World of Freedom 3.2 - Horus! Hercules! The Ultima! Sentinels of Emeraldias! Hero High Revised!

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Re: World of Freedom 3.2 - Enemies: Firewing! Doctor Destroyer! Mechanon!

Post by Davies » Wed Jul 26, 2017 1:31 am

Ken wrote:
Wed Jul 26, 2017 1:12 am
Davies wrote:
Wed Jul 26, 2017 12:35 am

Dr. Destroyer is the biggest example of power creep in the Hero System from 1st to 6th edition, hands down.
I though just from 1st to 4th was a substantial power creep for the guy, especially the "high end" version, since, as I recall, he actually had two versions in Classic Enemies.
The low end is pretty much a straight translation of the stats in Island of Dr. Destroyer, just with all the skills and perks that didn't exist in 1st edition Champions added -- and those are the bulk of the character's point total, and remain constant on the high end version.
Ken wrote:
Wed Jul 26, 2017 1:12 am
Never mind his write-up though, his physical appearance on the front the BBB, drawn by George Perez, he looked more like Mumm-Ra than Doctor Doom. He looked awesome, but it didn't match the background.

Image
If I hadn't promised to use Mark Williams' original artwork for the guy, that would have been my pick for what image to use for his write-up.

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Re: World of Freedom 3.2 - Enemies: Firewing! Doctor Destroyer! Mechanon!

Post by catsi563 » Wed Jul 26, 2017 7:02 am

I have to admit I like this version from 5th ed

Image

the 4th ed version was close to what was used for CNM evoking a more mystical image
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Black Paladin

Post by Davies » Sun Jul 30, 2017 3:42 pm

Black Paladin

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During the early Sixth Century, in Northwestern Europe, a variety of influences -- magical and super-technological influences -- combined to create an anachronistic civilization which would have been very familiar to students of the Thirteenth or Fourteenth Centuries. The center of this realm of knights in shining armor was the kingdom of Logregia in what is now England, and in particular its capital -- Camelot. The legends of this place are too well-known to be repeated here, and the stories that legend has forgotten are too many. One such forgotten story is that of Giles de Morphant. One might say it is a justly forgotten story, for it teaches nothing but that human nature remained what it was even in an age of wonders.

Sir Giles was one of more than a score of black-hearted villains encountered by the innocent squire Percival in the first year of his wandering. Equipped with his deadly blade Eater of Shadows and his mighty mace Crusher of Hope, and with a suit of enchanted armor that allowed him to move from shadow to shadow, de Morphant should have been more than a match for the boy. But such was the power of Percival's destiny and his innocence that he shattered the fell blade and dealt a mortal wound to the robber knight, then rode on, mourning his fallen opponent who would not be able to travel to Arthur's court to tell of his vanquishing and redemption.

But Sir Giles was not yet dead, and clung to life with a devil's grip. And as soon as Percival was out of sight, the Black Paladin's leman, an enchantress named Chantal -- or was it Ylionoire? -- took charge of her lover. No magic of healing did the witch possess, but she knew a way that his life could become a dark legend that would endure from that day until the ending of the world. The spell was an intricate one and deadly, for it would claim the life of its caster. Yet such was the witch's desire for revenge on the world that had taken her lover from her that she spat out the words nonetheless, and the body of Sir Giles and his armor and mace became like dust on the wind ... and so did she.

Seven times in the centuries that followed would that dust be discovered and the Black Paladin reborn as he usurped command of the body of his discoverer. The most recent time was in 1943, when an archaeologist employed by the Nazis was claimed by Sir Giles, who then used his powers at the behest of the Germans in the last days of their 'thousand year Reich'. He was captured by the Allies in the end, but escaped punishment by portraying himself as the victim of sinister magics, rather than the product of them. With some misgivings on the part of his interrogators, he was granted his freedom, and set out to discover this brave new world.

The differences between his era and this one were profound, but so were the similarities. He recognized the knights of old in the forms of the superheroes of this day, and yearned to test himself against them. He felt the tides of magic in the world, and knew that there were workers of vile treachery who would be in need of strong arms to guard them against their opponents. And so the Black Paladin became a supervillain of the post war world, frequently defeated but able to escape from captivity through the use of his enchanted armor. In the seventies he became a leader of other supervillains in the alliance known as the Masters of Fortune. In the eighties, he joined forces with one of the factions of SHADOW and served as their enforcer.

