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Avenger Assembled

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  1. "Used to be our home away from home before the Raven locked us up," growled Ashley. "Now we just get to take it out for day trips to the mall." "Oh you have a great time driving that thing," said Judy cheerfully. "She's a real good mechanic too, Corinne, you'll like it. Why don't we all go down to the garage and take a look at it?" she suggested with a smile. "By the time you're done making the tour, it'll probably be about time to go." "Fine," said Ashley. "but you take her down most of the way. I've got to make sure Summers doesn't give us any bull when we're back." "Well okay, but first Ah have to change! Most of mah good clothes are packed..." Judy's eventual 'costume' for the club, which she revealed as she stepped out of the suite bathroom, didn't really match Corinne's - but it wasn't like anything would have. She wore a white T-shirt over a torn denim jacket and jeans, her dark hair cascading down her back. It wasn't exactly a sexy outfit, but it did show a touch more skin than she usually did. "You look nice, by the way!" she said to Corinne as they headed out.
  2. "Quite," agreed Dalekos, with a look in his eye that suggested he didn't agree after all. "We shall see if the savages will accept the mercy of Atlantis." He made a little gesture to the hatch outside. "Shall we depart, then?" he invited the princess. He didn't spare a backwards glance for the two civilians, evidently confident that they could do little harm where they were. Most of the garrison he'd brought seemed to be preparing to go with him, leaving only a skeleton crew with Artificer and his father. Heroditus's father put his hand on his son's shoulder, then said softly, "I saw...the doings of the great, son." He swallowed, a sign of just how deeply unsettled this usually forthright man was, then said, "I tell you that machine was built for no medicine, but for something - worse. Your mother would never have stood it, but _I_ can take on that weight, for the sake of our family. Please - do not put that burden on such young shoulders. Let us do what we came here to do, then you can speak out once you are away on the Surface."
  3. Steve beamed quietly, not an expression his friends typically saw on his face, and put his arm around Gina. Physically anyway they were a mismatched pair, the scarred giant and the small blonde, but they seemed comfortable around each other. Well, close to comfortable anyway. "I never thought I could be so fortunate." The moment was briefly interrupted by the arrival of Yolanda Morales-Espadas. Her dress wasn't exactly a bridesmaid's dress; but the sapphire blue outfit set off her eyes, and fit perfectly onto her petite, muscular frame. She was the champion unpowered weightlifter at Nicholson, and it showed. "It's so nice to meet you," she said, shaking Gina's hand with a serious look on her dark face. "I'm Yolanda." Miss A had met the girl Steve had helped rescue from a dying world more than once, and been told about her development ever since - but this was something new. She turned to Steve, looked at him, and gave him a sudden, hard hug that made his face briefly crumple in that way that meant he'd have been crying if the world had been a little different. "I'm just so happy..." she admitted when she released him, tears enough in her eyes for both of them.
  4. "Woof, I'm spent." Taking a moment to compose himself, Richard took out a handkerchief from his jacket pocket and wiped down his face. "Gonna be tasting the Atlantic for a little bit." In between parts of the conversation, he disappeared long enough to buy himself a Belgian Pepsi. Evidently he wasn't quite as spent as he made it out. "So what's the plan, team?" he asked as he cracked open the frosty can. "Maybe two of us go in the front to try and talk to Mr. Kan't Spell, and somebody hangs around the backdoor in case he tries to vamoose?" He made a gesture toward the building they faced. Despite his light tone, it was clear he took the conversation very seriously. He paused for a minute while the other two were finalizing the plans they'd started on the run over, sending a quick telepathic message to Paige. Everything's good here so far - gonna go knock on the dude's door in a minute.
