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EternalPhoenix

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  1. Raul "Bonus" Torres Power Level: 7; Power Points Spent: 105/105 STR: +2 (14), DEX: +1 (12), CON: +2 (14), INT: +3 (16), WIS: +3 (16), CHA: +2 (14) Tough: +2/+5, Fort: +5, Ref: +9, Will: +7 Skills: Acrobatics 4 (+5), Bluff 3 (+5), Craft (chemical) 2 (+5), Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge (behavioral science) 2 (+5), Knowledge (business) 2 (+5), Knowledge (civics) 2 (+5), Knowledge (life sciences) 12 (+15), Knowledge (physical sciences) 2 (+5), Knowledge (technology) 2 (+5), Language 7 (+7), Medicine 12 (+15), Notice 7 (+10), Sense Motive 7 (+10), Stealth 4 (+5) Feats: Attack Focus (ranged) 2, Attack Specialization (Masterwork Baton), Challenge - Fast Task Revive, Challenge - Fast Task Stabilize, Dodge Focus 4, Equipment 7, Improvised Tools, Skill Mastery (Diplomacy, Medicine, Notice, Sense Motive), Uncanny Dodge (Auditory) Equipment: Arsenal (Masterwork Baton, Masterwork Heavy Pistol, Stun Gun, Taser), Current Headquarters 13, Medkit (Basic), Undercover Vest Attack Bonus: +7 (Ranged: +9, Melee: +7, Grapple: +9) Attacks: Masterwork Baton, +10 (DC 19), Masterwork Heavy Pistol, +10 (DC 19), Stun Gun, +7 (DC Fort 17), Taser, +9 (DC Fort 15), Unarmed Attack, +7 (DC 17) Defense: +9 (Flat-footed: +3), Knockback: -2 Initiative: +1 Languages: Arabic, Chinese (Mandarin), English, French, German, Hebrew, Japanese, Spanish Native Totals: Abilities 26 + Skills 21 (84 ranks) + Feats 19 + Powers 0 + Combat 24 + Saves 15 + Drawbacks 0 = 105 Age (as of Jan 2019): 45 Height: 5’ 7” Weight: 150 lbs Ethnicity: Mexican Hair: Brown Eyes: Brown Background: Raul "Bonus" Torres is not a soldier. He is not a police officer. He never worked for any criminal organizations. He was a surgeon in the Mexican Navy. A commissioned officer, to be sure, as all Naval medical personnel are, but he never thought of it that way. He attended Mexico’s Naval Medical School in Mexico City, graduated, and was commissioned. He served honorably and well, and moved up the ranks. His official rank when everything went wrong was Capitán de corbeta, approximately equivalent to Lieutenant Commander in the US. The problem was that he was freelancing during his leave time and any off hours. As a surgeon who only served Mexican Naval personnel, his calendar wasn’t exactly full. And he wasn’t really all that interested in actual Naval stuff. Mustering out would have likely solved all of his problems, but he liked being an officer. Being saluted and called “senor”. Lovely stuff. The problem with his freelancing was that he didn’t ask any questions. Or report any injuries. He was happy just to accept payment for services rendered, preferably in cash. Mexico has a long history with drug cartels. They fight the law. They fight each other. They fight superheroes. And injured people need medical attention. Having a fully trained doctor to rely on is a rare and precious thing. More valuable than diamonds or gold. One that doesn’t ask any unnecessary questions is priceless. But you know how it is. All good things must come to an end. The Federal Police had both informants and intel, and brought his comfortable life to a sudden end. He was court martialed and dishonorably discharged. He hadn’t actually committed any serious crimes, but the ethical violations were significant. So. No medical license. No job. A reputation thoroughly ruined so he couldn’t get an honest job. And so the MAG picked him up. They let him be a surgeon again. His superior management skills served him well when the division’s Captain was killed in 2018. His Lieutenant, Mahmoud "Combo" Isra became the new Captain and surprisingly chose him to replace Isra as Lieutenant. Powers & Tactics: Like all of the MAG, Torres has no superhuman powers. He doesn’t even have any special devices. What he does have is an Undercover Vest and a small Arsenal. He has a Masterwork Baton, a Stun Gun, a Taser, and a Masterwork Heavy Pistol. He carries a Medkit and is responsible for whatever makeshift facility he and his people are operating out of this time. Tactically he’s a doctor, not a soldier. He may be the last of his people out the door, but he’s running the fuck away. They’re largely noncombatants anyway, with a few professionals acting as security. Obviously, he’ll fight to defend his people and patients, but the goal to get the hell away. He has no real preference among his weapons, and for obvious reasons cannot power stunt. Personality: Torres, again, is a doctor, not a soldier. The fact that he’s a skilled combatant now is just icing on the cake. A bonus, if you will. He swore two oaths when he graduated Naval Medical School. One was to Mexico and her Navy, but he could not keep it properly. It unfortunately conflicted with his first oath. The Oath of Maimondes. Money is not important. Reputation is not important. Who his patients are is not important. He is a doctor, and a damned fine one. It is his moral obligation to help as many people as he possibly can. This is, in many ways, the problem with him. A complete and utter refusal to discriminate against any potential patient and a strong willingness to seek out patients when he has none have brought him here. As a criminal and an outcast among the medical community. He regrets nothing, because he has done nothing wrong.
  2. Invisigirl Naomi visibly flinched at the question from Leon. “Mom and Dad.” She said more quietly than usual. Oh, right. He didn’t know. “Remember the squad trip?” Her breath got shaky and rapid. “Wasn’t Wil’s parents.” It was still terrifying. It still hurt. So to change the subject, she showed Leon her drawing of him and Luke. Straight out of her mind, it was Wolf!Leon and Dragon!Luke, going full AWOOGA. With the big heart eyes and excitedly pounding a table. “Awooga.” Effigy “Eh?” Leon had taken her seat next to Naomi. Wilona wasn’t angry. It was just…not right. She didn’t like it. “I didn’t. Naomi made a call to James.” She jerked a thumb at the driver. “Seriously, do you guys not know she’s probably as rich as Summers?” She referred to the Headmistress, naturally. “Her dad invented a few tech widgets everything needs.” She did not say that both he and Naomi’s mother had died in the last Terminus invasion. Just would’ve made the convo more complicated. A few minutes later, they were pulling up beside one of the Port Regal mansions. There was a pool on the other side of the wrought iron fence. Wilona stood up and shouted to be heard. “Okay, ground rules! If you can’t get over the fence, ask someone to help you! Don’t go in the main house or touch the fence, they’re alarmed and we’ll have to run away! Use the poolhouse if you need the toilet! Don’t worry about the owners, they’ve been dead for four years!” She was, naturally, referencing the last Terminus Invasion. “Now, everybody off the bus! It’s pool time!” Wilona was literally already moving. She took one step out of the bus and Libertas’d her way over the fence.
  3. Cecile “Prophet” Fournier Power Level: 8; Power Points Spent: 135/135 STR: +2 (14), DEX: +2 (14), CON: +3 (16), INT: +2 (14), WIS: +2 (14), CHA: +3 (16) Tough: +3/+6, Fort: +5, Ref: +10, Will: +6 Skills: Acrobatics 3 (+5), Diplomacy 7 (+10), Knowledge (life sciences) 3 (+5), Knowledge (tactics) 8 (+10), Language 4 (+4), Medicine 8 (+10), Notice 8 (+10), Search 3 (+5), Sense Motive 8 (+10), Stealth 8 (+10) Feats: Attack Focus (ranged) 3, Dodge Focus 3, Equipment 5, Improved Critical 2 (Automatic Fire (Blast 6)), Precise Shot, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Skill Mastery (Medicine, Notice, Sense Motive, Stealth), Uncanny Dodge (Auditory) Powers: Heavy Assault Rifle (Device 4) (Easy to lose) Automatic Fire (Blast 6) (DC 21, Feats: Improved Critical 2 (Automatic Fire (Blast 6)); Autofire (interval 2, max +5)) MAG Lieutenant's Armor (Device 4) (Hard to lose) Integral Grapple Gun (Linked) Speed 1 (Linked; Speed: 10 mph, 88 ft./rnd) Super-Movement 2 (Linked; wall-crawling 2 (full speed)) Integral Radio (Communication 6) (sense type: radio; Subtle (subtle)) Kevlar Weave & Ceramic Plating (Protection 3) (+3 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive)) Tactical Goggles (Super-Senses 2) (infravision, ultravision) Smoke Grenade Belt (Device 2) (Hard to lose) Smoke Grenade (Obscure 3) (affects: visual senses, Radius: 25-50 ft.; Duration (continuous), Total Fade; Fades; Progression, Increase Area (area x2)) Equipment: Backup Arsenal (Flash-Bang, Fragmentation Grenade, Heavy Pistol, Masterwork Knife, Masterwork Taser, Suppressed Heavy Pistol, Suppressed Submachine Gun), Medkit (Basic), Special Medical Equipment 2 Attack Bonus: +7 (Ranged: +10, Melee: +7, Grapple: +9) Attacks: Automatic Fire (Blast 6), +10 (DC 21), Flash-Bang, +10 (DC Fort/Ref 14), Fragmentation Grenade, +10 (DC Ref 15), Heavy Pistol, +10 (DC 19), Masterwork Knife, +8 (DC 18), Masterwork Taser, +11 (DC Fort 15), Suppressed Heavy Pistol, +10 (DC 19), Suppressed Submachine Gun, +10 (DC 19), Unarmed Attack, +7 (DC 17) Defense: +10 (Flat-footed: +4), Knockback: -3 Initiative: +2 Languages: Arabic, English, French Native, German, Spanish Totals: Abilities 28 + Skills 15 (60 ranks) + Feats 14 + Powers 36 + Combat 28 + Saves 14 + Drawbacks 0 = 135 Age (as of Jan 2019): 38 Height: 5’ 4” Weight: 120 lbs Ethnicity: French Hair: Blonde Eyes: Blue Background: People think Cecile “Prophet” Fournier is French, with the way she speaks and behaves. Non. She is Quebecois, you uncultured swine. Former Royal Canadian Mounted Police. “C” Division in Quebec. Emergency Response Team. She left specifically because it did not pay enough for her liking. She was originally a Primary Care Paramedic before joining the Mounties, so she got a lot of VIP bodyguard work (excuse moi, there was also witness protection work). This was useful going into the private sector, which paid more. But sadly, not enough. So she went back to school and got her Medical Doctorate at McGill University Faculty of Medicine. She is, technically, Doctor Cecile Fournier, Ph.D. After graduating, she did not go into internship or residency, specifically because the MAG had come calling. A little negotiation, and she was paid quite well for her services. She can shoot people and she can save people after they have been shot. It suits her nicely. She does not desire to be Support’s Captain. Too much work. Powers & Tactics: Like all of the MAG, Prophet has no superhuman powers. She has a primary weapon in her Heavy Assault Rifle, her MAG Lieutenant 's Armor, a special Smoke Grenade Belt, and a Backup Arsenal. The Rifle is just a more powerful version of a mundane Assault Rifle. Her Smoke Grenade Belt has special smoke grenades that cover much more ground than the mundane variety. The normal 10 feet radius is enhanced up to 5 times for a 50 foot radius. The Backup Arsenal consists of Flash Bangs, Fragmentation Grenades, a Masterwork Knife, a Masterwork Taser, a Suppressed Submachine Gun, and a Suppressed Heavy Pistol. She also carries a Medkit and whatever special medical equipment she thinks she may need in the field. Her MAG Lieutenant’s Armor has several features. A radio for staying in touch with Commander Katrea, Captain Isra, and her troops. A grapple gun for ascending heights rapidly. The expected body armor, with it being more effective against bullets, knives, shrapnel, arrows, and explosions. And goggles that extend her vision into the infrared and ultraviolet spectrums. Tactically, Prophet plays aggressive defense. It’s her whole job. She uses both the Covering Fire and Suppressing Fire options for Autofire liberally. One of her special Smoke Grenades can screen off a significant portion if not all of the battlefield. Flash Bangs are also useful for blinding enemies. Her job is to provide supporting fire where needed, protect and evacuate injured allies, and get untargeted noncombatants away from the operational area. That last bit can sound confusing, but it’s out of practicality and not concern for their safety. The MAG isn’t in the business, normally, of intentionally killing civilians (terrorist style attacks function under a different rulebook) and anyone who’s ever been in the military or law enforcement knows how unpredictable untrained civilians can be when the fecal matter hits the oscillating device. The latter can get soldiers killed, and that’s unacceptable. Personality: Prophet is…very self possessed. She knows what she wants. It’s called money and action. She has a lot of pride in herself. Too much to be a thief, but not enough to actually be outright arrogant much less egomaniacal. But humble? Mon deux, no. She is good at her job and she knows it, and she has less than no tolerance for anyone who doesn’t agree. Show her proper professional respect, however, and she’ll treat you in kind. Quite simple, really.
  4. Mahmoud "Combo" Isra (Captain, Support Division) Power Level: 8; Power Points Spent: 135/135 STR: +2 (14), DEX: +2 (14), CON: +3 (16), INT: +2 (14), WIS: +2 (14), CHA: +3 (16) Tough: +3/+6, Fort: +5, Ref: +10, Will: +6 Skills: Acrobatics 3 (+5), Diplomacy 7 (+10), Knowledge (life sciences) 3 (+5), Knowledge (tactics) 8 (+10), Language 4 (+4), Medicine 8 (+10), Notice 8 (+10), Search 3 (+5), Sense Motive 8 (+10), Stealth 8 (+10) Feats: Attack Focus (ranged) 3, Dodge Focus 3, Equipment 5, Improved Critical 2 (Automatic Fire (Blast 6)), Precise Shot, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Skill Mastery (Medicine, Notice, Sense Motive, Stealth), Uncanny Dodge (Auditory) Powers: Heavy Assault Rifle (Device 4) (Easy to lose) Automatic Fire (Blast 6) (DC 21, Feats: Improved Critical 2 (Automatic Fire (Blast 6)); Autofire (interval 2, max +5)) MAG Captain's Armor (Device 4) (Hard to lose) Integral Grapple Gun (Linked) Speed 1 (Linked; Speed: 10 mph, 88 ft./rnd) Super-Movement 2 (Linked; wall-crawling 2 (full speed)) Integral Radio (Communication 6) (sense type: radio; Subtle (subtle)) Kevlar Weave & Ceramic Plating (Protection 3) (+3 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive)) Tactical Goggles (Super-Senses 2) (infravision, ultravision) Medic's Bag (Device 2) (Hard to lose) Drug Injection (Healing 5) (Action (standard), Total; Limited to Others, Temporary) Equipment: Backup Arsenal (Flash-Bang, Fragmentation Grenade, Heavy Pistol, Masterwork Knife, Smoke Grenade, Suppressed Heavy Pistol, Suppressed Submachine Gun), Medkit (Basic), Special Medical Equipment 2 Attack Bonus: +7 (Ranged: +10, Melee: +7, Grapple: +9) Attacks: Automatic Fire (Blast 6), +10 (DC 21), Flash-Bang, +10 (DC Fort/Ref 14), Fragmentation Grenade, +10 (DC Ref 15), Heavy Pistol, +10 (DC 19), Masterwork Knife, +8 (DC 18), Smoke Grenade, +10 (DC 15), Suppressed Heavy Pistol, +10 (DC 19), Suppressed Submachine Gun, +10 (DC 19), Unarmed Attack, +7 (DC 17) Defense: +10 (Flat-footed: +4), Knockback: -3 Initiative: +2 Languages: Arabic Native, English, French, Hebrew, Spanish Totals: Abilities 28 + Skills 15 (60 ranks) + Feats 14 + Powers 36 + Combat 28 + Saves 14 + Drawbacks 0 = 135 Age (as of Jan 2019): 35 Height: 5’ 9” Weight: 170 lbs Ethnicity: Egyptian Arabic Hair: Black Eyes: Dark Brown Background: Mahmoud "Combo" Isra is a fprmer member of the El-Sa‘ka Forces, Egypt’s special forces unit of military commandoes. He was initially a conscript, serving the three year term of those without a college degree. However, he was able to reenlist and became a professional. He was recommended by a superior for the Thunderbolts (the meaning of El-Sa’ka in English) and joined the group. He worked hard, serving with distinction in several operations against the Sinai insurgency before his discharge just prior to Operation Martyr’s Right. Normally an army would hang on to a skilled commando like Isra, however he had privately voiced some concerns to superiors about the Army’s medical mistreatment of prisoners from said insurgency. It was a combination of those who found the situation embarrassing and those who simply didn’t see the problem. Both sorts preferred that Isra shut up to avoid a public scandal, so he was quietly discharged. Methion and Katrea aren’t the types to let a skilled commando get away for any reason, and Isra needed employment. The Military Action Group (in the guise of several different PMCs) pays very well, so Isra signed on in 2016. The Captain at the time liked him, and after an imprisonment created a vacancy made him one of his Lieutenants. That Captain was killed in action in 2018, resulting in Isra being chosen over his co-Lieutenant, the proudly Quebecois Cecile “Prophet” Fournier. Isra sends plenty of money home to his wife and children, does his best to keep his soldiers well trained, alive, and free, and tries not to think too hard about the missions he’s asked to assist in completing. Fournier is now one of Isra’s Lieutenants, and he named the Mexican Raul “Bonus” Torres to fill the vacancy caused by his promotion. Powers & Tactics: Like all of the MAG, Isra has no superhuman powers. He has a primary weapon in his Heavy Assault Rifle, his MAG Captain's Armor, a special Medic’s Bag, and a Backup Arsenal. The Rifle is just a more powerful version of a mundane Assault Rifle. The Medic’s Bag has several syringes of a drug cocktail that can get injured soldiers back up for fighting for a while if proper medical care is not an option. The Backup Arsenal consists of Flash Bangs, Fragmentation Grenades, Smoke Grenades, a Suppressed Submachine Gun, a Suppressed Heavy Pistol, and a Masterwork Knife. He also carries a Medkit and whatever special medical equipment he thinks he may need in the field. His MAG Captain’s Armor has several features. A radio for staying in touch with Commander Katrea and his troops. A grapple gun for ascending heights rapidly. The expected body armor, with it being more effective against bullets, knives, shrapnel, arrows, and explosions. And goggles that extend his vision into the infrared and ultraviolet spectrums. Tactically, Isra adheres to the code of the field medic. He and the field half of his division are there for support purposes (hence the division’s name). He’ll absolutely defend himself and provide supporting fire if needed, but his focus is on keeping his soldiers alive. So he gets as much use out of his Medkit and Smoke Grenades as he does his Heavy Assault Rifle. He gets injured allies evacuated if possible and gives them a Drug Injection if not. Don’t forget the Flash Bangs. Enemies that can’t see can’t hurt his allies. He can’t power stunt. Personality: Isra may be an elite commando, but he’s also a veteran field medic. It’s this duality that earned him his nickname of “Combo”. Because really, he doesn’t want anyone to die if it can be avoided. Unfortunately, he’s a soldier, and in combat people get killed. He’s not a bad guy, really. He just…doesn’t know how to be anything other than a soldier. His country gave him the boot for no apparent reason. The MAG accepted him anyway. It’s not perfect, but it’s what he has.
