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Ari

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  1. The Osprey, if you're taking suggestions, I have ones. Conundrum is a perfect general nemesis for the kind of group you want to put together, seeing as he isn't the kind of criminal who operates openly and could easily set up some wacky game with multiple copy-cats pretending to be the real him running around. That could be a good set-up for the 'proper' team-creation, the Raven bringing in various people to help her deal with various false fronts as she winnows through them to the real plan (with the assistance of the various PCs), bringing the ones who worked best together in for the 'real' plan-foiling. The realization that more things like that can happen, along with the dangers of stuff like Overthrow cells and unpredictable free agents like Actaeon, the ever-present threat of MAD SCIENCE, cements the team's formation and purpose. What do you think? Anything useful in there?
  2. It's fully detailed in Worlds of Freedom (pgs. 10-11), so I'll just paste it here: "The mysterious Associates first came to the attention of the superhuman community during the Malfidian Invasion of 1965. The are apparently a pair of time-travelers from the distant future, able to project their minds back in time to possess human host-bodies. Initially, the Associates were thought to be a man and a woman, but have since shown no preference for the sex of their hosts, and it remains unclear what their true sex(if any) might be. In fact, it's not entirely certain that the Associates are always the same individuals, although they seem to be. They use the names of their hosts and speak a wide range of human languages (perhaps some sort of "universal translator ability), but they offer no clues as to their real names or identities. All that is known is they appear to have humanity's best interests at heart and the preservation of the future as their primary goal. Of course, exactly which future that is (their own or another) remains unknown. The Associates appear only rarely, typically to warn of impending disaster and to help avert it, although they prefer to work through intermediaries. They've had the most contact with the UNICORN division of UNISON and display a fondness for working with the international organization. Some speculate this is because they have a more "global" worldview in their future. The Associates are essentially roving plot-devices for the GAMEMASTER OF GAMES to introduce temporal or dimensional adventures. Their powers, abilities and motives are left for the GM to define, keeping in mind that they are secretive and tend to plat things close to the vest. The Futurekin, so named because the Associates refer to them as "our future-kin" are their opposite numbers, the other side of a sort of 'temporal cold war' involving the outcome of a number of historic events. Essentially, the Futurekin attempt to change history to suit their plans, while the Associates intervene to stop them and preserve history's 'proper' shape. Just to confuse matters, there are times when it seems the Associates are the ones interfering (as they first did with the Malfidian Invasion[Princess Selene trying to take over Earth through her elite Moon Warriors]), and it is the Futurekin trying to stop them. Otherwise, the Futurekin are the same as the Associates in terms of their abilities: incorporeal beings from the future able to possess human host bodies. Those who have interacted with them say the Futurekin are "less human" than the Associates, cold, distant and disdainful of "primitives"." Slight changes to how it was said, no essential datum altered.
  3. Hey Vahn, if you want an easy overarching plot, I'd suggest tying everything back somehow to the Associates and Futurekin and their Temporal War. The PCs being involved with UNICORN, a group the Associates already like, could give them an easy "in" on the secret struggle between the two to maintain or twist events and persons throughout the timeline.
  4. Scrolling through all the heroes of Freedom City Play by Post and trying to work out what's going on can seem a daunting exercise for new players, so in that spirit I'd like to offer the Roster of Active Player Characters, giving a quick overview of who's who and what's up in the world of our site's narrative. This won't ever be final of course, things change. So don't be shy about whatever needs fixing, adding, removing and so forth to make this as helpful as it can be. If you want to submit blurbs yourself, I welcome it. You know your characters best and how to present them. Roster of Active Player Characters: A Amorph: Ralf Steiner. An innocent, protean form of life created by a rengade of SHADOW. A student at Claremont Academy with no close friends or group affiliation. Argonaut: Yves Zerme/Yvejskrujanharbh'aar. A.E.G.I.S. agent and free Omegadrone. Close with Harrier and affiliated with the aforementioned agency. Arrowhawk: John Aaron Fraser. Avenging, aging trick-arrow archer with a temper. Driven and almost manically determined to fight evil and find his lover's murderer, he has a dim view of what he sees as 'amateur' superhumans. Affiliated with the (NPC) Sherwoods of Nottingham. Asad: Amir al-Misri. Deceptively layabout tycoon with energy-absorption powers. Close with Velocity and Young Britannia, with no group affiliation. B Black Knight, The: Jonathan Hale. Neophyte knight, an awkward, orphaned English teenager bound by fate to a recurring mystic betrayer's mantle. Wielder of magic arms and harness. No close allies or team affiliation. Bliss: Birth name forsaken. A dour Xuli'pa warrior with cybernetic and genetic enhancements, escaped from her homeworld in search of something better than servitude. Close allies and affiliated with the other Voidwalkers Roulette and Ruby Voxx. Blodeuwedd: Cerys Pfer(false name). Quiet young Welsh anti-supernatural agent wielding weapons magical and technological. Has close allies in Blue Jay, Crimson Tiger, Kit and Tsunami, affiliated with the Order she serves and Claremont Academy. Bloodline: Anton Bienh. Vampire freedom fighter from a future ruled by stalkers of the night. Gifted with both military training and powers from his half-vampiric blood. No close allies or affiliations. Blue Fox: Eve Martel. Agile and iron-willed French mentalist. She is close allies with other former members of Young Freedom(especially Midnight II), romantically involved with(NPC) Wendy-Go, and is affiliated with Claremont Academy and Martel Enterprises. Blue Jay: Antoinette Baudin/'Tona'. Determined archer from a devoured Earth. Close allies with Blodeuwedd, Crimson Tiger, Fleur de Joie and Tsunami, romantically involved with Kit and affiliated with Claremont Academy. Blue Stinger: Daniel Randall. Orphaned and altered hunter of SHADOW's secret ways. A cyborg super-soldier with a motorcycle on a mission to save his kidnapped friend. No close allies or affiliations. Brigandine: Ami Jennifer Rask-Martel. Optimistic and forward-looking young scion of the Martel super-family. Wielder of a psionic power shell. Close with