[Roll Call] Freedom League Unlimited


log in or register to remove this ad

Arsenal

"----------Character Details---------
Player Name: DM_Matt
Character Name: Max Rosenbaum
Character Alias: Arsenal of Democracy
GM's Name: H4H
Age: 32
Height: 6'
Weight: 165
Hair: Black
Eyes: Green
Power Level: 10
Power Points: 150
Appearance:
668361000sc1.jpg

--------------------------------------

----------Background---------
Max Rosenbaum was raised in luxury, and his parents drilled into him day after day that he had America and capitalism to thank for that. He was taught to work hard for his money, his God, and his country, and oppose any who would threaten any of the above. His grandparents has fled the Soviet Union with nothing, and eventually built a massive defense corporation, which was left to his father and would eventually be left to him. True to his upbringing, and not having to worry much about his financial future, he joined the military after graduating from Harvard, becoming a SEAL and later moving to Naval Intelligence.

He loved his job and his life, until one day, he found out it was all a fraud. He was called back from a mission in the field, and arrested. He was informed that his parents, Joel and Ettie Rosenbaum, were Soviet spies, tasked not only with stealing technology but promoting supervillain activities in the United States. Everything they had ever told him was a lie, a sham, a cover story.

While he was proven to be innocent of any wrongdoing, he agreed to take an honorable discharge from the military. His parents were not as lucky, and were executed for treason. He agreed with the sentence. Good people- innocent people- died because of them, and oppressive governments were strengthened because of them.

Though his views were tempered by both his parents and his country turning their backs on him, he still believed in his country, and wanted to prove that he was better man than his parents were. He vowed to redeem himself, not just in the eyes of the public, but in his own eyes. Sure, they were his parents, but he believes that he still should have known something was amiss. He wanted to undo the injustice that his parents had unleashed upon the world, and he had a two-pronged strategy to do it.

He managed to find their stash of illicit, highly-advaned, technology before the authorities, replacing it with a real but much less interesting batch. He also still retained the family fortune, his military skills, some of his contacts, and more importantly, their company, Iron Rose Industries. Renaming it MaxCorp, he took active control of the company and turned it around, managing to reestablish certain military contracts while making successful entries into civilian industry to make up for lost business. He also ""sponsored"" a superhero, Arsenal of Democracy, designed to showcase the company's military technologies in an attempt to make a comeback in that sector, as well as to garner good publicity for his company.

Of course, all that is just what he tells the press. In reality, he IS Arsenal, and while his public statements are sincere from a corporate perspective, his primary motivations are justice and the personal redemption that he will never fully grant himself. Despite the burden he carries, however, Max never succumbs to the darkness, guided by his patriotism, his sense of justice, and his understanding that the life of a cape is best way to DIRECTY help as many people as possible by bringing the worst of the worst to justice (although he also does of course also give to charity and manufactures arms for what he believes to be a just nation).

Arsenal's costume is mostly red and blue, with the torso-piece being blue and the limbs red. His symbol, emblazoned on his chest and right shoulder, is an unbalances scale of justice on a white star shield. On his left shoulder is an American flag, facing backwards, a remnant from his military days and a telltale clue to that part of his background. The shield generators on his arm create translucent white bucklers, yet another MaxCorp technology demonstration. His mask is partially retractable, revealing dark hair and green eyes under an American flag domino mask (with lenses with HUD overlays, of course), but when fully-active, its mostly red and fully covers his face, leaving glowing white eyes. He has white circlets on his hand and fingertips that can project force, either as concentrated and precise lances of energy or wide blasts. The star in his chest has sonic projection powers. Another of his favorite weapons are hovering mines he keeps in his suit, which he can program to home in on certain kinds of targets and explode, although they are significantly less powerful than his other weapons.

--------------------------------------

----------Ability Scores---------
Strength: 34 (+12/+2)
Dexterity: 12 (+1)
Constitution: 20 (+5)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 10 (0)
--------------------------------------

----------Saves---------
Toughness: +12
Fortitude: +7
Reflex: +7
Willpower: +5
--------------------------------------

----------Combat---------
Attack Bonus: +6 (+8 Unarmed/Blast/Stun)
Damage Bonus: Unarmed +12
Grapple: up to +24
Defense Bonus: +7 (+3 flat footed)
Initiative: +5
Knockback: -10
--------------------------------------

----------Lifting Capacity---------
Light Load: 7.5 tons
Medium Load: 14.9 tons
Heavy Load: 22.4 tons
Max Load: 44.8 tons
Push/Drag: 112.0 tons
--------------------------------------

----------Movement Rate---------
Base Speed: 30 ft/r / 60 ft/r / 120 ft/r
Leap: 22 ft / 11 ft / 5 ft
Flight: 2500 ft/r
Speed: 100 ft/r
Swimming: 250 ft/r
--------------------------------------