  5. Shigeru “Dice” Miyamoto Power Level: 8; Power Points Spent: 135/135 STR: +3 (16), DEX: +1 (12), CON: +3 (16), INT: +2 (14), WIS: +2 (14), CHA: +3 (16) Tough: +3/+6, Fort: +5, Ref: +10, Will: +6 Skills: Acrobatics 4 (+5), Bluff 7 (+10), Craft (mechanical) 3 (+5), Diplomacy 2 (+5), Gather Information 2 (+5), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 8 (+10), Language 6 (+6), Notice 8 (+10), Sense Motive 8 (+10), Stealth 9 (+10), Survival 8 (+10) Feats: Attack Focus (ranged) 3, Dodge Focus 3, Equipment 4, Improved Aim, Improved Critical 2 (Automatic Fire (Blast 6)), Improved Initiative, Improved Trick, Move-by Action, Precise Shot, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Skill Mastery (Notice, Sense Motive, Stealth, Survival), Teamwork 2, Uncanny Dodge (Auditory) Powers: Heavy Assault Rifle (Device 4) (Easy to lose) Automatic Fire (Blast 6) (DC 21, Feats: Improved Critical 2 (Automatic Fire (Blast 6)); Autofire (interval 2, max +5)) MAG Lieutenant’s Armor (Device 4) (Hard to lose) Integral Grapple Gun (Linked) Speed 1 (Linked; Speed: 10 mph, 88 ft./rnd) Super-Movement 2 (Linked; wall-crawling 2 (full speed)) Integral Radio (Communication 6) (sense type: radio; Subtle (subtle)) Kevlar Weave & Ceramic Plating (Protection 3) (+3 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive)) Tactical Goggles (Super-Senses 2) (infravision, ultravision) Equipment: Backup Arsenal (Flash-Bang, Fragmentation Grenade, Shotgun, Suppressed Heavy Pistol, Suppressed Submachine Gun) Attack Bonus: +7 (Ranged: +10, Melee: +7, Grapple: +10) Attacks: Automatic Fire (Blast 6), +10 (DC 21), Flash-Bang, +10 (DC Fort/Ref 14), Fragmentation Grenade, +10 (DC Ref 15), Shotgun, +10 (DC 21 ), Suppressed Heavy Pistol, +10 (DC 19), Suppressed Submachine Gun, +10 (DC 19), Unarmed Attack, +7 (DC 18) Defense: +10 (Flat-footed: +4), Knockback: -3 Initiative: +5 Languages: Arabic, Chinese (Mandarin), English, Japanese Native, Korean, Russian, Spanish Totals: Abilities 28 + Skills 17 (68 ranks) + Feats 19 + Powers 28 + Combat 28 + Saves 15 + Drawbacks 0 = 135 Age (as of Jan 2019): Height: 5’ 9” Weight: 170 lbs Ethnicity: Japanese Hair: Black Eyes: Dark Brown Background: Everyone assumes Shigeru “Dice” Miyamoto is ex Japanese Self Defense Force, and he lets them think that. The truth is far stranger, because prior to joining the MAG, Dice didn’t exist. Literally didn’t. As in the recording of th security camera looking at the front door of where the interviews were being held that day shows his suddenly appear. Literally not there in one frame and there in the next, in between two people who had just been standing next to each other in the previous frame. All of his records were in order, and people remembered serving with him in the JSDF. The trouble was they also remembered when they hadn’t because he didn’t exist and they remembered when the records didn’t have him in them. Basically nobody knows what the fuck is going on. Methion says time is just being weird as hell again, and not to worry about it. Occasionally people get retconned into existence, it’s not a big deal. Yeah, sure. Okay. That’s comforting. Right. In the meantime Dice has become one of the two Lieutenants in Assault division. He actually predates Shotsy as a Lieutenant, but has declined promotion to Captain at every opportunity. Powers & Tactics: Like all of the MAG, Dice has no superhuman powers. He has a primary weapon in his Heavy Assault Rifle, his MAG Lieutenant 's Armor, and a Backup Arsenal. The Rifle is just a more powerful version of a mundane Assault Rifle. The Backup Arsenal consists of Flash Bangs, Fragmentation Grenades, a Suppressed Submachine Gun, a Suppressed Heavy Pistol, and a Shotgun. His MAG Lieutenant’s Armor has several features. A radio for staying in touch with Commander Katrea, Captain Leroy, and his troops. A grapple gun for ascending heights rapidly. The expected body armor, with it being more effective against bullets, knives, shrapnel, arrows, and explosions. And goggles that extend his vision into the infrared and ultraviolet spectrums. Tactically, Dice is a teamwork fiend. He uses both the Covering Fire and Suppressing Fire options for Autofire liberally, along with Aid Actions to help allies hit. With Teamwork 2, that’s a nice bonus. He chucks Flash Bangs and Fragmentation Grenades at every enemy group to knock them down. He feints and, surprisingly for the MAG, tricks with fair regularity. He does not power stunt. Personality: Dice is a weird freakin’ dude. Japanese level weird. Japanese soldiers are stereotyped as these stoic, honorable warriors and uh he is…not that. It’s not that he’s unprofessional. It’s that he’s a strange man with strange tastes in entertainment and fashion and, now that he’s outside of Japan, no shame in letting his freak flag fly. No matter what culture one was raised in, he is simply bizarre. That’s just. How it is.
  6. Jack “Android” Martin Power Level: 8; Power Points Spent: 135/135 STR: +3 (16), DEX: +1 (12), CON: +3 (16), INT: +2 (14), WIS: +2 (14), CHA: +3 (16) Tough: +3/+6, Fort: +5, Ref: +10, Will: +6 Skills: Acrobatics 4 (+5), Craft (mechanical) 3 (+5), Diplomacy 2 (+5), Gather Information 2 (+5), Intimidate 7 (+10), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 8 (+10), Language 6 (+6), Notice 8 (+10), Sense Motive 8 (+10), Stealth 9 (+10), Survival 8 (+10) Feats: Attack Specialization (Bayonet Stab (Strike 3)), Attack Specialization (Masterwork Assault Rifle), Dodge Focus 3, Equipment 5, Improved Aim, Improved Critical 2 (Bayonet Stab (Strike 3)), Improved Critical 2 (Solid Slug (Blast 8)), Improved Initiative, Move-by Action, Precise Shot, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Skill Mastery (Notice, Sense Motive, Stealth, Survival), Startle, Uncanny Dodge (Auditory) Powers: Heavy Shotgun (Device 4) (Easy to lose) Solid Slug (Blast (DC 23, Feats: Improved Critical 2 (Solid Slug (Blast 8))) Bayonet Stab (Strike 3) (Alternate; DC 21, Feats: Improved Critical 2 (Bayonet Stab (Strike 3)); Mighty) Wide Spread (Strike (Alternate; DC 23; Cone Area (80 ft. cone - General)) MAG Lieutenant's Armor (Device 4) (Hard to lose) Integral Grapple Gun (Linked) Speed 1 (Linked; Speed: 10 mph, 88 ft./rnd) Super-Movement 2 (Linked; wall-crawling 2 (full speed)) Integral Radio (Communication 6) (sense type: radio; Subtle (subtle)) Kevlar Weave & Ceramic Plating (Protection 3) (+3 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive)) Tactical Goggles (Super-Senses 2) (infravision, ultravision) Equipment: Backup Arsenal (Flash-Bang, Fragmentation Grenade, Knife, Masterwork Assault Rifle, Suppressed Heavy Pistol, Suppressed Submachine Gun), Mission Specific Equipment 3 Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +11) Attacks: Bayonet Stab (Strike 3), +10 (DC 21), Flash-Bang, +8 (DC Fort/Ref 14), Fragmentation Grenade, +8 (DC Ref 15), Knife, +8 (DC 19), Masterwork Assault Rifle, +11 (DC 20), Solid Slug (Blast 8), +8 (DC 23), Suppressed Heavy Pistol, +8 (DC 19), Suppressed Submachine Gun, +8 (DC 19), Unarmed Attack, +8 (DC 18), Wide Spread (Strike (DC 23) Defense: +10 (Flat-footed: +4), Knockback: -3 Initiative: +5 Languages: Arabic, Chinese (Mandarin), English Native, Japanese, Kurdish, Russian, Spanish Totals: Abilities 28 + Skills 17 (68 ranks) + Feats 17 + Powers 28 + Combat 30 + Saves 15 + Drawbacks 0 = 135 Age (as of Jan 2019): Height: 6’ Weight: 195 lbs Ethnicity: Caucasian Hair: Sandy Brown Eyes: Light Brown Background: Scroll back up, to the entry on Victor “Shotsy” Leroy. Android has an identical life story. He’s been Shotsy’s right hand since Ranger School, with the only gap being the year between Shotsy’s discharge and his own. So everything Shotsy’s been through, Android has been through too. And they’re of similar minds about it. ‘Nuff said. Powers & Tactics: Like all of the MAG, Android has no superhuman powers. He has a primary weapon in his Heavy Shotgun, his MAG Lieutenant's Armor, and a Backup Arsenal. The Shotgun is a more powerful version of a mundane Shotgun, with the ability to fire solid slugs, a wide spread of heavy buckshot, or simply stab away with the attached bayonet. The Backup Arsenal consists of Flash Bangs, Fragmentation Grenades, a Suppressed Submachine Gun, a Suppressed Heavy Pistol, a Masterwork Assault Rifle, and a Knife. His MAG Lieutenant’s Armor has several features. A radio for staying in touch with Commander Katrea, Shotsy, and his troops. A grapple gun for ascending heights rapidly. The expected body armor, with it being more effective against bullets, knives, shrapnel, arrows, and explosions. And goggles that extend his vision into the infrared and ultraviolet spectrums. Tactically, Android is primarily a shotgun surgeon. His Heavy Shotgun has ranged, melee, and area damage available, after all. But sometimes you need to take out a group of enemies that are over there. Fragmentation Grenades are good for that. Flash Bangs and Startle can help single target attacks hit. And yes, he does use the Masterwork Assault Rifle when Autofire’s Covering Fire, and Suppression Fire options are called for. He doesn’t forget about cover, either. Personality: “Android” is a straight up soldier. A professional ass kicker. Rangers lead the way, after all. Hooah. He joined the Army for the usual patriotic reasons. Mom. The flag. Apple pie. Protect the homeland. Etc. Ad nauseam. But you know, you see some shit. And then you see some more shit. And then you see some more shit. And you realize that’s just the line the recruiters feed you to get you to sign up. You see enough shit, you get disillusioned and you don’t reenlist. Simple as that. He joined the MAG because Shotsy did, and seemed to be having a good time. He hasn’t regretted it. He’s a cheerful soul, really. Albeit in the soldier’s gallows humor way. To use a touch of copyrighted material, think of him as the Ken to Shotsy’s Ryu. Nice guy. Don’t be on the wrong end of his weapons.
  7. Effigy and Invisigirl Wilona rolled her eyes at Luke. “In his dreams, maybe. Naomi, pull it together already.” The not invisible right this second girl wiped the tears from her eyes and stood up. “Awooga.” She said to Leon with a bright smile. This did not set her off again. She was good. Really. Okay she was obviously stifling. Corpsing like mad. She also pulled out a sketchpad and pencil (From where? A very good question.) and started furiously sketching. “Okay. Somebody fetch-oh hey Felix-somebody fetch Owain. We’re not going to the Academy pool.” She led the way out to the front of the school, where a private bus waited. “I know a place.” Somewhat oddly, Naomi was the first to the bus doors. Her picture was finished, but she couldn’t show it to Leon and Luke yet. She had to greet family. The doors opened for her. “Hello, Mister James.” The bus driver was dressed as a butler. A thin older man, approaching elderly but not there yet. British, by his accent. “Hello, Miss Naomi. Port Regal, I assume?” “Yes, please.” Naomi got on the bus. This was a plush, luxury traveling bus. It was a shame that Port Regal was not far, being in South Freedom just like Bayview and Claremont were. So it would be, unfortunately, a short trip. Wilona was playing, of all people, was playing den mother, making sure everyone who was getting on was on. “C’mon, c’mon. Get on if you’re swimming. Or just sunning yourself, I see you Neko jeez. Seriously, somebody go grab Owain.”
