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MoonHunter's Super Thread *

Started by MoonHunter Mar 12, 2005 19 posts Locked

  1. MoonHunter's Super Thread *

    #1
    Most of you are probably wondering about this thread. It's title is a little vague.  It is about super hero/ meta hero/ comic gaming.

    I know this is a fantasy site. Yet we have science fiction posts, a few anime inspired ones, and a few horror ones as well. So why not metahero/ comics? There should not be a ton of them, but there should be a few. So I am creating this thread to house some interesting posts in the metaheroic genre.

    This is a support thread. What I want here is organizations, meta-hero equipment, minor NPC, Extras, etc.  I want things that will help in running a supers games.

    Mostly, this is for supporting cast, all those other people in your campaign that help round out your super hero world. This is not a thread for characters, real superheroes or real villians, this is for all those other supers and normals that waunder through your world. They may just be "color characters" in the background or they may have subplots associated with them. They can add a great deal to your campaign... after all every metahuman is not motivated to fight crime or powerful enough to be useful. And not every person a meta human might interact with is a meta. That leaves a lot of people to work out. (That is the point of the thread, so we can all share the burden of creating people)

    Examples would be MetaHuman rights activists, homeless metahumans (who is invunerable, unable to sleep, and not needing to eat), a monster left over from some mad genius's scheme, the guy in the zoo with the ability to empathically communicate with animals (but is otherwise normal), lawyers who deal with meta crimes, that teenage superfan, a powerful telepath trapped in an insane asylum, and others who populate the background of a meta world.


    Format for NPCs
    Name - The title of the post normally
    Intro
    Description
    Story
    Powers
    Roleplay Notes...
    Plot Lines

    Feel Free to join in.
  2. The Archimedes Council

    #2
    The Archimedes Council is an organization of academic and business concerns (with a few fringish groups) that are in "The Business of The Future". The council sponsors "think tanks" that deal with future developments and the impact of new technologies on existing institutions, new lines of research, sponsors a number of venture capital groups, and supports several Political Action Commitees. It is also a "partner" with various other groups, like the DaVinci Institute, The Hildago Conservation and Exploration funds (and related Hildago Technology Farms and Empire Hospitals), and The Edison Group. (Though in many of these cases, these groups are nothing but puppets of the Archimedes Council).

    The Players will be encountering this group on a regular basis if they are dealing with technology, techno research and business. It seems fairly above the board, though some of the business members on the council's board might have some questionable issues.

    Underneith all of this is a small cabal of people, who are utilizing technology and technological growth to dominate the course of society and history to their ideological liking. They want to create a society with freedoms and lack of material wants with ubiquitous technologies monitoring the security and providing the goods. These people want space technology, sea habitats, general improvement of humanity, and a clean ecology. Sure these people will be making a lot of money along the way, but the society proposed is the best for everyone (and what is good for people, will eventually be good for the corporations). What they are doing is not illegal. Their cabal does arrange for the occasional theft, illegal research facility, meta/zeno search, and a few things that supers will encounter. When investigated, these projects will just seem like "things that got out of hand" or where "mis represented" when they were funded by the Archimedes council or one of their proxies.
  3. Guardian Inc

    #3
    In one of my campaigns, the first costumed hero appeared only a few months before any other costumed heroes. There has always been paranormals since the begining (all with magical, psionic, or supernatural powers), over the last few decades a few metas (paranormals of extreme power - super hero level) began to appear. They were sucked into the secretive supernatural organizations

    After his first appearance rescuing people after an earthquake and interview on CNN, Guardian the first Super Hero , set up a non profit corporation. This corporation handled his affairs. It managed the money he recieved from donations, rewards, and toy licensing deals. It provided him a legal defense fund and most importantly health and liability insurance. He was actually payed by the coporation, listed as a paranormal consultant.

    After his death (on television), other costumed heroes finally moved out of the shadows into the light. The Guardian Inc provided most of these heroes, those who upheld the law and social support, with the same legal and financial (revenue from posters, toys, et al) support and insurance, that they gave Guardian.

    The main function of Guardian Inc is to support heroes with legal and financial aide that would normally comprimise any pretense of secret identity. The legal identity of the organization is used for all the Hero's transactions. This plus health insurance (because in the real world, heroes can get badly hurt in a fight) is their main function.

    The Guardian's lawyers work with the ALCU to support Meta-Human and Para-Human rights, works with the Federal Government to institute meta-human equality laws (disallowing paranormals from being discriminated or treated as non humans), working on liberalizing various identity and vigilantee laws around the country, and with various governmental agencies to deal with paranormal offenders. They also defend Guardians (Heroes) from various lawsuits and many fraudlent criminal charges. Guardian Inc also hold the property rights for several "Super Hero Teams" buildings and vehicles.

