-
Posts
1,412 -
Joined
-
Last visited
Content Type
Profiles
Forums
Freedom City Guidebook
Freedom City PBP: A How-To Guide
Gallery
Events
Everything posted by Vahnyu
-
Tracking down Kingsnake was no easy task. True to his namesake, the vigilante in black and white was too slippery by far, leaving scant a trail for Serge to follow. Still, pooling his resources along with Dancia's excellent tracking superpowers, the two of them managed to somehow track the elusive hero, while Lynn was still busy aiding in the relief efforts. Nevertheless, Serge couldn't help but feel that the only reason they managed to track Kingsnake down, was because the hero in question wanted to be found himself. As the four of them became alerted to the battle that was being waged outside, as they discussed their intel, Kingsnake and Triakosia had already moved on the initiative. Net Fly, for his part, wasn't too far behind, and the costumed hero switched the charges of his Vibro-Suit to <on>. As soon as the low-humming sound of his vibrational sonic powers been converted into energy and feeding directly into the suit rose steadily, Net Fly took flight, and headed towards the commotion. "Let's find out." He replied to Triakosia.
-
This was the calm after the storm, and Vyrdnaya absolutely hated it. She hated having nothing to do, she hated having nothing to occupy her mind, because most of all, Vyrdnaya hated the voice in her head that reminded her of what she'd lost. Everyone's probably the same. she'd often force herself to think. You're not the only one lost her family, neither here amongst this group, nor in the entire world. And yet... those thoughts did nothing to alleviate her anxiety. Having dealt with the Communion did not help either, for that matter. That's why Vyrdnaya had thrown herself to work; restoring the lost Praetorian equipment and helping with the construction of the new Headquarters for the group. Already an accomplished mechanic for the Delaztri military, even before the battle with the Communion 2'000 years ago transformed her into a Technomorph, Vyrdnaya took the helm of the designing process. And though her powers had transformed her body, she couldn't help but admit that they helped a lot in the handling and melding of the complex parts. As a matter of fact, transfiguring mechanical matter into whatever shape and function was necessary had grown to become a very intuitive process for Vyrdnaya, helped by the fact that the advanced Delaztri technology had become an intricate part of her. She'd been working near non-stop for a Terran month now, doublechecking everything both to make sure it lasts, and also to make sure that she stays occupied, when Amara summoned the Praetorians at the command center. It sounded like something was up, and Vyrdnaya was more than a little thankful for that. Forgoing most of the doors, she flew right through the steel walls that seperated her from the command center, melding in and out of them in the process. As she did so, she passed by Kharag, and though she nodded at him, she sped up. After all, she'd made a bad habbit of avoiding the other Praetorians after the last Communion War. "Lieutenant Commander Engin-" Vyrdnaya started, upon arriving in the Command Center where Amara, Aya, Kyle, and Sitara where, making the Delaztri military salute, before catching herself. "-... Mater Vyrdna, reporting for duty. You summoned us, Paradigm?"
- 228 replies
-
I don't mind at all, Tiff!
-
Indeed, I do want people to consider using their less busy PCs for this.
-
As I discussed in the chat, CW's excellent trailer for Legends of Tomorrow (Seriously, if you haven't seen it yet, do so now. It's THAT good!) is a great source of inspiration for a Time Travelling Team comprised of a bunch of diverse heroes. Aside from the fact that the plots would practically write themselves, this, I think, is the very essence of what a Superhero Team is. Having said that, I don't have much more than a bare-bones idea for what the Team should be (Hell, I don't believe I have a name for it yet), so anyone willing to participate should feel free to toss ideas around! I'll try to keep this post updated. TEAM ROSTER 6-10 PCs would be ideal. Time-Traveling abilities appreciated, but not mandatory, and personally, I feel the team should stay diverse in its skills & powers. Each player can suggest up to two PCs for possible use in the team. Hronos /MirasTsunamiBloodlineTriakosiaBlue StingerQueenieGrimalkinEquinoxTBDTEAM NAME Discuss possible team names for our Time Travelling Company. I'll throw a few names myself to get things started, but by no means should that deter you from making your own suggestions! Guardians of the TimestreamKnights of TimeTimekeepersThe TimewatchClockwatchTo Be Determined VEHICLES & HEADQUARTERS Though some heroes have the means of time-travel and bringing others allong with them, having a way for all of the team to be able to intervene when said time-travelling members are otherwise occupied should be a plus. Or just have an NPC show up and take our heroes on a special assignment! HQ situated under a Clocktower THEMES Prevention: Stopping threats from irrevocably changing the timestream. Setting right what once went wrong: Selfexplanatory, this is fixing the timestream after the fact, preferrably ensuring that it doesn't happen again. Dark Legacy: Our heroes are on the path of becoming LEGENDS! But some legends can prove deadly... The Greatest Heroes Never Known: Travelling through time is no easy business, and it tends to attract the wrong sort of attention. Our heroes may find that they have to struggle with flying under the radar, so as not to attract villains with the means and motivation to "abort" them. Shadows that the Future casts: There are parties that are involved in their own temporal games, such as the Associates and the Futurekin. Regardless of their affiliations with our heroes, their methods are their own, and our heroes may find themselves butting heads with either of these folks. AFFILIATES Argonaut: AEGIS liason Wail: Veteran Hero from the 70s (Still Active) Set: Sinister Egyptian God, Reincarnated into a Heroic Internet Personality.
-
GM Post "Oooph. Oh, excuse me, madame." One of the museum staff apologised to the woman he bumped into, as he tried navigating through the crowd. For her part, the woman just waved his apology away, flashing him a big smile along the way. "Ah. Please, don't worry about it." The museum staff was left starring at the void for a few seconds, before shrugging and returning to work, while the woman made her way around the exhibits. She really felt amazed with herself, at times; it was trully unbelievable, the things you could hide in plain sight, with a good costume, some make-up, and a proper haircut. Staking out the museum for easily accessible exits was easy; blending in was easier still. Nevertheless, despite her better efforts, she'd found that she'd occasionally attract more attention than strictly necessary. "You know," the man said, approaching her. She perched curiously to see the man talking to her, then returned her gaze at the exhibits, feigning disinterest. "these days, I've been reading..." "Oh, really?" She cut him. "Well, with some antibiotics, I'm sure it'll be just fine." "Hehe, you wouldn't have any recommendation for good books, then?" The man persisted, trying to roll with the jab. "Look, my good man, in your case? Even reading the bills would help you improve." She responded, with some annoyance. The three merfolk made their way through Liberty Park. Getting from the Pacific Ocean all the way to Freedom City was not a particularly easy task, especially not since they had to cross Mexico to do so, but they'd arrived with no hitch. "Tell me, sage Hagenmol, where do you divine the Amulet of Til'ilk is located?" The man in coral-woven armor asked the shaman. "Hmmm..." The man named Emrit Hagenmol inspected the assymetrical assembly of random objects he'd find around him and put together unconsciously, though perhaps, it would be more accurate to say that he looked through them. It was an old Shamanistic trick, less of a way to divine using the objects themselves, and more of a way to focus magic energy through them, amplify one's own powers, and attune their sight with the world. "Over there, my lord." He pointed at the end of the Park. "Inside the building guarded by the dragon's corpse." "What are your orders, my lord?" the woman accompanying the two asked. "We go." Curling his lips in distaste, the first man marched forward. "When I find the thieving scum who took the amulet, there will be hell to pay."
