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KnightDisciple

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  1. The warehouse was empty around the heroes, filled with nothing but stacks of crates. The sputtering light of the flare showed this, even as Nevermore's lenses auto-adjusted for the intermittent light. Between the flickers of the flare, suddenly the catwalks above are filled with armed men. Twice as many men and women as had been outside and on the rooftop, most armed with guns as or more advanced than the man who wore an alien for armor, some armed with even larger weapons (there were at least two miniguns). The sounds of charging handles being pulled back, barrels spinning up, and feet shifting stance filled the warehouse. Dozens of red lights played over the three teens.... Before the whole room suddenly seemed to freeze in place, the only movements coming from the three teen heroes, and Riley's flare. It fell to the ground, sputtering flame, even as the room slowly began to fade from a dark warehouse to brighter, plain metal. If the kids turned a bit, they'd see lights on in the observation booth, and a figure standing at the window. Nevermore had tensed up when the "reinforcements" showed up, his mouth set in a stubborn line. When the simulation began to shut off, he stood up, his shoulders rolling just so in a way that caused his cape to drape across his front, leaving his body covered. Only his head and feet were distinguishable; his eyes became visible as his high-tech lenses retracted into his cowl. The teenage boy wasn't the most expressive person, but Riley and Robin could probably tell he was less than pleased.
  2. -Well, we know that Callie Summers as Raven is down to part-time appearances, and is using much more heavily armored (and possibly powered?) suits. -Daedalus is pretty active at the moment, it seems like. -Bowman's probably just now hitting his mid-30s, if that? In the 2nd Ed FC book, which is just 10 years old, he's brand-spanking-new to the Freedom League, so unless we did some maimin' or murderin' that I missed, he should still be going strong. -Captain Thunder seems to be the "elder statesman" to the public, if not the straight-up "leader". -Dr. Metropolis is kind of a fixture of the team (that's a building pun, see). -Johnny Rocket's young enough he shouldn't be having issues yet. -As you noted, Ari, Lady Liberty is, if not retired, taking a leave of absence. -Pretty sure Pseudo is still running around? -No clue on Siren.... -We've got Star Knights all over the place! I'd wager that Bolt and Megastar are both Auxiliary FL members or the like. Again, as Ari's noted, Seven's on the League roster. I'm less confident on speaking toward the others from the book's Next-Gen roster. Hm. I'm almost wondering if we want to have, like, multiple League teams at this rate? If even a third of the Next-Gen, Hero High, etc. kids ended up joining the League that's probably more than double the original roster size, and there's not enough old fogies to just retire them all.
  3. "You have an unfair leg up on him on the matter I just brought up, Ray. None of us involved in that...affair....are advertising it; the ones chosen are perhaps not surprising in retrospect but it's not obvious to most. And I'm not sure Ellis would have reason to know." Carson was actually a bit vague on just what it was Ellis could do, beyond "something with sleep and sand", which was kinda broad. He nodded toward the tattoos, both the powerful ones and the "camouflage" ones. "The work is good, on both sets. My compliments to the artist. Though I'm not sure I'd ever get one; my Ma would flip her lid, and I doubt it'd agree with my complexion." He is pretty pale, if not "pasty", white. Probably due to being, you know,a full-blooded redhead. When Ray mentioned "leads on possible problems", Carson sat up straighter and leaned in a bit. "Is...there a possible problem? Now, that is."
  4. Nevermore saw the opening Woodsman had made in his foe's defenses, and he capitalized upon it as best he could. The armored man was staggering, flakes of some sort of hard organic material falling from his side as much of his armor writhed and screeched, while the man inside groaned and barely seemed aware of the world around himself. His arms moved slowly, as if through molasses, though it was clear some muscle memory remained. To one trained as Aleksander Garen Nakani, it was as if the man was wearing an engraved invitation to remove him from the fight. Nevermore's hands shaped themselves into knife-edges, and a series of hard jabs and chops at critical nerve clusters had the man spasming repeatedly, even as the flowing electricity seemed to take the fight out of the living armor he wore. He staggered back from the series of blows, starting to fall forward... Until Nevermore's fist met the underside of his jaw. The sound that impact produced virtually guaranteed a broken jaw, and probably at least a couple of cracked teeth. The hit actually lifted the man into the air and sent him on a backwards arc, likely to land flat out on his back. Until Nevermore delivered an axe-blow with both hands, right to the pseudo-soldier's midsection, sending him crashing straight to the floor, bouncing up momentarily, before coming to a rest splayed out, the strange armor he was wearing slowly melting into a weakly moving pool beneath his body. The two bounces of his head off the floor at the end of that attack sequence likely put him completely unconscious. Nevermore himself drew back a few paces, his glowing green eye pieces sweeping the warehouse for any threats. None made themselves known yet...
  5. Nevermore frowned at the crossbow. He'd expected resistance, but he well knew how effective such a weapon could be. He didn't want this man to get a clean shot. He took a moment to stow the scroll, and pull off the boosters for his grapnel. With a few deft hand movements he swapped in a pair of modules that easily slotted into his gauntlets. This particular "combat aid" was quickly becoming one of his favorites. Finally, in a swirl of cape, he was in front of the would-be-thief, and his hands flashed forward in a barrage of punches, each hit sparking with energy much like a taser. The punches flashed with that energy, seeking to lock up the muscles of the thief even as the strikes themselves would (hopefully) batter his body into submission.
  6. Lessee.... Standard Action: Rearrange Gadgets to the following: Electroshock Gauntlets Stun 10 (Extras: Linked [Martial Arts] Flaws: Daze) [10PP] (Electricity) Move Action: Move up to Fancy Thief. Extra Effort: Surge for another Standard Action. Standard Action: Punch him! Melee Attack Roll: 30. That probably hits....anyway! DC 23 Toughness Save, and DC 20 Fortitude save (vs stun).
  7. Gunslinger has no actual Bruises, so he's not taking a negative, but still... Toughness Save: 14. And he's outta there! Woodsman: 29 Symbiote: 20 2x Bruise, Staggered, Dazed (Woodsman's Action) Gunslinger: 15 Staggered, Dazed (Nighthawk's Action) Unconscious. Nighthawk: 11 Nevermore: 7 Nevermore's turn. He attacks Symbiote Dude again. Punches! Electric punches! Unarmed Attack: 30. That'll hit! Symbiote Toughness Save vs DC 23 Toughness: 18. As he's Staggered, he's also out! After my IC we'll drop out of initiative, but I'll say it's still AA's "turn" at that point, albeit without the 6-second action window!
