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  1. "Stories?" Eden Espadas inquired with a hopeful inflection as she ducked her head under her aunt's elbow and pulled herself up onto Ellie's lap to get a better look at the medical text open on the table in front of them. With a small laugh, Ellie shifted the toddler about into a safer position. "Not exactly, Edie. Y'know how tu papa teaches people here? This is how I learn how to be a doctor." She'd set herself up at a deck on the dojo's first floor partly so that she could take advantage of the light coming in through the large front windows and partly so she could keep an eye on her niece as she played on the pads covering most of the floor. Chris had also mentioned something about coming by to work on the security systems in the headquarters hidden in the converted bomb shelter under their feet and with her brother and sister-in-law out celebrating their anniversary she wanted to watch the door in the meantime. Eden looked equally skeptical at the idea of a book that wasn't for stories as she did about her aunt being a doctor. She liked Ellie, after all, and she knew she didn't enjoy visiting the doctor much at all. She could only assume it was another case of an adult trying to be funny. They did that a lot.
  2. Thursday, November 28th "How's the oven looking, Vince, dear?" Gina Espadas called as she pushed her wheel chair into the front room of her family's home, lap piled with brown and orange seasonal decorations which she began placing about the shelves and cabinets. In the adjoining kitchen one of the most advanced human-designed artificial intelligences on the planet native to that era interpreted data from a webcam jury-rigged to a computer monitor yellowing slightly with age to gauge the temperature inside the closed oven opposite it with precision worthy of laboratory testing. To an outside observer, however, an enthusiastic man wearing a cameo pattern apron over a bright green suit appeared on the monitor, raised a comically long telescope to his eye and snapped a salute as he shouted back, "Operation Bird is the Word proceeding full steam ahead, General Ma'am sir!" "Sure, you she trusts with the turkey," Erik Espadas sighed with exaggerated ire as he methodically worked his knife up and down on the cutting board, rapidly turned fresh vegetables into piles of thin slices. Sweet and hot peppers alike joined a bowl of other ingredients as the chef briefly looked over his shoulder to grin at the monitor. "To be fair, Jack-O," Vince countered, pulling a firefighter's helmet and an extinguisher out of virtual space, "you've set a lot more things on fire than I have." "Don't set things on fire, please," came an earnest requests for waist height as the precocious Yolanda set out plates and cutlery at the table with deliberate precision. The stout eight year old scampered back to the counter to retrieve another stack of dishware, moving with the care of someone entrusted with a precious cargo indeed. "Careful, Yoyo, don't carry too many at once," Ellie cautioned as she returned from retrieving the last of the folding chairs from the attic, one tucked under each arm. Pulling them open, she set them down in front of the place settings before inhaling through her nose. "Mm. Alright, that does smell pretty fantastic." Her mother finished arranging a trio of small gourds on the end table next to the couch in the front room and rolled over to the window to peer outside. "Well it had better! Everyone should be arriving soon."
  3. Gizmo

    Mercury Racing

    "Okay, I'm a, hoo, big enough man to admit that, huff, we may need a new plan," Jack of all Blades panted out with some difficulty, disengaging his grappling line and coming to a stop on a rooftop in the West End. Supporting one hand atop his knee, he wiped sweat from the gab between his royal blue bandanna mask and the edge of his black wig. "Take five, team," he told the rest of the Interceptors as he straightened and considered their options. Over the past couple of weeks there had been increasing chatter on the street about a new supplier for some variation of the drug commonly know as 'zoom', a potent concoction that overclocked the user's entire body, providing effective superspeed for as long as the high lasted but coming with the heavy risk of everything from heart attacks to paralysis. At first the Interceptors had had little trouble quashing the new variant, with Vince directing them to the most likely spots for drug deals in the neighbourhood before they could even happen. Unfortunately they'd had little success tracking down the actual supplier and in the past days the new zoom had flooded the West End, leading to a rash of superspeed B&Es and other crimes. This time they'd gotten enough warning to make it to the scene while a corner convenience store was being burgled but the thieves, still in the throes of the drug, had rapidly eluded the team as they sped off. Jack knew it was only a matter of time before they started running across the burnt out bodies of stupid kids who's luck had run out, assuming one of their petty robberies didn't go horribly wrong before that. It was time to call in the cavalry. "Hey, long time. It's your favourite swashbuckling pretty boy," he greeted into his phone once he had his breath back. "You got your sneakers handy? 'Cause I need a favour."
  4. January 15, 2013 Morning West End There's a man in a giant robot suit marching down the street, calling down vengeance on all who have oppose him. Just another day in Freedom City. "Fools!" boomed the voice of the giant automaton, the pilot just visible inside. "Everyone always said old Jerry Craven wasn't ever going to amount to anything, but look at me! I've got a giant warsuit! Now I'm big, and YOU PEOPLE ARE SORRY! AHAHAHA!" He laughed manically and stomped forwards, people fleeing in terror as he made his way from the warehouse that he'd simply walked his way out of, heading in a leisurely fashion towards the sea. His suit was big, towering as tall as the small tenements on either side, and wide enough that he nearly brushed them on both sides as he went. This was a big problem for the neighborhood; one false move in that big suit and the whole thing would come crashing down on the neighborhood!
  5. Interceptors A teenager given superpowers in a freak accident is taken under the wing of the organisation of a mysterious man with the calling card of a Tarot card: The Jack of Blades. His team, the Interceptors, operate from a brownstone in New Jersey, working in secret to fight crime, iniquity and rogue superhuman foes! Cast: Initial team Erik Espadas/Jack of all Blades: James Roday - An initially mysterious yet charismatic man in a long coat and bandanna mask, he has the ability to form energy swords. A very secretive man, over the course of the series his family, and the past tragedy of the Interceptors, is revealed to be a big factor in this secrecy. A keen tactician and skilled swordsman, he is proud, confident, brash, and likes to flirt with the ladies. Later in the series, he falls in love with Willow. Chris Kenzie/The Gecko: Joe Dempsie - The audience surrogate, and a washed-up high school drop out with strong regenerative powers, the ability to crawl on walls and a keen sense of smell. He is rescued from near death by Jack of all Blades, and recruited as an Interceptor initially grudgingly (but later shown to be part of Erik's need to protect others). He soon shows a keen detective mind and learns to fight. While he's in his Gecko costume in the first episode, he later tends to wear a green leather jacket and his signature orange goggles. Chris has a sharp wit, and a fondness for goofing off which tends to put him at loggerheads with Jack. Mara Hallomen: Sarah Jones - An emotionally stunted genius with an array of gadgetry and a computer room in the Brownstone. Her computer room. While able to use technology in the form of a visor and gauntlets to fight in the field, she excels in the field of providing information and gadgets for the team's current mission. She is a little wary of Jack and Chris's loud natures, but gets on much better with Mona. Mona Teymourian/Fulcrum: Bahar Soomekh - The Team Mom, a tall and striking woman of Persian heritage. She has unexplained superhuman strength, endurance and running speed, and is able to make powerful leaps (though not true flight). She vaguely resents Jack for his actions driving her old boyfriend out of town, but understands why he did it, and as his old babysitter, maintains a fondness for him nonetheless. Towards Mara and Chris, she acts much more supportively. A genuinely moral and good person, she is the least likely to engage in any form of questionable action. Later additions Ellie Espadas: Silvia Tovar - Erik's little sister, and a powerful biokinetic. While the younger sister who Erik is overprotective towards, she is clearly the more mature and is unafraid to remind Erik of this. Her fledgling relationship with Mara is a recurring plot thread. By the end of the series, she has progressed from recurring character, to regular, to member of the team. Willow: Lesley-Ann Brandt - An ancient being awoken early in the series. With great power to control plant life, and formidable regenerative capabilities, she is an aloof woman not entirely acquainted with modern life and struggling both with it, and her attraction to Erik. Her presence overtakes Chris's in the role of someone to exposit on advanced technology to. She is the Herald of the Gorgon, and plays a pivotal role in the finale. Episodes (Italics denote important parts of myth arc) Season One: Gorgon Season Two: Vigilantes Future Season plot arcs: - The Houses of Suits arrive to take the city for their own. - The demonic invasion, and Jack's infection by hellfire. - Spellbound and Chris keeping their involvement secret. - The rise of the superheroic era.
