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  1. ATLANTEAN TECHNOLOGY Ancient Atlantis possessed truly advanced technology, including energy weapons, force fields, and aircraft, among other things. However, this technology was made up of a combination of scientific principles, the alien science and technology of the Preservers (including various artificial intelligences, Preserver Stones, and molecular-, atomic-, and even quantum-scale engineering, and harnessing "cosmic" energy), and Atlantean understanding and use of magic (including ley-line energies, enchanted crystals, and tapping into various elemental and geomantic forces -- some of which may have weakened the strata and geological stability of the island-nation). Some Atlantean technology survived the Sinking and the subsequent millennia immersed in icy salt water, and it has led to significant differences between what Atlanteans and surface people consider “technology”. In particular, while some of their weapons, vehicles, and even household elements may appear “high-tech,” Atlantean technology does not rely upon electronics or electricity (virtually useless underwater unless completely sealed), nor upon combustion or the combination of volatile chemicals (also problematic underwater). Instead, most Atlantean technology is powered by magical crystals drawing upon geomantic and elemental energies, recharged in orichalcum-lined sockets linked to ley-lines, or from the user's own personal stores of mystical energy. So while an Atlantean blaster-weapon may look like a pistol or a rifle, a surface world engineer taking one apart would find it a technological impossibility. The same is largely true of Atlantean vessels and other devices, such as the occasional Atlantean audio-visual projector (a crystalline-based image generator, often with some telepathic components, rather than a video screen or camera). The nature of Atlantean mechano-mystical devices makes their technology less mass-produced and ubiquitous compared to the surface world, since each item is hand-crafted by specially-trained experts. Indeed, many are often family heirlooms maintained, repaired, and passed down through the generations, dating back to before the Sinking, patched together with whatever components were available -- re-creating such items are simply beyond the capabilities of modern Atlanteans. This leads to an apparent mixture of ancient and modern styles and resources in Atlantis and a somewhat “retro-future” quality to their technology, since it generally lacks things like computers and electronics. (Picture sci fi stories from the 1920s-1950s, before transistors and integrated circuits.) USES AND LIMITS OF ATLANTEAN TECHNO-MAGIC Atlantean Technology/Techno-Magic is very good at what would be considered alchemy (though now very limited due to their aquatic environment), as well as effects that involve or manipulate the four "classical elements": air, earth (and metal), fire (and heat), and water (including cold). Fire itself is not often used, since that doesn't work underwater, but heat is. It is also very good at generating and manipulating light (and darkness) and sound, which are considered "lesser elements." Electricity & lightning are known, but rarely used, in part due to the problems in using it underwater, and in part because of ongoing debates on which element it should fall under. Crude gravity and magnetic manipulation are possible, an offshoot of earth manipulation. Plants can be manipulated indirectly, by manipulating the minerals and water around & within them. Many forms of Atlantean Tech have been developed that channel the power of Law/Order -- bonds or large mazes of mystic force, locking shapeshifters to one form, repairing/restoring broken items, sealing dimensional breaches -- developed to counter their Chaos-using Deep One enemies. And as Lemurian techno-mages have proven, similar devices can also be constructed (or repurposed) to channel the powers of Chaos. Body-altering magics are rare. Their last widespread use was in altering survivors of the Sinking to be able to breathe water. (Some Atlantean sorcerers engage in shapeshifting battles, but they're viewed as... weird.) Healing devices are available, which involve some restorative Law/Order magics, but are not nearly as common as they once were and so usually reserved for extreme cases. The techno-magical equivalent of bionics/cybernetics are possible, but rare, and usually done to replace & replicate the function of a lost body part, not to enhance or add new abilities. Some Atlantean athletes and soldiers use performance-enhancing potions or ointments, but they're viewed with disdain, not for any harmful