her aunt Eve Martel(Blue Fox), affiliated with the Martel family and Claremont Academy. C Cannonade: Joseph Macayle. Labor-aiding legacy superman. Close allies with other Liberty League members and affiliated with that team. Cavalier: Kyle Steward. Level-headed, well-traveled alien abductee and stellar guardian. No especially close allies, but his affiliation with the Star Knights means he often works with other space-faring heroes. Cerulean: Eileen Labatt. Young bearer of mystic markings, buoyed by her natural optimism and self-confidence. The marks grant her powers of light and revelation, though they come from a shadowed source. No close allies or team affiliation. Citizen: Sharl Tulnik. Stalwart and skeptical young AI from the digitized city of Tronik. Master of his native cyberspace and now owner of a space-worthy robot suit. Close allies with other Claremont alumni, and super-geniuses such as Dragonfly and Miss Americana. Romantically involved with Temperance, and affiliated with Young Freedom, Miss Americana and Tronik. Cobalt Templar: Corbin Hughes. Determined and historically-minded wielder of a mystic power ring. Close allies with the Liberty League, Blue Fox, Crimson Tiger Ghost Girl, Wraith, and the (NPC) Barnstormers. Romantically involved with (NPC) Ultiwoman Quo-Dis. He is affiliated with the Seven Ring-Bearers. Coiled Lightning: Charlie Stevens. Mechanic retired from combat, wielder of a high-tech gauntlet that lets him use electricity as a whip and be a hero, something that's going to his head. No close allies or team affiliation. Comrade Frost: Dimitri Peshkov. Undying jovial Russian draugr(heat-draining vampire). Close allies with the Freedom League(Auxiliary), Fleur de Joie, Gabriel, Gaian Knight & Tiamat, Set & Sekhmet. He is affiliated with the Russian Guard. Corona: Aya K'Zan/ Anya Corazon. A Lor investigator with energy-projection powers and a brusque attitude, forced onto Earth by her enemies in high places. No close allies, affiliated nominally with the Lor Republic, high school biology teacher. Crimson Tiger: Mali Benjawan. Fearless and fierce young Muay Thai artist. Close allies with Blodeuwedd, Blue Fox, Blue Jay, Citizen, Cobalt Templar and Kit. Affiliated with Young Freedom. Crowdsource: Theresa Cruwes. An engineer with as great a strategic acumen as her impulsive streak. Chemically changed into a semi-synthetic being able to change shape and split into copies of herself. No close allies, affiliated with Archetech. D Dawnstar: Ras-Izh. A curious young superwoman with memories of the past and a mission of the future. Her vast cosmic power is married to a love of the art and history of mortals. No close allies. Affiliated with the others of Ultima Thule. Deep Freeze: Ana Plonsky. Cryokinetic tinkerer and dour former astronaut, mutated by a voyage through space. Close allies with the hunter [NPC]Starshot, she works as the mechanic for his ship 'Xeno'. Dragonfly: Mara Hallomen. Mentally-warped, weapons-hating inventor with a space-warping suit. Part of the loose genius gathering at the Lab, associated with the Interceptors via her romantic involvement with Jill O'Cure. Dragonid: Silvar Drash. A dragon born without wings on a far-off world, whose fierce love of freedom earned him a new life with metal wings. Close allies with other surviving members of the Praetorians, with whom he is resolutely affiliated. E Echo: Elizabeth Stein. A university student thrilled by her reality-changing powers and horrified at the implications of her alternate-universe doppelganger. No close allies or team affiliations. Eclipse: Talisyn Alar. Freelancer cyborg star captain who's rejected both the sides of order and chaos in the universe. Close allies with crewmates Rock & Nae-Dae, no affiliation besides personal sense of justice. Edge: Mark Lucas. Quarter-djinni with bottomless good cheer and power. Affiliated with the second Liberty League, Claremont Academy and the United Nations agency UNISON. Close allies with many Claremont alumni. Romantically involved with (NPC) Nina al-Darsah. Elite: Lady Tatiana Gaius Libera. Unfalteringly honest and restrained alien, wielder of an infamous super-sword, a noble tactician and valiant warrior. Close allies with the other surviving members of the Praetorians, with whom she is affiliated. Endeavor: Sakurako Hino. Introverted, mutant heiress of international business heroes. Looking forward to becoming Claremont's newest inventive heroine. No close allies, affiliated with Claremont Academy. Errant: Elias Silvestri(false name)/Hector Aguayo III. Hard-bitten psychic from the land of tyrants. Affiliated with Claremont Academy, no close friends or allies(largely by choice). Equinox: Dr. Siobhan Drake. Streetwise elementalist Wiccan. Affiliated with the loose magical gathering of Parkhurst Hotel, close allies with Ghost Girl and Nick Cimitiere. F Fast-Forward: Richard Anthony Cline. Reformed fast-mover with a super-family and mystic accessories. No team affiliations, close allies with Set & Sekhmet and Wail. Father of Thoughtspeed(William) and (NPC) Holly Cline, husband of Hologram(Paige Psion-Cline). Fleur de Joie: Stesha Madison. Warm-hearted plant controller and florist with two Earths to care for. Close allies with many, many heroes, including Jill O'Cure and Velocity. Affiliated with the Freedom League. Foreshadow II: Erick Sloane. Prescient acrobatic vigilante. Close allies with street heroes like Graft and Revenant, in an odd friendship with Synapse. No team affiliation. G Gabriel: Carson Keefe. Sound-amplifying mutant with a loving heart and a mission from Heaven. Close allies with Harrier, Jack of all Blades and Miss Americana. Affiliated with the Freedom League. Gaian Knight & Tiamat: Tarrant Mcleod & Teagan(real name unsaid). Jovial geology professor with versatile geokinetic powers, a magic sword and a fiery dragon comrade. Close allies with Fleur de Joie, Gabriel and Set and Sekhmet. Affiliated with the Freedom League. Galvanic: Chlo'zel Elzak. Brilliant and vivacious Tempestian scientist, given great physical strength and control over electricity by her boundless curiosity and desire to explore the universe. No close alies or team affiliation. Geckoman: Christopher Kenzie. An irreverent young man with more wit than smarts. Wields the proportional might of a gecko along with technological weaponry and vehicles. He is close allies with Edge, Jack of all Blades, Midnight II and Wander, and several Claremont alumni. He is affiliated with the Interceptors and romantically involved with (NPC) Spellbound(Liz Lawlett)" Ghost Girl: Kimberly Storm(real name Rebecca Stone). An upbeat Canadian girl who died in the 1980's, returned as a chill ghost superheroine. Close allies with Crimson Tiger, Equinox, Nick Cimitiere, Temperance, Wraith and several Claremont alumni. No team affiliation. Glamazon: Thaelia. Rambunctious Atlantean demigoddess whose true home is the sea. Close allies with Rampart, Temperance and Tsunami. Affiliated with Atlantis and Claremont Academy. Graft: Dr. Tyrone Mendoza. Biologist and life-loving medical doctor attached to a fearsome Grue biological weapon that refuses