  6. May 21, 2012 Erik Espadas was a man who had faced everything from alien armadas to demons from the foulest pits, a living weapon honed to peerless sharpness by talent and training, a hero who risked his life routinely with no regard for risk or fear of failure. None of which helped in the least to prevent him pacing back and forth across the living room of his family home, hands clasped behind his back and shoulders set with stress as obvious as the fretting expression plastered across his face. More than half a year of mental and emotional preparation had evaporated the first time Willow had experienced a 'fake' contraction earlier in the week. Now, as the rest of the house filled with family and friends preparing, the knowledge that he was about to become a father had become somehow more real. Running a hand across his heavily stubbled jawline, the fencer redoubled the speed of his pacing. "Try not to wear a rut into the floor too deep for my chair to get over," a wry, matronly voice requested as Gina Espadas wheeled out of the adjacent bedroom and over to her son. Still inside, his thankfully medically trained sister saw to the heavily pregnant dryad in what, surprisingly enough, was not her first experience with midwifery. Although Ellie had made the case for handling the whole affair in a regular hospital, Willow's fairly obviously more-than-human nature presented a problematic risk to their collective secret identities. Compromising, she'd asked her girlfriend to clear a section of the Lab's extensively equipped medical floor, intending to use Mara's teleportation technology to whisk the soon-to-be mother there once they were sure she was about to go into labour. In the meantime, the West End home had accumulated the eclectic assortment of characters collectively known as the Interceptors, including the artificial intelligence colloquially known as Vince running on a borrowed laptop and the quietly precocious six-year-old girl Ellie and Mara had brought back along with more than three hundred refugees of a recently destroyed alternate reality. Orphaned by the creatures who had devastated her version of Earth, Yolanda had been staying with Gina and Ellie since a few strings had been pulled to have the former expediently declared her legal guardian. While Vince had elected to have his monitor left in the kitchen area with a joke about staying out of the way, Yolanda had taken up a cross-legged vigil in one corner of the bedroom, silently watching the proceedings with wide eyes. Erik gathered that this wasn't even the first time the little girl had been present for a birth and considerably better circumstances. He found himself envying her composure.
  7. Willow Power Level: 13/15 (188/250 PP) [264] Trade-Offs: None Unspent PP: 62 In Brief: An ancient guardian of life discovering what it means to live while rooting out threats to the world and those that inhabit it. Alternate Identities: Minerva "Min" Salix, Guardian Willow Identity: Complicated ("Secret") Birthplace: Prehistoric Earth Occupation: None Affiliations: The Interceptors Family: The Gorgon (Sister), Eden Espadas (Daughter) Description: Age: Ancient Apparent Age: 26 Gender: Female Ethnicity: Preserver Engineered Life Form ("Dryad") Height: 5'7" Weight: 130 lb. Eyes: Amber Hair: White Tall and slender and appearing as though she were in her mid twenties, Willow possess piercing amber eyes and a wild mane of snow white hair, which she usually wears in a long flowing ponytail. This, combined with her unblemished copper-hued skin, fine bone structure and slightly pointed ears enhance her exotic appearance. She movement is practiced and serene, and brings to mind the lightness and grace of a dancer. Willow frequently has a faint smile, as though amused at some secret joke, and watches the world through eyes that are far older than her apparent young years. Willow tends to favor natural hues, favoring greens and browns, though the colors tend to trend with the seasons. Her dress is always comfortable, though she often opts to go barefoot, preferring to feel the ground under her feet. History: Many millennia ago, the Preservers embarked upon a bioengineering project on Earth, one of many they seeded across the cosmos. In this case, they began with a human template but wandered far afield, adding new powers and abilities that would permit these creatures to be guardians of the biosphere and protect the growth of the nearly-untouched planet. One of these creatures came to be known as Willow. Willow and her siblings watched the rise of the human nation of Atlantis with interest, maintaining distant contact and intervening in their development only when absolutely necessary for at the guardians were more concerned with checking the destructive power of Lemuria. When Lemuria and Atlantis started to wage war the attitude of the Guardians shifted; containing and repairing the damage of the conflict was proving too costly. Willow and her fellow Guardians concluded that drastic measures had to be taken for the good of the planet and fell upon Atlantis and Lemuria. In the end both nations were shattered, their people scattered to the four winds and with a deep scarring of their racial memory. As humanity slowly climbed back up from barbarism, Willow and her fellow guardians forgot about their creators and started to think of themselves as Gods of Nature. Inevitably this brought the bioengineered guardians into conflict with the new (and actual) Gods of Humanity and they were soon subjugated and subordinate. It was at this time that the guardians were given a name that stuck; nymph (and the various subclasses). Reduced in influence, Willow, like many of her fellow guardians gradually withdrew from the Preservers mandate, only stepping in when directly asked or when the need was great. As the Gods withdrew and humanity forgot about her kind Willow found herself entering periods of hibernation; sleeping away years, then decades and finally centuries. Each time she was awoken her power had diminished and her memories were more fragmented. The last time Willow woke, the world was recovering from the Terminus invasion. The dryad worked herself to exhaustion, doing what she could to clean up the residual Terminus energy affecting the natural world though she slipped back into hibernation before she could finish. Recent disturbances in Wharton State Forest have woke her up before she had completely recovered from the energy expenditure. Personality & Motivation: Willow is a complicated woman, with certain aspects of her personality becoming enhanced or subdued with the changing of seasons though the core of her being remains the same. In her youth Willow was ready to answer any slight to nature with the full might of her righteous anger, though as time marched steadily onward she adopted a softer approach. She does not despise the rapid advancement of the humans, for it is instinctual on their part, and instead she merely seeks to moderate their impact on the world around them. Willow is a believer in balance, and as such has extended her stewardship beyond the forests. In spring, Willow is almost perpetually happy, laughing and whimsical, even a bit seductive. She possesses a near rapturous joy of life, and seeks to encourage that feeling in others. During this season, Willow's optimism is enhanced, almost to the point of naiveté, believing there is good in everyone. During the summer, Willow's