----------Skills---------
  • Acrobatics - 0 (+1)
  • Bluff - 15 (+15)
  • Climb - 0 (+12)
  • Computers - 13 (+15)
  • Concentration - 0 (+1)
  • Diplomacy - 12 (+12)
  • Disable Device - 0 (+2)
  • Drive - 0 (+1)
  • Escape Artist - 0 (+1)
  • Gather Info - 10 (+10)
  • Investigate - 0 (+2)
  • Knowledge: Business - 6 (+8)
  • Knowledge: Tactics - 13 (+15)
  • Medicine - 0 (+1)
  • Notice - 10 (+11)
  • Pilot - 0 (+1)
  • Ride - 0 (+1)
  • Search - 0 (+2)
  • Sense Motive - 9 (+10)
  • Sleight of Hand - 0 (+1)
  • Stealth - 0 (+1)
  • Survival - 0 (+1)
  • Swim - 0 (+12)
--------------------------------------

----------Feats---------
  • Accurate Attack: Reduce damage bonus to increase attack bonus
  • Benefit (1): Master Tactician
  • Benefit (1): Wealthy- CEO of MaxCorp
  • Connected: Make a Diplomacy check to call in favors or aid
  • Evasion (1): Suffer 1/2 damage from attacks allowing a Reflex save
  • Heroic Assist: Luck 2 only for Leadership
  • Improved Initiative (1): +4 bonus on initiative checks
  • Jack-of-All-Trades: Use any skill untrained
  • Leadership: Spend hero point to remove adverse conditions from ally
  • Luck (1): +1 hero point
  • Master Plan: Bonus in situations when you have a chance to plan
  • Move-by Action: Move both before and after a standard action
  • Power Attack: Reduce attack bonus to increase damage bonus
  • Tough: +1 Toughness
  • Uncanny Dodge: Visual
  • Well-Informed: Gather Information check when meeting someone
--------------------------------------

----------Powers---------
Speed {} - Power Rank 1 - Cost 1 (1 * 1)

Swimming {} - Power Rank 1 - Cost 1 (1 * 1)

Immunity (No Need To Breathe) {} - Power Rank 2 - Cost 1 (0.5 * 2)
Flaws: Limited-Half Effect

Super-Senses (Danger Sense) {} - Power Rank 1 - Cost 1 (1 * 1)

Device (Battlesuit; Hard to lose) {} - Power Rank 14 - Cost 56 (4 * 14)

Component of Container Device (Battlesuit; Hard to lose)
Feature (On-Board Masterwork Computer) {} - Power Rank 1 - Cost 1 (1 * 1)

Component of Container Device (Battlesuit; Hard to lose)
Immunity (buys off Limited-Half Effect) {} - Power Rank 1 - Cost 1 (1 * 1)

Component of Container Device (Battlesuit; Hard to lose)
Protection {} - Power Rank 7 - Cost 14 (2 * 7)
Extras: Impervious

Component of Container Device (Battlesuit; Hard to lose)
Shield {} - Power Rank 2 - Cost 2 (1 * 2)

Component of Container Device (Battlesuit; Hard to lose)
Flight {} - Power Rank 5 - Cost 10 (2 * 5)

Component of Container Device (Battlesuit; Hard to lose)
Super-Strength {} - Power Rank 2 - Cost 4 (2 * 2)

Component of Container Device (Battlesuit; Hard to lose)
Communication (Radio) {} - Power Rank 6 - Cost 8 (1 * 6 + 2)

Alternate Power 1 of Communication (Radio) (6/6)
Super-Senses (Radar + Acute, Analytical, and Extended) {} - Power Rank 6 - Cost 6 (1 * 6)

Alternate Power 2 of Communication (Radio) (6/6)
Datalink {} - Power Rank 3 - Cost 4 (1 * 3 + 1)
Power Feats: Machine Control

Alternate Power 2 of Communication (Radio) (6/6)
Quickness {} - Power Rank 6 - Cost 2 (0.33 * 6)
Flaws: Limited to Computers

Component of Container Device (Battlesuit; Hard to lose)
Blast Array {} - Power Rank 26 - Cost 30 (1 * 26 + 4)

Base Power of Blast Array (26/26)
Super-Strength {} - Power Rank 2 - Cost 6 (2 * 2 + 2)
Power Feats: Attack Focus-Melee x2

Base Power of Blast Array (26/26)
Enhanced Strength {} - Power Rank 20 - Cost 20 (1 * 20)

Alternate Power 1 of Blast Array (26/26)
Blast {} - Power Rank 12 - Cost 26 (2 * 12 + 2)
Power Feats: Accurate, Precise

Alternate Power 2 of Blast Array (26/26)
Stun {} - Power Rank 12 - Cost 26 (2 * 12 + 2)
Extras: Ranged
Flaws: Full Action
Power Feats: Accurate, Precise

Alternate Power 3 of Blast Array (26/26)
Blast {} - Power Rank 12 - Cost 26 (2 * 12 + 2)
Extras: Targeted Area- Line
Flaws: Touch
Power Feats: Accurate, Precise