  8. Victor "Shotsy" Leroy Power Level: 8; Power Points Spent: 135/135 STR: +3 (16), DEX: +1 (12), CON: +3 (16), INT: +2 (14), WIS: +2 (14), CHA: +3 (16) Tough: +3/+6, Fort: +5, Ref: +10, Will: +6 Skills: Acrobatics 4 (+5), Craft (mechanical) 3 (+5), Diplomacy 2 (+5), Gather Information 2 (+5), Intimidate 7 (+10), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 8 (+10), Language 6 (+6), Notice 8 (+10), Sense Motive 8 (+10), Stealth 9 (+10), Survival 8 (+10) Feats: Attack Focus (ranged) 3, Dodge Focus 3, Equipment 4, Improved Aim, Improved Critical 2 (Automatic Fire (Blast 6)), Improved Initiative, Master Plan, Master Plan 2 (tactics), Move-by Action, Precise Shot, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Skill Mastery (Notice, Sense Motive, Stealth, Survival), Startle, Uncanny Dodge (Auditory) Powers: Heavy Assault Rifle (Device 4) (Easy to lose) Automatic Fire (Blast 6) (DC 21, Feats: Improved Critical 2 (Automatic Fire (Blast 6)); Autofire (interval 2, max +5)) MAG Captain's Armor (Device 4) (Hard to lose) Integral Grapple Gun (Linked) Speed 1 (Linked; Speed: 10 mph, 88 ft./rnd) Super-Movement 2 (Linked; wall-crawling 2 (full speed)) Integral Radio (Communication 6) (sense type: radio; Subtle (subtle)) Kevlar Weave & Ceramic Plating (Protection 3) (+3 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive)) Tactical Goggles (Super-Senses 2) (infravision, ultravision) Equipment: Backup Arsenal (Flash-Bang, Fragmentation Grenade, Shotgun, Suppressed Heavy Pistol, Suppressed Submachine Gun) Attack Bonus: +7 (Ranged: +10, Melee: +7, Grapple: +10) Attacks: Automatic Fire (Blast 6), +10 (DC 21), Flash-Bang, +10 (DC Fort/Ref 14), Fragmentation Grenade, +10 (DC Ref 15), Shotgun, +10 (DC 21 ), Suppressed Heavy Pistol, +10 (DC 19), Suppressed Submachine Gun, +10 (DC 19), Unarmed Attack, +7 (DC 18) Defense: +10 (Flat-footed: +4), Knockback: -3 Initiative: +5 Languages: Arabic, Chinese (Mandarin), English Native, Japanese, Kurdish, Russian, Spanish Totals: Abilities 28 + Skills 17 (68 ranks) + Feats 19 + Powers 28 + Combat 28 + Saves 15 + Drawbacks 0 = 135 Age (as of Jan 2019): 41 Height: 6’ 1” Weight: 200 lbs Ethnicity: Caucasian Hair: Brown Eyes: Brown Background: Victor "Shotsy" Leroy is a former US Army Ranger. Like many, he joined the Army out of high school. Easy work, for those that could do it. And he could. He worked his way to Sergeant and attended Ranger School, where he met Jack “Android” Martin. The brutal trials of the 61 days of Ranger School bonded the two men together, and they became firm partners. In 2003 both men deployed to Iraq as a part of the invasion, and remained throughout the Iraqi War. They did rotate home, but both also volunteered for additional duty. At the end of the war, Leroy decided not to extend his service contract, and so was honorably discharged. He finished as a Master Sergeant. He was immediately headhunted by several private military corporations, with a front of the Military Action Group winning out. He began serving in the Assault Division, with Martin joining him a year later after his honorable discharge. A combat casualty in 2014 saw Leroy promoted to Lieutenant, and the Captain’s retirement in 2016 saw him chosen to replace the man. He put his old friend Martin in the new vacancy with the approval of the other Lieutenant, the Japanese Shigeru “Dice” Miyamoto. Leroy has seen some shit. He worked alongside (not “with”, he’d have been court martialed for “with”) BLACK on several occasions back in his days in the 75th Battalion. When the Iraqi government fell, government services fell with it. It turned into a supervillain and monster free for all. To be fair, the Middle East’s superheroes did respond as best they could. However, many of them were also opposed to the, yanno, foreign occupying army. Official US military policy was to treat them the same as any other enemy. And the 75th Ranger Battalion was smack in the middle of the situation, tasked with keeping a lid on…uh…everything. Victor “Shotsy” Leroy has seen some shit. This was why he didn’t reenlist. He was sick to death of seeing good soldiers get maimed, crippled, and/or killed for the dumbest fucking reasons. He was tired of being thrown into situations without adequate intel and having to scramble for his life and for his men’s lives. Yeah, he got a few medals. Yeah, he got a few commendations. They were both cold comfort after witnessing something out of a horror movie rip the life out of a man he’d trained and fought alongside for years. Or having to rapidly shoot down the now flaming mutant lizard monsters streaming out of a mad scientist’s lab after an air strike failed to kill everything in it. Or praying as you retreat (run like hell away from, actually) from a bulletproof something that bears an alarming resemblance to traditional depictions of the Devil as BLACK fights him tooth and nail. Yeah. He’s seen some shit. Powers & Tactics: Like all of the MAG, Leroy has no superhuman powers. He has a primary weapon in his Heavy Assault Rifle his MAG Captain's Armor, and a Backup Arsenal. The Rifle is just a more powerful version of a mundane Assault Rifle. The Backup Arsenal consists of Flash Bangs, Fragmentation Grenades, a Suppressed Submachine Gun, a Suppressed Heavy Pistol, and a Shotgun. His MAG Captain’s Armor has several features. A radio for staying in touch with Commander Katrea and his troops. A grapple gun for ascending heights rapidly. The expected body armor, with it being more effective against bullets, knives, shrapnel, arrows, and explosions. And goggles that extend his vision into the infrared and ultraviolet spectrums. Tactically, like any MAG soldier he takes full advantage of Autofire’s Multiple Targets, Covering Fire, and Suppression Fire options. He also is generally found behind significant cover if at all possible. He has Startle and Flash Bangs to help him hit his targets, and Fragmentation Grenades to help thin out groups. He can move and shoot with Move By Action, too. With time to prep, he can even engage a Master Plan and grant his allies a +2 to skill check and, more importantly, attack rolls for 3 rounds. Followed by +1 for another round before the effect ends. Other than that, he’s a guy with a big assault rifle. Obviously, he doesn’t power stunt. Personality: “Shotsy” is a straight up soldier. A stoic, professional ass kicker. Rangers lead the way, after all. But…how to put it. He got tired of being an invader. Of fighting for a cause he didn’t believe in. Of officers more concerned with pleasing the big brass and covering their asses as opposed to looking after their men and doing the job right. It wasn’t all of ‘em, but it damn sure was enough of ‘em. The MAG doesn’t have any of that. Katrea only rewards excellence, not ass kissing. The Revolution is a cause he can believe in. And the pay is a hell of a lot better.
  9. Unfortunately for you, no. There was a period where you could have, but it triggered a building arms race and ugh bad times were had by all. You can only play a true superhero here. This doesn't mean you can't get a little dark. Not every hero gets kittens out of trees unironically. But you do have to play a hero. Protecting people. Helping the helpless. Fighting crime. You know how this works.
  10. Effigy and Invisigirl Was Luke entirely blocking the door so that Wilona couldn’t poke her head in a bit? Of course not, what kind of best friend would he be if he did that? “Hoh? You that hard up, paperboy?” She had a smug little smirk on her face. “Go ahead and get some lotion and a tissue. We’ll wait a couple minutes.” She pulled her head back, but had parting words. “After all, you’re seeing a lot of girls in swimsuits today. Need you to keep it under control.” It was Naomi, paradoxically, who started giggling at that. She had already backed away at the mention of nudity. However, her art obsessed brain had turned Leon into a cartoon wolf doing the classic big eyes and AWOOGA thing while panting and it was friggin’ hilarious. Her brain added Luke next to him as a cartoon dragon doing more or less the same schtick and she started having a full on giggle fit. To the degree that she could no longer stand up.
  11. June 8, 2022. Claremont Academy Dorms. First Floor. After school. Effigy and Invisigirl BOOM BOOM BOOM. “Paperboy, get your trunks on! Pool time now!” Wilona was already bikini-ified, though it was hidden underneath loose yoga pants and a thin hoodie. All of which, obviously, were yellow/orange/red with flame designs. Because subtlety. Naomi was in a one piece with the same loose yoga pants plus thin hoodie combo over top of it. Only she was in bland grey. So what was goin’ on? It was a hotass day. Wilona was bored. And she wanted to go swimming. Swimming alone sucked ass. So she’d corralled Carmen, who was hanging out in the lobby, and started pounding on her teammate’s door. Did Wilona know a place to go swimming? You bet your ass. Did she know Luke was also in the room? Hell, no. Would she have cared if she did? Hell, no. The more the merrier.
  12. Casey "Casino" Duff Power Level: 8; Power Points Spent: 135/135 STR: +3 (16), DEX: +1 (12), CON: +3 (16), INT: +2 (14), WIS: +2 (14), CHA: +3 (16) Tough: +3/+8, Fort: +5, Ref: +8, Will: +8 Skills: Acrobatics 4 (+5), Bluff 7 (+10), Climb 2 (+5), Craft (chemical) 3 (+5), Craft (mechanical) 3 (+5), Diplomacy 2 (+5), Gather Information 2 (+5), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 8 (+10), Language 6 (+6), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+5), Survival 8 (+10) Feats: Attack Specialization (Sword), Dodge Focus 3, Equipment 4, Improved Aim, Improved Initiative, Move-by Action, Precise Shot 2, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Skill Mastery (Notice, Sense Motive, Stealth, Survival), Takedown Attack, Taunt, Uncanny Dodge (Auditory) Powers: Heavy Weapons (Device 5) (Easy to lose; Custom (Multiple Weapons)) Heavy Machine Gun (Blast (DC 23; Autofire (interval 2, max +5)) Rocket Launcher (Blast 10) (Alternate; DC 23; Burst Area (40-250 ft. radius - General); Unreliable (5 Uses); Progression, Decrease Area 2 (-2 ranks), Progression, Increase Area 2 (area x5)) MAG Lieutenant's Armor (Device 4) (Hard to lose) Integral Radio (Communication 6) (sense type: radio; Subtle (subtle)) Kevlar Weave & Ceramic Plating (Protection 5) (+5 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive)) Tactical Goggles (Super-Senses 2) (infravision, ultravision) Equipment: Backup Arsenal (Flash-Bang, Fragmentation Grenade, Heavy Pistol, Sword) Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +11) Attacks: Flash-Bang, +8 (DC Fort/Ref 14), Fragmentation Grenade, +8 (DC Ref 15), Heavy Machine Gun (Blast 8), +8 (DC 23), Heavy Pistol, +8 (DC 19), Rocket Launcher (Blast 10) (DC 23), Sword, +10 (DC 21), Unarmed Attack, +8 (DC 18) Defense: +8 (Flat-footed: +3), Knockback: -4 Initiative: +5 Languages: Arabic, Chinese (Mandarin), English Native, German, Irish, Russian, Spanish Totals: Abilities 28 + Skills 17 (68 ranks) + Feats 17 + Powers 32 + Combat 26 + Saves 15 + Drawbacks 0 = 135 Age (as of Jan 2019): 30 Height: 5’ 11” Weight: 170 lbs. Ethnicity: Irish Hair: Black Eyes: Blue Background: Casey "Casino" Duff is a former member of Ireland’s Defense Forces (the Army, specifically). It’s a volunteer organization, and has been from the start. Forced conscription has a ugly history in Ireland, and actually played a key role in triggering the Irish War of Independence. Casino didn’t find what she wanted in the service due to Irish neutrality, and mustered out when she could. She bounced between a few mercenary groups, which brought her to the attention of Katrea. Sergio “Tectonic” Marquez personally recruited her into the unit. Heavy division is a bit of a sausage fest, but she’s held her own enough to join him as a Lieutenant. She has a husband and two children (a 10 year old son and an 8 year old daughter) at home in Ireland. Understandably, the mercenary Casino is not known to be Casey Duff. Powers & Tactics: Like all of the MAG, Casino has no superhuman powers. She has two primary weapons in his Heavy Weapons, his MAG Lieutenant’s Armor, and a Backup Arsenal. The Heavy Weapons consist of a Heavy Machine Gun and a Rocket Launcher. The Heavy Machine Gun is exactly what it says it is. Normally these are mounted on large vehicles or anchored to the ground, but this is a version with cutting edge firearms technology making it about as man portable as a mundane Light Machine Gun (aka the 7.62mm Machine Gun the rank and file use). Casino is a burly woman, but even she can have a little trouble with it. The Rocket Launcher is also exactly what it says it is. The full yield is variable and unlike the rank and file his RL is reloadable with the other four rockets she carries on her. The Backup Arsenal consists of Flash Bangs, Fragmentation Grenades, a Heavy Pistol, and a Sword. The MAG Lieutenant’s Armor is useful. A radio for staying in touch with Commander Katrea, Tectonic, and her troops. Goggles that extend her vision into the infrared and ultraviolet spectrums. And heavy body armor, with it being more effective against bullets, knives, shrapnel, arrows, and explosions. The latter of which is very useful in her line of work. Tactically, she’s very aggressive. She spends her Rockets pretty quickly, reserving only the last one for any tougher targets like tanks, helicopters, or superheroes. Fragmentation Grenades aren’t as powerful but aren’t as limited in number for her. Flash Bangs, Feinting, and Improved Aim can be used to help her hit. And she loves any opportunity to use her Sword. But mainly she’s blasting away from behind cover with her Heavy Machine Gun. Personality: Ireland may be neutral, but Casino isn’t. She’s an aggressive woman who loves a good fight. She’d have been right at home back in the Celtic tribal days. Naked and screaming with a huge sword in her hands as she charged the Romans or whoever. She’s a ferocious warrior woman at work, and a cuddly warm mother at home. The two sides are both equally her. It’s just that her MAG work lets the former not spill over into modern society, where aggression and a love of violence are uh…frowned upon.
  13. Sergio “Tectonic” Marquez Power Level: 8; Power Points Spent: 135/135 STR: +5 (20), DEX: +1 (12), CON: +3 (16), INT: +2 (14), WIS: +2 (14), CHA: +3 (16) Tough: +3/+8, Fort: +8, Ref: +8, Will: +5 Skills: Acrobatics 4 (+5), Bluff 2 (+5), Craft (chemical) 3 (+5), Craft (mechanical) 3 (+5), Diplomacy 2 (+5), Gather Information 2 (+5), Intimidate 7 (+10), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 8 (+10), Language 6 (+6), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+5), Survival 8 (+10) Feats: Attack Focus (ranged) 3, Attack Specialization (Masterwork Battleaxe), Dodge Focus 3, Equipment 4, Improved Critical 2 (Heavy Machine Gun (Blast 8)), Precise Shot, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Skill Mastery (Notice, Sense Motive, Stealth, Survival), Startle, Teamwork 2, Uncanny Dodge (Auditory) Powers: Heavy Weapons (Device 5) (Easy to lose; Custom (Multiple Weapons)) Heavy Machine Gun (Blast (DC 23; Autofire (interval 2, max +5)) Rocket Launcher (Blast 10) (Alternate; DC 23; Burst Area (40-250 ft. radius - General); Unreliable (5 Uses); Progression, Decrease Area 2 (-2 ranks), Progression, Increase Area 2 (area x5)) MAG Lieutenant's Armor (Device 4) (Hard to lose) Integral Radio (Communication 6) (sense type: radio; Subtle (subtle)) Kevlar Weave & Ceramic Plating (Protection 5) (+5 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive)) Tactical Goggles (Super-Senses 2) (infravision, ultravision) Equipment: Backup Arsenal (Flash-Bang, Fragmentation Grenade, Heavy Pistol, Masterwork Battleaxe) Attack Bonus: +5 (Ranged: +8, Melee: +5, Grapple: +10) Attacks: Flash-Bang, +8 (DC Fort/Ref 14), Fragmentation Grenade, +8 (DC Ref 15), Heavy Machine Gun (Blast 8), +8 (DC 23), Heavy Pistol, +8 (DC 19), Masterwork Battleaxe, +8 (DC 23), Rocket Launcher (Blast 10) (DC 23), Unarmed Attack, +5 (DC 20) Defense: +8 (Flat-footed: +3), Knockback: -4 Initiative: +1 Languages: Arabic, Chinese (Mandarin), English Native, French, Japanese, Russian, Spanish Totals: Abilities 32 + Skills 17 (68 ranks) + Feats 19 + Powers 32 + Combat 20 + Saves 15 + Drawbacks 0 = 135 Age (as of Jan 2019): 42 Height: 6’ 6” Weight: 280 lbs Ethnicity: Hispanic Hair: Dark Brown Eyes: Dark Brown Background: Sergio “Tectonic” Marquez was too damn big for the Army. When you’re the size of a NFL offensive lineman, the Army doesn’t want you. Fortunately, the French Foreign Legion isn’t quite so strict. It took a little doing, but he joined up and served many years. He finally mustered out in 2009 after 14 years of service. Medical discharge due to a knee injury. He was a French citizen, and happily so. Married to a lovely French lady with three lovely half French children (all girls, ages as of Jan 2019 are 20, 17, and 14). It took about six months before he was bored out of his skull. In fairness, his wife and kids were also going nuts. Their relationships worked because he wasn’t always there. And then he was, and they didn’t work anymore. He responded to the equivalent of a help wanted ad, and found himself joining the MAG. The docs in Support managed to rebuild his knee. Tectonic himself managed to rebuild his relationships with his wife and daughters. Even added a infant son to the roster in the process (age 9 as of Jan 2019). Understandably, the mercenary Tectonic is not known to be Sergio Marquez. He is the de facto captain of Heavy division, as Simon Vyntra only has the rank to spare everyone having to deal with his inevitable disobedience and disruptiveness to unit cohesion. Vyntra doesn’t mind this, as it grants him the freedom to operate as he pleases and he knows Tectonic is a better leader anyway. Powers & Tactics: Like all of the MAG, Tectonic has no superhuman powers. He has two primary weapons in his Heavy Weapons, his MAG Lieutenant’s Armor, and a Backup Arsenal. The Heavy Weapons consist of a Heavy Machine Gun and a Rocket Launcher. The Heavy Machine Gun is exactly what it says it is. Normally these are mounted on large vehicles or anchored to the ground, but this is a version with cutting edge firearms technology making it about as man portable as a mundane Light Machine Gun (aka the 7.62mm Machine Gun the rank and file use). Tectonic is strong as hell for an unpowered human, so he handles it with ease. The Rocket Launcher is also exactly what it says it is. The full yield is variable and unlike the rank and file his RL is reloadable with the other four rockets he carries on him. The Backup Arsenal consists of Flash Bangs, Fragmentation Grenades, a Heavy Pistol, and a Masterwork Battleaxe. The MAG Lieutenant’s Armor is useful. A radio for staying in touch with Commander Katrea and his troops. Goggles that extend his vision into the infrared and ultraviolet spectrums. And heavy body armor, with it being more effective against bullets, knives, shrapnel, arrows, and explosions. The latter of which is very useful in his line of work. Tactically, Tectonic has options. Flash Bangs or Startle can help him hit. Fragmentation Grenades can clear out groups, as he reserves his limited Rocket supply for harder targets like tanks, helicopters, or potent superheroes. He can Aid Another with Teamwork to increase their odds of hitting. And there’s always the axe. But mainly he’s behind cover blasting away with his Heavy Machine Gun. Personality: Ultimately, Tectonic is a selfish creature. He’s not a coward, a sadist, sociopathic, or in any way dramatically evil. He’s not a thief, and there’s plenty that’s happened historically on the battlefield that he would not allow in his presence. However, he’s perfectly content to take large chunks of money to be functionally a murderer and a terrorist. He is selfish in that he wants what he wants, and that’s the end of the discussion. And what he wants, as it turns out, is to be a well paid soldier for a cause that actually meant anything to him. Mission accomplished.
