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The Heroes of Freedom Rogue's Gallery

Hammerhead

Explorer
Here is a compilation of the PCs and NPCs for my PbP game, The Heroes of Freedom. I'll post major NPCs after you guys get done beating them into the ground.
 

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Alicia Emmrich/Mistress Mind

Character Hero Name: Mistress Mind
Character Real Identity: Alicia Emmrich (Secret)
Occupation: Student (FCU)

Alicia Emmrich
Gender :Female
Age :19
Height :5’4
Weight :115
Eyes :Dark Green
Hair : Auburn

Power Level :2
Known Languages : English

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Abilities [ 21PP]
Strength :10
Dexterity :14
Constitution :14
Intelligence :16
Wisdom :14
Charisma :13


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Armor Class : 12 [ BASE (10) + DEFENSE (0) + DEX (2)]

Flatfooted Armor Class : 10

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Save vs. Damage : Unsure
Save vs. Fortitude : 2
Save vs. Reflex : 2
Save vs. Will : 2


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Initiative Modifier : +2
Base Attack Bonus : +0 [0 PP]
Base Defense Bonus: +1 [2 PP]

Melee Attack Bonus : +0
Ranged Attack Bonus : +2

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Powers [0]
None

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Skills [11 PP]

Name/Total Mod (Ability) ** # Ranks taken
Acrobatics /4 (DEX +3) 1 Ranks
Balance /4 (DEX +3) 1 Ranks
Concentration /7 (WIS +5) 2 Ranks
Knowledge: Freedom City /5 (INT +4) 1 Ranks
Perform; Violin, Flute, Piano, Guitar, Dancing, Singing /10 (CHA +4) 6 Ranks

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Feats [6 PP]
Attractive
Identity Change (split personality, when felt threatened)
Photographic Memory

Weakness: [-10 PP]

Transformation; When Alicia feels threatened her “Mistress Mind” persona will come to the front to alleviate the danger. A successful will check (DC 15) will strive off this change for one round. (The next round check gives an extra +1 to the check)

Base Speed: 30 feet

Costume: Alicia wears no costume and for the most part wears sweaters and full-length skirts. She wears a pear of horn-rimed glasses that correct her nearsightedness. She has all the clothes that a lady of her age should have but usually dresses young, casual, and conservative.


Mistress Mind
Gender :Female
Age :20 (Apparent mid to late 20’s)
Height :5’7”
Weight :126
Eyes :Icy Pale Blue
Hair :Raven-haired black

Power Level :10
Known Languages : English

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Abilities [40 PP]
Strength :12
Dexterity :16
Constitution :16
Intelligence :18
Wisdom :20
Charisma :18


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Armor Class : 21 [ BASE (10) + DEFENSE (8) + DEX (3)]

Flatfooted Armor Class : 18

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Save vs. Damage : 3
Save vs. Fortitude : 3
Save vs. Reflex : 3
Save vs. Will : 5


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Initiative Modifier : +3
Base Attack Bonus : +2 [6 PP]
Base Defense Bonus: +8 [16 PP]

Melee Attack Bonus : +3
Ranged Attack Bonus : +5

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Powers [74]
ESP: 5 Ranks, limitations: sight [5 PP]

Telekinesis: 6 Ranks [36 PP]
Flight
Force Field:
Invisible
Mental Shield
Force Attack: Suffocate *
Force Attack: Energy Blast **
Force Attack: Snare **

Telepathy: 2 Ranks [10 PP]
Group Link
Mind Control
Memory Alterations

Mental Blast: 4 Ranks [16 PP]
Metal Assault

Precognition: 1 Rank, limitations; uncontrolled [2 PP]

Super-Charisma: 5 Ranks, limitations; female attraction [5 PP]

* Freebie
** Power Stunt

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Skills [12 PP]

Name/Total Mod (Ability) ** # Ranks taken
Acrobatics /6 (DEX +3) 1 Ranks
Balance /5 (DEX +3) 1 Ranks
Concentration /8 (WIS +5) 3 Ranks
Knowledge: Freedom City /5 (INT +4) 1 Ranks
Perform; Violin, Flute, Piano, Guitar, Dancing, Singing /10 (CHA +4) 6 Ranks
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Feats [12 PP]
Attractive
Indomitable Will
Identity Change (split personality, when felt threatened)
Photographic Memory
Psychic Awareness
Power Stunt: Force Field; Force Attack