whimsical nature, along with her optimism is subdued somewhat. During these months her protective instincts are heightened, planning with contingencies in mind to ensure the safety of others. For Willow, the summer is a time of long term planning and intense focus. On the heels of summer, Willow's autumn aspect leaves her quiet and introspective. She thinks deep thoughts and takes great pleasure in long puzzles that could take a long time to work out. She rarely acts hastily and be easily overlooked at any party or gathering due to her standoffish nature. Winter is the time of culling, of winnowing, of separating the young from the old. At this time Willow is at her most secretive, since she tends to evoke a faint sense of dread. Serious and firm, Willow does not do well with long debate and discussion during this time, for as far as she is concerned things are black or white. Despite her generally bright outlook, there is a faint sense of sadness about the dryad. She misses her sisters, and while she believes they are still alive, she does not know where they might be. Willow also finds herself in a strange place, and though she would dearly love to return home her sense of duty compels her to stay in the new world. Powers & Tactics: Willow's powers have declined over the millennia however she still retains some measurable influence over plant life, passing unhindered through even the densest foliage without a trace, rapidly changing her location by traveling through the root network and even communicating with the flora around her. The dryad can even alter the fundamental nature of the plants around her, often using this to grow a suit of living armor. Overall, Willow's tactics are fairly straightforward; she uses her strength to pound her opponent into submission. Her regenerative capabilities are enhanced when in forested areas. Complications: Enemies: Guardian Willow is at odds with her sister, the planet preserving Gorgon. In addition, as an agent of the Preservers, she has the enmity of the Terminus Identity: Willow has recently, with the aid of the Freedom League, adopted a civilian identity. She understands full well the importance of blending in. Relationship: Willow is exceptionally fond of %5Burl=%5Burl=]Erik Espadas (Jack of all Blades), thinking with her heart rather than her head where he is concerned. She is also fiercely protective of the Espadas clan in addition to her teammates on the Interceptors. With the rest of her siblings dead, Willow is determined to not lose her new family. Responsibility: Willow is a mother which comes with a whole host of responsibilities. She is also the last of her kind (it is uncertain, yet, if Eden will express any of her mother's traits) and bears the weight of the Preserver mandate on her shoulders. Abilities: 8 + 4 + 8 + 4 + 6 + 4 = 34PP Strength: 34/18 (+12/+4) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: +2 Attack: +12 Melee, +8 Base Grapple: +26 Guardian Strength, +16 Base Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -6 Saving Throws: 4 + 6 + 2 = 12PP Toughness: +12/+4 (+4 Con, +8 Protection) Fortitude: +8 (+4 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +5 (+3 Wis, +2) Skills: 72R = 18PP Acrobatics 8 (+10) Climb 8 (+12, +20 Guardian Strength) Concentration 12 (+15) Handle Animal 8 (+10) Knowledge (Life Sciences) 8 (+10) Medicine 2 (+5) Notice 12 (+15) Sense Motive 7 (+10) Survival 7 (+10) Feats: 13PP Animal Empathy Attack Focus (Melee) 4 Dodge Focus 4 Favored Environment (Forest) Fearless Interpose Equipment 1 Equipment: %5Burl=%5Burl=]Interceptor HQ contribution [5EP] Powers: 22 + 4 + 1 + 4 + 11 + 9 + 5 + 8 + 1 + 4 + 2 + 6 = 79 Ancient Guardian 10 (20PP Array, Feats: Alternate Power 2) [22PP] BP: Enhanced Strength 16 (Strength +16 [34, +12]) linked Super-Strength 2 (Effective Strength 44; Heavy Load 5.6 Tons) [20PP] AP: Environmental Control 3 (25 ft. radius, Distraction [DC 15], Hamper Movement [25% Speed], Visibility, Extras: Action [Move], Independent, Selective Attack, Flaws: Limited [Forests], Range [Touch], Feats: Slow Fade [1 Minute]) [19PP] AP: Snare 12 (Extras: Area [Targeted, Burst, 60 ft. radius], Flaws: Medium [Plants], Range 1 [Touch], Feats: Improved Critical 1 [19-20], Indirect 3, Obscure Sense 2 [Auditory, Visual], Reversible, Tether) [20PP] Comprehend 2 (Plants 2 [speak To and Understand]) [4PP] Concealment 1 (Olfactory, Flaws: Limited [Misleading (Smells Like Strawberries)], Permanent [+0]) [1PP] Concealment 4 (All Visual Senses, Flaws: Limited [Forests]) [4PP] Immunity 11 (Aging, Disease, Environmental Conditions [All], Poison, Starvation & Thirst, Suffocation [All]) [11PP] Leaping 2 (x5, Running Long Jump: 110 ft., Standing Long Jump: 55 ft., High Jump 27 ft.) [2PP] Protection 8 (+8 Toughness, Extras: Force Field, Feats: Subtle) [9PP] Regeneration 6 (Recovery Rate: Staggered 5 [standard Action], Resurrection 1 [1 Week], Flaws: Source [Forest], Feats: Persistent, Regrowth) [5PP] Regeneration 8 (Recovery Bonus 5 [+5 to Recover], Recovery Rate: Bruised 3 [No Action]) [8PP] Speed 1 (10 mph, 100 ft./round) [1PP] Super-Movement 4 (Permeate 3 [Full Speed], Trackless, Flaws: Limited [Vegetation]) [4PP] Super-Senses 2 (Danger Sense [Auditory], Uncanny Dodge [Auditory]) [2PP] Super-Senses 6 (Extended 2 [Auditory, 1000 ft.], Extended 2 [Visual, 1000 ft.], Low-Light Vision, Ultra-Hearing) [6PP] Drawbacks: -0PP None DC Block:[table]ATTACKRANGESAVEEFFECTUnarmedTouchDC 19 Toughness (Staged)DamageUnarmed (Guardian Strength)TouchDC 27 Toughness (Staged)DamageSnareTouch (60 ft. Radius)DC 22 Reflex (Staged)Snare[/table] Totals: Abilities (34) + Combat (32) + Saving Throws (12) + Skills (18) + Feats (13) + Powers (79) - Drawbacks (0) = 188/250 Power Points
  8. The Espadas School of Self-Defense and Swordsmanship [20EP] Size: Small (128') [0EP] Toughness: +15 [2EP] Features: [18EP] Upstairs Apartments [3EP] Infirmary 2 [Masterwork] Living Space Street-Level Dojo [9EP] Cover Facility Defense System [Nauseate 13 (faux gas leak)] Fire Prevention System Gym Parade Grounds Power System Security System 3 [DC 30] Basement Headquarters [6EP] Communications Computer Defense System 2 [snare 13 (gel cannons), Stun 13 (electrified panels)] Personnel [V.I.N.C.E.] Think-Tank [V.I.N.C.E] Notes: Masterwork facilities provide a +2 uncapped circumstance bonus to the relevant skill checks just like Masterwork equipment. Parade Grounds (Agents of Freedom) gives everyone who defends the HQ a free rank of Teamwork. Think-Tank (Agents of Freedom) gives +2 to a Gather Info, Investigate, or Knowledge check after a day of pondering a given problem.
  9. The building wasn't much to look at, if one was being brutally honest. Like a lot of structures in the West End, it was two storeys tall, designed to be a place for business on the ground level with small living apartments on the second floor. The space for a sign was empty and evidently had been for a while if the weathering was any indication, not to mention the birds' nest tucked in between the top of the large placard and the window sill above it. The large windows were filthy enough to make them nearly opaque and the hinges on the door were probably going to need to be replaced altogether. Despite all that, the young, dusty brown haired man in the wool-lined coat standing on the sidewalk in front of it, keys spinning around his finger jauntily, grinned broadly enough to show pearly teeth as he regarded the building. "Perfect."