  14. Simon Vyntra Power Level: 10; Power Points Spent: 150/150 STR: +3 (16), DEX: +1 (12), CON: +3 (16), INT: +3 (16), WIS: +1 (12), CHA: +3 (16) Tough: +3/+10, Fort: +7, Ref: +10, Will: +4 Skills: Bluff 2 (+5), Craft (chemical) 12 (+15), Diplomacy 2 (+5), Intimidate 12 (+15), Knowledge (physical sciences) 12 (+15), Knowledge (tactics) 2 (+5), Language 5 (+5), Notice 4 (+5), Sense Motive 4 (+5), Stealth 9 (+10) Feats: Attack Focus (ranged) 3, Attack Specialization (Masterwork Light Pistol), Attack Specialization (Masterwork Warhammer), Dodge Focus 3, Equipment 4, Evasion 2, Improvised Tools, Inventor, Precise Shot, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Uncanny Dodge (Auditory) Powers: Explosives Belt (Device (Hard to lose) Explosives (Array 17) (default power: blast) Flash BANG (Dazzle (Array; affects: 1 type + visual - visual & auditory, DC 18; Burst Area (40 ft. radius - General); Triggered 2 (any trigger)) Flechette STORM (Strike 10) (Array; DC 25; Cone Area (100-500 ft. cone - General), Penetrating; Progression, Increase Area 2 (area x5), Triggered 2 (any trigger)) Ka-BOOMER (Blast 10) (Array; DC 25; Burst Area (50-250 ft. radius - General); Progression, Increase Area 2 (area x5), Triggered 2 (any trigger)) Ol' Smokey (Obscure (Array; affects: visual senses, Radius: 1000 ft.; Duration (continuous), Selective Attack, Total Fade; Fades) Super EMP (Nullify 10) (Array; counters: all powers of (type) - technological, DC 20; Burst Area (50-250 ft. radius - General); Progression, Increase Area 2 (area x5), Triggered 2 (any trigger)) Targeted Bomb (Blast (Default; DC 23; Burst Area (40 ft. radius - General), Selective Attack; Triggered 2 (any trigger)) Wall BANGER (Drain (Array; drains: single trait - toughness, DC 18; Affects Objects, Burst Area (40 ft. radius - General), Range (ranged); Triggered 2 (any trigger)) MAG Heavy Captain's Armor (Device 5) (Hard to lose) Environmental Support Gear (Immunity 4) (environmental condition: Heat, environmental condition: Radiation, suffocation (all)) Heavy Kevlar Weave & Ceramic Plating (Protection 7) (+7 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive)) Integral Radio (Communication 6) (sense type: radio; Subtle (subtle)) Tactical Goggles (Super-Senses 4) (distance sense, infravision, time sense, ultravision) Equipment: Arsenal (Masterwork Assault Rifle, Masterwork Light Pistol, Masterwork Warhammer), Toolkit (Basic) Attack Bonus: +7 (Ranged: +10, Melee: +7, Grapple: +10) Attacks: Flash BANG (Dazzle (DC Fort/Ref 18), Flechette STORM (Strike 10) (DC 25), Ka-BOOMER (Blast 10) (DC 25), Masterwork Assault Rifle, +11 (DC 20), Masterwork Light Pistol, +13 (DC 18), Masterwork Warhammer, +10 (DC 21), Super EMP (Nullify 10) (DC Will 20), Targeted Bomb (Blast (DC 23), Unarmed Attack, +7 (DC 18), Wall BANGER (Drain (DC Fort/Staged 18) Defense: +6 (Flat-footed: +2), Knockback: -5 Initiative: +1 Languages: Arabic, Chinese (Mandarin), English, Greek Native, Russian, Spanish Totals: Abilities 28 + Skills 16 (64 ranks) + Feats 18 + Powers 52 + Combat 20 + Saves 16 + Drawbacks 0 = 150 Age (as of Jan 2019): 25 Height: 5’ 9” Weight: 180 lbs Ethnicity: Greek Hair: Dark Brown Eyes: Grey Background: Simon Vyntra was literally a bomb throwing anarchist. He grew up idolizing the terrorist group Black Star, and was fascinated by explosive chemistry. At age 15 he made his big debut as a terrorist by blowing up a half a dozen parked (and empty) police cars in Athens. He declared his political leanings and blasted the (in his very young opinion) cowards who hide instead of truly fighting imperialism, the establishment, and capitalism. He might have gone on a real reign of terror…except Katrea was in town. And she liked his spirit. She had a word with Methion, and the Grand Wizard recruited the teenage boy personally. The stabilizing factor that prevented a disaster was Walter Mackey. Katrea had correctly identified the teenager as a born contrarian. And Mackey, who would tell God to His face that He’s a bit shit, honestly, was the perfect person to get the best out of him. Vyntra became a useful member of the MAG basically just to spite him. He was made Captain specifically to keep him in contact with Mackey and so that he wouldn’t drive his Captain up the wall. He only had to answer to Katrea. It is his current Lieutenants, the American Sergio “Tectonic” Marquez and the Irish Casey “Casino” Duff who command the Heavy division. And the bomb throwing Revolutionary wouldn’t have it any other way. Powers & Tactics: Like all of the MAG, Vyntra has no superhuman powers. He has primary weapons in his Explosives Belt, his MAG Heavy Captain's Armor, and an Arsenal of mundane firearms. There are several different types of explosives in the Belt. An overpowered flash bang. What’s basically a claymore mine taken up to eleven with steel flechettes instead of balls. A huge smoke grenade. A mighty electromagnetic pulse bomb. Literal thermite for burning through walls. And two very large bombs, one of which is weaker but can be directed. The other is just a massive explosion. Everything in the belt except the smoke grenade he can trigger instantly or set up for later. A remote control, a timer, pressure plates, tripwires, he’s got a lot of methods to trigger them. The MAG Heavy Captain’s Armor is useful. A radio for staying in touch with Commander Katrea and his troops. Protection against heat and radiation, along with an air supply. Goggles that extend his vision into the infrared and ultraviolet spectrums. And very heavy body armor, with it being more effective against bullets, knives, shrapnel, arrows, and explosions. The latter of which is very useful in his line of work. The Arsenal consists of a Masterwork Assault Rifle, a Masterwork Light Pistol, and a Masterwork Warhammer. Tactically, well…it depends. He can be both the unhinged terrorist and the professional demoman. It depends what the mission needs. The former doesn’t use a lot of Triggered while the latter absolutely does. Flash BANG and Ol’ Smokey are to cover escapes, really. Super EMP is able to shut down tech in up to a 250 foot radius, which is useful for escapes too, but also has its uses as a distraction against heroes (especially tech specialists) and it’s an excellent terrorist weapon. The rest are pretty regular explosives, by which I mean he uses them to kill people and knock down walls and buildings. The Arsenal is for when explosions would be…unwise. Please note that he uses KN (physical sciences) for Inventor. Because he has that, he never power stunts. Personality: Simon Vyntra is a fucking lunatic. He’s basically a pyromaniac, except instead of liking to make things burn he likes to make them explode. This doesn’t mean he is unable to contain himself. After a decade, he’s a fervent believer in Revolutionary ideals. He scares the shit out of rank and file MAG soldiers with his enthusiasm for explosives and the Revolution. Even the officers are uneasy around him. Except Walter Mackey, who as noted doesn’t give a shit.
  15. Patricia "Shadow" Garza Power Level: 8; Power Points Spent: 135/135 STR: +2 (14), DEX: +3 (16), CON: +2 (14), INT: +2 (14), WIS: +3 (16), CHA: +2 (14) Tough: +2/+6, Fort: +5, Ref: +10, Will: +6 Skills: Acrobatics 12 (+15), Bluff 3 (+5), Craft (mechanical) 3 (+5), Diplomacy 3 (+5), Gather Information 3 (+5), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 8 (+10), Language 5 (+5), Notice 12 (+15), Sense Motive 2 (+5), Stealth 12 (+15), Survival 2 (+5) Feats: Attack Focus (ranged) 2, Attack Specialization (Masterwork Knife), Dodge Focus 3, Equipment 3, Improved Aim, Improved Critical 2 (Sniper Rifle Shot (Blast 6)), Improved Initiative, Precise Shot 2, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Skill Mastery (Acrobatics, Craft (mech), Notice, Stealth), Uncanny Dodge (Auditory) Powers: Shadow Chameleon Armor (Device 4) (Hard to lose) Active Camouflage (Concealment 4) (all visual senses; Blending) Integral Radio (Communication 6) (sense type: radio; Subtle (subtle)) Kevlar Weave & Ceramic Plating (Protection 4) (+4 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive)) Tactical Goggles (Super-Senses 2) (infravision, ultravision) Sniper Rifle w/ Scope (Device 5) (Easy to lose; Subtle (subtle)) Scope (Super-Senses 2) (extended (type): Visual 1 (-1 per 100 ft)) Sniper Rifle Shot (Blast 6) (DC 21, Feats: Improved Critical 2 (Sniper Rifle Shot (Blast 6)); Penetrating [3 ranks only]; Improved Range 2 (300 ft. incr), Progression, Increase Range 2 (max range x5, 3000 feet), Subtle 2 (unnoticable)) Equipment: Backup Arsenal (Masterwork Knife, Suppressed Heavy Pistol, Suppressed Submachine Gun) Attack Bonus: +8 (Ranged: +10, Melee: +8, Grapple: +10) Attacks: Masterwork Knife, +11 (DC 18), Sniper Rifle Shot (Blast 6), +10 (DC 21), Suppressed Heavy Pistol, +10 (DC 19), Suppressed Submachine Gun, +10 (DC 19), Unarmed Attack, +8 (DC 17) Defense: +10 (Flat-footed: +4), Knockback: -3 Initiative: +7 Languages: Arabic, Chinese (Mandarin), English, French, Russian, Spanish Native Totals: Abilities 28 + Skills 17 (68 ranks) + Feats 15 + Powers 32 + Combat 30 + Saves 13 + Drawbacks 0 = 135 Age (as of Jan 2019): 27 Height: 5’ 6” Weight: 125 lbs Ethnicity: Mexican Hair: Brown Eyes: Dark Brown Background: Patricia "Shadow" Garza is a former Sinaloa Cartel enforcer. Hitwoman? Assassin? Look, she didn’t have a job title. She just shot people and cut throats when the boss said so. She started in her mid teens, worked her way up the ladder a little bit, and then BLACK swept down on her boss like the wrath of God. She was neither stupid nor loyal enough to die for her greedy misogynist asshole of a boss, so she ran the fuck away from that shitshow/massacre. MAG Recon Captain Walter Mackey keeps an eye out for potential recruits, and she fit the bill. The pay is good. She doesn’t have to worry about fucking BLACK swooping in out of nowhere. And while her Captain is a fucking asshole, he’s never tried to stiff her on her pay, get in her pants, or hold her pay hostage to get in her pants. So whatever.This was explicitly a pain in her ass because she’s a lesbian and has less romantic/sexual interest in men than she has in the average block of wood. She is in a committed relationship with a woman in Support, but they do not plan on having or adopting any children. Powers & Tactics: Like all of the MAG, Shadow has no superhuman powers. She has a primary weapon in her Sniper Rifle w/ Scope, her Shadow Chameleon Armor, and a Backup Arsenal. The Rifle has the expected range and the Scope extends her vision. The Backup Arsenal consists of a Suppressed Submachine Gun, a Suppressed Heavy Pistol, and a Masterwork Knife. It is the Shadow Chameleon Armor that is remarkable. A radio for staying in touch with Captain Mackey and her troops. The expected body armor, with it being more effective against bullets, knives, shrapnel, arrows, and explosions. Goggles that extend her vision into the infrared and ultraviolet spectrums. But the big element is the Active Camouflage. Between sensors and electro sensitive pigments on the armor, Shadow can basically disappear from sight as long as she doesn’t move too quickly. Tactically, she’s assassin and spy. Flexible. A sniper shot and/or distant observation is good, but some targets can only be killed and some things can only be discovered up close, which is where Active Camouflage comes in handy. She’s from the up close and personal side of Recon, so her Backup Arsenal ain’t quite as “backup” as it is Mackey or Zulu. Especially her Masterwork Knife. Personality: Shadow is an unrepentant killer. However, she’s not mentally ill or anything. World’s dog eat dog, you know? Sometimes you have to kill to survive, and not because your life is in direct danger, but because it’s your only marketable skill. She’s a very practical and pragmatic woman. If it’s not getting her paid and keeping a roof over her head, she doesn’t give a shit about it. She only softens around her partner, and they don’t go on missions together for that exact reason.