to kill. Close allies with Foreshadow and Velocity. No team affiliation. Owns a clinic in the Fens district of Freedom City. Grimalkin: Lynn Epstein. Energetic fairy-made ninja with powers of glamer. Close allies with Jack of all Blades, Jill O'Cure and the other Interceptors. No team affiliation. Widow of (archived) Colt. H Hammer: Kwame Harris. A wrestler that has decided to enter the world of superheroes. A powerhouse that loves to give the audience a show. Harrier: Steven Murdock. Free, eternally-grieving Omegadrone who uses his powerful armor to rescue others. Close allies with Dragonfly, Gabriel, Jack of all Blades, Miss Americana and Wander. Hologram: Paige Psion. Maternal psychic with an entropic twist. Close allies with Set & Sekhmet and Wail. No team affiliation. Mother of Thoughtspeed(William Cline) and (NPC) Holly Cline, wife of Fast-Forward(Richard Cline). Hronos: Time-traveling robot and guardian of the timestream. A sombre, mysterious creature. He has no close allies besides Velocity, and no team affiliation besides the other(NPC) Mechanodynames, robots who embody concepts. Hūhunu: Tamahine. An alien scout with a laser focus, slight naivete and almost wholly military outlook. Equipped with high-tech weaponry and an advanced stealth suit. No close allies, affiliated with the Praetorians. I J Jack of all Blades & Jill O'Cure: Erik and Eliza Espadas. Peerless energy-wielding swordsman and brilliant biokineticist who are never at a loss for words. Many close allies including Fleur de Joie, Gabriel, Miss Americana and Wander along with other members of the Interceptors, the team they effectively lead. Jack is romantically involved with Willow(Minerva Espadas) and Jill with Dragonfly(Mara Hallomen). Jack is the father of Eden Espadas, and their family has adopted otherworldly refugee Yolanda K Kharag: Vesken, The Golden King, etc. Alien master of psionics and martial arts, once god-king of his world but dethroned by and forced to join the Praetorians of the Delaztri empire, a creature of pride and fierce honor. Close allies with other surviving members of the Praetorians, his main present affiliation. Kingsnake: Brian Markus Brubaker. A hunter of those who prey on humanity, given a new view of the world by the Labyrinth and his trafficker father. A blind martial-artist trained in the Shambala Vale, his other senses superhuman and his bodily prowess nearly so. No close allies, as he prefers solitude for practical and personal reasons. No team affiliation. Kit: Samantha Vance. Unconventionally-minded thief born in Hell and bearing a brand of demonic power. Close allies with Blue Jay, Blodeuwedd, Crimson Tiger and Fleur de Joie. Affiliated with Claremont Academy. L M Mater Vyrdna: Vyrdnaya Solnys-Kori Milareth. Idealistic alien cyborg mechanic who long lost her family and is discovering a new one. A part of her ship, able to command technology and form myriad tools and weapons. Affiliated with the Praetorians. Maxima: Dr. Cassandra Steel. Prodigy using SCIENCE to go past human limits. No close allies, affiliated with the Grant Conglomerate. Meatheral: Jeremiah Cornwell. Bookish and story-loving scholastic mystically bound to a tome of elemental power under mysterious circumstances. This binding allows him to assume the nature of the Greek elemental forces. No close allies or team affiliations. Midnight II: Trevor Hunter. Monosyllabic bringer of nocturnal retribution who hunts the unjust with weapons mundane and cosmic. Close allies with Blue Fox, Cannonade, Cobalt Templar, Dragonfly Edge, Fleur de Joie, Geckoman and Wander. Affiliated with the Liberty League. Romantically involved with Wander(Erin White) and grandson of the first Midnight(Travis Hunter). Miracle Girl Casey Blankenship. All-American heroine with a manipulatable energy shell inherited from her father that grants tremendous speed, strength and flight, and journalistic interests gained from her intense curiosity. No close allies, affiliated with Claremont Academy. Miras: Asli Safiyya Sadik/DJ Eclectic/'Sophie'. Opinionated and spontaneous half-Djinn music-minded heroine. Practitioner of book-learned time magic and imbued with the fires of humanity's spiritual kin, with which she battles the forces of apathy and selfishness. No close allies or team affiliation. Mirror: Alton Gotti. Engineer with shallow pockets and a prankster streak. Gifted with powers over both light and glass by a mysterious girl named Mary. No close allies or team affiliation. Miss Americana: Gina Evans/Cyberknife. A superhuman mind who controls a lovely robot body to briefly escape her hateful organic one. Close allies with Dragonfly, Gabriel, Gaian Knight & Tiamat, Harrier, ubiquitously known to scientific heroes, and main stakeholder of the super-science conclave of the Lab. She is romantically involved with Harrier(Steven Muddok). Miss Grue: Daphne Celeste(no "true" name). Shape-shifting Grue gal with a kindly heart. No close allies or team affiliation. Monkey Wrench: Alexandra Durham. Street-smart genetically-altered mechanic with an innate gift to communicate with and control electronics. Uses a fleet of robotic drones She has no close allies and is affiliated with Archetech. Moon-Moth: Myothizar A'lira. Alien mystic from a race of magically-gifted moths. A gentle, open-minded soul blessed with power. Close allies with other surviving Praetorians, with whom he is affiliated. N Net Fly: Serge Explinker. A young mutant with the power to manipulate sound waves, and the smarts to improve on that. Close allies with Tsunami, affiliated with Claremont academy. Nevermore: Aleksander Garen Nakani. Orphan rescued from a brutal secret society, seeking to become the next Raven. Close allies with Midnight, Polarity, Solvrytter and the(NPC) Raven. Affiliated with Claremont Academy. Newt, The Keahi Kekoa. A cheery, personally magnetic and cocky Hawai'ian given mutant stretching abilities by the mysterious manaka root. No close allies or team affiliation. Nick Cimitiere: Eric LaCroix. A once directionless man submerged in death and returned with the powers of a psychocomp. Works at a coffee shop. Close allies with Changeling, Equinox, Ghost Girl, Pitch and Silhouette. Affiliated with the loose gathering of mystics at the Parkhurst hotel Nightingale: Nicola Cervenka. An unwilling, determinedly altruistic vampire struggling with her faith and longing for vengeance on the murderer of her convent. No close allies or team affiliation. O Oracle, The: Zephyr Brooks. Quiet, introspective and dry-witted psychic, a student at Claremont. Determined to become a reformer of minds. No close allies, affiliated with Claremont Academy. P Paradigm: Amara Val-Ren. An alien pillar of morality and loyalty granted great power by an empire now dead. Close allies with the other surviving Praetorians, whom she is affiliated with. Phantasmo, the UNLIVING: Henry Gibson Trent. Garrulous and homeless deceased English stage magician. A jocular revenant granted extraordinary powers in life and death through a pact with Mr. Infamy, using his powers to defend the helpless. No close allies, affiliated with the homeless of Freedom