  5. Searchable Profile [The Freedom City skyline.] [A close-in, high-resolution shot of a delicious-looking New Orleans bánh mì] [The American flag] Name: A. Nony Mouse*. Gender: Female Preferred Era of Pop Culture: The 2000s About you: I'm the oldest of five girls. Cultural Catholic. Law and order, love America. No Blue Lives Matter please. I'm pretty handy, I like machines, I also cook pretty well. Black belt, but nothing fancy. Looking For: Men Men A friend. Partner Goals: I'll be honest - I'm not looking for anything other than an anonymous online relationship right now. If that's weird to you, you're not going to get anywhere with this. It is a little weird but it's what I need right now. (I don't even know if this will pass EU's TOS!) Fun Prompts! My Favorite Thing About The Place I Live Is.… My sister. (Don't tell her I said that.) Most People Who Know Me Would Say I'm… Overprotective, opinionated, a jerk, loyal, hard-working My Favorite Childhood Memory Is… Drinking tea with my grandma.
  6. Identity: Secret Alternate Identity: Eira Katastroff Natt och Dag Birthplace: Sigtuna, Sweden Legal Status: Swedish citizen (minor) with no criminal record Base of Operations: Vibora Bay, Florida Residence: Vibora Bay, FL Occupation: The Uplifting of Humanity Affiliations: The Katastroff Family Family: Bernhard Katastroff (Father) Magda Natt och Dag (Mother) Age: 17 (Date of Birth: January 1st, 2002) Gender: Female Species: Machine intelligence Height: 5'7" Weight: 150 lbs Skin: Pale/Silver Hair: Blue/NA Eyes: Blue/Blank White Orbs Character History: Eira Katastroff Natt och Dag is from one of the oldest families in Sweden; the Katastroffs can trace their maternal lineage back to the House of Vasa in the 1500s, while the Natt och Dag clan's heritage goes back to the medieval period. In the days of her ancestors, this would have meant a cloistered childhood in a castle, an education in sewing and household management, and eventual marriage for political purposes. But Europe's nobility is (generally) not what it is in old American movies. Though Eira was technically born in a castle outside the small town of Sigstuna, her family actually lives in a 19th century mansion nearby, and a significant portion of their income comes from renting the Natt och Dag castle out to the government for tourist purposes. Her father is technically heir to a great many noble titles but in day-to-day life is an investment banker, while her mother (of equally noble lineage) is actually one of Sweden's more successful tax attorneys. When she was four years old, she started getting sick - a sickness that grew worse and worse as she got older and older, until when she was eight years old it seemed like she wouldn't live another year. She couldn’t even pronounce the name of the disease until after her second birth - but it was in her heart, it was slow, and it would mean her death before she reached the age of 10. She remembers those days painfully; how sick and cold she was all the time, as if she would never get better again, the weeks, then months inside and outside of hospitals, how she hated the way other children could run and play when she was caged by her own failing flesh, and how sad it seemed that she was going to Heaven before she even learned to ride a bike. She believed in Heaven then, in the idea of a world where everything would be better even if nothing was good here. And then her uncle and his friends from America helped her. It took her some time to actually understand what had happened to her - her brain patterns had been carefully studied by some of the most powerful computers (and minds) on Earth, then reconstructed inside a computer even as her organic body died. From there her brain was uploaded into a new body; a cunningly-built robotic duplicate of her original physique. All she really knew was that she was healthy now, and could go into computers if she wanted, and if she had to learn how to control a body again - well it was still better than the failing one she'd had. If her parents had any hesitation about what had happened, a daughter who could run and play and hug them was a great balm to the mind. For her part, Eira was delighted to make new friends - to really get to know her uncle as more than just a smiling Jultomten figure, to meet American superheroes like her beautiful Tant Americana, like Sharl, who was like the older brother she’d never had, and friends of his who were like fantastic creatures from another life. Eira's childhood has been distinctly...odd, even