  10. Players Name: Ecalsneerg Power Level: 15 (230/250PP) [285] Trade-Offs: +1 Attack for -1 DC, +1 Defence for -1 Toughness Unspent PP: 20 In Brief: Former Claremont student and loud-mouthed animal-powered costumed adventurer. Older sheets found here. Alternate Identity: Christopher James Kenzie Identity: Secret Birthplace: Freedom City, NJ Occupation: Student in psychology and criminology, costumed adventurer. Affiliations: Formerly Claremont Academy and Young Freedom, currently Interceptors Family: Elizabeth Lawlett/Spellbound (girlfriend), James & Marsha Kenzie (father & mother) Description: Age: 20 (DoB: 17th May 1992) Gender: Male Ethnicity: Caucasian Height: 5'11'' Weight: 175 lbs Eyes: Brown Hair: Brown Chris Kenzie is a normal-looking guy, a little bit scrawny and scruffy, but other than that he's just your usual teenage boy. He's not often without a smile on his face, though and tends to wear long-sleeved t-shirts and baggy jeans to hide his Geckoman costume. The costume itself is lurid green and close-fitting, the hood covering all of the face except the mouth. The eyes are covered up by orange-hued goggles to further hide his identity. And because he enjoys wearing goggles. Across the chest is a large yellow G symbol, and he arms himself with a pouched belt of stiff yellow leather, inside which he stashes many gadgets and tools for crimefighting. For sentimental reasons, tucked in among the pouches is a small silver 'YF' badge, to remind him of his time on Young Freedom. Power Descriptions: None of Geckoman's powers are especially visual, being passive and defensive abilities. His palms, soles, fingertips and toes are able to cling to surfaces by electrostatic charge. He has reflexes far in excess of that of a normal human, moving with an assured speed and grace. His enhanced recuperative powers mean his wounds heal as they are observed, and his body exudes health and energy. History: Christopher james Kenzie was a bit of a slacker. All the teachers said so. He wasn't stupid, far from it, but he didn't apply himself to anything. This continued all the way up until high school, until he was on the brink of dropping out altogether. Then, one day, he'd skipped school and was just walking about when he stumbled upon a cordoned-off warehouse. It had evidently been raided by the police, or Freedom League, or somebody, but the contents hadn't yet been removed. And, hey, nobody was around, were they? Chris went in for a quick look around, and was amazed at his discovery. The place was some sort of mad scientist's laboratory! He found blueprints and prototypes for digital equipment, lightweight body armour, and even some sort of wrist-mounted 'zapper' thingies. Not even stopping to consider he might be 'thieving', he began gathering the things up in a sack to take home. After all, they were all pretty awesome. It was just pretty damn annoying that he'd pricked himself on some needle while taking the stuff, man, that smarted. But, the piece de resistance was found under a huge dust-sheet, evidently untouched for a while due to the layers of dust on it. Some sort of spaceship! The thing was a bit boxy, sixteen feet long with several seats and storage cupboards in the interior. But the real fun part were the electrical blasters. Sadly, you just couldn't get away with stealing this... I mean, it'd get noticed. This didn't prove a problem, as without warning Chris began having some sort of fit, jerking forwards into the controls. The thing lurched upwards, crashing through the roof of the warehouse and erratically flying across the city before crashing into a hillside outwith its limits. Chris awoke several feet from the ship, to the sight of his hand lying beside him on the ground. In shock, he looked down... to see a replacement growing out of the stump. On closer inspection, he found he could stick to surfaces and had improved vision. In addition to this, the ship and the technology he'd pilfered didn't seem to have been damaged very much, just some things even a slacker like him could replace... if he learned to. So Chris Kenzie miraculously began studying electronics and mechanics overnight, his teachers shocked. All the while, he spent his evenings fixing up his ship and fashioning a superhero costume for himself. He would be the Gobsmacking Geckoman, in his airship the Ptychozoon! (although that soon got shortened to Pitchoo) The teenager came to Duncan Summer's attention as soon as he became an active 'superhero', flying across the city in pursuit of a bank robbery and accidentally blowing some cars up in his eagerness. Summers got in contact with Geckoman and invited him to pay a visit to his school for superhumans. Well, he wasn't going to say no, was he? While at the school, Chris became Geckoman near fulltime, eventually joining the team of Young Freedom. His time there was spent fighting many foes, perhaps the worst being when his girlfriend, Elizabeth Lawlett, turned out to be the supervillain Spellbound from whom he's stolen his gadgetry and super-serum, their final confrontation leading to a near-gang war due to Spellbound ultimately being a teenage girl, not a hardened criminal. Geckoman fought back the gangs and made his peace with her, them both retiring to focus on their studies. But it was not to last. Not being Geckoman made Chris miserable, and ultimately at Liz's prompting, he donned the mask again during the recent Grue Invasion. She also began to provide him with maintenance and gadgetry to at least aid him in not dying. After graduating Claremont, Chris has ended up studying psychology and criminology at FCU, and joined the Interceptors at the prompting of Doktor Archeville. After the events that transpired with the team and the Doktor's madness, Geckoman is one of the few members remaining on the team, fighting crime both with them and on his own. Personality & Motivation: Feeling slightly guilty for stealing his airship and powers, Chris seeks to atone through fighting crime as Geckoman. However, he'd likely do it even sans guilt, as flying around beating up crooks and getting the girl is a boyhood dream come true. Chris acts pretty much the same in costume as without, talking loudly and freely, going off on rambling tangents mid-sentence and merrily joking. He doesn't let things get him down or worry him, even if caution would be advised. The downside of this is that he is often inadvertently blunt and rude without meaning offence. Except when trying to rile villains up in combat. Then he does mean it. Powers & Tactics: Geckoman has the proportionate agility and healing power of a gecko, giving him superhuman-level reflexes and the ability to regenerate severed limbs in the space of a few hours. In addition, he can also scale sheer surfaces by clinging to them with his hands and feet, see in low light and the infrared spectrum, and has a slightly heightened resisilence to physical damage and diseases. He also possesses a variety of gadgets, often themed around lizards and reptiles. Frequently, he alternates between throwing curved Geckorangs, striking with an electrically tipped staff, and merely resorting to fisticuffs. He also possesses an airship known as the Pitchoo capable of flying at hundreds of miles an hour and being remotely piloted. He generally uses the Pitchoo for an opening volley, before dropping down to fight at close range, throwing his foes off-guard with taunts and jeers. Complications: Regeneration - While cuts and bruises don't sap his energy much, it Geckoman ever had to regenerate from severe injuries he would have to use up much of his body's energy possibly leading to muscle and bone wasting, extreme hunger or many other debilitating effects. This complication is essentially license for the DM to start using Fatigue, Drain or Nauseate effects on him as the plot demands if he has made recovery checks from effects like being disabled or having severed limbs. Relationship (Elizabeth Lawlett/Spellbound) - The love of his life. His room mate. His support network. His arch nemesis. Chris will defend Liz to the death, even though she disapproves of his lifestyle. He'll also do anything to stop her from falling into old habits, and if she does so, to stop other heroes from arresting or hurting her. Responsibility (team loyalty) - Formerly of Young Freedom, and now on the Interceptors, while he may grate on