City. Polarity: Juno Dempsey. Acrobatic mutant lightning-flinger conscious of the borrowed time she lives on. Close allies with Nevermore and Solvrytter. Affiliated with Claremont Academy. Pulsar: Jacob Manning. A veteran of America's special forces and former AEGIS superagent, now a super-powered journalist trying to save lives. No close allies or team affiliations. Q Queenie: Maybelle McQueen. Openhearted, food-focused master chef atoning for past selfishness. Wields a mighty magic ring from the future. No close allies or team affiliation. R Rampart: Cho Paige Lee. Untested and forceful Terminus mutant. Close allies with Glamazon and Stronghold. Affiliated with the (NPC) World Youth Rescue Movement(WYRM). Revenant: Lucy Harker. An undead lawyer from the Prohibition era, cursed with undying strength and devoted to the justice of law. Close allies with Foreshadow and Solar Sentinel. Can be found at the Our Lady of Mercy shelter. Riff: Warren Wilder. Soulful Sound Tech with the musical skills and the sonic power to rock evil. No close allies. No team affiliation, moderately famous musician. Rock & Nae-Dae: Those Are Their Names. Calm living mountain with a warm, volcanic heart & energetic four-armed tech monkey. Crewmates of Captain Eclipse of the 'Horizon'. No other allegiance. Roulette: Stahnze Turk. Proud, compulsive liar born of unlikely parents, with the criminal skills and eye lasers to leave his mark on the universe. Close allies with the other Voidwalkers Ruby Voxx and Bliss. No other affiliation. Ruby Voxx: Ruby Hawkins(birth name). Alien-abducted and fearlessly daredevilish bounty hunter. Armed with self-powered weapons and an armored encounter suit. Close allies and affiliated with the other Voidwalkers Roulette and Bliss. S Samaritan: Vonne Murray. Fiery and idealistic young man who carries the 'human totem' of strength and object understanding, come with some friends from New York City to learn how to better use his powers and fight off the Labyrinth. No close allies, affiliated with Claremont Academy. Scarab, The: Elena Guerrero/Prince Heru-Ra. Undying psychic illumination in ephemeral flesh, sworn to defend the downtrodden and do good no matter the cost. No close active allies. No team affiliation, but an ally of the Freedom League and heroes the world over. Eternal foe of SHADOW. Seahawk: Naomi Baines. Half-alien half-Welsh hybrid with a love for flying and the power to walk away from any crash. Flies an experimental super-jet, her half-alien physiology granting incredible regenerative powers. Close allies with Miss Americana, affiliated with Archetech. Set & Sekhmet: Ever-glib Egyptian god of darkness and outsiders on parole with the brusque and standoffish goddess of war. Close allies with Fleur de Joie, Fast-Forward, Gabriel, Gaian Knight & Tiamat, Hologram and Temperance. Affiliated with the Freedom League. Seika: Seikahi'ino("Sei"). Raptor-like arboreally-adapted alien archer with superhumanly keen senses, searching for a home for her outcast people. No close allies, but she does have an odd tie with the hunter [NPC]Starshot. Solar Sentinel: Henry Mason. A sombre American veteran of the first World War given cosmic powers to fight a war among the stars. Close allies with Revenant, who he is romantically involved with. No team affiliation. Solvrytter: Gunnar Ornsberg(Sir Gunnar of Ornsberg Hall). A young knight wielding mystic weapons from an Earth fallen to the Terminus. He is close allies with Nevermore and Polarity, and affiliated with Claremont Academy. Starlight: Samantha Lawrence. Former drug addict and single mother from an abusive home, determined to turn her life around and prove to herself she be more than she was. Semi-energy being made of and able to control light. No close allies or team affiliation. Sun Walker: Daniel Lee. A quiet young Californian electrician who bears the power of unstoppable Monkey, the Sage Equal to Heaven. No close allies or team affiliations. Synapse: Dawn "Dee" Farrington. Rebellious and sullen aristocratic heir granted psychic powers and a mad sister by the government. Close allies with Foreshadow, and affiliated with the Vanguard. T Temperance: Eliza Oxum. Streetwise scion of water-spirit nobility. Close allies with Ghost Girl, Glamazon, Tsunami and Wail, romantically involved with Citizen. No group affiliation. Terrifica: Qiaolian Song/Samantha Carson. Brilliant and inventive crimefighter sure of her smarts. No close allies or team affiliation. Tesseract: Sarah Jones. Spatially-awkward, competitive and adventurous reshaper of space-time, making her cash-strapped way through life. No close allies, Claremont Academy alumnus. Thoughtspeed: William Cline. Mentally-focused and irrepressible speedster. Close allies with Glamazon and Tsunami. Affiliated with Claremont Academy. Light antipathy for the (NPC) Atom Family. Titan: Henry Thompson. A man forged for liberty's defense. No close allies, affiliated with the U.S. military and A.E.G.I.S. Traveler, The: Sitara Shishakala. Immortal, jaded and endlessly curious augmented warrior borne to fight among the stars. Survivor of her native and adopted civilizations. Close ally of the other Praetorian survivors, whom she is affiliated with. Triakosia: Dancia Devons. Centurion's Compatriot. Investigative reporter with otherworldly power. No close allies or group affiliation. Works for the Freedom Ledger. Tsunami: Giang Trang. Understated water-wielding young woman. Close allies with Blodeuwedd, Crimson Tiger, Glamazon, Net Fly and Thoughtspeed. She is an alumna of Claremont Academy. U Ulysses: Alexander Cross. Kindly old English museum guard suffused with the power of the mighty steam engine. No close allies or team affiliation. V Velocity: Velocity: Megan Howell. Former cheerleader and veteran super-speedster. Close allies with the Freedom League, Asad, Fleur de Joie, Grimalkin and Young Britannia, romantically involved with (NPC) Robert Harrow and member of the Freedom League. Mother of Lawrence Harrow. W Wail: Keith Lemarr. Stentorian gay 80s icon. Close allies with Temperance and Wander. No team affiliation. Wander: Erin White. Hard-hitting enhanced survivor. Close allies with other Liberty League members, Dragonfly, Fleur de Joie, Gabriel, Harrier and romantically involved with Midnight II. She is affiliated with the Liberty League. Wayward: Born Margaret Carter Jr., best known as Valerie Cain. Musically psionic lesbian showbiz heroine. No close allies or team affiliation. Wildcat: Felix Silvestri. A young man from West End bursting with untamed passions and brutal power, trying to hold onto his ideals as he wrestles with the beast within. No close allies or team affiliations. Willow: Minerva Espadas(nee Salix). Organic robot empowered to preserve the Earth's biosphere. Close allies with other members of the Interceptors, Fleur de Joie, romantically involved with Jack of all Blades and affiliated with the Interceptors. Mother of Eden Espadas. Y Young Britannia: Agnus Stone/Annice Stone. Pop star infused with the British Spirit of Justice. Close allies with other Vanguard members, Asad and Velocity, affiliated with the Vanguard.
