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Found 3 results

  1. Hypersynth Power Level: 11 (196 PP) [NB Usually PL 9 until just before death] Unspent Power Points: 0 Trade-Offs: +2 In Brief: Cloned Bioweapons [Free to use by anyone as a GM] Description: Varies The Hypersynth bioweapon, before activation, is kept in stasis – normally suspended floating a high tech tube full of customised pale blue liquid. In this state they are genderless, pale, almost transclucent, without clear features. When primed/awoken they will take the form of a particular individual, an almost perfect copy. History: the Hypersynth bio weapon is a modified, cloned, copy of Dr Jane Janis, a former member of WEST who was working on the Synth project in Alaska. She took over the project and developed the Hypersynth, cloned versions of Synth that she has sold to various Terrorist organisations (and the like). Dr Janis is a cynical, greedy and intelligent woman who has decided the world is doomed and all one can do is get as much money as possible to escape earth or ride out the storm. Thanks to the actions of Terrifica, Archer III and Predator, the authorities do at least have detailed (albeit not totally complete) files on the Hypersynth, are aware of its capabilities and biology. Personality & Motivation: The Hypersynth model has no particularly personality. They are imprinted with basic knowledge and personality traits by the activator. They have a tendency to anxiety, due to a particular feature: A tube of modified super-drug in their chest that slowly feeds out enhancing chemicals. The Hypersynth will typically believe it is the person they are copying – although they may do specific programmed behaviours. However when the super drug tube activates they will become totally fixed on their target – nothing else matters (because they will be dead in 30 seconds). The Hypersynth model is unstable. Once awoken, it will slowly decay, becoming more erratic in behaviour and overheating. Its life expectancy is rarely more than a couple of weeks. Powers & Tactics: Like Synth, the Hypersynth had exceptional strength, agility and speed as well as superhuman senses. They lack combat expertise and skill, but are effective fighters due to sheer speed and ferocity. They are set with a “trigger” – usually a target – that will release the tube of superdrugs into their blood stream, making them more powerful but also setting in motion a cascade of chemical reactions that will cause them to overheat and eventually explode. Even in death, they can be dangerous. The explosion will cover the nearby area with gore and specks of blood that contain a dangerous virus which may in itself succeed where the hypersynth failed. NB: Various superscientists may have made additional modifications to the hypersynth template. Abilities: 16 + 16 +16 +0 +0 + 0 = 48 Strength: 26 (+8) 30 if boosted (+10) Dexterity: 26 (+8) Constitution: 26 (+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 20 + 20 = 40 Initiative: +20 (+8 Dex, +12 Improved Initiative) Attack: +10, +12 Boosted Defence: +10, +5 Flat Footed, +12, +6 Boosted Grapple: +18, +24 Boosted Knockback: -4 Saving Throws: 7 + 7 + 4 = 16 Toughness: +8 (Con) Fortitude: +15 (+8 Con, +7) Reflex: +12 (+8 Dex, +4) Will: +5 (+5) +12 when boosted. Skills: 12 PP = 48 Ranks Acrobatics 4 (+12) Bluff 4 (+4) Escape Artist 12 (+20) Notice 12 (+20) Search 4 (+4) Stealth 4 (+12) Two extra skills at 4 (+4) from craft, knowledge, profession and perform that are custom imprinted to help “Blend in” with the person they are mimicking. Feats: 8 PP Chokehold Endurance Evasion 2 Favoured Opponent (Person they have copied) Improved Initiative 3 NB: May have Equipment X as supplied by whatever organisation / person has activated the Hypersynth model. Powers 5 + 41 + 4 + 1 + 3 + 2 + 5 + 2 + 7 + 2 = 72 Boost 4 (all Physical abilities, Extras: Total Fade [4 rounds, then explodes], Feats: Triggered (one condition), Flaws: Lethal – dies at end of boost [-2], Personal) [5 PP] “Chemical tube in chest” Strength +4 (to 30), Attack +2 (to +12), Defence +2 (to +12), Superstrength 2 (to effective strength of 40), Leaping 6, Speed 6, Swimming 6 Drain 10 (Single trait, CON, Extras: Cloud Area, Disease, Feats: Triggered [death]) [41 PP] Enhanced Trait 8 (+7 Will, Fearless Trait, Flaws: Only when boosted) [4 PP] Immunity 5 (Poison, Disease, Aging, Critical Hits [+3 DC as opposed to +5, Flaws: Limited half effect) [3 PP] Immunity 1 (Hypersynth or Synth powers) [1 PP] Leaping 2 (x5 distance) [2 PP] Morph 4 (+20, One appearance, Flaws: Permanent [+0]) [4 PP] [NB: Will normally have "taken 20" on disguise roll unless programmed in a hurry] Speed 2 (25 mph) [2 PP] Super Senses 7 (Extended x10 Visual, Extended x10 Auditory, Extended x10 Olfactory, Low Light Vision, Acute Olfactory [Scent], Analytical Tactile, Tracking [Olfactory] 1) [7 PP] Swimming 2 (5mph) [2 PP] Abilities 48 + Saves 16 + Combat 40 + Skills 12 + Feats 8 + Powers 72 = 196