  16. Rose "Zulu" Ross Power Level: 8; Power Points Spent: 135/135 STR: +2 (14), DEX: +3 (16), CON: +2 (14), INT: +2 (14), WIS: +3 (16), CHA: +2 (14) Tough: +2/+6, Fort: +5, Ref: +10, Will: +6 Skills: Acrobatics 2 (+5), Bluff 3 (+5), Concentration 7 (+10), Craft (mechanical) 3 (+5), Diplomacy 3 (+5), Gather Information 3 (+5), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 8 (+10), Language 6 (+6), Medicine 2 (+5), Notice 12 (+15), Sense Motive 2 (+5), Stealth 12 (+15), Survival 2 (+5) Feats: Attack Focus (ranged) 2, Dodge Focus 3, Equipment 3, Improved Aim, Improved Critical 2 (Sniper Rifle Shot (Blast 6)), Improved Initiative, Precise Shot 2, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Skill Mastery (Craft (mech), Notice, Stealth, Survival), Ultimate Effort (Aim), Uncanny Dodge (Auditory) Powers: Archangel Zulu Armor (Device 4) (Hard to lose) Integral Radio (Communication 6) (sense type: radio; Subtle (subtle)) Kevlar Weave & Ceramic Plating (Protection 4) (+4 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive)) Silenced Jet Pack (Flight 2) (Vertical Speed: 25 mph, 220 ft./rnd, Horizontal Speed: 10 mph, 88 ft./rnd; Levitate [1 rank only]; Subtle (subtle)) Tactical Goggles (Super-Senses 2) (infravision, ultravision) Sniper Rifle w/ Scope (Device 5) (Easy to lose; Subtle (subtle)) Scope (Super-Senses 2) (extended (type): Visual 1 (-1 per 100 ft)) Sniper Rifle Shot (Blast 6) (DC 21, Feats: Improved Critical 2 (Sniper Rifle Shot (Blast 6)); Penetrating [3 ranks only]; Improved Range 2 (300 ft. incr), Progression, Increase Range 2 (max range x5, 3000 feet), Subtle 2 (unnoticable)) Equipment: Backup Arsenal (Masterwork Knife, Suppressed Heavy Pistol, Suppressed Submachine Gun) Attack Bonus: +8 (Ranged: +10, Melee: +8, Grapple: +10) Attacks: Masterwork Knife, +9 (DC 18), Sniper Rifle Shot (Blast 6), +10 (DC 21), Suppressed Heavy Pistol, +10 (DC 19), Suppressed Submachine Gun, +10 (DC 19), Unarmed Attack, +8 (DC 17) Defense: +10 (Flat-footed: +4), Knockback: -3 Initiative: +7 Languages: Arabic, Chinese (Mandarin), English, French, Hebrew Native, Russian, Spanish Totals: Abilities 28 + Skills 17 (68 ranks) + Feats 15 + Powers 32 + Combat 30 + Saves 13 + Drawbacks 0 = 135 Age (as of Jan 2019): 30 Height: 5’ 10” Weight: 140 lbs Ethnicity: Israeli Hair: Dark Brown Eyes: Light Brown Background: Rose “Zulu” Ross is ex-Israeli Ground Forces. She was conscripted at age 18, same as any citizen of Israel. Unlike roughly a third young women, however, she did not get a religious exemption and volunteer for Sherut Leumi. Her physical profile was also very high, enough to join the Infantry Corps. This is where she received her initial sharpshooter training. She was good, so she was fully trained as a sniper and served in a sniper platoon within her larger unit. Then her term of service ended, and she left military service. It had never suited her, anyway. MAG Recon Captain Walter Mackey keeps an eye out for potential recruits, and she fit the bill. The pay is good. Her personality meshes well with her Captain. And the rules of the MAG are more…flexible than those of military service. Fucking officers.She’s aromantic and asexual, and thus has less than no desire to get married or birth her own children. Adoption, maybe. Someday. Or perhaps that’s just the guilt from not giving her mother grandchildren yet. Powers & Tactics: Like all of the MAG, Zulu has no superhuman powers. She has a primary weapon in her Sniper Rifle w/ Scope, her Archangel Zulu Armor, and a Backup Arsenal. The Rifle has the expected range and the Scope extends her vision. The Backup Arsenal consists of a Suppressed Submachine Gun, a Suppressed Heavy Pistol, and a Masterwork Knife. It is the Archangel Zulu Armor that is remarkable. A radio for staying in touch with Captain Mackey and her troops. The expected body armor, with it being more effective against bullets, knives, shrapnel, arrows, and explosions. Goggles that extend her vision into the infrared and ultraviolet spectrums. But the big element is the Silenced Jet Pack. She can fly. Slowly, true, and ascending is faster, but she can fly. Since it’s silenced, she can sneak around at the same time. This is unlike most flight methods. Tactically, she’s a sniper and a scout. So she’s either shooting from further away than most people can see, or she’s passively observing and reporting. She is always flying. People don’t look up much, especially over a hundred feet up. She does not power stunt. Personality: Zulu is, ironically from someone born in a desert country, frigid. Ice fucking cold. Like a Russian in Siberia in February cold. She is in a permanent state of just not giving one single fuck. She’s 100% professional, with a dry wit designed to take more years off lifespans than her weapons.However, she is surprisingly adherent to the Jewish faith, if not culture. She doesn’t keep perfect kosher, but what heavily traveling person can? A strange woman, that Zulu.
  17. Walter Mackey Power Level: 9; Power Points Spent: 150/150 STR: +2 (14), DEX: +1 (12), CON: +2 (14), INT: +2 (14), WIS: +3 (16), CHA: +2 (14) Tough: +2/+6, Fort: +5, Ref: +12, Will: +7 Skills: Acrobatics 4 (+5), Bluff 3 (+5), Craft (mechanical) 3 (+5), Diplomacy 3 (+5), Gather Information 3 (+5), Intimidate 6 (+8), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 13 (+15), Language 5 (+5), Medicine 2 (+5), Notice 12 (+15), Sense Motive 5 (+8), Stealth 14 (+15) Feats: All-Out Attack, Attack Focus (ranged) 6, Attack Specialization (Unarmed Attack), Defensive Attack, Dodge Focus 5, Equipment 3, Improved Aim, Improved Critical 2 (Sniper Rifle Shot (Blast 6)), Improved Initiative, Master Plan, Master Plan 2 (tactics), Power Attack, Precise Shot 2, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Skill Mastery (KN (tactics), Medicine, Notice, Stealth), Ultimate Effort (Aim), Uncanny Dodge (Auditory) Powers: MAG Recon Captain's Armor (Device 5) (Hard to lose) Active Camoflage (Concealment 4) (all visual senses; Blending) Integral Grapple Gun (Linked) Speed 1 (Linked; Speed: 10 mph, 88 ft./rnd) Super-Movement 2 (Linked; wall-crawling 2 (full speed)) Integral Radio (Communication 6) (sense type: radio; Subtle (subtle)) Kevlar Weave & Ceramic Plating (Protection 4) (+4 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive)) Tactical Goggles (Super-Senses 2) (infravision, ultravision) Sniper Rifle w/ Scope (Device 5) (Easy to lose; Subtle (subtle)) Scope (Super-Senses 2) (extended (type): Visual 1 (-1 per 100 ft)) Sniper Rifle Shot (Blast 6) (DC 21, Feats: Improved Critical 2 (Sniper Rifle Shot (Blast 6)); Penetrating [3 ranks only]; Improved Range 2 (300 ft. incr), Progression, Increase Range 2 (max range x5, 3000 feet), Subtle 2 (unnoticable)) Equipment: Backup Arsenal (Masterwork Suppressed Light Pistol, Suppressed Heavy Pistol, Suppressed Submachine Gun) Attack Bonus: +6 (Ranged: +12, Melee: +6, Grapple: +8) Attacks: Masterwork Suppressed Light Pistol, +13 (DC 18), Sniper Rifle Shot (Blast 6), +12 (DC 21), Suppressed Heavy Pistol, +12 (DC 19), Suppressed Submachine Gun, +12 (DC 19), Unarmed Attack, +8 (DC 17) Defense: +12 (Flat-footed: +4), Knockback: -3 Initiative: +5 Languages: Arabic, Chinese (Mandarin), English Native, French, Russian, Spanish Totals: Abilities 24 + Skills 19 (76 ranks) + Feats 27 + Powers 36 + Combat 26 + Saves 18 + Drawbacks 0 = 150 Age (as of Jan 2019): 68 Height: 5’ 9” Weight: 155 lbs Ethnicity: English Hair: Black (dyed, naturally White) Eyes: Blue Background: Walter Mackey is old as shite. Ask him, he’ll tell you. The extremely long term veteran mercenary has shot people in the head or center of torso on 5 continents. 5 because Australia and Antarctica have never had a proper war for him to do it in, and have you tried getting in and out of either with a fucking murder rifle? Fucking impossible, innit? Very young Walter was a dutiful son from a military family who joined the British Army and was promptly sent to Northern Fucking Ireland. Fucking Irish, he says. Both sides were stupid bastards, he says. Troubles? That’s one way of putting it, he says. Bunch of stubborn dickheads being stubborn and dickheaded at each other. He served his term and got the fuck out. He says that the Good Friday Agreement was something they should’ve done 30 fucking years earlier and saved everyone the bloodshed. After that, he was a gun for hire for a bit. Did some shooting in Vietnam and neighboring places. A little more in South America, but he can’t talk about that in mixed company. Client’s Non Disclosure Agreement (because of all the war crimes, so DON’T BLOODY ASK) is still in effect. Fell in with the Strength Revolution around ’86. Eventually Katrea made him Captain of the Recon Division and therefore responsible for keeping their training up to snuff. He’s still around, somehow. Just hasn’t managed to get killed or imprisoned. And what the fuck would he do if he retired? Sit on some beach and have fruity drinks? Sounds incredibly fucking dreary. Also these shite for brains recruits would never learn how not to get dead or nabbed. Christ, it’s like they get stupider every year. Call of Duty is not reality, you enormous dipshits. His current Lieutenants are the Israeli Rose “Zulu” Ross and the Mexican Patricia “Shadow” Garza. Powers & Tactics: Like all of the MAG, Mackey has no superhuman powers. He has a primary weapon in his Sniper Rifle w/ Scope, his MAG Recon Captain's Armor, and a Backup Arsenal. The Rifle has the expected range and the Scope extends his vision. The Backup Arsenal consists of a Suppressed Submachine Gun, a Suppressed Heavy Pistol, and a Masterwork Suppressed Light Pistol. It is the MAG Recon Captain’s Armor that is remarkable. A radio for staying in touch with Commander Katrea and his troops. A grapple gun for ascending heights rapidly. The expected body armor, with it being more effective against bullets, knives, shrapnel, arrows, and explosions. Goggles that extend his vision into the infrared and ultraviolet spectrums. But the big element is the Active Camouflage. Between sensors and electro sensitive pigments on the armor, Mackey can basically disappear from sight as long as he doesn’t move too quickly. And why would an old sniper move quickly to begin with? Tactically, Mackey is a sniper. Old school recon man. Find a good vantage point, get to it with Integral Grapple Gun, and turn on Active Camouflage. Between his Tactical Goggles and Scope, he’s likely got superior visual command of the battlefield. He can keep in touch with his division or whoever he’s working with, letting them know what he sees. He can also deal out steel jacketed death from further away that most can see without aid. With enough height and good sight lines he’s basically invincible for any enemies who don’t have enhanced senses. Do not forget that he can engage a Master Plan and grant all of his allies a +3 to all skill checks and, more importantly, attack rolls for three rounds. Then a +2 and finally a +1 for one round each. He’s basically a one man force multiplier. He can’t power stunt. One last thing. There’s a saying. Fear the old man in a profession where men die young. He’s a 68 year old criminal mercenary. He doesn’t make mistakes. Personality: Walter Mackey is an asshole. A grumpy old man who nothing is ever good enough for, and just such an asshole. His policy is to treat everyone alike: just like shit. Nobody actually likes him, but he’s been with the Strength Revolution for longer than anyone who isn’t actively immortal in some way. It’s genuinely impressive, actually, how long he’s survived. So pretty much everybody respects him. And you know, he doesn’t use actual slurs. Not because he’s politically correct or particularly “woke”, but because insulting you for something you were born as and can’t change is weak and unimaginative. Any ignorant hack can drop slurs all over the place. It takes a real artist to make a grown man cry over his own life choices. Once again, he’s an asshole.
  18. Military Action Group Overview The Military Action Group. This is where the bulk of the Strength Revolution’s forces are located. Approximately 10,000 people scattered across four divisions and a small transport unit. Approximately 2400 people per division, with 400 in Transport. Recon is made up of snipers, assassins, spies, and thieves. Sneaky people who do sneaky things sneakily. Heavy is full of demomen, terrorists and various experts in the usage of machine guns, explosives, and artillery. Assault are typically the ones who make the news footage. Blazing away with assault rifles and chucking grenades. If the soldiers of the MAG are engaged in a blazing firefight, they’re always right in the middle of it. Because that’s what Assault is made of. Former soldiers, organized crime enforcers, and similar people. Support is a mixed bag. They’re half field soldiery (field medics, combat engineers, and the like) and virtual noncombatants (doctors, medical staff, engineers, scientists, and various other technical specialists).Transport is comprised of pilots, their planes/helicopters, and the mechanics that service them. Their job is to get the other divisions where they need to go. The MAG has existed throughout the Revolution’s history. Recon’s had several different names and their weapons and methods have changed, but they’ve been there from the start. Assault used to feature literal cavalry. Heavy was named Siege, and both it and Support were miniscule before modern science, weapons, and technology arrived on the scene. The 10k strong part is also a part of the modern age, as well, because roll back a few centuries and that’s a huge army Methion would now have to feed. No, chop those numbers to just a thousand or so. Assault was the biggest, followed by Recon. Heavy and Support took last place. What the MAG is now, however, is the Revolution’s own private army. They masquerade as several different private military companies and generally get done whatever mundane work needs doing. Tactics This is the Strength Revolution’s endless mook hordes. They have significant bases in every major country and most of the others, too. So they can appear in whatever country the campaign takes place in. They’re mostly regular criminals, not supervillains, so use the Minion rules for everyone but named commanding officers. Heroes’ first encounter with the Revolution is likely through them, and probably Assault or Recon. In urban areas, this is most likely Recon as they have all the thieves and sneaky criminals. Escalation of the threat can bring in Assault and maybe Heavy. Followed by Lieutenants and Captains. Further escalation would ultimately involve members of the Special Tactics Group. Whichever division it is, the common membership is PL 5-6. Heavy’s use of explosives can jump their technical offensive PL to 10 (because of the sheer power of Rocket Launchers), however. It’s table time. Division Weapons Armor/Toughness Recon Sniper Rifle (Blast 5, Improved Range 2 [250 ft increments]) Submachine Gun (Blast 4, Autofire) Heavy Pistol (Blast 4) Light Pistol (Blast 3) Knife (Strike 1, Mighty [no more than +3 Damage]) +5 Toughness (snipers, assassins) Undercover Vest (Protection 3, Subtle) +4 Toughness (spies, thieves) Undercover Shirt (Protection 2, Subtle) Assault Assault Rifle (Blast 5, Autofire) Submachine Gun (Blast 4, Autofire) Heavy Pistol (Blast 4) Shotgun (Blast 6) Sword/Axe/Hammer (Strike 3, Mighty (no more than +6 Damage) Knife (Strike 1, Mighty [no more than +3 Damage]) Flash Bangs (Dazle 4 [Visual & Auditory], Burst Area) Fragmentation Grenades (Blast 5, Burst Area) +7 Toughness Tactical Vest (Protection 4) Heavy 7.62mm Machine Gun (Blast 6, Autofire) Heavy Pistol (Blast 4) Sword/Axe/Hammer (Strike 3, Mighty (+6 Damage) Flash Bangs (Dazzle 4 [Visual & Auditory], Burst Area) Fragmentation Grenades (Blast 5, Burst Area) Claymore Mine (Strike 6, Cone Area) Rocket Launcher (Blast 10, Burst Area, Limited to One Use) +8 Toughness Tactical Armor (Protection 5) Support Submachine Gun (Blast 4, Autofire) Heavy Pistol (Blast 4) Knife (Strike 1, Mighty [no more than +3 Damage]) Flash Bangs (Dazle 4 [Visual & Auditory], Burst Area) Fragmentation Grenades (Blast 5, Burst Area) +6 Toughness (field types) Tactical Vest (Protection 4) +3/+4 Toughness (background types) Undercover Shirt (Protection 2, Subtle) Transport (PL 5s only) On Foot Submachine Gun (Blast 4, Autofire) (pilots only) Heavy Pistol (Blast 4) Knife (Strike 1, Mighty [no more than +3 Damage]) Hammer (Strike 3, Mighty (no more than +5 Damage) (mechanics only) In Plane/Copter (Pilots only) Light Machine Gun (Blast 6, Autofire) Mini Missles (Blast 6, Burst Area) or Rockets (Blast 9, Burst Area, 5 Uses) Both use STR 40 (+15) and Flight 6 (500 MPH, 4400 ft/rnd) +4 Toughness (pilots) Undercover Shirt (Protection 2, Subtle) +3/+4 Toughness (mechanics) Undercover Shirt (Protection 2, Subtle) In Plane/Helicopter +11 Toughness -4 Defense (or 1d20+10, but can’t attack that round) If they’re a PL 5 they have(10 – Damage Rank) Attack Bonus with that weapon. If they’re PL 6 it’s (12 – Damage Rank). Naturally this doesn’t apply to Area Attacks. Defense Rank is (10 – Toughness) if they’re PL 5 and (12 – Toughness) if they’re PL 6. Reflex saves are the same number, while Fort and Will saves are +3 for PL 5s and +4 for PL 6. Please be advised that individual MAG members do not necessarily carry all the listed weapons. Recon division uses Suppressors (adds Subtle) on all firearms. Depending on the mission, Assault may do so as well. All armor has the Second Chance (Toughness vs. Ballistics) feat. Heavy division armor has a second rank of it vs. Explosive. All divisions have whatever non weapon or armor Equipment they require to perform their missions. They’re mooks, don’t worry about EP costs. Nicknames for individual members, should you desire to have some, can be found here. Ranks below Captain and Lieutenant are Sergeant, Squad Leader, and Squaddie. All Captains and Lieutenants are non-Minions. Sergeants may be non-Minions at GM discretion, however, all Squad Leaders and Squaddies are Minions. In combat, MAG soldiers take full advantage of Autofire’s Multiple Targets, Covering Fire, and Suppression Fire options. They also take full advantage of Team Attacks and Cover. Even a mook squad that knows what it’s doing can be dangerous to a solo PL 8 hero. So be careful out there.