if you leave out the superheroes - a body growing in fits and starts as advancing technology allowed for more and more upgrades, and as her 'flesh' was enhanced to match her aging mind. She remembers the day she chose to start her puberty, when a mental command at the age of fourteen awakened cunningly-concealed programming that she’s still learning how to cope with. Most of her education took place privately through hired tutors, and she made few friends her own age. But she’s an unparalled genius (as well she should be) and by the age of sixteen had earned a bachelor’s degree in Computer Science from Stockholm University in Sweden. When the family business took her mother and father to America, she was delighted to follow - finally, a chance to learn and do more! Katastroff Industries is one of the largest investors in post-Michael Vibora Bay, with their headquarters on the twenty-third floor of the Crabtree Building. Physical Description: When she can get away with it, Eira Katastroff Natt och Dag dresses like the metalhead she is. Usually this just means a black T-shirt emblazoned with bands she likes (she's a big fan of Arch Enemy, especially because some people say it's not real metal) and riveted jeans; but she likes to take the time to make really good outfits out of black leather and metal before she hits a concert. When she can't get away with it, she reluctantly dons the formal dresses and flowery blouses that befits a member of the Swedish nobility. (She has to make more public appearances than she'd like, primarily at the hospitals that her family's wealth helps endow.) She has long hair that she's dyed bluish-white, and when she can get away with it she likes to let it fall down across her face - though that's primarily just for a look. When she's working on a project, she pulls her hair back in a ponytail, pulls on a leather apron over her outfit, and goes to work. She likes to wear circular black mirrorshades that look vaguely steampunk. Angelic is the image of a techno-paragon - quite calculatingly so. No one would mistake her for human with her silver-chrome skin and metallic body, clearly an android that’s no one’s idea of human. (She doesn’t need to do this to use her powers, but it’s an effective disguise to make people think she does.) When she's 'powered up' her internal systems, her eyes crackle lightning white - the energy they throw off making it impossible to get a clear image of her face. She looks like an electric angel in the air , and that's the way she likes it. When she opens her wings, they look like wire mesh shot through with crackling blue electricity. She speaks English with the perfect polish of a non-native speaker. Her Galstandard is accented to a cunning traveler of the stars, but it's rather different - it's distinctly old-fashioned and rustic, the celestial equivalent of Appalachian English. Eira likes to wear eye-catching makeup, usually dark blue lipstick and eyeliner to match her hair and pale complexion, but will reluctantly don a more conventional appearance if she needs to fit in. She has several piercings and likes to move them around - after all, they don’t really cause her any pain and she can easily seal the holes up again. Currently she has both ears pierced (she likes to wear pentagram earrings, as they’re metal!) and her left eyebrow (it’s just a studded bar), the ones in her ears are iron and the one in her eyebrow is silver. Powers and Tactics: Angelic prefers to fight from a distance, hovering out of reach and throwing heavy objects at her opponents. She doesn't like to get her hands dirty with anything except machine oil. She does a distinct ritual with her fingers whenever she's about to go into battle; cracking her knuckles and spreading her fingers out just so; this has to do with tying into the circuits in her wings as well as powering up her internal magnetic coils. Her favorite recent innovation is her wings, an expandable frame of nano-edged metal that she can power up with her own internal energies. She looks quite fearsome wielding them in combat, blue-white lightning crackling from the across her wings. The main advantage to fighting hand-to-hand with her fists is that it's much less energy-intensive than her magnetic powers. Her powers are essentially electromagnetic in nature, so most likely power stunts will be themed around electricity or magnetism. Personality and Motivation: “Higher. Further. Faster.” Eira’s personality is one that looks for limits and pushes them as far as they’ll