-
This is absolutely the proper use of this subforum, Grailent, and welcome to the site! M&M is quite peculiar a character-building system, for all the freedom it offers, but hopefully, I'll be able to give you some helpful directions. The first thing you must do, when building a PC, is choose their intended Power Level (henceforth abreviated as PL). As it currently stands, you start with 3 PC slots. One is a PL7 slot, and the other two are PL10 slots each. Your character will be using one of those three slots. Your PL determines your character's upper limits. The corebook explains this in detail, so I'll focus on a few other things that are specific to this site. When you choose your PL, you are expected to operate within that PL, on average. This means: your chosen attacks' attack bonus and damage/power bonus should average at exactly your PL. This applies only if your PC relies on making attack rolls to use their powers. Nevertheless, by this site's houserules, you are required of buying up to 1/3rd (rounded up) of your maximum attack bonus (which is equal to your PL plus your highest applicable tradeoff, a number that can range from -5 to +5) as normal attack ranks (2 power points per rank).your area damage/power bonus and/or your perception range damage/power bonus should equal your PL. This applies only if your PC relies on using powers that have the Area(non-targeting) extra and/or the Range[Perception] extra.your defense bonus and Toughness Save bonus should average at exactly your PL. Per the houserules, 1/3rd (rounded up) of your total defense bonus (which is equal to PL plus your defense tradeoff, a number that can range from -5 to +5) must be bought as normal defense ranks (2 power points per rank).your non-Toughness Save boni should average at about PL-2. This means that when added together, your Fortitude, Reflex, and Will should equal about 3*(PL-2). This can vary a bit, and need not be exact, but the closer you adhere to this, the better. Of course, if you can afford it, feel free to go higher than that, but endeavor to have your Saves average at at least that much.your character's grapple bonus should not go higher than 3*PL. Again, this may vary a bit, but try not to be excesive. Other than that, feel free to completely ignore grappling, though do note that your character may end up pined far more often than you'd like.Next up, let's tackle trade-offs. Trade-offs work by adjusting your character's PL limits. They can apply to either defense/toughness or damage/attack. If your character has a +3 defense tradeoff, they have a -3 toughness tradeoff. If they have a -2 defense tradeoff, they have a +2 toughness tradeoff, etc. The same goes for your attack/damage tradeoffs. Do note that you can have different types of defense/toughness and/or attack/damage tradeoffs specified. For example, a character may have normal attack/damage tradeoffs for melee attacks, but they have a +2 attack/-2 damage tradeoff for ranged attacks. In this case, they should make sure to buy at least (PL+2)*1/3 of their total attack bonus as normal attack bonus. Another character may have a normal defense/toughness tradeoff for when they are normal, but they may have a -5/+5 defense/toughness trade-off for when they transform into human steel. In this case, they should make sure to buy at least their PL*1/3 of their total defense bonus as normal defense bonus. Other than that, I have no more advice than to try your hand at making your own PC. If any questions pop up, I'll be sure to try my best at answering them, as will everyone else. Pop by the chat to get immediate feedback. Also, make sure you read the Newbie Guide and the House Rules while making your character. Finally, looking at other active PCs and their sheets will hopefully give you an idea of how the end product should look like. But above all else, have fun!
-
It wasn't often that Jerry had the chance to witness actual, tangible artifacts from a civilization that, for the greatest length of surface-dwelling human history was thought to have been lying somewhere between ancient history and myth. Even though the Atlanteans had long since made their pressence known, diplomatic relationships between the surface world and Atlantis had still gone through many ups-and-downs. Still, it was nice to see that efforts to bring those seafarring folk and the rest of humanity together persist; at the very least, it meant that Jerry had the chance at studying about a normally secluded civilization's religious history. Professor Loretta Cadmin's group assignment called for an extensive comparative detailing of a minor religion, so Jerry and a few of his colleauges had taken this chance at using the Atlantean Exhibition as their main source for their assignment's material. They weren't the only ones who thought of that, as two more groups had arrived, from what Jerry's friend Ismail noted. Even Professor Cadmin herself had attended the opening of the exhibition. "It's interesting, though, don't you guys think?" Irine asked the group. "While the major Atlantean religion is that of the ancient greek Dodecatheon, there appear to be many differences so far from what we know of the religion as practiced in Classical Greece." "Yeah, besides the greater emphasis on the water deities - obvious, really - there's less prominence in sacrifices and offerings to the gods." Ismael added. Jerry was examining the plates for the exhibits, nodding in response as he did so. "Still, I think we should not focus entirely on the differences between the same religion being carried out in two different regions and/or enviroments; I think we could stand to compare Atlantean religion to Norse and Irish mythology as well." The other two didn't speak as they considered the possibility, but the fourth member of the group, Idrees, spoke, saying "Well, before we decide what direction to take, what say we continue taking notes? We can look over them in the weekend, an decide then which direction to take." "Eeeeh..." Ismael said with some uncertainty. "... Well, ok. Let's see how this goes and play it by ear, then." Jerry just smiled, as he thought about gods and mythological monsters. It's one thing doing detached research on them, and another thing alltogether, knowing that such things exist. He'd encountered a few such beings himself, as he remembered working for Set during the Communion Invasion. A Valkyrie had popped up from the sky. With those doors open, there's no telling what other things are real and not. The woman smiled at herself, as her agents had scourred the place. It seemed that her prize laid in wait for her to swoop in and snatch it, a rare opportunity for her to aqcuire a treasure from the deep. She decided to enter the museum, confident that no one would bat an eye at her.
-
OOC thread for this thread
- 57 replies
-
- glamazone
- temperance
-
(and 1 more)
Tagged with:
-
GM Post October the 23rd, 1941 - Pacific Ocean, near the Ni'ihau, State of Hawai'i As the war that engulfed the majority of the planet raged on, a lone Sentoku type submarine sailed under the surface of the Pacific Ocean. It's destination, the Republic of Ecuador, still a ways away, was currently being pressured into signing a treaty with the Republic of Peru by the United States. If signed, the treaty would mean the complete unification of the American continent, in direct opposition to the Axis powers. The Sentoku type submarine, helmed by Vice Admiral Konoe Takahashi of the Empire of Japan, was tasked with sneaking under the radars of the USA navy, making a line to Ecuador, and harass the nation until it agreed to signing a treaty with Japan instead. Of course, a single vessel would be hardpressed to achieve any results of significance, which was why it was originally accompanied by a small fleet of Kaidai type submarines. The rest of the fleet, however, was completely lost when it came under attack; Umiquan vessels had been engaging the Japanese in the Pacific, reportedly, over territorial trespassing violations. VA Konoe looked weary, and the dread his sailors felt was palpable. They knew this would turn into a suicide mission, even if they somehow managed to reach their destination. Nevertheless, they had their orders, and they'd recieved no response regarding the destruction of their fleet. The old wolf could only laugh at his pitiable fate, the result of expansionist politics gone horribly, horribly wrong, and could barely sleep, waitting restlessly for the inevitable alert that they'd been intercepted. And become intercepted they did, as a single Umiquan vessel, shaped like a manta ray, came into the radar's view. But this one vessel didn't seem to be part of a pursuing party, as it was following its own course, making no attempt at communication with the Sentoku type, nor moving threateningly against it. If the submarine could recieve optical footage from the Umiquan vessel, it would have revealed the royal crest of the current Tyrant King, Lord Laosoon the IVth... Friday, May the 8th, 2015 - Hunter Museum of Natural History, North End, Freedom City 16:34 It would seem that the attractions this day were of particular importance. Envoys from Atlantis had arrived, lending their artifacts for display, in commemoration of the Sea King's joinning the Freedom League. The exhibition would last for one month, starting today, and for its duration, admitance to the museum would be completely free to the public. Among the exhibits, a replica of the first crown King Thallor, King Theseus' father, wore during his reign, several sculptured depictions of the Ancient Greek Gods, most prominent of whom was Poseidon, God of the seas and Patron God of Atlantis, and a black jewel the size of one's fist, adorned with the symbols and mystic runes of Atlantis, dating back to the 17th century. Quite a few Atlanteans had surfaced to Freedom City, for the chance to see their valued heritage being displayed side to side with that of their human cousins. Many Atlantean kids wow'd in wonderment at the display of the Tyrannosaurus Rex's skeleton, a sight that even most of the adult Atlanteans couldn't help but admire, both for its sheer scale and detail, as well as its evocative visage. This day would prove a poignant step in the continued improvement between the humans and the Atlanteans, and the royal family of Atlantis was sure to attend.
-
Hronos Initiative Roll: 1d20+8 16
-
Cool things all around. May I also suggest a Guidebook page for the Praetorians as a whole? Something readily available with their story as a whole, links for team members, HQs and Vehicles, so that we don't have to go searching for burried threads?