side-effects but because they should be able to rely on their own skills and aptitudes. The taboo against body-altering magics is largely born of anti-Deep One sentiment, fearing the polymorphic power of the Serpent Scepter, and the protean nature of their otherworldly masters. For similar reasons, and also out of respect to the Sirens, Mental effects are rare. Devices permitting telepathic communication -- between Atlanteans and other sapients, and Atlanteans and animals -- are common, as are illusions, though most are obviously illusions and so suitable only for entertainment or educational displays, not deceit. Crystalline devices that can record and play back thoughts are also common, and are one of the few pre-Sinking items that can be recreated. Emotion control is accepted, if tied to the elements (via the "four humours"), but mind reading and mind control -- even controlling non-sapient animals -- are deeply feared, and is something only those vile Lemurians would do. (The sea creature-controlling Trident of Poseidon gets a pass due to its use in defending Atlantis over the centuries.) Order-focused artificers argue for being able to develop truth-compelling effects, to cut through the chaos of lies and deception; debates are still ongoing, though rumors persist of "secret police" who do employ such techniques. (In truth, Atlantean techno-magic is just as capable of generating and manipulating psionic energies as any other form of elemental energy, though this is not widely known.) Atlantean Tech is capable of teleportation across space, but only using large platforms connected to ley lines & only to teleport to other such platforms. Experiments with using charged crystals to power more mobile teleporters have met with limited success. (Dimensional and temporal travel are theoretically possible, but would require more complex calculations and even larger amounts of energy.) Flying vehicles are common, but wearable "flight packs" are still being worked on. Lemurians have had better luck with teleportation effects, both across space and dimensions, but that's because they access fringes of the Cosmic Coil/Maze of Madness as a shortcut, passing through far realms of chaos and madness to reach their destination. Atlanteans were adept at creating magiconstructs -- automatons in humanoid or animal form, serving a variety of military and construction functions -- but the techniques to create them are long lost. Some Atlantean statues -- on the isle or in Surface world museums -- are actually long-dormant colossi, their inner furnaces long depleted of fuel. While pre-Sinking Atlantis did have items comparable to computers (and Artificial Intelligences), most were lost during that cataclysm, and the few that survived were forgotten as early Atlanteans focused on mere survival. As Prince Theseus began working with the Freedom League, he learned more about Surface world technologies, and one day in court wondered aloud if Atlantis had ever had anything similar. Attentive mechanomystics took this idle statement and ran with it, and developed a technomagical alternatives. An Atlantean computer is a room-sized, durable, semi-living organic computer that houses elemental forces which serve as computational and informative assistants, powered by ambient mystical energies. They have holographic controls, worked through subtle magical manipulation, though the Computers skill is still used to accomplish tasks associated with that skill. This magic has a telepathic element, so any user that understands any language can use an Atlantean computer and understand the information stored on it. Research is currently being done on reducing the size of these devices (to make them more portable), and on modifications to make it so Atlantean and Surfacer computers can communicate with one another (and exchange files). There is also work being done on mystical modifications that would allow an Atlantean computer to telepathically communicate, via either the Astral or Ethereal Plane, with other such devices over a range of several thousand miles. This could allow an Atlantean computer to access another such system anywhere on the planet, forming an interconnected network of knowledge. Though Atlantean technology is as much magic as it is science, it is not used to invoke or entreat any mystic entities, even ones who are called on for elemental effects (like Abbridon, Ghorummaz, or Phoros), though Atlantean sorcerers can and regularly do. The reasons for this are twofold: they don't want to become beholden to any outside entity (as the Deep Ones are to the Unspeakable One), and the Preserver tech components have trouble with specific mystical entities of such