  19. Terrifica Terrifica was almost insulted. Almost. She’d never visited a tailor because she was one. One of the benefits of being an omni-competent supergenius was, in fact, being omni-competent. She had several ideas, but one stood out. She’d seen it in, of all things, a comic book. The heroine in question was fictional, of course, but it was a good look. Classic. Old school. But properly tailored? Oh, it would be exquisite. Creating more Nano-Fibers would take a while, but oh, so worth it. The key was making everything fit together. With her normal battlesuit this wasn’t a problem. Everything was all one piece aside from the gloves and boots. This, however, was going to have multiple pieces. They all had to work together in harmony for the same effect. The outfit? Oh right, it was a suit. Pants, shirt, tie, socks, and shoes. The pants, tie, and shoes would be her usual shade of dark blue. The shirt and socks would be, well, not neon orange. That was a bit bright for formalwear. Just the regular shade would do, thank you. Oh, dear. It required a hat. A fedora, to be precise. And something for a mask. A domino would do. Merrily did both Terrifica and Samantha Carson sew away. She liked making things. She really did. It gave her great job to be a creator instead of a perpetuator of violence. The tailoring of each item was to make them tight fitting but still leave her plenty of room to move and do acrobatics should she need to. Tack on a belt and one of her usual longcoats, and done. It was enough to make her husband Stan whistle in sheer appreciation. Terrifica admitted, for once, that she indeed had a nice figure. Lean and athletic. She’d used her extensive knowledge of tailoring techniques to flatter every inch of herself. She had to admit, again for once, she looked good. No, she looked sublime. Her chest and posterior, well, there were more impressive ones on people she personally knew, let alone out there in the world. It didn’t bother her in the least, but my goodness she’d done a good job accentuating what she had. Oh, yes. Yes, this would do nicely. But first, Stan was feeling, shall we say, frisky? And the children were away with friends… Well…that was…very nice…however Sam had a Gala to attend. It was important to look her absolute best, so she took a nice hot bath instead of a shower. Stan was kind enough to volunteer his backwashing services. On another day it may have led to more…mmm…frisky activities, but alas there was not enough time left for that. Underwear. The shirt. The pants. A modified version of her utility belt, with staff attached. The domino mask. The longcoat. The fedora. A little more mirror admiration. With one last kiss for Stan, she was off. Samantha Carson faded back, and Terrifica settled in. She had no trust in Hades whatsoever. So naturally she’d be quite interested to know the real reason behind this so called Hades Gala. This was the whole reason she was going in the first place. The Greek God of Death could not be trusted to be anything other than a villain. Persephone, however, was a different story. It looked to be an interesting night.
  20. All righty, so let me know how you wanna do this. Roll init and charge into the thick of it, or let the quartet work and cover the civilians they can't.
  21. GM And on that street a battle was occurring as civilians fled and a few police officers tried to coordinate said fleeing. A cowgirl with a pair of revolvers, a heavy machine gun toting girl with planes for stockings and no pants, one more girl festooned with a dizzying variety of gadgets, and lastly one guy with an axe and ice powers. This was side one. Side two consisted of several twisted looking versions of wolves (with a couple of larger ones in that group), led by a massive bear. The only reason the opposing quartet hadn’t been overrun was 1) three out of four (cowgirl was excluded) could basically fly out of reach and 2) they were all using ranged weapons/powers and incredible teamwork. A few of the wolves lay unmoving on the street already as testament to their skills. The cowgirl spoke in frustration. “When this is over I wanna know how a friggin’ Scourge got past the wall undetected!” As for our heroic trio, well…something was wrong. The temperature had dropped easily 10 degrees, and the buildings were in a decidedly different style from that of Freedom City. But then that massive wrong looking bear roared, and it was the same sound the trio had heard in the restaurant. Fleeing civilians screamed in terror. Good as that quartet was, they couldn’t cover all possible angles. Some helpless civilians were g going to get chowed on. Really only one thing to do here, innit?
  22. Terrifica Terrifica wasn’t quite as quick to jump up as the young woman with superpowers and the literal teenager. In additional to her lack of physical powers and extreme youth, she wasn’t the type to wholeheartedly rush into things. This meant that instead of being literally beside Nevermore on his way out, she was instead a couple of steps behind. And because her brain moved so fast, she had just enough time to wonder about the strange colored rippling in the air as the trio burst into the street. She had already drawn her staff.
  23. Thespian (Claudia Baker) Power Level: 9; Power Points Spent: 165/165 STR: +1 (12), DEX: +1 (12), CON: +2 (14), INT: +5 (20), WIS: +3 (16), CHA: +3 (16) Tough: +2/+12, Fort: +6, Ref: +6, Will: +9 Skills: Acrobatics 4 (+5), Bluff 7 (+10), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Diplomacy 7 (+10), Gather Information 2 (+5), Knowledge (art) 5 (+10), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Language 8 (+8), Notice 12 (+15), Perform (acting) 7 (+10), Sense Motive 2 (+5), Stealth 14 (+15) Feats: All-Out Attack, Attack Focus (ranged), Attack Specialization 3 (Silenced Shot (Blast 6)), Beginner's Luck, Dodge Focus, Eidetic Memory, Equipment 1, Improved Aim, Improvised Tools, Inventor, Jack-of-All-Trades, Power Attack, Precise Shot 2, Skill Mastery (Craft (elec & mech), Notice, Stealth) Powers: Concealed Heavy Armor (Device 4) (Hard to lose; Subtle (subtle)) Liqui-Flex Plating (Protection 10) (+10 Toughness; Impervious [7 ranks only]; Subtle (subtle)) Protected Vitals (Immunity 2) (critical hits) Power Emulator (Device 6) (Hard to lose) Power Emulator (Mimic 10) (mimic: any one of (type) - powers; Duration (continuous), Perception; Check Required (KN (physical sciences))) Nimbus's Flying Cloud (Power Setting) (Powers: Flying Cloud (Flight 10)) Flying Cloud (Flight 10) (Speed: 10000 mph, 88000 ft./rnd; Affects Others, Burst Area (50 ft. radius - General); Platform; Selective) Silenced Sniper Rifle (Device 5) (Easy to lose) Scope (Super-Senses 4) (extended (type): Visual 1 (-1 per 100 ft), infravision, ultravision) Silenced Shot (Blast 6) (DC 21; Penetrating [3 ranks only]; Improved Range 2 (300 ft. incr), Progression, Increase Range 2 (max range x5, 3000 feet), Subtle 2 (unnoticable)) Power Settings: Nimbus's Flying Cloud (Power Setting) (Powers: Flying Cloud (Flight 10)) Equipment: Mission Specific Equipment 5 Attack Bonus: +5 (Ranged: +6, Melee: +5, Grapple: +6) Attacks: Silenced Shot (Blast 6), +12 (DC 21), Unarmed Attack, +5 (DC 16) Defense: +6 (Flat-footed: +3), Knockback: -9 Initiative: +1 Languages: Arabic, Chinese (Mandarin), English Native, French, German, Greek, Japanese, Russian, Spanish Totals: Abilities 30 + Skills 27 (108 ranks) + Feats 17 + Powers 56 + Combat 20 + Saves 15 + Drawbacks 0 = 165 Age (as of Jan 2019): 30 Height: 5’ 7” Weight: 135 lbs. Ethnicity: English Hair: Green Eyes: Blue Background: Claudia Baker is fabulous. Amazing. Spectacular. Ask her, she’ll tell you. Born beautiful, wealthy, and intelligent, she has lacked for nothing for her entire life. She graduated from Oxford (years early due to a soon to be familiar obsessive dedication) with a double Master’s in Drama and Electrical Engineering, and looked to have an extremely boring life. Her marriage had been arranged for her. Her employment had beeb arranged for her. Her life had been arranged for her. And then the pre-expansion STG had a mission in London. Claudia was also in London, wrapping up a few last wedding details with the caterer. Or rather, her assistant was doing it and she was there to lend the force of authority to the proceedings. She was dying of boredom, despite the sudden commotion outside. And then Nimbus came crashing through the front window of the catering shop. To be clear, she’d been thrown through it by a superhero outside. Who she then dropped with a bullet to the chest after shrugging off the bad landing. Nimbus’s costume hides her identity, not her figure. And it had been damaged from the fighting outside, revealing a strip of her face featuring her eye. Nimbus stepped on her flying cloud (!!!, thought Claudia) and flew back out the window to continue the fight. But the damage had been done. She was beautiful, her power was cool as hell, and she was such a badass. Oh, yes. Claudia had fallen in love. Simply finding out who it was that crashed into the catering shop took significant time and effort, as law enforcement doesn’t simply tell civilians (even wealthy white women) case relevant information. Journalists who might cover it were strangers and thus not inclined to share information, either. She had to search half the internet before discovering the codename of her beloved. Nimbus. Known for working with members of the Strength Revolution’s Special Tactics Group. Suspected of being the newest member. Ahhh. Nimbus. How appropriate. Claudia was maintaining the pretense of nothing having changed, still. So she went through with the wedding and the honeymoon and started her new job. All the while going steadily more obsessed with someone she’d barely met. She eagerly gobbled up every scrap on information she could find on the internet. Every picture, every article, every piece of fan fiction (and she wrote a fair bit, herself). Everything she could find. But it was not enough. She needed the real thing. So all she had to do was what all of global law enforcement could not. Find Nimbus. She was a genius, after all. How hard could it be? Very hard. Very, very hard. Her pretense had frayed noticeably by this stage. After all, when your phone background and work desktop are different pictures of the same international masked criminal, it’s difficult for others not to notice. But it hit her. She was struggling to find Nimbus because she was unworthy of meeting her. Nimbus had powers, a costume, and a weapon. Claudia had, uh, none of that. Doing something technological was possible, but she needed a gimmick. A proper supervillain had a gimmick. It had to be worthy of Nimbus’s attention. More importantly, it had to be worthy of Claudia. Doing a gmmick a dozen other wannabes and losers had done simply wouldn’t do. It was then that the idea struck her coming from her studies for her Master’s in Drama. Mimicry. Power mimicry. She started work immediately on her Power Emulator. This was also very, very hard. She gave up trying to make defensive abilities work and committed a little light corporate espionage to gain access to Morgan Knight’s Liqui-Flex material formula. With the armor situation worked out, creating the Power Emulator was significantly easier. At the same time, she also made a breakthrough on finding Nimbus, tracing her probable civilian identity of Riley Chong to Ricardo Castillo, currently living in Alicante, Spain. Law enforcement had already done this much, but without proof Riley was Nimbus they couldn’t do a lot about it. Claudia was not law enforcement. But first, she needed to be someone. She took the name and mask of Thespian, and both her new armor, Power Emulator, and a rifle. She set out to make a bit of a name for herself. It was uh, a memorable occasion in the history of Chelsea. She partnered with another fledgling supervillain she had met on the internet. He was a metahuman with mild superhuman strength. They did the classic loud, flashy bank robbery. The cops showed up and he thrashed them. Claudia, having trained her sharpshooting skills, picked off any cops drawing a bead on him with rubber bullets. Then the superheroes showed up and thrashed that young man in return. The police thought she was just a riflewoman in bulletproof armor, so they tackled and cuffed her. She uh, was not just that. She copied the now unconscious young man’s strength, and one of the superheroes’ ability to fly. She effortlessly escaped. Thespian began popping up around several cities in England and Wales. She wasn’t even attempting to keep up the pretense anyway. She quit her job. Her husband was naturally quite concerned about the changes in her, but then he had an unfortunate accident on their country estate. He fell, broke his neck and died in the woods. And no one found him for several days, long after any possible evidence had been washed away by rain or destroyed by decomposition. Quite terrible. Very sad. Claudia was suitably distraught at the funeral, and publically vowed never to remarry. She was free to do as she pleased. And as Thespian had made a name for herself, Claudia took a vacation to Alicante, Spain. She began frequenting the boxing gym of one Ricardo “Rico” Castillo. She trained a little, since her hand to hand was pathetic at the time. But mostly she was marking time, waiting for Riley Chong to show up. How long could it possibly take? Not long, as it turned out. Riley had to sleep somewhere, and with a top speed of about Mach 13 and willingness to fly 15-20 minutes for a safe bed, well…basically if she was in Europe, the Western quarter of Asia, or the Northern third of Africa she’d go sleep with at her Uncle Rico’s house. So it was only a few days before she was there when Claudia came to train early in the morning. Claudia introduced herself, and the whirlwind romance began…at least according to her, anyway. In what felt like no time they were good friends and then literal partners in crime. Because Nimbus/Riley can miss the little red flags that indicate a more dangerous obsession like anyone else. Thespian really learned a lot from Nimbus, but the red flags began to grow in size. First to small. Then to moderate. Next to major, and hoo boy. Nimbus is not crazy, and she can recognize when somebody is. But her attempt to discuss it with Thespian (with help from Uncle Rico, as oh god she’s not a people person) jacked those red flags up to massive size. Please help, Valine. Before I have to kill her or she kills me for rejecting her for being batshit fucking crazy. By sheer coincidence, this was when the STG was being expanded, and the Outsiders were still a couple short. Said please help me conversation was the same one in which Calamity Jane was discussed and recommended. And so, to keep Nimbus and Thespian separate without the latter turning into A Big Fucking Problem, she became the final member of the Outsiders. Three years down the road, and everyone involved (Methion, Valine, Nimbus, and Squad Captain Tana, of the Waves) except Thespian is keenly aware she’s being strung along to prevent having to permanently deal with her. They all know that day will come sooner or later, but in the meantime she does good work for her beloved. The longer they can stretch that out, the happier they will be. Especially Tana, who isn’t a fan of solving problems with murder. Powers & Tactics: Thespian, unfortunately (from her point of view), has no superhuman powers. She is a tech specialist who relies on three devices, only one of which was her own design. Her Silenced Sniper Rifle she merely purchased the parts and assembled. It has the expected range, and a scope that lets her see further and into the infrared and ultraviolet spectrums. Her Concealed Heavy Armor is outright a stolen design. Liqui-Flex Plating is a reactive armor plating meant for armored vehicles and tanks, not people. She did manage to adapt the design for a person and make it herself, however. It is, obviously, quite protective armor. It also eliminates any vulnerable spots a lucky hit might strike. It doesn’t even look like armor to the untrained eye. It is her Power Emulator that is her shining achievement. The superhuman power analysis suite in it alone is worth virtually uncountable billions. But the Emulator, which takes that information and can mimic virtually any superhuman power, is practically priceless. The only ones it can’t mimic are powers that would considerably alter her physiology such as actual shapeshifting/being undead and truly esoteric abilities like Phoenix Fire that are explicitly unable to be copied without severe punishment. Naturally, the one power she keeps in the Emulator’s database is her beloved Nimbus’s Flying Cloud. Everything else she periodically deletes, as there’s only but so much data storage available. The only downside of this is that it takes a hell of a lot of physics expertise to understand how powers work. She has the expertise to do this, most of the time, but if she fails to grasp what the analysis suite is telling her she can’t program the Emulator to mimic it. For the record, the Emulator can’t technically use magic or supernatural forces. It does all of its mimicry with the four fundamental forces (weak force, strong force, electromagnetism, and gravity) and hard light projections for anything physical like elongation or weapons. So she’s not any help against a foe that can only be damage by magic or other supernatural descriptors. And it can only emulate actual powers. Natural parts of a being’s physiology or abilities resulting from extensive training (such as Chi powers) are overlooked by the analysis suite. Devices restricted to a select group she is not in or only the user she likewise cannot copy powers from. Tactically, normally Thespian fights like Nimbus. A sniper riding a flying cloud. Minor and even moderate enemies the squad as a whole is fully capable of handling, and thus are unworthy of her full powers. She All Out Power Attacks with near impunity at this stage, as she simply doesn’t care if she kills anyone and her armor will protect her from reprisals. Significant challenges, however, are another story. Here she relies quite heavily on her Power Emulator to keep up with superhuman adversaries. Naturally, how this would work depends on who she’s up against and what powers they have. The key point to remember is that she doesn’t try to outperform a given enemy with their own powers, but to use several in concert to disorient and overwhelm. Also keep in mind that both her Captain Tana and squadmate Nika have nice big arrays for her to mimic powers from, if nothing else. And she has Inventor, just to make life more difficult for any opposition. Naturally, she doesn’t power stunt at all. Personality: Thespian is a complete sociopath. She’s deceitful, arrogant, impulsive, manipulative and controlling, with a blithe disregard for her personal safety and a startling lack of empathy. It is the arrogance that takes center stage, however. It does not manifest entirely in the usual boasting, rather its primary focus is her obsessive drive to prove that she’s better than anyone else. To prove to her love Nimbus that she’s worthy of her. This brings us to the other dominant part of her personality, her deeply obsessive nature. Once she has fixated on a particular goal, she Will. Not. Stop. Until it is achieved. When it was merely succeeding at her studies, this wasn’t a problem for society. When it became winning the affections of an international criminal, however, it became everyone’s problem. This makes her seem relatively one dimensional as a person, and…yes? Mostly? She’s a sociopath with an Awesome Ego who is in love and lust with Nimbus and will do whatever it takes for her feelings to be returned in kind. She considers working with the Outsiders as a stepping stone to that goal, and will cooperate however necessary to support the squad. She’s also a vain, rich, aristocratic bitch with negative tolerance for supernatural schemes/bullshit and a truly impressive amount of self control. Don’t get her expensive clothes and especially shoes dirty, though. She’ll kill you. She’ll kill you dead. Just like if you get in the way of any of her other obsessions. Like yes, impressing Nimbus, but also being the smartest person in the room. She worked very hard to get a very good education, thank you very much. Sleeping in on the weekend. She needs her beauty sleep to stay gorgeous. Making her bleed her own blood and feel pain. You’ve attempted to scar Thespian’s flawless skin? How dare you. Among others. She’s crazy, okay? Straight out fuckin’ nuts. Just, you know, it only comes out sometimes. It’s self control, not self restraint. Control as in aiming the inevitable murder at the correct target, and selecting an appropriate time when they’re not longer of any use to her. Restraint would not be murdering at all. So normally she’s calm, cool, and collected.