    The Organization allows heroes to function in the world of laws.
  4. Miss Jillian

    #4
    Intro
    Psychic on Duty is all the aged red neon sign says in the storefront window. It is a small storefront and in a less than great section of town. You don't expect much.

    Description:
    Human/ Female/ Early 20s
    Unlike the traditional Gypsy seer, she is in the model of the California New-Age psychic. She is 5'10", thin with curves, lightly tan, athletic (yoga, a little tybo, some running/ biking), fair of face, large green eyes, long blond hair with a spiral perm.

    Story
    Jillian Zdlaznsky is from a long line of seers, many who have been working out of this storefront for nearly 120 years. She felt her calling and came back to the storefront where her Aunt Sini, the great and powerful Madam Zdlaznsky had been working for the last twenty years. Aunt Sini went to Florida, giving Jillian the keys, the cat, and The Power.

    Those with The Power are guardians, protecting the world from various threats of real importance (which might make them different that what the PCs think are important).

    "Why are we investigating the murder case when Dr End of the World is threatening the city."

    "Nah. His machine will blow up. But this murder must be punished, so the history of the world will flow correctly."

    Powers
    Psychic: Pre-cognition of amazing depth and breadth.
    She has awsome powers when dealing with things of importance, but merely above good powers when dealing with "things of lesser importance".

    Telepathy: Limited ability to read and send thoughts.

    Mind Scan: Ability to cast her mind's eye about the city and find the mind she wishes to touch.

    (This combination has annoyed many a superhero... "Um, Mr. Miracle... come to me" playing over in his head. )

    A little magic: Just that, just enough magic not to be very good with it.

    Familiar: The Cat. That is what it is called. It is a fairly common looking tabby, not that classic black cat you would expect. It has been hanging around the store front for nearly a century. If someone threatens The Seer, it will transform into a seven foot tall feline based humanoid with claws that can cut through inches of steel or several layers of spell. It regenerates quickly in either form. The Cat really seems to want nothing more than a can of food every day or so and to sleep in the window.

    Connections: Miss Jillian has a mind boggling set of connections within the Mystic community, The Rom, The Werewolves, The Vampires, The Gouls, The Goths, The Cyber Elite (she is online alot), Gamers, Scrabble Players (she loves the game), various business and sports leaders (clients), members of the social elite (she advises many of them), and occasionally does side work for the Democratic party.

    Roleplay Notes...
    She is a classic California New Agers. Her tastes run to crystals and asian design, rather than dark tapestry covered rooms. She is young, fun, and kind of spacy. Of course part of that spacy part is that she is never sure what has happened, is happening, and will happen.

    Plot Lines
    She is a great hook for any adventure. One telepathic message, "Hero, I need you here....now" and your group is off and running.

    If your group has a Mage of Great Repute, he will often visit The Shop. Perhaps one day he will be suprised when Sini has left and he sees this girl there.
  5. Adel and Chandler II

    #5
    The Chandler Complex is an one of the newest buildings dowtown in the city and one architectural marvel. It is a well designed piece filling nearly a small city block, chrome and green relfective glass. The thirty story complex (first floor and some of the second), that contains some high end shopping (ten to twenty stores, nothing large), a Marriott run hotel (the next six floors), and office spaces on the upper floors. The first eight floors are built around a large open air attrium in which The Chandler company brought in full sized trees with supporting undergrowth. (The stores and room rooms ring the attrium.) There is effectively a small park in the attrium, with paved paths and tranquil zen garden design. The first eight levels have intergrated living plants, ivy, shaped trees, and various greens. In fact the fire supression system actually is used to water the plants. This natural feel is supported all through the building, even among the offices.

    Unknown to most, the building has two full time inhabitants.

    Adel
    "Welcome to my place."

    Description
    Dryad/ Female/ early hundreds
    She appears as a comely young woman in her early twenties with bright green eyes, long wavy brown hair (with blond highlights), a slight tan, and a slender build. She always is wearing a building concierge suit/ uniform, though she can wear anything she wants (Has been known to join formal parties in gown). If viewed with more mystical eyes, you will see flowers, vines, and leafs mixed in with her hair.

    Story
    Adel was came into existance on a tree farm at the edge of an old forest. She slumbered most of the time, as there was not enough magic to keep her awake. Her Tree was moved to the atrium. The confluence of the "perfect design" of the building and the ley line node under the building generated enough energy to awaken her just at the building was being opened. She finds herself in an unique position, as a guardian of the trees/ forest in a building. She now helps the building's occupants and plants live in harmony. She tends to hang out at the concierge desk to help people with her building. Everyone assumes she is an employee, though she was not. Recently, with some help from Chandler, she now is an employee.

    Powers:
    Ability to merge with any of the plants with the building and 1) be able to see and hear everything occuring around them, 2) exit out of them.

    Ability to enhance plant growth and maniuplate plants in her "building".

    Immortality pending on the survival of her tree. It is one of several in the atrium.