  8. Carson shrugged at Ellis's apology for Ray's....forthright...nature. "It's surprising how easily things fade into the background in busy places like this. And it's not like it's not fairly obvious to more observant people that something is unique about Ray. Those Enochian tattoos aren't exactly common." He sipped his coffee for a moment. "Though, strictly speaking, Sanctuary's dimension is no smaller than this one; it's simply that the lived-in and explored area is smaller. Either way, though, you're essentially correct. Though if I felt inclined to attempt to push you from this mortal world, rest assured it would likely be an unpleasant experience. I've the scars to prove it." Sip. "Thought sadly, I suppose, I could have an easier time if they'd let me keep The Horse." Ray can hear the capitalization, even if Ellis can't.
  9. Sure, let's go with that. 5PP for Extended Reach 5, and 5PP for Improved Disarm 5. Which means that DC would be....36!
  10. "Well, in Ellis's case it might be WASP but in my case I'm afraid it has to be WASC. Not quite as snappy." Yet somehow he made it roll off his own tongue like the most natural turn of phrase in existence. Clearly Carson exercised a command of English that few could match. "Heyzel is one of the few people as sweet as Stesha, but he can have a bit of a...temper. I've only seen it a few times. But it's a sight for sure." He noted the mentions of tattoos and the absent tapping, but chose to make no issue of it directly for the moment. "He's given me a helping hand on a few occasions. Met his father a couple of times. Nice guy, married up when he met Heyzel's mother, though." Few mortals would dare suggest that the Angel Of Death, Azrael, was the one "marrying up". But Carson was a rare sort of mortal, one supposed. At Ray's mention of dates and babysitting, Carson sat back a bit with a smile. "I was actually going to extend a baby-sitting offer as well, Ellis. Ammy certainly knows me well enough, and she'd probably convince your kids to behave as much as she does. Which, admittedly, is a touchy proposition at times. Still, if nothing else, maybe they can start themselves a little band. Or an acting troupe? I promise no Hamlet, or Scottish Play, right off the bad. Perhaps a touch of Henry V, though?"
  11. Nevermore took a few moments to contemplate the situation. Then, with quick,practiced movements, he once again began detaching components from his suit, stowing them away, and then pulling more out of his ever-present bevvy of pouches. These went onto his right gauntlet, and seemed to be connecting into the partially-hidden grappling system. After he was finished, Nevermore looked at cloud-Ouroborous, making some quick pantomime-like gestures that indicated he was going to grab whatever it was the man was holding, and that after he did so, his fellow hero of the night should attack to disable. Nevermore moved around the corner a bit more and raised his left arm, sighting down it as if aiming a gun. He took a few moments, whispered out a breath, and loosed the grapnel. It shot out with even more force and accuracy than usual, and somehow Nevermore seemed to be able to guide it mid-flight with twitches of his arm. It landed perfectly on the glowing object, the grapnel closing around it. As soon as an indicator lit up on his HUD, Nevermore clenched his fist, causing the grapnel claw to close even more tightly, before yanking back, seeking to retract the cable before whoever this thief was could re-retrieve the stolen item.
  12. Sadly it's "only" going to be an articulated grapnel claw....I'm too lazy to PP that up but the math should fit in 10PP or less. I'll roll Initiative (because there's no way this won't get noticed), and then the Disarm check. Initiative: 7. Disarm Attack Roll (rolling as a Melee due to using Extended Reach): 32. ...I'll take a +5 on the Strength Check. And +4 from Improved Disarm. And +4 from his actual Strength. As I'm reading the Disarm entry, that'd be 15 (base) + 13 (strength and feat and crit). So, DC 28 to not get disarmed, I guess?
  13. Nevermore Feathers In Their Caps: 3 IC Posts Kick Off: Dark Horse: 5 IC Posts GM Post: Feathers In Their Caps: 1 GM Post Thoughtspeed: The Last Escape: 2 IC Posts Planned Obsolesence: 2 IC Posts Cobalt Templar: In Form: 1 IC Post Wedding Vignettes: 1 IC Post Gabriel: Behind the Wall of Sleep: 5 IC Posts Wedding Vignettes: 1 IC Post Counts may be slightly off by the actual end of the month, currently just estimates.
  14. "Wounds happen from time to time, Ellis. It's part of the human experience. The question is your intents, and how you handle the aftermaths of wounds, giving or receiving. It makes all the difference." He gave the nervous man a kind smile, showing that he thought Ellis had good intentions. As the man's demeanor turned to long-suffering, he kept his pleasant attitude going. When Ray met his gaze and didn't break it, Gabriel raised an eyebrow after a moment. He then smiled and nodded at the new arrival. "That sounds like an interesting meeting. Stesha's quite good at....dealing with things...when the need arises." That sort of wording set off a couple of mental alarms, and his eyes flicked around them for just a moment, as if assessing how bad things might be able to get. "I'm trying to get to know Ellis better. He and I haven't really had a chance to do so yet, and seeing as I'm sure he'll be around now and again it only seemed polite. I wasn't going full Protective Big Brother. A little, but not all the way."
  15. So before I roll Init, I'm going to be trying to figure out the best way to configure Gadgets (currently consulting Chat). End result is a desire to use Grapnel to yoink the shiny! We can also establish what rolls you'd want me to make for that, Olopi. Notice Check: 29. Hopefully I'm not wasting all my good rolls for the next week, both here and in "meatspace", on non-combat rolls.... EDIT: Angrydurf's suggested configuration: Extended Reach (Unarmed) Limited to Disarm and Improved Disarm Since this is something like 20-50 feet of range, that seems reasonable. But I want to bounce it off of you first before we "commit".