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Weakness: [-10 PP]

Transformation; When Alicia feels threatened her “Mistress Mind” persona will come to the front to alleviate the danger. A successful will check (DC 15) will strive off this change for one round. (The next round check gives an extra +1 to the check)

Base Speed: 30 feet

Costumes

”Mistress Mind”; Wears a typical black leather lace up corset, garters, a black stiletto high heel shoes commonly associated with a dominatrix.

Background: Alicia Emmrich grew up in a fairly well to do family in a quite suburb in the Kingston area which is tucked between Route 4 and Garden State Parkway the outskirts of north Freedom. Alicia lived in the sheltered suburb in till her recent gradation from high school, which has caused her; recently move into the dorms of Freedom City University (FCU). Alicia has always been quite and shy but to others is someone that they cannot help but being drawn to. She has never been one who want the lime light or to become “miss popularity” but she is often forced into it either threw her natural talents as a dominate softball player, valedictorian for her high school graduation class, and her ability to play numerous instruments at a near professional level, and or threw her mother constant pressure to be popular. Because of her mom’s actions she has been elected to the student government during highs school, a Homecoming Queen, a Prom Queen, the last accomplishment still makes her blush with embarrassment to this day. Alicia, current activates at FCU included being the starting 2nd baseman for the softball team, playing the violin in the FCU Orchestra, and of course classes where she strives hard to maintain her near perfect GPA. This would almost seem like to much for a young lady but her mom and her life long busy schedule has made her grow accustomed to it, but she’s far from flawless and she misses practices and/or classes on occasions but her skill and personality has given her favoritism status from all involved and absenteeism usually goes unpunished.

As much as Alicia Emmrich tries to pass for a typical college student she’s far from it as she suffers from multiple personality syndrome (MPS). She has had this condition privately for years and is not something she has even told her parents about. Though most suffers of MPS have issues with functioning in society Alicia appears to have none, as both her persona know of each other presence and each retains full knowledge of what happens when the other persona is active. This is very unique, as it appears that Alicia has no dominant persona but the two persona “time share” for the greater good of the body. Alicia second persona, known as “Mistress Mind” is a persona that was triggered from event that shatter Alicia mind into two known pieces. Alicia remembers nothing from said event but that is not unusually with tragic events. Alicia upon realizing that she was suffering from MPS read numerous studies and books upon MPS leads Alicia to the conclusion that whatever tragic event it was happened to her, and not a friend or family member. Also the very nature of “Mistress Mind” persona as a dominatrix, known more as a woman that rules and dominates over men sexually, leads Alicia to believe that something traumatized her sexually and that “Mistress Minds” is her minds way of coping with the past and is really just a strong female role model and protector of her more vulnerable Alicia persona. Also the extra persona in her mind has allowed for “Mistress Mind” to tap into the natural ability to use her mind at higher functions that are normal beyond the scope of modern day humans such as telekinesis, telepathy, mind control, and mind manipulation. Though one would think that Alicia would be devastated by the news of her MSP, Alicia is not and looks at her MSP as a gift and not a disorder or a curse.

Most of the time the switch between personas is mutual, but when Alicia feels threatened “Mistress Mind” will try and take over the body even if Alicia doesn’t want her too. This hasn’t lead to any unexplained moments as Alicia has been able to control it so far which leads Alicia to wondering if this might be more than see can control as the switch between personas is far from subtle as the persona of “Mistress Mind” has enough power to influence her physical appearance.
 