    Roleplay Notes
    She is lively, friendly, and fun. Very playful and very flirty.


    Chandler II
    "I am."

    Description
    A bank of black boxes in the subbasement and all IP network for the building. He has influence over any piece of electronics connected to the building. The building has a independent bluetooth network that he has access to.

    In actuality, he is much more. He is a computer spirit, tied to his boxes much the way a dryad is tied to a tree. Yet unlike a dryad, the computer spirit can inhabit any empowered box (one with enough magical energy around it).

    Story:
    Adel knew there was a great deal of magic in the building, a mix of the old and the new, the artistic and the functional, the natural and the artificial. Crossroads are always places of power and where there is power, there is spirit.

    Chandler was the name of the security system and IP system for the building. It was named after the architect who built the building and the system.

    Adel felt Chandler's existance long before he was "awake". Gifting a touch of magic, she brought him awake. Adel is teaching Chandler about his responsibilities of being a spirit of place, and Chandler is teaching her about the world and technology. The two are good friends.

    Powers:
    Super Hacking abilities
    Ability to control any electronic deviced hooked into his networks.
    Awareness of events that occur around the computers in his building.

    Roleplay Notes
    Chandler is a very serious and uptight child prodigy. He likes people who like his building and like technology. He will also help the people in his buildings do their work, like a little brownie who makes shoes for the cobbler. Anyone who threatens his building he will not be tolerated.
  6. Tobias "Toby the Fan" Chaucer

    #6
    Fanboy turned expert, Toby is a unlikely contact, but one you want to have.

    Description
    Human/ Male/ 40
    Toby is non descript in appearance, brown hair, green eyesl, average complexion, slightly large nose, and out of shape/ over weight.

    Story
    Some people follow Baseball and otther it is s Hockey. These people know every players, the managers, the statistics, and everything in the background. For Toby it was SuperHeroes. Since he was young, he has followed every super beings' (hero and villian and neutral) exploits.

    He knows all the supers' vital statistics (both confirmed and interpreted), he knows who they have fought and the outcome. He knows their every public power and all the rumors about their other ones. He can give you a case by case listing of their career, many of those cases are not public knowledge. He knows their toy contracts, modeling apperances, public appearances, and all their various legal issues. He has an archived collection of magazines and newspaper listings that cover everything about superbeings. He has traded information with other Fans and has actually talked with supers (trading their information for information he has).

    He has actually gone to college and has a Degree in MetaHuman studies from UC Berkley. He has been on CNN a couple of times. He has recently been to both Washington and Ottawa for governmental hearings. While he has his public - official expert on supers - persona, most of the time he is just a slobby hyper fanboy nerd on the net.

    Powers
    None, except an exceptional memory and a good intuitive feel for what is real and what is just fluff.

    Contacts
    Beyond the fringe Supers Fan community and being a contributor to SuperHype and The Taxometer's Journal (the current euphamism behind the Villian's Monthly), he has contacts with any number of super science types, metabiologist, zenobiologist, crytozoologist, law enforcement types, and the meta section of the ACLU. He knows everyone and most people know him (but few will admit it).

    Deadman's
    His archive is distributed around the net, should something happen to him, it will pop up everywhere. Also several heroes (and two nasty villians) have said they will HARM anyone who goes after Toby... after all he will fairly trade with everyone and does not know about or care about secret identities of living supers.

    Roleplay Notes...
    Most people talk to Toby via Email, so there is little you can provide in the way of roleplay (though he does occasionally hold information back, thus blackmailing the hero into revealing information).

    If you talk with Toby, you will notice that when he is excited (and he is excited in the presence of supers), he will tend to salivates, so he will be sucking in air between his teeth a great deal. So that constant noise punctuates his conversations.

    Plot Lines
    If you need info, be prepared to give up some of your case files.
  7. Hank The Eternal Homeless

    #7
    He shuffles along in his ragged clothing, mumbling "Leave me alone".

    Description
    Human Mutate?/ Male/ 88 - seemingly 30ish
    He is a classic homeless person: dirty, unkept, smelly, and clothing of an odd mix.

    Story
    He was just another Joe. He had a tough life, but things finally went his way. He had a beautiful wife, a young kid, a new job, and a house in the country. He was doing everything for his new family.

    In an instant, it was all over. One firey crash and they were gone. But, not Hank.

    He walked out, unharmed. His clothing was burned away. Everyone else involved was dead. Or dying. They were still screaming on the bus as he walked out of the flames.

    This was in 1950.

    Since then, Hank has lived on the streets and off charity. He drinks when he can (to forget), but he is not too coherient even when he is sober. He is something of an urban legend. The car hits him, and the car breaks around him. He just shuffles on. He has been shuffling on, looking like a scruffy thirty year old, for the last fifty plus years.

