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Found 3 results

  1. Alright so we'll start with gather information checks all around. If anyone wants to try a more specific approach lemme know and we'll figure out how to handle it.
  2. There was no shortage of reasons to leave the Fens, the crime, the fearful desperation, the smell, to name but a few. But the Fens was not a place people with other options chose to live in. People in the Fens were those who hadn't or more likely couldn't get out. This made for a kind of community all it's own however, you may not trust your neighbors as far as you could throw their heroin addled husk but you knew the faces, this was even more true in the shifting camps of the homeless. There was a cruel natural order to the FCPD sweeps disruptions and arrests, the hospitalizations and deaths, whether from overdose, exposure, or malnutrition. But no one just left, if someone got a ticket out, it was known, if someone got picked up for spooking the tourists too close to the theatre district, it was known, when a body turned up, it was known. So when people left the camps and it was not known, it was talked about. Robin first heard word later than when she lived among them but she still heard things on her weekly soujourns, Charlies drunken ramblings about 'snatchers' were a little too visceral to be the alcohol and smack addled visions of police or public health pick ups. And he wasn't the only one, there was a fear on the streets, people were vanishing, not to their own vices or the dangers of the streets, something was taking them and there wasn't a trace. The vigilante known as Kingsnake heard things as well, whispers in dark corners, Fearful cries in the dark, the city was awash in the noise of daily life but certain words and phrases stuck out, bore investigating. There was something happening in the Fens, the usual scum driven from their hidey holes by men with more training and better armed than the average criminal, the kind of muscle that cost serious money and secured serious privacy. Those with less privileged connections might never have heard the term, Labyrinth, but that hidden disease within the city was well known to the Kingsnake, they had after all in their own fashion made him what he was today. Only mentioned in fearful whispers like a criminal boogeyman or maybe more accurately a wrathful pantheon. Smugglers suspected they may be working for hte labyrinth though smart ones knew not to ask those sorts of questions, muscle would use the name ot strike fear until the mysteriously were disappeared. But Kingsnake heard everything in his city, and now he heard the labyrinth was working the Fens.
  3. Player Name: angrydurf Character Name: Meson Power Level: 12 (180/182 PP) Trade-Offs: None Unspent Power Points: 2 In Brief: Forced DNAscent experiment granted control of fundamental nuclear forces. Residence: none Base of Operations: Primarily the Fens Currently Catchphrase: None yet Alternate Identity: Jason Haster Identity: Secret Birthplace: Freedom City Occupation: None Affiliations: None Family: Father is deceased, Mother alive living with his elder brother in pittsburgh, Younger sister still local. His family by and large turned him out when his addictions got bad. That along with the holes in his memory make him uncertain what is truth and what is Labyrinth fabrications. He has memories that may or may not be lies, drug hazed memories, or truth of a woman and child. None of them are particularly looking for him at this point. Description: Age: 31 (DoB: 1984 November 5th) Apparent Age: Early 30's Gender: Male Ethnicity: African American Height:6'1" Weight:175lbs Eyes: Dark Brown Hair: Shaved Jason has a tall rangy build that still shows evidence of his former athleticism though a bit hollowed by several years on the streets and being put through quite the trial by fire of chemical mood alteration. His broad features are rough but not unhandsome on the rare occasion his dark eyes are not glaring ominously and topped by a smooth scalp that seems to have more care taken with its maintenance than most of the rough mans personal habits. He was far more underfed before abduction and exposure to the DNAscent process and now despite lacking the power of his youthful build the end result is a very toned physique. Day to day he wears what he's been able to to get from charity or second hand