Sidious' FASERIP Builds: Headless Horseman OC; Gladiator

Where in all of your character write ups will go.
greycrusader
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Re: Sidious' FASERIP Builds: The Olympian Club, Freedom City Builds

Post by greycrusader » Fri Jan 03, 2020 1:07 am

Huh. Yes, upon reflection, there were TWO groups of "faux" Olympians, along with the actual pantheon; there were also the D-Bees posing as the Norse gods, and the maybe/maybe not Babylonian divinities. Though I suppose it could be argued a LOT of advanced aliens, demons, enhanced humanoids, and shape-shifters would exploit mankind's fear and reverence of the gods of old. Some of the near-immortals likely were those ancient gods, or inspired them, as far as an in-universe RIFTS thing.

I very much liked your expansion of the Ubermenschen of Erde (Nazi-Conquered Parallel Earth). For those not in the know, they are the creation of Christopher McGothlin, a former MAJOR contributor to Green Ronin. They're evil goosestepping analogues of the Quality/DC Comics Freedom Fighters characters (Phantom Lady, Human Bomb, Doll Man, Black Condor, Uncle Sam, and the Ray).

All my best.

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Re: Sidious' FASERIP Builds: The Olympian Club, Freedom City Builds

Post by Sidious » Tue Jan 07, 2020 7:48 pm

Thanks, I loved McGothlin's "Time of..." adventures and I'm hoping they get him to do more of them for their new monthly adventure initiative.
Seeing the little Easter Eggs in the game is one of the more fun things when playing. Also don't forget that the Mad Maple's crew are allegories of Flash's Rogues.

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Meta-Grue - Freedomverse

Post by Sidious » Tue Jan 07, 2020 7:57 pm

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Meta-Grue

STATISTICS
F: RM(30)
A: EX(20)
S: AM(50)
E: AM(50)
R: EX(20)
I: GD(10)
P: EX(20)

Health: 150
Karma: 50
Resources: EX (20)
Popularity: -15

BACKGROUND
Real Name: Darr’Kan
Occupation: Exiled Grue
Legal Status: Exiled citizen of the Grue Empire
Identity: Publicly Known
Other Known Aliases: Various
Place of Birth: The Grue Empire
Marital Status: Unrevealed
Known Relatives: None
Base of Operations: Mobile
Past Group Affiliations: The Grue Empire
Present Group Affiliation:

KNOWN POWERS:
Grue Meta-Morph: The Meta-Grue is a specially altered Grue Meta-Morph. He possess the normal abilities of his kind in addition to his other abilities:
  • Psi-Screen: In/40
  • Shape-Shifting: Un/100
  • Telepathic Translation: Rm/30 ability to understand languages telepathically.
Enhanced Powers: The Meta-Grue has been altered to contain the abilities of the Atom Family:
  • Nucleonic Energy Control: Mn/75
    • Energy Blast: Mn/75
    • Molecular Disruption: Am/50
    • Radiation Absorption: Mn/75
    • Energy Solidification: Am/50
    • Flash: Am/50
  • Nucleonic Flight: In/40
  • Elongation: Un/100
    • Fluidity: Am/50 ability to shift his molecules to a fluid state.
  • Size and Density Control:
    • Phasing: In/40
    • Density Increase: In/40 protection from damage.
    • Growth: Am/50, 30ft tall.
    • Shrinking: Am/50
  • Telepathy: Am/50
    • Mental Blast: Am/50
    • Hallucination: In/40
    • Mind Wipe: Rm/30
TALENTS: Espionage; Military

CONTACTS:

HISTORY
When the Grue Unity kidnapped and replaced the Atom Family as a prelude to their invasion of Earth, the young Atoms were also used as subjects in a Grue experiment. Darr’Kan, a metamorph specially bred and modified for the experiment, leeched off their psychic energies and, in so doing, fully duplicated all of their unique powers and abilities. He was intended as the first of a new generation of Grue super-warriors. Once the Unity had drained and copied the powers of all of Earth’s heroes, it would become invincible!

Fortunately for Earth and the uni-verse, the experiment didn’t work out as planned. The psychic inter-action with the Atom Family, enhanced by telepathic interference from Chase Atom, caused Darr’Kan to awaken to a new, in-dependent consciousness. Knowing full well he would be branded a rogue and destroyed as a threat to the Unity, and filled with power-lust and ambition, the Grue warrior hatched a plot to aid the invasion, then overthrow the Meta-Mind and claim the Unity for himself!

With the aid of Darr’Kan’s plot, the Atom Family was able to lure the Meta-Mind to Earth’s solar system and escape their confinement on board the Grue mothership. With the betrayal of Darr’Kan and the escape of Earth’s other heroes—aided by Pseudo and the new Star Knight—providing a distraction, the Atoms were able to damage the mothership and shut down the Grue subspace shields. This allowed Chase’s friend Cosmo to teleport them to Farside City.

Using the power of the Moonstone, aided by Earth’s most powerful psychics and mystics, Chase Atom engaged the Meta-Mind in psychic combat and defeated it. The telepathic backlash disabled the Grue, wiping out most of their invasion fleet and sending the rest fleeing back into deep space. Darr’Kan was able to escape the destruction of the Grue mothership at the last moment, but he was stranded on Earth and exiled from the Unity. Since then, the rogue metamorph has adopted the title “the Meta-Grue” and still plots to either over-throw the Meta-Mind and claim control over the Unity, or to found his own rival Grue Unity that will one day conquer and absorb the original, allowing the Meta-Grue to become ruler of the galaxy!
Last edited by Sidious on Mon May 04, 2020 3:58 pm, edited 2 times in total.

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Superior - Freedomverse

Post by Sidious » Tue Jan 07, 2020 8:04 pm

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Superior

STATISTICS
F: IN(40)
A: IN(40)
S: UN(100)
E: UN(100)
R: IN(40)
I: AM(50)
P: IN(40)

Health: 280
Karma: 130
Resources: Incredible (40)
Popularity: -20

BACKGROUND
Real Name: Kal-Zed
Occupation: World Conqueror
Legal Status: Wanted war criminal on Earth
Identity: No dual identity
Other Known Aliases: Uber-mensch
Place of Birth: Ultima Thule
Marital Status: Single
Known Relatives: None
Base of Operations: Mobile
Past Group Affiliations: Formerly Nazis
Present Group Affiliation:

KNOWN POWERS:
Invulnerabilities: like all Ultimen Eternals, Zed has several invulnerabilities.
  • Body Resistance: Mn/75 resistance to all attacks
  • Aging, Cold, Radiation, Toxins & Disease: CL 1000
  • Life Support: CL 1000, Zed has no need to eat or breathe.
Cosmic Energy Manipulation: Ultimen can channel cosmic energy like any other Eternal. Zed has developed several power stunts.
  • Flight: ShX/150
  • Heat Vision: Am/50
Psionics: The Ultimen Mind possesses several powers common among Eternals.
  • Mind Reading: Incredible (40) ability to read the surface thoughts around him.
  • Thought Projection: Incredible (40) ability to have mind to mind communication.
  • Comprehend – Languages: Incredible abilities to learn new languages.
TALENTS: Military; Weapons Master; Espionage; Ultima Thule Science

CONTACTS:

HISTORY
Kal-Zed was born a wolf among sheep, a giant among those con-tent to while away their endless lives with trivialities. He was one of the rare births among the Ultima, celebrated by the immortals as the continuation of their race and culture. With only a few centuries of life, he lacked the perspective to understand his people’s tradition of isolation and non-interference with less evolved cultures. Instead he was obsessed with ancient lore about the time when the Ultima strode the world like gods, and were worshiped as such. They were “giants in the Earth” then, not existing like monks in their hidden city of Ultima Thule, far from any other civilization.