great power. Their techno-magic can be used to summon elemental beings, using large arcane patterns developed over millennia and altered based on what needs to be summoned, and an ample supply of elemental material to form the body, though whether these "spirit matrices" actually summon spirits from some other plane, or creates something like an A.I. molded by the user's subconscious, is a matter of some debate. Atlantean Techno-Magic is capable of necromantic effects -- manipulating both life force and energies from der Shattenwelt are within its capabilities -- but such devices are extremely rare, and largely relegated to dark myths. ATLANTEAN SUBSTANCES The ancient Atlanteans invented a unique metal alloy of copper, gold, mercury, and silver, called orichalcum, a hybrid creation of advanced metallurgy and alchemy. (Surface world metallurgists get confused and infuriated when examining it, because such an alloy should not be possible.) The secret of its creation was lost in the sinking of Atlantis, and likely would not be practical in an aquatic environment, but samples of the metal still exist, owing to its near-indestructible nature, and Atlantean “cold-forges” can reshape existing orichalcum to a degree. Orichalcum is a golden (or deep coppery) metal with Toughness 25 and immunity to damage from temperature extremes. (If put in a fire, when removed it won't be any hotter and can be safely handled with ungloved hands; if left in a snowbank, when removed it won't be any colder.) Also, despite being largely unaffected by magic -- magical energies pass through, flow around, or are absorbed into it -- it holds enchantments better than most any substance, making it ideal for crafting magical armor, weapons, vehicles, and other devices. Orichalcum weapons, armor, and tools are prized heirlooms among the Atlanteans (and their Utopian cousins). Attempts to recreate orichalcum (mostly by Surfacers who found fragments of Atlantean notes) lead to the creation of a similar metal, an alloy of cinnabar (mercury sulfide), copper, and gold. This false or fool's orichalcum, while incredibly tough and appearing identical to the true metal to most tests, will break down under forces generated by many contemporary metahumans. This metal has Toughness 12 (Impervious 12). Atlantean mechano-mystics also recognize four distinct elemental substances, though these are so basic a component of their craft that they rarely bother describing them to anyone. Corusqua are incandescent blue crystals which contain electricity, though they are inert unless agitated by mystical energy; their use became much less common post-Sinking, though some have been repurposed into remote- or proximity-detonated area effect weapons (i.e., mines). Crystallos is a transparent crystal similar to quartz, but grows like a plant; it can be constrained and forced to grow into various shapes (typically flat panes), dyed by soaking in pigments, and can be baked in special arcane furnaces to halt their growth but make them harder than steel (though much lighter). Fulminor is a blue-black smoke that is lighter than air, and can impart that quality on any substance it remains in extended contact with; it is used in the fuselages of Atlantean aircraft. Ignaetium is a pale blue, dull orange, or blood red crystal, containing a spark of Elemental Fire, and is used to fuel many arcane furnaces & as a source of heat. All four are naturally occurring substances -- chips of ignaetium can be found where coal seams cross ley lines, for example -- but each can also be created in a sorcerer-scientist's workshop. As for mundane substances, copper -- and its alloys bronze and brass -- are often used in Atlantean metallurgy, due to their availability and unreactiveness to most mystical energies. (Atlantean writing is done by die-stamping onto thin sheets of such soft metals.) Iron and most steels rust in the saltwater environment, though they do have various sealants which can slow that corrosion. The alchemical resonances in gold and silver tend to interfere with the mystical elements of their devices if present in large quantities, but are sometimes used in small quantities for decorative purposes. SKILL CHECKS Among other things, the differences in Atlantean technology impose a +20 DC modifier to Knowledge (Technology) skill checks dealing with it, unless the character is also trained in Knowledge (Arcane Lore), in which case the lesser of the two skills may be used without the +20 DC modifier. Similarly, repairing or constructing Atlantean technology requires training in both Craft (Mechanical) and either Craft (Artistic) or Craft (Structural). Surface-world trained technicians can barely make heads or tails out of Atlantean techno-magic. In a like manner, Surface World technology -- modern electronics, or even simple combustion engines -- are just as weird and alien to Atlanteans as their techno-magic is to surface worlder engineers. An Atlantean trying to deal with Surface world technology suffers a +20 DC modifier to their Knowledge (Technology) checks, unless they are also trained in Knowledge (Physical Science), in which case the lesser of the two skills may be used without the +20 DC modifier.
