Jump to content

Search the Community

Showing results for tags 'true north'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome to Freedom City
    • Campaign Discussion
    • Character Building
    • Character Bank
    • Freedom City News
  • The City of Freedom
    • Downtown Freedom
    • North Freedom
    • South Freedom
    • West Freedom
    • Other Areas Around Freedom
  • The World of Freedom
    • The Lands Beyond
    • The Worlds Beyond
    • The Realms Beyond
    • Non-Canon Tales
  • Out of Character Discussion
    • Off-Panel
    • Archives

Categories

  • Getting Started
    • Templates
    • About the Site
  • People of Freedom
    • Player Characters
    • Non-Player Characters
    • Super-Teams and Organizations
    • Reputations in Freedom
  • Places of Freedom
    • Freedom City Places
    • Earth Prime Places
    • Interstellar Places
    • Multiversal Places
  • History of Freedom
    • Events
    • Timelines
    • People
  • Objects of Freedom
    • Items
    • Ideas

Categories

  • Player Guide
  • House Rules
  • Sample Characters

Calendars

  • Community Calendar

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 5 results

  1. March 21, 2020 DuTemps Castle "Kimber!" called Eira from the guest bedroom the Claremont girls were using to change. "I need your advice!" Technically the members of Orange Squad (along with her room-mate and her friend Pan) were here for diplomatic and professional purposes. True North, Canada's super-team, had recently teamed up with the British super-team Vanguard to battle the forces of the Fenian Liberation Army - the fight had been long, been hard, and it was all very interesting if you cared about the history of cross-Atlantic imperialism and the lasting legacy of American and British imperialism. But what was relevant right now was that in the aftermath of the battle in upstate New York, the teams had come to a neutral spot to celebrate, reconnect, and enjoy the hospitality of one of their richest American partners. It was a great opportunity to meet adult heroes from all over Europe and Canada, use the DuTemps pool - the big one, that the Deep One who lived here typically avoided because of its chlorination, get acquainted with the Claremont alums who lived in the castle, get out from under Claremont discipline under the watchful eye of adult heroes, and maybe hit the sound system and eat snacks while they were at it.
  2. True North Canada's Premier National Superteam Canadian Shield - Elizabeth Combs, Geokinetic Elizabeth Combs is the daughter of an RCD Corporal and a minor Igneous noble, of the subterranean civilization dwelling beneath much of the area surrounding Hudson Bay. Taking more after her human father, Liz is still easily recognizable, being nearly seven feet of somewhat ashen skin tone and subtle, scale-like mineral deposits that run across her cheeks and down her spine. Luckily her rugged good looks and confident charm made her an ideal poster woman for the government funded Canadian super team when her geokinetic powers, present from birth, began to develop in earnest. Favouring creating rocky armor and weapons to enhance her already considerable toughness and strength, Canadian Shield is also a decisive leader on and off the battlefield. She's a canny political player, but always stops short of compromising her high ideals, something that has earned her the respect of even her more difficult teammates. Notable Appearances: Molehills, Act of Union Bombardier - Paul Bouchard, Battlesuit Paul Bouchard was a young blue collar worker from Dorval whose chance at an athletic scholarship as a goalie had been cut short thanks to stepping out of the crease to throw down his gloves one time too many. Bouchard's stubborn streak manifested itself in his job as an assembly line worker where he drove himself to learn as much of the engineering principles behind the areospace components he helped build as he could on his own time. Because of that, when a rush order on a limited run of components came his way, he recognized them as pieces of a powered gauntlet moments before heavily armed technology pirates broke into the factory to steal them. Managing to cobble together the concussive blast weapon in the resulting chaos, Bouchard defeated the thieves and saved the lives of his coworkers. An instant media sensation, he was soon tapped to don the full, prototype armor as the one-man air force, Bombardier. Notable Appearances: Molehills Coyote III - Jim Pegahmagabow, Acrobat The latest in a line of First Nations heroes, Jim Pegahmagabow is easily an Olympic level acrobat and martial artist. Neither he nor any of his predecessors possessed any superpowers, although the original Coyote played on superstitions to cultivate an aura of mystery, some of which remains today. The very definition of a street-level hero, Coyote spends as much time helping around the community as he does fighting crime, but after demonstrating an ability to take down metahuman opponents well out of his supposed 'weight class' he was approached about joining the premier national team. Deciding he could do the most good in the spotlight, he agreed. A penchant for banter and minor issues with authority mark him as a young man still trying to find his own way to live up to his legacy, but his genuinely caring nature has made him a key part of bringing team's disparate members together as more than comrades-in-arms. Daniel Storm - Mystic/Survivalist Calling Daniel Storm a superhero would take an extremely generous use of the term. A stocky survivalist with a weathered face typically concealed by a full beard and a scowl, Storm spends most of his time in the undeveloped wilderness and would just as soon keep to himself if not for an uncanny habit of running into the varied preternatural strangeness of the Canadian North. From haunted cabins to feral wendigo to rogue nature spirits, without meaning to Storm has become one of the world's most experienced monster hunters, picking up more than a few mystical tricks of the trade along the way. Officially a consultant rather than a full member, Storm rarely accompanies the team into all-out brawls, but more than once he's been the deciding factor against a supernatural foe. Despite his gruff personality, Storm rarely refuses a call for help and takes a vaguely avuncular attitude towards the younger heroes. Notable Appearances: World Tour: Way to Go, Wendigo! Verglass - Adhira Zev, Super Speed/Ice Generation Adhira Zev was always a little odd, the sort of up-and-coming particle physicist who rode her bike to work, went rock climbing on weekends and made puns requiring multiple fluencies to appreciate. A lab accident made her much stranger, a kinetic energy sink who uncontrollably slowed the molecules around her to increase her own speed, resulting in severe temperature drops. Crafting a suit that let her channel that ability to good use, she took the name Verglass and became Victoria's most prominent superhero in short order. A brilliant thrill seeker, Adhira loves going fast and solving complicated problems on the fly, but being forced to wear her containment harness nearly all the time or endanger everyone around her wears on the gregarious woman more than she lets on. Some of that strain shows in her reckless attitude, but fortunately she's usually able to get out of trouble nearly as quickly as she gets into it. Notable Appearances: World Tour: Way to Go, Wendigo! Cosmic Constable - J'ou Dorah't, Alien J'ou Dorah't is a member of an interplanetary police force tasked with guarding their little corner of the Lor republic. Ending up on Earth on the trail of a criminal, he teamed with Canada's superheroes to bring the offender to justice and afterward decided to remain. This wasn't so odd: J'ou's particular rank suggests an anthropologist as much as a peacekeeper, seeking to understand the guilty while protecting the innocent. With bright red skin and a stately white uniform, the Cosmic Constable rides into battle on the back of his robotic steed and brandishing a pair of symbiotic sidearms that can form laser pistols or cavalry sabers. Unfailing polite and friendly, the mild empathic abilities of his people help him compensate for most cultural differences, making him surprisingly adept at making friends out of enemies. He spends most of his time in the prairie provinces when not with the rest of team on larger missions. Notable Appearances: Act of Union Wendy Go - Becky Shuster, Monster Becky Shuster was working a summer job as an airport attendant when a chance encounter with a group of visiting Claremont students ended with her possession by a wendigo spirit in the woods outside of Thunder Bay, transforming her into a creature of terrible strength and unspeakable hunger! Thankfully her new friends were able to subdue her and True North's consulting mystic Daniel Storm spent nearly two years training her to keep her bestial side under tenuous control. Now a junior member of the national superteam, Wendy Go is a young woman doing her best to prove herself in a suddenly much larger, stranger world. Curious and enthusiastic by nature, Becky is eager to learn from her more experienced teammates but her fear of losing control again has added a streak of glum introspection to her personality that matches the streak of white in her hair. Notable Appearances: World Tour: Way to Go, Wendigo!, Molehills, Act of Union
  3. April