  2. GM Continued from OVERTHROW in City Hall! The Iceberg, headquarters of AEGIS, Freedom City September 12th, 2012, 2.15 PM The walk to Director Powers' office was a short one, made longer by that sense of unfamiliarity coming from new environments and the unceasing hustle and bustle of the American Elite Government Intervention Service going on all around them, reports of events happening around the globe the subject of constant surveillance and study, dour military officers considering tactical difficulties and pondering the best way to safeguard the world marching cheek-by-jowl with lean and excited scientists explaining new breakthroughs in cybernetics and the tantalizing results of new tests done on metals from another dimension, and they quickly opened ranks to accept the neat and professional shapes of the direct agents of AEGIS, who opined on new ways to undercut and overcome the forces of evil and villainy. They quickly stepped to the side to let Agent Anthea, Agent Silas, and the heroes of city hall past, giving them stern but warm words of welcome, and more than a few quiet waves and thumbs-up as they went by. For their part, the guiding agents looked neither right nor left, acknowledged only a few close friends and followed the dark purple line that led them straight to the office whose thick oak door was marked H. Powers, Dir. of AEGIS with a smaller sign below it saying "Do not disturb, bureau business" Knocking three times on the panels, Anthea called in "Mr. Powers! The fine people you wanted are here." From within there was a brief sound like shuffling papers, and then the door was abruptly opened to reveal the towering, eyepatched, confident and vigorous master of the agency, Harry himself. Dressed in a neat black AEGIS uniform, the man oozed command from every inch of his being. "It says do not disturb, agent" he snapped, shutting the door behind himself and briskly taking the lead down another corridor following a green line "Do you think I put it there as a test? Dismissed! You and Silas are due for another assignment in four hours in India, get ready" he said crisply, folding his hands behind his back and leading the team in silence to a room dominated by a narrow table and large screen. Silas and Anthea saluted and marched off, Silas giving a slight wave before they were out of sight. Tapping a small button on the table, the screen clicked to green life, showing the schematic of a ship, and the layout of a base. Turning to face the assembled heroes Harry Powers said gravely "Good day, I am Powers, the director of this agency, I am pleased to meet you and would like to request your assistance on a delicate mission." turning to Gabriel he added "Of course, I cannot force you to help, and if you would prefer not to act in tandem with us, you may use the information I am about to give you as you see fit." he leaned on the table, his one eye boring into the very hearts of the group who had saved city hall "Any questions before I begin?"
  3. Ellie Espadas rarely had difficulty finding things to occupy her days. Even with her natural aptitude and the considerable knowledge she'd already accrued, her pre-med course load at Freedom City University was proving more difficult than she'd honestly expected, merging into a blur of lectures, exams and papers. Thankfully her prodigious capability for memory retention saved her from spending too much time studying and reviewing, freeing her nights for racing about the rooftops of the West End as Jill O'Cure, the metamagi medic and one of the more consistent members of the ever-shifting roster of the Interceptors. Even on top of all that, she managed to squeeze in time volunteering at local hospitals and clinics, learning from experienced physicians while surreptitiously using her superhuman abilities to make a difference where she could. With all of those juggled responsibilities, it had taken considerable effort and cunning to clear her schedule for an entire day. She'd gotten a head start on essays, called in favours and swapped shifts. Not many events would have been worth the effort. Today, however, was. Today was Mara Hallomen's birthday and, arriving at the engineer's apartment in Parkside, Ellie was determined to dedicate the entire day to celebrating it properly.
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