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Found 6 results

  1. August 19, 2016. Freedom City. The Waterfront. The Abandoned Warehouse. Yes, That One. 11:00 PM. It had taken a great deal of research and effort to get to this point. Over a month of work, which was quite a bit for the supergenius heroine known as Terrifica. Still, now she knew exactly what needed to be done. She had posted a need for superheroic assistance on Capeslist, and two had bitten, filling the Thief and Grifter archetypes (phrased in a way that would decidedly not set off red flags across law enforcement and superheroic systems, of course). That wasn’t all they could do, naturally, but it was what she was looking for. Time had run out and she could wait no longer for responses to the Hitter and Hacker requests. However, she had sent a message to Miracle Girl, who would suffice for the former and Terrifica herself would quite suffice for the latter. Now it was a simply matter of time until everyone arrived. Terrifica had arranged a table and five chairs for the occasion, just in case a Hacker decided to show up at the last minute. The last batch of criminals to use this place were currently in jail. And of course, Terrifica herself waited in the shadows. She was no fool. She would only reveal herself when everyone had arrived. Any second now, someone should be arriving.
  2. This is the OOC. Feel free to ask me quite literally anything about the thread, especially if it doesn't make sense. I've likely missed something. As the proposal stated, Terrifica posted on Superhero Craigslist looking for some help. Got two, sent a message to Miracle Girl to lend a hand. No more, no less.
  3. Monday, July 11th 2016 AEGIS Headquarters, City Center, Freedom City 8:21 AM A Monday morning. Nobody likes Monday mornings. Not even the men and women at AEGIS. No matter how much they liked their job, they also liked sleeping, and Monday mornings generally didn’t allow for the latter, even more so when employed by the American Elite Government Intervention Service. At least, that was usually the case. It did not always apply, especially for the people working in the less public Headquarters, down below Federal Building. Here, many people were working tirelessly, shifts upon shifts, 24 hours, 7 days a week. A few hours ago Field Agent Yves Zermeño had gotten a call by the agency. Early, on a Monday morning. That usually meant something urgent. While the caller had refused to talk about details on the phone, he had sounded rather calm. Which already set off some alarms. AEGIS would not call at 5 AM on a Monday if the matter was something that had time. Yves had just arrived on the floor she had been summoned too. She’d been here a few minutes too early, her handler for the mission would only arrive in a few minutes.
  4. News. All in one handy place. Reputation 20Q
  5. Character Name The Handyman Power Level: 10/12 (180/180) Unspent Power Points: 0 Trade-Offs: None In Brief: Teleporting Ex-crook turned AEGIS agent. Catchphrase: “I’ll take that…” Alternate Identity: Sebastian Black Birthplace: Freedom City Residence: Various (Freewheeling Agent) Occupation: AEGIS agent, Gambler Affiliations: AEGIS Family: Amber Black, Sister (Jazz Singer), Ace Black, Brother (Marine), Daisy Black, Mother (Elderly and Infirm) Description: Age: 32 Apparent Age: 32 Gender: Male Ethnicity: Caucasian Height: 5’10” Weight: 75Kgs Eyes: Blue Hair: Black The Handyman, as an AEGIS agent, wears a black fedora, coat and costume. He wears an eye-mask to conceal his identity. This is unusual for an AEGIS agent, but done so that nobody recognises him as an ex-crook. He is a man in reasonable, but not exceptional, physical shape. History: Blessed with nimble fingers, sharp mind, and smooth tongue, Sebastian Black soon became a gambler, a cheat, and a thief. He was pretty good at it, and amassed a small fortune. He also amassed a Quantum Field Gun, an experimental weapon stolen off a Russian scientist. The QFG was very effective, but also completely unreliable. When Sebastian tried to use it, it blew up in his face. The field generator did not do his brain any favours (and in fact has given him epilepsy), but allowed him the ability to generate quantum entanglement fields himself – namely, teleportation abilities. Flush with the disorientation of his accident and his new powers, Sebastian was busted by Foreshadow II. Faced with either a long jail sentence, he agreed to undergo intensive, experimental physical and mental rehabilitation with AEGIS. Personality & Motivation: The Handyman is actually a people person. He likes people, talking, friends, and is naturally inclined to look after them. Broadly. He also has compulsive lying, stealing, and cheating behaviours. Experimental hardcore AEGIS psychological “rehabilitation” has made him unquestioningly loyal to AEGIS, the government and the military. This has left him with slightly paranoid and suspicious traits. Powers & Tactics: The Handyman can cause specific local quantum field effects. He can teleport himself short distances. He can also teleport distant things into his hands, either to disarm people, grab objects, or even take out chunks (damaging them). With concentration, he can even teleport air into his hand, suffocating his opponent. His “accident” has also rendered him naturally superhumanly