  16. Cobalt Templar was sifting through the paperwork, but wasn't really writing on any of it. "Hm. I'm probably going to get one or two pairs of eyes on all of these papers anyway. This is pretty important business, so I want to make sure we're doing it right. I'm sure you've given me the right forms, mind you. I just like to be thorough when it comes to these things." He set them aside for the moment and stood, waving for Violet to stay seated, at least for a few moments. He wandered over to a desk and pulled out a couple of pieces of paper, writing some things on them, before coming back over to sit down. He set the papers on the coffee table and slid them over. "Hero names and contact information for a couple of trusted...testers. If one of them stands out we can start there and see what the best approach is. I really do appreciate you agreeing to these measures. I know they're extreme, but power carries a responsibility, a duty, to be cautious with it. If you decide not to use the stone, perhaps some of my colleagues can help us determine how to secure it so that it cannot easily be accessed or used by anyone."
  17. Thoughtspeed had turned toward the door, looking toward it longer than his parents, but finally he turned to face them again and nodded. "Yeah. Save my energy for the guys who really have it coming, I guess." His body began gathering green particles around it, a side effect of his speed ramping up as he prepared to run alongside his father. He'd actually manifested his swords to help clear the windo, but Fast-Forward had taken care of things, so the psychic blades were dismissed for the moment. Instead, he just zipped up next to his father. Then, at his parents' signal, he ran. 'Run, Will, run!' He thought it to himself, but his parents likely caught it in the communications bond they were sharing. At first, he simply ran alongside and slightly behind them. But once they were really underway, he ran up ahead. And then to one side. And then the other side. Thoughtspeed became a one-person perimeter patrol, his form nothing more than a blur of black and bright green as he raced a protective cordon around his parents, even as the three of them hunted a psychic by way of his mother's mental powers.
  18. Nevermore thought for several long moments, having held up his arm in a "wait here" gesture. He stood there, simply listening, for quite a while. Then, he heard the footsteps moving around. With a nod, he began carefully unplugging several deceptively small modules from the side of his cowl, whose material seemed to shift a bit in response, retaining a smooth (albeit slightly slimmer) look after everything was removed. Once that was done, he pulled another couple of modules out, including one that looked liked the wrist-comp he'd been using earlier. These were plugged into spots on the top of his left gauntlet, smoothly sliding into place and forming a holographic interface whose light was quickly dimmed, being barely visible to Huang. The way that Nevermore seemed to navigate it, though, with numbers, symbols, and letters flying across the screen as one hand furiously typed, it was as bright as day to the taciturn cowled one. Finally, he seemed to come to an end, and was about to press a final button, before he stopped and considered things. He turned and faced Huang face-on, his lips pressed together in a thin line. He began making a few obvious, slow pantomiming movements. A "zipped lips" gesture. Pointing to the sensors and the lights, then making a gesture like flipping a lightswitch. One hand, miming someone walking along the "path" of the other one. Pointing to himself, and then at an angle toward the ground, and then to Huang, and an angle toward the ceiling. Stay quiet. Turning off the lights/sensors. Sneak in. I go low, you go high. Not exactly Navy SEALS tactics, but fairly reasonable. Nevermore waited for a nod from Huang before turning and resuming his crouch with the wristcomp held up. He put his other hand in the air, all 5 fingers displayed. He slowly counted down to 0. Then he hit the holo-button that would hopefully turn off the lights in the hallway....
  19. Nevermore is going to quickly and quietly swap his Gadgets around a bit. He's going to change from the Analytic Cowl setup to the Tools of the Trade setup, which, most importantly, gives him a Subtle Datalink power. We can also fluff the link to the Rookery as giving him Access Codes....if he succeeds at his Computers check! His goal is to temporarily disable the sensors that activate the lights in the hallway with movement. Not the actual trophy room (that's probably already lit up anyways), but the hall, so as to make it less obvious they're doing the sneaky-sneak. Computer Check: 34.
  20. Nevermore took his time at the junction, only taking a few steps outside of the elevator before stopping and crouching slightly, one hand unconsciously gathering his cape up for the moment, to prevent extra disturbance of any trace evidence. He scanned each path twice before making any decisions, just to be sure. His right hand came up and held up a single index finger, before pointing it down the hall toward the trophy room. He spoke, his voice a bare whisper in the air. "One. This way. Very good. Not heavy. Not prank." The short, sharp sentences were likely an effort to preserve as much stealth as he could. The caped and cowled hero of the night, the sidekick with the weight of a legacy on his shoulders, began moving down the hall, his posture just slightly crouched and hunched, his legs and feet moving smoothly and quietly. He was going a bit slower than a normal walk, but not so slow they'd never catch up to...whoever this was.
  21. "If this is a 'prank', they've gone too far. The level of skill necessary is worrisome. If this is a prank, it's the sort that ends in fire, tears, and blood, not embarrassing pictures on social media." Nevermore turned off his wristcomp and started typing at the keypad. After a few moments, it beeped, as if to reject his input, before he pressed and held the # key for 10 seconds. After that, it beeped three times, at which point he spoke. "ID: Nevermore. Override Code: Whiskey Whisky Alpha Noble Noble Eight Five Five Zero Zero Zero One Two Niner. Reason: Case Zulu. Repeat, Case Zulu." The system flashed every light and beeped, the door opening in front of them. Nevermore stood, slightly twitching his head, the lenses switching to green. He moved swiftly forward, heading down. He stopped in the threshold and looked back at Huang. "You coming?"
  22. It took just a couple of seconds for Nevermore to be facing Huang, one hand gripping a throwing weapon shaped like a feather, a slight edge to it gleaming in the moonlight. It was stowed just as quickly as the eerily-glowing (even for him) eyes of his cowl regarded the vampire teen with remarkable calm. instead, he gestured toward the subbasement entrance. "We've got intruders. Good ones. Trying to figure out what traces they left. Probably still here. Want to get the drop on them." He turned back and resumed his examination...but left enough room for Huang to join him if he crouched to one side.