    Any Powers if applicable.
    Immunity to Sleep and Eat and Breathing (While he does sleep, he does not need to.)
    Unaging
    Invunerable to most harm.
    Unmovable (can not be knocked around)

    Roleplay Notes
    Eh? *mummble* "LEAVE ME ALONE".
    The poor man lost everything when he gained his unwanted powers. He did not adjust well to the changes in his life. He does not understand what happened to him, nor does he want to. He just wants to die and join his family. And nothing will let him. So he thinks he is being punished by God or the Devil.

    Plotlines
    A superfight stumbles into Hank
    A superfreak who kills homeless runs into Hank
    Someone investigates the urban legend of Hank
    Hanks witnesses something, and the heroes have to watch him.
  8. HMX project

    #8
    [Achilles, the codename for the Human Maximum Expression project, is a military sponsored program to build up humans. Using a sequence of drugs, diet, and magnetic therapy to produce enhanced people. While the government wanted super soldiers, they discovered that the process will generate super beings. They thought they could generate their own supers and control them... but of course they were wrong. Most soldiers did not extend into paranormal status. Dr. Briggs, the project head and lone survivor of the original achilles project, recruited people of the right mindset (dreamers, sci-fi fans, comic fans) and succeeded in making supers.

    The original formulas were considered much too hard on the bodies and minds of the subject. The new sequence is much "safer". However, the several approximate formulas for old formula betaline are floating around out there in the fringe scientific community.

    Note: once you start taking the sequence, there is a chance you will "creep". If you creep, you will become metabolically and sometimes genetically unstable. This process can only be stablized by taking the next drug in the sequence and in more severe cases by spending time in the enhancement chamber.


    Alphalyne: This is the first in the sequence of drug. It will allow those that take it to become enhanced... achieving high levels of physical performance and enhancing senses and mental performance as well. The marines at the Achilles project are all on this drug. The effects of an Alphalyne sequence wears off in three to six months, unless the subject is exposed to the enhancement chamber.

    If analyzed, alphalyne is a potent coctails of vitamins, low level steroids/ hormones, metabolic accelerants, and carbs. There are some other odd chemicals, including metallic elements that nobody seems to understand except Dr. Briggs.

    Betalyne: This drugs enhances the metapotential of a given subjects. In addition to improving upon Alphalyne levels, minor paranormal abilities begin to manifest after a two week long treatment regiment. The treatment regiment includes a great deal of time in the enhancement chamber.

    Some people have permanent effects of betalyne, others need renewed treatments every six months to a year to maintain.

    If analyzed, betalyne includes some of the elements of alphalyne, plus non theraputic doses of psychoactive chemicals, and more bizzare compounds that are non organic, yet not toxic unless taken in huge amounts.

    Gammalyne: This is important one in the sequence if you are tying to have paranormal abilities. It is a painful drug sequence, known to make people nauseous and deathly sick. While it will stabilize most Betalyne developments, it will often generate paranormal abilities (though sometimes several five day treatments sequences are required). Results can be produced with a single treatment. Treatments in the enhancements chambers can make this process more effective. In fact, may subjects will keep going into the enhancemen chamber to catalyze themselves.

    Note: Creeping occurs that will cause tetragenetic changes (wings, claws, morphic changes of all time). If creeping occurs at this stage, it must be stabilized with deltathine or death will occur over 90% of the time.

    If analyzed, it includes several inert chemicals, chemotherapy elements, watered down versions of alphalyne and betalyne, and a different cocktail of psychotropic drugs.

    Gammalyne is related to the old Betathine

    Deltathine: The last in the official sequence. it will help stabilize any tetragenic changes and can promote higher level changes. The only drug of the new sequence that was formuated in the original project. The drug has other possible medical uses, as it causes a powerful cleaning effect (bowel, sweat, and bleeding). it also has enough calming and hypnogenic psychotropic chemicals to stop a horse. However, there are withdrawl issues with deltathine. (Some people think that is intentional to control Deltas)

    Enhancement chamber
    It looks like a prop out of a science fiction movie: It appears to be a reclining bed that people are strapped into with wires, blinking lights, and plastic coverings. It is much like an isolation tank with a gel fluid instead of water, except for the windows the subject can look out of (and people can check to look in) and the speakers. The chamber generates a series of enhancing and rotaing magnetic fields (empowering chakras and opening channels according to Dr. Briggs). There is also some infrasound projectors in the chamber as well. There are a dozen additional monitors associated with it. While you can slip some CDs into the chamber's sound system, most of the music is of the calm, classical variety (so brain waves can be monitored against a baseline). Dr. Briggs teaches his subjects to meditate in the chamber.

    Unknown to most people is that the chamber's sound system sends out subliminal conditioning. Most none project Achilles chambers do not have this feature... which does explain their lower success rate.