So it was no surprise that Kal-Zed was intrigued when outsiders visited Ultima Thule for the first time in many years. They spoke of ancient human legends about the city and about the origin of their race, the Aryan race. The Ultima found their folk-beliefs amusing, but had no interest in their primitive doctrines of racial purity or their political ambitions. They mindwiped the intruders and sent them on their way, with nothing more than vague memories of being lost in a snow-storm.

The seed these visitors planted festered in Kal-Zed’s mind, how-ever. The strangers were right, after all—the Ultima were superior! Why should they not assume control of less evolved cultures and guide them? It would be child’s play to do so; the primitive technology and crude psychic abilities displayed by humans were no match for the cosmic Power Primal of one who was like a god to them.

So, one fateful night, Kal-Zed stole away from Ultima Thule. He traveled to the Fatherland of the visitors and presented himself as a true example of the Aryan ideal, der Übermensch. Upon meeting Adolf Hitler, Kal-Zed was unprepared for the power, the sheer charisma, of the man, amplified with the subtle aid of his occult advisors. Rather than simply seizing control of the Reich, the newly named Übermensch thought it in his best interests to use the Nazis to his advantage.

Übermensch was one of the few Nazi super-soldiers to escape death or capture at the end of the war. Exiled from Ultima Thule, his ambitions dashed, he renamed himself Superior and became a fierce foe of the Centurion, his opposite number in America. The two of them clashed many times over the years as Superior sought revenge and conquest. Eventually, Centurion decisively defeated him and exiled his foe to the Zero-Zone with the assent of the Ultima. There Superior remained, awaiting an opportunity to escape and wreak havoc on his old foe and the world that defied him for so long.

By the time Superior managed to escape the Zero-Zone, he was dis-appointed to learn the Centurion was already dead and gone, having sacrificed himself against Omega during the Terminus Invasion. On the other hand, he was both pleased and amused to learn that his old foe’s mantle had been passed to Centuria, his daughter from another timeline. Superior made it clear he found Centuria a suitable mate, should she chose to rule the world at his side. Centuria’s reply sent the rogue Ultiman flying through several buildings before finally coming to rest in a crater on the far side of the Wading River. Superior has never again made so “generous” an offer.

Superior has occasionally allied with his “old friend” Overshadow, but the master of SHADOW knows better than to trust der Übermensch himself, aware of the full reach of Superior’s ambitions and the truth about his origins. Still, the two sometimes find it useful to cooper-ate, and the world is rightly concerned when they do.

Although Superior no longer considers himself a Nazi (if he ever did), he still subscribes to their ethos of innate superiority—with himself at the pinnacle of that ladder, of course. He sometimes ma-nipulates fascist and neo-Nazi groups to rally around him, but gives no more thought to such pawns than one might give to a pack of loyal hounds, and does not hesitate to dispose of them, if it serves his purpose.
Last edited by Sidious on Mon May 04, 2020 3:59 pm, edited 1 time in total.

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Star Knight - A’lan Koor - Freedom League - Freedomverse

Post by Sidious » Tue Jan 07, 2020 8:12 pm

Image

Star Knight I

STATISTICS
F: IN(40)
A: RM(30)
S: RM(30)
E: IN(40)
R: EX(20)
I: EX(20)
P: IN(40)

Health: 140
Karma: 80
Resources: In/40
Popularity: 15

BACKGROUND
Real Name: A’lan Koor
Occupation: Star Knight
Legal Status: Citizen of the Lor Republic
Identity: Public
Other Known Aliases: Alan Koor
Place of Birth: Lor Republic
Marital Status: Single
Known Relatives: None
Base of Operations: Star Knight Citadel; formerly Freedom League Headquarters
Past Group Affiliations: Freedom League, Star Knights
Present Group Affiliation:

EQUIPMENT:
Star Knight Armor: Sri A’Lan wears a highly advanced alien armor:
  • When not suited up A’lan has the following abilities:
    • F: Ex A: Ex S: Gd E: Ex
    • Health: 70
  • Protective Casing:
    • Body Armor: Incredible resistance to physical and energy damage.
    • Life Support: Unearthly
  • Sensor System:
    • Communication Link: Cl 1000 link to Mentor the Computer in charge of the Star Knights.
    • Sensors: Star Knight Armor has various sensors built into it, Direction Sense, Low-light Vision, and Radio, all at Excellent (20) rank.
  • Mechanical Communion: Star Knights can summon and send away their armor with a simple mental command.
  • Stellar Flight: Incredible (40) within the atmosphere, Cl 1000 in outer space.
  • Stellar Sword: Incredible (40) energy blade or Incredible (40) energy blast
  • Universal Translator: Unearthly (100) ability to translate languages.
TALENTS: Astro-Navigation; Ga-lactic Lore; Weapon Specialist: star knight armor

CONTACTS: Star Knights, Mentor, Freedom League

HISTORY
A’Lan Koor was born on a colony world on the borders of Republic space and raised in an environment of independent pioneering, but also potential danger, as his home was subject to raids by pi-rates and outlaws and of interest to the Grue Unity. He learned at an early age to defend himself and his people, but also the value of diplomacy and a community working together for the greater good. He might well have become a statesman or senator from his world, if the Star Knights had not found him instead. Offered the opportunity to further the cause of peace in the galaxy, A’Lan accept-ed and joined the ranks of the Order.

Although he distinguished himself in training and on duty, A’Lan Koor’s career as a Star Knight changed after the betrayal of Rojan Lhar. Mentor chose Sri A’Lan to pursue the Black Star Knight to a planet called Earth, home to a primitive human culture on the distant edges of civilized space. For some years, A’Lan lived and worked among the people of Earth as the hero known as Star Knight. He joined the first incarnation of the Freedom League and advised the League on matters concerning space and potential galactic threats to Earth. He also developed a deep and abiding respect for Earth-people, so very like the pioneers of his home world.

Eventually, Star Knight defeated Blackstar (as Rojan Lhar came to be known) and completed his duties on Earth. Returning to Citadel, Sri A’Lan accepted promotion into the Inner Circle of the Order, training newer and younger Star Knights and advising Mentor directly. Although he hoped for a peaceful retirement eventually, that is looking less and less likely with upheaval in the galaxy, the over-throw of the Republic, and the formation of the Argents and the Blackguard, led by A’Lan’s old foe, Blackstar.