his team mate's nerves, he would walk through fire to protect them and guard them from harm. Secret (identity - Chris Kenzie, while he acts little different between his costumed and civilian identity, does attempt to maintain a secret identity to allow himself privacy and space. Vulnerable Nose - Geckoman's powers make him slightly more vulnerable to certain things than other people. Apart from the energy requirements noted under the above Regeneration complication, he has the equivalent of a x2 Vulnerability to effects based on scent, due to his powerful nose. Abilities: 8 + 14 + 8 + 4 + 0 + 10 = 44PP Strength 18 (+4) Dexterity 24/28 (+7/+9) Constitution 18/22 (+4/+6) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 20 (+5) Combat: 20 + 16 = 36PP Initiative: +10/+12 Attack: +10, +14 melee, +16 unarmed, +14 Geckorangs Grapple: +21/+23 Defense: +13/+15 (+8 Base Defense, +5 Dodge Focus, +2 Enhanced Dodge Focus), +4 Flat-Footed Knockback: -3/-4, -2/-3 FF Saving Throws: 3 + 5 + 7 = 15PP Toughness: +6/+9, +4/+7 FF (+4/+6 Con, +2 Defensive Roll, +1 Protection) Fortitude: +7/+9 (+4/+6 Con, +3) Reflex: +12/+14 (+7/+9 Dex, +5), Evasion 2 Will: +7 (+0 Wis, +7) Skills: 120R = 30PP Acrobatics 6 (+13/+15, Skill Mastery) Bluff 16 (+21, Skill Mastery) Craft (Electronic) 8 (+10) Diplomacy 10 (+15) Disable Device 8 (+10) Drive 1 (+8/+10) Escape Artist 6 (+13/+15) Gather Information 10 (+15, Skill Mastery) Investigate 13 (+15) Knowledge (Behavioral Sciences) 3 (+5) Knowledge (Technology) 8 (+10) Language 2 (English [Native], French, Spanish) Notice 9 (+9) Pilot 11 (+18/+20, Skill Mastery) Search 8 (+10) Stealth 1 (+8/+10) Feats: 55PP Attack Focus (melee) 4 Attack Specialisation (unarmed) 1 Attack Specialisation (Geckorangs) 2 Beginner's Luck Challenge 2 (Fast Taunt, Improved Feint) Connected Defensive Roll 1 Dodge Focus 5 [7 with Enhanced Dexterity] Equipment 19 Evasion 1 [2 with Enhanced Dexterity] Fearless Grappling Finesse Improved Initiative 1 Improved Throw Improved Trip Luck 3 Jack of all Trades Power Attack Quick Draw Set-Up Sneak Attack 1 Skill Mastery 1 (Acrobatics, Bluff, Gather Information, Pilot) Takedown Attack Taunt Teamwork 2 Well-Informed Powers: 12 + 4 + 7 + 1 + 1 + 13 + 1 + 4 + 2 + 4 = 49PP Device 3 (The Utility Belt, 15pp of traits, Hard to Lose) [12PP] (all powers technological) Flashy Gadgets Array 5.5 (11pp of traits, Power Feats: Alternate Power 4) [15PP] BP: Blast 2 (Geckorangs, Power Feats: Improved Critical, Improved Ranged Disarm, Mighty 4, Ricochet 1)[11PP] (bludgeoning) AP: Strike 2 (staff, Power Feats: Extended Reach, Improved Trip, Stunning Attack, Variable Descriptor [electric charge], Power Complication: can be disarmed) [6PP] (bludgeoning+[electrical]) AP: Obscure 5 (visual, 250', Extras: Independent [+0]) [10PP] AP: Concealment 5 (chameleonic field inducer, radar and all visual, Extras: Affects Others [+1], Flaws: Blending [-1], Power Feats: Close Range) [11PP] AP: Super-Movement 1 (grapple line, swinging) [2PP] and Speed 4 (Limited towards large metal objects [-1], total rank 5, 250MPH) [2PP] [total 4PP] Enhanced Constitution 4 [4PP] (genetic, mutation) Enhanced Dexterity 4 (Power Feats: Dodge Focus 2, Evasion +1) [7PP] (genetic, mutation) Leaping 1 (x2 distance, 46'/23'/11' w/ Skill Mastery Acrobatics) [1pp] (genetic, mutation) Protection 1 [1PP] (genetic, mutation, regeneration) Regeneration 12 (bruised 3/no action, injured 6/no action, staggered 1/20 mins, disabled 2/hr; Power Feats: Regrowth) [13pp] (genetic, mutation, regeneration) Speed 1 (10 MPH) [1pp] (genetic, mutation) Super-Movement 2 (Wall-crawling 2 [full speed]) [4pp] (genetic, mutation, electrostatic) Super-Senses 2 (Infravision, Low-Light Vision) [2pp] (genetic, mutation) Super-Senses 4 (Normal Olfactory, Extras: Accurate 2, Acute, Tracking) [4pp] (genetic, mutation) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness (Staged) Damage Unarmed/Sneak Attack Touch DC 21 Toughness (Staged) Damage Staff Touch DC 21 Toughness (Staged) Damage Staff/Sneak Attack Touch DC 23 Toughness (Staged) Damage Geckorang Range DC 21 Toughness (Staged) Damage, Improved Critical 1 Geckorang/Sneak Attack Range DC 23 Toughness (Staged) Damage, Improved Critical 1 Abilities (44) + Combat (36) + Saving Throws (15) + Skills (30) + Feats (56) + Powers (49) - Drawbacks (0) = 230/250 Power Points
  11. Gizmo

    Pokéceptors

    Okay, so, with Erik Espadas AKA Jack of all Blades opening up a self-defense school in the West End, I was assaulted by visions of him acting as a Pokémon gym leader. I couldn't actually get anything done until I indulged that particular insanity, so I give you the hypothetical team one would have to beat to earn the Interceptor Badge! Gallade ♂ Nature: Rash, Ability: Steadfast - Swords Dance - Psycho Cut - Close Combat - Attract Gardevoir ♀ Nature: Sassy, Ability: Synchronize - Heal Pulse - Toxic - Double Team - Stored Power Sawsbuck ♀ Nature: Careful, Ability: Sap Sipper - Grass Knot - Horn Leech - Nature Power - Double-Edge Treecko ♂ Nature: Naughty, Ability: Overgrow - Agility - Acrobatics - Energy Ball - Swagger Dragonite ♀ Nature: Adamant, Ability: Inner Focus - Hurricane - Dragon Rush - Fly - Safeguard Porygon-Z Nature: Jolly, Ability: Adaptability - Conversion 2 - Tri Attack - Lock-On - Hyper Beam
  12. September 26, 2011 The West End 9 AM Things were in a bad way in the West End, what with the upcoming apocalypse. The Gorgon was only about thirty-six hours from making contact with the Earth, her silvery shape as clearly visible as Mars in the clear Freedom City night sky, promising a doom for all humanity should she get closer. The Freedom League was fighting the Gorgon and her train in space; the Lab crew had gone into the sky to unlock the scientific secrets of the monster coming to devour the Earth. (Sure, that wasn't technically her mission, but good luck telling that to the man walking down the street listening to apocalyptic street corner preachers pronouncing the imminent doom of man to all passersby.) There was a war in space, but a battle on the streets was imminent. Street-level heroes had been busy catching crooks and putting down disasters, but there were so many threats. The heroes of the West End had reason to be a little understaffed these days, anyway...The flashpoint came outside a local bodega near the Espadas home, when two uniforms from the local FCPD station came out to move one of those doomsaying street preachers off the streets. This gentleman, though, a wide-eyed man with thick glasses and a "PRAY FOR MERCY" sandwich board hung around his neck, wasn't willing to give in. "What's the point of doing what you pigs say?" he demanded, his fear rallying the crowd of onlookers who'd been listening to his sermonizing (and, not incidentally, blocking the door of the San Domingo Market whose manager had called them in the first place) to shout at the cops. "We're all gonna die anyway! The supers have run off! They left us to rot down here on the streets while they ran away into space and into their fancy other dimensions. Don't we deserve the right to have a little happiness now before she takes us all!?!" he exclaimed, pointing to the sky as the crowd roared. Normally West Enders were a bit more skeptical than this, but nerves were fraying. "How dare these fatcat shopkeepers keep what they have when the end is coming. I say, let's take what we want and give them a taste of their own greed before we're all gone! Who's with me?"
  13. Date: June 17th, 2011 (Friday), later afternoon/early evening Continued from ArchEvil: Omnia Mutantur, Nihil Interit and ArchEvil: Gestalt Theory. The foe was abominable, and the battle long, but the heroes prevailed. A great pseudonatural beast from beyond time and space, something which had apparently been slumbering in and influencing the science hero Doktor Viktor Archeville, had been banished, but at a terrible price. Archeville, reborn to a new (now fully human) body, stared at the spot where the fight had been, wrapped in his lover Fulcrum's cape, the only thing of her that remained on the battlefield in North Bay. She was gone, swallowed up by the explosion of Terminus energy that expelled the beat; chances were even of them either being atomized, or tossed into some other dimension. Archeville's mouth hung agape. He stared, bleary eyed, hands still reaching out where Fulcrum had last held them. Mona...