-
Mater Vyrdna Initiative Roll: 1d20+2 18
-
Umiquan Empire - The Kingdom Eternal in the Blue Situated deep in the south Pacific Ocean, the Umiquan Empire is a warrior nation of the Umiquas, merfolk distantly related to the Atlanteans. Being 8'000 years old, it has a rich history of conflict, both with Atlantis, various other merfolk nations/races, as well as with extraterrestrial threats of old, most prominently of whom are the extraterrestrial demon Mer'Tangri, and the buglike aliens known as the Zthoxx. Though its culture puts a huge emphasis on combat, as it has had to content with various mutated sea creatures even on its more peaceful eras, it still exhibits great technological and scientific advancements, courtesy of its dealings with Atlantis, and though its magical aptitude is not as refined as that of Atlantis, it has raw potency and mysticism. Atlanteans are certain to know of the Umiquan Empire and its people, and though Atlantis occasionally employs them as armed forces for hire, with high technology as payment, they are more often wont to ignore them and pretend they don't exist, a sentiment that is returned, due to numerous armed conflicts, occupations, betrayals, and the like, on both sides. Location and Appearance Home to the Umiquas, a race of merfolk residing in the depths of the Pacific Ocean, the Umiquan Empire spans 1'520'100 square miles of undersea land, and has a population of 17'590'000 people. It is comprised of 10 domed main cities, one of which, Thelassan, is the capital where the throne of the Umiquan Empire lies, and several smaller undomed villages. The 8 domed cities are spread around Thelassan is a circular manner, with four of them being situated at the ocean floor, while the other four are steadily floating in an elevated position. The 9th city, Ossolan, lies several leagues directly above Thelassan, and together, all 9 domed cities create an imaginary sphere around Thelassan. The 4 domed cities on the ground surrounding Thelassan are connected via giant traffic tubes with each other, in an adjacent manner, while the are also each similarly connected with the two floating cities relatively closest to them. The four floating cities are in turn also connected thusly with each other, in a circular manner, while each is also connected with Ossolan. Finally, every city connects to Thelassan via traffic tubes. Those traffic tubes allow for fast travel via specially constructed rapid transit vehicles called Hayakks, and the system they operate under is called the Linear Line Way. The Umiquas are an aquatic folk of humanoid shape. Their skin color is either blue, green, blue-green, yellow, tirquaz, or grey, though in rare circumstances, it may be red. They are covered in fins, and their eyes are capable of seeing even in the deepest and darkest of waters. They are significantly strong and fast, capable of lifting up to 1.5 tons with ease. They prefer uniforms made of watersilk(a special silk woven by certain aquatic spiders, capable of withstanding high pressures and extreme temperatures), energy corals, and darkwool(a kind of wool found in woollions, distant relatives of sealions). The Umiquan Empire is governed by a mostly hereditary rulership. Its leader is called Tyrrant King, and while the populace usually respects the hereditarity of the title, every citizen holds the right to challenge the Tyrrant King to honourable combat, with the rulership title on the line. If successful, the citizen is crowned Tyrrant King, has the right of 10 years of guaranteed undisputed rulership (though the Umiquan court may allow for exceptions due to extenuating circumstances), and the former Tyrrant King is disallowed to challenge the new Tyrrant King's rulership. Conversely, if the citizen fails to defeat the current Tyrrant King, he himself is disallowed from challenging the Tyrrant King again. Relatives of either are counted seperately, for the purposes of determining right of challenge. The Umiquas are a polytheistic folk, and their main worship is directed towards a Septatheon of gods, called the Eternal Council. Coaeurulocaneth the Azure is the Eternal Council's most prominent figure. Along with their gods, great worship is also offered to past Umiquan war heroes who have died either during or after performing extraordinarily heroic deads on the name of their people. Among those heroes is also Haes-Tir, an archdemon of Mer'Trang's, who joined forces with the Umiquas long after his master had been sealed, in order to fend of the threat of the Zthoxx, buglike aliens, and died while ensuring that the Zthoxx would be exterminated. There is no actual satanic figure in the Umiquas' religion, but the extraterrestrial demon Mer'Trang is often treated as such, due to his longlasting effects on the pacific fauna, forcing the Umiquas to imigrate to South America, and killing a staggeringly high amount of their heroes. People Lord Thorgun Mirthras the sixth: Tyrrant King of the Umiquan Empire. Lady Kiriren Mirthras: High Queen consort of Lord Thorgun. Prince Thorgun Mirthras the seventh: First son of Lord Thorgun Mirthras the seventh, and currently in line for the throne. Prince Allan'ri Mirthras: Second son of Lord Thorgun Mirthras the seventh. Princess Consort Maella Nir Tallesry: Betrothed of Prince Allan'ri Mirthras Adamuh Zex: The invincible gladiator Champion of the Grand Rock Arena. Iltroya Sinkgh: General dragonrider of the Okeamaere Unit. Emrit Hagenmol: High Shaman of Coaeurulocaneth the Azure, supreme god of the Eternal Council. History The Umiquan Empire has a history of 8'200 years, when the first Umiquan Dynasty was founded by Shinq'tuk Elwahiro, at 6'231 BC, who went on to conquer, subjucate, and unify the surrounding tribes under his banner. The Empire managed to prosper and grow in size for 5'000 years, thanks to the lack of Atlantean intervention. In 782 BC, however, the two nations became entangled in a terrible war that lasted more than 100 years. By the end of the war, the Umiquan Empire was completely overrun, the Elwahiro Dynasty was extinguished, and neighboring merfolk nations took advantage of the disaster, and for the next 300 years, they regularly raided the remnants of the Umiquan Empire. Then, a new ray of hope shone for the once proud Kingdom Eternal in the Blue, when Til'ilk Avluna, who renamed himself Patrachi, meaning Father of the Nation in the Umiquan language, organised an army, and slowly started retaking lost lands, organising the people into a standing army, and ensuring that their borders would be safe. In 328 BC, he was crowned Grand Exalt of the Umiquan Empire, thus beginning the Dynasty of the Avlunas. The Atlanteans, fearing a retaliation for percieved wrongs in the past, from the Umiquas, decided to once more overrun the newly restored Empire, before it had the chance to secure a powerbase. Unfortunately for them, the years of struggle had hardened her people, and the Umiquan Empire was able to completely fend off the Atlantean army. Two and a half more centuries of bloody conflict ensued, and in the end, a thousand year pact of non-aggression was written between the two nations, in the year of 67BC. In 413 AD, the oceanic tribes faced peril in the form of Mer'Tangri, an extraterrestial demon who had descended to Earth and sought to create a powerbase in its waters. Mer'Tangri and his Death Scholars terrorized the Umiquas and the Atlanteans, forcing the former into retreating in the lands of South America, where the Amazon jungle is, while the latter reinforced their xenophobic seclusionism. Mer'Tangri ruled the Atlantic and Pacific Oceans for nearly a millenia, rendering most trans-oceanic travel perilous at best. The exile was even more harsh for the Umiquas, whose dependence on water for survival severely restricted them. Despite that, their priests managed to perform complex rituals that ensured large enough pools of water deep within the jungle, where they'd made their hideouts, with elegant temples erected in the name of their gods. In 947 AD, the Atlanteans begun fighting back against the power hungry Mer'Tangri, forcing his occupation of the Atlantic Ocean to an early end. Lord Salvunar the 7th, the tyrrant king of the Umiquas during this period, saw a chance, and while the Atlanteans were busy fighting Mer'Tangri's remaining forces near the gulf of Mexico, led an army to the doors of Atlantis, with the intent of conquering them. Lord Salvunar's plan worked, and while the Atlantean army was busy keeping Mer'Tangri at bay, the Umiquan forces stormed the throne of Atlantis, and for the next 2 hundred years, ruled Atlantis and its people, stealing their advanced tech and relics and using them to further empower their own bases. The Atlantean resistance, combined with the victorious returning army was enough to push the occupational forces of