resilient to harm, although not impervious to it. Aside from his acquired power, the Handyman is a skilled thief and conman, and has additional AEGIS operative training. He is also a skilled marksman, and can throw things like playing cards with great force. Whilst the Handyman likes to deceive, negotiate and steal to solve problems, in a fight he will try to maintain mobility, teleporting around, and will always disarm opponents who carry dangerous objects. If needs be, he will throw his playing cards at opponents. Whilst an able hand to hand fighter, he will avoid such fights if he can. Power Descriptions: The Handymans teleportation powers make an audible “pop” sound with a slight smell of ozone at the point of departure and arrival. Complications: Kleptomaniac, Gambler, and Cheat For all his rehabilitation, the Handyman is obsessive-compulsive in all these areas. He might not do major crimes like bank robbery, but he fights urges to pickpocket, gamble, and cheat at cards all the time. Whilst there is some acceptance (due to his value and mitigating circumstances) of these crimes, it can still land him in hot water. Psychological Programming As a result of his intense and experimental psychological treatment, the Handyman is unquestioningly loyal to AEGIS and (to only slightly less intensity) the Government, the State, and the Military. Due to his other psychological problems, it does not apply to the Police. Nevertheless, this programming could be used against him by deceptive or cunning individuals (or groups), especially if they have appropriate psychology training or access to his AEGIS medical records. History / Secret ID / Mask Back when the Handyman was plain old Sebastian Black, he scammed and cheated (or even fairly beat) a lot of rich and powerful people. If they recognise him, they might be ill disposed or malignant. This list might include heads of state, royalty, businessmen, or criminals. It is for this reason that the Handyman wears a mask. His actual ID can be found out (not easily, but certainly with effort). The flip side is that whist he wears a mask, he might be treated with suspicion regarding his AEGIS agent status. Point and Click Due to the explosive nature of his power acquisition, the Handyman has a psychological block on his powers. He must point his finger and click his fingers, like a play gun, in order to teleport somewhere, or teleport something into his hand. Epilepsy the Handyman has acquired epilepsy. This is normally controlled by medication, but if deprived of his twice-daily dose, or exposed to other pro-convulsant effects (like flashing lights or large doses of caffeine), it might resurface, especially at times of stress. Scrambled Brains If exposed to Quantum field effects again, his brain can get scrambled (as it was when he had his accident). “Quantum” descriptor effects (other than his own powers, unless, plausibly, he uses them excessively) might cause confusion, panic, distraction, or a seizure. Abilities: 2 + 12 + 2 + 6 + 4 + 6 = 32 Strength: 12 (+1) Dexterity: 22 (+6) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 20 + 20 = 40 Initiative: +6 Attack: +10 Defense: +10, +5 Flat Footed Grapple: +11 Knockback: -5 Saving Throws: 5 + 4 + 6 = 15 Toughness: +10 (+1 Con, +9 Protection) Fortitude: +6 (+1 Con, +5) Reflex: +10 (+6 Dex, +4) Will: +8 (+2 Wis, +6) Skills: 96 R = 24 PP Bluff 12 (+15) Computers 4 (+7) Diplomacy 4 (+7) Disguise 4 (+7) Skill Mastery Drive 4 (+10) Skill Mastery Escape Artist 4 (+10) Skill Mastery Gather Information 4 (+7) Intimidate 4 (+7) Investigate 4 (+7) Knowledge (Behavioural Sciences) 4 (+7) Knowledge (Civics) 4 (+7) Knowledge (Current Events) 4 (+7) Knowledge (Streetwise) 4 (+7) Language 2 (English [Native], French, Spanish) Notice 8 (+10) Search 4 (+7) Sense Motive 8 (+10) Sleight of Hand 14 (+20) Skill Mastery Feats: 10 PP Benefit 1 (AEGIS clearance) Equipment 1 Precise Shot 2 Skill Mastery (Disguise, Drive, Escape Artist, Sleight of Hand) Throwing Mastery 5 Equipment – 5 EP (AEGIS agent stuff) Binoculars [1 EP] Concealable Microphone [1 EP] Lock Release Gun [1 EP] Mini-Tracer [1 EP] Pack of Playing Cards [0 EP] Masterwork Cellphone [1 EP] Powers: 9 + 42 + 10 = 61 Protection 9 [9 PP] Quantum Field Array (40 PP Array, Feats: Alt Power 2) [42 PP] BP: Teleport 10 (Extras: Attack [Reflex], Quick Use*, Perception Range [+2], Flaws: Limited [Teleport into his hand only]) [40/40PP] “Into the hand” *Quick Use: By taking a full round action, the Handyman can teleport something into his hand, and, if successful also use it (most typically, initiating a grapple, or attacking with the equipment or device). AP: Damage 10 (Extras: Penetrating, Perception) [40/40 PP] “Take a chunk” AP: Suffocate 10 (Extras: Perception) [40/40 PP] “Suck out the air” Teleport 10 (1000’, Flaws: Short Range) [10 PP] Drawbacks: 2 PP Vulnerability (Fear and Intimidation Effects; Frequency: Common; Intensity: Minor [+1]) [-2PP] “Rehabilitation trauma” DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Teleport Perception DC 25 Reflex Teleported Damage Perception DC 25 Toughness Damage Suffocate Perception DC 25 Fort Suffocation Playing Cards 10’/50’ DC 20 Toughness Damage Totals: Abilities 32 + Skills 24 + Feats 10 + Powers 61 + Combat 40 + Saves 15 – Drawbacks 2 = 180/180 PP
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