  14. Date: June 17th, 2011 (Friday), later afternoon/early evening Continued from ArchEvil: Terrible Bosses and News. In one of the darker corners of the historic waterfront of North Bay lay a spooky old house, complete with a graveyard off to the side: the home of Jack and Taylor Faretti. In the middle of the seldom-used street which ran by it, a pinpoint of blue-grey light appeared, which exploded into a great sphere. Out of this strode a grim figure in black and blood red armor, followed closely by six figures of equally dark, though very familiar, mien (one notably taller than the others). "Come along, Auffängers!," ArchEvil commanded. "This Doktor has a housecall to make!" ArchEvil stopped mid-step. "Auffängers," he said between gritted teeth, "secure the perimeter... and find the witch, the vampire, and their abomination of a child!"
  15. Standing on a Riverside street corner with her hands placed dramatically on her hips, Ellie Espadas turned to the eclectic group of women behind her and announced, "Alright, ladies, welcome to Meadow Street. A sensational hive of thrift and fashionability." Indeed, the line of shops behind her featured a generous quantity of second hand, vintage, handmade and fair trade clothing boutiques, several of which fell under two or more of those headings. "So, we've got two goals here," she reminded them. "First, to get Will and Trudy some actual people clothes." The dryad and goddess's limited wardrobes had become inconvenient enough that they'd quickly reached the limit of practical sharing and borrowing from the other Interceptors. "Second, we're practicing the 'secret identity' thing. Obviously Mo' is a little conspicuous, so if you get busted, we'll just say you're hanging with your girl Fulcrum on the downlow, but we're going for subtle, okay?" The young medic could perhaps be forgiven for directing the last part of her comment more to Thrude than anyone else.
  16. Okay this is an exercise in extreme silliness, but follow my 'logic', if you will... Jack of all Blades - James T. Kirk Despite a weakness for beautiful women and pithy dialogue, he's a charismatic leader who never gives up regardless of the odds. He's not afraid to defer to his teammates when he needs a second opinion, but if push comes to shove, he's going to pull a move so crazy it just might work. Doktor Archeville - Dr. Phlox Absolutely brilliant and the source of much exposition, he's still pointedly apart from the rest of the team. As much as he's there to help them, he's also openly studying them, though in a genial manner that's hard to find fault with. Plus there's that unexpectedly prominent sex drive. Colt - Will Riker Practically from another genre, while others are deliberating over options, he's already checked out the angles, chosen his shot and taken it. A competent leader, he's laid back enough to prefer a support role. Besides, it gives him more time to spend with his lady friend. Grimalkin - Deanna Troi Whether she spends the adventure talking about feelings or keeping her more impulsive teammates from doing something monumentally stupid, chances are she's going to be wearing an outfit there's really no good explanation for. Vocal about being from a noticeably different culture. Dynamo - Mr. Spock It's not that this guy doesn't have emotions, he's just seen where letting them run wild can get you, and he'd just as soon be the one to keep a level head, thank you very much. There may be flashier characters around these days, but he's still in way better shape than most. Fulcrum - Jadzia Dax Fighter, artist, confidant, lover - she's comfortable playing a lot of different roles, always with a confidence and sureness of self. She owes a lot of that to the passing of her predecessor, with a couple nasty side-effects tossed in, but she's definitely going to do the legacy proud. Thrude - Worf A proud warrior who is proud to be a warrior! It's hard to miss that she isn't from around here, but if it's going to come down to a fight, she's the one you're going to choose for the away mission. She doesn't talk about it much, but she's mixed up in some pretty epic family drama. Willow - Odo A powerful being with incomplete memories, her origins turn out to be connected to a huge threat to our heroes. Though not in the manner we're used to in the setting, she's a guardian of order, and a relationship with a teammate has a pronounced humanizing effect on her. Geckoman - Tom Paris He might have a hard time taking much of anything seriously, but he's the best pilot around and he knows it. He makes a lot of jokes and has an uncanny ability to tick people off at first, but they'll come around eventually, just like his tech savvy girlfriend did. Ferros - Harry Kim From the moment we see him, he's getting caught up in a whole lot of trouble that's not his fault. Sometimes it's pretty obvious he's new at this, but he knows when to temper his buddy's harebrained scheme with some caution and when to back another equally harebrained play. Jill O'Cure - B'Elanna Torres She's smart, maybe smarter than you were expecting, but more importantly she's trained her butt off to be the very best at her chosen field. Her wit is acerbic and her praise is rare, but that's all part of her charm. She downplays it, but she comes from a history of butt-kickers, too. V.I.N.C.E. - The Doctor (No, not that one) Sure he's 'just' an artificial intelligence, but he's got more personality than a lot of you meatspace folks, especially with all those quirks his designer wasn't expecting. He doesn't go out and about much, but runs a tight ship when given the chance, and gets some of the best lines.
  17. Date: June 17th, 2011 (Friday), later afternoon/early evening Continued from ArchEvil: Terrible Bosses Just as Ferros reached up the ring the doorbell on the building Doktor Archeville had instructed him to go to should he feel he was ready to audition for the fabled Interceptors, the building collapsed, threatening to fall upon him! Inside, in the secret basement lair of that team, Geckoman, Thrude, and Willow had just witnessed the team's secret benefactor -- Archeville himself, now some sort of hideous fish-man! -- usurp control over the core members of the team, then teleport away with them as he ordered Vince, the team's AI 'mascot,' to activate the building's auto-destruct, bringing it down upon them!
  18. Date: June 17th, 2011 (Friday), later afternoon/early evening Continued from ArchEvil: Revelations The Brownstone! Home to the Interceptors! Dynamo, Fulcrum, Jack of all Blades, and Jill O'Cure, plus newer members Geckoman, Thrude, and Willow, were in the basement training hall, joined by former members Colt and Grimalkin, who had stopped by to pick up some forgotten items and were roped into the exercise by Jack. Some blocks away, a new potential recruit, Ferros, approached, having been told by Archeville himself -- secretly the founder of the fabled team! -- to come by for a tryout with them. ArchEvil appeared in the basement of the Interceptors' Brownstone, next to Vince's computer core. "Hey, boss-man, the gregarious AI's upbeat voice greeted, appearing in mechanic's overalls on the monitors along the walls. "Whatcha do- yeow! What happened to-" "Attend: Stratus. Nietzsche. Wave. Neper. Tornado. Shark. Venus Flytrap. Viktor. Vince. Viktor." Vince's image froze, the eyes went fuzzy, then his entire form flickered as the long-buried overrides were activated and hidden subroutines booted up. Now the AI was dressed in a very crisp, black uniform, with hobnailed jackboots and a leather trenchcoat. "I obey, Herr Doktor," he said, all trace of his jovial nature gone with the click of the back of his heels. "As shall you all, Vince. As shall you all." ArchEvil walked out of computer core chamber and towards the training room, as a hunchback!Vince began pulling on virtual cords, locking down the Brownstone. He entered the training room, using his Belt's intangibility function to simply bypass the door, so as not to interrupt their session. Eventually, of course, the Interceptors did notice the strange bare-chested fish-man in a labcoat and khakis standing in their danger room.
  19. June 1st, noon The figure cut casually up the street, clad in plain blue jeans and a battered brown leather jacket. He whistled merrily as he sauntered along, hands in his pockets. His face was covered with a big baseball cap, a faded green colour. When he got to his destination, the figure casually sauntered up the staircase, and pulled out a letter from his pocket, detailing the specifications of his employment. And, with a wide grin, knowing he was about to annoy some certain people, he pulled a pair of orange goggles up from where they hung at his neck and up around his eyes. And then hammered 'shave and a haircut' on the door.