Never had he known such success. In all of his lives before this one, he had managed to endure less than a score of years before some good-hearted occultist or would-be saint put an end to him. Yet though his magic strengthened the body he inhabited, it could not fully hold back the ravages of time upon it, and by the nineties, the body was dying of old age. Not wishing to give up his gains and wait for a chance to be resurrected in an era which might not come for centuries, the Black Paladin made an arrangement with the sorcerer Matthias Casimir, vowing to defend him in exchange for the magus' promise to gather the dust and expose it to a new host within days of Sir Giles demise. With that promise, Sir Giles led one last charge against the newly reformed Freedom League and seemed to meet his end.

For a wonder, Matthias kept up his end of the deal, and now the Black Paladin enjoys a better sort of immortality than he has ever known. This has changed the way he does battle, and so he has become a more reckless and unpredictable combatant than he ever was before. Sir Giles suspects that Matthias will eventually push his luck and make unbearable demands of the Black Paladin, but until that time, he will keep his oath and guard the magus against their mutual enemies.

Black Paladin -- PL 12

STR 4 | STA 4 | AGL 3 | DEX 4 | FGT 8 | INT 2 | AWE 0 | PRE 5
Powers: Bitter Experience (Senses 1 [danger sense]), Enchanted Armor (Enhanced Will 7 AND Impervious Protection 8 AND Teleport 8, Increased Mass 4, Removable), Enchanted Mace (Array: Strength-based Damage 8, AP: Ranged Damage 4, Removable), Enchanted Shield (Enhanced Defenses 8 [Dodge 4, Parry 4], Easily Removable), Undying (Immortality 3)
Advantages: All-Out Attack, Daze (Intimidation), Diehard, Great Endurance, Improved Critical (Enchanted Mace), Improved Defense, Improved Initiative, Inspire, Leadership, Power Attack, Ranged Attack 6, Skill Mastery (Intimidation), Startle.
Skills: Athletics 8 (+12), Close Combat: Enchanted Mace 4 (+12), Deception 8 (+13), Expertise: History 6 (+8), Expertise: Magic 6 (+8), Intimidation 12 (+17), Perception 6 (+6), Persuasion 8 (+13), Ranged Combat: Enchanted Mace 6 (+10), Stealth 6 (+9).
Offense: Initiative +8, Unarmed +8 (Close Damage 4), Enchanted Mace +12 (Close Damage 12), Enchanted Mace +16 (Ranged Damage 4).
Defense: Dodge 10/6, Parry 12/8, Fortitude 11, Toughness 12/4, Will 13/6.
Totals: Abilities 60 + Powers 53 + Advantages 18 + Skills 35 + Defenses 16 = 182 points
Complications: Power--Motivation. Hatred (religion). Obligation (deal with Matthias Casimir).

Matthias Casimir, the Black Magus, is a PL 10 Mystic (M&M p. 42) who is not Fearless but has eight spells in his magic array, which should be selected according to the needs of a scenario featuring him, but one of which is Perception Range Move Object 7, Precise, Subtle.

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Bulldozer

Post by Davies » Mon Jul 31, 2017 10:27 pm

Bulldozer

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It's a distressingly familiar pattern by now. Take your typical industrial worker -- in this case, one Brad Powers, a professional bulldozer driver. Add exposure to exotic radiation, unusual chemicals, or chemicals and radiation in one fell swoop. The result, almost invariably, is a new supervillain, who sets out to rob banks on the assumption that banks are easily robbed and a good source of ill-gotten gains. And so it was in this case as well.

To the dubious credit of Mr. Powers, however, he did not embark on career as a bank robber out of greed or a desire for notoriety ... at least, not notoriety for the sake of notoriety. And he was fully expecting to get caught, which is more than some much smarter novice supervillains have managed. His plan, if it can be called that, was to get caught but make a good enough showing that, after what he expected would be a short and simple prison term, he would be sought out by the Ultimate Wrestling League to put his powers to use as a heel. Then he'd get all the money and babes he could possibly want!