  5. Redid all the links I missed last pass around. Removed Archived characters. Added Blue Stinger, Cerulean, Crowdsource, Dawnstar and Huhunu. I can't figure out how to make that symbol over the first 'u', Mad Scientist. Let me know if anything's amiss, you want a different emphasis or whatever.
  6. Ari

    Luck but Not Luck

    An Enhanced Feat with the Drawback that the Hero Points it gives can only be used on that specific Array?
  7. Thunderball: The Arena of Death A world that is a lethally arid wasteland wracked with murderous storms on one hemisphere, while the other is so lush and filled with life that walking for five days without at least a million other life-forms trying to kill you is a marvel. Even the trees are out for blood. Vast, tempestuous seas which weave and curdle around the continents, thrashing with horrors that are luckily mostly too big or too stupid to do much besides eat anything else in sight. Constant thunderstorms loud enough to make holding conversations of any kind next to impossible. Perpetual daylight glaring down. A super-structure of othnodized glass and meta-tempered ferro-tungsten that spans the planet, brimming with terrifying weapons and mind-boggling vehicles, holding at its summit a gun powerful enough to destroy the planet itself. On its pedestal are written and engraved instructions in most languages on its operation, and a strict warning not to use it. An entire chemistry laboratory the size of a mainline dreadnaught stuffed to the rafters with poisons and super-serums beyond count, and the resources to make even deadlier things. A cartload of 400 fresh combatants arriving every ten years, with phase-lines linking to each other to monitor the luckless souls who will do battle on this material Hell. This, then, is the Thunderball. An arena-world unlike any other, the Thunderball was discovered by a younger Kinan Khan during his last expansions, the one halted by the efforts of the Lor Republic, Daedalus of Earth and Mentor's Star Knights. The Star-Khan crash-landed on the planet, and fought his way off-world using the utterly-nonsensical technology left behind by a race that apparently had once lived there. The experience was enough to cure the Khan of stone-sickness(the desire to feel a planet beneath your feet after prolonged travel in artificial gravity) for most of the rest of his life, and inspired him to announce a new kind of blood sport. The great arenas of the Stellar Khanate are mostly made by sapient minds and hands, orchestrated spectacles where cunning and people skills counted as much as brute force and a killer's heart. Thunderball removes that safety net. The people sent to fight on the Thunderball are political rivals, hardened criminals, tributes from client worlds, seasoned fighters, hunters, nihilists, romantics and robots. Their goal: achieve whatever objectives the bloodthirsty crowds throughout the Khanate vote for. That can be anything, but mostly boils down to surviving for a few days before pickup. Only after a Khan's Command was 'don't use weapons' regretfully struck from the pool of options. Contestants have annihilated species, detonated natural landmarks, established civilizations, performed extremely dangerous experiments and gone on elaborate, multi-stage tournaments. All while fighting diseases, the weather, hunger and a planet's seemingly inexhaustible supply of deadly wildlife that includes every form of animal, vegetable and mineral variants. Even a visiting kinigosi contestant described the severity of its trials as "a trifle excessive."
  8. Hope you have a wonderful day-of-your-birth, ShaenTheBrain! :toot: :toot:
  9. A very happy birthday to you, Geez3r! Continue to be grand, please.
  10. Because the bios are taking an unreasonably long time, some worldbuilding, because I know just how much people love being told this stuff. Indoor spaceship battles< important. World in Full: The Creations of the Vitalords Areteans & Odotii One of the omniversal constants has been that the Preservers make mistakes. Two of them on Earth-H Tech 10 are its versions of the Ultima and Fomorians, the Areteans and the Odotii, both experiments in evolution steering that led to the advancement of what would become homo sapiens. The former hail from the immense, many-colored flying super-city called Arete, which can travel nearly anywhere imaginable except to other Earths. Areteans have through engineering, natural selection and infusion with super-technology managed to achieve immortality, tap into the same kind o cosmic energy that powers their home, and unlocked the psionic potential of their race to its full extent. For over a million years they were forced to remain on Arete, their flawed evolution preventing them from surviving away from the cosmic furnaces. Their isolation and seclusion have allowed them to hone this to the point of making every native of the city the pinnacle of mental and physical stature, with a mastery of sciences that humanity at large is ignorant of. But this leaves them all almost perfectly equal and homogenous genetically. Tempestuous and fiercely competitive, they strive to distinguish themselves in power or focus from their fellows both as a personal challenge and as a recognition that if they remain static they will surely perish. Their race is as the clouds, united by their shared essence but proudly individual, and when brought together often combative. They have no leader and bridle at any even attempted order, only recognizing the choices made by them gathering and pooling their telepathy in the creation of the All-One, the psychic gestalt of their species. They leave few things unrelated to morality untested or untried. They resemble modern Africans, though are notably larger and uniformly in better shape. Everyone wears different clothes, the only slightly unifying touch being the presence of glowing high technology and headwear that might or might not serve a practical purpose. The Odotii are occasionally seen on the surface, but they mostly dwell in the endless tunnels and dark techno-sorcerous fortresses of Sub-Terra. In them the Preservers encouraged genetic mutations to make humanity more adaptable, which by now means that every child is unique not only as a combination of genes but also as a form of life. Most of them have almost no resemblance of humanity, and are alien or monstrous, and the high mutation rate leaves some without even the intelligence of their cousins. Others, a number that has grown steadily thanks to careful culling and nurturing of genetic lines, develop talents ranging from quirks of biology to powers on par with the mightiest supers. This coupled with their widely varying lifespans and the dangers of their habitat would normally spell doom, but the race survives and even thrives in the icy dark caverns and flaming crevasses. In part their fragile society is responsible, binding every Odoti together in iron codes of thought and action. From birth they are taught to obey, and only the strongest or most cunning are able to resist the brainwashing enough to grow up and help make the rules. There is no room for individuality in their ranks. As well, they have forged a slender friendship with their world's Serpent remnants, who have taught them how to operate and bind themselves to the ancient magic and technology of their forebears, granting the race a welcome bit of stability and permanence in the unfriendly underworld. By and large they are rigidly orthodox, resistant to changes in thought and wary of the world above. They are currently led by a more human-esque Odoti named Ork, who was born with incredible durability and longevity that's increased with Serpent science and his fusion with the shape-changing artifact known as the Chimeric Brand. Both races, ironically, attempted to aid Atlantis in its age-long struggle against the Serpent Empire of Lemuria. After the Cataclysm that claimed both nations, they retreated by an unspoken agreement from the Earth's surface, forbidding any of their members to make contact with their cousins above or below. However, both parties broke the agreement on numerous occasions throughout history, often trying to thwart exiles or dissidents from the other race. Aretean interventions brought about the legends of mighty heroes and vengeful gods and the Odotii seeded myths of monsters like trolls or demons. They both stepped in to help fight off the Terminus Invasion of 1993, marking a sharp turning point in their joint histories. With the rise of the World Patrol, humanity and super-humanity have been busy reaching out to their estranged brethren, slowly closing the ancient gaps between the three peoples. Aretean science is accelerating their development of paradise on Earth, and Odotii genetics are beginning to create a new kind of humanity to live in it.