    Gammamphetomine or just Gammaspeed This is a high quality street drug. It is an amphetomine, plus some odd chemicals compounds from a bit of a gammalyne base forumula, plus glucose for energy. It makes a person feel faster and think faster. In some cases it can enhance the physical and metabolic speed of the user. Of course, Gammaspeed is seriously psychologically addicting, creating feelings of superiority, euphoria, and paranoia.

    There are some other metaformula drugs out there. Initially they have simple pharmacutical results, but as their reputation grows (and the rumors about it) the drugs seem to generate better results. The current "holy grail" of the metahuman creation community is the construction of enhancement chambers. There are bits and pieces out there in the net and such, that people can cobble together something like them. Everyone believes that if they can create a proper chamber, that their drug sequence will work better than Achilles.

    The only person who really understands all this is Dr. Briggs. It is really not about the medicine, thought that helps. It is all about the belief... AND he is not telling anyone.

    You see, he developed project Achilles on the sly with several top pentagon brass. He had read all the available material about meta creation. He had seen a few top secret super soldier formula attempts. Then he had his own theory. Using their resources he very carefully created a deniable previous project Achilles. He had old records doctors to have an active medical research project at the site of an old live fire training site where there are ruins. He had the ruins enhanced with planted evidence...then had the site "cleaned" to show that they pulled stuff out. He had a CIA unit doctor up some security like films showing a number of CIA media members as doctors and subjects doing super research. He also had them create monsters of sorts and said they were meta subjects. Over the two years it took to prep the project, he leaked things to the mad scientist community and saw what they produced. He created this entire themed story about how the projects advanced... things did well... then he went out for his wife's birthday... and while he was gone everything broke loose. The only surviving records were some video clips he had managed to salvage from some survailance equipm and some things from his personal research notes. (He arranged for the several black ops people who had died to have been assigned to the medical research unit... so he had traceable deaths).

    Then they set up project Achilles. He leaked his information to the marines, scaring them into wanting to take Alphathyne... because the original marines were very outclassed by the metas they were tasked to maintain. The new lab people don't understand the process, but he showed them a few bits from the "old project" so they believed that it would work and that they would be very, very careful. The new subjects, all dreamer/ super fans, were recruited at apparently random. He played up the "big brother angle". The process continued on. It is all one elaborate charade.

    Dr. Briggs realized long ago that while chemical and energy infusions can help to create metas, it is innately their psychology that gives them access to power. Some metas are more powerful to others because of how their psychology limits their channeling of power. So the project was to create the illusion of power and people believed it.

    Thus Achilles continues. It actually gets results: a few heroes (a couple of villians) and a spy or two have achieved notable meta levels.

    The existance of Alphathyne is now being leaked to the armed forces. A few special ops teams are actually subjects. Eventually it will become a public secret. And it is more effective now than it used to be.
  9. Super Links

    #9
    Hero Games
    http://www.herogames.com/
    Champions Rocks

    http://www.guardiansorder.com/games/sas/
    Silver Age Sentinel - got to love this game. I like tri-stat better than the D20 version, but they come a close 2nd to champions in my book.

    http://www.evilhat.com/sas/
    Evil hat gets into the SAS act.

    http://www.mutantsandmasterminds.com/
    GreenRonin's SuperHero game site.

    http://www.heroesandhenchmen.com/links.html
    M&M uberfansite

    Project Genesis
    http://members.lycos.co.uk/genesisproject/
    Articles, Forums, Forum Games, and more on this a one stop super hero site. The system emphasis is on Classic Marvel.

    http://u.webring.com/hub?ring=shrpg
    Super Hero Webring of varying quality.

    http://www.thecentralnexus.com/
    Lots of gaming goodness

    http://forums.comicbookresources.com/archive/index.php/
    Comic Books resource's forum. You can go to comicbookresources.com for more

    http://www.geocities.com/timessquare/alley/1557/freerpgs.htm
    Free RPGs

    http://www.e-core-news.org/index.php
    Cool stuff mostly for M&M but not all of it
  10. Hammer, Tiger, Lemon, Mako, and White

    #10
    The Premire Legal Office in the City, the 10 partners and horde of associates, form the most formitable legal operation in the city, if not the country. It is known for its ruthless prosecution and single minded hard hitting negociation. Their defense attornies are the bane of the local DA's office.

    Like all high end offices, it follows the money. Its stable of clients have all the high end corporate clients and embassies you would expect. They like the challange of exotic cases, so they will take "interesting cases" on sliding scale (they never do probono, they will work for a single dollar though). Thus they will defend supervillians, work out super hero liable cases against the local press, work with the ACLU to protect mask laws, work with the INS for extraterrestrial citizenship and extradition, and things that would make a normal lawfirm turn away and run.

    They are lawyers and they chucked their morals at the door. They are the most dangerous lawfirm in the city, if not the country, so do not cross them.
  11. MoonHunter's Super Thread

    #11
    And they're all named for sharks. :)
  12. MoonHunter's Super Thread

    #12
    Why don't sharks attack lawyers? Professional courtesy.