go - sometimes dangerously. Even she’s not immortal. She is just a robot angel cast in lightning. Eira is arrogant, as well she should be. She is considerably smarter, stronger, and tougher than most people she knows - her vast intelligence and tireless labor means that she’s already earned an online bachelor’s degree from the University of Stockholm. Eira also has lots of self-doubt, as many publicly arrogant people do - she wonders if she’ll ever have real friends or a romantic partner. She knows all too well how different she is from other people - and deep down she wishes she was a bit more like them. Part of the reason she likes listening to metal music is that it’s something normal teenagers like to do - but mostly it’s because she likes the sound. Eira likes fighting - though as mentioned elsewhere, she’s not particularly a fan of hand-to-hand combat. She enjoys the chance to apply her intelligence to bringing down enemies, and isn’t above pointing out to them exactly how she just did the thing she did to bring them low. Eira likes showmanship - though she’s still not entirely good at it. Eira identifies as a machine intelligence, though it’s not a fact she’s particularly eager to broadcast. (She doesn’t want to be a test case for Europe or America’s laws about the legal rights of machines, even if she’d probably win such a test case because of her family’s wealth and connections.) She doesn’t particularly identify with other machine intelligences as equals, but she would react violently and vigorously to any organic attempts to enslave other machine intelligences. After all, she knows where that’s going. Eira likes boys but deep down she doesn’t think any boy would want to date someone as smart as her. It occurs to her sometimes that it would be a simple matter of self-adjustment to be interested in dating girls, or both, or anything else she wanted, but that thought is thoroughly terrifying - besides, in her experience girls aren’t really that much different when it comes to appreciating her. Eira has some rather old-fashioned attitudes about the Norse pantheon, and regards their current resurgence as a sign of how many people have forgotten the lessons of World War 2. She is vigorously proud of the Fenriswulf, and of the family scandal some seventy-five years ago when her paternal grandmother was born as a result of a civil marriage between a scion of Swedish nobility and the painter from Norway he'd invited into his home in 1940. Complications: Domo Arigato: Eira is a robot; things that work on the living do not work on her, while things that work on machines work all too well. Family Ties: Though Eira has kept from the general public that she and Angelic are one and the same, she is still famous as Vibora “new money” - and her family ties in the city bring many obligations. Friends On The Other Side: From Fenris to the Storm family,. Eira has friends and family all over the world and beyond - but many of them have powerful enemies. Machine Within: Eira's skin has a tendency to get knocked around when she takes hard hits, sliding around loosely or even parting to show the wet pink polymer underneath. Her 'blood' is a magnetorheological fluid that looks like high-quality stage blood but is clearly not under the slightest serious chemical investigation. Her eyes are typically blue but glow blue if damaged. Not Included: Eira's internal power source is a powerful chemical battery rather than an internal power plant - this makes it relatively easy for her to repair and recharge herself, but it does mean she's vulnerable to being captured and disabled. Robot on Fire: Extreme heat can scramble Eira's powers at GM's discretion. Sh!t Bats: Eira's going through a bit of a punk phase right now. This Flesh: Is Eira's disconnection from the flesh a result of her cybernetic nature, or just because she's seventeen? Either way, she's eager to feel things - just not to show that she's feeling them. Uncanny Valley: Eira is perfectly human on the outside. But sometimes creatures, and people, with particular sensitivities will get a strange vibe off her - as if she is the dead brought back to life, or something that never was alive. Abilities: 4 + 0 - [10] + 12 + 0 + 0 = 6 pp STR 30/14 (+10/+2) DEX 10 (+0) CON n/a (-) INT 22 (+6) WIS 10 (+0) CHA 10 (+0) Combat: 8 + 8 = 16 pp ATK: +4 (+10 Energy Systems Array) DEF: +8 (+4 Dodge, +4 Base, +2 flat-footed) Grapple: +6/+17 Initiative +6 Knockback: -6/-3 Saves: 0 + 5 + 7 = 12 pp TOU +12/+6 (+6 Protection, +6 Force Field) FORT