The problem arose when it came to the 'good enough showing' part. Shouldn't Captain freaking Thunder have been off fighting aliens or monsters or alien monsters or something like that, instead of showing up just in time to block off the exit? And how was it fair that one punch from the guy was enough to send Bulldozer into the middle of next week? Well, he'd just have to try harder next time. So he tried again. And again. And again. He spent years in prison, but that only gave him time to work out and get even stronger. And then he tried again. And again. And again.

When he got beaten up by a bunch of elementary schoolers with superpowers, the notion that this might not be his ideal career path began to sink in. Currently, Bulldozer is enjoying the hospitality of Blackstone while he tries to figure out the best way to get out of the rut that he's in. Nobody has told him yet that the Unlimited Wrestling League has been defunct for about a decade ...

Bulldozer -- PL 8

STR 10 | STA 10 | AGL 2 | DEX 2 | FGT 6 | INT -1 | AWE 0 | PRE 2
Powers: Running (Speed 2), Toughness (Impervious Toughness 5)
Advantages: All-Out Attack, Improved Pin, Power Attack
Skills: Expertise: Wrestling 6 (+5), Intimidation 8 (+10), Perception 4 (+4).
Offense: Initiative +2, Unarmed +6 (Close Damage 10).
Defense: Dodge 6, Parry 6, Fortitude 13, Toughness 10, Will 3.
Totals: Abilities 62 + Powers 7 + Advantages 3 + Skills 9 + Defenses 10 = 91 points
Complications: Recognition (As A Serious and Dangerous Supervillain)--Motivation. Recognized as a Multiple Time Loser.

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Re: World of Freedom 3.2 - Enemies: Firewing! Doctor Destroyer! Mechanon! Black Paladin!

Post by scc » Tue Aug 01, 2017 1:02 pm

Yay Bulldozer! I always like the jobbers.

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Re: World of Freedom 3.2 - Enemies: Firewing! Doctor Destroyer! Mechanon! Black Paladin!

Post by catsi563 » Tue Aug 01, 2017 6:57 pm

Bulldozer remains a fun memory for me especially his habit of letting women get a free shot in.

Ended one fight with him in one shot because of that flaw :mrgreen:
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Bensozia (and Aradia)

Post by Davies » Thu Aug 03, 2017 2:04 am

Inspired by Jabroniville's series on the Demon Lords of Marvel, here's one of the Demon Lords of Earth-Prime -- or rather the Abyss as seen from Earth-Prime.

Bensozia (and Aradia)

Image

If the origins of the gods of the Crimson Coil are often obscure, then the origins of the demons that dwell therein are even more so, particularly since nothing that they claim about themselves should be believed. If one were to hearken to the honeyed words of Bensozia, Demon Queen of Temptation, she would tell you that she was born in the very same instant that one of the animal ancestors of man developed a brain complicated enough to feel something like sexual desire. On the other hand, she might smile faintly and observe that a gentleman never asks and a lady never answers. Or possibly rip out the spine of whoever did the asking. She is capricious beyond the dreams of cats.

She is probably not ancient enough to predate humanity, but she was worshiped as a goddess in the most decadent days of the Atlantean era. Her following survived the Cataclysm and endured in Averoigne, now part of France, where she was a patron of witches and enchantresses, some of whom became rather notorious themselves. She has continued to provide support to amoral and self-interested magic-users -- usually but not always female -- into the current day.

Oddly, for a demon lord, she doesn't seem interested in conquering new worlds and adding to the territories she rules, only in holding on to what she already has -- though she will defend that with terrible ferocity. It would probably be a mistake to assume that this is due to any benevolence on her part, for she has no compunctions about diplomacy and trade with entities that do conquer and enslave worlds, and offering them the services of the demons of temptation that make their homes in her dimension. For example, she recently concluded a deal with Asmodeus, Lord of Hell, which involved the creation of a child of Hell and the Abyss. For another, the creature called the Hellqueen was once one of her minions, and Bensozia regards her activities with amusement.

However, there is one other respect in which she seems unusually 'good' -- in her decidedly undemonic love for her 'younger sister', the Demon Princess Aradia. It is possible that these two beings are both the offspring of an earlier Demon Queen of Temptation, allegedly known by the name Nocticula, but there is also reason to doubt that. Another rumor suggests that some entity divided the power of Bensozia into two separate beings, the Bensozia active today and Aradia. If this is the case, then her 'love' is nothing more than narcissism.