  2. ATLANTEAN TECHNOLOGY Ancient Atlantis possessed truly advanced technology, including energy weapons, force fields, and aircraft, among other things. However, this technology was made up of a combination of scientific principles, the alien science and technology of the Preservers, and Atlantean understanding and use of magic, including ley-line energies, enchanted crystals, and tapping into various elemental and geomantic forces (some of which may have weakened the strata and geological stability of the island-nation). Some Atlantean technology survived the Sinking and the subsequent millennia immersed in icy salt water, and it has led to significant differences between what Atlanteans and surface people consider “technology”. In particular, while some of their weapons, vehicles, and even household elements may appear “high-tech,” Atlantean technology does not rely upon electronics or electricity (virtually useless underwater unless completely sealed), nor upon combustion or the combination of volatile chemicals (also problematic underwater). Instead, most Atlantean technology is powered by magical crystals drawing upon geomantic and elemental energies, recharged in orichalcum-lined sockets linked to ley-lines, or from the user's own personal stores of mystical energy. So while an Atlantean blaster-weapon may look like a pistol or a rifle, a surface world engineer taking one apart would find it a technological impossibility. The same is largely true of Atlantean vessels and other devices, such as the occasional Atlantean audio-visual projector, actually a crystalline-based image generator, often with some telepathic components, rather than a video screen or camera. The nature of Atlantean mechano-mystical devices makes their technology less mass-produced and ubiquitous compared to the surface world, since each item is hand-crafted. Indeed, many are often family heirlooms maintained, repaired, and passed down through the generations, dating back to before the Sinking, patched together with whatever components were available. This leads to an apparent mixture of ancient and modern styles and resources in Atlantis and a somewhat “retro-future” quality to their technology, since it generally lacks things like computers and electronics. (Picture sci fi stories from the 1920s-1950s, before transistors and integrated circuits.) USES AND LIMITS OF ATLANTEAN TECHNO-MAGIC Atlantean Technology/Techno-Magic is very good at effects that involve or manipulate the four "classical elements": air, earth (and metal), fire (and heat), and water (including cold). Fire itself is not often used, since that doesn't work underwater, but heat is. It is also very good at generating and manipulating light (and darkness) and sound, which are considered "lesser elements." Electricity & lightning are known, but rarely used, in part due to the problems in using it underwater, and in part because of ongoing debates on which element it should fall under. Plants can be manipulated indirectly, by manipulating the minerals and water around & within them. Many forms of Atlantean Tech have been developed that channel the power of Law/Order -- bonds or large mazes of mystic force, locking shapeshifters to one form, repairing/restoring broken items, sealing dimensional breaches -- developed to counter their Chaos-using Deep One enemies. And as Lemurian techno-mages have proven, similar devices can also be constructed to channel the powers of Chaos. Body-altering magics are rare. Their last widespread use was in altering survivors of the Sinking to be able to breathe water. Healing devices are available, which involve some restorative Law/Order magics, but are not nearly as common as they once were and so usually reserved for extreme cases. The techno-magical equivalent of bionics/cybernetics are possible, but rare, and usually done to replace & replicate the function of a lost body part, not to enhance or add new abilities. Some Atlantean athletes and soldiers use performance-enhancing potions or ointments, but they're viewed with disdain, not for any harmful side-effects but because they should be able to rely on their own skills and aptitudes. (Some Atlantean