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Freedom Force in 6th edition


Christopher R Taylor

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I don't know how may of these guys I'll get done but I really enjoyed the game Freedom Force, the characters in it, the world setting, and the concepts and art.  It was just a blast to play.  The sequel was less fun but still quite good.  

 

Minuteman is a light brick, not very durable but hits quite hard.  This is him with lots of experience built at his most powerful in the game.  He's described as "Extremely Strong," "Very Fast," "Nimble," "Hardy," and his energy level is called "Powerful," so that's how I've tried to build his stats.  He's very expensive but quite powerful as a leader and fighter.  His one really big power, the "rally the troops" buff works on all nearby, but costs him 12 Endurance.  He can only do it once a minute, but it increases everyone's combat ability and courage significantly.  He can also self-buff with his "300-percenter" which for a breif time increases all his attack powers in his multipower at once.

 

Minute Man
 
Val Char Cost
 50  STR   40          Lift: 25 tons; Damage: 10d6
 21  DEX   22
 18  CON   8
 15  BOD   5
 15  INT     5           Perception Roll: 12-
 15  EGO   5
 23  PRE  13           Presence Attack: 4 1/2d6
 25  PD    13           With Eternal Vigilance: 35 PD, 20 rPD
 25  ED    13           With Eternal Vigilance: 35 ED, 20 rED
  5   SPD  30
 10  REC   6
 50  END   6
 42  STN  11
 
OCV:    6
DCV:    5
OMCV: 3
DMCV: 6
 
20m RUN   8
  4m SWIM 0
30m LEAP 13  (120m non-combat, not affected by gravity)
Characteristics Cost: 232
 
Cost Power
  5     Disciplined: Mental Defense (8 points total) (Base MD)
 10    Heroic: Luck 2d6
 15    Eternal Vigilance: Resistant Protection (10 PD/10 ED) (30 Active Points); Only vs projectiles (-1/2), Requires a roll: 14- every phase (-1/2)
 30    Durable: Resistant Protection (10 PD/10 ED)
 14    Jumper: No Gravity Penalty (+1/2) (14 Active Points) applied to Leaping
 69    Rally The Troops: (Total: 137 Active Cost, 69 Real Cost) 
         Dispel Fear Based Effects 10d6, Area Of Effect (3m Radius; +1/4), Any fear-based effect (+1/2), Accurate Selective Area Effect (+3/4) (75 Active Points); Usable Once per Minute (-3/4) (Real Cost: 43) 
         +1 OCV, Usable Nearby (+1) (10 Active Points); Usable Once per Minute (-3/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 4) 
         +1 DCV (5 Active Points); Usable Once per Minute (-3/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 2) 
         +1 DMCV (3 Active Points); Usable Once per Minute (-3/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 1)
 -1/4) (Real Cost: 4) 
         +5 Mental Defense (11 points total) (5 Active Points); Usable Once per Minute (-3/4), Usable Once per Minute (-3/4) (Real Cost: 2) 
          Aid  Presence (defensive only: 2 presence per 1 point) 1 1/2d6 (9 Active Points); Usable once per minute (-3/4), Linked (Dispel; -1/2) (Real Cost: 4)
 12    300-Percenter: Aid  Multipower attacks 2d6, Expanded Effect (x5 Powers simultaneously) (+2) (36 Active Points); Only to Aid Self (-1), Fades 5 points/3 phases (-1/2)
 
 20    Patriotism and Vigilance: Multipower, 20-point reserve
 1f     1)  Smash: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/4), Extra Time (Delayed Phase, -1/4)
 1f     2)  Strike for Freedom: Hand-To-Hand Attack +2d6, Area Of Effect (1m Cone; +1/4) (12 Active Points); Hand-To-Hand Attack (-1/4)
 1f     3)  Vanquish: Hand-To-Hand Attack +2d6, Autofire (2 shots; +1/4), Reduced Endurance (1/2 END; +1/2) (17 Active Points); Hand-To-Hand Attack (-1/4), Only on single target (-1/4)
 1f     4)  Patriot Whirl: Hand-To-Hand Attack +2d6, Area Of Effect (1m Radius; +1/4) (12 Active Points); Hand-To-Hand Attack (-1/4)
 1f     5)  Minute Missile: Killing Attack - Ranged 1d6, +1 Increased STUN Multiplier (+1/4) (19 Active Points); Reduced Penetration (-1/4)
 1f     6)  National Guard: Reflection (20 Active Points' worth) (14 Active Points)
Powers Cost: 179
 
Cost Skill
  2     AK: The City 11-
  3     PS: Nuclear Scientist 12-
  2     Science Skill:  Nuclear Physics 11-
  2     Science Skill:  Physics 11-
Skills Cost: 9
 