Chronologically in his 80s (by Earth standards), Sri A’Lan is still middle-aged, thanks to advanced eugenics and medicine, although his brown hair is going increasingly to grey along the temples. Still, his blue eyes are as sharp as ever, even if they sport a few more crow’s feet. The senior Star Knight is rarely seen in his armor any more these days, generally wearing a councilor’s robes while going about his duties on Citadel, although he still has access to his armor and keeps in practice using it.
Last edited by Sidious on Mon May 04, 2020 3:59 pm, edited 1 time in total.

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Star Knight - Montoya - Freedom League - Freedomverse

Post by Sidious » Wed Jan 08, 2020 3:02 pm

Image

Star Knight II

STATISTICS
F: RM(30)
A: EX(20)
S: RM(30)
E: RM(30)
R: GD(10)
I: EX(20)
P: RM(30)

Health: 110
Karma: 60
Resources: Ex/20
Popularity: 20

BACKGROUND
Real Name: Maria Montoya
Occupation: Adventurer, Police Officer
Legal Status: Citizen of the United States, with no criminal record
Identity: Secret
Other Known Aliases: None
Place of Birth: California
Marital Status: Single
Known Relatives: Unnamed parents
Base of Operations: Citadel; Freedom League Headquarters
Past Group Affiliations: Star Knights, Freedom League
Present Group Affiliation:

EQUIPMENT:
Star Knight Armor: Sri Montoya wears a highly advanced alien armor:
  • When not suited up Sri Montoya has the following abilities:
    • F: Gd A: Gd S: Ty E: Gd; Health: 36
  • Protective Casing:
    • Body Armor: Incredible (40) resistance to physical and energy damage.
    • Life Support: Unearthly (100)
  • Sensor System:
    • Communication Link: Cl 1000 link to Mentor the Computer in charge of the Star Knights.
    • Sensors: Star Knight Armor has various sensors built into it, Direction Sense, Low-light Vision, and Radio, all at Excellent (20) rank.
  • Mechanical Communion: Star Knights can summon and send away their armor with a simple mental command.
  • Stellar Flight: Incredible (40) within the atmosphere, Cl 1000 in outer space.
  • Stellar Sword: Incredible (40) energy blade or Incredible (40) energy blast
  • Universal Translator: Unearthly (100) ability to translate languages.
TALENTS: Law; Law Enforcement; Weapon Specialist: star knight armor

CONTACTS: Star Knights, Mentor, Freedom League

HISTORY
Maria’s parents were both children of immigrants: her father’s family from Central America, her mothers from Greece. She grew up in California, where she decided to attend the police academy and become an officer. She earned high marks in criminal procedure, shooting, and hand-to-hand combat, but also had a problem with authority. Her temper got her into trouble on occasion, but she graduated with honors and found a job with the police force.

Officer Montoya worked the streets, dealing with gangs, organized crime, and other risks on a daily basis. A routine investigation led her to evidence of corruption within the department. She was warned to mind her own business, but instead chose to dig deeper on her own. Maria discovered far more than just a few dirty cops. She uncovered infiltration by the shapeshifting alien Grue!

Hunted by the Grue, she found an ally in Pseudo, a rogue member of his race, who sought to warn Earth of the impending invasion, and was also hunted by them. Maria came to the attention of Mentor and the Star Knights. With the Grue threatening to invade, Mentor appointed Maria the new Star Knight of Earth’s sector of space. She accepted the job and got her initial training “on the job” using her Star Knight armor to help the Freedom League and Earth’s other heroes against the alien invasion.

Once the Earth was safe, Maria underwent training at the Star Citadel, and met her predecessor, A’Lan Koor. Once her formal Star Knight training was complete, Sri Montoya returned to Earth, where she serves as Earth’s resident Star Knight and a member of the Freedom League.

Star Knight served as a stalwart of both the Freedom League and the interstellar Order of Star Knights, although occasionally criticized for spending too much of her time on Earth and not the neighboring star systems. After the alien artificial intelligence Tellax unleashed the nanotech “Silver Storm” in Emerald City, and attempted to do the same on a worldwide scale, events shift-ed on an intergalactic scale. Tellax’s reawakening coincided with the reappearance of the cos-mic menace Collapsar the Devourer, and the destruction of Magna-Lor, the throneworld of the Lor Republic, throwing interstellar civilization into chaos. Tellax, exiled from Earth, created its own corps of “Argents” intended to impose order on the cosmos and defend against the threat of Collapsar. Rogue Star Knight Blackstar gained possession of the Nightstone and used its power to create his Blackguard, equal and opposite force to the hated Star Knights.

Facing a war on multiple fronts, the Star Knights recalled many of their members from across the galaxy, including Sri Montoya from Earth. They gathered on Citadel to defend their Order from attack, and to coordinate efforts against threats on a cosmic scale. Where she was previously a peace officers, Maria found herself serving as a soldier in an interstellar war. The eventual defeat of Collapsar quelled some of the interstellar conflict, and the new Stellar Imperium settled in to consolidate its hold over the former Republic, dealing with rebel forces struggling against the rule of the Star Khan, with the Star Knights officially neutral in such internal political matters.

With the forces of the Order need-ed more than ever out among the stars, Star Knight has been spending less time back on Earth, shifting to reservist status with the Freedom League, and only rarely making appearances in Earth’s solar system to check-in, leaving her homeworld in the capable hands of its other heroes. How long her “exile” from Earth will last, no one can say, but for the time being at least, Star
Knight will continue to serve to the best of her ability.
Last edited by Sidious on Mon May 04, 2020 4:00 pm, edited 1 time in total.

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The Raven - Duncan Summers - Freedom League - Freedomverse

Post by Sidious » Wed Jan 08, 2020 3:18 pm

Image

Raven I

STATISTICS
F: IN(40)
A: IN(40)
S: EX(20)
E: RM(30)
R: IN(40)
I: IN(40)
P: IN(40)

Health: 130
Karma: 120
Resources: Mn/75
Popularity: +50 as Raven, +10 as Duncan Summers

BACKGROUND
Real Name: Duncan Summers
Occupation: Headmaster, former adventurer
Legal Status: Citizen of the United States, with no criminal record
Identity: Secret
Other Known Aliases: None
Place of Birth: Freedom City
Marital Status: Widowed
Known Relatives: Jasmine Sin (wife, deceased), Callie Summers (Raven II, daughter)
Base of Operations: Claremont Academy; formerly the Raven’s Nest; Freedom League Headquarters
Past Group Affiliations: Claremont Academy, formerly Freedom League
Present Group Affiliation:

EQUIPMENT:
Uniform: The Raven costume is made of Nomex fire-resistant material and lined with triple-weave Kevlar. His cape is also made of Nomex and triple-weave Kevlar, and its points are weighted for use as an offensive weapon (Excellent damage). The suit provides:
  • Excellent Body Armor vs. physical attacks Good vs. energy attacks.
  • Raven’s cowl is a Kevlar-lined helmet with aramid-fiber and exotic-metal threads. Built into the cowl in the forehead, between the eyes, and across the throat are trauma plates for extra protection, impact dissipation, and edged weapon attenuation.
  • Starlite nightvision lenses that collects & focuses ambient light, permitting normal vision in any are not completely devoid of light (Remarkable Ultra-vision)
  • A radio receiver/transceiver
  • An audio processor with voice command equipment
  • A field of view display projector
  • An inertial GPS system
Utility Belt: Equipped with eight pockets of varying size. Fail safe in the belt will cause it to explode (Remarkable damage) and be completely destroyed should the buckle or pouches be opened incorrectly.
  • De-Cel Monofilament Jumpline: Slows user's fall the further he descends. Remarkable strength, supports 400 lbs. indefinitely and 800 lbs. for shorter periods.
  • Launching Grappling Hook: Fires a hook that snaps open after firing and clamps shut once the button at its joint hits its target. Contains 200 ft. of de-cel cord (above).
  • Wall Penetrating Grapple: Fires diamond-bit piercing darts that can attach to up to Remarkable materials. Contains 200 ft. of thermoplastic line (Incredible strength, can support up to 600 lbs.).
  • Multifunction Binoculars: Magnifies up to 60 times. Equipped with infrared and limited ultraviolet imaging (-2 CS to darkness modifiers), as well as frame capture, stop-motion camera, and computer uplink.
  • Finger light: Small flashlight that clips onto one finger. Negates all modifiers from darkness. Can project white, red, or infrared light.
  • Nerve agent Rated Gas Mask: Contains pullout face protector that seals itself over the nose and mouth opening in Raven’s cowl. Allows for normal operation when exposed to nuclear, chemical, and biological toxins, and all forms of nerve gas.
  • Rebreather: Provides oxygen for 2 hrs.


Raven-a-rangs:
  • Folding rang: Good Blunt Throwing damage. Four may be folded and carried in a single belt pouch.
  • Close-Quarters Impact rang: Excellent Blunt Throwing damage, half standard throwing range.
  • Cutting Edge rang: Remarkable Edged Throwing damage.


Capsules:
  • Knockout Gas: Remarkable intensity, 1-area radius. Those in the affected area must make Endurance FEAT or pass out for 2 hrs.and lose their memory of the 5 min. preceding exposure.
  • Regurgitate: Excellent intensity, 1-area radius. Those in the affected area must make Endurance FEAT or become violently ill for 10 rounds.
  • Smoke: Excellent intensity, 1-area radius. All in the affected area at -2 CS to performing actions.
  • Tear Gas: Excellent intensity, 1-area radius. Must make Endurance FEAT or be unable to perform any action until one round after leaving the affected area or 15 minutes (10 minutes if outdoors or in a windy area), whichever comes first.


TALENTS: Acrobatics; Biochemistry; Biology; Chemistry; Computer Engineer; Criminology; Detective (+3CS); Disguise/Actor; Electronics; Engineering; Escape Artist; First-Aid; Forensics; Horsemanship; Kit bashing; Languages: English, French, Spanish, Russian, Japanese, Mandarin, Cantonese, Filipino, Korean, Arabic, Turkish, Polish, German, Latin, Greek, Italian, Portuguese, French, Hebrew, Thai, Vietnamese; Law; Law-Enforcement; Leadership; Marksman; Martial Arts: All; Medicine; Physics; Pilot; Psychology; Resist Domination; Tracking; Tumbling; Weapon Specialist: Custom Weapons; Weapons Master; Wrestling

CONTACTS: Freedom League, Centurion, Claremont Academy, Next Gen

HISTORY
Duncan Summers was an adventurous man in his youth and traveled the world. While in Asia, Duncan discovered a fabulous lost treasure, but lost his parents and sister to violence back home. Duncan dedicated his newfound wealth to fighting crime and adopted the masked identity of the Raven, operating out of his native New York for many years.

Among the Raven’s greatest foes was the sinister Dr. Sin. Raven and Sin’s daughter Jasmine fell in love, though Sin’s machinations kept them apart for years. After one final battle that seemed to end the life of Dr. Sin and the Raven’s career, Duncan retired and married Jasmine, who died tragically fighting to save him and her daughter when her father returned from the dead. Although he lost his wife years ago, Duncan still misses her greatly. In memory of her sacrifice, he remains dedicated to helping their daughter fight Dr. Sin and many other evils. He worries for her safety, but he’s also proud she’s carrying on his legacy.

Duncan decided to pass on his legacy in another way by opening the Claremont Academy, where he schools young supers in the use of their powers. He splits his time between Bayview and the Raven’s penthouse headquarters in Midtown. His students know “Old Man Summers” was a superhero once, and while they don’t know which one, some of them have a pretty good idea.

Duncan Summers is in his late-50s, his black hair is white at the temples, and his face, while strong and handsome still, grows more lined from worry every year. His eyes are gunmetal gray and he’s always clean-shaven. He tends to wear dark turtlenecks and slacks but still looks quite dashing when forced into a tuxedo for society or charity parties. He walks with the aid of a cane, which conceals a climbing grapple and some smoke and flash pellets for emergencies. He’s also adept at using the cane as a weapon, slowed only by his weakened legs.
Last edited by Sidious on Mon May 04, 2020 4:01 pm, edited 1 time in total.

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The Raven - Callie Summers - Freedom League - Freedomverse

Post by Sidious » Wed Jan 08, 2020 3:26 pm

Image

The Raven II

STATISTICS
F: IN(40)
A: RM(30)
S: GD(10)
E: EX(20)
R: GD(10)
I: IN(40)
P: EX(20)

Health: 100
Karma: 70
Resources: IN (40)
Popularity: 10

BACKGROUND
Real Name: Callie Summers
Occupation: Socialite, adventurer
Legal Status: Citizen of the United States with no criminal record
Identity: Secret
Other Known Aliases: none
Place of Birth: Freedom City
Marital Status: Single
Known Relatives: Duncan Summers (Raven I, father), Jasmine Sin (mother, deceased), Dr. Sin (grandfather)
Base of Operations: Rookery, Freedom City
Past Group Affiliations: Freedom League
Present Group Affiliation:

EQUIPMENT:
Uniform: Gd/10 Body Armor vs. physical attacks, Ty/6 vs. energy attacks.
  • Nightvision lenses: Rm/30 In-fravision
  • Voice-command audio processor
  • radio transceiver: 5 mile range
  • Inertial GPS system
  • Field-of-view display projector.
Utility Belt: Equipped with pockets of varying size. Failsafe in the belt will cause it to explode (Rm/30 damage) and be completely destroyed should the buckle or pouches be opened incorrectly.
  • De-Cel Monofilament Jump Line: Slows user's fall the further she descends. Rm/30 strength, supports 400 lbs. in-definitely and 800 lbs. for shorter periods.
  • Launching Grappling Hook: Fires a hook that snaps open after firing and clamps shut once the button at its joint hits its target. Contains 200 ft. of de-cel cord (above).
  • Wall Penetrating Grapple: Fires diamond-bit piercing darts that can attach to up to Rm/30 materials. Contains 200 ft. of thermoplastic line (Incredible strength, can sup-port up to 600 lbs.).
  • Conventional Gas Mask: Allows for freedom of operation under exposure to any air-borne non-contact toxins.
  • Rebreather: Provides oxygen for 2 hrs.
  • Smoke Capsules: Excellent intensity, 1-area radius. All in the affected area at -2 CS to performing actions.
  • Crime Scene Kit: Contains sample bags, blood-drying bags, fingerprinting kit, odor-analyzing chromatograph, and independent detachable video camera. Linked directly to Raven’s uniform, the Rave Car, and her computer.
TALENTS: Acrobatics, Detective/Espionage, Engineering, Repair/Tinkering, Martial Arts: A, B, C, E, Military, Thief, Pilot, Escape Artist, Tracking