sorcerers engage in shapeshifting battles, but they're viewed as... weird.) The taboo against body-altering magics is largely born of anti-Deep One sentiment, fearing the polymorphic power of the Serpent Scepter, and the protean nature of their otherworldly masters. For similar reasons, and also out of respect to the Sirens, Mental effects are rare. Devices permitting telepathic communication -- between Atlanteans and other sapients, and Atlanteans and animals -- are common, as are illusions, though most are obviously illusions and so suitable only for entertainment or educational displays, not deceit. Emotion control is accepted, if tied to the elements (via the "four humours"), but mind reading and mind control -- even controlling non-sapient animals -- are deeply feared, and is something only those vile Lemurians would do. Order-focused artificers argue for being able to develop truth-compelling effects, to cut through the chaos of lies and deception; debates are still ongoing, though rumors persist of "secret police" who do employ such techniques. (In truth, Atlantean techno-magic is just as capable of generating and manipulating psionic energies as any other form of elemental energy, though this is not widely known.) Atlantean Tech is capable of teleportation across space, but only using large platforms connected to ley lines & only to teleport to other such platforms. Experiments with using charged crystals to power more mobile teleporters have met with limited success. (Dimensional and temporal travel are theoretically possible, but would require more complex calculations and even larger amounts of energy.) Flying vehicles are common, but wearable "flight packs" are still being worked on. Atlanteans were adept at creating magiconstructs -- automatons in humanoid or animal form, serving a variety of military and construction functions -- but the techniques to create them are long lost. Some Atlantean statues -- on the isle or in surface world museums -- are actually long-dormant colossi, their inner furnaces long depleted of fuel. Though Atlantean technology is as much magic as it is science, it is not used to invoke or entreat any mystic entities, even ones who are called on for elemental effects (like Abbridon, Ghorummaz, or Phoros), though Atlantean sorcerers can and regularly do. The reasons for this are twofold: they don't want to become beholden to any outside entity, and the Preserver tech components have trouble with specific mystical entities of such great power. Their techno-magic can be used to summon elemental beings, using large arcane patterns developed over millennia and altered based on what needs to be summoned, and an ample supply of elemental material to form the body, though whether these "spirit matrices" actually summon spirits from some other plane, or creates something like an A.I. molded by the user's subconscious, is a matter of some debate. Atlantean Techno-Magic is capable of necromantic effects -- manipulating both life force and energies from der Shattenwelt are within its capabilities -- but such devices are extremely rare. ATLANTEAN SUBSTANCES The ancient Atlanteans invented a unique metal alloy of copper, gold, mercury, and silver, called orichalcum, a hybrid creation of advanced metallurgy and alchemy. (Surface world metallurgists get confused and infuriated when examining it, because such an alloy should not be possible.) The secret of its creation was lost in the sinking of Atlantis, and likely would not be practical in an aquatic environment, but samples of the metal still exist, owing to its near-indestructible nature, and Atlantean “cold-forges” can reshape existing orichalcum to a degree. Orichalcum is a golden (or deep coppery) metal with Toughness 25 and immunity to damage from temperature extremes. (If put in a fire, when removed it won't be any hotter and can be safely handled with ungloved hands; if left in a snowbank, when removed it won't be any colder.) Also, despite being largely unaffected by magic -- magical energies pass through, flow around, or are absorbed into it -- it holds enchantments better than most any substance, making it ideal for crafting magical armor, weapons, vehicles, and other devices. Orichalcum weapons, armor, and tools are prized heirlooms among the Atlanteans (and their Utopian cousins). Atlantean mechano-mystics also recognize four distinct elemental substances, though these are so basic a component of their craft that they rarely bother describing them to anyone. Corusqua are incandescent blue crystals which contain electricity, though they are inert unless agitated by mystical energy; their use became much less common post-Sinking. Crystallos is a