stores. He still has the military grade boots he was outfitted in when under labyrinth custody and usually tops his look with a rough but sturdy waxed canvas duster. As Meson he lacks a traditional costume as such but usually manipulates the particles of his clothing to protect it from the ravages of super combat. He retains the boots and whatever pants he wears along with the coat but does away with the less sturdy layers under the coat leaving him bare to the waist under the open duster. His eyes flare with a silver white light almost as if burning with some cold flame and similar flames dance around his head like a crown of quantum fire. Energetic arcs flow over his form as he utilizes his powers along with an aura of blue white plasma rippling over his form. The quantum fire does little to disguise his shape or features and sheds little light and no heat. Though it does grant him an almost ghostly appearance of his dark skin and clothing beneath the translucent flames. Power Descriptions: Meson's control of quantum forces usually manifest either as a bright flare of quantum fire usually around his hands when applied directly to matter it burns through as it breaks the bonds that hold hte matter itself together the energy released by the breakdown usually searing surrounding material. As he can only affect objects he touches he'll often use small objects as projectiles charging them with quantum energies to detonate when thrown. Objects so empowered glow with a blue white energy when charged before detonating. Less destructive uses of his control of quantum forces allows him to change the very nature of matter locking targets immobile as the matter of their body is rendered immobile or solidifying the matter surrounding them locking them in place. History: Raised in Greenbank Jason was the middle of three children. His father worked the freight yards while his mother picked up shifts at a local convenience store. They were far from well off but there was a roof over their heads and food on the table. Greenbank however was no place to raise kids and worse as the train yards downsized his father lost his job. Before long they moved across the river to an apartment in Lincoln, his father eventually finding work at Jordan international. There were lean years and long hours, Jasons brother Julius threw himself in to school and sports striving for grades and hopefully a scholarship that would eventually pull him out of poverty, Jenna was a bit more insulated as the youngest and baby of the family. Jason however mostly saw the two bit hustlers and growing gangs of his neighborhood and the respect they got. He fell in with a bad crowd and spent his high school years in and out of juvenile corrections. It is more testament to low standards than personal ability that he managed to graduate high school. Not long out of school he was busted carrying for one of his friends, his first offense as an adult landed him a year in south river. When he got out his old crew was dead or in jail themselves and he'd seen the inside of prison enough to be significantly motivated in finding legitimate employment. It just so happened Uncle Sam was hiring and not too picky about backgrounds. The order and routine of the army it would seem would be a good fit for hte restless youth. It would have too if not for the pesky matter of there being a war on. Jason did two tours in Afghanistan and had started his third thanks to stoploss, He was only a month into the tour when his convoy was hit by insurgents. The IED was primitive but brutally efficient, Half his squad was dead before they even knew it. Jason spent the next hour in a touch and go firefight with hardened fighters before reinforcements and close air support drove off the enemy. The shrapnel in his thigh earned him a ticket home. The night terrors and depression kept him stateside. Reintegration was never easy for soldiers and the unpopular war becoming a political talking point did little to help. It didn't take long for Jason to get back in touch with some of his old crew again, they got him a little something to take the edge off, get him a good nights sleep before his final discharge. In the final medical exam of course the drugs showed up on screening and his psych out became dishonorable discharge for the violation of the codes of conduct. With limited access to VA benefits and some startlingly poor life choices