the Umiquas, who fled back to South America. Tensions between the two merfolk continued to mount, until the 1389 AD, when Mer'Tangri summoned his otherwordly forces into Earth, and mounted with them a fierce attack that brought Atlantis to its knees. The then current tyrrant king of the Umiquas, Til'ilk the Brave, realising that the threat the demon posed far outweighted any possible slight the two merfolk races might have held towards one another, launched a pincer attack at Mer'Tangri's forces, and managed to overcome his rearguard. The Atlanteans, seeing their chance, rallied their troops and fought back with tooth and nail, and eventually, the two armies finally managed to corner Mer'Tangri himself. The extraterrestial demon himself, however, proved far more deadly and dangerous than his entire army put together, and alongside his three archdemons, Haes-Tir of the Sky, Shabnig-Wrath of the Land, and Had'ooru of the Sea, Mer'Tangri decimated the combined forces of the Atlanteans and the Umiquas. Many of their heroes fell in battle, until their sages managed to complete a ritual that put Mer'Tangri, Shabnig-Wrath, and Had'ooru into sleep. Haes-Tir fled to the Pacific ocean, and while he occasionally emerged to terrorize the inhabitants, without his master or an army to back him, he was unable to cause any lasting damage. Shabnig-Wrath and Had'ooru were easy to restrain, but the merfolk feared the immortal Mer'Tangri's powers, and they split his body into seven parts, that they scattered throughout the world. In 1398 AD, The Atlanteans and the Umiquans signed a new treaty, and though the wounds of warring between the two nations were still fresh, the two nations strove for coexistance... by effectively ignoring each other. The Umiquas still had a tall order of reclaiming their ocean; the aeons of Mer'Tangri's occupation had poluted the wildlife, driving many sea creatures to transform into ferocious monsters. For centuries these monsters festered the waters of the Pacific Ocean, forcing the Umiquas to frequently engage them in combat. Only a few priests remained at the temples they'd errected in South America, and after a few decades, even they abandoned their land-based cities completely. Throughout the centuries, the Umiquan Empire had developed into a warrior nation by necessity, a quality that did not escape the Atlanteans. When the Zthoxx, an alien race of migratory buglike creatures that had burrowed their way deep into the earth's underground 4 milenia ago in order to gestate, invaded Atlantis on 1714 AD, the Atlanteans, who found themselves rapidly overwhelmed by numbers, hired the services of the Umiquan Empire's warriors, who drove the bugs back into the earth's core. The Zthoxx queen, Rahnea, ordered an attack at the Umiquan Empire's border settlements. Throughout the years, and though the Umiquas managed to repel her attacks, it became increasingly obvious to the Umiquan leadership that the Zthoxx were steadily gainning the upper hand, as for every felled Zthoxx soldier, more and more soldiers rose and took his place. During one of the raids, Rahnea's army encountered Haes-Tir, who slaughtered a thousand of her subjects before succubing to his wounds and losing consciousness. The Umiquan army intervened and rescued Haes-Tir, who pledged to join forces with the Umiquas in order to drive the Zthoxx back. Though initially skeptic, the Umiquas eventually let Haes-Tir into their ranks, and in the following two centuries, the archdemon proved himself an indispensible ally. Finally, in 1928, tyrant Lord Laosoon the third, mounted a joined operation between the Umiquas and the Atlanteans, and using Atlantis' advanced technology, dug his way into the Zthoxx' breeding ground, and torched it with a potent gas that rendered it uninhabbitable. Rahnea herself was trapped in the climactic battle, along with 20'000 Umiquas and Atlanteans, and also Haes-Tir. Massive landslides caused from bombs barred their escape, and they were never heard from again. Still, their deaths did not go to waste, and even Haes-Tir got a statue to himself, for his honorable service and sacrifice. Aside from a few skirmishes, mostly with the Japanese forces during the second World War, the Umiquan Empire remained relatively secluded and neutral in the ensuing century. The Atlanteans occasionally hire Umiquan warriors, whenever they are in need of grunt forces, and they in turn lent their advanced magics and tech to the Umiquas every now and then, as a show of gratitude. Outside of those occasions though, the two nations remain cold towards one another, barely acknowledging each other's existence. Links Stats for Umiquan Soldiers
-
- umiquan
- pacific ocean
-
(and 3 more)
Tagged with:
-
One moment, Mater Vyrdna was ripping the Antibody appart. Then, the next moment, she found herslef floating to the same nothingness the others did. The cyberlinking had proven itself a resounding success, or so it seemed. Unravelling the damaged shields and morphing them back into wings, she flew closer to the others. "We best be moving swiftly, then. I do not like the feeling of this place one bit." Whenever her consciousness submerged in a ship, it felt a lot like a dream to Mater Vyrdna. A cold and silent dream, but a dream nonetheless. This, however... this felt more like a nightmare, as if a headache and a warm feeling were trying to invade her consciousness, worming their way from her brain and all throughout her nerve receptors. Still, she wasn't remiss to look at her new surroundings, and she too noticed the data flow that Temperance and the others did. "So... we following the streams to their source, I guess?"
- 54 replies
-
- incursion
- mater vrynda
-
(and 5 more)
Tagged with:
-
Umiquan Army Minion Lore: The Umiquas incoorporate both magic, advanced tech, and physical prowess in their society, and that is nowhere more evident than in their fighting style. Nevertheless, the Umiquan army prioritizes specialization amongst its soldiers over flexibility, with some soldiers taking up the sword, while others taking up the (proverbial, in this case) staff. These are the three most commonly found variations on the average Umiquan soldier. The Umiquan Warrior is a melee specialist, capable of going toe-to-toe with ferocious beasts, and has both the skills and the weaponry to go with that. His Coral Armor protects him from anything short of a shotgun or a flamethrower, and allows him to completely blend into the aquatic enviroment. His Obsidian Weapon is capable of cleaving through steel, as even advanced reinforced tanks are incapable of withstanding its swing. He has developed an exceptional sense for battle, which conferes him additional protection from non-direct attacks. The Umiquan Sniper is a ranged specialist, capable of engaging targets from afar with ease. He also comes equiped with a Coral Armor, just like the Umiquan Warrior, but unlike him, the Umiquan Sniper wields a Pearl Weapon, a Selective Fire Laser riffle, and he can skillfully aim it to great effect. The Umiquan Hydromancer, finally, is a spellcaster whose sorcery allows him to manipulate water and bend it to his will. Unlike the previous two, he eschews armor, weapons, and combat trainning, in favor of his trainned magics, which while simple and focused, are nevertheless both potent and versatile.
-
Hronos Incursion: Science Team Go Incursion: Red Five Mater Vyrdna Ghost In The Machine Incursion: Only Hope Meatheral Net Fly Incursion: Matter Over Mind Namazu The Savior
-
Serge was lying sitting on his bed, covered with a blanket up to his stomach. It was a western type bed, four legs as is standard for the bed frame, and a matress of medium softness. The hotels that operated deep in the city favored this type of bed over the traditional futons, which were more commonplace on the motels found in the outskirts of cities, near specific touristic attractions such as shinto and buddhist shrines, natural hot springs, etc. On his lap rested his laptop, and he was surfing the net, even this late in the night, for any possible clue as to who the masked hero in black and white was. He was getting nowhere, of course, as he'd expected as much, but it still frustrated him a lot. The late of the hour wasn't helping things either, as fatigue had finally started catching up with him. It was at that point, that Triakosia called, and he answered. "Hey, Triakosia, Net Fly here, what's up?" Hearing that Dancia was staying for the forseeable future, Serge smiled in acknowledgment. "Good to hear, Triakosia. Grimalkin and I are of the same mind, more or less." The request for a meeting wasn't met enthusiastically by Lynn, and Serge had to agree. "Yeah, I mean, I could certainly meet you two right now, but unless it's urgent, I could do with a few hours sleep myself; my eyes are burning here."