    Act of Union

    14 February 2016, 9:00 AM Bishop Hall, Ottawa, Canada It was an early Sunday morning and outside Bishop Hall, the public facing headquarters of the Canadian superteam True North, the usual collection of reporters and photographers were already present. The general expectation was that it would be a slow news day though some press veterans knew the holidays always held that slight chance of weird. "Pardon," came a soft French-accented soprano. The owner of that voice was a short costumed woman wearing a mask and hood, a knapsack slung over one shoulder. Instinctively the press corps moved out of La Renarde Bleue's way as she approached the building ahead.
  4. Gizmo

    Molehills

    Freedom Hall Monday, September 30th, 10:23 AM For all its international presence the Freedom League could sometimes be viewed as American ambassadors in questions of law and often more importantly public perception. Questions of jurisdiction became very muddled very quickly in the wide and wild world of superhuman powers, brightly coloured costumes and brass tacks politicking. When it came to the Igneous, a thriving subterranean civilization with settlements and tunnels far, far below the surface of much of North America and north-eastern Asia, the question of borders turned suddenly difficult. Thus it was that a team of Leaguers, including their resident Russian liaison, had been requested for a joint mission with the representatives of the nationally funded Canadian super team True North to respond to a reportedly tense and escalating situation deep within the section of the Rocky Mountains that crossed the 49th parallel. Besides Comrade Frost, who had had some dealings with the underground culture when the Kola Superdeep Borehole had found a little more than it had expected in the 1970s, the geokinetic Gaian Knight had been a natural choice, along with the famously diplomatic Fleur de Joie. The team gathered about a conference table littered with briefings on the area's geography, past encounters with the Igneous and the members of True North they'd be meeting with, familiarizing themselves with all of them before departing.
  5. The growing group of young metahumans and aliens found the flight to Canada considerably less eventful than the one to India, but their reception was equally less warm. There was no one to greet the four teenagers as they disembarked at Thunder Bay International Airport after a brief stop over on the west coast, walking through the long corridors of shopping establishments before finding a local map and a set of hastily scrawled directions left for them at the information desk. The path marked for them in ballpoint pen left the city and traveled northward, into what looked like a wooded area. The desk attendant's sunny smile flickered briefly as she glanced at the location of the broad X indicating the route's destination, but she was evidently too polite to say anything unbidden. At the bottom of the written direction, on a page that had clearly been torn out of a journal, the scratchy penmanship finished, DON'T stray into the woods. And thanks. --DS
×
×
  • Create New...