n/a REF +5 (+0 Dex, +5) WILL +7 (+0 Wis, +7) Skills: 12 pp=48 r Computers 4 (+10) Concentration 5 (+5) Craft (Electronic) 4 (+10) Craft (Mechanical) 4 (+10) Knowledge (Technology) 4 (+10) Languages 2 (English, Galstandard, Base [Swedish]) Medicine 5 (+5) Notice 6 (+6) Search 4 (+10) Sense Motive 10 (+10) Feats: 9 pp Dodge Focus 4 Equipment 2 Inventor Master Plan Speed of Thought Headquarters Crabtree Building Laboratory Size: Small; Toughness: 15; Features: Combat Simulator, Communications, Laboratory, Library, Living Space, Security System 2 [DC 30], Workshop Cost: 0+2+8 = 10 EPs Eira’s headquarters represents her own little section of the family property in the Crabtree Building. She has gear there to make any necessary repairs to herself as well as continue her various cybernetic and other technological projects. It also has a sound system! Powers: 1 + 25 + 6 + 5 + 6 + 40 + 6 + 5 + 4 = 98 pp [all powers have the descriptor "technological"] Datalink 1 (wi-fi hookup; 10 feet, radio) [1PP] (magnetic) Energy Systems Array 11 (22PP, PFs: Accurate 3, Alternate Power 1, Drawback: Action 1 [Move Action] to change) [25PP] (magnetic) BE: Enhanced STR 16 (to STR 30/+10) {20} + Super-Strength 3 (Effective STR 45, Heavy Load 6 tons) {6} {16+6=22/22} AP: Magnetic Control 10 (Effective STR 50, Heavy Load 12 tons, PFs: Indirect, Subtle) {22/22} Flight 3 ('wings', 50 MPH/500 FPM) [6PP] (magnetic) Enhanced Feats 5 (diamond computer brain and magnetic polymer body; Beginner's Luck, Eidetic Memory, Jack of all Trades, Online Research, Quick Change [betweenAngelic and Eira]) [5PP] Force Field 6 (electrified wing deflection) [6PP] (magnetic) Immunity 40 (diamond computer brain; Fortitude Saves, Psionic Effects) [40PP] Protection 6 (polymer skin and ceramic bones) [6PP] Quickness 4 (diamond computer brain; x25, Flaw: Mental Tasks Only) [2PP] (magnetic) Regeneration 5 (self-healing magnetic polymers; Recovery Bonus +0) [5PP] (magnetic) Super-Senses 4 (onboard sensors; Radio, Enhancements: Accurate 2, Uncanny Dodge [radio]) [4PP] Drawbacks: -3PP Vulnerability (fire, very common, minor) [-3PP] costs abilities 6 + combat 16 + saves 12 + skills 12/48 + feats 9 + powers 98 - drawbacks 3 = 150 pts
  7. "Sounds good to me!" said Judy with a grin. "You've got good ideas, Danica." She gave the other girl a hug, her skin warm to Danica's turtle-touch, fever-hot by any human standards - but then, she was pretty familiar with that aspect of her energy-emitting friend. "Do you mind if Ah say something to everybody?" she whispered. When she had that permission, she cleared her throat and turned to all the friends who'd joined them inside the shell. "Hi, everybody! Ah just...Ah wanted to say something, since we're all gonna be going our separate ways this summer and who knows what'll happen after that.' She took a breath and said, "When Ah first got here, Ah was...ah was really afraid," she admitted. "Ah was afraid of leaving everyone Ah knew and being around people who were...not like me," she said, swallowing the last few words. "But you all are good friends, better friends than Ah deserve. And Danica, thanks for letting us in your shell."
  8. Comrade Frost personally took what he thought was a sensible attitude towards entropic mutants - watching them carefully, but treating the trustworthy ones with trust. After all, his powers came straight from the forces of death and he was...well, he was Comrade Frost. "To echo words of my green and pleasant colleague, there is no place for prejudice in superhero business," he said with great firmness, turning and looking right at the camera as he spoke. "All who chose to use their abilities for good are welcome here. As for questions of romance," he thought for an instant of Leilani, but was too experienced to even glance in her direction, "that is the least interesting thing about these remarkable people with which I share this stage."
  9. Judy looked down at Danica's words, squeezed her eyes shut for a moment, then wrote: He ed me all summer. Maybe I will. She swallowed, feeling braver for having said the words, even in text. D is write we need more teddy bears. She muttered a bad word about autocorrect under her breath, then wrote Let me show you my thing! She scanned back through pictures in her phone, then sent a picture of a half-made white knitted cloth still tangled together with its needles. Ive had lots of free time so Ive been learning to knit! Ash got me the book. It had actually been her mom but that was not a story she was going to tell.