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Sam Brennan

STR 10
DEX 18
CON 14
INT 16
WIS 10
CHA 16

Spd 30 (50)
Ini +8 (4 dex, 4 feat)
Att +6 (+6 melee) (+10 ranged)
Def 20 (+4 dex, +6 base)

Dmg. +2 (FF 10)
Ref: +4
Fort: +2
Will: +0 (10 MP)

Point Blank shot, Precise Shot, Rapid Shot, Heroic Surge, Hero's Luck x 2, Aerial Combat, Improved Initiative, Surprise Strike, Leadership, Talented: Computers and Repair, Skill Focus: Climb, Detect: electricity

Computers: 1 +6 (+16)
Repair: 1 +6
Science: Electronics: 1 +4
Climb: 1 +4

Powers:

Electro-manipulation +10:

Energy Control: Electricity, Energy Blast, Force Field (Mental), Datalink, Flight
PS: Animation - objects powered or controled by electronics
PS: Drain +ranged, - electricity related effects
PS: stun or lethal damage
 

Chloro

Real Name: N/A

Description:
Sex: N/A
Age: 3
Height: 6'1"
Weight: 262 lbs.
Eyes: Green
Hair: Mossy Green
Identity: Public

Abilities:
STR: 14 (+2 [w/Sup-Str: +9])
DEX: 12 (+1)
CON: 20 (+5)
INT: 10 (+0)
WIS: 12 (+1)
CHR: 8 (-1)
[PP = 16]

Saves:
Damage +7
Fortitude +5
Reflex +1
Will +1

Attacks:
Base +4 [12 PP]
Melee +6
Ranged +5
Mental +5

Defense:
Base +5 [10 PP]
Defense 17
Flat Footed 16
Mental 17

Initiative +1
Hero Points: 5
Speed: 30

Skills:
Bluff: -6(-5)
Concentration: 2(1)
Diplomacy: -6(-5)
Listen: 3(2)
Science (Botany): 4(4)
Sense Motive -4(-5)
Spot: 3(2)
Survival: 7(6)
[PP = 15]

Feats:
Endurance
Power Attack
Takedown Attack
Toughness
[PP=8]

Powers:
Plant Control +10 [mutation]
_extra: Plant Sense
_extra: Plant Stride
_extra: Regeneration
_extra: Poison Touch (Drain)
___extra: Slow Recovery
___flaw: Limited - Strength Only
Super-Strength +7 [mutation]
_extra: Protection
___extra: Immunity (Cold, Exhaustion, Starvation, Suffocation)
_extra: Immovability
___flaw: Limited: On earth/ground only
_extra: Absorbtion +3
___flaw: Limited - Light Energy Only (Converts to Healing)
[PP=109]

Weaknesses:
Naive
Disturbing
[PP= -20]

[Total PP spent = 150]

Background
Dr. Nathan Grovemont, the botonist, environmentlist, and intelligent but generally unstable person that would eventually become the being known as The Green Man, made many forays into experimenting with plant genetics. During one such test, he attempted to splice human and plant genes together to create a mobile plant person. The process was a success, perhaps too much so, as the human/plant hybrids developed brain tissue that would make them capable of thought on level with humans. Wanting an army of subversive creatures to help him create his eco-balance, he considered the process a failure. Enraged over this failure, he destroyed all seven of the growing hybrids before they were able to awaken. Or so he thought.

One of the hybrids survived its attemped destruction. It laid dorment for many months in Wharton State Forest, recovering from the damage and finishing its development. When it finally awoke, it was the size of an adult human. It was aware of its surroundings, but had no experiences; its mind was the equivilant to that of a newborn baby.

It stayed in the forest, not wandering much at first, and not knowing there was anything outside of the forest. Though it initially scared the animal inhabitants of the forest, many of them soon equated its quiet demeanor and non-hostile nature as just another part of the landscape.

Eventually, it began to wander far from where it had laid and eventually emerged in Freedom City. What it saw frightened it at first, but it soon found courage and, curious about the city and its inhabitants, began to wander the streets. People stared or moved away from its approach, unsure whether it was a new super-villian or monster, and many people called the police, the Freedom League and the Atom Family to report him. The Atom Family arrived on the scene, and realizing it wasn't a threat, they brought it to ASTRO labs, where Dr. Michael Young and a team of botanists attempted to discover what it was. The scientists named him Chloro, and when Dr. Young discovered Chloro was a genetically engineered human/plant hybrid, he took him in in an attempt to teach him and find out how intelligent he was.