-
Net Fly Young gadgeteer genius Serge Explinker dons a simple yet sophisticated sonic harness/vibro-suit, in order to enhance his mutant powers and fight crime as the masked superhero Net Fly. Playlist Net Fly Theme Song (Speedy Hacker): Quick Man (Orchestral) Getting Sidetracked: Heat Island Higher Learning: Digital Scratch (Koushirou Theme / Izzy Theme) Frantic Action: Gyakuten (Turnabout) On the Prowl: Tygra's Theme Struggling Against Defeat: Four Heavenly Kings (Jadeite, Nephrite, Zoicite, Kunzite) Enemies Upgrade Echelon (Upgrade Assembly): Technodrome Stage [Metal Cover] Agent DuskWyrm (Dawn of the Upgraded Man): Saikyou no Nanori (Introducing the Strongest) Volt Scorpion #1 (Hardcore Fighter): Heavy Violence Volt Scorpion #2 (Arrogant "Hero"): Fire! (Rev. 1){Reason 5} History Serge was a gifted young boy, and he showed from an early age an aptitude with complex machinery and computers. While he comes from a divorced family, his parents have managed to keep a good relationship with each other and their son. When he became an adolescent, Serge started exhibiting his latent mutant abilities. It wasn't, however, until much later, when he became unwittingly entangled with a heist, that he decided to use his powers for a purpose. A group of armed robbers ambushed an armory car and stole a bunch of high-tech equipment. During the heist, things quickly escalated, and Serge, allong with a few other bystanders, was captured as a hostage, and held against his will. At first, he was paralyzed from fear, until he witnessed the robbers shot a man in front of him, in order to force the police to meet their demands. Finding an opportunity, Serge sneaked out of sight and undid his bonds with his strength. He took a few devices that were laying close to him, and tinkered with them as quickly as he could, fashioning them into Sonic Blasters. Before the robbers realized what had happened, Serge, wearing a makeshift outfit to conceal his identity, attacked them, and quickly subdued them. After rescuing everyone, Serge left the crime-scene. For the next few days, he reflected on what had just transpired. He realized that he could use his powers to fight crime, but in order to do so, he needed to make a costume for himself. Tinkering and improving upon the devices he aqcuired during the heist, and using a few more that he had created on his own, Serge was able to adapt them into a functioning suit. Now, Serge has emerged as the superhero Net Fly. He has performed adequately, but after a few close calls too many, he decided to enroll in Claremont Academy, and further hone his crime-fighting abilities. After some adventures with other fellow superheroes and Claremonters, most noteably El Heraldo, Glow, Warp, and Tsunami, Serge eventually graduated from Claremont, and enrolled into Freedom City's Hanover Institute of Technology to study Computer Sciences. During the Incursion, Serge, as Net Fly, spurred by the hero Fast Forward, joined forces with him, Grimalkin, and Triakosia, to protect the physical bodies of the heroes who had went on to do battle on the mental plane, against the Communion drones that had come to target them. During that battle, he revealed his secret identity to them, a first for him, as he had kept it a secret from other heroes who hadn't been to Claremont with him. Nevertheless, Serge might have withdrawn from heavy duty, in order to focus on his studies, the last year, but he has continued trainning and tinkering with his suit, so that he'll always be ready to step up when needed. Costume and Appearance A lean, light-skinned teenager of medium height, Serge has curly short blonde hair and green eyes. He wears prescription reading glasses, although ever since his powers awoken, he stopped needing them. His casual attire consists of lion-colored baggy pants or jeans, a light-grey tank-top and a green camp shirt. His costume is mostly grey, composed of a spandex-like material, and covers most of his body, except the eyes, and it has extra pockets strapped at his thighs. He wears black boots and black briefs, on top of the suit, with a blue tool belt. He has blue mechanical gauntlets, and a white megaphone strapped on a blue x-shaped harness, in front of his chest. Finally, he has two blue head-pieces that cover his ears, on top of his mask. Powers Net Fly is a mutant, with the power to influence his body's vibrations. This gives him an assortment of innate abilities, like enhanced agility, strength, and stamina, the ability to "stick" on surfaces, and the ability to fly. Further-more, he has costumised his VibroNet Suit so that he can further harness those powers and re-focus them into sonic energy. He can concentrate his gloves with sonic energy in order to enhance his fists or produce Sonic Blasts and hit his opponents from a distance. He can also opt to redirect his powers to his chest-phone, and unleash a powerful Sonic Beam. The suit also channels Net Fly's vibrational energies to create a protective Vibro-Field, which lessens the impact of attacks. Finally, his suit comes equipped with a Net Dive device, which allows him to interact with machinery and even enter the cyberspace. Net Fly doesn't take hits well, so he prefers a hit-and-run fighting style over duking it out for prolonged periods. Having said that, however, he is perfectly capable of unleashing devastating attacks in close range, as well as take care threats from a distance. If he wishes to avoid fighting, he can opt to hide in the ceilings. Sonic Strength: This power allows Net Fly to tap into his natural vibrational powers to enhance the strength he exerts on objects. In combination with his naturally enhanced Agility, this adds a significant amount of bite in his punches. Noteably, he can use his naturally enhanced strength to lift stuff weighting up to 800lbs, or push stuff weighting up to 2'000lbs. A single punch from Net Fly can be compared to getting hit by a tank's cannon! Sonic Speed: This power allows Net Fly to tap into his natural vibrational powers to create kinetic energy and exert it to gain a significant advantage in speed, allowing him to run at an accelerated pace. He can exert vibration to adhere to vertical surfaces almost as well as on horizontal ones. Additionally, he can use this energy to levitate himself, and fly around. He can run as fast as a bus or a semi, and he can fly at 1/5th the pace of a helicopter. Sonic Strength Amp: The VibroNet-suit is powered uo by Net Fly's natural vibrational powers, and enhances them further. This not only allows him to quadruple his naturally enhanced strength, it quantduples his speed and reaction, allowing him to unleash a mighty barrage of rapid-fire fisticuffs. This enhances his lifting power, allowing him to lift up to 1,5 tons, like a luxury car or a van, and he can push up to 4 tons, like a heavy truck. If Net Fly can punch like a tank without the VibroNet-Suit, with it, he can exceed even that by a couple of orders of magnitude. Sonic Maelstorm: Combining his significant strength and speed enhancements thanks to the VirboNet-Suit, allows Net Fly to rapidly scour the battlefield, running, flying, and jumping left and right, and employ his sonic-fast punches and/or sonic blasts to put the hurt on multiple hostiles, with pinpoint accuracy. This torrent of blows can deal enough damage to a single target, that would make it comparable to a space fighter's arsenal. That is, if only a few of his punches land! Sonic Blasts: Net Fly focuses stored vibrational energy from the VibroNet-Suit into the small harnesses in his gauntlets, and unleashes it into pure sonic energy waves. He can fire sonic blasts from each hand at seperate targets, with an effective range of 150 feet, and a maximum range of 600 feet, and packing power similar to that of a shotgun slug. Alternatively, he can focus energy on both hands and use them simultaneously to fire a concentrated blast that has an effective range of 600 feet, and a maximum range of 1'200 feet, with force compareable to that of a space cruiser's larger beam weapons. Sonic Beam: Net Fly builds up large amounts of stored vibrational energy from the VibroNet-Suit into the big harness in his chest, and unleashes it into a large destructive beam of sonic energy that knocks the wind out of and blasts away anyone who is unfortunate enough to cross its path. The beam is 10 feet wide, and travels 500 feet, before harmlessly dissipating. The beam packs a punch comparable to a rocket launcher, or a space cruiser's energy torpedoes. Sonic Torpedo: Net Fly covers himself in a vibrational field of energy channeled through the VibroNet-Suit that protects him from harm, and allows him to penetrate and harm hard materials. This also allows him to dig through the earth, at the same speed a fast athlete can run, and he can dig through everything up to concrete or even iron! The vibro-field generated protects netfly from all common manmade handheld ranged weaponry, including heavy machinegun fire, shotgun blasts, shuriken/throwing stars, etc. As long as whatever's attempting to hit him is a physical object, Net Fly's vibro-field is sure to fling it back at its owner. It can't, however, affect non-material attacks, like fire from a flamethrower, beams, or large and heavy thrown objects, like cars. Nevertheless, as long as the vibro-field is up, anyone touching Net Fly is in for quite a shock! Net Dive Harness & Installed Database: The VibroNet-Suit comes equipped with its own Bluetooth reciever/transmitter, which allows his suit to tap into and interact