Total Character Cost: 410
 
Pts. Complication
 30   Dependent NPC:  Any local innocents Frequently (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID; Group DNPC: x8 DNPCs)
  5    Distinctive Features:  Very distinctive patriotic costume (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 15   Hunted:  Nuclear Winter Frequently (As Pow; Harshly Punish)
 20   Psychological Complication:  Extremely Patriotic (Very Common; Strong)
 15   Psychological Complication:  Very law and order, obeys rules and authorities (Common; Strong)
 10   Psychological Complication:  Hates Communists (Common; Moderate)
 15   Social Complication:  Secret Identity Frequently, Major
 10   Social Complication:  Famous Superhero Frequently, Minor

Complication Points: 120

 

Background: Frank Stiles was one of the brilliant scientists who worked on the Manhattan Project. After accusing one of his colleagues, O'Conner, of being a Communist spy, Frank was taken off of the Project. Years later, while sitting in Patriot City Park, he saw O'Conner acting suspicious and decided to investigate. Following O'Conner to a sheltered area of the park, Frank spied him making a deal with Communist agent Sukhov. Frank tripped and revealed himself to the villainous pair, and was mortally shot by O'Conner. Frank dragged himself to the park's statue of the Minuteman, which had recently been struck by a bolt of Energy X. By touching the statue, Frank absorbed the Energy X into his body, which restored his youth and granted him incredible strength and durability. Deciding to use these newfound powers for good, Frank Stiles became the Minuteman, the first of many heroes powered by Energy X.

 

Personality/Motivation: Frank is a do-gooder's do-gooder.  Driven to help and fight evil, he is strictly by the book and all law and order.  He obeys authority and will put himself at great personal risk to do what he considers right and proper.  Extremely patriotic, he hates communists with a passion and fights to stop their influence on America.  He's particularly protective of innocent bystanders and can easily be stopped by taking hostages.

 

Quote: For freedom!  For justice!

 

Powers: Extremely strong, Minuteman is not as difficult to harm as many other brick types.  He can leap tremendous distances, even straight up.  Minuteman is able to rally others nearby, granting them increased combat ability, resistance to mental attacks, and even dispel their fears and increase their courage.  He's able to use his patriotic flagstaff in a variety of ways to hammer foes, and can even fire darts of metal at targets which are not very dangerous but can easily stun targets. Very resistant to mental attacks, Frank also is difficult to harm with ranged attacks, although he's less durable against melee.

 

Frank Stiles is a skilled nuclear physicist and scientist, although what he knew is rapidly becoming outdated by the latest developments in the field.

 

Appearance: Frank Stiles is a large, young, and vigorous white male apparently in his 20s with dark hair and a strong jaw.  As Minuteman, he wears a red, white, and blue stylized minuteman uniform with a dark blue mask and carries a silver flagstaff.

 

Frank_Stiles.jpg

Minute Man.hdc

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Love me some Freedom Force. Always wanted to make conversions myself, but I've never found the time for it. Certainly looking forward to The Ant, king of knockbacks :3

 

Minuteman looks pretty good so far. Interesting conversion for the Minute Missile. Then again I'm new here so I'm bound to find some good inspiration here XD

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Mentor, the mentalist advisor of the team.  He knows what is going on, more than the others and serves as an ethical guide for the Freedom Force.  The second character encountered in the game, he stays with Minuteman and the two serve as leadership for the entire team.  I peeked at Surbrook's 5th edition build of Mentor for some ideas and background, since the wiki site I was looking at was pretty sparse and it's been a long time since I've played the game all the way through.

 

Mentor
 
Val Char Cost
 10  STR    0         Lift: 100kg, Damage: 2d6
 17  DEX   14
 15  CON   5
 10  BOD   0
 18  INT     8         Perception Roll: 13-
 23  EGO  13
 15  PRE    5         Presence Attack: 3d6
  4   PD      0         With Kinetic Barrier: 17 PD, 13 rPD
  4   ED      0         With Kinetic Barrier: 17 PD, 13 rPD
  4   SPD  20
 15  REC  11
 50  END   6
 26  STN   3
 
OCV:    5
DCV:    5
OMCV: 7
DMCV: 7
12m RUN   0
  4m SWIM 0
  4m LEAP  0
Characteristics Cost: 137
 
Cost Power
 12   Disciplined: Mental Defense (20 points total), Hardened (+1/4) (12 Active Points)
 30   Disciplined: Mental Damage Reduction, 50%
 26   Disciplined: Damage Negation (-3 DCs Physical, -3 DCs Energy, -3 DCs Mental) (45 Active Points); Only vs magical attacks (-3/4)
 32   Disorientation: Change Environment (-2 to Mind Scan PER Rolls, -2 to Sight Group PER Rolls, -2 to Hearing Group PER Rolls, -2 Characteristic Roll and all Skill Rolls based on DEX, -2 to Ego Roll, Long-Lasting 1 Turn)
 25   Mental Contact: Mind Link , Freedom Force, Number of Minds (x8)
 