Jason was on the street in under a year. His family washed their hands of him after he'd been caught trying to fence his parents TV for a fix. Like most of freedom cities detritus he drifted slowly down to the Fens. One more slightly off and very drug addled homeless vet. He drifted in and out of lock up for drunk and disorderly or possession and from one shelter to the next living day to day on the streets. As one of the many dispossessed and often disposable people clinging to life on the fringes of society Jason going missing went unremarked among most circles, even the others of the homeless communities in the Fens took no great notice of his specific disappearance, law enforcement, gang action, or simple travel stirred the population enough to make one man missing unremarkable against the day to day struggles of survival. He had been taken by operatives of the Labyrinth as a human guinea pig for tests related to improvements and expansion of the DNAscent process. Most of his time in being experimented upon is shattered remains of broken memories and even then it is through a haze of heavy sedation. Memories and nightmares erupt of bright hospital lights searing pain in his veins and masked doctors staring down at him as they took notes of his nascent abilities. He was deemed a prime candidate for cybernetic enhancement when it was clear his powers were poorly controlled. The implants granting him greater control (as well as the Labyrinth greater control of him) did more damage to his mind and memories than his years of heavy drug use could. His memories were broken his personality suppressed his actions barely his own. The fragmented recollections of life before and inside the Labyrinth are largely suppressed. Of course Jason was not alone and dark whispers had started in the alleys and squats of the Fens. Someone or something was taking people off the street, the FCPD lacked resources or in truth inclination to dig beyond the surface. Eventually however the disappearances were noticed by someone with both the ability and inclination to do more. Jason and all the others freed owe that hero and their allies, Jason himself required more attention from doctors to remove the Labyrinths most insidious controls and aid what recovery of his memories they could, he is his own man once more though not the man he was. Personality & Motivation: Jason is at his heart a decent person who has suffered much. He may have made mistakes in his life and even in the depths of his selfish drug and alcohol addled years hurt others he does want the best for people he simply has had alot of his idealism about what that may be beaten out of him by harsh realities. He remembers all too well the brainwashing and torments of Labyrinth even if he doesn't have a name for the foe he knows he has to stand against them. In addition to vengence tinged with 'great power great responsibility' schtick Meson feels the quantum forces he commands react to his mood, his subconscious. He is terrified of what he might do if pushed too far, of hte kind of chain reaction he could trigger if his powers lacked the precision with which they are executed. Powers & Tactics: Meson's powers are theoretically near limitless, commanding the fundamental forces governing the quantum world could do nearly anything. However Jasons understanding of that world is far more limited and his limited training and cybernetic enhancements were focused on the most base use of such power. While his manipulations are the most direct this serves Meson just fine. He prefers a direct approach to combat unleashing a barrage of charged projectiles to disable targets before they can hurt him or those he's protecting. He is however a pragmatist more than willing to utilize the unusual vectors of attack made available by his abilities to phase or to use less direct methods to restrain enemies if called for. Complications: It's my life it's my wife: Before the DNAscent process Jason was a drunk on his better days, on his worse he self medicated with less restraint. While the Labyrinths processes sobered him up and he's theoretically clean the siren call of booze and harder fare sings loud when things get hard. Men of poor beginnings: Jason is homeless, broke, and has a record for drug abuse and petty crime. Not a lot of social mobility there. And I guess I just don't know: Jasons memories of his time before the