  20. Power Level: 12 [15] (250/250PP) [280] Trade-Offs: None Unspent PP: 0 In Brief: Omegadrone turned Hero Name: Harrier Alternate Identities: Steven Murdock Identity : Secret Birthplace: Nihilor, the Terminus Occupation: Deputy Chief of Security at HAX Affiliations: HAX, Omegaorphans, the Americana Family, Deep One orphans Family: Dead Age: 100 Apparent Age: 40 Gender: Male Ethnicity: Terminus Height: 6'4" Weight: 600 lbs. Eyes: Black Hair: None Description: Murdock is a brown-skinned man with no visible body hair, just like all combat drones. His face is generally non- descript, save for the small, hair-thin lines that run over most of his body. They look like tribal tattoos, and he will not correct anyone who makes that assumption. He speaks in a flat monotone occasionally leavened by a wistful regret. Harrier is a monster. Clad in black and red armor that bursts out from his back to cover his whole body, he is clearly recognizable as an Omegadrone, fully armed and ready for battle beneath his faceless armor. He prefers to let his fists, and his power pike, do the talking for him if forced into his armor. He flies with the help of the red and black jetpack that erupts from his back with his armor, spewing hellish gouts of flame as it propels him into the stratosphere. Power Descriptions: Harrier is a wrecking machine, a goonsweeper capable of going toe-to-toe with some of the toughest customers in the World of Freedom. Unarmed, blasting or cutting with his pike, he's a powerful threat to almost anyone; a hard, cold blade designed to cut deeply and painfully. History: Once, there was an Earth. It was defended by the greatest heroes of the world, champions of justice and right, avengers of evil: Earth's mightiest superheroes. And then that world died, screaming, as its heroes died and it was sucked into the Terminus. Sally and Ben, survivors of that world, were part of the personal retinue of Steelguard, once friends who became slaves of Shadivan Steelgrave. Steelgrave liked having some around who remembered the old world, and enjoyed reminiscing with them as they tried not to weep at the slayer of billions that their friend had become. He forced them to take anti-aging drugs so they would live as long as he did, and denied them the quick deaths they craved after watching the deaths of their families and the assimilation and corruption of all they loved. When he began to mutter about what a shame it was that there were no more children from their world, in their terror they conceived and gave birth to a son. In one last act of defiance, they named him Stephen, after the man who had once been their captor and tormentor's best friend, then his first victim as Omega corrupted him. Steelgrave was...amused, and gave them something of what they wanted. Stripping them of their immunity to aging, he hurled them into the pits of Nihilor, where the once-favored slaves learned to scrape and fight like the proles they now were. After all, they lacked the courage to die if it meant the death of their son. Stephen Murdock grew up in the pits, the great black castle of Shadivan Steelgrave overhead, with memories of a dead world loud in his ears. He learned to survive in the grim surroundings of Nihilor, the hearthworld of the Terminus, to run and hide from drones, to fight for food, to survive in a world of pure death. When his parents died, Stephen assembled a gang of likely toughs and began doing what he could to make himself master of the pits: not to overthrow the drones, but simply so that the people there could live without having their neigbor as their enemy. When he came to the attention of Steelgrave, as all such visionaries do, he pleaded for mercy, begging for help from the last survivor of their world of marvels. He got that help, oh yes. The process of assimilation into the armies of Omega is a horror best not described in these pages. Bones are removed and replaced with black, terrible Terminus metal, parts of the brain replaced with transceivers to receive the VOICE of Omega, and the body itself is infiltrated with a thousand different pieces of nano-technology. The subject is conscious to the end, naturally, so that when the torment and mutilation ends, he will cling to the VOICE in his head as the voice of his god. Steve Murdock died that day. He became a combat drone, a specially augmented unit designed to fight superhumans. And that was precisely what he did in a dozen different worlds. He was in at the death of mega-billions, a cold, merciless killing machine and agent of assimilation. A particularly powerful and skilled unit, he was traded from Annihilist to Annihilist, even starring in several battles in the arena. His armor was an experimental variety, designed to burst from under his skin when necessary, something which he used to great effect in combat again and again. Until one day, when it all changed. He was leading a squadron of Omegadrones through the Hundred Worlds when an alien starship decloaked just above them and opened fire. The big combat drone at the lead took the brunt of the damage, the tremendous magnetic charge scrambling his circuits...and severing his connection with the Terminus. Heavily damaged and outnumbered, he managed to fight off the lesser drones who attacked him when he was severed from the VOICE, their blasts giving him the drive to escape. And from there he fled, deep into the Void, screaming. It was through great good luck that he stumbled across a Furion raiding party, and even better luck that they didn't kill him out of hand. And when Freedom Bird disarmed him and beat him to his knees, the former drone looked up at the Furion and screamed "I die free!" And that was when Freedom Bird and the others wept, because if a drone could be freed, who knew what freedom could do? The Furions took him in and taught him, teaching him something of himself and of what it meant to be a free man, but he really had no place among those shining symbols of virtue. They knew him too well, and had fought too many drones, to ever fully trust him. Luckily, Freedom Bird knew people who could help, and the former Omegadrone (now calling himself Harrier, after Harriet Tubman), was delivered to the Freedom League, who (after _extensive_ tests), delivered him to the world, with a fake ID and fake name, the better for him to learn about freedom. What better place than Freedom City? It's been quite a ride for the walking embodiment of pain and loss; embraced by some as the ultimate hard-luck hero and others as a symbol of all that is evil and horrible. He is still the monster people tell their children will come for them at night, but he's a hero too. It's a good feeling. He has a woman he loves and a job he cares about, friends and comrades with whom he would fight the worst of monsters with. But the road to redemption is a long one, and Harrier knows better than anyone the perils that lie along the way. After all, blood will tell. Personality & Motivation: Harrier is cold. It's not that he's unfeeling, by no means, but rather that the horrors of life as an Omegadrone have layered depths of memory and grief between himself and the rest of the world. He cares intently for the suffering of others, but shows this by action, not words. He speaks with a slow, deliberate monotone occasionally leavened by moments of wistful emotion. In his civilian ID, he keeps to himself, sometimes in a slightly creepy way. His small apartment has no decorations and sparse furniture. When he's not working, eating, or sleeping, he watches television, doing his best to absorb the reality of this world that's now his home. Otherwise he walks the streets, pike fastened subtly at his side, and tries to learn what he can about humanity. He opens somewhat around his close friends and his lover, but there is still no denying the fact that the scarred-faced drone is _other_, even if most people might not be able to sort it out. Powers & Tactics: Harrier prefers not to use his armor if the situation calls for it, and against many