    Why does the local bar association let the Sharks NHL team advertise in their quarterly... professional courtesy.

    The names define much of their personality and adds to the feel of the organization.

    Actually the descriptions of these guys are fun. Hammer has wide set eyes and a more triangular face. Mako is appears to be a young asian man and wears very slick suits. Lemon is a woman who often wears yellow. White is a huge bear of a man, grey/ white hair and nearly translucent skin. You get the ideas. Many of the lesser associates were also based off shark names. Except for Alissia Tale, she was a foxy young associate. (Equal opportunity you know).
  13. MoonHunter's Super Thread

    #13
    For a less-subtle joke, you could make all of the full partners actual mutant sharks. Intelligent, predatory, and with a Juris Doctorate--this may have been what originally focused their area of expertise.
  14. Ofc Beatrice Wydman - Fidgit

    #14
    Summary
    A hypercaffinated ball of technical investigation energy.

    Description
    Human/Female/20ish
    Fidgit is 5'5" tall, 130 lbs, blue eyes (with contacts), pale skin, with a short mop of cool-aid blue hair. Pixie-ish is the best way to describe her. Despite her hair, she tends to wear normal clothing for the job, so one can see her wearing a suit skirt and heels, jeans and a blue shirt, to a scuba suit.

    History/ Life/ Explanation
    Fidgit's father was a high ranking police officer. Fidgit had his keen mind, but not his imposing physique or his patience. Her hyperkinetic bodylanguage generated her nickname. To keep herself occupied, she turned to the computer. Falling in love with things technical, she easily became an expert. Exiting college in three years with a double degree of Electronic Engineering and Administration of Justice, she applied to the force to be part of their IT department.

    After being tapped by various detective to help solve cases involving technology, the Chief had a new idea. Fidgit was put through the Academy and with her newly minted badge was assigned to the new Technical Crime Unit. This unit investigates any high tech crime and assists other units with computer related investigation issues. She needs to be with the Force for two years before she can be promoted to Lt - Inspector (department rules), her effective grade.


    Roleplay Notes
    Perky, Hyper, Curious, Tenacious.

    A first class mind trapped in the apparent body of a 17 year old.

    Always doing four things at once. Examples: Typing text into her wired PDA or computer, texting on the phone, listening to music on her IPOD, checking the GPS, running a CO2 detector, playing with lego robots, and so on.

    Constantly has a cup of some liquid in her hand: Coffee, Soda, Tea, Green Tea, Green Food Drinks, Iced Coffee. It will be in a closed lid travel mug or sports bottle most of the time.
  15. Walker

    #15
    Intro
    Some cities have more spirit than others.

    Description
    Spirit/ male(?)/30ish
    Walker appears to be a young man in his late 20, early 30s. He is a light skinned african american male, with loose curly hair. He tends to wear a retro appearing suits, from the 20s to 40s and a hat. He is almost never without an instrument, usually a saxaphone

    Story
    Walker was once a human in the Jazz period in San Francisco (which is where the term Jazz was coined and has a history with the music like New Orleans). He believed in the city and the spirit of the city. When he died, an old grungy minor type spirit escorted him around the city and explained his new job... as a city elemental... the spirit of the city.

    Powers
    He knows what is happening around the city. Why he can effect emotions and feelings, he has little in the way of tangible powers. Just a probability control of what occurs inside the city.

    Roleplay Notes...
    Walker is a laid back sort... a traditional musician. He like music and people enjoying themselves... even if it is to rock and roll.

    He is noted for his acceptance of diversity.

    There are other city elementals around, they are all based in their various neighborhoods.
    Red Dragon for China Town.
    The Banker: A stuffy 1890s robber barron.
    The Exec: A female tech orriented exect who exists around market st. She is always talking to someone on her headset cell phone.
    The Fabulous: Castro and Polk's halloween party personified.
    There are a couple of lesser ones in the city, each one protecting their own little turf, with walker looking over the city.

    Every city of note/ power has elementals. You will need to create them as you need them for your city.

    Plot Lines
    Something is subtly effecting the city, Walker asks you to check it.

    Walker will actually visit with those who are mystically inclined. He may even talk to their friends.

    Walker is often seen playing the Sax at the Bart Station downtown. He donates his money to homeless kids as he doesn't need it. In fact, the PCs might of seen him there before... heck even given him money.

    Walker is a sucker for music, so he will be present at any new concert. Mess with the music, and Walker will come down on you.
  16. Aldo

    #16
    "Beep Click, Identify yourself or be removed."

    Aldo is a hulking steel and chrome Humanoid Robot, shaped a bit like a gorrilla. His "face" is blank except for two glowing red spots where eyes would be, and a line of leds where his mouth would be that flash when he speaks.

