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Tom Freeman


JubalBreakbottle

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Tom Freeman

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Appearance

Tom is a nondescript guy with dark brown hair.  He kept the beard that he grew in prison, in case he ever needs to go to ground.  Beneath boring, loose-fitting clothes which hide his physical fitness, he has several tattoos on his chest, shoulders, and back; most signal his henchmen affiliation with Dr. Simian and the Crime League.

Backstory

Tom Freeman grew up in a poor section of Freedom City falling into gang life as a juvenile runner.  With a heavy juvenile record, the detectives of the Freedom City Police Department eagerly awaited him turning 18 to get him to turn on his network.  Tom was really concerned for the attention and searched for alternatives, especially since he dropped out of high school.

Through a friend, he got an interview for a job, but he actually didn't know what the job was.  After two different odd conversations, he finally met the big boss, Dr. Simian.  When he didn't freak out talking to an ape, Dr. Simian hired him as part of his crew that he needed to do errands for him in the human world.  Tom flourished.  He was always smart but unambitious in school.  When Dr. Simian discovered that Tom found his library, the genius ape treated Tom like a favorite pet providing books and treats.  Among the henchmen, Tom also learned to fight, shoot, and operate Dr. Simian's technology.  Over a decade, he worked his way up in Dr. Simian's crew from janitor to senior henchman.  

The Freedom League finally found the secret lair and captured Dr. Simian's henchmen and a robot Dr. Simian; the real Dr. Simian was three chess moves ahead of the Freedom League.  Tom served three years in prison and was recently released on good behavior.  The terms of his parole specifies avoiding contacts with known super villains, so getting another job would be difficult.

While Dr. Simian did give Tom a nominal stipend for his years of service, Tom searched for something to do when he hears about a crew wanting to explore supervillain lairs in Freedom City.  Sounded perfect.  He collected some gear from a few of the cache's of Dr. Simian's equipment to ready himself.

Personality

Tom's an ambitious guy who has spent his career in the life of super-villainy, so his outlook is a bit distorted.  The time of his life has been structured like a naval submariner who is isolated for three to nine month missions at a time, but his time between missions are much shorter.

He is morally ambivalent about Dr. Simian's nefarious schemes rationalizing that some public corporations are run with even more evil intent.  Dr. Simian has always been good and loyal to him.  

He might become a super villain one day if he ever had a scheme worth pursuing.  Now, he's working to build a nest egg.

Complications

• Motivation (Greed)
• Relationship (Loyalty, Dr. Simian & fellow henchmen)
• Reputation (Felon, super-villain henchman)

POWER POINTS

Abilities Defenses Advantages Skills Powers Total
64 4 17 5 0 90

ABILITIES = 64 points

Strength Stamina Agility Dexterity Fighting Intellect Awareness Presence
STR STA AGL DEX FGT INT AWE PRE
2 5 4 4 7 4 5 1

 

DEFENSES = 4 points

Initiative Dodge Parry Fortitude Toughness Will
+4 7 7 5 5 6

 

OFFENSES

  • Unarmed attack +10, Strength 2
  • Heavy Pistol: attack +8, Ranged Damage 4

 

ADVANTAGES = 17 points

Chokehold, Close Attack 3, Equipment 7, Fast Grab, Improved Hold, Ranged Attack 4

 

EQUIPMENT = 10 +25 = 35 equipment points

  • Binoculars: Standard binoculars allow the user to make visual Perception checks at a greater distance, or with a reduced penalty for distance, effectively providing a +5 equipment bonus that overcomes some or all of the distance penalty. • 1 point.
  • Night Vision Goggles: Night vision goggles use passive light gathering to improve vision in near-dark conditions. They grant the user darkvision—but because of the restricted field of view and lack of depth perception these goggles provide, they impose a –2 circumstance penalty on Perception checks made while wearing them. Night vision goggles must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch black cave or a sealed room doesn’t. For situations of total darkness, the goggles come with an infrared illuminator that, when switched on, operates like a flashlight visible only to the wearer (or anyone else with IR vision). • 1 point.
  • Flashlight: Flashlights negate penalties for darkness within their illuminated areas. The standard flashlight projects a beam 30 feet long and 15 feet across at its end. • 1 point.
  • Rebreather: A small cylinder that fits over the mouth and provides two minutes (20 rounds) of oxygen, during which the character does not need to make suffocation checks. • 1 point.
  • Lock Release Gun: This small, pistol-like device automatically disables and opens cheap and average mechanical locks operated by standard keys as a routine check. It does not affect other locks. • 1 point.
  • iPhone: Cell phone  • 2 points.
  • Commlink: A tiny button-sized device for radio communication with an effective range of about a mile (longer if patched into the cellular network or a similar network). • 1 point.
  • Urban Camo Clothing: Clothing in the right camouflage pattern for the environment grants a +5 equipment bonus on Stealth checks in that environment. • 1 point
  • Computer: A computer includes keyboard, mouse, monitor, printer, modem, and other standard peripherals, and may include things like a scanner at the GM’s discretion. • 1 point
  • Restraints: Similar to handcuffs are plastic restraints, used in cases where authorities need to restrain a large number of people and cuffs are impractical. They are generally Toughness 5 or so and DC 20 to escape with Sleight of Hand but cannot be removed except by cutting or breaking them. • 1 point

 

Utility Belt = 25 points

  • Tear Gas Pellets: Ranged Cloud Area Affliction 4 (Resisted by Fortitude; Dazed and Vision Impaired, Stunned and Vision Disabled, Incapacitated) • 16 points.
  • Explosives: Ranged Burst Area Damage 5 • 1 point.
  • Sleep Gas Pellets: Ranged Cloud Area Affliction 4 (Resisted and Overcome by Fortitude; Fatigued, Exhausted, Asleep) • 1 point.
  • Smoke Pellets: Ranged Cloud Area Visual Concealment Attack 4 • 1 point.
  • Flash-Bangs: Ranged Burst Area Cumulative Affliction 4 (Resisted and Overcome by Will; Visually Impaired, Visually Disabled, Visually Unaware), Limited to Vision • 1 point.
  • Cutting Torch: Damage 1 Linked to Weaken Toughness 1 • 1 point.
  • Heavy Pistol: Ranged Damage 4 • 1 point.
  • Taser: Ranged Affliction 5 (daze, stun, or incapacitate).• 1 point.
  • Climbing Kit: Movement (Wall-crawling) • 1 point.
  • Parachute: Movement (Safe Fall) • 1 point.

 

SKILLS = 5 points

Skill Ability Ranks Other Total
Acrobatics AGL 1   +5
Athletics STR     +2
Close Combat FGT   3 +10
Deception PRE 2   +3
Expertise (Freedom City streetwise) INT 1   +5
Expertise (Supervillain henchman) INT 1   +5
Insight AWE     +5
Intimidation PRE     +1
Investigation INT 1   +5
Perception AWE     +5
Persuasion PRE     +1
Ranged Combat DEX   4 +8
Stealth AGL 1   +5
Technology INT 1   +5
Treatment INT 1   +5
Vehicles DEX 1   +5

 

Edited by JubalBreakbottle (see edit history)
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