CONTACTS: Raven I, Raven III, Claremont Acadmey, Next Gen, Freedom League

HISTORY
The original crime-fighting Raven had long since retired to become a husband and father. After years of missed opportunities and tragic separations, Duncan Summers and Jasmine Sin married and had a child. The thrills in Duncan Summers’ life before could not compare to those instilled in him by his daughter. Callie was the apple of her father’s eye, and he made sure she had nothing but the best in life. He also didn’t reveal his past to her. It was something he hoped to put behind him, but it was not to be.

When Callie turned 16, her father threw her a party the likes of which the New York social scene hadn’t seen in years. Unfortunately an uninvited guest arrived—her grandfather, Dr. Sin himself. Although he hadn’t been seen in years, the villainous doctor was as ageless as ever. Despite his daughter’s betrayal, Dr. Sin saw Jasmine had offered him a potential heir to his works. He kidnapped Callie, intending to indoctrinate her as a true Child of Sin.

Duncan got back into his Raven costume for the first time in nearly twenty years to rescue his daughter, accompanied by his equally determined wife. They were successful in freeing Callie, but Jasmine died saving her husband from one of Dr. Sin’s death rays. Not acknowledging his part in her death, Dr. Sin merely swore great-er vengeance on the Raven for the death of his only child.

Callie wanted more than anything to take up her father’s mantle as the Raven but he wouldn’t hear of it. He couldn’t bear the idea of losing her as he’d lost her mother. The stubborn 16-year-old wasn’t so easily denied. She trained in secret, stole some of her father’s equipment, and hacked into his obsessively complete crime files and dossiers from his years as the Raven. When he discovered she had begun operating as the Raven against his wishes, Duncan was livid, but he could not deny her even this. He eventually relented but demanded he train Callie far more thoroughly than even he had trained before taking on the mantle of the Raven. If she insisted on following the life she’d chosen, he wanted to ensure she would be safe.

The Raven was one of many he-roes who responded to the crisis in Freedom City when Omega at-tacked. Duncan and his daughter almost immediately moved to Freedom City from New York. The Summers family purchased one of the most exclusive penthouses in the city, part of which became the Rookery, the secret headquarters of the Raven. Callie joined the newly reformed Freedom League while Duncan Summers became headmaster of the Claremont Academy as well as the Raven’s “silent partner.”
Last edited by Sidious on Mon May 04, 2020 4:01 pm, edited 1 time in total.

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Raven - Elite - Next Gen - Freedomverse

Post by Sidious » Wed Jan 08, 2020 3:36 pm

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The Raven III

STATISTICS
F: IN(40)
A: IN(40)
S: GD(10)
E: RM(30)
R: EX(20)
I: RM(30)
P: RM(30)

Health: 120
Karma: 80
Resources: In/40
Popularity: 30

BACKGROUND
Real Name: Unknown
Occupation: Adventurer
Legal Status: Citizen of an alternate Earth
Identity: Secret
Other Known Aliases: Elliot Allen, Elite
Place of Birth: Unknown
Marital Status: Single
Known Relatives: Unknown
Base of Operations: New York City, formerly Freedom City
Past Group Affiliations: formerly Next Gen
Present Group Affiliation:

EQUIPMENT:
Uniform:
  • Body Armor: Ex/20 vs. physical attacks; Gd/10 vs. energy attacks
  • Blending: Remarkable Blending abilities and +1CS on Stealth
  • A security measure in the suit emits a Excellent damage, low-amperage electrical charge, when one attempts to tamper with either the boots, gauntlets, or both.
Mask:
  • Starlite nightvision lenses: Rm/30 Ultra-vision A radio receiver/transceiver. An inertial navigation unit.
Utility Belt: Each section can contain a wide array of equipment
  • Wingdings: Can be thrown 2 areas and inflict Excellent (20) edged damage.
  • Smoke Pellets: Excellent in-tensity, 1-area radius. All in the affected area at -2 CS to performing actions.
  • Knockout Gas Capsules: Remarkable intensity, 1-area radius. Those in the affected area must make Endurance FEAT or pass out for 2 hrs. and lose their memory of the 5-min. preceding exposure.
  • Stun Bomb: Remarkable in-tensity, 1-area radius. Those in the affected area must make Endurance FEAT or pass out for 2 hrs.
  • Monofilament Jumpline: Slows user's fall the further he descends. Remarkable strength, supports 400 lbs. indefinitely and 800 lbs. for shorter periods.
  • Automatic Swing Lines: These swing lines are located on the underside of his forearm, with their access port located at the base of his palm. To activate these lines, pressure is applied to the outside of the forearm (the blue section), which then triggers the lines firing mechanism which fires a grappling hook that snaps open after firing and clamps shut once the button at its joint hits its target up to 10 areas and can be used to swing up to three areas.
  • Keys, money, lockpicks, first aid kit, mini-cellphone, antitoxin assortment, signal flares, wireless listening devices, small halogen flashlight.
Escrima Sticks: Located on the back of his costume are a pair of Escrima sticks. These black, foot long, solid, cylinders are used as both offensive and defensive weapons. They are made from Incredible (40) strength material, which he may wield or throw, for Excellent blunt damage.

TALENTS: Acrobatics; Computers; Criminology; Detective/Espionage; Disguise/Actor; Electronics; Engineering; Escape Artist; First-Aid; Forensics; Kit bashing; Languages: English, French, Spanish, Russian, Japanese, Mandarin, Cantonese; Law-Enforcement; Leadership; Marksman; Martial Arts: all; Medicine; Military; Psychology; Repair/Tinkering; Resist Domination; Thief; Thrown Weapons; Tracking; Tumbling; Vehicles; Weapons master; Wrestling

CONTACTS: Duncan Summers, Claremont Academy, Next Gen, Freedom League, Raven II

HISTORY
He doesn’t remember if he had a name before winning one. That was part of the Murder League’s brutal training. He remembers snippets of another life—a smiling woman—his mother, he thinks. Somewhere, in the back of his mind, he’s afraid that he killed her. He thinks that was his final test, before the real indoctrination began, before he earned the name “Elite”.

The Murder League trained him well. It was the premier assassin’s guild, not only of his Earth, but many others. He’s been to too many alternate worlds where the Murder League exists and where they have recognized him as a rogue. Under the Murder League’s tutelage, he learned the art of killing, became their instrument, until a mentalist target tore apart his conditioning and his former masters and associates turned on him.