with nearby computers and machines. It also comes pre-installed with an extensive database that Net Fly can refer to at the drop of a hat, in case his own technological knowledges aren't sufficient to get the job done. Super Sonic Speed: The VibroNet-Suit enhances Net Fly's exceptional speed, allowing him to run twice as fast as a sports car or a motorcycle, breaking the sound barrier in the process, and Fly almost half as fast as a helicopter. Allies First up, Net Fly's most immediate associates are his family. His parents are divorced, and he lives with his mother and her second husband, but he still keeps a good relationship with his father as well. Gregory Lineberg: Serge's stepfather, from his mother's second marriage, is also perhaps Serge's closest confidant. Aside from employing his stepson's help in the jewlery store he owns, Greg is also aware of Serge's superheroics, something that they've both kept his mother in the dark. Greg is usually the one to cover for Serge's superheroic escapades, and he holds deep respect for the young boy, a respect that's equally returned from Serge. Catherine Coldear: Serge's mother. She is unaware that her son has developed superpowers, much less that he moonlights as a superhero. Andrew Explinker: Serge's father. The two are on good terms, but they don't see each other more than twice a month. Going to the Claremont Academy netted Serge with a plethora of superhero allies, and Net Fly counts the most of his allies here. Most prominent ones amongst them are El Heraldo, Tsunami, Glow, Warp, and Crimson Tiger. El Heraldo: Perhaps the first friend he made in Claremont Academy, but most definitely THE best friend Net Fly has, El Heraldo is Net Fly's closest ally. The two have been through thick and thin, they've helped each other, berrated each other, and spurred each other to grow and mature into the conscious and responsible heroes they became. Ever since graduation, however, El Heraldo moved to Puerto Rico. Net Fly and El Heraldo have kept contact through phone and internet, but for a long time now, Net Fly can't help but shake the feeling that something is... not quite right with his friend's life. As if something is not what it seems... Or maybe it's just the distance talking? Tsunami: Martial artist and hydrokineticist, Tsunami has sparred on ocassion with Net Fly, teaching him a valuable lesson or two on not overrelying on his superpowers and neglect his conditioning and experience. They were both captured by Lady Shen and brought to her secret hideout/school in the Pacific, where they were forced to participated in a sparring match against some of Lady Shen's most brilliant students. After they were rescued, they both graduated, and have since kept contact with each other, occasionaly teamming up. Glow: Another fellow Claremonter, this one hailing from the land down under. Glow's cheerfulness occasionally clashed with Net Fly's more somber and tempered moments, but the two nevertheless kept a good rapport, and remain on friendly terms. Warp: Fellow Claremonter who specializes in teleportation. Warp and Net Fly have teamed up on quite a few occasions, and she was among the ones captured by Lady Shen, allong with Net Fly. Crimson Tiger: Another Claremonter who excels at martial arts, Crimson Tiger has also had the chance to spar with Net Fly, and naturally, hand him his butt. She was among the heroes who helped rescue Net Fly and the other captives from Lady Shen's clutches, something for which Net Fly feels forever indebted to her. Other fellow Claremonters with whom Net Fly has teammed up include Wisp, Saiph, Medic, Crow, Kit, Blue Jay, Errant, and Arcturus. He also interracted with the faculty, most noteably with Principal Duncan Summers and mister Landis. However, Net Fly had the chance to team up with quite a few heroes outside Claremont, and has managed a good friendship with a few of those, most notably Foreshadow, Triakosia, and Grimalkin. He idolizes Fast-Forward, Foreshadow: Ever since the two teamed up to take down a super-drug cartel operating in the underbelly of Freedom City, Net Fly has been sure to lend Foreshadow his help in dealing with street crime, and keeping the gangs in Southside under control, whenever he can. Triakosia: One of the heroes he fought alongside with during the Incursion. Net Fly entrusted his identity to her, along with the other heroes present, and was rewarded with the same amount of trust by Triakosia. Since then, the two, allong with Grimalkin, have worked together more than once. Grimalkin: Another hero Net Fly teamed up with during the incursion. Like with Triakosia, Net Fly entrusted his identity to her. The two, along with Triakosia, have worked together on a few occasions since then. Serge also makes a point to stop by Lynn's bookstore and hang out, once in a week or two. Fast Forward: The supervillain-turned-Superhero-turned-RealityTVHost spurred Net Fly to action during the Incursion. During that time, Net Fly came to idolize the older hero, who managed to overcome his personal flaws and turn a new page, something that Net Fly feels a strong empathy about. Finally, a lot of Net Fly has teamed up with the following heroes, among others: G-Stunt, Queenie, Silver Magus, Kingsnake, Overclock, Stormbreaker, Silver Spider, and Vector. Enemies Net Fly has been around in the superhero gig for a few years, and making enemies is inevitable. However, very few adversaries have managed to have a long-lasting impact on his career. The most noteable ones are Looking Glass, Agent DuskWyrm and the Upgrade Echelon, Lady Shen, and Volt Scorpion. Looking Glass: A well known criminal and illusions master, with a big history of petty crime. She was the first supervillain Net Fly fought, since joinning the Claremont Academy. While she managed to escape prison a few months later (as she is wont to do), it wouldn't be Agent DuskWyrm and the Upgrade Echelon: The Upgrade Echelon is a secret organization that aims to usher humanity in a new era of progress, by mass-implanting humans with cybernetic enhancements of all kinds. Agent DuskWyrm is their top enforcer, undergone special cybernetic treatment to become the first step in the Next Human Project. Net Fly first encountered the Upgrade Echelon when they kidnapped superhero speedster Overclock, in order to harness his speed potential into perpetual unlimited energy. Unknown to Net Fly, the Upgrade Echelon is linked with the high tech gear that Net Fly fashioned into his first Sonic Blasters Lady Shen: One of Dr Sin's most trusted and highly ranked lieuteunants, Lady Shen kidnapped Net Fly along with Tsunami, El Heraldo, and Warp, in order to extract information from Tsunami, and test her martial arts students. She was the first person to hand Net Fly a trully humiliating defeat. Volt Scorpion: The second person being Volt Scorpion. Real name Kang Jin-Ho, Volt Scorpion was one of Lady Shen's students, before the other Claremont heroes stormed her foretress island in order to rescue Tsunami and co. During their sparring match, Kang Jin-Ho made it increasingly obvious that he was holding back and going easy on Net Fly, as he didn't recognize Serge as a true martial artist, instead being more interested in proving his mettle against Tsunami. That his superpowers explicitly negate Net Fly's VibroNet Suit didn't help matters. Nevertheless, when the other Claremonters came knocking, a free-for-all battle royal errupted, during which Net Fly proved to Kang Jin-Ho that there are more ways to win a fight than a straight up martial arts contest, thus earning the grudging respect of Jin-Ho. Soon after the escape, Jin-Ho broke ties with Lady Shen, and decided to follow Net Fly to America, adopting the villain monicker of Volt Scorpion. He soon developed an annoying knack of tracking Net Fly down during his patrols and commiting robberies or otherwise endangering innocents, in order to goad the young hero into meeting his challenge. To date, Net Fly has never managed to claim a clean victory over his rival, but Volt Scorpion hasn't come out clean from their scuffles, either. Indeed, so big is his obsession of using Net Fly as a punching bag, that he has, on occasion, joined forces with the young hero, on the rare occasion that he measured Net Fly's foes to be dangerously out of the hero's league. It wouldn't do, after all, to lose the best sparring partner you ever had, now, would it? Timeline 2011 Autumn It Looks Better on Me: The Millenium Mall, in which superhero G-Stunt works as an athletics shop salesman, becomes a heist target for Thieves Guild member Looking Glass and her gang. He springs to action, and with the help of Claremonters El Heraldo and Net Fly, who were out enjoying some free time, puts a stop to the illusionist's sleight of hand. Two's Company, Four's Party: Four Claremonters, El Heraldo, Glow, Arcturus, and Net Fly, gather to the Claremont Academy's Doom Room, in order to run a series of simulation tests, under the guidance of Academy Headmaster Summers, that are meant to challenge them both physically and mentally, testing their teamwork, but also their independent actions and adaptability. 