  23. Alek had been honestly torn about going to the dance. A large part of him still just flat-out hated large social events, but some of him had been curious. But there had been a few crime surges in some nearby neighborhoods recently, and honestly there were other dances later in the year. Maybe by then he'd be friendly enough with more than, like, two students he could actually enjoy the outing. Thus, he'd been in costume and trying to slip out. And thus, he'd seen the damaged entrance. Immediately, his spine stiffened. He automatically reached down and pressed a button on his belt, one that ought to send a signal to Callie Summers, warning her there was a major security breach near his location. Then again, if there was jamming nearby, the signal wouldn't get out. "Hm." Before heading down to follow whoever it was, perhaps he should check for a trail. A few components pulled from his belt and harness later, and the eyes of his cowl glowed blue and purple in alternating patters, and other strange devices on the side of his cowl gave off a soft glow. One of his gauntlets had a palmtop computer strapped to it, and he was carefully typing away on the projected holographic interface, rather distracted and not noticing someone potentially sneaking up on him... After all, there was a crime scene to investigate.
  24. The Barnstormers Members Core Members Maverick James Parker started his life a regular kid in a regular family in a regular city. Kansas City wasn't like Freedom City; they had no resident supers, hero or villain. Oh, some might pass through on occasion, but none stayed. All the action was out on the East Coast, really. So for a time, his adventurer's spirit was partially sated by joining the military. But then the Terminus came, and burned through the skies, and it was only his incredible luck that helped James stay alive. He took his honorable discharge soon afterwards, and moved back to Kansas City to run a restaurant with his family. Of course, James Parker's mother did not raise a fool, and he started to realize they were almost *too* lucky in their business. He wasn't complaining, mind you, but he felt like there was something simmering in the background. Finally, one night when he was leaving the restaurant, he was mugged. Except that everything went wrong for the mugger, and he ended up knocked out and tied up, while James had nary a scratch. That was when he made a couple discrete calls with some Army buddies and got some tests done. Turned out, he had the power to drastically alter probability, borderline reality-warping. That was something that took him by surprise, though he chalked it up to the insanity of the ˜93 Invasion, combined with, perhaps, a bit of Providence. Of course, now that he knew he had such a talent, he just needed to figure out how to utilize it... A month later, he was (by some stroke of luck!) in contact with Thresher from Omaha. It didn't take long before the costumed adventurer had helped James get a hold of some gear to fight crime (as one does when they discover they have probability-controlling powers in a world like this one), and the two of them struck up a fast friendship and solid crime-fighting partnership. It was ultimately Maverick (as James had taken to being called) who proposed the idea of the Barnstormers. Today, Maverick is the leader of the Midwest's only Hero Team, and something of an "elder statesmen" for the small but now-thriving hero community in the great swath of the middle of the country. Striking a dashing figure in his dark blue armored suit with white gloves and boots, Maverick protects his identity with a set of stylish goggle-shades and a heavy-duty ball cap that is itself lightly armored. The bit of hair peeking out from under his hat is starting to go gray, but there's nearly always a smile on his face. Aside from his cunning leadership and incredible power over Lady Luck, Maverick sports a high-tech energy pistol that he tends to twirl around like a cowboy. He doesn't make a big deal of being a high-profile African-American hero, but neither does he try to downplay it. For him, and his team, it isn't really a big deal, and the most important thing is the great work they do together. But he also recognizes the honor and responsibility such a thing brings. He's something of an uncle figure for much of the team, who are (except for Thresher) 15 or more years younger than him. Thresher Richard Blake's family owns majority stock in probably a third of all food growing and production in most all of the "flyover" sections of the country. From Montana to Ohio and from Minnesota to Texa. Corn, grain, beef, fish, they're involved in almost all of it somewhere and somehow. They directly own and run a couple of large companies based in Omaha. For all of that, they are probably some of the most unassuming rich people most folks may well ever meet. Richard himself inevitably had a bit of arrogance around himself while growing up. Any child in his life probably would. But for all that, his parents made sure he was instilled with a strong sense of stewardship and responsibility. At the same time, they did all they could to encourage him to pursue his dreams. Nevertheless, he ultimately wanted to try and follow in their footsteps and oversee the food industry. With that said, Richard had a mind that latched onto science as well as business, including biology. When he was in college, he occasionally did amateur research into potential "super-foods", both natural and artificial, that could help encourage incredible health in the human body. As he progressed to his Master's, this research further rabbit-trailed into ways to increase human potential via both supplement pills and, potentially, retrovirus treatments. His work crossed over with a few other aspiring scientists, and it seemed like it wasn't long before they had a half-dozen potential formulas to study further! But then, Richard was in the lab one night when a lightning strike hit the building and sent a surge in through several electrical devices in the building. Said surges ended up driving him back-first into a table with several beakers of some formula samples. He lay there, near-comatose, for nearly an hour, before he sat right up and suddenly felt perfectly fine. He cleaned up the mess and quietly threw his coat away, and chalked himself up as lucky. After all, there wasn't a mark on him, so nothing to worry about, right? A week later he was in a wooded bit of property his parents owned, trying to get a handle on the incredible physical powers that had inserted themselves into his life. He took a year-long hiatus from school to give himself time to cope, citing "personal issues". College (even graduate-level) being what it was, rumors flew about the cause. Wild partying? Trouble because of indiscretions? No one could pin down a cause, so of course the invented reasons kept getting more fantastic. And were it just a minor health issue or the like, Richard would have worked to correct the rumors. Instead, he let them grow and fester. He told his parents what had happened, swearing them to secrecy; they knew the rumors that would fly were false, but of course their worry would be of a different sort. After a year of cautious practice, the Blake heir returned to school to finish his Master's in Biochemical Engineering, picking up an MBA on the side, along with a couple of basic criminal justice courses "because SWAT teams are cool!". He graduated with good grades, but not the top of his class, and went home to his family and their company. It took him a couple more years of careful travels and studies to start molding himself into a hero (which was, to him, the obvious next step). Of course, when your body was as unnaturally tough as Richard's was, you had room for mistakes. And now that he's been fighting crime for around 15 years, Richard's quite good at it. Thresher's