  10. Thinking about putting Angelic or Woodsman there
  11. Several possibilities, don't want to cut off anyone's ideas.
  12. Vibora Bay Vibora Bay is a city on Florida’s Gulf Coast, tucked away between Choctawhatchee Bay and West Bay on the Florida Panhandle, known for its unique mix of cultures and peoples. It’s the largest city in Florida, with perhaps eight hundred thousand people in the city proper and more than a million and a half in the greater Walton County area. The waters of the Gulf are shallow and warm here, and millions of tourists come every year to swim in the blue-green waters or bask on the “whitest beaches in the world.” Like much of the South, the city has an uneasy relationship with its past - at once protecting much of its traditional heritage while embracing the future as best it can. In many ways it’s a city of the past as much as a city of the future - and very much torn between the two. Generally speaking, Vibora Bay is split into three districts: the working-class Weston District, the High Street District (a major six-lane highway which roughly splits the metropolitan area down the middle) and the upscale Easton District. There are many, many smaller neighborhoods - but looking at the districts will give you the broad strokes. The Weston District is a working-class area that’s one of the historic heartlands of African-American, Hispanic, and immigrant culture in this part of the United States - or it’s “the wrong side of the tracks”, a less-developed, less-maintained, crime-ridden district that’s only begun to gentrify in the last few years. It all depends on who you ask. Weston has colonial history too, dating back to a free black community built here in the 1730s, and it was where freedmen and women first began carving out homes for themselves in the late 1860s. Weston is home of Vibora Bay’s International Airport, the historically black University of Florida Vibora Bay, and one of the largest Haitian immigrant communities in this part of the United States - it’s also home of the city’s favorite “plucky underdogs” - the Hammerheads, Vibora’s native NFL team and one of the lowest-ranked in the NFL. Having taken in many Katrina refugees, Weston has grown significantly in the last fifteen years. The High Street District embodies the past and future of Vibora Bay perhaps more than any other part of the city. It’s the home of Old Town or “the Tangles”, a carefully curated collection of alleys and twisty cobblestone lanes preserved from development by sheer force of will (and desire for the dollars of tourists looking for the ‘authentic’ local experience) that’s primarily home to obscure shops of all kinds. Old Town does indeed date back to Vibora Bay’s Spanish colonial history, and it’s the best place in the Panhandle to do historic recreation. High Street’s also home to the touristy Waterfront (as opposed to the working piers to its west and east) and the towering skyscrapers of the Financial District. (The tallest, the 50-story South Building, is the highest building in Florida outside of Miami.) The Easton District is the “right side of the tracks”, where the city’s wealth and power is the most concentrated. It’s home to City Hall and the art scene at the Duval Theater, as well as the ACI Forums that hosts the Vibora Bay Copperheads, the city’s championship-winning NBA team. The Forum has just reopened for business in the fall of 2019 after being heavily damaged by Hurricane Michael, but fans are sure the Copperheads (who have been training on U of F Vibora bay’s campus) deserve a win. You can find old money at Cluet Farms, new money in the downtown of Inner Easton, and the brawling, booming working port of Easton Shore. Easton is a bit older, a bit more conservative, and a bit less diverse than the rest of the city. Easton was hit hard by Hurricane Michael, leading to some outmigration, so the region (like the city itself) has recently been in flux. In particular, various underworld figures have taken the opportunity to buy affordable real estate in upscale neighborhoods. Life in Vibora Bay Some people say Vibora Bay is like a cross between New Orleans and Miami - but of course any Viboran (“v’BOR-uhn”) would firmly tell you that no, New Orleans and Miami are like inferior copies of “The Queen City.” It’s a city where the most common greeting on the street is “How are you doing?” and where people take things slow. (Mutterings about “Vibora Time” are pretty common from people outside of the area.) Though there are