He found a most unusual escape: rescuing visitors from another dimension, another Earth, and then leaving with them. Navigatrix helped find others in need, and the Alterni-Teens ended up at Claremont Academy on Earth-Prime. Elite proved his abilities as a leader and earned the respect of Duncan Summers, school head-master and the original Raven. He trained with Duncan’s daughter, Callie, as well, so when she needed to give up the role of Raven, she chose to pass it on to him.

So it was that “Elliot Allen” relocated to New York City, becoming a part of the nighttime social scene, but spending most of his time away from his high-rise condo and studying the city from Nevermore, a secret headquarters hidden in a dimensional fold with the assistance of his old friend Navigatrix, studying and planning a war on crime such as the city has not seen in more than a generation.
Last edited by Sidious on Mon May 04, 2020 4:02 pm, edited 1 time in total.

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Lady Liberty - Donna Mason - Freedom League - Freedomverse

Post by Sidious » Wed Jan 08, 2020 10:54 pm

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Lady Liberty II

STATISTICS
F: IN(40)
A: IN(40)
S: AM(50)
E: AM(50)
R: RM(30)
I: IN(40)
P: IN(40)

Health: 180
Karma: 110
Resources: Ex/20
Popularity: 30

BACKGROUND
Real Name: Donna Mason
Occupation: Adventurer, former secretary
Legal Status: Citizen of the United States, with no criminal record.
Identity: Secret
Other Known Aliases: None
Place of Birth: Virginia
Marital Status: Single
Known Relatives: William M. Mason (father, deceased)
Base of Operations: Freedom League Headquarters
Past Group Affiliations: Freedom League, formerly Liberty League
Present Group Affiliation:

KNOWN POWERS:
Enhanced Physicality:
  • Body Resistance: Ex/20
  • Resistance – aging: Ex/20
  • Flight: Ex/20
Light Control: Amazing (50) ability to control light.
  • Dazzle: Amazing (50) ability to temporarily blind everyone within 1 area.
  • Light Shield: Incredible (40) ability to deflect ranged attacks.
  • Healing: Incredible (40) ability to let the light restore some-one’s health.
  • Nullify – all binding & imprisoning effects: Amazing (50)
TALENTS: Acrobatics; Persuasion; Martial Arts: A, D, E; Tracking

CONTACTS: Freedom League; US Army

HISTORY
Donna Mason, daughter of Virginia Senator William M. Mason, could have had a life of luxury by simply marrying well. Donna was her father’s daughter, however, with a keen mind and a desire to do some good in the world. She be-came a secretary working for the Federal Bureau of Investigation, assigned to the dashing agent Dan Bradley.

Although she was careful not to upstage her boss, Donna’s keen investigative skills helped Agent Bradley crack many a case. One such involved a cell of fifth columnists in the nation’s capital, where Donna deduced that their target was in fact the Bureau itself. She tried to warn Agent Bradley that he was walking into a trap, but she only succeeded in being shot and left for dead as the spies abducted her boss.

While lying there, close to death, Donna experienced a vision in which the Spirit of Liberty came to her and offered her a choice save herself or Agent Bradley. She chose another’s life over her own without hesitation and the Spirit of Liberty proclaimed her worthy. Donna awakened healed and filled with newfound power, dressed in the red, white, and blue of Lady Liberty!

Lady Liberty saved Agent Bradley and busted up the spy-ring. She continued to show up from time to time when Dan Bradley was in danger or needed her help— and him never noticed that his whip smart secretary, Donna, was never around when Lady Liberty was on the scene. The Damsel of Democracy was quick to sign-on with the Liberty League, offering to serve as its first recording secretary, despite being one of its most powerful members. This humility was a hallmark of Lady Liberty’s career.

This dissolution of the Liberty League was particularly difficult for Lady Liberty. She planned to finally reveal her true identity to Dan, romance having finally blossomed between the FBI agent and the formerly shy Donna Mason. When the Liberty League refused to co-operate with the government witch-hunt for communist sympathizers, Donna decided to break off her relationship with Dan Bradley. She couldn’t risk hurting his career if the truth of her identity came out.

Lady Liberty continued her crime-fighting career and became both an advocate for equal rights for women and a founding member of the Freedom League. She served with the League into the 1970s, when her powers began to fade. She continued with the team until her powers were practically gone, then finally decided to retire.

Donna Mason disappeared from public life. As her powers left her so too did the public's memories of her. Even her former teammates have a hard time remembering her. They know they fought along-side Lady Liberty, they know they were friends with her, but their specific memories of her are hazy at best. Perhaps this is the final reward of Liberty, to live a life free at the end.
Last edited by Sidious on Mon May 04, 2020 4:03 pm, edited 1 time in total.

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Lady Liberty - Wright - Freedom League - Freedomverse

Post by Sidious » Wed Jan 08, 2020 11:05 pm

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Lady Liberty III

STATISTICS
F: RM(30
A: EX(20)
S: IN(40)
E: AM(50)
R: EX(20)
I: RM(30)
P: IN(40)

Health: 140
Karma: 90
Resources: Ex/20
Popularity: 30

BACKGROUND
Real Name: Elizabeth “Beth” Walton-Wright
Occupation: Adventurer, former lawyer
Legal Status: Citizen of the United States, with no criminal record.
Identity: Secret
Other Known Aliases: None
Place of Birth: New York City
Marital Status: Single
Known Relatives: Trevor Wright (husband), Kathrine “Kate” Leeds (Centuria, ward)
Base of Operations: Freedom League Headquarters
Past Group Affiliations: Freedom League
Present Group Affiliation:

KNOWN POWERS:
Enhanced Physicality:
  • Body Resistance: Ex/20
  • Resistance – aging: Ex/20
  • Flight: Ex/20
Light Control: Amazing (50) ability to control light.
  • Dazzle: Amazing (50) ability to temporarily blind everyone within 1 area.
  • Light Shield: Incredible (40) ability to deflect ranged attacks.
  • Healing: Incredible (40) ability to let the light restore someone’s health.
  • Nullify – all binding & imprisoning effects: Amazing (50)
TALENTS: Acrobatics; Diplomacy; Law; Persuasion; Martial Arts: A, E

CONTACTS: Freedom League

HISTORY
During the American Revolutionary War, Elizabeth Forester disguised herself with a mask and fought the British as the mysterious Lady Liberty, a rallying symbol for the American people. Unfortunately, Elizabeth did not live to see the freedom she wanted for the Colonies. While she nearly made it to her contacts with stolen information on British troop movements, she was ambushed by Hessian mercenaries and gravely injured. Dying alone in the wilderness of western Massachusetts, she prayed for guidance and felt a warm and glowing light enfold her. The Spirit of Liberty heard the prayers of her loyal daughter and carried Elizabeth home with her.

In succeeding generations, the Spirit of Liberty sometimes em-braced a young woman to embody her power. Lady Liberty has appeared on the battlefields of both World Wars, in student protests in the United States and China, and many other places over the years. A French artist captured her image in the late 18th century, creating the Statue of Liberty that stands to this day in New York harbor.