costume tends toward urban camouflage when he's working in The City (Omaha); the main armored bodysuit is a grayish-blue, while the cape, gloves, boots, belt, and scalp-hugging cowl are all a dark navy blue. When working with the other Barnstormers in their base or somewhere private, Thresher often pushes the cowl back, revealing the more basic domino mask underneath. While he employs a variety of useful gadgets, Thresher's signature weapon is a three-section staff of high-quality metal. He tends to be the scout and surveillance specialist of the group, and is often the "straight man" in jokes made by Maverik. Stormchaser Janet Herrington dreamed of touching the sky from the time she was 5 years old. Her parents mostly just chuckled about it, but when she showed a natural talent taking some lessons in high school, they realized she could make a career from her dream. After all, it's not like women pilots were *that* strange of an idea. So they did what they could to help her get into a flight program at a university. But ultimately, she signed up with the Air Force ROTC, quoting a "need for speed" that civilian piloting couldn't quite fulfill. She made excellent marks in college before earning her degree in Aeronautical Engineering. Once she had graduated and was in the USAF as a pilot, it wasn't long before she managed to get in the piloting program for the new F-22 planes. She enjoyed the rush of their speed and handling, and was regarded as one of the more talented pilots for the cutting-edge planes. Of course, it was that same talent that led to her awakening her powers. One day on maneuvers with her squadron out over the East Coast, a freak storm boiled up almost on top of them, quickly forcing them to head back to base. On the way, Janet's instruments ceased working, and she became separated from the group, her radio barely functioning. Despite the plane's now-erratic steering, she kept it under control, but had little in the way of navigational aides. Just as her guidance systems started to work, her plane was struck by lightning; not once, not twice, but three times in rapid succession. The engines died, the electronics fried, and for several terrifying moments, Janet couldn't even eject. Finally the system managed to blow off the canopy and shoot out the seat...only for winds to hit her so viciously she was moved in a straight line to one side. The sheer adrenaline from the experience finally fully triggered her latent meta gene, and suddenly Janet Herrington could feel the storm around her, could influence it, guide it, direct it. Within moments, the storm was effectively gone. Of course, despite somehow just hovering there in the air, Janet still didn't have a good idea of where she was, and her jet was by this point a spread of expensive wreckage. The weeks of debriefings and hearings afterwards were troublesome, but not as bad as they could have been. The armed forces were somewhat accustomed to the occasional metahuman manifestation with its soldiers, so they had some procedures in place. Ultimately, she was found to have no fault in the incident, as the USAF meteorologists explained the freak storm was actually natural, just unusually aggressive; any part influenced by Janet's metagene was extremely unconscious and fairly minimal (at most, serving as a "lightning rod" when the plane was struck, which certainly wasn't her actual fault). Nevertheless, she ultimately took an honorable discharge and returned home to reconsider her life path. For a few weeks, she struggled to determine where to work and how to learn to really control what she could do. Until she received a call from a man who said he was the hero Thresher (she didn't believe him at first). He offered her a job at a small private flight company on the outskirts of Oklahoma City, as well as the chance to not only learn to control her powers, but also to join a team of other super-powered individuals trying to do right by the Midwest. Janet has been Stormchaser for a few years now. She's probably one of the most outgoing members of the group, often serving as another face for the team alongside Maverick. While he tends towards a more laid-back good-old-boy approach, Stormchaser can sometimes come off as someone who's had one too many cups of coffee. But for all that, she's really friendly, and fantastic with children. Of course, at times that cheerfulness is a bit of a mask. After all, for all her power over the weather, Janet is not omnipotent, and she has to sleep. Further, she knows she must be cautious in the changes she makes to weather patterns, for fear of creating a cascade that threatens a whole continent with drought or storms or freak blizzards. Which means there are times she cannot stop tragedies. Every missed storm is like a knife to her heart, even if she never admits it to the rest of the team. Her powers themselves are nothing short of incredible; not only can she call down lightning, winds, and ice from the skies to batter her foes, she can use her speed to deliver a flurry of blows to multiple opponents, striking them quickly with electrically-charged fists. Her reach into weather systems can reach for miles around. The speed lent her by her powers not only lets her fly fast, but also allows her to think and perform tasks at much greater speed. That speed is the key to her "ace in the hole", a maneuver wherein she moves very fast to generate a near-explosion of light and sound; due to light refraction off of the water vapor that collects in her wake, a short-lived rainbow flashes into existence for miles around her, even as the winds blow over anyone unlucky enough to be nearby, and the sound of her passage assaults their ears. Her normal flight is itself fast, able to exceed the speeds of the fastest jets, at heights she could barely reach in her top-of-the-line fighter. One interesting manifestation of her abilities is that, when flying at higher speeds, ethereal wings that seem to be made of water vapor give the image of multicolored wings stretching from her back. While not incredibly colorful, Stormchaser's outfit still manages to have its own brand of flair. The base suit is padded and reinforced morphic molecules (vaguely resembling a motorcyclist's suit) colored a dark blue; it has shimmering lightning bolt highlights that start at the shoulders and meet at the navel and small of her back. The heavy-duty boots are firmly strapped on, and themselves sport small lightning bolts at the ankles. Her head is protected by a cowl (which covers her entire head bar her mouth/cheeks, and has a small opening in the back for her short ponytail) done up to resemble an old-time aviator's cap, complete with reflective goggles; her lower face can be protected by a morphic molecule white scarf that she can pull up to meet the cowl's lines. Her arms are left bare (as her "melee attack" power manifestation was found to shred sleeves anyways), with only fingerless gloves to give her knuckles protection. Brand Dusty Clayton was going to go pro. He knew it, his friends knew it, his parents knew it. Everyone knew it. At 15 he was already a rising star in his high school football program. Sure, he wanted to do more than just go pro, but hey, the NFL paid good money, and he could run a business or something later on, right? That was before he had a flare-up of his powers the night before the final game of the season. He woke up in a bed smoldering in dark red fires...which were almost immediately drawn into his body when he desperately wished it would stop burning! His frightened cries drew his parents, who were a bit unsettled, but figured he was another kid with powers waking up (the news made it sound like they were all the rage these days). Of course, what to do? Where to go? Luckily, they didn't have to do much searching; somehow, their clumsily-worded Google searches tripped some filters at Claremont, and