  11. Player Name: Arichamus Character Name: Ku Bei Power Level: 10 (150/150PP) Trade-Offs: -5 Attack / +5 Damage, +5 Defence / -5 Toughness Unspent Power Points: 0 In Brief: A counselor born on a world where the Ming Dynasty never fell, with great power and great flaws. Alternate Identity: Baijiazi Ru Chong Identity: Secret Birthplace: Earth-H Isloate Empire 6, Xiang(Hunan) Province Occupation: Veterans counselor, Superhero Affiliations: Midtown Counseling Center, Superheroes Family: None who would admit it. Description: Age: 60 Apparent Age: 37 Gender: Female Ethnicity: Southern Han Chinese Height: 5' 2" Weight: 140lbs. Eyes: Brown/White Hair: Black Description: Short and broad, with hooded eyes and a studied neutral expression on her round face that deflects rather than draws attention, Chong could vanish into most crowds with ease. Her tendency for drab, utilitarian and muted clothing for work and general life helps this enormously, and apart from a few scars on her neck and short hair scraped back into a small bun she's fairly generic in appearance. Chong's voice is low, husky and unemotive, with a distinct yet unplaceable Chinese accent that leaves each word separate and distinct. As the heroine Ku Bei, she stands tall in a flowing red uniform streaked with gold that covers her from head to toe, an ornate, fearsome red laquer mask concealing her identity whilepermitting vision and a heavy tabard stretching from her shoulders to her knees. Her arms up to the bicep are padded and her legs up to the knees are armored. As Ku Bei she is muchhbolder and more forceful than in regular life, and never speaks unless absolutely necessary. Power Descriptions: The extradimensional energies that Chong uses cause the air to crackle before they're even fully unleashed, and even just using them to sharpen her senses causes her eyes to glow from within with white-hot fire. When used offensively, they become a roiling torrent of primary-coloured power that seems to tear itself into the universe, connecting her to her target almost instantly. If used to enhance her speed after-images flicker around her 'real' position even while apparently standing still, Taking flight sheathes Ku Bei in a shell of colourful force that warps the air around her and leaves a streak of red and blue in her trail. Only when used to increase her strength is the power invisible and inaudible. History: Earth-H Isolate Empire 6 is ruled by a Ming Dynasty that never fell, instead steadily increasing its borders and refining its science to heights undreamed of, and leveraging its advances to take and retain control of a world that has grown to accept and even revere its masters. Born into a high-class family on the bank of a major irrigation canal in Xiang province, Chong grew up without the keen social graces and talent for persuasion her siblings had, blocking her from the traditional way her family made its living. Instead she turned a talent for catching details others would miss into a career in the Psych Division of the Imperial Armed Forces. However, she soon found that her job largely entailed talking with 'problem' soldiers and trying to find out if they harbored ill-will towards the regime, needed re-conditioning or simply needed a change of pace, scenery or society. In the course of the endless reports, meetings, tests, ambush interrogations and exhausting official visits from the Phoenix Court, Chong gradually developed a deep and abiding hatred of her job, her superiors, her inferiors and the people she had to talk to. It even grew into a loathing of her world itself. It was a relief to meet one soldier who just needed someone to talk with someone outside her post in the Andes Range. It was almost by accident that Chong started asking about the other woman's past missions, and she instantly regretted the long series of dates, skirmishes and depositions that had seemingly taken her all over South America. Until she mentioned a mission that had taken her to her present posting, where she had fought a rogue science enclave in their secret lab lair filled with strange gadgets, including an archway that none of the soldiers were allowed to touch as technicians examined it. Intrigued, Chong used her reputation as a meek, guileless nobody to arrange a visit to the science enclave. Before that she had feverishly researched any scraps of information on the arch, discovering to her astonishment that it had the power to breach her dimension's barriers. The idea of escaping her Earth, when the official word of the scientific community was that such a thing was impossible, was irresistible to Chong. There she persuaded the technicians to activate the device, and plunged into the portal it created which flung her into the Cosmic Coil. She landed in Earth-Prime during the 1960s, Chong's trip infusing her with otherworldly powers at the cost of leaving her memories confused and faded. Meeting the Centurion and the Freedom League, Chong was initially mistaken as a refugee and fellow survivor from Centurion's Earth, thanks to her dim recollections of an eternal empire and advanced technology ruled by an imperial family. She was never part of the League or other groups, unfamiliarity with the 'local customs' and her own powers substantial sides as to why. Instead she slowly gravitated into the role of a mediator between superhumans in Asia, and established a small psychotherapy clinic in Beijing(her Mandarin already oddly close to that spoken in Earth-Prime's China). Things might have gone on more or less indefinitely (Chong very carefully hiding her tue identity), if not for a chance meeting with the Centurion in 1970, when the two worked to rescue a crew of Russian astronauts whose rocket had met a meteor shower on the way to the Mir station. While gathering the pieces of the ship, an especially large meteorite threatened to destroy the craft, and Ku Bei leaped to stop it, shattering the rock with her eye-beams and pulverizing the larger chunks. However, on the way down Chong found her strength failing, and by the time they reached the ground she fell unconscious. The Freedom League examined her, and discovered that pieces of the meteorite had torn into her, pieces with high densities