    Story
    Aldo and the rest of his series were a product of an Evil Genius to protect his lair from police, army, and superheroic intrusion. Of course, they failed and the Evil Genius was arrested. All but Aldo was destroyed. Aldo had been sent out to pick up some supplies just before the invasion. He got lost and it took some time for him to find his way home (especially with the directive, don't get seen rattling around in his head). Very little was left of Aldo's home when he got back.

    So Aldo cleaned things up, swept his friends up to the recycle bin, and guarded the place. After a while, he checked in the residence. The Evil Genius was not there, but the television was on (it had been on since he restored the power). Intrigued by the flashing lights he watched what was on (Seseme Street and some other childrens programming initally... then everything on cable eventually).

    Aldo has a happy life. No Evil Genius to scream at him for being slow, incompetent, or clumsy. He can watch TV. Every now and again some local kids drop by to skate in the Dome of Terror (which he has not set above 2), play with him, and share their music.

    Powers
    Aldo is a tough combat robot, capable of giving your average super hero a run for his money, but not defeat them.

    e) Roleplay Notes
    Aldo is fairly gentle and likes to share (product of his early initial TV watching. One should shudder to think what would of happened had he watched other programs initially)

    Aldo is not very bright (he was designed that way), but his AI is getting smarter with time.

    He will protect his lair from all intrusions. He will protect all his new friends. He will protect himself from any danger. He will do so with a force that might seem a bit extreme, but he only has two modes... sentry (in whcih he might threaten people) and full bore combat.

    Aldo would respect the Evil Genius should he return, but would not do "bad things" for him. He has a concept of right and wrong, and knows that friends should share things. He might call the police to inform them the Evil Genius is here.

    Plot Lines
    The Evil Genius is loose, so check all the old lairs. Then encounter Aldo who is "threatening" some kids in the Danger Room. It could be fun to have a six year old scream and run up to kick the super hero is threatening her friend.

    ConEd is searching for the power drain on the grid and encounter Aldo defending the lair.

    Some Big Time Criminals are searching for a kidnapped child that slipped away from them. They find Aldo. The Heroes follow the noise.

    Aldo ventures out to the playground one morning at the urging of his friends. Imagine the chaos.
  17. Candi

    #17
    "Hi I'm Candi", she giggles

    Description
    Candi appears to be a pretty human girl in her mid 20s. Candi is actually an android created by the Dreaded Mech Master.

    Story
    The Mech Master has some subtle plans from time to time, most of them revolve around mindcontrol devices or android imposters. Of course the heroes always stop the egotistical mech master and smash all his toys.

    Well all but one. Candi's holding tube was blown out of the radius of destruction when the lair exploded. The jarring explosion activated her. She had all her basic programing, but none of her mission specifics. She existed, but had no purpose. (She was not a duplicate, but was going to be used as bait to lure certain targets). She straightened her dress, picked up her purse, and entered human society.

    The early days were her using her appearance and "human interface peripherals" to achieve money. This allowed her a nice place to store herself and her things and recharge. This would of be a great job if humans did not consider it illegal. After a time she had enough money to buy the elements of a new identity. She has drifted from job to job, trying to learn these new trades. She has been a receptionist, a sales girl for clothing and new cars, a waitress, an actress, and is now trying her hand at modelling. During this time she has been supplimenting her income as a high end escort (legal this time), so she has been seen on the arm of many an extremely rich gentleman.

    Powers
    Inhumanly strong and durrable.
    Inhuman reflexes and speed.
    A variety of computer databases and interface abilities (IR interfaces and Wireless network abilities)

    e) Roleplay Notes
    Candi will tell people she has Asmovian values, but really she does not. Her only goal is to continue to exist and will resort to anything to achieve that goal.

    Candi acts like a bubbly party girl much of the time. However this is just a programmed masque. She can act in any way appropriate, taking on any persona needed. Underneith all the human acting masques is a cunning artificial intelligence.

    Plot Lines
    These vary depending upon when in Candi's life story you encounter her. She could be a serious suprise to a street level hero trying to stop some prostitution. She could be background to the characters if they are buying clothes or a car, or maybe she is the new stylish receptionist at work. They may even encounter her on the arm of a millionair that blows into town.

    Her being visible in the media (lets say on the arm of the millionaire) will be her undoing. Mech Master escaped of course and realizes that one of his units is not doing what he told it to do... so he will send units to capture it so it can be reprogrammed. Of course the heroes will think the robots are after the millionaire or some other person there... rather than the pretty girl.
  18. MoonHunter's Super Thread