Headmaster Summers called the Clayton family up. He helped calm their fears, and it wasn't long before the respectable-looking headmaster with his fancy cane was sitting down across from the family, explaining a couple of options. Football wasn't going to happen, but Dusty would certainly still have the chance for a quality education. Mrs. Clayton was enthusiastic about the scholastic opportunities, while Mr. Clayton was relieved his son would be able to go someplace he could fit in and not worry about burning down. So Dusty went to Claremont and slowly learned his powers, inside and out. He discovered that fire, lightning, indeed quite a few forms of energy soon could barely touch him. He could drink them in, though fire was the easiest by far. And then, he could turn it into those red-black flames. The ones that sometimes haunted his dreams, though he never again burnt up a bed. It was only his senior year that he discovered he was touched by Entropy, and his powers marked him as a Terminus Child, a T-Baby. This caused him a small emotional crisis; he remembered the stories his parents told of their trip to shining Freedom City, right as the Terminus Invasion struck. They saw the terrible battle in the sky where the Centurion fought Omega. Their lives were spared, but both had a few scars, both physical and mental, from the ordeal. Now he was a freak, a constant reminder of that trauma. A visit from his parents and a heartfelt, tear-soaked talk with them washed that notion away. When he graduated Claremont, Dusty was unsure of what to do long-term, so he decided to put his fire-based powers to good use. He went home and joined the city fire department; he worked out a deal with the Fire Chief wherein he work a hybrid uniform-costume that marked him as an official firefighter, but also as a powered individual. While he couldn't put out every fire in a city at once, he was an incredible asset, especially in the larger blazes. He was kept busy, but Dusty found himself enjoying the work. It was hard work, but he knew he was helping people, saving lives, and it kept him busy. Of course, when Maverick approached him to join the Barnstormers, the young adult barely had to think before saying "Yes!". Today, Brand's outfit is a bit more fanciful than his initial getup with the Dallas Fire Department. A full body suit of rugged unstable molecules in a few layers helps keep him comfortable in most environments, even if he doesn't need it; the suit is primarily a deep red, with dark orange accents, going for an obvious fire motif (complete with stylized flames). His face bears a half-mask covering his nose and throat ("Smoke still stinks and tastes terrible even if I can breathe it!"), and goggles cover his eyes ("Feels gritty, don't like that!"). He's one of the two "artillery" members of the group, his ability to absorb and expel energy making him a valuable asset on the battlefield. That he can often help combat the worst wildfires that sweep the Midwest and its neighboring areas only helps his reputation and that of the team, and gives him one more thing he enjoys doing, almost as much as he enjoys tussling with the occasional bad guy. Stanchion Jessie Peak came from a mixed heritage; her father was a descendant of Swiss clock-makers who had migrated to the United States a few generations ago, while her mother was a second-generation Japanese-American who had a sharp business mind. The Peaks ran a successful technology business, Mr. Peak being something of an inventor himself. They were a happy family, though Jessie grew up wanting to get beyond the Mile High City and see more of the world, or at least the country; they never seemed to have time for big family vacations. When a temper tantrum at age 14 inadvertently powdered a boulder in their backyard, it wasn't long before Mrs. Peak called up that nice Summers man running a school in Claremont that she'd heard rumors about. Rumors that ultimately didn't quite cover the full scope of the truth. While the whole situation had rocked the heretofore steady world of the family, they adapted surprisingly well. Though Jessie experienced times of teenage rebellion while several states away, family bonds were ultimately too strong. And though part of her enjoyed her time learning to use her powers at Claremont, the shakeup of moving to the East Coast also made her actually appreciate schooling. Enough that she decided she wanted to be a teacher. So after graduating from Claremont, she went on to attend the University of Denver and achieved a Masters in Primary Education. After getting her degree and certification, she went on to become a 1st-grade teacher at a public school in Boulder, living in an apartment not too terribly far from her parents' home. But while she dearly loved her job and enjoyed teaching children, part of her couldn't truly resist the siren song of the power singing in her veins, her legacy from the earth-mages of the ancient Alps. So it wasn't long before Stanchion debuted in Colorado, fighting crime and helping out in disasters out on the mountains. And it wasn't long after that that the burgeoning team for the Midwest contacted her. Maverick and Thresher helped her smooth out her methods for keeping identities separate and such. Today, she still teaches at the same school; her dedication to teaching means she doesn't run off for a super-fight at the drop of a hat; most mundane crime during the day doesn't get her attention. The occasional genuine metahuman (or tech-using human) attack might draw her wrath, though. And she's a fearsome opponent for foes the Barnstormers face on the Great Plains! Her ability to move and mold dirt and rock mean she's a good hand in rescue situations, as well as forming firebreaks or new channels for irrigation and water movement. Stanchion wears a loose outfit, layered earth tones with dashes of dark green thrown in. Her hands bear padded gauntlets, while more nimble "ninja style" boots make sure her steps are light but sure. A bandanna-style mask covers the bottom half of her face, her hair bound up in a tight braid down the back, while a dome-shaped hat keeps her face shadowed enough to make photos indistinct. Aquifer Tina Evans never thought that the Polish heritage on her mother's side included more than one Sidhe. Of course, it's not like anyone at the family reunions had pointy ears or anything, so it wasn't obvious. And for most of her life it didn't matter or manifest! Until the night in her senior year in high school that she was about to get mugged in an alley after taking a few wrong turns after a concert. When she summoned up a blast of water that tossed the thugs to the opposite end of the alley, it was a big surprise for her! Bigger even than Thresher (boy was he far from home) suddenly dropping onto the thugs and quickly restraining them. Apparently he'd been tracking the gang these guys were in over half the Midwest. He'd seen what Tina had done, and was impressed. He gave her some numbers to contact if she wanted to at all pursue this new chapter in her life. After he politely escorted her to a bus station, of course; he was nothing if not a gentleman. After getting home and going through some emotional aftershocks of the near-mugging, the Evans family (mother, father, Tina, and her younger-by-a-year brother) sat down to talk about things. None of them knew how the powers had come up (that discovery came later), but her parents were firm she at least ought to learn to control them, even if she didn't end up a hero. After all, it was the same as someone getting lessons in driving a car; it would be irresponsible to not practice with something that had that kind of potential danger! So extracurricular lessons with a Claremont graduate got arranged, and Tina graduated high school near the top of her class and with some pretty cool powers to boot. But what to do now? Then she