transparent crystal similar to quartz, but grows like a plant; it can be constrained and forced to grow into various shapes (typically flat panes), dyed by soaking in pigments, and can be baked in special arcane furnaces to halt their growth but make them harder than steel (though much lighter). Fulminor is a blue-black smoke that is lighter than air, and can impart that quality on any substance it remains in extended contact with; it is used in the fuselages of Atlantean aircraft. Ignaetium is a pale blue, dull orange, or blood red crystal, containing a spark of Elemental Fire, and is used to fuel many arcane furnaces & as a source of heat. All four are naturally occurring substances, but can also be created in a sorcerer-scientist's workshop. As for mundane substances, copper -- and its alloys bronze and brass -- are often used in Atlantean metallurgy, due to their availability and unreactiveness to most mystical energies. Iron and most steels rust in the saltwater environment, though they do have various sealants which can slow that corrosion. The alchemical resonances in gold and silver tend to interfere with the mystical elements of their devices if present in large quantities. SKILL CHECKS Among other things, the differences in Atlantean technology impose a +20 DC modifier to Knowledge (Technology) skill checks dealing with it, unless the character is also trained in Knowledge (Arcane Lore), in which case the lesser of the two skill ranks may be used without the +20 DC modifier. Surface-world trained technicians can barely make heads or tails out of Atlantean techno-magic. In a like manner, modern electronics, or even simple combustion engines, are just as weird and alien to Atlanteans as their techno-magic is to surface worlder engineers.
  3. Player Name: Shojikitsune Character Name: Apex Power Level: 7 (105 PP) Trade-Offs: None Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Poor little rich girl who wants to play with the other heroes. Frustrated because she is trying to reverse-engineer 31st century technology “as that TV character put it, ‘using stone knives and bearskins’. It’s a wonder I haven’t pulled out my hair!” Residence: If you have to ask, you can’t make it past the gate… Base of Operations: Various. Catchphrase: “MUST I *remind* you of my superiority?” Alternate Identity Alexandria Lorne Identity: Public Birthplace: unknown Occupation: Brat, engineer. genius, dilettante, multibillionaire. Affiliations: LorneTek, The Financial District, banking and robotics industries, fashion industry Family: Parents – everyone has them. Alexandria’s are stuck in a stasis field from the 31st century. Such an unfortunate accident. She hopes to free them soon. Description: Age: 19 (D.O.B.: 1998) Gender: Female Ethnicity: Caucasian. Height: 5’8” Weight: 120 lbs. (Dawson! Are you giving confidential information to the media again?!) REDACTED Eyes: Green Hair: Red Alexandria Lorne is a strikingly attractive young Human redhead who takes pride in her long, almost waist-length hair. She has medium green eyes, a light smattering of freckles, and a heart-shaped, very attractive face. She dresses in avant-garde cutting edge designs from only custom labels. Power Descriptions: Lexi is a engineering genius, who has designed a series of labor, construction and rescue suits. She is possibly the best mind in LorneTek, and has dedicated herself to understanding, reverse-engineering, and eventually disseminating the knowledge that makes the high-tech temporal device they have recovered work. The sooner she solves this problem, the sooner her parents and their co-workers can be freed. Although she has designed some impressive robotic suits, most are far to clumsy for superhero work. Instead, she has developed other systems from the detailed research notes on the strange device. Key to her public heroic efforts are the LT series drone system. The LT series drones consist of 2 or more disk-shaped devices, generally fielded in pairs to overcome their limited individual functionality. An LT Drone will generate a force field and interpose itself between its owner and a designated threat. Alternatively, it can use the force field projector to fire a bolt of stunning force. This is why they are often fielded in pairs. Stepping onto a drone's force field platform allows the rider to fly, much like riding a surfboard. These LT drones form the basis for her powers. To detail those powers, Lexi can 'ride' the force field effect, allowing her to fly - although very slowly. They provide a fair amount of defense, although she's aware that they'll overload against seriously heavy attack. Offensively, they can fire cylindrical bolts of force a fair distance, generate