Alternate Power 4 of Blast Array (24/26)
Blast {} - Power Rank 8 - Cost 24 (3 * 8)
Extras: Area- Burst
--------------------------------------


----------Drawbacks---------
Normal Identity - Points -4
Description: Full round - Freq DC 5 - Sev DC 10
--------------------------------------

----------Cost Summary---------
Abilities: 22
Combat: 22
Saves: 12
Skills: 22
Feats: 16
Powers: 60
Drawbacks: -4
Total Cost: 150
--------------------------------------"
 
Last edited:

Dragonfist

"----------Character Details---------
Player Name: Elric
Character Name: David Reed
Character Alias: Dragonfist
GM's Name: H4H
Age: 29
Height: 5'11""
Weight: 180
Hair: Blond
Eyes: Blue
Power Level: 10
Power Points: 150
Appearance:
ironfist.jpg

--------------------------------------

----------Background---------
David Reed was born in New York City, the son of American businessman William Reed, a wealthy entrepreneur who discovered the mystical city of Shambala Vale as a young boy. During his time in Shambala Vale, Wendell saved the life of the city's ruler, Lord Tuon, and was adopted as Tuon's son. However, Wendell eventually left Shambala Vale and became a wealthy entrepreneur in the United States. He married socialite Heather Davis and had a child, David. When David was nine, Wendell organized an expedition to again seek out Shambala Vale, taking his wife Heather, his business partner Henry Meachum, and David. During the journey up the mountain, David slipped off the path, his tie-rope taking his mother and father with him. Meachum, who also loved Heather, forced Wendell to plunge to his death but offered to rescue Heather and David. She rejected his help, preferring to journey without him or die.

Heather and David come across a makeshift bridge that appears out of nowhere and are attacked by a pack of wolves. Heather throws herself on the wolves to save David but archers from Shambala Vale manage to save her. The archers take David and his mother to see Yü-Tzi, the hooded seer of Shambala Vale. When David expresses his desire for vengeance, Yü-Tzi apprentices him to Master Sun, the Sensei, who teaches him the martial arts.
David proves to be the most gifted of Lei Kung's students. Reed conditions his fists by plunging them into buckets of sand, gravel and rock to toughen them. At 19, David is given the chance to attain the power of the Dragon Fist by fighting and defeating the dragon known as Shen-Lao the Undying, which guarded the molten heart that had been torn from its body. During the battle, David throws himself against the scar of Shou-Lao, which burns a dragon tattoo into his chest. Having killed Shou-Lao, he enters its cave and plunges his fists into a brazier containing the creature's molten heart, emerging with the power of the Dragon Fist.

When Shambala Vale reappears after 10 years, David and his mother decide to leave. Returning to New York to find his father’s killer, David Reed, dressed in the ceremonial garb of the Dragon Fist, seeks out Henry Meachum, now head of Meachum Industries. Dragon Fist decided to take pity on the now invalid Meachum, but Meachum is murdered by a mysterious ninja in front of Dragon Fist, and Dragon Fist is blamed for the death. Eventually, Dragon Fist clears his name and begins a career as a superhero.

Soon he joined up with the superhero Leon Cage and their partnership, Heroes for Hire, consisting of Darkhorse and Dragon Fist, was born. Theirs was a successful pairing: it would take several dozen short books full of illustrations to give a full account of their deeds. The partnership first became well known in New York, where they had their base of operations on Park Avenue; then the broader area. Soon, they had the chance to move to the next level; Leon was offered a place on the New York Team The Protectors and Dragon Fist was offered a place with the expanding Freedom League! “You’re going big-time now”, Leon told him. Despite being best friends, the men decided that these were opportunities they had to take.

--------------------------------------

----------Ability Scores---------
Strength: 18 (+4)
Dexterity: 24 (+7)
Constitution: 20 (+5)
Intelligence: 14 (+2)
Wisdom: 22 (+6)
Charisma: 10 (0)
--------------------------------------

----------Saves---------
Toughness: +6
Fortitude: +7
Reflex: +10
Willpower: +10
--------------------------------------

----------Combat---------
Attack Bonus: +6
Damage Bonus: Unarmed +5, Dragon Fist +10
Grapple: +13
Defense Bonus: +14 (+5 flat footed)
Initiative: +11
Knockback: 3
--------------------------------------

----------Lifting Capacity---------
Light Load: 100 lbs
Medium Load: 200 lbs
Heavy Load: 300 lbs
Max Load: 600 lbs
Push/Drag: 1500 lbs
--------------------------------------

----------Movement Rate---------
Base Speed: 30 ft/r / 60 ft/r / 120 ft/r
Leap: 140 ft / 70 ft / 35 ft
Speed: 100 ft/r
--------------------------------------