In 1941, Donna Mason wore the silver, red, white, and blue of Lady Liberty in America. She was more powerful than any previous incarnation with her super-strength and her ability to fly, and she proudly fought for America against the Axis powers and the threats at home. She was a sterling member of the Liberty League and was one of the few heroes to remain active without fail through the 1950s and 1960s. By 1972, her powers were fading, as was her health, so she retired after a successful crime-fighting career.

The current Lady Liberty may out-shine even her illustrious predecessors in time. Beth Walton loved the Statue of Liberty ever since she was a little girl in New York City. She always looked like such a kind lady, welcoming people to a new land of hope and opportunity. She fondly remembers her father, a police officer, taking her to Liberty Island. As she grew up, Beth realized Lady Liberty looked sad and thoughtful, too. When she graduated high school, Beth had already decided to become a lawyer. She pursued pre-law with great diligence, scoring high marks and making her way into law school. Shortly after graduation, she met NYPD officer Trevor Wright. They began dating and eventually their relationship became quite serious.

Trevor asked Beth to marry him atop the Statue of Liberty, but unfortunately the terrorist group Over-throw seized control of the statue, threatening to destroy it. Trevor tried to intervene but was shot and badly injured. In her fear and anger, Beth called out to a higher power for strength and found it when the Spirit of Liberty filled her, bringing Lady Liberty to life once again. She captured the terrorists and healed the injured, including her fiance. Although they were both stunned by Beth’s newfound powers, they kept them a secret and she began using her powers as Lady Liberty to help people. They married a year later, although Beth’s superhero life has threatened to tear them apart at times.

After Lady Liberty fought the Terminus Invasion and joined the Freedom League, she and her husband moved to Freedom City. Trevor Wright is now an FCPD detective in the Theater District, and Beth Walton-Wright works for a legal aid clinic in City Center when not busy with superheroics. They’ve discussed having children, but Beth is uncertain that she can balance the responsibilities of motherhood with those placed up-on her by the Spirit of Liberty.
Last edited by Sidious on Mon May 04, 2020 4:04 pm, edited 1 time in total.

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Omega - Freedomverse

Post by Sidious » Thu Jan 09, 2020 2:01 pm

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Omega

STATISTICS
F: IN(40)
A: IN(40)
S: MN(75)
E: UN(100)
R: AM(50)
I: AM(50)
P: UN(100)

Health: 255
Karma: 200
Resources: na – he rules a universe, give him what he wants.
Popularity: -100 (general population of Earth);

BACKGROUND
Real Name: Phoros the Bright
Occupation: World Destroyer
Legal Status: Believed to be fictional by the general population of Earth
Identity: No dual identity
Other Known Aliases: Lord of the Terminus
Place of Birth: Edanth
Marital Status: Single
Known Relatives: None
Base of Operations: The Terminus
Past Group Affiliations: None
Present Group Affiliation:

KNOWN POWERS:
Invulnerability: Mn/75; very few things can even hope to injure Omega.
  • Regeneration: Rm/30; He heals quickly.
Continuum Control: Shift X/150; Omega has tremendous control over matter and Space/Time itself. He may do all of the following at power rank ability and Strength:
  • Healing (Damage Transference): Un/100, He may heal others up to his rank number in health per application of this power.
  • Gateway: CL 5000; Omega can open space warps over distances spanning galaxies.
  • Dimension Travel: Rm/30; His space warps may also pierce the dimensional wall with slightly less ease as normal space
  • Energy Blast: he may let loose bolts of energy from his body at up to ShX/150 intensity
  • Matter manipulation: he may alter the shape and substance of matter with rank level ability
  • Regeneration: he may super-charge his own healing up to his rank number


Seeker Blast: He may unleash these from his eyes at a target. They cause Shift X (150) energy damage and should their target dodge them by making an Unearthly (100) Feat roll, the beams will continue to seek them out regardless of distance or dimension. Should a being die due to the damage, they are instantly disintegrated and may be later restructured by Omega.

TALENTS: Leadership; Intimidation; Super Science

CONTACTS: Terminus, The Annihilists

HISTORY
Once, he was Phoros the Bright, the most beautiful and good of the Phos—champions of light at the dawn of creation, allies of the Alphians, the first ones of Edanth. Where they walked, worlds were born. Where they spoke, civilizations rose. Where they sang, the cosmos shaped itself into new, glorious forms. But nothing lasts forever, as the Alphians learned to their despair; Entropy exerted its inexorable power over the uni-verse.

Unus, the first and greatest of the Alphians, created a mighty engine to contain the power of Entropy: the Doom-Coil. When Unus rested from his labors, his student and ally Phoros disobeyed his warnings in order to see this wonder. He looked upon the harnessed power of the End of All Things, and it was not at all what he had expected. It was ... beautiful.

The Doom-Coil corrupted Phoros; from then on, Entropy was his passion and obsession. He induced others to worship it as he did, spreading corruption through Edanth. When Unus awakened, he opposed Phoros—now called Omega, the End—and was struck down. From Unus sprang the Throne, the essence of opposition to Entropy, who grappled with Omega. They fell into the Doom-Coil, and only Omega emerged. Gone forever was the last vestige of beautiful Phoros. All that re-mains was a charred and eternally burning skeletal form, sustained by his even stronger hunger for destruction.

Edanth was also no more. The universe of the Doom-Coil become the Terminus, the charnel cosmos where Omega stokes the fires of the Doom-Coil with the fuel of conquered worlds, until the fires of Entropy burn strong enough to burst forth from the limits imposed by the great machine and the still struggling Throne and consume all that is, or ever shall be. To that end, the Terminus invades other realms of the omniverse, conquering them and dragging them into the fires of their dissolution.

Omega has targeted Earth-Prime, uniting the heroes of Freedom City against him. Their world has only barely managed to repel the Lord of the Terminus, and his last invasion did considerable damage to Freedom City resulting in the death of the Centurion. Omega was also badly damaged in this foray against Earth-Prime, and retreated to his throne-world of Nihilor to recover and plot anew.

Impatient, Omega conceived of a scheme to place cosmic weapons in certain key universes to trigger the collapse of the omniverse. He was nearly successful, but a small band of heroes were able to save certain universes and reverse the effects of the collapse. They turned the power of the cosmic weapons against Omega, sending him back into exile. It is only a matter of time before the Lord of the Terminus finds a new means of striking at the only world in the omniverse that has ever managed to thwart him.
Last edited by Sidious on Mon May 04, 2020 4:04 pm, edited 1 time in total.