  24. Calamity Jane (Judith & Amalia Richter) Power Level: 9; Power Points Spent: 165/165 STR: +2 (14), DEX: +3 (16), CON: +2 (14), INT: +2 (14), WIS: +2 (14), CHA: +6 (22) Tough: +2/+3, Fort: +5, Ref: +14, Will: +5 Skills: Acrobatics 12 (+15), Bluff 14 (+20), Diplomacy 9 (+15), Disable Device 13 (+15), Escape Artist 12 (+15), Gather Information 9 (+15), Knowledge (arcane Lore) 3 (+5), Knowledge (current events) 3 (+5), Knowledge (history) 3 (+5), Knowledge (streetwise) 3 (+5), Knowledge (theology & philosophy) 3 (+5), Language 6 (+6), Notice 13 (+15), Search 8 (+10), Sense Motive 13 (+15), Sleight of Hand 12 (+15), Stealth 12 (+15) Feats: Acrobatic Bluff, Attack Focus (ranged) 4, Challenge - Improved Acrobatic Bluff, Challenge - Improved Taunt, Defensive Attack, Defensive Roll, Distract (Bluff), Dodge Focus 7, Equipment 2, Evasion, Improved Critical 2 (Cattle Whip (Strike 2)), Improved Critical 2 (Custom Heavy Revolver (Blast 4)), Improved Critical 2 (Custom Stun Gun (Stun 6)), Improved Initiative, Move-by Action, Power Attack, Precise Shot, Redirect, Set-Up, Skill Mastery 2 (Acro, Bluff, Dis Dev, Gather Info, Notice, Sen Mot, SoH, Stealth), Taunt, Uncanny Dodge (Auditory) Powers: Calamitous Arsenal (Device 4) (Easy to lose) Calamitous Arsenal (Array (default power: blast) Cattle Whip (Strike 2) (Array; DC 19, Feats: Improved Critical 2 (Cattle Whip (Strike 2)); Penetrating; Accurate 3 (+6), Extended Reach 3 (15 ft.), Mighty, Precise, Ricochet (1 bounce), Variable Descriptor (Narrow group - Bludgeoning/Piercing/Slashing)) Custom Heavy Revolver (Blast 4) (Default; DC 19, Feats: Improved Critical 2 (Custom Heavy Revolver (Blast 4)); Penetrating [2 ranks only]; Accurate (+2), Precise, Variable Descriptor 2 (Broad group - Ballistic/Any Magic)) Custom Stun Gun (Stun 6) (Array; DC 16, Feats: Improved Critical 2 (Custom Stun Gun (Stun 6)); Accurate 2 (+4)) Flash Bomb (Dazzle 5) (Array; affects: visual senses, DC 15; Burst Area (25-50 ft. radius - General); Progression, Increase Area (area x2)) Rope Lasso (Snare 6) (Array; DC 16; Range (touch); Accurate 2 (+4), Custom (Binds Mouth (target can't speak)), Extended Reach 3 (15 ft.), Obscure Sense (Visual), Precise, Reversible, Subtle (subtle)) Living Calamity (Luck Control 1) (force a re-roll; Subtle 2 (unnoticable)) Equipment: Mission Specific Equipment 10 Attack Bonus: +8 (Ranged: +12, Melee: +8, Grapple: +10) Attacks: Cattle Whip (Strike 2), +14 (DC 19), Custom Heavy Revolver (Blast 4), +14 (DC 19), Custom Stun Gun (Stun 6), +12 (DC Fort/Staged 16), Flash Bomb (Dazzle 5) (DC Fort/Ref 15), Rope Lasso (Snare 6), +12 (DC Ref/Staged 16), Unarmed Attack, +8 (DC 17) Defense: +14 (Flat-footed: +4), Knockback: -1 Initiative: +7 Languages: Arabic, English, German Native, Greek, Hebrew, Latin, Spanish Totals: Abilities 34 + Skills 37 (148 ranks) + Feats 30 + Powers 17 + Combat 30 + Saves 17 + Drawbacks 0 = 165 Ages (as of Jan 2019): 21 years old Heights: 5’ 2” Weights: 100 lbs Ethnicities: German Hair: Blonde Eyes: Light Brown Background: Judith and Amalia Richter are identical twins. Born into a wealthy aristocratic family with a strong patriarch in their stern grandfather, they’ve chafed against authority from an early age. Their grandfather put aside substantial funds for all of his children and grandchildren, but they would only receive it if they fulfilled two conditions. They must reach their 25th birthday and have a college degree. Not so complicated or especially difficult, right? Well. Judith and Amalia respectfully disagree. Money now, please. The idea was to teach the twins responsibility. Instead they learned to steal what they wanted. This sounds like they didn’t think it through. But they did. They abused the inherent advantage of being identical twins by dressing and accessorizing identically. They even practiced each other’s mannerisms so that each could pretend to be the other. The then 15 year olds then searched up “how to do X”, officially because they were taking up stage magic as a hobby. But in reality, stage magicians need to know how to distract attention, pick locks, escape bonds, and move around without attracting attention. These skills are also quite useful for thieves. They were attending an elite privately owned school. Their school uniforms made for wonderful disguises. They were two of over a thousand students, with no way of confirming they actually attended. The key was to never steal from anyone who knew them, and for only one to do it while the other was somewhere else with a lot of witnesses. One person can’t be in two places at once, right? And, of course, her school friends were the beneficiaries of her crime spree. Truthfully, though? It wasn’t enough. It felt so…bush league, you know? Amateur hour. They could do better than shoplifting, pickpocketing, and the occasional burglary. The real money was in banks. Jewelry. Fine art. They’d need some specialized gear, and a gimmick. A 4th of July celebration (Germany’s weird, okay?) gave the twins an idea. They took their name from the America’s Wild West days. Calamity Jane. That got the gear theme sorted out, too. And so the twins became one (1) supervillain. You know what? Thievery is a good line of work, but contract thievery? That’ll make you rich. So two teenagers, preparing for the Abitur exam by day, by night supplemented their income by pulling off some genuinely brazen thefts in different parts of a city or even different cities. After all, how can anyone be in two places at once? Did you know that if you’re good at picking locks and really quick, the average price of a new car at any dealership is 0 Euros? Of course, your shopping should be done long after they have closed. The same principle applies to jewelry, accessories, and electronics. However, all good things must come to an end. Seriously, the twins went on a relentless two year plus some months spree. With the open borders of the EU, this spanned virtually all of Europe. It was a fantastic way to get on Interpol’s shit list. Germany also has a veteran costumed detective. So by 2016, 18 year old Calamity Jane (both of them) were in a lot of trouble. One last high profile theft, and they couldn’t so much as pop a lock without having half a dozen guns pointed at them thanks to a hot tip from that costumed detective (assuming he didn’t just show up in person instead). This was clearly unacceptable. It got worse when he deduced who they were, and showed up to their university (as they were attending one at this point). Fortunately, INTERPOL kind of laughed at him when he suggested that Calamity Jane was just a set of twins. As far as law enforcement was concerned, there was no way it was that simple. It had to be superpowers or advanced tech. What kind of idiot would think that simply being identical twins was any kind of legal protection? So, Judith and Amalia holed up in the Spanish city of Alicante to lie low for a while, attending classes online. Since they were very tired of that costumed detective punching, kicking, and flinging boomerangs into them with near impunity, they decided to get some professional combat training. And Alicante just so happened to be the city where one Ricardo “Rico” Castillo (uncle to STG Squad A’s Nimbus) was running a boxing gym. One thing led to another, and then another. Both Calamity Janes met Nimbus and then Valine. And then joined Squad D. The twins run circles around INTERPOL now, but they’re also well paid so there’s no need to steal what they want when they can just…buy it. Powers & Tactics: Contrary to that costumed detective’s files, the twin Janes do have a superhuman power. They are mutants able to unpredictably alter probability, turning success at a given task into a crapshoot on demand. Though, naturally, that depends on the odds of success in the first place. Suffice it to say that s her enemies don’t succeed at many difficult things. This is impressively difficult to detect unless one’s senses are attuned to mutant powers. She does have to be careful not to overuse it, however, or she’ll be the one suffering a calamity. Probability doesn’t like to be toyed with, and when it snaps back it tends to be a little nasty. (In game terms this means she’s given out too many Hero Points and so the heroes just kind of roll over her.) She also carries some Western themed weaponry. Any cowgirl worth the name ought to have a proper revolver. Janes’ are high powered and specially made to use a wide variety of enchanted ammunition to take advantage of supernatural weaknesses. It also fires regular bullets, to the infinite surprise of that one guy who thought his being immune to magic made him immune to the revolver. He was incorrect. They also carry a customized stun gun (like a cattle prod, but for people!) for shocking enemies into submission, a length of rope that can lasso and hogtie even the orneriest of cowpokes, and a customized whip with a small knife on the end. It can strike around one (1) corner…if used right. The last item is a Flash Bomb. While admittedly not on theme, blinding everyone within a 25 to 50 foot radius is absurdly useful. Tactically, it’s uh, complicated. The twins are still maintaining the plausible deniability twin thing, so only one is in the field at a time. And each twin has their own preferred tactics to a degree. Judith prefers the Cattle Whip and Rope Lasso, then the Custom Revolver and Flash Bomb, then if she must the Custom Stun Gun. Amalia prefers the Custom Stun Gun and Flash Bomb, then the Custom Revolver and Rope Lasso, then if she must the Cattle Whip. Judith prefers Improved Acrobatic Bluff and using that Bluff score to Trick and Redirect missed attacks against her. Amalia is a fan of using Feint plus Improved Taunt plus Set Up so somebody with heavy damage like Rudy can destroy the enemy. This does not mean they won’t use what the other does if needed. It’s a preference, nothing more. They both use Move By Action liberally, and have access to Defensive and Power Attack. The first thing they have in common is a preference for running away at the first opportunity while solo and sticking around with the Outsiders. The second thing is neither of them actively tries to inflict lethal damage on humans. Supernatural creatures get killed, period.Though Judith noticeably doesn’t care if any collaborating people bite it, and Amalia does. The third and final thing is using Living Calamity to screw over any attacking enemies. Attack rolls, skill checks, and saves are all equal opportunity calamity triggers. Their only power stunt is turning Living Calamity into Living Boon. It’s still Luck Control, but with the Force Reroll option swapped out for the Spend Hero Point For Another option. So for a while they’re benefitting their allies instead of screwing their enemies. If, by some miracle, both Calamities Jane were on the battlefield at the same time, one of them would absolutely do this. Personality: This is, once again, separated by twin. They’re different people, really. The caveat is that they’ve been practicing to pretend to be the other for several years so this isn’t actually a good way of telling them apart unless one has the Sense Motive to reliably pierce their average Bluff check of 30. With that said. Judith is the classic femme fatale. Sexy, dangerous, and she knows it. Flirtatious and ever teasing. Charismatic and uses her body as weapon as often as she uses her literal weapons. You know the character archetype. Amalia, however, is a spoiled brat. Smug, arrogant, and annoying. She keeps up a running commentary of how much the enemies suck, even when she’s induced it via Living Calamity. A sharp tongue used as a weapon as often as she uses her actual weapons. Both twins, however, are deeply selfish, self centered, and entitled. At a fundamental level, what they want overrides everything else. This does not mean they can’t be diligent and hardworking. It also does not mean that they lack a conscience, or empathy. It means that everything they do is targeted at benefitting them first and foremost. The definition of benefit here includes financial considerations, to be sure, but also making sure that friends and allies don’t suffer from calamities if they can avoid it without too much discomfort or danger. If the benefit to them (in money, peace of mind, or similar) outweighs the cost (what she has to do to get said benefit) then they’ll do it.