 80   Mentalism: Multipower, 80-point reserve
 5f    1)  Instinct Dominance: Mind Control 9d6, Telepathic (+1/4), Area Of Effect (4m Radius; +1/4), Personal Immunity (+1/4) (79 Active Points); Single Effect: Attack nearest target (-1/2)
 8f    2)  Cerebral Balance: Dispel 17d6, Mental or Mystical Effect (+1/2) (76 Active Points)
 3f    3)  Mental Barrier: Resistant Protection (10 Mental Defense), Usable Nearby (+1) (30 Active Points)
 6f    4)  Open Your Mind To Me: Telepathy 12d6 (60 Active Points)
 5f    5)  Cortical Suppression: Mind Control 9d6 (Confusion class of minds), Telepathic (+1/4), Area Of Effect (4m Radius; +1/4), Personal Immunity (+1/4) (79 Active Points); Single Effect: Attack nearest target (-1/2)
 
 40   Alien Energy: Multipower, 40-point reserve
 2f    1)  Psyche Slash: Hand-To-Hand Attack +4d6, Attack Versus Alternate Defense (MD; +1) (40 Active Points); Extra Time (Full Phase, -1/2), Hand-To-Hand Attack (-1/4), Concentration (1/2 DCV; -1/4)
 4f    2)  Electron Beam: Blast 8d6 (40 Active Points)
 3f    3)  Kinetic Barrier: Resistant Protection (13 PD/13 ED) (39 Active Points); Costs Endurance (-1/2)
 2f    4)  Phase Cone: Blast 6d6, Area Of Effect (8m Cone; +1/4) (37 Active Points); No Range (-1/2)
Powers Cost: 283
 
Cost Skill
  6     TF:  Science Fiction & Space Vehicles, Combat Aircraft, Helicopters, Large Planes, Small Planes
  2     KS: The Domain 11-
  3     PS: Scientist 12-
  3     Systems Operation 11-
Skills Cost: 14
 
Total Character Cost: 437
 
Pts. Complication
 10   Distinctive Features:  Alien, huge head (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 15   Psychological Complication:  Determined to protect earth (Common; Strong)
 15   Psychological Complication:  Scientific Curiosity (Common; Strong)
 20   Hunted:  Lord Dominion and followers Frequently (Mo Pow; Harshly Punish)
 15   Social Complication:  Alien, not from around here Frequently, Major
  5     Vulnerability:  Radiation Attacks (Uncommon)
Complication Points: 80
 

Background: The earth was targeted by The Dominion, led by the evil Lord Dominion.  He planned to use Energy X to give criminals and evil people on earth superpowers, and let them destroy the planet tearing its self apart without needing to use any soldiers of his own.  However, Mentor overheard the plan and tried to steal all the Energy X and warn earth.  His ship was shot as it neared earth and exploded, showering the earth with Energy X cannisters.  Now no one knew who would gain their powers.  Good men such as Minuteman gained power, but so did evil men such as Nuclear Winter.  Seeking out people who have been affected by Energy X, Mentor tries to control the damage, hold off the Dominion, and reverse the damage his people have caused to the planet.

 

Personality/Motivation: Mentor is a very wise, very intelligent, and very learned scientist.  He is driven by a personal desire to do good for everyone, without need of reward or compensation.  Selfless, fearless, and always focused on others, Mentor has set the tone for the Freedom Force.

 

Quote: "Your evil is unwanted here!"

 

Powers: Mentor is a genius, but his mental powers are extraordinarily powerful and he uses them to fight evil and protect innocents.  He can force people's consciousness to incredible rage or confusion, cure mental effects, protect others, and read minds.  Mentor keeps a mental connection with all of Freedom Force, to coordinate information like a radio.

 

In addition, Mentor has the ability to manipulate Energy X for various effects such as a force field, a blast, and other attacks.

 

Appearance: Mentor is very odd looking, with an unusually large bald cranium, very pale wrinkled skin and some kind of electronic device embedded in his skill.  His costume is bright with strange contrasting colors and a slashed, lightning-like symbol in silver on his chest which has never revealed the meaning of.

 
 
Mentor_Freedom_Force.jpg

Mentor.hdc

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Mentor had a great voice - like Brain in Pinky & the Brain (different voice actor, tho).

 

He's the game's second best narrator after the actual narrator XD

 

And I think Mentor could use a bit of Universal Translator. Seem to recall him talking about knowing 1,000+ languages.

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