2012 Winter Venture into the Forest: A simple roadtrip for a hike to the Wharton State Forest during the wintry season takes a turn for the bizzare, as Net Fly and El Heraldo stumble across a cave that hides an abandoned secret lab. A lab that holds a dangerous secret that could prove catastrophic to many innocent people. But perhaps, the biggest danger for the two heroes are their inner demons and insecurities that threaten to take hold of their reason... Bound in Dust: Claremonters El Heraldo, Medic, Net Fly, Glow, and Saiph, head to the Samaritan Theatre in the Theatre District, in order to enjoy some R&R by watching some good ol' schlocky B-movies. Their day out is interrupted, however, when Heqanefer the Twelfth, self-proclaimed magician and devotee of Ancient Egyptian go Osiris, reanimates the mummified corpse of Pharaoh Hed-Ra, and unleashes him to wreck havoc. On the cinemas. Where he'd sneaked in the corpse of the Pharaoh. To show everyone. Spring Swiss Format: While Overclock, and Stormbreaker teamup to dismantle a hostage situation in a bank in Midtown, the former gets caught by a sinister organization that plans to tap into the speedster superhero's source of power. Glow, Net Fly, El Heraldo, and Butterfly join Stormbreaker in order to tackle the sinister empire and its team of supervillain enforcers, in order to retrieve Overclock, and put a stop to their plans. This won't be a simple elimination round! Summer Being Yourself: Growing up is never easy. El Heraldo, Net Fly, and Wisp, are all more than a little familiar with the troubles that can come from getting suddenly hit by the responsibilities of the incoming adulthood. But as a visit to the Sondo household in Lincoln is progressing smoothly (which is to say, hilariously embarrasingly for El Heraldo), Rodrigo - the cousin of the young hero - exhibits increasingly frustrating signs that he has his fair amount of chips on his shoulder. And just maybe, has the power to take his frustrations out, in a spectacularly dangerous manner! Undercity Manhunt: A vicious string of crimes perpetuated by a criminal with a mean bite to him, will bring together the efforts of Silver Spider, Crow, Net Fly, and Vector, who decide to track the responsible villain. Even if they have to dredge through the sewers. Autumn Flying Flag: After some awkwardness between the two fellow heroes on an issue of sexuality, Net Fly and El Heraldo decide to spend a night out at the Bayview Mall, playing pool, discuss their thoughts and worries about what tomorrow brings, and just generally have a good time. It is a time that will test the two heroes' friendship, as well as their standing with the future. A time that will help the two heroes come out of their respective shells, and allow them to just be themselves. 2013 Spring Zap!: Warp and Net Fly take telorting Claremonter Morsa Venn - a Lor exchange student, who has become the recipient of some students' bullying - under their wing. Nevertheless, the two seniors get roped in on the younger student's antics, when a teleportation misfire lands them to the mad Professor Parsec's lair, who has evil mad evolutionary plans for the alien students and their powers. Adding to that, Net Fly neglected to dress for the occassion... A Better Mousetrap: Soon to be graduating Claremonters Net Fly, Tsunami, El Heraldo, and Warp, are making their joined patrol rounds in Southside, when a fire breaks out in a building. The heroes rush in, unaware that their attempt at providing help is a calculated part of a Sin-ister masterplan that aims to open a whole world of trouble for them. In the Shadow of Sin (Jade): Net Fly, Tsunami, El Heraldo, and Warp, wake up to find themselves held hostages in an island over the South Pacific. Lady Shen, Dr Sin's most loyal retainer, has decided to make her move and extract vital information from Tsunami, as well as induct the young heroine to her own deadly martial arts trainning school. A school that holds Akamu, Rudra, Shoki, and Kang Jin-Ho, four deadly martial artists, as its students. Summer Field Trip: Chicago: With graduation almost upon them, mr Landis takes Errant, Blue Jay, Kit, Net Fly, and Crimson Tiger for a field trip to the city of Chicago. Their first stop, the Museum Campus on the Lake, where their peaceful expedition is interrupted by the Chicago Police, who arrive to arrest Kit on theft charges, charges that the young Claremonter claims had been dropped. The heroes now have to deal with an enemy that's very much unlike their usual fare; an enemy on the side of the law and the angels. Autumn Cutting off the supply: Osprey, Net Fly, and Foreshadow, join forces to deal with a gas station robbery in Southside, but when one of the super powered robbers starts involuntarily convulsing and going through a cardiac arrest, the heroes soon realise that a new dangerous super-drug is on the loose, and it could light the streets of Freedom City aflame, if not dealt with pronto! 2014 Autumn Incursion: Matter Over Mind: In the midst of the Incursion, when the Communion forces began their invasion on Earth, Former Supervillain-turned-Superhero Fast-Forward assembles a team comprised of Grimalkin, Triakosia, Net Fly, Queenie, and Silver Magus, in order to protect the physical bodies of the heroes who are waging a battle at the mental plane against the psychic forces of the invaders. For many of the assembled bodyguard heroes, this is their first forray at dealing with a planet-wide threat. Can they put up a good defense and protect the bodies of the heroic empaths? Or will they be crushed and assimilated by the Communion Forces, and allow the Earth to fall under the Communion's mental control?! 2015 Spring Namazu The Savior: An Earthquake breaks out in Sapporo, Japan, during the Hokkaido Nippon-Ham Fighters versus the Freedom City Comets baseball exhibition match. Freedonian heroes Net Fly, Triakosia, and Grimalkin are joined by Kingsnake in the relief efforts, when Japan's newest superhero, Kashima, arrives to save the day. But is Kashima what he seems? Who was the one responsible for the Earthquake, and what are their ties with the Japanese superhero and his company? And what will happen when Kashima engages a lightning being in a battle to the death; a battle that's proving potentially dangerous for the bystanders? 2016
-
Player Name: Vahnyu Character Name: Hoplite Power Level: 10/12 (180/180PP) Trade-Offs: +4 Ranged Attack / -4 Ranged Damage, +3 Defense / -3 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Master of All Weapons, Wielder of Many. Alternate Identity: Identity: (Public or Secret) Birthplace: Occupation: Affiliations: (People and/or groups you work with) Family: Description: Age: ??? (DoB: Year [Optionally, Day & Month]) Apparent Age: (if applicable) Gender: Ethnicity: Caucasian? Asian? Etc. Height: Weight: Eyes: Hair: (Describe what they look like!) Power Descriptions: (Describe what their powers look like, if applicable) History: (Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.) Personality & Motivation: (Describe here) Powers & Tactics: (In-character descriptions of how they do their thing) Complications: Name: [Description] Example: Secret: Identity. Abilities: 4 + 6 + 4 + 4 + 4 + 0 = 22PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 20 + 12 = 32PP Initiative: +7 Attack: +10 Melee, +14 Ranged Grapple: +9 Defense: +13 (+6 Base, +7 Dodge Focus), +3 Flat-Footed Knockback: -2/-3/-6 Saving Throws: 3 + 7 + 6 = 16PP Toughness: +7 (+2 Con, +2 [Defensive Roll], +3 Protection, 5 Impervious[Shield]) Fortitude: +5 (+2 Con, +3) Reflex: +10 (+3 Dex, +7) Will: +8 (+2 Wis, +6) Skills: 88R = 22PP Acrobatics 8 (+10)Skill Mastery Climb 3 (+5)Skill Mastery Concentration 3 (+5) Disable Device 3 (+5) Drive 7 (+10)Skill Mastery Gather Information 4 (+4) Investigate 8 (+10) Knowledge (Streetwise) 3 (+5) Knowledge (Tactics) 7 (+9)Skill Mastery Medicine 3 (+5) Notice 8 (+10) Pilot 7 (+10)Skill Mastery Search 3 (+5) Sense Motive 8 (+10) Stealth 2 (+5/+10)Skill Mastery Survival 8 (+10)Skill Mastery Swim 3 (+5)Skill Mastery Feats: 41PP Accurate Attack All-Out Attack Attack Focus (Ranged) 4 Defensive Roll Dodge Focus 3 Elusive Target Equipment 22 Evasion 2 Improved Initiative 1 Improvised Tools Instant Up Move-By Action Power Attack Precise Shot Quick Draw 2 Skill Mastery 2 (Acrobatics, Climb, Drive, Knowledge[Tactics], Pilot, Stealth, Survival, Swim) Powers: 25 + 18 = 43PP Device 6 (30PP Container; Flaws: Easy-To-Lose, Feats: Multiple Weapons 7, Dynamic 3) [25PP] (Weapons Arsenal) Container 3.6 (18PP Container) (Martial Trainning) [18PP] Drawbacks: (-0) + (-0) = -0PP DC Block (see below) Totals: Abilities (22) + Combat (32) + Saving Throws (16) + Skills (26) + Feats (41) + Powers (43) - Drawbacks (0) = 180/180 Power Points
- 1 reply
-
- weapon master
- hoplite
-
(and 1 more)
Tagged with:
-
A threat from 2 millenia ago had returned once more to lay waste and devour the entire universe. A fleet of assimilation drones, world-killers, weapons of mass destruction, and hate. And standing in opposition of that threat, a coalition of heroes, soldiers, scientists, gods, demons, bounty hunters, and all manner of malcontents, had been formed, pooling together their resources and strength. A world otherwise divided and misaligned, now standing together against this common threat, fighting a war on multiple fronts. And one of those fronts was to be fought here, now. Once upon a time, before there even was an Earth, five beings had joined forces against a powerful enemy, one that threatened the universe. Now, one of those beings, Hronos, was once again joining the battle, to help perserve and protect that same universe, and its people. "It is my honour to be fighting alongside heroes and warriors such as yourselves." the Mechanodynamis said. The resourceful Geckoman, the determined Argonaut, the survivor Cavalier, the enlightened Sun Walker, and him. "I am prepared to initiate the operation."