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Bowman - Beaumont II - Freedom League - Freedomverse

Post by Sidious » Thu Jan 09, 2020 2:11 pm

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Bowman III

STATISTICS
F: EX(20)
A: RM(30
S: GD(10)
E: RM(30)
R: GD(10)
I: EX(20)
P: GD(10)

Health: 90
Karma: 40
Resources: In/40
Popularity: 5

BACKGROUND
Real Name: Fletcher Beaumont II
Occupation: Billionaire, adventurer
Legal Status: Citizen of the United States
Identity: Secret
Other Known Aliases: formerly Arrow
Place of Birth: Freedom City
Marital Status: Single
Known Relatives: Fletcher Beaumont I (Bowman I, father, deceased), Fletcher Beaumont III (Bowman IV, son)
Base of Operations: Freedom City, Freedom League Headquarters
Past Group Affiliations: Freedom City
Present Group Affiliation:

EQUIPMENT:
Bow: 3 arrows/round at 7 areas range.

Arrows:
  • Acetylene Torch: Remarkable Heat damage
  • Acid: Monstrous damage (3 areas range)
  • Bladed: Remarkable edged damage
  • Blunt: Remarkable blunt damage
  • Bola: Remarkable entangling attack
  • Boomerang: Added to other arrows forces the arrow to re-turn the following round.
  • Boxing Glove: Remarkable blunt damage, Endurance FEAT or stunned for 1-10 rounds.
    [
list]Cable: Incredible material. 100 ft long [/list]
  • Electric: Amazing damage, 5 areas
  • Fan arrow: Remarkable wind generation.
  • Flare: Good light, Amazing damage
  • Grenade: Amazing damage to 1 area
  • Magnetic: Incredible adherence to metal, may carry cable or other arrowheads.
  • Net: Incredible entanglement
  • Glue: Remarkable adherence to rough surfaces
  • Jet: Increase range +1 area. Can carry other arrowheads.
  • Siren: Excellent sonic generation, Endurance FEAT or stunned for 1-10 rounds.
  • Smoke: Excellent intensity darkness to 1 area.
  • Suction Cup: Remarkable adherence to smooth areas.
  • Tear Gas: Incredible, 1 area
TALENTS: Weapon Specialist: Bow, Marksman, Arrow Design and Construction, Business, Pilot, Martial Arts A and B, Blunt Weapons

CONTACTS: Freedom League, Claremont Academy

HISTORY
The third Bowman was one of the founding members of the Freedom League and a staunch supporter of the team. Bowman's good relationship with his Freedom League teammates deteriorated, however, due to his drinking problem. Despite their best efforts, the other members of the League were unable to help Fletcher to admit and deal with his problem, so the team was left with no choice but to call for an official inquiry. Bowman quit the League before a decision was reached to avoid the disgrace of being ousted.

Although Fletcher Beaumont II has since gotten his life back in order, he hasn't returned to his superheroic career, and his relationship with the Freedom League was never quite the same again. With many of his former friends in the League retired or passed on, Fletcher has fairly little contact with the current Freedom League. His relations with the surviving members of the original League remain cool.
Last edited by Sidious on Mon May 04, 2020 4:05 pm, edited 1 time in total.

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Schwarzpanzer - Ubersoldaten - Freedomverse

Post by Sidious » Thu Jan 09, 2020 6:14 pm

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Schwarzpanzer

STATISTICS
F: Rm/30
A: Gd/10
S: Am/50
E: Un/100
R: Gd/10
I: Gd/10
P: Ty/6

Health: 190
Karma: 26
Resources: Fe
Popularity: 0

BACKGROUND
Real Name: Unknown
Occupation: Nazi
Legal Status: Citizen of Nazi Germany, deceased
Identity: Secret
Other Known Aliases: None
Place of Birth: Germany
Marital Status: Unknown
Known Relatives: Unknown
Base of Operations: Nazi Germany
Past Group Affiliations: Ubermenschen
Present Group Affiliation:

KNOWN POWERS:
Powerhouse:
  • Resistance – cold, heat, pressure: Un/100
  • Body Resistance: In/40
  • Leaping: Am/50
TALENTS: Military

CONTACTS: Ubersoldaten

HISTORY
The “Black Tank” was empowered by an early ritual of the Thule Soci-ety, granting him tremendous strength and resistance to injury like his namesake. For a time, Schwarzpanzer was one of the most powerful Nazi super-soldiers, second only to Übermensch, and a terror on the battlefield.
Last edited by Sidious on Mon May 04, 2020 4:13 pm, edited 1 time in total.

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Sea King - Freedom League - Freedomverse

Post by Sidious » Thu Jan 09, 2020 6:20 pm

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Sea King

STATISTICS
F: IN(40)
A: RM(30)
S: IN(40)
E: IN(40)
R: GD(10)
I: EX(20)
P: IN(40)

Health: 150
Karma: 70
Resources: Rm/30
Popularity: 30

BACKGROUND
Real Name: Theseus
Occupation: Monarch, adventurer
Legal Status: Ruler of Atlantis
Identity: Public
Other Known Aliases: None
Place of Birth: Atlantis
Marital Status: Married
Known Relatives: Thetis (Naid, daughter)
Base of Operations: Freedom City, Atlantis
Past Group Affiliations: Freedom League
Present Group Affiliation:

KNOWN POWERS:
King of the Seas: Theseus is the heir to the throne of Atlantis. As an Atlantean he has a number of hereditary powers:
  • Water Breathing: As an Atlantean he can breathe water as easily as air.
  • Swimming: Remarkable (30), Theseus can move easily through his native environment.
  • Invulnerability: Good (10), resistance to physical hard after years of adaptation to ocean pressures.
  • Low Light Vision: Remarkable (30), he may see in the darkest depths of the ocean.
Water Form: As King, Theseus can transform into a water elemental form. In this form he has the fol-lowing abilities:
  • Elongation: Excellent (20), he may stretch his water form.
  • No need to Breath: Un/100, in water form he has no need to breathe air.
  • Phasing: Incredible (40), His water body allows solid objects to pass harmlessly through him.
  • Suffocation: Incredible (40), he is able to suffocate air breathers with his water body.
  • Swimming: Incredible (40), he is even faster in water in this form.
EQUIPMENT:
Trident:
  • Material Strength: Am/50
  • Damage: Am/50 Edged or Blunt damage
  • Thrown: He can throw the trident up to 3 areas
TALENTS: Oceanography; Martial Arts: B; Leadership, Languages: English, Atlantean; Resist Domination; Marine Biology; Underwater Combat

CONTACTS: Atlantis, Freedom League, Next Gen

HISTORY
Prince Theseus is the son of King Thallor of Atlantis and Queen Evelynn, the original Siren, the first child born of the union of an
Atlantean and a surface dweller in centuries. Theseus inherited a measure of his mother’s mystical powers as well as the destiny to ascend the throne of Atlantis. As he wished to see his mother’s world for himself and his royal parents believed it would broaden his education and understanding, Theseus became known to the world as the Sea-King, Champion of the Oceans.

Throughout his time on the surface world, Sea-King is known as a somewhat hot-headed member of the League. He is used to a degree of royal privilege and deference, and is quick to voice strong opinions, particularly on matters of concern to “his domain.” He is surprisingly deferential to Siren, his mother’s namesake, because of her divine status (one of the few things outranking his own royal status). The two of them make an effective team.
Last edited by Sidious on Mon May 04, 2020 4:13 pm, edited 1 time in total.

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