----------Skills---------
  • Acrobatics - 12 (+19)
  • Bluff - 8 (+8)
  • Climb - 0 (+4)
  • Concentration - 9 (+15)
  • Escape Artist - 4 (+11)
  • Intimidate - 8 (+8)
  • Investigate - 4 (+6)
  • Knowledge: Arcane Lore - 4 (+6)
  • Knowledge: Business - 4 (+6)
  • Medicine - 1 (+7)
  • Notice - 12 (+18)
  • Search - 0 (+2)
  • Sense Motive - 12 (+18)
  • Stealth - 8 (+15)
  • Survival - 0 (+6)
  • Swim - 0 (+4)
--------------------------------------

----------Languages---------
  • English
  • Mandarin
  • Japanese
--------------------------------------

----------Feats---------
  • Acrobatic Bluff: Feint and trick using Acrobatics rather than Bluff
  • Assessment: Know a subject's relative offensive and defensive ability
  • Attack Specialization (2): Unarmed
  • Blind-Fight: Re-roll miss chances from concealment
  • Defensive Attack: Reduce attack bonus to increase defense bonus
  • Defensive Roll (1): +1 Toughness save bonus
  • Dodge Focus (5): +5 dodge bonus
  • Elusive Target: Double penalties for ranged attacks against you in melee
  • Evasion (2): Suffer no damage from attacks allowing a Reflex save
  • Grappling Finesse: Grapple checks use Dex & retain dodge bonus
  • Improved Critical (1): Unarmed
  • Improved Initiative (1): +4 bonus on initiative checks
  • Luck (1): +1 hero point
  • Martial Strike: +1 on Unarmed Damage
  • Move-by Action: Move both before and after a standard action
  • Power Attack: Reduce attack bonus to increase damage bonus
  • Prone Fighting: No penalty for fighting while prone
  • Redirect: Trick an opponent into hitting someone else
  • Skill Mastery (1): Acrobatics, Concentration, Sense Motive, Stealth
  • Stunning Attack: Your unarmed attack can stun an opponent
  • Takedown Attack (2): Gain addtl melee attack & 5 ft step when you drop an opponent
  • Trance: Go into a deathlike trance that slows breathing
  • Ultimate Defense Spend HP to Reroll Crits scored against him.
  • Uncanny Dodge: Retain your dodge bonus while flat-footed
--------------------------------------

----------Powers---------
Speed {} - Power Rank 1 - Cost 1 (1 * 1)

Enhanced Attack Focus (Melee) {} - Power Rank 5 - Cost 9 (1 * 5 + 4)

Alternate Power 1 of Enhanced Attack Focus (Melee) (5/5)
Healing {} - Power Rank 5 - Cost 5 (1 * 5)
Flaws: Personal

Alternate Power 2 of Enhanced Attack Focus (Melee) (5/5)
Leaping {} - Power Rank 3 - Cost 3 (1 * 3)

Alternate Power 2 of Enhanced Attack Focus (Melee) (5/5)
Super-Movement (Slow Fall) {} - Power Rank 1 - Cost 2 (2 * 1)

Alternate Power 3 of Enhanced Attack Focus (Melee) (5/5)
Super-Senses (Extended Hearing, Accurate Hearing, Extended Vision, Low-Light Vision) {} - Power Rank 5 - Cost 5 (1 * 5)

Alternate Power 4 of Enhanced Attack Focus (Melee) (4.5/5)
Strike {} - Power Rank 5 - Cost 4.5 (0.5 * 5 + 2)
Flaws: Unreliable-5 uses
Power Feats: Improved Critical, Mighty
--------------------------------------


----------Cost Summary---------
Abilities: 48
Combat: 30
Saves: 9
Skills: 22
Feats: 31
Powers: 10
Total Cost: 150
--------------------------------------"
 
Last edited:

John Stone

"----------Character Details---------
Player Name: Mark Chance
Character Name: John Stone
Character Alias: John Stone
GM's Name: H4H
Age: 34
Height: 6'1""
Weight: 200
Hair: Red
Eyes: Dark Blue
Power Level: 10
Power Points: 150
Appearance:
johnstone.jpg

--------------------------------------

----------Background---------
John Stone's story really begins in 1970, three years before he was born. When the Weathermen issued its ""Declaration of a State of War"" against the United States government, patriotic masked hero the Hammer of Justice took it upon himself to bring the domestic terrorist group to justice. (The Hammer of Justice had for many years been an object of ridicule by the anti-establishment counter culture born in the 1950s. He was satirized in the song ""If I Had a Hammer"" in 1958.) Unfortunately, the Hammer of Justice never put a stop to the Weathermen, for he was killed trying to thwart one of that group's many bombings of government buildings.

Three years after the Hammer of Justice died in a fiery explosion, John Stone was born in Holdenville, Oklahoma. He lived a simple, conventional life with his parents. He was a distinguished student and athlete in high school, but put off college to serve a four-year term of enlistment in the U.S. Army as a military police. After his discharge, he attended the University of Oklahoma, studying criminal justice and psychology. He married Gabriella Sandoval, and fathered two sons, John IV and Eric.

Stone graduated with honors, and signed up with the Federal Bureau of Investigation. He displayed a talent for criminal investigation and tactical confrontation. After training at Quantico, he returned to Oklahoma, assigned as a special agent working out of the Alfred P. Murrah Federal Building in Oklahoma City.