certainly chain restaurants and other big-box stores in Vibora Bay, there aren’t nearly as many as you’d expect for a city this size - offering something unique from the homogeneity of America’s largest cities has long been at the heart of Vibora’s culture. It’s balanced between the Old South and the New - and good at selling both to outsiders. In October of 2018, Vibora Bay was hammered by Hurricane Michael, a Category 4 storm that was the single most destructive storm in the city’s history. More than a hundred people died and the once-bustling port of Easton Shore and the previously upscale neighborhood of Far Easton were devastated by the storm. Prompt action by the Cahill administration has allowed most Far Easton residents to return to their homes, however, and the businesses of Easton Shore to reopen - albeit many of them under new management. Both the Vibora Bay Zoo and elite liberal arts institution Sinclair University were able to fully reopen by the summer of 2019. Cahill’s prompt action in dealing with Michael (as well as his administration’s rapid response to Maria a year before) is widely seen as one of the high points of his administration. Local Baddies and Superhero Culture: Vibora Bay has a long tradition of superheroing, going all the way back to the dapper magician Max Pendragon in the 1930s. Its current defenders include Weston’s Brother Thunder and Sister Rain (who both debuted in 2005 just after Katrina) and the somewhat better known Black Mask X and Brother Ka who appeared together (battling the forces of the Serpent People) in 2009. The city’s most powerful defenders are probably the Atlantean-raised “eco-hero” Amphibian and the semi-active Siren II, the long-time Freedom League member who relocated to Vibora in the wake of Michael. The aftermath of Michael means that crime is on the rise in Vibora - whether the mundane crime dominated by bosses like the Sweetland Family, gangs like the Sovereign Sons and the Krewe, mystic threats like the cult of the Mayombe, the Crossroads Conflict between the loa, or costumed criminals like Poison Pen and the Sneak. Between a mystic war between the gods and conflict over who controls the city’s drug trade, there’s plenty for a new generation of heroes to do here. Having said that, Vibora has few resident supervillains for a city its size, but it does have a big problem with “snowbirds” - super-criminals who come south to Vibora Bay for the good climate in the winter and who take the opportunity to do a little crime on the side. This is one reason why Vibora Bay recently passed a municipal defender law, making it one of several cities in Florida with similar legislation. (The city doesn’t yet have a full-time municipal defender; Brother Thunder and Sister Rain see their mission as more local in nature, Amphibian has political objections to the idea, Black Mask X doesn’t want to risk her secret identity, and Siren prefers to remain independent.) Municipal Defenders: Municipal defenders are a legal institution rare in the United States - and even more rarely implemented. (Vibora Bay, Cleveland, Ohio, and Sunnyvale, California are the largest cities with municipal defender laws.) Municipal defenders are superheroes who work directly for a local government, acting as both spokesman and champion. There are many benefits to working as a defender: the pay and benefits are generally quite good, as is the near-guaranteed support of city officials. There are disadvantages as well: the loss of privacy (at least to a city bureaucrat) and the constraints on one’s professional and personal time. It’s not illegal to be an “independent” hero in a city like Vibora Bay - but such heroes find the authorities less than cooperative, and the public a bit suspicious about what this masked person has to hide. Thematic Notes: If you like the comics of Steve Gerber or James Robinson, if you like Swamp Thing and the Jack Knight Starman, Vibora Bay is right for you. It’s a stormy Southern Gothic metropolis, where the gumbo is as spicy as the music, a tourist mecca with a history at once glorious and terrible. Think Opal City with a soupcon of New Orleans. Note: We strongly encourage players to purchase the Vibora Bay book, available in hardcopy through Amazon or online through Drivethrurpg, depending on your preference. Players using the Vibora Bay book should add 15 years to all dates not directly tied to historic events - for example, Mayor Richenda Barker was born in 1969 and has been mayor of Vibora Bay since 2015.
