment to travel to the Caribbean and assassinate a VIPER super agent who'd been causing problems for the Cartel's agents in the region. And when she arrived and sought him out, everything changed yet again ...

Robin Hobart never questioned that his parents loved him. They did their best to make it clear that they weren't hiding him from the world out of shame for his rodent-like ears and tail, but out of fear for what the outside world would do to him if he was exposed to the public. They showered him with affection, gave him everything he could possibly want. Except freedom, of course, but who needed that?

As it turned out, Robin found that he needed that. And so, not without regrets, he stole out from his isolated home and onto the streets of Los Angeles, traveling by night and employing the powers he'd developed at puberty to conceal his activities. But he couldn't hide from everyone, and recruiters from VIPER eventually found him and offered him a job with them. Correctly guessing that this was an offer he really couldn't refuse, Robin accepted. He was trained in the use of his powers and in the martial arts to become a top enforcer for VIPER.

In 1980, he was given an assignment to travel to the Caribbean and undermine the activities of the Redirection Cartel, with the intention of drawing out a particularly effective super agent of theirs. And when she arrived and sought him out, everything changed ... for both of them.

Can the flower of love bloom on the battlefield? It clearly can, for within moments of their first encounter, Panda and Raccoon knew that they were meant for each other, that nothing in this world or any other mattered as much to either of them as the other did. They abandoned their minders and fled back to America, where they quickly popped up long enough to get married, and then went back on the run.

They soon reached the conclusion that they were going to need a powerful protector to shield them from the wrath of VIPER and the Cartel. Demonstrating their tendency to escape from the frying pan into the fire, they chose to put their trust in Doctor Destroyer, enlisting in the armored megalomaniac's service shortly before he began his famous scheme involving a private island. Despite the fact that they failed to prevent the Champions and some other heroes from taking the island away from the Doctor, he was sufficiently impressed by their abilities to allow them to go on living as long as they continued in his service.

And so they did, all through the 1980s and into the 1990s. They were even present at Destroyer's side when he attempted to recruit Omega as a junior partner during the Terminus Invasion, and helped to confirm that the body recovered in the aftermath of that episode was in fact Destroyer's. After that, they went to jail for an extended interval, finally emerging in 2005 to become some of the first clients of Project Freedom. Unfortunately, their membership in that group was short lived, as they were framed for various crimes by a certain other married couple in the Project, had their probation revoked and went back to jail to finish their sentences.

Thoroughly broken by these experiences, most notably the fact that they were completely separated from each other during their stay in Blackstone, Panda and Raccoon were finally released in 2013. They've been assisted in finding a new place for themselves by Toxic and other current members of Project Freedom. It remains to be seen whether the fact that they're both in their fifties and well past their prime will truly stop them from returning to the criminal life that's all they've ever known ...

Panda -- PL 10
Image
STR 3 | STA 5 | AGL 5 | DEX 5 | FGT 12 | INT 0 | AWE 4 | PRE 4
Powers: Mobility (Leaping 2; Speed 3), Psychic Disruption (Perception Range Damage 6, Alternate Save [Will]), Psychic Resistance (Impervious Will 10), Psychic Senses (Senses 2 [danger sense, mental awareness]), Striking Strength (Strength-based Damage 2)
Advantages: Agile Feint, Close Attack, Defensive Attack, Defensive Roll, Evasion, Improved Defense, Improved Initiative 2, Improved Trip, Power Attack, Takedown, Taunt, Teamwork, Uncanny Dodge.
Skills: Acrobatics 8 (+13), Athletics 6 (+8), Close Combat: Unarmed 2 (+14), Deception 6 (+10), Insight 4 (+8), Perception 12 (+16), Stealth 8 (+13), Technology 4 (+4).
Offense: Initiative +13, Unarmed +15 (Close Damage 5), Psychic Disruption -- (Perception Range Damage 6, Resisted by Will).
Defense: Dodge 11, Parry 13, Fortitude 8, Toughness 7/5, Will 10.
Totals: Abilities 76 + Powers 41 + Advantages 14 + Skills 25 + Defenses 16 = 172 points
Complications: Loyalty to Raccoon--Motivation. Enemies (many, on both sides of the law). Prejudice (obvious mutant).