But on the other hand, it seems unlikely that she would allow a mere fragment of herself as much freedom as Aradia enjoys, particularly the freedom to make mistakes and suffer misfortunes. Most notably, this includes Aradia's recent imprisonment on Earth-Prime, where she has been compelled to attend a school in New Hampshire, as one of the students of Neil Prophet ...

Bensozia -- PL 15 (on Home Plane)/PL 13 (everywhere else)

Abilities: STR 9/7 | STA 9/7 | AGL 9/7 | DEX 11/9 | FGT 16/14 | INT 3 | AWE 7 | PRE 10/8
Powers: Claws (Strength-based Damage 3), Home Plane Advantage (Enhanced Agility 2; Enhanced Cumulative Affliction 2; Enhanced Dexterity 2; Enhanced Fighting 2; Enhanced Presence 2; Enhanced Stamina 2; Enhanced Strength 2; Immortality 10; Limited [only on Abyssal Home Plane]), Human Appearances (Morph 2), Otherworldly Nature (Immunity 18 [aging, disease, electricity damage, emotion effects, fire damage, poison]; Impervious Protection 5, Impervious Toughness 4; Senses 2 [darkvision]), Succubus Kiss (Array: Cumulative Affliction 12/10 [Resisted by Will; Dazed, Stunned, Controlled], AP: Cumulative Affliction 12/10 [Resisted by Fortitude; Fatigued, Exhausted, Dying]), Telepathy (Mental Communication 1; Comprehend Languages 4), Wings (Flight 5, Wings).
Advantages: Agile Feint, Attractive 2, Close Attack 2, Daze (Deception), Defensive Attack, Diehard, Fascinate (Deception), Fast Grab, Grabbing Finesse, Improved Initiative 2, Move-by Action, Redirect, Ritualist, Set-up, Takedown.
Skills: Acrobatics 12 (+21/+19), Athletics 8 (+17/+15), Deception 12 (+22/+20), Expertise: Magic 12 (+15), Insight 10 (+17), Perception 10 (+17), Persuasion 8 (+18/+16), Stealth 6 (+15/+13).
Offense: Initiative +17/+15, Unarmed +18/+16 (Close Damage 9/7), Claws +18/+16 (Close Damage 12/10), Kiss of Domination +18/+16 (Close Will 12/10), Kiss of Draining +18/+16 (Close Fortitude 12/10).
Defense: Dodge 16/14, Parry 16/14, Fortitude 14/12, Toughness 14/12, Will 12.
Totals: Abilities 124 + Powers 112 + Advantages 18 + Skills 39 + Defenses 17 = 310 points
Complications: Amusement--Motivation. Enemies (other Abyssal Lords). Family (Aradia). Responsibility (rule over plane).

Aradia has similar traits, but subtract 2 from every ability and Cumulative Affliction rank, reduce Morph to 1 rank, drop Responsibility and add Friends (classmates).
Last edited by Davies on Sun Oct 15, 2017 4:13 am, edited 1 time in total.

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Grond

Post by Davies » Tue Aug 08, 2017 11:12 pm

Grond

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The year was 1966, and Sydney Potter was one of VIPER's Nest Leaders in the San Francisco area. Orders came down from up above to use the resources given to him to investigate the strengths of several so-called heroes who'd recently emerged in the area, while still pursuing various other objectives. Not only was this mission a complete failure, but it also alerted the heroes to the existence of VIPER and caused them to band together as the first iteration of the Champions.

Meanwhile, Sydney was forced to abandon his entire operation and flee into the night ... where he was promptly recaptured and brought before the Grand Imperator for judgement. In light of the many successes Potter had shown before getting involved with these heroes, the Grand Imperator was inclined to be surprisingly lenient. Sydney was thus volunteered to take part in a series of medical experiments intended to test improved manaka root extracts. He entertained hopes that by doing this, he'd become a super soldier for VIPER ...

... which hopes were cheerfully crushed by the administrating doctor, who explained that if they succeeded in giving him super-strength, they'd promptly cut him up to figure what had facilitated the transformation and then use whatever they learned on VIPER soldiers who'd been less of a screw-up. Consequently, after he was administered an overdose of the wrong serum, Sydney made an attempt to escape with his life, and fell into VIPER headquarters' nuclear reactor containment pool. Managing to get out of that mess, he escaped from the facility during an electrical storm, and was promptly struck by lightning as he dove into an industrially polluted river.