  13. "Okay," said Bolt. "I...listen," he said suddenly. "I'm not really supposed to be telling you this, but the League wanted me to give the two of you a secret test of character. You know, to make sure that the team pocket Centurions are as good as Captain Thunder." He laughed softly, a distinctly mechanical noise. "But that's stupid. Everybody knows there was only one Captain Thunder, right? So I think we can get through this quickly. Why do you think you deserve to be on the Freedom League?"
  14. Wadjet Esperanza considered this situation for a moment. "Is this a creepy sex cult thing?" Good thing I loaded up for vampire before we left. She'd slipped a crucifix inside her costume before she came out, but she wasn't at all sure how well that would work given that the last few years had taught her that the only god was an old lady who fell asleep at 10PM watching Matlock and who she'd had to tell to stop making Speedy Gonzales jokes before she got a bomb up the ass. She considered what she would do if it was, and what she would do if they came for her - and she smiled, her lip curling into a snarl. "Because I'm not into that, pendejos." She stepped into the house, gun at the ready.
  15. Abilities: 8 + 10 + 8 + 10 + 0 + 4 = 40PP Strength: 18 (+4) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: +5 Attack: +8 Base, +12 Ranged, +14 Unarmed Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Grapple: +12 Knockback: -4/-3/-2 Saving Throws: 3 + 5 + 10 = 18PP Toughness: +8/+6/+4 (+4 Con, +2 Defensive Roll, +2 Costume) Fortitude: +7 (+4 Con, +3) Reflex: +10 (+5 Dex, +5) Will: +10 (+0 Wis, +10) Skills: 120R = 30PP Acrobatics 5 (+10) Bluff 8 (+10) Climb 6 (+10) Craft (Chemical) 5 (+10) Craft (Mechanical) 5 (+10) Drive 5 (+10) Escape Artist 5 (+10) Intimidate 13 (+15) SM Investigate 5 (+10) Knowledge (Tactics) 5 (+10) Knowledge (Technology) 5 (+10) Medicine 3 (+3) Notice 15 (+15) SM Sense Motive 10 (+10) SM Stealth 15 (+20) SM Survival 10 (+10) Feats: 35PP Accurate Attack Attack Focus (Ranged) 4 Attack Specialization (Unarmed) 3 Beginner’s Luck Challenge (Fast Startle) Defensive Roll 1 Dodge Focus 4 Eidetic Memory Equipment 3 Environmental Adaptation (Swamp) Evasion Hide in Plain Sight Improvised Tools Jack of all Trades Luck Master Plan 2 Power Attack Precise Shot Quick Draw (Draw) Sneak Attack Skill Mastery (Intimidate, Notice, Sense Motive, Stealth) Startle Takedown Attack Track [Visual] Uncanny Dodge (Auditory) Equipment: 3PP = 15EP Motorcycle (Feature: Subtle) [10EP] Costume: Protection 2 (Feats: Subtle) [3EP] Grappling Gun: Super-Movement 1 (Swinging) [2EP] Powers: 1 + 28 = 29PP Feature 1 (From Another Dimension) [1PP] Gadgets 4 (Woodsman’s Arsenal; 20PP Variable Power, Any Power, Multiple Powers At Once, Standard Action to Change; Extras: Duration [Continuous]; Flaws: Hard-To-Lose) [28PP] 12 + 4 + 4 = 20 Sample Effects: Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage Unarmed (Sneak Attack) Touch DC 21 Toughness Damage Crossbow Ranged DC 21 Toughness Damage Crossbow (Sneak Attack) Ranged DC 23 Toughness Damage Damage Touch DC 23 Toughness Damage Damage (Sneak Attack) Touch DC 25 Toughness Damage Paralyze Ranged DC 16 Fort Save Slowed/Paralyzed Paralyze (Sneak Attack) Ranged DC 18 Fort Save Slowed/Paralyzed Abilities (40) + Combat (32) + Saving Throws (18) + Skills (30) + Feats (34) + Powers (29) - Drawbacks (0) = 184 Power Points
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