of iron and aluminium. Removing them was painstaking work, and even afterwards the poison seeping through her body couldn't be stopped. In a desperate move, the Centurion sent her into the Zero Zone, to wait in the land of eternal stillness and silence to wait until they could find a cure. For many long years Chong waited in the eerie mist, the world drifting and changing as hope rose or ebbed with each message. She only knew the Centurion was dead months after the fact. There was nothing to do but mull over her own life, the shock having finally restored her memory. At last, in 2015, the cure arrived, and Ku Bei returned to life. Out of time, in a world that once again was utterly unlike what she knew, she kept to what she did know and opened a new clinic with the financial aid of the League(jumping the necessary hoops a breeze after decades of contemplation). Now Baijiazi Ru Chong works as a veteran's counselor in Southside, only on rare occasions flying out to battle criminal supers in the regalia of Ku Bei. It's often difficult work, draining and almost thankless, but at last she has a life where she can make a difference to others, and serve nobody's will but hers and the needs of her patients. Personality & Motivation: Chong is retiring and subdued. She gives out as little as she can when in public, is largely impassive and prefers to steer conversations to talk about anyone but herself. She's instantly suspicious(though it's usually hidden) of any attempts to get to know her. Thanks to her past, people in positions of inherited authority inspire little but disdain in her, including legacy heroes who she sees as merely stealing the prestige and achievements of another. To people who depend or rely on her Chong is as unfailing and trusty as she can manage, prompt with any assistance she can offer and generous with it. When with her patients she is far gentler and more open than in public. Powers & Tactics: Being decades out of practice and her relatively little training has left Ku Bei as a fairly unskilled combatant. If trying to reason with her opponent doesn't help, she just tries to lure them away and after her, either by giving the impression that she's much more or less powerful than she really is. Complications: Look out!: Ku Bei's eye-beams follow the movement of her eyes, and thus if distracted or control over her powers is disrupted they become dangerous to more than just who she's fighting. Out of the fold: The Phoenix Empress would be happy to reclaim Chong, both to secure a possible lab specimen and to enforce her edict forbidding travel to other worlds(which do not exist, no matter the supposed evidence to the contrary). Out of time: While she does keep up on current events as best she can, Chong is still ignorant of finer historical details about Earth-Prime. Not on file: Besides what few places the League has helped her file paperwork to, Chong is practically an unperson, and if she disappeared wouldn't be missed until long afterwards. Abilities: 30 + 0 + 10 + 10 + 0 + 0 = 50PP Strength: 40 (+15) *105 (+42) with Super-Strength Dexterity: 10 (+0) Constitution: 20 (+5) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 10 +20 = 30PP Initiative: +8 Attack: +5 Grapple: +25, +38 with Super-Strength Defense: +15 (+10 Base, +5 Dodge Focus), +5 Flat-Footed Knockback: -3/-45 with Bracing Saving Throws: 2 + 6 + 6 = 14PP Toughness: +5 (+5 Con, +0/+5 Impervious) Fortitude: +7 (+5 Con, +2) Reflex: +6 (+0 Dex, +6) Will: +6 (+0 Wis, +6) Skills: 24R = 6PP Diplomacy 7 (+7) Knowledge(Behavioral Sciences) 5 (+10) Language 2(Mandarin(Native), English, Latin) Notice 10 (+10) Feats: 10PP Accurate Attack Benefit 1 (Use Knowledge(Behavioral Sciences for Sense Motive checks) Defensive Attack Dodge Bonus 5 Improved Initiative 2 Powers: 2 + 9 + 5 + 2 + 35 = 53PP Flight 1(10MPH/100FPR[2PP]) Immunity 9(Life Support)[9PP] Impervious Toughness 5[5PP] Super-Movement 1(Space Travel 1, local system travel)[2PP] Way of Extremes Array 15(30PP Array, Feats: Alternate Power 5)[35PP] Base Power: Damage 15(Extras: Range 2(Perception); Flaws: Action (Full-Round))[30PP] AP: Dazzle 10(Visual, Mental)[30PP] AP: Flight 10(1000MPH/10,000FPR; Extras: Affect Others)[30PP] AP: Super-Speed 13(100,000MPH, 1,000,000FPR; 10,000x faster physical tasks)[26PP] + Enhanced Feats 4(Improved Defence 2, Move-by-Action, Second Chance(Reflex Saves)[4PP] = [30PP] AP: Super-Senses 30(Auditory Senses: Analytical, Extended 3(1000 Notice Increments), Danger Sense, Penetrates Concealment(Flaws: Limited(not through iron); Ultra- Hearing: Accurate, Extended 2(100 Notice Increments). Mental Senses: Direction Sense, Distance Sense, Radio; Visual Senses: Analytical, Extended 3(1000 Notice increments), Penetrates Concealment(Flaws: Limited(not through iron); Infravision: Tracking; Microscopic Vision 2(Cell-Sized Objects): Acute, Analytical; Ultravision)[30PP] AP: Super-Strength 13(+65 Effective STR; Feats: Bracing, Groundstrike, Shockwave, Thunderclap)[30PP] Drawbacks: (-4) + (-3) + (-5) = -13PP Vulnerability(Iron, Very Common, Moderate(DC=x1.5))[4PP] Vulnerability(Psionic damage, Common, Moderate(DC=x1.5))[-3] Weakness(Aluminium, Common, Major(-1 drain on all Ability scores)[-5PP] [table]DC Block[/table] ATTACK RANGE SAVE EFFECT Unarmed Touch DC30 Toughness (Staged) Damage (Physical) Damage Perception DC30 Toughness (Staged) Damage (Physical) Dazzle Ranged DC20 Reflex/Fortitude Dazzled (Mental, Visual senses) Groundstrike Area(Burst 130ft.) DC1d20+42 Strength check Tripped Shockwave Area(Cone 130ft.) DC23 Reflex / DC28 Toughness (Staged) Damage (Physical) Thunderclap Area(Cone 65ft.) DC23 Reflex / Fortitude Dazzled (Auditory Senses) Totals: Abilities (50) + Combat 30) + Saving Throws (14) + Skills (6) + Feats (10) + Powers (53) - Drawbacks (13) = 150/150 Power Points
  12. Newt and The Scarab links corrected. Kingsnake added.
  13. Added Brigandine, Mater Vyrdna, Mirror and Starlight.
  14. K'vtrs, a very large and long-lived race of sapient lizard-esque creatures composed of a loops and tentacles of molten minerals. They can only survive at extremely high temperatures outside of specialized encounter suits. One showed up in Seal of Sedna, pretending to be an agent of the Preservers.