Something rose up out of the river. Just which of the many potentially mutating agents he'd been exposed to, or which combination of them, produced the four-armed, green-skinned, water breathing monstrosity known as Grond has never been clear, but he has been a menace throughout the Pacific Rim ever since, driven by either his own rage or the manipulation of more intelligent villains. And all the while, the mind of Sydney Potter screams within him, desperate for release.

Grond -- PL 13

Abilities: STR 18 | STA 19 | AGL 1 | DEX 0 | FGT 8 | INT -2 | AWE 0 | PRE -1
Powers: Amphibious (Immunity 3 [cold, drowning, pressure]; Swimming 5), Big (Growth 2, Permanent, Innate), Has Four Arms and Two Chests (Extra Limbs 2; Multiattack Damage 9 as an Alternate Power of Strength Damage), Strong (Leaping 12; Power-Lifting 1), Tough (Impervious Toughness 14), Unaging (Immunity 1 [aging])
Advantages: Fearless, Great Endurance, Improved Hold, Power Attack.
Skills: Intimidation 14 (+15), Perception 2 (+2), Ranged Combat: Throwing 8 (+8).
Offense: Initiative +1, Unarmed +8 (Close Damage 18)
Defense: Dodge 5, Parry 7, Fortitude 20, Toughness 19, Will 4.
Totals: Abilities 80 + Powers 46 + Advantages 4 + Skills 12 + Defenses 10 = 150 points
Complications: Rage--Motivation. Paranoia.

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Re: World of Freedom 3.2 - Enemies: Firewing! Doctor Destroyer! Mechanon! Black Paladin!

Post by Jabroniville » Thu Aug 10, 2017 10:53 am

Bensozia seems pretty neat- I like the "Evil Demon; Loves her Sister" dichotomy, and the sister being forced to take magical studies on Earth. Glad to have "inspired" that build :).

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Re: World of Freedom 3.2 - Enemies: Firewing! Doctor Destroyer! Mechanon! Black Paladin!

Post by Arkrite » Thu Aug 10, 2017 12:49 pm

Bulldozer is my favorite kind of jobber villain.

He'd be redeemable if he wasn't so idiotic ;~)

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Re: World of Freedom 3.2 - Enemies: Firewing! Doctor Destroyer! Mechanon! Black Paladin!

Post by Davies » Thu Aug 10, 2017 4:12 pm

Jabroniville wrote:
Thu Aug 10, 2017 10:53 am
Bensozia seems pretty neat- I like the "Evil Demon; Loves her Sister" dichotomy, and the sister being forced to take magical studies on Earth. Glad to have "inspired" that build :).
Thanks!
Arkrite wrote:
Thu Aug 10, 2017 12:49 pm
Bulldozer is my favorite kind of jobber villain.

He'd be redeemable if he wasn't so idiotic ;~)
To tell the truth, if someone did tell him that UWL was out of business, he'd probably embark on "clever plans" to get it started up again. So ...

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Re: World of Freedom 3.2 - Enemies: Firewing! Doctor Destroyer! Mechanon! Black Paladin!

Post by CTPhipps » Thu Aug 17, 2017 10:38 pm

Love the Minerva write-up!
Author of Cthulhu Armageddon, Lucifer's Star, and The Rules of Supervillainy
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Re: World of Freedom 3.2 - Enemies: Firewing! Doctor Destroyer! Mechanon! Black Paladin!

Post by Davies » Thu Aug 24, 2017 3:29 am

So they're going to be releasing Freedom City 3e in October, apparently. I think I'm gonna go sleep for a while ...

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Re: World of Freedom 3.2 - Enemies: Firewing! Doctor Destroyer! Mechanon! Black Paladin!

Post by Arkrite » Thu Aug 24, 2017 4:05 am

I don't know if I should be happy they finally listed an official release date... or upset that it seems to have taken them three years to release a book that was "Almost done" every time somebody talked about it. :~/

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Re: World of Freedom 3.2 - Enemies: Firewing! Doctor Destroyer! Mechanon! Black Paladin!

Post by Davies » Thu Aug 24, 2017 4:13 am

A bird that is definitely in the bush is worth ten that might have been in the bush. And it gives me something beyond Blade Runner 2049 to look forward to that month.

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