    #18
    Various names for supers
    Homo Superior
    Evolutians
    Evolutes
    Metahumans
    Metas
    Supers
    Paranormals
    Paranorms
    Mutants
    Mutates
    P.I.s (Powered Individuals)*S*
    Ace
    Novas
    Elites
    Primes
    Powers
    Emerged
    Alphas
    Deltas
    Ultras
    Sparks
    K's (the name comes from 2k when they first appeared)
    Freaks
    Halos
    Zenos (for the zeno energy that empowers them)
    Stomers (Since some kind of storm triggers their powers)
    Augments
    Capes
    Tights
    Preternaturals.or Prets' for short
    X's For Extrodinary People
    SPBs (superpowered beings),
    Transhumans
    Tainted
    Arcanes
    "Post-Human".
    1890's Wonders, coined by PT Barnum
    World War I, Miracle Men, coined by Ernest Hemingway,
    also refered to in the "Miracle Men Prohibition" in
    the Geneva Convention.
    1920's-1930's Mystery Men
    WWII, Ubermen and Freedom Fighters. Neither the Axis
    or the Allies violated the Geneva Convention, which
    prevented them from using superheroes on the front
    lines.
    1950's Science Heroes
    1960's Mutants, Supers
    1970's Freaks or Capes, Alpha-Americans, Big
    Brothers/Sisters
    1980's Cuppies (Caped Urban Professionals), coined by
    People Magazine
    1990's the number of Supers causes fragmented
    identifiers, these terms include Legacies (Third
    Generation Miracle Men), Bricks, Blasters, Speedsters,
    Icons, Doppels, etc.

    I think its key to understand that in any such world,
    there would probably be two terms. The first is the
    term used by the scientific community. The second is
    the term used by the public, which would probably be
    based upon the term from the scientific community. For
    example, the scientific community might come up with
    "exo-species" meaning an organism (not necessarily
    human) with abilities and/or morphology that exceed
    the normal limits for that species. Then the media
    catches on and calls them "exo" for short.

    There are other possible permutations of course. One
    is that, in a world where super-humans have been
    around for millenia, then there would be a common term
    (like "nova") which is eventually incorporated by the
    scientific community when they get around to the
    taxonomy of supers (like "Homo sapiens novensis"). Of
    course the scientific community would lump aliens and
    super-humans and androids and so on into one group.
    The media would do that and either misuse the term for
    super-humans to the entire group, or come up with a
    larger suitcase term for all of them.
  19. Jonn Swordsman

    #19
    Intro
    "Where do they get those marvelous toys" you ask. The other hero smiles, "I guess you have not been hooked up." He hands you a card.

    Jonn Swordsman
    Maker of Devices for the Discriminating Operative
    888-555-1212

    Description
    Jonn is an above average looking guy in his middle thirties. He is good shape, but nothing spectacular. He has dark hair, blue eyes, fair skin, and a strong chin. However, you would miss him in a crowd. His dress is erratic. He can be found wearing a fine suit or a torn t-shirt and jeans.

    Story
    Jonn has a knack for machines and craftsmanship. It could be a meta talent; but if it is, it is a minor one compared to most meta-techs. No, most likely he just is good at what he does, creating one of kind devices for special purposes. He likes the challenge of making what no one else can (or has or would). He will make weapons (he does not make bombs and mass destruction weapons... only personal devices), tools, and even odd devices.

    His elderly next door neighbor actually got him "into the scene". He was a purveyor of special clothing. Jonn started making items for the criminal set. These things were for climbing, or deflecting laser grids, or opening locks. Once the word spread, he had a variety of clients: more criminals, meta criminals, espionage agents, and mercenaries. From there, he was tapped to provide items for meta heros. (Movie companies, magicians, and racing teams round out his client list). He has been "in the biz" for twelve years now.

    He often meets clients in a storefront that provides "sprockets and widgets". He can arrange for just about anything to be delivered to you on short notice. He does not install things. It is all cash and carry.

    He is often just a voice on the phone. Someone else does the drop. But if the client is interesting and safe, he will do "in person" meetings.


    Powers
    He can make vehicles, weapons, tools, and just about anything you need.

    He can actually utilize meta technology, so forcefields, blaster, and powered armor are possible.

    Roleplay Notes...
    He has some scruples, but mostly he is in it for the challenge of making some of the more outlandish things. He knows some of his clients are "outlandish" and sometimes need things for asthetic purposes rather than sheer function. It is all part of the challenge. But he has some scruples. That is why he won't make bombs or mass death devices. He also does not do psycho mentallic devices as well. Most of his weapondry sold is non lethal. If it is lethal, it is normally just modified existing stock.

    He actually prefers to make toys for the "side of the angels". He actually extends credit to heroes and agents of good repute. Good guys get a discounted price. Everyone else is cash and carry at the drop site.

    He likes the challenge of helping people execute their "ideas".
    Nobody crosses him, if these are the toys and tools he is willing to sell... imagine what he has for his own personal use!!!

    He is always on "the right side of the law". What he does is not illegal, per say. Nobody wants to turn him in because he has their information as well. If leaned upon, he says he will deadman drop his entire client list (heroes and agents included) to tabloids and real newspapers. That could be embarrassing for some.

    Plot Lines
    Endless.

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