On April 19, 1995, Stone was in the field, assisting local law enforcement with a suspected serial killer case. He was supposed to meet Gabrielle and his children for breakfast at 9:00 a.m. Stone's wife and children arrived a little early. As they walked down the hallway to the cafeteria, the Ryder truck left by Timothy McVeigh exploded, destroying the Federal Building. The death roll reached 168 persons, including Stone's wife and children.

Stone barely remembers the next several days. He was like the walking wounded. The evening after his wife and children's funeral, Stone slept fitfully, tormented by dreams of the explosion and a gnawing sense of personal responsibility. In one of these dreams, a glowing hammer floated over his wife's and children's graves. When Stone grasped the hammer in his dream, he awoke with a start and a new sense of purpose.

In some way as yet unexplained, Stone has inherited the Hammer of Justice's trademark weapon. He reported the strange event to his superiors, and requested a special assignment. For the next few years, Stone wreaked havoc on the white supremacist underground of which Timothy McVeigh and his coconspirators were a part. His efforts stopped three more bombings, and led to the arrest and conviction of 17 high-ranking members of various white supremacist groups.

It's been two years since the last case was closed. Stone remains on special assignment, but without any overarching direction. He's too public a figure for undercover work, and the Bureau is leery of openly using a metahuman on a regular basis. Consequently, Stone's been left pretty much to his own devices. He's still on the Bureau payroll as a special agent, but has few regular official duties.

When the Freedom League contacted Stone about becoming a member of its new world-wide initiative, Stone accepted the invitation. It's not only a chance for his life to get some direction, but also puts an agent of the U.S. government in with what is seen by some as a troubling new development in the superhero community.

--------------------------------------

----------Ability Scores---------
Strength: 16 (+3)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 20 (+5)
Charisma: 16 (+3)
--------------------------------------

----------Saves---------
Toughness: +9
Fortitude: +7
Reflex: +7
Willpower: +7
--------------------------------------

----------Combat---------
Attack Bonus: +8, Hammer +12
Damage Bonus: Unarmed +3, Hammer +8
Grapple: +11
Defense Bonus: +11 (+4 flat footed)
Initiative: +2
Knockback: 8
--------------------------------------

----------Lifting Capacity---------
Light Load: 153 lbs
Medium Load: 306 lbs
Heavy Load: 460 lbs
Max Load: 920 lbs
Push/Drag: 1.2 tons
--------------------------------------

----------Movement Rate---------
Base Speed: 30 ft/r / 60 ft/r / 120 ft/r
Leap: 13 ft / 6 ft / 3 ft
--------------------------------------

----------Skills---------
  • Bluff - 0 (+3)
  • Climb - 0 (+3)
  • Computers - 3 (+5)
  • Concentration - 0 (+5)
  • Diplomacy - 7 (+10)
  • Disguise - 0 (+3)
  • Drive - 4 (+6)
  • Escape Artist - 0 (+2)
  • Gather Info - 12 (+15)
  • Handle Animal - 0 (+3)
  • Intimidate - 7 (+10)
  • Investigate - 15 (+17)
  • Knowledge: Behavioral Sciences - 6 (+8)
  • Knowledge: Civics - 5 (+7)
  • Knowledge: Current Event - 4 (+6)
  • Knowledge: Streetwise - 9 (+11)
  • Medicine - 3 (+8)
  • Notice - 7 (+12)
  • Profession: FBI Agent - 5 (+10)
  • Search - 9 (+11)
  • Sense Motive - 8 (+13)
  • Stealth - 8 (+10)
  • Survival - 0 (+5)
  • Swim - 3 (+6)
--------------------------------------

----------Languages---------
  • English
  • Spanish
--------------------------------------

----------Feats---------
  • Connected: Make a Diplomacy check to call in favors or aid
  • Contacts: Make a Gather Information check in one minute
  • Equipment (4): 20 points worth of equipment
  • Interpose: Trade places with an adjacent ally subject to attack
  • Quick Draw (1): Draw & ready a weapon as a free action
  • Teamwork (1): Additional +1 bonus for aid actions
  • Well-Informed: Gather Information check when meeting someone
--------------------------------------

----------Powers---------
Hammer of Justice {} - Power Rank 6 - Cost 30 (5 * 6)

Component of Container Hammer of Justice
Shield {} - Power Rank 3 - Cost 3 (1 * 3)

Component of Container Hammer of Justice
Protection {} - Power Rank 6 - Cost 12 (2 * 6)
Extras: Impervious

Component of Container Hammer of Justice
Strike {} - Power Rank 5 - Cost 15 (1 * 5 + 10)
Power Feats: Accurate x2, Improved Critical x2, Improved Sunder, Mighty, Power Attack, Split Attack, Takedown Attack x2

Super-Senses (Uncanny Dodge) {} - Power Rank 1 - Cost 1 (1 * 1)