Raccoon -- PL 10
Image
STR 6 | STA 8 | AGL 5 | DEX 5 | FGT 12 | INT 0 | AWE 0 | PRE 6
Powers: Cloud of Darkness (Ranged Cloud Area 2 Visual Concealment 4 Attack), Darksight (Senses 2 [darkvision]), Resilience (Impervious Toughness 5), Striking Strength (Strength-based Damage 2)
Advantages: Agile Feint, Defensive Attack, Improved Defense, Improved Initiative, Improved Trip, Power Attack, Takedown, Teamwork, Uncanny Dodge.
Skills: Acrobatics 8 (+13), Athletics 10 (+16), Intimidation 8 (+14), Perception 8 (+8), Stealth 8 (+13), Technology 4 (+4).
Offense: Initiative +9, Unarmed +12 (Close Damage 8).
Defense: Dodge 10, Parry 12, Fortitude 13, Toughness 8, Will 5.
Totals: Abilities 84 + Powers 33 + Advantages 9 + Skills 23 + Defenses 15 = 164 points.
Complications: Loyalty to Panda--Motivation. Enemies (many, on both sides of the law). Prejudice (obvious mutant).

Voltron64
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Re: Panda & Raccoon

Post by Voltron64 » Tue Jul 04, 2017 7:42 pm

Davies wrote:
Tue Jul 04, 2017 4:48 pm
They were even present at Destroyer's side when he attempted to recruit Omega as a junior partner during the Terminus Invasion, and helped to confirm that the body recovered in the aftermath of that episode was in fact Destroyer's.
Fun fact about the horribly burnt corpse of Albert Zersoiten, about the only thing missing from it were it's head and upper spine.

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catsi563
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Re: Panda & Raccoon

Post by catsi563 » Tue Jul 04, 2017 8:17 pm

Voltron64 wrote:
Tue Jul 04, 2017 7:42 pm
Davies wrote:
Tue Jul 04, 2017 4:48 pm
They were even present at Destroyer's side when he attempted to recruit Omega as a junior partner during the Terminus Invasion, and helped to confirm that the body recovered in the aftermath of that episode was in fact Destroyer's.
Fun fact about the horribly burnt corpse of Albert Zersoiten, about the only thing missing from it were it's head and upper spine.
And even that would be part of a master plan. :twisted:

Love Panda, took the concept and actually expounded on it into my own version.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories

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Davies
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Re: Panda & Raccoon

Post by Davies » Tue Jul 04, 2017 8:25 pm

catsi563 wrote:
Tue Jul 04, 2017 8:17 pm
Voltron64 wrote:
Tue Jul 04, 2017 7:42 pm
Davies wrote:
Tue Jul 04, 2017 4:48 pm
They were even present at Destroyer's side when he attempted to recruit Omega as a junior partner during the Terminus Invasion, and helped to confirm that the body recovered in the aftermath of that episode was in fact Destroyer's.
Fun fact about the horribly burnt corpse of Albert Zersoiten, about the only thing missing from it were it's head and upper spine.
And even that would be part of a master plan. :twisted:
Sorry, no, They Did Not Save Destroyer's Brain, and the autopsy was really really thorough. I'll go into details about that when I get done Firewing's entry (the last one in Enemies) in a couple of weeks.
catsi563 wrote:
Tue Jul 04, 2017 8:17 pm
Love Panda, took the concept and actually expounded on it into my own version.
Looking forward to seeing that.

Tomorrow: that other supervillainous married couple.

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Re: World of Freedom 3.2 - Enemies: The Ultimates: Binder, Plasmoid, Slick, Blackstar, Charger

Post by Ken » Tue Jul 04, 2017 8:26 pm

Lightning and Thunder?
Does a Winnie poo in the 100-acre wood?

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Davies
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Re: World of Freedom 3.2 - Enemies: The Ultimates: Binder, Plasmoid, Slick, Blackstar, Charger

Post by Davies » Tue Jul 04, 2017 8:33 pm

Ken wrote:
Tue Jul 04, 2017 8:26 pm
Lightning and Thunder?
Pin pon, aka "I really did not understand how to convert characters from one system to another when I started". Those two are PL 8 at most, and there I was throwing PL 10 versions of them in "Project Freedom" ... anyway, this version of them has a lot of "experience points" from that campaign and stuff they did afterwards.

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