  25. Rudolphus "Rudy" Evander Power Level: 10; Power Points Spent: 180/180 STR: +5 (20), DEX: +2 (14), CON: +10 (30), INT: +0 (10), WIS: +3 (16), CHA: +0 (10) Tough: +10, Fort: +10, Ref: +10, Will: +7 Skills: Acrobatics 8 (+10), Craft (artistic) 5 (+5), Craft (mechanical) 5 (+5), Diplomacy 5 (+5), Gather Information 5 (+5), Knowledge (arcane Lore) 5 (+5), Knowledge (earth sciences) 5 (+5), Knowledge (history) 10 (+10), Knowledge (theology & philosophy) 5 (+5), Language 7 (+7), Notice 12 (+15), Search 10 (+10), Sense Motive 12 (+15), Stealth 8 (+10), Survival 7 (+10) Feats: Accurate Attack, All-Out Attack, Artificer, Attack Focus (melee) 5, Attack Specialization (Unarmed Attack), Defensive Attack, Dodge Focus, Evasion, Improved Aim, Improved Critical 2 (Mini Rocket (Blast 12)), Improved Critical 2 (Normal Shot (Blast 8)), Power Attack, Precise Shot, Prone Fighting, Quick Draw, Takedown Attack, Uncanny Dodge (Auditory) Powers: Exorcism Gun (Device 6) (Easy to lose, Only you can use) Cartridges (Array 13) (default power: blast) Explosive (Blast (Array; DC 23; Burst Area (35-80 ft. radius - General); Progression, Decrease Area (-1 ranks), Progression, Increase Area (area x2)) Full Gatling (Blast (Array; DC 23; Autofire (interval 2, max +5); Accurate 2 (+4)) Laser Beam (Blast (Array; DC 23; Penetrating, Range (perception); Unreliable (5 uses)) Mini Rocket (Blast 12) (Array; DC 27, Feats: Improved Critical 2 (Mini Rocket (Blast 12))) Normal Shot (Blast (Default; DC 23, Feats: Improved Critical 2 (Normal Shot (Blast 8)); Penetrating [6 ranks only]; Accurate 2 (+4)) Infernal Synthetic Physiology (Container, Passive 5) Immunity 8 (aging, disease, enviromental conditions (all), poison) Impervious Toughness 10 Super-Senses 3 (acute: Olfactory, infravision, ultravision) Super-Strength 2 (+10 STR carry capacity, heavy load: 1.6k lbs; +2 STR to some checks) Locking On (Features 2) (Notes: Extra Effort/Hero Point to Aim as Move Action) Attack Bonus: +8 (Ranged: +8, Melee: +13, Grapple: +18/+20) Attacks: Explosive (Blast (DC 23), Full Gatling (Blast 8), +12 (DC 23), Laser Beam (Blast (DC 23), Mini Rocket (Blast 12), +8 (DC 27), Normal Shot (Blast 8), +12 (DC 23), Unarmed Attack, +15 (DC 20) Defense: +10 (Flat-footed: +5), Knockback: -10 Initiative: +2 Languages: Arabic, Aramaic Native, Chinese (Mandarin), English, Greek, Hebrew, Persian, Syriac Totals: Abilities 40 + Skills 28 (109 ranks) + Feats 19 + Powers 47 + Combat 34 + Saves 12 + Drawbacks 0 = 180 Age (as of Jan 2019): Over 1900 years (chronological) , early 20s (appearance) Height: 5’ 7” Weight: 165 lbs (looks 130 lbs) Ethnicity: Assyrian (visually similar to Turkish, Kurdish, and/or Arabic; appearance), Synthetic Metal Lifeform (underneath) Hair: Dark Brown Eyes: Dark Brown Background: Asteroth, the vampire wizard, has a lengthy history. He has outlived, so to speak, most of his enemies and massively outpowers the rest. And after the LA Hellgate Event (long story short, he ripped the power out of several demon armies to punish them, rescue an ally’s soul, and resurrect her), even the forces of Hell avoid instigating encounters with him. That, however, is the situation in 2019. It was not in 115. No, a digit is not missing from that year. Not quite a full century after his encounter with the Nazarene carpenter who some call the Messiah and Son of God (people at the time through history to now disagree on who He actually was), he was already causing trouble. The earthquake, however, was not his fault. He was actually clumsily trying to stop it. Which leads us to Rudolphus “Rudy” Evander Rudy was not born. He was created by a man he knew only as Grandfather (in Aramaic, but still). He created him for a specific purpose. To kill demons, devils, and monsters. There were a lot of those in 2nd Century Syria. Grandfather gave him his Exorcism Gun, taught him how to make new Cartridges for when he ran short, and sent him off to work. He was Antioch’s protector from the shadows. This was one of the reasons the Roman Emperor Trajan was in town that fateful day. Rumors had gotten all the way to Rome, and well two birds with one stone, right? Well, no, because that saying hadn’t been coined yet, but still. For some reason, Grandfather insisted on hiding. It was okay. Rudy had something to do anyway. At the time, Antioch had a relatively extensive cave system outside the city. It is long gone in 2019, mind. He had a evil plot to destroy the city to foil. December 13, that was. Classic thing. Evil sorcerer mad at the Empire. Emperor was in town, let’s kill him dramatically blah blah blah. Rudy did not actually care. He was a bad person who was trying to kill basically everbody Rudy knew, so he had to die. Asteroth had similar ideas. Antioch was his town. He lived there. It’d be mighty inconvenient for some asshole with a grudge to level the place. Unfortunately, since the vampire had begun his training as a wizard at this point, Rudy mistook him and the evil sorcerer for allies and attacked both. It was a shitshow. The earthquake happened more or less on schedule, if stripped of some of its power. And Antioch was devastated. Ironically, Trajan and his successor in two years, Hadrian, were totally unharmed. Grandfather was not. His house fell on him. This was the first (but not the last) time Rudy would know the pain of loss. Rudy continued being Antioch’s protector in the shadows until 526. May of that year, to be specific. It was a vampiric plot, this time. A more skilled Asteroth had returned to town specifically to thwart the schemes of his “brother” Amon. The two did not fight this time, casually teaming up in the same cavern where they’d first met. And their actions arguably saved the Byzantine Empire from being shattered by a chain of earthquakes that would theoretically have left the vampires of the area to feast without consequence. Rudy had even brought a swordsman friend to help fight. But while their overall actions were a success, this meant little to Antioch, which was again devastated. Rudy helped with the search and rescue, his centuries of experience with the city pinpointing where buildings had fallen on people. However, the fires were simply too much for one set of hands to deal with. The destruction broke his heart. The swordsman’s entire family had been killed, and he fell on his sword before Rudy could do more than twitch. 250k people had been killed, according to records. Rudy’s entire social circle was a pile of corpses. When the fires were out at last, he left the city. He would never return. Rudy pursued the surviving Amons relentlessly, all the way to Persia, thwarting their schemes on many occasions. Alone, however, he could not stop their plans from partially succeeding one last time. December 22, 856. Near modern day Damghan, Iran. Persia itself wasn’t shattered, but the province of Qumis certainly was. He did, however, finally finish exterminating that particular sect of vampires. The over three centuries saw him pick up many allies in his valiant quest against evil. But humans are fragile, mortal creatures. They break so easily. They age. He buried many friends killed too young, and held too many aged hands at too many deathbeds. With a heart full of grief, he returned (slowly) to Syria. Slowly because he couldn’t stop being a hero and monster hunter any more than he could stop being alive. He settled in Aleppo just in time for the First Crusade to come sweeping into what they called the Holy Land. Ironically, Aleppo itself was not taken over as part of the Crusader states. Rudy was honestly a little befuddled. When he left Syria in the 5th Century, it had still been Roman Christian. When he finally returned in the 11th, it was very Arabic Muslim. Religious faith in general baffled him. So the Byzantines being kicked out (he heard rumors after it happened) was shocking. Killing in the name of God. Well. Maybe it was just the Muslims that were like that. Except no. The First Crusaders weren’t any better. Once again, he was befuddled. Still, there were new to the region. They didn’t understand it like he did. So he helped. Not with the actual warfare, but there are things that haunt battlefields looking to pick the wounded or merely unaware. Yes, even in 2019, though modern electrical lighting makes that much more difficult. As a lovely reward, the Crusaders generally tried to kill him. Religious fervor+his advanced weapon they couldn’t possibly understand+looking like a native=gotta be evil, so we gotta chop and bash. Whatever, said Rudy. They couldn’t, as a rule, actually hurt him. So he’d just beat them up and deal with the actual supernatural monster. Which brings up to Asteroth. Or rather, Kasi’n, since the Romani had decided to restore his soul which unbeknownst to them, was that of a sadistic psychopath. Oops. Kasi’n spent most of that period in Europe, but he got a little bored with torturing and murdering Crusader families and decided to get some Crusaders himself. Or rather, steal an old plan made by someone else. A little practice on the Jazira plain (in 1137), and he was ready to go. What Kasi’n was not ready for was for Rudy to catch wind of his plot and show up with a full team of warriors and mages. Like basically all of his plots, it fell to pieces and he had to fling around the hard earned power of Asteroth’s wizardry to carry the day. Or in this case, not get his ass kicked. He may have been a shitty planner, but he was one hell of a killer. He was also an idiot who almost got buried unalive as his busted plan triggered a massive earthquake that devastated Aleppo and many places in the surrounding countryside. October 11, 1138 was a hell of a day in Syria. Two beings crawled out of the broken and shattered earth. Kasi’n. And Rudy. While the villain escaped, Rudy pulled out who he could. This was not everyone. Those too badly injured to recover in a day or two were left behind. This was hot pursuit. Hot pursuit, in fact, all that way to the city of Ganja in modern day Azerbaijan. At the time it was part of the Great Seljuk Empire. There was a little ally recruitment, and several dramatic clashes in the area grabbed imperial attention. This was uh, really bad, as it garned the attention of the White Court of Wizards who were and are notoriously vehement about destroying magic users who don’t adhere to their rules. A three front battle ensued on September 30, 1139…which triggered yet another earthquake that severely damaged Ganja and the surrounding countryside. To the degree that the neighboring Kingdom of Georgia was able to casually steal the city and many of its valuables from the Seljuks. It…broke something in Rudy. The poor guy felt cursed. 1000 years, and earthquakes still destroyed cities he fought to save. He did not return with his surviving allies to Syria. He went east. And then north, because the friggin’ Caspian Sea was in the way. He went north specifically because Persia was to the south and he didn’t want to go back there. There are many stories from many places in what is now Kazakhstan and northwestern China. The foreigner with the strange weapon. The monster killer. A demigod. But aside from such legends, from Sept 30 1139 to Sept 25 1303 his location is not even vaguely known. It is on that second date that he once again appears in recorded history. The reason he wasn’t recorded in Kazakhstan was because of the Mongols invading after he’d passed through. By the time he’d entered China, he was actively avoiding their armies. War. Again. No, thank you. There was a severe (entirely natural) earthquake in what is now Shanxi Province on that September day. 100k people were killed outright, the primary cause of death being their loess cave homes collapsing on them. Over a century and a half of relative solitude had healed some of Rudy’s heart, and he pulled many people out of the broken wreckage of their homes. He also blasted holes in the strange (to him) creatures that came to feed on the carnage and chaos. Unsurprisingly, the Yuan Dynasty had trouble finding him afterward, but he didn’t leave China. He only returned to the neighboring province of Shaanxi. No, that’s not a typo. Extra a=different province. He returned specifically to Xiyue Temple, where he’d apparently been living for a little while. Xiyue was an is a temple dedicated to the practice of Taoism. In the modern People’s Republic of China Taoism is permitted if not accepted as a religious, cultural, and philosophical practice. Anything further is frowned on to persecuted as “silly superstitions”. Unless, of course, it is under the government’s direct control. But during the Yuan and following Ming Dynasties? Alchemy. Chi. Magic. Martial Arts. The age of what is now called Wuxia after the media genre that dramatizes it. Rudy was directly involved in the Ch'ing-yang event of 1490. History doesn’t have that one quite right, either. It wasn’t a meteor shower or an air burst. It was the fragments of a 1000 foot asteroid Rudy blew up with one potent shot from his Exorcism Gun. There was a divination from the priests at Xiyue, so he was in the right place at the right time to pull the trigger and basically save all of China. And no, 10k people weren’t killed. That many were injured, some severely, but there were few fatalities. The straw that broke the camel’s back, so to speak, was 1556. February 2, to be precise. The 12th day of the 12 month of the year Jiajing 34, locally. Rudy couldn’t help but make new friends and allies in his monster hunting ways, with two legitimate True Companions in Zhang Wei the master swordsman and Wu Yuying the Taoist wizardess. On that day struck what was probably the strongest earthquake in Chinese history, killing over 100k people and displacing or starving over 700k more. Rudy knew nothing about it, because he was indirectly one of the casualties. Rumor had it that the infamous Asteroth had blown into Shaanxi province with his current traveling companion Dhana. Rudy recruited his two friends and several other allies, and set out to rid the world of the vampire wizard once and for all. They engaged in battle in an underground cave. Asteroth, more or less as capable then as he is now, wiped the floor with them effortlessly. Dhana had to work harder, being only a young vampire and no spellcaster. Asteroth overwhelmed even Rudy’s best shot; the same one that shattered that asteroid. That spell slammed him into a cave wall with enough force to kill anyone human. For Rudy, it broke his Exorcism Gun and severed his arm at the elbow. The vampires could have killed everyone there, but Asteroth showed uncharacteristic (in those days) mercy. He just…walked away, with Dhana following behind. And then the earthquake hit. It was all Zhang Wei and Wu Yuying could do to get Rudy out of the caves. They brought his broken weapon, and for reasons they couldn’t adequately explain even to themselves, his arm. He was unconscious for several days, and when he finally woke, more about him was broken than his arm and weapon. His monster hunting days were over. Another failure and another devastating earthquake had broken his will to continue. The damage to his weapon and loss of his arm just piled more onto the despair. It was a loss of his very identity. In the end, he married Wu Yuying, had a family, and stayed out of things. She and Wei proved themselves true friends in pulling him out of his funk. However. They were mortals. They aged. He did not. It is a unique kind of agony, to outlive one’s own grandchildren, let alone one’s beloved wife and best friend. There were heroes in his lineage, to be sure, but he was out. With each successive generation, he became more and more removed from society. Haunted by a thousand thousand ghosts he lived at Xiyue in a small room. He helped the priests with menial tasks in return for sharing their food supply. And he spoke to no one. This is how it stayed until 2016, when the Strength Revolution’s Special Tactics Group was being expanded. A very drunk and perhaps a little melancholy fox man mentioned Asteroth and his loose ends to Valine. Valine spoke to Methion, and the Grand Wizard visited a certain former hotel in Los Angeles. Asteroth showed Methion the caves under Shaanxi, and let him figure out how to trace a being gone from that spot for over 450 years. A little chronomantic postcognition lead the two to Xiyue and one emotionally and physically broken monster hunter. Asteroth took one look at the pathetic figure, and departed. Methion, however, remained. He offered Rudy a chance to be healed and resuming his monster hunting activities. Rudy could no more refuse that spontaneously drop dead. So he’s a member is good standing on STG Squad D, The Outsiders. It has just as much meaning to him as living at Xiyue. Powers & Tactics: Rudy is not a human being. He’s not even organic. He’s that rarest kind of synthetic being, an infernal android. He’s probably the only one left. The knowledge of how to make them was lost centuries ago. His body is made of steel shaped by blacksmithing and alchemy. Normally a demon is installed to run it with Hellfire. Hence them being called “infernal” However, any kind of animating spirit can do it. And somehow, the man Rudy called Grandfather got his hands on a brand new, unused human soul. It does beg the question of exactly who Grandfather was. And how he knew how to smelt and work steel to modern quality levels in the middle of the Iron Age, let alone how he had the alchemy skills to reshape it into Rudy’s body and internal structures. At any rate, for the time he was made, Rudy was virtually indestructible. It took potent magic or a really burly man with a really big weapon to actually harm him. Immune to the ravages of age, disease, poison, and the environment, he still has to eat, drink, and breathe. He can see into the ultraviolet and infrared spectrums. His sense of smell is quite keen. He’s even a bit stronger tan even the mightiest unpowered human ever could be. His existence does, however, have downsides. His physical abilities are fixed, and have been since his creation. Improving himself mentally is challenging at best. And unlike humans, he cannot decide who and what he is. He is a monster hunter. An implacable foe of any creatures that would harm humans. The end. It literally cannot occur to him to be anything else. His Exorcism Gun is a work of art. It, like Rudy, was constructed of steel and alchemy. It is magically keyed to him with the equivalent of a biometric lock. If it is not his finger on the trigger and his hand on the stock, the Gun will not fire. The Cartridges also feature the use of steel and alchemy. They, without exception, do damage. It’s how they do it that sets them apart from one another. The standard use is, obviously, Normal Shot. It’s basically an oversized armor piercing gunshot. Full Gatling exchanged the armor piercing for a barrage of shots. Explosive, obviously, spreads the damage over an area. It is the final two that are a little different. Laser Beam is a literal laser beam. Completely undodgable and goes right through armor. They’re difficult to make, however, and so he only has about five of them with him at a given time. Mini Rocket does not have this problem. It is, as the name says, a miniature rocket that hits with the force of a cruise missile. He has one last special ability that is rather unusual. Aiming is something that takes time to do properly. The kind of aiming where one takes their time and makes doubly sure they’re on target. The kind of thing sharpshooters who have the time invariably do well. Rudy, naturally, can do this. However, in a pinch he’s shown the ability to do it faster. The whole principle behind taking time to aim is that it takes time. But Rudy, when he genuinely needs to, can carefully aim and then fire in less than half the time it takes virtually everyone else in the world to do it. It is not clear if this is part of his design or something he learned to do along the way. If it is the latter, then his physical abilities may not be as fixed as once believed… Tactically, Rudy is extremely straightforward. He does not feint. He does not demoralize. He fires a suitable Cartridge from his Exorcism Gun at the enemy target, preferably from cover. Normal Shot is, obviously, the standard attack. Explosive can decimate groups. Full Gatling is an acceptable substitute for Normal Shot, especially for enemies that can’t dodge well. However, if they have very high Toughness, Mini Rocket is probably better. Laser Beam is reserved specifically for enemies he’s having or knows he would have serious trouble hitting. With Accurate and All Out Attack to help him hit, that means something. There’s also Power Attack for when high damage is needed. Don’t forget he meets offensive caps with his fists, too. The Gun is for monsters and demons, not people. Normally. There’s always exceptions. He never power stunts. Personality: Rudy is, in a very real sense, nothing more than a robot. This does not mean that he does not have feelings, and it does not mean that he cannot make his own decisions. What it means is that he is not free to be anything other than what he is. A monster hunter. An implacable foe of any creatures that would harm humans. And a warm and caring heart so that he would never in the normal course of events question this drive. It should go without saying that the normal course of events did not occur. Whatever Grandfather’s plans for Rudy were died with the man. It has been left to Rudy to make his own way, and it has left him deeply melancholic. 19 centuries of loss, failure, and grief have frozen that warm heart and stripped him of his ability to genuinely care about anyone. He’s just kind of going through the motions. A thousand thousand ghosts. He doesn’t remember all their names. He should remember all their names. In Antioch. In Qumis. In Aleppo. In Ganja. Faces flit through his memory. Grandfather. The swordsman in 526. The team in Aleppo and Ganja. Zhang Wei. Wu Yuying. By the gods, Yuying. She lived to 105. It was not nearly long enough. The world should stop when people die. It certainly feels that way. Why doesn’t it stop? How many holes can be punched into a world before it isn’t one anymore? How many pieces of one’s heart can one lose before there’s nothing left of it? Rudy has no answers. He’s not even sure he cares anymore. One thing in the world remains, however. There are monsters. He hunts them. Whether that’s enough or not doesn’t matter. He doesn’t speak. He doesn’t quite remember how, after centuries of silence. And he doesn’t, as a rule, emote. He has his normal everyday face, and his serious face. That’s it.
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