Super-Strength {} - Power Rank 1 - Cost 1 (1 * 1)
Flaws: Limited-Only for Lifting
--------------------------------------


----------Cost Summary---------
Abilities: 36
Combat: 32
Saves: 11
Skills: 29
Feats: 10
Powers: 32
Total Cost: 150
--------------------------------------"
 
Last edited:

Pink Lightning

"----------Character Details---------
Player Name: Tailspinner
Character Name: Paula Livingston
Character Alias: Pink Lightning
GM's Name: h4h
Age: 31
Height: 5'6"
Weight: 125
Hair: Brown
Eyes: Blue
Power Level: 10
Power Points: 150
Appearance:
PL.jpg

--------------------------------------

----------Background---------
Research chemist Paula Livingston was working with a number of complex chemicals in a laboratory in the San Francisco area when a large quake hit. The chemical containers were breached from the shock and mixed causing an explosion. Paula was covered with the unknown mixture while simultaneously being electrocuted. The end result gave Paula accelerated movement. She chose a name that would mean she would not need to change her monogram and the fact that pink was her favorite color.
--------------------------------------

----------Ability Scores---------
Strength: 10 (0)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 30 (+10/+4)
Wisdom: 10 (0)
Charisma: 10 (0)
--------------------------------------

----------Saves---------
Toughness: +5
Fortitude: +4
Reflex: +12
Willpower: +4
--------------------------------------

----------Combat---------
Attack Bonus: +10 (melee), +5 (ranged)
Damage Bonus: Unarmed +0, Autofire Strike+10
Grapple: +10
Defense Bonus: +15 (+4 flat footed)
Initiative: +44
Knockback: 2
--------------------------------------

----------Lifting Capacity---------
Light Load: 33 lbs
Medium Load: 66 lbs
Heavy Load: 100 lbs
Max Load: 200 lbs
Push/Drag: 500 lbs
--------------------------------------

----------Movement Rate---------
Base Speed: 30 ft/r / 60 ft/r / 120 ft/r
Leap: 10 ft / 5 ft / 2 ft
Super-Speed: 100000 ft/r
--------------------------------------

----------Skills---------
  • Acrobatics - 0 (+4)
  • Computers - 0 (+10)
  • Craft: Chemical - 6 (+16)
  • Disable Device - 0 (+10)
  • Drive - 0 (+4)
  • Escape Artist - 0 (+4)
  • Investigate - 0 (+10)
  • Knowledge: Physical Sciences - 6 (+16)
  • Pilot - 0 (+4)
  • Profession: Chemist - 4 (+4)
  • Ride - 0 (+4)
  • Search - 0 (+10)
  • Sleight of Hand - 0 (+4)
  • Stealth - 0 (+4)
--------------------------------------

----------Feats---------
  • Attack Focus (Melee) (5): +5 bonus to melee attack rolls
  • Defensive Roll (3): +3 Toughness save bonus
  • Dodge Focus (7): +7 dodge bonus
  • Evasion (1): Suffer 1/2 damage from attacks allowing a Reflex save
  • Fast Overrun: Make multiple overrun attempts in a round
  • Instant Up: Stand up as a free action
  • Jack-of-All-Trades: Use any skill untrained
  • Move-by Action: Move both before and after a standard action
--------------------------------------

----------Powers---------
Super-Speed {} - Power Rank 10 - Cost 52 (5 * 10 + 2)
Power Feats: Rapid Attack

Base Power of Super-Speed (20/51)
Insubstantial {} - Power Rank 4 - Cost 20 (5 * 4)

Alternate Power 1 of Super-Speed (20/51)
Strike {} - Power Rank 10 - Cost 20 (2 * 10)
Extras: autofire

Enhanced Intelligence {} - Power Rank 12 - Cost 12 (1 * 12)

Super-Movement (Wallcrawling, Water Walking) {} - Power Rank 2 - Cost 2 (1 * 2)
Flaws: Limited (Only at Super-Speed)
--------------------------------------


----------Cost Summary---------
Abilities: 20
Combat: 26
Saves: 14
Skills: 4
Feats: 20
Powers: 66
Total Cost: 150
--------------------------------------"
 
Last edited:

Psyker

"----------Character Details---------
Player Name: Jemal
Character Name: "John"
Character Alias: Psyker
GM's Name: H4H
Age: 29
Height: 6'
Weight: 170
Hair: Black
Eyes: Blue
Power Level: 10
Power Points: 150
Appearance:
Scryer1.jpg

--------------------------------------

----------Background---------
Psyker is a well-trained special-ops agent for the governments not-so-secret Psy-Soldiers. He has served his government well for years, surpassing most of the other psy-soldiers to the point where he has become one of the elites.
Recently, he requested the chance to join with other's who's powers would be more in keeping with his own, to better protect people. He wants to use his powers to help people, and at the League he'll be able to do that.