-
I'd say it'd be a Limited[Array name] flaw, since you can't use that HP for saves, skills, other powers, etc, nor can you use that to stave off fatigue. More to the point, those Luck Points would still count against the PL limit, so I'd say that their effectiveness is more than halved.
-
"Well, it's good to hear you're sticking around as well, Lynn. I may talk a big game about being a big boy and going at it on my own, but I'd really rather not!" Serge replied, with a smidge of exaggeration in his tone. "But seriously, thanks for your help back there, especially with the shelters. You did a great thing there, and there's a lot of blog articles being posted about it, both english and japanese, singing your praises. So that's why, I'll be glad to once again work together with you and Triakosia. You rock, you two!" Serge said to the superheroine, and he meant every word. Fighting alongside others during an invasion tended to foster great camaderie, especially between hereos who share their identities. Nevertheless, Serge couldn't stiffle a laugh when Lynn talked about Mr. Black and White. "Hahaha. Yes, I see your point." When she asked him if he could find a way to reach him, Serge let a sigh out. "Honestly? I'm stumped. It's not like I got a picture of him, and searching the net for guys wearing black and white tights returns many unrelated results, and many of them not entirely safe for working enviroments, if I'm being too frank here. Though, if you ask me, he seemed pretty driven, when he was investigating the tremor machine, and when he went face to face with Kashima. You ask me, guys like that don't let up, once they start something. If we keep looking into this incident, we're bound to cross paths again. Or, well..." sitting back, Serge relaxed in his chair. "...that's the feeling I get." "So, anyways..." with that done, he took a deep breath, as if making his mind up. "it's getting late, and you sound exhausted. Think I'll stop bothering you for now, let you catch some zzz's, ok? I'll try looking into our friend in black a bit more, but no promises there. Unless an emergency occurs in the meantime, call me tomorrow when you've rested a bit. Goodnight Lynn."
-
"GryyaaGGH!" Even though she anticipated the attacks, the two Communion Antibodies still managed to overcome Vyrdnaya's defenses. The mechanized Meso-Akarnian woman felt their blasphemous techno-tendrills smash through the shield she had errected. What they did not smash, the started to convert into Communion-tech, by fusing their assimilating matter onto Vyrdnaya's. Though she managed to fight the corruption off by shedding the infected parts, she had to regrow her left shoulder, which got dislodged through their combined attack. A third Antibody that had been glued by Seika's arrow, went in to finish the job, as the other two Antibodies scattered to attack Seika and Moon-moth. However, it had been too late, Vyrdnaya having recovered, and though it swung its appendages, they were helplessly caught by the draconic cannon-head's jaws she'd morphed her left hand into. "You won't be getting a hit in." Vyrdnaya shouted at the abominable drone. This was not the time for hesitation, and though she knew that the trainning she received by the Praetorians, during the interim before this operation, was not a substitute for real experience, and she was still getting used to her powers, it would have to do. One step at a time. Unlodging her claw-feet from the ship's exterior hall, Vyrdnaya ran under the Antibody's caught limbs. A rocket formed in her back, propelling her to the Antibody's shoulders with a flip, while her dragon-head arm dragged its appendages with her, making them stretch unnaturally, as if they were made of plasteline. She lodged her claw-feet into the Antibody's shoulders, and thrusting her right hand from above and onto its head, which had been morphed into a drill, she dug a grotesque hole. In three seconds time, she'd managed to immobilize the fearsome Antibody. "Your vile disease will stop spreading in the universe, here and now. So says Mater Vyrdna." That was the name she had chosen for herself. A name to honour her kids, Solmav, Tormug, and Triinareti, now long lost in the passage of time. A name and a banner that she would proudly bear into the battlefield.
- 54 replies
-
- incursion
- mater vrynda
-
(and 5 more)
Tagged with:
-
"Can you believe this guy?" Gregory asked his stepson, Serge, after the PM had finished his speech. "Putting your and your friends' efforts aside, the Freedom League sends its heroes to give a valuable helping hand, and this is how they thank them? By slapping them in the face?" Serge considered it, for a while, initially just as ticked off as Greg. But then, he thought better about it. "It is what it is. It makes sense that they wouldn't want help from outsiders, I'm still here, and even if I get involved, it shouldn't affect international diplomatic relationships, much, seeing as I'm an independant agent, or something." Legalwise, this would be a grey area, that much he understood. "Point. The Japanese are very proud like that. Sometimes stubbornly so." "Aren't we all?" Serge quipped. Greg laughed at the young hero, as Serge answered his call. "Hey, Lynn, what's up? Wha? Cover up?" Serge hmmm'd as he thought about it a bit. "Maybe... but I doubt it's that simple..." "Listen, I kept myself busy today, and found some interesting things along the way. Remember the earthquake machine, right?... Yeah, of course, stupid question, sorry. Anyways, I took it with me to the hotel room, and took it appart, did some tinkering here and there. This thing was remote-controlled, meaning that whoever set it up didn't want it to go off on its own. But more importantly, the guy who tinkered with the ultrasonic generator wasn't very thorough in his work. He - or they - tried to cover up the source of the earthquake by setting up a charge to melt the USG away after the fact, but they did a shoddy job at that, miscalculating the effect of point-blank vibrations." "... Well, that was half of my day. The other half, I went through the Internet, did some digging on Namazu, the man and the company alike. To be frank, nothing jumped at me, neither as particularly damning, nor as exonarating, for that matter. The company deals with High-Tech meta-science, unsurprisingly, though its roots are old. Millenia-old. The worst I could find about the company was WWII related, some far-right leanings, whitewashing the more unsavory bits of Japanese involvement in WWII via education. Yeah, standard nationalistic/ultranationalistic stuff, you could say; morally questionable, but nothing illegal so far. As for Ken Namazu himself, he was the epicenter of attention until a few years back, wherein our Kashima dropped from the face of the planet, or the face of media, as it where." After he was done recounting his findings, Serge asked Lynn "Have you spoken with Triakosia yet? What are you two planning to do now? Personally, I think I'll stick around for a while, see where this tangled thread is going... What about the other dude? Guy in black and white... he a Freedomite, or a local?"