a massive kinetic potential to anywhere on her body to deliver a stunning melee attack, or attach themselves to a target and apply a 'zero-point' force field that resists the actions of the person inside it, slowing or immobilizing a target. tactically, Lexi uses her flight and kinetic blasts to engage enemies. She can deploy the snare drones early, trying to reduce any incoming attacks. If she must get close or go past a target, or if the force bolts and snare don't stop the threat, she will use her stun punches and kicks. She is not a trained fighter, and knows she must stay at range to be most effective. Lexi is likely to have dozens of these small, ring-like drones on her at any given time, and can activate them with manual or voice commands. Although powerful, they are not 'smart' and do not engage in complex plans on their own. This is a deliberate move on Lexi's part. She is fully aware she could create an AI to run the drones and reduce her workload managing them, but is rightfully concerned that making robots as smart as herself might not be the greatest idea. Unknown to many people, Lexi's set of drones are ever-evolving prototypes. Even as her marketing team sell her earlier designs, she keeps developing new applications for the tech. She is even shown on camera using some of these abilities. LorneTek force field drones may eventually make guns obsolete, enable flying cars and other futuristic tech, and bring law enforcement up to parity or even the odds when dealing with super-powered criminals. LorneTek drones are fast becoming popular with the media, as they can be piloted remotely, carry high-quality cameras and the ability to connect to audio equipment, and are much cheaper than a news van for nearly the same capability. (Spoiler - unbeknown to anyone except Alexandria, the drones all have a system link to LorneTek, giving her vast quantities of data to search, and the ability to shut down the drone remotely. This is *naturally* to prevent criminal misuse.) History: Born to the wealthy Lorne family, Alexandria grew up in a world without want of material goods. It lacked a warm family setting though, as both her parents were stupidly rich and active in global affairs. A brilliant student, ‘Lexi’ as she came to be called, went through tutors like crazy – not because she abused them, or made them quit, but because she rapidly exceeded their own knowledge and skills. No subject was too difficult for her, no intellectual activity was a challenge. She also had to play dutiful daughter at events her parents planned. She learned decorum and manners, and in the process how to read people and get what she wanted without being a total brat. She received her High School Diploma and a Bachelor’s Degree in Mechanical Engineering on the same day, and with clever use of the local University’s course challenge system, received a Master’s in Mechanical Engineering the following year. She actually was invited to LorneTek to assist her parents, which she was thrilled about doing. They were researching a strange spherical device dredged from the ocean. It turned out to be a time capsule, built with (they believe) 31st century technology. The team at LorneTek attempted to reverse-engineer the device, but in an odd backfire, Alexandria’s parents and several researchers were caught in the resulting stasis bubble. The controls to undo the effect are INSIDE the bubble, as is the power source. This almost decapitated the company. Almost immediately, infighting at the Board level nearly brought the whole company to a halt – but Alexandria had her parent’s proxies and her own shares in the company and quickly rallied her family's supporters. Now there are staff analyzing every scrap of data on the LorneTek Anomaly, including outside researchers, in an effort to save the people sealed inside. Meanwhile, the preliminary research has led to very strong showings for LorneTek in the fields of electronics, computers, robotics and engineering of a more conventional manner. Labor suits that allow one man to replace ten, construction models with built in tools, even fire and rescue models with attachments for hoses and acoustical scanners that help find victims in smoke. Camera drones with all the capabilities of a TV news van, small enough to launch from your hand. Cell Phones that compete with the best that anyone else is making, and revolutionary new high-speed computers that are very cost-effective to make. And Alexandria is the driving force behind all of this, having consolidated her position as one of the East Coast’s wealthiest entrepreneurs at the age of 19. “LorneTek! It’s more than just a company! It is a DREAM. To soar in the heavens, leap