was approached for a special "learn as you go" business internship at Blake Foods. The program helped promising students work part time and take accelerated college courses, earning a degree in 3-5 years while also keeping down their debt and building up experience in the business world. Tina, with aspirations of going into accounting and eventually becoming an actuary, jumped at the chance. It was only after getting set up at the St. Louis office and enrolling at Saint Louis University's business program that Thresher contacted her again, asking her if she wanted to do some hero work on the side. He explained that with her powers, she didn't have to fight villains, either; being able to call to water would be enormously useful in the breadbasket of the United States! Tina thought for a bit, and finally agreed. Now, 3 years later, she already has her Bachelor's and is working on her Master's alongside her Actuary license, all while spending a fair bit of time fighting both crime and drought as Aquifer, the aquatic avenger of justice! Aquifer's powers are fairly potent; she can attack with water in a variety of ways, and even cause it to freeze, at least to a limited degree. She can generate some on her own (faerie magic), but works best when there are sources nearby. She's taken to the martial arts training alongside Granary pretty well. Both young women prove themselves more formidable than one might initially think, a mistake that's laid out more than a few enemies of justice! Her outfit bears a few layers of unstable molecules (even if cold doesn't really bother her), and has a few handy pockets, as well as some decorative padding on her shoulders (to broaden her silhouette a bit). Her twin braids flow out through special holes in her full-head mask that otherwise covers everything but her mouth, smooth reflective lenses over her eyes still somehow giving off a friendly air. The whole thing is decorated in various shades of blue. Granary Sarah Cassidy was a quiet girl growing up. Not necessarily unpopular, neither had she been one of the infamous "popular girls". Instead, she just sort of...drifted. College helped, especially because it let her really focus on her love of science, specifically cutting-edge botanical genetic engineering. Even in college, she was beginning to break ground in developing new strains of plants, primarily hardier and more efficient food crops. Each change was incremental, but measurable. When she graduated, it was perhaps a foregone conclusion she would end up at a high-end biological research facility run by Martel Enterprises focused on plants. She was a valued but quiet member of the team, never really making any waves as she continued to dive into her research. Her biggest "secret" was probably how much she admired the superheroes of the world, especially the plant controllers, and especially the Freedom League member Fleur de Joie, the mighty but humble plant controller! Truly, there was someone who understood the importance of the botanical world. Sarah's research, somewhat unconsciously echoing this desire, started to include potential ways to incorporate aspects of plants into the human genome. Primarily, she sought ways to incorporate some of the unique resilience of plants, and perhaps ways to use photosynthesis to sustain and heal the human body. It was bleeding edge, but it was something her supervisors were leery of, so she was asked to keep it as a heavily-monitored side project. When agents of the Labyrinth attacked the lab, seeking the results of another sub-section that had been developing less-than-lethal agents based on plants for use by police forces (presumably to make them very-lethal), Sarah was trapped in her private lab. Even though part of her wanted to try and do something, she hid, knowing she couldn't do anything against the strange bio-engineered troops marching through the halls. Until a couple of them burst into the room, frightening her and causing her to dash across the room...right to where she had the secured cabinet with several of the human/plant hybrid formulas. Just as she reached it, one of the invaders hit her with a high energy stun ray. Normally this would have just knocked her out, but as she slammed into and through the glass of the cabinet, and the shot from the second invader smashed several of the formula vials, that extra energy helped start a unique reaction... Sarah Cassidy's unconscious, bleeding form was dragged to one of the waiting helicopters outside the facility, the first of the prisoners the Labyrinth goons had gotten their hands on. Everyone else was in a secured shelter room (somewhat standard for high-end research facilities on Earth Prime). They hadn't counted on the young scientist subtly healing up, nor her hair slowly shifting color...or that, when she woke up, the grass all around them would spontaneously shoot up into entangling vines that left them completely tied down. Somehow, she instinctively grasped control of her strange new powers, and quickly wrecked the various helicopters. Before long, the rest of the Labyrinth troops were restrained outside, and Sarah was left standing there in a near-panic, before suddenly she was standing next to the potted plant in her apartment, trying to figure out what was going on. Several sick days and a few panicked calls later, Sarah was taking a nice separation package from Martel and being relocated to the Barnstormers base, where she serves as the team's medic and bioscientist, as well as doing freelance research on the side. Granary (as she's chosen to call herself) is not as powerful or versatile as Fleur de Joie, but is perhaps a bit tougher, as well as being unusually stealthy (both from her powers, and extensive training from Thresher). Often, she and Thresher will sneak in around behind an enemy and use surprise to bind them and deliver the knockout blow. She's proving herself quite the martial artist, even as she's able to create and manipulate large swathes of plant matter. A power that's appreciated during times of drought or plague, for sure. Her outfit is a mix of green shades, with a few highlights of rose red mixed in (to keep from being confused with Fleur too much). A basic, rugged bodysuit of unstable molecules is the core, with plenty of pockets on the belt and legs for samples or first aid supplies or whatnot. Sturdy boots and gloves round out the base layer. On top of that, she wears a dark green Inverness-style coat with an added hood, while a large domino-style mask covers the upper half of her face (but narrows down and slides under her hair on the sides and back). Her pixie-cut hair is no one color, as it seems to shift between various flower shades that are connected to her mood; usually it's a fairly mellow color, but in the occasional fight it might end up a brighter shade. Reserve Members These heroes sometimes fight alongside the other Barnstormers, but are a bit more independent, and don't necessarily make a habit of making it to team meetings or all the fights. Thus, Maverick and Thresher have classified them as "Reserve" members, though none among the Core members question the power or heroism of these fine people! Sidewinder bears a sleek battlesuit in his fight against the forces of evil, moving across the skies at incredible speeds! He calls Wichita, Kansas his home, though he's just as often patrolling the state's capital of Topeka. Casey Jones is a man built like a truck and stronger than a train, his powers making him a paragon not unlike the legendary Centurion. The hero dressed in a fanciful version of a train engineer's outfit of old makes his home in Illinois, though he tends to be seen more in Springfield, as Chicago typically has a hero or two focusing just on its defense. Mantis is a polite woman who happens to bear the ability to call forth swarms of insects virtually anywhere; she uses these powers