foes he can actually get away with that. Generally he fights silently, his face composed in a flat mask, but when angered by a particularly vile enemy his face contorts into a mask of utterly infuriated rage. He'll usually attack the strongest-looking enemy first, hitting them as hard as he can, not retreating unless absolutely necessary. His staff lets him hurt almost any foe, whether with blasts of Terminus energy or strikes with a devastatingly fast, powerfully charged blade at the head. If forced into his armor he's a terror on the battlefield. He usually fights from the air, blasting away at lesser foes, before landing to begin a slow, methodical elimination of the enemy. He'll allow weaker enemies to shoot him a few times, the better to spread _fear, before landing to begin their punishment. If forced into his armor, he does not linger, and will leave as soon as possible (or at least change back) so as not to attract attention. Complications: Enemy: This is something separate than just people being scared of him. There are people, a lot of people, who'd see a free Omegadone as an opportunity for some free payback. Friends: Wander, Jack of all Blades and company, Dragonfly, and the rest of the HAX and Interceptors crew are people Harrier would walk through fire for. Immigrant: Harrier is still adjusting to local customs and society in Freedom City. He's learned a lot as he's gone, but this is indeed a strange world. Love: Harrier loves Gina Evans, for all that it's a deeply fraught relationship. Double Secret: Harrier has more than one identity to worry about now that he has the Caradoc name. Job: Harrier is frightened of losing his job, as it's one of his connections to the world around him. Monster: Harrier is an Omegadrone. Cops will shoot at him on sight if he's in armor, civilians will run screaming or attack him if they're brave enough. Only a Mother: Even outside of his armor, Steve is no prize. Collector: Between the Omegaorphans that he rescued from a crashed Terminus ship, Yolanda Morales, and the Deep One babies he helped save during the Archevil invasion, Harrier is something of a collector of lost and bereft children. The World I Left Behind Me: The Terminus knows those who escape, and has terrible plans for them. Abilities: 14 + 6 + 14 + 0 + 6 + 0 = 40 pp STR 32/24 (+11/+7) DEX 16 (+3) CON 24 (+7) INT 10 (+0) WIS 16 (+3) CHA 10 (+0) Combat: 8 + 8 = 16 pp Init: +11/+3 ATK: +4 (+7 Melee) [+6 (+9 Melee) w/Armor, +12 Blast with Pike, +18 Blast/+16 Strike w/No More Holding Back] DEF: +9 (+3 Dodge Focus, +2 from Armor, +4 Base, +2 flat-footed) [+15 w/No More Holding Back] Grapple: +14/+22 Knockback: -13 Saves: 3 + 5 + 7 = 15 pp TOU +15/+11/+9/+7 (+7 Con, +2 Density, +2 Protection, +4 Force Field [10 Impervious]) FORT +10 (+7 Con, +3) REF +8 (+3 Dex, +5) WILL +10 (+3 Wis, +7) Skills: 68 r = 17 pp Disguise 0 (+0/+50) Intimidate 10 (+10/+20, SM) Knowledge (Cosmology) 10 (+10/+15) Knowledge (Tactics) 15 (+15) Knowledge (Technology) 10 (+10) Language 1 (English, Base: The Black Speech of the Terminus) Notice 7 (+10/+20, SM) Sense Motive 7 (+10/+20, SM) Stealth 7 (+10/+15, SM) Survival 1 (+4) Feats: 15 pp Attack Focus: Melee 3 Dodge Focus 3 Interpose Leadership Master Plan 2 Second Chance (Saves vs. Fear) Skill Mastery (Intimidate, Notice, Sense Motive, Stealth) Takedown Attack Ultimate Save (Will) Uncanny Dodge (auditory) Powers: 6 + 14 + 30 + 31 + 13 + 30 + 1 + 2 + 1 + 12 + 1 + 2 + 8 = 151 pp Communication 4 (technological, 1 mile, radio, PFs: Selective, Subtle [Encrypted]) [6PP] Container 3 (15PP, No More Holding Back, training, Drawback: Power Loss [When Not Inflicting Lethal Damage, -1]) [14PP] Attack Specialization 3 (Terminus Blast Array) [3] Enhanced Defense 6 [12] 3+12=15 Container 5 (25PP, Terminus technological, Omegadrone Armor, Extra: Duration [Continuous]) [30PP] Enhanced ATK 2 [4] Enhanced DEF 2 [4] Flight 3 (50 MPH/500FPM, PF: Move-By Action) [7] Immunity 4 (disease, poison, sleep, starvation and thirst, Flaw: Limited [Half-Effect]) [2] Immunity 6 (Environmental Cold, Heat, Pressure, Radiation, Suffocation) [6] Protection 2 [2] 4+4+6+2+7+2=25 Container 6 (30PP, Terminus technological, Alpha Omegadrone, Extra: Duration [Permanent], PF: Innate) [31PP] Enhanced Feats 10 (Affects Insubstantial 2 [Unarmed], Challenge 3 (Fast Startle, Mass Intimidation, Powerful Intimidation), Improved Initiative 2, Luck, Quick Draw [Draw], Startle) [10] Enhanced Skills 40 (Intimidate 10, Knowledge [Cosmology] 5, Notice 10, Sense Motive 10, Stealth 5) [10] Impervious Toughness 8 [8] Super-Strength 1 (Effective STR 42, Heavy Load: 3 tons) [2] 11+10+8+2 Density 4 (Terminus technological, Permanent, PF: Innate [+8 Strength, Protection 2 (Impervious), Immovable 1, Super-Strength 1, x3 mass]) (13 pp) Device 9 (45PP, Terminus technological, Omegadrone Pike, Flaw: Easy to Lose, PFs: Restricted 2 [Harrier Only], Subtle [Collapsible]) [30PP] Concealment 2 (normal vision, Flaw: Passive) [2DP] Enhanced Feats 3 (All-Out Attack, Power Attack, Takedown Attack [2]) [3DP] Force Field 4 [4PP] Super-Senses 4 (Detect Weakness [3], radio, Enhancement: Analytical) [4DP] Terminus Blast Array 14 (28PP, PF: Alternate Power 1) [29DP] BE: Blast 12 (entropic blast, PFs: Accurate 3, Improved Crit) {28/28} AP: Strike 4 (blade strike, Extra: Autofire [10], Penetrating 5 [as DMG 20], PFs: Affects Insubstantial 2, Extended Reach 1 [5 ft], Improved Crit 2, Mighty, Precise, Variable Descriptor 2 [any technological]) {28/28} 2 + 3 + 3 + 4 + 4 + 29 = 45 Feature 1 (mutation, Temporal Inertia) [1PP] Immunity 4 (mutation, disease, poison, sleep, starvation and thirst) (Flaw: Limited [Half-Effect]) [2PP] Leaping 1 (mutation, x2, RLJ 34 ft, SLJ 22 ft, V 8 ft) [1PP] Morph 10 (Caradoc, technological, Disguise Bonus +50, PFs: Covers Scent, Precise) [12PP] Speed 1 (mutation, 10 MPH/100FPM) [1PP] Super-Senses 2 (Terminus technological, Darkvision) [2PP] Super-Senses 8 (mutation, Detect Terminus [3], mental: Enhancements: Acute, Extended 2 (1000 ft range increment), Radius, Ranged) [8PP] Drawbacks: -2PP Weakness (magnetism, uncommon, minor) [-2PP] Abilities (40) + Combat (16) + Saves (15) + Skills (17) + Feats (15) + Powers (139) - Drawbacks 2 = 250/250 pts
  21. The Freedom City Medical Center was seen as a safe haven to many before the announcement earlier today. Its staff was measured in the thousands and had state of the art medical equipment; there was no where in the world where you could get better attention. As violence swept the streets, the hospital was soon filled to the point of breaking. Now if Atlas's threat comes to pass, the hospital could very well turn into a feeding ground with a death toll measured in the thousands.
  22. Date: June 2010 Deep under the streets of Freedom City's West End, the swashbuckling hero known as Jack of all Blades finished stretching in the Underground's training room and began bouncing lightly up and down on the balls of his feet, eager to get his first lesson started. Rather than his traditional greatcoat and bandanna mask, the tanned young man wore loose-fitting workout clothes: black shorts and a white tank top that revealed layer of lithe muscle marred by the occasional faint scar. He'd told the rest of the team to show up similarly attired, but hadn't revealed anything else about his lesson plan. Looking up, the fencer nodded to Colt where the cowboy sat in the room's control center, visible through a large translucent panel in the far wall, then turned to look at a digital readout of the time as he wrapped his hands with a roll of tape.
  23. Several of Freedom City's heroic types received a large invitation slid under their door around the middle of June; the cards appeared to be handmade either by someone in their late teens or perhaps merely addicted to clip art, glitter and caffeinated soft drinks. Some people did not get hard copies at all, due to Lynn's unfamiliarity with their current living arrangements, but she still made sure the word got around.
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