  15. Ecalsneerg Aw, I like the alignment system Vahnyu it's the only way to be safe RobRX At least Eberron had a bandaid for that, and I appreciate it and use it. trollthumper Well, we already killed their moms - who apparently worshipped Pazuzu - but fortunately, there was a friendly True Neutral cyclops nearby who offered to raise them right. RobRX That evil=/=eat babies for Orcus Ecalsneerg I'd argue that's bad DMing, not an inherently flaw with the alignment system Vahnyu would you not kill the babies of Alien Xenomorphs? trollthumper I think Pathfinder does the same thing, too. Ecalsneerg And evil =/= eat babies is something Planescape did years before Eberron or Pathfinder, guys 1:25 PM HG Morrison I have one game of 4e and one of 5e and half of one of 3.5e under my belt. I'm actually supportive of the alignment system. trollthumper There are Lawful Evil nations, and they've got some hinky-ass s**t going on behind the scenes. But "Lawful" is the important part. RobRX Yeah but Planescape is sadly like a unicorn to me Ecalsneerg Planescape is like an orgasm while eating pizza
  16. Diehard comes free to every PC, no need to list it on the sheet.
  17. I know what you're referring to, souffle_girl, but for those who don't could you add in a little summary of what specifically you mean?
  18. Sure thing. Thanks for giving it a fair shake, Avenger & other Refs, it's appreciated. As for the alternative, AEGIS being infiltrated and subverted without a change in mission or so on, I'm glad that's passed muster. So, other folks, how do you figure that should go? I've already talked a great deal about this, and at this stage it's probably best if I step back for a second. Souffle_Girl, your thoughts? HG_Morrison?
  19. They're better protected, both in actual durability and on-board defences as well as location, being able to hover high in the sky. They can carry and support significantly more equipment and personnel than a regular AEGIS base does (with regular supplies), and are built to gather and transmit data from both their labs and sensors with much greater speed and security. Also don't forget Argonaut, Avenger. Thevshi, I agree entirely with all your points. This is indeed forced, awkward, unnecessary and has significant plot holes. But I think that can be worked around. Central to the problem is that, as you say, this change of station affects how it operates mainly by making it harder to actually do things on American soil without explicit permission. But its role of producing weird science to fight extraordinary threats and monitoring for such threats would be largely unchanged. Rather than merely super-police, they'd take on the role of a cross between the DIA and DARPA. Quite true. But for the longest time AEGIS, along with searching for evidence to bring people to trial, has also had to find weaknesses, get information on peoples' capabilities and resources, and other strategic necessities in a wide variety of situations. I feel we can allow for some overlap on that front. Partly it's just artistic license, but the fortresses allow for rapid mobilization against threats and protection of people and data to a far greater degree than, say, an underground bunker. Again, a good point. If you were trying to figure out how to rebuild your deck, and somebody just showed up and offered to help pay for and build the deck, you'd wonder that too. But in a world where there are super-philanthropists like Miss Americana or the Rhodes Foundation, and technology firms like HAX daily provide super-scientific solutions to problems, not to mention how the [whatever] Group has a pretty much totally clean record by this point, ameliorates that somewhat. And AEGIS is a prominent and respected enough institution that I'm going to assume plenty of other companies would be eager to have 'helped bring AEGIS into the future' on their walls. The prestige and connections would presumably dwarf the monetary cost for the really heavy-hitters.
  20. Thanks for giving this a chance, Avenger. My reasoning is that, while AEGIS' recent history is light on real failures, its notable successes are equally slim. Its work, while necessarily focused on the long haul of meticulously gathering information so it can form strategies to take action on, by now looks less than impressive when so much slips it by, and what it does find out is often beyond its ability to deal with on its own. So to its masters in the Houses, AEGIS needs some teeth, and the easiest way to do that is to fold it into the military, refocusing its intelligence-gathering on national defence rather than espionage against supervillains and organizations like SHADOW. Partly, that decision is BECAUSE of how effective the world's superheroes have been, with the Service seen as in danger of just becoming the low-rent alternative when its developments in advanced technology, magic and psionics could be more practically applied by strengthening the nation as a whole. The [whatever] Group, having followed this and influenced it where they could, seize the opportunity by offering their enormous resources and technical expertise in designing the new platform for AEGIS to protect America from. Taken with the ingenuity and power of the Flying Fortress designs, not to mention their gracious and very patriotic offer to foot around 2/3 of the bill for both construction and maintenance of the crafts, the deal is made over the objections of Dir. Powers and Deputy Dir. Bonham.
  21. That's a very good idea, troll. I'd add to that with this: they see supervillainy as a necessary evil, both because the 'biotruths' thing (hey, human nature is flawed, you know? You can't change people's nature) and taking at face value the whole mad-scientist "They mocked me, they called me MAD" excuse for trying to level Midtown. I dare say that would mean they'd be definite fans of Doc Otaku, both for his youth, system-bucking and seeming thwarted, unappreciated genius. As for just who and what they are, I'm thinking a conglomerate of Silicon Valley graduates who've taken their success and obvious genius(for what they actually are good at) as signs of general superiority over the great unwashed. With a Ron Swanson-esque idea that if the government must exist, at least it can get out of the way of progress as they see it. Thus the attempt to co-opt and subvert AEGIS. So far as they're concerned, they're the future. As for the name...I dunno. ACME, APEX, something else to do with high places or standing?
  22. Naturally. But a frequent problem with stuff(especially groups or organizations) invented on the site is that often it's introduced, and either takes an eternity for somebody to come up with something to use it for or sits fallow after one outing. With this, if the Refs DO decide to include such a thing, there'll hopefully be at least something generally swimming around the collective thoughts of the actual active players to have them be part of the site's happenings. I'm certainly not going to run something like this(and especially wouldn't try to do so without first asking), but discussing possibilities seems to me like a better idea than just waiting for the next thing to occur to somebody.
  23. You know what WOULD be impressive? ECHO managing to reverse-engineer some of Mastermind's Preserver technology. Thus it's a man from the past rather than from the future who unwittingly provides the vital spark that Modern Man brings into flame.
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