DNAscent abduction are broken and scattered. While he remembers most faces order of events are jumbled and key elements may be missing entirely. All the evils of this town: There are some criminals that hold a greater place of loathing in Jasons heart, the predatory dealers and worse Labyrinth who made him what he is. Power omnipresent, undiminished uncontrolled: The quantum fires within Jason that grant him his powers try to run ever hotter, While the Labyrinth cybernetics prevent mere unconsciousness from venting his powers it it is an ever present risk that if Jason pushes to hard or gets pushed to far they could manifest in the catastrophic to extinction level event range. Christmas in february: Jason has seen a lot on his short time on earth, just the Labyrinth experiments alone would give most people nightmares for life, Jason had already psyched out of the military due to PTSD when he was abducted. The memories of both war and Labyrinth overlap and build on one another trauma on trauma. Abilities: 4 + 2 + 6 + 0 + 2 + 0 = 14PP Strength: 14 (+2) Dexterity: 12 (+1) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +9 Attack: +4/+8 Melee, +4/+8 Ranged, +12 Atomic Disruption Array Grapple: +10 Defense: +12 (+4/+8 Base, +4 Dodge Focus), +2/+4 Flat-Footed Knockback: -6 Saving Throws: 11 + 11 + 9 = 31PP Toughness: +12 (+3 Con, +9 Protection) Fortitude: +14 (+3 Con, +11) Reflex: +12 (+1 Dex, +11) Will: +10 (+1 Wis, +9) Skills: 36R = 9PP Gather Information 5 (+5) Intimidate 5 (+5) Knowledge: Streetwise 5 (+5) Notice 4 (+5) Sense Motive 4 (+5) Stealth 4 (+5) Survival 9 (+10) Feats: 5PP Contacts Luck 3 Track Powers: 46 + 8 + 8 + 10 + 1 + 10 + 10 + 12 = 105PP Atomic Disruption 20 (Subatomic Force Manipulation; Feats: Alternate Power 6) [46PP] (Mutation, DNAscent) Base Power: Damage 12 (Atomic Decay; Extras: Linked +0) {12/40} + Drain: Toughness 12 (Extras: Affects Objects, Linked +0; Feats: Incurable, Slow Fade 3(20min intervals)) {28/40} (Disintegration) Alternate Power: Damage 12 (Charged Projectiles; Extras: Autofire 10, Penetrating 3, Range: Ranged(120' Increments); Feats: Knockback 3) {40/40} (Explosive) Alternate Power: Damage 12 (Charged Barrage; Extras: Area: General (Shapeable, 300 contiguous 5' cubes), Range: Ranged(1200' max); Feats: Progression 4) {40/40} (Explosive) Alternate Power: Environmental Control 10 (Atomic Manipulation; Mix match 4pp/rank Hamper Movement, Heat, Light, Radiation Extras: Selective Attack; Flaws: Range: Touch) {40/40} (Strong/Weak force) Alternate Power: Paralyze 12 (Quantum Lock; Extras: Alternate Save (Fort) +0, Affects Objects +1; Feats: Affects Insubstantial 2, Reversible, Subtle) {40/40} (Quantum) Alternate Power: Snare 12 (Solidify; Extras: Suffocating, Transparent; Flaws: Range: Touch; Feats: Reversible, Subtle, Extended Reach 2) {40/40} (Transformation) Alternate Power: Insubstantial 4 (Quantum Phasing; Extras: Affects Others; Feats: Subtle 2) {26/40} + Immunity 7 (Suffocation, All Environmental Conditions; Extras: Affects Others) {14/40} (Phasing) Enhanced Attack 4 (Assault Protocols) [8PP] (Cybernetic, Tech) Enhanced Defense 4 (Evasion Protocols) [8PP] (Cybernetic, Tech) Enhanced Feats 10 (Tactical Protocols; Attack Specialization: Atomic Disruption Array 2, Dodge Focus 4, Improved Initiative 2, Interpose, Precise: Atomic Disruption Array) [10PP] (Cybernetic, Tech) Enhanced Feats 1 (Molecular Morphing; Quick Change) [1pp] (Mutant, DNAscent) Protection 9 (Sub-Atomic Shielding; Extras: Duration: Continuous, Flaws: Duration: Sustained, Feats: Subtle) [10PP] (Mutation, DNAscent) Super Senses 10 (Atomic Senses; Acute: All Olfactory 2, Analytical: All Visual 2, Analytical: All Olfactory 2, Microscopic Vision 4) [10PP] (Mutation, DNAscent) Super Movement 6 (Atomic Manipulation; Permeate 3, Wall Crawling 2, Water Walking) [12PP] (Mutation, DNAscent) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage (Physical) Atomic Decay Touch DC 27 Fortitude/Toughness Drain Toughness then Damage (Energy) Charged Projectiles Ranged DC 27 Toughness (autofire) Damage (Physical) Charged Barrage Ranged DC 27 Toughness Damage (Physical) Quantum Lock Touch DC 22 Fortitude Staged (Paralysis) Solidify Touch(15') DC 22 Reflex Staged (Snare) Totals: Abilities (14) + Combat (16) + Saving Throws (31) + Skills (9) + Feats (5) + Powers (105) - Drawbacks (0) = 180/182 Power Points
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