Almost a year has past since then, and Chloro has quite quickly learned to speak and otherwise function in human society. He's become quite curious about plants and has insisted on watching and helping the botanists in their research. He looks to Dr. Young as a sort of father figure, and knows nothing of how or where he was created.

Appearence
Chloro is over 6 feet tall, and has grown rather steadily for from 5 and a half feet in the past year. He's also rather heavy at 262 lbs, another number that has grown from roughly 200 lbs. His 'skin' is a bark-like substance that is flexable and green around the joints, but quite hard and wood-like otherwise. His eyes are green and he has a mossy-type substance on his head that passes for hair, but is actually helpful in the photosynthesis process that gives him nourishment. When standing in one spot on bare earth, tiny roots grow from his feet and into the ground, giving him stability and collecting nutrients from the soil. The roots are either quickly retracted when he moves again, or, if there's no time to retract them, he can rip free of them painlessly. Chloro usually doesn't wear any clothing, as he finds them uncomfortable, they tear easily on his body, and he has no real need to wear anything.

Personality
Chloro is an emotional void. He can show content and has on occasion has shown some signs of anger and disappointment, but is otherwise quite stoic. Humor is completely lost on him. He might understand a joke, but you'll never see him laugh at it. He is often quite calm and thoughtful, and never rushes to make a rash decision or move. It took him a long time to understand why humans rush all the time, though he still sometimes forgets this, infuriating those around him that are impatient or on a schedule. And though he understands opinion and personal choice, and sometimes exhibits them, he prefers to stick with what is logical rather than form an opinion. Slow to make friends, when he does, he's loyal to them for life.
 
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Wynter

Character Hero Name: Wynter
Character Real Identity: Kathleen Maxwell (Secret)
Occupation: Student (Freedom College)

Gender: Female
Age: 21
Height: 5’4
Weight: 110
Eyes: Pale blue
Hair: Brown

Power Level :10
Known Languages : English

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Abilities [12 PP]
Strength :10
Dexterity :16
Constitution :12
Intelligence :12
Wisdom :12
Charisma :10


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Armor Class : 18 [ BASE (10) + DEFENSE (5) + DEX (3)]

Flatfooted Armor Class : 15

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Save vs. Damage : +1
Save vs. Fortitude : +2
Save vs. Reflex : +4
Save vs. Will : +2


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Initiative Modifier : +3
Base Attack Bonus : +6 [18 PP]
Base Defense Bonus: +5 [10 PP]

Melee Attack Bonus : +6
Ranged Attack Bonus : +9

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Powers [96 PP]
Amazing Save (Ref): 2 Ranks [2 PP], Extras - Fort [2 PP], Will [2 PP]

Weather Control: 9 Ranks [2 PP], Extras - Element Control (Air) [1 PP], Element Control (Air) Elemental Blast Subdual [1 PP], Flight [1 PP], Energy Control (Cold) [1 PP], Extras - Energy Blast (Cold) Lethal [1 PP], Energy Blast (Explosive Blast) [1 PP], Energy Field [1 PP], Force Field [1 PP].

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Skills [12 PP]

Name/Total Mod (Ability) ** # Ranks taken
Acrobatics /8 (DEX +3) 5 Ranks
Science (Ecology) /5 (INT +1) 4 Ranks
Spot /4 (WIS +1) 3 Ranks
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Feats [12 PP]
Accurate Attack
Aerial Combat
Dodge
Point Blank Shot
Precise Shot
Immunity (Cold)

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Weakness: Vulnerabilty (Fire); Wynter is particularly vulnerable to fire.

Base Speed: 30 feet

Costume: A light blue and white skintight outfit.

Background: Kathleen Maxwell is a student at Freedom College, where she majors in atmospheric science. Growing up, Kathleen had always loved going outside and watching the sky, especially on chill December evenings. This often appealed to her more than spending time with friends, and she acquired a reputation for being a bit cold. A couple of years ago, she began manifesting mutant powers, being able to actually control the chill winds she'd loved so much. Wanting to understand the science of weather led her to Freedom College, but growing up watching the Freedom League led her to want to use her powers for the benefit of others.