Psyker is a well-adjusted soldier with a keen intellect and honed body. He's done some things he's not proud of, but has managed to keep his cool by the understanding that anything he has done has been for a good reason.
--------------------------------------

----------Ability Scores---------
Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 10 (0)
--------------------------------------

----------Saves---------
Toughness: +8
Fortitude: +8
Reflex: +8
Willpower: +11
--------------------------------------

----------Combat---------
Attack Bonus: +6
Damage Bonus: Strike +3/+8
Grapple: +8
Defense Bonus: +12 (+3 flat footed)
Initiative: +6
Knockback: 4
--------------------------------------

----------Lifting Capacity---------
Light Load: 58 lbs
Medium Load: 116 lbs
Heavy Load: 175 lbs
Max Load: 350 lbs
Push/Drag: 875 lbs
--------------------------------------

----------Movement Rate---------
Base Speed: 30 ft/r / 60 ft/r / 120 ft/r
Leap: 12 ft / 6 ft / 3 ft
--------------------------------------

----------Skills---------
  • Acrobatics - 6 (+8)
  • Climb - 0 (+2)
  • Concentration - 4 (+6)
  • Disable Device - 8 (+9)
  • Drive - 3 (+5)
  • Escape Artist - 0 (+2)
  • Intimidate - 10 (+10)
  • Knowledge: Tactics - 2 (+3)
  • Medicine - 3 (+5)
  • Notice - 10 (+12)
  • Pilot - 6 (+8)
  • Search - 4 (+5)
  • Sense Motive - 0 (+2)
  • Stealth - 15 (+17)
  • Survival - 5 (+7)
  • Swim - 0 (+2)
--------------------------------------

----------Feats---------
  • Accurate Attack: Reduce damage bonus to increase attack bonus
  • All-out Attack: Reduce defense bonus to increase attack bonus
  • Attack Specialization (1): Martial Strike
  • Attack Specialization (1): Telekinesis
  • Benefit (1): Gain 1 minor benefit
  • Dodge Focus (6): +6 dodge bonus
  • Evasion (1): Suffer 1/2 damage from attacks allowing a Reflex save
  • Fearless: Immunity to fear effects
  • Improved Initiative (1): +4 bonus on initiative checks
  • Power Attack: Reduce attack bonus to increase damage bonus
  • Sneak Attack (1): +2 damage when you surprise attack an opponent
  • Uncanny Dodge: Hearing
--------------------------------------

----------Powers---------
Super-Senses (Mental Awareness) {} - Power Rank 1 - Cost 1 (1 * 1)

Mind Sheild {} - Power Rank 3 - Cost 3 (1 * 3)

Strike {} - Power Rank 1 - Cost 2 (1 * 1 + 1)
Power Feats: Mighty

Telekinesis {} - Power Rank 10 - Cost 36 (3 * 10 + 6)
Extras: Damaging
Power Feats: Accurate, Precise, Improved Range

Alternate Power 1 of Telekinesis (30/33)
Mental Blast {} - Power Rank 8 - Cost 30 (3 * 8 + 6)
Extras: Vampiric
Flaws: Touch
Power Feats: Accurate x2, Extended Reach x3, Incurable

Alternate Power 2 of Telekinesis (31/33)
Mind Control {} - Power Rank 10 - Cost 31 (3 * 10 + 1)
Extras: Sensory Link
Power Feats: Mental Link

Alternate Power 3 of Telekinesis (31/33)
Mind Reading {} - Power Rank 7 - Cost 31 (4 * 7 + 3)
Extras: Action x2, Area-Burst
Power Feats: Progression-Area, Selective, Subtle

Camo Tactical Armour & Gear (Device; Hard to Lose) {} - Power Rank 3 - Cost 12 (4 * 3)

Component of Container Camo Tactical Armour & Gear (Device; Hard to Lose)
Strike {} - Power Rank 5 - Cost 6 (1 * 5 + 1)
Power Feats: Accurate

Component of Container Camo Tactical Armour & Gear (Device; Hard to Lose)
Feature (Improvised Tools) {} - Power Rank 1 - Cost 1 (1 * 1)

Component of Container Camo Tactical Armour & Gear (Device; Hard to Lose)
Protection {} - Power Rank 6 - Cost 6 (1 * 6)

Component of Container Camo Tactical Armour & Gear (Device; Hard to Lose)
Concealment (All Visual) {} - Power Rank 4 - Cost 2 (0.5 * 4)
Flaws: Passive, Partial
--------------------------------------


----------Complications---------
Power Complication
Description: Loses Effectiveness of Telekinesis if Hands are not free.
--------------------------------------

----------Cost Summary---------
Abilities: 18
Combat: 24
Saves: 18
Skills: 19
Feats: 17
Powers: 54
Total Cost: 150
--------------------------------------"
 
Last edited:

Supreme Girl

"----------Character Details---------
Player Name: Bialaska
Character Name: Wendy Williams
Character Alias: Supreme Girl
GM's Name: H4H
Age: 19
Height: 5' 11""
Weight: 130
Hair: Blonde
Eyes: Blue
Power Level: 10
Power Points: 150
Appearance:
supremegirlok4.jpg

--------------------------------------

----------Background---------
Wendy never had a clue that she was not a Human. Sure, she had heard the stories how she was adopted by her parents and how she was originally found in some cornfield, but it was never really that interesting. Well, she had about the same interest in this as she had in books and schoolwork, which means absolutely nothing. And after her father died when she was 4, her mother never really had the time to talk much more about it anyway, since she had to work two jobs to sustain the family.