to help stem damage from locust hordes and other similar troubles across the Midwest. Of course, she's often fighting crime in Little Rock, Rogers, or one of the other scattered cities of any notable size in Arknsas. Captain Dakota flies about North and South Dakota fighting against evil with his mighty strength and his shining light-based powers. His colorful costume and shiny powers hide his shame at being a second-generation demon who decided to fight on the side of angels, stealing an ancient, hellish artifact in the process of fleeing to a remote section of the USA. Shieldmaiden is the daughter of one of the eldest Valkyries, long ago frozen into stasis in a grand battle, and now revived to fight the forces of chaos and Ragnarok here on Midgard! This lady weapons master makes her home in Minnesota, among the descendants of the Vikings she once fought beside. Base, Mission, Purpose Base of Operations Some would say the base for the Barnstormers is more befitting a random mad scientist than a team of superheroes. Others would say it's oddly isolated. Thresher says it's conveniently located, and they don't have to worry about weather chipping the paint. Most missile silos are further west and north, but there are a few a bit closer to the heart of America. In this case, it was a facility designed to launch a series of successively more advanced missiles whose purpose would primarily be the temporary disabling of the high-end USSR supers who would be flying to intercept it. The missile itself was dismantled in the late 80's due to the changing times, and the silo was cleared out, leaving a metal-and-concrete husk behind. Years later, Thresher, as Richard Blake, purchased it and began renovating on the sly, with a few tips from Raven and Daedelus in the Freedom League. Slowly it transformed into an elaborate operating base. It has living quarters for about 20 people long-term, with short-term shelter options for a couple hundred (one never knew when you'd need a tornado shelter in the Midwest), as well as plenty of cooking, relaxation, and entertainment space. There is a standard gym, one equipped with high-powered equipment to challenge those with superhuman strength, and even a primitive simulation room for basic team exercises. The whole place is fully wired with an incredibly secure bank of servers giving them more processing power than they need (and constantly updated, approximately every 3 years, by Thresher and Sidewinder). A meeting room gives the team a place to plan how they'll tackle a problem, doubling as a place to easily communicate with groups like the Freedom League and various state authorities. A few prep rooms give the team a place to change into costumes, or repair/replace them, before a mission. And the central shaft houses the launch elevator for the team's high-end jet (practically a requirement for super-teams these days). All in all, it's remote enough to avoid trouble, but close enough to a couple of cities to keep the team well-connected. And it's well-stocked enough some of them live there part-time. Team Origins and Mission The team began with a partnership between Maverick and Thresher to bring down a particularly nasty gang, but the idea for it to be more than just a dynamic duo was all Maverick. He realized that the morale of the Midwestern supers needed the boost that a high-profile hero team could provide. It was time the Flyover States showed they could produce heroes of the same caliber as the Coasts. It was all friendly, of course, and Maverick still has only the highest of respect for both the League and the Champions (not that he doesn't engage in some good-natured ribbing now and again). Stormchaser and Stanchion were the next two recruits, with Brand coming about a year after that, and Granary and Aquifer coming on at about the same time (and thus ending up training together). The various Reserve members trickled in over the years, with Captain Dakota being the newest recruit, and (on the flip side) Sidewinder nominally having joined before Brand (and having helped construct their base). These days, the Core members are almost always active on missions, though rarely are all 7 of them at one site, either because there are multiple disasters, or they have other obligations. The Reserve members typically attach themselves if either their specific skills/powers are needed, or the issue is near their "turf". All in all, the Barnstormers are a successful, respected group of crime-fighters who get even more practice dealing with disaster relief and mitigation, enough that they sometimes work with UNISON on projects outside the US borders, though typically not for long. All of them love their homes, and the greater area they protect. For some it's Flyover Country, but for them, there's just No Place Like Home. GM Notes Concept and Purpose This team was conceived (way back when) out of a desire to see more heroes not only from, but in, the Midwestern United States of America. I wanted to make a cool, competent team that could handle both super-crime and natural disasters. Most of them are elementals for this very reason. They can calm storms, reduce the impact of droughts, beat back wildfires, that sort of thing. They're not perfect, and there's not an infinite number of them. Bad things still happen. But they're heroes, they're there to help, and it helps. Thresher is because every team needs a Cowl. Maverick's sort of inspired by the mayor of my hometown (Kansas City, at least at the timethis team was thought up), primarily my thought that if nothing else he has an awesome voice and I'd totally love a hero with that voice leading a team. Also the name Maverick is awesome, and a smiling, savvy luck controller leader is a nice touch. He doesn't have Edge's crazy reality-warping, so he can play things smart. He's the guy who nudges the metaphorical (and literal) dice in your favor, all while having a crazy plan that's just so crazy it might work. This team is meant to be used by anyone, so feel free! Don't job them or fridge them, but otherwise feel free to use one, some, or all of them. They're all supposed to be PL10, because they're covering something like half the USA by area (even if some of the big cities have a couple heroes lounging around in them). These folks know what they're doing, but they're all open and friendly and ready and willing to help. Y'all come back 'round these parts, y' hear? Suggested Builds (With Tweak Suggestions) Maverick: AA's Luck Controller With A Gun, albeit with some heavy tweaks. No autofire on the gun, drop leaping entirely, speed down to 1, and use the freed-up points to buy stuff like Inspire and such. Thresher: AA's Costumed Detective, no tweaks needed. Stormchaser: Gizmo's Rainbow Dash build. No tweaks. Brand: AA's Fireman build, no real tweaks. Stanchion: AA's Terrakinetic build, no real tweaks. Aquifer: AA's build for Nina; drop the Vampiric attack and make that a Move Object: Water power with as much range as possible (to pull water up from underground). Granary: AA's build for Walkabout, no real tweaks needed. Sidewinder: AA's build for Avro Arrow, maybe a few tweaks to make him smarter, but otherwise fine. Casey Jones: AA's Regenerating Paragon build, no real tweaks. Mantis: Trollthumper's Animal Controller, but focused on insects and arachnids, not birds. Captain Dakota: AA's Demon with a Power Ring build, no real tweaks needed. Shieldmaiden: AA's Zorro build, but if possible shifted to no tradeoffs on Attack/Damage, since she's more about power. Heck, no Defense/Toughness tradeoff either, but with some of the Toughness and Defense tied up in 1-2 devices for "shield and armor".
  25. Tagging this thread. EDIT: -For idle reference, Nevermore currently has his Analytic Cowl Gadget configuration active. The computer bit can be fluff. -He's using Investigate.
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