the greatest obstacles, outrun a locomotive. To be more than merely super.” Personality & Motivation: Alexandria “Lexi” Lorne is a genius, and she knows it. She is strong-willed, intelligent, and some might say single-minded. She is also usually bored out of her skull. She fights in the boardrooms and in the halls of power, but these battles are old hat to her. Her super heroics using the Apex model LT drones are part daredevil, part showmanship, part advertising. She channels funds into charities and start-ups, gives generously to Freedom City, and seeks ways to improve the economy. She does this so that LorneTek can keep producing its excellent products and researching the anomaly her parents are trapped in. At least they are outside time’s ravages, and are in perfect suspended animation. Still, she wants to free them, sooner rather than later. She wants them to see how she’s done. Maybe they’ll actually be proud of her, show a little appreciation. To keep the funds coming for such an endeavor, LorneTek must continue to grow, expand, and develop. Powers & Tactics: Lexi is a 10th level intellect, easily among the top 5% of intellects on the planet. Although no Dr. Archeville, she prides herself on having accomplished as much as she has in so little time. Although aware that a large battle suit is imposing, Lexi has gone a very different route. Her Apex drones are usually deployed in groups of 3-6. One will serve as a flight platform by directing its force field generator downward, creating a platform she can stand on, that she can move and steer by leaning/shifting positions much like a surfboard. Other drones will operate defensively, and any impacts deflected will cause the hexagonal defensive barrier to become visible, glowing a soft lavender color. The rest will operate as a rapidly reconfiguring group of weapons, each firing a cylindrical bolt of force. She doesn't have to point them, not are they attached to her, giving her weapons better coverage than her senses currently provide (upgrades imminent!). Alternatively, the disks will slide to her hands, elbows, knees and feet, creating large hexagonal lavender striking surfaces, These amplify the impact power of her strikes considerably. The last group of deployable drones attach to their targets and deploy a faint lavender field that is not hexagonal, but adheres to the target like glue. Unlike most force fields, which absorb incoming energy, these absorb outgoing energy, attempting to maintain a zero-point ratio and leaving most targets immobile. She can change drone modes manually, via radio control, or via voice command. Naturally, it has to be *her* voice and many of the commands are obscure or advanced engineering terms. Some will point out that Lexi is a bit of a glory hound, and that she seems to keep the best tech of the company for herself. Oddly, this isn't completely true. She has modified her personal drones with her own ideas, basing them off the stock drones she has already marketed. Stock LT drones lack the offensive capabilities, but can be used as shields or as a way to levitate large objects. Propulsion is possible as well. Complications: Day Job: businesswoman, dilettante, rich heiress, robotics engineer, multimillionaire. Fame: Often seen on patrol, also whenever LorneTek is closing a deal. Helps that she's quite photogenic. Showoff: As long as it’s good PR! Might also be read as 'grandstanding' by more subtle heroes... Name: Alexandria “Lexi” Lorne Identity: Very Public Power Level: 7 (105 PP) Trade-Offs: None Abilities: 0 + 4 + 0 + 16 + 1 + 6 = 27 PP Strength 10 (+0) Dexterity 14 (+2) Constitution 10 (+0) Intelligence 26 (+7) Wisdom 12 (+1) Charisma 16 (+3) Combat: 10 + 8 = 18 PP Attack: +5 Defense: +7/+4 (+4 Base, +3 Shield) Initiative: +2 Grapple: +4 Saving Throws: 4 + 5 + 4 = 9 PP Toughness: +7/+3 (+4 Force Field) Fortitude: +4 Reflex: +5 (+3 Base, +2 DEX; +2 flat-footed) Will: +6 (+2 WIS, +4 Base) Skills: 72r = 18 PP Computers 7 (+14) Craft (electronics) 7 (+14) Diplomacy 8 (+11) Disable Device 7 (+14) Intimidate 8 (+11) Knowledge (Business) 7 (+14) Knowledge (Physical Sciences) 7 (+14) Knowledge (Technology) 7 (+14) Notice 6 (+13) Sense Motive 8 (+11) Feats: 6 PP Inventor Master Plan Uncanny Dodge (auditory) Benefit: Wealth 3 Powers: 27 PP All Powers have the following descriptors: Technology, Force Blast 7 (Power Feat: Alternate Powers 2) (14PP) (Kinetic Bolt) Alternate - Stun 7(Kinetic Pulse Punch) Alternate - Snare 7(Zero-point energy) Force Field 7 (7pp) Flight 2 (4 PP) Abilities (27) + Combat (16) + Saving Throws (11) + Skills (18) + Feats (6) + Powers (27) - Disadvantages (0) = 105 PP
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