When she hit puberty her strength developed rapidly, far more rapidly than anyone else in her class, I mean, there's not many 13 year old girls capable of lifting cars above their head as if it was nothing. At first she was mostly planning on using her newly-found powers for her own benefit, but after one of her friends got brutally assaulted, the girl decided to use her gifts to help her friends.

At first she was mostly embarrassed for being different from the other girls, which was why she used an alias when they asked for her name, but eventually she realized the danger her family would be in if her identity was ever revealed. Her quickly adapted disguises eventually were replaced with an actual costume and a more established identity, that of Supreme Girl.

Supreme Girl has been active as a heroine for about 6 years in New York, but has been more of a local celebrity, rather than one to win worldwide fame. She never finished high school, but instead ended up doing the various odd jobs that someone with her education (or lack of education) could handle. The last few years she has been a salesperson of various things.

When Captain Thunder and Lady Liberty approached and offered her to become part of the Freedom League, she instantly accepted. She has now moved to Freedom City and has with the recommendation from previous jobs, found one as a salesperson of car accessories, a job where her attractive looks makes her well-suited for convincing men (the primary customers) to buy completely unnecessary accessories for their cars.
--------------------------------------

----------Ability Scores---------
Strength: 40 (+15/0)
Dexterity: 10 (0)
Constitution: 40 (+15/0)
Intelligence: 10 (0)
Wisdom: 8 (-1)
Charisma: 12 (+1)
--------------------------------------

----------Saves---------
Toughness: +15
Fortitude: +15
Reflex: +2
Willpower: +5
--------------------------------------

----------Combat---------
Attack Bonus: +3
Damage Bonus: Unarmed +15
Grapple: +26
Defense Bonus: +5 (+3 flat footed)
Initiative: +0
Knockback: 15
--------------------------------------

----------Lifting Capacity---------
Light Load: 272.4 tons
Medium Load: 544.8 tons
Heavy Load: 819.2 tons
Max Load: 1,638.4 tons
Push/Drag: 4,096.0 tons
--------------------------------------

----------Movement Rate---------
Base Speed: 30 ft/r / 60 ft/r / 120 ft/r
Leap: 25 ft / 12 ft / 6 ft
Flight: 1000 ft/r
--------------------------------------

----------Skills---------
  • Bluff - 4 (+5)
  • Climb - 0 (+15)
  • Computers - 2 (+2)
  • Concentration - 0 (--1)
  • Diplomacy - 2 (+3)
  • Disguise - 0 (+1)
  • Gather Info - 2 (+3)
  • Handle Animal - 0 (+1)
  • Intimidate - 0 (+1)
  • Notice - 0 (--1)
  • Profession: Retail - 4 (+3)
  • Sense Motive - 2 (+1)
  • Survival - 0 (--1)
  • Swim - 0 (+15)
--------------------------------------

----------Feats---------
  • All-out Attack: Reduce defense bonus to increase attack bonus
  • Attack Specialization (1): Unarmed
  • Attractive (1): +4 bonus Bluff & Diplomacy people affected by your looks
  • Interpose: Trade places with an adjacent ally subject to attack
  • Stunning Attack: Your unarmed attack can stun an opponent
--------------------------------------

----------Powers---------
Enhanced Strength {} - Power Rank 30 - Cost 31 (1 * 30 + 1)

Alternate Power 1 of Enhanced Strength (30/30)
Blast {} - Power Rank 13 - Cost 30 (2 * 13 + 4)
Power Feats: Accurate, Improved Ranged x2, Precise

Enhanced Constitution {} - Power Rank 30 - Cost 30 (1 * 30)

Impervious Toughness {} - Power Rank 15 - Cost 15 (1 * 15)

Flight {} - Power Rank 4 - Cost 8 (2 * 4)

Immunity (Life Support) {} - Power Rank 9 - Cost 9 (1 * 9)

Super-Strength {} - Power Rank 8 - Cost 17 (2 * 8 + 1)
Power Feats: Super-Breath

Super-Senses (Extended vision, Extended hearing, Microscopic Vision 2, X-Ray vision) {} - Power Rank 8 - Cost 8 (1 * 8)
--------------------------------------


----------Drawbacks---------
Power Loss - Points -1
Description: Lose Impervious vs Magic - Freq DC 15 - Sev DC 5
--------------------------------------

----------Cost Summary---------
Abilities: 0
Combat: 16
Saves: 8
Skills: 4
Feats: 5
Powers: 118
Drawbacks: -1
Total Cost: 150
--------------------------------------"
 
Last edited:

Remove ads

Top