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Wynter.jpg
 
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Character Hero Name: Shift
Character Real Identity: Miles Porter
Occupation: Vagabond

Gender: Male
Age: 19
Height: 5’10
Weight: 160
Eyes: Gold
Hair: Blonde

Power Level :10
Known Languages : English

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Abilities [18 PP]
Strength :10
Dexterity :20
Constitution :10
Intelligence :14
Wisdom :12
Charisma :12

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Save vs. Damage : +5 [CON (0) + EVASION (5)]
Save vs. Fortitude : +0 [CON (0)]
Save vs. Reflex : +5 [DEX (5)]
Save vs. Will : +1 [WIS (1)]


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Initiative Modifier : +5
Base Attack Bonus : +6 [18 PP]
Base Defense Bonus: +8 [16 PP]

Melee Attack Bonus : +11 [BASE (6) + FINESSE (5)]
Ranged Attack Bonus : +11 [BASE (6) + DEX (5)]

Armor Class : 24 [ BASE (10) + DEFENSE (8) + DEX (5) + Dodge (1)]
Flatfooted Armor Class : 18

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Powers [56 PP]
Teleportation(Ref): 10 Ranks [2 PP], Extras - Duplication [1 pp], Force Field w/ Invisibility [1 pp], Incorporeal (affected by Radiation Energy) [1 pp]. Power Stunts - Extended Teleport [2 pp], Fusillade [2 pp], Turnabout [2 pp].

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Skills [34 PP]

Name/Total Mod (Ability) ** # Ranks taken
Gather Information /8 (CHA +1) 7 Ranks
Hide /12 (DEX +5) 7 ranks
Knowledge (Geography) /5 (INT +2) 4 Ranks
Listen /4 (WIS +1) 3 ranks
Search /4 (INT +2) 3 ranks
Sense Motive /8 (WIS +1) 7 ranks
Spot /4 (WIS +1) 3 Ranks
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Feats [16 PP]
Accurate Attack
Attack Finesse
Attack Focus (unarmed)
Dodge
Evasion
Expertise
Heroic Surge
Improved Trip
Surprise Attack

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Weakness: Vulnerabilty (Radiation); Shift is vulnerable to radiation after teleporting (-10 pp).

Base Speed: 30 feet

Costume: Miles Power wears blue clothes, often old and stained yellow. After teleportation Shift glows blue with yellow eyes for a time.

Background: Miles Porter grew up a normal kid in the suburbs of Freedom City. At age 16, everything changed. In front of all of his friends, he disappeared. By the time he figured out where he was, he noticed people running away from him. Eventually, he discovered that he had teleported. What was more, he found out that after he teleported, he began glowing, as if a blue flame had enveloped his body. He was nearly unrecognizable. Furthermore, he discovered he could do more things while he was glowing. Things such as passing through walls, and putting up an invisible barrier to protect himself. Lastly, he found he could create a duplicate of himself when he teleported (so that he was where he started AND where he was going). Shift gains this glow and these extra powers from the buildup of energy from the teleportation itself.

Miles' friends began to distance themselves from him. They never said why, but it was clear they were afraid and annoyed. He had always been a follower and a weakling...but now he was the strong one. His parents, also, were visibly upset. They were afraid that he would go after some crazy supervillain someday and get himself killed. Miles decided to run away from home. He traveled the country on trains and hitchhiking. He found food and money by stealing it, especially while in his glowing form. Creating a duplicate of himself while teleporting created the perfect alibi. He never stole more than he needed and he was embarrassed to steal that much, so he began calling his second form Shift and acted like he was a different person. Three years later, Miles decided to return home and see how his friends and family were doing.
 

I'm going to be posting the NPCs you encounter in this thread as well. The bad guys will be posted after they are defeated and captured by the party.

The stats for the woefully easy and incompetent supercriminals Rant and Rave may be found on the Mutants and Masterminds website, in the online adventure The Heist, if you care to look.

I'm afraid that the stats for the thugs on steroids will remain secret for some time.
 

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